From 2df5803eb9721b302827e4dc61312d766b83609c Mon Sep 17 00:00:00 2001 From: umbyology Date: Mon, 7 Mar 2022 16:15:31 -0600 Subject: [PATCH] Remove File Before Commit --- .DS_Store | Bin 6148 -> 6148 bytes RE&.logo.png | Bin 241997 -> 0 bytes README.md | 50 - changelog.md | 152 - documents/.DS_Store | Bin 8196 -> 0 bytes documents/classes/barbarian.md | 159 - documents/classes/bard.md | 180 - documents/classes/cleric.md | 193 - documents/classes/druid.md | 264 - documents/classes/fighter.md | 148 - documents/classes/monk.md | 201 - documents/classes/paladin.md | 257 - documents/classes/ranger.md | 221 - documents/classes/rogue.md | 152 - documents/classes/sorcerer.md | 231 - documents/classes/warlock.md | 381 - documents/classes/wizard.md | 178 - documents/customizations/alignment.md | 33 - documents/customizations/backgrounds.md | 88 - documents/customizations/feats.md | 16 - documents/customizations/languages.md | 51 - documents/customizations/multiclassing.md | 125 - documents/equipment/Selling Treasure.md | 11 - documents/equipment/Trade Goods.md | 24 - documents/equipment/armor.md | 94 - documents/equipment/coinage.md | 24 - documents/equipment/expenses.md | 109 - documents/equipment/gear.md | 225 - documents/equipment/tools.md | 68 - documents/equipment/transportation.md | 62 - documents/equipment/weapons.md | 108 - documents/gamemastering/conditions.md | 114 - documents/gamemastering/diseases.md | 41 - documents/gamemastering/madness.md | 75 - documents/gamemastering/objects.md | 42 - documents/gamemastering/pantheons.md | 116 - documents/gamemastering/planes.md | 59 - documents/gamemastering/poisons.md | 65 - documents/gamemastering/traps.md | 176 - documents/gameplay/abilities.md | 377 - documents/gameplay/adventuring.md | 237 - documents/gameplay/combat.md | 505 - documents/monsters/Creatures A-C.md | 491 - documents/monsters/Creatures D-F.md | 251 - documents/monsters/Creatures G-I.md | 959 - documents/monsters/Creatures J-L.md | 123 - documents/monsters/Creatures M-O.md | 153 - documents/monsters/Creatures P-R.md | 313 - documents/monsters/Creatures S-U.md | 353 - documents/monsters/Creatures V-Z.md | 183 - documents/monsters/Monsters A.md | 389 - documents/monsters/Monsters B.md | 131 - documents/monsters/Monsters C.md | 223 - documents/monsters/Monsters D.md | 3010 - documents/monsters/Monsters E.md | 267 - documents/monsters/Monsters F.md | 61 - documents/monsters/Monsters G.md | 893 - documents/monsters/Monsters H.md | 391 - documents/monsters/Monsters I.md | 39 - documents/monsters/Monsters J.md | 3 - documents/monsters/Monsters K.md | 87 - documents/monsters/Monsters L.md | 338 - documents/monsters/Monsters M.md | 497 - documents/monsters/Monsters N.md | 120 - documents/monsters/Monsters O.md | 329 - documents/monsters/Monsters P.md | 97 - documents/monsters/Monsters Q.md | 3 - documents/monsters/Monsters R.md | 179 - documents/monsters/Monsters S.md | 586 - documents/monsters/Monsters T.md | 135 - documents/monsters/Monsters U.md | 59 - documents/monsters/Monsters V.md | 127 - documents/monsters/Monsters W.md | 151 - documents/monsters/Monsters X.md | 39 - documents/monsters/Monsters Y.md | 3 - documents/monsters/Monsters Z.md | 67 - documents/monsters/npcs.md | 756 - documents/monsters/stat-blocks.md | 345 - documents/races/dragonborn.md | 43 - documents/races/dwarf.md | 35 - documents/races/elf.md | 39 - documents/races/gnome.md | 39 - documents/races/half-elf.md | 23 - documents/races/half-orc.md | 25 - documents/races/halfling.md | 33 - documents/races/human.md | 17 - documents/races/tiefling.md | 23 - documents/races/trait-blocks.md | 31 - documents/spells/Spell Lists.md | 1004 - documents/spells/Spells A.md | 431 - documents/spells/Spells B.md | 238 - documents/spells/Spells C.md | 755 - documents/spells/Spells D.md | 443 - documents/spells/Spells E.md | 183 - documents/spells/Spells F.md | 507 - documents/spells/Spells G.md | 324 - documents/spells/Spells H.md | 277 - documents/spells/Spells I.md | 199 - documents/spells/Spells J.md | 37 - documents/spells/Spells K.md | 3 - documents/spells/Spells L.md | 149 - documents/spells/Spells M.md | 499 - documents/spells/Spells N.md | 15 - documents/spells/Spells O.md | 3 - documents/spells/Spells P.md | 448 - documents/spells/Spells Q.md | 3 - documents/spells/Spells R.md | 231 - documents/spells/Spells S.md | 678 - documents/spells/Spells T.md | 295 - documents/spells/Spells U.md | 19 - documents/spells/Spells V.md | 33 - documents/spells/Spells W.md | 263 - documents/spells/Spells X.md | 3 - documents/spells/Spells Y.md | 3 - documents/spells/Spells Z.md | 17 - documents/spells/casting.md | 225 - documents/treasure/Magic Items A.md | 133 - documents/treasure/Magic Items B.md | 238 - documents/treasure/Magic Items C.md | 181 - documents/treasure/Magic Items D.md | 292 - documents/treasure/Magic Items E.md | 74 - documents/treasure/Magic Items F.md | 115 - documents/treasure/Magic Items G.md | 59 - documents/treasure/Magic Items H.md | 118 - documents/treasure/Magic Items I.md | 115 - documents/treasure/Magic Items J.md | 9 - documents/treasure/Magic Items K.md | 3 - documents/treasure/Magic Items L.md | 17 - documents/treasure/Magic Items M.md | 113 - documents/treasure/Magic Items N.md | 43 - documents/treasure/Magic Items O.md | 31 - documents/treasure/Magic Items P.md | 204 - documents/treasure/Magic Items Q.md | 3 - documents/treasure/Magic Items R.md | 398 - documents/treasure/Magic Items S.md | 305 - documents/treasure/Magic Items T.md | 51 - documents/treasure/Magic Items U.md | 7 - documents/treasure/Magic Items V.md | 15 - documents/treasure/Magic Items W.md | 167 - documents/treasure/Magic Items X.md | 3 - documents/treasure/Magic Items Y.md | 3 - documents/treasure/Magic Items Z.md | 3 - documents/treasure/Sentient Magic.md | 95 - documents/treasure/artifacts.md | 31 - .../D&D 5E SRD Full Compile-v0.4.4.docbook | 100824 -------- .../docx/D&D 5E SRD Full Compile-v0.4.4.docx | Bin 538953 -> 0 bytes .../epub/D&D 5E SRD Full Compile-v0.4.4.epub | Bin 671962 -> 0 bytes .../html/D&D 5E SRD Full Compile-v0.4.4.html | 45633 ---- .../icml/D&D 5E SRD Full Compile-v0.4.4.icml | 182132 --------------- .../md/D&D 5E SRD Full Compile-v0.4.4.md | 28094 --- .../D&D 5E SRD Full Compile-v0.4.4.mediawiki | 40068 ---- .../odt/D&D 5E SRD Full Compile-v0.4.4.odt | Bin 527220 -> 0 bytes .../tex/D&D 5E SRD Full Compile-v0.4.4.tex | 48222 ---- legal.md | 55 - 154 files changed, 473210 deletions(-) delete mode 100644 RE&.logo.png delete mode 100644 README.md delete mode 100644 changelog.md delete mode 100644 documents/.DS_Store delete mode 100644 documents/classes/barbarian.md delete mode 100644 documents/classes/bard.md delete mode 100644 documents/classes/cleric.md delete mode 100644 documents/classes/druid.md delete mode 100644 documents/classes/fighter.md delete mode 100644 documents/classes/monk.md delete mode 100644 documents/classes/paladin.md delete mode 100644 documents/classes/ranger.md delete mode 100644 documents/classes/rogue.md delete mode 100644 documents/classes/sorcerer.md delete mode 100644 documents/classes/warlock.md delete mode 100644 documents/classes/wizard.md delete mode 100644 documents/customizations/alignment.md delete mode 100644 documents/customizations/backgrounds.md delete mode 100644 documents/customizations/feats.md delete mode 100644 documents/customizations/languages.md delete mode 100644 documents/customizations/multiclassing.md delete mode 100644 documents/equipment/Selling Treasure.md delete mode 100644 documents/equipment/Trade Goods.md delete mode 100644 documents/equipment/armor.md delete mode 100644 documents/equipment/coinage.md delete mode 100644 documents/equipment/expenses.md delete mode 100644 documents/equipment/gear.md delete mode 100644 documents/equipment/tools.md delete mode 100644 documents/equipment/transportation.md delete mode 100644 documents/equipment/weapons.md delete mode 100644 documents/gamemastering/conditions.md delete mode 100644 documents/gamemastering/diseases.md delete mode 100644 documents/gamemastering/madness.md delete mode 100644 documents/gamemastering/objects.md delete mode 100644 documents/gamemastering/pantheons.md delete mode 100644 documents/gamemastering/planes.md delete mode 100644 documents/gamemastering/poisons.md delete mode 100644 documents/gamemastering/traps.md delete mode 100644 documents/gameplay/abilities.md delete mode 100644 documents/gameplay/adventuring.md delete mode 100644 documents/gameplay/combat.md delete mode 100644 documents/monsters/Creatures A-C.md delete mode 100644 documents/monsters/Creatures D-F.md delete mode 100644 documents/monsters/Creatures G-I.md delete mode 100644 documents/monsters/Creatures J-L.md delete mode 100644 documents/monsters/Creatures M-O.md delete mode 100644 documents/monsters/Creatures P-R.md delete mode 100644 documents/monsters/Creatures S-U.md delete mode 100644 documents/monsters/Creatures V-Z.md delete mode 100644 documents/monsters/Monsters A.md delete mode 100644 documents/monsters/Monsters B.md delete mode 100644 documents/monsters/Monsters C.md delete mode 100644 documents/monsters/Monsters D.md delete mode 100644 documents/monsters/Monsters E.md delete mode 100644 documents/monsters/Monsters F.md delete mode 100644 documents/monsters/Monsters G.md delete mode 100644 documents/monsters/Monsters H.md delete mode 100644 documents/monsters/Monsters I.md delete mode 100644 documents/monsters/Monsters J.md delete mode 100644 documents/monsters/Monsters K.md delete mode 100644 documents/monsters/Monsters L.md delete mode 100644 documents/monsters/Monsters M.md delete mode 100644 documents/monsters/Monsters N.md delete mode 100644 documents/monsters/Monsters O.md delete mode 100644 documents/monsters/Monsters P.md delete mode 100644 documents/monsters/Monsters Q.md delete mode 100644 documents/monsters/Monsters R.md delete mode 100644 documents/monsters/Monsters S.md delete mode 100644 documents/monsters/Monsters T.md delete mode 100644 documents/monsters/Monsters U.md delete mode 100644 documents/monsters/Monsters V.md delete mode 100644 documents/monsters/Monsters W.md delete mode 100644 documents/monsters/Monsters X.md delete mode 100644 documents/monsters/Monsters Y.md delete mode 100644 documents/monsters/Monsters Z.md delete mode 100644 documents/monsters/npcs.md delete mode 100644 documents/monsters/stat-blocks.md delete mode 100644 documents/races/dragonborn.md delete mode 100644 documents/races/dwarf.md delete mode 100644 documents/races/elf.md delete mode 100644 documents/races/gnome.md delete mode 100644 documents/races/half-elf.md delete mode 100644 documents/races/half-orc.md delete mode 100644 documents/races/halfling.md delete mode 100644 documents/races/human.md delete mode 100644 documents/races/tiefling.md delete mode 100644 documents/races/trait-blocks.md delete mode 100644 documents/spells/Spell Lists.md delete mode 100644 documents/spells/Spells A.md delete mode 100644 documents/spells/Spells B.md delete mode 100644 documents/spells/Spells C.md delete mode 100644 documents/spells/Spells D.md delete mode 100644 documents/spells/Spells E.md delete mode 100644 documents/spells/Spells F.md delete mode 100644 documents/spells/Spells G.md delete mode 100644 documents/spells/Spells H.md delete mode 100644 documents/spells/Spells I.md delete mode 100644 documents/spells/Spells J.md delete mode 100644 documents/spells/Spells K.md delete mode 100644 documents/spells/Spells L.md delete mode 100644 documents/spells/Spells M.md delete mode 100644 documents/spells/Spells N.md delete mode 100644 documents/spells/Spells O.md delete mode 100644 documents/spells/Spells P.md delete mode 100644 documents/spells/Spells Q.md delete mode 100644 documents/spells/Spells R.md delete mode 100644 documents/spells/Spells S.md delete mode 100644 documents/spells/Spells T.md delete mode 100644 documents/spells/Spells U.md delete mode 100644 documents/spells/Spells V.md delete mode 100644 documents/spells/Spells W.md delete mode 100644 documents/spells/Spells X.md delete mode 100644 documents/spells/Spells Y.md delete mode 100644 documents/spells/Spells Z.md delete mode 100644 documents/spells/casting.md delete mode 100644 documents/treasure/Magic Items A.md delete mode 100644 documents/treasure/Magic Items B.md delete mode 100644 documents/treasure/Magic Items C.md delete mode 100644 documents/treasure/Magic Items D.md delete mode 100644 documents/treasure/Magic Items E.md delete mode 100644 documents/treasure/Magic Items F.md delete mode 100644 documents/treasure/Magic Items G.md delete mode 100644 documents/treasure/Magic Items H.md delete mode 100644 documents/treasure/Magic Items I.md delete mode 100644 documents/treasure/Magic Items J.md delete mode 100644 documents/treasure/Magic Items K.md delete mode 100644 documents/treasure/Magic Items L.md delete mode 100644 documents/treasure/Magic Items M.md delete mode 100644 documents/treasure/Magic Items N.md delete mode 100644 documents/treasure/Magic Items O.md delete mode 100644 documents/treasure/Magic Items P.md delete mode 100644 documents/treasure/Magic Items Q.md delete mode 100644 documents/treasure/Magic Items R.md delete mode 100644 documents/treasure/Magic Items S.md delete mode 100644 documents/treasure/Magic Items T.md delete mode 100644 documents/treasure/Magic Items U.md delete mode 100644 documents/treasure/Magic Items V.md delete mode 100644 documents/treasure/Magic Items W.md delete mode 100644 documents/treasure/Magic Items X.md delete mode 100644 documents/treasure/Magic Items Y.md delete mode 100644 documents/treasure/Magic Items Z.md delete mode 100644 documents/treasure/Sentient Magic.md delete mode 100644 documents/treasure/artifacts.md delete mode 100644 downloads/docbook/D&D 5E SRD Full Compile-v0.4.4.docbook delete mode 100644 downloads/docx/D&D 5E SRD Full Compile-v0.4.4.docx delete mode 100644 downloads/epub/D&D 5E SRD Full Compile-v0.4.4.epub delete mode 100644 downloads/html/D&D 5E SRD Full Compile-v0.4.4.html delete mode 100644 downloads/icml/D&D 5E SRD Full Compile-v0.4.4.icml delete mode 100644 downloads/md/D&D 5E SRD Full Compile-v0.4.4.md delete mode 100644 downloads/mediawiki/D&D 5E SRD Full Compile-v0.4.4.mediawiki delete mode 100644 downloads/odt/D&D 5E SRD Full Compile-v0.4.4.odt delete mode 100644 downloads/tex/D&D 5E SRD Full Compile-v0.4.4.tex delete mode 100644 legal.md diff --git a/.DS_Store b/.DS_Store index dc5171dd37965b6d63477bf52954df15abbdb4e5..2ce10076aabd1c0dd7f50c13326186658723faec 100644 GIT binary patch literal 6148 zcmeHKu};G<5WOoMTDo+Dfx(|ZH`qcIz92Iav_WM^;tD9N`3qJ?{)4aJ8{i{&XP-(# zQpAKRbSIskbH1~4FP5DnBA%}D3DKB{22jD?5KV{3xM)jyYLPe&bCh&V72VTav1oal zVHX*YZ#SfrJk4oE8{cn|&3(BHuYB~vu&RFFFltx8!I0@ zW4f;Qd&q99!dJ4(u=CX85qqydCRdcp4*Z&jPu@Pdy}o6z-^idbU+Ehe{NTBn0iPaY zVH0D(7%&EQi~%`0A%jswYmEV8z!+FFAm@XF3MPtm#Bg+=2_*oq4|5RorIwHwr1D+ SjtC3Hegpyy)))hS%D^Xt#aNO6 delta 122 zcmZoMXfc=|#>CJzu~2NHo}wrt0|NsP3otO`GNdx(F_bVAmjzEOR96N`a5AJYln(rGvC>E@Ym@vbllzFw(5P*5lm;v$MrP|q`=prHHU;hrGiSLqT@ zKVnUUh2xs#3D@fVQk}AaGW3W7$V)QvJN2KfQoMFUt?)dlyT1t)>ylG= zYsNI=Nl3HEQj9Hu=?D?5g27w=q1o?hUWifMN&QD~|4_ zqB@pM)$HVtBxH9gYOE>ml&^}cJI&`Tjtj4);*yfPk!v*^2m64#(Yht?8%S&v?qK*3 z4J5KFhTpP~tAS*eU={2>LcSGPa20ZmSJxa2y&M0o_*q0o<0!Er@Jo+9QEchs-rFJj zOX6!xw|kRP2<#HCk00asLi9GC2YlHN4S$PJMWBsUGwKgCVkLhtU}dmG`#u=hLY3%W zPd0sTgLlWnwBLA`fm6z}kYM3{%86FA_`X$t}rxNtj8wwg9>iMrS6qE`y!Cz%GzX`iG_umiItm)otTA*n~j;9nF$ICCKKjQtmm1T z&;Be!_x(ig9ZX4ldLUSftAnASkT8FKprMjeaiO4IxS1%a*{R7$bL(4KFz6XreFQN$ zSy=zXg5q`Jekxjk?DUA8EX*yz+)jL?zgloVm4AX6Nr`_ou`}Z%Rg;k?7Phhl5wkNe zF))z=5s8V3d2J00xfMm;{ek}Ui;vXU&d!>fkx*7mmMzs6*s&j>OHS%561C~IRYJ1elU)&J=KU)8@y@yir`Yl!!!{JDj#%&lzSTkGkAfXuwVRPs;I z-}?OBTHeG7WUeM+@+3^~lkS1cY-~(_VEw!5zoM%Djmq|x(Qzq(PQOPkerL?r%1KK>v*) zXKV7L6}_K~ehTkb`+vgz-CphQ9soK1?A1Sk|3*;%ZwUVc{sX~4pWDvF&K&d)4L|Am z*Q^&bxBE}%pB3gNKfM9Bxt^sFAE^_)0mx9#-rSB9sBHO*lmRc}&&h3W@}Jnhq5nyg zm+`;w=Y5(W+%i@MCWg);dUhb-PiINb#7fV^uJos~d@6G@J(#ZAC=R<_Rn8qm*Cz6aU-C-fge`dM$SXA1`XoRfT{Keh66QvT%= ze^032-@L!(HaFPH(9TiM79?o&WFkO8Lqn4%Q*%R#9K~+!xm$6yfS{c~ugP!#B8~qRP|HgAP23h`J;{Q$NSF3*$`M+%7KV|kyi~m)| zynlHi?x(QnkEjU2c2Jj>&do2K-Pbv{SE#D z>v#A6v0nXB@^9$VY6wJp>h+&1D-iME91RHyN&reiL{P~IdcPSV5hP~6<@_W1HeKB{ zPBK?Zh(MfJ9fq9UyS+PcaTKL{@wKBqTDM&-f5f7b#o*SC$;ixjXac)K}Ku!P< z2N6<~xdHQq>)L9+!O(v`GVRfwQi37(V`Y*9CGY7NgPw$I{swj_yMJQ$hSHW*qrg@h zM{F4xy?1vh?hLu|T!RQ&OqU3~PTZL=s?vifTASG32A1$IdcT>z7hcw(t+x^Ke8Yd# z_FH4cJTMW|VkzdWTp{v=~FPIL+Il&hPmwyX?$D zHCkV~%7(YqhqbvX-#Z=LJlC3^!-{yX)A%7T1G$K*wp!MviTppUKxo;+q^WGF%xqqj zfYP8T^4SzV{BcHRf~A83B;{Vfb17cTE6C5o&rC6{Cwx=)qb-*!yj#ZWd+HtL9htGb z9EQ9AfrTE-sKKzkY_W*$hj)jn+Rh*{x7&+@(2%!%T8@h#6N1ZWtFOmzH`aol2Cb_M zYyQbRhjndWV!Bj0YyP;`l5fQ-w^sZy_bejkU#40T0CiM6#7Xi)wf3EcR^G=2`n0GH z1U{O@S0+X<$vB-lQ4ki0%Z^RKz^s@T&J_c-dkFi-=oRG5=vOb3%{-%U;Eg1f^0qF- zM`CQ<`def0XGyJuo5Jwr>28@flH{*L?fk9dDZpT`H!%ZtNIMZ89zy9N8#A-uBiiS$ zDE!dw?(PGn35xXhZ&&BU_b7bNf-k$T>smqRy5Ap<#xi0&ib0b0mN>o@bJU=Nk3{;Y z216eYKBDM{UUOnTvDVJsT2l19cqF@w$Z2tygtqDVXtjI|ct_tS5 zg)i<#P~g6p80JWAcDPaIYbYz_r@hR}NvSN`6fM%)u%NkOoJ4vgsb{pB4mPi_6$YM; zg%2R{J@~|;HdBE+V?h4ae;&=>OpQtdF(|FgAooid;cA0KrX#2*{0AG-4r7%X>$G8G~?)uo5^6d3!8^V zt#yf(`8|u{snm{~-Cw5eJtVRm<}!1;hjtgZfMdD&?OvUh)Js9EY=SEbi-fxfW5?aT zsrHL*O@hCU+O%Va14ZVgh>ZUaZ6RwJyUsdBvaxXYBDcoBZ(i-J_U05B6*bV=(_2Q0D*hbDfUe;iMTOllX!`+s6r`@C8WyP1&}Jzt!h=AR zJ*DEIai-pC?(x-rV49i6tvW8q{B+l!=5GxIe~h~7~aITT1sHtKL7&3wgEsL6&Jc4 z?Ep-=20N|+cqZ9IV`430OcQ!L$Rs(RF z0qQzSkCARxsP3fs^ERtr#u9Y88cmYQ13FJlsNCKJZKNt|*2(RJ88gr}72gtPtz-@m z5fPD~R?en-7qPV~ez<-{M|w5u^ix?NQR-&7|;D< z%tY$Cc*DWyF9_}>jfHslryZx*eH6USJ%!~P36gAZ?(wvzfeygzy4+1*Q zpKH%Dp^z6}iVgbyfm3azdo@@nWg5fy8LTW-6V8C&Ae(Gpjg3CE_b5z9BT6c|MOP!b zg|G%5rNNO1A~#si%MvS#b^bc6sq^Z+R5BmHTEj^O)leZa$nkzy!vGv zN%98e(XuUJK)+Y(-1s<|Ree)=x%?M88vdzSZ{JOiTLF^G#;;f~XK2{26YOT8!ery@ zu7tbaw{m<>ij(JOKxl%lxYus7K4TqmHGDt3`o&Y2BPz9Lr6>-zZh_v*t4|@1MF7<4 z{9|P0<1I#kI%@ykPgoIg8?f!-1-j|}%17DWi|4}#B`~YpqDcxU2W>!lt zL+f~FoC#RynS6s(7%!9AeZ+EyrqVFyXkgjWIN-uuPF}(!N^@VScQ(f$J&BO12FH1> zodT~T5NtvOYmA8v6UdliZp_Hu@HMS^_FV))I%X&Q$3{yBR93)pl@oY;-E8qCXV7U# z#LQ^GUFX5(Hw8SxtSmPOVHSx8hZ-xG-j-91X#i0CdBs0>Wj1)=a}H~zx(!|FV#6Uu z(qM!h`WO-7i*XSTcw=~@V~`@_wo8_*NP_Zf@oim%5?7Y1I91V;H`la?NCt0r-nhj^ zvKBl;KuIdS%eVSyzvY7R@=!yVTk2(?O{2A=7P@XRGaSj7T94X(m|M-clpsTj7u1^f ziDU}X(d>=ik7-8lQBom|nYpfryikG*XDWTl!FpS*Un`lh80=D>(4&0wvM2H7!GRhA zV-=ZoJo>VGXfyOt&HmO{YUIIAsxLMt0o6r#U;1Dy)4W_tqqpdB@pK@RMSGohE7OzJ z`nc*Mt2ag+hW4P~Sz=Y_G;;0}@_WrPYTLO`020E)yuxRtIUf2ReBXs!A@)Zo~xkAyIlK~pti3aMcSdd5_4=A z1!vS~WiYB3xHltriR9xBTF~kq6-_Kpi{)}F9aBS~_(5&}V^>M6r(K@wv=@{<3Jmud zLH%<7Ocj8pE!AeHvI3q>qn6HGKV!c>0~IEeV2Wmnp&QM$#pz&f`&=pl{40Lc6-KY4 z>OZ%=wxAE*dV3N3MZxxx8)l0ahB?X~fFye{wO^#LnN2K!us!IwPMqs8XV;?C!hPl`aA-Ze)8(=#@IIX(yiG;W%f`EV&0xG+GT9CLdujme##bg}!Ao^{w97hAY5$45+$+H~I2Mf0f+Jv2(R&BS*h$8}mmg6r6_xxvJ0f5K3 zfOI-HNX5r%gg6VKWQ8O%+kyPyPhZT#bRZ-#emjyq)@;YD3+ICZ-1>rHtx45f20*7V z2K2G@h^J`l5J@dS;1SFX??rMS0t|+b21(6)2@~ZT=)y3jgzeBQhFN3rmq&`3?m;E4 z>?tfW+eg^Hk2mWzy70K$dNIa8ewLy< zg(d-r1nTqyXSy)dtYBB&t8Ii<_+-(7FA?_cHAhA;jE!K;&6nrWlW(k>OFMjOu*l)) z;OJ3*AfBIbbHWe=3GlXeKAd|{#C-TjZk#q_z|cX%RYw{?lF7rv&E3%hy|E>Z%;U(F znpbSbzM$NdwL<1Ws!x!^HX@JTyJbC91wjQMDB-SGVGOq`_L$;|l zqL{83aU?~CsL)o0OT4I6xqN)CEhpl$O0~DB09apNf4jG^uP7PVBP&3DRd|fF(zWpe zq@~{sHBa9vr+dY5 z)+0MVgt7r7Yrn1%T`bX->Kg&PF@7Dg)ldyi*O&0Mh|lJY)gi8ypj2!WJPuj&5A23% z2o?Q0SLCwX=4~q?1P&QUBGE-^t~ZKL`El@P7AQ4P;ARmGNs!Ex?(H7GE8%-2E9FZp znx`#IrQ8k7j{evgMS<3C_Gb=XZe8T|rB|RIK^v?q`()qCbz-FMKd4hRB6#dMPRULI zryl7_8pGQPh;{FST#x6g>+_-$^6a0oDE9A&n-SEv_W5{z1+VcW=;HE71%P|>UZbe; zMN+P3f^;k#b&@#1L(1CsuqLQxI$eUXD)w4&1mZ^Z7g;T~i}=Z$?B(jcT8r4jPE*az zkV~3Sa571HK(27Z>n>4*qkh91%SPS#nG&4CL!hS}QwB9o%-FtNrS)-zf#Iq(1a0=z zHSd#xT{)p4X4<%W-_k>=!L+;%%kB1iZ@0~vu;gANKGm}4Qb*5;<{mT?QVtsPSiasn zg;~9Zd%4Iy4_>RjTdE)^f9cu&n& zo54LI){5UezTD$fpWhX)zuoY;VhrHICMp+YFuIlKK@p9N^Mq_)L3+Lb7@KjiBHV>5 zc6>M-FkwtET-{}5A6skT%kn;cGJF(+`LaPWO$*@*dWNU~*``9*Z-gus`e8RHQH9v|mk% zb!$L>pWSZ$)>&gZ%A)oCj26|DP`%VdfJ^>u(1b zsW)76`Kj*LlaC<2zp`#$nPKQOf2X+2@nP&)*a|fGtDsS~_(IeUCT!53p|_LrR7k(> z!lFh(80xv<1d}oABNPNmMYaBzUz z5(QDr4&)e3r^dAhP19XrT3l}H^%kgZn#b9U>N`r?KZ z0LWr<%!vK&XbcCgU|NWJ=R;F-;_cUdm&W1ke9e@M`J@2~Oj7SHEiEsT`1`Y*`l^bZcy{+)fHE)K?#hquG>Vz*gFm| zsu=NsH@Xji^<5BA8&~MBSQ=4|C!n~Ce0{-TTYw2N`r+GEt|#6+mnEyWmtUz!8TcWV zeKpxV{T#!2UXqH(LZtOu?(4`A-*JYi%k{-*$jixH)!nzZfeZIzYh!hM^I4u#Ma$v8 z=CPTum+0)Tq=vVQs23WVEgbU}S_rJ@HIpuJps1w~?@?^y{cgpQ6a(Qtx0OxBjLi=v zy~6?_Mf4~_cB5c1ng%MZ*^Hff&(b?3`jm{Z=2KEB=kMa{TXm@7ldrG2Y@h8J6+g{2 z=9}OU2XoK0b5*+tyA7CG-pi{s2?+oq-H_~a(&UI2{$y+-E+OE__&V(3LNT7IzS2_3 zu_(sf{V+fB_urWb#J)u10ogdY(qq3+#(WSxdJ%Qby20%2`>wQra8IIN%oTg3N%7b|mIvHms=cZf+HY5g00>uVO&& znVYyAp79cA*aN1PoBKmfiz>JQqxO$j!fB01DVl_;9!>c})E+7az5`N%pIxs{G7Foc zv$C>8oD<%Q*+hooy!b1%(S~6h-iGuF`Q$5E@I%dAS+r2+NjUbDRy{LG&rL&mXDr63 znE4B*(A!Sbp?!?F=!M$jBmW;%h^w6BI4=+0!G=Z@I;ZjQX!z=>*9ER8Az8dzKIHu3BJ)Key9vzT;2}FH)5QYFj}mV4(#bq`Z{|z z#`XbIVkiKPwu{?Di|=I7UyB?-iri>cU#TODZKn_kRM>M_J)+Idcpv?I#rrLX0V|{Q zN@%M~TE42Fh>b#BoG4rXIQg217`qR>-Eq-=y7EPjQ%HWdPbzDMYi{K5y?qgwZb-~( zmdEY9QRle0*8PE2=kWpnWCP!d+ThxF5~ zZE0}7vFNR|eJixM_E)%}0e|OPcneMKTh_M-X_Dn8^J9C1N~_vSCH|glV;yB4zUI{) z32(@GlKV?v;#*{o?}m?hBMG%7o$$uUXq+`LcQXlIB3ET_p$=<^63bV((6UzBsNK^BN33JmFCj2DH{ zzaOMHhlRF^`c_fRmEs=0w5%U`-w#$}SZD2tGWQ&s#992JWp&X%y!w`(!}_?A@zrhX zajRr@Ep0lE9v0a*G&qFyDs{~wq7XG9VIN^}VUhRfRl(u#HtZAPBogt=VDlRUVW_Tx4fb<>kPB+!ts|M!1im zt`om~Yt6ehgzXwjAY&8RC_B9GP>Z{pJggzMnPybt%AFBL>f+e(=i{!mu0Ec_>$y+U zm+_1%S0MryQxYrYMvl>{Gj~4lCJ5NQr*i!9gC;38YC{)+#C(~{y3J(#TVw%42lA>d zw^|(hMSK1s!&1SOw&|XCSq2K&BVB#^=d9`WEvGbMhEyXPq|xemo^)vA%1x}uyk9$J z1R*OO(RR$S;2{VduhcYQUre@9if|M zPr^h)r&9!?*n;7yzLn0KCG?}RHXU}zQ{yJM6 z#)5Uo{|ty(ZNA+6nOqGQ&>(%9ZyM|=ICB`r1h6yWaLiANigg|)oeDVhIj?dW5&%xq+g^+7 zjvVo&xm^Y{7~bm4G1t59bZ+JHRw98{%r~VOaOlFWsdN?QnfE=bS=ZF>8s9V+1kqh$ z;T%YNoNbyJT+puG6o^H4e9sdF0yR-8UifJfT73Ig`8} z<~v+q{--mX=g3lhTH(}TXXN1|G}eMsk=LulrM1gBQ9I~7Iu!6o-?;)+@G(SFX9U3?bgGr zVvfEMNN{jm4SkltpaCK^Het6aT5SrpWbfv)MTX ztm}MBv52DKaZ(?n^^fO-bQyjFyq%{V9YPqZco+^VGbn*ty+(mrRZQ%w>X(c>W*VH1 z4t93F*&Juc<=r<)*&H=em&kVO!;L4=r;gZYeDQ;_a?=myHuGmG+~FvE9Q=+Cd?CVO zK8sa!{d?c7=$np5w_9# zzxE0m7~UL3ijT^O^#&acmobVRBq@Qc5ImS*dwik(UP|YL`(c^nklY0E>+;H|sS2}) zv&N+jNx;C-Zil#KagqA?HSU~~7Uep`%Bad7Gy(}ci&Sb%iGMXuvHGR@4br}!srkW( zG8JxK6DBj-a;1@BdK)5sHITmS_rCEUM8M_!Sj*d!Xr8BuCPk{dUIjni1V1jTK4`nd z8ei8AQJ?lkpFGd(ofgDMLeKtIIJj&yAe{C|i>ObkuxTsMYw99|2-k|&&>eYTv7il= zcdiiQ@eAz*g;m|jE_owo9yq--(#uGghLH*>{GqKOiHP(g z09UgZRIM@iM$BOJEN6)pAmdVWT204j^?pnOW3xwTM89y0S?k4s(IkK5h%J`~nK|bM zT25)&WpP#fHw>JQP9zzaPZ55r^nN0yx&)Z+U7H3%TPjLP)QDSXRKgTd+U(%rWy{&@ zw1cwLY|_pejs2U`)KUo47d0NU+|nY*DUN&N9DuH0c{3HFx7b@`9yt;@H$j`KK+i#l z`T4jq>bs_z_>5@nWO;vakOHWd-5y{<>%`)j2QwI4rd?(1Uh z@gR61M)3L`gzS){^ECZRPPmZl$_oiJamIK^hQ!_*)pWymgh-J5Grb)$8O;`>m7g>A zDf++m0c0m)%ENDqQoC9%SvxfgI-~sdznK;o)-VkgDZ@yI@L$JCV0k1avLaG7+M8hd?4sc~2AmXaFN)wxJv^Lf!(=a9Q zkPP1lmAf5&uPG5bysrNMiQ&*p)oik|QUpHj@TSF(k$O;{7j2p9k))o|39&7_P$!g{ znLVM5z8Z_xpVb^STM32V{uCF!UV5xe1yL`C6t_5YQX;AbD5)_lum{lKBate>+8JtY z;3n{p;0zdrFT$&g1fv<0)~)GYo3B^(ZVCWtdDZx6wS?Oek-`_eoHofK8q8D6=!8$7P zM)4yRQUO5cEaQ&V+F%stq9KpXFyq4%;`ZHpU0hc+Aq;qjyk373pdo}r{KpQ#o8AwK zAM%iN_Cm3`Bl#*IS0`SGH~Ss$+F=|}!zJv@bceyD2oco!xpb(%7i}L+ykIXOM<*6Y zT73}P^mEfKFGjpywh@rB(h5KqH;GLM?hf(0`@I|gN)IC|P-`*n+)m^jFX|)*+Tu^4nJAA9 zh1{}5E#rk`LA#T`v%4h)P4sz8D4} zoiu6bsjVG~^l(?rd#*=YEKYW4ve?_v)H{A;zMeI6+#cMlgjXE4WC$Soz!f7^xu_+f zO>SSUi3sSXl_8SrKdtf>*+|_&1mLaLh4t>%Q<*x+3aT-G+pMhm7RJnxZx2#b!E#mMd6S{SNM8G*atB!AT^x ze1B(>=MGz@BeGsDKFSOYgV6B)VbQh%cJ8gtQ0RRZ2SCE|fcDL^BwI+?<@uY9*&SG+ zdNx*SMRfql;AS*IqohQQ)Vq2YneUf}BI(#MG*gW%pi*U;fk2}Tf#sSr9g<^ZM!P|Z?#J?uNpIOi%sFrClOcAU zD+_r5FAbyzLt?u~>x#|NW}+0n;%-U4DUu4WUJgX6EbiB7zfreQ1};-V9AB0VLwl0v0Aig^TH$&0J6EF6$s>^Akt|CydktcR9uHO!3|J!T6m;WrMvjtx;8MvRO^~6Pw%o&OG$=Ro ze33g^->a_9UgYA6!j@b+wgvHjX1+5%niH! zN6=)|7+fmW^Obq}(pnu*c{T^s*=E4#Wt)~3C?H{zx}cC z8_{F24m9~~)SZ2C)zYh)qKgY{{#ZcWng$x-O$^zrRWL077YJays=Vbe3TfvBS9(4_ zypOHWy^`*(LXPY%M^MbDP~UUds|qrTun~iM(v0ffRwdF{!8T9oa*r@6G)eVVwMJ|8 zTGYu!GFzM{r|Ly!eMmZ*UFa!)Gev=3{&>%`qa$Ty{_;qWlGHlO$D^S%GO|{x{di4r zQ+qvWsDG^b(Sit;IEDDLe@>I!YO;`K5|egv7+y$(mPP`zX=3CTtq!#aKtAnW%_YXq zTQ(CI%OH+TmyfL{Krs^{?hTkCRefaI+Z>JYZUWF9NX_fyXj`fl>^suD?9e6al<7f(xz923V@58%w-<|d zTccJ4ijie-ojQw5d%IzCIWL(pE}o}qFfKHkRg_2KU?h91m2QiNiBW9D@T8~9EKN*e z(q)pQaG8=3qGdHqb2NOk;;vaqWhggQsddqs%9ldPdpyMB)#2+1 zFH2kEHsHg2=z<4S!!GQ#fn$wpcizLLPjP9f_wGlub!TT4fN*LOV*Em?u#AJguc@4 z9Kxul`x)){%Ynz#m{+i$U2@N9h)|O%Z=`Lb z1DwA;?MA=8g4rry^CWAw^i$O9yWXSibUyCGSbottJry^h6D9O6TPI>}C3kkRTNY7`5{lDww*y14Oj`o8!ZL%0AB@zW(o*Uhhu zbFb&dx=rT%FjvoSl{m9L^04J3*l@uZ2?>BFItJp6Y711S#pJ#<9HA(};WL&_AVu5C z_6vP$JsTC=nMk>Z82Q@rBFuE^S`yYSh13)-KwxaVMGbFsKC9AP`I3$?UZ9WXYh;)B z&M7+GS!E>9Zrdx~kcf~F$Q|nsW~v>tgyXWZTLMY=Ta~`}xqiasq6sk?b~kKC>de`qs%GU44D(&zkaa(&8ZM;@7|`8(%p zQeHvNU4tq}Wh9mst(!!425V|-(JoMh2kc>%NtU9?Je8oyJ(fX;dpMNJF~PwZE9XB@ z^tL)qZcrsS!k^9!vO7aNTNrdoJQLsEDqb;jeJxkTz3q3E_=%5%dps z`Q~A2Qtt_e`@>&%T4q#Ld{3|+d{YKwNHr8PmL0CC}JTDMG-3V{P~*Y}~)PO~4s57+2* z_y&%B`&^&44=|`aPgk~0)WS0IGS<&MVPjzEN}V++#kwzrE8u#k?kqF5nbp)|%DsPF zdZsZcvZs0sgBtw$`aOroUFXY0t_a5kr^m5~i}{$xA*;QVHKEHxw*9egp|(9c!C^rAArvZmHB-A*0P z`}8x_lAbnYwT&=Od1-k!3))J@ppL_qYK31xm+9sS6aH$HRHcCgcw6z1gml zZ!2y_y@o*Yz?8kiNv@H__PKgRH8t*RHI9s6`MTf->xTSwj};5H5Pt8qT=GM^QP>{yNOF0J~X$I zxyP`+59tYETo~nUp^+%)DI~*whKiKtDh70b1C7y>H>nYt@fz67A@eiVPadKPLCk79 z-Kzrf6(>yhp!kk+)gT4p<7U_bcY6Riifojkq1{Yh=gydBGWx~d<77hqI5zHMO=J*8pY{nH&lA}RH(tT`5ZWVzOUV{-4hK+e|cIPx7AL1+U|Z*;!d*ya_kHeX3j<+Dp};%WUL&Da3#+ zBut7=BE0%EmpwNCq&JY`wKj{@^PYk~Am++~!59)Uokd>W>^&U7weC%38 zZjiU>J1$w$JVr#7GmQ305hMH;mDghx-s?W!9}IrTd$P_Lm_}taZG?VROlN| zN%6jps65Q!_;(}?fHDU_eICnI7^Rt31nzelM{KOu=);2c&BV4I3chsYbggXt#&s&` z85vtwVVJ|7Ul!E(_tJ}t{i`}SQ}2si%h^x?FOTFLLkz~7la9OwtLHKMUcy0FXdn>`jZc~Sz8jvE&a zJN7c*bAg}xqC$8#b*$U`iEu>pJ=`495KSOMg1V+Aa%X;V#wjW8HSz15A71cc4<+Vj zQx<8e=l1r8_gC+$+A8%AgFj;T=T zMjo3d=+A`Kt^s1pse)dfIuFVw5wSZN*S$(rj^7x|2JncFb?nMK3Z$3RM?U=^Q|P>N zXnr*Z^bAl|;%G66xNuSG$^lgJBffiSi?>BMgn6N6oAhGzJ;u#pmtrWj=C2FQKmP#+ z#`3l*TzwQaO-0|M-ZO8?vux;2XMjd2fGF-%D`GpuvKI74oSGhE8m7oN%SAfUu5V%r z@jcmq6YSv_nTO*VU_4sx3KSQtQyl3TDMaz@7@|0wxY3kj&E~7wt2m!OK(MZT4{|#t z#fBHHk6T$;fvm5SW1@=a2NZuetu)=hMGX&vhy8k&9X!vjGk`ilBVnZjs@QBCrQ1YhFGQ9NQ;4;9h-p~Ry#h> zmXkG|j!-IU$n8!(c!PDPqrRu1TQUU=UkI3esqzBNGm9N^@PPuX21_R<9ZGvD5mhu^ zcv*ahRO#UlOTCRRwUrrJP8v%BdUj2>(D9w%hDk>m7EA^3rHgM@OAPS30YufgZ8I|_ zM4(?ZuLWx{dVCuiaegbNr>oGCUzNn_=RCaHyT9E}sZP`wH6BILx8TI$YRsa}`vr|` zH`Nrl?WFjT-!!8RdFXB#WoN|a`0h@rM~S}n@vxsMek7!D>vK8v=U@gQkpUfTH8tXv z!feibGy7-!;#VGgm#EbD(VxdM)N832@EbBTSCjjc5%0PTFN{9eL~Q zO>cTxG&7^Bx2HfqGG@xyCDooaH|pvKmiDw# z>D}(e+zZGs%m@;npCRe0U;2;YRHzn)EHVC}-urgCM;Nuv}nGoxnc#7F5R+_F};6HSHJ;#aNQvI6NAQLUlVv zrCoT3an?B=$%H|DYA$9}siC}=NF=w3^Ch0nRg~%l(o+l)Rr}T*iYanPO;eS|n;2~a zX#-t9Yfcy_XOf&&YG9Tj^$u+@@BwPw7Z198In zs5C={0fY!zE_@Km5r~hwJ79yqN4JcEAfwSj>e+N#U^?9rV7iDdhCWJXfJEa64WmtN zr@;RKw#Zn06by@Ch8cqUT%Sn&2*#rzy)24ss!Y9ySlo$XPP!$pO)R%8p+#EK1xHM` z3SIZ8bIv|5mTO_t&^h6{eo4~SMhS28Q$TK{RH)WPO0ih6)nI+yV0BK&$*guO1#hvI zt;B$xD0j!uPwz+CMkqPYR0a`-c15}KtzaWwUflJm7%G$6u__@yQ=d}0ffNK{XgZ)> zj#FqzY+K#Uh-eiMoIZmwEWRB?+h<k1jW3Hy0ls#_x@Jz%P6u zeJnXU%Go~{zklOiLY_x%6|VS$p5Ik}Q^M)h4c(Fc#cP`{?kegQ!82-YAe6we6f7uY zPlbMu8~d@Mr~h@f8IoA1y*@*wzBOG!8Q<$j3bz5xR=xxa-7(z;#$NZp8*dU`A#IXu zQd}S|>m@SDRg@VX4Z4Z)?#PqNnqB(BW3RAcq$u?U2$e5a31%-h#a6X{WrL&>(=Bi3 zjsYTD#3g}GT;7qkA?=|}VVMPvNFGHmF;?SDfu4!3Xo#*RAZx>3!!WMJ+4QJ^1}pV+ zrOUp~Rv`FE;72E;?bujxW~iZx2_F*{+mdA7im;&u+Y!3_IAv@y5i1>Yyo`yNb$_Ns zDj_8WAPl9m?t@=tNf~-$g+F0~gH$bmDh!)3A*p(qE`6n@{d65jF1iz6J3Jb?i=(5TY6cEmJ%jad}v(l|75YQsDGs>g(M-R_@rFUlh!fUz; z7u3p2*4p8$=K9@Olm~_%BE5co^Lk*qV&N1KI+NP-bsa|sKTzDeM;7ql5kABy^0@#B zt@7iB^RMNv>Kt*7;>hx0%jkoIt3Bpa95z@7?yjX>Mm(uAa!k3B`Tg-~Ypx9mlk z6ByeFc+r+N-cJWV@-dtTrRDRzyTHS-BRX&&q;q< z%6Md*u)brif=)@&Y;MV%rmSZ2$m307*naRM#u6vt)RtVv`Gb@lYzjH}IVN9AZW*MhUK=^HQU=uEB+3ck2Z<7t1 zA*3P_G@Rut5>dQnH3umw4OY2|?-9}1d);Wy`4?{+8u;Kn_b=Xcbg}C_SL9`>tB(#A z7M6~<2w6R|lMfl!;~M8b*VCM~BjOdyW_{@}sbXp^Q8}N(7GF;mD0? zaqf2}JEsmOT}PCaSw0_Evg0D2=|7Xon_mv+Az0<-sEr~-Gg%1}U6#Q*d~i@!zu}r= zH)6|YBVZw8l{N@xC5!YAemx7ns*|bcIi=qp@A}ev`Xgx5w3|p83Z88d~t{L8tKcV*GuDZrb`z`VBHa*kI~mq zh^VhhKOy}mDPzS(wYdsvYhkU5g>hek!$M9e8CuQHfIpe9Bgw6WFGf(ZDW3` zV5TaabumoAmp&Wo$>!IyS$N9!CMjg?Mhe!AyaOGQ9SI4t%n`3bUGd^(PC zLOIy4Jdw(Yw2URlX(Og%cUa+!pH>s*2Y&RR-&uX*K1djCjBD}ou34<_;-chjYGJX< z{PaEPBhovi{19`clzjt)H1EwWt&0F{`$Fl((%+OaW@%G2?n9^2m*}Ih&<7ZctYgfR zwvLl0*Q{F>CU471-0y8{;I1TwpSjG1e=Pm56wF^H-7j@<1U4E02-sKFbzJVGofw;_fLoDlcmk_YLTH!UA|pAjCg9>T+!6j7Uy znJ5v$Ruc+_QWi|MKPCN~^fKwK((9x#K)Q5s1U3YL?aKA_(jSsC>3mfBxYPz0Zo5ld zhj_d)#u$f$SvX^OwaJEf@~c3Cq9PQtB2dG*#3B_L(@a8GLidQI?NyrO!olwR^S1XU zR}6OtOXTnYLNTB`lmb9l;&S8#XFqdg$6x5;%*DvqRmkS_L#QMqEk|$gu|Wvv&t=An zPu9Bm(E_XIqau`#$v-atq+E1bgfOh~yfA^FZ+vhM;u#{E^Nz827TKC8%`&TJBc7E{ zQ^8U=!kuyT4i)m=#VlD*v>igEh3SA)&*O9Cd5(@&;Q$Q#)#nTAv3;lwzC8 zyP|*+_mlQM=|j>n=?kSVkn*DL;s|Us0=%%^R9E^SYu6W~Hb+}OS5Vsu<1!W-t2Tbk zrOu{|>$H%Lc)Oo8gdyfGUHRWLMIdeyh<^6?%$4BJ+=;&xg?-C=q%Yl|!m&TVx{5Ue zBCA=yv#{93pT1U5BP{k?I>OSD9vAE#7!UE9XV1c=y=c3GsWg`Ue1%^tg-}hCY6?0l zLL2fjZRMxVVUHx2jU_+YQD>{Cyr(4AcX8>e9Lh>{ii!P5Qf1+KxWO_@IBqYl$vTD)hZrtS`pl7H0Y5wz^Pen;UTLdZlt(9nH0L z%sF>SKQFyR`XcFdQpUE6Be2m3@GkdSDV)$}rR=L8mD)I`zqY%?^9g>|L|l}yYhlcB zsI8guHpIrQrLp@hypb^W*n${`or>Qwr$8*GOcpGzTr)x7rvfX9O;DtxENm7~3V*-! zVd-B>d9k`#N@s9!1U4E0`YtaX=$E8_CH=b8241sCr&*Y8X*prDWWt!m64k~rfSBdl1hM(Hu8H#q5k{{LRQ`!ej-Vh?IrAhU~}kIefqmYiixL zs4(VWo&21i{NTcl$9}r^;Dwq{RV3lbv>K7n5b9Q^dG&1kbbv1X=~F}Gbe%I(=;%Hr z2^|7AmenSD(ghM)?#pr$z4z7nwl7q(U^FG{z-d;63>MLH173n`qphG-!?4!aODSs* zVf1_aC#w?iKt{KP0A%gr<(oV{F1=HVWz+MeS4dBmpOUyZ0%wfC#meE|NDoUtBBd|J z^E~}CEzQExY0maFbugj4%o|p2#w+V{nE&c7>`}zHENGj?=~W zn;$nV>=$BT3|PBZn=l?wdycJl&D@8S?t4;R&{^xAExlAq8=oy-kU0;fU#`VY4~8C_|hEK&XxJuKtA(bYj$RY(r%`N zit5jzT6|75J}$%Vdy-)$>2U0Z2va-v`M3zxKtQX`!TK38Ret6$te>%TW*kC1ClJpk zA)V=CCd=kKedw`TDwP5WEtvU;A;(uR<`?w5S%u9!S?fCf7mM4s{aDZVQ23Bzb?Llo zNNDPW#WRHZq)K$O+M$0t8Pn(CH61A3sPO;ko~M&sXSdGBR$EAoytaF>oW>s}aQ$Jz z560GV(?S|Mien&KNp8tb?)YSNlryp?M504NPpJ-IIuB+le>kc{N0ES6!to=`NO|H; zQz$x0AEtdMB6!pPnF~X83XW9jf@iUg0FB#9v)-+wWf?S|N{Gk+gJ%s-B zP3f1UCnKG~$NHxAPx@%==h~ETQ@am0R$Vsj)3iq{j4k$iyo0g!kuT$c_Ofxo97~(o zyPdh#mgchNVXyK4ysbg%Smh^-6Mhq_Ql>dL+sKXoJSOvG?8Yz!B|EsijI*J7?R zwKa_~Vg9@2r+oiP>e9Lh(B5y8(r$k&r9UyQ=u=5ite;7Pws zEB(~oU2N`QUNS$f%ZUhFuORe6=?A2DNz>!q`n953UKmd%%rDGAHXfPd=r`~|%t7&* znXV((;J|*5Jjn~!=Bsr2(D@X9+Cqjb-aODA&I98GSeL5`6AhKLfxu*AB(zOB7RILL zJJM0<>!nOOTSdUn7O?b0aVpo=7AM0c-5F>zYXh5r;>jrOA5;3vrL@(#ApH38JJQcc z-zSBTwt;0E*fgd}(sIJ0V`38v?amlP`K8NV;&Dks{nB;g8YQkOLR9=@EhEcZ%x#yY z6`7b3xtKgSTbeJ;&(%aaXCR+Z$V~)t^2V-0^88-ipYKenu)VOEEg%^GVjaxc&*&F2 z+eF@GAwR~Y4f0ujUK%DLQbnlFi)^0n>FEhaZy50$lg=v;s^Hm72&a9*`Ox(b6_&Ap z=6DYUGud;5#T?|b{4639Un}(Cr->`mG4?ZSB{lm#VP2$hs zJypvm$9lIV`?|ABKN1x5p~i@~F4VCgACBz6YPw4&2Rc_d1>p6jh7G_|_LD|`us9!DrQ;egZGKLZSbjEn?I!SE;V5H$5=1exr>9vb% z)-T%Ukn|JM>!fdyZY5!!VD7+;mA)BYujVK1O8s9^4WX@Kp$$%D?V?RCk?x8!*}{H) z@PN#Ct@J-iKP+V(0Bf)`mA9pZ^~i)WGsoG!g}P8Dds$~LVa%Q@#c!C% z>vDz&fH4BD_;DHItYeJXlg+P6vZ->jp7s~gk#%?~_5GIgZYleOSPU0j>u+F#T0f*O zTfa2d!s2xJEg#E^>sWPpf-p8>Vei7+On$6oJd^pHcM{SPPJ7XIHs)|wQ|`S}`WY#6 z?e)^|~7fUad zZY7~lQBUyLD)J+$$WbYC2V=$dLG(FvwZ26^jD>6ZDEk@4Gvknc%38;oM&5)G*Xlyw zN6bz8L!|x~J~mb@9esqp!gw$)2$%hv?W?~j|367brLUDPmpP5SH**j!ea`k8@-~FJqQrp%{SGxu`Ky#@K1xMnEXDQ^wzobFA z$6g|taCm9A$;Kuhn{=3jAC|TQ0Zn7jXe=z|HuJN{kajfz>aiVRlGh(PnSQQFUYeU2`AB*Dn94maoF*u%l)l(4w^Ki6 z0-@+ZFLL=`B%$FUkLy z)YdLs+Hb1}Yw>@Q{;2d9rFTogjlK`2rt-F=ur9?y-z1DSVqTyR(gz5)xsdub>n{op z;Z}EZS4vBIms3Z;`V=l0pUT{N>Q6iUJKmyOKPctp`b>m+ep~t(>9JHsX)M@Up!89c zy_fZ2{B}(kYU#}7UNAL{^N;;Xa)PAC68i<7LHm#|e&%<=S<|>CPsSNbIO`p5?6)vm z3yqinQ^w?z(tnUXS9+^-n{=~;vV)W1%sc@GxP%jbIs#rM*0*DqIIh7B1)H>j6UrVO ztnB?a{lkT#)=lC*gg@?!=EpsgxMsLgr+*=(-yr`a{Z{ZT;S<02vtQ!fa*wpt*Wv$N zWyFx;Z=}?l@j~A+{8s8;>2b(7Vcc^s{e}BULpb~a>l$G^qg^B(Bde7;jggHP#zefY zrZ3Pp%*78z4@%pCfTrzeOEkTYj`!5m`DE>!#!R;~WVJXFrQ_4rHvZ{*CMRo4+U(s@ zI3SY`$Z zMsttUCZJvNv*Bu2VeFcEbxAX&2+Sw)@!`ECzwT#4NqP(_2q94;{grT%8%6Q}& ziSJzsS^Asl?(T*t6mOW}=neAXeB$6LjE@wSq~&`j7Z>&p6g$FE9QE9=e&)fD(z<6U zM~G4po~AsT+h&3h8OcS_eEQ~D7TfLFqHAg`h`EPlP*t?lf|EKg9n^40)}xs z{!TfQ4Y+~wyjS|G>yS6|#%H9=rLkDuap|jQ+((&*OnK2Wzx83;i*b+LYyF)(@yE}= zkC?l3wfrx6#=?3<7;6^7vk7BOU|yt5JO{j(7g_7fwRI2I{6;?88fY$S;y!V3nM#*m~W7^_WWVQaZT0X1Y z$B#7kMK^;_Iz3^-(tXms((|RP$E_rk@!v}sE4ND-ON=4!y0f<%8wH4qvO3bj>070*k^XjFX?L)otqo&&m-)Fq+Y*9{z|@*oUhv7oauAW^UZr>CSQY{15(d+KVF z5bfJe!msncEPbQ&C#2tyQukJ#bmI2H-%RNzgyWjV_bGUpWcTgcS9#!p2XcHIPnOW( zNDdK);f&(C8;H`cO_t_f-dPwdi<^en<@g50OP4-6DAsaW#%J?_3UkhJQ3!DK##8#y z{dlc|4W^y_JT8C3`dQ@fyog`UFK&>}I>UIq$ma$WDJy75=%NT)p3C#G9%ixU7v~Ae zCms67xvs%m2Wva_bm|;v5zsjuebTAXd5MmVetY(C^3l>*qT?`>^cfk~$bF*Lo$T)) z4Ci*+dEImf9YG?NZaEM4wQ_&*tiGY-)}d-RB@>{D*DuztPAMOdc?6}9KsyPdW@SUQwisO6f%`{&)(Zu`^=B~1?ktM zmq}k*cjauD7+&@OyN)rlxYKdd`G8L>U``k~;+ldPIHHCfeG}|AO44(pl|Aj+^DW%2 z&21LmEX>lUUCI&TVe#Z)N*M3mka}O2f*b2CKcrqG-6?Gaq3zx;g|GO$l=4$Q+8vGS zqst(K#bWnZTD!J7#x*n8!NSfYT zDkuo)O;+<;9PVoVwZ!v0OP9_o4v*t(ZsK0^n`>d_5^jE6+AJ2ZV2m@*pUHj^!QU2-VJ_1`UdI0l73lA-5LMjVi?Q2%+K}Nl60A@oaw$nc&zb# zr&V?ab1R5d1eeZim88*Z;$bni4NaH)E4?@?YF*`F<@Q}E6U<5zOI&^)9$(`(wK%&r zm-^y2_hjMC(x&gRYje|iTR3G(Pb_x57MFZuVY5n`(N=7zcn)do`IaXW5R)|u|hI;yiiJtwOsQ1#ofuPx@VH>`!nH#gO%b&?zc}U?wSH1$vJ)l{l?ON z6+!Bbt1dC|JS)rXdDTByA*;T@@;OC5H?UdLgI7*OK8%-!6||nqby0Y81~f;1V1mVA1?Ck#~bN4_>wOD@_o zoRp>~!kOJ!k=Ix+Kbq}J7Av6`O9|_LtAis+*H}KB8(mqLYfOa866u2H^5er*+1ZY} zDkDQW9AsGK?341N4pz{es4TnlMm}%QF&yclo$7TwMr@OznuQHVdhN0wQkfSwL)eh> zqZk`K)~}T|=vIf=#cwKa!*5|}mwri@xvTl@-Z-s=ncFNb9Y(nj@LsFN=~=5{fpFpF zhPBJ~MsYnXE$R3n>VBy`myPm%>BUmkFMeQc2jK;db?a5qpOQW*rQcd#rvB|HR&I0K zu?}A5jY9we>m$+^o#7)M(*2On>Gu(vHyB4Ka|X&Lhk3`8`35B%64=tQe~kB#HussU z=*IGz?&Ile(x!!cV&U5IHkWc!2Id3GhTrnGdCy!n1Nd=KBU716JEhDsrp%Qn*SNd` zd`Ehj^q)yLWA3CLRu_3UM4IJK7&w`jKaCyuf%`^DTsHjH{^nYI+NC@ecDnxfe)<%B zpZZ!KvNG5j#B&fZGMspKJS_c`bf@$=(i^1or?V;a>Hj2sr}Udr>S{`RnqS@^F%|^G z*Rg*o^)vT3i?cLa$)%pOdE6&#KC-zKo&a5Gf2*i{4H@&9ykYHrK+Nr9D|(vpl#5v9T8WE$n12<2Dx7I@)TjoDe@U**Y>L|3%VE z>MrA}9fWs)JEY77C>Su;*_>uLE9l%6d&z1g1gv4Kq3G=RnRFQFY=kH`4Z4x?kTSnh z%0ibGDPRl!xh?6)Rg&WL@g$>T z8~8w8tB8H5ub@^ts&}ZT60zk;jbkk!p{MF3@2u(>7TAS_1qf&e_w=zFV6v_fTS1HH zF3VC_oPW7!R?vDFLi=XCu+Ck^#jG^ z`P;jbFBQ6Uj7CqA@90c=JF+@{LtQ(YOETGP0s+m(25-pEiGk}%zEBwqotw&CwXHvS z<<%OlN1otvMPVXgutPu(>Rjq)W#>k}Rq5+f*$0GQx7==(Ih+G6Qk^r!^E%=st7AB_ z8+Z)Iise1U2pi|Pv^yP|Il$H~He$SxZ=^tm+#$VJ+H62s87YJLt-R)jajbY;3ro9k z8lDqh$NuzvT*qOtKmEKo&h9f;*#t?iO>4bQzpy|A5r#Dl^EvrYFXk=UkmnL+>sGvW z(Y}x<|5Q&iCRc+Y=!J4Oy3O^7Gm=|$_vfWQFa2{VYcX}UcBSqvj=)wx;38Gx@1&QV zL1h>h{~%?r8jH+aqyrJnk${1&28Z*JQoMr9H#) zv+H;sH@`g_m-!HhUHmNZD03w50nC3WL=hwc$~ywee2dGEr4LJgMEZTwtty5w^)o-1 zfiEuo2JCP*O6<9~)>o~+;>K-Fnm9dWTJ3tZxcFZDj0@IW`UYz*LV3cwLfvn;SiiD$ z7Z)XuC#APbZ<5|3#gO4_3D3q5>Bptts~5sBp4x;-zYnNa6T1f z&a$@QeiPnB8KcbktOY#Z<{IjQ*jf>fZNg~ZW7024iQ6x=ef3`XTUjXY&q-e)g%jfa zfOX#HS8zbjS)ntuvRDJ*GI;2$G@f-#c{fDHmFr(hSuA3)^4LJejg|7Prs=eHZTH02 z_zB0g`kTL5InrS(U0XPAEb&A`cznH@pEAZWsSDZ%VNoES$%lK(VGF1M~=`K;QRa`Xm%FbL%A zCl`8)&)${q`R5~D$v%;mr5U;mlJ1gAp=aYSC85DMego_0?`8%m9#+K=&saZ(^PW|= zKtAib(9_eySb4&q>&$06yTUomqRT}@tESa#IJ0?=ETP}Ddm!l;8cK2^p*cch@%WKo zp{_jmR%95c18UMYb{$JzHrAUg4DU+12Zxg@_UueD^V7-P)NxrrFRXfoH~HiQGM3O+ zW@mfut@dO6+^e!Ot^@h3I&iKy$_FlOPEmAQ2wliJH0`CDhAzc8fPmOY`CDbqycvs? z2bc1giyx)CucnsH(%QA%6JMv(aBa^&Rlk)J7qNWonlP|M5%V{@wmxKO(pHO%88*x0 zZI%{n7#UM+gsCg{+Iq#BWg4$r_@9;@l73Fg8h3$|_3KjUPH8I&FU}v3{-E?{r2P2q z8)kvvvSkpsSv6sP+;#>vI-+|&EXB2XhU}O(nBVN>nmL1gZ&-`vGVe3z;M%@{@fG$) za+zPaKb|9X86=+XENrt~%8)LHUB@_3F0M_Pcfo?WlDQCth(==)x=+_&^LtXPqTep< zm!1n^IO2kv^?{A5JNYBH^gHXT^jG}NND|6sD(`9exzC=BpXc!cz`l?EK;0P+j1S@% zACwQV_eNY>cdb8J-}&Yhq>OX+tCvXGQ(r7){b)sb zwhHwr>HDR>Bc&_LEm3{W~fllVr-eae^)Vq(v?4#TtY_CNC4Zecgpk_5UfoLHZskn5?v^Q`FWI zNN8E)hKh+m41HQ;C~aR^sAekv;b3?2uFD6KOfDCQ&swP@Yh1c=>qt2NSw))HdB^uB z14We&GMB}4N`A;)BYF!WOLbC2u{=9FTjisJki+$wn7iH;Bj4=y?b|K?YN1dl!ayrL z9L1sX%~DQXQ)V_$Q=gg2PQ7MV$5^(roMc22^I^eY2`!80M9oy@BZUep&rZwoS>G&_ z#WP1~R5;HWqFO>LfejDdUYJOFbHj-a%1BBFA5BVAqxUR&0?th~5A7-bqimuE95ZC*B) zuvp`DER5OuJ^0CEB{z=4Z)#;Y9aq^ju;YG{*l%kTapsR*{ON1brhf=vjbWW)44HtZ zkw$Em5jMilP2nNiVv<1qZ84?l_0liDgI`(T)h=y}X3_Ei-qVD8vN`&^N4~5VqdJ-i*R8! zew}oPeZ20%y_$yW*0r*<6$9P4?`(TGeuML$v4DP3U8+NR8zzOVYFxNKG z$iT%I$7^5vvyC6y+-v+`8)Hn)Nx~RJ5J4abguw5D4wTXTWKbi$YF) zf2`xO9 z?d?s=u&R?W)Ovt^)^k>su#CbMh$YGk* zmk_dJi=QvF`@-vL;~d+ZMBFG$s~0ED<|4a?V;02BAR5$=B=y6QivTxl;wlsSBl>+rp(BPK4I;xXrw5Cj+X#q{dMBEuCk=x(*2AD z`oHNEbQH(vMRX?Pgf%d0T^QX#$Qqb*)4ir!x!3fZg-TjCM4e#dWpcCm1$}}%(4)x4 z0DA+WS-1R^`1RsQjg^443vEJs&~NFd03-BSj!oBx{nFy+3w8TB{o3v!Pb2anKjvHJ zRhW5}vYZjqC+H{KOCN%ndtvUeeIk2Kz-NG-kpErB_lRFCwmqq$Eu-ftr|*m3E4Hyt zU0~!JY4s8?c@j2@YS-1YrRjXrV}vmCK**%g)}#@_wx$l((>${tQ!nc~7S`6;>RvCb zm!?O0vU41SagJ?{BW@I?S-du+j3F_esV8!P2x~DR^0qM@j%yp=gqF@&57X`3Jxbp% z{jCE}Ne?-Qf{=oi)xYTH1k)-TbZYn7VWP^N6igTaKtV4=i7 zVxa^Rr}HqFLS+*w8B;VoBV>Cn;rUpX%qa%04XO5+b4yJNpL4#rDVXp&ORLR~`m=~I z10kQuVzep5IW(jQI9gbKzM7la|(H7K6@#cY@#BEDX{SKJBoXcgjP;$IPe zS!{iVzF~br(e**Kt`Y=@0*VS#OcJJu11SE$#lxi~{jKgc?*oRgXhuHV%eZ6S3g<35XzlzJ z&R1-Z?bzln=7XEX|0UibevZj?@?lg#C^<{n7d_do=njZD4btqMob`mvUTtE%($*V=l2h z5pm{K%0im;1Nw%o^=$6tIyl@jGS&@*X6}M{natd}U;IDB7l~U<^xp&GuZXSR6Cw}O zC5lE`r3C8ruT?&B?)FpF7 zC9Vmn_Ly@^O$(oMzIeTUYiZOYBxFGus6Xpv8}l|-GS<0=`#BHWxVF&N){JrDgf`wS zZs)k?Uhx6(hs0NkuNPk`?gV<63h`0#%fw$0({GRw@<9%@@>A0KBpNExxe^GK4V{4j zLno=Xs9a3JplBF)JcF>7mE_aHaIrY&79yVAELzU9Z2(!F2^m-nFqAWLL@p2t#}*PO z9pd$rPpDv6V1#VvY(syW&fhNHC%#d9iMZXgLj`z`__gAH7b62?LEnLp(YhhPLRH2C z&jLJ!AA0baH1v(1NS=Ph1!pa0^E1LeJ4*zV#sjSi54av-w-vzWN!5q8!vY$sXWVk+ z`2e6Sp}D1{*3Zh%lUYIEefQmEfzM^igD+~zrZO|R1C)=8{X*%hqos+Ty|`}+exMWj z0HMSEMlDrA=h|eB0gmsh^ttyGx4W0@O1j=ny)G}m&lR~`nFF(R9ZJJ2$z?(AJ2{;o zqx<;)AjSFNaK@_RUxgiNjDBx8pFZjdQ#h*>e}WW~JvAdUkC($9^0uv^erW zPa`MfNXR+$+PV3wcJ8t{jDBova~A#D;)ERAHMGeg@n^(O6F))BxpvcUssLAt|ECzs zZIc7Cu|A?`q$q)olE7w_=DlLZ(rO69fsfTZ!1M&VfwdfSD|!|14o26aa{(q8FI;CE zO!No5QOW9#{y>i+OXA4K})Y>$TQX$xyBMd!si zu1DeZ_0E$PUSoONT*7(l3zWy0G$WgP32o09&biE~W(5rZ4Kp_1ApS-14dPZ3b2xdw zTx|8E-pGOSN9ueD*t(jM(uRx;bd#;A2~F42XHDNTuB<=P=EP}tYk%U#iq4DMaTwOd zIbMu-b~9)>&kgHJ+~g4IdgKJzn6`0kA=m+9oUugQ?+>eC?RvU)UHuJR_igdz;v2=6 ziQ7$ERe*mH-z0vQn7$KYLSdiKsr5-TWTg2LKzXp3gy;ke3|nCGmmm}o3(T;?pj2QR zT;YHVJ5o4k!?d^hJD63g~4topS4yrQvD**Jg=DbNK2glA^JbNo>6*I5;lJY#K)`wR30 z{k&}i_zVy(tKlLn@YaLmlvRcDexVgkPL|x%f$7SYz1eQ(-EhcdMy0~gT%7#i)DHvj zk?AS-l7YN?^6qWYkOH1@=;CJL#HtKgYB zLw}KM{RarE@ua=f2%jC}btPagPdQ0{M8B|^1Po#BVh$r7f+99|5u%5}ibjeO=m-g1s#1JJ{E$_a=D&6Sr)r*I`T*UE z9tGS2fH3fxkTmqJZ7R73HvOV#BuT(@ETPF2oq}wU9XbZ1lIz5g8Y6*veXv&kv;kc2 z+Le}~-m^%n$2MMU-mN!wZ0@!BmpO^~mbsESlsOe3Is~EFgRw9CWijVlMOrAk-xa@F z9M*~QM(S({&|c_th`!1(dI_9}bi;%=HhmwqvGwKJey+>sjW5pEqlMDzUE9fNRu4jx z38Cp4;^COKIOE!w@nU0~an2ZKZOuA5TtnNsI!wP^*L+vJPyEbksGw~`dH+a!nfPsD z_GQ$WxsU#XJWOVau0Lw`rlu1m$_AcBH>M*P08Iz6MJ5wm*ipjHV)yEjIa=2pX|9&% zM#6d%H#wQI3GZO=K`0wjK7=S7(&(?SZRQDUl@1FIlnx=x+b7hpbX5W9?&n;wD^b!1@CxH+{0Hvp z0hjHrJq-a*R0NAwDzp&{=$sd@i$$@%*Ej2a1JGCJJXJqFICpI6O$r$k^9Uc@vVi6T zkdzM~8W0-rnKEO+jr)-4{qhif>2OzS)(Tpm0IUNZ&wH>AY#`HF(=uItd{5q$#z$u@ z+4Z49^CfNfVf~EdGvM>>_#RQdqRC>p7b1WZ2YPU0qK=BQiiTpyEGE&*g~WO83Dv}>CcTHf}2j%%s* z8qV8w^clt^A@eQcj=7e3mT|~D)gxv;Wz4=`e2@6m;+^7F(Ib@6%fx>vre9NL${4A$ zB`~7mnGPqU?O6BFuh94CedYj;BPJvvERk$X6CzjBON?V9ixb-TCS-gw))_y>h6k~( zW*r?e>uH#@Z;I~{KUVw#@g{LQ=~tCG`svML!-Q(r4(%*o)AEkW?_ANMY>XHfwuxsV zV*-OwG#sOdOff0y$tFcRj^V-*sFjr+TgaU#8{}-t2c?7Zu>}Tw*Z^si3(Cio4TIYF zbBf#OES6p$0 zO`y%LgqO8tf=^_N6H*>t1XQh{y@j@t0imY>p}FMl@#4%6?(FFWfOg5*+iP3FIwjA9 zyj8eD61$gE{|MEhix1?9O=jvGPYps$sC0-_Sp|GmeHYX76BjFGr)im zj8)bMArKMj37v|xhy+Z|gy<6Z)(49g+hW$#PZnDqing47PC23rZW7y?+UiN2 zO%95#ABq6ssnpNdQoRf=(ac!%8(R;M0SLvb@E571tZx z;vU8O_Vi}^w)OYO{l*bj6nI%)g8PlIGe|aboq>2Wi2RIm9xw6>)*00SpUQyG9@G`s zURE8w+Y8-deX|)w3ZF?|nIi+A?FE3HP&s{h1UiF_^H#vS6inApl`AN+@KokxZw|>8ZHYz;Clp%}u#PQWn&U`0(b^BQxpH-F{hLF3F#r~SX9J>{zih#5a~I*K#8_|ql=z9_cF|sC{LkWF6yGhT zUNHR(iv4O<4)M2j5}^ORTKtC%$Pz#29|)ck>QnkSV1t3rfD^Ugv*}m6FL+dpE>Qv| zJHo@_L*fgTcyGLHaS5zv{Y-y>Sguk}^a63lBx@hWZ^&=b@f*YdP_3e0S4OvrDHHR2 zq|TNA`*O&168*~hlHoxd)1GT-@2=vm8M1Lrfr&G&A=70Xvo|z8A0}kD5SY;4i@}6` zUc6J>F8WDj%pL%JMEUJywxa8^Uqt|#rkzhH5FeI^vCX_$l(B*Dt1^@Scg4RXZs$fGAOW!9jbh4AU2L+mKBlD3r^(65q+C%L zSm^yetJDC`EU*Bddlm1!?&7W8<$TUtK$qo)L%tsttQ?IUTHOMMqLl$h5mYnDI$FUc zC?Jarb7SEbuYkH{0gVd|fzei+g)3xNtURQT%uy})j0+Un0H9Xo!y4W9A;4$dum`AVS`deNgcBQop;kJmg;5b;NDy<_Zx$ zplPfc0;ulRv$mA;`g$2%eU^^NRrp<{9(R?N0qN-}4`>gS3yf7Bh#L-b-$GxSSMTa0 z2uN?Hyo0RPL^NFd(iq6b<}N~*Ye+x0v6L98DH1SQ6PoI>eoG%Fjj(pnY;zZjWt+QL zl>U|Y8{%ISb4@$w0%iJ7;$IfuC8qpPxJH^yiN8?-&6NOi#@~qPi>oE(_jik#^Nkp{ z=uOTU_zdW5;IsYxnzfthSR3<7inIy|nC!o%XP|Q;tzH84`ewbf)#udSCr~G2=3AI? z%ow$KitsJsKM-FnZUwOyy;l4gG4YUWJwTeR6~gl|-g*hpXN;^5kw)LKe#9~7*5f!* zwK|SW&K5FOkUya@V+po(HR}X6p|-AO?7{q_@T=mx#lIlFPTVefzA~nauM?XtSd*C0 zQUpi^Bh8n9DH}RA%yGzcayU}^Bw%f0Z9)66s9=M@#zDxY_ru3uBKeCX8-)|%Y7}X=z(l}j0F>Ux z?Ae+u32^k*&kKN-VQpy`tZpa8(`sda(mFV2cuPa#*1_~qJo*+^!)!d62>1Y@2cHE% z^TEF|ewX|D`pQ-R&kf1H&O_#OHNbNSJ_G*4SfE=Q2x#_TG|y3aZJaPZ7#q}OdQ{$_ z6Un42>m!87_KbvmLcs9Xi+%3iVwVS_kvG6I#0vo5DHR^6WZgT;7rLIE7rIQ}CYMN^ z`z{mU+JAIV)Bn{e494cuJ5OfZsev6X+tce(y0$x6<{|#&h2(8MpnW~$QpESInVA_c z2dn@5CvNy7(__|sX?OZB%sE2R?7X6pS}XyRy^Tq08#XdFcL6dpU;wt5yRgW#xr_OW zx$INoH;9?X+C{sR@jJv15pNQs)frQZS#%iqhB9K)K=@wq-C}%!4U5}BKcY-g zhA2Na?Y40@B}kv^Si=1S;OFS*C?6qAo9hh~*aOf4Lwf+A`?Kl(OSf%yGe;ko{rI3h zK(`p0>@99p^NCWzJy7nF!_hu>V|v7GPAL&I6lyXWU8y8&<4ON9=EHu%dW-m4ZbjR8 z(3R>M@M^&)^|PiliQz`4@wBZ?Cvxnh22x{?ND2H-zaO3E?a zF3reY9(I33W!ybGecEkJ$w#xE!fRx#nR_+VHf!dPKMdD3yuU&xY|8UDkA)ng?^ zT0{cj+%$a!S6p4w>qLvg1ZF^7Tn$4A;H~YaCdjN;O_2j!8H)veegTad)N05 z&N{t&@9yfVYEwt-S1djxEKa^Mi$e5Ra3dlaYyig>=s_Vfxxu?p9hoq%{`lSok=${a zK{tI`f?}u`OW5Ey{AZmgg&o6w@)~vdr%=f6bSfXs;TX^jt1tJhsIHf|9V~RQ8I_~J zcKs*zz-_i&wqteVyfAFw;SloDe _W1^nth8ADb)kIggJ=$7Vb_29Z$%26F>ycmK zdf-~HL4sJG=!<|j9$}cqlV2yChh9^&)sf!|1_;}+^N3N_2KOEAlM!U#n$szx%D=IX5M>Frk{#D+qw4YhpBKPB4b02|2bt6$4?`YJMoSuxx>{DM z(OAg6QBV3@p01_|GZ-zBWA6s1D9=id!l$L>^X>RpBInfwGV6s?Py!t0;5!?+^fveV zGz=;qq@qS0Y?LGSpxbU)vxRe0=R@pD(YjTd*zdj}V01oA5GR%~+lx1zu>q`HIH$X9 zQ!l}2wQAB{c67&mK^2^CMXX>pdd%+ZgfaL|LxjCeRr2IUGNbxHDEbV@13>DV8>r2; z*|r6ed%@E!TdCREa`(5lZV`q_3Acel`rndB@}5T@{>Ug2bAIS_kBX%!@{zpI2jq}3 zc6IV@qvLq2ODBlm`t|rrm&7wtED^_CFt(kz7Qyjf{1GR2tnz>UxSA{XJ+&Qs6R*R< zZtQhr8~i}3T=N+ma!J^U{*fgZ8ll2 zwWWe9ZO}gS14XeGr*w&+XfHeUG$eIMvS&4DW}k7DF0&obZnar=iIH?)u!9%TTD{;D z#`?0gvsG$lWhyuw==?i7`bT2VZwkAp>`OBHGlZ*{B!tTsxGM*XZpJq!JJ{F7A>tEJ zj?#jiINFn_a`}kudbnAbwn}(+t3>+4rP!nWm4e6ah^!3Xy;YukJvB}t6T{t1_vDn; z3(N};XTpqP%tvi)4ZYKh85)idEf3T+DnF0^&JwOx&M$o$<0%yAw+6eI=**f8^gB0x zN~tZr_w)`j5b9*Au7j}>FIhIo6I1Js?)TI^P-y9cAbW!kdapTf ziiZD<_;W46KN{s$(5EoA$t5NAHfPtZ>}56)3_VBd0!h zZfow+>ZNAG>hY}myJVVT{?k@)t8s|VIV4~+rx`KtV8i{sXFBs2)w;Kp+Tzk}%0|>$ z-T6m8(+%I{z3I&BIyuWysjmGS&8{+YZvkz$`!JR!FkD}2g!G>}$EWGrZJ6evf9MGS zYsC5DCIt>s)Jqi7iTx_$@b_}a^x#3HVNs)hl^Ufj2qS_s%>8JD2pku{kckt8O;Pg; z`K2Y>E`kd#2N>!r^y4vVj3!@DITgJjFYt{~4lTbRDWR(ooH zm=gPp=Xm^oGm`QGDq##e({U_9<0n2q{xO+lKUkAUVN;2lyz=hR9@uyP7_^{w%J!D41 zmjkBj`UXF&KKrVzIlpAr7QEQHkU44|VN9i`>dCP84e}Mwe7tp7!&B$<@fCZd%MXLY{AnC{4; zx0$fJaFz%-lUPfyB4bw|xP+bt4BDySbl>ZS{uVG)LUyGeQF%dgyc-xnhg=m3JqR^$ z8t5<4keGpiC_ogT=;EWVQpdXYBtsjb!pg`{hM)2-Pwzf9fX9EDvS={`KjhTfyXk~+ zSc^}_H-tWuPwTz=&(gk9gripoWNF}?-0WhG-lK(BXAKvDSrpKwsignrXss(t!cx3p z@LlgsdH3^KBDj(81Zk&%;%uTV{aYi8yAS3dwRa%Wxfui9i9*sflCcne4rZ7S8^R4=BH_Z za~YS{$zXB#Re0YiKCAu!j9`L8ZydHn#9*a&VC`KGKtIp7?7!8rx zUAeI6W2o*Ysy=A8{RH&CuDP^1ZGojnDEfbmxFWr7?;Gog63pKA4@1tGoKqZ=Of;e3 z^D!Hv0ybS~=JCO+z%Hzo{gaaP=s($F4fgRTZe?n0z%!y=SNW|BaE^~w9pO?lms`+D z%kZA+9{u$);%Qhv|0FTc7*%~DX$&5NvRy=UaoVcp%vK`Ql-S$s%kEqThbM}~YQ7SE zOZ>WR;$tj%mCBUy# zp$J142Y83`Y{$nV{L6b~_*p;_ilsrPB_EkWG;THs)(wm&hSZVx*~IJ64K_ybP3RrG z3l}A}Eh|UOHV*1Ea&%AEJ+LFAT!+|lu@+-HO!BK=N$lB>Ef0p5OfX?)J~wZb)0~KL z7uw>_>i=4q8nio;>=}Yi+V;KfdklmQ0nB8J3*v*_RBs(Ep9csCWDce5Ly=dycl+-Y zzK=EU@a_h0>&!0LtP7bMt0&<8Jd^54lxsOO_&SXM+e}2AxfI?_YJ+&Sq$C(=Qb3i=kN!(Uc-Hd8MbLo!W@CP2{BLNO{2Gd2J0;@vCL}&X&N*!K!2COj_z8OHcqjjYV(=m=2NBeE2&i_dt@QJG`a6@_5!x`|4Vb zZu}b-MY$sH2FC3%HK!SjdpJeeP-Jq>85|rO>;9Wc^YC@8oU{APkZt(wjmks3s+T}3 zmrZTJt7jT^W>APfDF+`9U8k34LtdlRs5Ow{DNbtXR)!*Mvw(5v=9s;*K4Bw+_b>(p zT^>Aj0Gr)ka=01}Wp+_{_dEocu5Y3D2++R~goZfcZ4iE`F!lZNRv`(Ed!*uO+orS% z?!*ONcacYwfAYL7%`jECFy`uhRm;AWyJN*8swOOu{r#5$)=)3uV8^L}jalU_;?CZj zxO2dfETMJ<%1US*rODUuy?VdtLbmgkkdv>CaxfpkHjx!4m71Im`c3xJsT`Q;c=GSm zZ)V0KUH?jIreRZ?9_OkTQoLL{YCeH#9(%K8eUVq@j9XkNFpmMS`NA@XslV^rccvT5 z!nG5bP6%tr7KLATzExB0m)GU{Em|pC28axRP2NrioWHQXQ#)|RV1srZ;jW5 zx-zhp z_>K5#q;x7O?QrZblOajy*DFyd2@{3$I5xSG}+3ctq#}fCD>@M zQ_xg)&^XhLJj~SmQha;WtMt2kctig@&!@2emZi_pf;a9CccxzLfKD4P;|m&z9DxcN zO*>+*s+vxaTXv_>eRFknb)^Hw_?+RD2a0L9hWzPgwOfr$QzTXw=Dv}mBfZWODQ1`^3`!U?LO4_TZX(}CI78jx7dzX$kirP0z3GIADA(@dkvKalt zr3e8A8${h=8GSMi8Kiy@!Ncf*K$WT+5PS@~K1{KdOc|z_RyU}|r8v0Q%Zf}$-z_RN zYHEI&Nu|?(_jROYxxR8*it*)I z^2|-0NUnQY&KdjUKQih-qi-k%pQ{{$+=^+6*zTn!IFL|sbQ8^yS8jT5Y_tk0XjK<}|9ZPN7OBG>UpicRS zU*Uyb;MF$)ynG@dDFfqV`#16koVip-356kx(;9-X{5SEqq~To?jd5B`z_%6>6aEnsYCVK8=2{?^_6(JX-!>_sg0_pT9&+u%|UpL+Dagr z<(1<_IE|$)464a0ab`3c5`f&c=c;^E?1>H9{o2wgZ+aO@22-#TGS(}drCy-`&{}A& zw~Gl|$5ui%>A8=d6bny~&4Y1uFhq|ak+fSjg5+V#i<+gXV%d^sw?rn^R7 z%fRhg1N7%$bf`D33ZnqckWs&mBnwrAW&~OipVA3=j|bw3dx0z6HTIPc%WEiigwNgc z&Sg+J`m}WO;fF<61uh?<6Z0vy=wH1DrQ&f~o`;L~Chb)YXwTJy3_9vKx`w8y(y#Y| zWXA8+zlT4h%i)8UiJ9JvOOJN+ln|O+j3V)wj)vT3(~|+#)+fi9SUhD;i+@NgmCt;X zAN9!ogN^EKFSukROnI0ZS84Y<;E%y5scye$!TVz^1zvZDj1Y2&Qm{&ByxuBMQtGrllYaqs)h`H1}GMgo78pcZ}d$! zGaWOO@9bjlYq0ba1iEz{=#e~7kQ6ylwmhCK4L)Xep4ZeDSdY};Lxzv0eB{cd@6)aK zo3&nRO6te>2yN~Ge<%k`9}DDAyzV2^0FI5)L72>(0^DTN1Oqez67H(W){o3 zK7X@s*)R^~(z5kZ&dxtdRL-m7Yi%VumB|d9t#SMd-z})m6(AwjF(Y(nb#=|x^Q_3U z4+x9jEKclDSlZ}e*&ncoM2y+-1ORg%98+>5okqHm<r%Y(GK4kq4x z@vE7vrQBT({V{zNl{}MwnKyQTH)xAjPwj^mTFhJQhHcFN>=N48*dQ)N>(%lLrY~k) zYn#`Fc;Ay`^}pAeH(5IC#fVR0!hY9ku7y7^W#n5=< zEW)_d!-&`a{$BNE?g_~_4FeViohem5K@JJETH=0ChY=B?qn0KGQ`B29>C5U}bonUs z&hQ$R{j8G0YO1EC&YCn)T(|Mo@6WWX>T>j^mvXfB53~@2`nzlOyrkn9Yt`m>#4ts` zajaWJBO1P4HH#AV^8MhNIL`p*f!=jaH!1UWo2^PgPIa!sbYD1zjrJh&_clWwFhA+s z^gAo7QgX*x979U8>3Uw?C~TGi_7DR@@QFIiEpV0B%5_J>5)($KU`&#@*uz|(CFA5Q&_N~{?I9K{%n(cvt?55gSCpd|^g*VbYJZq2Dk?IwA z$bkvyzWuBoonQKQhP8wu`VQzwIE?jiGy3u(^YU3J%Kk0J_XuGKqR`8XeGbtVLGF(A&@ zF!KzKzA|kMV0A45@d-SRj0c+wpmOhSWEf;cYbOMHNrZ^3B{?WpF|+WT2o-raaMKyr zSTWi1J=M)6winD@Y$~t+t&)&yH7A$uKGQJL!a?cIX~wp|N`+0Sf4SOSiK;#o zIju~0PgFV{D-;2pE9)%$`_xMW3ATE2yUAY~bfT(1TM% zP6GGddBWP!Pj8H?bBF3R{jM3^ETXKo=5<%4y-c-FK%!Wt*R|unK#S;H?C34<~oJ6ymGfAcH2q zw7Rs6vn@#`6|Yt}h1PD51gOZ4IIHIX>>yi zoD~|*@fvd%WP|Xe;t0v9w`5RY;oosa6-qy)`6rTYIOJsrDf>Q$w0_^$9f}h{nBwo2 z<<|rhVC1t3zS)1q%z57j8dEX%PLX6RYM)@SMSn8^m024NU(1b;J(9p^CJ0=(ELL*o zc<<4vz)h((sWiSHkvHy{e~sV+Gmtn;BTaD`7{1O0^4@$^|QQ`OO81UOHm+Ewoj zH#kb$?js%v?V5WI>AO-);j;$NhJTIy3H7W6SHaAnlgwzKcjww3$Jw6p-4c3YwUYU@ z`Sdys=V2*7&ML#?Oiw`R)M&b6H+d4ZUe=yf{?lGumrgWCa!JZI4)=tSjAZXK=(!%q z>{Par7M6AYe5f5)T^D7`!p)`vpOt>vojOr`%M;&I@zJrnyc*6wR>m%sb8E6sj@9oN zknY*9qK=M&Ml{F1e|=E;^UzW$gkk6VU?sWJ?sRBc^RYLt>Cf=OB#LNv=Q=pz%0As% ze;630)iwqql8Q5Y5@td6-5`6cgU`r${fD-y#H+~p4Bd2Zh*v_^I0rwFsYw6TVluec zB(Cpa)w7BY#$SX&$Kfq$Qa` zS8q8;M){{;x5+?gywa@!tXDO#b4REMbBEiMlR^rSzOvM!kIhl>*}^S&F~BAsi)CFE z8l@DW_?Gf7hEtPz;#db5)UpMzxHM?!k)uzJ&uE)N&ZJi#quqf4ICa8s62@&mZZZV+ z@s0X>9xZkdo^0(C`&==)_AWA1#b*$tduIr!~@ zpV{Nu-4n6dvzZ#QIK=eu#aj5_$?a#kYnHwHuhrLSvVC3Wjw8ts--{y5Yq=xDt}4$V z>opy_m{Z2K3u3;rH_GmM-hvBmsc2r*tyR%cHGGe_it!bzCi)aAFOAu{FMM-QdK70N zZWm9sW;LjW+s_ZS)a=$l^i6qvtlC4b;KeQMiJ^87B<=nksk_nT^t+Cn+d zt-TFsFHgCaNwxQL{)$D=!zPpY_Nl7e3BOF3+)il^g3NN}D%c^}p)BJW^lu4WinM_r zJA142DriwoQ4Hk)$;5G~uVgn3jU4#oABBU$sc>hkN&%eDtH6rvDn;7Tc;u6|P(-4< zMPo7b)12?&xX>&uoXT$li<#rpo)v|S6`#q@e1tc^tnV@HpFn_@KJ3Qw6*-V! z+Y{U1J_;REC5^U)+$L@~XJFZA+s{oBdH2YE?pV5M7^`PX>sH7;W1#$a?5|}dBF^uR-DRqs1k0)&~3io$V@%&S6SnE66ZaR zb#bNL6n_d?*zmYNbw2XzUBSR*oc)k)PG*}V>{G0K4&{#iy$$;cI*eR9ad@e0D|D)WI5pZ}SRVvn6l^V?>;tL}P8S_E-t}a3|%Jl9aj!4@U zg3vP7?hn;aHPaC0A&ZI#bRw>Wyxj4v01Gc7N6E7n6n%8Eg;7<{(#uu?v(L5O1K&Jg z5hAfYPdn@zF+9+Kr-K15{w!Hisa<)JXezEmjkq)PS#uek2Ah>KR8jt34GGv$n}Z)a^$}t|}{lznyCjqahTEV0t}w+w+J8 zj1?#QXd|nKKP+Zj?6Bw?zqKvnZU)}(k0%<9KbHzlk#FaNHSH|c9VWs6C+5?=GkIX} zGz1sHjS?=DqX#Re7eaV1C3R)?OL1)fl@x_~3GdY|^EABfeDa`}55Mc1;&R1~jr!}* zZ{8|9Dd)ZZK>Q!d6Zw56mn?m)Pu0wAUGrYx}q3uS@!AZWdMMJjI|Al+i_IQJRM*MSE z3Vbh4#@00fdV&s(8X=qmmH8ob1>)hhSZub6xEbxJ)JjUwm~kURxTVE!bq|Z`d+U5L zj-p48b^p56_>54-w`lH(XKCW7g}^V8%-}WPSc|RYi3`;^9`emIxY)XFh(&yj8Kk~{ zewyRf65uYjAw?djh58+NBCCGWC79x?Uhu~FSUn)R463W}9F3v9qca-o^+H-}OJ}W1 zx@hUr#@kl-@l_OA1o=-2n86HcNq5LcX(lYvq1qt*NtbFU9+iX6qC%n<#nK*ngU0-} z;q*d)!JJ;8k%ID4)Zox@5WNtWEX}Qq2ywe|}1C zav4_==5JC@-rDV34jqrlbb6efuRo{wjj?=u%?BgY92%mUWoVd}G2o~+1CwV8mo1y| z&0#@zsI^Yxm*1}{wg*B4{-yecWX}&5Frxfr!1o_HSRdG?@#Xj)%{|2QI=^!Fug!8x zA666bqzQbjcLW&pyu9#MRsbdB_Opd(fuUz%=-EGFO+Lx=W@KMrn6WBNy9zsF!_BEoNafy?8V86j%S ztw%I*T4a7TuNIt6pLiI^7ylJHX1hdNA|n3?Je^uRQ0>coo%U?;Jjb40!1CfB>%qWeEp6NvC}5QjmrUhnM;6idSPT`z3FvPc zt2y6c9NBET)l%o9GNagOTQHf%m5pml0Q)4_nX+fpFaS@2MQh$-jNv7GK2@wV*5d9% zx>=caOD2@-c4{qc01J9^JP|2%WgJ08eSXbfh|@qcpx0+9+=R}g>%}q$2NB5(@EIU=)}{Dv0#+(hX5i;srBS7A_V`(E=szZK`--Q5D;`1$!UYCayyWN%_{ zlHUF~Oxp=F`g_kIs9B>1C6RW} zpRNFN==(&=w4yH5MAq;os&7m*^HA}=!i)X9B}Km8=4nCl1bY^OZpa{p4?2q~=j9&> z%-(%ku0p96x7Lx6k^b^_{c3ZCmF#r45&Xn3cx2CJ9Mk>I0? z(d=BckYjw(UKr#gh}bc+K|(p?mMEAgC{1BtytrR*LH(c}_Ff!R($_KuqPM81buB^^sQ<)vjla5qFKg2bi}avf?i~+oYsPH|`!miB3(r zI1QNDD!+BVbl()^@vWHKHae!nb`2Y@; zcRv0tc!kNj;h)?LuQk`lByzcN{zcA+od7GX@0rjwDEmoEXP zadR>=D=6Ooe3V7-qLe9%Jcl?P4Wx-&n5*zJDsO*nk(T`Dbh0E3dminO<2hMu-&{{e zHhw_^oNRRjoARqj5GGQ*2NM6#roV#?G|`dX_kqV2wB{=_0t(`&RQQj{zuzU#sKBCF zEHvMLyyB7~l`?<|W)@hxItbL<6kaTM9zubZT0dS)V?}u!)wo=1!QvFT^S?^qC`4C# zK-(mG-7Voy^V7LC?`#J(X8vJplt$eNm^_(%947r}GZPUNv0Ri{-v~S^l@|wSrL@bM zd>wT%ni65Ur1AJHY48{w(2NP9+3A39$PGk&nESX_6uq*B+QC=b@%T}oP>@9pT&g}P zY~EH0#CWh<#0Vu6&r=?6H-Kj#&`NjS{$`74WESS{0DV5(Vg_95`U*W;kLKwn`CC(q z>c9>L9b6*Xgi!m<+Zet60PPaJYNctd$KI~bF6-i}ZL{<2f~~85_sM44e39q#-R$>H zHp_fEbh_dolcYJ|TWPh7oHH`f20gJFXv`;JXA>=Chd2;dAw9`6@^)lIqV0oFMs%Y> zN_NVA)wfIT1|Qtg%ve>s;|G%3qhNux6t5teJWr>{J!dVozU?VmF`lA2Q@CR@{&bR; zb3_#FZZ$r$T6q#fVUFhIthj^33)c%fC{_#QTFA3z)Ag7)cE z&zUpn@rrR8Y+wEz9hItMJyPQKn*vNbzU8RKeA#B3n1=xV?#M@(7yNf?Q3IV=cSi*e znP}dgr8}BGrs$T2@aoZgkPqLDfkQB7G%+JgwG)S{* zf#UyZVZ`Xay15%L)%JnrH<{1Iooi(&;1mlM6?4+ObzZFN;rL5l&_>MP8n_chy)wnu z*11@o(I|l0>Hs0OhYrz~MqH`wv@sN`zQu)L=`Ppo;NG&+_Psn({Y#K2& z`)+C+FpAx#>?fLP)?xX?&YDy@={Dblahr3Oper_2l!I1f^RGhDcainObdgtZJ?38W zB=&swLvCVq#zgK=63!1bQyp6q)=x~$zeOJ(OH}8^Ogfvkxc0netJp%{2n#T*4W{ zLzJBcV+o??yFj6;h&B^79+XkTyxW!bsn=H&iqDw(U&Yk>EA*pqvZSeO0@u(Mi)WgD zPmGI87x1MaZp(SP+l7raXz>+_(@W?td^(P@VdY+4*QjP9`Qv1&;Hh=P@`ieN z+**4BMDyQ`01q;#V7Z?OF*bVBMWP(&Ud)gMOiyFJhom|;cBWRAe0OT=gfjZ>#{~Af z?kNls_&q zfEVYe1nDKKaZyP!PJj;98y7-hvcq`)@bsG6IsM+*yiK#(s6TD)Ysq!?0L^M+1)?bZ17_Vzj*pAHJky*63I2iAD}NY$&4&lVU~$dD+bvl@0wNLZ8tm#ch*Ve|R#t#Oskc;z@aN%>~fyTy36iXKr;I7vCFeiAM+mO{gW4N0d`}L|6uK^0bw2lRIi0}o>g?HvXe|c4FnS~; zPS13F<|^5eNhH}~!DHWIL^≫5*t0EU$;~==oWs40a^}8E;J9YKfHlvt=N+&<`$0v?z!GG|e1yHnHxIFl}FD_Bn!haHDx; zcFlc-tiG_SrIe!O-bdn)t0FUWiwOc;00CwiACl)sutoAzQ`a8Ph|rD>EM$T|xP?zz z(U)o3*sH2ghqqu>L{t062=Fo+4OCb7Hj=`<3U%;z9B_9^J^MlR+gzsFULIPDQTr`Q zfUibUgk2Tm}OU8F*u{kok13)SNF4U>{iTXG`!HF0A^QI)IE(B zHDt4vtvsePC&;vv=-bEfyOm&I;-b{^hgeqqyw9r)t^c(!PQDW{*6IhFRK@U{mXzJB zRf9$bX<77sgpUcltbH-|tJ!MX{xhal$`loBwj|msza!MAfP_n>0fw4x2^+q(*p7{j ztt(~}l7<0tp*u~=K-URCC89S=@O9w1DKlC*JC|!k(Z6pQul9NoUGuo`yi9%GJVJiB z4bj^{@buJCJeMs-=Q}i$BX$;jbiMD&8g1wm5ziH#qJ|MT{MV)BvgFaujE+>PJixa5Gxg2wz>l>MGS&ngw*>D!k9@geZcT<&}S{%g#QF_uVpfqP{wQ2Cs zp}nA~pz>mcjxqMonTH_OPG-PQCZRd4x)4QvX|m%#AM(#fupY?>S5dix+oVDq13O}| zp5@Q$xrRBahgnDsMZ!TAad0xztZzLCZxWH7-<`DT!y2E(2mV>A%~beOqqG5SzUR$+ z`L97`hYHufY|HW0sX{kDhgacX)m;kztw9o*t;Meu&B~9W(1fJNJ7072;#Kea$I~5z zKm8)^ab!K(us~9F(VgRcR$@EH(G9^_?XvS(iEle__1#uH&!2p)V&>Qp@KXP%vtot! z@kW}(QzXs4-w)?@Ua3S9&W%{D^92zZK6T1F78A1tx-eLqwDz5ptj8W8#8m1yjmSTp zEHW}NA*1w2;o<3-Fh)1Kv2nIxTS~7XZScBY-GK-vXsZ^0xKdp0{3foNJ5YXn|8h5u7hM+Cu2l@TFof8L(QyjDeCAH^~*MeG|-%aH|S850ACX zCZ!1sJMXG>tLGg}me#nxH<>rEWzv}>eEHLuT=7O31D)ff4>DAE%kf74R{&?h%@l2u zb|AHhzsT9sA<+Xc(;FKq%QcN}givIVUj3pi=tNQef2vNAgX;|0`n7-2x4bD#=rbsc7%a_vR^B*MIHHb;lDh|W`RXg=$>LmB{w9uR2g#lkShD7 zl_?&^dTCr^*6qCv*iX)2+?kxj zAhvUkM0m4*jO7k)r+~gl3R|IVFRLy7G^)C;WNjn6HXSpXe+wgrse5*NhI|Tc3bJ6yo9k z{X>7anH5aZ+e#yP>TEh24&6f3D$Fg$eR$eP;!w32kP!K>^rodc4I+n*SjD_mrC1JU z(+x``NMjnr%(qp_v#P@=xmbBIdXdeNt_*0+`$?AiD1w2b?! z;q+Lw?^sH21ks%oWtkq|(zKUlX{~X@I?vLXR_VVU6ouSi7ql^w`hs zH6N@f=?yw189Ib_f?rpIzOLGXBy9R2Ai=-6RvHp#c<%vFXlt@qcWgUv$2L^gV$1qh=By|+QOO2jJGv9x}fwc=)ydB%sZr((Xr=c@*aEDb$>`6m5QIN zMa+fgt+$v$!A1x)tAkF=-0A!A><9m%dQ}}b2v6IoHWO}Muk@H#l*5ae!@Z0PwxD!R z^BM8;gi>&j5UzjO%;Va=nIdFbX*vl1+&?;scy8Z{h0*phBH8*a4L*a;!=6-qLpFth zB#WLpgXS*y$f3`B#rl)#%4MFnmJCt1vobAbgoQ1T;lxI@RRbOT+$5h)s||g=?r4Gg zOdOpP`nI?N(!Aw`I6uE^T=_4 zmh?Bx{JNV_LXp*-m7VZC-HrWtV%%M=ph1U{fZ=dJV1ndm)h0U&<)13TFeHPcOzZgQ z-z=}nxhz<%=Wj@8-s zv6b8S5KOcvYQ(3p1?)Z;t)9Gx=L)Wf?07-Z?$+--y0IDhm2`tr8RPm(mhLL4452qQ{Tq!5tW(=%558b@n z?4)Ev?`}Giy5=NP_=^8wdC0STnekD{L(Gl)O3HrD`ER!^5+!=|U~u=pa->)SoHyns z9I{3B#(5P1J?`Q(0hLA^lL$gfjL8|g!H}1!#GWn$?1-a`M+YStl4c({{Sb!#{q_?r zn5OIx&mDuv>O#B;ujmi;=ZJ8oXeb7rF0<9Jim8ZC#JOpfuOMwQPuw{TbvC{4M-=4m zTvi;K+NnfwKmfZK!N`!Hspvu65$kyYgF#i}0S&?bUUoE)0cv{mi{qfLWJeMFUW=Z) zm$a2w*deI@zi1XgqY3R_Z=lh{Mn?e(Hg#jaSGBC%GMm=uPUKGs9v0i~z=!5*08_?c zgsnfqk?LZnYVh)$F=%BGiMe5>Tk;`;5dwz}n7gvfb$`gT_CZRej{|}W|6>BMCuBHx z&WfFw)74eRa&OYG2++CzdJd7+wkKn`U+mm7ca0%BdEZxg`ufhq`69RQ*)*s8;YVLj zev0@b272&zy_bY}jSKPT&$36{IHSpL|KP@oYrTA?is#@t&E(%ln^ANxUJs5cw=mtt z#SuH9P7L+Yt|!;J-f4fPIC-B}-v(}5#y@{22RuP4+M(t)m0v!fLng!#slI)o9Fu&& z;dGK3rTX(m1zrGO07|Cf=a5#Rznff%3zE34cWe4 zAQJ{)p9S$Y%4l~ZGmS9apVJ~0mW<;7!`-u&Mk5H`a1|GMtmjtj80W+BsKMMmi^cO{ ze3s3`oLR02vb<~3t(M-W_wvMU_N4*n6+CDPz=}9dcwzsSpO}uybR++eBt%|UhTUP& zf+oiAa4*-5C)_P#K3dq%`9qKDj8}PsIxbhsJCP)p^MG`uxu_qV& z!xRV?o(xZ(4F4sag8hzCFP_`dkX1kN`2)X5>b2So6q|uVVsOPwau`*u2~8F-@+&3I z91>?qp3M^LGE@!vKK}YC3C9)Byz6>MUVcykKal5l?-OKkfis3tUG4m7BYzlnU?*!k~GjR7%l zY>u=A?T%*aqws3`G*e&q8=XJKr{1wVeeOy03{5}?MT2~BMBmAFnXAGzwYi4+2lbou z>V#TB^{fZ6qZYN6Q>{O z*=D-dOm#Cf#p*cLd@F=wiwEn=L_jtho71nm^Z9UU4FBE3q>sC*0@gn<-254LnI^2D zTBJaYx637#=ZuW}sIT<7KyhG>=;pDefstZvJ_G%@xx--3!41rb64>J9BTD2xtb2WK zL!~L9`lc8!@?e_MH%hF~KknnZ82>_IIvmZOt>0DgdFVBBPunRlNRBl$yg3+hxfz(b z8Mami5{6n1!1k@ckqWnm@5G$9t{2PdPcd7B#LqvA+?xsG9h1$&f~L*dP{GL^kKdkkM$F3i1GWf51Do)TeGj_$-)QTadO!nzX^SX;4HK5ZVR7UN4VYrPH$8c- zmYov%SFyzL-2oKqos_piQ#~5M>@ye_d?+APYFuwZot>Fow(Z}qEl9Q0w0h-}TU6Js z8ikU8PtH{l%ZVbgQNcw5JjHuJCO^j$JWcA1t_MkT0$52KUW7bJ3784?g#!vlb;Y%8 zWCX7hcE!=7qoZVH+!5W|lb4Pyl+%6rsKQ;)9H<>r9x3j8 zTzYJ;bjAHZ_&ekskOzLsH&GgB^MTb6;1pTBB2$EsjRgp&PBQG?y<7I(obX-qP{452 zYlyjmT%hFnX6w9)j<1dKFp~(mN9wh;p=747FYwGd@Gpp%Ehq5Ceg zccZECGd+GiW3pN!?nWedFy$D7A>gD?M^eK7)uSears zX}Zjhnkykvi_`d&px~2VY^NGm0qUN+t786Y+RtvjiGnv2(9Xj?$l09E>rJ7cB-An~ z%6f-;3+Xz!Or!KVjtiKd4NvWHsksdWsx!bHJC6ZakMW2(Y;*3GL|`$upVsQ0g?u>) z#P1R$#x*zz`V}`FDa} zy7R51sq?Y1;JeS6EoGCp#)Dmzc*$u%0IU?-jA#4xYSBTx;#R$RuIDse_FJHe;lIEP z=%%|DeiFx`qcZL#LSiqq>VeNgrCL9Acq@-EG20Xe3Q)a>m+GmckRQ04t*wgVdGnRU zDZZ}TUIP2rK2X86c|H*GO!X6vJhdu*iJ1-qSp>u3kI^SXiLc}NX7i$B+e-FlC@Okg zgLl8`i?-aS&HLHcbB(U(M*s)RnS5A&776`Yr~>6e0^(4KQjigU7dEJ^!mm8@a@LZz zD-{*@`%>l3tDKPSdc5iu*dM z6JSM|Fd*G{alzX2kr?kb-UnJGQ$jWI{rShbI~U)$nTWf!y;|{SKGCt-29?Kh>d7i{ zzzAPuke=4)z z#&nzZK%VesjdWHleMmzZdm)C&zu z8=cALsn1wjrGYY$eGsFcE>&@4?)6OmENW?GtoHOP-_gK6kz?5ZRglm?HA0`e2R**S z`vrb0z zeixV+cMCZ%>*9nv?3pB-9p%7l@cH}$EEbLC4=U#gairOK05g=?HL+R9&d)VcxZ}-F z*TGBycq%sMEw&Z69fERv)JZ<`{zp3B%;BiwjPy!#wyTS`Cn-C<9d-R}vFq{a$^SG= zQ~d9*uX_c0p7;FizO}LCKVjEB0KCSpUhRbRKI3S_u}FZNs~B&YY5u(HT|#dehg3|Y ztlj>A4-s`p!|=mmm#-bE)Vr@&9=NL=XpXH!FrcEya(Pb98DB z8?M!e8)Qvrm=J-eCRfWBOqCa%kAmCEpo6Oa1=JnHoP|JnD|Ypq?D`yDHT2=>`wk`+ zjJgFOR5EIvAM?qU89CQZ1Fl=&D+6jeYX-7yU+$>?e>}Z&K;8fQKOD~DvX*VHTB}Yc z+qSu7TZ_wX@x*1@HkWO;Z2!*Q-_L#b@A>E1^}6u59+!UALg><}5Zk(oKa5bzh$@hF z(<}pQ%aI<831sUV!JBG)4>H`VblDL!&W`M0aZi60Jg#tbTYcrMKUa{DB-lLK+fth} zuyL8svQ2=%3A>qUb#bs7Y${luLk(34{GHwQ&_y!Y-nv@&UR3CGukM+uS|y*QNNhnB z81Jt}n~k$Ep%Skkf3&Vkgs#2dVXu7vd|=X2KF%)-K=Gb9_Ut;)A4U;y_P((%?IA{D zML+)&?6v+7Id~&reNdIo>)qMtI|1g|8~ISaV|6TyQhpXb@kc`j))okMWnFO&sqx%w z(S5btS`~{BjfLOrfCp2fbsg|Qwv?zh?q$mpt1qF^19PvgE`>nAuQXY)Iv943W1;Xy zkG<=b^OJKV^u-Xe@(_qPCGbbZzsryAO$IV~d3%GvuD3gi9i(e2Vn zL-XwTV@FTx!NwgnaSb8|(yi^M#_JQFGGZC9PJWF{(s-ul09ttJ#)?!T-aJyD&U6il zNTI!K+l;>)PH}=?K_HTXdJY*@7x(|jNPRI_)g>@Ky3g=Xemisvt;e=9X$3_OY z0-bSaQIr4pBTXz!!T0Klx1fiJZL9wAe8$@gkOMOfc13jwlq5%l!`)JSL~O0aynY!D z*8XyWG?POiqsUZ(nvbg}kf`psO-^9W$IXL9kj{_-FCnDfH@_wHs`NImeYsr@eYu^Un%)l$#XLeqO%jyE1^D)U^HBy2 z2i~qyZ!q6BRl3|apFGP{u=$ER(lN{7dcxEk1O`G)nk-ANo<5DftKoynR4&NpPKA=v z$LTA$+s-ZK23yw^e~}Uq-4KfCe_!>!9=}GeNdJ$bu9JfySR?6rqz&$*?0UdG^6!#muja_7MAZRWgq|vZtwli;`2X zUpxJl_WcFc+gz@DpU{7%k_+2bRNLBSZsbcYQ5~!y$Kx~$`nNt5f12{O8(AFxl8sxunbZO-IO-eQOPMm@6o*D-Yp5gEgOPx-ymok}GwA z8S+#B!BOH+f4PD$zZUi0oS%L@OM48hDHA!mC1RbepM`swojatY|8gd!KeIZ+FCM*EWm0Z#Ur7`#B{jTD!F!rQrlH*Pct?% zeayhP;H|ix;nk?R=DmZeJA-zF1F+ox&$tvt$f6^LUzYQtNzHVAy zY<06^hXU_x>k3C;Q%^x-8vg1%ylM=42REhGDWDw`5I!ym%WXc=pkBE$K-3Q3R+c-EkWkRlH=~U1I@uf%~IXV1}=P9;6;m$v9&q@a-(qZ7) zFG7HPUrd7oQTFg;`?ra(OtB~+JB6aaT`p13gvxLvq<_xfCwTeSAj<>xx@+~fbIjVG z79tyxPy{k+_f?_%W30ab44%lA&;?CfLyUl+eafI2q{8#8Aw1hfP^_GJoj^AlC&C#; z*YA-QCK%1}unmL7eK?%Q9UuO)JW51viowZtue+9Qez&F{ALE{}_Ovv}TGY+1J<#v| zHg)Yu*T9qXa$Qa%G&LzK+Ei*cD1^13o0ex|X;Gh}m&PY$4GR}AYB0DlqAlkr)O1t8 zKYqH9HNTRLmzI=oI*R2x0JNl{VL2)^PJ4csN2Tx3TCm1ChsmkA^>VTdbXHJPd^kgX&uUt^-w_XI|4+bEF$v4H}NoA`kRRS{EMiKCCNe zwjN^<6Lc=;Odh<(4-~F7^p>o`GF-!!^ae7pR&dKRfDSxiFYwjZfDe%y2V^O1BvgZz z|0wfxsxEtrvnPd1oqn&raSFjQ#{QSU!F?9khO{ILZ`&Q}3k6Rq!RgxmGzVZc9Jwv| zPuFO7$zI+ja#>BYm)J7_>ff^F#=F_=dL3`%|6pP3n*xOpV8y z1U52W`1Jz4vY^>pew?64iZ=8aO>ia1Dk!-^Szej)i}8Mg6Xb3s8Y!V1UanrdrS%&z z&N+gLW{#>_>mxb#Kw;_Qz5(7SFfaWg=UkfA$BOyagfkxlupZ-Z1Jw@Cc@|}zvwsNQ z6e=rEJ&&5|{vFC({>=!Goldj-ut^utf>{+jH|TQb|FGSn!9^1n)uqo)2)pjiCAXw1 zAgYlIf%yeDqW=S4<2^xR5Aj6704;LB#%11 zxUMZ+RX`+}pou(^8_0_>g5r>eF{R@TxESJv0&Z)iKmEto22ypcet_L<6Y)-HN)4(X zIE8SHQ^DjOT(~rS?h?|QdJJ=&VW|vDPK$71t_5;ZIz`N+xlY_+gkl@hfgMzE&I9Lv zi`+$lGy}Z2ijd?k_axaqs)nyrG z$I9l8DyIXlXj?6IEt1`sid>c({%PnusZe?oj?tV!H>zM48WNJmmab&(Q)L;~iZAVR zgWPl?kpcu#20EKYH!@F*vhS-!KB{W}3WnrV{#hdLKI$(%mmr5)gpY@x+21=1Uq2v> zuP);Ls}J>&aI8TleU!R;UP$}jONVQ^QXnh8SNdS>37G4SYOiIGPJF@?p(t;AM;3JL zcf});ig%i)r*NA$yU?7qHZ2N-e7_bUsJ9299VxW<1mb995V_%Kallq>OA8}Zs@jYs z0m}9zNW$32{w)i+ZuayMd<%ufPr$)v4rC7izYC5f%s ztXvQIzKzdQhkauyNUxMF9TI<`Ed!dR&iEB+g756MefJ7K?-tA!!BWS zLX&A9R%r)ydB7^KgSw74oWB<`?w!pgWN2Li59kXg+b-Hm@Kj zEjciWL*($o2nl+Ms{2AEs8f9hwVKZi&HLPE9VWS>+kOWqv!&V^2ya_-zO?>gIL3Wr z;;%ez`li|4@>{zZwWPtnuMVY#tt*&)J)In>G(&at*V%g_yXZ=kMIlbA#QafiSFb^=_1W^3K#0I&M z5ZL5uQl1}zk^T@9HVhlAQfi%8=eaEs^bmmCq*fX|2fYNJWeZEpFQnSxi@D6XTeGz<4{ z65!_5)25+A>Sk?a7L=tvlq!Td5C#Lr#_4^>EWA?;6ZW)#wTwMUTG>}saj|xhDHw@?z-4DHBX|kAAZaEX?7@HDo zYWk=xshzLYESj3Jf_2y_;AwkRqHK$LR*}TxMWeqQ+cBF0>fSNt{6{RHNc&$-0B_|l z)B77(lECug3&8^(bet|VQfdI5ek`s%clG9N2Ev)pueD`6pUT;t4wYjUtfa(rY_O!M)6Sl$ zw*Oxiy?8839gi8e2_o-xMI#9ZM_zIsYQ`V^j4ZThbB?NdONmTW@lVDk+b}hUQq*gV zSuf~rrycFK;`1vB5@;<)JE3|)xT8*_L?1`G`DJK!x6hNx06kuY9TT;ORo>R2@7_COj;8O@HXw@hU1C<$2nKOxZ;$g zLUFouNP9Q_>UU(eoR4jmnT(p{MO@VG{lZ(9Q=N${18cb?3FA*gI-0aX2bH0iFgmRt{ zB_t)Ht}6OxyDV?&tFlmO!kaSJRZZ$ki!|0;NQ00f)4vWCJfz^7Rffb5yiYOc3<@tV z5Nuf>=X>&QaW2)7 z_765`L5?xw=IX3wnNav8LBKC*PA_*W?J%=2+#s(;f1Y_~i^j8J)Yy^F6AwT&J*9`gH zziXeY%l}%8o>aT#cYxX^`P+;#$#yb<^*q<+rubHz1PT2GhH&%trcp0Q7y$zXdR$~| zOtRtY^{i}zpB?OrVCl5% zGps5_RAW})+GjJ9T}Sc*%~Iz?k+u}=U^CBa7JfU?$FdeF-(I!Ns>~7QM3jw97GZeu zRUesVx4L2fD;qW7{tln@Mz4kq-#&xP4)a|1Q4-n}bp@8S;9zxqZ3JI2iSI?Y4q z000ck3K8_#y;p&o)Z?vK9w0AHryv4jY7`%KwjMNx{M3R=f`p6!03?g~cMp(kzuPZm zoUC{VhMK&N1sZTc>osS9`(Ob zA|CoMbjpmlW9f-tHQp{7UkAA^D3svc+%obcVxuD<%>ICaoiLEzpkz)RnRlE$zG930 z8+Rp$L9CjK=J)4jE{S9~iV!s}ZXK;|Xee^qQk$1@bWtm~_CDI;z@VYEl@bmb^7{)a zcdTrbs+~w4l=MyqkZ1dh^`;4HDF_?=)kh zJMdgY=m}(z`td}9z@2(bZ%l3OM6E%KjU#B@>`j?Rh#(MZ z1_@?MnCLU6^7OK8^Iaelh^{_ zbJu#D24V0JlNkRAwbQ#H^bDZvE}zn&PuCuUKYZAEW)c7zp05Q zPqGhL=-Pgi(6hDlQa-A!@!dBQ5$^!+VFE=+>4F~lV$T6tMric(013BjjqG+=5 z<@2twMJ!4(a5HBTu}vc=3}1t%B&ABEby#ROrY5XXMyp1ACY5~=EU`+_089XM>5Ln5 z9E6G@K~IPA{PddfRY+Mo)U{OYqk!;?b_~iRL1>rsz0S@=n~$__LCMn)T{wT|hG(H4dKt8OGrEqc#rL-pdVZh4o-%{=$# z7PTxX)=qZ5Z$>GT`FiHNW$EeD_lVW5wta&iQlNjxYfg0@qoHI$Qc#h=R`bvZn?f-< zusS?Xaaq%fzc)#M_xxRxu-$FhU6vZK{MFkV^Nff4>(^g-c7Q97R5*lIh||S_4vBs) zK=)*|o}&J%-pmwP`qP{;dx6W2t7sx;u>d1`GP}Nk5a7&j)`_%2?ISG>uDOlL?a&wR zQXVu)!+6%q;aE@nb;NJETTRyoAt9)+~VG2xR&SUEQ82hDLH(u zc6)t+W4CsBrgc@(OQBG?_-1vLDEaItIy!pw?_X;&u$66aEIU~hGlt>Al;xIy_#zz) z0a)x+dB3Qr?ptrzw-8-I*E|nl?-L5e6DmjtBnvd7rT*{f!b6dW+dS=)!rsPq`|`O3 zt8a5#4V{a)o&Id{EE~|iLak`b;DY^ju$uh*B+aS}kWh$oQp)2?xHK6!&oaneFq;d* zFykvjyWCSeoKO`uEjCj&A;6vP3t1HohGEqfISJz-9(U0X&A94|NEVRCp)rI7$@DCf zX=!b3MrF!o_q#=A#z?|{f!;|I+ReYOb>A@crNN6p>obEUQuqy|Z>_+x+X}qg$-t=2 z$eh3TCRTDPPYRWd)YB_M7rywJrWA{=Tf+54PzzM zw{6iyz3S>(NC8xOx;U@_37A>lA?_1+JyZN4O6_f%r^q-;EX z(^74Ex2ZC^{6;XYV%4^73=KgezRW{767t7VQaC@%n5Z~$r#MoD9iILiWkeJxU%@g* zah!4Ggh}r21U%l9-JfQpXSy~wYS8ELkM*&1>Q|4H|Ua#G?_s$Kv7vB*E7;I1o} ztNoUCI;~y7XwO48{3SjyWmHHTHsIKyj;q3RuXOkAy{gV3?$u8LpX}WLtW+Po9qMnEnTX z#wGl_LxP7lII9@u&@O?NsUJ8^x?A9hBqdhuH-A8Pe+ZS7_O%T$hK`CcJP+Bi!fJ*A zWsjr4pV6l&j~(-1UO5O2?F*axij-y9s6~JeB9r^R(N}!AVeX6H-*IfLHhJ3!_lg;B zelYnSN;xetr``vijR?dFzuxM0`aYx7&;Q88=%&xGxx*LLYrzD5Tr?yDr`OPiMj#(a5Feu39<0C0(AB}H6K0+>l z@oGdK$;f6tdaZ6A^7vRPEkdE#@r)`E|SmYu3lz-C$H;W1L^ryrzwe{2Tuhy@A2_4!Tpdj*)26?JJ(I=@q|ss1683-9_qFag`Mnfw_Qz1&33 zf0)r3ML?(ULW;tLBE>cXthL-IaK|6#-e)@$1XBP*$(6E=08F)v~bXUT>}7Pd{cX+W@w;R+^SBNb!T*2R3S#os!W| zTwPs_FESEFqlnZeyZ1t3|M@aKz$eFF5+HgXCs;#&{}47#Bc-vYIov^`Z8p<1j+bzj zlUtM~&alGg{8-^8y1<|TV)zprl7YhoOO9|oLh^ewIM`TIU2gJ~eD0ImlWA>b>oMJv z{`WLgZ2pg(7Z$Z< zK1#C{!`?uk3G~XLc0Zc-KIHaKz~iSJw{CLbnS?2dukFaFHYU()KJV_o4}Ao^7!TQq z%5mKJqEUmkcRcjN(@|ddcD|d4dgf0ZfzIxB-)h{qmRRxNqQkuhN-mV@;kQhtO~SqW zCXptk$@9r`2hI9H%+vVDcbw{{VbdHCAu1yL(*w4f)p@c{zw)wF)V?GWQSye7&;Ix$0AqD-9J5?Cq$9T5Slp=l`=_2y`i*w%hP$sMa*C+Jc5P>ne^& zT(jSuK5~{%u3blg?<+t$FbU#N*5#4i;K)k%IjV@ZJrAMG*(&NL-6|dJxA`M{`1QfP zAqIKk$fc{yxdPouLa*^ToN#RT%0pJhm?`6OC(;WA`@~|^Dw5tO!_}yDRXodneiX2b zqQQV)>q$aHRQ5JSHuR8!F8Y7)HW*4|inbsU+9h2kS!im$G6PNT9C_AE9>>+@GmOE) zqk_~uS2oE)=@_fzdAu=7kZ_kUDi`152>&RT@D~x_3M}2i#FwLxfLx(8sDRrJ)kh5@ zHkLh+tRYhA^F&9#w8dYtlB6r)J=c>4k_MWgBkcO#q9d=yJuZZgW9@(=h!?8h)-<^W z_O;{u(=G%AreLU@p>k#4@;OVRHw(RSqVC1nDXv>_Ak`tke^2J3=rVNDiSk%TkLvDU zcTL^vfdq(EdqwtD`?1N%9hyZQp@_piw7Pp}=6EORp#5Der~aQDSI8JLGv7wu4HyC z=FXH$o?RXE+pd~L`#w$5%vuauW#3xza~KEHXY!$oBblKFj42~qyialrrNrDvSe;ni zFceR)%3dBOofQ5y zULR`o|AZq$(FJT*%0NG{)KOW8!qPq-8T(;c{7TOM&vM-XBvbT{WUK3N;52ABztDlF z`5p4C4{Ai*L{})XtF2p`A}-;1SwXm|M~IeYzuu@euLiVWHG1z5`_Ke|xs zR*O-V6)Yb64=kwztgBzzw9zyrK#*yKp-@pP^;~;mbgsD^U{HIpkVc>O3G?(ul5m?a zfl-cRr!jGFZcxXXbq|+=P1!iQ@O*%7t(M(#J@?M-$!8sTb(ycMa8q8151vOHqkMMi z4<^$B3Da&b+6LsiOs^qz<+Fb4_^hxr9rM8<`ci3Vac+Gtf~M>(s3NNWOgng8P^l2K{%iG4_6+!W%s!7 zyJ2U7;=9*UW`45a1=ko`uT4FJ`GbjfiMqB`U_9dWh1%)Cq``#g2hWNIPyKC?z?->$ z{G*^C6yQ_V7vnSIc*6^k=Uv}0{D-S-Gfco+(fGut_Ji3|1;1CsGSkoboo}$zuO#A#K=RtaPgSxL4gn2gQPwc%P650RmR2j;r{n;UtCh9+h+r2gg(MTlot>HxkCIlN_HlYSsgBWh}YkN$j zbp(N<1O%m)3ZNZZk(F=lY`>B!4VrM__AMZP{IaIyJO4l(S()wOLcC zknGvSN7YXD zScwF!Nn0wTFh55~8$MtT6XjiP>cV(v7eBmBZKU0#lWOxVV0Lp|%jS_cpQXoRgYq?# zHxbU`MPqu9!fffaw*~(y)q+sJM;MgXr)5wJsT#nL|7VE|08rj)Bykk>fTfN`FAA6Q znC*PODkULZA~E_R0$}2pDyremNNIq~1XgZs5Vm=PPEatynx+p2ephrB1zsI`#!YV5 zqDDJ?U>BY@+3>~6=CV}lwYLX<+e3PE+2N?jno-<|-A$om;nm7E)K8mgGO&X6**)hZ zUy)CrCM$*>_0n5;r4Z-d_KWCS3hHjgl91-2yoKU4xi zr=o^=zAQr-W+UDqaNpzszi`QY37Btkz=`W*QSnpha=BbjE%c<3c`X5Qme6Pl+UWvlfetBs_IZ#~+`VML+Nkpd|sKl2?< z%cAmjIYPJ$12MTfC($K$qqYmi|Icw4Y60BiZuiWbW-SWK3lZ^43BTw&{rIn_F)zB= zfKrr#t{nl_+PUZ^-HmAE@k3Gcn!aBF z*+k#e{R%(AqCbTytKN>sjgToV@SlM~2PC0yZh7YISA?*}YqTs@`H5h-3tIH{%j5+& zZgx@xOF|$osdFgy=ZJo(wRtH9MhIhCi=ipwXP#l9H&luF=C%t%cVdyxmoF~76CP-Q zvFKiY7=mEy45IN-A)bJPzVSW6imUk;STJM}-HiiZ!EHYd4L#0I^OwVj6nFanM{w3b zM({h0Q8QMlc(|qax!(f(^|6yy)_VG6Bs}TP{KPIyKvKG|#e7OzS4NC`>74>%dWd@v zy7y>aNWbii{nKIWSn(+WPmf9e7ZZ(rwFA<&Rwx)_$s5(mqCid3!bV|q*+ZKZilO3* zC2TQmR<*l+-y{dxr+TDosrq?O>mfV{T;fE7k#M26r0m}>J+6v7_-JOw0wWva*CM3m z&-rX~L|6bjeJFu=3N1Gb`A_A7{i6yQ^|0?LPDF+l?j;2nxt8*VR`ORl#D!OoGoo7D zSZ109Xnl&E+k0A`UZ;y%;|^~{h|*<*YQ3Z5Ck+AWL|93Fe?p=x1b#nAI$Qk5OhX5J zhJje*e$c09o0rBaBa|*t^#2ltG=vK$WL#!BN(ymgik#-(k=t2e>R~Q|Pu<^AwnRKN z|78Q})Y)9)hOa! zXB|{`LM6cXs&^Eu%)}toi<#z8zJ>OUR|0}a_%Vtsz-G*qNhOUJKCQxG+6m{1yJE^` z_|B9Dn{Dz3ts0)?&h1x4NDuzb49e)H=nE6egp{b1VD<+=@|??OqIz%rzgp3bzN+Ep ze>-C-@^ixaZCVov-u}_{)4oK0lzH=>@noRp(0XtRxXxbnjEjkxmkHT z!l2B^Y4q#JQ0v3QI0fX=7myg8?nQ-2$!8%h_`_PR?N`lj%O!6!wvFnwFOHYM>i)CE zW@lf|hEHIe5GGgJV90SY=Q~o**@i~f`Hs5jtxP9xLv+$fZ^J5i+{ptq+n*>;J-M$& zKVQgs{=vWw1hz>2HlI?`?;T_gSuc%e!dxYu!cd2RrSmn#0@qy&gW=6hfX= z@MfqE?j#TB<2TYzOete9Zp|MYc~(5SwGX1}N!-?ld&U3NMfV^Na#~1+=TNQs0p+y$ z%&0?%w^X3=`uoQ9C_P`(#TXF9M*;^)Qvj6a^19RDKU6ePz?<{WP!p!h%P1w!dod5Av6mut04mowz&VoWLk zFGY3d8?wCR3uhepGlGI_v6PP0=9_G$^BWR^7=DU5To!vAWKGAPz%XU2(BqAo>sAjf zm%31~P+?A^=6K3EEUzhjiqr>2D0K=FPYxWM+51SG4c&t1h{!M7m704f9QLjmV4m87 z8Ev^KK8Wwc?V9B!-8JaSXtmaYW0bTz9EUFFzNu;TnE#XBIELZbKYjxM<5r^hgqJ@f zKHAT_buQ(n4dHEldC|5^sg%kgd*cx?(HB(#nr@XEhv#%B%92Zvk$H`$@AOx|qtOEN z7VR}J~p{-f*u=jeJePN{xwP|IWCqC~VV(A%2p2@2sgW`5Z_Xr%@u< zj+wjlJJ@>4OlahT_Du6L)`1CG;og>C<4FFwB}+Mg<~?UH6B%aOc1e#I0FVYBP|mx^ z=IS2oEs918%D}$Nn3aG}py1)(VzSajI6!rn)Vq3JEjT5q&exMZ!MI#4_}nsL)Vf{t zT$Akl^G-g+@+6ka*~&K(9fp^>ofo8LqyAxk{Ra>)2G4Hvj#OqazUi|Rf(GUN&T_OA z;!aO{&d!VDF2`x}wC~ld6oZfQp4#AvbGV``L~M$bFcL|uK&Ax*^&xc*m>c?`U+;R? z7*WISlKpQ1Hx5Un(gt)~5td=?p0QpGG!SO70)aEvz)^sJXLR%zI7J++=c~CAny)F8 zSN2LCJsv!+ed3%q(xmYukbg@CKG)#!W6}%vp0Fg{WmBJsozUcGwRqG$d6DR#d;A#3 zPtRrbUDEPyK|8DFKLDME9&p&yQqIb%DQI`HkDO!&4QN<4R3Ybx(&W@2)C7(;vOOm_ zKE`5SE+vod#TToVh^!FDPA)IdUNtM2egikai^kU2L@0Oqzif-Hx1ZGzSCE|?tY)kd zAFzG3BsQW(4WoZ0WY}L7tLC{Et*&V>?~cB8hwtmyzP72*Y&!Ze0ehW*g=GMCMT=}| zz&}mL?7-ex%c3houvN0}R+7@x3;N86c?#=z>98&mq+9XO|M`HzAc>lDudE(5m-*u|Tsrz58F|12{Cun{Z@X`K1SW+G+$fb0bKh)(GPquTzyT57v z+gHSR_;liq;+n=xyd6SWY%as#-B6Yd9@0RtJYLHKbq^9cv~Fc}`Wa5@R4n9Pdhinr=R8Ab(1Bz%2q#E9#gdyTNcZ7xl=6!7<+A4I|W?#5JY!mFmFe(rG_ z0elVWN!kGCg=6cVHZ$HfUaJ&kisT4{z9y*oQg_Ck?Okh3C%M(TRBh*(X)a4|X;0QG zHyim08ZuJY>n62WGO9Dpe$%1s%7s%t9L(2{s!X>1&@7weuAy}q`h0E{yqMb|xrS?6 zu-)_S-&KOHxdGchU6^Z7+YvAp9Qhi8J^k3OysML6nevv3En_^Sens#&cFDL#s3|AH z`~I$+MSM(dp*kcWiI~?@zj&)?5N1RPCeNz&ACT5k|BQ2$`ckhOTEmQP4}}#Ck2jx! z8-uwbjrw26qJtSs+iQV^Ui%lYO!z3fg!3rG%Y;h!?-orsu5xsj8k2{N0j@z)X6!A~ zKW1@-W5beSkkeu;h+|4azhGny(_NNvQf4`HZk2X-{vk!|jdHV<<6`do$nfe@*}GUIEJtKHDdWUgRDetYV8BP%-IjVwH#K z_B@=ZuEV@lk{6_qz62)jC%{i-qLTEc;ce>P@E4XGC8U2KSOK^Cyjjzzlp6Q>3RIb4Pvc#Qeioe zh(aHD`V`M24N|a7Z$?p0gRi5Ds~A^{(Bn9$a~d3RI5z+OsP6N_UhrQm#YW&9Pvb?O zlKVs2D`u?%U=U5j&_WN?bP$Go%-h@B0yDjq-97vqNjQv1nf=mr4Ul}myCd;n^`cOo z@aq)tHqZ9XLCC2-$C3ZC3}{p1IKT|Zw@8tkL=_IRD9G^{fqeuP-RLb39D6kO@FU&d zG}5kFRRT9VPIXw~C>z^k!2Db07BqT)S~oPGTAZy_!nxpZr!uQ^y^&b&SVq+xj-Ly(kdnMpOA*CzJX2@81j!1IZzn)+!{5 zrl%KQKF=7@Nxg>SXeXPRuFBatBn-F@bKRxW-u#h~>Zu?d0DJ>V#PvwcbwZBpCf^x+ z0|sTcj84IO4NPNAM%+e>z?-|HZL~%02)~ZcMiMIOJ1oo!X~1tSCcF3FmMx5Ix%)*G ze{H5a;T`XT8cL9l;0H&fXykW_hqJCS3? z;NAQuY%}Z8XzVC@T_=rC@{PxI(9J>qd2Efqcf@ga@h*nr;FrpT4jIqpI(&Kpq-{y=D;6jfZj7b0EvMg-??ilmfmP$h2L_J&yu9r)Uu3#uvfWFol{|2;i?j#(gb zTrltyeB;~SgEWFYFIJ_K@}EE&`6^;lE74E>%q>jQDW2@3r=`ttcVvU{(ystFXBCM+ z(7{@zZf!5h%?;JskQ6t+_w;yFR8s~NLD=4NL@>oJ$2@~3h&HIUWA9fNFMlyz#M@lh zx!dTi%2WABAt}}SrszK5yA9j>dRYfwv2X7r_2VaFq1S>cYz$d5(7K!hYL$%skZ_Yl_4HP1ik9Oe-G(>en|f5d_&rX zUf%Maa!K>V5J#4G_jIKIg00;hb8bTOJ6X;6!{bv-%0A9lRwi|*cxr018kIfN-N@4) ze6GIMZYNK!#@xiiRl0(NV9sZ55?hmR#2W5mJO15Zla&pfhHYmFA(NQgAbGU`U`f& zBu7%XE`dTT>?stIl)%CAZ`#$d2dx+-@gN`ZMW{(ZCT>B#5)|^R9rRjFVUe*CW~OrW zL)_ESnq9Sf$pKm#n)qY98~CdN=MGhUzIC3ClXtrIPca94b;F@_*Sz;I6q+ukTOD1W zwZ5%u|3VMgq^Y}hv?~G*IV%W@_*yk??5EXF9vpm{C?zZGNDK5A50aAi;h_u`)K3iC z*F-p{J0c>_V4R=NK#o+>RTSX_C0Udw1#5Qz?H$~6JF z8$!w`me?>K6M?Zp#;+AO+D9_^D{^;5JsWE3rOysxx%r&Q(+`>dP?$Bq+GAun`0Me4 z(_ZZJbY(lXv6#2)6DobDvZ2=Vclu5ke}rglq4W8>^a8u2v!r>ICNPMBpSGZbMqPtY zf(%UV?(Q-25-hj|SVua*T42>8rC}waF6(9_S+EF6Q*7(UC_=ZyoG%x-u zt4f28F49mvfo>%Svh5<&lH~jYioW72K>sEy$mANOsaRJK%sr>XlaDeDH$ol}V@t0& zE#Agso@*!e0{la@&FFfN=|-T0+v}(rq+TN0EuoT~U#df)xc%&(8`GmXyW9Kt=(Zlb;s- z&3=&48aKsTQq`tFn{r-wyJpk-F2>3ZDhI>tg}q&46G*@I`gCdxN=>H1WTpi0qzUOU zV`0x;>_MCbqjrzW6f42yA`VfHQ{!p6LMw&;F~~mc3c$Y$v`L@K1dRXu;9Pm#(GY+_ zU!oWBJz-JdEaP>eavb~Y<;I#j;zGOcUab}?xfD^s_&UBX%p&RZr=h-V*rxi_zK>uj z_`zh(E@IoOIIx2ff5$h}`!<z$nrf^S58ugS`5gySBk!#5pC?x`Ty+#&NZ44KLQ*n;q`nTQze7|mZXpWRm`+^y`^QdyhPQYn8* zoXZVtPfBf2`V?Y6;vaDr5IH5?Jm*)&YI}rN=zJn1iCw4mDbY>S6S$3-kMjs(?;AQm z>{l8hIb**Q0!b`D5s{jnB23{<#%iaRwNvqrildq{cX?Kj7-yjSq}6}0B6#xQqV0Pl zD>#UvL&f_R_>6ACxg6|;K%}%B_8iXc4;1LNR<9OM!=)D_FC$94mc(M3mVRae@SX$}mh1-@M!hk?Ppk@TlDd!8NkJfxd z$haL4;5mlzn(?0(5zmr-RO-iSh0QF?+Yd>xj)u&mZyzZu4~s#zF9Lt3s=u}Y)xT3^ z-YSLkfo#R9{*3gLbXW@M3ZX#XdU_F4+P_z6$nQ&kS!x6Y_aMY9$DzcHkYgWfGJ6sJ zCyKvJiX4@4p3B*&qfDtRNN4T~?gQ$8B3zRxb)>G4Dqulgjs*jVXW|&0aZRirjVO!a zqU0cJMBtq|4qhloKp-HnJrVers{L9iW8rs$93l z39D5E+k!O9LjlovrNDB;h%3VCIOUQi63~Z><*6>u&SjzYzf=~m56BYwZXNH5XQi2c z=ON|uex8*!w70u`$M;=zux1b(M z0KIuVXHLc2U9z{`6V_rdmCE|HxdrkWqWPp;JKtC6br)-`e39I8ke-$v%eT*cGCz3V zcO=FxP&-4iV(km@%A}C{#mRl|R(w{*_gEd*ym-b91(v{AK12Mf3~{n;SigJnSMAmz z!q~fF(Rm;Mm{YtJvi3m=&^V?!tB=acsEiEcv+~)(KBIKMz}GqbWTtIpD`08t$!E^5 z@;uR?edhLs^LIA8F;CQ#hkE$mdy==|jc2p0v)#wNa0P$Y%vQ zP;NC8_r$kI>fcux-f~&_&Lg1NHi^bb(>eXFXh?jiZ99f?EDveb+rH57FCY*QSPcR@ zmHAJk-xfK@#zI1iM|OwkHb8)OV~%0qhA4VK`c~pl@L`7^>NM(yxhnCku zup=IoC}CwJmxUtSJfX!l$60!H7%h*uozFrMfoJ6s0ZWO4Qt#tgWk5WmyOcI`NnZe?h+jd zF^e;$Ygzu#rr8ThS^fJ$e!zV#*6VI^qiTSR>ndj9q4T4zedMq6d%vpY^%fgybF7VV z--6qTtXxE7_2Pgu7T?Rt%{SkS|Km6xo;31V<#j+li;VTeulj-yRla?E67rXa5(r|f zpIQ9V*RX!Bkm1xvb@1*mwA)*jur0zjQ{Kme0c17qDk#FrqFitNto&W74}@^9!d^n{ z^AAHhrc;Vr3=W=GUfjz}DbF;jH2-ixTv^yo>sqLX_Yf^w@C{U5C{mY3IQV}85>X|6)f}v&ZWppgc79D?b3Hh-z#O_Xhqqpi$)iF<~pbJBV|3RFiKA2swUhA0wKtf2(Y%}<&OQ7 zo^33MS-W9P4B3pZFrqJ^^uwQ!zEWCG;hgtMzbM6$o4S}P>V@;$7*Br22_wW=FS90u zd`4Ll`Zcsd@{pfn?K%__-dr=>jmBR0-jNE&13 z0@+9cnnmHOq(35MQbKK#NR;E2uFVzY2IaW9oNGkk3YN0?hg~aWKI;6U$0M z|M4~vVC~w~&bHD!h%28@6ESyHIbVhR(!L7mMcl*)swmMV0?iXw(U7=gMCCrIyjY1s z0M2XM_jiR5gn23cYrRiug(?%kVmUBhS3 zX5Rn!)WgHM*qHK6>9`5$xbk7);(ubPbgl`!u!!cIj8FVZfcq4eBHrqI=gysXPEJn# zp3*K*9`0H0O}~$PsM7pArgJD7V|+s)(Yb!^CGT>C{j#{eNoD)~t8(rZsehf){kDZV z)(hJ;3iB587YA@1JP3lZ&0TDhZgo?%rR7Ds`WHtK-~sj#(=%DRrw+E>va+YEtd zU!V_sLW)ml#_f%K*3s#7NKDt73*Zu`1B+@7vBx1%fN2INcG-y{qJL=-|)0~DF@(}_W(#urkPpkZ=w2gnEzh~E|Jx2<7Awq7`40=ukDT>>p7Hlwn3t;v+-#_Bs-zBCz4&XD1!!D8qT}<^ zE~j2p$Yx4quD-Z!cLWBube=Z#sGAaF?x9?dUkxbU984@;sfGVu9Loc`LY5F(ns0!eFD z$ef#d9@3e*VUdiR5I?agOlung7&jT-SF_Fo5zRzrLS2|IcsYZ+4aOG;Xe{q{K6hXL z!8bkkic1de=VK>-O=>Da>^UwR}NbKxq(p~t&p44$8I&M_)QNnx2j5aqADWFn4Gw8eeG`Tx#o^9xe2X5#0XxSx4YBV?O&tCylJ zEsS9=jv(+2#s5{xe8zeNoD4(eF#4!mm9QYTfMT3PRG@Pd>&Fn>#2gNMjISUHY3+|E!^qbr+lv zV>WTxmGh9M!Cf^E3Z1VWASdga?$W8T$dJFU$23`sk&j^-YvuScIDZH!g2 z7wTeTE@Q2Yv)s3oQ=MN)rOx0Z8~Be3*`&b$!z9H6ACnjl{5IIEG~kfmgku=6>LGR$ zaDK|APSlafhye~T!_6WP$^u4Fp)J9Rwq>xPt-%yL!O|Y!4QC}atzhO12?rUK5W(av zi4|{0wGE*QsRx+_sRfA#sXL&szppJZbj!uNhOWP8PwMhrgD#fKc+%Aqukw8ipR^{B(Df7_D{~vxi6odcAq(yc8|?GO?p9gNg(qE6o>R<@kN{AMqy5hs|GSb zz+vgh{l)~+t90IU4eDb0UUB)}zSlkPaH31bs+luSy7cfVH$QsT<)-9nV}7n|rChF) z4qC6^FIog%shCARSh(Kux9agW7^M{170<5TWy-T>L(Yk9Saf9O_Q;c^1E8<3o& zK|cGo)C&gu8~cW@y3Pe@SU;CtZ{T~mt?VPYL)g>)^qJl26T5Yu-HPu}2OrwkmD=$w zL)}9c4|I0z>uPJCnw={?Ha?R*GLgwWHk(h+7m6%27(bbu=yNkth-Y4W%&43>z3d=P zKJs`nSRukV;w_GKOpo%?2Zv-9J@ivIJoDjPy>NPZuIBz{EJqpRZ9T~|4$7Dhu|kNFMjn)7 zm>X>FS2Re25wLOE=5W?otXT<}$60%kXQe*L+;74$jQRBtTQhKe%8hbD)R{g;pRs(3 zwzPmzRA@_{=V(jtvh|jtEyoFQ&GnFKjO$Tmv<$l^>FYc<(!cE)(#FSVe)>Mj_{liR z_(~b%HD&v}dxXxg8DbY_0}dC+gNk)f_M^)Qc})O@$*3LzKz4pYtD`kQ^ue?q=iBaO zRJRj@KAn*Eu$zR*9HpJuXPs5irWS~2t{E$0?@w0SkZ8Et@E=Z7*dw9|atl(6w}ylL zZHXQK`G&&>o_Fbm?JhGX_Z3qvJABgR^wGY2CSCeyUzvdRWU~&cgv2XkR!lck(Y;tD zzj&Zs7STBo(OLKD@r28kNL<oy}#XScK7$a z?Z&H82l{&)#NYHe5zixMd^{)OubAb-f@<=WNi!8+qd=d^) zML-J)`WIxTpz*$z0SBMU6_v{k+&~oM|Jj39<$mKlFwOl&+4`BXF@H{Kn~x24K|qTX z-Kp|-ALwbj;tf|Hy6(V0_t4JHwsu+R$8n27A1$QkT)rdkp3^5+GLWZo2Yp7C`A<$~ zipOWNxyPonnIki~>AAeOJoauwROYnGX5!)n2C3u!#im52?!`z6<1 ze);Z!j@c8ByY!h8o_ywh@jk}A0W#Rc-6hFF>KFP)_TM(wJ#_1A*Xg|TKBLWL2z}oy z89V{4dlDBSSaP!n#@z@H-T=rwI&j%w*U$_15A|NPZ>a6!9sRL*UN1(l^w&o~zkzG)jFjdoEfJE4sQ#x@n&jy9%US=%s={hgF? z@Ry~uagh2VuusLIw^SATgtj51@0Wf~`gtjHe2}e!z*_DHh-b9Xa#kmx&)h5Jezxav z8>f}z=VKew8Q00jI*u_NHPSgsIFrUc<^b|CS8y!lFn)ybUm$F-_~#9slR4ZtA;xUl zJlfvcTvVcK4f3;|tB24R?EF?o)`HZH^uP%TgouDqRKSV*iuPcQg|Lm1*PcnjJtr_~ zlxmD?JZx3jI0x-TyU~USamLB&wqhG)?By8pFt#px@3M2Nh+PmNH??ioTEEriU#i^d za@e*si(9x<8LgadSb>4XEi_zO0YB@*Tq`%SpTIQ}1NGQ9pd2`z@i{gRrJ$&$z z*T3NE9qsvSEOYLp2(@!AGdbo-=z=VYab+Rqs$}U5nh|1(O~^hA<#5`QZ!*Ic1D)4rab_%pW{)%Eg~3jfxF04+;LGArn7WCeYnzQ3m=$WjJ8zIA`!wLkH)7u_PO{5UTlvJ>arY+63P zMLt8s79nBttSeNHxU7BE|8}Y$?&?X#o;%o;(i@qS%IQ8mJ@4*5He)t?EB3C$KNTq6@<*MXjn!FPSv^Y;(N^NGoa?{hOx9`*gvyLnNDsFcp1a7oqU z<(<==vW7nNms7p{PvqNhCxTToFMuX=Uvh3wKr2isokg&{92yj`12Yo?=s953tJkPZE*3{W>j^t zzHVvJeB0o%LKSO7fH?zU{xA~yFBQjy#Ji-Wx3P)@X($4RR66=y(qEJ^zuqbRWLdwW zaIptkB?oB`0;L7w`Gqf*c7BeH-D2_hA?YJh>c-j+g3;>9xXnF|(tpU$z0R7^h-V|5 z{hCtggi+F&{2a&eloRFxfv`yuZP#c!Se*UDH$$q=YjvV77PoLS>bKR;8O1LekJdZj z7e!-h#-nW)jazM3-G-Y*KvPi$e48+s7!VdGo=EXq%l~5{F|o32dp)6nXmwH;fzA$VOdliJmDvDtTPplb-(eNi#lHU>}R^Ttg>gHdfd%p^*lQ4 za?=wfKhH+G)n2`jbCn3toHR;O;foUE?*0P4pkpk|c?(bff{dnb#YOP?u)V!Ko=&Iz z2L+YBqTqg`ySv-T1xH-&H{$eFl}Y*DYF}aRjeEMU%$_?H$H#X@{gsy__JYK_h2bSh z`4-0lS%kAEqT{JH7n8>I?u9g&QoEP!aLJeLNcBHFQ|!NUJYT$L%Hgg9Khb;?&>j+~ zH`kNAc29rL&%gBgp5)|cZ0w z&}U~mdj2^*(5;j30tg>hj8Tm5V8``hY2DWzcZ09GV*lQk9KNJuurn3on&(bD;j&ZX z`q-vi%|JYRcQcWDv`iEm`5n{sa_#Z9cGs3n#jfs5x@!)0y6=~so0&WG_s0tElfy+P z$Je;z@IgtVXzhd9Y%ibsVfS2M1{Ua8e=l}Fi+7R%z}!z zJ*+Akqy_}4F|Of|RcBeMuhX8iVRc`R<~K_?^3t~KtIn^aAlnduXgf0{pdXhWmA+eg ztu)BSBEYS&w>^|iiKuk&r^a=;=g+<#z18`75GM_U*KKU& z8IpFiv9r2B%TFHKHkxg|#By>nDLg}Q@$wr%tO7v%39M8qpLkuYD zNV(JzFmb?bKhs{S0hFcX1dO5rPP8FP|Ds)Js|jfRWP(AxGYY0{)zRe}r7d1;Ljj?B|n(J-xZPl=u0~$0o6UFT1^1tb9*Ii(JJ; zj3;IZ^&Wd@+M&mCP2SsLQ-3wCFB?7uk;;KR_pyaxRdqIv$O6S+Ta8qis?NDs);QP{h zx+jYXJ}8JEXxx7IdsCi+X&w60m^(fX2NKKZ7>Id`)Ru-`x0;l4R1TvR`V(AT>h`oyLG8B~N+hI^TL zm3fQtmwAjd_E}y0Rqu>w#(t(J|g`I>06{fAZ3jfWOER}_1yQAl^Q%L z{e<+x($7g5gOTccxRe_HZx#ZKt-MTVqPfnd zRf@K>fPGYG7cgV)g%jdFjB-NY$1#SpqCr+bfd1Afv2l_9Oj~gu*)t?@+S2kUS`pG{ zM;n_hueI%h_T3Bu+A2Y%xRB^YGVstz(Um0n@JLy7;(CbH&%lfhHfALUz+tc{pd@}r@b3LwrFPLtgN2p&Y+$a#ZeNDj~8N{=VZ^4JPc% zsu-N9{HOjo_v`arZpy>7qRR~{!a^>ze6fCf$DoOuPF=T7=4|!2Ipg)!Ft0U46ECUZPbqASk`oe zq*dovQjl$mK(w8?1e<&a-!FYY`eV{V(jc3Uz=f*9Tgv)Xg}*KRTPfqN-Io?BY2C70 zCA>+>hwVNj<^FGWv3r2)jK=M{7fZ8!7XGy&H%KqBga(AHLBCh}M^ffq#%KBgYZ{cX z-jw~8&bZH9K;G!MPTN}h*0T?(*dXgbz}kZK7VX70A?-;Ypg-2qC!^~*+L=C353%|Y zQm*yE=(>>lTHmV2Ik$5ev}06QQ*-aKuC{iet)iTet-X{Sqy_}4F|Of|Rb`>C+x^IR zY6LWG$$dpT+I^v@7q;y<+A})#R_FBxYz6_%iKz@1Kn1x-Dryoc#frNuFi-+!bX}>q`=M(uaW`Lexhu>}djGnfcpe*;%K=%s;^!73u?FI; z=6WrY(GM2-mzNUv1BCvuGVxmLh_TE$w$m;yH?DsW&^zNfcSB-4{@L8XfZCN0N)9R< zS2(G@H_b~Ag&7Q)<%T0E-_C_9D`+6B+{2L5)mYGnrC5nUV&je@rSelRzIbvy@6*|@tu z*X5p+o91KsUdfDq=cV8B<_6qNgYuc7Dnat%liK%pyQuQHId4Io3F5b-m~%f6KiT=0 zZeQmqdEWTZXJ6!A@*l2r1^IQxxAeR${xjp}N`Bb+$l!Wj4C(y(BBY0$^XtWd+-_)c zQ47rJmdfje&Y@J^eLYJnuUaS=A+))R@s|aJ&0WNqb1ko;Eh{`oM8&WoowX4-*~13- zu?Smg@ugis7C`{K8Y%Q+>+jZnw$@mvzE3(TwR@g$J#w)QzD;^rxscZ? ze1nv6KFIP2Fvk9@^lzk%Cw;aV5Nw7&^uRj==C-)h6?ctg2SPKf@8QeXCk{#C+3P*lX8Ilzdv zB&_Cy48O`jA+jt2^tDC{ec7IYXv63;&{EHkcCS!BQ%hS=-$qUx3r<#*U^l8w66~&Z zpdl}VfC**Qt3j+@1{&p3N4sel)KJnbuc9q0)fmt&kX2x2A!*=e*bz5;6>Un14-E}@ z-@79I@*<$cgB6pqfX4DUEg}!U%X1$&GV;YM=1yIk8b8}TuO0=-3YW*sn<$5njjOpa zYC_Y9I5O*m_~d%S(S@$Rr^n5oe8Rf|!SWNA0|k9t&VK~4d~8kUS!X6X z2_#`g*bssPxX^p(T;j@onlM!wxm!oTfv4n~lH=~7V$a~&d~%2S)u>44afOq@WLkY} zmj0%f9%+%#Ig!r=SvVJ}tf1*`OA1~*=)98H{_e!UPrdN)OZN@-?P!~yNnx>%Ph|g6 zLM6~NYZA4cw-UxWSysZ77n5IQehGk^m+aJpw;aa$KAp|EQMshPt+;!^04)1r_o@7l zd*kkeK8&c3BVzF^V!OI;&{OD7v+7rq8l6UDMLp_WXFGSJeiS@+>=EDR=k?MhHz{`; z_5si}_A%?3kj_jT5YL<+-_oOQR&O12c$u^1_BqT8owrer}Tr;-;*Ad+C8smz4TL3 zh!9>7@QWnW2x!K7#{KC0ZEY6Dbpf*tB-&m!XRoHOM%NmY#X7AXV*Q7ZdZCm}e~YdQ zNw>U;wyacR08WOPg|wC7XZJ40RUg~3Ag*xXjmF8^BHCWo*J&^M|5A0Z^y+ZIC2b}F zO=YSpxSGMnjz3Pjp^8pN$^alp;PPNIa6K50e%U`flEbX}Z*M$1n zga~7N8qbQ1_8*rNk(`5s)&~Y5qL=jrt$YQ!?~uFjgeR=a{kAY9-_rXsV|z0XJ>n)# zKj||103YpwP#^j!?*gdbnnc&4dh5`V-|}KsWVBv<~%dNpL6QF4gxwNzI6S=@_0r!+*l#*KIZo7m3)bZ|C@Usao^rwlrNgR zC!YOBK-XyT&$+l920LCZnZ+|Nn;@R4!?X;{zck+!zdPOLG&m?fTEd}(1!Yjuic+14 zZBFe^uaM!z#^36^+SPJWje+4s7}aVF*{(je<-n`)f;S2$YcFf7XrEuI4ojuicxfTq z7DwR573$Zm{g;<@g{)!s7C?YsRlY;|R_VK>zb!R#!|wm}-qU{ht#V6?fzmi19aGj@ zzKU)t`3GIi4bo>f_^Nn00O8Fq7a%~)5*jiZQks5XYa7}N32jxvVY~gedzpH#=24=$ zy{os^ibHidY)8k0=(>8X=V+$ms__CV(xPhkMekX=Z<`5=MqNua#*I1;<#MjY+H0vg zES0{Xj+;$DS68U!ikCsDKE58?)pfA#rNVlgvzf~Pw5$WvRZ)mr- ze%3Y?_Zfwmxw*NV`eUKLzu(CUx=`&4nhz9WB@Kj8@>$2{q;uox`SFMD`O+!*ve`9(+eN~=w=|zx{&DCKIr?*pE*2T6- zGqrrJ8dl>|3l4_eT8^!y{ASCu88}7HY3}`_x34YVhDu5YT9x&c~=AOQst5!-4~6oru1Z|1vp$(01|H?RzuQX9^qdfAbYWpqX##>4`@;)+9ga@8a><%aU?Gg)BzO zL1|+x|0Dg7vgiZ&iGF!++`X#5-4(hA+!?v$nAS%Kuf1rW%a4^l(=kCI~HU)lZ(5_{(WvRGf{pKldTZL3o@4ztnYG0hb)fVczg;9v-YNc2sp{wI;FCtU{A+)$p2>*VsFFg7+;kQFqp zI3NHsA_Vcv%Lm<(3L%>Cvx{2}PZ;Vj{1eWd&L`*oHoxnV&&&D2O^H!=O=8BAd5~vy zmomv0CB5o?j%5nuCZh^ihnjC*$mh?-cFW-(zm_dY9J0B5M~=yF?_HTLcVl14iW|Za zEACbix&eKGfgD#HuSyPgelWXlm)a2Dc#zOD>R;Xshx(qkgx0$?0Q7cTW9w_h$=k=M{%gW2u$Z|q=jFQf{*YM;seOdmckE{R6Pxs6z*Kt-i`cyiX zz6SCc(ph*;SX{8Gx(hXWZuT!Bi|ruIbcw@4azLPA2rPWN)38&8f&&5z5MVLzr1Z4( zJ}C=tlkS4xQx?74N0EA?at%<-@s@D6Z5RUNl4IqDx)qxj{WluqR1?$aWlk2_rd`Gw}3@W~hR+3sBIX|vT^XFA;r2jsz5Y+=P+ z!qOyN-Riuaf~p6Z^|T|$dRH8ZT$)I`>xxsm@5=S^FgB(BV;0a@@nqEBaEP2UR~*`g zi1wXO>0a!GNmo}_PW>{D1+;MIr3nvW3H3|gU(0Eb+B^u%=$d99%5}~>9P8S3Nj%;6 zqQscHT=k)o@}yr^QTt-CUzFRJd{%8gGwHHwfA0$%_c0=-E54f-IWd@FHI9B?@3ebG ze~%k&?{{YlDful)xmDt3>pO=r ztb|5|*{H%PL3)jF^8~bB3`{~mYhT3*nmB3_ja%9x;nN2!vNI$F1U3NyKX`A#dBZ6K z0wBOp50QwaBo>npixA2v4{>He2|;~EdcTzCBJ!eGT9S9K6bsCuvO-#;kd?R|;5wn>J!#M0wGA<5Qz4t(7);iYba$A1{E66JCyP-`PsgMaQm`r9o9pd57HjL*HygF- zcAU${JMNxIxa+%;o`l}&R?rME_y@M9BA$-x(T?6ViOTxU#AxhMx#AcrCZ^S|rqp+^ zgsxaYi|nkp;!uA}s$Xii%UM5VgBK>a;gCOQxK$o5;G+Et6S+|Kr#yRy4eR@6N%CIUJ?JMPk0QLF65o@uNd>9>3+lfDZ9{h02| zJKYYMO(nqu!r638_>8Gd(s(sd=<6sb@!4J3)-gUk8d|+c3lb36MhG;;LU|kE9jdxG z0u1*|wLJ4cGD1E>Mnf`^Zc~$=jw9&|xJ&>irRSs^Z+W7}Kt!WPN=FH5((C>XR%Hfx z8iA`7#VYo%rT;@pd(l3uT@YJtmA01t&r1i!Ed0G$JG1U2-CkBu?slGtt>5Z0Dq?9C zR(7lq0SB;Uod`}~{|C}WTIg{v{jBt-q_i)}`5~dHkEx54_9^>JFoEUgCCa$==^e?_9~=~}Gs0^D>8xzZzA9Pu0jnxK zWDW?d9)YGVJTz1 zZ7b^I7UK592GFg^w5mMWn{^7D;rv)ZV;zmvemb3YkkF9Nh<4``WUQ~MJYTlbz1tYbXvHC<(~ssl zE_h#Y-_To9r(K^s&D6u%TV>ZrxUY2I;f7*&#`@CxmU2f#QiuPG7p0Ru$ zEhOA$Vta}wi|y*Gg<;__EDX--`muh-@)_cJTFQ%*MD(5pD+}-J>DLn=0Crvey0uo_sK9EaE|Tb>p~MtK5S1Rs8Oy`Nr)J*-u=s}pO<#pGD5-F+yt+r7PatYopN<@I(V zp}D~zWAU8}iHCk6w#(_mf@ek8J*C|zq$fqfLE=p+gg6Dyq{1F;W7*3?1s}z0|F?#Q z`Mf1Rq0%$Q^KH5Jx(jyWI%Wq=R&kYKNN}c25+i$Y=fSPEMBS(>dz5Y$FeTWHqQY=`GLfl!vK75=gGhoxguu;ryY#3Yk# zX~I>cN~}$)+l%yOkw#n#_ZXOh@Bd@(O~52ct~yVPBO~vl?&|7pb@d^srB`l%-chR%V1pW*qjaUYfbNySdr3=Vs6U{^B|J*3XK+ zMtrllm-OGM^1l^xU1RQV+QU6X8YxPk8ws@1p;l$xTqB+vC9qow42?}44VImU+$Nc1 zy7O6aZ2bQigEqc523?^w`S|2$2O>k$X6laJjM4$TXQ zSJxEs!521wNFBB(qHa8lsedN3(VR#vO}`NNatgN#3#oK z8u|JcB?dy{xsR?Yb<$HpZ{&48FHIN+|H4G|FgAeAgpL7_28<@YD~-7*f&G)fts>jO0YmxU$cbk-btf6@G66%BP z`U1K=ol!YJbO=s|0Cl^2k#!rpi}UBi!$S9|BmblLABhwtc9D5&>MWbjrh6eYXyC{?GPaf&Z_@U zX!n!qFJGnyfcD`Flm|3Ljs=zR7LbQBWH+Ym867|O{^hZ`7ff#zd>r3gsV@OeKxZai z_!(1K_pNv8nNP8ZorO^8a_o4j%Ii-}e2*ew+?!iF_VCs;4+Ivg*?*8wI^;ufNN#)- z6JWWD4oV-JA0#voTIc!@9eQDs#T&Zu!lV+uFrgmR>49w>?&D0W%!AJwH$ryQ2vzaE z^3jujZ+wYndg@CM+8U=6T?KsRWeFiSR>XWH^P`z#HN7xFM`838@cEqN$iqAg@a(~7 z0roun78TY6ukmT_Umd3+)m^QYE$<5&e_EA=`&;De6}H%+qMi1&J|mV!33M-kq4Cz} zUKFv01CoHveFjXC0#;!=unrlA+vHoZ0nA}a-k5X9v%H7L*tQ)P?hEsFeyeNKPAd=F ztYY5>JbjlMc`FN3z&Zn`$#X0(O7U1lM$~y!d{={SQ%buBnZ8Ah|FHOjV)}yo=r7|x zs>C?=g3uxCb8J53`={dnSqwnjOFFH}|DpJQ5%Y4voE~V4wTU!Rlt3pEh`Q5>)Z#h4 zlEBc|)PrtZ^kRVHWYY_&#yXJz1`*WshF0Fkho(@WIS9w$!yqW^0ih0H4>k+P+Li)f z89!CdxsPp5x|dHWez1T{AGg-POe*d(;s*0^pOwLj^lCNh{y1}@tmwcBU*Nr;0ip3G z1$@4w{1N~jAxh|qWKfUh}PKf;>3IJYb*epJ@BmSRJHBFZSD6u z`>FC&?ZuVNQ}>MN7t#6vV~x-kIuPpBlTp3)z5k_M20rtmWJSHYSRHf!EpxKGRLc{i z{3-Ph_TJBu% z>{S9uy|Hae_gY^(K1!e)2@H)*9RcX;)gU>k*mg3#{>)esC9pdQgn&~MjBbSH@Sdi8 z6s}w@15^R9Ho<4|Fcjwh>&m!$>G2ttZ-A~_n>cy&C;3nYk^tZ{9;F}898r+Iu?y-E zo}>okT~Z$K`HFzMRRNrM?Rq3x`8;_6eaI!RWANqyfS#934t-!LfB5;Qw#NI~3tEkZ zi2GbC>m`Fg*n0SsP&Mkubn=&{EI@81_<4om5C}c@|CEm%*Crn%yb3TXS>XXq=nQ~; zz+>-y--!3@0cgDSwJ)Ubg-MndCJnFYDj>A#@?f)0V0<{&Gh?Oe(JTtHzqK}(|C!kf z#|xE`+mbq?(bi^Vw>>4YeGo*OlHl_NfzR*H+*H&{6L~!Q_~cKhZ(e8B^(OeNzOI;z zB^Tnkm+%^&n3$;OzQ%*U*(IIFgHjrFtO7uVL4+wy|w_QaDM-hnU#_w~vT9 z=aBdr;(Nt+hzEtRdx#bMt77Xb{X<5hNG5~5_Wiqb!iU6qr}*K16iY_69{ zEa{yDFp!|;hYH!yM+&PnU1d;P4bx5V6fN2!0g8KZ_u|@O#jO-~X>cg+6e(5+6nA$m z+G0tIySo!yzdY~EH~e7ogJI_0?C#lf&hDbr01yDZYUI`~3#Ob5d=likDtwK$vYwqX zDK#;b`?!`?0Oib-y@h0;k~!vckwCr+I@oV8`Qpb7p;^uyOygZtp2~xT#S343(8Z_a z-g;fRxv%G1NtluhTRVjjU@j}X=S!cfN%#9%Y=a|W8aA%04}Vc%vx5PusAfr)ZL~Q& z56R^`u#w6(m~L@GV1WH_AdW_z;l!mGb$I^TdlOpXh>on=p4@A%?LtMu&?d(#{*IrW z%@QZ*#6yd|Vnh=1Qswv*vfUoycSBvVgCCqp+~%I!B*dQ_EeE_MWI%9iGZO+LiO`NG z>Q{Ni{{?!#7QP2+QY#?Ta$sUQ%Nytfs#5eCY$_)f2KLE`L=f2?Av0)Vk< zHGRc_ygDziRD6W`DCq_E`Sf<^%$JQ`4e%-Fk|7_hWh+^4l;>3#n!#9%xqf@$?_tBj zltzmnBQ_>#o)P|gMHYOm^P_aj1>mGPm2Por*vxjD{Dt^ocXq@KoBa|rMk6|^_Q8)^ z;A1!P_IEHfNuWV26=-P36l9Jcde|jD8iFo>18CS&PA{7sNwZ{rj=o_U=%zhpP%C%q zSPE38{0g7Ov$y10AUFU^fN}*B3ok2g1eI6K=-=`Qcp3#&>*WglG2%-8=q5!-Al1mR zDkcT~RLaj*d~UtsCPRAJHZqKz`S@7$y8%E$QT5A8bBiHc6McrM%=CdJK^t>ah%>M|T<6RS; z$V5K)<^I(!`4H_e*c-;4)9-jQu6iJX-+W@@0JRJaMWo`P!#%6pHsX_~_lGGF{{peJPSJWV*k6O%8g^rN@bRanb;i`K zs5Hk<4J)5~lt-<5cC5smj4QU6FnI(kvHb#Mj?Px=eb!9VOEh*5lkS=)0XZ|N*VN`{ zqiGRBb)~ENcxHjyqZyl7d5^FSEd|Bk&=mCx;;jPx?=T3Hh@;=)we9ShOq^-_3IZvp)9z)3sWAN>3nER72^X zCHa`jfHt%>l2(lF;Z2Z0T;~W7hp`4;vq86xJ8w%2{VxzzWsqK!{txyVnIyNfFdiT< zSF+r66BIk>J}0s4_5POO5}(FdPO9YjBiIZql{3r@jsmK+VAh4Md?bUsQ0)BaPU?ws zX)IBnA^dPEe>~~_A{srL+PyJ)9cQLSRv`xd3VXm+aRt@S@oBjCevb3FfMvFxg2 zp3vqW9G4d#_c!;9Y$4(Zf}J56#jKorT$j`YTM;Q6W{^xdb2;~$1{}|=z+%6Ow_8n4 z-v87_5yP9_t>wptbuq`0KSFtJGVbOJKN@w+5%fXc-@(ulT(FUsWLw@)-mLnVWL@{l~bp?)!7nI!K+Ne5}e2V zJ(((I;XO()GIndt_1WND?Db-{JkC}H6gZ9)wMdILlO2X;`5iiIJagPop+InQ z?9pk&I_3b3uv_Lqm3!xsVyO_rzw$<70FVqhm7i}%gTK7!3-SvxxnKre&AZNTxwza2 zbJylZF)gdydFedW+(>gfu3Mox7K%H_ZqgwOvpmXsJukXK$Y_9)nT^9fmXv8Vk8544 z31jUiYI>Snt`UW0Gz0TdSLbc?>9I)hUG|z9JR!jkY|mX}%WKEJcaBbvQ3}Skdr1qd zPLsjy{x%3Fu3u_aJz!*EuEuX~5OVU7C?5^%P|MB1ln0)dpv?UiB@_OH z4zQRc71G^{{vhMUUbg5f-5tpCWpg>pZR53AFK}z5%>{~ru=@gwWRlJi0Xd$%0d^#4 zTWk2a+WYC8*Ch~Ev7Cr|G3ZJhf27Uf1&<|tS0WPs6M51q=U#SDj1L?E4B4DhKYah>pukoyR?2-{u%+a< zu&?*cl+GdU=MT$MKMds5SW`*|w-uBaLEDlwu)@(LyXbu3!yhStlIe8sY2MA>5OD+= zn&+HA7J@Jq5p2|5lx>TX(~92P&2Qz+Q>lyz#@eq$iU1rF6ad9B<%ShvR2Cq#AcE61embBEm%*zlk1{8a6U*m|sR1c>#l z$5=?LhLiD1or~b4Gm&B#l>JU_V%7Kni%vKKBRpXsSOpUx#HZh+%*aC;Pt)v z7I#=`ozOzY*Tz6{t^xYEvhuxK=*qdgSpB=*oQ@-k1nO#^$#POY@?80ispHFNRO7}7 zEvu||88eoHQHewtGHg|RIdJ{BZ`T3Su8=AOt%PsMmUJT2qxX2iaN>AF>O&OQtC)ko6WR!ViP)-?l3}w?4Y#TobD&sgD)eHH z+sO1X9u^)HeaDP$BOq{^agq|M3W-O8WSLk&*897#V_n(P$tQc)a<2@(yTZ=LSv&`E zfU%7I>bqV6H_NPA%+tbAkI0mb+L%bXN7%r#>Y_@f-j*b7K*Fq)O^~&{UdaY)JTU`Y z7o}*(E69;aYk_)#IoL$m%m!eC6Qj7mV3s_5^{<750ZswB@zu=92m6si()4an#h~2h zz+7uw7t)@sU~3gq|9jW#CcQ4WqlwtTG}LdBBvp4>?|%7SKPbnyMF8~%w5vLc3$W}+ z(*t}P0KnyXUlDWxPH!*vCP;e3(vQy0T)TF42~Q*5k3?KVTF2^DM5n+!Z1s%^d)H8%z!Dz?L`5}|Tj@0%7_IzB%wUspsqJX-F@aCToB?Q=U2vf<9}4py-RZ!2F?>)j@R@BG~lI&gF;FVTm@hTlX3p- zt_{%zpTI$dS|~@`18ND@s8HuDsF&nbW?IX6D#G*hwl~?y{%F5zXmsgl)!{lIXNE}Y zJ0@`l6c{UhQz20;AeIp`eE+Hq@(<;+8x?{c_m^6HvY%MXpWCvS8bUR$T`uR(WRiNs zF3^$o3JYnrhf}94F^?g0N7OA8nQr>#btf2Uf-M4#o#wJ+)9d3c`X6_Ur3nF%k5Wuw zwp6{l|X?)D?bmH%1l@M&+*9e3!UQZbrhq`5X%cVO;r2+>g3j8mG`c=?u|dX zU(rcXxd?da@~*sLh8TCtL`7)2n+$Z?L(QU0qihyP-}3(&6A*1e|O9)|Fdi!rmvJ^VEVHkF4IJhvJ9t+psSa zrc|W1{R{;AXOS^)yt?s`Ald73_b2yJBl8c3-xSS~bjMMIyQ(N-_Zl=%{7%}SIbVtL zHjvnRbcZGSpb?-Lg+}bw60GyMkh8sZUm)kMY(eNbv>eN?%IVMXK_8rgR4)xq0g;sa zknq@15U_UJ#vJ42V@Bfu{AS@RZG+yNqXNXPF(ohauOprL7J6x+ZprO%sI`FufPO_P_i}6VRx_~&X-aR3?m2?9 zv^r>V<-5H<6wP*i)Jc(oF__s)^H_~7R(ncq=gdvXPR%kws$PXL&z3 z+UZT4g~Jg&P}O3=MYUj>P%02PBFvAPcjm{K;24qPqMF2PNj)US^7PWRd_(&OIrsMy z;(F3G(9(-gT~}n7H4)kr=2s5S>k@o<2SR@4JK7(bW4HX?=_-^Kgt2z~kcU^h7GS5|Ec*J#rlU@Ftg+hA&SD`7ts|^cYE8#%rxd zb%w8N`Um__d_6P>xl5o>PVlw`+-lFrs5Lbl6(RJmCsr;99~0fjhIp%)88AG!qTmz< zZD^~AApcy&aX;p6S^jOUkTMMe$R*(yhITzOs(b`ZLGa&M6n5iSgvkfPBo@j`1_WzBDsf{ z@}*A`RS$RM7D_2SaSVz4r~1@WeeK$R@y^kM4bXe3nFsD))10=PtDWr3NIWuL?^`eB zL0}r*fVK`lxz&0~{5t|aftLgUsHd$TM_RhaMlDLng<@x76YeVld;kXi*UNR=kFiXS z`8l8VPvg73ku~fyj1Hx)m=34;v+wSr9~t|)Abw%rZQWXZQEA%jb1B(P2Tb?Xd=iMj zD|7gnm+Xr>ur?G!h81^)h?4OpXm2mOs}!Rn5X`sVz6|SK)CgR1U+Mq@W6t+iI{cO$ zfl@Pv@S37ygz9b(46=7uB@SjO`&Q3;UkC@1*uQg^4njyc$g!KH2C#aBeK zSL0qo;jg?sYdU~`r|N>5fY)Z+)q*Q`9H9+U@V39gN7OJDnsI4xu0{?F@t=~d#!+r3*>83!nkqd=2b#lb6Tyvwo_M){z&l7zw#Vdfnt~w@#4mE;oHRJ8; ze!J~HkEi^Qq+tBN1U{02KAy&yz#^dF7`8!fk+;nKTgtKp-;EL{>gWyUm^rrd(0CI# zZZP48IT=?!-=}p*lP-Fw1dDezJRL${umBE~XZow=;enqgM6Q=qxB_`kBfcyUUpA49 zx0zRcDh})Nep)t+M{)uGP~lst13BJTyipOZP`zfJU zMW(_Jyw&ANT9V!p<=#2#^PiF;Z6*H;tT;vTVePoCzEL)p$v_Y-vN@Mf={fEz(Bm_I zUDH={og{SuEjct^ua3Nr!Wsz{x5%mO!%{6;Vxo9nil-aOXM?CBey$%`TolY)kQ%Rg zucN!-4E(jX#n*V;wf_%MAj#ruM;3mx&h0RlB<2WTCoRF?norpB5Q<+4(S*CDXruQT z3GHi-9ksQ=YofF@_9&~h}--P(=2 zWCsk?puvfYk*B_muw}o@#`w^K2&Xk`0TW2^~GBs#BEWkCu@a3gq+K>no zsb9@;NoF6^hz7Qgm->@UjenlSZ4A`8UT^ysfCin~L=u_)49H~CR73)B3?eIiJ<^%+ z_QRoK1*@`IBty^RP^Zl`Blxcp&3s3mWU;>_!&7XFsf`itFVZ1i0ms}X)4N%G*yAop zq?hYWH_g*)*Xk(lN6?uPcMe?4S}nR(a_qo(4*5_1`|)Q9CbFA)r_4d8N{Vn+936QO zLH|r8*lsX)QA$nv^TKz^IIa?GRx$eTxQYMP5@8YZMZ-u+MbFb7JG9GKy6I-&P1R6ME4i5PS zxPEiZF)BVB!YS1dw!OM`os@1$(W&sj?J7wC;KRR}Wt`>c!;%p^;=Vk|{e6MDw8}8x z9QC~7Z-WCEPl&{i0_JgmFWx3Jx4kaK28DW|dv9=-#TFywHu~TO2RqK?;ZoEkfvn7w z%XaI#Wqj;!cQbmSHL}W15%(4n%4RS^tWIcH>*uoo($y{T+%o~4Fn5&B_(%<)6qhRL zqM_-NkzSkI-w39X2*$**>77;HF}hLUGE8q%yH4L-uE+e+p5mtB=?>C{lEc>TF<9L+3(CvQsFZ3%nwH7xL z1muGTe!)nP@2yAA!~H86BWd);`an!m_{TEYDy9pg7LFcwQeC9?Hh=H3nwODhs#3L4 z+e4>!_;l?Tcvmpld*WW7yrG~4M(xH_kohF5#Qu9{fNV-2fTyFNi7?;K_}b>ZKeN)z zd;q1^5H;W5PTk3>j;Y#Oc4Zn|(5cgbt*v%}2ms0*E-O&)W`bQ3O&puxGJb?Gd!3+dl7W08}^gppV8pm?KL0?1oN{-2lB2oLxK_+!T$y&CKG zw93PnAIouc<6P@rSDcamo?a)htA&o;>$B8Cxg)pH{m#Ol(tEhB`?!3YvMO|p&i?6B zU$+|ci#9w@rI7OYt~vTFFI+tRvQ+a&3*DwID3ItQk&r0C$Jf1-mIvz^(LIF2>X+hW zxNLwwNPrRBYDd4EjAIf8fifHDo#%oSt&IxEJjNN@e)v%uaA>0u{Bb^Xod$ftF{gGN z{c!%C1SkOogiZ@l{q-UW)eVr@8q=iQ<>u1X#?v=gv3r>%LgL*bIml!eWm)3;&E8P<_)KiJw%XWQLlHU&qne=A|Oa(emo^ zTEMqGbP;Kr@6?3(be%=r)!1T&l!GDL1E@3?0avDJF_Sxlit|*{i(Xqzl11-PY*mnz zjU>~UO7{;r)%=u{koW|Gg5#ZepFG2g`s~rLf*fZpbV;RW#TgQZG7K6$uZ5xyduwP0 zyM?Ztot0GeD-?iP|l^Ed>fMWMUd@#kGq|uq%>W`jGEW;I5YG{vMW* zF!|a0Mx05a+Uwgn!R9aP%P+=`jH)7t^SFQF*9He&=2+6 z_DUS9vK2vD;eoFHvY%*PY{2P%*U^FUV(huE>nmm6k9WLD=$*%0K_nf3|S8 z0GQgdN4zkG;3VGXvag?;8bxkrlN6KB+S6uYVV;jLopPNs&< ziuJz?KF%ia#yMV%`fToJCY&2H`Me<1TEjdlTr#MVB347JP9U7r!E)K1U*DoJt5YgO&%mE zZB+hs3SBcdfxAGnwnFq~Sua`RTHwzgAB4}O31Iyg64d>d*BhCCcAnq>JjDH9(kk=2 z9;5gTET8B1uGM>=jaQE>I&x(RGRX*j@6vqA8SeU*dh#;C$CM{acIq@GbR=B4cle>Zk%Jl<@T0VE2)|W-@{ffE-Oxxruwt zO)CVrkM}zoi@;)WW7o|slPt1*7=+15e3RJ0Ori3cpH6_1edF!h(U=q9{rRafk7tk zDfGq=`nKIe{<_Io#509O%of{03`meLqfp$cVEEGh#c1V{mTc?PfTezlR06~4U~a%U z`$R>3O>n^`3-!D8oUP?8@SuF3Qjn(Y;)x_{7tOLWkN2Ai>C}U`Px92s9&mrF90h7P zy2B+ksb#`tW|unIjXXDi4`xD&PcG`2?kTkt)1U%ss4K4={b#I8f*(V;tBlh8#q+8$ z`A9EJ>9J9G_Hcjm$)3L;(Y}$OQ1eJi@2~P|(4&XW0@7qM0*bd3Tu3VT;|yX=NE=$1B|H$wh@-$L$@n0w9>Qp!V>k54tD7-U zE>DQH|Lawr5ZW+`;s#4y?pfwHziOnMwmtef*2~%_=i*|fg>OUhpawJ*S1VcRv40h| z7u$!>7ctSw6u8C5FEdz|aGvBjhAo*d1E4dFu&AgGNMd3KjsFmDCIp zGWMi1_$CJP92@%XZjmWr$OP(pOa0b0F<_0K3`3I%AzR{pfzWM&vb6PJgSPL7`cH^Y zFdu_B&vCeEE-D}&M(Z*DtI2Q(1*XXu#E4L;1xXAL7}&}^RtBk;F_) zd`tP_md3B!;?kGK;L_LG23QJ+$$D*}{>hy)c>=Kz8L|3y4sl_gCsafny@7j+O_X79 z85*sj^f`1>sHov}v}_&yr&#;}+7kqd>lo7cc%Yz9k{x!)Wz` z3knZG<~^=H?!JFvk%F=`%B~f%3k~_+qr@L{DS`XqXun2cddvM|54ZG@g9rhQh zoUxQ@&eq|ntzabL>nju;47{myS`Yx5U8X9Hhrp6h!6Ob|RMfb1dK~r(oPe>aMMl^O zHY*s8h(w~&I5Y^#n(cQ8yn39gb)k--BiGzQhB{RhA3M}U%6UMHK*Pbofmr)kQdv>e zrpJ2EciF>uhlGz)jJ+@PqzCa@BRM0h=*5P@XGW3@zdjwot-X~zOg^Fp{Kh;S*Bm|6 zt}?MTLGYhZ<0TjU4yZVwQou<2sSQrCucvfGor3%=gZvJ5eFNApRI)T+5UgXz`LuMd zCC*m2&!dw5@n3W0re=7HLuhvNY3w4eCWTycFvb{rAn#C$sEOvf!CQui=&rbb@!;FP zZvaLUwihFPe&v?F`lS1Sjb|@zGmq-MEYD!Qm_7)6(Xhh$_XdsC&k+R?8qm9i^&m8A zu68w);$}zBu3)vXyBB#2c>%oFNND`s-C;k)k0|pF9iyUGbJaYcr|o6df&!tKp12JD2Rtv-)Gc6TmrqZI zw&M##slYcEkZ#`QKElf}I1U^-9RPNDb3_CDnFNp`>tEsbGVe$%MUhycH@hm>guJU` zAdX1D#Kq!BSYyP(J;m7|sdN{6TWQJUL21GuCIu_=(_L7Gcb|OkTkZ?Ax192o{&M$H z#_3zqt5t8MYAOlS9G5g!{br;xyf-jEJIz#%F#T{3+rR4%=z7CQdLbRLJbPu9FW}mJ zm@$R#B)relWT+{(5R21Ok{4PpF2jme+Av&nx%OLgYRWzn5ZNBPLLdl7$MCUZqJPl3bu`^~chubId3{ zTb(&RVnC8>8Q&*@(=8(X9@~%vGsfKKSN`$4`Fu2)_BW#uQw?nR2~oF5l9K-P!bu%( z{Lz6fVVr!yY1-tZVa5VVm28kXC@W(Zw-*vUulD9>_&)bfE$ERG*Z~D~2kY6i8X@hQ zDCvGTxWVSHgdkFur<8O8!zmHc22Iz^Kavso;Qw;Db+Jl7*d-iB1hDdUey#7B3; z3guMpl0yz{CZXhIi{)hpSwH`iLk{4*5E=BnJD@}gzWY0Tq}Ue!GSYG+)|v#SjjfCU zeB8OBG=_4ZR_T^F4L$26Xp1Fh`4Lfu+LuL=7*n?i>#~ePt$k9!1^Stl@vyI?%Jp=i zpqz|zY+T$edU^}&R|KZ0&D62Rd&7C~qLZm{YIXLYYa9=&EPcTdTbGyJs2r$(CHVeB znFEt-h6+H_yzl1$(sdASjIwMlo!$TW-HE>S84iOaI~cwnT@05;ZZLxOI}=i0`))v; z=vR;Gb5ZJv?*8bSsViXC48YHxwfwqoJl9PK%^jB+o@}`fuvIAleYVN9b>HOQp;R8m z=vvXeiJu)qO_Cz_;&|VcoiW!)JlV@kG>Y`-{8l7X8hdeiU4=Nu8e^3F z&A96HVp``6<5IHx2gm02^Ir4fPSGZ_(fdPdi*;5;=@atlzRXUYa>+R~37T97!w5j6 z?_ZoMRN2mwz}bUO52s(lO;g(UkN;F6PQN7I6uk2>GTSlV_ClO?Uk%DVk* z*0s)rR@rY!N;sMOs09WpY`^Ovja*2%?6i)!DmM(~&s~Bku0Fnjfujj_Y?k`SE$TsN zCj2>@hLIx&{`Qu@Z#&)m&9OZ=90&vroMx>nE~(_&1~!zGK|OwN`wc?V2$1%JGP$e? zPM;!Hzw+4ttDb5+tUyaH|2rjlJKX}X3XQEHeY3CM?MMHVpulhy)S#yypQ4s<<{pMc z?E8I20)}T-w2W75Y5z4MgB$5yWdq*d)(*d_(frJE>&iEo37zI_uTK)2!0{JMzql zEG{wv?}*>Baa3QGC+KhJ9sz$i>*RQ4%=e&W36!LJ@!l6n3?^z)0^s#?9M{>FWY($T zw4LG%`bq0!hmy+7rxRj%+|%BzJPZVrzPAVIrDUp8$0i?zzf4TdCq2&=q2$53_Q$i9 zrtft0^o^^A0*_^8{D+Jm2hM&KFUds>CVV~s8?#lAW;~SK*jh~U<@}9o z9wL#HP8q(FoyV3mI0y@{r zjJq7p?xrE^G^7{r8V^kp^<`E_r_`l(29^ zhL@{Q3{d&tnOnb!)#69Rl%PWen6o_h+3rigkg=u@JZW^l*!>&s@gUyPN$bj{OhX0g zcsG@v<7q(Gtq5sw<+&n52ujsIdeqdG@0GrEd!=P1=xbHa(oA}i(mBnb5^srRj$hqtzosbL$vkT}$d1Xf2bAz{soHO0$=kd-jEl33JQ<7n^vnJ?4r4g&66R7;5 zx!gcLtv}E}U#NWD%6J78X4e-D(OEcXV>*k!a)p9Afj5+)%O!f5%cj*E4{u~R(4;3!@br8KrIwbgZreZB@4%lCPUB;Hf3k!EY@DbU+1brDuY6FT>w% zI@=dQM4M4_g*pG%$DAtnYzMnD(jMiYr|gDmodl_j znIbxrZ~$@QDq=R+1HqK{#!hw?1)TKoaa||9<$=QW()TEi42j{!j@_*9zVzMlq2>PJ zg&oHPL}0&P$Vq_5d&xNKNyz++GCq2TV*X%_Bwh(YH0QOhsp{DD=jKAkB7BW5c1{LC zi%Aj^Ej%@Of-IZG-1HQnHn@0Vi;e|0Cu&q612Yvm7-h##k4->dMx;6 zQUNjyEj~0UWWQ2bD+CASXsezG#u{sXxXcr3h=IV(h49v8EGrPfGCjNcADSq(5Y^uE zYrTKxSWX^CvD5B`1lp7N{)!H-^T(Z+eTT!Qx2M77ai~%ow>YM$ciyM^M=XShR<%WI zs(C*xRS6Olzt0khU?=R>;Gw$t3AEh8_T>d(v>(nXJCv7>s(S_dteV!AqQwuda+~im zI}fVb55e_(sa*rgKheku6(=-{lo`=c!2oI*9@*CRD7p%6WQjrAJ#|n7$R3os1ze=& zQ;qI%-!(RvwwrHgi0yJkA$1t?JMp&hnEub*gckAELf8X;Pu#S$=scN&Z45n_TObB@ zgsXakUp(|FsL%YxN>JI+BJj5V5wOuBv20yu;ik;wLiuIjk!#)FGdFn(slW-xx}=7h zn$^}34ps`;!qD95*X_8wQ8s5`9>b+Y&BdLqywiZsi2!!c(%bi#xt*w$pWZSCu~%#7 z<=LAs{$?1HPF3)9mm$GYFi9)9)1Ij+cI5nx2H3?(Y%Qe&ZLLO)_t2?cEU!zie4q0` zw&?LCyP@xVV_p$t!YPONt0EYzV{p~{Y?|<~DbdpU_{|br% zh~gF2Br+H5uzSv0W>Mj^H>ywaJ-qivl!cSLrDVp*!x}c!3qgOqmx#POH~)~u46sW< zGP7emQ8q0C{Fgra=a*5rhEg?*4{eqB0(rXl)&@Cj*4;tb~NbzXgRXsR2_ z7xH+U5DsfUR80&x!-s{ z?>v=-XuTFoKa^^x9(G>ydcHVJz9}y-OLYXnc9K5UMw7gSEOzp=uh-pj>n+UxYdM72 zEr>)|VOmBnD5z!JBUFyrrb?4dOXJe$C+Y@ki-_?9#ok57mj44e5@m)6{RO}ys9TN{ z*LFt>4Da`eBoavl!`> zD-E8^*VZ>SuG~j|U*c?T5>X_({a9gt{txNU$MDe20wfOUOrzzpXz&b$6$IQ0e?`PL zQlISDI_7U=iG&Lm<=&meP9O1q=SUk_>tnjjxe#=)A5DlwyJ_Wd@DdF3A zq%BDPFTdF+2Hig|AL z%U{2aZWS2q3#ycEV5^cN>`i=6IYCPS2Of@(XxX^G3J4L#&dL;y73M?ZcL>mNJz+tC zFIX+w)hT^vXl|Y%X#R;tNJ!IxmIDL8YrOiN=t5DVZtBiAOIu41b>FYncjVebLcD;# z88`!JvOfRuNzk9OQs6D@o!ft9mVVOxmWMiA_HjshA_9{@>brrVXLi}AV|rhFF>E+$ z8iJ_0N*~x+UOOi!z$w48+{F(lr_YIvwb1`A8o`LaE%b3HJkw*)m> z^oT+0stPQm0uU?>)ud|&4o$6aUqVeyZeAUR0$Vj`Z=5?NXeQ7SBYc1mRgc*7KS zzl%vng&hRHS0_jLi3ox-@q#`2CWr>HDV=SQ@3ki#GgnYhu(RTnbgQA$i&`o!;rE<( z(DHV#3xx z{?=Xmvc*M=#t!{(#<6Z_{^ypMJ)_UBfoeC?Y3)k+ftX&b7J8mg(pjz!v27%MVgpyNvUUZRBDU0f1D; zStlq96Y9xf{_O={CC^p{WF$52(m<}>RLxBzNq?OvZWm31CF$2$6t|>=;Q%g`1m#BZ z;k8NAw{LMryzUgoI*kK=@b&P3Quz}>U0J`4Ek_|lf+xGGw1Q{4!DWT1Y*ijxGBe9C z)p7IPIM1+U$ZslRz1_GNpdwpAEG*e+;+G(B%FgC>Y-Ftg`XOO*L5X+rX zw-9LGlUaTo73})mxj(1zB`XOwKTv;8*iA2N?5VRy)u#OFl?F-$gXuGhRZ-n>fJ4(} zfUo5mTy}s(qAoH%zeMY|=>k!keDJ-h)f3o$RP7?;zDmzuZwk2(7i9?rj*nhvXT=<- zc)vm)5Pw4!VrePxpSRnCzGtzAoVwH|znAVw%j9)ERV4U4`No0j?)+d~F9tai zlT?$3oD@4Bd;Fsh-%G~-PwL6D1BlMjv zmxSkR=lbhnV_lA=-bPoXrugjksc>igt1f^+c9Q=$(I9ODm*g;YvXOlEJ_Y?!y zQ7cTJO@f6aKAFCHeut!qa4ON>0G5{E;a*-#iMv%@Awmn&AStuMY-*xFML#3t5`w(p zz>g1H14au{Ha%39^Q5+?3jXOFa+LfW|Q4G<1}eJbd}4MHFq<&*W~PkA>#qXV8q!7LvKD?dH6yzmhgl*q>W|Wa!6n4=Q>6 zRn~FyD}=fI%x^k^fyD&!&+&(|U+y>4cT%FeSsd!Os$>4L=3A%Edia&))%ImXW?A0h zcS9|(3m*0r8-%+TFCnSVgm6#=@BAaQBvRn!x6~|1%7%AeMN958R@$OO*$wXszT4^}KzwD$GB(SQrD*T;N+4jY_(Ib7{084?HD6QN6nMwU`G!P5Fb^|wLg z3Fwt|y?^HZRAA!4vnCjG3vtBi6bxyA7&-4@dsMu~L_SzBSQIVXQdSsOQ++x0poN?N) zL!V3L+pbd`iS5eX6;5tgxL$0?6Zw@;`&5%id484)YY#N-vd!8O&lzd^(s75b<}&3g z$u@nfp1ZFuWATRZ0%K*#F!_(hZXAAl{(v2$?|V;^L&{#V#o9!7V~9B2{qQD5q^5`VBBlvj1Mts_N*2bFJ2!&sG} z&}>7tAEV>r*_B&WW$H36JrC<4xo0=`k*Q2w4~P@%|>iB*-?P#qz=%j@&Qm=s;uSpP5Wt@1a1+o*RXX0v&K; z>@}+ua<4C&$@@O(yR~0eM(e#o2N764@f&+wz&tn+Z$jh45e0Ko7*Y{K=30HDwqAG( zn_5$zIr?`7wK zrZKoPF6>Wi7aN&Slc9YSP&QaiMj7WyMN`J68D&e|DD3&|%F2zF>1( z?V8!WH-!`%zJlE)5@w~r+L5N6$qwOnGkA+u@e6%2&HyRN^=gIkqvQ`tU;M9vj#72zxW3G^Y;|<|PNe?pwQb zOr$7*ZX|%m;J0^C!9zMXw6nM;F@6CQ_-Qq4hBAgQ$8rpLKpr!uLy(&NVV&BH6eW0tb|^}s;rf1zf7 zW*?f)_`X|wOgt}U9mIp4UnVf#CR1f24X6Y{8zRgPXm?_>2S@_np|&!gbVAt7e4Nz? z-NjzUuEt(wzj;7=JVe`ejLoAQXUutKdn=m`*&>uqZG&G+oL~lj4Ew4FfISVbM}Vg$ z2rWR!1JG)0etJwFxFZHJz*Cjy=HVd=!I76Kb}Ca;w|!`aDS2lyv3d|%dG7&DYy#w! zhIb|&(2}UcR@sVli;oZb4-igFOjPu8BLtsy$o>)WpYcFe+jtQL@N7J$HoA$tUPK9) z?_>^8Rm~^c6Pfau>h_^Gl=2Zm0O&DYJEv=B1cK+oUm8dPQK|P&4TkYbfX|&8%KTd4 z^MO$O+^lVYWensHfHou8jxl3;O~>(~iIj8fxMEji&+nPO}FR*cv}+|$3SSFYix`M zQI=|cq=p2NHbine3MxvVR}y%07Zv0Ej13K;v)IfAESpVD$}yC)-|T9$y|JkYCdQ6Pz+P3?@?f+8IP-=U z##gPKm{yc$fuXgsI1%~;;2fIKoO?;%i`=MGolrsnhHys16sL;1gs%Ms1kFnb?nwY-^M1zo#ZYEDG=L3k zU?1nOu2RNv7|`aeVRfr0Qj|cd68NX8?F-`Pi?JAB>=pBVB;T+kl-oP~L!DxiG!KKn zE5>G`jC#2r%tOf@B+>U#(fPNjuXvrNNrY1Xz+_HAzBUi>Vv9U;6Z>`}W5(>)#O7>a zbyBafvc5jj{UmhLsGW{dzMFnpJqMlAR$CW7r~J=~|MfmJ>H%HjVe#*axew71+QE2} zhXzTG^%lp!Q36o{2PJ{yy6`u2cyVlkzX;B?d6BuuoI1=|!|Vp;DzhnA=U5+Dqe$&M zo7YmC%OU_R=?0XVV1qhic0?tBC$9ii$ItEs1bGI1k~n-ESe51V;jw%{o{t;NpWP3a z3NoY7VF2ipnUb5&Y|Sj!ay~?WL@_0B%!AO%`?%QVEsiJj{q;D|OpINVu4DC7CHIQJ zx#~Q?zv4dw{(IoB1*km9Hw-l-i<@P49E6oH99=zAcHNb}t$?vcG>rF=Le{y1*@u4?l+WXKO8HL`cji1xlomD+P^oI1vgU=e{73t8r zUi|pj&-3&1ET+{U^u}H;oyxK3w&nwX=xrX*YO@EViIv^d!xp-DqedWqWIyA!GIN>g z__9KKsP2Mf0l5BdD2LOCxLe3)~Wj}myJ8s(o0J80a;bPj75gr3@*$hxyG##SKZ80IVX zn?9TU%{KM~>j7mpui0@b>YgG1yM z^r1pd@i+9d`z_t$q#XcHH)z6v?`8%AfW|}fnc20%C${FM)z4Y+v_LW9VE6|%0d#n0 z=8;o}VK|8E>+ZSd9zH-Qtk{R(u<#p9vK9xL`?Ln{@EU@Bz=nakJC57Jj zxNC;qIIpoL1jl7@GxUaZsVMy_TIh|_r%zWJai6Ikeb_g`uqswmi06Rd9K3y-bGC8-C7d%s*T|*#;FwiW1nf1iCSlKccJIeaJ0N z9z!>2D6?&bva;KZYMUBN{V|qd%Hc>+0=P!nn5*_$ALn*U^e-fI)AZBQaQ~p>Ls_$K{3G!T#82yS2e|*NnZV{7BP z7oE}Rk@`RaJB`^+`}&~iu?Yh#fwy$nc0lEi2j`-r%tOpcNxPb3%~n>{uW7bUS!(6U zxs39zDFV>jMHo&fVSf8jaVtt-4-zoYM_`zFLFZJ4F`GR!o*x5n!ZWm+53}u|Is1Mn zcrBLvn9@5HhT{`%ZdRZe05pcZf1uJfA7U%;ku=D{aL5bV0V<1_5O+=TIvGl0m8O?@ z+cVnlU?Q&S&!#j0&u2n!Jh(md2H-QHH>s3?9?;sO$mD*17k{|MnB+j{4dxsFs|(#& zLVmVvgu*kcVkjF(gQo_0%FF<^8-tWJfz+mHW&Ji~b{u7qq6B&=0rU?*kLM`>OF(EW z3sSa|V4sS1MWJ4kr#?KQz3r%!GP8@gcIat23i=<)N8L}I7&l~%%#kzO$k?pEy~x<+ zHtHaceZsomscz`huINVB?X_&XYWxjOW?UFA){TqecZh#i?CmV2y`no*@%M{=MGOFq zuE4fVS*oH)10sP|_js$a0qIU`<^V{5dE})Xw(~D^Uij-8<{aiAz-GLjSH;-XtUvaW z41G48wmj#t2EbNksfyB}8!bZVTxGCpNe;|l_a?S}UnJ0oVZ7~H0)spNMG9+YeqmgQ zCLbQd1A2%F%MUN;TQfyBnXU0~HX|8$5L&7Cf)+65L1=-7c|1l55zwtj@PbyoOs36L z*YlI|N@=SqG+B=TYF#S;S|^oibvyiWNrwVHn+J4@3K?6j013n`Y zUIY+&V?(!yh2FT}#?NUS&uX_1y`eGQ7J5V5KJ*4JG8FdWph9nK(_a8+dl^N))J771 z_250Ar^k8L)wX%$)A0_daTb*WHsk$F{r;B)T%RiWWk!d;GU%X1@suHz!0qbS%R21a zM|7SodZ;Y?Bor>wx8RBl(OV;DvA^(uH>fs(+BGAa_du{sZC*=%?lXA8=6?qQ%Wbq1w5eTy-d8?R6a&1QG3s4 z)yEg$d|ubCUKIeH$&L$D1|Amy2sS`JJZ_l`$_)pVMFG%+-vEH-LxhobA%PA7)Uam8 zfTsuxy>YQk=nWl$N2Pf`uWOw9BJ_sZZ{MsPdg{76v(2PFaY z&mPw7VUIZ$oi=afPTCggHF+K)Z7wI}ffG+AJe$m;$?lWzTQx`97eKbl8luwm%P7eXLk5Zg= zhB7}Jq@4Sf<03@~^s5BWQNShx_AvYapUv}8**#OZUU84`;s)a0<2u|Q{G^t0?isGn zanLB-FV@$3kJJ5&?5W>=x{QpGHFFem67t=PjIBP#h&l{}rhG5;=5Ly0Kon0LPXpKrhak2@75wqz@Kp?0OyCDz=Ajo?q>L>XN zSb9DNw2umr-u3#irkpzK<3Q)uozUjl^=f8LATgmhU;t9Kxn_cq$>a@w*!@VA5d;Mt1ee+{x}a-D+Y9u!ii&8toLLe_j|i8 zf4LoL871__XEXD)3$^icx`CRZH#DXedSg}kv#$HBr137z&(C{<|Jbo(e3)|2I+J!^ z@qmT|{*oluUB1uh<|YfSa<%NL#AojEWt8eOHN0L~)9zfXZxki)HR|-UJLvdVbk1jk z^UP4@LEXGGFqFxM0CaFl%ti_Hl>|(Otx-Jq@z8hOuTSiNU8bQ~!5Rh#%Gv=_H`f3Z zT^6&??w9a96%Q@-YF$TuHm1x=%ty$VUs*9P@le0lYf~TRV3)wu;cXP92SKA^7lh;Z zRSEiC;@{i{fj?8%c&qp~#Edn}ynqgvE|5m*ZwVyF$hIx*@7BlG4Vnbr++lquV!v`<5C01TOtND$F}f*=2#2aVf`eH)VTzZ zDNko%=#5Xfg-a^BAYD1H7Z;?LwcXdDH zf$CjK#GI2-Rk4~V0VL3gq0BA)elfQZK9n?WGK07TbWM+$TI-0z|W)dnPD1mq1}hX=nT3Pg3#JL zkg?~wk#;A6@ZJpbyE{7`6(z8H2{0$WY4?XWk36H?UpKeva|-hea}G8E_B893*$-w{ zAGkh809vCG(18y~(3Y4T5((%dXncHZTWJtb9h0oEA?K`@__bU&?>V@lSz8JFjWu|Uatb6-TL}^l@HLVe(&+D z`Z=$xZDJr)uIMv$gx;uw(A({CMx%ak-40)o2ef>kRVq$|FktAmVC|)rff_9kcYjBzK|w{u7>uk60lHX9_ky0>0~?P16wXK&6c<%P{Z5#J}q zOSzYXEPq`5s2H6I?_b)4ZjnYBED6Lh8?5mfl-9mV4ZV4fjb#o=I(0DDv1VZpU`yMJ zQvm30)-Ii%F11^P(!I*y)MgWlrL;WE4^B^FOZ!3scsjRgh<=jaYvZTYWe>CrYYbuF z1$`)6arb1`0iO?xiOJ?;K`W2j@&qhkPWW*l4}hm_cmMtOx0EIOb|Tf|0cZi1%~Z#4 zEtYDV4#&_PJ}OxDzjW2XngxnJWV8TlKb?>Ymj*H7xFH zDFLw8lGs9TJd&Ar7hK_j4n7Y{_JGem^oDTNRozSLN`2^!>FMbTFCF?N^oDhic|h&r zMU>Pr>tjBnLk&F=09}yhvw&y9ZzNt;SslAg(Z?;PpBY@EFn_I7IpnmhAZ|nn+*ktN ztwV0T@nPGJ0C)y~4k-i$%upr`eHxY#(!^wH)yY-v27&8fp)P%{_y zh2GjC)M)?6Cw(y}BR>j5E`ZI=&07UT9rN8BF^vPaH81EF=az-PWfsI9fR;Swly82J zPk+T56Citv+D+0PJYZXP?-D-r^Xn@c*gZor}{6`4= zKxq~)3)Zuk(T!g#+VByA1KjYuE4Zw3 zN?XYx?K0#Er6t#TZ3q81X+t-Sk%Mnq&sxA30?x4Jd`A2W;{Bj|b&)rT4TPRneq4+l z$T*CG?A6VIB)k6yvhlIe10#VKtEI2sV{3UXekgGc^BZ2yVQ4Pw>%Q}TrrpU!h_X?p zohF-|_KmX4V&C^Dfnu@vsy&`EG>2npG3nq1eRF2hJuSP5QFd5-L`*#B8G&^EqlDVt z<^>Iyw_7i0ykHgWpepdM2|TM_!f|-;S=Uie4OdyO$hR3FP@d2MAm}4!aKqb22$dB8 zExZJv+VeG=k>lWuoKCOm`;xh-8JCS7(1>hLgbV@l!_XTKWsd6=fdh2DAdvZ@(knV_ zN$kOAr9};^-cyt+3b|5|2XqKHhj|^kuhd*y`2Zo{vpBCX80tngZ@NY*&K;YcsCz(H zWj}Ngeghdo4G(Dg?`5ECV3>H)^$$`m){K}ArUc%oWP3K|%E5SLaDf$S|jA0D$ z3;>-plvNZdN?@A=-m0yai~qCuo!j<|?uJeKqb7lCM%bwJy!-yPlU=*=?yq?8HE^F` z`*fXT8sLrheJ75Fa@L%Yl-S5{q zfXz@ixAB6_eo<(4HD%0u%zu5O)6IuuH7Zgc4NM%2;gEm;C(to&dQTf08_yJAcAJ1S zD;l|!j}hVp4G8^`+%g6j0Q4cr1jZwJP9WKo@)OE8y`Uw>EMCwJ5PH{hmjFQX{A3*9 zE!E9rTv;tu6k50*2RgI?>$7>Lj^61&=xRxRrFFotUXb{k*Sx-=FdVgf!DaJfbr0yo zF>$lK1d^dQKATx^7ph~t<-II@xT5=JQR#}tZdG|7dPC!(NZyrFzlPpGXX)|y_;^+? zM7#&I+TQelMxR9aTNY;g#|NwBlJ|t(D+rCg+Khr6%T-rX-JaQ{e3f4Ta4{oZ(pWyG zQ3AV=KqubMcw+oPPN5$L zS#8a-ZA+~@rcnZ&O5i0r@pXGV`4JuerQjU&(Y&8Srw;6DwsH1ge_!cst3^m{jFgZ- zUkzHKZE5e&gyRV3tT3;`wi6!EyZ}%=9%xhA^nMl~rwz9JQ(5&;| zGXS(=L3c{TDo1D=nVdwUU>+iE0zOkLNB{c0z`enCq$q(sNPwRa@AcaSf24D`UmWo~+ecDV6e&tzn*<)vR=C_grfpv45lYhKS%EL^;x@qnJl*4)=;FZ0ld7xXd71TQBHG(cz%J_|G}2)HjO zbV)wp1+Bw&M|gii0{#pDDeGEgfyz~j>kKI9NkdXUsIlF+#8Of5c?A$|ZLBwE^6f|H z379Y(V0{9hJ;!I@8x9b6z_!pE)r|Xa<~U=(;(1l$0NM3CQfG&ue0Q4=><74BwtgCJoJqW#5?`LZW@3oL6 zFHTCetbg0B>-exUq;R=h_F-x4oR~%l>{0>%eLug;W9_gfl=-A>DD}6x($G)_fW~0v zCxZY27|Ptg92+T0Ae6w@ha1X2F2;7ilMq{hln)q3uR;l7$O#)UQs)wA_3WQCXFIRG zzt6OF$XA(36vs69O8W zUeM-U+NdU!mzTN40>%T{z_&)~J)d;~g0JYqf?JuaoM}AQr$f8R6-PI$*R99{daG1) zE5(v~bZgx2_2&jhjcGktDJ!hB>I2vwwQ&tZv8OBnxrzO}E`C_=A1>9v5L{7Xwjt1# zMYJfr@E*_FuE50i#*^3Xv%vd#PuK3j!9Gk(_yIz|XJSCBKY-8MJfNR_bS78R#|P0Z z{}DocjIa|zZvml;y0er}387}T8hX!t(79`MCk=|{43h-jtj;`r4;@1Peou^ALS8+U zGVj_4QZSM+qyeBQ>sv!vZHsj95_n$F1a#%H7{D122QViBIugQ&5cXoE&Lwc8XMc>} z?FMk?*XqYJS&vwwY(4rV<-?byy=*hjfzK855@l8#Lvct5eM)A(^l9^Avj$uO@7-hj zpVIMv5u9W581@j)$sqvU_f8!*T7-grjzo4hlg)0983|#rj+`4(0D@&T=t@*NsSyfa25TWuOfR+bz#eaYhus9^$<=PRJxFtexC_KWYTHbwp zYtH2+rd)P>qG_e$#aoa~yCO8T9#@*s9^32KR$<)m5&$%1ph`+F>f_*_^if#+E?yRt z#ek<3jXm4V7YdAPzl)IY8}i!s;IrC~7byVrHV^2#j?Bt6x#T^dYZcV8GeQ_}QNKVJ z@Qmj(o4Ecn$@m!1%tgp8hTxDyBJEZJop?WgOqHJxE}*;H&$;{@5JNcxpUq1HJ>|Ga zQ36Q`u#krK6W;Zd;rR^kj7MSkvvzb=CPkznl>njIB6Ti-q+x3J3aRBguYEAiWUXP% z0lZ;7`k_Xuq^HE(^e*uUF>{uI&|&x>6-Vj=3G8H#?6j{BnjV|b=Ms2@+V>56Xe0Xe zdt!U;WgF(95xW}j8HWz$GV*=z)RA0-)aH>U8_+9{R+WHXd4Mjg7zv5}$#k`g$r z0z93K9#e*&$>2RmELA{g19B+mjWSC$9BKF@fNj_f@qqsMZYmh?bGO+}jlPWHy<%$< zKVSc%_^0-1TmhfoA+{H1%x(Od18|zL8O53zouRyC-O8rs z2f#{s$^t}>BAFNT1KBH?@k|u}8siKQnuiQP={e=`g2vlvLSSCOK1jGjC=MNZjRXXG z&smlDn7FEs4-%FXR)fh~;9b>wH`~xKLgj=FxLo07fyPO|@U`(kqWPf7(<0XI&OlmcHS#~LuIvye8V(&FfsxiysNeqvTjpg|`C2^Mb z@^MOk!QTDxYbtta@t>u8&F~xaL5w%Qzu$AZ?@!IoxUJ0%S5*j(PCr11USVl~;4Rk> zoAaS&bR9x)z)kOQUdq_70~)^;XoAw57%561kO0c`bHVm*vcIo`{Jg3Z)kMEgPk?3& zV}NHs>ZF&3iXue`w3I;T{mcP)K>N8=DRu!27|nVSK^zHT$Z0Px#9E2sQz`^-996Ps ze;zu*2ahm63bL{F2_T2{>9@tdwND*?g|72@F(7mdAGA+GPw6t~O{6G+P9^Xvo%p~W zPF~ire=N57*&g|rw>HGs(%94k<=by` zJcc~HCQ#G6E&@~rU}f{bAw~aV(pUi; z>fgGY6f(Jdo$I?j$|8i+T_K<`W9eTi)SE-S3_l*KFyT7%KawPXlmVc}C90Q9&1&2{$e^*r6W+gwP3*Syxzb{;H_%;?R#kb zAL`gI1jjSY0Y00T1_m;m^wK~l0y>AlbK=mrIfN2;VHbU3 zp7~^(^Vw(I=8&N%<`)7;(oYPEeMjE9dh#(1p zguuE2gyG7_CSHsa64wudvB@GC+klPZvyGn(wq=8CKqMm@FtQO6LLia_2!ufif%3$j zna*8Z@qPbYwR+CfRLAL5)qDMZU!Am1T6>?h*Z$6`br7>x)j=KRS3^i+%QpQuZ^H)Z zXmJxt)Y#bN)mmrU!Zc`LUJWQZv$${HzUPPlI!C0LFUQp8SuvUw>1iJw+kynNDGzT8 z67qt?nCpq<2ek->L^Aek+AW=V5?Z-yeJT#EZ(eFD4iSCFkkC3_PRAnxI)5ZroF(l6 zIe70aD56={fKg;B)=qOrWm3d)iH{44IGiquh9(^csXHp=sN$r)^R_QvURNCf?L#co zC1eCR>PnM1dV(!Hho;E|-XvU<9Cy!5j-m}5adJHpA;Od>5k5}YZqe{s_7U-V*3x?6 zkR`8S&X8M0ib=P#BXT2`}(xhHM!b^Zf{L_n(z&e?)xTq~9Z;B9~- zF6C2iXqNohzO6$-iwq|PjejX)A8u5cAVCB3X@H2*nYU$|M$0zhJoQc8(^nl5UR{~jWKD$^XKxnx=O=zHK^OG9QJbd4 zARD9s+C{ZQ*G1>6%Z25jfm#~4L@O_@wV}p3Y|=HtLBVV>Z7v$rK`@6!KSxtqkS)rgd|C1!vjZZ}hD4k(^(3^4c>)shku)4&9^%ni4sQF{nvUT=!Uhqi;}9Y0 z$+^Rs!VE+)9~1mSq0c2-+8lYQF^s7yh8SZoC9_YY?o^Q!8=4VxY;7qsC@JwM2Xb-G zrg(yyG7_Rw33i_mZpwGNL&c=`cKyaJSm*w}tA5a;kA~OGbCQSMg$epp*Q>h1Ij0@; zX}(wUz8#2AZMPQ^v<1?#Yz7h<65R4XlO{yhmejRJ3236a%LMd}KBeB6b%o5dh-jMT z$^=h?=x1JRsBLi||AIyOBK<~=c5g3Y>iF*Ez%0?b# zwM1{?Xp7P4XC7)CW}-A$k0VXlAVC8QX`q^b-lM{hXohk}d$iqc`oY&iHygGsr~zK$ zp0!|!g*Sd@fz8+>5N$t=XrJ&$YDw9dt+l1G*H!mdyiBG4TMyZ(le|)ZfHo33l$dN$eUXl3n>NuN$PG@4 zmR=FNvtDg&kG6K!!d0_%WEON?U9d~HmN+z;>VMoeCFD8Lax!L5K&unt*Mkd zW2n#Nrzc%uMg%n9!>oGgvDAz7FF4egGWuqtQgHZ}D-h2*A1LU2QdJ?(v!F{VN>9f( z?xmhAl-mj#AWGwPOT5vCRqo@FvY0jCO`fLFyw5~Hvs_n>vaUDC#%X{k!QEA-hkzzZ z5CYmdS!`N0d8k!E8cYLE(EU*FE0H7G>D~o)WMB_?aTX<^7ucmPH}UM4+sX|vA6;hM zRulRx>YVzgfBJxMv#=gQfBS3!0=h#W6$f^Yb{^_RO4uMVUuJ_&A5Pm~8hD@XXV((% z>3Ws>zQEWO8&GYZqW>twudchGj`bLnOD}aJRB$bsZ+)$@VO`KbQ6KmEKO%l!QcD$D zKew9s2Pd;WmoOi+^HH^PTesc}-WI7ih=ARe$PH={0w3aWP$XKf(5?ASh(}GEMNT(I z^FeE!7ot!h*&y3QRQePg+Q)x@P{bV3pq`{t;p}+6R7kY8yO-}sSN1Mj`zAk@om=H+ zW)x;Bp4!VaA|NY6T7ZU5z-&yoC z`Kbjyoao7CU8^Ucb?xoc`Gq^WU0kGdVMYYBQgD=tjD40bm=lYBKCG-IYUFw8iKu5I zqFMGYU!*7hOf3H_VUI1O0n*+4^AhhDLg#7$!p01kH+5Pj!WpL+=a?uBK=d*}(e9{LDks`Fvc_kg=pd#OxL&BE9FU9|-7XMH0UxaUh*^CCJ8M5op__ zvmpW2wj09HNJnjN9vd4=^HD-bN66=>?wMDaV?IQv0A)zZ}biICVKLj+XJ@it+>eI?VKqFr(bh+;p+A74O zZS|YB{14iIghtQ5Bog|J#LTc(ouqo)p*Fz0C!y5_e0$)91nognpPq$C=xBR@h^{Er zrj^B2o5VQ>ZLg=NhnF8o(r@T`(?Dn8%1T$H;(&qQLkjas@nzHw`ZAVCAt0Dad!^gQ9Wg-eBK+rzGb(6*$629*m}cwg8Y zBFYfjN3A|^s}RumBvHZT0zrnscP zBMWU?=gSPI+vFPHAG}vB@fz8?-eO0IW){7O5VG||gB|$kR8EE?=Hdyx=oT@xl?4yW@&FIV zv+lX6!|0KZ5kfxuj}mH1Uf{X(3oR`z&5CqR+eZmWfq)K)L}hBEn~nhq?IS^%>KHyf z!N`oh{w9F{Eab57Wr2XM_V_I7xh1ar-D0YVeuikacLs@y3E4Lz0$Lv_RHc@uc2G@I zm2nS-<&)U~x4$S#TIY^_&@fVb%g$O`Xwu7w%TxPerzEn&QpQfU zooWZIkkDE`_fmrP05J?fto4XZ%S$KzJ9j+Jr8F1hfSx0t^{%5;AXNxpV9}|>(C)0^ zKE3dma(Q8;={IOYjG}Y;fq>rc(tLo>r{2(N+IUvy%t|K(>8HT6pwu9K;H`gYF!l4A z1_>HK123y!F>T-s|ATN?;6EWeuGSoh(jdy2{>{i|rbKOEVC&9N)-?y&I1M~*fm2_m zZDxOIe;`QXYJiCM=dJMeZr6U;Ad^~c1^a|QXc5p>w$Y~Ov0AXJ?ht3;`ooL8O6TSVA*6Q4R2yt!GvrL`0BZ#k4X%DYEPb zB0_TyP3H4rh-7Zc=^V7KdiO20%-s_O4fqhRCuSPuX|6CsEgCd|kk&JIwsVA-h81&2jIKa?r+dc0Kd#B%vEy!RN5te#cQ-m9}iJ~wokgw~n2c>PyY{s| zTn|y&ox1jp#}9P4wp79q{anuf%vfh-Li!DwVov$VmD&YzkI3hoo(n(KdC39oBcNwy zW{T29Ae~pH>PFvdr*7~AOT5VssoVpC{XLitj&?=+BO1fV=OdcOQMMd)Mm}p*kf4Dj zY2YynlsZ-0P7!zsLYEx{-A9nd(!j;Kot_ok5(D_JMD{a#6Zq&SqpMh1J#vR zy?nG}mUIS-o)t?-{y1YiDkde;5@ z;04J8v5vUU{di+a_(&j&4iLiG6@z#^ZM5P_sZFoh{1)qjXkI-etY#c`3om3GzaF z5;~X5&5_WWZ|0+bQ4$)$So;_>yJGQe4D#8cpVb!U@;;0BZ58+{CB$==u8%=Q=hIFZ zQ2LFGC!mYjjMA{s6qhgd@j*Urxle&InPLpmnL)HCpEd8Jp{1J~&w#GQe}HgcU;rm4 zNYH?3fOdSfz&}nFlYdnKq6vx0iaN>|OCkt~GQ>HqCZB1SG<5tb5F}_|DH_G9)qdC{1lvRZSIY(&0bOew`!n*6G?)ogdN!>#bX<(rWTxeTRUeEvopN|UsU1}jIh@kp+ z5kZrRQ1tm)A&I_sNYs&tO8+53O}9D$iRViyj+D?HFSr*c4>oIdn+V@wZ306T!qG>* zN|&TJAj&jNBs3&6sSuQQV9v&Ao6iF+-IJPtR0Tvq=k`wLr#1C20HS(_18%L#P%sw( zt;pzULQmPRLNHV52}SB6yj8eooR3SAf&*f^?9FSU-sN~x^4)y9`&zy;W>!_w2wj6tB;PSO(+jD?Sha0H4`1LGHJ^bULm15*<2f8 zVHx80<2aDdy!24pQi||6=ivjHbE!A9%s`??=xa_Ux}J8%$*wRxStg*%8DO+&c|t2< zgyf^2HS>^b!Jc>mT2q`7BcEyKq~FNP_OMHkpn+-){I*s+t9oUP<(stbMuC3LBC=?T zwa8~2W&R>)sW&J?`#atMYGsh1ff^csL_WR7`sk_)w1CYeUn+lD_y35})CO{NA3^G0 z1GI$~tl&0yDfYF!bwi+1mty zD+pR3h=Gq;2b(4(tfK^9WgV5>V5h=A{)m7-vXIc{Kt7KMJoof-2z?Mfb4I8ppIPQ* z7~?$lugiA2(t)?`w;^S|N}O+fLn8nb$$9BcT08{d^|d=N>3FDG)m3gEpN+r_=`|^gt}{UM&)OD3L!|t9Gdlcd1Hu zYD$DW4*Q_m0xu>YqC3?F+O;0%eX*1r%jpm2$Y)Ev!G|!F;$n_`*7f)gBkEd+%I*>R zbPYW}zk7SCRgZXX{D{j>PbmMh{D(-pQJEzR5zviZ`v_9s8hDy6e{co2@OABjZ9;I`utN;m z%MO}mB4TzbvZ^6x?U{-`7tBYO8}i1Nc~jP2XczQj9~C~g%ww#yIKJ!~1p*iN2OV}T z*0p1*|ay-H>76Y#6eU!kqhKM~<<>Fms}#>Zwo z|IENHQ8wB(wOAjroB?-z+|k-zWnEVC+NvZRT^e}0@YaPiA!3Nl*NOzXON3BD%aG3) z7*7<9WQ&=H_2Ig>Qg8rE1+maEx575OVMs^vL0^;{b5Bi9KsxWx>K)SKc1;I0CG|qD z)*nMclL|o}TuX|4^L9=|U{Ui7K78c4mLco%iXhD%nx4)3Xl0TAMm}@ymZ~6`2}M2g zf}mA7pr?p{mcQ=vN2@U96Oo+J-yhd@)jM^mYZJ<4L_o7610p(+A_Xy}FdMYj3v?8E+~_8{V(_QnS>bsawKhNhjm4#;Odnh8NNkV?dR zp7+EvU4C-RWk(N{^FOaJ{RSq5cOazSI4rJZw3HyF4@981DY|E-ykzk?p!GtgD3YA^ zZxWribz!=-GyoC7pn9=??)+3`K2Rwajeds6!4bxu;S?ayaR2~707*naR2UQWY=03X z^4ZAex{cD%Jp|b}4eVaxsduTI5zzc)ok(aK&@E)oRV+xIXy8RFxK3=)w<7!Dd(rRN z;61X*&tj+8PPs;w5COgP+O;;rc#Zz-O5x$9?|wohA+TO5;KxEjW7q7(8g?xV5Tt}P zlv;M6*19#kgmCCO)WDN<&A-2d>;9z5d|Tk(TRhi1)3h&$WyW&!Uj%ZPUyYBAugx~| zsq3~q!nOxFs)1S+S!>pIUzc$32368A)NUL z;aDXCy8HpdGFNOLA>PW@id`L zu+*ZL7UlFC(g8$tPE)}1;hz(p4Pf^;|Ix#iEusPXtgD1`7P;Sp+Wuz(&yEM%X}- zig)xMUz@XaA_5`*{R;ri`&`fuPvvGG*U{4Ab8zdR7OmXu`vT5dmI?A55CJV7dyi(d zzhACgnv163NNeTolO=`UrreoLEiN&uZyo9|Y3J*nztv3WIv611Omcm!o4u>h(tmxf zr{%e+BbDfCkp(2EEs-?SPS)Ro;RoV>^t-lpvz68N{41$AI=d9JZ9)&D3Yr~_Y| zZP=jbv#-ValsQtSJ}*C9bM0WLuyQ2Ch=MK`*C<)x+3H|)o#VO=rVxc} z_8koOA_98olz67)F|mwJp-nnZco`uLnLx;+6ZEh73z8FVAfD^FIy0D_bO}#9t8V!q zV2kwWKMbhnty#-_kZ@cC@&GzP#lEzj%e2;Igrw&4+U6sobqdI6U}u|~_Vo0`E6;13 z?8rdfj`mifzvbXj^IUaq<(c>B=6`z;1z_Rc zD;yTO1)eMa0##E6!u%aM8u@JGGtP4$pQVH#C#-=pmv{v7rP4NOqma-H>X=%arGKU0 z4N`v^pzhwVg3JD__Av( zzEF7Dau2kE@;%z;trbvbe%zxeZQ9!GR%o}n-AyAw-XwgO}vkUY=!pIZCuM{&e*}3LDC=rehB>zXpPVnO`?sc?*A;_=51*MU=2l+usYp zr74Dn2uw&(2vY{{lbVhR7@1Kuwy~QJ<#Gz&bv_bTAG`A;n>Gfic*!!;j52!_)cNxC z{+6a#@gxy`CrgJr1frlI{KyGS6l%A0PgH8N$T!GFh(>SoRK`1Q+83fO|KrL0M54K6 zPVe*v6l|^pXcYxGtKUn$&|Z)ro4`n9;6ac3Jyqe z>YqW7?`X6P$-`gW_X~R!p1uE?>|pkY0_MvfCDe|U^JsezGyr*9A)?X!>G6zvW6Pel zlM=a;wRo!P_B2gT0n+cVNMJ|`-ca+ALI`3UhHkZqPN7}oY^&Nyt8yi`wzs#FN~2lP z(R0Ew`J*YLw&bDtcAck_-wv5O^oM_6Zg>DHlN4FVdjWn>> zV9riEq#67y+ye%5Mnp5uI=ToDr2aJUTwU^`mU-E?s{H+teXvE4(by(lkl}lMUig7v za*by0u!Su!tTc4<%86#VCE@|hqH{B3*b)G%!? zL_n)nYX}t_t>o(E8oPv5TSNmGjsFmyw8;HJB)(0+Xz(`+^3#%dmeddY_1`;uB8GSd zb6SrPYWwPFaqP0*cz=oy5t4=@k4*|<8bE0fxya7=tb18{q~pW0gTvAzq&|+Jfe2M} zO1cGdEu(jGbf9n4%{E__{aQr!CzK|G4-q2%6#8lMhxDub4~Ag62m!4KXsVD1Ts|^b z*#~mDTE0HrR64mOS-7B0nI6U`)Z=hk-=WOtx_Ak}l$Bf?Il*6?Kmy3Z30jfjx;6{YoFw9Tj9(01wxaBQNV=SXNR_p2BL^iHimS<@Zc+M4@c zcgd6W(ZLay+5d1k`gw)9pLIOXxfA^i`8=yOcw3=^ms)J{#Ix>`k89?1Uqp2?==T2( zpg@oZ2UWnZo*#}#MO~RRGAP@P>pdK>dCBh2?0sw9h z1_Wd)*e{+9#N5~FX?bh-t=53GCw#^Sgx3il70};W%L{day9C;*5mGpRU@Np)-DZ%W zflZ|Wf;0YIxNwoH;zbpl5I%B`zD1^ ziCoY@<}`qpXC(Ali7EHe^hoz7v;9!T;@y<)q8uqqsuNcD!6IL#&_KXp-DlYNBn@$o5_5=niV0I+t>Z#^hi0? zMx869GZ#eAbjGd!Kqk`x0GE6#mItx1%MQ*#53d z&sPZktee{VppSqqWTw?_<_@c3OBb3VduH`RVEu#Q21k`;MuE;8#HZlUz4#9h>Uz1C zyp{_P>g2Zm?svbtvJ-RkAoZ?+m+1!nevzA?iT$bY4FN(g8l^$o!Dd0=;3V5$1jj4u z*hXhXxhkuvH9>*~mZyQ!R2-YTROwQ|0|Na!F!C86i{s!rfY3IjggTKY=sGW1=CyuS z<-NbBsdbqQ-my=-B*T6&&}Sao^|u0Tg{V?&mw~oo^Bl*Z*@h4!pt%`)Hf-7uH@HSO zVQq@OjyCm0;qQds6xKr^yzdim`apG`OPdX{J{q7c1lhV8z|Z)&@a#oYKtLj#5M(l( z5W!3Ai}3t1{-jUBr{-lSQzM^w#_7KruC18@bZO-&vnbQDX zGK8->^G6h~;_vol(>&5zrKwRw$|x3)?20u)O1#IBq4+u=T}6B2{ea8*<6}?p9b< zNok9Ha&MofSA{aV9wW$Y%JmVo+xhi;XUD1WOyWt&NuQs(0sA4-(}_(hB(#`fU-8dN zA91Io^6l4VdYX?EV&rFre1@brq&C6y2yH`CpNm^{KpWxN1r^?boTYkaa{qLp~2{eps)Nw!ia|b7DiSDL4JlPuz^6pYxOBuE@U{PT+Ya z`Wf;W68ihaE+74@bJCbC0@?_4QgD!d!w*pO5kk8co9Z%yY!MASPxtv@0n<63&@SF9 zSmZM=R*2HTz_AV61bM?V6D6N>HP9404ItT~1hf`|)R6{= z7+a3qs>1h2cEAb47sqxn$j5#$uxDzKW!N^eag?RM#8+p%_t`aVL;`@9=sYjhC)j*+ zs?9-aXn=NQ?Sppp$HE1|xx!itk~|MUMZ7 zw)3pg2f+yu)PY}uovkLHk7ymfH9ofeqmVKU`Ap-W1qm7m8dz8Z7@Dhumn>Y&=gY*< zU@R~+I0`sxRKbalq8dfve9?O;61HSJG zkeHmPA*Dh>`}$D5JTaMdk7+uTyl$p_=;oQ0HfgO}_uV7?_K2K4r1s%;taU^})8X?` zNF$*=af_a4NGeagk;k2iY}Pyk9nsZx%pvVNq;=aA`P~1W=RVn;+284=AGy!X?0KM) zdP6+j3hRyL#ETJfKhNq$_N$FOQsk4CIU}Kc4rpBiFE)sR#^wOpFS`fXni_b9Zu`^1 zLjE4@qVJ<0=LMOO&)6{LS!aWL+6eR5 zIqVs2hjsYsR?h5Oqu4m^(Zrq)o7(y?onHgAErh<0HuY-Zi$a&M)^eIoK*aU`E6{F1 z)Yl6>pA-@#Xkd*rfSvsRgkN3c_z!9O8w8%u9-*2OvVI9)n*OVrd~UQpN4I!X78;No zEfwa12DYvSFf@N5ykZd*+@tM~&*B%op@E#T=rQluiV%Wyo)VYk-)?D2Dh`}LoCWA+ z22hY$BVRlc8+dGgp;Hv9Prcy(vcE#&O2=zhp>hyD?stwzXbm%aJ~rErC&u7`R2PuV z5GkY5zmGcCI`TrZj>vR~=-9oZ)05}Sjt-DlcdVEw{cC<;_6_NW^^wDpMj|Cqe8gJ& zx{XigU5p55WJckry=m%5FACJh5cSM8*$CwsCw02lJ?FyIkwYWN?8EmuqE|(a(?(2m zd7kC==^k_~;wMWs2(p(IGg%kwx;i`L-qf6n8M8It6fe3L zbxgVQTXXH7m}qamFB``Z;DdpE(lt@gd(f;zoBa^Df-#%*|X=wPQHTc4ZCc(2F}+Nd`_S*nonpe?+|VmYLU+j zuX1C0{VZ(HwJ7s>x0yX2F}%G{@pSz z72ER}0b7NzOn--MvOzxf3g4TTX4ozKEb9}of$R(UOgZ+a%}~xF(I{i(HCy*$1hhRf z)l+Veb-}LBU)AWw+St9Czf!nr{^F~;<=Hygor1M{YoAt$ zvxpvks_kzS=rfFbHcp6V)%qnPpYf}ikG>pb--flnfq+)+1_>INM*|p(zZQODp6#~! z4$Zt-;CX^THu9N45C+5y4FuPih@!D%G6@-4(tH~7NCZ)ncp`6zG(B|pY-0a6Cll@G zH^~WBc8-|JgeYifavs4;_9S#dV~ZwFLMNnnB8efI0e^cT%9Yd#M2tdAlNUG%?w!m| z7veK+qLe6pwa}fx;x}vfL8^mRmoJX_fSB^&W3o_8q?G?7t&>iv8}Tm*sG|y3Ngiks z);fYJUm>fxi7}U+I2;@219UpDrT5Tg1~?GTK3_HSh^~hZCNfLgp`*gVbq5sf`lq}Jg%@6tN*Klik!6FtB3gkA1gXPx0< znMpVG;Jt2U?}ILTs^f@DkMiBB)tEkd2bhTP8mpHy>m}HE`xK z&raJ#u+>olnt4E{49XpXW`b-=4bU%ND=hTVtop*gs1^4MWyh;r$8@;ZH%MeiXZm@_ zWgFo8zFo@*{UU@k+c*aEHpTuyOw*?}Qrjv2B~Le15$?Adwk=F+Yry+g+C1P#>Cz)4#7Y2ktz+oG#}pasZhoMj`QF*FQ# zZ~$;*&G|hnqH0{^(4>f>SDdn?q<1<3>WLh_=?7+9t~k_Qy5~r2=D!P_ z*}-(Nsin8yO&%O^q~TB=3_1hvoa^I*B~@IkMIR!Z%4>BjS;@_;5)yr6P((9Do!dJ# z>r*exii8A2u+pRGS`va!=b%f01m{JBPrt$Ss0g;1^;~E9V4C^vY}!2`)#)zm&U<3B zBqBO|q*98hC6Lfcwas(G3mnb(-v6BDoI6*P+>d7yo!5^iI)5~!+{vZVl=RMX3IXk- zpf%5jB6%4A_$Z`*S)p>Y8%R1{V00+mM#oFe+TkvJ!fuyVtbA_d5tliz$7M$Lx!m{> zSDek1qt&&;i3n|n7a|bQcPO2;!kaDihM$T+Cu*Akw;zbe&J?uFzbv#zkS(MEY{u^h z?-u54M~(Z((WURYTj&+&cWBq<7t)rh$!8p8h#W{AwueEkln`W1G_c$V=uTY)?H%w8 z81c;Xn0{2tK{lrbsHLtgvkABe<5|}}0i>45X>BH%+-05Apbo!7hB;$!#s-xS*M?^ro z0*5szPUMuML*H|25ivcP!`IWtB8h-jDGH`Udd~Rqu5){)m7h14b;azgkA@Z@Zlf1o zIHXkHO!?R#QP2>bMA)+I3C_xte8VbMmb$vtW~;SQFPO+T7)O}9^!dhePl6jet&x8zeMmom>W@cExr4>%D`s*R>? zt?Af>JNw-8&v}$<)7tFl0XL;o8>HKSc+O8xx{^LPc%o@H@K|U!5YIEJ>rs8+^7cZz z+Eacm{f4fSd7__v1hkfE6`+{S^0`8P4@`qJwg%{jJ}g|e$ZaxEe!Xz7K*S;B9Z~&8 zO3X(-6F~?m&5KnAyfjY`BxqnYH9)S!la_fv+AunY3em~SLo2YDG4 z^k;~!5A%y_z}g-CB4pC5g#Qw-V{0uCV{a1PEzob%R-^5^(b}zUFG$e9x@zF5IvW9r z!;75thuRMLj2~T#6S9Cr{>JKn9@ z@Kyn$u$G~L#KNdV4b8YxZA=NXB85sy!{H-bMMz_;h`hu}hJ1vq?gF>XHg%lW)V$*f zsf;H%iQ){YIHZ{cgi2I~40ldq%5^vIO@1OfuubVJ+N4)fB~Twkx8R^5p72#vYwO-z zta#pFZ}XL%F7cId#mwfF;zDj^OF3sV4km|o~O))Q% zV!vnedn@9-)0ZqiVwJF*aIfnhfx+xKNuQ`9WyYQ4jH~r90 zG!)WqAjskx@Xw8&9lZ=7YMhq>agffr{^l0<%$^o^$xySKjV0qhnJKo6WL?Xs21sE%9VQbLe5)xctHxYo%@HA9CC0R!P|V4V@rn)Tgu zu#0G7bIJ2`Ils4zOTu6Nh=7Ad{UX#W%h)LF95xF(Mp++xplK~Knf)N@uzl?BeLYQC zUk$Bl2(g!q=DOCJHpGpt!%bNGp>5Ij?hxJ~{I#$ia=uRTe}s<;TmzsT)23^+cdc${ z*`>R?vZ3!V+}wI-0Gr6mB%Wilm-C(Xd)n}3fuOSaI3fBV`XhX5Fe<LRs)}4-lfeCelp(p(b=`fmpGLcQ36Q6abh)up?TU$JH;IQuv znq9#LvMMenW;PegE1z(){JN=vqMsom6#*-m*s7vK_J|eGa zb2x`Yz>_|KYlZ}3Ak8iVTJC52WBWVYo1S%^>rvwA%>GAw`i(r%&!m=2jVH^#M>&#u(&hFacG-N^=XNI2 zxgaoIP2!oGq8ZUZh<=_H9#Km3JM(%aqUdKMo^7hOV$si}a`EXmWLsz;k=CfCAdRR2 z`mGNN^c@QceavfwhlMElY|b@KF!m9`CQ3fDY<80-Nt+7oN=gW_CK@<%1xKa(#TTP* zXWn~El_~SA3$i&iK!n*f%eXXb(1!(VQrY<`yH`d&GoX)>&)7X1p`Pw#Gh8ce1b>S@lz$j~Liics#lm{XujwTB2wxYt2A&b~|Ez6m zRgj>8pn)Z5fPV!3o$&G{l>N5Kyj5rx7`t~0><`DvvqwN8?+cKJkeN|KgYlTp(3k^UXlrY8Lh;Cv zBgu3+jgyd76m&)rjME~M80a^PjD$#FFx4?yjCXu?x}*K2ZDWa$ibEP%ia^j;NN7G7 z_zNwQ?ws_jyJot(eNR3K!Hdu_P-lK{dY>4+ACr+naWZHDNl;oU5Kl_}|ny2oG zSS8H^FCwUSIueikQzQRgV?Y*^|#Ao_XeIOOXAL*PdingmaPf8Z0vvnY~&O&vqxiaq35x z=s$L;lsxXMrCv`wE5dn>fL43ay_EF5MZUP`ofsS$b_XW3xgd?F0Z4>D72dFfTN_iE z-xBr;kk4HL{a7^e8A6A0ILL-TK1&%v)>Q+$S9rE3XumHDMm|GM0wbV}Xw#}7n?wT_ z={l|x%r9HYWqn$O_6X52EPb4jfB4(jEo>Q62LHU6ppUHX8@1{fiT0bvY-q3rv-@^i zMm$$fZF`t5t^wMPwL@NbyiGVqI9*t4!Ny%F@N(G*Xd|_(O$R@4t!p71zY#QWs&3+1 zfoFFy`KAiILx6DZ5g5N4`ONc1ze9gSUj+FKn1_6}m!g#0a?fV8^Va<31^!ULz%Y0>L&E?E<58V<14F}GE{u=8>Pv@cL1t zs}$uUluu6N+*>+E+!rz(?uHpTqlyK1!?gla$@_9t)6X@@-Jw`$>V67GTjFTK9pQVH# z>#Bj>D?HnU+V2|zzF3rmX5L6>%?8;d8hDnj<8uPGXsL3&3VvVUgN$^oh~|g8odr`>F+-+WIhEz6S8S7&JgU9THwGd|t4=R|mt8E__dKV~Tn{Ls}?+d&Ep0xRbhG~s-O+N< zxoJhE5;3bVS?{{zy+?CEQ})2L@&OYet9eGi6E4-HdWHmoKpGZy2&V|Un6mBXcW+O= z@5Rq>!!2<){ouWB@~3yY=|}FN|ZAnjx5a190UI` zN%A|ZOqqmMt*!z2Ok1%J4^GKqj208_n}x39h-Z<^bCJ-H&)TgP@qBDUUnO;g!)&Mq zF3{O;6E0f9RnQ+nKI8micj&w3i+rZv0+byW0{JW@1X*_t@UOI$2t?*n1iE6nTl_P? zJnMpN9t}K4mjW@j9P$}I{3d~54eAu3e}ia)WM;6B-NFyAHPF}UAQcTji1JL>b79Yn zt&6S?N?W=HaNnYBl79N#OW*y3OFm9VxI&q`P&r==Nm_ZZy{9PHIiMgrb^DO20sl)La$O%sGGVMNU&-TRiI?EVfXTHUzvV-G=*_ojvaPPdLNv z>g!UPjeTxf={9`S^Y{@TnH!>>O0%1Mm zg*pj+|BV9I0Jt8m%b?jHK?7S}1K7Gth4%_iT%tCvQMnHbT|$QteaXXf7UhKCgYd15 ze8wJBb3$6R^#rFZ$WaX}=S}?4y~12QXaFN~iGY!L@)9qYsAS6DD)2@OLqi+E0p@s% z85)exyoQD-Xr<92rzTiuKzrB6v@-L15oiZmtS z?$R@c+@)uo=K9*2Tz+!gO+9dr%Z%*P#|B6Aak~lSDpu63=M-(PFl}TFka}ZU&5r12 zK0J6w<->yz&_+T-KEpFJt$@gSUV23vV5Frrvc?+z-iCFD?-YJrNG1TQ-1?8XC&b>05`d**U>b`6!Oc2MLRFq^DflTL zlhb@LGvoS25|d72NEA(BY}%(@NJ_n(aa9$y7?HS`X3{fcwds+mtlO@S5GGVMB{aoU z-H{sKKU;9=p6#x+d%_i`rrqi3f*aP*==|+n?z~;w-5JA!E}_8Hygqt3^}vHlvvJ7f z^ua-v3%afl^&C-rgU`}za{3|ac~WgoA0Tx%7W-U2LOeq{8;pFesHI)&M+6QNX@L!{ zw8p+Y`kuE6zbz2Cyj1x|6}(pH6f8o+$Q$||Uak@`NPh)kL;poT264k+neEnhg|;MR z1X(u?oVf~TI$Othy6~R@FI@obAHNE}jAtOo`f32*`45G+Ec3KCsr+>UbqM*4V3Vjv zvt!sT?3dXv2mpuxtLtFHq>L)D{zP7DAfBsqvs#O^JNi-DDgErP3)rOf;2Ma^e7o=_ z0Roz5fos9`aa{(@2AM|#>rqehoI0#tLk&Dx$A%Mn_A<_akNi&IApyS}zdFhZ@oX9S zOh06t5cBj$@J03_DD+2C2F_TJqZ+{2&>5T9ymipFK1}OF183_pad>}jnV0(`m4BB& zhutecKI5#}^TK*FG&mIiV}lbMb$o3Auhq51qM)@kuT&f^nu-GwT4WM~CeGcg$Y|zU zW=rwr4`znauW#Pd)fwkgdTO2_5?ZQRqWFkW<%G^DdQ`cYA)xcqljRQyibzJEMMXas zMNX&milATq+IErshe~Om7J;+Gl*%KXDmRA*_3^?T?X8}CR?24A3HRRCc9-hx(J@Lcr;iKHOpWW~f@30`$6aA&s!Whup5dd13Udvt0Y6gF z&#ZMD z97_fgXsL@MnXqZafo0d5}F8T9|g@+L{k&cKIy}yWcuptVEQ%9`&v>WR6PN$ z4MCQn0VAUMcAE(2SXPfb9}`5-sX#)xI{ALVv2A+qa)>`TOqb{V@G_d4ah@s zNE7Ki_klaEhw}&7G8&+^d2c~PJ!v-}pKsScyza|4iG0q@5zr9NQ5gALQBtY!R&q-Mi)xZ4X0za&KKa4FaPWfgj#06(}G zCj<`!@r-YckBwiw98O5Zw~hn?`uMu;(JC5^iFL>s@D%~a%u;S(bT}3rHl1~~(`$wX@|j~$#yWS+E-IAu*BVX5A!3Pj8AUxqJdcZ5 z;#nmXhebs<-B)N%eKI?6$}gu6q~4y?$M+^(x-adLt!b@}x!lNJms4sD@;O65 zmy}Wg@#!^)W)`&Wgx3&Sh8j$5?P-&FQ9Cz+S144@Dj{Nmf- z7}IY79A+bJqJvYd4iYr5AsX1dif6@_`#s^0g)a&W28m*d641dON+D|?5dME9ymFbx zranFxKU-ESK-(S^Wp$1_3?@(5D$EL_b9tnQcivjfbcCIZo5bN3bv#BF-`?#LA z1zAN6Kn@o&)1ElaD@_I;FGP$)F3;!vhXR$tTV!C-<&;W;G#;^}s!QZxah51&9mD6I zCVhhWqa0}2&4p7gS)xY|#%sxHTepJL4<8*Q?=$4{;bOvlvDoi&N)HnypBGBMQMuU1 zYI?nZEwVm~X>}i_RY5j^2B?>33iMqs6d+rcE7bMh3ttf+6X?5$qNeY{P|>^~mT`n3 zpUp|8?_!>HYzySGln`W7XkfJ>pzUVx<$hP_6d*S7<&1pc`B;(9ru~AWMnTPDTCjYVsL-NIA-bAPZ}NXM%nJKLJF21(t)Xo(8N9V}Bs0 zUME~9oGPrfFkXC{@LHjofVO8PJTJ9t;asi0ud<2fqxu;M&q-~)ZPeN>o%k1p%Y_Ss zl?e3>Cp04T3Ha3XN5%=^GZ-fX2NdY7L22pfoI`Yr=~nMG)rlT7&_K?579 z0ov{EHMju$xi<v!LN`~7Lq_fAFmyB@^s-df*Bba9*B0# z!B9&f>nxAb`7RfJO&AtVM2MXD8{u97C(MjYbntGD0)zKzL&G|pVVvUCaC&h}jD*hL zfB*fitEwvd$Xd?|Uy1t`L4^70&(dItIW= z?h%Ocr0=565p$AphIvtnbBvP=SY|zgVEQ=v9uOpGV52oKs0$!%##+gfbzq*G4+(!R zKzcHmD(!7K+^z6ScW%R7bN6tGFlm3y_rRRZ-8wPn-?^@5*mw(N-J@!y$Z*Nl8- zU+h?@Ln&d2(xr0p29G1w=to!|WOX$_+oX-sR_T9#AiP=lfUq8de~2G)jlebVYyrEb z@cc*_Rl>7ykwBmt^T7BZdro*(g58l4)>+Qb`7RfJP1q@%h|rh(t#Frs4`Q5<)wMk% zJh${Y#tG36F%Kt1AGKPXkPg+@!hj{n@fyHMy;t~e0UhB`F|~%M*&yqn0gU=C;n~9F z0-fh-$d`1GPYZOw-2x6TbqmblQ2jtiGQ2!P%k26;1mGJqb-AX%7Vk*+31fGx-&k&oW zbs(?sv{H(X#+uw2@fp{w7L-=QND6_7-k7#QJryc-MA{8-XQ{(|C*M|+e1?EFKsFm{ zTz#9?y+HW5fIXw%G6ZK?%2-FiiM>#GnebwPx;asKNC&uDxL@G-L}uWhP}i7y`Vjgq zNHuekqy5)v{cA^u4-z!6>Ka&!=;!K-iXSGDd7f7S@+b^s5?vP zTAE@dPeMaPgV0vir!I--y+aYb_vug_Mdb3W~C|h zi}9zQqR)z=+DTRm3_gr>5M=XcVD~y+N{`M(#4fl=xJvjB0soKZ$)MRFRT{wl{EF~9 z!uG0dOI^f&{x<=e2Jvk6OtZ)N;^v3bpG61#)D^yXuw_!h3gk5HL*HefFR?zw)-mN- z2(o$_i1yd??SCTRFW^6{wNSrT3a=A#f{kUP&k*xLj%om%{j#u2_@ICf2C!K?Gxn^6 z=S0d_MM1x33p^Lb2@S8}@$c8MJ}f*WzzOj}ZXr&{0uu47>4%IHq95W}qE8EcgOsoo zLD50x*TBWvL}N1p_Y;1d>D?b z0MW}poqcTZj`Pbh1N&-+ceOhlI(|#Vq1m~Q5;7l$oZ`cT%!_z35}K)xip-Sa#ShI6 zxtBJL44oavR;r-7Mta8}ji~_|U^MD^N-YTTc}yR(`&O(^f92rc|7AH)O1sY%2HnlY zynAYV)SVrla4jODQ)*E*`U`o)OpzerzwnvqI z0HH4NN$8uRFHWuhqVJ+lV>`#7ucPim{Ywc!HkAg>+@Py@rp^oY2px7XLcc;l$2SCCBt-pcqf2-mcsAjL z=x^wUtS@2;!BVRq3eSxcvlIyg^x|4NSw*gh6rHfMI6b?BwG`e+-7Ng4KnD?hyM=>=p@=#G5X=}A>X^YhQ-HC; z2w{vkj&;(ST@&H>b0qZC)KpO^Ir5rv4W57|H#8B@5Ku-wSEi-BiK= zF&6Wly=tktqSoZf!$H?g1HSR#-ea(^2s;dV}&F%|@K9|*trTHSC ztBL0YNayN{#`a!T0o$nmp9nQOIY5LU*JI=W*G_#=r}T64y*Q;mqhFh?l#_J`110Go$mZ0*?hU>y zp8t0WZx=oVvv4undB%jRw3+s6*41IBb(_#7upUn6RADWJHvU!NIsu;;pV|UCxNbnZrySeqYv6y353)XpzG*!UY6_ug={Cj{_596PU*XNm>{3`>MZwNR`>lJm{D5E%m-StgTh$ZmcuNs%q4inO zX|29#q3vv=&0i{9BH#pXHn~j~bffT)!1Z#C0MiZ7Km8DW63;bGvh`imlhs-D#VO_j zY((AZv_XOfmZX9IQK`o*spR?&k}xF;JoHHYj(wgjrxdim(V0|4++6+8rP0Ziw^pu#AO~PFKdcz9t+NXis|u8@n=wT95Xw(`-rM+2T3inShYHK)9wdugRLr zA)Vp<0&Rf$XS~3ex89yHQi?#PZzkbc`msQtac^bHI&^G4HBrJ=u*m@ zs&X$D9wTfvp>O=MKtE0&VtzIEZ+#nmiS+bAWhL~sCt zteyt8=}_RJMGi^hwT5j|)-6?V*j8dV*sqa=j`RlMI|4?5_D$3^2FC6kBZJYv(4cd3 zcB2D$Is}}1w$U+A){M-0I=r0I8%I7$s0iqMS67!439Z%Y5z=WV5;__IE$*sV5W&d0 zq6n(uO}VbZL@~bOh3S!$dHW$HhgVaD52vH_omkJ2nNoa2 zH+Mv7!f_^PEVSjU+5_zvp(&)*M*Q1nt?!vC#`^xXIM{bbak}Su$&pxBtl)IWxsMdu z!{hf3Kg-ep_2$WEJ$Y-Vy%r<2nm_+Ao-3d;ylTWN* zp+jMltk1G3?d#~pEwp!e8#b-lpHa@okF7JNf`U-en@fVTh*ue50o9A~>mvV6h z&(QSI!fMK$IvAuHK6Q(LeKWU$KE-Sr+v!*ETOgkS`o*SU?`+VIuIpLfy8H!&XJKH$ z605uM`8wRg0=lMdstFqED9GAqz;sKW&NK0C;kCj)2-L+|OP@~gd%|VH?+dpIc1<>B zXyj*2x4ULCq$7i;FLDOzo@dW|YUc6ZmMXLxeB{Oa=<4legO_@qdMn32XKob!TfoQW z{>`tpd#7#F-sxMY2l^n!G|{?Xo^@=a3}xAeeZ#XMC9Fi&!?>;Fx|Xuf&ZQLEq-A*1 z3Hmqb_0`*D9nb}TLAYJOsL-x);6T*KV1UfgjSk*1E(RQ32K7;A*9?tTufIe-O6V3L zp^G9NA*#4u?$hJjg^v96Y+}btn+~)z$yU-!fspH0N~i;|-VG8H;+cqN(ru7xgXvH8 zFQQvZJ>z4g#6gkDhk)9^h^7qUKt@DnM$0O#-cq^4CC!?)3hi3erD?ymkN&98+J9eh z$Ka*OLv3d#CjEoN!xY*Jnp?h5clNZwOx#?yTT0O?fsqtI(Y@ zetMGd4B=woEMYB#!TRTguM5~V>ep={iAS^uwKGB ze^a4x$`SF z=?^xoUWI23J_rOkaSafJb-i$#V4M&-He06IIlr3zhvyE?2j3Z=ntsUqYL>7yuD zFVBN6b#sf6bDR4rYhT?xT772iO=0a8(ZGJ)=NE+^2pAUNxiU>n=r{pJ#s=>g83qU# z83W4zBZQHmJced74BojfM=Fkk2M@+YLdUDqafrBTRgq4SQ{6(Z2*zG54{3h5f|G_5 zx#1V2MtXL{X6Mo@glK3qyE(-eBM8jAkQHXsA|ai@BjTz4+x1TA!-5BO2Xwgn1AzI% zB9nRZ>j!U|r}NB;gyuPLu+N&L)h=i=)^2*VJfN~TKtsa7V-wQ@iiS>hD;hebo`MuE zp}j~mOBCvldLvSu$Y%)XJxaUrU!|d`@m!&8G4k1>pE;fC#-G)uej)tSvj*skz9!r( z@O(xG`sSBW={&RaLzJgqqVJ+SPO&-4^kMW}G<{`M99`2b?ykWt5C|Gv2G`&OcM{xP z2G>Av2*KS01a}=IxVr=x++kpFz4N@^xMEyCK8L3bJ9b7XMNwr^2)+X|lpxtPFRC{>sTe=W^jxJu09 zj)8+-L0}C*;8(;8Nbux~ci%y{JkoK9Z@rl8|IV`4Pa6VDDQVL=ea`641dE36lwc53 z6bL#3wSFD2x?yoz;uDiZtM}vs-ILO6KZS~_%><%OOvl4JlAC6{B5!7hF&}FhzV-8; znl|FDR!s$SGz5lYRLBd-k_H5cn)tNtYtO*p2*~Y6!tftqC;O>)s65>7-tlmI6bm+L zNE7mLFNAp$uk#}MoI7g}7|3||(I*}1XsF593nR%GVcQF5NBwFxPIkNQNRWKU1W0#^5r(ZcPWdZZ&`@n?v!`2I*RAI=$L*CF| z9<}I!;x6lXrg}RH0O2b`YUY8XOT%bmMeGz~^^0$lX1R8pqkHN*x955TQJ}?2uzKr%`=9{vVTT z?OcCYvBATE#;vm8m4Rx*%?R|{gq~7B+LAJ|JH{;?+iYmY0XDYX zJ`Hj{{#m!Z8y5oH0NdEVQAkK{@Vm>{f=@f4 zy2|3ukj`@gO(SK$&hOG(8@T+d9?zw?u|!?vNI;-#hc zeY*8=TEo<2a1_}dl9RT7`h;OAH2i1-5-@qWAFO2g&Cj-uGADiYIS4G=aF-%1_xw$0 z`yu!knuxZ~P+?tIDMy#vblU0~-AO|ll zx(e@gel+yz8|2fEqk^&I$S>=4&!1+Xl$?)n^_{;Wgu^-cuYg9s&>#FGU$Y@MUp7s& zK^ri4#fFlnaQrFdk_(~P4B*kf%9&C&nS+->h^88Oe!@d4+=FtDc|e+|Soe{Q=oIsd z`gI9Q0MXO5bw<%RH@NlMegAz!P}}8y)k1>G7F^@;r>3Up1Ut>Q3I-bpV6qa9_GW3Kz>Em@qJTOXjC9mCCm(sTyWK<`4pUhNu=$(9=yy4I zk5nvQiNg;D6%P3)pi7cZurieQ+N=X{wJ_1d5>%tU?m4K6ptY_m9gfr#R{YX8&Hqh7)s`n!Pz zCF`!mN1N*%Y2i2ZR%!5AN0WY5=GSsdi$X+iELe+zEWJEwC6=m!qX}klD;1;s{*P1x zT9r;x+?m9f7y%4&9{go)M&TwAxAlve&HzO>`TbW(ZIi1Y?$-}&eMyzH;WF3y;sNGeq+I31c47F@>v_>KbG49Ezy z)83Y8cX?R83|eZ_=JimVOl;~LuNF-tj89IU6Evep3ymz`xbX^ynNK50!ZP1?9^~16sKh|}dXgz_=mRsw)2Fc#$U_M% zR(k9V#tls%_oN9}D)*FwGh3>)Oq@uZ3I;yAH-CMj&7+tpo$0Q@hcu9Xrk$rL|EJ!F z8$Bs7`%-<=1;N7Cld%B6WHTT*TWJw-$r?HLU47!{o%hYIJf59NH=TwDZ>7QUp}gHF zFfrI5#CNE3w};MEQ+2mCflW6e_hb8-@-KG#@N2O?&CL^^65|{;_gHN}rj@n6ZG744 zg;8FMW5|&wMoB2tvnJkJpsZViGY>Ha=^-0Aln+a0DBsWCkx?4OVj%{J=ybiyK>lo_ zAgf@L|DZ}sUvIce&q5LvMLqw_uM+8TA^qX6yY!S=Tq7O?9w}J21)FUnH zQZOIyQ?1$cPN>*%8xfR-w9|M1TJR-Wfl$KQexM=2Yw;>QX-W=I*E>~Cbd0kPFhcT3P9qVPY|E8;(^e2* zfYX%qCzEFNIN4}@_b4}2mPKA{C}p=r+}->48UDf$Lx!?d*6_i4;#5UeqL(xb{X(YS zQ-wdchYzu?ZhtErc~>~V^Fr`K7(o1zs^Ylu$bm-w$l;!Rre{F>-X`CP&n2Pyd3u)AIeSQ`(FzcKkqhj>Pt7ql&-fiT9!3 zcvHU!}#fGFa12ilRw%BAcSL zDHdz+y`5R<$1y7lF1fgG7W)b|>pwf*UY~y0#KjmXM@K17jgLopEBg@`jGfVU`UKJv z|8P1Zq(i~)QaL#Up%P<@dbob`fIRQ&)$1QOA1>l;eLSnGzn81ZYqPO#vWW4?WoG=h zuDDemb?~grqUr&qTUe6pow9#;w@o&yzsA%QXfVL!m^aCbc=>O3wvZ`lf_1rV83twn z+;-8XVo#2ae#D@~5fWj;W8?p+mzkWBotiW8FrqYBRfhG*b1#;-9jz433NJc$2SBoy zGcwkl&q-37I*qQZ_%j=Lvd08h8Mrv{Bs+@Pg1nbeFp-9jbXRSLNY}u`DLDzHGP<+x zDRZ>-x_6g(2sdYWJSs&2X(S0`**mm|3|2l)e=Z6)xlvbgZL@7oI+hdMmw`6lVUWSG zJ|Z6bz3q=tm4APZ8p0*N`dO})*hWGGw*YjBIA8iu(3;OX`f!mQh`n&q@0~O-mp?d= z1PXZCdtq;rNk}!|P*`^hHOIaDR{^}p)?_?O{(eu~oG~_HR6kg3k%SAeF)jH^t27UH z7Vb*@NwU)eYA&e4N%X1!qS;hI)8iw+Rl`G~vPv zaPD*e`Vw|StUPfm^W%W|gT)K(iwc9ARB2v&My`VV{m1n^=RZ3+Qs1*1;}0;)41%!D zEL>zrlOM1W$Y|ZY(lcGZQU5qMG?}CAp{G65zipt$*0-Xb+19{68m8r>`C-uy)N zOTmlj+mEtRCIYqSgrU_GZo!fwI2!yj+~xEQr~x0Mz01N-q(74iB29VL?6n!opQVnR zTz`(%cN!Cklc-t(g5Idw0>!W~;|Euj7gQ9!n}LQ=3mGQ0pLWum)Z8)vX$ffn>#S>VjJsc*?xa1ZIsBNRyW>IKV^;G z-4Qxs;oL1g$+g=iLoj&EW+>3W9b=jS8j_Y~=^)|_%#fBfam;^Avn2v#vGK&w8+-@; zJnZ~~Iro!UaxH6syJ7#tU$$W9#x?OO zizPeMZ@-6VxwlZhmOOFZ01Ax$6Br`kqm^>0E}r0tlaeV#tO|>4w#;g=t<)QU{``5) z^22qBjMeAMCq>EdXm(*XrkIlPz+*ja5ZIA&BJ+R zFfJRVmN6BHzEDN`RgyG4(?OKAGsl3GNWCkYHYiRfQ)^JB{mTbJx9sRO*>m-pfn>zxSS5%)@$Ga~sRW7aC*W@gkSm(LxoUM9>ufBJ2 z3HP^{D-p%z6fr!IzO#=Fu!9f!`cDZRP}6CNJ(h|3-fW2{GV65y{KnaS?*0$M7;8TR zgKb$u*rYlX2wn-X(mW-8D6!~qV=F=4UqQIgeyTwW04Jj;+yB0TS$eosV+1Mdp`coQ z`&)ndr4}yB&L`eHV5>i+C_)MU-YmpgcM$!m%GS=Lkf0RCw^l4$LR)~h4A?_#dw|(rOsMQPR~ubk-pS_;#7^v zIXeo@NFQ>BuMBEP&V%lV@ng$_K$wxFqKJk|hv0VtZhBQH9@Jx<2VSP2w==r6!KP1CM$LkTnn6|kvRYQ+y6cV{=CY3 z?l<}~?MZZ`oVrvz!pJaqc!Wr)L7fhv0vGe-*SEl1_!qN2*f)8MN(+l}Y2|$g!+s|p!`k0-%3$92% z9Vd)jULGSCF)^K=?x zb-XV_G@;D*+V%;|MnwJBD)IQWvB8h-qleECrzeOL%UJj=&7&pshfx9&u^-Xy@lSsV z$$og`j3?QZu397b$-Qk|#la*@BPDy~lV>}jnTnt7xK$goUCs|9>rd^Ac5$w>!YDYs-$^S#wKh7zXF2*k9`{`}+Md9`u)6)0Iy<0g4=J~|eE zQWJZ=X}Hn=O(F{J_VfVmX`0KsPA;rxrgd0c_#MNKJn`Y;e)M^$o$a9X*Lj66u_o{- zUBgfA!3&o=lxRd)>B6va=NEjPNysbbBn&K8Kd$=wTwXF2sVc6;{KD{l)5GgxgCVft zEyOaqf<$4*9d+uWx9-rZSw zNqZ)ys3jH24i@UW&1Kjhgl;|K2>9t~4~g_%N-bh7;^vMdWzZuITdzMM{1E;}{}_b1 zV%FEdnBtja9}e6WwmN54%IS26U?C3P;ZjS-6Xi1hgAH9MWDwvq!P(E|^f`Ju9E1rj zvQ`tD%I8vO?vL1W235lKc3wy3)oxduSz1d)pq^~bhhbOU@Yt4pcDz9^n4A~YMP$|6pj zRqp9{(~T{75krsG;ibmRw>+nwGQ(=1+Wv@@Zxzh|}I$sH}Nalyhi$Jk7bp z_8$=`baZjV8jZzy6k@r1%TGI`|KY5poAC@eCVrOqnKRXKUC_%BXrXQ!=-?8?lgn50 zO}^sPf1?xVew>=Hm`Dw-Ui>og*5NR#PAjb8r8#C@F_y+z^HEQ@P|SrARo=arL1@0F zka{2Y7;rFx)!NPhk=ucm-s=Y`O^bMRiPwn%iKi_h^W}J_!1AHWD zS82Yz57NNh?-NhwL4>!4Gv`X6Y}f+vxGPQrTPA&At73VxI9kz_5PQR|YK&_x!bb`) zy6jKth@kw{2Pny^u5J;PGUFNN}I0A*o*Zkz(lZ%JP#b-??QvwT(RT zEIr8XFxQ)MFvMXFTrGaGWJ~%$6#|&PV?S;PGzj~38;SLAXt*VQOi`L=5Kgy=vUzt6>3(RM z%6_bGTj@7-S`>un)x^ibu(gGqG=U?}&LBPHrx0rK?jL!N(j=iaopako_q-1TI>J(A@ zTUeMm*S(G}G9hy5w!qNmx01eA{`&ZC-9zAa?j@r&qbDQixRCpVA3aos`s@p?7`CUl zazZlOV;E4=k`&?0v68{_Yr;E1dSfEOfVCtN+(AhI>nnfjumq`r|)J|C?)n>s}(JO%qtn?VVRiF|Dnjf~&N z-u3YrjgB8a*0bW0bze@S2-x~epRwc zi_j=eC=ydKMMd(5rgvCqBBU4Vch1#OWHtn3#sp+$74X?F#^O;rxeoFeXX6wXEQBpD zxUk7|i=dHI`L?41vJT=;HJ$v@q_ z6}P(`dIgC6=BY*XxE%xIo1^+oovv!G%yzZVZ+>p}pe674W`J7wGvgQk@~Nttoao!~ zKe(y!cqCuP#F)x zA~2S+EKaE->#Z(FBzGjqs3bep=;1V%j(J&rCPTX3d2nqBH^iHnTjUIY2gu6aZDFieedLLCvj{=i@d<+DmvhKhf zc_BpiXX&kkV}wVKP{{kOAALI!*Pbj0k_95+YsdHb%>1Lh+%`NOWLNqJvCA}m=F*Eo z`-~`vMlAzMIH%U?=9I;bKjOeMy=gC#<4?i3p0(Ef*zpMhoRasl5GxCVU1emE9UZu8r7A)%m_Lrk5 zd-gZ%f=Uwd11NGRji`_9k*K-;lnlOUCM31DrDC0<&U(>6%F zV40%>JUeczDALY7;Vf)sBodJa|5VGKbiV*X=w()K1>*K5I-JBC)7v|rR7E5z+wI6B zFWxwi|9-ro<<+4TExk?;{kH6`6}~=cMywSq^n#Y-;o|}*e?~--{ClA-CSr`LE$<7# z-~8~>9ogZF(j(SxwX(!&pUQqgZd}*qX7+dReCzdQ^_iurYEK@EPX&p1ZZ4`EF)mj* zbR0W3p8P9s|DG3I~UrCx%sS|`skJB=3^}hH=JuG`r`M0XKuz4&R{ZA zzDpag@}3tn{P8pBG+Mm=5)qeFvq$kd2frN9$K9n~pm00*6ga{na1#kKVuFh`>|ete z#3>Dd67s)&jBFjovCYG|_a9sD?Bj1^hH#Mb>y%b6*($0us+;7Nj%q#rIWO{W_Piq} z>vonLX{rA$gPp%Y&zwv;!kje*_2{^f?;1Hy|NLrUX)aFh{3NNrM(>ia?W;8QlUaCq z|Q?eJ?RD%pQnLm1iGyFc>+t%tg>e%7Z6WxynQX$B-A8z+D z=@t5T5bxl8#2KhL#Smyr2s-PjEk&)X6Y9HD2TJW@PcmS?1^16$ecA1R2S6D??CXz2 zUQcQ|fWh!2fLQ_0{}VjFkHo#wRfFQbtgOa_k8}z2SG0wDA|T-jT$Pv zH14&LWK{#7$$|@|pRREo7HO`(1uC<6aCw{YJqz za{pG?nK3+QU+pUEDVwu0o>z6goG@%I&fpaf;<=HegG#^TqKfPKRsZrF2GH`Ti?`E4 z4}?5`ck8@)n#3$$N!URExT>darUDiCzZnu9g4rRc64}`D433e6BIcmq61Z&L0B)C1 zYBpb!D18eT-^Z}(9PLv&Ri{WsPN^h7nhM|9Bh+m;#zOXrzKdR8L*GIoDUc(^)^t4A zT~oyP&*G|+s>75Km+o?o5Lgp`KMauOnnOS=<aj>lr#CpZMdkZ=4Rvj}6L{+-2SHZP6%$2QLX0MH6ulQv28Fz*!-l zr@ZkGe6t^;up-|t8yPD265E_FJdnN!lNPD<4u_0}8NUdBFWA7uz*Ie>uE26K(j=o2 zRwvVjTfI3=bkaD$nU?Tw8PuamImVm1k%05x zOqErw9m2Jz=cAx2&e&=iK!M*|#oR}~v=MRNRBgE%Xk3xO{1AC}FPk8qXomQF*~bZ1 zN$XiNED4?(+~I{5T@?8XGDH4i_nfFE39={E6Q4t0aoFup6{Zm!d@OtPAEpb_7 z4}NLOZEXfU%a&);kd=f5i?*fK3Z2jmb32JRU3b=b9C z41b$*Y1T68U8@1s!_$1xj*yhNcb?ORqh{h?$Kkq>c%iudqrobdw&eknd$k?#Yi?SJ zFT_+9hxgqw&t&Ru)Zkx&~;!c3p2nyH1^_V-&lSM{=P&MB$$Vx(#_66Z6EW|Cal*3%A zSusxTX(*c>2+NHrDqi|P{1E3&NY(mCI^Nlez&|gChTVe=gmKg*PW!OD%FBpSX#a#m zDOk=nk%BX>4o_VmM#@8vu?)Ey@%ZoH!L0^e*lsL6s?hY;Pco6RQKU+bGNwnH7U0`L zlN8wv;Wjq4qNR8TVPRm#$gFIDZCNbU2$A1@40ea^ur&t+bw5N1LcbgN$7^5mFVnbg zhb6PFR2?!Jw@8^%h)O()**P(xmPaGMwP-Sa;<=_7wjwB_NVqi#x7@#H5@}x^3tfyb zUoH~F7nM!R3!Ty}1Q9vF+&ot=g{ON0JZO=N84teC3oL7&8S0ZA(Nt;qp@hE}oAVj` z{`hRDEvUP!{ipnkY-@yhtFd2jKh{Y-h4!?!%mFSgtYN2ZQ2%MB4nId7TO6>+_vlg* zbRAL`NVT!HC##vsVlY1F_^8-JQQOkd!(HpDX=yVQ_ABfQMP=2OfhB77R#SmQP8dez#gJ4lCPW_a_u}#yO;xEs1NoAvb1P<2{GN zm#4dg!!WePB@ed9N45M^s(&JUxy1LOHdpXRV4D4c+a#HV!)TF;vD9@9eXAa_M82mz z21NUh{V$ativlX!<@|JXzIQZ@b=xD0(FfTyaV2_7Ksn~UuBc^G{3@P?+U1*y0xX|@1VVc=~+bnivS4T-$>+*vz*ZLL*|4_0WYzb1GIRJ6*Db) zr{R~~AcoUA)ydw>cXT;)?C|FMrLO?G<0Umg zHoLzZf}zi`(oa=QX1+M+wpTW53Y#mE&(Z}al94>ROBhGu*7tp35L)3m=7z z*qB%W1&)tf4GQ|{E^b$=uFEjUxLYXJn2fBZDEtwvl0Gx8xT z@umJEAk2sH2PlU9P||eUA0LTJ&vj&*l;|)e8kkBRJ>$Q}ZyuI9AkGUqUP>oqcjc(t zzJY1>xY&eg%?y+#UV~b^hwCU$zn3~6i-?L7V@aDg6wCz*53<{(_T@xU4 zUSn#nV#g(v<9L1EVKwV<;B8gQlRUj3KU`OB&-D7o!|4xKxKsSICz->bC4F;V{^%2l zgWWE*BsfFpTMoTrCUu2&Y2BFqiz0U%cJzki$ns^?6iqu?x2Bq~mvjo8hn*Tffym&) z$#q2FtSZu?@}fLt)Jd3IRmN}~O>^;73aX)G5_Xkoitc;+Qqy7)WBszxCPQ5F`j=Wx zfB&y^dBDAbbRj9!U7`Lde8_m+SPc7Dd;?G*=q9yVU!!{Ds;#);=Z~B=9lZ`8aoV_? zw!Fc+Fcn3L=^mBgfLY;P*E67~gC`ZqAJi1o;hoh|liW{~{`OGpWhHZ%qQ$ zy=8HW3nfQ#>=~u4B{NIrHb1-M&(xfLP~X)IF`{|n=0d#>4~Txu_)v{}ZvL-h`tms{ zNB6(*2A<6mI0GKlcFRN@j?LH~8MfYtd~q>_Y38g{b^#`UotBU zqr+f|G7U;>Bm*HQm741ZzZ z-0wJmgnvllsrRlDPDqJOQ z`@u8kL+ymB{aryXYaX1Bf#zY}Y_Ki6_Otjy*(g&*{d6Nvl$xYa3RSvDnnX7&Uhr~6kf^7^YPc@Ohh>}Swx>9ASpvWMeXJ<7-yLW#<*KxRxT|Q zWIgT?jPea)<6V0OHv05;eM7@@dAWpte`k6O)A@R2NVrKpajAgH`q6rZ%}+q1ll)ZU zCmT5CEy==8qRrhzI?d)x%lU1vjlWL?e_sZj^ z1*>x0yw^fVPM-hi>v@^V>UZ)Y$bt2lH_-f>NaEY2%Y)V5d7Cp%- zKswSs;=t}P&cB|&c$TQt99qaN%Pp|VR+EwKCJU6U&uHAL&;9UUz8qLv0CbD`+le=w z(|`VcjEzpI4Q2z|Gd~9BiRVw|O&nOJ%B184MB*?BT@&(btoj(}f#x9HgNQ1^cTU4eCsY;c%d zy2QxiABU*Cjkbvuc3R_!b{XLQP}Q8eFmZN;vzWKOZ-b90A&heM=9Z@^>yw`h&rP?O_Oy58P{rD4R2l#ww zE=(?+g3gd1n>6QNQ8P|@hp|}aQT+WHO{R?D%RFl6$NNAnS3JLEb9P?J$DT__adDxYKE{_|HBo4E5IWh6U z1qW*b?%2NU*G-3>iBBIn8xNHa_7$=K0upVJ#ZL-3!pjb$U1%Fbxd()rK1C-5=alAI z5L&ZLC=1V1BvqX(TY_<2$eG>7{E2RHcTM^?c?Rw^s$<{$Mr4FNzAp{Z&lkWtXCSQL za`=nzTi{@g!^4X?pPO;CGJTVXU6HEg<{`e-m^*oPoIi!^1?ikboo!8Ss|WClWBM?&EVz z)LJl--K2T8HGr}@7?K2p4@>4x#^vYxezi}&KdKX3`O{IBLN3>9n=%n~uq_H29*B-P zhOmy2T|%AXci#4o?W2hIxdp64?d7Y3rf6?%%?U4$j89ktm$U8Ow8N8+!@Y?3{V4m; zxAqe<{fq|LBK7edrqT8~%Po*pk*)c+Ch4Gp)aWpEpvF1o)&i#2>2` z`gV1yF9yDMc8GP4MHj=Zq=Z-YProwu`!2s&qmvIf3r!9FSn;d4!L$oL^%&jYjm6lNDqlBsN)$`ucx*kltlFR3wCyON#jiHVASg)XS z;CLp&pn4qso6vhf_N+Qhv4}uH&ZfMsca-LKt_%G704bXU*lkVmN*T%SK1NrOX$L@1?JaHA*T*Xq@ z3P1=Cl)}dOtEo|KTxLO2WbU%-yA06CA|$s&VD&&Mj8Y*-0?CXr#di?XR-h#pl)L{z z*HNVZrk4c~t>HPl|8}hn71I9Y2!BRa9@d1N@e~q!GtONDbW+oY;_w*rlyV2FwpfZ} zwsUr;(W2(u0wgjpcNy8RF?Yq(1wWF+sY)ASd*{z|Qe~57>?IjEt%mH2e2I8kP8t?pQlSo@#U<|r z4x@1iPgNkHmCOx?k-isQMNbSZNv@kq&4(Vp0Vf~r&)Z(CJ2qa2AE(s6-)d8F<_2`& z;Na49RF%~RpkZmeI8R(%p%^`X8+Eelkn<9AfqX5_EN$XLt;JB}wdIh* z!33gNbN?{2#(119d7=!?XW9|IXQGrrT{rQWNN+{WRCKn z++6P&3qy<9kPqeAp);ctGu3-U7CL#exZ+aqzsuH-Zj2|N!QVX3R+|>6M7;29YMlPH z*0tNtm0I9ZX?*KQA3RUz9F_i__il!dhUF>(;o80c6du$1x$Nq7-!_`>r#=oJzilZ| z+JE#JGk8;JiwtqPxeg`UYRg48)48g+K>a=01^*f0iqp@%H-$E0%^Byqqwck&7{bE{ z6G;alMnikbzezXDc}mWfaiPsg^>gkBrc?(7!Ob&t_lGczlU$*1iQKpxBH(X!B2slF zGbdTU>j?&4^>k)kF?}`$8F_XJgUtP=ejfaVBHtKsx9kBX#?LK}Trt6O_atIB!H|}S zxA#V@NF2l)^v~7>-oyG~&1(+Lb<4+A@cjHIeoigv@%{~0m>SeH zfm9a7c`Vatnz(XMf?uJr7~m2xyNIc|gaLdfQ99FdIhetIj(Q%zQJkD8*YxXc z0H%EA&q$rbp);sHHZpe!-pu!2iB}w?C!U5$ik^L4;oYt%TtirHsZ8wvQ@oVhwq>LO z;CU3hm5+n`L-uOwGHqcpPxB{FN+&bZ%s;LjuY$T0_bbQJ`WIW4@K2QRmW$bWXm6De z6gvBN5WB5}@ZGvsAM7h%hMCUl57dY+Ttp+;y0Cak@gi@L9r0X7P-2H${|Zf6pxP$^ zf2S}Nex421@8ptZxB!f)ut#$6gJu6t^S+A<4U0p+W7J8 z`1sP^$+JoXS+=Aodv(&tXQ@fS=JbN@b!)vhmJwIc94E*{(uL*?zAG!&e?Kq3;WQax zvdwu}t{yV*xyE`q7lXSa4@ag9+;}XXt1hOy-r{Wf3&gW`mERCg`r8LUg$C$2VPuD~ zYLW= zlUS`4LWJq-Fo}kXuZM2C2=F$64lw|P>A-WFe{=7{tc^+`)YhuMwEuVDnvz|-sqcsZ zA(*)98S1%r({}3I%h7?z#)4>{ouxb^Q1dQT#E||w`q+ldA`r51QS)WcauAjvI8{GLcg?ADZA7sgpa$OmMT;HbqFauF{Jtp?2FHZP!ERpz&soZh z+&DBEiFylNObR|UfzOHFc}2?xO``N$HH9J^jE-@t1!*_!RURC{De6L{X?OPUsIph? zokqL?@ry^NP5J~{*jV%ga=7;49DdaUFDHz)OK)IAEZo*j(MfE^bGpbcZ6>d%_(#w@3wzdrmCG$^pw#mxp^F zF;s0ZXL8q4(ptu~v-p41-~9g`{Fbd&NE23JoqY2zva0GXh3q(T3%*h8A0_kx8i}ur z@S#wT@gk>LxD?!aYzR^okOa97*VOX^?Er32$Oe2|*P*)%;|GABuk!H!|5H}XT9aB7 zSYe#(H1tV@97%zRw%!YK|?-hEl91@OTp9mQ10>sc6HV-+? zM_HErL;H1G? za6Z*EhS?xbev^DAnCAecEC+7;OpT!*Ljc##+p9mM-A){!&^4RqA`>-Q63haOA#!_D z=vT)R!1-`Q6yQ<-<`j1r2Jk+cw|8%W>nW;HGk&M#+{T&lJct<}cGH4mTV0GSQvQqa z|HYQ0A$TBvMAc-H%=m*xeyTOo;#w5+hLU)V@4~RHJsotU!@HkRRtua z*ae0k;9M|Y^DuFT&cJr9tEZn&6;%ZP$1LTt#H{^ZTU~owyI3pMqpAP~#^CwH!-S1E zG4&&7pAwk&z#(qz6)OeLrZA#$i-a|UaAcQ|5+WNuCIkV5oeJmiX8N*VYTOEh?r-V_ zyZk}W?eFk9Yxi7hc6_UIKbVXp9-v&n8O2AglOq~mb-(Dk6Z3~o2#C9#{Aqc#3~6sY zBLB;=lI8NcEe)4&DQ9yykY7anEqIlixmN)MKa!HZE&f7lVkfdF3C^NgL28ZYYLr(0 z;-Lqf2wU6`-vAC=*vISM-riQd=VGUU#B4$kQRQxrv`&7A_;!sqY>T9p`~0uJ-)Mh41a-O^&MX07*;2^|nf%yXDfjJut&=2XYr zv`@q~z59QE_3#=9;}$h=|dp*PUR>_!Hbjz`Vk%RA{I8C(*#7yyYF{ zglCyQihJ$^0F$W6fIe)gHF$krFEn0JXJ)FWd<*mvN0)tY)J_6mtKJU4 zp^Ya0oZ5q|q&;bNtT5=^32pvoNU}s@ym$HG5TQ_f2m_5Au?_VM&M6`W#s%S3|Bn|8 z8QkdjP&?<{?yw@i*+#D&ZoYTFz3QGa{6m+&P!WC}KXmc*U_;5@!(zD~k2hLaUxq(x z$00NjJV2%~F^iX47c6U=09>?ner~UQWoj>J{l9oFK`yn1@7DJ6V18u0dW@q2dT=6n*e&j+|6L`R&8~hPES7EELn%T6k?t||Sq}IKYq4DIV6ck4Jxtx@dT#(} z+IN$ca?3sNV_BjeJmam*%Bm9cchV1k*e_LgUES0Ky-X~b__2!DmvZlUE}Wh+?WQSvs@etS^Q|W^nkuUEGFi}iDNGR+QZ`9u!l^YX zX#ju!|EdwM51N{<68E3Go9pYrdyU5fI~-PqUl14WNbv4;rv9@36{{g-8`8gmU7$7}M7P>4DIhnO>MaI1WJV7a<2!bsi<8QuEU+p@9i5coph^eL}`m!wTlp{MyXX=HPhCrS|wIU zVzsoj_YO*JQhP^LYZE*6CiX}KNrX4w-*vtJ!Sg)lIrq8GXWesO#Nh8DF|cyoS&4~E z50~uq>CCE6L8I7k{hzo{V1IoF``>G|FX$YIb2}uw!FR8#zpZaP>^%2Bo6BSVTW>Ai>nxzUBClbzJ7hnLU1u`B(9D1A zb#Eg9mtTua+-a3~LEqYJ#uu+R3caJ;`qX1jk**Z2yM5~eci?5D$tRzChAW~hDB88| zcdchK5(Re~Uk5C6tRCZq+;1?8{rmD51PZ%c+d`1|eK8Pnq0#DWgSV*8gGcYOO#R5HzzEg!40*cKY4Ja&kp1;UbLTzZKDlp~t3ca>HA8R_tKgjc` zMf|$Z=P55m`s8A7&+m+3tphV-E!f1P`~Ku_&DEKTQQ_?33upBtk%VSXnPERY*5 zSWTh+*((ZH-cEE}F}xp2-rBto>@HN>?{U1>4qbt=3z$SI>95{A2n7xg+!Z?9nQf+w zjqvF`@z^{Gjl8|7@TOZ)WG_E}VUI&V2Fu8pDSH z%MtJ={XP6xO&Mxtxtk>c@Dn&V6y;+q_^a&svGX|N6#qCQnL{jzkA6YAm(+B+2s}NK zwE|RhUVlRA^TI%*@ed{x3EQgCJ+RQ|k9}-wo^i>E&G!|1N3dYZK;*R~(@(qmd0<2p zGHTD!s|RZHvCdwyj>w@f0^6xM?ruKrKJ?lga~(~QcEEU1*78ohu_(nzdIvvi+KbOD zoh>{@V!Psnyoyb$KIVNwm+E*9N36*MV*3CTgnz@W27vtZX=2l+P0@{FMPrANv*kCv z+tTT!I%eWsw04V4=gSIx;<=Q)KEw0^^J9+gXLaPpFcK8@0taLIA@nzcr%@S-Dy&2? z4R0RTTX?5hgX!k$ZI0RFIaaWD-jS-pqxq+2(0lv68=ywCpP_XyZ!$4g%Y$9#a5e;p z^iD=fTE!!mU?s>a-anTV*RhN=nO0|j%|XXH-L1EN2h>4KSot(C=2dv`l|m501dRNw z$~A6pBwb{+Nmc4>unD<}u$s%6^pCBvHyjQrZHeN?uCI4g~|Ku;DfTrJrV!v zc{0}T$`r-^oYrJcw6Z z43ku^TmiVHyZ0o8=&2RAj12%Iro~Qf{)xO;=Y>=s%k!|Oed9-Y=c2Mb9ZDv;eIDE$ zP5CFQ)cze_pqX25`Ui(OsEYMFsK|H#7y)~qknxaT^yW^w-tzStW!*SkHD+hDVn%n~ znS{?g2Kbq{AIAJ3{gE)d)N+TtV|13f8v<^Wd?3HO1H<~xuvi4;8NR~UPPw)N{AgP) ze$?rYzPq2V>mHp(fCwGE^=LE>;ZRjNq}1E0GF_7t6ygD%Eum777TMWTIEDVIKaXm~ z%0)Y7-Ot&2eD>vc2ri&V{WuIT2)B7gyZf$JKSN{Rip1A`7uxfo&hkczN86uPMFz!t zx9>Z&Ni`0sHQK1jzX)62E#VPGt~C8p4L46)$)fXf(%@6__se!lC0CuV`{eziJ~9aW z(r+yPr*ZdTr}6D?p1DvINj0Edam!xMH=yqf#$2{1_JIpmWxfGBv6VRjy!B;*g`dWYVtW`ozVA?Q`xsKIi(v)mU1#P;;9y7KWi_Y$gpII{!5 zyQ?dIWvnA+G>v4lzXx83XCASLk7h-hu9^CF4apv$waN7XKN|sj)A6ysRStS2BcW*v zpI>r`lvOb8Yeh_Hoh>)Cfc+sl zH%npQT1m8dqIpJ-f|VUcWqg*X*xofwW6 zNsIZtn6A`O+-83DSE){GML44dBnSm|9_d#FWQN(5xP-F8%cJBYfU)ru1(jUFZe8TpqKmM85w1@HX zdJ#HUkI~*>W@Kzi{GLS|x{OSVU*LEMeBNE+&0^aKJ#DrcKK45U1Z{pWqaC@BI`$RE98euw2ahZ zI&f{JH&uvDxu`cgLW#2K*Y6RF!YBE`gOz?oJbga2{gm~1@-2!Q5KzS=cc|q}$P62o zAkW19Jbjh8#(?w>J0=-<`~w2g~s$o?AJR)lja^EUWd`q#uxCl^6IHz|6))?PEqv{3rTc5kgvlt zHAKF|E7~HZeY$*H6!D>)sJH`T-{_4AY87PYEnJCrl9(auzZS^r#SfFCb^n<({!vy* zQ{;_E7xm|6SB~x8ExjrbZIEt}m-_@UH@@1b<$GM9#wmz4^LEkv7e7qqV*%PYRzcZ-tQy*Iv@ zS3ZufbcSoK`8B;`Oc!gS0|4JWsZz&^5a4Z9$)2q@aq2RhzfkYBnGp=N+vi^U@7<}K znSYw?_fF_H^gTDgAMQ;^SGSduAeigDO!)(*g5qG`?Y*yjI!)VoIEA*g?@qi!I`%f# zRppZq8;Dr7lAIK;$=FCePm*R2hu(p$MfBq^ z>+f6^4^P)rW%Nc#9{n-{>Tkz6jfudUm(Isy^g!)b5fFLs0Lyg@srF4~HBUHeR&!=V z#XXTGjzv{}92fPh+o=0sZ$`JMs%Vc<}%C6-f2 zqV3O{Xg=oW%+-iumt4?RfF)mA@W<<~*ROBI?qoip{XWRy8#M0fJ>!^|JZxZ8Z7G({ zOx?t))ptxq+WPcGE~??&*5_a$QgKH?qhS{115I7^8t0mft99(xri%z(5I-8pOIvBc z{{EYeU&GA(pnw2R)P&X>Z8L5U;R>XrmSP_?Su+_rxW%Mv6{cdQByJBc1tDi7^3Y7J>@^qAz82Pa9cL`1Tazrw$Gg3wJXDGnz_q4Sl2*uv}| zdOZ;ZxOQ>wu=F~+(v)7+{czry^0dOPGYJY#Dc!^av!9DoZ_vqM2S0RQXeg~e!_emp z<-hq_$Enh*aQSRNn%4-5mj&v}Kf2cu7zUeRWF zXr6Li^#E&%w6Ogb`}I5QmDILN9x#D9`InH7;C*p^#t&6~S@;0Vk`>gl337df-vdOo zYkC3Nc|MsKu>`Vu)&`%{xE<2|zN<9>?=Zt^)Xx~scQ%s`_M{h3*@pC8^TY-74eT1?8;Zlf+U+czdJM zn$!Ug@T-LP3eUP3zaZ{ZZnhlc1Z$A$Q?Mbpi$XEfJ42&t3EAy-b#xQ9wOJfSz1H}E zjxT0hJ0VhMPfs8(ad0MDRfew!Pxuu5kM5w$?#a3}+E#Mj5QqH$hbXB=M8ULAVhZ=k znWVNoli>6@lRV|$M70#q>U)=)=Zk z&+?}1M#JilGI=Ofe1p@6B_i^PSYl0Twc^A`M&XRnhRaVN5wtBJGO0M`bLDx4rt{UCkCe(d6r}lFDok-HPmu=Fo4uylgV+&vw|a%jATYsaB*H zxVVEgcFo!2Fu=}QsY@=R(#h6T&k|Wk(#_q0Pj=eZa1D7Ns{|nP-jzg0vo4;YhauBH zW;u|0p0?9RC{L81UnxdJ2b_C>PIQFhxJ<&8S?>aJ!rky@w}vd0hj_IVDW)nJeFGpZ zJSQMq&wF%3sBy!?>P?=W3~uASX;CP=L^LOU(8)h7%kzQE{l&1m9V&JAhtJlVL5yql zAZ7KChzbk4c^W~3evQ%Fw~~bqs=SrdxaDbeN!<`_uvr{5`Gb8w8hzXKx`f^xWNA?U zz`<_M10}s(Sly=)$jLI~BpP!-c38-}Oi96hi9~E#$xgX-i}ajT`s+RKlsLxzjq9pr zH=k3RA=@WpUtZ6x)78)x_*IXLP=RH$PAlZnVk1X9KFxZ6=xJB@w~({e$PfO9I$f~U zhBU#8t_^Q31T+B&2CVRGTK)KRHMLd810CV9J*aD|o*CtyJ-d%1DGMsRI2_isy7mCd zl{*}M8T7F050#~K$);n4Nh-LF?F0SbkdP5z_~~~wy8T3>A*QDPH^KwV_vNq^U`1j^ zwRiImqZ|mgcm?!*;wUEq6d+m*%jd?h?wZVt-3oFP4{C3{U0bSIq56$%g>ho%o*Mtc z;K4~SSFfK^NU&z06zCy7qWgAzbK9sN!_xuSPL_kKhK@;i6WfoIYIk7!ml6~%i^Tjp z_Jl!jz5B%Dq+l=km&9TF^fb40lZQaFd+>PvdfDp zNgI7O*Fc>M6o%}r1mnv9jysz3WkC5cb`-$UeMsQnQ zWkxM~|JVHh_cM`#UGkmyt*S!bhY0&u)h65okXUZ7DyPN^99gON)MTM04(;**(2rOk z#+=5k;03zddu!V`BZ~SKOpwlgUd6-4+Qux%R_9qkYDcp zDtXCErMm1@lv<_K z^Zsxj5Hp?AD7LN{DTY{81@fY5dEN@1%``#mO3LKxYd?#` zYUctM-MOdF%WJH@NpE&b6HT!Ctl@A^k$0G{nwWX;(5UdY?J~}fhTHL8iq^om(&2j~ zt&Pj&c*XAo?^j-1(GhgUvsY60F-vy5z^Z5_~fMx2i7lmpna!{W=;-jPSIvAO{A-@uC%8-jmUa= zC}xl@IgB85@*i$A7BZeKXN~9XkN8+;I_ux3H%OVnX3?0>RqpOz7`fZ*f*Z+J`vUx7 zzdN|7L5c}GsGM8HNOrxWjsYZkz-u|suoz|V=siWY8E`((ajZxZf8b1KD9}nrPx9H7 zlMJK8p9#l2w+YlO-Kl@kDT|H7OF6$;DbNpc;0b+XuWB#>+tQz4lsXxfA+%|sAf@q%DC(MX*@^M zs#^Pox|{KOhcIoZZdIeO$#69icx{e&QWsg}IrVbpiBxC6(2R!B4gdtJ?HBDg4 z-OO-(j)){A&Xe0i4f2v=P9CW%+-YuJdLTw--NV@%?>7(KoJhKu3Emg#la%P5wi95G zuJ`MM`V_`Fgl>phS`Du$^;Vt~9N1-TOt!D)A-WN5!Rppy5xzG%(wL(40%cBNN}0pU zm56^5Sip$Sw%delthQD!@s=RSGYqOe;XfT_uzj5Ta{Zt&c`zb_Iu~BKj7f^TfyDfl zN!O(siqHoEx;dVC0)TaAM%S=G=jd+F_xk&8y^OO@3;!!7TrsrRUCNi;%XcXEcNG9T z$CtQSw+DSUxlu*Cz@|2t<4d#OG3pp6+fz4Fk`!Ss)W7~x9G}xOXKt-Y9w$-vUw-|1 z)X&sS64M>0W%xcPp96xQk;@0;XgpD)Gq1AoJ6ppq^C%z)TUr!LbEql(FiC#2sPvZa z_gbg-ezC(xE(Nr%Y^d{yxuXs8$n(qba%c>~QoIk_hfm(GswtM*R69h=m@Q7*lHP&f zIRD?0LKp3hORvSW-~3v9*huU%E6Cg)mq*UuI7^KfVS-hPvM}{%*fR}4^fNI|ua)l} zhgV>gsF}zSQbGu~&+4q-ZV>P|wGTlaj{qpJ<+q+ehEFlv{d&+PIVmPNte3ifR-rYu z-mjxSRSU8JO3k?NlbuJ&-{oiu&!-2b?c;=|uj(_9lP@Ska=xH|Tw04mflNQq&%T}K zCU(C#`k>{Ya$Elngyj8K^mhN9SJRModL9}$zf2>*2>I43QtA0*iQe+_otuD{mQO`K zs>TTVo&!&NO*+*$;m|N}@th1&^LO3XLT@Jy-WyRC*It>0rzVlT4OPEMDRWv~8$PWo z6$r9(Wy$B@{>*xLpMRR?rU1)_?og0DK_ebF@=7SXWGejR2dlmqh{R^#g>V$qv+0z4 z30~!rli#03NQ(iOAh=ktS*DC=jv|G{BV!dPA>fuhw9lG+kB}hp>?7BZ?9tbb+dybX z+N4IminGPhmvigJi^q19RkEa70yZ1p8|SKqycYp|gm~Y_Fd0;qjAzaUu_HFsxIws} zqr6o!1Lh2Jk6rDd=*RvL)Am)9MXc0Ujtvt5Kv{rd*rh&Db-7ql4b4ri`n$xst31IV z_^v?Ay~C*%EX!X?sCRef{?$7+``@Jh5RzE+xT`-e80z1{G8+q?7S2*iW*3U$aBHcb za2rB#$F)PnOjci^+8N4A`h>X>JCtq<*MFS9K(+YGzOA0hnS%Xy;;ZlZf?$)q_EckJ z^LL-4X`>e8`%|7?(~i3>8g({w4gEyeu@UvxZIYrGU23XN4}iv+IRhu96B{te`V(g| zhuKMKZ5!Z~24HSnBxtRUY0|m;U}7Y-m>Vx!gmoJ-pLG+E3AHC4oFD9Ayz#75B9iri zU&Z##ogwKHwzEI{7Ccv?%O98JKRIVHAp6gdA;ndGRg>Wwq}*j3-Tw`=sC>&_>&9`m zD6`Ej#5y6h=B}36Mb6EO`vZ-%-}Y^D(lZi~or_k*=`4<6I*O3Wd9o^7BsxYfMQIT1 z?Y_r|WvqvuuS-vb@M5dpK~ zpB~S;f8{3d>fY&Ej|fBh@0Lv1VJ@v?ZSgF-DNe8g;Le*!B)J=Ma!15JRbW_9AF*~j zL3czJOIpPYG%=+;2QOvB7ojmeZvs+SZ^U6B-Wf7xF1SB67Ak97fxgY85|?Qqn5l4+ zrjP3~%S{(^OKZ9~cr|&2c3l4c;!I{K$Mhbc|2nas>v`Vh@I>LG@E+N> zHL5geixCLBZC-G`nI@|HAD0~L>aVjN-6%Nel#(QS@mP(URq9~Ctve?CDP-DZ$Ygc0 z*of0*EZQz@47K;zlYSG&ikvJonygJ-di3fvV@WPZf;->WyaW6=a`q6Nn}gRyVhX-N3iSV|IYcynC7z2L--*_%;c5}ZJ}U)x^eDi+bRgp z7sPs*zJ>nV zkI-%K7z10SC)7nGg%q3IsUz}!i6pux3RJJi@235}h5gF08hZ%%{HzomrJn_*h>_zK0oRDhhPc* z%Fwj<_7;4jlRE=F;=%&uwa=T87)m*MGIn~@4n}TOph(5UNbt!Ke+NH`-{d^>Eu)C@ z_ufMQ^LkLMswuop5@j&(BN2Ho1@djQZSAkap>Ytua_{9ZwINv%fl!fikTXk+(dtSG zD!McVhqI57Q1r--Odaf64zEQ?M2*F(Pvi2Xt+I?uplBU`)L!Z@9REH%NTX&{-Dzt0 ztma|)|LDo5kfG-@oqiu>(;uic)5FLvxa8<~Z`wVxRcIA^xC>v7+Z$u0_f>&q%=!e5 zJLa(E_#$Z+yP;EC=(j1T@iUHzB>8FJ${?oq4g-*pQ+_OX0|g)KsUwKSZtEEMMekY| zTX>9Il*;w`0OFUBnPfnfsae0sN!PeDb3;i3pG-+{tuuOaN~m1U6~#+Y)Fkj61NmSR zUl?q|kQMGYOG=?|Kb??Rhu-<<7dVO#=**YReYN@QC-?`95_5EVfH`d1dA+_a)t`G6 z_z4`PhLZ9Z{$V3naV*P!>z9jKvs-J=Wd@RD7(HRO=K+>;h>;qAyEw?Rr9!t#q}gR8 z>!xaFh2j0n{=$L|Jwn3i|1k@(I(s=ir*x9G3mODk=cxQ9-W^Kc)aGCRUfs9RO(eLN zV!cyatZj(!Je>lr8GA!WUe2@<$n6R@6*u&9&8Kt_`-*1`y5L6*=5nshHp##%Zy%m~ zS9+${AYf&A#= zvF1GApln`~r#>rmj`VCz!@>E)9LJx^J(HW%1Hm5D?BpKq4@CS_$X+bE*p<%yx5!Z0 zVA$VrOAem~T`;jr_b3Yt#eXm!{3h?;5UN@$zW@HLTzd;ExAz=a?XW|xaH0i~5V+R9 zw0N&J4=~Vth^Jq6jQ^wLs712P`rdTlgAIAbz&7pxYe)?Gaa`Xzd5b>dLPPq!+*|osk;n<+`b5KkT|VZq;LPy-@F~ zedm~QXb9xVr(1foCw5;l-Jday`W|dPm$*P#X_L<2BO9zp+2m({W^X*Nc+6Kc@~t{E zx^#`;CL2iAVw;!M7>J~0iuzN6$t_RaFO&SGx9Zcn>&5bUCG|4~Q}=sABp*;w^d+Ys zn#+^-@ez^DGL{tUWa@e8oiY`tA>9K9nGFI+{FXN#(H8P`%j%+g=8~cFJ(f&q4tNxU z)XFy{1ps~+dQo~pG$)bwv63Sr>9%5Ij}SwZaG!6J@T~e#c22G4Nz=kj^qW$4%1lvN zo$eL8slv$Tu@e!KX=f5eyq@a-jMlMl53gn*i}n4E6iaHuin8%VAA& zNv=E_jy1dk{#S0uH8dV_yuk4s?;7cAo(lHq@*{$58|PC7?K!N{q4u1&kCLj_Em|G=>jwdvV&>xvbzxXX=a+j& z7e6c_AgK}R=amNa1Q1nvEnJFhgS+aJ{_a9w$-8CrsgzTduhNG)p?<0H;WWqG>&seHdZllS~d$mtIqE5A8nqpif!5M!I= zu)3vj>0+fIWkm5sq{VgZCsm^y!wLZ)Y zaOQA)e9R^$E#ILDQBhK#pE8dy)XXG$8K2ApPv-p+uVM$-^E{yUL~rUxt!bluMv9z= zy`Q|cdS++r0&lr!xqFS~J%hd#ZV&;D^L%!i+y{k4r>&Ii_~05aVv0=rXMU6w1ogAs z(jGS04bQ6{94kTm@qlWEg(w(C*MD-F-(n*(rARQF~{Pdp&@3&4Jvh zUrP}8qsXBUZ(t(iQ@HFg51}sOS%xxJ>8gF>!^ccMEE{r8>ppZB$+J2-I}Jm5qzt@q z>1%hdAS5(c7%uG&Ulo+$aeBty?3M!0+j2=5Va68pQ7+zZ2JET7axGV~_H*UO0uIL% z?ewjA8kcny*zerat4XzMdc9myaU&mLU2pYmxp&etXUnidSQfbEK2alfgZvfoMTS>T zq0HjwA49cM9%Y@9ImY@iC%l$r*Qo^$!pq&HwP_75lRc|9SL*iC)bHS3?}7Q=w%?6X zOEn1*=M;v@5B?}$(ty#+@;t@KiXa@?Xrph{lZWkCtO^fv-{+bbpuPV|I7wV!6&rR@ zFfRcLHwV?PFc$js^>=<=RI!79m7;}#B(k?0Qst%#PvgSp%FFr$BxiM}%Vu7Kh>~Wc zI%nK$565jZt;Nc51i!ZQ&%^)Vy+U8MCE>mNI_&O{ee-pjUl6wHvgOftcm0R@T-1qW z|J(*x)Rs$9H%xSsdAXC9SF(n$4;@^#K8UXkPBNDKi<`;5&RqTRa-EyZXw;W${s%)} z1uLA~=f+j+n6N<_+_0qyx?4}r@h2}cAj^O0>IJ2|{g;$Hi{3~a`ZZD~_7v)gJXr*v zEYkjXHBm;;Cpmq%rk9Jz7X#koThz)t#Vwz$GpEdF@y)^jR?o6BJ*K1*9w`g?{dM(1 zUoSv11S9V+no2&3SMg(T!%{Y=k>e?=;|3gQDKn6pF)ajB&DUU{V>$oSbrZmuR4*AG321+ zQ_?nb)P5v4nH~s>@l#(Ep&GA_`zT|oUbDA2*ibz#TtW}MuT)R!s~gpMaQ0YDj$qrS z97X<*Mpk2gA-GyB!v%hmg~?I7q4g;R)N7@N98hM>Bew;O2CMsdyYlnsJWe60c33yU2(UJ%ulD4pt^%GN3OOA^c$r_nq!R! zNrcAmZWG$4;g@Y0*iIY5b(KO@KxkQ^oI~?l6A+@SP*jtxu z!DlC#jT*HvNIc9(v?{#={sQGHjtNKtiQm1ud4CpfMc(C3zK0DZoA$u!yB*wj9{gTofjBwXh*8^)6b?d{6rtb zCILO%Q0@wI)g`HUB9KSJN^^TrD8X9YNzuNm#1-EgTW>-n%om3O8j*ts?CX;3XNz4@ zK3_b}aMF@h5ZCAp4%K0pY}<-i;Y?(Z+Ch#MO~$D)h3$MA^2~XnS0=W7UBX>c!vf#n zvf9h51NR*tI+aZ+%qHVp}rE*a*9L+W(kcu*&s5 zsUAh5JK!^e!sMd{xM_vmC<6T}c+O4lAZ785UN?+Rzicx*1?Z-l>bCarv!8ik_&)l$ zB0UQOYuE_8T36sQ_A=grdvO3)m**JO0BPtK|bKLhP*y$vEW zctTAc(3LKMY|0yQ3uWu4I;KIaYYJA3y_5XH#M>e@dOWi1;r7Jnhi7ROr9&;Ax72)P zy!XRi-@p7<{zq7&?bbhuRnB6U?;wKsR<&C)DV;qWUaH4UpKoy4BkG`=;YNR>bl{Md zWpO#AA3Cpg;VIQbbWP_lgUT%kf41I7%Qt5iEO%{;kAgUd=9yJsk4F zbVrFULkMvo=~k+hT&EBVKsH1(t9*uFmU+qY5TFV_t5~+r$$5$+CU7otFJ|Dx)*= z$4aO4VAEUOITu!TA(hgI@719&_fA+swhQe2`l+zX!%*^yj#aX4<0L-2`oE+ zvNQaw?)!h-&eEaWt;(TNedV?Daf|BkCjm^ZT$L5Xm-;Hpg-j(iYZ|OBuXs+{DeqF6 z>nQ6*v%`P675UTM2X`KwYg)eS;@t`qdi>pVYpbOC`b49B>__>B2WgT4O&2nOzB4d< z)6Wc?LhG%!ICd4%G5~_dxmbdXRrkV44J*W)ZuffR3{1 zNle7{T(RQ*K!ws)%k?uMk37>T$~+9pZLKp&NX;vnZ7*TB+@tD$#~I@_>VKvdcY|N$ zzm?khD^XTVUBrBX@-)vJNR%+^8L7z*sI#i{=0bxEB>tbT*nH8o3EKd{j1MJ>a(*jyeSgF`@10qY3)BD%X)Sh&%yZJpF za)<{`zHdYsc8d^?+oc-Os->qsGd3j?sXL&vkK|D6e5M*KWe{`dcW+8}ZCJIO6y9oL zv9jmDeS+L?o`6*umX3@VSXR_<7Fz$4jjw;Mp@<6ru_mgbHvWO|8p)*T1bYL>fb;}9 zEu!U&HRx5iZ$PAN)Kd*bB#a!h-*d5FDZw@)b;jU$Vi<>2?~97|OJbv^Z= z@hhJ9oJ_6)@xwj?4--88aFLBfpiw8=_>>PfJ89jEbu)f@1+TGR3pOJ>HTP`N75!Mn=!hQYyTanuC!Wz@zGdu{c%-_P-{p?W z(KU|u2FLW;BEfG~q-g54?)ANUpI+~Vd=a~W)IMUq*I*>iMp$gy_vP+;T5~qGPZ*6au<3m442ShAECgOY>`+OKE}(BC|-;0<9EX3`;`#-`Df)z zyCu4zirqS)6HX7Twx@61IMbu2KJ6@wD{LC?>84&AT2ZV{l5v@E2102`!Ls!jdiD)# zDMC@ZVr-9@==kX!k+mVKi6KHP|C;XEhpDo7!#vm_cI&VEQaac|%VOZQ8tF|Q=g+W> z$Keu*(CM5|hC1SlflxTAk7zDN`wG*=)99i7apDxq`O2VvXXcE8!#rawBXB@>wVM<{ zlfz?WUZsX(>Lb;LX}gs7fXGy-w;vHhy{WRs5sC+6-;q)!KXjbJWh~lAHw|#&oW1`& z^0eg(JgK@XwB7&0ia^l+wB};WPMuW)L->P#OhsbwV>}$SY=-j4G;!B+M!7p9O zJCmLk`ui3v0Po-OeHCe-BaoBa4S_E7a@c94)0=gre^MZ~4GshAo{JkH9@ALOCX_ex z=R#yw>6#6F$q`vIUPn&#_Nqh5{gn=JfDM~09+$`J6MUc4eqZI5V&5|SC6`X4Lq>Qd z)s{}Xt^u+^ovLz6Q&+}uXNJ*s{YGgQ9ZQYx^H6-Y_V{YYw=qE_!By{2yoK*p)g0t(AIy*d4QkxsPV7llnHLt@-(MMYg$4%5|Q}L+fk!&pLe*tv?{E z@ki*AG2YJc#^+YuA~DZqB+esOx2|bi>y%~dRmk$vOx-f{>~PgePK%A`du`Wfy!3pJ z_);{o`N)S;iC-Mv`5(d!`t~m7Z&}lQnvQdahvfdVhq=HH42nEfYoU`Kja{vuD`}tH zdT&S_)Ou(4zEaq#S~}hO6uOf7TgUf2)6#zUNnvA#)sMs6jTKejRh4XC3v;U<{P4@M zz+x9dP3(ydXu}7TTYfu3u zvaO=7Y;f5wUQWgr-RSe)Bez93pgkwb8|im}>Y~7?SoYOWoa-yZ?`LxlM?Xr|dfmu; zxgUCdUtzX?#Lk!YL$wh!lkeq{@4C76Nf={?X&1NfBbOg=j%P=-w409A%(dKTFJyx^ zzt0%<`qx8Qd%VTycrL!0E!k~Bj4u0|a7PtR?LAgszByT4APlr1h?>}!vpvr^(pI3U z7eutflv(TMFzCzsJ~GvpkQ)2jiRBN!%G_l#&d8ixR1Man%st87_)%i)WQN)|)ujmyHT{}vY|Ga=-4M?Y5*L|;I< z>?U?HxAyb2XZMPj(U8#*&#vEt7Nl3BYPjmbi5o+@rjBsAZRm6_Z-ej`U&d<;GtIs0 zN0I5dkOk%DHr3)6kSJ!SsdM)l`_=r9g6Q6HQsrnobbS{2ELyJk0E!i)WHw29j`rpQUy>Y!)Cq@pWSLloa*Ua+D zYWPmAzpklwLOpHth=H))C%bp2%~ijkRsQz1Ah(FeXtH$0X1^gDO0u3$ANg6IzjZKaW9Z-J>?HncZN>r@`~JeQzM$F<&hbTvXB8Ob45Fy2=|@GstrD2Kn67w+Qs!8Q#y;BRq>Xe|~@2x2QIqyQx`%%agAWsgM zc5Qygmc#g@U%Xhm56 zZWK87y(_>JcU5UU&z+;Xrm)CS^>3euRS{8dbIk8!Siga#>nb(pqsoI!;__B?o&GWZ zvGpanSt*S1B^`kLUJ8J$EyxyuCr;(+fh&k^l8e~w?l!9_HegG zidwqc#vCI#m_8kb-F-w*BgDsbD09*35f@+`D(dFwnd8?5h$X$%iCoCreupy?7NE%*-G6@ zc49UZJmRa<5vH=~X_V?xr}|G-5c^}-Q?DigLw4VYf{E8?N!s9$f33tf*EVD?&@^o*-j^h9JvRyb4`9L;G0p7 zmk#7Dl3`ubPM=^)b(%ruwodSEQwm;$UB>B-WTBp>yHhWIJj|FWi`(DIZl**>!k1Ks z$RlXf=V`|PzQ2FsrOq}aJRHBv-T2Rvezw3qIE}Eo2Hkg=xb*Me&+1UM^Kur5~!_G+*2<97U z^ul`iskNwBZ_!nyC?MCd4a!K7_@B5G38gDPYarP9#Jj2Y?VC0`^^k-TLP|uFo5Tb^ zIO5RXyfWN6d~NqO8V~@FcGq0!GaT!U?S1ZTp5|t-GPiL2eAtG3@rwg7CCx!H5vPu{ z&~h8bm3A~*q7FqN$dzO}%ay%C8yWQoD;Z^3)d)M$-^(pG^EvX1Qj6SdcKdH^X@+jG z&c+2enIX)^V=Hb>=uSy>gdCI7+I=wmH={!`aYrT2xEUMj_v{+s=hW7rZLpJqS(5TgpdT^g_Rt-BENp{3O@t4QOd#3gIE&sHe7ZVCZB>pkfA-uh1KAq9Z#scGAlG$^r zJGmTKwplyC`uB200P?YVd+!w?i^VqAPK=SwpuOkLRKG|nHnn~&myf!+_~djx+gJED zs!Ttpq}{e8NX+W9MTqgJQQvNM+ui!2E52F{Y@Gg$fyhwKMEU;8B8mOaT6zyE*ruFS zA+JVP3bJ|7C#xJXB}9->nU6iy%OL#~QwrvnMs%*2cl+CPWN0djAw1J~@(yd+fi$BF zp!VW~Q@#6&>1)I)p+b?xo0KCI*-U85bhxx`#5LH)`9ftTcVw$v@oRB}8N#tzMR7fI z`JWT5Zea`E-R_yO?k}=hX>UC=K60zxzp=J2{-C8VRbpb0!}nRlbEYlDE38E})8{ki z{rwT`R}dB7V33odM-gO)cYT~dr$fmMIKUU68m|!ijyA~cS|O0yXS+2!M%tLAe9scn zGxOdu#Z`|dbkl2AfiG+2Kl#ag+_pn?qt!qJoXZem6JNb${*L+wv#0#fsd+cyQAN7P z%_9CbXOY!WtJjL3NDf!XnezJuPLDyEz^*CQH(U_~)ebxN4kAV6Zgc->Ro|Tip6rJB z?fhq}PF}whWEbndqBZ@L<=_3ch^}$q)v5JlEPQ2)*f*0+$RWd_xn|b2u5r1>D?|a_ob)M(-3Upe(e0Vc14}McV=n#bs17!G~ z>xv=`{fim~q7=5Px%Uqa_{tljdgLdIF-Exuz3rb~^*&qRI$kh}0jaHb-1E|e{fqMb z93(R!UTPD?V38U~uJA3u3Bp0>9P5aEc>h1G$6l6dwQM&fkPp>0fj{}RQvlhu0 z{zAD&_7Urd^?;=etshJE3>y_I__0xa9o}T=X(`fzaP1w>5}-;Iw53qEK>{Q#vC%6m zTaiEDu7H{L?+9!0d;ct!+BGVNvumOl=OYxsctxHC<6As^%cj#9J$wt|Dry1b+v~48 zlZ$RuCF33wPsTpnxF+dMqCuvs?gfyZeyNm?j!N}PaChAG>y0`IPYcSCS$dh}7eN_! z3yEWcP?@lYu zLEZ{odoF86Ysgp5?NKCA&x`afWMzX&xmCf`+E3T?IMk{!GqZJ0T*{RYd}ID#@cakW z#7BqxgdMd)`p>>3yLZ5JdGqCPiUV%&UPGZ_zKDE)6SDF4q4HR%c3nb#L-3}6^+AO( z^uu)9(D6)&$VX!Vu@A&qI4WdLs zqYuD6i#@z-BN5r0fwc}&zBN_2?SFCVPt*VtM=F}`k4v!)hwc@vZg`#!>-h^Aowk2< zier62qxIbMG^tnLfO{`jsk+n9)NWcN-5msIe2PH+P6ndOlWO0_iKPjP-JQ%7f*)Hn zc*1=-+U*IneoHo6e~UWH`rIo!CLa|^VxAj=qX$J4^rST-N*FcAUjufZ`$f@OcNuJ! zgqm<~I}hkM~1Fx z?w*UkS8Q&R*2qDXSM`xc@&qKU*7z zi)M?~2k^NMMZ+84MO8sP)m+!of0gS_DD`Nb+7LbJ#j;Dwz06w~rM7!YQ;-_wIdXZa zG{uZjxHH2QCfFNEAW%l#Cd%KecB#H_Zh(z5p;M$@LQLYiyO3$JnZ!_D?oFNi*=^$F zN6fw#VT8_j?fsU9X@t_Dv`Vrp^o>e1by>*H#GK?hZ3)0eTp2CD{1v*wDg<{*oIu0H z|BUKc)lrDYeZeQ^r%W!%=AAg*KfJO*BiEUOl(z7b2B`cub}|h1GJfPC0v&}XW4Iy`Cb)a>5_nqTQJor-gLBJv-#>v`ESEX{bYui-nrny0w)=6@eo zhMBz~aZo!=3GSCr<3iiC1mPS8sbJ5yeZo{|CWU#13tasCtE$ISZ6c@|^Tde#Rd(i; ztTCngmc~SAbf{B4+=;H}VlmJBJ0qcDSih3Ts}f8YYhmp)@WR})n#&!2C*xVAIP88j zd8%D0_b5{9l)4=LgW|9tLU}LJy9Cx-bz0GAJ{^WLZaf@D%CI=_>aIupLQQH~7H+7Z zTRs2n8OTYfL~z}b(cDq}2t~k=9sQhAuTl>26f-d0h zhv368W=WL@%|EVyWbt=Z=63I60+r_C!+nr~T*?0`1JA=sXBiJ_K+(Q`Ymw)VJeS5T z>A_!=Dz5rg+qhj^Lk@=XVX;GbrJRrg6hQ1SRDu|Zlg+}P zbAl}~clbQCWN+eH$|oLSTyVoTO9rTA$_GU_4-8hIrkQK+Fr{tu6-$#8S;e|Pr5Oi= z7ffRen$w}F&&BDo%mNgcuFnnsTojgmBkz!4U^}yRX{JK8FCQHGFuB6t!i9zg9T~iE zpNg5Ed1#E!!2iR|6&ma!f2(#+;eGAPD}*}Vi}pY35+#p!5<45i-s_hcJnD=}Hu(v* znH2(VZO3^?>||2UH}?F)#d+e=wOlNKp^RcEt+;P6z1ShNAf2D{0ii0AR_s~)b@A+? zUSL_S=T+8(deBs&{wfR17eZTvQplPn z?5cDe>z-f)4xa8W<9W#c@+r!m1GUI^{%q$4(*JZgSJ@C@q6lj6re|34NO$RaXL(%Y z`|`ZJdy;oj^o^|K-V^KPPuG3Gv-_<#sV8e`&o|1GCVE?n)Gb+LT7Addd!;}08>YM1 zl!&kWD&~uNtR^6h_;_uvXU^-zVE*T*>^;3FPZ9QLHtuLh0%rRB-ueap!vh==dF zuUAd?+0vTULYcu8>fDM;AwLcB7eYIhiy%{10C$eeR;#~Qj@ahd7PrdGE zyV7OH+gm)UpHt5R*i{8j+u!p@8~N19@4&fK$o1q+ctTL&jk?|#K5c%_YmC8DYxy|KvTF$Jz?#2ThH) zO~S%{@9|QPWe(_s+FU=~h%*B4>zBl0C8l2^i7 zrFKJazQiEBD@{I1S7FRxh?nq%+toNKy&!8N$M^&T@7?R!+u+^oDb?xP3sQ0mk_kIo zFFl$0;&ID+lAqfk?PX+6$_RgYP*p8i-E9EDCbwIvsym+Y#0B{#c7LWXj9X|B12SbM z3ceX!vRUMRG}sqC0E+pBL#^-Z#9GgUYhR-d6KY<#^}*uKMxdgc*X!6|z<_Rnf6r;4 zLxKl-?mj{F;+o0XaSNmWaa;6iCw7dV3-R5C>G!ksHC?+R69c+ZNm!q@0qJt}%@ z>`t0sM(V1CV>sEo`j8e&H#RNs*l(Ku9~&QTm6|DE%fV-Qx={#Nc(Fd<0NY<*r_Ll8 z&v)eDDSQq}@njZ~7sh+`?T&e~ET>n=UQv$~Mh~p`HF4EuUHH9nCJ`Z6>L1>8lG-Hq z1<`QmtrHtx_iEy5;XYNcprDg4Mx<`5%)pd!zxxpbH}>*%zVmiVIRj~sJ61VVN%MCH znpw0NI_!Y1gu3p5ARI6C-GsDw6B6OoBOv8szJ0@$lygAY;wuyy|9-&ZydFJeb!sY#P>4VMdv?KFeLaRm5dM zKo9HnO@?EN-eYGVSF@TgoDK6e3c_TNELF|07EM{A%Jtav3dDeiy+X#IKwca%?cLWG z;ZbgKy8PlueDVsC<+=?Y7s1J_srVp1Mk zj4ALN_Xc`}Zj62r;P^TNk_U9%`Fd8PEaB*jP{`TBXAhlwFYdtKsQ$xWv>2FBT|M2cikivS2@X(@+KEo8M+RzLoJ%8~IrIJH{vrsku#5JcG_xf;(d z3SL=d;kwVEyklWwF(K1Bra1JJ2Mh%~A>|4x*_20|h#Zc0PO1w0 zw5R^94U5Q+4CoR&y?SLELpyF8Pjk}kWq~IRqL??^5xPj~@v@0zh8HDcnjn$qk5(AEr(DePcqnYO(W}CtxG+g`C zGIc;mRDv`EQ1kJ`(J^qvXnR1)hJ1FqsjfNnxV1={7oL0#fo=7b4l|--iMd=nwNH6F zuTCSUCuyCn!~Kj9^;EoXM&q-WT0KkEz;`-P-hnh4ReptvQdyZGR|0#gid?AHVK87U zoU>yt6gC0-Lh>DI|NUa+cgvm5dwC4L#uF0>Rg9k5T7A=b_(My7fyYD7k>bxIHBzN{ zdZ(RK?ZtoM;cDhKr_!LMBJGX@`y+;(`mn-=$Yg2z&MR|YZ(uxM2oCO|F9{+4l)t~p z=4THO=hGtlRfzpVDOKUs}B1+*al?sN~V7Xi=x< zibR=+FwOyz=C$O-e3}FQIV7|;94x!tsc81r^wZri%Hn}Z4~=Iu3QbxWv+~UE>KOrA zx@VTgsLC6^GTxJJQ@r&R*v6kVEGVy4cJMCRdn`(g+ii?_|7LbqM*;UAF6y#>ndu%g zFj=}*UHspx=PySDP2}D_>W?=}x%Pf7llovH^ZX#+L3T9>(pWmGt-uW}xfVj9`kEqk z@cgsAA?$W6_5Gd~8E_Es(kykOUhOdX@|k_{Y^S!t&tmii({htGxdR-3qX-$y4!>qcRP$scS zZk)fL?GA0K+$<>s;D1E#j!A&;4ek83dt{8rk&V1(i>nP6sr^q>%8>q!HPgTGqY{QS z#MwPh0VqwWLVA>oczOmwuW4kg%4@nPcxv*AK;}QWypEx}(GJm0dq%IVdP)*Y*z593 zhTj^Dc5A8}A=C1Vc+GZ=c@b7_f06{VgtLO+pHjbQ)Gn^g`v?eLIiaFz+2_?e1#9YL}gsTIP8UD&(2?<+n_7&FO=VFjvHfaLZet|gs*gUCzp|_(af~J z=na2LdsM}sN7L!70f0=-c)A@PR#^u*jng|U?{;3BE8XO+mm)|8Vt6ph#HnA6VD;3M zn(dksbuxUX-E>G=j$m0Z3Fpn&SR*>ML zCXg$$BF7!FPbUmaxi{Opv#;8i3xM28=@@CY+Po5~irr=I&alWpp4&yliQnM_dTJ!x z1}u|RKAf>1G_aC3Z;jrt7BfF-vt(Sl#}7*oDK$!eDRpEU4`B6rn7E3tw2wQCek-SJ zX?&>GEcbQ0O6|Scyc<|m`bhUYy@9km)m|Bt%5vPJ z|5ReA7S761@|z6^uK`b;Vj_-; z`mJk3Px@bwqBS0PH;qM7#bCpjF+zC2p<+K0u=S3us`PJ#gj3Ub z5iQ!Sj2|4O$nOGhsvP=~UUO=f@gMeAkXrysK)rds;IlPi$B~e z|Lk;gN_F*1v0&D;3#~&-1!3`iU8;UMVfrd*8C2VAH#%q#%|fvHUI{)`r5SW;&A0;A z0BTcuH@xtz<%DT@C~hjCUWEVVe7=*Tp}%RR!HkA~1s%=Di1tO_++S!dy61CzWNXJ} z?4!LG3>(i;J%|anT6t+>0_6yLKdUa!%hF|#@s&rOLMt-^T`gzc-%U22;}&(r>0&Wu zy;U|_)3l`S(acXuit>|JM5X>HtCQyxW_CYC8hf)S9DgV1nXDs~eVdeRy3!nO=s+g( zB5yn0({HDaNLzHu&M@R&%7?A|?pV7vV!n)VL~Z2|zu7@TIm$Wcmx6C_FFgXe(PkN7 zE91{Xnt>UI75NR4r-SOrp>^fFUl7~sME=gkQyz(R3L;4DH?sKfln|)gp)_`$5bi^$ z9ZL8>%NCYBM#tr*i~B zr-APCl+k7nC_8&SyTijcD@v&u=`UNZH=0edVQVtWfpEqUWe!d*+eygNuyuN}N~Zj| z>@{>cxUd0ZV62@k;g}lY!L|K#!&0+Kd)|L-qbbuaiTWTnvfdu@anA3I*Xzr%_*8^P zO3|9?azh{3Yeg7*GU!#7$U3`^qX+{qx#Rc+%ZCxUf7N@-9!x%$zT8eeZ@2_}g_*9+ zy;5R-vUc68*6p+&zI4o=0%nst#HF4m){}4!7hV~P=kMp}Nmq^w?(JkM%K|k4$Cr~x zpI`8HN_p+c`5ksT<(m2!pD8@FrI{a%K2=p1l&CqeKw!{@$}CYFEsW--RTJ z@^D^^yIy`GdQayzThHEpb(fMowtw_#dZBb@PVG+&&o97RYlJ1#!0UJMPAFke8n2gG zE8;cI9^a{5nGbR_2%DV-kQKJ3bz0@!z>k7&X$hsptWDd0i~7_K>9Z#EOgV03$ruDc zv1NyWMIijkUdF#D&GoGn>`K~vL|-b!Sxl#hqLZ_KvEMjhXvJqdJt~hEq61Yo4&}Ba z*}YDrKIkEB)GePZI$OdYW_B5_hv&nxp1Pg!gRgAVUhx_?Q1cU$R%{Z=XV|}e+>|ZI zOH-2Jq;M$IHXlrlVri5RxUO?DB$KN+pIs1s@fY4zv+h2Ib3UF&W5r5euZh&}w#I48{`=-XP$&$)VT+#<43YD$ z5RS4grhe*7k)r%2!Zh=n`&@|Acr^Jhr|Sxa7zJy5Gky8?=AK+(@ z9;h?N(I0d|Ktmv%7bS7--LcN~+V+@2=PoAaM~=Qx1D%~rn!mU**=2xHan0Z#FAplo zcFFrq@q3y0?*{dY_tjql_|Abd_g|U`G#~Gf^|1N}z({~B;%&C5xy41hroWXrEFStF zeQ>qd=WWxZ=%<%MS>E)ZK#zC?)r@C`>xjD5?^Y*h>^B1HU*wTIlt{-UY(A_PWpocTI+DX{W9%+O+ZOp-kgJ+C#v!edgyo8&=%QEL_Z~m2Il8Z%^hXfc#Z|YHm2Q z%Rg2fBuY<&;2*oHt2Ako?mP91f&?jMw>26U@1L?44mwdwM4#z5FMB(~|7v37CnU<= zQMpg+SSGwi3``@5c~KIcHiXLYhX{F+HD)UMaGH&q-aXd`y2Cx}e^3rcbT;jX%Uuj4 zs)C_LA6emL(hPv>Vo1!!VnX24snEfa0Xs*Y@5e5tyfW;pho0tRjn7q3b5OrXKIN9d zyIh>^SrkNF5qlwgc9fxA(xG~+J?w7gfzB3;;#7CYdRZzM(i65MUX z1qTM464e^cA5%&4V5L0AH>pT=kt;coD(Q?*(KQ7G)a|mF5B>rOo8uyAr>EJgX1TFK zn4&XQZ#H@1Y-M1j$3s!>bhKwnCf?h=S-?*(;%3>q9U$g6;_b9Qj?sub*UxC0QK+Zz zzG1ui!|;~y;@g7FKllbBxbYu@1KZ9fy(5JRO{th3xqm$OUUVwmgGSdB z9NuuHKKoOTfAAd-7>T=0?{A4)UCu3_t z=gO)3W&pBum=TLMuRjF(6Gx3NZO}Y2$?oC^Es}7YZ=)=+esq$*B5Xk52bUacGrwc$ zQ>3VV)GKy*t?9Go1>P5olp6c-`%5|9qa*yn>B@I{m=7Nf%KO)W`SP6 zPI=z(_w+lO>N&;4x$SvCBoAI%-9Yz8xcLDpkEoW%Fgc3=HIy&zbE#DEbQ{-yyBQT_|iV zs*_<=kuo_4bp)vEOjqUlL8GzxDb+yv5whto*b-C$s}PqS+W7(j;jH2-oNhskFLu>1 z#JOO08Q0CLmzfa`sZnwOZDJlD@!Et3VJunL1PcfAuKhvhjjk$+tesYJzdpY#uCWMQ zQ_7>MlydHCkq5WLV_h(}6Y%IJX3Eehy^13Ue)4L%;y-CMU}@_+WP2;}rPpZY*{ zz>-vPLg1Z5`Bw19*OcHmNRHaN2jKG@P&88nE zG8umdD#qDO%Uh=2v9C=8kikiL{vDS&K3BnI`q-V^)@N_*5?9xcXXO*RS|f!h-S$Hd zsi_CFmfX;$b<4FZ!YLLNg3MIQPc6$;%HJ7SJ7AtPZY@t~3Nno_Z@oq}2 z|BXW$uk`(?yO&BK1q6&nDF?tBr4ou6rz_ea?xdHW(#Z$QK1o-_wDxw?ZcrsAM96mZ zIH*Vu&fuRQu~mbLp;(lj{eW6fJ(W&Cuz3f(p!CK?s^qvt>3!DpCd$NuBgnj*XBQn! zJG8bS4I90oG0nT#e5Z?sr;QjH;4+etBZT$jYHN)Oz?R5Id(O(vqsx^iDmf@^=7FtRPx&O1+7=%hqx`(QX(;k4!gk`*Bc3m?&)6J`W_LirqoH2 zpM*3)NNd&)WO>RBSP}hzdS_uO&<>A_0UaC?l>r~4dy6tta#<_Ce`N>UQ zmj#BEsY95OC%-V&3TFD^gT0(j>4Vt%PB-i`@}o*$;p4s?etztd{^!}b`6^{f*>Vyj z%FFdGg>pX!9)FOI7YYx8bUQIrmVCxF*V3$In&Xp`n0;cGeQ%ejp69xU2Hlij%g$D~ zPupMVgz6QSFysI2DKX6b{cc|aS-$BJ@}um1^d?s9uUr}OHL$#l7L1iN1q zWO~t~k9D^y?Ug~fP47tw1?i5k2N!-3SwB!H!#a7A)_ORQ_lL7q==3;Yd*u@`F>$qX zBvr%W?m_(YXK6!YOw|PjSPUr{tF-*b>PCri3Zm%3%G>pE{`NW_qOBWOTS-WKT{VK_ zUOI`qvf1tR%L<#zqcO6-IaOWt?p2mj6H3tY&aG3xFGk##(MtZNMn`Uda<#|Tr)zJH zb_Ki~9qR}y`!9CTHBiWzJ9ouW<4{+HIMD#xUBiD9L35()Uw+ zKPb)@m3XD92XUkf0516N=J1l%u=x1XS!1ZclrW+mujZw71N`6at82DD_MY@HkCM9& z%2M$lK??0#FHWgTg#=?(d8_Xn?7Q%otWQ<6*blM9J!;ILf8O|9Gu4Rp>7&q{UkPpt zZI$Aer$fu!cJvT$zC1)`xFYw6VJeMmE8*WPaW%0BHpYLTQ@qQ1jbEVcJi#*-ReFp& z9!U<^{xU!4;A%yAEI7$qFJ2_ob@Se9LGU8a)HUo0ANZ%1Ko$;D>e|sNUkY92WE{H4 z@M?O7z4&p(M=1{xJ<(ulUyEgqgw{x24ODWN ze+-(nW}Z!rE+h$quiyS1Gn5l!ZO_U)xHhn*Eyh4^owI&HRtdR*#*9=NjB?AjGE7$K zj7&wJ-zW*bKsS<|s7PkgOc`@L)Y3}iiH)giTG@u`?J2bWHjk~H<=Jl-R5GK+WXi?O2dej73$+&REJWjuFrel-7B9qSJuuH^tyU!Fh~Hz{gP zu;BrXyNP7~vG@=8S5z(oX%Lq83_k|26snNl!-r? zxn^;migsAY-lyG8X)0KC{#$FN<}i=kKfdCT;OumPOA8;g2A7z1xx3kQ7uo*D4s(qJ zC9{nV;YSut9}tx#UCs0d@CLW&@#+GQXR`}QT}ZN-uT;}$>8UF&v>;y;%_!`^Q<;Q|82wo?ORKD)9XI8}5eY3z2pw#XlMXsnaQyBw z_!4N1%I4Gv`w~-Qvng^=3f(%F18>odw7)b`{4U!uLGCCHvq`Y(S%f$Aq{P>Uk(?zD zs~{ONMgcjYlo(G}Gwj=lo35gt85qFmmx<}6cK_4@yoxM8xTI7%vmpQCq(M0lkg@(r zP1Y=9$9lJUl zGIW)|#Lw;5B#zrVA-a%7%9OJ=vmUo^P@X(*oj$v?M4|e%sXL_nRPoKenOpaHl5eL6 zaYmr2-ur_opHseBq*i_==Y7-E7nz$1o4JevvsH@Q)k~(ax%;zuoT|kD!kBIoOUAOK z%K(Q_ih;Y`k9-<6VtzxZLI}eXO1l!f&x%z~s@K16G7t3*$I;LW%cZ4Q5I8;pK-w>n zSNm+M64$;kbq)P+xIJ@(xN?xa$X~RbA{_@D_)} zmFL}pqzh)z+DiKyb&l|?baY1+m+>?qpsxcz0xM(Ia9!mS#BseES1k_47t`8ysVOme z+BFq0LR8!<61A(tje+y#<0}@6Z)IAq;{S1srz10?`fBtXR9m7vN+a@#oAPZ(@<1*R zh~ebzKl}gX<54+fy@T#AKZ*)hTKOO9I^ps+^iE8M-2h)k6Y~8}W@sarhl=T(=E!>w zKD35jeeFpgmD`TRo3SqX;_`SDf+*QhT27e?XI?WZ5eAGZul@o>vYyj*KkaR1pO0q@ z)CaA-Rou+c(RoL-OIFftE*?7e0}O->K&LGAgzZ1eb-Ml9j(*!a|@~rr)90 z`|GUdijn=ywe4=Wt@qUB)LUk({(^CXm$M}}Etg|+xs^>_`3V6H9u)p?_xjkL!;j^C zXo%Ajh}_O45hZ8S#s!?2;?Gdya%z9t8tn}aae@}rH9ydinXT=?=L80neK&xkLS{}S zeODU3?dB@`ir{}1Z9L2@%@;BJQz21Ggqq6vEdwtYt6;a%kOPdjzNl(Wza>-MN{_~v z4V$Ec)(&jzO8YK{S1#u@;VuFKB15|W@|<7ty50OO9D*FO%nUEfBwfZ;Jsh?*ZF%P= zRLtEe7^$`PF2HH@r?{S}Q*jWgwAz>Kd)-(L#olK0Q5vh(Uy_M#gpVeO|EA20umw8J zyK(gEs61f(q*RmF{H(>;i@C*|Ae4uCzcM~Z(>Q$6`!pC)LD-~1?|<1$+eqOR%<^F#eU|CQW9#=D-BllTn)Z=8smeRU9hMF} zN&X0~)3XEV;$EPaoS?W9Y^`s>QkAKR(gzytXu@Q)VhNfytL91pD z*(SRUor0oO8frG6e+I%R$(u{mL)rJJQfleU-&Ykp;vJuGQ`e`e{~GkI!mYdFF%;A> z=5|u>q&751^3ltSTdv%?IC>5p0g$*W;E&)eOdje5<(r*g-`{+_@V5|N>#}M?kNs<2 z@h?o!u<^b(Z*QSpyerPQP5_l=b#jb{x;p!oIOKb4nX4FaLQPNph?6P;lh|dV0Zu?z zrh975Dzhr=MlFT!pS@v&%@)woU&3ZkCy<_`%8ZUzYl~{l=U|;kw`G)b)!Nlhk!S8W zG51k_+S^jWUNM+VIZ^G6!q6#;!^w-$lpa)R8 zoge6b>=@bTr|Ht)7t5D!xw|ElxLvEAsdbTKT?k|`NKtn7Qy!zbMUN}AvwxB&Y}+Bh zEVIYfXEd_TKF97$ZXDy<31OBT&k+B*3pwD|&OUhy+e*2Uwd~B@Hz2y43^eK_0L~7M~=1VH6|Xvp_B)vSrSD1gkI7F46hWd-jW6jdcDUL8>Osh zoc?5hn&ob27~FskC$`QL)Pdeir|lKHL!rv9aTQH+~D*!*_mIVaTByd?7DPvQ7@L}vm7LYv-9ou=%(G7ymLu6%=(j_ z3_Pb-60=ZNS3#E!!KS3A?Ih1BS_5;c&4kMeCSHuR#WqP8I?q<3pMFgC>DBtFrC8ZN z+BY`(Sq~`y`=+BpW5|do-t@bwrsiMSARVI~J}t3)hj`8I?tDsqido**vw)4jf_Wq{ zj9dHr;cw`cA$m{%_k`s7S*UB9EiXc4{s^EDYF=F7wcP!h0UicRI8L6%)@=O2|!^#&5Ur73E2Vdt< zAjWpd*sOF)`AplYv5dMa8v5|NfWpUAg=N-lAF$btu$eG-3Itn)+k%OCT4#k)Fpm? zKnuUEI%TTG%46_#s?tYG3G8dbA!S=+gXG0mbd>5#+4m9PY6yo7qknbp%HJj8r9(Vx zOIz~@UzDu*pwtjga#r$O4|-DU^J0lsFTRZtaJG6f+~Pk?PVC}kgNc|CE@#Fm6`)5R z((Rwus>uR5;LH+Js$Kur&b)r*r}4I8;&ZNPQ{UTS!)BD!8Po^ksrHr2-;1ljWn`W5 znWA$agEB?Bo~43}y<2m4ieOeM|2(yW(vL4yuT}*RN`wkQ#tD54*G&NTON7^jB<{-T z6@$}C_`9?Y+NI>bnwBZ<5JMSC#hwf~V=QRSS|ai8$@gsR^)yi;BCFoqn#uaHfA4AL zpgtfhKr%*mUS!Rhs&>Z`wlv+nZ9^iOxuiR$MCu$^=!VZ)hwf9%CVoA(>5t(sj z0wI<1E?V7~4ZS}15Q|Ivqrj=z6vaJb>>sBNiq+|^6_Z%mXh!F{YVjD<3KR>^+S~Fj zeoun=i|>_(TKLki{@9zbS_=9Tf1$|%NJ4Q$2A~LGsOzuv?|Z^Mf#!Ke2(NDvqQbF z(uU2S(4Z*qNbm^6?zMfb7jW<+{uH*g*+{iGSnZ*)+?{0Sz#nYFY+kk|HI~}&l4WV7 z{r~u)vH;6eE%3VST8}&a@xPS1YFB%`zG!TW3PM_|deHWYtK!j9STbimnOZezPESnM ztvUA;7U5UbGWFbC^MD8)}g5B-^+l= zIOYJ(KYT&?F$diWbDZe_>{0u9MHlx^yNS9msmCEav~++MN%793aAabqG*An%gG(y= zzZXD1^VkyrIn3Sf)Br(0dbh;>YwAK}Ah+)e!LqjT_Se1cgQMW7LpkfyOF)=)wd($PTImki zeJ^h%?CEK&B54gEh41A{ef+5lCRD6sarZQVmKnIbcXW~A*h;72jAmPHzDl1n0a^-vdW}TYh&3c)OO+(!?VK#Q_Ub}T*+sOE((WP zbB@7~#m#$r9w_N}afj|D>p?5@%zfPqCI5+k-Ex0wP^~e@j`3H{g}57-KnR{{`XZqji3^*!_?0rvTi?Uks(;Ic-VUC1B7EcN&(%6@H4nwsc$ z2aha1txZ!4TV2)AntMINpI-Avz{^_V4rj&ehP_AKw06rOue0MDv7U*zg^s(*!@yCr zO@6w&o5GNf)*#goCC1s7n{HnIH)8!2 z2L&_tCnhOH3WnWp?DfEu()&5(-`g5I%GU)Le&!X|3d>m5(dDK~*u_x)B{IKd&g|X{ zdsEvBo!%#*)Q4u)$lH1f;0J`@3OQ=OfJ00Sob+e(5#wH9q_k_#mNCc;_WRY`I&cV)O%hBNrF8gLHj z<%7^22B%{Nb(r_GnY#>)Ib2hg{x>b19G*3q?Oi!b`ztHpdSKiX-(r9vzB4B^=fNKF zArE%y3z^US2LTsnb<2K7U1XMON15tGjBEn$yU=QO&{gZgOR@TKP0hIJmYA|Wpw9PK zMy29^_6Db=cJ_QaN1R7oVrU4&kn6VN+yN40lb}9G({%{bovK19W9so!i?ur+QqHUI z-Y#;vpvciZ;ZcH7VzO8?i-cq|+wE>}>Qk?N(eB~(tY_ zS8=$nX=cD-_Z=WnaJY5t2ku^~>aV+2RhUbF&Wmi->loc|G$gGWgkBFSf;>c!|9a)Wa4J`b3-3W)lj7it$VSb<~5`eu{!&UHtBhzO$RAN3(4A zgkQ#TUP1JZid!+n1}EyViaej2`cEmiX@HYHjS`YNvKFve1KUV7?`x zGQaS9Pxv5jZ=dJgiF3~6-jDVHk>TlZqRu zLs%C)n{1Ao;vt`|kF} zF&N*Or~HY^l=t87y#}&~JJ9z2Vn1JTGBJ5hG(l`BLT{^)LTT2(nA(cpc)FHo z7(OoZtYxhp5Vp3Hqn#@L1b$7dEB<+w?d**a`$kuCRrft97eA65H__=b`fCY^8aLJ>1 zvADp+tgtSmCLQ8LofocxmN(O)BO@{0yY>88N|@%mi!b@nFPVF4hxj*@$w2K408!*= zBfX!^)UEz@r)(dk0Qgo0U;p<|rgk`T`?y_D*=g`nNIEO1r8DSsR6VcXN2|v&+DV1m z_Fa-f2vWb5^1lBFQXs34Vd<*Co*h0}Fh5yQVte{*v*~>E2brNM2FFv6-~5MVLCG#f zRDsFKW&F!tHTS}dIQ0qMW97`nBp_oOIwdeV((1#Nt!!d8v;BiT`6 z$sv}<;A9f+mazeQz+k^47w+cE88?qg?n=Z`Lv*lJpnOz`EOxAitOyNYSfy=2tN^{H zC@UTA1G1jdIr*i}F3x48pk^C$YX_8n{a=M!f42CGDY=aA853)UW;szRARxWcEgS*S zglk~%0(uNEw+R6Q1-IYi>m>d9+oNwWiouf;a_|~W#~q?P%pi-Ok5fcGrU<5b^u2D} z{P1@FL)F3M4tCH8YY!Nl-omDjP2lxsn+R3ZtM-7gh2|%zzhMF|QG_7qtPWB<6lq0) zQ`?t28FQKBQ)cRR=_=;7$#;^*+i_Iza~vG=_wxDPet(@m&+VM^JkQr-T-W_l59OJT*;#ZBA$RN#FTia) z*Lq%@b=&DZkUz$i74TvEi(01ApLeD=2Y)T2hQYv9UW~-EcE_C-OxF_2m#~?N@JTea z?-&YQlZYs3-h5uWymqXwZSKHE3fT#joEa252dq~x%_SlvBDs#dOWPER${RJ{y2OBDX`ZjhfAD%~>r)Ri`?t~jK#JE4sRQ}v;R=!A;w*?pW?>3Rd90)MXVxL6%RMKa zyL>0vo3CZ7qMzS{{^Y2eW4J=bS~fR7noz}Pz%ORBK6lqEHa%tK^OuMFZ`Ga&Tn5*} z9n5*~N3WI|35R?|DIwwcX#B-2T#G z&@H^^v+`d%f#9x*kkP?5|1BT^MAQ7M@YqTvC30@d$@?W%MEA=b1H}P8HNSP4l@URQ znRmo6&#Nc5t)}$LB+zmr-5KQEAtjL*#!t*F*vFI_m@>6Ij)2KN`|pivE9r4J$}@eN zR(j&bL6S9gjW8#-s!;xHeo^5whC&c3>vuj!+B(g%izi1d<@$>NPG=>(Puh|aeo|CZ zSX7hw4W;VwgGgUgG*$QH?4pO(3b)Z%GoC!=6!*qiw``Ao@Fa`FEAmd2zkEYsW<{#i zT1S1yXMZ-6?o&NoOlpu8hu=SAXu&}>r`G`XrJe*^YZUw=ieZY*^1sjDVT4u7Mo;5Wy$%?i(^t36kEKd-U>x-so;RjgO?^wj%=*eKMK zssw#&*Ts)P*!bXhojxr`yI%SHh0K1KDEgvOQpdAtxWlJQQO?~mWzYcmFyk480cI!Q z(9f?_l~LcU_c5-nf3cbl4FI|zvhu520Qi4L6#>M)fvda0elo(^DwqZv`}x;#80jpa zJEQ@|C8Zx2y-d^BK3l73+uDdYGfb5$SEN4Ah@p38NO+~Icj-9e09N0s@-jQM0q+^! zN~_FYdze8mj@ZcnL}v1&dEkLqDYNLIcDp<*vsjo$B5-yYe0Y?~l?}bnzEo;_1?uti zdZETAKbr$M|1EurzzL8>`wsMG2g0o1QuZ@bA7TI<&jk+9xyyPTJrBt|dR)N|hyvNeQQ9oe*=^%a#)d5NX;Y%1$c2BWyAedyWG+S^OwgQ6hb zS{La#`6c45A)dSYX1ED@TzZ4mv>|tm=B8G!X4^_~@^o#fc!_v*dHHgO1OA%rlFfbo zF)M2Vy~y$V^QQ+qpf#VzKKfBV^(O5XEeg8RK2h6Rbbp==C;_mzvZ#R8%fIlA(S>@)gWyPEp)atj^pT&oS% zO(cEEn%}0n=F`A6+a|Yt} zZN2?l4&PB*J>-`ZOc;srG{|i%4`6X#ANT2JWIha!6jNDt1wqKsle>J(UbNBCicJ}I z6luJVy^KqLOxIalU}KA{Xddd&6!jJImkejs_&?caHa{Lqp6Ag{loQr|h~Yi$$bDuz zD6|6aKh$JCJ)(y%ttY`+b|M%?>RlH5I^S28E3PpPo2(5hdIQ=D_SS8@UNE`TSHIYZ=Y~WN-dw-qfIX{0-mdC{-u)&2wQMtOKLJ*}rIJSvlAs3L%=_D0IVsU#@}mrdZ_hR0Ul|cz8~C zqNXd)Rz*}=&8Zs>Q2fPf5Z)jyR0PFsuiIaF>S9_dBFD>2tChiKfV=jbbt*)6&Bo18 zLt-#T6K)mL^76>&{P*(PiClrtYo2U1)kD7J@F1$qUA5HnHr`q@N5;R4_&eOA-e1n{ zhb5uu3}cvhcm5pbStP1jG^++OraR67kSQ~`Q&ENgMo(kb;UhV-pUlg>p5sxRr;l@n zisAMcDHp!^tI7wt=$3P$KdGMXM+uA~%?pe3u2$lN;lw^6`6`_Zi#QzrphKGal-wPx zEn2jH&p&ertQ@h(G?e9DeedAo&nO?nro*ql5}QMLFTN|V+gQkV;@U)Y4yqOhSf0Y9 zPIN(m`{7dElxE#Q9G(Sw1`YXvCzgFJU;u1@q`*SIcIM9?)YO{24}{7@wLYT&h5*kF z$Pcb+tmgcc9x3#@ju(2Gan+|}B)3mPx@91LfmnMgcm(*nx-i{q^i$(CEYf3^L1GW* zuJ(oD%D$lP&q(2|?kboVmX4H|tXi$;tHO3cms(i!hA2v?qDWxJHJ5?v)J$BjL#_MwP+j}p5$9lkgn zT-cEZ(n+QW=76P7=_o*%C#SZe!9(75a7s^y0%>zrhZz&5iOltf?kI6GTIE=Uu zuRb_TE#H{xIR`wq0f(2`@Mz7D&9=WCD42!1czI!*?fEfqWjDrS_M*Hq?!NjClJ1&# zaj+J6QXAMfjyapd$a41{OaBZ|iQ)b<9C(@fFi{HMvS05a>$RCb8!(OWH{Vz5l!@%a zNf>4gkh_x)GLsKXlyB3H8rt-hY;I+$v8M?s%PfI`i+ih zza@@tP@Ii0$^FuRkO_C+IyivMbw!F;*q{CJ^Z*raW%EVG`uBu}%NBB%%iWK83o*48 ze^TLmSIN3s-nxd7Q`Px~2Fmw1)u#@%c{*ral$XYNniJ3vV!klLXgfE2DdH-+?1cpm z#NYXQo;Mz=uI-hTRFA&=Vn=NEu{Ud8@Y@3~of6|LnhT|Dj()^z9rxveiN7ue#3qDh zpDu<^HBqLDMzu0Zzwf%m`WhPfYW`TIz<=WCwyTA1`m}wm_x7IVYi3h;NyAk6$WXuo zlQg%|sz!q)JPP@JnRih>3HN=t`QmJ+<&Rv~|K{RMfmddEr)Yn$-tm|d$Zp~{I?bIg zQ*AY+7`Xp4+&e(>@a8oQ0{U;`&zstE@}I@prbiH>NUD<&5vsFV_-ao1&Fv=$=C+7C znd-cZddYa|lj)RlSI6$w`iDsr!q*AfPuor({bT8(PvNKVTzBv&_hrV?$FHJrFP6e)c)X1x^yTwA7BD6^4C7S zv=I3$e?c0CXyZx4Lal?SNuB|6!Xo>BrpOWLDI<}GnVKs~BJw7A0c!@=h01Q-gVu?2 zw-tt#_IJLhbP6%hePEI*g~chAZuVx!T9lgGo}a?|`D&)D8jDW0;>rxQzD7Xi>U7>q z^cf!Z@Vae#0QruxoEG2xF94&{o~uB>UU(q0q|lEWZl|h_i_e$FHrVk8T)e}|Jp1ZN zx+ORNXNYpoC1>|6uP+bmxfHru4Y~%Ou@V$me^kKwt;2jek z6W^=;lK`ZmYU3d>$L#CP&7x96DaR>7OIC#m>fLg;3+$#g-#4ys)X2=@P zKi^Q_F`%Ei?1@rrjH*{MpYOgnNl>N2sF}Ytg2v%m# z(op!mq^6g*VjCRTETo>5S9vEeivzQrbza*ijya-c+D$xr&MFG^$UwC#QKA$%?Fl{q z6>Lrv82TM3n*qMDIm;|K>Zo0BfqXOJYphZ@tNXr0bxjuwlmWvp`cHaD1{zvdESa$jp7?DFOE7kzm zoPh1P+>mTi0UOhFjRVG-(FlCkWDfxR?KuF#SoYxmn1VeSazs4Jr0vHsEXTLKY_=I5 zKcvxo;hvXo8rVj~Tyz{3cogRRpWGRs&YL5(0jAJJKS0#d6!&RPq$2jY1K8tob(}53 z=cCV1i5bN4d1a~5cq5lNyf3*2FBxE!m-*!<^BY>;z77r$aKMtogh<+;z4AQnv=eZI zZ$U5b+rT^J%O%$=hq4D4t^1JzzQfQc$+iE=y_0tqOl03Um``ca0H;lYxG6QmvhbOHQ-p%I^iG=G$wDrSH=W!XLCEr&lmVRfrlxWop z;|uX=33)5w*AX!-Pu#sVQP@Nq1Z-{6NJ)Yn5H-xK6wIuW{(OKTzF_#jMmfemofp^M z6VTR$nK1OQ^2$flKIPUyy_w2T3|+L>VaiHc)R=bQ(2qO#b8~NFUr$@svpD}_@$73s zX67Jfjwt&F4)zwi4@~N%)FvK3`hez=lh>LBjZzb*%8SJdRP$!#p5)QVP6t&N$npnd z2R{kj`D?QSjDK5p{}Y&%cXWy<0l<3XE1isEVp%;i*%nr~MZTV*=t#YIL({#uWaJNm z9p}kw3qL55i{k63v96h-DJEKI zYQAO{tTYnEcsIs5g&uBe;(jpNb<}zD9Uxi32DXb6f(g=WHtPaL;PmtQ(G@X`__-y< zX7b~Wx?f7n5d%kB;&eGB!k)YWH&q~+8w%1^M0=CdHiYuUljsZlRE$cknT>@kQr`oT z=8jRy^&GH?Pz0x7R4YYPP`CSx@&Q@UaRaDFuX{cQdg0iU z%~Ssw@uNIvK=wbc#LqPUoPiA>;dSdu^GCLSih49P7CzXc zX;a+~05WJED&5_q7qt%erQckLI`p*ndr}^#P)0QEl@8Vk;#GX@mHJIQ2^F$_>dd1>ED* z65m8ZP6g+-FV`N)7+_N1_mUwPhXiw8`z>$bv-n@u5s*tm+!%&$yEEs-r}=z1?f9>f zhoJQLiDai^+|z(5xs!i{iH?wbZyQRa_lYL#a52nkrQ&wnYV&4pSAaPD>6edTNK6xxV_h z@#JT?8KLIJPVcRwNQ!-Y-m|XV#mNE|&HCWHd?1SqlUc#9#wGEH`v=?Vi%Q4q+T6qa z&*F~G-vnGCz)5jy%p37y?Y{4te4mERmbKE72{N-Ij#wY1^9%F8ENwi#8*;09GIi+= zrvH>fSHdfk|~_VX7vA`x3NDZXTED9x97=Pzpa zo0y85z~^~MBRe$h`*XuxpC1Q~#UrZB_@6mTOtPcuIioJgpy}7l)^E+Qb1Sq|FSx#d zV=L#+4{8a?&*1l^Y&y0n3o%jADhC4F_O{e__KmhSL(kd^+x-Q_trs3h3(vK9Q1cJ` zR*M_S8UQhDvslc>5=M*z`TGXHWoH5K-)?|qThRBjZ8LbrKT#3L$}!q%r$y;F7kHWx zJ)ImvBg!edf}~d3`l0LPZP8}{8pUG~kW?J@jzDGr>ZZ1uu&-6@%mz#J<^LokJm`ch zN|9DFiu+L1_K<9Ij&UTvm2&$l_V6IA7f#3e`o#VUsf-TXU{)2b`R&ZB+CaR^{((= zdvnpcOPtqDzicy}e``&Xjwa#~|I(C+f)_Ew%MfKq(v?{_{Zr~XVCxy+@3fgz3)j@$ z+(&*`{&AUzYjFl}Keif^V8Y3NYGWcYMOch@nzxrYMorc?(wiW=K{QCw-U;c?Sz;Nk zU96>pS!{cvw|7*5=Rz@>J|{?xlLA=CkpSS4hBLN@K1iRm*Pv!K0lzsv z1ESV0;%Cbci3Y-_lG^nayTBKo(1L~rBm-HEu`?KeMKI56?{@(-t|h8#{Xw$$D!f+H zv0{TEM5-{}|J*iixJ7L};y*Dcg)jU_#2N1Emf!A+Uw;tvoWX`F@O!<7NYp#T>kF;s zmp&LO(bkDLVoP% z3dfN+L{HHnGg#JfjLxL5HA>&OdAho!?*m|sY=j)itq#HN!onVYT0he+AbczLK8PDB zU7-F+al-7nnD^f@WSRoR;@tfkIUSsrnO!0b!{z_k9DCcaiQ^XDB-UEtTKfu1+#Dx8 z)i~VV_l+Oq#b(|*|8%L?jwThyU3{57!B2~yhdABGd`E+K2_ewkxt5;FMJli4%p>kCt^OcFtucnSf*7&D=B$GSzr(w#U%^jmul3R1%IC1O$FZ4hLPKf#Iaw=U zZ1n6t8*4Ats2#B8AIPi81wQzE{3r|k?_1@z<2#lqUXti@#~h<- z`PH*DbuZ`utsD~|goYpb0y{XQb3oZ{5)9tgOj?75k??l6&sN@hI|ke$B&x|>$Q<|^ z)L9sp1xVC+wtq#M-|`V6UwaSAZdWG1mVw!J?S6E53ma$*oh>KIp8(N-aV=w(H+Lr% zfAAkv%{)Tqd1|)HLG)EIud6}n#N$SrBW=#`?HtP$Kmj2mHLdF;?ZP%eWrBPi;@tKd zX};E|pBDx1&CLxQ=~?XT5m)IsLc=a9flcojwmu>e5Py3xm$GLpZ%9)f5qW2xT~z4+ zSraTbECcT)dSUPjB_X2^ERqE7g2J&PJ?m_7{{vl0^ac=%yfE{#K|I7M>%ez6ESGL- z!dcNjOdGNK3I?qEud)j><=&MZ#b}xI5bRX(hq{cRB}GG3+q(!0$;Jtd2@bv zX5Xx#=vR1`w*RZE$yKs3VBIL(+K~z0AZ+}Tk5#K zP~OjO5LDap1TwyS^=Z}BryW;Bg{)|@%lgf;D5aGLf=iVn~dIE2-q}D= z{36`Uqb0N9A{XqKL++X^yIIKZ&t_{eqZ>$)0d1`o=P(A@7C!(PnsTFMAG&cD1X=g2-n2~jompvjo3)_>H6V@yn2pmX zK&)(o-$BlRdvJZy<`)=_Je~~qonL0yU{mKq=7Mej+vp6odlkdO0#C$-S2zA+oq4

&JtwMHuM<)1^$J{(jm^kwIXiBb>o2?Xa;&Y%@2r`67f+Cx0+WMoT zt|#d~_xY%@OyKiacy$zGfivPNU6xN%Fr`<)h|HkWB2{=f*|d(Jb{ zT;Un_A?KqIdJL|Ml_u}34X*<8V z{Q=5jmpMvi3;#W}3Y^&;DVFU8k!FNpObk@*es6Z=iaHCI>VDFad^K^(S(2XFz>V{mXkRaBHqRf<2mj< z7ml*#SQMFlM@IoBOhv(Z62@ql&3zWbb-1EYXBU)bf+x+Jf%i9eW%B4wr-oCaJrL){ zFejQOG8hBNha(O2xl}BT%p*BC;8R*Lp&f)Oe-mz3JZ)kh@S&0tJO$bcV1Wu&oh$~l zg?XitV%LSsg55$dUtL!6D^QNG{tzC*X^_`*rs=5){=?JAfS@q;sb%{c5MyHUTar#6 z%SB7TiC%z}Esa#K2MQZWf8^dP{{y^@?<^p?uLTj6D7>=RquW-R8FVl)o{PO@cDUoyDq@M7Xt&_FczoFfHU`Z zl->Q-fxWx*>0G<)-aEBO``=}a&ykDk#9+2&#?|IFJ&+uXDnqO)Yq9Vze!1xw^qEP3 zWuj6>^wx~Bw(@(aWtRWj)RYh#?wXl|9~{+ z{Q`>76I<^6=pTpcn?SyRQtKpi)$@}~)jEUMRN(HcGhxG19HP z#BN11)G-}5%1tPq!S`6!o-Igi)B2(vMJ|H~&ol3PU@U9PS%-V2vDOmwvE=`v@Ma={pc6KAg)Q>K?F>_{JzFJ1eIzP-Yc zAI%Wuw-8J-?~lz1d)5^~8Z`Zt5aarMNDu>fJ1TQ1h6^`8ycltB7<&&tbt+oxZ2Fii z;Z_Z~{cR zQoqQ_J^wG@?AR4ftOtOOT~RDTOE)(R6aBAj8fWDTKiiD(D6*f%>+p~9*CGS5r{1pC zugh~nr5|K=SIR+auW7Z(xV&^+4%5*V_--P5@wZuc`z6K)Y0LSu zH^0~IQ9yY8>t3ziO1%b2vdqm#JLf75aYF}5^&HUY=&#km3yLdW!FgT+cFr?f1;bjl zlNX5rJ^rr`Oa*+Ej};auEoIxi)_Ft(7_SO%v*F3ycJcmJ<{d^q#~_=mG2{;f29x8< z*;l9T%(%PIAQXv0@HOE1YAtqd=PmqR zawTFt^GB-3UOp2@Q0^#mrCfLz{kyxWm!yJ})mCR) zrs>aSFIUiiekPkAf2+HKI9q%c0=>e%XXo9(v-d_Z&4T<)e+A$UNIZNzayoLfw+wl` zd!b0WxXHRvZ{Nb^=j4YNhm7+$`8L=-8TNPWxgWNxBT2KW=MWei{0n3T>-Az)O*Mox zpcRgH6}lHY)BSxEQgSOXHaMEc4Brob|7-n4dDn$wIl`zj>ldx-da;E5yXM`YkM_{y zbZ3s0@=kwfa-%t-X&2AnIdDiBj~_n8C%0t0habB>l3^N2U1Q6wX+B~#zIa!| zykf`ngZxj}(eCv12+b?_*yOPxlOb4>51Jt;KnhhGH3cGkcjQoRG@BOHG#OdNM?@bF z2(g>p4XV*DLE`&p_8}(rIGW#jo))sk=naZ1Mrvg6_7B|nfL^te6#N$RN&A%l%!1eB z`~k}|81gY=|6;dq9-p@SQ^-u{dctOqw(K#pby2_nq5PU1XAfMNM4J#$Z1acq_Pu8s z7Yu{twp6#lk7Y*Gz`LGVVY$~#Yst{=h^O}C{<>F=cv9Ahliq00w6I?AK$`hvgYWO}p0roZ|p2hUK{%y{;ut4bp%V=cbRzxliT+dCa!YX-=F zoefokXLiV=tHmTCuEtE=H}4veP2;}d3{kLt<$);^?ccO=tJp_I{F}VkKa`Pc!74Wt z+!Li-57+s=d@8o|`I}h8{3DOoI6~#~9RpL>Bfi?%iutK>sPko7=S2yWk!jAk<;=^# z#aH{R|J+S%N>0^=AP1WPY^0(-y9?*n%`aXNPdbl%b6`7wm#uMu8(?5MPG9R+ZN4f~ ziAyzGx$>ODG~@7^+J85%x<;&@WL=Q5#Kh-)mU*kl+#S@46q7 z7|T~wIHBP>wHag}^rX1=_d!6M#gy?Z6X{nsNk)>;T18Xmlr#!C;uqNp%a0qd?Z3-u zBTKJ`NUGO*8jeJ0@f!972047qvigo$;axOLy5=>K<#9S!vaXoITZ#Nmuy2^!Y_pZ5se3Q40eM$a=7(Xx@3{tSVe0%XBi z*++lXrAhyNRuF}IAp&ADYPIJuDcW%D?hsI#9lE!@gpxW&s7`a)Z54&{wR8}X2TWU* zHyj%W38vID0Q#?@N7C8osOL$`r!m(j^2Xinrg`f%7Pt&7+BW}x7vd(4+#(ugY{n$y zX4>6A zF~@($j&0c1s0k+AlRcZO^7;D_D_K;y`MsifNlg6gEL$$`ojOhMuHlNlml0TNRWG$_ z7PfNZr>m1WsHolkKlC-=dv)Znn?I#s2HQRai5ioo6~?S&i})x$s$pPwb{|`p;&np+ z2EerfPA-jiBRbb`B`xR2xJ{@A22I=Z-S~wud$LXeV?*03zcV5lg1iLit#ba? zNSkEhR6hvikga+J42Hc0=-FR@r1hGyw{NUaTeb zvZ`pV;L{r(`+aZ?J~8jgfCS}MsR%Q=k}F9{T~)a3evj|Dl1Kl1EmxqKh7x06OJEf! zO6mt*to|DVHx=}#?`br4Y0l=gpp3%J$^*2s>yxqP<+tTrzFQoqNzSsu^Bv8z$)h1K zTivI;dk9qERoCd>*C%$?I7YDe_Gb;cK{ggYtcgR7e6`GkUAM6cXXIWNbwwzImyP=N z6}V#8zaprlc&u~aJzogXn*5)4%$=6_+8roZ&N3sZO<%WnjW0Xbc;atCsWA*?# z8=?XyRd)T8zrSCMur^+mVHCViUu5PnRrZb&a6;_(`;BBP`tgvFsP-B-dbX`Uiuy)T zP-!me1thzqtvFe&5q7stV(i4eqL&C_Fek@9YxO&L= z_ts_sD)1n=?dZ;>X6fG>!?3W>duaC7uOOC398NV4yks|jcuXu;{2K6j&D7sNTJH2? zPOF25gMdX-66L?s+4iS!4Y%KUHl2XN{UogsvbHz{1KcVs{xwGJL#4dH?YB+n9E{O) z@>BXZkA3FfbI9)hK9-(HEb8}d+m;Zvn^6H4uC6GRdUL3f!U=ZGVwf zo#a3z&mS3cXWo=ogjAg&%!5GjXJ_SEmQUbrfeW4Ism}62TeK@ZYy;eoRcPj$B&j5C z)~QqD{_jz?>5gUQWqJ;wa;e%FO_Q!>#Vj}_R~v8Qp?<(8Jg0}2sEzmecTwt5Bv3a2 zCx}vJ!M=%)#l3Eg(0cq>@BB_l6n6-w$eYC79{$O z=B^M~q~>5_X0o~OMkkOTi@oXj>JRw(t?i;PVhwxK$m4UTa1KH-K#^|Dze8k@R#tVG z{pF4*B>~$KQS(*1g}=eWET^v~J@RD~WsmW_KnAT8X-IlU#vYKd{Cz_!AaD4FDoy(6 ziag1XVYAIdp>2bEhAk+GZ|Y@hR%=V>1=gAF<+q_0!mn(VGVt=zEBN<3$$)~+({%gZCqg-YgIYBi9%bDi#$gAuC%GNe$@W3z9YAo+BZ0GHbjw;; z1&mA*=bo9O?U}HhQ2|W6VFH`c+f;dXUhuY)Mx|IA~?!%I|(5 zcBNv@&c`Cd-+CzzqDjEbU)KDK(R>25g|vgBK%?z%E+T5CMvOf7bC9(YsNOKJFE$X@ z4m+_QJOP5w1)%a@<=i931=iclmj`Glb(j#0)_I&-@NcI3vald2`Y~UAZCn}z_a~eP zohNS4EXatuCH?2jaXlmU`at*=A9;@VSv2tr^OxDZ6r$UqpUTwcfB)thv9iRYQFz zuOZrL(@%NB3}{e*4o;eUp79P2D3!|h|3O!A$& zU4>lVY#oY`qVtDd3c!SG%gxvtK=iQXknMw~&l=rwrOGO|#xxc_)nWope47$ZNo_Qc z)7M+lDVw?CSAC?g8?81Z?$V)cg_-I0faB*aSN{zmSK>6x{{k-2ZG#aXn$}V*D+TzXU>@((yUKd_|BLE}3Qhn8=OR~kiEI+w5lOILM%hbjl z#>p@Olh3M?DCd7!w@vam%eto)PI`)N-5L}LCDynIjbG%l#+U{8p#%nH8X5^xvxh0kY+Xp zra4M5p&OvBKC_ggbK&SC>t|_{;hli2w^5@9m+No*HPn(zilte&9~No3J}2*^)uY6g zz9Y4gQ_Oq(pYX{ix4wk+zaMBg23;%Vp1@ZCz|DnL9`Z=<@=*d58lFaaKjX@9A)0z` zqO@kp*wM{xGJ?JKpZX)sw*7&vdO1VxXio-@Ly_DID5hgM{;UZs)iy*YX0Qm{{DG>AO$U%Hq*3ghW9 zv>vy^77EH+R-*PWY4ddC^c^TvvEi%0x=VM((rksD_b>}c0KNJ>?F!9U6$|J8LP2sq zVnq180G{OCJMOd!d7S=XL$_z&)(fvdS*t=E9H+@SJaf8x#XG$g-kDtQS=rO8|42ZE zX`TEz9;B3ReT*y{BFw8FU%Yi>GvhOm3dEOIESDZzE~ZTv_$2@awN13H`SA0Lism?) ze-P-&!!^Ei{i~i&Y58e@3g>%Kztx-}9fp`aF6={n$jFK&@4jul1?n?mGz&ZC57h=c zOvB7LF{U1)%HGcwf+(Zdgx~i(>SWD6a02e?Dhy>axUD&lGn%Q6i=5CuIuRYy7a!g0 z+XnN;ee)gQ-9>_1wOw!IYU@F!*9jl(j4$-eu%1?PUefd?$v7zszM2vlSaPt&*WQ|v z=?5IBQj3;oB4(+!z#?$0)@J)j$SBOb2+_@=@{+(W0x^wJL0R(*8mg3;{vIY&o7S&# zM)}fS9s*eQ#$dKk5nlf)!h+eF-k)yyJBJ{nC(}OLbvZ^+D)xlc-p5=7lM;kcqSIN} z`H1$8`3L5GN?*xknf2cakYbsC027k+$zroQ;v{tluqL=o52T88zy0|uBF0OZFYm$d zval{yJ}j{GB(spz0~Mv_q*wj@%ofCS>|Hy8b<3;wfWTrit8ZJ3L5rL_E*^IjbBz)_v64E zUtPZO=Y76FPYk)u0=}unwlDOY0iIjcXmBI&cqlINA_;OT9{;EQHCkM%tgr5%O2JlK zVxn}-Yy{dJm3c6#3OO@F{tilh#__it`Du?;I&+WFca-$E%5EIN>?DF!c9qmuvC-ZS zOg|fAu=Q~GNs`W+^afVNs7`C>m`{W@f5Fm(t-@4-@WTGuR1A-rg0#671$EJN)7E# z;>^Oce^TKZvCuoW+me%4Bd11?uK#b3LJjgUbGd^zO*Ut2HMfs|vJw}%#d<`aX(owf zA&IG8XKs$11`6>syE@=j8+P&&^pwo$%Ze6F6FPS5rIa@9RV%rgt%KIpR(v@-oXlFw z4lH+g1?>$6lf5;5ei#pZPbmDBe`;C~_}1{$E}2F~j^2;1gS05QB3uTu9F`w0{bJ^X zAXwsD;p;r^!lh;$d{3Cc*ef8>V#Cal*LO6_@V;TVqF7E<^I{HhY3&rj#V2O3JL^?6 z=`x(_SCeMUo9lIhvCF`OWmvysJHP4^L!&cEAvd&;PUWye!NdL5F)*WR(14fRMF8ql z(8E`|VEIMP)A&JY_{5&ks3UczzLv{Oo6WvdwULcZxxMT{n2gir!&VtvpB1R&Df>dG zF5ilk+*pY{7>1R}cFafOYj%r388o9w2{nT}{IW8UL*x0J>J?%6zi1_KJ%!`pFg`DZ zZlON5+A8FHfJXO?v$f8eL5=BB(ov)?oc}X7quJn=N`QGI3~88uSL%Q-T3o;io1!id zYca~&a_aJzQ{f_UKP_Z5f8%QP{bTb^L8{bJ{j^@zI*ZTe9hudLo4o=ST|bGr z_3W%Zm%UT6%XMa;0J{m^^=&2EN`Z12n$dSl)w*2Igoi75YQX)$1v_57dSNnEt8G+O`$2Fk z_HKH$6S`?Rs+n#u+scAuJ)#^}hak}_NspQr2W@>$IB4oPO^KE{64J>#T~g=ntx5L$ zG_K{8+dAnNSSrW83|i2 z?yN;%>Cv9S2F0?)Uq4xFS4B3(C`M}O3#Stb_E)v2el6{a zT=H9ET|3uDUMk%jqwYISPq1CB?CN~C}p)4S!Cfm7Vbn#7|PqtMPvfKU{!eFc}wko;~)`c;B`HIhj z8H(Pd27aO+ImDLgzID5zw_%RTVH>yet$pv^%|w4#QRaxX7=a&S!&HX?%rk}hG>)!b zkWWTIxn>mu9W*(Hhk;T#9>4p-!_jFnn}!m@Ox3;^CzSz5RB zO~+S`wd90wk198MgfPR>!rqxI==0;q?LSE7m~e}&&UOP&l;_rSLWEv3A<;$HiLXm2 zN{j|h$L@2AT8);WI<0kLR+XaG=$#b3DFdE-$ei!&Bd^vVamO4qB zu-51}tzqZ08bo4lBha(=XGnn9cQ~XM(0k#E8G@pjwY zcSc9En>dtrs*kN^PIg9`4`J07*rZup<~_OwNV!1+uX^PyNrv*JC97_4^xyBb8u8a# z)w>-fwu-B!+UDcZldUFs*@9G(Xdd6&>}BbM_+@u)+oY^^jaeU6S7xJXJT5-ElNrPN zC`Kl0jEYU0{8uF-mR z?QQ6lVS%@MKl`i`y02h(@S5GiCm0#%j8-$#Zk_K_=)6pA@3Z7CsdhR#7EbN@(EgDG z;BN-&=V|$C70!2%45%Zjk3OjLg&Oo6TnD{r$b+A;Renej|Ge(mGi6T;E45faG2l_} zq)=-8Wo_brqs)bD9kK6CotLLlYn&5X-fYzNW#xO6pZfkxYgF^88sk;}%SFG)ba;O= zx8L73NT!NWX2yyY+V>WgfX``R+dV1=NRH$KPk?Ni zZ^;BZ_3^~3Yk|LCSV97)TQt323pLyql)!=rR!MS0KIkBF%4Rc1c@M+^;?fEux>a&f zzv+V*Ocl27%Rio44%c{E-oZ7wslNL5)|YOO^uq_fiMhTE*u@d($uK1i2p+)lj=i3g zOxf#pqg${)lzcOr#>Hr$-5cCc{2IjJ#Aa4rS~J5UY5QIsd2KzzeMqAu%j*3IE6zl< zqa1;IVXmD=d=Tq*E)qbtbd*M&UgJE5Byj{grhA5+-pIrNXqRfMrq|ZwSY-1jabx{( z2Sn6cUiBc~^5S3JzJuW`Qe3?ZK_AGmLx(FLO;M`S-zC>J4Y#Ic)#Oul@?2$J3aB^s z(ZIJv%u||bQkc(_m4vd!>^N3NuXPBIca_U9mMntA>*S_L5v=EyG+VJ(uLqG6Orw!- zGEf?`I>m56`KPs2y|U%YxF7q=I28C!%f)#FdFB6R25Y|ec8qCf=ijt}zs z<8KWhF_7xgk#ssGy0J4kMoX3B zZQ(ho|CevuY~;;_KYpcmOX@QeXgJv)$`%9``Z2VHlu$YpCCuid1VJB#s=2ZfyV)F? zHildZ97`sWz_(O%oQ$A^2u_GOCx!T32WMWNs+IM(ZmSGlb3IXxt={v``VOd#L9IZY zK~VU&l6-4@kH#Zcv22I+%!X0^OU)hgH_8amT?$=`#w^P<`+@wbE~iAGgesZ8#j){_ zQ}iGUE4jKxD}Z$IE)M7ISLNRPxq;bxbiGA#m^RVk_kwh)a|E*A6vM)reBVY8bOV?! zEP4FvQFW<@2|=vu&CRGaU0P*az{A1|FLPB%O>d3ueunR7iO*{PpEf6irtX7(X6U#l zrK9-+ zM-sNr0F}0P!#tn&gej?F(}H>Z6VW)IP(>-&Lbe_$@?i+lulN4$D_NIU&Dtr+-YvUl zZHM&hZ4-><8rI$)8UG(m=N(V=|G$4TZ^TI|m03c{%;s2;QAW|QsbglZ!@)5NWgJEJ zijcj@I!N|7M%Fo2*1>U%a~vG=_wxDPe*e4O_~YgId_Er6b=|KC1G&{}C4Z=+)lx?* z4@me1l}sF(*tN2oT5j7?5o^TFC0KVI6EcrZf7WPZ%?R>pq`OUe`|VYF6K$`8Ir+++ z5PRtU)#ywB?u`gM1a?kf(Z=8gu4LDpg?8n?qG<(!H(RQvXma2}nztkQpZ9RMExfR< zr$8Z`T<+V0s}muzYu{bko}KO$D4*(oIs5>+x)?DnzqrEkPr3tm&FE3wZbcUe&p*eM zG?-t{70zE5?QLJw>R5_k5Ex>WVdBr?572rvPc9OZ(V17#Jq}Nsvo=Kb#}K)$8CbNq z3>8|CT7`f*cm>3>K#!6zH$GEeBd2>6_`2RYj9!wa*;h`yJWRGUOMn&TB175HYk_?iRu47&I+ix;4FAQ=5CI5MLXCa_4 zp!+@PKvFJdrHKuIBi(xH*ym&Vp0o9($%jpqy z%HJJnX@7KYDBB*yBcp~P3fUPmuRl9F^q*$OI*7@)i<1MdtSpd`6w0HC5p0LWg@ugv zvC@pmz)9hFoYIU9c0f@Q+mROLtGL^nIP?_QEsyluqb$P37Zy;j;EG_-`xnx+OVR#A zcN3zhZ?)~I5E(ai5_!j%qj;=V$U2kH$9GIy4ulC z2!kKlERrGD8l~2vmlR`x)IXlYh-ErTUK+ocRMfpAJ!|Qgt39LDDU!_X?;TGXm4sgk zOmB0cVyV8EQ<{K98Ts^mrEll;Hz!-Y0$C?*7cm_1q6h#v-`t0-pSDdaY}Bq_?@)>o zs_IcGd>i;xp4gRHw-Ue=3tmf3a2_hCA+i98!jw^mOtKWnjaAAGg1tk((B3-*da=6u zoB|&~-EVV!ulvL!8EU4HA?d0JyJ>7dYLHryaRukJYV)?mnV?eV5|&xU8yH6`hfbU{Jnq z%5`#qm{2RdGe0pSuXVO)`CZ~XPboTJY_C)D=6M%*#lm&ahZALUxO?<{Cazm^&WdxW zzy{X%FJ=2^DiXgE+*aN0QRLqkSkhRyM;#NzXy%*!#=mXy<;I7@^w7&N;s?}~ZOdij z0!q4|lI{R3ES5=gDcSr+H`W5z*RkUjQ;*ZcRB7x5Qz1mB1fwCuWR0Lnv~wwHCO*7y z?)gU5YGdgyXb127jS8-fR6Xy`fSQoABPA6$ArRrg>7>?W)3<#9C}P-59KgCn{1wdZ zr9SMnl3&zXdPaD9ehqHh9LO7^ge}G3XvyzaZA-F7hr+aPV?nce|MwDJRce>c@%D6n zC$;mrEuLbeNXWOSJh-}}o}B$4y4zBrbZMF!CV(&fC%W zCV-WCW*x69eQOs;p*dbXoe&wo1DEuda2j+Nh_u6Qk0Lv>K zo^e)UWky0Q^p_Apr(mionUd+puTKg|+%^X2s`d0f!U>^2COyK(Wp((TvQP*taxsKK z-mnY|7VxbU(&z8X_gcRb`u?FjrO-c=`8PHojk8rXYo|57`_9lutpcT=FBALfWVY+t^rlR6 zFsF}%&1tgJ%4yezF4b>Coz*zlh;4$Lz8GgfVqm;xcPI@rIPg5{$0L4RI5aJa!Fq`J)-8AG%>eTuYp&FELV1DjJXF0LuN9O z_96qrm%bMNzzGbnmapXJx}b@vOc`YdFQoHI0cC*GyMcq<9yKLD>xzM-#Zf=?9>M@Z zrEBv>QSsq6!GiJdK4=rtx0|+-o$=Jh71%qqo<7Try>LzMv^8_BiBQ^`4l#_}6y`?EsrJa&Pqvj*t+y8z*9ViR)o6i0j?awBgL0jTLJjC0p5s-FX@Ng6^`JJy)g?gf_Q@ z-c#{q`PROy6?+4)S9og6>|c%#0=9suuA6y_s}Z8g6zY7vF|A}u6v*iB9m<__nY#4; z5{!2`-B@CKot&##?6wD_HzqWnb3;~6{}vc)=x-KoW=DnBsF?l24g2!Ch0a7_TV~@s z=YjHyCc7W2aL`|`vub$qP*&_tO7{c(dJJ9nkMl=Gdv~(IuZTM}b=H*jmK`sYiCwS< zk9{PE!?DGfYNnDqf+!olnTscb<+m7+PffQQ*m81_|sLchV4X zQm3-mQR29oM+~jpZA3&9qhrYXx*VGJ%Z?#n^3SnGf>)D>^t3djpI1$ed?f&S_7c9l z`?R#dN%CTzFW(O?S4fWoPLPH!t>HP{sbbE_7FHj=Ns)$L; zdUj$7YKO8MYs`NlKJW4UX9KfMV${m83#w+DrR%R$44{%(gfQoI9^U`1eyG1d^^_}e z=^grJ>*Fv=Hz|eWXGM%Jfp07rJUmM^d^wf(&Vrmtx}(3ub3XhP*t5t8&n!Vag`}?% zKG=K>FvvAtxQ~kDDM}?Gxs}fjm&mmzmpB<8VY9=SZ#M!Sovl)cA~f+6W7Pagb{gs{ z!(FZ%&JkYg`T4HsTb^NomHv9+a#s|eNou~h5;@4IZm0CdIG3VWxoNT*A`6I@K{IvR zK-cTbV)xVIgZbCqLxz2;iGlQ7c_1?`!60`fFWv0yo<~J-m%gXuX4bDg!tfgGHOZ|4C83oc5%GD+GQXoPVbmws zE`b0b>&KZB(v|V_sTcT@=vxv;YjinER$RY~9uclyTHZY!e(R)`ftUi_OVqAZaw7cx zqRB-r+qj&=MW~_2t8>~zoVFM$m|PUlb{OEH^t2d}Tbg?{Ht^@YNlc$cEJs6RK()5K z%r15Fe?x$yF*e^JzS0LXOaViA+7Du7yz&<{@wJ+wVfv1&*h^_>n7H_tp18@yr^eR$n6G-GqV$IeV^ zRZf)CSdloQnnE7lxeU06p2}|2q{CLcAc*6){y!PO3yN2-Tfl|j13lppDU zwLGkCl6~^2#bXAgNshwcuKnO{iP}f8oJ;g=Q8*`)g4B}>6a|*VEyt~es+y^vMPjeY z>lnV)^`H1MiNrO55~b#o8+R>KE#dkq;n#=&GIB@W-~~-~ylTb#Tj0%dC_hxM{^X1B zg)JePt`S1fsPm@C&ar+I^OfITyW(2{ZRSTxsMFABH`6qqxs*M2FaBy~iKK3O84Ab- zri0X#$=v6=+}JI^dOSZm!sY+)XT8}tgTnLYGU-peR!Lh;n^pZ=^4o_gla@iJ{BY8N z3%o7d{2xs&XJno04oDxOr|aWY+Pmm|eOUSvh2%c`LMm()2~sZ1Xkfo@DRqBGUaM(t za;()zG4E-X^5H_*7y!vQZCwY-V1Irnx~~1aHMaa0z!n$X1y}_vR(BSjeb%oEjG|3? z#w-~|H1OnUc)10Q8?>iQX8U`{Y~oxy{`z$=jE`*1*OE|{O+n-#`7{`0bCC6DXKR$l z2mQiFbw(tl*x3Gd4FC2^#-SK%xuf4pJw5G>-R9wW#r&Uvewwr}qXtehU&%0EXPtUK z>>kPY=0n9en>s5)sfCCy53Kp*u@-s%{<`O6Is`0$>)H^q4~2R=wi(*^c@`7+Ef-_T ztaGV8!6il0jvZRI*yU%=pZfW^O?PdaKR(Q^{Q%m0SV6osLLc-FQwbj%a5i@>sm5Q* z@KhiJu=Rh%ql%InGWbg-{ibCWQ+U|iSAj1D=glR_Y?Wy4{Jm5+Jn84ws}{o7id zFf;)hvHYe#eZ3{?q~V$p2~Lx>Cc1&B z!9PNPB~LxBpdWRO!g8RhmOspg!SOeMFJwohm)cB$V(OFQC-qFM>XN}XDya&(n-9af zB?i+_T?z7SzU!tF@*_#3t1xF&e}}{mj|*)KdN(7{|MWodH&kxhU*k{0x>8k{HwhYz zGN|B=5j^mtTyR5o;{d$k7s;XP)K>xG4vdMZEWY)t-1!Ebs!#%|T z-B(olV=haD4EOX5Q_Fq~c1h$voKlF-eW3&l#kW#T$97AvLTrL=qUHdrg^SM>V{VU4 zH3Q|UwjbiEPq`ACgV~GAQ#e+7a_B5R|68~JCe#~#**DwDu7-MaGa+$sy46tbP)FgO zHE$bHEz*Hd8e*-XjeJ6ZZfqCC*R`87Z3#f9CSHpXmv-Odq4S2Y!Uuip?#9fj)QqfbWw{s5pL&B<$SXx9?{*7zR7CeFCK-CI(3361 zM9(<_txEvtk2q1*FM}?AgVK-gb~&v22F|&W%ReI@UcOXYr`@sD?*I_~c!Mc8amrCF#XPUI{<{7XkykeLk6?7JWY*gNs<ur^A%&GQS2b_kGc*wWxc?N)@k?+I*u=D)%j zb}%!J@31}p1iZx4qWPeM&8w-7TNAstnj<}|)yK1E+l$YERfpo{1w_K=+iDZAQJ+uZ zwlIG8iSKo}iMIChCd4Fb@3TrQ<>akEkKt)mTe{S=u)ePjs;t%%u^X@Gm~Ph;tuFUf zdD^rXmHlX_&gpWx)$4O}E&QkSwHou@U9$ zlWT_->Hy=kvl7K9{Dap%@x`=C%bI9OP2|-knY6iVo6%wX@+A)eq;Ue_vK2`^#N z9YOmHT81?a87Nfr_&+ADObXG}g{Lw>Nq01#r}ETx)gp$fwsLtr9;IfCQD3^;vqy+f zsX3al8~vd@t(FGJSAgEVI*97)EdB5BEbK$G~;5%1df(QzB1^tMzo)7&b8RmYV<1o>~KePSj z1p2q!uzv$nJtM!j^e=clF5pky!*?gSC!r?C$oxhQi5Ds{T*LAmU*5B={fvzwsqHBd z)<2oNndq$7%aamps&9kLQc5DK$ctbb!9U_U{pi$sJwTAXe0UTRZijTH;|-f#9bqGU zomCw#%W(m2b-#GJU;Gb3CMo;nwsG785_Xg^SW3jL#1v^;_}HB5gJIc)m$7?7hk+Ix_eL>bB2J zUJE|y2dqp%$AC>aA`8Nksp=4jA-3 z{3p@*RNel7Rk<_k6dQDg&3fshI-70El)h5?y>0bqQS|!^!L@(t4yjfUZ)9` z!XDk1&7h5e6|R2o?fosZcu)CC8^S9U`~BIZBlKEC>|ig~?PZ)&swj{f)Eu+M3r5b_ z0Y>cY+>A|QEAX6*(6qTxDwlf*lnF$+;()0BC$px@q%D#hi4+;`Q3 zESmQ9?T$N%vUORbb!?alOO!x|`UD?EX+sC1g7JHk$#78MtA}VCkE7w8ZiYw1k}r%8 zmQt2Y@^Cc|k8r;Q9E9qu!C=kg2nzDyq868&?{Fez2VyDd`ouqw{D`xgl50gd zTP3nqF^DD`wwhc#6LSqvphZb4%@b~_>vDX=@bc4N{Cfs6-Z&TkXx{MECNVs1X~PnX zTh-Ena2pSe3z@XgBITf(Un;`{`fsIe`bD8xihMsZzZC&CV z-*qK*gxH5}>VaB z*i==@6Q*zwH!_^+u>9wvh^rE3a4&vOWzH0Fbp_{$r?wS=%RIx)pQ#3;6+-fXIgEz_ z&lBQ$HX^sv{Jfjs0fcBsDy(r6LHDgcMLfdK4TX+a;kSlD7aTYV6ZFu&`2HpBz=Y9_ zGQdYp2zLK5+pUw$c=kh@Oe?bAUUOpniUKXqo1Zo0qbkFmqg~2+BJ%`VCVaLtr5TM# zt`COa=&ufCK3m#G82E1_fLst5Fh~`-`KaSea%H_zN$k9rBGMub+z4q{f2lt( z8K2)G`=*zAb()JX)h7k9`14@C(gM2PO|JIlR``pgJdOa@uRp>9?5^8ldU(NZp9~|5 z*gB^o%o!DyZ@IQ9#je_CtWl0EcT|b6I^*;UoPK)rpE_%t3(`WzAKU|x2>cGWuOM3y zC2TX!{y?9ntPX~4KXR&>&Ci|9d2<9b#59GUrQ!1AQ;dHKf`@a#SIV8s_y~H6MY%0M zBw&!FZpQ)zexm~Mqio(dyV5cNb+`-aAZ&^mEN}>`fpz)in;7Igp^%raQZHC?nh$Gn zIfP3U__aR(4{uVI)n6m{7V78^_;gd$yn%^PuBG14X-U{!{M}z3-~G*4bx{{7s_@)= z`1VAZ?NCj02zEevw{4APEHi9`=Bf4^3;f%VF!B}mOSETC+#QZV@#i*7)P7%#bu_PU z)?N^M^LX!YO^(n6jcPJ#7S5-`bg!faOP;#(G^UH*8@+So^tjN;{}oiJWMOdC*+I9- zO2+A#;^at7z$X@7jr0a!%cxYs76=^!{S7cN-WyF^=l891sR)qVF?7>uoYphkvHv`3 zZEk3sD(AU+Eh7*7r2BP1$!w>gC2Zx}t)tz=%OrTG$LY5r{g*+_P;~h~CHoJ0R(|Vl zXSbJ^Lik%>hGh(6=?Z>g7#sF9pc-j((8YguXq^^x)&K)OFF+eLlp{>6SApRoQAYBb z+WTTh)KgsO$8=M816%nGw-yf@;Lj)4ES;g}evUNlg6kmbXjt6! zRz*80V_Syq2lPzO7alxg|%yh(%e@B=I|;~v`MajXZ0#pbhA z)CcroH@<7*3mqq`$8wCh2A4nV&JBe5@DqyL1=og)728PdB!)kZ7_UD)*C_d#hm#j7 ztGpe!kT5H(L{3J~4_B%OzbxIjYXf~OxX0tY_&?%)s$)d(nM@AaHMl25$E$YvsDr=}Yd*C)Rxlf>~<=+o+o3L&J>TlftgarSa71 zb>BxfN`x67TsaL6sHAZo`7z|4na^v$uYC}4Q36MIyP$9pUf02_Fr(F`?ukTD?Hd~` z$SagjhuG7-@NMAV9lqv3aLD0^jItd_(^s5MqHTliW@ln@2Ryn`MwdZ0E~0{|0>#o> zYKbe1I_9`o+0hp=0h=54ZpSVW&9EB8>FUaYrbz3F$Ha%C?-EBZYsF*k{E}LVwcJdL z9FzgY58@bzxtw*K#PljJ<|bG7t>>ac;yCx#l8&Pu&CHc(bLDqyu~cZlpN)0a|1)LI za7`MKMxbFTe_sxF>Bil3PRSn#tmeQ!L6hHaW?OuawA6mHcfBT_^u7PlYVGw4WTEd< z&G^kS-lUTWq#G69B?EPvVq zrLaCWar1=$&{X~5=yOzqO$O~2j4RSJzjki?E+(~1Lu7lO(mo?a;h_KRD_@fkY3Pm4 z?4OR6Io2TqfVLGji+V-YXs-@>Xw)rYgp!0h zlQAX7$B^R=#*T3-k>*}^j=}c3QTYilV^Qw$KV$rVxe62N^wu<2ejCNU%=F&I)aN61`-!I^EeEj;g)7`jk<=mYw{Q z5$zX{VbtZZR$*RVk1b$oqa*8 zATu|*_E&YAbA$OjU3z_KU4+M$W8SedOK=^esO@l+UYT(D1>igbgRTI$0;H`V01*jr z1RS*TpV=nAYE6z>z{>yTusmjN|pze2bmJYuWW40@cDMEDOmT!wf}wER~>&@0Mm2Bl4MT@*{Lhj+I^fWy1SCy z`?{VcFGx73@|}H*1c?flWN%WTz{CM_H0>;&YWV1RR~o~8l9GxrYu#LY`mF0f@l+xMovsMx;un& zJG}&H#S(ee|Ji8s1K>OV_50 z9do0X2x88IK1j?bxaL%HKJ~OVA-8Epwm}GZ_;YDiV54wvBfOg|{vbvEz3T936*3iZ z4Q#2vM8QKeGnIy22|uO;YL#_9k*09IX*!>k*I=``rCMWUn0yut1kKb@e*M9CJKa8` zUq-j|@yA+rq%&2wd@VY@2Q?D(FFj{le3QQgH^MJi$BloA;h(>C1yd^;ZGH**n}3XN z#!~Zb>4Sa8jJK{M8bI2Rpfcz8rMttH*q+Z`DEd*D%oPc_zJ7nu#HdWD@0A)3DH-8! zD+k|k5CuK>w$fYQ6?OVRGdHZN+4^)U&!2l6MVqjz!r?l0SOd6~#(mo+vuub25uEU^ zCc13weWN#Hw}#QBCyAFPDW6;HXqDXkA@s8_8)G%{D#YR)VJN69-^Gbto=KgxCZmwE zRO0NS%;yFzdRuAzM|_>RV`(k(OEI^M_qW%aZqeRLn;4kzm3mX$O1~A)sIzZ$Q-WVyZsD@+nY{2Xzy&3AR_Y3OY*7un8c02jVL4waMC*DQKP@7m`T?Ky`-cA6DgL- z=R^QOREU3FmfSTQ&$j%I`3>A-Q|8S8jfB1&OCk1tU3OChk<_*3W2w_E{r%w&)r;b7 z6Cgg{>4~rG$Fsbw4eA@I>-4C>9o3?TO%#u5Tk_j8*~_-&!qQ>GBr51*TT zsC|cSyapy)5ci)#(K-TC%UK3V8}P~Wm}F@v8Fk!Y_@Cdsml}y=4B7*OeDRQI1&?&Y z(@J4`%*ZP)mr{6NhBd^l<-q%!!u$7Zt$%jCY>0QIol~fMltDGn(wYKIKQ@aGzrw!r zVm#Q*LmXR}8%-(DEIe+BHDe^wZ4O23+3|MJ8^WCKd-%_uP}Fbu^=30#4XGVKT2x3rW(Izq%AiJ4W`4^LcWdZh!QCeuRxqr=K<>jT&Wnel&S}(I~^d z4(^We`qQDokW*I5*kpS0xj5H!E?w4rv2{63^P+pxj?~_CYeRw9L!afF`Pu2xG2P7F zwq_s3)kIx zEe3m}t$fw}LyzVL(V7-5;9z&4c@ekRn}Q&8Cxh-;L&_TnLJIp@G}`HaH<`NHULpAL z*lPPhs7vPRW7`a}wGl_gVcfTg*j2jAIF%qL6se`+wyEWW7T|4pUkQbut0^7p$g@?L zPi%u5@1pjTxryU-rlsi^Z&Q{r5lVLI8fTGz-K0CU2=lqyvCg&pn5e#LV%F@u?8NX; zQZ8{LW%A2Se=wU5&qoxolgFp8L4@8zD$c$0PDY1|JtR&@2&Ddj_Bx%Ai2PV z!tgB@O8bM}5cKp?HzLRxm?u}?{9%aR9g(2QR@dV=%wyKyxHqSCuxyS-J;ghAp}tF*83N(>xZ5eG~icz`^{&7#GhEmW;+z(dXjI)Ha_ zfg&2aQ8kdFBpKNGp{RP_Ke8~*9P1L1kPc#QWxjgN-J{||aBvtOb3(9j0wkvxM*d4H zlrH{4Z!QXqf2?rj%Y;v+{H3u8$3RCTZbEtyr!S~@?zQ;BRgwxs|Fh}X?1TsU(-r5C z?EtR)^uPqKXnsrKsq?%>W2yQVrLmd(1r0!@)9rIvpp>+0)jJPV!53>epoUd_5Wi~P z9Uw+8##u>DQ8`?a4;dHyf$0<-(Hpz@R=%Ak8|6~|#o}R%LzvVMY;1(NPiwVyGQ9Z+ zSr(=LnnAX{$ER+hfZ!bq3BEK~Z6 zZ{PtiJ3w5fjO)G+-fQyg8nk{-#Y~xZ)}Y8)Zg1Sw4kJ{Ed_5N+11k9|EbaPgeraF( zwE~iFzP7wF2bu(ExfGYw8#6DhH+UF#-^j73Pg=Y`X1+E`dUQb9z|heIp-5%^`rkYF z8StV)BByP~J1uJ&iHaKuU&E~WqybFX5@(I07hiH|2=oP#=T>M3b2hqeqUiO5dgeKo z3UOS4nDdp2L8v+->I8s=YQ)(M&a!+RJ@7mm^y>^fDM@B=yA$9=> zd?5T5KMA-TbpmYogiX&Y^0Ar#IYEh2@sYZwU%)HM{TL~J_6;hFJhLFL5dE>JWle@; zy%(uvD(gD`jGq!o+wy2<>-kWpARJL3B_oPXO7dTetQvevL zj4f`Pd_f$O*t`B?m>8xigKK`z@fe6L@_)O6nt$u6}0NX+})T)T?(U<7oo zxu#U-SNz$Zz(4$h^`%w<7<_>Cs^di_jcrt%WriC=GfFJ6U8|!n-gq- z4QY1lp8TBgFW^tUu;IdQ>JjQ05Mfno4xW?l^!JUcd@Z%9VJ7DC>3ygQMo>=nXjthX zb}W5^wwN6jyi2+{+2ORl;hMo>>SM;cFmrh?Oq;wa_ zcgdC-p*fT8>j~ENk5r}TP-Y(s4up7qS}nX|@MUsS~?4oB-=WNq=%3g`UK$1C8sf_&n#BD}=? zgckvRWWkN&70Wse<{4-mtvKdD;o)CoQbqxIUi6@G*-@1um zQAd&%M6aAPL#xFxePu<}$$rUc962k3S9BD)8ZAhjj*wmHZeG8UY^7y!_vSwp`Wn`6 z#(U`i9#5*rR0q!5^YCGTXy3bMrP(mWr=-Bg=3a6m`aB!uKiC`UYAm%2`kmNe7&Zsu z-Pf&LZl^%ckDtPtGL^|@U>ElQeb-&xnB`*GH%@Fzx5)WKH4BLN1LplA3}^)v^Mw7P;h{A3Zxzk*gQye?xn{A&4sDwsQfZ$EB{ z(o&&I?k;Wdj>nRLZ*qz!A@{@iIgKuq>S!o z%c@;PjWagJ0YSREihHXjEN?&Wn22{j?U6wl*>I8L*JG6uS)X3CL3v zH$d`sbZQ|@(7nfQ4}Eo>5`P^>?hlQ(Cb}Q0vYAzvGUOohB)+-=4|3E-I$ps016?;% zvgP~JmtN8ql+{N;NMNHS)Bu#WIpu>`TzVOsT^LUPxL&vL$JhR^QfYEs=Ur^);U3WE zeXGFh<4_Xv--Z7|+VXVc4QS-uON7eq$x#SI+n`uu<-hxGr)5xr>-~< z31S{FMu(EDH<<;+K+pV|D@MRX zwX>9GqAhzJMy*vek zx=HZGJ3o`Jh76xXGv;&F+sw>CZ)XQ0Kq^ZRy3YSn;YyyX14UHB^6wTnm%nj1v8K>U za1N&j0rqW<%he3YxwAh|Peqti-n^*Qy&K5*8_I(N)GeZGj|; zO1<3iX7%v{p2P4B_})d8+S_SybJd-c3o6L@SuXdfeUZ{n-^ZRGnfblKj@5}rw6rN% z@wyQ2!2SNC;8i2Ov(9$Ushi4wtd&>Z`hL5r7_~AKM%j1yOL)?%u-%MF!-|J^R1GWD zFg|2|LLamG{R5AIa9isXH&Csd>#c_Vc(ig=Ua-SYk4UD8fTy)@0PvW<|hP zK{?FeG`o_cjs(5ROq0qzz?nIzCVFL0W^9Tw*xUtn_=SJ|wc9y9%d6!FJn4zT-BL&~ z8Xb`52XTu}R=Pzg@?I&^|7QVgl4tJ({wW1HxD!TW<<&=)z=ub+;>p{{i*x|#^P*>_JpJK zaF>o#rIZuLo8VrP)COt23g7k)8Y%XihN?@u8W_}(d~$RftH?X=k)KfPMwS^e&F`cd zYZyu1oX28Ms+d(Y;p0E;i*=m3DYe9UH9f7d>Xy)H8;OKK;B78)1|Vt9%<-$UhOABB zT^|w7O*+Dv6kx!C#C{4KvGdGB{$yBoTB>~i6A5M9%H7*9DauxGgl^f#-P)9<~ z{tK03i5T(o#Qv@OQZHsJg^X9E&t4cxNNH{#0|k%pV?did{t&v#k)#@=*bN@q>xY11 zTn(JEo(NUmK-TCFB4qP=+21J=8D^lMnc~Xwo58E$_fmvX^5xcsDA3YV%!GVaGf%)A z#5hxcn8?qQD#MA_tz12ewHa~UVZUC1S&&mxS~2B+cl51~+&&M_pYd1)a=3L)%j0Qv z!V}Ntpii6v|7>9R2R;H4$O-RcIg1@A?1deg|Lhs;MdrR47u+(JGvyZvy={fy4zVZx ztE3(w)Qv!E^6(EfbUco&!eHa8!joD?@Shl#cQJpwp$txf+ z20wg>99gYHeO|e}+5fe$Fu%Y@8lmt*rpq!pq#BIK(qb)_qJVgdE0kiFCXmzBcQpto%#7|Ny`fE^M4WCnaVCR zzv#*vHy&_$o=C#$^((R}ZLYhwL1UGIWsTQgXMBSn07!*WNUMzEbGtHT71=hbBZ`HE zxb5c#@WZqt-wD86@mpMc^U(HWjS<={x7x5uUPWq@JV*f%+?G`}RWvE3{DNs^jXyY! zX3K#;v&WNe=Kk@EDV>seh*hA*l!0}QSNrRN{=P#5uC3=fmNo0QUVZF^W7>ZRkI#*(WLN?ed^;36bOd1IayGy(zTVQ3p9n%BiK?c0U}Q|1ru zl!u?Z`X6=af68t6-vUX6YX?oWdbEQM^)&0+vReaC6$wO@W*Lpf^Z>hE#qzOzaF%m1 zv8yn^bx1R70pK*{?;<9d-Ifn*=e?7V-MfTee&CGqH2T|5tHJXF0^oo-IA5psKi*I+E(&g9-*74ksyA2L>A0Bj-SEs@ zrvnnGnZVT)J0MN6UU05F{k2{q+5HbU(j-P4zJIYJ`l%%HtGz9RTIR0{&O0wiSNJll z>9?He2@_}7ZdIU@ufy*T^yO>!qaA<_zr#^^Q@>71>Pt=+pqIhtXs+RY(f~Fq=xp*R zc-eWhWA`?P!qqSob9xe^>{vj0|CjvBJxfyGt_3yCP|KgKXrK1{PU$`6bb1?t_>`8! z26t<|l}Fx(_TaN4pcTCf&@b*e1CJJ40FMq^_0WxB4Ny9J31vCC!o&A4Yv8(X%i*7#3@J<|m#tB`6Gt0R zUS{d3#EHLuUs`NfzNS+!R?Fd@39O+vLHX}yS{SCSd?0a13Zf15%Dx;TxuW~0^8)KUQxD8PCC+o*UxmdBJRtYmbp5TEZ_^uB za-2S(-QocKaer3+$-{=kWvFPme{doOWuLkR8+q6x`M}C&Lx0*tSE#Px*{pXzookU^ zHITjOn;yEZDk{th7?r(4D{1!3lH{YsKFI_Qnb^BaSNJyU07N6DT&nHo-XCnY*u7jz zne7@at(@+%{OHunVrkjASP9;Gigf{OpOb5r0rcwIlWQUN=8;ir5NCzn)r=YlxzuMK zeo%G+Mku@Rx1Jizb42H(Qn+h6U`iQbEsGcZ0wHTmdm|l8d(<5p4_w_};qImunkS3m z4r7BH1qh5s`SVeu$Aox&C2g@ON-Hk|grlu$9u5VVu@xtQKGyTE&d&0drj%Pg<3qg{ zT=}ul?q_#3U9JS|gS{==D5NR61T(JR2x?5C18Uf6rZ0g0@YD$Z>THDuHgV9PF1=Hv zj9^kzNy`*I7*aLY^Kc~B{PjW|Ol2tr2u?3?aKBvqrPd7=E+E$#8zOHkakj%CXwkt> ztKfx%k9B?X@_L;D z*YqC|In*1u(d+io?7~e~O1J18%KA%h;g*^LnG55X@ye_DV*58hT>=uU&^si5!0L~E z{{AE92~t(D?dI*~t)z}b$A=S5itX4HMOOm)QzKmeb8~Ed{~)nP#@Q*YCrw~xiF(+A zrHy9Q)=`FF3e}J+q1f|J6n(p4nq;>Gkbp|LbiY5bYm9y7t4-qEi*Ee0fgoR=s- zVvIR*Ui3!r1%}4Lj#*!wJXfXg`^OE`kWX>~2xU=wO_J#KDK7Q5!r3YZvkXeD+45#J zn}MsAHe(AC&eUDH4U4WFu(l{S)5~MJ4hgHPb2I79*``^<%FB(J3w0%9&R<<)pmIiV zz;2M*NNbH%7R{-g{jfXu?63!twP-Xkg4F5mCxb7G>elHK`RWJ!gxHQ#k7#f8=b}~| z%&qTBKw+set%_6lY+gh-_7TKa&Vfm>t;}ydFA4eO)z5#Z_r<08Knq-Q*_kja0mUBAZ5`k4uap-G-{_r-dZ;M%{ zM7-tD_YEA9bSWnt4Nd8dO0{B&KVUGgTX6n*7)@{x^|JY@bZ>EUH(hr1*;1H6YAIr< zrPRD~Url6!`3+RNd$zkWpa0b>;*x>;Qwpvr8f%Vo&G!dmZg_^1 znUwSGTS>nVBD~zJ$coET$V%|dKpL-tW}~?mH5gs-x+y61bd(NqY9+6;Z)Q@gdt&$T zjCzf>w)REIGmPGj^Rt9cUbTTm_cYlBe-P@Zkq#RRjH?VM1{v24%<+T8EmC1;C8zrv zPWq?dpeOJIQ~pIj##id~>11A8YYyG2<=UwYr4DH6kZ?}-0j<~SJ(Qm-RcuR_R!2Ac z>L$Ng;0H}vuHRM_bfgK$)YV}NbTk9`3RMm-IXDVN_2OD9SJ0t(K5Tokolqw_Fi)oo zDgdj%3gL}gOwg1Quh;q2r_3QRY))BjP5B#02HTzN{Oh2#&v&tu zP?h>dYG1%k!;!K;Vao?6N)A7{9Ps2_Vi>1W9*71^uZ}WsgXWJSE+FS=dtX|)*8`Tl zJGXCSGuFU1YccT8p-tz0hyNnB8-Qwpvr_KM9Lu!+bHhGV$o&xbqTHf;?e->JfYvg? z&$toDo-4CU*bcm4(BN(yefp47D6m>Mr$00_cGIux{GL~XGg>H{4YmN(3kDb~ziZAD zDgX00GwD}I3W|vyEt9WR-|f8iX`z{frDYP%t&#yAZ*N@$wV&qtdqoW`ZKTu%?q|z zr!0G6DS@=;EtvE*a!s4ev{# zgI0Y`RaHGCyA&Nk3TgRrG(67*fS=hAqYYE1?0?RR28O{#PrE-|#sJrQI2`z=4btbn z60iWg=sCTCy4B|UwEL7x8f{5!q6=W~RgWEtwf_!L9=8I|PY;yG#QCx7TCsHAKY9y~ z>Z8WreFU2XuEg5-M-$Zx+6T5P`3Cz#mGYhFuucizo^C@{X8{c6kCJIN)YM8hn zG17JE#I8le>!;<{qu72ifY$EhnWmqoLqEz4d|1h0iOQo77${ z%G(O;994a24ln@+Dc~AB56US1O_4u^iTvarkv&W}n8SJdJ{qYK^rMoFI~mxf_fCe| zgmQETT+nCUz!uJ3x6Kw@GKx;;yXMMzPZP}=zbEu4rd0@b3xECUulMDpm%;tK$g6#V zg7;RIxkl+%;`U$Av&@=#AX@v~Tb+^?m649E^Uj;=#@okbKBct>fd`pO#1zM9xz%(? zG&v3B9CHA}E(Yv!yj`3axl?Qi!k$E|v7)d|=iNak-G_%^Z=Q9-p6r^b6^dkeu2q9J z!dT$XMl-?Pai^d)*NZYFgsAghzbDyu#R6!WnG<-y$}LK6dVYbPEn0*k_ZHdD`(_+j z-iO(l+6u;#_Z&s*9UgkxoW<*<;5vg({vSu@9?$gR|M71r>L`kG$z_Si5pv1h6e0=9 ziR4xma$JYGkEC2OoBREmP=_!v_d6Trn%kKB-0#DfZTNls{_vNFf9A2z_I_QSuYBs& zU&y#G<1-&(!hdJ^3GVwux1`J;-#%Q|MkXtvzMin!hJS-A{WBUKaHWFza3xPIE2D17 z#Z0tu=n)OSZuGY6+{LWqd-o z60Rt3ODh}vKrCz};dg0JCsiCWpaE4WR0xbE>^dbztk)VsSV3bCbc)+W=<;m7Nff&c z_f9b8@RO5jKd8=pJ2~X_%woWt2_Gi*CXnGC(%_dOQjMV9Z+`fym(OW6EPEC2O zOC;`alg3lHMgM+v!QT9W8W4e0QR61El*C(@ptQZ#)wKFZN;5w^o5+)Sz(IcR&?IR+ z+=)YF&HDGImcUGlG<)#FbL#v9PT9bmQ)@H%)#}{~YNrDUgcns)4ji-&ziQ24voehg z?>>{i%2j9qg80F!IyE-p%f27*L5^)2{S(&sZ~d`zMPipfY@kffi|u@?R+#BJq)%sC(Am-PYX)*J7y@570ydl@{kh(i34Wc*>js-oL3jXzs@R zr*iOrO|Ie&bL=2_o%4?^*`I#u-ENC;QoR9+EOo_JFHMvgX7F9!xkF*?<`j;)dw89LvQJcqXBA`f(885f0uf8 zFZpJ9Y~5=UU#n(*l%cVrcY6W6vPx1;srg?XAKSRmDWdBjhQcDIY-`!s@HA<5NLkqI zzf1pI5EY*FTlM=o>U3@yv3zIjQm1D!xMF;|X#ESgtn~ij8zDt-$@K%ElbL-}k3U28 zb*>3Ji=vFy)<8Tjc&Rt2h|Uzpg{cI3{y8tCLhCb>4FdC=)YsgqCd$G+8eF{yQ^px9boa%s0t1R&=wWGdUyObkuL}yxe}x zv^Wxx+|7riY}CboBB*ZOfs2{K*A%H_aAz$NT>ru>+-}iztbXX;o{VhD^K|z6?q6%G zaalnPouXs!KnuqtZ14MM;&JRDKgj8EF>u!Rs=T}Bl# zxwW@1wEC9m5QqMK^3Sp+De%2(YDZ~zhIBS69`BmkeFoVYvzf7*6&RHS82;?fz=Y5$ zC3A!Rx$yUS6QSlK{LzKwjKhqs<%hEVTlkt_FuTl}^55Cr#_7+t(l^D4$Wwkk+0$p+ zzdwz2E4cnwd*{XVmGdEi>H~-|)*85)*-sPa{$+Vtm$eGz8;AaHo7Aj%gFBVkXr9qO z##mzmBI^uG!kt9JW_jh8&gRRi35JjoV29nlr23%mroZ)yufe{Jea?N*G4(iW^uV1! z&dN1dmkedXvAA$iQj=vV*4Os%3G3ZE1+7XHeuqw`jL8qW@<)+%c|vl}9j<-f`F>nV zjeU$EeE6>Pb_*q`^i&iRH*z(zV$Zf-QhtSahfMO$gPksiIU41s{nh`$ag#-Wv3l?A z?&}Rt#sFaXQSvyA)W{8IS(kn-#ol|Pi$7HXG}hO9oFv`br-Cf%m*+~vrFcAXraaqc zn7=+H;J1bqZK7C&Q_^Q3pqz7J- z{YmS|5Lq{>=-Y|xSLs3hO<<^NU7N`pFS3uPnRVO``5*m}QBAYMcvOSRz>6@4zt?MA zl*&oJ;V^_WL?gl>qa?1rQ1?mH zk(P~-xbrm91u`IQINViu*LpMXXL$0L6h1E!$z@6?_;xD#?nS9(*~5CaeY7d#PC8rb%J&O@ z{Ul`h`Ss>Rqp2@3SrDOV^HfXy2kz=t`pVT`0-GJcd#T*>8ke)@G%joT*t`wWeM`qR zQyp4RtWyqo&Y;~m#5tcGT}+O|24=0~F;ds6$#)g6qK2oMu^iGhj}UqSe+6mjugpR! z8qaMi-sbE+MKr+O%w201Zxw=fyuE_xspN?lVYoe76Y~_eSWwT_+KTQsbOrZ+sh`?I zi=;gyT0j}f@$JD|XZu0Fjpr}UF!cjM+{44js>rb`a2s($njbd+yS#b+lojv+noLN& zbKDr<$gm^na+pP2*yUTw^qC&(&@*cFZNIVi8b0#M%<35UY#3}HYsD{T1kqNPI}U^y z79noh%bUv0Z9svaSE&XmIQhnF3O3d-f95uA1B?%vDZ$2|A@IvhQ(v3TCS>c{N`@^4tYp!NXD0NNPaVM>cxZa?RdsxDi@baIG_L zbCllo+s(F&tsnie@KIzxZ_|Tg|G4CZd<4$M57zX0#(JVW zht`?>zb-rZfdjH2s`&g;Z;F~I(NsZ@p@r>&*_t+41Aa=R9+oGQAkJRVkL4-zRP!f~ zGP~5|jIntq{%+jJb`kf%NB$OARIsz1C*(>w)XVzQ{SiM|!FZ9JmJ9F2MK(?-=`)O_ zg0ntld$I{*@l#cv0hfxDkG3woDGT_|W87Zq-k~GUC?AK~8XRcR9IXs-y^ICPK-&V5 z*A{NNAYkjoEG)1sH(aoG`tPFRT{HnyOVQsw))d~5Rspa#>ZTShm6y$cRtPV;;iB7N zne@^gdHcGwD*(b^Ek$E*xmo}FGv742A=xbY`$IQbpXV~JKdFPQMjHTo5;P6W1WMTl zAWs?nr}g4jVj~J-BAA&_O!0%Z9q7lZ@=JgwF33rLyv=veC=mIv%Fxv41o6FfBAnl& zGtKy^rd&Zqey^HyQhdWo?!%_ZV5J`jc?Y$mqMtjN)tm0;(l zX_pSKC;OUw(!FAJH-~Z&r}4eX)K2u20E~87gG?+ZYufPV1xqTA3+~?cQ!jshf7nx~ z#8UUbH#+4&Bj zODX#)L_wzIwS;y#*k3`^xbq<(6}xI^2iLIbKm&cC4fH#6qM@Xm89|!n^%vp-&iu-I)sYH#M($g3Zk|@^-w*l|%japzMll zNV&fF!KWEb#ac@Sd$VbeG{$;P_FuWBPhvy^3{-G_257cIU+W=5naJ-Th;#XrlK?p) zgsgB>W@AF!|8sq)=lLSzM{;ed-^p=?1$e1tSOu)kuEefxw%JA*gt<$4fFPJ&ntL^v zpSAF;G%Y%q^)V8}d> zhbtZuqpPWmoJ0CNU&4Os`_%A~8D;6rK6O9&<5E}pE~A6nhT$G~+3)tWv-y<)*{dRn zdK-y)koW*X&ZZ68XWPc+uy$;5&SXIs1W)*NTCzynuLwE5S^gu#I{>`lcE(*oJG=4)u8k3ppNO@;K+wTTL`(n zYSnImIqEVrM1WI6p1Stbw6t;MTT}^Go1z=@sQGpNWD!n3W zB{>9bI@zT2Sj4K`^zPP{PkGV)S4MM$VmhuJ^i(jS{XmR_yKICEUVaVs`je7^du;3) zpIJMzwtBXe?g+^nqHOei%eg-c& ze1?R*KP}_JdMw$t7>Rj$f-@10irg;auIi9~)_!>Q_)hLD@>=b13mXSUVf;HtR|(TNp{6pklZ2(cafCSA7g?Y?4$fA*ZV?0U>54 zlLo%>6w+&1W}I&z)bQKy1u|wlSpk>qAvh+Y7;TbFlIVA6664SxA6+Qq%=A=X!`@My zxvw}b@Lz*t&x=}q{klf1LjX36T*9|GEXnJD`!`Cavt~eS{U;HW-o26@0iJppe--9| zWPSfvIn1tR^J0^@!3nvB5(ED!Geo}KtOFHmn!sQ&la_E zh@HmiUI=3kYb?E?u~p@5Zf?w>qGn=nG=G=$9$(tTru58j!GREz}@iPPR*&izp9jgaHmXoZQDhcdpo_e3g> z9_ut-_-!UnS4Ks*);zf{lGw7=b(ZD`p|-SmYGr-B^X@c_O6t0holo|G*=o+`my}iIeQ#a6BW>QkG4Xi9m+5KQm5e6M~-U%K5cZ}=sSKWM8Ait+jq!8Eq$ag&4x&QTwz5wvwgikhv_0;w*;uVx@UzW0EZ7S<%T;4PFHGpDng&heAdW4DNA9keu@PwzW z)kITrw^Y6`d>OeX&MrvNElbay6Nc1qj4`L%snffH@Iei)an8c@ zS5okA(lFaZ$W0Syp>;`iZSj~X)=Hoe5J+G0#?uUav3H1k&$i|6@_*APSF0-Gn{{Xp zCL0M3KhDWhKG(}B-f>}Hj?BDDW~%*pJ3=ve`^v@0N3`>C5H07fm3#d&{_DTu&w{$~ zj-5AdYj6jg-(!~V8WUBmq4)e9%BK{mY+)SpJS8ro5eR6UO2;)8Vu=IWXC-`Ol(e?U z5Bf7!sp?sk*taLv#r@~VqkDhmoRQl>hjk$2XBnK2gt4H8C6xeZ?QkoR|BNPqqV?g? zVesi;v^2mbV?RE-M_n0DXGhSDJ$6sOR;46c10M|s0N+z109yaczY|Q~Xk!;z)RsRb z+MXX*AJvvnui$a}ZLW(Esfw=}8sH2`dru()rM z80PPMJ*xR)uDSq5XBi4`AmtY<#z^D%O0V!zOq|iTqIlqOy?213Hn#s@9Z(kN~fh++&TW( zb!~Pc+K`xf*EW|SOg#ct=3nQROhf3o;@3m65e>3%9$_D=Su!q+QEc zZs4rzz?c@e{r6JYNesg|mALB0r?yftn!~2?JO-xZ9JXpW+WLOwJ0YHmIs<+B%;VM$ z{!({CVD52rSA{*APtl&$PeqzKtqT+V6gc918i(c0ze)-enE`AyR%VVYI zwa@fh)D^C`tO~OXXNF7;g(bwNVckk&912j8EdcTpwFSiS-|;sYv=z1h4Q~kpB(ftT zBjv>e&>6UK;VT~cD5Kq>9&(4QX2CCAKiCJli9O35?QNH}v2j}OrHwHx>Xj?rtXTWk zeto6~9ZXfl9Qe91uFYdOMW0iTdx7NsC_q^3I^bvU#1TCgAQxx)t%Hv#DD84a)C@5D z;f8`29I|Hmgvy}dT|zVT=|gKYkZOp_(J|U^holDDr2sIZZ+=U+rBnPA)@EZUfihKB zGd(bakr_CNHpz){sj(_S@hU0dQyC;b||+qSiy zfy(?*6i;Nv75Xo_&Ua#nT@(HM=9UP&_kK-#TX*!PvriGbMpX#Q$!#U}$ac-#-q(H~ zJ`Y#^eHBJ&n65J68?Zs2r$R@(?cz$q_|VEBG}I^*cTAF#oWg zRAD@?Ib~a%>d@5w3faHe5K~zy4Z+tV`Z3njeuZas!<0<2i0M;94U*f#{S~d#ag5Bj zJ>PDXMZqr*zVkx9=XoF>r}~N?;648pFC>Sf*D%FJ;e17&AJ&|*)m-nT%ETO$!(qiT z@A)zy*Wsg;DzKwmqn`KUw0$L(u(X%F4&xw1+C3D0?^`KkB`-s{oHE(89}g#JtaqP` z5-G+u6Pj)$AY-=Q zMs6fC_b}pkJ{3N>QV3jhK*d*a)yBrqTDFt%&&Zo_3uKZ2u5(qv?3lEjz-)zjJvDLv$@Q2i_A^5mj-DkO0KM zRUOEkcMS*s6_wO_GafB!YynI5zagNtJ<{e{I3yfmn@&wPPNk0jBZw{(0HaF&c}ihs2naQcdKkuj0+=RZTf5Y&BP(K3UK}1K zxl=(NQYD=pE{FsNi_V%AP-c11Nc6CqATHer&>87&r1=xW%>Z;E@`_@O&Q$sxf5&Q> z#h^~RmPQpj>PLnb!>qZIwsEna{I;~%A(Oh_TIyZ7njzO8G(c2bS4||LuKqgC<_%YW zrZ=7}3y;aQZXcADZ`WN-uf<&`r+5Wcc!7Jg17@Z_vSn9!3eK_`UfD$yK~-Lnb!OaJ z!<`b3?Z$aF90GSz0Dq?Qob0!^q{n0;5J2M$-k^$5Ki<57d%ON?jz9cl(6}CZd&rcF zLNE#Q(L_QJCyA9>Alne4&3G+bPMTC%0$)#61rvMAH{JK|{%k9dRl_6RN!}*P7Dj*S zduWo}#4{jB;r_P45$wG3Aqt(e$2+T)k)p3>`w5I677)`NGiq&WM2w_NKuPE(%3$Xn ze@5wEP8PZgK0@^I_k;*bb^7xrLy4u%K7IL(L;jf1(haj2kCG7UCRK{b!Lt7+_2WS) zF861RC#usY9+czxdC2qp?Bage;~$4#%YSX?j(e}uHpL97e;R}26q&32VZ#Bi`;Ky+ z8~WouNiN~UnWF{Fs`zp>bCfVHdXoKbNDC?`kz90t+wT4%%^bK(@Wav9{rs=XM6!6O z%9{G>6h#^g*Vvs_Zn#@7ME3fSo3e&c+Ek{w&)*+F(WC8`!rw%$ z%zA47p>^G>!qT#LB8>uV6BV0|dM%{Nn$Pp;wr(f>%5nkUF>lxhLT*hq&i!ZyXEJo| zY~kIXUq2YNCHjrbVoePs1A=E752O33R1>gFWIBHLAXT*H0TFPhk3hzn&UcwhP*s(v zuM5B$Qbl`*oXw>@?GgI_HrhP4@}AGc#&NqJUrk;w<(rv^(Y>GCp*FKhjOdy2Be4L_ zx0+t^j#_rH879*|O9GP_)wmK0-U|UYMSreYeo+J$0gVSIq3tq#V>@#9wJa1x1Zht5 zwkDW4pYJCSOQ+N20z$g;TKWlggHUjSf#E6n!M<1~`mlKSfiZ}}XAupj0?L=9Qp6CC z?~8d!o3)knlMg0gnmxxkqKuu9$fh#1Gb3c50u8RU`z+H)J?j~mphpPvGAB&q%z7Vo zgbZypmnP=hL{--O1iRf?6=GN20>mAf%rU{ELW<)i(l{0ow^#GRMD0Ep?Y-4_lFOBc zEXV)0sVJxk#*Vb%ZB_lT1mtt5#prfl+U6fo?2W~&KE{T*EfnzJ3Ej0Mga+{+ zGo-PNhl?E_q8Elss4aJGiuGWynU-1fMe%sl+tHsw#Bs`F{5IgRa_e#50A9{9qVKBh zUxwr1L4aAQQ(|*>yl~j(4L3K|?$kCOX5M$KN>PqG8TX0bfDXIWt3<1loDl8Vjz9b{ z?`DeIl4#CVdJ4=nq-OzkRu-H48204#wH#P=eZS6^w59j+6E@LU#UbE0w&}(>lmCt0tHim%dF~EyPA?_pDe9SCRf+fl5Gxkh`gam|E|^??LI< zFDQMjQ#+ZM!-`)0WZNuAoAdWqW>GNZ{}$BwdBJ)6B7mH9Tgk z3Z4YLv2g#$+Nfq7A!K9JepMabPB=MkHO@#u$y#=+*g?wK)h0wQ@Hw8R-Gnyzy#rnc zqU4rwR9I#-i!+9U(ixM|+<{DKz9IlMUn#xP55xYzdlZ?pvA}^7tPNS~JoMV7%0Lxa znMGf0?Dil@!v7WXq~~Z!t>-uXM5#Q`3DerKWENytsKoa(ZO))hu{2GmfqSRdSe4#q z`jvxkydP~8q1A@jSyaIS?OVBPd!kbHb7|8?^(vX)cvMP?i+rSNO4JA`Em&nB zS9A|F!Q-kySA=Fg_C+&U*paJsOA*l?1}<*pGwcEtkG=GM)|HSub?Yop`y_c%lcmv!oD((oMqxS$y3!CeC z8%;oYxIsLwB;d(QpU?sJXV8{(RgCF4kT$Ir;iz>uJ>Cv(x;O1=t%ku9ZhNik(m!op zX^)gOa{h@n*{G_uVqBU#It#YL>neyh*f`$!BUTESzXwP7O_8 z{e(O%maw(RbCW*;CI`VovD|HOa>i1=mh$4A;O_$kf~n}Km#Z@>LE_ge;Y%1FKCSw9 zP#9yD5dY2%y!_WP^KE8YnSeSvA{<742!#}09j7M#v?w=Jo?lftmkD|i&4jdBD(LfH zsu&FS^?yS6_irj}y4$YF5E4;k&K)7+*1?vrY3?K7Xi^Z(W9dY1rR!nC+27lKoVAsW zVEES81Oz)h0)bn%1!!DiYqkr1pPWzdQ=FDlIPU+b(M4ScR4k{;W_!ds3swCs46iH=Z&(chbEtj%uTJABdy!@dQ*bZf}J z4|c}GN4f+wL9m*p^5fZjsj=8!$&=`Vu1V5$*Ia=b>iGxx>RUHia2kH_FEM56Y2uK% zdUYEYCRQ)^(Z9Ku44Z=Dpes>IY47R0C`u4kLDE^3eJRs!RH!rxov zr3h6V$E(;qcok+c{Bv8B4fn6A=V-6Sqj}Em^{75g3u#h|HRr=jrPd$;cmK?Hv~J)zbcwm&Wg8x8s7+=B5Z`cChs%I*1*=Nj*E_NnbX_rA#^(|hIe2eE!m zF{6+hTM6;oN$4#hE%(KwZ&dgC%l6f!W&|CM7}wLfqqs$Qg0^WJjQ$em&}sdLO~fE7N!jM(uRXKcKL~> zY1iCdmEIJyB%uXpHS-;%>_8|>is*{&;L?b4Q8tVu`+PB)&)xZK+d4)m=tF<(MW3~; zO^h4)cEz)gdK{*25FMOr1~ge+R9>G~TcRMZDo*YQ6ajNg+a(PL6P)Y-*ii%P%SgOz z@BT-czvo_OMac4VUCW*7r}lj!gT`rsPrF$qj%)8aYaV?=Y+Ovmi1J!VN4iMfQ9fEP zt5e2wFoPy91@4R#dUA8Fd(iE&meVNI-w~lOB^BFC{#(HIRw_**@@SG@($%z4D7o+H8z$2H5?pi)1be)Mt(?;xBsL z?3v3>y|}!&+-TKgs7@I!oM(??|GeFyq@yMk(E(vL*JM%7MijznEfki1S@fcR(q5YG zbH0YX%L7O=F&BQk{^ZK9fXQ5L#fh&<79?lI z7r2*ZNko>cedmN_U5^Mr6&T~RJr{_|kSlP&JKCM$BvAH}gN z^aD=mW6Gx}H${v}<-1^Xx062q3LattSA?pVHn|4|@Ye*@SWmMc3@nDCICb^fMiNOA zBlsGHao{g98!O&rQo@SyR;)@YQShHb_I0vje@_ISeAe}QfOWamwQRvVbM>LB4Lszyd_eGjpP541hFBzX0yS^xJto&9$qj^YsxKE_ zhnQ#H^@MG{HMwchH+TQM9_YR6hiS{j3cqtYTM1?9E~~_-av5J}60!fl@EEfW;-={f zXPKT)JMtilff=oX04QTFbt4_t+5Xp{25y^wSVpjEcy4%;bNAI*G>|^;V}Sj+*|PL3 z+v8YZ#^5&LCi}(PadTWibb8JjpYxADMA@NuR95vIQV(DIV}l{wvmca|Q@ zh63ZYID4I7B+U4iDuac_5>zfWbsJD7xps@@ zHG--&P8#is@u;VhHq^$$hHXh`shUhlg9VAzau>$Kd&f{FK43CZfMQwZU^N~ips$X{ z3^jd!X*P;KsmVG{EZ@V@iD^O!S)k1!fm#vpy6mqyzQNS z_y8pe@i@4z>9RB}g4aW1XN{s3>3Ppqu;Dh`jxB3gP8Wl;S+Ksoz9fUR8oOjQls2CX zwtc%X8gSFB&>PW4-K7E}&7oZekQ7L~pz7wnLA5-kw-(4d`H7nx@;ojm3tF2UWm&Mn zQMN-JGN9Oo(76Ybm{iGg>XUx#qx}+H3w2w=>MrSTES%aN|8L{I<>i)S&A1Wm{qF=% zKilEb$o7p|vOU>)4=AEqe49pM+ZA{?ZL=4Av}I|<1lh&OGg!~+8Ac-aocHo34uWGE66A?*G7EemiR%5wFIpM2B>pZ$G~jk z>Sw^@XEoE+|QhCK7o^TQQ1NZPv^cXR|#k z#Xh@$tRu{WJNuNYIK^CUTyou*y71ZNl7*d&sFKTFQ0@$w)+XrLGkKKj6J(Biy^cXW zK)$;wtk7Ar9`7&Zf=o{jTl^knc%6yl8yRoDg5k5=8a1=e zu8brfuV`7c;}!VT^&UawPGZ_Et`avYh73Uwrwd1#of2$R$0K332fIq2^Eg$jF9sNt zt8CoS>UMt$FZ#3dP9wcSFB4Nf73A*1KI%}0amEMb8&KXdbq!inKr+GI9!Lwj3H9uO zFM$p#C&F3AeOE1}rgpB_Gtc?;_3#Di8~$KYs+d@9BVS5fAAET*7n+j8Us{fCS#{{5 zfIrLkK9|h~+z-iX+@Ib_-rIlW4Iei8okO3E@Pp}3d`vD^>4yhKHn{9sx93VK2bqfn zwl*9Pky6~YIlre?gyHOlTtp~Y)(*Zt9t zSSZ3tNpm6W!&WPE^Wx;fxI1=LyBpDC+O43znBAYjNi+m8&SWaV3sR#ULEK zrhw|LzKA78z4m_>%9DS;D1BNDmtZ$vZtYQ~lT2A8H~V^VtrzFl#$=;*M*ynAA%5y) z`R+k}+DER)pGW$-^TV_^>w@RXDtB(Uaj1xW%Z~iKkw17qJnJKDM}Yn}=~<@jWx2D2 z1c^*O#4P&yY>WiH6e*QPHAtfA3^Y!VJ~kU1eL%A9$5)=ERLH`goWi&4a6y4&>pMYZ zJ8ghvvMz`=+CL5Z1$x5Ic$5?Qj$^U$vcX2T3CGGQz3G(hl>mA|G)MpH>~;$v5;1lG z$O!24Km+2=^#&clj>Q@U(}tXYPot&`_kqVOWUfQPJ*r5{FQY8i6i&iiK!J)*%_9$V zX!QFGLQm^&zf7ZkH@6i`QTQ^XmP zT3FtznTrZSv_%c0j-zYr-bbJS{*FsYv-?$B2jql3lF+qRaJ7N(Rt4XXcKTL`lWD;c zFbQvalVjN{W(cwaI8^hVcUjJ?MTtK2GZBSxjI_hb;1Xs22^*SG*?lB*4xT~^XtzOp zUs@$A?3)A8$T19*0S7Z06G_N#Zno#@ig8W8-*o$GP47}1$HLh4_(s#Kj~5N#!-Itt z${A2(^0Lg^bGatj%CcY=(AT;?!arehQdE*LGELs`k8uO7pOew^RQ^FfmwgZ4#(nJS zt?pF^8`_Vm;8JB7O%FSW7}xvK(C)Rp>ZDv_YKx^(|6I@S$a=PF!JYex(W!}EM@ldH z_;~}>U3VL9jCW-zO{r|HZdgTWeY#TEExhGk;IF9o*LEctxT}i}KMwv# zd*aw9D_fXh&@M~Adm5P)su~bTu`Jp=f_+>mQI$O6Xfxl;eu1028afc}6b65z8AuqT z6?eCY#XGTryWi^PPKyw+DXw~S!eeZ~Op;=kzhaKMx8O5B19!s5E z%eGSwE7%Tcz!F^0n-ywwERlak;-p-}vh<3X>dg?LYqS6UJJ;84a$oO5T&)R5Z8m*! z`9y53iP!Ls|70~ZsuaMNX43&Du$}^p1~zeCUe#bH&>a|W=RDCidv}eSHq^KM`diVP z*gBS@>yM|uPT%He;{$eRFDe3pk;Y%A$?CwDEa(0?zQOjV^;lQNik=`U%H@f#)+UO~ z^jTN;C4J`1M64GJs@O5e4d8w92~P1f37|aHwxOTh@O5XL(d}>Xk#6v`9V~ZH$F|*p zPI_xpreaZ`Fhoi%g;2N}6}?CK=G?%Egx~XgfBZ+s(mE&61yucd=$DumP;ad-BOz6- zxlX20kK>xjx^YQ>0)|0E@^r2ek!9x`@ijS~;6CmWeiv!&xV0)k6`A8E_Mr&kD>-w; zr|wItuZwwEX_ajv?*_i2YRRGF?&3j#(B23?eh5Oqa1a^k2q$FGlTVx_D8j#@SV@Vh zEnzj+g4;(9FL<@X=pRc*y<(&J?yDmsKpARo#Z@Zof%|{yIxEKdD_zVe-$=_l^nHO0 zTG#&O+xS!)JpR6p&x&xN;&)yKXH#OCAC(rEP`PteboNq}RM`AaYlgF!D9n8+ZM{Z- zw;b-Vxd@}QEmHX}D;pxOF7{-ajS3}qkXKstky*8NIYDrKR$NCAz3>pyK$a1{?zx;o zR+B=Vv%M(2FK98EsXN3&tevCACd}O!Gp>(i}uRouAuU%0=D6q`1L}rF<|P-mZDCIG z;T<;T4|0(2E@kDYu|h;VwNpUxrQ!WJ*~$5|)|SVCvW2C`6(bUTCYe@eT+BW;U7LMs4wtSr$~qu z+&9_2$*W(wVIZLz+F^w;2YuyKh2IloLZaEskQf}qpdSTtIktDMf?72#S#u5?Yhoq@ zq|Q&P*J$2pGtiFr&40coa$SI~TUrl{^$KuD&gjqM&Nul0D|KZyS0mp!Yxn?c%o)x_ z7NP80daH@1RBD^M>EZm_F1ms`qYef5i0e0w;24^dZ>>h~Bc zSbldb5+5Zm`z6R@!e8&*;h(a@pyiHe5dUq)yb)r+?m2&+pp*<(cYQ*tNnK6Y$pip{ zIJ&$EYs-cojE^$?t+3O@n2qt|>!U3nVVHfWa}3@vXEYlZ*Tl2H59^<88NN&Zfn02v z8V&~J6qPsqGJmzvpHRbOr58Ea*Y6mM@v;I7cv_{OBQMb#E_o%t86sERJrsTu0nTyRa=MDQV zr+%AOfohE|uF0BVMUT^dWH$bEt5R7G6R=}QI5em%6{(*J#pAvQU?)^QCgVaU6>yX|PA$EF< z)VMI(8VK5zj`_fOK)xZD;q>U_MqObR>3e(k>o6s3Vd$ys_iKAYBJF=)DELC{fR>O;*b$38RV7K2^pg&@r*nz$)sa)9j(%{kI z&FOywQ!e=?1t=CG)&99d6OJu|JMn=aPyfbY_}0%5G=*^B@I5I7z;x^)NP}5SAQp9L zSNNl1arOMy83NEZ9<@2EaU!a+$JnM8?$3NAQ(3pl&%~l-(yyfk+w2uN>DrZVo+MoG zR@9Pr!J?wEKhODmb~e-qG#wVj3c34!eRJtw&^%8}0Opt(`cVjt zADj#Kqg~Td?>9(*R^ zo%oQ({ChrRkZ6ttv>g{ken4BFZ9;-3jtPJ%dQuYO69Jq48`T93-n(@kc!-+`vfg!rZMB7?-`%SDc}*DF<|w@g{`?U5rY<(tOyOW1i%|Y8=$E-d zx|JwPF;8s%tDAou!jd{K^I0(UTcgEB#TRuwUPEZF!|)!GdYc>~!KvZ7ar0diq^3)h zI%}3O8?ziLv*7vIO0nKj+WC6;`tq&XQCp@eFH&$Bnzz(r`mXi7$e63L;c+q6%3&#U z%yj&r4;&A3Q?Xa=DC=S#3!*HhDP%JJUh`j~@Lf492r@66ynIM_+tXa_5NdOSCim&o zN6i!b@b&Ws*P_cS*1~T#VWA(5G}QE7RC~6ia||YbKKTj|7o9T|8&(ZepZxKi`q6Zs z=_Yqg%{&9x}yTB09*maBc9kX^KHvRx`)>t*`serRXp&)=!*JTrXJ?C=#WP-Jk($t!}ITpYm+M}#Y1k2c8izSs9fnQAJ(JVn@s zZwDCZ)ZAUz4sS4X18g>;jx4QV4$?AE8KLbpa0rozkpTETO@e$Dp42vzw{|Vz1Oq{( zZg9;5>s{H7bS}$OsJYap*Go|Ky{fPkKB9H?ocU6izJ^l1qhKagntrk%rcon_ z#Hr4wyhgqk^L1|dsbA7$32*W}aB-$;in>O@mKG*w^HMWdJa+`I`WVdmW$qqr*B6ecth(te z3mSRMQwZnW-mlN<>tx=S|IL=?K$W8sB}{(e|+rnwiq+ryk8gfa-D!n^I< zYHDxeMdUjab5q0h9K8Z#mlLy0WmPb8zJGViyxVT~bqc_rDVnM}y8%ZZ+>D(smU}z* zqJbZB5fD&XYmPYG9{ebPo=b12uEZh=*rk&0LI)RgnEig|^?ezO!{w|e?T8CiNwjO_ zW~NJAtZ@{a;1fql&n1U#s{8uN3EJ&k<6Dxp=8d|)%u{yJt^~e(u4-V(GSnv41t#Id zr`ltnmdP%Y;FP_bxaewooz*$w31@%GZ9ZwB5Kk-RkZJmJLVX)V>)x|><)ZYNf%&ti z4ull$d6Ihf{>Qpj(ZW(zgSI$rHx?`HskE5a@4R-@efG~gC8BY#!p zwQz29-0b7`$Rv2G<0~GoiH=!Ya~l!E@%nY+hVckPxHv@L3eYfoNek>DgKnWVJi%`p z=K&_eta9$l+yArYKaAt?F#7mIYxcQ#X*i}*g|gblBkzWA?>C=_@tjNP-$a63GL%26 z?uA$~EurqSl^8Ge-L%T@y7V#m`v&yoXbZo<#c^O{UU-oTF(|{;6a2Wp|rsYqNR^VJWTIWN?N$P*5zN5^C4b%TPAl!ZQQNZ0=!z=uomE^T; zwx0TCMV*rMjS4y2Z2%4Cb78ef3? zx>oLO483f|dyHd`H=+DfSwz(5nm#A#NaUBa0f1HG8%Nemj77ZNW7t=)Z>yWEnaE$XA5xGFCJk@FQj=n223viAC)`kFVPjUqO z;%`dp;@bvsl;Xa4!KCr^5)ow0+JCDwJ!=Qg5G=0@|zq(dC=;`O(F zCG1*g?1H=T(QT7K=Wj{cCN{xu)^ln$_19c|eK2=1H0?JDxx9lb!+)L_F7ExU`^a3a z7!IR!c)VTkLs}JLQ=`ma>DgyA4{lO^tkdS&Cti@T#T6eZ=4wxTKD{o2h6}j{Y5`%e z(CvK-4IKVD#AE7ZD*U)lL%w4@s|G#kC*D>FcWbC~@eQRE*zB1aeG{xT7C*F1^|~7k zHy!TmQbRZ1LwbGb78se`C|lMx*K|MYHWq9Xp2XJBPuI=56(1x-3$US0#(KEe%S-{^ z#q8lk;oDOTa`{tkek07hfazdgEB_pq;?^ZsV|gu_KhzoVBl56Xx5IJBiYX71KLBE8yQv_N`wN2f&-x>lK;tCt0@jt*@28)xTEEL*BA*XdStQokRZY!)-@o3(BfGPN;KrxFb8M?=rm>;do7@AUTjSfQ-J@yeaF#~3!MUsL` zK3MC~IL22@^zwZ;M+wPMZJhmjt*Gm)j9q@XVNKIRd|PadB?+U>2wri*xe=2(<75e4 zYkuP6yNs9UiR03(VT4YK9TdN~?>cYkTfQE}nmW0Eh` za^e%2E?%*MC7Ha|0RufCAo&^lQ8>(T{z&0*AUC=gf7yl9!%k_e+= z#v%o;&qT2aIa8w>GNWN=@|X`fdq8c~;+t zf@d7|SIWWxE-`IN2`iq!y`~!!{ptfcijc3p`rMQ>IwcNDY(`|f0q0;}lJ)K9-uicw zAbc%3ow&BufJr$m-X&b8N9KspDRDxv8#eT(ZyS0-A0klUBzpzF{J!vU)&Q97i$|A(^unl>6R9? zx3<~5TvB1M-|@;I(!IPj5{2QWQS z1D^*f96M<~tGKcLUi*CKW7x*{uSXO?`q`pB5?xg^%gfnv?^Bk$Nq|<7z&3YH8(=ey z-rHUWDH{#p?YQk8z5QxoH9aSd60$a&KFm@gi014XcRm-gySt5uOz}u#Mo(Z~O%Yg6 z?AD>G$|xT_-~5UlC;6+AE?$ERK@>5fItb$R5H*qO^B3{QQ}?o)9@=Q&xc_vS>Rr$L zxYq@gL-9G(&v4Oq`)4rN2G64mh7SJ1^lq)|Pl6)CNjT8np+>80Uc{rhx$RB=FT1rL z-M!908NgZRVyBV5LU5BrX|_Ybkf>i&q4Bta1b*AT-N(%CmWWy{4q4+fY#|XqgIIHW0MhP724m~ zC4axU8PIB9VjmPySWUpCUASxuOAdy8I+91*ts)uWA?jD8f7l9>Nqy(g2p-?4En{6K z%MtaWBMd0jGy^~&v91W87i2_^;lZ@<7XJ1-d?STO&p%s14lHlkK*=xEXWlO%7?C@@ zpLOY=-Bsb}dadhT0LyH9z+e0NA?&&FMnn-^Pf5UTaZBkzrqsa2P%b$xvGQnMk2=BE^8U@&=q+%yev3mMtiCmA64^5?K z=Ebs{+5DtEou2`DJv0peXH@?B(;lUhEs^aMcDX=tlBXlDWi z>Zg^~1n&@zW~Ya!h5ImPQ_gV*ZigQysIFrJnL~ViC@6np$d<73-VQG_=z7K)kM<|H zf1WRdD&r9Zb_R-mm~vO~jcrmz z^S?~^*E|J?fE&C8fB7_;C~}j+FtQXYy)E<%v!m9lBAjpkT52g03wT zu+oQ0wkoNa~PFO-q$MdoxS-^S9rD?0*@e!tRBbq^-G6j8XH|#z?*>x-rS} z{*SHq_Y5GHBFPiOr7Knem)Y|;*o5Y3O0X_?U!kx<2)2gavUd@Z@0|pprs^i1LtP1> zF`8-H%r|@GH8!3mT-Y#}G10BIePDx5-fXs9duVr{Q-bWFOl!-;ZmgQPRB+8M z?VJ68Hi{)>ZLQ>6S^<(hA_eGUB$3=5FuhH)v4jK(ld2iO+0dK@RMCw@lBEjPAuZ@} z8aIN=)m)J8-+TKHC#W=AfIc}4Q1ma29|{%_+{yQbmd@F&eMR-oWTIsz6Ovih%Ytd8 zPJ|=Am~>0Ulk1@-X)q8xTzqmIX2Lcob}HgidN^V3;9Gp039`ck1?R(+QA0w76^F$} zpy2Y(`-oPA;rj-G$GJZQn&!9->+ zKL^i9j@G%rnYJR%Wh^>~S)no-$nKCp=qS`b+&cqQ%pxLBw`elKSDFk4r2SEcy4bIi zbP{^q;v0ZbpQJ`=@Ed9!ZbV{$FNh>60;*fwh5K4~6ln*w(mF)M>7dUt%ylJxcq>+qq_>3}=E;*Z9#d zVl4%6w1$pmp?CB8#zY82=oD5bk!>(dx|&<`k0%fCJ)~g@4Jy*1ug+Ss=fT+2c1F91 z9?eYX`vbzAjIV+3kzEjwCyrQ74w=AyqzkGbx;Kqwr}- zO?2yo$3Q>-n><4&*1oBHm4ffcte+XgFL(#n3&><-8ZQkO%v^IH$!QE*Spd69uOPT% z#?g+Ge{|-z5RNekV6JRMLLl%qV!#60vi0hL28o=HNdk9DRGXfcO=f3GwFYPU$pN*b zmx)G)WcfhPf7pa|vUnBZ-b*gOchR@c(-)D%fj#v6fisR;Oi&?!a1zTXw*xudZ^KvZQUnK+wIZiX^`*L{e$Z6U+IKiUwt`#G?Ir-*nc%4G;G&WjNxq3Bdq@M%qUkVT#u-4BvlM;*{#ku%10L6Z*kbkVFZ~Lf)7;yYw~Ljz z*fPB(a#9|j$-gOTT~xR9^G}T=7o5#D_KQg+J7)tontf-_*~)%VI(NGyWzOlR2LAVc ygbLpgF{31)scUiX>i_d4KR -

Why Markdown format? - -Markdown is a lightweight markup language with plain text formatting syntax created by [John Gruber](https://daringfireball.net). It is designed so that it can be converted to HTML and many other formats using any number of various Markdown editors. Markdown is often used to format readme files, for writing books, blogs and messages, or to simply create rich text using a plain text or markkdown editor. - - - -
- Discussions & Issues - -Feel free to visit our [discussions](https://github.com/OldManUmby/OGL-SRD5/discussions) forum to examine publishing ideas regarding the D&D SRD. Please **REport** any [issues](https://github.com/OldManUmby/OGL-SRD5/issues) you find through Github. As an alternative, you can **REfork & REuse** this project through a Github [pull request](https://github.com/OldManUmby/OGL-SRD5/pulls). - -
- -
- Get Downloads - -* Download the latest [Release](https://github.com/OldManUmby/DND.SRD.Wiki/releases) which includes the complete repository of all files. -* Download the [Markdown](https://github.com/OldManUmby/DND.SRD.Wiki/archive/master.zip) or select another [publishing format](https://github.com/OldManUmby/DND.SRD.Wiki/tree/master/downloads). -* Download the official [SRD v5.1 in PDF format](http://media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf) -* Download the official [Errata and FREE Basic Rules](http://dnd.wizards.com/articles/features/basicrules). -* Download the official [Characters Sheets](http://dnd.wizards.com/articles/features/character_sheets). - -
- ---- - -© 2015 Wizards. All Rights Reserved. Dungeons & Dragons® is a trademark[s] of Wizards of the Coast. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at [www.wizards.com](http://www.wizards.com). - -Website, markdown conversion and extended formats by [Old Man Umby](http://www.oldmanumby.com). By permission, this website utilizes official material and images from the [Wizard's Fan Site Kit](http://dnd.wizards.com/articles/features/fan-site-kit). Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. diff --git a/changelog.md b/changelog.md deleted file mode 100644 index 53e19f8..0000000 --- a/changelog.md +++ /dev/null @@ -1,152 +0,0 @@ -## To Do & Under Development - -- [ ] Capitalize folder and file names for improved styling in Obsidian. -- [ ] REadjust capitalizations and placement of headers across all documents. -- [ ] Add HR (horizonal rules) between subjects in lists (spells, monsters, magic items etc.). - -**[Submit a suggestion, issue or contribute](https://github.com/Umbyology/OGL-SRD5/issues)** - ---- - -## March 5th, 2022 - -- [x] Obsidian version of the D&D 5E SRD. - - [x] Races. - - [x] Classes. - - [x] Multiclassing. - - [x] Personalizations. - - [x] Equipment. - - [x] Abilities. - - [x] Adventuring. - - [x] Combat. - - [x] Spellcasting. - - [x] Spells. - - [x] Gamemastering. - - [x] Treasure. - - [x] Monsters. - - [x] Creatures. - - [x] NPCs. -- [x] REorganized documents. -- [x] Issue new release for current version. - -## February 18th, 2022 - -- [x] Merge + fixed equipment list issues (items at wrong location). -- [x] Added new release [DND-SRD5 v0.4.4](https://github.com/OldManUmby/OGL-SRD5/releases). - -## November 1st, 2021 - -- [x] Fixed minor syntax and formatting issues in Markdown. -- [x] Updated all exported compiled file formats. - -## December 10th, 2020 - -- [x] Added Github Discussions to repository. -- [x] Added Github Pages. -- [x] Redesigned website utilizing Github Pages with [Jekyll](https://jekyllrb.com/docs/pages/). -- [x] Redirected domain name to Github Pages. -- [x] Re-organized repository files. -- [x] Adjusted README files. -- [x] Adjusted the page titles and removed TOC header from pages. - -## November 23rd, 2020 - -- [x] Removed chapter references within the SRD. - -## October 2nd, 2020 - -- [x] Reinstalled GRAV with theme and various plugins from scratch. -- [x] Updated all pages fixing numerous markdown issues. -- [x] Added missing spells. -- [x] Reorganized pages. -- [x] Updated composite files for DOCX. -- [x] Compiled pages into all new download formats. -- [x] Add site icon to the upper-left sidebar. - -## April 17th, 2020 - -- [x] Created (from scratch) new Markdown and MS Word versions (v0.4.0) of the D&D SRD 5.1. -- [x] Better organize SRD into more usable chapters. -- [x] All updated content uploaded to the website. - -## February 9th, 2020 - -- [x] Updated homepage cover art and format descriptions. - -## November 4th, 2019 - -- [x] Completely remastered ALL Markdown and DOCX documents from scratch! -- [x] Create BETA documents in Apple Pages and EPUB (needs more editing). -- [x] Basic styling added to extended formats. -- [x] Added new RE& logo. -- [x] Fixed many, many formatting and style errors. - -## October 29th, 2019 - -- [x] Adjust SRD and all extended document formats for DMG, MM and PH Errata (Nov 2018) from [Wizards](https://dnd.wizards.com/articles/sage-advice/errata-november-2018). Not an official Wizard's SRD update, but it needed to be done. - -## October 10th, 2019 - -- [x] Adjusted styles in MS Word Compile for readability. Fixed errors in formatting. - -## October 8th, 2019 - -- [x] Technical corrections in the Markdown across nearly every section, chapter and page. -- [x] Created DOCX versions available for download, [see Introduction page](https://ogl-srd5.com). - -## August 22nd, 2019 - -- [x] Updated compilation view/download links and "created-by" statement. Reverse-ordered the changelog dates so the latest dates are top of page. - -## June 1st, 2019 - -- [x] Updated copyright text for readability. -- [x] Updated Markdown in Changelog removing Font Awesome syntax. - -## May 26th, 2019 - -- [x] Ajusted page text on Home Defailt.md to reflect new public wiki-like features thru [GitHub](http://github.com). - -## May 25th, 2019 - -- [x] Merged various Markdown [edits](https://github.com/Umbyology/OGL-SRD5/pulls?q=is%3Apr+is%3Aclosed) from GitHub contributors. Thank you! - -## May 17th, 2019 - -- [x] Reinstalled [Learn2 with Git Sync Skeleton](https://github.com/hibbitts-design/grav-theme-learn2-git-sync) theme and [GRAV](https://getgrav.org) from scratch, thus fixing an issue with some long markdown pages not displaying or generating an Error 505. Installed various GRAV plugins to match previous site installation. Changed the default theme colors for a more printer-friendly interface. - -## March 31st, 2019 - -- [x] Merged various Markdown [edits](https://github.com/Umbyology/OGL-SRD5/pulls?q=is%3Apr+is%3Aclosed) from GitHub contributors. Thank you! - -## March 8th, 2019 - -- [x] Add [TNT Search](https://github.com/trilbymedia/grav-plugin-tntsearch), a powerful indexed-based full text search engine. -- [x] Add a [custom Google search](https://cse.google.com/cse?cx=001286843246981938841:_5jzoxwanvq) option to the SRD. - -## April 28th, 2018 - -- [x] Create Changelog. -- [x] Create Introduction page using media from the [Wizard's Fan Site Kit](http://dnd.wizards.com/articles/features/fan-site-kit). -- [x] Installed [Table of Contents (TOC) plugin](https://github.com/sommerregen/grav-plugin-toc) for [GRAV](https://getgrav.org). -- [x] Add alphabet headers to [spell lists](http://ogl-srd5.com/spellcasting) for [TOC](https://github.com/sommerregen/grav-plugin-toc). -- [x] Install SSL certificate (HTTPS) for primary and mail domains. -- [x] Activate "Force SSL" globally in [GRAV](https://getgrav.org). -- [x] Create a Markdown compilation of all SRD pages at the [SRD GitHub repo](https://github.com/Umbyology/OGL-SRD5/blob/master/D%26D%205E%20SRD%20v5.1%20Compilation.md). -- [x] Add alphabet headers to [magic items](http://ogl-srd5.com/magic) for [TOC](https://github.com/sommerregen/grav-plugin-toc). -- [x] Change theme CSS colors. - -## April 27th, 2018 - -- [x] Create [OGL-SRD5 GitHub repository](https://github.com/Umbyology/OGL-SRD5). Sync with [GitHub Desktop](https://desktop.github.com) app. -- [x] Create section folders and upload SRD markdown pages. -- [x] Purchase [OGL-SRD5.com](http://ogl-srd5.com) domain. -- [x] Create [OGL-SRD5.com](http://ogl-srd5.com) hosting account with [Juxtagames, LLC](http://juxta.games). -- [x] Create [OGL-SRD5.com](http://ogl-srd5.com) website using [GRAV open source flat-file CMS](https://getgrav.org). -- [x] Install custom [Learn2 with Git Sync](https://github.com/hibbitts-design/grav-theme-learn2-git-sync) theme for [GRAV](https://getgrav.org). -- [x] Install various [Plugins for GRAV](https://getgrav.org/downloads/plugins). -- [x] Sync website with [GitHub repo](https://github.com/Umbyology/OGL-SRD5) with [Git Sync plugin](https://github.com/trilbymedia/grav-plugin-git-sync) for [GRAV](https://getgrav.org). - -## April 24th, 2018 - -- [x] Complete conversion of original [D&D 5E SRD 5.1](http://dnd.wizards.com/articles/features/systems-reference-document-srd) from PDF format to [Markdown](https://daringfireball.net/projects/markdown) format. Adjust all markdown headers. diff --git a/documents/.DS_Store b/documents/.DS_Store deleted file mode 100644 index d0ce76324915a081c9d265ad547262ef40c2fb85..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 8196 zcmeI1v2GJV5Qb+HCpm;blrFE}0Z2uAB#x*M5=No|g(Oyp3$7JPQikFVdq+-dVVx`0>xj86+>v~@q`b@0rFehZZY3Ax(j8Qtn{-##oZZbPw7~5_CI!eCwM#hPjGicX#RcX&*uEKU%xLj_2gTd zk7jMo=Qip~6Q=z%m!J2H?uE6ARm+OXiI~j#)`xeVYsp7*&1W*|OLL|D6j%0>_1d5Z znCC+yIC``6PIvz7kB4pW^D(%w@$CSfv7Cx1~Pk|9k24|5YN{Sf+p} zuwn&VZ!jF}U{J}eqv1K%&T;MI;=+DSus#HpPsd?>Iu1Mk!w~m5Tsfu?+XRazDF5If QAli#<|Myd2)g@Bk4`ya^o&W#< diff --git a/documents/classes/barbarian.md b/documents/classes/barbarian.md deleted file mode 100644 index ec42cc8..0000000 --- a/documents/classes/barbarian.md +++ /dev/null @@ -1,159 +0,0 @@ -# Barbarian - -### Class Features - -As a barbarian, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d12 per barbarian level - -**Hit Points at 1st Level:** 12 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per barbarian level after 1st - -#### Proficiencies - -**Armor:** Light armor, medium armor, shields - -**Weapons:** Simple weapons, martial weapons - -**Tools:** None - -**Saving Throws:** Strength, Constitution - -**Skills:** Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) a greataxe or (*b*) any martial melee weapon -- (*a*) two handaxes or (*b*) any simple weapon -- An explorer's pack and four javelins - -**Table- The Barbarian** - -| Level | Proficiency Bonus | Features | Rages | Rage Damage | -|-------|-------------------|-------------------------------|-----------|-------------| -| 1st | +2 | Rage, Unarmored Defense | 2 | +2 | -| 2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 | -| 3rd | +2 | Primal Path | 3 | +2 | -| 4th | +2 | Ability Score Improvement | 3 | +2 | -| 5th | +3 | Extra Attack, Fast Movement | 3 | +2 | -| 6th | +3 | Path feature | 4 | +2 | -| 7th | +3 | Feral Instinct | 4 | +2 | -| 8th | +3 | Ability Score Improvement | 4 | +2 | -| 9th | +4 | Brutal Critical (1 die) | 4 | +3 | -| 10th | +4 | Path feature | 4 | +3 | -| 11th | +4 | Relentless | 4 | +3 | -| 12th | +4 | Ability Score Improvement | 5 | +3 | -| 13th | +5 | Brutal Critical (2 dice) | 5 | +3 | -| 14th | +5 | Path feature | 5 | +3 | -| 15th | +5 | Persistent Rage | 5 | +3 | -| 16th | +5 | Ability Score Improvement | 5 | +4 | -| 17th | +6 | Brutal Critical (3 dice) | 6 | +4 | -| 18th | +6 | Indomitable Might | 6 | +4 | -| 19th | +6 | Ability Score Improvement | 6 | +4 | -| 20th | +6 | Primal Champion | Unlimited | +4 | -| | | | | | - -### Rage - -In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. - -While raging, you gain the following benefits if you aren't wearing heavy armor: - -- You have advantage on Strength checks and Strength saving throws. -- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. -- You have resistance to bludgeoning, piercing, and slashing damage. - -If you are able to cast spells, you can't cast them or concentrate on them while raging. - -Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. - -Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. - -### Unarmored Defense - -While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. - -### Reckless Attack - -Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. - -### Danger Sense - -At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. - -You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. - -### Primal Path - -At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Extra Attack - -Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - -### Fast Movement - -Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. - -### Feral Instinct - -By 7th level, your instincts are so honed that you have advantage on initiative rolls. - -Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. - -### Brutal Critical - -Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. - -This increases to two additional dice at 13th level and three additional dice at 17th level. - -### Relentless Rage - -Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. - -Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. - -### Persistent Rage - -Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. - -### Indomitable Might - -Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total. - -### Primal Champion - -At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. - -## Barbarian Paths - -### Path of the Berserker - -For some barbarians, rage is a means to an end- that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being. - -#### Frenzy - -Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A). - -#### Mindless Rage - -Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. - -#### Intimidating Presence - -Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. - -If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours. - -#### Retaliation - -Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. \ No newline at end of file diff --git a/documents/classes/bard.md b/documents/classes/bard.md deleted file mode 100644 index bbcb8b3..0000000 --- a/documents/classes/bard.md +++ /dev/null @@ -1,180 +0,0 @@ -# Bard - -### Class Features - -As a bard, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d8 per bard level - -**Hit Points at 1st Level:** 8 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per bard level after 1st - -#### Proficiencies - -**Armor:** Light armor - -**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords - -**Tools:** Three musical instruments of your choice - -**Saving Throws:** Dexterity, Charisma - -**Skills:** Choose any three - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) a rapier, (*b*) a longsword, or (*c*) any simple weapon -- (*a*) a diplomat's pack or (*b*) an entertainer's pack -- (*a*) a lute or (*b*) any other musical instrument -- Leather armor and a dagger - -**Table- The Bard** - -| Level | Proficiency Bonus | Features | Spells Known | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | -|-------|-------------------|------------------------------------------------------|--------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----| -| 1st | +2 | Spellcasting, Bardic Inspiration (d6) | 2 | 4 | 2 | - | - | - | - | - | - | - | - | -| 2nd | +2 | Jack of All Trades, Song of Rest (d6) | 2 | 5 | 3 | - | - | - | - | - | - | - | - | -| 3rd | +2 | Bard College, Expertise | 2 | 6 | 4 | 2 | - | - | - | - | - | - | - | -| 4th | +2 | Ability Score Improvement | 3 | 7 | 4 | 3 | - | - | - | - | - | - | - | -| 5th | +3 | Bardic Inspiration (d8), Font of Inspiration | 3 | 8 | 4 | 3 | 2 | - | - | - | - | - | - | -| 6th | +3 | Countercharm, Bard College Feature | 3 | 9 | 4 | 3 | 3 | - | - | - | - | - | - | -| 7th | +3 | - | 3 | 10 | 4 | 3 | 3 | 1 | - | - | - | - | - | -| 8th | +3 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 2 | - | - | - | - | - | -| 9th | +4 | Song of Rest (d8) | 3 | 12 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | -| 10th | +4 | Bardic Inspiration (d10), Expertise, Magical Secrets | 4 | 14 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | -| 11th | +4 | - | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 12th | +4 | Ability Score Improvement | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 13th | +5 | Song of Rest (d10) | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 14th | +5 | Magical Secrets, Bard College Feature | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 15th | +5 | Bardic Inspiration (d12) | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 16th | +5 | Ability Score Improvement | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 17th | +6 | Song of Rest (d12) | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | -| 18th | +6 | Magical Secrets | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | -| 19th | +6 | Ability Score Improvement | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -| 20th | +6 | Superior Inspiration | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | -| | | | | | | | | | | | | | | - -### Spellcasting - -You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. - -Your spells are part of your vast repertoire, magic that you can tune to different situations. - -#### Cantrips - -You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. - -#### Spell Slots - -The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. - -For example, if you know the 1st-level spell *cure wounds* and have a 1st-level and a 2nd-level spell slot available, you can cast *cure wounds* using either slot. - -#### Spells Known of 1st Level and Higher - -You know four 1st-level spells of your choice from the bard spell list. - -The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. - -Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. - -#### Spellcasting Ability - -Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. - -**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier - -**Spell attack modifier** = your proficiency bonus + your Charisma modifier - -#### Ritual Casting - -You can cast any bard spell you know as a ritual if that spell has the ritual tag. - -#### Spellcasting Focus - -You can use a musical instrument as a spellcasting focus for your bard spells. - -### Bardic Inspiration - -You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. - -Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. - -You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. - -Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. - -### Jack of All Trades - -Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. - -### Song of Rest - -Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. - -The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. - -### Bard College - -At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level. - -### Expertise - -At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. - -At 10th level, you can choose another two skill proficiencies to gain this benefit. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Font of Inspiration - -Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. - -### Countercharm - -At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). - -### Magical Secrets - -By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. - -The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. - -You learn two additional spells from any classes at 14th level and again at 18th level. - -### Superior Inspiration - -At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use. - -## Bard Colleges - -### College of Lore - -Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. - -The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. - -The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. - -#### Bonus Proficiencies - -When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. - -#### Cutting Words - -Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed. - -#### Additional Magical Secrets - -At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. - -#### Peerless Skill - -Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail. \ No newline at end of file diff --git a/documents/classes/cleric.md b/documents/classes/cleric.md deleted file mode 100644 index 6d6c8d7..0000000 --- a/documents/classes/cleric.md +++ /dev/null @@ -1,193 +0,0 @@ -# Cleric - -### Class Features - -As a cleric, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d8 per cleric level - -**Hit Points at 1st Level:** 8 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per cleric level after 1st - -#### Proficiencies - -**Armor:** Light armor, medium armor, shields - -**Weapons:** Simple weapons - -**Tools:** None - -**Saving Throws:** Wisdom, Charisma - -**Skills:** Choose two from History, Insight, Medicine, Persuasion, and Religion - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) a mace or (*b*) a warhammer (if proficient) -- (*a*) scale mail, (*b*) leather armor, or (*c*) chain mail (if proficient) -- (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon -- (*a*) a priest's pack or (*b*) an explorer's pack -- A shield and a holy symbol - -**Table- The Cleric** - -| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | -|-------|-------------------|-------------------------------------------------------------------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----| -| 1st | +2 | Spellcasting, Divine Domain | 3 | 2 | - | - | - | - | - | - | - | - | -| 2nd | +2 | Channel Divinity (1/rest), Divine Domain Feature | 3 | 3 | - | - | - | - | - | - | - | - | -| 3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - | -| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - | -| 5th | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | - | - | - | - | - | - | -| 6th | +3 | Channel Divinity (2/rest), Divine Domain Feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - | -| 7th | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - | -| 8th | +3 | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - | -| 9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | -| 10th | +4 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | -| 11th | +4 | Destroy Undead (CR 2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 14th | +5 | Destroy Undead (CR 3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 17th | +6 | Destroy Undead (CR 4), Divine Domain Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | -| 18th | +6 | Channel Divinity (3/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | -| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -| 20th | +6 | Divine Intervention improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | -| | | | | | | | | | | | | | - -### Spellcasting - -As a conduit for divine power, you can cast cleric spells. - -#### Cantrips - -At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. - -#### Preparing and Casting Spells - -The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. - -You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. - -For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. - -You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. - -#### Spellcasting Ability - -Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. - -**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier - -**Spell attack modifier** = your proficiency bonus + your Wisdom modifier - -#### Ritual Casting - -You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. - -#### Spellcasting Focus - -You can use a holy symbol as a spellcasting focus for your cleric spells. - -### Divine Domain - -Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. - -#### Domain Spells - -Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. - -If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you. - -### Channel Divinity - -At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. - -When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. - -Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. - -Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. - -#### Channel Divinity: Turn Undead - -As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. - -A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Destroy Undead - -Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. - -**Table- Destroy Undead** - -| Cleric Level | Destroys Undead of CR ... | -|--------------|---------------------------| -| 5th | 1/2 or lower | -| 8th | 1 or lower | -| 11th | 2 or lower | -| 14th | 3 or lower | -| 17th | 4 or lower | -| | | - -### Divine Intervention - -Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. - -Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. - -If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. - -At 20th level, your call for intervention succeeds automatically, no roll required. - -## Cleric Domains - -### Life Domain - -The Life domain focuses on the vibrant positive energy-one of the fundamental forces of the universe-that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). - -**Table- Life Domain Spells** - -| Cleric Level | Spells | -|--------------|--------------------------------------| -| 1st | bless, cure wounds | -| 3rd | lesser restoration, spiritual weapon | -| 5th | beacon of hope, revivify | -| 7th | death ward, guardian of faith | -| 9th | mass cure wounds, raise dead | -| | | - -#### Bonus Proficiency - -When you choose this domain at 1st level, you gain proficiency with heavy armor. - -#### Disciple of Life - -Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. - -#### Channel Divinity: Preserve Life - -Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. - -As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. - -#### Blessed Healer - -Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level. - -#### Divine Strike - -At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. - -#### Supreme Healing - -Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. \ No newline at end of file diff --git a/documents/classes/druid.md b/documents/classes/druid.md deleted file mode 100644 index 5755c66..0000000 --- a/documents/classes/druid.md +++ /dev/null @@ -1,264 +0,0 @@ -# Druid - -### Class Features - -As a druid, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d8 per druid level - -**Hit Points at 1st Level:** 8 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per druid level after 1st - -#### Proficiencies - -**Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) - -**Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears - -**Tools:** Herbalism kit - -**Saving Throws:** Intelligence, Wisdom - -**Skills:** Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) a wooden shield or (*b*) any simple weapon -- (*a*) a scimitar or (*b*) any simple melee weapon -- Leather armor, an explorer's pack, and a druidic focus - -**Table- The Druid** - -| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | -|-------|-------------------|---------------------------------------------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----| -| 1st | +2 | Druidic, Spellcasting | 2 | 2 | - | - | - | - | - | - | - | - | -| 2nd | +2 | Wild Shape, Druid Circle | 2 | 3 | - | - | - | - | - | - | - | - | -| 3rd | +2 | - | 2 | 4 | 2 | - | - | - | - | - | - | - | -| 4th | +2 | Wild Shape Improvement, Ability Score Improvement | 3 | 4 | 3 | - | - | - | - | - | - | - | -| 5th | +3 | - | 3 | 4 | 3 | 2 | - | - | - | - | - | - | -| 6th | +3 | Druid Circle feature | 3 | 4 | 3 | 3 | - | - | - | - | - | - | -| 7th | +3 | - | 3 | 4 | 3 | 3 | 1 | - | - | - | - | - | -| 8th | +3 | Wild Shape Improvement, Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | - | - | - | - | - | -| 9th | +4 | - | 3 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | -| 10th | +4 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | -| 11th | +4 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 13th | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 14th | +5 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 15th | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 17th | +6 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | -| 18th | +6 | Timeless Body, Beast Spells | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | -| 19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -| 20th | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | -| | | | | | | | | | | | | | - -### Druidic - -You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. - -### Spellcasting - -Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. - -#### Cantrips - -At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. - -#### Preparing and Casting Spells - -The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. - -You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. - -For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. - -You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. - -### Spellcasting Ability - -Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. - -**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier - -**Spell attack modifier** = your proficiency bonus + your Wisdom modifier - -### Ritual Casting - -You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. - -#### Spellcasting Focus - -You can use a druidic focus as a spellcasting focus for your druid spells. - -### Wild Shape - -Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. - -Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. - -**Table- Beast Shapes** - -| Level | Max. CR | Limitations | Example | -|-------|---------|-----------------------------|-------------| -| 2nd | 1/4 | No flying or swimming speed | Wolf | -| 4th | 1/2 | No flying speed | Crocodile | -| 8th | 1 | - | Giant eagle | -| | | | | - -You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. - -While you are transformed, the following rules apply: - -- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. -- When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. -- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast. -- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. -- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. - -### Druid Circle - -At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Timeless Body - -Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. - -### Beast Spells - -Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components. - -### Archdruid - -At 20th level, you can use your Wild Shape an unlimited number of times. - -Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape. - -## Druid Circles - -### Circle of the Land - -The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites. - -#### Bonus Cantrip - -When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. - -#### Natural Recovery - -Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. - -For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. - -#### Circle Spells - -Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land-arctic, coast, desert, forest, grassland, mountain, or swamp-and consult the associated list of spells. - -Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. - -**Table- Arctic Circle Spells** - -| Druid Level | Circle Spells | -|-------------|-----------------------------------| -| 3rd | hold person, spike growth | -| 5th | sleet storm, slow | -| 7th | freedom of movement, ice storm | -| 9th | commune with nature, cone of cold | -| | | - -**Table- Coast Circle Spells** - -| Druid Level | Circle Spells | -|-------------|------------------------------------| -| 3rd | mirror image, misty step | -| 5th | water breathing, water walk | -| 7th | control water, freedom of movement | -| 9th | conjure elemental, scrying | -| | | - -**Table- Desert Circle Spells** - -| Druid Level | Circle Spells | -|-------------|-----------------------------------------------| -| 3rd | blur, silence | -| 5th | create food and water, protection from energy | -| 7th | blight, hallucinatory terrain | -| 9th | insect plague, wall of stone | -| | | - -**Table- Forest Circle Spells** - -| Druid Level | Circle Spells | -|-------------|----------------------------------| -| 3rd | barkskin, spider climb | -| 5th | call lightning, plant growth | -| 7th | divination, freedom of movement | -| 9th | commune with nature, tree stride | -| | | - -**Table- Grassland Circle Spells** - -| Druid Level | Circle Spells | -|-------------|----------------------------------| -| 3rd | invisibility, pass without trace | -| 5th | daylight, haste | -| 7th | divination, freedom of movement | -| 9th | dream, insect plague | -| | | - -**Table- Mountain Circle Spells** - -| Druid Level | Circle Spells | -|-------------|---------------------------------| -| 3rd | spider climb, spike growth | -| 5th | lightning bolt, meld into stone | -| 7th | stone shape, stoneskin | -| 9th | passwall, wall of stone | -| | | - -**Table- Swamp Circle Spells** - -| Druid Level | Circle Spells | -|-------------|--------------------------------------| -| 3rd | acid arrow, darkness | -| 5th | water walk, stinking cloud | -| 7th | freedom of movement, locate creature | -| 9th | insect plague, scrying | -| | | - -#### Land's Stride - -Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. - -In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the *entangle* spell. - -#### Nature's Ward - -When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease. - -#### Nature's Sanctuary - -When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. - -The creature is aware of this effect before it makes its attack against you. - ->**Sacred Plants and Wood** -> ->A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe. -> ->Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins. -> ->Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants. -> ->**Druids and the Gods** -> ->Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples. \ No newline at end of file diff --git a/documents/classes/fighter.md b/documents/classes/fighter.md deleted file mode 100644 index 899dad4..0000000 --- a/documents/classes/fighter.md +++ /dev/null @@ -1,148 +0,0 @@ -# Fighter - -### Class Features - -As a fighter, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d10 per fighter level - -**Hit Points at 1st Level:** 10 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per fighter level after 1st - -#### Proficiencies - -**Armor:** All armor, shields - -**Weapons:** Simple weapons, martial weapons - -**Tools:** None - -**Saving Throws:** Strength, Constitution - -**Skills:** Choose two skills from Acrobatics, Animal, Handling, Athletics, History, Insight, Intimidation, Perception, and Survival - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) chain mail or (*b*) leather armor, longbow, and 20 arrows -- (*a*) a martial weapon and a shield or (*b*) two martial weapons -- (*a*) a light crossbow and 20 bolts or (*b*) two handaxes -- (*a*) a dungeoneer's pack or (*b*) an explorer's pack - -**Table- The Fighter** - -| Level | Proficiency Bonus | Features | -|-------|-------------------|---------------------------------------------------| -| 1st | +2 | Fighting Style, Second Wind | -| 2nd | +2 | Action Surge (one use) | -| 3rd | +2 | Martial Archetype | -| 4th | +2 | Ability Score Improvement | -| 5th | +3 | Extra Attack | -| 6th | +3 | Ability Score Improvement | -| 7th | +3 | Martial Archetype Feature | -| 8th | +3 | Ability Score Improvement | -| 9th | +4 | Indomitable (one use) | -| 10th | +4 | Martial Archetype Feature | -| 11th | +4 | Extra Attack (2) | -| 12th | +4 | Ability Score Improvement | -| 13th | +5 | Indomitable (two uses) | -| 14th | +5 | Ability Score Improvement | -| 15th | +5 | Martial Archetype Feature | -| 16th | +5 | Ability Score Improvement | -| 17th | +6 | Action Surge (two uses), Indomitable (three uses) | -| 18th | +6 | Martial Archetype Feature | -| 19th | +6 | Ability Score Improvement | -| 20th | +6 | Extra Attack (3) | -| | | | - -### Fighting Style - -You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. - -#### Archery - -You gain a +2 bonus to attack rolls you make with ranged weapons. - -#### Defense - -While you are wearing armor, you gain a +1 bonus to AC. - -#### Dueling - -When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - -#### Great Weapon Fighting - -When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - -#### Protection - -When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. - -#### Two-Weapon Fighting - -When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. - -### Second Wind - -You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - -### Action Surge - -Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. - -Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - -### Martial Archetype - -At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. - -### Ability Score Improvement - -When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Extra Attack - -Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - -The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. - -### Indomitable - -Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. - -You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. - -## Martial Archetypes - -Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. - -### Champion - -The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. - -#### Improved Critical - -Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. - -#### Remarkable Athlete - -Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. - -In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. - -#### Additional Fighting Style - -At 10th level, you can choose a second option from the Fighting Style class feature. - -#### Superior Critical - -Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. - -#### Survivor - -At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. \ No newline at end of file diff --git a/documents/classes/monk.md b/documents/classes/monk.md deleted file mode 100644 index 9609f4f..0000000 --- a/documents/classes/monk.md +++ /dev/null @@ -1,201 +0,0 @@ -# Monk - -### Class Features - -As a monk, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d8 per monk level - -**Hit Points at 1st Level:** 8 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per monk level after 1st - -#### Proficiencies - -**Armor:** None - -**Weapons:** Simple weapons, shortswords - -**Tools:** Choose one type of artisan's tools or one musical instrument - -**Saving Throws:** Strength, Dexterity - -**Skills:** Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) a shortsword or (*b*) any simple weapon -- (*a*) a dungeoneer's pack or (*b*) an explorer's pack -- 10 darts - -**Table- The Monk** - -| Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features | -|-------|-------------------|--------------|-----------|--------------------|--------------------------------------------------| -| 1st | +2 | 1d4 | - | - | Unarmored Defense, Martial Arts | -| 2nd | +2 | 1d4 | 2 | +10 ft. | Ki, Unarmored Movement | -| 3rd | +2 | 1d4 | 3 | +10 ft. | Monastic Tradition, Deflect Missiles | -| 4th | +2 | 1d4 | 4 | +10 ft. | Ability Score Improvement, Slow Fall | -| 5th | +3 | 1d6 | 5 | +10 ft. | Extra Attack, Stunning Strike | -| 6th | +3 | 1d6 | 6 | +15 ft. | Ki-Empowered Strikes, Monastic Tradition Feature | -| 7th | +3 | 1d6 | 7 | +15 ft. | Evasion, Stillness of Mind | -| 8th | +3 | 1d6 | 8 | +15 ft. | Ability Score Improvement | -| 9th | +4 | 1d6 | 9 | +15 ft. | Unarmored Movement improvement | -| 10th | +4 | 1d6 | 10 | +20 ft. | Purity of Body | -| 11th | +4 | 1d8 | 11 | +20 ft. | Monastic Tradition Feature | -| 12th | +4 | 1d8 | 12 | +20 ft. | Ability Score Improvement | -| 13th | +5 | 1d8 | 13 | +20 ft. | Tongue of the Sun and Moon | -| 14th | +5 | 1d8 | 14 | +25 ft. | Diamond Soul | -| 15th | +5 | 1d8 | 15 | +25 ft. | Timeless Body | -| 16th | +5 | 1d8 | 16 | +25 ft. | Ability Score Improvement | -| 17th | +6 | 1d10 | 17 | +25 ft. | Monastic Tradition Feature | -| 18th | +6 | 1d10 | 18 | +30 ft. | Empty Body | -| 19th | +6 | 1d10 | 19 | +30 ft. | Ability Score Improvement | -| 20th | +6 | 1d10 | 20 | +30 ft. | Perfect Self | -| | | | | | | - -### Unarmored Defense - -Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. - -### Martial Arts - -At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two- handed or heavy property. - -You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: - -- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. -- You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. -- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. - -Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon. - -### Ki - -Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. - -You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. - -When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. - -Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: - -**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier - -#### Flurry of Blows - -Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. - -#### Patient Defense - -You can spend 1 ki point to take the Dodge action as a bonus action on your turn. - -#### Step of the Wind - -You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. - -### Unarmored Movement - -Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. - -At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. - -### Monastic Tradition - -When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. - -### Deflect Missiles - -Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. - -If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Slow Fall - -Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. - -### Extra Attack - -Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - -### Stunning Strike - -Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. - -### Ki-Empowered Strikes - -Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - -### Evasion - -At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a *fireball* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. - -### Stillness of Mind - -Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. - -### Purity of Body - -At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. - -### Tongue of the Sun and Moon - -Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. - -### Diamond Soul - -Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. - -Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. - -### Timeless Body - -At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. - -### Empty Body - -Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. - -Additionally, you can spend 8 ki points to cast the *astral projection* spell, without needing material components. When you do so, you can't take any other creatures with you. - -### Perfect Self - -At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. - -## Monastic Traditions - -Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level. - -### Way of the Open Hand - -Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. - -#### Open Hand Technique - -Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: - -- It must succeed on a Dexterity saving throw or be knocked prone. -- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. -- It can't take reactions until the end of your next turn. - -#### Wholeness of Body - -At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. - -#### Tranquility - -Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a *sanctuary* spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. - -#### Quivering Palm - -At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. - -You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. \ No newline at end of file diff --git a/documents/classes/paladin.md b/documents/classes/paladin.md deleted file mode 100644 index 210b906..0000000 --- a/documents/classes/paladin.md +++ /dev/null @@ -1,257 +0,0 @@ -# Paladin - -### Class Features - -As a paladin, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d10 per paladin level - -**Hit Points at 1st Level:** 10 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per paladin level after 1st - -#### Proficiencies - -**Armor:** All armor, shields - -**Weapons:** Simple weapons, martial weapons - -**Tools:** None - -**Saving Throws:** Wisdom, Charisma - -**Skills:** Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) a martial weapon and a shield or (*b*) two martial weapons -- (*a*) five javelins or (*b*) any simple melee weapon -- (*a*) a priest's pack or (*b*) an explorer's pack -- Chain mail and a holy symbol - -**Table- The Paladin** - -| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th | -|-------|-------------------|--------------------------------------------|-----|-----|-----|-----|-----| -| 1st | +2 | Divine Sense, Lay on Hands | - | - | - | - | - | -| 2nd | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - | -| 3rd | +2 | Divine Health, Sacred Oath | 3 | - | - | - | - | -| 4th | +2 | Ability Score Improvement | 3 | - | - | - | - | -| 5th | +3 | Extra Attack | 4 | 2 | - | - | - | -| 6th | +3 | Aura of Protection | 4 | 2 | - | - | - | -| 7th | +3 | Sacred Oath feature | 4 | 3 | - | - | - | -| 8th | +3 | Ability Score Improvement | 4 | 3 | - | - | - | -| 9th | +4 | - | 4 | 3 | 2 | - | - | -| 10th | +4 | Aura of Courage | 4 | 3 | 2 | - | - | -| 11th | +4 | Improved Divine Smite | 4 | 3 | 3 | - | - | -| 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | - | - | -| 13th | +5 | - | 4 | 3 | 3 | 1 | - | -| 14th | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | - | -| 15th | +5 | Sacred Oath feature | 4 | 3 | 3 | 2 | - | -| 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | - | -| 17th | +6 | - | 4 | 3 | 3 | 3 | 1 | -| 18th | +6 | Aura improvements | 4 | 3 | 3 | 3 | 1 | -| 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | -| 20th | +6 | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 | -| | | | | | | | | - -### Divine Sense - -The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the *hallow* spell. - -You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. - -### Lay on Hands - -Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. - -As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. - -Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. - -This feature has no effect on undead and constructs. - -### Fighting Style - -At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. - -#### Defense - -While you are wearing armor, you gain a +1 bonus to AC. - -#### Dueling - -When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - -#### Great Weapon Fighting - -When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. - -#### Protection - -When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. - -### Spellcasting - -By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. - -#### Preparing and Casting Spells - -The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. - -You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. - -For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesn't remove it from your list of prepared spells. - -You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. - -#### Spellcasting Ability - -Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. - -**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier - -**Spell attack modifier** = your proficiency bonus + your Charisma modifier - -#### Spellcasting Focus - -You can use a holy symbol as a spellcasting focus for your paladin spells. - -### Divine Smite - -Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. - -### Divine Health - -By 3rd level, the divine magic flowing through you makes you immune to disease. - -### Sacred Oath - -When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. - -Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. - -#### Oath Spells - -Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. - -If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. - -#### Channel Divinity - -Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. - -When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. - -Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Extra Attack - -Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - -### Aura of Protection - -Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. - -At 18th level, the range of this aura increases to 30 feet. - -### Aura of Courage - -Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. - -At 18th level, the range of this aura increases to 30 feet. - -### Improved Divine Smite - -By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite. - -### Cleansing Touch - -Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. - -You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. - -## Sacred Oaths - -Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin's training. Some characters with this class don't consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin's heart. - -### Oath of Devotion - -The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels-the perfect servants of good-as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. - -#### Tenets of Devotion - -Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. - -***Honesty***. Don't lie or cheat. Let your word be your promise. - -***Courage***. Never fear to act, though caution is wise. - -***Compassion***. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. - -***Honor***. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. - -***Duty***. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. - -#### Oath Spells - -You gain oath spells at the paladin levels listed. - -**Table- Oath of Devotion Spells** - -| Level | Paladin Spells | -|-------|------------------------------------------| -| 3rd | protection from evil and good, sanctuary | -| 5th | lesser restoration, zone of truth | -| 9th | beacon of hope, dispel magic | -| 13th | freedom of movement, guardian of faith | -| 17th | commune, flame strike | -| | | - -#### Channel Divinity - -When you take this oath at 3rd level, you gain the following two Channel Divinity options. - -***Sacred Weapon***. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. - -You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. - -***Turn the Unholy***. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. - -A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. - -#### Aura of Devotion - -Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. - -At 18th level, the range of this aura increases to 30 feet. - -##### Purity of Spirit - -Beginning at 15th level, you are always under the effects of a *protection from evil and good* spell. - -#### Holy Nimbus - -At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. - -Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. - -In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. - -Once you use this feature, you can't use it again until you finish a long rest. - ->**Breaking Your Oath** -> ->A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. -> ->A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all- night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. -> ->If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM's discretion, an impenitent paladin might be forced to abandon this class and adopt another. \ No newline at end of file diff --git a/documents/classes/ranger.md b/documents/classes/ranger.md deleted file mode 100644 index e725b6d..0000000 --- a/documents/classes/ranger.md +++ /dev/null @@ -1,221 +0,0 @@ -# Ranger - -### Class Features - -As a ranger, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d10 per ranger level - -**Hit Points at 1st Level:** 10 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per ranger level after 1st - -#### Proficiencies - -**Armor:** Light armor, medium armor, shields - -**Weapons:** Simple weapons, martial weapons - -**Tools:** None - -**Saving Throws:** Strength, Dexterity - -**Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) scale mail or (*b*) leather armor -- (*a*) two shortswords or (*b*) two simple melee weapons -- (*a*) a dungeoneer's pack or (*b*) an explorer's pack -- A longbow and a quiver of 20 arrows - -**Table- The Ranger** - -| Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th | -|-------|-------------------|---------------------------------------------------|--------------|-----|-----|-----|-----|-----| -| 1st | +2 | Favored Enemy, Natural Explorer | - | - | - | - | - | - | -| 2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | - | - | - | - | -| 3rd | +2 | Ranger Archetype, Primeval Awareness | 3 | 3 | - | - | - | - | -| 4th | +2 | Ability Score Improvement | 3 | 3 | - | - | - | - | -| 5th | +3 | Extra Attack | 4 | 4 | 2 | - | - | - | -| 6th | +3 | Favored Enemy and Natural Explorer improvements | 4 | 4 | 2 | - | - | - | -| 7th | +3 | Ranger Archetype feature | 5 | 4 | 3 | - | - | - | -| 8th | +3 | Ability Score Improvement, Land's Stride | 5 | 4 | 3 | - | - | - | -| 9th | +4 | - | 6 | 4 | 3 | 2 | - | - | -| 10th | +4 | Natural Explorer improvement, Hide in Plain Sight | 6 | 4 | 3 | 2 | - | - | -| 11th | +4 | Ranger Archetype feature | 7 | 4 | 3 | 3 | - | - | -| 12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | - | - | -| 13th | +5 | - | 8 | 4 | 3 | 3 | 1 | - | -| 14th | +5 | Favored Enemy improvement, Vanish | 8 | 4 | 3 | 3 | 1 | - | -| 15th | +5 | Ranger Archetype feature | 9 | 4 | 3 | 3 | 2 | - | -| 16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | - | -| 17th | +6 | - | 10 | 4 | 3 | 3 | 3 | 1 | -| 18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 | -| 19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 | -| 20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 | -| | | | | | | | | | - -### Favored Enemy - -Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. - -Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. - -You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. - -When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. - -You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. - -### Natural Explorer - -You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. - -While traveling for an hour or more in your favored terrain, you gain the following benefits: - -- Difficult terrain doesn't slow your group's travel. -- Your group can't become lost except by magical means. -- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. -- If you are traveling alone, you can move stealthily at a normal pace. -- When you forage, you find twice as much food as you normally would. -- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. - -You choose additional favored terrain types at 6th and 10th level. - -### Fighting Style - -At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. - -#### Archery - -You gain a +2 bonus to attack rolls you make with ranged weapons. - -#### Defense - -While you are wearing armor, you gain a +1 bonus to AC. - -#### Dueling - -When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - -#### Two-Weapon Fighting - -When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. - -### Spellcasting - -By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See the general rules for spellcasting and the ranger spell list. - -#### Spell Slots - -The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. - -For example, if you know the 1st-level spell *animal friendship* and have a 1st-level and a 2nd-level spell slot available, you can cast *animal friendship* using either slot. - -#### Spells Known of 1st Level and Higher - -You know two 1st-level spells of your choice from the ranger spell list. - -The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. - -Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. - -#### Spellcasting Ability - -Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. - -**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier - -**Spell attack modifier** = your proficiency bonus + your Wisdom modifier - -### Ranger Archetype - -At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. - -### Primeval Awareness - -Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Extra Attack - -Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - -### Land's Stride - -Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. - -In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the *entangle* spell. - -### Hide in Plain Sight - -Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. - -Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. - -### Vanish - -Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. - -### Feral Senses - -At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. - -You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened. - -### Foe Slayer - -At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. - -## Ranger Archetypes - -The ideal of the ranger has two classic expressions: the Hunter and the Beast Master. - -### Hunter - -Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. - -#### Hunter's Prey - -At 3rd level, you gain one of the following features of your choice. - -***Colossus Slayer***. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn. - -***Giant Killer***. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. - -***Horde Breaker***. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. - -#### Defensive Tactics - -At 7th level, you gain one of the following features of your choice. - -***Escape the Horde***. Opportunity attacks against you are made with disadvantage. - -***Multiattack Defense***. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. - -***Steel Will***. You have advantage on saving throws against being frightened. - -#### Multiattack - -At 11th level, you gain one of the following features of your choice. - -***Volley***. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. - -***Whirlwind Attack***. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. - -#### Superior Hunter's Defense - -At 15th level, you gain one of the following features of your choice. - -***Evasion***. When you are subjected to an effect, such as a red dragon's fiery breath or a *lightning bolt* spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. - -***Stand Against the Tide***. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. - -***Uncanny Dodge***. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. \ No newline at end of file diff --git a/documents/classes/rogue.md b/documents/classes/rogue.md deleted file mode 100644 index 965913c..0000000 --- a/documents/classes/rogue.md +++ /dev/null @@ -1,152 +0,0 @@ -# Rogue - -### Class Features - -As a rogue, you have the following class features. - -#### Hit Points - -**Hit Dice:** 1d8 per rogue level - -**Hit Points at 1st Level:** 8 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rogue level after 1st - -#### Proficiencies - -**Armor:** Light armor - -**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords - -**Tools:** Thieves' tools - -**Saving Throws:** Dexterity, Intelligence - -**Skills:** Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) a rapier or (*b*) a shortsword -- (*a*) a shortbow and quiver of 20 arrows or (*b*) a shortsword -- (*a*) a burglar's pack, (*b*) a dungeoneer's pack, or (*c*) an explorer's pack -- Leather armor, two daggers, and thieves' tools - -**Table- The Rogue** - -| Level | Proficiency Bonus | Sneak Attack | Features | -|-------|-------------------|--------------|----------------------------------------| -| 1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant | -| 2nd | +2 | 1d6 | Cunning Action | -| 3rd | +2 | 2d6 | Roguish Archetype | -| 4th | +2 | 2d6 | Ability Score Improvement | -| 5th | +3 | 3d6 | Uncanny Dodge | -| 6th | +3 | 3d6 | Expertise | -| 7th | +3 | 4d6 | Evasion | -| 8th | +3 | 4d6 | Ability Score Improvement | -| 9th | +4 | 5d6 | Roguish Archetype feature | -| 10th | +4 | 5d6 | Ability Score Improvement | -| 11th | +4 | 6d6 | Reliable Talent | -| 12th | +4 | 6d6 | Ability Score Improvement | -| 13th | +5 | 7d6 | Roguish Archetype Feature | -| 14th | +5 | 7d6 | Blindsense | -| 15th | +5 | 8d6 | Slippery Mind | -| 16th | +5 | 8d6 | Ability Score Improvement | -| 17th | +6 | 9d6 | Roguish Archetype Feature | -| 18th | +6 | 9d6 | Elusive | -| 19th | +6 | 10d6 | Ability Score Improvement | -| 20th | +6 | 10d6 | Stroke of Luck | -| | | | | - -### Expertise - -At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. - -At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. - -### Sneak Attack - -Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. - -You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. - -The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. - -### Thieves' Cant - -During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. - -In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. - -### Cunning Action - -Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. - -### Roguish Archetype - -At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Uncanny Dodge - -Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. - -### Evasion - -Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an *ice storm* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. - -### Reliable Talent - -By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. - -### Blindsense - -Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. - -### Slippery Mind - -By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. - -### Elusive - -Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated. - -### Stroke of Luck - -At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. - -Once you use this feature, you can't use it again until you finish a short or long rest. - -## Roguish Archetypes - -Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus-not necessarily an indication of your chosen profession, but a description of your preferred techniques. - -### Thief - -You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ. - -#### Fast Hands - -Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action. - -#### Second-Story Work - -When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. - -In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. - -#### Supreme Sneak - -Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. - -#### Use Magic Device - -By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. - -#### Thief's Reflexes - -When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised. \ No newline at end of file diff --git a/documents/classes/sorcerer.md b/documents/classes/sorcerer.md deleted file mode 100644 index ef29d71..0000000 --- a/documents/classes/sorcerer.md +++ /dev/null @@ -1,231 +0,0 @@ -# Sorcerer - -### Class Features - -As a sorcerer, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d6 per sorcerer level - -**Hit Points at 1st Level:** 6 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st - -#### Proficiencies - -**Armor:** None - -**Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows - -**Tools:** None - -**Saving Throws:** Constitution, Charisma - -**Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon -- (*a*) a component pouch or (*b*) an arcane focus -- (*a*) a dungeoneer's pack or (*b*) an explorer's pack -- Two daggers - -**Table- The Sorcerer** - -| Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | -|-------|-------------------|----------------|--------------------------------|----------------|--------------|-----|-----|-----|-----|-----|-----|-----|-----|-----| -| 1st | +2 | - | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | - | - | - | - | - | - | - | - | -| 2nd | +2 | 2 | Font of Magic | 4 | 3 | 3 | - | - | - | - | - | - | - | - | -| 3rd | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | - | - | - | - | - | - | - | -| 4th | +2 | 4 | Ability Score Improvement | 5 | 5 | 4 | 3 | - | - | - | - | - | - | - | -| 5th | +3 | 5 | - | 5 | 6 | 4 | 3 | 2 | - | - | - | - | - | - | -| 6th | +3 | 6 | Sorcerous Origin Feature | 5 | 7 | 4 | 3 | 3 | - | - | - | - | - | - | -| 7th | +3 | 7 | - | 5 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | - | -| 8th | +3 | 8 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | - | - | - | - | - | -| 9th | +4 | 9 | - | 5 | 10 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | -| 10th | +4 | 10 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | -| 11th | +4 | 11 | - | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 12th | +4 | 12 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 13th | +5 | 13 | - | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 14th | +5 | 14 | Sorcerous Origin Feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 15th | +5 | 15 | - | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 16th | +5 | 16 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 17th | +6 | 17 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | -| 18th | +6 | 18 | Sorcerous Origin Feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | -| 19th | +6 | 19 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -| 20th | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | -| | | | | | | | | | | | | | | | - -### Spellcasting - -An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. - -#### Cantrips - -At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. - -#### Spell Slots - -The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. - -For example, if you know the 1st-level spell *burning hands* and have a 1st-level and a 2nd-level spell slot available, you can cast *burning hands* using either slot. - -#### Spells Known of 1st Level and Higher - -You know two 1st-level spells of your choice from the sorcerer spell list. - -The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. - -Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. - -#### Spellcasting Ability - -Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. - -**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier - -**Spell attack modifier** = your proficiency bonus + your Charisma modifier - -#### Spellcasting Focus - -You can use an arcane focus as a spellcasting focus for your sorcerer spells. - -### Sorcerous Origin - -Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. - -Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. - -### Font of Magic - -At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. - -#### Sorcery Points - -You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. - -#### Flexible Casting - -You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Any spell slot you create with this feature vanishes when you finish a long rest. - -***Creating Spell Slots***. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. - -Any spell slot you create with this feature vanishes when you finish a long rest. - -**Table- Creating Spell Slots** - -| Spell Slot Level | Sorcery Point Cost | -|------------------|--------------------| -| 1st | 2 | -| 2nd | 3 | -| 3rd | 5 | -| 4th | 6 | -| 5th | 7 | -| | | - -***Converting a Spell Slot to Sorcery Points***. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. - -### Metamagic - -At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. - -You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. - -#### Careful Spell - -When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. - -#### Distant Spell - -When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. - -When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. - -#### Empowered Spell - -When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. - -You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. - -#### Extended Spell - -When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. - -#### Heightened Spell - -When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. - -#### Quickened Spell - -When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. - -#### Subtle Spell - -When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. - -#### Twinned Spell - -When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). - -To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, *magic missile* and *scorching ray* aren't eligible, but *ray of frost* and *chromatic orb* are. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Sorcerous Restoration - -At 20th level, you regain 4 expended sorcery points whenever you finish a short rest. - -## Sorcerous Origins - -Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic. - -### Draconic Bloodline - -Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. - -#### Dragon Ancestor - -At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. - -**Table- Draconic Ancestry** - -| Dragon | Damage Type | -|--------|-------------| -| Black | Acid | -| Blue | Lightning | -| Brass | Fire | -| Bronze | Lightning | -| Copper | Acid | -| Gold | Fire | -| Green | Poison | -| Red | Fire | -| Silver | Cold | -| White | Cold | -| | | - -You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. - -#### Draconic Resilience - -As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. - -Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. - -#### Elemental Affinity - -Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour. - -#### Dragon Wings - -At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. - -You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. - -#### Draconic Presence - -Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. \ No newline at end of file diff --git a/documents/classes/warlock.md b/documents/classes/warlock.md deleted file mode 100644 index 1847429..0000000 --- a/documents/classes/warlock.md +++ /dev/null @@ -1,381 +0,0 @@ -# Warlock - -### Class Features - -As a warlock, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d8 per warlock level - -**Hit Points at 1st Level:** 8 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per warlock level after 1st - -#### Proficiencies - -**Armor:** Light armor - -**Weapons:** Simple weapons - -**Tools:** None - -**Saving Throws:** Wisdom, Charisma - -**Skills:** Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon -- (*a*) a component pouch or (*b*) an arcane focus -- (*a*) a scholar's pack or (*b*) a dungeoneer's pack -- Leather armor, any simple weapon, and two daggers - -**Table- The Warlock** - -| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known | -|-------|-------------------|---------------------------------|----------------|--------------|-------------|------------|-------------------| -| 1st | +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1st | - | -| 2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 | -| 3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 | -| 4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 | -| 5th | +3 | - | 3 | 6 | 2 | 3rd | 3 | -| 6th | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 3 | -| 7th | +3 | - | 3 | 8 | 2 | 4th | 4 | -| 8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 4 | -| 9th | +4 | - | 3 | 10 | 2 | 5th | 5 | -| 10th | +4 | Otherworldly Patron feature | 4 | 10 | 2 | 5th | 5 | -| 11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 | -| 12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 6 | -| 13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 | -| 14th | +5 | Otherworldly Patron feature | 4 | 12 | 3 | 5th | 6 | -| 15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 | -| 16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 7 | -| 17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 | -| 18th | +6 | - | 4 | 14 | 4 | 5th | 8 | -| 19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 8 | -| 20th | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 | -| | | | | | | | | - -### Otherworldly Patron - -At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. - -### Pact Magic - -Your arcane research and the magic bestowed on you by your patron have given you facility with spells. - -#### Cantrips - -You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. - -#### Spell Slots - -The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. - -For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell *witch bolt*, you must spend one of those slots, and you cast it as a 3rd-level spell. - -#### Spells Known of 1st Level and Higher - -At 1st level, you know two 1st-level spells of your choice from the warlock spell list. - -The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. - -Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. - -#### Spellcasting Ability - -Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. - -**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier - -**Spell attack modifier** = your proficiency bonus + your Charisma modifier - -#### Spellcasting Focus - -You can use an arcane focus as a spellcasting focus for your warlock spells. - -### Eldritch Invocations - -In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. - -At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. - -Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. - -### Pact Boon - -At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. - -#### Pact of the Chain - -You learn the *find familiar* spell and can cast it as a ritual. The spell doesn't count against your number of spells known. - -When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. - -Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. - -#### Pact of the Blade - -You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - -Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. - -You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. - -#### Pact of the Tome - -Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. - -If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Mystic Arcanum - -At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum. - -You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. - -At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest. - -### Eldritch Master - -At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. - -### Eldritch Invocations - -If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. - -#### Agonizing Blast - -*Prerequisite: Eldritch Blast cantrip* - -When you cast *eldritch blast*, add your Charisma modifier to the damage it deals on a hit. - -#### Armor of Shadows - -You can cast *mage armor* on yourself at will, without expending a spell slot or material components. - -#### Ascendant Step - -*Prerequisite: 9th level* - -You can cast *levitate* on yourself at will, without expending a spell slot or material components. - -#### Beast Speech - -You can cast *speak with animals* at will, without expending a spell slot. - -#### Beguiling Influence - -You gain proficiency in the Deception and Persuasion skills. - -#### Bewitching Whispers - -*Prerequisite: 7th level* - -You can cast *compulsion* once using a warlock spell slot. You can't do so again until you finish a long rest. - -#### Book of Ancient Secrets - -*Prerequisite: Pact of the Tome feature* - -You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. - -On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. - -#### Chains of Carceri - -*Prerequisite: 15th level, Pact of the Chain feature* - -You can cast *hold monster* at will-targeting a celestial, fiend, or elemental-without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again. - -#### Devil's Sight - -You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. - -#### Dreadful Word - -*Prerequisite: 7th level* - -You can cast *confusion* once using a warlock spell slot. You can't do so again until you finish a long rest. - -#### Eldritch Sight - -You can cast *detect magic* at will, without expending a spell slot. - -#### Eldritch Spear - -*Prerequisite: Eldritch Blast cantrip* - -When you cast *eldritch blast*, its range is 300 feet. - -#### Eyes of the Rune Keeper - -You can read all writing. - -#### Fiendish Vigor - -You can cast *false life* on yourself at will as a 1st-level spell, without expending a spell slot or material components. - -#### Gaze of Two Minds - -You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. - -#### Lifedrinker - -*Prerequisite: 12th level, Pact of the Blade feature* - -When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). - -#### Mask of Many Faces - -You can cast *disguise self* at will, without expending a spell slot. - -#### Master of Myriad Forms - -*Prerequisite: 15th level* - -You can cast *alter self* at will, without expending a spell slot. - -#### Minions of Chaos - -*Prerequisite: 9th level* - -You can cast *conjure elemental* once using a warlock spell slot. You can't do so again until you finish a long rest. - -#### Mire the Mind - -*Prerequisite: 5th level* - -You can cast *slow* once using a warlock spell slot. You can't do so again until you finish a long rest. - -#### Misty Visions - -You can cast *silent image* at will, without expending a spell slot or material components. - -#### One with Shadows - -*Prerequisite: 5th level* - -When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. - -#### Otherworldly Leap - -*Prerequisite: 9th level* - -You can cast *jump* on yourself at will, without expending a spell slot or material components. - -#### Repelling Blast - -*Prerequisite: Eldritch Blast cantrip* - -When you hit a creature with *eldritch blast*, you can push the creature up to 10 feet away from you in a straight line. - -#### Sculptor of Flesh - -*Prerequisite: 7th level* - -You can cast *polymorph* once using a warlock spell slot. You can't do so again until you finish a long rest. - -#### Sign of Ill Omen - -*Prerequisite: 5th level* - -You can cast *bestow curse* once using a warlock spell slot. You can't do so again until you finish a long rest. - -#### Thief of Five Fates - -You can cast *bane* once using a warlock spell slot. You can't do so again until you finish a long rest. - -#### Thirsting Blade - -*Prerequisite: 5th level, Pact of the Blade feature* - -You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. - -#### Visions of Distant Realms - -*Prerequisite: 15th level* - -You can cast *arcane eye* at will, without expending a spell slot. - -#### Voice of the Chain Master - -*Prerequisite: Pact of the Chain feature* - -You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. - -#### Whispers of the Grave - -*Prerequisite: 9th level* - -You can cast *speak with dead* at will, without expending a spell slot. - -#### Witch Sight - -*Prerequisite: 15th level* - -You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. - -## Otherworldly Patrons - -The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence-not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. - -Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals. - -### The Fiend - -You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths. - -#### Expanded Spell List - -The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. - -**Table- Fiend Expanded Spells** - -| Spell Level | Spells | -|-------------|-----------------------------------| -| 1st | burning hands, command | -| 2nd | blindness/deafness, scorching ray | -| 3rd | fireball, stinking cloud | -| 4th | fire shield, wall of fire | -| 5th | flame strike, hallow | -| | | - -#### Dark One's Blessing - -Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). - -#### Dark One's Own Luck - -Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. - -Once you use this feature, you can't use it again until you finish a short or long rest. - -#### Fiendish Resilience - -Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. - -#### Hurl Through Hell - -Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. - -At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. - -Once you use this feature, you can't use it again until you finish a long rest. - ->**Your Pact Boon** -> ->Each Pact Boon option produces a special creature or an object that reflects your patron's nature. -> ->***Pact of the Chain***. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One's nature is inscrutable, any familiar form is suitable for it. -> ->***Pact of the Blade***. If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye. -> ->***Pact of the Tome***. Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast. \ No newline at end of file diff --git a/documents/classes/wizard.md b/documents/classes/wizard.md deleted file mode 100644 index c7212a6..0000000 --- a/documents/classes/wizard.md +++ /dev/null @@ -1,178 +0,0 @@ -# Wizard - -### Class Features - -As a wizard, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d6 per wizard level - -**Hit Points at 1st Level:** 6 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per wizard level after 1st - -#### Proficiencies - -**Armor:** None - -**Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows - -**Tools:** None - -**Saving Throws:** Intelligence, Wisdom - -**Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) a quarterstaff or (*b*) a dagger -- (*a*) a component pouch or (*b*) an arcane focus -- (*a*) a scholar's pack or (*b*) an explorer's pack -- A spellbook - -**Table- The Wizard** - -| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | -|-------|-------------------|-------------------------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----| -| 1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | - | - | - | - | - | - | - | - | -| 2nd | +2 | Arcane Tradition | 3 | 3 | - | - | - | - | - | - | - | - | -| 3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - | -| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - | -| 5th | +3 | - | 4 | 4 | 3 | 2 | - | - | - | - | - | - | -| 6th | +3 | Arcane Tradition Feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - | -| 7th | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - | -| 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - | -| 9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | -| 10th | +4 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | -| 11th | +4 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 14th | +5 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 17th | +6 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | -| 18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | -| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -| 20th | +6 | Signature Spell | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | -| | | | | | | | | | | | | | - -### Spellcasting - -As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. - -#### Cantrips - -At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. - -#### Spellbook - -At 1st level, you have a spellbook containing six 1st- level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. - -#### Preparing and Casting Spells - -The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. - -You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. - -For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell *magic missile*, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. - -You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. - -#### Spellcasting Ability - -Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. - -**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier - -**Spell attack modifier** = your proficiency bonus + your Intelligence modifier - -#### Ritual Casting - -You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. - -#### Spellcasting Focus - -You can use an arcane focus as a spellcasting focus for your wizard spells. - -#### Learning Spells of 1st Level and Higher - -Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook. - -### Arcane Recovery - -You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. - -For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. - -### Arcane Tradition - -When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. - -Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Spell Mastery - -At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. - -By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels. - -### Signature Spells - -When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. - -If you want to cast either spell at a higher level, you must expend a spell slot as normal. - -## Arcane Traditions - -The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study. - -The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques. - -### School of Evocation - -You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. - -#### Evocation Savant - -Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. - -#### Sculpt Spells - -Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. - -#### Potent Cantrip - -Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip. - -#### Empowered Evocation - -Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast. - -#### Overchannel - -Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. - -The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. - ->**Your Spellbook** -> ->The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. -> ->***Copying a Spell into the Book***. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. -> ->Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. -> ->For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. -> ->***Replacing the Book***. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. -> ->*If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. -> ->***The Book's Appearance***. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. \ No newline at end of file diff --git a/documents/customizations/alignment.md b/documents/customizations/alignment.md deleted file mode 100644 index f6486d8..0000000 --- a/documents/customizations/alignment.md +++ /dev/null @@ -1,33 +0,0 @@ -# Alignment - -A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations. - -These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment. - -**Lawful good** (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good. - -**Neutral good** (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good. - -**Chaotic good** (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good. - -**Lawful neutral** (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral. - -**Neutral** (N) is the alignment of those who prefer to steer clear of moral questions and don't take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral. - -**Chaotic neutral** (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral. - -**Lawful evil** (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil. - -**Neutral evil** (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil. - -**Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil. - -## Alignment in the Multiverse - -For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery. - -The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god's influence.) - -Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn't tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil. - -Most creatures that lack the capacity for rational thought do not have alignments-they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment. \ No newline at end of file diff --git a/documents/customizations/backgrounds.md b/documents/customizations/backgrounds.md deleted file mode 100644 index c310916..0000000 --- a/documents/customizations/backgrounds.md +++ /dev/null @@ -1,88 +0,0 @@ -# Backgrounds - -Every story has a beginning. Your character's background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester. - -Choosing a background provides you with important story cues about your character's identity. The most important question to ask about your background is *what changed*? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don't you have *more* money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background? - -The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions. - -### Proficiencies - -Each background gives a character proficiency in two skills (described in "Using Ability Scores"). - -In addition, most backgrounds give a character proficiency with one or more tools (detailed in "Equipment"). - -If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead. - -### Languages - -Some backgrounds also allow characters to learn additional languages beyond those given by race. See "Languages." - -### Equipment - -Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background. - -### Suggested Characteristics - -A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation. - -### Customizing a Background - -You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the equipment section. (If you spend coin, you can't also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can't find a feature that matches your desired background, work with your GM to create one. - -## Acolyte - -You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric - performing sacred rites is not the same thing as channeling divine power. - -Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in "Fantasy-Historical Pantheons" or those specified by your GM, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. - -**Skill Proficiencies:** Insight, Religion - -**Languages:** Two of your choice - -**Equipment:** A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp - -### Feature: Shelter of the Faithful - -As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. - -You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. - -### Suggested Characteristics - -Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. - -**Table- Suggested Acolyte Characteristics** - -| d8 | Personality Trait | -|--------|----------------------------------------------------------------------------------------------------------------------------| -| 1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. | -| 2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. | -| 3 | I see omens in every event and action. The gods try to speak to us, we just need to listen | -| 4 | Nothing can shake my optimistic attitude. | -| 5 | I quote (or misquote) sacred texts and proverbs in almost every situation. | -| 6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. | -| 7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. | -| 8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. | -| **d6** | **Ideal** | -| 1 | **Tradition**. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) | -| 2 | **Charity**. I always try to help those in need, no matter what the personal cost. (Good) | -| 3 | **Change**. We must help bring about the changes the gods are constantly working in the world. (Chaotic) | -| 4 | **Power**. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) | -| 5 | **Faith**. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) | -| 6 | **Aspiration**. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) | -| **d6** | **Bond** | -| 1 | I would die to recover an ancient relic of my faith that was lost long ago. | -| 2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. | -| 3 | I owe my life to the priest who took me in when my parents died. | -| 4 | Everything I do is for the common people. | -| 5 | I will do anything to protect the temple where I served. | -| 6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. | -| **d6** | **Flaw** | -| 1 | I judge others harshly, and myself even more severely. | -| 2 | I put too much trust in those who wield power within my temple's hierarchy. | -| 3 | My piety sometimes leads me to blindly trust those that profess faith in my god. | -| 4 | I am inflexible in my thinking. | -| 5 | I am suspicious of strangers and expect the worst of them. | -| 6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. | -| | | \ No newline at end of file diff --git a/documents/customizations/feats.md b/documents/customizations/feats.md deleted file mode 100644 index 9edc710..0000000 --- a/documents/customizations/feats.md +++ /dev/null @@ -1,16 +0,0 @@ -# Feats - -A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. - -At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise. - -You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow-perhaps by a withering curse-you can't benefit from the Grappler feat until your Strength is restored. - -## Grappler - -*Prerequisite: Strength 13 or higher* - -You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: - -- You have advantage on attack rolls against a creature you are grappling. -- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends. \ No newline at end of file diff --git a/documents/customizations/languages.md b/documents/customizations/languages.md deleted file mode 100644 index 360d39c..0000000 --- a/documents/customizations/languages.md +++ /dev/null @@ -1,51 +0,0 @@ -# Languages - -Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet. - -Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM's permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves' cant or the tongue of druids. - -Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another. - -**Table- Standard Languages** - -| Language | Typical Speakers | Script | -|----------|------------------|----------| -| Common | Humans | Common | -| Dwarvish | Dwarves | Dwarvish | -| Elvish | Elves | Elvish | -| Giant | Ogres, giants | Dwarvish | -| Gnomish | Gnomes | Dwarvish | -| Goblin | Goblinoids | Dwarvish | -| Halfling | Halflings | Common | -| Orc | Orcs | Dwarvish | -| | | | - -**Table- Exotic Languages** - -| Language | Typical Speakers | Script | -|-------------|---------------------|-----------| -| Abyssal | Demons | Infernal | -| Celestial | Celestials | Celestial | -| Draconic | Dragons, dragonborn | Draconic | -| Deep Speech | Aboleths, cloakers | - | -| Infernal | Devils | Infernal | -| Primordial | Elementals | Dwarvish | -| Sylvan | Fey creatures | Elvish | -| Undercommon | Underworld traders | Elvish | -| | | | - -# Inspiration - -Inspiration is a rule the game master can use to reward you for playing your character in a way that's true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you. - -## Gaining Inspiration - -Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game. - -You either have inspiration or you don't - you can't stockpile multiple "inspirations" for later use. - -## Using Inspiration - -If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll. - -Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration. \ No newline at end of file diff --git a/documents/customizations/multiclassing.md b/documents/customizations/multiclassing.md deleted file mode 100644 index 91d84ec..0000000 --- a/documents/customizations/multiclassing.md +++ /dev/null @@ -1,125 +0,0 @@ -# MULTICLASSING - -Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options. - -With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character. - -As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility. - -## Prerequisites - -To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher- than-average ability scores. - -**Table- Multiclassing Prerequisites** - -| Class | Ability Score Min. | -|-----------|-----------------------------| -| Barbarian | Strength 13 | -| Bard | Charisma 13 | -| Cleric | Wisdom 13 | -| Druid | Wisdom 13 | -| Fighter | Strength 13 or Dexterity 13 | -| Monk | Dexterity 13 and Wisdom 13 | -| Paladin | Strength 13 and Charisma 13 | -| Ranger | Dexterity 13 and Wisdom 13 | -| Rogue | Dexterity 13 | -| Sorcerer | Charisma 13 | -| Warlock | Charisma 13 | -| Wizard | Intelligence 13 | -| | | - -## Experience Points - -The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric. - -## Hit Points and Hit Dice - -You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character. - -You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice. - -## Proficiency Bonus - -Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th- level character, which is +3. - -## Proficiencies - -When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table. - -**Table- Multiclassing Proficiencies** - -| Class | Proficiencies Gained | -|-----------|------------------------------------------------------------------------------------------------------------| -| Barbarian | Shields, simple weapons, martial weapons | -| Bard | Light armor, one skill of your choice, one musical instrument of your choice | -| Cleric | Light armor, medium armor, shields | -| Druid | Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) | -| Fighter | Light armor, medium armor, shields, simple weapons, martial weapons | -| Monk | Simple weapons, shortswords | -| Paladin | Light armor, medium armor, shields, simple weapons, martial weapons | -| Ranger | Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list | -| Rogue | Light armor, one skill from the class's skill list, thieves' tools | -| Sorcerer | - | -| Warlock | Light armor, simple weapons | -| Wizard | - | -| | | - -# Class Features - -When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting. - -## Channel Divinity - -If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes. - -## Extra Attack - -If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack. - -## Unarmored Defense - -If you already have the Unarmored Defense feature, you can't gain it again from another class. - -## Spellcasting - -Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. - -***Spells Known and Prepared***. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook. - -Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus. - -If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class - -***Spell Slots***. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. - -If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like *burning hands*, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level. - -For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know-and potentially enhance their effects. - -***Pact Magic***. If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know. - -**Table- Multiclass Spellcaster: Spell Slots per Spell Level** - -| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | -|-------|-----|-----|-----|-----|-----|-----|-----|-----|-----| -| 1st | 2 | - | - | - | - | - | - | - | - | -| 2nd | 3 | - | - | - | - | - | - | - | - | -| 3rd | 4 | 2 | - | - | - | - | - | - | - | -| 4th | 4 | 3 | - | - | - | - | - | - | - | -| 5th | 4 | 3 | 2 | - | - | - | - | - | - | -| 6th | 4 | 3 | 3 | - | - | - | - | - | - | -| 7th | 4 | 3 | 3 | 1 | - | - | - | - | - | -| 8th | 4 | 3 | 3 | 2 | - | - | - | - | - | -| 9th | 4 | 3 | 3 | 3 | 1 | - | - | - | - | -| 10th | 4 | 3 | 3 | 3 | 2 | - | - | - | - | -| 11th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 12th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 13th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 14th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 15th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 16th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 17th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | -| 18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | -| 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -| 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | -| | | | | | | | | | | \ No newline at end of file diff --git a/documents/equipment/Selling Treasure.md b/documents/equipment/Selling Treasure.md deleted file mode 100644 index 5f762df..0000000 --- a/documents/equipment/Selling Treasure.md +++ /dev/null @@ -1,11 +0,0 @@ -# Selling Treasure - -Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot. - -***Arms, Armor, and Other Equipment***. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell. - -***Magic Items***. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn't too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such. - -***Gems, Jewelry, and Art Objects***. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first. - -***Trade Goods***. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods-bars of iron, bags of salt, livestock, and so on-retain their full value in the market and can be used as currency. \ No newline at end of file diff --git a/documents/equipment/Trade Goods.md b/documents/equipment/Trade Goods.md deleted file mode 100644 index 90e8812..0000000 --- a/documents/equipment/Trade Goods.md +++ /dev/null @@ -1,24 +0,0 @@ -# Trade Goods - -Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). - -Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods. - -**Table- Cost of Trade Goods** - -| Cost | Goods | -|--------|----------------------------------------------| -| 1 cp | 1 lb. of wheat | -| 2 cp | 1 lb. of flour or one chicken | -| 5 cp | 1 lb. of salt | -| 1 sp | 1 lb. of iron or 1 sq. yd. of canvas | -| 5 sp | 1 lb. of copper or 1 sq. yd. of cotton cloth | -| 1 gp | 1 lb. of ginger or one goat | -| 2 gp | 1 lb. of cinnamon or pepper, or one sheep | -| 3 gp | 1 lb. of cloves or one pig | -| 5 gp | 1 lb. of silver or 1 sq. yd. of linen | -| 10 gp | 1 sq. yd. of silk or one cow | -| 15 gp | 1 lb. of saffron or one ox | -| 50 gp | 1 lb. of gold | -| 500 gp | 1 lb. of platinum | -| | | \ No newline at end of file diff --git a/documents/equipment/armor.md b/documents/equipment/armor.md deleted file mode 100644 index 7b36c75..0000000 --- a/documents/equipment/armor.md +++ /dev/null @@ -1,94 +0,0 @@ -# Armor - -Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield. - -The Armor table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds. - -***Armor Proficiency***. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells. - -***Armor Class (AC)***. Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. - -***Heavy Armor***. Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows "Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. - -***Stealth***. If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks. - -***Shields***. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. - -## Light Armor - -Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class. - -***Padded***. Padded armor consists of quilted layers of cloth and batting. - -***Leather***. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. - -***Studded Leather***. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. - -## Medium Armor - -Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class. - -***Hide***. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. - -***Chain Shirt***. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. - -***Scale Mail***. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. - -***Breastplate***. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. - -***Half Plate***. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. - -## Heavy Armor - -Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. - -Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative. - -***Ring Mail***. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. - -***Chain Mail***. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. - -***Splint***. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. - -***Plate***. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. - -**Table- Armor** - -| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight | -|------------------|----------|---------------------------|----------|--------------|--------| -| **Light Armor** | | | | | | -| Padded | 5 gp | 11 + Dex modifier | - | Disadvantage | 8 lb. | -| Leather | 10 gp | 11 + Dex modifier | - | - | 10 lb. | -| Studded leather | 45 gp | 12 + Dex modifier | - | - | 13 lb. | -| **Medium Armor** | | | | | | -| Hide | 10 gp | 12 + Dex modifier (max 2) | - | - | 12 lb. | -| Chain shirt | 50 gp | 13 + Dex modifier (max 2) | - | - | 20 lb. | -| Scale mail | 50 gp | 14 + Dex modifier (max 2) | - | Disadvantage | 45 lb. | -| Breastplate | 400 gp | 14 + Dex modifier (max 2) | - | - | 20 lb. | -| Half plate | 750 gp | 15 + Dex modifier (max 2) | - | Disadvantage | 40 lb. | -| **Heavy Armor** | | | | | | -| Ring mail | 30 gp | 14 | - | Disadvantage | 40 lb. | -| Chain mail | 75 gp | 16 | Str 13 | Disadvantage | 55 lb. | -| Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lb. | -| Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lb. | -| Shield | | | | | | -| Shield | 10 gp | +2 | - | - | 6 lb. | -| | | | | | | - -## Getting Into and Out of Armor - -The time it takes to don or doff armor depends on the armor's category. - -***Don***. This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor. - -***Doff***. This is the time it takes to take off armor. If you have help, reduce this time by half. - -**Table- Donning and Doffing Armor** - -| Category | Don | Doff | -|--------------|------------|-----------| -| Light Armor | 1 minute | 1 minute | -| Medium Armor | 5 minutes | 1 minute | -| Heavy Armor | 10 minutes | 5 minutes | -| Shield | 1 action | 1 action | -| | | | \ No newline at end of file diff --git a/documents/equipment/coinage.md b/documents/equipment/coinage.md deleted file mode 100644 index 32870c1..0000000 --- a/documents/equipment/coinage.md +++ /dev/null @@ -1,24 +0,0 @@ -# Coinage - -Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). - -With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The old piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. - -One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for half a day, a flask of lamp oil, or a night's rest in a poor inn. - -One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. - -In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. - -A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. - -**Table- Standard Exchange Rates** - -| Coin | CP | SP | EP | GP | PP | -|---------------|-------|------|------|-------|---------| -| Copper (cp) | 1 | 1/10 | 1/50 | 1/100 | 1/1,000 | -| Silver (sp) | 10 | 1 | 1/5 | 1/10 | 1/100 | -| Electrum (ep) | 50 | 5 | 1 | 1/2 | 1/20 | -| Gold (gp) | 100 | 10 | 2 | 1 | 1/10 | -| Platinum (pp) | 1,000 | 100 | 20 | 10 | 1 | -| | | | | | | \ No newline at end of file diff --git a/documents/equipment/expenses.md b/documents/equipment/expenses.md deleted file mode 100644 index bc3e18d..0000000 --- a/documents/equipment/expenses.md +++ /dev/null @@ -1,109 +0,0 @@ -# Expenses - -When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others. - -## Lifestyle Expenses - -Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. - -At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. - -Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections. - -**Table- Lifestyle Expenses** - -| Lifestyle | Price/Day | -|--------------|---------------| -| Wretched | - | -| Squalid | 1 sp | -| Poor | 2 sp | -| Modest | 1 gp | -| Comfortable | 2 gp | -| Wealthy | 4 gp | -| Aristocratic | 10 gp minimum | -| | | - -***Wretched***. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people. - -***Squalid***. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease. - -***Poor***. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types. - -***Modest***. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like. - -***Comfortable***. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers. - -***Wealthy***. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. - -***Aristocratic***. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant. - -## Food, Drink, and Lodging - -The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses. - -**Table- Food, Drink, and Lodging** - -| Item | Cost | -|------------------------|-------| -| *Ale* | | -| ~ Gallon | 2 sp | -| ~ Mug | 4 cp | -| Banquet (per person) | 10 gp | -| Bread, loaf | 2 cp | -| Cheese, hunk | 1 sp | -| *Inn stay (per day)* | | -| ~ Squalid | 7 cp | -| ~ Poor | 1 sp | -| ~ Modest | 5 sp | -| ~ Comfortable | 8 sp | -| ~ Wealthy | 2 gp | -| ~ Aristocratic | 4 gp | -| *Meals (per day)* | | -| ~ Squalid | 3 cp | -| ~ Poor | 6 cp | -| ~ Modest | 3 sp | -| ~ Comfortable | 5 sp | -| ~ Wealthy | 8 sp | -| ~ Aristocratic | 2 gp | -| Meat, chunk | 3 sp | -| *Wine* | | -| ~ Common (pitcher) | 2 sp | -| ~ Fine (bottle) | 10 gp | -| | | - -> **Self-Sufficiency** -> ->The expenses and lifestyles described here assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford-paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear. -> ->Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle. - -## Services - -Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills. - -Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the *secret chest* spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke. - -Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation. - -Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers. - -**Table- Services** - -| Service Pay | Pay | -|-------------------|---------------| -| *Coach cab* | | -| ~ Between towns | 3 cp per mile | -| ~ Within a city | 1 cp | -| *Hireling* | | -| ~ Skilled | 2 gp per day | -| ~ Untrained | 2 sp per day | -| Messenger | 2 cp per mile | -| Road or gate toll | 1 cp | -| Ship's passage | 1 sp per mile | -| | | - -## Spellcasting Services - -People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs. - -Hiring someone to cast a relatively common spell of 1st or 2nd level, such as *cure wounds* or *identify*, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment-the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement. diff --git a/documents/equipment/gear.md b/documents/equipment/gear.md deleted file mode 100644 index c9dc953..0000000 --- a/documents/equipment/gear.md +++ /dev/null @@ -1,225 +0,0 @@ -# Adventuring Gear - -This section describes items that have special rules or require further explanation. - -***Acid***. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. - -***Alchemist's Fire***. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. - -***Antitoxin***. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. - -***Arcane Focus***. An arcane focus is a special item-an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item- designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. - -***Ball Bearings***. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save. - -***Block and Tackle***. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift. - -***Book***. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section). - -***Caltrops***. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save. - -***Candle***. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. - -***Case, Crossbow Bolt***. This wooden case can hold up to twenty crossbow bolts. - -***Case, Map or Scroll***. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. - -***Chain***. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. - -***Climber's Kit***. A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor. - -***Component Pouch***. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). - -***Crowbar***. Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied. - -***Druidic Focus***. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. - -***Fishing Tackle***. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Healer's Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. - -***Holy Symbol***. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B "Fantasy-Historical Pantheons" lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. - -***Holy Water***. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. - -***Hunting Trap***. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. - -***Lamp***. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. - -***Lock***. A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. - -***Magnifying Glass***. This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. - -***Manacles***. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. - -***Mess Kit***. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. - -***Oil***. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. - -***Poison, Basic***. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. - -***Potion of Healing***. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. - -***Pouch***. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section). Quiver. A quiver can hold up to 20 arrows. Ram, Portable. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. - -***Rations***. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. - -***Rope***. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. - -***Scale, Merchant's***. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. - -***Spellbook***. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. - -***Spyglass***. Objects viewed through a spyglass are magnified to twice their size. - -***Tent***. A simple and portable canvas shelter, a tent sleeps two. - -***Tinderbox***. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch-or anything else with abundant, exposed fuel-takes an action. Lighting any other fire takes 1 minute. - -***Torch***. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. - -**Equipment Packs** - -The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually. - -***Burglar's Pack (16 gp)***. Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. - -***Diplomat's Pack (39 gp)***. Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap. - -***Dungeoneer's Pack (12 gp)***. Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. - -***Entertainer's Pack (40 gp)***. Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit. - -***Explorer's Pack (10 gp)***. Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. - -***Priest's Pack (19 gp)***. Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin. - -***Scholar's Pack (40 gp)***. Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife. - -**Table- Adventuring Gear** - -| Item | Cost | Weight | -|------------------------------|----------|--------------| -| Abacus | 2 gp | 2 lb. | -| Acid (vial) | 25 gp | 1 lb. | -| Alchemist's fire (flask) | 50 gp | 1 lb. | -| *Ammunition* | | | -| ~ Arrows (20) | 1 gp | 1 lb. | -| ~ Blowgun needles (50) | 1 gp | 1 lb. | -| ~ Crossbow bolts (20) | 1 gp | 1½ lb. | -| ~ Sling bullets (20) | 4 cp | 1½ lb. | -| Antitoxin (vial) | 50 gp | - | -| *Arcane focus* | | | -| ~ Crystal | 10 gp | 1 lb. | -| ~ Orb | 20 gp | 3 lb. | -| ~ Rod | 10 gp | 2 lb. | -| ~ Staff | 5 gp | 4 lb. | -| ~ Wand | 10 gp | 1 lb. | -| Backpack | 2 gp | 5 lb. | -| Ball bearings (bag of 1,000) | 1 gp | 2 lb. | -| Barrel | 2 gp | 70 lb. | -| Basket | 4 sp | 2 lb. | -| Bedroll | 1 gp | 7 lb. | -| Bell | 1 gp | - | -| Blanket | 5 sp | 3 lb. | -| Block and tackle | 1 gp | 5 lb. | -| Book | 25 gp | 5 lb. | -| Bottle, glass | 2 gp | 2 lb. | -| Bucket | 5 cp | 2 lb. | -| Caltrops (bag of 20) | 1 gp | 2 lb. | -| Candle | 1 cp | - | -| Case, crossbow bolt | 1 gp | 1 lb. | -| Case, map or scroll | 1 gp | 1 lb. | -| Chain (10 feet) | 5 gp | 10 lb. | -| Chalk (1 piece) | 1 cp | - | -| Chest | 5 gp | 25 lb. | -| Climber's kit | 25 gp | 12 lb. | -| Clothes, common | 5 sp | 3 lb. | -| Clothes, costume | 5 gp | 4 lb. | -| Clothes, fine | 15 gp | 6 lb. | -| Clothes, traveler's | 2 gp | 4 lb. | -| Component pouch | 25 gp | 2 lb. | -| Crowbar | 2 gp | 5 lb. | -| *Druidic focus* | | | -| ~ Sprig of mistletoe | 1 gp | - | -| ~ Totem | 1 gp | - | -| ~ Wooden staff | 5 gp | 4 lb. | -| ~ Yew wand | 10 gp | 1 lb. | -| Fishing tackle | 1 gp | 4 lb. | -| Flask or tankard | 2 cp | 1 lb. | -| Grappling hook | 2 gp | 4 lb. | -| Hammer | 1 gp | 3 lb. | -| Hammer, sledge | 2 gp | 10 lb. | -| Healer's kit | 5 gp | 3 lb. | -| *Holy symbol* | | | -| ~ Amulet | 5 gp | 1 lb. | -| ~ Emblem | 5 gp | - | -| ~ Reliquary | 5 gp | 2 lb. | -| Holy water (flask) | 25 gp | 1 lb. | -| Hourglass | 25 gp | 1 lb. | -| Hunting trap | 5 gp | 25 lb. | -| Ink (1 ounce bottle) | 10 gp | - | -| Ink pen | 2 cp | - | -| Jug or pitcher | 2 cp | 4 lb. | -| Ladder (10-foot) | 1 sp | 25 lb. | -| Lamp | 5 sp | 1 lb. | -| Lantern, bullseye | 10 gp | 2 lb. | -| Lantern, hooded | 5 gp | 2 lb. | -| Lock | 10 gp | 1 lb. | -| Magnifying glass | 100 gp | - | -| Manacles | 2 gp | 6 lb. | -| Mess kit | 2 sp | 1 lb. | -| Mirror, steel | 5 gp | 1/2 lb. | -| Oil (flask) | 1 sp | 1 lb. | -| Paper (one sheet) | 2 sp | - | -| Parchment (one sheet) | 1 sp | - | -| Perfume (vial) | 5 gp | - | -| Pick, miner's | 2 gp | 10 lb. | -| Piton | 5 cp | 1/4 lb. | -| Poison, basic (vial) | 100 gp | - | -| Pole (10-foot) | 5 cp | 7 lb. | -| Pot, iron | 2 gp | 10 lb. | -| Potion of healing 5 | 0 gp | 1/2 lb. | -| Pouch | 5 sp | 1 lb. | -| Quiver | 1 gp | 1 lb. | -| Ram, portable | 4 gp | 35 lb. | -| Rations (1 day) | 5 sp | 2 lb. | -| Robes | 1 gp | 4 lb. | -| Rope, hempen (50 feet) | 1 gp | 10 lb. | -| Rope, silk (50 feet) | 10 gp | 5 lb. | -| Sack | 1 cp | 1/2 lb. | -| Scale, merchant's | 5 gp | 3 lb. | -| Sealing wax | 5 sp | - | -| Shovel | 2 gp | 5 lb. | -| Signal whistle | 5 cp | - | -| Signet ring | 5 gp | - | -| Soap | 2 cp | - | -| Spellbook | 50 gp | 3 lb. | -| Spikes, iron (10) | 1 gp | 5 lb. | -| Spyglass | 1,000 gp | 1 lb. | -| Tent, two-person | 2 gp | 20 lb. | -| Tinderbox | 5 sp | 1 lb. | -| Torch | 1 cp | 1 lb. | -| Vial | 1 gp | - | -| Waterskin | 2 sp | 5 lb. (full) | -| Whetstone | 1 cp | 1 lb. | -| | | | - -**Table- Container Capacity** - -| Container | Capacity | -|------------------|----------------------------------------| -| Backpack* | 1 cubic foot/30 pounds of gear | -| Barrel | 40 gallons liquid, 4 cubic feet solid | -| Basket | 2 cubic feet/40 pounds of gear | -| Bottle | 1½ pints liquid | -| Bucket | 3 gallons liquid, 1/2 cubic foot solid | -| Chest | 12 cubic feet/300 pounds of gear | -| Flask or tankard | 1 pint liquid | -| Jug or pitcher | 1 gallon liquid | -| Pot, iron | 1 gallon liquid | -| Pouch | 1/5 cubic foot/6 pounds of gear | -| Sack | 1 cubic foot/30 pounds of gear | -| Vial | 4 ounces liquid | -| Waterskin | 4 pints liquid | -| | | - -\* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. \ No newline at end of file diff --git a/documents/equipment/tools.md b/documents/equipment/tools.md deleted file mode 100644 index 008be82..0000000 --- a/documents/equipment/tools.md +++ /dev/null @@ -1,68 +0,0 @@ -# Tools - -A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the GM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood. - -**Table- Tools** - -| Item | Cost | Weight | -|---------------------------|-------|--------| -| *Artisan's tools* | | | -| ~ Alchemist's supplies | 50 gp | 8 lb. | -| ~ Brewer's supplies | 20 gp | 9 lb. | -| ~ Calligrapher's supplies | 10 gp | 5 lb. | -| ~ Carpenter's tools | 8 gp | 6 lb. | -| ~ Cartographer's tools | 15 gp | 6 lb. | -| ~ Cobbler's tools | 5 gp | 5 lb. | -| ~ Cook's utensils | 1 gp | 8 lb. | -| ~ Glassblower's tools | 30 gp | 5 lb. | -| ~ Jeweler's tools | 25 gp | 2 lb. | -| ~ Leatherworker's tools | 5 gp | 5 lb. | -| ~ Mason's tools | 10 gp | 8 lb. | -| ~ Painter's supplies | 10 gp | 5 lb. | -| ~ Potter's tools | 10 gp | 3 lb. | -| ~ Smith's tools | 20 gp | 8 lb. | -| ~ Tinker's tools | 50 gp | 10 lb. | -| ~ Weaver's tools | 1 gp | 5 lb. | -| ~ Woodcarver's tools | 1 gp | 5 lb. | -| Disguise kit | 25 gp | 3 lb. | -| Forgery kit | 15 gp | 5 lb. | -| *Gaming set* | | | -| ~ Dice set | 1 sp | - | -| ~ Playing card set | 5 sp | - | -| Herbalism kit | 5 gp | 3 lb. | -| *Musical instrument* | | | -| ~ Bagpipes | 30 gp | 6 lb. | -| ~ Drum | 6 gp | 3 lb. | -| ~ Dulcimer | 25 gp | 10 lb. | -| ~ Flute | 2 gp | 1 lb. | -| ~ Lute | 35 gp | 2 lb. | -| ~ Lyre | 30 gp | 2 lb. | -| ~ Horn | 3 gp | 2 lb. | -| ~ Pan flute | 12 gp | 2 lb. | -| ~ Shawm | 2 gp | 1 lb. | -| ~ Viol | 30 gp | 1 lb. | -| Navigator's tools | 25 gp | 2 lb. | -| Poisoner's kit | 50 gp | 2 lb. | -| Thieves' tools | 25 gp | 1 lb. | -| Vehicles (land or water) | * | * | -| | | | - -\* See the "Mounts and Vehicles" section. - -***Artisan's Tools***. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. - -***Disguise Kit***. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. - -***Forgery Kit***. This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. - -***Gaming Set***. This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. - -***Herbalism Kit***. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. - -***Musical Instrument***. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. - -***Navigator's Tools***. This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea. - -***Poisoner's Kit***. A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons. - -***Thieves' Tools***. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. \ No newline at end of file diff --git a/documents/equipment/transportation.md b/documents/equipment/transportation.md deleted file mode 100644 index 65edf7b..0000000 --- a/documents/equipment/transportation.md +++ /dev/null @@ -1,62 +0,0 @@ -# Mounts and Vehicles - -A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity. - -An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together. - -Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself. - -***Barding***. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. - -***Saddles***. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount. - -***Vehicle Proficiency***. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. - -***Rowed Vessels***. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land. - -**Table- Mounts and Other Animals** - -| Item | Cost | Speed | Carrying Capacity | -|----------------|--------|--------|-------------------| -| Camel | 50 gp | 50 ft. | 480 lb. | -| Donkey or mule | 8 gp | 40 ft. | 420 lb. | -| Elephant | 200 gp | 40 ft. | 1,320 lb. | -| Horse, draft | 50 gp | 40 ft. | 540 lb. | -| Horse, riding | 75 gp | 60 ft. | 480 lb. | -| Mastiff | 25 gp | 40 ft. | 195 lb. | -| Pony | 30 gp | 40 ft. | 225 lb. | -| Warhorse | 400 gp | 60 ft. | 540 lb. | -| | | | | - -**Table- Tack, Harness, and Drawn Vehicles** - -| Item | Cost | Weight | -|--------------------|--------|---------| -| Barding | ×4 | ×2 | -| Bit and bridle | 2 gp | 1 lb. | -| Carriage | 100 gp | 600 lb. | -| Cart | 15 gp | 200 lb. | -| Chariot | 250 gp | 100 lb. | -| Feed (per day) | 5 cp | 10 lb. | -| *Saddle* | | | -| ~ Exotic | 60 gp | 40 lb. | -| ~ Military | 20 gp | 30 lb. | -| ~ Pack | 5 gp | 15 lb. | -| ~ Riding | 10 gp | 25 lb. | -| Saddlebags | 4 gp | 8 lb. | -| Sled | 20 gp | 300 lb. | -| Stabling (per day) | 5 sp | - | -| Wagon | 35 gp | 400 lb. | -| | | | - -**Table- Waterborne Vehicles** - -| Item | Cost | Speed | -|--------------|-----------|--------| -| Galley | 30,000 gp | 4 mph | -| Keelboat | 3,000 gp | 1 mph | -| Longship | 10,000 gp | 3 mph | -| Rowboat | 50 gp | 1½ mph | -| Sailing ship | 10,000 gp | 2 mph | -| Warship | 25,000 gp | 2½ mph | -| | | | \ No newline at end of file diff --git a/documents/equipment/weapons.md b/documents/equipment/weapons.md deleted file mode 100644 index ac3711e..0000000 --- a/documents/equipment/weapons.md +++ /dev/null @@ -1,108 +0,0 @@ -# Weapons - -Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring. - -The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A **melee weapon** is used to attack a target within 5 feet of you, whereas a **ranged weapon** is used to attack a target at a distance. - -## Weapon Proficiency - -Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are **simple** and **martial**. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use. - -Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll. - -## Weapon Properties - -Many weapons have special properties related to their use, as shown in the Weapons table. - -***Ammunition***. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - -If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" later in the section). A sling must be loaded to deal any damage when used in this way. - -***Finesse***. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - -***Heavy***. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - -***Light***. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - -***Loading***. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - -***Range***. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - -***Reach***. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - -***Special***. A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section). - -***Thrown***. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - -***Two-Handed***. This weapon requires two hands when you attack with it. - -***Versatile***. This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack. - -### Improvised Weapons - -Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. - -Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus. - -An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet. - -#### Silvered Weapons - -Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective. - -#### Special Weapons - -Weapons with special rules are described here. - -***Lance***. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. - -***Net***. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. - -When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. - -**Table- Weapons** - -| Name | Cost | Damage | Weight | Properties | -|----------------------------|-------|-----------------|---------|--------------------------------------------------------| -| **Simple Melee Weapons** | | | | | -| Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light | -| Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) | -| Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Two-handed | -| Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) | -| Javelin | 5 sp | 1d6 piercing | 2 lb. | Thrown (range 30/120) | -| Light hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) | -| Mace | 5 gp | 1d6 bludgeoning | 4 lb. | - | -| Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) | -| Sickle | 1 gp | 1d4 slashing | 2 lb. | Light | -| Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) | -| **Simple Ranged Weapons** | | | | | -| Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed | -| Dart | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) | -| Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed | -| Sling | 1 sp | 1d4 bludgeoning | - | Ammunition (range 30/120) | -| **Martial Melee Weapons** | | | | | -| Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) | -| Flail | 10 gp | 1d8 bludgeoning | 2 lb. | - | -| Glaive | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | -| Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed | -| Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed | -| Halberd | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | -| Lance | 10 gp | 1d12 piercing | 6 lb. | Reach, special | -| Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) | -| Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed | -| Morningstar | 15 gp | 1d8 piercing | 4 lb. | - | -| Pike | 5 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-handed | -| Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse | -| Scimitar | 25 gp | 1d6 slashing | 3 lb. | Finesse, light | -| Shortsword | 10 gp | 1d6 piercing | 2 lb. | Finesse, light | -| Trident | 5 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) | -| War pick | 5 gp | 1d8 piercing | 2 lb. | - | -| Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) | -| Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach | -| **Martial Ranged Weapons** | | | | | -| Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), loading | -| Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, loading | -| Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed | -| Longbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed | -| Net | 1 gp | - | 3 lb. | Special, thrown (range 5/15) | -| | | | | | diff --git a/documents/gamemastering/conditions.md b/documents/gamemastering/conditions.md deleted file mode 100644 index 9287818..0000000 --- a/documents/gamemastering/conditions.md +++ /dev/null @@ -1,114 +0,0 @@ -# Conditions - -Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous. - -A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. - -If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't. - -The following definitions specify what happens to a creature while it is subjected to a condition. - -## Blinded - -- A blinded creature can't see and automatically fails any ability check that requires sight. -- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - -## Charmed - -- A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. -- The charmer has advantage on any ability check to interact socially with the creature. - -## Deafened - -- A deafened creature can't hear and automatically fails any ability check that requires hearing. - -## Exhaustion - -Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description. - -**Table- Exhaustion Effects** - -| Level | Effect | -|-------|------------------------------------------------| -| 1 | Disadvantage on ability checks | -| 2 | Speed halved | -| 3 | Disadvantage on attack rolls and saving throws | -| 4 | Hit point maximum halved | -| 5 | Speed reduced to 0 | -| 6 | Death | -| | | - -If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description. - -A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. - -An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. - -Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature's exhaustion level by 1. - -## Frightened - -- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. -- The creature can't willingly move closer to the source of its fear. - -## Grappled - -- A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. -- The condition ends if the grappler is incapacitated (see the condition). -- The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the *thunder-wave* spell. - -## Incapacitated - -- An incapacitated creature can't take actions or reactions. - -## Invisible - -- An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. - -- Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. - -## Paralyzed - -- A paralyzed creature is incapacitated (see the condition) and can't move or speak. -- The creature automatically fails Strength and Dexterity saving throws. -- Attack rolls against the creature have advantage. -- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - -## Petrified - -- A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. -- The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings. -- Attack rolls against the creature have advantage. -- The creature automatically fails Strength and Dexterity saving throws. -- The creature has resistance to all damage. -- The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. - -## Poisoned - -- A poisoned creature has disadvantage on attack rolls and ability checks. - -## Prone - -- A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. -- The creature has disadvantage on attack rolls. -- An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - -## Restrained - -- A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. -- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. -- The creature has disadvantage on Dexterity saving throws. - -## Stunned - -- A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly. -- The creature automatically fails Strength and Dexterity saving throws. -- Attack rolls against the creature have advantage. - -## Unconscious - -- An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings -- The creature drops whatever it's holding and falls prone. -- The creature automatically fails Strength and Dexterity saving throws. -- Attack rolls against the creature have advantage. -- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. \ No newline at end of file diff --git a/documents/gamemastering/diseases.md b/documents/gamemastering/diseases.md deleted file mode 100644 index b46ed65..0000000 --- a/documents/gamemastering/diseases.md +++ /dev/null @@ -1,41 +0,0 @@ -# Diseases - -A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells. - -A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of *lesser restoration*. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences. - -A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren't bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell. - -## Sample Diseases - -The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign. - -### Cackle Fever - -This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: "the shrieks." - -Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can't be removed until the disease is cured. - -Any event that causes the infected creature great stress-including entering combat, taking damage, experiencing fear, or having a nightmare-forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success. - -Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours. - -At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later in this chapter. - -### Sewer Plague - -Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs. - -When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected. - -It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest. - -At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease. - -### Sight Rot - -This painful infection causes bleeding from the eyes and eventually blinds the victim. - -A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature's vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is blinded until its sight is restored by magic such as *lesser restoration* or *heal*. - -Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely. \ No newline at end of file diff --git a/documents/gamemastering/madness.md b/documents/gamemastering/madness.md deleted file mode 100644 index e7ad36f..0000000 --- a/documents/gamemastering/madness.md +++ /dev/null @@ -1,75 +0,0 @@ -# Madness - -In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face. - -## Going Mad - -Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as *contact other plane* and *symbol*, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them. - -Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. - -## Madness Effects - -Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness. - -A character afflicted with **short-term madness** is subjected to an effect from the Short-Term Madness table for 1d10 minutes. - -A character afflicted with **long-term madness** is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours. - -A character afflicted with **indefinite madness** gains a new character flaw from the Indefinite Madness table that lasts until cured. - -**Table- Madness Short-Term Effects** - -| d100 | Effect (lasts 1d10 minutes) | -|--------|------------------------------------------------------------------------------------------------------------------------------| -| 01-20 | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. | -| 21-30 | The character becomes incapacitated and spends the duration screaming, laughing, or weeping. | -| 31-40 | The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. | -| 41-50 | The character begins babbling and is incapable of normal speech or spellcasting. | -| 51-60 | The character must use his or her action each round to attack the nearest creature. | -| 61-70 | The character experiences vivid hallucinations and has disadvantage on ability checks. | -| 71-75 | The character does whatever anyone tells him or her to do that isn't obviously self- destructive. | -| 76-80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. | -| 81-90 | The character is stunned. | -| 91-100 | The character falls unconscious. | -| | | - -**Table- Madness Long-Term Effects** - -| d100 | Effect (lasts 1d10 × 10 hours) | -|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| 01-10 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. | -| 11-20 | The character experiences vivid hallucinations and has disadvantage on ability checks. | -| 21-30 | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. | -| 31-40 | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell. | -| 41-45 | The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects. | -| 46-55 | The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. | -| 56-65 | The character is blinded (25%) or deafened (75%). | -| 66-75 | The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. | -| 76-85 | The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect. | -| 86-90 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. | -| 91-95 | The character loses the ability to speak. | -| 96-100 | The character falls unconscious. No amount of jostling or damage can wake the character. | -| | | - -**Table- Madness Indefinite Flaws** - -| d100 | Flaw (lasts until cured) | -|--------|------------------------------------------------------------------------------------------------------------------------------------------| -| 01-15 | "Being drunk keeps me sane." | -| 16-25 | "I keep whatever I find." | -| 26-30 | "I try to become more like someone else I know-adopting his or her style of dress, mannerisms, and name." | -| 31-35 | "I must bend the truth, exaggerate, or outright lie to be interesting to other people." | -| 36-45 | "Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it." | -| 46-50 | "I find it hard to care about anything that goes on around me." | -| 51-55 | "I don't like the way people judge me all the time." | -| 56-70 | "I am the smartest, wisest, strongest, fastest, and most beautiful person I know." | -| 71-80 | "I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time." | -| 81-85 | "There's only one person I can trust. And only I can see this special friend." | -| 86-95 | "I can't take anything seriously. The more serious the situation, the funnier I find it." | -| 96-100 | "I've discovered that I really like killing people." | -| | | - -### Curing Madness - -A *calm emotions* spell can suppress the effects of madness, while a *lesser restoration* spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, *remove curse* or *dispel evil* might also prove effective. A *greater restoration* spell or more powerful magic is required to rid a character of indefinite madness. \ No newline at end of file diff --git a/documents/gamemastering/objects.md b/documents/gamemastering/objects.md deleted file mode 100644 index a5f7f90..0000000 --- a/documents/gamemastering/objects.md +++ /dev/null @@ -1,42 +0,0 @@ -# Objects - -When characters need to saw through ropes, shatter a window, or smash a vampire's coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character's success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does. - -For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects. - -## Statistics for Objects - -When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage. - -***Armor Class***. An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances. - -**Table- Object's Armor Class** - -| Substance | AC | -|---------------------|----| -| Cloth, paper, rope | 11 | -| Crystal, glass, ice | 13 | -| Wood, bone | 15 | -| Stone | 17 | -| Iron, steel | 19 | -| Mithral | 21 | -| Adamantine | 23 | -| | | - -***Hit Points***. An object's hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller. - -**Table- Object's Hit Points** - -| Size | Fragile | Resilient | -|-------------------------------------|----------|-----------| -| Tiny (bottle, lock) | 2 (1d4) | 5 (2d4) | -| Small (chest, lute) | 3 (1d6) | 10 (3d6) | -| Medium (barrel, chandelier) | 4 (1d8) | 18 (4d8) | -| Large (cart, 10-ft-by-10-ft window) | 5 (1d10) | 27 (5d10) | -| | | | - -***Huge and Gargantuan Objects***. Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an *earthquake* spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section's hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points. - -***Objects and Damage Types***. Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can't effectively cut down a tree. As always, use your best judgment. - -***Damage Threshold***. Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object's damage threshold is considered superficial and doesn't reduce the object's hit points. \ No newline at end of file diff --git a/documents/gamemastering/pantheons.md b/documents/gamemastering/pantheons.md deleted file mode 100644 index a6435db..0000000 --- a/documents/gamemastering/pantheons.md +++ /dev/null @@ -1,116 +0,0 @@ -# Pantheons - -The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our world's ancient times. They include deities that are most appropriate for use in a game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game. - -## The Celtic Pantheon - -It's said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak-and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being. - -The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere. - -**Table- Celtic Deities** - -| Deity | Alignment | Suggested Domains | Symbol | -|---------------------------------------------------|-----------|-------------------|------------------------------------| -| The Daghdha, god of weather and crops | CG | Nature, Trickery | Bubbling cauldron or shield | -| Arawn, god of life and death | NE | Life, Death | Black star on gray background | -| Belenus, god of sun, light, and warmth | NG | Light | Solar disk and standing stones | -| Brigantia, goddess of rivers and livestock | NG | Life | Footbridge | -| Diancecht, god of medicine and healing | LG | Life | Crossed oak and mistletoe branches | -| Dunatis, god of mountains and peaks | N | Nature | Red sun-capped mountain peak | -| Goibhniu, god of smiths and healing | NG | Knowledge, Life | Giant mallet over sword | -| Lugh, god of arts, travel, and commerce | CN | Knowledge, Life | Pair of long hands | -| Manannan mac Lir, god of oceans and sea creatures | LN | Nature, Tempest | Wave of white water on green | -| Math Mathonwy, god of magic | NE | Knowledge | Staff | -| Morrigan, goddess of battle | CE | War | Two crossed spears | -| Nuada, god of war and warriors | N | War | Silver hand on black background | -| Oghma, god of speech and writing | NG | Knowledge | Unfurled scroll | -| Silvanus, god of nature and forests | N | Nature | Summer oak tree | -| | | | | - -## The Greek Pantheon - -The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they've made a place for themselves inside the human heart, too. - -**Table- Greek Deities** - -| Deity | Alignment | Suggested Domains | Symbol | -|--------------------------------------------|-----------|------------------------|---------------------------------------| -| Zeus, god of the sky, ruler of the gods | N | Tempest | Fist full of lightning bolts | -| Aphrodite, goddess of love and beauty | CG | Light | Sea shell | -| Apollo, god of light, music, and healing | CG | Knowledge, Life, Light | Lyre | -| Ares, god of war and strife | CE | War | Spear | -| Artemis, goddess of hunting and childbirth | NG | Life, Nature | Bow and arrow on lunar disk | -| Athena, goddess of wisdom and civilization | LG | Knowledge, War | Owl | -| Demeter, goddess of agriculture | NG | Life | Mare's head | -| Dionysus, god of mirth and wine | CN | Life | Thyrsus (staff tipped with pine cone) | -| Hades, god of the underworld | LE | Death | Black ram | -| Hecate, goddess of magic and the moon | CE | Knowledge, Trickery | Setting moon | -| Hephaestus, god of smithing and craft | NG | Knowledge | Hammer and anvil | -| Hera, goddess of marriage and intrigue | CN | Trickery | Fan of peacock feathers | -| Hercules, god of strength and adventure | CG | Tempest, War | Lion's head | -| Hermes, god of travel and commerce | CG | Trickery | Caduceus (winged staff and serpents) | -| Hestia, goddess of home and family | NG | Life | Hearth | -| Nike, goddess of victory | LN | War | Winged woman | -| Pan, god of nature | CN | Nature | Syrinx (pan pipes) | -| Poseidon, god of the sea and earthquakes | CN | Tempest | Trident | -| Tyche, goddess of good fortune | N | Trickery | Red pentagram | -| | | | | - -## The Egyptian Pantheon - -These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma'at-the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe. - -The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning. - -**Table- Egyptian Deities** - -| Deity | Alignment | Suggested Domains | Symbol | -|------------------------------------------------|-----------|--------------------------|--------------------------------------| -| Re-Horakhty, god of the sun, ruler of the gods | LG | Life, Light | Solar disk encircled by serpent | -| Anubis, god of judgment and death | LN | Death | Black jackal | -| Apep, god of evil, fire, and serpents | NE | Trickery | Flaming snake | -| Bast, goddess of cats and vengeance | CG | War | Cat | -| Bes, god of luck and music | CN | Trickery | Image of the misshapen deity | -| Hathor, goddess of love, music, and motherhood | NG | Life, Light | Horned cowʼs head with lunar disk | -| Imhotep, god of crafts and medicine | NG | Knowledge | Step pyramid | -| Isis, goddess of fertility and magic | NG | Knowledge, Life | Ankh and star | -| Nephthys, goddess of death and grief | CG | Death | Horns around a lunar disk | -| Osiris, god of nature and the underworld | LG | Life, Nature | Crook and flail | -| Ptah, god of crafts, knowledge, and secrets | LN | Knowledge | Bull | -| Set, god of darkness and desert storms | CE | Death, Tempest, Trickery | Coiled cobra | -| Sobek, god of water and crocodiles | LE | Nature, Tempest | Crocodile head with horns and plumes | -| Thoth, god of knowledge and wisdom | N | Knowledge | Ibis | -| | | | | - -## The Norse Pantheon - -Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring-this is the land of the Vikings, the home of the Norse pantheon. It's a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven't been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it's surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse. - -The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym). - -**Table- Norse Deities** - -| Deity | Alignment | Suggested Domains | Symbol | -|-------------------------------------------|-----------|-------------------|-----------------------------------| -| Odin, god of knowledge and war | NG | Knowledge, War | Watching blue eye | -| Aegir, god of the sea and storms | NE | Tempest | Rough ocean waves | -| Balder, god of beauty and poetry | NG | Life, Light | Gem-encrusted silver chalice | -| Forseti, god of justice and law | N | Light | Head of a bearded man | -| Frey, god of fertility and the sun | NG | Life, Light | Ice-blue greatsword | -| Freya, goddess of fertility and love | NG | Life | Falcon | -| Frigga, goddess of birth and fertility | N | Life, Light | Cat | -| Heimdall, god of watchfulness and loyalty | LG | Light, War | Curling musical horn | -| Hel, goddess of the underworld | NE | Death | Woman's face, rotting on one side | -| Hermod, god of luck | CN | Trickery | Winged scroll | -| Loki, god of thieves and trickery | CE | Trickery | Flame | -| Njord, god of sea and wind | NG | Nature, Tempest | Gold coin | -| Odur, god of light and the sun | CG | Light | Solar disk | -| Sif, goddess of war | CG | War | Upraised sword | -| Skadi, god of earth and mountains | N | Nature | Mountain peak | -| Surtur, god of fire giants and war | LE | War | Flaming sword | -| Thor, god of storms and thunder | CG | Tempest, War | Hammer | -| Thrym, god of frost giants and cold | CE | War | White double-bladed axe | -| Tyr, god of courage and strategy | LN | Knowledge, War | Sword | -| Uller, god of hunting and winter | CN | Nature | Longbow | -| | | | | \ No newline at end of file diff --git a/documents/gamemastering/planes.md b/documents/gamemastering/planes.md deleted file mode 100644 index 78d3739..0000000 --- a/documents/gamemastering/planes.md +++ /dev/null @@ -1,59 +0,0 @@ -# Planes - -The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the **planes of existence**. It encompasses every world where GMs run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods. - -Many spells and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn. - -## The Material Plane - -The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane. - -The worlds of the Material Plane are infinitely diverse, for they reflect the creative imagination of the GMs who set their games there, as well as the players whose heroes adventure there. They include magic-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned. - -## Beyond the Material - -Beyond the Material Plane, the various planes of existence are realms of myth and mystery. They're not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world. - -### Planar Travel - -When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come. - -Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal. - -***Spells***. A number of spells allow direct or indirect access to other planes of existence. *Plane shift* and *gate* can transport adventurers directly to any other plane of existence, with different degrees of precision. *Etherealness* allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches-such as the Elemental Planes. And the *astral projection* spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes. - -***Portals***. A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog- shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations- circles of standing stones, soaring towers, sailing ships, or even whole towns-that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water). - -### Transitive Planes - -The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells such as *etherealness* and *astral projection* allow characters to enter these planes and traverse them to reach the planes beyond. - -The **Ethereal Plane** is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Certain creatures can see into the Border Ethereal, and the *see invisibility* and *true seeing* spell grant that ability. Some magical effects also extend from the Material Plane into the Border Ethereal, particularly effects that use force energy such as *forcecage* and *wall of force*. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs. - -The **Astral Plane** is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain. - -### Inner Planes - -The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four **Elemental Planes** - Air, Earth, Fire, and Water - form a ring around the Material Plane, suspended within the churning **Elemental Chaos**. - -At their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form-great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos. - -### Outer Planes - -If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities. - -When discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes are not literally "places" at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience. - -Even in those perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whims of the powerful forces that live on the Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs. - -Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to take a guided tour of the Nine Hells, from the first layer to the ninth, in a single day-if the powers of the Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer. - -The most well-known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them. - -#### Outer Planes - -The planes with some element of good in their nature are called the **Upper Planes**. Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the **Lower Planes**. Fiends such as demons and devils dwell in the Lower Planes. A plane's alignment is its essence, and a character whose alignment doesn't match the plane's experiences a profound sense of dissonance there. When a good creature visits Elysium, for example (a neutral good Upper Plane), it feels in tune with the plane, but an evil creature feels out of tune and more than a little uncomfortable. - -#### Demiplanes - -Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don't seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as *demiplane*, or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a *plane shift* spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The *gate* spell is more reliable, assuming the caster knows of the demiplane. \ No newline at end of file diff --git a/documents/gamemastering/poisons.md b/documents/gamemastering/poisons.md deleted file mode 100644 index 2ea1150..0000000 --- a/documents/gamemastering/poisons.md +++ /dev/null @@ -1,65 +0,0 @@ -# Poisons - -Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures. - -Poisons come in the following four types. - -***Contact***. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. - -***Ingested***. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. - -***Inhaled***. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. - -***Injury***. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. - -**Table- List of Poisons** - -| Item | Type | Price/Dose | -|--------------------|----------|------------| -| Assassin's blood | Ingested | 150 gp | -| Burnt othur fumes | Inhaled | 500 gp | -| Crawler mucus | Contact | 200 gp | -| Drow poison | Injury | 200 gp | -| Essence of ether | Inhaled | 300 gp | -| Malice | Inhaled | 250 gp | -| Midnight tears | Ingested | 1,500 gp | -| Oil of taggit | Contact | 400 gp | -| Pale tincture | Ingested | 250 gp | -| Purple worm poison | Injury | 2,000 gp | -| Serpent venom | Injury | 200 gp | -| Torpor | Ingested | 600 gp | -| Truth serum | Ingested | 150 gp | -| Wyvern poison | Injury | 1,200 gp | -| | | | - -## Sample Poisons - -Each type of poison has its own debilitating effects. - -***Assassin's Blood (Ingested)***. A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned. - -***Burnt Othur Fumes (Inhaled)***. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends. - -***Crawler Mucus (Contact)***. This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Drow Poison (Injury)***. This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. - -***Essence of Ether (Inhaled)***. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. - -***Malice (Inhaled)***. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded. - -***Midnight Tears (Ingested)***. A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. - -***Oil of Taggit (Contact)***. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage. - -***Pale Tincture (Ingested)***. A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. - -***Purple Worm Poison (Injury)***. This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. - -***Serpent Venom (Injury)***. This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. - -***Torpor (Ingested)***. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated. - -***Truth Serum (Ingested)***. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a *zone of truth* spell. - -***Wyvern Poison (Injury)***. This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/documents/gamemastering/traps.md b/documents/gamemastering/traps.md deleted file mode 100644 index b53d988..0000000 --- a/documents/gamemastering/traps.md +++ /dev/null @@ -1,176 +0,0 @@ -# Traps - -Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts. - -A trap can be either mechanical or magical in nature. **Mechanical traps** include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. **Magic traps** are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as *glyph of warding* and *symbol* that function as traps. - -## Traps in Play - -When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it. - -### Triggering a Trap - -Most traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the *glyph of warding* spell) have more complicated trigger conditions, including a password that prevents the trap from activating. - -### Detecting and Disabling a Trap - -Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap's presence. - -A trap's description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap's DC. You can also compare the DC to detect the trap with each character's passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves' tools to perform the necessary sabotage. - -Any character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap's description. The DCs are the same regardless of the check used. In addition, *dispel magic* has a chance of disabling most magic traps. A magic trap's description provides the DC for the ability check made when you use *dispel magic*. - -In most cases, a trap's description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap's description to determine what happens. No trap's design can anticipate every possible action that the characters might attempt. - -You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap's presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required. - -Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield. - -Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap. - -### Trap Effects - -The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap's description specifies what happens when it is triggered. - -The attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap's severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity. - -A trap intended to be a **setback** is unlikely to kill or seriously harm characters of the indicated levels, whereas a **dangerous** trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A **deadly** trap is likely to kill characters of the indicated levels. - -**Table- Trap Dangers** - -| Trap Danger | Save DC | Attack Bonus | -|-------------|---------|--------------| -| Setback | 10-11 | +3 to +5 | -| Dangerous | 12-15 | +6 to +8 | -| Deadly | 16-20 | +9 to +12 | -| | | | - -**Table- Trap Severity** - -| Character Level | Setback | Dangerous | Deadly | -|-----------------|---------|-----------|--------| -| 1st-4th | 1d10 | 2d10 | 4d10 | -| 5th-10th | 2d10 | 4d10 | 10d10 | -| 11th-16th | 4d10 | 10d10 | 18d10 | -| 17th-20th | 10d10 | 18d10 | 24d10 | -| | | | | - -### Complex Traps - -Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter. - -When a complex trap activates, it rolls initiative. The trap's description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways. - -For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap's turn, the water level rises. After several rounds, the room is completely flooded. - -## Sample Traps - -The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order. - -### Collapsing Roof - -*Mechanical trap* - -This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place. - -The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. - -Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger. - -The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse. - -When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain. - -### Falling Net - -*Mechanical trap* - -This trap uses a trip wire to release a net suspended from the ceiling. - -The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves' tools breaks the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. - -When the trap is triggered, the net is released, covering a 10-foot square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10 - -Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot square section of it, freeing any creature trapped in that section. - -### Fire-Breathing Statue - -*Magic trap* - -This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell. - -The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as *detect magic*, reveals an aura of evocation magic around the statue. - -The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. - -Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful *dispel magic* (DC 13) cast on the statue destroys the trap. - -### Pits - -*Mechanical trap* - -Four basic pit traps are presented here. - -***Simple Pit***. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris. - -The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's depth (usually 10 feet, but some pits are deeper). - -***Hidden Pit***. This pit has a cover constructed from material identical to the floor around it. - -A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit's cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit. - -When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper. - -Once the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the *arcane lock* spell or similar magic. - -***Locking Pit***. This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside. - -A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit. - -***Spiked Pit***. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. - -### Poison Darts - -*Mechanical trap* - -When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts. - -The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching. - -The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8 - -bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. - -### Poison Needle - -*Mechanical trap* - -A poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison. - -When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. - -A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap. - -### Rolling Sphere - -*Mechanical trap* - -When 20 or more pounds of pressure are placed on this trap's pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot diameter rolling sphere of solid stone. - -With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. - -Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures' spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone. - -The sphere stops when it hits a wall or similar barrier. It can't go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving. - -As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere's speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops moving and is no longer a threat. - -### Sphere of Annihilation - -*Magic trap* - -Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated. - -A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a *sphere of annihilation* that can't be controlled or moved. It is otherwise identical to a normal *sphere of annihilation*. - -Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the sympathy aspect of the *antipathy/sympathy* spell. A successful *dispel magic* (DC 18) removes this enchantment. \ No newline at end of file diff --git a/documents/gameplay/abilities.md b/documents/gameplay/abilities.md deleted file mode 100644 index 4c7dbdc..0000000 --- a/documents/gameplay/abilities.md +++ /dev/null @@ -1,377 +0,0 @@ -# ABILITIES - -Six abilities provide a quick description of every creature's physical and mental characteristics: - -- **Strength**, measuring physical power -- **Dexterity**, measuring agility -- **Constitution**, measuring endurance -- **Intelligence**, measuring reasoning and memory -- **Wisdom**, measuring perception and insight -- **Charisma**, measuring force of personality - -Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities-a creature's assets as well as weaknesses. - -The three main rolls of the game-the ability check, the saving throw, and the attack roll-rely on the six ability scores. The book's introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number. - -## Ability Scores and Modifiers - -Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability. - -A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. - -Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30. - -**Table- Ability Scores and Modifiers** - -| Score | Modifier | -|-------|----------| -| 1 | -5 | -| 2-3 | -4 | -| 4-5 | -3 | -| 6-7 | -2 | -| 8-9 | -1 | -| 10-11 | +0 | -| 12-13 | +1 | -| 14-15 | +2 | -| 16-17 | +3 | -| 18-19 | +4 | -| 20-21 | +5 | -| 22-23 | +6 | -| 24-25 | +7 | -| 26-27 | +8 | -| 28-29 | +9 | -| 30 | +10 | -| | | - -To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down). - -Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores. - -# Advantage and Disadvantage - -Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17. - -If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20. - -If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage. - -When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1. - -You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The - -GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result. - -# Proficiency Bonus - -Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls. - -Your proficiency bonus can't be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save. - -Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue's Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once. - -By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn't normally benefit from your proficiency bonus, you still don't add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks. - -In general, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply. - -# Ability Checks - -An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results. - -For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. - -The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs. - -**Table- Difficulty Classes** - -| Task Difficulty | DC | -|-------------------|----| -| Very easy | 5 | -| Easy | 10 | -| Medium | 15 | -| Hard | 20 | -| Very hard | 25 | -| Nearly impossible | 30 | -| | | - -To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success-the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM. - -## Contests - -Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal- for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest. - -Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding. - -If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut. - -## Skills - -Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.) - -For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding. - -The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later sections of this section for examples of how to use a skill associated with an ability. - -**Table- Related Skills** - -| Strength | Dexterity | Intelligence | Wisdom | Charisma | -|-----------|-----------------|---------------|-----------------|--------------| -| Athletics | Acrobatics | Arcana | Animal Handling | Deception | -| | Sleight of Hand | History | Insight | Intimidation | -| | Stealth | Investigation | Medicine | Performance | -| | | Nature | Perception | Persuasion | -| | | Religion | Survival | | - -Sometimes, the GM might ask for an ability check using a specific skill-for example, "Make a Wisdom (Perception) check." At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check. - -For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check. - -### Variant: Skills with Different Abilities - -Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you're proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma. - -## Passive Checks - -A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster. - -Here's how to determine a character's total for a passive check: - -10 + all modifiers that normally apply to the check - -If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a **score**. - -For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14. - -The rules on hiding in the "Dexterity" section below rely on passive checks, as do the exploration rules. - -## Working Together - -Sometimes two or more characters team up to attempt a task. The character who's leading the effort-or the one with the highest ability modifier-can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action. - -A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help. - -### Group Checks - -When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't. - -To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails. - -Group checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards. - -## Using Each Ability - -Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game. - -### Strength - -Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force. - -#### Strength Checks - -A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. - -***Athletics***. Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: - -- You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off. -- You try to jump an unusually long distance or pull off a stunt midjump. -- You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. - -***Other Strength Checks***. The GM might also call for a Strength check when you try to accomplish tasks like the following: - -- Force open a stuck, locked, or barred door -- Break free of bonds -- Push through a tunnel that is too small -- Hang on to a wagon while being dragged behind it -- Tip over a statue -- Keep a boulder from rolling - -#### Attack Rolls and Damage - -You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack. - -#### Lifting and Carrying - -Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. - -***Carrying Capacity***. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it. - -***Push, Drag, or Lift***. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. - -***Size and Strength***. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights. - -#### Variant: Encumbrance - -The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table. - -If you carry weight in excess of 5 times your Strength score, you are **encumbered**, which means your speed drops by 10 feet. - -If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead **heavily encumbered**, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. - -### Dexterity - -Dexterity measures agility, reflexes, and balance. - -#### Dexterity Checks - -A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks. - -***Acrobatics***. Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips. - -***Sleight of Hand***. Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket. - -***Stealth***. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard. - -***Other Dexterity Checks***. The GM might call for a Dexterity check when you try to accomplish tasks like the following: - -- Control a heavily laden cart on a steep descent -- Steer a chariot around a tight turn -- Pick a lock -- Disable a trap -- Securely tie up a prisoner -- Wriggle free of bonds -- Play a stringed instrument -- Craft a small or detailed object - -#### Attack Rolls and Damage - -You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier. - -#### Armor Class - -Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class. - -#### Initiative - -At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat. - -> **Hiding** -> ->The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence. -> ->You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. -> ->An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet. -> ->In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen. -> ->***Passive Perception***. When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14. -> ->***What Can You See?*** One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be **lightly** or **heavily obscured**, as explained in the "Adventuring" section. - -### Constitution - -Constitution measures health, stamina, and vital force. - -#### Constitution Checks - -Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however. - -The GM might call for a Constitution check when you try to accomplish tasks like the following: - -- Hold your breath -- March or labor for hours without rest -- Go without sleep -- Survive without food or water -- Quaff an entire stein of ale in one go - -#### Hit Points - -Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points. - -If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7. - -### Intelligence - -Intelligence measures mental acuity, accuracy of recall, and the ability to reason. - -#### Intelligence Checks - -An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks. - -***Arcana***. Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes. - -***History***. Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations. - -***Investigation***. When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check. - -***Nature***. Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles. - -***Religion***. Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. - -***Other Intelligence Checks***. The GM might call for an Intelligence check when you try to accomplish tasks like the following: - -- Communicate with a creature without using words -- Estimate the value of a precious item -- Pull together a disguise to pass as a city guard -- Forge a document -- Recall lore about a craft or trade -- Win a game of skill - -#### Spellcasting Ability - -Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. - -### Wisdom - -Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition. - -#### Wisdom Checks - -A Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks. - -***Animal Handling***. When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver. - -***Insight***. Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms. - -***Medicine***. A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness. - -***Perception***. Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door. - -***Survival***. The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards. - -***Other Wisdom Checks***. The GM might call for a Wisdom check when you try to accomplish tasks like the following: - -- Get a gut feeling about what course of action to follow -- Discern whether a seemingly dead or living creature is undead - -#### Spellcasting Ability - -Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. - -### Charisma - -Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality. - -#### Charisma Checks - -A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. - -***Deception***. Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie. - -***Intimidation***. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision. - -***Performance***. Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. - -***Persuasion***. When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk. - -***Other Charisma Checks***. The GM might call for a Charisma check when you try to accomplish tasks like the following: - -- Find the best person to talk to for news, rumors, and gossip -- Blend into a crowd to get the sense of key topics of conversation - -#### Spellcasting Ability - -Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. - -# Saving Throws - -A saving throw-also called a save-represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm. - -To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw. - -A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM. - -Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well. - -The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster's spellcasting ability and proficiency bonus. - -The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect. \ No newline at end of file diff --git a/documents/gameplay/adventuring.md b/documents/gameplay/adventuring.md deleted file mode 100644 index 16c9e8e..0000000 --- a/documents/gameplay/adventuring.md +++ /dev/null @@ -1,237 +0,0 @@ -# ADVENTURING - -# Time - -In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers' movement happens on a scale of **minutes**. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable. - -In a city or wilderness, a scale of **hours** is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours' time. - -For long journeys, a scale of **days** works best. - -Following the road from Baldur's Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. - -In combat and other fast-paced situations, the game relies on **rounds**, a 6-second span of time. - -# Movement - -Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope-all sorts of movement play a key role in fantasy gaming adventures. - -The GM can summarize the adventurers' movement without calculating exact distances or travel times: "You travel through the forest and find the dungeon entrance late in the evening of the third day." Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch." - -Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over. - -## Speed - -Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation. - -The following rules determine how far a character or monster can move in a minute, an hour, or a day. - -### Travel Pace - -While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully. - -***Forced March***. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion. - -For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion (see appendix ##). - -***Mounts and Vehicles***. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas. - -Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. - -Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a *carpet of flying*, allow you to travel more swiftly. - -**Table- Travel Pace** - -**Distance Traveled Per ...** - -| Pace | Minute | Hour | Day | Effect | -|--------|----------|---------|----------|--------------------------------------------------| -| Fast | 400 feet | 4 miles | 30 miles | -5 penalty to passive Wisdom (Perception) scores | -| Normal | 300 feet | 3 miles | 18 miles | - | -| Slow | 200 feet | 2 miles | 24 miles | Able to use stealth | -| | | | | | - -### Difficult Terrain - -The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground-all considered difficult terrain. - -You move at half speed in difficult terrain- moving 1 foot in difficult terrain costs 2 feet of speed-so you can cover only half the normal distance in a minute, an hour, or a day. - -## Special Types of Movement - -Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go. - -### Climbing, Swimming, and Crawling - -While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check. - -### Jumping - -Your Strength determines how far you can jump. - -***Long Jump***. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement. - -This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it. - -When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone. - -***High Jump***. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can. - -You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height. - -# The Environment - -By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places. - -## Falling - -A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall. - -## Suffocating - -A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). - -When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again. - -For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points. - -## Vision and Light - -The most fundamental tasks of adventuring- noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few-rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance. - -A given area might be lightly or heavily obscured. In a **lightly obscured** area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. - -A **heavily obscured** area-such as darkness, opaque fog, or dense foliage-blocks vision entirely. A creature effectively suffers from the blinded condition (see appendix ##) when trying to see something in that area. - -The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness. - -**Bright light** lets most creatures see normally. - -Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. - -**Dim light**, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. - -**Darkness** creates a heavily obscured area. - -Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness. - -### Blindsight - -A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense. - -### Darkvision - -Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray. - -### Truesight - -A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane. - -## Food and Water - -Characters who don't eat or drink suffer the effects of exhaustion (see appendix ##). Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount. - -### Food - -A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. - -A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion. - -A normal day of eating resets the count of days without food to zero. - -### Water - -A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day. - -If the character already has one or more levels of exhaustion, the character takes two levels in either case. - -## Interacting with Objects - -A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as moving a lever, and the GM describes what, if anything, happens. - -For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task. - -Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The GM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks. - -A character can also attempt a Strength check to break an object. The GM sets the DC for any such check. - -# Resting - -Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure. - -Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day. - -## Short Rest - -A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. - -A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below. - -## Long Rest - -A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity-at least 1 hour of walking, fighting, casting spells, or similar adventuring activity-the characters must begin the rest again to gain any benefit from it. - -At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. - -A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits. - -# Between Adventures - -Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold. - -In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion. - -## Lifestyle Expenses - -Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle. - -Living a particular lifestyle doesn't have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty. - -## Downtime Activities - -Between adventures, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity. - -Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM. - -### Crafting - -You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor. - -For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5 gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself. - -Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp. - -While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost. - -### Practicing a Profession - -You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long you continue to practice your profession. - -If you are a member of an organization that can provide gainful employment, such as a temple or a thieves' guild, you earn enough to support a comfortable lifestyle instead. - -If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead. - -### Recuperating - -You can use downtime between adventures to recover from a debilitating injury, disease, or poison. - -After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results: - -- End one effect on you that prevents you from regaining hit points. -- For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you. - -### Researching - -The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips. - -When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The GM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone's aid. Once those conditions are met, you learn the information if it is available. - -For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses. - -### Training - -You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options. - -First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required. - -The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool. \ No newline at end of file diff --git a/documents/gameplay/combat.md b/documents/gameplay/combat.md deleted file mode 100644 index 38057d1..0000000 --- a/documents/gameplay/combat.md +++ /dev/null @@ -1,505 +0,0 @@ -# COMBAT - -A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A **round** represents about 6 seconds in the game world. During a round, each participant in a battle takes a **turn**. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. - -># Combat Step by Step -> ->1. **Determine surprise.** The GM determines whether anyone involved in the combat encounter is surprised. ->2. **Establish positions.** The GM decides where all the characters and monsters are located. Given the adventurers' marching order or their stated positions in the room or other location, the GM figures out where the adversaries are̶how far away and in what direction. ->3. **Roll initiative.** Everyone involved in the combat encounter rolls initiative, determining the order of combatants' turns. ->4. **Take turns.** Each participant in the battle takes a turn in initiative order. ->5. **Begin the next round.** When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops. - -## Surprise - -A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other. - -The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is surprised at the start of the encounter. - -If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't. - -## Initiative - -Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time. - -The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round. - -If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first. - -## Your Turn - -On your turn, you can **move** a distance up to your speed and **take one action**. You decide whether to move first or take your action first. Your speed- sometimes called your walking speed-is noted on your character sheet. - -The most common actions you can take are described in the "Actions in Combat" section later in this chapter. Many class features and other abilities provide additional options for your action. - -The "Movement and Position" section later in this chapter gives the rules for your move. - -You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the Dodge or Ready action, as described in "Actions in Combat." - -## Bonus Actions - -Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take. - -You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available. - -You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action. - -## Other Activity on Your Turn - -Your turn can include a variety of flourishes that require neither your action nor your move. - -You can communicate however you are able, through brief utterances and gestures, as you take your turn. - -You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack. - -If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions. - -The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge. - -# Reactions - -Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction. - -When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction. - -# Movement and Position - -In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand. - -On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here. - -Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving. - -## Breaking Up Your Move - -You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet. - -### Moving between Attacks - -If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again. - -### Using Different Speeds - -If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move. - -For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the *fly* spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more. - -## Difficult Terrain - -Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases-the setting of a typical fight contains difficult terrain. - -Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain. - -Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain. - -## Being Prone - -Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in appendix A. - -You can **drop prone** without using any of your speed. **Standing up** takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend - -15 feet of movement to stand up. You can't stand up if you don't have enough movement left or if your speed is 0. - -To move while prone, you must **crawl** or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement. - -> **Interacting with Objects Around You** -> ->Here are a few examples of the sorts of thing you can do in tandem with your movement and action: -> ->- draw or sheathe a sword ->- open or close a door ->- withdraw a potion from your backpack ->- pick up a dropped axe ->- take a bauble from a table ->- remove a ring from your finger ->- stuff some food into your mouth ->- plant a banner in the ground ->- fish a few coins from your belt pouch ->- drink all the ale in a flagon ->- throw a lever or a switch ->- pull a torch from a sconce ->- take a book from a shelf you can reach ->- extinguish a small flame ->- don a mask ->- pull the hood of your cloak up and over your head ->- put your ear to a door ->- kick a small stone ->- turn a key in a lock ->- tap the floor with a 10-foot pole ->- hand an item to another character - -## Moving Around Other Creatures - -You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is difficult terrain for you. - -Whether a creature is a friend or an enemy, you can't willingly end your move in its space. - -If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the chapter. - -## Flying Movement - -Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the *fly* spell. - -## Creature Size - -Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories. - -**Table- Creature Size** - -| Size | Space | -|------------|------------------------| -| Tiny | 2 1/2 by 2 1/2 ft. | -| Small | 5 by 5 ft. | -| Medium | 5 by 5 ft. | -| Large | 10 by 10 ft. | -| Huge | 15 by 15 ft. | -| Gargantuan | 20 by 20 ft. or larger | -| | | - -### Space - -A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot wide doorway, other creatures can't get through unless the hobgoblin lets them. - -A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one. - -Because larger creatures take up more space, fewer of them can surround a creature. If four Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one. - -#### Squeezing into a Smaller Space - -A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space. - -# Actions in Combat - -When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks. - -When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure. - -## Attack - -The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. - -With this action, you make one melee or ranged attack. See the "Making an Attack" section for the rules that govern attacks. - -Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action. - -## Cast a Spell - -Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. - -## Dash - -When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash. - -Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash. - -## Disengage - -If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn. - -## Dodge - -When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix A) or if your speed drops to 0. - -## Help - -You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn. - -Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage. - -## Hide - -When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the "Unseen Attackers and Targets" section later in this chapter. - -## Ready - -Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn. - -First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away." - -When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round. - -When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the *web* spell and ready *magic missile*, your *web* spell ends, and if you take damage before you release *magic missile* with your reaction, your concentration might be broken. - -## Search - -When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check. - -## Use an Object - -You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn. - -# Making an Attack - -Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure. - -- **Choose a target**. Pick a target within your attack's **Range:** a creature, an object, or a location. -- **Determine modifiers**. The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll. -- **Resolve the attack**. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage. - -If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack. - -## Attack Rolls - -When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block. - -### Modifiers to the Roll - -When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block. - -***Ability Modifier.*** The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule. - -Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster. - -***Proficiency Bonus.*** You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell. - -### Rolling 1 or 20 - -Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss. - -If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit, which is explained later in this chapter. - -If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC. - -## Unseen Attackers and Targets - -Combatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness. - -When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target's location correctly. - -When a creature can't see you, you have advantage on attack rolls against it. If you are hidden-both unseen and unheard-when you make an attack, you give away your location when the attack hits or misses. - -## Ranged Attacks - -When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack. - -### Range - -You can make ranged attacks only against targets within a specified range. - -If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range. - -Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range. - -### Ranged Attacks in Close Combat - -Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated. - -## Melee Attacks - -Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack. - -Most creatures have a 5-foot **reach** and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions. - -Instead of using a weapon to make a melee weapon attack, you can use an **unarmed strike**: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes. - ->***Contests in Combat*** -> ->Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others. - -#### Opportunity Attacks - -In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack. - -You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach. - -You can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy. - -### Two-Weapon Fighting - -When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. - -If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it. - -### Grappling - -When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. - -The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition (see appendix ##). The condition specifies the things that end it, and you can release the target whenever you like (no action required). - -***Escaping a Grapple***. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check. - -***Moving a Grappled Creature***. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you. - -### Shoving a Creature - -Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. - -The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you. - -## Cover - -Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. - -There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover. - -A target with **half cover** has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend. - -A target with **three-quarters cover** has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk. - -A target with **total cover** can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle. - -## Damage and Healing - -Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a *fireball* spell all have the potential to damage, or even kill, the hardiest of creatures. - -### Hit Points - -Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile. - -A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing. - -Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points. - -### Damage Rolls - -Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage. - -When attacking with a **weapon**, you add your ability modifier-the same modifier used for the attack roll-to the damage. A **spell** tells you which dice to roll for damage and whether to add any modifiers. - -If a spell or other effect deals damage to **more than one target** at the same time, roll the damage once for all of them. For example, when a wizard casts *fireball* or a cleric casts *flame strike*, the spell's damage is rolled once for all creatures caught in the blast. - -### Critical Hits - -When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once. - -For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well. - -### Damage Types - -Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types. - -The damage types follow, with examples to help a GM assign a damage type to a new effect. - -***Acid***. The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage. - -***Bludgeoning***. Blunt force attacks-hammers, falling, constriction, and the like-deal bludgeoning damage. - -***Cold***. The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage. - -***Fire***. Red dragons breathe fire, and many spells conjure flames to deal fire damage. - -***Force***. Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including *magic missile* and *spiritual weapon*. - -***Lightning***. A *lightning bolt* spell and a blue dragon's breath deal lightning damage. - -***Necrotic***. Necrotic damage, dealt by certain undead and a spell such as *chill touch*, withers matter and even the soul. - -***Piercing***. Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage. - -***Poison***. Venomous stings and the toxic gas of a green dragon's breath deal poison damage. - -***Psychic***. Mental abilities such as a mind flayer's psionic blast deal psychic damage. - -***Radiant***. Radiant damage, dealt by a cleric's *flame strike* spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power. - -***Slashing***. Swords, axes, and monsters' claws deal slashing damage. - -***Thunder***. A concussive burst of sound, such as the effect of the *thunderwave* spell, deals thunder damage. - -### Damage Resistance and Vulnerability - -Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage. - -If a creature or an object has **resistance** to a damage type, damage of that type is halved against it. If a creature or an object has **vulnerability** to a damage type, damage of that type is doubled against it. - -Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage. - -Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters. - -### Healing - -Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points, and magical methods such as a *cure wounds* spell or a *potion of healing* can remove damage in an instant. - -When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8. - -A creature that has died can't regain hit points until magic such as the *revivify* spell has restored it to life. - -### Dropping to 0 Hit Points - -When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections. - -### Instant Death - -Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. - -For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies. - -### Falling Unconscious - -If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix ##). This unconsciousness ends if you regain any hit points. - -### Death Saving Throws - -Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw. - -Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable. - -***Rolling 1 or 20***. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point. - -***Damage at 0 Hit Points***. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death. - -#### Stabilizing a Creature - -The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw. - -You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check. - -A **stable** creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours. - -### Monsters and Death - -Most GMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws. - -Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters. - -## Knocking a Creature Out - -Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable. - -## Temporary Hit Points - -Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury. - -When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage. - -Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points. - -Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22. - -If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you. They can still absorb damage directed at you while you're in that state, but only true healing can save you. - -Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest. - -# Mounted Combat - -A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide. - -A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules. - -## Mounting and Dismounting - -Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0. - -If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you're knocked prone while mounted, you must make the same saving throw. - -If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it. - -## Controlling a Mount - -While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently. - -You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. - -An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes. - -In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount. - -# Underwater Combat - -When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply. - -When making a **melee weapon attack**, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident. - -A **ranged weapon attack** automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart). - -Creatures and objects that are fully immersed in water have resistance to fire damage. \ No newline at end of file diff --git a/documents/monsters/Creatures A-C.md b/documents/monsters/Creatures A-C.md deleted file mode 100644 index 6afa2f3..0000000 --- a/documents/monsters/Creatures A-C.md +++ /dev/null @@ -1,491 +0,0 @@ -# Creatures (A-C) - -## Ape - -*Medium beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 19 (3d8+6) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 14 (+2) | 14 (+2) | 6 (-2) | 12 (+1) | 7 (-2) | - -**Skills** Athletics +5, Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -###### Actions - -***Multiattack***. The ape makes two fist attacks. - -***Fist***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage. - -***Rock***. *Ranged Weapon Attack:* +5 to hit, range 25/50 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage. - -## Awakened Shrub - -*Small plant, unaligned* - -**Armor Class** 9 - -**Hit Points** 10 (3d6) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|--------|---------|---------|---------|--------| -| 3 (-4) | 8 (-1) | 11 (+0) | 10 (+0) | 10 (+0) | 6 (-2) | - -**Damage Vulnerabilities** fire - -**Damage Resistances** piercing - -**Senses** passive Perception 10 - -**Languages** one language known by its creator - -**Challenge** 0 (10 XP) - -***False Appearance***. While the shrub remains motionless, it is indistinguishable from a normal shrub. - -###### Actions - -***Rake***. *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4-1) slashing damage. - -An **awakened shrub** is an ordinary shrub given sentience and mobility by the *awaken* spell or similar magic. - -## Awakened Tree - -*Huge plant, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 59 (7d12+14) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|---------|---------|--------| -| 19 (+4) | 6 (-2) | 15 (+2) | 10 (+0) | 10 (+0) | 7 (-2) | - -**Damage Vulnerabilities** fire - -**Damage Resistances** bludgeoning, piercing - -**Senses** passive Perception 10 - -**Languages** one language known by its creator - -**Challenge** 2 (450 XP) - -***False Appearance***. While the tree remains motionless, it is indistinguishable from a normal tree. - -###### Actions - -***Slam***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 14 (3d6+4) bludgeoning damage. - -An **awakened tree** is an ordinary tree given sentience and mobility by the *awaken* spell or similar magic. - -## Axe Beak - -*Large beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 19 (3d10+3) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 12 (+1) | 12 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) slashing damage. - -An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close. - -## Baboon - -*Small beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 3 (1d6) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 8 (-1) | 14 (+2) | 11 (+0) | 4 (-3) | 12 (+1) | 6 (-2) | - -**Senses** passive Perception 11 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Pack Tactics***. The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4-1) piercing damage. - -## Badger - -*Tiny beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 3 (1d4+1) - -**Speed** 20 ft., burrow 5 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 4 (-3) | 11 (+0) | 12 (+1) | 2 (-4) | 12 (+1) | 5 (-3) | - -**Senses** darkvision 30 ft., passive Perception 11 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Smell***. The badger has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. - -## Bat - -*Tiny beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 1 (1d4-1) - -**Speed** 5 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 2 (-4) | 15 (+2) | 8 (-1) | 2 (-4) | 12 (+1) | 4 (-3) | - -**Senses** blindsight 60 ft., passive Perception 11 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Echolocation***. The bat can't use its blindsight while deafened. - -***Keen Hearing***. The bat has advantage on Wisdom (Perception) checks that rely on hearing. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage. - -## Black Bear - -*Medium beast, unaligned* - -**Armor Class** 11 (natural armor) - -**Hit Points** 19 (3d8+6) - -**Speed** 40 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 10 (+0) | 14 (+2) | 2 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Keen Smell***. The bear has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Multiattack***. The bear makes two attacks: one with its bite and one with its claws. - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) slashing damage. - -## Blink Dog - -*Medium fey, lawful good* - -**Armor Class** 13 - -**Hit Points** 22 (4d8+4) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 12 (+1) | 17 (+3) | 12 (+1) | 10 (+0) | 13 (+1) | 11 (+0) | - -**Skills** Perception +3, Stealth +5 - -**Senses** passive Perception 13 - -**Languages** Blink Dog, understands Sylvan but can't speak it - -**Challenge** 1/4 (50 XP) - -***Keen Hearing and Smell***. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) piercing damage. - -***Teleport (Recharge 4-6)***. The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. - -A **blink dog** takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long- standing hatred for displacer beasts and attack them on sight. - -## Blood Hawk - -*Small beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 7 (2d6) - -**Speed** 10 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 6 (-2) | 14 (+2) | 10 (+0) | 3 (-4) | 14 (+2) | 5 (-3) | - -**Skills** Perception +4 - -**Senses** passive Perception 14 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -***Keen Sight***. The hawk has advantage on Wisdom (Perception) checks that rely on sight. - -***Pack Tactics***. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. - -Taking its name from its crimson feathers and aggressive nature, the **blood hawk** fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey. - -## Boar - -*Medium beast, unaligned* - -**Armor Class** 11 (natural armor) - -**Hit Points** 11 (2d8+2) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 13 (+1) | 11 (+0) | 12 (+1) | 2 (-4) | 9 (-1) | 5 (-3) | - -**Senses** passive Perception 9 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Charge***. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - -***Relentless (Recharges after a Short or Long Rest)***. If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. - -###### Actions - -***Tusk***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) slashing damage. - -## Brown Bear - -*Large beast, unaligned* - -**Armor Class** 11 (natural armor) - -**Hit Points** 34 (4d10+12) - -**Speed** 40 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 19 (+4) | 10 (+0) | 16 (+3) | 2 (-4) | 13 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Keen Smell***. The bear has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Multiattack***. The bear makes two attacks: one with its bite and one with its claws. - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -## Camel - -*Large beast, unaligned* - -**Armor Class** 9 - -**Hit Points** 15 (2d10+4) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 16 (+3) | 8 (-1) | 14 (+2) | 2 (-4) | 8 (-1) | 5 (-3) | - -**Senses** passive Perception 9 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage. - -## Cat - -*Tiny beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 2 (1d4) - -**Speed** 40 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 3 (-4) | 15 (+2) | 10 (+0) | 3 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3, Stealth +4 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Smell***. The cat has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Claws.*** *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage. - -## Constrictor Snake - -*Large beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 13 (2d10+2) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 14 (+2) | 12 (+1) | 1 (-5) | 10 (+0) | 3 (-4) | - -**Senses** blindsight 10 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6+2) piercing damage. - -***Constrict***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. - -## Crab - -*Tiny beast, unaligned* - -**Armor Class** 11 (natural armor) - -**Hit Points** 2 (1d4) - -**Speed** 20 ft., swim 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|--------|--------| -| 2 (-4) | 11 (+0) | 10 (+0) | 1 (-5) | 8 (-1) | 2 (-4) | - -**Skills** Stealth +2 - -**Senses** blindsight 30 ft., passive Perception 9 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Amphibious***. The crab can breathe air and water. - -###### Actions - -***Claw***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 bludgeoning damage. - -## Crocodile - -*Large beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 19 (3d10+3) - -**Speed** 20 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | - -**Skills** Stealth +2 - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Hold Breath***. The crocodile can hold its breath for 15 minutes. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (1d10+2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. \ No newline at end of file diff --git a/documents/monsters/Creatures D-F.md b/documents/monsters/Creatures D-F.md deleted file mode 100644 index d7d41d5..0000000 --- a/documents/monsters/Creatures D-F.md +++ /dev/null @@ -1,251 +0,0 @@ -# Creatures (D-F) - -## Death Dog - -*Medium monstrosity, neutral evil* - -**Armor Class** 12 - -**Hit Points** 39 (6d8+12) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 14 (+2) | 14 (+2) | 3 (-4) | 13 (+1) | 6 (-2) | - -**Skills** Perception +5, Stealth +4 - -**Senses** darkvision 120 ft., passive Perception 15 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Two-Headed***. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. - -###### Actions - -***Multiattack***. The dog makes two bite attacks. - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. - -A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone. - -## Deer - -*Medium beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 4 (1d8) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 11 (+0) | 16 (+3) | 11 (+0) | 2 (-4) | 14 (+2) | 5 (-3) | - -**Senses** passive Perception 12 - -**Languages** - - -**Challenge** 0 (10 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage. - -## Dire Wolf - -*Large beast, unaligned* - -**Armor Class** 14 (natural armor) - -**Hit Points** 37 (5d10+10) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 15 (+2) | 15 (+2) | 3 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3, Stealth +4 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Keen Hearing and Smell***. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -***Pack Tactics***. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -## Draft Horse - -*Large beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 19 (3d10+3) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 10 (+0) | 12 (+1) | 2 (-4) | 11 (+0) | 7 (-2) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4+4) bludgeoning damage. - -## Eagle - -*Small beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 3 (1d6) - -**Speed** 10 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 6 (-2) | 15 (+2) | 10 (+0) | 2 (-4) | 14 (+2) | 7 (-2) | - -**Skills** Perception +4 - -**Senses** passive Perception 14 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Sight***. The eagle has advantage on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Talons***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) slashing damage. - -## Elephant - -*Huge beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 76 (8d12+24) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 22 (+6) | 9 (-1) | 17 (+3) | 3 (-4) | 11 (+0) | 6 (-2) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 4 (1,100 XP) - -***Trampling Charge***. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action. - -###### Actions - -***Gore***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 19 (3d8+6) piercing damage. - -***Stomp***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one prone creature. *Hit:* 22 (3d10+6) bludgeoning damage. - -## Elk - -*Large beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 13 (2d10+2) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 10 (+0) | 12 (+1) | 2 (-4) | 10 (+0) | 6 (-2) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Charge***. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -###### Actions - -***Ram***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage. - -***Hooves***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one prone creature. *Hit:* 8 (2d4+3) bludgeoning damage. - -## Flying Snake - -*Tiny beast, unaligned* - -**Armor Class** 14 - -**Hit Points** 5 (2d4) - -**Speed** 30 ft., fly 60 ft., swim 30 ft - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 4 (-3) | 18 (+4) | 11 (+0) | 2 (-4) | 12 (+1) | 5 (-3) | - -**Senses** blindsight 10 ft., passive Perception 11 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -***Flyby***. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage plus 7 (3d4) poison damage. - -A **flying snake** is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils. - -## Frog - -*Tiny beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 1 (1d4-1) - -**Speed** 20 ft., swim 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|--------|--------| -| 1 (-5) | 13 (+1) | 8 (-1) | 1 (-5) | 8 (-1) | 3 (-4) | - -**Skills** Perception +1, Stealth +3 - -**Senses** darkvision 30 ft., passive Perception 11 - -**Languages** - - -**Challenge** 0 (0 XP) - -***Amphibious***. The frog can breathe air and water. - -***Standing Leap***. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. - -A **frog** has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog's statistics can also be used to represent a **toad**. \ No newline at end of file diff --git a/documents/monsters/Creatures G-I.md b/documents/monsters/Creatures G-I.md deleted file mode 100644 index bcd88b6..0000000 --- a/documents/monsters/Creatures G-I.md +++ /dev/null @@ -1,959 +0,0 @@ -# Creatures (G-I) - -## Giant Ape - -*Huge beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 157 (15d12+60) - -**Speed** 40 ft., climb 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 23 (+6) | 14 (+2) | 18 (+4) | 7 (-2) | 12 (+1) | 7 (-2) | - -**Skills** Athletics +9, Perception +4 - -**Senses** passive Perception 14 - -**Languages** - - -**Challenge** 7 (2,900 XP) - -###### Actions - -***Multiattack***. The ape makes two fist attacks. - -***Fist***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 22 (3d10+6) bludgeoning damage. - -***Rock***. *Ranged Weapon Attack:* +9 to hit, range 50/100 ft., one target. *Hit:* 30 (7d6+6) bludgeoning damage. - -## Giant Badger - -*Medium beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 13 (2d8+4) - -**Speed** 30 ft., burrow 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 13 (+1) | 10 (+0) | 15 (+2) | 2 (-4) | 12 (+1) | 5 (-3) | - -**Senses** darkvision 30 ft., passive Perception 11 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Keen Smell***. The badger has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Multiattack***. The badger makes two attacks: one with its bite and one with its claws. - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4+1) slashing damage. - -## Giant Bat - -*Large beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 22 (4d10) - -**Speed** 10 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 16 (+3) | 11 (+0) | 2 (-4) | 12 (+1) | 6 (-2) | - -**Senses** blindsight 60 ft., passive Perception 11 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Echolocation***. The bat can't use its blindsight while deafened. - -***Keen Hearing***. The bat has advantage on Wisdom (Perception) checks that rely on hearing. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6+2) piercing damage. - -## Giant Boar - -*Large beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 42 (5d10+15) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 17 (+3) | 10 (+0) | 16 (+3) | 2 (-4) | 7 (-2) | 5 (-3) | - -**Senses** passive Perception 8 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Charge***. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -***Relentless (Recharges after a Short or Long Rest)***. If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. - -###### Actions - -***Tusk***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. - -## Giant Centipede - -*Small beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 4 (1d6+1) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|--------|--------| -| 5 (-3) | 14 (+2) | 12 (+1) | 1 (-5) | 7 (-2) | 3 (-4) | - -**Senses** blindsight 30 ft., passive Perception 8 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - -## Giant Constrictor Snake - -*Huge beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 60 (8d12+8) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 19 (+4) | 14 (+2) | 12 (+1) | 1 (-5) | 10 (+0) | 3 (-4) | - -**Skills** Perception +2 - -**Senses** blindsight 10 ft., passive Perception 12 - -**Languages** - - -**Challenge** 2 (450 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6+4) piercing damage. - -***Constrict***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. - -## Giant Crab - -*Medium beast, unaligned* - -**Armor Class** 15 (natural armor) - -**Hit Points** 13 (3d8) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 13 (+1) | 15 (+2) | 11 (+0) | 1 (-5) | 9 (-1) | 3 (-4) | - -**Skills** Stealth +4 - -**Senses** blindsight 30 ft., passive Perception 9 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -***Amphibious***. The crab can breathe air and water. - -###### Actions - -***Claw***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target. - -## Giant Crocodile - -*Huge beast, unaligned* - -**Armor Class** 14 (natural armor) - -**Hit Points** 85 (9d12+27) - -**Speed** 30 ft., swim 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 21 (+5) | 9 (-1) | 17 (+3) | 2 (-4) | 10 (+0) | 7 (-2) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 5 (1,800 XP) - -***Hold Breath***. The crocodile can hold its breath for 30 minutes. - -###### Actions - -***Multiattack***. The crocodile makes two attacks: one with its bite and one with its tail. - -***Bite***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 21 (3d10+5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. - -***Tail***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target not grappled by the crocodile. *Hit:* 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. - -## Giant Eagle - -*Large beast, neutral good* - -**Armor Class** 13 - -**Hit Points** 26 (4d10+4) - -**Speed** 10 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 16 (+3) | 17 (+3) | 13 (+1) | 8 (-1) | 14 (+2) | 10 (+0) | - -**Skills** Perception +4 - -**Senses** passive Perception 14 - -**Languages** Giant Eagle, understands Common and Auran but can't speak them - -**Challenge** 1 (200 XP) - -***Keen Sight***. The eagle has advantage on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Multiattack***. The eagle makes two attacks: one with its beak and one with its talons. - -***Beak***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) piercing damage. - -***Talons***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. - -A **giant eagle** is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles). - -## Giant Elk - -*Huge beast, unaligned* - -**Armor Class** 14 (natural armor) - -**Hit Points** 42 (5d12+10) - -**Speed** 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 19 (+4) | 16 (+3) | 14 (+2) | 7 (-2) | 14 (+2) | 10 (+0) | - -**Skills** Perception +4 - -**Senses** passive Perception 14 - -**Languages** Giant Elk, understands Common, Elvish, and Sylvan but can't speak them - -**Challenge** 2 (450 XP) - -***Charge***. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. - -###### Actions - -***Ram***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. - -***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one prone creature. *Hit:* 22 (4d8+4) bludgeoning damage. - -The majestic **giant elk** is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath. - -## Giant Fire Beetle - -*Small beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 4 (1d6+1) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|--------|--------| -| 8 (-1) | 10 (+0) | 12 (+1) | 1 (-5) | 7 (-2) | 3 (-4) | - -**Senses** blindsight 30 ft., passive Perception 8 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Illumination***. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 2 (1d6-1) slashing damage. - -A **giant fire beetle** is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle's glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests. - -## Giant Frog - -*Medium beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 18 (4d8) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 12 (+1) | 13 (+1) | 11 (+0) | 2 (-4) | 10 (+0) | 3 (-4) | - -**Skills** Perception +2, Stealth +3 - -**Senses** darkvision 30 ft., passive Perception 12 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Amphibious***. The frog can breathe air and water. - -***Standing Leap***. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target. - -***Swallow***. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. - -If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. - -## Giant Goat - -*Large beast, unaligned* - -**Armor Class** 11 (natural armor) - -**Hit Points** 19 (3d10+3) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 11 (+0) | 12 (+1) | 3 (-4) | 12 (+1) | 6 (-2) | - -**Senses** passive Perception 11 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Charge***. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -***Sure-Footed***. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. - -###### Actions - -***Ram***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4+3) bludgeoning damage. - -## Giant Hyena - -*Large beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 45 (6d10+12) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 14 (+2) | 14 (+2) | 2 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Rampage***. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage. - -## Giant Lizard - -*Large beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 19 (3d10+3) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 12 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | - -**Senses** darkvision 30 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage. - -A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others. - -## Giant Octopus - -*Large beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 52 (8d10+8) - -**Speed** 10 ft., swim 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 13 (+1) | 13 (+1) | 4 (-3) | 10 (+0) | 4 (-3) | - -**Skills** Perception +4, Stealth +5 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Hold Breath***. While out of water, the octopus can hold its breath for 1 hour. - -***Underwater Camouflage***. The octopus has advantage on Dexterity (Stealth) checks made while underwater. - -***Water Breathing***. The octopus can breathe only underwater. - -###### Actions - -***Tentacles***. *Melee Weapon Attack:* +5 to hit, reach 15 ft., one target. *Hit:* 10 (2d6+3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target. - -***Ink Cloud (Recharges after a Short or Long Rest)***. A 20- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. - -## Giant Owl - -*Large beast, neutral* - -**Armor Class** 12 - -**Hit Points** 19 (3d10+3) - -**Speed** 5 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 13 (+1) | 15 (+2) | 12 (+1) | 8 (-1) | 13 (+1) | 10 (+0) | - -**Skills** Perception +5, Stealth +4 - -**Senses** darkvision 120 ft., passive Perception 15 - -**Languages** Giant Owl, understands Common, Elvish, and Sylvan but can't speak them - -**Challenge** 1/4 (50 XP) - -***Flyby***. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. - -***Keen Hearing and Sight***. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. - -###### Actions - -***Talons***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 8 (2d6+1) slashing damage. - -**Giant owls** often befriend fey and other sylvan creatures and are guardians of their woodland realms. - -## Giant Poisonous Snake - -*Medium beast, unaligned* - -**Armor Class** 14 - -**Hit Points** 11 (2d8+2) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 10 (+0) | 18 (+4) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) | - -**Skills** Perception +2 - -**Senses** blindsight 10 ft., passive Perception 12 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 6 (1d4+4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. - -## Giant Rat - -*Small beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 7 (2d6) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 7 (-2) | 15 (+2) | 11 (+0) | 2 (-4) | 10 (+0) | 4 (-3) | - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -***Keen Smell***. The rat has advantage on Wisdom (Perception) checks that rely on smell. - -***Pack Tactics***. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. - ->**Variant: Diseased Giant Rats** -> ->Some giant rats carry vile diseases that they spread with their bites. A diseased giant rat has a challenge rating of 1/8 (25 XP) and the following action instead of its normal bite attack. -> ->***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies. - -## Giant Scorpion - -*Large beast, unaligned* - -**Armor Class** 15 (natural armor) - -**Hit Points** 52 (7d10+14) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 15 (+2) | 13 (+1) | 15 (+2) | 1 (-5) | 9 (-1) | 3 (-4) | - -**Senses** blindsight 60 ft., passive Perception 9 - -**Languages** - - -**Challenge** 3 (700 XP) - -###### Actions - -***Multiattack***. The scorpion makes three attacks: two with its claws and one with its sting. - -***Claw***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target. - -***Sting***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (1d10+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. - -## Giant Sea Horse - -*Large beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 16 (3d10) - -**Speed** 0 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 12 (+1) | 15 (+2) | 11 (+0) | 2 (-4) | 12 (+1) | 5 (-3) | - -**Senses** passive Perception 11 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Charge***. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - -***Water Breathing***. The sea horse can breathe only underwater. - -###### Actions - -***Ram***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage. - -Like their smaller kin, **giant sea horses** are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts. - -## Giant Shark - -*Huge beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 126 (11d12+55) - -**Speed** 0 ft., swim 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 23 (+6) | 11 (+0) | 21 (+5) | 1 (-5) | 10 (+0) | 5 (-3) | - -**Skills** Perception +3 - -**Senses** blindsight 60 ft., passive Perception 13 - -**Languages** - - -**Challenge** 5 (1,800 XP) - -***Blood Frenzy***. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. - -***Water Breathing***. The shark can breathe only underwater. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 22 (3d10+6) piercing damage. - -A **giant shark** is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships. - -## Giant Spider - -*Large beast, unaligned* - -**Armor Class** 14 (natural armor) - -**Hit Points** 26 (4d10+4) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 16 (+3) | 12 (+1) | 2 (-4) | 11 (+0) | 4 (-3) | - -**Skills** Stealth +7 - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Web Sense***. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. - -***Web Walker***. The spider ignores movement restrictions caused by webbing. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 7 (1d8+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - -***Web (Recharge 5-6)***. *Ranged Weapon Attack:* +5 to hit, range 30/60 ft., one creature. *Hit:* The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). - -To snare its prey, a **giant spider** spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims. - -## Giant Toad - -*Large beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 39 (6d10+6) - -**Speed** 20 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 13 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) | - -**Senses** darkvision 30 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Amphibious***. The toad can breathe air and water. - -***Standing Leap***. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target. - -***Swallow***. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. - -If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. - -## Giant Vulture - -*Large beast, neutral evil* - -**Armor Class** 10 - -**Hit Points** 22 (3d10+6) - -**Speed** 10 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 10 (+0) | 15 (+2) | 6 (-2) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** understands Common but can't speak - -**Challenge** 1 (200 XP) - -***Keen Sight and Smell***. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. - -***Pack Tactics***. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Multiattack***. The vulture makes two attacks: one with its beak and one with its talons. - -***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) piercing damage. - -***Talons***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6+2) slashing damage. - -A **giant vulture** has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering. - -## Giant Wasp - -*Medium beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 13 (3d8) - -**Speed** 10 ft., fly 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 10 (+0) | 14 (+2) | 10 (+0) | 1 (-5) | 10 (+0) | 3 (-4) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -###### Actions - -***Sting***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - -## Giant Weasel - -*Medium beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 9 (2d8) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 11 (+0) | 16 (+3) | 10 (+0) | 4 (-3) | 12 (+1) | 5 (-3) | - -**Skills** Perception +3, Stealth +5 - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -***Keen Hearing and Smell***. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) piercing damage. - -## Giant Wolf Spider - -*Medium beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 11 (2d8+2) - -**Speed** 40 ft., climb 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 12 (+1) | 16 (+3) | 13 (+1) | 3 (-4) | 12 (+1) | 4 (-3) | - -**Skills** Perception +3, Stealth +7 - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 13 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Web Sense***. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. - -***Web Walker***. The spider ignores movement restrictions caused by webbing. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 4 (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - -Smaller than a giant spider, a **giant wolf spider** hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris. - -## Goat - -*Medium beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 4 (1d8) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 12 (+1) | 10 (+0) | 11 (+0) | 2 (-4) | 10 (+0) | 5 (-3) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Charge***. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. - -***Sure-Footed***. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. - -###### Actions - -***Ram***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) bludgeoning damage. - -## Hawk - -*Tiny beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 1 (1d4-1) - -**Speed** 10 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 5 (-3) | 16 (+3) | 8 (-1) | 2 (-4) | 14 (+2) | 6 (-2) | - -**Skills** Perception +4 - -**Senses** passive Perception 14 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Sight***. The hawk has advantage on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Talons***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage. - -## Hunter Shark - -*Large beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 45 (6d10+12) - -**Speed** 0 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 13 (+1) | 15 (+2) | 1 (-5) | 10 (+0) | 4 (-3) | - -**Skills** Perception +2 - -**Senses** blindsight 30 ft., passive Perception 12 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Blood Frenzy***. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. - -***Water Breathing***. The shark can breathe only underwater. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) piercing damage. - -Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter shark** haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long. - -## Hyena - -*Medium beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 5 (1d8+1) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 11 (+0) | 13 (+1) | 12 (+1) | 2 (-4) | 12 (+1) | 5 (-3) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Pack Tactics***. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) piercing damage. \ No newline at end of file diff --git a/documents/monsters/Creatures J-L.md b/documents/monsters/Creatures J-L.md deleted file mode 100644 index 50a2b61..0000000 --- a/documents/monsters/Creatures J-L.md +++ /dev/null @@ -1,123 +0,0 @@ -# Creatures (J-L) - -## Jackal - -*Small beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 3 (1d6) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 8 (-1) | 15 (+2) | 11 (+0) | 3 (-4) | 12 (+1) | 6 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Hearing and Smell***. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -***Pack Tactics***. The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4-1) piercing damage. - -## Killer Whale - -*Huge beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 90 (12d12+12) - -**Speed** 0 ft., swim 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 19 (+4) | 10 (+0) | 13 (+1) | 3 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** blindsight 120 ft., passive Perception 13 - -**Languages** - - -**Challenge** 3 (700 XP) - -***Echolocation***. The whale can't use its blindsight while deafened. - -***Hold Breath***. The whale can hold its breath for 30 minutes. - -***Keen Hearing***. The whale has advantage on Wisdom (Perception) checks that rely on hearing. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 21 (5d6+4) piercing damage. - -## Lion - -*Large beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 26 (4d10+4) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 15 (+2) | 13 (+1) | 3 (-4) | 12 (+1) | 8 (-1) | - -**Skills** Perception +3, Stealth +6 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Keen Smell***. The lion has advantage on Wisdom (Perception) checks that rely on smell. - -***Pack Tactics***. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated. - -***Pounce***. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. - -***Running Leap***. With a 10-foot running start, the lion can long jump up to 25 feet. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage. - -***Claw***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage. - -## Lizard - -*Tiny beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 2 (1d4) - -**Speed** 20 ft., climb 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|--------|--------| -| 2 (-4) | 11 (+0) | 10 (+0) | 1 (-5) | 8 (-1) | 3 (-4) | - -**Senses** darkvision 30 ft., passive Perception 9 - -**Languages** - - -**Challenge** 0 (10 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. \ No newline at end of file diff --git a/documents/monsters/Creatures M-O.md b/documents/monsters/Creatures M-O.md deleted file mode 100644 index 030781c..0000000 --- a/documents/monsters/Creatures M-O.md +++ /dev/null @@ -1,153 +0,0 @@ -# Creatures (M-O) - -## Mammoth - -*Huge beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 126 (11d12+55) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 24 (+7) | 9 (-1) | 21 (+5) | 3 (-4) | 11 (+0) | 6 (-2) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 6 (2,300 XP) - -***Trampling Charge***. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action. - -###### Actions - -***Gore***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 25 (4d8+7) piercing damage. - -***Stomp***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one prone creature. *Hit:* 29 (4d10+7) bludgeoning damage. - -A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical. - -## Mastiff - -*Medium beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 5 (1d8+1) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 13 (+1) | 14 (+2) | 12 (+1) | 3 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -***Keen Hearing and Smell***. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - -**Mastiffs** are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts. - -## Mule - -*Medium beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 11 (2d8+2) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -***Beast of Burden***. The mule is considered to be a Large animal for the purpose of determining its carrying capacity. - -***Sure-Footed***. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) bludgeoning damage. - -## Octopus - -*Small beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 3 (1d6) - -**Speed** 5 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 4 (-3) | 15 (+2) | 11 (+0) | 3 (-4) | 10 (+0) | 4 (-3) | - -**Skills** Perception +2, Stealth +4 - -**Senses** darkvision 30 ft., passive Perception 12 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Hold Breath***. While out of water, the octopus can hold its breath for 30 minutes. - -***Underwater Camouflage***. The octopus has advantage on Dexterity (Stealth) checks made while underwater. - -***Water Breathing***. The octopus can breathe only underwater. - -###### Actions - -***Tentacles***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target. - -***Ink Cloud (Recharges after a Short or Long Rest)***. A 5- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. - -## Owl - -*Tiny beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 1 (1d4-1) - -**Speed** 5 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 3 (-4) | 13 (+1) | 8 (-1) | 2 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3, Stealth +3 - -**Senses** darkvision 120 ft., passive Perception 13 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Flyby***. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. - -***Keen Hearing and Sight***. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. - -###### Actions - -***Talons***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage. \ No newline at end of file diff --git a/documents/monsters/Creatures P-R.md b/documents/monsters/Creatures P-R.md deleted file mode 100644 index 16b09b7..0000000 --- a/documents/monsters/Creatures P-R.md +++ /dev/null @@ -1,313 +0,0 @@ -# Creatures (P-R) - -## Panther - -*Medium beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 13 (3d8) - -**Speed** 50 ft., climb 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 15 (+2) | 10 (+0) | 3 (-4) | 14 (+2) | 7 (-2) | - -**Skills** Perception +4, Stealth +6 - -**Senses** passive Perception 14 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Keen Smell***. The panther has advantage on Wisdom (Perception) checks that rely on smell. - -***Pounce***. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Claw***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) slashing damage. - -## Phase Spider - -*Large monstrosity, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 32 (5d10+5) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 15 (+2) | 12 (+1) | 6 (-2) | 10 (+0) | 6 (-2) | - -**Skills** Stealth +6 - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** - - -**Challenge** 3 (700 XP) - -***Ethereal Jaunt***. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. - -***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Web Walker***. The spider ignores movement restrictions caused by webbing. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (1d10+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - -A **phase spider** possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport. - -## Poisonous Snake - -*Tiny beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 2 (1d4) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 2 (-4) | 16 (+3) | 11 (+0) | 1 (-5) | 10 (+0) | 3 (-4) | - -**Senses** blindsight 10 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. - -## Polar Bear - -*Large beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 42 (5d10+15) - -**Speed** 40 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 20 (+5) | 10 (+0) | 16 (+3) | 2 (-4) | 13 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Keen Smell***. The bear has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Multiattack***. The bear makes two attacks: one with its bite and one with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (1d8+5) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage. - -## Pony - -*Medium beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 11 (2d8+2) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 11 (+0) | 7 (-2) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) bludgeoning damage. - -## Quipper - -*Tiny beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 1 (1d4-1) - -**Speed** 0 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|--------|--------| -| 2 (-4) | 16 (+3) | 9 (-1) | 1 (-5) | 7 (-2) | 2 (-4) | - -**Senses** darkvision 60 ft., passive Perception 8 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Blood Frenzy***. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points. - -***Water Breathing***. The quipper can breathe only underwater. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. - -A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix. - -## Rat - -*Tiny beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 1 (1d4-1) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 2 (-4) | 11 (+0) | 9 (-1) | 2 (-4) | 10 (+0) | 4 (-3) | - -**Senses** darkvision 30 ft., passive Perception 10 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Smell***. The rat has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. - -## Raven - -*Tiny beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 1 (1d4-1) - -**Speed** 10 ft., fly 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 2 (-4) | 14 (+2) | 8 (-1) | 2 (-4) | 12 (+1) | 6 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Mimicry***. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. - -###### Actions - -***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. - -## Reef Shark - -*Medium beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 22 (4d8+4) - -**Speed** 0 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 13 (+1) | 13 (+1) | 1 (-5) | 10 (+0) | 4 (-3) | - -**Skills** Perception +2 - -**Senses** blindsight 30 ft., passive Perception 12 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Pack Tactics***. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated. - -***Water Breathing***. The shark can breathe only underwater. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage. - -Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long. - -## Rhinoceros - -*Large beast, unaligned* - -**Armor Class** 11 (natural armor) - -**Hit Points** 45 (6d10+12) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 21 (+5) | 8 (-1) | 15 (+2) | 2 (-4) | 12 (+1) | 6 (-2) | - -**Senses** passive Perception 11 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Charge***. If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. - -###### Actions - -***Gore***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) bludgeoning damage. - -## Riding Horse - -*Large beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 13 (2d10+2) - -**Speed** 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 10 (+0) | 12 (+1) | 2 (-4) | 11 (+0) | 7 (-2) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4+3) bludgeoning damage. \ No newline at end of file diff --git a/documents/monsters/Creatures S-U.md b/documents/monsters/Creatures S-U.md deleted file mode 100644 index 141f18e..0000000 --- a/documents/monsters/Creatures S-U.md +++ /dev/null @@ -1,353 +0,0 @@ -# Creatures (S-U) - -## Saber-Toothed Tiger - -*Large beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 52 (7d10+14) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 14 (+2) | 15 (+2) | 3 (-4) | 12 (+1) | 8 (-1) | - -**Skills** Perception +3, Stealth +6 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Keen Smell***. The tiger has advantage on Wisdom (Perception) checks that rely on smell. - -***Pounce***. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (1d10+5) piercing damage. - -***Claw***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage. - -## Scorpion - -*Tiny beast, unaligned* - -**Armor Class** 11 (natural armor) - -**Hit Points** 1 (1d4-1) - -**Speed** 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|--------|--------| -| 2 (-4) | 11 (+0) | 8 (-1) | 1 (-5) | 8 (-1) | 2 (-4) | - -**Senses** blindsight 10 ft., passive Perception 9 - -**Languages** - - -**Challenge** 0 (10 XP) - -###### Actions - -***Sting***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. - -## Sea Horse - -*Tiny beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 1 (1d4-1) - -**Speed** 0 ft., swim 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 1 (-5) | 12 (+1) | 8 (-1) | 1 (-5) | 10 (+0) | 2 (-4) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 0 (0 XP) - -***Water Breathing***. The sea horse can breathe only underwater. - -## Spider - -*Tiny beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 1 (1d4-1) - -**Speed** 20 ft., climb 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 2 (-4) | 14 (+2) | 8 (-1) | 1 (-5) | 10 (+0) | 2 (-4) | - -**Skills** Stealth +4 - -**Senses** darkvision 30 ft., passive Perception 10 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Web Sense***. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. - -***Web Walker***. The spider ignores movement restrictions caused by webbing. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage. - -## Swarm of Bats - -*Medium swarm of Tiny beasts, unaligned* - -**Armor Class** 12 - -**Hit Points** 22 (5d8) - -**Speed** 0 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 5 (-3) | 15 (+2) | 10 (+0) | 2 (-4) | 12 (+1) | 4 (-3) | - -**Damage Resistances** bludgeoning, piercing, slashing - -**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -**Senses** blindsight 60 ft., passive Perception 11 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Echolocation***. The swarm can't use its blindsight while deafened. - -***Keen Hearing***. The swarm has advantage on Wisdom (Perception) checks that rely on hearing. - -***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points. - -###### Actions - -***Bites***. *Melee Weapon Attack:* +4 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer. - -## Swarm of Insects - -*Medium swarm of Tiny beasts, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 22 (5d8) - -**Speed** 20 ft., climb 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|--------|--------| -| 3 (-4) | 13 (+1) | 10 (+0) | 1 (-5) | 7 (-2) | 1 (-5) | - -**Damage Resistances** bludgeoning, piercing, slashing - -**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -**Senses** blindsight 10 ft., passive Perception 8 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. - -###### Actions - -***Bites***. *Melee Weapon Attack:* +3 to hit, reach 0 ft., one target in the swarm's space. *Hit:* 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. - ->**Variant: Insect Swarms** -> ->Different kinds of insects can gather in swarms, and each swarm has the special characteristics described below. -> ->**Swarm of Beetles**. A swarm of beetles gains a burrowing speed of 5 feet. -> ->**Swarm of Centipedes**. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way. -> ->**Swarm of Spiders**. A swarm of spiders has the following additional traits. -> ->Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. -> ->Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. -> ->Web Walker. The swarm ignores movement restrictions caused by webbing. -> ->**Swarm of Wasps**. A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed. - -## Swarm of Poisonous Snakes - -*Medium swarm of Tiny beasts, unaligned* - -**Armor Class** 14 - -**Hit Points** 36 (8d8) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 8 (-1) | 18 (+4) | 11 (+0) | 1 (-5) | 10 (+0) | 3 (-4) | - -**Damage Resistances** bludgeoning, piercing, slashing - -**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -**Senses** blindsight 10 ft., passive Perception 10 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points. - -###### Actions - -***Bites***. *Melee Weapon Attack:* +6 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. - -## Swarm of Quippers - -*Medium swarm of Tiny beasts, unaligned* - -**Armor Class** 13 - -**Hit Points** 28 (8d8-8) - -**Speed** 0 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|--------|--------|--------|--------| -| 13 (+1) | 16 (+3) | 9 (-1) | 1 (-5) | 7 (-2) | 2 (-4) | - -**Damage Resistances** bludgeoning, piercing, slashing - -**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -**Senses** darkvision 60 ft., passive Perception 8 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Blood Frenzy***. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. - -***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points. - -***Water Breathing***. The swarm can breathe only underwater. - -###### Actions - -***Bites***. *Melee Weapon Attack:* +5 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. - -## Swarm of Rats - -*Medium swarm of Tiny beasts, unaligned* - -**Armor Class** 10 - -**Hit Points** 24 (7d8-7) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 9 (-1) | 11 (+0) | 9 (-1) | 2 (-4) | 10 (+0) | 3 (-4) | - -**Damage Resistances** bludgeoning, piercing, slashing - -**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -**Senses** darkvision 30 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Keen Smell***. The swarm has advantage on Wisdom (Perception) checks that rely on smell. - -***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points. - -###### Actions - -***Bites***. *Melee Weapon Attack:* +2 to hit, reach 0 ft., one target in the swarm's space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. - -## Swarm of Ravens - -*Medium swarm of Tiny beasts, unaligned* - -**Armor Class** 12 - -**Hit Points** 24 (7d8-7) - -**Speed** 10 ft., fly 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 6 (-2) | 14 (+2) | 8 (-1) | 3 (-4) | 12 (+1) | 6 (-2) | - -**Skills** Perception +5 - -**Damage Resistances** bludgeoning, piercing, slashing - -**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -**Senses** passive Perception 15 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points. - -###### Actions - -***Beaks***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target in the swarm's space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. - -## Tiger - -*Large beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 37 (5d10+10) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 15 (+2) | 14 (+2) | 3 (-4) | 12 (+1) | 8 (-1) | - -**Skills** Perception +3, Stealth +6 - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Keen Smell***. The tiger has advantage on Wisdom (Perception) checks that rely on smell. - -***Pounce***. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage. - -***Claw***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage. \ No newline at end of file diff --git a/documents/monsters/Creatures V-Z.md b/documents/monsters/Creatures V-Z.md deleted file mode 100644 index a76d3ce..0000000 --- a/documents/monsters/Creatures V-Z.md +++ /dev/null @@ -1,183 +0,0 @@ -# Creatures (V-Z) - -## Vulture - -*Medium beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 5 (1d8+1) - -**Speed** 10 ft., fly 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 7 (-2) | 10 (+0) | 13 (+1) | 2 (-4) | 12 (+1) | 4 (-3) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Sight and Smell***. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. - -***Pack Tactics***. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Beak***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage. - -## Warhorse - -*Large beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 19 (3d10+3) - -**Speed** 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 12 (+1) | 13 (+1) | 2 (-4) | 12 (+1) | 7 (-2) | - -**Senses** passive Perception 11 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Trampling Charge***. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. - -## Weasel - -*Tiny beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 1 (1d4-1) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 3 (-4) | 16 (+3) | 8 (-1) | 2 (-4) | 12 (+1) | 3 (-4) | - -**Skills** Perception +3, Stealth +5 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Hearing and Smell***. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. - -## Winter Wolf - -*Large monstrosity, neutral evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 75 (10d10+20) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 13 (+1) | 14 (+2) | 7 (-2) | 12 (+1) | 8 (-1) | - -**Skills** Perception +5, Stealth +3 - -**Damage Immunities** cold - -**Senses** passive Perception 15 - -**Languages** Common, Giant, Winter Wolf - -**Challenge** 3 (700 XP) - -***Keen Hearing and Smell***. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -***Pack Tactics***. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. - -***Snow Camouflage***. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. - -***Cold Breath (Recharge 5-6)***. The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. - -The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations. - -## Wolf - -*Medium beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 11 (2d8+2) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 12 (+1) | 15 (+2) | 12 (+1) | 3 (-4) | 12 (+1) | 6 (-2) | - -**Skills** Perception +3, Stealth +4 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Keen Hearing and Smell***. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -***Pack Tactics***. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - -## Worg - -*Large monstrosity, neutral evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 26 (4d10+4) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 13 (+1) | 13 (+1) | 7 (-2) | 11 (+0) | 8 (-1) | - -**Skills** Perception +4 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Goblin, Worg - -**Challenge** 1/2 (100 XP) - -***Keen Hearing and Smell***. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -A **worg** is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well. \ No newline at end of file diff --git a/documents/monsters/Monsters A.md b/documents/monsters/Monsters A.md deleted file mode 100644 index c8e1ed0..0000000 --- a/documents/monsters/Monsters A.md +++ /dev/null @@ -1,389 +0,0 @@ -# Monsters (A) - -## Aboleth - -*Large aberration, lawful evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 135 (18d10+36) - -**Speed** 10 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|---------|---------|---------| -| 21 (+5) | 9 (-1) | 15 (+2) | 18 (+4) | 15 (+2) | 18 (+4) | - -**Saving Throws** Con +6, Int +8, Wis +6 - -**Skills** History +12, Perception +10 - -**Senses** darkvision 120 ft., passive Perception 20 - -**Languages** Deep Speech, telepathy 120 ft. - -**Challenge** 10 (5,900 XP) - -***Amphibious***. The aboleth can breathe air and water. - -***Mucous Cloud***. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. - -***Probing Telepathy***. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature. - -###### Actions - -***Multiattack***. The aboleth makes three tentacle attacks. - -***Tentacle***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 12 (2d6+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by *heal* or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. - -***Tail***. *Melee Weapon Attack:* +9 to hit, reach 10 ft. one target. *Hit:* 15 (3d6+5) bludgeoning damage. - -***Enslave (3/Day)***. The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. - -Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. - -###### Legendary Actions - -The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn. - -**Detect**. The aboleth makes a Wisdom (Perception) check. - -**Tail Swipe**. The aboleth makes one tail attack. - -**Psychic Drain (Costs 2 Actions)**. One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes. - -## Angels - -### Deva - -*Medium celestial, lawful good* - -**Armor Class** 17 (natural armor) - -**Hit Points** 136 (16d8+64) - -**Speed** 30 ft., fly 90 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 18 (+4) | 18 (+4) | 17 (+3) | 20 (+5) | 20 (+5) | - -**Saving Throws** Wis +9, Cha +9 - -**Skills** Insight +9, Perception +9 - -**Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** charmed, exhaustion, frightened - -**Senses** darkvision 120 ft., passive Perception 19 - -**Languages** all, telepathy 120 ft. - -**Challenge** 10 (5,900 XP) - -***Angelic Weapons***. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). - -***Innate Spellcasting***. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal Components - -At will: *detect evil and good* - -1/day each: *commune*, *raise dead* - -***Magic Resistance***. The deva has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The deva makes two melee attacks. - -***Mace***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+4) bludgeoning damage plus 18 (4d8) radiant damage. - -***Healing Touch (3/Day)***. The deva touches another creature. The target magically regains 20 (4d8+2) hit points and is freed from any curse, disease, poison, blindness, or deafness. - -***Change Shape***. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). - -In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. - -### Planetar - -*Large celestial, lawful good* - -**Armor Class** 19 (natural armor) - -**Hit Points** 200 (16d10+112) - -**Speed** 40 ft., fly 120 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 24 (+7) | 20 (+5) | 24 (+7) | 19 (+4) | 22 (+6) | 25 (+7) | - -**Saving Throws** Con +12, Wis +11, Cha +12 - -**Skills** Perception +11 - -**Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** charmed, exhaustion, frightened - -**Senses** truesight 120 ft., passive Perception 21 - -**Languages** all, telepathy 120 ft. - -**Challenge** 16 (15,000 XP) - -***Angelic Weapons***. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). - -***Divine Awareness***. The planetar knows if it hears a lie. - -***Innate Spellcasting***. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material Components - -At will: *detect evil and good*, *invisibility* (self only) - -3/day each: *blade barrier*, *dispel evil and good*, *flame strike*, *raise dead* - -1/day each: *commune*, *control weather*, *insect plague* - -***Magic Resistance***. The planetar has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The planetar makes two melee attacks. - -***Greatsword***. *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 21 (4d6+7) slashing damage plus 22 (5d8) radiant damage. - -***Healing Touch (4/Day)***. The planetar touches another creature. The target magically regains 30 (6d8+3) hit points and is freed from any curse, disease, poison, blindness, or deafness. - -### Solar - -*Large celestial, lawful good* - -**Armor Class** 21 (natural armor) - -**Hit Points** 243 (18d10+144) - -**Speed** 50 ft., fly 150 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|----------| -| 26 (+8) | 22 (+6) | 26 (+8) | 25 (+7) | 25 (+7) | 30 (+10) | - -**Saving Throws** Int +14, Wis +14, Cha +17 - -**Skills** Perception +14 - -**Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** necrotic, poison - -**Condition Immunities** charmed, exhaustion, frightened, poisoned - -**Senses** truesight 120 ft., passive Perception 24 - -**Languages** all, telepathy 120 ft. - -**Challenge** 21 (33,000 XP) - -***Angelic Weapons***. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). - -***Divine Awareness***. The solar knows if it hears a lie. - -***Innate Spellcasting***. The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material Components - -At will: *detect evil and good*, *invisibility* (self only) - -3/day each: *blade barrier*, *dispel evil and good*, *resurrection* - -1/day each: *commune*, *control weather* - -***Magic Resistance***. The solar has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The solar makes two greatsword attacks. - -***Greatsword***. *Melee Weapon Attack:* +15 to hit, reach 5 ft., one target. *Hit:* 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage. - -***Slaying Longbow***. *Ranged Weapon Attack:* +13 to hit, range 150/600 ft., one target. *Hit:* 15 (2d8+6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die. - -***Flying Sword***. The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies. - -***Healing Touch (4/Day)***. The solar touches another creature. The target magically regains 40 (8d8+4) hit points and is freed from any curse, disease, poison, blindness, or deafness. - -###### Legendary Actions - -The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn. - -**Teleport**. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - -**Searing Burst (Costs 2 Actions)**. The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. - -**Blinding Gaze (Costs 3 Actions)**. The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the *lesser restoration* spell removes the blindness. - -## Animated Objects - -### Animated Armor - -*Medium construct, unaligned* - -**Armor Class** 18 (natural armor) - -**Hit Points** 33 (6d8+6) - -**Speed** 25 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 14 (+2) | 11 (+0) | 13 (+1) | 1 (-5) | 3 (-4) | 1 (-5) | - -**Damage Immunities** poison, psychic - -**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 6 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Antimagic Susceptibility***. The armor is incapacitated while in the area of an *antimagic field*. If targeted by *dispel magic*, the armor must succeed on a - -Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. - -***False Appearance***. While the armor remains motionless, it is indistinguishable from a normal suit of armor. - -###### Actions - -***Multiattack***. The armor makes two melee attacks. - -***Slam***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) bludgeoning damage. - -### Flying Sword - -*Small construct, unaligned* - -**Armor Class** 17 (natural armor) - -**Hit Points** 17 (5d6) - -**Speed** 0 ft., fly 50 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 12 (+1) | 15 (+2) | 11 (+0) | 1 (-5) | 5 (-3) | 1 (-5) | - -**Saving Throws** Dex +4 - -**Damage Immunities** poison, psychic - -**Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 7 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Antimagic Susceptibility***. The sword is incapacitated while in the area of an *antimagic field*. If targeted by *dispel magic*, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. - -***False Appearance***. While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword. - -###### Actions - -***Longsword***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8+1) slashing damage. - -### Rug of Smothering - -*Large construct, unaligned* - -**Armor Class** 12 - -**Hit Points** 33 (6d10) - -**Speed** 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 17 (+3) | 14 (+2) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) | - -**Damage Immunities** poison, psychic - -**Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 6 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Antimagic Susceptibility***. The rug is incapacitated while in the area of an *antimagic field*. If targeted by *dispel magic*, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. - -***Damage Transfer***. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. - -***False Appearance***. While the rug remains motionless, it is indistinguishable from a normal rug. - -###### Actions - -***Smother***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one Medium or smaller creature. *Hit:* The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6+3) bludgeoning damage. - -## Ankheg - -*Large monstrosity, unaligned* - -**Armor Class** 14 (natural armor), 11 while prone - -**Hit Points** 39 (6d10+6) - -**Speed** 30 ft., burrow 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 11 (+0) | 13 (+1) | 1 (-5) | 13 (+1) | 6 (-2) | - -**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 11 - -**Languages** - - -**Challenge** 2 (450 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. - -***Acid Spray (Recharge 6)***. The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. - -## Azer - -*Medium elemental, lawful neutral* - -**Armor Class** 17 (natural armor, shield) - -**Hit Points** 39 (6d8+12) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 17 (+3) | 12 (+1) | 15 (+2) | 12 (+1) | 13 (+1) | 10 (+0) | - -**Saving Throws** Con +4 - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** passive Perception 11 - -**Languages** Ignan - -**Challenge** 2 (450 XP) - -***Heated Body***. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. - -***Heated Weapons***. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). - -***Illumination***. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - -###### Actions - -***Warhammer***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. \ No newline at end of file diff --git a/documents/monsters/Monsters B.md b/documents/monsters/Monsters B.md deleted file mode 100644 index 36baf98..0000000 --- a/documents/monsters/Monsters B.md +++ /dev/null @@ -1,131 +0,0 @@ -# Monsters (B) - -## Basilisk - -*Medium monstrosity, unaligned* - -**Armor Class** 15 (natural armor) - -**Hit Points** 52 (8d8+16) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 16 (+3) | 8 (-1) | 15 (+2) | 2 (-4) | 8 (-1) | 7 (-2) | - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** - - -**Challenge** 3 (700 XP) - -**Petrifying Gaze**. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the *greater restoration* spell or other magic. - -A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. - -If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage plus 7 (2d6) poison damage. - -## Behir - -*Huge monstrosity, neutral evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 168 (16d12+64) - -**Speed** 50 ft., climb 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 23 (+6) | 16 (+3) | 18 (+4) | 7 (-2) | 14 (+2) | 12 (+1) | - -**Skills** Perception +6, Stealth +7 - -**Damage Immunities** lightning - -**Senses** darkvision 90 ft., passive Perception 16 - -**Languages** Draconic - -**Challenge** 11 (7,200 XP) - -###### Actions - -***Multiattack***. The behir makes two attacks: one with its bite and one to constrict. - -***Bite***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 22 (3d10+6) piercing damage. - -***Constrict***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one Large or smaller creature. *Hit:* 17 (2d10+6) bludgeoning damage plus 17 (2d10+6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. - -***Lightning Breath (Recharge 5-6)***. The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. - -***Swallow***. The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. - -If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. - -## Bugbear - -*Medium humanoid (goblinoid), chaotic evil* - -**Armor Class** 16 (hide armor, shield) - -**Hit Points** 27 (5d8+5) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 14 (+2) | 13 (+1) | 8 (-1) | 11 (+0) | 9 (-1) | - -**Skills** Stealth +6, Survival +2 - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Common, Goblin - -**Challenge** 1 (200 XP) - -***Brute***. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). - -***Surprise Attack***. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. - -###### Actions - -***Morningstar***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 11 (2d8+2) piercing damage. - -***Javelin***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range. - -## Bulette - -*Large monstrosity, unaligned* - -**Armor Class** 17 (natural armor) - -**Hit Points** 94 (9d10+45) - -**Speed** 40 ft., burrow 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 19 (+4) | 11 (+0) | 21 (+5) | 2 (-4) | 10 (+0) | 5 (-3) | - -**Skills** Perception +6 - -**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 16 - -**Languages** - - -**Challenge** 5 (1,800 XP) - -***Standing Leap***. The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 30 (4d12+4) piercing damage. - -***Deadly Leap***. If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6+4) bludgeoning damage plus 14 (3d6+4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space. \ No newline at end of file diff --git a/documents/monsters/Monsters C.md b/documents/monsters/Monsters C.md deleted file mode 100644 index 0a52038..0000000 --- a/documents/monsters/Monsters C.md +++ /dev/null @@ -1,223 +0,0 @@ -# Monsters (C) - -## Centaur - -*Large monstrosity, neutral good* - -**Armor Class** 12 - -**Hit Points** 45 (6d10+12) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 18 (+4) | 14 (+2) | 14 (+2) | 9 (-1) | 13 (+1) | 11 (+0) | - -**Skills** Athletics +6, Perception +3, Survival +3 - -**Senses** passive Perception 13 - -**Languages** Elvish, Sylvan - -**Challenge** 2 (450 XP) - -***Charge***. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. - -###### Actions - -***Multiattack***. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. - -***Pike***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 9 (1d10+4) piercing damage. - -***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. - -***Longbow***. *Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage. - -## Chimera - -*Large monstrosity, chaotic evil* - -**Armor Class** 14 (natural armor) - -**Hit Points** 114 (12d10+48) - -**Speed** 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 19 (+4) | 11 (+0) | 19 (+4) | 3 (-4) | 14 (+2) | 10 (+0) | - -**Skills** Perception +8 - -**Senses** darkvision 60 ft., passive Perception 18 - -**Languages** understands Draconic but can't speak - -**Challenge** 6 (2,300 XP) - -###### Actions - -***Multiattack***. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) piercing damage. - -***Horns***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 10 (1d12+4) bludgeoning damage. - -***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -***Fire Breath (Recharge 5-6)***. The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. - -## Chuul - -*Large aberration, chaotic evil* - -**Armor Class** 16 (natural armor) - -**Hit Points** 93 (11d10+33) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 19 (+4) | 10 (+0) | 16 (+3) | 5 (-3) | 11 (+0) | 5 (-3) | - -**Skills** Perception +4 - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** understands Deep Speech but can't speak - -**Challenge** 4 (1,100 XP) - -***Amphibious***. The chuul can breathe air and water. - -***Sense Magic***. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the *detect magic* spell but isn't itself magical. - -###### Actions - -***Multiattack***. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. - -***Pincer***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled. - -***Tentacles***. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -## Cloaker - -*Large aberration, chaotic neutral* - -**Armor Class** 14 (natural armor) - -**Hit Points** 78 (12d10+12) - -**Speed** 10 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 17 (+3) | 15 (+2) | 12 (+1) | 13 (+1) | 12 (+1) | 14 (+2) | - -**Skills** Stealth +5 - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** Deep Speech, Undercommon - -**Challenge** 8 (3,900 XP) - -***Damage Transfer***. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half. - -***False Appearance***. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak. - -***Light Sensitivity***. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Multiattack***. The cloaker makes two attacks: one with its bite and one with its tail. - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 10 (2d6+3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check. - -***Tail***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one creature. *Hit:* 7 (1d8+3) slashing damage. - -***Moan***. Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours - -***Phantasms (Recharges after a Short or Long Rest)***. The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. - -Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. - -A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. - -## Cockatrice - -*Small monstrosity, unaligned* - -**Armor Class** 11 - -**Hit Points** 27 (6d6+6) - -**Speed** 20 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 6 (-2) | 12 (+1) | 12 (+1) | 2 (-4) | 13 (+1) | 5 (-3) | - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d4+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. - -## Couatl - -*Medium celestial, lawful good* - -**Armor Class** 19 (natural armor) - -**Hit Points** 97 (13d8+39) - -**Speed** 30 ft., fly 90 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 20 (+5) | 17 (+3) | 18 (+4) | 20 (+5) | 18 (+4) | - -**Saving Throws** Con +5, Wis +7, Cha +6 - -**Damage Resistances** radiant - -**Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks - -**Senses** truesight 120 ft., passive Perception 15 - -**Languages** all, telepathy 120 ft. - -**Challenge** 4 (1,100 XP) - -***Innate Spellcasting***. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal Components - -At will: *detect evil and good*, *detect magic*, *detect thoughts* - -3/day each: *bless*, *create food and water*, *cure wounds*, *lesser restoration*, *protection from poison*, *sanctuary*, *shield* - -1/day each: *dream*, *greater restoration*, *scrying* - -***Magic Weapons***. The couatl's weapon attacks are magical. - -***Shielded Mind***. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 8 (1d6+5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. - -***Constrict***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one Medium or smaller creature. *Hit:* 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target. - -***Change Shape***. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). - -In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form. \ No newline at end of file diff --git a/documents/monsters/Monsters D.md b/documents/monsters/Monsters D.md deleted file mode 100644 index ecaeec6..0000000 --- a/documents/monsters/Monsters D.md +++ /dev/null @@ -1,3010 +0,0 @@ -# Monsters (D) - -## Darkmantle - -*Small monstrosity, unaligned* - -**Armor Class** 11 - -**Hit Points** 22 (5d6+5) - -**Speed** 10 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 12 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | - -**Skills** Stealth +3 - -**Senses** blindsight 60 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Echolocation***. The darkmantle can't use its blindsight while deafened. - -***False Appearance***. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. - -###### Actions - -***Crush***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 6 (1d6+3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. - -While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. - -A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement. - -***Darkness Aura (1/Day)***. A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. - -## Demons - -### Balor - -*Huge fiend (demon), chaotic evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 262 (21d12+126) - -**Speed** 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 26 (+8) | 15 (+2) | 22 (+6) | 20 (+5) | 16 (+3) | 22 (+6) | - -**Saving Throws** Str +14, Con +12, Wis +9, Cha +12 - -**Damage Resistances** cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** truesight 120 ft., passive Perception 13 - -**Languages** Abyssal, telepathy 120 ft. - -**Challenge** 19 (22,000 XP) - -***Death Throes***. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons. - -***Fire Aura***. At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. - -***Magic Resistance***. The balor has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The balor's weapon attacks are magical. - -###### Actions - -***Multiattack***. The balor makes two attacks: one with its longsword and one with its whip. - -***Longsword***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 21 (3d8+8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. - -***Whip***. *Melee Weapon Attack:* +14 to hit, reach 30 ft., one target. *Hit:* 15 (2d6+8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. - -***Teleport***. The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - -### Dretch - -*Small fiend (demon), chaotic evil* - -**Armor Class** 11 (natural armor) - -**Hit Points** 18 (4d6+4) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 11 (+0) | 11 (+0) | 12 (+1) | 5 (-3) | 8 (-1) | 3 (-4) | - -**Damage Resistances** cold, fire, lightning - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Multiattack***. The dretch makes two attacks: one with its bite and one with its claws. - -***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 5 (2d4) slashing damage. - -***Fetid Cloud (1/Day)***. A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. - -### Glabrezu - -*Large fiend (demon), chaotic evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 157 (15d10+75) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 20 (+5) | 15 (+2) | 21 (+5) | 19 (+4) | 17 (+3) | 16 (+3) | - -**Saving Throws** Str +9, Con +9, Wis +7, Cha +7 - -**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** truesight 120 ft., passive Perception 13 - -**Languages** Abyssal, telepathy 120 ft. - -**Challenge** 9 (5,000 XP) - -***Innate Spellcasting***. The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material Components - -At will: *darkness*, *detect magic*, *dispel magic* - -1/day each: *confusion*, *fly*, *power word stun* - -***Magic Resistance***. The glabrezu has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell. - -***Pincer***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 16 (2d10+5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target. - -***Fist***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) bludgeoning damage. - -### Hezrou - -*Large fiend (demon), chaotic evil* - -**Armor Class** 16 (natural armor) - -**Hit Points** 136 (13d10+65) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 19 (+4) | 17 (+3) | 20 (+5) | 5 (-3) | 12 (+1) | 13 (+1) | - -**Saving Throws** Str +7, Con +8, Wis +4 - -**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 11 - -**Languages** Abyssal, telepathy 120 ft. - -**Challenge** 8 (3,900 XP) - -***Magic Resistance***. The hezrou has advantage on saving throws against spells and other magical effects. - -***Stench***. Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours. - -###### Actions - -***Multiattack***. The hezrou makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 15 (2d10+4) piercing damage. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -### Marilith - -*Large fiend (demon), chaotic evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 189 (18d10+90) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 20 (+5) | 20 (+5) | 18 (+4) | 16 (+3) | 20 (+5) | - -**Saving Throws** Str +9, Con +10, Wis +8, Cha +10 - -**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** truesight 120 ft., passive Perception 13 - -**Languages** Abyssal, telepathy 120 ft. - -**Challenge** 16 (15,000 XP) - -***Magic Resistance***. The marilith has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The marilith's weapon attacks are magical. - -***Reactive***. The marilith can take one reaction on every turn in a combat. - -###### Actions - -***Multiattack***. The marilith makes seven attacks: six with its longswords and one with its tail. - -***Longsword***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. - -***Tail***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one creature. *Hit:* 15 (2d10+4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets. - -***Teleport***. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - -###### Reactions - -***Parry***. The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon. - -### Nalfeshnee - -*Large fiend (demon), chaotic evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 184 (16d10+96) - -**Speed** 20 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 21 (+5) | 10 (+0) | 22 (+6) | 19 (+4) | 12 (+1) | 15 (+2) | - -**Saving Throws** Con +11, Int +9, Wis +6, Cha +7 - -**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** truesight 120 ft., passive Perception 11 - -**Languages** Abyssal, telepathy 120 ft. - -**Challenge** 13 (10,000 XP) - -***Magic Resistance***. The nalfeshnee has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 32 (5d10+5) piercing damage. - -***Claw***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 15 (3d6+5) slashing damage. - -***Horror Nimbus (Recharge 5-6)***. The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours. - -***Teleport***. The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - -### Quasit - -*Tiny fiend (demon, shapechanger), chaotic evil* - -**Armor Class** 13 - -**Hit Points** 7 (3d4) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|---------| -| 5 (-3) | 17 (+3) | 10 (+0) | 7 (-2) | 10 (+0) | 10 (+0) | - -**Skills** Stealth +5 - -**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 10 - -**Languages** Abyssal, Common - -**Challenge** 1 (200 XP) - -***Shapechanger***. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Magic Resistance***. The quasit has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Claws (Bite in Beast Form)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Scare (1/Day)***. One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success. - -***Invisibility***. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it. - -### Vrock - -*Large fiend (demon), chaotic evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 104 (11d10+44) - -**Speed** 40 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 15 (+2) | 18 (+4) | 8 (-1) | 13 (+1) | 8 (-1) | - -**Saving Throws** Dex +5, Wis +4, Cha +2 - -**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 11 - -**Languages** Abyssal, telepathy 120 ft. - -**Challenge** 6 (2,300 XP) - -***Magic Resistance***. The vrock has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The vrock makes two attacks: one with its beak and one with its talons. - -***Beak***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage. - -***Talons***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 14 (2d10+3) slashing damage. - -***Spores (Recharge 6)***. A 15-foot radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. - -***Stunning Screech (1/Day)***. The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn. - -## Devils - -### Barbed Devil - -*Medium fiend (devil), lawful evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 110 (13d8+52) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 17 (+3) | 18 (+4) | 12 (+1) | 14 (+2) | 14 (+2) | - -**Saving Throws** Str +6, Con +7, Wis +5, Cha +5 - -**Skills** Deception +5, Insight +5, Perception +8 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 18 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 5 (1,800 XP) - -***Barbed Hide***. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. - -***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. - -***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. - -***Claw***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) piercing damage. - -***Tail***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage. - -***Hurl Flame***. *Ranged Spell Attack:* +5 to hit, range 150 ft., one target. *Hit:* 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. - -### Bearded Devil - -*Medium fiend (devil), lawful evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 52 (8d8+16) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 16 (+3) | 15 (+2) | 15 (+2) | 9 (-1) | 11 (+0) | 11 (+0) | - -**Saving Throws** Str +5, Con +4, Wis +2 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 10 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 3 (700 XP) - -***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. - -***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. - -***Steadfast***. The devil can't be frightened while it can see an allied creature within 30 feet of it. - -###### Actions - -***Multiattack***. The devil makes two attacks: one with its beard and one with its glaive. - -***Beard***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Glaive***. *Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 8 (1d10+3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. - -### Bone Devil - -*Large fiend (devil), lawful evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 142 (15d10+60) - -**Speed** 40 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 16 (+3) | 18 (+4) | 13 (+1) | 14 (+2) | 16 (+3) | - -**Saving Throws** Int +5, Wis +6, Cha +7 - -**Skills** Deception +7, Insight +6 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 12 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 9 (5,000 XP) - -***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. - -***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The devil makes three attacks: two with its claws and one with its sting. - -***Claw***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 8 (1d8+4) slashing damage. - -***Sting***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 13 (2d8+4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -### Chain Devil - -*Medium fiend (devil), lawful evil* - -**Armor Class** 16 (natural armor) - -**Hit Points** 85 (10d8+40) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 15 (+2) | 18 (+4) | 11 (+0) | 12 (+1) | 14 (+2) | - -**Saving Throws** Con +7, Wis +4, Cha +5 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 11 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 8 (3,900 XP) - -***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. - -***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The devil makes two attacks with its chains. - -***Chain***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. - -***Animate Chains (Recharges after a Short or Long Rest)***. Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. - -Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. - -###### Reactions - -***Unnerving Mask***. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn. - -### Erinyes - -*Medium fiend (devil), lawful evil* - -**Armor Class** 18 (plate) - -**Hit Points** 153 (18d8+72) - -**Speed** 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 16 (+3) | 18 (+4) | 14 (+2) | 14 (+2) | 18 (+4) | - -**Saving Throws** Dex +7, Con +8, Wis +6, Cha +8 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** truesight 120 ft., passive Perception 12 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 12 (8,400 XP) - -***Hellish Weapons***. The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). - -***Magic Resistance***. The erinyes has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The erinyes makes three attacks. - -***Longsword***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands, plus 13 (3d8) poison damage. - -***Longbow***. *Ranged Weapon Attack:* +7 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the *lesser restoration* spell or similar magic. - -###### Reactions - -***Parry***. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon. - -### Horned Devil - -*Large fiend (devil), lawful evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 148 (17d10+55) - -**Speed** 20 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 22 (+6) | 17 (+3) | 21 (+5) | 12 (+1) | 16 (+3) | 17 (+3) | - -**Saving Throws** Str +10, Dex +7, Wis +7, Cha +7 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 13 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 11 (7,200 XP) - -***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. - -***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. - -***Fork***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 15 (2d8+6) piercing damage. - -***Tail***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 10 (1d8+6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. - -***Hurl Flame***. *Ranged Spell Attack:* +7 to hit, range 150 ft., one target. *Hit:* 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. - -### Ice Devil - -*Large fiend (devil), lawful evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 180 (19d10+76) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 21 (+5) | 14 (+2) | 18 (+4) | 18 (+4) | 15 (+2) | 18 (+4) | - -**Saving Throws** Dex +7, Con +9, Wis +7, Cha +9 - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** cold, fire, poison - -**Condition Immunities** poisoned - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 12 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 14 (11,500 XP) - -***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. - -***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The devil makes three attacks: one with its bite, one with its claws, and one with its tail. - -***Bite***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) piercing damage plus 10 (3d6) cold damage. - -***Claws.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 10 (2d4+5) slashing damage plus 10 (3d6) cold damage. - -***Tail***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 12 (2d6+5) bludgeoning damage plus 10 (3d6) cold damage. - -***Wall of Ice (Recharge 6)***. The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. - -When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. - -The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. - -### Imp - -*Tiny fiend (devil, shapechanger), lawful evil* - -**Armor Class** 13 - -**Hit Points** 10 (3d4+3) - -**Speed** 20 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 6 (-2) | 17 (+3) | 13 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | - -**Skills** Deception +4, Insight +3, Persuasion +4, Stealth +5 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 11 - -**Languages** Infernal, Common - -**Challenge** 1 (200 XP) - -***Shapechanger***. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Devil's Sight***. Magical darkness doesn't impede the imp's darkvision. - -***Magic Resistance***. The imp has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Sting (Bite in Beast Form)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. - -***Invisibility***. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it. - -### Lemure - -*Medium fiend (devil), lawful evil* - -**Armor Class** 7 - -**Hit Points** 13 (3d8) - -**Speed** 15 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 10 (+0) | 5 (-3) | 11 (+0) | 1 (-5) | 11 (+0) | 3 (-4) | - -**Damage Resistances** cold - -**Damage Immunities** fire, poison - -**Condition Immunities** charmed, frightened, poisoned - -**Senses** darkvision 120 ft., passive Perception 10 - -**Languages** understands Infernal but can't speak - -**Challenge** 0 (10 XP) - -***Devil's Sight***. Magical darkness doesn't impede the lemure's darkvision. - -***Hellish Rejuvenation***. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a *bless* spell cast on that creature or its remains are sprinkled with holy water. - -###### Actions - -***Fist***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage. - -### Pit Fiend - -*Large fiend (devil), lawful evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 300 (24d10+168) - -**Speed** 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 26 (+8) | 14 (+2) | 24 (+7) | 22 (+6) | 18 (+4) | 24 (+7) | - -**Saving Throws** Dex +8, Con +13, Wis +10 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** truesight 120 ft., passive Perception 14 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 20 (25,000 XP) - -***Fear Aura***. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours. - -***Magic Resistance***. The pit fiend has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The pit fiend's weapon attacks are magical. - -***Innate Spellcasting***. The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material Components - -At will: *detect magic*, *fireball* - -3/day each: *hold monster*, *wall of fire* - -###### Actions - -***Multiattack***. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. - -***Bite***. *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 22 (4d6+8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Claw***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 17 (2d8+8) slashing damage. - -***Mace***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) bludgeoning damage plus 21 (6d6) fire damage. - -***Tail***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 24 (3d10+8) bludgeoning damage. - -## Dinosaurs - -### Plesiosaurus - -*Large beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 68 (8d10+24) - -**Speed** 20 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 15 (+2) | 16 (+3) | 2 (-4) | 12 (+1) | 5 (-3) | - -**Skills** Perception +3, Stealth +4 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Hold Breath***. The plesiosaurus can hold its breath for 1 hour. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 14 (3d6+4) piercing damage. - -### Triceratops - -*Huge beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 95 (10d12+30) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 22 (+6) | 9 (-1) | 17 (+3) | 2 (-4) | 11 (+0) | 5 (-3) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 5 (1,800 XP) - -***Trampling Charge***. If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. - -If the target is prone, the triceratops can make one stomp attack against it as a bonus action. - -###### Actions - -***Gore***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 24 (4d8+6) piercing damage. - -***Stomp***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one prone creature. *Hit:* 22 (3d10+6) bludgeoning damage. - -### Tyrannosaurus Rex - -*Huge beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 136 (13d12+52) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 25 (+7) | 10 (+0) | 19 (+4) | 2 (-4) | 12 (+1) | 9 (-1) | - -**Skills** Perception +4 - -**Senses** passive Perception 14 - -**Languages** - - -**Challenge** 8 (3,900 XP) - -###### Actions - -***Multiattack***. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. - -***Bite***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 33 (4d12+7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target. - -***Tail***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 20 (3d8+7) bludgeoning damage. - -## Doppelganger - -*Medium monstrosity (shapechanger), neutral* - -**Armor Class** 14 - -**Hit Points** 52 (8d8+16) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 18 (+4) | 14 (+2) | 11 (+0) | 12 (+1) | 14 (+2) | - -**Skills** Deception +6, Insight +3 - -**Condition Immunities** charmed - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** Common - -**Challenge** 3 (700 XP) - -***Shapechanger***. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Ambusher***. The doppelganger has advantage on attack rolls against any creature it has surprised. - -***Surprise Attack***. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. - -###### Actions - -***Multiattack***. The doppelganger makes two melee attacks. - -***Slam***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+4) bludgeoning damage. - -***Read Thoughts***. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. - -## Dragons, Chromatic - -### Black Dragon - -#### Ancient Black Dragon - -*Gargantuan dragon, chaotic evil* - -**Armor Class** 22 (natural armor) - -**Hit Points** 367 (21d20+147) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 14 (+2) | 25 (+7) | 16 (+3) | 15 (+2) | 19 (+4) | - -**Saving Throws** Dex +9, Con +14, Wis +9, Cha +11 - -**Skills** Perception +16, Stealth +9 - -**Damage Immunities** acid - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 - -**Languages** Common, Draconic - -**Challenge** 21 (33,000 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage plus 9 (2d8) acid damage. - -***Claw***. *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Acid Breath (Recharge 5-6)***. The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Black Dragon - -*Huge dragon, chaotic evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 195 (17d12+85) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 23 (+6) | 14 (+2) | 21 (+5) | 14 (+2) | 13 (+1) | 17 (+3) | - -**Saving Throws** Dex +7, Con +10, Wis +6, Cha +8 - -**Skills** Perception +11, Stealth +7 - -**Damage Immunities** acid - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 - -**Languages** Common, Draconic - -**Challenge** 14 (11,500 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage plus 4 (1d8) acid damage. - -***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Acid Breath (Recharge 5-6)***. The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Black Dragon - -*Large dragon, chaotic evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 127 (15d10+45) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 14 (+2) | 17 (+3) | 12 (+1) | 11 (+0) | 15 (+2) | - -**Saving Throws** Dex +5, Con +6, Wis +3, Cha +5 - -**Skills** Perception +6, Stealth +5 - -**Damage Immunities** acid - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 - -**Languages** Common, Draconic - -**Challenge** 7 (2,900 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) piercing damage plus 4 (1d8) acid damage. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -***Acid Breath (Recharge 5-6)***. The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. - -#### Black Dragon Wyrmling - -*Medium dragon, chaotic evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 33 (6d8+6) - -**Speed** 30 ft., fly 60 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 14 (+2) | 13 (+1) | 10 (+0) | 11 (+0) | 13 (+1) | - -**Saving Throws** Dex +4, Con +3, Wis +2, Cha +3 - -**Skills** Perception +4, Stealth +4 - -**Damage Immunities** acid - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 2 (450 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage plus 2 (1d4) acid damage. - -***Acid Breath (Recharge 5-6)***. The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. - -### Blue Dragon - -#### Ancient Blue Dragon - -*Gargantuan dragon, lawful evil* - -**Armor Class** 22 (natural armor) - -**Hit Points** 481 (26d20+208) - -**Speed** 40 ft., burrow 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 29 (+9) | 10 (+0) | 27 (+8) | 18 (+4) | 17 (+3) | 21 (+5) | - -**Saving Throws** Dex +7, Con +15, Wis +10, Cha +12 - -**Skills** Perception +17, Stealth +7 - -**Damage Immunities** lightning - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 - -**Languages** Common, Draconic - -**Challenge** 23 (50,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage. - -***Claw***. *Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 16 (2d6+9) slashing damage. - -***Tail***. *Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:* 18 (2d8+9) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Lightning Breath (Recharge 5-6)***. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Blue Dragon - -*Huge dragon, lawful evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 225 (18d12+108) - -**Speed** 40 ft., burrow 30 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 25 (+7) | 10 (+0) | 23 (+6) | 16 (+3) | 15 (+2) | 19 (+4) | - -**Saving Throws** Dex +5, Con +11, Wis +7, Cha +9 - -**Skills** Perception +12, Stealth +5 - -**Damage Immunities** lightning - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 - -**Languages** Common, Draconic - -**Challenge** 16 (15,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage. - -***Claw***. *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 14 (2d6+7) slashing damage. - -***Tail***. *Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 16 (2d8+7) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Lightning Breath (Recharge 5-6)***. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Blue Dragon - -*Large dragon, lawful evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 152 (16d10+64) - -**Speed** 40 ft., burrow 20 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 21 (+5) | 10 (+0) | 19 (+4) | 14 (+2) | 13 (+1) | 17 (+3) | - -**Saving Throws** Dex +4, Con +8, Wis +5, Cha +7 - -**Skills** Perception +9, Stealth +4 - -**Damage Immunities** lightning - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19 - -**Languages** Common, Draconic - -**Challenge** 9 (5,000 XP) - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 16 (2d10+5) piercing damage plus 5 (1d10) lightning damage. - -***Claw***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage. - -***Lightning Breath (Recharge 5-6)***. The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. - -#### Blue Dragon Wyrmling - -*Medium dragon, lawful evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 52 (8d8+16) - -**Speed** 30 ft., burrow 15 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 17 (+3) | 10 (+0) | 15 (+2) | 12 (+1) | 11 (+0) | 15 (+2) | - -**Saving Throws** Dex +2, Con +4, Wis +2, Cha +4 - -**Skills** Perception +4, Stealth +2 - -**Damage Immunities** lightning - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 3 (700 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage plus 3 (1d6) lightning damage. - -***Lightning Breath (Recharge 5-6)***. The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. - -### Green Dragon - -#### Ancient Green Dragon - -*Gargantuan dragon, lawful evil* - -**Armor Class** 21 (natural armor) - -**Hit Points** 385 (22d20 + 154) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 12 (+1) | 25 (+7) | 20 (+5) | 17 (+3) | 19 (+4) | - -**Saving Throws** Dex +8, Con +14, Wis +10, Cha +11 - -**Skills** Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8 - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 - -**Languages** Common, Draconic - -**Challenge** 22 (41,000 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage plus 10 (3d6) poison damage. - -***Claw***. *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 22 (4d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Poison Breath (Recharge 5-6)***. The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -#### Adult Green Dragon - -*Huge dragon, lawful evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 207 (18d12+90) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 23 (+6) | 12 (+1) | 21 (+5) | 18 (+4) | 15 (+2) | 17 (+3) | - -**Saving Throws** Dex +6, Con +10, Wis +7, Cha +8 - -**Skills** Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6 - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 - -**Languages** Common, Draconic - -**Challenge** 15 (13,000 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage plus 7 (2d6) poison damage. - -***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Poison Breath (Recharge 5-6)***. The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Green Dragon - -*Large dragon, lawful evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 136 (16d10+48) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 12 (+1) | 17 (+3) | 16 (+3) | 13 (+1) | 15 (+2) | - -**Saving Throws** Dex +4, Con +6, Wis +4, Cha +5 - -**Skills** Deception +5, Perception +7, Stealth +4 - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 - -**Languages** Common, Draconic - -**Challenge** 8 (3,900 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) piercing damage plus 7 (2d6) poison damage. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -***Poison Breath (Recharge 5-6)***. The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. - -#### Green Dragon Wyrmling - -*Medium dragon, lawful evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 38 (7d8+7) - -**Speed** 30 ft., fly 60 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 12 (+1) | 13 (+1) | 14 (+2) | 11 (+0) | 13 (+1) | - -**Saving Throws** Dex +3, Con +3, Wis +2, Cha +3 - -**Skills** Perception +4, Stealth +3 - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 2 (450 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage plus 3 (1d6) poison damage. - -***Poison Breath (Recharge 5-6)***. The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. - -### Red Dragon - -#### Ancient Red Dragon - -*Gargantuan dragon, chaotic evil* - -**Armor Class** 22 (natural armor) - -**Hit Points** 546 (28d20+252) - -**Speed** 40 ft., climb 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|----------|---------|---------|---------|---------|---------| -| 30 (+10) | 10 (+0) | 29 (+9) | 18 (+4) | 15 (+2) | 23 (+6) | - -**Saving Throws** Dex +7, Con +16, Wis +9, Cha +13 - -**Skills** Perception +16, Stealth +7 - -**Damage Immunities** fire - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 - -**Languages** Common, Draconic - -**Challenge** 24 (62,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10+10) piercing damage plus 14 (4d6) fire damage. - -***Claw***. *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6+10) slashing damage. - -***Tail***. *Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8+10) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Fire Breath (Recharge 5-6)***. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Red Dragon - -*Huge dragon, chaotic evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 256 (19d12+133) - -**Speed** 40 ft., climb 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 10 (+0) | 25 (+7) | 16 (+3) | 13 (+1) | 21 (+5) | - -**Saving Throws** Dex +6, Con +13, Wis +7, Cha +11 - -**Skills** Perception +13, Stealth +6 - -**Damage Immunities** fire - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23 - -**Languages** Common, Draconic - -**Challenge** 17 (18,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (2d10+8) piercing damage plus 7 (2d6) fire damage. - -***Claw***. *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (2d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Fire Breath (Recharge 5-6)***. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Red Dragon - -Large dragon, chaotic evil - -**Armor Class** 18 (natural armor) - -**Hit Points** 178 (17d10+85) - -**Speed** 40 ft., climb 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 11 (+0) | 19 (+4) | - -**Saving Throws** Dex +4, Con +9, Wis +4, Cha +8 - -**Skills** Perception +8, Stealth +4 - -**Damage Immunities** fire - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 18 - -**Languages** Common, Draconic - -**Challenge** 10 (5,900 XP) - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage plus 3 (1d6) fire damage. - -***Claw***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Fire Breath (Recharge 5-6)***. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. - -#### Red Dragon Wyrmling - -*Medium dragon, chaotic evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 75 (10d8+30) - -**Speed** 30 ft., climb 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 10 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | 15 (+2) | - -**Saving Throws** Dex +2, Con +5, Wis +2, Cha +4 - -**Skills** Perception +4, Stealth +2 - -**Damage Immunities** fire - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 4 (1,100 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10+4) piercing damage plus 3 (1d6) fire damage. - -***Fire Breath (Recharge 5-6)***. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. - -### White Dragon - -#### Ancient White Dragon - -*Gargantuan dragon, chaotic evil* - -**Armor Class** 20 (natural armor) - -**Hit Points** 333 (18d20+144) - -**Speed** 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 26 (+8) | 10 (+0) | 26 (+8) | 10 (+0) | 13 (+1) | 14 (+2) | - -**Saving Throws** Dex +6, Con +14, Wis +7, Cha +8 - -**Skills** Perception +13, Stealth +6 - -**Damage Immunities** cold - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23 - -**Languages** Common, Draconic - -**Challenge** 20 (25,000 XP) - -***Ice Walk***. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage plus 9 (2d8) cold damage. - -***Claw***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Cold Breath (Recharge 5-6)***. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult White Dragon - -*Huge dragon, chaotic evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 200 (16d12+96) - -**Speed** 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 22 (+6) | 10 (+0) | 22 (+6) | 8 (-1) | 12 (+1) | 12 (+1) | - -**Saving Throws** Dex +5, Con +11, Wis +6, Cha +6 - -**Skills** Perception +11, Stealth +5 - -**Damage Immunities** cold - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 - -**Languages** Common, Draconic - -**Challenge** 13 (10,000 XP) - -***Ice Walk***. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage plus 4 (1d8) cold damage. - -***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Cold Breath (Recharge 5-6)***. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young White Dragon - -*Large dragon, chaotic evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 133 (14d10+56) - -**Speed** 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 18 (+4) | 10 (+0) | 18 (+4) | 6 (-2) | 11 (+0) | 12 (+1) | - -**Saving Throws** Dex +3, Con +7, Wis +3, Cha +4 - -**Skills** Perception +6, Stealth +3 - -**Damage Immunities** cold - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 - -**Languages** Common, Draconic - -**Challenge** 6 (2,300 XP) - -***Ice Walk***. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) piercing damage plus 4 (1d8) cold damage. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -***Cold Breath (Recharge 5-6)***. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. - -#### White Dragon Wyrmling - -*Medium dragon, chaotic evil* - -**Armor Class** 16 (natural armor) - -**Hit Points** 32 (5d8+10) - -**Speed** 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 14 (+2) | 10 (+0) | 14 (+2) | 5 (-3) | 10 (+0) | 11 (+0) | - -**Saving Throws** Dex +2, Con +4, Wis +2, Cha +2 - -**Skills** Perception +4, Stealth +2 - -**Damage Immunities** cold - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 2 (450 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage plus 2 (1d4) cold damage. - -***Cold Breath (Recharge 5-6)***. The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. - -## Dragons, Metallic - -### Brass Dragon - -#### Ancient Brass Dragon - -*Gargantuan dragon, chaotic good* - -**Armor Class** 20 (natural armor) - -**Hit Points** 297 (17d20+119) - -**Speed** 40 ft., burrow 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 10 (+0) | 25 (+7) | 16 (+3) | 15 (+2) | 19 (+4) | - -**Saving Throws** Dex +6, Con +13, Wis +8, Cha +10 - -**Skills** History +9, Perception +14, Persuasion +10, Stealth +6 - -**Damage Immunities** fire - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24 - -**Languages** Common, Draconic - -**Challenge** 20 (25,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage. - -***Claw***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons: - -**Fire Breath**. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. - -**Sleep Breath**. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Brass Dragon - -*Huge dragon, chaotic good* - -**Armor Class** 18 (natural armor) - -**Hit Points** 172 (15d12+75) - -**Speed** 40 ft., burrow 30 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 13 (+1) | 17 (+3) | - -**Saving Throws** Dex +5, Con +10, Wis +6, Cha +8 - -**Skills** History +7, Perception +11, Persuasion +8, Stealth +5 - -**Damage Immunities** fire - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 - -**Languages** Common, Draconic - -**Challenge** 13 (10,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage. - -***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Fire Breath**. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. - -**Sleep Breath**. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Brass Dragon - -*Large dragon, chaotic good* - -**Armor Class** 17 (natural armor) - -**Hit Points** 110 (13d10+39) - -**Speed** 40 ft., burrow 20 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 10 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | 15 (+2) | - -**Saving Throws** Dex +3, Con +6, Wis +3, Cha +5 - -**Skills** Perception +6, Persuasion +5, Stealth +3 - -**Damage Immunities** fire - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 - -**Languages** Common, Draconic - -**Challenge** 6 (2,300 XP) - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) piercing damage. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Fire Breath**. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. - -**Sleep Breath**. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - -#### Brass Dragon Wyrmling - -*Medium dragon, chaotic good* - -**Armor Class** 16 (natural armor) - -**Hit Points** 16 (3d8+3) - -**Speed** 30 ft., burrow 15 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 10 (+0) | 13 (+1) | 10 (+0) | 11 (+0) | 13 (+1) | - -**Saving Throws** Dex +2, Con +3, Wis +2, Cha +3 - -**Skills** Perception +4, Stealth +2 - -**Damage Immunities** fire - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 1 (200 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Fire Breath**. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. - -**Sleep Breath**. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - -### Bronze Dragon - -#### Ancient Bronze Dragon - -*Gargantuan dragon, lawful good* - -**Armor Class** 22 (natural armor) - -**Hit Points** 444 (24d20+192) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 29 (+9) | 10 (+0) | 27 (+8) | 18 (+4) | 17 (+3) | 21 (+5) | - -**Saving Throws** Dex +7, Con +15, Wis +10, Cha +12 - -**Skills** Insight +10, Perception +17, Stealth +7 - -**Damage Immunities** lightning - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 - -**Languages** Common, Draconic - -**Challenge** 22 (41,000 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 20 (2d10+9) piercing damage. - -***Claw***. *Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 16 (2d6+9) slashing damage. - -***Tail***. *Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:* 18 (2d8+9) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Lightning Breath**. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. - -**Repulsion Breath**. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Bronze Dragon - -*Huge dragon, lawful good* - -**Armor Class** 19 (natural armor) - -**Hit Points** 212 (17d12+102) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 25 (+7) | 10 (+0) | 23 (+6) | 16 (+3) | 15 (+2) | 19 (+4) | - -**Saving Throws** Dex +5, Con +11, Wis +7, Cha +9 - -**Skills** Insight +7, Perception +12, Stealth +5 - -**Damage Immunities** lightning - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 - -**Languages** Common, Draconic - -**Challenge** 15 (13,000 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 18 (2d10+7) piercing damage. - -***Claw***. *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 14 (2d6+7) slashing damage. - -***Tail***. *Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 16 (2d8+7) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Lightning Breath**. The dragon exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. - -**Repulsion Breath**. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Bronze Dragon - -*Large dragon, lawful good* - -**Armor Class** 18 (natural armor) - -**Hit Points** 142 (15d10+60) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 21 (+5) | 10 (+0) | 19 (+4) | 14 (+2) | 13 (+1) | 17 (+3) | - -**Saving Throws** Dex +3, Con +7, Wis +4, Cha +6 - -**Skills** Insight +4, Perception +7, Stealth +3 - -**Damage Immunities** lightning - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 - -**Languages** Common, Draconic - -**Challenge** 8 (3,900 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 16 (2d10+5) piercing damage. - -***Claw***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Lightning Breath**. The dragon exhales lightning in a 60- foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. - -**Repulsion Breath**. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon. - -#### Bronze Dragon Wyrmling - -*Medium dragon, lawful good* - -**Armor Class** 17 (natural armor) - -**Hit Points** 32 (5d8+10) - -**Speed** 30 ft., fly 60 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 17 (+3) | 10 (+0) | 15 (+2) | 12 (+1) | 11 (+0) | 15 (+2) | - -**Saving Throws** Dex +2, Con +4, Wis +2, Cha +4 - -**Skills** Perception +4, Stealth +2 - -**Damage Immunities** lightning - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 2 (450 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Lightning Breath**. The dragon exhales lightning in a 40- foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. - -**Repulsion Breath**. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon. - -### Copper Dragon - -#### Ancient Copper Dragon - -*Gargantuan dragon, chaotic good* - -**Armor Class** 21 (natural armor) - -**Hit Points** 350 (20d20+140) - -**Speed** 40 ft., climb 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 12 (+1) | 25 (+7) | 20 (+5) | 17 (+3) | 19 (+4) | - -**Saving Throws** Dex +8, Con +14, Wis +10, Cha +11 - -**Skills** Deception +11, Perception +17, Stealth +8 - -**Damage Immunities** acid - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 - -**Languages** Common, Draconic - -**Challenge** 21 (33,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage. - -***Claw***. *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Acid Breath**. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. - -**Slowing Breath**. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Copper Dragon - -*Huge dragon, chaotic good* - -**Armor Class** 18 (natural armor) - -**Hit Points** 184 (16d12+80) - -**Speed** 40 ft., climb 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 23 (+6) | 12 (+1) | 21 (+5) | 18 (+4) | 15 (+2) | 17 (+3) | - -**Saving Throws** Dex +6, Con +10, Wis +7, Cha +8 - -**Skills** Deception +8, Perception +12, Stealth +6 - -**Damage Immunities** acid - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 - -**Languages** Common, Draconic - -**Challenge** 14 (11,500 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage. - -***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Acid Breath**. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. - -**Slowing Breath**. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Copper Dragon - -*Large dragon, chaotic good* - -**Armor Class** 17 (natural armor) - -**Hit Points** 119 (14d10+42) - -**Speed** 40 ft., climb 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 12 (+1) | 17 (+3) | 16 (+3) | 13 (+1) | 15 (+2) | - -**Saving Throws** Dex +4, Con +6, Wis +4, Cha +5 - -**Skills** Deception +5, Perception +7, Stealth +4 - -**Damage Immunities** acid - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 - -**Languages** Common, Draconic - -**Challenge** 7 (2,900 XP) - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) piercing damage. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Acid Breath**. The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. - -**Slowing Breath**. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - -#### Copper Dragon Wyrmling - -*Medium dragon, chaotic good* - -**Armor Class** 16 (natural armor) - -**Hit Points** 22 (4d8+4) - -**Speed** 30 ft., climb 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 12 (+1) | 13 (+1) | 14 (+2) | 11 (+0) | 13 (+1) | - -**Saving Throws** Dex +3, Con +3, Wis +2, Cha +3 - -**Skills** Perception +4, Stealth +3 - -**Damage Immunities** acid - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 1 (200 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Acid Breath**. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. - -**Slowing Breath**. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - -### Gold Dragon - -#### Ancient Gold Dragon - -*Gargantuan dragon, lawful good* - -**Armor Class** 22 (natural armor) - -**Hit Points** 546 (28d20+252) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|----------|---------|---------|---------|---------|---------| -| 30 (+10) | 14 (+2) | 29 (+9) | 18 (+4) | 17 (+3) | 28 (+9) | - -**Saving Throws** Dex +9, Con +16, Wis +10, Cha +16 - -**Skills** Insight +10, Perception +17, Persuasion +16, Stealth +9 - -**Damage Immunities** fire - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 - -**Languages** Common, Draconic - -**Challenge** 24 (62,000 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10+10) piercing damage. - -***Claw***. *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6+10) slashing damage. - -***Tail***. *Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8+10) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Fire Breath**. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. - -**Weakening Breath**. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Gold Dragon - -*Huge dragon, lawful good* - -**Armor Class** 19 (natural armor) - -**Hit Points** 256 (19d12+133) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 14 (+2) | 25 (+7) | 16 (+3) | 15 (+2) | 24 (+7) | - -**Saving Throws** Dex +8, Con +13, Wis +8, Cha +13 - -**Skills** Insight +8, Perception +14, Persuasion +13, Stealth +8 - -**Damage Immunities** fire - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24 - -**Languages** Common, Draconic - -**Challenge** 17 (18,000 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (2d10+8) piercing damage. - -***Claw***. *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (2d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Fire Breath**. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. - -**Weakening Breath**. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Gold Dragon - -*Large dragon, lawful good* - -**Armor Class** 18 (natural armor) - -**Hit Points** 178 (17d10+85) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 23 (+6) | 14 (+2) | 21 (+5) | 16 (+3) | 13 (+1) | 20 (+5) | - -**Saving Throws** Dex +6, Con +9, Wis +5, Cha +9 - -**Skills** Insight +5, Perception +9, Persuasion +9, Stealth +6 - -**Damage Immunities** fire - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19 - -**Languages** Common, Draconic - -**Challenge** 10 (5,900 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage. - -***Claw***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Fire Breath**. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. - -**Weakening Breath**. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -#### Gold Dragon Wyrmling - -*Medium dragon, lawful good* - -**Armor Class** 17 (natural armor) - -**Hit Points** 60 (8d8+24) - -**Speed** 30 ft., fly 60 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 14 (+2) | 17 (+3) | 14 (+2) | 11 (+0) | 16 (+3) | - -**Saving Throws** Dex +4, Con +5, Wis +2, Cha +5 - -**Skills** Perception +4, Stealth +4 - -**Damage Immunities** fire - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 3 (700 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10+4) piercing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Fire Breath**. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. - -**Weakening Breath**. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -### Silver Dragon - -#### Ancient Silver Dragon - -*Gargantuan dragon, lawful good* - -**Armor Class** 22 (natural armor) - -**Hit Points** 487 (25d20+225) - -**Speed** 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|----------|---------|---------|---------|---------|---------| -| 30 (+10) | 10 (+0) | 29 (+9) | 18 (+4) | 15 (+2) | 23 (+6) | - -**Saving Throws** Dex +7, Con +16, Wis +9, Cha +13 - -**Skills** Arcana +11, History +11, Perception +16, Stealth +7 - -**Damage Immunities** cold - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 - -**Languages** Common, Draconic - -**Challenge** 23 (50,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10+10) piercing damage. - -***Claw***. *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6+10) slashing damage. - -***Tail***. *Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8+10) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Cold Breath**. The dragon exhales an icy blast in a 90- foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. - -**Paralyzing Breath**. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Silver Dragon - -*Huge dragon, lawful good* - -**Armor Class** 19 (natural armor) - -**Hit Points** 243 (18d12+126) - -**Speed** 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 10 (+0) | 25 (+7) | 16 (+3) | 13 (+1) | 21 (+5) | - -**Saving Throws** Dex +5, Con +12, Wis +6, Cha +10 - -**Skills** Arcana +8, History +8, Perception +11, Stealth +5 - -**Damage Immunities** cold - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 - -**Languages** Common, Draconic - -**Challenge** 16 (15,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 19 (2d10+8) piercing damage. - -***Claw***. *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 15 (2d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Cold Breath**. The dragon exhales an icy blast in a 60- foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. - -**Paralyzing Breath**. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Silver Dragon - -*Large dragon, lawful good* - -**Armor Class** 18 (natural armor) - -**Hit Points** 168 (16d10+80) - -**Speed** 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 11 (+0) | 19 (+4) | - -**Saving Throws** Dex +4, Con +9, Wis +4, Cha +8 - -**Skills** Arcana +6, History +6, Perception +8, Stealth +4 - -**Damage Immunities** cold - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 18 - -**Languages** Common, Draconic - -**Challenge** 9 (5,000 XP) - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage. - -***Claw***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Cold Breath**. The dragon exhales an icy blast in a 30- foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. - -**Paralyzing Breath**. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -#### Silver Dragon Wyrmling - -*Medium dragon, lawful good* - -**Armor Class** 17 (natural armor) - -**Hit Points** 45 (6d8+18) - -**Speed** 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 10 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | 15 (+2) | - -**Saving Throws** Dex +2, Con +5, Wis +2, Cha +4 - -**Skills** Perception +4, Stealth +2 - -**Damage Immunities** cold - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 2 (450 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10+4) piercing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Cold Breath**. The dragon exhales an icy blast in a 15- foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. - -**Paralyzing Breath**. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -## Dragon Turtle - -*Gargantuan dragon, neutral* - -**Armor Class** 20 (natural armor) - -**Hit Points** 341 (22d20+110) - -**Speed** 20 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 25 (+7) | 10 (+0) | 20 (+5) | 10 (+0) | 12 (+1) | 12 (+1) | - -**Saving Throws** Dex +6, Con +11, Wis +7 - -**Damage Resistances** fire - -**Senses** darkvision 120 ft., passive Perception 11 - -**Languages** Aquan, Draconic - -**Challenge** 17 (18,000 XP) - -***Amphibious***. The dragon turtle can breathe air and water. - -###### Actions - -***Multiattack***. The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. - -***Bite***. *Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12+7) piercing damage. - -***Claw***. *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 16 (2d8+7) slashing damage. - -***Tail***. *Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone. - -***Steam Breath (Recharge 5-6)***. The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. - -## Drider - -*Large monstrosity, chaotic evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 123 (13d10+52) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 16 (+3) | 18 (+4) | 13 (+1) | 14 (+2) | 12 (+1) | - -**Skills** Perception +5, Stealth +9 - -**Senses** darkvision 120 ft., passive Perception 15 - -**Languages** Elvish, Undercommon - -**Challenge** 6 (2,300 XP) - -***Fey Ancestry***. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. - -***Innate Spellcasting***. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material Components - -At will: *dancing lights* - -1/day each: *darkness*, *faerie fire* - -***Spider Climb***. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Sunlight Sensitivity***. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -***Web Walker***. The drider ignores movement restrictions caused by webbing. - -###### Actions - -***Multiattack***. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack. - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 2 (1d4) piercing damage plus 9 (2d8) poison damage. - -***Longsword***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. - -***Longbow***. *Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8+3) piercing damage plus 4 (1d8) poison damage. - -## Dryad - -*Medium fey, neutral* - -**Armor Class** 11 (16 with *barkskin*) - -**Hit Points** 22 (5d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 12 (+1) | 11 (+0) | 14 (+2) | 15 (+2) | 18 (+4) | - -**Skills** Perception +4, Stealth +5 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Elvish, Sylvan - -**Challenge** 1 (200 XP) - -***Innate Spellcasting***. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material Components - -At will: *druidcraft* - -3/day each: *entangle*, *goodberry* - -1/day each: *barkskin*, *pass without trace*, *shillelagh* - -***Magic Resistance***. The dryad has advantage on saving throws against spells and other magical effects. - -***Speak with Beasts and Plants***. The dryad can communicate with beasts and plants as if they shared a language. - -***Tree Stride***. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. - -###### Actions - -***Club***. *Melee Weapon Attack:* +2 to hit (+6 to hit with *shillelagh*), reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage with *shillelagh*. - -***Fey Charm***. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. - -Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. - -The dryad can have no more than one humanoid and up to three beasts charmed at a time. - -## Duergar - -*Medium humanoid (dwarf), lawful evil* - -**Armor Class** 16 (scale mail, shield) - -**Hit Points** 26 (4d8+8) - -**Speed** 25 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 14 (+2) | 11 (+0) | 14 (+2) | 11 (+0) | 10 (+0) | 9 (-1) | - -**Damage Resistances** poison - -**Senses** darkvision 120 ft., passive Perception 10 - -**Languages** Dwarvish, Undercommon - -**Challenge** 1 (200 XP) - -***Duergar Resilience***. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. - -***Sunlight Sensitivity***. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Enlarge (Recharges after a Short or Long Rest)***. For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. - -***War Pick***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage, or 11 (2d8+2) piercing damage while enlarged. - -***Javelin***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged. - -***Invisibility (Recharges after a Short or Long Rest)***. The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. \ No newline at end of file diff --git a/documents/monsters/Monsters E.md b/documents/monsters/Monsters E.md deleted file mode 100644 index 3b056e9..0000000 --- a/documents/monsters/Monsters E.md +++ /dev/null @@ -1,267 +0,0 @@ -# Monsters (E) - -## Elementals - -### Air Elemental - -*Large elemental, neutral* - -**Armor Class** 15 - -**Hit Points** 90 (12d10+24) - -**Speed** 0 ft., fly 90 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 20 (+5) | 14 (+2) | 6 (-2) | 10 (+0) | 6 (-2) | - -**Damage Resistances** lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Auran - -**Challenge** 5 (1,800 XP) - -***Air Form***. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. - -###### Actions - -***Multiattack***. The elemental makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) bludgeoning damage. - -***Whirlwind (Recharge 4-6)***. Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8+2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. - -If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. - -### Earth Elemental - -*Large elemental, neutral* - -**Armor Class** 17 (natural armor) - -**Hit Points** 126 (12d10+60) - -**Speed** 30 ft., burrow 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 20 (+5) | 8 (-1) | 20 (+5) | 5 (-3) | 10 (+0) | 5 (-3) | - -**Damage Vulnerabilities** thunder - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, paralyzed, petrified, poisoned, unconscious - -**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10 - -**Languages** Terran - -**Challenge** 5 (1,800 XP) - -***Earth Glide***. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. - -***Siege Monster***. The elemental deals double damage to objects and structures. - -###### Actions - -***Multiattack***. The elemental makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 14 (2d8+5) bludgeoning damage. - -### Fire Elemental - -*Large elemental, neutral* - -**Armor Class** 13 - -**Hit Points** 102 (12d10+36) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 10 (+0) | 17 (+3) | 16 (+3) | 6 (-2) | 10 (+0) | 7 (-2) | - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** fire, poison - -**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Ignan - -**Challenge** 5 (1,800 XP) - -***Fire Form***. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. - -***Illumination***. The elemental sheds bright light in a 30- foot radius and dim light in an additional 30 feet. - -***Water Susceptibility***. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. - -###### Actions - -***Multiattack***. The elemental makes two touch attacks. - -***Touch***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. - -### Water Elemental - -*Large elemental, neutral* - -**Armor Class** 14 (natural armor) - -**Hit Points** 114 (12d10+48) - -**Speed** 30 ft., swim 90 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 14 (+2) | 18 (+4) | 5 (-3) | 10 (+0) | 8 (-1) | - -**Damage Resistances** acid; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Aquan - -**Challenge** 5 (1,800 XP) - -***Water Form***. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. - -***Freeze***. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. - -###### Actions - -***Multiattack***. The elemental makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. - -***Whelm (Recharge 4-6)***. Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8+4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. - -The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8+4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding. - -## Elf, Drow - -*Medium humanoid (elf), neutral evil* - -**Armor Class** 15 (chain shirt) - -**Hit Points** 13 (3d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 14 (+2) | 10 (+0) | 11 (+0) | 11 (+0) | 12 (+1) | - -**Skills** Perception +2, Stealth +4 - -**Senses** darkvision 120 ft., passive Perception 12 - -**Languages** Elvish, Undercommon - -**Challenge** 1/4 (50 XP) - -***Fey Ancestry***. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. - -***Innate Spellcasting***. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material Components - -At will: *dancing lights* - -1/day each: *darkness*, *faerie fire* - -***Sunlight Sensitivity***. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Shortsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Hand Crossbow***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6+2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. - -## Ettercap - -*Medium monstrosity, neutral evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 44 (8d8+8) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 15 (+2) | 13 (+1) | 7 (-2) | 12 (+1) | 8 (-1) | - -**Skills** Perception +3, Stealth +4, Survival +3 - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Spider Climb***. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Web Sense***. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. - -***Web Walker***. The ettercap ignores movement restrictions caused by webbing. - -###### Actions - -***Multiattack***. The ettercap makes two attacks: one with its bite and one with its claws. - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8+2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) slashing damage. - -***Web (Recharge 5-6)***. *Ranged Weapon Attack:* +4 to hit, range 30/60 ft., one Large or smaller creature. *Hit:* The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. - -## Ettin - -*Large giant, chaotic evil* - -**Armor Class** 12 (natural armor) - -**Hit Points** 85 (10d10+30) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 21 (+5) | 8 (-1) | 17 (+3) | 6 (-2) | 10 (+0) | 8 (-1) | - -**Skills** Perception +4 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Giant, Orc - -**Challenge** 4 (1,100 XP) - -***Two Heads***. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. - -***Wakeful***. When one of the ettin's heads is asleep, its other head is awake. - -###### Actions - -***Multiattack***. The ettin makes two attacks: one with its battleaxe and one with its morningstar. - -***Battleaxe***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) slashing damage. - -***Morningstar***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) piercing damage. \ No newline at end of file diff --git a/documents/monsters/Monsters F.md b/documents/monsters/Monsters F.md deleted file mode 100644 index 73fd99a..0000000 --- a/documents/monsters/Monsters F.md +++ /dev/null @@ -1,61 +0,0 @@ -# Monsters (F) - -## Fungi - -### Shrieker - -*Medium plant, unaligned* - -**Armor Class** 5 - -**Hit Points** 13 (3d8) - -**Speed** 0 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|--------|---------|--------|--------|--------| -| 1 (-5) | 1 (-5) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) | - -**Condition Immunities** blinded, deafened, frightened - -**Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6 - -**Languages** - - -**Challenge** 0 (10 XP) - -***False Appearance***. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus. - -###### Reactions - -***Shriek***. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward. - -### Violet Fungus - -*Medium plant, unaligned* - -**Armor Class** 5 - -**Hit Points** 18 (4d8) - -**Speed** 5 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|--------|---------|--------|--------|--------| -| 3 (-4) | 1 (-5) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) | - -**Condition Immunities** blinded, deafened, frightened - -**Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***False Appearance***. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus. - -###### Actions - -***Multiattack***. The fungus makes 1d4 Rotting Touch attacks. - -***Rotting Touch***. *Melee Weapon Attack:* +2 to hit, reach 10 ft., one creature. *Hit:* 4 (1d8) necrotic damage. \ No newline at end of file diff --git a/documents/monsters/Monsters G.md b/documents/monsters/Monsters G.md deleted file mode 100644 index 3c73b9c..0000000 --- a/documents/monsters/Monsters G.md +++ /dev/null @@ -1,893 +0,0 @@ -# Monsters (G) - -## Gargoyle - -*Medium elemental, chaotic evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 52 (7d8+21) - -**Speed** 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 11 (+0) | 16 (+3) | 6 (-2) | 11 (+0) | 7 (-2) | - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, petrified, poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Terran - -**Challenge** 2 (450 XP) - -***False Appearance***. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. - -###### Actions - -***Multiattack***. The gargoyle makes two attacks: one with its bite and one with its claws. - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) slashing damage. - -## Genies - -### Djinni - -*Large elemental, chaotic good* - -**Armor Class** 17 (natural armor) - -**Hit Points** 161 (14d10+84) - -**Speed** 30 ft., fly 90 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 21 (+5) | 15 (+2) | 22 (+6) | 15 (+2) | 16 (+3) | 20 (+5) | - -**Saving Throws** Dex +6, Wis +7, Cha +9 - -**Damage Immunities** lightning, thunder - -**Senses** darkvision 120 ft., passive Perception 13 - -**Languages** Auran - -**Challenge** 11 (7,200 XP) - -***Elemental Demise***. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. - -***Innate Spellcasting***. The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material Components - -At will: *detect evil and good*, *detect magic*, *thunderwave* - -3/day each: *create food and water* (can create wine instead of water), *tongues*, *wind walk* - -1/day each: *conjure elemental* (air elemental only), *creation*, *gaseous form*, *invisibility*, *major image*, *plane shift* - -###### Actions - -***Multiattack***. The djinni makes three scimitar attacks. - -***Scimitar***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice). - -***Create Whirlwind***. A 5-foot radius, 30-foot tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. - -A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. - -### Efreeti - -*Large elemental, lawful evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 200 (16d10+112) - -**Speed** 40 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 22 (+6) | 12 (+1) | 24 (+7) | 16 (+3) | 15 (+2) | 16 (+3) | - -**Saving Throws** Int +7, Wis +6, Cha +7 - -**Damage Immunities** fire - -**Senses** darkvision 120 ft., passive Perception 12 - -**Languages** Ignan - -**Challenge** 11 (7,200 XP) - -***Elemental Demise***. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying. - -***Innate Spellcasting***. The efreeti's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material Components - -At will: *detect magic* - -3/day each: *enlarge/reduce*, *tongues* - -1/day each: *conjure elemental* (fire elemental only), *gaseous form*, *invisibility*, *major image*, *plane shift*, *wall of fire* - -###### Actions - -***Multiattack***. The efreeti makes two scimitar attacks or uses its Hurl Flame twice. - -***Scimitar***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage plus 7 (2d6) fire damage. - -***Hurl Flame***. *Ranged Spell Attack:* +7 to hit, range 120 ft., one target. *Hit:* 17 (5d6) fire damage. - -## Ghost - -*Medium undead, any alignment* - -**Armor Class** 11 - -**Hit Points** 45 (10d8) - -**Speed** 0 ft., fly 40 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 7 (-2) | 13 (+1) | 10 (+0) | 10 (+0) | 12 (+1) | 17 (+3) | - -**Damage Resistances** acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** cold, necrotic, poison - -**Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** any languages it knew in life - -**Challenge** 4 (1,100 XP) - -***Ethereal Sight***. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. - -***Incorporeal Movement***. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - -###### Actions - -***Withering Touch***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 17 (4d6+3) necrotic damage. - -***Etherealness***. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. - -***Horrifying Visage***. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a *greater restoration* spell, but only within 24 hours of it occurring. - -***Possession (Recharge 6)***. One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. - -The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the *dispel evil and good* spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. - -## Ghouls - -### Ghast - -*Medium undead, chaotic evil* - -**Armor Class** 13 - -**Hit Points** 36 (8d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 16 (+3) | 17 (+3) | 10 (+0) | 11 (+0) | 10 (+0) | 8 (-1) | - -**Damage Resistances** necrotic - -**Damage Immunities** poison - -**Condition Immunities** charmed, exhaustion, poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Common - -**Challenge** 2 (450 XP) - -***Stench***. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. - -***Turning Defiance***. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 12 (2d8+3) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -### Ghoul - -*Medium undead, chaotic evil* - -**Armor Class** 12 - -**Hit Points** 22 (5d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 13 (+1) | 15 (+2) | 10 (+0) | 7 (-2) | 10 (+0) | 6 (-2) | - -**Damage Immunities** poison - -**Condition Immunities** charmed, exhaustion, poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Common - -**Challenge** 1 (200 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6+2) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -## Giants - -### Cloud Giant - -*Huge giant, neutral good (50%) or neutral evil (50%)* - -**Armor Class** 14 (natural armor) - -**Hit Points** 200 (16d12+96) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 10 (+0) | 22 (+6) | 12 (+1) | 16 (+3) | 16 (+3) | - -**Saving Throws** Con +10, Wis +7, Cha +7 - -**Skills** Insight +7, Perception +7 - -**Senses** passive Perception 17 - -**Languages** Common, Giant - -**Challenge** 9 (5,000 XP) - -***Keen Smell***. The giant has advantage on Wisdom (Perception) checks that rely on smell. - -***Innate Spellcasting***. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material Components - -At will: *detect magic*, *fog cloud*, *light* - -3/day each: *feather fall*, *fly*, *misty step*, *telekinesis* - -1/day each: *control weather*, *gaseous form* - -###### Actions - -***Multiattack***. The giant makes two morningstar attacks. - -***Morningstar***. *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 21 (3d8+8) piercing damage. - -***Rock***. *Ranged Weapon Attack:* +12 to hit, range 60/240 ft., one target. *Hit:* 30 (4d10+8) bludgeoning damage. - -### Fire Giant - -*Huge giant, lawful evil* - -**Armor Class** 18 (plate) - -**Hit Points** 162 (13d12+78) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|---------|---------|---------| -| 25 (+7) | 9 (-1) | 23 (+6) | 10 (+0) | 14 (+2) | 13 (+1) | - -**Saving Throws** Dex +3, Con +10, Cha +5 - -**Skills** Athletics +11, Perception +6 - -**Damage Immunities** fire - -**Senses** passive Perception 16 - -**Languages** Giant - -**Challenge** 9 (5,000 XP) - -###### Actions - -***Multiattack***. The giant makes two greatsword attacks. - -***Greatsword***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 28 (6d6+7) slashing damage. - -***Rock***. *Ranged Weapon Attack:* +11 to hit, range 60/240 ft., one target. *Hit:* 29 (4d10+7) bludgeoning damage. - -### Frost Giant - -*Huge giant, neutral evil* - -**Armor Class** 15 (patchwork armor) - -**Hit Points** 138 (12d12+60) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|---------| -| 23 (+6) | 9 (-1) | 21 (+5) | 9 (-1) | 10 (+0) | 12 (+1) | - -**Saving Throws** Con +8, Wis +3, Cha +4 - -**Skills** Athletics +9, Perception +3 - -**Damage Immunities** cold - -**Senses** passive Perception 13 - -**Languages** Giant - -**Challenge** 8 (3,900 XP) - -###### Actions - -***Multiattack***. The giant makes two greataxe attacks. - -***Greataxe***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 25 (3d12+6) slashing damage. - -***Rock***. *Ranged Weapon Attack:* +9 to hit, range 60/240 ft., one target. *Hit:* 28 (4d10+6) bludgeoning damage. - -### Hill Giant - -*Huge giant, chaotic evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 105 (10d12+40) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 21 (+5) | 8 (-1) | 19 (+4) | 5 (-3) | 9 (-1) | 6 (-2) | - -**Skills** Perception +2 - -**Senses** passive Perception 12 - -**Languages** Giant - -**Challenge** 5 (1,800 XP) - -###### Actions - -***Multiattack***. The giant makes two greatclub attacks. - -***Greatclub***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 18 (3d8+5) bludgeoning damage. - -***Rock***. *Ranged Weapon Attack:* +8 to hit, range 60/240 ft., one target. *Hit:* 21 (3d10+5) bludgeoning damage. - -### Stone Giant - -*Huge giant, neutral* - -**Armor Class** 17 (natural armor) - -**Hit Points** 126 (11d12+55) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 23 (+6) | 15 (+2) | 20 (+5) | 10 (+0) | 12 (+1) | 9 (-1) | - -**Saving Throws** Dex +5, Con +8, Wis +4 - -**Skills** Athletics +12, Perception +4 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Giant - -**Challenge** 7 (2,900 XP) - -***Stone Camouflage.*** The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - -###### Actions - -***Multiattack***. The giant makes two greatclub attacks. - -***Greatclub***. *Melee Weapon Attack:* +9 to hit, reach 15 ft., one target. *Hit:* 19 (3d8+6) bludgeoning damage. - -***Rock***. *Ranged Weapon Attack:* +9 to hit, range 60/240 ft., one target. *Hit:* 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. - -###### Reactions - -***Rock Catching***. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. - -### Storm Giant - -*Huge giant, chaotic good* - -**Armor Class** 16 (scale mail) - -**Hit Points** 230 (20d12+100) - -**Speed** 50 ft., swim 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 29 (+9) | 14 (+2) | 20 (+5) | 16 (+3) | 18 (+4) | 18 (+4) | - -**Saving Throws** Str +14, Con +10, Wis +9, Cha +9 - -**Skills** Arcana +8, Athletics +14, History +8, Perception +9 - -**Damage Resistances** cold - -**Damage Immunities** lightning, thunder - -**Senses** passive Perception 19 - -**Languages** Common, Giant - -**Challenge** 13 (10,000 XP) - -***Amphibious***. The giant can breathe air and water. - -***Innate Spellcasting***. The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components - -At will: *detect magic*, *feather fall*, *levitate*, *light* - -3/day each: *control weather*, *water breathing* - -###### Actions - -***Multiattack***. The giant makes two greatsword attacks. - -***Greatsword***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 30 (6d6+9) slashing damage. - -***Rock***. *Ranged Weapon Attack:* +14 to hit, range 60/240 ft., one target. *Hit:* 35 (4d12+9) bludgeoning damage. - -***Lightning Strike (Recharge 5-6)***. The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. - -## Gibbering Mouther - -*Medium aberration, neutral* - -**Armor Class** 9 - -**Hit Points** 67 (9d8+27) - -**Speed** 10 ft., swim 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 10 (+0) | 8 (-1) | 16 (+3) | 3 (-4) | 10 (+0) | 6 (-2) | - -**Condition Immunities** prone - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Aberrant Ground***. The ground in a 10-foot radius around the mouther is dough-like difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. - -***Gibbering***. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. - -###### Actions - -***Multiattack***. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. - -***Bites***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther. - -***Blinding Spittle (Recharge 5-6)***. The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn. - -## Gnoll - -*Medium humanoid (gnoll), chaotic evil* - -**Armor Class** 15 (hide armor, shield) - -**Hit Points** 22 (5d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 12 (+1) | 11 (+0) | 6 (-2) | 10 (+0) | 7 (-2) | - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Gnoll - -**Challenge** 1/2 (100 XP) - -***Rampage***. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage. - -***Spear***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. - -***Longbow***. *Ranged Weapon Attack:* +3 to hit, range 150/600 ft., one target. *Hit:* 5 (1d8+1) piercing damage. - -## Gnome, Deep (Svirfneblin) - -*Small humanoid (gnome), neutral good* - -**Armor Class** 15 (chain shirt) - -**Hit Points** 16 (3d6+6) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 15 (+2) | 14 (+2) | 14 (+2) | 12 (+1) | 10 (+0) | 9 (-1) | - -**Skills** Investigation +3, Perception +2, Stealth +4 - -**Senses** darkvision 120 ft., passive Perception 12 - -**Languages** Gnomish, Terran, Undercommon - -**Challenge** 1/2 (100 XP) - -***Stone Camouflage***. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - -***Gnome Cunning***. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. - -***Innate Spellcasting***. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material Components - -At will: *nondetection* (self only) - -1/day each: *blindness/deafness*, *blur*, *disguise self* - -###### Actions - -***War Pick***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage. - -***Poisoned Dart***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one creature. *Hit:* 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -## Goblin - -*Small humanoid (goblinoid), neutral evil* - -**Armor Class** 15 (leather armor, shield) - -**Hit Points** 7 (2d6) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|--------|--------| -| 8 (-1) | 14 (+2) | 10 (+0) | 10 (+0) | 8 (-1) | 8 (-1) | - -**Skills** Stealth +6 - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** Common, Goblin - -**Challenge** 1/4 (50 XP) - -***Nimble Escape***. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. - -###### Actions - -***Scimitar***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) slashing damage. - -***Shortbow***. *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -## Golems - -### Clay Golem - -*Large construct, unaligned* - -**Armor Class** 14 (natural armor) - -**Hit Points** 133 (14d10+56) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 20 (+5) | 9 (-1) | 18 (+4) | 3 (-4) | 8 (-1) | 1 (-5) | - -**Damage Immunities** acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** understands the languages of its creator but can't speak - -**Challenge** 9 (5,000 XP) - -***Acid Absorption***. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. - -***Berserk***. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. - -***Immutable Form***. The golem is immune to any spell or effect that would alter its form. - -***Magic Resistance***. The golem has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The golem's weapon attacks are magical. - -###### Actions - -***Multiattack***. The golem makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 16 (2d10+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the *greater restoration* spell or other magic. - -***Haste (Recharge 5-6)***. Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action. - -### Flesh Golem - -*Medium construct, neutral* - -**Armor Class** 9 - -**Hit Points** 93 (11d8+44) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 19 (+4) | 9 (-1) | 18 (+4) | 6 (-2) | 10 (+0) | 5 (-3) | - -**Damage Immunities** lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** understands the languages of its creator but can't speak - -**Challenge** 5 (1,800 XP) - -***Berserk***. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. - -The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. - -***Aversion of Fire***. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. - -***Immutable Form***. The golem is immune to any spell or effect that would alter its form. - -***Lightning Absorption***. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. - -***Magic Resistance***. The golem has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The golem's weapon attacks are magical. - -###### Actions - -***Multiattack***. The golem makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. - -### Iron Golem - -*Large construct, unaligned* - -**Armor Class** 20 (natural armor) - -**Hit Points** 210 (20d10+100) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 24 (+7) | 9 (-1) | 20 (+5) | 3 (-4) | 11 (+0) | 1 (-5) | - -**Damage Immunities** fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned - -**Senses** darkvision 120 ft., passive Perception 10 - -**Languages** understands the languages of its creator but can't speak - -**Challenge** 16 (15,000 XP) - -***Fire Absorption***. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. - -***Immutable Form***. The golem is immune to any spell or effect that would alter its form. - -***Magic Resistance***. The golem has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The golem's weapon attacks are magical. - -###### Actions - -***Multiattack***. The golem makes two melee attacks. - -***Slam***. *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 20 (3d8+7) bludgeoning damage. - -***Sword***. *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 23 (3d10+7) slashing damage. - -***Poison Breath (Recharge 6)***. The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. - -### Stone Golem - -*Large construct, unaligned* - -**Armor Class** 17 (natural armor) - -**Hit Points** 178 (17d10+85) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 22 (+6) | 9 (-1) | 20 (+5) | 3 (-4) | 11 (+0) | 1 (-5) | - -**Damage Immunities** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned - -**Senses** darkvision 120 ft., passive Perception 10 - -**Languages** understands the languages of its creator but can't speak - -**Challenge** 10 (5,900 XP) - -***Immutable Form***. The golem is immune to any spell or effect that would alter its form. - -***Magic Resistance***. The golem has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The golem's weapon attacks are magical. - -###### Actions - -***Multiattack***. The golem makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 19 (3d8+6) bludgeoning damage. - -***Slow (Recharge 5-6)***. The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -## Gorgon - -*Large monstrosity, unaligned* - -**Armor Class** 19 (natural armor) - -**Hit Points** 114 (12d10+48) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 20 (+5) | 11 (+0) | 18 (+4) | 2 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +4 - -**Condition Immunities** petrified - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** - - -**Challenge** 5 (1,800 XP) - -***Trampling Charge***. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action. - -###### Actions - -***Gore***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 18 (2d12+5) piercing damage. - -***Hooves***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 16 (2d10+5) bludgeoning damage. - -***Petrifying Breath (Recharge 5-6)***. The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the *greater restoration* spell or other magic. - -## Grick - -*Medium monstrosity, neutral* - -**Armor Class** 14 (natural armor) - -**Hit Points** 27 (6d8) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 14 (+2) | 11 (+0) | 3 (-4) | 14 (+2) | 5 (-3) | - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Senses** darkvision 60 ft., passive Perception 12 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Stone Camouflage***. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - -###### Actions - -***Multiattack***. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target. - -***Tentacles***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6+2) slashing damage. - -***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -## Griffon - -*Large monstrosity, unaligned* - -**Armor Class** 12 - -**Hit Points** 59 (7d10+21) - -**Speed** 30 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 15 (+2) | 16 (+3) | 2 (-4) | 13 (+1) | 8 (-1) | - -**Skills** Perception +5 - -**Senses** darkvision 60 ft., passive Perception 15 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Keen Sight***. The griffon has advantage on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Multiattack***. The griffon makes two attacks: one with its beak and one with its claws. - -***Beak***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -## Grimlock - -*Medium humanoid (grimlock), neutral evil* - -**Armor Class** 11 - -**Hit Points** 11 (2d8+2) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 16 (+3) | 12 (+1) | 12 (+1) | 9 (-1) | 8 (-1) | 6 (-2) | - -**Skills** Athletics +5, Perception +3, Stealth +3 - -**Condition Immunities** blinded - -**Senses** blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13 - -**Languages** Undercommon - -**Challenge** 1/4 (50 XP) - -***Blind Senses***. The grimlock can't use its blindsight while deafened and unable to smell. - -***Keen Hearing and Smell***. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -***Stone Camouflage***. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - -###### Actions - -***Spiked Bone Club***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) bludgeoning damage plus 2 (1d4) piercing damage. \ No newline at end of file diff --git a/documents/monsters/Monsters H.md b/documents/monsters/Monsters H.md deleted file mode 100644 index 6ea04fa..0000000 --- a/documents/monsters/Monsters H.md +++ /dev/null @@ -1,391 +0,0 @@ -# Monsters (H) - -## Hags - -### Green Hag - -*Medium fey, neutral evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 82 (11d8+33) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 12 (+1) | 16 (+3) | 13 (+1) | 14 (+2) | 14 (+2) | - -**Skills** Arcana +3, Deception +4, Perception +4, Stealth +3 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Common, Draconic, Sylvan - -**Challenge** 3 (700 XP) - -***Amphibious***. The hag can breathe air and water. - -***Innate Spellcasting***. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material Components - -At will: *dancing lights*, *minor illusion*, *vicious mockery* - -***Mimicry***. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. - -###### Actions - -***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. - -***Illusory Appearance***. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. - -The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. - -***Invisible Passage***. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. - -### Night Hag - -*Medium fiend, neutral evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 112 (15d8+45) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 15 (+2) | 16 (+3) | 16 (+3) | 14 (+2) | 16 (+3) | - -**Skills** Deception +7, Insight +6, Perception +6, Stealth +6 - -**Damage Resistances** cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Condition Immunities** charmed - -**Senses** darkvision 120 ft., passive Perception 16 - -**Languages** Abyssal, Common, Infernal, Primordial - -**Challenge** 5 (1,800 XP) - -***Innate Spellcasting***. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material Components - -At will: *detect magic*, *magic missile* - -2/day each: *plane shift* (self only), *ray of enfeeblement*, *sleep* - -***Magic Resistance***. The hag has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Claws (Hag Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. - -***Change Shape***. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. - -***Etherealness***. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a *heartstone* in her possession. - -***Nightmare Haunting (1/Day)***. While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A *protection from evil and good* spell cast on the target prevents this contact, as does a *magic circle*. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's *soul bag*. The reduction to the target's hit point maximum lasts until removed by the *greater restoration* spell or similar magic. - -### Sea Hag - -*Medium fey, chaotic evil* - -**Armor Class** 14 (natural armor) - -**Hit Points** 52 (7d8+21) - -**Speed** 30 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 13 (+1) | 16 (+3) | 12 (+1) | 12 (+1) | 13 (+1) | - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** Aquan, Common, Giant - -**Challenge** 2 (450 XP) - -***Amphibious***. The hag can breathe air and water. - -***Horrific Appearance***. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. - -Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. - -###### Actions - -***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. - -***Death Glare***. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. - -***Illusory Appearance***. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. - -The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised. - -## Half-Dragon Template - -A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its statistics, except as follows. - -***Challenge***. To avoid recalculating the creature's challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, recalculate the rating after you apply the template. - -**Senses**. The half-dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 feet. - -***Resistances***. The half-dragon gains resistance to a type of damage based on its color. - -**Table- 114** - Monsters: Half-Dragon Template (Damage Resistance) - -| Color | Damage Resistance | -|---------------------|-------------------| -| Black or copper | Acid | -| Blue or bronze | Lightning | -| Brass, gold, or red | Fire | -| Green | Poison | -| Silver or white | Cold | -| | | - -**Languages**. The half-dragon speaks Draconic in addition to any other languages it knows. - -***New Action: Breath Weapon***. The half-dragon has the breath weapon of its dragon half. The half- dragon's size determines how this action functions. - -**Table- 115** - Monsters: Half-Dragon Template (Size) - -| Size | Breath Weapon | Optional Prerequisite | -|------------------|--------------------|-----------------------| -| Large or smaller | As a wyrmling | Challenge 2 or higher | -| Huge | As a young dragon | Challenge 7 or higher | -| Gargantuan | As an adult dragon | Challenge 8 or higher | -| | | | - -### Half-Red Dragon Veteran - -*Medium humanoid (human), any alignment* - -**Armor Class** 18 (plate) - -**Hit Points** 65 (10d8+20) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | - -**Skills** Athletics +5, Perception +2 - -**Damage Resistances** fire - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 12 - -**Languages** Common, Draconic - -**Challenge** 5 (1,800 XP) - -###### Actions - -***Multiattack***. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. - -***Longsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. - -***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) piercing damage. - -***Heavy Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 100/400 ft., one target. *Hit:* 6 (1d10+1) piercing damage. - -***Fire Breath (Recharge 5-6)***. The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. - -## Harpy - -*Medium monstrosity, chaotic evil* - -**Armor Class** 11 - -**Hit Points** 38 (7d8+7) - -**Speed** 20 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 12 (+1) | 13 (+1) | 12 (+1) | 7 (-2) | 10 (+0) | 13 (+1) | - -**Senses** passive Perception 10 - -**Languages** Common - -**Challenge** 1 (200 XP) - -###### Actions - -***Multiattack***. The harpy makes two attacks: one with its claws and one with its club. - -***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4+1) slashing damage. - -***Club***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) bludgeoning damage. - -***Luring Song***. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. - -While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. - -A target that successfully saves is immune to this harpy's song for the next 24 hours. - -## Hell Hound - -*Medium fiend, lawful evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 45 (7d8+14) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 12 (+1) | 14 (+2) | 6 (-2) | 13 (+1) | 6 (-2) | - -**Skills** Perception +5 - -**Damage Immunities** fire - -**Senses** darkvision 60 ft., passive Perception 15 - -**Languages** understands Infernal but can't speak it - -**Challenge** 3 (700 XP) - -***Keen Hearing and Smell***. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -***Pack Tactics***. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage plus 7 (2d6) fire damage. - -***Fire Breath (Recharge 5-6)***. The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. - -## Hippogriff - -*Large monstrosity, unaligned* - -**Armor Class** 11 - -**Hit Points** 19 (3d10+3) - -**Speed** 40 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 13 (+1) | 13 (+1) | 2 (-4) | 12 (+1) | 8 (-1) | - -**Skills** Perception +5 - -**Senses** passive Perception 15 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Keen Sight***. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Multiattack***. The hippogriff makes two attacks: one with its beak and one with its claws. - -***Beak***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. - -## Hobgoblin - -*Medium humanoid (goblinoid), lawful evil* - -**Armor Class** 18 (chain mail, shield) - -**Hit Points** 11 (2d8+2) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 9 (-1) | - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Common, Goblin - -**Challenge** 1/2 (100 XP) - -***Martial Advantage***. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated. - -###### Actions - -***Longsword***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands. - -***Longbow***. *Ranged Weapon Attack:* +3 to hit, range 150/600 ft., one target. *Hit:* 5 (1d8+1) piercing damage. - -## Homunculus - -*Tiny construct, neutral* - -**Armor Class** 13 (natural armor) - -**Hit Points** 5 (2d4) - -**Speed** 20 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|--------| -| 4 (-3) | 15 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 7 (-2) | - -**Damage Immunities** poison - -**Condition Immunities** charmed, poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** understands the languages of its creator but can't speak - -**Challenge** 0 (10 XP) - -***Telepathic Bond***. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way. - -## Hydra - -*Huge monstrosity, unaligned* - -**Armor Class** 15 (natural armor) - -**Hit Points** 172 (15d12+75) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 20 (+5) | 12 (+1) | 20 (+5) | 2 (-4) | 10 (+0) | 7 (-2) | - -**Skills** Perception +6 - -**Senses** darkvision 60 ft., passive Perception 16 - -**Languages** - - -**Challenge** 8 (3,900 XP) - -***Hold Breath***. The hydra can hold its breath for 1 hour. - -***Multiple Heads***. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. - -Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. - -At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. - -***Reactive Heads***. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. - -***Wakeful***. While the hydra sleeps, at least one of its heads is awake. - -###### Actions - -***Multiattack***. The hydra makes as many bite attacks as it has heads. - -***Bite***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 10 (1d10+5) piercing damage. \ No newline at end of file diff --git a/documents/monsters/Monsters I.md b/documents/monsters/Monsters I.md deleted file mode 100644 index bfeaaa9..0000000 --- a/documents/monsters/Monsters I.md +++ /dev/null @@ -1,39 +0,0 @@ -# Monsters (I) - -## Invisible Stalker - -*Medium elemental, neutral* - -**Armor Class** 14 - -**Hit Points** 104 (16d8+32) - -**Speed** 50 ft., fly 50 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 19 (+4) | 14 (+2) | 10 (+0) | 15 (+2) | 11 (+0) | - -**Skills** Perception +8, Stealth +10 - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - -**Senses** darkvision 60 ft., passive Perception 18 - -**Languages** Auran, understands Common but doesn't speak it - -**Challenge** 6 (2,300 XP) - -***Invisibility***. The stalker is invisible. - -***Faultless Tracker***. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner. - -###### Actions - -***Multiattack***. The stalker makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) bludgeoning damage. \ No newline at end of file diff --git a/documents/monsters/Monsters J.md b/documents/monsters/Monsters J.md deleted file mode 100644 index 1c5eb53..0000000 --- a/documents/monsters/Monsters J.md +++ /dev/null @@ -1,3 +0,0 @@ -# Monsters (J) - -None. \ No newline at end of file diff --git a/documents/monsters/Monsters K.md b/documents/monsters/Monsters K.md deleted file mode 100644 index 3686a77..0000000 --- a/documents/monsters/Monsters K.md +++ /dev/null @@ -1,87 +0,0 @@ -# Monsters (K) - -## Kobold - -*Small humanoid (kobold), lawful evil* - -**Armor Class** 12 - -**Hit Points** 5 (2d6-2) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|--------|--------| -| 7 (-2) | 15 (+2) | 9 (-1) | 8 (-1) | 7 (-2) | 8 (-1) | - -**Senses** darkvision 60 ft., passive Perception 8 - -**Languages** Common, Draconic - -**Challenge** 1/8 (25 XP) - -***Sunlight Sensitivity***. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -***Pack Tactics***. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Dagger***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. - -***Sling***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 4 (1d4+2) bludgeoning damage. - -## Kraken - -*Gargantuan monstrosity (titan), chaotic evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 472 (27d20+189) - -**Speed** 20 ft., swim 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|----------|---------|---------|---------|---------|---------| -| 30 (+10) | 11 (+0) | 25 (+7) | 22 (+6) | 18 (+4) | 20 (+5) | - -**Saving Throws** Str +17, Dex +7, Con +14, Int +13, Wis +11 - -**Damage Immunities** lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** frightened, paralyzed - -**Senses** truesight 120 ft., passive Perception 14 - -**Languages** understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft. - -**Challenge** 23 (50,000 XP) - -***Amphibious***. The kraken can breathe air and water. - -***Freedom of Movement***. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. - -***Siege Monster***. The kraken deals double damage to objects and structures. - -###### Actions - -***Multiattack***. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. - -***Bite***. *Melee Weapon Attack:* +17 to hit, reach 5 ft., one target. *Hit:* 23 (3d8+10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. - -If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. - -***Tentacle***. *Melee Weapon Attack:* +17 to hit, reach 30 ft., one target. *Hit:* 20 (3d6+10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. - -***Fling***. One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. - -***Lightning Storm***. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn. - -**Tentacle Attack or Fling**. The kraken makes one tentacle attack or uses its Fling. - -**Lightning Storm (Costs 2 Actions)**. The kraken uses Lightning Storm. - -**Ink Cloud (Costs 3 Actions)**. While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn. \ No newline at end of file diff --git a/documents/monsters/Monsters L.md b/documents/monsters/Monsters L.md deleted file mode 100644 index 7b74194..0000000 --- a/documents/monsters/Monsters L.md +++ /dev/null @@ -1,338 +0,0 @@ -# Monsters (L) - -## Lamia - -*Large monstrosity, chaotic evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 97 (13d10+26) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 13 (+1) | 15 (+2) | 14 (+2) | 15 (+2) | 16 (+3) | - -**Skills** Deception +7, Insight +4, Stealth +3 - -**Senses** darkvision 60 ft., passive Perception 12 - -**Languages** Abyssal, Common - -**Challenge** 4 (1,100 XP) - -***Innate Spellcasting***. The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. - -At will: *disguise self* (any humanoid form), *major image* - -3/day each: *charm person*, *mirror image*, *scrying*, *suggestion* - -1/day: *geas* - -###### Actions - -***Multiattack***. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch. - -***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 14 (2d10+3) slashing damage. - -***Dagger***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) piercing damage. - -***Intoxicating Touch***. *Melee Spell Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. - -## Lich - -*Medium undead, any evil alignment* - -**Armor Class** 17 (natural armor) - -**Hit Points** 135 (18d8+54) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 16 (+3) | 16 (+3) | 20 (+5) | 14 (+2) | 16 (+3) | - -**Saving Throws** Con +10, Int +12, Wis +9 - -**Skills** Arcana +19, History +12, Insight +9, Perception +9 - -**Damage Resistances** cold, lightning, necrotic - -**Damage Immunities** poison; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned - -**Senses** truesight 120 ft., passive Perception 19 - -**Languages** Common plus up to five other languages - -**Challenge** 21 (33,000 XP) - -***Legendary Resistance (3/Day)***. If the lich fails a saving throw, it can choose to succeed instead. - -***Rejuvenation***. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. - -***Spellcasting***. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: - -Cantrips (at will): *mage hand*, *prestidigitation*, *ray of frost* -1st level (4 slots): *detect magic*, *magic missile*, *shield*, *thunderwave* -2nd level (3 slots): *acid arrow*, *detect thoughts*, *invisibility*, *mirror image* -3rd level (3 slots): *animate dead*, *counterspell*, *dispel magic*, *fireball* -4th level (3 slots): *blight*, *dimension door* -5th level (3 slots): *cloudkill*, *scrying* -6th level (1 slot): *disintegrate*, *globe of invulnerability* -7th level (1 slot): *finger of death*, *plane shift* -8th level (1 slot): *dominate monster*, *power word stun* -9th level (1 slot): *power word kill* - -***Turn Resistance***. The lich has advantage on saving throws against any effect that turns undead. - -###### Actions - -***Paralyzing Touch***. *Melee Spell Attack:* +12 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -###### Legendary Actions - -The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn. - -**Cantrip**. The lich casts a cantrip. - -**Paralyzing Touch (Costs 2 Actions)**. The lich uses its Paralyzing Touch. - -**Frightening Gaze (Costs 2 Actions)**. The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. - -**Disrupt Life (Costs 3 Actions)**. Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. - -## Lizardfolk - -*Medium humanoid (lizardfolk), neutral* - -**Armor Class** 15 (natural armor, shield) - -**Hit Points** 22 (4d8+4) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 10 (+0) | 13 (+1) | 7 (-2) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3, Stealth +4, Survival +5 - -**Senses** passive Perception 13 - -**Languages** Draconic - -**Challenge** 1/2 (100 XP) - -***Hold Breath***. The lizardfolk can hold its breath for 15 minutes. - -###### Actions - -***Multiattack***. The lizardfolk makes two melee attacks, each one with a different weapon. - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Heavy Club***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) bludgeoning damage. - -***Javelin***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Spiked Shield***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -## Lycanthropes - -### Werebear - -*Medium humanoid (human, shapechanger), neutral good* - -**Armor Class** 10 in humanoid form, 11 (natural armor) in bear and hybrid form - -**Hit Points** 135 (18d8+54) - -**Speed** 30 ft. (40 ft., climb 30 ft. in bear or hybrid form) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 10 (+0) | 17 (+3) | 11 (+0) | 12 (+1) | 12 (+1) | - -**Skills** Perception +7 - -**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Senses** passive Perception 17 - -**Languages** Common (can't speak in bear form) - -**Challenge** 5 (1,800 XP) - -***Shapechanger***. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Keen Smell***. The werebear has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Multiattack***. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid. - -***Bite (Bear or Hybrid Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 15 (2d10+4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy. - -***Claw (Bear or Hybrid Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. - -***Greataxe (Humanoid or Hybrid Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 10 (1d12+4) slashing damage. - -### Wereboar - -*Medium humanoid (human, shapechanger), neutral evil* - -**Armor Class** 10 in humanoid form, 11 (natural armor) in boar or hybrid form - -**Hit Points** 78 (12d8+24) - -**Speed** 30 ft. (40 ft. in boar form) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 17 (+3) | 10 (+0) | 15 (+2) | 10 (+0) | 11 (+0) | 8 (-1) | - -**Skills** Perception +2 - -**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Senses** passive Perception 12 - -**Languages** Common (can't speak in boar form) - -**Challenge** 4 (1,100 XP) - -***Shapechanger***. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Charge (Boar or Hybrid Form Only)***. If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -***Relentless (Recharges after a Short or Long Rest)***. If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. - -###### Actions - -***Multiattack (Humanoid or Hybrid Form Only)***. The wereboar makes two attacks, only one of which can be with its tusks. - -***Maul (Humanoid or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) bludgeoning damage. - -***Tusks (Boar or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy. - -### Wererat - -*Medium humanoid (human, shapechanger), lawful evil* - -**Armor Class** 12 - -**Hit Points** 33 (6d8+6) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 10 (+0) | 15 (+2) | 12 (+1) | 11 (+0) | 10 (+0) | 8 (-1) | - -**Skills** Perception +2, Stealth +4 - -**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Senses** darkvision 60 ft. (rat form only), passive Perception 12 - -**Languages** Common (can't speak in rat form) - -**Challenge** 2 (450 XP) - -***Shapechanger***. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Keen Smell***. The wererat has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Multiattack (Humanoid or Hybrid Form Only)***. The wererat makes two attacks, only one of which can be a bite. - -***Bite (Rat or Hybrid Form Only)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. - -***Shortsword (Humanoid or Hybrid Form Only)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Hand Crossbow (Humanoid or Hybrid Form Only)***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -### Weretiger - -*Medium humanoid (human, shapechanger), neutral* - -**Armor Class** 12 - -**Hit Points** 120 (16d8+48) - -**Speed** 30 ft. (40 ft. in tiger form) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 17 (+3) | 15 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 11 (+0) | - -**Skills** Perception +5, Stealth +4 - -**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Senses** darkvision 60 ft., passive Perception 15 - -**Languages** Common (can't speak in tiger form) - -**Challenge** 4 (1,100 XP) - -***Shapechanger***. The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Keen Hearing and Smell***. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -***Pounce (Tiger or Hybrid Form Only)***. If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action. - -###### Actions - -***Multiattack (Humanoid or Hybrid Form Only)***. In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks. - -***Bite (Tiger or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy. - -***Claw (Tiger or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage. - -***Scimitar (Humanoid or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage. - -***Longbow (Humanoid or Hybrid Form Only)***. *Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage. - -### Werewolf - -*Medium humanoid (human, shapechanger), chaotic evil* - -**Armor Class** 11 in humanoid form, 12 (natural armor) in wolf or hybrid form - -**Hit Points** 58 (9d8+18) - -**Speed** 30 ft. (40 ft. in wolf form) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | - -**Skills** Perception +4, Stealth +3 - -**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Senses** passive Perception 14 - -**Languages** Common (can't speak in wolf form) - -**Challenge** 3 (700 XP) - -***Shapechanger***. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Keen Hearing and Smell***. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -###### Actions - -***Multiattack (Humanoid or Hybrid Form Only)***. The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form). - -***Bite (Wolf or Hybrid Form Only)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. - -***Claws (Hybrid Form Only)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (2d4+2) slashing damage. - -***Spear (Humanoid Form Only)***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit:* 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. \ No newline at end of file diff --git a/documents/monsters/Monsters M.md b/documents/monsters/Monsters M.md deleted file mode 100644 index a2f4f97..0000000 --- a/documents/monsters/Monsters M.md +++ /dev/null @@ -1,497 +0,0 @@ -# Monsters (M) - -## Magmin - -*Small elemental, chaotic neutral* - -**Armor Class** 14 (natural armor) - -**Hit Points** 9 (2d6+2) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|---------| -| 7 (-2) | 15 (+2) | 12 (+1) | 8 (-1) | 11 (+0) | 10 (+0) | - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** fire - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Ignan - -**Challenge** 1/2 (100 XP) - -***Death Burst***. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited. - -***Ignited Illumination***. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - -###### Actions - -***Touch***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns. - -## Manticore - -*Large monstrosity, lawful evil* - -**Armor Class** 14 (natural armor) - -**Hit Points** 68 (8d10+24) - -**Speed** 30 ft., fly 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 16 (+3) | 17 (+3) | 7 (-2) | 12 (+1) | 8 (-1) | - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** Common - -**Challenge** 3 (700 XP) - -***Tail Spike Regrowth***. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. - -###### Actions - -***Multiattack***. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage. - -***Claw***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage. - -***Tail Spike***. *Ranged Weapon Attack:* +5 to hit, range 100/200 ft., one target. *Hit:* 7 (1d8+3) piercing damage. - -## Medusa - -*Medium monstrosity, lawful evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 127 (17d8+51) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 15 (+2) | 16 (+3) | 12 (+1) | 13 (+1) | 15 (+2) | - -**Skills** Deception +5, Insight +4, Perception +4, Stealth +5 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Common - -**Challenge** 6 (2,300 XP) - -***Petrifying Gaze***. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the *greater restoration* spell or other magic. - -Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. - -If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. - -###### Actions - -***Multiattack***. The medusa makes either three melee attacks-one with its snake hair and two with its shortsword-or two ranged attacks with its longbow. - -***Snake Hair***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage plus 14 (4d6) poison damage. - -***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Longbow***. *Ranged Weapon Attack:* +5 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage plus 7 (2d6) poison damage. - -## Mephits - -### Dust Mephit - -*Small elemental, neutral evil* - -**Armor Class** 12 - -**Hit Points** 17 (5d6) - -**Speed** 30 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|---------| -| 5 (-3) | 14 (+2) | 10 (+0) | 9 (-1) | 11 (+0) | 10 (+0) | - -**Skills** Perception +2, Stealth +4 - -**Damage Vulnerabilities** Fire - -**Damage Immunities** Poison - -**Condition Immunities** Poisoned - -**Senses** Darkvision 60 ft., passive Perception 12 - -**Languages** Auran, Terran - -**Challenge** 1/2 (100 XP) - -***Death Burst***. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. - -***Innate Spellcasting (1/Day)***. The mephit can innately cast *sleep*, requiring no material components. Its innate spellcasting ability is Charisma. - -###### Actions - -***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) slashing damage. - -***Blinding Breath (Recharge 6)***. The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -### Ice Mephit - -*Small elemental, neutral evil* - -**Armor Class** 11 - -**Hit Points** 21 (6d6) - -**Speed** 30 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|---------| -| 7 (-2) | 13 (+1) | 10 (+0) | 9 (-1) | 11 (+0) | 12 (+1) | - -**Skills** Perception +2, Stealth +3 - -**Damage Vulnerabilities** bludgeoning, fire - -**Damage Immunities** cold, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 60 ft., passive Perception 12 - -**Languages** Aquan, Auran - -**Challenge** 1/2 (100 XP) - -***Death Burst***. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one. - -***False Appearance***. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. - -***Innate Spellcasting (1/Day)***. The mephit can innately cast *fog cloud*, requiring no material components. Its innate spellcasting ability is Charisma. - -###### Actions - -***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d4+1) slashing damage plus 2 (1d4) cold damage. - -***Frost Breath (Recharge 6)***. The mephit exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. - -### Magma Mephit - -*Small elemental, neutral evil* - -**Armor Class** 11 - -**Hit Points** 22 (5d6+5) - -**Speed** 30 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|---------| -| 8 (-1) | 12 (+1) | 12 (+1) | 7 (-2) | 10 (+0) | 10 (+0) | - -**Skills** Stealth +3 - -**Damage Vulnerabilities** cold - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Ignan, Terran - -**Challenge** 1/2 (100 XP) - -***Death Burst***. When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. - -***False Appearance***. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma. - -***Innate Spellcasting (1/Day)***. The mephit can innately cast *heat metal* (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma. - -###### Actions - -***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d4+1) slashing damage plus 2 (1d4) fire damage. - -***Fire Breath (Recharge 6)***. The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. - -### Steam Mephit - -*Small elemental, neutral evil* - -**Armor Class** 10 - -**Hit Points** 21 (6d6) - -**Speed** 30 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 5 (-3) | 11 (+0) | 10 (+0) | 11 (+0) | 10 (+0) | 12 (+1) | - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Aquan, Ignan - -**Challenge** 1/4 (50 XP) - -***Death Burst***. When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. - -***Innate Spellcasting (1/Day)***. The mephit can innately cast *blur*, requiring no material components. Its innate spellcasting ability is Charisma. - -###### Actions - -***Claws.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 2 (1d4) slashing damage plus 2 (1d4) fire damage. - -***Steam Breath (Recharge 6)***. The mephit exhales a 15- foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one. - -## Merfolk - -*Medium humanoid (merfolk), neutral* - -**Armor Class** 11 - -**Hit Points** 11 (2d8+2) - -**Speed** 10 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 13 (+1) | 12 (+1) | 11 (+0) | 11 (+0) | 12 (+1) | - -**Skills** Perception +2 - -**Senses** passive Perception 12 - -**Languages** Aquan, Common - -**Challenge** 1/8 (25 XP) - -***Amphibious***. The merfolk can breathe air and water. - -###### Actions - -***Spear***. *Melee or Ranged Weapon Attack:* +2 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. - -## Merrow - -*Large monstrosity, chaotic evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 45 (6d10+12) - -**Speed** 10 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 10 (+0) | 15 (+2) | 8 (-1) | 10 (+0) | 9 (-1) | - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Abyssal, Aquan - -**Challenge** 2 (450 XP) - -***Amphibious***. The merrow can breathe air and water. - -###### Actions - -***Multiattack***. The merrow makes two attacks: one with its bite and one with its claws or harpoon. - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4+4) slashing damage. - -***Harpoon***. *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 11 (2d6+3) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow. - -## Mimic - -*Medium monstrosity (shapechanger), neutral* - -**Armor Class** 12 (natural armor) - -**Hit Points** 58 (9d8+18) - -**Speed** 15 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 12 (+1) | 15 (+2) | 5 (-3) | 13 (+1) | 8 (-1) | - -**Skills** Stealth +5 - -**Damage Immunities** acid - -**Condition Immunities** prone - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Shapechanger***. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Adhesive (Object Form Only)***. The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. - -***False Appearance (Object Form Only)***. While the mimic remains motionless, it is indistinguishable from an ordinary object. - -***Grappler***. The mimic has advantage on attack rolls against any creature grappled by it. - -###### Actions - -***Pseudopod***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage plus 4 (1d8) acid damage. - -## Minotaur - -*Large monstrosity, chaotic evil* - -**Armor Class** 14 (natural armor) - -**Hit Points** 76 (9d10+27) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 11 (+0) | 16 (+3) | 6 (-2) | 16 (+3) | 9 (-1) | - -**Skills** Perception +7 - -**Senses** darkvision 60 ft., passive Perception 17 - -**Languages** Abyssal - -**Challenge** 3 (700 XP) - -***Charge***. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. - -***Labyrinthine Recall***. The minotaur can perfectly recall any path it has traveled. - -***Reckless***. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. - -###### Actions - -***Greataxe***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 17 (2d12+4) slashing damage. - -***Gore***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) piercing damage. - -## Mummies - -### Mummy - -*Medium undead, lawful evil* - -**Armor Class** 11 (natural armor) - -**Hit Points** 58 (9d8+18) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|---------| -| 16 (+3) | 8 (-1) | 15 (+2) | 6 (-2) | 10 (+0) | 12 (+1) | - -**Saving Throws** Wis +2 - -**Damage Vulnerabilities** fire - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** necrotic, poison - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** the languages it knew in life - -**Challenge** 3 (700 XP) - -###### Actions - -***Multiattack***. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. - -***Rotting Fist***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the *remove curse* spell or other magic. - -***Dreadful Glare***. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. - -### Mummy Lord - -*Medium undead, lawful evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 97 (13d8+39) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 10 (+0) | 17 (+3) | 11 (+0) | 18 (+4) | 16 (+3) | - -**Saving Throws** Con +8, Int +5, Wis +9, Cha +8 - -**Skills** History +5, Religion +5 - -**Damage Vulnerabilities** fire - -**Damage Immunities** necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** the languages it knew in life - -**Challenge** 15 (13,000 XP) - -***Magic Resistance***. The mummy lord has advantage on saving throws against spells and other magical effects. - -***Rejuvenation***. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart. - -***Spellcasting***. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: - -Cantrips (at will): *sacred flame*, *thaumaturgy* -1st level (4 slots): *command*, *guiding bolt*, *shield of faith* -2nd level (3 slots): *hold person*, *silence*, *spiritual weapon* -3rd level (3 slots): *animate dead*, *dispel magic* -4th level (3 slots): *divination*, *guardian of faith* -5th level (2 slots): *contagion*, *insect plague* -6th level (1 slot): *harm* - -###### Actions - -***Multiattack***. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. - -***Rotting Fist***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 14 (3d6+4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the *remove curse* spell or other magic. - -***Dreadful Glare***. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours. - -###### Legendary Actions - -The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn. - -**Attack**. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. - -**Blinding Dust**. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn. - -**Blasphemous Word (Costs 2 Actions)**. The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn. - -**Channel Negative Energy (Costs 2 Actions)**. The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn. - -**Whirlwind of Sand (Costs 2 Actions)**. The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession. \ No newline at end of file diff --git a/documents/monsters/Monsters N.md b/documents/monsters/Monsters N.md deleted file mode 100644 index a991160..0000000 --- a/documents/monsters/Monsters N.md +++ /dev/null @@ -1,120 +0,0 @@ -# Monsters (N) - -## Nagas - -### Guardian Naga - -*Large monstrosity, lawful good* - -**Armor Class** 18 (natural armor) - -**Hit Points** 127 (15d10+45) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 18 (+4) | 16 (+3) | 16 (+3) | 19 (+4) | 18 (+4) | - -**Saving Throws** Dex +6, Con +5, Wis +5, Cha +6 - -**Saving Throws** Dex +8, Con +7, Int +7, Wis +8, Cha +8 - -**Damage Immunities** poison - -**Condition Immunities** charmed, poisoned - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Celestial, Common - -**Challenge** 10 (5,900 XP) - -***Rejuvenation***. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a *wish* spell can prevent this trait from functioning. - -***Spellcasting***. The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: - -Cantrips (at will): *mending*, *sacred flame*, *thaumaturgy* -1st level (4 slots): *command*, *cure wounds*, *shield of faith* -2nd level (3 slots): *calm emotions*, *hold person* -3rd level (3 slots): *bestow curse*, *clairvoyance* -4th level (3 slots): *banishment*, *freedom of movement* -5th level (2 slots): *flame strike*, *geas* -6th level (1 slot): *true seeing* - -###### Actions - -***Bite***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one creature. *Hit:* 8 (1d8+4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. - -***Spit Poison***. *Ranged Weapon Attack:* +8 to hit, range 15/30 ft., one creature. *Hit:* The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. - -### Spirit Naga - -*Large monstrosity, chaotic evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 75 (10d10+20) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 17 (+3) | 14 (+2) | 16 (+3) | 15 (+2) | 16 (+3) | - -**Damage Immunities** poison - -**Condition Immunities** charmed, poisoned - -**Senses** darkvision 60 ft., passive Perception 12 - -**Languages** Abyssal, Common - -**Challenge** 8 (3,900 XP) - -***Rejuvenation***. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a *wish* spell can prevent this trait from functioning. - -***Spellcasting***. The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: - -Cantrips (at will): *mage hand*, *minor illusion*, *ray of frost* -1st level (4 slots): *charm person*, *detect magic*, *sleep* -2nd level (3 slots): *detect thoughts*, *hold person* -3rd level (3 slots): *lightning bolt*, *water breathing* -4th level (3 slots): *blight*, *dimension door* -5th level (2 slots): *dominate person* - -###### Actions - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 7 (1d6+4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. - -## Nightmare - -*Large fiend, neutral evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 68 (8d10+24) - -**Speed** 60 ft., fly 90 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) | - -**Damage Immunities** fire - -**Senses** passive Perception 11 - -**Languages** understands Abyssal, Common, and Infernal but can't speak - -**Challenge** 3 (700 XP) - -***Confer Fire Resistance***. The nightmare can grant resistance to fire damage to anyone riding it. - -***Illumination***. The nightmare sheds bright light in a 10- foot radius and dim light for an additional 10 feet. - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage plus 7 (2d6) fire damage. - -***Ethereal Stride***. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. \ No newline at end of file diff --git a/documents/monsters/Monsters O.md b/documents/monsters/Monsters O.md deleted file mode 100644 index 52575a8..0000000 --- a/documents/monsters/Monsters O.md +++ /dev/null @@ -1,329 +0,0 @@ -# Monsters (O) - -## Ogre - -*Large giant, chaotic evil* - -**Armor Class** 11 (hide armor) - -**Hit Points** 59 (7d10+21) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 19 (+4) | 8 (-1) | 16 (+3) | 5 (-3) | 7 (-2) | 7 (-2) | - -**Senses** darkvision 60 ft., passive Perception 8 - -**Languages** Common, Giant - -**Challenge** 2 (450 XP) - -###### Actions - -***Greatclub***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. - -***Javelin***. *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 11 (2d6+4) piercing damage. - -## Oni - -*Large giant, lawful evil* - -**Armor Class** 16 (chain mail) - -**Hit Points** 110 (13d10+39) - -**Speed** 30 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 11 (+0) | 16 (+3) | 14 (+2) | 12 (+1) | 15 (+2) | - -**Saving Throws** Dex +3, Con +6, Wis +4, Cha +5 - -**Skills** Arcana +5, Deception +8, Perception +4 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Common, Giant - -**Challenge** 7 (2,900 XP) - -***Innate Spellcasting***. The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material Components - -At will: *darkness*, *invisibility* - -1/day each: *charm person*, *cone of cold*, *gaseous form*, *sleep* - -***Magic Weapons***. The oni's weapon attacks are magical. - -***Regeneration***. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. - -###### Actions - -***Multiattack***. The oni makes two attacks, either with its claws or its glaive. - -***Claw (Oni Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) slashing damage. - -***Glaive***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) slashing damage, or 9 (1d10+4) slashing damage in Small or Medium form. - -***Change Shape***. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size. - -## Oozes - -### Black Pudding - -*Large ooze, unaligned* - -**Armor Class** 7 - -**Hit Points** 85 (10d10+30) - -**Speed** 20 ft., climb 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 16 (+3) | 5 (-3) | 16 (+3) | 1 (-5) | 6 (-2) | 1 (-5) | - -**Damage Immunities** acid, cold, lightning, slashing - -**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 - -**Languages** - - -**Challenge** 4 (1,100 XP) - -***Amorphous***. The pudding can move through a space as narrow as 1 inch wide without squeezing. - -***Corrosive Form***. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. - -The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. - -***Spider Climb***. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -###### Actions - -***Pseudopod***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. - -###### Reactions - -***Split***. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding. - -### Gelatinous Cube - -*Large ooze, unaligned* - -**Armor Class** 6 - -**Hit Points** 84 (8d10+40) - -**Speed** 15 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 14 (+2) | 3 (-4) | 20 (+5) | 1 (-5) | 6 (-2) | 1 (-5) | - -**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Ooze Cube***. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. - -Creatures inside the cube can be seen but have total cover. - -A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. - -The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. - -***Transparent***. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube. - -###### Actions - -***Pseudopod***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) acid damage. - -***Engulf***. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. - -On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. - -On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. - -An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. - -### Gray Ooze - -*Medium ooze, unaligned* - -**Armor Class** 8 - -**Hit Points** 22 (3d8+9) - -**Speed** 10 ft., climb 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 12 (+1) | 6 (-2) | 16 (+3) | 1 (-5) | 6 (-2) | 2 (-4) | - -**Skills** Stealth +2 - -**Damage Resistances** acid, cold, fire - -**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Amorphous***. The ooze can move through a space as narrow as 1 inch wide without squeezing. - -***Corrode Metal***. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. - -The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. - -***False Appearance***. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. - -###### Actions - -***Pseudopod***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. - -### Ochre Jelly - -*Large ooze, unaligned* - -**Armor Class** 8 - -**Hit Points** 45 (6d10+12) - -**Speed** 10 ft., climb 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 15 (+2) | 6 (-2) | 14 (+2) | 2 (-4) | 6 (-2) | 1 (-5) | - -**Damage Resistances** acid - -**Damage Immunities** lightning, slashing - -**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Amorphous***. The jelly can move through a space as narrow as 1 inch wide without squeezing. - -***Spider Climb***. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -###### Actions - -***Pseudopod***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6+2) bludgeoning damage plus 3 (1d6) acid damage. - -###### Reactions - -***Split***. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly. - -## Orc - -*Medium humanoid (orc), chaotic evil* - -**Armor Class** 13 (hide armor) - -**Hit Points** 15 (2d8+6) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 16 (+3) | 12 (+1) | 16 (+3) | 7 (-2) | 11 (+0) | 10 (+0) | - -**Skills** Intimidation +2 - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Common, Orc - -**Challenge** 1/2 (100 XP) - -***Aggressive***. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. - -###### Actions - -***Greataxe***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (1d12+3) slashing damage. - -***Javelin***. *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 6 (1d6+3) piercing damage. - -## Otyugh - -*Large aberration, neutral* - -**Armor Class** 14 (natural armor) - -**Hit Points** 114 (12d10+48) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 11 (+0) | 19 (+4) | 6 (-2) | 13 (+1) | 6 (-2) | - -**Saving Throws** Con +7 - -**Senses** darkvision 120 ft., passive Perception 11 - -**Languages** Otyugh - -**Challenge** 5 (1,800 XP) - -***Limited Telepathy***. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. - -###### Actions - -***Multiattack***. The otyugh makes three attacks: one with its bite and two with its tentacles. - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12 (2d8+3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. - -***Tentacle***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 7 (1d8+3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target. - -***Tentacle Slam***. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6+3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. - -## Owlbear - -*Large monstrosity, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 59 (7d10+21) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 20 (+5) | 12 (+1) | 17 (+3) | 3 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** - - -**Challenge** 3 (700 XP) - -***Keen Sight and Smell***. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. - -###### Actions - -***Multiattack***. The owlbear makes two attacks: one with its beak and one with its claws. - -***Beak***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 10 (1d10+5) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) slashing damage. \ No newline at end of file diff --git a/documents/monsters/Monsters P.md b/documents/monsters/Monsters P.md deleted file mode 100644 index 851cd99..0000000 --- a/documents/monsters/Monsters P.md +++ /dev/null @@ -1,97 +0,0 @@ -# Monsters (P) - -## Pegasus - -*Large celestial, chaotic good* - -**Armor Class** 12 - -**Hit Points** 59 (7d10+21) - -**Speed** 60 ft., fly 90 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 15 (+2) | 13 (+1) | - -**Saving Throws** Dex +4, Wis +4, Cha +3 - -**Skills** Perception +6 - -**Senses** passive Perception 16 - -**Languages** understands Celestial, Common, Elvish, and Sylvan but can't speak - -**Challenge** 2 (450 XP) - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. - -## Pseudodragon - -*Tiny dragon, neutral good* - -**Armor Class** 13 (natural armor) - -**Hit Points** 7 (2d4+2) - -**Speed** 15 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 6 (-2) | 15 (+2) | 13 (+1) | 10 (+0) | 12 (+1) | 10 (+0) | - -**Skills** Perception +3, Stealth +4 - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 13 - -**Languages** understands Common and Draconic but can't speak - -**Challenge** 1/4 (50 XP) - -***Keen Senses***. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. - -***Magic Resistance***. The pseudodragon has advantage on saving throws against spells and other magical effects. - -***Limited Telepathy***. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. - -***Sting***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake. - -## Purple Worm - -*Gargantuan monstrosity, unaligned* - -**Armor Class** 18 (natural armor) - -**Hit Points** 247 (15d20+90) - -**Speed** 50 ft., burrow 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 28 (+9) | 7 (-2) | 22 (+6) | 1 (-5) | 8 (-1) | 4 (-3) | - -**Saving Throws** Con +11, Wis +4 - -**Senses** blindsight 30 ft., tremorsense 60 ft., passive Perception 9 - -**Languages** - - -**Challenge** 15 (13,000 XP) - -***Tunneler***. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake. - -###### Actions - -***Multiattack***. The worm makes two attacks: one with its bite and one with its stinger. - -***Bite***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 22 (3d8+9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. - -If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. - -***Tail Stinger***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one creature. *Hit:* 19 (3d6+9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/documents/monsters/Monsters Q.md b/documents/monsters/Monsters Q.md deleted file mode 100644 index 1b2e25a..0000000 --- a/documents/monsters/Monsters Q.md +++ /dev/null @@ -1,3 +0,0 @@ -# Monsters (Q) - -None. \ No newline at end of file diff --git a/documents/monsters/Monsters R.md b/documents/monsters/Monsters R.md deleted file mode 100644 index 24e74c4..0000000 --- a/documents/monsters/Monsters R.md +++ /dev/null @@ -1,179 +0,0 @@ -# Monsters (R) - -## Rakshasa - -*Medium fiend, lawful evil* - -**Armor Class** 16 (natural armor) - -**Hit Points** 110 (13d8+52) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 14 (+2) | 17 (+3) | 18 (+4) | 13 (+1) | 16 (+3) | 20 (+5) | - -**Skills** Deception +10, Insight +8 - -**Damage Vulnerabilities** piercing from magic weapons wielded by good creatures - -**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** Common, Infernal - -**Challenge** 13 (10,000 XP) - -***Limited Magic Immunity***. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. - -***Innate Spellcasting***. The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material Components - -At will: *detect thoughts*, *disguise self*, *mage hand*, *minor illusion* - -3/day each: *charm person*, *detect magic*, *invisibility*, *major image*, *suggestion* - -1/day each: *dominate person*, *fly*, *plane shift*, *true seeing* - -###### Actions - -***Multiattack***. The rakshasa makes two claw attacks. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (2d6+2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a *remove curse* spell or similar magic. - -## Remorhaz - -*Huge monstrosity, unaligned* - -**Armor Class** 17 (natural armor) - -**Hit Points** 195 (17d12+85) - -**Speed** 30 ft., burrow 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 24 (+7) | 13 (+1) | 21 (+5) | 4 (-3) | 10 (+0) | 5 (-3) | - -**Damage Immunities** cold, fire - -**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10 - -**Languages** - - -**Challenge** 11 (7,200 XP) - -***Heated Body***. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 40 (6d10+7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target. - -***Swallow***. The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. - -If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. - -## Roc - -*Gargantuan monstrosity, unaligned* - -**Armor Class** 15 (natural armor) - -**Hit Points** 248 (16d20+80) - -**Speed** 20 ft., fly 120 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 28 (+9) | 10 (+0) | 20 (+5) | 3 (-4) | 10 (+0) | 9 (-1) | - -**Saving Throws** Dex +4, Con +9, Wis +4, Cha +3 - -**Skills** Perception +4 - -**Senses** passive Perception 14 - -**Languages** - - -**Challenge** 11 (7,200 XP) - -***Keen Sight***. The roc has advantage on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Multiattack***. The roc makes two attacks: one with its beak and one with its talons. - -***Beak***. *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 27 (4d8+9) piercing damage. - -***Talons***. *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 23 (4d6+9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target. - -## Roper - -*Large monstrosity, neutral evil* - -**Armor Class** 20 (natural armor) - -**Hit Points** 93 (11d10+33) - -**Speed** 10 ft., climb 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 18 (+4) | 8 (-1) | 17 (+3) | 7 (-2) | 16 (+3) | 6 (-2) | - -**Skills** Perception +6, Stealth +5 - -**Senses** darkvision 60 ft., passive Perception 16 - -**Languages** - - -**Challenge** 5 (1,800 XP) - -***False Appearance***. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. - -***Grasping Tendrils***. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. - -***Spider Climb***. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -###### Actions - -***Multiattack***. The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 22 (4d8+4) piercing damage. - -***Tendril***. *Melee Weapon Attack:* +7 to hit, reach 50 ft., one creature. *Hit:* The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target. - -***Reel***. The roper pulls each creature grappled by it up to 25 feet straight toward it. - -## Rust Monster - -*Medium monstrosity, unaligned* - -**Armor Class** 14 (natural armor) - -**Hit Points** 27 (5d8+5) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 13 (+1) | 12 (+1) | 13 (+1) | 2 (-4) | 13 (+1) | 6 (-2) | - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Iron Scent***. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it. - -***Rust Metal***. Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8+1) piercing damage. - -***Antennae***. The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. - -If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait. \ No newline at end of file diff --git a/documents/monsters/Monsters S.md b/documents/monsters/Monsters S.md deleted file mode 100644 index 125a935..0000000 --- a/documents/monsters/Monsters S.md +++ /dev/null @@ -1,586 +0,0 @@ -# Monsters (S) - -## Sahuagin - -*Medium humanoid (sahuagin), lawful evil* - -**Armor Class** 12 (natural armor) - -**Hit Points** 22 (4d8+4) - -**Speed** 30 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 13 (+1) | 11 (+0) | 12 (+1) | 12 (+1) | 13 (+1) | 9 (-1) | - -**Skills** Perception +5 - -**Senses** darkvision 120 ft., passive Perception 15 - -**Languages** Sahuagin - -**Challenge** 1/2 (100 XP) - -***Blood Frenzy***. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. - -***Limited Amphibiousness***. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. - -***Shark Telepathy***. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. - -###### Actions - -***Multiattack***. The sahuagin makes two melee attacks: one with its bite and one with its claws or spear. - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) slashing damage. - -***Spear***. *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack. - -## Salamander - -*Large elemental, neutral evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 90 (12d10+24) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 10 (+0) | 12 (+1) | - -**Damage Vulnerabilities** cold - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** fire - -**Sense**s darkvision 60 ft., passive Perception 10 - -**Languages** Ignan - -**Challenge** 5 (1,800 XP) - -***Heated Body***. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. - -***Heated Weapons***. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). - -###### Actions - -***Multiattack***. The salamander makes two attacks: one with its spear and one with its tail. - -***Spear***. *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. - -***Tail***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets. - -## Satyr - -*Medium fey, chaotic neutral* - -**Armor Class** 14 (leather armor) - -**Hit Points** 31 (7d8) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 12 (+1) | 16 (+3) | 11 (+0) | 12 (+1) | 10 (+0) | 14 (+2) | - -**Skills** Perception +2, Performance +6, Stealth +5 - -**Sense**s passive Perception 12 - -**Languages** Common, Elvish, Sylvan - -**Challenge** 1/2 (100 XP) - -***Magic Resistance***. The satyr has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Ram***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4+1) bludgeoning damage. - -***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) piercing damage. - -***Shortbow***. *Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:* 6 (1d6+3) piercing damage. - -## Shadow - -*Medium undead, chaotic evil* - -**Armor Class** 12 - -**Hit Points** 16 (3d8+3) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 6 (-2) | 14 (+2) | 13 (+1) | 6 (-2) | 10 (+0) | 8 (-1) | - -**Skills** Stealth +4 (+6 in dim light or darkness) - -**Damage Vulnerabilities** radiant - -**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** necrotic, poison - -**Condition Immunities** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Amorphous***. The shadow can move through a space as narrow as 1 inch wide without squeezing. - -***Shadow Stealth***. While in dim light or darkness, the shadow can take the Hide action as a bonus action. - -***Sunlight Weakness***. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. - -###### Actions - -***Strength Drain***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6+2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. - -If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. - -## Shambling Mound - -*Large plant, unaligned* - -**Armor Class** 15 (natural armor) - -**Hit Points** 136 (16d10+48) - -**Speed** 20 ft., swim 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 18 (+4) | 8 (-1) | 16 (+3) | 5 (-3) | 10 (+0) | 5 (-3) | - -**Skills** Stealth +2 - -**Damage Resistances** cold, fire - -**Damage Immunities** lightning - -**Condition Immunities** blinded, deafened, exhaustion - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 10 - -**Languages** - - -**Challenge** 5 (1,800 XP) - -***Lightning Absorption***. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. - -###### Actions - -***Multiattack***. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it. - -***Slam***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. - -***Engulf***. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8+4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time. - -## Shield Guardian - -*Large construct, unaligned* - -**Armor Class** 17 (natural armor) - -**Hit Points** 142 (15d10+60) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 18 (+4) | 8 (-1) | 18 (+4) | 7 (-2) | 10 (+0) | 3 (-4) | - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10 - -**Damage Immunities** poison - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned - -**Languages** understands commands given in any language but can't speak - -**Challenge** 7 (2,900 XP) - -***Bound***. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. - -***Regeneration***. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point. - -***Spell Storing***. A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. - -###### Actions - -***Multiattack***. The guardian makes two fist attacks. - -***Fist***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. - -###### Reactions - -***Shield***. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer. - -## Skeletons - -### Skeleton - -*Medium undead, lawful evil* - -**Armor Class** 13 (armor scraps) - -**Hit Points** 13 (2d8+4) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 10 (+0) | 14 (+2) | 15 (+2) | 6 (-2) | 8 (-1) | 5 (-3) | - -**Damage Vulnerabilities** bludgeoning - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, poisoned - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** understands all languages it knew in life but can't speak - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Shortsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Shortbow***. *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -### Minotaur Skeleton - -*Large undead, lawful evil* - -**Armor Class** 12 (natural armor) - -**Hit Points** 67 (9d10+18) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 18 (+4) | 11 (+0) | 15 (+2) | 6 (-2) | 8 (-1) | 5 (-3) | - -**Damage Vulnerabilities** bludgeoning - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, poisoned - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** understands Abyssal but can't speak - -**Challenge** 2 (450 XP) - -***Charge***. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. - -###### Actions - -***Greataxe***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 17 (2d12+4) slashing damage. - -***Gore***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) piercing damage. - -### Warhorse Skeleton - -*Large undead, lawful evil* - -**Armor Class** 13 (barding scraps) - -**Hit Points** 22 (3d10+6) - -**Speed** 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 18 (+4) | 12 (+1) | 15 (+2) | 2 (-4) | 8 (-1) | 5 (-3) | - -**Damage Vulnerabilities** bludgeoning - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, poisoned - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. - -## Specter - -*Medium undead, chaotic evil* - -**Armor Class** 12 - -**Hit Points** 22 (5d8) - -**Speed** 0 ft., fly 50 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 1 (-5) | 14 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 11 (+0) | - -**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** necrotic, poison - -**Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** understands all languages it knew in life but can't speak - -**Challenge** 1 (200 XP) - -***Incorporeal Movement***. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - -***Sunlight Sensitivity***. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Life Drain***. *Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - -## Sphinxes - -### Androsphinx - -*Large monstrosity, lawful neutral* - -**Armor Class** 17 (natural armor) - -**Hit Points** 199 (19d10+95) - -**Speed** 40 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 22 (+6) | 10 (+0) | 20 (+5) | 16 (+3) | 18 (+4) | 23 (+6) | - -**Saving Throws** Dex +6, Con +11, Int +9, Wis +10 - -**Skills** Arcana +9, Perception +10, Religion +15 - -**Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** charmed, frightened - -**Senses** truesight 120 ft., passive Perception 20 - -**Languages** Common, Sphinx - -**Challenge** 17 (18,000 XP) - -***Inscrutable***. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. - -***Magic Weapons***. The sphinx's weapon attacks are magical. - -***Spellcasting***. The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: - -Cantrips (at will): *sacred flame*, *spare the dying*, *thaumaturgy* -1st level (4 slots): *command*, *detect evil and good*, *detect magic* -2nd level (3 slots): *lesser restoration*, *zone of truth* -3rd level (3 slots): *dispel magic*, *tongues* -4th level (3 slots): *banishment*, *freedom of movement* -5th level (2 slots): *flame strike*, *greater restoration* -6th level (1 slot): *heroes' feast* - -###### Actions - -***Multiattack***. The sphinx makes two claw attacks. - -***Claw***. *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 17 (2d10+6) slashing damage. - -***Roar (3/Day)***. The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. - -**First Roar**. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -**Second Roar**. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -**Third Roar**. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. - -###### Legendary Actions - -The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn. - -**Claw Attack**. The sphinx makes one claw attack. - -**Teleport (Costs 2 Actions)**. The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - -**Cast a Spell (Costs 3 Actions)**. The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. - -### Gynosphinx - -*Large monstrosity, lawful neutral* - -**Armor Class** 17 (natural armor) - -**Hit Points** 136 (16d10+48) - -**Speed** 40 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 15 (+2) | 16 (+3) | 18 (+4) | 18 (+4) | 18 (+4) | - -**Skills** Arcana +12, History +12, Perception +8, Religion +8 - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** psychic - -**Condition Immunities** charmed, frightened - -**Senses** truesight 120 ft., passive Perception 18 - -**Languages** Common, Sphinx - -**Challenge** 11 (7,200 XP) - -***Inscrutable***. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. - -***Magic Weapons***. The sphinx's weapon attacks are magical. - -***Spellcasting***. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: - -Cantrips (at will): *mage hand*, *minor illusion*, *prestidigitation* -1st level (4 slots): *detect magic*, *identify*, *shield* -2nd level (3 slots): *darkness*, *locate object*, *suggestion* -3rd level (3 slots): *dispel magic*, *remove curse*, *tongues* -4th level (3 slots): *banishment*, *greater invisibility* -5th level (1 slot): *legend lore* - -###### Actions - -***Multiattack***. The sphinx makes two claw attacks. - -***Claw***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. - -###### Legendary Actions - -The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn. - -**Claw Attack**. The sphinx makes one claw attack. - -**Teleport (Costs 2 Actions)**. The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - -**Cast a Spell (Costs 3 Actions)**. The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. - -## Sprite - -*Tiny fey, neutral good* - -**Armor Class** 15 (leather armor) - -**Hit Points** 2 (1d4) - -**Speed** 10 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 3 (-4) | 18 (+4) | 10 (+0) | 14 (+2) | 13 (+1) | 11 (+0) | - -**Skills** Perception +3, Stealth +8 - -**Senses** passive Perception 13 - -**Languages** Common, Elvish, Sylvan - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Longsword***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage. - -***Shortbow***. *Ranged Weapon Attack:* +6 to hit, range 40/160 ft., one target. *Hit:* 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. - -***Heart Sight***. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. - -***Invisibility***. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. - -## Stirge - -*Tiny beast, unaligned* - -**Armor Class** 14 (natural armor) - -**Hit Points** 2 (1d4) - -**Speed** 10 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|--------|--------| -| 4 (-3) | 16 (+3) | 11 (+0) | 2 (-4) | 8 (-1) | 6 (-2) | - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -###### Actions - -***Blood Drain***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 5 (1d4+3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4+3) hit points due to blood loss. - -The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge. - -## Succubus/Incubus - -*Medium fiend (shapechanger), neutral evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 66 (12d8+12) - -**Speed** 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 8 (-1) | 17 (+3) | 13 (+1) | 15 (+2) | 12 (+1) | 20 (+5) | - -**Skills** Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 - -**Damage Resistances** cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks - -**Senses** darkvision 60 ft., passive Perception 15 - -**Languages** Abyssal, Common, Infernal, telepathy 60 ft. - -**Challenge** 4 (1,100 XP) - -***Telepathic Bond***. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence. - -***Shapechanger***. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -###### Actions - -***Claw (Fiend Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage. - -***Charm***. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. - -The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. - -***Draining Kiss***. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 - -Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - -***Etherealness***. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa. \ No newline at end of file diff --git a/documents/monsters/Monsters T.md b/documents/monsters/Monsters T.md deleted file mode 100644 index dc504db..0000000 --- a/documents/monsters/Monsters T.md +++ /dev/null @@ -1,135 +0,0 @@ -# Monsters (T) - -## Tarrasque - -*Gargantuan monstrosity (titan), unaligned* - -**Armor Class** 25 (natural armor) - -**Hit Points** 676 (33d20+330) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|----------|---------|----------|--------|---------|---------| -| 30 (+10) | 11 (+0) | 30 (+10) | 3 (-4) | 11 (+0) | 11 (+0) | - -**Saving Throws** Int +5, Wis +9, Cha +9 - -**Damage Immunities** fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** charmed, frightened, paralyzed, poisoned - -**Senses** blindsight 120 ft., passive Perception 10 - -**Languages** - - -**Challenge** 30 (155,000 XP) - -***Legendary Resistance (3/Day)***. If the tarrasque fails a saving throw, it can choose to succeed instead. - -***Magic Resistance***. The tarrasque has advantage on saving throws against spells and other magical effects. - -***Reflective Carapace***. Any time the tarrasque is targeted by a *magic missile* spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target. - -***Siege Monster***. The tarrasque deals double damage to objects and structures. - -###### Actions - -***Multiattack***. The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite. - -***Bite***. *Melee Weapon Attack:* +19 to hit, reach 10 ft., one target. *Hit:* 36 (4d12+10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target. - -***Claw***. *Melee Weapon Attack:* +19 to hit, reach 15 ft., one target. *Hit:* 28 (4d8+10) slashing damage. - -***Horns***. *Melee Weapon Attack:* +19 to hit, reach 10 ft., one target. *Hit:* 32 (4d10+10) piercing damage. - -***Tail***. *Melee Weapon Attack:* +19 to hit, reach 20 ft., one target. *Hit:* 24 (4d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. - -***Frightful Presence***. Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours. - -***Swallow***. The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns. - -If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. - -###### Legendary Actions - -The tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tarrasque regains spent legendary actions at the start of its turn. - -**Attack**. The tarrasque makes one claw attack or tail attack. - -**Move**. The tarrasque moves up to half its speed. - -**Chomp (Costs 2 Actions)**. The tarrasque makes one bite attack or uses its Swallow. - -## Treant - -*Huge plant, chaotic good* - -**Armor Class** 16 (natural armor) - -**Hit Points** 138 (12d12+60) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|---------|---------|---------| -| 23 (+6) | 8 (-1) | 21 (+5) | 12 (+1) | 16 (+3) | 12 (+1) | - -**Damage Resistances** bludgeoning, piercing - -**Damage Vulnerabilities** fire - -**Senses** passive Perception 13 - -**Languages** Common, Druidic, Elvish, Sylvan - -**Challenge** 9 (5,000 XP) - -***False Appearance***. While the treant remains motionless, it is indistinguishable from a normal tree. - -***Siege Monster***. The treant deals double damage to objects and structures. - -###### Actions - -***Multiattack***. The treant makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 16 (3d6+6) bludgeoning damage. - -***Rock***. *Ranged Weapon Attack:* +10 to hit, range 60/180 ft., one target. *Hit:* 28 (4d10+6) bludgeoning damage. - -***Animate Trees (1/Day)***. The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. - -## Troll - -*Large giant, chaotic evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 84 (8d10+40) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 18 (+4) | 13 (+1) | 20 (+5) | 7 (-2) | 9 (-1) | 7 (-2) | - -**Skills** Perception +2 - -**Senses** darkvision 60 ft., passive Perception 12 - -**Languages** Giant - -**Challenge** 5 (1,800 XP) - -***Keen Smell***. The troll has advantage on Wisdom (Perception) checks that rely on smell. - -***Regeneration***. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. - -###### Actions - -***Multiattack***. The troll makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+4) piercing damage. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. \ No newline at end of file diff --git a/documents/monsters/Monsters U.md b/documents/monsters/Monsters U.md deleted file mode 100644 index 40534c1..0000000 --- a/documents/monsters/Monsters U.md +++ /dev/null @@ -1,59 +0,0 @@ -# Monsters (U) - -## Unicorn - -*Large celestial, lawful good* - -**Armor Class** 12 - -**Hit Points** 67 (9d10+18) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) | - -**Damage Immunities** poison - -**Condition Immunities** charmed, paralyzed, poisoned - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** Celestial, Elvish, Sylvan, telepathy 60 ft. - -**Challenge** 5 (1,800 XP) - -***Charge***. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. - -***Innate Spellcasting***. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no Components - -At will: *detect evil and good*, *druidcraft*, *pass without trace* - -1/day each: *calm emotions*, *dispel evil and good*, *entangle* - -***Magic Resistance***. The unicorn has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The unicorn's weapon attacks are magical. - -###### Actions - -***Multiattack***. The unicorn makes two attacks: one with its hooves and one with its horn. - -***Hooves***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. - -***Horn***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) piercing damage. - -***Healing Touch (3/Day)***. The unicorn touches another creature with its horn. The target magically regains 11 (2d8+2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. - -***Teleport (1/Day)***. The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away. - -###### Legendary Actions - -The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn. - -**Hooves**. The unicorn makes one attack with its hooves. - -**Shimmering Shield (Costs 2 Actions)**. The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn. - -**Heal Self (Costs 3 Actions)**. The unicorn magically regains 11 (2d8+2) hit points. \ No newline at end of file diff --git a/documents/monsters/Monsters V.md b/documents/monsters/Monsters V.md deleted file mode 100644 index 7838c04..0000000 --- a/documents/monsters/Monsters V.md +++ /dev/null @@ -1,127 +0,0 @@ -# Monsters (V) - -## Vampires - -### Vampire - -*Medium undead (shapechanger), lawful evil* - -**Armor Class** 16 (natural armor) - -**Hit Points** 144 (17d8+68) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 18 (+4) | 18 (+4) | 17 (+3) | 15 (+2) | 18 (+4) | - -**Saving Throws** Dex +9, Wis +7, Cha +9 - -**Skills** Perception +7, Stealth +9 - -**Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks - -**Senses** darkvision 120 ft., passive Perception 17 - -**Languages** the languages it knew in life - -**Challenge** 13 (10,000 XP) - -***Shapechanger***. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. - -While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. - -While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. - -***Legendary Resistance (3/Day)***. If the vampire fails a saving throw, it can choose to succeed instead. - -***Misty Escape***. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. - -While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. - -***Regeneration***. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. - -***Spider Climb***. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Vampire Weaknesses***. The vampire has the following flaws: - -*Forbiddance*. The vampire can't enter a residence without an invitation from one of the occupants. - -*Harmed by Running Water*. The vampire takes 20 acid damage if it ends its turn in running water. - -*Stake to the Heart*. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. - -*Sunlight Hypersensitivity*. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. - -###### Actions - -***Multiattack (Vampire Form Only)***. The vampire makes two attacks, only one of which can be a bite attack. - -***Unarmed Strike (Vampire Form Only)***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one creature. *Hit:* 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). - -***Bite (Bat or Vampire Form Only)***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. *Hit:* 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. - -***Charm***. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. - -Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. - -***Children of the Night (1/Day)***. The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. - -###### Legendary Actions - -The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn. - -**Move**. The vampire moves up to its speed without provoking opportunity attacks. - -**Unarmed Strike**. The vampire makes one unarmed strike. - -**Bite (Costs 2 Actions)**. The vampire makes one bite attack. - -### Vampire Spawn - -*Medium undead, neutral evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 82 (11d8+33) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 16 (+3) | 16 (+3) | 11 (+0) | 10 (+0) | 12 (+1) | - -**Saving Throws** Dex +6, Wis +3 - -**Skills** Perception +3, Stealth +6 - -**Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** the languages it knew in life - -**Challenge** 5 (1,800 XP) - -***Regeneration***. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. - -***Spider Climb***. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Vampire Weaknesses***. The vampire has the following flaws: - -*Forbiddance*. The vampire can't enter a residence without an invitation from one of the occupants. - -*Harmed by Running Water*. The vampire takes 20 acid damage when it ends its turn in running water. - -*Stake to the Heart*. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. - -*Sunlight Hypersensitivity*. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. - -###### Actions - -***Multiattack***. The vampire makes two attacks, only one of which can be a bite attack. - -***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 8 (2d4+3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. *Hit:* 6 (1d6+3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \ No newline at end of file diff --git a/documents/monsters/Monsters W.md b/documents/monsters/Monsters W.md deleted file mode 100644 index 202d477..0000000 --- a/documents/monsters/Monsters W.md +++ /dev/null @@ -1,151 +0,0 @@ -# Monsters (W) - -## Wight - -*Medium undead, neutral evil* - -**Armor Class** 14 (studded leather) - -**Hit Points** 45 (6d8+18) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 14 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) | - -**Skills** Perception +3, Stealth +4 - -**Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, poisoned - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** the languages it knew in life - -**Challenge** 3 (700 XP) - -***Sunlight Sensitivity***. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Multiattack***. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. - -***Life Drain***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6+2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - -A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. - -***Longsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands. - -***Longbow***. *Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage. - -## Will-o'-Wisp - -*Tiny undead, chaotic evil* - -**Armor Class** 19 - -**Hit Points** 22 (9d4) - -**Speed** 0 ft., fly 50 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 1 (-5) | 28 (+9) | 10 (+0) | 13 (+1) | 14 (+2) | 11 (+0) | - -**Damage Immunities** lightning, poison - -**Damage Resistances** acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious - -**Senses** darkvision 120 ft., passive Perception 12 - -**Languages** the languages it knew in life - -**Challenge** 2 (450 XP) - -***Consume Life***. As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points. - -***Ephemeral***. The will-o'-wisp can't wear or carry anything. - -***Incorporeal Movement***. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - -***Variable Illumination***. The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action. - -###### Actions - -***Shock***. *Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d8) lightning damage. - -***Invisibility***. The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell). - -## Wraith - -*Medium undead, neutral evil* - -**Armor Class** 13 - -**Hit Points** 67 (9d8+27) - -**Speed** 0 ft., fly 60 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 6 (-2) | 16 (+3) | 16 (+3) | 12 (+1) | 14 (+2) | 15 (+2) | - -**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** necrotic, poison - -**Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained - -**Senses** darkvision 60 ft., passive Perception 12 - -**Languages** the languages it knew in life - -**Challenge** 5 (1,800 XP) - -***Incorporeal Movement***. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - -***Sunlight Sensitivity***. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Life Drain***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 21 (4d8+3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - -***Create Specter***. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time. - -## Wyvern - -*Large dragon, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 110 (13d10+39) - -**Speed** 20 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 19 (+4) | 10 (+0) | 16 (+3) | 5 (-3) | 12 (+1) | 6 (-2) | - -**Skills** Perception +4 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** - - -**Challenge** 6 (2,300 XP) - -###### Actions - -***Multiattack***. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6+4) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. - -***Stinger***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6+4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. \ No newline at end of file diff --git a/documents/monsters/Monsters X.md b/documents/monsters/Monsters X.md deleted file mode 100644 index 0f54702..0000000 --- a/documents/monsters/Monsters X.md +++ /dev/null @@ -1,39 +0,0 @@ -# Monsters (X) - -## Xorn - -*Medium elemental, neutral* - -**Armor Class** 19 (natural armor) - -**Hit Points** 73 (7d8+42) - -**Speed** 20 ft., burrow 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 17 (+3) | 10 (+0) | 22 (+6) | 11 (+0) | 10 (+0) | 11 (+0) | - -**Skills** Perception +6, Stealth +3 - -**Damage Resistances** piercing and slashing from nonmagical attacks that aren't adamantine - -**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 16 - -**Languages** Terran - -**Challenge** 5 (1,800 XP) - -***Earth Glide***. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. - -***Stone Camouflage***. The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - -***Treasure Sense***. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. - -###### Actions - -***Multiattack***. The xorn makes three claw attacks and one bite attack. - -***Claw***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage. - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (3d6+3) piercing damage. \ No newline at end of file diff --git a/documents/monsters/Monsters Y.md b/documents/monsters/Monsters Y.md deleted file mode 100644 index a2c044f..0000000 --- a/documents/monsters/Monsters Y.md +++ /dev/null @@ -1,3 +0,0 @@ -# Monsters (Y) - -None. \ No newline at end of file diff --git a/documents/monsters/Monsters Z.md b/documents/monsters/Monsters Z.md deleted file mode 100644 index b79cccf..0000000 --- a/documents/monsters/Monsters Z.md +++ /dev/null @@ -1,67 +0,0 @@ -# Monsters (Z) - -## Zombies - -### Zombie - -*Medium undead, neutral evil* - -**Armor Class** 8 - -**Hit Points** 22 (3d8+9) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 13 (+1) | 6 (-2) | 16 (+3) | 3 (-4) | 6 (-2) | 5 (-3) | - -**Saving Throws** Wis +0 - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** darkvision 60 ft., passive Perception 8 - -**Languages** understands the languages it knew in life but can't speak - -**Challenge** 1/4 (50 XP) - -***Undead Fortitude***. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. - -###### Actions - -***Slam***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage. - -### Ogre Zombie - -*Large undead, neutral evil* - -**Armor Class** 8 - -**Hit Points** 85 (9d10+36) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 19 (+4) | 6 (-2) | 18 (+4) | 3 (-4) | 6 (-2) | 5 (-3) | - -**Saving Throws** Wis +0 - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** darkvision 60 ft., passive Perception 8 - -**Languages** understands Common and Giant but can't speak - -**Challenge** 2 (450 XP) - -***Undead Fortitude***. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. - -###### Actions - -***Morningstar***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. \ No newline at end of file diff --git a/documents/monsters/npcs.md b/documents/monsters/npcs.md deleted file mode 100644 index 756d5ae..0000000 --- a/documents/monsters/npcs.md +++ /dev/null @@ -1,756 +0,0 @@ -# NPCs - -This section contains statistics for various humanoid non-player characters (NPCs) that adventurers might encounter during a campaign, including lowly commoners and mighty archmages. These stat blocks can be used to represent both human and nonhuman NPCs. - -# Customizing NPCs - -There are many easy ways to customize the NPCs in this appendix for your home campaign. - -***Racial Traits***. You can add racial traits to an NPC. For example, a halfling druid might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesn't alter its challenge rating. For more on racial traits, see the *Player's Handbook*. - -***Spell Swaps***. One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC's spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn't alter an NPC's challenge rating. - -***Armor and Weapon Swaps***. You can upgrade or downgrade an NPC's armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC's challenge rating. - -***Magic Items***. The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating. - -# Acolyte - -*Medium humanoid (any race), any alignment* - -**Armor Class** 10 - -**Hit Points** 9 (2d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 14 (+2) | 11 (+0) | - -**Skills** Medicine +4, Religion +2 - -**Senses** passive Perception 12 - -**Languages** any one language (usually Common) - -**Challenge** 1/4 (50 XP) - -***Spellcasting***. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: - -Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* -1st level (3 slots): *bless*, *cure wounds*, *sanctuary* - -###### Actions - -***Club***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage. - -**Acolytes** are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities. - -# Archmage - -*Medium humanoid (any race), any alignment* - -**Armor Class** 12 (15 with *mage armor*) - -**Hit Points** 99 (18d8 + 18) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) | - -**Saving Throws** Int +9, Wis +6 - -**Skills** Arcana +13, History +13 - -**Damage Resistance** damage from spells; nonmagical bludgeoning, piercing, and slashing (from *stoneskin*) - -**Senses** passive Perception 12 - -**Languages** any six languages - -**Challenge** 12 (8,400 XP) - -***Magic Resistance***. The archmage has advantage on saving throws against spells and other magical effects. - -***Spellcasting***. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast *disguise self* and *invisibility* at will and has the following wizard spells prepared: - -Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation*, *shocking grasp* -1st level (4 slots): *detect magic*, *identify*, *mage armor*, *magic missile* -2nd level (3 slots): *detect thoughts*, *mirror image*, *misty step* -3rd level (3 slots): *counterspell*, *fly*, *lightning bolt* -4th level (3 slots): *banishment*, *fire shield*, *stoneskin* -5th level (3 slots): *cone of cold*, *scrying*, *wall of force* -6th level (1 slot): *globe of invulnerability* -7th level (1 slot): *teleport* -8th level (1 slot): *mind blank** -9th level (1 slot): *time stop* -\* The archmage casts these spells on itself before combat. - -###### Actions - -***Dagger***. *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage. - -**Archmages** are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. - -An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers. - -# Assassin - -*Medium humanoid (any race), any non-good alignment* - -**Armor Class** 15 (studded leather) - -**Hit Points** 78 (12d8 + 24) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 16 (+3) | 14 (+2) | 13 (+1) | 11 (+0) | 10 (+0) | - -**Saving Throws** Dex +6, Int +4 - -**Skills** Acrobatics +6, Deception +3, Perception +3, Stealth +9 - -**Damage Resistances** poison - -**Senses** passive Perception 13 - -**Languages** Thieves' cant plus any two languages - -**Challenge** 8 (3,900 XP) - -***Assassinate***. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. - -***Evasion***. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. - -***Sneak Attack***. Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. - -###### Actions - -***Multiattack***. The assassin makes two shortsword attacks. - -***Shortsword***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - -***Light Crossbow***. *Ranged Weapon Attack:* +6 to hit, range 80/320 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - -Trained in the use of poison, **assassins** are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. - -# Bandit - -*Medium humanoid (any race), any non-lawful alignment* - -**Armor Class** 12 (leather armor) - -**Hit Points** 11 (2d8 + 2) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 10 (+0) | - -**Senses** passive Perception 10 - -**Languages** any one language (usually Common) - -**Challenge** 1/8 (25 XP) - -###### Actions - -***Scimitar***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) slashing damage. - -***Light Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 80/320 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage. - -**Bandits** rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. - -**Pirates** are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels. - -# Bandit Captain - -*Medium humanoid (any race), any non-lawful alignment* - -**Armor Class** 15 (studded leather) - -**Hit Points** 65 (10d8 + 20) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 16 (+3) | 14 (+2) | 14 (+2) | 11 (+0) | 14 (+2) | - -**Saving Throws** Str +4, Dex +5, Wis +2 - -**Skills** Athletics +4, Deception +4 - -**Senses** passive Perception 10 - -**Languages** any two languages - -**Challenge** 2 (450 XP) - -###### Actions - -***Multiattack***. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. - -***Scimitar***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage. - -***Dagger***. *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d4 + 2) piercing damage. - -###### Reactions - -***Parry***. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. - -It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The **bandit captain** has these qualities in spades. - -In addition to managing a crew of selfish malcontents, the **pirate captain** is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. - -More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation. - -# Berserker - -*Medium humanoid (any race), any chaotic alignment* - -**Armor Class** 13 (hide armor) - -**Hit Points** 67 (9d8 + 27) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 12 (+1) | 17 (+3) | 9 (-1) | 11 (+0) | 9 (-1) | - -**Senses** passive Perception 10 - -**Languages** any one language (usually Common) - -**Challenge** 2 (450 XP) - -***Reckless***. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. - -###### Actions - -***Greataxe***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (1d12 + 3) slashing damage. - -Hailing from uncivilized lands, unpredictable **berserkers** come together in war parties and seek conflict wherever they can find it. - -# Commoner - -*Medium humanoid (any race), any alignment* - -**Armor Class** 10 - -**Hit Points** 4 (1d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | - -**Senses** passive Perception 10 - -**Languages** any one language (usually Common) - -**Challenge** 0 (10 XP) - -###### Actions - -***Club***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage. - -**Commoners** include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. - -# Cultist - -*Medium humanoid (any race), any non-good alignment* - -**Armor Class** 12 (leather armor) - -**Hit Points** 9 (2d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 12 (+1) | 10 (+0) | 10 (+0) | 11 (+0) | 10 (+0) | - -**Skills** Deception +2, Religion +2 - -**Senses** passive Perception 10 - -**Languages** any one language (usually Common) - -**Challenge** 1/8 (25 XP) - -***Dark Devotion***. The cultist has advantage on saving throws against being charmed or frightened. - -###### Actions - -***Scimitar***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 4 (1d6 + 1) slashing damage. - -**Cultists** swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. - -# Cult Fanatic - -*Medium humanoid (any race), any non-good alignment* - -**Armor Class** 13 (leather armor) - -**Hit Points** 33 (6d8 + 6) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 14 (+2) | 12 (+1) | 10 (+0) | 13 (+1) | 14 (+2) | - -**Skills** Deception +4, Persuasion +4, Religion +2 - -**Senses** passive Perception 11 - -**Languages** any one language (usually Common) - -**Challenge** 2 (450 XP) - -***Dark Devotion***. The fanatic has advantage on saving throws against being charmed or frightened. - -***Spellcasting***. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: - -Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* -1st level (4 slots): *command*, *inflict wounds*, *shield of faith* -2nd level (3 slots): *hold person*, *spiritual weapon* - -###### Actions - -***Multiattack***. The fanatic makes two melee attacks. - -***Dagger***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit:* 4 (1d4 + 2) piercing damage. - -**Fanatics** are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. - -# Druid - -*Medium humanoid (any race), any alignment* - -**Armor Class** 11 (16 with *barkskin*) - -**Hit Points** 27 (5d8 + 5) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 12 (+1) | 13 (+1) | 12 (+1) | 15 (+2) | 11 (+0) | - -**Skills** Medicine +4, Nature +3, Perception +4 - -**Senses** passive Perception 14 - -**Languages** Druidic plus any two languages - -**Challenge** 2 (450 XP) - -***Spellcasting***. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: - -Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* -1st level (4 slots): *entangle*, *longstrider*, *speak with animals*, *thunderwave* -2nd level (3 slots): *animal messenger*, *barkskin* - -###### Actions - -***Quarterstaff***. *Melee Weapon Attack:* +2 to hit (+4 to hit with *shillelagh*), reach 5 ft., one target. *Hit:* 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with *shillelagh*. - -**Druids** dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are **tribal shamans** who heal the sick, pray to animal spirits, and provide spiritual guidance. - -# Gladiator - -*Medium humanoid (any race), any alignment* - -**Armor Class** 16 (studded leather, shield) - -**Hit Points** 112 (15d8 + 45) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 12 (+1) | 15 (+2) | - -**Saving Throws** Str +7, Dex +5, Con +6 - -**Skills** Athletics +10, Intimidation +5 - -**Senses** passive Perception 11 - -**Languages** any one language (usually Common) - -**Challenge** 5 (1,800 XP) - -***Brave***. The gladiator has advantage on saving throws against being frightened. - -***Brute***. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). - -###### Actions - -***Multiattack***. The gladiator makes three melee attacks or two ranged attacks. - -***Spear***. *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. and range 20/60 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. - -***Shield Bash***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. - -###### Reactions - -***Parry***. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon. - -**Gladiators** battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death. - -# Guard - -*Medium humanoid (any race), any alignment* - -**Armor Class** 16 (chain shirt, shield) - -**Hit Points** 11 (2d8 + 2) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 11 (+0) | 10 (+0) | - -**Skills** Perception +2 - -**Senses** passive Perception 12 - -**Languages** any one language (usually Common) - -**Challenge** 1/8 (25 XP) - -###### Actions - -***Spear***. *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. - -**Guards** include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. - -# Knight - -*Medium humanoid (any race), any alignment* - -**Armor Class** 18 (plate) - -**Hit Points** 52 (8d8 + 16) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) | - -**Saving Throws** Con +4, Wis +2 - -**Senses** passive Perception 10 - -**Languages** any one language (usually Common) - -**Challenge** 3 (700 XP) - -***Brave***. The knight has advantage on saving throws against being frightened. - -###### Actions - -***Multiattack***. The knight makes two melee attacks. - -***Greatsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage. - -***Heavy Crossbow***. *Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. *Hit:* 5 (1d10) piercing damage. - -***Leadership (Recharges after a Short or Long Rest)***. For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. - -###### Reactions - -***Parry***. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. - -**Knights** are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners. - -# Mage - -*Medium humanoid (any race), any alignment* - -**Armor Class** 12 (15 with *mage armor*) - -**Hit Points** 40 (9d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 9 (-1) | 14 (+2) | 11 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | - -**Saving Throws** Int +6, Wis +4 - -**Skills** Arcana +6, History +6 - -**Senses** passive Perception 11 - -**Languages** any four languages - -**Challenge** 6 (2,300 XP) - -***Spellcasting***. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: - -Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation* -1st level (4 slots): *detect magic*, *mage armor*, *magic missile*, *shield* -2nd level (3 slots): *misty step*, *suggestion* -3rd level (3 slots): *counterspell*, *fireball*, *fly* -4th level (3 slots): *greater invisibility*, *ice storm* -5th level (1 slot): *cone of cold* - -###### Actions - -***Dagger***. *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d4 + 1) piercing damage. - -**Mages** spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference. - -# Noble - -*Medium humanoid (any race), any alignment* - -**Armor Class** 15 (breastplate) - -**Hit Points** 9 (2d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 12 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | 16 (+3) | - -**Skills** Deception +5, Insight +4, Persuasion +5 - -**Senses** passive Perception 12 - -**Languages** any two languages - -**Challenge** 1/8 (25 XP) - -###### Actions - -***Rapier***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage. - -###### Reactions - -***Parry***. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. - -**Nobles** wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. - -The noble's statistics can also be used to represent **courtiers** who aren't of noble birth. - -# Priest - -*Medium humanoid (any race), any alignment* - -**Armor Class** 13 (chain shirt) - -**Hit Points** 27 (5d8 + 5) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) | 13 (+1) | - -**Skills** Medicine +7, Persuasion +3, Religion +5 - -**Senses** passive Perception 13 - -**Languages** any two languages - -**Challenge** 2 (450 XP) - -***Divine Eminence***. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. - -***Spellcasting***. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: - -Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* -1st level (4 slots): *cure wounds*, *guiding bolt*, *sanctuary* -2nd level (3 slots): *lesser restoration*, *spiritual weapon* -3rd level (2 slots): *dispel magic*, *spirit guardians* - -###### Actions - -***Mace***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) bludgeoning damage. - -**Priests** bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. - -A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties. - -# Scout - -*Medium humanoid (any race), any alignment* - -**Armor Class** 13 (leather armor) - -**Hit Points** 16 (3d8 + 3) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 14 (+2) | 12 (+1) | 11 (+0) | 13 (+1) | 11 (+0) | - -**Skills** Nature +4, Perception +5, Stealth +6, Survival +5 - -**Senses** passive Perception 15 - -**Languages** any one language (usually Common) - -**Challenge** 1/2 (100 XP) - -***Keen Hearing and Sight***. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. - -###### Actions - -***Multiattack***. The scout makes two melee attacks or two ranged attacks. - -***Shortsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. - -***Longbow***. *Ranged Weapon Attack:* +4 to hit, ranged 150/600 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage. - -**Scouts** are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. - -# Spy - -*Medium humanoid (any race), any alignment* - -**Armor Class** 12 - -**Hit Points** 27 (6d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 15 (+2) | 10 (+0) | 12 (+1) | 14 (+2) | 16 (+3) | - -**Skills** Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 - -**Senses** passive Perception 16 - -**Languages** any two languages - -**Challenge** 1 (200 XP) - -***Cunning Action***. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. - -***Sneak Attack (1/Turn)***. The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. - -###### Actions - -***Multiattack***. The spy makes two melee attacks. - -***Shortsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. - -***Hand Crossbow***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. - -Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spies** to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers. - -# Thug - -*Medium humanoid (any race), any non-good alignment* - -**Armor Class** 11 (leather armor) - -**Hit Points** 32 (5d8 + 10) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 11 (+0) | 14 (+2) | 10 (+0) | 10 (+0) | 11 (+0) | - -**Skills** Intimidation +2 - -**Senses** passive Perception 10 - -**Languages** any one language (usually Common) - -**Challenge** 1/2 (100 XP) - -***Pack Tactics***. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Multiattack***. The thug makes two melee attacks. - -***Mace***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6 + 2) bludgeoning damage. - -***Heavy Crossbow***. *Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. *Hit:* 5 (1d10) piercing damage. - -**Thugs** are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. - -# Tribal Warrior - -*Medium humanoid (any race), any alignment* - -**Armor Class** 12 (hide armor) - -**Hit Points** 11 (2d8 + 2) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 13 (+1) | 11 (+0) | 12 (+1) | 8 (-1) | 11 (+0) | 8 (-1) | - -**Senses** passive Perception 10 - -**Languages** any one language - -**Challenge** 1/8 (25 XP) - -***Pack Tactics***. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Spear***. *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. - -**Tribal warriors** live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods. - -# Veteran - -*Medium humanoid (any race), any alignment* - -**Armor Class** 17 (splint) - -**Hit Points** 58 (9d8 + 18) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | - -**Skills** Athletics +5, Perception +2 - -**Senses** passive Perception 12 - -**Languages** any one language (usually Common) - -**Challenge** 3 (700 XP) - -###### Actions - -***Multiattack***. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. - -***Longsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. - -***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage. - -***Heavy Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 100/400 ft., one target. *Hit:* 6 (1d10 + 1) piercing damage. - -**Veterans** are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves. diff --git a/documents/monsters/stat-blocks.md b/documents/monsters/stat-blocks.md deleted file mode 100644 index a64a6f5..0000000 --- a/documents/monsters/stat-blocks.md +++ /dev/null @@ -1,345 +0,0 @@ -# Monster Statistics - -## Type - -A monster's type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an *arrow of dragon slaying* deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns. - -The game includes the following monster types, which have no rules of their own. - -**Aberrations** are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi. - -**Beasts** are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals. - -**Celestials** are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi. - -**Constructs** are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures. - -**Dragons** are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons. - -**Elementals** are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds. - -**Fey** are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs. - -**Fiends** are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths. - -**Giants** tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants. - -**Humanoids** are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds. - -**Monstrosities** are monsters in the strictest sense-frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any other type. - -**Oozes** are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes. - -**Plants** in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category. - -**Undead** are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. - -#### Tags - -A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the *humanoid (orc)* type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag. - -## Alignment - -A monster's alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might be willing to negotiate. See the *Player's Handbook* for descriptions of the different alignments. - -The alignment specified in a monster's stat block is the default. Feel free to depart from it and change a monster's alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, there's nothing stopping you. - -Some creatures can have **any alignment**. In other words, you choose the monster's alignment. Some monster's alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature. - -Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don't make moral or ethical choices, but rather act on instinct. These creatures are **unaligned**, which means they don't have an alignment. - -## Armor Class - -A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster's AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value. - -## Hit Points - -A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the *Player's Handbook*. - -A monster's hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 × 4½). - -A monster's size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table. - -**Table- Hit Dice by Size** - -| Monster Size | Hit Die | Average HP per Die | -|--------------|---------|--------------------| -| Tiny | d4 | 2 1/2 | -| Small | d6 | 3 1/2 | -| Medium | d8 | 4 1/2 | -| Large | d10 | 5 1/2 | -| Huge | d12 | 6 1/2 | -| Gargantuan | d20 | 10 1/2 | -| | | | - -A monster's Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8+2 hit points (average 11). - -## Speed - -A monster's speed tells you how far it can move on its turn. For more information on speed, see the *Player's Handbook*. - -All creatures have a walking speed, simply called the monster's speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet. - -Some creatures have one or more of the following additional movement modes. - -### Burrow - -A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can't burrow through solid rock unless it has a special trait that allows it to do so. - -### Climb - -A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn't need to spend extra movement to climb. - -### Fly - -A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to **hover**, which makes them hard to knock out of the air (as explained in the rules on flying in the *Player's Handbook*). Such a monster stops hovering when it dies. - -### Swim - -A monster that has a swimming speed doesn't need to spend extra movement to swim. - -## Ability Scores - -Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. For more information on ability scores and how they're used in play, see the *Player's Handbook*. - -## Saving Throws - -The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn't easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don't have special saving throw bonuses, in which case this section is absent. - -A saving throw bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). - -**Table- Proficiency Bonus by Challenge Rating** - -| Challenge | Proficiency Bonus | -|-----------|-------------------| -| 0 | +2 | -| 1/8 | +2 | -| 1/4 | +2 | -| 1/2 | +2 | -| 1 | +2 | -| 2 | +2 | -| 3 | +2 | -| 4 | +2 | -| 5 | +3 | -| 6 | +3 | -| 7 | +3 | -| 8 | +3 | -| 9 | +4 | -| 10 | +4 | -| 11 | +4 | -| 12 | +4 | -| 13 | +5 | -| 14 | +5 | -| 15 | +5 | -| 16 | +5 | -| 17 | +6 | -| 18 | +6 | -| 19 | +6 | -| 20 | +6 | -| 21 | +7 | -| 22 | +7 | -| 23 | +7 | -| 24 | +7 | -| 25 | +8 | -| 26 | +8 | -| 27 | +8 | -| 28 | +8 | -| 29 | +9 | -| 30 | +9 | -| | | - -## Skills - -The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. - -A skill bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise. - -***Armor, Weapon, and Tool Proficiencies*** - -*Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.* - -*For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither.* - -*See the Player's Handbook for rules on using armor or weapons without proficiency.* - -## Vulnerabilities, Resistances, and Immunities - -Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions. - -## Senses - -The Senses entry notes a monster's passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below. - -### Blindsight - -A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius. - -Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons. - -If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception. - -### Darkvision - -A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can't discern color in darkness, only shades of gray. Many creatures that live underground have this special sense. - -### Tremorsense - -A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense. - -### Truesight - -A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range. - -## Languages - -The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can't speak it, and this is noted in its entry. A "-" indicates that a creature neither speaks nor understands any language. - -### Telepathy - -Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn't need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation. - -A telepathic monster doesn't need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can't initiate telepathic contact, and any current contact is terminated. - -A creature within the area of an *antimagic field* or in any other location where magic doesn't function can't send or receive telepathic messages. - -## Challenge - -A monster's **Challenge rating** tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one. - -Monsters that are significantly weaker than 1st- level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no experience points, while those that have attacks are worth 10 XP each. - -Some monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill. - -### Experience Points - -The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the GM may also award XP for neutralizing the threat posed by the monster in some other manner. - -Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block. - -**Table- Experience Points by Challenge Rating** - -| Challenge | XP | -|-----------|---------| -| 0 | 0 or 10 | -| 1/8 | 25 | -| 1/4 | 50 | -| 1/2 | 100 | -| 1 | 200 | -| 2 | 450 | -| 3 | 700 | -| 4 | 1,100 | -| 5 | 1,800 | -| 6 | 2,300 | -| 7 | 2,900 | -| 8 | 3,900 | -| 14 | 11,500 | -| 15 | 13,000 | -| 16 | 15,000 | -| 17 | 18,000 | -| 18 | 20,000 | -| 19 | 22,000 | -| 20 | 25,000 | -| 21 | 33,000 | -| 22 | 41,000 | -| 23 | 50,000 | -| 24 | 62,000 | -| 25 | 75,000 | -| | | - -## Special Traits - -Special traits (which appear after a monster's challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation. - -### Innate Spellcasting - -A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can't be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster's challenge rating. - -An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the *levitate* spell, but the spell has a "self only" restriction, which means that the spell affects only the drow mage. - -A monster's innate spells can't be swapped out with other spells. If a monster's innate spells don't require attack rolls, no attack bonus is given for them. - -### Spellcasting - -A monster with the Spellcasting special trait has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the *Player's Handbook*). The spellcaster level is also used for any cantrips included in the feature. - -The monster has a list of spells known or prepared from a specific class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list. - -A monster can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level *lightning bolt* spell can cast it as a 5th-level spell by using one of its 5th-level greater or lesser threat than suggested by its challenge rating. - -### Psionics - -A monster that casts spells using only the power of its mind has the psionics tag added to its Spellcasting or Innate Spellcasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn't require any components to cast its spells. - -## Actions - -When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the *Player's Handbook*. - -### Melee and Ranged Attacks - -The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the "weapon" might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the *Player's Handbook*. - -***Creature vs Target***. The target of a melee or ranged attack is usually either one creature or one target, the difference being that a "target" can be a creature or an object. - -***Hit***. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the "Hit" notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented. - -***Miss***. If an attack has an effect that occurs on a miss, that information is presented after the "Miss:" notation. - -***Grapple Rules for Monsters*** - -*Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn't need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise.* - -*A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster's stat block. If no escape DC is given, assume the DC is 10+the monster's Strength (Athletics) modifier.* - -### Multiattack - -A creature that can make multiple attacks on its turn has the Multiattack action. A creature can't use Multiattack when making an opportunity attack, which must be a single melee attack. - -### Ammunition - -A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow. - -## Reactions - -If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent. - -## Limited Usage - -Some special abilities have restrictions on the number of times they can be used. - -***X/Day***. The notation "X/Day" means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, "1/Day" means a special ability can be used once and that the monster must finish a long rest to use it again. - -***Recharge X-Y***. The notation "Recharge X-Y" means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster's turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest. - -For example, "Recharge 5-6" means a monster can use the special ability once. Then, at the start of the monster's turn, it regains the use of that ability if it rolls a 5 or 6 on a d6. - -***Recharge after a Short or Long Rest***. This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again. - -## Equipment - -A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately. - -You can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster's equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance. - -If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block. - -# Legendary Creatures - -A legendary creature can do things that ordinary creatures can't. It can take special actions outside its turn, and it might exert magical influence for miles around. - -If a creature assumes the form of a legendary creature, such as through a spell, it doesn't gain that form's legendary actions, lair actions, or regional effects. - -## Legendary Actions - -A legendary creature can take a certain number of special actions-called legendary actions-outside its turn. Only one legendary action option can be used at a time and only at the end of another creature's turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can't use them while incapacitated or otherwise unable to take actions. If surprised, it can't use them until after its first turn in the combat. - -## A Legendary Creature's Lair - -A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair. - -### Lair Actions - -If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can't do so while incapacitated or otherwise unable to take actions. If surprised, it can't use one until after its first turn in the combat. - -### Regional Effects - -The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies. \ No newline at end of file diff --git a/documents/races/dragonborn.md b/documents/races/dragonborn.md deleted file mode 100644 index a7923fc..0000000 --- a/documents/races/dragonborn.md +++ /dev/null @@ -1,43 +0,0 @@ -# Dragonborn - -### Dragonborn Traits - -Your draconic heritage manifests in a variety of traits you share with other dragonborn. - -***Ability Score Increase***. Your Strength score increases by 2, and your Charisma score increases by 1. - -***Age***. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. - -***Alignment***. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains. - -***Size***. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. - -***Speed***. Your base walking speed is 30 feet. - -**Table- Draconic Ancestry** - -| Dragon | Damage Type | Breath Weapon | -|--------|-------------|------------------------------| -| Black | Acid | 5 by 30 ft. line (Dex. save) | -| Blue | Lightning | 5 by 30 ft. line (Dex. save) | -| Brass | Fire | 5 by 30 ft. line (Dex. save) | -| Bronze | Lightning | 5 by 30 ft. line (Dex. save) | -| Copper | Acid | 5 by 30 ft. line (Dex. save) | -| Gold | Fire | 15 ft. cone (Dex. save) | -| Green | Poison | 15 ft. cone (Con. save) | -| Red | Fire | 15 ft. cone (Dex. save) | -| Silver | Cold | 15 ft. cone (Con. save) | -| White | Cold | 15 ft. cone (Con. save) | -| | | | - -***Draconic Ancestry***. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. - -***Breath Weapon***. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. - -When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. - -After you use your breath weapon, you can't use it again until you complete a short or long rest. - -***Damage Resistance***. You have resistance to the damage type associated with your draconic ancestry. - -***Languages***. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. \ No newline at end of file diff --git a/documents/races/dwarf.md b/documents/races/dwarf.md deleted file mode 100644 index 1dbba9b..0000000 --- a/documents/races/dwarf.md +++ /dev/null @@ -1,35 +0,0 @@ -# Dwarf - -### Dwarf Traits - -Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature. - -***Ability Score Increase***. Your Constitution score increases by 2. - -***Age***. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years. - -***Alignment***. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. - -***Size***. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. - -***Speed***. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. - -***Darkvision***. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - -***Dwarven Resilience***. You have advantage on saving throws against poison, and you have resistance against poison damage. - -***Dwarven Combat Training***. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. - -***Tool Proficiency***. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. - -***Stonecunning***. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. - -***Languages***. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. - -## Hill Dwarf - -As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. - -***Ability Score Increase***. Your Wisdom score increases by 1. - -***Dwarven Toughness***. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. \ No newline at end of file diff --git a/documents/races/elf.md b/documents/races/elf.md deleted file mode 100644 index f4cd870..0000000 --- a/documents/races/elf.md +++ /dev/null @@ -1,39 +0,0 @@ -# Elf - -### Elf Traits - -Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement. - -***Ability Score Increase***. Your Dexterity score increases by 2. - -***Age***. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. - -***Alignment***. Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile has made them vicious and dangerous. Drow are more often evil than not. - -***Size***. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. - -***Speed***. Your base walking speed is 30 feet. - -***Darkvision***. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - -***Keen Senses***. You have proficiency in the Perception skill. - -***Fey Ancestry***. You have advantage on saving throws against being charmed, and magic can't put you to sleep. - -***Trance***. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. - -After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. - -***Languages***. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - -## High Elf - -As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races. - -***Ability Score Increase***. Your Intelligence score increases by 1. - -***Elf Weapon Training***. You have proficiency with the longsword, shortsword, shortbow, and longbow. - -***Cantrip***. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. - -***Extra Language***. You can speak, read, and write one extra language of your choice. \ No newline at end of file diff --git a/documents/races/gnome.md b/documents/races/gnome.md deleted file mode 100644 index 527bfcb..0000000 --- a/documents/races/gnome.md +++ /dev/null @@ -1,39 +0,0 @@ -# Gnome - -### Gnome Traits - -Your gnome character has certain characteristics in common with all other gnomes. - -***Ability Score Increase***. Your Intelligence score increases by 2. - -***Age***. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. - -***Alignment***. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. - -***Size***. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. - -***Speed***. Your base walking speed is 25 feet. - -***Darkvision***. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - -***Gnome Cunning***. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. - -***Languages***. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. - -## Rock Gnome - -As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. - -***Ability Score Increase***. Your Constitution score increases by 1. - -***Artificer's Lore***. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. - -***Tinker***. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. - -When you create a device, choose one of the following options: - -***Clockwork Toy***. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. - -***Fire Starter***. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. - -***Music Box***. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed. \ No newline at end of file diff --git a/documents/races/half-elf.md b/documents/races/half-elf.md deleted file mode 100644 index be88f94..0000000 --- a/documents/races/half-elf.md +++ /dev/null @@ -1,23 +0,0 @@ -# Half-Elf - -### Half-Elf Traits - -Your half-elf character has some qualities in common with elves and some that are unique to half-elves. - -***Ability Score Increase***. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1. - -***Age***. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. - -***Alignment***. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. - -***Size***. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. - -***Speed***. Your base walking speed is 30 feet. - -***Darkvision***. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - -***Fey Ancestry***. You have advantage on saving throws against being charmed, and magic can't put you to sleep. - -***Skill Versatility***. You gain proficiency in two skills of your choice. - -***Languages***. You can speak, read, and write Common, Elvish, and one extra language of your choice. \ No newline at end of file diff --git a/documents/races/half-orc.md b/documents/races/half-orc.md deleted file mode 100644 index be9640e..0000000 --- a/documents/races/half-orc.md +++ /dev/null @@ -1,25 +0,0 @@ -# Half-Orc - -### Half-Orc Traits - -Your half-orc character has certain traits deriving from your orc ancestry. - -***Ability Score Increase***. Your Strength score increases by 2, and your Constitution score increases by 1. - -***Age***. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. - -***Alignment***. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil. - -***Size***. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. - -***Speed***. Your base walking speed is 30 feet. - -***Darkvision***. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - -***Menacing***. You gain proficiency in the Intimidation skill. - -***Relentless Endurance***. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. - -***Savage Attacks***. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. - -***Languages***. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. \ No newline at end of file diff --git a/documents/races/halfling.md b/documents/races/halfling.md deleted file mode 100644 index a8700ea..0000000 --- a/documents/races/halfling.md +++ /dev/null @@ -1,33 +0,0 @@ -# Halfling - -### Halfling Traits - -Your halfling character has a number of traits in common with all other halflings. - -***Ability Score Increase***. Your Dexterity score increases by 2. - -***Age***. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. - -***Alignment***. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. - -***Size***. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. - -***Speed***. Your base walking speed is 25 feet. - -***Lucky***. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. - -***Brave***. You have advantage on saving throws against being frightened. - -***Halfling Nimbleness***. You can move through the space of any creature that is of a size larger than yours. - -***Languages***. You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. - -## Lightfoot - -As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You're inclined to be affable and get along well with others. - -Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. - -***Ability Score Increase***. Your Charisma score increases by 1. - -***Naturally Stealthy***. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. \ No newline at end of file diff --git a/documents/races/human.md b/documents/races/human.md deleted file mode 100644 index 4364d2b..0000000 --- a/documents/races/human.md +++ /dev/null @@ -1,17 +0,0 @@ -# Human - -### Human Traits - -It's hard to make generalizations about humans, but your human character has these traits. - -***Ability Score Increase***. Your ability scores each increase by 1. - -***Age***. Humans reach adulthood in their late teens and live less than a century. - -***Alignment***. Humans tend toward no particular alignment. The best and the worst are found among them. - -***Size***. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. - -***Speed***. Your base walking speed is 30 feet. - -***Languages***. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. \ No newline at end of file diff --git a/documents/races/tiefling.md b/documents/races/tiefling.md deleted file mode 100644 index 0196fd5..0000000 --- a/documents/races/tiefling.md +++ /dev/null @@ -1,23 +0,0 @@ -# Tiefling - -### Tiefling Traits - -Tieflings share certain racial traits as a result of their infernal descent. - -***Ability Score Increase***. Your Intelligence score increases by 1, and your Charisma score increases by 2. - -***Age***. Tieflings mature at the same rate as humans but live a few years longer. - -***Alignment***. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. - -***Size***. Tieflings are about the same size and build as humans. Your size is Medium. - -***Speed***. Your base walking speed is 30 feet. - -***Darkvision***. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - -***Hellish Resistance***. You have resistance to fire damage. - -***Infernal Legacy***. You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *hellish rebuke* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *darkness* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. - -***Languages***. You can speak, read, and write Common and Infernal. \ No newline at end of file diff --git a/documents/races/trait-blocks.md b/documents/races/trait-blocks.md deleted file mode 100644 index cead483..0000000 --- a/documents/races/trait-blocks.md +++ /dev/null @@ -1,31 +0,0 @@ -# Racial Traits - -The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races. - -## Ability Score Increase - -Every race increases one or more of a character's ability scores. - -## Age - -The age entry notes the age when a member of the race is considered an adult, as well as the race's expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom. - -## Alignment - -Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character. - -## Size - -Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons. - -## Speed - -Your speed determines how far you can move when traveling and fighting. - -## Languages - -By virtue of your race, your character can speak, read, and write certain languages. - -## Subraces - -Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world. \ No newline at end of file diff --git a/documents/spells/Spell Lists.md b/documents/spells/Spell Lists.md deleted file mode 100644 index 32f600e..0000000 --- a/documents/spells/Spell Lists.md +++ /dev/null @@ -1,1004 +0,0 @@ -# SPELL LISTS - -## Bard Spells - -#### Cantrips (0 Level) - -- Dancing Lights -- Light -- Mage Hand -- Mending -- Message -- Minor Illusion -- Prestidigitation -- True Strike -- Vicious Mockery - -#### 1st Level - -- Animal Friendship -- Bane -- Charm Person -- Comprehend Languages -- Cure Wounds -- Detect Magic -- Disguise Self -- Faerie Fire -- Feather Fall -- Healing Word -- Heroism -- Hideous Laughter -- Identify -- Illusory Script -- Longstrider -- Silent Image -- Sleep -- Speak with Animals -- Thunderwave -- Unseen Servant - -#### 2nd Level - -- Animal Messenger -- Blindness/Deafness -- Calm Emotions -- Detect Thoughts -- Enhance Ability -- Enthrall -- Heat Metal -- Hold Person -- Invisibility -- Knock -- Lesser Restoration -- Locate Animals or Plants -- Locate Object -- Magic Mouth -- See Invisibility -- Shatter -- Silence -- Suggestion -- Zone of Truth - -#### 3rd Level - -- Bestow Curse -- Clairvoyance -- Dispel Magic -- Fear -- Glyph of Warding -- Hypnotic Pattern -- Major Image -- Nondetection -- Plant Growth -- Sending -- Speak with Dead -- Speak with Plants -- Stinking Cloud -- Tiny Hut -- Tongues - -#### 4th Level - -- Compulsion -- Confusion -- Dimension Door -- Freedom of Movement -- Greater Invisibility -- Hallucinatory Terrain -- Locate Creature -- Polymorph - -#### 5th Level - -- Animate Objects -- Awaken -- Dominate Person -- Dream -- Geas -- Greater Restoration -- Hold Monster -- Legend Lore -- Mass Cure Wounds -- Mislead -- Modify Memory -- Planar Binding -- Raise Dead -- Scrying -- Seeming -- Teleportation Circle - -#### 6th Level - -- Eyebite -- Find the Path -- Guards and Wards -- Irresistible Dance -- Mass Suggestion -- Programmed Illusion -- True Seeing - -#### 7th Level - -- Arcane Sword -- Etherealness -- Forcecage -- Magnificent Mansion -- Mirage Arcane -- Project Image -- Regenerate -- Resurrection -- Symbol -- Teleport - -#### 8th Level - -- Dominate Monster -- Feeblemind -- Glibness -- Mind Blank -- Power Word Stun - -#### 9th Level - -- Foresight -- Power Word Kill -- True Polymorph - -## Cleric Spells - -#### Cantrips (0 Level) - -- Guidance -- Light -- Mending -- Resistance -- Sacred Flame -- Spare the Dying -- Thaumaturgy - -#### 1st Level - -- Bane -- Bless -- Command -- Create or Destroy Water -- Cure Wounds -- Detect Evil and Good -- Detect Magic -- Detect Poison and Disease -- Guiding Bolt -- Healing Word -- Inflict Wounds -- Protection from Evil and Good -- Purify Food and Drink -- Sanctuary -- Shield of Faith - -#### 2nd Level - -- Aid -- Augury -- Blindness/Deafness -- Calm Emotions -- Continual Flame -- Enhance Ability -- Find Traps -- Gentle Repose -- Hold Person -- Lesser Restoration -- Locate Object -- Prayer of Healing -- Protection from Poison -- Silence -- Spiritual Weapon -- Warding Bond -- Zone of Truth - -#### 3rd Level - -- Animate Dead -- Beacon of Hope -- Bestow Curse -- Clairvoyance -- Create Food and Water -- Daylight -- Dispel Magic -- Glyph of Warding -- Magic Circle -- Mass Healing Word -- Meld into Stone -- Protection from Energy -- Remove Curse -- Revivify -- Sending -- Speak with Dead -- Spirit Guardians -- Tongues -- Water Walk - -#### 4th Level - -- Banishment -- Control Water -- Death Ward -- Divination -- Freedom of Movement -- Guardian of Faith -- Locate Creature -- Stone Shape - -#### 5th Level - -- Commune -- Contagion -- Dispel Evil and Good -- Flame Strike -- Geas -- Greater Restoration -- Hallow -- Insect Plague -- Legend Lore -- Mass Cure Wounds -- Planar Binding -- Raise Dead -- Scrying - -#### 6th Level - -- Blade Barrier -- Create Undead -- Find the Path -- Forbiddance -- Harm -- Heal -- Heroes' Feast -- Planar Ally -- True Seeing -- Word of Recall - -#### 7th Level - -- Conjure Celestial -- Divine Word -- Etherealness -- Fire Storm -- Plane Shift -- Regenerate -- Resurrection -- Symbol - -#### 8th Level - -- Antimagic Field -- Control Weather -- Earthquake -- Holy Aura - -#### 9th Level - -- Astral Projection -- Gate -- Mass Heal -- True Resurrection - -## Druid Spells - -#### Cantrips (0 Level) - -- Druidcraft -- Guidance -- Mending -- Poison Spray -- Produce Flame -- Resistance -- Shillelagh - -#### 1st Level - -- Animal Friendship -- Charm Person -- Create or Destroy Water -- Cure Wounds -- Detect Magic -- Detect Poison and Disease -- Entangle -- Faerie Fire -- Fog Cloud -- Goodberry -- Healing Word -- Jump -- Longstrider -- Purify Food and Drink -- Speak with Animals -- Thunderwave - -#### 2nd Level - -- Animal Messenger -- Barkskin -- Darkvision -- Enhance Ability -- Find Traps -- Flame Blade -- Flaming Sphere -- Gust of Wind -- Heat Metal -- Hold Person -- Lesser Restoration -- Locate Animals or Plants -- Locate Object -- Moonbeam -- Pass without Trace -- Protection from Poison -- Spike Growth - -#### 3rd Level - -- Call Lightning -- Conjure Animals -- Daylight -- Dispel Magic -- Meld into Stone -- Plant Growth -- Protection from Energy -- Sleet Storm -- Speak with Plants -- Water Breathing -- Water Walk -- Wind Wall - -#### 4th Level - -- Blight -- Confusion -- Conjure Minor Elementals -- Conjure Woodland Beings -- Control Water -- Dominate Beast -- Freedom of Movement -- Giant Insect -- Hallucinatory Terrain -- Ice Storm -- Locate Creature -- Polymorph -- Stone Shape -- Stoneskin -- Wall of Fire - -#### 5th Level - -- Antilife Shell -- Awaken -- Commune with Nature -- Conjure Elemental -- Contagion -- Geas -- Greater Restoration -- Insect Plague -- Mass Cure Wounds -- Planar Binding -- Reincarnate -- Scrying -- Tree Stride -- Wall of Stone - -#### 6th Level - -- Conjure Fey -- Find the Path -- Heal -- Heroes' Feast -- Move Earth -- Sunbeam -- Transport via Plants -- Wall of Thorns -- Wind Walk - -#### 7th Level - -- Fire Storm -- Mirage Arcane -- Plane Shift -- Regenerate -- Reverse Gravity - -#### 8th Level - -- Animal Shapes -- Antipathy/Sympathy -- Control Weather -- Earthquake -- Feeblemind -- Sunburst - -#### 9th Level - -- Foresight -- Shapechange -- Storm of Vengeance -- True Resurrection - -## Paladin Spells - -#### 1st Level - -- Bless -- Command -- Cure Wounds -- Detect Evil and Good -- Detect Magic -- Detect Poison and Disease -- Divine Favor -- Heroism -- Protection from Evil and Good -- Purify Food and Drink -- Shield of Faith - -#### 2nd Level - -- Aid -- Branding Smite -- Find Steed -- Lesser Restoration -- Locate Object -- Magic Weapon -- Protection from Poison -- Zone of Truth - -#### 3rd Level - -- Create Food and Water -- Daylight -- Dispel Magic -- Magic Circle -- Remove Curse -- Revivify - -#### 4th Level - -- Banishment -- Death Ward -- Locate Creature - -#### 5th Level - -- Dispel Evil and Good -- Geas -- Raise Dead - -## Ranger Spells - -#### 1st Level - -- Alarm -- Animal Friendship -- Cure Wounds -- Detect Magic -- Detect Poison and Disease -- Fog Cloud -- Goodberry -- Hunter's Mark -- Jump -- Longstrider -- Speak with Animals - -#### 2nd Level - -- Animal Messenger -- Barkskin -- Darkvision -- Find Traps -- Lesser Restoration -- Locate Animals or Plants -- Locate Object -- Pass without Trace -- Protection from Poison -- Silence -- Spike Growth - -#### 3rd Level - -- Conjure Animals -- Daylight -- Nondetection -- Plant Growth -- Protection from Energy -- Speak with Plants -- Water Breathing -- Water Walk -- Wind Wall - -#### 4th Level - -- Conjure Woodland Beings -- Freedom of Movement -- Locate Creature -- Stoneskin - -#### 5th Level - -- Commune with Nature -- Tree Stride - -## Sorcerer Spells - -#### Cantrips (0 Level) - -- Acid Splash -- Chill Touch -- Dancing Lights -- Fire Bolt -- Light -- Mage Hand -- Mending -- Message -- Minor Illusion -- Poison Spray -- Prestidigitation -- Ray of Frost -- Shocking Grasp -- True Strike - -#### 1st Level - -- Burning Hands -- Charm Person -- Color Spray -- Comprehend Languages -- Detect Magic -- Disguise Self -- Expeditious Retreat -- False Life -- Feather Fall -- Fog Cloud -- Jump -- Mage Armor -- Magic Missile -- Shield -- Silent Image -- Sleep -- Thunderwave - -#### 2nd Level - -- Alter Self -- Blindness/Deafness -- Blur -- Darkness -- Darkvision -- Detect Thoughts -- Enhance Ability -- Enlarge/Reduce -- Gust of Wind -- Hold Person -- Invisibility -- Knock -- Levitate -- Mirror Image -- Misty Step -- Scorching Ray -- See Invisibility -- Shatter -- Spider Climb -- Suggestion -- Web - -#### 3rd Level - -- Blink -- Clairvoyance -- Counterspell -- Daylight -- Dispel Magic -- Fear -- Fireball -- Fly -- Gaseous Form -- Haste -- Hypnotic Pattern -- Lightning Bolt -- Major Image -- Protection from Energy -- Sleet Storm -- Slow -- Stinking Cloud -- Tongues -- Water Breathing -- Water Walk - -#### 4th Level - -- Banishment -- Blight -- Confusion -- Dimension Door -- Dominate Beast -- Greater Invisibility -- Ice Storm -- Polymorph -- Stoneskin -- Wall of Fire - -#### 5th Level - -- Animate Objects -- Cloudkill -- Cone of Cold -- Creation -- Dominate Person -- Hold Monster -- Insect Plague -- Seeming -- Telekinesis -- Teleportation Circle -- Wall of Stone - -#### 6th Level - -- Chain Lightning -- Circle of Death -- Disintegrate -- Eyebite -- Globe of Invulnerability -- Mass Suggestion -- Move Earth -- Sunbeam -- True Seeing - -#### 7th Level - -- Delayed Blast Fireball -- Etherealness -- Finger of Death -- Fire Storm -- Plane Shift -- Prismatic Spray -- Reverse Gravity -- Teleport - -#### 8th Level - -- Dominate Monster -- Earthquake -- Incendiary Cloud -- Power Word Stun -- Sunburst - -#### 9th Level - -- Gate -- Meteor Swarm -- Power Word Kill -- Time Stop -- Wish - -## Warlock Spells - -#### Cantrips (0 Level) - -- Chill Touch -- Eldritch Blast -- Mage Hand -- Minor Illusion -- Poison Spray -- Prestidigitation -- True Strike - -#### 1st Level - -- Charm Person -- Comprehend Languages -- Expeditious Retreat -- Hellish Rebuke -- Illusory Script -- Protection from Evil and Good -- Unseen Servant - -#### 2nd Level - -- Darkness -- Enthrall -- Hold Person -- Invisibility -- Mirror Image -- Misty Step -- Ray of Enfeeblement -- Shatter -- Spider Climb -- Suggestion - -#### 3rd Level -- Counterspell -- Dispel Magic -- Fear -- Fly -- Gaseous Form -- Hypnotic Pattern -- Magic Circle -- Major Image -- Remove Curse -- Tongues -- Vampiric Touch - -#### 4th Level - -- Banishment -- Blight -- Dimension Door -- Hallucinatory Terrain - -#### 5th Level - -- Contact Other Plane -- Dream -- Hold Monster -- Scrying - -#### 6th Level - -- Circle of Death -- Conjure Fey -- Create Undead -- Eyebite -- Flesh to Stone -- Mass Suggestion -- True Seeing - -#### 7th Level - -- Etherealness -- Finger of Death -- Forcecage -- Plane Shift - -#### 8th Level - -- Demiplane -- Dominate Monster -- Feeblemind -- Glibness -- Power Word Stun - -#### 9th Level - -- Astral Projection -- Foresight -- Imprisonment -- Power Word Kill -- True Polymorph - -## Wizard Spells - -#### Cantrips (0 Level) - -- Acid Splash -- Chill Touch -- Dancing Lights -- Fire Bolt -- Light -- Mage Hand -- Mending -- Message -- Minor Illusion -- Poison Spray -- Prestidigitation -- Ray of Frost -- Shocking Grasp -- True Strike - -#### 1st Level - -- Alarm -- Burning Hands -- Charm Person -- Color Spray -- Comprehend Languages -- Detect Magic -- Disguise Self -- Expeditious Retreat -- False Life -- Feather Fall -- Find Familiar -- Floating Disk -- Fog Cloud -- Grease -- Hideous Laughter -- Identify -- Illusory Script -- Jump -- Longstrider -- Mage Armor -- Magic Missile -- Protection from Evil and Good -- Shield -- Silent Image -- Sleep -- Thunderwave -- Unseen Servant - -#### 2nd Level - -- Acid Arrow -- Alter Self -- Arcane Lock -- Arcanist's Magic Aura -- Blindness/Deafness -- Blur -- Continual Flame -- Darkness -- Darkvision -- Detect Thoughts -- Enlarge/Reduce -- Flaming Sphere -- Gentle Repose -- Gust of Wind -- Hold Person -- Invisibility -- Knock -- Levitate -- Locate Object -- Magic Mouth -- Magic Weapon -- Mirror Image -- Misty Step -- Ray of Enfeeblement -- Rope Trick -- Scorching Ray -- See Invisibility -- Shatter -- Spider Climb -- Suggestion -- Web - -#### 3rd Level - -- Animate Dead -- Bestow Curse -- Blink -- Clairvoyance -- Counterspell -- Dispel Magic -- Fear -- Fireball -- Fly -- Gaseous Form -- Glyph of Warding -- Haste -- Hypnotic Pattern -- Lightning Bolt -- Magic Circle -- Major Image -- Nondetection -- Phantom Steed -- Protection from Energy -- Remove Curse -- Sending -- Sleet Storm -- Slow -- Stinking Cloud -- Tiny Hut -- Tongues -- Vampiric Touch -- Water Breathing - -#### 4th Level - -- Arcane Eye -- Banishment -- Black Tentacles -- Blight -- Confusion -- Conjure Minor Elementals -- Control Water -- Dimension Door -- Fabricate -- Faithful Hound -- Fire Shield -- Greater Invisibility -- Hallucinatory Terrain -- Ice Storm -- Locate Creature -- Phantasmal Killer -- Polymorph -- Private Sanctum -- Resilient Sphere -- Secret Chest -- Stone Shape -- Stoneskin -- Wall of Fire - -#### 5th Level - -- Animate Objects -- Arcane Hand -- Cloudkill -- Cone of Cold -- Conjure Elemental -- Contact Other Plane -- Creation -- Dominate Person -- Dream -- Geas -- Hold Monster -- Legend Lore -- Mislead -- Modify Memory -- Passwall -- Planar Binding -- Scrying -- Seeming -- Telekinesis -- Telepathic Bond -- Teleportation Circle -- Wall of Force -- Wall of Stone - -#### 6th Level - -- Chain Lightning -- Circle of Death -- Contingency -- Create Undead -- Disintegrate -- Eyebite -- Flesh to Stone -- Freezing Sphere -- Globe of Invulnerability -- Guards and Wards -- Instant Summons -- Irresistible Dance -- Magic Jar -- Mass Suggestion -- Move Earth -- Programmed Illusion -- Sunbeam -- True Seeing -- Wall of Ice - -#### 7th Level - -- Arcane Sword -- Delayed Blast Fireball -- Etherealness -- Finger of Death -- Forcecage -- Magnificent Mansion -- Mirage Arcane -- Plane Shift -- Prismatic Spray -- Project Image -- Reverse Gravity -- Sequester -- Simulacrum -- Symbol -- Teleport - -#### 8th Level - -- Antimagic Field -- Antipathy/Sympathy -- Clone -- Control Weather -- Demiplane -- Dominate Monster -- Feeblemind -- Incendiary Cloud -- Maze -- Mind Blank -- Power Word Stun -- Sunburst - -#### 9th Level - -- Astral Projection -- Foresight -- Gate -- Imprisonment -- Meteor Swarm -- Power Word Kill -- Prismatic Wall -- Shapechange -- Time Stop -- True Polymorph -- Weird -- Wish \ No newline at end of file diff --git a/documents/spells/Spells A.md b/documents/spells/Spells A.md deleted file mode 100644 index 5f21bfa..0000000 --- a/documents/spells/Spells A.md +++ /dev/null @@ -1,431 +0,0 @@ -# Spells (A) - -#### Acid Arrow - -*2nd-level evocation* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S, M (powdered rhubarb leaf and an adder's stomach) - -**Duration:** Instantaneous - -A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. - -#### Acid Splash - -*Conjuration cantrip* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. - -This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). - -#### Aid - -*2nd-level abjuration* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a tiny strip of white cloth) - -**Duration:** 8 hours - -Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd. - -#### Alarm - -*1st-level abjuration (ritual)* - -**Casting Time:** 1 minute - -**Range:** 30 feet - -**Components:** V, S, M (a tiny bell and a piece of fine silver wire) - -**Duration:** 8 hours - -You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. - -A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. - -An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. - -#### Alter Self - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. - -***Aquatic Adaptation***. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. - -***Change Appearance***. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. - -***Natural Weapons***. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. - -#### Animal Friendship - -*1st-­level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a morsel of food) - -**Duration:** 24 hours - -This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends. - -***At Higher Levels***. When you cast this spell using a  spell slot of 2nd level or higher, you can affect one additional beast t level above 1st. - -#### Animal Messenger - -*2nd-level enchantment (ritual)* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a morsel of food) - -**Duration:** 24 hours - -By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. - -When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. - -***At Higher Levels***. If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd. - -#### Animal Shapes - -*8th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Concentration, up to 24 hours - -Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. - -The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells. - -The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment. - -#### Animate Dead - -*3rd-level necromancy* - -**Casting Time:** 1 minute - -**Range:** 10 feet - -**Components:** V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) - -**Duration:** Instantaneous - -This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics). - -On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. - -The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. - -#### Animate Objects - -*5th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. - -As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. - -**Table- Animate Object Stats** - -| Size | HP | AC | Attack | Str | Dex | -|--------|----|----|----------------------------|-----|-----| -| Tiny | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 | -| Small | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 | -| Medium | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 | -| Large | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 | -| Huge | 80 | 10 | +8 to hit, 2d12 + 4 damage | 18 | 6 | -| | | | | | | - -An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is - -30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. - -If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form. - -***At Higher Levels***. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. - -#### Antilife Shell - -*5th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Self (10-foot radius) - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. - -The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. - -If you move so that an affected creature is forced to pass through the barrier, the spell ends. - -#### Antimagic Field - -*8th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Self (10-foot radius sphere) - -**Components:** V, S, M (a pinch of powdered iron or iron filings) - -**Duration:** Concentration, up to 1 hour - -A 10-foot radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. - -Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. - -***Targeted Effects***. Spells and other magical effects, such as *magic missile* and *charm person*, that target a creature or an object in the sphere have no effect on that target. - -***Areas of Magic***. The area of another spell or magical effect, such as *fireball*, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a *wall of fire* are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. - -***Spells***. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. - -***Magic Items***. The properties and powers of magic items are suppressed in the sphere. For example, a *+1 longsword* in the sphere functions as a nonmagical longsword. - -A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. - -***Magical Travel***. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the *rope trick* spell, temporarily closes while in the sphere. - -***Creatures and Objects***. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. - -***Dispel Magic***. Spells and magical effects such as *dispel magic* have no effect on the sphere. Likewise, the spheres created by different *antimagic field* spells don't nullify each other. - -#### Antipathy/Sympathy - -*8th-level enchantment* - -**Casting Time:** 1 hour - -**Range:** 60 feet - -**Components:** V, S, M (either a lump of alum soaked in vinegar for the *antipathy* effect or a drop of honey for the *sympathy* effect) - -**Duration:** 10 days - -This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. - -***Antipathy***. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. - -***Sympathy***. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. - -If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. - -***Ending the Effect***. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. - -A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again. - -#### Arcane Eye - -*4th-level divination* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a bit of bat fur) - -**Duration:** Concentration, up to 1 hour - -You create an invisible, magical eye within range that hovers in the air for the duration. - -You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. - -As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter. - -#### Arcane Hand - -*5th-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (an eggshell and a snakeskin glove) - -**Duration:** Concentration, up to 1 minute - -You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. - -The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space. - -When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it. - -***Clenched Fist***. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. - -***Forceful Hand***. The hand attempts to push a creature within 5 feet of it in a direction you choose. - -Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. - -***Grasping Hand***. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. - -***Interposing Hand***. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. - -#### Arcane Lock - -*2nd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (gold dust worth at least 25 gp, which the spell consumes) - -**Duration:** Until dispelled - -You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting *knock* on the object suppresses *arcane lock* for 10 minutes. - -While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10. - -#### Arcane Sword - -*7th-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp) - -**Duration:** Concentration, up to 1 minute - -You create a sword-shaped plane of force that hovers within range. It lasts for the duration. - -When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. - -#### Arcanist's Magic Aura - -*2nd-level illusion* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a small square of silk) - -**Duration:** 24 hours - -You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. - -When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. - -***False Aura***. You change the way the target appears to spells and magical effects, such as *detect magic*, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. - -***Mask***. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a *symbol* spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment. - -#### Astral Projection - -*9th-level necromancy* - -**Casting Time:** 1 hour - -**Range:** 10 feet - -**Components:** V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes) - -**Duration:** Special - -You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. - -Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. - -Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. - -The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. - -The spell might also end early for you or one of your companions. A successful *dispel magic* spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. - -If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points. - -#### Augury - -*2nd-level divination (ritual)* - -**Casting Time:** 1 minute - -**Range:** Self - -**Components:** V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) - -**Duration:** Instantaneous - -By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens: - -- *Weal*, for good results -- *Woe*, for bad results -- *Weal and woe*, for both good and bad results -- *Nothing*, for results that aren't especially good or bad - -The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. - -If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret. - -#### Awaken - -*5th-level transmutation* - -**Casting Time:** 8 hours - -**Range:** Touch - -**Components:** V, S, M (an agate worth at least 1,000 gp, which the spell consumes) - -**Duration:** Instantaneous - -After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. - -The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed. \ No newline at end of file diff --git a/documents/spells/Spells B.md b/documents/spells/Spells B.md deleted file mode 100644 index 7973ecc..0000000 --- a/documents/spells/Spells B.md +++ /dev/null @@ -1,238 +0,0 @@ -# Spells (B) - -#### Bane - -*1st-level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a drop of blood) - -**Duration:** Concentration, up to 1 minute - -Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. - -#### Banishment - -*4th-level abjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (an item distasteful to the target) - -**Duration:** Concentration, up to 1 minute - -You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. - -If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. - -If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return. - -***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. - -#### Barkskin - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a handful of oak bark) - -**Duration:** Concentration, up to 1 hour - -You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing. - -#### Beacon of Hope - -*3rd-level abjuration* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. - -#### Bestow Curse - -*3rd-level necromancy* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: - -- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. -- While cursed, the target has disadvantage on attack rolls against you. -- While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. -- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. - -A *remove curse* spell ends this effect. At the GM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse's effect. - -***At Higher Levels***. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration. - -#### Black Tentacles - -*4th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S, M (a piece of tentacle from a giant octopus or a giant squid) - -**Duration:** Concentration, up to 1 minute - -Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. - -When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. - -A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. - -#### Blade Barrier - -*6th-level evocation* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. - -When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage. - -#### Bless - -*1st-level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a sprinkling of holy water) - -**Duration:** Concentration, up to 1 minute - -You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. - -#### Blight - -*4th-level necromancy* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Instantaneous - -Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. - -If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. - -If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies. - -***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. - -#### Blindness/Deafness - -*2nd-level necromancy* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V - -**Duration:** 1 minute - -You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. - -#### Blink - -*3rd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** 1 minute - -Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. - -While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so. - -#### Blur - -*2nd-level illusion* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V - -**Duration:** Concentration, up to 1 minute - -Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. - -#### Branding Smite - -*2nd-­level evocation* - -**Casting Time:** 1 bonus action - -**Range:** Self - -**Components:** V - -**Duration:** Concentration, up to 1 minute - -The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-­foot radius and can't become invisible until the spell ends. - -***At Higher Levels***. When you cast this spell using a  spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. - -#### Burning Hands - -*1st-level evocation* - -**Casting Time:** 1 action - -**Range:** Self (15-foot cone) - -**Components:** V, S - -**Duration:** Instantaneous - -As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. - -The fire ignites any flammable objects in the area that aren't being worn or carried. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. \ No newline at end of file diff --git a/documents/spells/Spells C.md b/documents/spells/Spells C.md deleted file mode 100644 index ff52b37..0000000 --- a/documents/spells/Spells C.md +++ /dev/null @@ -1,755 +0,0 @@ -# Spells (C) - -#### Call Lightning - -*3rd-level conjuration* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). - -When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. - -If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd. - -#### Calm Emotions - -*2nd-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. - -You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. - -Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise. - -#### Chain Lightning - -*6th-level evocation* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) - -**Duration:** Instantaneous - -You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. - -A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. - -#### Charm Person - -*1st-level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** 1 hour - -You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. - -#### Chill Touch - -*Necromancy cantrip* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** 1 round - -You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. - -If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. - -This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - -#### Circle of Death - -*6th-level necromancy* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (the powder of a crushed black pearl worth at least 500 gp) - -**Duration:** Instantaneous - -A sphere of negative energy ripples out in a 60-foot radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. - -#### Clairvoyance - -*3rd-level divination* - -**Casting Time:** 10 minutes - -**Range:** 1 mile - -**Components:** V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) - -**Duration:** Concentration, up to 10 minutes - -You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. - -When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. - -A creature that can see the sensor (such as a creature benefiting from *see invisibility* or truesight) sees a luminous, intangible orb about the size of your fist. - -#### Clone - -*8th-level necromancy* - -**Casting Time:** 1 hour - -**Range:** Touch - -**Components:** V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water) - -**Duration:** Instantaneous - -This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. - -At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. - -The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere. - -#### Cloudkill - -*5th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -You create a 20-foot radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. - -When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. - -The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. - -#### Color Spray - -*1st-level illusion* - -**Casting Time:** 1 action - -**Range:** Self (15-foot cone) - -**Components:** V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) - -**Duration:** 1 round - -A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). - -Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. - -#### Command - -*1st-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V - -**Duration:** 1 round - -You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. - -Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends. - -***Approach***. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. - -***Drop***. The target drops whatever it is holding and then ends its turn. - -***Flee***. The target spends its turn moving away from you by the fastest available means. - -***Grovel***. The target falls prone and then ends its turn. - -***Halt***. The target doesn't move and takes no actions. - -A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. - -#### Commune - -*5th-level divination (ritual)* - -**Casting Time:** 1 minute - -**Range:** Self - -**Components:** V, S, M (incense and a vial of holy or unholy water) - -**Duration:** 1 minute - -You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. - -Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead. - -If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret. - -#### Commune with Nature - -*5th-level divination (ritual)* - -**Casting Time:** 1 minute - -**Range:** Self - -**Components:** V, S - -**Duration:** Instantaneous - -You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. - -You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: - -- terrain and bodies of water -- prevalent plants, minerals, animals, or peoples -- powerful celestials, fey, fiends, elementals, or undead -- influence from other planes of existence -- buildings - -For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns. - -#### Comprehend Languages - -*1st-level divination (ritual)* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a pinch of soot and salt) - -**Duration:** 1 hour - -For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. - -This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language. - -#### Compulsion - -*4th-­level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. - -A target isn't compelled to move into an obviously  deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. - -#### Cone of Cold - -*5th-level evocation* - -**Casting Time:** 1 action - -**Range:** Self (60-foot cone) - -**Components:** V, S, M (a small crystal or glass cone) - -**Duration:** Instantaneous - -A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. - -A creature killed by this spell becomes a frozen statue until it thaws. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. - -#### Confusion - -*4th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S, M (three nut shells) - -**Duration:** Concentration, up to 1 minute - -This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. - -An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. - -**Table- Confusion Behavior** - -| d10 | Behavior | -|------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. | -| 2-6 | The creature doesn't move or take actions this turn. | -| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. | -| 9-10 | The creature can act and move normally. | -| | | - -At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. - -***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th. - -#### Conjure Animals - -*3rd-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: - -- One beast of challenge rating 2 or lower -- Two beasts of challenge rating 1 or lower -- Four beasts of challenge rating 1/2 or lower -- Eight beasts of challenge rating 1/4 or lower - -Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. - -The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. - -The GM has the creatures' statistics. - -***At Higher Levels***. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. - -#### Conjure Celestial - -*7th-level conjuration* - -**Casting Time:** 1 minute - -**Range:** 90 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. - -The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. - -The GM has the celestial's statistics. - -***At Higher Levels***. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower. - -#### Conjure Elemental - -*5th-level conjuration* - -**Casting Time:** 1 minute - -**Range:** 90 feet - -**Components:** V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water) - -**Duration:** Concentration, up to 1 hour - -You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. - -The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. - -If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. - -The GM has the elemental's statistics. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. - -#### Conjure Fey - -*6th-level conjuration* - -**Casting Time:** 1 minute - -**Range:** 90 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. - -The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. - -If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. - -The GM has the fey creature's statistics. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th. - -#### Conjure Minor Elementals - -*4th-level conjuration* - -**Casting Time:** 1 minute - -**Range:** 90 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: - -- One elemental of challenge rating 2 or lower -- Two elementals of challenge rating 1 or lower -- Four elementals of challenge rating 1/2 or lower -- Eight elementals of challenge rating 1/4 or lower - -An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. - -The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. - -The GM has the creatures' statistics. - -***At Higher Levels***. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. - -#### Conjure Woodland Beings - -*4th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (one holly berry per creature summoned) - -**Duration:** Concentration, up to 1 hour - -You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: - -- One fey creature of challenge rating 2 or lower -- Two fey creatures of challenge rating 1 or lower -- Four fey creatures of challenge rating 1/2 or lower -- Eight fey creatures of challenge rating 1/4 or lower - -A summoned creature disappears when it drops to 0 hit points or when the spell ends. - -The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. - -The GM has the creatures' statistics. - -***At Higher Levels***. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. - -#### Contact Other Plane - -*5th-level divination (ritual)* - -**Casting Time:** 1 minute - -**Range:** Self - -**Components:** V - -**Duration:** 1 minute - -You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A *greater restoration* spell cast on you ends this effect. - -On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer. - -#### Contagion - -*5th-level necromancy* - -**Casting Time:** 1 action - -**Range:** Touch -**Component:** V, S - -**Duration:** 7 days - -Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned. - -At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration. - -Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it. - -***Blinding Sickness***. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. - -***Filth Fever***. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. - -***Flesh Rot***. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. - -***Mindfire***. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the *confusion* spell during combat. - -***Seizure***. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. - -***Slimy Doom***. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. - -#### Contingency - -*6th-level evocation* - -**Casting Time:** 10 minutes - -**Range:** Self - -**Components:** V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) - -**Duration:** 10 days - -Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell-called the contingent spell-as part of casting *contingency*, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a *contingency* cast with *water breathing* might stipulate that *water breathing* comes into effect when you are engulfed in water or a similar liquid. - -The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then *contingency* ends. - -The contingent spell takes effect only on you, even if it can normally target others. You can use only one *contingency* spell at a time. If you cast this spell again, the effect of another *contingency* spell on you ends. Also, *contingency* ends on you if its material component is ever not on your person. - -#### Continual Flame - -*2nd-level evocation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (ruby dust worth 50 gp, which the spell consumes) - -**Duration:** Until dispelled - -A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A *continual flame* can be covered or hidden but not smothered or quenched. - -#### Control Water - -*4th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 300 feet - -**Components:** V, S, M (a drop of water and a pinch of dust) - -**Duration:** Concentration, up to 10 minutes - -Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. - -***Flood***. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. - -If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. - -The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. - -***Part Water***. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. - -***Redirect Flow***. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. - -***Whirlpool***. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. - -When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. - -The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex. - -#### Control Weather - -*8th-level transmutation* - -**Casting Time:** 10 minutes - -**Range:** Self (5-mile radius) - -**Components:** V, S, M (burning incense and bits of earth and wood mixed in water) - -**Duration:** Concentration, up to 8 hours - -You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early. - -When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. - -When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. - -**Table- Control Weather (Precipitation)** - -| Stage | Condition | -|-------|--------------------------------------------| -| 1 | Clear | -| 2 | Light clouds | -| 3 | Overcast or ground fog | -| 4 | Rain, hail, or snow | -| 5 | Torrential rain, driving hail, or blizzard | -| | | - -**Table- Control Weather (Temperature)** - -| Stage | Condition | -|-------|-----------------| -| 1 | Unbearable heat | -| 2 | Hot | -| 3 | Warm | -| 4 | Cool | -| 5 | Cold | -| 6 | Arctic cold | -| | | - -**Table- Control Weather (Wind)** - -| Stage | Condition | -|-------|---------------| -| 1 | Calm | -| 2 | Moderate wind | -| 3 | Strong wind | -| 4 | Gale | -| 5 | Storm | -| | | - -#### Counterspell - -*3rd-­level abjuration* - -**Casting Time:** 1 reaction, which you take when you see a creature within 60 feet of you casting a spell - -**Range:** 60 feet - -**Components:** S - -**Duration:** Instantaneous - -You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. - -#### Create Food and Water - -*3rd-level conjuration* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad. - -#### Create or Destroy Water - -*1st-level transmutation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a drop of water if creating water or a few grains of sand if destroying it) - -**Duration:** Instantaneous - -You either create or destroy water. - -***Create Water***. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. - -***Destroy Water***. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. - -#### Create Undead - -*6th-level necromancy* - -**Casting Time:** 1 minute - -**Range:** 10 feet - -**Components:** V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse) - -**Duration:** Instantaneous - -You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.) - -As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. - -The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. - -***At Higher Levels***. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies. - -#### Creation - -*5th-level illusion* - -**Casting Time:** 1 minute - -**Range:** 30 feet - -**Components:** V, S, M (a tiny piece of matter of the same type of the item you plan to create) - -**Duration:** Special - -You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within -**Range:** soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. - -The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. - -**Table- Creation Duration** - -| Material | Duration | -|-----------------------|------------| -| Vegetable matter | 1 day | -| Stone or crystal | 12 hours | -| Precious metals | 1 hour | -| Gems | 10 minutes | -| Adamantine or mithral | 1 minute | -| | | - -Using any material created by this spell as another spell's material component causes that spell to fail. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th. - -#### Cure Wounds - -*1st-level evocation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Instantaneous - -A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. \ No newline at end of file diff --git a/documents/spells/Spells D.md b/documents/spells/Spells D.md deleted file mode 100644 index 94daa20..0000000 --- a/documents/spells/Spells D.md +++ /dev/null @@ -1,443 +0,0 @@ -# Spells (D) - -#### Dancing Lights - -*Evocation cantrip* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a bit of phosphorus or wychwood, or a glowworm) - -**Duration:** Concentration, up to 1 minute - -You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. - -As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. - -#### Darkness - -*2nd-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, M (bat fur and a drop of pitch or piece of coal) - -**Duration:** Concentration, up to 10 minutes - -Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. - -If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. - -If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. - -#### Darkvision - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (either a pinch of dried carrot or an agate) - -**Duration:** 8 hours - -You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet. - -#### Daylight - -*3rd-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** 1 hour - -A 60-foot radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. - -If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. - -If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. - -#### Death Ward - -*4th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** 8 hours - -You touch a creature and grant it a measure of protection from death. - -The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. - -If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends. - -#### Delayed Blast Fireball - -*7th-level evocation* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (a tiny ball of bat guano and sulfur) - -**Duration:** Concentration, up to 1 minute - -A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. - -The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. - -If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. - -The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. - -***At Higher Levels***. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th. - -#### Demiplane - -*8th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** S - -**Duration:** 1 hour - -You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. - -Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead. - -#### Detect Evil and Good - -*1st-level divination* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. - -The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. - -#### Detect Magic - -*1st-level divination (ritual)* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. - -The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. - -#### Detect Poison and Disease - -*1st-level divination (ritual)* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a yew leaf) - -**Duration:** Concentration, up to 10 minutes - -For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. - -The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. - -#### Detect Thoughts - -*2nd-level divination* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a copper piece) - -**Duration:** Concentration, up to 1 minute - -For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. - -You initially learn the surface thoughts of the creature-what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. - -Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. - -You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. - -Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range. - -#### Dimension Door - -*4th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 500 feet - -**Components:** V - -**Duration:** Instantaneous - -You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet." - -You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. - -If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. - -#### Disguise Self - -*1st-level illusion* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** 1 hour - -You make yourself-including your clothing, armor, weapons, and other belongings on your person- look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. - -The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. - -To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. - -#### Disintegrate - -*6th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a lodestone and a pinch of dust) - -**Duration:** Instantaneous - -A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by *wall of force*. - -A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points. - -A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a *true resurrection* or a *wish* spell. - -This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot cube portion of it. A magic item is unaffected by this spell. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. - -#### Dispel Evil and Good - -*5th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (holy water or powdered silver and iron) - -**Duration:** Concentration, up to 1 minute - -Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. - -You can end the spell early by using either of the following special functions. - -***Break Enchantment***. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures. - -***Dismissal***. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild. - -#### Dispel Magic - -*3rd-level abjuration* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Instantaneous - -Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. - -#### Divination - -*4th-level divination (ritual)* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes) - -**Duration:** Instantaneous - -Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. - -The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. - -If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret. - -#### Divine Favor - -*1st-level evocation* - -**Casting Time:** 1 bonus action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. - -#### Divine Word - -*7th-level evocation* - -**Casting Time:** 1 bonus action - -**Range:** 30 feet - -**Components:** V - -**Duration:** Instantaneous - -You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: - -- 50 hit points or fewer: deafened for 1 minute -- 40 hit points or fewer: deafened and blinded for 10 minutes -- 30 hit points or fewer: blinded, deafened, and stunned for 1 hour -- 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a *wish* spell. - -#### Dominate Beast - -*4th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. - -While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. - -You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. - -Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. - -***At Higher Levels***. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours. - -#### Dominate Monster - -*8th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. - -While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. - -You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. - -Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. - -***At Higher Levels***. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. - -#### Dominate Person - -*5th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. - -While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. - -You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. - -Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. - -***At Higher Levels***. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. - -#### Dream - -*5th-level illusion* - -**Casting Time:** 1 minute - -**Range:** Special - -**Components:** V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) - -**Duration:** 8 hours - -This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. - -If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. - -You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. - -If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. - -#### Druidcraft - -*Transmutation cantrip* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Instantaneous - -Whispering to the spirits of nature, you create one of the following effects within range: - -- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. -- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. -- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. -- You instantly light or snuff out a candle, a torch, or a small campfire. \ No newline at end of file diff --git a/documents/spells/Spells E.md b/documents/spells/Spells E.md deleted file mode 100644 index 359fa14..0000000 --- a/documents/spells/Spells E.md +++ /dev/null @@ -1,183 +0,0 @@ -# Spells (E) - -#### Earthquake - -*8th-level evocation* - -**Casting Time:** 1 action - -**Range:** 500 feet - -**Components:** V, S, M (a pinch of dirt, a piece of rock, and a lump of clay) - -**Duration:** Concentration, up to 1 minute - -You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. - -The ground in the area becomes difficult terrain. - -Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken. - -When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. - -This spell can have additional effects depending on the terrain in the area, as determined by the GM. - -***Fissures***. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. - -A fissure that opens beneath a structure causes it to automatically collapse (see below). - -***Structures***. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried. - -#### Eldritch Blast - -*Evocation cantrip* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Instantaneous - -A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. - -The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. - -#### Enhance Ability - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (fur or a feather from a beast) - -**Duration:** Concentration, up to 1 hour. - -You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. - -***Bear's Endurance***. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. - -***Bull's Strength***. The target has advantage on Strength checks, and his or her carrying capacity doubles. - -***Cat's Grace***. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. - -***Eagle's Splendor***. The target has advantage on Charisma checks. - -***Fox's Cunning***. The target has advantage on Intelligence checks. - -***Owl's Wisdom***. The target has advantage on Wisdom checks. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. - -#### Enlarge/Reduce - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a pinch of powdered iron) - -**Duration:** Concentration, up to 1 minute - -You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. - -If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. - -***Enlarge***. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. - -***Reduce***. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category-from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1). - -#### Entangle - -*1st-level conjuration* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. - -A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. - -When the spell ends, the conjured plants wilt away. - -#### Enthrall - -*2nd-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** 1 minute - -You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. - -#### Etherealness - -*7th-level transmutation* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** Up to 8 hours - -You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. - -While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. - -You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. - -When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. - -This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes. - -***At Higher Levels***. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell. - -#### Expeditious Retreat - -*1st-level transmutation* - -**Casting Time:** 1 bonus action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. - -#### Eyebite - -*6th-level necromancy* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of *eyebite*. - -***Asleep***. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. - -***Panicked***. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. - -***Sickened***. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends. \ No newline at end of file diff --git a/documents/spells/Spells F.md b/documents/spells/Spells F.md deleted file mode 100644 index 4370cfd..0000000 --- a/documents/spells/Spells F.md +++ /dev/null @@ -1,507 +0,0 @@ -# Spells (F) - -#### Fabricate - -*4th-level transmutation* - -**Casting Time:** 10 minutes - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. - -Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. - -Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects. - -#### Faerie Fire - -*1st-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V - -**Duration:** Concentration, up to 1 minute - -Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. - -Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. - -#### Faithful Hound - -*4th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a tiny silver whistle, a piece of bone, and a thread) - -**Duration:** 8 hours - -You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. - -The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. - -At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage. - -#### False Life - -*1st-level necromancy* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a small amount of alcohol or distilled spirits) - -**Duration:** 1 hour - -Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. - -#### Fear - -*3rd-level illusion* - -**Casting Time:** 1 action - -**Range:** Self (30-foot cone) - -**Components:** V, S, M (a white feather or the heart of a hen) - -**Duration:** Concentration, up to 1 minute - -You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. - -While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. - -#### Feather Fall - -*1st-level transmutation* - -**Casting Time:** 1 reaction, which you take when you or a creature within 60 feet of you falls - -**Range:** 60 feet - -**Components:** V, M (a small feather or piece of down) - -**Duration:** 1 minute - -Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. - -#### Feeblemind - -*8th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (a handful of clay, crystal, glass, or mineral spheres) - -**Duration:** Instantaneous - -You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. - -On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. - -At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. - -The spell can also be ended by *greater restoration*, *heal*, or *wish*. - -#### Find Familiar - -*1st-­level conjuration (ritual)* - -**Casting Time:** 1 hour - -**Range:** 10 feet - -**Components:** V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) - -**Duration:** Instantaneous - -You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. - -Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. - -When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. - -While your familiar is within 100 feet of you, you  can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. - -As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. - -You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. - -Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. - -#### Find Steed - -*2nd-level conjuration* - -**Casting Time:** 10 minutes - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. - -Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. - -When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. - -While your steed is within 1 mile of you, you can communicate with each other telepathically. - -You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. - -#### Find the Path - -*6th-level divination* - -**Casting Time:** 1 minute - -**Range:** Self - -**Components:** V, S, M (a set of divinatory tools- such as bones, ivory sticks, cards, teeth, or carved runes-worth 100 gp and an object from the location you wish to find) - -**Duration:** Concentration, up to 1 day - -This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails. - -For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination. - -#### Find Traps - -*2nd-level divination* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the *alarm* spell, a *glyph of warding*, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. - -This spell merely reveals that a trap is present. - -You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense. - -#### Finger of Death - -*7th-level necromancy* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. - -A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. - -#### Fireball - -*3rd-level evocation* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (a tiny ball of bat guano and sulfur) - -**Duration:** Instantaneous - -A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. - -The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. - -#### Fire Bolt - -*Evocation cantrip* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. - -This spell's damage increases by 1d10 when you  reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). - -#### Fire Shield - -*4th-level evocation* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a bit of phosphorus or a firefly) - -**Duration:** 10 minutes - -Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. - -The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. - -In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield. - -#### Fire Storm - -*7th-level evocation* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S - -**Duration:** Instantaneous - -A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. - -The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell. - -#### Flame Blade - -*2nd-level evocation* - -**Casting Time:** 1 bonus action - -**Range:** Self - -**Components:** V, S, M (leaf of sumac) - -**Duration:** Concentration, up to 10 minutes - -You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. - -You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. - -The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. - -#### Flame Strike - -*5th-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (pinch of sulfur) - -**Duration:** Instantaneous - -A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. - -#### Flaming Sphere - -*2nd-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) - -**Duration:** Concentration, up to 1 minute - -A 5-foot diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. - -As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. - -When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. - -#### Flesh to Stone - -*6th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a pinch of lime, water, and earth) - -**Duration:** Concentration, up to 1 minute - -You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. - -A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. - -If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. - -If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed. - -#### Floating Disk - -*1st-level conjuration (ritual)* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a drop of mercury) - -**Duration:** 1 hour - -This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. - -The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot deep pit, nor could it leave such a pit if it was created at the bottom. - -If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends. - -#### Fly - -*3rd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a wing feather from any bird) - -**Duration:** Concentration, up to 10 minutes - -You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. - -#### Fog Cloud - -*1st-level conjuration* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You create a 20-foot radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. - -#### Forbiddance - -*6th-level abjuration (ritual)* - -**Casting Time:** 10 minutes - -**Range:** Touch - -**Components:** V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp) - -**Duration:** 1 day - -You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the *gate* spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the *plane shift* spell. - -In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). - -When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. - -The spell's area can't overlap with the area of another *forbiddance* spell. If you cast *forbiddance* every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting. - -#### Forcecage - -*7th-level evocation* - -**Casting Time:** 1 action - -**Range:** 100 feet - -**Components:** V, S, M (ruby dust worth 1,500 gp) - -**Duration:** 1 hour - -An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. - -A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. - -A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. - -When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. - -A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. - -This spell can't be dispelled by *dispel magic*. - -#### Foresight - -*9th-level divination* - -**Casting Time:** 1 minute - -**Range:** Touch - -**Components:** V, S, M (a hummingbird feather) - -**Duration:** 8 hours - -You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. - -This spell immediately ends if you cast it again before its duration ends. - -#### Freedom of Movement - -*4th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a leather strap, bound around the arm or a similar appendage) - -**Duration:** 1 hour - -You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. - -The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. - -#### Freezing Sphere - -*6th-level evocation* - -**Casting Time:** 1 action - -**Range:** 300 feet - -**Components:** V, S, M (a small crystal sphere) - -**Duration:** Instantaneous - -A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. - -If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. - -You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. \ No newline at end of file diff --git a/documents/spells/Spells G.md b/documents/spells/Spells G.md deleted file mode 100644 index 68a102e..0000000 --- a/documents/spells/Spells G.md +++ /dev/null @@ -1,324 +0,0 @@ -# Spells (G) - -#### Gaseous Form - -*3rd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a bit of gauze and a wisp of smoke) - -**Duration:** Concentration, up to 1 hour - -You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. - -While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. - -While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells. - -#### Gate - -*9th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a diamond worth at least 5,000 gp) - -**Duration:** Concentration, up to 1 minute - -You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. - -The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. - -Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. - -When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you. - -#### Geas - -*5th-level enchantment* - -**Casting Time:** 1 minute - -**Range:** 60 feet - -**Components:** V - -**Duration:** 30 days - -You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. - -You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. - -You can end the spell early by using an action to dismiss it. A *remove curse*, *greater restoration*, or *wish* spell also ends it. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. - -#### Gentle Repose - -*2nd-level necromancy (ritual)* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration) - -**Duration:** 10 days - -You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. - -The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as *raise dead*. - -#### Giant Insect - -*4th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. - -Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement. - -A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. - -The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp. - -#### Glibness - -*8th-level transmutation* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V - -**Duration:** 1 hour - -Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful. - -#### Globe of Invulnerability - -*6th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Self (10-foot radius) - -**Components:** V, S, M (a glass or crystal bead that shatters when the spell ends) - -**Duration:** Concentration, up to 1 minute - -An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. - -Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th. - -#### Glyph of Warding - -*3rd-level abjuration* - -**Casting Time:** 1 hour - -**Range:** Touch - -**Components:** V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) - -**Duration:** Until dispelled or triggered - -When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. - -The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. - -You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. - -You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. - -When you inscribe the glyph, choose *explosive runes* or a *spell glyph*. - -***Explosive Runes***. When triggered, the glyph erupts with magical energy in a 20-foot radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. - -***Spell Glyph***. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage of an *explosive runes* glyph increases by 1d8 for each slot level above 3rd. If you create a *spell glyph*, you can store any spell of up to the same level as the slot you use for the *glyph of warding*. - -#### Goodberry - -*1st-level transmutation* - -**Casting Time:** 1 action - - -**Range:** Touch - -**Components:** V, S, M (a sprig of mistletoe) - -**Duration:** Instantaneous - -Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. - -The berries lose their potency if they have not  been consumed within 24 hours of the casting of this spell. - -#### Grease - -*1st-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a bit of pork rind or butter) - -**Duration:** 1 minute - -Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. - -When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. - -#### Greater Invisibility - -*4th-level illusion* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. - -#### Greater Restoration - -*5th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (diamond dust worth at least 100 gp, which the spell consumes) - -**Duration:** Instantaneous - -You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: - -- One effect that charmed or petrified the target -- One curse, including the target's attunement to a cursed magic item -- Any reduction to one of the target's ability scores -- One effect reducing the target's hit point maximum - -#### Guardian of Faith - -*4th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V - -**Duration:** 8 hours - -A large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. - -Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has delat a total of 60 damage. - - -#### Guards and Wards - -*6th-level abjuration* - -**Casting Time:** 10 minutes - -**Range:** Touch - -**Components:** V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp) - -**Duration:** 24 hours - -You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. - -When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. - -*Guards and wards* creates the following effects within the warded area. - -***Corridors***. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. - -***Doors***. All doors in the warded area are magically locked, as if sealed by an *arcane lock* spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the *minor illusion* spell) to make them appear as plain sections of wall. - -***Stairs***. Webs fill all stairs in the warded area from top to bottom, as the *web* spell. These strands regrow in 10 minutes if they are burned or torn away while *guards and wards* lasts. - -***Other Spell Effect***. You can place your choice of one of the following magical effects within the warded area of the stronghold. - -- Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. -- Place magic mouth in two locations. -- Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. -- Place a constant gust of wind in one corridor or room. -- Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. - -The whole warded area radiates magic. A *dispel magic* cast on a specific effect, if successful, removes only that effect. - -You can create a permanently guarded and warded structure by casting this spell there every day for one year. - -#### Guidance - -*Divination cantrip* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. - -#### Guiding Bolt - -*1st-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** 1 round - -A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. - -#### Gust of Wind - -*2nd-level evocation* - -**Casting Time:** 1 action - -**Range:** Self (60-foot line) - -**Components:** V, S, M (a legume seed) - -**Duration:** Concentration, up to 1 minute - -A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. - -Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. - -The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. - -As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. \ No newline at end of file diff --git a/documents/spells/Spells H.md b/documents/spells/Spells H.md deleted file mode 100644 index f9dfecc..0000000 --- a/documents/spells/Spells H.md +++ /dev/null @@ -1,277 +0,0 @@ -# Spells (H) - -#### Hallow - -*5th-level evocation* - -**Casting Time:** 24 hours - -**Range:** Touch - -**Components:** V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes) - -**Duration:** Until dispelled - -You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a *hallow* spell. The affected area is subject to the following effects. - -First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. - -Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. - -***Courage***. Affected creatures can't be frightened while in the area. - -***Darkness***. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area. - -***Daylight***. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light. - -***Energy Protection***. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. - -***Energy Vulnerability***. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. - -***Everlasting Rest***. Dead bodies interred in the area can't be turned into undead. - -***Extradimensional Interference***. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means. - -***Fear***. Affected creatures are frightened while in the area. - -***Silence***. No sound can emanate from within the area, and no sound can reach into it. - -***Tongues***. Affected creatures can communicate with any other creature in the area, even if they don't share a common language. - -#### Hallucinatory Terrain - -*4th-level illusion* - -**Casting Time:** 10 minutes - -**Range:** 300 feet - -**Components:** V, S, M (a stone, a twig, and a bit of green plant) - -**Duration:** 24 hours - -You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. - -The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. - -#### Harm - -*6th-level necromancy* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes. - -#### Haste - -*3rd-level transmutation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a shaving of licorice root) - -**Duration:** Concentration, up to 1 minute - -Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. - -When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it. - -#### Heal - -*6th-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th. - -#### Healing Word - -*1st-level evocation* - -**Casting Time:** 1 bonus action - -**Range:** 60 feet - -**Components:** V - -**Duration:** Instantaneous - -A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. - -#### Heat Metal - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a piece of iron and a flame) - -**Duration:** Concentration, up to 1 minute - -Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. - -If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. - -#### Hellish Rebuke - -*1st-­level evocation* - -**Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. - -***At Higher Levels***. When you cast this spell using a  spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. - -#### Heroes' Feast - -*6th-level conjuration* - -**Casting Time:** 10 minutes - -**Range:** 30 feet - -**Components:** V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes) - -**Duration:** Instantaneous - -You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. - -A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours. - -#### Heroism - -*1st-level enchantment* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. - -#### Hideous Laughter - -*1st-level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (tiny tarts and a feather that is waved in the air) - -**Duration:** Concentration, up to 1 minute - -A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. - -At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends. - -#### Hold Monster - -*5th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S, M (a small, straight piece of iron) - -**Duration:** Concentration, up to 1 minute - -Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. - -#### Hold Person - -*2nd-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a small, straight piece of iron) - -**Duration:** Concentration, up to 1 minute - -Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. - -#### Holy Aura - -*8th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text) - -**Duration:** Concentration, up to 1 minute - -Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends. - -#### Hunter's Mark - -*1st-­level divination* - -**Casting Time:** 1 bonus action - -**Range:** 90 feet - -**Components:** V - -**Duration:** Concentration, up to 1 hour - -You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. - -***At Higher Levels***. When you cast this spell using a  spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. - -#### Hypnotic Pattern - -*3rd-level illusion* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material) - -**Duration:** Concentration, up to 1 minute - -You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. - -The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. \ No newline at end of file diff --git a/documents/spells/Spells I.md b/documents/spells/Spells I.md deleted file mode 100644 index d08d539..0000000 --- a/documents/spells/Spells I.md +++ /dev/null @@ -1,199 +0,0 @@ -# Spells (I) - -#### Ice Storm - -*4th-level evocation* - -**Casting Time:** 1 action - -**Range:** 300 feet - -**Components:** V, S, M (a pinch of dust and a few drops of water) - -**Duration:** Instantaneous - -A hail of rock-hard ice pounds to the ground in a 20-foot radius, 40-foot high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. - -Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. - -***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. - -#### Identify - -*1st-level divination (ritual)* - -**Casting Time:** 1 minute - -**Range:** Touch - -**Components:** V, S, M (a pearl worth at least 100 gp and an owl feather) - -**Duration:** Instantaneous - -You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. - -If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. - -#### Illusory Script - -*1st-level illusion (ritual)* - -**Casting Time:** 1 minute - -**Range:** Touch - -**Components:** S, M (a lead-based ink worth at least 10 gp, which the spell consumes) - -**Duration:** 10 days - -You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. - -To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. - -Should the spell be dispelled, the original script and the illusion both disappear. - -A creature with truesight can read the hidden message. - -#### Imprisonment - -*9th-level abjuration* - -**Casting Time:** 1 minute - -**Range:** 30 feet - -**Components:** V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) - -**Duration:** Until dispelled - -You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target. - -When you cast the spell, you choose one of the following forms of imprisonment. - -***Burial***. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. - -The special component for this version of the spell is a small mithral orb. - -***Chaining***. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then. - -The special component for this version of the spell is a fine chain of precious metal. - -***Hedged Prison***. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. - -The special component for this version of the spell is a miniature representation of the prison made from jade. - -***Minimus Containment***. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect. - -The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. - -***Slumber***. The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs. - -***Ending the Spell***. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. - -A *dispel magic* spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. - -You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding. - -#### Incendiary Cloud - -*8th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. - -When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. - -The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. - -#### Inflict Wounds - -*1st-level necromancy* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Instantaneous - -Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. - -#### Insect Plague - -*5th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 300 feet - -**Components:** V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat) - -**Duration:** Concentration, up to 10 minutes - -Swarming, biting locusts fill a 20-foot radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. - -When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. - -#### Instant Summons - -*6th-level conjuration (ritual)* - -**Casting Time:** 1 minute - -**Range:** Touch - -**Components:** V, S, M (a sapphire worth 1,000 gp) - -**Duration:** Until dispelled - -You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. - -At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. - -If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. - -*Dispel magic* or a similar effect successfully applied to the sapphire ends this spell's effect. - -#### Invisibility - -*2nd-level illusion* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (an eyelash encased in gum arabic) - -**Duration:** Concentration, up to 1 hour - -A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. - -#### Irresistible Dance - -*6th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V - -**Duration:** Concentration, up to 1 minute - -Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. - -A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends. \ No newline at end of file diff --git a/documents/spells/Spells J.md b/documents/spells/Spells J.md deleted file mode 100644 index 769b986..0000000 --- a/documents/spells/Spells J.md +++ /dev/null @@ -1,37 +0,0 @@ -# Spells (J) - -#### Jump - -*1st-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a grasshopper's hind leg) - -**Duration:** 1 minute - -You touch a creature. The creature's jump distance is tripled until the spell ends. - -# Spells (K) - -#### Knock - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V - -**Duration:** Instantaneous - -Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. - -A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. - -If you choose a target that is held shut with *arcane lock*, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. - -When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object. \ No newline at end of file diff --git a/documents/spells/Spells K.md b/documents/spells/Spells K.md deleted file mode 100644 index 91214e5..0000000 --- a/documents/spells/Spells K.md +++ /dev/null @@ -1,3 +0,0 @@ -# Spells (K) - -None. \ No newline at end of file diff --git a/documents/spells/Spells L.md b/documents/spells/Spells L.md deleted file mode 100644 index 628c61b..0000000 --- a/documents/spells/Spells L.md +++ /dev/null @@ -1,149 +0,0 @@ -# Spells (L) - -#### Legend Lore - -*5th-level divination* - -**Casting Time:** 10 minutes - -**Range:** Self - -**Components:** V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each) - -**Duration:** Instantaneous - -Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. - -The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word *Rudnogg* on the lips." - -#### Lesser Restoration - -*2nd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Instantaneous - -You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. - -#### Levitate - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end) - -**Duration:** Concentration, up to 10 minutes - -One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. - -The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. - -When the spell ends, the target floats gently to the ground if it is still aloft. - -#### Light - -*Evocation cantrip* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, M (a firefly or phosphorescent moss) - -**Duration:** 1 hour - -You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. - -If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. - -#### Lightning Bolt - -*3rd-level evocation* - -**Casting Time:** 1 action - -**Range:** Self (100-foot line) - -**Components:** V, S, M (a bit of fur and a rod of amber, crystal, or glass) - -**Duration:** Instantaneous - -A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. - -The lightning ignites flammable objects in the area that aren't being worn or carried. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. - -#### Locate Animals or Plants - -*2nd-level divination (ritual)* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a bit of fur from a bloodhound) - -**Duration:** Instantaneous - -Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. - -#### Locate Creature - -*4th-level divination* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a bit of fur from a bloodhound) - -**Duration:** Concentration, up to 1 hour - -Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. - -The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close-within 30 feet-at least once. If the creature you described or named is in a different form, such as being under the effects of a *polymorph* spell, this spell doesn't locate the creature. - -This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. - -#### Locate Object - -*2nd-level divination* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a forked twig) - -**Duration:** Concentration, up to 10 minutes - -Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. - -The spell can locate a specific object known to you, as long as you have seen it up close-within 30 feet-at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. - -This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. - -#### Longstrider - -*1st-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a pinch of dirt) - -**Duration:** 1 hour - -You touch a creature. The target's speed increases by 10 feet until the spell ends. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. \ No newline at end of file diff --git a/documents/spells/Spells M.md b/documents/spells/Spells M.md deleted file mode 100644 index cbd4b14..0000000 --- a/documents/spells/Spells M.md +++ /dev/null @@ -1,499 +0,0 @@ -# Spells (M) - -#### Mage Armor - -*1st-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a piece of cured leather) - -**Duration:** 8 hours - -You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. - -#### Mage Hand - -*Conjuration cantrip* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** 1 minute - -A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. - -You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. - -The hand can't attack, activate magic items, or carry more than 10 pounds. - -#### Magic Circle - -*3rd-level abjuration* - -**Casting Time:** 1 minute - -**Range:** 10 feet - -**Components:** V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) - -**Duration:** 1 hour - -You create a 10-foot radius, 20-foot tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. - -Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: - -- The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. -- The creature has disadvantage on attack rolls against targets within the cylinder. -- Targets within the cylinder can't be charmed, frightened, or possessed by the creature. - -When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. - -#### Magic Jar - -*6th-level necromancy* - -**Casting Time:** 1 minute - -**Range:** Self - -**Components:** V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) - -**Duration:** Until dispelled - -Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. - -You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a *protection from evil and good* or *magic circle* spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. - -Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features. - -Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all. - -While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. - -If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. - -When the spell ends, the container is destroyed. - -#### Magic Missile - -*1st-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. - -#### Magic Mouth - -*2nd-level illusion (ritual)* - -**Casting Time:** 1 minute - -**Range:** 30 feet - -**Components:** V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) - -**Duration:** Until dispelled - -You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. - -When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. - -The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it. - -#### Magic Weapon - -*2nd-level transmutation* - -**Casting Time:** 1 bonus action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. - -#### Magnificent Mansion - -*7th-level conjuration* - -**Casting Time:** 1 minute - -**Range:** 300 feet - -**Components:** V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp) - -**Duration:** 24 hours - -You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. - -Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. - -You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance. - -#### Major Image - -*3rd-level illusion* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a bit of fleece) - -**Duration:** Concentration, up to 10 minutes - -You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). - -As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. - -Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. - -#### Mass Cure Wounds - -*5th-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. - -#### Mass Heal - -*9th-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs. - -#### Mass Healing Word - -*3rd-level evocation* - -**Casting Time:** 1 bonus action - -**Range:** 60 feet - -**Components:** V - -**Duration:** Instantaneous - -As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. - -#### Mass Suggestion - -*6th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) - -**Duration:** 24 hours - -You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. - -Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. - -You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed. - -If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. - -***At Higher Levels***. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day. - -#### Maze - -*8th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. - -The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). - -When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. - -#### Meld into Stone - -*3rd-level transmutation (ritual)* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** 8 hours - -You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. - -While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. - -Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered. - -#### Mending - -*Transmutation cantrip* - -**Casting Time:** 1 minute - -**Range:** Touch - -**Components:** V, S, M (two lodestones) - -**Duration:** Instantaneous - -This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. - -This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. - -#### Message - -*Transmutation cantrip* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a short piece of copper wire) - -**Duration:** 1 round - -You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. - -You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. - -#### Meteor Swarm - -*9th-level evocation* - -**Casting Time:** 1 action - -**Range:** 1 mile - -**Components:** V, S - -**Duration:** Instantaneous - -Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. - -The spell damages objects in the area and ignites flammable objects that aren't being worn or carried. - -#### Mind Blank - -*8th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** 24 hours - -Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils *wish* spells and spells or effects of similar power used to affect the target's mind or to gain information about the target. - -#### Minor Illusion - -*Illusion cantrip* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** S, M (a bit of fleece) - -**Duration:** 1 minute - -You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. - -If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. - -If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. - -If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. - -#### Mirage Arcane - -*7th-level illusion* - -**Casting Time:** 10 minutes - -**Range:** Sight - -**Components:** V, S - -**Duration:** 10 days - -You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. - -Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. - -The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. - -Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion. - -#### Mirror Image - -*2nd-level illusion* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** 1 minute - -Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. - -Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. - -If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. - -A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. - -A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. - -#### Mislead - -*5th-level illusion* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** S - -**Duration:** Concentration, up to 1 hour - -You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. - -You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. - -You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. - -#### Misty Step - -*2nd-level conjuration* - -**Casting Time:** 1 bonus action - -**Range:** Self - -**Components:** V - -**Duration:** Instantaneous - -Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. - -#### Modify Memory - -*5th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. - -While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. - -You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. - -A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. - -A *remove curse* or *greater restoration* spell cast on the target restores the creature's true memory. - -***At Higher Levels***. If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level). - -#### Moonbeam - -*2nd-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) - -**Duration:** Concentration, up to 1 minute - -A silvery beam of pale light shines down in a 5-foot radius, 40-foot high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. - -When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. - -A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. - -On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. - -#### Move Earth - -*6th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (an iron blade and a small bag containing a mixture of soils-clay, loam, and sand) - -**Duration:** Concentration, up to 2 hours - -Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. - -At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. - -Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. - -This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. - -Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it. \ No newline at end of file diff --git a/documents/spells/Spells N.md b/documents/spells/Spells N.md deleted file mode 100644 index fca5131..0000000 --- a/documents/spells/Spells N.md +++ /dev/null @@ -1,15 +0,0 @@ -# Spells (N) - -#### Nondetection - -*3rd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes) - -**Duration:** 8 hours - -For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors. \ No newline at end of file diff --git a/documents/spells/Spells O.md b/documents/spells/Spells O.md deleted file mode 100644 index 3bca870..0000000 --- a/documents/spells/Spells O.md +++ /dev/null @@ -1,3 +0,0 @@ -# Spells (O) - -none. \ No newline at end of file diff --git a/documents/spells/Spells P.md b/documents/spells/Spells P.md deleted file mode 100644 index f14fbf1..0000000 --- a/documents/spells/Spells P.md +++ /dev/null @@ -1,448 +0,0 @@ -# Spells (P) - -#### Pass without Trace - -*2nd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) - -**Duration:** Concentration, up to 1 hour - -A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. - -#### Passwall - -*5th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a pinch of sesame seeds) - -**Duration:** 1 hour - -A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. - -When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell. - -#### Phantasmal Killer - -*4th-level illusion* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. - -***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. - -#### Phantom Steed - -*3rd-level illusion (ritual)* - -**Casting Time:** 1 minute - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** 1 hour - -A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. - -For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage. - -#### Planar Ally - -*6th-level conjuration* - -**Casting Time:** 10 minutes - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM's choice). - -When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. - -Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. - -As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. - -After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane. - -A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded. - -#### Planar Binding - -*5th-level abjuration* - -**Casting Time:** 1 hour - -**Range:** 60 feet - -**Components:** V, S, M (a jewel worth at least 1,000 gp, which the spell consumes) - -**Duration:** 24 hours - -With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted *magic circle* in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. - -A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends. - -***At Higher Levels***. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot. - -#### Plane Shift - -*7th-level conjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence) - -**Duration:** Instantaneous - -You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion. - -Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. - -You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence. - -#### Plant Growth - -*3rd-level transmutation* - -**Casting Time:** 1 action or 8 hours - -**Range:** 150 feet - -**Components:** V, S - -**Duration:** Instantaneous - -This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. - -If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. - -You can exclude one or more areas of any size within the spell's area from being affected. - -If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. - -#### Poison Spray - -*Conjuration cantrip* - -**Casting Time:** 1 action - -**Range:** 10 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. - -This spell's damage increases by 1d12 when you  reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). - -#### Polymorph - -*4th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a caterpillar cocoon) - -**Duration:** Concentration, up to 1 hour - -This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. - -The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. - -The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. - -The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. - -The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. - -#### Power Word Kill - -*9th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V - -**Duration:** Instantaneous - -You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect. - -#### Power Word Stun - -*8th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V - -**Duration:** Instantaneous - -You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. - -The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. - -#### Prayer of Healing - -*2nd-level evocation* - -**Casting Time:** 10 minutes - -**Range:** 30 feet - -**Components:** V - -**Duration:** Instantaneous - -Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. - -#### Prestidigitation - -*Transmutation cantrip* - -**Casting Time:** 1 action - -**Range:** 10 feet - -**Components:** V, S - -**Duration:** Up to 1 hour - -This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within Range: - -- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. -- You instantaneously light or snuff out a candle, a torch, or a small campfire. -- You instantaneously clean or soil an object no larger than 1 cubic foot. -- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. -- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. -- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. - -If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. - -#### Prismatic Spray - -*7th-level evocation* - -**Casting Time:** 1 action - -**Range:** Self (60-foot cone) - -**Components:** V, S - -**Duration:** Instantaneous - -Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. - -- ***Red***. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. -- ***Orange***. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. -- ***Yellow***. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. -- ***Green***. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. -- ***Blue***. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. -- ***Indigo***. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. -- ***Violet***. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) -- ***Special***. The target is struck by two rays. Roll twice more, rerolling any 8. - -#### Prismatic Wall - -*9th-level abjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** 10 minutes - -The spell no longer refers to a rod of cancellation, and the text clarifies that dispel magic works only against the violet layer. - -A shimmering, multicolored plane of light forms a vertical opaque wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. - -The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute. - -The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below. - -The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An *antimagic field* has no effect on it. - -- ***Red***. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. -- ***Orange***. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind. -- ***Yellow***. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. -- ***Green***. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A *passwall* spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. -- ***Blue***. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. -- ***Indigo***. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a *daylight* spell or a similar spell of equal or higher level. -- ***Violet***. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a *dispel magic* spell or a similar spell of equal or higher level that can end spells and magical effects. - -#### Private Sanctum - -*4th-level abjuration* - -**Casting Time:** 10 minutes - -**Range:** 120 feet - -**Components:** V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite) - -**Duration:** 24 hours - -You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. - -When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: - -- Sound can't pass through the barrier at the edge of the warded area. -- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. -- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. -- Creatures in the area can't be targeted by divination spells. -- Nothing can teleport into or out of the warded area. -- Planar travel is blocked within the warded area. Casting this spell on the same spot every day for a year makes this effect permanent. - -***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level. - -#### Produce Flame - -*Conjuration cantrip* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** 10 minutes - -A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. - -You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. - -This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - -#### Programmed Illusion - -*6th-level illusion* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a bit of fleece and jade dust worth at least 25 gp) - -**Duration:** Until dispelled - -You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. - -When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. - -The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. - -Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. - -#### Project Image - -*7th-level illusion* - -**Casting Time:** 1 action - -**Range:** 500 miles - -**Components:** V, S, M (a small replica of you made from materials worth at least 5 gp) - -**Duration:** Concentration, up to 1 day - -You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. - -You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. - -You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. - -Physical interaction with the image reveals it to be an illusion, because things can pass through it. A - -creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. - -#### Protection from Energy - -*3rd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. - -#### Protection from Evil and Good - -*1st-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (holy water or powdered silver and iron, which the spell consumes) - -**Duration:** Concentration up to 10 minutes - -Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. - -The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. - -#### Protection from Poison - -*2nd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** 1 hour - -You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. - -For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. - -#### Purify Food and Drink - -*1st-level transmutation (ritual)* - -**Casting Time:** 1 action - -**Range:** 10 feet - -**Components:** V, S - -**Duration:** Instantaneous - -All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. \ No newline at end of file diff --git a/documents/spells/Spells Q.md b/documents/spells/Spells Q.md deleted file mode 100644 index b7edb96..0000000 --- a/documents/spells/Spells Q.md +++ /dev/null @@ -1,3 +0,0 @@ -# Spells (Q) - -None. \ No newline at end of file diff --git a/documents/spells/Spells R.md b/documents/spells/Spells R.md deleted file mode 100644 index 60bdc2d..0000000 --- a/documents/spells/Spells R.md +++ /dev/null @@ -1,231 +0,0 @@ -# Spells (R) - -#### Raise Dead - -*5th-level necromancy* - -**Casting Time:** 1 hour - -**Range:** Touch - -**Components:** V, S, M (a diamond worth at least 500 gp, which the spell consumes) - -**Duration:** Instantaneous - -You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. - -This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. - -This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival-its head, for instance-the spell automatically fails. - -Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. - -#### Ray of Enfeeblement - -*2nd-level necromancy* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. - -At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends. - -#### Ray of Frost - -*Evocation cantrip* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. - -The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - -#### Regenerate - -*7th-level transmutation* - -**Casting Time:** 1 minute - -**Range:** Touch - -**Components:** V, S, M (a prayer wheel and holy water) - -**Duration:** 1 hour - -You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). - -The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. - -#### Reincarnate - -*5th-level transmutation* - -**Casting Time:** 1 hour - -**Range:** Touch - -**Components:** V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes) - -**Duration:** Instantaneous - -You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. - -If the target's soul isn't free or willing to do so, the spell fails. - -The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form. - -**Table- Reincarnate Race** - -| d100 | Race | -|-------|---------------------| -| 01-04 | Dragonborn | -| 05-13 | Dwarf, hill | -| 14-21 | Dwarf, mountain | -| 22-25 | Elf, dark | -| 26-34 | Elf, high | -| 35-42 | Elf, wood | -| 43-46 | Gnome, forest | -| 47-52 | Gnome, rock | -| 53-56 | Half-elf | -| 57-60 | Half-orc | -| 61-68 | Halfling, lightfoot | -| 69-76 | Halfling, stout | -| 77-96 | Human | -| 97-00 | Tiefling | -| | | - -The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly. - -#### Remove Curse - -*3rd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Instantaneous - -At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded. - -#### Resilient Sphere - -*4th-level evocation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic) - -**Duration:** Concentration, up to 1 minute - -A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. - -Nothing-not physical objects, energy, or other spell effects-can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. - -The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. - -A *disintegrate* spell targeting the globe destroys it without harming anything inside it. - -#### Resistance - -*Abjuration cantrip* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a miniature cloak) - -**Duration:** Concentration, up to 1 minute - -You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends. - -#### Resurrection - -*7th-level necromancy* - -**Casting Time:** 1 hour - -**Range:** Touch - -**Components:** V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) - -**Duration:** Instantaneous - -You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. - -This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. - -This spell closes all mortal wounds and restores any missing body parts. - -Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. - -Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws. - -#### Reverse Gravity - -*7th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 100 feet - -**Components:** V, S, M (a lodestone and iron filings) - -**Duration:** Concentration, up to 1 minute - -This spell reverses gravity in a 50-foot radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. - -If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. - -At the end of the duration, affected objects and creatures fall back down. - -#### Revivify - -*3rd-level necromancy* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (diamonds worth 300 gp, which the spell consumes) - -**Duration:** Instantaneous - -You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. - -#### Rope Trick - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (powdered corn extract and a twisted loop of parchment) - -**Duration:** 1 hour - -You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. - -The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. - -Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. - -Anything inside the extradimensional space drops out when the spell ends. \ No newline at end of file diff --git a/documents/spells/Spells S.md b/documents/spells/Spells S.md deleted file mode 100644 index 9640b77..0000000 --- a/documents/spells/Spells S.md +++ /dev/null @@ -1,678 +0,0 @@ -# Spells (S) - -#### Sacred Flame - -*Evocation cantrip* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. - -The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - -#### Sanctuary - -*1st-level abjuration* - -**Casting Time:** 1 bonus action - -**Range:** 30 feet - -**Components:** V, S, M (a small silver mirror) - -**Duration:** 1 minute - -You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. - -If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. - -#### Scorching Ray - -*2nd-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. - -Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. - -#### Scrying - -*5th-level divination* - -**Casting Time:** 10 minutes - -**Range:** Self - -**Components:** V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water) - -**Duration:** Concentration, up to 10 minutes - -You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. - -**Table- Scrying Save Modifier** - -| Knowledge | Save Modifier | -|---------------------------------------------------|---------------| -| Secondhand (you have heard of the target) | +5 | -| Firsthand (you have met the target) | +0 | -| Familiar (you know the target well) | -5 | -| Connection | Save Modifier | -| Likeness or picture | -2 | -| Possession or garment | -4 | -| Body part, lock of hair, bit of nail, or the like | -10 | -| | | - -On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. - -On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. - -Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. - -#### Secret Chest - -*4th-level conjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) - -**Duration:** Instantaneous - -You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). - -While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. - -After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. - -#### See Invisibility - -*2nd-level divination* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a pinch of talc and a small sprinkling of powdered silver) - -**Duration:** 1 hour - -For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. - -#### Seeming - -*5th-level illusion* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** 8 hours - -This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. - -The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. - -The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. - -A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised. - -#### Sending - -*3rd-level evocation* - -**Casting Time:** 1 action - -**Range:** Unlimited - -**Components:** V, S, M (a short piece of fine copper wire) - -**Duration:** 1 round - -You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. - -You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. - -#### Sequester - -*7th-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes) - -**Duration:** Until dispelled - -By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells. - -If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older. - -You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage. - -#### Shapechange - -*9th-level transmutation* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell) - -**Duration:** Concentration, up to 1 hour - -You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. - -Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. - -You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. - -You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. - -When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. - -During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value. - -#### Shatter - -*2nd-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a chip of mica) - -**Duration:** Instantaneous - -A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. - -A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. - -#### Shield - -*1st-level abjuration* - -**Casting Time:** 1 reaction, which you take when you are hit by an attack or targeted by the *magic missile* spell - -**Range:** Self - -**Components:** V, S - -**Duration:** 1 round - -An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from *magic missile*. - -#### Shield of Faith - -*1st-level abjuration* - -**Casting Time:** 1 bonus action - -**Range:** 60 feet - -**Components:** V, S, M (a small parchment with a bit of holy text written on it) - -**Duration:** Concentration, up to 10 minutes - -A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. - -#### Shillelagh - -*Transmutation cantrip* - -**Casting Time:** 1 bonus action - -**Range:** Touch - -**Components:** V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) - -**Duration:** 1 minute - -The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon. - -#### Shocking Grasp - -*Evocation cantrip* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Instantaneous - -Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. - -The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - -#### Silence - -*2nd-level illusion (ritual)* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -For the duration, no sound can be created within or pass through a 20-foot radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. - -#### Silent Image - -*1st-level illusion* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a bit of fleece) - -**Duration:** Concentration, up to 10 minutes - -You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. - -You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. - -Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. - -#### Simulacrum - -*7th-level illusion* - -**Casting Time:** 12 hours - -**Range:** Touch - -**Components:** V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell) - -**Duration:** Until dispelled - -You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. - -The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. - -If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. - -If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed. - -#### Sleep - -*1st-level enchantment* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S, M (a pinch of fine sand, rose petals, or a cricket) - -**Duration:** 1 minute - -This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). - -Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. - -Undead and creatures immune to being charmed aren't affected by this spell. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. - -#### Sleet Storm - -*3rd-level conjuration* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (a pinch of dust and a few drops of water) - -**Duration:** Concentration, up to 1 minute - -Until the spell ends, freezing rain and sleet fall in a 20-foot tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. - -The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. - -If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. - -#### Slow - -*3rd-level transmutation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a drop of molasses) - -**Duration:** Concentration, up to 1 minute - -You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. - -An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. - -If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. - -A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it. - -#### Spare the Dying - -*Necromancy cantrip* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Instantaneous - -You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. - -#### Speak with Animals - -*1st-level divination (ritual)* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** 10 minutes - -You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion. - -#### Speak with Dead - -*3rd-level necromancy* - -**Casting Time:** 1 action - -**Range:** 10 feet - -**Components:** V, S, M (burning incense) - -**Duration:** 10 minutes - -You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. - -Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events. - -#### Speak with Plants - -*3rd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Self (30-foot radius) - -**Components:** V, S - -**Duration:** 10 minutes - -You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. - -You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. - -Plants might be able to perform other tasks on your behalf, at the GM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. - -If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. - -This spell can cause the plants created by the *entangle* spell to release a restrained creature. - -#### Spider Climb - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a drop of bitumen and a spider) - -**Duration:** Concentration, up to 1 hour - -Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. - -#### Spike Growth - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) - -**Duration:** Concentration, up to 10 minutes - -The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. - -The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. - -#### Spirit Guardians - -*3rd-level conjuration* - -**Casting Time:** 1 action - -**Range:** Self (15-foot radius) - -**Components:** V, S, M (a holy symbol) - -**Duration:** Concentration, up to 10 minutes - -You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. - -When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. - -#### Spiritual Weapon - -*2nd-level evocation* - -**Casting Time:** 1 bonus action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** 1 minute - -You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. - -As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. - -The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd. - -#### Stinking Cloud - -*3rd-level conjuration* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S, M (a rotten egg or several skunk cabbage leaves) - -**Duration:** Concentration, up to 1 minute - -You create a 20-foot radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. - -Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. - -A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. - -#### Stone Shape - -*4th-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object) - -**Duration:** Instantaneous - -You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible. - -#### Stoneskin - -*4th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (diamond dust worth 100 gp, which the spell consumes) - -**Duration:** Concentration, up to 1 hour - -This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. - -#### Storm of Vengeance - -*9th-level conjuration* - -**Casting Time:** 1 action - -**Range:** Sight - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. - -Each round you maintain concentration on this spell, the storm produces different effects on your turn. - -***Round 2***. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. - -***Round 3***. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. - -***Round 4***. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. - -***Round 5-10***. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical. - -#### Suggestion - -*2nd-level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) - -**Duration:** Concentration, up to 8 hours - -You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. - -The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. - -You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. - -If you or any of your companions damage the target, the spell ends. - -#### Sunbeam - -*6th-level evocation* - -**Casting Time:** 1 action - -**Range:** Self (60-foot line) - -**Components:** V, S, M (a magnifying glass) - -**Duration:** Concentration, up to 1 minute - -A beam of brilliant light flashes out from your hand in a 5-foot wide, 60-foot long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. - -You can create a new line of radiance as your action on any turn until the spell ends. - -For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. - -#### Sunburst - -*8th-level evocation* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (fire and a piece of sunstone) - -**Duration:** Instantaneous - -Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. - -A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. - -This spell dispels any darkness in its area that was created by a spell. - -#### Symbol - -*7th-level abjuration* - -**Casting Time:** 1 minute - -**Range:** Touch - -**Components:** V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes) - -**Duration:** Until dispelled or triggered - -When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. - -The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. - -You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. - -You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password. - -When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. - -***Death***. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. - -***Discord***. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. - -***Fear***. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. - -***Hopelessness***. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects. - -***Insanity***. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The GM controls its movement, which is erratic. - -***Pain***. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. - -***Sleep***. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. - -***Stunning***. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save. \ No newline at end of file diff --git a/documents/spells/Spells T.md b/documents/spells/Spells T.md deleted file mode 100644 index 5a220b0..0000000 --- a/documents/spells/Spells T.md +++ /dev/null @@ -1,295 +0,0 @@ -# Spells (T) - -#### Telekinesis - -*5th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. - -***Creature***. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. - -On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. - -***Object***. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. - -If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. - -You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. - -#### Telepathic Bond - -*5th-level divination (ritual)* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (pieces of eggshell from two different kinds of creatures) - -**Duration:** 1 hour - -You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. - -Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence. - -#### Teleport - -*7th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 10 feet - -**Components:** V - -**Duration:** Instantaneous - -This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. - -The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table. - -**Table- Teleport Familiarity** - -| Familiarity | Mishap | Similar Area | Off Target | On Target | -|-------------------|--------|--------------|------------|-----------| -| Permanent circle | - | - | - | 01-100 | -| Associated object | - | - | - | 01-100 | -| Very familiar | 01-05 | 06-13 | 14-24 | 25-100 | -| Seen casually | 01-33 | 34-43 | 44-53 | 54-100 | -| Viewed once | 01-43 | 44-53 | 54-73 | 74-100 | -| Description | 01-43 | 44-53 | 54-73 | 74-100 | -| False destination | 01-50 | 51-100 | - | - | -| | | | | | - -***Familiarity***. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. - -"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map. - -"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. - -***On Target***. You and your group (or the target object) appear where you want to. - -***Off Target***. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. - -***Similar Area***. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. - -***Mishap***. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). - -#### Teleportation Circle - -*5th-level conjuration* - -**Casting Time:** 1 minute - -**Range:** 10 feet - -**Components:** V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes) - -**Duration:** 1 round - -As you cast the spell, you draw a 10-foot diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. - -Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence-a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. - -You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. - -#### Thaumaturgy - -*Transmutation cantrip* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V - -**Duration:** Up to 1 minute - -You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within Range: - -- Your voice booms up to three times as loud as normal for 1 minute. -- You cause flames to flicker, brighten, dim, or change color for 1 minute. -- You cause harmless tremors in the ground for 1 minute. -- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. -- You instantaneously cause an unlocked door or window to fly open or slam shut. -- You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. - -#### Thunderwave - -*1st-level evocation* - -**Casting Time:** 1 action - -**Range:** Self (15-foot cube) - -**Components:** V, S - -**Duration:** Instantaneous - -A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. - -In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. - -#### Time Stop - -*9th-level transmutation* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V - -**Duration:** Instantaneous - -You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. - -This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it. - -#### Tiny Hut - -*3rd-level evocation (ritual)* - -**Casting Time:** 1 minute - -**Range:** Self (10-foot radius hemisphere) - -**Components:** V, S, M (a small crystal bead) - -**Duration:** 8 hours - -A 10-foot radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. - -Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. - -Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. - -#### Tongues - -*3rd-level divination* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, M (a small clay model of a ziggurat) - -**Duration:** 1 hour - -This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says. - -#### Transport via Plants - -*6th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 10 feet - -**Components:** V, S - -**Duration:** 1 round - -This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement. - -#### Tree Stride - -*5th-level conjuration* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. - -You can use this transportation ability once per round for the duration. You must end each turn outside a tree. - -#### True Polymorph - -*9th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) - -**Duration:** Concentration, up to 1 hour - -Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. - -This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. - -***Creature into Creature***. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. - -The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. - -The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions. - -The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. - -***Object into Creature***. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature's statistics and resolves all of its actions and movement. - -If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. - -***Creature into Object***. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. - -#### True Resurrection - -*9th-level necromancy* - -**Casting Time:** 1 hour - -**Range:** Touch - -**Components:** V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) - -**Duration:** Instantaneous - -You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. - -This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. - -The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. - -#### True Seeing - -*6th-level divination* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell) - -**Duration:** 1 hour - -This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. - -#### True Strike - -*Divination cantrip* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** S - -**Duration:** Concentration, up to 1 round - -You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended. \ No newline at end of file diff --git a/documents/spells/Spells U.md b/documents/spells/Spells U.md deleted file mode 100644 index 326234e..0000000 --- a/documents/spells/Spells U.md +++ /dev/null @@ -1,19 +0,0 @@ -# Spells (U) - -#### Unseen Servant - -*1st-level conjuration (ritual)* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a piece of string and a bit of wood) - -**Duration:** 1 hour - -This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. - -Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. - -If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. \ No newline at end of file diff --git a/documents/spells/Spells V.md b/documents/spells/Spells V.md deleted file mode 100644 index b1c1e17..0000000 --- a/documents/spells/Spells V.md +++ /dev/null @@ -1,33 +0,0 @@ -# Spells (V) - -#### Vampiric Touch - -*3rd-level necromancy* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. - -#### Vicious Mockery - -*Enchantment cantrip* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V - -**Duration:** Instantaneous - -You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. - -This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). \ No newline at end of file diff --git a/documents/spells/Spells W.md b/documents/spells/Spells W.md deleted file mode 100644 index 2ee022d..0000000 --- a/documents/spells/Spells W.md +++ /dev/null @@ -1,263 +0,0 @@ -# Spells (W) - -#### Wall of Fire - -*4th-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a small piece of phosphorus) - -**Duration:** Concentration, up to 1 minute - -You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. - -When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. - -One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. - -***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. - -#### Wall of Force - -*5th-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a pinch of powder made by crushing a clear gemstone) - -**Duration:** Concentration, up to 10 minutes - -An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). - -Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by *dispel magic*. A *disintegrate* spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. - -#### Wall of Ice - -*6th-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a small piece of quartz) - -**Duration:** Concentration, up to 10 minutes - -You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. - -If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. - -The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th. - -#### Wall of Stone - -*5th-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a small block of granite) - -**Duration:** Concentration, up to 10 minutes - -A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. - -If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. - -The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. - -If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. - -The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion. - -If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends. - -#### Wall of Thorns - -*6th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a handful of thorns) - -**Duration:** Concentration, up to 10 minutes - -You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. - -When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. - -A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th. - -#### Warding Bond - -*2nd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration) - -**Duration:** 1 hour - -This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. - -The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. - -#### Water Breathing - -*3rd-level transmutation (ritual)* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a short reed or piece of straw) - -**Duration:** 24 hours - -This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. - -#### Water Walk - -*3rd-level transmutation (ritual)* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a piece of cork) - -**Duration:** 1 hour - -This spell grants the ability to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. - -If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round. - -#### Web - -*2nd-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a bit of spiderweb) - -**Duration:** Concentration, up to 1 hour - -You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. - -If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. - -Each creature that starts its turn in the webs or that enters them during its turn must make a - -Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. - -A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. - -The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. - -#### Weird - -*9th-level illusion* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Concentration, up to one minute - -Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature. - -#### Wind Walk - -*6th-level transmutation* - -**Casting Time:** 1 minute - -**Range:** 30 feet - -**Components:** V, S, M (fire and holy water) - -**Duration:** 8 hours - -You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. - -If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance. - -#### Wind Wall - -*3rd-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a tiny fan and a feather of exotic origin) - -**Duration:** Concentration, up to 1 minute - -A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. - -When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. - -The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. - -#### Wish - -*9th-level conjuration* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V - -**Duration:** Instantaneous - -*Wish* is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. - -The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. - -Alternatively, you can create one of the following effects of your choice: - -- You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. -- You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the *greater restoration* spell. -- You grant up to ten creatures that you can see resistance to a damage type you choose. -- You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack. -- You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a *wish* spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll. - -You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner. - -The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast *wish* ever again if you suffer this stress. - -#### Word of Recall - -*6th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 5 feet - -**Components:** V - -**Duration:** Instantaneous - -You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. - -You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect. \ No newline at end of file diff --git a/documents/spells/Spells X.md b/documents/spells/Spells X.md deleted file mode 100644 index c2df1da..0000000 --- a/documents/spells/Spells X.md +++ /dev/null @@ -1,3 +0,0 @@ -# Spells (X) - -None. \ No newline at end of file diff --git a/documents/spells/Spells Y.md b/documents/spells/Spells Y.md deleted file mode 100644 index 5c90486..0000000 --- a/documents/spells/Spells Y.md +++ /dev/null @@ -1,3 +0,0 @@ -# Spells (Y) - -None. \ No newline at end of file diff --git a/documents/spells/Spells Z.md b/documents/spells/Spells Z.md deleted file mode 100644 index c70c4cc..0000000 --- a/documents/spells/Spells Z.md +++ /dev/null @@ -1,17 +0,0 @@ -# Spells (Z) - -#### Zone of Truth - -*2nd-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** 10 minutes - -You create a magical zone that guards against deception in a 15-foot radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. - -An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. \ No newline at end of file diff --git a/documents/spells/casting.md b/documents/spells/casting.md deleted file mode 100644 index c429b8b..0000000 --- a/documents/spells/casting.md +++ /dev/null @@ -1,225 +0,0 @@ -# SPELLCASTING - -Magic permeates fantasy gaming worlds and often appears in the form of a spell. - -This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here. - -# What Is a Spell? - -A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect-in most cases, all in the span of seconds. - -Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see appendix ##), drain life energy away, and restore life to the dead. - -Uncounted thousands of spells have been created over the course of the multiverse's history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so. - -## Spell Level - -Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) *magic missile* at 1st level and the earth-shaking *wish* at 9th. Cantrips-simple but powerful spells that characters can cast almost by rote-are level 0. The higher a spell's level, the higher level a spellcaster must be to use that spell. - -Spell level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell. - -## Known and Prepared Spells - -Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions. - -In every case, the number of spells a caster can have fixed in mind at any given time depends on the character's level. - -## Spell Slots - -Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher level spells are even more so. Thus, each spellcasting class's description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots. - -When a character casts a spell, he or she expends a slot of that spell's level or higher, effectively "filling" a slot with the spell. You can think of a spell slot as a groove of a certain size-small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts *magic missile*, a 1st-level spell, she spends one of her four 1st-level slots and has three remaining. - -Finishing a long rest restores any expended spell slots. - -Some characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way. - -### Casting a Spell at a Higher Level - -When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts *magic missile* using one of her 2nd-level slots, that *magic missile* is 2nd level. Effectively, the spell expands to fill the slot it is put into. - -Some spells, such as *magic missile* and *cure wounds*, have more powerful effects when cast at a higher level, as detailed in a spell's description. - -> **Casting in Armor** -> ->Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting. - -# Cantrips - -A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster's mind and infused the caster with the magic needed to produce the effect over and over. A cantrip's spell level is 0. - -# Rituals - -Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level. - -To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character's ritual feature specifies otherwise, as the wizard's does. - ->***The Schools of Magic*** -> ->Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity. -> ->The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools. -> ->**Abjuration** spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence. -> ->**Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing. -> ->**Divination** spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places. -> ->**Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet. -> ->**Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds. -> ->**Illusion** spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature. -> ->**Necromancy** spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. -> ->Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. -> ->**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury. - -# Casting a Spell - -When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects. - -Each spell description begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect. - -## Casting Time - -Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast. - -### Bonus Action - -A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. - -### Reactions - -Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so. - -### Longer Casting Times - -Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see "Concentration" below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over. - -## Spell Range - -The target of a spell must be within the spell's range. For a spell like *magic missile*, the target is a creature. For a spell like *fireball*, the target is the point in space where the ball of fire erupts. - -Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the *shield* spell, affect only you. These spells have a range of self. - -Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see "Areas of Effect" later in the this chapter). - -Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise. - -## Components - -A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell. - -### Verbal (V) - -Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the *silence* spell, can't cast a spell with a verbal component. - -### Somatic (S) - -Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. - -### Material (M) - -Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a **component pouch** or a **spellcasting focus** (found in "Equipment") in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell. - -If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. - -A spellcaster must have a hand free to access a spell's material components-or to hold a spellcasting focus-but it can be the same hand that he or she uses to perform somatic components. - -## Duration - -A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed. - -### Instantaneous - -Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant. - -### Concentration - -Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. - -If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required). - -Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration: - -- **Casting another spell that requires concentration.** You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once. -- **Taking damage.** Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage. -- **Being incapacitated or killed.** You lose concentration on a spell if you are incapacitated or if you die. - -The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell. - -## Targets - -A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below). - -Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise. - -### A Clear Path to the Target - -To target something, you must have a clear path to it, so it can't be behind total cover. - -If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction. - -### Targeting Yourself - -If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself. - -## Areas of Effect - -Spells such as *burning hands* and *cone of cold* cover an area, allowing them to affect multiple creatures at once. - -A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a **point of origin**, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object. - -A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover. - -### Cone - -A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length. - -A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise. - -### Cube - -You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side. - -A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise. - -### Cylinder - -A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder. - -A cylinder's point of origin is included in the cylinder's area of effect. - -### Line - -A line extends from its point of origin in a straight path up to its length and covers an area defined by its width. - -A line's point of origin is not included in the line's area of effect, unless you decide otherwise. - -### Sphere - -You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point. - -A sphere's point of origin is included in the sphere's area of effect. - -# Spell Saving Throws - -Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. - -The DC to resist one of your spells = 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers. - -# Spell Attack Rolls - -Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus. - -Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated. - -# Combining Magical Effects - -The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect-such as the highest bonus-from those castings applies while their durations overlap. - -For example, if two clerics cast *bless* on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice. \ No newline at end of file diff --git a/documents/treasure/Magic Items A.md b/documents/treasure/Magic Items A.md deleted file mode 100644 index 9d84bb6..0000000 --- a/documents/treasure/Magic Items A.md +++ /dev/null @@ -1,133 +0,0 @@ -# Magic Items (A) - -### Adamantine Armor - -*Armor (medium or heavy, but not hide), uncommon* - -This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. - -### Ammunition, +1, +2, or +3 - -*Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)* - -You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. - -### Amulet of Health - -*Wondrous item, rare (requires attunement)* - -Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher. - -### Amulet of Proof against Detection and Location - -*Wondrous item, uncommon (requires attunement)* - -While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. - -### Amulet of the Planes - -*Wondrous item, very rare (requires attunement)* - -While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the *plane shift* spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence. - -### Animated Shield - -*Armor (shield), very rare (requires attunement)* - -While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. - -### Apparatus of the Crab - -*Wondrous item, legendary* - -This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. - -The apparatus of the Crab is a Large object with the following statistics: - -**Armor Class** 20 - -**Hit Points** 200 - -**Speed** 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) - -**Damage Immunities** poison, psychic - -To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. - -The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. - -A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table. - -**Table- Apparatus of the Crab** - -| Lever | Up | Down | -|-------|----------------------------------------------------------------------------------------------------------------------------------|---------------------------------------------------------------------------------------------------------------------------------------------| -| 1 | Legs and tail extend, allowing the apparatus to walk and swim. | Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. | -| 2 | Forward window shutter opens. | Forward window shutter closes. | -| 3 | Side window shutters open (two per side). | Side window shutters close (two per side). | -| 4 | Two claws extend from the front sides of the apparatus. | The claws retract. | -| 5 | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). | -| 6 | The apparatus walks or swims forward. | The apparatus walks or swims backward. | -| 7 | The apparatus turns 90 degrees left. | The apparatus turns 90 degrees right. | -| 8 | Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | The light turns off. | -| 9 | The apparatus sinks as much as 20 feet in liquid. | The apparatus rises up to 20 feet in liquid. | -| 10 | The rear hatch unseals and opens. | The rear hatch closes and seals. | -| | | | - -### Armor, +1, +2, or +3 - -*Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)* - -You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. - -### Armor of Invulnerability - -*Armor (plate), legendary (requires attunement)* - -You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn. - -### Armor of Resistance - -*Armor (light, medium, or heavy), rare (requires attunement)* - -You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. - -**Table- Armor of Resistance** - -| d10 | Damage Type | -|-----|-------------| -| 1 | Acid | -| 2 | Cold | -| 3 | Fire | -| 4 | Force | -| 5 | Lightning | -| 6 | Necrotic | -| 7 | Poison | -| 8 | Psychic | -| 9 | Radiant | -| 10 | Thunder | -| | | - -### Armor of Vulnerability - -*Armor (plate), rare (requires attunement)* - -While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. - -***Curse***. This armor is cursed, a fact that is revealed only when an *identify* spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the *remove curse* spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). - -### Arrow-Catching Shield - -*Armor (shield), rare (requires attunement)* - -You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. - -### Arrow of Slaying - -*Weapon (arrow), very rare* - -An *arrow of slaying* is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both *arrows of dragon slaying* and *arrows of blue dragon slaying*. If a creature belonging to the type, race, or group associated with an *arrow of slaying* takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. - -Once an *arrow of slaying* deals its extra damage to a creature, it becomes a nonmagical arrow. - -Other types of magic ammunition of this kind exist, such as *bolts of slaying* meant for a crossbow, though arrows are most common. \ No newline at end of file diff --git a/documents/treasure/Magic Items B.md b/documents/treasure/Magic Items B.md deleted file mode 100644 index 01b898a..0000000 --- a/documents/treasure/Magic Items B.md +++ /dev/null @@ -1,238 +0,0 @@ -# Magic Items (B) - -### Bag of Beans - -*Wondrous item, rare* - -Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. - -If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. - -If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect. - -**Table- Bag of Beans** - -| d100 | Effect | -|-------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| 01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. | -| 02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. | -| 11-20 | A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. | -| 21-30 | An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. | -| 31-40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). | -| 41-50 | 1d6+6 shriekers sprout. | -| 51-60 | 1d4+8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. | -| 61-70 | A hungry bulette burrows up and attacks. 71-80 A fruit tree grows. It has 1d10+20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. | -| 81-90 | A nest of 1d4+3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. | -| 91-99 | A pyramid with a 60-foot square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice. | -| 100 | A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. | -| | | - -### Bag of Devouring - -*Wondrous item, very rare* - -This bag superficially resembles a *bag of holding* but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. - -The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. - -Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane. - -If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. - -### Bag of Holding - -*Wondrous item, uncommon* - -This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. - -If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. - -Placing a *bag of holding* inside an extradimensional space created by a *handy haversack*, *portable hole*, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. - -### Bag of Tricks - -*Wondrous item, uncommon* - -This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. - -You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. - -The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. - -Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. - -**Table- Gray Bag of Tricks** - -| d8 | Creature | -|----|--------------| -| 1 | Weasel | -| 2 | Giant rat | -| 3 | Badger | -| 4 | Boar | -| 5 | Panther | -| 6 | Giant badger | -| 7 | Dire wolf | -| 8 | Giant elk | -| | | - -**Table- Rust Bag of Tricks** - -| d8 | Creature | -|----|------------| -| 1 | Rat | -| 2 | Owl | -| 3 | Mastiff | -| 4 | Goat | -| 5 | Giant goat | -| 6 | Giant boar | -| 7 | Lion | -| 8 | Brown bear | -| | | - -**Table- Tan Bag of Tricks** - -| d8 | Creature | -|----|--------------| -| 1 | Jackal | -| 2 | Ape | -| 3 | Baboon | -| 4 | Axe beak | -| 5 | Black bear | -| 6 | Giant weasel | -| 7 | Giant hyena | -| 8 | Tiger | -| | | - -### Bead of Force - -*Wondrous item, rare* - -This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4+4 *beads of force* are found together. - -You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. - -An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. - -### Belt of Dwarvenkind - -*Wondrous item, rare (requires attunement)* - -While wearing this belt, you gain the following benefits: - -- Your Constitution score increases by 2, to a maximum of 20. -- You have advantage on Charisma (Persuasion) checks made to interact with dwarves. - -In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. - -If you aren't a dwarf, you gain the following additional benefits while wearing the belt: - -- You have advantage on saving throws against poison, and you have resistance against poison damage. -- You have darkvision out to a range of 60 feet. -- You can speak, read, and write Dwarvish. - -### Belt of Giant Strength - -*Wondrous item, rarity varies (requires attunement)* - -While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. - -Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The *belt of stone giant strength* and the *belt of frost giant strength* look different, but they have the same effect. - -**Table- Belt of Strength** - -| Type | Strength | Rarity | -|-------------------|----------|-----------| -| Hill giant | 21 | Rare | -| Stone/frost giant | 23 | Very rare | -| Fire giant | 25 | Very rare | -| Cloud giant | 27 | Legendary | -| Storm giant | 29 | Legendary | -| | | | - -### Berserker Axe - -*Weapon (any axe), rare (requires attunement)* - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. - -***Curse***. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. - -Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. - -### Boots of Elvenkind - -*Wondrous item, uncommon* - -While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. - -### Boots of Levitation - -*Wondrous item, rare (requires attunement)* - -While you wear these boots, you can use an action to cast the *levitate* spell on yourself at will. - -### Boots of Speed - -*Wondrous item, rare (requires attunement)* - -While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. - -When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. - -### Boots of Striding and Springing - -*Wondrous item, uncommon (requires attunement)* - -While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. - -### Boots of the Winterlands - -*Wondrous item, uncommon (requires attunement)* - -These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: - -- You have resistance to cold damage. -- You ignore difficult terrain created by ice or snow. -- You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit. - -### Bowl of Commanding Water Elementals - -*Wondrous item, rare* - -While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the *conjure elemental* spell. The bowl can't be used this way again until the next dawn. - -The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. - -### Bracers of Archery - -*Wondrous item, uncommon (requires attunement)* - -While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. - -### Bracers of Defense - -*Wondrous item, rare (requires attunement)* - -While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. - -### Brazier of Commanding Fire Elementals - -*Wondrous item, rare* - -While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the *conjure elemental* spell. The brazier can't be used this way again until the next dawn. - -The brazier weighs 5 pounds. - -### Brooch of Shielding - -*Wondrous item, uncommon (requires attunement)* - -While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the *magic missile* spell. - -### Broom of Flying - -*Wondrous item, uncommon* - -This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. - -You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. \ No newline at end of file diff --git a/documents/treasure/Magic Items C.md b/documents/treasure/Magic Items C.md deleted file mode 100644 index 10b5c92..0000000 --- a/documents/treasure/Magic Items C.md +++ /dev/null @@ -1,181 +0,0 @@ -# Magic Items (C) - -### Candle of Invocation - -*Wondrous item, very rare (requires attunement)* - -This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the *detect evil and good* spell. The GM chooses the god and associated alignment or determines the alignment randomly. - -**Table- Candle of Invocation** - -| d20 | Alignment | -|-------|-----------------| -| 1-2 | Chaotic evil | -| 3-4 | Chaotic neutral | -| 5-7 | Chaotic good | -| 8-9 | Neutral evil | -| 10-11 | Neutral | -| 12-13 | Neutral good | -| 14-15 | Lawful evil | -| 16-17 | Lawful neutral | -| 18-20 | Lawful good | -| | | - -The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time. - -While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot. - -Alternatively, when you light the candle for the first time, you can cast the *gate* spell with it. Doing so destroys the candle. - -### Cape of the Mountebank - -*Wondrous item, rare* - -This cape smells faintly of brimstone. While wearing it, you can use it to cast the *dimension door* spell as an action. This property of the cape can't be used again until the next dawn. - -When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. - -### Carpet of Flying - -*Wondrous item, very rare* - -You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. - -Four sizes of *carpet of flying* exist. The GM chooses the size of a given carpet or determines it randomly. - -**Table- Carpet of Flying** - -| d100 | Size | Capacity | Flying Speed | -|--------|---------------|----------|--------------| -| 01-20 | 3 ft. × 5 ft. | 200 lb. | 80 feet | -| 21-55 | 4 ft. × 6 ft. | 400 lb. | 60 feet | -| 56-80 | 5 ft. × 7 ft. | 600 lb. | 40 feet | -| 81-100 | 6 ft. × 9 ft. | 800 lb. | 30 feet | -| | | | | - -A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. - -### Censer of Controlling Air Elementals - -*Wondrous item, rare* - -While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the *conjure elemental* spell. The censer can't be used this way again until the next dawn. - -This 6-inch-wide, 1-foot high vessel resembles a chalice with a decorated lid. It weighs 1 pound. - -### Chime of Opening - -*Wondrous item, rare* - -This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. - -The chime can be used ten times. After the tenth time, it cracks and becomes useless. - -### Circlet of Blasting - -*Wondrous item, uncommon* - -While wearing this circlet, you can use an action to cast the *scorching ray* spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn. - -### Cloak of Arachnida - -*Wondrous item, very rare (requires attunement)* - -This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: - -- You have resistance to poison damage. -- You have a climbing speed equal to your walking speed. -- You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. -- You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. -- You can use an action to cast the *web* spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn. - -### Cloak of Displacement - -*Wondrous item, rare (requires attunement)* - -While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. - -### Cloak of Elvenkind - -*Wondrous item, uncommon (requires attunement)* - -While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. - -### Cloak of Protection - -*Wondrous item, uncommon (requires attunement)* - -You gain a +1 bonus to AC and saving throws while you wear this cloak. - -### Cloak of the Bat - -*Wondrous item, rare (requires attunement)* - -While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. - -While wearing the cloak in an area of dim light or darkness, you can use your action to cast *polymorph* on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. - -### Cloak of the Manta Ray - -*Wondrous item, uncommon* - -While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. - -### Crystal Ball - -*Wondrous item, very rare or legendary (requires attunement)* - -The typical *crystal ball*, a very rare item, is about 6 inches in diameter. While touching it, you can cast the *scrying* spell (save DC 17) with it. - -The following *crystal ball* variants are legendary items and have additional properties. - -***Crystal Ball of Mind Reading***. You can use an action to cast the *detect thoughts* spell (save DC 17) while you are scrying with the *crystal ball*, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this *detect thoughts* to maintain it during its duration, but it ends if *scrying* ends. - -***Crystal Ball of Telepathy***. While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the *suggestion* spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this *suggestion* to maintain it during its duration, but it ends if *scrying* ends. Once used, the *suggestion* power of the *crystal ball* can't be used again until the next dawn. - -***Crystal Ball of True Seeing***. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor. - -### Cube of Force - -*Wondrous item, rare (requires attunement)* - -This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. - -You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. - -If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. - -**Table- Cube of Force Effects** - -| Face | Charges | Effect | -|------|---------|-------------------------------------------------------------------------------------------------------------------| -| 1 | 1 | Gases, wind, and fog can't pass through the barrier. | -| 2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. | -| 3 | 3 | Living matter can't pass through the barrier. | -| 4 | 4 | Spell effects can't pass through the barrier. | -| 5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. | -| 6 | 0 | The barrier deactivates. | -| | | | - -The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. - -**Table- Cube of Force Charges Lost** - -| Spell or Item | Charges Lost | -|------------------|--------------| -| Disintegrate | 1d12 | -| Horn of blasting | 1d10 | -| Passwall | 1d6 | -| Prismatic spray | 1d20 | -| Wall of fire | 1d4 | -| | | - -### Cubic Gate - -*Wondrous item, legendary* - -This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM. - -You can use an action to press one side of the cube to cast the *gate* spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the *plane shift* spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. - -The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. \ No newline at end of file diff --git a/documents/treasure/Magic Items D.md b/documents/treasure/Magic Items D.md deleted file mode 100644 index 58618d3..0000000 --- a/documents/treasure/Magic Items D.md +++ /dev/null @@ -1,292 +0,0 @@ -# Magic Items (D) - -### Dagger of Venom - -*Weapon (dagger), rare* - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. - -You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. - -### Dancing Sword - -*Weapon (any sword), very rare (requires attunement)* - -You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. - -While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. - -After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. - -### Decanter of Endless Water - -*Wondrous item, uncommon* - -This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. - -You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: - -- "Stream" produces 1 gallon of water. -- "Fountain" produces 5 gallons of water. -- "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. - -### Deck of Illusions - -*Wondrous item, uncommon* - -This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20-1 cards. - -The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. - -An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. - -The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. - -**Table- Deck of Illusions** - -| Playing Card | Illusion | -|-------------------|----------------------------------| -| Ace of hearts | Red dragon | -| King of hearts | Knight and four guards | -| Queen of hearts | Succubus or incubus | -| Jack of hearts | Druid | -| Ten of hearts | Cloud giant | -| Nine of hearts | Ettin | -| Eight of hearts | Bugbear | -| Two of hearts | Goblin | -| Ace of diamonds | Beholder | -| King of diamonds | Archmage and mage apprentice | -| Queen of diamonds | Night hag | -| Jack of diamonds | Assassin | -| Ten of diamonds | Fire giant | -| Nine of diamonds | Ogre mage | -| Eight of diamonds | Gnoll | -| Two of diamonds | Kobold | -| Ace of spades | Lich | -| King of spades | Priest and two acolytes | -| Queen of spades | Medusa | -| Jack of spades | Veteran | -| Ten of spades | Frost giant | -| Nine of spades | Troll | -| Eight of spades | Hobgoblin | -| Two of spades | Goblin | -| Ace of clubs | Iron golem | -| King of clubs | Bandit captain and three bandits | -| Queen of clubs | Erinyes | -| Jack of clubs | Berserker | -| Ten of clubs | Hill giant | -| Nine of clubs | Ogre | -| Eight of clubs | Orc | -| Two of clubs | Kobold | -| Jokers (2) | You (the deck's owner) | -| | | - -### Deck of Many Things - -*Wondrous item, legendary* - -Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. - -Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. - -Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice. - -**Table- Deck of Many Things** - -| Playing Card | Card | -|--------------------|------------| -| Ace of diamonds | Vizier* | -| King of diamonds | Sun | -| Queen of diamonds | Moon | -| Jack of diamonds | Star | -| Two of diamonds | Comet* | -| Ace of hearts | The Fates* | -| King of hearts | Throne | -| Queen of hearts | Key | -| Jack of hearts | Knight | -| Two of hearts | Gem* | -| Ace of clubs | Talons* | -| King of clubs | The Void | -| Queen of clubs | Flames | -| Jack of clubs | Skull | -| Two of clubs | Idiot* | -| Ace of spades | Donjon* | -| King of spades | Ruin | -| Queen of spades | Euryale | -| Jack of spades | Rogue | -| Two of spades | Balance* | -| Joker (with TM) | Fool* | -| Joker (without TM) | Jester | -| | | - -\* Found only in a deck with twenty-two cards - -***Balance***. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. - -***Comet***. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect. - -***Donjon***. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a *wish* spell can reveal the location of your prison. You draw no more cards. - -***Euryale***. The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse. - -***The Fates***. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die. - -***Flames***. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. - -***Fool***. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level. - -***Gem***. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet. - -***Idiot***. Permanently reduce your Intelligence by 1d4+1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. - -***Jester***. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. - -***Key***. A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon. - -***Knight***. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character. - -***Moon***. You are granted the ability to cast the *wish* spell 1d3 times. - -***Rogue***. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a *wish* spell or divine intervention can end the NPC's hostility toward you. - -***Ruin***. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. - -***Skull***. You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life. - -#### Avatar of Death - -*Medium undead, neutral evil* - -**Armor Class** 20 - -**Hit Points** half the hit point maximum of its summoner - -**Speed** 60 ft., fly 60 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | - -**Damage Immunities** necrotic, poison - -**Condition Immunities** charmed, frightened, paralyzed, petrified, poisoned, unconscious - -**Senses** darkvision 60 ft., truesight 60 ft., passive Perception 13 - -**Languages** all languages known to its summoner - -**Challenge** - (0 XP) - -***Incorporeal Movement***. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - -***Turning Immunity***. The avatar is immune to features that turn undead. - -###### Actions - -***Reaping Scythe***. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8+3) slashing damage plus 4 (1d8) necrotic damage. - -***Star***. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24. - -***Sun***. You gain 50,000 XP, and a wondrous item (which the GM determines randomly) appears in your hands. - -***Talons***. Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish. - -***Throne***. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours. - -***Vizier***. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it. - -***The Void***. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A *wish* spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards. - -### Defender - -*Weapon (any sword), legendary (requires attunement)* - -You gain a +3 bonus to attack and damage rolls made with this magic weapon. - -The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. - -### Demon Armor - -*Armor (plate), very rare (requires attunement)* - -While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. - -***Curse***. Once you don this cursed armor, you can't doff it unless you are targeted by the *remove curse* spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. - -### Dimensional Shackles - -*Wondrous item, rare* - -You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. - -You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. - -### Dragon Scale Mail - -*Armor (scale mail), very rare (requires attunement)* - -Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. - -While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). - -Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn. - -**Table- Dragon Scale Mail** - -| Dragon | Resistance | -|--------|------------| -| Black | Acid | -| Blue | Lightning | -| Brass | Fire | -| Bronze | Lightning | -| Copper | Acid | -| Gold | Fire | -| Green | Poison | -| Red | Fire | -| Silver | Cold | -| White | Cold | -| | | - -### Dragon Slayer - -*Weapon (any sword), rare* - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. - -When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. - -### Dust of Disappearance - -*Wondrous item, uncommon* - -Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. - -### Dust of Dryness - -*Wondrous item, uncommon* - -This small packet contains 1d6+4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. - -Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. - -An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. - -### Dust of Sneezing and Choking - -*Wondrous item, uncommon* - -Found in a small container, this powder resembles very fine sand. It appears to be *dust of disappearance*, and an *identify* spell reveals it to be such. There is enough of it for one use. - -When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The *lesser restoration* spell can also end the effect on a creature. - -### Dwarven Plate - -*Armor (plate), very rare* - -While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. - -### Dwarven Thrower - -*Weapon (warhammer), very rare (requires attunement by a dwarf)* - -You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. \ No newline at end of file diff --git a/documents/treasure/Magic Items E.md b/documents/treasure/Magic Items E.md deleted file mode 100644 index 4d5435e..0000000 --- a/documents/treasure/Magic Items E.md +++ /dev/null @@ -1,74 +0,0 @@ -# Magic Items (E) - -### Efficient Quiver - -*Wondrous item, uncommon* - -Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. - -You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. - -### Efreeti Bottle - -*Wondrous item, very rare* - -This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. - -The first time the bottle is opened, the GM rolls to determine what happens. - -**Table- Efreeti Bottle** - -| d100 | Effect | -|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| 01-10 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. | -| 11-90 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. | -| 91-100 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. | -| | | - -### Elemental Gem - -*Wondrous item, uncommon* - -This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the *conjure elemental* spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. - -**Table- Elemental Gem** - -| Gem | Summoned Elemental | -|----------------|--------------------| -| Blue sapphire | Air elemental | -| Yellow diamond | Earth elemental | -| Red corundum | Fire elemental | -| Emerald | Water elemental | -| | | - -### Elven Chain - -*Armor (chain shirt), rare* - -You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. - -### Eversmoking Bottle - -*Wondrous item, uncommon* - -Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. - -The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. - -### Eyes of Charming - -*Wondrous item, uncommon (requires attunement)* - -These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the *charm person* spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn. - -### Eyes of Minute Seeing - -*Wondrous item, uncommon* - -These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. - -### Eyes of the Eagle - -*Wondrous item, uncommon (requires attunement)* - -These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. \ No newline at end of file diff --git a/documents/treasure/Magic Items F.md b/documents/treasure/Magic Items F.md deleted file mode 100644 index 13e29a7..0000000 --- a/documents/treasure/Magic Items F.md +++ /dev/null @@ -1,115 +0,0 @@ -# Magic Items (F) - -### Feather Token - -*Wondrous item, rare* - -This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly. - -**Table- Feather Token** - -| d100 | Feather Token | -|--------|---------------| -| 01-20 | Anchor | -| 21-35 | Bird | -| 36-50 | Fan | -| 51-65 | Swan boat | -| 66-90 | Tree | -| 91-100 | Whip | -| | | - -***Anchor***. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. - -***Bird***. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. - -***Fan***. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. - -***Swan Boat***. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot long, 20-foot wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. - -***Tree***. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot diameter trunk, and its branches at the top spread out in a 20-foot radius. - -***Whip***. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6+5 force damage. - -As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die. - -### Figurine of Wondrous Power - -*Wondrous item, rarity by figurine* - -A *figurine of wondrous power* is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. - -The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. - -The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. - -***Bronze Griffon (Rare)***. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. - -***Ebony Fly (Rare)***. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed. - -#### Giant Fly - -*Large beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 19 (3d10+3) - -**Speed** 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 13 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) | - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** - - -***Golden Lions (Rare)***. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. - -***Ivory Goats (Rare)***. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: - -- The *goat of traveling* can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges. -- The *goat of travail* becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed. -- The *goat of terror* becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a *+1 lance*, and the other becomes a *+2 longsword*. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed. - -***Marble Elephant (Rare)***. This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed. - -***Obsidian Steed (Very Rare)***. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. - -If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. - -***Onyx Dog (Rare)***. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. - -***Serpentine Owl (Rare)***. This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. - -***Silver Raven (Uncommon)***. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the *animal messenger* spell on it at will. - -### Flame Tongue - -*Weapon (any sword), rare (requires attunement)* - -You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. - -### Folding Boat - -*Wondrous item, rare* - -This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. - -One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. - -The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. - -When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. - -The third command word causes the *folding boat* to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. - -### Frost Brand - -*Weapon (any sword), very rare (requires attunement)* - -When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. - -In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - -When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. \ No newline at end of file diff --git a/documents/treasure/Magic Items G.md b/documents/treasure/Magic Items G.md deleted file mode 100644 index b0349ad..0000000 --- a/documents/treasure/Magic Items G.md +++ /dev/null @@ -1,59 +0,0 @@ -# Magic Items (G) - -### Gauntlets of Ogre Power - -*Wondrous item, uncommon (requires attunement)* - -Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher. - -### Gem of Brightness - -*Wondrous item, uncommon* - -This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: - -- The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. -- The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. -- The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. - -When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. - -### Gem of Seeing - -*Wondrous item, rare (requires attunement)* - -This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. - -The gem regains 1d3 expended charges daily at dawn. - -### Giant Slayer - -*Weapon (any axe or sword), rare* - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. - -When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. - -### Glamoured Studded Leather - -*Armor (studded leather), rare* - -While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. - -### Gloves of Missile Snaring - -*Wondrous item, uncommon (requires attunement)* - -These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10+your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. - -### Gloves of Swimming and Climbing - -*Wondrous item, uncommon (requires attunement)* - -While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. - -### Goggles of Night - -*Wondrous item, uncommon* - -While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. \ No newline at end of file diff --git a/documents/treasure/Magic Items H.md b/documents/treasure/Magic Items H.md deleted file mode 100644 index 776ba87..0000000 --- a/documents/treasure/Magic Items H.md +++ /dev/null @@ -1,118 +0,0 @@ -# Magic Items (H) - -### Hammer of Thunderbolts - -*Weapon (maul), legendary* - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. - -***Giant's Bane (Requires Attunement)***. You must be wearing a *belt of giant strength* (any variety) and *gauntlets of ogre power* to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. - -The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4+1 expended charges daily at dawn. - -### Handy Haversack - -*Wondrous item, rare* - -This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. - -Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. - -The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. - -Placing the haversack inside an extradimensional space created by a *bag of holding*, *portable hole*, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. - -### Hat of Disguise - -*Wondrous item, uncommon (requires attunement)* - -While wearing this hat, you can use an action to cast the *disguise self* spell from it at will. The spell ends if the hat is removed. - -### Headband of Intellect - -*Wondrous item, uncommon (requires attunement)* - -Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. - -### Helm of Brilliance - -*Wondrous item, very rare (requires attunement)* - -This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. - -You gain the following benefits while wearing it: - -- You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: *daylight* (opal), *fireball* (fire opal), *prismatic spray* (diamond), or *wall of fire* (ruby). The gem is destroyed when the spell is cast and disappears from the helm. -- As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. -- As long as the helm has at least one ruby, you have resistance to fire damage. -- As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. - -Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. - -### Helm of Comprehending Languages - -*Wondrous item, uncommon* - -While wearing this helm, you can use an action to cast the *comprehend languages* spell from it at will. - -### Helm of Telepathy - -*Wondrous item, uncommon (requires attunement)* - -While wearing this helm, you can use an action to cast the *detect thoughts* spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. - -While focusing on a creature with *detect thoughts*, you can use an action to cast the *suggestion* spell (save DC 13) from the helm on that creature. Once used, the *suggestion* property can't be used again until the next dawn. - -### Helm of Teleportation - -*Wondrous item, rare (requires attunement)* - -This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the *teleport* spell from it. The helm regains 1d3 expended charges daily at dawn. - -### Holy Avenger - -*Weapon (any sword), legendary (requires attunement by a paladin)* - -You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. - -While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. - -### Horn of Blasting - -*Wondrous item, rare* - -You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. - -Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. - -### Horn of Valhalla - -*Wondrous item, rare (silver or brass), very rare (bronze), or legendary (iron)* - -You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. - -Four types of *horn of Valhalla* are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. - -**Table- Horn of Valhalla** - -| d100 | Horn Type | Berserkers Summoned | Requirement | -|-------|-----------|---------------------|--------------------------------------| -| 01-40 | Silver | 2d4+2 | None | -| 41-75 | Brass | 3d4+3 | Proficiency with all simple weapons | -| 76-90 | Bronze | 4d4+4 | Proficiency with all medium armor | -| 91-00 | Iron | 5d4+5 | Proficiency with all martial weapons | -| | | | | - -If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. - -### Horseshoes of a Zephyr - -*Wondrous item, very rare* - -These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march. - -### Horseshoes of Speed - -*Wondrous item, rare* - -These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet. \ No newline at end of file diff --git a/documents/treasure/Magic Items I.md b/documents/treasure/Magic Items I.md deleted file mode 100644 index 0c1ae63..0000000 --- a/documents/treasure/Magic Items I.md +++ /dev/null @@ -1,115 +0,0 @@ -# Magic Items (I) - -### Immovable Rod - -*Rod, uncommon* - -This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. - -### Instant Fortress - -*Wondrous item, rare* - -You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. - -The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the *knock* spell and similar magic, such as that of a *chime of opening*. - -Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically. - -The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, - -immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a *wish* spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of *wish* causes the roof, the door, or one wall to regain 50 hit points. - -### Ioun Stone - -*Wondrous item, rarity varies (requires attunement)* - -An *Ioun stone* is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of *Ioun stone* exist, each type a distinct combination of shape and color. - -When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. - -A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. - -***Absorption (Very Rare)***. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. - -Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. - -***Agility (Very Rare)***. Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. - -***Awareness (Rare)***. You can't be surprised while this dark blue rhomboid orbits your head. - -***Fortitude (Very Rare)***. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. - -***Greater Absorption (Legendary)***. While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. - -Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. - -***Insight (Very Rare)***. Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. - -***Intellect (Very Rare)***. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. - -***Leadership (Very Rare)***. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. - -***Mastery (Legendary)***. Your proficiency bonus increases by 1 while this pale green prism orbits your head. - -***Protection (Rare)***. You gain a +1 bonus to AC while this dusty rose prism orbits your head. - -***Regeneration (Legendary)***. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. - -***Reserve (Rare)***. This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4-1 levels of stored spells chosen by the GM. - -Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. - -While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. - -***Strength (Very Rare)***. Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. - -***Sustenance (Rare)***. You don't need to eat or drink while this clear spindle orbits your head. - -### Iron Bands of Binding - -*Wondrous item, rare* - -This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. - -Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. - -A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. - -Once the bands are used, they can't be used again until the next dawn. - -### Iron Flask - -*Wondrous item, legendary* - -This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age. - -You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. - -An *identify* spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly. - -**Table- Iron Flask** - -| d100 | Contents | -|-------|-------------------| -| 1‒50 | Empty | -| 51‒54 | Demon (type 1) | -| 55‒58 | Demon (type 2) | -| 59‒62 | Demon (type 3) | -| 63‒64 | Demon (type 4) | -| 65 | Demon (type 5) | -| 66 | Demon (type 6) | -| 67 | Deva | -| 68‒69 | Devil (greater) | -| 70‒73 | Devil (lesser) | -| 74‒75 | Djinni | -| 76‒77 | Efreeti | -| 78‒83 | Elemental (any) | -| 84‒86 | Invisible stalker | -| 87‒90 | Night hag | -| 91 | Planetar | -| 92‒95 | Salamander | -| 96 | Solar | -| 97‒99 | Succubus/incubus | -| 100 | Xorn | -| | | \ No newline at end of file diff --git a/documents/treasure/Magic Items J.md b/documents/treasure/Magic Items J.md deleted file mode 100644 index c6b59a9..0000000 --- a/documents/treasure/Magic Items J.md +++ /dev/null @@ -1,9 +0,0 @@ -# Magic Items (J) - -### Javelin of Lightning - -*Weapon (javelin), uncommon* - -This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. - -The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. \ No newline at end of file diff --git a/documents/treasure/Magic Items K.md b/documents/treasure/Magic Items K.md deleted file mode 100644 index 08ae035..0000000 --- a/documents/treasure/Magic Items K.md +++ /dev/null @@ -1,3 +0,0 @@ -# Magic Items (K) - -None. \ No newline at end of file diff --git a/documents/treasure/Magic Items L.md b/documents/treasure/Magic Items L.md deleted file mode 100644 index b7f3ca5..0000000 --- a/documents/treasure/Magic Items L.md +++ /dev/null @@ -1,17 +0,0 @@ -# Magic Items (L) - -### Lantern of Revealing - -*Wondrous item, uncommon* - -While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. - -### Luck Blade - -*Weapon (any sword), legendary (requires attunement)* - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. - -***Luck***. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. - -***Wish***. The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the *wish* spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. \ No newline at end of file diff --git a/documents/treasure/Magic Items M.md b/documents/treasure/Magic Items M.md deleted file mode 100644 index 307f097..0000000 --- a/documents/treasure/Magic Items M.md +++ /dev/null @@ -1,113 +0,0 @@ -# Magic Items (M) - -### Mace of Disruption - -*Weapon (mace), rare (requires attunement)* - -When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. - -While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. - -### Mace of Smiting - -*Weapon (mace), rare* - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. - -When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. - -### Mace of Terror - -*Weapon (mace), rare (requires attunement)* - -This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. - -The mace regains 1d3 expended charges daily at dawn. - -### Mantle of Spell Resistance - -*Wondrous item, rare (requires attunement)* - -You have advantage on saving throws against spells while you wear this cloak. - -### Manual of Bodily Health - -*Wondrous item, very rare* - -This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - -### Manual of Gainful Exercise - -*Wondrous item, very rare* - -This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - -### Manual of Golems - -*Wondrous item, very rare* - -This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a *manual of golems* and attempts to read it takes 6d6 psychic damage. - -**Table- Manual of Golems** - -| d20 | Golem | Time | Cost | -|-------|-------|----------|------------| -| 1-5 | Clay | 30 days | 65,000 gp | -| 6-17 | Flesh | 60 days | 50,000 gp | -| 18 | Iron | 120 days | 100,000 gp | -| 19-20 | Stone | 90 days | 80,000 gp | -| | | | | - -To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. - -Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. - -### Manual of Quickness of Action - -*Wondrous item, very rare* - -This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - -### Marvelous Pigments - -*Wondrous item, very rare* - -Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. - -Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons - that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. - -When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. - -Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. - -If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. - -### Medallion of Thoughts - -*Wondrous item, uncommon (requires attunement)* - -The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the *detect thoughts* spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. - -### Mirror of Life Trapping - -*Wondrous item, very rare* - -When this 4-foot tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. - -If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. - -Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically. - -An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. - -If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. - -While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally. - -In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it. - -### Mithral Armor - -*Armor (medium or heavy, but not hide), uncommon* - -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. \ No newline at end of file diff --git a/documents/treasure/Magic Items N.md b/documents/treasure/Magic Items N.md deleted file mode 100644 index ecc2f80..0000000 --- a/documents/treasure/Magic Items N.md +++ /dev/null @@ -1,43 +0,0 @@ -# Magic Items (N) - -### Necklace of Adaptation - -*Wondrous item, uncommon (requires attunement)* - -While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as *cloudkill* and *stinking cloud* effects, inhaled poisons, and the breath weapons of some dragons). - -### Necklace of Fireballs - -*Wondrous item, rare* - -This necklace has 1d6+3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level *fireball* spell (save DC 15). - -You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the *fireball* by 1 for each bead beyond the first. - -### Necklace of Prayer Beads - -*Wondrous item, rare (requires attunement by a cleric, druid, or paladin)* - -This necklace has 1d4+2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. - -Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. - -**Table- Necklace of Prayer Beads** - -| d20 | Bead of ... | Spell | -|-------|--------------|-----------------------------------------------| -| 1-6 | Blessing | Bless | -| 7-12 | Curing | Cure wounds (2nd level) or lesser restoration | -| 13-16 | Favor | Greater restoration | -| 17-18 | Smiting | Branding smite | -| 19 | Summons | Planar ally | -| 20 | Wind walking | Wind walk | -| | | | - -### Nine Lives Stealer - -*Weapon (any sword), very rare (requires attunement)* - -You gain a +2 bonus to attack and damage rolls made with this magic weapon. - -The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. \ No newline at end of file diff --git a/documents/treasure/Magic Items O.md b/documents/treasure/Magic Items O.md deleted file mode 100644 index 4e171a3..0000000 --- a/documents/treasure/Magic Items O.md +++ /dev/null @@ -1,31 +0,0 @@ -# Magic Items (O) - -### Oathbow - -*Weapon (longbow), very rare (requires attunement)* - -When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. - -When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. - -While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. - -### Oil of Etherealness - -*Potion, rare* - -Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the *etherealness* spell for 1 hour. - -### Oil of Sharpness - -*Potion, very rare* - -This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. - -### Oil of Slipperiness - -*Potion, uncommon* - -This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a *freedom of movement* spell for 8 hours. - -Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the *grease* spell in that area for 8 hours. \ No newline at end of file diff --git a/documents/treasure/Magic Items P.md b/documents/treasure/Magic Items P.md deleted file mode 100644 index 93569ee..0000000 --- a/documents/treasure/Magic Items P.md +++ /dev/null @@ -1,204 +0,0 @@ -# Magic Items (P) - -### Pearl of Power - -*Wondrous item, uncommon (requires attunement by a spellcaster)* - -While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn. - -### Periapt of Health - -*Wondrous item, uncommon* - -You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. - -### Periapt of Proof against Poison - -*Wondrous item, rare* - -This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. - -### Periapt of Wound Closure - -*Wondrous item, uncommon (requires attunement)* - -While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. - -### Philter of Love - -*Potion, uncommon* - -The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. - -### Pipes of Haunting - -*Wondrous item, uncommon* - -You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. - -### Pipes of the Sewers - -*Wondrous item, uncommon (requires attunement)* - -You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. - -The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. - -Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. - -### Plate Armor of Etherealness - -*Armor (plate), legendary (requires attunement)* - -While you're wearing this armor, you can speak its command word as an action to gain the effect of the *etherealness* spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn. - -### Portable Hole - -*Wondrous item, rare* - -This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. - -You can use an action to unfold a *portable hole* and place it on or against a solid surface, whereupon the *portable hole* creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open *portable hole* can exit the hole by climbing out of it. - -You can use an action to close a *portable hole* by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. - -If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the *portable hole* or the creature carrying it. A breathing creature within a closed *portable hole* can survive for up to 10 minutes, after which time it begins to suffocate. - -Placing a *portable hole* inside an extradimensional space created by a *bag of holding*, *handy haversack*, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. - -### Potion of Animal Friendship - -*Potion, uncommon* - -When you drink this potion, you can cast the *animal friendship* spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. - -### Potion of Clairvoyance - -*Potion, rare* - -When you drink this potion, you gain the effect of the *clairvoyance* spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. - -### Potion of Climbing - -*Potion, common* - -When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. - -### Potion of Diminution - -*Potion, rare* - -When you drink this potion, you gain the "reduce" effect of the *enlarge/reduce* spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. - -### Potion of Flying - -*Potion, very rare* - -When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. - -### Potion of Gaseous Form - -*Potion, rare* - -When you drink this potion, you gain the effect of the *gaseous form* spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water. - -### Potion of Giant Strength - -*Potion, rarity varies* - -When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. - -This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The *potion of frost giant strength* and the *potion of stone giant strength* have the same effect. - -**Table- Potion of Giant Strength** - -| Type of Giant | Strength | Rarity | -|-------------------|----------|-----------| -| Hill giant | 21 | Uncommon | -| Frost/stone giant | 23 | Rare | -| Fire giant | 25 | Rare | -| Cloud giant | 27 | Very rare | -| Storm giant | 29 | Legendary | -| | | | - -### Potion of Growth - -*Potion, uncommon* - -When you drink this potion, you gain the "enlarge" effect of the *enlarge/reduce* spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. - -### Potion of Healing - -*Potion, rarity varies* - -You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated. - -**Table- Potions of Healing** - -| Potion of ... | Rarity | HP Regained | -|------------------|-----------|-------------| -| Healing | Common | 2d4+2 | -| Greater healing | Uncommon | 4d4+4 | -| Superior healing | Rare | 8d4+8 | -| Supreme healing | Very rare | 10d4+20 | -| | | | - -### Potion of Heroism - -*Potion, rare* - -For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the *bless* spell (no concentration required). This blue potion bubbles and steams as if boiling. - -### Potion of Invisibility - -*Potion, very rare* - -This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. - -### Potion of Mind Reading - -*Potion, rare* - -When you drink this potion, you gain the effect of the *detect thoughts* spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it. - -### Potion of Poison - -*Potion, uncommon* - -This concoction looks, smells, and tastes like a *potion of healing* or other beneficial potion. However, it is actually poison masked by illusion magic. An *identify* spell reveals its true nature. - -If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. - -### Potion of Resistance - -*Potion, uncommon* - -When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below. - -**Table- Potion of Resistance** - -| d10 | Damage Type | -|-----|-------------| -| 1 | Acid | -| 2 | Cold | -| 3 | Fire | -| 4 | Force | -| 5 | Lightning | -| 6 | Necrotic | -| 7 | Poison | -| 8 | Psychic | -| 9 | Radiant | -| 10 | Thunder | -| | | - -### Potion of Speed - -*Potion, very rare* - -When you drink this potion, you gain the effect of the *haste* spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own. - -### Potion of Water Breathing - -*Potion, uncommon* - -You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. \ No newline at end of file diff --git a/documents/treasure/Magic Items Q.md b/documents/treasure/Magic Items Q.md deleted file mode 100644 index 851ef4c..0000000 --- a/documents/treasure/Magic Items Q.md +++ /dev/null @@ -1,3 +0,0 @@ -# Magic Items (Q) - -None. \ No newline at end of file diff --git a/documents/treasure/Magic Items R.md b/documents/treasure/Magic Items R.md deleted file mode 100644 index 7fc79ca..0000000 --- a/documents/treasure/Magic Items R.md +++ /dev/null @@ -1,398 +0,0 @@ -# Magic Items (R) - -### Restorative Ointment - -*Wondrous item, uncommon* - -This glass jar, 3 inches in diameter, contains 1d4+1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. - -As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8+2 hit points, ceases to be poisoned, and is cured of any disease. - -### Ring of Animal Influence - -*Ring, rare* - -This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: - -- Animal friendship (save DC 13) -- Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower -- Speak with animals - -### Ring of Djinni Summoning - -*Ring, legendary (requires attunement)* - -While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane. - -While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. - -After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. - -### Ring of Elemental Command - -*Ring, legendary (requires attunement)* - -This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. - -While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane. - -The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. - -***Ring of Air Elemental Command***. You can expend 2 of the ring's charges to cast *dominate monster* on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. - -If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties: - -- You have resistance to lightning damage. -- You have a flying speed equal to your walking speed and can hover. -- You can cast the following spells from the ring, expending the necessary number of charges: *chain lightning* (3 charges), *gust of wind* (2 charges), or *wind wall* (1 charge). - -***Ring of Earth Elemental Command***. You can expend 2 of the ring's charges to cast *dominate monster* on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. - -If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: - -- You have resistance to acid damage. -- You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. -- You can cast the following spells from the ring, expending the necessary number of charges: *stone shape* (2 charges), *stoneskin* (3 charges), or *wall of stone* (3 charges). - -***Ring of Fire Elemental Command***. You can expend 2 of the ring's charges to cast *dominate monster* on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan. - -If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties: - -- You are immune to fire damage. -- You can cast the following spells from the ring, expending the necessary number of charges: *burning hands* (1 charge), *fireball* (2 charges), and *wall of fire* (3 charges). - -***Ring of Water Elemental Command***. You can expend 2 of the ring's charges to cast *dominate monster* on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. - -If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: - -- You can breathe underwater and have a swimming speed equal to your walking speed. -- You can cast the following spells from the ring, expending the necessary number of charges: *create or destroy water* (1 charge), *control water* (3 charges), *ice storm* (2 charges), or *wall of ice* (3 charges). - -### Ring of Evasion - -*Ring, rare (requires attunement)* - -This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. - -### Ring of Feather Falling - -*Ring, rare (requires attunement)* - -When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. - -### Ring of Free Action - -*Ring, rare (requires attunement)* - -While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. - -### Ring of Invisibility - -*Ring, legendary (requires attunement)* - -While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. - -### Ring of Jumping - -*Ring, uncommon (requires attunement)* - -While wearing this ring, you can cast the *jump* spell from it as a bonus action at will, but can target only yourself when you do so. - -### Ring of Mind Shielding - -*Ring, uncommon (requires attunement)* - -While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. - -You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. - -If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. - -### Ring of Protection - -*Ring, rare (requires attunement)* - -You gain a +1 bonus to AC and saving throws while wearing this ring. - -### Ring of Regeneration - -*Ring, very rare (requires attunement)* - -While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6+1 days if you have at least 1 hit point the whole time. - -### Ring of Resistance - -*Ring, rare (requires attunement)* - -You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly. - -**Table- Ring of Resistance** - -| d10 | Damage Type | Gem | -|-----|-------------|------------| -| 1 | Acid | Pearl | -| 2 | Cold | Tourmaline | -| 3 | Fire | Garnet | -| 4 | Force | Sapphire | -| 5 | Lightning | Citrine | -| 6 | Necrotic | Jet | -| 7 | Poison | Amethyst | -| 8 | Psychic | Jade | -| 9 | Radiant | Topaz | -| 10 | Thunder | Spinel | -| | | | - -### Ring of Shooting Stars - -*Ring, very rare (requires attunement outdoors at night)* - -While wearing this ring in dim light or darkness, you can cast *dancing lights* and *light* from the ring at will. Casting either spell from the ring requires an action. - -The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. - -***Faerie Fire***. You can expend 1 charge as an action to cast *faerie fire* from the ring. - -***Ball Lightning***. You can expend 2 charges as an action to create one to four 3-foot diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. - -Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. - -As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. - -**Table- Ring of Shooting Stars** - -| Spheres | Lightning Damage | -|---------|------------------| -| 4 | 2d4 | -| 3 | 2d6 | -| 2 | 5d4 | -| 1 | 4d12 | -| | | - -***Shooting Stars***. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. - -### Ring of Spell Storing - -*Ring, rare (requires attunement)* - -This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM. - -Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. - -While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. - -### Ring of Spell Turning - -*Ring, legendary (requires attunement)* - -While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. - -### Ring of Swimming - -*Ring, uncommon* - -You have a swimming speed of 40 feet while wearing this ring. - -### Ring of Telekinesis - -*Ring, very rare (requires attunement)* - -While wearing this ring, you can cast the *telekinesis* spell at will, but you can target only objects that aren't being worn or carried. - -### Ring of the Ram - -*Ring, rare (requires attunement)* - -This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. - -Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. - -### Ring of Three Wishes - -*Ring, legendary* - -While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the *wish* spell from it. The ring becomes nonmagical when you use the last charge. - -### Ring of Warmth - -*Ring, uncommon (requires attunement)* - -While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit. - -### Ring of Water Walking - -*Ring, uncommon* - -While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. - -### Ring of X-ray Vision - -*Ring, rare (requires attunement)* - -While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. - -Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. - -### Robe of Eyes - -*Wondrous item, rare (requires attunement)* - -This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: - -- The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. -- You have darkvision out to a range of 120 feet. -- You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet. - -The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. - -A *light* spell cast on the robe or a *daylight* spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for *light* or DC 15 for *daylight*), ending the blindness on a success. - -### Robe of Scintillating Colors - -*Wondrous item, very rare (requires attunement)* - -This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. - -### Robe of Stars - -*Wondrous item, very rare (requires attunement)* - -This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. - -Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast *magic missile* as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. - -While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. - -### Robe of the Archmagi - -*Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)* - -This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a *robe of the archmagi* that doesn't correspond to your alignment. - -You gain these benefits while wearing the robe: - -- If you aren't wearing armor, your base Armor Class is 15+your Dexterity modifier. -- You have advantage on saving throws against spells and other magical effects. -- Your spell save DC and spell attack bonus each increase by 2. - -### Robe of Useful Items - -*Wondrous item, uncommon* - -This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. - -The robe has two of each of the following patches: - -- Dagger -- Bullseye lantern (filled and lit) -- Steel mirror -- 10-foot pole -- Hempen rope (50 feet, coiled) -- Sack - -In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly. - -**Table- Robe of Useful Items** - -| d100 | Patch | -|--------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| 01-08 | Bag of 100 gp | -| 09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp | -| 16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself | -| 23-30 | 10 gems worth 100 gp each | -| 31-44 | Wooden ladder (24 feet long) 45-51 A riding horse with saddle bags | -| 52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you | -| 60-68 | 4 potions of healing | -| 69-75 | Rowboat (12 feet long) | -| 76-83 | Spell scroll containing one spell of 1st to 3rd level | -| 84-90 | 2 mastiffs | -| 91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach | -| 97-100 | Portable ram | -| | | - -### Rod of Absorption - -*Rod, very rare (requires attunement)* - -While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy-not the spell itself-is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. - -When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. - -If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. - -A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. - -### Rod of Alertness - -*Rod, very rare (requires attunement)* - -This rod has a flanged head and the following properties. - -***Alertness***. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. - -***Spells***. While holding the rod, you can use an action to cast one of the following spells from it: *detect evil and good*, *detect magic*, *detect poison and disease*, or *see invisibility.* - -***Protective Aura***. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. - -The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn. - -### Rod of Lordly Might - -*Rod, legendary (requires attunement)* - -This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. - -***Six Buttons***. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. - -If you press **button 1**, the rod becomes a *flame tongue*, as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword). - -If you press **button 2**, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. - -If you press **button 3**, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it. - -If you press **button 4**, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. - -If you press **button 5**, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. - -If you press **button 6**, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. - -***Drain Life***. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn. - -***Paralyze***. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn. - -***Terrify***. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn. - -### Rod of Rulership - -*Rod, rare (requires attunement)* - -You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn. - -### Rod of Security - -*Rod, very rare* - -While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. - -For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). - -When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. - -### Rope of Climbing - -*Wondrous item, uncommon* - -This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. - -If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. - -The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. - -### Rope of Entanglement - -*Wondrous item, rare* - -This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. - -You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope. - -The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. \ No newline at end of file diff --git a/documents/treasure/Magic Items S.md b/documents/treasure/Magic Items S.md deleted file mode 100644 index 504c962..0000000 --- a/documents/treasure/Magic Items S.md +++ /dev/null @@ -1,305 +0,0 @@ -# Magic Items (S) - -### Scarab of Protection - -*Wondrous item, legendary (requires attunement)* - -If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: - -- You have advantage on saving throws against spells. -- The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. - -### Scimitar of Speed - -*Weapon (scimitar), very rare (requires attunement)* - -You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. - -### Shield, +1, +2, or +3 - -*Armor (shield), uncommon (+1), rare (+2), or very rare (+3)* - -While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in addition to the shield's normal bonus to AC. - -### Shield of Missile Attraction - -*Armor (shield), rare (requires attunement)* - -While holding this shield, you have resistance to damage from ranged weapon attacks. - -***Curse***. This shield is cursed. Attuning to it curses you until you are targeted by the *remove curse* spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. - -### Slippers of Spider Climbing - -*Wondrous item, uncommon (requires attunement)* - -While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. - -### Sovereign Glue - -*Wondrous item, legendary* - -This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with *oil of slipperiness*. When found, a container contains 1d6+1 ounces. - -One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of *universal solvent* or *oil of etherealness*, or with a *wish* spell. - -### Spell Scroll - -*Scroll, varies* - -A *spell scroll* bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. - -If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10+the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. - -The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table. - -**Table- Spell Scroll** - -| Spell Level | Rarity | Save DC | Attack Bonus | -|-------------|-----------|---------|--------------| -| Cantrip | Common | 13 | +5 | -| 1st | Common | 13 | +5 | -| 2nd | Uncommon | 13 | +5 | -| 3rd | Uncommon | 15 | +7 | -| 4th | Rare | 15 | +7 | -| 5th | Rare | 17 | +9 | -| 6th | Very rare | 17 | +9 | -| 7th | Very rare | 18 | +10 | -| 8th | Very rare | 18 | +10 | -| 9th | Legendary | 19 | +11 | -| | | | | - -A wizard spell on a *spell scroll* can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10+the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the *spell scroll* is destroyed. - -### Spellguard Shield - -*Armor (shield), very rare (requires attunement)* - -While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. - -### Sphere of Annihilation - -*Wondrous item, legendary* - -This 2-foot diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. - -The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a *sphere of annihilation*, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage. - -The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage. - -If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal. - -If the sphere comes into contact with a planar portal, such as that created by the *gate* spell, or an extradimensional space, such as that within a *portable hole*, the GM determines randomly what happens, using the following table. - -**Table- Sphere of Annihilation** - -| d100 | Result | -|-------|------------------------------------------------------------------------------------------------------------------------------------| -| 01-50 | The sphere is destroyed. | -| 51-85 | The sphere moves through the portal or into the extradimensional space. | -| 86-00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. | -| | | - -### Staff of Charming - -*Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)* - -While holding this staff, you can use an action to expend 1 of its 10 charges to cast *charm person*, *command*, *or comprehend languages* from it using your spell save DC. The staff can also be used as a magic quarterstaff. - -If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. - -The staff regains 1d8+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. - -### Staff of Fire - -*Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)* - -You have resistance to fire damage while you hold this staff. - -The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *burning hands* (1 charge), *fireball* (3 charges), or *wall of fire* (4 charges). - -The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. - -### Staff of Frost - -*Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)* - -You have resistance to cold damage while you hold this staff. - -The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *cone of cold* (5 charges), *fog cloud* (1 charge), *ice storm* (4 charges), or *wall of ice* (4 charges). - -The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. - -### Staff of Healing - -*Staff, rare (requires attunement by a bard, cleric, or druid)* - -This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: *cure wounds* (1 charge per spell level, up to 4th), *lesser restoration* (2 charges), or *mass cure wounds* (5 charges). - -The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. - -### Staff of Power - -*Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)* - -This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. - -The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8+2 charges. - -***Power Strike***. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. - -***Spells***. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: *cone of cold* (5 charges), *fireball* (5th-level version, 5 charges), *globe of invulnerability* (6 charges), *hold monster* (5 charges), *levitate* (2 charges), *lightning bolt* (5th-level version, 5 charges), *magic missile* (1 charge), *ray of enfeeblement* (1 charge), or *wall of force* (5 charges). - -***Retributive Strike***. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot radius sphere centered on it. - -You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. - -**Table- Staff of Power** - -| Distance from Origin | Damage | -|-----------------------|----------------------------------------| -| 10 ft. away or closer | 8 × the number of charges in the staff | -| 11 to 20 ft. away | 6 × the number of charges in the staff | -| 21 to 30 ft. away | 4 × the number of charges in the staff | -| | | - -### Staff of Striking - -*Staff, very rare (requires attunement)* - -This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. - -The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. - -### Staff of Swarming Insects - -*Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)* - -This staff has 10 charges and regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. - -***Spells***. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: *giant insect* (4 charges) or *insect plague* (5 charges). - -***Insect Cloud***. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. - -### Staff of the Magi - -*Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)* - -This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. - -The staff has 50 charges for the following properties. It regains 4d6+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12+1 charges. - -***Spell Absorption***. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). - -***Spells***. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: *conjure elemental* (7 charges), *dispel magic* (3 charges), *fireball* (7th-level version, 7 charges), *flaming sphere* (2 charges), *ice storm* (4 charges), *invisibility* (2 charges), *knock* (2 charges), *lightning bolt* (7th-level version, 7 charges), *passwall* (5 charges), *plane shift* (7 charges), *telekinesis* (5 charges), *wall of fire* (4 charges), or *web* (2 charges). - -You can also use an action to cast one of the following spells from the staff without using any charges: *arcane lock*, *detect magic*, *enlarge/reduce*, *light*, *mage hand*, or *protection from evil and good.* - -***Retributive Strike***. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot radius sphere centered on it. - -You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. - -**Table- Staff of the Magi** - -| Distance from Origin | Damage | -|-----------------------|----------------------------------------| -| 10 ft. away or closer | 8 × the number of charges in the staff | -| 11 to 20 ft. away | 6 × the number of charges in the staff | -| 21 to 30 ft. away | 4 × the number of charges in the staff | -| | | - -### Staff of the Python - -*Staff, uncommon (requires attunement by a cleric, druid, or warlock)* - -You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. - -On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. - -If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. - -### Staff of the Woodlands - -*Staff, rare (requires attunement by a druid)* - -This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. - -The staff has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. - -***Spells***. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: *animal friendship* (1 charge), *awaken* (5 charges), *barkskin* (2 charges), *locate animals or plants* (2 charges), *speak with animals* (1 charge), *speak with plants* (3 charges), or *wall of thorns* (6 charges). - -You can also use an action to cast the *pass without trace* spell from the staff without using any charges. - -***Tree Form***. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot diameter trunk, and its branches at the top spread out in a 20-foot radius. - -The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by *detect magic*. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. - -### Staff of Thunder and Lightning - -*Staff, very rare (requires attunement)* - -This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. - -***Lightning***. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. - -***Thunder***. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. - -***Lightning Strike***. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. - -***Thunderclap***. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. - -***Thunder and Lightning***. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. - -### Staff of Withering - -*Staff, rare (requires attunement by a cleric, druid, or warlock)* - -This staff has 3 charges and regains 1d3 expended charges daily at dawn. - -The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. - -### Stone of Controlling Earth Elementals - -*Wondrous item, rare* - -If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the *conjure elemental* spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds. - -### Stone of Good Luck (Luckstone) - -*Wondrous item, uncommon (requires attunement)* - -While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. - -### Sun Blade - -*Weapon (longsword), rare (requires attunement)* - -This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the *sun blade*. - -You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. - -The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. - -### Sword of Life Stealing - -*Weapon (any sword), rare (requires attunement)* - -When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt. - -### Sword of Sharpness - -*Weapon (any sword that deals slashing damage), very rare (requires attunement)* - -When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. - -When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. - -In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. - -### Sword of Wounding - -*Weapon (any sword), rare (requires attunement)* - -Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. - -Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. \ No newline at end of file diff --git a/documents/treasure/Magic Items T.md b/documents/treasure/Magic Items T.md deleted file mode 100644 index 09638af..0000000 --- a/documents/treasure/Magic Items T.md +++ /dev/null @@ -1,51 +0,0 @@ -# Magic Items (T) - -### Talisman of Pure Good - -*Wondrous item, legendary (requires attunement by a creature of good alignment)* - -This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. - -If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. - -The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed. - -### Talisman of the Sphere - -*Wondrous item, legendary (requires attunement)* - -When you make an Intelligence (Arcana) check to control a *sphere of annihilation* while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a *sphere of annihilation*, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier. - -### Talisman of Ultimate Evil - -*Wondrous item, legendary (requires attunement by a creature of evil alignment)* - -This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. - -If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. - -The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed. - -### Tome of Clear Thought - -*Wondrous item, very rare* - -This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - -### Tome of Leadership and Influence - -*Wondrous item, very rare* - -This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - -### Tome of Understanding - -*Wondrous item, very rare* - -This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - -### Trident of Fish Command - -*Weapon (trident), uncommon (requires attunement)* - -This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast *dominate beast* (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. \ No newline at end of file diff --git a/documents/treasure/Magic Items U.md b/documents/treasure/Magic Items U.md deleted file mode 100644 index 20678f4..0000000 --- a/documents/treasure/Magic Items U.md +++ /dev/null @@ -1,7 +0,0 @@ -# Magic Items (U) - -### Universal Solvent - -*Wondrous item, legendary* - -This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including *sovereign glue.* \ No newline at end of file diff --git a/documents/treasure/Magic Items V.md b/documents/treasure/Magic Items V.md deleted file mode 100644 index 5e7fda0..0000000 --- a/documents/treasure/Magic Items V.md +++ /dev/null @@ -1,15 +0,0 @@ -# Magic Items (V) - -### Vicious Weapon - -*Weapon (any), rare* - -When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type. - -### Vorpal Sword - -*Weapon (any sword that deals slashing damage), legendary (requires attunement)* - -You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. - -When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. \ No newline at end of file diff --git a/documents/treasure/Magic Items W.md b/documents/treasure/Magic Items W.md deleted file mode 100644 index 39f3879..0000000 --- a/documents/treasure/Magic Items W.md +++ /dev/null @@ -1,167 +0,0 @@ -# Magic Items (W) - -### Wand of Binding - -*Wand, rare (requires attunement by a spellcaster)* - -This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -***Spells***. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): *hold monster* (5 charges) or *hold person* (2 charges). - -***Assisted Escape***. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. - -### Wand of Enemy Detection - -*Wand, rare (requires attunement)* - -This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -### Wand of Fear - -*Wand, rare (requires attunement)* - -This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -***Command***. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the *command* spell (save DC 15). - -***Cone of Fear***. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. - -### Wand of Fireballs - -*Wand, rare (requires attunement by a spellcaster)* - -This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *fireball* spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -### Wand of Lightning Bolts - -*Wand, rare (requires attunement by a spellcaster)* - -This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *lightning bolt* spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -### Wand of Magic Detection - -*Wand, uncommon* - -This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the *detect magic* spell from it. The wand regains 1d3 expended charges daily at dawn. - -### Wand of Magic Missiles - -*Wand, uncommon* - -This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *magic missile* spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -### Wand of Paralysis - -*Wand, rare (requires attunement by a spellcaster)* - -This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -### Wand of Polymorph - -*Wand, very rare (requires attunement by a spellcaster)* - -This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *polymorph* spell (save DC 15) from it. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -### Wand of Secrets - -*Wand, uncommon* - -The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. - -### Wand of the War Mage, +1, +2, or +3 - -*Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster)* - -While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack. - -### Wand of Web - -*Wand, uncommon (requires attunement by a spellcaster)* - -This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *web* spell (save DC 15) from it. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -### Wand of Wonder - -*Wand, rare (requires attunement by a spellcaster)* - -This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. - -If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. - -If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. - -**Table- Wand of Wonder** - -| d100 | Effect | -|--------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| 01-05 | You cast slow. 06-10 You cast faerie fire. | -| 11-15 | You are stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast gust of wind. | -| 21-25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. | -| 26-30 | You cast stinking cloud. | -| 31-33 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. | -| 34-36 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. | -| 37-46 | You cast lightning bolt. | -| 47-49 | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. | -| 50-53 | You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target. | -| 54-58 | You cast darkness. | -| 59-62 | Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. | -| 63-65 | An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. | -| 66-69 | You shrink yourself as if you had cast enlarge/reduce on yourself. | -| 70-79 | You cast fireball. | -| 80-84 | You cast invisibility on yourself. | -| 85-87 | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. | -| 88-90 | A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. | -| 91-95 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. | -| 96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. | -| 98-100 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. | -| | | - -### Weapon, +1, +2, or +3 - -*Weapon (any), uncommon (+1), rare (+2), or very rare (+3)* - -You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. - -### Well of Many Worlds - -*Wondrous item, legendary* - -This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. - -You can use an action to unfold and place the *well of many worlds* on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once *well of many worlds* has opened a portal, it can't do so again for 1d8 hours. - -### Wind Fan - -*Wondrous item, uncommon* - -While holding this fan, you can use an action to cast the *gust of wind* spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. - -### Winged Boots - -*Wondrous item, uncommon (requires attunement)* - -While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. - -The boots regain 2 hours of flying capability for every 12 hours they aren't in use. - -### Wings of Flying - -*Wondrous item, rare (requires attunement)* - -While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours. \ No newline at end of file diff --git a/documents/treasure/Magic Items X.md b/documents/treasure/Magic Items X.md deleted file mode 100644 index 41783a2..0000000 --- a/documents/treasure/Magic Items X.md +++ /dev/null @@ -1,3 +0,0 @@ -# Magic Items (X) - -None. \ No newline at end of file diff --git a/documents/treasure/Magic Items Y.md b/documents/treasure/Magic Items Y.md deleted file mode 100644 index 5fedfbf..0000000 --- a/documents/treasure/Magic Items Y.md +++ /dev/null @@ -1,3 +0,0 @@ -# Magic Items (Y) - -None. \ No newline at end of file diff --git a/documents/treasure/Magic Items Z.md b/documents/treasure/Magic Items Z.md deleted file mode 100644 index f037ca6..0000000 --- a/documents/treasure/Magic Items Z.md +++ /dev/null @@ -1,3 +0,0 @@ -# Magic Items (Z) - -None. \ No newline at end of file diff --git a/documents/treasure/Sentient Magic.md b/documents/treasure/Sentient Magic.md deleted file mode 100644 index e2a9f41..0000000 --- a/documents/treasure/Sentient Magic.md +++ /dev/null @@ -1,95 +0,0 @@ -# Sentient Magic - -Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side. - -Most sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient. - -Sentient magic items function as NPCs under the GM's control. Any activated property of the item is under the item's control, not its wielder's. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder. - -### Creating Sentient Magic Items - -When you decide to make a magic item sentient, you create the item's persona in the same way you would create an NPC, with a few exceptions described here. - -#### Abilities - -A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item's abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest. - -#### Communication - -A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table. - -**Table- Sentient Magic Items: Communication** - -| d100 | Communication | -|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| 01-60 | The item communicates by transmitting emotion to the creature carrying or wielding it. | -| 61-90 | The item can speak, read, and understand one or more languages. | -| 91-100 | The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it. | -| | | - -#### Senses - -With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table. - -**Table- Sentient Magic Items: Senses** - -| d4 | Senses | -|----|--------------------------------------------| -| 1 | Hearing and normal vision out to 30 feet. | -| 2 | Hearing and normal vision out to 60 feet | -| 3 | Hearing and normal vision out to 120 feet. | -| 4 | Hearing and darkvision out to 120 feet. | -| | | - -#### Alignment - -A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table. - -**Table- Sentient Magic Items: Alignment** - -| d100 | Alignment | -|--------|-----------------| -| 01-15 | Lawful good | -| 16-35 | Neutral good | -| 36-50 | Chaotic good | -| 51-63 | Lawful neutral | -| 64-73 | Neutral | -| 74-85 | Chaotic neutral | -| 86-89 | Lawful evil | -| 90-96 | Neutral evil | -| 97-100 | Chaotic evil | -| | | - -#### Special Purpose - -You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table. - -**Table- Sentient Magic Items: Special Purpose** - -| d10 | Purpose | -|-----|----------------------------------------------------------------------------------------------------------------------------------------| -| 1 | Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.) | -| 2 | Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards. | -| 3 | Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids. | -| 4 | Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity. | -| 5 | Templar: The item seeks to defend the servants and interests of a particular deity. | -| 6 | Destroyer: The item craves destruction and goads its user to fight arbitrarily. | -| 7 | Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure. | -| 8 | Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy. | -| 9 | Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events. | -| 10 | Creator Seeker: The item seeks its creator and wants to understand why it was created. | -| | | - -#### Conflict - -A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder's Charisma check. If the item wins the contest, it makes one or more of the following demands: - -- The item insists on being carried or worn at all times. -- The item demands that its wielder dispose of anything the item finds repugnant. -- The item demands that its wielder pursue the item's goals to the exclusion of all other goals. -- The item demands to be given to someone else. If its wielder refuses to comply with the item's wishes, the item can do any or all of the following: -- Make it impossible for its wielder to attune to it. -- Suppress one or more of its activated properties. -- Attempt to take control of its wielder. - -If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12+the item's Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item's commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can't use this power again until the next dawn. \ No newline at end of file diff --git a/documents/treasure/artifacts.md b/documents/treasure/artifacts.md deleted file mode 100644 index c2df8e1..0000000 --- a/documents/treasure/artifacts.md +++ /dev/null @@ -1,31 +0,0 @@ -# Artifacts - -### Orb of Dragonkind - -*Wondrous item, artifact (requires attunement)* - -Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five *Orbs of Dragonkind* (or *Dragon Orbs*) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic. - -As the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons. - -Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb. - -An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. - -While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it. - -While you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts *suggestion* on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides. - -***Random Properties***. An *Orb of Dragonkind* has the following random properties: - -- 2 minor beneficial properties -- 1 minor detrimental property -- 1 major detrimental property - -***Spells***. The orb has 7 charges and regains 1d4+3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: *cure wounds* (5th-level version, 3 charges), *daylight* (1 charge), *death ward* (2 charges), or *scrying* (3 charges). - -You can also use an action to cast the *detect magic* spell from the orb without using any charges. - -***Call Dragons***. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour. - -***Destroying an Orb***. An *Orb of Dragonkind* appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A *disintegrate* spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however. \ No newline at end of file diff --git a/downloads/docbook/D&D 5E SRD Full Compile-v0.4.4.docbook b/downloads/docbook/D&D 5E SRD Full Compile-v0.4.4.docbook deleted file mode 100644 index b957149..0000000 --- a/downloads/docbook/D&D 5E SRD Full Compile-v0.4.4.docbook +++ /dev/null @@ -1,100824 +0,0 @@ - - -
- - - -
- D&D 5E SRD Full Compile-v0.4.4 - - -
-
- RACES -
- Racial Traits - - The description of each race includes racial traits that are - common to members of that race. The following entries appear - among the traits of most races. - -
- Ability Score Increase - - Every race increases one or more of a character’s ability - scores. - -
-
- Age - - The age entry notes the age when a member of the race is - considered an adult, as well as the race’s expected lifespan. - This information can help you decide how old your character is - at the start of the game. You can choose any age for your - character, which could provide an explanation for some of your - ability scores. For example, if you play a young or very old - character, your age could explain a particularly low Strength - or Constitution score, while advanced age could account for a - high Intelligence or Wisdom. - -
-
- Alignment - - Most races have tendencies toward certain alignments, - described in this entry. These are not binding for player - characters, but considering why your dwarf is chaotic, for - example, in defiance of lawful dwarf society can help you - better define your character. - -
-
- Size - - Characters of most races are Medium, a size category including - creatures that are roughly 4 to 8 feet tall. Members of a few - races are Small (between 2 and 4 feet tall), which means that - certain rules of the game affect them differently. The most - important of these rules is that Small characters have trouble - wielding heavy weapons. - -
-
- Speed - - Your speed determines how far you can move when traveling and - fighting. - -
-
- Languages - - By virtue of your race, your character can speak, read, and - write certain languages. - -
-
- Subraces - - Some races have subraces. Members of a subrace have the traits - of the parent race in addition to the traits specified for - their subrace. Relationships among subraces vary significantly - from race to race and world to world. - -
-
-
-
- Dwarf -
- Dwarf Traits - - Your dwarf character has an assortment of inborn abilities, part - and parcel of dwarven nature. - - - Ability Score - Increase. Your Constitution score - increases by 2. - - - Age. - Dwarves mature at the same rate as humans, but they’re - considered young until they reach the age of 50. On average, - they live about 350 years. - - - Alignment. - Most dwarves are lawful, believing firmly in the benefits of a - well-ordered society. They tend toward good as well, with a - strong sense of fair play and a belief that everyone deserves to - share in the benefits of a just order. - - - Size. - Dwarves stand between 4 and 5 feet tall and average about 150 - pounds. Your size is Medium. - - - Speed. - Your base walking speed is 25 feet. Your speed is not reduced by - wearing heavy armor. - - - Darkvision. - Accustomed to life underground, you have superior vision in dark - and dim conditions. You can see in dim light within 60 feet of - you as if it were bright light, and in darkness as if it were - dim light. You can’t discern color in darkness, only shades of - gray. - - - Dwarven - Resilience. You have advantage on saving - throws against poison, and you have resistance against poison - damage. - - - Dwarven Combat - Training. You have proficiency with the - battleaxe, handaxe, light hammer, and warhammer. - - - Tool - Proficiency. You gain proficiency with the - artisan’s tools of your choice: smith’s tools, brewer’s - supplies, or mason’s tools. - - - Stonecunning. - Whenever you make an Intelligence (History) check related to the - origin of stonework, you are considered proficient in the - History skill and add double your proficiency bonus to the - check, instead of your normal proficiency bonus. - - - Languages. - You can speak, read, and write Common and Dwarvish. Dwarvish is - full of hard consonants and guttural sounds, and those - characteristics spill over into whatever other language a dwarf - might speak. - -
-
- Hill Dwarf - - As a hill dwarf, you have keen senses, deep intuition, and - remarkable resilience. - - - Ability Score - Increase. Your Wisdom score increases by - 1. - - - Dwarven - Toughness. Your hit point maximum - increases by 1, and it increases by 1 every time you gain a - level. - -
-
-
- Elf -
- Elf Traits - - Your elf character has a variety of natural abilities, the - result of thousands of years of elven refinement. - - - Ability Score - Increase. Your Dexterity score increases - by 2. - - - Age. - Although elves reach physical maturity at about the same age as - humans, the elven understanding of adulthood goes beyond - physical growth to encompass worldly experience. An elf - typically claims adulthood and an adult name around the age of - 100 and can live to be 750 years old. - - - Alignment. - Elves love freedom, variety, and self- expression, so they lean - strongly toward the gentler aspects of chaos. They value and - protect others’ freedom as well as their own, and they are more - often good than not. The drow are an exception; their exile has - made them vicious and dangerous. Drow are more often evil than - not. - - - Size. - Elves range from under 5 to over 6 feet tall and have slender - builds. Your size is Medium. - - - Speed. - Your base walking speed is 30 feet. - - - Darkvision. - Accustomed to twilit forests and the night sky, you have - superior vision in dark and dim conditions. You can see in dim - light within 60 feet of you as if it were bright light, and in - darkness as if it were dim light. You can’t discern color in - darkness, only shades of gray. - - - Keen - Senses. You have proficiency in the - Perception skill. - - - Fey - Ancestry. You have advantage on saving - throws against being charmed, and magic can’t put you to sleep. - - - Trance. - Elves don’t need to sleep. Instead, they meditate deeply, - remaining semiconscious, for 4 hours a day. (The Common word for - such meditation is trance.) While meditating, you - can dream after a fashion; such dreams are actually mental - exercises that have become reflexive through years of practice. - - - After resting in this way, you gain the same benefit that a - human does from 8 hours of sleep. - - - Languages. - You can speak, read, and write Common and Elvish. Elvish is - fluid, with subtle intonations and intricate grammar. Elven - literature is rich and varied, and their songs and poems are - famous among other races. Many bards learn their language so - they can add Elvish ballads to their repertoires. - -
-
- High Elf - - As a high elf, you have a keen mind and a mastery of at least - the basics of magic. In many fantasy gaming worlds, there are - two kinds of high elves. One type is haughty and reclusive, - believing themselves to be superior to non-elves and even other - elves. The other type is more common and more friendly, and - often encountered among humans and other races. - - - Ability Score - Increase. Your Intelligence score - increases by 1. - - - Elf Weapon - Training. You have proficiency with the - longsword, shortsword, shortbow, and longbow. - - - Cantrip. - You know one cantrip of your choice from the wizard spell list. - Intelligence is your spellcasting ability for it. - - - Extra - Language. You can speak, read, and write - one extra language of your choice. - -
-
-
- Halfling -
- Halfling Traits - - Your halfling character has a number of traits in common with - all other halflings. - - - Ability Score - Increase. Your Dexterity score increases - by 2. - - - Age. A - halfling reaches adulthood at the age of 20 and generally lives - into the middle of his or her second century. - - - Alignment. - Most halflings are lawful good. As a rule, they are good-hearted - and kind, hate to see others in pain, and have no tolerance for - oppression. They are also very orderly and traditional, leaning - heavily on the support of their community and the comfort of - their old ways. - - - Size. - Halflings average about 3 feet tall and weigh about 40 pounds. - Your size is Small. - - - Speed. - Your base walking speed is 25 feet. - - - Lucky. - When you roll a 1 on the d20 for an attack roll, ability check, - or saving throw, you can reroll the die and must use the new - roll. - - - Brave. - You have advantage on saving throws against being frightened. - - - Halfling - Nimbleness. You can move through the space - of any creature that is of a size larger than yours. - - - Languages. - You can speak, read, and write Common and Halfling. The Halfling - language isn’t secret, but halflings are loath to share it with - others. They write very little, so they don’t have a rich body - of literature. Their oral tradition, however, is very strong. - Almost all halflings speak Common to converse with the people in - whose lands they dwell or through which they are traveling. - -
-
- Lightfoot - - As a lightfoot halfling, you can easily hide from notice, even - using other people as cover. You’re inclined to be affable and - get along well with others. - - - Lightfoots are more prone to wanderlust than other halflings, - and often dwell alongside other races or take up a nomadic life. - - - Ability Score - Increase. Your Charisma score increases by - 1. - - - Naturally - Stealthy. You can attempt to hide even - when you are obscured only by a creature that is at least one - size larger than you. - -
-
-
- Human -
- Human Traits - - It’s hard to make generalizations about humans, but your human - character has these traits. - - - Ability Score - Increase. Your ability scores each - increase by 1. - - - Age. - Humans reach adulthood in their late teens and live less than a - century. - - - Alignment. - Humans tend toward no particular alignment. The best and the - worst are found among them. - - - Size. - Humans vary widely in height and build, from barely 5 feet to - well over 6 feet tall. Regardless of your position in that - range, your size is Medium. - - - Speed. - Your base walking speed is 30 feet. - - - Languages. - You can speak, read, and write Common and one extra language of - your choice. Humans typically learn the languages of other - peoples they deal with, including obscure dialects. They are - fond of sprinkling their speech with words borrowed from other - tongues: Orc curses, Elvish musical expressions, Dwarvish - military phrases, and so on. - -
-
-
- Dragonborn -
- Dragonborn Traits - - Your draconic heritage manifests in a variety of traits you - share with other dragonborn. - - - Ability Score - Increase. Your Strength score increases by - 2, and your Charisma score increases by 1. - - - Age. - Young dragonborn grow quickly. They walk hours after hatching, - attain the size and development of a 10-year-old human child by - the age of 3, and reach adulthood by 15. They live to be around - 80. - - - Alignment. - Dragonborn tend to extremes, making a conscious choice for one - side or the other in the cosmic war between good and evil. Most - dragonborn are good, but those who side with evil can be - terrible villains. - - - Size. - Dragonborn are taller and heavier than humans, standing well - over 6 feet tall and averaging almost 250 pounds. Your size is - Medium. - - - Speed. - Your base walking speed is 30 feet. - - - Table- Draconic Ancestry - - - - - - - - - - Dragon - - - Damage Type - - - Breath Weapon - - - - - - - Black - - - Acid - - - 5 by 30 ft. line (Dex. save) - - - - - Blue - - - Lightning - - - 5 by 30 ft. line (Dex. save) - - - - - Brass - - - Fire - - - 5 by 30 ft. line (Dex. save) - - - - - Bronze - - - Lightning - - - 5 by 30 ft. line (Dex. save) - - - - - Copper - - - Acid - - - 5 by 30 ft. line (Dex. save) - - - - - Gold - - - Fire - - - 15 ft. cone (Dex. save) - - - - - Green - - - Poison - - - 15 ft. cone (Con. save) - - - - - Red - - - Fire - - - 15 ft. cone (Dex. save) - - - - - Silver - - - Cold - - - 15 ft. cone (Con. save) - - - - - White - - - Cold - - - 15 ft. cone (Con. save) - - - - - - - - - - - - - - - Draconic - Ancestry. You have draconic ancestry. - Choose one type of dragon from the Draconic Ancestry table. Your - breath weapon and damage resistance are determined by the dragon - type, as shown in the table. - - - Breath - Weapon. You can use your action to exhale - destructive energy. Your draconic ancestry determines the size, - shape, and damage type of the exhalation. - - - When you use your breath weapon, each creature in the area of - the exhalation must make a saving throw, the type of which is - determined by your draconic ancestry. The DC for this saving - throw equals 8 + your Constitution modifier + your proficiency - bonus. A creature takes 2d6 damage on a failed save, and half as - much damage on a successful one. The damage increases to 3d6 at - 6th level, 4d6 at 11th level, and 5d6 at 16th level. - - - After you use your breath weapon, you can’t use it again until - you complete a short or long rest. - - - Damage - Resistance. You have resistance to the - damage type associated with your draconic ancestry. - - - Languages. - You can speak, read, and write Common and Draconic. Draconic is - thought to be one of the oldest languages and is often used in - the study of magic. The language sounds harsh to most other - creatures and includes numerous hard consonants and sibilants. - -
-
-
- Gnome -
- Gnome Traits - - Your gnome character has certain characteristics in common with - all other gnomes. - - - Ability Score - Increase. Your Intelligence score - increases by 2. - - - Age. - Gnomes mature at the same rate humans do, and most are expected - to settle down into an adult life by around age 40. They can - live 350 to almost 500 years. - - - Alignment. - Gnomes are most often good. Those who tend toward law are sages, - engineers, researchers, scholars, investigators, or inventors. - Those who tend toward chaos are minstrels, tricksters, - wanderers, or fanciful jewelers. Gnomes are good-hearted, and - even the tricksters among them are more playful than vicious. - - - Size. - Gnomes are between 3 and 4 feet tall and average about 40 - pounds. Your size is Small. - - - Speed. - Your base walking speed is 25 feet. - - - Darkvision. - Accustomed to life underground, you have superior vision in dark - and dim conditions. You can see in dim light within 60 feet of - you as if it were bright light, and in darkness as if it were - dim light. You can’t discern color in darkness, only shades of - gray. - - - Gnome - Cunning. You have advantage on all - Intelligence, Wisdom, and Charisma saving throws against magic. - - - Languages. - You can speak, read, and write Common and Gnomish. The Gnomish - language, which uses the Dwarvish script, is renowned for its - technical treatises and its catalogs of knowledge about the - natural world. - -
-
- Rock Gnome - - As a rock gnome, you have a natural inventiveness and hardiness - beyond that of other gnomes. - - - Ability Score - Increase. Your Constitution score - increases by 1. - - - Artificer’s - Lore. Whenever you make an Intelligence - (History) check related to magic items, alchemical objects, or - technological devices, you can add twice your proficiency bonus, - instead of any proficiency bonus you normally apply. - - - Tinker. - You have proficiency with artisan’s tools (tinker’s tools). - Using those tools, you can spend 1 hour and 10 gp worth of - materials to construct a Tiny clockwork device (AC 5, 1 hp). The - device ceases to function after 24 hours (unless you spend 1 - hour repairing it to keep the device functioning), or when you - use your action to dismantle it; at that time, you can reclaim - the materials used to create it. You can have up to three such - devices active at a time. - - - When you create a device, choose one of the following options: - - - Clockwork - Toy. This toy is a clockwork animal, - monster, or person, such as a frog, mouse, bird, dragon, or - soldier. When placed on the ground, the toy moves 5 feet across - the ground on each of your turns in a random direction. It makes - noises as appropriate to the creature it represents. - - - Fire - Starter. The device produces a miniature - flame, which you can use to light a candle, torch, or campfire. - Using the device requires your action. - - - Music - Box. When opened, this music box plays a - single song at a moderate volume. The box stops playing when it - reaches the song’s end or when it is closed. - -
-
-
- Half-Elf -
- Half-Elf Traits - - Your half-elf character has some qualities in common with elves - and some that are unique to half-elves. - - - Ability Score - Increase. Your Charisma score increases by - 2, and two other ability scores of your choice increase by 1. - - - Age. - Half-elves mature at the same rate humans do and reach adulthood - around the age of 20. They live much longer than humans, - however, often exceeding 180 years. - - - Alignment. - Half-elves share the chaotic bent of their elven heritage. They - value both personal freedom and creative expression, - demonstrating neither love of leaders nor desire for followers. - They chafe at rules, resent others’ demands, and sometimes prove - unreliable, or at least unpredictable. - - - Size. - Half-elves are about the same size as humans, ranging from 5 to - 6 feet tall. Your size is Medium. - - - Speed. - Your base walking speed is 30 feet. - - - Darkvision. - Thanks to your elf blood, you have superior vision in dark and - dim conditions. You can see in dim light within 60 feet of you - as if it were bright light, and in darkness as if it were dim - light. You can’t discern color in darkness, only shades of gray. - - - Fey - Ancestry. You have advantage on saving - throws against being charmed, and magic can’t put you to sleep. - - - Skill - Versatility. You gain proficiency in two - skills of your choice. - - - Languages. - You can speak, read, and write Common, Elvish, and one extra - language of your choice. - -
-
-
- Half-Orc -
- Half-Orc Traits - - Your half-orc character has certain traits deriving from your - orc ancestry. - - - Ability Score - Increase. Your Strength score increases by - 2, and your Constitution score increases by 1. - - - Age. - Half-orcs mature a little faster than humans, reaching adulthood - around age 14. They age noticeably faster and rarely live longer - than 75 years. - - - Alignment. - Half-orcs inherit a tendency toward chaos from their orc parents - and are not strongly inclined toward good. Half-orcs raised - among orcs and willing to live out their lives among them are - usually evil. - - - Size. - Half-orcs are somewhat larger and bulkier than humans, and they - range from 5 to well over 6 feet tall. Your size is Medium. - - - Speed. - Your base walking speed is 30 feet. - - - Darkvision. - Thanks to your orc blood, you have superior vision in dark and - dim conditions. You can see in dim light within 60 feet of you - as if it were bright light, and in darkness as if it were dim - light. You can’t discern color in darkness, only shades of gray. - - - Menacing. - You gain proficiency in the Intimidation skill. - - - Relentless - Endurance. When you are reduced to 0 hit - points but not killed outright, you can drop to 1 hit point - instead. You can’t use this feature again until you finish a - long rest. - - - Savage - Attacks. When you score a critical hit - with a melee weapon attack, you can roll one of the weapon’s - damage dice one additional time and add it to the extra damage - of the critical hit. - - - Languages. - You can speak, read, and write Common and Orc. Orc is a harsh, - grating language with hard consonants. It has no script of its - own but is written in the Dwarvish script. - -
-
-
- Tiefling -
- Tiefling Traits - - Tieflings share certain racial traits as a result of their - infernal descent. - - - Ability Score - Increase. Your Intelligence score - increases by 1, and your Charisma score increases by 2. - - - Age. - Tieflings mature at the same rate as humans but live a few years - longer. - - - Alignment. - Tieflings might not have an innate tendency toward evil, but - many of them end up there. Evil or not, an independent nature - inclines many tieflings toward a chaotic alignment. - - - Size. - Tieflings are about the same size and build as humans. Your size - is Medium. - - - Speed. - Your base walking speed is 30 feet. - - - Darkvision. - Thanks to your infernal heritage, you have superior vision in - dark and dim conditions. You can see in dim light within 60 feet - of you as if it were bright light, and in darkness as if it were - dim light. You can’t discern color in darkness, only shades of - gray. - - - Hellish - Resistance. You have resistance to fire - damage. - - - Infernal - Legacy. You know the - thaumaturgy cantrip. When you reach 3rd - level, you can cast the hellish rebuke - spell as a 2nd-level spell once with this trait and regain the - ability to do so when you finish a long rest. When you reach 5th - level, you can cast the darkness spell once - with this trait and regain the ability to do so when you finish - a long rest. Charisma is your spellcasting ability for these - spells. - - - Languages. - You can speak, read, and write Common and Infernal. - -
-
-
- CLASSES - - -
-
- Barbarian -
- Class Features - - As a barbarian, you gain the following class features. - -
- Hit Points - - Hit Dice: 1d12 per - barbarian level - - - Hit Points at 1st Level: 12 - + your Constitution modifier - - - Hit Points at Higher - Levels: 1d12 (or 7) + your Constitution modifier - per barbarian level after 1st - -
-
- Proficiencies - - Armor: Light armor, medium - armor, shields - - - Weapons: Simple weapons, - martial weapons - - - Tools: None - - - Saving Throws: Strength, - Constitution - - - Skills: Choose two from - Animal Handling, Athletics, Intimidation, Nature, Perception, - and Survival - -
-
- Equipment - - You start with the following equipment, in addition to the - equipment granted by your background: - - - - - (a) a greataxe or - (b) any martial melee weapon - - - - - (a) two handaxes or - (b) any simple weapon - - - - - An explorer’s pack and four javelins - - - - - Table- The Barbarian - - - - - - - - - - - - Level - - - Proficiency Bonus - - - Features - - - Rages - - - Rage Damage - - - - - - - 1st - - - +2 - - - Rage, Unarmored Defense - - - 2 - - - +2 - - - - - 2nd - - - +2 - - - Reckless Attack, Danger Sense - - - 2 - - - +2 - - - - - 3rd - - - +2 - - - Primal Path - - - 3 - - - +2 - - - - - 4th - - - +2 - - - Ability Score Improvement - - - 3 - - - +2 - - - - - 5th - - - +3 - - - Extra Attack, Fast Movement - - - 3 - - - +2 - - - - - 6th - - - +3 - - - Path feature - - - 4 - - - +2 - - - - - 7th - - - +3 - - - Feral Instinct - - - 4 - - - +2 - - - - - 8th - - - +3 - - - Ability Score Improvement - - - 4 - - - +2 - - - - - 9th - - - +4 - - - Brutal Critical (1 die) - - - 4 - - - +3 - - - - - 10th - - - +4 - - - Path feature - - - 4 - - - +3 - - - - - 11th - - - +4 - - - Relentless - - - 4 - - - +3 - - - - - 12th - - - +4 - - - Ability Score Improvement - - - 5 - - - +3 - - - - - 13th - - - +5 - - - Brutal Critical (2 dice) - - - 5 - - - +3 - - - - - 14th - - - +5 - - - Path feature - - - 5 - - - +3 - - - - - 15th - - - +5 - - - Persistent Rage - - - 5 - - - +3 - - - - - 16th - - - +5 - - - Ability Score Improvement - - - 5 - - - +4 - - - - - 17th - - - +6 - - - Brutal Critical (3 dice) - - - 6 - - - +4 - - - - - 18th - - - +6 - - - Indomitable Might - - - 6 - - - +4 - - - - - 19th - - - +6 - - - Ability Score Improvement - - - 6 - - - +4 - - - - - 20th - - - +6 - - - Primal Champion - - - Unlimited - - - +4 - - - - - - - - - - - - - - - - - -
-
-
- Rage - - In battle, you fight with primal ferocity. On your turn, you can - enter a rage as a bonus action. - - - While raging, you gain the following benefits if you aren’t - wearing heavy armor: - - - - - You have advantage on Strength checks and Strength saving - throws. - - - - - When you make a melee weapon attack using Strength, you gain - a bonus to the damage roll that increases as you gain levels - as a barbarian, as shown in the Rage Damage column of the - Barbarian table. - - - - - You have resistance to bludgeoning, piercing, and slashing - damage. - - - - - If you are able to cast spells, you can’t cast them or - concentrate on them while raging. - - - Your rage lasts for 1 minute. It ends early if you are knocked - unconscious or if your turn ends and you haven’t attacked a - hostile creature since your last turn or taken damage since - then. You can also end your rage on your turn as a bonus action. - - - Once you have raged the number of times shown for your barbarian - level in the Rages column of the Barbarian table, you must - finish a long rest before you can rage again. - -
-
- Unarmored Defense - - While you are not wearing any armor, your Armor Class equals 10 - + your Dexterity modifier + your Constitution modifier. You can - use a shield and still gain this benefit. - -
-
- Reckless Attack - - Starting at 2nd level, you can throw aside all concern for - defense to attack with fierce desperation. When you make your - first attack on your turn, you can decide to attack recklessly. - Doing so gives you advantage on melee weapon attack rolls using - Strength during this turn, but attack rolls against you have - advantage until your next turn. - -
-
- Danger Sense - - At 2nd level, you gain an uncanny sense of when things nearby - aren’t as they should be, giving you an edge when you dodge away - from danger. - - - You have advantage on Dexterity saving throws against effects - that you can see, such as traps and spells. To gain this - benefit, you can’t be blinded, deafened, or incapacitated. - -
-
- Primal Path - - At 3rd level, you choose a path that shapes the nature of your - rage. Choose the Path of the Berserker or the Path of the Totem - Warrior, both detailed at the end of the class description. Your - choice grants you features at 3rd level and again at 6th, 10th, - and 14th levels. - -
-
- Ability Score Improvement - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th - level, you can increase one ability score of your choice by 2, - or you can increase two ability scores of your choice by 1. As - normal, you can’t increase an ability score above 20 using this - feature. - -
-
- Extra Attack - - Beginning at 5th level, you can attack twice, instead of once, - whenever you take the Attack action on your turn. - -
-
- Fast Movement - - Starting at 5th level, your speed increases by 10 feet while you - aren’t wearing heavy armor. - -
-
- Feral Instinct - - By 7th level, your instincts are so honed that you have - advantage on initiative rolls. - - - Additionally, if you are surprised at the beginning of combat - and aren’t incapacitated, you can act normally on your first - turn, but only if you enter your rage before doing anything else - on that turn. - -
-
- Brutal Critical - - Beginning at 9th level, you can roll one additional weapon - damage die when determining the extra damage for a critical hit - with a melee attack. - - - This increases to two additional dice at 13th level and three - additional dice at 17th level. - -
-
- Relentless Rage - - Starting at 11th level, your rage can keep you fighting despite - grievous wounds. If you drop to 0 hit points while you’re raging - and don’t die outright, you can make a DC 10 Constitution saving - throw. If you succeed, you drop to 1 hit point instead. - - - Each time you use this feature after the first, the DC increases - by 5. When you finish a short or long rest, the DC resets to 10. - -
-
- Persistent Rage - - Beginning at 15th level, your rage is so fierce that it ends - early only if you fall unconscious or if you choose to end it. - -
-
- Indomitable Might - - Beginning at 18th level, if your total for a Strength check is - less than your Strength score, you can use that score in place - of the total. - -
-
- Primal Champion - - At 20th level, you embody the power of the wilds. Your Strength - and Constitution scores increase by 4. Your maximum for those - scores is now 24. - -
-
- Barbarian Paths -
- Path of the Berserker - - For some barbarians, rage is a means to an end- that end being - violence. The Path of the Berserker is a path of untrammeled - fury, slick with blood. As you enter the berserker’s rage, you - thrill in the chaos of battle, heedless of your own health or - well-being. - -
- Frenzy - - Starting when you choose this path at 3rd level, you can go - into a frenzy when you rage. If you do so, for the duration - of your rage you can make a single melee weapon attack as a - bonus action on each of your turns after this one. When your - rage ends, you suffer one level of exhaustion (as described - in appendix A). - -
-
- Mindless Rage - - Beginning at 6th level, you can’t be charmed or frightened - while raging. If you are charmed or frightened when you - enter your rage, the effect is suspended for the duration of - the rage. - -
-
- Intimidating Presence - - Beginning at 10th level, you can use your action to frighten - someone with your menacing presence. When you do so, choose - one creature that you can see within 30 feet of you. If the - creature can see or hear you, it must succeed on a Wisdom - saving throw (DC equal to 8 + your proficiency bonus + your - Charisma modifier) or be frightened of you until the end of - your next turn. On subsequent turns, you can use your action - to extend the duration of this effect on the frightened - creature until the end of your next turn. This effect ends - if the creature ends its turn out of line of sight or more - than 60 feet away from you. - - - If the creature succeeds on its saving throw, you can’t use - this feature on that creature again for 24 hours. - -
-
- Retaliation - - Starting at 14th level, when you take damage from a creature - that is within 5 feet of you, you can use your reaction to - make a melee weapon attack against that creature. - -
-
-
-
-
- Bard -
- Class Features - - As a bard, you gain the following class features. - -
- Hit Points - - Hit Dice: 1d8 per bard - level - - - Hit Points at 1st Level: 8 - + your Constitution modifier - - - Hit Points at Higher - Levels: 1d8 (or 5) + your Constitution modifier per - bard level after 1st - -
-
- Proficiencies - - Armor: Light armor - - - Weapons: Simple weapons, - hand crossbows, longswords, rapiers, shortswords - - - Tools: Three musical - instruments of your choice - - - Saving Throws: Dexterity, - Charisma - - - Skills: Choose any three - -
-
- Equipment - - You start with the following equipment, in addition to the - equipment granted by your background: - - - - - (a) a rapier, - (b) a longsword, or - (c) any simple weapon - - - - - (a) a diplomat’s pack or - (b) an entertainer’s pack - - - - - (a) a lute or - (b) any other musical instrument - - - - - Leather armor and a dagger - - - - - Table- The Bard - - - - - - - - - - - - - - - - - - - - - Level - - - Proficiency Bonus - - - Features - - - Spells Known - - - Cantrips Known - - - 1st - - - 2nd - - - 3rd - - - 4th - - - 5th - - - 6th - - - 7th - - - 8th - - - 9th - - - - - - - 1st - - - +2 - - - Spellcasting, Bardic Inspiration (d6) - - - 2 - - - 4 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2nd - - - +2 - - - Jack of All Trades, Song of Rest (d6) - - - 2 - - - 5 - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 3rd - - - +2 - - - Bard College, Expertise - - - 2 - - - 6 - - - 4 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 4th - - - +2 - - - Ability Score Improvement - - - 3 - - - 7 - - - 4 - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5th - - - +3 - - - Bardic Inspiration (d8), Font of Inspiration - - - 3 - - - 8 - - - 4 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 6th - - - +3 - - - Countercharm, Bard College Feature - - - 3 - - - 9 - - - 4 - - - 3 - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 7th - - - +3 - - - - - - - 3 - - - 10 - - - 4 - - - 3 - - - 3 - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - 8th - - - +3 - - - Ability Score Improvement - - - 3 - - - 11 - - - 4 - - - 3 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - 9th - - - +4 - - - Song of Rest (d8) - - - 3 - - - 12 - - - 4 - - - 3 - - - 3 - - - 3 - - - 1 - - - - - - - - - - - - - - - - - - - - - 10th - - - +4 - - - Bardic Inspiration (d10), Expertise, Magical Secrets - - - 4 - - - 14 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - 11th - - - +4 - - - - - - - 4 - - - 15 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - - - - - - - - - - - - - - - 12th - - - +4 - - - Ability Score Improvement - - - 4 - - - 15 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - - - - - - - - - - - - - - - 13th - - - +5 - - - Song of Rest (d10) - - - 4 - - - 16 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - - - - - - - - - - - 14th - - - +5 - - - Magical Secrets, Bard College Feature - - - 4 - - - 18 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - - - - - - - - - - - 15th - - - +5 - - - Bardic Inspiration (d12) - - - 4 - - - 19 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - - - - - - - 16th - - - +5 - - - Ability Score Improvement - - - 4 - - - 19 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - - - - - - - 17th - - - +6 - - - Song of Rest (d12) - - - 4 - - - 20 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - 1 - - - - - 18th - - - +6 - - - Magical Secrets - - - 4 - - - 22 - - - 4 - - - 3 - - - 3 - - - 3 - - - 3 - - - 1 - - - 1 - - - 1 - - - 1 - - - - - 19th - - - +6 - - - Ability Score Improvement - - - 4 - - - 22 - - - 4 - - - 3 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - - - 20th - - - +6 - - - Superior Inspiration - - - 4 - - - 22 - - - 4 - - - 3 - - - 3 - - - 3 - - - 3 - - - 2 - - - 2 - - - 1 - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
-
- Spellcasting - - You have learned to untangle and reshape the fabric of reality - in harmony with your wishes and music. - - - Your spells are part of your vast repertoire, magic that you can - tune to different situations. - -
- Cantrips - - You know two cantrips of your choice from the bard spell list. - You learn additional bard cantrips of your choice at higher - levels, as shown in the Cantrips Known column of the Bard - table. - -
-
- Spell Slots - - The Bard table shows how many spell slots you have to cast - your bard spells of 1st level and higher. To cast one of these - spells, you must expend a slot of the spell’s level or higher. - You regain all expended spell slots when you finish a long - rest. - - - For example, if you know the 1st-level spell cure - wounds and have a 1st-level and a 2nd-level spell - slot available, you can cast cure wounds - using either slot. - -
-
- Spells Known of 1st Level and Higher - - You know four 1st-level spells of your choice from the bard - spell list. - - - The Spells Known column of the Bard table shows when you learn - more bard spells of your choice. Each of these spells must be - of a level for which you have spell slots, as shown on the - table. For instance, when you reach 3rd level in this class, - you can learn one new spell of 1st or 2nd level. - - - Additionally, when you gain a level in this class, you can - choose one of the bard spells you know and replace it with - another spell from the bard spell list, which also must be of - a level for which you have spell slots. - -
-
- Spellcasting Ability - - Charisma is your spellcasting ability for your bard spells. - Your magic comes from the heart and soul you pour into the - performance of your music or oration. You use your Charisma - whenever a spell refers to your spellcasting ability. In - addition, you use your Charisma modifier when setting the - saving throw DC for a bard spell you cast and when making an - attack roll with one. - - - Spell save DC = 8 + your - proficiency bonus + your Charisma modifier - - - Spell attack modifier = - your proficiency bonus + your Charisma modifier - -
-
- Ritual Casting - - You can cast any bard spell you know as a ritual if that spell - has the ritual tag. - -
-
- Spellcasting Focus - - You can use a musical instrument as a spellcasting focus for - your bard spells. - -
-
-
- Bardic Inspiration - - You can inspire others through stirring words or music. To do - so, you use a bonus action on your turn to choose one creature - other than yourself within 60 feet of you who can hear you. That - creature gains one Bardic Inspiration die, a d6. - - - Once within the next 10 minutes, the creature can roll the die - and add the number rolled to one ability check, attack roll, or - saving throw it makes. The creature can wait until after it - rolls the d20 before deciding to use the Bardic Inspiration die, - but must decide before the GM says whether the roll succeeds or - fails. Once the Bardic Inspiration die is rolled, it is lost. A - creature can have only one Bardic Inspiration die at a time. - - - You can use this feature a number of times equal to your - Charisma modifier (a minimum of once). You regain any expended - uses when you finish a long rest. - - - Your Bardic Inspiration die changes when you reach certain - levels in this class. The die becomes a d8 at 5th level, a d10 - at 10th level, and a d12 at 15th level. - -
-
- Jack of All Trades - - Starting at 2nd level, you can add half your proficiency bonus, - rounded down, to any ability check you make that doesn’t already - include your proficiency bonus. - -
-
- Song of Rest - - Beginning at 2nd level, you can use soothing music or oration to - help revitalize your wounded allies during a short rest. If you - or any friendly creatures who can hear your performance regain - hit points at the end of the short rest by spending one or more - Hit Dice, each of those creatures regains an extra 1d6 hit - points. - - - The extra hit points increase when you reach certain levels in - this class: to 1d8 at 9th level, to 1d10 at 13th level, and to - 1d12 at 17th level. - -
-
- Bard College - - At 3rd level, you delve into the advanced techniques of a bard - college of your choice: the College of Lore or the College of - Valor, both detailed at the end of the class description. Your - choice grants you features at 3rd level and again at 6th and - 14th level. - -
-
- Expertise - - At 3rd level, choose two of your skill proficiencies. Your - proficiency bonus is doubled for any ability check you make that - uses either of the chosen proficiencies. - - - At 10th level, you can choose another two skill proficiencies to - gain this benefit. - -
-
- Ability Score Improvement - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th - level, you can increase one ability score of your choice by 2, - or you can increase two ability scores of your choice by 1. As - normal, you can’t increase an ability score above 20 using this - feature. - -
-
- Font of Inspiration - - Beginning when you reach 5th level, you regain all of your - expended uses of Bardic Inspiration when you finish a short or - long rest. - -
-
- Countercharm - - At 6th level, you gain the ability to use musical notes or words - of power to disrupt mind-influencing effects. As an action, you - can start a performance that lasts until the end of your next - turn. During that time, you and any friendly creatures within 30 - feet of you have advantage on saving throws against being - frightened or charmed. A creature must be able to hear you to - gain this benefit. The performance ends early if you are - incapacitated or silenced or if you voluntarily end it (no - action required). - -
-
- Magical Secrets - - By 10th level, you have plundered magical knowledge from a wide - spectrum of disciplines. Choose two spells from any classes, - including this one. A spell you choose must be of a level you - can cast, as shown on the Bard table, or a cantrip. - - - The chosen spells count as bard spells for you and are included - in the number in the Spells Known column of the Bard table. - - - You learn two additional spells from any classes at 14th level - and again at 18th level. - -
-
- Superior Inspiration - - At 20th level, when you roll initiative and have no uses of - Bardic Inspiration left, you regain one use. - -
-
- Bard Colleges -
- College of Lore - - Bards of the College of Lore know something about most things, - collecting bits of knowledge from sources as diverse as - scholarly tomes and peasant tales. Whether singing folk - ballads in taverns or elaborate compositions in royal courts, - these bards use their gifts to hold audiences spellbound. When - the applause dies down, the audience members might find - themselves questioning everything they held to be true, from - their faith in the priesthood of the local temple to their - loyalty to the king. - - - The loyalty of these bards lies in the pursuit of beauty and - truth, not in fealty to a monarch or following the tenets of a - deity. A noble who keeps such a bard as a herald or advisor - knows that the bard would rather be honest than politic. - - - The college’s members gather in libraries and sometimes in - actual colleges, complete with classrooms and dormitories, to - share their lore with one another. They also meet at festivals - or affairs of state, where they can expose corruption, unravel - lies, and poke fun at self-important figures of authority. - -
- Bonus Proficiencies - - When you join the College of Lore at 3rd level, you gain - proficiency with three skills of your choice. - -
-
- Cutting Words - - Also at 3rd level, you learn how to use your wit to - distract, confuse, and otherwise sap the confidence and - competence of others. When a creature that you can see - within 60 feet of you makes an attack roll, an ability - check, or a damage roll, you can use your reaction to expend - one of your uses of Bardic Inspiration, rolling a Bardic - Inspiration die and subtracting the number rolled from the - creature’s roll. You can choose to use this feature after - the creature makes its roll, but before the GM determines - whether the attack roll or ability check succeeds or fails, - or before the creature deals its damage. The creature is - immune if it can’t hear you or if it’s immune to being - charmed. - -
-
- Additional Magical Secrets - - At 6th level, you learn two spells of your choice from any - class. A spell you choose must be of a level you can cast, - as shown on the Bard table, or a cantrip. The chosen spells - count as bard spells for you but don’t count against the - number of bard spells you know. - -
-
- Peerless Skill - - Starting at 14th level, when you make an ability check, you - can expend one use of Bardic Inspiration. Roll a Bardic - Inspiration die and add the number rolled to your ability - check. You can choose to do so after you roll the die for - the ability check, but before the GM tells you whether you - succeed or fail. - -
-
-
-
-
- Cleric -
- Class Features - - As a cleric, you gain the following class features. - -
- Hit Points - - Hit Dice: 1d8 per cleric - level - - - Hit Points at 1st Level: 8 - + your Constitution modifier - - - Hit Points at Higher - Levels: 1d8 (or 5) + your Constitution modifier per - cleric level after 1st - -
-
- Proficiencies - - Armor: Light armor, medium - armor, shields - - - Weapons: Simple weapons - - - Tools: None - - - Saving Throws: Wisdom, - Charisma - - - Skills: Choose two from - History, Insight, Medicine, Persuasion, and Religion - -
-
- Equipment - - You start with the following equipment, in addition to the - equipment granted by your background: - - - - - (a) a mace or - (b) a warhammer (if proficient) - - - - - (a) scale mail, - (b) leather armor, or - (c) chain mail (if proficient) - - - - - (a) a light crossbow and 20 bolts or - (b) any simple weapon - - - - - (a) a priest’s pack or - (b) an explorer’s pack - - - - - A shield and a holy symbol - - - - - Table- The Cleric - - - - - - - - - - - - - - - - - - - - Level - - - Proficiency Bonus - - - Features - - - Cantrips Known - - - 1st - - - 2nd - - - 3rd - - - 4th - - - 5th - - - 6th - - - 7th - - - 8th - - - 9th - - - - - - - 1st - - - +2 - - - Spellcasting, Divine Domain - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2nd - - - +2 - - - Channel Divinity (1/rest), Divine Domain Feature - - - 3 - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 3rd - - - +2 - - - - - - - 3 - - - 4 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 4th - - - +2 - - - Ability Score Improvement - - - 4 - - - 4 - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5th - - - +3 - - - Destroy Undead (CR 1/2) - - - 4 - - - 4 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 6th - - - +3 - - - Channel Divinity (2/rest), Divine Domain Feature - - - 4 - - - 4 - - - 3 - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 7th - - - +3 - - - - - - - 4 - - - 4 - - - 3 - - - 3 - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - 8th - - - +3 - - - Ability Score Improvement, Destroy Undead (CR 1), - Divine Domain Feature - - - 4 - - - 4 - - - 3 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - 9th - - - +4 - - - - - - - 4 - - - 4 - - - 3 - - - 3 - - - 3 - - - 1 - - - - - - - - - - - - - - - - - - - - - 10th - - - +4 - - - Divine Intervention - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - 11th - - - +4 - - - Destroy Undead (CR 2) - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - - - - - - - - - - - - - - - 12th - - - +4 - - - Ability Score Improvement - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - - - - - - - - - - - - - - - 13th - - - +5 - - - - - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - - - - - - - - - - - 14th - - - +5 - - - Destroy Undead (CR 3) - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - - - - - - - - - - - 15th - - - +5 - - - - - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - - - - - - - 16th - - - +5 - - - Ability Score Improvement - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - - - - - - - 17th - - - +6 - - - Destroy Undead (CR 4), Divine Domain Feature - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - 1 - - - - - 18th - - - +6 - - - Channel Divinity (3/rest) - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 3 - - - 1 - - - 1 - - - 1 - - - 1 - - - - - 19th - - - +6 - - - Ability Score Improvement - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - - - 20th - - - +6 - - - Divine Intervention improvement - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 3 - - - 2 - - - 2 - - - 1 - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
-
- Spellcasting - - As a conduit for divine power, you can cast cleric spells. - -
- Cantrips - - At 1st level, you know three cantrips of your choice from the - cleric spell list. You learn additional cleric cantrips of - your choice at higher levels, as shown in the Cantrips Known - column of the Cleric table. - -
-
- Preparing and Casting Spells - - The Cleric table shows how many spell slots you have to cast - your cleric spells of 1st level and higher. To cast one of - these spells, you must expend a slot of the spell’s level or - higher. You regain all expended spell slots when you finish a - long rest. - - - You prepare the list of cleric spells that are available for - you to cast, choosing from the cleric spell list. When you do - so, choose a number of cleric spells equal to your Wisdom - modifier + your cleric level (minimum of one spell). The - spells must be of a level for which you have spell slots. - - - For example, if you are a 3rd-level cleric, you have four - 1st-level and two 2nd-level spell slots. With a Wisdom of 16, - your list of prepared spells can include six spells of 1st or - 2nd level, in any combination. If you prepare the 1st-level - spell cure wounds, you can cast it using - a 1st-level or 2nd-level slot. Casting the spell doesn’t - remove it from your list of prepared spells. - - - You can change your list of prepared spells when you finish a - long rest. Preparing a new list of cleric spells requires time - spent in prayer and meditation: at least 1 minute per spell - level for each spell on your list. - -
-
- Spellcasting Ability - - Wisdom is your spellcasting ability for your cleric spells. - The power of your spells comes from your devotion to your - deity. You use your Wisdom whenever a cleric spell refers to - your spellcasting ability. In addition, you use your Wisdom - modifier when setting the saving throw DC for a cleric spell - you cast and when making an attack roll with one. - - - Spell save DC = 8 + your - proficiency bonus + your Wisdom modifier - - - Spell attack modifier = - your proficiency bonus + your Wisdom modifier - -
-
- Ritual Casting - - You can cast a cleric spell as a ritual if that spell has the - ritual tag and you have the spell prepared. - -
-
- Spellcasting Focus - - You can use a holy symbol as a spellcasting focus for your - cleric spells. - -
-
-
- Divine Domain - - Choose one domain related to your deity: Knowledge, Life, Light, - Nature, Tempest, Trickery, or War. Each domain is detailed at - the end of the class description, and each one provides examples - of gods associated with it. Your choice grants you domain spells - and other features when you choose it at 1st level. It also - grants you additional ways to use Channel Divinity when you gain - that feature at 2nd level, and additional benefits at 6th, 8th, - and 17th levels. - -
- Domain Spells - - Each domain has a list of spells - its domain spells - that - you gain at the cleric levels noted in the domain description. - Once you gain a domain spell, you always have it prepared, and - it doesn’t count against the number of spells you can prepare - each day. - - - If you have a domain spell that doesn’t appear on the cleric - spell list, the spell is nonetheless a cleric spell for you. - -
-
-
- Channel Divinity - - At 2nd level, you gain the ability to channel divine energy - directly from your deity, using that energy to fuel magical - effects. You start with two such effects: Turn Undead and an - effect determined by your domain. Some domains grant you - additional effects as you advance in levels, as noted in the - domain description. - - - When you use your Channel Divinity, you choose which effect to - create. You must then finish a short or long rest to use your - Channel Divinity again. - - - Some Channel Divinity effects require saving throws. When you - use such an effect from this class, the DC equals your cleric - spell save DC. - - - Beginning at 6th level, you can use your Channel Divinity twice - between rests, and beginning at 18th level, you can use it three - times between rests. When you finish a short or long rest, you - regain your expended uses. - -
- Channel Divinity: Turn Undead - - As an action, you present your holy symbol and speak a prayer - censuring the undead. Each undead that can see or hear you - within 30 feet of you must make a Wisdom saving throw. If the - creature fails its saving throw, it is turned for 1 minute or - until it takes any damage. - - - A turned creature must spend its turns trying to move as far - away from you as it can, and it can’t willingly move to a - space within 30 feet of you. It also can’t take reactions. For - its action, it can use only the Dash action or try to escape - from an effect that prevents it from moving. If there’s - nowhere to move, the creature can use the Dodge action. - -
-
-
- Ability Score Improvement - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th - level, you can increase one ability score of your choice by 2, - or you can increase two ability scores of your choice by 1. As - normal, you can’t increase an ability score above 20 using this - feature. - -
-
- Destroy Undead - - Starting at 5th level, when an undead fails its saving throw - against your Turn Undead feature, the creature is instantly - destroyed if its challenge rating is at or below a certain - threshold, as shown in the Destroy Undead table. - - - Table- Destroy Undead - - - - - - - - - Cleric Level - - - Destroys Undead of CR … - - - - - - - 5th - - - 1/2 or lower - - - - - 8th - - - 1 or lower - - - - - 11th - - - 2 or lower - - - - - 14th - - - 3 or lower - - - - - 17th - - - 4 or lower - - - - - - - - - - - -
-
- Divine Intervention - - Beginning at 10th level, you can call on your deity to intervene - on your behalf when your need is great. - - - Imploring your deity’s aid requires you to use your action. - Describe the assistance you seek, and roll percentile dice. If - you roll a number equal to or lower than your cleric level, your - deity intervenes. The GM chooses the nature of the intervention; - the effect of any cleric spell or cleric domain spell would be - appropriate. - - - If your deity intervenes, you can’t use this feature again for 7 - days. Otherwise, you can use it again after you finish a long - rest. - - - At 20th level, your call for intervention succeeds - automatically, no roll required. - -
-
- Cleric Domains -
- Life Domain - - The Life domain focuses on the vibrant positive energy-one of - the fundamental forces of the universe-that sustains all life. - The gods of life promote vitality and health through healing - the sick and wounded, caring for those in need, and driving - away the forces of death and undeath. Almost any non-evil - deity can claim influence over this domain, particularly - agricultural deities (such as Chauntea, Arawai, and Demeter), - sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of - healing or endurance (such as Ilmater, Mishakal, Apollo, and - Diancecht), and gods of home and community (such as Hestia, - Hathor, and Boldrei). - - - Table- Life Domain Spells - - - - - - - - - Cleric Level - - - Spells - - - - - - - 1st - - - bless, cure wounds - - - - - 3rd - - - lesser restoration, spiritual weapon - - - - - 5th - - - beacon of hope, revivify - - - - - 7th - - - death ward, guardian of faith - - - - - 9th - - - mass cure wounds, raise dead - - - - - - - - - - - -
- Bonus Proficiency - - When you choose this domain at 1st level, you gain - proficiency with heavy armor. - -
-
- Disciple of Life - - Also starting at 1st level, your healing spells are more - effective. Whenever you use a spell of 1st level or higher - to restore hit points to a creature, the creature regains - additional hit points equal to 2 + the spell’s level. - -
-
- Channel Divinity: Preserve Life - - Starting at 2nd level, you can use your Channel Divinity to - heal the badly injured. - - - As an action, you present your holy symbol and evoke healing - energy that can restore a number of hit points equal to five - times your cleric level. Choose any creatures within 30 feet - of you, and divide those hit points among them. This feature - can restore a creature to no more than half of its hit point - maximum. You can’t use this feature on an undead or a - construct. - -
-
- Blessed Healer - - Beginning at 6th level, the healing spells you cast on - others heal you as well. When you cast a spell of 1st level - or higher that restores hit points to a creature other than - you, you regain hit points equal to 2 + the spell’s level. - -
-
- Divine Strike - - At 8th level, you gain the ability to infuse your weapon - strikes with divine energy. Once on each of your turns when - you hit a creature with a weapon attack, you can cause the - attack to deal an extra 1d8 radiant damage to the target. - When you reach 14th level, the extra damage increases to - 2d8. - -
-
- Supreme Healing - - Starting at 17th level, when you would normally roll one or - more dice to restore hit points with a spell, you instead - use the highest number possible for each die. For example, - instead of restoring 2d6 hit points to a creature, you - restore 12. - -
-
-
-
-
- Druid -
- Class Features - - As a druid, you gain the following class features. - -
- Hit Points - - Hit Dice: 1d8 per druid - level - - - Hit Points at 1st Level: 8 - + your Constitution modifier - - - Hit Points at Higher - Levels: 1d8 (or 5) + your Constitution modifier per - druid level after 1st - -
-
- Proficiencies - - Armor: Light armor, medium - armor, shields (druids will not wear armor or use shields made - of metal) - - - Weapons: Clubs, daggers, - darts, javelins, maces, quarterstaffs, scimitars, sickles, - slings, spears - - - Tools: Herbalism kit - - - Saving Throws: - Intelligence, Wisdom - - - Skills: Choose two from - Arcana, Animal Handling, Insight, Medicine, Nature, - Perception, Religion, and Survival - -
-
- Equipment - - You start with the following equipment, in addition to the - equipment granted by your background: - - - - - (a) a wooden shield or - (b) any simple weapon - - - - - (a) a scimitar or - (b) any simple melee weapon - - - - - Leather armor, an explorer’s pack, and a druidic focus - - - - - Table- The Druid - - - - - - - - - - - - - - - - - - - - Level - - - Proficiency Bonus - - - Features - - - Cantrips Known - - - 1st - - - 2nd - - - 3rd - - - 4th - - - 5th - - - 6th - - - 7th - - - 8th - - - 9th - - - - - - - 1st - - - +2 - - - Druidic, Spellcasting - - - 2 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2nd - - - +2 - - - Wild Shape, Druid Circle - - - 2 - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 3rd - - - +2 - - - - - - - 2 - - - 4 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 4th - - - +2 - - - Wild Shape Improvement, Ability Score Improvement - - - 3 - - - 4 - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5th - - - +3 - - - - - - - 3 - - - 4 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 6th - - - +3 - - - Druid Circle feature - - - 3 - - - 4 - - - 3 - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 7th - - - +3 - - - - - - - 3 - - - 4 - - - 3 - - - 3 - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - 8th - - - +3 - - - Wild Shape Improvement, Ability Score Improvement - - - 3 - - - 4 - - - 3 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - 9th - - - +4 - - - - - - - 3 - - - 4 - - - 3 - - - 3 - - - 3 - - - 1 - - - - - - - - - - - - - - - - - - - - - 10th - - - +4 - - - Druid Circle feature - - - 4 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - 11th - - - +4 - - - - - - - 4 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - - - - - - - - - - - - - - - 12th - - - +4 - - - Ability Score Improvement - - - 4 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - - - - - - - - - - - - - - - 13th - - - +5 - - - - - - - 4 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - - - - - - - - - - - 14th - - - +5 - - - Druid Circle feature - - - 4 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - - - - - - - - - - - 15th - - - +5 - - - - - - - 4 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - - - - - - - 16th - - - +5 - - - Ability Score Improvement - - - 4 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - - - - - - - 17th - - - +6 - - - - - - - 4 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - 1 - - - - - 18th - - - +6 - - - Timeless Body, Beast Spells - - - 4 - - - 4 - - - 3 - - - 3 - - - 3 - - - 3 - - - 1 - - - 1 - - - 1 - - - 1 - - - - - 19th - - - +6 - - - Ability Score Improvement - - - 4 - - - 4 - - - 3 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - - - 20th - - - +6 - - - Archdruid - - - 4 - - - 4 - - - 3 - - - 3 - - - 3 - - - 3 - - - 2 - - - 2 - - - 1 - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
-
- Druidic - - You know Druidic, the secret language of druids. You can speak - the language and use it to leave hidden messages. You and others - who know this language automatically spot such a message. Others - spot the message’s presence with a successful DC 15 Wisdom - (Perception) check but can’t decipher it without magic. - -
-
- Spellcasting - - Drawing on the divine essence of nature itself, you can cast - spells to shape that essence to your will. - -
- Cantrips - - At 1st level, you know two cantrips of your choice from the - druid spell list. You learn additional druid cantrips of your - choice at higher levels, as shown in the Cantrips Known column - of the Druid table. - -
-
- Preparing and Casting Spells - - The Druid table shows how many spell slots you have to cast - your druid spells of 1st level and higher. To cast one of - these druid spells, you must expend a slot of the spell’s - level or higher. You regain all expended spell slots when you - finish a long rest. - - - You prepare the list of druid spells that are available for - you to cast, choosing from the druid spell list. When you do - so, choose a number of druid spells equal to your Wisdom - modifier + your druid level (minimum of one spell). The spells - must be of a level for which you have spell slots. - - - For example, if you are a 3rd-level druid, you have four - 1st-level and two 2nd-level spell slots. With a Wisdom of 16, - your list of prepared spells can include six spells of 1st or - 2nd level, in any combination. If you prepare the 1st-level - spell cure wounds, you can cast it using - a 1st-level or 2nd-level slot. Casting the spell doesn’t - remove it from your list of prepared spells. - - - You can also change your list of prepared spells when you - finish a long rest. Preparing a new list of druid spells - requires time spent in prayer and meditation: at least 1 - minute per spell level for each spell on your list. - -
-
-
- Spellcasting Ability - - Wisdom is your spellcasting ability for your druid spells, since - your magic draws upon your devotion and attunement to nature. - You use your Wisdom whenever a spell refers to your spellcasting - ability. In addition, you use your Wisdom modifier when setting - the saving throw DC for a druid spell you cast and when making - an attack roll with one. - - - Spell save DC = 8 + your - proficiency bonus + your Wisdom modifier - - - Spell attack modifier = your - proficiency bonus + your Wisdom modifier - -
-
- Ritual Casting - - You can cast a druid spell as a ritual if that spell has the - ritual tag and you have the spell prepared. - -
- Spellcasting Focus - - You can use a druidic focus as a spellcasting focus for your - druid spells. - -
-
-
- Wild Shape - - Starting at 2nd level, you can use your action to magically - assume the shape of a beast that you have seen before. You can - use this feature twice. You regain expended uses when you finish - a short or long rest. - - - Your druid level determines the beasts you can transform into, - as shown in the Beast Shapes table. At 2nd level, for example, - you can transform into any beast that has a challenge rating of - 1/4 or lower that doesn’t have a flying or swimming speed. - - - Table- Beast Shapes - - - - - - - - - - - Level - - - Max. CR - - - Limitations - - - Example - - - - - - - 2nd - - - 1/4 - - - No flying or swimming speed - - - Wolf - - - - - 4th - - - 1/2 - - - No flying speed - - - Crocodile - - - - - 8th - - - 1 - - - - - - - Giant eagle - - - - - - - - - - - - - - - - - You can stay in a beast shape for a number of hours equal to - half your druid level (rounded down). You then revert to your - normal form unless you expend another use of this feature. You - can revert to your normal form earlier by using a bonus action - on your turn. You automatically revert if you fall unconscious, - drop to 0 hit points, or die. - - - While you are transformed, the following rules apply: - - - - - Your game statistics are replaced by the statistics of the - beast, but you retain your alignment, personality, and - Intelligence, Wisdom, and Charisma scores. You also retain - all of your skill and saving throw proficiencies, in - addition to gaining those of the creature. If the creature - has the same proficiency as you and the bonus in its stat - block is higher than yours, use the creature’s bonus instead - of yours. If the creature has any legendary or lair actions, - you can’t use them. - - - - - When you transform, you assume the beast’s hit points and - Hit Dice. When you revert to your normal form, you return to - the number of hit points you had before you transformed. - However, if you revert as a result of dropping to 0 hit - points, any excess damage carries over to your normal form. - For example, if you take 10 damage in animal form and have - only 1 hit point left, you revert and take 9 damage. As long - as the excess damage doesn’t reduce your normal form to 0 - hit points, you aren’t knocked unconscious. - - - - - You can’t cast spells, and your ability to speak or take any - action that requires hands is limited to the capabilities of - your beast form. Transforming doesn’t break your - concentration on a spell you’ve already cast, however, or - prevent you from taking actions that are part of a spell, - such as call lightning, that you’ve already cast. - - - - - You retain the benefit of any features from your class, - race, or other source and can use them if the new form is - physically capable of doing so. However, you can’t use any - of your special senses, such as darkvision, unless your new - form also has that sense. - - - - - You choose whether your equipment falls to the ground in - your space, merges into your new form, or is worn by it. - Worn equipment functions as normal, but the GM decides - whether it is practical for the new form to wear a piece of - equipment, based on the creature’s shape and size. Your - equipment doesn’t change size or shape to match the new - form, and any equipment that the new form can’t wear must - either fall to the ground or merge with it. Equipment that - merges with the form has no effect until you leave the form. - - - -
-
- Druid Circle - - At 2nd level, you choose to identify with a circle of druids: - the Circle of the Land or the Circle of the Moon, both detailed - at the end of the class description. Your choice grants you - features at 2nd level and again at 6th, 10th, and 14th level. - -
-
- Ability Score Improvement - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th - level, you can increase one ability score of your choice by 2, - or you can increase two ability scores of your choice by 1. As - normal, you can’t increase an ability score above 20 using this - feature. - -
-
- Timeless Body - - Starting at 18th level, the primal magic that you wield causes - you to age more slowly. For every 10 years that pass, your body - ages only 1 year. - -
-
- Beast Spells - - Beginning at 18th level, you can cast many of your druid spells - in any shape you assume using Wild Shape. You can perform the - somatic and verbal components of a druid spell while in a beast - shape, but you aren’t able to provide material components. - -
-
- Archdruid - - At 20th level, you can use your Wild Shape an unlimited number - of times. - - - Additionally, you can ignore the verbal and somatic components - of your druid spells, as well as any material components that - lack a cost and aren’t consumed by a spell. You gain this - benefit in both your normal shape and your beast shape from Wild - Shape. - -
-
- Druid Circles -
- Circle of the Land - - The Circle of the Land is made up of mystics and sages who - safeguard ancient knowledge and rites through a vast oral - tradition. These druids meet within sacred circles of trees or - standing stones to whisper primal secrets in Druidic. The - circle’s wisest members preside as the chief priests of - communities that hold to the Old Faith and serve as advisors - to the rulers of those folk. As a member of this circle, your - magic is influenced by the land where you were initiated into - the circle’s mysterious rites. - -
- Bonus Cantrip - - When you choose this circle at 2nd level, you learn one - additional druid cantrip of your choice. - -
-
- Natural Recovery - - Starting at 2nd level, you can regain some of your magical - energy by sitting in meditation and communing with nature. - During a short rest, you choose expended spell slots to - recover. The spell slots can have a combined level that is - equal to or less than half your druid level (rounded up), - and none of the slots can be 6th level or higher. You can’t - use this feature again until you finish a long rest. - - - For example, when you are a 4th-level druid, you can recover - up to two levels worth of spell slots. You can recover - either a 2nd-level slot or two 1st-level slots. - -
-
- Circle Spells - - Your mystical connection to the land infuses you with the - ability to cast certain spells. At 3rd, 5th, 7th, and 9th - level you gain access to circle spells connected to the land - where you became a druid. Choose that land-arctic, coast, - desert, forest, grassland, mountain, or swamp-and consult - the associated list of spells. - - - Once you gain access to a circle spell, you always have it - prepared, and it doesn’t count against the number of spells - you can prepare each day. If you gain access to a spell that - doesn’t appear on the druid spell list, the spell is - nonetheless a druid spell for you. - - - Table- Arctic Circle - Spells - - - - - - - - - Druid Level - - - Circle Spells - - - - - - - 3rd - - - hold person, spike growth - - - - - 5th - - - sleet storm, slow - - - - - 7th - - - freedom of movement, ice storm - - - - - 9th - - - commune with nature, cone of cold - - - - - - - - - - - - - Table- Coast Circle - Spells - - - - - - - - - Druid Level - - - Circle Spells - - - - - - - 3rd - - - mirror image, misty step - - - - - 5th - - - water breathing, water walk - - - - - 7th - - - control water, freedom of movement - - - - - 9th - - - conjure elemental, scrying - - - - - - - - - - - - - Table- Desert Circle - Spells - - - - - - - - - Druid Level - - - Circle Spells - - - - - - - 3rd - - - blur, silence - - - - - 5th - - - create food and water, protection from energy - - - - - 7th - - - blight, hallucinatory terrain - - - - - 9th - - - insect plague, wall of stone - - - - - - - - - - - - - Table- Forest Circle - Spells - - - - - - - - - Druid Level - - - Circle Spells - - - - - - - 3rd - - - barkskin, spider climb - - - - - 5th - - - call lightning, plant growth - - - - - 7th - - - divination, freedom of movement - - - - - 9th - - - commune with nature, tree stride - - - - - - - - - - - - - Table- Grassland Circle - Spells - - - - - - - - - Druid Level - - - Circle Spells - - - - - - - 3rd - - - invisibility, pass without trace - - - - - 5th - - - daylight, haste - - - - - 7th - - - divination, freedom of movement - - - - - 9th - - - dream, insect plague - - - - - - - - - - - - - Table- Mountain Circle - Spells - - - - - - - - - Druid Level - - - Circle Spells - - - - - - - 3rd - - - spider climb, spike growth - - - - - 5th - - - lightning bolt, meld into stone - - - - - 7th - - - stone shape, stoneskin - - - - - 9th - - - passwall, wall of stone - - - - - - - - - - - - - Table- Swamp Circle - Spells - - - - - - - - - Druid Level - - - Circle Spells - - - - - - - 3rd - - - acid arrow, darkness - - - - - 5th - - - water walk, stinking cloud - - - - - 7th - - - freedom of movement, locate creature - - - - - 9th - - - insect plague, scrying - - - - - - - - - - - -
-
- Land’s Stride - - Starting at 6th level, moving through nonmagical difficult - terrain costs you no extra movement. You can also pass - through nonmagical plants without being slowed by them and - without taking damage from them if they have thorns, spines, - or a similar hazard. - - - In addition, you have advantage on saving throws against - plants that are magically created or manipulated to impede - movement, such those created by the - entangle spell. - -
-
- Nature’s Ward - - When you reach 10th level, you can’t be charmed or - frightened by elementals or fey, and you are immune to - poison and disease. - -
-
- Nature’s Sanctuary - - When you reach 14th level, creatures of the natural world - sense your connection to nature and become hesitant to - attack you. When a beast or plant creature attacks you, that - creature must make a Wisdom saving throw against your druid - spell save DC. On a failed save, the creature must choose a - different target, or the attack automatically misses. On a - successful save, the creature is immune to this effect for - 24 hours. - - - The creature is aware of this effect before it makes its - attack against you. - -
- - Sacred Plants and Wood - - - A druid holds certain plants to be sacred, particularly - alder, ash, birch, elder, hazel, holly, juniper, - mistletoe, oak, rowan, willow, and yew. Druids often use - such plants as part of a spellcasting focus, incorporating - lengths of oak or yew or sprigs of mistletoe. - - - Similarly, a druid uses such woods to make other objects, - such as weapons and shields. Yew is associated with death - and rebirth, so weapon handles for scimitars or sickles - might be fashioned from it. Ash is associated with life - and oak with strength. These woods make excellent hafts or - whole weapons, such as clubs or quarterstaffs, as well as - shields. Alder is associated with air, and it might be - used for thrown weapons, such as darts or javelins. - - - Druids from regions that lack the plants described here - have chosen other plants to take on similar uses. For - instance, a druid of a desert region might value the yucca - tree and cactus plants. - - - Druids and the Gods - - - Some druids venerate the forces of nature themselves, but - most druids are devoted to one of the many nature deities - worshiped in the multiverse (the lists of gods in appendix - B include many such deities). The worship of these deities - is often considered a more ancient tradition than the - faiths of clerics and urbanized peoples. - -
-
-
-
-
-
- Fighter -
- Class Features - - As a fighter, you gain the following class features. - -
- Hit Points - - Hit Dice: 1d10 per fighter - level - - - Hit Points at 1st Level: 10 - + your Constitution modifier - - - Hit Points at Higher - Levels: 1d10 (or 6) + your Constitution modifier - per fighter level after 1st - -
-
- Proficiencies - - Armor: All armor, shields - - - Weapons: Simple weapons, - martial weapons - - - Tools: None - - - Saving Throws: Strength, - Constitution - - - Skills: Choose two skills - from Acrobatics, Animal, Handling, Athletics, History, - Insight, Intimidation, Perception, and Survival - -
-
- Equipment - - You start with the following equipment, in addition to the - equipment granted by your background: - - - - - (a) chain mail or - (b) leather armor, longbow, and 20 - arrows - - - - - (a) a martial weapon and a shield or - (b) two martial weapons - - - - - (a) a light crossbow and 20 bolts or - (b) two handaxes - - - - - (a) a dungeoneer’s pack or - (b) an explorer’s pack - - - - - Table- The Fighter - - - - - - - - - - Level - - - Proficiency Bonus - - - Features - - - - - - - 1st - - - +2 - - - Fighting Style, Second Wind - - - - - 2nd - - - +2 - - - Action Surge (one use) - - - - - 3rd - - - +2 - - - Martial Archetype - - - - - 4th - - - +2 - - - Ability Score Improvement - - - - - 5th - - - +3 - - - Extra Attack - - - - - 6th - - - +3 - - - Ability Score Improvement - - - - - 7th - - - +3 - - - Martial Archetype Feature - - - - - 8th - - - +3 - - - Ability Score Improvement - - - - - 9th - - - +4 - - - Indomitable (one use) - - - - - 10th - - - +4 - - - Martial Archetype Feature - - - - - 11th - - - +4 - - - Extra Attack (2) - - - - - 12th - - - +4 - - - Ability Score Improvement - - - - - 13th - - - +5 - - - Indomitable (two uses) - - - - - 14th - - - +5 - - - Ability Score Improvement - - - - - 15th - - - +5 - - - Martial Archetype Feature - - - - - 16th - - - +5 - - - Ability Score Improvement - - - - - 17th - - - +6 - - - Action Surge (two uses), Indomitable (three uses) - - - - - 18th - - - +6 - - - Martial Archetype Feature - - - - - 19th - - - +6 - - - Ability Score Improvement - - - - - 20th - - - +6 - - - Extra Attack (3) - - - - - - - - - - - - - -
-
-
- Fighting Style - - You adopt a particular style of fighting as your specialty. - Choose one of the following options. You can’t take a Fighting - Style option more than once, even if you later get to choose - again. - -
- Archery - - You gain a +2 bonus to attack rolls you make with ranged - weapons. - -
-
- Defense - - While you are wearing armor, you gain a +1 bonus to AC. - -
-
- Dueling - - When you are wielding a melee weapon in one hand and no other - weapons, you gain a +2 bonus to damage rolls with that weapon. - -
-
- Great Weapon Fighting - - When you roll a 1 or 2 on a damage die for an attack you make - with a melee weapon that you are wielding with two hands, you - can reroll the die and must use the new roll, even if the new - roll is a 1 or a 2. The weapon must have the two-handed or - versatile property for you to gain this benefit. - -
-
- Protection - - When a creature you can see attacks a target other than you - that is within 5 feet of you, you can use your reaction to - impose disadvantage on the attack roll. You must be wielding a - shield. - -
-
- Two-Weapon Fighting - - When you engage in two-weapon fighting, you can add your - ability modifier to the damage of the second attack. - -
-
-
- Second Wind - - You have a limited well of stamina that you can draw on to - protect yourself from harm. On your turn, you can use a bonus - action to regain hit points equal to 1d10 + your fighter level. - Once you use this feature, you must finish a short or long rest - before you can use it again. - -
-
- Action Surge - - Starting at 2nd level, you can push yourself beyond your normal - limits for a moment. On your turn, you can take one additional - action on top of your regular action and a possible bonus - action. - - - Once you use this feature, you must finish a short or long rest - before you can use it again. Starting at 17th level, you can use - it twice before a rest, but only once on the same turn. - -
-
- Martial Archetype - - At 3rd level, you choose an archetype that you strive to emulate - in your combat styles and techniques. Choose Champion, Battle - Master, or Eldritch Knight, all detailed at the end of the class - description. The archetype you choose grants you features at 3rd - level and again at 7th, 10th, 15th, and 18th level. - -
-
- Ability Score Improvement - - When you reach 4th level, and again at 6th, 8th, 12th, 14th, - 16th, and 19th level, you can increase one ability score of your - choice by 2, or you can increase two ability scores of your - choice by 1. As normal, you can’t increase an ability score - above 20 using this feature. - -
-
- Extra Attack - - Beginning at 5th level, you can attack twice, instead of once, - whenever you take the Attack action on your turn. - - - The number of attacks increases to three when you reach 11th - level in this class and to four when you reach 20th level in - this class. - -
-
- Indomitable - - Beginning at 9th level, you can reroll a saving throw that you - fail. If you do so, you must use the new roll, and you can’t use - this feature again until you finish a long rest. - - - You can use this feature twice between long rests starting at - 13th level and three times between long rests starting at 17th - level. - -
-
- Martial Archetypes - - Different fighters choose different approaches to perfecting - their fighting prowess. The martial archetype you choose to - emulate reflects your approach. - -
- Champion - - The archetypal Champion focuses on the development of raw - physical power honed to deadly perfection. Those who model - themselves on this archetype combine rigorous training with - physical excellence to deal devastating blows. - -
- Improved Critical - - Beginning when you choose this archetype at 3rd level, your - weapon attacks score a critical hit on a roll of 19 or 20. - -
-
- Remarkable Athlete - - Starting at 7th level, you can add half your proficiency - bonus (round up) to any Strength, Dexterity, or Constitution - check you make that doesn’t already use your proficiency - bonus. - - - In addition, when you make a running long jump, the distance - you can cover increases by a number of feet equal to your - Strength modifier. - -
-
- Additional Fighting Style - - At 10th level, you can choose a second option from the - Fighting Style class feature. - -
-
- Superior Critical - - Starting at 15th level, your weapon attacks score a critical - hit on a roll of 18-20. - -
-
- Survivor - - At 18th level, you attain the pinnacle of resilience in - battle. At the start of each of your turns, you regain hit - points equal to 5 + your Constitution modifier if you have - no more than half of your hit points left. You don’t gain - this benefit if you have 0 hit points. - -
-
-
-
-
- Monk -
- Class Features - - As a monk, you gain the following class features. - -
- Hit Points - - Hit Dice: 1d8 per monk - level - - - Hit Points at 1st Level: 8 - + your Constitution modifier - - - Hit Points at Higher - Levels: 1d8 (or 5) + your Constitution modifier per - monk level after 1st - -
-
- Proficiencies - - Armor: None - - - Weapons: Simple weapons, - shortswords - - - Tools: Choose one type of - artisan’s tools or one musical instrument - - - Saving Throws: Strength, - Dexterity - - - Skills: Choose two from - Acrobatics, Athletics, History, Insight, Religion, and Stealth - -
-
- Equipment - - You start with the following equipment, in addition to the - equipment granted by your background: - - - - - (a) a shortsword or - (b) any simple weapon - - - - - (a) a dungeoneer’s pack or - (b) an explorer’s pack - - - - - 10 darts - - - - - Table- The Monk - - - - - - - - - - - - - Level - - - Proficiency Bonus - - - Martial Arts - - - Ki Points - - - Unarmored Movement - - - Features - - - - - - - 1st - - - +2 - - - 1d4 - - - - - - - - - - - Unarmored Defense, Martial Arts - - - - - 2nd - - - +2 - - - 1d4 - - - 2 - - - +10 ft. - - - Ki, Unarmored Movement - - - - - 3rd - - - +2 - - - 1d4 - - - 3 - - - +10 ft. - - - Monastic Tradition, Deflect Missiles - - - - - 4th - - - +2 - - - 1d4 - - - 4 - - - +10 ft. - - - Ability Score Improvement, Slow Fall - - - - - 5th - - - +3 - - - 1d6 - - - 5 - - - +10 ft. - - - Extra Attack, Stunning Strike - - - - - 6th - - - +3 - - - 1d6 - - - 6 - - - +15 ft. - - - Ki-Empowered Strikes, Monastic Tradition Feature - - - - - 7th - - - +3 - - - 1d6 - - - 7 - - - +15 ft. - - - Evasion, Stillness of Mind - - - - - 8th - - - +3 - - - 1d6 - - - 8 - - - +15 ft. - - - Ability Score Improvement - - - - - 9th - - - +4 - - - 1d6 - - - 9 - - - +15 ft. - - - Unarmored Movement improvement - - - - - 10th - - - +4 - - - 1d6 - - - 10 - - - +20 ft. - - - Purity of Body - - - - - 11th - - - +4 - - - 1d8 - - - 11 - - - +20 ft. - - - Monastic Tradition Feature - - - - - 12th - - - +4 - - - 1d8 - - - 12 - - - +20 ft. - - - Ability Score Improvement - - - - - 13th - - - +5 - - - 1d8 - - - 13 - - - +20 ft. - - - Tongue of the Sun and Moon - - - - - 14th - - - +5 - - - 1d8 - - - 14 - - - +25 ft. - - - Diamond Soul - - - - - 15th - - - +5 - - - 1d8 - - - 15 - - - +25 ft. - - - Timeless Body - - - - - 16th - - - +5 - - - 1d8 - - - 16 - - - +25 ft. - - - Ability Score Improvement - - - - - 17th - - - +6 - - - 1d10 - - - 17 - - - +25 ft. - - - Monastic Tradition Feature - - - - - 18th - - - +6 - - - 1d10 - - - 18 - - - +30 ft. - - - Empty Body - - - - - 19th - - - +6 - - - 1d10 - - - 19 - - - +30 ft. - - - Ability Score Improvement - - - - - 20th - - - +6 - - - 1d10 - - - 20 - - - +30 ft. - - - Perfect Self - - - - - - - - - - - - - - - - - - - -
-
-
- Unarmored Defense - - Beginning at 1st level, while you are wearing no armor and not - wielding a shield, your AC equals 10 + your Dexterity modifier + - your Wisdom modifier. - -
-
- Martial Arts - - At 1st level, your practice of martial arts gives you mastery of - combat styles that use unarmed strikes and monk weapons, which - are shortswords and any simple melee weapons that don’t have the - two- handed or heavy property. - - - You gain the following benefits while you are unarmed or - wielding only monk weapons and you aren’t wearing armor or - wielding a shield: - - - - - You can use Dexterity instead of Strength for the attack and - damage rolls of your unarmed strikes and monk weapons. - - - - - You can roll a d4 in place of the normal damage of your - unarmed strike or monk weapon. This die changes as you gain - monk levels, as shown in the Martial Arts column of the Monk - table. - - - - - When you use the Attack action with an unarmed strike or a - monk weapon on your turn, you can make one unarmed strike as - a bonus action. For example, if you take the Attack action - and attack with a quarterstaff, you can also make an unarmed - strike as a bonus action, assuming you haven’t already taken - a bonus action this turn. - - - - - Certain monasteries use specialized forms of the monk weapons. - For example, you might use a club that is two lengths of wood - connected by a short chain (called a nunchaku) or a sickle with - a shorter, straighter blade (called a kama). Whatever name you - use for a monk weapon, you can use the game statistics provided - for the weapon. - -
-
- Ki - - Starting at 2nd level, your training allows you to harness the - mystic energy of ki. Your access to this energy is represented - by a number of ki points. Your monk level determines the number - of points you have, as shown in the Ki Points column of the Monk - table. - - - You can spend these points to fuel various ki features. You - start knowing three such features: Flurry of Blows, Patient - Defense, and Step of the Wind. You learn more ki features as you - gain levels in this class. - - - When you spend a ki point, it is unavailable until you finish a - short or long rest, at the end of which you draw all of your - expended ki back into yourself. You must spend at least 30 - minutes of the rest meditating to regain your ki points. - - - Some of your ki features require your target to make a saving - throw to resist the feature’s effects. The saving throw DC is - calculated as follows: - - - Ki save DC = 8 + your - proficiency bonus + your Wisdom modifier - -
- Flurry of Blows - - Immediately after you take the Attack action on your turn, you - can spend 1 ki point to make two unarmed strikes as a bonus - action. - -
-
- Patient Defense - - You can spend 1 ki point to take the Dodge action as a bonus - action on your turn. - -
-
- Step of the Wind - - You can spend 1 ki point to take the Disengage or Dash action - as a bonus action on your turn, and your jump distance is - doubled for the turn. - -
-
-
- Unarmored Movement - - Starting at 2nd level, your speed increases by 10 feet while you - are not wearing armor or wielding a shield. This bonus increases - when you reach certain monk levels, as shown in the Monk table. - - - At 9th level, you gain the ability to move along vertical - surfaces and across liquids on your turn without falling during - the move. - -
-
- Monastic Tradition - - When you reach 3rd level, you commit yourself to a monastic - tradition: the Way of the Open Hand, the Way of Shadow, or the - Way of the Four Elements, all detailed at the end of the class - description. Your tradition grants you features at 3rd level and - again at 6th, 11th, and 17th level. - -
-
- Deflect Missiles - - Starting at 3rd level, you can use your reaction to deflect or - catch the missile when you are hit by a ranged weapon attack. - When you do so, the damage you take from the attack is reduced - by 1d10 + your Dexterity modifier + your monk level. - - - If you reduce the damage to 0, you can catch the missile if it - is small enough for you to hold in one hand and you have at - least one hand free. If you catch a missile in this way, you can - spend 1 ki point to make a ranged attack with the weapon or - piece of ammunition you just caught, as part of the same - reaction. You make this attack with proficiency, regardless of - your weapon proficiencies, and the missile counts as a monk - weapon for the attack, which has a normal range of 20 feet and a - long range of 60 feet. - -
-
- Ability Score Improvement - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th - level, you can increase one ability score of your choice by 2, - or you can increase two ability scores of your choice by 1. As - normal, you can’t increase an ability score above 20 using this - feature. - -
-
- Slow Fall - - Beginning at 4th level, you can use your reaction when you fall - to reduce any falling damage you take by an amount equal to five - times your monk level. - -
-
- Extra Attack - - Beginning at 5th level, you can attack twice, instead of once, - whenever you take the Attack action on your turn. - -
-
- Stunning Strike - - Starting at 5th level, you can interfere with the flow of ki in - an opponent’s body. When you hit another creature with a melee - weapon attack, you can spend 1 ki point to attempt a stunning - strike. The target must succeed on a Constitution saving throw - or be stunned until the end of your next turn. - -
-
- Ki-Empowered Strikes - - Starting at 6th level, your unarmed strikes count as magical for - the purpose of overcoming resistance and immunity to nonmagical - attacks and damage. - -
-
- Evasion - - At 7th level, your instinctive agility lets you dodge out of the - way of certain area effects, such as a blue dragon’s lightning - breath or a fireball spell. When you are - subjected to an effect that allows you to make a Dexterity - saving throw to take only half damage, you instead take no - damage if you succeed on the saving throw, and only half damage - if you fail. - -
-
- Stillness of Mind - - Starting at 7th level, you can use your action to end one effect - on yourself that is causing you to be charmed or frightened. - -
-
- Purity of Body - - At 10th level, your mastery of the ki flowing through you makes - you immune to disease and poison. - -
-
- Tongue of the Sun and Moon - - Starting at 13th level, you learn to touch the ki of other minds - so that you understand all spoken languages. Moreover, any - creature that can understand a language can understand what you - say. - -
-
- Diamond Soul - - Beginning at 14th level, your mastery of ki grants you - proficiency in all saving throws. - - - Additionally, whenever you make a saving throw and fail, you can - spend 1 ki point to reroll it and take the second result. - -
-
- Timeless Body - - At 15th level, your ki sustains you so that you suffer none of - the frailty of old age, and you can’t be aged magically. You can - still die of old age, however. In addition, you no longer need - food or water. - -
-
- Empty Body - - Beginning at 18th level, you can use your action to spend 4 ki - points to become invisible for 1 minute. During that time, you - also have resistance to all damage but force damage. - - - Additionally, you can spend 8 ki points to cast the - astral projection spell, without needing - material components. When you do so, you can’t take any other - creatures with you. - -
-
- Perfect Self - - At 20th level, when you roll for initiative and have no ki - points remaining, you regain 4 ki points. - -
-
- Monastic Traditions - - Three traditions of monastic pursuit are common in the - monasteries scattered across the multiverse. Most monasteries - practice one tradition exclusively, but a few honor the three - traditions and instruct each monk according to his or her - aptitude and interest. All three traditions rely on the same - basic techniques, diverging as the student grows more adept. - Thus, a monk need choose a tradition only upon reaching 3rd - level. - -
- Way of the Open Hand - - Monks of the Way of the Open Hand are the ultimate masters of - martial arts combat, whether armed or unarmed. They learn - techniques to push and trip their opponents, manipulate ki to - heal damage to their bodies, and practice advanced meditation - that can protect them from harm. - -
- Open Hand Technique - - Starting when you choose this tradition at 3rd level, you - can manipulate your enemy’s ki when you harness your own. - Whenever you hit a creature with one of the attacks granted - by your Flurry of Blows, you can impose one of the following - effects on that target: - - - - - It must succeed on a Dexterity saving throw or be - knocked prone. - - - - - It must make a Strength saving throw. If it fails, you - can push it up to 15 feet away from you. - - - - - It can’t take reactions until the end of your next turn. - - - -
-
- Wholeness of Body - - At 6th level, you gain the ability to heal yourself. As an - action, you can regain hit points equal to three times your - monk level. You must finish a long rest before you can use - this feature again. - -
-
- Tranquility - - Beginning at 11th level, you can enter a special meditation - that surrounds you with an aura of peace. At the end of a - long rest, you gain the effect of a - sanctuary spell that lasts until the - start of your next long rest (the spell can end early as - normal). The saving throw DC for the spell equals 8 + your - Wisdom modifier + your proficiency bonus. - -
-
- Quivering Palm - - At 17th level, you gain the ability to set up lethal - vibrations in someone’s body. When you hit a creature with - an unarmed strike, you can spend 3 ki points to start these - imperceptible vibrations, which last for a number of days - equal to your monk level. The vibrations are harmless unless - you use your action to end them. To do so, you and the - target must be on the same plane of existence. When you use - this action, the creature must make a Constitution saving - throw. If it fails, it is reduced to 0 hit points. If it - succeeds, it takes 10d10 necrotic damage. - - - You can have only one creature under the effect of this - feature at a time. You can choose to end the vibrations - harmlessly without using an action. - -
-
-
-
-
- Paladin -
- Class Features - - As a paladin, you gain the following class features. - -
- Hit Points - - Hit Dice: 1d10 per paladin - level - - - Hit Points at 1st Level: 10 - + your Constitution modifier - - - Hit Points at Higher - Levels: 1d10 (or 6) + your Constitution modifier - per paladin level after 1st - -
-
- Proficiencies - - Armor: All armor, shields - - - Weapons: Simple weapons, - martial weapons - - - Tools: None - - - Saving Throws: Wisdom, - Charisma - - - Skills: Choose two from - Athletics, Insight, Intimidation, Medicine, Persuasion, and - Religion - -
-
- Equipment - - You start with the following equipment, in addition to the - equipment granted by your background: - - - - - (a) a martial weapon and a shield or - (b) two martial weapons - - - - - (a) five javelins or - (b) any simple melee weapon - - - - - (a) a priest’s pack or - (b) an explorer’s pack - - - - - Chain mail and a holy symbol - - - - - Table- The Paladin - - - - - - - - - - - - - - - Level - - - Proficiency Bonus - - - Features - - - 1st - - - 2nd - - - 3rd - - - 4th - - - 5th - - - - - - - 1st - - - +2 - - - Divine Sense, Lay on Hands - - - - - - - - - - - - - - - - - - - - - - - - - 2nd - - - +2 - - - Fighting Style, Spellcasting, Divine Smite - - - 2 - - - - - - - - - - - - - - - - - - - - - 3rd - - - +2 - - - Divine Health, Sacred Oath - - - 3 - - - - - - - - - - - - - - - - - - - - - 4th - - - +2 - - - Ability Score Improvement - - - 3 - - - - - - - - - - - - - - - - - - - - - 5th - - - +3 - - - Extra Attack - - - 4 - - - 2 - - - - - - - - - - - - - - - - - 6th - - - +3 - - - Aura of Protection - - - 4 - - - 2 - - - - - - - - - - - - - - - - - 7th - - - +3 - - - Sacred Oath feature - - - 4 - - - 3 - - - - - - - - - - - - - - - - - 8th - - - +3 - - - Ability Score Improvement - - - 4 - - - 3 - - - - - - - - - - - - - - - - - 9th - - - +4 - - - - - - - 4 - - - 3 - - - 2 - - - - - - - - - - - - - 10th - - - +4 - - - Aura of Courage - - - 4 - - - 3 - - - 2 - - - - - - - - - - - - - 11th - - - +4 - - - Improved Divine Smite - - - 4 - - - 3 - - - 3 - - - - - - - - - - - - - 12th - - - +4 - - - Ability Score Improvement - - - 4 - - - 3 - - - 3 - - - - - - - - - - - - - 13th - - - +5 - - - - - - - 4 - - - 3 - - - 3 - - - 1 - - - - - - - - - 14th - - - +5 - - - Cleansing Touch - - - 4 - - - 3 - - - 3 - - - 1 - - - - - - - - - 15th - - - +5 - - - Sacred Oath feature - - - 4 - - - 3 - - - 3 - - - 2 - - - - - - - - - 16th - - - +5 - - - Ability Score Improvement - - - 4 - - - 3 - - - 3 - - - 2 - - - - - - - - - 17th - - - +6 - - - - - - - 4 - - - 3 - - - 3 - - - 3 - - - 1 - - - - - 18th - - - +6 - - - Aura improvements - - - 4 - - - 3 - - - 3 - - - 3 - - - 1 - - - - - 19th - - - +6 - - - Ability Score Improvement - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - - - 20th - - - +6 - - - Sacred Oath feature - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - -
-
-
- Divine Sense - - The presence of strong evil registers on your senses like a - noxious odor, and powerful good rings like heavenly music in - your ears. As an action, you can open your awareness to detect - such forces. Until the end of your next turn, you know the - location of any celestial, fiend, or undead within 60 feet of - you that is not behind total cover. You know the type - (celestial, fiend, or undead) of any being whose presence you - sense, but not its identity (the vampire Count Strahd von - Zarovich, for instance). Within the same radius, you also detect - the presence of any place or object that has been consecrated or - desecrated, as with the hallow spell. - - - You can use this feature a number of times equal to 1 + your - Charisma modifier. When you finish a long rest, you regain all - expended uses. - -
-
- Lay on Hands - - Your blessed touch can heal wounds. You have a pool of healing - power that replenishes when you take a long rest. With that - pool, you can restore a total number of hit points equal to your - paladin level × 5. - - - As an action, you can touch a creature and draw power from the - pool to restore a number of hit points to that creature, up to - the maximum amount remaining in your pool. - - - Alternatively, you can expend 5 hit points from your pool of - healing to cure the target of one disease or neutralize one - poison affecting it. You can cure multiple diseases and - neutralize multiple poisons with a single use of Lay on Hands, - expending hit points separately for each one. - - - This feature has no effect on undead and constructs. - -
-
- Fighting Style - - At 2nd level, you adopt a style of fighting as your specialty. - Choose one of the following options. You can’t take a Fighting - Style option more than once, even if you later get to choose - again. - -
- Defense - - While you are wearing armor, you gain a +1 bonus to AC. - -
-
- Dueling - - When you are wielding a melee weapon in one hand and no other - weapons, you gain a +2 bonus to damage rolls with that weapon. - -
-
- Great Weapon Fighting - - When you roll a 1 or 2 on a damage die for an attack you make - with a melee weapon that you are wielding with two hands, you - can reroll the die and must use the new roll. The weapon must - have the two-handed or versatile property for you to gain this - benefit. - -
-
- Protection - - When a creature you can see attacks a target other than you - that is within 5 feet of you, you can use your reaction to - impose disadvantage on the attack roll. You must be wielding a - shield. - -
-
-
- Spellcasting - - By 2nd level, you have learned to draw on divine magic through - meditation and prayer to cast spells as a cleric does. - -
- Preparing and Casting Spells - - The Paladin table shows how many spell slots you have to cast - your paladin spells. To cast one of your paladin spells of 1st - level or higher, you must expend a slot of the spell’s level - or higher. You regain all expended spell slots when you finish - a long rest. - - - You prepare the list of paladin spells that are available for - you to cast, choosing from the paladin spell list. When you do - so, choose a number of paladin spells equal to your Charisma - modifier + half your paladin level, rounded down (minimum of - one spell). The spells must be of a level for which you have - spell slots. - - - For example, if you are a 5th-level paladin, you have four - 1st-level and two 2nd-level spell slots. With a Charisma of - 14, your list of prepared spells can include four spells of - 1st or 2nd level, in any combination. If you prepare the - 1st-level spell cure wounds, you can cast - it using a 1st-level or a 2nd- level slot. Casting the spell - doesn’t remove it from your list of prepared spells. - - - You can change your list of prepared spells when you finish a - long rest. Preparing a new list of paladin spells requires - time spent in prayer and meditation: at least 1 minute per - spell level for each spell on your list. - -
-
- Spellcasting Ability - - Charisma is your spellcasting ability for your paladin spells, - since their power derives from the strength of your - convictions. You use your Charisma whenever a spell refers to - your spellcasting ability. In addition, you use your Charisma - modifier when setting the saving throw DC for a paladin spell - you cast and when making an attack roll with one. - - - Spell save DC = 8 + your - proficiency bonus + your Charisma modifier - - - Spell attack modifier = - your proficiency bonus + your Charisma modifier - -
-
- Spellcasting Focus - - You can use a holy symbol as a spellcasting focus for your - paladin spells. - -
-
-
- Divine Smite - - Starting at 2nd level, when you hit a creature with a melee - weapon attack, you can expend one spell slot to deal radiant - damage to the target, in addition to the weapon’s damage. The - extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for - each spell level higher than 1st, to a maximum of 5d8. The - damage increases by 1d8 if the target is an undead or a fiend, - to a maximum of 6d8. - -
-
- Divine Health - - By 3rd level, the divine magic flowing through you makes you - immune to disease. - -
-
- Sacred Oath - - When you reach 3rd level, you swear the oath that binds you as a - paladin forever. Up to this time you have been in a preparatory - stage, committed to the path but not yet sworn to it. Now you - choose the Oath of Devotion, the Oath of the Ancients, or the - Oath of Vengeance, all detailed at the end of the class - description. - - - Your choice grants you features at 3rd level and again at 7th, - 15th, and 20th level. Those features include oath spells and the - Channel Divinity feature. - -
- Oath Spells - - Each oath has a list of associated spells. You gain access to - these spells at the levels specified in the oath description. - Once you gain access to an oath spell, you always have it - prepared. Oath spells don’t count against the number of spells - you can prepare each day. - - - If you gain an oath spell that doesn’t appear on the paladin - spell list, the spell is nonetheless a paladin spell for you. - -
-
- Channel Divinity - - Your oath allows you to channel divine energy to fuel magical - effects. Each Channel Divinity option provided by your oath - explains how to use it. - - - When you use your Channel Divinity, you choose which option to - use. You must then finish a short or long rest to use your - Channel Divinity again. - - - Some Channel Divinity effects require saving throws. When you - use such an effect from this class, the DC equals your paladin - spell save DC. - -
-
-
- Ability Score Improvement - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th - level, you can increase one ability score of your choice by 2, - or you can increase two ability scores of your choice by 1. As - normal, you can’t increase an ability score above 20 using this - feature. - -
-
- Extra Attack - - Beginning at 5th level, you can attack twice, instead of once, - whenever you take the Attack action on your turn. - -
-
- Aura of Protection - - Starting at 6th level, whenever you or a friendly creature - within 10 feet of you must make a saving throw, the creature - gains a bonus to the saving throw equal to your Charisma - modifier (with a minimum bonus of +1). You must be conscious to - grant this bonus. - - - At 18th level, the range of this aura increases to 30 feet. - -
-
- Aura of Courage - - Starting at 10th level, you and friendly creatures within 10 - feet of you can’t be frightened while you are conscious. - - - At 18th level, the range of this aura increases to 30 feet. - -
-
- Improved Divine Smite - - By 11th level, you are so suffused with righteous might that all - your melee weapon strikes carry divine power with them. Whenever - you hit a creature with a melee weapon, the creature takes an - extra 1d8 radiant damage. If you also use your Divine Smite with - an attack, you add this damage to the extra damage of your - Divine Smite. - -
-
- Cleansing Touch - - Beginning at 14th level, you can use your action to end one - spell on yourself or on one willing creature that you touch. - - - You can use this feature a number of times equal to your - Charisma modifier (a minimum of once). You regain expended uses - when you finish a long rest. - -
-
- Sacred Oaths - - Becoming a paladin involves taking vows that commit the paladin - to the cause of righteousness, an active path of fighting - wickedness. The final oath, taken when he or she reaches 3rd - level, is the culmination of all the paladin’s training. Some - characters with this class don’t consider themselves true - paladins until they have reached 3rd level and made this oath. - For others, the actual swearing of the oath is a formality, an - official stamp on what has always been true in the paladin’s - heart. - -
- Oath of Devotion - - The Oath of Devotion binds a paladin to the loftiest ideals of - justice, virtue, and order. Sometimes called cavaliers, white - knights, or holy warriors, these paladins meet the ideal of - the knight in shining armor, acting with honor in pursuit of - justice and the greater good. They hold themselves to the - highest standards of conduct, and some, for better or worse, - hold the rest of the world to the same standards. Many who - swear this oath are devoted to gods of law and good and use - their gods’ tenets as the measure of their devotion. They hold - angels-the perfect servants of good-as their ideals, and - incorporate images of angelic wings into their helmets or - coats of arms. - -
- Tenets of Devotion - - Though the exact words and strictures of the Oath of - Devotion vary, paladins of this oath share these tenets. - - - Honesty. - Don’t lie or cheat. Let your word be your promise. - - - Courage. - Never fear to act, though caution is wise. - - - Compassion. - Aid others, protect the weak, and punish those who threaten - them. Show mercy to your foes, but temper it with wisdom. - - - Honor. - Treat others with fairness, and let your honorable deeds be - an example to them. Do as much good as possible while - causing the least amount of harm. - - - Duty. - Be responsible for your actions and their consequences, - protect those entrusted to your care, and obey those who - have just authority over you. - -
-
- Oath Spells - - You gain oath spells at the paladin levels listed. - - - Table- Oath of Devotion - Spells - - - - - - - - - Level - - - Paladin Spells - - - - - - - 3rd - - - protection from evil and good, sanctuary - - - - - 5th - - - lesser restoration, zone of truth - - - - - 9th - - - beacon of hope, dispel magic - - - - - 13th - - - freedom of movement, guardian of faith - - - - - 17th - - - commune, flame strike - - - - - - - - - - - -
-
- Channel Divinity - - When you take this oath at 3rd level, you gain the following - two Channel Divinity options. - - - Sacred - Weapon. As an action, you can imbue - one weapon that you are holding with positive energy, using - your Channel Divinity. For 1 minute, you add your Charisma - modifier to attack rolls made with that weapon (with a - minimum bonus of +1). The weapon also emits bright light in - a 20-foot radius and dim light 20 feet beyond that. If the - weapon is not already magical, it becomes magical for the - duration. - - - You can end this effect on your turn as part of any other - action. If you are no longer holding or carrying this - weapon, or if you fall unconscious, this effect ends. - - - Turn the - Unholy. As an action, you present your - holy symbol and speak a prayer censuring fiends and undead, - using your Channel Divinity. Each fiend or undead that can - see or hear you within 30 feet of you must make a Wisdom - saving throw. If the creature fails its saving throw, it is - turned for 1 minute or until it takes damage. - - - A turned creature must spend its turns trying to move as far - away from you as it can, and it can’t willingly move to a - space within 30 feet of you. It also can’t take reactions. - For its action, it can use only the Dash action or try to - escape from an effect that prevents it from moving. If - there’s nowhere to move, the creature can use the Dodge - action. - -
-
- Aura of Devotion - - Starting at 7th level, you and friendly creatures within 10 - feet of you can’t be charmed while you are conscious. - - - At 18th level, the range of this aura increases to 30 feet. - -
- Purity of Spirit - - Beginning at 15th level, you are always under the effects - of a protection from evil and good - spell. - -
-
-
- Holy Nimbus - - At 20th level, as an action, you can emanate an aura of - sunlight. For 1 minute, bright light shines from you in a - 30-foot radius, and dim light shines 30 feet beyond that. - - - Whenever an enemy creature starts its turn in the bright - light, the creature takes 10 radiant damage. - - - In addition, for the duration, you have advantage on saving - throws against spells cast by fiends or undead. - - - Once you use this feature, you can’t use it again until you - finish a long rest. - -
- - Breaking Your Oath - - - A paladin tries to hold to the highest standards of - conduct, but even the most virtuous paladin is fallible. - Sometimes the right path proves too demanding, sometimes a - situation calls for the lesser of two evils, and sometimes - the heat of emotion causes a paladin to transgress his or - her oath. - - - A paladin who has broken a vow typically seeks absolution - from a cleric who shares his or her faith or from another - paladin of the same order. The paladin might spend an all- - night vigil in prayer as a sign of penitence, or undertake - a fast or similar act of self-denial. After a rite of - confession and forgiveness, the paladin starts fresh. - - - If a paladin willfully violates his or her oath and shows - no sign of repentance, the consequences can be more - serious. At the GM’s discretion, an impenitent paladin - might be forced to abandon this class and adopt another. - -
-
-
-
-
-
- Ranger -
- Class Features - - As a ranger, you gain the following class features. - -
- Hit Points - - Hit Dice: 1d10 per ranger - level - - - Hit Points at 1st Level: 10 - + your Constitution modifier - - - Hit Points at Higher - Levels: 1d10 (or 6) + your Constitution modifier - per ranger level after 1st - -
-
- Proficiencies - - Armor: Light armor, medium - armor, shields - - - Weapons: Simple weapons, - martial weapons - - - Tools: None - - - Saving Throws: Strength, - Dexterity - - - Skills: Choose three from - Animal Handling, Athletics, Insight, Investigation, Nature, - Perception, Stealth, and Survival - -
-
- Equipment - - You start with the following equipment, in addition to the - equipment granted by your background: - - - - - (a) scale mail or - (b) leather armor - - - - - (a) two shortswords or - (b) two simple melee weapons - - - - - (a) a dungeoneer’s pack or - (b) an explorer’s pack - - - - - A longbow and a quiver of 20 arrows - - - - - Table- The Ranger - - - - - - - - - - - - - - - - Level - - - Proficiency Bonus - - - Features - - - Spells Known - - - 1st - - - 2nd - - - 3rd - - - 4th - - - 5th - - - - - - - 1st - - - +2 - - - Favored Enemy, Natural Explorer - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2nd - - - +2 - - - Fighting Style, Spellcasting - - - 2 - - - 2 - - - - - - - - - - - - - - - - - - - - - 3rd - - - +2 - - - Ranger Archetype, Primeval Awareness - - - 3 - - - 3 - - - - - - - - - - - - - - - - - - - - - 4th - - - +2 - - - Ability Score Improvement - - - 3 - - - 3 - - - - - - - - - - - - - - - - - - - - - 5th - - - +3 - - - Extra Attack - - - 4 - - - 4 - - - 2 - - - - - - - - - - - - - - - - - 6th - - - +3 - - - Favored Enemy and Natural Explorer improvements - - - 4 - - - 4 - - - 2 - - - - - - - - - - - - - - - - - 7th - - - +3 - - - Ranger Archetype feature - - - 5 - - - 4 - - - 3 - - - - - - - - - - - - - - - - - 8th - - - +3 - - - Ability Score Improvement, Land’s Stride - - - 5 - - - 4 - - - 3 - - - - - - - - - - - - - - - - - 9th - - - +4 - - - - - - - 6 - - - 4 - - - 3 - - - 2 - - - - - - - - - - - - - 10th - - - +4 - - - Natural Explorer improvement, Hide in Plain Sight - - - 6 - - - 4 - - - 3 - - - 2 - - - - - - - - - - - - - 11th - - - +4 - - - Ranger Archetype feature - - - 7 - - - 4 - - - 3 - - - 3 - - - - - - - - - - - - - 12th - - - +4 - - - Ability Score Improvement - - - 7 - - - 4 - - - 3 - - - 3 - - - - - - - - - - - - - 13th - - - +5 - - - - - - - 8 - - - 4 - - - 3 - - - 3 - - - 1 - - - - - - - - - 14th - - - +5 - - - Favored Enemy improvement, Vanish - - - 8 - - - 4 - - - 3 - - - 3 - - - 1 - - - - - - - - - 15th - - - +5 - - - Ranger Archetype feature - - - 9 - - - 4 - - - 3 - - - 3 - - - 2 - - - - - - - - - 16th - - - +5 - - - Ability Score Improvement - - - 9 - - - 4 - - - 3 - - - 3 - - - 2 - - - - - - - - - 17th - - - +6 - - - - - - - 10 - - - 4 - - - 3 - - - 3 - - - 3 - - - 1 - - - - - 18th - - - +6 - - - Feral Senses - - - 10 - - - 4 - - - 3 - - - 3 - - - 3 - - - 1 - - - - - 19th - - - +6 - - - Ability Score Improvement - - - 11 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - - - 20th - - - +6 - - - Foe Slayer - - - 11 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - -
-
-
- Favored Enemy - - Beginning at 1st level, you have significant experience - studying, tracking, hunting, and even talking to a certain type - of enemy. - - - Choose a type of favored enemy: aberrations, beasts, celestials, - constructs, dragons, elementals, fey, fiends, giants, - monstrosities, oozes, plants, or undead. Alternatively, you can - select two races of humanoid (such as gnolls and orcs) as - favored enemies. - - - You have advantage on Wisdom (Survival) checks to track your - favored enemies, as well as on Intelligence checks to recall - information about them. - - - When you gain this feature, you also learn one language of your - choice that is spoken by your favored enemies, if they speak one - at all. - - - You choose one additional favored enemy, as well as an - associated language, at 6th and 14th level. As you gain levels, - your choices should reflect the types of monsters you have - encountered on your adventures. - -
-
- Natural Explorer - - You are particularly familiar with one type of natural - environment and are adept at traveling and surviving in such - regions. Choose one type of favored terrain: arctic, coast, - desert, forest, grassland, mountain, or swamp. When you make an - Intelligence or Wisdom check related to your favored terrain, - your proficiency bonus is doubled if you are using a skill that - you’re proficient in. - - - While traveling for an hour or more in your favored terrain, you - gain the following benefits: - - - - - Difficult terrain doesn’t slow your group’s travel. - - - - - Your group can’t become lost except by magical means. - - - - - Even when you are engaged in another activity while - traveling (such as foraging, navigating, or tracking), you - remain alert to danger. - - - - - If you are traveling alone, you can move stealthily at a - normal pace. - - - - - When you forage, you find twice as much food as you normally - would. - - - - - While tracking other creatures, you also learn their exact - number, their sizes, and how long ago they passed through - the area. - - - - - You choose additional favored terrain types at 6th and 10th - level. - -
-
- Fighting Style - - At 2nd level, you adopt a particular style of fighting as your - specialty. Choose one of the following options. You can’t take a - Fighting Style option more than once, even if you later get to - choose again. - -
- Archery - - You gain a +2 bonus to attack rolls you make with ranged - weapons. - -
-
- Defense - - While you are wearing armor, you gain a +1 bonus to AC. - -
-
- Dueling - - When you are wielding a melee weapon in one hand and no other - weapons, you gain a +2 bonus to damage rolls with that weapon. - -
-
- Two-Weapon Fighting - - When you engage in two-weapon fighting, you can add your - ability modifier to the damage of the second attack. - -
-
-
- Spellcasting - - By the time you reach 2nd level, you have learned to use the - magical essence of nature to cast spells, much as a druid does. - See the general rules for spellcasting and the ranger spell - list. - -
- Spell Slots - - The Ranger table shows how many spell slots you have to cast - your ranger spells of 1st level and higher. To cast one of - these spells, you must expend a slot of the spell’s level or - higher. You regain all expended spell slots when you finish a - long rest. - - - For example, if you know the 1st-level spell animal - friendship and have a 1st-level and a 2nd-level - spell slot available, you can cast animal - friendship using either slot. - -
-
- Spells Known of 1st Level and Higher - - You know two 1st-level spells of your choice from the ranger - spell list. - - - The Spells Known column of the Ranger table shows when you - learn more ranger spells of your choice. Each of these spells - must be of a level for which you have spell slots. For - instance, when you reach 5th level in this class, you can - learn one new spell of 1st or 2nd level. - - - Additionally, when you gain a level in this class, you can - choose one of the ranger spells you know and replace it with - another spell from the ranger spell list, which also must be - of a level for which you have spell slots. - -
-
- Spellcasting Ability - - Wisdom is your spellcasting ability for your ranger spells, - since your magic draws on your attunement to nature. You use - your Wisdom whenever a spell refers to your spellcasting - ability. In addition, you use your Wisdom modifier when - setting the saving throw DC for a ranger spell you cast and - when making an attack roll with one. - - - Spell save DC = 8 + your - proficiency bonus + your Wisdom modifier - - - Spell attack modifier = - your proficiency bonus + your Wisdom modifier - -
-
-
- Ranger Archetype - - At 3rd level, you choose an archetype that you strive to - emulate: Hunter or Beast Master, both detailed at the end of the - class description. Your choice grants you features at 3rd level - and again at 7th, 11th, and 15th level. - -
-
- Primeval Awareness - - Beginning at 3rd level, you can use your action and expend one - ranger spell slot to focus your awareness on the region around - you. For 1 minute per level of the spell slot you expend, you - can sense whether the following types of creatures are present - within 1 mile of you (or within up to 6 miles if you are in your - favored terrain): aberrations, celestials, dragons, elementals, - fey, fiends, and undead. This feature doesn’t reveal the - creatures’ location or number. - -
-
- Ability Score Improvement - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th - level, you can increase one ability score of your choice by 2, - or you can increase two ability scores of your choice by 1. As - normal, you can’t increase an ability score above 20 using this - feature. - -
-
- Extra Attack - - Beginning at 5th level, you can attack twice, instead of once, - whenever you take the Attack action on your turn. - -
-
- Land’s Stride - - Starting at 8th level, moving through nonmagical difficult - terrain costs you no extra movement. You can also pass through - nonmagical plants without being slowed by them and without - taking damage from them if they have thorns, spines, or a - similar hazard. - - - In addition, you have advantage on saving throws against plants - that are magically created or manipulated to impede movement, - such those created by the entangle spell. - -
-
- Hide in Plain Sight - - Starting at 10th level, you can spend 1 minute creating - camouflage for yourself. You must have access to fresh mud, - dirt, plants, soot, and other naturally occurring materials with - which to create your camouflage. - - - Once you are camouflaged in this way, you can try to hide by - pressing yourself up against a solid surface, such as a tree or - wall, that is at least as tall and wide as you are. You gain a - +10 bonus to Dexterity (Stealth) checks as long as you remain - there without moving or taking actions. Once you move or take an - action or a reaction, you must camouflage yourself again to gain - this benefit. - -
-
- Vanish - - Starting at 14th level, you can use the Hide action as a bonus - action on your turn. Also, you can’t be tracked by nonmagical - means, unless you choose to leave a trail. - -
-
- Feral Senses - - At 18th level, you gain preternatural senses that help you fight - creatures you can’t see. When you attack a creature you can’t - see, your inability to see it doesn’t impose disadvantage on - your attack rolls against it. - - - You are also aware of the location of any invisible creature - within 30 feet of you, provided that the creature isn’t hidden - from you and you aren’t blinded or deafened. - -
-
- Foe Slayer - - At 20th level, you become an unparalleled hunter of your - enemies. Once on each of your turns, you can add your Wisdom - modifier to the attack roll or the damage roll of an attack you - make against one of your favored enemies. You can choose to use - this feature before or after the roll, but before any effects of - the roll are applied. - -
-
- Ranger Archetypes - - The ideal of the ranger has two classic expressions: the Hunter - and the Beast Master. - -
- Hunter - - Emulating the Hunter archetype means accepting your place as a - bulwark between civilization and the terrors of the - wilderness. As you walk the Hunter’s path, you learn - specialized techniques for fighting the threats you face, from - rampaging ogres and hordes of orcs to towering giants and - terrifying dragons. - -
- Hunter’s Prey - - At 3rd level, you gain one of the following features of your - choice. - - - Colossus - Slayer. Your tenacity can wear down - the most potent foes. When you hit a creature with a weapon - attack, the creature takes an extra 1d8 damage if it’s below - its hit point maximum. You can deal this extra damage only - once per turn. - - - Giant - Killer. When a Large or larger - creature within 5 feet of you hits or misses you with an - attack, you can use your reaction to attack that creature - immediately after its attack, provided that you can see the - creature. - - - Horde - Breaker. Once on each of your turns - when you make a weapon attack, you can make another attack - with the same weapon against a different creature that is - within 5 feet of the original target and within range of - your weapon. - -
-
- Defensive Tactics - - At 7th level, you gain one of the following features of your - choice. - - - Escape the - Horde. Opportunity attacks against you - are made with disadvantage. - - - Multiattack - Defense. When a creature hits you with - an attack, you gain a +4 bonus to AC against all subsequent - attacks made by that creature for the rest of the turn. - - - Steel - Will. You have advantage on saving - throws against being frightened. - -
-
- Multiattack - - At 11th level, you gain one of the following features of - your choice. - - - Volley. - You can use your action to make a ranged attack against any - number of creatures within 10 feet of a point you can see - within your weapon’s range. You must have ammunition for - each target, as normal, and you make a separate attack roll - for each target. - - - Whirlwind - Attack. You can use your action to - make a melee attack against any number of creatures within 5 - feet of you, with a separate attack roll for each target. - -
-
- Superior Hunter’s Defense - - At 15th level, you gain one of the following features of - your choice. - - - Evasion. - When you are subjected to an effect, such as a red dragon’s - fiery breath or a lightning bolt spell, - that allows you to make a Dexterity saving throw to take - only half damage, you instead take no damage if you succeed - on the saving throw, and only half damage if you fail. - - - Stand Against the - Tide. When a hostile creature misses - you with a melee attack, you can use your reaction to force - that creature to repeat the same attack against another - creature (other than itself) of your choice. - - - Uncanny - Dodge. When an attacker that you can - see hits you with an attack, you can use your reaction to - halve the attack’s damage against you. - -
-
-
-
-
- Rogue -
- Class Features - - As a rogue, you have the following class features. - -
- Hit Points - - Hit Dice: 1d8 per rogue - level - - - Hit Points at 1st Level: 8 - + your Constitution modifier - - - Hit Points at Higher - Levels: 1d8 (or 5) + your Constitution modifier per - rogue level after 1st - -
-
- Proficiencies - - Armor: Light armor - - - Weapons: Simple weapons, - hand crossbows, longswords, rapiers, shortswords - - - Tools: Thieves’ tools - - - Saving Throws: Dexterity, - Intelligence - - - Skills: Choose four from - Acrobatics, Athletics, Deception, Insight, Intimidation, - Investigation, Perception, Performance, Persuasion, Sleight of - Hand, and Stealth - -
-
- Equipment - - You start with the following equipment, in addition to the - equipment granted by your background: - - - - - (a) a rapier or - (b) a shortsword - - - - - (a) a shortbow and quiver of 20 - arrows or (b) a shortsword - - - - - (a) a burglar’s pack, - (b) a dungeoneer’s pack, or - (c) an explorer’s pack - - - - - Leather armor, two daggers, and thieves’ tools - - - - - Table- The Rogue - - - - - - - - - - - Level - - - Proficiency Bonus - - - Sneak Attack - - - Features - - - - - - - 1st - - - +2 - - - 1d6 - - - Expertise, Sneak Attack, Thieves’ Cant - - - - - 2nd - - - +2 - - - 1d6 - - - Cunning Action - - - - - 3rd - - - +2 - - - 2d6 - - - Roguish Archetype - - - - - 4th - - - +2 - - - 2d6 - - - Ability Score Improvement - - - - - 5th - - - +3 - - - 3d6 - - - Uncanny Dodge - - - - - 6th - - - +3 - - - 3d6 - - - Expertise - - - - - 7th - - - +3 - - - 4d6 - - - Evasion - - - - - 8th - - - +3 - - - 4d6 - - - Ability Score Improvement - - - - - 9th - - - +4 - - - 5d6 - - - Roguish Archetype feature - - - - - 10th - - - +4 - - - 5d6 - - - Ability Score Improvement - - - - - 11th - - - +4 - - - 6d6 - - - Reliable Talent - - - - - 12th - - - +4 - - - 6d6 - - - Ability Score Improvement - - - - - 13th - - - +5 - - - 7d6 - - - Roguish Archetype Feature - - - - - 14th - - - +5 - - - 7d6 - - - Blindsense - - - - - 15th - - - +5 - - - 8d6 - - - Slippery Mind - - - - - 16th - - - +5 - - - 8d6 - - - Ability Score Improvement - - - - - 17th - - - +6 - - - 9d6 - - - Roguish Archetype Feature - - - - - 18th - - - +6 - - - 9d6 - - - Elusive - - - - - 19th - - - +6 - - - 10d6 - - - Ability Score Improvement - - - - - 20th - - - +6 - - - 10d6 - - - Stroke of Luck - - - - - - - - - - - - - - - -
-
-
- Expertise - - At 1st level, choose two of your skill proficiencies, or one of - your skill proficiencies and your proficiency with thieves’ - tools. Your proficiency bonus is doubled for any ability check - you make that uses either of the chosen proficiencies. - - - At 6th level, you can choose two more of your proficiencies (in - skills or with thieves’ tools) to gain this benefit. - -
-
- Sneak Attack - - Beginning at 1st level, you know how to strike subtly and - exploit a foe’s distraction. Once per turn, you can deal an - extra 1d6 damage to one creature you hit with an attack if you - have advantage on the attack roll. The attack must use a finesse - or a ranged weapon. - - - You don’t need advantage on the attack roll if another enemy of - the target is within 5 feet of it, that enemy isn’t - incapacitated, and you don’t have disadvantage on the attack - roll. - - - The amount of the extra damage increases as you gain levels in - this class, as shown in the Sneak Attack column of the Rogue - table. - -
-
- Thieves’ Cant - - During your rogue training you learned thieves’ cant, a secret - mix of dialect, jargon, and code that allows you to hide - messages in seemingly normal conversation. Only another creature - that knows thieves’ cant understands such messages. It takes - four times longer to convey such a message than it does to speak - the same idea plainly. - - - In addition, you understand a set of secret signs and symbols - used to convey short, simple messages, such as whether an area - is dangerous or the territory of a thieves’ guild, whether loot - is nearby, or whether the people in an area are easy marks or - will provide a safe house for thieves on the run. - -
-
- Cunning Action - - Starting at 2nd level, your quick thinking and agility allow you - to move and act quickly. You can take a bonus action on each of - your turns in combat. This action can be used only to take the - Dash, Disengage, or Hide action. - -
-
- Roguish Archetype - - At 3rd level, you choose an archetype that you emulate in the - exercise of your rogue abilities: Thief, Assassin, or Arcane - Trickster, all detailed at the end of the class description. - Your archetype choice grants you features at 3rd level and then - again at 9th, 13th, and 17th level. - -
-
- Ability Score Improvement - - When you reach 4th level, and again at 8th, 10th, 12th, 16th, - and 19th level, you can increase one ability score of your - choice by 2, or you can increase two ability scores of your - choice by 1. As normal, you can’t increase an ability score - above 20 using this feature. - -
-
- Uncanny Dodge - - Starting at 5th level, when an attacker that you can see hits - you with an attack, you can use your reaction to halve the - attack’s damage against you. - -
-
- Evasion - - Beginning at 7th level, you can nimbly dodge out of the way of - certain area effects, such as a red dragon’s fiery breath or an - ice storm spell. When you are subjected to - an effect that allows you to make a Dexterity saving throw to - take only half damage, you instead take no damage if you succeed - on the saving throw, and only half damage if you fail. - -
-
- Reliable Talent - - By 11th level, you have refined your chosen skills until they - approach perfection. Whenever you make an ability check that - lets you add your proficiency bonus, you can treat a d20 roll of - 9 or lower as a 10. - -
-
- Blindsense - - Starting at 14th level, if you are able to hear, you are aware - of the location of any hidden or invisible creature within 10 - feet of you. - -
-
- Slippery Mind - - By 15th level, you have acquired greater mental strength. You - gain proficiency in Wisdom saving throws. - -
-
- Elusive - - Beginning at 18th level, you are so evasive that attackers - rarely gain the upper hand against you. No attack roll has - advantage against you while you aren’t incapacitated. - -
-
- Stroke of Luck - - At 20th level, you have an uncanny knack for succeeding when you - need to. If your attack misses a target within range, you can - turn the miss into a hit. Alternatively, if you fail an ability - check, you can treat the d20 roll as a 20. - - - Once you use this feature, you can’t use it again until you - finish a short or long rest. - -
-
- Roguish Archetypes - - Rogues have many features in common, including their emphasis on - perfecting their skills, their precise and deadly approach to - combat, and their increasingly quick reflexes. But different - rogues steer those talents in varying directions, embodied by - the rogue archetypes. Your choice of archetype is a reflection - of your focus-not necessarily an indication of your chosen - profession, but a description of your preferred techniques. - -
- Thief - - You hone your skills in the larcenous arts. Burglars, bandits, - cutpurses, and other criminals typically follow this - archetype, but so do rogues who prefer to think of themselves - as professional treasure seekers, explorers, delvers, and - investigators. In addition to improving your agility and - stealth, you learn skills useful for delving into ancient - ruins, reading unfamiliar languages, and using magic items you - normally couldn’t employ. - -
- Fast Hands - - Starting at 3rd level, you can use the bonus action granted - by your Cunning Action to make a Dexterity (Sleight of Hand) - check, use your thieves’ tools to disarm a trap or open a - lock, or take the Use an Object action. - -
-
- Second-Story Work - - When you choose this archetype at 3rd level, you gain the - ability to climb faster than normal; climbing no longer - costs you extra movement. - - - In addition, when you make a running jump, the distance you - cover increases by a number of feet equal to your Dexterity - modifier. - -
-
- Supreme Sneak - - Starting at 9th level, you have advantage on a Dexterity - (Stealth) check if you move no more than half your speed on - the same turn. - -
-
- Use Magic Device - - By 13th level, you have learned enough about the workings of - magic that you can improvise the use of items even when they - are not intended for you. You ignore all class, race, and - level requirements on the use of magic items. - -
-
- Thief’s Reflexes - - When you reach 17th level, you have become adept at laying - ambushes and quickly escaping danger. You can take two turns - during the first round of any combat. You take your first - turn at your normal initiative and your second turn at your - initiative minus 10. You can’t use this feature when you are - surprised. - -
-
-
-
-
- Sorcerer -
- Class Features - - As a sorcerer, you gain the following class features. - -
- Hit Points - - Hit Dice: 1d6 per sorcerer - level - - - Hit Points at 1st Level: 6 - + your Constitution modifier - - - Hit Points at Higher - Levels: 1d6 (or 4) + your Constitution modifier per - sorcerer level after 1st - -
-
- Proficiencies - - Armor: None - - - Weapons: Daggers, darts, - slings, quarterstaffs, light crossbows - - - Tools: None - - - Saving Throws: - Constitution, Charisma - - - Skills: Choose two from - Arcana, Deception, Insight, Intimidation, Persuasion, and - Religion - -
-
- Equipment - - You start with the following equipment, in addition to the - equipment granted by your background: - - - - - (a) a light crossbow and 20 bolts or - (b) any simple weapon - - - - - (a) a component pouch or - (b) an arcane focus - - - - - (a) a dungeoneer’s pack or - (b) an explorer’s pack - - - - - Two daggers - - - - - Table- The Sorcerer - - - - - - - - - - - - - - - - - - - - - - Level - - - Proficiency Bonus - - - Sorcery Points - - - Features - - - Cantrips Known - - - Spells Known - - - 1st - - - 2nd - - - 3rd - - - 4th - - - 5th - - - 6th - - - 7th - - - 8th - - - 9th - - - - - - - 1st - - - +2 - - - - - - - Spellcasting, Sorcerous Origin - - - 4 - - - 2 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2nd - - - +2 - - - 2 - - - Font of Magic - - - 4 - - - 3 - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 3rd - - - +2 - - - 3 - - - Metamagic - - - 4 - - - 4 - - - 4 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 4th - - - +2 - - - 4 - - - Ability Score Improvement - - - 5 - - - 5 - - - 4 - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5th - - - +3 - - - 5 - - - - - - - 5 - - - 6 - - - 4 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 6th - - - +3 - - - 6 - - - Sorcerous Origin Feature - - - 5 - - - 7 - - - 4 - - - 3 - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 7th - - - +3 - - - 7 - - - - - - - 5 - - - 8 - - - 4 - - - 3 - - - 3 - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - 8th - - - +3 - - - 8 - - - Ability Score Improvement - - - 5 - - - 9 - - - 4 - - - 3 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - 9th - - - +4 - - - 9 - - - - - - - 5 - - - 10 - - - 4 - - - 3 - - - 3 - - - 3 - - - 1 - - - - - - - - - - - - - - - - - - - - - 10th - - - +4 - - - 10 - - - Metamagic - - - 6 - - - 11 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - 11th - - - +4 - - - 11 - - - - - - - 6 - - - 12 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - - - - - - - - - - - - - - - 12th - - - +4 - - - 12 - - - Ability Score Improvement - - - 6 - - - 12 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - - - - - - - - - - - - - - - 13th - - - +5 - - - 13 - - - - - - - 6 - - - 13 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - - - - - - - - - - - 14th - - - +5 - - - 14 - - - Sorcerous Origin Feature - - - 6 - - - 13 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - - - - - - - - - - - 15th - - - +5 - - - 15 - - - - - - - 6 - - - 14 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - - - - - - - 16th - - - +5 - - - 16 - - - Ability Score Improvement - - - 6 - - - 14 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - - - - - - - 17th - - - +6 - - - 17 - - - Metamagic - - - 6 - - - 15 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - 1 - - - - - 18th - - - +6 - - - 18 - - - Sorcerous Origin Feature - - - 6 - - - 15 - - - 4 - - - 3 - - - 3 - - - 3 - - - 3 - - - 1 - - - 1 - - - 1 - - - 1 - - - - - 19th - - - +6 - - - 19 - - - Ability Score Improvement - - - 6 - - - 15 - - - 4 - - - 3 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - - - 20th - - - +6 - - - 20 - - - Sorcerous Restoration - - - 6 - - - 15 - - - 4 - - - 3 - - - 3 - - - 3 - - - 3 - - - 2 - - - 2 - - - 1 - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
-
- Spellcasting - - An event in your past, or in the life of a parent or ancestor, - left an indelible mark on you, infusing you with arcane magic. - This font of magic, whatever its origin, fuels your spells. - -
- Cantrips - - At 1st level, you know four cantrips of your choice from the - sorcerer spell list. You learn additional sorcerer cantrips of - your choice at higher levels, as shown in the Cantrips Known - column of the Sorcerer table. - -
-
- Spell Slots - - The Sorcerer table shows how many spell slots you have to cast - your sorcerer spells of 1st level and higher. To cast one of - these sorcerer spells, you must expend a slot of the spell’s - level or higher. You regain all expended spell slots when you - finish a long rest. - - - For example, if you know the 1st-level spell burning - hands and have a 1st-level and a 2nd-level spell - slot available, you can cast burning - hands using either slot. - -
-
- Spells Known of 1st Level and Higher - - You know two 1st-level spells of your choice from the sorcerer - spell list. - - - The Spells Known column of the Sorcerer table shows when you - learn more sorcerer spells of your choice. Each of these - spells must be of a level for which you have spell slots. For - instance, when you reach 3rd level in this class, you can - learn one new spell of 1st or 2nd level. - - - Additionally, when you gain a level in this class, you can - choose one of the sorcerer spells you know and replace it with - another spell from the sorcerer spell list, which also must be - of a level for which you have spell slots. - -
-
- Spellcasting Ability - - Charisma is your spellcasting ability for your sorcerer - spells, since the power of your magic relies on your ability - to project your will into the world. You use your Charisma - whenever a spell refers to your spellcasting ability. In - addition, you use your Charisma modifier when setting the - saving throw DC for a sorcerer spell you cast and when making - an attack roll with one. - - - Spell save DC = 8 + your - proficiency bonus + your Charisma modifier - - - Spell attack modifier = - your proficiency bonus + your Charisma modifier - -
-
- Spellcasting Focus - - You can use an arcane focus as a spellcasting focus for your - sorcerer spells. - -
-
-
- Sorcerous Origin - - Choose a sorcerous origin, which describes the source of your - innate magical power: Draconic Bloodline or Wild Magic, both - detailed at the end of the class description. - - - Your choice grants you features when you choose it at 1st level - and again at 6th, 14th, and 18th level. - -
-
- Font of Magic - - At 2nd level, you tap into a deep wellspring of magic within - yourself. This wellspring is represented by sorcery points, - which allow you to create a variety of magical effects. - -
- Sorcery Points - - You have 2 sorcery points, and you gain more as you reach - higher levels, as shown in the Sorcery Points column of the - Sorcerer table. You can never have more sorcery points than - shown on the table for your level. You regain all spent - sorcery points when you finish a long rest. - -
-
- Flexible Casting - - You can use your sorcery points to gain additional spell - slots, or sacrifice spell slots to gain additional sorcery - points. You learn other ways to use your sorcery points as you - reach higher levels. Any spell slot you create with this - feature vanishes when you finish a long rest. - - - Creating Spell - Slots. You can transform unexpended - sorcery points into one spell slot as a bonus action on your - turn. The Creating Spell Slots table shows the cost of - creating a spell slot of a given level. You can create spell - slots no higher in level than 5th. - - - Any spell slot you create with this feature vanishes when you - finish a long rest. - - - Table- Creating Spell Slots - - - - - - - - - Spell Slot Level - - - Sorcery Point Cost - - - - - - - 1st - - - 2 - - - - - 2nd - - - 3 - - - - - 3rd - - - 5 - - - - - 4th - - - 6 - - - - - 5th - - - 7 - - - - - - - - - - - - - Converting a Spell Slot to - Sorcery Points. As a bonus action on - your turn, you can expend one spell slot and gain a number of - sorcery points equal to the slot’s level. - -
-
-
- Metamagic - - At 3rd level, you gain the ability to twist your spells to suit - your needs. You gain two of the following Metamagic options of - your choice. You gain another one at 10th and 17th level. - - - You can use only one Metamagic option on a spell when you cast - it, unless otherwise noted. - -
- Careful Spell - - When you cast a spell that forces other creatures to make a - saving throw, you can protect some of those creatures from the - spell’s full force. To do so, you spend 1 sorcery point and - choose a number of those creatures up to your Charisma - modifier (minimum of one creature). A chosen creature - automatically succeeds on its saving throw against the spell. - -
-
- Distant Spell - - When you cast a spell that has a range of 5 feet or greater, - you can spend 1 sorcery point to double the range of the - spell. - - - When you cast a spell that has a range of touch, you can spend - 1 sorcery point to make the range of the spell 30 feet. - -
-
- Empowered Spell - - When you roll damage for a spell, you can spend 1 sorcery - point to reroll a number of the damage dice up to your - Charisma modifier (minimum of one). You must use the new - rolls. - - - You can use Empowered Spell even if you have already used a - different Metamagic option during the casting of the spell. - -
-
- Extended Spell - - When you cast a spell that has a duration of 1 minute or - longer, you can spend 1 sorcery point to double its duration, - to a maximum duration of 24 hours. - -
-
- Heightened Spell - - When you cast a spell that forces a creature to make a saving - throw to resist its effects, you can spend 3 sorcery points to - give one target of the spell disadvantage on its first saving - throw made against the spell. - -
-
- Quickened Spell - - When you cast a spell that has a casting time of 1 action, you - can spend 2 sorcery points to change the casting time to 1 - bonus action for this casting. - -
-
- Subtle Spell - - When you cast a spell, you can spend 1 sorcery point to cast - it without any somatic or verbal components. - -
-
- Twinned Spell - - When you cast a spell that targets only one creature and - doesn’t have a range of self, you can spend a number of - sorcery points equal to the spell’s level to target a second - creature in range with the same spell (1 sorcery point if the - spell is a cantrip). - - - To be eligible, a spell must be incapable of targeting more - than one creature at the spell’s current level. For example, - magic missile and scorching - ray aren’t eligible, but ray of - frost and chromatic orb are. - -
-
-
- Ability Score Improvement - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th - level, you can increase one ability score of your choice by 2, - or you can increase two ability scores of your choice by 1. As - normal, you can’t increase an ability score above 20 using this - feature. - -
-
- Sorcerous Restoration - - At 20th level, you regain 4 expended sorcery points whenever you - finish a short rest. - -
-
- Sorcerous Origins - - Different sorcerers claim different origins for their innate - magic. Although many variations exist, most of these origins - fall into two categories: a draconic bloodline and wild magic. - -
- Draconic Bloodline - - Your innate magic comes from draconic magic that was mingled - with your blood or that of your ancestors. Most often, - sorcerers with this origin trace their descent back to a - mighty sorcerer of ancient times who made a bargain with a - dragon or who might even have claimed a dragon parent. Some of - these bloodlines are well established in the world, but most - are obscure. Any given sorcerer could be the first of a new - bloodline, as a result of a pact or some other exceptional - circumstance. - -
- Dragon Ancestor - - At 1st level, you choose one type of dragon as your - ancestor. The damage type associated with each dragon is - used by features you gain later. - - - Table- Draconic Ancestry - - - - - - - - - Dragon - - - Damage Type - - - - - - - Black - - - Acid - - - - - Blue - - - Lightning - - - - - Brass - - - Fire - - - - - Bronze - - - Lightning - - - - - Copper - - - Acid - - - - - Gold - - - Fire - - - - - Green - - - Poison - - - - - Red - - - Fire - - - - - Silver - - - Cold - - - - - White - - - Cold - - - - - - - - - - - - - You can speak, read, and write Draconic. Additionally, - whenever you make a Charisma check when interacting with - dragons, your proficiency bonus is doubled if it applies to - the check. - -
-
- Draconic Resilience - - As magic flows through your body, it causes physical traits - of your dragon ancestors to emerge. At 1st level, your hit - point maximum increases by 1 and increases by 1 again - whenever you gain a level in this class. - - - Additionally, parts of your skin are covered by a thin sheen - of dragon-like scales. When you aren’t wearing armor, your - AC equals 13 + your Dexterity modifier. - -
-
- Elemental Affinity - - Starting at 6th level, when you cast a spell that deals - damage of the type associated with your draconic ancestry, - you can add your Charisma modifier to one damage roll of - that spell. At the same time, you can spend 1 sorcery point - to gain resistance to that damage type for 1 hour. - -
-
- Dragon Wings - - At 14th level, you gain the ability to sprout a pair of - dragon wings from your back, gaining a flying speed equal to - your current speed. You can create these wings as a bonus - action on your turn. They last until you dismiss them as a - bonus action on your turn. - - - You can’t manifest your wings while wearing armor unless the - armor is made to accommodate them, and clothing not made to - accommodate your wings might be destroyed when you manifest - them. - -
-
- Draconic Presence - - Beginning at 18th level, you can channel the dread presence - of your dragon ancestor, causing those around you to become - awestruck or frightened. As an action, you can spend 5 - sorcery points to draw on this power and exude an aura of - awe or fear (your choice) to a distance of 60 feet. For 1 - minute or until you lose your concentration (as if you were - casting a concentration spell), each hostile creature that - starts its turn in this aura must succeed on a Wisdom saving - throw or be charmed (if you chose awe) or frightened (if you - chose fear) until the aura ends. A creature that succeeds on - this saving throw is immune to your aura for 24 hours. - -
-
-
-
-
- Warlock -
- Class Features - - As a warlock, you gain the following class features. - -
- Hit Points - - Hit Dice: 1d8 per warlock - level - - - Hit Points at 1st Level: 8 - + your Constitution modifier - - - Hit Points at Higher - Levels: 1d8 (or 5) + your Constitution modifier per - warlock level after 1st - -
-
- Proficiencies - - Armor: Light armor - - - Weapons: Simple weapons - - - Tools: None - - - Saving Throws: Wisdom, - Charisma - - - Skills: Choose two skills - from Arcana, Deception, History, Intimidation, Investigation, - Nature, and Religion - -
-
- Equipment - - You start with the following equipment, in addition to the - equipment granted by your background: - - - - - (a) a light crossbow and 20 bolts or - (b) any simple weapon - - - - - (a) a component pouch or - (b) an arcane focus - - - - - (a) a scholar’s pack or - (b) a dungeoneer’s pack - - - - - Leather armor, any simple weapon, and two daggers - - - - - Table- The Warlock - - - - - - - - - - - - - - - Level - - - Proficiency Bonus - - - Features - - - Cantrips Known - - - Spells Known - - - Spell Slots - - - Slot Level - - - Invocations Known - - - - - - - 1st - - - +2 - - - Otherworldly Patron, Pact Magic - - - 2 - - - 2 - - - 1 - - - 1st - - - - - - - - - 2nd - - - +2 - - - Eldritch Invocations - - - 2 - - - 3 - - - 2 - - - 1st - - - 2 - - - - - 3rd - - - +2 - - - Pact Boon - - - 2 - - - 4 - - - 2 - - - 2nd - - - 2 - - - - - 4th - - - +2 - - - Ability Score Improvement - - - 3 - - - 5 - - - 2 - - - 2nd - - - 2 - - - - - 5th - - - +3 - - - - - - - 3 - - - 6 - - - 2 - - - 3rd - - - 3 - - - - - 6th - - - +3 - - - Otherworldly Patron feature - - - 3 - - - 7 - - - 2 - - - 3rd - - - 3 - - - - - 7th - - - +3 - - - - - - - 3 - - - 8 - - - 2 - - - 4th - - - 4 - - - - - 8th - - - +3 - - - Ability Score Improvement - - - 3 - - - 9 - - - 2 - - - 4th - - - 4 - - - - - 9th - - - +4 - - - - - - - 3 - - - 10 - - - 2 - - - 5th - - - 5 - - - - - 10th - - - +4 - - - Otherworldly Patron feature - - - 4 - - - 10 - - - 2 - - - 5th - - - 5 - - - - - 11th - - - +4 - - - Mystic Arcanum (6th level) - - - 4 - - - 11 - - - 3 - - - 5th - - - 5 - - - - - 12th - - - +4 - - - Ability Score Improvement - - - 4 - - - 11 - - - 3 - - - 5th - - - 6 - - - - - 13th - - - +5 - - - Mystic Arcanum (7th level) - - - 4 - - - 12 - - - 3 - - - 5th - - - 6 - - - - - 14th - - - +5 - - - Otherworldly Patron feature - - - 4 - - - 12 - - - 3 - - - 5th - - - 6 - - - - - 15th - - - +5 - - - Mystic Arcanum (8th level) - - - 4 - - - 13 - - - 3 - - - 5th - - - 7 - - - - - 16th - - - +5 - - - Ability Score Improvement - - - 4 - - - 13 - - - 3 - - - 5th - - - 7 - - - - - 17th - - - +6 - - - Mystic Arcanum (9th level) - - - 4 - - - 14 - - - 4 - - - 5th - - - 7 - - - - - 18th - - - +6 - - - - - - - 4 - - - 14 - - - 4 - - - 5th - - - 8 - - - - - 19th - - - +6 - - - Ability Score Improvement - - - 4 - - - 15 - - - 4 - - - 5th - - - 8 - - - - - 20th - - - +6 - - - Eldritch Master - - - 4 - - - 15 - - - 4 - - - 5th - - - 8 - - - - - - - - - - - - - - - - - - - - - - - -
-
-
- Otherworldly Patron - - At 1st level, you have struck a bargain with an otherworldly - being of your choice: the Archfey, the Fiend, or the Great Old - One, each of which is detailed at the end of the class - description. Your choice grants you features at 1st level and - again at 6th, 10th, and 14th level. - -
-
- Pact Magic - - Your arcane research and the magic bestowed on you by your - patron have given you facility with spells. - -
- Cantrips - - You know two cantrips of your choice from the warlock spell - list. You learn additional warlock cantrips of your choice at - higher levels, as shown in the Cantrips Known column of the - Warlock table. - -
-
- Spell Slots - - The Warlock table shows how many spell slots you have to cast - your warlock spells of 1st through 5th level. The table also - shows what the level of those slots is; all of your spell - slots are the same level. To cast one of your warlock spells - of 1st level or higher, you must expend a spell slot. You - regain all expended spell slots when you finish a short or - long rest. - - - For example, when you are 5th level, you have two 3rd-level - spell slots. To cast the 1st-level spell witch - bolt, you must spend one of those slots, and you - cast it as a 3rd-level spell. - -
-
- Spells Known of 1st Level and Higher - - At 1st level, you know two 1st-level spells of your choice - from the warlock spell list. - - - The Spells Known column of the Warlock table shows when you - learn more warlock spells of your choice of 1st level and - higher. A spell you choose must be of a level no higher than - what’s shown in the table’s Slot Level column for your level. - When you reach 6th level, for example, you learn a new warlock - spell, which can be 1st, 2nd, or 3rd level. - - - Additionally, when you gain a level in this class, you can - choose one of the warlock spells you know and replace it with - another spell from the warlock spell list, which also must be - of a level for which you have spell slots. - -
-
- Spellcasting Ability - - Charisma is your spellcasting ability for your warlock spells, - so you use your Charisma whenever a spell refers to your - spellcasting ability. In addition, you use your Charisma - modifier when setting the saving throw DC for a warlock spell - you cast and when making an attack roll with one. - - - Spell save DC = 8 + your - proficiency bonus + your Charisma modifier - - - Spell attack modifier = - your proficiency bonus + your Charisma modifier - -
-
- Spellcasting Focus - - You can use an arcane focus as a spellcasting focus for your - warlock spells. - -
-
-
- Eldritch Invocations - - In your study of occult lore, you have unearthed eldritch - invocations, fragments of forbidden knowledge that imbue you - with an abiding magical ability. - - - At 2nd level, you gain two eldritch invocations of your choice. - Your invocation options are detailed at the end of the class - description. When you gain certain warlock levels, you gain - additional invocations of your choice, as shown in the - Invocations Known column of the Warlock table. - - - Additionally, when you gain a level in this class, you can - choose one of the invocations you know and replace it with - another invocation that you could learn at that level. - -
-
- Pact Boon - - At 3rd level, your otherworldly patron bestows a gift upon you - for your loyal service. You gain one of the following features - of your choice. - -
- Pact of the Chain - - You learn the find familiar spell and can - cast it as a ritual. The spell doesn’t count against your - number of spells known. - - - When you cast the spell, you can choose one of the normal - forms for your familiar or one of the following special forms: - imp, pseudodragon, quasit, or sprite. - - - Additionally, when you take the Attack action, you can forgo - one of your own attacks to allow your familiar to make one - attack with its reaction. - -
-
- Pact of the Blade - - You can use your action to create a pact weapon in your empty - hand. You can choose the form that this melee weapon takes - each time you create it. You are proficient with it while you - wield it. This weapon counts as magical for the purpose of - overcoming resistance and immunity to nonmagical attacks and - damage. - - - Your pact weapon disappears if it is more than 5 feet away - from you for 1 minute or more. It also disappears if you use - this feature again, if you dismiss the weapon (no action - required), or if you die. - - - You can transform one magic weapon into your pact weapon by - performing a special ritual while you hold the weapon. You - perform the ritual over the course of 1 hour, which can be - done during a short rest. You can then dismiss the weapon, - shunting it into an extradimensional space, and it appears - whenever you create your pact weapon thereafter. You can’t - affect an artifact or a sentient weapon in this way. The - weapon ceases being your pact weapon if you die, if you - perform the 1-hour ritual on a different weapon, or if you use - a 1-hour ritual to break your bond to it. The weapon appears - at your feet if it is in the extradimensional space when the - bond breaks. - -
-
- Pact of the Tome - - Your patron gives you a grimoire called a Book of Shadows. - When you gain this feature, choose three cantrips from any - class’s spell list (the three needn’t be from the same list). - While the book is on your person, you can cast those cantrips - at will. They don’t count against your number of cantrips - known. If they don’t appear on the warlock spell list, they - are nonetheless warlock spells for you. - - - If you lose your Book of Shadows, you can perform a 1-hour - ceremony to receive a replacement from your patron. This - ceremony can be performed during a short or long rest, and it - destroys the previous book. The book turns to ash when you - die. - -
-
-
- Ability Score Improvement - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th - level, you can increase one ability score of your choice by 2, - or you can increase two ability scores of your choice by 1. As - normal, you can’t increase an ability score above 20 using this - feature. - -
-
- Mystic Arcanum - - At 11th level, your patron bestows upon you a magical secret - called an arcanum. Choose one 6th- level spell from the warlock - spell list as this arcanum. - - - You can cast your arcanum spell once without expending a spell - slot. You must finish a long rest before you can do so again. - - - At higher levels, you gain more warlock spells of your choice - that can be cast in this way: one 7th- level spell at 13th - level, one 8th-level spell at 15th level, and one 9th-level - spell at 17th level. You regain all uses of your Mystic Arcanum - when you finish a long rest. - -
-
- Eldritch Master - - At 20th level, you can draw on your inner reserve of mystical - power while entreating your patron to regain expended spell - slots. You can spend 1 minute entreating your patron for aid to - regain all your expended spell slots from your Pact Magic - feature. Once you regain spell slots with this feature, you must - finish a long rest before you can do so again. - -
-
- Eldritch Invocations - - If an eldritch invocation has prerequisites, you must meet them - to learn it. You can learn the invocation at the same time that - you meet its prerequisites. A level prerequisite refers to your - level in this class. - -
- Agonizing Blast - - Prerequisite: Eldritch Blast cantrip - - - When you cast eldritch blast, add your - Charisma modifier to the damage it deals on a hit. - -
-
- Armor of Shadows - - You can cast mage armor on yourself at - will, without expending a spell slot or material components. - -
-
- Ascendant Step - - Prerequisite: 9th level - - - You can cast levitate on yourself at - will, without expending a spell slot or material components. - -
-
- Beast Speech - - You can cast speak with animals at will, - without expending a spell slot. - -
-
- Beguiling Influence - - You gain proficiency in the Deception and Persuasion skills. - -
-
- Bewitching Whispers - - Prerequisite: 7th level - - - You can cast compulsion once using a - warlock spell slot. You can’t do so again until you finish a - long rest. - -
-
- Book of Ancient Secrets - - Prerequisite: Pact of the Tome feature - - - You can now inscribe magical rituals in your Book of Shadows. - Choose two 1st-level spells that have the ritual tag from any - class’s spell list (the two needn’t be from the same list). - The spells appear in the book and don’t count against the - number of spells you know. With your Book of Shadows in hand, - you can cast the chosen spells as rituals. You can’t cast the - spells except as rituals, unless you’ve learned them by some - other means. You can also cast a warlock spell you know as a - ritual if it has the ritual tag. - - - On your adventures, you can add other ritual spells to your - Book of Shadows. When you find such a spell, you can add it to - the book if the spell’s level is equal to or less than half - your warlock level (rounded up) and if you can spare the time - to transcribe the spell. For each level of the spell, the - transcription process takes 2 hours and costs 50 gp for the - rare inks needed to inscribe it. - -
-
- Chains of Carceri - - Prerequisite: 15th level, Pact of the Chain - feature - - - You can cast hold monster at - will-targeting a celestial, fiend, or elemental-without - expending a spell slot or material components. You must finish - a long rest before you can use this invocation on the same - creature again. - -
-
- Devil’s Sight - - You can see normally in darkness, both magical and nonmagical, - to a distance of 120 feet. - -
-
- Dreadful Word - - Prerequisite: 7th level - - - You can cast confusion once using a - warlock spell slot. You can’t do so again until you finish a - long rest. - -
-
- Eldritch Sight - - You can cast detect magic at will, - without expending a spell slot. - -
-
- Eldritch Spear - - Prerequisite: Eldritch Blast cantrip - - - When you cast eldritch blast, its range - is 300 feet. - -
-
- Eyes of the Rune Keeper - - You can read all writing. - -
-
- Fiendish Vigor - - You can cast false life on yourself at - will as a 1st-level spell, without expending a spell slot or - material components. - -
-
- Gaze of Two Minds - - You can use your action to touch a willing humanoid and - perceive through its senses until the end of your next turn. - As long as the creature is on the same plane of existence as - you, you can use your action on subsequent turns to maintain - this connection, extending the duration until the end of your - next turn. While perceiving through the other creature’s - senses, you benefit from any special senses possessed by that - creature, and you are blinded and deafened to your own - surroundings. - -
-
- Lifedrinker - - Prerequisite: 12th level, Pact of the Blade - feature - - - When you hit a creature with your pact weapon, the creature - takes extra necrotic damage equal to your Charisma modifier - (minimum 1). - -
-
- Mask of Many Faces - - You can cast disguise self at will, - without expending a spell slot. - -
-
- Master of Myriad Forms - - Prerequisite: 15th level - - - You can cast alter self at will, without - expending a spell slot. - -
-
- Minions of Chaos - - Prerequisite: 9th level - - - You can cast conjure elemental once using - a warlock spell slot. You can’t do so again until you finish a - long rest. - -
-
- Mire the Mind - - Prerequisite: 5th level - - - You can cast slow once using a warlock - spell slot. You can’t do so again until you finish a long - rest. - -
-
- Misty Visions - - You can cast silent image at will, - without expending a spell slot or material components. - -
-
- One with Shadows - - Prerequisite: 5th level - - - When you are in an area of dim light or darkness, you can use - your action to become invisible until you move or take an - action or a reaction. - -
-
- Otherworldly Leap - - Prerequisite: 9th level - - - You can cast jump on yourself at will, - without expending a spell slot or material components. - -
-
- Repelling Blast - - Prerequisite: Eldritch Blast cantrip - - - When you hit a creature with eldritch - blast, you can push the creature up to 10 feet away - from you in a straight line. - -
-
- Sculptor of Flesh - - Prerequisite: 7th level - - - You can cast polymorph once using a - warlock spell slot. You can’t do so again until you finish a - long rest. - -
-
- Sign of Ill Omen - - Prerequisite: 5th level - - - You can cast bestow curse once using a - warlock spell slot. You can’t do so again until you finish a - long rest. - -
-
- Thief of Five Fates - - You can cast bane once using a warlock - spell slot. You can’t do so again until you finish a long - rest. - -
-
- Thirsting Blade - - Prerequisite: 5th level, Pact of the Blade - feature - - - You can attack with your pact weapon twice, instead of once, - whenever you take the Attack action on your turn. - -
-
- Visions of Distant Realms - - Prerequisite: 15th level - - - You can cast arcane eye at will, without - expending a spell slot. - -
-
- Voice of the Chain Master - - Prerequisite: Pact of the Chain feature - - - You can communicate telepathically with your familiar and - perceive through your familiar’s senses as long as you are on - the same plane of existence. Additionally, while perceiving - through your familiar’s senses, you can also speak through - your familiar in your own voice, even if your familiar is - normally incapable of speech. - -
-
- Whispers of the Grave - - Prerequisite: 9th level - - - You can cast speak with dead at will, - without expending a spell slot. - -
-
- Witch Sight - - Prerequisite: 15th level - - - You can see the true form of any shapechanger or creature - concealed by illusion or transmutation magic while the - creature is within 30 feet of you and within line of sight. - -
-
-
- Otherworldly Patrons - - The beings that serve as patrons for warlocks are mighty - inhabitants of other planes of existence-not gods, but almost - godlike in their power. Various patrons give their warlocks - access to different powers and invocations, and expect - significant favors in return. - - - Some patrons collect warlocks, doling out mystic knowledge - relatively freely or boasting of their ability to bind mortals - to their will. Other patrons bestow their power only grudgingly, - and might make a pact with only one warlock. Warlocks who serve - the same patron might view each other as allies, siblings, or - rivals. - -
- The Fiend - - You have made a pact with a fiend from the lower planes of - existence, a being whose aims are evil, even if you strive - against those aims. Such beings desire the corruption or - destruction of all things, ultimately including you. Fiends - powerful enough to forge a pact include demon lords such as - Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such - as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends - and balors that are especially mighty; and ultroloths and - other lords of the yugoloths. - -
- Expanded Spell List - - The Fiend lets you choose from an expanded list of spells - when you learn a warlock spell. The following spells are - added to the warlock spell list for you. - - - Table- Fiend Expanded - Spells - - - - - - - - - Spell Level - - - Spells - - - - - - - 1st - - - burning hands, command - - - - - 2nd - - - blindness/deafness, scorching ray - - - - - 3rd - - - fireball, stinking cloud - - - - - 4th - - - fire shield, wall of fire - - - - - 5th - - - flame strike, hallow - - - - - - - - - - - -
-
- Dark One’s Blessing - - Starting at 1st level, when you reduce a hostile creature to - 0 hit points, you gain temporary hit points equal to your - Charisma modifier + your warlock level (minimum of 1). - -
-
- Dark One’s Own Luck - - Starting at 6th level, you can call on your patron to alter - fate in your favor. When you make an ability check or a - saving throw, you can use this feature to add a d10 to your - roll. You can do so after seeing the initial roll but before - any of the roll’s effects occur. - - - Once you use this feature, you can’t use it again until you - finish a short or long rest. - -
-
- Fiendish Resilience - - Starting at 10th level, you can choose one damage type when - you finish a short or long rest. You gain resistance to that - damage type until you choose a different one with this - feature. Damage from magical weapons or silver weapons - ignores this resistance. - -
-
- Hurl Through Hell - - Starting at 14th level, when you hit a creature with an - attack, you can use this feature to instantly transport the - target through the lower planes. The creature disappears and - hurtles through a nightmare landscape. - - - At the end of your next turn, the target returns to the - space it previously occupied, or the nearest unoccupied - space. If the target is not a fiend, it takes 10d10 psychic - damage as it reels from its horrific experience. - - - Once you use this feature, you can’t use it again until you - finish a long rest. - -
- - Your Pact Boon - - - Each Pact Boon option produces a special creature or an - object that reflects your patron’s nature. - - - Pact of the - Chain. Your familiar is more cunning - than a typical familiar. Its default form can be a - reflection of your patron, with sprites and pseudodragons - tied to the Archfey and imps and quasits tied to the - Fiend. Because the Great Old One’s nature is inscrutable, - any familiar form is suitable for it. - - - Pact of the - Blade. If your patron is the - Archfey, your weapon might be a slender blade wrapped in - leafy vines. If you serve the Fiend, your weapon could be - an axe made of black metal and adorned with decorative - flames. If your patron is the Great Old One, your weapon - might be an ancient-looking spear, with a gemstone - embedded in its head, carved to look like a terrible - unblinking eye. - - - Pact of the - Tome. Your Book of Shadows might be - a fine, gilt-edged tome with spells of enchantment and - illusion, gifted to you by the lordly Archfey. It could be - a weighty tome bound in demon hide studded with iron, - holding spells of conjuration and a wealth of forbidden - lore about the sinister regions of the cosmos, a gift of - the Fiend. Or it could be the tattered diary of a lunatic - driven mad by contact with the Great Old One, holding - scraps of spells that only your own burgeoning insanity - allows you to understand and cast. - -
-
-
-
-
-
- Wizard -
- Class Features - - As a wizard, you gain the following class features. - -
- Hit Points - - Hit Dice: 1d6 per wizard - level - - - Hit Points at 1st Level: 6 - + your Constitution modifier - - - Hit Points at Higher - Levels: 1d6 (or 4) + your Constitution modifier per - wizard level after 1st - -
-
- Proficiencies - - Armor: None - - - Weapons: Daggers, darts, - slings, quarterstaffs, light crossbows - - - Tools: None - - - Saving Throws: - Intelligence, Wisdom - - - Skills: Choose two from - Arcana, History, Insight, Investigation, Medicine, and - Religion - -
-
- Equipment - - You start with the following equipment, in addition to the - equipment granted by your background: - - - - - (a) a quarterstaff or - (b) a dagger - - - - - (a) a component pouch or - (b) an arcane focus - - - - - (a) a scholar’s pack or - (b) an explorer’s pack - - - - - A spellbook - - - - - Table- The Wizard - - - - - - - - - - - - - - - - - - - - Level - - - Proficiency Bonus - - - Features - - - Cantrips Known - - - 1st - - - 2nd - - - 3rd - - - 4th - - - 5th - - - 6th - - - 7th - - - 8th - - - 9th - - - - - - - 1st - - - +2 - - - Spellcasting, Arcane Recovery - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2nd - - - +2 - - - Arcane Tradition - - - 3 - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 3rd - - - +2 - - - - - - - 3 - - - 4 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 4th - - - +2 - - - Ability Score Improvement - - - 4 - - - 4 - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5th - - - +3 - - - - - - - 4 - - - 4 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 6th - - - +3 - - - Arcane Tradition Feature - - - 4 - - - 4 - - - 3 - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 7th - - - +3 - - - - - - - 4 - - - 4 - - - 3 - - - 3 - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - 8th - - - +3 - - - Ability Score Improvement - - - 4 - - - 4 - - - 3 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - 9th - - - +4 - - - - - - - 4 - - - 4 - - - 3 - - - 3 - - - 3 - - - 1 - - - - - - - - - - - - - - - - - - - - - 10th - - - +4 - - - Arcane Tradition Feature - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - 11th - - - +4 - - - - - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - - - - - - - - - - - - - - - 12th - - - +4 - - - Ability Score Improvement - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - - - - - - - - - - - - - - - 13th - - - +5 - - - - - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - - - - - - - - - - - 14th - - - +5 - - - Arcane Tradition Feature - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - - - - - - - - - - - 15th - - - +5 - - - - - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - - - - - - - 16th - - - +5 - - - Ability Score Improvement - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - - - - - - - 17th - - - +6 - - - - - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - 1 - - - - - 18th - - - +6 - - - Spell Mastery - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 3 - - - 1 - - - 1 - - - 1 - - - 1 - - - - - 19th - - - +6 - - - Ability Score Improvement - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - - - 20th - - - +6 - - - Signature Spell - - - 5 - - - 4 - - - 3 - - - 3 - - - 3 - - - 3 - - - 2 - - - 2 - - - 1 - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
-
- Spellcasting - - As a student of arcane magic, you have a spellbook containing - spells that show the first glimmerings of your true power. - -
- Cantrips - - At 1st level, you know three cantrips of your choice from the - wizard spell list. You learn additional wizard cantrips of - your choice at higher levels, as shown in the Cantrips Known - column of the Wizard table. - -
-
- Spellbook - - At 1st level, you have a spellbook containing six 1st- level - wizard spells of your choice. Your spellbook is the repository - of the wizard spells you know, except your cantrips, which are - fixed in your mind. - -
-
- Preparing and Casting Spells - - The Wizard table shows how many spell slots you have to cast - your wizard spells of 1st level and higher. To cast one of - these spells, you must expend a slot of the spell’s level or - higher. You regain all expended spell slots when you finish a - long rest. - - - You prepare the list of wizard spells that are available for - you to cast. To do so, choose a number of wizard spells from - your spellbook equal to your Intelligence modifier + your - wizard level (minimum of one spell). The spells must be of a - level for which you have spell slots. - - - For example, if you’re a 3rd-level wizard, you have four - 1st-level and two 2nd-level spell slots. With an Intelligence - of 16, your list of prepared spells can include six spells of - 1st or 2nd level, in any combination, chosen from your - spellbook. If you prepare the 1st-level spell magic - missile, you can cast it using a 1st-level or a - 2nd-level slot. Casting the spell doesn’t remove it from your - list of prepared spells. - - - You can change your list of prepared spells when you finish a - long rest. Preparing a new list of wizard spells requires time - spent studying your spellbook and memorizing the incantations - and gestures you must make to cast the spell: at least 1 - minute per spell level for each spell on your list. - -
-
- Spellcasting Ability - - Intelligence is your spellcasting ability for your wizard - spells, since you learn your spells through dedicated study - and memorization. You use your Intelligence whenever a spell - refers to your spellcasting ability. In addition, you use your - Intelligence modifier when setting the saving throw DC for a - wizard spell you cast and when making an attack roll with one. - - - Spell save DC = 8 + your - proficiency bonus + your Intelligence modifier - - - Spell attack modifier = - your proficiency bonus + your Intelligence modifier - -
-
- Ritual Casting - - You can cast a wizard spell as a ritual if that spell has the - ritual tag and you have the spell in your spellbook. You don’t - need to have the spell prepared. - -
-
- Spellcasting Focus - - You can use an arcane focus as a spellcasting focus for your - wizard spells. - -
-
- Learning Spells of 1st Level and Higher - - Each time you gain a wizard level, you can add two wizard - spells of your choice to your spellbook for free. Each of - these spells must be of a level for which you have spell - slots, as shown on the Wizard table. On your adventures, you - might find other spells that you can add to your spellbook. - -
-
-
- Arcane Recovery - - You have learned to regain some of your magical energy by - studying your spellbook. Once per day when you finish a short - rest, you can choose expended spell slots to recover. The spell - slots can have a combined level that is equal to or less than - half your wizard level (rounded up), and none of the slots can - be 6th level or higher. - - - For example, if you’re a 4th-level wizard, you can recover up to - two levels worth of spell slots. You can recover either a - 2nd-level spell slot or two 1st-level spell slots. - -
-
- Arcane Tradition - - When you reach 2nd level, you choose an arcane tradition, - shaping your practice of magic through one of eight schools: - Abjuration, Conjuration, Divination, Enchantment, Evocation, - Illusion, Necromancy, or Transmutation, all detailed at the end - of the class description. - - - Your choice grants you features at 2nd level and again at 6th, - 10th, and 14th level. - -
-
- Ability Score Improvement - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th - level, you can increase one ability score of your choice by 2, - or you can increase two ability scores of your choice by 1. As - normal, you can’t increase an ability score above 20 using this - feature. - -
-
- Spell Mastery - - At 18th level, you have achieved such mastery over certain - spells that you can cast them at will. Choose a 1st-level wizard - spell and a 2nd-level wizard spell that are in your spellbook. - You can cast those spells at their lowest level without - expending a spell slot when you have them prepared. If you want - to cast either spell at a higher level, you must expend a spell - slot as normal. - - - By spending 8 hours in study, you can exchange one or both of - the spells you chose for different spells of the same levels. - -
-
- Signature Spells - - When you reach 20th level, you gain mastery over two powerful - spells and can cast them with little effort. Choose two - 3rd-level wizard spells in your spellbook as your signature - spells. You always have these spells prepared, they don’t count - against the number of spells you have prepared, and you can cast - each of them once at 3rd level without expending a spell slot. - When you do so, you can’t do so again until you finish a short - or long rest. - - - If you want to cast either spell at a higher level, you must - expend a spell slot as normal. - -
-
- Arcane Traditions - - The study of wizardry is ancient, stretching back to the - earliest mortal discoveries of magic. It is firmly established - in fantasy gaming worlds, with various traditions dedicated to - its complex study. - - - The most common arcane traditions in the multiverse revolve - around the schools of magic. Wizards through the ages have - cataloged thousands of spells, grouping them into eight - categories called schools. In some places, these traditions are - literally schools; a wizard might study at the School of - Illusion while another studies across town at the School of - Enchantment. In other institutions, the schools are more like - academic departments, with rival faculties competing for - students and funding. Even wizards who train apprentices in the - solitude of their own towers use the division of magic into - schools as a learning device, since the spells of each school - require mastery of different techniques. - -
- School of Evocation - - You focus your study on magic that creates powerful elemental - effects such as bitter cold, searing flame, rolling thunder, - crackling lightning, and burning acid. Some evokers find - employment in military forces, serving as artillery to blast - enemy armies from afar. Others use their spectacular power to - protect the weak, while some seek their own gain as bandits, - adventurers, or aspiring tyrants. - -
- Evocation Savant - - Beginning when you select this school at 2nd level, the gold - and time you must spend to copy an evocation spell into your - spellbook is halved. - -
-
- Sculpt Spells - - Beginning at 2nd level, you can create pockets of relative - safety within the effects of your evocation spells. When you - cast an evocation spell that affects other creatures that - you can see, you can choose a number of them equal to 1 + - the spell’s level. The chosen creatures automatically - succeed on their saving throws against the spell, and they - take no damage if they would normally take half damage on a - successful save. - -
-
- Potent Cantrip - - Starting at 6th level, your damaging cantrips affect even - creatures that avoid the brunt of the effect. When a - creature succeeds on a saving throw against your cantrip, - the creature takes half the cantrip’s damage (if any) but - suffers no additional effect from the cantrip. - -
-
- Empowered Evocation - - Beginning at 10th level, you can add your Intelligence - modifier to one damage roll of any wizard evocation spell - you cast. - -
-
- Overchannel - - Starting at 14th level, you can increase the power of your - simpler spells. When you cast a wizard spell of 1st through - 5th level that deals damage, you can deal maximum damage - with that spell. - - - The first time you do so, you suffer no adverse effect. If - you use this feature again before you finish a long rest, - you take 2d12 necrotic damage for each level of the spell, - immediately after you cast it. Each time you use this - feature again before finishing a long rest, the necrotic - damage per spell level increases by 1d12. This damage - ignores resistance and immunity. - -
- - Your Spellbook - - - The spells that you add to your spellbook as you gain - levels reflect the arcane research you conduct on your - own, as well as intellectual breakthroughs you have had - about the nature of the multiverse. You might find other - spells during your adventures. You could discover a spell - recorded on a scroll in an evil wizard’s chest, for - example, or in a dusty tome in an ancient library. - - - Copying a Spell into the - Book. When you find a wizard spell - of 1st level or higher, you can add it to your spellbook - if it is of a spell level you can prepare and if you can - spare the time to decipher and copy it. - - - Copying that spell into your spellbook involves - reproducing the basic form of the spell, then deciphering - the unique system of notation used by the wizard who wrote - it. You must practice the spell until you understand the - sounds or gestures required, then transcribe it into your - spellbook using your own notation. - - - For each level of the spell, the process takes 2 hours and - costs 50 gp. The cost represents material components you - expend as you experiment with the spell to master it, as - well as the fine inks you need to record it. Once you have - spent this time and money, you can prepare the spell just - like your other spells. - - - Replacing the - Book. You can copy a spell from your - own spellbook into another book-for example, if you want - to make a backup copy of your spellbook. This is just like - copying a new spell into your spellbook, but faster and - easier, since you understand your own notation and already - know how to cast the spell. You need spend only 1 hour and - 10 gp for each level of the copied spell. - - - *If you lose your spellbook, you can use the same - procedure to transcribe the spells that you have prepared - into a new spellbook. Filling out the remainder of your - spellbook requires you to find new spells to do so, as - normal. For this reason, many wizards keep backup - spellbooks in a safe place. - - - The Book’s - Appearance. Your spellbook is a - unique compilation of spells, with its own decorative - flourishes and margin notes. It might be a plain, - functional leather volume that you received as a gift from - your master, a finely bound gilt-edged tome you found in - an ancient library, or even a loose collection of notes - scrounged together after you lost your previous spellbook - in a mishap. - -
-
-
-
-
-
- CUSTOMIZATION - - -
-
- Multiclassing - - Multiclassing allows you to gain levels in multiple classes. Doing - so lets you mix the abilities of those classes to realize a - character concept that might not be reflected in one of the - standard class options. - - - With this rule, you have the option of gaining a level in a new - class whenever you advance in level, instead of gaining a level in - your current class. Your levels in all your classes are added - together to determine your character level. For example, if you - have three levels in wizard and two in fighter, you’re a 5th-level - character. - - - As you advance in levels, you might primarily remain a member of - your original class with just a few levels in another class, or - you might change course entirely, never looking back at the class - you left behind. You might even start progressing in a third or - fourth class. Compared to a single-class character of the same - level, you’ll sacrifice some focus in exchange for versatility. - -
- Prerequisites - - To qualify for a new class, you must meet the ability score - prerequisites for both your current class and your new one, as - shown in the Multiclassing Prerequisites table. For example, a - barbarian who decides to multiclass into the druid class must - have both Strength and Wisdom scores of 13 or higher. Without - the full training that a beginning character receives, you must - be a quick study in your new class, having a natural aptitude - that is reflected by higher- than-average ability scores. - - - Table- Multiclassing - Prerequisites - - - - - - - - - Class - - - Ability Score Min. - - - - - - - Barbarian - - - Strength 13 - - - - - Bard - - - Charisma 13 - - - - - Cleric - - - Wisdom 13 - - - - - Druid - - - Wisdom 13 - - - - - Fighter - - - Strength 13 or Dexterity 13 - - - - - Monk - - - Dexterity 13 and Wisdom 13 - - - - - Paladin - - - Strength 13 and Charisma 13 - - - - - Ranger - - - Dexterity 13 and Wisdom 13 - - - - - Rogue - - - Dexterity 13 - - - - - Sorcerer - - - Charisma 13 - - - - - Warlock - - - Charisma 13 - - - - - Wizard - - - Intelligence 13 - - - - - - - - - - - -
-
- Experience Points - - The experience point cost to gain a level is always based on - your total character level, as shown in the Character - Advancement table, not your level in a particular class. So, if - you are a cleric 6/fighter 1, you must gain enough XP to reach - 8th level before you can take your second level as a fighter or - your seventh level as a cleric. - -
-
- Hit Points and Hit Dice - - You gain the hit points from your new class as described for - levels after 1st. You gain the 1st-level hit points for a class - only when you are a 1st-level character. - - - You add together the Hit Dice granted by all your classes to - form your pool of Hit Dice. If the Hit Dice are the same die - type, you can simply pool them together. For example, both the - fighter and the paladin have a d10, so if you are a paladin - 5/fighter 5, you have ten d10 Hit Dice. If your classes give you - Hit Dice of different types, keep track of them separately. If - you are a paladin 5/cleric 5, for example, you have five d10 Hit - Dice and five d8 Hit Dice. - -
-
- Proficiency Bonus - - Your proficiency bonus is always based on your total character - level, as shown in the Character Advancement table in chapter 1, - not your level in a particular class. For example, if you are a - fighter 3/rogue 2, you have the proficiency bonus of a 5th- - level character, which is +3. - -
-
- Proficiencies - - When you gain your first level in a class other than your - initial class, you gain only some of new class’s starting - proficiencies, as shown in the Multiclassing Proficiencies - table. - - - Table- Multiclassing - Proficiencies - - - - - - - - - Class - - - Proficiencies Gained - - - - - - - Barbarian - - - Shields, simple weapons, martial weapons - - - - - Bard - - - Light armor, one skill of your choice, one musical - instrument of your choice - - - - - Cleric - - - Light armor, medium armor, shields - - - - - Druid - - - Light armor, medium armor, shields (druids will not wear - armor or use shields made of metal) - - - - - Fighter - - - Light armor, medium armor, shields, simple weapons, - martial weapons - - - - - Monk - - - Simple weapons, shortswords - - - - - Paladin - - - Light armor, medium armor, shields, simple weapons, - martial weapons - - - - - Ranger - - - Light armor, medium armor, shields, simple weapons, - martial weapons, one skill from the class’s skill list - - - - - Rogue - - - Light armor, one skill from the class’s skill list, - thieves’ tools - - - - - Sorcerer - - - - - - - - - Warlock - - - Light armor, simple weapons - - - - - Wizard - - - - - - - - - - - - - - - -
-
-
- Class Features - - When you gain a new level in a class, you get its features for - that level. You don’t, however, receive the class’s starting - equipment, and a few features have additional rules when you’re - multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, - and Spellcasting. - -
- Channel Divinity - - If you already have the Channel Divinity feature and gain a - level in a class that also grants the feature, you gain the - Channel Divinity effects granted by that class, but getting the - feature again doesn’t give you an additional use of it. You gain - additional uses only when you reach a class level that - explicitly grants them to you. For example, if you are a cleric - 6/paladin 4, you can use Channel Divinity twice between rests - because you are high enough level in the cleric class to have - more uses. Whenever you use the feature, you can choose any of - the Channel Divinity effects available to you from your two - classes. - -
-
- Extra Attack - - If you gain the Extra Attack class feature from more than one - class, the features don’t add together. You can’t make more than - two attacks with this feature unless it says you do (as the - fighter’s version of Extra Attack does). Similarly, the - warlock’s eldritch invocation Thirsting Blade doesn’t give you - additional attacks if you also have Extra Attack. - -
-
- Unarmored Defense - - If you already have the Unarmored Defense feature, you can’t - gain it again from another class. - -
-
- Spellcasting - - Your capacity for spellcasting depends partly on your combined - levels in all your spellcasting classes and partly on your - individual levels in those classes. Once you have the - Spellcasting feature from more than one class, use the rules - below. If you multiclass but have the Spellcasting feature from - only one class, you follow the rules as described in that class. - - - Spells Known and - Prepared. You determine what spells you - know and can prepare for each class individually, as if you were - a single-classed member of that class. If you are a ranger - 4/wizard 3, for example, you know three 1st-level ranger spells - based on your levels in the ranger class. As 3rd-level wizard, - you know three wizard cantrips, and your spellbook contains ten - wizard spells, two of which (the two you gained when you reached - 3rd level as a wizard) can be 2nd-level spells. If your - Intelligence is 16, you can prepare six wizard spells from your - spellbook. - - - Each spell you know and prepare is associated with one of your - classes, and you use the spellcasting ability of that class when - you cast the spell. Similarly, a spellcasting focus, such as a - holy symbol, can be used only for the spells from the class - associated with that focus. - - - If a cantrip of yours increases in power at higher levels, the - increase is based on your character level, not your level in a - particular class - - - Spell - Slots. You determine your available spell - slots by adding together all your levels in the bard, cleric, - druid, sorcerer, and wizard classes, and half your levels - (rounded down) in the paladin and ranger classes. Use this total - to determine your spell slots by consulting the Multiclass - Spellcaster table. - - - If you have more than one spellcasting class, this table might - give you spell slots of a level that is higher than the spells - you know or can prepare. You can use those slots, but only to - cast your lower-level spells. If a lower-level spell that you - cast, like burning hands, has an enhanced - effect when cast using a higher-level slot, you can use the - enhanced effect, even though you don’t have any spells of that - higher level. - - - For example, if you are the aforementioned ranger 4/wizard 3, - you count as a 5th-level character when determining your spell - slots: you have four 1st-level slots, three 2nd-level slots, and - two 3rd-level slots. However, you don’t know any 3rd-level - spells, nor do you know any 2nd-level ranger spells. You can use - the spell slots of those levels to cast the spells you do - know-and potentially enhance their effects. - - - Pact - Magic. If you have both the Spellcasting - class feature and the Pact Magic class feature from the warlock - class, you can use the spell slots you gain from the Pact Magic - feature to cast spells you know or have prepared from classes - with the Spellcasting class feature, and you can use the spell - slots you gain from the Spellcasting class feature to cast - warlock spells you know. - - - Table- Multiclass Spellcaster: Spell - Slots per Spell Level - - - - - - - - - - - - - - - - - Level - - - 1st - - - 2nd - - - 3rd - - - 4th - - - 5th - - - 6th - - - 7th - - - 8th - - - 9th - - - - - - - 1st - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2nd - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 3rd - - - 4 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 4th - - - 4 - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5th - - - 4 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 6th - - - 4 - - - 3 - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 7th - - - 4 - - - 3 - - - 3 - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - 8th - - - 4 - - - 3 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - 9th - - - 4 - - - 3 - - - 3 - - - 3 - - - 1 - - - - - - - - - - - - - - - - - - - - - 10th - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - - - - - - - - - - - - - - - - - - - 11th - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - - - - - - - - - - - - - - - 12th - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - - - - - - - - - - - - - - - 13th - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - - - - - - - - - - - 14th - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - - - - - - - - - - - 15th - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - - - - - - - 16th - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - - - - - - - 17th - - - 4 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - 1 - - - - - 18th - - - 4 - - - 3 - - - 3 - - - 3 - - - 3 - - - 1 - - - 1 - - - 1 - - - 1 - - - - - 19th - - - 4 - - - 3 - - - 3 - - - 3 - - - 3 - - - 2 - - - 1 - - - 1 - - - 1 - - - - - 20th - - - 4 - - - 3 - - - 3 - - - 3 - - - 3 - - - 2 - - - 2 - - - 1 - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
-
- Feats - - A feat represents a talent or an area of expertise that gives a - character special capabilities. It embodies training, experience, - and abilities beyond what a class provides. - - - At certain levels, your class gives you the Ability Score - Improvement feature. Using the optional feats rule, you can forgo - taking that feature to take a feat of your choice instead. You can - take each feat only once, unless the feat’s description says - otherwise. - - - You must meet any prerequisite specified in a feat to take that - feat. If you ever lose a feat’s prerequisite, you can’t use that - feat until you regain the prerequisite. For example, the Grappler - feat requires you to have a Strength of 13 or higher. If your - Strength is reduced below 13 somehow-perhaps by a withering - curse-you can’t benefit from the Grappler feat until your Strength - is restored. - -
- Grappler - - Prerequisite: Strength 13 or higher - - - You’ve developed the skills necessary to hold your own in - close-quarters grappling. You gain the following benefits: - - - - - You have advantage on attack rolls against a creature you - are grappling. - - - - - You can use your action to try to pin a creature grappled by - you. To do so, make another grapple check. If you succeed, - you and the creature are both restrained until the grapple - ends. - - - -
-
-
- PERSONILIZATION - - -
-
- Alignment - - A typical creature in the game world has an alignment, which - broadly describes its moral and personal attitudes. Alignment is a - combination of two factors: one identifies morality (good, evil, - or neutral), and the other describes attitudes toward society and - order (lawful, chaotic, or neutral). Thus, nine distinct - alignments define the possible combinations. - - - These brief summaries of the nine alignments describe the typical - behavior of a creature with that alignment. Individuals might vary - significantly from that typical behavior, and few people are - perfectly and consistently faithful to the precepts of their - alignment. - - - Lawful good (LG) creatures can - be counted on to do the right thing as expected by society. Gold - dragons, paladins, and most dwarves are lawful good. - - - Neutral good (NG) folk do the - best they can to help others according to their needs. Many - celestials, some cloud giants, and most gnomes are neutral good. - - - Chaotic good (CG) creatures act - as their conscience directs, with little regard for what others - expect. Copper dragons, many elves, and unicorns are chaotic good. - - - Lawful neutral (LN) individuals - act in accordance with law, tradition, or personal codes. Many - monks and some wizards are lawful neutral. - - - Neutral (N) is the alignment of - those who prefer to steer clear of moral questions and don’t take - sides, doing what seems best at the time. Lizardfolk, most druids, - and many humans are neutral. - - - Chaotic neutral (CN) creatures - follow their whims, holding their personal freedom above all else. - Many barbarians and rogues, and some bards, are chaotic neutral. - - - Lawful evil (LE) creatures - methodically take what they want, within the limits of a code of - tradition, loyalty, or order. Devils, blue dragons, and hobgoblins - are lawful evil. - - - Neutral evil (NE) is the - alignment of those who do whatever they can get away with, without - compassion or qualms. Many drow, some cloud giants, and goblins - are neutral evil. - - - Chaotic evil (CE) creatures act - with arbitrary violence, spurred by their greed, hatred, or - bloodlust. Demons, red dragons, and orcs are chaotic evil. - -
- Alignment in the Multiverse - - For many thinking creatures, alignment is a moral choice. - Humans, dwarves, elves, and other humanoid races can choose - whether to follow the paths of good or evil, law or chaos. - According to myth, the good- aligned gods who created these - races gave them free will to choose their moral paths, knowing - that good without free will is slavery. - - - The evil deities who created other races, though, made those - races to serve them. Those races have strong inborn tendencies - that match the nature of their gods. Most orcs share the - violent, savage nature of the orc gods, and are thus inclined - toward evil. Even if an orc chooses a good alignment, it - struggles against its innate tendencies for its entire life. - (Even half-orcs feel the lingering pull of the orc god’s - influence.) - - - Alignment is an essential part of the nature of celestials and - fiends. A devil does not choose to be lawful evil, and it - doesn’t tend toward lawful evil, but rather it is lawful evil in - its essence. If it somehow ceased to be lawful evil, it would - cease to be a devil. - - - Most creatures that lack the capacity for rational thought do - not have alignments-they are - unaligned. Such a creature is - incapable of making a moral or ethical choice and acts according - to its bestial nature. Sharks are savage predators, for example, - but they are not evil; they have no alignment. - -
-
-
- Languages - - Your race indicates the languages your character can speak by - default, and your background might give you access to one or more - additional languages of your choice. Note these languages on your - character sheet. - - - Choose your languages from the Standard Languages table, or choose - one that is common in your campaign. With your GM’s permission, - you can instead choose a language from the Exotic Languages table - or a secret language, such as thieves’ cant or the tongue of - druids. - - - Some of these languages are actually families of languages with - many dialects. For example, the Primordial language includes the - Auran, Aquan, Ignan, and Terran dialects, one for each of the four - elemental planes. Creatures that speak different dialects of the - same language can communicate with one another. - - - Table- Standard Languages - - - - - - - - - - Language - - - Typical Speakers - - - Script - - - - - - - Common - - - Humans - - - Common - - - - - Dwarvish - - - Dwarves - - - Dwarvish - - - - - Elvish - - - Elves - - - Elvish - - - - - Giant - - - Ogres, giants - - - Dwarvish - - - - - Gnomish - - - Gnomes - - - Dwarvish - - - - - Goblin - - - Goblinoids - - - Dwarvish - - - - - Halfling - - - Halflings - - - Common - - - - - Orc - - - Orcs - - - Dwarvish - - - - - - - - - - - - - - - Table- Exotic Languages - - - - - - - - - - Language - - - Typical Speakers - - - Script - - - - - - - Abyssal - - - Demons - - - Infernal - - - - - Celestial - - - Celestials - - - Celestial - - - - - Draconic - - - Dragons, dragonborn - - - Draconic - - - - - Deep Speech - - - Aboleths, cloakers - - - - - - - - - Infernal - - - Devils - - - Infernal - - - - - Primordial - - - Elementals - - - Dwarvish - - - - - Sylvan - - - Fey creatures - - - Elvish - - - - - Undercommon - - - Underworld traders - - - Elvish - - - - - - - - - - - - - -
-
- Inspiration - - Inspiration is a rule the game master can use to reward you for - playing your character in a way that’s true to his or her - personality traits, ideal, bond, and flaw. By using inspiration, - you can draw on your personality trait of compassion for the - downtrodden to give you an edge in negotiating with the Beggar - Prince. Or inspiration can let you call on your bond to the - defense of your home village to push past the effect of a spell - that has been laid on you. - -
- Gaining Inspiration - - Your GM can choose to give you inspiration for a variety of - reasons. Typically, GMs award it when you play out your - personality traits, give in to the drawbacks presented by a flaw - or bond, and otherwise portray your character in a compelling - way. Your GM will tell you how you can earn inspiration in the - game. - - - You either have inspiration or you don’t - you can’t stockpile - multiple inspirations for later use. - -
-
- Using Inspiration - - If you have inspiration, you can expend it when you make an - attack roll, saving throw, or ability check. Spending your - inspiration gives you advantage on that roll. - - - Additionally, if you have inspiration, you can reward another - player for good roleplaying, clever thinking, or simply doing - something exciting in the game. When another player character - does something that really contributes to the story in a fun and - interesting way, you can give up your inspiration to give that - character inspiration. - -
-
-
- Backgrounds - - Every story has a beginning. Your character’s background reveals - where you came from, how you became an adventurer, and your place - in the world. Your fighter might have been a courageous knight or - a grizzled soldier. Your wizard could have been a sage or an - artisan. Your rogue might have gotten by as a guild thief or - commanded audiences as a jester. - - - Choosing a background provides you with important story cues about - your character’s identity. The most important question to ask - about your background is what changed? Why - did you stop doing whatever your background describes and start - adventuring? Where did you get the money to purchase your starting - gear, or, if you come from a wealthy background, why don’t you - have more money? How did you learn the skills - of your class? What sets you apart from ordinary people who share - your background? - - - The sample backgrounds in this chapter provide both concrete - benefits (features, proficiencies, and languages) and roleplaying - suggestions. - -
- Proficiencies - - Each background gives a character proficiency in two skills - (described in Using Ability Scores). - - - In addition, most backgrounds give a character proficiency with - one or more tools (detailed in Equipment). - - - If a character would gain the same proficiency from two - different sources, he or she can choose a different proficiency - of the same kind (skill or tool) instead. - -
-
- Languages - - Some backgrounds also allow characters to learn additional - languages beyond those given by race. See - Languages. - -
-
- Equipment - - Each background provides a package of starting equipment. If you - use the optional rule to spend coin on gear, you do not receive - the starting equipment from your background. - -
-
- Suggested Characteristics - - A background contains suggested personal characteristics based - on your background. You can pick characteristics, roll dice to - determine them randomly, or use the suggestions as inspiration - for characteristics of your own creation. - -
-
- Customizing a Background - - You might want to tweak some of the features of a background so - it better fits your character or the campaign setting. To - customize a background, you can replace one feature with any - other one, choose any two skills, and choose a total of two tool - proficiencies or languages from the sample backgrounds. You can - either use the equipment package from your background or spend - coin on gear as described in the equipment section. (If you - spend coin, you can’t also take the equipment package suggested - for your class.) Finally, choose two personality traits, one - ideal, one bond, and one flaw. If you can’t find a feature that - matches your desired background, work with your GM to create - one. - -
-
- Acolyte - - You have spent your life in the service of a temple to a - specific god or pantheon of gods. You act as an intermediary - between the realm of the holy and the mortal world, performing - sacred rites and offering sacrifices in order to conduct - worshipers into the presence of the divine. You are not - necessarily a cleric - performing sacred rites is not the same - thing as channeling divine power. - - - Choose a god, a pantheon of gods, or some other quasi-divine - being from among those listed in Fantasy-Historical - Pantheons or those specified by your GM, and work with - your GM to detail the nature of your religious service. Were you - a lesser functionary in a temple, raised from childhood to - assist the priests in the sacred rites? Or were you a high - priest who suddenly experienced a call to serve your god in a - different way? Perhaps you were the leader of a small cult - outside of any established temple structure, or even an occult - group that served a fiendish master that you now deny. - - - Skill Proficiencies: Insight, - Religion - - - Languages: Two of your choice - - - Equipment: A holy symbol (a - gift to you when you entered the priesthood), a prayer book or - prayer wheel, 5 sticks of incense, vestments, a set of common - clothes, and a pouch containing 15 gp - -
- Feature: Shelter of the Faithful - - As an acolyte, you command the respect of those who share your - faith, and you can perform the religious ceremonies of your - deity. You and your adventuring companions can expect to - receive free healing and care at a temple, shrine, or other - established presence of your faith, though you must provide - any material components needed for spells. Those who share - your religion will support you (but only you) at a modest - lifestyle. - - - You might also have ties to a specific temple dedicated to - your chosen deity or pantheon, and you have a residence there. - This could be the temple where you used to serve, if you - remain on good terms with it, or a temple where you have found - a new home. While near your temple, you can call upon the - priests for assistance, provided the assistance you ask for is - not hazardous and you remain in good standing with your - temple. - -
-
- Suggested Characteristics - - Acolytes are shaped by their experience in temples or other - religious communities. Their study of the history and tenets - of their faith and their relationships to temples, shrines, or - hierarchies affect their mannerisms and ideals. Their flaws - might be some hidden hypocrisy or heretical idea, or an ideal - or bond taken to an extreme. - - - Table- Suggested Acolyte - Characteristics - - - - - - - - - d8 - - - Personality Trait - - - - - - - 1 - - - I idolize a particular hero of my faith, and - constantly refer to that person’s deeds and example. - - - - - 2 - - - I can find common ground between the fiercest enemies, - empathizing with them and always working toward peace. - - - - - 3 - - - I see omens in every event and action. The gods try to - speak to us, we just need to listen - - - - - 4 - - - Nothing can shake my optimistic attitude. - - - - - 5 - - - I quote (or misquote) sacred texts and proverbs in - almost every situation. - - - - - 6 - - - I am tolerant (or intolerant) of other faiths and - respect (or condemn) the worship of other gods. - - - - - 7 - - - I’ve enjoyed fine food, drink, and high society among - my temple’s elite. Rough living grates on me. - - - - - 8 - - - I’ve spent so long in the temple that I have little - practical experience dealing with people in the - outside world. - - - - - d6 - - - Ideal - - - - - 1 - - - Tradition. The - ancient traditions of worship and sacrifice must be - preserved and upheld. (Lawful) - - - - - 2 - - - Charity. I always - try to help those in need, no matter what the personal - cost. (Good) - - - - - 3 - - - Change. We must - help bring about the changes the gods are constantly - working in the world. (Chaotic) - - - - - 4 - - - Power. I hope to - one day rise to the top of my faith’s religious - hierarchy. (Lawful) - - - - - 5 - - - Faith. I trust that - my deity will guide my actions. I have faith that if I - work hard, things will go well. (Lawful) - - - - - 6 - - - Aspiration. I seek - to prove myself worthy of my god’s favor by matching - my actions against his or her teachings. (Any) - - - - - d6 - - - Bond - - - - - 1 - - - I would die to recover an ancient relic of my faith - that was lost long ago. - - - - - 2 - - - I will someday get revenge on the corrupt temple - hierarchy who branded me a heretic. - - - - - 3 - - - I owe my life to the priest who took me in when my - parents died. - - - - - 4 - - - Everything I do is for the common people. - - - - - 5 - - - I will do anything to protect the temple where I - served. - - - - - 6 - - - I seek to preserve a sacred text that my enemies - consider heretical and seek to destroy. - - - - - d6 - - - Flaw - - - - - 1 - - - I judge others harshly, and myself even more severely. - - - - - 2 - - - I put too much trust in those who wield power within - my temple’s hierarchy. - - - - - 3 - - - My piety sometimes leads me to blindly trust those - that profess faith in my god. - - - - - 4 - - - I am inflexible in my thinking. - - - - - 5 - - - I am suspicious of strangers and expect the worst of - them. - - - - - 6 - - - Once I pick a goal, I become obsessed with it to the - detriment of everything else in my life. - - - - - - - - - - - -
-
-
-
- EQUIPMENT -
- Coinage - - Common coins come in several different denominations based on - the relative worth of the metal from which they are made. The - three most common coins are the gold piece (gp), the silver - piece (sp), and the copper piece (cp). - - - With one gold piece, a character can buy a bedroll, 50 feet of - good rope, or a goat. A skilled (but not exceptional) artisan - can earn one gold piece a day. The old piece is the standard - unit of measure for wealth, even if the coin itself is not - commonly used. When merchants discuss deals that involve goods - or services worth hundreds or thousands of gold pieces, the - transactions don’t usually involve the exchange of individual - coins. Rather, the gold piece is a standard measure of value, - and the actual exchange is in gold bars, letters of credit, or - valuable goods. - - - One gold piece is worth ten silver pieces, the most prevalent - coin among commoners. A silver piece buys a laborer’s work for - half a day, a flask of lamp oil, or a night’s rest in a poor - inn. - - - One silver piece is worth ten copper pieces, which are common - among laborers and beggars. A single copper piece buys a candle, - a torch, or a piece of chalk. - - - In addition, unusual coins made of other precious metals - sometimes appear in treasure hoards. The electrum piece (ep) and - the platinum piece (pp) originate from fallen empires and lost - kingdoms, and they sometimes arouse suspicion and skepticism - when used in transactions. An electrum piece is worth five - silver pieces, and a platinum piece is worth ten gold pieces. - - - A standard coin weighs about a third of an ounce, so fifty coins - weigh a pound. - - - Table- Standard Exchange - Rates - - - - - - - - - - - - - Coin - - - CP - - - SP - - - EP - - - GP - - - PP - - - - - - - Copper (cp) - - - 1 - - - 1/10 - - - 1/50 - - - 1/100 - - - 1/1,000 - - - - - Silver (sp) - - - 10 - - - 1 - - - 1/5 - - - 1/10 - - - 1/100 - - - - - Electrum (ep) - - - 50 - - - 5 - - - 1 - - - 1/2 - - - 1/20 - - - - - Gold (gp) - - - 100 - - - 10 - - - 2 - - - 1 - - - 1/10 - - - - - Platinum (pp) - - - 1,000 - - - 100 - - - 20 - - - 10 - - - 1 - - - - - - - - - - - - - - - - - - - -
-
- Selling Treasure - - Opportunities abound to find treasure, equipment, weapons, - armor, and more in the dungeons you explore. Normally, you can - sell your treasures and trinkets when you return to a town or - other settlement, provided that you can find buyers and - merchants interested in your loot. - - - Arms, Armor, and Other - Equipment. As a general rule, undamaged - weapons, armor, and other equipment fetch half their cost when - sold in a market. Weapons and armor used by monsters are rarely - in good enough condition to sell. - - - Magic - Items. Selling magic items is problematic. - Finding someone to buy a potion or a scroll isn’t too hard, but - other items are out of the realm of most but the wealthiest - nobles. Likewise, aside from a few common magic items, you won’t - normally come across magic items or spells to purchase. The - value of magic is far beyond simple gold and should always be - treated as such. - - - Gems, Jewelry, and Art - Objects. These items retain their full - value in the marketplace, and you can either trade them in for - coin or use them as currency for other transactions. For - exceptionally valuable treasures, the GM might require you to - find a buyer in a large town or larger community first. - - - Trade - Goods. On the borderlands, many people - conduct transactions through barter. Like gems and art objects, - trade goods-bars of iron, bags of salt, livestock, and so - on-retain their full value in the market and can be used as - currency. - -
-
-
- Armor - - Fantasy gaming worlds are a vast tapestry made up of many - different cultures, each with its own technology level. For this - reason, adventurers have access to a variety of armor types, - ranging from leather armor to chain mail to costly plate armor, - with several other kinds of armor in between. The Armor table - collects the most commonly available types of armor found in the - game and separates them into three categories: light armor, medium - armor, and heavy armor. Many warriors supplement their armor with - a shield. - - - The Armor table shows the cost, weight, and other properties of - the common types of armor worn in fantasy gaming worlds. - - - Armor - Proficiency. Anyone can put on a suit of - armor or strap a shield to an arm. Only those proficient in the - armor’s use know how to wear it effectively, however. Your class - gives you proficiency with certain types of armor. If you wear - armor that you lack proficiency with, you have disadvantage on any - ability check, saving throw, or attack roll that involves Strength - or Dexterity, and you can’t cast spells. - - - Armor Class - (AC). Armor protects its wearer from - attacks. The armor (and shield) you wear determines your base - Armor Class. - - - Heavy - Armor. Heavier armor interferes with the - wearer’s ability to move quickly, stealthily, and freely. If the - Armor table shows Str 13 or Str 15 - in the Strength column for an armor type, the armor reduces the - wearer’s speed by 10 feet unless the wearer has a Strength score - equal to or higher than the listed score. - - - Stealth. - If the Armor table shows Disadvantage in the - Stealth column, the wearer has disadvantage on Dexterity (Stealth) - checks. - - - Shields. A - shield is made from wood or metal and is carried in one hand. - Wielding a shield increases your Armor Class by 2. You can benefit - from only one shield at a time. - -
- Light Armor - - Made from supple and thin materials, light armor favors agile - adventurers since it offers some protection without sacrificing - mobility. If you wear light armor, you add your Dexterity - modifier to the base number from your armor type to determine - your Armor Class. - - - Padded. - Padded armor consists of quilted layers of cloth and batting. - - - Leather. - The breastplate and shoulder protectors of this armor are made - of leather that has been stiffened by being boiled in oil. The - rest of the armor is made of softer and more flexible materials. - - - Studded - Leather. Made from tough but flexible - leather, studded leather is reinforced with close-set rivets or - spikes. - -
-
- Medium Armor - - Medium armor offers more protection than light armor, but it - also impairs movement more. If you wear medium armor, you add - your Dexterity modifier, to a maximum of +2, to the base number - from your armor type to determine your Armor Class. - - - Hide. - This crude armor consists of thick furs and pelts. It is - commonly worn by barbarian tribes, evil humanoids, and other - folk who lack access to the tools and materials needed to create - better armor. - - - Chain - Shirt. Made of interlocking metal rings, a - chain shirt is worn between layers of clothing or leather. This - armor offers modest protection to the wearer’s upper body and - allows the sound of the rings rubbing against one another to be - muffled by outer layers. - - - Scale - Mail. This armor consists of a coat and - leggings (and perhaps a separate skirt) of leather covered with - overlapping pieces of metal, much like the scales of a fish. The - suit includes gauntlets. - - - Breastplate. - This armor consists of a fitted metal chest piece worn with - supple leather. Although it leaves the legs and arms relatively - unprotected, this armor provides good protection for the - wearer’s vital organs while leaving the wearer relatively - unencumbered. - - - Half - Plate. Half plate consists of shaped metal - plates that cover most of the wearer’s body. It does not include - leg protection beyond simple greaves that are attached with - leather straps. - -
-
- Heavy Armor - - Of all the armor categories, heavy armor offers the best - protection. These suits of armor cover the entire body and are - designed to stop a wide range of attacks. Only proficient - warriors can manage their weight and bulk. - - - Heavy armor doesn’t let you add your Dexterity modifier to your - Armor Class, but it also doesn’t penalize you if your Dexterity - modifier is negative. - - - Ring - Mail. This armor is leather armor with - heavy rings sewn into it. The rings help reinforce the armor - against blows from swords and axes. Ring mail is inferior to - chain mail, and it’s usually worn only by those who can’t afford - better armor. - - - Chain - Mail. Made of interlocking metal rings, - chain mail includes a layer of quilted fabric worn underneath - the mail to prevent chafing and to cushion the impact of blows. - The suit includes gauntlets. - - - Splint. - This armor is made of narrow vertical strips of metal riveted to - a backing of leather that is worn over cloth padding. Flexible - chain mail protects the joints. - - - Plate. - Plate consists of shaped, interlocking metal plates to cover the - entire body. A suit of plate includes gauntlets, heavy leather - boots, a visored helmet, and thick layers of padding underneath - the armor. Buckles and straps distribute the weight over the - body. - - - Table- Armor - - - - - - - - - - - - - Armor - - - Cost - - - Armor Class (AC) - - - Strength - - - Stealth - - - Weight - - - - - - - Light Armor - - - - - - - - - - - - - - - Padded - - - 5 gp - - - 11 + Dex modifier - - - - - - - Disadvantage - - - 8 lb. - - - - - Leather - - - 10 gp - - - 11 + Dex modifier - - - - - - - - - - - 10 lb. - - - - - Studded leather - - - 45 gp - - - 12 + Dex modifier - - - - - - - - - - - 13 lb. - - - - - Medium Armor - - - - - - - - - - - - - - - Hide - - - 10 gp - - - 12 + Dex modifier (max 2) - - - - - - - - - - - 12 lb. - - - - - Chain shirt - - - 50 gp - - - 13 + Dex modifier (max 2) - - - - - - - - - - - 20 lb. - - - - - Scale mail - - - 50 gp - - - 14 + Dex modifier (max 2) - - - - - - - Disadvantage - - - 45 lb. - - - - - Breastplate - - - 400 gp - - - 14 + Dex modifier (max 2) - - - - - - - - - - - 20 lb. - - - - - Half plate - - - 750 gp - - - 15 + Dex modifier (max 2) - - - - - - - Disadvantage - - - 40 lb. - - - - - Heavy Armor - - - - - - - - - - - - - - - Ring mail - - - 30 gp - - - 14 - - - - - - - Disadvantage - - - 40 lb. - - - - - Chain mail - - - 75 gp - - - 16 - - - Str 13 - - - Disadvantage - - - 55 lb. - - - - - Splint - - - 200 gp - - - 17 - - - Str 15 - - - Disadvantage - - - 60 lb. - - - - - Plate - - - 1,500 gp - - - 18 - - - Str 15 - - - Disadvantage - - - 65 lb. - - - - - Shield - - - - - - - - - - - - - - - Shield - - - 10 gp - - - +2 - - - - - - - - - - - 6 lb. - - - - - - - - - - - - - - - - - - - -
-
- Getting Into and Out of Armor - - The time it takes to don or doff armor depends on the armor’s - category. - - - Don. - This is the time it takes to put on armor. You benefit from the - armor’s AC only if you take the full time to don the suit of - armor. - - - Doff. - This is the time it takes to take off armor. If you have help, - reduce this time by half. - - - Table- Donning and Doffing - Armor - - - - - - - - - - Category - - - Don - - - Doff - - - - - - - Light Armor - - - 1 minute - - - 1 minute - - - - - Medium Armor - - - 5 minutes - - - 1 minute - - - - - Heavy Armor - - - 10 minutes - - - 5 minutes - - - - - Shield - - - 1 action - - - 1 action - - - - - - - - - - - - - -
-
-
- Weapons - - Your class grants proficiency in certain weapons, reflecting both - the class’s focus and the tools you are most likely to use. - Whether you favor a longsword or a longbow, your weapon and your - ability to wield it effectively can mean the difference between - life and death while adventuring. - - - The Weapons table shows the most common weapons used in the - fantasy gaming worlds, their price and weight, the damage they - deal when they hit, and any special properties they possess. Every - weapon is classified as either melee or ranged. A - melee weapon is used to attack - a target within 5 feet of you, whereas a - ranged weapon is used to attack - a target at a distance. - -
- Weapon Proficiency - - Your race, class, and feats can grant you proficiency with - certain weapons or categories of weapons. The two categories are - simple and - martial. Most people can use - simple weapons with proficiency. These weapons include clubs, - maces, and other weapons often found in the hands of commoners. - Martial weapons, including swords, axes, and polearms, require - more specialized training to use effectively. Most warriors use - martial weapons because these weapons put their fighting style - and training to best use. - - - Proficiency with a weapon allows you to add your proficiency - bonus to the attack roll for any attack you make with that - weapon. If you make an attack roll using a weapon with which you - lack proficiency, you do not add your proficiency bonus to the - attack roll. - -
-
- Weapon Properties - - Many weapons have special properties related to their use, as - shown in the Weapons table. - - - Ammunition. - You can use a weapon that has the ammunition property to make a - ranged attack only if you have ammunition to fire from the - weapon. Each time you attack with the weapon, you expend one - piece of ammunition. Drawing the ammunition from a quiver, case, - or other container is part of the attack (you need a free hand - to load a one-handed weapon). At the end of the battle, you can - recover half your expended ammunition by taking a minute to - search the battlefield. - - - If you use a weapon that has the ammunition property to make a - melee attack, you treat the weapon as an improvised weapon (see - Improvised Weapons later in the section). A sling - must be loaded to deal any damage when used in this way. - - - Finesse. - When making an attack with a finesse weapon, you use your choice - of your Strength or Dexterity modifier for the attack and damage - rolls. You must use the same modifier for both rolls. - - - Heavy. - Small creatures have disadvantage on attack rolls with heavy - weapons. A heavy weapon’s size and bulk make it too large for a - Small creature to use effectively. - - - Light. A - light weapon is small and easy to handle, making it ideal for - use when fighting with two weapons. - - - Loading. - Because of the time required to load this weapon, you can fire - only one piece of ammunition from it when you use an action, - bonus action, or reaction to fire it, regardless of the number - of attacks you can normally make. - - - Range. A - weapon that can be used to make a ranged attack has a range in - parentheses after the ammunition or thrown property. The range - lists two numbers. The first is the weapon’s normal range in - feet, and the second indicates the weapon’s long range. When - attacking a target beyond normal range, you have disadvantage on - the attack roll. You can’t attack a target beyond the weapon’s - long range. - - - Reach. - This weapon adds 5 feet to your reach when you attack with it, - as well as when determining your reach for opportunity attacks - with it. - - - Special. - A weapon with the special property has unusual rules governing - its use, explained in the weapon’s description (see - Special Weapons later in this section). - - - Thrown. - If a weapon has the thrown property, you can throw the weapon to - make a ranged attack. If the weapon is a melee weapon, you use - the same ability modifier for that attack roll and damage roll - that you would use for a melee attack with the weapon. For - example, if you throw a handaxe, you use your Strength, but if - you throw a dagger, you can use either your Strength or your - Dexterity, since the dagger has the finesse property. - - - Two-Handed. - This weapon requires two hands when you attack with it. - - - Versatile. - This weapon can be used with one or two hands. A damage value in - parentheses appears with the property-the damage when the weapon - is used with two hands to make a melee attack. - -
- Improvised Weapons - - Sometimes characters don’t have their weapons and have to - attack with whatever is at hand. An improvised weapon includes - any object you can wield in one or two hands, such as broken - glass, a table leg, a frying pan, a wagon wheel, or a dead - goblin. - - - Often, an improvised weapon is similar to an actual weapon and - can be treated as such. For example, a table leg is akin to a - club. At the GM’s option, a character proficient with a weapon - can use a similar object as if it were that weapon and use his - or her proficiency bonus. - - - An object that bears no resemblance to a weapon deals 1d4 - damage (the GM assigns a damage type appropriate to the - object). If a character uses a ranged weapon to make a melee - attack, or throws a melee weapon that does not have the thrown - property, it also deals 1d4 damage. An improvised thrown - weapon has a normal range of 20 feet and a long range of 60 - feet. - -
- Silvered Weapons - - Some monsters that have immunity or resistance to nonmagical - weapons are susceptible to silver weapons, so cautious - adventurers invest extra coin to plate their weapons with - silver. You can silver a single weapon or ten pieces of - ammunition for 100 gp. This cost represents not only the - price of the silver, but the time and expertise needed to - add silver to the weapon without making it less effective. - -
-
- Special Weapons - - Weapons with special rules are described here. - - - Lance. - You have disadvantage when you use a lance to attack a - target within 5 feet of you. Also, a lance requires two - hands to wield when you aren’t mounted. - - - Net. - A Large or smaller creature hit by a net is restrained until - it is freed. A net has no effect on creatures that are - formless, or creatures that are Huge or larger. A creature - can use its action to make a DC 10 Strength check, freeing - itself or another creature within its reach on a success. - Dealing 5 slashing damage to the net (AC 10) also frees the - creature without harming it, ending the effect and - destroying the net. - - - When you use an action, bonus action, or reaction to attack - with a net, you can make only one attack regardless of the - number of attacks you can normally make. - - - Table- Weapons - - - - - - - - - - - - Name - - - Cost - - - Damage - - - Weight - - - Properties - - - - - - - Simple Melee - Weapons - - - - - - - - - - - - - Club - - - 1 sp - - - 1d4 bludgeoning - - - 2 lb. - - - Light - - - - - Dagger - - - 2 gp - - - 1d4 piercing - - - 1 lb. - - - Finesse, light, thrown (range 20/60) - - - - - Greatclub - - - 2 sp - - - 1d8 bludgeoning - - - 10 lb. - - - Two-handed - - - - - Handaxe - - - 5 gp - - - 1d6 slashing - - - 2 lb. - - - Light, thrown (range 20/60) - - - - - Javelin - - - 5 sp - - - 1d6 piercing - - - 2 lb. - - - Thrown (range 30/120) - - - - - Light hammer - - - 2 gp - - - 1d4 bludgeoning - - - 2 lb. - - - Light, thrown (range 20/60) - - - - - Mace - - - 5 gp - - - 1d6 bludgeoning - - - 4 lb. - - - - - - - - - Quarterstaff - - - 2 sp - - - 1d6 bludgeoning - - - 4 lb. - - - Versatile (1d8) - - - - - Sickle - - - 1 gp - - - 1d4 slashing - - - 2 lb. - - - Light - - - - - Spear - - - 1 gp - - - 1d6 piercing - - - 3 lb. - - - Thrown (range 20/60), versatile (1d8) - - - - - Simple Ranged - Weapons - - - - - - - - - - - - - Crossbow, light - - - 25 gp - - - 1d8 piercing - - - 5 lb. - - - Ammunition (range 80/320), loading, two-handed - - - - - Dart - - - 5 cp - - - 1d4 piercing - - - 1/4 lb. - - - Finesse, thrown (range 20/60) - - - - - Shortbow - - - 25 gp - - - 1d6 piercing - - - 2 lb. - - - Ammunition (range 80/320), two-handed - - - - - Sling - - - 1 sp - - - 1d4 bludgeoning - - - - - - - Ammunition (range 30/120) - - - - - Martial Melee - Weapons - - - - - - - - - - - - - Battleaxe - - - 10 gp - - - 1d8 slashing - - - 4 lb. - - - Versatile (1d10) - - - - - Flail - - - 10 gp - - - 1d8 bludgeoning - - - 2 lb. - - - - - - - - - Glaive - - - 20 gp - - - 1d10 slashing - - - 6 lb. - - - Heavy, reach, two-handed - - - - - Greataxe - - - 30 gp - - - 1d12 slashing - - - 7 lb. - - - Heavy, two-handed - - - - - Greatsword - - - 50 gp - - - 2d6 slashing - - - 6 lb. - - - Heavy, two-handed - - - - - Halberd - - - 20 gp - - - 1d10 slashing - - - 6 lb. - - - Heavy, reach, two-handed - - - - - Lance - - - 10 gp - - - 1d12 piercing - - - 6 lb. - - - Reach, special - - - - - Longsword - - - 15 gp - - - 1d8 slashing - - - 3 lb. - - - Versatile (1d10) - - - - - Maul - - - 10 gp - - - 2d6 bludgeoning - - - 10 lb. - - - Heavy, two-handed - - - - - Morningstar - - - 15 gp - - - 1d8 piercing - - - 4 lb. - - - - - - - - - Pike - - - 5 gp - - - 1d10 piercing - - - 18 lb. - - - Heavy, reach, two-handed - - - - - Rapier - - - 25 gp - - - 1d8 piercing - - - 2 lb. - - - Finesse - - - - - Scimitar - - - 25 gp - - - 1d6 slashing - - - 3 lb. - - - Finesse, light - - - - - Shortsword - - - 10 gp - - - 1d6 piercing - - - 2 lb. - - - Finesse, light - - - - - Trident - - - 5 gp - - - 1d6 piercing - - - 4 lb. - - - Thrown (range 20/60), versatile (1d8) - - - - - War pick - - - 5 gp - - - 1d8 piercing - - - 2 lb. - - - - - - - - - Warhammer - - - 15 gp - - - 1d8 bludgeoning - - - 2 lb. - - - Versatile (1d10) - - - - - Whip - - - 2 gp - - - 1d4 slashing - - - 3 lb. - - - Finesse, reach - - - - - Martial Ranged - Weapons - - - - - - - - - - - - - Blowgun - - - 10 gp - - - 1 piercing - - - 1 lb. - - - Ammunition (range 25/100), loading - - - - - Crossbow, hand - - - 75 gp - - - 1d6 piercing - - - 3 lb. - - - Ammunition (range 30/120), light, loading - - - - - Crossbow, heavy - - - 50 gp - - - 1d10 piercing - - - 18 lb. - - - Ammunition (range 100/400), heavy, loading, - two-handed - - - - - Longbow - - - 50 gp - - - 1d8 piercing - - - 2 lb. - - - Ammunition (range 150/600), heavy, two-handed - - - - - Net - - - 1 gp - - - - - - - 3 lb. - - - Special, thrown (range 5/15) - - - - - - - - - - - - - - - - - -
-
-
-
-
- Adventuring Gear - - This section describes items that have special rules or require - further explanation. - - - Acid. As - an action, you can splash the contents of this vial onto a - creature within 5 feet of you or throw the vial up to 20 feet, - shattering it on impact. In either case, make a ranged attack - against a creature or object, treating the acid as an improvised - weapon. On a hit, the target takes 2d6 acid damage. - - - Alchemist’s - Fire. This sticky, adhesive fluid ignites - when exposed to air. As an action, you can throw this flask up to - 20 feet, shattering it on impact. Make a ranged attack against a - creature or object, treating the alchemist’s fire as an improvised - weapon. On a hit, the target takes 1d4 fire damage at the start of - each of its turns. A creature can end this damage by using its - action to make a DC 10 Dexterity check to extinguish the flames. - - - Antitoxin. - A creature that drinks this vial of liquid gains advantage on - saving throws against poison for 1 hour. It confers no benefit to - undead or constructs. - - - Arcane - Focus. An arcane focus is a special item-an - orb, a crystal, a rod, a specially constructed staff, a wand-like - length of wood, or some similar item- designed to channel the - power of arcane spells. A sorcerer, warlock, or wizard can use - such an item as a spellcasting focus. - - - Ball - Bearings. As an action, you can spill these - tiny metal balls from their pouch to cover a level, square area - that is 10 feet on a side. A creature moving across the covered - area must succeed on a DC 10 Dexterity saving throw or fall prone. - A creature moving through the area at half speed doesn’t need to - make the save. - - - Block and - Tackle. A set of pulleys with a cable - threaded through them and a hook to attach to objects, a block and - tackle allows you to hoist up to four times the weight you can - normally lift. - - - Book. A - book might contain poetry, historical accounts, information - pertaining to a particular field of lore, diagrams and notes on - gnomish contraptions, or just about anything else that can be - represented using text or pictures. A book of spells is a - spellbook (described later in this section). - - - Caltrops. - As an action, you can spread a bag of caltrops to cover a square - area that is 5 feet on a side. Any creature that enters the area - must succeed on a DC 15 Dexterity saving throw or stop moving this - turn and take 1 piercing damage. Taking this damage reduces the - creature’s walking speed by 10 feet until the creature regains at - least 1 hit point. A creature moving through the area at half - speed doesn’t need to make the save. - - - Candle. - For 1 hour, a candle sheds bright light in a 5-foot radius and dim - light for an additional 5 feet. - - - Case, Crossbow - Bolt. This wooden case can hold up to twenty - crossbow bolts. - - - Case, Map or - Scroll. This cylindrical leather case can - hold up to ten rolled-up sheets of paper or five rolled-up sheets - of parchment. - - - Chain. A - chain has 10 hit points. It can be burst with a successful DC 20 - Strength check. - - - Climber’s - Kit. A climber’s kit includes special - pitons, boot tips, gloves, and a harness. You can use the - climber’s kit as an action to anchor yourself; when you do, you - can’t fall more than 25 feet from the point where you anchored - yourself, and you can’t climb more than 25 feet away from that - point without undoing the anchor. - - - Component - Pouch. A component pouch is a small, - watertight leather belt pouch that has compartments to hold all - the material components and other special items you need to cast - your spells, except for those components that have a specific cost - (as indicated in a spell’s description). - - - Crowbar. - Using a crowbar grants advantage to Strength checks where the - crowbar’s leverage can be applied. - - - Druidic - Focus. A druidic focus might be a sprig of - mistletoe or holly, a wand or scepter made of yew or another - special wood, a staff drawn whole out of a living tree, or a totem - object incorporating feathers, fur, bones, and teeth from sacred - animals. A druid can use such an object as a spellcasting focus. - - - Fishing - Tackle. This kit includes a wooden rod, - silken line, corkwood bobbers, steel hooks, lead sinkers, velvet - lures, and narrow netting. Healer’s Kit. This kit is a leather - pouch containing bandages, salves, and splints. The kit has ten - uses. As an action, you can expend one use of the kit to stabilize - a creature that has 0 hit points, without needing to make a Wisdom - (Medicine) check. - - - Holy - Symbol. A holy symbol is a representation of - a god or pantheon. It might be an amulet depicting a symbol - representing a deity, the same symbol carefully engraved or inlaid - as an emblem on a shield, or a tiny box holding a fragment of a - sacred relic. Appendix PH-B Fantasy-Historical - Pantheons lists the symbols commonly associated with many - gods in the multiverse. A cleric or paladin can use a holy symbol - as a spellcasting focus. To use the symbol in this way, the caster - must hold it in hand, wear it visibly, or bear it on a shield. - - - Holy - Water. As an action, you can splash the - contents of this flask onto a creature within 5 feet of you or - throw it up to 20 feet, shattering it on impact. In either case, - make a ranged attack against a target creature, treating the holy - water as an improvised weapon. If the target is a fiend or undead, - it takes 2d6 radiant damage. A cleric or paladin may create holy - water by performing a special ritual. The ritual takes 1 hour to - perform, uses 25 gp worth of powdered silver, and requires the - caster to expend a 1st-level spell slot. - - - Hunting - Trap. When you use your action to set it, - this trap forms a saw-toothed steel ring that snaps shut when a - creature steps on a pressure plate in the center. The trap is - affixed by a heavy chain to an immobile object, such as a tree or - a spike driven into the ground. A creature that steps on the plate - must succeed on a DC 13 Dexterity saving throw or take 1d4 - piercing damage and stop moving. Thereafter, until the creature - breaks free of the trap, its movement is limited by the length of - the chain (typically 3 feet long). A creature can use its action - to make a DC 13 Strength check, freeing itself or another creature - within its reach on a success. Each failed check deals 1 piercing - damage to the trapped creature. - - - Lamp. A - lamp casts bright light in a 15-foot radius and dim light for an - additional 30 feet. Once lit, it burns for 6 hours on a flask (1 - pint) of oil. Lantern, Bullseye. A bullseye lantern casts bright - light in a 60-foot cone and dim light for an additional 60 feet. - Once lit, it burns for 6 hours on a flask (1 pint) of oil. - Lantern, Hooded. A hooded lantern casts bright light in a 30-foot - radius and dim light for an additional 30 feet. Once lit, it burns - for 6 hours on a flask (1 pint) of oil. As an action, you can - lower the hood, reducing the light to dim light in a 5-foot - radius. - - - Lock. A - key is provided with the lock. Without the key, a creature - proficient with thieves’ tools can pick this lock with a - successful DC 15 Dexterity check. Your GM may decide that better - locks are available for higher prices. - - - Magnifying - Glass. This lens allows a closer look at - small objects. It is also useful as a substitute for flint and - steel when starting fires. Lighting a fire with a magnifying glass - requires light as bright as sunlight to focus, tinder to ignite, - and about 5 minutes for the fire to ignite. A magnifying glass - grants advantage on any ability check made to appraise or inspect - an item that is small or highly detailed. - - - Manacles. - These metal restraints can bind a Small or Medium creature. - Escaping the manacles requires a successful DC 20 Dexterity check. - Breaking them requires a successful DC 20 Strength check. Each set - of manacles comes with one key. Without the key, a creature - proficient with thieves’ tools can pick the manacles’ lock with a - successful DC 15 Dexterity check. Manacles have 15 hit points. - - - Mess Kit. - This tin box contains a cup and simple cutlery. The box clamps - together, and one side can be used as a cooking pan and the other - as a plate or shallow bowl. - - - Oil. Oil - usually comes in a clay flask that holds 1 pint. As an action, you - can splash the oil in this flask onto a creature within 5 feet of - you or throw it up to 20 feet, shattering it on impact. Make a - ranged attack against a target creature or object, treating the - oil as an improvised weapon. On a hit, the target is covered in - oil. If the target takes any fire damage before the oil dries - (after 1 minute), the target takes an additional 5 fire damage - from the burning oil. You can also pour a flask of oil on the - ground to cover a 5-foot square area, provided that the surface is - level. If lit, the oil burns for 2 rounds and deals 5 fire damage - to any creature that enters the area or ends its turn in the area. - A creature can take this damage only once per turn. - - - Poison, - Basic. You can use the poison in this vial - to coat one slashing or piercing weapon or up to three pieces of - ammunition. Applying the poison takes an action. A creature hit by - the poisoned weapon or ammunition must make a DC 10 Constitution - saving throw or take 1d4 poison damage. Once applied, the poison - retains potency for 1 minute before drying. - - - Potion of - Healing. A character who drinks the magical - red fluid in this vial regains 2d4 + 2 hit points. Drinking or - administering a potion takes an action. - - - Pouch. A - cloth or leather pouch can hold up to 20 sling bullets or 50 - blowgun needles, among other things. A compartmentalized pouch for - holding spell components is called a component pouch (described - earlier in this section). Quiver. A quiver can hold up to 20 - arrows. Ram, Portable. You can use a portable ram to break down - doors. When doing so, you gain a +4 bonus on the Strength check. - One other character can help you use the ram, giving you advantage - on this check. - - - Rations. - Rations consist of dry foods suitable for extended travel, - including jerky, dried fruit, hardtack, and nuts. - - - Rope. - Rope, whether made of hemp or silk, has 2 hit points and can be - burst with a DC 17 Strength check. - - - Scale, - Merchant’s. A scale includes a small - balance, pans, and a suitable assortment of weights up to 2 - pounds. With it, you can measure the exact weight of small - objects, such as raw precious metals or trade goods, to help - determine their worth. - - - Spellbook. - Essential for wizards, a spellbook is a leather-bound tome with - 100 blank vellum pages suitable for recording spells. - - - Spyglass. - Objects viewed through a spyglass are magnified to twice their - size. - - - Tent. A - simple and portable canvas shelter, a tent sleeps two. - - - Tinderbox. - This small container holds flint, fire steel, and tinder (usually - dry cloth soaked in light oil) used to kindle a fire. Using it to - light a torch-or anything else with abundant, exposed fuel-takes - an action. Lighting any other fire takes 1 minute. - - - Torch. A - torch burns for 1 hour, providing bright light in a 20-foot radius - and dim light for an additional 20 feet. If you make a melee - attack with a burning torch and hit, it deals 1 fire damage. - - - Equipment Packs - - - The starting equipment you get from your class includes a - collection of useful adventuring gear, put together in a pack. The - contents of these packs are listed here. If you are buying your - starting equipment, you can purchase a pack for the price shown, - which might be cheaper than buying the items individually. - - - Burglar’s Pack (16 - gp). Includes a backpack, a bag of 1,000 - ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a - hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days - rations, a tinderbox, and a waterskin. The pack also has 50 feet - of hempen rope strapped to the side of it. - - - Diplomat’s Pack (39 - gp). Includes a chest, 2 cases for maps and - scrolls, a set of fine clothes, a bottle of ink, an ink pen, a - lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, - sealing wax, and soap. - - - Dungeoneer’s Pack (12 - gp). Includes a backpack, a crowbar, a - hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, - and a waterskin. The pack also has 50 feet of hempen rope strapped - to the side of it. - - - Entertainer’s Pack (40 - gp). Includes a backpack, a bedroll, 2 - costumes, 5 candles, 5 days of rations, a waterskin, and a - disguise kit. - - - Explorer’s Pack (10 - gp). Includes a backpack, a bedroll, a mess - kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. - The pack also has 50 feet of hempen rope strapped to the side of - it. - - - Priest’s Pack (19 - gp). Includes a backpack, a blanket, 10 - candles, a tinderbox, an alms box, 2 blocks of incense, a censer, - vestments, 2 days of rations, and a waterskin. - - - Scholar’s Pack (40 - gp). Includes a backpack, a book of lore, a - bottle of ink, an ink pen, 10 sheets of parchment, a little bag of - sand, and a small knife. - - - Table- Adventuring Gear - - - - - - - - - - Item - - - Cost - - - Weight - - - - - - - Abacus - - - 2 gp - - - 2 lb. - - - - - Acid (vial) - - - 25 gp - - - 1 lb. - - - - - Alchemist’s fire (flask) - - - 50 gp - - - 1 lb. - - - - - Ammunition - - - - - - - - - ~ Arrows (20) - - - 1 gp - - - 1 lb. - - - - - ~ Blowgun needles (50) - - - 1 gp - - - 1 lb. - - - - - ~ Crossbow bolts (20) - - - 1 gp - - - 1½ lb. - - - - - ~ Sling bullets (20) - - - 4 cp - - - 1½ lb. - - - - - Antitoxin (vial) - - - 50 gp - - - - - - - - - Arcane focus - - - - - - - - - ~ Crystal - - - 10 gp - - - 1 lb. - - - - - ~ Orb - - - 20 gp - - - 3 lb. - - - - - ~ Rod - - - 10 gp - - - 2 lb. - - - - - ~ Staff - - - 5 gp - - - 4 lb. - - - - - ~ Wand - - - 10 gp - - - 1 lb. - - - - - Backpack - - - 2 gp - - - 5 lb. - - - - - Ball bearings (bag of 1,000) - - - 1 gp - - - 2 lb. - - - - - Barrel - - - 2 gp - - - 70 lb. - - - - - Basket - - - 4 sp - - - 2 lb. - - - - - Bedroll - - - 1 gp - - - 7 lb. - - - - - Bell - - - 1 gp - - - - - - - - - Blanket - - - 5 sp - - - 3 lb. - - - - - Block and tackle - - - 1 gp - - - 5 lb. - - - - - Book - - - 25 gp - - - 5 lb. - - - - - Bottle, glass - - - 2 gp - - - 2 lb. - - - - - Bucket - - - 5 cp - - - 2 lb. - - - - - Caltrops (bag of 20) - - - 1 gp - - - 2 lb. - - - - - Candle - - - 1 cp - - - - - - - - - Case, crossbow bolt - - - 1 gp - - - 1 lb. - - - - - Case, map or scroll - - - 1 gp - - - 1 lb. - - - - - Chain (10 feet) - - - 5 gp - - - 10 lb. - - - - - Chalk (1 piece) - - - 1 cp - - - - - - - - - Chest - - - 5 gp - - - 25 lb. - - - - - Climber’s kit - - - 25 gp - - - 12 lb. - - - - - Clothes, common - - - 5 sp - - - 3 lb. - - - - - Clothes, costume - - - 5 gp - - - 4 lb. - - - - - Clothes, fine - - - 15 gp - - - 6 lb. - - - - - Clothes, traveler’s - - - 2 gp - - - 4 lb. - - - - - Component pouch - - - 25 gp - - - 2 lb. - - - - - Crowbar - - - 2 gp - - - 5 lb. - - - - - Druidic focus - - - - - - - - - ~ Sprig of mistletoe - - - 1 gp - - - - - - - - - ~ Totem - - - 1 gp - - - - - - - - - ~ Wooden staff - - - 5 gp - - - 4 lb. - - - - - ~ Yew wand - - - 10 gp - - - 1 lb. - - - - - Fishing tackle - - - 1 gp - - - 4 lb. - - - - - Flask or tankard - - - 2 cp - - - 1 lb. - - - - - Grappling hook - - - 2 gp - - - 4 lb. - - - - - Hammer - - - 1 gp - - - 3 lb. - - - - - Hammer, sledge - - - 2 gp - - - 10 lb. - - - - - Healer’s kit - - - 5 gp - - - 3 lb. - - - - - Holy symbol - - - - - - - - - ~ Amulet - - - 5 gp - - - 1 lb. - - - - - ~ Emblem - - - 5 gp - - - - - - - - - ~ Reliquary - - - 5 gp - - - 2 lb. - - - - - Holy water (flask) - - - 25 gp - - - 1 lb. - - - - - Hourglass - - - 25 gp - - - 1 lb. - - - - - Hunting trap - - - 5 gp - - - 25 lb. - - - - - Ink (1 ounce bottle) - - - 10 gp - - - - - - - - - Ink pen - - - 2 cp - - - - - - - - - Jug or pitcher - - - 2 cp - - - 4 lb. - - - - - Ladder (10-foot) - - - 1 sp - - - 25 lb. - - - - - Lamp - - - 5 sp - - - 1 lb. - - - - - Lantern, bullseye - - - 10 gp - - - 2 lb. - - - - - Lantern, hooded - - - 5 gp - - - 2 lb. - - - - - Lock - - - 10 gp - - - 1 lb. - - - - - Magnifying glass - - - 100 gp - - - - - - - - - Manacles - - - 2 gp - - - 6 lb. - - - - - Mess kit - - - 2 sp - - - 1 lb. - - - - - Mirror, steel - - - 5 gp - - - 1/2 lb. - - - - - Oil (flask) - - - 1 sp - - - 1 lb. - - - - - Paper (one sheet) - - - 2 sp - - - - - - - - - Parchment (one sheet) - - - 1 sp - - - - - - - - - Perfume (vial) - - - 5 gp - - - - - - - - - Pick, miner’s - - - 2 gp - - - 10 lb. - - - - - Piton - - - 5 cp - - - 1/4 lb. - - - - - Poison, basic (vial) - - - 100 gp - - - - - - - - - Pole (10-foot) - - - 5 cp - - - 7 lb. - - - - - Pot, iron - - - 2 gp - - - 10 lb. - - - - - Potion of healing 5 - - - 0 gp - - - 1/2 lb. - - - - - Pouch - - - 5 sp - - - 1 lb. - - - - - Quiver - - - 1 gp - - - 1 lb. - - - - - Ram, portable - - - 4 gp - - - 35 lb. - - - - - Rations (1 day) - - - 5 sp - - - 2 lb. - - - - - Robes - - - 1 gp - - - 4 lb. - - - - - Rope, hempen (50 feet) - - - 1 gp - - - 10 lb. - - - - - Rope, silk (50 feet) - - - 10 gp - - - 5 lb. - - - - - Sack - - - 1 cp - - - 1/2 lb. - - - - - Scale, merchant’s - - - 5 gp - - - 3 lb. - - - - - Sealing wax - - - 5 sp - - - - - - - - - Shovel - - - 2 gp - - - 5 lb. - - - - - Signal whistle - - - 5 cp - - - - - - - - - Signet ring - - - 5 gp - - - - - - - - - Soap - - - 2 cp - - - - - - - - - Spellbook - - - 50 gp - - - 3 lb. - - - - - Spikes, iron (10) - - - 1 gp - - - 5 lb. - - - - - Spyglass - - - 1,000 gp - - - 1 lb. - - - - - Tent, two-person - - - 2 gp - - - 20 lb. - - - - - Tinderbox - - - 5 sp - - - 1 lb. - - - - - Torch - - - 1 cp - - - 1 lb. - - - - - Vial - - - 1 gp - - - - - - - - - Waterskin - - - 2 sp - - - 5 lb. (full) - - - - - Whetstone - - - 1 cp - - - 1 lb. - - - - - - - - - - - - - - - Table- Container Capacity - - - - - - - - - Container - - - Capacity - - - - - - - Backpack* - - - 1 cubic foot/30 pounds of gear - - - - - Barrel - - - 40 gallons liquid, 4 cubic feet solid - - - - - Basket - - - 2 cubic feet/40 pounds of gear - - - - - Bottle - - - 1½ pints liquid - - - - - Bucket - - - 3 gallons liquid, 1/2 cubic foot solid - - - - - Chest - - - 12 cubic feet/300 pounds of gear - - - - - Flask or tankard - - - 1 pint liquid - - - - - Jug or pitcher - - - 1 gallon liquid - - - - - Pot, iron - - - 1 gallon liquid - - - - - Pouch - - - 1/5 cubic foot/6 pounds of gear - - - - - Sack - - - 1 cubic foot/30 pounds of gear - - - - - Vial - - - 4 ounces liquid - - - - - Waterskin - - - 4 pints liquid - - - - - - - - - - - - - * You can also strap items, such as a bedroll or a coil of rope, - to the outside of a backpack. - -
-
- Tools - - A tool helps you to do something you couldn’t otherwise do, such - as craft or repair an item, forge a document, or pick a lock. Your - race, class, background, or feats give you proficiency with - certain tools. Proficiency with a tool allows you to add your - proficiency bonus to any ability check you make using that tool. - Tool use is not tied to a single ability, since proficiency with a - tool represents broader knowledge of its use. For example, the GM - might ask you to make a Dexterity check to carve a fine detail - with your woodcarver’s tools, or a Strength check to make - something out of particularly hard wood. - - - Table- Tools - - - - - - - - - - Item - - - Cost - - - Weight - - - - - - - Artisan’s tools - - - - - - - - - ~ Alchemist’s supplies - - - 50 gp - - - 8 lb. - - - - - ~ Brewer’s supplies - - - 20 gp - - - 9 lb. - - - - - ~ Calligrapher’s supplies - - - 10 gp - - - 5 lb. - - - - - ~ Carpenter’s tools - - - 8 gp - - - 6 lb. - - - - - ~ Cartographer’s tools - - - 15 gp - - - 6 lb. - - - - - ~ Cobbler’s tools - - - 5 gp - - - 5 lb. - - - - - ~ Cook’s utensils - - - 1 gp - - - 8 lb. - - - - - ~ Glassblower’s tools - - - 30 gp - - - 5 lb. - - - - - ~ Jeweler’s tools - - - 25 gp - - - 2 lb. - - - - - ~ Leatherworker’s tools - - - 5 gp - - - 5 lb. - - - - - ~ Mason’s tools - - - 10 gp - - - 8 lb. - - - - - ~ Painter’s supplies - - - 10 gp - - - 5 lb. - - - - - ~ Potter’s tools - - - 10 gp - - - 3 lb. - - - - - ~ Smith’s tools - - - 20 gp - - - 8 lb. - - - - - ~ Tinker’s tools - - - 50 gp - - - 10 lb. - - - - - ~ Weaver’s tools - - - 1 gp - - - 5 lb. - - - - - ~ Woodcarver’s tools - - - 1 gp - - - 5 lb. - - - - - Disguise kit - - - 25 gp - - - 3 lb. - - - - - Forgery kit - - - 15 gp - - - 5 lb. - - - - - Gaming set - - - - - - - - - ~ Dice set - - - 1 sp - - - - - - - - - ~ Playing card set - - - 5 sp - - - - - - - - - Herbalism kit - - - 5 gp - - - 3 lb. - - - - - Musical instrument - - - - - - - - - ~ Bagpipes - - - 30 gp - - - 6 lb. - - - - - ~ Drum - - - 6 gp - - - 3 lb. - - - - - ~ Dulcimer - - - 25 gp - - - 10 lb. - - - - - ~ Flute - - - 2 gp - - - 1 lb. - - - - - ~ Lute - - - 35 gp - - - 2 lb. - - - - - ~ Lyre - - - 30 gp - - - 2 lb. - - - - - ~ Horn - - - 3 gp - - - 2 lb. - - - - - ~ Pan flute - - - 12 gp - - - 2 lb. - - - - - ~ Shawm - - - 2 gp - - - 1 lb. - - - - - ~ Viol - - - 30 gp - - - 1 lb. - - - - - Navigator’s tools - - - 25 gp - - - 2 lb. - - - - - Poisoner’s kit - - - 50 gp - - - 2 lb. - - - - - Thieves’ tools - - - 25 gp - - - 1 lb. - - - - - Vehicles (land or water) - - - * - - - * - - - - - - - - - - - - - - - * See the Mounts and Vehicles section. - - - Artisan’s - Tools. These special tools include the items - needed to pursue a craft or trade. The table shows examples of the - most common types of tools, each providing items related to a - single craft. Proficiency with a set of artisan’s tools lets you - add your proficiency bonus to any ability checks you make using - the tools in your craft. Each type of artisan’s tools requires a - separate proficiency. - - - Disguise - Kit. This pouch of cosmetics, hair dye, and - small props lets you create disguises that change your physical - appearance. Proficiency with this kit lets you add your - proficiency bonus to any ability checks you make to create a - visual disguise. - - - Forgery - Kit. This small box contains a variety of - papers and parchments, pens and inks, seals and sealing wax, gold - and silver leaf, and other supplies necessary to create convincing - forgeries of physical documents. Proficiency with this kit lets - you add your proficiency bonus to any ability checks you make to - create a physical forgery of a document. - - - Gaming - Set. This item encompasses a wide range of - game pieces, including dice and decks of cards (for games such as - Three-Dragon Ante). A few common examples appear on the Tools - table, but other kinds of gaming sets exist. If you are proficient - with a gaming set, you can add your proficiency bonus to ability - checks you make to play a game with that set. Each type of gaming - set requires a separate proficiency. - - - Herbalism - Kit. This kit contains a variety of - instruments such as clippers, mortar and pestle, and pouches and - vials used by herbalists to create remedies and potions. - Proficiency with this kit lets you add your proficiency bonus to - any ability checks you make to identify or apply herbs. Also, - proficiency with this kit is required to create antitoxin and - potions of healing. - - - Musical - Instrument. Several of the most common types - of musical instruments are shown on the table as examples. If you - have proficiency with a given musical instrument, you can add your - proficiency bonus to any ability checks you make to play music - with the instrument. A bard can use a musical instrument as a - spellcasting focus. Each type of musical instrument requires a - separate proficiency. - - - Navigator’s - Tools. This set of instruments is used for - navigation at sea. Proficiency with navigator’s tools lets you - chart a ship’s course and follow navigation charts. In addition, - these tools allow you to add your proficiency bonus to any ability - check you make to avoid getting lost at sea. - - - Poisoner’s - Kit. A poisoner’s kit includes the vials, - chemicals, and other equipment necessary for the creation of - poisons. Proficiency with this kit lets you add your proficiency - bonus to any ability checks you make to craft or use poisons. - - - Thieves’ - Tools. This set of tools includes a small - file, a set of lock picks, a small mirror mounted on a metal - handle, a set of narrow-bladed scissors, and a pair of pliers. - Proficiency with these tools lets you add your proficiency bonus - to any ability checks you make to disarm traps or open locks. - -
-
- Mounts and Vehicles - - A good mount can help you move more quickly through the - wilderness, but its primary purpose is to carry the gear that - would otherwise slow you down. The Mounts and Other Animals table - shows each animal’s speed and base carrying capacity. - - - An animal pulling a carriage, cart, chariot, sled, or wagon can - move weight up to five times its base carrying capacity, including - the weight of the vehicle. If multiple animals pull the same - vehicle, they can add their carrying capacity together. - - - Mounts other than those listed here are available in fantasy - gaming worlds, but they are rare and not normally available for - purchase. These include flying mounts (pegasi, griffons, - hippogriffs, and similar animals) and even aquatic mounts (giant - sea horses, for example). Acquiring such a mount often means - securing an egg and raising the creature yourself, making a - bargain with a powerful entity, or negotiating with the mount - itself. - - - Barding. - Barding is armor designed to protect an animal’s head, neck, - chest, and body. Any type of armor shown on the Armor table can be - purchased as barding. The cost is four times the equivalent armor - made for humanoids, and it weighs twice as much. - - - Saddles. A - military saddle braces the rider, helping you keep your seat on an - active mount in battle. It gives you advantage on any check you - make to remain mounted. An exotic saddle is required for riding - any aquatic or flying mount. - - - Vehicle - Proficiency. If you have proficiency with a - certain kind of vehicle (land or water), you can add your - proficiency bonus to any check you make to control that kind of - vehicle in difficult circumstances. - - - Rowed - Vessels. Keelboats and rowboats are used on - lakes and rivers. If going downstream, add the speed of the - current (typically 3 miles per hour) to the speed of the vehicle. - These vehicles can’t be rowed against any significant current, but - they can be pulled upstream by draft animals on the shores. A - rowboat weighs 100 pounds, in case adventurers carry it over land. - - - Table- Mounts and Other Animals - - - - - - - - - - - Item - - - Cost - - - Speed - - - Carrying Capacity - - - - - - - Camel - - - 50 gp - - - 50 ft. - - - 480 lb. - - - - - Donkey or mule - - - 8 gp - - - 40 ft. - - - 420 lb. - - - - - Elephant - - - 200 gp - - - 40 ft. - - - 1,320 lb. - - - - - Horse, draft - - - 50 gp - - - 40 ft. - - - 540 lb. - - - - - Horse, riding - - - 75 gp - - - 60 ft. - - - 480 lb. - - - - - Mastiff - - - 25 gp - - - 40 ft. - - - 195 lb. - - - - - Pony - - - 30 gp - - - 40 ft. - - - 225 lb. - - - - - Warhorse - - - 400 gp - - - 60 ft. - - - 540 lb. - - - - - - - - - - - - - - - - - Table- Tack, Harness, and Drawn - Vehicles - - - - - - - - - - Item - - - Cost - - - Weight - - - - - - - Barding - - - ×4 - - - ×2 - - - - - Bit and bridle - - - 2 gp - - - 1 lb. - - - - - Carriage - - - 100 gp - - - 600 lb. - - - - - Cart - - - 15 gp - - - 200 lb. - - - - - Chariot - - - 250 gp - - - 100 lb. - - - - - Feed (per day) - - - 5 cp - - - 10 lb. - - - - - Saddle - - - - - - - - - ~ Exotic - - - 60 gp - - - 40 lb. - - - - - ~ Military - - - 20 gp - - - 30 lb. - - - - - ~ Pack - - - 5 gp - - - 15 lb. - - - - - ~ Riding - - - 10 gp - - - 25 lb. - - - - - Saddlebags - - - 4 gp - - - 8 lb. - - - - - Sled - - - 20 gp - - - 300 lb. - - - - - Stabling (per day) - - - 5 sp - - - - - - - - - Wagon - - - 35 gp - - - 400 lb. - - - - - - - - - - - - - - - Table- Waterborne Vehicles - - - - - - - - - - Item - - - Cost - - - Speed - - - - - - - Galley - - - 30,000 gp - - - 4 mph - - - - - Keelboat - - - 3,000 gp - - - 1 mph - - - - - Longship - - - 10,000 gp - - - 3 mph - - - - - Rowboat - - - 50 gp - - - 1½ mph - - - - - Sailing ship - - - 10,000 gp - - - 2 mph - - - - - Warship - - - 25,000 gp - - - 2½ mph - - - - - - - - - - - - - -
-
- Trade Goods - - Most wealth is not in coins. It is measured in livestock, grain, - land, rights to collect taxes, or rights to resources (such as a - mine or a forest). - - - Guilds, nobles, and royalty regulate trade. Chartered companies - are granted rights to conduct trade along certain routes, to send - merchant ships to various ports, or to buy or sell specific goods. - Guilds set prices for the goods or services that they control, and - determine who may or may not offer those goods and services. - Merchants commonly exchange trade goods without using currency. - The Trade Goods table shows the value of commonly exchanged goods. - - - Table- Cost of Trade Goods - - - - - - - - - Cost - - - Goods - - - - - - - 1 cp - - - 1 lb. of wheat - - - - - 2 cp - - - 1 lb. of flour or one chicken - - - - - 5 cp - - - 1 lb. of salt - - - - - 1 sp - - - 1 lb. of iron or 1 sq. yd. of canvas - - - - - 5 sp - - - 1 lb. of copper or 1 sq. yd. of cotton cloth - - - - - 1 gp - - - 1 lb. of ginger or one goat - - - - - 2 gp - - - 1 lb. of cinnamon or pepper, or one sheep - - - - - 3 gp - - - 1 lb. of cloves or one pig - - - - - 5 gp - - - 1 lb. of silver or 1 sq. yd. of linen - - - - - 10 gp - - - 1 sq. yd. of silk or one cow - - - - - 15 gp - - - 1 lb. of saffron or one ox - - - - - 50 gp - - - 1 lb. of gold - - - - - 500 gp - - - 1 lb. of platinum - - - - - - - - - - - -
-
- Expenses - - When not descending into the depths of the earth, exploring ruins - for lost treasures, or waging war against the encroaching - darkness, adventurers face more mundane realities. Even in a - fantastical world, people require basic necessities such as - shelter, sustenance, and clothing. These things cost money, - although some lifestyles cost more than others. - -
- Lifestyle Expenses - - Lifestyle expenses provide you with a simple way to account for - the cost of living in a fantasy world. They cover your - accommodations, food and drink, and all your other necessities. - Furthermore, expenses cover the cost of maintaining your - equipment so you can be ready when adventure next calls. - - - At the start of each week or month (your choice), choose a - lifestyle from the Expenses table and pay the price to sustain - that lifestyle. The prices listed are per day, so if you wish to - calculate the cost of your chosen lifestyle over a thirty-day - period, multiply the listed price by 30. Your lifestyle might - change from one period to the next, based on the funds you have - at your disposal, or you might maintain the same lifestyle - throughout your character’s career. - - - Your lifestyle choice can have consequences. Maintaining a - wealthy lifestyle might help you make contacts with the rich and - powerful, though you run the risk of attracting thieves. - Likewise, living frugally might help you avoid criminals, but - you are unlikely to make powerful connections. - - - Table- Lifestyle Expenses - - - - - - - - - Lifestyle - - - Price/Day - - - - - - - Wretched - - - - - - - - - Squalid - - - 1 sp - - - - - Poor - - - 2 sp - - - - - Modest - - - 1 gp - - - - - Comfortable - - - 2 gp - - - - - Wealthy - - - 4 gp - - - - - Aristocratic - - - 10 gp minimum - - - - - - - - - - - - - Wretched. - You live in inhumane conditions. With no place to call home, you - shelter wherever you can, sneaking into barns, huddling in old - crates, and relying on the good graces of people better off than - you. A wretched lifestyle presents abundant dangers. Violence, - disease, and hunger follow you wherever you go. Other wretched - people covet your armor, weapons, and adventuring gear, which - represent a fortune by their standards. You are beneath the - notice of most people. - - - Squalid. - You live in a leaky stable, a mud-floored hut just outside town, - or a vermin-infested boarding house in the worst part of town. - You have shelter from the elements, but you live in a desperate - and often violent environment, in places rife with disease, - hunger, and misfortune. You are beneath the notice of most - people, and you have few legal protections. Most people at this - lifestyle level have suffered some terrible setback. They might - be disturbed, marked as exiles, or suffer from disease. - - - Poor. A - poor lifestyle means going without the comforts available in a - stable community. Simple food and lodgings, threadbare clothing, - and unpredictable conditions result in a sufficient, though - probably unpleasant, experience. Your accommodations might be a - room in a flophouse or in the common room above a tavern. You - benefit from some legal protections, but you still have to - contend with violence, crime, and disease. People at this - lifestyle level tend to be unskilled laborers, costermongers, - peddlers, thieves, mercenaries, and other disreputable types. - - - Modest. - A modest lifestyle keeps you out of the slums and ensures that - you can maintain your equipment. You live in an older part of - town, renting a room in a boarding house, inn, or temple. You - don’t go hungry or thirsty, and your living conditions are - clean, if simple. Ordinary people living modest lifestyles - include soldiers with families, laborers, students, priests, - hedge wizards, and the like. - - - Comfortable. - Choosing a comfortable lifestyle means that you can afford nicer - clothing and can easily maintain your equipment. You live in a - small cottage in a middle-class neighborhood or in a private - room at a fine inn. You associate with merchants, skilled - tradespeople, and military officers. - - - Wealthy. - Choosing a wealthy lifestyle means living a life of luxury, - though you might not have achieved the social status associated - with the old money of nobility or royalty. You live a lifestyle - comparable to that of a highly successful merchant, a favored - servant of the royalty, or the owner of a few small businesses. - You have respectable lodgings, usually a spacious home in a good - part of town or a comfortable suite at a fine inn. You likely - have a small staff of servants. - - - Aristocratic. - You live a life of plenty and comfort. You move in circles - populated by the most powerful people in the community. You have - excellent lodgings, perhaps a townhouse in the nicest part of - town or rooms in the finest inn. You dine at the best - restaurants, retain the most skilled and fashionable tailor, and - have servants attending to your every need. You receive - invitations to the social gatherings of the rich and powerful, - and spend evenings in the company of politicians, guild leaders, - high priests, and nobility. You must also contend with the - highest levels of deceit and treachery. The wealthier you are, - the greater the chance you will be drawn into political intrigue - as a pawn or participant. - -
-
- Food, Drink, and Lodging - - The Food, Drink, and Lodging table gives prices for individual - food items and a single night’s lodging. These prices are - included in your total lifestyle expenses. - - - Table- Food, Drink, and - Lodging - - - - - - - - - Item - - - Cost - - - - - - - Ale - - - - - - - ~ Gallon - - - 2 sp - - - - - ~ Mug - - - 4 cp - - - - - Banquet (per person) - - - 10 gp - - - - - Bread, loaf - - - 2 cp - - - - - Cheese, hunk - - - 1 sp - - - - - Inn stay (per day) - - - - - - - ~ Squalid - - - 7 cp - - - - - ~ Poor - - - 1 sp - - - - - ~ Modest - - - 5 sp - - - - - ~ Comfortable - - - 8 sp - - - - - ~ Wealthy - - - 2 gp - - - - - ~ Aristocratic - - - 4 gp - - - - - Meals (per day) - - - - - - - ~ Squalid - - - 3 cp - - - - - ~ Poor - - - 6 cp - - - - - ~ Modest - - - 3 sp - - - - - ~ Comfortable - - - 5 sp - - - - - ~ Wealthy - - - 8 sp - - - - - ~ Aristocratic - - - 2 gp - - - - - Meat, chunk - - - 3 sp - - - - - Wine - - - - - - - ~ Common (pitcher) - - - 2 sp - - - - - ~ Fine (bottle) - - - 10 gp - - - - - - - - - - - -
- - Self-Sufficiency - - - The expenses and lifestyles described here assume that you are - spending your time between adventures in town, availing - yourself of whatever services you can afford-paying for food - and shelter, paying townspeople to sharpen your sword and - repair your armor, and so on. Some characters, though, might - prefer to spend their time away from civilization, sustaining - themselves in the wild by hunting, foraging, and repairing - their own gear. - - - Maintaining this kind of lifestyle doesn’t require you to - spend any coin, but it is time-consuming. If you spend your - time between adventures practicing a profession, you can eke - out the equivalent of a poor lifestyle. Proficiency in the - Survival skill lets you live at the equivalent of a - comfortable lifestyle. - -
-
-
- Services - - Adventurers can pay nonplayer characters to assist them or act - on their behalf in a variety of circumstances. Most such - hirelings have fairly ordinary skills, while others are masters - of a craft or art, and a few are experts with specialized - adventuring skills. - - - Some of the most basic types of hirelings appear on the Services - table. Other common hirelings include any of the wide variety of - people who inhabit a typical town or city, when the adventurers - pay them to perform a specific task. For example, a wizard might - pay a carpenter to construct an elaborate chest (and its - miniature replica) for use in the secret - chest spell. A fighter might commission a blacksmith - to forge a special sword. A bard might pay a tailor to make - exquisite clothing for an upcoming performance in front of the - duke. - - - Other hirelings provide more expert or dangerous services. - Mercenary soldiers paid to help the adventurers take on a - hobgoblin army are hirelings, as are sages hired to research - ancient or esoteric lore. If a high-level adventurer establishes - a stronghold of some kind, he or she might hire a whole staff of - servants and agents to run the place, from a castellan or - steward to menial laborers to keep the stables clean. These - hirelings often enjoy a long-term contract that includes a place - to live within the stronghold as part of the offered - compensation. - - - Skilled hirelings include anyone hired to perform a service that - involves a proficiency (including weapon, tool, or skill): a - mercenary, artisan, scribe, and so on. The pay shown is a - minimum; some expert hirelings require more pay. Untrained - hirelings are hired for menial work that requires no particular - skill and can include laborers, porters, maids, and similar - workers. - - - Table- Services - - - - - - - - - Service Pay - - - Pay - - - - - - - Coach cab - - - - - - - ~ Between towns - - - 3 cp per mile - - - - - ~ Within a city - - - 1 cp - - - - - Hireling - - - - - - - ~ Skilled - - - 2 gp per day - - - - - ~ Untrained - - - 2 sp per day - - - - - Messenger - - - 2 cp per mile - - - - - Road or gate toll - - - 1 cp - - - - - Ship’s passage - - - 1 sp per mile - - - - - - - - - - - -
-
- Spellcasting Services - - People who are able to cast spells don’t fall into the category - of ordinary hirelings. It might be possible to find someone - willing to cast a spell in exchange for coin or favors, but it - is rarely easy and no established pay rates exist. As a rule, - the higher the level of the desired spell, the harder it is to - find someone who can cast it and the more it costs. - - - Hiring someone to cast a relatively common spell of 1st or 2nd - level, such as cure wounds or - identify, is easy enough in a city or town, - and might cost 10 to 50 gold pieces (plus the cost of any - expensive material components). Finding someone able and willing - to cast a higher-level spell might involve traveling to a large - city, perhaps one with a university or prominent temple. Once - found, the spellcaster might ask for a service instead of - payment-the kind of service that only adventurers can provide, - such as retrieving a rare item from a dangerous locale or - traversing a monster-infested wilderness to deliver something - important to a distant settlement. - -
-
-
- ABILITIES - - Six abilities provide a quick description of every creature’s - physical and mental characteristics: - - - - - Strength, measuring - physical power - - - - - Dexterity, measuring - agility - - - - - Constitution, measuring - endurance - - - - - Intelligence, measuring - reasoning and memory - - - - - Wisdom, measuring - perception and insight - - - - - Charisma, measuring force - of personality - - - - - Is a character muscle-bound and insightful? Brilliant and - charming? Nimble and hardy? Ability scores define these - qualities-a creature’s assets as well as weaknesses. - - - The three main rolls of the game-the ability check, the saving - throw, and the attack roll-rely on the six ability scores. The - book’s introduction describes the basic rule behind these rolls: - roll a d20, add an ability modifier derived from one of the six - ability scores, and compare the total to a target number. - -
- Ability Scores and Modifiers - - Each of a creature’s abilities has a score, a number that - defines the magnitude of that ability. An ability score is not - just a measure of innate capabilities, but also encompasses a - creature’s training and competence in activities related to that - ability. - - - A score of 10 or 11 is the normal human average, but adventurers - and many monsters are a cut above average in most abilities. A - score of 18 is the highest that a person usually reaches. - Adventurers can have scores as high as 20, and monsters and - divine beings can have scores as high as 30. - - - Each ability also has a modifier, derived from the score and - ranging from -5 (for an ability score of 1) to +10 (for a score - of 30). The Ability Scores and Modifiers table notes the ability - modifiers for the range of possible ability scores, from 1 to - 30. - - - Table- Ability Scores and - Modifiers - - - - - - - - - Score - - - Modifier - - - - - - - 1 - - - -5 - - - - - 2-3 - - - -4 - - - - - 4-5 - - - -3 - - - - - 6-7 - - - -2 - - - - - 8-9 - - - -1 - - - - - 10-11 - - - +0 - - - - - 12-13 - - - +1 - - - - - 14-15 - - - +2 - - - - - 16-17 - - - +3 - - - - - 18-19 - - - +4 - - - - - 20-21 - - - +5 - - - - - 22-23 - - - +6 - - - - - 24-25 - - - +7 - - - - - 26-27 - - - +8 - - - - - 28-29 - - - +9 - - - - - 30 - - - +10 - - - - - - - - - - - - - To determine an ability modifier without consulting the table, - subtract 10 from the ability score and then divide the total by - 2 (round down). - - - Because ability modifiers affect almost every attack roll, - ability check, and saving throw, ability modifiers come up in - play more often than their associated scores. - -
-
-
- Advantage and Disadvantage - - Sometimes a special ability or spell tells you that you have - advantage or disadvantage on an ability check, a saving throw, or - an attack roll. When that happens, you roll a second d20 when you - make the roll. Use the higher of the two rolls if you have - advantage, and use the lower roll if you have disadvantage. For - example, if you have disadvantage and roll a 17 and a 5, you use - the 5. If you instead have advantage and roll those numbers, you - use the 17. - - - If multiple situations affect a roll and each one grants advantage - or imposes disadvantage on it, you don’t roll more than one - additional d20. If two favorable situations grant advantage, for - example, you still roll only one additional d20. - - - If circumstances cause a roll to have both advantage and - disadvantage, you are considered to have neither of them, and you - roll one d20. This is true even if multiple circumstances impose - disadvantage and only one grants advantage or vice versa. In such - a situation, you have neither advantage nor disadvantage. - - - When you have advantage or disadvantage and something in the game, - such as the halfling’s Lucky trait, lets you reroll or replace the - d20, you can reroll or replace only one of the dice. You choose - which one. For example, if a halfling has advantage or - disadvantage on an ability check and rolls a 1 and a 13, the - halfling could use the Lucky trait to reroll the 1. - - - You usually gain advantage or disadvantage through the use of - special abilities, actions, or spells. Inspiration can also give a - character advantage. The - - - GM can also decide that circumstances influence a roll in one - direction or the other and grant advantage or impose disadvantage - as a result. - -
-
- Proficiency Bonus - - Characters have a proficiency bonus determined by level. Monsters - also have this bonus, which is incorporated in their stat blocks. - The bonus is used in the rules on ability checks, saving throws, - and attack rolls. - - - Your proficiency bonus can’t be added to a single die roll or - other number more than once. For example, if two different rules - say you can add your proficiency bonus to a Wisdom saving throw, - you nevertheless add the bonus only once when you make the save. - - - Occasionally, your proficiency bonus might be multiplied or - divided (doubled or halved, for example) before you apply it. For - example, the rogue’s Expertise feature doubles the proficiency - bonus for certain ability checks. If a circumstance suggests that - your proficiency bonus applies more than once to the same roll, - you still add it only once and multiply or divide it only once. - - - By the same token, if a feature or effect allows you to multiply - your proficiency bonus when making an ability check that wouldn’t - normally benefit from your proficiency bonus, you still don’t add - the bonus to the check. For that check your proficiency bonus is - 0, given the fact that multiplying 0 by any number is still 0. For - instance, if you lack proficiency in the History skill, you gain - no benefit from a feature that lets you double your proficiency - bonus when you make Intelligence (History) checks. - - - In general, you don’t multiply your proficiency bonus for attack - rolls or saving throws. If a feature or effect allows you to do - so, these same rules apply. - -
-
- Ability Checks - - An ability check tests a character’s or monster’s innate talent - and training in an effort to overcome a challenge. The GM calls - for an ability check when a character or monster attempts an - action (other than an attack) that has a chance of failure. When - the outcome is uncertain, the dice determine the results. - - - For every ability check, the GM decides which of the six abilities - is relevant to the task at hand and the difficulty of the task, - represented by a Difficulty Class. - - - The more difficult a task, the higher its DC. The Typical - Difficulty Classes table shows the most common DCs. - - - Table- Difficulty Classes - - - - - - - - - Task Difficulty - - - DC - - - - - - - Very easy - - - 5 - - - - - Easy - - - 10 - - - - - Medium - - - 15 - - - - - Hard - - - 20 - - - - - Very hard - - - 25 - - - - - Nearly impossible - - - 30 - - - - - - - - - - - - - To make an ability check, roll a d20 and add the relevant ability - modifier. As with other d20 rolls, apply bonuses and penalties, - and compare the total to the DC. If the total equals or exceeds - the DC, the ability check is a success-the creature overcomes the - challenge at hand. Otherwise, it’s a failure, which means the - character or monster makes no progress toward the objective or - makes progress combined with a setback determined by the GM. - -
- Contests - - Sometimes one character’s or monster’s efforts are directly - opposed to another’s. This can occur when both of them are - trying to do the same thing and only one can succeed, such as - attempting to snatch up a magic ring that has fallen on the - floor. This situation also applies when one of them is trying to - prevent the other one from accomplishing a goal- for example, - when a monster tries to force open a door that an adventurer is - holding closed. In situations like these, the outcome is - determined by a special form of ability check, called a contest. - - - Both participants in a contest make ability checks appropriate - to their efforts. They apply all appropriate bonuses and - penalties, but instead of comparing the total to a DC, they - compare the totals of their two checks. The participant with the - higher check total wins the contest. That character or monster - either succeeds at the action or prevents the other one from - succeeding. - - - If the contest results in a tie, the situation remains the same - as it was before the contest. Thus, one contestant might win the - contest by default. If two characters tie in a contest to snatch - a ring off the floor, neither character grabs it. In a contest - between a monster trying to open a door and an adventurer trying - to keep the door closed, a tie means that the door remains shut. - -
-
- Skills - - Each ability covers a broad range of capabilities, including - skills that a character or a monster can be proficient in. A - skill represents a specific aspect of an ability score, and an - individual’s proficiency in a skill demonstrates a focus on that - aspect. (A character’s starting skill proficiencies are - determined at character creation, and a monster’s skill - proficiencies appear in the monster’s stat block.) - - - For example, a Dexterity check might reflect a character’s - attempt to pull off an acrobatic stunt, to palm an object, or to - stay hidden. Each of these aspects of Dexterity has an - associated skill: Acrobatics, Sleight of Hand, and Stealth, - respectively. So a character who has proficiency in the Stealth - skill is particularly good at Dexterity checks related to - sneaking and hiding. - - - The skills related to each ability score are shown in the - following list. (No skills are related to Constitution.) See an - ability’s description in the later sections of this section for - examples of how to use a skill associated with an ability. - - - Table- Related Skills - - - - - - - - - - - - Strength - - - Dexterity - - - Intelligence - - - Wisdom - - - Charisma - - - - - - - Athletics - - - Acrobatics - - - Arcana - - - Animal Handling - - - Deception - - - - - - - Sleight of Hand - - - History - - - Insight - - - Intimidation - - - - - - - Stealth - - - Investigation - - - Medicine - - - Performance - - - - - - - - - Nature - - - Perception - - - Persuasion - - - - - - - - - Religion - - - Survival - - - - - - - - - Sometimes, the GM might ask for an ability check using a - specific skill-for example, Make a Wisdom (Perception) - check. At other times, a player might ask the GM if - proficiency in a particular skill applies to a check. In either - case, proficiency in a skill means an individual can add his or - her proficiency bonus to ability checks that involve that skill. - Without proficiency in the skill, the individual makes a normal - ability check. - - - For example, if a character attempts to climb up a dangerous - cliff, the GM might ask for a Strength (Athletics) check. If the - character is proficient in Athletics, the character’s - proficiency bonus is added to the Strength check. If the - character lacks that proficiency, he or she just makes a - Strength check. - -
- Variant: Skills with Different Abilities - - Normally, your proficiency in a skill applies only to a - specific kind of ability check. Proficiency in Athletics, for - example, usually applies to Strength checks. In some - situations, though, your proficiency might reasonably apply to - a different kind of check. In such cases, the GM might ask for - a check using an unusual combination of ability and skill, or - you might ask your GM if you can apply a proficiency to a - different check. For example, if you have to swim from an - offshore island to the mainland, your GM might call for a - Constitution check to see if you have the stamina to make it - that far. In this case, your GM might allow you to apply your - proficiency in Athletics and ask for a Constitution - (Athletics) check. So if you’re proficient in Athletics, you - apply your proficiency bonus to the Constitution check just as - you would normally do for a Strength (Athletics) check. - Similarly, when your half-orc barbarian uses a display of raw - strength to intimidate an enemy, your GM might ask for a - Strength (Intimidation) check, even though Intimidation is - normally associated with Charisma. - -
-
-
- Passive Checks - - A passive check is a special kind of ability check that doesn’t - involve any die rolls. Such a check can represent the average - result for a task done repeatedly, such as searching for secret - doors over and over again, or can be used when the GM wants to - secretly determine whether the characters succeed at something - without rolling dice, such as noticing a hidden monster. - - - Here’s how to determine a character’s total for a passive check: - - - 10 + all modifiers that normally apply to the check - - - If the character has advantage on the check, add 5. For - disadvantage, subtract 5. The game refers to a passive check - total as a score. - - - For example, if a 1st-level character has a Wisdom of 15 and - proficiency in Perception, he or she has a passive Wisdom - (Perception) score of 14. - - - The rules on hiding in the Dexterity section - below rely on passive checks, as do the exploration rules. - -
-
- Working Together - - Sometimes two or more characters team up to attempt a task. The - character who’s leading the effort-or the one with the highest - ability modifier-can make an ability check with advantage, - reflecting the help provided by the other characters. In combat, - this requires the Help action. - - - A character can only provide help if the task is one that he or - she could attempt alone. For example, trying to open a lock - requires proficiency with thieves’ tools, so a character who - lacks that proficiency can’t help another character in that - task. Moreover, a character can help only when two or more - individuals working together would actually be productive. Some - tasks, such as threading a needle, are no easier with help. - -
- Group Checks - - When a number of individuals are trying to accomplish - something as a group, the GM might ask for a group ability - check. In such a situation, the characters who are skilled at - a particular task help cover those who aren’t. - - - To make a group ability check, everyone in the group makes the - ability check. If at least half the group succeeds, the whole - group succeeds. Otherwise, the group fails. - - - Group checks don’t come up very often, and they’re most useful - when all the characters succeed or fail as a group. For - example, when adventurers are navigating a swamp, the GM might - call for a group Wisdom (Survival) check to see if the - characters can avoid the quicksand, sinkholes, and other - natural hazards of the environment. If at least half the group - succeeds, the successful characters are able to guide their - companions out of danger. Otherwise, the group stumbles into - one of these hazards. - -
-
-
- Using Each Ability - - Every task that a character or monster might attempt in the game - is covered by one of the six abilities. This section explains in - more detail what those abilities mean and the ways they are used - in the game. - -
- Strength - - Strength measures bodily power, athletic training, and the - extent to which you can exert raw physical force. - -
- Strength Checks - - A Strength check can model any attempt to lift, push, pull, - or break something, to force your body through a space, or - to otherwise apply brute force to a situation. The Athletics - skill reflects aptitude in certain kinds of Strength checks. - - - Athletics. - Your Strength (Athletics) check covers difficult situations - you encounter while climbing, jumping, or swimming. Examples - include the following activities: - - - - - You attempt to climb a sheer or slippery cliff, avoid - hazards while scaling a wall, or cling to a surface - while something is trying to knock you off. - - - - - You try to jump an unusually long distance or pull off a - stunt midjump. - - - - - You struggle to swim or stay afloat in treacherous - currents, storm-tossed waves, or areas of thick seaweed. - Or another creature tries to push or pull you underwater - or otherwise interfere with your swimming. - - - - - Other Strength - Checks. The GM might also call for a - Strength check when you try to accomplish tasks like the - following: - - - - - Force open a stuck, locked, or barred door - - - - - Break free of bonds - - - - - Push through a tunnel that is too small - - - - - Hang on to a wagon while being dragged behind it - - - - - Tip over a statue - - - - - Keep a boulder from rolling - - - -
-
- Attack Rolls and Damage - - You add your Strength modifier to your attack roll and your - damage roll when attacking with a melee weapon such as a - mace, a battleaxe, or a javelin. You use melee weapons to - make melee attacks in hand-to-hand combat, and some of them - can be thrown to make a ranged attack. - -
-
- Lifting and Carrying - - Your Strength score determines the amount of weight you can - bear. The following terms define what you can lift or carry. - - - Carrying - Capacity. Your carrying capacity is - your Strength score multiplied by 15. This is the weight (in - pounds) that you can carry, which is high enough that most - characters don’t usually have to worry about it. - - - Push, Drag, or - Lift. You can push, drag, or lift a - weight in pounds up to twice your carrying capacity (or 30 - times your Strength score). While pushing or dragging weight - in excess of your carrying capacity, your speed drops to 5 - feet. - - - Size and - Strength. Larger creatures can bear - more weight, whereas Tiny creatures can carry less. For each - size category above Medium, double the creature’s carrying - capacity and the amount it can push, drag, or lift. For a - Tiny creature, halve these weights. - -
-
- Variant: Encumbrance - - The rules for lifting and carrying are intentionally simple. - Here is a variant if you are looking for more detailed rules - for determining how a character is hindered by the weight of - equipment. When you use this variant, ignore the Strength - column of the Armor table. - - - If you carry weight in excess of 5 times your Strength - score, you are - encumbered, which means - your speed drops by 10 feet. - - - If you carry weight in excess of 10 times your Strength - score, up to your maximum carrying capacity, you are instead - heavily encumbered, which - means your speed drops by 20 feet and you have disadvantage - on ability checks, attack rolls, and saving throws that use - Strength, Dexterity, or Constitution. - -
-
-
- Dexterity - - Dexterity measures agility, reflexes, and balance. - -
- Dexterity Checks - - A Dexterity check can model any attempt to move nimbly, - quickly, or quietly, or to keep from falling on tricky - footing. The Acrobatics, Sleight of Hand, and Stealth skills - reflect aptitude in certain kinds of Dexterity checks. - - - Acrobatics. - Your Dexterity (Acrobatics) check covers your attempt to - stay on your feet in a tricky situation, such as when you’re - trying to run across a sheet of ice, balance on a tightrope, - or stay upright on a rocking ship’s deck. The GM might also - call for a Dexterity (Acrobatics) check to see if you can - perform acrobatic stunts, including dives, rolls, - somersaults, and flips. - - - Sleight of - Hand. Whenever you attempt an act of - legerdemain or manual trickery, such as planting something - on someone else or concealing an object on your person, make - a Dexterity (Sleight of Hand) check. The GM might also call - for a Dexterity (Sleight of Hand) check to determine whether - you can lift a coin purse off another person or slip - something out of another person’s pocket. - - - Stealth. - Make a Dexterity (Stealth) check when you attempt to conceal - yourself from enemies, slink past guards, slip away without - being noticed, or sneak up on someone without being seen or - heard. - - - Other Dexterity - Checks. The GM might call for a - Dexterity check when you try to accomplish tasks like the - following: - - - - - Control a heavily laden cart on a steep descent - - - - - Steer a chariot around a tight turn - - - - - Pick a lock - - - - - Disable a trap - - - - - Securely tie up a prisoner - - - - - Wriggle free of bonds - - - - - Play a stringed instrument - - - - - Craft a small or detailed object - - - -
-
- Attack Rolls and Damage - - You add your Dexterity modifier to your attack roll and your - damage roll when attacking with a ranged weapon, such as a - sling or a longbow. You can also add your Dexterity modifier - to your attack roll and your damage roll when attacking with - a melee weapon that has the finesse property, such as a - dagger or a rapier. - -
-
- Armor Class - - Depending on the armor you wear, you might add some or all - of your Dexterity modifier to your Armor Class. - -
-
- Initiative - - At the beginning of every combat, you roll initiative by - making a Dexterity check. Initiative determines the order of - creatures’ turns in combat. - -
- - Hiding - - - The DM decides when circumstances are appropriate for - hiding. When you try to hide, make a Dexterity (Stealth) - check. Until you are discovered or you stop hiding, that - check’s total is contested by the Wisdom (Perception) - check of any creature that actively searches for signs of - your presence. - - - You can’t hide from a creature that can see you clearly, - and you give away your position if you make noise, such as - shouting a warning or knocking over a vase. - - - An invisible creature can always try to hide. Signs of its - passage might still be noticed, and it does have to stay - quiet. - - - In combat, most creatures stay alert for signs of danger - all around, so if you come out of hiding and approach a - creature, it usually sees you. However, under certain - circumstances, the DM might allow you to stay hidden as - you approach a creature that is distracted, allowing you - to gain advantage on an attack roll before you are seen. - - - Passive - Perception. When you hide, there’s a - chance someone will notice you even if they aren’t - searching. To determine whether such a creature notices - you, the DM compares your Dexterity (Stealth) check with - that creature’s passive Wisdom (Perception) score, which - equals 10 + the creature’s Wisdom modifier, as well as any - other bonuses or penalties. If the creature has advantage, - add 5. For disadvantage, subtract 5. For example, if a - 1st-level character (with a proficiency bonus of +2) has a - Wisdom of 15 (a +2 modifier) and proficiency in - Perception, he or she has a passive Wisdom (Perception) of - 14. - - - What Can You - See? One of the main factors in - determining whether you can find a hidden creature or - object is how well you can see in an area, which might be - lightly or - heavily obscured, as - explained in the Adventuring section. - -
-
-
-
- Constitution - - Constitution measures health, stamina, and vital force. - -
- Constitution Checks - - Constitution checks are uncommon, and no skills apply to - Constitution checks, because the endurance this ability - represents is largely passive rather than involving a - specific effort on the part of a character or monster. A - Constitution check can model your attempt to push beyond - normal limits, however. - - - The GM might call for a Constitution check when you try to - accomplish tasks like the following: - - - - - Hold your breath - - - - - March or labor for hours without rest - - - - - Go without sleep - - - - - Survive without food or water - - - - - Quaff an entire stein of ale in one go - - - -
-
- Hit Points - - Your Constitution modifier contributes to your hit points. - Typically, you add your Constitution modifier to each Hit - Die you roll for your hit points. - - - If your Constitution modifier changes, your hit point - maximum changes as well, as though you had the new modifier - from 1st level. For example, if you raise your Constitution - score when you reach 4th level and your Constitution - modifier increases from +1 to +2, you adjust your hit point - maximum as though the modifier had always been +2. So you - add 3 hit points for your first three levels, and then roll - your hit points for 4th level using your new modifier. Or if - you’re 7th level and some effect lowers your Constitution - score so as to reduce your Constitution modifier by 1, your - hit point maximum is reduced by 7. - -
-
-
- Intelligence - - Intelligence measures mental acuity, accuracy of recall, and - the ability to reason. - -
- Intelligence Checks - - An Intelligence check comes into play when you need to draw - on logic, education, memory, or deductive reasoning. The - Arcana, History, Investigation, Nature, and Religion skills - reflect aptitude in certain kinds of Intelligence checks. - - - Arcana. - Your Intelligence (Arcana) check measures your ability to - recall lore about spells, magic items, eldritch symbols, - magical traditions, the planes of existence, and the - inhabitants of those planes. - - - History. - Your Intelligence (History) check measures your ability to - recall lore about historical events, legendary people, - ancient kingdoms, past disputes, recent wars, and lost - civilizations. - - - Investigation. - When you look around for clues and make deductions based on - those clues, you make an Intelligence (Investigation) check. - You might deduce the location of a hidden object, discern - from the appearance of a wound what kind of weapon dealt it, - or determine the weakest point in a tunnel that could cause - it to collapse. Poring through ancient scrolls in search of - a hidden fragment of knowledge might also call for an - Intelligence (Investigation) check. - - - Nature. - Your Intelligence (Nature) check measures your ability to - recall lore about terrain, plants and animals, the weather, - and natural cycles. - - - Religion. - Your Intelligence (Religion) check measures your ability to - recall lore about deities, rites and prayers, religious - hierarchies, holy symbols, and the practices of secret - cults. - - - Other Intelligence - Checks. The GM might call for an - Intelligence check when you try to accomplish tasks like the - following: - - - - - Communicate with a creature without using words - - - - - Estimate the value of a precious item - - - - - Pull together a disguise to pass as a city guard - - - - - Forge a document - - - - - Recall lore about a craft or trade - - - - - Win a game of skill - - - -
-
- Spellcasting Ability - - Wizards use Intelligence as their spellcasting ability, - which helps determine the saving throw DCs of spells they - cast. - -
-
-
- Wisdom - - Wisdom reflects how attuned you are to the world around you - and represents perceptiveness and intuition. - -
- Wisdom Checks - - A Wisdom check might reflect an effort to read body - language, understand someone’s feelings, notice things about - the environment, or care for an injured person. The Animal - Handling, Insight, Medicine, Perception, and Survival skills - reflect aptitude in certain kinds of Wisdom checks. - - - Animal - Handling. When there is any question - whether you can calm down a domesticated animal, keep a - mount from getting spooked, or intuit an animal’s - intentions, the GM might call for a Wisdom (Animal Handling) - check. You also make a Wisdom (Animal Handling) check to - control your mount when you attempt a risky maneuver. - - - Insight. - Your Wisdom (Insight) check decides whether you can - determine the true intentions of a creature, such as when - searching out a lie or predicting someone’s next move. Doing - so involves gleaning clues from body language, speech - habits, and changes in mannerisms. - - - Medicine. - A Wisdom (Medicine) check lets you try to stabilize a dying - companion or diagnose an illness. - - - Perception. - Your Wisdom (Perception) check lets you spot, hear, or - otherwise detect the presence of something. It measures your - general awareness of your surroundings and the keenness of - your senses. For example, you might try to hear a - conversation through a closed door, eavesdrop under an open - window, or hear monsters moving stealthily in the forest. Or - you might try to spot things that are obscured or easy to - miss, whether they are orcs lying in ambush on a road, thugs - hiding in the shadows of an alley, or candlelight under a - closed secret door. - - - Survival. - The GM might ask you to make a Wisdom (Survival) check to - follow tracks, hunt wild game, guide your group through - frozen wastelands, identify signs that owlbears live nearby, - predict the weather, or avoid quicksand and other natural - hazards. - - - Other Wisdom - Checks. The GM might call for a Wisdom - check when you try to accomplish tasks like the following: - - - - - Get a gut feeling about what course of action to follow - - - - - Discern whether a seemingly dead or living creature is - undead - - - -
-
- Spellcasting Ability - - Clerics, druids, and rangers use Wisdom as their - spellcasting ability, which helps determine the saving throw - DCs of spells they cast. - -
-
-
- Charisma - - Charisma measures your ability to interact effectively with - others. It includes such factors as confidence and eloquence, - and it can represent a charming or commanding personality. - -
- Charisma Checks - - A Charisma check might arise when you try to influence or - entertain others, when you try to make an impression or tell - a convincing lie, or when you are navigating a tricky social - situation. The Deception, Intimidation, Performance, and - Persuasion skills reflect aptitude in certain kinds of - Charisma checks. - - - Deception. - Your Charisma (Deception) check determines whether you can - convincingly hide the truth, either verbally or through your - actions. This deception can encompass everything from - misleading others through ambiguity to telling outright - lies. Typical situations include trying to fast-talk a - guard, con a merchant, earn money through gambling, pass - yourself off in a disguise, dull someone’s suspicions with - false assurances, or maintain a straight face while telling - a blatant lie. - - - Intimidation. - When you attempt to influence someone through overt threats, - hostile actions, and physical violence, the GM might ask you - to make a Charisma (Intimidation) check. Examples include - trying to pry information out of a prisoner, convincing - street thugs to back down from a confrontation, or using the - edge of a broken bottle to convince a sneering vizier to - reconsider a decision. - - - Performance. - Your Charisma (Performance) check determines how well you - can delight an audience with music, dance, acting, - storytelling, or some other form of entertainment. - - - Persuasion. - When you attempt to influence someone or a group of people - with tact, social graces, or good nature, the GM might ask - you to make a Charisma (Persuasion) check. Typically, you - use persuasion when acting in good faith, to foster - friendships, make cordial requests, or exhibit proper - etiquette. Examples of persuading others include convincing - a chamberlain to let your party see the king, negotiating - peace between warring tribes, or inspiring a crowd of - townsfolk. - - - Other Charisma - Checks. The GM might call for a - Charisma check when you try to accomplish tasks like the - following: - - - - - Find the best person to talk to for news, rumors, and - gossip - - - - - Blend into a crowd to get the sense of key topics of - conversation - - - -
-
- Spellcasting Ability - - Bards, paladins, sorcerers, and warlocks use Charisma as - their spellcasting ability, which helps determine the saving - throw DCs of spells they cast. - -
-
-
-
-
- Saving Throws - - A saving throw-also called a save-represents an attempt to resist - a spell, a trap, a poison, a disease, or a similar threat. You - don’t normally decide to make a saving throw; you are forced to - make one because your character or monster is at risk of harm. - - - To make a saving throw, roll a d20 and add the appropriate ability - modifier. For example, you use your Dexterity modifier for a - Dexterity saving throw. - - - A saving throw can be modified by a situational bonus or penalty - and can be affected by advantage and disadvantage, as determined - by the GM. - - - Each class gives proficiency in at least two saving throws. The - wizard, for example, is proficient in Intelligence saves. As with - skill proficiencies, proficiency in a saving throw lets a - character add his or her proficiency bonus to saving throws made - using a particular ability score. Some monsters have saving throw - proficiencies as well. - - - The Difficulty Class for a saving throw is determined by the - effect that causes it. For example, the DC for a saving throw - allowed by a spell is determined by the caster’s spellcasting - ability and proficiency bonus. - - - The result of a successful or failed saving throw is also detailed - in the effect that allows the save. Usually, a successful save - means that a creature suffers no harm, or reduced harm, from an - effect. - -
-
- ADVENTURING - - -
-
- Time - - In situations where keeping track of the passage of time is - important, the GM determines the time a task requires. The GM - might use a different time scale depending on the context of the - situation at hand. In a dungeon environment, the adventurers’ - movement happens on a scale of - minutes. It takes them about a - minute to creep down a long hallway, another minute to check for - traps on the door at the end of the hall, and a good ten minutes - to search the chamber beyond for anything interesting or valuable. - - - In a city or wilderness, a scale of - hours is often more - appropriate. Adventurers eager to reach the lonely tower at the - heart of the forest hurry across those fifteen miles in just under - four hours’ time. - - - For long journeys, a scale of - days works best. - - - Following the road from Baldur’s Gate to Waterdeep, the - adventurers spend four uneventful days before a goblin ambush - interrupts their journey. - - - In combat and other fast-paced situations, the game relies on - rounds, a 6-second span of - time. - -
-
- Movement - - Swimming across a rushing river, sneaking down a dungeon corridor, - scaling a treacherous mountain slope-all sorts of movement play a - key role in fantasy gaming adventures. - - - The GM can summarize the adventurers’ movement without calculating - exact distances or travel times: You travel through the - forest and find the dungeon entrance late in the evening of the - third day. Even in a dungeon, particularly a large dungeon - or a cave network, the GM can summarize movement between - encounters: After killing the guardian at the entrance to - the ancient dwarven stronghold, you consult your map, which leads - you through miles of echoing corridors to a chasm bridged by a - narrow stone arch. - - - Sometimes it’s important, though, to know how long it takes to get - from one spot to another, whether the answer is in days, hours, or - minutes. The rules for determining travel time depend on two - factors: the speed and travel pace of the creatures moving and the - terrain they’re moving over. - -
- Speed - - Every character and monster has a speed, which is the distance - in feet that the character or monster can walk in 1 round. This - number assumes short bursts of energetic movement in the midst - of a life-threatening situation. - - - The following rules determine how far a character or monster can - move in a minute, an hour, or a day. - -
- Travel Pace - - While traveling, a group of adventurers can move at a normal, - fast, or slow pace, as shown on the Travel Pace table. The - table states how far the party can move in a period of time - and whether the pace has any effect. A fast pace makes - characters less perceptive, while a slow pace makes it - possible to sneak around and to search an area more carefully. - - - Forced - March. The Travel Pace table assumes - that characters travel for 8 hours in day. They can push on - beyond that limit, at the risk of exhaustion. - - - For each additional hour of travel beyond 8 hours, the - characters cover the distance shown in the Hour column for - their pace, and each character must make a Constitution saving - throw at the end of the hour. The DC is 10 + 1 for each hour - past 8 hours. On a failed saving throw, a character suffers - one level of exhaustion (see appendix ##). - - - Mounts and - Vehicles. For short spans of time (up to - an hour), many animals move much faster than humanoids. A - mounted character can ride at a gallop for about an hour, - covering twice the usual distance for a fast pace. If fresh - mounts are available every 8 to 10 miles, characters can cover - larger distances at this pace, but this is very rare except in - densely populated areas. - - - Characters in wagons, carriages, or other land vehicles choose - a pace as normal. Characters in a waterborne vessel are - limited to the speed of the vessel, and they don’t suffer - penalties for a fast pace or gain benefits from a slow pace. - Depending on the vessel and the size of the crew, ships might - be able to travel for up to 24 hours per day. - - - Certain special mounts, such as a pegasus or griffon, or - special vehicles, such as a carpet of - flying, allow you to travel more swiftly. - - - Table- Travel Pace - - - Distance Traveled Per … - - - - - - - - - - - - Pace - - - Minute - - - Hour - - - Day - - - Effect - - - - - - - Fast - - - 400 feet - - - 4 miles - - - 30 miles - - - -5 penalty to passive Wisdom (Perception) scores - - - - - Normal - - - 300 feet - - - 3 miles - - - 18 miles - - - - - - - - - Slow - - - 200 feet - - - 2 miles - - - 24 miles - - - Able to use stealth - - - - - - - - - - - - - - - - - -
-
- Difficult Terrain - - The travel speeds given in the Travel Pace table assume - relatively simple terrain: roads, open plains, or clear - dungeon corridors. But adventurers often face dense forests, - deep swamps, rubble-filled ruins, steep mountains, and - ice-covered ground-all considered difficult terrain. - - - You move at half speed in difficult terrain- moving 1 foot in - difficult terrain costs 2 feet of speed-so you can cover only - half the normal distance in a minute, an hour, or a day. - -
-
-
- Special Types of Movement - - Movement through dangerous dungeons or wilderness areas often - involves more than simply walking. Adventurers might have to - climb, crawl, swim, or jump to get where they need to go. - -
- Climbing, Swimming, and Crawling - - While climbing or swimming, each foot of movement costs 1 - extra foot (2 extra feet in difficult terrain), unless a - creature has a climbing or swimming speed. At the GM’s option, - climbing a slippery vertical surface or one with few handholds - requires a successful Strength (Athletics) check. Similarly, - gaining any distance in rough water might require a successful - Strength (Athletics) check. - -
-
- Jumping - - Your Strength determines how far you can jump. - - - Long - Jump. When you make a long jump, you - cover a number of feet up to your Strength score if you move - at least 10 feet on foot immediately before the jump. When you - make a standing long jump, you can leap only half that - distance. Either way, each foot you clear on the jump costs a - foot of movement. - - - This rule assumes that the height of your jump doesn’t matter, - such as a jump across a stream or chasm. At your GM’s option, - you must succeed on a DC 10 Strength (Athletics) check to - clear a low obstacle (no taller than a quarter of the jump’s - distance), such as a hedge or low wall. Otherwise, you hit it. - - - When you land in difficult terrain, you must succeed on a DC - 10 Dexterity (Acrobatics) check to land on your feet. - Otherwise, you land prone. - - - High - Jump. When you make a high jump, you - leap into the air a number of feet equal to 3 + your Strength - modifier if you move at least 10 feet on foot immediately - before the jump. When you make a standing high jump, you can - jump only half that distance. Either way, each foot you clear - on the jump costs a foot of movement. In some circumstances, - your GM might allow you to make a Strength (Athletics) check - to jump higher than you normally can. - - - You can extend your arms half your height above yourself - during the jump. Thus, you can reach above you a distance - equal to the height of the jump plus 1½ times your height. - -
-
-
-
- The Environment - - By its nature, adventuring involves delving into places that are - dark, dangerous, and full of mysteries to be explored. The rules - in this section cover some of the most important ways in which - adventurers interact with the environment in such places. - -
- Falling - - A fall from a great height is one of the most common hazards - facing an adventurer. At the end of a fall, a creature takes 1d6 - bludgeoning damage for every 10 feet it fell, to a maximum of - 20d6. The creature lands prone, unless it avoids taking damage - from the fall. - -
-
- Suffocating - - A creature can hold its breath for a number of minutes equal to - 1 + its Constitution modifier (minimum of 30 seconds). - - - When a creature runs out of breath or is choking, it can survive - for a number of rounds equal to its Constitution modifier - (minimum of 1 round). At the start of its next turn, it drops to - 0 hit points and is dying, and it can’t regain hit points or be - stabilized until it can breathe again. - - - For example, a creature with a Constitution of 14 can hold its - breath for 3 minutes. If it starts suffocating, it has 2 rounds - to reach air before it drops to 0 hit points. - -
-
- Vision and Light - - The most fundamental tasks of adventuring- noticing danger, - finding hidden objects, hitting an enemy in combat, and - targeting a spell, to name just a few-rely heavily on a - character’s ability to see. Darkness and other effects that - obscure vision can prove a significant hindrance. - - - A given area might be lightly or heavily obscured. In a - lightly obscured area, such - as dim light, patchy fog, or moderate foliage, creatures have - disadvantage on Wisdom (Perception) checks that rely on sight. - - - A heavily obscured area-such - as darkness, opaque fog, or dense foliage-blocks vision - entirely. A creature effectively suffers from the blinded - condition (see appendix ##) when trying to see something in that - area. - - - The presence or absence of light in an environment creates three - categories of illumination: bright light, dim light, and - darkness. - - - Bright light lets most - creatures see normally. - - - Even gloomy days provide bright light, as do torches, lanterns, - fires, and other sources of illumination within a specific - radius. - - - Dim light, also called - shadows, creates a lightly obscured area. An area of dim light - is usually a boundary between a source of bright light, such as - a torch, and surrounding darkness. The soft light of twilight - and dawn also counts as dim light. A particularly brilliant full - moon might bathe the land in dim light. - - - Darkness creates a heavily - obscured area. - - - Characters face darkness outdoors at night (even most moonlit - nights), within the confines of an unlit dungeon or a - subterranean vault, or in an area of magical darkness. - -
- Blindsight - - A creature with blindsight can perceive its surroundings - without relying on sight, within a specific radius. Creatures - without eyes, such as oozes, and creatures with echolocation - or heightened senses, such as bats and true dragons, have this - sense. - -
-
- Darkvision - - Many creatures in fantasy gaming worlds, especially those that - dwell underground, have darkvision. Within a specified range, - a creature with darkvision can see in darkness as if the - darkness were dim light, so areas of darkness are only lightly - obscured as far as that creature is concerned. However, the - creature can’t discern color in darkness, only shades of gray. - -
-
- Truesight - - A creature with truesight can, out to a specific range, see in - normal and magical darkness, see invisible creatures and - objects, automatically detect visual illusions and succeed on - saving throws against them, and perceives the original form of - a shapechanger or a creature that is transformed by magic. - Furthermore, the creature can see into the Ethereal Plane. - -
-
-
- Food and Water - - Characters who don’t eat or drink suffer the effects of - exhaustion (see appendix ##). Exhaustion caused by lack of food - or water can’t be removed until the character eats and drinks - the full required amount. - -
- Food - - A character needs one pound of food per day and can make food - last longer by subsisting on half rations. Eating half a pound - of food in a day counts as half a day without food. - - - A character can go without food for a number of days equal to - 3 + his or her Constitution modifier (minimum 1). At the end - of each day beyond that limit, a character automatically - suffers one level of exhaustion. - - - A normal day of eating resets the count of days without food - to zero. - -
-
- Water - - A character needs one gallon of water per day, or two gallons - per day if the weather is hot. A character who drinks only - half that much water must succeed on a DC 15 Constitution - saving throw or suffer one level of exhaustion at the end of - the day. A character with access to even less water - automatically suffers one level of exhaustion at the end of - the day. - - - If the character already has one or more levels of exhaustion, - the character takes two levels in either case. - -
-
-
- Interacting with Objects - - A character’s interaction with objects in an environment is - often simple to resolve in the game. The player tells the GM - that his or her character is doing something, such as moving a - lever, and the GM describes what, if anything, happens. - - - For example, a character might decide to pull a lever, which - might, in turn, raise a portcullis, cause a room to flood with - water, or open a secret door in a nearby wall. If the lever is - rusted in position, though, a character might need to force it. - In such a situation, the GM might call for a Strength check to - see whether the character can wrench the lever into place. The - GM sets the DC for any such check based on the difficulty of the - task. - - - Characters can also damage objects with their weapons and - spells. Objects are immune to poison and psychic damage, but - otherwise they can be affected by physical and magical attacks - much like creatures can. The GM determines an object’s Armor - Class and hit points, and might decide that certain objects have - resistance or immunity to certain kinds of attacks. (It’s hard - to cut a rope with a club, for example.) Objects always fail - Strength and Dexterity saving throws, and they are immune to - effects that require other saves. When an object drops to 0 hit - points, it breaks. - - - A character can also attempt a Strength check to break an - object. The GM sets the DC for any such check. - -
-
-
- Resting - - Heroic though they might be, adventurers can’t spend every hour of - the day in the thick of exploration, social interaction, and - combat. They need rest-time to sleep and eat, tend their wounds, - refresh their minds and spirits for spellcasting, and brace - themselves for further adventure. - - - Adventurers can take short rests in the midst of an adventuring - day and a long rest to end the day. - -
- Short Rest - - A short rest is a period of downtime, at least 1 hour long, - during which a character does nothing more strenuous than - eating, drinking, reading, and tending to wounds. - - - A character can spend one or more Hit Dice at the end of a short - rest, up to the character’s maximum number of Hit Dice, which is - equal to the character’s level. For each Hit Die spent in this - way, the player rolls the die and adds the character’s - Constitution modifier to it. The character regains hit points - equal to the total (minimum of 0). The player can decide to - spend an additional Hit Die after each roll. A character regains - some spent Hit Dice upon finishing a long rest, as explained - below. - -
-
- Long Rest - - A long rest is a period of extended downtime, at least 8 hours - long, during which a character sleeps for at least 6 hours and - performs no more than 2 hours of light activity, such as - reading, talking, eating, or standing watch. If the rest is - interrupted by a period of strenuous activity-at least 1 hour of - walking, fighting, casting spells, or similar adventuring - activity-the characters must begin the rest again to gain any - benefit from it. - - - At the end of a long rest, a character regains all lost hit - points. The character also regains spent Hit Dice, up to a - number of dice equal to half of the character’s total number of - them (minimum of one die). For example, if a character has eight - Hit Dice, he or she can regain four spent Hit Dice upon - finishing a long rest. - - - A character can’t benefit from more than one long rest in a - 24-hour period, and a character must have at least 1 hit point - at the start of the rest to gain its benefits. - -
-
-
- Between Adventures - - Between trips to dungeons and battles against ancient evils, - adventurers need time to rest, recuperate, and prepare for their - next adventure. Many adventurers also use this time to perform - other tasks, such as crafting arms and armor, performing research, - or spending their hard-earned gold. - - - In some cases, the passage of time is something that occurs with - little fanfare or description. When starting a new adventure, the - GM might simply declare that a certain amount of time has passed - and allow you to describe in general terms what your character has - been doing. At other times, the GM might want to keep track of - just how much time is passing as events beyond your perception - stay in motion. - -
- Lifestyle Expenses - - Between adventures, you choose a particular quality of life and - pay the cost of maintaining that lifestyle. - - - Living a particular lifestyle doesn’t have a huge effect on your - character, but your lifestyle can affect the way other - individuals and groups react to you. For example, when you lead - an aristocratic lifestyle, it might be easier for you to - influence the nobles of the city than if you live in poverty. - -
-
- Downtime Activities - - Between adventures, the GM might ask you what your character is - doing during his or her downtime. Periods of downtime can vary - in duration, but each downtime activity requires a certain - number of days to complete before you gain any benefit, and at - least 8 hours of each day must be spent on the downtime activity - for the day to count. The days do not need to be consecutive. If - you have more than the minimum amount of days to spend, you can - keep doing the same thing for a longer period of time, or switch - to a new downtime activity. - - - Downtime activities other than the ones presented below are - possible. If you want your character to spend his or her - downtime performing an activity not covered here, discuss it - with your GM. - -
- Crafting - - You can craft nonmagical objects, including adventuring - equipment and works of art. You must be proficient with tools - related to the object you are trying to create (typically - artisan’s tools). You might also need access to special - materials or locations necessary to create it. For example, - someone proficient with smith’s tools needs a forge in order - to craft a sword or suit of armor. - - - For every day of downtime you spend crafting, you can craft - one or more items with a total market value not exceeding 5 - gp, and you must expend raw materials worth half the total - market value. If something you want to craft has a market - value greater than 5 gp, you make progress every day in 5 gp - increments until you reach the market value of the item. For - example, a suit of plate armor (market value 1,500 gp) takes - 300 days to craft by yourself. - - - Multiple characters can combine their efforts toward the - crafting of a single item, provided that the characters all - have proficiency with the requisite tools and are working - together in the same place. Each character contributes 5 gp - worth of effort for every day spent helping to craft the item. - For example, three characters with the requisite tool - proficiency and the proper facilities can craft a suit of - plate armor in 100 days, at a total cost of 750 gp. - - - While crafting, you can maintain a modest lifestyle without - having to pay 1 gp per day, or a comfortable lifestyle at half - the normal cost. - -
-
- Practicing a Profession - - You can work between adventures, allowing you to maintain a - modest lifestyle without having to pay 1 gp per day. This - benefit lasts as long you continue to practice your - profession. - - - If you are a member of an organization that can provide - gainful employment, such as a temple or a thieves’ guild, you - earn enough to support a comfortable lifestyle instead. - - - If you have proficiency in the Performance skill and put your - performance skill to use during your downtime, you earn enough - to support a wealthy lifestyle instead. - -
-
- Recuperating - - You can use downtime between adventures to recover from a - debilitating injury, disease, or poison. - - - After three days of downtime spent recuperating, you can make - a DC 15 Constitution saving throw. On a successful save, you - can choose one of the following results: - - - - - End one effect on you that prevents you from regaining hit - points. - - - - - For the next 24 hours, gain advantage on saving throws - against one disease or poison currently affecting you. - - - -
-
- Researching - - The time between adventures is a great chance to perform - research, gaining insight into mysteries that have unfurled - over the course of the campaign. Research can include poring - over dusty tomes and crumbling scrolls in a library or buying - drinks for the locals to pry rumors and gossip from their - lips. - - - When you begin your research, the GM determines whether the - information is available, how many days of downtime it will - take to find it, and whether there are any restrictions on - your research (such as needing to seek out a specific - individual, tome, or location). The GM might also require you - to make one or more ability checks, such as an Intelligence - (Investigation) check to find clues pointing toward the - information you seek, or a Charisma (Persuasion) check to - secure someone’s aid. Once those conditions are met, you learn - the information if it is available. - - - For each day of research, you must spend 1 gp to cover your - expenses. This cost is in addition to your normal lifestyle - expenses. - -
-
- Training - - You can spend time between adventures learning a new language - or training with a set of tools. Your GM might allow - additional training options. - - - First, you must find an instructor willing to teach you. The - GM determines how long it takes, and whether one or more - ability checks are required. - - - The training lasts for 250 days and costs 1 gp per day. After - you spend the requisite amount of time and money, you learn - the new language or gain proficiency with the new tool. - -
-
-
-
- COMBAT - - A typical combat encounter is a clash between two sides, a flurry - of weapon swings, feints, parries, footwork, and spellcasting. The - game organizes the chaos of combat into a cycle of rounds and - turns. A round represents about - 6 seconds in the game world. During a round, each participant in a - battle takes a turn. The order - of turns is determined at the beginning of a combat encounter, - when everyone rolls initiative. Once everyone has taken a turn, - the fight continues to the next round if neither side has defeated - the other. - -
- - - - Determine surprise. The - GM determines whether anyone involved in the combat - encounter is surprised. - - - - - Establish positions. The - GM decides where all the characters and monsters are - located. Given the adventurers’ marching order or their - stated positions in the room or other location, the GM - figures out where the adversaries are̶how far away and in - what direction. - - - - - Roll initiative. Everyone - involved in the combat encounter rolls initiative, - determining the order of combatants’ turns. - - - - - Take turns. Each - participant in the battle takes a turn in initiative order. - - - - - Begin the next round. - When everyone involved in the combat has had a turn, the - round ends. Repeat step 4 until the fighting stops. - - - -
-
- Surprise - - A band of adventurers sneaks up on a bandit camp, springing from - the trees to attack them. A gelatinous cube glides down a - dungeon passage, unnoticed by the adventurers until the cube - engulfs one of them. In these situations, one side of the battle - gains surprise over the other. - - - The GM determines who might be surprised. If neither side tries - to be stealthy, they automatically notice each other. Otherwise, - the GM compares the Dexterity (Stealth) checks of anyone hiding - with the passive Wisdom (Perception) score of each creature on - the opposing side. Any character or monster that doesn’t notice - a threat is surprised at the start of the encounter. - - - If you’re surprised, you can’t move or take an action on your - first turn of the combat, and you can’t take a reaction until - that turn ends. A member of a group can be surprised even if the - other members aren’t. - -
-
- Initiative - - Initiative determines the order of turns during combat. When - combat starts, every participant makes a Dexterity check to - determine their place in the initiative order. The GM makes one - roll for an entire group of identical creatures, so each member - of the group acts at the same time. - - - The GM ranks the combatants in order from the one with the - highest Dexterity check total to the one with the lowest. This - is the order (called the initiative order) in which they act - during each round. The initiative order remains the same from - round to round. - - - If a tie occurs, the GM decides the order among tied - GM-controlled creatures, and the players decide the order among - their tied characters. The GM can decide the order if the tie is - between a monster and a player character. Optionally, the GM can - have the tied characters and monsters each roll a d20 to - determine the order, highest roll going first. - -
-
- Your Turn - - On your turn, you can move a - distance up to your speed and take one - action. You decide whether to move first or take your - action first. Your speed- sometimes called your walking speed-is - noted on your character sheet. - - - The most common actions you can take are described in the - Actions in Combat section later in this chapter. - Many class features and other abilities provide additional - options for your action. - - - The Movement and Position section later in this - chapter gives the rules for your move. - - - You can forgo moving, taking an action, or doing anything at all - on your turn. If you can’t decide what to do on your turn, - consider taking the Dodge or Ready action, as described in - Actions in Combat. - -
-
- Bonus Actions - - Various class features, spells, and other abilities let you take - an additional action on your turn called a bonus action. The - Cunning Action feature, for example, allows a rogue to take a - bonus action. You can take a bonus action only when a special - ability, spell, or other feature of the game states that you can - do something as a bonus action. You otherwise don’t have a bonus - action to take. - - - You can take only one bonus action on your turn, so you must - choose which bonus action to use when you have more than one - available. - - - You choose when to take a bonus action during your turn, unless - the bonus action’s timing is specified, and anything that - deprives you of your ability to take actions also prevents you - from taking a bonus action. - -
-
- Other Activity on Your Turn - - Your turn can include a variety of flourishes that require - neither your action nor your move. - - - You can communicate however you are able, through brief - utterances and gestures, as you take your turn. - - - You can also interact with one object or feature of the - environment for free, during either your move or your action. - For example, you could open a door during your move as you - stride toward a foe, or you could draw your weapon as part of - the same action you use to attack. - - - If you want to interact with a second object, you need to use - your action. Some magic items and other special objects always - require an action to use, as stated in their descriptions. - - - The GM might require you to use an action for any of these - activities when it needs special care or when it presents an - unusual obstacle. For instance, the GM could reasonably expect - you to use an action to open a stuck door or turn a crank to - lower a drawbridge. - -
-
-
- Reactions - - Certain special abilities, spells, and situations allow you to - take a special action called a reaction. A reaction is an instant - response to a trigger of some kind, which can occur on your turn - or on someone else’s. The opportunity attack, described later in - this chapter, is the most common type of reaction. - - - When you take a reaction, you can’t take another one until the - start of your next turn. If the reaction interrupts another - creature’s turn, that creature can continue its turn right after - the reaction. - -
-
- Movement and Position - - In combat, characters and monsters are in constant motion, often - using movement and position to gain the upper hand. - - - On your turn, you can move a distance up to your speed. You can - use as much or as little of your speed as you like on your turn, - following the rules here. - - - Your movement can include jumping, climbing, and swimming. These - different modes of movement can be combined with walking, or they - can constitute your entire move. However you’re moving, you deduct - the distance of each part of your move from your speed until it is - used up or until you are done moving. - -
- Breaking Up Your Move - - You can break up your movement on your turn, using some of your - speed before and after your action. For example, if you have a - speed of 30 feet, you can move 10 feet, take your action, and - then move 20 feet. - -
- Moving between Attacks - - If you take an action that includes more than one weapon - attack, you can break up your movement even further by moving - between those attacks. For example, a fighter who can make two - attacks with the Extra Attack feature and who has a speed of - 25 feet could move 10 feet, make an attack, move 15 feet, and - then attack again. - -
-
- Using Different Speeds - - If you have more than one speed, such as your walking speed - and a flying speed, you can switch back and forth between your - speeds during your move. Whenever you switch, subtract the - distance you’ve already moved from the new speed. The result - determines how much farther you can move. If the result is 0 - or less, you can’t use the new speed during the current move. - - - For example, if you have a speed of 30 and a flying speed of - 60 because a wizard cast the fly spell on - you, you could fly 20 feet, then walk 10 feet, and then leap - into the air to fly 30 feet more. - -
-
-
- Difficult Terrain - - Combat rarely takes place in bare rooms or on featureless - plains. Boulder-strewn caverns, briar-choked forests, - treacherous staircases-the setting of a typical fight contains - difficult terrain. - - - Every foot of movement in difficult terrain costs 1 extra foot. - This rule is true even if multiple things in a space count as - difficult terrain. - - - Low furniture, rubble, undergrowth, steep stairs, snow, and - shallow bogs are examples of difficult terrain. The space of - another creature, whether hostile or not, also counts as - difficult terrain. - -
-
- Being Prone - - Combatants often find themselves lying on the ground, either - because they are knocked down or because they throw themselves - down. In the game, they are prone, a condition described in - appendix A. - - - You can drop prone without - using any of your speed. Standing - up takes more effort; doing so costs an amount of - movement equal to half your speed. For example, if your speed is - 30 feet, you must spend - - - 15 feet of movement to stand up. You can’t stand up if you don’t - have enough movement left or if your speed is 0. - - - To move while prone, you must - crawl or use magic such as - teleportation. Every foot of movement while crawling costs 1 - extra foot. Crawling 1 foot in difficult terrain, therefore, - costs 3 feet of movement. - -
- - Interacting with Objects Around - You - - - Here are a few examples of the sorts of thing you can do in - tandem with your movement and action: - - - - - draw or sheathe a sword - - - - - open or close a door - - - - - withdraw a potion from your backpack - - - - - pick up a dropped axe - - - - - take a bauble from a table - - - - - remove a ring from your finger - - - - - stuff some food into your mouth - - - - - plant a banner in the ground - - - - - fish a few coins from your belt pouch - - - - - drink all the ale in a flagon - - - - - throw a lever or a switch - - - - - pull a torch from a sconce - - - - - take a book from a shelf you can reach - - - - - extinguish a small flame - - - - - don a mask - - - - - pull the hood of your cloak up and over your head - - - - - put your ear to a door - - - - - kick a small stone - - - - - turn a key in a lock - - - - - tap the floor with a 10-foot pole - - - - - hand an item to another character - - - -
-
-
- Moving Around Other Creatures - - You can move through a nonhostile creature’s space. In contrast, - you can move through a hostile creature’s space only if the - creature is at least two sizes larger or smaller than you. - Remember that another creature’s space is difficult terrain for - you. - - - Whether a creature is a friend or an enemy, you can’t willingly - end your move in its space. - - - If you leave a hostile creature’s reach during your move, you - provoke an opportunity attack, as explained later in the - chapter. - -
-
- Flying Movement - - Flying creatures enjoy many benefits of mobility, but they must - also deal with the danger of falling. If a flying creature is - knocked prone, has its speed reduced to 0, or is otherwise - deprived of the ability to move, the creature falls, unless it - has the ability to hover or it is being held aloft by magic, - such as by the fly spell. - -
-
- Creature Size - - Each creature takes up a different amount of space. The Size - Categories table shows how much space a creature of a particular - size controls in combat. Objects sometimes use the same size - categories. - - - Table- Creature Size - - - - - - - - - Size - - - Space - - - - - - - Tiny - - - 2 1/2 by 2 1/2 ft. - - - - - Small - - - 5 by 5 ft. - - - - - Medium - - - 5 by 5 ft. - - - - - Large - - - 10 by 10 ft. - - - - - Huge - - - 15 by 15 ft. - - - - - Gargantuan - - - 20 by 20 ft. or larger - - - - - - - - - - - -
- Space - - A creature’s space is the area in feet that it effectively - controls in combat, not an expression of its physical - dimensions. A typical Medium creature isn’t 5 feet wide, for - example, but it does control a space that wide. If a Medium - hobgoblin stands in a 5-foot wide doorway, other creatures - can’t get through unless the hobgoblin lets them. - - - A creature’s space also reflects the area it needs to fight - effectively. For that reason, there’s a limit to the number of - creatures that can surround another creature in combat. - Assuming Medium combatants, eight creatures can fit in a - 5-foot radius around another one. - - - Because larger creatures take up more space, fewer of them can - surround a creature. If four Large creatures crowd around a - Medium or smaller one, there’s little room for anyone else. In - contrast, as many as twenty Medium creatures can surround a - Gargantuan one. - -
- Squeezing into a Smaller Space - - A creature can squeeze through a space that is large enough - for a creature one size smaller than it. Thus, a Large - creature can squeeze through a passage that’s only 5 feet - wide. While squeezing through a space, a creature must spend - 1 extra foot for every foot it moves there, and it has - disadvantage on attack rolls and Dexterity saving throws. - Attack rolls against the creature have advantage while it’s - in the smaller space. - -
-
-
-
-
- Actions in Combat - - When you take your action on your turn, you can take one of the - actions presented here, an action you gained from your class or a - special feature, or an action that you improvise. Many monsters - have action options of their own in their stat blocks. - - - When you describe an action not detailed elsewhere in the rules, - the GM tells you whether that action is possible and what kind of - roll you need to make, if any, to determine success or failure. - -
- Attack - - The most common action to take in combat is the Attack action, - whether you are swinging a sword, firing an arrow from a bow, or - brawling with your fists. - - - With this action, you make one melee or ranged attack. See the - Making an Attack section for the rules that - govern attacks. - - - Certain features, such as the Extra Attack feature of the - fighter, allow you to make more than one attack with this - action. - -
-
- Cast a Spell - - Spellcasters such as wizards and clerics, as well as many - monsters, have access to spells and can use them to great effect - in combat. Each spell has a casting time, which specifies - whether the caster must use an action, a reaction, minutes, or - even hours to cast the spell. Casting a spell is, therefore, not - necessarily an action. Most spells do have a casting time of 1 - action, so a spellcaster often uses his or her action in combat - to cast such a spell. - -
-
- Dash - - When you take the Dash action, you gain extra movement for the - current turn. The increase equals your speed, after applying any - modifiers. With a speed of 30 feet, for example, you can move up - to 60 feet on your turn if you dash. - - - Any increase or decrease to your speed changes this additional - movement by the same amount. If your speed of 30 feet is reduced - to 15 feet, for instance, you can move up to 30 feet this turn - if you dash. - -
-
- Disengage - - If you take the Disengage action, your movement doesn’t provoke - opportunity attacks for the rest of the turn. - -
-
- Dodge - - When you take the Dodge action, you focus entirely on avoiding - attacks. Until the start of your next turn, any attack roll made - against you has disadvantage if you can see the attacker, and - you make Dexterity saving throws with advantage. You lose this - benefit if you are incapacitated (as explained in appendix A) or - if your speed drops to 0. - -
-
- Help - - You can lend your aid to another creature in the completion of a - task. When you take the Help action, the creature you aid gains - advantage on the next ability check it makes to perform the task - you are helping with, provided that it makes the check before - the start of your next turn. - - - Alternatively, you can aid a friendly creature in attacking a - creature within 5 feet of you. You feint, distract the target, - or in some other way team up to make your ally’s attack more - effective. If your ally attacks the target before your next - turn, the first attack roll is made with advantage. - -
-
- Hide - - When you take the Hide action, you make a Dexterity (Stealth) - check in an attempt to hide, following the rules for hiding. If - you succeed, you gain certain benefits, as described in the - Unseen Attackers and Targets section later in - this chapter. - -
-
- Ready - - Sometimes you want to get the jump on a foe or wait for a - particular circumstance before you act. To do so, you can take - the Ready action on your turn, which lets you act using your - reaction before the start of your next turn. - - - First, you decide what perceivable circumstance will trigger - your reaction. Then, you choose the action you will take in - response to that trigger, or you choose to move up to your speed - in response to it. Examples include If the cultist steps - on the trapdoor, I’ll pull the lever that opens it, and - If the goblin steps next to me, I move away. - - - When the trigger occurs, you can either take your reaction right - after the trigger finishes or ignore the trigger. Remember that - you can take only one reaction per round. - - - When you ready a spell, you cast it as normal but hold its - energy, which you release with your reaction when the trigger - occurs. To be readied, a spell must have a casting time of 1 - action, and holding onto the spell’s magic requires - concentration. If your concentration is broken, the spell - dissipates without taking effect. For example, if you are - concentrating on the web spell and ready - magic missile, your - web spell ends, and if you take damage - before you release magic missile with your - reaction, your concentration might be broken. - -
-
- Search - - When you take the Search action, you devote your attention to - finding something. Depending on the nature of your search, the - GM might have you make a Wisdom (Perception) check or an - Intelligence (Investigation) check. - -
-
- Use an Object - - You normally interact with an object while doing something else, - such as when you draw a sword as part of an attack. When an - object requires your action for its use, you take the Use an - Object action. This action is also useful when you want to - interact with more than one object on your turn. - -
-
-
- Making an Attack - - Whether you’re striking with a melee weapon, firing a weapon at - range, or making an attack roll as part of a spell, an attack has - a simple structure. - - - - - Choose a target. Pick a - target within your attack’s - Range: a creature, an - object, or a location. - - - - - Determine modifiers. The GM - determines whether the target has cover and whether you have - advantage or disadvantage against the target. In addition, - spells, special abilities, and other effects can apply - penalties or bonuses to your attack roll. - - - - - Resolve the attack. You - make the attack roll. On a hit, you roll damage, unless the - particular attack has rules that specify otherwise. Some - attacks cause special effects in addition to or instead of - damage. - - - - - If there’s ever any question whether something you’re doing counts - as an attack, the rule is simple: if you’re making an attack roll, - you’re making an attack. - -
- Attack Rolls - - When you make an attack, your attack roll determines whether the - attack hits or misses. To make an attack roll, roll a d20 and - add the appropriate modifiers. If the total of the roll plus - modifiers equals or exceeds the target’s Armor Class (AC), the - attack hits. The AC of a character is determined at character - creation, whereas the AC of a monster is in its stat block. - -
- Modifiers to the Roll - - When a character makes an attack roll, the two most common - modifiers to the roll are an ability modifier and the - character’s proficiency bonus. When a monster makes an attack - roll, it uses whatever modifier is provided in its stat block. - - - Ability - Modifier. The ability modifier used for - a melee weapon attack is Strength, and the ability modifier - used for a ranged weapon attack is Dexterity. Weapons that - have the finesse or thrown property break this rule. - - - Some spells also require an attack roll. The ability modifier - used for a spell attack depends on the spellcasting ability of - the spellcaster. - - - Proficiency - Bonus. You add your proficiency bonus to - your attack roll when you attack using a weapon with which you - have proficiency, as well as when you attack with a spell. - -
-
- Rolling 1 or 20 - - Sometimes fate blesses or curses a combatant, causing the - novice to hit and the veteran to miss. - - - If the d20 roll for an attack is a 20, the attack hits - regardless of any modifiers or the target’s AC. This is called - a critical hit, which is explained later in this chapter. - - - If the d20 roll for an attack is a 1, the attack misses - regardless of any modifiers or the target’s AC. - -
-
-
- Unseen Attackers and Targets - - Combatants often try to escape their foes’ notice by hiding, - casting the invisibility spell, or lurking in darkness. - - - When you attack a target that you can’t see, you have - disadvantage on the attack roll. This is true whether you’re - guessing the target’s location or you’re targeting a creature - you can hear but not see. If the target isn’t in the location - you targeted, you automatically miss, but the GM typically just - says that the attack missed, not whether you guessed the - target’s location correctly. - - - When a creature can’t see you, you have advantage on attack - rolls against it. If you are hidden-both unseen and unheard-when - you make an attack, you give away your location when the attack - hits or misses. - -
-
- Ranged Attacks - - When you make a ranged attack, you fire a bow or a crossbow, - hurl a handaxe, or otherwise send projectiles to strike a foe at - a distance. A monster might shoot spines from its tail. Many - spells also involve making a ranged attack. - -
- Range - - You can make ranged attacks only against targets within a - specified range. - - - If a ranged attack, such as one made with a spell, has a - single range, you can’t attack a target beyond this range. - - - Some ranged attacks, such as those made with a longbow or a - shortbow, have two ranges. The smaller number is the normal - range, and the larger number is the long range. Your attack - roll has disadvantage when your target is beyond normal range, - and you can’t attack a target beyond the long range. - -
-
- Ranged Attacks in Close Combat - - Aiming a ranged attack is more difficult when a foe is next to - you. When you make a ranged attack with a weapon, a spell, or - some other means, you have disadvantage on the attack roll if - you are within 5 feet of a hostile creature who can see you - and who isn’t incapacitated. - -
-
-
- Melee Attacks - - Used in hand-to-hand combat, a melee attack allows you to attack - a foe within your reach. A melee attack typically uses a - handheld weapon such as a sword, a warhammer, or an axe. A - typical monster makes a melee attack when it strikes with its - claws, horns, teeth, tentacles, or other body part. A few spells - also involve making a melee attack. - - - Most creatures have a 5-foot - reach and can thus attack - targets within 5 feet of them when making a melee attack. - Certain creatures (typically those larger than Medium) have - melee attacks with a greater reach than 5 feet, as noted in - their descriptions. - - - Instead of using a weapon to make a melee weapon attack, you can - use an unarmed strike: a - punch, kick, head-butt, or similar forceful blow (none of which - count as weapons). On a hit, an unarmed strike deals bludgeoning - damage equal to 1 + your Strength modifier. You are proficient - with your unarmed strikes. - -
- - Contests in - Combat - - - Battle often involves pitting your prowess against that of - your foe. Such a challenge is represented by a contest. This - section includes the most common contests that require an - action in combat: grappling and shoving a creature. The GM can - use these contests as models for improvising others. - -
-
- Opportunity Attacks - - In a fight, everyone is constantly watching for a chance to - strike an enemy who is fleeing or passing by. Such a strike is - called an opportunity attack. - - - You can make an opportunity attack when a hostile creature - that you can see moves out of your reach. To make the - opportunity attack, you use your reaction to make one melee - attack against the provoking creature. The attack occurs right - before the creature leaves your reach. - - - You can avoid provoking an opportunity attack by taking the - Disengage action. You also don’t provoke an opportunity attack - when you teleport or when someone or something moves you - without using your movement, action, or reaction. For example, - you don’t provoke an opportunity attack if an explosion hurls - you out of a foe’s reach or if gravity causes you to fall past - an enemy. - -
-
- Two-Weapon Fighting - - When you take the Attack action and attack with a light melee - weapon that you’re holding in one hand, you can use a bonus - action to attack with a different light melee weapon that - you’re holding in the other hand. You don’t add your ability - modifier to the damage of the bonus attack, unless that - modifier is negative. - - - If either weapon has the thrown property, you can throw the - weapon, instead of making a melee attack with it. - -
-
- Grappling - - When you want to grab a creature or wrestle with it, you can - use the Attack action to make a special melee attack, a - grapple. If you’re able to make multiple attacks with the - Attack action, this attack replaces one of them. - - - The target of your grapple must be no more than one size - larger than you and must be within your reach. Using at least - one free hand, you try to seize the target by making a grapple - check instead of an attack roll: a Strength (Athletics) check - contested by the target’s Strength (Athletics) or Dexterity - (Acrobatics) check (the target chooses the ability to use). - You succeed automatically if the target is incapacitated. If - you succeed, you subject the target to the grappled condition - (see appendix ##). The condition specifies the things that end - it, and you can release the target whenever you like (no - action required). - - - Escaping a - Grapple. A grappled creature can use its - action to escape. To do so, it must succeed on a Strength - (Athletics) or Dexterity (Acrobatics) check contested by your - Strength (Athletics) check. - - - Moving a Grappled - Creature. When you move, you can drag or - carry the grappled creature with you, but your speed is - halved, unless the creature is two or more sizes smaller than - you. - -
-
- Shoving a Creature - - Using the Attack action, you can make a special melee attack - to shove a creature, either to knock it prone or push it away - from you. If you’re able to make multiple attacks with the - Attack action, this attack replaces one of them. - - - The target must be no more than one size larger than you and - must be within your reach. Instead of making an attack roll, - you make a Strength (Athletics) check contested by the - target’s Strength (Athletics) or Dexterity (Acrobatics) check - (the target chooses the ability to use). You succeed - automatically if the target is incapacitated. If you succeed, - you either knock the target prone or push it 5 feet away from - you. - -
-
-
- Cover - - Walls, trees, creatures, and other obstacles can provide cover - during combat, making a target more difficult to harm. A target - can benefit from cover only when an attack or other effect - originates on the opposite side of the cover. - - - There are three degrees of cover. If a target is behind multiple - sources of cover, only the most protective degree of cover - applies; the degrees aren’t added together. For example, if a - target is behind a creature that gives half cover and a tree - trunk that gives three-quarters cover, the target has - three-quarters cover. - - - A target with half cover has - a +2 bonus to AC and Dexterity saving throws. A target has half - cover if an obstacle blocks at least half of its body. The - obstacle might be a low wall, a large piece of furniture, a - narrow tree trunk, or a creature, whether that creature is an - enemy or a friend. - - - A target with three-quarters - cover has a +5 bonus to AC and Dexterity saving - throws. A target has three-quarters cover if about - three-quarters of it is covered by an obstacle. The obstacle - might be a portcullis, an arrow slit, or a thick tree trunk. - - - A target with total cover - can’t be targeted directly by an attack or a spell, although - some spells can reach such a target by including it in an area - of effect. A target has total cover if it is completely - concealed by an obstacle. - -
-
- Damage and Healing - - Injury and the risk of death are constant companions of those - who explore fantasy gaming worlds. The thrust of a sword, a - well-placed arrow, or a blast of flame from a - fireball spell all have the potential to - damage, or even kill, the hardiest of creatures. - -
- Hit Points - - Hit points represent a combination of physical and mental - durability, the will to live, and luck. Creatures with more - hit points are more difficult to kill. Those with fewer hit - points are more fragile. - - - A creature’s current hit points (usually just called hit - points) can be any number from the creature’s hit point - maximum down to 0. This number changes frequently as a - creature takes damage or receives healing. - - - Whenever a creature takes damage, that damage is subtracted - from its hit points. The loss of hit points has no effect on a - creature’s capabilities until the creature drops to 0 hit - points. - -
-
- Damage Rolls - - Each weapon, spell, and harmful monster ability specifies the - damage it deals. You roll the damage die or dice, add any - modifiers, and apply the damage to your target. Magic weapons, - special abilities, and other factors can grant a bonus to - damage. With a penalty, it is possible to deal 0 damage, but - never negative damage. - - - When attacking with a - weapon, you add your - ability modifier-the same modifier used for the attack roll-to - the damage. A spell tells - you which dice to roll for damage and whether to add any - modifiers. - - - If a spell or other effect deals damage to - more than one target at the - same time, roll the damage once for all of them. For example, - when a wizard casts fireball or a cleric - casts flame strike, the spell’s damage is - rolled once for all creatures caught in the blast. - -
-
- Critical Hits - - When you score a critical hit, you get to roll extra dice for - the attack’s damage against the target. Roll all of the - attack’s damage dice twice and add them together. Then add any - relevant modifiers as normal. To speed up play, you can roll - all the damage dice at once. - - - For example, if you score a critical hit with a dagger, roll - 2d4 for the damage, rather than 1d4, and then add your - relevant ability modifier. If the attack involves other damage - dice, such as from the rogue’s Sneak Attack feature, you roll - those dice twice as well. - -
-
- Damage Types - - Different attacks, damaging spells, and other harmful effects - deal different types of damage. Damage types have no rules of - their own, but other rules, such as damage resistance, rely on - the types. - - - The damage types follow, with examples to help a GM assign a - damage type to a new effect. - - - Acid. - The corrosive spray of a black dragon’s breath and the - dissolving enzymes secreted by a black pudding deal acid - damage. - - - Bludgeoning. - Blunt force attacks-hammers, falling, constriction, and the - like-deal bludgeoning damage. - - - Cold. - The infernal chill radiating from an ice devil’s spear and the - frigid blast of a white dragon’s breath deal cold damage. - - - Fire. - Red dragons breathe fire, and many spells conjure flames to - deal fire damage. - - - Force. - Force is pure magical energy focused into a damaging form. - Most effects that deal force damage are spells, including - magic missile and spiritual - weapon. - - - Lightning. - A lightning bolt spell and a blue - dragon’s breath deal lightning damage. - - - Necrotic. - Necrotic damage, dealt by certain undead and a spell such as - chill touch, withers matter and even the - soul. - - - Piercing. - Puncturing and impaling attacks, including spears and - monsters’ bites, deal piercing damage. - - - Poison. - Venomous stings and the toxic gas of a green dragon’s breath - deal poison damage. - - - Psychic. - Mental abilities such as a mind flayer’s psionic blast deal - psychic damage. - - - Radiant. - Radiant damage, dealt by a cleric’s flame - strike spell or an angel’s smiting weapon, sears - the flesh like fire and overloads the spirit with power. - - - Slashing. - Swords, axes, and monsters’ claws deal slashing damage. - - - Thunder. - A concussive burst of sound, such as the effect of the - thunderwave spell, deals thunder damage. - -
-
- Damage Resistance and Vulnerability - - Some creatures and objects are exceedingly difficult or - unusually easy to hurt with certain types of damage. - - - If a creature or an object has - resistance to a damage - type, damage of that type is halved against it. If a creature - or an object has - vulnerability to a damage - type, damage of that type is doubled against it. - - - Resistance and then vulnerability are applied after all other - modifiers to damage. For example, a creature has resistance to - bludgeoning damage and is hit by an attack that deals 25 - bludgeoning damage. The creature is also within a magical aura - that reduces all damage by 5. The 25 damage is first reduced - by 5 and then halved, so the creature takes 10 damage. - - - Multiple instances of resistance or vulnerability that affect - the same damage type count as only one instance. For example, - if a creature has resistance to fire damage as well as - resistance to all nonmagical damage, the damage of a - nonmagical fire is reduced by half against the creature, not - reduced by three-quarters. - -
-
- Healing - - Unless it results in death, damage isn’t permanent. Even death - is reversible through powerful magic. Rest can restore a - creature’s hit points, and magical methods such as a - cure wounds spell or a potion - of healing can remove damage in an instant. - - - When a creature receives healing of any kind, hit points - regained are added to its current hit points. A creature’s hit - points can’t exceed its hit point maximum, so any hit points - regained in excess of this number are lost. For example, a - druid grants a ranger 8 hit points of healing. If the ranger - has 14 current hit points and has a hit point maximum of 20, - the ranger regains 6 hit points from the druid, not 8. - - - A creature that has died can’t regain hit points until magic - such as the revivify spell has restored - it to life. - -
-
- Dropping to 0 Hit Points - - When you drop to 0 hit points, you either die outright or fall - unconscious, as explained in the following sections. - -
-
- Instant Death - - Massive damage can kill you instantly. When damage reduces you - to 0 hit points and there is damage remaining, you die if the - remaining damage equals or exceeds your hit point maximum. - - - For example, a cleric with a maximum of 12 hit points - currently has 6 hit points. If she takes 18 damage from an - attack, she is reduced to 0 hit points, but 12 damage remains. - Because the remaining damage equals her hit point maximum, the - cleric dies. - -
-
- Falling Unconscious - - If damage reduces you to 0 hit points and fails to kill you, - you fall unconscious (see appendix ##). This unconsciousness - ends if you regain any hit points. - -
-
- Death Saving Throws - - Whenever you start your turn with 0 hit points, you must make - a special saving throw, called a death saving throw, to - determine whether you creep closer to death or hang onto life. - Unlike other saving throws, this one isn’t tied to any ability - score. You are in the hands of fate now, aided only by spells - and features that improve your chances of succeeding on a - saving throw. - - - Roll a d20. If the roll is 10 or higher, you succeed. - Otherwise, you fail. A success or failure has no effect by - itself. On your third success, you become stable (see below). - On your third failure, you die. The successes and failures - don’t need to be consecutive; keep track of both until you - collect three of a kind. The number of both is reset to zero - when you regain any hit points or become stable. - - - Rolling 1 or - 20. When you make a death saving throw - and roll a 1 on the d20, it counts as two failures. If you - roll a 20 on the d20, you regain 1 hit point. - - - Damage at 0 Hit - Points. If you take any damage while you - have 0 hit points, you suffer a death saving throw failure. If - the damage is from a critical hit, you suffer two failures - instead. If the damage equals or exceeds your hit point - maximum, you suffer instant death. - -
- Stabilizing a Creature - - The best way to save a creature with 0 hit points is to heal - it. If healing is unavailable, the creature can at least be - stabilized so that it isn’t killed by a failed death saving - throw. - - - You can use your action to administer first aid to an - unconscious creature and attempt to stabilize it, which - requires a successful DC 10 Wisdom (Medicine) check. - - - A stable creature doesn’t - make death saving throws, even though it has 0 hit points, - but it does remain unconscious. The creature stops being - stable, and must start making death saving throws again, if - it takes any damage. A stable creature that isn’t healed - regains 1 hit point after 1d4 hours. - -
-
-
- Monsters and Death - - Most GMs have a monster die the instant it drops to 0 hit - points, rather than having it fall unconscious and make death - saving throws. - - - Mighty villains and special nonplayer characters are common - exceptions; the GM might have them fall unconscious and follow - the same rules as player characters. - -
-
-
- Knocking a Creature Out - - Sometimes an attacker wants to incapacitate a foe, rather than - deal a killing blow. When an attacker reduces a creature to 0 - hit points with a melee attack, the attacker can knock the - creature out. The attacker can make this choice the instant the - damage is dealt. The creature falls unconscious and is stable. - -
-
- Temporary Hit Points - - Some spells and special abilities confer temporary hit points to - a creature. Temporary hit points aren’t actual hit points; they - are a buffer against damage, a pool of hit points that protect - you from injury. - - - When you have temporary hit points and take damage, the - temporary hit points are lost first, and any leftover damage - carries over to your normal hit points. For example, if you have - 5 temporary hit points and take 7 damage, you lose the temporary - hit points and then take 2 damage. - - - Because temporary hit points are separate from your actual hit - points, they can exceed your hit point maximum. A character can, - therefore, be at full hit points and receive temporary hit - points. - - - Healing can’t restore temporary hit points, and they can’t be - added together. If you have temporary hit points and receive - more of them, you decide whether to keep the ones you have or to - gain the new ones. For example, if a spell grants you 12 - temporary hit points when you already have 10, you can have 12 - or 10, not 22. - - - If you have 0 hit points, receiving temporary hit points doesn’t - restore you to consciousness or stabilize you. They can still - absorb damage directed at you while you’re in that state, but - only true healing can save you. - - - Unless a feature that grants you temporary hit points has a - duration, they last until they’re depleted or you finish a long - rest. - -
-
-
- Mounted Combat - - A knight charging into battle on a warhorse, a wizard casting - spells from the back of a griffon, or a cleric soaring through the - sky on a pegasus all enjoy the benefits of speed and mobility that - a mount can provide. - - - A willing creature that is at least one size larger than you and - that has an appropriate anatomy can serve as a mount, using the - following rules. - -
- Mounting and Dismounting - - Once during your move, you can mount a creature that is within 5 - feet of you or dismount. Doing so costs an amount of movement - equal to half your speed. For example, if your speed is 30 feet, - you must spend 15 feet of movement to mount a horse. Therefore, - you can’t mount it if you don’t have 15 feet of movement left or - if your speed is 0. - - - If an effect moves your mount against its will while you’re on - it, you must succeed on a DC 10 Dexterity saving throw or fall - off the mount, landing prone in a space within 5 feet of it. If - you’re knocked prone while mounted, you must make the same - saving throw. - - - If your mount is knocked prone, you can use your reaction to - dismount it as it falls and land on your feet. Otherwise, you - are dismounted and fall prone in a space within 5 feet it. - -
-
- Controlling a Mount - - While you’re mounted, you have two options. You can either - control the mount or allow it to act independently. Intelligent - creatures, such as dragons, act independently. - - - You can control a mount only if it has been trained to accept a - rider. Domesticated horses, donkeys, and similar creatures are - assumed to have such training. The initiative of a controlled - mount changes to match yours when you mount it. It moves as you - direct it, and it has only three action options: Dash, - Disengage, and Dodge. A controlled mount can move and act even - on the turn that you mount it. - - - An independent mount retains its place in the initiative order. - Bearing a rider puts no restrictions on the actions the mount - can take, and it moves and acts as it wishes. It might flee from - combat, rush to attack and devour a badly injured foe, or - otherwise act against your wishes. - - - In either case, if the mount provokes an opportunity attack - while you’re on it, the attacker can target you or the mount. - -
-
-
- Underwater Combat - - When adventurers pursue sahuagin back to their undersea homes, - fight off sharks in an ancient shipwreck, or find themselves in a - flooded dungeon room, they must fight in a challenging - environment. Underwater the following rules apply. - - - When making a melee weapon - attack, a creature that doesn’t have a swimming speed - (either natural or granted by magic) has disadvantage on the - attack roll unless the weapon is a dagger, javelin, shortsword, - spear, or trident. - - - A ranged weapon attack - automatically misses a target beyond the weapon’s normal range. - Even against a target within normal range, the attack roll has - disadvantage unless the weapon is a crossbow, a net, or a weapon - that is thrown like a javelin (including a spear, trident, or - dart). - - - Creatures and objects that are fully immersed in water have - resistance to fire damage. - -
-
- SPELLCASTING - - Magic permeates fantasy gaming worlds and often appears in the - form of a spell. - - - This chapter provides the rules for casting spells. Different - character classes have distinctive ways of learning and preparing - their spells, and monsters use spells in unique ways. Regardless - of its source, a spell follows the rules here. - -
-
- What Is a Spell? - - A spell is a discrete magical effect, a single shaping of the - magical energies that suffuse the multiverse into a specific, - limited expression. In casting a spell, a character carefully - plucks at the invisible strands of raw magic suffusing the world, - pins them in place in a particular pattern, sets them vibrating in - a specific way, and then releases them to unleash the desired - effect-in most cases, all in the span of seconds. - - - Spells can be versatile tools, weapons, or protective wards. They - can deal damage or undo it, impose or remove conditions (see - appendix ##), drain life energy away, and restore life to the - dead. - - - Uncounted thousands of spells have been created over the course of - the multiverse’s history, and many of them are long forgotten. - Some might yet lie recorded in crumbling spellbooks hidden in - ancient ruins or trapped in the minds of dead gods. Or they might - someday be reinvented by a character who has amassed enough power - and wisdom to do so. - -
- Spell Level - - Every spell has a level from 0 to 9. A spell’s level is a - general indicator of how powerful it is, with the lowly (but - still impressive) magic missile at 1st - level and the earth-shaking wish at 9th. - Cantrips-simple but powerful spells that characters can cast - almost by rote-are level 0. The higher a spell’s level, the - higher level a spellcaster must be to use that spell. - - - Spell level and character level don’t correspond directly. - Typically, a character has to be at least 17th level, not 9th - level, to cast a 9th-level spell. - -
-
- Known and Prepared Spells - - Before a spellcaster can use a spell, he or she must have the - spell firmly fixed in mind, or must have access to the spell in - a magic item. Members of a few classes, including bards and - sorcerers, have a limited list of spells they know that are - always fixed in mind. The same thing is true of many magic-using - monsters. Other spellcasters, such as clerics and wizards, - undergo a process of preparing spells. This process varies for - different classes, as detailed in their descriptions. - - - In every case, the number of spells a caster can have fixed in - mind at any given time depends on the character’s level. - -
-
- Spell Slots - - Regardless of how many spells a caster knows or prepares, he or - she can cast only a limited number of spells before resting. - Manipulating the fabric of magic and channeling its energy into - even a simple spell is physically and mentally taxing, and - higher level spells are even more so. Thus, each spellcasting - class’s description (except that of the warlock) includes a - table showing how many spell slots of each spell level a - character can use at each character level. For example, the - 3rd-level wizard Umara has four 1st-level spell slots and two - 2nd-level slots. - - - When a character casts a spell, he or she expends a slot of that - spell’s level or higher, effectively filling a - slot with the spell. You can think of a spell slot as a groove - of a certain size-small for a 1st-level slot, larger for a spell - of higher level. A 1st-level spell fits into a slot of any size, - but a 9th-level spell fits only in a 9th-level slot. So when - Umara casts magic missile, a 1st-level - spell, she spends one of her four 1st-level slots and has three - remaining. - - - Finishing a long rest restores any expended spell slots. - - - Some characters and monsters have special abilities that let - them cast spells without using spell slots. For example, a monk - who follows the Way of the Four Elements, a warlock who chooses - certain eldritch invocations, and a pit fiend from the Nine - Hells can all cast spells in such a way. - -
- Casting a Spell at a Higher Level - - When a spellcaster casts a spell using a slot that is of a - higher level than the spell, the spell assumes the higher - level for that casting. For instance, if Umara casts - magic missile using one of her 2nd-level - slots, that magic missile is 2nd level. - Effectively, the spell expands to fill the slot it is put - into. - - - Some spells, such as magic missile and - cure wounds, have more powerful effects - when cast at a higher level, as detailed in a spell’s - description. - -
- - Casting in Armor - - - Because of the mental focus and precise gestures required - for spellcasting, you must be proficient with the armor you - are wearing to cast a spell. You are otherwise too - distracted and physically hampered by your armor for - spellcasting. - -
-
-
-
-
- Cantrips - - A cantrip is a spell that can be cast at will, without using a - spell slot and without being prepared in advance. Repeated - practice has fixed the spell in the caster’s mind and infused the - caster with the magic needed to produce the effect over and over. - A cantrip’s spell level is 0. - -
-
- Rituals - - Certain spells have a special tag: ritual. Such a spell can be - cast following the normal rules for spellcasting, or the spell can - be cast as a ritual. The ritual version of a spell takes 10 - minutes longer to cast than normal. It also doesn’t expend a spell - slot, which means the ritual version of a spell can’t be cast at a - higher level. - - - To cast a spell as a ritual, a spellcaster must have a feature - that grants the ability to do so. The cleric and the druid, for - example, have such a feature. The caster must also have the spell - prepared or on his or her list of spells known, unless the - character’s ritual feature specifies otherwise, as the wizard’s - does. - -
- - The Schools of - Magic - - - Academies of magic group spells into eight categories called - schools of magic. Scholars, particularly wizards, apply these - categories to all spells, believing that all magic functions in - essentially the same way, whether it derives from rigorous study - or is bestowed by a deity. - - - The schools of magic help describe spells; they have no rules of - their own, although some rules refer to the schools. - - - Abjuration spells are - protective in nature, though some of them have aggressive uses. - They create magical barriers, negate harmful effects, harm - trespassers, or banish creatures to other planes of existence. - - - Conjuration spells involve - the transportation of objects and creatures from one location to - another. Some spells summon creatures or objects to the caster’s - side, whereas others allow the caster to teleport to another - location. Some conjurations create objects or effects out of - nothing. - - - Divination spells reveal - information, whether in the form of secrets long forgotten, - glimpses of the future, the locations of hidden things, the - truth behind illusions, or visions of distant people or places. - - - Enchantment spells affect the - minds of others, influencing or controlling their behavior. Such - spells can make enemies see the caster as a friend, force - creatures to take a course of action, or even control another - creature like a puppet. - - - Evocation spells manipulate - magical energy to produce a desired effect. Some call up blasts - of fire or lightning. Others channel positive energy to heal - wounds. - - - Illusion spells deceive the - senses or minds of others. They cause people to see things that - are not there, to miss things that are there, to hear phantom - noises, or to remember things that never happened. Some - illusions create phantom images that any creature can see, but - the most insidious illusions plant an image directly in the mind - of a creature. - - - Necromancy spells manipulate - the energies of life and death. Such spells can grant an extra - reserve of life force, drain the life energy from another - creature, create the undead, or even bring the dead back to - life. - - - Creating the undead through the use of necromancy spells such as - animate dead is not a good act, and only evil casters use such - spells frequently. - - - Transmutation spells change - the properties of a creature, object, or environment. They might - turn an enemy into a harmless creature, bolster the strength of - an ally, make an object move at the caster’s command, or enhance - a creature’s innate healing abilities to rapidly recover from - injury. - -
-
-
- Casting a Spell - - When a character casts any spell, the same basic rules are - followed, regardless of the character’s class or the spell’s - effects. - - - Each spell description begins with a block of information, - including the spell’s name, level, school of magic, casting time, - range, components, and duration. The rest of a spell entry - describes the spell’s effect. - -
- Casting Time - - Most spells require a single action to cast, but some spells - require a bonus action, a reaction, or much more time to cast. - -
- Bonus Action - - A spell cast with a bonus action is especially swift. You must - use a bonus action on your turn to cast the spell, provided - that you haven’t already taken a bonus action this turn. You - can’t cast another spell during the same turn, except for a - cantrip with a casting time of 1 action. - -
-
- Reactions - - Some spells can be cast as reactions. These spells take a - fraction of a second to bring about and are cast in response - to some event. If a spell can be cast as a reaction, the spell - description tells you exactly when you can do so. - -
-
- Longer Casting Times - - Certain spells (including spells cast as rituals) require more - time to cast: minutes or even hours. When you cast a spell - with a casting time longer than a single action or reaction, - you must spend your action each turn casting the spell, and - you must maintain your concentration while you do so (see - Concentration below). If your concentration is - broken, the spell fails, but you don’t expend a spell slot. If - you want to try casting the spell again, you must start over. - -
-
-
- Spell Range - - The target of a spell must be within the spell’s range. For a - spell like magic missile, the target is a - creature. For a spell like fireball, the - target is the point in space where the ball of fire erupts. - - - Most spells have ranges expressed in feet. Some spells can - target only a creature (including you) that you touch. Other - spells, such as the shield spell, affect - only you. These spells have a range of self. - - - Spells that create cones or lines of effect that originate from - you also have a range of self, indicating that the origin point - of the spell’s effect must be you (see Areas of - Effect later in the this chapter). - - - Once a spell is cast, its effects aren’t limited by its range, - unless the spell’s description says otherwise. - -
-
- Components - - A spell’s components are the physical requirements you must meet - in order to cast it. Each spell’s description indicates whether - it requires verbal (V), somatic (S), or material (M) components. - If you can’t provide one or more of a spell’s components, you - are unable to cast the spell. - -
- Verbal (V) - - Most spells require the chanting of mystic words. The words - themselves aren’t the source of the spell’s power; rather, the - particular combination of sounds, with specific pitch and - resonance, sets the threads of magic in motion. Thus, a - character who is gagged or in an area of silence, such as one - created by the silence spell, can’t cast - a spell with a verbal component. - -
-
- Somatic (S) - - Spellcasting gestures might include a forceful gesticulation - or an intricate set of gestures. If a spell requires a somatic - component, the caster must have free use of at least one hand - to perform these gestures. - -
-
- Material (M) - - Casting some spells requires particular objects, specified in - parentheses in the component entry. A character can use a - component pouch or a - spellcasting focus (found - in Equipment) in place of the components - specified for a spell. But if a cost is indicated for a - component, a character must have that specific component - before he or she can cast the spell. - - - If a spell states that a material component is consumed by the - spell, the caster must provide this component for each casting - of the spell. - - - A spellcaster must have a hand free to access a spell’s - material components-or to hold a spellcasting focus-but it can - be the same hand that he or she uses to perform somatic - components. - -
-
-
- Duration - - A spell’s duration is the length of time the spell persists. A - duration can be expressed in rounds, minutes, hours, or even - years. Some spells specify that their effects last until the - spells are dispelled or destroyed. - -
- Instantaneous - - Many spells are instantaneous. The spell harms, heals, - creates, or alters a creature or an object in a way that can’t - be dispelled, because its magic exists only for an instant. - -
-
- Concentration - - Some spells require you to maintain concentration in order to - keep their magic active. If you lose concentration, such a - spell ends. - - - If a spell must be maintained with concentration, that fact - appears in its Duration entry, and the spell specifies how - long you can concentrate on it. You can end concentration at - any time (no action required). - - - Normal activity, such as moving and attacking, doesn’t - interfere with concentration. The following factors can break - concentration: - - - - - Casting another spell that - requires concentration. You lose concentration - on a spell if you cast another spell that requires - concentration. You can’t concentrate on two spells at - once. - - - - - Taking damage. Whenever - you take damage while you are concentrating on a spell, - you must make a Constitution saving throw to maintain your - concentration. The DC equals 10 or half the damage you - take, whichever number is higher. If you take damage from - multiple sources, such as an arrow and a dragon’s breath, - you make a separate saving throw for each source of - damage. - - - - - Being incapacitated or - killed. You lose concentration on a spell if - you are incapacitated or if you die. - - - - - The GM might also decide that certain environmental phenomena, - such as a wave crashing over you while you’re on a - storm-tossed ship, require you to succeed on a DC 10 - Constitution saving throw to maintain concentration on a - spell. - -
-
-
- Targets - - A typical spell requires you to pick one or more targets to be - affected by the spell’s magic. A spell’s description tells you - whether the spell targets creatures, objects, or a point of - origin for an area of effect (described below). - - - Unless a spell has a perceptible effect, a creature might not - know it was targeted by a spell at all. An effect like crackling - lightning is obvious, but a more subtle effect, such as an - attempt to read a creature’s thoughts, typically goes unnoticed, - unless a spell says otherwise. - -
- A Clear Path to the Target - - To target something, you must have a clear path to it, so it - can’t be behind total cover. - - - If you place an area of effect at a point that you can’t see - and an obstruction, such as a wall, is between you and that - point, the point of origin comes into being on the near side - of that obstruction. - -
-
- Targeting Yourself - - If a spell targets a creature of your choice, you can choose - yourself, unless the creature must be hostile or specifically - a creature other than you. If you are in the area of effect of - a spell you cast, you can target yourself. - -
-
-
- Areas of Effect - - Spells such as burning hands and - cone of cold cover an area, allowing them - to affect multiple creatures at once. - - - A spell’s description specifies its area of effect, which - typically has one of five different shapes: cone, cube, - cylinder, line, or sphere. Every area of effect has a - point of origin, a location - from which the spell’s energy erupts. The rules for each shape - specify how you position its point of origin. Typically, a point - of origin is a point in space, but some spells have an area - whose origin is a creature or an object. - - - A spell’s effect expands in straight lines from the point of - origin. If no unblocked straight line extends from the point of - origin to a location within the area of effect, that location - isn’t included in the spell’s area. To block one of these - imaginary lines, an obstruction must provide total cover. - -
- Cone - - A cone extends in a direction you choose from its point of - origin. A cone’s width at a given point along its length is - equal to that point’s distance from the point of origin. A - cone’s area of effect specifies its maximum length. - - - A cone’s point of origin is not included in the cone’s area of - effect, unless you decide otherwise. - -
-
- Cube - - You select a cube’s point of origin, which lies anywhere on a - face of the cubic effect. The cube’s size is expressed as the - length of each side. - - - A cube’s point of origin is not included in the cube’s area of - effect, unless you decide otherwise. - -
-
- Cylinder - - A cylinder’s point of origin is the center of a circle of a - particular radius, as given in the spell description. The - circle must either be on the ground or at the height of the - spell effect. The energy in a cylinder expands in straight - lines from the point of origin to the perimeter of the circle, - forming the base of the cylinder. The spell’s effect then - shoots up from the base or down from the top, to a distance - equal to the height of the cylinder. - - - A cylinder’s point of origin is included in the cylinder’s - area of effect. - -
-
- Line - - A line extends from its point of origin in a straight path up - to its length and covers an area defined by its width. - - - A line’s point of origin is not included in the line’s area of - effect, unless you decide otherwise. - -
-
- Sphere - - You select a sphere’s point of origin, and the sphere extends - outward from that point. The sphere’s size is expressed as a - radius in feet that extends from the point. - - - A sphere’s point of origin is included in the sphere’s area of - effect. - -
-
-
-
- Spell Saving Throws - - Many spells specify that a target can make a saving throw to avoid - some or all of a spell’s effects. The spell specifies the ability - that the target uses for the save and what happens on a success or - failure. - - - The DC to resist one of your spells = 8 + your spellcasting - ability modifier + your proficiency bonus + any special modifiers. - -
-
- Spell Attack Rolls - - Some spells require the caster to make an attack roll to determine - whether the spell effect hits the intended target. Your attack - bonus with a spell attack equals your spellcasting ability - modifier + your proficiency bonus. - - - Most spells that require attack rolls involve ranged attacks. - Remember that you have disadvantage on a ranged attack roll if you - are within 5 feet of a hostile creature that can see you and that - isn’t incapacitated. - -
-
- Combining Magical Effects - - The effects of different spells add together while the durations - of those spells overlap. The effects of the same spell cast - multiple times don’t combine, however. Instead, the most potent - effect-such as the highest bonus-from those castings applies while - their durations overlap. - - - For example, if two clerics cast bless on the - same target, that character gains the spell’s benefit only once; - he or she doesn’t get to roll two bonus dice. - -
-
- SPELLS -
- Bard Spells -
- Cantrips (0 Level) - - - - Dancing Lights - - - - - Light - - - - - Mage Hand - - - - - Mending - - - - - Message - - - - - Minor Illusion - - - - - Prestidigitation - - - - - True Strike - - - - - Vicious Mockery - - - -
-
- 1st Level - - - - Animal Friendship - - - - - Bane - - - - - Charm Person - - - - - Comprehend Languages - - - - - Cure Wounds - - - - - Detect Magic - - - - - Disguise Self - - - - - Faerie Fire - - - - - Feather Fall - - - - - Healing Word - - - - - Heroism - - - - - Hideous Laughter - - - - - Identify - - - - - Illusory Script - - - - - Longstrider - - - - - Silent Image - - - - - Sleep - - - - - Speak with Animals - - - - - Thunderwave - - - - - Unseen Servant - - - -
-
- 2nd Level - - - - Animal Messenger - - - - - Blindness/Deafness - - - - - Calm Emotions - - - - - Detect Thoughts - - - - - Enhance Ability - - - - - Enthrall - - - - - Heat Metal - - - - - Hold Person - - - - - Invisibility - - - - - Knock - - - - - Lesser Restoration - - - - - Locate Animals or Plants - - - - - Locate Object - - - - - Magic Mouth - - - - - See Invisibility - - - - - Shatter - - - - - Silence - - - - - Suggestion - - - - - Zone of Truth - - - -
-
- 3rd Level - - - - Bestow Curse - - - - - Clairvoyance - - - - - Dispel Magic - - - - - Fear - - - - - Glyph of Warding - - - - - Hypnotic Pattern - - - - - Major Image - - - - - Nondetection - - - - - Plant Growth - - - - - Sending - - - - - Speak with Dead - - - - - Speak with Plants - - - - - Stinking Cloud - - - - - Tiny Hut - - - - - Tongues - - - -
-
- 4th Level - - - - Compulsion - - - - - Confusion - - - - - Dimension Door - - - - - Freedom of Movement - - - - - Greater Invisibility - - - - - Hallucinatory Terrain - - - - - Locate Creature - - - - - Polymorph - - - -
-
- 5th Level - - - - Animate Objects - - - - - Awaken - - - - - Dominate Person - - - - - Dream - - - - - Geas - - - - - Greater Restoration - - - - - Hold Monster - - - - - Legend Lore - - - - - Mass Cure Wounds - - - - - Mislead - - - - - Modify Memory - - - - - Planar Binding - - - - - Raise Dead - - - - - Scrying - - - - - Seeming - - - - - Teleportation Circle - - - -
-
- 6th Level - - - - Eyebite - - - - - Find the Path - - - - - Guards and Wards - - - - - Irresistible Dance - - - - - Mass Suggestion - - - - - Programmed Illusion - - - - - True Seeing - - - -
-
- 7th Level - - - - Arcane Sword - - - - - Etherealness - - - - - Forcecage - - - - - Magnificent Mansion - - - - - Mirage Arcane - - - - - Project Image - - - - - Regenerate - - - - - Resurrection - - - - - Symbol - - - - - Teleport - - - -
-
- 8th Level - - - - Dominate Monster - - - - - Feeblemind - - - - - Glibness - - - - - Mind Blank - - - - - Power Word Stun - - - -
-
- 9th Level - - - - Foresight - - - - - Power Word Kill - - - - - True Polymorph - - - -
-
-
- Cleric Spells -
- Cantrips (0 Level) - - - - Guidance - - - - - Light - - - - - Mending - - - - - Resistance - - - - - Sacred Flame - - - - - Spare the Dying - - - - - Thaumaturgy - - - -
-
- 1st Level - - - - Bane - - - - - Bless - - - - - Command - - - - - Create or Destroy Water - - - - - Cure Wounds - - - - - Detect Evil and Good - - - - - Detect Magic - - - - - Detect Poison and Disease - - - - - Guiding Bolt - - - - - Healing Word - - - - - Inflict Wounds - - - - - Protection from Evil and Good - - - - - Purify Food and Drink - - - - - Sanctuary - - - - - Shield of Faith - - - -
-
- 2nd Level - - - - Aid - - - - - Augury - - - - - Blindness/Deafness - - - - - Calm Emotions - - - - - Continual Flame - - - - - Enhance Ability - - - - - Find Traps - - - - - Gentle Repose - - - - - Hold Person - - - - - Lesser Restoration - - - - - Locate Object - - - - - Prayer of Healing - - - - - Protection from Poison - - - - - Silence - - - - - Spiritual Weapon - - - - - Warding Bond - - - - - Zone of Truth - - - -
-
- 3rd Level - - - - Animate Dead - - - - - Beacon of Hope - - - - - Bestow Curse - - - - - Clairvoyance - - - - - Create Food and Water - - - - - Daylight - - - - - Dispel Magic - - - - - Glyph of Warding - - - - - Magic Circle - - - - - Mass Healing Word - - - - - Meld into Stone - - - - - Protection from Energy - - - - - Remove Curse - - - - - Revivify - - - - - Sending - - - - - Speak with Dead - - - - - Spirit Guardians - - - - - Tongues - - - - - Water Walk - - - -
-
- 4th Level - - - - Banishment - - - - - Control Water - - - - - Death Ward - - - - - Divination - - - - - Freedom of Movement - - - - - Guardian of Faith - - - - - Locate Creature - - - - - Stone Shape - - - -
-
- 5th Level - - - - Commune - - - - - Contagion - - - - - Dispel Evil and Good - - - - - Flame Strike - - - - - Geas - - - - - Greater Restoration - - - - - Hallow - - - - - Insect Plague - - - - - Legend Lore - - - - - Mass Cure Wounds - - - - - Planar Binding - - - - - Raise Dead - - - - - Scrying - - - -
-
- 6th Level - - - - Blade Barrier - - - - - Create Undead - - - - - Find the Path - - - - - Forbiddance - - - - - Harm - - - - - Heal - - - - - Heroes’ Feast - - - - - Planar Ally - - - - - True Seeing - - - - - Word of Recall - - - -
-
- 7th Level - - - - Conjure Celestial - - - - - Divine Word - - - - - Etherealness - - - - - Fire Storm - - - - - Plane Shift - - - - - Regenerate - - - - - Resurrection - - - - - Symbol - - - -
-
- 8th Level - - - - Antimagic Field - - - - - Control Weather - - - - - Earthquake - - - - - Holy Aura - - - -
-
- 9th Level - - - - Astral Projection - - - - - Gate - - - - - Mass Heal - - - - - True Resurrection - - - -
-
-
- Druid Spells -
- Cantrips (0 Level) - - - - Driudcraft - - - - - Guidance - - - - - Mending - - - - - Poison Spray - - - - - Produce Flame - - - - - Resistance - - - - - Shillelagh - - - -
-
- 1st Level - - - - Animal Friendship - - - - - Charm Person - - - - - Create or Destroy Water - - - - - Cure Wounds - - - - - Detect Magic - - - - - Detect Poison and Disease - - - - - Entangle - - - - - Faerie Fire - - - - - Fog Cloud - - - - - Goodberry - - - - - Healing Word - - - - - Jump - - - - - Longstrider - - - - - Purify Food and Drink - - - - - Speak with Animals - - - - - Thunderwave - - - -
-
- 2nd Level - - - - Animal Messenger - - - - - Barkskin - - - - - Darkvision - - - - - Enhance Ability - - - - - Find Traps - - - - - Flame Blade - - - - - Flaming Sphere - - - - - Gust of Wind - - - - - Heat Metal - - - - - Hold Person - - - - - Lesser Restoration - - - - - Locate Animals or Plants - - - - - Locate Object - - - - - Moonbeam - - - - - Pass without Trace - - - - - Protection from Poison - - - - - Spike Growth - - - -
-
- 3rd Level - - - - Call Lightning - - - - - Conjure Animals - - - - - Daylight - - - - - Dispel Magic - - - - - Meld into Stone - - - - - Plant Growth - - - - - Protection from Energy - - - - - Sleet Storm - - - - - Speak with Plants - - - - - Water Breathing - - - - - Water Walk - - - - - Wind Wall - - - -
-
- 4th Level - - - - Blight - - - - - Confusion - - - - - Conjure Minor Elementals - - - - - Conjure Woodland Beings - - - - - Control Water - - - - - Dominate Beast - - - - - Freedom of Movement - - - - - Giant Insect - - - - - Hallucinatory Terrain - - - - - Ice Storm - - - - - Locate Creature - - - - - Polymorph - - - - - Stone Shape - - - - - Stoneskin - - - - - Wall of Fire - - - -
-
- 5th Level - - - - Antilife Shell - - - - - Awaken - - - - - Commune with Nature - - - - - Conjure Elemental - - - - - Contagion - - - - - Geas - - - - - Greater Restoration - - - - - Insect Plague - - - - - Mass Cure Wounds - - - - - Planar Binding - - - - - Reincarnate - - - - - Scrying - - - - - Tree Stride - - - - - Wall of Stone - - - -
-
- 6th Level - - - - Conjure Fey - - - - - Find the Path - - - - - Heal - - - - - Heroes’ Feast - - - - - Move Earth - - - - - Sunbeam - - - - - Transport via Plants - - - - - Wall of Thorns - - - - - Wind Walk - - - -
-
- 7th Level - - - - Fire Storm - - - - - Mirage Arcane - - - - - Plane Shift - - - - - Regenerate - - - - - Reverse Gravity - - - -
-
- 8th Level - - - - Animal Shapes - - - - - Antipathy/Sympathy - - - - - Control Weather - - - - - Earthquake - - - - - Feeblemind - - - - - Sunburst - - - -
-
- 9th Level - - - - Foresight - - - - - Shapechange - - - - - Storm of Vengeance - - - - - True Resurrection - - - -
-
-
- Paladin Spells -
- 1st Level - - - - Bless - - - - - Command - - - - - Cure Wounds - - - - - Detect Evil and Good - - - - - Detect Magic - - - - - Detect Poison and Disease - - - - - Divine Favor - - - - - Heroism - - - - - Protection from Evil and Good - - - - - Purify Food and Drink - - - - - Shield of Faith - - - -
-
- 2nd Level - - - - Aid - - - - - Branding Smite - - - - - Find Steed - - - - - Lesser Restoration - - - - - Locate Object - - - - - Magic Weapon - - - - - Protection from Poison - - - - - Zone of Truth - - - -
-
- 3rd Level - - - - Create Food and Water - - - - - Daylight - - - - - Dispel Magic - - - - - Magic Circle - - - - - Remove Curse - - - - - Revivify - - - -
-
- 4th Level - - - - Banishment - - - - - Death Ward - - - - - Locate Creature - - - -
-
- 5th Level - - - - Dispel Evil and Good - - - - - Geas - - - - - Raise Dead - - - -
-
-
- Ranger Spells -
- 1st Level - - - - Alarm - - - - - Animal Friendship - - - - - Cure Wounds - - - - - Detect Magic - - - - - Detect Poison and Disease - - - - - Fog Cloud - - - - - Goodberry - - - - - Hunter’s Mark - - - - - Jump - - - - - Longstrider - - - - - Speak with Animals - - - -
-
- 2nd Level - - - - Animal Messenger - - - - - Barkskin - - - - - Darkvision - - - - - Find Traps - - - - - Lesser Restoration - - - - - Locate Animals or Plants - - - - - Locate Object - - - - - Pass without Trace - - - - - Protection from Poison - - - - - Silence - - - - - Spike Growth - - - -
-
- 3rd Level - - - - Conjure Animals - - - - - Daylight - - - - - Nondetection - - - - - Plant Growth - - - - - Protection from Energy - - - - - Speak with Plants - - - - - Water Breathing - - - - - Water Walk - - - - - Wind Wall - - - -
-
- 4th Level - - - - Conjure Woodland Beings - - - - - Freedom of Movement - - - - - Locate Creature - - - - - Stoneskin - - - -
-
- 5th Level - - - - Commune with Nature - - - - - Tree Stride - - - -
-
-
- Sorcerer Spells -
- Cantrips (0 Level) - - - - Acid Splash - - - - - Chill Touch - - - - - Dancing Lights - - - - - Fire Bolt - - - - - Light - - - - - Mage Hand - - - - - Mending - - - - - Message - - - - - Minor Illusion - - - - - Poison Spray - - - - - Prestidigitation - - - - - Ray of Frost - - - - - Shocking Grasp - - - - - True Strike - - - -
-
- 1st Level - - - - Burning Hands - - - - - Charm Person - - - - - Color Spray - - - - - Comprehend Languages - - - - - Detect Magic - - - - - Disguise Self - - - - - Expeditious Retreat - - - - - False Life - - - - - Feather Fall - - - - - Fog Cloud - - - - - Jump - - - - - Mage Armor - - - - - Magic Missile - - - - - Shield - - - - - Silent Image - - - - - Sleep - - - - - Thunderwave - - - -
-
- 2nd Level - - - - Alter Self - - - - - Blindness/Deafness - - - - - Blur - - - - - Darkness - - - - - Darkvision - - - - - Detect Thoughts - - - - - Enhance Ability - - - - - Enlarge/Reduce - - - - - Gust of Wind - - - - - Hold Person - - - - - Invisibility - - - - - Knock - - - - - Levitate - - - - - Mirror Image - - - - - Misty Step - - - - - Scorching Ray - - - - - See Invisibility - - - - - Shatter - - - - - Spider Climb - - - - - Suggestion - - - - - Web - - - -
-
- 3rd Level - - - - Blink - - - - - Clairvoyance - - - - - Counterspell - - - - - Daylight - - - - - Dispel Magic - - - - - Fear - - - - - Fireball - - - - - Fly - - - - - Gaseous Form - - - - - Haste - - - - - Hypnotic Pattern - - - - - Lightning Bolt - - - - - Major Image - - - - - Protection from Energy - - - - - Sleet Storm - - - - - Slow - - - - - Stinking Cloud - - - - - Tongues - - - - - Water Breathing - - - - - Water Walk - - - -
-
- 4th Level - - - - Banishment - - - - - Blight - - - - - Confusion - - - - - Dimension Door - - - - - Dominate Beast - - - - - Greater Invisibility - - - - - Ice Storm - - - - - Polymorph - - - - - Stoneskin - - - - - Wall of Fire - - - -
-
- 5th Level - - - - Animate Objects - - - - - Cloudkill - - - - - Cone of Cold - - - - - Creation - - - - - Dominate Person - - - - - Hold Monster - - - - - Insect Plague - - - - - Seeming - - - - - Telekinesis - - - - - Teleportation Circle - - - - - Wall of Stone - - - -
-
- 6th Level - - - - Chain Lightning - - - - - Circle of Death - - - - - Disintegrate - - - - - Eyebite - - - - - Globe of Invulnerability - - - - - Mass Suggestion - - - - - Move Earth - - - - - Sunbeam - - - - - True Seeing - - - -
-
- 7th Level - - - - Delayed Blast Fireball - - - - - Etherealness - - - - - Finger of Death - - - - - Fire Storm - - - - - Plane Shift - - - - - Prismatic Spray - - - - - Reverse Gravity - - - - - Teleport - - - -
-
- 8th Level - - - - Dominate Monster - - - - - Earthquake - - - - - Incendiary Cloud - - - - - Power Word Stun - - - - - Sunburst - - - -
-
- 9th Level - - - - Gate - - - - - Meteor Swarm - - - - - Power Word Kill - - - - - Time Stop - - - - - Wish - - - -
-
-
- Warlock Spells -
- Cantrips (0 Level) - - - - Chill Touch - - - - - Eldritch Blast - - - - - Mage Hand - - - - - Minor Illusion - - - - - Poison Spray - - - - - Prestidigitation - - - - - True Strike - - - -
-
- 1st Level - - - - Charm Person - - - - - Comprehend Languages - - - - - Expeditious Retreat - - - - - Hellish Rebuke - - - - - Illusory Script - - - - - Protection from Evil and Good - - - - - Unseen Servant - - - -
-
- 2nd Level - - - - Darkness - - - - - Enthrall - - - - - Hold Person - - - - - Invisibility - - - - - Mirror Image - - - - - Misty Step - - - - - Ray of Enfeeblement - - - - - Shatter - - - - - Spider Climb - - - - - Suggestion - - - -
-
- 3rd Level - - - - Counterspell - - - - - Dispel Magic - - - - - Fear - - - - - Fly - - - - - Gaseous Form - - - - - Hypnotic Pattern - - - - - Magic Circle - - - - - Major Image - - - - - Remove Curse - - - - - Tongues - - - - - Vampiric Touch - - - -
-
- 4th Level - - - - Banishment - - - - - Blight - - - - - Dimension Door - - - - - Hallucinatory Terrain - - - -
-
- 5th Level - - - - Contact Other Plane - - - - - Dream - - - - - Hold Monster - - - - - Scrying - - - -
-
- 6th Level - - - - Circle of Death - - - - - Conjure Fey - - - - - Create Undead - - - - - Eyebite - - - - - Flesh to Stone - - - - - Mass Suggestion - - - - - True Seeing - - - -
-
- 7th Level - - - - Etherealness - - - - - Finger of Death - - - - - Forcecage - - - - - Plane Shift - - - -
-
- 8th Level - - - - Demiplane - - - - - Dominate Monster - - - - - Feeblemind - - - - - Glibness - - - - - Power Word Stun - - - -
-
- 9th Level - - - - Astral Projection - - - - - Foresight - - - - - Imprisonment - - - - - Power Word Kill - - - - - True Polymorph - - - -
-
-
- Wizard Spells -
- Cantrips (0 Level) - - - - Acid Splash - - - - - Chill Touch - - - - - Dancing Lights - - - - - Fire Bolt - - - - - Light - - - - - Mage Hand - - - - - Mending - - - - - Message - - - - - Minor Illusion - - - - - Poison Spray - - - - - Prestidigitation - - - - - Ray of Frost - - - - - Shocking Grasp - - - - - True Strike - - - -
-
- 1st Level - - - - Alarm - - - - - Burning Hands - - - - - Charm Person - - - - - Color Spray - - - - - Comprehend Languages - - - - - Detect Magic - - - - - Disguise Self - - - - - Expeditious Retreat - - - - - False Life - - - - - Feather Fall - - - - - Find Familiar - - - - - Floating Disk - - - - - Fog Cloud - - - - - Grease - - - - - Hideous Laughter - - - - - Identify - - - - - Illusory Script - - - - - Jump - - - - - Longstrider - - - - - Mage Armor - - - - - Magic Missile - - - - - Protection from Evil and Good - - - - - Shield - - - - - Silent Image - - - - - Sleep - - - - - Thunderwave - - - - - Unseen Servant - - - -
-
- 2nd Level - - - - Acid Arrow - - - - - Alter Self - - - - - Arcane Lock - - - - - Arcanist’s Magic Aura - - - - - Blindness/Deafness - - - - - Blur - - - - - Continual Flame - - - - - Darkness - - - - - Darkvision - - - - - Detect Thoughts - - - - - Enlarge/Reduce - - - - - Flaming Sphere - - - - - Gentle Repose - - - - - Gust of Wind - - - - - Hold Person - - - - - Invisibility - - - - - Knock - - - - - Levitate - - - - - Locate Object - - - - - Magic Mouth - - - - - Magic Weapon - - - - - Mirror Image - - - - - Misty Step - - - - - Ray of Enfeeblement - - - - - Rope Trick - - - - - Scorching Ray - - - - - See Invisibility - - - - - Shatter - - - - - Spider Climb - - - - - Suggestion - - - - - Web - - - -
-
- 3rd Level - - - - Animate Dead - - - - - Bestow Curse - - - - - Blink - - - - - Clairvoyance - - - - - Counterspell - - - - - Dispel Magic - - - - - Fear - - - - - Fireball - - - - - Fly - - - - - Gaseous Form - - - - - Glyph of Warding - - - - - Haste - - - - - Hypnotic Pattern - - - - - Lightning Bolt - - - - - Magic Circle - - - - - Major Image - - - - - Nondetection - - - - - Phantom Steed - - - - - Protection from Energy - - - - - Remove Curse - - - - - Sending - - - - - Sleet Storm - - - - - Slow - - - - - Stinking Cloud - - - - - Tiny Hut - - - - - Tongues - - - - - Vampiric Touch - - - - - Water Breathing - - - -
-
- 4th Level - - - - Arcane Eye - - - - - Banishment - - - - - Black Tentacles - - - - - Blight - - - - - Confusion - - - - - Conjure Minor Elementals - - - - - Control Water - - - - - Dimension Door - - - - - Fabricate - - - - - Faithful Hound - - - - - Fire Shield - - - - - Greater Invisibility - - - - - Hallucinatory Terrain - - - - - Ice Storm - - - - - Locate Creature - - - - - Phantasmal Killer - - - - - Polymorph - - - - - Private Sanctum - - - - - Resilient Sphere - - - - - Secret Chest - - - - - Stone Shape - - - - - Stoneskin - - - - - Wall of Fire - - - -
-
- 5th Level - - - - Animate Objects - - - - - Arcane Hand - - - - - Cloudkill - - - - - Cone of Cold - - - - - Conjure Elemental - - - - - Contact Other Plane - - - - - Creation - - - - - Dominate Person - - - - - Dream - - - - - Geas - - - - - Hold Monster - - - - - Legend Lore - - - - - Mislead - - - - - Modify Memory - - - - - Passwall - - - - - Planar Binding - - - - - Scrying - - - - - Seeming - - - - - Telekinesis - - - - - Telepathic Bond - - - - - Teleportation Circle - - - - - Wall of Force - - - - - Wall of Stone - - - -
-
- 6th Level - - - - Chain Lightning - - - - - Circle of Death - - - - - Contingency - - - - - Create Undead - - - - - Disintegrate - - - - - Eyebite - - - - - Flesh to Stone - - - - - Freezing Sphere - - - - - Globe of Invulnerability - - - - - Guards and Wards - - - - - Instant Summons - - - - - Irresistible Dance - - - - - Magic Jar - - - - - Mass Suggestion - - - - - Move Earth - - - - - Programmed Illusion - - - - - Sunbeam - - - - - True Seeing - - - - - Wall of Ice - - - -
-
- 7th Level - - - - Arcane Sword - - - - - Delayed Blast Fireball - - - - - Etherealness - - - - - Finger of Death - - - - - Forcecage - - - - - Magnificent Mansion - - - - - Mirage Arcane - - - - - Plane Shift - - - - - Prismatic Spray - - - - - Project Image - - - - - Reverse Gravity - - - - - Sequester - - - - - Simulacrum - - - - - Symbol - - - - - Teleport - - - -
-
- 8th Level - - - - Antimagic Field - - - - - Antipathy/Sympathy - - - - - Clone - - - - - Control Weather - - - - - Demiplane - - - - - Dominate Monster - - - - - Feeblemind - - - - - Incendiary Cloud - - - - - Maze - - - - - Mind Blank - - - - - Power Word Stun - - - - - Sunburst - - - -
-
- 9th Level - - - - Astral Projection - - - - - Foresight - - - - - Gate - - - - - Imprisonment - - - - - Meteor Swarm - - - - - Power Word Kill - - - - - Prismatic Wall - - - - - Shapechange - - - - - Time Stop - - - - - True Polymorph - - - - - Weird - - - - - Wish - - - -
-
-
-
- Spells (A) -
- Acid Arrow - - 2nd-level evocation - - - Casting Time: 1 action - - - Range: 90 feet - - - Components: V, S, M (powdered - rhubarb leaf and an adder’s stomach) - - - Duration: Instantaneous - - - A shimmering green arrow streaks toward a target within range - and bursts in a spray of acid. Make a ranged spell attack - against the target. On a hit, the target takes 4d4 acid damage - immediately and 2d4 acid damage at the end of its next turn. On - a miss, the arrow splashes the target with acid for half as much - of the initial damage and no damage at the end of its next turn. - - - At Higher - Levels. When you cast this spell using a - spell slot of 3rd level or higher, the damage (both initial and - later) increases by 1d4 for each slot level above 2nd. - -
-
- Acid Splash - - Conjuration cantrip - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S - - - Duration: Instantaneous - - - You hurl a bubble of acid. Choose one creature you can see - within range, or choose two creatures you can see within range - that are within 5 feet of each other. A target must succeed on a - Dexterity saving throw or take 1d6 acid damage. - - - This spell’s damage increases by 1d6 when you reach 5th level - (2d6), 11th level (3d6), and 17th level (4d6). - -
-
- Aid - - 2nd-level abjuration - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S, M (a tiny - strip of white cloth) - - - Duration: 8 hours - - - Your spell bolsters your allies with toughness and resolve. - Choose up to three creatures within range. Each target’s hit - point maximum and current hit points increase by 5 for the - duration. - - - At Higher - Levels. When you cast this spell using a - spell slot of 3rd level or higher, a target’s hit points - increase by an additional 5 for each slot level above 2nd. - -
-
- Alarm - - 1st-level abjuration (ritual) - - - Casting Time: 1 minute - - - Range: 30 feet - - - Components: V, S, M (a tiny - bell and a piece of fine silver wire) - - - Duration: 8 hours - - - You set an alarm against unwanted intrusion. Choose a door, a - window, or an area within range that is no larger than a 20-foot - cube. Until the spell ends, an alarm alerts you whenever a Tiny - or larger creature touches or enters the warded area. When you - cast the spell, you can designate creatures that won’t set off - the alarm. You also choose whether the alarm is mental or - audible. - - - A mental alarm alerts you with a ping in your mind if you are - within 1 mile of the warded area. This ping awakens you if you - are sleeping. - - - An audible alarm produces the sound of a hand bell for 10 - seconds within 60 feet. - -
-
- Alter Self - - 2nd-level transmutation - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S - - - Duration: Concentration, up - to 1 hour - - - You assume a different form. When you cast the spell, choose one - of the following options, the effects of which last for the - duration of the spell. While the spell lasts, you can end one - option as an action to gain the benefits of a different one. - - - Aquatic - Adaptation. You adapt your body to an - aquatic environment, sprouting gills and growing webbing between - your fingers. You can breathe underwater and gain a swimming - speed equal to your walking speed. - - - Change - Appearance. You transform your appearance. - You decide what you look like, including your height, weight, - facial features, sound of your voice, hair length, coloration, - and distinguishing characteristics, if any. You can make - yourself appear as a member of another race, though none of your - statistics change. You also can’t appear as a creature of a - different size than you, and your basic shape stays the same; if - you’re bipedal, you can’t use this spell to become quadrupedal, - for instance. At any time for the duration of the spell, you can - use your action to change your appearance in this way again. - - - Natural - Weapons. You grow claws, fangs, spines, - horns, or a different natural weapon of your choice. Your - unarmed strikes deal 1d6 bludgeoning, piercing, or slashing - damage, as appropriate to the natural weapon you chose, and you - are proficient with your unarmed strikes. Finally, the natural - weapon is magic and you have a +1 bonus to the attack and damage - rolls you make using it. - -
-
- Animal Friendship - - 1st-­level enchantment - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S, M (a morsel - of food) - - - Duration: 24 hours - - - This spell lets you convince a beast that you mean it no harm. - Choose a beast that you can see within range. It must see and - hear you. If the beast’s Intelligence is 4 or higher, the spell - fails. Otherwise, the beast must succeed on a Wisdom saving - throw or be charmed by you for the spell’s duration. If you or - one of your companions harms the target, the spells ends. - - - At Higher Levels. When you cast this spell using a  - spell slot of 2nd level or higher, you can affect one additional - beast t level above 1st. - -
-
- Animal Messenger - - 2nd-level enchantment (ritual) - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S, M (a morsel - of food) - - - Duration: 24 hours - - - By means of this spell, you use an animal to deliver a message. - Choose a Tiny beast you can see within range, such as a - squirrel, a blue jay, or a bat. You specify a location, which - you must have visited, and a recipient who matches a general - description, such as a man or woman dressed in the - uniform of the town guard or a red-haired dwarf - wearing a pointed hat. You also speak a message of up to - twenty-five words. The target beast travels for the duration of - the spell toward the specified location, covering about 50 miles - per 24 hours for a flying messenger, or 25 miles for other - animals. - - - When the messenger arrives, it delivers your message to the - creature that you described, replicating the sound of your - voice. The messenger speaks only to a creature matching the - description you gave. If the messenger doesn’t reach its - destination before the spell ends, the message is lost, and the - beast makes its way back to where you cast this spell. - - - At Higher - Levels. If you cast this spell using a - spell slot of 3nd level or higher, the duration of the spell - increases by 48 hours for each slot level above 2nd. - -
-
- Animal Shapes - - 8th-level transmutation - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S - - - Duration: Concentration, up - to 24 hours - - - Your magic turns others into beasts. Choose any number of - willing creatures that you can see within range. You transform - each target into the form of a Large or smaller beast with a - challenge rating of 4 or lower. On subsequent turns, you can use - your action to transform affected creatures into new forms. - - - The transformation lasts for the duration for each target, or - until the target drops to 0 hit points or dies. You can choose a - different form for each target. A target’s game statistics are - replaced by the statistics of the chosen beast, though the - target retains its alignment and Intelligence, Wisdom, and - Charisma scores. The target assumes the hit points of its new - form, and when it reverts to its normal form, it returns to the - number of hit points it had before it transformed. If it reverts - as a result of dropping to 0 hit points, any excess damage - carries over to its normal form. As long as the excess damage - doesn’t reduce the creature’s normal form to 0 hit points, it - isn’t knocked unconscious. The creature is limited in the - actions it can perform by the nature of its new form, and it - can’t speak or cast spells. - - - The target’s gear melds into the new form. The target can’t - activate, wield, or otherwise benefit from any of its equipment. - -
-
- Animate Dead - - 3rd-level necromancy - - - Casting Time: 1 minute - - - Range: 10 feet - - - Components: V, S, M (a drop - of blood, a piece of flesh, and a pinch of bone dust) - - - Duration: Instantaneous - - - This spell creates an undead servant. Choose a pile of bones or - a corpse of a Medium or Small humanoid within range. Your spell - imbues the target with a foul mimicry of life, raising it as an - undead creature. The target becomes a skeleton if you chose - bones or a zombie if you chose a corpse (the GM has the - creature’s game statistics). - - - On each of your turns, you can use a bonus action to mentally - command any creature you made with this spell if the creature is - within 60 feet of you (if you control multiple creatures, you - can command any or all of them at the same time, issuing the - same command to each one). You decide what action the creature - will take and where it will move during its next turn, or you - can issue a general command, such as to guard a particular - chamber or corridor. If you issue no commands, the creature only - defends itself against hostile creatures. Once given an order, - the creature continues to follow it until its task is complete. - - - The creature is under your control for 24 hours, after which it - stops obeying any command you’ve given it. To maintain control - of the creature for another 24 hours, you must cast this spell - on the creature again before the current 24-hour period ends. - This use of the spell reasserts your control over up to four - creatures you have animated with this spell, rather than - animating a new one. - - - At Higher - Levels. When you cast this spell using a - spell slot of 4th level or higher, you animate or reassert - control over two additional undead creatures for each slot level - above 3rd. Each of the creatures must come from a different - corpse or pile of bones. - -
-
- Animate Objects - - 5th-level transmutation - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S - - - Duration: Concentration, up - to 1 minute - - - Objects come to life at your command. Choose up to ten - nonmagical objects within range that are not being worn or - carried. Medium targets count as two objects, Large targets - count as four objects, Huge targets count as eight objects. You - can’t animate any object larger than Huge. Each target animates - and becomes a creature under your control until the spell ends - or until reduced to 0 hit points. - - - As a bonus action, you can mentally command any creature you - made with this spell if the creature is within 500 feet of you - (if you control multiple creatures, you can command any or all - of them at the same time, issuing the same command to each one). - You decide what action the creature will take and where it will - move during its next turn, or you can issue a general command, - such as to guard a particular chamber or corridor. If you issue - no commands, the creature only defends itself against hostile - creatures. Once given an order, the creature continues to follow - it until its task is complete. - - - Table- Animate Object Stats - - - - - - - - - - - - - Size - - - HP - - - AC - - - Attack - - - Str - - - Dex - - - - - - - Tiny - - - 20 - - - 18 - - - +8 to hit, 1d4 + 4 damage - - - 4 - - - 18 - - - - - Small - - - 25 - - - 16 - - - +6 to hit, 1d8 + 2 damage - - - 6 - - - 14 - - - - - Medium - - - 40 - - - 13 - - - +5 to hit, 2d6 + 1 damage - - - 10 - - - 12 - - - - - Large - - - 50 - - - 10 - - - +6 to hit, 2d10 + 2 damage - - - 14 - - - 10 - - - - - Huge - - - 80 - - - 10 - - - +8 to hit, 2d12 + 4 damage - - - 18 - - - 6 - - - - - - - - - - - - - - - - - - - - - An animated object is a construct with AC, hit points, attacks, - Strength, and Dexterity determined by its size. Its Constitution - is 10 and its Intelligence and Wisdom are 3, and its Charisma is - 1. Its speed is - - - 30 feet; if the object lacks legs or other appendages it can use - for locomotion, it instead has a flying speed of 30 feet and can - hover. If the object is securely attached to a surface or a - larger object, such as a chain bolted to a wall, its speed is 0. - It has blindsight with a radius of 30 feet and is blind beyond - that distance. When the animated object drops to 0 hit points, - it reverts to its original object form, and any remaining damage - carries over to its original object form. - - - If you command an object to attack, it can make a single melee - attack against a creature within 5 feet of it. It makes a slam - attack with an attack bonus and bludgeoning damage determined by - its size. The GM might rule that a specific object inflicts - slashing or piercing damage based on its form. - - - At Higher - Levels. If you cast this spell using a - spell slot of 6th level or higher, you can animate two - additional objects for each slot level above 5th. - -
-
- Antilife Shell - - 5th-level abjuration - - - Casting Time: 1 action - - - Range: Self (10-foot radius) - - - Components: V, S - - - Duration: Concentration, up - to 1 hour - - - A shimmering barrier extends out from you in a 10-foot radius - and moves with you, remaining centered on you and hedging out - creatures other than undead and constructs. The barrier lasts - for the duration. - - - The barrier prevents an affected creature from passing or - reaching through. An affected creature can cast spells or make - attacks with ranged or reach weapons through the barrier. - - - If you move so that an affected creature is forced to pass - through the barrier, the spell ends. - -
-
- Antimagic Field - - 8th-level abjuration - - - Casting Time: 1 action - - - Range: Self (10-foot radius - sphere) - - - Components: V, S, M (a pinch - of powdered iron or iron filings) - - - Duration: Concentration, up - to 1 hour - - - A 10-foot radius invisible sphere of antimagic surrounds you. - This area is divorced from the magical energy that suffuses the - multiverse. Within the sphere, spells can’t be cast, summoned - creatures disappear, and even magic items become mundane. Until - the spell ends, the sphere moves with you, centered on you. - - - Spells and other magical effects, except those created by an - artifact or a deity, are suppressed in the sphere and can’t - protrude into it. A slot expended to cast a suppressed spell is - consumed. While an effect is suppressed, it doesn’t function, - but the time it spends suppressed counts against its duration. - - - Targeted - Effects. Spells and other magical effects, - such as magic missile and charm - person, that target a creature or an object in the - sphere have no effect on that target. - - - Areas of - Magic. The area of another spell or - magical effect, such as fireball, can’t - extend into the sphere. If the sphere overlaps an area of magic, - the part of the area that is covered by the sphere is - suppressed. For example, the flames created by a wall - of fire are suppressed within the sphere, creating a - gap in the wall if the overlap is large enough. - - - Spells. - Any active spell or other magical effect on a creature or an - object in the sphere is suppressed while the creature or object - is in it. - - - Magic - Items. The properties and powers of magic - items are suppressed in the sphere. For example, a +1 - longsword in the sphere functions as a nonmagical - longsword. - - - A magic weapon’s properties and powers are suppressed if it is - used against a target in the sphere or wielded by an attacker in - the sphere. If a magic weapon or a piece of magic ammunition - fully leaves the sphere (for example, if you fire a magic arrow - or throw a magic spear at a target outside the sphere), the - magic of the item ceases to be suppressed as soon as it exits. - - - Magical - Travel. Teleportation and planar travel - fail to work in the sphere, whether the sphere is the - destination or the departure point for such magical travel. A - portal to another location, world, or plane of existence, as - well as an opening to an extradimensional space such as that - created by the rope trick spell, - temporarily closes while in the sphere. - - - Creatures and - Objects. A creature or object summoned or - created by magic temporarily winks out of existence in the - sphere. Such a creature instantly reappears once the space the - creature occupied is no longer within the sphere. - - - Dispel - Magic. Spells and magical effects such as - dispel magic have no effect on the sphere. - Likewise, the spheres created by different antimagic - field spells don’t nullify each other. - -
-
- Antipathy/Sympathy - - 8th-level enchantment - - - Casting Time: 1 hour - - - Range: 60 feet - - - Components: V, S, M (either a - lump of alum soaked in vinegar for the - antipathy effect or a drop of honey for the - sympathy effect) - - - Duration: 10 days - - - This spell attracts or repels creatures of your choice. You - target something within range, either a Huge or smaller object - or creature or an area that is no larger than a 200-foot cube. - Then specify a kind of intelligent creature, such as red - dragons, goblins, or vampires. You invest the target with an - aura that either attracts or repels the specified creatures for - the duration. Choose antipathy or sympathy as the aura’s effect. - - - Antipathy. - The enchantment causes creatures of the kind you designated to - feel an intense urge to leave the area and avoid the target. - When such a creature can see the target or comes within 60 feet - of it, the creature must succeed on a Wisdom saving throw or - become frightened. The creature remains frightened while it can - see the target or is within 60 feet of it. While frightened by - the target, the creature must use its movement to move to the - nearest safe spot from which it can’t see the target. If the - creature moves more than 60 feet from the target and can’t see - it, the creature is no longer frightened, but the creature - becomes frightened again if it regains sight of the target or - moves within 60 feet of it. - - - Sympathy. - The enchantment causes the specified creatures to feel an - intense urge to approach the target while within 60 feet of it - or able to see it. When such a creature can see the target or - comes within 60 feet of it, the creature must succeed on a - Wisdom saving throw or use its movement on each of its turns to - enter the area or move within reach of the target. When the - creature has done so, it can’t willingly move away from the - target. - - - If the target damages or otherwise harms an affected creature, - the affected creature can make a Wisdom saving throw to end the - effect, as described below. - - - Ending the - Effect. If an affected creature ends its - turn while not within 60 feet of the target or able to see it, - the creature makes a Wisdom saving throw. On a successful save, - the creature is no longer affected by the target and recognizes - the feeling of repugnance or attraction as magical. In addition, - a creature affected by the spell is allowed another Wisdom - saving throw every 24 hours while the spell persists. - - - A creature that successfully saves against this effect is immune - to it for 1 minute, after which time it can be affected again. - -
-
- Arcane Eye - - 4th-level divination - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S, M (a bit of - bat fur) - - - Duration: Concentration, up - to 1 hour - - - You create an invisible, magical eye within range that hovers in - the air for the duration. - - - You mentally receive visual information from the eye, which has - normal vision and darkvision out to 30 feet. The eye can look in - every direction. - - - As an action, you can move the eye up to 30 feet in any - direction. There is no limit to how far away from you the eye - can move, but it can’t enter another plane of existence. A solid - barrier blocks the eye’s movement, but the eye can pass through - an opening as small as 1 inch in diameter. - -
-
- Arcane Hand - - 5th-level evocation - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S, M (an - eggshell and a snakeskin glove) - - - Duration: Concentration, up - to 1 minute - - - You create a Large hand of shimmering, translucent force in an - unoccupied space that you can see within range. The hand lasts - for the spell’s duration, and it moves at your command, - mimicking the movements of your own hand. - - - The hand is an object that has AC 20 and hit points equal to - your hit point maximum. If it drops to 0 hit points, the spell - ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). - The hand doesn’t fill its space. - - - When you cast the spell and as a bonus action on your subsequent - turns, you can move the hand up to 60 feet and then cause one of - the following effects with it. - - - Clenched - Fist. The hand strikes one creature or - object within 5 feet of it. Make a melee spell attack for the - hand using your game statistics. On a hit, the target takes 4d8 - force damage. - - - Forceful - Hand. The hand attempts to push a creature - within 5 feet of it in a direction you choose. - - - Make a check with the hand’s Strength contested by the Strength - (Athletics) check of the target. If the target is Medium or - smaller, you have advantage on the check. If you succeed, the - hand pushes the target up to 5 feet plus a number of feet equal - to five times your spellcasting ability modifier. The hand moves - with the target to remain within 5 feet of it. - - - Grasping - Hand. The hand attempts to grapple a Huge - or smaller creature within 5 feet of it. You use the hand’s - Strength score to resolve the grapple. If the target is Medium - or smaller, you have advantage on the check. While the hand is - grappling the target, you can use a bonus action to have the - hand crush it. When you do so, the target takes bludgeoning - damage equal to 2d6 + your spellcasting ability modifier. - - - Interposing - Hand. The hand interposes itself between - you and a creature you choose until you give the hand a - different command. The hand moves to stay between you and the - target, providing you with half cover against the target. The - target can’t move through the hand’s space if its Strength score - is less than or equal to the hand’s Strength score. If its - Strength score is higher than the hand’s Strength score, the - target can move toward you through the hand’s space, but that - space is difficult terrain for the target. - - - At Higher - Levels. When you cast this spell using a - spell slot of 6th level or higher, the damage from the clenched - fist option increases by 2d8 and the damage from the grasping - hand increases by 2d6 for each slot level above 5th. - -
-
- Arcane Lock - - 2nd-level abjuration - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (gold - dust worth at least 25 gp, which the spell consumes) - - - Duration: Until dispelled - - - You touch a closed door, window, gate, chest, or other entryway, - and it becomes locked for the duration. You and the creatures - you designate when you cast this spell can open the object - normally. You can also set a password that, when spoken within 5 - feet of the object, suppresses this spell for 1 minute. - Otherwise, it is impassable until it is broken or the spell is - dispelled or suppressed. Casting knock on - the object suppresses arcane lock for 10 - minutes. - - - While affected by this spell, the object is more difficult to - break or force open; the DC to break it or pick any locks on it - increases by 10. - -
-
- Arcane Sword - - 7th-level evocation - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S, M (a - miniature platinum sword with a grip and pommel of copper and - zinc, worth 250 gp) - - - Duration: Concentration, up - to 1 minute - - - You create a sword-shaped plane of force that hovers within - range. It lasts for the duration. - - - When the sword appears, you make a melee spell attack against a - target of your choice within 5 feet of the sword. On a hit, the - target takes 3d10 force damage. Until the spell ends, you can - use a bonus action on each of your turns to move the sword up to - 20 feet to a spot you can see and repeat this attack against the - same target or a different one. - -
-
- Arcanist’s Magic Aura - - 2nd-level illusion - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (a small - square of silk) - - - Duration: 24 hours - - - You place an illusion on a creature or an object you touch so - that divination spells reveal false information about it. The - target can be a willing creature or an object that isn’t being - carried or worn by another creature. - - - When you cast the spell, choose one or both of the following - effects. The effect lasts for the duration. If you cast this - spell on the same creature or object every day for 30 days, - placing the same effect on it each time, the illusion lasts - until it is dispelled. - - - False - Aura. You change the way the target - appears to spells and magical effects, such as detect - magic, that detect magical auras. You can make a - nonmagical object appear magical, a magical object appear - nonmagical, or change the object’s magical aura so that it - appears to belong to a specific school of magic that you choose. - When you use this effect on an object, you can make the false - magic apparent to any creature that handles the item. - - - Mask. - You change the way the target appears to spells and magical - effects that detect creature types, such as a paladin’s Divine - Sense or the trigger of a symbol spell. You - choose a creature type and other spells and magical effects - treat the target as if it were a creature of that type or of - that alignment. - -
-
- Astral Projection - - 9th-level necromancy - - - Casting Time: 1 hour - - - Range: 10 feet - - - Components: V, S, M (for each - creature you affect with this spell, you must provide one - jacinth worth at least 1,000 gp and one ornately carved bar of - silver worth at least 100 gp, all of which the spell consumes) - - - Duration: Special - - - You and up to eight willing creatures within range project your - astral bodies into the Astral Plane (the spell fails and the - casting is wasted if you are already on that plane). The - material body you leave behind is unconscious and in a state of - suspended animation; it doesn’t need food or air and doesn’t - age. - - - Your astral body resembles your mortal form in almost every way, - replicating your game statistics and possessions. The principal - difference is the addition of a silvery cord that extends from - between your shoulder blades and trails behind you, fading to - invisibility after 1 foot. This cord is your tether to your - material body. As long as the tether remains intact, you can - find your way home. If the cord is cut-something that can happen - only when an effect specifically states that it does-your soul - and body are separated, killing you instantly. - - - Your astral form can freely travel through the Astral Plane and - can pass through portals there leading to any other plane. If - you enter a new plane or return to the plane you were on when - casting this spell, your body and possessions are transported - along the silver cord, allowing you to re-enter your body as you - enter the new plane. Your astral form is a separate incarnation. - Any damage or other effects that apply to it have no effect on - your physical body, nor do they persist when you return to it. - - - The spell ends for you and your companions when you use your - action to dismiss it. When the spell ends, the affected creature - returns to its physical body, and it awakens. - - - The spell might also end early for you or one of your - companions. A successful dispel magic spell - used against an astral or physical body ends the spell for that - creature. If a creature’s original body or its astral form drops - to 0 hit points, the spell ends for that creature. If the spell - ends and the silver cord is intact, the cord pulls the - creature’s astral form back to its body, ending its state of - suspended animation. - - - If you are returned to your body prematurely, your companions - remain in their astral forms and must find their own way back to - their bodies, usually by dropping to 0 hit points. - -
-
- Augury - - 2nd-level divination (ritual) - - - Casting Time: 1 minute - - - Range: Self - - - Components: V, S, M - (specially marked sticks, bones, or similar tokens worth at - least 25 gp) - - - Duration: Instantaneous - - - By casting gem-inlaid sticks, rolling dragon bones, laying out - ornate cards, or employing some other divining tool, you receive - an omen from an otherworldly entity about the results of a - specific course of action that you plan to take within the next - 30 minutes. The GM chooses from the following possible omens: - - - - - Weal, for good results - - - - - Woe, for bad results - - - - - Weal and woe, for both good and bad - results - - - - - Nothing, for results that aren’t - especially good or bad - - - - - The spell doesn’t take into account any possible circumstances - that might change the outcome, such as the casting of additional - spells or the loss or gain of a companion. - - - If you cast the spell two or more times before completing your - next long rest, there is a cumulative 25 percent chance for each - casting after the first that you get a random reading. The GM - makes this roll in secret. - -
-
- Awaken - - 5th-level transmutation - - - Casting Time: 8 hours - - - Range: Touch - - - Components: V, S, M (an agate - worth at least 1,000 gp, which the spell consumes) - - - Duration: Instantaneous - - - After spending the casting time tracing magical pathways within - a precious gemstone, you touch a Huge or smaller beast or plant. - The target must have either no Intelligence score or an - Intelligence of 3 or less. The target gains an Intelligence of - 10. The target also gains the ability to speak one language you - know. If the target is a plant, it gains the ability to move its - limbs, roots, vines, creepers, and so forth, and it gains senses - similar to a human’s. Your GM chooses statistics appropriate for - the awakened plant, such as the statistics for the awakened - shrub or the awakened tree. - - - The awakened beast or plant is charmed by you for 30 days or - until you or your companions do anything harmful to it. When the - charmed condition ends, the awakened creature chooses whether to - remain friendly to you, based on how you treated it while it was - charmed. - -
-
-
- Spells (B) -
- Bane - - 1st-level enchantment - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S, M (a drop - of blood) - - - Duration: Concentration, up - to 1 minute - - - Up to three creatures of your choice that you can see within - range must make Charisma saving throws. Whenever a target that - fails this saving throw makes an attack roll or a saving throw - before the spell ends, the target must roll a d4 and subtract - the number rolled from the attack roll or saving throw. - - - At Higher - Levels. When you cast this spell using a - spell slot of 2nd level or higher, you can target one additional - creature for each slot level above 1st. - -
-
- Banishment - - 4th-level abjuration - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S, M (an item - distasteful to the target) - - - Duration: Concentration, up - to 1 minute - - - You attempt to send one creature that you can see within range - to another plane of existence. The target must succeed on a - Charisma saving throw or be banished. - - - If the target is native to the plane of existence you’re on, you - banish the target to a harmless demiplane. While there, the - target is incapacitated. The target remains there until the - spell ends, at which point the target reappears in the space it - left or in the nearest unoccupied space if that space is - occupied. - - - If the target is native to a different plane of existence than - the one you’re on, the target is banished with a faint popping - noise, returning to its home plane. If the spell ends before 1 - minute has passed, the target reappears in the space it left or - in the nearest unoccupied space if that space is occupied. - Otherwise, the target doesn’t return. - - - At Higher - Levels. When you cast this spell using a - spell slot of 5th level or higher, you can target one additional - creature for each slot level above 4th. - -
-
- Barkskin - - 2nd-level transmutation - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (a - handful of oak bark) - - - Duration: Concentration, up - to 1 hour - - - You touch a willing creature. Until the spell ends, the target’s - skin has a rough, bark-like appearance, and the target’s AC - can’t be less than 16, regardless of what kind of armor it is - wearing. - -
-
- Beacon of Hope - - 3rd-level abjuration - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S - - - Duration: Concentration, up - to 1 minute - - - This spell bestows hope and vitality. Choose any number of - creatures within range. For the duration, each target has - advantage on Wisdom saving throws and death saving throws, and - regains the maximum number of hit points possible from any - healing. - -
-
- Bestow Curse - - 3rd-level necromancy - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S - - - Duration: Concentration, up - to 1 minute - - - You touch a creature, and that creature must succeed on a Wisdom - saving throw or become cursed for the duration of the spell. - When you cast this spell, choose the nature of the curse from - the following options: - - - - - Choose one ability score. While cursed, the target has - disadvantage on ability checks and saving throws made with - that ability score. - - - - - While cursed, the target has disadvantage on attack rolls - against you. - - - - - While cursed, the target must make a Wisdom saving throw at - the start of each of its turns. If it fails, it wastes its - action that turn doing nothing. - - - - - While the target is cursed, your attacks and spells deal an - extra 1d8 necrotic damage to the target. - - - - - A remove curse spell ends this effect. At - the GM’s option, you may choose an alternative curse effect, but - it should be no more powerful than those described above. The GM - has final say on such a curse’s effect. - - - At Higher - Levels. If you cast this spell using a - spell slot of 4th level or higher, the duration is - concentration, up to 10 minutes. If you use a spell slot of 5th - level or higher, the duration is 8 hours. If you use a spell - slot of 7th level or higher, the duration is 24 hours. If you - use a 9th level spell slot, the spell lasts until it is - dispelled. Using a spell slot of 5th level or higher grants a - duration that doesn’t require concentration. - -
-
- Black Tentacles - - 4th-level conjuration - - - Casting Time: 1 action - - - Range: 90 feet - - - Components: V, S, M (a piece - of tentacle from a giant octopus or a giant squid) - - - Duration: Concentration, up - to 1 minute - - - Squirming, ebony tentacles fill a 20-foot square on ground that - you can see within range. For the duration, these tentacles turn - the ground in the area into difficult terrain. - - - When a creature enters the affected area for the first time on a - turn or starts its turn there, the creature must succeed on a - Dexterity saving throw or take 3d6 bludgeoning damage and be - restrained by the tentacles until the spell ends. A creature - that starts its turn in the area and is already restrained by - the tentacles takes 3d6 bludgeoning damage. - - - A creature restrained by the tentacles can use its action to - make a Strength or Dexterity check (its choice) against your - spell save DC. On a success, it frees itself. - -
-
- Blade Barrier - - 6th-level evocation - - - Casting Time: 1 action - - - Range: 90 feet - - - Components: V, S - - - Duration: Concentration, up - to 10 minutes - - - You create a vertical wall of whirling, razor-sharp blades made - of magical energy. The wall appears within range and lasts for - the duration. You can make a straight wall up to 100 feet long, - 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet - in diameter, 20 feet high, and 5 feet thick. The wall provides - three-quarters cover to creatures behind it, and its space is - difficult terrain. - - - When a creature enters the wall’s area for the first time on a - turn or starts its turn there, the creature must make a - Dexterity saving throw. On a failed save, the creature takes - 6d10 slashing damage. On a successful save, the creature takes - half as much damage. - -
-
- Bless - - 1st-level enchantment - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S, M (a - sprinkling of holy water) - - - Duration: Concentration, up - to 1 minute - - - You bless up to three creatures of your choice within range. - Whenever a target makes an attack roll or a saving throw before - the spell ends, the target can roll a d4 and add the number - rolled to the attack roll or saving throw. - - - At Higher - Levels. When you cast this spell using a - spell slot of 2nd level or higher, you can target one additional - creature for each slot level above 1st. - -
-
- Blight - - 4th-level necromancy - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S - - - Duration: Instantaneous - - - Necromantic energy washes over a creature of your choice that - you can see within range, draining moisture and vitality from - it. The target must make a Constitution saving throw. The target - takes 8d8 necrotic damage on a failed save, or half as much - damage on a successful one. This spell has no effect on undead - or constructs. - - - If you target a plant creature or a magical plant, it makes the - saving throw with disadvantage, and the spell deals maximum - damage to it. - - - If you target a nonmagical plant that isn’t a creature, such as - a tree or shrub, it doesn’t make a saving throw; it simply - withers and dies. - - - At Higher - Levels. When you cast this spell using a - spell slot of 5th level or higher, the damage increases by 1d8 - for each slot level above 4th. - -
-
- Blindness/Deafness - - 2nd-level necromancy - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V - - - Duration: 1 minute - - - You can blind or deafen a foe. Choose one creature that you can - see within range to make a Constitution saving throw. If it - fails, the target is either blinded or deafened (your choice) - for the duration. At the end of each of its turns, the target - can make a Constitution saving throw. On a success, the spell - ends. - - - At Higher - Levels. When you cast this spell using a - spell slot of 3rd level or higher, you can target one additional - creature for each slot level above 2nd. - -
-
- Blink - - 3rd-level transmutation - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S - - - Duration: 1 minute - - - Roll a d20 at the end of each of your turns for the duration of - the spell. On a roll of 11 or higher, you vanish from your - current plane of existence and appear in the Ethereal Plane (the - spell fails and the casting is wasted if you were already on - that plane). At the start of your next turn, and when the spell - ends if you are on the Ethereal Plane, you return to an - unoccupied space of your choice that you can see within 10 feet - of the space you vanished from. If no unoccupied space is - available within that range, you appear in the nearest - unoccupied space (chosen at random if more than one space is - equally near). You can dismiss this spell as an action. - - - While on the Ethereal Plane, you can see and hear the plane you - originated from, which is cast in shades of gray, and you can’t - see anything there more than 60 feet away. You can only affect - and be affected by other creatures on the Ethereal Plane. - Creatures that aren’t there can’t perceive you or interact with - you, unless they have the ability to do so. - -
-
- Blur - - 2nd-level illusion - - - Casting Time: 1 action - - - Range: Self - - - Components: V - - - Duration: Concentration, up - to 1 minute - - - Your body becomes blurred, shifting and wavering to all who can - see you. For the duration, any creature has disadvantage on - attack rolls against you. An attacker is immune to this effect - if it doesn’t rely on sight, as with blindsight, or can see - through illusions, as with truesight. - -
-
- Branding Smite - - 2nd-­level evocation - - - Casting Time: 1 bonus action - - - Range: Self - - - Components: V - - - Duration: Concentration, up - to 1 minute - - - The next time you hit a creature with a weapon attack before - this spell ends, the weapon gleams with astral radiance as you - strike. The attack deals an extra 2d6 radiant damage to the - target, which becomes visible if it’s invisible, and the target - sheds dim light in a 5-­foot radius and can’t become invisible - until the spell ends. - - - At Higher Levels. When you cast this spell using a  - spell slot of 3rd level or higher, the extra damage increases by - 1d6 for each slot level above 2nd. - -
-
- Burning Hands - - 1st-level evocation - - - Casting Time: 1 action - - - Range: Self (15-foot cone) - - - Components: V, S - - - Duration: Instantaneous - - - As you hold your hands with thumbs touching and fingers spread, - a thin sheet of flames shoots forth from your outstretched - fingertips. Each creature in a 15-foot cone must make a - Dexterity saving throw. A creature takes 3d6 fire damage on a - failed save, or half as much damage on a successful one. - - - The fire ignites any flammable objects in the area that aren’t - being worn or carried. - - - At Higher - Levels. When you cast this spell using a - spell slot of 2nd level or higher, the damage increases by 1d6 - for each slot level above 1st. - -
-
-
- Spells (C) -
- Call Lightning - - 3rd-level conjuration - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S - - - Duration: Concentration, up - to 10 minutes - - - A storm cloud appears in the shape of a cylinder that is 10 feet - tall with a 60-foot radius, centered on a point you can see - within range directly above you. The spell fails if you can’t - see a point in the air where the storm cloud could appear (for - example, if you are in a room that can’t accommodate the cloud). - - - When you cast the spell, choose a point you can see under the - cloud. A bolt of lightning flashes down from the cloud to that - point. Each creature within 5 feet of that point must make a - Dexterity saving throw. A creature takes 3d10 lightning damage - on a failed save, or half as much damage on a successful one. On - each of your turns until the spell ends, you can use your action - to call down lightning in this way again, targeting the same - point or a different one. - - - If you are outdoors in stormy conditions when you cast this - spell, the spell gives you control over the existing storm - instead of creating a new one. Under such conditions, the - spell’s damage increases by 1d10. - - - At Higher - Levels. When you cast this spell using a - spell slot of 4th or higher level, the damage increases by 1d10 - for each slot level above 3rd. - -
-
- Calm Emotions - - 2nd-level enchantment - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S - - - Duration: Concentration, up - to 1 minute - - - You attempt to suppress strong emotions in a group of people. - Each humanoid in a 20-foot radius sphere centered on a point you - choose within range must make a Charisma saving throw; a - creature can choose to fail this saving throw if it wishes. If a - creature fails its saving throw, choose one of the following two - effects. - - - You can suppress any effect causing a target to be charmed or - frightened. When this spell ends, any suppressed effect resumes, - provided that its duration has not expired in the meantime. - - - Alternatively, you can make a target indifferent about creatures - of your choice that it is hostile toward. This indifference ends - if the target is attacked or harmed by a spell or if it - witnesses any of its friends being harmed. When the spell ends, - the creature becomes hostile again, unless the GM rules - otherwise. - -
-
- Chain Lightning - - 6th-level evocation - - - Casting Time: 1 action - - - Range: 150 feet - - - Components: V, S, M (a bit of - fur; a piece of amber, glass, or a crystal rod; and three silver - pins) - - - Duration: Instantaneous - - - You create a bolt of lightning that arcs toward a target of your - choice that you can see within range. Three bolts then leap from - that target to as many as three other targets, each of which - must be within 30 feet of the first target. A target can be a - creature or an object and can be targeted by only one of the - bolts. - - - A target must make a Dexterity saving throw. The target takes - 10d8 lightning damage on a failed save, or half as much damage - on a successful one. - - - At Higher - Levels. When you cast this spell using a - spell slot of 7th level or higher, one additional bolt leaps - from the first target to another target for each slot level - above 6th. - -
-
- Charm Person - - 1st-level enchantment - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S - - - Duration: 1 hour - - - You attempt to charm a humanoid you can see within range. It - must make a Wisdom saving throw, and does so with advantage if - you or your companions are fighting it. If it fails the saving - throw, it is charmed by you until the spell ends or until you or - your companions do anything harmful to it. The charmed creature - regards you as a friendly acquaintance. When the spell ends, the - creature knows it was charmed by you. - - - At Higher - Levels. When you cast this spell using a - spell slot of 2nd level or higher, you can target one additional - creature for each slot level above 1st. The creatures must be - within 30 feet of each other when you target them. - -
-
- Chill Touch - - Necromancy cantrip - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S - - - Duration: 1 round - - - You create a ghostly, skeletal hand in the space of a creature - within range. Make a ranged spell attack against the creature to - assail it with the chill of the grave. On a hit, the target - takes 1d8 necrotic damage, and it can’t regain hit points until - the start of your next turn. Until then, the hand clings to the - target. - - - If you hit an undead target, it also has disadvantage on attack - rolls against you until the end of your next turn. - - - This spell’s damage increases by 1d8 when you reach 5th level - (2d8), 11th level (3d8), and 17th level (4d8). - -
-
- Circle of Death - - 6th-level necromancy - - - Casting Time: 1 action - - - Range: 150 feet - - - Components: V, S, M (the - powder of a crushed black pearl worth at least 500 gp) - - - Duration: Instantaneous - - - A sphere of negative energy ripples out in a 60-foot radius - sphere from a point within range. Each creature in that area - must make a Constitution saving throw. A target takes 8d6 - necrotic damage on a failed save, or half as much damage on a - successful one. - - - At Higher - Levels. When you cast this spell using a - spell slot of 7th level or higher, the damage increases by 2d6 - for each slot level above 6th. - -
-
- Clairvoyance - - 3rd-level divination - - - Casting Time: 10 minutes - - - Range: 1 mile - - - Components: V, S, M (a focus - worth at least 100 gp, either a jeweled horn for hearing or a - glass eye for seeing) - - - Duration: Concentration, up - to 10 minutes - - - You create an invisible sensor within range in a location - familiar to you (a place you have visited or seen before) or in - an obvious location that is unfamiliar to you (such as behind a - door, around a corner, or in a grove of trees). The sensor - remains in place for the duration, and it can’t be attacked or - otherwise interacted with. - - - When you cast the spell, you choose seeing or hearing. You can - use the chosen sense through the sensor as if you were in its - space. As your action, you can switch between seeing and - hearing. - - - A creature that can see the sensor (such as a creature - benefiting from see invisibility or - truesight) sees a luminous, intangible orb about the size of - your fist. - -
-
- Clone - - 8th-level necromancy - - - Casting Time: 1 hour - - - Range: Touch - - - Components: V, S, M (a - diamond worth at least 1,000 gp and at least 1 cubic inch of - flesh of the creature that is to be cloned, which the spell - consumes, and a vessel worth at least 2,000 gp that has a - sealable lid and is large enough to hold a Medium creature, such - as a huge urn, coffin, mud-filled cyst in the ground, or crystal - container filled with salt water) - - - Duration: Instantaneous - - - This spell grows an inert duplicate of a living creature as a - safeguard against death. This clone forms inside a sealed vessel - and grows to full size and maturity after 120 days; you can also - choose to have the clone be a younger version of the same - creature. It remains inert and endures indefinitely, as long as - its vessel remains undisturbed. - - - At any time after the clone matures, if the original creature - dies, its soul transfers to the clone, provided that the soul is - free and willing to return. - - - The clone is physically identical to the original and has the - same personality, memories, and abilities, but none of the - original’s equipment. The original creature’s physical remains, - if they still exist, become inert and can’t thereafter be - restored to life, since the creature’s soul is elsewhere. - -
-
- Cloudkill - - 5th-level conjuration - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S - - - Duration: Concentration, up - to 10 minutes - - - You create a 20-foot radius sphere of poisonous, yellow-green - fog centered on a point you choose within range. The fog spreads - around corners. It lasts for the duration or until strong wind - disperses the fog, ending the spell. Its area is heavily - obscured. - - - When a creature enters the spell’s area for the first time on a - turn or starts its turn there, that creature must make a - Constitution saving throw. The creature takes 5d8 poison damage - on a failed save, or half as much damage on a successful one. - Creatures are affected even if they hold their breath or don’t - need to breathe. - - - The fog moves 10 feet away from you at the start of each of your - turns, rolling along the surface of the ground. The vapors, - being heavier than air, sink to the lowest level of the land, - even pouring down openings. - - - At Higher - Levels. When you cast this spell using a - spell slot of 6th level or higher, the damage increases by 1d8 - for each slot level above 5th. - -
-
- Color Spray - - 1st-level illusion - - - Casting Time: 1 action - - - Range: Self (15-foot cone) - - - Components: V, S, M (a pinch - of powder or sand that is colored red, yellow, and blue) - - - Duration: 1 round - - - A dazzling array of flashing, colored light springs from your - hand. Roll 6d10; the total is how many hit points of creatures - this spell can effect. Creatures in a 15-foot cone originating - from you are affected in ascending order of their current hit - points (ignoring unconscious creatures and creatures that can’t - see). - - - Starting with the creature that has the lowest current hit - points, each creature affected by this spell is blinded until - the end of your next turn. Subtract each creature’s hit points - from the total before moving on to the creature with the next - lowest hit points. A creature’s hit points must be equal to or - less than the remaining total for that creature to be affected. - - - At Higher - Levels. When you cast this spell using a - spell slot of 2nd level or higher, roll an additional 2d10 for - each slot level above 1st. - -
-
- Command - - 1st-level enchantment - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V - - - Duration: 1 round - - - You speak a one-word command to a creature you can see within - range. The target must succeed on a Wisdom saving throw or - follow the command on its next turn. The spell has no effect if - the target is undead, if it doesn’t understand your language, or - if your command is directly harmful to it. - - - Some typical commands and their effects follow. You might issue - a command other than one described here. If you do so, the GM - determines how the target behaves. If the target can’t follow - your command, the spell ends. - - - Approach. - The target moves toward you by the shortest and most direct - route, ending its turn if it moves within 5 feet of you. - - - Drop. - The target drops whatever it is holding and then ends its turn. - - - Flee. - The target spends its turn moving away from you by the fastest - available means. - - - Grovel. - The target falls prone and then ends its turn. - - - Halt. - The target doesn’t move and takes no actions. - - - A flying creature stays aloft, provided that it is able to do - so. If it must move to stay aloft, it flies the minimum distance - needed to remain in the air. - - - At Higher - Levels. When you cast this spell using a - spell slot of 2nd level or higher, you can affect one additional - creature for each slot level above 1st. The creatures must be - within 30 feet of each other when you target them. - -
-
- Commune - - 5th-level divination (ritual) - - - Casting Time: 1 minute - - - Range: Self - - - Components: V, S, M (incense - and a vial of holy or unholy water) - - - Duration: 1 minute - - - You contact your deity or a divine proxy and ask up to three - questions that can be answered with a yes or no. You must ask - your questions before the spell ends. You receive a correct - answer for each question. - - - Divine beings aren’t necessarily omniscient, so you might - receive unclear as an answer if a question - pertains to information that lies beyond the deity’s knowledge. - In a case where a one-word answer could be misleading or - contrary to the deity’s interests, the GM might offer a short - phrase as an answer instead. - - - If you cast the spell two or more times before finishing your - next long rest, there is a cumulative 25 percent chance for each - casting after the first that you get no answer. The GM makes - this roll in secret. - -
-
- Commune with Nature - - 5th-level divination (ritual) - - - Casting Time: 1 minute - - - Range: Self - - - Components: V, S - - - Duration: Instantaneous - - - You briefly become one with nature and gain knowledge of the - surrounding territory. In the outdoors, the spell gives you - knowledge of the land within 3 miles of you. In caves and other - natural underground settings, the radius is limited to 300 feet. - The spell doesn’t function where nature has been replaced by - construction, such as in dungeons and towns. - - - You instantly gain knowledge of up to three facts of your choice - about any of the following subjects as they relate to the area: - - - - - terrain and bodies of water - - - - - prevalent plants, minerals, animals, or peoples - - - - - powerful celestials, fey, fiends, elementals, or undead - - - - - influence from other planes of existence - - - - - buildings - - - - - For example, you could determine the location of powerful undead - in the area, the location of major sources of safe drinking - water, and the location of any nearby towns. - -
-
- Comprehend Languages - - 1st-level divination (ritual) - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S, M (a pinch - of soot and salt) - - - Duration: 1 hour - - - For the duration, you understand the literal meaning of any - spoken language that you hear. You also understand any written - language that you see, but you must be touching the surface on - which the words are written. It takes about 1 minute to read one - page of text. - - - This spell doesn’t decode secret messages in a text or a glyph, - such as an arcane sigil, that isn’t part of a written language. - -
-
- Compulsion - - 4th-­level enchantment - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S - - - Duration: Concentration, up - to 1 minute - - - Creatures of your choice that you can see within range and that - can hear you must make a Wisdom saving throw. A target - automatically succeeds on this saving throw if it can’t be - charmed. On a failed save, a target is affected by this spell. - Until the spell ends, you can use a bonus action on each of your - turns to designate a direction that is horizontal to you. Each - affected target must use as much of its movement as possible to - move in that direction on its next turn. It can take its action - before it moves. After moving in this way, it can make another - Wisdom saving to try to end the effect. - - - A target isn’t compelled to move into an obviously  deadly - hazard, such as a fire or pit, but it will provoke opportunity - attacks to move in the designated direction. - -
-
- Cone of Cold - - 5th-level evocation - - - Casting Time: 1 action - - - Range: Self (60-foot cone) - - - Components: V, S, M (a small - crystal or glass cone) - - - Duration: Instantaneous - - - A blast of cold air erupts from your hands. Each creature in a - 60-foot cone must make a Constitution saving throw. A creature - takes 8d8 cold damage on a failed save, or half as much damage - on a successful one. - - - A creature killed by this spell becomes a frozen statue until it - thaws. - - - At Higher - Levels. When you cast this spell using a - spell slot of 6th level or higher, the damage increases by 1d8 - for each slot level above 5th. - -
-
- Confusion - - 4th-level enchantment - - - Casting Time: 1 action - - - Range: 90 feet - - - Components: V, S, M (three - nut shells) - - - Duration: Concentration, up - to 1 minute - - - This spell assaults and twists creatures’ minds, spawning - delusions and provoking uncontrolled action. Each creature in a - 10-foot radius sphere centered on a point you choose within - range must succeed on a Wisdom saving throw when you cast this - spell or be affected by it. - - - An affected target can’t take reactions and must roll a d10 at - the start of each of its turns to determine its behavior for - that turn. - - - Table- Confusion Behavior - - - - - - - - - d10 - - - Behavior - - - - - - - 1 - - - The creature uses all its movement to move in a random - direction. To determine the direction, roll a d8 and - assign a direction to each die face. The creature - doesn’t take an action this turn. - - - - - 2-6 - - - The creature doesn’t move or take actions this turn. - - - - - 7-8 - - - The creature uses its action to make a melee attack - against a randomly determined creature within its reach. - If there is no creature within its reach, the creature - does nothing this turn. - - - - - 9-10 - - - The creature can act and move normally. - - - - - - - - - - - - - At the end of each of its turns, an affected target can make a - Wisdom saving throw. If it succeeds, this effect ends for that - target. - - - At Higher - Levels. When you cast this spell using a - spell slot of 5th level or higher, the radius of the sphere - increases by 5 feet for each slot level above 4th. - -
-
- Conjure Animals - - 3rd-level conjuration - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S - - - Duration: Concentration, up - to 1 hour - - - You summon fey spirits that take the form of beasts and appear - in unoccupied spaces that you can see within range. Choose one - of the following options for what appears: - - - - - One beast of challenge rating 2 or lower - - - - - Two beasts of challenge rating 1 or lower - - - - - Four beasts of challenge rating 1/2 or lower - - - - - Eight beasts of challenge rating 1/4 or lower - - - - - Each beast is also considered fey, and it disappears when it - drops to 0 hit points or when the spell ends. - - - The summoned creatures are friendly to you and your companions. - Roll initiative for the summoned creatures as a group, which has - its own turns. They obey any verbal commands that you issue to - them (no action required by you). If you don’t issue any - commands to them, they defend themselves from hostile creatures, - but otherwise take no actions. - - - The GM has the creatures’ statistics. - - - At Higher - Levels. When you cast this spell using - certain higher-level spell slots, you choose one of the - summoning options above, and more creatures appear: twice as - many with a 5th-level slot, three times as many with a 7th-level - slot, and four times as many with a 9th-level slot. - -
-
- Conjure Celestial - - 7th-level conjuration - - - Casting Time: 1 minute - - - Range: 90 feet - - - Components: V, S - - - Duration: Concentration, up - to 1 hour - - - You summon a celestial of challenge rating 4 or lower, which - appears in an unoccupied space that you can see within range. - The celestial disappears when it drops to 0 hit points or when - the spell ends. - - - The celestial is friendly to you and your companions for the - duration. Roll initiative for the celestial, which has its own - turns. It obeys any verbal commands that you issue to it (no - action required by you), as long as they don’t violate its - alignment. If you don’t issue any commands to the celestial, it - defends itself from hostile creatures but otherwise takes no - actions. - - - The GM has the celestial’s statistics. - - - At Higher - Levels. When you cast this spell using a - 9th-level spell slot, you summon a celestial of challenge rating - 5 or lower. - -
-
- Conjure Elemental - - 5th-level conjuration - - - Casting Time: 1 minute - - - Range: 90 feet - - - Components: V, S, M (burning - incense for air, soft clay for earth, sulfur and phosphorus for - fire, or water and sand for water) - - - Duration: Concentration, up - to 1 hour - - - You call forth an elemental servant. Choose an area of air, - earth, fire, or water that fills a 10-foot cube within range. An - elemental of challenge rating 5 or lower appropriate to the area - you chose appears in an unoccupied space within 10 feet of it. - For example, a fire elemental emerges from a bonfire, and an - earth elemental rises up from the ground. The elemental - disappears when it drops to 0 hit points or when the spell ends. - - - The elemental is friendly to you and your companions for the - duration. Roll initiative for the elemental, which has its own - turns. It obeys any verbal commands that you issue to it (no - action required by you). If you don’t issue any commands to the - elemental, it defends itself from hostile creatures but - otherwise takes no actions. - - - If your concentration is broken, the elemental doesn’t - disappear. Instead, you lose control of the elemental, it - becomes hostile toward you and your companions, and it might - attack. An uncontrolled elemental can’t be dismissed by you, and - it disappears 1 hour after you summoned it. - - - The GM has the elemental’s statistics. - - - At Higher - Levels. When you cast this spell using a - spell slot of 6th level or higher, the challenge rating - increases by 1 for each slot level above 5th. - -
-
- Conjure Fey - - 6th-level conjuration - - - Casting Time: 1 minute - - - Range: 90 feet - - - Components: V, S - - - Duration: Concentration, up - to 1 hour - - - You summon a fey creature of challenge rating 6 or lower, or a - fey spirit that takes the form of a beast of challenge rating 6 - or lower. It appears in an unoccupied space that you can see - within range. The fey creature disappears when it drops to 0 hit - points or when the spell ends. - - - The fey creature is friendly to you and your companions for the - duration. Roll initiative for the creature, which has its own - turns. It obeys any verbal commands that you issue to it (no - action required by you), as long as they don’t violate its - alignment. If you don’t issue any commands to the fey creature, - it defends itself from hostile creatures but otherwise takes no - actions. - - - If your concentration is broken, the fey creature doesn’t - disappear. Instead, you lose control of the fey creature, it - becomes hostile toward you and your companions, and it might - attack. An uncontrolled fey creature can’t be dismissed by you, - and it disappears 1 hour after you summoned it. - - - The GM has the fey creature’s statistics. - - - At Higher - Levels. When you cast this spell using a - spell slot of 7th level or higher, the challenge rating - increases by 1 for each slot level above 6th. - -
-
- Conjure Minor Elementals - - 4th-level conjuration - - - Casting Time: 1 minute - - - Range: 90 feet - - - Components: V, S - - - Duration: Concentration, up - to 1 hour - - - You summon elementals that appear in unoccupied spaces that you - can see within range. You choose one the following options for - what appears: - - - - - One elemental of challenge rating 2 or lower - - - - - Two elementals of challenge rating 1 or lower - - - - - Four elementals of challenge rating 1/2 or lower - - - - - Eight elementals of challenge rating 1/4 or lower - - - - - An elemental summoned by this spell disappears when it drops to - 0 hit points or when the spell ends. - - - The summoned creatures are friendly to you and your companions. - Roll initiative for the summoned creatures as a group, which has - its own turns. They obey any verbal commands that you issue to - them (no action required by you). If you don’t issue any - commands to them, they defend themselves from hostile creatures, - but otherwise take no actions. - - - The GM has the creatures’ statistics. - - - At Higher - Levels. When you cast this spell using - certain higher-level spell slots, you choose one of the - summoning options above, and more creatures appear: twice as - many with a 6th-level slot and three times as many with an - 8th-level slot. - -
-
- Conjure Woodland Beings - - 4th-level conjuration - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S, M (one - holly berry per creature summoned) - - - Duration: Concentration, up - to 1 hour - - - You summon fey creatures that appear in unoccupied spaces that - you can see within range. Choose one of the following options - for what appears: - - - - - One fey creature of challenge rating 2 or lower - - - - - Two fey creatures of challenge rating 1 or lower - - - - - Four fey creatures of challenge rating 1/2 or lower - - - - - Eight fey creatures of challenge rating 1/4 or lower - - - - - A summoned creature disappears when it drops to 0 hit points or - when the spell ends. - - - The summoned creatures are friendly to you and your companions. - Roll initiative for the summoned creatures as a group, which - have their own turns. They obey any verbal commands that you - issue to them (no action required by you). If you don’t issue - any commands to them, they defend themselves from hostile - creatures, but otherwise take no actions. - - - The GM has the creatures’ statistics. - - - At Higher - Levels. When you cast this spell using - certain higher-level spell slots, you choose one of the - summoning options above, and more creatures appear: twice as - many with a 6th-level slot and three times as many with an - 8th-level slot. - -
-
- Contact Other Plane - - 5th-level divination (ritual) - - - Casting Time: 1 minute - - - Range: Self - - - Components: V - - - Duration: 1 minute - - - You mentally contact a demigod, the spirit of a long-dead sage, - or some other mysterious entity from another plane. Contacting - this extraplanar intelligence can strain or even break your - mind. When you cast this spell, make a DC 15 Intelligence saving - throw. On a failure, you take 6d6 psychic damage and are insane - until you finish a long rest. While insane, you can’t take - actions, can’t understand what other creatures say, can’t read, - and speak only in gibberish. A greater - restoration spell cast on you ends this effect. - - - On a successful save, you can ask the entity up to five - questions. You must ask your questions before the spell ends. - The GM answers each question with one word, such as - yes, no, maybe, - never, irrelevant, or - unclear (if the entity doesn’t know the answer to - the question). If a one-word answer would be misleading, the GM - might instead offer a short phrase as an answer. - -
-
- Contagion - - 5th-level necromancy - - - Casting Time: 1 action - - - Range: Touch - Component: V, S - - - Duration: 7 days - - - Your touch inflicts disease. Make a melee spell attack against a - creature within your reach. On a hit, the target is poisoned. - - - At the end of each of the poisoned target’s turns, the target - must make a Constitution saving throw. If the target succeeds on - three of these saves, it is no longer poisoned, and the spell - ends. If the target fails three of these saves, the target is no - longer poisoned, but choose one of the diseases below. The - target is subjected to the chosen disease for the spell’s - duration. - - - Since this spell induces a natural disease in its target, any - effect that removes a disease or otherwise ameliorates a - disease’s effects apply to it. - - - Blinding - Sickness. Pain grips the creature’s mind, - and its eyes turn milky white. The creature has disadvantage on - Wisdom checks and Wisdom saving throws and is blinded. - - - Filth - Fever. A raging fever sweeps through the - creature’s body. The creature has disadvantage on Strength - checks, Strength saving throws, and attack rolls that use - Strength. - - - Flesh - Rot. The creature’s flesh decays. The - creature has disadvantage on Charisma checks and vulnerability - to all damage. - - - Mindfire. - The creature’s mind becomes feverish. The creature has - disadvantage on Intelligence checks and Intelligence saving - throws, and the creature behaves as if under the effects of the - confusion spell during combat. - - - Seizure. - The creature is overcome with shaking. The creature has - disadvantage on Dexterity checks, Dexterity saving throws, and - attack rolls that use Dexterity. - - - Slimy - Doom. The creature begins to bleed - uncontrollably. The creature has disadvantage on Constitution - checks and Constitution saving throws. In addition, whenever the - creature takes damage, it is stunned until the end of its next - turn. - -
-
- Contingency - - 6th-level evocation - - - Casting Time: 10 minutes - - - Range: Self - - - Components: V, S, M (a - statuette of yourself carved from ivory and decorated with gems - worth at least 1,500 gp) - - - Duration: 10 days - - - Choose a spell of 5th level or lower that you can cast, that has - a casting time of 1 action, and that can target you. You cast - that spell-called the contingent spell-as part of casting - contingency, expending spell slots for - both, but the contingent spell doesn’t come into effect. - Instead, it takes effect when a certain circumstance occurs. You - describe that circumstance when you cast the two spells. For - example, a contingency cast with - water breathing might stipulate that - water breathing comes into effect when you - are engulfed in water or a similar liquid. - - - The contingent spell takes effect immediately after the - circumstance is met for the first time, whether or not you want - it to, and then contingency ends. - - - The contingent spell takes effect only on you, even if it can - normally target others. You can use only one - contingency spell at a time. If you cast - this spell again, the effect of another - contingency spell on you ends. Also, - contingency ends on you if its material - component is ever not on your person. - -
-
- Continual Flame - - 2nd-level evocation - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (ruby - dust worth 50 gp, which the spell consumes) - - - Duration: Until dispelled - - - A flame, equivalent in brightness to a torch, springs forth from - an object that you touch. The effect looks like a regular flame, - but it creates no heat and doesn’t use oxygen. A - continual flame can be covered or hidden - but not smothered or quenched. - -
-
- Control Water - - 4th-level transmutation - - - Casting Time: 1 action - - - Range: 300 feet - - - Components: V, S, M (a drop - of water and a pinch of dust) - - - Duration: Concentration, up - to 10 minutes - - - Until the spell ends, you control any freestanding water inside - an area you choose that is a cube up to 100 feet on a side. You - can choose from any of the following effects when you cast this - spell. As an action on your turn, you can repeat the same effect - or choose a different one. - - - Flood. - You cause the water level of all standing water in the area to - rise by as much as 20 feet. If the area includes a shore, the - flooding water spills over onto dry land. - - - If you choose an area in a large body of water, you instead - create a 20-foot tall wave that travels from one side of the - area to the other and then crashes down. Any Huge or smaller - vehicles in the wave’s path are carried with it to the other - side. Any Huge or smaller vehicles struck by the wave have a 25 - percent chance of capsizing. - - - The water level remains elevated until the spell ends or you - choose a different effect. If this effect produced a wave, the - wave repeats on the start of your next turn while the flood - effect lasts. - - - Part - Water. You cause water in the area to move - apart and create a trench. The trench extends across the spell’s - area, and the separated water forms a wall to either side. The - trench remains until the spell ends or you choose a different - effect. The water then slowly fills in the trench over the - course of the next round until the normal water level is - restored. - - - Redirect - Flow. You cause flowing water in the area - to move in a direction you choose, even if the water has to flow - over obstacles, up walls, or in other unlikely directions. The - water in the area moves as you direct it, but once it moves - beyond the spell’s area, it resumes its flow based on the - terrain conditions. The water continues to move in the direction - you chose until the spell ends or you choose a different effect. - - - Whirlpool. - This effect requires a body of water at least 50 feet square and - 25 feet deep. You cause a whirlpool to form in the center of the - area. The whirlpool forms a vortex that is 5 feet wide at the - base, up to 50 feet wide at the top, and 25 feet tall. Any - creature or object in the water and within 25 feet of the vortex - is pulled 10 feet toward it. A creature can swim away from the - vortex by making a Strength (Athletics) check against your spell - save DC. - - - When a creature enters the vortex for the first time on a turn - or starts its turn there, it must make a Strength saving throw. - On a failed save, the creature takes 2d8 bludgeoning damage and - is caught in the vortex until the spell ends. On a successful - save, the creature takes half damage, and isn’t caught in the - vortex. A creature caught in the vortex can use its action to - try to swim away from the vortex as described above, but has - disadvantage on the Strength (Athletics) check to do so. - - - The first time each turn that an object enters the vortex, the - object takes 2d8 bludgeoning damage; this damage occurs each - round it remains in the vortex. - -
-
- Control Weather - - 8th-level transmutation - - - Casting Time: 10 minutes - - - Range: Self (5-mile radius) - - - Components: V, S, M (burning - incense and bits of earth and wood mixed in water) - - - Duration: Concentration, up - to 8 hours - - - You take control of the weather within 5 miles of you for the - duration. You must be outdoors to cast this spell. Moving to a - place where you don’t have a clear path to the sky ends the - spell early. - - - When you cast the spell, you change the current weather - conditions, which are determined by the GM based on the climate - and season. You can change precipitation, temperature, and wind. - It takes 1d4 × 10 minutes for the new conditions to take effect. - Once they do so, you can change the conditions again. When the - spell ends, the weather gradually returns to normal. - - - When you change the weather conditions, find a current condition - on the following tables and change its stage by one, up or down. - When changing the wind, you can change its direction. - - - Table- Control Weather - (Precipitation) - - - - - - - - - Stage - - - Condition - - - - - - - 1 - - - Clear - - - - - 2 - - - Light clouds - - - - - 3 - - - Overcast or ground fog - - - - - 4 - - - Rain, hail, or snow - - - - - 5 - - - Torrential rain, driving hail, or blizzard - - - - - - - - - - - - - Table- Control Weather - (Temperature) - - - - - - - - - Stage - - - Condition - - - - - - - 1 - - - Unbearable heat - - - - - 2 - - - Hot - - - - - 3 - - - Warm - - - - - 4 - - - Cool - - - - - 5 - - - Cold - - - - - 6 - - - Arctic cold - - - - - - - - - - - - - Table- Control Weather (Wind) - - - - - - - - - Stage - - - Condition - - - - - - - 1 - - - Calm - - - - - 2 - - - Moderate wind - - - - - 3 - - - Strong wind - - - - - 4 - - - Gale - - - - - 5 - - - Storm - - - - - - - - - - - -
-
- Counterspell - - 3rd-­level abjuration - - - Casting Time: 1 reaction, - which you take when you see a creature within 60 feet of you - casting a spell - - - Range: 60 feet - - - Components: S - - - Duration: Instantaneous - - - You attempt to interrupt a creature in the process of casting a - spell. If the creature is casting a spell of 3rd level or lower, - its spell fails and has no effect. If it is casting a spell of - 4th level or higher, make an ability check using your - spellcasting ability. The DC equals 10 + the spell’s level. On a - success, the creature’s spell fails and has no effect. - - - At Higher Levels. When you cast this spell using a spell - slot of 4th level or higher, the interrupted spell has no effect - if its level is less than or equal to the level of the spell - slot you used. - -
-
- Create Food and Water - - 3rd-level conjuration - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S - - - Duration: Instantaneous - - - You create 45 pounds of food and 30 gallons of water on the - ground or in containers within range, enough to sustain up to - fifteen humanoids or five steeds for 24 hours. The food is bland - but nourishing, and spoils if uneaten after 24 hours. The water - is clean and doesn’t go bad. - -
-
- Create or Destroy Water - - 1st-level transmutation - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S, M (a drop - of water if creating water or a few grains of sand if destroying - it) - - - Duration: Instantaneous - - - You either create or destroy water. - - - Create - Water. You create up to 10 gallons of - clean water within range in an open container. Alternatively, - the water falls as rain in a 30-foot cube within range, - extinguishing exposed flames in the area. - - - Destroy - Water. You destroy up to 10 gallons of - water in an open container within range. Alternatively, you - destroy fog in a 30-foot cube within range. - - - At Higher - Levels. When you cast this spell using a - spell slot of 2nd level or higher, you create or destroy 10 - additional gallons of water, or the size of the cube increases - by 5 feet, for each slot level above 1st. - -
-
- Create Undead - - 6th-level necromancy - - - Casting Time: 1 minute - - - Range: 10 feet - - - Components: V, S, M (one clay - pot filled with grave dirt, one clay pot filled with brackish - water, and one 150 gp black onyx stone for each corpse) - - - Duration: Instantaneous - - - You can cast this spell only at night. Choose up to three - corpses of Medium or Small humanoids within range. Each corpse - becomes a ghoul under your control. (The GM has game statistics - for these creatures.) - - - As a bonus action on each of your turns, you can mentally - command any creature you animated with this spell if the - creature is within 120 feet of you (if you control multiple - creatures, you can command any or all of them at the same time, - issuing the same command to each one). You decide what action - the creature will take and where it will move during its next - turn, or you can issue a general command, such as to guard a - particular chamber or corridor. If you issue no commands, the - creature only defends itself against hostile creatures. Once - given an order, the creature continues to follow it until its - task is complete. - - - The creature is under your control for 24 hours, after which it - stops obeying any command you have given it. To maintain control - of the creature for another 24 hours, you must cast this spell - on the creature before the current 24-hour period ends. This use - of the spell reasserts your control over up to three creatures - you have animated with this spell, rather than animating new - ones. - - - At Higher - Levels. When you cast this spell using a - 7th-level spell slot, you can animate or reassert control over - four ghouls. When you cast this spell using an 8th-level spell - slot, you can animate or reassert control over five ghouls or - two ghasts or wights. When you cast this spell using a 9th-level - spell slot, you can animate or reassert control over six ghouls, - three ghasts or wights, or two mummies. - -
-
- Creation - - 5th-level illusion - - - Casting Time: 1 minute - - - Range: 30 feet - - - Components: V, S, M (a tiny - piece of matter of the same type of the item you plan to create) - - - Duration: Special - - - You pull wisps of shadow material from the Shadowfell to create - a nonliving object of vegetable matter within - Range: soft goods, rope, - wood, or something similar. You can also use this spell to - create mineral objects such as stone, crystal, or metal. The - object created must be no larger than a 5-foot cube, and the - object must be of a form and material that you have seen before. - - - The duration depends on the object’s material. If the object is - composed of multiple materials, use the shortest duration. - - - Table- Creation Duration - - - - - - - - - Material - - - Duration - - - - - - - Vegetable matter - - - 1 day - - - - - Stone or crystal - - - 12 hours - - - - - Precious metals - - - 1 hour - - - - - Gems - - - 10 minutes - - - - - Adamantine or mithral - - - 1 minute - - - - - - - - - - - - - Using any material created by this spell as another spell’s - material component causes that spell to fail. - - - At Higher - Levels. When you cast this spell using a - spell slot of 6th level or higher, the cube increases by 5 feet - for each slot level above 5th. - -
-
- Cure Wounds - - 1st-level evocation - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S - - - Duration: Instantaneous - - - A creature you touch regains a number of hit points equal to 1d8 - + your spellcasting ability modifier. This spell has no effect - on undead or constructs. - - - At Higher - Levels. When you cast this spell using a - spell slot of 2nd level or higher, the healing increases by 1d8 - for each slot level above 1st. - -
-
-
- Spells (D) -
- Dancing Lights - - Evocation cantrip - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S, M (a bit of - phosphorus or wychwood, or a glowworm) - - - Duration: Concentration, up - to 1 minute - - - You create up to four torch-sized lights within range, making - them appear as torches, lanterns, or glowing orbs that hover in - the air for the duration. You can also combine the four lights - into one glowing vaguely humanoid form of Medium size. Whichever - form you choose, each light sheds dim light in a 10-foot radius. - - - As a bonus action on your turn, you can move the lights up to 60 - feet to a new spot within range. A light must be within 20 feet - of another light created by this spell, and a light winks out if - it exceeds the spell’s range. - -
-
- Darkness - - 2nd-level evocation - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, M (bat fur and - a drop of pitch or piece of coal) - - - Duration: Concentration, up - to 10 minutes - - - Magical darkness spreads from a point you choose within range to - fill a 15-foot radius sphere for the duration. The darkness - spreads around corners. A creature with darkvision can’t see - through this darkness, and nonmagical light can’t illuminate it. - - - If the point you choose is on an object you are holding or one - that isn’t being worn or carried, the darkness emanates from the - object and moves with it. Completely covering the source of the - darkness with an opaque object, such as a bowl or a helm, blocks - the darkness. - - - If any of this spell’s area overlaps with an area of light - created by a spell of 2nd level or lower, the spell that created - the light is dispelled. - -
-
- Darkvision - - 2nd-level transmutation - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (either a - pinch of dried carrot or an agate) - - - Duration: 8 hours - - - You touch a willing creature to grant it the ability to see in - the dark. For the duration, that creature has darkvision out to - a range of 60 feet. - -
-
- Daylight - - 3rd-level evocation - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S - - - Duration: 1 hour - - - A 60-foot radius sphere of light spreads out from a point you - choose within range. The sphere is bright light and sheds dim - light for an additional 60 feet. - - - If you chose a point on an object you are holding or one that - isn’t being worn or carried, the light shines from the object - and moves with it. Completely covering the affected object with - an opaque object, such as a bowl or a helm, blocks the light. - - - If any of this spell’s area overlaps with an area of darkness - created by a spell of 3rd level or lower, the spell that created - the darkness is dispelled. - -
-
- Death Ward - - 4th-level abjuration - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S - - - Duration: 8 hours - - - You touch a creature and grant it a measure of protection from - death. - - - The first time the target would drop to 0 hit points as a result - of taking damage, the target instead drops to 1 hit point, and - the spell ends. - - - If the spell is still in effect when the target is subjected to - an effect that would kill it instantaneously without dealing - damage, that effect is instead negated against the target, and - the spell ends. - -
-
- Delayed Blast Fireball - - 7th-level evocation - - - Casting Time: 1 action - - - Range: 150 feet - - - Components: V, S, M (a tiny - ball of bat guano and sulfur) - - - Duration: Concentration, up - to 1 minute - - - A beam of yellow light flashes from your pointing finger, then - condenses to linger at a chosen point within range as a glowing - bead for the duration. When the spell ends, either because your - concentration is broken or because you decide to end it, the - bead blossoms with a low roar into an explosion of flame that - spreads around corners. Each creature in a 20-foot radius sphere - centered on that point must make a Dexterity saving throw. A - creature takes fire damage equal to the total accumulated damage - on a failed save, or half as much damage on a successful one. - - - The spell’s base damage is 12d6. If at the end of your turn the - bead has not yet detonated, the damage increases by 1d6. - - - If the glowing bead is touched before the interval has expired, - the creature touching it must make a Dexterity saving throw. On - a failed save, the spell ends immediately, causing the bead to - erupt in flame. On a successful save, the creature can throw the - bead up to 40 feet. When it strikes a creature or a solid - object, the spell ends, and the bead explodes. - - - The fire damages objects in the area and ignites flammable - objects that aren’t being worn or carried. - - - At Higher - Levels. When you cast this spell using a - spell slot of 8th level or higher, the base damage increases by - 1d6 for each slot level above 7th. - -
-
- Demiplane - - 8th-level conjuration - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: S - - - Duration: 1 hour - - - You create a shadowy door on a flat solid surface that you can - see within range. The door is large enough to allow Medium - creatures to pass through unhindered. When opened, the door - leads to a demiplane that appears to be an empty room 30 feet in - each dimension, made of wood or stone. When the spell ends, the - door disappears, and any creatures or objects inside the - demiplane remain trapped there, as the door also disappears from - the other side. - - - Each time you cast this spell, you can create a new demiplane, - or have the shadowy door connect to a demiplane you created with - a previous casting of this spell. Additionally, if you know the - nature and contents of a demiplane created by a casting of this - spell by another creature, you can have the shadowy door connect - to its demiplane instead. - -
-
- Detect Evil and Good - - 1st-level divination - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S - - - Duration: Concentration, up - to 10 minutes - - - For the duration, you know if there is an aberration, celestial, - elemental, fey, fiend, or undead within 30 feet of you, as well - as where the creature is located. Similarly, you know if there - is a place or object within 30 feet of you that has been - magically consecrated or desecrated. - - - The spell can penetrate most barriers, but it is blocked by 1 - foot of stone, 1 inch of common metal, a thin sheet of lead, or - 3 feet of wood or dirt. - -
-
- Detect Magic - - 1st-level divination (ritual) - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S - - - Duration: Concentration, up - to 10 minutes - - - For the duration, you sense the presence of magic within 30 feet - of you. If you sense magic in this way, you can use your action - to see a faint aura around any visible creature or object in the - area that bears magic, and you learn its school of magic, if - any. - - - The spell can penetrate most barriers, but it is blocked by 1 - foot of stone, 1 inch of common metal, a thin sheet of lead, or - 3 feet of wood or dirt. - -
-
- Detect Poison and Disease - - 1st-level divination (ritual) - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S, M (a yew - leaf) - - - Duration: Concentration, up - to 10 minutes - - - For the duration, you can sense the presence and location of - poisons, poisonous creatures, and diseases within 30 feet of - you. You also identify the kind of poison, poisonous creature, - or disease in each case. - - - The spell can penetrate most barriers, but it is blocked by 1 - foot of stone, 1 inch of common metal, a thin sheet of lead, or - 3 feet of wood or dirt. - -
-
- Detect Thoughts - - 2nd-level divination - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S, M (a copper - piece) - - - Duration: Concentration, up - to 1 minute - - - For the duration, you can read the thoughts of certain - creatures. When you cast the spell and as your action on each - turn until the spell ends, you can focus your mind on any one - creature that you can see within 30 feet of you. If the creature - you choose has an Intelligence of 3 or lower or doesn’t speak - any language, the creature is unaffected. - - - You initially learn the surface thoughts of the creature-what is - most on its mind in that moment. As an action, you can either - shift your attention to another creature’s thoughts or attempt - to probe deeper into the same creature’s mind. If you probe - deeper, the target must make a Wisdom saving throw. If it fails, - you gain insight into its reasoning (if any), its emotional - state, and something that looms large in its mind (such as - something it worries over, loves, or hates). If it succeeds, the - spell ends. Either way, the target knows that you are probing - into its mind, and unless you shift your attention to another - creature’s thoughts, the creature can use its action on its turn - to make an Intelligence check contested by your Intelligence - check; if it succeeds, the spell ends. - - - Questions verbally directed at the target creature naturally - shape the course of its thoughts, so this spell is particularly - effective as part of an interrogation. - - - You can also use this spell to detect the presence of thinking - creatures you can’t see. When you cast the spell or as your - action during the duration, you can search for thoughts within - 30 feet of you. The spell can penetrate barriers, but 2 feet of - rock, 2 inches of any metal other than lead, or a thin sheet of - lead blocks you. You can’t detect a creature with an - Intelligence of 3 or lower or one that doesn’t speak any - language. - - - Once you detect the presence of a creature in this way, you can - read its thoughts for the rest of the duration as described - above, even if you can’t see it, but it must still be within - range. - -
-
- Dimension Door - - 4th-level conjuration - - - Casting Time: 1 action - - - Range: 500 feet - - - Components: V - - - Duration: Instantaneous - - - You teleport yourself from your current location to any other - spot within range. You arrive at exactly the spot desired. It - can be a place you can see, one you can visualize, or one you - can describe by stating distance and direction, such as - 200 feet straight downward or upward to - the northwest at a 45-degree angle, 300 feet. - - - You can bring along objects as long as their weight doesn’t - exceed what you can carry. You can also bring one willing - creature of your size or smaller who is carrying gear up to its - carrying capacity. The creature must be within 5 feet of you - when you cast this spell. - - - If you would arrive in a place already occupied by an object or - a creature, you and any creature traveling with you each take - 4d6 force damage, and the spell fails to teleport you. - -
-
- Disguise Self - - 1st-level illusion - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S - - - Duration: 1 hour - - - You make yourself-including your clothing, armor, weapons, and - other belongings on your person- look different until the spell - ends or until you use your action to dismiss it. You can seem 1 - foot shorter or taller and can appear thin, fat, or in between. - You can’t change your body type, so you must adopt a form that - has the same basic arrangement of limbs. Otherwise, the extent - of the illusion is up to you. - - - The changes wrought by this spell fail to hold up to physical - inspection. For example, if you use this spell to add a hat to - your outfit, objects pass through the hat, and anyone who - touches it would feel nothing or would feel your head and hair. - If you use this spell to appear thinner than you are, the hand - of someone who reaches out to touch you would bump into you - while it was seemingly still in midair. - - - To discern that you are disguised, a creature can use its action - to inspect your appearance and must succeed on an Intelligence - (Investigation) check against your spell save DC. - -
-
- Disintegrate - - 6th-level transmutation - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S, M (a - lodestone and a pinch of dust) - - - Duration: Instantaneous - - - A thin green ray springs from your pointing finger to a target - that you can see within range. The target can be a creature, an - object, or a creation of magical force, such as the wall created - by wall of force. - - - A creature targeted by this spell must make a Dexterity saving - throw. On a failed save, the target takes 10d6 + 40 force - damage. The target is disintegrated if this damage leaves it - with 0 hit points. - - - A disintegrated creature and everything it is wearing and - carrying, except magic items, are reduced to a pile of fine gray - dust. The creature can be restored to life only by means of a - true resurrection or a - wish spell. - - - This spell automatically disintegrates a Large or smaller - nonmagical object or a creation of magical force. If the target - is a Huge or larger object or creation of force, this spell - disintegrates a 10-foot cube portion of it. A magic item is - unaffected by this spell. - - - At Higher - Levels. When you cast this spell using a - spell slot of 7th level or higher, the damage increases by 3d6 - for each slot level above 6th. - -
-
- Dispel Evil and Good - - 5th-level abjuration - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S, M (holy - water or powdered silver and iron) - - - Duration: Concentration, up - to 1 minute - - - Shimmering energy surrounds and protects you from fey, undead, - and creatures originating from beyond the Material Plane. For - the duration, celestials, elementals, fey, fiends, and undead - have disadvantage on attack rolls against you. - - - You can end the spell early by using either of the following - special functions. - - - Break - Enchantment. As your action, you touch a - creature you can reach that is charmed, frightened, or possessed - by a celestial, an elemental, a fey, a fiend, or an undead. The - creature you touch is no longer charmed, frightened, or - possessed by such creatures. - - - Dismissal. - As your action, make a melee spell attack against a celestial, - an elemental, a fey, a fiend, or an undead you can reach. On a - hit, you attempt to drive the creature back to its home plane. - The creature must succeed on a Charisma saving throw or be sent - back to its home plane (if it isn’t there already). If they - aren’t on their home plane, undead are sent to the Shadowfell, - and fey are sent to the Feywild. - -
-
- Dispel Magic - - 3rd-level abjuration - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S - - - Duration: Instantaneous - - - Choose one creature, object, or magical effect within range. Any - spell of 3rd level or lower on the target ends. For each spell - of 4th level or higher on the target, make an ability check - using your spellcasting ability. The DC equals 10 + the spell’s - level. On a successful check, the spell ends. - - - At Higher - Levels. When you cast this spell using a - spell slot of 4th level or higher, you automatically end the - effects of a spell on the target if the spell’s level is equal - to or less than the level of the spell slot you used. - -
-
- Divination - - 4th-level divination (ritual) - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S, M (incense - and a sacrificial offering appropriate to your religion, - together worth at least 25 gp, which the spell consumes) - - - Duration: Instantaneous - - - Your magic and an offering put you in contact with a god or a - god’s servants. You ask a single question concerning a specific - goal, event, or activity to occur within 7 days. The GM offers a - truthful reply. The reply might be a short phrase, a cryptic - rhyme, or an omen. - - - The spell doesn’t take into account any possible circumstances - that might change the outcome, such as the casting of additional - spells or the loss or gain of a companion. - - - If you cast the spell two or more times before finishing your - next long rest, there is a cumulative 25 percent chance for each - casting after the first that you get a random reading. The GM - makes this roll in secret. - -
-
- Divine Favor - - 1st-level evocation - - - Casting Time: 1 bonus action - - - Range: Self - - - Components: V, S - - - Duration: Concentration, up - to 1 minute - - - Your prayer empowers you with divine radiance. Until the spell - ends, your weapon attacks deal an extra 1d4 radiant damage on a - hit. - -
-
- Divine Word - - 7th-level evocation - - - Casting Time: 1 bonus action - - - Range: 30 feet - - - Components: V - - - Duration: Instantaneous - - - You utter a divine word, imbued with the power that shaped the - world at the dawn of creation. Choose any number of creatures - you can see within range. Each creature that can hear you must - make a Charisma saving throw. On a failed save, a creature - suffers an effect based on its current hit points: - - - - - 50 hit points or fewer: deafened for 1 minute - - - - - 40 hit points or fewer: deafened and blinded for 10 minutes - - - - - 30 hit points or fewer: blinded, deafened, and stunned for 1 - hour - - - - - 20 hit points or fewer: killed instantly Regardless of its - current hit points, a celestial, an elemental, a fey, or a - fiend that fails its save is forced back to its plane of - origin (if it isn’t there already) and can’t return to your - current plane for 24 hours by any means short of a - wish spell. - - - -
-
- Dominate Beast - - 4th-level enchantment - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S - - - Duration: Concentration, up - to 1 minute - - - You attempt to beguile a beast that you can see within range. It - must succeed on a Wisdom saving throw or be charmed by you for - the duration. If you or creatures that are friendly to you are - fighting it, it has advantage on the saving throw. - - - While the beast is charmed, you have a telepathic link with it - as long as the two of you are on the same plane of existence. - You can use this telepathic link to issue commands to the - creature while you are conscious (no action required), which it - does its best to obey. You can specify a simple and general - course of action, such as Attack that creature, - Run over there, or Fetch that - object. If the creature completes the order and doesn’t - receive further direction from you, it defends and preserves - itself to the best of its ability. - - - You can use your action to take total and precise control of the - target. Until the end of your next turn, the creature takes only - the actions you choose, and doesn’t do anything that you don’t - allow it to do. During this time, you can also cause the - creature to use a reaction, but this requires you to use your - own reaction as well. - - - Each time the target takes damage, it makes a new Wisdom saving - throw against the spell. If the saving throw succeeds, the spell - ends. - - - At Higher - Levels. When you cast this spell with a - 5th-level spell slot, the duration is concentration, up to 10 - minutes. When you use a 6th-level spell slot, the duration is - concentration, up to 1 hour. When you use a spell slot of 7th - level or higher, the duration is concentration, up to 8 hours. - -
-
- Dominate Monster - - 8th-level enchantment - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S - - - Duration: Concentration, up - to 1 hour - - - You attempt to beguile a creature that you can see within range. - It must succeed on a Wisdom saving throw or be charmed by you - for the duration. If you or creatures that are friendly to you - are fighting it, it has advantage on the saving throw. - - - While the creature is charmed, you have a telepathic link with - it as long as the two of you are on the same plane of existence. - You can use this telepathic link to issue commands to the - creature while you are conscious (no action required), which it - does its best to obey. You can specify a simple and general - course of action, such as Attack that creature, - Run over there, or Fetch that - object. If the creature completes the order and doesn’t - receive further direction from you, it defends and preserves - itself to the best of its ability. - - - You can use your action to take total and precise control of the - target. Until the end of your next turn, the creature takes only - the actions you choose, and doesn’t do anything that you don’t - allow it to do. During this time, you can also cause the - creature to use a reaction, but this requires you to use your - own reaction as well. - - - Each time the target takes damage, it makes a new Wisdom saving - throw against the spell. If the saving throw succeeds, the spell - ends. - - - At Higher - Levels. When you cast this spell with a - 9th-level spell slot, the duration is concentration, up to 8 - hours. - -
-
- Dominate Person - - 5th-level enchantment - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S - - - Duration: Concentration, up - to 1 minute - - - You attempt to beguile a humanoid that you can see within range. - It must succeed on a Wisdom saving throw or be charmed by you - for the duration. If you or creatures that are friendly to you - are fighting it, it has advantage on the saving throw. - - - While the target is charmed, you have a telepathic link with it - as long as the two of you are on the same plane of existence. - You can use this telepathic link to issue commands to the - creature while you are conscious (no action required), which it - does its best to obey. You can specify a simple and general - course of action, such as Attack that creature, - Run over there, or Fetch that - object. If the creature completes the order and doesn’t - receive further direction from you, it defends and preserves - itself to the best of its ability. - - - You can use your action to take total and precise control of the - target. Until the end of your next turn, the creature takes only - the actions you choose, and doesn’t do anything that you don’t - allow it to do. During this time you can also cause the creature - to use a reaction, but this requires you to use your own - reaction as well. - - - Each time the target takes damage, it makes a new Wisdom saving - throw against the spell. If the saving throw succeeds, the spell - ends. - - - At Higher - Levels. When you cast this spell using a - 6th-level spell slot, the duration is concentration, up to 10 - minutes. When you use a 7th-level spell slot, the duration is - concentration, up to 1 hour. When you use a spell slot of 8th - level or higher, the duration is concentration, up to 8 hours. - -
-
- Dream - - 5th-level illusion - - - Casting Time: 1 minute - - - Range: Special - - - Components: V, S, M (a - handful of sand, a dab of ink, and a writing quill plucked from - a sleeping bird) - - - Duration: 8 hours - - - This spell shapes a creature’s dreams. Choose a creature known - to you as the target of this spell. The target must be on the - same plane of existence as you. Creatures that don’t sleep, such - as elves, can’t be contacted by this spell. You, or a willing - creature you touch, enters a trance state, acting as a - messenger. While in the trance, the messenger is aware of his or - her surroundings, but can’t take actions or move. - - - If the target is asleep, the messenger appears in the target’s - dreams and can converse with the target as long as it remains - asleep, through the duration of the spell. The messenger can - also shape the environment of the dream, creating landscapes, - objects, and other images. The messenger can emerge from the - trance at any time, ending the effect of the spell early. The - target recalls the dream perfectly upon waking. If the target is - awake when you cast the spell, the messenger knows it, and can - either end the trance (and the spell) or wait for the target to - fall asleep, at which point the messenger appears in the - target’s dreams. - - - You can make the messenger appear monstrous and terrifying to - the target. If you do, the messenger can deliver a message of no - more than ten words and then the target must make a Wisdom - saving throw. On a failed save, echoes of the phantasmal - monstrosity spawn a nightmare that lasts the duration of the - target’s sleep and prevents the target from gaining any benefit - from that rest. In addition, when the target wakes up, it takes - 3d6 psychic damage. - - - If you have a body part, lock of hair, clipping from a nail, or - similar portion of the target’s body, the target makes its - saving throw with disadvantage. - -
-
- Druidcraft - - Transmutation cantrip - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S - - - Duration: Instantaneous - - - Whispering to the spirits of nature, you create one of the - following effects within range: - - - - - You create a tiny, harmless sensory effect that predicts - what the weather will be at your location for the next 24 - hours. The effect might manifest as a golden orb for clear - skies, a cloud for rain, falling snowflakes for snow, and so - on. This effect persists for 1 round. - - - - - You instantly make a flower blossom, a seed pod open, or a - leaf bud bloom. - - - - - You create an instantaneous, harmless sensory effect, such - as falling leaves, a puff of wind, the sound of a small - animal, or the faint odor of skunk. The effect must fit in a - 5-foot cube. - - - - - You instantly light or snuff out a candle, a torch, or a - small campfire. - - - -
-
-
- Spells (E) -
- Earthquake - - 8th-level evocation - - - Casting Time: 1 action - - - Range: 500 feet - - - Components: V, S, M (a pinch - of dirt, a piece of rock, and a lump of clay) - - - Duration: Concentration, up - to 1 minute - - - You create a seismic disturbance at a point on the ground that - you can see within range. For the duration, an intense tremor - rips through the ground in a 100-foot radius circle centered on - that point and shakes creatures and structures in contact with - the ground in that area. - - - The ground in the area becomes difficult terrain. - - - Each creature on the ground that is concentrating must make a - Constitution saving throw. On a failed save, the creature’s - concentration is broken. - - - When you cast this spell and at the end of each turn you spend - concentrating on it, each creature on the ground in the area - must make a Dexterity saving throw. On a failed save, the - creature is knocked prone. - - - This spell can have additional effects depending on the terrain - in the area, as determined by the GM. - - - Fissures. - Fissures open throughout the spell’s area at the start of your - next turn after you cast the spell. A total of 1d6 such fissures - open in locations chosen by the GM. Each is 1d10 × 10 feet deep, - 10 feet wide, and extends from one edge of the spell’s area to - the opposite side. A creature standing on a spot where a fissure - opens must succeed on a Dexterity saving throw or fall in. A - creature that successfully saves moves with the fissure’s edge - as it opens. - - - A fissure that opens beneath a structure causes it to - automatically collapse (see below). - - - Structures. - The tremor deals 50 bludgeoning damage to any structure in - contact with the ground in the area when you cast the spell and - at the start of each of your turns until the spell ends. If a - structure drops to 0 hit points, it collapses and potentially - damages nearby creatures. A creature within half the distance of - a structure’s height must make a Dexterity saving throw. On a - failed save, the creature takes 5d6 bludgeoning damage, is - knocked prone, and is buried in the rubble, requiring a DC 20 - Strength (Athletics) check as an action to escape. The GM can - adjust the DC higher or lower, depending on the nature of the - rubble. On a successful save, the creature takes half as much - damage and doesn’t fall prone or become buried. - -
-
- Eldritch Blast - - Evocation cantrip - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S - - - Duration: Instantaneous - - - A beam of crackling energy streaks toward a creature within - range. Make a ranged spell attack against the target. On a hit, - the target takes 1d10 force damage. - - - The spell creates more than one beam when you reach higher - levels: two beams at 5th level, three beams at 11th level, and - four beams at 17th level. You can direct the beams at the same - target or at different ones. Make a separate attack roll for - each beam. - -
-
- Enhance Ability - - 2nd-level transmutation - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (fur or a - feather from a beast) - - - Duration: Concentration, up - to 1 hour. - - - You touch a creature and bestow upon it a magical enhancement. - Choose one of the following effects; the target gains that - effect until the spell ends. - - - Bear’s - Endurance. The target has advantage on - Constitution checks. It also gains 2d6 temporary hit points, - which are lost when the spell ends. - - - Bull’s - Strength. The target has advantage on - Strength checks, and his or her carrying capacity doubles. - - - Cat’s - Grace. The target has advantage on - Dexterity checks. It also doesn’t take damage from falling 20 - feet or less if it isn’t incapacitated. - - - Eagle’s - Splendor. The target has advantage on - Charisma checks. - - - Fox’s - Cunning. The target has advantage on - Intelligence checks. - - - Owl’s - Wisdom. The target has advantage on Wisdom - checks. - - - At Higher - Levels. When you cast this spell using a - spell slot of 3rd level or higher, you can target one additional - creature for each slot level above 2nd. - -
-
- Enlarge/Reduce - - 2nd-level transmutation - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S, M (a pinch - of powdered iron) - - - Duration: Concentration, up - to 1 minute - - - You cause a creature or an object you can see within range to - grow larger or smaller for the duration. Choose either a - creature or an object that is neither worn nor carried. If the - target is unwilling, it can make a Constitution saving throw. On - a success, the spell has no effect. - - - If the target is a creature, everything it is wearing and - carrying changes size with it. Any item dropped by an affected - creature returns to normal size at once. - - - Enlarge. - The target’s size doubles in all dimensions, and its weight is - multiplied by eight. This growth increases its size by one - category- from Medium to Large, for example. If there isn’t - enough room for the target to double its size, the creature or - object attains the maximum possible size in the space available. - Until the spell ends, the target also has advantage on Strength - checks and Strength saving throws. The target’s weapons also - grow to match its new size. While these weapons are enlarged, - the target’s attacks with them deal 1d4 extra damage. - - - Reduce. - The target’s size is halved in all dimensions, and its weight is - reduced to one-eighth of normal. This reduction decreases its - size by one category-from Medium to Small, for example. Until - the spell ends, the target also has disadvantage on Strength - checks and Strength saving throws. The target’s weapons also - shrink to match its new size. While these weapons are reduced, - the target’s attacks with them deal 1d4 less damage (this can’t - reduce the damage below 1). - -
-
- Entangle - - 1st-level conjuration - - - Casting Time: 1 action - - - Range: 90 feet - - - Components: V, S - - - Duration: Concentration, up - to 1 minute - - - Grasping weeds and vines sprout from the ground in a 20-foot - square starting from a point within range. For the duration, - these plants turn the ground in the area into difficult terrain. - - - A creature in the area when you cast the spell must succeed on a - Strength saving throw or be restrained by the entangling plants - until the spell ends. A creature restrained by the plants can - use its action to make a Strength check against your spell save - DC. On a success, it frees itself. - - - When the spell ends, the conjured plants wilt away. - -
-
- Enthrall - - 2nd-level enchantment - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S - - - Duration: 1 minute - - - You weave a distracting string of words, causing creatures of - your choice that you can see within range and that can hear you - to make a Wisdom saving throw. Any creature that can’t be - charmed succeeds on this saving throw automatically, and if you - or your companions are fighting a creature, it has advantage on - the save. On a failed save, the target has disadvantage on - Wisdom (Perception) checks made to perceive any creature other - than you until the spell ends or until the target can no longer - hear you. The spell ends if you are incapacitated or can no - longer speak. - -
-
- Etherealness - - 7th-level transmutation - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S - - - Duration: Up to 8 hours - - - You step into the border regions of the Ethereal Plane, in the - area where it overlaps with your current plane. You remain in - the Border Ethereal for the duration or until you use your - action to dismiss the spell. During this time, you can move in - any direction. If you move up or down, every foot of movement - costs an extra foot. You can see and hear the plane you - originated from, but everything there looks gray, and you can’t - see anything more than 60 feet away. - - - While on the Ethereal Plane, you can only affect and be affected - by other creatures on that plane. Creatures that aren’t on the - Ethereal Plane can’t perceive you and can’t interact with you, - unless a special ability or magic has given them the ability to - do so. - - - You ignore all objects and effects that aren’t on the Ethereal - Plane, allowing you to move through objects you perceive on the - plane you originated from. - - - When the spell ends, you immediately return to the plane you - originated from in the spot you currently occupy. If you occupy - the same spot as a solid object or creature when this happens, - you are immediately shunted to the nearest unoccupied space that - you can occupy and take force damage equal to twice the number - of feet you are moved. - - - This spell has no effect if you cast it while you are on the - Ethereal Plane or a plane that doesn’t border it, such as one of - the Outer Planes. - - - At Higher - Levels. When you cast this spell using a - spell slot of 8th level or higher, you can target up to three - willing creatures (including you) for each slot level above 7th. - The creatures must be within 10 feet of you when you cast the - spell. - -
-
- Expeditious Retreat - - 1st-level transmutation - - - Casting Time: 1 bonus action - - - Range: Self - - - Components: V, S - - - Duration: Concentration, up - to 10 minutes - - - This spell allows you to move at an incredible pace. When you - cast this spell, and then as a bonus action on each of your - turns until the spell ends, you can take the Dash action. - -
-
- Eyebite - - 6th-level necromancy - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S - - - Duration: Concentration, up - to 1 minute - - - For the spell’s duration, your eyes become an inky void imbued - with dread power. One creature of your choice within 60 feet of - you that you can see must succeed on a Wisdom saving throw or be - affected by one of the following effects of your choice for the - duration. On each of your turns until the spell ends, you can - use your action to target another creature but can’t target a - creature again if it has succeeded on a saving throw against - this casting of eyebite. - - - Asleep. - The target falls unconscious. It wakes up if it takes any damage - or if another creature uses its action to shake the sleeper - awake. - - - Panicked. - The target is frightened of you. On each of its turns, the - frightened creature must take the Dash action and move away from - you by the safest and shortest available route, unless there is - nowhere to move. If the target moves to a place at least 60 feet - away from you where it can no longer see you, this effect ends. - - - Sickened. - The target has disadvantage on attack rolls and ability checks. - At the end of each of its turns, it can make another Wisdom - saving throw. If it succeeds, the effect ends. - -
-
-
- Spells (F) -
- Fabricate - - 4th-level transmutation - - - Casting Time: 10 minutes - - - Range: 120 feet - - - Components: V, S - - - Duration: Instantaneous - - - You convert raw materials into products of the same material. - For example, you can fabricate a wooden bridge from a clump of - trees, a rope from a patch of hemp, and clothes from flax or - wool. - - - Choose raw materials that you can see within range. You can - fabricate a Large or smaller object (contained within a 10-foot - cube, or eight connected 5-foot cubes), given a sufficient - quantity of raw material. If you are working with metal, stone, - or another mineral substance, however, the fabricated object can - be no larger than Medium (contained within a single 5-foot - cube). The quality of objects made by the spell is commensurate - with the quality of the raw materials. - - - Creatures or magic items can’t be created or transmuted by this - spell. You also can’t use it to create items that ordinarily - require a high degree of craftsmanship, such as jewelry, - weapons, glass, or armor, unless you have proficiency with the - type of artisan’s tools used to craft such objects. - -
-
- Faerie Fire - - 1st-level evocation - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V - - - Duration: Concentration, up - to 1 minute - - - Each object in a 20-foot cube within range is outlined in blue, - green, or violet light (your choice). Any creature in the area - when the spell is cast is also outlined in light if it fails a - Dexterity saving throw. For the duration, objects and affected - creatures shed dim light in a 10-foot radius. - - - Any attack roll against an affected creature or object has - advantage if the attacker can see it, and the affected creature - or object can’t benefit from being invisible. - -
-
- Faithful Hound - - 4th-level conjuration - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S, M (a tiny - silver whistle, a piece of bone, and a thread) - - - Duration: 8 hours - - - You conjure a phantom watchdog in an unoccupied space that you - can see within range, where it remains for the duration, until - you dismiss it as an action, or until you move more than 100 - feet away from it. - - - The hound is invisible to all creatures except you and can’t be - harmed. When a Small or larger creature comes within 30 feet of - it without first speaking the password that you specify when you - cast this spell, the hound starts barking loudly. The hound sees - invisible creatures and can see into the Ethereal Plane. It - ignores illusions. - - - At the start of each of your turns, the hound attempts to bite - one creature within 5 feet of it that is hostile to you. The - hound’s attack bonus is equal to your spellcasting ability - modifier + your proficiency bonus. On a hit, it deals 4d8 - piercing damage. - -
-
- False Life - - 1st-level necromancy - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S, M (a small - amount of alcohol or distilled spirits) - - - Duration: 1 hour - - - Bolstering yourself with a necromantic facsimile of life, you - gain 1d4 + 4 temporary hit points for the duration. - - - At Higher - Levels. When you cast this spell using a - spell slot of 2nd level or higher, you gain 5 additional - temporary hit points for each slot level above 1st. - -
-
- Fear - - 3rd-level illusion - - - Casting Time: 1 action - - - Range: Self (30-foot cone) - - - Components: V, S, M (a white - feather or the heart of a hen) - - - Duration: Concentration, up - to 1 minute - - - You project a phantasmal image of a creature’s worst fears. Each - creature in a 30-foot cone must succeed on a Wisdom saving throw - or drop whatever it is holding and become frightened for the - duration. - - - While frightened by this spell, a creature must take the Dash - action and move away from you by the safest available route on - each of its turns, unless there is nowhere to move. If the - creature ends its turn in a location where it doesn’t have line - of sight to you, the creature can make a Wisdom saving throw. On - a successful save, the spell ends for that creature. - -
-
- Feather Fall - - 1st-level transmutation - - - Casting Time: 1 reaction, - which you take when you or a creature within 60 feet of you - falls - - - Range: 60 feet - - - Components: V, M (a small - feather or piece of down) - - - Duration: 1 minute - - - Choose up to five falling creatures within range. A falling - creature’s rate of descent slows to 60 feet per round until the - spell ends. If the creature lands before the spell ends, it - takes no falling damage and can land on its feet, and the spell - ends for that creature. - -
-
- Feeblemind - - 8th-level enchantment - - - Casting Time: 1 action - - - Range: 150 feet - - - Components: V, S, M (a - handful of clay, crystal, glass, or mineral spheres) - - - Duration: Instantaneous - - - You blast the mind of a creature that you can see within range, - attempting to shatter its intellect and personality. The target - takes 4d6 psychic damage and must make an Intelligence saving - throw. - - - On a failed save, the creature’s Intelligence and Charisma - scores become 1. The creature can’t cast spells, activate magic - items, understand language, or communicate in any intelligible - way. The creature can, however, identify its friends, follow - them, and even protect them. - - - At the end of every 30 days, the creature can repeat its saving - throw against this spell. If it succeeds on its saving throw, - the spell ends. - - - The spell can also be ended by greater - restoration, heal, or - wish. - -
-
- Find Familiar - - 1st-­level conjuration (ritual) - - - Casting Time: 1 hour - - - Range: 10 feet - - - Components: V, S, M (10 gp - worth of charcoal, incense, and herbs that must be consumed by - fire in a brass brazier) - - - Duration: Instantaneous - - - You gain the service of a familiar, a spirit that takes an - animal form you choose: bat, cat, crab, frog (toad), hawk, - lizard, octopus, owl, poisonous snake, fish (quipper), rat, - raven, sea horse, spider, or weasel. Appearing in an unoccupied - space within range, the familiar has the statistics of the - chosen form, though it is a celestial, fey, or fiend (your - choice) instead of a beast. - - - Your familiar acts independently of you, but it always obeys - your commands. In combat, it rolls its own initiative and acts - on its own turn. A familiar can’t attack, but it can take other - actions as normal. - - - When the familiar drops to 0 hit points, it disappears, leaving - behind no physical form. It reappears after you cast this spell - again. - - - While your familiar is within 100 feet of you, you  can - communicate with it telepathically. Additionally, as an action, - you can see through your familiar’s eyes and hear what it hears - until the start of your next turn, gaining the benefits of any - special senses that the familiar has. During this time, you are - deaf and blind with regard to your own senses. - - - As an action, you can temporarily dismiss your familiar. It - disappears into a pocket dimension where it awaits your summons. - Alternatively, you can dismiss it forever. As an action while it - is temporarily dismissed, you can cause it to reappear in any - unoccupied space within 30 feet of you. - - - You can’t have more than one familiar at a time. If you cast - this spell while you already have a familiar, you instead cause - it to adopt a new form. Choose one of the forms from the above - list. Your familiar transforms into the chosen creature. - - - Finally, when you cast a spell with a range of touch, your - familiar can deliver the spell as if it had cast the spell. Your - familiar must be within 100 feet of you, and it must use its - reaction to deliver the spell when you cast it. If the spell - requires an attack roll, you use your attack modifier for the - roll. - -
-
- Find Steed - - 2nd-level conjuration - - - Casting Time: 10 minutes - - - Range: 30 feet - - - Components: V, S - - - Duration: Instantaneous - - - You summon a spirit that assumes the form of an unusually - intelligent, strong, and loyal steed, creating a long-lasting - bond with it. Appearing in an unoccupied space within range, the - steed takes on a form that you choose: a warhorse, a pony, a - camel, an elk, or a mastiff. (Your GM might allow other animals - to be summoned as steeds.) The steed has the statistics of the - chosen form, though it is a celestial, fey, or fiend (your - choice) instead of its normal type. Additionally, if your steed - has an Intelligence of 5 or less, its Intelligence becomes 6, - and it gains the ability to understand one language of your - choice that you speak. - - - Your steed serves you as a mount, both in combat and out, and - you have an instinctive bond with it that allows you to fight as - a seamless unit. While mounted on your steed, you can make any - spell you cast that targets only you also target your steed. - - - When the steed drops to 0 hit points, it disappears, leaving - behind no physical form. You can also dismiss your steed at any - time as an action, causing it to disappear. In either case, - casting this spell again summons the same steed, restored to its - hit point maximum. - - - While your steed is within 1 mile of you, you can communicate - with each other telepathically. - - - You can’t have more than one steed bonded by this spell at a - time. As an action, you can release the steed from its bond at - any time, causing it to disappear. - -
-
- Find the Path - - 6th-level divination - - - Casting Time: 1 minute - - - Range: Self - - - Components: V, S, M (a set of - divinatory tools- such as bones, ivory sticks, cards, teeth, or - carved runes-worth 100 gp and an object from the location you - wish to find) - - - Duration: Concentration, up - to 1 day - - - This spell allows you to find the shortest, most direct physical - route to a specific fixed location that you are familiar with on - the same plane of existence. If you name a destination on - another plane of existence, a destination that moves (such as a - mobile fortress), or a destination that isn’t specific (such as - a green dragon’s lair), the spell fails. - - - For the duration, as long as you are on the same plane of - existence as the destination, you know how far it is and in what - direction it lies. While you are traveling there, whenever you - are presented with a choice of paths along the way, you - automatically determine which path is the shortest and most - direct route (but not necessarily the safest route) to the - destination. - -
-
- Find Traps - - 2nd-level divination - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S - - - Duration: Instantaneous - - - You sense the presence of any trap within range that is within - line of sight. A trap, for the purpose of this spell, includes - anything that would inflict a sudden or unexpected effect you - consider harmful or undesirable, which was specifically intended - as such by its creator. Thus, the spell would sense an area - affected by the alarm spell, a - glyph of warding, or a mechanical pit trap, - but it would not reveal a natural weakness in the floor, an - unstable ceiling, or a hidden sinkhole. - - - This spell merely reveals that a trap is present. - - - You don’t learn the location of each trap, but you do learn the - general nature of the danger posed by a trap you sense. - -
-
- Finger of Death - - 7th-level necromancy - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S - - - Duration: Instantaneous - - - You send negative energy coursing through a creature that you - can see within range, causing it searing pain. The target must - make a Constitution saving throw. It takes 7d8 + 30 necrotic - damage on a failed save, or half as much damage on a successful - one. - - - A humanoid killed by this spell rises at the start of your next - turn as a zombie that is permanently under your command, - following your verbal orders to the best of its ability. - -
-
- Fireball - - 3rd-level evocation - - - Casting Time: 1 action - - - Range: 150 feet - - - Components: V, S, M (a tiny - ball of bat guano and sulfur) - - - Duration: Instantaneous - - - A bright streak flashes from your pointing finger to a point you - choose within range and then blossoms with a low roar into an - explosion of flame. Each creature in a 20-foot radius sphere - centered on that point must make a Dexterity saving throw. A - target takes 8d6 fire damage on a failed save, or half as much - damage on a successful one. - - - The fire spreads around corners. It ignites flammable objects in - the area that aren’t being worn or carried. - - - At Higher - Levels. When you cast this spell using a - spell slot of 4th level or higher, the damage increases by 1d6 - for each slot level above 3rd. - -
-
- Fire Bolt - - Evocation cantrip - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S - - - Duration: Instantaneous - - - You hurl a mote of fire at a creature or object within range. - Make a ranged spell attack against the target. On a hit, the - target takes 1d10 fire damage. A flammable object hit by this - spell ignites if it isn’t being worn or carried. - - - This spell’s damage increases by 1d10 when you  reach 5th level - (2d10), 11th level (3d10), and 17th level (4d10). - -
-
- Fire Shield - - 4th-level evocation - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S, M (a bit of - phosphorus or a firefly) - - - Duration: 10 minutes - - - Thin and wispy flames wreathe your body for the duration, - shedding bright light in a 10-foot radius and dim light for an - additional 10 feet. You can end the spell early by using an - action to dismiss it. - - - The flames provide you with a warm shield or a chill shield, as - you choose. The warm shield grants you resistance to cold - damage, and the chill shield grants you resistance to fire - damage. - - - In addition, whenever a creature within 5 feet of you hits you - with a melee attack, the shield erupts with flame. The attacker - takes 2d8 fire damage from a warm shield, or 2d8 cold damage - from a cold shield. - -
-
- Fire Storm - - 7th-level evocation - - - Casting Time: 1 action - - - Range: 150 feet - - - Components: V, S - - - Duration: Instantaneous - - - A storm made up of sheets of roaring flame appears in a location - you choose within range. The area of the storm consists of up to - ten 10-foot cubes, which you can arrange as you wish. Each cube - must have at least one face adjacent to the face of another - cube. Each creature in the area must make a Dexterity saving - throw. It takes 7d10 fire damage on a failed save, or half as - much damage on a successful one. - - - The fire damages objects in the area and ignites flammable - objects that aren’t being worn or carried. If you choose, plant - life in the area is unaffected by this spell. - -
-
- Flame Blade - - 2nd-level evocation - - - Casting Time: 1 bonus action - - - Range: Self - - - Components: V, S, M (leaf of - sumac) - - - Duration: Concentration, up - to 10 minutes - - - You evoke a fiery blade in your free hand. The blade is similar - in size and shape to a scimitar, and it lasts for the duration. - If you let go of the blade, it disappears, but you can evoke the - blade again as a bonus action. - - - You can use your action to make a melee spell attack with the - fiery blade. On a hit, the target takes 3d6 fire damage. - - - The flaming blade sheds bright light in a 10-foot radius and dim - light for an additional 10 feet. - - - At Higher - Levels. When you cast this spell using a - spell slot of 4th level or higher, the damage increases by 1d6 - for every two slot levels above 2nd. - -
-
- Flame Strike - - 5th-level evocation - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S, M (pinch of - sulfur) - - - Duration: Instantaneous - - - A vertical column of divine fire roars down from the heavens in - a location you specify. Each creature in a 10-foot radius, - 40-foot high cylinder centered on a point within range must make - a Dexterity saving throw. A creature takes 4d6 fire damage and - 4d6 radiant damage on a failed save, or half as much damage on a - successful one. - - - At Higher - Levels. When you cast this spell using a - spell slot of 6th level or higher, the fire damage or the - radiant damage (your choice) increases by 1d6 for each slot - level above 5th. - -
-
- Flaming Sphere - - 2nd-level conjuration - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S, M (a bit of - tallow, a pinch of brimstone, and a dusting of powdered iron) - - - Duration: Concentration, up - to 1 minute - - - A 5-foot diameter sphere of fire appears in an unoccupied space - of your choice within range and lasts for the duration. Any - creature that ends its turn within 5 feet of the sphere must - make a Dexterity saving throw. The creature takes 2d6 fire - damage on a failed save, or half as much damage on a successful - one. - - - As a bonus action, you can move the sphere up to 30 feet. If you - ram the sphere into a creature, that creature must make the - saving throw against the sphere’s damage, and the sphere stops - moving this turn. - - - When you move the sphere, you can direct it over barriers up to - 5 feet tall and jump it across pits up to 10 feet wide. The - sphere ignites flammable objects not being worn or carried, and - it sheds bright light in a 20-foot radius and dim light for an - additional 20 feet. - - - At Higher - Levels. When you cast this spell using a - spell slot of 3rd level or higher, the damage increases by 1d6 - for each slot level above 2nd. - -
-
- Flesh to Stone - - 6th-level transmutation - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S, M (a pinch - of lime, water, and earth) - - - Duration: Concentration, up - to 1 minute - - - You attempt to turn one creature that you can see within range - into stone. If the target’s body is made of flesh, the creature - must make a Constitution saving throw. On a failed save, it is - restrained as its flesh begins to harden. On a successful save, - the creature isn’t affected. - - - A creature restrained by this spell must make another - Constitution saving throw at the end of each of its turns. If it - successfully saves against this spell three times, the spell - ends. If it fails its saves three times, it is turned to stone - and subjected to the petrified condition for the duration. The - successes and failures don’t need to be consecutive; keep track - of both until the target collects three of a kind. - - - If the creature is physically broken while petrified, it suffers - from similar deformities if it reverts to its original state. - - - If you maintain your concentration on this spell for the entire - possible duration, the creature is turned to stone until the - effect is removed. - -
-
- Floating Disk - - 1st-level conjuration (ritual) - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S, M (a drop - of mercury) - - - Duration: 1 hour - - - This spell creates a circular, horizontal plane of force, 3 feet - in diameter and 1 inch thick, that floats 3 feet above the - ground in an unoccupied space of your choice that you can see - within range. The disk remains for the duration, and can hold up - to 500 pounds. If more weight is placed on it, the spell ends, - and everything on the disk falls to the ground. - - - The disk is immobile while you are within 20 feet of it. If you - move more than 20 feet away from it, the disk follows you so - that it remains within 20 feet of you. It can move across uneven - terrain, up or down stairs, slopes and the like, but it can’t - cross an elevation change of 10 feet or more. For example, the - disk can’t move across a 10-foot deep pit, nor could it leave - such a pit if it was created at the bottom. - - - If you move more than 100 feet from the disk (typically because - it can’t move around an obstacle to follow you), the spell ends. - -
-
- Fly - - 3rd-level transmutation - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (a wing - feather from any bird) - - - Duration: Concentration, up - to 10 minutes - - - You touch a willing creature. The target gains a flying speed of - 60 feet for the duration. When the spell ends, the target falls - if it is still aloft, unless it can stop the fall. - - - At Higher - Levels. When you cast this spell using a - spell slot of 4th level or higher, you can target one additional - creature for each slot level above 3rd. - -
-
- Fog Cloud - - 1st-level conjuration - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S - - - Duration: Concentration, up - to 1 hour - - - You create a 20-foot radius sphere of fog centered on a point - within range. The sphere spreads around corners, and its area is - heavily obscured. It lasts for the duration or until a wind of - moderate or greater speed (at least 10 miles per hour) disperses - it. - - - At Higher - Levels. When you cast this spell using a - spell slot of 2nd level or higher, the radius of the fog - increases by 20 feet for each slot level above 1st. - -
-
- Forbiddance - - 6th-level abjuration (ritual) - - - Casting Time: 10 minutes - - - Range: Touch - - - Components: V, S, M (a - sprinkling of holy water, rare incense, and powdered ruby worth - at least 1,000 gp) - - - Duration: 1 day - - - You create a ward against magical travel that protects up to - 40,000 square feet of floor space to a height of 30 feet above - the floor. For the duration, creatures can’t teleport into the - area or use portals, such as those created by the - gate spell, to enter the area. The spell - proofs the area against planar travel, and therefore prevents - creatures from accessing the area by way of the Astral Plane, - Ethereal Plane, Feywild, Shadowfell, or the plane - shift spell. - - - In addition, the spell damages types of creatures that you - choose when you cast it. Choose one or more of the following: - celestials, elementals, fey, fiends, and undead. When a chosen - creature enters the spell’s area for the first time on a turn or - starts its turn there, the creature takes 5d10 radiant or - necrotic damage (your choice when you cast this spell). - - - When you cast this spell, you can designate a password. A - creature that speaks the password as it enters the area takes no - damage from the spell. - - - The spell’s area can’t overlap with the area of another - forbiddance spell. If you cast - forbiddance every day for 30 days in the - same location, the spell lasts until it is dispelled, and the - material components are consumed on the last casting. - -
-
- Forcecage - - 7th-level evocation - - - Casting Time: 1 action - - - Range: 100 feet - - - Components: V, S, M (ruby - dust worth 1,500 gp) - - - Duration: 1 hour - - - An immobile, invisible, cube-shaped prison composed of magical - force springs into existence around an area you choose within - range. The prison can be a cage or a solid box, as you choose. - - - A prison in the shape of a cage can be up to 20 feet on a side - and is made from 1/2-inch diameter bars spaced 1/2 inch apart. - - - A prison in the shape of a box can be up to 10 feet on a side, - creating a solid barrier that prevents any matter from passing - through it and blocking any spells cast into or out from the - area. - - - When you cast the spell, any creature that is completely inside - the cage’s area is trapped. Creatures only partially within the - area, or those too large to fit inside the area, are pushed away - from the center of the area until they are completely outside - the area. - - - A creature inside the cage can’t leave it by nonmagical means. - If the creature tries to use teleportation or interplanar travel - to leave the cage, it must first make a Charisma saving throw. - On a success, the creature can use that magic to exit the cage. - On a failure, the creature can’t exit the cage and wastes the - use of the spell or effect. The cage also extends into the - Ethereal Plane, blocking ethereal travel. - - - This spell can’t be dispelled by dispel - magic. - -
-
- Foresight - - 9th-level divination - - - Casting Time: 1 minute - - - Range: Touch - - - Components: V, S, M (a - hummingbird feather) - - - Duration: 8 hours - - - You touch a willing creature and bestow a limited ability to see - into the immediate future. For the duration, the target can’t be - surprised and has advantage on attack rolls, ability checks, and - saving throws. Additionally, other creatures have disadvantage - on attack rolls against the target for the duration. - - - This spell immediately ends if you cast it again before its - duration ends. - -
-
- Freedom of Movement - - 4th-level abjuration - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (a - leather strap, bound around the arm or a similar appendage) - - - Duration: 1 hour - - - You touch a willing creature. For the duration, the target’s - movement is unaffected by difficult terrain, and spells and - other magical effects can neither reduce the target’s speed nor - cause the target to be paralyzed or restrained. - - - The target can also spend 5 feet of movement to automatically - escape from nonmagical restraints, such as manacles or a - creature that has it grappled. Finally, being underwater imposes - no penalties on the target’s movement or attacks. - -
-
- Freezing Sphere - - 6th-level evocation - - - Casting Time: 1 action - - - Range: 300 feet - - - Components: V, S, M (a small - crystal sphere) - - - Duration: Instantaneous - - - A frigid globe of cold energy streaks from your fingertips to a - point of your choice within range, where it explodes in a - 60-foot radius sphere. Each creature within the area must make a - Constitution saving throw. On a failed save, a creature takes - 10d6 cold damage. On a successful save, it takes half as much - damage. - - - If the globe strikes a body of water or a liquid that is - principally water (not including water-based creatures), it - freezes the liquid to a depth of 6 inches over an area 30 feet - square. This ice lasts for 1 minute. Creatures that were - swimming on the surface of frozen water are trapped in the ice. - A trapped creature can use an action to make a Strength check - against your spell save DC to break free. - - - You can refrain from firing the globe after completing the - spell, if you wish. A small globe about the size of a sling - stone, cool to the touch, appears in your hand. At any time, you - or a creature you give the globe to can throw the globe (to a - range of 40 feet) or hurl it with a sling (to the sling’s normal - range). It shatters on impact, with the same effect as the - normal casting of the spell. You can also set the globe down - without shattering it. After 1 minute, if the globe hasn’t - already shattered, it explodes. - - - At Higher - Levels. When you cast this spell using a - spell slot of 7th level or higher, the damage increases by 1d6 - for each slot level above 6th. - -
-
-
- Spells (G) -
- Gaseous Form - - 3rd-level transmutation - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (a bit of - gauze and a wisp of smoke) - - - Duration: Concentration, up - to 1 hour - - - You transform a willing creature you touch, along with - everything it’s wearing and carrying, into a misty cloud for the - duration. The spell ends if the creature drops to 0 hit points. - An incorporeal creature isn’t affected. - - - While in this form, the target’s only method of movement is a - flying speed of 10 feet. The target can enter and occupy the - space of another creature. The target has resistance to - nonmagical damage, and it has advantage on Strength, Dexterity, - and Constitution saving throws. The target can pass through - small holes, narrow openings, and even mere cracks, though it - treats liquids as though they were solid surfaces. The target - can’t fall and remains hovering in the air even when stunned or - otherwise incapacitated. - - - While in the form of a misty cloud, the target can’t talk or - manipulate objects, and any objects it was carrying or holding - can’t be dropped, used, or otherwise interacted with. The target - can’t attack or cast spells. - -
-
- Gate - - 9th-level conjuration - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S, M (a - diamond worth at least 5,000 gp) - - - Duration: Concentration, up - to 1 minute - - - You conjure a portal linking an unoccupied space you can see - within range to a precise location on a different plane of - existence. The portal is a circular opening, which you can make - 5 to 20 feet in diameter. You can orient the portal in any - direction you choose. The portal lasts for the duration. - - - The portal has a front and a back on each plane where it - appears. Travel through the portal is possible only by moving - through its front. Anything that does so is instantly - transported to the other plane, appearing in the unoccupied - space nearest to the portal. - - - Deities and other planar rulers can prevent portals created by - this spell from opening in their presence or anywhere within - their domains. - - - When you cast this spell, you can speak the name of a specific - creature (a pseudonym, title, or nickname doesn’t work). If that - creature is on a plane other than the one you are on, the portal - opens in the named creature’s immediate vicinity and draws the - creature through it to the nearest unoccupied space on your side - of the portal. You gain no special power over the creature, and - it is free to act as the GM deems appropriate. It might leave, - attack you, or help you. - -
-
- Geas - - 5th-level enchantment - - - Casting Time: 1 minute - - - Range: 60 feet - - - Components: V - - - Duration: 30 days - - - You place a magical command on a creature that you can see - within range, forcing it to carry out some service or refrain - from some action or course of activity as you decide. If the - creature can understand you, it must succeed on a Wisdom saving - throw or become charmed by you for the duration. While the - creature is charmed by you, it takes 5d10 psychic damage each - time it acts in a manner directly counter to your instructions, - but no more than once each day. A creature that can’t understand - you is unaffected by the spell. - - - You can issue any command you choose, short of an activity that - would result in certain death. Should you issue a suicidal - command, the spell ends. - - - You can end the spell early by using an action to dismiss it. A - remove curse, greater - restoration, or wish spell also - ends it. - - - At Higher - Levels. When you cast this spell using a - spell slot of 7th or 8th level, the duration is 1 year. When you - cast this spell using a spell slot of 9th level, the spell lasts - until it is ended by one of the spells mentioned above. - -
-
- Gentle Repose - - 2nd-level necromancy (ritual) - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (a pinch - of salt and one copper piece placed on each of the corpse’s - eyes, which must remain there for the duration) - - - Duration: 10 days - - - You touch a corpse or other remains. For the duration, the - target is protected from decay and can’t become undead. - - - The spell also effectively extends the time limit on raising the - target from the dead, since days spent under the influence of - this spell don’t count against the time limit of spells such as - raise dead. - -
-
- Giant Insect - - 4th-level transmutation - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S - - - Duration: Concentration, up - to 10 minutes - - - You transform up to ten centipedes, three spiders, five wasps, - or one scorpion within range into giant versions of their - natural forms for the duration. A centipede becomes a giant - centipede, a spider becomes a giant spider, a wasp becomes a - giant wasp, and a scorpion becomes a giant scorpion. - - - Each creature obeys your verbal commands, and in combat, they - act on your turn each round. The GM has the statistics for these - creatures and resolves their actions and movement. - - - A creature remains in its giant size for the duration, until it - drops to 0 hit points, or until you use an action to dismiss the - effect on it. - - - The GM might allow you to choose different targets. For example, - if you transform a bee, its giant version might have the same - statistics as a giant wasp. - -
-
- Glibness - - 8th-level transmutation - - - Casting Time: 1 action - - - Range: Self - - - Components: V - - - Duration: 1 hour - - - Until the spell ends, when you make a Charisma check, you can - replace the number you roll with a 15. Additionally, no matter - what you say, magic that would determine if you are telling the - truth indicates that you are being truthful. - -
-
- Globe of Invulnerability - - 6th-level abjuration - - - Casting Time: 1 action - - - Range: Self (10-foot radius) - - - Components: V, S, M (a glass - or crystal bead that shatters when the spell ends) - - - Duration: Concentration, up - to 1 minute - - - An immobile, faintly shimmering barrier springs into existence - in a 10-foot radius around you and remains for the duration. - - - Any spell of 5th level or lower cast from outside the barrier - can’t affect creatures or objects within it, even if the spell - is cast using a higher level spell slot. Such a spell can target - creatures and objects within the barrier, but the spell has no - effect on them. Similarly, the area within the barrier is - excluded from the areas affected by such spells. - - - At Higher - Levels. When you cast this spell using a - spell slot of 7th level or higher, the barrier blocks spells of - one level higher for each slot level above 6th. - -
-
- Glyph of Warding - - 3rd-level abjuration - - - Casting Time: 1 hour - - - Range: Touch - - - Components: V, S, M (incense - and powdered diamond worth at least 200 gp, which the spell - consumes) - - - Duration: Until dispelled or - triggered - - - When you cast this spell, you inscribe a glyph that harms other - creatures, either upon a surface (such as a table or a section - of floor or wall) or within an object that can be closed (such - as a book, a scroll, or a treasure chest) to conceal the glyph. - The glyph can cover an area no larger than 10 feet in diameter. - If the surface or object is moved more than 10 feet from where - you cast this spell, the glyph is broken, and the spell ends - without being triggered. - - - The glyph is nearly invisible and requires a successful - Intelligence (Investigation) check against your spell save DC to - be found. - - - You decide what triggers the glyph when you cast the spell. For - glyphs inscribed on a surface, the most typical triggers include - touching or standing on the glyph, removing another object - covering the glyph, approaching within a certain distance of the - glyph, or manipulating the object on which the glyph is - inscribed. For glyphs inscribed within an object, the most - common triggers include opening that object, approaching within - a certain distance of the object, or seeing or reading the - glyph. Once a glyph is triggered, this spell ends. - - - You can further refine the trigger so the spell activates only - under certain circumstances or according to physical - characteristics (such as height or weight), creature kind (for - example, the ward could be set to affect aberrations or drow), - or alignment. You can also set conditions for creatures that - don’t trigger the glyph, such as those who say a certain - password. - - - When you inscribe the glyph, choose explosive - runes or a spell glyph. - - - Explosive - Runes. When triggered, the glyph erupts - with magical energy in a 20-foot radius sphere centered on the - glyph. The sphere spreads around corners. Each creature in the - area must make a Dexterity saving throw. A creature takes 5d8 - acid, cold, fire, lightning, or thunder damage on a failed - saving throw (your choice when you create the glyph), or half as - much damage on a successful one. - - - Spell - Glyph. You can store a prepared spell of - 3rd level or lower in the glyph by casting it as part of - creating the glyph. The spell must target a single creature or - an area. The spell being stored has no immediate effect when - cast in this way. When the glyph is triggered, the stored spell - is cast. If the spell has a target, it targets the creature that - triggered the glyph. If the spell affects an area, the area is - centered on that creature. If the spell summons hostile - creatures or creates harmful objects or traps, they appear as - close as possible to the intruder and attack it. If the spell - requires concentration, it lasts until the end of its full - duration. - - - At Higher - Levels. When you cast this spell using a - spell slot of 4th level or higher, the damage of an - explosive runes glyph increases by 1d8 for - each slot level above 3rd. If you create a spell - glyph, you can store any spell of up to the same - level as the slot you use for the glyph of - warding. - -
-
- Goodberry - - 1st-level transmutation - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (a sprig - of mistletoe) - - - Duration: Instantaneous - - - Up to ten berries appear in your hand and are infused with magic - for the duration. A creature can use its action to eat one - berry. Eating a berry restores 1 hit point, and the berry - provides enough nourishment to sustain a creature for one day. - - - The berries lose their potency if they have not  been consumed - within 24 hours of the casting of this spell. - -
-
- Grease - - 1st-level conjuration - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S, M (a bit of - pork rind or butter) - - - Duration: 1 minute - - - Slick grease covers the ground in a 10-foot square centered on a - point within range and turns it into difficult terrain for the - duration. - - - When the grease appears, each creature standing in its area must - succeed on a Dexterity saving throw or fall prone. A creature - that enters the area or ends its turn there must also succeed on - a Dexterity saving throw or fall prone. - -
-
- Greater Invisibility - - 4th-level illusion - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S - - - Duration: Concentration, up - to 1 minute - - - You or a creature you touch becomes invisible until the spell - ends. Anything the target is wearing or carrying is invisible as - long as it is on the target’s person. - -
-
- Greater Restoration - - 5th-level abjuration - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (diamond - dust worth at least 100 gp, which the spell consumes) - - - Duration: Instantaneous - - - You imbue a creature you touch with positive energy to undo a - debilitating effect. You can reduce the target’s exhaustion - level by one, or end one of the following effects on the target: - - - - - One effect that charmed or petrified the target - - - - - One curse, including the target’s attunement to a cursed - magic item - - - - - Any reduction to one of the target’s ability scores - - - - - One effect reducing the target’s hit point maximum - - - -
-
- Guards and Wards - - 6th-level abjuration - - - Casting Time: 10 minutes - - - Range: Touch - - - Components: V, S, M (burning - incense, a small measure of brimstone and oil, a knotted string, - a small amount of umber hulk blood, and a small silver rod worth - at least 10 gp) - - - Duration: 24 hours - - - You create a ward that protects up to 2,500 square feet of floor - space (an area 50 feet square, or one hundred 5-foot squares or - twenty-five 10-foot squares). The warded area can be up to 20 - feet tall, and shaped as you desire. You can ward several - stories of a stronghold by dividing the area among them, as long - as you can walk into each contiguous area while you are casting - the spell. - - - When you cast this spell, you can specify individuals that are - unaffected by any or all of the effects that you choose. You can - also specify a password that, when spoken aloud, makes the - speaker immune to these effects. - - - Guards and wards creates the following - effects within the warded area. - - - Corridors. - Fog fills all the warded corridors, making them heavily - obscured. In addition, at each intersection or branching passage - offering a choice of direction, there is a 50 percent chance - that a creature other than you will believe it is going in the - opposite direction from the one it chooses. - - - Doors. - All doors in the warded area are magically locked, as if sealed - by an arcane lock spell. In addition, you - can cover up to ten doors with an illusion (equivalent to the - illusory object function of the minor - illusion spell) to make them appear as plain sections - of wall. - - - Stairs. - Webs fill all stairs in the warded area from top to bottom, as - the web spell. These strands regrow in 10 - minutes if they are burned or torn away while guards - and wards lasts. - - - Other Spell - Effect. You can place your choice of one - of the following magical effects within the warded area of the - stronghold. - - - - - Place dancing lights in four corridors. You can designate a - simple program that the lights repeat as long as guards and - wards lasts. - - - - - Place magic mouth in two locations. - - - - - Place stinking cloud in two locations. The vapors appear in - the places you designate; they return within 10 minutes if - dispersed by wind while guards and wards lasts. - - - - - Place a constant gust of wind in one corridor or room. - - - - - Place a suggestion in one location. You select an area of up - to 5 feet square, and any creature that enters or passes - through the area receives the suggestion mentally. - - - - - The whole warded area radiates magic. A dispel - magic cast on a specific effect, if successful, - removes only that effect. - - - You can create a permanently guarded and warded structure by - casting this spell there every day for one year. - -
-
- Guidance - - Divination cantrip - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S - - - Duration: Concentration, up - to 1 minute - - - You touch one willing creature. Once before the spell ends, the - target can roll a d4 and add the number rolled to one ability - check of its choice. It can roll the die before or after making - the ability check. The spell then ends. - -
-
- Guiding Bolt - - 1st-level evocation - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S - - - Duration: 1 round - - - A flash of light streaks toward a creature of your choice within - range. Make a ranged spell attack against the target. On a hit, - the target takes 4d6 radiant damage, and the next attack roll - made against this target before the end of your next turn has - advantage, thanks to the mystical dim light glittering on the - target until then. - - - At Higher - Levels. When you cast this spell using a - spell slot of 2nd level or higher, the damage increases by 1d6 - for each slot level above 1st. - -
-
- Gust of Wind - - 2nd-level evocation - - - Casting Time: 1 action - - - Range: Self (60-foot line) - - - Components: V, S, M (a legume - seed) - - - Duration: Concentration, up - to 1 minute - - - A line of strong wind 60 feet long and 10 feet wide blasts from - you in a direction you choose for the spell’s duration. Each - creature that starts its turn in the line must succeed on a - Strength saving throw or be pushed 15 feet away from you in a - direction following the line. - - - Any creature in the line must spend 2 feet of movement for every - 1 foot it moves when moving closer to you. - - - The gust disperses gas or vapor, and it extinguishes candles, - torches, and similar unprotected flames in the area. It causes - protected flames, such as those of lanterns, to dance wildly and - has a 50 percent chance to extinguish them. - - - As a bonus action on each of your turns before the spell ends, - you can change the direction in which the line blasts from you. - -
-
-
- Spells (H) -
- Hallow - - 5th-level evocation - - - Casting Time: 24 hours - - - Range: Touch - - - Components: V, S, M (herbs, - oils, and incense worth at least 1,000 gp, which the spell - consumes) - - - Duration: Until dispelled - - - You touch a point and infuse an area around it with holy (or - unholy) power. The area can have a radius up to 60 feet, and the - spell fails if the radius includes an area already under the - effect a hallow spell. The affected area is - subject to the following effects. - - - First, celestials, elementals, fey, fiends, and undead can’t - enter the area, nor can such creatures charm, frighten, or - possess creatures within it. Any creature charmed, frightened, - or possessed by such a creature is no longer charmed, - frightened, or possessed upon entering the area. You can exclude - one or more of those types of creatures from this effect. - - - Second, you can bind an extra effect to the area. Choose the - effect from the following list, or choose an effect offered by - the GM. Some of these effects apply to creatures in the area; - you can designate whether the effect applies to all creatures, - creatures that follow a specific deity or leader, or creatures - of a specific sort, such as orcs or trolls. When a creature that - would be affected enters the spell’s area for the first time on - a turn or starts its turn there, it can make a Charisma saving - throw. On a success, the creature ignores the extra effect until - it leaves the area. - - - Courage. - Affected creatures can’t be frightened while in the area. - - - Darkness. - Darkness fills the area. Normal light, as well as magical light - created by spells of a lower level than the slot you used to - cast this spell, can’t illuminate the area. - - - Daylight. - Bright light fills the area. Magical darkness created by spells - of a lower level than the slot you used to cast this spell can’t - extinguish the light. - - - Energy - Protection. Affected creatures in the area - have resistance to one damage type of your choice, except for - bludgeoning, piercing, or slashing. - - - Energy - Vulnerability. Affected creatures in the - area have vulnerability to one damage type of your choice, - except for bludgeoning, piercing, or slashing. - - - Everlasting - Rest. Dead bodies interred in the area - can’t be turned into undead. - - - Extradimensional - Interference. Affected creatures can’t - move or travel using teleportation or by extradimensional or - interplanar means. - - - Fear. - Affected creatures are frightened while in the area. - - - Silence. - No sound can emanate from within the area, and no sound can - reach into it. - - - Tongues. - Affected creatures can communicate with any other creature in - the area, even if they don’t share a common language. - -
-
- Hallucinatory Terrain - - 4th-level illusion - - - Casting Time: 10 minutes - - - Range: 300 feet - - - Components: V, S, M (a stone, - a twig, and a bit of green plant) - - - Duration: 24 hours - - - You make natural terrain in a 150-foot cube in range look, - sound, and smell like some other sort of natural terrain. Thus, - open fields or a road can be made to resemble a swamp, hill, - crevasse, or some other difficult or impassable terrain. A pond - can be made to seem like a grassy meadow, a precipice like a - gentle slope, or a rock-strewn gully like a wide and smooth - road. Manufactured structures, equipment, and creatures within - the area aren’t changed in appearance. - - - The tactile characteristics of the terrain are unchanged, so - creatures entering the area are likely to see through the - illusion. If the difference isn’t obvious by touch, a creature - carefully examining the illusion can attempt an Intelligence - (Investigation) check against your spell save DC to disbelieve - it. A creature who discerns the illusion for what it is, sees it - as a vague image superimposed on the terrain. - -
-
- Harm - - 6th-level necromancy - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S - - - Duration: Instantaneous - - - You unleash a virulent disease on a creature that you can see - within range. The target must make a Constitution saving throw. - On a failed save, it takes 14d6 necrotic damage, or half as much - damage on a successful save. The damage can’t reduce the - target’s hit points below 1. If the target fails the saving - throw, its hit point maximum is reduced for 1 hour by an amount - equal to the necrotic damage it took. Any effect that removes a - disease allows a creature’s hit point maximum to return to - normal before that time passes. - -
-
- Haste - - 3rd-level transmutation - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S, M (a - shaving of licorice root) - - - Duration: Concentration, up - to 1 minute - - - Choose a willing creature that you can see within range. Until - the spell ends, the target’s speed is doubled, it gains a +2 - bonus to AC, it has advantage on Dexterity saving throws, and it - gains an additional action on each of its turns. That action can - be used only to take the Attack (one weapon attack only), Dash, - Disengage, Hide, or Use an Object action. - - - When the spell ends, the target can’t move or take actions until - after its next turn, as a wave of lethargy sweeps over it. - -
-
- Heal - - 6th-level evocation - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S - - - Duration: Instantaneous - - - Choose a creature that you can see within range. A surge of - positive energy washes through the creature, causing it to - regain 70 hit points. This spell also ends blindness, deafness, - and any diseases affecting the target. This spell has no effect - on constructs or undead. - - - At Higher - Levels. When you cast this spell using a - spell slot of 7th level or higher, the amount of healing - increases by 10 for each slot level above 6th. - -
-
- Healing Word - - 1st-level evocation - - - Casting Time: 1 bonus action - - - Range: 60 feet - - - Components: V - - - Duration: Instantaneous - - - A creature of your choice that you can see within range regains - hit points equal to 1d4 + your spellcasting ability modifier. - This spell has no effect on undead or constructs. - - - At Higher - Levels. When you cast this spell using a - spell slot of 2nd level or higher, the healing increases by 1d4 - for each slot level above 1st. - -
-
- Heat Metal - - 2nd-level transmutation - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S, M (a piece - of iron and a flame) - - - Duration: Concentration, up - to 1 minute - - - Choose a manufactured metal object, such as a metal weapon or a - suit of heavy or medium metal armor, that you can see within - range. You cause the object to glow red-hot. Any creature in - physical contact with the object takes 2d8 fire damage when you - cast the spell. Until the spell ends, you can use a bonus action - on each of your subsequent turns to cause this damage again. - - - If a creature is holding or wearing the object and takes the - damage from it, the creature must succeed on a Constitution - saving throw or drop the object if it can. If it doesn’t drop - the object, it has disadvantage on attack rolls and ability - checks until the start of your next turn. - - - At Higher - Levels. When you cast this spell using a - spell slot of 3rd level or higher, the damage increases by 1d8 - for each slot level above 2nd. - -
-
- Hellish Rebuke - - 1st-­level evocation - - - Casting Time: 1 reaction, - which you take in response to being damaged by a creature within - 60 feet of you that you can see - - - Range: 60 feet - - - Components: V, S - - - Duration: Instantaneous - - - You point your finger, and the creature that damaged you is - momentarily surrounded by hellish flames. The creature must make - a Dexterity saving throw. It takes 2d10 fire damage on a failed - save, or half as much damage on a successful one. - - - At Higher Levels. When you cast this spell using a  - spell slot of 2nd level or higher, the damage increases by 1d10 - for each slot level above 1st. - -
-
- Heroes’ Feast - - 6th-level conjuration - - - Casting Time: 10 minutes - - - Range: 30 feet - - - Components: V, S, M (a - gem-encrusted bowl worth at least 1,000 gp, which the spell - consumes) - - - Duration: Instantaneous - - - You bring forth a great feast, including magnificent food and - drink. The feast takes 1 hour to consume and disappears at the - end of that time, and the beneficial effects don’t set in until - this hour is over. Up to twelve creatures can partake of the - feast. - - - A creature that partakes of the feast gains several benefits. - The creature is cured of all diseases and poison, becomes immune - to poison and being frightened, and makes all Wisdom saving - throws with advantage. Its hit point maximum also increases by - 2d10, and it gains the same number of hit points. These benefits - last for 24 hours. - -
-
- Heroism - - 1st-level enchantment - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S - - - Duration: Concentration, up - to 1 minute - - - A willing creature you touch is imbued with bravery. Until the - spell ends, the creature is immune to being frightened and gains - temporary hit points equal to your spellcasting ability modifier - at the start of each of its turns. When the spell ends, the - target loses any remaining temporary hit points from this spell. - - - At Higher - Levels. When you cast this spell using a - spell slot of 2nd level or higher, you can target one additional - creature for each slot level above 1st. - -
-
- Hideous Laughter - - 1st-level enchantment - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S, M (tiny - tarts and a feather that is waved in the air) - - - Duration: Concentration, up - to 1 minute - - - A creature of your choice that you can see within range - perceives everything as hilariously funny and falls into fits of - laughter if this spell affects it. The target must succeed on a - Wisdom saving throw or fall prone, becoming incapacitated and - unable to stand up for the duration. A creature with an - Intelligence score of 4 or less isn’t affected. - - - At the end of each of its turns, and each time it takes damage, - the target can make another Wisdom saving throw. The target has - advantage on the saving throw if it’s triggered by damage. On a - success, the spell ends. - -
-
- Hold Monster - - 5th-level enchantment - - - Casting Time: 1 action - - - Range: 90 feet - - - Components: V, S, M (a small, - straight piece of iron) - - - Duration: Concentration, up - to 1 minute - - - Choose a creature that you can see within range. The target must - succeed on a Wisdom saving throw or be paralyzed for the - duration. This spell has no effect on undead. At the end of each - of its turns, the target can make another Wisdom saving throw. - On a success, the spell ends on the target. - - - At Higher - Levels. When you cast this spell using a - spell slot of 6th level or higher, you can target one additional - creature for each slot level above 5th. The creatures must be - within 30 feet of each other when you target them. - -
-
- Hold Person - - 2nd-level enchantment - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S, M (a small, - straight piece of iron) - - - Duration: Concentration, up - to 1 minute - - - Choose a humanoid that you can see within range. The target must - succeed on a Wisdom saving throw or be paralyzed for the - duration. At the end of each of its turns, the target can make - another Wisdom saving throw. On a success, the spell ends on the - target. - - - At Higher - Levels. When you cast this spell using a - spell slot of 3rd level or higher, you can target one additional - humanoid for each slot level above 2nd. The humanoids must be - within 30 feet of each other when you target them. - -
-
- Holy Aura - - 8th-level abjuration - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S, M (a tiny - reliquary worth at least 1,000 gp containing a sacred relic, - such as a scrap of cloth from a saint’s robe or a piece of - parchment from a religious text) - - - Duration: Concentration, up - to 1 minute - - - Divine light washes out from you and coalesces in a soft - radiance in a 30-foot radius around you. Creatures of your - choice in that radius when you cast this spell shed dim light in - a 5-foot radius and have advantage on all saving throws, and - other creatures have disadvantage on attack rolls against them - until the spell ends. In addition, when a fiend or an undead - hits an affected creature with a melee attack, the aura flashes - with brilliant light. The attacker must succeed on a - Constitution saving throw or be blinded until the spell ends. - -
-
- Hunter’s Mark - - 1st-­level divination - - - Casting Time: 1 bonus action - - - Range: 90 feet - - - Components: V - - - Duration: Concentration, up - to 1 hour - - - You choose a creature you can see within range and mystically - mark it as your quarry. Until the spell ends, you deal an extra - 1d6 damage to the target whenever you hit it with a weapon - attack, and you have advantage on any Wisdom (Perception) or - Wisdom (Survival) check you make to find it. If the target drops - to 0 hit points before this spell ends, you can use a bonus - action on a subsequent turn of yours to mark a new creature. - - - At Higher Levels. When you cast this spell using a  - spell slot of 3rd or 4th level, you can maintain your - concentration on the spell for up to 8 hours. When you use a - spell slot of 5th level or higher, you can maintain your - concentration on the spell for up to 24 hours. - -
-
- Hypnotic Pattern - - 3rd-level illusion - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: S, M (a glowing - stick of incense or a crystal vial filled with phosphorescent - material) - - - Duration: Concentration, up - to 1 minute - - - You create a twisting pattern of colors that weaves through the - air inside a 30-foot cube within range. The pattern appears for - a moment and vanishes. Each creature in the area who sees the - pattern must make a Wisdom saving throw. On a failed save, the - creature becomes charmed for the duration. While charmed by this - spell, the creature is incapacitated and has a speed of 0. - - - The spell ends for an affected creature if it takes any damage - or if someone else uses an action to shake the creature out of - its stupor. - -
-
-
- Spells (I) -
- Ice Storm - - 4th-level evocation - - - Casting Time: 1 action - - - Range: 300 feet - - - Components: V, S, M (a pinch - of dust and a few drops of water) - - - Duration: Instantaneous - - - A hail of rock-hard ice pounds to the ground in a 20-foot - radius, 40-foot high cylinder centered on a point within range. - Each creature in the cylinder must make a Dexterity saving - throw. A creature takes 2d8 bludgeoning damage and 4d6 cold - damage on a failed save, or half as much damage on a successful - one. - - - Hailstones turn the storm’s area of effect into difficult - terrain until the end of your next turn. - - - At Higher - Levels. When you cast this spell using a - spell slot of 5th level or higher, the bludgeoning damage - increases by 1d8 for each slot level above 4th. - -
-
- Identify - - 1st-level divination (ritual) - - - Casting Time: 1 minute - - - Range: Touch - - - Components: V, S, M (a pearl - worth at least 100 gp and an owl feather) - - - Duration: Instantaneous - - - You choose one object that you must touch throughout the casting - of the spell. If it is a magic item or some other magic-imbued - object, you learn its properties and how to use them, whether it - requires attunement to use, and how many charges it has, if any. - You learn whether any spells are affecting the item and what - they are. If the item was created by a spell, you learn which - spell created it. - - - If you instead touch a creature throughout the casting, you - learn what spells, if any, are currently affecting it. - -
-
- Illusory Script - - 1st-level illusion (ritual) - - - Casting Time: 1 minute - - - Range: Touch - - - Components: S, M (a - lead-based ink worth at least 10 gp, which the spell consumes) - - - Duration: 10 days - - - You write on parchment, paper, or some other suitable writing - material and imbue it with a potent illusion that lasts for the - duration. - - - To you and any creatures you designate when you cast the spell, - the writing appears normal, written in your hand, and conveys - whatever meaning you intended when you wrote the text. To all - others, the writing appears as if it were written in an unknown - or magical script that is unintelligible. Alternatively, you can - cause the writing to appear to be an entirely different message, - written in a different hand and language, though the language - must be one you know. - - - Should the spell be dispelled, the original script and the - illusion both disappear. - - - A creature with truesight can read the hidden message. - -
-
- Imprisonment - - 9th-level abjuration - - - Casting Time: 1 minute - - - Range: 30 feet - - - Components: V, S, M (a vellum - depiction or a carved statuette in the likeness of the target, - and a special component that varies according to the version of - the spell you choose, worth at least 500 gp per Hit Die of the - target) - - - Duration: Until dispelled - - - You create a magical restraint to hold a creature that you can - see within range. The target must succeed on a Wisdom saving - throw or be bound by the spell; if it succeeds, it is immune to - this spell if you cast it again. While affected by this spell, - the creature doesn’t need to breathe, eat, or drink, and it - doesn’t age. Divination spells can’t locate or perceive the - target. - - - When you cast the spell, you choose one of the following forms - of imprisonment. - - - Burial. - The target is entombed far beneath the earth in a sphere of - magical force that is just large enough to contain the target. - Nothing can pass through the sphere, nor can any creature - teleport or use planar travel to get into or out of it. - - - The special component for this version of the spell is a small - mithral orb. - - - Chaining. - Heavy chains, firmly rooted in the ground, hold the target in - place. The target is restrained until the spell ends, and it - can’t move or be moved by any means until then. - - - The special component for this version of the spell is a fine - chain of precious metal. - - - Hedged - Prison. The spell transports the target - into a tiny demiplane that is warded against teleportation and - planar travel. The demiplane can be a labyrinth, a cage, a - tower, or any similar confined structure or area of your choice. - - - The special component for this version of the spell is a - miniature representation of the prison made from jade. - - - Minimus - Containment. The target shrinks to a - height of 1 inch and is imprisoned inside a gemstone or similar - object. Light can pass through the gemstone normally (allowing - the target to see out and other creatures to see in), but - nothing else can pass through, even by means of teleportation or - planar travel. The gemstone can’t be cut or broken while the - spell remains in effect. - - - The special component for this version of the spell is a large, - transparent gemstone, such as a corundum, diamond, or ruby. - - - Slumber. - The target falls asleep and can’t be awoken. The special - component for this version of the spell consists of rare - soporific herbs. - - - Ending the - Spell. During the casting of the spell, in - any of its versions, you can specify a condition that will cause - the spell to end and release the target. The condition can be as - specific or as elaborate as you choose, but the GM must agree - that the condition is reasonable and has a likelihood of coming - to pass. The conditions can be based on a creature’s name, - identity, or deity but otherwise must be based on observable - actions or qualities and not based on intangibles such as level, - class, or hit points. - - - A dispel magic spell can end the spell only - if it is cast as a 9th-level spell, targeting either the prison - or the special component used to create it. - - - You can use a particular special component to create only one - prison at a time. If you cast the spell again using the same - component, the target of the first casting is immediately freed - from its binding. - -
-
- Incendiary Cloud - - 8th-level conjuration - - - Casting Time: 1 action - - - Range: 150 feet - - - Components: V, S - - - Duration: Concentration, up - to 1 minute - - - A swirling cloud of smoke shot through with white-hot embers - appears in a 20-foot radius sphere centered on a point within - range. The cloud spreads around corners and is heavily obscured. - It lasts for the duration or until a wind of moderate or greater - speed (at least 10 miles per hour) disperses it. - - - When the cloud appears, each creature in it must make a - Dexterity saving throw. A creature takes 10d8 fire damage on a - failed save, or half as much damage on a successful one. A - creature must also make this saving throw when it enters the - spell’s area for the first time on a turn or ends its turn - there. - - - The cloud moves 10 feet directly away from you in a direction - that you choose at the start of each of your turns. - -
-
- Inflict Wounds - - 1st-level necromancy - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S - - - Duration: Instantaneous - - - Make a melee spell attack against a creature you can reach. On a - hit, the target takes 3d10 necrotic damage. - - - At Higher - Levels. When you cast this spell using a - spell slot of 2nd level or higher, the damage increases by 1d10 - for each slot level above 1st. - -
-
- Insect Plague - - 5th-level conjuration - - - Casting Time: 1 action - - - Range: 300 feet - - - Components: V, S, M (a few - grains of sugar, some kernels of grain, and a smear of fat) - - - Duration: Concentration, up - to 10 minutes - - - Swarming, biting locusts fill a 20-foot radius sphere centered - on a point you choose within range. The sphere spreads around - corners. The sphere remains for the duration, and its area is - lightly obscured. The sphere’s area is difficult terrain. - - - When the area appears, each creature in it must make a - Constitution saving throw. A creature takes 4d10 piercing damage - on a failed save, or half as much damage on a successful one. A - creature must also make this saving throw when it enters the - spell’s area for the first time on a turn or ends its turn - there. - - - At Higher - Levels. When you cast this spell using a - spell slot of 6th level or higher, the damage increases by 1d10 - for each slot level above 5th. - -
-
- Instant Summons - - 6th-level conjuration (ritual) - - - Casting Time: 1 minute - - - Range: Touch - - - Components: V, S, M (a - sapphire worth 1,000 gp) - - - Duration: Until dispelled - - - You touch an object weighing 10 pounds or less whose longest - dimension is 6 feet or less. The spell leaves an invisible mark - on its surface and invisibly inscribes the name of the item on - the sapphire you use as the material component. Each time you - cast this spell, you must use a different sapphire. - - - At any time thereafter, you can use your action to speak the - item’s name and crush the sapphire. The item instantly appears - in your hand regardless of physical or planar distances, and the - spell ends. - - - If another creature is holding or carrying the item, crushing - the sapphire doesn’t transport the item to you, but instead you - learn who the creature possessing the object is and roughly - where that creature is located at that moment. - - - Dispel magic or a similar effect - successfully applied to the sapphire ends this spell’s effect. - -
-
- Invisibility - - 2nd-level illusion - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (an - eyelash encased in gum arabic) - - - Duration: Concentration, up - to 1 hour - - - A creature you touch becomes invisible until the spell ends. - Anything the target is wearing or carrying is invisible as long - as it is on the target’s person. The spell ends for a target - that attacks or casts a spell. - - - At Higher - Levels. When you cast this spell using a - spell slot of 3rd level or higher, you can target one additional - creature for each slot level above 2nd. - -
-
- Irresistible Dance - - 6th-level enchantment - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V - - - Duration: Concentration, up - to 1 minute - - - Choose one creature that you can see within range. The target - begins a comic dance in place: shuffling, tapping its feet, and - capering for the duration. Creatures that can’t be charmed are - immune to this spell. - - - A dancing creature must use all its movement to dance without - leaving its space and has disadvantage on Dexterity saving - throws and attack rolls. While the target is affected by this - spell, other creatures have advantage on attack rolls against - it. As an action, a dancing creature makes a Wisdom saving throw - to regain control of itself. On a successful save, the spell - ends. - -
-
-
- Spells (J) -
- Jump - - 1st-level transmutation - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (a - grasshopper’s hind leg) - - - Duration: 1 minute - - - You touch a creature. The creature’s jump distance is tripled - until the spell ends. - -
-
-
- Spells (K) -
- Knock - - 2nd-level transmutation - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V - - - Duration: Instantaneous - - - Choose an object that you can see within range. The object can - be a door, a box, a chest, a set of manacles, a padlock, or - another object that contains a mundane or magical means that - prevents access. - - - A target that is held shut by a mundane lock or that is stuck or - barred becomes unlocked, unstuck, or unbarred. If the object has - multiple locks, only one of them is unlocked. - - - If you choose a target that is held shut with arcane - lock, that spell is suppressed for 10 minutes, during - which time the target can be opened and shut normally. - - - When you cast the spell, a loud knock, audible from as far away - as 300 feet, emanates from the target object. - -
-
-
- Spells (L) -
- Legend Lore - - 5th-level divination - - - Casting Time: 10 minutes - - - Range: Self - - - Components: V, S, M (incense - worth at least 250 gp, which the spell consumes, and four ivory - strips worth at least 50 gp each) - - - Duration: Instantaneous - - - Name or describe a person, place, or object. The spell brings to - your mind a brief summary of the significant lore about the - thing you named. The lore might consist of current tales, - forgotten stories, or even secret lore that has never been - widely known. If the thing you named isn’t of legendary - importance, you gain no information. The more information you - already have about the thing, the more precise and detailed the - information you receive is. - - - The information you learn is accurate but might be couched in - figurative language. For example, if you have a mysterious magic - axe on hand, the spell might yield this information: Woe - to the evildoer whose hand touches the axe, for even the haft - slices the hand of the evil ones. Only a true Child of Stone, - lover and beloved of Moradin, may awaken the true powers of the - axe, and only with the sacred word Rudnogg - on the lips. - -
-
- Lesser Restoration - - 2nd-level abjuration - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S - - - Duration: Instantaneous - - - You touch a creature and can end either one disease or one - condition afflicting it. The condition can be blinded, deafened, - paralyzed, or poisoned. - -
-
- Levitate - - 2nd-level transmutation - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S, M (either a - small leather loop or a piece of golden wire bent into a cup - shape with a long shank on one end) - - - Duration: Concentration, up - to 10 minutes - - - One creature or loose object of your choice that you can see - within range rises vertically, up to 20 feet, and remains - suspended there for the duration. The spell can levitate a - target that weighs up to 500 pounds. An unwilling creature that - succeeds on a Constitution saving throw is unaffected. - - - The target can move only by pushing or pulling against a fixed - object or surface within reach (such as a wall or a ceiling), - which allows it to move as if it were climbing. You can change - the target’s altitude by up to 20 feet in either direction on - your turn. If you are the target, you can move up or down as - part of your move. Otherwise, you can use your action to move - the target, which must remain within the spell’s range. - - - When the spell ends, the target floats gently to the ground if - it is still aloft. - -
-
- Light - - Evocation cantrip - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, M (a firefly - or phosphorescent moss) - - - Duration: 1 hour - - - You touch one object that is no larger than 10 feet in any - dimension. Until the spell ends, the object sheds bright light - in a 20-foot radius and dim light for an additional 20 feet. The - light can be colored as you like. Completely covering the object - with something opaque blocks the light. The spell ends if you - cast it again or dismiss it as an action. - - - If you target an object held or worn by a hostile creature, that - creature must succeed on a Dexterity saving throw to avoid the - spell. - -
-
- Lightning Bolt - - 3rd-level evocation - - - Casting Time: 1 action - - - Range: Self (100-foot line) - - - Components: V, S, M (a bit of - fur and a rod of amber, crystal, or glass) - - - Duration: Instantaneous - - - A stroke of lightning forming a line 100 feet long and 5 feet - wide blasts out from you in a direction you choose. Each - creature in the line must make a Dexterity saving throw. A - creature takes 8d6 lightning damage on a failed save, or half as - much damage on a successful one. - - - The lightning ignites flammable objects in the area that aren’t - being worn or carried. - - - At Higher - Levels. When you cast this spell using a - spell slot of 4th level or higher, the damage increases by 1d6 - for each slot level above 3rd. - -
-
- Locate Animals or Plants - - 2nd-level divination (ritual) - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S, M (a bit of - fur from a bloodhound) - - - Duration: Instantaneous - - - Describe or name a specific kind of beast or plant. - Concentrating on the voice of nature in your surroundings, you - learn the direction and distance to the closest creature or - plant of that kind within 5 miles, if any are present. - -
-
- Locate Creature - - 4th-level divination - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S, M (a bit of - fur from a bloodhound) - - - Duration: Concentration, up - to 1 hour - - - Describe or name a creature that is familiar to you. You sense - the direction to the creature’s location, as long as that - creature is within 1,000 feet of you. If the creature is moving, - you know the direction of its movement. - - - The spell can locate a specific creature known to you, or the - nearest creature of a specific kind (such as a human or a - unicorn), so long as you have seen such a creature up - close-within 30 feet-at least once. If the creature you - described or named is in a different form, such as being under - the effects of a polymorph spell, this - spell doesn’t locate the creature. - - - This spell can’t locate a creature if running water at least 10 - feet wide blocks a direct path between you and the creature. - -
-
- Locate Object - - 2nd-level divination - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S, M (a forked - twig) - - - Duration: Concentration, up - to 10 minutes - - - Describe or name an object that is familiar to you. You sense - the direction to the object’s location, as long as that object - is within 1,000 feet of you. If the object is in motion, you - know the direction of its movement. - - - The spell can locate a specific object known to you, as long as - you have seen it up close-within 30 feet-at least once. - Alternatively, the spell can locate the nearest object of a - particular kind, such as a certain kind of apparel, jewelry, - furniture, tool, or weapon. - - - This spell can’t locate an object if any thickness of lead, even - a thin sheet, blocks a direct path between you and the object. - -
-
- Longstrider - - 1st-level transmutation - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (a pinch - of dirt) - - - Duration: 1 hour - - - You touch a creature. The target’s speed increases by 10 feet - until the spell ends. - - - At Higher - Levels. When you cast this spell using a - spell slot of 2nd level or higher, you can target one additional - creature for each slot level above 1st. - -
-
-
- Spells (M) -
- Mage Armor - - 1st-level abjuration - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (a piece - of cured leather) - - - Duration: 8 hours - - - You touch a willing creature who isn’t wearing armor, and a - protective magical force surrounds it until the spell ends. The - target’s base AC becomes 13 + its Dexterity modifier. The spell - ends if the target dons armor or if you dismiss the spell as an - action. - -
-
- Mage Hand - - Conjuration cantrip - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S - - - Duration: 1 minute - - - A spectral, floating hand appears at a point you choose within - range. The hand lasts for the duration or until you dismiss it - as an action. The hand vanishes if it is ever more than 30 feet - away from you or if you cast this spell again. - - - You can use your action to control the hand. You can use the - hand to manipulate an object, open an unlocked door or - container, stow or retrieve an item from an open container, or - pour the contents out of a vial. You can move the hand up to 30 - feet each time you use it. - - - The hand can’t attack, activate magic items, or carry more than - 10 pounds. - -
-
- Magic Circle - - 3rd-level abjuration - - - Casting Time: 1 minute - - - Range: 10 feet - - - Components: V, S, M (holy - water or powdered silver and iron worth at least 100 gp, which - the spell consumes) - - - Duration: 1 hour - - - You create a 10-foot radius, 20-foot tall cylinder of magical - energy centered on a point on the ground that you can see within - range. Glowing runes appear wherever the cylinder intersects - with the floor or other surface. - - - Choose one or more of the following types of creatures: - celestials, elementals, fey, fiends, or undead. The circle - affects a creature of the chosen type in the following ways: - - - - - The creature can’t willingly enter the cylinder by - nonmagical means. If the creature tries to use teleportation - or interplanar travel to do so, it must first succeed on a - Charisma saving throw. - - - - - The creature has disadvantage on attack rolls against - targets within the cylinder. - - - - - Targets within the cylinder can’t be charmed, frightened, or - possessed by the creature. - - - - - When you cast this spell, you can elect to cause its magic to - operate in the reverse direction, preventing a creature of the - specified type from leaving the cylinder and protecting targets - outside it. - - - At Higher - Levels. When you cast this spell using a - spell slot of 4th level or higher, the duration increases by 1 - hour for each slot level above 3rd. - -
-
- Magic Jar - - 6th-level necromancy - - - Casting Time: 1 minute - - - Range: Self - - - Components: V, S, M (a gem, - crystal, reliquary, or some other ornamental container worth at - least 500 gp) - - - Duration: Until dispelled - - - Your body falls into a catatonic state as your soul leaves it - and enters the container you used for the spell’s material - component. While your soul inhabits the container, you are aware - of your surroundings as if you were in the container’s space. - You can’t move or use reactions. The only action you can take is - to project your soul up to 100 feet out of the container, either - returning to your living body (and ending the spell) or - attempting to possess a humanoids body. - - - You can attempt to possess any humanoid within 100 feet of you - that you can see (creatures warded by a protection - from evil and good or magic - circle spell can’t be possessed). The target must - make a Charisma saving throw. On a failure, your soul moves into - the target’s body, and the target’s soul becomes trapped in the - container. On a success, the target resists your efforts to - possess it, and you can’t attempt to possess it again for 24 - hours. - - - Once you possess a creature’s body, you control it. Your game - statistics are replaced by the statistics of the creature, - though you retain your alignment and your Intelligence, Wisdom, - and Charisma scores. You retain the benefit of your own class - features. If the target has any class levels, you can’t use any - of its class features. - - - Meanwhile, the possessed creature’s soul can perceive from the - container using its own senses, but it can’t move or take - actions at all. - - - While possessing a body, you can use your action to return from - the host body to the container if it is within 100 feet of you, - returning the host creature’s soul to its body. If the host body - dies while you’re in it, the creature dies, and you must make a - Charisma saving throw against your own spellcasting DC. On a - success, you return to the container if it is within 100 feet of - you. Otherwise, you die. - - - If the container is destroyed or the spell ends, your soul - immediately returns to your body. If your body is more than 100 - feet away from you or if your body is dead when you attempt to - return to it, you die. If another creature’s soul is in the - container when it is destroyed, the creature’s soul returns to - its body if the body is alive and within 100 feet. Otherwise, - that creature dies. - - - When the spell ends, the container is destroyed. - -
-
- Magic Missile - - 1st-level evocation - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S - - - Duration: Instantaneous - - - You create three glowing darts of magical force. Each dart hits - a creature of your choice that you can see within range. A dart - deals 1d4 + 1 force damage to its target. The darts all strike - simultaneously, and you can direct them to hit one creature or - several. - - - At Higher - Levels. When you cast this spell using a - spell slot of 2nd level or higher, the spell creates one more - dart for each slot level above 1st. - -
-
- Magic Mouth - - 2nd-level illusion (ritual) - - - Casting Time: 1 minute - - - Range: 30 feet - - - Components: V, S, M (a small - bit of honeycomb and jade dust worth at least 10 gp, which the - spell consumes) - - - Duration: Until dispelled - - - You implant a message within an object in range, a message that - is uttered when a trigger condition is met. Choose an object - that you can see and that isn’t being worn or carried by another - creature. Then speak the message, which must be 25 words or - less, though it can be delivered over as long as 10 minutes. - Finally, determine the circumstance that will trigger the spell - to deliver your message. - - - When that circumstance occurs, a magical mouth appears on the - object and recites the message in your voice and at the same - volume you spoke. If the object you chose has a mouth or - something that looks like a mouth (for example, the mouth of a - statue), the magical mouth appears there so that the words - appear to come from the object’s mouth. When you cast this - spell, you can have the spell end after it delivers its message, - or it can remain and repeat its message whenever the trigger - occurs. - - - The triggering circumstance can be as general or as detailed as - you like, though it must be based on visual or audible - conditions that occur within 30 feet of the object. For example, - you could instruct the mouth to speak when any creature moves - within 30 feet of the object or when a silver bell rings within - 30 feet of it. - -
-
- Magic Weapon - - 2nd-level transmutation - - - Casting Time: 1 bonus action - - - Range: Touch - - - Components: V, S - - - Duration: Concentration, up - to 1 hour - - - You touch a nonmagical weapon. Until the spell ends, that weapon - becomes a magic weapon with a +1 bonus to attack rolls and - damage rolls. - - - At Higher - Levels. When you cast this spell using a - spell slot of 4th level or higher, the bonus increases to +2. - When you use a spell slot of 6th level or higher, the bonus - increases to +3. - -
-
- Magnificent Mansion - - 7th-level conjuration - - - Casting Time: 1 minute - - - Range: 300 feet - - - Components: V, S, M (a - miniature portal carved from ivory, a small piece of polished - marble, and a tiny silver spoon, each item worth at least 5 gp) - - - Duration: 24 hours - - - You conjure an extradimensional dwelling in range that lasts for - the duration. You choose where its one entrance is located. The - entrance shimmers faintly and is 5 feet wide and 10 feet tall. - You and any creature you designate when you cast the spell can - enter the extradimensional dwelling as long as the portal - remains open. You can open or close the portal if you are within - 30 feet of it. While closed, the portal is invisible. - - - Beyond the portal is a magnificent foyer with numerous chambers - beyond. The atmosphere is clean, fresh, and warm. - - - You can create any floor plan you like, but the space can’t - exceed 50 cubes, each cube being 10 feet on each side. The place - is furnished and decorated as you choose. It contains sufficient - food to serve a nine-course banquet for up to 100 people. A - staff of 100 near-transparent servants attends all who enter. - You decide the visual appearance of these servants and their - attire. They are completely obedient to your orders. Each - servant can perform any task a normal human servant could - perform, but they can’t attack or take any action that would - directly harm another creature. Thus the servants can fetch - things, clean, mend, fold clothes, light fires, serve food, pour - wine, and so on. The servants can go anywhere in the mansion but - can’t leave it. Furnishings and other objects created by this - spell dissipate into smoke if removed from the mansion. When the - spell ends, any creatures inside the extradimensional space are - expelled into the open spaces nearest to the entrance. - -
-
- Major Image - - 3rd-level illusion - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S, M (a bit of - fleece) - - - Duration: Concentration, up - to 10 minutes - - - You create the image of an object, a creature, or some other - visible phenomenon that is no larger than a 20-foot cube. The - image appears at a spot that you can see within range and lasts - for the duration. It seems completely real, including sounds, - smells, and temperature appropriate to the thing depicted. You - can’t create sufficient heat or cold to cause damage, a sound - loud enough to deal thunder damage or deafen a creature, or a - smell that might sicken a creature (like a troglodyte’s stench). - - - As long as you are within range of the illusion, you can use - your action to cause the image to move to any other spot within - range. As the image changes location, you can alter its - appearance so that its movements appear natural for the image. - For example, if you create an image of a creature and move it, - you can alter the image so that it appears to be walking. - Similarly, you can cause the illusion to make different sounds - at different times, even making it carry on a conversation, for - example. - - - Physical interaction with the image reveals it to be an - illusion, because things can pass through it. A creature that - uses its action to examine the image can determine that it is an - illusion with a successful Intelligence (Investigation) check - against your spell save DC. If a creature discerns the illusion - for what it is, the creature can see through the image, and its - other sensory qualities become faint to the creature. - - - At Higher - Levels. When you cast this spell using a - spell slot of 6th level or higher, the spell lasts until - dispelled, without requiring your concentration. - -
-
- Mass Cure Wounds - - 5th-level evocation - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S - - - Duration: Instantaneous - - - A wave of healing energy washes out from a point of your choice - within range. Choose up to six creatures in a 30-foot radius - sphere centered on that point. Each target regains hit points - equal to 3d8 + your spellcasting ability modifier. This spell - has no effect on undead or constructs. - - - At Higher - Levels. When you cast this spell using a - spell slot of 6th level or higher, the healing increases by 1d8 - for each slot level above 5th. - -
-
- Mass Heal - - 9th-level evocation - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S - - - Duration: Instantaneous - - - A flood of healing energy flows from you into injured creatures - around you. You restore up to 700 hit points, divided as you - choose among any number of creatures that you can see within - range. Creatures healed by this spell are also cured of all - diseases and any effect making them blinded or deafened. This - spell has no effect on undead or constructs. - -
-
- Mass Healing Word - - 3rd-level evocation - - - Casting Time: 1 bonus action - - - Range: 60 feet - - - Components: V - - - Duration: Instantaneous - - - As you call out words of restoration, up to six creatures of - your choice that you can see within range regain hit points - equal to 1d4 + your spellcasting ability modifier. This spell - has no effect on undead or constructs. - - - At Higher - Levels. When you cast this spell using a - spell slot of 4th level or higher, the healing increases by 1d4 - for each slot level above 3rd. - -
-
- Mass Suggestion - - 6th-level enchantment - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, M (a snake’s - tongue and either a bit of honeycomb or a drop of sweet oil) - - - Duration: 24 hours - - - You suggest a course of activity (limited to a sentence or two) - and magically influence up to twelve creatures of your choice - that you can see within range and that can hear and understand - you. Creatures that can’t be charmed are immune to this effect. - The suggestion must be worded in such a manner as to make the - course of action sound reasonable. Asking the creature to stab - itself, throw itself onto a spear, immolate itself, or do some - other obviously harmful act automatically negates the effect of - the spell. - - - Each target must make a Wisdom saving throw. On a failed save, - it pursues the course of action you described to the best of its - ability. The suggested course of action can continue for the - entire duration. If the suggested activity can be completed in a - shorter time, the spell ends when the subject finishes what it - was asked to do. - - - You can also specify conditions that will trigger a special - activity during the duration. For example, you might suggest - that a group of soldiers give all their money to the first - beggar they meet. If the condition isn’t met before the spell - ends, the activity isn’t performed. - - - If you or any of your companions damage a creature affected by - this spell, the spell ends for that creature. - - - At Higher - Levels. When you cast this spell using a - 7th-level spell slot, the duration is 10 days. When you use an - 8th-level spell slot, the duration is 30 days. When you use a - 9th-level spell slot, the duration is a year and a day. - -
-
- Maze - - 8th-level conjuration - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S - - - Duration: Concentration, up - to 10 minutes - - - You banish a creature that you can see within range into a - labyrinthine demiplane. The target remains there for the - duration or until it escapes the maze. - - - The target can use its action to attempt to escape. When it does - so, it makes a DC 20 Intelligence check. If it succeeds, it - escapes, and the spell ends (a minotaur or goristro demon - automatically succeeds). - - - When the spell ends, the target reappears in the space it left - or, if that space is occupied, in the nearest unoccupied space. - -
-
- Meld into Stone - - 3rd-level transmutation (ritual) - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S - - - Duration: 8 hours - - - You step into a stone object or surface large enough to fully - contain your body, melding yourself and all the equipment you - carry with the stone for the duration. Using your movement, you - step into the stone at a point you can touch. Nothing of your - presence remains visible or otherwise detectable by nonmagical - senses. - - - While merged with the stone, you can’t see what occurs outside - it, and any Wisdom (Perception) checks you make to hear sounds - outside it are made with disadvantage. You remain aware of the - passage of time and can cast spells on yourself while merged in - the stone. You can use your movement to leave the stone where - you entered it, which ends the spell. You otherwise can’t move. - - - Minor physical damage to the stone doesn’t harm you, but its - partial destruction or a change in its shape (to the extent that - you no longer fit within it) expels you and deals 6d6 - bludgeoning damage to you. The stone’s complete destruction (or - transmutation into a different substance) expels you and deals - 50 bludgeoning damage to you. If expelled, you fall prone in an - unoccupied space closest to where you first entered. - -
-
- Mending - - Transmutation cantrip - - - Casting Time: 1 minute - - - Range: Touch - - - Components: V, S, M (two - lodestones) - - - Duration: Instantaneous - - - This spell repairs a single break or tear in an object you - touch, such as a broken chain link, two halves of a broken key, - a torn cloak, or a leaking wineskin. As long as the break or - tear is no larger than 1 foot in any dimension, you mend it, - leaving no trace of the former damage. - - - This spell can physically repair a magic item or construct, but - the spell can’t restore magic to such an object. - -
-
- Message - - Transmutation cantrip - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S, M (a short - piece of copper wire) - - - Duration: 1 round - - - You point your finger toward a creature within range and whisper - a message. The target (and only the target) hears the message - and can reply in a whisper that only you can hear. - - - You can cast this spell through solid objects if you are - familiar with the target and know it is beyond the barrier. - Magical silence, 1 foot of stone, 1 inch of common metal, a thin - sheet of lead, or 3 feet of wood blocks the spell. The spell - doesn’t have to follow a straight line and can travel freely - around corners or through openings. - -
-
- Meteor Swarm - - 9th-level evocation - - - Casting Time: 1 action - - - Range: 1 mile - - - Components: V, S - - - Duration: Instantaneous - - - Blazing orbs of fire plummet to the ground at four different - points you can see within range. Each creature in a 40-foot - radius sphere centered on each point you choose must make a - Dexterity saving throw. The sphere spreads around corners. A - creature takes 20d6 fire damage and 20d6 bludgeoning damage on a - failed save, or half as much damage on a successful one. A - creature in the area of more than one fiery burst is affected - only once. - - - The spell damages objects in the area and ignites flammable - objects that aren’t being worn or carried. - -
-
- Mind Blank - - 8th-level abjuration - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S - - - Duration: 24 hours - - - Until the spell ends, one willing creature you touch is immune - to psychic damage, any effect that would sense its emotions or - read its thoughts, divination spells, and the charmed condition. - The spell even foils wish spells and spells - or effects of similar power used to affect the target’s mind or - to gain information about the target. - -
-
- Minor Illusion - - Illusion cantrip - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: S, M (a bit of - fleece) - - - Duration: 1 minute - - - You create a sound or an image of an object within range that - lasts for the duration. The illusion also ends if you dismiss it - as an action or cast this spell again. - - - If you create a sound, its volume can range from a whisper to a - scream. It can be your voice, someone else’s voice, a lion’s - roar, a beating of drums, or any other sound you choose. The - sound continues unabated throughout the duration, or you can - make discrete sounds at different times before the spell ends. - - - If you create an image of an object-such as a chair, muddy - footprints, or a small chest-it must be no larger than a 5-foot - cube. The image can’t create sound, light, smell, or any other - sensory effect. Physical interaction with the image reveals it - to be an illusion, because things can pass through it. - - - If a creature uses its action to examine the sound or image, the - creature can determine that it is an illusion with a successful - Intelligence (Investigation) check against your spell save DC. - If a creature discerns the illusion for what it is, the illusion - becomes faint to the creature. - -
-
- Mirage Arcane - - 7th-level illusion - - - Casting Time: 10 minutes - - - Range: Sight - - - Components: V, S - - - Duration: 10 days - - - You make terrain in an area up to 1 mile square look, sound, - smell, and even feel like some other sort of terrain. The - terrain’s general shape remains the same, however. Open fields - or a road could be made to resemble a swamp, hill, crevasse, or - some other difficult or impassable terrain. A pond can be made - to seem like a grassy meadow, a precipice like a gentle slope, - or a rock-strewn gully like a wide and smooth road. - - - Similarly, you can alter the appearance of structures, or add - them where none are present. The spell doesn’t disguise, - conceal, or add creatures. - - - The illusion includes audible, visual, tactile, and olfactory - elements, so it can turn clear ground into difficult terrain (or - vice versa) or otherwise impede movement through the area. Any - piece of the illusory terrain (such as a rock or stick) that is - removed from the spell’s area disappears immediately. - - - Creatures with truesight can see through the illusion to the - terrain’s true form; however, all other elements of the illusion - remain, so while the creature is aware of the illusion’s - presence, the creature can still physically interact with the - illusion. - -
-
- Mirror Image - - 2nd-level illusion - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S - - - Duration: 1 minute - - - Three illusory duplicates of yourself appear in your space. - Until the spell ends, the duplicates move with you and mimic - your actions, shifting position so it’s impossible to track - which image is real. You can use your action to dismiss the - illusory duplicates. - - - Each time a creature targets you with an attack during the - spell’s duration, roll a d20 to determine whether the attack - instead targets one of your duplicates. - - - If you have three duplicates, you must roll a 6 or higher to - change the attack’s target to a duplicate. With two duplicates, - you must roll an 8 or higher. With one duplicate, you must roll - an 11 or higher. - - - A duplicate’s AC equals 10 + your Dexterity modifier. If an - attack hits a duplicate, the duplicate is destroyed. A duplicate - can be destroyed only by an attack that hits it. It ignores all - other damage and effects. The spell ends when all three - duplicates are destroyed. - - - A creature is unaffected by this spell if it can’t see, if it - relies on senses other than sight, such as blindsight, or if it - can perceive illusions as false, as with truesight. - -
-
- Mislead - - 5th-level illusion - - - Casting Time: 1 action - - - Range: Self - - - Components: S - - - Duration: Concentration, up - to 1 hour - - - You become invisible at the same time that an illusory double of - you appears where you are standing. The double lasts for the - duration, but the invisibility ends if you attack or cast a - spell. - - - You can use your action to move your illusory double up to twice - your speed and make it gesture, speak, and behave in whatever - way you choose. - - - You can see through its eyes and hear through its ears as if you - were located where it is. On each of your turns as a bonus - action, you can switch from using its senses to using your own, - or back again. While you are using its senses, you are blinded - and deafened in regard to your own surroundings. - -
-
- Misty Step - - 2nd-level conjuration - - - Casting Time: 1 bonus action - - - Range: Self - - - Components: V - - - Duration: Instantaneous - - - Briefly surrounded by silvery mist, you teleport up to 30 feet - to an unoccupied space that you can see. - -
-
- Modify Memory - - 5th-level enchantment - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S - - - Duration: Concentration, up - to 1 minute - - - You attempt to reshape another creature’s memories. One creature - that you can see must make a Wisdom saving throw. If you are - fighting the creature, it has advantage on the saving throw. On - a failed save, the target becomes charmed by you for the - duration. The charmed target is incapacitated and unaware of its - surroundings, though it can still hear you. If it takes any - damage or is targeted by another spell, this spell ends, and - none of the target’s memories are modified. - - - While this charm lasts, you can affect the target’s memory of an - event that it experienced within the last 24 hours and that - lasted no more than 10 minutes. You can permanently eliminate - all memory of the event, allow the target to recall the event - with perfect clarity and exacting detail, change its memory of - the details of the event, or create a memory of some other - event. - - - You must speak to the target to describe how its memories are - affected, and it must be able to understand your language for - the modified memories to take root. Its mind fills in any gaps - in the details of your description. If the spell ends before you - have finished describing the modified memories, the creature’s - memory isn’t altered. Otherwise, the modified memories take hold - when the spell ends. - - - A modified memory doesn’t necessarily affect how a creature - behaves, particularly if the memory contradicts the creature’s - natural inclinations, alignment, or beliefs. An illogical - modified memory, such as implanting a memory of how much the - creature enjoyed dousing itself in acid, is dismissed, perhaps - as a bad dream. The GM might deem a modified memory too - nonsensical to affect a creature in a significant manner. - - - A remove curse or greater - restoration spell cast on the target restores the - creature’s true memory. - - - At Higher - Levels. If you cast this spell using a - spell slot of 6th level or higher, you can alter the target’s - memories of an event that took place up to 7 days ago (6th - level), 30 days ago (7th level), 1 year ago (8th level), or any - time in the creature’s past (9th level). - -
-
- Moonbeam - - 2nd-level evocation - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S, M (several - seeds of any moonseed plant and a piece of opalescent feldspar) - - - Duration: Concentration, up - to 1 minute - - - A silvery beam of pale light shines down in a 5-foot radius, - 40-foot high cylinder centered on a point within range. Until - the spell ends, dim light fills the cylinder. - - - When a creature enters the spell’s area for the first time on a - turn or starts its turn there, it is engulfed in ghostly flames - that cause searing pain, and it must make a Constitution saving - throw. It takes 2d10 radiant damage on a failed save, or half as - much damage on a successful one. - - - A shapechanger makes its saving throw with disadvantage. If it - fails, it also instantly reverts to its original form and can’t - assume a different form until it leaves the spell’s light. - - - On each of your turns after you cast this spell, you can use an - action to move the beam up to 60 feet in any direction. - - - At Higher - Levels. When you cast this spell using a - spell slot of 3rd level or higher, the damage increases by 1d10 - for each slot level above 2nd. - -
-
- Move Earth - - 6th-level transmutation - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S, M (an iron - blade and a small bag containing a mixture of soils-clay, loam, - and sand) - - - Duration: Concentration, up - to 2 hours - - - Choose an area of terrain no larger than 40 feet on a side - within range. You can reshape dirt, sand, or clay in the area in - any manner you choose for the duration. You can raise or lower - the area’s elevation, create or fill in a trench, erect or - flatten a wall, or form a pillar. The extent of any such changes - can’t exceed half the area’s largest dimension. So, if you - affect a 40-foot square, you can create a pillar up to 20 feet - high, raise or lower the square’s elevation by up to 20 feet, - dig a trench up to 20 feet deep, and so on. It takes 10 minutes - for these changes to complete. - - - At the end of every 10 minutes you spend concentrating on the - spell, you can choose a new area of terrain to affect. - - - Because the terrain’s transformation occurs slowly, creatures in - the area can’t usually be trapped or injured by the ground’s - movement. - - - This spell can’t manipulate natural stone or stone construction. - Rocks and structures shift to accommodate the new terrain. If - the way you shape the terrain would make a structure unstable, - it might collapse. - - - Similarly, this spell doesn’t directly affect plant growth. The - moved earth carries any plants along with it. - -
-
-
- Spells (N) -
- Nondetection - - 3rd-level abjuration - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (a pinch - of diamond dust worth 25 gp sprinkled over the target, which the - spell consumes) - - - Duration: 8 hours - - - For the duration, you hide a target that you touch from - divination magic. The target can be a willing creature or a - place or an object no larger than 10 feet in any dimension. The - target can’t be targeted by any divination magic or perceived - through magical scrying sensors. - -
-
-
- Spells (O) - - -
-
- Spells (P) -
- Pass without Trace - - 2nd-level abjuration - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S, M (ashes - from a burned leaf of mistletoe and a sprig of spruce) - - - Duration: Concentration, up - to 1 hour - - - A veil of shadows and silence radiates from you, masking you and - your companions from detection. For the duration, each creature - you choose within 30 feet of you (including you) has a +10 bonus - to Dexterity (Stealth) checks and can’t be tracked except by - magical means. A creature that receives this bonus leaves behind - no tracks or other traces of its passage. - -
-
- Passwall - - 5th-level transmutation - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S, M (a pinch - of sesame seeds) - - - Duration: 1 hour - - - A passage appears at a point of your choice that you can see on - a wooden, plaster, or stone surface (such as a wall, a ceiling, - or a floor) within range, and lasts for the duration. You choose - the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 - feet deep. The passage creates no instability in a structure - surrounding it. - - - When the opening disappears, any creatures or objects still in - the passage created by the spell are safely ejected to an - unoccupied space nearest to the surface on which you cast the - spell. - -
-
- Phantasmal Killer - - 4th-level illusion - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S - - - Duration: Concentration, up - to 1 minute - - - You tap into the nightmares of a creature you can see within - range and create an illusory manifestation of its deepest fears, - visible only to that creature. The target must make a Wisdom - saving throw. On a failed save, the target becomes frightened - for the duration. At the end of each of the target’s turns - before the spell ends, the target must succeed on a Wisdom - saving throw or take 4d10 psychic damage. On a successful save, - the spell ends. - - - At Higher - Levels. When you cast this spell using a - spell slot of 5th level or higher, the damage increases by 1d10 - for each slot level above 4th. - -
-
- Phantom Steed - - 3rd-level illusion (ritual) - - - Casting Time: 1 minute - - - Range: 30 feet - - - Components: V, S - - - Duration: 1 hour - - - A Large quasi-real, horselike creature appears on the ground in - an unoccupied space of your choice within range. You decide the - creature’s appearance, but it is equipped with a saddle, bit, - and bridle. Any of the equipment created by the spell vanishes - in a puff of smoke if it is carried more than 10 feet away from - the steed. - - - For the duration, you or a creature you choose can ride the - steed. The creature uses the statistics for a riding horse, - except it has a speed of 100 feet and can travel 10 miles in an - hour, or 13 miles at a fast pace. When the spell ends, the steed - gradually fades, giving the rider 1 minute to dismount. The - spell ends if you use an action to dismiss it or if the steed - takes any damage. - -
-
- Planar Ally - - 6th-level conjuration - - - Casting Time: 10 minutes - - - Range: 60 feet - - - Components: V, S - - - Duration: Instantaneous - - - You beseech an otherworldly entity for aid. The being must be - known to you: a god, a primordial, a demon prince, or some other - being of cosmic power. That entity sends a celestial, an - elemental, or a fiend loyal to it to aid you, making the - creature appear in an unoccupied space within range. If you know - a specific creature’s name, you can speak that name when you - cast this spell to request that creature, though you might get a - different creature anyway (GM’s choice). - - - When the creature appears, it is under no compulsion to behave - in any particular way. You can ask the creature to perform a - service in exchange for payment, but it isn’t obliged to do so. - The requested task could range from simple (fly us across the - chasm, or help us fight a battle) to complex (spy on our - enemies, or protect us during our foray into the dungeon). You - must be able to communicate with the creature to bargain for its - services. - - - Payment can take a variety of forms. A celestial might require a - sizable donation of gold or magic items to an allied temple, - while a fiend might demand a living sacrifice or a gift of - treasure. Some creatures might exchange their service for a - quest undertaken by you. - - - As a rule of thumb, a task that can be measured in minutes - requires a payment worth 100 gp per minute. A task measured in - hours requires 1,000 gp per hour. And a task measured in days - (up to 10 days) requires 10,000 gp per day. The GM can adjust - these payments based on the circumstances under which you cast - the spell. If the task is aligned with the creature’s ethos, the - payment might be halved or even waived. Nonhazardous tasks - typically require only half the suggested payment, while - especially dangerous tasks might require a greater gift. - Creatures rarely accept tasks that seem suicidal. - - - After the creature completes the task, or when the agreed-upon - duration of service expires, the creature returns to its home - plane after reporting back to you, if appropriate to the task - and if possible. If you are unable to agree on a price for the - creature’s service, the creature immediately returns to its home - plane. - - - A creature enlisted to join your group counts as a member of it, - receiving a full share of experience points awarded. - -
-
- Planar Binding - - 5th-level abjuration - - - Casting Time: 1 hour - - - Range: 60 feet - - - Components: V, S, M (a jewel - worth at least 1,000 gp, which the spell consumes) - - - Duration: 24 hours - - - With this spell, you attempt to bind a celestial, an elemental, - a fey, or a fiend to your service. The creature must be within - range for the entire casting of the spell. (Typically, the - creature is first summoned into the center of an inverted - magic circle in order to keep it trapped - while this spell is cast.) At the completion of the casting, the - target must make a Charisma saving throw. On a failed save, it - is bound to serve you for the duration. If the creature was - summoned or created by another spell, that spell’s duration is - extended to match the duration of this spell. - - - A bound creature must follow your instructions to the best of - its ability. You might command the creature to accompany you on - an adventure, to guard a location, or to deliver a message. The - creature obeys the letter of your instructions, but if the - creature is hostile to you, it strives to twist your words to - achieve its own objectives. If the creature carries out your - instructions completely before the spell ends, it travels to you - to report this fact if you are on the same plane of existence. - If you are on a different plane of existence, it returns to the - place where you bound it and remains there until the spell ends. - - - At Higher - Levels. When you cast this spell using a - spell slot of a higher level, the duration increases to 10 days - with a 6th-level slot, to 30 days with a 7th-level slot, to 180 - days with an 8th-level slot, and to a year and a day with a - 9th-level spell slot. - -
-
- Plane Shift - - 7th-level conjuration - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (a - forked, metal rod worth at least 250 gp, attuned to a particular - plane of existence) - - - Duration: Instantaneous - - - You and up to eight willing creatures who link hands in a circle - are transported to a different plane of existence. You can - specify a target destination in general terms, such as the City - of Brass on the Elemental Plane of Fire or the palace of - Dispater on the second level of the Nine Hells, and you appear - in or near that destination. If you are trying to reach the City - of Brass, for example, you might arrive in its Street of Steel, - before its Gate of Ashes, or looking at the city from across the - Sea of Fire, at the GM’s discretion. - - - Alternatively, if you know the sigil sequence of a teleportation - circle on another plane of existence, this spell can take you to - that circle. If the teleportation circle is too small to hold - all the creatures you transported, they appear in the closest - unoccupied spaces next to the circle. - - - You can use this spell to banish an unwilling creature to - another plane. Choose a creature within your reach and make a - melee spell attack against it. On a hit, the creature must make - a Charisma saving throw. If the creature fails this save, it is - transported to a random location on the plane of existence you - specify. A creature so transported must find its own way back to - your current plane of existence. - -
-
- Plant Growth - - 3rd-level transmutation - - - Casting Time: 1 action or 8 - hours - - - Range: 150 feet - - - Components: V, S - - - Duration: Instantaneous - - - This spell channels vitality into plants within a specific area. - There are two possible uses for the spell, granting either - immediate or long-term benefits. - - - If you cast this spell using 1 action, choose a point within - range. All normal plants in a 100-foot radius centered on that - point become thick and overgrown. A creature moving through the - area must spend 4 feet of movement for every 1 foot it moves. - - - You can exclude one or more areas of any size within the spell’s - area from being affected. - - - If you cast this spell over 8 hours, you enrich the land. All - plants in a half-mile radius centered on a point within range - become enriched for 1 year. The plants yield twice the normal - amount of food when harvested. - -
-
- Poison Spray - - Conjuration cantrip - - - Casting Time: 1 action - - - Range: 10 feet - - - Components: V, S - - - Duration: Instantaneous - - - You extend your hand toward a creature you can see within range - and project a puff of noxious gas from your palm. The creature - must succeed on a Constitution saving throw or take 1d12 poison - damage. - - - This spell’s damage increases by 1d12 when you  reach 5th level - (2d12), 11th level (3d12), and 17th level (4d12). - -
-
- Polymorph - - 4th-level transmutation - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S, M (a - caterpillar cocoon) - - - Duration: Concentration, up - to 1 hour - - - This spell transforms a creature that you can see within range - into a new form. An unwilling creature must make a Wisdom saving - throw to avoid the effect. The spell has no effect on a - shapechanger or a creature with 0 hit points. - - - The transformation lasts for the duration, or until the target - drops to 0 hit points or dies. The new form can be any beast - whose challenge rating is equal to or less than the target’s (or - the target’s level, if it doesn’t have a challenge rating). The - target’s game statistics, including mental ability scores, are - replaced by the statistics of the chosen beast. It retains its - alignment and personality. - - - The target assumes the hit points of its new form. When it - reverts to its normal form, the creature returns to the number - of hit points it had before it transformed. If it reverts as a - result of dropping to 0 hit points, any excess damage carries - over to its normal form. As long as the excess damage doesn’t - reduce the creature’s normal form to 0 hit points, it isn’t - knocked unconscious. - - - The creature is limited in the actions it can perform by the - nature of its new form, and it can’t speak, cast spells, or take - any other action that requires hands or speech. - - - The target’s gear melds into the new form. The creature can’t - activate, use, wield, or otherwise benefit from any of its - equipment. - -
-
- Power Word Kill - - 9th-level enchantment - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V - - - Duration: Instantaneous - - - You utter a word of power that can compel one creature you can - see within range to die instantly. If the creature you choose - has 100 hit points or fewer, it dies. Otherwise, the spell has - no effect. - -
-
- Power Word Stun - - 8th-level enchantment - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V - - - Duration: Instantaneous - - - You speak a word of power that can overwhelm the mind of one - creature you can see within range, leaving it dumbfounded. If - the target has 150 hit points or fewer, it is stunned. - Otherwise, the spell has no effect. - - - The stunned target must make a Constitution saving throw at the - end of each of its turns. On a successful save, this stunning - effect ends. - -
-
- Prayer of Healing - - 2nd-level evocation - - - Casting Time: 10 minutes - - - Range: 30 feet - - - Components: V - - - Duration: Instantaneous - - - Up to six creatures of your choice that you can see within range - each regain hit points equal to 2d8 + your spellcasting ability - modifier. This spell has no effect on undead or constructs. - - - At Higher - Levels. When you cast this spell using a - spell slot of 3rd level or higher, the healing increases by 1d8 - for each slot level above 2nd. - -
-
- Prestidigitation - - Transmutation cantrip - - - Casting Time: 1 action - - - Range: 10 feet - - - Components: V, S - - - Duration: Up to 1 hour - - - This spell is a minor magical trick that novice spellcasters use - for practice. You create one of the following magical effects - within Range: - - - - - You create an instantaneous, harmless sensory effect, such - as a shower of sparks, a puff of wind, faint musical notes, - or an odd odor. - - - - - You instantaneously light or snuff out a candle, a torch, or - a small campfire. - - - - - You instantaneously clean or soil an object no larger than 1 - cubic foot. - - - - - You chill, warm, or flavor up to 1 cubic foot of nonliving - material for 1 hour. - - - - - You make a color, a small mark, or a symbol appear on an - object or a surface for 1 hour. - - - - - You create a nonmagical trinket or an illusory image that - can fit in your hand and that lasts until the end of your - next turn. - - - - - If you cast this spell multiple times, you can have up to three - of its non-instantaneous effects active at a time, and you can - dismiss such an effect as an action. - -
-
- Prismatic Spray - - 7th-level evocation - - - Casting Time: 1 action - - - Range: Self (60-foot cone) - - - Components: V, S - - - Duration: Instantaneous - - - Eight multicolored rays of light flash from your hand. Each ray - is a different color and has a different power and purpose. Each - creature in a 60-foot cone must make a Dexterity saving throw. - For each target, roll a d8 to determine which color ray affects - it. - - - - - Red. - The target takes 10d6 fire damage on a failed save, or half - as much damage on a successful one. - - - - - Orange. - The target takes 10d6 acid damage on a failed save, or half - as much damage on a successful one. - - - - - Yellow. - The target takes 10d6 lightning damage on a failed save, or - half as much damage on a successful one. - - - - - Green. - The target takes 10d6 poison damage on a failed save, or - half as much damage on a successful one. - - - - - Blue. - The target takes 10d6 cold damage on a failed save, or half - as much damage on a successful one. - - - - - Indigo. - On a failed save, the target is restrained. It must then - make a Constitution saving throw at the end of each of its - turns. If it successfully saves three times, the spell ends. - If it fails its save three times, it permanently turns to - stone and is subjected to the petrified condition. The - successes and failures don’t need to be consecutive; keep - track of both until the target collects three of a kind. - - - - - Violet. - On a failed save, the target is blinded. It must then make a - Wisdom saving throw at the start of your next turn. A - successful save ends the blindness. If it fails that save, - the creature is transported to another plane of existence of - the GM’s choosing and is no longer blinded. (Typically, a - creature that is on a plane that isn’t its home plane is - banished home, while other creatures are usually cast into - the Astral or Ethereal planes.) - - - - - Special. - The target is struck by two rays. Roll twice more, rerolling - any 8. - - - -
-
- Prismatic Wall - - 9th-level abjuration - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S - - - Duration: 10 minutes - - - The spell no longer refers to a rod of cancellation, and the - text clarifies that dispel magic works only against the violet - layer. - - - A shimmering, multicolored plane of light forms a vertical - opaque wall-up to 90 feet long, 30 feet high, and 1 inch - thick-centered on a point you can see within range. - Alternatively, you can shape the wall into a sphere up to 30 - feet in diameter centered on a point you choose within range. - The wall remains in place for the duration. If you position the - wall so that it passes through a space occupied by a creature, - the spell fails, and your action and the spell slot are wasted. - - - The wall sheds bright light out to a range of 100 feet and dim - light for an additional 100 feet. You and creatures you - designate at the time you cast the spell can pass through and - remain near the wall without harm. If another creature that can - see the wall moves to within 20 feet of it or starts its turn - there, the creature must succeed on a Constitution saving throw - or become blinded for 1 minute. - - - The wall consists of seven layers, each with a different color. - When a creature attempts to reach into or pass through the wall, - it does so one layer at a time through all the wall’s layers. As - it passes or reaches through each layer, the creature must make - a Dexterity saving throw or be affected by that layer’s - properties as described below. - - - The wall can be destroyed, also one layer at a time, in order - from red to violet, by means specific to each layer. Once a - layer is destroyed, it remains so for the duration of the spell. - An antimagic field has no effect on it. - - - - - Red. - The creature takes 10d6 fire damage on a failed save, or - half as much damage on a successful one. While this layer is - in place, nonmagical ranged attacks can’t pass through the - wall. The layer can be destroyed by dealing at least 25 cold - damage to it. - - - - - Orange. - The creature takes 10d6 acid damage on a failed save, or - half as much damage on a successful one. While this layer is - in place, magical ranged attacks can’t pass through the - wall. The layer is destroyed by a strong wind. - - - - - Yellow. - The creature takes 10d6 lightning damage on a failed save, - or half as much damage on a successful one. This layer can - be destroyed by dealing at least 60 force damage to it. - - - - - Green. - The creature takes 10d6 poison damage on a failed save, or - half as much damage on a successful one. A - passwall spell, or another spell of - equal or greater level that can open a portal on a solid - surface, destroys this layer. - - - - - Blue. - The creature takes 10d6 cold damage on a failed save, or - half as much damage on a successful one. This layer can be - destroyed by dealing at least 25 fire damage to it. - - - - - Indigo. - On a failed save, the creature is restrained. It must then - make a Constitution saving throw at the end of each of its - turns. If it successfully saves three times, the spell ends. - If it fails its save three times, it permanently turns to - stone and is subjected to the petrified condition. The - successes and failures don’t need to be consecutive; keep - track of both until the creature collects three of a kind. - While this layer is in place, spells can’t be cast through - the wall. The layer is destroyed by bright light shed by a - daylight spell or a similar spell of - equal or higher level. - - - - - Violet. - On a failed save, the creature is blinded. It must then make - a Wisdom saving throw at the start of your next turn. A - successful save ends the blindness. If it fails that save, - the creature is transported to another plane of the GM’s - choosing and is no longer blinded. (Typically, a creature - that is on a plane that isn’t its home plane is banished - home, while other creatures are usually cast into the Astral - or Ethereal planes.) This layer is destroyed by a - dispel magic spell or a similar spell - of equal or higher level that can end spells and magical - effects. - - - -
-
- Private Sanctum - - 4th-level abjuration - - - Casting Time: 10 minutes - - - Range: 120 feet - - - Components: V, S, M (a thin - sheet of lead, a piece of opaque glass, a wad of cotton or - cloth, and powdered chrysolite) - - - Duration: 24 hours - - - You make an area within range magically secure. The area is a - cube that can be as small as 5 feet to as large as 100 feet on - each side. The spell lasts for the duration or until you use an - action to dismiss it. - - - When you cast the spell, you decide what sort of security the - spell provides, choosing any or all of the following properties: - - - - - Sound can’t pass through the barrier at the edge of the - warded area. - - - - - The barrier of the warded area appears dark and foggy, - preventing vision (including darkvision) through it. - - - - - Sensors created by divination spells can’t appear inside the - protected area or pass through the barrier at its perimeter. - - - - - Creatures in the area can’t be targeted by divination - spells. - - - - - Nothing can teleport into or out of the warded area. - - - - - Planar travel is blocked within the warded area. Casting - this spell on the same spot every day for a year makes this - effect permanent. - - - - - At Higher - Levels. When you cast this spell using a - spell slot of 5th level or higher, you can increase the size of - the cube by 100 feet for each slot level beyond 4th. Thus you - could protect a cube that can be up to 200 feet on one side by - using a spell slot of 5th level. - -
-
- Produce Flame - - Conjuration cantrip - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S - - - Duration: 10 minutes - - - A flickering flame appears in your hand. The flame remains there - for the duration and harms neither you nor your equipment. The - flame sheds bright light in a 10-foot radius and dim light for - an additional 10 feet. The spell ends if you dismiss it as an - action or if you cast it again. - - - You can also attack with the flame, although doing so ends the - spell. When you cast this spell, or as an action on a later - turn, you can hurl the flame at a creature within 30 feet of - you. Make a ranged spell attack. On a hit, the target takes 1d8 - fire damage. - - - This spell’s damage increases by 1d8 when you reach 5th level - (2d8), 11th level (3d8), and 17th level (4d8). - -
-
- Programmed Illusion - - 6th-level illusion - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S, M (a bit of - fleece and jade dust worth at least 25 gp) - - - Duration: Until dispelled - - - You create an illusion of an object, a creature, or some other - visible phenomenon within range that activates when a specific - condition occurs. The illusion is imperceptible until then. It - must be no larger than a 30-foot cube, and you decide when you - cast the spell how the illusion behaves and what sounds it - makes. This scripted performance can last up to 5 minutes. - - - When the condition you specify occurs, the illusion springs into - existence and performs in the manner you described. Once the - illusion finishes performing, it disappears and remains dormant - for 10 minutes. After this time, the illusion can be activated - again. - - - The triggering condition can be as general or as detailed as you - like, though it must be based on visual or audible conditions - that occur within 30 feet of the area. For example, you could - create an illusion of yourself to appear and warn off others who - attempt to open a trapped door, or you could set the illusion to - trigger only when a creature says the correct word or phrase. - - - Physical interaction with the image reveals it to be an - illusion, because things can pass through it. A creature that - uses its action to examine the image can determine that it is an - illusion with a successful Intelligence (Investigation) check - against your spell save DC. If a creature discerns the illusion - for what it is, the creature can see through the image, and any - noise it makes sounds hollow to the creature. - -
-
- Project Image - - 7th-level illusion - - - Casting Time: 1 action - - - Range: 500 miles - - - Components: V, S, M (a small - replica of you made from materials worth at least 5 gp) - - - Duration: Concentration, up - to 1 day - - - You create an illusory copy of yourself that lasts for the - duration. The copy can appear at any location within range that - you have seen before, regardless of intervening obstacles. The - illusion looks and sounds like you but is intangible. If the - illusion takes any damage, it disappears, and the spell ends. - - - You can use your action to move this illusion up to twice your - speed, and make it gesture, speak, and behave in whatever way - you choose. It mimics your mannerisms perfectly. - - - You can see through its eyes and hear through its ears as if you - were in its space. On your turn as a bonus action, you can - switch from using its senses to using your own, or back again. - While you are using its senses, you are blinded and deafened in - regard to your own surroundings. - - - Physical interaction with the image reveals it to be an - illusion, because things can pass through it. A - - - creature that uses its action to examine the image can determine - that it is an illusion with a successful Intelligence - (Investigation) check against your spell save DC. If a creature - discerns the illusion for what it is, the creature can see - through the image, and any noise it makes sounds hollow to the - creature. - -
-
- Protection from Energy - - 3rd-level abjuration - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S - - - Duration: Concentration, up - to 1 hour - - - For the duration, the willing creature you touch has resistance - to one damage type of your choice: acid, cold, fire, lightning, - or thunder. - -
-
- Protection from Evil and Good - - 1st-level abjuration - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (holy - water or powdered silver and iron, which the spell consumes) - - - Duration: Concentration up to - 10 minutes - - - Until the spell ends, one willing creature you touch is - protected against certain types of creatures: aberrations, - celestials, elementals, fey, fiends, and undead. - - - The protection grants several benefits. Creatures of those types - have disadvantage on attack rolls against the target. The target - also can’t be charmed, frightened, or possessed by them. If the - target is already charmed, frightened, or possessed by such a - creature, the target has advantage on any new saving throw - against the relevant effect. - -
-
- Protection from Poison - - 2nd-level abjuration - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S - - - Duration: 1 hour - - - You touch a creature. If it is poisoned, you neutralize the - poison. If more than one poison afflicts the target, you - neutralize one poison that you know is present, or you - neutralize one at random. - - - For the duration, the target has advantage on saving throws - against being poisoned, and it has resistance to poison damage. - -
-
- Purify Food and Drink - - 1st-level transmutation (ritual) - - - Casting Time: 1 action - - - Range: 10 feet - - - Components: V, S - - - Duration: Instantaneous - - - All nonmagical food and drink within a 5-foot radius sphere - centered on a point of your choice within range is purified and - rendered free of poison and disease. - -
-
-
- Spells (Q) - - -
-
- Spells (R) -
- Raise Dead - - 5th-level necromancy - - - Casting Time: 1 hour - - - Range: Touch - - - Components: V, S, M (a - diamond worth at least 500 gp, which the spell consumes) - - - Duration: Instantaneous - - - You return a dead creature you touch to life, provided that it - has been dead no longer than 10 days. If the creature’s soul is - both willing and at liberty to rejoin the body, the creature - returns to life with 1 hit point. - - - This spell also neutralizes any poisons and cures nonmagical - diseases that affected the creature at the time it died. This - spell doesn’t, however, remove magical diseases, curses, or - similar effects; if these aren’t first removed prior to casting - the spell, they take effect when the creature returns to life. - The spell can’t return an undead creature to life. - - - This spell closes all mortal wounds, but it doesn’t restore - missing body parts. If the creature is lacking body parts or - organs integral for its survival-its head, for instance-the - spell automatically fails. - - - Coming back from the dead is an ordeal. The target takes a -4 - penalty to all attack rolls, saving throws, and ability checks. - Every time the target finishes a long rest, the penalty is - reduced by 1 until it disappears. - -
-
- Ray of Enfeeblement - - 2nd-level necromancy - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S - - - Duration: Concentration, up - to 1 minute - - - A black beam of enervating energy springs from your finger - toward a creature within range. Make a ranged spell attack - against the target. On a hit, the target deals only half damage - with weapon attacks that use Strength until the spell ends. - - - At the end of each of the target’s turns, it can make a - Constitution saving throw against the spell. On a success, the - spell ends. - -
-
- Ray of Frost - - Evocation cantrip - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S - - - Duration: Instantaneous - - - A frigid beam of blue-white light streaks toward a creature - within range. Make a ranged spell attack against the target. On - a hit, it takes 1d8 cold damage, and its speed is reduced by 10 - feet until the start of your next turn. - - - The spell’s damage increases by 1d8 when you reach 5th level - (2d8), 11th level (3d8), and 17th level (4d8). - -
-
- Regenerate - - 7th-level transmutation - - - Casting Time: 1 minute - - - Range: Touch - - - Components: V, S, M (a prayer - wheel and holy water) - - - Duration: 1 hour - - - You touch a creature and stimulate its natural healing ability. - The target regains 4d8 + 15 hit points. For the duration of the - spell, the target regains 1 hit point at the start of each of - its turns (10 hit points each minute). - - - The target’s severed body members (fingers, legs, tails, and so - on), if any, are restored after 2 minutes. If you have the - severed part and hold it to the stump, the spell instantaneously - causes the limb to knit to the stump. - -
-
- Reincarnate - - 5th-level transmutation - - - Casting Time: 1 hour - - - Range: Touch - - - Components: V, S, M (rare - oils and unguents worth at least 1,000 gp, which the spell - consumes) - - - Duration: Instantaneous - - - You touch a dead humanoid or a piece of a dead humanoid. - Provided that the creature has been dead no longer than 10 days, - the spell forms a new adult body for it and then calls the soul - to enter that body. - - - If the target’s soul isn’t free or willing to do so, the spell - fails. - - - The magic fashions a new body for the creature to inhabit, which - likely causes the creature’s race to change. The GM rolls a d100 - and consults the following table to determine what form the - creature takes when restored to life, or the GM chooses a form. - - - Table- Reincarnate Race - - - - - - - - - d100 - - - Race - - - - - - - 01-04 - - - Dragonborn - - - - - 05-13 - - - Dwarf, hill - - - - - 14-21 - - - Dwarf, mountain - - - - - 22-25 - - - Elf, dark - - - - - 26-34 - - - Elf, high - - - - - 35-42 - - - Elf, wood - - - - - 43-46 - - - Gnome, forest - - - - - 47-52 - - - Gnome, rock - - - - - 53-56 - - - Half-elf - - - - - 57-60 - - - Half-orc - - - - - 61-68 - - - Halfling, lightfoot - - - - - 69-76 - - - Halfling, stout - - - - - 77-96 - - - Human - - - - - 97-00 - - - Tiefling - - - - - - - - - - - - - The reincarnated creature recalls its former life and - experiences. It retains the capabilities it had in its original - form, except it exchanges its original race for the new one and - changes its racial traits accordingly. - -
-
- Remove Curse - - 3rd-level abjuration - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S - - - Duration: Instantaneous - - - At your touch, all curses affecting one creature or object end. - If the object is a cursed magic item, its curse remains, but the - spell breaks its owner’s attunement to the object so it can be - removed or discarded. - -
-
- Resilient Sphere - - 4th-level evocation - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S, M (a - hemispherical piece of clear crystal and a matching - hemispherical piece of gum arabic) - - - Duration: Concentration, up - to 1 minute - - - A sphere of shimmering force encloses a creature or object of - Large size or smaller within range. An unwilling creature must - make a Dexterity saving throw. On a failed save, the creature is - enclosed for the duration. - - - Nothing-not physical objects, energy, or other spell effects-can - pass through the barrier, in or out, though a creature in the - sphere can breathe there. The sphere is immune to all damage, - and a creature or object inside can’t be damaged by attacks or - effects originating from outside, nor can a creature inside the - sphere damage anything outside it. - - - The sphere is weightless and just large enough to contain the - creature or object inside. An enclosed creature can use its - action to push against the sphere’s walls and thus roll the - sphere at up to half the creature’s speed. Similarly, the globe - can be picked up and moved by other creatures. - - - A disintegrate spell targeting the globe - destroys it without harming anything inside it. - -
-
- Resistance - - Abjuration cantrip - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (a - miniature cloak) - - - Duration: Concentration, up - to 1 minute - - - You touch one willing creature. Once before the spell ends, the - target can roll a d4 and add the number rolled to one saving - throw of its choice. It can roll the die before or after making - the saving throw. The spell then ends. - -
-
- Resurrection - - 7th-level necromancy - - - Casting Time: 1 hour - - - Range: Touch - - - Components: V, S, M (a - diamond worth at least 1,000 gp, which the spell consumes) - - - Duration: Instantaneous - - - You touch a dead creature that has been dead for no more than a - century, that didn’t die of old age, and that isn’t undead. If - its soul is free and willing, the target returns to life with - all its hit points. - - - This spell neutralizes any poisons and cures normal diseases - afflicting the creature when it died. It doesn’t, however, - remove magical diseases, curses, and the like; if such effects - aren’t removed prior to casting the spell, they afflict the - target on its return to life. - - - This spell closes all mortal wounds and restores any missing - body parts. - - - Coming back from the dead is an ordeal. The target takes a -4 - penalty to all attack rolls, saving throws, and ability checks. - Every time the target finishes a long rest, the penalty is - reduced by 1 until it disappears. - - - Casting this spell to restore life to a creature that has been - dead for one year or longer taxes you greatly. Until you finish - a long rest, you can’t cast spells again, and you have - disadvantage on all attack rolls, ability checks, and saving - throws. - -
-
- Reverse Gravity - - 7th-level transmutation - - - Casting Time: 1 action - - - Range: 100 feet - - - Components: V, S, M (a - lodestone and iron filings) - - - Duration: Concentration, up - to 1 minute - - - This spell reverses gravity in a 50-foot radius, 100-foot high - cylinder centered on a point within range. All creatures and - objects that aren’t somehow anchored to the ground in the area - fall upward and reach the top of the area when you cast this - spell. A creature can make a Dexterity saving throw to grab onto - a fixed object it can reach, thus avoiding the fall. - - - If some solid object (such as a ceiling) is encountered in this - fall, falling objects and creatures strike it just as they would - during a normal downward fall. If an object or creature reaches - the top of the area without striking anything, it remains there, - oscillating slightly, for the duration. - - - At the end of the duration, affected objects and creatures fall - back down. - -
-
- Revivify - - 3rd-level necromancy - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (diamonds - worth 300 gp, which the spell consumes) - - - Duration: Instantaneous - - - You touch a creature that has died within the last minute. That - creature returns to life with 1 hit point. This spell can’t - return to life a creature that has died of old age, nor can it - restore any missing body parts. - -
-
- Rope Trick - - 2nd-level transmutation - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (powdered - corn extract and a twisted loop of parchment) - - - Duration: 1 hour - - - You touch a length of rope that is up to 60 feet long. One end - of the rope then rises into the air until the whole rope hangs - perpendicular to the ground. At the upper end of the rope, an - invisible entrance opens to an extradimensional space that lasts - until the spell ends. - - - The extradimensional space can be reached by climbing to the top - of the rope. The space can hold as many as eight Medium or - smaller creatures. The rope can be pulled into the space, making - the rope disappear from view outside the space. - - - Attacks and spells can’t cross through the entrance into or out - of the extradimensional space, but those inside can see out of - it as if through a 3-foot-by-5-foot window centered on the rope. - - - Anything inside the extradimensional space drops out when the - spell ends. - -
-
-
- Spells (S) -
- Sacred Flame - - Evocation cantrip - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S - - - Duration: Instantaneous - - - Flame-like radiance descends on a creature that you can see - within range. The target must succeed on a Dexterity saving - throw or take 1d8 radiant damage. The target gains no benefit - from cover for this saving throw. - - - The spell’s damage increases by 1d8 when you reach 5th level - (2d8), 11th level (3d8), and 17th level (4d8). - -
-
- Sanctuary - - 1st-level abjuration - - - Casting Time: 1 bonus action - - - Range: 30 feet - - - Components: V, S, M (a small - silver mirror) - - - Duration: 1 minute - - - You ward a creature within range against attack. Until the spell - ends, any creature who targets the warded creature with an - attack or a harmful spell must first make a Wisdom saving throw. - On a failed save, the creature must choose a new target or lose - the attack or spell. This spell doesn’t protect the warded - creature from area effects, such as the explosion of a fireball. - - - If the warded creature makes an attack, casts a spell that - affects an enemy, or deals damage to another creature, this - spell ends. - -
-
- Scorching Ray - - 2nd-level evocation - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S - - - Duration: Instantaneous - - - You create three rays of fire and hurl them at targets within - range. You can hurl them at one target or several. - - - Make a ranged spell attack for each ray. On a hit, the target - takes 2d6 fire damage. - - - At Higher - Levels. When you cast this spell using a - spell slot of 3rd level or higher, you create one additional ray - for each slot level above 2nd. - -
-
- Scrying - - 5th-level divination - - - Casting Time: 10 minutes - - - Range: Self - - - Components: V, S, M (a focus - worth at least 1,000 gp, such as a crystal ball, a silver - mirror, or a font filled with holy water) - - - Duration: Concentration, up - to 10 minutes - - - You can see and hear a particular creature you choose that is on - the same plane of existence as you. The target must make a - Wisdom saving throw, which is modified by how well you know the - target and the sort of physical connection you have to it. If a - target knows you’re casting this spell, it can fail the saving - throw voluntarily if it wants to be observed. - - - Table- Scrying Save Modifier - - - - - - - - - Knowledge - - - Save Modifier - - - - - - - Secondhand (you have heard of the target) - - - +5 - - - - - Firsthand (you have met the target) - - - +0 - - - - - Familiar (you know the target well) - - - -5 - - - - - Connection - - - Save Modifier - - - - - Likeness or picture - - - -2 - - - - - Possession or garment - - - -4 - - - - - Body part, lock of hair, bit of nail, or the like - - - -10 - - - - - - - - - - - - - On a successful save, the target isn’t affected, and you can’t - use this spell against it again for 24 hours. - - - On a failed save, the spell creates an invisible sensor within - 10 feet of the target. You can see and hear through the sensor - as if you were there. The sensor moves with the target, - remaining within 10 feet of it for the duration. A creature that - can see invisible objects sees the sensor as a luminous orb - about the size of your fist. - - - Instead of targeting a creature, you can choose a location you - have seen before as the target of this spell. When you do, the - sensor appears at that location and doesn’t move. - -
-
- Secret Chest - - 4th-level conjuration - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (an - exquisite chest, 3 feet by 2 feet by 2 feet, constructed from - rare materials worth at least 5,000 gp, and a Tiny replica made - from the same materials worth at least 50 gp) - - - Duration: Instantaneous - - - You hide a chest, and all its contents, on the Ethereal Plane. - You must touch the chest and the miniature replica that serves - as a material component for the spell. The chest can contain up - to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 - feet). - - - While the chest remains on the Ethereal Plane, you can use an - action and touch the replica to recall the chest. It appears in - an unoccupied space on the ground within 5 feet of you. You can - send the chest back to the Ethereal Plane by using an action and - touching both the chest and the replica. - - - After 60 days, there is a cumulative 5 percent chance per day - that the spell’s effect ends. This effect ends if you cast this - spell again, if the smaller replica chest is destroyed, or if - you choose to end the spell as an action. If the spell ends and - the larger chest is on the Ethereal Plane, it is irretrievably - lost. - -
-
- See Invisibility - - 2nd-level divination - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S, M (a pinch - of talc and a small sprinkling of powdered silver) - - - Duration: 1 hour - - - For the duration, you see invisible creatures and objects as if - they were visible, and you can see into the Ethereal Plane. - Ethereal creatures and objects appear ghostly and translucent. - -
-
- Seeming - - 5th-level illusion - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S - - - Duration: 8 hours - - - This spell allows you to change the appearance of any number of - creatures that you can see within range. You give each target - you choose a new, illusory appearance. An unwilling target can - make a Charisma saving throw, and if it succeeds, it is - unaffected by this spell. - - - The spell disguises physical appearance as well as clothing, - armor, weapons, and equipment. You can make each creature seem 1 - foot shorter or taller and appear thin, fat, or in between. You - can’t change a target’s body type, so you must choose a form - that has the same basic arrangement of limbs. Otherwise, the - extent of the illusion is up to you. The spell lasts for the - duration, unless you use your action to dismiss it sooner. - - - The changes wrought by this spell fail to hold up to physical - inspection. For example, if you use this spell to add a hat to a - creature’s outfit, objects pass through the hat, and anyone who - touches it would feel nothing or would feel the creature’s head - and hair. If you use this spell to appear thinner than you are, - the hand of someone who reaches out to touch you would bump into - you while it was seemingly still in midair. - - - A creature can use its action to inspect a target and make an - Intelligence (Investigation) check against your spell save DC. - If it succeeds, it becomes aware that the target is disguised. - -
-
- Sending - - 3rd-level evocation - - - Casting Time: 1 action - - - Range: Unlimited - - - Components: V, S, M (a short - piece of fine copper wire) - - - Duration: 1 round - - - You send a short message of twenty-five words or less to a - creature with which you are familiar. The creature hears the - message in its mind, recognizes you as the sender if it knows - you, and can answer in a like manner immediately. The spell - enables creatures with Intelligence scores of at least 1 to - understand the meaning of your message. - - - You can send the message across any distance and even to other - planes of existence, but if the target is on a different plane - than you, there is a 5 percent chance that the message doesn’t - arrive. - -
-
- Sequester - - 7th-level transmutation - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (a powder - composed of diamond, emerald, ruby, and sapphire dust worth at - least 5,000 gp, which the spell consumes) - - - Duration: Until dispelled - - - By means of this spell, a willing creature or an object can be - hidden away, safe from detection for the duration. When you cast - the spell and touch the target, it becomes invisible and can’t - be targeted by divination spells or perceived through scrying - sensors created by divination spells. - - - If the target is a creature, it falls into a state of suspended - animation. Time ceases to flow for it, and it doesn’t grow - older. - - - You can set a condition for the spell to end early. The - condition can be anything you choose, but it must occur or be - visible within 1 mile of the target. Examples include - after 1,000 years or when the tarrasque - awakens. This spell also ends if the target takes any - damage. - -
-
- Shapechange - - 9th-level transmutation - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S, M (a jade - circlet worth at least 1,500 gp, which you must place on your - head before you cast the spell) - - - Duration: Concentration, up - to 1 hour - - - You assume the form of a different creature for the duration. - The new form can be of any creature with a challenge rating - equal to your level or lower. The creature can’t be a construct - or an undead, and you must have seen the sort of creature at - least once. You transform into an average example of that - creature, one without any class levels or the Spellcasting - trait. - - - Your game statistics are replaced by the statistics of the - chosen creature, though you retain your alignment and - Intelligence, Wisdom, and Charisma scores. You also retain all - of your skill and saving throw proficiencies, in addition to - gaining those of the creature. If the creature has the same - proficiency as you and the bonus listed in its statistics is - higher than yours, use the creature’s bonus in place of yours. - You can’t use any legendary actions or lair actions of the new - form. - - - You assume the hit points and Hit Dice of the new form. When you - revert to your normal form, you return to the number of hit - points you had before you transformed. If you revert as a result - of dropping to 0 hit points, any excess damage carries over to - your normal form. As long as the excess damage doesn’t reduce - your normal form to 0 hit points, you aren’t knocked - unconscious. - - - You retain the benefit of any features from your class, race, or - other source and can use them, provided that your new form is - physically capable of doing so. You can’t use any special senses - you have (for example, darkvision) unless your new form also has - that sense. You can only speak if the creature can normally - speak. - - - When you transform, you choose whether your equipment falls to - the ground, merges into the new form, or is worn by it. Worn - equipment functions as normal. The GM determines whether it is - practical for the new form to wear a piece of equipment, based - on the creature’s shape and size. Your equipment doesn’t change - shape or size to match the new form, and any equipment that the - new form can’t wear must either fall to the ground or merge into - your new form. Equipment that merges has no effect in that - state. - - - During this spell’s duration, you can use your action to assume - a different form following the same restrictions and rules for - the original form, with one exception: if your new form has more - hit points than your current one, your hit points remain at - their current value. - -
-
- Shatter - - 2nd-level evocation - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S, M (a chip - of mica) - - - Duration: Instantaneous - - - A sudden loud ringing noise, painfully intense, erupts from a - point of your choice within range. Each creature in a 10-foot - radius sphere centered on that point must make a Constitution - saving throw. A creature takes 3d8 thunder damage on a failed - save, or half as much damage on a successful one. A creature - made of inorganic material such as stone, crystal, or metal has - disadvantage on this saving throw. - - - A nonmagical object that isn’t being worn or carried also takes - the damage if it’s in the spell’s area. - - - At Higher - Levels. When you cast this spell using a - spell slot of 3rd level or higher, the damage increases by 1d8 - for each slot level above 2nd. - -
-
- Shield - - 1st-level abjuration - - - Casting Time: 1 reaction, - which you take when you are hit by an attack or targeted by the - magic missile spell - - - Range: Self - - - Components: V, S - - - Duration: 1 round - - - An invisible barrier of magical force appears and protects you. - Until the start of your next turn, you have a +5 bonus to AC, - including against the triggering attack, and you take no damage - from magic missile. - -
-
- Shield of Faith - - 1st-level abjuration - - - Casting Time: 1 bonus action - - - Range: 60 feet - - - Components: V, S, M (a small - parchment with a bit of holy text written on it) - - - Duration: Concentration, up - to 10 minutes - - - A shimmering field appears and surrounds a creature of your - choice within range, granting it a +2 bonus to AC for the - duration. - -
-
- Shillelagh - - Transmutation cantrip - - - Casting Time: 1 bonus action - - - Range: Touch - - - Components: V, S, M - (mistletoe, a shamrock leaf, and a club or quarterstaff) - - - Duration: 1 minute - - - The wood of a club or quarterstaff you are holding is imbued - with nature’s power. For the duration, you can use your - spellcasting ability instead of Strength for the attack and - damage rolls of melee attacks using that weapon, and the - weapon’s damage die becomes a d8. The weapon also becomes - magical, if it isn’t already. The spell ends if you cast it - again or if you let go of the weapon. - -
-
- Shocking Grasp - - Evocation cantrip - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S - - - Duration: Instantaneous - - - Lightning springs from your hand to deliver a shock to a - creature you try to touch. Make a melee spell attack against the - target. You have advantage on the attack roll if the target is - wearing armor made of metal. On a hit, the target takes 1d8 - lightning damage, and it can’t take reactions until the start of - its next turn. - - - The spell’s damage increases by 1d8 when you reach 5th level - (2d8), 11th level (3d8), and 17th level (4d8). - -
-
- Silence - - 2nd-level illusion (ritual) - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S - - - Duration: Concentration, up - to 10 minutes - - - For the duration, no sound can be created within or pass through - a 20-foot radius sphere centered on a point you choose within - range. Any creature or object entirely inside the sphere is - immune to thunder damage, and creatures are deafened while - entirely inside it. Casting a spell that includes a verbal - component is impossible there. - -
-
- Silent Image - - 1st-level illusion - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S, M (a bit of - fleece) - - - Duration: Concentration, up - to 10 minutes - - - You create the image of an object, a creature, or some other - visible phenomenon that is no larger than a 15-foot cube. The - image appears at a spot within range and lasts for the duration. - The image is purely visual; it isn’t accompanied by sound, - smell, or other sensory effects. - - - You can use your action to cause the image to move to any spot - within range. As the image changes location, you can alter its - appearance so that its movements appear natural for the image. - For example, if you create an image of a creature and move it, - you can alter the image so that it appears to be walking. - - - Physical interaction with the image reveals it to be an - illusion, because things can pass through it. A creature that - uses its action to examine the image can determine that it is an - illusion with a successful Intelligence (Investigation) check - against your spell save DC. If a creature discerns the illusion - for what it is, the creature can see through the image. - -
-
- Simulacrum - - 7th-level illusion - - - Casting Time: 12 hours - - - Range: Touch - - - Components: V, S, M (snow or - ice in quantities sufficient to made a life-size copy of the - duplicated creature; some hair, fingernail clippings, or other - piece of that creature’s body placed inside the snow or ice; and - powdered ruby worth 1,500 gp, sprinkled over the duplicate and - consumed by the spell) - - - Duration: Until dispelled - - - You shape an illusory duplicate of one beast or humanoid that is - within range for the entire casting time of the spell. The - duplicate is a creature, partially real and formed from ice or - snow, and it can take actions and otherwise be affected as a - normal creature. It appears to be the same as the original, but - it has half the creature’s hit point maximum and is formed - without any equipment. Otherwise, the illusion uses all the - statistics of the creature it duplicates, except that it is a - construct. - - - The simulacrum is friendly to you and creatures you designate. - It obeys your spoken commands, moving and acting in accordance - with your wishes and acting on your turn in combat. The - simulacrum lacks the ability to learn or become more powerful, - so it never increases its level or other abilities, nor can it - regain expended spell slots. - - - If the simulacrum is damaged, you can repair it in an alchemical - laboratory, using rare herbs and minerals worth 100 gp per hit - point it regains. The simulacrum lasts until it drops to 0 hit - points, at which point it reverts to snow and melts instantly. - - - If you cast this spell again, any currently active duplicates - you created with this spell are instantly destroyed. - -
-
- Sleep - - 1st-level enchantment - - - Casting Time: 1 action - - - Range: 90 feet - - - Components: V, S, M (a pinch - of fine sand, rose petals, or a cricket) - - - Duration: 1 minute - - - This spell sends creatures into a magical slumber. Roll 5d8; the - total is how many hit points of creatures this spell can affect. - Creatures within 20 feet of a point you choose within range are - affected in ascending order of their current hit points - (ignoring unconscious creatures). - - - Starting with the creature that has the lowest current hit - points, each creature affected by this spell falls unconscious - until the spell ends, the sleeper takes damage, or someone uses - an action to shake or slap the sleeper awake. Subtract each - creature’s hit points from the total before moving on to the - creature with the next lowest hit points. A creature’s hit - points must be equal to or less than the remaining total for - that creature to be affected. - - - Undead and creatures immune to being charmed aren’t affected by - this spell. - - - At Higher - Levels. When you cast this spell using a - spell slot of 2nd level or higher, roll an additional 2d8 for - each slot level above 1st. - -
-
- Sleet Storm - - 3rd-level conjuration - - - Casting Time: 1 action - - - Range: 150 feet - - - Components: V, S, M (a pinch - of dust and a few drops of water) - - - Duration: Concentration, up - to 1 minute - - - Until the spell ends, freezing rain and sleet fall in a 20-foot - tall cylinder with a 40-foot radius centered on a point you - choose within range. The area is heavily obscured, and exposed - flames in the area are doused. - - - The ground in the area is covered with slick ice, making it - difficult terrain. When a creature enters the spell’s area for - the first time on a turn or starts its turn there, it must make - a Dexterity saving throw. On a failed save, it falls prone. - - - If a creature starts its turn in the spell’s area and is - concentrating on a spell, the creature must make a successful - Constitution saving throw against your spell save DC or lose - concentration. - -
-
- Slow - - 3rd-level transmutation - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S, M (a drop - of molasses) - - - Duration: Concentration, up - to 1 minute - - - You alter time around up to six creatures of your choice in a - 40-foot cube within range. Each target must succeed on a Wisdom - saving throw or be affected by this spell for the duration. - - - An affected target’s speed is halved, it takes a -2 penalty to - AC and Dexterity saving throws, and it can’t use reactions. On - its turn, it can use either an action or a bonus action, not - both. Regardless of the creature’s abilities or magic items, it - can’t make more than one melee or ranged attack during its turn. - - - If the creature attempts to cast a spell with a casting time of - 1 action, roll a d20. On an 11 or higher, the spell doesn’t take - effect until the creature’s next turn, and the creature must use - its action on that turn to complete the spell. If it can’t, the - spell is wasted. - - - A creature affected by this spell makes another Wisdom saving - throw at the end of each of its turns. On a successful save, the - effect ends for it. - -
-
- Spare the Dying - - Necromancy cantrip - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S - - - Duration: Instantaneous - - - You touch a living creature that has 0 hit points. The creature - becomes stable. This spell has no effect on undead or - constructs. - -
-
- Speak with Animals - - 1st-level divination (ritual) - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S - - - Duration: 10 minutes - - - You gain the ability to comprehend and verbally communicate with - beasts for the duration. The knowledge and awareness of many - beasts is limited by their intelligence, but at minimum, beasts - can give you information about nearby locations and monsters, - including whatever they can perceive or have perceived within - the past day. You might be able to persuade a beast to perform a - small favor for you, at the GM’s discretion. - -
-
- Speak with Dead - - 3rd-level necromancy - - - Casting Time: 1 action - - - Range: 10 feet - - - Components: V, S, M (burning - incense) - - - Duration: 10 minutes - - - You grant the semblance of life and intelligence to a corpse of - your choice within range, allowing it to answer the questions - you pose. The corpse must still have a mouth and can’t be - undead. The spell fails if the corpse was the target of this - spell within the last 10 days. - - - Until the spell ends, you can ask the corpse up to five - questions. The corpse knows only what it knew in life, including - the languages it knew. Answers are usually brief, cryptic, or - repetitive, and the corpse is under no compulsion to offer a - truthful answer if you are hostile to it or it recognizes you as - an enemy. This spell doesn’t return the creature’s soul to its - body, only its animating spirit. Thus, the corpse can’t learn - new information, doesn’t comprehend anything that has happened - since it died, and can’t speculate about future events. - -
-
- Speak with Plants - - 3rd-level transmutation - - - Casting Time: 1 action - - - Range: Self (30-foot radius) - - - Components: V, S - - - Duration: 10 minutes - - - You imbue plants within 30 feet of you with limited sentience - and animation, giving them the ability to communicate with you - and follow your simple commands. You can question plants about - events in the spell’s area within the past day, gaining - information about creatures that have passed, weather, and other - circumstances. - - - You can also turn difficult terrain caused by plant growth (such - as thickets and undergrowth) into ordinary terrain that lasts - for the duration. Or you can turn ordinary terrain where plants - are present into difficult terrain that lasts for the duration, - causing vines and branches to hinder pursuers, for example. - - - Plants might be able to perform other tasks on your behalf, at - the GM’s discretion. The spell doesn’t enable plants to uproot - themselves and move about, but they can freely move branches, - tendrils, and stalks. - - - If a plant creature is in the area, you can communicate with it - as if you shared a common language, but you gain no magical - ability to influence it. - - - This spell can cause the plants created by the - entangle spell to release a restrained - creature. - -
-
- Spider Climb - - 2nd-level transmutation - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (a drop - of bitumen and a spider) - - - Duration: Concentration, up - to 1 hour - - - Until the spell ends, one willing creature you touch gains the - ability to move up, down, and across vertical surfaces and - upside down along ceilings, while leaving its hands free. The - target also gains a climbing speed equal to its walking speed. - -
-
- Spike Growth - - 2nd-level transmutation - - - Casting Time: 1 action - - - Range: 150 feet - - - Components: V, S, M (seven - sharp thorns or seven small twigs, each sharpened to a point) - - - Duration: Concentration, up - to 10 minutes - - - The ground in a 20-foot radius centered on a point within range - twists and sprouts hard spikes and thorns. The area becomes - difficult terrain for the duration. When a creature moves into - or within the area, it takes 2d4 piercing damage for every 5 - feet it travels. - - - The transformation of the ground is camouflaged to look natural. - Any creature that can’t see the area at the time the spell is - cast must make a Wisdom (Perception) check against your spell - save DC to recognize the terrain as hazardous before entering - it. - -
-
- Spirit Guardians - - 3rd-level conjuration - - - Casting Time: 1 action - - - Range: Self (15-foot radius) - - - Components: V, S, M (a holy - symbol) - - - Duration: Concentration, up - to 10 minutes - - - You call forth spirits to protect you. They flit around you to a - distance of 15 feet for the duration. If you are good or - neutral, their spectral form appears angelic or fey (your - choice). If you are evil, they appear fiendish. - - - When you cast this spell, you can designate any number of - creatures you can see to be unaffected by it. An affected - creature’s speed is halved in the area, and when the creature - enters the area for the first time on a turn or starts its turn - there, it must make a Wisdom saving throw. On a failed save, the - creature takes 3d8 radiant damage (if you are good or neutral) - or 3d8 necrotic damage (if you are evil). On a successful save, - the creature takes half as much damage. - - - At Higher - Levels. When you cast this spell using a - spell slot of 4th level or higher, the damage increases by 1d8 - for each slot level above 3rd. - -
-
- Spiritual Weapon - - 2nd-level evocation - - - Casting Time: 1 bonus action - - - Range: 60 feet - - - Components: V, S - - - Duration: 1 minute - - - You create a floating, spectral weapon within range that lasts - for the duration or until you cast this spell again. When you - cast the spell, you can make a melee spell attack against a - creature within 5 feet of the weapon. On a hit, the target takes - force damage equal to 1d8 + your spellcasting ability modifier. - - - As a bonus action on your turn, you can move the weapon up to 20 - feet and repeat the attack against a creature within 5 feet of - it. - - - The weapon can take whatever form you choose. Clerics of deities - who are associated with a particular weapon (as St. Cuthbert is - known for his mace and Thor for his hammer) make this spell’s - effect resemble that weapon. - - - At Higher - Levels. When you cast this spell using a - spell slot of 3rd level or higher, the damage increases by 1d8 - for every two slot levels above 2nd. - -
-
- Stinking Cloud - - 3rd-level conjuration - - - Casting Time: 1 action - - - Range: 90 feet - - - Components: V, S, M (a rotten - egg or several skunk cabbage leaves) - - - Duration: Concentration, up - to 1 minute - - - You create a 20-foot radius sphere of yellow, nauseating gas - centered on a point within range. The cloud spreads around - corners, and its area is heavily obscured. The cloud lingers in - the air for the duration. - - - Each creature that is completely within the cloud at the start - of its turn must make a Constitution saving throw against - poison. On a failed save, the creature spends its action that - turn retching and reeling. Creatures that don’t need to breathe - or are immune to poison automatically succeed on this saving - throw. - - - A moderate wind (at least 10 miles per hour) disperses the cloud - after 4 rounds. A strong wind (at least 20 miles per hour) - disperses it after 1 round. - -
-
- Stone Shape - - 4th-level transmutation - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (soft - clay, which must be worked into roughly the desired shape of the - stone object) - - - Duration: Instantaneous - - - You touch a stone object of Medium size or smaller or a section - of stone no more than 5 feet in any dimension and form it into - any shape that suits your purpose. So, for example, you could - shape a large rock into a weapon, idol, or coffer, or make a - small passage through a wall, as long as the wall is less than 5 - feet thick. You could also shape a stone door or its frame to - seal the door shut. The object you create can have up to two - hinges and a latch, but finer mechanical detail isn’t possible. - -
-
- Stoneskin - - 4th-level abjuration - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (diamond - dust worth 100 gp, which the spell consumes) - - - Duration: Concentration, up - to 1 hour - - - This spell turns the flesh of a willing creature you touch as - hard as stone. Until the spell ends, the target has resistance - to nonmagical bludgeoning, piercing, and slashing damage. - -
-
- Storm of Vengeance - - 9th-level conjuration - - - Casting Time: 1 action - - - Range: Sight - - - Components: V, S - - - Duration: Concentration, up - to 1 minute - - - A churning storm cloud forms, centered on a point you can see - and spreading to a radius of 360 feet. Lightning flashes in the - area, thunder booms, and strong winds roar. Each creature under - the cloud (no more than 5,000 feet beneath the cloud) when it - appears must make a Constitution saving throw. On a failed save, - a creature takes 2d6 thunder damage and becomes deafened for 5 - minutes. - - - Each round you maintain concentration on this spell, the storm - produces different effects on your turn. - - - Round 2. - Acidic rain falls from the cloud. Each creature and object under - the cloud takes 1d6 acid damage. - - - Round 3. - You call six bolts of lightning from the cloud to strike six - creatures or objects of your choice beneath the cloud. A given - creature or object can’t be struck by more than one bolt. A - struck creature must make a Dexterity saving throw. The creature - takes 10d6 lightning damage on a failed save, or half as much - damage on a successful one. - - - Round 4. - Hailstones rain down from the cloud. Each creature under the - cloud takes 2d6 bludgeoning damage. - - - Round - 5-10. Gusts and freezing rain assail the - area under the cloud. The area becomes difficult terrain and is - heavily obscured. Each creature there takes 1d6 cold damage. - Ranged weapon attacks in the area are impossible. The wind and - rain count as a severe distraction for the purposes of - maintaining concentration on spells. Finally, gusts of strong - wind (ranging from 20 to 50 miles per hour) automatically - disperse fog, mists, and similar phenomena in the area, whether - mundane or magical. - -
-
- Suggestion - - 2nd-level enchantment - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, M (a snake’s - tongue and either a bit of honeycomb or a drop of sweet oil) - - - Duration: Concentration, up - to 8 hours - - - You suggest a course of activity (limited to a sentence or two) - and magically influence a creature you can see within range that - can hear and understand you. Creatures that can’t be charmed are - immune to this effect. The suggestion must be worded in such a - manner as to make the course of action sound reasonable. Asking - the creature to stab itself, throw itself onto a spear, immolate - itself, or do some other obviously harmful act ends the spell. - - - The target must make a Wisdom saving throw. On a failed save, it - pursues the course of action you described to the best of its - ability. The suggested course of action can continue for the - entire duration. If the suggested activity can be completed in a - shorter time, the spell ends when the subject finishes what it - was asked to do. - - - You can also specify conditions that will trigger a special - activity during the duration. For example, you might suggest - that a knight give her warhorse to the first beggar she meets. - If the condition isn’t met before the spell expires, the - activity isn’t performed. - - - If you or any of your companions damage the target, the spell - ends. - -
-
- Sunbeam - - 6th-level evocation - - - Casting Time: 1 action - - - Range: Self (60-foot line) - - - Components: V, S, M (a - magnifying glass) - - - Duration: Concentration, up - to 1 minute - - - A beam of brilliant light flashes out from your hand in a 5-foot - wide, 60-foot long line. Each creature in the line must make a - Constitution saving throw. On a failed save, a creature takes - 6d8 radiant damage and is blinded until your next turn. On a - successful save, it takes half as much damage and isn’t blinded - by this spell. Undead and oozes have disadvantage on this saving - throw. - - - You can create a new line of radiance as your action on any turn - until the spell ends. - - - For the duration, a mote of brilliant radiance shines in your - hand. It sheds bright light in a 30-foot radius and dim light - for an additional 30 feet. This light is sunlight. - -
-
- Sunburst - - 8th-level evocation - - - Casting Time: 1 action - - - Range: 150 feet - - - Components: V, S, M (fire and - a piece of sunstone) - - - Duration: Instantaneous - - - Brilliant sunlight flashes in a 60-foot radius centered on a - point you choose within range. Each creature in that light must - make a Constitution saving throw. On a failed save, a creature - takes 12d6 radiant damage and is blinded for 1 minute. On a - successful save, it takes half as much damage and isn’t blinded - by this spell. Undead and oozes have disadvantage on this saving - throw. - - - A creature blinded by this spell makes another Constitution - saving throw at the end of each of its turns. On a successful - save, it is no longer blinded. - - - This spell dispels any darkness in its area that was created by - a spell. - -
-
- Symbol - - 7th-level abjuration - - - Casting Time: 1 minute - - - Range: Touch - - - Components: V, S, M (mercury, - phosphorus, and powdered diamond and opal with a total value of - at least 1,000 gp, which the spell consumes) - - - Duration: Until dispelled or - triggered - - - When you cast this spell, you inscribe a harmful glyph either on - a surface (such as a section of floor, a wall, or a table) or - within an object that can be closed to conceal the glyph (such - as a book, a scroll, or a treasure chest). If you choose a - surface, the glyph can cover an area of the surface no larger - than 10 feet in diameter. If you choose an object, that object - must remain in its place; if the object is moved more than 10 - feet from where you cast this spell, the glyph is broken, and - the spell ends without being triggered. - - - The glyph is nearly invisible, requiring an Intelligence - (Investigation) check against your spell save DC to find it. - - - You decide what triggers the glyph when you cast the spell. For - glyphs inscribed on a surface, the most typical triggers include - touching or stepping on the glyph, removing another object - covering it, approaching within a certain distance of it, or - manipulating the object that holds it. For glyphs inscribed - within an object, the most common triggers are opening the - object, approaching within a certain distance of it, or seeing - or reading the glyph. - - - You can further refine the trigger so the spell is activated - only under certain circumstances or according to a creature’s - physical characteristics (such as height or weight), or physical - kind (for example, the ward could be set to affect hags or - shapechangers). You can also specify creatures that don’t - trigger the glyph, such as those who say a certain password. - - - When you inscribe the glyph, choose one of the options below for - its effect. Once triggered, the glyph glows, filling a 60-foot - radius sphere with dim light for 10 minutes, after which time - the spell ends. Each creature in the sphere when the glyph - activates is targeted by its effect, as is a creature that - enters the sphere for the first time on a turn or ends its turn - there. - - - Death. - Each target must make a Constitution saving throw, taking 10d10 - necrotic damage on a failed save, or half as much damage on a - successful save. - - - Discord. - Each target must make a Constitution saving throw. On a failed - save, a target bickers and argues with other creatures for 1 - minute. During this time, it is incapable of meaningful - communication and has disadvantage on attack rolls and ability - checks. - - - Fear. - Each target must make a Wisdom saving throw and becomes - frightened for 1 minute on a failed save. While frightened, the - target drops whatever it is holding and must move at least 30 - feet away from the glyph on each of its turns, if able. - - - Hopelessness. - Each target must make a Charisma saving throw. On a failed save, - the target is overwhelmed with despair for 1 minute. During this - time, it can’t attack or target any creature with harmful - abilities, spells, or other magical effects. - - - Insanity. - Each target must make an Intelligence saving throw. On a failed - save, the target is driven insane for 1 minute. An insane - creature can’t take actions, can’t understand what other - creatures say, can’t read, and speaks only in gibberish. The GM - controls its movement, which is erratic. - - - Pain. - Each target must make a Constitution saving throw and becomes - incapacitated with excruciating pain for 1 minute on a failed - save. - - - Sleep. - Each target must make a Wisdom saving throw and falls - unconscious for 10 minutes on a failed save. A creature awakens - if it takes damage or if someone uses an action to shake or slap - it awake. - - - Stunning. - Each target must make a Wisdom saving throw and becomes stunned - for 1 minute on a failed save. - -
-
-
- Spells (T) -
- Telekinesis - - 5th-level transmutation - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S - - - Duration: Concentration, up - to 10 minutes - - - You gain the ability to move or manipulate creatures or objects - by thought. When you cast the spell, and as your action each - round for the duration, you can exert your will on one creature - or object that you can see within range, causing the appropriate - effect below. You can affect the same target round after round, - or choose a new one at any time. If you switch targets, the - prior target is no longer affected by the spell. - - - Creature. - You can try to move a Huge or smaller creature. Make an ability - check with your spellcasting ability contested by the creature’s - Strength check. If you win the contest, you move the creature up - to 30 feet in any direction, including upward but not beyond the - range of this spell. Until the end of your next turn, the - creature is restrained in your telekinetic grip. A creature - lifted upward is suspended in mid-air. - - - On subsequent rounds, you can use your action to attempt to - maintain your telekinetic grip on the creature by repeating the - contest. - - - Object. - You can try to move an object that weighs up to 1,000 pounds. If - the object isn’t being worn or carried, you automatically move - it up to 30 feet in any direction, but not beyond the range of - this spell. - - - If the object is worn or carried by a creature, you must make an - ability check with your spellcasting ability contested by that - creature’s Strength check. If you succeed, you pull the object - away from that creature and can move it up to 30 feet in any - direction but not beyond the range of this spell. - - - You can exert fine control on objects with your telekinetic - grip, such as manipulating a simple tool, opening a door or a - container, stowing or retrieving an item from an open container, - or pouring the contents from a vial. - -
-
- Telepathic Bond - - 5th-level divination (ritual) - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S, M (pieces - of eggshell from two different kinds of creatures) - - - Duration: 1 hour - - - You forge a telepathic link among up to eight willing creatures - of your choice within range, psychically linking each creature - to all the others for the duration. Creatures with Intelligence - scores of 2 or less aren’t affected by this spell. - - - Until the spell ends, the targets can communicate telepathically - through the bond whether or not they have a common language. The - communication is possible over any distance, though it can’t - extend to other planes of existence. - -
-
- Teleport - - 7th-level conjuration - - - Casting Time: 1 action - - - Range: 10 feet - - - Components: V - - - Duration: Instantaneous - - - This spell instantly transports you and up to eight willing - creatures of your choice that you can see within range, or a - single object that you can see within range, to a destination - you select. If you target an object, it must be able to fit - entirely inside a 10-foot cube, and it can’t be held or carried - by an unwilling creature. - - - The destination you choose must be known to you, and it must be - on the same plane of existence as you. Your familiarity with the - destination determines whether you arrive there successfully. - The GM rolls d100 and consults the table. - - - Table- Teleport Familiarity - - - - - - - - - - - - Familiarity - - - Mishap - - - Similar Area - - - Off Target - - - On Target - - - - - - - Permanent circle - - - - - - - - - - - - - - - 01-100 - - - - - Associated object - - - - - - - - - - - - - - - 01-100 - - - - - Very familiar - - - 01-05 - - - 06-13 - - - 14-24 - - - 25-100 - - - - - Seen casually - - - 01-33 - - - 34-43 - - - 44-53 - - - 54-100 - - - - - Viewed once - - - 01-43 - - - 44-53 - - - 54-73 - - - 74-100 - - - - - Description - - - 01-43 - - - 44-53 - - - 54-73 - - - 74-100 - - - - - False destination - - - 01-50 - - - 51-100 - - - - - - - - - - - - - - - - - - - - - - - - - - - Familiarity. - Permanent circle means a permanent teleportation - circle whose sigil sequence you know. Associated - object means that you possess an object taken from the - desired destination within the last six months, such as a book - from a wizard’s library, bed linen from a royal suite, or a - chunk of marble from a lich’s secret tomb. - - - Very familiar is a place you have been very - often, a place you have carefully studied, or a place you can - see when you cast the spell. Seen casually is - someplace you have seen more than once but with which you aren’t - very familiar. Viewed once is a place you have - seen once, possibly using magic. Description is a - place whose location and appearance you know through someone - else’s description, perhaps from a map. - - - False destination is a place that doesn’t exist. - Perhaps you tried to scry an enemy’s sanctum but instead viewed - an illusion, or you are attempting to teleport to a familiar - location that no longer exists. - - - On - Target. You and your group (or the target - object) appear where you want to. - - - Off - Target. You and your group (or the target - object) appear a random distance away from the destination in a - random direction. Distance off target is 1d10 × 1d10 percent of - the distance that was to be traveled. For example, if you tried - to travel 120 miles, landed off target, and rolled a 5 and 3 on - the two d10s, then you would be off target by 15 percent, or 18 - miles. The GM determines the direction off target randomly by - rolling a d8 and designating 1 as north, 2 as northeast, 3 as - east, and so on around the points of the compass. If you were - teleporting to a coastal city and wound up 18 miles out at sea, - you could be in trouble. - - - Similar - Area. You and your group (or the target - object) wind up in a different area that’s visually or - thematically similar to the target area. If you are heading for - your home laboratory, for example, you might wind up in another - wizard’s laboratory or in an alchemical supply shop that has - many of the same tools and implements as your laboratory. - Generally, you appear in the closest similar place, but since - the spell has no range limit, you could conceivably wind up - anywhere on the plane. - - - Mishap. - The spell’s unpredictable magic results in a difficult journey. - Each teleporting creature (or the target object) takes 3d10 - force damage, and the GM rerolls on the table to see where you - wind up (multiple mishaps can occur, dealing damage each time). - -
-
- Teleportation Circle - - 5th-level conjuration - - - Casting Time: 1 minute - - - Range: 10 feet - - - Components: V, M (rare chalks - and inks infused with precious gems with 50 gp, which the spell - consumes) - - - Duration: 1 round - - - As you cast the spell, you draw a 10-foot diameter circle on the - ground inscribed with sigils that link your location to a - permanent teleportation circle of your choice whose sigil - sequence you know and that is on the same plane of existence as - you. A shimmering portal opens within the circle you drew and - remains open until the end of your next turn. Any creature that - enters the portal instantly appears within 5 feet of the - destination circle or in the nearest unoccupied space if that - space is occupied. - - - Many major temples, guilds, and other important places have - permanent teleportation circles inscribed somewhere within their - confines. Each such circle includes a unique sigil sequence-a - string of magical runes arranged in a particular pattern. When - you first gain the ability to cast this spell, you learn the - sigil sequences for two destinations on the Material Plane, - determined by the GM. You can learn additional sigil sequences - during your adventures. You can commit a new sigil sequence to - memory after studying it for 1 minute. - - - You can create a permanent teleportation circle by casting this - spell in the same location every day for one year. You need not - use the circle to teleport when you cast the spell in this way. - -
-
- Thaumaturgy - - Transmutation cantrip - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V - - - Duration: Up to 1 minute - - - You manifest a minor wonder, a sign of supernatural power, - within range. You create one of the following magical effects - within Range: - - - - - Your voice booms up to three times as loud as normal for 1 - minute. - - - - - You cause flames to flicker, brighten, dim, or change color - for 1 minute. - - - - - You cause harmless tremors in the ground for 1 minute. - - - - - You create an instantaneous sound that originates from a - point of your choice within range, such as a rumble of - thunder, the cry of a raven, or ominous whispers. - - - - - You instantaneously cause an unlocked door or window to fly - open or slam shut. - - - - - You alter the appearance of your eyes for 1 minute. If you - cast this spell multiple times, you can have up to three of - its 1-minute effects active at a time, and you can dismiss - such an effect as an action. - - - -
-
- Thunderwave - - 1st-level evocation - - - Casting Time: 1 action - - - Range: Self (15-foot cube) - - - Components: V, S - - - Duration: Instantaneous - - - A wave of thunderous force sweeps out from you. Each creature in - a 15-foot cube originating from you must make a Constitution - saving throw. On a failed save, a creature takes 2d8 thunder - damage and is pushed 10 feet away from you. On a successful - save, the creature takes half as much damage and isn’t pushed. - - - In addition, unsecured objects that are completely within the - area of effect are automatically pushed 10 feet away from you by - the spell’s effect, and the spell emits a thunderous boom - audible out to 300 feet. - - - At Higher - Levels. When you cast this spell using a - spell slot of 2nd level or higher, the damage increases by 1d8 - for each slot level above 1st. - -
-
- Time Stop - - 9th-level transmutation - - - Casting Time: 1 action - - - Range: Self - - - Components: V - - - Duration: Instantaneous - - - You briefly stop the flow of time for everyone but yourself. No - time passes for other creatures, while you take 1d4 + 1 turns in - a row, during which you can use actions and move as normal. - - - This spell ends if one of the actions you use during this - period, or any effects that you create during this period, - affects a creature other than you or an object being worn or - carried by someone other than you. In addition, the spell ends - if you move to a place more than 1,000 feet from the location - where you cast it. - -
-
- Tiny Hut - - 3rd-level evocation (ritual) - - - Casting Time: 1 minute - - - Range: Self (10-foot radius - hemisphere) - - - Components: V, S, M (a small - crystal bead) - - - Duration: 8 hours - - - A 10-foot radius immobile dome of force springs into existence - around and above you and remains stationary for the duration. - The spell ends if you leave its area. - - - Nine creatures of Medium size or smaller can fit inside the dome - with you. The spell fails if its area includes a larger creature - or more than nine creatures. Creatures and objects within the - dome when you cast this spell can move through it freely. All - other creatures and objects are barred from passing through it. - Spells and other magical effects can’t extend through the dome - or be cast through it. The atmosphere inside the space is - comfortable and dry, regardless of the weather outside. - - - Until the spell ends, you can command the interior to become - dimly lit or dark. The dome is opaque from the outside, of any - color you choose, but it is transparent from the inside. - -
-
- Tongues - - 3rd-level divination - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, M (a small - clay model of a ziggurat) - - - Duration: 1 hour - - - This spell grants the creature you touch the ability to - understand any spoken language it hears. Moreover, when the - target speaks, any creature that knows at least one language and - can hear the target understands what it says. - -
-
- Transport via Plants - - 6th-level conjuration - - - Casting Time: 1 action - - - Range: 10 feet - - - Components: V, S - - - Duration: 1 round - - - This spell creates a magical link between a Large or larger - inanimate plant within range and another plant, at any distance, - on the same plane of existence. You must have seen or touched - the destination plant at least once before. For the duration, - any creature can step into the target plant and exit from the - destination plant by using 5 feet of movement. - -
-
- Tree Stride - - 5th-level conjuration - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S - - - Duration: Concentration, up - to 1 minute - - - You gain the ability to enter a tree and move from inside it to - inside another tree of the same kind within 500 feet. Both trees - must be living and at least the same size as you. You must use 5 - feet of movement to enter a tree. You instantly know the - location of all other trees of the same kind within 500 feet - and, as part of the move used to enter the tree, can either pass - into one of those trees or step out of the tree you’re in. You - appear in a spot of your choice within 5 feet of the destination - tree, using another 5 feet of movement. If you have no movement - left, you appear within 5 feet of the tree you entered. - - - You can use this transportation ability once per round for the - duration. You must end each turn outside a tree. - -
-
- True Polymorph - - 9th-level transmutation - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S, M (a drop - of mercury, a dollop of gum arabic, and a wisp of smoke) - - - Duration: Concentration, up - to 1 hour - - - Choose one creature or nonmagical object that you can see within - range. You transform the creature into a different creature, the - creature into a nonmagical object, or the object into a creature - (the object must be neither worn nor carried by another - creature). The transformation lasts for the duration, or until - the target drops to 0 hit points or dies. If you concentrate on - this spell for the full duration, the transformation lasts until - it is dispelled. - - - This spell has no effect on a shapechanger or a creature with 0 - hit points. An unwilling creature can make a Wisdom saving - throw, and if it succeeds, it isn’t affected by this spell. - - - Creature into - Creature. If you turn a creature into - another kind of creature, the new form can be any kind you - choose whose challenge rating is equal to or less than the - target’s (or its level, if the target doesn’t have a challenge - rating). The target’s game statistics, including mental ability - scores, are replaced by the statistics of the new form. It - retains its alignment and personality. - - - The target assumes the hit points of its new form, and when it - reverts to its normal form, the creature returns to the number - of hit points it had before it transformed. If it reverts as a - result of dropping to 0 hit points, any excess damage carries - over to its normal form. As long as the excess damage doesn’t - reduce the creature’s normal form to 0 hit points, it isn’t - knocked unconscious. - - - The creature is limited in the actions it can perform by the - nature of its new form, and it can’t speak, cast spells, or take - any other action that requires hands or speech, unless its new - form is capable of such actions. - - - The target’s gear melds into the new form. The creature can’t - activate, use, wield, or otherwise benefit from any of its - equipment. - - - Object into - Creature. You can turn an object into any - kind of creature, as long as the creature’s size is no larger - than the object’s size and the creature’s challenge rating is 9 - or lower. The creature is friendly to you and your companions. - It acts on each of your turns. You decide what action it takes - and how it moves. The GM has the creature’s statistics and - resolves all of its actions and movement. - - - If the spell becomes permanent, you no longer control the - creature. It might remain friendly to you, depending on how you - have treated it. - - - Creature into - Object. If you turn a creature into an - object, it transforms along with whatever it is wearing and - carrying into that form, as long as the object’s size is no - larger than the creature’s size. The creature’s statistics - become those of the object, and the creature has no memory of - time spent in this form, after the spell ends and it returns to - its normal form. - -
-
- True Resurrection - - 9th-level necromancy - - - Casting Time: 1 hour - - - Range: Touch - - - Components: V, S, M (a - sprinkle of holy water and diamonds worth at least 25,000 gp, - which the spell consumes) - - - Duration: Instantaneous - - - You touch a creature that has been dead for no longer than 200 - years and that died for any reason except old age. If the - creature’s soul is free and willing, the creature is restored to - life with all its hit points. - - - This spell closes all wounds, neutralizes any poison, cures all - diseases, and lifts any curses affecting the creature when it - died. The spell replaces damaged or missing organs and limbs. If - the creature was undead, it is restored to its non-undead form. - - - The spell can even provide a new body if the original no longer - exists, in which case you must speak the creature’s name. The - creature then appears in an unoccupied space you choose within - 10 feet of you. - -
-
- True Seeing - - 6th-level divination - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (an - ointment for the eyes that costs 25 gp; is made from mushroom - powder, saffron, and fat; and is consumed by the spell) - - - Duration: 1 hour - - - This spell gives the willing creature you touch the ability to - see things as they actually are. For the duration, the creature - has truesight, notices secret doors hidden by magic, and can see - into the Ethereal Plane, all out to a range of 120 feet. - -
-
- True Strike - - Divination cantrip - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: S - - - Duration: Concentration, up - to 1 round - - - You extend your hand and point a finger at a target in range. - Your magic grants you a brief insight into the target’s - defenses. On your next turn, you gain advantage on your first - attack roll against the target, provided that this spell hasn’t - ended. - -
-
-
- Spells (U) -
- Unseen Servant - - 1st-level conjuration (ritual) - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S, M (a piece - of string and a bit of wood) - - - Duration: 1 hour - - - This spell creates an invisible, mindless, shapeless, Medium - force that performs simple tasks at your command until the spell - ends. The servant springs into existence in an unoccupied space - on the ground within range. It has AC 10, 1 hit point, and a - Strength of 2, and it can’t attack. If it drops to 0 hit points, - the spell ends. - - - Once on each of your turns as a bonus action, you can mentally - command the servant to move up to 15 feet and interact with an - object. The servant can perform simple tasks that a human - servant could do, such as fetching things, cleaning, mending, - folding clothes, lighting fires, serving food, and pouring wine. - Once you give the command, the servant performs the task to the - best of its ability until it completes the task, then waits for - your next command. - - - If you command the servant to perform a task that would move it - more than 60 feet away from you, the spell ends. - -
-
-
- Spells (V) -
- Vampiric Touch - - 3rd-level necromancy - - - Casting Time: 1 action - - - Range: Self - - - Components: V, S - - - Duration: Concentration, up - to 1 minute - - - The touch of your shadow-wreathed hand can siphon life force - from others to heal your wounds. Make a melee spell attack - against a creature within your reach. On a hit, the target takes - 3d6 necrotic damage, and you regain hit points equal to half the - amount of necrotic damage dealt. Until the spell ends, you can - make the attack again on each of your turns as an action. - - - At Higher - Levels. When you cast this spell using a - spell slot of 4th level or higher, the damage increases by 1d6 - for each slot level above 3rd. - -
-
- Vicious Mockery - - Enchantment cantrip - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V - - - Duration: Instantaneous - - - You unleash a string of insults laced with subtle enchantments - at a creature you can see within range. If the target can hear - you (though it need not understand you), it must succeed on a - Wisdom saving throw or take 1d4 psychic damage and have - disadvantage on the next attack roll it makes before the end of - its next turn. - - - This spell’s damage increases by 1d4 when you reach 5th level - (2d4), 11th level (3d4), and 17th level (4d4). - -
-
-
- Spells (W) -
- Wall of Fire - - 4th-level evocation - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S, M (a small - piece of phosphorus) - - - Duration: Concentration, up - to 1 minute - - - You create a wall of fire on a solid surface within range. You - can make the wall up to 60 feet long, 20 feet high, and 1 foot - thick, or a ringed wall up to 20 feet in diameter, 20 feet high, - and 1 foot thick. The wall is opaque and lasts for the duration. - - - When the wall appears, each creature within its area must make a - Dexterity saving throw. On a failed save, a creature takes 5d8 - fire damage, or half as much damage on a successful save. - - - One side of the wall, selected by you when you cast this spell, - deals 5d8 fire damage to each creature that ends its turn within - 10 feet of that side or inside the wall. A creature takes the - same damage when it enters the wall for the first time on a turn - or ends its turn there. The other side of the wall deals no - damage. - - - At Higher - Levels. When you cast this spell using a - spell slot of 5th level or higher, the damage increases by 1d8 - for each slot level above 4th. - -
-
- Wall of Force - - 5th-level evocation - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S, M (a pinch - of powder made by crushing a clear gemstone) - - - Duration: Concentration, up - to 10 minutes - - - An invisible wall of force springs into existence at a point you - choose within range. The wall appears in any orientation you - choose, as a horizontal or vertical barrier or at an angle. It - can be free floating or resting on a solid surface. You can form - it into a hemispherical dome or a sphere with a radius of up to - 10 feet, or you can shape a flat surface made up of ten - 10-foot-by-10-foot panels. Each panel must be contiguous with - another panel. In any form, the wall is 1/4 inch thick. It lasts - for the duration. If the wall cuts through a creature’s space - when it appears, the creature is pushed to one side of the wall - (your choice which side). - - - Nothing can physically pass through the wall. It is immune to - all damage and can’t be dispelled by dispel - magic. A disintegrate spell - destroys the wall instantly, however. The wall also extends into - the Ethereal Plane, blocking ethereal travel through the wall. - -
-
- Wall of Ice - - 6th-level evocation - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S, M (a small - piece of quartz) - - - Duration: Concentration, up - to 10 minutes - - - You create a wall of ice on a solid surface within range. You - can form it into a hemispherical dome or a sphere with a radius - of up to 10 feet, or you can shape a flat surface made up of ten - 10-foot square panels. Each panel must be contiguous with - another panel. In any form, the wall is 1 foot thick and lasts - for the duration. - - - If the wall cuts through a creature’s space when it appears, the - creature within its area is pushed to one side of the wall and - must make a Dexterity saving throw. On a failed save, the - creature takes 10d6 cold damage, or half as much damage on a - successful save. - - - The wall is an object that can be damaged and thus breached. It - has AC 12 and 30 hit points per 10-foot section, and it is - vulnerable to fire damage. Reducing a 10-foot section of wall to - 0 hit points destroys it and leaves behind a sheet of frigid air - in the space the wall occupied. A creature moving through the - sheet of frigid air for the first time on a turn must make a - Constitution saving throw. That creature takes 5d6 cold damage - on a failed save, or half as much damage on a successful one. - - - At Higher - Levels. When you cast this spell using a - spell slot of 7th level or higher, the damage the wall deals - when it appears increases by 2d6, and the damage from passing - through the sheet of frigid air increases by 1d6, for each slot - level above 6th. - -
-
- Wall of Stone - - 5th-level evocation - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S, M (a small - block of granite) - - - Duration: Concentration, up - to 10 minutes - - - A nonmagical wall of solid stone springs into existence at a - point you choose within range. The wall is 6 inches thick and is - composed of ten 10-foot-by-10-foot panels. Each panel must be - contiguous with at least one other panel. Alternatively, you can - create 10-foot-by-20-foot panels that are only 3 inches thick. - - - If the wall cuts through a creature’s space when it appears, the - creature is pushed to one side of the wall (your choice). If a - creature would be surrounded on all sides by the wall (or the - wall and another solid surface), that creature can make a - Dexterity saving throw. On a success, it can use its reaction to - move up to its speed so that it is no longer enclosed by the - wall. - - - The wall can have any shape you desire, though it can’t occupy - the same space as a creature or object. The wall doesn’t need to - be vertical or rest on any firm foundation. It must, however, - merge with and be solidly supported by existing stone. Thus, you - can use this spell to bridge a chasm or create a ramp. - - - If you create a span greater than 20 feet in length, you must - halve the size of each panel to create supports. You can crudely - shape the wall to create crenellations, battlements, and so on. - - - The wall is an object made of stone that can be damaged and thus - breached. Each panel has AC 15 and 30 hit points per inch of - thickness. Reducing a panel to 0 hit points destroys it and - might cause connected panels to collapse at the GM’s discretion. - - - If you maintain your concentration on this spell for its whole - duration, the wall becomes permanent and can’t be dispelled. - Otherwise, the wall disappears when the spell ends. - -
-
- Wall of Thorns - - 6th-level conjuration - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S, M (a - handful of thorns) - - - Duration: Concentration, up - to 10 minutes - - - You create a wall of tough, pliable, tangled brush bristling - with needle-sharp thorns. The wall appears within range on a - solid surface and lasts for the duration. You choose to make the - wall up to 60 feet long, 10 feet high, and 5 feet thick or a - circle that has a 20-foot diameter and is up to 20 feet high and - 5 feet thick. The wall blocks line of sight. - - - When the wall appears, each creature within its area must make a - Dexterity saving throw. On a failed save, a creature takes 7d8 - piercing damage, or half as much damage on a successful save. - - - A creature can move through the wall, albeit slowly and - painfully. For every 1 foot a creature moves through the wall, - it must spend 4 feet of movement. Furthermore, the first time a - creature enters the wall on a turn or ends its turn there, the - creature must make a Dexterity saving throw. It takes 7d8 - slashing damage on a failed save, or half as much damage on a - successful one. - - - At Higher - Levels. When you cast this spell using a - spell slot of 7th level or higher, both types of damage increase - by 1d8 for each slot level above 6th. - -
-
- Warding Bond - - 2nd-level abjuration - - - Casting Time: 1 action - - - Range: Touch - - - Components: V, S, M (a pair - of platinum rings worth at least 50 gp each, which you and the - target must wear for the duration) - - - Duration: 1 hour - - - This spell wards a willing creature you touch and creates a - mystic connection between you and the target until the spell - ends. While the target is within 60 feet of you, it gains a +1 - bonus to AC and saving throws, and it has resistance to all - damage. Also, each time it takes damage, you take the same - amount of damage. - - - The spell ends if you drop to 0 hit points or if you and the - target become separated by more than 60 feet. It also ends if - the spell is cast again on either of the connected creatures. - You can also dismiss the spell as an action. - -
-
- Water Breathing - - 3rd-level transmutation (ritual) - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S, M (a short - reed or piece of straw) - - - Duration: 24 hours - - - This spell grants up to ten willing creatures you can see within - range the ability to breathe underwater until the spell ends. - Affected creatures also retain their normal mode of respiration. - -
-
- Water Walk - - 3rd-level transmutation (ritual) - - - Casting Time: 1 action - - - Range: 30 feet - - - Components: V, S, M (a piece - of cork) - - - Duration: 1 hour - - - This spell grants the ability to move across any liquid - surface-such as water, acid, mud, snow, quicksand, or lava-as if - it were harmless solid ground (creatures crossing molten lava - can still take damage from the heat). Up to ten willing - creatures you can see within range gain this ability for the - duration. - - - If you target a creature submerged in a liquid, the spell - carries the target to the surface of the liquid at a rate of 60 - feet per round. - -
-
- Web - - 2nd-level conjuration - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S, M (a bit of - spiderweb) - - - Duration: Concentration, up - to 1 hour - - - You conjure a mass of thick, sticky webbing at a point of your - choice within range. The webs fill a 20-foot cube from that - point for the duration. The webs are difficult terrain and - lightly obscure their area. - - - If the webs aren’t anchored between two solid masses (such as - walls or trees) or layered across a floor, wall, or ceiling, the - conjured web collapses on itself, and the spell ends at the - start of your next turn. Webs layered over a flat surface have a - depth of 5 feet. - - - Each creature that starts its turn in the webs or that enters - them during its turn must make a - - - Dexterity saving throw. On a failed save, the creature is - restrained as long as it remains in the webs or until it breaks - free. - - - A creature restrained by the webs can use its action to make a - Strength check against your spell save DC. If it succeeds, it is - no longer restrained. - - - The webs are flammable. Any 5-foot cube of webs exposed to fire - burns away in 1 round, dealing 2d4 fire damage to any creature - that starts its turn in the fire. - -
-
- Weird - - 9th-level illusion - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S - - - Duration: Concentration, up - to one minute - - - Drawing on the deepest fears of a group of creatures, you create - illusory creatures in their minds, visible only to them. Each - creature in a 30-foot radius sphere centered on a point of your - choice within range must make a Wisdom saving throw. On a failed - save, a creature becomes frightened for the duration. The - illusion calls on the creature’s deepest fears, manifesting its - worst nightmares as an implacable threat. At the end of each of - the frightened creature’s turns, it must succeed on a Wisdom - saving throw or take 4d10 psychic damage. On a successful save, - the spell ends for that creature. - -
-
- Wind Walk - - 6th-level transmutation - - - Casting Time: 1 minute - - - Range: 30 feet - - - Components: V, S, M (fire and - holy water) - - - Duration: 8 hours - - - You and up to ten willing creatures you can see within range - assume a gaseous form for the duration, appearing as wisps of - cloud. While in this cloud form, a creature has a flying speed - of 300 feet and has resistance to damage from nonmagical - weapons. The only actions a creature can take in this form are - the Dash action or to revert to its normal form. Reverting takes - 1 minute, during which time a creature is incapacitated and - can’t move. Until the spell ends, a creature can revert to cloud - form, which also requires the 1-minute transformation. - - - If a creature is in cloud form and flying when the effect ends, - the creature descends 60 feet per round for 1 minute until it - lands, which it does safely. If it can’t land after 1 minute, - the creature falls the remaining distance. - -
-
- Wind Wall - - 3rd-level evocation - - - Casting Time: 1 action - - - Range: 120 feet - - - Components: V, S, M (a tiny - fan and a feather of exotic origin) - - - Duration: Concentration, up - to 1 minute - - - A wall of strong wind rises from the ground at a point you - choose within range. You can make the wall up to 50 feet long, - 15 feet high, and 1 foot thick. You can shape the wall in any - way you choose so long as it makes one continuous path along the - ground. The wall lasts for the duration. - - - When the wall appears, each creature within its area must make a - Strength saving throw. A creature takes 3d8 bludgeoning damage - on a failed save, or half as much damage on a successful one. - - - The strong wind keeps fog, smoke, and other gases at bay. Small - or smaller flying creatures or objects can’t pass through the - wall. Loose, lightweight materials brought into the wall fly - upward. Arrows, bolts, and other ordinary projectiles launched - at targets behind the wall are deflected upward and - automatically miss. (Boulders hurled by giants or siege engines, - and similar projectiles, are unaffected.) Creatures in gaseous - form can’t pass through it. - -
-
- Wish - - 9th-level conjuration - - - Casting Time: 1 action - - - Range: Self - - - Components: V - - - Duration: Instantaneous - - - Wish is the mightiest spell a mortal - creature can cast. By simply speaking aloud, you can alter the - very foundations of reality in accord with your desires. - - - The basic use of this spell is to duplicate any other spell of - 8th level or lower. You don’t need to meet any requirements in - that spell, including costly components. The spell simply takes - effect. - - - Alternatively, you can create one of the following effects of - your choice: - - - - - You create one object of up to 25,000 gp in value that isn’t - a magic item. The object can be no more than 300 feet in any - dimension, and it appears in an unoccupied space you can see - on the ground. - - - - - You allow up to twenty creatures that you can see to regain - all hit points, and you end all effects on them described in - the greater restoration spell. - - - - - You grant up to ten creatures that you can see resistance to - a damage type you choose. - - - - - You grant up to ten creatures you can see immunity to a - single spell or other magical effect for 8 hours. For - instance, you could make yourself and all your companions - immune to a lich’s life drain attack. - - - - - You undo a single recent event by forcing a reroll of any - roll made within the last round (including your last turn). - Reality reshapes itself to accommodate the new result. For - example, a wish spell could undo an - opponent’s successful save, a foe’s critical hit, or a - friend’s failed save. You can force the reroll to be made - with advantage or disadvantage, and you can choose whether - to use the reroll or the original roll. - - - - - You might be able to achieve something beyond the scope of the - above examples. State your wish to the GM as precisely as - possible. The GM has great latitude in ruling what occurs in - such an instance; the greater the wish, the greater the - likelihood that something goes wrong. This spell might simply - fail, the effect you desire might only be partly achieved, or - you might suffer some unforeseen consequence as a result of how - you worded the wish. For example, wishing that a villain were - dead might propel you forward in time to a period when that - villain is no longer alive, effectively removing you from the - game. Similarly, wishing for a legendary magic item or artifact - might instantly transport you to the presence of the item’s - current owner. - - - The stress of casting this spell to produce any effect other - than duplicating another spell weakens you. After enduring that - stress, each time you cast a spell until you finish a long rest, - you take 1d10 necrotic damage per level of that spell. This - damage can’t be reduced or prevented in any way. In addition, - your Strength drops to 3, if it isn’t 3 or lower already, for - 2d4 days. For each of those days that you spend resting and - doing nothing more than light activity, your remaining recovery - time decreases by 2 days. Finally, there is a 33 percent chance - that you are unable to cast wish ever again - if you suffer this stress. - -
-
- Word of Recall - - 6th-level conjuration - - - Casting Time: 1 action - - - Range: 5 feet - - - Components: V - - - Duration: Instantaneous - - - You and up to five willing creatures within 5 feet of you - instantly teleport to a previously designated sanctuary. You and - any creatures that teleport with you appear in the nearest - unoccupied space to the spot you designated when you prepared - your sanctuary (see below). If you cast this spell without first - preparing a sanctuary, the spell has no effect. - - - You must designate a sanctuary by casting this spell within a - location, such as a temple, dedicated to or strongly linked to - your deity. If you attempt to cast the spell in this manner in - an area that isn’t dedicated to your deity, the spell has no - effect. - -
-
-
- Spells (X) - - -
-
- Spells (Y) - - -
-
- Spells (Z) -
- Zone of Truth - - 2nd-level enchantment - - - Casting Time: 1 action - - - Range: 60 feet - - - Components: V, S - - - Duration: 10 minutes - - - You create a magical zone that guards against deception in a - 15-foot radius sphere centered on a point of your choice within - range. Until the spell ends, a creature that enters the spell’s - area for the first time on a turn or starts its turn there must - make a Charisma saving throw. On a failed save, a creature can’t - speak a deliberate lie while in the radius. You know whether - each creature succeeds or fails on its saving throw. - - - An affected creature is aware of the spell and can thus avoid - answering questions to which it would normally respond with a - lie. Such a creature can be evasive in its answers as long as it - remains within the boundaries of the truth. - -
-
-
- GAMEMASTERING - - -
-
- Conditions - - Conditions alter a creature’s capabilities in a variety of ways - and can arise as a result of a spell, a class feature, a monster’s - attack, or other effect. Most conditions, such as blinded, are - impairments, but a few, such as invisible, can be advantageous. - - - A condition lasts either until it is countered (the prone - condition is countered by standing up, for example) or for a - duration specified by the effect that imposed the condition. - - - If multiple effects impose the same condition on a creature, each - instance of the condition has its own duration, but the - condition’s effects don’t get worse. A creature either has a - condition or doesn’t. - - - The following definitions specify what happens to a creature while - it is subjected to a condition. - -
- Blinded - - - - A blinded creature can’t see and automatically fails any - ability check that requires sight. - - - - - Attack rolls against the creature have advantage, and the - creature’s attack rolls have disadvantage. - - - -
-
- Charmed - - - - A charmed creature can’t attack the charmer or target the - charmer with harmful abilities or magical effects. - - - - - The charmer has advantage on any ability check to interact - socially with the creature. - - - -
-
- Deafened - - - - A deafened creature can’t hear and automatically fails any - ability check that requires hearing. - - - -
-
- Exhaustion - - Some special abilities and environmental hazards, such as - starvation and the long-term effects of freezing or scorching - temperatures, can lead to a special condition called exhaustion. - Exhaustion is measured in six levels. An effect can give a - creature one or more levels of exhaustion, as specified in the - effect’s description. - - - Table- Exhaustion Effects - - - - - - - - - Level - - - Effect - - - - - - - 1 - - - Disadvantage on ability checks - - - - - 2 - - - Speed halved - - - - - 3 - - - Disadvantage on attack rolls and saving throws - - - - - 4 - - - Hit point maximum halved - - - - - 5 - - - Speed reduced to 0 - - - - - 6 - - - Death - - - - - - - - - - - - - If an already exhausted creature suffers another effect that - causes exhaustion, its current level of exhaustion increases by - the amount specified in the effect’s description. - - - A creature suffers the effect of its current level of exhaustion - as well as all lower levels. For example, a creature suffering - level 2 exhaustion has its speed halved and has disadvantage on - ability checks. - - - An effect that removes exhaustion reduces its level as specified - in the effect’s description, with all exhaustion effects ending - if a creature’s exhaustion level is reduced below 1. - - - Finishing a long rest reduces a creature’s exhaustion level by - 1, provided that the creature has also ingested some food and - drink. Also, being raised from the dead reduces a creature’s - exhaustion level by 1. - -
-
- Frightened - - - - A frightened creature has disadvantage on ability checks and - attack rolls while the source of its fear is within line of - sight. - - - - - The creature can’t willingly move closer to the source of - its fear. - - - -
-
- Grappled - - - - A grappled creature’s speed becomes 0, and it can’t benefit - from any bonus to its speed. - - - - - The condition ends if the grappler is incapacitated (see the - condition). - - - - - The condition also ends if an effect removes the grappled - creature from the reach of the grappler or grappling effect, - such as when a creature is hurled away by the - thunder-wave spell. - - - -
-
- Incapacitated - - - - An incapacitated creature can’t take actions or reactions. - - - -
-
- Invisible - - - - An invisible creature is impossible to see without the aid - of magic or a special sense. For the purpose of hiding, the - creature is heavily obscured. The creature’s location can be - detected by any noise it makes or any tracks it leaves. - - - - - Attack rolls against the creature have disadvantage, and the - creature’s attack rolls have advantage. - - - -
-
- Paralyzed - - - - A paralyzed creature is incapacitated (see the condition) - and can’t move or speak. - - - - - The creature automatically fails Strength and Dexterity - saving throws. - - - - - Attack rolls against the creature have advantage. - - - - - Any attack that hits the creature is a critical hit if the - attacker is within 5 feet of the creature. - - - -
-
- Petrified - - - - A petrified creature is transformed, along with any - nonmagical object it is wearing or carrying, into a solid - inanimate substance (usually stone). Its weight increases by - a factor of ten, and it ceases aging. - - - - - The creature is incapacitated (see the condition), can’t - move or speak, and is unaware of its surroundings. - - - - - Attack rolls against the creature have advantage. - - - - - The creature automatically fails Strength and Dexterity - saving throws. - - - - - The creature has resistance to all damage. - - - - - The creature is immune to poison and disease, although a - poison or disease already in its system is suspended, not - neutralized. - - - -
-
- Poisoned - - - - A poisoned creature has disadvantage on attack rolls and - ability checks. - - - -
-
- Prone - - - - A prone creature’s only movement option is to crawl, unless - it stands up and thereby ends the condition. - - - - - The creature has disadvantage on attack rolls. - - - - - An attack roll against the creature has advantage if the - attacker is within 5 feet of the creature. Otherwise, the - attack roll has disadvantage. - - - -
-
- Restrained - - - - A restrained creature’s speed becomes 0, and it can’t - benefit from any bonus to its speed. - - - - - Attack rolls against the creature have advantage, and the - creature’s attack rolls have disadvantage. - - - - - The creature has disadvantage on Dexterity saving throws. - - - -
-
- Stunned - - - - A stunned creature is incapacitated (see the condition), - can’t move, and can speak only falteringly. - - - - - The creature automatically fails Strength and Dexterity - saving throws. - - - - - Attack rolls against the creature have advantage. - - - -
-
- Unconscious - - - - An unconscious creature is incapacitated (see the - condition), can’t move or speak, and is unaware of its - surroundings - - - - - The creature drops whatever it’s holding and falls prone. - - - - - The creature automatically fails Strength and Dexterity - saving throws. - - - - - Attack rolls against the creature have advantage. - - - - - Any attack that hits the creature is a critical hit if the - attacker is within 5 feet of the creature. - - - -
-
-
- Pantheons - - The Celtic, Egyptian, Greek, and Norse pantheons are fantasy - interpretations of historical religions from our world’s ancient - times. They include deities that are most appropriate for use in a - game, divorced from their historical context in the real world and - united into pantheons that serve the needs of the game. - -
- The Celtic Pantheon - - It’s said that something wild lurks in the heart of every soul, - a space that thrills to the sound of geese calling at night, to - the whispering wind through the pines, to the unexpected red of - mistletoe on an oak-and it is in this space that the Celtic gods - dwell. They sprang from the brook and stream, their might - heightened by the strength of the oak and the beauty of the - woodlands and open moor. When the first forester dared put a - name to the face seen in the bole of a tree or the voice - babbling in a brook, these gods forced themselves into being. - - - The Celtic gods are as often served by druids as by clerics, for - they are closely aligned with the forces of nature that druids - revere. - - - Table- Celtic Deities - - - - - - - - - - - Deity - - - Alignment - - - Suggested Domains - - - Symbol - - - - - - - The Daghdha, god of weather and crops - - - CG - - - Nature, Trickery - - - Bubbling cauldron or shield - - - - - Arawn, god of life and death - - - NE - - - Life, Death - - - Black star on gray background - - - - - Belenus, god of sun, light, and warmth - - - NG - - - Light - - - Solar disk and standing stones - - - - - Brigantia, goddess of rivers and livestock - - - NG - - - Life - - - Footbridge - - - - - Diancecht, god of medicine and healing - - - LG - - - Life - - - Crossed oak and mistletoe branches - - - - - Dunatis, god of mountains and peaks - - - N - - - Nature - - - Red sun-capped mountain peak - - - - - Goibhniu, god of smiths and healing - - - NG - - - Knowledge, Life - - - Giant mallet over sword - - - - - Lugh, god of arts, travel, and commerce - - - CN - - - Knowledge, Life - - - Pair of long hands - - - - - Manannan mac Lir, god of oceans and sea creatures - - - LN - - - Nature, Tempest - - - Wave of white water on green - - - - - Math Mathonwy, god of magic - - - NE - - - Knowledge - - - Staff - - - - - Morrigan, goddess of battle - - - CE - - - War - - - Two crossed spears - - - - - Nuada, god of war and warriors - - - N - - - War - - - Silver hand on black background - - - - - Oghma, god of speech and writing - - - NG - - - Knowledge - - - Unfurled scroll - - - - - Silvanus, god of nature and forests - - - N - - - Nature - - - Summer oak tree - - - - - - - - - - - - - - - -
-
- The Greek Pantheon - - The gods of Olympus make themselves known with the gentle lap of - waves against the shores and the crash of the thunder among the - cloud-enshrouded peaks. The thick boar-infested woods and the - sere, olive-covered hillsides hold evidence of their passing. - Every aspect of nature echoes with their presence, and they’ve - made a place for themselves inside the human heart, too. - - - Table- Greek Deities - - - - - - - - - - - Deity - - - Alignment - - - Suggested Domains - - - Symbol - - - - - - - Zeus, god of the sky, ruler of the gods - - - N - - - Tempest - - - Fist full of lightning bolts - - - - - Aphrodite, goddess of love and beauty - - - CG - - - Light - - - Sea shell - - - - - Apollo, god of light, music, and healing - - - CG - - - Knowledge, Life, Light - - - Lyre - - - - - Ares, god of war and strife - - - CE - - - War - - - Spear - - - - - Artemis, goddess of hunting and childbirth - - - NG - - - Life, Nature - - - Bow and arrow on lunar disk - - - - - Athena, goddess of wisdom and civilization - - - LG - - - Knowledge, War - - - Owl - - - - - Demeter, goddess of agriculture - - - NG - - - Life - - - Mare’s head - - - - - Dionysus, god of mirth and wine - - - CN - - - Life - - - Thyrsus (staff tipped with pine cone) - - - - - Hades, god of the underworld - - - LE - - - Death - - - Black ram - - - - - Hecate, goddess of magic and the moon - - - CE - - - Knowledge, Trickery - - - Setting moon - - - - - Hephaestus, god of smithing and craft - - - NG - - - Knowledge - - - Hammer and anvil - - - - - Hera, goddess of marriage and intrigue - - - CN - - - Trickery - - - Fan of peacock feathers - - - - - Hercules, god of strength and adventure - - - CG - - - Tempest, War - - - Lion’s head - - - - - Hermes, god of travel and commerce - - - CG - - - Trickery - - - Caduceus (winged staff and serpents) - - - - - Hestia, goddess of home and family - - - NG - - - Life - - - Hearth - - - - - Nike, goddess of victory - - - LN - - - War - - - Winged woman - - - - - Pan, god of nature - - - CN - - - Nature - - - Syrinx (pan pipes) - - - - - Poseidon, god of the sea and earthquakes - - - CN - - - Tempest - - - Trident - - - - - Tyche, goddess of good fortune - - - N - - - Trickery - - - Red pentagram - - - - - - - - - - - - - - - -
-
- The Egyptian Pantheon - - These gods are a young dynasty of an ancient divine family, - heirs to the rulership of the cosmos and the maintenance of the - divine principle of Ma’at-the fundamental order of truth, - justice, law, and order that puts gods, mortal pharaohs, and - ordinary men and women in their logical and rightful place in - the universe. - - - The Egyptian pantheon is unusual in having three gods - responsible for death, each with different alignments. Anubis is - the lawful neutral god of the afterlife, who judges the souls of - the dead. Set is a chaotic evil god of murder, perhaps best - known for killing his brother Osiris. And Nephthys is a chaotic - good goddess of mourning. - - - Table- Egyptian Deities - - - - - - - - - - - Deity - - - Alignment - - - Suggested Domains - - - Symbol - - - - - - - Re-Horakhty, god of the sun, ruler of the gods - - - LG - - - Life, Light - - - Solar disk encircled by serpent - - - - - Anubis, god of judgment and death - - - LN - - - Death - - - Black jackal - - - - - Apep, god of evil, fire, and serpents - - - NE - - - Trickery - - - Flaming snake - - - - - Bast, goddess of cats and vengeance - - - CG - - - War - - - Cat - - - - - Bes, god of luck and music - - - CN - - - Trickery - - - Image of the misshapen deity - - - - - Hathor, goddess of love, music, and motherhood - - - NG - - - Life, Light - - - Horned cowʼs head with lunar disk - - - - - Imhotep, god of crafts and medicine - - - NG - - - Knowledge - - - Step pyramid - - - - - Isis, goddess of fertility and magic - - - NG - - - Knowledge, Life - - - Ankh and star - - - - - Nephthys, goddess of death and grief - - - CG - - - Death - - - Horns around a lunar disk - - - - - Osiris, god of nature and the underworld - - - LG - - - Life, Nature - - - Crook and flail - - - - - Ptah, god of crafts, knowledge, and secrets - - - LN - - - Knowledge - - - Bull - - - - - Set, god of darkness and desert storms - - - CE - - - Death, Tempest, Trickery - - - Coiled cobra - - - - - Sobek, god of water and crocodiles - - - LE - - - Nature, Tempest - - - Crocodile head with horns and plumes - - - - - Thoth, god of knowledge and wisdom - - - N - - - Knowledge - - - Ibis - - - - - - - - - - - - - - - -
-
- The Norse Pantheon - - Where the land plummets from the snowy hills into the icy fjords - below, where the longboats draw up on to the beach, where the - glaciers flow forward and retreat with every fall and - spring-this is the land of the Vikings, the home of the Norse - pantheon. It’s a brutal clime, and one that calls for brutal - living. The warriors of the land have had to adapt to the harsh - conditions in order to survive, but they haven’t been too - twisted by the needs of their environment. Given the necessity - of raiding for food and wealth, it’s surprising the mortals - turned out as well as they did. Their powers reflect the need - these warriors had for strong leadership and decisive action. - Thus, they see their deities in every bend of a river, hear them - in the crash of the thunder and the booming of the glaciers, and - smell them in the smoke of a burning longhouse. - - - The Norse pantheon includes two main families, the Aesir - (deities of war and destiny) and the Vanir (gods of fertility - and prosperity). Once enemies, these two families are now - closely allied against their common enemies, the giants - (including the gods Surtur and Thrym). - - - Table- Norse Deities - - - - - - - - - - - Deity - - - Alignment - - - Suggested Domains - - - Symbol - - - - - - - Odin, god of knowledge and war - - - NG - - - Knowledge, War - - - Watching blue eye - - - - - Aegir, god of the sea and storms - - - NE - - - Tempest - - - Rough ocean waves - - - - - Balder, god of beauty and poetry - - - NG - - - Life, Light - - - Gem-encrusted silver chalice - - - - - Forseti, god of justice and law - - - N - - - Light - - - Head of a bearded man - - - - - Frey, god of fertility and the sun - - - NG - - - Life, Light - - - Ice-blue greatsword - - - - - Freya, goddess of fertility and love - - - NG - - - Life - - - Falcon - - - - - Frigga, goddess of birth and fertility - - - N - - - Life, Light - - - Cat - - - - - Heimdall, god of watchfulness and loyalty - - - LG - - - Light, War - - - Curling musical horn - - - - - Hel, goddess of the underworld - - - NE - - - Death - - - Woman’s face, rotting on one side - - - - - Hermod, god of luck - - - CN - - - Trickery - - - Winged scroll - - - - - Loki, god of thieves and trickery - - - CE - - - Trickery - - - Flame - - - - - Njord, god of sea and wind - - - NG - - - Nature, Tempest - - - Gold coin - - - - - Odur, god of light and the sun - - - CG - - - Light - - - Solar disk - - - - - Sif, goddess of war - - - CG - - - War - - - Upraised sword - - - - - Skadi, god of earth and mountains - - - N - - - Nature - - - Mountain peak - - - - - Surtur, god of fire giants and war - - - LE - - - War - - - Flaming sword - - - - - Thor, god of storms and thunder - - - CG - - - Tempest, War - - - Hammer - - - - - Thrym, god of frost giants and cold - - - CE - - - War - - - White double-bladed axe - - - - - Tyr, god of courage and strategy - - - LN - - - Knowledge, War - - - Sword - - - - - Uller, god of hunting and winter - - - CN - - - Nature - - - Longbow - - - - - - - - - - - - - - - -
-
-
- Planes - - The cosmos teems with a multitude of worlds as well as myriad - alternate dimensions of reality, called the - planes of existence. It - encompasses every world where GMs run their adventures, all within - the relatively mundane realm of the Material Plane. Beyond that - plane are domains of raw elemental matter and energy, realms of - pure thought and ethos, the homes of demons and angels, and the - dominions of the gods. - - - Many spells and magic items can draw energy from these planes, - summon the creatures that dwell there, communicate with their - denizens, and allow adventurers to travel there. As your character - achieves greater power and higher levels, you might walk on - streets made of solid fire or test your mettle on a battlefield - where the fallen are resurrected with each dawn. - -
- The Material Plane - - The Material Plane is the nexus where the philosophical and - elemental forces that define the other planes collide in the - jumbled existence of mortal life and mundane matter. All fantasy - gaming worlds exist within the Material Plane, making it the - starting point for most campaigns and adventures. The rest of - the multiverse is defined in relation to the Material Plane. - - - The worlds of the Material Plane are infinitely diverse, for - they reflect the creative imagination of the GMs who set their - games there, as well as the players whose heroes adventure - there. They include magic-wasted desert planets and - island-dotted water worlds, worlds where magic combines with - advanced technology and others trapped in an endless Stone Age, - worlds where the gods walk and places they have abandoned. - -
-
- Beyond the Material - - Beyond the Material Plane, the various planes of existence are - realms of myth and mystery. They’re not simply other worlds, but - different qualities of being, formed and governed by spiritual - and elemental principles abstracted from the ordinary world. - -
- Planar Travel - - When adventurers travel into other planes of existence, they - are undertaking a legendary journey across the thresholds of - existence to a mythic destination where they strive to - complete their quest. Such a journey is the stuff of legend. - Braving the realms of the dead, seeking out the celestial - servants of a deity, or bargaining with an efreeti in its home - city will be the subject of song and story for years to come. - - - Travel to the planes beyond the Material Plane can be - accomplished in two ways: by casting a spell or by using a - planar portal. - - - Spells. - A number of spells allow direct or indirect access to other - planes of existence. Plane shift and - gate can transport adventurers directly - to any other plane of existence, with different degrees of - precision. Etherealness allows - adventurers to enter the Ethereal Plane and travel from there - to any of the planes it touches-such as the Elemental Planes. - And the astral projection spell lets - adventurers project themselves into the Astral Plane and - travel to the Outer Planes. - - - Portals. - A portal is a general term for a stationary interplanar - connection that links a specific location on one plane to a - specific location on another. Some portals are like doorways, - a clear window, or a fog- shrouded passage, and simply - stepping through it effects the interplanar travel. Others are - locations- circles of standing stones, soaring towers, sailing - ships, or even whole towns-that exist in multiple planes at - once or flicker from one plane to another in turn. Some are - vortices, typically joining an Elemental Plane with a very - similar location on the Material Plane, such as the heart of a - volcano (leading to the Plane of Fire) or the depths of the - ocean (to the Plane of Water). - -
-
- Transitive Planes - - The Ethereal Plane and the Astral Plane are called the - Transitive Planes. They are mostly featureless realms that - serve primarily as ways to travel from one plane to another. - Spells such as etherealness and - astral projection allow characters to - enter these planes and traverse them to reach the planes - beyond. - - - The Ethereal Plane is a - misty, fog-bound dimension that is sometimes described as a - great ocean. Its shores, called the Border Ethereal, overlap - the Material Plane and the Inner Planes, so that every - location on those planes has a corresponding location on the - Ethereal Plane. Certain creatures can see into the Border - Ethereal, and the see invisibility and - true seeing spell grant that ability. - Some magical effects also extend from the Material Plane into - the Border Ethereal, particularly effects that use force - energy such as forcecage and - wall of force. The depths of the plane, - the Deep Ethereal, are a region of swirling mists and colorful - fogs. - - - The Astral Plane is the - realm of thought and dream, where visitors travel as - disembodied souls to reach the planes of the divine and - demonic. It is a great, silvery sea, the same above and below, - with swirling wisps of white and gray streaking among motes of - light resembling distant stars. Erratic whirlpools of color - flicker in midair like spinning coins. Occasional bits of - solid matter can be found here, but most of the Astral Plane - is an endless, open domain. - -
-
- Inner Planes - - The Inner Planes surround and enfold the Material Plane and - its echoes, providing the raw elemental substance from which - all the worlds were made. The four - Elemental Planes - Air, - Earth, Fire, and Water - form a ring around the Material - Plane, suspended within the churning - Elemental Chaos. - - - At their innermost edges, where they are closest to the - Material Plane (in a conceptual if not a literal geographical - sense), the four Elemental Planes resemble a world in the - Material Plane. The four elements mingle together as they do - in the Material Plane, forming land, sea, and sky. Farther - from the Material Plane, though, the Elemental Planes are both - alien and hostile. Here, the elements exist in their purest - form-great expanses of solid earth, blazing fire, - crystal-clear water, and unsullied air. These regions are - little-known, so when discussing the Plane of Fire, for - example, a speaker usually means just the border region. At - the farthest extents of the Inner Planes, the pure elements - dissolve and bleed together into an unending tumult of - clashing energies and colliding substance, the Elemental - Chaos. - -
-
- Outer Planes - - If the Inner Planes are the raw matter and energy that makes - up the multiverse, the Outer Planes are the direction, thought - and purpose for such construction. Accordingly, many sages - refer to the Outer Planes as divine planes, spiritual planes, - or godly planes, for the Outer Planes are best known as the - homes of deities. - - - When discussing anything to do with deities, the language used - must be highly metaphorical. Their actual homes are not - literally places at all, but exemplify the idea - that the Outer Planes are realms of thought and spirit. As - with the Elemental Planes, one can imagine the perceptible - part of the Outer Planes as a sort of border region, while - extensive spiritual regions lie beyond ordinary sensory - experience. - - - Even in those perceptible regions, appearances can be - deceptive. Initially, many of the Outer Planes appear - hospitable and familiar to natives of the Material Plane. But - the landscape can change at the whims of the powerful forces - that live on the Outer Planes. The desires of the mighty - forces that dwell on these planes can remake them completely, - effectively erasing and rebuilding existence itself to better - fulfill their own needs. - - - Distance is a virtually meaningless concept on the Outer - Planes. The perceptible regions of the planes often seem quite - small, but they can also stretch on to what seems like - infinity. It might be possible to take a guided tour of the - Nine Hells, from the first layer to the ninth, in a single - day-if the powers of the Hells desire it. Or it could take - weeks for travelers to make a grueling trek across a single - layer. - - - The most well-known Outer Planes are a group of sixteen planes - that correspond to the eight alignments (excluding neutrality) - and the shades of distinction between them. - -
- Outer Planes - - The planes with some element of good in their nature are - called the Upper Planes. - Celestial creatures such as angels and pegasi dwell in the - Upper Planes. Planes with some element of evil are the - Lower Planes. Fiends such - as demons and devils dwell in the Lower Planes. A plane’s - alignment is its essence, and a character whose alignment - doesn’t match the plane’s experiences a profound sense of - dissonance there. When a good creature visits Elysium, for - example (a neutral good Upper Plane), it feels in tune with - the plane, but an evil creature feels out of tune and more - than a little uncomfortable. - -
-
- Demiplanes - - Demiplanes are small extradimensional spaces with their own - unique rules. They are pieces of reality that don’t seem to - fit anywhere else. Demiplanes come into being by a variety - of means. Some are created by spells, such as - demiplane, or generated at the desire - of a powerful deity or other force. They may exist - naturally, as a fold of existing reality that has been - pinched off from the rest of the multiverse, or as a baby - universe growing in power. A given demiplane can be entered - through a single point where it touches another plane. - Theoretically, a plane shift spell can - also carry travelers to a demiplane, but the proper - frequency required for the tuning fork is extremely hard to - acquire. The gate spell is more - reliable, assuming the caster knows of the demiplane. - -
-
-
-
-
- Situational Rules -
- Traps - - Traps can be found almost anywhere. One wrong step in an ancient - tomb might trigger a series of scything blades, which cleave - through armor and bone. The seemingly innocuous vines that hang - over a cave entrance might grasp and choke anyone who pushes - through them. A net hidden among the trees might drop on - travelers who pass underneath. In a fantasy game, unwary - adventurers can fall to their deaths, be burned alive, or fall - under a fusillade of poisoned darts. - - - A trap can be either mechanical or magical in nature. - Mechanical traps include - pits, arrow traps, falling blocks, water-filled rooms, whirling - blades, and anything else that depends on a mechanism to - operate. Magic traps are - either magical device traps or spell traps. Magical device traps - initiate spell effects when activated. Spell traps are spells - such as glyph of warding and - symbol that function as traps. - -
- Traps in Play - - When adventurers come across a trap, you need to know how the - trap is triggered and what it does, as well as the possibility - for the characters to detect the trap and to disable or avoid - it. - -
- Triggering a Trap - - Most traps are triggered when a creature goes somewhere or - touches something that the trap’s creator wanted to protect. - Common triggers include stepping on a pressure plate or a - false section of floor, pulling a trip wire, turning a - doorknob, and using the wrong key in a lock. Magic traps are - often set to go off when a creature enters an area or - touches an object. Some magic traps (such as the - glyph of warding spell) have more - complicated trigger conditions, including a password that - prevents the trap from activating. - -
-
- Detecting and Disabling a Trap - - Usually, some element of a trap is visible to careful - inspection. Characters might notice an uneven flagstone that - conceals a pressure plate, spot the gleam of light off a - trip wire, notice small holes in the walls from which jets - of flame will erupt, or otherwise detect something that - points to a trap’s presence. - - - A trap’s description specifies the checks and DCs needed to - detect it, disable it, or both. A character actively looking - for a trap can attempt a Wisdom (Perception) check against - the trap’s DC. You can also compare the DC to detect the - trap with each character’s passive Wisdom (Perception) score - to determine whether anyone in the party notices the trap in - passing. If the adventurers detect a trap before triggering - it, they might be able to disarm it, either permanently or - long enough to move past it. You might call for an - Intelligence (Investigation) check for a character to deduce - what needs to be done, followed by a Dexterity check using - thieves’ tools to perform the necessary sabotage. - - - Any character can attempt an Intelligence (Arcana) check to - detect or disarm a magic trap, in addition to any other - checks noted in the trap’s description. The DCs are the same - regardless of the check used. In addition, dispel - magic has a chance of disabling most magic traps. - A magic trap’s description provides the DC for the ability - check made when you use dispel magic. - - - In most cases, a trap’s description is clear enough that you - can adjudicate whether a character’s actions locate or foil - the trap. As with many situations, you shouldn’t allow die - rolling to override clever play and good planning. Use your - common sense, drawing on the trap’s description to determine - what happens. No trap’s design can anticipate every possible - action that the characters might attempt. - - - You should allow a character to discover a trap without - making an ability check if an action would clearly reveal - the trap’s presence. For example, if a character lifts a rug - that conceals a pressure plate, the character has found the - trigger and no check is required. - - - Foiling traps can be a little more complicated. Consider a - trapped treasure chest. If the chest is opened without first - pulling on the two handles set in its sides, a mechanism - inside fires a hail of poison needles toward anyone in front - of it. After inspecting the chest and making a few checks, - the characters are still unsure if it’s trapped. Rather than - simply open the chest, they prop a shield in front of it and - push the chest open at a distance with an iron rod. In this - case, the trap still triggers, but the hail of needles fires - harmlessly into the shield. - - - Traps are often designed with mechanisms that allow them to - be disarmed or bypassed. Intelligent monsters that place - traps in or around their lairs need ways to get past those - traps without harming themselves. Such traps might have - hidden levers that disable their triggers, or a secret door - might conceal a passage that goes around the trap. - -
-
- Trap Effects - - The effects of traps can range from inconvenient to deadly, - making use of elements such as arrows, spikes, blades, - poison, toxic gas, blasts of fire, and deep pits. The - deadliest traps combine multiple elements to kill, injure, - contain, or drive off any creature unfortunate enough to - trigger them. A trap’s description specifies what happens - when it is triggered. - - - The attack bonus of a trap, the save DC to resist its - effects, and the damage it deals can vary depending on the - trap’s severity. Use the Trap Save DCs and Attack Bonuses - table and the Damage Severity by Level table for suggestions - based on three levels of trap severity. - - - A trap intended to be a - setback is unlikely to - kill or seriously harm characters of the indicated levels, - whereas a dangerous trap - is likely to seriously injure (and potentially kill) - characters of the indicated levels. A - deadly trap is likely to - kill characters of the indicated levels. - - - Table- Trap Dangers - - - - - - - - - - Trap Danger - - - Save DC - - - Attack Bonus - - - - - - - Setback - - - 10-11 - - - +3 to +5 - - - - - Dangerous - - - 12-15 - - - +6 to +8 - - - - - Deadly - - - 16-20 - - - +9 to +12 - - - - - - - - - - - - - - - Table- Trap Severity - - - - - - - - - - - Character Level - - - Setback - - - Dangerous - - - Deadly - - - - - - - 1st-4th - - - 1d10 - - - 2d10 - - - 4d10 - - - - - 5th-10th - - - 2d10 - - - 4d10 - - - 10d10 - - - - - 11th-16th - - - 4d10 - - - 10d10 - - - 18d10 - - - - - 17th-20th - - - 10d10 - - - 18d10 - - - 24d10 - - - - - - - - - - - - - - - -
-
- Complex Traps - - Complex traps work like standard traps, except once - activated they execute a series of actions each round. A - complex trap turns the process of dealing with a trap into - something more like a combat encounter. - - - When a complex trap activates, it rolls initiative. The - trap’s description includes an initiative bonus. On its - turn, the trap activates again, often taking an action. It - might make successive attacks against intruders, create an - effect that changes over time, or otherwise produce a - dynamic challenge. Otherwise, the complex trap can be - detected and disabled or bypassed in the usual ways. - - - For example, a trap that causes a room to slowly flood works - best as a complex trap. On the trap’s turn, the water level - rises. After several rounds, the room is completely flooded. - -
-
-
- Sample Traps - - The magical and mechanical traps presented here vary in - deadliness and are presented in alphabetical order. - -
- Collapsing Roof - - Mechanical trap - - - This trap uses a trip wire to collapse the supports keeping - an unstable section of a ceiling in place. - - - The trip wire is 3 inches off the ground and stretches - between two support beams. The DC to spot the trip wire is - 10. A successful DC 15 Dexterity check using thieves’ tools - disables the trip wire harmlessly. A character without - thieves’ tools can attempt this check with disadvantage - using any edged weapon or edged tool. On a failed check, the - trap triggers. - - - Anyone who inspects the beams can easily determine that they - are merely wedged in place. As an action, a character can - knock over a beam, causing the trap to trigger. - - - The ceiling above the trip wire is in bad repair, and anyone - who can see it can tell that it’s in danger of collapse. - - - When the trap is triggered, the unstable ceiling collapses. - Any creature in the area beneath the unstable section must - succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) - bludgeoning damage on a failed save, or half as much damage - on a successful one. Once the trap is triggered, the floor - of the area is filled with rubble and becomes difficult - terrain. - -
-
- Falling Net - - Mechanical trap - - - This trap uses a trip wire to release a net suspended from - the ceiling. - - - The trip wire is 3 inches off the ground and stretches - between two columns or trees. The net is hidden by cobwebs - or foliage. The DC to spot the trip wire and net is 10. A - successful DC 15 Dexterity check using thieves’ tools breaks - the trip wire harmlessly. A character without thieves’ tools - can attempt this check with disadvantage using any edged - weapon or edged tool. On a failed check, the trap triggers. - - - When the trap is triggered, the net is released, covering a - 10-foot square area. Those in the area are trapped under the - net and restrained, and those that fail a DC 10 Strength - saving throw are also knocked prone. A creature can use its - action to make a DC 10 - - - Strength check, freeing itself or another creature within - its reach on a success. The net has AC 10 and 20 hit points. - Dealing 5 slashing damage to the net (AC 10) destroys a - 5-foot square section of it, freeing any creature trapped in - that section. - -
-
- Fire-Breathing Statue - - Magic trap - - - This trap is activated when an intruder steps on a hidden - pressure plate, releasing a magical gout of flame from a - nearby statue. The statue can be of anything, including a - dragon or a wizard casting a spell. - - - The DC is 15 to spot the pressure plate, as well as faint - scorch marks on the floor and walls. A spell or other effect - that can sense the presence of magic, such as - detect magic, reveals an aura of - evocation magic around the statue. - - - The trap activates when more than 20 pounds of weight is - placed on the pressure plate, causing the statue to release - a 30-foot cone of fire. Each creature in the fire must make - a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage - on a failed save, or half as much damage on a successful - one. - - - Wedging an iron spike or other object under the pressure - plate prevents the trap from activating. A successful - dispel magic (DC 13) cast on the statue - destroys the trap. - -
-
- Pits - - Mechanical trap - - - Four basic pit traps are presented here. - - - Simple - Pit. A simple pit trap is a hole dug - in the ground. The hole is covered by a large cloth anchored - on the pit’s edge and camouflaged with dirt and debris. - - - The DC to spot the pit is 10. Anyone stepping on the cloth - falls through and pulls the cloth down into the pit, taking - damage based on the pit’s depth (usually 10 feet, but some - pits are deeper). - - - Hidden - Pit. This pit has a cover constructed - from material identical to the floor around it. - - - A successful DC 15 Wisdom (Perception) check discerns an - absence of foot traffic over the section of floor that forms - the pit’s cover. A successful DC 15 Intelligence - (Investigation) check is necessary to confirm that the - trapped section of floor is actually the cover of a pit. - - - When a creature steps on the cover, it swings open like a - trapdoor, causing the intruder to spill into the pit below. - The pit is usually 10 or 20 feet deep but can be deeper. - - - Once the pit trap is detected, an iron spike or similar - object can be wedged between the pit’s cover and the - surrounding floor in such a way as to prevent the cover from - opening, thereby making it safe to cross. The cover can also - be magically held shut using the arcane - lock spell or similar magic. - - - Locking - Pit. This pit trap is identical to a - hidden pit trap, with one key exception: the trap door that - covers the pit is spring-loaded. After a creature falls into - the pit, the cover snaps shut to trap its victim inside. - - - A successful DC 20 Strength check is necessary to pry the - cover open. The cover can also be smashed open. A character - in the pit can also attempt to disable the spring mechanism - from the inside with a DC 15 Dexterity check using thieves’ - tools, provided that the mechanism can be reached and the - character can see. In some cases, a mechanism (usually - hidden behind a secret door nearby) opens the pit. - - - Spiked - Pit. This pit trap is a simple, - hidden, or locking pit trap with sharpened wooden or iron - spikes at the bottom. A creature falling into the pit takes - 11 (2d10) piercing damage from the spikes, in addition to - any falling damage. Even nastier versions have poison - smeared on the spikes. In that case, anyone taking piercing - damage from the spikes must also make a DC 13 Constitution - saving throw, taking an 22 (4d10) poison damage on a failed - save, or half as much damage on a successful one. - -
-
- Poison Darts - - Mechanical trap - - - When a creature steps on a hidden pressure plate, - poison-tipped darts shoot from spring-loaded or pressurized - tubes cleverly embedded in the surrounding walls. An area - might include multiple pressure plates, each one rigged to - its own set of darts. - - - The tiny holes in the walls are obscured by dust and - cobwebs, or cleverly hidden amid bas-reliefs, murals, or - frescoes that adorn the walls. The DC to spot them is 15. - With a successful DC 15 Intelligence (Investigation) check, - a character can deduce the presence of the pressure plate - from variations in the mortar and stone used to create it, - compared to the surrounding floor. Wedging an iron spike or - other object under the pressure plate prevents the trap from - activating. Stuffing the holes with cloth or wax prevents - the darts contained within from launching. - - - The trap activates when more than 20 pounds of weight is - placed on the pressure plate, releasing four darts. Each - dart makes a ranged attack with a +8 - - - bonus against a random target within 10 feet of the pressure - plate (vision is irrelevant to this attack roll). (If there - are no targets in the area, the darts don’t hit anything.) A - target that is hit takes 2 (1d4) piercing damage and must - succeed on a DC 15 Constitution saving throw, taking 11 - (2d10) poison damage on a failed save, or half as much - damage on a successful one. - -
-
- Poison Needle - - Mechanical trap - - - A poisoned needle is hidden within a treasure chest’s lock, - or in something else that a creature might open. Opening the - chest without the proper key causes the needle to spring - out, delivering a dose of poison. - - - When the trap is triggered, the needle extends 3 inches - straight out from the lock. A creature within range takes 1 - piercing damage and 11 (2d10) poison damage, and must - succeed on a DC 15 Constitution saving throw or be poisoned - for 1 hour. - - - A successful DC 20 Intelligence (Investigation) check allows - a character to deduce the trap’s presence from alterations - made to the lock to accommodate the needle. A successful DC - 15 Dexterity check using thieves’ tools disarms the trap, - removing the needle from the lock. Unsuccessfully attempting - to pick the lock triggers the trap. - -
-
- Rolling Sphere - - Mechanical trap - - - When 20 or more pounds of pressure are placed on this trap’s - pressure plate, a hidden trapdoor in the ceiling opens, - releasing a 10-foot diameter rolling sphere of solid stone. - - - With a successful DC 15 Wisdom (Perception) check, a - character can spot the trapdoor and pressure plate. A search - of the floor accompanied by a successful DC 15 Intelligence - (Investigation) check reveals variations in the mortar and - stone that betray the pressure plate’s presence. The same - check made while inspecting the ceiling notes variations in - the stonework that reveal the trapdoor. Wedging an iron - spike or other object under the pressure plate prevents the - trap from activating. - - - Activation of the sphere requires all creatures present to - roll initiative. The sphere rolls initiative with a +8 - bonus. On its turn, it moves 60 feet in a straight line. The - sphere can move through creatures’ spaces, and creatures can - move through its space, treating it as difficult terrain. - Whenever the sphere enters a creature’s space or a creature - enters its space while it’s rolling, that creature must - succeed on a DC 15 Dexterity saving throw or take 55 (10d10) - bludgeoning damage and be knocked prone. - - - The sphere stops when it hits a wall or similar barrier. It - can’t go around corners, but smart dungeon builders - incorporate gentle, curving turns into nearby passages that - allow the sphere to keep moving. - - - As an action, a creature within 5 feet of the sphere can - attempt to slow it down with a DC 20 Strength check. On a - successful check, the sphere’s speed is reduced by 15 feet. - If the sphere’s speed drops to 0, it stops moving and is no - longer a threat. - -
-
- Sphere of Annihilation - - Magic trap - - - Magical, impenetrable darkness fills the gaping mouth of a - stone face carved into a wall. The mouth is 2 feet in - diameter and roughly circular. No sound issues from it, no - light can illuminate the inside of it, and any matter that - enters it is instantly obliterated. - - - A successful DC 20 Intelligence (Arcana) check reveals that - the mouth contains a sphere of - annihilation that can’t be controlled or moved. - It is otherwise identical to a normal sphere of - annihilation. - - - Some versions of the trap include an enchantment placed on - the stone face, such that specified creatures feel an - overwhelming urge to approach it and crawl inside its mouth. - This effect is otherwise like the sympathy aspect of the - antipathy/sympathy spell. A successful - dispel magic (DC 18) removes this - enchantment. - -
-
-
-
- Diseases - - A plague ravages the kingdom, setting the adventurers on a quest - to find a cure. An adventurer emerges from an ancient tomb, - unopened for centuries, and soon finds herself suffering from a - wasting illness. A warlock offends some dark power and contracts - a strange affliction that spreads whenever he casts spells. - - - A simple outbreak might amount to little more than a small drain - on party resources, curable by a casting of lesser - restoration. A more complicated outbreak can form the - basis of one or more adventures as characters search for a cure, - stop the spread of the disease, and deal with the consequences. - - - A disease that does more than infect a few party members is - primarily a plot device. The rules help describe the effects of - the disease and how it can be cured, but the specifics of how a - disease works aren’t bound by a common set of rules. Diseases - can affect any creature, and a given illness might or might not - pass from one race or kind of creature to another. A plague - might affect only constructs or undead, or sweep through a - halfling neighborhood but leave other races untouched. What - matters is the story you want to tell. - -
- Sample Diseases - - The diseases here illustrate the variety of ways disease can - work in the game. Feel free to alter the saving throw DCs, - incubation times, symptoms, and other characteristics of these - diseases to suit your campaign. - -
- Cackle Fever - - This disease targets humanoids, although gnomes are - strangely immune. While in the grips of this disease, - victims frequently succumb to fits of mad laughter, giving - the disease its common name and its morbid nickname: - the shrieks. - - - Symptoms manifest 1d4 hours after infection and include - fever and disorientation. The infected creature gains one - level of exhaustion that can’t be removed until the disease - is cured. - - - Any event that causes the infected creature great - stress-including entering combat, taking damage, - experiencing fear, or having a nightmare-forces the creature - to make a DC 13 Constitution saving throw. On a failed save, - the creature takes 5 (1d10) psychic damage and becomes - incapacitated with mad laughter for 1 minute. The creature - can repeat the saving throw at the end of each of its turns, - ending the mad laughter and the incapacitated condition on a - success. - - - Any humanoid creature that starts its turn within 10 feet of - an infected creature in the throes of mad laughter must - succeed on a DC 10 Constitution saving throw or also become - infected with the disease. Once a creature succeeds on this - save, it is immune to the mad laughter of that particular - infected creature for 24 hours. - - - At the end of each long rest, an infected creature can make - a DC 13 Constitution saving throw. On a successful save, the - DC for this save and for the save to avoid an attack of mad - laughter drops by 1d6. When the saving throw DC drops to 0, - the creature recovers from the disease. A creature that - fails three of these saving throws gains a randomly - determined form of indefinite madness, as described later in - this chapter. - -
-
- Sewer Plague - - Sewer plague is a generic term for a broad category of - illnesses that incubate in sewers, refuse heaps, and - stagnant swamps, and which are sometimes transmitted by - creatures that dwell in those areas, such as rats and - otyughs. - - - When a humanoid creature is bitten by a creature that - carries the disease, or when it comes into contact with - filth or offal contaminated by the disease, the creature - must succeed on a DC 11 Constitution saving throw or become - infected. - - - It takes 1d4 days for sewer plague’s symptoms to manifest in - an infected creature. Symptoms include fatigue and cramps. - The infected creature suffers one level of exhaustion, and - it regains only half the normal number of hit points from - spending Hit Dice and no hit points from finishing a long - rest. - - - At the end of each long rest, an infected creature must make - a DC 11 Constitution saving throw. On a failed save, the - character gains one level of exhaustion. On a successful - save, the character’s exhaustion level decreases by one - level. If a successful saving throw reduces the infected - creature’s level of exhaustion below 1, the creature - recovers from the disease. - -
-
- Sight Rot - - This painful infection causes bleeding from the eyes and - eventually blinds the victim. - - - A beast or humanoid that drinks water tainted by sight rot - must succeed on a DC 15 Constitution saving throw or become - infected. One day after infection, the creature’s vision - starts to become blurry. The creature takes a -1 penalty to - attack rolls and ability checks that rely on sight. At the - end of each long rest after the symptoms appear, the penalty - worsens by 1. When it reaches -5, the victim is blinded - until its sight is restored by magic such as - lesser restoration or - heal. - - - Sight rot can be cured using a rare flower called Eyebright, - which grows in some swamps. Given an hour, a character who - has proficiency with an herbalism kit can turn the flower - into one dose of ointment. Applied to the eyes before a long - rest, one dose of it prevents the disease from worsening - after that rest. After three doses, the ointment cures the - disease entirely. - -
-
-
-
- Madness - - In a typical campaign, characters aren’t driven mad by the - horrors they face and the carnage they inflict day after day, - but sometimes the stress of being an adventurer can be too much - to bear. If your campaign has a strong horror theme, you might - want to use madness as a way to reinforce that theme, - emphasizing the extraordinarily horrific nature of the threats - the adventurers face. - -
- Going Mad - - Various magical effects can inflict madness on an otherwise - stable mind. Certain spells, such as contact other - plane and symbol, can cause - insanity, and you can use the madness rules here instead of - the spell effects of those spells. Diseases, poisons, and - planar effects such as psychic wind or the howling winds of - Pandemonium can all inflict madness. Some artifacts can also - break the psyche of a character who uses or becomes attuned to - them. - - - Resisting a madness-inducing effect usually requires a Wisdom - or Charisma saving throw. - -
-
- Madness Effects - - Madness can be short-term, long-term, or indefinite. Most - relatively mundane effects impose short-term madness, which - lasts for just a few minutes. More horrific effects or - cumulative effects can result in long-term or indefinite - madness. - - - A character afflicted with short-term - madness is subjected to an effect from the - Short-Term Madness table for 1d10 minutes. - - - A character afflicted with long-term - madness is subjected to an effect from the - Long-Term Madness table for 1d10 × 10 hours. - - - A character afflicted with indefinite - madness gains a new character flaw from the - Indefinite Madness table that lasts until cured. - - - Table- Madness Short-Term - Effects - - - - - - - - - d100 - - - Effect (lasts 1d10 minutes) - - - - - - - 01-20 - - - The character retreats into his or her mind and - becomes paralyzed. The effect ends if the character - takes any damage. - - - - - 21-30 - - - The character becomes incapacitated and spends the - duration screaming, laughing, or weeping. - - - - - 31-40 - - - The character becomes frightened and must use his or - her action and movement each round to flee from the - source of the fear. - - - - - 41-50 - - - The character begins babbling and is incapable of - normal speech or spellcasting. - - - - - 51-60 - - - The character must use his or her action each round to - attack the nearest creature. - - - - - 61-70 - - - The character experiences vivid hallucinations and has - disadvantage on ability checks. - - - - - 71-75 - - - The character does whatever anyone tells him or her to - do that isn’t obviously self- destructive. - - - - - 76-80 - - - The character experiences an overpowering urge to eat - something strange such as dirt, slime, or offal. - - - - - 81-90 - - - The character is stunned. - - - - - 91-100 - - - The character falls unconscious. - - - - - - - - - - - - - Table- Madness Long-Term - Effects - - - - - - - - - d100 - - - Effect (lasts 1d10 × 10 hours) - - - - - - - 01-10 - - - The character feels compelled to repeat a specific - activity over and over, such as washing hands, - touching things, praying, or counting coins. - - - - - 11-20 - - - The character experiences vivid hallucinations and has - disadvantage on ability checks. - - - - - 21-30 - - - The character suffers extreme paranoia. The character - has disadvantage on Wisdom and Charisma checks. - - - - - 31-40 - - - The character regards something (usually the source of - madness) with intense revulsion, as if affected by the - antipathy effect of the antipathy/sympathy spell. - - - - - 41-45 - - - The character experiences a powerful delusion. Choose - a potion. The character imagines that he or she is - under its effects. - - - - - 46-55 - - - The character becomes attached to a lucky - charm, such as a person or an object, and has - disadvantage on attack rolls, ability checks, and - saving throws while more than 30 feet from it. - - - - - 56-65 - - - The character is blinded (25%) or deafened (75%). - - - - - 66-75 - - - The character experiences uncontrollable tremors or - tics, which impose disadvantage on attack rolls, - ability checks, and saving throws that involve - Strength or Dexterity. - - - - - 76-85 - - - The character suffers from partial amnesia. The - character knows who he or she is and retains racial - traits and class features, but doesn’t recognize other - people or remember anything that happened before the - madness took effect. - - - - - 86-90 - - - Whenever the character takes damage, he or she must - succeed on a DC 15 Wisdom saving throw or be affected - as though he or she failed a saving throw against the - confusion spell. The confusion effect lasts for 1 - minute. - - - - - 91-95 - - - The character loses the ability to speak. - - - - - 96-100 - - - The character falls unconscious. No amount of jostling - or damage can wake the character. - - - - - - - - - - - - - Table- Madness Indefinite - Flaws - - - - - - - - - d100 - - - Flaw (lasts until cured) - - - - - - - 01-15 - - - Being drunk keeps me sane. - - - - - 16-25 - - - I keep whatever I find. - - - - - 26-30 - - - I try to become more like someone else I - know-adopting his or her style of dress, mannerisms, - and name. - - - - - 31-35 - - - I must bend the truth, exaggerate, or outright - lie to be interesting to other people. - - - - - 36-45 - - - Achieving my goal is the only thing of interest - to me, and I’ll ignore everything else to pursue - it. - - - - - 46-50 - - - I find it hard to care about anything that goes - on around me. - - - - - 51-55 - - - I don’t like the way people judge me all the - time. - - - - - 56-70 - - - I am the smartest, wisest, strongest, fastest, - and most beautiful person I know. - - - - - 71-80 - - - I am convinced that powerful enemies are - hunting me, and their agents are everywhere I go. I am - sure they’re watching me all the time. - - - - - 81-85 - - - There’s only one person I can trust. And only I - can see this special friend. - - - - - 86-95 - - - I can’t take anything seriously. The more - serious the situation, the funnier I find it. - - - - - 96-100 - - - I’ve discovered that I really like killing - people. - - - - - - - - - - - -
-
- Curing Madness - - A calm emotions spell can suppress the - effects of madness, while a lesser - restoration spell can rid a character of a - short-term or long-term madness. Depending on the source of - the madness, remove curse or - dispel evil might also prove effective. A - greater restoration spell or more - powerful magic is required to rid a character of indefinite - madness. - -
-
-
- Objects - - When characters need to saw through ropes, shatter a window, or - smash a vampire’s coffin, the only hard and fast rule is this: - given enough time and the right tools, characters can destroy - any destructible object. Use common sense when determining a - character’s success at damaging an object. Can a fighter cut - through a section of a stone wall with a sword? No, the sword is - likely to break before the wall does. - - - For the purpose of these rules, an object is a discrete, - inanimate item like a window, door, sword, book, table, chair, - or stone, not a building or a vehicle that is composed of many - other objects. - -
- Statistics for Objects - - When time is a factor, you can assign an Armor Class and hit - points to a destructible object. You can also give it - immunities, resistances, and vulnerabilities to specific types - of damage. - - - Armor - Class. An object’s Armor Class is a - measure of how difficult it is to deal damage to the object - when striking it (because the object has no chance of dodging - out of the way). The Object Armor Class table provides - suggested AC values for various substances. - - - Table- Object’s Armor Class - - - - - - - - - Substance - - - AC - - - - - - - Cloth, paper, rope - - - 11 - - - - - Crystal, glass, ice - - - 13 - - - - - Wood, bone - - - 15 - - - - - Stone - - - 17 - - - - - Iron, steel - - - 19 - - - - - Mithral - - - 21 - - - - - Adamantine - - - 23 - - - - - - - - - - - - - Hit - Points. An object’s hit points measure - how much damage it can take before losing its structural - integrity. Resilient objects have more hit points than fragile - ones. Large objects also tend to have more hit points than - small ones, unless breaking a small part of the object is just - as effective as breaking the whole thing. The Object Hit - Points table provides suggested hit points for fragile and - resilient objects that are Large or smaller. - - - Table- Object’s Hit Points - - - - - - - - - - Size - - - Fragile - - - Resilient - - - - - - - Tiny (bottle, lock) - - - 2 (1d4) - - - 5 (2d4) - - - - - Small (chest, lute) - - - 3 (1d6) - - - 10 (3d6) - - - - - Medium (barrel, chandelier) - - - 4 (1d8) - - - 18 (4d8) - - - - - Large (cart, 10-ft-by-10-ft window) - - - 5 (1d10) - - - 27 (5d10) - - - - - - - - - - - - - - - Huge and Gargantuan - Objects. Normal weapons are of little - use against many Huge and Gargantuan objects, such as a - colossal statue, towering column of stone, or massive boulder. - That said, one torch can burn a Huge tapestry, and an - earthquake spell can reduce a colossus to - rubble. You can track a Huge or Gargantuan object’s hit points - if you like, or you can simply decide how long the object can - withstand whatever weapon or force is acting against it. If - you track hit points for the object, divide it into Large or - smaller sections, and track each section’s hit points - separately. Destroying one of those sections could ruin the - entire object. For example, a Gargantuan statue of a human - might topple over when one of its Large legs is reduced to 0 - hit points. - - - Objects and Damage - Types. Objects are immune to poison and - psychic damage. You might decide that some damage types are - more effective against a particular object or substance than - others. For example, bludgeoning damage works well for - smashing things but not for cutting through rope or leather. - Paper or cloth objects might be vulnerable to fire and - lightning damage. A pick can chip away stone but can’t - effectively cut down a tree. As always, use your best - judgment. - - - Damage - Threshold. Big objects such as castle - walls often have extra resilience represented by a damage - threshold. An object with a damage threshold has immunity to - all damage unless it takes an amount of damage from a single - attack or effect equal to or greater than its damage - threshold, in which case it takes damage as normal. Any damage - that fails to meet or exceed the object’s damage threshold is - considered superficial and doesn’t reduce the object’s hit - points. - -
-
-
- Poisons - - Given their insidious and deadly nature, poisons are illegal in - most societies but are a favorite tool among assassins, drow, - and other evil creatures. - - - Poisons come in the following four types. - - - Contact. - Contact poison can be smeared on an object and remains potent - until it is touched or washed off. A creature that touches - contact poison with exposed skin suffers its effects. - - - Ingested. - A creature must swallow an entire dose of ingested poison to - suffer its effects. The dose can be delivered in food or a - liquid. You may decide that a partial dose has a reduced effect, - such as allowing advantage on the saving throw or dealing only - half damage on a failed save. - - - Inhaled. - These poisons are powders or gases that take effect when - inhaled. Blowing the powder or releasing the gas subjects - creatures in a 5-foot cube to its effect. The resulting cloud - dissipates immediately afterward. Holding one’s breath is - ineffective against inhaled poisons, as they affect nasal - membranes, tear ducts, and other parts of the body. - - - Injury. - Injury poison can be applied to weapons, ammunition, trap - components, and other objects that deal piercing or slashing - damage and remains potent until delivered through a wound or - washed off. A creature that takes piercing or slashing damage - from an object coated with the poison is exposed to its effects. - - - Table- List of Poisons - - - - - - - - - - Item - - - Type - - - Price/Dose - - - - - - - Assassin’s blood - - - Ingested - - - 150 gp - - - - - Burnt othur fumes - - - Inhaled - - - 500 gp - - - - - Crawler mucus - - - Contact - - - 200 gp - - - - - Drow poison - - - Injury - - - 200 gp - - - - - Essence of ether - - - Inhaled - - - 300 gp - - - - - Malice - - - Inhaled - - - 250 gp - - - - - Midnight tears - - - Ingested - - - 1,500 gp - - - - - Oil of taggit - - - Contact - - - 400 gp - - - - - Pale tincture - - - Ingested - - - 250 gp - - - - - Purple worm poison - - - Injury - - - 2,000 gp - - - - - Serpent venom - - - Injury - - - 200 gp - - - - - Torpor - - - Ingested - - - 600 gp - - - - - Truth serum - - - Ingested - - - 150 gp - - - - - Wyvern poison - - - Injury - - - 1,200 gp - - - - - - - - - - - - - -
- Sample Poisons - - Each type of poison has its own debilitating effects. - - - Assassin’s Blood - (Ingested). A creature subjected to this - poison must make a DC 10 Constitution saving throw. On a - failed save, it takes 6 (1d12) poison damage and is poisoned - for 24 hours. On a successful save, the creature takes half - damage and isn’t poisoned. - - - Burnt Othur Fumes - (Inhaled). A creature subjected to this - poison must succeed on a DC 13 Constitution saving throw or - take 10 (3d6) poison damage, and must repeat the saving throw - at the start of each of its turns. On each successive failed - save, the character takes 3 (1d6) poison damage. After three - successful saves, the poison ends. - - - Crawler Mucus - (Contact). This poison must be harvested - from a dead or incapacitated crawler. A creature subjected to - this poison must succeed on a DC 13 Constitution saving throw - or be poisoned for 1 minute. The poisoned creature is - paralyzed. The creature can repeat the saving throw at the end - of each of its turns, ending the effect on itself on a - success. - - - Drow Poison - (Injury). This poison is typically made - only by the drow, and only in a place far removed from - sunlight. A creature subjected to this poison must succeed on - a DC 13 Constitution saving throw or be poisoned for 1 hour. - If the saving throw fails by 5 or more, the creature is also - unconscious while poisoned in this way. The creature wakes up - if it takes damage or if another creature takes an action to - shake it awake. - - - Essence of Ether - (Inhaled). A creature subjected to this - poison must succeed on a DC 15 Constitution saving throw or - become poisoned for 8 hours. The poisoned creature is - unconscious. The creature wakes up if it takes damage or if - another creature takes an action to shake it awake. - - - Malice - (Inhaled). A creature subjected to this - poison must succeed on a DC 15 Constitution saving throw or - become poisoned for 1 hour. The poisoned creature is blinded. - - - Midnight Tears - (Ingested). A creature that ingests this - poison suffers no effect until the stroke of midnight. If the - poison has not been neutralized before then, the creature must - succeed on a DC 17 Constitution saving throw, taking 31 (9d6) - poison damage on a failed save, or half as much damage on a - successful one. - - - Oil of Taggit - (Contact). A creature subjected to this - poison must succeed on a DC 13 Constitution saving throw or - become poisoned for 24 hours. The poisoned creature is - unconscious. The creature wakes up if it takes damage. - - - Pale Tincture - (Ingested). A creature subjected to this - poison must succeed on a DC 16 Constitution saving throw or - take 3 (1d6) poison damage and become poisoned. The poisoned - creature must repeat the saving throw every 24 hours, taking 3 - (1d6) poison damage on a failed save. Until this poison ends, - the damage the poison deals can’t be healed by any means. - After seven successful saving throws, the effect ends and the - creature can heal normally. - - - Purple Worm Poison - (Injury). This poison must be harvested - from a dead or incapacitated purple worm. A creature subjected - to this poison must make a DC 19 Constitution saving throw, - taking 42 (12d6) poison damage on a failed save, or half as - much damage on a successful one. - - - Serpent Venom - (Injury). This poison must be harvested - from a dead or incapacitated giant poisonous snake. A creature - subjected to this poison must succeed on a DC 11 Constitution - saving throw, taking 10 (3d6) poison damage on a failed save, - or half as much damage on a successful one. - - - Torpor - (Ingested). A creature subjected to this - poison must succeed on a DC 15 Constitution saving throw or - become poisoned for 4d6 hours. The poisoned creature is - incapacitated. - - - Truth Serum - (Ingested). A creature subjected to this - poison must succeed on a DC 11 Constitution saving throw or - become poisoned for 1 hour. The poisoned creature can’t - knowingly speak a lie, as if under the effect of a - zone of truth spell. - - - Wyvern Poison - (Injury). This poison must be harvested - from a dead or incapacitated wyvern. A creature subjected to - this poison must make a DC 15 Constitution saving throw, - taking 24 (7d6) poison damage on a failed save, or half as - much damage on a successful one. - -
-
-
-
- TREASURE - - Magic items are presented in alphabetical order. A magic item’s - description gives the item’s name, its category, its rarity, and - its magical properties. - -
-
- Magic Items (A) -
- Adamantine Armor - - Armor (medium or heavy, but not hide), - uncommon - - - This suit of armor is reinforced with adamantine, one of the - hardest substances in existence. While you’re wearing it, any - critical hit against you becomes a normal hit. - -
-
- Ammunition, +1, +2, or +3 - - Weapon (any ammunition), uncommon (+1), rare (+2), or - very rare (+3) - - - You have a bonus to attack and damage rolls made with this piece - of magic ammunition. The bonus is determined by the rarity of - the ammunition. Once it hits a target, the ammunition is no - longer magical. - -
-
- Amulet of Health - - Wondrous item, rare (requires attunement) - - - Your Constitution score is 19 while you wear this amulet. It has - no effect on you if your Constitution is already 19 or higher. - -
-
- Amulet of Proof against Detection and Location - - Wondrous item, uncommon (requires - attunement) - - - While wearing this amulet, you are hidden from divination magic. - You can’t be targeted by such magic or perceived through magical - scrying sensors. - -
-
- Amulet of the Planes - - Wondrous item, very rare (requires - attunement) - - - While wearing this amulet, you can use an action to name a - location that you are familiar with on another plane of - existence. Then make a DC 15 Intelligence check. On a successful - check, you cast the plane shift spell. On a - failure, you and each creature and object within 15 feet of you - travel to a random destination. Roll a d100. On a 1-60, you - travel to a random location on the plane you named. On a 61-100, - you travel to a randomly determined plane of existence. - -
-
- Animated Shield - - Armor (shield), very rare (requires - attunement) - - - While holding this shield, you can speak its command word as a - bonus action to cause it to animate. The shield leaps into the - air and hovers in your space to protect you as if you were - wielding it, leaving your hands free. The shield remains - animated for 1 minute, until you use a bonus action to end this - effect, or until you are incapacitated or die, at which point - the shield falls to the ground or into your hand if you have one - free. - -
-
- Apparatus of the Crab - - Wondrous item, legendary - - - This item first appears to be a Large sealed iron barrel - weighing 500 pounds. The barrel has a hidden catch, which can be - found with a successful DC 20 Intelligence (Investigation) - check. Releasing the catch unlocks a hatch at one end of the - barrel, allowing two Medium or smaller creatures to crawl - inside. Ten levers are set in a row at the far end, each in a - neutral position, able to move either up or down. When certain - levers are used, the apparatus transforms to resemble a giant - lobster. - - - The apparatus of the Crab is a Large object with the following - statistics: - - - Armor Class 20 - - - Hit Points 200 - - - Speed 30 ft., swim 30 ft. (or - 0 ft. for both if the legs and tail aren’t extended) - - - Damage Immunities poison, - psychic - - - To be used as a vehicle, the apparatus requires one pilot. While - the apparatus’s hatch is closed, the compartment is airtight and - watertight. The compartment holds enough air for 10 hours of - breathing, divided by the number of breathing creatures inside. - - - The apparatus floats on water. It can also go underwater to a - depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning - damage per minute from pressure. - - - A creature in the compartment can use an action to move as many - as two of the apparatus’s levers up or down. After each use, a - lever goes back to its neutral position. Each lever, from left - to right, functions as shown in the Apparatus of the Crab Levers - table. - - - Table- Apparatus of the Crab - - - - - - - - - - Lever - - - Up - - - Down - - - - - - - 1 - - - Legs and tail extend, allowing the apparatus to walk and - swim. - - - Legs and tail retract, reducing the apparatus’s speed to - 0 and making it unable to benefit from bonuses to speed. - - - - - 2 - - - Forward window shutter opens. - - - Forward window shutter closes. - - - - - 3 - - - Side window shutters open (two per side). - - - Side window shutters close (two per side). - - - - - 4 - - - Two claws extend from the front sides of the apparatus. - - - The claws retract. - - - - - 5 - - - Each extended claw makes the following melee weapon - attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) - bludgeoning damage. - - - Each extended claw makes the following melee weapon - attack: +8 to hit, reach 5 ft., one target. Hit: The - target is grappled (escape DC 15). - - - - - 6 - - - The apparatus walks or swims forward. - - - The apparatus walks or swims backward. - - - - - 7 - - - The apparatus turns 90 degrees left. - - - The apparatus turns 90 degrees right. - - - - - 8 - - - Eyelike fixtures emit bright light in a 30-foot radius - and dim light for an additional 30 feet. - - - The light turns off. - - - - - 9 - - - The apparatus sinks as much as 20 feet in liquid. - - - The apparatus rises up to 20 feet in liquid. - - - - - 10 - - - The rear hatch unseals and opens. - - - The rear hatch closes and seals. - - - - - - - - - - - - - -
-
- Armor, +1, +2, or +3 - - Armor (light, medium, or heavy), rare (+1), very rare - (+2), or legendary (+3) - - - You have a bonus to AC while wearing this armor. The bonus is - determined by its rarity. - -
-
- Armor of Invulnerability - - Armor (plate), legendary (requires - attunement) - - - You have resistance to nonmagical damage while you wear this - armor. Additionally, you can use an action to make yourself - immune to nonmagical damage for 10 minutes or until you are no - longer wearing the armor. Once this special action is used, it - can’t be used again until the next dawn. - -
-
- Armor of Resistance - - Armor (light, medium, or heavy), rare (requires - attunement) - - - You have resistance to one type of damage while you wear this - armor. The GM chooses the type or determines it randomly from - the options below. - - - Table- Armor of Resistance - - - - - - - - - d10 - - - Damage Type - - - - - - - 1 - - - Acid - - - - - 2 - - - Cold - - - - - 3 - - - Fire - - - - - 4 - - - Force - - - - - 5 - - - Lightning - - - - - 6 - - - Necrotic - - - - - 7 - - - Poison - - - - - 8 - - - Psychic - - - - - 9 - - - Radiant - - - - - 10 - - - Thunder - - - - - - - - - - - -
-
- Armor of Vulnerability - - Armor (plate), rare (requires attunement) - - - While wearing this armor, you have resistance to one of the - following damage types: bludgeoning, piercing, or slashing. The - GM chooses the type or determines it randomly. - - - Curse. - This armor is cursed, a fact that is revealed only when an - identify spell is cast on the armor or you - attune to it. Attuning to the armor curses you until you are - targeted by the remove curse spell or - similar magic; removing the armor fails to end the curse. While - cursed, you have vulnerability to two of the three damage types - associated with the armor (not the one to which it grants - resistance). - -
-
- Arrow-Catching Shield - - Armor (shield), rare (requires attunement) - - - You gain a +2 bonus to AC against ranged attacks while you wield - this shield. This bonus is in addition to the shield’s normal - bonus to AC. In addition, whenever an attacker makes a ranged - attack against a target within 5 feet of you, you can use your - reaction to become the target of the attack instead. - -
-
- Arrow of Slaying - - Weapon (arrow), very rare - - - An arrow of slaying is a magic weapon meant - to slay a particular kind of creature. Some are more focused - than others; for example, there are both arrows of - dragon slaying and arrows of blue dragon - slaying. If a creature belonging to the type, race, - or group associated with an arrow of - slaying takes damage from the arrow, the creature - must make a DC 17 Constitution saving throw, taking an extra - 6d10 piercing damage on a failed save, or half as much extra - damage on a successful one. - - - Once an arrow of slaying deals its extra - damage to a creature, it becomes a nonmagical arrow. - - - Other types of magic ammunition of this kind exist, such as - bolts of slaying meant for a crossbow, - though arrows are most common. - -
-
-
- Magic Items (B) -
- Bag of Beans - - Wondrous item, rare - - - Inside this heavy cloth bag are 3d4 dry beans. The bag weighs - 1/2 pound plus 1/4 pound for each bean it contains. - - - If you dump the bag’s contents out on the ground, they explode - in a 10-foot radius, extending from the beans. Each creature in - the area, including you, must make a DC 15 Dexterity saving - throw, taking 5d4 fire damage on a failed save, or half as much - damage on a successful one. The fire ignites flammable objects - in the area that aren’t being worn or carried. - - - If you remove a bean from the bag, plant it in dirt or sand, and - then water it, the bean produces an effect 1 minute later from - the ground where it was planted. The GM can choose an effect - from the following table, determine it randomly, or create an - effect. - - - Table- Bag of Beans - - - - - - - - - d100 - - - Effect - - - - - - - 01 - - - 5d4 toadstools sprout. If a creature eats a toadstool, - roll any die. On an odd roll, the eater must succeed on - a DC 15 Constitution saving throw or take 5d6 poison - damage and become poisoned for 1 hour. On an even roll, - the eater gains 5d6 temporary hit points for 1 hour. - - - - - 02-10 - - - A geyser erupts and spouts water, beer, berry juice, - tea, vinegar, wine, or oil (GM’s choice) 30 feet into - the air for 1d12 rounds. - - - - - 11-20 - - - A treant sprouts. There’s a 50 percent chance that the - treant is chaotic evil and attacks. - - - - - 21-30 - - - An animate, immobile stone statue in your likeness - rises. It makes verbal threats against you. If you leave - it and others come near, it describes you as the most - heinous of villains and directs the newcomers to find - and attack you. If you are on the same plane of - existence as the statue, it knows where you are. The - statue becomes inanimate after 24 hours. - - - - - 31-40 - - - A campfire with blue flames springs forth and burns for - 24 hours (or until it is extinguished). - - - - - 41-50 - - - 1d6+6 shriekers sprout. - - - - - 51-60 - - - 1d4+8 bright pink toads crawl forth. Whenever a toad is - touched, it transforms into a Large or smaller monster - of the GM’s choice. The monster remains for 1 minute, - then disappears in a puff of bright pink smoke. - - - - - 61-70 - - - A hungry bulette burrows up and attacks. 71-80 A fruit - tree grows. It has 1d10+20 fruit, 1d8 of which act as - randomly determined magic potions, while one acts as an - ingested poison of the GM’s choice. The tree vanishes - after 1 hour. Picked fruit remains, retaining any magic - for 30 days. - - - - - 81-90 - - - A nest of 1d4+3 eggs springs up. Any creature that eats - an egg must make a DC 20 Constitution saving throw. On a - successful save, a creature permanently increases its - lowest ability score by 1, randomly choosing among - equally low scores. On a failed save, the creature takes - 10d6 force damage from an internal magical explosion. - - - - - 91-99 - - - A pyramid with a 60-foot square base bursts upward. - Inside is a sarcophagus containing a mummy lord. The - pyramid is treated as the mummy lord’s lair, and its - sarcophagus contains treasure of the GM’s choice. - - - - - 100 - - - A giant beanstalk sprouts, growing to a height of the - GM’s choice. The top leads where the GM chooses, such as - to a great view, a cloud giant’s castle, or a different - plane of existence. - - - - - - - - - - - -
-
- Bag of Devouring - - Wondrous item, very rare - - - This bag superficially resembles a bag of - holding but is a feeding orifice for a gigantic - extradimensional creature. Turning the bag inside out closes the - orifice. - - - The extradimensional creature attached to the bag can sense - whatever is placed inside the bag. Animal or vegetable matter - placed wholly in the bag is devoured and lost forever. When part - of a living creature is placed in the bag, as happens when - someone reaches inside it, there is a 50 percent chance that the - creature is pulled inside the bag. A creature inside the bag can - use its action to try to escape with a successful DC 15 Strength - check. Another creature can use its action to reach into the bag - to pull a creature out, doing so with a successful DC 20 - Strength check (provided it isn’t pulled inside the bag first). - Any creature that starts its turn inside the bag is devoured, - its body destroyed. - - - Inanimate objects can be stored in the bag, which can hold a - cubic foot of such material. However, once each day, the bag - swallows any objects inside it and spits them out into another - plane of existence. The GM determines the time and plane. - - - If the bag is pierced or torn, it is destroyed, and anything - contained within it is transported to a random location on the - Astral Plane. - -
-
- Bag of Holding - - Wondrous item, uncommon - - - This bag has an interior space considerably larger than its - outside dimensions, roughly 2 feet in diameter at the mouth and - 4 feet deep. The bag can hold up to 500 pounds, not exceeding a - volume of 64 cubic feet. The bag weighs 15 pounds, regardless of - its contents. Retrieving an item from the bag requires an - action. - - - If the bag is overloaded, pierced, or torn, it ruptures and is - destroyed, and its contents are scattered in the Astral Plane. - If the bag is turned inside out, its contents spill forth, - unharmed, but the bag must be put right before it can be used - again. Breathing creatures inside the bag can survive up to a - number of minutes equal to 10 divided by the number of creatures - (minimum 1 minute), after which time they begin to suffocate. - - - Placing a bag of holding inside an - extradimensional space created by a handy - haversack, portable hole, or - similar item instantly destroys both items and opens a gate to - the Astral Plane. The gate originates where the one item was - placed inside the other. Any creature within 10 feet of the gate - is sucked through it to a random location on the Astral Plane. - The gate then closes. The gate is one-way only and can’t be - reopened. - -
-
- Bag of Tricks - - Wondrous item, uncommon - - - This ordinary bag, made from gray, rust, or tan cloth, appears - empty. Reaching inside the bag, however, reveals the presence of - a small, fuzzy object. The bag weighs 1/2 pound. - - - You can use an action to pull the fuzzy object from the bag and - throw it up to 20 feet. When the object lands, it transforms - into a creature you determine by rolling a d8 and consulting the - table that corresponds to the bag’s color. - - - The creature is friendly to you and your companions, and it acts - on your turn. You can use a bonus action to command how the - creature moves and what action it takes on its next turn, or to - give it general orders, such as to attack your enemies. In the - absence of such orders, the creature acts in a fashion - appropriate to its nature. - - - Once three fuzzy objects have been pulled from the bag, the bag - can’t be used again until the next dawn. - - - Table- Gray Bag of Tricks - - - - - - - - - d8 - - - Creature - - - - - - - 1 - - - Weasel - - - - - 2 - - - Giant rat - - - - - 3 - - - Badger - - - - - 4 - - - Boar - - - - - 5 - - - Panther - - - - - 6 - - - Giant badger - - - - - 7 - - - Dire wolf - - - - - 8 - - - Giant elk - - - - - - - - - - - - - Table- Rust Bag of Tricks - - - - - - - - - d8 - - - Creature - - - - - - - 1 - - - Rat - - - - - 2 - - - Owl - - - - - 3 - - - Mastiff - - - - - 4 - - - Goat - - - - - 5 - - - Giant goat - - - - - 6 - - - Giant boar - - - - - 7 - - - Lion - - - - - 8 - - - Brown bear - - - - - - - - - - - - - Table- Tan Bag of Tricks - - - - - - - - - d8 - - - Creature - - - - - - - 1 - - - Jackal - - - - - 2 - - - Ape - - - - - 3 - - - Baboon - - - - - 4 - - - Axe beak - - - - - 5 - - - Black bear - - - - - 6 - - - Giant weasel - - - - - 7 - - - Giant hyena - - - - - 8 - - - Tiger - - - - - - - - - - - -
-
- Bead of Force - - Wondrous item, rare - - - This small black sphere measures 3/4 of an inch in diameter and - weighs an ounce. Typically, 1d4+4 beads of - force are found together. - - - You can use an action to throw the bead up to 60 feet. The bead - explodes on impact and is destroyed. Each creature within a - 10-foot radius of where the bead landed must succeed on a DC 15 - Dexterity saving throw or take 5d4 force damage. A sphere of - transparent force then encloses the area for 1 minute. Any - creature that failed the save and is completely within the area - is trapped inside this sphere. Creatures that succeeded on the - save, or are partially within the area, are pushed away from the - center of the sphere until they are no longer inside it. Only - breathable air can pass through the sphere’s wall. No attack or - other effect can. - - - An enclosed creature can use its action to push against the - sphere’s wall, moving the sphere up to half the creature’s - walking speed. The sphere can be picked up, and its magic causes - it to weigh only 1 pound, regardless of the weight of creatures - inside. - -
-
- Belt of Dwarvenkind - - Wondrous item, rare (requires attunement) - - - While wearing this belt, you gain the following benefits: - - - - - Your Constitution score increases by 2, to a maximum of 20. - - - - - You have advantage on Charisma (Persuasion) checks made to - interact with dwarves. - - - - - In addition, while attuned to the belt, you have a 50 percent - chance each day at dawn of growing a full beard if you’re - capable of growing one, or a visibly thicker beard if you - already have one. - - - If you aren’t a dwarf, you gain the following additional - benefits while wearing the belt: - - - - - You have advantage on saving throws against poison, and you - have resistance against poison damage. - - - - - You have darkvision out to a range of 60 feet. - - - - - You can speak, read, and write Dwarvish. - - - -
-
- Belt of Giant Strength - - Wondrous item, rarity varies (requires - attunement) - - - While wearing this belt, your Strength score changes to a score - granted by the belt. If your Strength is already equal to or - greater than the belt’s score, the item has no effect on you. - - - Six varieties of this belt exist, corresponding with and having - rarity according to the six kinds of true giants. The - belt of stone giant strength and the - belt of frost giant strength look - different, but they have the same effect. - - - Table- Belt of Strength - - - - - - - - - - Type - - - Strength - - - Rarity - - - - - - - Hill giant - - - 21 - - - Rare - - - - - Stone/frost giant - - - 23 - - - Very rare - - - - - Fire giant - - - 25 - - - Very rare - - - - - Cloud giant - - - 27 - - - Legendary - - - - - Storm giant - - - 29 - - - Legendary - - - - - - - - - - - - - -
-
- Berserker Axe - - Weapon (any axe), rare (requires - attunement) - - - You gain a +1 bonus to attack and damage rolls made with this - magic weapon. In addition, while you are attuned to this weapon, - your hit point maximum increases by 1 for each level you have - attained. - - - Curse. - This axe is cursed, and becoming attuned to it extends the curse - to you. As long as you remain cursed, you are unwilling to part - with the axe, keeping it within reach at all times. You also - have disadvantage on attack rolls with weapons other than this - one, unless no foe is within 60 feet of you that you can see or - hear. - - - Whenever a hostile creature damages you while the axe is in your - possession, you must succeed on a DC 15 Wisdom saving throw or - go berserk. While berserk, you must use your action each round - to attack the creature nearest to you with the axe. If you can - make extra attacks as part of the Attack action, you use those - extra attacks, moving to attack the next nearest creature after - you fell your current target. If you have multiple possible - targets, you attack one at random. You are berserk until you - start your turn with no creatures within 60 feet of you that you - can see or hear. - -
-
- Boots of Elvenkind - - Wondrous item, uncommon - - - While you wear these boots, your steps make no sound, regardless - of the surface you are moving across. You also have advantage on - Dexterity (Stealth) checks that rely on moving silently. - -
-
- Boots of Levitation - - Wondrous item, rare (requires attunement) - - - While you wear these boots, you can use an action to cast the - levitate spell on yourself at will. - -
-
- Boots of Speed - - Wondrous item, rare (requires attunement) - - - While you wear these boots, you can use a bonus action and click - the boots’ heels together. If you do, the boots double your - walking speed, and any creature that makes an opportunity attack - against you has disadvantage on the attack roll. If you click - your heels together again, you end the effect. - - - When the boots’ property has been used for a total of 10 - minutes, the magic ceases to function until you finish a long - rest. - -
-
- Boots of Striding and Springing - - Wondrous item, uncommon (requires - attunement) - - - While you wear these boots, your walking speed becomes 30 feet, - unless your walking speed is higher, and your speed isn’t - reduced if you are encumbered or wearing heavy armor. In - addition, you can jump three times the normal distance, though - you can’t jump farther than your remaining movement would allow. - -
-
- Boots of the Winterlands - - Wondrous item, uncommon (requires - attunement) - - - These furred boots are snug and feel quite warm. While you wear - them, you gain the following benefits: - - - - - You have resistance to cold damage. - - - - - You ignore difficult terrain created by ice or snow. - - - - - You can tolerate temperatures as low as -50 degrees - Fahrenheit without any additional protection. If you wear - heavy clothes, you can tolerate temperatures as low as -100 - degrees Fahrenheit. - - - -
-
- Bowl of Commanding Water Elementals - - Wondrous item, rare - - - While this bowl is filled with water, you can use an action to - speak the bowl’s command word and summon a water elemental, as - if you had cast the conjure elemental - spell. The bowl can’t be used this way again until the next - dawn. - - - The bowl is about 1 foot in diameter and half as deep. It weighs - 3 pounds and holds about 3 gallons. - -
-
- Bracers of Archery - - Wondrous item, uncommon (requires - attunement) - - - While wearing these bracers, you have proficiency with the - longbow and shortbow, and you gain a +2 bonus to damage rolls on - ranged attacks made with such weapons. - -
-
- Bracers of Defense - - Wondrous item, rare (requires attunement) - - - While wearing these bracers, you gain a +2 bonus to AC if you - are wearing no armor and using no shield. - -
-
- Brazier of Commanding Fire Elementals - - Wondrous item, rare - - - While a fire burns in this brass brazier, you can use an action - to speak the brazier’s command word and summon a fire elemental, - as if you had cast the conjure elemental - spell. The brazier can’t be used this way again until the next - dawn. - - - The brazier weighs 5 pounds. - -
-
- Brooch of Shielding - - Wondrous item, uncommon (requires - attunement) - - - While wearing this brooch, you have resistance to force damage, - and you have immunity to damage from the magic - missile spell. - -
-
- Broom of Flying - - Wondrous item, uncommon - - - This wooden broom, which weighs 3 pounds, functions like a - mundane broom until you stand astride it and speak its command - word. It then hovers beneath you and can be ridden in the air. - It has a flying speed of 50 feet. It can carry up to 400 pounds, - but its flying speed becomes 30 feet while carrying over 200 - pounds. The broom stops hovering when you land. - - - You can send the broom to travel alone to a destination within 1 - mile of you if you speak the command word, name the location, - and are familiar with that place. The broom comes back to you - when you speak another command word, provided that the broom is - still within 1 mile of you. - -
-
-
- Magic Items (C) -
- Candle of Invocation - - Wondrous item, very rare (requires - attunement) - - - This slender taper is dedicated to a deity and shares that - deity’s alignment. The candle’s alignment can be detected with - the detect evil and good spell. The GM - chooses the god and associated alignment or determines the - alignment randomly. - - - Table- Candle of Invocation - - - - - - - - - d20 - - - Alignment - - - - - - - 1-2 - - - Chaotic evil - - - - - 3-4 - - - Chaotic neutral - - - - - 5-7 - - - Chaotic good - - - - - 8-9 - - - Neutral evil - - - - - 10-11 - - - Neutral - - - - - 12-13 - - - Neutral good - - - - - 14-15 - - - Lawful evil - - - - - 16-17 - - - Lawful neutral - - - - - 18-20 - - - Lawful good - - - - - - - - - - - - - The candle’s magic is activated when the candle is lit, which - requires an action. After burning for 4 hours, the candle is - destroyed. You can snuff it out early for use at a later time. - Deduct the time it burned in increments of 1 minute from the - candle’s total burn time. - - - While lit, the candle sheds dim light in a 30-foot radius. Any - creature within that light whose alignment matches that of the - candle makes attack rolls, saving throws, and ability checks - with advantage. In addition, a cleric or druid in the light - whose alignment matches the candle’s can cast 1st-level spells - he or she has prepared without expending spell slots, though the - spell’s effect is as if cast with a 1st-level slot. - - - Alternatively, when you light the candle for the first time, you - can cast the gate spell with it. Doing so - destroys the candle. - -
-
- Cape of the Mountebank - - Wondrous item, rare - - - This cape smells faintly of brimstone. While wearing it, you can - use it to cast the dimension door spell as - an action. This property of the cape can’t be used again until - the next dawn. - - - When you disappear, you leave behind a cloud of smoke, and you - appear in a similar cloud of smoke at your destination. The - smoke lightly obscures the space you left and the space you - appear in, and it dissipates at the end of your next turn. A - light or stronger wind disperses the smoke. - -
-
- Carpet of Flying - - Wondrous item, very rare - - - You can speak the carpet’s command word as an action to make the - carpet hover and fly. It moves according to your spoken - directions, provided that you are within 30 feet of it. - - - Four sizes of carpet of flying exist. The - GM chooses the size of a given carpet or determines it randomly. - - - Table- Carpet of Flying - - - - - - - - - - - d100 - - - Size - - - Capacity - - - Flying Speed - - - - - - - 01-20 - - - 3 ft. × 5 ft. - - - 200 lb. - - - 80 feet - - - - - 21-55 - - - 4 ft. × 6 ft. - - - 400 lb. - - - 60 feet - - - - - 56-80 - - - 5 ft. × 7 ft. - - - 600 lb. - - - 40 feet - - - - - 81-100 - - - 6 ft. × 9 ft. - - - 800 lb. - - - 30 feet - - - - - - - - - - - - - - - - - A carpet can carry up to twice the weight shown on the table, - but it flies at half speed if it carries more than its normal - capacity. - -
-
- Censer of Controlling Air Elementals - - Wondrous item, rare - - - While incense is burning in this censer, you can use an action - to speak the censer’s command word and summon an air elemental, - as if you had cast the conjure elemental - spell. The censer can’t be used this way again until the next - dawn. - - - This 6-inch-wide, 1-foot high vessel resembles a chalice with a - decorated lid. It weighs 1 pound. - -
-
- Chime of Opening - - Wondrous item, rare - - - This hollow metal tube measures about 1 foot long and weighs 1 - pound. You can strike it as an action, pointing it at an object - within 120 feet of you that can be opened, such as a door, lid, - or lock. The chime issues a clear tone, and one lock or latch on - the object opens unless the sound can’t reach the object. If no - locks or latches remain, the object itself opens. - - - The chime can be used ten times. After the tenth time, it cracks - and becomes useless. - -
-
- Circlet of Blasting - - Wondrous item, uncommon - - - While wearing this circlet, you can use an action to cast the - scorching ray spell with it. When you make - the spell’s attacks, you do so with an attack bonus of +5. The - circlet can’t be used this way again until the next dawn. - -
-
- Cloak of Arachnida - - Wondrous item, very rare (requires - attunement) - - - This fine garment is made of black silk interwoven with faint - silvery threads. While wearing it, you gain the following - benefits: - - - - - You have resistance to poison damage. - - - - - You have a climbing speed equal to your walking speed. - - - - - You can move up, down, and across vertical surfaces and - upside down along ceilings, while leaving your hands free. - - - - - You can’t be caught in webs of any sort and can move through - webs as if they were difficult terrain. - - - - - You can use an action to cast the web - spell (save DC 13). The web created by the spell fills twice - its normal area. Once used, this property of the cloak can’t - be used again until the next dawn. - - - -
-
- Cloak of Displacement - - Wondrous item, rare (requires attunement) - - - While you wear this cloak, it projects an illusion that makes - you appear to be standing in a place near your actual location, - causing any creature to have disadvantage on attack rolls - against you. If you take damage, the property ceases to function - until the start of your next turn. This property is suppressed - while you are incapacitated, restrained, or otherwise unable to - move. - -
-
- Cloak of Elvenkind - - Wondrous item, uncommon (requires - attunement) - - - While you wear this cloak with its hood up, Wisdom (Perception) - checks made to see you have disadvantage, and you have advantage - on Dexterity (Stealth) checks made to hide, as the cloak’s color - shifts to camouflage you. Pulling the hood up or down requires - an action. - -
-
- Cloak of Protection - - Wondrous item, uncommon (requires - attunement) - - - You gain a +1 bonus to AC and saving throws while you wear this - cloak. - -
-
- Cloak of the Bat - - Wondrous item, rare (requires attunement) - - - While wearing this cloak, you have advantage on Dexterity - (Stealth) checks. In an area of dim light or darkness, you can - grip the edges of the cloak with both hands and use it to fly at - a speed of 40 feet. If you ever fail to grip the cloak’s edges - while flying in this way, or if you are no longer in dim light - or darkness, you lose this flying speed. - - - While wearing the cloak in an area of dim light or darkness, you - can use your action to cast polymorph on - yourself, transforming into a bat. While you are in the form of - the bat, you retain your Intelligence, Wisdom, and Charisma - scores. The cloak can’t be used this way again until the next - dawn. - -
-
- Cloak of the Manta Ray - - Wondrous item, uncommon - - - While wearing this cloak with its hood up, you can breathe - underwater, and you have a swimming speed of 60 feet. Pulling - the hood up or down requires an action. - -
-
- Crystal Ball - - Wondrous item, very rare or legendary (requires - attunement) - - - The typical crystal ball, a very rare item, - is about 6 inches in diameter. While touching it, you can cast - the scrying spell (save DC 17) with it. - - - The following crystal ball variants are - legendary items and have additional properties. - - - Crystal Ball of Mind - Reading. You can use an action to cast the - detect thoughts spell (save DC 17) while - you are scrying with the crystal ball, - targeting creatures you can see within 30 feet of the spell’s - sensor. You don’t need to concentrate on this detect - thoughts to maintain it during its duration, but it - ends if scrying ends. - - - Crystal Ball of - Telepathy. While scrying with the crystal - ball, you can communicate telepathically with creatures you can - see within 30 feet of the spell’s sensor. You can also use an - action to cast the suggestion spell (save - DC 17) through the sensor on one of those creatures. You don’t - need to concentrate on this suggestion to - maintain it during its duration, but it ends if - scrying ends. Once used, the - suggestion power of the crystal - ball can’t be used again until the next dawn. - - - Crystal Ball of True - Seeing. While scrying with the crystal - ball, you have truesight with a radius of 120 feet centered on - the spell’s sensor. - -
-
- Cube of Force - - Wondrous item, rare (requires attunement) - - - This cube is about an inch across. Each face has a distinct - marking on it that can be pressed. The cube starts with 36 - charges, and it regains 1d20 expended charges daily at dawn. - - - You can use an action to press one of the cube’s faces, - expending a number of charges based on the chosen face, as shown - in the Cube of Force Faces table. Each face has a different - effect. If the cube has insufficient charges remaining, nothing - happens. Otherwise, a barrier of invisible force springs into - existence, forming a cube 15 feet on a side. The barrier is - centered on you, moves with you, and lasts for 1 minute, until - you use an action to press the cube’s sixth face, or the cube - runs out of charges. You can change the barrier’s effect by - pressing a different face of the cube and expending the - requisite number of charges, resetting the duration. - - - If your movement causes the barrier to come into contact with a - solid object that can’t pass through the cube, you can’t move - any closer to that object as long as the barrier remains. - - - Table- Cube of Force Effects - - - - - - - - - - Face - - - Charges - - - Effect - - - - - - - 1 - - - 1 - - - Gases, wind, and fog can’t pass through the barrier. - - - - - 2 - - - 2 - - - Nonliving matter can’t pass through the barrier. Walls, - floors, and ceilings can pass through at your - discretion. - - - - - 3 - - - 3 - - - Living matter can’t pass through the barrier. - - - - - 4 - - - 4 - - - Spell effects can’t pass through the barrier. - - - - - 5 - - - 5 - - - Nothing can pass through the barrier. Walls, floors, and - ceilings can pass through at your discretion. - - - - - 6 - - - 0 - - - The barrier deactivates. - - - - - - - - - - - - - - - The cube loses charges when the barrier is targeted by certain - spells or comes into contact with certain spell or magic item - effects, as shown in the table below. - - - Table- Cube of Force Charges - Lost - - - - - - - - - Spell or Item - - - Charges Lost - - - - - - - Disintegrate - - - 1d12 - - - - - Horn of blasting - - - 1d10 - - - - - Passwall - - - 1d6 - - - - - Prismatic spray - - - 1d20 - - - - - Wall of fire - - - 1d4 - - - - - - - - - - - -
-
- Cubic Gate - - Wondrous item, legendary - - - This cube is 3 inches across and radiates palpable magical - energy. The six sides of the cube are each keyed to a different - plane of existence, one of which is the Material Plane. The - other sides are linked to planes determined by the GM. - - - You can use an action to press one side of the cube to cast the - gate spell with it, opening a portal to the - plane keyed to that side. Alternatively, if you use an action to - press one side twice, you can cast the plane - shift spell (save DC 17) with the cube and transport - the targets to the plane keyed to that side. - - - The cube has 3 charges. Each use of the cube expends 1 charge. - The cube regains 1d3 expended charges daily at dawn. - -
-
-
- Magic Items (D) -
- Dagger of Venom - - Weapon (dagger), rare - - - You gain a +1 bonus to attack and damage rolls made with this - magic weapon. - - - You can use an action to cause thick, black poison to coat the - blade. The poison remains for 1 minute or until an attack using - this weapon hits a creature. That creature must succeed on a DC - 15 Constitution saving throw or take 2d10 poison damage and - become poisoned for 1 minute. The dagger can’t be used this way - again until the next dawn. - -
-
- Dancing Sword - - Weapon (any sword), very rare (requires - attunement) - - - You can use a bonus action to toss this magic sword into the air - and speak the command word. When you do so, the sword begins to - hover, flies up to 30 feet, and attacks one creature of your - choice within 5 feet of it. The sword uses your attack roll and - ability score modifier to damage rolls. - - - While the sword hovers, you can use a bonus action to cause it - to fly up to 30 feet to another spot within 30 feet of you. As - part of the same bonus action, you can cause the sword to attack - one creature within 5 feet of it. - - - After the hovering sword attacks for the fourth time, it flies - up to 30 feet and tries to return to your hand. If you have no - hand free, it falls to the ground at your feet. If the sword has - no unobstructed path to you, it moves as close to you as it can - and then falls to the ground. It also ceases to hover if you - grasp it or move more than 30 feet away from it. - -
-
- Decanter of Endless Water - - Wondrous item, uncommon - - - This stoppered flask sloshes when shaken, as if it contains - water. The decanter weighs 2 pounds. - - - You can use an action to remove the stopper and speak one of - three command words, whereupon an amount of fresh water or salt - water (your choice) pours out of the flask. The water stops - pouring out at the start of your next turn. Choose from the - following options: - - - - - Stream produces 1 gallon of water. - - - - - Fountain produces 5 gallons of water. - - - - - Geyser produces 30 gallons of water that - gushes forth in a geyser 30 feet long and 1 foot wide. As a - bonus action while holding the decanter, you can aim the - geyser at a creature you can see within 30 feet of you. The - target must succeed on a DC 13 Strength saving throw or take - 1d4 bludgeoning damage and fall prone. Instead of a - creature, you can target an object that isn’t being worn or - carried and that weighs no more than 200 pounds. The object - is either knocked over or pushed up to 15 feet away from - you. - - - -
-
- Deck of Illusions - - Wondrous item, uncommon - - - This box contains a set of parchment cards. A full deck has 34 - cards. A deck found as treasure is usually missing 1d20-1 cards. - - - The magic of the deck functions only if cards are drawn at - random (you can use an altered deck of playing cards to simulate - the deck). You can use an action to draw a card at random from - the deck and throw it to the ground at a point within 30 feet of - you. - - - An illusion of one or more creatures forms over the thrown card - and remains until dispelled. An illusory creature appears real, - of the appropriate size, and behaves as if it were a real - creature except that it can do no harm. While you are within 120 - feet of the illusory creature and can see it, you can use an - action to move it magically anywhere within 30 feet of its card. - Any physical interaction with the illusory creature reveals it - to be an illusion, because objects pass through it. Someone who - uses an action to visually inspect the creature identifies it as - illusory with a successful DC 15 Intelligence (Investigation) - check. The creature then appears translucent. - - - The illusion lasts until its card is moved or the illusion is - dispelled. When the illusion ends, the image on its card - disappears, and that card can’t be used again. - - - Table- Deck of Illusions - - - - - - - - - Playing Card - - - Illusion - - - - - - - Ace of hearts - - - Red dragon - - - - - King of hearts - - - Knight and four guards - - - - - Queen of hearts - - - Succubus or incubus - - - - - Jack of hearts - - - Druid - - - - - Ten of hearts - - - Cloud giant - - - - - Nine of hearts - - - Ettin - - - - - Eight of hearts - - - Bugbear - - - - - Two of hearts - - - Goblin - - - - - Ace of diamonds - - - Beholder - - - - - King of diamonds - - - Archmage and mage apprentice - - - - - Queen of diamonds - - - Night hag - - - - - Jack of diamonds - - - Assassin - - - - - Ten of diamonds - - - Fire giant - - - - - Nine of diamonds - - - Ogre mage - - - - - Eight of diamonds - - - Gnoll - - - - - Two of diamonds - - - Kobold - - - - - Ace of spades - - - Lich - - - - - King of spades - - - Priest and two acolytes - - - - - Queen of spades - - - Medusa - - - - - Jack of spades - - - Veteran - - - - - Ten of spades - - - Frost giant - - - - - Nine of spades - - - Troll - - - - - Eight of spades - - - Hobgoblin - - - - - Two of spades - - - Goblin - - - - - Ace of clubs - - - Iron golem - - - - - King of clubs - - - Bandit captain and three bandits - - - - - Queen of clubs - - - Erinyes - - - - - Jack of clubs - - - Berserker - - - - - Ten of clubs - - - Hill giant - - - - - Nine of clubs - - - Ogre - - - - - Eight of clubs - - - Orc - - - - - Two of clubs - - - Kobold - - - - - Jokers (2) - - - You (the deck’s owner) - - - - - - - - - - - -
-
- Deck of Many Things - - Wondrous item, legendary - - - Usually found in a box or pouch, this deck contains a number of - cards made of ivory or vellum. Most (75 percent) of these decks - have only thirteen cards, but the rest have twenty-two. - - - Before you draw a card, you must declare how many cards you - intend to draw and then draw them randomly (you can use an - altered deck of playing cards to simulate the deck). Any cards - drawn in excess of this number have no effect. Otherwise, as - soon as you draw a card from the deck, its magic takes effect. - You must draw each card no more than 1 hour after the previous - draw. If you fail to draw the chosen number, the remaining - number of cards fly from the deck on their own and take effect - all at once. - - - Once a card is drawn, it fades from existence. Unless the card - is the Fool or the Jester, the card reappears in the deck, - making it possible to draw the same card twice. - - - Table- Deck of Many Things - - - - - - - - - Playing Card - - - Card - - - - - - - Ace of diamonds - - - Vizier* - - - - - King of diamonds - - - Sun - - - - - Queen of diamonds - - - Moon - - - - - Jack of diamonds - - - Star - - - - - Two of diamonds - - - Comet* - - - - - Ace of hearts - - - The Fates* - - - - - King of hearts - - - Throne - - - - - Queen of hearts - - - Key - - - - - Jack of hearts - - - Knight - - - - - Two of hearts - - - Gem* - - - - - Ace of clubs - - - Talons* - - - - - King of clubs - - - The Void - - - - - Queen of clubs - - - Flames - - - - - Jack of clubs - - - Skull - - - - - Two of clubs - - - Idiot* - - - - - Ace of spades - - - Donjon* - - - - - King of spades - - - Ruin - - - - - Queen of spades - - - Euryale - - - - - Jack of spades - - - Rogue - - - - - Two of spades - - - Balance* - - - - - Joker (with TM) - - - Fool* - - - - - Joker (without TM) - - - Jester - - - - - - - - - - - - - * Found only in a deck with twenty-two cards - - - Balance. - Your mind suffers a wrenching alteration, causing your alignment - to change. Lawful becomes chaotic, good becomes evil, and vice - versa. If you are true neutral or unaligned, this card has no - effect on you. - - - Comet. - If you single-handedly defeat the next hostile monster or group - of monsters you encounter, you gain experience points enough to - gain one level. Otherwise, this card has no effect. - - - Donjon. - You disappear and become entombed in a state of suspended - animation in an extradimensional sphere. Everything you were - wearing and carrying stays behind in the space you occupied when - you disappeared. You remain imprisoned until you are found and - removed from the sphere. You can’t be located by any divination - magic, but a wish spell can reveal the - location of your prison. You draw no more cards. - - - Euryale. - The card’s medusa-like visage curses you. You take a -2 penalty - on saving throws while cursed in this way. Only a god or the - magic of The Fates card can end this curse. - - - The - Fates. Reality’s fabric unravels and spins - anew, allowing you to avoid or erase one event as if it never - happened. You can use the card’s magic as soon as you draw the - card or at any other time before you die. - - - Flames. - A powerful devil becomes your enemy. The devil seeks your ruin - and plagues your life, savoring your suffering before attempting - to slay you. This enmity lasts until either you or the devil - dies. - - - Fool. - You lose 10,000 XP, discard this card, and draw from the deck - again, counting both draws as one of your declared draws. If - losing that much XP would cause you to lose a level, you instead - lose an amount that leaves you with just enough XP to keep your - level. - - - Gem. - Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems - worth 1,000 gp each appear at your feet. - - - Idiot. - Permanently reduce your Intelligence by 1d4+1 (to a minimum - score of 1). You can draw one additional card beyond your - declared draws. - - - Jester. - You gain 10,000 XP, or you can draw two additional cards beyond - your declared draws. - - - Key. A - rare or rarer magic weapon with which you are proficient appears - in your hands. The GM chooses the weapon. - - - Knight. - You gain the service of a 4th-level fighter who appears in a - space you choose within 30 feet of you. The fighter is of the - same race as you and serves you loyally until death, believing - the fates have drawn him or her to you. You control this - character. - - - Moon. - You are granted the ability to cast the - wish spell 1d3 times. - - - Rogue. A - nonplayer character of the GM’s choice becomes hostile toward - you. The identity of your new enemy isn’t known until the NPC or - someone else reveals it. Nothing less than a - wish spell or divine intervention can end - the NPC’s hostility toward you. - - - Ruin. - All forms of wealth that you carry or own, other than magic - items, are lost to you. Portable property vanishes. Businesses, - buildings, and land you own are lost in a way that alters - reality the least. Any documentation that proves you should own - something lost to this card also disappears. - - - Skull. - You summon an avatar of death-a ghostly humanoid skeleton clad - in a tattered black robe and carrying a spectral scythe. It - appears in a space of the GM’s choice within 10 feet of you and - attacks you, warning all others that you must win the battle - alone. The avatar fights until you die or it drops to 0 hit - points, whereupon it disappears. If anyone tries to help you, - the helper summons its own avatar of death. A creature slain by - an avatar of death can’t be restored to life. - -
- Avatar of Death - - Medium undead, neutral evil - - - Armor Class 20 - - - Hit Points half the hit - point maximum of its summoner - - - Speed 60 ft., fly 60 ft. - (hover) - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 16 (+3) - - - 16 (+3) - - - 16 (+3) - - - 16 (+3) - - - 16 (+3) - - - - - - - Damage Immunities necrotic, - poison - - - Condition Immunities - charmed, frightened, paralyzed, petrified, poisoned, - unconscious - - - Senses darkvision 60 ft., - truesight 60 ft., passive Perception 13 - - - Languages all languages - known to its summoner - - - Challenge - (0 XP) - - - Incorporeal - Movement. The avatar can move through - other creatures and objects as if they were difficult terrain. - It takes 5 (1d10) force damage if it ends its turn inside an - object. - - - Turning - Immunity. The avatar is immune to - features that turn undead. - -
- Actions - - Reaping - Scythe. The avatar sweeps its spectral - scythe through a creature within 5 feet of it, dealing 7 - (1d8+3) slashing damage plus 4 (1d8) necrotic damage. - - - Star. - Increase one of your ability scores by 2. The score can - exceed 20 but can’t exceed 24. - - - Sun. - You gain 50,000 XP, and a wondrous item (which the GM - determines randomly) appears in your hands. - - - Talons. - Every magic item you wear or carry disintegrates. Artifacts - in your possession aren’t destroyed but do vanish. - - - Throne. - You gain proficiency in the Persuasion skill, and you double - your proficiency bonus on checks made with that skill. In - addition, you gain rightful ownership of a small keep - somewhere in the world. However, the keep is currently in - the hands of monsters, which you must clear out before you - can claim the keep as yours. - - - Vizier. - At any time you choose within one year of drawing this card, - you can ask a question in meditation and mentally receive a - truthful answer to that question. Besides information, the - answer helps you solve a puzzling problem or other dilemma. - In other words, the knowledge comes with wisdom on how to - apply it. - - - The - Void. This black card spells disaster. - Your soul is drawn from your body and contained in an object - in a place of the GM’s choice. One or more powerful beings - guard the place. While your soul is trapped in this way, - your body is incapacitated. A wish - spell can’t restore your soul, but the spell reveals the - location of the object that holds it. You draw no more - cards. - -
-
-
-
- Defender - - Weapon (any sword), legendary (requires - attunement) - - - You gain a +3 bonus to attack and damage rolls made with this - magic weapon. - - - The first time you attack with the sword on each of your turns, - you can transfer some or all of the sword’s bonus to your Armor - Class, instead of using the bonus on any attacks that turn. For - example, you could reduce the bonus to your attack and damage - rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses - remain in effect until the start of your next turn, although you - must hold the sword to gain a bonus to AC from it. - -
-
- Demon Armor - - Armor (plate), very rare (requires - attunement) - - - While wearing this armor, you gain a +1 bonus to AC, and you can - understand and speak Abyssal. In addition, the armor’s clawed - gauntlets turn unarmed strikes with your hands into magic - weapons that deal slashing damage, with a +1 bonus to attack - rolls and damage rolls and a damage die of 1d8. - - - Curse. - Once you don this cursed armor, you can’t doff it unless you are - targeted by the remove curse spell or - similar magic. While wearing the armor, you have disadvantage on - attack rolls against demons and on saving throws against their - spells and special abilities. - -
-
- Dimensional Shackles - - Wondrous item, rare - - - You can use an action to place these shackles on an - incapacitated creature. The shackles adjust to fit a creature of - Small to Large size. In addition to serving as mundane manacles, - the shackles prevent a creature bound by them from using any - method of extradimensional movement, including teleportation or - travel to a different plane of existence. They don’t prevent the - creature from passing through an interdimensional portal. - - - You and any creature you designate when you use the shackles can - use an action to remove them. Once every 30 days, the bound - creature can make a DC 30 Strength (Athletics) check. On a - success, the creature breaks free and destroys the shackles. - -
-
- Dragon Scale Mail - - Armor (scale mail), very rare (requires - attunement) - - - Dragon scale mail is made of the scales of one kind of dragon. - Sometimes dragons collect their cast-off scales and gift them to - humanoids. Other times, hunters carefully skin and preserve the - hide of a dead dragon. In either case, dragon scale mail is - highly valued. - - - While wearing this armor, you gain a +1 bonus to AC, you have - advantage on saving throws against the Frightful Presence and - breath weapons of dragons, and you have resistance to one damage - type that is determined by the kind of dragon that provided the - scales (see the table). - - - Additionally, you can focus your senses as an action to - magically discern the distance and direction to the closest - dragon within 30 miles of you that is of the same type as the - armor. This special action can’t be used again until the next - dawn. - - - Table- Dragon Scale Mail - - - - - - - - - Dragon - - - Resistance - - - - - - - Black - - - Acid - - - - - Blue - - - Lightning - - - - - Brass - - - Fire - - - - - Bronze - - - Lightning - - - - - Copper - - - Acid - - - - - Gold - - - Fire - - - - - Green - - - Poison - - - - - Red - - - Fire - - - - - Silver - - - Cold - - - - - White - - - Cold - - - - - - - - - - - -
-
- Dragon Slayer - - Weapon (any sword), rare - - - You gain a +1 bonus to attack and damage rolls made with this - magic weapon. - - - When you hit a dragon with this weapon, the dragon takes an - extra 3d6 damage of the weapon’s type. For the purpose of this - weapon, dragon refers to any creature with the - dragon type, including dragon turtles and wyverns. - -
-
- Dust of Disappearance - - Wondrous item, uncommon - - - Found in a small packet, this powder resembles very fine sand. - There is enough of it for one use. When you use an action to - throw the dust into the air, you and each creature and object - within 10 feet of you become invisible for 2d4 minutes. The - duration is the same for all subjects, and the dust is consumed - when its magic takes effect. If a creature affected by the dust - attacks or casts a spell, the invisibility ends for that - creature. - -
-
- Dust of Dryness - - Wondrous item, uncommon - - - This small packet contains 1d6+4 pinches of dust. You can use an - action to sprinkle a pinch of it over water. The dust turns a - cube of water 15 feet on a side into one marble-sized pellet, - which floats or rests near where the dust was sprinkled. The - pellet’s weight is negligible. - - - Someone can use an action to smash the pellet against a hard - surface, causing the pellet to shatter and release the water the - dust absorbed. Doing so ends that pellet’s magic. - - - An elemental composed mostly of water that is exposed to a pinch - of the dust must make a DC 13 Constitution saving throw, taking - 10d6 necrotic damage on a failed save, or half as much damage on - a successful one. - -
-
- Dust of Sneezing and Choking - - Wondrous item, uncommon - - - Found in a small container, this powder resembles very fine - sand. It appears to be dust of - disappearance, and an identify - spell reveals it to be such. There is enough of it for one use. - - - When you use an action to throw a handful of the dust into the - air, you and each creature that needs to breathe within 30 feet - of you must succeed on a DC 15 Constitution saving throw or - become unable to breathe, while sneezing uncontrollably. A - creature affected in this way is incapacitated and suffocating. - As long as it is conscious, a creature can repeat the saving - throw at the end of each of its turns, ending the effect on it - on a success. The lesser restoration spell - can also end the effect on a creature. - -
-
- Dwarven Plate - - Armor (plate), very rare - - - While wearing this armor, you gain a +2 bonus to AC. In - addition, if an effect moves you against your will along the - ground, you can use your reaction to reduce the distance you are - moved by up to 10 feet. - -
-
- Dwarven Thrower - - Weapon (warhammer), very rare (requires attunement by - a dwarf) - - - You gain a +3 bonus to attack and damage rolls made with this - magic weapon. It has the thrown property with a normal range of - 20 feet and a long range of 60 feet. When you hit with a ranged - attack using this weapon, it deals an extra 1d8 damage or, if - the target is a giant, 2d8 damage. Immediately after the attack, - the weapon flies back to your hand. - -
-
-
- Magic Items (E) -
- Efficient Quiver - - Wondrous item, uncommon - - - Each of the quiver’s three compartments connects to an - extradimensional space that allows the quiver to hold numerous - items while never weighing more than 2 pounds. The shortest - compartment can hold up to sixty arrows, bolts, or similar - objects. The midsize compartment holds up to eighteen javelins - or similar objects. The longest compartment holds up to six long - objects, such as bows, quarterstaffs, or spears. - - - You can draw any item the quiver contains as if doing so from a - regular quiver or scabbard. - -
-
- Efreeti Bottle - - Wondrous item, very rare - - - This painted brass bottle weighs 1 pound. When you use an action - to remove the stopper, a cloud of thick smoke flows out of the - bottle. At the end of your turn, the smoke disappears with a - flash of harmless fire, and an efreeti appears in an unoccupied - space within 30 feet of you. - - - The first time the bottle is opened, the GM rolls to determine - what happens. - - - Table- Efreeti Bottle - - - - - - - - - d100 - - - Effect - - - - - - - 01-10 - - - The efreeti attacks you. After fighting for 5 rounds, - the efreeti disappears, and the bottle loses its magic. - - - - - 11-90 - - - The efreeti serves you for 1 hour, doing as you command. - Then the efreeti returns to the bottle, and a new - stopper contains it. The stopper can’t be removed for 24 - hours. The next two times the bottle is opened, the same - effect occurs. If the bottle is opened a fourth time, - the efreeti escapes and disappears, and the bottle loses - its magic. - - - - - 91-100 - - - The efreeti can cast the wish spell three times for you. - It disappears when it grants the final wish or after 1 - hour, and the bottle loses its magic. - - - - - - - - - - - -
-
- Elemental Gem - - Wondrous item, uncommon - - - This gem contains a mote of elemental energy. When you use an - action to break the gem, an elemental is summoned as if you had - cast the conjure elemental spell, and the - gem’s magic is lost. The type of gem determines the elemental - summoned by the spell. - - - Table- Elemental Gem - - - - - - - - - Gem - - - Summoned Elemental - - - - - - - Blue sapphire - - - Air elemental - - - - - Yellow diamond - - - Earth elemental - - - - - Red corundum - - - Fire elemental - - - - - Emerald - - - Water elemental - - - - - - - - - - - -
-
- Elven Chain - - Armor (chain shirt), rare - - - You gain a +1 bonus to AC while you wear this armor. You are - considered proficient with this armor even if you lack - proficiency with medium armor. - -
-
- Eversmoking Bottle - - Wondrous item, uncommon - - - Smoke leaks from the lead-stoppered mouth of this brass bottle, - which weighs 1 pound. When you use an action to remove the - stopper, a cloud of thick smoke pours out in a 60-foot radius - from the bottle. The cloud’s area is heavily obscured. Each - minute the bottle remains open and within the cloud, the radius - increases by 10 feet until it reaches its maximum radius of 120 - feet. - - - The cloud persists as long as the bottle is open. Closing the - bottle requires you to speak its command word as an action. Once - the bottle is closed, the cloud disperses after 10 minutes. A - moderate wind (11 to 20 miles per hour) can also disperse the - smoke after 1 minute, and a strong wind (21 or more miles per - hour) can do so after 1 round. - -
-
- Eyes of Charming - - Wondrous item, uncommon (requires - attunement) - - - These crystal lenses fit over the eyes. They have 3 charges. - While wearing them, you can expend 1 charge as an action to cast - the charm person spell (save DC 13) on a - humanoid within 30 feet of you, provided that you and the target - can see each other. The lenses regain all expended charges daily - at dawn. - -
-
- Eyes of Minute Seeing - - Wondrous item, uncommon - - - These crystal lenses fit over the eyes. While wearing them, you - can see much better than normal out to a range of 1 foot. You - have advantage on Intelligence (Investigation) checks that rely - on sight while searching an area or studying an object within - that range. - -
-
- Eyes of the Eagle - - Wondrous item, uncommon (requires - attunement) - - - These crystal lenses fit over the eyes. While wearing them, you - have advantage on Wisdom (Perception) checks that rely on sight. - In conditions of clear visibility, you can make out details of - even extremely distant creatures and objects as small as 2 feet - across. - -
-
-
- Magic Items (F) -
- Feather Token - - Wondrous item, rare - - - This tiny object looks like a feather. Different types of - feather tokens exist, each with a different single-use effect. - The GM chooses the kind of token or determines it randomly. - - - Table- Feather Token - - - - - - - - - d100 - - - Feather Token - - - - - - - 01-20 - - - Anchor - - - - - 21-35 - - - Bird - - - - - 36-50 - - - Fan - - - - - 51-65 - - - Swan boat - - - - - 66-90 - - - Tree - - - - - 91-100 - - - Whip - - - - - - - - - - - - - Anchor. - You can use an action to touch the token to a boat or ship. For - the next 24 hours, the vessel can’t be moved by any means. - Touching the token to the vessel again ends the effect. When the - effect ends, the token disappears. - - - Bird. - You can use an action to toss the token 5 feet into the air. The - token disappears and an enormous, multicolored bird takes its - place. The bird has the statistics of a roc, but it obeys your - simple commands and can’t attack. It can carry up to 500 pounds - while flying at its maximum speed (16 miles an hour for a - maximum of 144 miles per day, with a one-hour rest for every 3 - hours of flying), or 1,000 pounds at half that speed. The bird - disappears after flying its maximum distance for a day or if it - drops to 0 hit points. You can dismiss the bird as an action. - - - Fan. If - you are on a boat or ship, you can use an action to toss the - token up to 10 feet in the air. The token disappears, and a - giant flapping fan takes its place. The fan floats and creates a - wind strong enough to fill the sails of one ship, increasing its - speed by 5 miles per hour for 8 hours. You can dismiss the fan - as an action. - - - Swan - Boat. You can use an action to touch the - token to a body of water at least 60 feet in diameter. The token - disappears, and a 50-foot long, 20-foot wide boat shaped like a - swan takes its place. The boat is self-propelled and moves - across water at a speed of 6 miles per hour. You can use an - action while on the boat to command it to move or to turn up to - 90 degrees. The boat can carry up to thirty-two Medium or - smaller creatures. A Large creature counts as four Medium - creatures, while a Huge creature counts as nine. The boat - remains for 24 hours and then disappears. You can dismiss the - boat as an action. - - - Tree. - You must be outdoors to use this token. You can use an action to - touch it to an unoccupied space on the ground. The token - disappears, and in its place a nonmagical oak tree springs into - existence. The tree is 60 feet tall and has a 5-foot diameter - trunk, and its branches at the top spread out in a 20-foot - radius. - - - Whip. - You can use an action to throw the token to a point within 10 - feet of you. The token disappears, and a floating whip takes its - place. You can then use a bonus action to make a melee spell - attack against a creature within 10 feet of the whip, with an - attack bonus of +9. On a hit, the target takes 1d6+5 force - damage. - - - As a bonus action on your turn, you can direct the whip to fly - up to 20 feet and repeat the attack against a creature within 10 - feet of it. The whip disappears after 1 hour, when you use an - action to dismiss it, or when you are incapacitated or die. - -
-
- Figurine of Wondrous Power - - Wondrous item, rarity by figurine - - - A figurine of wondrous power is a statuette - of a beast small enough to fit in a pocket. If you use an action - to speak the command word and throw the figurine to a point on - the ground within 60 feet of you, the figurine becomes a living - creature. If the space where the creature would appear is - occupied by other creatures or objects, or if there isn’t enough - space for the creature, the figurine doesn’t become a creature. - - - The creature is friendly to you and your companions. It - understands your languages and obeys your spoken commands. If - you issue no commands, the creature defends itself but takes no - other actions. - - - The creature exists for a duration specific to each figurine. At - the end of the duration, the creature reverts to its figurine - form. It reverts to a figurine early if it drops to 0 hit points - or if you use an action to speak the command word again while - touching it. When the creature becomes a figurine again, its - property can’t be used again until a certain amount of time has - passed, as specified in the figurine’s description. - - - Bronze Griffon - (Rare). This bronze statuette is of a - griffon rampant. It can become a griffon for up to 6 hours. Once - it has been used, it can’t be used again until 5 days have - passed. - - - Ebony Fly - (Rare). This ebony statuette is carved in - the likeness of a horsefly. It can become a giant fly for up to - 12 hours and can be ridden as a mount. Once it has been used, it - can’t be used again until 2 days have passed. - -
- Giant Fly - - Large beast, unaligned - - - Armor Class 11 - - - Hit Points 19 (3d10+3) - - - Speed 30 ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 14 (+2) - - - 13 (+1) - - - 13 (+1) - - - 2 (-4) - - - 10 (+0) - - - 3 (-4) - - - - - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages - - - - Golden Lions - (Rare). These gold statuettes of lions - are always created in pairs. You can use one figurine or both - simultaneously. Each can become a lion for up to 1 hour. Once - a lion has been used, it can’t be used again until 7 days have - passed. - - - Ivory Goats - (Rare). These ivory statuettes of goats - are always created in sets of three. Each goat looks unique - and functions differently from the others. Their properties - are as follows: - - - - - The goat of traveling can become a - Large goat with the same statistics as a riding horse. It - has 24 charges, and each hour or portion thereof it spends - in beast form costs 1 charge. While it has charges, you - can use it as often as you wish. When it runs out of - charges, it reverts to a figurine and can’t be used again - until 7 days have passed, when it regains all its charges. - - - - - The goat of travail becomes a giant - goat for up to 3 hours. Once it has been used, it can’t be - used again until 30 days have passed. - - - - - The goat of terror becomes a giant - goat for up to 3 hours. The goat can’t attack, but you can - remove its horns and use them as weapons. One horn becomes - a +1 lance, and the other becomes a - +2 longsword. Removing a horn - requires an action, and the weapons disappear and the - horns return when the goat reverts to figurine form. In - addition, the goat radiates a 30-foot radius aura of - terror while you are riding it. Any creature hostile to - you that starts its turn in the aura must succeed on a DC - 15 Wisdom saving throw or be frightened of the goat for 1 - minute, or until the goat reverts to figurine form. The - frightened creature can repeat the saving throw at the end - of each of its turns, ending the effect on itself on a - success. Once it successfully saves against the effect, a - creature is immune to the goat’s aura for the next 24 - hours. Once the figurine has been used, it can’t be used - again until 15 days have passed. - - - - - Marble Elephant - (Rare). This marble statuette is about 4 - inches high and long. It can become an elephant for up to 24 - hours. Once it has been used, it can’t be used again until 7 - days have passed. - - - Obsidian Steed (Very - Rare). This polished obsidian horse can - become a nightmare for up to 24 hours. The nightmare fights - only to defend itself. Once it has been used, it can’t be used - again until 5 days have passed. - - - If you have a good alignment, the figurine has a 10 percent - chance each time you use it to ignore your orders, including a - command to revert to figurine form. If you mount the nightmare - while it is ignoring your orders, you and the nightmare are - instantly transported to a random location on the plane of - Hades, where the nightmare reverts to figurine form. - - - Onyx Dog - (Rare). This onyx statuette of a dog can - become a mastiff for up to 6 hours. The mastiff has an - Intelligence of 8 and can speak Common. It also has darkvision - out to a range of 60 feet and can see invisible creatures and - objects within that range. Once it has been used, it can’t be - used again until 7 days have passed. - - - Serpentine Owl - (Rare). This serpentine statuette of an - owl can become a giant owl for up to 8 hours. Once it has been - used, it can’t be used again until 2 days have passed. The owl - can telepathically communicate with you at any range if you - and it are on the same plane of existence. - - - Silver Raven - (Uncommon). This silver statuette of a - raven can become a raven for up to 12 hours. Once it has been - used, it can’t be used again until 2 days have passed. While - in raven form, the figurine allows you to cast the - animal messenger spell on it at will. - -
-
-
- Flame Tongue - - Weapon (any sword), rare (requires - attunement) - - - You can use a bonus action to speak this magic sword’s command - word, causing flames to erupt from the blade. These flames shed - bright light in a 40-foot radius and dim light for an additional - 40 feet. While the sword is ablaze, it deals an extra 2d6 fire - damage to any target it hits. The flames last until you use a - bonus action to speak the command word again or until you drop - or sheathe the sword. - -
-
- Folding Boat - - Wondrous item, rare - - - This object appears as a wooden box that measures 12 inches - long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and - floats. It can be opened to store items inside. This item also - has three command words, each requiring you to use an action to - speak it. - - - One command word causes the box to unfold into a boat 10 feet - long, 4 feet wide, and 2 feet deep. The boat has one pair of - oars, an anchor, a mast, and a lateen sail. The boat can hold up - to four Medium creatures comfortably. - - - The second command word causes the box to unfold into a ship 24 - feet long, 8 feet wide, and 6 feet deep. The ship has a deck, - rowing seats, five sets of oars, a steering oar, an anchor, a - deck cabin, and a mast with a square sail. The ship can hold - fifteen Medium creatures comfortably. - - - When the box becomes a vessel, its weight becomes that of a - normal vessel its size, and anything that was stored in the box - remains in the boat. - - - The third command word causes the folding - boat to fold back into a box, provided that no - creatures are aboard. Any objects in the vessel that can’t fit - inside the box remain outside the box as it folds. Any objects - in the vessel that can fit inside the box do so. - -
-
- Frost Brand - - Weapon (any sword), very rare (requires - attunement) - - - When you hit with an attack using this magic sword, the target - takes an extra 1d6 cold damage. In addition, while you hold the - sword, you have resistance to fire damage. - - - In freezing temperatures, the blade sheds bright light in a - 10-foot radius and dim light for an additional 10 feet. - - - When you draw this weapon, you can extinguish all nonmagical - flames within 30 feet of you. This property can be used no more - than once per hour. - -
-
-
- Magic Items (G) -
- Gauntlets of Ogre Power - - Wondrous item, uncommon (requires - attunement) - - - Your Strength score is 19 while you wear these gauntlets. They - have no effect on you if your Strength is already 19 or higher. - -
-
- Gem of Brightness - - Wondrous item, uncommon - - - This prism has 50 charges. While you are holding it, you can use - an action to speak one of three command words to cause one of - the following effects: - - - - - The first command word causes the gem to shed bright light - in a 30-foot radius and dim light for an additional 30 feet. - This effect doesn’t expend a charge. It lasts until you use - a bonus action to repeat the command word or until you use - another function of the gem. - - - - - The second command word expends 1 charge and causes the gem - to fire a brilliant beam of light at one creature you can - see within 60 feet of you. The creature must succeed on a DC - 15 Constitution saving throw or become blinded for 1 minute. - The creature can repeat the saving throw at the end of each - of its turns, ending the effect on itself on a success. - - - - - The third command word expends 5 charges and causes the gem - to flare with blinding light in a 30-foot cone originating - from it. Each creature in the cone must make a saving throw - as if struck by the beam created with the second command - word. - - - - - When all of the gem’s charges are expended, the gem becomes a - nonmagical jewel worth 50 gp. - -
-
- Gem of Seeing - - Wondrous item, rare (requires attunement) - - - This gem has 3 charges. As an action, you can speak the gem’s - command word and expend 1 charge. For the next 10 minutes, you - have truesight out to 120 feet when you peer through the gem. - - - The gem regains 1d3 expended charges daily at dawn. - -
-
- Giant Slayer - - Weapon (any axe or sword), rare - - - You gain a +1 bonus to attack and damage rolls made with this - magic weapon. - - - When you hit a giant with it, the giant takes an extra 2d6 - damage of the weapon’s type and must succeed on a DC 15 Strength - saving throw or fall prone. For the purpose of this weapon, - giant refers to any creature with the giant type, - including ettins and trolls. - -
-
- Glamoured Studded Leather - - Armor (studded leather), rare - - - While wearing this armor, you gain a +1 bonus to AC. You can - also use a bonus action to speak the armor’s command word and - cause the armor to assume the appearance of a normal set of - clothing or some other kind of armor. You decide what it looks - like, including color, style, and accessories, but the armor - retains its normal bulk and weight. The illusory appearance - lasts until you use this property again or remove the armor. - -
-
- Gloves of Missile Snaring - - Wondrous item, uncommon (requires - attunement) - - - These gloves seem to almost meld into your hands when you don - them. When a ranged weapon attack hits you while you’re wearing - them, you can use your reaction to reduce the damage by - 1d10+your Dexterity modifier, provided that you have a free - hand. If you reduce the damage to 0, you can catch the missile - if it is small enough for you to hold in that hand. - -
-
- Gloves of Swimming and Climbing - - Wondrous item, uncommon (requires - attunement) - - - While wearing these gloves, climbing and swimming don’t cost you - extra movement, and you gain a +5 bonus to Strength (Athletics) - checks made to climb or swim. - -
-
- Goggles of Night - - Wondrous item, uncommon - - - While wearing these dark lenses, you have darkvision out to a - range of 60 feet. If you already have darkvision, wearing the - goggles increases its range by 60 feet. - -
-
-
- Magic Items (H) -
- Hammer of Thunderbolts - - Weapon (maul), legendary - - - You gain a +1 bonus to attack and damage rolls made with this - magic weapon. - - - Giant’s Bane (Requires - Attunement). You must be wearing a - belt of giant strength (any variety) and - gauntlets of ogre power to attune to this - weapon. The attunement ends if you take off either of those - items. While you are attuned to this weapon and holding it, your - Strength score increases by 4 and can exceed 20, but not 30. - When you roll a 20 on an attack roll made with this weapon - against a giant, the giant must succeed on a DC 17 Constitution - saving throw or die. - - - The hammer also has 5 charges. While attuned to it, you can - expend 1 charge and make a ranged weapon attack with the hammer, - hurling it as if it had the thrown property with a normal range - of 20 feet and a long range of 60 feet. If the attack hits, the - hammer unleashes a thunderclap audible out to 300 feet. The - target and every creature within 30 feet of it must succeed on a - DC 17 Constitution saving throw or be stunned until the end of - your next turn. The hammer regains 1d4+1 expended charges daily - at dawn. - -
-
- Handy Haversack - - Wondrous item, rare - - - This backpack has a central pouch and two side pouches, each of - which is an extradimensional space. Each side pouch can hold up - to 20 pounds of material, not exceeding a volume of 2 cubic - feet. The large central pouch can hold up to 8 cubic feet or 80 - pounds of material. The backpack always weighs 5 pounds, - regardless of its contents. - - - Placing an object in the haversack follows the normal rules for - interacting with objects. Retrieving an item from the haversack - requires you to use an action. When you reach into the haversack - for a specific item, the item is always magically on top. - - - The haversack has a few limitations. If it is overloaded, or if - a sharp object pierces it or tears it, the haversack ruptures - and is destroyed. If the haversack is destroyed, its contents - are lost forever, although an artifact always turns up again - somewhere. If the haversack is turned inside out, its contents - spill forth, unharmed, and the haversack must be put right - before it can be used again. If a breathing creature is placed - within the haversack, the creature can survive for up to 10 - minutes, after which time it begins to suffocate. - - - Placing the haversack inside an extradimensional space created - by a bag of holding, portable - hole, or similar item instantly destroys both items - and opens a gate to the Astral Plane. The gate originates where - the one item was placed inside the other. Any creature within 10 - feet of the gate is sucked through it and deposited in a random - location on the Astral Plane. The gate then closes. The gate is - one-way only and can’t be reopened. - -
-
- Hat of Disguise - - Wondrous item, uncommon (requires - attunement) - - - While wearing this hat, you can use an action to cast the - disguise self spell from it at will. The - spell ends if the hat is removed. - -
-
- Headband of Intellect - - Wondrous item, uncommon (requires - attunement) - - - Your Intelligence score is 19 while you wear this headband. It - has no effect on you if your Intelligence is already 19 or - higher. - -
-
- Helm of Brilliance - - Wondrous item, very rare (requires - attunement) - - - This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 - fire opals, and 4d10 opals. Any gem pried from the helm crumbles - to dust. When all the gems are removed or destroyed, the helm - loses its magic. - - - You gain the following benefits while wearing it: - - - - - You can use an action to cast one of the following spells - (save DC 18), using one of the helm’s gems of the specified - type as a component: daylight (opal), - fireball (fire opal), - prismatic spray (diamond), or - wall of fire (ruby). The gem is - destroyed when the spell is cast and disappears from the - helm. - - - - - As long as it has at least one diamond, the helm emits dim - light in a 30-foot radius when at least one undead is within - that area. Any undead that starts its turn in that area - takes 1d6 radiant damage. - - - - - As long as the helm has at least one ruby, you have - resistance to fire damage. - - - - - As long as the helm has at least one fire opal, you can use - an action and speak a command word to cause one weapon you - are holding to burst into flames. The flames emit bright - light in a 10-foot radius and dim light for an additional 10 - feet. The flames are harmless to you and the weapon. When - you hit with an attack using the blazing weapon, the target - takes an extra 1d6 fire damage. The flames last until you - use a bonus action to speak the command word again or until - you drop or stow the weapon. - - - - - Roll a d20 if you are wearing the helm and take fire damage as a - result of failing a saving throw against a spell. On a roll of - 1, the helm emits beams of light from its remaining gems. Each - creature within 60 feet of the helm other than you must succeed - on a DC 17 Dexterity saving throw or be struck by a beam, taking - radiant damage equal to the number of gems in the helm. The helm - and its gems are then destroyed. - -
-
- Helm of Comprehending Languages - - Wondrous item, uncommon - - - While wearing this helm, you can use an action to cast the - comprehend languages spell from it at will. - -
-
- Helm of Telepathy - - Wondrous item, uncommon (requires - attunement) - - - While wearing this helm, you can use an action to cast the - detect thoughts spell (save DC 13) from it. - As long as you maintain concentration on the spell, you can use - a bonus action to send a telepathic message to a creature you - are focused on. It can reply-using a bonus action to do so-while - your focus on it continues. - - - While focusing on a creature with detect - thoughts, you can use an action to cast the - suggestion spell (save DC 13) from the helm - on that creature. Once used, the suggestion - property can’t be used again until the next dawn. - -
-
- Helm of Teleportation - - Wondrous item, rare (requires attunement) - - - This helm has 3 charges. While wearing it, you can use an action - and expend 1 charge to cast the teleport - spell from it. The helm regains 1d3 expended charges daily at - dawn. - -
-
- Holy Avenger - - Weapon (any sword), legendary (requires attunement by - a paladin) - - - You gain a +3 bonus to attack and damage rolls made with this - magic weapon. When you hit a fiend or an undead with it, that - creature takes an extra 2d10 radiant damage. - - - While you hold the drawn sword, it creates an aura in a 10-foot - radius around you. You and all creatures friendly to you in the - aura have advantage on saving throws against spells and other - magical effects. If you have 17 or more levels in the paladin - class, the radius of the aura increases to 30 feet. - -
-
- Horn of Blasting - - Wondrous item, rare - - - You can use an action to speak the horn’s command word and then - blow the horn, which emits a thunderous blast in a 30-foot cone - that is audible 600 feet away. Each creature in the cone must - make a DC 15 Constitution saving throw. On a failed save, a - creature takes 5d6 thunder damage and is deafened for 1 minute. - On a successful save, a creature takes half as much damage and - isn’t deafened. Creatures and objects made of glass or crystal - have disadvantage on the saving throw and take 10d6 thunder - damage instead of 5d6. - - - Each use of the horn’s magic has a 20 percent chance of causing - the horn to explode. The explosion deals 10d6 fire damage to the - blower and destroys the horn. - -
-
- Horn of Valhalla - - Wondrous item, rare (silver or brass), very rare - (bronze), or legendary (iron) - - - You can use an action to blow this horn. In response, warrior - spirits from the Valhalla appear within 60 feet of you. They use - the statistics of a berserker. They return to Valhalla after 1 - hour or when they drop to 0 hit points. Once you use the horn, - it can’t be used again until 7 days have passed. - - - Four types of horn of Valhalla are known to - exist, each made of a different metal. The horn’s type - determines how many berserkers answer its summons, as well as - the requirement for its use. The GM chooses the horn’s type or - determines it randomly. - - - Table- Horn of Valhalla - - - - - - - - - - - d100 - - - Horn Type - - - Berserkers Summoned - - - Requirement - - - - - - - 01-40 - - - Silver - - - 2d4+2 - - - None - - - - - 41-75 - - - Brass - - - 3d4+3 - - - Proficiency with all simple weapons - - - - - 76-90 - - - Bronze - - - 4d4+4 - - - Proficiency with all medium armor - - - - - 91-00 - - - Iron - - - 5d4+5 - - - Proficiency with all martial weapons - - - - - - - - - - - - - - - - - If you blow the horn without meeting its requirement, the - summoned berserkers attack you. If you meet the requirement, - they are friendly to you and your companions and follow your - commands. - -
-
- Horseshoes of a Zephyr - - Wondrous item, very rare - - - These iron horseshoes come in a set of four. While all four - shoes are affixed to the hooves of a horse or similar creature, - they allow the creature to move normally while floating 4 inches - above the ground. This effect means the creature can cross or - stand above nonsolid or unstable surfaces, such as water or - lava. The creature leaves no tracks and ignores difficult - terrain. In addition, the creature can move at normal speed for - up to 12 hours a day without suffering exhaustion from a forced - march. - -
-
- Horseshoes of Speed - - Wondrous item, rare - - - These iron horseshoes come in a set of four. While all four - shoes are affixed to the hooves of a horse or similar creature, - they increase the creature’s walking speed by 30 feet. - -
-
-
- Magic Items (I) -
- Immovable Rod - - Rod, uncommon - - - This flat iron rod has a button on one end. You can use an - action to press the button, which causes the rod to become - magically fixed in place. Until you or another creature uses an - action to push the button again, the rod doesn’t move, even if - it is defying gravity. The rod can hold up to 8,000 pounds of - weight. More weight causes the rod to deactivate and fall. A - creature can use an action to make a DC 30 Strength check, - moving the fixed rod up to 10 feet on a success. - -
-
- Instant Fortress - - Wondrous item, rare - - - You can use an action to place this 1-inch metal cube on the - ground and speak its command word. The cube rapidly grows into a - fortress that remains until you use an action to speak the - command word that dismisses it, which works only if the fortress - is empty. - - - The fortress is a square tower, 20 feet on a side and 30 feet - high, with arrow slits on all sides and a battlement atop it. - Its interior is divided into two floors, with a ladder running - along one wall to connect them. The ladder ends at a trapdoor - leading to the roof. When activated, the tower has a small door - on the side facing you. The door opens only at your command, - which you can speak as a bonus action. It is immune to the - knock spell and similar magic, such as that - of a chime of opening. - - - Each creature in the area where the fortress appears must make a - DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on - a failed save, or half as much damage on a successful one. In - either case, the creature is pushed to an unoccupied space - outside but next to the fortress. Objects in the area that - aren’t being worn or carried take this damage and are pushed - automatically. - - - The tower is made of adamantine, and its magic prevents it from - being tipped over. The roof, the door, and the walls each have - 100 hit points, - - - immunity to damage from nonmagical weapons excluding siege - weapons, and resistance to all other damage. Only a - wish spell can repair the fortress (this - use of the spell counts as replicating a spell of 8th level or - lower). Each casting of wish causes the - roof, the door, or one wall to regain 50 hit points. - -
-
- Ioun Stone - - Wondrous item, rarity varies (requires - attunement) - - - An Ioun stone is named after Ioun, a god of - knowledge and prophecy revered on some worlds. Many types of - Ioun stone exist, each type a distinct - combination of shape and color. - - - When you use an action to toss one of these stones into the air, - the stone orbits your head at a distance of 1d3 feet and confers - a benefit to you. Thereafter, another creature must use an - action to grasp or net the stone to separate it from you, either - by making a successful attack roll against AC 24 or a successful - DC 24 Dexterity (Acrobatics) check. You can use an action to - seize and stow the stone, ending its effect. - - - A stone has AC 24, 10 hit points, and resistance to all damage. - It is considered to be an object that is being worn while it - orbits your head. - - - Absorption (Very - Rare). While this pale lavender ellipsoid - orbits your head, you can use your reaction to cancel a spell of - 4th level or lower cast by a creature you can see and targeting - only you. - - - Once the stone has canceled 20 levels of spells, it burns out - and turns dull gray, losing its magic. If you are targeted by a - spell whose level is higher than the number of spell levels the - stone has left, the stone can’t cancel it. - - - Agility (Very - Rare). Your Dexterity score increases by - 2, to a maximum of 20, while this deep red sphere orbits your - head. - - - Awareness - (Rare). You can’t be surprised while this - dark blue rhomboid orbits your head. - - - Fortitude (Very - Rare). Your Constitution score increases - by 2, to a maximum of 20, while this pink rhomboid orbits your - head. - - - Greater Absorption - (Legendary). While this marbled lavender - and green ellipsoid orbits your head, you can use your reaction - to cancel a spell of 8th level or lower cast by a creature you - can see and targeting only you. - - - Once the stone has canceled 50 levels of spells, it burns out - and turns dull gray, losing its magic. If you are targeted by a - spell whose level is higher than the number of spell levels the - stone has left, the stone can’t cancel it. - - - Insight (Very - Rare). Your Wisdom score increases by 2, - to a maximum of 20, while this incandescent blue sphere orbits - your head. - - - Intellect (Very - Rare). Your Intelligence score increases - by 2, to a maximum of 20, while this marbled scarlet and blue - sphere orbits your head. - - - Leadership (Very - Rare). Your Charisma score increases by 2, - to a maximum of 20, while this marbled pink and green sphere - orbits your head. - - - Mastery - (Legendary). Your proficiency bonus - increases by 1 while this pale green prism orbits your head. - - - Protection - (Rare). You gain a +1 bonus to AC while - this dusty rose prism orbits your head. - - - Regeneration - (Legendary). You regain 15 hit points at - the end of each hour this pearly white spindle orbits your head, - provided that you have at least 1 hit point. - - - Reserve - (Rare). This vibrant purple prism stores - spells cast into it, holding them until you use them. The stone - can store up to 3 levels worth of spells at a time. When found, - it contains 1d4-1 levels of stored spells chosen by the GM. - - - Any creature can cast a spell of 1st through 3rd level into the - stone by touching it as the spell is cast. The spell has no - effect, other than to be stored in the stone. If the stone can’t - hold the spell, the spell is expended without effect. The level - of the slot used to cast the spell determines how much space it - uses. - - - While this stone orbits your head, you can cast any spell stored - in it. The spell uses the slot level, spell save DC, spell - attack bonus, and spellcasting ability of the original caster, - but is otherwise treated as if you cast the spell. The spell - cast from the stone is no longer stored in it, freeing up space. - - - Strength (Very - Rare). Your Strength score increases by 2, - to a maximum of 20, while this pale blue rhomboid orbits your - head. - - - Sustenance - (Rare). You don’t need to eat or drink - while this clear spindle orbits your head. - -
-
- Iron Bands of Binding - - Wondrous item, rare - - - This rusty iron sphere measures 3 inches in diameter and weighs - 1 pound. You can use an action to speak the command word and - throw the sphere at a Huge or smaller creature you can see - within 60 feet of you. As the sphere moves through the air, it - opens into a tangle of metal bands. - - - Make a ranged attack roll with an attack bonus equal to your - Dexterity modifier plus your proficiency bonus. On a hit, the - target is restrained until you take a bonus action to speak the - command word again to release it. Doing so, or missing with the - attack, causes the bands to contract and become a sphere once - more. - - - A creature, including the one restrained, can use an action to - make a DC 20 Strength check to break the iron bands. On a - success, the item is destroyed, and the restrained creature is - freed. If the check fails, any further attempts made by that - creature automatically fail until 24 hours have elapsed. - - - Once the bands are used, they can’t be used again until the next - dawn. - -
-
- Iron Flask - - Wondrous item, legendary - - - This iron bottle has a brass stopper. You can use an action to - speak the flask’s command word, targeting a creature that you - can see within 60 feet of you. If the target is native to a - plane of existence other than the one you’re on, the target must - succeed on a DC 17 Wisdom saving throw or be trapped in the - flask. If the target has been trapped by the flask before, it - has advantage on the saving throw. Once trapped, a creature - remains in the flask until released. The flask can hold only one - creature at a time. A creature trapped in the flask doesn’t need - to breathe, eat, or drink and doesn’t age. - - - You can use an action to remove the flask’s stopper and release - the creature the flask contains. The creature is friendly to you - and your companions for 1 hour and obeys your commands for that - duration. If you give no commands or give it a command that is - likely to result in its death, it defends itself but otherwise - takes no actions. At the end of the duration, the creature acts - in accordance with its normal disposition and alignment. - - - An identify spell reveals that a creature - is inside the flask, but the only way to determine the type of - creature is to open the flask. A newly discovered bottle might - already contain a creature chosen by the GM or determined - randomly. - - - Table- Iron Flask - - - - - - - - - d100 - - - Contents - - - - - - - 1‒50 - - - Empty - - - - - 51‒54 - - - Demon (type 1) - - - - - 55‒58 - - - Demon (type 2) - - - - - 59‒62 - - - Demon (type 3) - - - - - 63‒64 - - - Demon (type 4) - - - - - 65 - - - Demon (type 5) - - - - - 66 - - - Demon (type 6) - - - - - 67 - - - Deva - - - - - 68‒69 - - - Devil (greater) - - - - - 70‒73 - - - Devil (lesser) - - - - - 74‒75 - - - Djinni - - - - - 76‒77 - - - Efreeti - - - - - 78‒83 - - - Elemental (any) - - - - - 84‒86 - - - Invisible stalker - - - - - 87‒90 - - - Night hag - - - - - 91 - - - Planetar - - - - - 92‒95 - - - Salamander - - - - - 96 - - - Solar - - - - - 97‒99 - - - Succubus/incubus - - - - - 100 - - - Xorn - - - - - - - - - - - -
-
-
- Magic Items (J) -
- Javelin of Lightning - - Weapon (javelin), uncommon - - - This javelin is a magic weapon. When you hurl it and speak its - command word, it transforms into a bolt of lightning, forming a - line 5 feet wide that extends out from you to a target within - 120 feet. Each creature in the line excluding you and the target - must make a DC 13 Dexterity saving throw, taking 4d6 lightning - damage on a failed save, and half as much damage on a successful - one. The lightning bolt turns back into a javelin when it - reaches the target. Make a ranged weapon attack against the - target. On a hit, the target takes damage from the javelin plus - 4d6 lightning damage. - - - The javelin’s property can’t be used again until the next dawn. - In the meantime, the javelin can still be used as a magic - weapon. - -
-
-
- Magic Items (K) - - -
-
- Magic Items (L) -
- Lantern of Revealing - - Wondrous item, uncommon - - - While lit, this hooded lantern burns for 6 hours on 1 pint of - oil, shedding bright light in a 30-foot radius and dim light for - an additional 30 feet. Invisible creatures and objects are - visible as long as they are in the lantern’s bright light. You - can use an action to lower the hood, reducing the light to dim - light in a 5-foot radius. - -
-
- Luck Blade - - Weapon (any sword), legendary (requires - attunement) - - - You gain a +1 bonus to attack and damage rolls made with this - magic weapon. While the sword is on your person, you also gain a - +1 bonus to saving throws. - - - Luck. If - the sword is on your person, you can call on its luck (no action - required) to reroll one attack roll, ability check, or saving - throw you dislike. You must use the second roll. This property - can’t be used again until the next dawn. - - - Wish. - The sword has 1d4-1 charges. While holding it, you can use an - action to expend 1 charge and cast the wish - spell from it. This property can’t be used again until the next - dawn. The sword loses this property if it has no charges. - -
-
-
- Magic Items (M) -
- Mace of Disruption - - Weapon (mace), rare (requires attunement) - - - When you hit a fiend or an undead with this magic weapon, that - creature takes an extra 2d6 radiant damage. If the target has 25 - hit points or fewer after taking this damage, it must succeed on - a DC 15 Wisdom saving throw or be destroyed. On a successful - save, the creature becomes frightened of you until the end of - your next turn. - - - While you hold this weapon, it sheds bright light in a 20-foot - radius and dim light for an additional 20 feet. - -
-
- Mace of Smiting - - Weapon (mace), rare - - - You gain a +1 bonus to attack and damage rolls made with this - magic weapon. The bonus increases to +3 when you use the mace to - attack a construct. - - - When you roll a 20 on an attack roll made with this weapon, the - target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning - damage if it’s a construct. If a construct has 25 hit points or - fewer after taking this damage, it is destroyed. - -
-
- Mace of Terror - - Weapon (mace), rare (requires attunement) - - - This magic weapon has 3 charges. While holding it, you can use - an action and expend 1 charge to release a wave of terror. Each - creature of your choice in a 30-foot radius extending from you - must succeed on a DC 15 Wisdom saving throw or become frightened - of you for 1 minute. While it is frightened in this way, a - creature must spend its turns trying to move as far away from - you as it can, and it can’t willingly move to a space within 30 - feet of you. It also can’t take reactions. For its action, it - can use only the Dash action or try to escape from an effect - that prevents it from moving. If it has nowhere it can move, the - creature can use the Dodge action. At the end of each of its - turns, a creature can repeat the saving throw, ending the effect - on itself on a success. - - - The mace regains 1d3 expended charges daily at dawn. - -
-
- Mantle of Spell Resistance - - Wondrous item, rare (requires attunement) - - - You have advantage on saving throws against spells while you - wear this cloak. - -
-
- Manual of Bodily Health - - Wondrous item, very rare - - - This book contains health and diet tips, and its words are - charged with magic. If you spend 48 hours over a period of 6 - days or fewer studying the book’s contents and practicing its - guidelines, your Constitution score increases by 2, as does your - maximum for that score. The manual then loses its magic, but - regains it in a century. - -
-
- Manual of Gainful Exercise - - Wondrous item, very rare - - - This book describes fitness exercises, and its words are charged - with magic. If you spend 48 hours over a period of 6 days or - fewer studying the book’s contents and practicing its - guidelines, your Strength score increases by 2, as does your - maximum for that score. The manual then loses its magic, but - regains it in a century. - -
-
- Manual of Golems - - Wondrous item, very rare - - - This tome contains information and incantations necessary to - make a particular type of golem. The GM chooses the type or - determines it randomly. To decipher and use the manual, you must - be a spellcaster with at least two 5th-level spell slots. A - creature that can’t use a manual of golems - and attempts to read it takes 6d6 psychic damage. - - - Table- Manual of Golems - - - - - - - - - - - d20 - - - Golem - - - Time - - - Cost - - - - - - - 1-5 - - - Clay - - - 30 days - - - 65,000 gp - - - - - 6-17 - - - Flesh - - - 60 days - - - 50,000 gp - - - - - 18 - - - Iron - - - 120 days - - - 100,000 gp - - - - - 19-20 - - - Stone - - - 90 days - - - 80,000 gp - - - - - - - - - - - - - - - - - To create a golem, you must spend the time shown on the table, - working without interruption with the manual at hand and resting - no more than 8 hours per day. You must also pay the specified - cost to purchase supplies. - - - Once you finish creating the golem, the book is consumed in - eldritch flames. The golem becomes animate when the ashes of the - manual are sprinkled on it. It is under your control, and it - understands and obeys your spoken commands. - -
-
- Manual of Quickness of Action - - Wondrous item, very rare - - - This book contains coordination and balance exercises, and its - words are charged with magic. If you spend 48 hours over a - period of 6 days or fewer studying the book’s contents and - practicing its guidelines, your Dexterity score increases by 2, - as does your maximum for that score. The manual then loses its - magic, but regains it in a century. - -
-
- Marvelous Pigments - - Wondrous item, very rare - - - Typically found in 1d4 pots inside a fine wooden box with a - brush (weighing 1 pound in total), these pigments allow you to - create three-dimensional objects by painting them in two - dimensions. The paint flows from the brush to form the desired - object as you concentrate on its image. - - - Each pot of paint is sufficient to cover 1,000 square feet of a - surface, which lets you create inanimate objects or terrain - features-such as a door, a pit, flowers, trees, cells, rooms, or - weapons - that are up to 10,000 cubic feet. It takes 10 minutes - to cover 100 square feet. - - - When you complete the painting, the object or terrain feature - depicted becomes a real, nonmagical object. Thus, painting a - door on a wall creates an actual door that can be opened to - whatever is beyond. Painting a pit on a floor creates a real - pit, and its depth counts against the total area of objects you - create. - - - Nothing created by the pigments can have a value greater than 25 - gp. If you paint an object of greater value (such as a diamond - or a pile of gold), the object looks authentic, but close - inspection reveals it is made from paste, bone, or some other - worthless material. - - - If you paint a form of energy such as fire or lightning, the - energy appears but dissipates as soon as you complete the - painting, doing no harm to anything. - -
-
- Medallion of Thoughts - - Wondrous item, uncommon (requires - attunement) - - - The medallion has 3 charges. While wearing it, you can use an - action and expend 1 charge to cast the detect - thoughts spell (save DC 13) from it. The medallion - regains 1d3 expended charges daily at dawn. - -
-
- Mirror of Life Trapping - - Wondrous item, very rare - - - When this 4-foot tall mirror is viewed indirectly, its surface - shows faint images of creatures. The mirror weighs 50 pounds, - and it has AC 11, 10 hit points, and vulnerability to - bludgeoning damage. It shatters and is destroyed when reduced to - 0 hit points. - - - If the mirror is hanging on a vertical surface and you are - within 5 feet of it, you can use an action to speak its command - word and activate it. It remains activated until you use an - action to speak the command word again. - - - Any creature other than you that sees its reflection in the - activated mirror while within 30 feet of it must succeed on a DC - 15 Charisma saving throw or be trapped, along with anything it - is wearing or carrying, in one of the mirror’s twelve - extradimensional cells. This saving throw is made with advantage - if the creature knows the mirror’s nature, and constructs - succeed on the saving throw automatically. - - - An extradimensional cell is an infinite expanse filled with - thick fog that reduces visibility to 10 feet. Creatures trapped - in the mirror’s cells don’t age, and they don’t need to eat, - drink, or sleep. A creature trapped within a cell can escape - using magic that permits planar travel. Otherwise, the creature - is confined to the cell until freed. - - - If the mirror traps a creature but its twelve extradimensional - cells are already occupied, the mirror frees one trapped - creature at random to accommodate the new prisoner. A freed - creature appears in an unoccupied space within sight of the - mirror but facing away from it. If the mirror is shattered, all - creatures it contains are freed and appear in unoccupied spaces - near it. - - - While within 5 feet of the mirror, you can use an action to - speak the name of one creature trapped in it or call out a - particular cell by number. The creature named or contained in - the named cell appears as an image on the mirror’s surface. You - and the creature can then communicate normally. - - - In a similar way, you can use an action to speak a second - command word and free one creature trapped in the mirror. The - freed creature appears, along with its possessions, in the - unoccupied space nearest to the mirror and facing away from it. - -
-
- Mithral Armor - - Armor (medium or heavy, but not hide), - uncommon - - - Mithral is a light, flexible metal. A mithral chain shirt or - breastplate can be worn under normal clothes. If the armor - normally imposes disadvantage on Dexterity (Stealth) checks or - has a Strength requirement, the mithral version of the armor - doesn’t. - -
-
-
- Magic Items (N) -
- Necklace of Adaptation - - Wondrous item, uncommon (requires - attunement) - - - While wearing this necklace, you can breathe normally in any - environment, and you have advantage on saving throws made - against harmful gases and vapors (such as - cloudkill and stinking - cloud effects, inhaled poisons, and the breath - weapons of some dragons). - -
-
- Necklace of Fireballs - - Wondrous item, rare - - - This necklace has 1d6+3 beads hanging from it. You can use an - action to detach a bead and throw it up to 60 feet away. When it - reaches the end of its trajectory, the bead detonates as a - 3rd-level fireball spell (save DC 15). - - - You can hurl multiple beads, or even the whole necklace, as one - action. When you do so, increase the level of the - fireball by 1 for each bead beyond the - first. - -
-
- Necklace of Prayer Beads - - Wondrous item, rare (requires attunement by a cleric, - druid, or paladin) - - - This necklace has 1d4+2 magic beads made from aquamarine, black - pearl, or topaz. It also has many nonmagical beads made from - stones such as amber, bloodstone, citrine, coral, jade, pearl, - or quartz. If a magic bead is removed from the necklace, that - bead loses its magic. - - - Six types of magic beads exist. The GM decides the type of each - bead on the necklace or determines it randomly. A necklace can - have more than one bead of the same type. To use one, you must - be wearing the necklace. Each bead contains a spell that you can - cast from it as a bonus action (using your spell save DC if a - save is necessary). Once a magic bead’s spell is cast, that bead - can’t be used again until the next dawn. - - - Table- Necklace of Prayer - Beads - - - - - - - - - - d20 - - - Bead of … - - - Spell - - - - - - - 1-6 - - - Blessing - - - Bless - - - - - 7-12 - - - Curing - - - Cure wounds (2nd level) or lesser restoration - - - - - 13-16 - - - Favor - - - Greater restoration - - - - - 17-18 - - - Smiting - - - Branding smite - - - - - 19 - - - Summons - - - Planar ally - - - - - 20 - - - Wind walking - - - Wind walk - - - - - - - - - - - - - -
-
- Nine Lives Stealer - - Weapon (any sword), very rare (requires - attunement) - - - You gain a +2 bonus to attack and damage rolls made with this - magic weapon. - - - The sword has 1d8+1 charges. If you score a critical hit against - a creature that has fewer than 100 hit points, it must succeed - on a DC 15 Constitution saving throw or be slain instantly as - the sword tears its life force from its body (a construct or an - undead is immune). The sword loses 1 charge if the creature is - slain. When the sword has no charges remaining, it loses this - property. - -
-
-
- Magic Items (O) -
- Oathbow - - Weapon (longbow), very rare (requires - attunement) - - - When you nock an arrow on this bow, it whispers in Elvish, - Swift defeat to my enemies. When you use this - weapon to make a ranged attack, you can, as a command phrase, - say, Swift death to you who have wronged me. The - target of your attack becomes your sworn enemy until it dies or - until dawn seven days later. You can have only one such sworn - enemy at a time. When your sworn enemy dies, you can choose a - new one after the next dawn. - - - When you make a ranged attack roll with this weapon against your - sworn enemy, you have advantage on the roll. In addition, your - target gains no benefit from cover, other than total cover, and - you suffer no disadvantage due to long range. If the attack - hits, your sworn enemy takes an extra 3d6 piercing damage. - - - While your sworn enemy lives, you have disadvantage on attack - rolls with all other weapons. - -
-
- Oil of Etherealness - - Potion, rare - - - Beads of this cloudy gray oil form on the outside of its - container and quickly evaporate. The oil can cover a Medium or - smaller creature, along with the equipment it’s wearing and - carrying (one additional vial is required for each size category - above Medium). Applying the oil takes 10 minutes. The affected - creature then gains the effect of the - etherealness spell for 1 hour. - -
-
- Oil of Sharpness - - Potion, very rare - - - This clear, gelatinous oil sparkles with tiny, ultrathin silver - shards. The oil can coat one slashing or piercing weapon or up - to 5 pieces of slashing or piercing ammunition. Applying the oil - takes 1 minute. For 1 hour, the coated item is magical and has a - +3 bonus to attack and damage rolls. - -
-
- Oil of Slipperiness - - Potion, uncommon - - - This sticky black unguent is thick and heavy in the container, - but it flows quickly when poured. The oil can cover a Medium or - smaller creature, along with the equipment it’s wearing and - carrying (one additional vial is required for each size category - above Medium). Applying the oil takes 10 minutes. The affected - creature then gains the effect of a freedom of - movement spell for 8 hours. - - - Alternatively, the oil can be poured on the ground as an action, - where it covers a 10-foot square, duplicating the effect of the - grease spell in that area for 8 hours. - -
-
-
- Magic Items (P) -
- Pearl of Power - - Wondrous item, uncommon (requires attunement by a - spellcaster) - - - While this pearl is on your person, you can use an action to - speak its command word and regain one expended spell slot. If - the expended slot was of 4th level or higher, the new slot is - 3rd level. Once you use the pearl, it can’t be used again until - the next dawn. - -
-
- Periapt of Health - - Wondrous item, uncommon - - - You are immune to contracting any disease while you wear this - pendant. If you are already infected with a disease, the effects - of the disease are suppressed you while you wear the pendant. - -
-
- Periapt of Proof against Poison - - Wondrous item, rare - - - This delicate silver chain has a brilliant-cut black gem - pendant. While you wear it, poisons have no effect on you. You - are immune to the poisoned condition and have immunity to poison - damage. - -
-
- Periapt of Wound Closure - - Wondrous item, uncommon (requires - attunement) - - - While you wear this pendant, you stabilize whenever you are - dying at the start of your turn. In addition, whenever you roll - a Hit Die to regain hit points, double the number of hit points - it restores. - -
-
- Philter of Love - - Potion, uncommon - - - The next time you see a creature within 10 minutes after - drinking this philter, you become charmed by that creature for 1 - hour. If the creature is of a species and gender you are - normally attracted to, you regard it as your true love while you - are charmed. This potion’s rose-hued, effervescent liquid - contains one easy-to-miss bubble shaped like a heart. - -
-
- Pipes of Haunting - - Wondrous item, uncommon - - - You must be proficient with wind instruments to use these pipes. - They have 3 charges. You can use an action to play them and - expend 1 charge to create an eerie, spellbinding tune. Each - creature within 30 feet of you that hears you play must succeed - on a DC 15 Wisdom saving throw or become frightened of you for 1 - minute. If you wish, all creatures in the area that aren’t - hostile toward you automatically succeed on the saving throw. A - creature that fails the saving throw can repeat it at the end of - each of its turns, ending the effect on itself on a success. A - creature that succeeds on its saving throw is immune to the - effect of these pipes for 24 hours. The pipes regain 1d3 - expended charges daily at dawn. - -
-
- Pipes of the Sewers - - Wondrous item, uncommon (requires - attunement) - - - You must be proficient with wind instruments to use these pipes. - While you are attuned to the pipes, ordinary rats and giant rats - are indifferent toward you and will not attack you unless you - threaten or harm them. - - - The pipes have 3 charges. If you play the pipes as an action, - you can use a bonus action to expend 1 to 3 charges, calling - forth one swarm of rats with each expended charge, provided that - enough rats are within half a mile of you to be called in this - fashion (as determined by the GM). If there aren’t enough rats - to form a swarm, the charge is wasted. Called swarms move toward - the music by the shortest available route but aren’t under your - control otherwise. The pipes regain 1d3 expended charges daily - at dawn. - - - Whenever a swarm of rats that isn’t under another creature’s - control comes within 30 feet of you while you are playing the - pipes, you can make a Charisma check contested by the swarm’s - Wisdom check. If you lose the contest, the swarm behaves as it - normally would and can’t be swayed by the pipes’ music for the - next 24 hours. If you win the contest, the swarm is swayed by - the pipes’ music and becomes friendly to you and your companions - for as long as you continue to play the pipes each round as an - action. A friendly swarm obeys your commands. If you issue no - commands to a friendly swarm, it defends itself but otherwise - takes no actions. If a friendly swarm starts its turn and can’t - hear the pipes’ music, your control over that swarm ends, and - the swarm behaves as it normally would and can’t be swayed by - the pipes’ music for the next 24 hours. - -
-
- Plate Armor of Etherealness - - Armor (plate), legendary (requires - attunement) - - - While you’re wearing this armor, you can speak its command word - as an action to gain the effect of the - etherealness spell, which last for 10 - minutes or until you remove the armor or use an action to speak - the command word again. This property of the armor can’t be used - again until the next dawn. - -
-
- Portable Hole - - Wondrous item, rare - - - This fine black cloth, soft as silk, is folded up to the - dimensions of a handkerchief. It unfolds into a circular sheet 6 - feet in diameter. - - - You can use an action to unfold a portable - hole and place it on or against a solid surface, - whereupon the portable hole creates an - extradimensional hole 10 feet deep. The cylindrical space within - the hole exists on a different plane, so it can’t be used to - create open passages. Any creature inside an open - portable hole can exit the hole by climbing - out of it. - - - You can use an action to close a portable - hole by taking hold of the edges of the cloth and - folding it up. Folding the cloth closes the hole, and any - creatures or objects within remain in the extradimensional - space. No matter what’s in it, the hole weighs next to nothing. - - - If the hole is folded up, a creature within the hole’s - extradimensional space can use an action to make a DC 10 - Strength check. On a successful check, the creature forces its - way out and appears within 5 feet of the portable - hole or the creature carrying it. A breathing - creature within a closed portable hole can - survive for up to 10 minutes, after which time it begins to - suffocate. - - - Placing a portable hole inside an - extradimensional space created by a bag of - holding, handy haversack, or - similar item instantly destroys both items and opens a gate to - the Astral Plane. The gate originates where the one item was - placed inside the other. Any creature within 10 feet of the gate - is sucked through it and deposited in a random location on the - Astral Plane. The gate then closes. The gate is one-way only and - can’t be reopened. - -
-
- Potion of Animal Friendship - - Potion, uncommon - - - When you drink this potion, you can cast the animal - friendship spell (save DC 13) for 1 hour at will. - Agitating this muddy liquid brings little bits into view: a fish - scale, a hummingbird tongue, a cat claw, or a squirrel hair. - -
-
- Potion of Clairvoyance - - Potion, rare - - - When you drink this potion, you gain the effect of the - clairvoyance spell. An eyeball bobs in this - yellowish liquid but vanishes when the potion is opened. - -
-
- Potion of Climbing - - Potion, common - - - When you drink this potion, you gain a climbing speed equal to - your walking speed for 1 hour. During this time, you have - advantage on Strength (Athletics) checks you make to climb. The - potion is separated into brown, silver, and gray layers - resembling bands of stone. Shaking the bottle fails to mix the - colors. - -
-
- Potion of Diminution - - Potion, rare - - - When you drink this potion, you gain the reduce - effect of the enlarge/reduce spell for 1d4 - hours (no concentration required). The red in the potion’s - liquid continuously contracts to a tiny bead and then expands to - color the clear liquid around it. Shaking the bottle fails to - interrupt this process. - -
-
- Potion of Flying - - Potion, very rare - - - When you drink this potion, you gain a flying speed equal to - your walking speed for 1 hour and can hover. If you’re in the - air when the potion wears off, you fall unless you have some - other means of staying aloft. This potion’s clear liquid floats - at the top of its container and has cloudy white impurities - drifting in it. - -
-
- Potion of Gaseous Form - - Potion, rare - - - When you drink this potion, you gain the effect of the - gaseous form spell for 1 hour (no - concentration required) or until you end the effect as a bonus - action. This potion’s container seems to hold fog that moves and - pours like water. - -
-
- Potion of Giant Strength - - Potion, rarity varies - - - When you drink this potion, your Strength score changes for 1 - hour. The type of giant determines the score (see the table - below). The potion has no effect on you if your Strength is - equal to or greater than that score. - - - This potion’s transparent liquid has floating in it a sliver of - fingernail from a giant of the appropriate type. The - potion of frost giant strength and the - potion of stone giant strength have the - same effect. - - - Table- Potion of Giant - Strength - - - - - - - - - - Type of Giant - - - Strength - - - Rarity - - - - - - - Hill giant - - - 21 - - - Uncommon - - - - - Frost/stone giant - - - 23 - - - Rare - - - - - Fire giant - - - 25 - - - Rare - - - - - Cloud giant - - - 27 - - - Very rare - - - - - Storm giant - - - 29 - - - Legendary - - - - - - - - - - - - - -
-
- Potion of Growth - - Potion, uncommon - - - When you drink this potion, you gain the enlarge - effect of the enlarge/reduce spell for 1d4 - hours (no concentration required). The red in the potion’s - liquid continuously expands from a tiny bead to color the clear - liquid around it and then contracts. Shaking the bottle fails to - interrupt this process. - -
-
- Potion of Healing - - Potion, rarity varies - - - You regain hit points when you drink this potion. The number of - hit points depends on the potion’s rarity, as shown in the - Potions of Healing table. Whatever its potency, the potion’s red - liquid glimmers when agitated. - - - Table- Potions of Healing - - - - - - - - - - Potion of … - - - Rarity - - - HP Regained - - - - - - - Healing - - - Common - - - 2d4+2 - - - - - Greater healing - - - Uncommon - - - 4d4+4 - - - - - Superior healing - - - Rare - - - 8d4+8 - - - - - Supreme healing - - - Very rare - - - 10d4+20 - - - - - - - - - - - - - -
-
- Potion of Heroism - - Potion, rare - - - For 1 hour after drinking it, you gain 10 temporary hit points - that last for 1 hour. For the same duration, you are under the - effect of the bless spell (no concentration - required). This blue potion bubbles and steams as if boiling. - -
-
- Potion of Invisibility - - Potion, very rare - - - This potion’s container looks empty but feels as though it holds - liquid. When you drink it, you become invisible for 1 hour. - Anything you wear or carry is invisible with you. The effect - ends early if you attack or cast a spell. - -
-
- Potion of Mind Reading - - Potion, rare - - - When you drink this potion, you gain the effect of the - detect thoughts spell (save DC 13). The - potion’s dense, purple liquid has an ovoid cloud of pink - floating in it. - -
-
- Potion of Poison - - Potion, uncommon - - - This concoction looks, smells, and tastes like a - potion of healing or other beneficial - potion. However, it is actually poison masked by illusion magic. - An identify spell reveals its true nature. - - - If you drink it, you take 3d6 poison damage, and you must - succeed on a DC 13 Constitution saving throw or be poisoned. At - the start of each of your turns while you are poisoned in this - way, you take 3d6 poison damage. At the end of each of your - turns, you can repeat the saving throw. On a successful save, - the poison damage you take on your subsequent turns decreases by - 1d6. The poison ends when the damage decreases to 0. - -
-
- Potion of Resistance - - Potion, uncommon - - - When you drink this potion, you gain resistance to one type of - damage for 1 hour. The GM chooses the type or determines it - randomly from the options below. - - - Table- Potion of Resistance - - - - - - - - - d10 - - - Damage Type - - - - - - - 1 - - - Acid - - - - - 2 - - - Cold - - - - - 3 - - - Fire - - - - - 4 - - - Force - - - - - 5 - - - Lightning - - - - - 6 - - - Necrotic - - - - - 7 - - - Poison - - - - - 8 - - - Psychic - - - - - 9 - - - Radiant - - - - - 10 - - - Thunder - - - - - - - - - - - -
-
- Potion of Speed - - Potion, very rare - - - When you drink this potion, you gain the effect of the - haste spell for 1 minute (no concentration - required). The potion’s yellow fluid is streaked with black and - swirls on its own. - -
-
- Potion of Water Breathing - - Potion, uncommon - - - You can breathe underwater for 1 hour after drinking this - potion. Its cloudy green fluid smells of the sea and has a - jellyfish-like bubble floating in it. - -
-
-
- Magic Items (Q) - - -
-
- Magic Items (R) -
- Restorative Ointment - - Wondrous item, uncommon - - - This glass jar, 3 inches in diameter, contains 1d4+1 doses of a - thick mixture that smells faintly of aloe. The jar and its - contents weigh 1/2 pound. - - - As an action, one dose of the ointment can be swallowed or - applied to the skin. The creature that receives it regains 2d8+2 - hit points, ceases to be poisoned, and is cured of any disease. - -
-
- Ring of Animal Influence - - Ring, rare - - - This ring has 3 charges, and it regains 1d3 expended charges - daily at dawn. While wearing the ring, you can use an action to - expend 1 of its charges to cast one of the following spells: - - - - - Animal friendship (save DC 13) - - - - - Fear (save DC 13), targeting only beasts that have an - Intelligence of 3 or lower - - - - - Speak with animals - - - -
-
- Ring of Djinni Summoning - - Ring, legendary (requires attunement) - - - While wearing this ring, you can speak its command word as an - action to summon a particular djinni from the Elemental Plane of - Air. The djinni appears in an unoccupied space you choose within - 120 feet of you. It remains as long as you concentrate (as if - concentrating on a spell), to a maximum of 1 hour, or until it - drops to 0 hit points. It then returns to its home plane. - - - While summoned, the djinni is friendly to you and your - companions. It obeys any commands you give it, no matter what - language you use. If you fail to command it, the djinni defends - itself against attackers but takes no other actions. - - - After the djinni departs, it can’t be summoned again for 24 - hours, and the ring becomes nonmagical if the djinni dies. - -
-
- Ring of Elemental Command - - Ring, legendary (requires attunement) - - - This ring is linked to one of the four Elemental Planes. The GM - chooses or randomly determines the linked plane. - - - While wearing this ring, you have advantage on attack rolls - against elementals from the linked plane, and they have - disadvantage on attack rolls against you. In addition, you have - access to properties based on the linked plane. - - - The ring has 5 charges. It regains 1d4+1 expended charges daily - at dawn. Spells cast from the ring have a save DC of 17. - - - Ring of Air Elemental - Command. You can expend 2 of the ring’s - charges to cast dominate monster on an air - elemental. In addition, when you fall, you descend 60 feet per - round and take no damage from falling. You can also speak and - understand Auran. - - - If you help slay an air elemental while attuned to the ring, you - gain access to the following additional properties: - - - - - You have resistance to lightning damage. - - - - - You have a flying speed equal to your walking speed and can - hover. - - - - - You can cast the following spells from the ring, expending - the necessary number of charges: chain - lightning (3 charges), gust of - wind (2 charges), or wind - wall (1 charge). - - - - - Ring of Earth Elemental - Command. You can expend 2 of the ring’s - charges to cast dominate monster on an - earth elemental. In addition, you can move in difficult terrain - that is composed of rubble, rocks, or dirt as if it were normal - terrain. You can also speak and understand Terran. - - - If you help slay an earth elemental while attuned to the ring, - you gain access to the following additional properties: - - - - - You have resistance to acid damage. - - - - - You can move through solid earth or rock as if those areas - were difficult terrain. If you end your turn there, you are - shunted out to the nearest unoccupied space you last - occupied. - - - - - You can cast the following spells from the ring, expending - the necessary number of charges: stone - shape (2 charges), stoneskin - (3 charges), or wall of stone (3 - charges). - - - - - Ring of Fire Elemental - Command. You can expend 2 of the ring’s - charges to cast dominate monster on a fire - elemental. In addition, you have resistance to fire damage. You - can also speak and understand Ignan. - - - If you help slay a fire elemental while attuned to the ring, you - gain access to the following additional properties: - - - - - You are immune to fire damage. - - - - - You can cast the following spells from the ring, expending - the necessary number of charges: burning - hands (1 charge), fireball - (2 charges), and wall of fire (3 - charges). - - - - - Ring of Water Elemental - Command. You can expend 2 of the ring’s - charges to cast dominate monster on a water - elemental. In addition, you can stand on and walk across liquid - surfaces as if they were solid ground. You can also speak and - understand Aquan. - - - If you help slay a water elemental while attuned to the ring, - you gain access to the following additional properties: - - - - - You can breathe underwater and have a swimming speed equal - to your walking speed. - - - - - You can cast the following spells from the ring, expending - the necessary number of charges: create or destroy - water (1 charge), control - water (3 charges), ice storm - (2 charges), or wall of ice (3 - charges). - - - -
-
- Ring of Evasion - - Ring, rare (requires attunement) - - - This ring has 3 charges, and it regains 1d3 expended charges - daily at dawn. When you fail a Dexterity saving throw while - wearing it, you can use your reaction to expend 1 of its charges - to succeed on that saving throw instead. - -
-
- Ring of Feather Falling - - Ring, rare (requires attunement) - - - When you fall while wearing this ring, you descend 60 feet per - round and take no damage from falling. - -
-
- Ring of Free Action - - Ring, rare (requires attunement) - - - While you wear this ring, difficult terrain doesn’t cost you - extra movement. In addition, magic can neither reduce your speed - nor cause you to be paralyzed or restrained. - -
-
- Ring of Invisibility - - Ring, legendary (requires attunement) - - - While wearing this ring, you can turn invisible as an action. - Anything you are wearing or carrying is invisible with you. You - remain invisible until the ring is removed, until you attack or - cast a spell, or until you use a bonus action to become visible - again. - -
-
- Ring of Jumping - - Ring, uncommon (requires attunement) - - - While wearing this ring, you can cast the - jump spell from it as a bonus action at - will, but can target only yourself when you do so. - -
-
- Ring of Mind Shielding - - Ring, uncommon (requires attunement) - - - While wearing this ring, you are immune to magic that allows - other creatures to read your thoughts, determine whether you are - lying, know your alignment, or know your creature type. - Creatures can telepathically communicate with you only if you - allow it. - - - You can use an action to cause the ring to become invisible - until you use another action to make it visible, until you - remove the ring, or until you die. - - - If you die while wearing the ring, your soul enters it, unless - it already houses a soul. You can remain in the ring or depart - for the afterlife. As long as your soul is in the ring, you can - telepathically communicate with any creature wearing it. A - wearer can’t prevent this telepathic communication. - -
-
- Ring of Protection - - Ring, rare (requires attunement) - - - You gain a +1 bonus to AC and saving throws while wearing this - ring. - -
-
- Ring of Regeneration - - Ring, very rare (requires attunement) - - - While wearing this ring, you regain 1d6 hit points every 10 - minutes, provided that you have at least 1 hit point. If you - lose a body part, the ring causes the missing part to regrow and - return to full functionality after 1d6+1 days if you have at - least 1 hit point the whole time. - -
-
- Ring of Resistance - - Ring, rare (requires attunement) - - - You have resistance to one damage type while wearing this ring. - The gem in the ring indicates the type, which the GM chooses or - determines randomly. - - - Table- Ring of Resistance - - - - - - - - - - d10 - - - Damage Type - - - Gem - - - - - - - 1 - - - Acid - - - Pearl - - - - - 2 - - - Cold - - - Tourmaline - - - - - 3 - - - Fire - - - Garnet - - - - - 4 - - - Force - - - Sapphire - - - - - 5 - - - Lightning - - - Citrine - - - - - 6 - - - Necrotic - - - Jet - - - - - 7 - - - Poison - - - Amethyst - - - - - 8 - - - Psychic - - - Jade - - - - - 9 - - - Radiant - - - Topaz - - - - - 10 - - - Thunder - - - Spinel - - - - - - - - - - - - - -
-
- Ring of Shooting Stars - - Ring, very rare (requires attunement outdoors at - night) - - - While wearing this ring in dim light or darkness, you can cast - dancing lights and - light from the ring at will. Casting either - spell from the ring requires an action. - - - The ring has 6 charges for the following other properties. The - ring regains 1d6 expended charges daily at dawn. - - - Faerie - Fire. You can expend 1 charge as an action - to cast faerie fire from the ring. - - - Ball - Lightning. You can expend 2 charges as an - action to create one to four 3-foot diameter spheres of - lightning. The more spheres you create, the less powerful each - sphere is individually. - - - Each sphere appears in an unoccupied space you can see within - 120 feet of you. The spheres last as long as you concentrate (as - if concentrating on a spell), up to 1 minute. Each sphere sheds - dim light in a 30-foot radius. - - - As a bonus action, you can move each sphere up to 30 feet, but - no farther than 120 feet away from you. When a creature other - than you comes within 5 feet of a sphere, the sphere discharges - lightning at that creature and disappears. That creature must - make a DC 15 Dexterity saving throw. On a failed save, the - creature takes lightning damage based on the number of spheres - you created. - - - Table- Ring of Shooting Stars - - - - - - - - - Spheres - - - Lightning Damage - - - - - - - 4 - - - 2d4 - - - - - 3 - - - 2d6 - - - - - 2 - - - 5d4 - - - - - 1 - - - 4d12 - - - - - - - - - - - - - Shooting - Stars. You can expend 1 to 3 charges as an - action. For every charge you expend, you launch a glowing mote - of light from the ring at a point you can see within 60 feet of - you. Each creature within a 15-foot cube originating from that - point is showered in sparks and must make a DC 15 Dexterity - saving throw, taking 5d4 fire damage on a failed save, or half - as much damage on a successful one. - -
-
- Ring of Spell Storing - - Ring, rare (requires attunement) - - - This ring stores spells cast into it, holding them until the - attuned wearer uses them. The ring can store up to 5 levels - worth of spells at a time. When found, it contains 1d6 - 1 - levels of stored spells chosen by the GM. - - - Any creature can cast a spell of 1st through 5th level into the - ring by touching the ring as the spell is cast. The spell has no - effect, other than to be stored in the ring. If the ring can’t - hold the spell, the spell is expended without effect. The level - of the slot used to cast the spell determines how much space it - uses. - - - While wearing this ring, you can cast any spell stored in it. - The spell uses the slot level, spell save DC, spell attack - bonus, and spellcasting ability of the original caster, but is - otherwise treated as if you cast the spell. The spell cast from - the ring is no longer stored in it, freeing up space. - -
-
- Ring of Spell Turning - - Ring, legendary (requires attunement) - - - While wearing this ring, you have advantage on saving throws - against any spell that targets only you (not in an area of - effect). In addition, if you roll a 20 for the save and the - spell is 7th level or lower, the spell has no effect on you and - instead targets the caster, using the slot level, spell save DC, - attack bonus, and spellcasting ability of the caster. - -
-
- Ring of Swimming - - Ring, uncommon - - - You have a swimming speed of 40 feet while wearing this ring. - -
-
- Ring of Telekinesis - - Ring, very rare (requires attunement) - - - While wearing this ring, you can cast the - telekinesis spell at will, but you can - target only objects that aren’t being worn or carried. - -
-
- Ring of the Ram - - Ring, rare (requires attunement) - - - This ring has 3 charges, and it regains 1d3 expended charges - daily at dawn. While wearing the ring, you can use an action to - expend 1 to 3 of its charges to attack one creature you can see - within 60 feet of you. The ring produces a spectral ram’s head - and makes its attack roll with a +7 bonus. On a hit, for each - charge you spend, the target takes 2d10 force damage and is - pushed 5 feet away from you. - - - Alternatively, you can expend 1 to 3 of the ring’s charges as an - action to try to break an object you can see within 60 feet of - you that isn’t being worn or carried. The ring makes a Strength - check with a +5 bonus for each charge you spend. - -
-
- Ring of Three Wishes - - Ring, legendary - - - While wearing this ring, you can use an action to expend 1 of - its 3 charges to cast the wish spell from - it. The ring becomes nonmagical when you use the last charge. - -
-
- Ring of Warmth - - Ring, uncommon (requires attunement) - - - While wearing this ring, you have resistance to cold damage. In - addition, you and everything you wear and carry are unharmed by - temperatures as low as -50 degrees Fahrenheit. - -
-
- Ring of Water Walking - - Ring, uncommon - - - While wearing this ring, you can stand on and move across any - liquid surface as if it were solid ground. - -
-
- Ring of X-ray Vision - - Ring, rare (requires attunement) - - - While wearing this ring, you can use an action to speak its - command word. When you do so, you can see into and through solid - matter for 1 minute. This vision has a radius of 30 feet. To - you, solid objects within that radius appear transparent and - don’t prevent light from passing through them. The vision can - penetrate 1 foot of stone, 1 inch of common metal, or up to 3 - feet of wood or dirt. Thicker substances block the vision, as - does a thin sheet of lead. - - - Whenever you use the ring again before taking a long rest, you - must succeed on a DC 15 Constitution saving throw or gain one - level of exhaustion. - -
-
- Robe of Eyes - - Wondrous item, rare (requires attunement) - - - This robe is adorned with eyelike patterns. While you wear the - robe, you gain the following benefits: - - - - - The robe lets you see in all directions, and you have - advantage on Wisdom (Perception) checks that rely on sight. - - - - - You have darkvision out to a range of 120 feet. - - - - - You can see invisible creatures and objects, as well as see - into the Ethereal Plane, out to a range of 120 feet. - - - - - The eyes on the robe can’t be closed or averted. Although you - can close or avert your own eyes, you are never considered to be - doing so while wearing this robe. - - - A light spell cast on the robe or a - daylight spell cast within 5 feet of the - robe causes you to be blinded for 1 minute. At the end of each - of your turns, you can make a Constitution saving throw (DC 11 - for light or DC 15 for - daylight), ending the blindness on a - success. - -
-
- Robe of Scintillating Colors - - Wondrous item, very rare (requires - attunement) - - - This robe has 3 charges, and it regains 1d3 expended charges - daily at dawn. While you wear it, you can use an action and - expend 1 charge to cause the garment to display a shifting - pattern of dazzling hues until the end of your next turn. During - this time, the robe sheds bright light in a 30-foot radius and - dim light for an additional 30 feet. Creatures that can see you - have disadvantage on attack rolls against you. In addition, any - creature in the bright light that can see you when the robe’s - power is activated must succeed on a DC 15 Wisdom saving throw - or become stunned until the effect ends. - -
-
- Robe of Stars - - Wondrous item, very rare (requires - attunement) - - - This black or dark blue robe is embroidered with small white or - silver stars. You gain a +1 bonus to saving throws while you - wear it. - - - Six stars, located on the robe’s upper front portion, are - particularly large. While wearing this robe, you can use an - action to pull off one of the stars and use it to cast - magic missile as a 5th-level spell. Daily - at dusk, 1d6 removed stars reappear on the robe. - - - While you wear the robe, you can use an action to enter the - Astral Plane along with everything you are wearing and carrying. - You remain there until you use an action to return to the plane - you were on. You reappear in the last space you occupied, or if - that space is occupied, the nearest unoccupied space. - -
-
- Robe of the Archmagi - - Wondrous item, legendary (requires attunement by a - sorcerer, warlock, or wizard) - - - This elegant garment is made from exquisite cloth of white, - gray, or black and adorned with silvery runes. The robe’s color - corresponds to the alignment for which the item was created. A - white robe was made for good, gray for neutral, and black for - evil. You can’t attune to a robe of the - archmagi that doesn’t correspond to your alignment. - - - You gain these benefits while wearing the robe: - - - - - If you aren’t wearing armor, your base Armor Class is - 15+your Dexterity modifier. - - - - - You have advantage on saving throws against spells and other - magical effects. - - - - - Your spell save DC and spell attack bonus each increase by - 2. - - - -
-
- Robe of Useful Items - - Wondrous item, uncommon - - - This robe has cloth patches of various shapes and colors - covering it. While wearing the robe, you can use an action to - detach one of the patches, causing it to become the object or - creature it represents. Once the last patch is removed, the robe - becomes an ordinary garment. - - - The robe has two of each of the following patches: - - - - - Dagger - - - - - Bullseye lantern (filled and lit) - - - - - Steel mirror - - - - - 10-foot pole - - - - - Hempen rope (50 feet, coiled) - - - - - Sack - - - - - In addition, the robe has 4d4 other patches. The GM chooses the - patches or determines them randomly. - - - Table- Robe of Useful Items - - - - - - - - - d100 - - - Patch - - - - - - - 01-08 - - - Bag of 100 gp - - - - - 09-15 - - - Silver coffer (1 foot long, 6 inches wide and deep) - worth 500 gp - - - - - 16-22 - - - Iron door (up to 10 feet wide and 10 feet high, barred - on one side of your choice), which you can place in an - opening you can reach; it conforms to fit the opening, - attaching and hinging itself - - - - - 23-30 - - - 10 gems worth 100 gp each - - - - - 31-44 - - - Wooden ladder (24 feet long) 45-51 A riding horse with - saddle bags - - - - - 52-59 - - - Pit (a cube 10 feet on a side), which you can place on - the ground within 10 feet of you - - - - - 60-68 - - - 4 potions of healing - - - - - 69-75 - - - Rowboat (12 feet long) - - - - - 76-83 - - - Spell scroll containing one spell of 1st to 3rd level - - - - - 84-90 - - - 2 mastiffs - - - - - 91-96 - - - Window (2 feet by 4 feet, up to 2 feet deep), which you - can place on a vertical surface you can reach - - - - - 97-100 - - - Portable ram - - - - - - - - - - - -
-
- Rod of Absorption - - Rod, very rare (requires attunement) - - - While holding this rod, you can use your reaction to absorb a - spell that is targeting only you and not with an area of effect. - The absorbed spell’s effect is canceled, and the spell’s - energy-not the spell itself-is stored in the rod. The energy has - the same level as the spell when it was cast. The rod can absorb - and store up to 50 levels of energy over the course of its - existence. Once the rod absorbs 50 levels of energy, it can’t - absorb more. If you are targeted by a spell that the rod can’t - store, the rod has no effect on that spell. - - - When you become attuned to the rod, you know how many levels of - energy the rod has absorbed over the course of its existence, - and how many levels of spell energy it currently has stored. - - - If you are a spellcaster holding the rod, you can convert energy - stored in it into spell slots to cast spells you have prepared - or know. You can create spell slots only of a level equal to or - lower than your own spell slots, up to a maximum of 5th level. - You use the stored levels in place of your slots, but otherwise - cast the spell as normal. For example, you can use 3 levels - stored in the rod as a 3rd-level spell slot. - - - A newly found rod has 1d10 levels of spell energy stored in it - already. A rod that can no longer absorb spell energy and has no - energy remaining becomes nonmagical. - -
-
- Rod of Alertness - - Rod, very rare (requires attunement) - - - This rod has a flanged head and the following properties. - - - Alertness. - While holding the rod, you have advantage on Wisdom (Perception) - checks and on rolls for initiative. - - - Spells. - While holding the rod, you can use an action to cast one of the - following spells from it: detect evil and - good, detect magic, - detect poison and disease, or see - invisibility. - - - Protective - Aura. As an action, you can plant the haft - end of the rod in the ground, whereupon the rod’s head sheds - bright light in a 60-foot radius and dim light for an additional - 60 feet. While in that bright light, you and any creature that - is friendly to you gain a +1 bonus to AC and saving throws and - can sense the location of any invisible hostile creature that is - also in the bright light. - - - The rod’s head stops glowing and the effect ends after 10 - minutes, or when a creature uses an action to pull the rod from - the ground. This property can’t be used again until the next - dawn. - -
-
- Rod of Lordly Might - - Rod, legendary (requires attunement) - - - This rod has a flanged head, and it functions as a magic mace - that grants a +3 bonus to attack and damage rolls made with it. - The rod has properties associated with six different buttons - that are set in a row along the haft. It has three other - properties as well, detailed below. - - - Six - Buttons. You can press one of the rod’s - six buttons as a bonus action. A button’s effect lasts until you - push a different button or until you push the same button again, - which causes the rod to revert to its normal form. - - - If you press button 1, the - rod becomes a flame tongue, as a fiery - blade sprouts from the end opposite the rod’s flanged head (you - choose the type of sword). - - - If you press button 2, the - rod’s flanged head folds down and two crescent-shaped blades - spring out, transforming the rod into a magic battleaxe that - grants a +3 bonus to attack and damage rolls made with it. - - - If you press button 3, the - rod’s flanged head folds down, a spear point springs from the - rod’s tip, and the rod’s handle lengthens into a 6-foot haft, - transforming the rod into a magic spear that grants a +3 bonus - to attack and damage rolls made with it. - - - If you press button 4, the - rod transforms into a climbing pole up to 50 feet long, as you - specify. In surfaces as hard as granite, a spike at the bottom - and three hooks at the top anchor the pole. Horizontal bars 3 - inches long fold out from the sides, 1 foot apart, forming a - ladder. The pole can bear up to 4,000 pounds. More weight or - lack of solid anchoring causes the rod to revert to its normal - form. - - - If you press button 5, the - rod transforms into a handheld battering ram and grants its user - a +10 bonus to Strength checks made to break through doors, - barricades, and other barriers. - - - If you press button 6, the - rod assumes or remains in its normal form and indicates magnetic - north. (Nothing happens if this function of the rod is used in a - location that has no magnetic north.) The rod also gives you - knowledge of your approximate depth beneath the ground or your - height above it. - - - Drain - Life. When you hit a creature with a melee - attack using the rod, you can force the target to make a DC 17 - Constitution saving throw. On a failure, the target takes an - extra 4d6 necrotic damage, and you regain a number of hit points - equal to half that necrotic damage. This property can’t be used - again until the next dawn. - - - Paralyze. - When you hit a creature with a melee attack using the rod, you - can force the target to make a DC 17 Strength saving throw. On a - failure, the target is paralyzed for 1 minute. The target can - repeat the saving throw at the end of each of its turns, ending - the effect on a success. This property can’t be used again until - the next dawn. - - - Terrify. - While holding the rod, you can use an action to force each - creature you can see within 30 feet of you to make a DC 17 - Wisdom saving throw. On a failure, a target is frightened of you - for 1 minute. A frightened target can repeat the saving throw at - the end of each of its turns, ending the effect on itself on a - success. This property can’t be used again until the next dawn. - -
-
- Rod of Rulership - - Rod, rare (requires attunement) - - - You can use an action to present the rod and command obedience - from each creature of your choice that you can see within 120 - feet of you. Each target must succeed on a DC 15 Wisdom saving - throw or be charmed by you for 8 hours. While charmed in this - way, the creature regards you as its trusted leader. If harmed - by you or your companions, or commanded to do something contrary - to its nature, a target ceases to be charmed in this way. The - rod can’t be used again until the next dawn. - -
-
- Rod of Security - - Rod, very rare - - - While holding this rod, you can use an action to activate it. - The rod then instantly transports you and up to 199 other - willing creatures you can see to a paradise that exists in an - extraplanar space. You choose the form that the paradise takes. - It could be a tranquil garden, lovely glade, cheery tavern, - immense palace, tropical island, fantastic carnival, or whatever - else you can imagine. Regardless of its nature, the paradise - contains enough water and food to sustain its visitors. - Everything else that can be interacted with inside the - extraplanar space can exist only there. For example, a flower - picked from a garden in the paradise disappears if it is taken - outside the extraplanar space. - - - For each hour spent in the paradise, a visitor regains hit - points as if it had spent 1 Hit Die. Also, creatures don’t age - while in the paradise, although time passes normally. Visitors - can remain in the paradise for up to 200 days divided by the - number of creatures present (round down). - - - When the time runs out or you use an action to end it, all - visitors reappear in the location they occupied when you - activated the rod, or an unoccupied space nearest that location. - The rod can’t be used again until ten days have passed. - -
-
- Rope of Climbing - - Wondrous item, uncommon - - - This 60-foot length of silk rope weighs 3 pounds and can hold up - to 3,000 pounds. If you hold one end of the rope and use an - action to speak the command word, the rope animates. As a bonus - action, you can command the other end to move toward a - destination you choose. That end moves 10 feet on your turn when - you first command it and 10 feet on each of your turns until - reaching its destination, up to its maximum length away, or - until you tell it to stop. You can also tell the rope to fasten - itself securely to an object or to unfasten itself, to knot or - unknot itself, or to coil itself for carrying. - - - If you tell the rope to knot, large knots appear at 1-foot - intervals along the rope. While knotted, the rope shortens to a - 50-foot length and grants advantage on checks made to climb it. - - - The rope has AC 20 and 20 hit points. It regains 1 hit point - every 5 minutes as long as it has at least 1 hit point. If the - rope drops to 0 hit points, it is destroyed. - -
-
- Rope of Entanglement - - Wondrous item, rare - - - This rope is 30 feet long and weighs 3 pounds. If you hold one - end of the rope and use an action to speak its command word, the - other end darts forward to entangle a creature you can see - within 20 feet of you. The target must succeed on a DC 15 - Dexterity saving throw or become restrained. - - - You can release the creature by using a bonus action to speak a - second command word. A target restrained by the rope can use an - action to make a DC 15 Strength or Dexterity check (target’s - choice). On a success, the creature is no longer restrained by - the rope. - - - The rope has AC 20 and 20 hit points. It regains 1 hit point - every 5 minutes as long as it has at least 1 hit point. If the - rope drops to 0 hit points, it is destroyed. - -
-
-
- Magic Items (S) -
- Scarab of Protection - - Wondrous item, legendary (requires - attunement) - - - If you hold this beetle-shaped medallion in your hand for 1 - round, an inscription appears on its surface revealing its - magical nature. It provides two benefits while it is on your - person: - - - - - You have advantage on saving throws against spells. - - - - - The scarab has 12 charges. If you fail a saving throw - against a necromancy spell or a harmful effect originating - from an undead creature, you can use your reaction to expend - 1 charge and turn the failed save into a successful one. The - scarab crumbles into powder and is destroyed when its last - charge is expended. - - - -
-
- Scimitar of Speed - - Weapon (scimitar), very rare (requires - attunement) - - - You gain a +2 bonus to attack and damage rolls made with this - magic weapon. In addition, you can make one attack with it as a - bonus action on each of your turns. - -
-
- Shield, +1, +2, or +3 - - Armor (shield), uncommon (+1), rare (+2), or very rare - (+3) - - - While holding this shield, you have a bonus to AC determined by - the shield’s rarity. This bonus is in addition to the shield’s - normal bonus to AC. - -
-
- Shield of Missile Attraction - - Armor (shield), rare (requires attunement) - - - While holding this shield, you have resistance to damage from - ranged weapon attacks. - - - Curse. - This shield is cursed. Attuning to it curses you until you are - targeted by the remove curse spell or - similar magic. Removing the shield fails to end the curse on - you. Whenever a ranged weapon attack is made against a target - within 10 feet of you, the curse causes you to become the target - instead. - -
-
- Slippers of Spider Climbing - - Wondrous item, uncommon (requires - attunement) - - - While you wear these light shoes, you can move up, down, and - across vertical surfaces and upside down along ceilings, while - leaving your hands free. You have a climbing speed equal to your - walking speed. However, the slippers don’t allow you to move - this way on a slippery surface, such as one covered by ice or - oil. - -
-
- Sovereign Glue - - Wondrous item, legendary - - - This viscous, milky-white substance can form a permanent - adhesive bond between any two objects. It must be stored in a - jar or flask that has been coated inside with oil of - slipperiness. When found, a container contains 1d6+1 - ounces. - - - One ounce of the glue can cover a 1-foot square surface. The - glue takes 1 minute to set. Once it has done so, the bond it - creates can be broken only by the application of - universal solvent or oil of - etherealness, or with a wish - spell. - -
-
- Spell Scroll - - Scroll, varies - - - A spell scroll bears the words of a single - spell, written in a mystical cipher. If the spell is on your - class’s spell list, you can use an action to read the scroll and - cast its spell without having to provide any of the spell’s - components. Otherwise, the scroll is unintelligible. - - - If the spell is on your class’s spell list but of a higher level - than you can normally cast, you must make an ability check using - your spellcasting ability to determine whether you cast it - successfully. The DC equals 10+the spell’s level. On a failed - check, the spell disappears from the scroll with no other - effect. Once the spell is cast, the words on the scroll fade, - and the scroll itself crumbles to dust. - - - The level of the spell on the scroll determines the spell’s - saving throw DC and attack bonus, as well as the scroll’s - rarity, as shown in the Spell Scroll table. - - - Table- Spell Scroll - - - - - - - - - - - Spell Level - - - Rarity - - - Save DC - - - Attack Bonus - - - - - - - Cantrip - - - Common - - - 13 - - - +5 - - - - - 1st - - - Common - - - 13 - - - +5 - - - - - 2nd - - - Uncommon - - - 13 - - - +5 - - - - - 3rd - - - Uncommon - - - 15 - - - +7 - - - - - 4th - - - Rare - - - 15 - - - +7 - - - - - 5th - - - Rare - - - 17 - - - +9 - - - - - 6th - - - Very rare - - - 17 - - - +9 - - - - - 7th - - - Very rare - - - 18 - - - +10 - - - - - 8th - - - Very rare - - - 18 - - - +10 - - - - - 9th - - - Legendary - - - 19 - - - +11 - - - - - - - - - - - - - - - - - A wizard spell on a spell scroll can be - copied just as spells in spellbooks can be copied. When a spell - is copied from a the copier must succeed on an Intelligence - (Arcana) check with a DC equal to 10+the spell’s level. If the - check succeeds, the spell is successfully copied. Whether the - check succeeds or fails, the spell scroll - is destroyed. - -
-
- Spellguard Shield - - Armor (shield), very rare (requires - attunement) - - - While holding this shield, you have advantage on saving throws - against spells and other magical effects, and spell attacks have - disadvantage against you. - -
-
- Sphere of Annihilation - - Wondrous item, legendary - - - This 2-foot diameter black sphere is a hole in the multiverse, - hovering in space and stabilized by a magical field surrounding - it. - - - The sphere obliterates all matter it passes through and all - matter that passes through it. Artifacts are the exception. - Unless an artifact is susceptible to damage from a - sphere of annihilation, it passes through - the sphere unscathed. Anything else that touches the sphere but - isn’t wholly engulfed and obliterated by it takes 4d10 force - damage. - - - The sphere is stationary until someone controls it. If you are - within 60 feet of an uncontrolled sphere, you can use an action - to make a DC 25 Intelligence (Arcana) check. On a success, the - sphere levitates in one direction of your choice, up to a number - of feet equal to 5 × your Intelligence modifier (minimum 5 - feet). On a failure, the sphere moves 10 feet toward you. A - creature whose space the sphere enters must succeed on a DC 13 - Dexterity saving throw or be touched by it, taking 4d10 force - damage. - - - If you attempt to control a sphere that is under another - creature’s control, you make an Intelligence (Arcana) check - contested by the other creature’s Intelligence (Arcana) check. - The winner of the contest gains control of the sphere and can - levitate it as normal. - - - If the sphere comes into contact with a planar portal, such as - that created by the gate spell, or an - extradimensional space, such as that within a portable - hole, the GM determines randomly what happens, using - the following table. - - - Table- Sphere of Annihilation - - - - - - - - - d100 - - - Result - - - - - - - 01-50 - - - The sphere is destroyed. - - - - - 51-85 - - - The sphere moves through the portal or into the - extradimensional space. - - - - - 86-00 - - - A spatial rift sends each creature and object within 180 - feet of the sphere, including the sphere, to a random - plane of existence. - - - - - - - - - - - -
-
- Staff of Charming - - Staff, rare (requires attunement by a bard, cleric, - druid, sorcerer, warlock, or wizard) - - - While holding this staff, you can use an action to expend 1 of - its 10 charges to cast charm person, - command, or comprehend - languages from it using your spell save DC. The staff - can also be used as a magic quarterstaff. - - - If you are holding the staff and fail a saving throw against an - enchantment spell that targets only you, you can turn your - failed save into a successful one. You can’t use this property - of the staff again until the next dawn. If you succeed on a save - against an enchantment spell that targets only you, with or - without the staff’s intervention, you can use your reaction to - expend 1 charge from the staff and turn the spell back on its - caster as if you had cast the spell. - - - The staff regains 1d8+2 expended charges daily at dawn. If you - expend the last charge, roll a d20. On a 1, the staff becomes a - nonmagical quarterstaff. - -
-
- Staff of Fire - - Staff, very rare (requires attunement by a druid, - sorcerer, warlock, or wizard) - - - You have resistance to fire damage while you hold this staff. - - - The staff has 10 charges. While holding it, you can use an - action to expend 1 or more of its charges to cast one of the - following spells from it, using your spell save DC: - burning hands (1 charge), - fireball (3 charges), or wall of - fire (4 charges). - - - The staff regains 1d6+4 expended charges daily at dawn. If you - expend the last charge, roll a d20. On a 1, the staff blackens, - crumbles into cinders, and is destroyed. - -
-
- Staff of Frost - - Staff, very rare (requires attunement by a druid, - sorcerer, warlock, or wizard) - - - You have resistance to cold damage while you hold this staff. - - - The staff has 10 charges. While holding it, you can use an - action to expend 1 or more of its charges to cast one of the - following spells from it, using your spell save DC: - cone of cold (5 charges), fog - cloud (1 charge), ice storm (4 - charges), or wall of ice (4 charges). - - - The staff regains 1d6+4 expended charges daily at dawn. If you - expend the last charge, roll a d20. On a 1, the staff turns to - water and is destroyed. - -
-
- Staff of Healing - - Staff, rare (requires attunement by a bard, cleric, or - druid) - - - This staff has 10 charges. While holding it, you can use an - action to expend 1 or more of its charges to cast one of the - following spells from it, using your spell save DC and - spellcasting ability modifier: cure wounds - (1 charge per spell level, up to 4th), lesser - restoration (2 charges), or mass cure - wounds (5 charges). - - - The staff regains 1d6+4 expended charges daily at dawn. If you - expend the last charge, roll a d20. On a 1, the staff vanishes - in a flash of light, lost forever. - -
-
- Staff of Power - - Staff, very rare (requires attunement by a sorcerer, - warlock, or wizard) - - - This staff can be wielded as a magic quarterstaff that grants a - +2 bonus to attack and damage rolls made with it. While holding - it, you gain a +2 bonus to Armor Class, saving throws, and spell - attack rolls. - - - The staff has 20 charges for the following properties. The staff - regains 2d8+4 expended charges daily at dawn. If you expend the - last charge, roll a d20. On a 1, the staff retains its +2 bonus - to attack and damage rolls but loses all other properties. On a - 20, the staff regains 1d8+2 charges. - - - Power - Strike. When you hit with a melee attack - using the staff, you can expend 1 charge to deal an extra 1d6 - force damage to the target. - - - Spells. - While holding this staff, you can use an action to expend 1 or - more of its charges to cast one of the following spells from it, - using your spell save DC and spell attack bonus: cone - of cold (5 charges), fireball - (5th-level version, 5 charges), globe of - invulnerability (6 charges), hold - monster (5 charges), levitate (2 - charges), lightning bolt (5th-level - version, 5 charges), magic missile (1 - charge), ray of enfeeblement (1 charge), or - wall of force (5 charges). - - - Retributive - Strike. You can use an action to break the - staff over your knee or against a solid surface, performing a - retributive strike. The staff is destroyed and releases its - remaining magic in an explosion that expands to fill a 30-foot - radius sphere centered on it. - - - You have a 50 percent chance to instantly travel to a random - plane of existence, avoiding the explosion. If you fail to avoid - the effect, you take force damage equal to 16 × the number of - charges in the staff. Every other creature in the area must make - a DC 17 Dexterity saving throw. On a failed save, a creature - takes an amount of damage based on how far away it is from the - point of origin, as shown in the following table. On a - successful save, a creature takes half as much damage. - - - Table- Staff of Power - - - - - - - - - Distance from Origin - - - Damage - - - - - - - 10 ft. away or closer - - - 8 × the number of charges in the staff - - - - - 11 to 20 ft. away - - - 6 × the number of charges in the staff - - - - - 21 to 30 ft. away - - - 4 × the number of charges in the staff - - - - - - - - - - - -
-
- Staff of Striking - - Staff, very rare (requires attunement) - - - This staff can be wielded as a magic quarterstaff that grants a - +3 bonus to attack and damage rolls made with it. - - - The staff has 10 charges. When you hit with a melee attack using - it, you can expend up to 3 of its charges. For each charge you - expend, the target takes an extra 1d6 force damage. The staff - regains 1d6+4 expended charges daily at dawn. If you expend the - last charge, roll a d20. On a 1, the staff becomes a nonmagical - quarterstaff. - -
-
- Staff of Swarming Insects - - Staff, rare (requires attunement by a bard, cleric, - druid, sorcerer, warlock, or wizard) - - - This staff has 10 charges and regains 1d6+4 expended charges - daily at dawn. If you expend the last charge, roll a d20. On a - 1, a swarm of insects consumes and destroys the staff, then - disperses. - - - Spells. - While holding the staff, you can use an action to expend some of - its charges to cast one of the following spells from it, using - your spell save DC: giant insect (4 - charges) or insect plague (5 charges). - - - Insect - Cloud. While holding the staff, you can - use an action and expend 1 charge to cause a swarm of harmless - flying insects to spread out in a 30-foot radius from you. The - insects remain for 10 minutes, making the area heavily obscured - for creatures other than you. The swarm moves with you, - remaining centered on you. A wind of at least 10 miles per hour - disperses the swarm and ends the effect. - -
-
- Staff of the Magi - - Staff, legendary (requires attunement by a sorcerer, - warlock, or wizard) - - - This staff can be wielded as a magic quarterstaff that grants a - +2 bonus to attack and damage rolls made with it. While you hold - it, you gain a +2 bonus to spell attack rolls. - - - The staff has 50 charges for the following properties. It - regains 4d6+2 expended charges daily at dawn. If you expend the - last charge, roll a d20. On a 20, the staff regains 1d12+1 - charges. - - - Spell - Absorption. While holding the staff, you - have advantage on saving throws against spells. In addition, you - can use your reaction when another creature casts a spell that - targets only you. If you do, the staff absorbs the magic of the - spell, canceling its effect and gaining a number of charges - equal to the absorbed spell’s level. However, if doing so brings - the staff’s total number of charges above 50, the staff explodes - as if you activated its retributive strike (see below). - - - Spells. - While holding the staff, you can use an action to expend some of - its charges to cast one of the following spells from it, using - your spell save DC and spellcasting ability: conjure - elemental (7 charges), dispel - magic (3 charges), fireball - (7th-level version, 7 charges), flaming - sphere (2 charges), ice storm (4 - charges), invisibility (2 charges), - knock (2 charges), lightning - bolt (7th-level version, 7 charges), - passwall (5 charges), plane - shift (7 charges), telekinesis - (5 charges), wall of fire (4 charges), or - web (2 charges). - - - You can also use an action to cast one of the following spells - from the staff without using any charges: arcane - lock, detect magic, - enlarge/reduce, light, - mage hand, or protection from - evil and good. - - - Retributive - Strike. You can use an action to break the - staff over your knee or against a solid surface, performing a - retributive strike. The staff is destroyed and releases its - remaining magic in an explosion that expands to fill a 30-foot - radius sphere centered on it. - - - You have a 50 percent chance to instantly travel to a random - plane of existence, avoiding the explosion. If you fail to avoid - the effect, you take force damage equal to 16 × the number of - charges in the staff. Every other creature in the area must make - a DC 17 Dexterity saving throw. On a failed save, a creature - takes an amount of damage based on how far away it is from the - point of origin, as shown in the following table. On a - successful save, a creature takes half as much damage. - - - Table- Staff of the Magi - - - - - - - - - Distance from Origin - - - Damage - - - - - - - 10 ft. away or closer - - - 8 × the number of charges in the staff - - - - - 11 to 20 ft. away - - - 6 × the number of charges in the staff - - - - - 21 to 30 ft. away - - - 4 × the number of charges in the staff - - - - - - - - - - - -
-
- Staff of the Python - - Staff, uncommon (requires attunement by a cleric, - druid, or warlock) - - - You can use an action to speak this staff’s command word and - throw the staff on the ground within 10 feet of you. The staff - becomes a giant constrictor snake under your control and acts on - its own initiative count. By using a bonus action to speak the - command word again, you return the staff to its normal form in a - space formerly occupied by the snake. - - - On your turn, you can mentally command the snake if it is within - 60 feet of you and you aren’t incapacitated. You decide what - action the snake takes and where it moves during its next turn, - or you can issue it a general command, such as to attack your - enemies or guard a location. - - - If the snake is reduced to 0 hit points, it dies and reverts to - its staff form. The staff then shatters and is destroyed. If the - snake reverts to staff form before losing all its hit points, it - regains all of them. - -
-
- Staff of the Woodlands - - Staff, rare (requires attunement by a - druid) - - - This staff can be wielded as a magic quarterstaff that grants a - +2 bonus to attack and damage rolls made with it. While holding - it, you have a +2 bonus to spell attack rolls. - - - The staff has 10 charges for the following properties. It - regains 1d6+4 expended charges daily at dawn. If you expend the - last charge, roll a d20. On a 1, the staff loses its properties - and becomes a nonmagical quarterstaff. - - - Spells. - You can use an action to expend 1 or more of the staff’s charges - to cast one of the following spells from it, using your spell - save DC: animal friendship (1 charge), - awaken (5 charges), - barkskin (2 charges), locate - animals or plants (2 charges), speak with - animals (1 charge), speak with - plants (3 charges), or wall of - thorns (6 charges). - - - You can also use an action to cast the pass without - trace spell from the staff without using any charges. - - - Tree - Form. You can use an action to plant one - end of the staff in fertile earth and expend 1 charge to - transform the staff into a healthy tree. The tree is 60 feet - tall and has a 5-foot diameter trunk, and its branches at the - top spread out in a 20-foot radius. - - - The tree appears ordinary but radiates a faint aura of - transmutation magic if targeted by detect - magic. While touching the tree and using another - action to speak its command word, you return the staff to its - normal form. Any creature in the tree falls when it reverts to a - staff. - -
-
- Staff of Thunder and Lightning - - Staff, very rare (requires attunement) - - - This staff can be wielded as a magic quarterstaff that grants a - +2 bonus to attack and damage rolls made with it. It also has - the following additional properties. When one of these - properties is used, it can’t be used again until the next dawn. - - - Lightning. - When you hit with a melee attack using the staff, you can cause - the target to take an extra 2d6 lightning damage. - - - Thunder. - When you hit with a melee attack using the staff, you can cause - the staff to emit a crack of thunder, audible out to 300 feet. - The target you hit must succeed on a DC 17 Constitution saving - throw or become stunned until the end of your next turn. - - - Lightning - Strike. You can use an action to cause a - bolt of lightning to leap from the staff’s tip in a line that is - 5 feet wide and 120 feet long. Each creature in that line must - make a DC 17 Dexterity saving throw, taking 9d6 lightning damage - on a failed save, or half as much damage on a successful one. - - - Thunderclap. - You can use an action to cause the staff to issue a deafening - thunderclap, audible out to 600 feet. Each creature within 60 - feet of you (not including you) must make a DC 17 Constitution - saving throw. On a failed save, a creature takes 2d6 thunder - damage and becomes deafened for 1 minute. On a successful save, - a creature takes half damage and isn’t deafened. - - - Thunder and - Lightning. You can use an action to use - the Lightning Strike and Thunderclap properties at the same - time. Doing so doesn’t expend the daily use of those properties, - only the use of this one. - -
-
- Staff of Withering - - Staff, rare (requires attunement by a cleric, druid, - or warlock) - - - This staff has 3 charges and regains 1d3 expended charges daily - at dawn. - - - The staff can be wielded as a magic quarterstaff. On a hit, it - deals damage as a normal quarterstaff, and you can expend 1 - charge to deal an extra 2d10 necrotic damage to the target. In - addition, the target must succeed on a DC 15 Constitution saving - throw or have disadvantage for 1 hour on any ability check or - saving throw that uses Strength or Constitution. - -
-
- Stone of Controlling Earth Elementals - - Wondrous item, rare - - - If the stone is touching the ground, you can use an action to - speak its command word and summon an earth elemental, as if you - had cast the conjure elemental spell. The - stone can’t be used this way again until the next dawn. The - stone weighs 5 pounds. - -
-
- Stone of Good Luck (Luckstone) - - Wondrous item, uncommon (requires - attunement) - - - While this polished agate is on your person, you gain a +1 bonus - to ability checks and saving throws. - -
-
- Sun Blade - - Weapon (longsword), rare (requires - attunement) - - - This item appears to be a longsword hilt. While grasping the - hilt, you can use a bonus action to cause a blade of pure - radiance to spring into existence, or make the blade disappear. - While the blade exists, this magic longsword has the finesse - property. If you are proficient with shortswords or longswords, - you are proficient with the sun blade. - - - You gain a +2 bonus to attack and damage rolls made with this - weapon, which deals radiant damage instead of slashing damage. - When you hit an undead with it, that target takes an extra 1d8 - radiant damage. - - - The sword’s luminous blade emits bright light in a 15-foot - radius and dim light for an additional 15 feet. The light is - sunlight. While the blade persists, you can use an action to - expand or reduce its radius of bright and dim light by 5 feet - each, to a maximum of 30 feet each or a minimum of 10 feet each. - -
-
- Sword of Life Stealing - - Weapon (any sword), rare (requires - attunement) - - - When you attack a creature with this magic weapon and roll a 20 - on the attack roll, that target takes an extra 3d6 necrotic - damage, provided that the target isn’t a construct or an undead. - You gain temporary hit points equal to the extra damage dealt. - -
-
- Sword of Sharpness - - Weapon (any sword that deals slashing damage), very - rare (requires attunement) - - - When you attack an object with this magic sword and hit, - maximize your weapon damage dice against the target. - - - When you attack a creature with this weapon and roll a 20 on the - attack roll, that target takes an extra 4d6 slashing damage. - Then roll another d20. If you roll a 20, you lop off one of the - target’s limbs, with the effect of such loss determined by the - GM. If the creature has no limb to sever, you lop off a portion - of its body instead. - - - In addition, you can speak the sword’s command word to cause the - blade to shed bright light in a 10-foot radius and dim light for - an additional 10 feet. Speaking the command word again or - sheathing the sword puts out the light. - -
-
- Sword of Wounding - - Weapon (any sword), rare (requires - attunement) - - - Hit points lost to this weapon’s damage can be regained only - through a short or long rest, rather than by regeneration, - magic, or any other means. - - - Once per turn, when you hit a creature with an attack using this - magic weapon, you can wound the target. At the start of each of - the wounded creature’s turns, it takes 1d4 necrotic damage for - each time you’ve wounded it, and it can then make a DC 15 - Constitution saving throw, ending the effect of all such wounds - on itself on a success. Alternatively, the wounded creature, or - a creature within 5 feet of it, can use an action to make a DC - 15 Wisdom (Medicine) check, ending the effect of such wounds on - it on a success. - -
-
-
- Magic Items (T) -
- Talisman of Pure Good - - Wondrous item, legendary (requires attunement by a - creature of good alignment) - - - This talisman is a mighty symbol of goodness. A creature that is - neither good nor evil in alignment takes 6d6 radiant damage upon - touching the talisman. An evil creature takes 8d6 radiant damage - upon touching the talisman. Either sort of creature takes the - damage again each time it ends its turn holding or carrying the - talisman. - - - If you are a good cleric or paladin, you can use the talisman as - a holy symbol, and you gain a +2 bonus to spell attack rolls - while you wear or hold it. - - - The talisman has 7 charges. If you are wearing or holding it, - you can use an action to expend 1 charge from it and choose one - creature you can see on the ground within 120 feet of you. If - the target is of evil alignment, a flaming fissure opens under - it. The target must succeed on a DC 20 Dexterity saving throw or - fall into the fissure and be destroyed, leaving no remains. The - fissure then closes, leaving no trace of its existence. When you - expend the last charge, the talisman disperses into motes of - golden light and is destroyed. - -
-
- Talisman of the Sphere - - Wondrous item, legendary (requires - attunement) - - - When you make an Intelligence (Arcana) check to control a - sphere of annihilation while you are - holding this talisman, you double your proficiency bonus on the - check. In addition, when you start your turn with control over a - sphere of annihilation, you can use an - action to levitate it 10 feet plus a number of additional feet - equal to 10 × your Intelligence modifier. - -
-
- Talisman of Ultimate Evil - - Wondrous item, legendary (requires attunement by a - creature of evil alignment) - - - This item symbolizes unrepentant evil. A creature that is - neither good nor evil in alignment takes 6d6 necrotic damage - upon touching the talisman. A good creature takes 8d6 necrotic - damage upon touching the talisman. Either sort of creature takes - the damage again each time it ends its turn holding or carrying - the talisman. - - - If you are an evil cleric or paladin, you can use the talisman - as a holy symbol, and you gain a +2 bonus to spell attack rolls - while you wear or hold it. - - - The talisman has 6 charges. If you are wearing or holding it, - you can use an action to expend 1 charge from the talisman and - choose one creature you can see on the ground within 120 feet of - you. If the target is of good alignment, a flaming fissure opens - under it. The target must succeed on a DC 20 Dexterity saving - throw or fall into the fissure and be destroyed, leaving no - remains. The fissure then closes, leaving no trace of its - existence. When you expend the last charge, the talisman - dissolves into foul-smelling slime and is destroyed. - -
-
- Tome of Clear Thought - - Wondrous item, very rare - - - This book contains memory and logic exercises, and its words are - charged with magic. If you spend 48 hours over a period of 6 - days or fewer studying the book’s contents and practicing its - guidelines, your Intelligence score increases by 2, as does your - maximum for that score. The manual then loses its magic, but - regains it in a century. - -
-
- Tome of Leadership and Influence - - Wondrous item, very rare - - - This book contains guidelines for influencing and charming - others, and its words are charged with magic. If you spend 48 - hours over a period of 6 days or fewer studying the book’s - contents and practicing its guidelines, your Charisma score - increases by 2, as does your maximum for that score. The manual - then loses its magic, but regains it in a century. - -
-
- Tome of Understanding - - Wondrous item, very rare - - - This book contains intuition and insight exercises, and its - words are charged with magic. If you spend 48 hours over a - period of 6 days or fewer studying the book’s contents and - practicing its guidelines, your Wisdom score increases by 2, as - does your maximum for that score. The manual then loses its - magic, but regains it in a century. - -
-
- Trident of Fish Command - - Weapon (trident), uncommon (requires - attunement) - - - This trident is a magic weapon. It has 3 charges. While you - carry it, you can use an action and expend 1 charge to cast - dominate beast (save DC 15) from it on a - beast that has an innate swimming speed. The trident regains 1d3 - expended charges daily at dawn. - -
-
-
- Magic Items (U) -
- Universal Solvent - - Wondrous item, legendary - - - This tube holds milky liquid with a strong alcohol smell. You - can use an action to pour the contents of the tube onto a - surface within reach. The liquid instantly dissolves up to 1 - square foot of adhesive it touches, including - sovereign glue. - -
-
-
- Magic Items (V) -
- Vicious Weapon - - Weapon (any), rare - - - When you roll a 20 on your attack roll with this magic weapon, - your critical hit deals an extra 2d6 damage of the weapon’s - type. - -
-
- Vorpal Sword - - Weapon (any sword that deals slashing damage), - legendary (requires attunement) - - - You gain a +3 bonus to attack and damage rolls made with this - magic weapon. In addition, the weapon ignores resistance to - slashing damage. - - - When you attack a creature that has at least one head with this - weapon and roll a 20 on the attack roll, you cut off one of the - creature’s heads. The creature dies if it can’t survive without - the lost head. A creature is immune to this effect if it is - immune to slashing damage, doesn’t have or need a head, has - legendary actions, or the GM decides that the creature is too - big for its head to be cut off with this weapon. Such a creature - instead takes an extra 6d8 slashing damage from the hit. - -
-
-
- Magic Items (W) -
- Wand of Binding - - Wand, rare (requires attunement by a - spellcaster) - - - This wand has 7 charges for the following properties. It regains - 1d6+1 expended charges daily at dawn. If you expend the wand’s - last charge, roll a d20. On a 1, the wand crumbles into ashes - and is destroyed. - - - Spells. - While holding the wand, you can use an action to expend some of - its charges to cast one of the following spells (save DC 17): - hold monster (5 charges) or hold - person (2 charges). - - - Assisted - Escape. While holding the wand, you can - use your reaction to expend 1 charge and gain advantage on a - saving throw you make to avoid being paralyzed or restrained, or - you can expend 1 charge and gain advantage on any check you make - to escape a grapple. - -
-
- Wand of Enemy Detection - - Wand, rare (requires attunement) - - - This wand has 7 charges. While holding it, you can use an action - and expend 1 charge to speak its command word. For the next - minute, you know the direction of the nearest creature hostile - to you within 60 feet, but not its distance from you. The wand - can sense the presence of hostile creatures that are ethereal, - invisible, disguised, or hidden, as well as those in plain - sight. The effect ends if you stop holding the wand. - - - The wand regains 1d6+1 expended charges daily at dawn. If you - expend the wand’s last charge, roll a d20. On a 1, the wand - crumbles into ashes and is destroyed. - -
-
- Wand of Fear - - Wand, rare (requires attunement) - - - This wand has 7 charges for the following properties. It regains - 1d6+1 expended charges daily at dawn. If you expend the wand’s - last charge, roll a d20. On a 1, the wand crumbles into ashes - and is destroyed. - - - Command. - While holding the wand, you can use an action to expend 1 charge - and command another creature to flee or grovel, as with the - command spell (save DC 15). - - - Cone of - Fear. While holding the wand, you can use - an action to expend 2 charges, causing the wand’s tip to emit a - 60-foot cone of amber light. Each creature in the cone must - succeed on a DC 15 Wisdom saving throw or become frightened of - you for 1 minute. While it is frightened in this way, a creature - must spend its turns trying to move as far away from you as it - can, and it can’t willingly move to a space within 30 feet of - you. It also can’t take reactions. For its action, it can use - only the Dash action or try to escape from an effect that - prevents it from moving. If it has nowhere it can move, the - creature can use the Dodge action. At the end of each of its - turns, a creature can repeat the saving throw, ending the effect - on itself on a success. - -
-
- Wand of Fireballs - - Wand, rare (requires attunement by a - spellcaster) - - - This wand has 7 charges. While holding it, you can use an action - to expend 1 or more of its charges to cast the - fireball spell (save DC 15) from it. For 1 - charge, you cast the 3rd-level version of the spell. You can - increase the spell slot level by one for each additional charge - you expend. - - - The wand regains 1d6+1 expended charges daily at dawn. If you - expend the wand’s last charge, roll a d20. On a 1, the wand - crumbles into ashes and is destroyed. - -
-
- Wand of Lightning Bolts - - Wand, rare (requires attunement by a - spellcaster) - - - This wand has 7 charges. While holding it, you can use an action - to expend 1 or more of its charges to cast the - lightning bolt spell (save DC 15) from it. - For 1 charge, you cast the 3rd-level version of the spell. You - can increase the spell slot level by one for each additional - charge you expend. - - - The wand regains 1d6+1 expended charges daily at dawn. If you - expend the wand’s last charge, roll a d20. On a 1, the wand - crumbles into ashes and is destroyed. - -
-
- Wand of Magic Detection - - Wand, uncommon - - - This wand has 3 charges. While holding it, you can expend 1 - charge as an action to cast the detect - magic spell from it. The wand regains 1d3 expended - charges daily at dawn. - -
-
- Wand of Magic Missiles - - Wand, uncommon - - - This wand has 7 charges. While holding it, you can use an action - to expend 1 or more of its charges to cast the magic - missile spell from it. For 1 charge, you cast the - 1st-level version of the spell. You can increase the spell slot - level by one for each additional charge you expend. - - - The wand regains 1d6+1 expended charges daily at dawn. If you - expend the wand’s last charge, roll a d20. On a 1, the wand - crumbles into ashes and is destroyed. - -
-
- Wand of Paralysis - - Wand, rare (requires attunement by a - spellcaster) - - - This wand has 7 charges. While holding it, you can use an action - to expend 1 of its charges to cause a thin blue ray to streak - from the tip toward a creature you can see within 60 feet of - you. The target must succeed on a DC 15 Constitution saving - throw or be paralyzed for 1 minute. At the end of each of the - target’s turns, it can repeat the saving throw, ending the - effect on itself on a success. - - - The wand regains 1d6+1 expended charges daily at dawn. If you - expend the wand’s last charge, roll a d20. On a 1, the wand - crumbles into ashes and is destroyed. - -
-
- Wand of Polymorph - - Wand, very rare (requires attunement by a - spellcaster) - - - This wand has 7 charges. While holding it, you can use an action - to expend 1 of its charges to cast the - polymorph spell (save DC 15) from it. - - - The wand regains 1d6+1 expended charges daily at dawn. If you - expend the wand’s last charge, roll a d20. On a 1, the wand - crumbles into ashes and is destroyed. - -
-
- Wand of Secrets - - Wand, uncommon - - - The wand has 3 charges. While holding it, you can use an action - to expend 1 of its charges, and if a secret door or trap is - within 30 feet of you, the wand pulses and points at the one - nearest to you. The wand regains 1d3 expended charges daily at - dawn. - -
-
- Wand of the War Mage, +1, +2, or +3 - - Wand, uncommon (+1), rare (+2), or very rare (+3) - (requires attunement by a spellcaster) - - - While holding this wand, you gain a bonus to spell attack rolls - determined by the wand’s rarity. In addition, you ignore half - cover when making a spell attack. - -
-
- Wand of Web - - Wand, uncommon (requires attunement by a - spellcaster) - - - This wand has 7 charges. While holding it, you can use an action - to expend 1 of its charges to cast the web - spell (save DC 15) from it. - - - The wand regains 1d6+1 expended charges daily at dawn. If you - expend the wand’s last charge, roll a d20. On a 1, the wand - crumbles into ashes and is destroyed. - -
-
- Wand of Wonder - - Wand, rare (requires attunement by a - spellcaster) - - - This wand has 7 charges. While holding it, you can use an action - to expend 1 of its charges and choose a target within 120 feet - of you. The target can be a creature, an object, or a point in - space. Roll d100 and consult the following table to discover - what happens. - - - If the effect causes you to cast a spell from the wand, the - spell’s save DC is 15. If the spell normally has a range - expressed in feet, its range becomes 120 feet if it isn’t - already. - - - If an effect covers an area, you must center the spell on and - include the target. If an effect has multiple possible subjects, - the GM randomly determines which ones are affected. - - - The wand regains 1d6+1 expended charges daily at dawn. If you - expend the wand’s last charge, roll a d20. On a 1, the wand - crumbles into dust and is destroyed. - - - Table- Wand of Wonder - - - - - - - - - d100 - - - Effect - - - - - - - 01-05 - - - You cast slow. 06-10 You cast faerie fire. - - - - - 11-15 - - - You are stunned until the start of your next turn, - believing something awesome just happened. 16-20 You - cast gust of wind. - - - - - 21-25 - - - You cast detect thoughts on the target you chose. If you - didn’t target a creature, you instead take 1d6 psychic - damage. - - - - - 26-30 - - - You cast stinking cloud. - - - - - 31-33 - - - Heavy rain falls in a 60-foot radius centered on the - target. The area becomes lightly obscured. The rain - falls until the start of your next turn. - - - - - 34-36 - - - An animal appears in the unoccupied space nearest the - target. The animal isn’t under your control and acts as - it normally would. Roll a d100 to determine which animal - appears. On a 01-25, a rhinoceros appears; on a 26-50, - an elephant appears; and on a 51-100, a rat appears. - - - - - 37-46 - - - You cast lightning bolt. - - - - - 47-49 - - - A cloud of 600 oversized butterflies fills a 30-foot - radius centered on the target. The area becomes heavily - obscured. The butterflies remain for 10 minutes. - - - - - 50-53 - - - You enlarge the target as if you had cast - enlarge/reduce. If the target can’t be affected by that - spell, or if you didn’t target a creature, you become - the target. - - - - - 54-58 - - - You cast darkness. - - - - - 59-62 - - - Grass grows on the ground in a 60-foot radius centered - on the target. If grass is already there, it grows to - ten times its normal size and remains overgrown for 1 - minute. - - - - - 63-65 - - - An object of the GM’s choice disappears into the - Ethereal Plane. The object must be neither worn nor - carried, within 120 feet of the target, and no larger - than 10 feet in any dimension. - - - - - 66-69 - - - You shrink yourself as if you had cast enlarge/reduce on - yourself. - - - - - 70-79 - - - You cast fireball. - - - - - 80-84 - - - You cast invisibility on yourself. - - - - - 85-87 - - - Leaves grow from the target. If you chose a point in - space as the target, leaves sprout from the creature - nearest to that point. Unless they are picked off, the - leaves turn brown and fall off after 24 hours. - - - - - 88-90 - - - A stream of 1d4 × 10 gems, each worth 1 gp, shoots from - the wand’s tip in a line 30 feet long and 5 feet wide. - Each gem deals 1 bludgeoning damage, and the total - damage of the gems is divided equally among all - creatures in the line. - - - - - 91-95 - - - A burst of colorful shimmering light extends from you in - a 30-foot radius. You and each creature in the area that - can see must succeed on a DC 15 Constitution saving - throw or become blinded for 1 minute. A creature can - repeat the saving throw at the end of each of its turns, - ending the effect on itself on a success. - - - - - 96-97 - - - The target’s skin turns bright blue for 1d10 days. If - you chose a point in space, the creature nearest to that - point is affected. - - - - - 98-100 - - - If you targeted a creature, it must make a DC 15 - Constitution saving throw. If you didn’t target a - creature, you become the target and must make the saving - throw. If the saving throw fails by 5 or more, the - target is instantly petrified. On any other failed save, - the target is restrained and begins to turn to stone. - While restrained in this way, the target must repeat the - saving throw at the end of its next turn, becoming - petrified on a failure or ending the effect on a - success. The petrification lasts until the target is - freed by the greater restoration spell or similar magic. - - - - - - - - - - - -
-
- Weapon, +1, +2, or +3 - - Weapon (any), uncommon (+1), rare (+2), or very rare - (+3) - - - You have a bonus to attack and damage rolls made with this magic - weapon. The bonus is determined by the weapon’s rarity. - -
-
- Well of Many Worlds - - Wondrous item, legendary - - - This fine black cloth, soft as silk, is folded up to the - dimensions of a handkerchief. It unfolds into a circular sheet 6 - feet in diameter. - - - You can use an action to unfold and place the well of - many worlds on a solid surface, whereupon it creates - a two-way portal to another world or plane of existence. Each - time the item opens a portal, the GM decides where it leads. You - can use an action to close an open portal by taking hold of the - edges of the cloth and folding it up. Once well of - many worlds has opened a portal, it can’t do so again - for 1d8 hours. - -
-
- Wind Fan - - Wondrous item, uncommon - - - While holding this fan, you can use an action to cast the - gust of wind spell (save DC 13) from it. - Once used, the fan shouldn’t be used again until the next dawn. - Each time it is used again before then, it has a cumulative 20 - percent chance of not working and tearing into useless, - nonmagical tatters. - -
-
- Winged Boots - - Wondrous item, uncommon (requires - attunement) - - - While you wear these boots, you have a flying speed equal to - your walking speed. You can use the boots to fly for up to 4 - hours, all at once or in several shorter flights, each one using - a minimum of 1 minute from the duration. If you are flying when - the duration expires, you descend at a rate of 30 feet per round - until you land. - - - The boots regain 2 hours of flying capability for every 12 hours - they aren’t in use. - -
-
- Wings of Flying - - Wondrous item, rare (requires attunement) - - - While wearing this cloak, you can use an action to speak its - command word. This turns the cloak into a pair of bat wings or - bird wings on your back for 1 hour or until you repeat the - command word as an action. The wings give you a flying speed of - 60 feet. When they disappear, you can’t use them again for 1d12 - hours. - -
-
-
- Magic Items (X) - - -
-
- Magic Items (Y) - - -
-
- Magic Items (Z) - - -
-
- Sentient Magic - - Some magic items possess sentience and personality. Such an item - might be possessed, haunted by the spirit of a previous owner, or - self-aware thanks to the magic used to create it. In any case, the - item behaves like a character, complete with personality quirks, - ideals, bonds, and sometimes flaws. A sentient item might be a - cherished ally to its wielder or a continual thorn in the side. - - - Most sentient items are weapons. Other kinds of items can manifest - sentience, but consumable items such as potions and scrolls are - never sentient. - - - Sentient magic items function as NPCs under the GM’s control. Any - activated property of the item is under the item’s control, not - its wielder’s. As long as the wielder maintains a good - relationship with the item, the wielder can access those - properties normally. If the relationship is strained, the item can - suppress its activated properties or even turn them against the - wielder. - -
- Creating Sentient Magic Items - - When you decide to make a magic item sentient, you create the - item’s persona in the same way you would create an NPC, with a - few exceptions described here. - -
- Abilities - - A sentient magic item has Intelligence, Wisdom, and Charisma - scores. You can choose the item’s abilities or determine them - randomly. To determine them randomly, roll 4d6 for each one, - dropping the lowest roll and totaling the rest. - -
-
- Communication - - A sentient item has some ability to communicate, either by - sharing its emotions, broadcasting its thoughts - telepathically, or speaking aloud. You can choose how it - communicates or roll on the following table. - - - Table- Sentient Magic Items: - Communication - - - - - - - - - d100 - - - Communication - - - - - - - 01-60 - - - The item communicates by transmitting emotion to the - creature carrying or wielding it. - - - - - 61-90 - - - The item can speak, read, and understand one or more - languages. - - - - - 91-100 - - - The item can speak, read, and understand one or more - languages. In addition, the item can communicate - telepathically with any character that carries or - wields it. - - - - - - - - - - - -
-
- Senses - - With sentience comes awareness. A sentient item can perceive - its surroundings out to a limited range. You can choose its - senses or roll on the following table. - - - Table- Sentient Magic Items: - Senses - - - - - - - - - d4 - - - Senses - - - - - - - 1 - - - Hearing and normal vision out to 30 feet. - - - - - 2 - - - Hearing and normal vision out to 60 feet - - - - - 3 - - - Hearing and normal vision out to 120 feet. - - - - - 4 - - - Hearing and darkvision out to 120 feet. - - - - - - - - - - - -
-
- Alignment - - A sentient magic item has an alignment. Its creator or nature - might suggest an alignment. If not, you can pick an alignment - or roll on the following table. - - - Table- Sentient Magic Items: - Alignment - - - - - - - - - d100 - - - Alignment - - - - - - - 01-15 - - - Lawful good - - - - - 16-35 - - - Neutral good - - - - - 36-50 - - - Chaotic good - - - - - 51-63 - - - Lawful neutral - - - - - 64-73 - - - Neutral - - - - - 74-85 - - - Chaotic neutral - - - - - 86-89 - - - Lawful evil - - - - - 90-96 - - - Neutral evil - - - - - 97-100 - - - Chaotic evil - - - - - - - - - - - -
-
- Special Purpose - - You can give a sentient item an objective it pursues, perhaps - to the exclusion of all else. As long as the wielder’s use of - the item aligns with that special purpose, the item remains - cooperative. Deviating from this course might cause conflict - between the wielder and the item, and could even cause the - item to prevent the use of its activated properties. You can - pick a special purpose or roll on the following table. - - - Table- Sentient Magic Items: Special - Purpose - - - - - - - - - d10 - - - Purpose - - - - - - - 1 - - - Aligned: The item seeks to defeat or destroy those of - a diametrically opposed alignment. (Such an item is - never neutral.) - - - - - 2 - - - Bane: The item seeks to defeat or destroy creatures of - a particular kind, such as fiends, shapechangers, - trolls, or wizards. - - - - - 3 - - - Protector: The item seeks to defend a particular race - or kind of creature, such as elves or druids. - - - - - 4 - - - Crusader: The item seeks to defeat, weaken, or destroy - the servants of a particular deity. - - - - - 5 - - - Templar: The item seeks to defend the servants and - interests of a particular deity. - - - - - 6 - - - Destroyer: The item craves destruction and goads its - user to fight arbitrarily. - - - - - 7 - - - Glory Seeker: The item seeks renown as the greatest - magic item in the world, by establishing its user as a - famous or notorious figure. - - - - - 8 - - - Lore Seeker: The item craves knowledge or is - determined to solve a mystery, learn a secret, or - unravel a cryptic prophecy. - - - - - 9 - - - Destiny Seeker: The item is convinced that it and its - wielder have key roles to play in future events. - - - - - 10 - - - Creator Seeker: The item seeks its creator and wants - to understand why it was created. - - - - - - - - - - - -
-
- Conflict - - A sentient item has a will of its own, shaped by its - personality and alignment. If its wielder acts in a manner - opposed to the item’s alignment or purpose, conflict can - arise. When such a conflict occurs, the item makes a Charisma - check contested by the wielder’s Charisma check. If the item - wins the contest, it makes one or more of the following - demands: - - - - - The item insists on being carried or worn at all times. - - - - - The item demands that its wielder dispose of anything the - item finds repugnant. - - - - - The item demands that its wielder pursue the item’s goals - to the exclusion of all other goals. - - - - - The item demands to be given to someone else. If its - wielder refuses to comply with the item’s wishes, the item - can do any or all of the following: - - - - - Make it impossible for its wielder to attune to it. - - - - - Suppress one or more of its activated properties. - - - - - Attempt to take control of its wielder. - - - - - If a sentient item attempts to take control of its wielder, - the wielder must make a Charisma saving throw, with a DC equal - to 12+the item’s Charisma modifier. On a failed save, the - wielder is charmed by the item for 1d12 hours. While charmed, - the wielder must try to follow the item’s commands. If the - wielder takes damage, it can repeat the saving throw, ending - the effect on a success. Whether the attempt to control its - user succeeds or fails, the item can’t use this power again - until the next dawn. - -
-
-
-
- Artifacts -
- Orb of Dragonkind - - Wondrous item, artifact (requires - attunement) - - - Ages past, elves and humans waged a terrible war against evil - dragons. When the world seemed doomed, powerful wizards came - together and worked their greatest magic, forging five - Orbs of Dragonkind (or Dragon - Orbs) to help them defeat the dragons. One orb was - taken to each of the five wizard towers, and there they were - used to speed the war toward a victorious end. The wizards used - the orbs to lure dragons to them, then destroyed the dragons - with powerful magic. - - - As the wizard towers fell in later ages, the orbs were destroyed - or faded into legend, and only three are thought to survive. - Their magic has been warped and twisted over the centuries, so - although their primary purpose of calling dragons still - functions, they also allow some measure of control over dragons. - - - Each orb contains the essence of an evil dragon, a presence that - resents any attempt to coax magic from it. Those lacking in - force of personality might find themselves enslaved to an orb. - - - An orb is an etched crystal globe about 10 inches in diameter. - When used, it grows to about 20 inches in diameter, and mist - swirls inside it. - - - While attuned to an orb, you can use an action to peer into the - orb’s depths and speak its command word. You must then make a DC - 15 Charisma check. On a successful check, you control the orb - for as long as you remain attuned to it. On a failed check, you - become charmed by the orb for as long as you remain attuned to - it. - - - While you are charmed by the orb, you can’t voluntarily end your - attunement to it, and the orb casts - suggestion on you at will (save DC 18), - urging you to work toward the evil ends it desires. The dragon - essence within the orb might want many things: the annihilation - of a particular people, freedom from the orb, to spread - suffering in the world, to advance the worship of Tiamat, or - something else the GM decides. - - - Random - Properties. An Orb of - Dragonkind has the following random properties: - - - - - 2 minor beneficial properties - - - - - 1 minor detrimental property - - - - - 1 major detrimental property - - - - - Spells. - The orb has 7 charges and regains 1d4+3 expended charges daily - at dawn. If you control the orb, you can use an action and - expend 1 or more charges to cast one of the following spells - (save DC 18) from it: cure wounds - (5th-level version, 3 charges), daylight (1 - charge), death ward (2 charges), or - scrying (3 charges). - - - You can also use an action to cast the detect - magic spell from the orb without using any charges. - - - Call - Dragons. While you control the orb, you - can use an action to cause the artifact to issue a telepathic - call that extends in all directions for 40 miles. Evil dragons - in range feel compelled to come to the orb as soon as possible - by the most direct route. Dragon deities such as Tiamat are - unaffected by this call. Dragons drawn to the orb might be - hostile toward you for compelling them against their will. Once - you have used this property, it can’t be used again for 1 hour. - - - Destroying an - Orb. An Orb of - Dragonkind appears fragile but is impervious to most - damage, including the attacks and breath weapons of dragons. A - disintegrate spell or one good hit from a - +3 magic weapon is sufficient to destroy an orb, however. - -
-
-
- MONSTERS - - -
-
- Monster Statistics -
- Type - - A monster’s type speaks to its fundamental nature. Certain - spells, magic items, class features, and other effects in the - game interact in special ways with creatures of a particular - type. For example, an arrow of dragon - slaying deals extra damage not only to dragons but - also other creatures of the dragon type, such as dragon turtles - and wyverns. - - - The game includes the following monster types, which have no - rules of their own. - - - Aberrations are utterly alien - beings. Many of them have innate magical abilities drawn from - the creature’s alien mind rather than the mystical forces of the - world. The quintessential aberrations are aboleths, beholders, - mind flayers, and slaadi. - - - Beasts are nonhumanoid - creatures that are a natural part of the fantasy ecology. Some - of them have magical powers, but most are unintelligent and lack - any society or language. Beasts include all varieties of - ordinary animals, dinosaurs, and giant versions of animals. - - - Celestials are creatures - native to the Upper Planes. Many of them are the servants of - deities, employed as messengers or agents in the mortal realm - and throughout the planes. Celestials are good by nature, so the - exceptional celestial who strays from a good alignment is a - horrifying rarity. Celestials include angels, couatls, and - pegasi. - - - Constructs are made, not - born. Some are programmed by their creators to follow a simple - set of instructions, while others are imbued with sentience and - capable of independent thought. Golems are the iconic - constructs. Many creatures native to the outer plane of - Mechanus, such as modrons, are constructs shaped from the raw - material of the plane by the will of more powerful creatures. - - - Dragons are large reptilian - creatures of ancient origin and tremendous power. True dragons, - including the good metallic dragons and the evil chromatic - dragons, are highly intelligent and have innate magic. Also in - this category are creatures distantly related to true dragons, - but less powerful, less intelligent, and less magical, such as - wyverns and pseudodragons. - - - Elementals are creatures - native to the elemental planes. Some creatures of this type are - little more than animate masses of their respective elements, - including the creatures simply called elementals. Others have - biological forms infused with elemental energy. The races of - genies, including djinn and efreet, form the most important - civilizations on the elemental planes. Other elemental creatures - include azers, invisible stalkers, and water weirds. - - - Fey are magical creatures - closely tied to the forces of nature. They dwell in twilight - groves and misty forests. In some worlds, they are closely tied - to the Feywild, also called the Plane of Faerie. Some are also - found in the Outer Planes, particularly the planes of Arborea - and the Beastlands. Fey include dryads, pixies, and satyrs. - - - Fiends are creatures of - wickedness that are native to the Lower Planes. A few are the - servants of deities, but many more labor under the leadership of - archdevils and demon princes. Evil priests and mages sometimes - summon fiends to the material world to do their bidding. If an - evil celestial is a rarity, a good fiend is almost - inconceivable. Fiends include demons, devils, hell hounds, - rakshasas, and yugoloths. - - - Giants tower over humans and - their kind. They are humanlike in shape, though some have - multiple heads (ettins) or deformities (fomorians). The six - varieties of true giant are hill giants, stone giants, frost - giants, fire giants, cloud giants, and storm giants. Besides - these, creatures such as ogres and trolls are giants. - - - Humanoids are the main - peoples of a fantasy gaming world, both civilized and savage, - including humans and a tremendous variety of other species. They - have language and culture, few if any innate magical abilities - (though most humanoids can learn spellcasting), and a bipedal - form. The most common humanoid races are the ones most suitable - as player characters: humans, dwarves, elves, and halflings. - Almost as numerous but far more savage and brutal, and almost - uniformly evil, are the races of goblinoids (goblins, - hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and - kobolds. - - - Monstrosities are monsters in - the strictest sense-frightening creatures that are not ordinary, - not truly natural, and almost never benign. Some are the results - of magical experimentation gone awry (such as owlbears), and - others are the product of terrible curses (including minotaurs - and yuan-ti). They defy categorization, and in some sense serve - as a catch-all category for creatures that don’t fit into any - other type. - - - Oozes are gelatinous - creatures that rarely have a fixed shape. They are mostly - subterranean, dwelling in caves and dungeons and feeding on - refuse, carrion, or creatures unlucky enough to get in their - way. Black puddings and gelatinous cubes are among the most - recognizable oozes. - - - Plants in this context are - vegetable creatures, not ordinary flora. Most of them are - ambulatory, and some are carnivorous. The quintessential plants - are the shambling mound and the treant. Fungal creatures such as - the gas spore and the myconid also fall into this category. - - - Undead are once-living - creatures brought to a horrifying state of undeath through the - practice of necromantic magic or some unholy curse. Undead - include walking corpses, such as vampires and zombies, as well - as bodiless spirits, such as ghosts and specters. - -
- Tags - - A monster might have one or more tags appended to its type, in - parentheses. For example, an orc has the humanoid - (orc) type. The parenthetical tags provide - additional categorization for certain creatures. The tags have - no rules of their own, but something in the game, such as a - magic item, might refer to them. For instance, a spear that is - especially effective at fighting demons would work against any - monster that has the demon tag. - -
-
-
- Alignment - - A monster’s alignment provides a clue to its disposition and how - it behaves in a roleplaying or combat situation. For example, a - chaotic evil monster might be difficult to reason with and might - attack characters on sight, whereas a neutral monster might be - willing to negotiate. See the Player’s - Handbook for descriptions of the different - alignments. - - - The alignment specified in a monster’s stat block is the - default. Feel free to depart from it and change a monster’s - alignment to suit the needs of your campaign. If you want a - good-aligned green dragon or an evil storm giant, there’s - nothing stopping you. - - - Some creatures can have any - alignment. In other words, you choose the monster’s - alignment. Some monster’s alignment entry indicates a tendency - or aversion toward law, chaos, good, or evil. For example, a - berserker can be any chaotic alignment (chaotic good, chaotic - neutral, or chaotic evil), as befits its wild nature. - - - Many creatures of low intelligence have no comprehension of law - or chaos, good or evil. They don’t make moral or ethical - choices, but rather act on instinct. These creatures are - unaligned, which means they - don’t have an alignment. - -
-
- Armor Class - - A monster that wears armor or carries a shield has an Armor - Class (AC) that takes its armor, shield, and Dexterity into - account. Otherwise, a monster’s AC is based on its Dexterity - modifier and natural armor, if any. If a monster has natural - armor, wears armor, or carries a shield, this is noted in - parentheses after its AC value. - -
-
- Hit Points - - A monster usually dies or is destroyed when it drops to 0 hit - points. For more on hit points, see the Player’s - Handbook. - - - A monster’s hit points are presented both as a die expression - and as an average number. For example, a monster with 2d8 hit - points has 9 hit points on average (2 × 4½). - - - A monster’s size determines the die used to calculate its hit - points, as shown in the Hit Dice by Size table. - - - Table- Hit Dice by Size - - - - - - - - - - Monster Size - - - Hit Die - - - Average HP per Die - - - - - - - Tiny - - - d4 - - - 2 1/2 - - - - - Small - - - d6 - - - 3 1/2 - - - - - Medium - - - d8 - - - 4 1/2 - - - - - Large - - - d10 - - - 5 1/2 - - - - - Huge - - - d12 - - - 6 1/2 - - - - - Gargantuan - - - d20 - - - 10 1/2 - - - - - - - - - - - - - - - A monster’s Constitution modifier also affects the number of hit - points it has. Its Constitution modifier is multiplied by the - number of Hit Dice it possesses, and the result is added to its - hit points. For example, if a monster has a Constitution of 12 - (+1 modifier) and 2d8 Hit Dice, it has 2d8+2 hit points (average - 11). - -
-
- Speed - - A monster’s speed tells you how far it can move on its turn. For - more information on speed, see the Player’s - Handbook. - - - All creatures have a walking speed, simply called the monster’s - speed. Creatures that have no form of ground-based locomotion - have a walking speed of 0 feet. - - - Some creatures have one or more of the following additional - movement modes. - -
- Burrow - - A monster that has a burrowing speed can use that speed to - move through sand, earth, mud, or ice. A monster can’t burrow - through solid rock unless it has a special trait that allows - it to do so. - -
-
- Climb - - A monster that has a climbing speed can use all or part of its - movement to move on vertical surfaces. The monster doesn’t - need to spend extra movement to climb. - -
-
- Fly - - A monster that has a flying speed can use all or part of its - movement to fly. Some monsters have the ability to - hover, which makes them - hard to knock out of the air (as explained in the rules on - flying in the Player’s Handbook). Such a - monster stops hovering when it dies. - -
-
- Swim - - A monster that has a swimming speed doesn’t need to spend - extra movement to swim. - -
-
-
- Ability Scores - - Every monster has six ability scores (Strength, Dexterity, - Constitution, Intelligence, Wisdom, and Charisma) and - corresponding modifiers. For more information on ability scores - and how they’re used in play, see the Player’s - Handbook. - -
-
- Saving Throws - - The Saving Throws entry is reserved for creatures that are adept - at resisting certain kinds of effects. For example, a creature - that isn’t easily charmed or frightened might gain a bonus on - its Wisdom saving throws. Most creatures don’t have special - saving throw bonuses, in which case this section is absent. - - - A saving throw bonus is the sum of a monster’s relevant ability - modifier and its proficiency bonus, which is determined by the - monster’s challenge rating (as shown in the Proficiency Bonus by - Challenge Rating table). - - - Table- Proficiency Bonus by Challenge - Rating - - - - - - - - - Challenge - - - Proficiency Bonus - - - - - - - 0 - - - +2 - - - - - 1/8 - - - +2 - - - - - 1/4 - - - +2 - - - - - 1/2 - - - +2 - - - - - 1 - - - +2 - - - - - 2 - - - +2 - - - - - 3 - - - +2 - - - - - 4 - - - +2 - - - - - 5 - - - +3 - - - - - 6 - - - +3 - - - - - 7 - - - +3 - - - - - 8 - - - +3 - - - - - 9 - - - +4 - - - - - 10 - - - +4 - - - - - 11 - - - +4 - - - - - 12 - - - +4 - - - - - 13 - - - +5 - - - - - 14 - - - +5 - - - - - 15 - - - +5 - - - - - 16 - - - +5 - - - - - 17 - - - +6 - - - - - 18 - - - +6 - - - - - 19 - - - +6 - - - - - 20 - - - +6 - - - - - 21 - - - +7 - - - - - 22 - - - +7 - - - - - 23 - - - +7 - - - - - 24 - - - +7 - - - - - 25 - - - +8 - - - - - 26 - - - +8 - - - - - 27 - - - +8 - - - - - 28 - - - +8 - - - - - 29 - - - +9 - - - - - 30 - - - +9 - - - - - - - - - - - -
-
- Skills - - The Skills entry is reserved for monsters that are proficient in - one or more skills. For example, a monster that is very - perceptive and stealthy might have bonuses to Wisdom - (Perception) and Dexterity (Stealth) checks. - - - A skill bonus is the sum of a monster’s relevant ability - modifier and its proficiency bonus, which is determined by the - monster’s challenge rating (as shown in the Proficiency Bonus by - Challenge Rating table). Other modifiers might apply. For - instance, a monster might have a larger-than-expected bonus - (usually double its proficiency bonus) to account for its - heightened expertise. - - - Armor, Weapon, and Tool - Proficiencies - - - Assume that a creature is proficient with its armor, - weapons, and tools. If you swap them out, you decide whether the - creature is proficient with its new equipment. - - - For example, a hill giant typically wears hide armor - and wields a greatclub. You could equip a hill giant with chain - mail and a greataxe instead, and assume the giant is proficient - with both, one or the other, or neither. - - - See the Player’s Handbook for rules on using armor or - weapons without proficiency. - -
-
- Vulnerabilities, Resistances, and Immunities - - Some creatures have vulnerability, resistance, or immunity to - certain types of damage. Particular creatures are even resistant - or immune to damage from nonmagical attacks (a magical attack is - an attack delivered by a spell, a magic item, or another magical - source). In addition, some creatures are immune to certain - conditions. - -
-
- Senses - - The Senses entry notes a monster’s passive Wisdom (Perception) - score, as well as any special senses the monster might have. - Special senses are described below. - -
- Blindsight - - A monster with blindsight can perceive its surroundings - without relying on sight, within a specific radius. - - - Creatures without eyes, such as grimlocks and gray oozes, - typically have this special sense, as do creatures with - echolocation or heightened senses, such as bats and true - dragons. - - - If a monster is naturally blind, it has a parenthetical note - to this effect, indicating that the radius of its blindsight - defines the maximum range of its perception. - -
-
- Darkvision - - A monster with darkvision can see in the dark within a - specific radius. The monster can see in dim light within the - radius as if it were bright light, and in darkness as if it - were dim light. The monster can’t discern color in darkness, - only shades of gray. Many creatures that live underground have - this special sense. - -
-
- Tremorsense - - A monster with tremorsense can detect and pinpoint the origin - of vibrations within a specific radius, provided that the - monster and the source of the vibrations are in contact with - the same ground or substance. Tremorsense can’t be used to - detect flying or incorporeal creatures. Many burrowing - creatures, such as ankhegs and umber hulks, have this special - sense. - -
-
- Truesight - - A monster with truesight can, out to a specific range, see in - normal and magical darkness, see invisible creatures and - objects, automatically detect visual illusions and succeed on - saving throws against them, and perceive the original form of - a shapechanger or a creature that is transformed by magic. - Furthermore, the monster can see into the Ethereal Plane - within the same range. - -
-
-
- Languages - - The languages that a monster can speak are listed in - alphabetical order. Sometimes a monster can understand a - language but can’t speak it, and this is noted in its entry. A - - indicates that a creature neither speaks nor - understands any language. - -
- Telepathy - - Telepathy is a magical ability that allows a monster to - communicate mentally with another creature within a specified - range. The contacted creature doesn’t need to share a language - with the monster to communicate in this way with it, but it - must be able to understand at least one language. A creature - without telepathy can receive and respond to telepathic - messages but can’t initiate or terminate a telepathic - conversation. - - - A telepathic monster doesn’t need to see a contacted creature - and can end the telepathic contact at any time. The contact is - broken as soon as the two creatures are no longer within range - of each other or if the telepathic monster contacts a - different creature within range. A telepathic monster can - initiate or terminate a telepathic conversation without using - an action, but while the monster is incapacitated, it can’t - initiate telepathic contact, and any current contact is - terminated. - - - A creature within the area of an antimagic - field or in any other location where magic doesn’t - function can’t send or receive telepathic messages. - -
-
-
- Challenge - - A monster’s Challenge rating - tells you how great a threat the monster is. An appropriately - equipped and well-rested party of four adventurers should be - able to defeat a monster that has a challenge rating equal to - its level without suffering any deaths. For example, a party of - four 3rd-level characters should find a monster with a challenge - rating of 3 to be a worthy challenge, but not a deadly one. - - - Monsters that are significantly weaker than 1st- level - characters have a challenge rating lower than 1. Monsters with a - challenge rating of 0 are insignificant except in large numbers; - those with no effective attacks are worth no experience points, - while those that have attacks are worth 10 XP each. - - - Some monsters present a greater challenge than even a typical - 20th-level party can handle. These monsters have a challenge - rating of 21 or higher and are specifically designed to test - player skill. - -
- Experience Points - - The number of experience points (XP) a monster is worth is - based on its challenge rating. Typically, XP is awarded for - defeating the monster, although the GM may also award XP for - neutralizing the threat posed by the monster in some other - manner. - - - Unless something tells you otherwise, a monster summoned by a - spell or other magical ability is worth the XP noted in its - stat block. - - - Table- Experience Points by Challenge - Rating - - - - - - - - - Challenge - - - XP - - - - - - - 0 - - - 0 or 10 - - - - - 1/8 - - - 25 - - - - - 1/4 - - - 50 - - - - - 1/2 - - - 100 - - - - - 1 - - - 200 - - - - - 2 - - - 450 - - - - - 3 - - - 700 - - - - - 4 - - - 1,100 - - - - - 5 - - - 1,800 - - - - - 6 - - - 2,300 - - - - - 7 - - - 2,900 - - - - - 8 - - - 3,900 - - - - - 14 - - - 11,500 - - - - - 15 - - - 13,000 - - - - - 16 - - - 15,000 - - - - - 17 - - - 18,000 - - - - - 18 - - - 20,000 - - - - - 19 - - - 22,000 - - - - - 20 - - - 25,000 - - - - - 21 - - - 33,000 - - - - - 22 - - - 41,000 - - - - - 23 - - - 50,000 - - - - - 24 - - - 62,000 - - - - - 25 - - - 75,000 - - - - - - - - - - - -
-
-
- Special Traits - - Special traits (which appear after a monster’s challenge rating - but before any actions or reactions) are characteristics that - are likely to be relevant in a combat encounter and that require - some explanation. - -
- Innate Spellcasting - - A monster with the innate ability to cast spells has the - Innate Spellcasting special trait. Unless noted otherwise, an - innate spell of 1st level or higher is always cast at its - lowest possible level and can’t be cast at a higher level. If - a monster has a cantrip where its level matters and no level - is given, use the monster’s challenge rating. - - - An innate spell can have special rules or restrictions. For - example, a drow mage can innately cast the - levitate spell, but the spell has a - self only restriction, which means that the - spell affects only the drow mage. - - - A monster’s innate spells can’t be swapped out with other - spells. If a monster’s innate spells don’t require attack - rolls, no attack bonus is given for them. - -
-
- Spellcasting - - A monster with the Spellcasting special trait has a - spellcaster level and spell slots, which it uses to cast its - spells of 1st level and higher (as explained in the - Player’s Handbook). The spellcaster level - is also used for any cantrips included in the feature. - - - The monster has a list of spells known or prepared from a - specific class. The list might also include spells from a - feature in that class, such as the Divine Domain feature of - the cleric or the Druid Circle feature of the druid. The - monster is considered a member of that class when attuning to - or using a magic item that requires membership in the class or - access to its spell list. - - - A monster can cast a spell from its list at a higher level if - it has the spell slot to do so. For example, a drow mage with - the 3rd-level lightning bolt spell can - cast it as a 5th-level spell by using one of its 5th-level - greater or lesser threat than suggested by its challenge - rating. - -
-
- Psionics - - A monster that casts spells using only the power of its mind - has the psionics tag added to its Spellcasting or Innate - Spellcasting special trait. This tag carries no special rules - of its own, but other parts of the game might refer to it. A - monster that has this tag typically doesn’t require any - components to cast its spells. - -
-
-
- Actions - - When a monster takes its action, it can choose from the options - in the Actions section of its stat block or use one of the - actions available to all creatures, such as the Dash or Hide - action, as described in the Player’s - Handbook. - -
- Melee and Ranged Attacks - - The most common actions that a monster will take in combat are - melee and ranged attacks. These can be spell attacks or weapon - attacks, where the weapon might be a - manufactured item or a natural weapon, such as a claw or tail - spike. For more information on different kinds of attacks, see - the Player’s Handbook. - - - Creature vs - Target. The target of a melee or ranged - attack is usually either one creature or one target, the - difference being that a target can be a - creature or an object. - - - Hit. - Any damage dealt or other effects that occur as a result of an - attack hitting a target are described after the - Hit notation. You have the option of taking - average damage or rolling the damage; for this reason, both - the average damage and the die expression are presented. - - - Miss. - If an attack has an effect that occurs on a miss, that - information is presented after the Miss: - notation. - - - Grapple Rules for - Monsters - - - Many monsters have special attacks that allow them - to quickly grapple prey. When a monster hits with such an - attack, it doesn’t need to make an additional ability check to - determine whether the grapple succeeds, unless the attack says - otherwise. - - - A creature grappled by the monster can use its - action to try to escape. To do so, it must succeed on a - Strength (Athletics) or Dexterity (Acrobatics) check against - the escape DC in the monster’s stat block. If no escape DC is - given, assume the DC is 10+the monster’s Strength (Athletics) - modifier. - -
-
- Multiattack - - A creature that can make multiple attacks on its turn has the - Multiattack action. A creature can’t use Multiattack when - making an opportunity attack, which must be a single melee - attack. - -
-
- Ammunition - - A monster carries enough ammunition to make its ranged - attacks. You can assume that a monster has 2d4 pieces of - ammunition for a thrown weapon attack, and 2d10 pieces of - ammunition for a projectile weapon such as a bow or crossbow. - -
-
-
- Reactions - - If a monster can do something special with its reaction, that - information is contained here. If a creature has no special - reaction, this section is absent. - -
-
- Limited Usage - - Some special abilities have restrictions on the number of times - they can be used. - - - X/Day. - The notation X/Day means a special ability can be - used X number of times and that a monster must finish a long - rest to regain expended uses. For example, 1/Day - means a special ability can be used once and that the monster - must finish a long rest to use it again. - - - Recharge - X-Y. The notation Recharge - X-Y means a monster can use a special ability once and - that the ability then has a random chance of recharging during - each subsequent round of combat. At the start of each of the - monster’s turns, roll a d6. If the roll is one of the numbers in - the recharge notation, the monster regains the use of the - special ability. The ability also recharges when the monster - finishes a short or long rest. - - - For example, Recharge 5-6 means a monster can use - the special ability once. Then, at the start of the monster’s - turn, it regains the use of that ability if it rolls a 5 or 6 on - a d6. - - - Recharge after a Short or Long - Rest. This notation means that a monster - can use a special ability once and then must finish a short or - long rest to use it again. - -
-
- Equipment - - A stat block rarely refers to equipment, other than armor or - weapons used by a monster. A creature that customarily wears - clothes, such as a humanoid, is assumed to be dressed - appropriately. - - - You can equip monsters with additional gear and trinkets however - you like, and you decide how much of a monster’s equipment is - recoverable after the creature is slain and whether any of that - equipment is still usable. A battered suit of armor made for a - monster is rarely usable by someone else, for instance. - - - If a spellcasting monster needs material components to cast its - spells, assume that it has the material components it needs to - cast the spells in its stat block. - -
-
-
- Legendary Creatures - - A legendary creature can do things that ordinary creatures can’t. - It can take special actions outside its turn, and it might exert - magical influence for miles around. - - - If a creature assumes the form of a legendary creature, such as - through a spell, it doesn’t gain that form’s legendary actions, - lair actions, or regional effects. - -
- Legendary Actions - - A legendary creature can take a certain number of special - actions-called legendary actions-outside its turn. Only one - legendary action option can be used at a time and only at the - end of another creature’s turn. A creature regains its spent - legendary actions at the start of its turn. It can forgo using - them, and it can’t use them while incapacitated or otherwise - unable to take actions. If surprised, it can’t use them until - after its first turn in the combat. - -
-
- A Legendary Creature’s Lair - - A legendary creature might have a section describing its lair - and the special effects it can create while there, either by act - of will or simply by being present. Such a section applies only - to a legendary creature that spends a great deal of time in its - lair. - -
- Lair Actions - - If a legendary creature has lair actions, it can use them to - harness the ambient magic in its lair. On initiative count 20 - (losing all initiative ties), it can use one of its lair - action options. It can’t do so while incapacitated or - otherwise unable to take actions. If surprised, it can’t use - one until after its first turn in the combat. - -
-
- Regional Effects - - The mere presence of a legendary creature can have strange and - wondrous effects on its environment, as noted in this section. - Regional effects end abruptly or dissipate over time when the - legendary creature dies. - -
-
-
-
- Monsters (A) -
- Aboleth - - Large aberration, lawful evil - - - Armor Class 17 (natural - armor) - - - Hit Points 135 (18d10+36) - - - Speed 10 ft., swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 21 (+5) - - - 9 (-1) - - - 15 (+2) - - - 18 (+4) - - - 15 (+2) - - - 18 (+4) - - - - - - - Saving Throws Con +6, Int +8, - Wis +6 - - - Skills History +12, - Perception +10 - - - Senses darkvision 120 ft., - passive Perception 20 - - - Languages Deep Speech, - telepathy 120 ft. - - - Challenge 10 (5,900 XP) - - - Amphibious. - The aboleth can breathe air and water. - - - Mucous - Cloud. While underwater, the aboleth is - surrounded by transformative mucus. A creature that touches the - aboleth or that hits it with a melee attack while within 5 feet - of it must make a DC 14 Constitution saving throw. On a failure, - the creature is diseased for 1d4 hours. The diseased creature - can breathe only underwater. - - - Probing - Telepathy. If a creature communicates - telepathically with the aboleth, the aboleth learns the - creature’s greatest desires if the aboleth can see the creature. - -
- Actions - - Multiattack. - The aboleth makes three tentacle attacks. - - - Tentacle. - Melee Weapon Attack: +9 to hit, reach 10 - ft., one target. Hit: 12 (2d6+5) - bludgeoning damage. If the target is a creature, it must - succeed on a DC 14 Constitution saving throw or become - diseased. The disease has no effect for 1 minute and can be - removed by any magic that cures disease. After 1 minute, the - diseased creature’s skin becomes translucent and slimy, the - creature can’t regain hit points unless it is underwater, and - the disease can be removed only by heal - or another disease-curing spell of 6th level or higher. When - the creature is outside a body of water, it takes 6 (1d12) - acid damage every 10 minutes unless moisture is applied to the - skin before 10 minutes have passed. - - - Tail. - Melee Weapon Attack: +9 to hit, reach 10 - ft. one target. Hit: 15 (3d6+5) - bludgeoning damage. - - - Enslave - (3/Day). The aboleth targets one - creature it can see within 30 feet of it. The target must - succeed on a DC 14 Wisdom saving throw or be magically charmed - by the aboleth until the aboleth dies or until it is on a - different plane of existence from the target. The charmed - target is under the aboleth’s control and can’t take - reactions, and the aboleth and the target can communicate - telepathically with each other over any distance. - - - Whenever the charmed target takes damage, the target can - repeat the saving throw. On a success, the effect ends. No - more than once every 24 hours, the target can also repeat the - saving throw when it is at least 1 mile away from the aboleth. - -
-
- Legendary Actions - - The aboleth can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be used at - a time and only at the end of another creature’s turn. The - aboleth regains spent legendary actions at the start of its - turn. - - - Detect. The aboleth makes a - Wisdom (Perception) check. - - - Tail Swipe. The aboleth - makes one tail attack. - - - Psychic Drain (Costs 2 - Actions). One creature charmed by the aboleth takes - 10 (3d6) psychic damage, and the aboleth regains hit points - equal to the damage the creature takes. - -
-
-
- Angels -
- Deva - - Medium celestial, lawful good - - - Armor Class 17 (natural - armor) - - - Hit Points 136 (16d8+64) - - - Speed 30 ft., fly 90 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 18 (+4) - - - 18 (+4) - - - 17 (+3) - - - 20 (+5) - - - 20 (+5) - - - - - - - Saving Throws Wis +9, Cha - +9 - - - Skills Insight +9, - Perception +9 - - - Damage Resistances radiant; - bludgeoning, piercing, and slashing from nonmagical attacks - - - Condition Immunities - charmed, exhaustion, frightened - - - Senses darkvision 120 ft., - passive Perception 19 - - - Languages all, telepathy - 120 ft. - - - Challenge 10 (5,900 XP) - - - Angelic - Weapons. The deva’s weapon attacks are - magical. When the deva hits with any weapon, the weapon deals - an extra 4d8 radiant damage (included in the attack). - - - Innate - Spellcasting. The deva’s spellcasting - ability is Charisma (spell save DC 17). The deva can innately - cast the following spells, requiring only verbal Components - - - At will: detect evil and good - - - 1/day each: commune, raise - dead - - - Magic - Resistance. The deva has advantage on - saving throws against spells and other magical effects. - -
- Actions - - Multiattack. - The deva makes two melee attacks. - - - Mace. - Melee Weapon Attack: +8 to hit, reach 5 - ft., one target. Hit: 7 (1d6+4) - bludgeoning damage plus 18 (4d8) radiant damage. - - - Healing Touch - (3/Day). The deva touches another - creature. The target magically regains 20 (4d8+2) hit points - and is freed from any curse, disease, poison, blindness, or - deafness. - - - Change - Shape. The deva magically polymorphs - into a humanoid or beast that has a challenge rating equal - to or less than its own, or back into its true form. It - reverts to its true form if it dies. Any equipment it is - wearing or carrying is absorbed or borne by the new form - (the deva’s choice). - - - In a new form, the deva retains its game statistics and - ability to speak, but its AC, movement modes, Strength, - Dexterity, and special senses are replaced by those of the - new form, and it gains any statistics and capabilities - (except class features, legendary actions, and lair actions) - that the new form has but that it lacks. - -
-
-
- Planetar - - Large celestial, lawful good - - - Armor Class 19 (natural - armor) - - - Hit Points 200 (16d10+112) - - - Speed 40 ft., fly 120 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 24 (+7) - - - 20 (+5) - - - 24 (+7) - - - 19 (+4) - - - 22 (+6) - - - 25 (+7) - - - - - - - Saving Throws Con +12, Wis - +11, Cha +12 - - - Skills Perception +11 - - - Damage Resistances radiant; - bludgeoning, piercing, and slashing from nonmagical attacks - - - Condition Immunities - charmed, exhaustion, frightened - - - Senses truesight 120 ft., - passive Perception 21 - - - Languages all, telepathy - 120 ft. - - - Challenge 16 (15,000 XP) - - - Angelic - Weapons. The planetar’s weapon attacks - are magical. When the planetar hits with any weapon, the - weapon deals an extra 5d8 radiant damage (included in the - attack). - - - Divine - Awareness. The planetar knows if it - hears a lie. - - - Innate - Spellcasting. The planetar’s - spellcasting ability is Charisma (spell save DC 20). The - planetar can innately cast the following spells, requiring no - material Components - - - At will: detect evil and good, - invisibility (self only) - - - 3/day each: blade barrier, - dispel evil and good, flame - strike, raise dead - - - 1/day each: commune, control - weather, insect plague - - - Magic - Resistance. The planetar has advantage - on saving throws against spells and other magical effects. - -
- Actions - - Multiattack. - The planetar makes two melee attacks. - - - Greatsword. - Melee Weapon Attack: +12 to hit, reach - 5 ft., one target. Hit: 21 (4d6+7) - slashing damage plus 22 (5d8) radiant damage. - - - Healing Touch - (4/Day). The planetar touches another - creature. The target magically regains 30 (6d8+3) hit points - and is freed from any curse, disease, poison, blindness, or - deafness. - -
-
-
- Solar - - Large celestial, lawful good - - - Armor Class 21 (natural - armor) - - - Hit Points 243 (18d10+144) - - - Speed 50 ft., fly 150 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 26 (+8) - - - 22 (+6) - - - 26 (+8) - - - 25 (+7) - - - 25 (+7) - - - 30 (+10) - - - - - - - Saving Throws Int +14, Wis - +14, Cha +17 - - - Skills Perception +14 - - - Damage Resistances radiant; - bludgeoning, piercing, and slashing from nonmagical attacks - - - Damage Immunities necrotic, - poison - - - Condition Immunities - charmed, exhaustion, frightened, poisoned - - - Senses truesight 120 ft., - passive Perception 24 - - - Languages all, telepathy - 120 ft. - - - Challenge 21 (33,000 XP) - - - Angelic - Weapons. The solar’s weapon attacks are - magical. When the solar hits with any weapon, the weapon deals - an extra 6d8 radiant damage (included in the attack). - - - Divine - Awareness. The solar knows if it hears a - lie. - - - Innate - Spellcasting. The solar’s spellcasting - ability is Charisma (spell save DC 25). It can innately cast - the following spells, requiring no material Components - - - At will: detect evil and good, - invisibility (self only) - - - 3/day each: blade barrier, - dispel evil and good, - resurrection - - - 1/day each: commune, control - weather - - - Magic - Resistance. The solar has advantage on - saving throws against spells and other magical effects. - -
- Actions - - Multiattack. - The solar makes two greatsword attacks. - - - Greatsword. - Melee Weapon Attack: +15 to hit, reach - 5 ft., one target. Hit: 22 (4d6+8) - slashing damage plus 27 (6d8) radiant damage. - - - Slaying - Longbow. Ranged Weapon - Attack: +13 to hit, range 150/600 ft., one - target. Hit: 15 (2d8+6) piercing damage - plus 27 (6d8) radiant damage. If the target is a creature - that has 100 hit points or fewer, it must succeed on a DC 15 - Constitution saving throw or die. - - - Flying - Sword. The solar releases its - greatsword to hover magically in an unoccupied space within - 5 feet of it. If the solar can see the sword, the solar can - mentally command it as a bonus action to fly up to 50 feet - and either make one attack against a target or return to the - solar’s hands. If the hovering sword is targeted by any - effect, the solar is considered to be holding it. The - hovering sword falls if the solar dies. - - - Healing Touch - (4/Day). The solar touches another - creature. The target magically regains 40 (8d8+4) hit points - and is freed from any curse, disease, poison, blindness, or - deafness. - -
-
- Legendary Actions - - The solar can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be used - at a time and only at the end of another creature’s turn. - The solar regains spent legendary actions at the start of - its turn. - - - Teleport. The solar - magically teleports, along with any equipment it is wearing - or carrying, up to 120 feet to an unoccupied space it can - see. - - - Searing Burst (Costs 2 - Actions). The solar emits magical, divine energy. - Each creature of its choice in a 10-foot radius must make a - DC 23 Dexterity saving throw, taking 14 (4d6) fire damage - plus 14 (4d6) radiant damage on a failed save, or half as - much damage on a successful one. - - - Blinding Gaze (Costs 3 - Actions). The solar targets one creature it can - see within 30 feet of it. If the target can see it, the - target must succeed on a DC 15 Constitution saving throw or - be blinded until magic such as the lesser - restoration spell removes the blindness. - -
-
-
-
- Animated Objects -
- Animated Armor - - Medium construct, unaligned - - - Armor Class 18 (natural - armor) - - - Hit Points 33 (6d8+6) - - - Speed 25 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 14 (+2) - - - 11 (+0) - - - 13 (+1) - - - 1 (-5) - - - 3 (-4) - - - 1 (-5) - - - - - - - Damage Immunities poison, - psychic - - - Condition Immunities - blinded, charmed, deafened, exhaustion, frightened, paralyzed, - petrified, poisoned - - - Senses blindsight 60 ft. - (blind beyond this radius), passive Perception 6 - - - Languages - - - - Challenge 1 (200 XP) - - - Antimagic - Susceptibility. The armor is - incapacitated while in the area of an antimagic - field. If targeted by dispel - magic, the armor must succeed on a - - - Constitution saving throw against the caster’s spell save DC - or fall unconscious for 1 minute. - - - False - Appearance. While the armor remains - motionless, it is indistinguishable from a normal suit of - armor. - -
- Actions - - Multiattack. - The armor makes two melee attacks. - - - Slam. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 5 (1d6+2) - bludgeoning damage. - -
-
-
- Flying Sword - - Small construct, unaligned - - - Armor Class 17 (natural - armor) - - - Hit Points 17 (5d6) - - - Speed 0 ft., fly 50 ft. - (hover) - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 12 (+1) - - - 15 (+2) - - - 11 (+0) - - - 1 (-5) - - - 5 (-3) - - - 1 (-5) - - - - - - - Saving Throws Dex +4 - - - Damage Immunities poison, - psychic - - - Condition Immunities - blinded, charmed, deafened, frightened, paralyzed, petrified, - poisoned - - - Senses blindsight 60 ft. - (blind beyond this radius), passive Perception 7 - - - Languages - - - - Challenge 1/4 (50 XP) - - - Antimagic - Susceptibility. The sword is - incapacitated while in the area of an antimagic - field. If targeted by dispel - magic, the sword must succeed on a Constitution - saving throw against the caster’s spell save DC or fall - unconscious for 1 minute. - - - False - Appearance. While the sword remains - motionless and isn’t flying, it is indistinguishable from a - normal sword. - -
- Actions - - Longsword. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 5 (1d8+1) - slashing damage. - -
-
-
- Rug of Smothering - - Large construct, unaligned - - - Armor Class 12 - - - Hit Points 33 (6d10) - - - Speed 10 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 17 (+3) - - - 14 (+2) - - - 10 (+0) - - - 1 (-5) - - - 3 (-4) - - - 1 (-5) - - - - - - - Damage Immunities poison, - psychic - - - Condition Immunities - blinded, charmed, deafened, frightened, paralyzed, petrified, - poisoned - - - Senses blindsight 60 ft. - (blind beyond this radius), passive Perception 6 - - - Languages - - - - Challenge 2 (450 XP) - - - Antimagic - Susceptibility. The rug is incapacitated - while in the area of an antimagic field. - If targeted by dispel magic, the rug must - succeed on a Constitution saving throw against the caster’s - spell save DC or fall unconscious for 1 minute. - - - Damage - Transfer. While it is grappling a - creature, the rug takes only half the damage dealt to it, and - the creature grappled by the rug takes the other half. - - - False - Appearance. While the rug remains - motionless, it is indistinguishable from a normal rug. - -
- Actions - - Smother. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one Medium or smaller creature. - Hit: The creature is grappled (escape - DC 13). Until this grapple ends, the target is restrained, - blinded, and at risk of suffocating, and the rug can’t - smother another target. In addition, at the start of each of - the target’s turns, the target takes 10 (2d6+3) bludgeoning - damage. - -
-
-
-
- Ankheg - - Large monstrosity, unaligned - - - Armor Class 14 (natural - armor), 11 while prone - - - Hit Points 39 (6d10+6) - - - Speed 30 ft., burrow 10 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 17 (+3) - - - 11 (+0) - - - 13 (+1) - - - 1 (-5) - - - 13 (+1) - - - 6 (-2) - - - - - - - Senses darkvision 60 ft., - tremorsense 60 ft., passive Perception 11 - - - Languages - - - - Challenge 2 (450 XP) - -
- Actions - - Bite. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 10 (2d6+3) slashing - damage plus 3 (1d6) acid damage. If the target is a Large or - smaller creature, it is grappled (escape DC 13). Until this - grapple ends, the ankheg can bite only the grappled creature - and has advantage on attack rolls to do so. - - - Acid Spray (Recharge - 6). The ankheg spits acid in a line that - is 30 feet long and 5 feet wide, provided that it has no - creature grappled. Each creature in that line must make a DC - 13 Dexterity saving throw, taking 10 (3d6) acid damage on a - failed save, or half as much damage on a successful one. - -
-
-
- Azer - - Medium elemental, lawful neutral - - - Armor Class 17 (natural - armor, shield) - - - Hit Points 39 (6d8+12) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 17 (+3) - - - 12 (+1) - - - 15 (+2) - - - 12 (+1) - - - 13 (+1) - - - 10 (+0) - - - - - - - Saving Throws Con +4 - - - Damage Immunities fire, - poison - - - Condition Immunities poisoned - - - Senses passive Perception 11 - - - Languages Ignan - - - Challenge 2 (450 XP) - - - Heated - Body. A creature that touches the azer or - hits it with a melee attack while within 5 feet of it takes 5 - (1d10) fire damage. - - - Heated - Weapons. When the azer hits with a metal - melee weapon, it deals an extra 3 (1d6) fire damage (included in - the attack). - - - Illumination. - The azer sheds bright light in a 10-foot radius and dim light - for an additional 10 feet. - -
- Actions - - Warhammer. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 7 (1d8+3) - bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used - with two hands to make a melee attack, plus 3 (1d6) fire - damage. - -
-
-
-
- Monsters (B) -
- Basilisk - - Medium monstrosity, unaligned - - - Armor Class 15 (natural - armor) - - - Hit Points 52 (8d8+16) - - - Speed 20 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 8 (-1) - - - 15 (+2) - - - 2 (-4) - - - 8 (-1) - - - 7 (-2) - - - - - - - Senses darkvision 60 ft., - passive Perception 9 - - - Languages - - - - Challenge 3 (700 XP) - - - Petrifying Gaze. If a - creature starts its turn within 30 feet of the basilisk and the - two of them can see each other, the basilisk can force the - creature to make a DC 12 Constitution saving throw if the - basilisk isn’t incapacitated. On a failed save, the creature - magically begins to turn to stone and is restrained. It must - repeat the saving throw at the end of its next turn. On a - success, the effect ends. On a failure, the creature is - petrified until freed by the greater - restoration spell or other magic. - - - A creature that isn’t surprised can avert its eyes to avoid the - saving throw at the start of its turn. If it does so, it can’t - see the basilisk until the start of its next turn, when it can - avert its eyes again. If it looks at the basilisk in the - meantime, it must immediately make the save. - - - If the basilisk sees its reflection within 30 feet of it in - bright light, it mistakes itself for a rival and targets itself - with its gaze. - -
- Actions - - Bite. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 10 (2d6+3) piercing - damage plus 7 (2d6) poison damage. - -
-
-
- Behir - - Huge monstrosity, neutral evil - - - Armor Class 17 (natural - armor) - - - Hit Points 168 (16d12+64) - - - Speed 50 ft., climb 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 23 (+6) - - - 16 (+3) - - - 18 (+4) - - - 7 (-2) - - - 14 (+2) - - - 12 (+1) - - - - - - - Skills Perception +6, Stealth - +7 - - - Damage Immunities lightning - - - Senses darkvision 90 ft., - passive Perception 16 - - - Languages Draconic - - - Challenge 11 (7,200 XP) - -
- Actions - - Multiattack. - The behir makes two attacks: one with its bite and one to - constrict. - - - Bite. - Melee Weapon Attack: +10 to hit, reach 10 - ft., one target. Hit: 22 (3d10+6) - piercing damage. - - - Constrict. - Melee Weapon Attack: +10 to hit, reach 5 - ft., one Large or smaller creature. Hit: - 17 (2d10+6) bludgeoning damage plus 17 (2d10+6) slashing - damage. The target is grappled (escape DC 16) if the behir - isn’t already constricting a creature, and the target is - restrained until this grapple ends. - - - Lightning Breath (Recharge - 5-6). The behir exhales a line of - lightning that is 20 feet long and 5 feet wide. Each creature - in that line must make a DC 16 Dexterity saving throw, taking - 66 (12d10) lightning damage on a failed save, or half as much - damage on a successful one. - - - Swallow. - The behir makes one bite attack against a Medium or smaller - target it is grappling. If the attack hits, the target is also - swallowed, and the grapple ends. While swallowed, the target - is blinded and restrained, it has total cover against attacks - and other effects outside the behir, and it takes 21 (6d6) - acid damage at the start of each of the behir’s turns. A behir - can have only one creature swallowed at a time. - - - If the behir takes 30 damage or more on a single turn from the - swallowed creature, the behir must succeed on a DC 14 - Constitution saving throw at the end of that turn or - regurgitate the creature, which falls prone in a space within - 10 feet of the behir. If the behir dies, a swallowed creature - is no longer restrained by it and can escape from the corpse - by using 15 feet of movement, exiting prone. - -
-
-
- Bugbear - - Medium humanoid (goblinoid), chaotic evil - - - Armor Class 16 (hide armor, - shield) - - - Hit Points 27 (5d8+5) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 14 (+2) - - - 13 (+1) - - - 8 (-1) - - - 11 (+0) - - - 9 (-1) - - - - - - - Skills Stealth +6, Survival - +2 - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages Common, Goblin - - - Challenge 1 (200 XP) - - - Brute. A - melee weapon deals one extra die of its damage when the bugbear - hits with it (included in the attack). - - - Surprise - Attack. If the bugbear surprises a - creature and hits it with an attack during the first round of - combat, the target takes an extra 7 (2d6) damage from the - attack. - -
- Actions - - Morningstar. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 11 (2d8+2) piercing - damage. - - - Javelin. - Melee or Ranged Weapon Attack: +4 to hit, - reach 5 ft. or range 30/120 ft., one target. - Hit: 9 (2d6+2) piercing damage in melee - or 5 (1d6+2) piercing damage at range. - -
-
-
- Bulette - - Large monstrosity, unaligned - - - Armor Class 17 (natural - armor) - - - Hit Points 94 (9d10+45) - - - Speed 40 ft., burrow 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 11 (+0) - - - 21 (+5) - - - 2 (-4) - - - 10 (+0) - - - 5 (-3) - - - - - - - Skills Perception +6 - - - Senses darkvision 60 ft., - tremorsense 60 ft., passive Perception 16 - - - Languages - - - - Challenge 5 (1,800 XP) - - - Standing - Leap. The bulette’s long jump is up to 30 - feet and its high jump is up to 15 feet, with or without a - running start. - -
- Actions - - Bite. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 30 (4d12+4) - piercing damage. - - - Deadly - Leap. If the bulette jumps at least 15 - feet as part of its movement, it can then use this action to - land on its feet in a space that contains one or more other - creatures. Each of those creatures must succeed on a DC 16 - Strength or Dexterity saving throw (target’s choice) or be - knocked prone and take 14 (3d6+4) bludgeoning damage plus 14 - (3d6+4) slashing damage. On a successful save, the creature - takes only half the damage, isn’t knocked prone, and is pushed - 5 feet out of the bulette’s space into an unoccupied space of - the creature’s choice. If no unoccupied space is within range, - the creature instead falls prone in the bulette’s space. - -
-
-
-
- Monsters (C) -
- Centaur - - Large monstrosity, neutral good - - - Armor Class 12 - - - Hit Points 45 (6d10+12) - - - Speed 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 14 (+2) - - - 14 (+2) - - - 9 (-1) - - - 13 (+1) - - - 11 (+0) - - - - - - - Skills Athletics +6, - Perception +3, Survival +3 - - - Senses passive Perception 13 - - - Languages Elvish, Sylvan - - - Challenge 2 (450 XP) - - - Charge. - If the centaur moves at least 30 feet straight toward a target - and then hits it with a pike attack on the same turn, the target - takes an extra 10 (3d6) piercing damage. - -
- Actions - - Multiattack. - The centaur makes two attacks: one with its pike and one with - its hooves or two with its longbow. - - - Pike. - Melee Weapon Attack: +6 to hit, reach 10 - ft., one target. Hit: 9 (1d10+4) piercing - damage. - - - Hooves. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 11 (2d6+4) - bludgeoning damage. - - - Longbow. - Ranged Weapon Attack: +4 to hit, range - 150/600 ft., one target. Hit: 6 (1d8+2) - piercing damage. - -
-
-
- Chimera - - Large monstrosity, chaotic evil - - - Armor Class 14 (natural - armor) - - - Hit Points 114 (12d10+48) - - - Speed 30 ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 11 (+0) - - - 19 (+4) - - - 3 (-4) - - - 14 (+2) - - - 10 (+0) - - - - - - - Skills Perception +8 - - - Senses darkvision 60 ft., - passive Perception 18 - - - Languages understands - Draconic but can’t speak - - - Challenge 6 (2,300 XP) - -
- Actions - - Multiattack. - The chimera makes three attacks: one with its bite, one with - its horns, and one with its claws. When its fire breath is - available, it can use the breath in place of its bite or - horns. - - - Bite. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 11 (2d6+4) piercing - damage. - - - Horns. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 10 (1d12+4) - bludgeoning damage. - - - Claws. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 11 (2d6+4) slashing - damage. - - - Fire Breath (Recharge - 5-6). The dragon head exhales fire in a - 15-foot cone. Each creature in that area must make a DC 15 - Dexterity saving throw, taking 31 (7d8) fire damage on a - failed save, or half as much damage on a successful one. - -
-
-
- Chuul - - Large aberration, chaotic evil - - - Armor Class 16 (natural - armor) - - - Hit Points 93 (11d10+33) - - - Speed 30 ft., swim 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 10 (+0) - - - 16 (+3) - - - 5 (-3) - - - 11 (+0) - - - 5 (-3) - - - - - - - Skills Perception +4 - - - Damage Immunities poison - - - Condition Immunities poisoned - - - Senses darkvision 60 ft., - passive Perception 14 - - - Languages understands Deep - Speech but can’t speak - - - Challenge 4 (1,100 XP) - - - Amphibious. - The chuul can breathe air and water. - - - Sense - Magic. The chuul senses magic within 120 - feet of it at will. This trait otherwise works like the - detect magic spell but isn’t itself - magical. - -
- Actions - - Multiattack. - The chuul makes two pincer attacks. If the chuul is grappling - a creature, the chuul can also use its tentacles once. - - - Pincer. - Melee Weapon Attack: +6 to hit, reach 10 - ft., one target. Hit: 11 (2d6+4) - bludgeoning damage. The target is grappled (escape DC 14) if - it is a Large or smaller creature and the chuul doesn’t have - two other creatures grappled. - - - Tentacles. - One creature grappled by the chuul must succeed on a DC 13 - Constitution saving throw or be poisoned for 1 minute. Until - this poison ends, the target is paralyzed. The target can - repeat the saving throw at the end of each of its turns, - ending the effect on itself on a success. - -
-
-
- Cloaker - - Large aberration, chaotic neutral - - - Armor Class 14 (natural - armor) - - - Hit Points 78 (12d10+12) - - - Speed 10 ft., fly 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 17 (+3) - - - 15 (+2) - - - 12 (+1) - - - 13 (+1) - - - 12 (+1) - - - 14 (+2) - - - - - - - Skills Stealth +5 - - - Senses darkvision 60 ft., - passive Perception 11 - - - Languages Deep Speech, - Undercommon - - - Challenge 8 (3,900 XP) - - - Damage - Transfer. While attached to a creature, - the cloaker takes only half the damage dealt to it (rounded - down), and that creature takes the other half. - - - False - Appearance. While the cloaker remains - motionless without its underside exposed, it is - indistinguishable from a dark leather cloak. - - - Light - Sensitivity. While in bright light, the - cloaker has disadvantage on attack rolls and Wisdom (Perception) - checks that rely on sight. - -
- Actions - - Multiattack. - The cloaker makes two attacks: one with its bite and one with - its tail. - - - Bite. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one creature. Hit: 10 (2d6+3) - piercing damage, and if the target is Large or smaller, the - cloaker attaches to it. If the cloaker has advantage against - the target, the cloaker attaches to the target’s head, and the - target is blinded and unable to breathe while the cloaker is - attached. While attached, the cloaker can make this attack - only against the target and has advantage on the attack roll. - The cloaker can detach itself by spending 5 feet of its - movement. A creature, including the target, can take its - action to detach the cloaker by succeeding on a DC 16 Strength - check. - - - Tail. - Melee Weapon Attack: +6 to hit, reach 10 - ft., one creature. Hit: 7 (1d8+3) - slashing damage. - - - Moan. - Each creature within 60 feet of the cloaker that can hear its - moan and that isn’t an aberration must succeed on a DC 13 - Wisdom saving throw or become frightened until the end of the - cloaker’s next turn. If a creature’s saving throw is - successful, the creature is immune to the cloaker’s moan for - the next 24 hours - - - Phantasms (Recharges after a - Short or Long Rest). The cloaker - magically creates three illusory duplicates of itself if it - isn’t in bright light. The duplicates move with it and mimic - its actions, shifting position so as to make it impossible to - track which cloaker is the real one. If the cloaker is ever in - an area of bright light, the duplicates disappear. - - - Whenever any creature targets the cloaker with an attack or a - harmful spell while a duplicate remains, that creature rolls - randomly to determine whether it targets the cloaker or one of - the duplicates. A creature is unaffected by this magical - effect if it can’t see or if it relies on senses other than - sight. - - - A duplicate has the cloaker’s AC and uses its saving throws. - If an attack hits a duplicate, or if a duplicate fails a - saving throw against an effect that deals damage, the - duplicate disappears. - -
-
-
- Cockatrice - - Small monstrosity, unaligned - - - Armor Class 11 - - - Hit Points 27 (6d6+6) - - - Speed 20 ft., fly 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 6 (-2) - - - 12 (+1) - - - 12 (+1) - - - 2 (-4) - - - 13 (+1) - - - 5 (-3) - - - - - - - Senses darkvision 60 ft., - passive Perception 11 - - - Languages - - - - Challenge 1/2 (100 XP) - -
- Actions - - Bite. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one creature. Hit: 3 (1d4+1) - piercing damage, and the target must succeed on a DC 11 - Constitution saving throw against being magically petrified. - On a failed save, the creature begins to turn to stone and is - restrained. It must repeat the saving throw at the end of its - next turn. On a success, the effect ends. On a failure, the - creature is petrified for 24 hours. - -
-
-
- Couatl - - Medium celestial, lawful good - - - Armor Class 19 (natural - armor) - - - Hit Points 97 (13d8+39) - - - Speed 30 ft., fly 90 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 20 (+5) - - - 17 (+3) - - - 18 (+4) - - - 20 (+5) - - - 18 (+4) - - - - - - - Saving Throws Con +5, Wis +7, - Cha +6 - - - Damage Resistances radiant - - - Damage Immunities psychic; - bludgeoning, piercing, and slashing from nonmagical attacks - - - Senses truesight 120 ft., - passive Perception 15 - - - Languages all, telepathy 120 - ft. - - - Challenge 4 (1,100 XP) - - - Innate - Spellcasting. The couatl’s spellcasting - ability is Charisma (spell save DC 14). It can innately cast the - following spells, requiring only verbal Components - - - At will: detect evil and good, - detect magic, detect - thoughts - - - 3/day each: bless, create food - and water, cure wounds, - lesser restoration, protection - from poison, sanctuary, - shield - - - 1/day each: dream, greater - restoration, scrying - - - Magic - Weapons. The couatl’s weapon attacks are - magical. - - - Shielded - Mind. The couatl is immune to scrying and - to any effect that would sense its emotions, read its thoughts, - or detect its location. - -
- Actions - - Bite. - Melee Weapon Attack: +8 to hit, reach 5 - ft., one creature. Hit: 8 (1d6+5) - piercing damage, and the target must succeed on a DC 13 - Constitution saving throw or be poisoned for 24 hours. Until - this poison ends, the target is unconscious. Another creature - can use an action to shake the target awake. - - - Constrict. - Melee Weapon Attack: +6 to hit, reach 10 - ft., one Medium or smaller creature. Hit: - 10 (2d6+3) bludgeoning damage, and the target is grappled - (escape DC 15). Until this grapple ends, the target is - restrained, and the couatl can’t constrict another target. - - - Change - Shape. The couatl magically polymorphs - into a humanoid or beast that has a challenge rating equal to - or less than its own, or back into its true form. It reverts - to its true form if it dies. Any equipment it is wearing or - carrying is absorbed or borne by the new form (the couatl’s - choice). - - - In a new form, the couatl retains its game statistics and - ability to speak, but its AC, movement modes, Strength, - Dexterity, and other actions are replaced by those of the new - form, and it gains any statistics and capabilities (except - class features, legendary actions, and lair actions) that the - new form has but that it lacks. If the new form has a bite - attack, the couatl can use its bite in that form. - -
-
-
-
- Monsters (D) -
- Darkmantle - - Small monstrosity, unaligned - - - Armor Class 11 - - - Hit Points 22 (5d6+5) - - - Speed 10 ft., fly 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 12 (+1) - - - 13 (+1) - - - 2 (-4) - - - 10 (+0) - - - 5 (-3) - - - - - - - Skills Stealth +3 - - - Senses blindsight 60 ft., - passive Perception 10 - - - Languages - - - - Challenge 1/2 (100 XP) - - - Echolocation. - The darkmantle can’t use its blindsight while deafened. - - - False - Appearance. While the darkmantle remains - motionless, it is indistinguishable from a cave formation such - as a stalactite or stalagmite. - -
- Actions - - Crush. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one creature. Hit: 6 (1d6+3) - bludgeoning damage, and the darkmantle attaches to the target. - If the target is Medium or smaller and the darkmantle has - advantage on the attack roll, it attaches by engulfing the - target’s head, and the target is also blinded and unable to - breathe while the darkmantle is attached in this way. - - - While attached to the target, the darkmantle can attack no - other creature except the target but has advantage on its - attack rolls. The darkmantle’s speed also becomes 0, it can’t - benefit from any bonus to its speed, and it moves with the - target. - - - A creature can detach the darkmantle by making a successful DC - 13 Strength check as an action. On its turn, the darkmantle - can detach itself from the target by using 5 feet of movement. - - - Darkness Aura - (1/Day). A 15-foot radius of magical - darkness extends out from the darkmantle, moves with it, and - spreads around corners. The darkness lasts as long as the - darkmantle maintains concentration, up to 10 minutes (as if - concentrating on a spell). Darkvision can’t penetrate this - darkness, and no natural light can illuminate it. If any of - the darkness overlaps with an area of light created by a spell - of 2nd level or lower, the spell creating the light is - dispelled. - -
-
-
- Demons -
- Balor - - Huge fiend (demon), chaotic evil - - - Armor Class 19 (natural - armor) - - - Hit Points 262 (21d12+126) - - - Speed 40 ft., fly 80 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 26 (+8) - - - 15 (+2) - - - 22 (+6) - - - 20 (+5) - - - 16 (+3) - - - 22 (+6) - - - - - - - Saving Throws Str +14, Con - +12, Wis +9, Cha +12 - - - Damage Resistances cold, - lightning; bludgeoning, piercing, and slashing from nonmagical - attacks - - - Damage Immunities fire, - poison - - - Condition Immunities - poisoned - - - Senses truesight 120 ft., - passive Perception 13 - - - Languages Abyssal, - telepathy 120 ft. - - - Challenge 19 (22,000 XP) - - - Death - Throes. When the balor dies, it - explodes, and each creature within 30 feet of it must make a - DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on - a failed save, or half as much damage on a successful one. The - explosion ignites flammable objects in that area that aren’t - being worn or carried, and it destroys the balor’s weapons. - - - Fire - Aura. At the start of each of the - balor’s turns, each creature within 5 feet of it takes 10 - (3d6) fire damage, and flammable objects in the aura that - aren’t being worn or carried ignite. A creature that touches - the balor or hits it with a melee attack while within 5 feet - of it takes 10 (3d6) fire damage. - - - Magic - Resistance. The balor has advantage on - saving throws against spells and other magical effects. - - - Magic - Weapons. The balor’s weapon attacks are - magical. - -
- Actions - - Multiattack. - The balor makes two attacks: one with its longsword and one - with its whip. - - - Longsword. - Melee Weapon Attack: +14 to hit, reach - 10 ft., one target. Hit: 21 (3d8+8) - slashing damage plus 13 (3d8) lightning damage. If the balor - scores a critical hit, it rolls damage dice three times, - instead of twice. - - - Whip. - Melee Weapon Attack: +14 to hit, reach - 30 ft., one target. Hit: 15 (2d6+8) - slashing damage plus 10 (3d6) fire damage, and the target - must succeed on a DC 20 Strength saving throw or be pulled - up to 25 feet toward the balor. - - - Teleport. - The balor magically teleports, along with any equipment it - is wearing or carrying, up to 120 feet to an unoccupied - space it can see. - -
-
-
- Dretch - - Small fiend (demon), chaotic evil - - - Armor Class 11 (natural - armor) - - - Hit Points 18 (4d6+4) - - - Speed 20 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 11 (+0) - - - 11 (+0) - - - 12 (+1) - - - 5 (-3) - - - 8 (-1) - - - 3 (-4) - - - - - - - Damage Resistances cold, - fire, lightning - - - Damage Immunities poison - - - Condition Immunities - poisoned - - - Senses darkvision 60 ft., - passive Perception 9 - - - Languages Abyssal, - telepathy 60 ft. (works only with creatures that understand - Abyssal) - - - Challenge 1/4 (50 XP) - -
- Actions - - Multiattack. - The dretch makes two attacks: one with its bite and one with - its claws. - - - Bite. - Melee Weapon Attack: +2 to hit, reach 5 - ft., one target. Hit: 3 (1d6) piercing - damage. - - - Claws. - Melee Weapon Attack: +2 to hit, reach 5 - ft., one target. Hit: 5 (2d4) slashing - damage. - - - Fetid Cloud - (1/Day). A 10-foot radius of - disgusting green gas extends out from the dretch. The gas - spreads around corners, and its area is lightly obscured. It - lasts for 1 minute or until a strong wind disperses it. Any - creature that starts its turn in that area must succeed on a - DC 11 Constitution saving throw or be poisoned until the - start of its next turn. While poisoned in this way, the - target can take either an action or a bonus action on its - turn, not both, and can’t take reactions. - -
-
-
- Glabrezu - - Large fiend (demon), chaotic evil - - - Armor Class 17 (natural - armor) - - - Hit Points 157 (15d10+75) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 20 (+5) - - - 15 (+2) - - - 21 (+5) - - - 19 (+4) - - - 17 (+3) - - - 16 (+3) - - - - - - - Saving Throws Str +9, Con - +9, Wis +7, Cha +7 - - - Damage Resistances cold, - fire, lightning; bludgeoning, piercing, and slashing from - nonmagical attacks - - - Damage Immunities poison - - - Condition Immunities - poisoned - - - Senses truesight 120 ft., - passive Perception 13 - - - Languages Abyssal, - telepathy 120 ft. - - - Challenge 9 (5,000 XP) - - - Innate - Spellcasting. The glabrezu’s - spellcasting ability is Intelligence (spell save DC 16). The - glabrezu can innately cast the following spells, requiring no - material Components - - - At will: darkness, detect - magic, dispel magic - - - 1/day each: confusion, - fly, power word stun - - - Magic - Resistance. The glabrezu has advantage - on saving throws against spells and other magical effects. - -
- Actions - - Multiattack. - The glabrezu makes four attacks: two with its pincers and - two with its fists. Alternatively, it makes two attacks with - its pincers and casts one spell. - - - Pincer. - Melee Weapon Attack: +9 to hit, reach - 10 ft., one target. Hit: 16 (2d10+5) - bludgeoning damage. If the target is a Medium or smaller - creature, it is grappled (escape DC 15). The glabrezu has - two pincers, each of which can grapple only one target. - - - Fist. - Melee Weapon Attack: +9 to hit, reach 5 - ft., one target. Hit: 7 (2d4+2) - bludgeoning damage. - -
-
-
- Hezrou - - Large fiend (demon), chaotic evil - - - Armor Class 16 (natural - armor) - - - Hit Points 136 (13d10+65) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 17 (+3) - - - 20 (+5) - - - 5 (-3) - - - 12 (+1) - - - 13 (+1) - - - - - - - Saving Throws Str +7, Con - +8, Wis +4 - - - Damage Resistances cold, - fire, lightning; bludgeoning, piercing, and slashing from - nonmagical attacks - - - Damage Immunities poison - - - Condition Immunities - poisoned - - - Senses darkvision 120 ft., - passive Perception 11 - - - Languages Abyssal, - telepathy 120 ft. - - - Challenge 8 (3,900 XP) - - - Magic - Resistance. The hezrou has advantage on - saving throws against spells and other magical effects. - - - Stench. - Any creature that starts its turn within 10 feet of the hezrou - must succeed on a DC 14 Constitution saving throw or be - poisoned until the start of its next turn. On a successful - saving throw, the creature is immune to the hezrou’s stench - for 24 hours. - -
- Actions - - Multiattack. - The hezrou makes three attacks: one with its bite and two - with its claws. - - - Bite. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 15 (2d10+4) - piercing damage. - - - Claw. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 11 (2d6+4) - slashing damage. - -
-
-
- Marilith - - Large fiend (demon), chaotic evil - - - Armor Class 18 (natural - armor) - - - Hit Points 189 (18d10+90) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 20 (+5) - - - 20 (+5) - - - 18 (+4) - - - 16 (+3) - - - 20 (+5) - - - - - - - Saving Throws Str +9, Con - +10, Wis +8, Cha +10 - - - Damage Resistances cold, - fire, lightning; bludgeoning, piercing, and slashing from - nonmagical attacks - - - Damage Immunities poison - - - Condition Immunities - poisoned - - - Senses truesight 120 ft., - passive Perception 13 - - - Languages Abyssal, - telepathy 120 ft. - - - Challenge 16 (15,000 XP) - - - Magic - Resistance. The marilith has advantage - on saving throws against spells and other magical effects. - - - Magic - Weapons. The marilith’s weapon attacks - are magical. - - - Reactive. - The marilith can take one reaction on every turn in a combat. - -
- Actions - - Multiattack. - The marilith makes seven attacks: six with its longswords - and one with its tail. - - - Longsword. - Melee Weapon Attack: +9 to hit, reach 5 - ft., one target. Hit: 13 (2d8+4) - slashing damage. - - - Tail. - Melee Weapon Attack: +9 to hit, reach - 10 ft., one creature. Hit: 15 (2d10+4) - bludgeoning damage. If the target is Medium or smaller, it - is grappled (escape DC 19). Until this grapple ends, the - target is restrained, the marilith can automatically hit the - target with its tail, and the marilith can’t make tail - attacks against other targets. - - - Teleport. - The marilith magically teleports, along with any equipment - it is wearing or carrying, up to 120 feet to an unoccupied - space it can see. - -
-
- Reactions - - Parry. - The marilith adds 5 to its AC against one melee attack that - would hit it. To do so, the marilith must see the attacker - and be wielding a melee weapon. - -
-
-
- Nalfeshnee - - Large fiend (demon), chaotic evil - - - Armor Class 18 (natural - armor) - - - Hit Points 184 (16d10+96) - - - Speed 20 ft., fly 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 21 (+5) - - - 10 (+0) - - - 22 (+6) - - - 19 (+4) - - - 12 (+1) - - - 15 (+2) - - - - - - - Saving Throws Con +11, Int - +9, Wis +6, Cha +7 - - - Damage Resistances cold, - fire, lightning; bludgeoning, piercing, and slashing from - nonmagical attacks - - - Damage Immunities poison - - - Condition Immunities - poisoned - - - Senses truesight 120 ft., - passive Perception 11 - - - Languages Abyssal, - telepathy 120 ft. - - - Challenge 13 (10,000 XP) - - - Magic - Resistance. The nalfeshnee has advantage - on saving throws against spells and other magical effects. - -
- Actions - - Multiattack. - The nalfeshnee uses Horror Nimbus if it can. It then makes - three attacks: one with its bite and two with its claws. - - - Bite. - Melee Weapon Attack: +10 to hit, reach - 5 ft., one target. Hit: 32 (5d10+5) - piercing damage. - - - Claw. - Melee Weapon Attack: +10 to hit, reach - 10 ft., one target. Hit: 15 (3d6+5) - slashing damage. - - - Horror Nimbus (Recharge - 5-6). The nalfeshnee magically emits - scintillating, multicolored light. Each creature within 15 - feet of the nalfeshnee that can see the light must succeed - on a DC 15 Wisdom saving throw or be frightened for 1 - minute. A creature can repeat the saving throw at the end of - each of its turns, ending the effect on itself on a success. - If a creature’s saving throw is successful or the effect - ends for it, the creature is immune to the nalfeshnee’s - Horror Nimbus for the next 24 hours. - - - Teleport. - The nalfeshnee magically teleports, along with any equipment - it is wearing or carrying, up to 120 feet to an unoccupied - space it can see. - -
-
-
- Quasit - - Tiny fiend (demon, shapechanger), chaotic - evil - - - Armor Class 13 - - - Hit Points 7 (3d4) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 5 (-3) - - - 17 (+3) - - - 10 (+0) - - - 7 (-2) - - - 10 (+0) - - - 10 (+0) - - - - - - - Skills Stealth +5 - - - Damage Resistances cold, - fire, lightning; bludgeoning, piercing, and slashing from - nonmagical attacks - - - Damage Immunities poison - - - Condition Immunities - poisoned - - - Senses darkvision 120 ft., - passive Perception 10 - - - Languages Abyssal, Common - - - Challenge 1 (200 XP) - - - Shapechanger. - The quasit can use its action to polymorph into a beast form - that resembles a bat (speed 10 ft. fly 40 ft.), a centipede - (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or - back into its true form. Its statistics are the same in each - form, except for the speed changes noted. Any equipment it is - wearing or carrying isn’t transformed. It reverts to its true - form if it dies. - - - Magic - Resistance. The quasit has advantage on - saving throws against spells and other magical effects. - -
- Actions - - Claws (Bite in Beast - Form). Melee Weapon - Attack: +4 to hit, reach 5 ft., one target. - Hit: 5 (1d4+3) piercing damage, and the - target must succeed on a DC 10 Constitution saving throw or - take 5 (2d4) poison damage and become poisoned for 1 minute. - The target can repeat the saving throw at the end of each of - its turns, ending the effect on itself on a success. - - - Scare - (1/Day). One creature of the quasit’s - choice within 20 feet of it must succeed on a DC 10 Wisdom - saving throw or be frightened for 1 minute. The target can - repeat the saving throw at the end of each of its turns, - with disadvantage if the quasit is within line of sight, - ending the effect on itself on a success. - - - Invisibility. - The quasit magically turns invisible until it attacks or - uses Scare, or until its concentration ends (as if - concentrating on a spell). Any equipment the quasit wears or - carries is invisible with it. - -
-
-
- Vrock - - Large fiend (demon), chaotic evil - - - Armor Class 15 (natural - armor) - - - Hit Points 104 (11d10+44) - - - Speed 40 ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 17 (+3) - - - 15 (+2) - - - 18 (+4) - - - 8 (-1) - - - 13 (+1) - - - 8 (-1) - - - - - - - Saving Throws Dex +5, Wis - +4, Cha +2 - - - Damage Resistances cold, - fire, lightning; bludgeoning, piercing, and slashing from - nonmagical attacks - - - Damage Immunities poison - - - Condition Immunities - poisoned - - - Senses darkvision 120 ft., - passive Perception 11 - - - Languages Abyssal, - telepathy 120 ft. - - - Challenge 6 (2,300 XP) - - - Magic - Resistance. The vrock has advantage on - saving throws against spells and other magical effects. - -
- Actions - - Multiattack. - The vrock makes two attacks: one with its beak and one with - its talons. - - - Beak. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 10 (2d6+3) - piercing damage. - - - Talons. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 14 (2d10+3) - slashing damage. - - - Spores (Recharge - 6). A 15-foot radius cloud of toxic - spores extends out from the vrock. The spores spread around - corners. Each creature in that area must succeed on a DC 14 - Constitution saving throw or become poisoned. While poisoned - in this way, a target takes 5 (1d10) poison damage at the - start of each of its turns. A target can repeat the saving - throw at the end of each of its turns, ending the effect on - itself on a success. Emptying a vial of holy water on the - target also ends the effect on it. - - - Stunning Screech - (1/Day). The vrock emits a horrific - screech. Each creature within 20 feet of it that can hear it - and that isn’t a demon must succeed on a DC 14 Constitution - saving throw or be stunned until the end of the vrock’s next - turn. - -
-
-
-
- Devils -
- Barbed Devil - - Medium fiend (devil), lawful evil - - - Armor Class 15 (natural - armor) - - - Hit Points 110 (13d8+52) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 17 (+3) - - - 18 (+4) - - - 12 (+1) - - - 14 (+2) - - - 14 (+2) - - - - - - - Saving Throws Str +6, Con - +7, Wis +5, Cha +5 - - - Skills Deception +5, - Insight +5, Perception +8 - - - Damage Resistances cold; - bludgeoning, piercing, and slashing from nonmagical attacks - that aren’t silvered - - - Damage Immunities fire, - poison - - - Condition Immunities - poisoned - - - Senses darkvision 120 ft., - passive Perception 18 - - - Languages Infernal, - telepathy 120 ft. - - - Challenge 5 (1,800 XP) - - - Barbed - Hide. At the start of each of its turns, - the barbed devil deals 5 (1d10) piercing damage to any - creature grappling it. - - - Devil’s - Sight. Magical darkness doesn’t impede - the devil’s darkvision. - - - Magic - Resistance. The devil has advantage on - saving throws against spells and other magical effects. - -
- Actions - - Multiattack. - The devil makes three melee attacks: one with its tail and - two with its claws. Alternatively, it can use Hurl Flame - twice. - - - Claw. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 6 (1d6+3) - piercing damage. - - - Tail. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 10 (2d6+3) - piercing damage. - - - Hurl - Flame. Ranged Spell - Attack: +5 to hit, range 150 ft., one target. - Hit: 10 (3d6) fire damage. If the - target is a flammable object that isn’t being worn or - carried, it also catches fire. - -
-
-
- Bearded Devil - - Medium fiend (devil), lawful evil - - - Armor Class 13 (natural - armor) - - - Hit Points 52 (8d8+16) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 15 (+2) - - - 15 (+2) - - - 9 (-1) - - - 11 (+0) - - - 11 (+0) - - - - - - - Saving Throws Str +5, Con - +4, Wis +2 - - - Damage Resistances cold; - bludgeoning, piercing, and slashing from nonmagical attacks - that aren’t silvered - - - Damage Immunities fire, - poison - - - Condition Immunities - poisoned - - - Senses darkvision 120 ft., - passive Perception 10 - - - Languages Infernal, - telepathy 120 ft. - - - Challenge 3 (700 XP) - - - Devil’s - Sight. Magical darkness doesn’t impede - the devil’s darkvision. - - - Magic - Resistance. The devil has advantage on - saving throws against spells and other magical effects. - - - Steadfast. - The devil can’t be frightened while it can see an allied - creature within 30 feet of it. - -
- Actions - - Multiattack. - The devil makes two attacks: one with its beard and one with - its glaive. - - - Beard. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one creature. Hit: 6 (1d8+2) - piercing damage, and the target must succeed on a DC 12 - Constitution saving throw or be poisoned for 1 minute. While - poisoned in this way, the target can’t regain hit points. - The target can repeat the saving throw at the end of each of - its turns, ending the effect on itself on a success. - - - Glaive. - Melee Weapon Attack: +5 to hit, reach - 10 ft., one target. Hit: 8 (1d10+3) - slashing damage. If the target is a creature other than an - undead or a construct, it must succeed on a DC 12 - Constitution saving throw or lose 5 (1d10) hit points at the - start of each of its turns due to an infernal wound. Each - time the devil hits the wounded target with this attack, the - damage dealt by the wound increases by 5 (1d10). Any - creature can take an action to stanch the wound with a - successful DC 12 Wisdom (Medicine) check. The wound also - closes if the target receives magical healing. - -
-
-
- Bone Devil - - Large fiend (devil), lawful evil - - - Armor Class 19 (natural - armor) - - - Hit Points 142 (15d10+60) - - - Speed 40 ft., fly 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 16 (+3) - - - 18 (+4) - - - 13 (+1) - - - 14 (+2) - - - 16 (+3) - - - - - - - Saving Throws Int +5, Wis - +6, Cha +7 - - - Skills Deception +7, - Insight +6 - - - Damage Resistances cold; - bludgeoning, piercing, and slashing from nonmagical attacks - that aren’t silvered - - - Damage Immunities fire, - poison - - - Condition Immunities - poisoned - - - Senses darkvision 120 ft., - passive Perception 12 - - - Languages Infernal, - telepathy 120 ft. - - - Challenge 9 (5,000 XP) - - - Devil’s - Sight. Magical darkness doesn’t impede - the devil’s darkvision. - - - Magic - Resistance. The devil has advantage on - saving throws against spells and other magical effects. - -
- Actions - - Multiattack. - The devil makes three attacks: two with its claws and one - with its sting. - - - Claw. - Melee Weapon Attack: +8 to hit, reach - 10 ft., one target. Hit: 8 (1d8+4) - slashing damage. - - - Sting. - Melee Weapon Attack: +8 to hit, reach - 10 ft., one target. Hit: 13 (2d8+4) - piercing damage plus 17 (5d6) poison damage, and the target - must succeed on a DC 14 Constitution saving throw or become - poisoned for 1 minute. The target can repeat the saving - throw at the end of each of its turns, ending the effect on - itself on a success. - -
-
-
- Chain Devil - - Medium fiend (devil), lawful evil - - - Armor Class 16 (natural - armor) - - - Hit Points 85 (10d8+40) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 15 (+2) - - - 18 (+4) - - - 11 (+0) - - - 12 (+1) - - - 14 (+2) - - - - - - - Saving Throws Con +7, Wis - +4, Cha +5 - - - Damage Resistances cold; - bludgeoning, piercing, and slashing from nonmagical attacks - that aren’t silvered - - - Damage Immunities fire, - poison - - - Condition Immunities - poisoned - - - Senses darkvision 120 ft., - passive Perception 11 - - - Languages Infernal, - telepathy 120 ft. - - - Challenge 8 (3,900 XP) - - - Devil’s - Sight. Magical darkness doesn’t impede - the devil’s darkvision. - - - Magic - Resistance. The devil has advantage on - saving throws against spells and other magical effects. - -
- Actions - - Multiattack. - The devil makes two attacks with its chains. - - - Chain. - Melee Weapon Attack: +8 to hit, reach - 10 ft., one target. Hit: 11 (2d6+4) - slashing damage. The target is grappled (escape DC 14) if - the devil isn’t already grappling a creature. Until this - grapple ends, the target is restrained and takes 7 (2d6) - piercing damage at the start of each of its turns. - - - Animate Chains (Recharges - after a Short or Long Rest). Up to - four chains the devil can see within 60 feet of it magically - sprout razor-edged barbs and animate under the devil’s - control, provided that the chains aren’t being worn or - carried. - - - Each animated chain is an object with AC 20, 20 hit points, - resistance to piercing damage, and immunity to psychic and - thunder damage. When the devil uses Multiattack on its turn, - it can use each animated chain to make one additional chain - attack. An animated chain can grapple one creature of its - own but can’t make attacks while grappling. An animated - chain reverts to its inanimate state if reduced to 0 hit - points or if the devil is incapacitated or dies. - -
-
- Reactions - - Unnerving - Mask. When a creature the devil can - see starts its turn within 30 feet of the devil, the devil - can create the illusion that it looks like one of the - creature’s departed loved ones or bitter enemies. If the - creature can see the devil, it must succeed on a DC 14 - Wisdom saving throw or be frightened until the end of its - turn. - -
-
-
- Erinyes - - Medium fiend (devil), lawful evil - - - Armor Class 18 (plate) - - - Hit Points 153 (18d8+72) - - - Speed 30 ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 16 (+3) - - - 18 (+4) - - - 14 (+2) - - - 14 (+2) - - - 18 (+4) - - - - - - - Saving Throws Dex +7, Con - +8, Wis +6, Cha +8 - - - Damage Resistances cold; - bludgeoning, piercing, and slashing from nonmagical attacks - that aren’t silvered - - - Damage Immunities fire, - poison - - - Condition Immunities - poisoned - - - Senses truesight 120 ft., - passive Perception 12 - - - Languages Infernal, - telepathy 120 ft. - - - Challenge 12 (8,400 XP) - - - Hellish - Weapons. The erinyes’s weapon attacks - are magical and deal an extra 13 (3d8) poison damage on a hit - (included in the attacks). - - - Magic - Resistance. The erinyes has advantage on - saving throws against spells and other magical effects. - -
- Actions - - Multiattack. - The erinyes makes three attacks. - - - Longsword. - Melee Weapon Attack: +8 to hit, reach 5 - ft., one target. Hit: 8 (1d8+4) - slashing damage, or 9 (1d10+4) slashing damage if used with - two hands, plus 13 (3d8) poison damage. - - - Longbow. - Ranged Weapon Attack: +7 to hit, range - 150/600 ft., one target. Hit: 7 (1d8+3) - piercing damage plus 13 (3d8) poison damage, and the target - must succeed on a DC 14 Constitution saving throw or be - poisoned. The poison lasts until it is removed by the - lesser restoration spell or similar - magic. - -
-
- Reactions - - Parry. - The erinyes adds 4 to its AC against one melee attack that - would hit it. To do so, the erinyes must see the attacker - and be wielding a melee weapon. - -
-
-
- Horned Devil - - Large fiend (devil), lawful evil - - - Armor Class 18 (natural - armor) - - - Hit Points 148 (17d10+55) - - - Speed 20 ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 22 (+6) - - - 17 (+3) - - - 21 (+5) - - - 12 (+1) - - - 16 (+3) - - - 17 (+3) - - - - - - - Saving Throws Str +10, Dex - +7, Wis +7, Cha +7 - - - Damage Resistances cold; - bludgeoning, piercing, and slashing from nonmagical attacks - not made with silvered weapons - - - Damage Immunities fire, - poison - - - Condition Immunities - poisoned - - - Senses darkvision 120 ft., - passive Perception 13 - - - Languages Infernal, - telepathy 120 ft. - - - Challenge 11 (7,200 XP) - - - Devil’s - Sight. Magical darkness doesn’t impede - the devil’s darkvision. - - - Magic - Resistance. The devil has advantage on - saving throws against spells and other magical effects. - -
- Actions - - Multiattack. - The devil makes three melee attacks: two with its fork and - one with its tail. It can use Hurl Flame in place of any - melee attack. - - - Fork. - Melee Weapon Attack: +10 to hit, reach - 10 ft., one target. Hit: 15 (2d8+6) - piercing damage. - - - Tail. - Melee Weapon Attack: +10 to hit, reach - 10 ft., one target. Hit: 10 (1d8+6) - piercing damage. If the target is a creature other than an - undead or a construct, it must succeed on a DC 17 - Constitution saving throw or lose 10 (3d6) hit points at the - start of each of its turns due to an infernal wound. Each - time the devil hits the wounded target with this attack, the - damage dealt by the wound increases by 10 (3d6). Any - creature can take an action to stanch the wound with a - successful DC 12 Wisdom (Medicine) check. The wound also - closes if the target receives magical healing. - - - Hurl - Flame. Ranged Spell - Attack: +7 to hit, range 150 ft., one target. - Hit: 14 (4d6) fire damage. If the - target is a flammable object that isn’t being worn or - carried, it also catches fire. - -
-
-
- Ice Devil - - Large fiend (devil), lawful evil - - - Armor Class 18 (natural - armor) - - - Hit Points 180 (19d10+76) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 21 (+5) - - - 14 (+2) - - - 18 (+4) - - - 18 (+4) - - - 15 (+2) - - - 18 (+4) - - - - - - - Saving Throws Dex +7, Con - +9, Wis +7, Cha +9 - - - Damage Resistances - bludgeoning, piercing, and slashing from nonmagical attacks - that aren’t silvered - - - Damage Immunities cold, - fire, poison - - - Condition Immunities - poisoned - - - Senses blindsight 60 ft., - darkvision 120 ft., passive Perception 12 - - - Languages Infernal, - telepathy 120 ft. - - - Challenge 14 (11,500 XP) - - - Devil’s - Sight. Magical darkness doesn’t impede - the devil’s darkvision. - - - Magic - Resistance. The devil has advantage on - saving throws against spells and other magical effects. - -
- Actions - - Multiattack. - The devil makes three attacks: one with its bite, one with - its claws, and one with its tail. - - - Bite. - Melee Weapon Attack: +10 to hit, reach - 5 ft., one target. Hit: 12 (2d6+5) - piercing damage plus 10 (3d6) cold damage. - - - Claws. - Melee Weapon Attack: +10 to hit, reach - 5 ft., one target. Hit: 10 (2d4+5) - slashing damage plus 10 (3d6) cold damage. - - - Tail. - Melee Weapon Attack: +10 to hit, reach - 10 ft., one target. Hit: 12 (2d6+5) - bludgeoning damage plus 10 (3d6) cold damage. - - - Wall of Ice (Recharge - 6). The devil magically forms an - opaque wall of ice on a solid surface it can see within 60 - feet of it. The wall is 1 foot thick and up to 30 feet long - and 10 feet high, or it’s a hemispherical dome up to 20 feet - in diameter. - - - When the wall appears, each creature in its space is pushed - out of it by the shortest route. The creature chooses which - side of the wall to end up on, unless the creature is - incapacitated. The creature then makes a DC 17 Dexterity - saving throw, taking 35 (10d6) cold damage on a failed save, - or half as much damage on a successful one. - - - The wall lasts for 1 minute or until the devil is - incapacitated or dies. The wall can be damaged and breached; - each 10-foot section has AC 5, 30 hit points, vulnerability - to fire damage, and immunity to acid, cold, necrotic, - poison, and psychic damage. If a section is destroyed, it - leaves behind a sheet of frigid air in the space the wall - occupied. Whenever a creature finishes moving through the - frigid air on a turn, willingly or otherwise, the creature - must make a DC 17 Constitution saving throw, taking 17 (5d6) - cold damage on a failed save, or half as much damage on a - successful one. The frigid air dissipates when the rest of - the wall vanishes. - -
-
-
- Imp - - Tiny fiend (devil, shapechanger), lawful - evil - - - Armor Class 13 - - - Hit Points 10 (3d4+3) - - - Speed 20 ft., fly 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 6 (-2) - - - 17 (+3) - - - 13 (+1) - - - 11 (+0) - - - 12 (+1) - - - 14 (+2) - - - - - - - Skills Deception +4, - Insight +3, Persuasion +4, Stealth +5 - - - Damage Resistances cold; - bludgeoning, piercing, and slashing from nonmagical attacks - not made with silvered weapons - - - Damage Immunities fire, - poison - - - Condition Immunities - poisoned - - - Senses darkvision 120 ft., - passive Perception 11 - - - Languages Infernal, Common - - - Challenge 1 (200 XP) - - - Shapechanger. - The imp can use its action to polymorph into a beast form that - resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), - or a spider (20 ft., climb 20 ft.), or back into its true - form. Its statistics are the same in each form, except for the - speed changes noted. Any equipment it is wearing or carrying - isn’t transformed. It reverts to its true form if it dies. - - - Devil’s - Sight. Magical darkness doesn’t impede - the imp’s darkvision. - - - Magic - Resistance. The imp has advantage on - saving throws against spells and other magical effects. - -
- Actions - - Sting (Bite in Beast - Form). Melee Weapon - Attack: +5 to hit, reach 5 ft., one target. - Hit: 5 (1d4+3) piercing damage, and the - target must make on a DC 11 Constitution saving throw, - taking 10 (3d6) poison damage on a failed save, or half as - much damage on a successful one. - - - Invisibility. - The imp magically turns invisible until it attacks or until - its concentration ends (as if concentrating on a spell). Any - equipment the imp wears or carries is invisible with it. - -
-
-
- Lemure - - Medium fiend (devil), lawful evil - - - Armor Class 7 - - - Hit Points 13 (3d8) - - - Speed 15 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 5 (-3) - - - 11 (+0) - - - 1 (-5) - - - 11 (+0) - - - 3 (-4) - - - - - - - Damage Resistances cold - - - Damage Immunities fire, - poison - - - Condition Immunities - charmed, frightened, poisoned - - - Senses darkvision 120 ft., - passive Perception 10 - - - Languages understands - Infernal but can’t speak - - - Challenge 0 (10 XP) - - - Devil’s - Sight. Magical darkness doesn’t impede - the lemure’s darkvision. - - - Hellish - Rejuvenation. A lemure that dies in the - Nine Hells comes back to life with all its hit points in 1d10 - days unless it is killed by a good-aligned creature with a - bless spell cast on that creature or its - remains are sprinkled with holy water. - -
- Actions - - Fist. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 2 (1d4) - bludgeoning damage. - -
-
-
- Pit Fiend - - Large fiend (devil), lawful evil - - - Armor Class 19 (natural - armor) - - - Hit Points 300 (24d10+168) - - - Speed 30 ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 26 (+8) - - - 14 (+2) - - - 24 (+7) - - - 22 (+6) - - - 18 (+4) - - - 24 (+7) - - - - - - - Saving Throws Dex +8, Con - +13, Wis +10 - - - Damage Resistances cold; - bludgeoning, piercing, and slashing from nonmagical attacks - that aren’t silvered - - - Damage Immunities fire, - poison - - - Condition Immunities - poisoned - - - Senses truesight 120 ft., - passive Perception 14 - - - Languages Infernal, - telepathy 120 ft. - - - Challenge 20 (25,000 XP) - - - Fear - Aura. Any creature hostile to the pit - fiend that starts its turn within 20 feet of the pit fiend - must make a DC 21 Wisdom saving throw, unless the pit fiend is - incapacitated. On a failed save, the creature is frightened - until the start of its next turn. If a creature’s saving throw - is successful, the creature is immune to the pit fiend’s Fear - Aura for the next 24 hours. - - - Magic - Resistance. The pit fiend has advantage - on saving throws against spells and other magical effects. - - - Magic - Weapons. The pit fiend’s weapon attacks - are magical. - - - Innate - Spellcasting. The pit fiend’s - spellcasting ability is Charisma (spell save DC 21). The pit - fiend can innately cast the following spells, requiring no - material Components - - - At will: detect magic, - fireball - - - 3/day each: hold monster, wall - of fire - -
- Actions - - Multiattack. - The pit fiend makes four attacks: one with its bite, one - with its claw, one with its mace, and one with its tail. - - - Bite. - Melee Weapon Attack: +14 to hit, reach - 5 ft., one target. Hit: 22 (4d6+8) - piercing damage. The target must succeed on a DC 21 - Constitution saving throw or become poisoned. While poisoned - in this way, the target can’t regain hit points, and it - takes 21 (6d6) poison damage at the start of each of its - turns. The poisoned target can repeat the saving throw at - the end of each of its turns, ending the effect on itself on - a success. - - - Claw. - Melee Weapon Attack: +14 to hit, reach - 10 ft., one target. Hit: 17 (2d8+8) - slashing damage. - - - Mace. - Melee Weapon Attack: +14 to hit, reach - 10 ft., one target. Hit: 15 (2d6+8) - bludgeoning damage plus 21 (6d6) fire damage. - - - Tail. - Melee Weapon Attack: +14 to hit, reach - 10 ft., one target. Hit: 24 (3d10+8) - bludgeoning damage. - -
-
-
-
- Dinosaurs -
- Plesiosaurus - - Large beast, unaligned - - - Armor Class 13 (natural - armor) - - - Hit Points 68 (8d10+24) - - - Speed 20 ft., swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 15 (+2) - - - 16 (+3) - - - 2 (-4) - - - 12 (+1) - - - 5 (-3) - - - - - - - Skills Perception +3, - Stealth +4 - - - Senses passive Perception - 13 - - - Languages - - - - Challenge 2 (450 XP) - - - Hold - Breath. The plesiosaurus can hold its - breath for 1 hour. - -
- Actions - - Bite. - Melee Weapon Attack: +6 to hit, reach - 10 ft., one target. Hit: 14 (3d6+4) - piercing damage. - -
-
-
- Triceratops - - Huge beast, unaligned - - - Armor Class 13 (natural - armor) - - - Hit Points 95 (10d12+30) - - - Speed 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 22 (+6) - - - 9 (-1) - - - 17 (+3) - - - 2 (-4) - - - 11 (+0) - - - 5 (-3) - - - - - - - Senses passive Perception - 10 - - - Languages - - - - Challenge 5 (1,800 XP) - - - Trampling - Charge. If the triceratops moves at - least 20 feet straight toward a creature and then hits it with - a gore attack on the same turn, that target must succeed on a - DC 13 Strength saving throw or be knocked prone. - - - If the target is prone, the triceratops can make one stomp - attack against it as a bonus action. - -
- Actions - - Gore. - Melee Weapon Attack: +9 to hit, reach 5 - ft., one target. Hit: 24 (4d8+6) - piercing damage. - - - Stomp. - Melee Weapon Attack: +9 to hit, reach 5 - ft., one prone creature. Hit: 22 - (3d10+6) bludgeoning damage. - -
-
-
- Tyrannosaurus Rex - - Huge beast, unaligned - - - Armor Class 13 (natural - armor) - - - Hit Points 136 (13d12+52) - - - Speed 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 25 (+7) - - - 10 (+0) - - - 19 (+4) - - - 2 (-4) - - - 12 (+1) - - - 9 (-1) - - - - - - - Skills Perception +4 - - - Senses passive Perception - 14 - - - Languages - - - - Challenge 8 (3,900 XP) - -
- Actions - - Multiattack. - The tyrannosaurus makes two attacks: one with its bite and - one with its tail. It can’t make both attacks against the - same target. - - - Bite. - Melee Weapon Attack: +10 to hit, reach - 10 ft., one target. Hit: 33 (4d12+7) - piercing damage. If the target is a Medium or smaller - creature, it is grappled (escape DC 17). Until this grapple - ends, the target is restrained, and the tyrannosaurus can’t - bite another target. - - - Tail. - Melee Weapon Attack: +10 to hit, reach - 10 ft., one target. Hit: 20 (3d8+7) - bludgeoning damage. - -
-
-
-
- Doppelganger - - Medium monstrosity (shapechanger), neutral - - - Armor Class 14 - - - Hit Points 52 (8d8+16) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 11 (+0) - - - 18 (+4) - - - 14 (+2) - - - 11 (+0) - - - 12 (+1) - - - 14 (+2) - - - - - - - Skills Deception +6, Insight - +3 - - - Condition Immunities charmed - - - Senses darkvision 60 ft., - passive Perception 11 - - - Languages Common - - - Challenge 3 (700 XP) - - - Shapechanger. - The doppelganger can use its action to polymorph into a Small or - Medium humanoid it has seen, or back into its true form. Its - statistics, other than its size, are the same in each form. Any - equipment it is wearing or carrying isn’t transformed. It - reverts to its true form if it dies. - - - Ambusher. - The doppelganger has advantage on attack rolls against any - creature it has surprised. - - - Surprise - Attack. If the doppelganger surprises a - creature and hits it with an attack during the first round of - combat, the target takes an extra 10 (3d6) damage from the - attack. - -
- Actions - - Multiattack. - The doppelganger makes two melee attacks. - - - Slam. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 7 (1d6+4) - bludgeoning damage. - - - Read - Thoughts. The doppelganger magically - reads the surface thoughts of one creature within 60 feet of - it. The effect can penetrate barriers, but 3 feet of wood or - dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of - lead blocks it. While the target is in range, the doppelganger - can continue reading its thoughts, as long as the - doppelganger’s concentration isn’t broken (as if concentrating - on a spell). While reading the target’s mind, the doppelganger - has advantage on Wisdom (Insight) and Charisma (Deception, - Intimidation, and Persuasion) checks against the target. - -
-
-
- Dragons, Chromatic -
- Black Dragon -
- Ancient Black Dragon - - Gargantuan dragon, chaotic evil - - - Armor Class 22 (natural - armor) - - - Hit Points 367 - (21d20+147) - - - Speed 40 ft., fly 80 ft., - swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 27 (+8) - - - 14 (+2) - - - 25 (+7) - - - 16 (+3) - - - 15 (+2) - - - 19 (+4) - - - - - - - Saving Throws Dex +9, Con - +14, Wis +9, Cha +11 - - - Skills Perception +16, - Stealth +9 - - - Damage Immunities acid - - - Senses blindsight 60 ft., - darkvision 120 ft., passive Perception 26 - - - Languages Common, - Draconic - - - Challenge 21 (33,000 XP) - - - Amphibious. - The dragon can breathe air and water. - - - Legendary Resistance - (3/Day). If the dragon fails a saving - throw, it can choose to succeed instead. - -
- Actions - - Multiattack. - The dragon can use its Frightful Presence. It then makes - three attacks: one with its bite and two with its claws. - - - Bite. - Melee Weapon Attack: +15 to hit, - reach 15 ft., one target. Hit: 19 - (2d10+8) piercing damage plus 9 (2d8) acid damage. - - - Claw. - Melee Weapon Attack: +15 to hit, - reach 10 ft., one target. Hit: 15 - (2d6+8) slashing damage. - - - Tail. - Melee Weapon Attack: +15 to hit, - reach 20 ft., one target. Hit: 17 - (2d8+8) bludgeoning damage. - - - Frightful - Presence. Each creature of the - dragon’s choice that is within 120 feet of the dragon and - aware of it must succeed on a DC 19 Wisdom saving throw or - become frightened for 1 minute. A creature can repeat the - saving throw at the end of each of its turns, ending the - effect on itself on a success. If a creature’s saving - throw is successful or the effect ends for it, the - creature is immune to the dragon’s Frightful Presence for - the next 24 hours. - - - Acid Breath (Recharge - 5-6). The dragon exhales acid in a - 90-foot line that is 10 feet wide. Each creature in that - line must make a DC 22 Dexterity saving throw, taking 67 - (15d8) acid damage on a failed save, or half as much - damage on a successful one. - -
-
- Legendary Actions - - The dragon can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be - used at a time and only at the end of another creature’s - turn. The dragon regains spent legendary actions at the - start of its turn. - - - Detect. The dragon - makes a Wisdom (Perception) check. - - - Tail Attack. The dragon - makes a tail attack. - - - Wing Attack (Costs 2 - Actions). The dragon beats its wings. Each - creature within 15 feet of the dragon must succeed on a DC - 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning - damage and be knocked prone. The dragon can then fly up to - half its flying speed. - -
-
-
- Adult Black Dragon - - Huge dragon, chaotic evil - - - Armor Class 19 (natural - armor) - - - Hit Points 195 (17d12+85) - - - Speed 40 ft., fly 80 ft., - swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 23 (+6) - - - 14 (+2) - - - 21 (+5) - - - 14 (+2) - - - 13 (+1) - - - 17 (+3) - - - - - - - Saving Throws Dex +7, Con - +10, Wis +6, Cha +8 - - - Skills Perception +11, - Stealth +7 - - - Damage Immunities acid - - - Senses blindsight 60 ft., - darkvision 120 ft., passive Perception 21 - - - Languages Common, - Draconic - - - Challenge 14 (11,500 XP) - - - Amphibious. - The dragon can breathe air and water. - - - Legendary Resistance - (3/Day). If the dragon fails a saving - throw, it can choose to succeed instead. - -
- Actions - - Multiattack. - The dragon can use its Frightful Presence. It then makes - three attacks: one with its bite and two with its claws. - - - Bite. - Melee Weapon Attack: +11 to hit, - reach 10 ft., one target. Hit: 17 - (2d10+6) piercing damage plus 4 (1d8) acid damage. - - - Claw. - Melee Weapon Attack: +11 to hit, - reach 5 ft., one target. Hit: 13 - (2d6+6) slashing damage. - - - Tail. - Melee Weapon Attack: +11 to hit, - reach 15 ft., one target. Hit: 15 - (2d8+6) bludgeoning damage. - - - Frightful - Presence. Each creature of the - dragon’s choice that is within 120 feet of the dragon and - aware of it must succeed on a DC 16 Wisdom saving throw or - become frightened for 1 minute. A creature can repeat the - saving throw at the end of each of its turns, ending the - effect on itself on a success. If a creature’s saving - throw is successful or the effect ends for it, the - creature is immune to the dragon’s Frightful Presence for - the next 24 hours. - - - Acid Breath (Recharge - 5-6). The dragon exhales acid in a - 60-foot line that is 5 feet wide. Each creature in that - line must make a DC 18 Dexterity saving throw, taking 54 - (12d8) acid damage on a failed save, or half as much - damage on a successful one. - -
-
- Legendary Actions - - The dragon can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be - used at a time and only at the end of another creature’s - turn. The dragon regains spent legendary actions at the - start of its turn. - - - Detect. The dragon - makes a Wisdom (Perception) check. - - - Tail Attack. The dragon - makes a tail attack. - - - Wing Attack (Costs 2 - Actions). The dragon beats its wings. Each - creature within 10 feet of the dragon must succeed on a DC - 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning - damage and be knocked prone. The dragon can then fly up to - half its flying speed. - -
-
-
- Young Black Dragon - - Large dragon, chaotic evil - - - Armor Class 18 (natural - armor) - - - Hit Points 127 (15d10+45) - - - Speed 40 ft., fly 80 ft., - swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 14 (+2) - - - 17 (+3) - - - 12 (+1) - - - 11 (+0) - - - 15 (+2) - - - - - - - Saving Throws Dex +5, Con - +6, Wis +3, Cha +5 - - - Skills Perception +6, - Stealth +5 - - - Damage Immunities acid - - - Senses blindsight 30 ft., - darkvision 120 ft., passive Perception 16 - - - Languages Common, - Draconic - - - Challenge 7 (2,900 XP) - - - Amphibious. - The dragon can breathe air and water. - -
- Actions - - Multiattack. - The dragon makes three attacks: one with its bite and two - with its claws. - - - Bite. - Melee Weapon Attack: +7 to hit, reach - 10 ft., one target. Hit: 15 (2d10+4) - piercing damage plus 4 (1d8) acid damage. - - - Claw. - Melee Weapon Attack: +7 to hit, reach - 5 ft., one target. Hit: 11 (2d6+4) - slashing damage. - - - Acid Breath (Recharge - 5-6). The dragon exhales acid in a - 30-foot line that is 5 feet wide. Each creature in that - line must make a DC 14 Dexterity saving throw, taking 49 - (11d8) acid damage on a failed save, or half as much - damage on a successful one. - -
-
-
- Black Dragon Wyrmling - - Medium dragon, chaotic evil - - - Armor Class 17 (natural - armor) - - - Hit Points 33 (6d8+6) - - - Speed 30 ft., fly 60 ft., - swim 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 14 (+2) - - - 13 (+1) - - - 10 (+0) - - - 11 (+0) - - - 13 (+1) - - - - - - - Saving Throws Dex +4, Con - +3, Wis +2, Cha +3 - - - Skills Perception +4, - Stealth +4 - - - Damage Immunities acid - - - Senses blindsight 10 ft., - darkvision 60 ft., passive Perception 14 - - - Languages Draconic - - - Challenge 2 (450 XP) - - - Amphibious. - The dragon can breathe air and water. - -
- Actions - - Bite. - Melee Weapon Attack: +4 to hit, reach - 5 ft., one target. Hit: 7 (1d10+2) - piercing damage plus 2 (1d4) acid damage. - - - Acid Breath (Recharge - 5-6). The dragon exhales acid in a - 15-foot line that is 5 feet wide. Each creature in that - line must make a DC 11 Dexterity saving throw, taking 22 - (5d8) acid damage on a failed save, or half as much damage - on a successful one. - -
-
-
-
- Blue Dragon -
- Ancient Blue Dragon - - Gargantuan dragon, lawful evil - - - Armor Class 22 (natural - armor) - - - Hit Points 481 - (26d20+208) - - - Speed 40 ft., burrow 40 - ft., fly 80 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 29 (+9) - - - 10 (+0) - - - 27 (+8) - - - 18 (+4) - - - 17 (+3) - - - 21 (+5) - - - - - - - Saving Throws Dex +7, Con - +15, Wis +10, Cha +12 - - - Skills Perception +17, - Stealth +7 - - - Damage Immunities - lightning - - - Senses blindsight 60 ft., - darkvision 120 ft., passive Perception 27 - - - Languages Common, - Draconic - - - Challenge 23 (50,000 XP) - - - Legendary Resistance - (3/Day). If the dragon fails a saving - throw, it can choose to succeed instead. - -
- Actions - - Multiattack. - The dragon can use its Frightful Presence. It then makes - three attacks: one with its bite and two with its claws. - - - Bite. - Melee Weapon Attack: +16 to hit, - reach 15 ft., one target. Hit: 20 - (2d10+9) piercing damage plus 11 (2d10) lightning damage. - - - Claw. - Melee Weapon Attack: +16 to hit, - reach 10 ft., one target. Hit: 16 - (2d6+9) slashing damage. - - - Tail. - Melee Weapon Attack: +16 to hit, - reach 20 ft., one target. Hit: 18 - (2d8+9) bludgeoning damage. - - - Frightful - Presence. Each creature of the - dragon’s choice that is within 120 feet of the dragon and - aware of it must succeed on a DC 20 Wisdom saving throw or - become frightened for 1 minute. A creature can repeat the - saving throw at the end of each of its turns, ending the - effect on itself on a success. If a creature’s saving - throw is successful or the effect ends for it, the - creature is immune to the dragon’s Frightful Presence for - the next 24 hours. - - - Lightning Breath - (Recharge 5-6). The dragon exhales - lightning in a 120-foot line that is 10 feet wide. Each - creature in that line must make a DC 23 Dexterity saving - throw, taking 88 (16d10) lightning damage on a failed - save, or half as much damage on a successful one. - -
-
- Legendary Actions - - The dragon can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be - used at a time and only at the end of another creature’s - turn. The dragon regains spent legendary actions at the - start of its turn. - - - Detect. The dragon - makes a Wisdom (Perception) check. - - - Tail Attack. The dragon - makes a tail attack. - - - Wing Attack (Costs 2 - Actions). The dragon beats its wings. Each - creature within 15 feet of the dragon must succeed on a DC - 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning - damage and be knocked prone. The dragon can then fly up to - half its flying speed. - -
-
-
- Adult Blue Dragon - - Huge dragon, lawful evil - - - Armor Class 19 (natural - armor) - - - Hit Points 225 - (18d12+108) - - - Speed 40 ft., burrow 30 - ft., fly 80 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 25 (+7) - - - 10 (+0) - - - 23 (+6) - - - 16 (+3) - - - 15 (+2) - - - 19 (+4) - - - - - - - Saving Throws Dex +5, Con - +11, Wis +7, Cha +9 - - - Skills Perception +12, - Stealth +5 - - - Damage Immunities - lightning - - - Senses blindsight 60 ft., - darkvision 120 ft., passive Perception 22 - - - Languages Common, - Draconic - - - Challenge 16 (15,000 XP) - - - Legendary Resistance - (3/Day). If the dragon fails a saving - throw, it can choose to succeed instead. - -
- Actions - - Multiattack. - The dragon can use its Frightful Presence. It then makes - three attacks: one with its bite and two with its claws. - - - Bite. - Melee Weapon Attack: +12 to hit, - reach 10 ft., one target. Hit: 18 - (2d10+7) piercing damage plus 5 (1d10) lightning damage. - - - Claw. - Melee Weapon Attack: +12 to hit, - reach 5 ft., one target. Hit: 14 - (2d6+7) slashing damage. - - - Tail. - Melee Weapon Attack: +12 to hit, - reach 15 ft., one target. Hit: 16 - (2d8+7) bludgeoning damage. - - - Frightful - Presence. Each creature of the - dragon’s choice that is within 120 feet of the dragon and - aware of it must succeed on a DC 17 Wisdom saving throw or - become frightened for 1 minute. A creature can repeat the - saving throw at the end of each of its turns, ending the - effect on itself on a success. If a creature’s saving - throw is successful or the effect ends for it, the - creature is immune to the dragon’s Frightful Presence for - the next 24 hours. - - - Lightning Breath - (Recharge 5-6). The dragon exhales - lightning in a 90-foot line that is 5 feet wide. Each - creature in that line must make a DC 19 Dexterity saving - throw, taking 66 (12d10) lightning damage on a failed - save, or half as much damage on a successful one. - -
-
- Legendary Actions - - The dragon can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be - used at a time and only at the end of another creature’s - turn. The dragon regains spent legendary actions at the - start of its turn. - - - Detect. The dragon - makes a Wisdom (Perception) check. - - - Tail Attack. The dragon - makes a tail attack. - - - Wing Attack (Costs 2 - Actions). The dragon beats its wings. Each - creature within 10 feet of the dragon must succeed on a DC - 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning - damage and be knocked prone. The dragon can then fly up to - half its flying speed. - -
-
-
- Young Blue Dragon - - Large dragon, lawful evil - - - Armor Class 18 (natural - armor) - - - Hit Points 152 (16d10+64) - - - Speed 40 ft., burrow 20 - ft., fly 80 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 21 (+5) - - - 10 (+0) - - - 19 (+4) - - - 14 (+2) - - - 13 (+1) - - - 17 (+3) - - - - - - - Saving Throws Dex +4, Con - +8, Wis +5, Cha +7 - - - Skills Perception +9, - Stealth +4 - - - Damage Immunities - lightning - - - Senses blindsight 30 ft., - darkvision 120 ft., passive Perception 19 - - - Languages Common, - Draconic - - - Challenge 9 (5,000 XP) - -
- Actions - - Multiattack. - The dragon makes three attacks: one with its bite and two - with its claws. - - - Bite. - Melee Weapon Attack: +9 to hit, reach - 10 ft., one target. Hit: 16 (2d10+5) - piercing damage plus 5 (1d10) lightning damage. - - - Claw. - Melee Weapon Attack: +9 to hit, reach - 5 ft., one target. Hit: 12 (2d6+5) - slashing damage. - - - Lightning Breath - (Recharge 5-6). The dragon exhales - lightning in an 60-foot line that is 5 feet wide. Each - creature in that line must make a DC 16 Dexterity saving - throw, taking 55 (10d10) lightning damage on a failed - save, or half as much damage on a successful one. - -
-
-
- Blue Dragon Wyrmling - - Medium dragon, lawful evil - - - Armor Class 17 (natural - armor) - - - Hit Points 52 (8d8+16) - - - Speed 30 ft., burrow 15 - ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 17 (+3) - - - 10 (+0) - - - 15 (+2) - - - 12 (+1) - - - 11 (+0) - - - 15 (+2) - - - - - - - Saving Throws Dex +2, Con - +4, Wis +2, Cha +4 - - - Skills Perception +4, - Stealth +2 - - - Damage Immunities - lightning - - - Senses blindsight 10 ft., - darkvision 60 ft., passive Perception 14 - - - Languages Draconic - - - Challenge 3 (700 XP) - -
- Actions - - Bite. - Melee Weapon Attack: +5 to hit, reach - 5 ft., one target. Hit: 8 (1d10+3) - piercing damage plus 3 (1d6) lightning damage. - - - Lightning Breath - (Recharge 5-6). The dragon exhales - lightning in a 30-foot line that is 5 feet wide. Each - creature in that line must make a DC 12 Dexterity saving - throw, taking 22 (4d10) lightning damage on a failed save, - or half as much damage on a successful one. - -
-
-
-
- Green Dragon -
- Adult Green Dragon - - Huge dragon, lawful evil - - - Armor Class 19 (natural - armor) - - - Hit Points 207 (18d12+90) - - - Speed 40 ft., fly 80 ft., - swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 23 (+6) - - - 12 (+1) - - - 21 (+5) - - - 18 (+4) - - - 15 (+2) - - - 17 (+3) - - - - - - - Saving Throws Dex +6, Con - +10, Wis +7, Cha +8 - - - Skills Deception +8, - Insight +7, Perception +12, Persuasion +8, Stealth +6 - - - Damage Immunities poison - - - Condition Immunities - poisoned - - - Senses blindsight 60 ft., - darkvision 120 ft., passive Perception 22 - - - Languages Common, - Draconic - - - Challenge 15 (13,000 XP) - - - Amphibious. - The dragon can breathe air and water. - - - Legendary Resistance - (3/Day). If the dragon fails a saving - throw, it can choose to succeed instead. - -
- Actions - - Multiattack. - The dragon can use its Frightful Presence. It then makes - three attacks: one with its bite and two with its claws. - - - Bite. - Melee Weapon Attack: +11 to hit, - reach 10 ft., one target. Hit: 17 - (2d10+6) piercing damage plus 7 (2d6) poison damage. - - - Claw. - Melee Weapon Attack: +11 to hit, - reach 5 ft., one target. Hit: 13 - (2d6+6) slashing damage. - - - Tail. - Melee Weapon Attack: +11 to hit, - reach 15 ft., one target. Hit: 15 - (2d8+6) bludgeoning damage. - - - Frightful - Presence. Each creature of the - dragon’s choice that is within 120 feet of the dragon and - aware of it must succeed on a DC 16 Wisdom saving throw or - become frightened for 1 minute. A creature can repeat the - saving throw at the end of each of its turns, ending the - effect on itself on a success. If a creature’s saving - throw is successful or the effect ends for it, the - creature is immune to the dragon’s Frightful Presence for - the next 24 hours. - - - Poison Breath (Recharge - 5-6). The dragon exhales poisonous - gas in a 60-foot cone. Each creature in that area must - make a DC 18 Constitution saving throw, taking 56 (16d6) - poison damage on a failed save, or half as much damage on - a successful one. - -
-
- Legendary Actions - - The dragon can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be - used at a time and only at the end of another creature’s - turn. The dragon regains spent legendary actions at the - start of its turn. - - - Detect. The dragon - makes a Wisdom (Perception) check. - - - Tail Attack. The dragon - makes a tail attack. - - - Wing Attack (Costs 2 - Actions). The dragon beats its wings. Each - creature within 10 feet of the dragon must succeed on a DC - 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning - damage and be knocked prone. The dragon can then fly up to - half its flying speed. - -
-
-
- Young Green Dragon - - Large dragon, lawful evil - - - Armor Class 18 (natural - armor) - - - Hit Points 136 (16d10+48) - - - Speed 40 ft., fly 80 ft., - swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 12 (+1) - - - 17 (+3) - - - 16 (+3) - - - 13 (+1) - - - 15 (+2) - - - - - - - Saving Throws Dex +4, Con - +6, Wis +4, Cha +5 - - - Skills Deception +5, - Perception +7, Stealth +4 - - - Damage Immunities poison - - - Condition Immunities - poisoned - - - Senses blindsight 30 ft., - darkvision 120 ft., passive Perception 17 - - - Languages Common, - Draconic - - - Challenge 8 (3,900 XP) - - - Amphibious. - The dragon can breathe air and water. - -
- Actions - - Multiattack. - The dragon makes three attacks: one with its bite and two - with its claws. - - - Bite. - Melee Weapon Attack: +7 to hit, reach - 10 ft., one target. Hit: 15 (2d10+4) - piercing damage plus 7 (2d6) poison damage. - - - Claw. - Melee Weapon Attack: +7 to hit, reach - 5 ft., one target. Hit: 11 (2d6+4) - slashing damage. - - - Poison Breath (Recharge - 5-6). The dragon exhales poisonous - gas in a 30-foot cone. Each creature in that area must - make a DC 14 Constitution saving throw, taking 42 (12d6) - poison damage on a failed save, or half as much damage on - a successful one. - -
-
-
- Green Dragon Wyrmling - - Medium dragon, lawful evil - - - Armor Class 17 (natural - armor) - - - Hit Points 38 (7d8+7) - - - Speed 30 ft., fly 60 ft., - swim 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 12 (+1) - - - 13 (+1) - - - 14 (+2) - - - 11 (+0) - - - 13 (+1) - - - - - - - Saving Throws Dex +3, Con - +3, Wis +2, Cha +3 - - - Skills Perception +4, - Stealth +3 - - - Damage Immunities poison - - - Condition Immunities - poisoned - - - Senses blindsight 10 ft., - darkvision 60 ft., passive Perception 14 - - - Languages Draconic - - - Challenge 2 (450 XP) - - - Amphibious. - The dragon can breathe air and water. - -
- Actions - - Bite. - Melee Weapon Attack: +4 to hit, reach - 5 ft., one target. Hit: 7 (1d10+2) - piercing damage plus 3 (1d6) poison damage. - - - Poison Breath (Recharge - 5-6). The dragon exhales poisonous - gas in a 15-foot cone. Each creature in that area must - make a DC 11 Constitution saving throw, taking 21 (6d6) - poison damage on a failed save, or half as much damage on - a successful one. - -
-
-
-
- Red Dragon -
- Ancient Red Dragon - - Gargantuan dragon, chaotic evil - - - Armor Class 22 (natural - armor) - - - Hit Points 546 - (28d20+252) - - - Speed 40 ft., climb 40 - ft., fly 80 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 30 (+10) - - - 10 (+0) - - - 29 (+9) - - - 18 (+4) - - - 15 (+2) - - - 23 (+6) - - - - - - - Saving Throws Dex +7, Con - +16, Wis +9, Cha +13 - - - Skills Perception +16, - Stealth +7 - - - Damage Immunities fire - - - Senses blindsight 60 ft., - darkvision 120 ft., passive Perception 26 - - - Languages Common, - Draconic - - - Challenge 24 (62,000 XP) - - - Legendary Resistance - (3/Day). If the dragon fails a saving - throw, it can choose to succeed instead. - -
- Actions - - Multiattack. - The dragon can use its Frightful Presence. It then makes - three attacks: one with its bite and two with its claws. - - - Bite. - Melee Weapon Attack: +17 to hit, - reach 15 ft., one target. Hit: 21 - (2d10+10) piercing damage plus 14 (4d6) fire damage. - - - Claw. - Melee Weapon Attack: +17 to hit, - reach 10 ft., one target. Hit: 17 - (2d6+10) slashing damage. - - - Tail. - Melee Weapon Attack: +17 to hit, - reach 20 ft., one target. Hit: 19 - (2d8+10) bludgeoning damage. - - - Frightful - Presence. Each creature of the - dragon’s choice that is within 120 feet of the dragon and - aware of it must succeed on a DC 21 Wisdom saving throw or - become frightened for 1 minute. A creature can repeat the - saving throw at the end of each of its turns, ending the - effect on itself on a success. If a creature’s saving - throw is successful or the effect ends for it, the - creature is immune to the dragon’s Frightful Presence for - the next 24 hours. - - - Fire Breath (Recharge - 5-6). The dragon exhales fire in a - 90-foot cone. Each creature in that area must make a DC 24 - Dexterity saving throw, taking 91 (26d6) fire damage on a - failed save, or half as much damage on a successful one. - -
-
- Legendary Actions - - The dragon can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be - used at a time and only at the end of another creature’s - turn. The dragon regains spent legendary actions at the - start of its turn. - - - Detect. The dragon - makes a Wisdom (Perception) check. - - - Tail Attack. The dragon - makes a tail attack. - - - Wing Attack (Costs 2 - Actions). The dragon beats its wings. Each - creature within 15 feet of the dragon must succeed on a DC - 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning - damage and be knocked prone. The dragon can then fly up to - half its flying speed. - -
-
-
- Adult Red Dragon - - Huge dragon, chaotic evil - - - Armor Class 19 (natural - armor) - - - Hit Points 256 - (19d12+133) - - - Speed 40 ft., climb 40 - ft., fly 80 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 27 (+8) - - - 10 (+0) - - - 25 (+7) - - - 16 (+3) - - - 13 (+1) - - - 21 (+5) - - - - - - - Saving Throws Dex +6, Con - +13, Wis +7, Cha +11 - - - Skills Perception +13, - Stealth +6 - - - Damage Immunities fire - - - Senses blindsight 60 ft., - darkvision 120 ft., passive Perception 23 - - - Languages Common, - Draconic - - - Challenge 17 (18,000 XP) - - - Legendary Resistance - (3/Day). If the dragon fails a saving - throw, it can choose to succeed instead. - -
- Actions - - Multiattack. - The dragon can use its Frightful Presence. It then makes - three attacks: one with its bite and two with its claws. - - - Bite. - Melee Weapon Attack: +14 to hit, - reach 10 ft., one target. Hit: 19 - (2d10+8) piercing damage plus 7 (2d6) fire damage. - - - Claw. - Melee Weapon Attack: +14 to hit, - reach 5 ft., one target. Hit: 15 - (2d6+8) slashing damage. - - - Tail. - Melee Weapon Attack: +14 to hit, - reach 15 ft., one target. Hit: 17 - (2d8+8) bludgeoning damage. - - - Frightful - Presence. Each creature of the - dragon’s choice that is within 120 feet of the dragon and - aware of it must succeed on a DC 19 Wisdom saving throw or - become frightened for 1 minute. A creature can repeat the - saving throw at the end of each of its turns, ending the - effect on itself on a success. If a creature’s saving - throw is successful or the effect ends for it, the - creature is immune to the dragon’s Frightful Presence for - the next 24 hours. - - - Fire Breath (Recharge - 5-6). The dragon exhales fire in a - 60-foot cone. Each creature in that area must make a DC 21 - Dexterity saving throw, taking 63 (18d6) fire damage on a - failed save, or half as much damage on a successful one. - -
-
- Legendary Actions - - The dragon can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be - used at a time and only at the end of another creature’s - turn. The dragon regains spent legendary actions at the - start of its turn. - - - Detect. The dragon - makes a Wisdom (Perception) check. - - - Tail Attack. The dragon - makes a tail attack. - - - Wing Attack (Costs 2 - Actions). The dragon beats its wings. Each - creature within 10 feet of the dragon must succeed on a DC - 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning - damage and be knocked prone. The dragon can then fly up to - half its flying speed. - -
-
-
- Young Red Dragon - - Large dragon, chaotic evil - - - Armor Class 18 (natural - armor) - - - Hit Points 178 (17d10+85) - - - Speed 40 ft., climb 40 - ft., fly 80 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 23 (+6) - - - 10 (+0) - - - 21 (+5) - - - 14 (+2) - - - 11 (+0) - - - 19 (+4) - - - - - - - Saving Throws Dex +4, Con - +9, Wis +4, Cha +8 - - - Skills Perception +8, - Stealth +4 - - - Damage Immunities fire - - - Senses blindsight 30 ft., - darkvision 120 ft., passive Perception 18 - - - Languages Common, - Draconic - - - Challenge 10 (5,900 XP) - -
- Actions - - Multiattack. - The dragon makes three attacks: one with its bite and two - with its claws. - - - Bite. - Melee Weapon Attack: +10 to hit, - reach 10 ft., one target. Hit: 17 - (2d10+6) piercing damage plus 3 (1d6) fire damage. - - - Claw. - Melee Weapon Attack: +10 to hit, - reach 5 ft., one target. Hit: 13 - (2d6+6) slashing damage. - - - Fire Breath (Recharge - 5-6). The dragon exhales fire in a - 30-foot cone. Each creature in that area must make a DC 17 - Dexterity saving throw, taking 56 (16d6) fire damage on a - failed save, or half as much damage on a successful one. - -
-
-
- Red Dragon Wyrmling - - Medium dragon, chaotic evil - - - Armor Class 17 (natural - armor) - - - Hit Points 75 (10d8+30) - - - Speed 30 ft., climb 30 - ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 10 (+0) - - - 17 (+3) - - - 12 (+1) - - - 11 (+0) - - - 15 (+2) - - - - - - - Saving Throws Dex +2, Con - +5, Wis +2, Cha +4 - - - Skills Perception +4, - Stealth +2 - - - Damage Immunities fire - - - Senses blindsight 10 ft., - darkvision 60 ft., passive Perception 14 - - - Languages Draconic - - - Challenge 4 (1,100 XP) - -
- Actions - - Bite. - Melee Weapon Attack: +6 to hit, reach - 5 ft., one target. Hit: 9 (1d10+4) - piercing damage plus 3 (1d6) fire damage. - - - Fire Breath (Recharge - 5-6). The dragon exhales fire in a - 15-foot cone. Each creature in that area must make a DC 13 - Dexterity saving throw, taking 24 (7d6) fire damage on a - failed save, or half as much damage on a successful one. - -
-
-
-
- White Dragon -
- Ancient White Dragon - - Gargantuan dragon, chaotic evil - - - Armor Class 20 (natural - armor) - - - Hit Points 333 - (18d20+144) - - - Speed 40 ft., burrow 40 - ft., fly 80 ft., swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 26 (+8) - - - 10 (+0) - - - 26 (+8) - - - 10 (+0) - - - 13 (+1) - - - 14 (+2) - - - - - - - Saving Throws Dex +6, Con - +14, Wis +7, Cha +8 - - - Skills Perception +13, - Stealth +6 - - - Damage Immunities cold - - - Senses blindsight 60 ft., - darkvision 120 ft., passive Perception 23 - - - Languages Common, - Draconic - - - Challenge 20 (25,000 XP) - - - Ice - Walk. The dragon can move across and - climb icy surfaces without needing to make an ability check. - Additionally, difficult terrain composed of ice or snow - doesn’t cost it extra moment. - - - Legendary Resistance - (3/Day). If the dragon fails a saving - throw, it can choose to succeed instead. - -
- Actions - - Multiattack. - The dragon can use its Frightful Presence. It then makes - three attacks: one with its bite and two with its claws. - - - Bite. - Melee Weapon Attack: +14 to hit, - reach 15 ft., one target. Hit: 19 - (2d10+8) piercing damage plus 9 (2d8) cold damage. - - - Claw. - Melee Weapon Attack: +14 to hit, - reach 10 ft., one target. Hit: 15 - (2d6+8) slashing damage. - - - Tail. - Melee Weapon Attack: +14 to hit, - reach 20 ft., one target. Hit: 17 - (2d8+8) bludgeoning damage. - - - Frightful - Presence. Each creature of the - dragon’s choice that is within 120 feet of the dragon and - aware of it must succeed on a DC 16 Wisdom saving throw or - become frightened for 1 minute. A creature can repeat the - saving throw at the end of each of its turns, ending the - effect on itself on a success. If a creature’s saving - throw is successful or the effect ends for it, the - creature is immune to the dragon’s Frightful Presence for - the next 24 hours. - - - Cold Breath (Recharge - 5-6). The dragon exhales an icy - blast in a 90-foot cone. Each creature in that area must - make a DC 22 Constitution saving throw, taking 72 (16d8) - cold damage on a failed save, or half as much damage on a - successful one. - -
-
- Legendary Actions - - The dragon can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be - used at a time and only at the end of another creature’s - turn. The dragon regains spent legendary actions at the - start of its turn. - - - Detect. The dragon - makes a Wisdom (Perception) check. - - - Tail Attack. The dragon - makes a tail attack. - - - Wing Attack (Costs 2 - Actions). The dragon beats its wings. Each - creature within 15 feet of the dragon must succeed on a DC - 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning - damage and be knocked prone. The dragon can then fly up to - half its flying speed. - -
-
-
- Adult White Dragon - - Huge dragon, chaotic evil - - - Armor Class 18 (natural - armor) - - - Hit Points 200 (16d12+96) - - - Speed 40 ft., burrow 30 - ft., fly 80 ft., swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 22 (+6) - - - 10 (+0) - - - 22 (+6) - - - 8 (-1) - - - 12 (+1) - - - 12 (+1) - - - - - - - Saving Throws Dex +5, Con - +11, Wis +6, Cha +6 - - - Skills Perception +11, - Stealth +5 - - - Damage Immunities cold - - - Senses blindsight 60 ft., - darkvision 120 ft., passive Perception 21 - - - Languages Common, - Draconic - - - Challenge 13 (10,000 XP) - - - Ice - Walk. The dragon can move across and - climb icy surfaces without needing to make an ability check. - Additionally, difficult terrain composed of ice or snow - doesn’t cost it extra moment. - - - Legendary Resistance - (3/Day). If the dragon fails a saving - throw, it can choose to succeed instead. - -
- Actions - - Multiattack. - The dragon can use its Frightful Presence. It then makes - three attacks: one with its bite and two with its claws. - - - Bite. - Melee Weapon Attack: +11 to hit, - reach 10 ft., one target. Hit: 17 - (2d10+6) piercing damage plus 4 (1d8) cold damage. - - - Claw. - Melee Weapon Attack: +11 to hit, - reach 5 ft., one target. Hit: 13 - (2d6+6) slashing damage. - - - Tail. - Melee Weapon Attack: +11 to hit, - reach 15 ft., one target. Hit: 15 - (2d8+6) bludgeoning damage. - - - Frightful - Presence. Each creature of the - dragon’s choice that is within 120 feet of the dragon and - aware of it must succeed on a DC 14 Wisdom saving throw or - become frightened for 1 minute. A creature can repeat the - saving throw at the end of each of its turns, ending the - effect on itself on a success. If a creature’s saving - throw is successful or the effect ends for it, the - creature is immune to the dragon’s Frightful Presence for - the next 24 hours. - - - Cold Breath (Recharge - 5-6). The dragon exhales an icy - blast in a 60-foot cone. Each creature in that area must - make a DC 19 Constitution saving throw, taking 54 (12d8) - cold damage on a failed save, or half as much damage on a - successful one. - -
-
- Legendary Actions - - The dragon can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be - used at a time and only at the end of another creature’s - turn. The dragon regains spent legendary actions at the - start of its turn. - - - Detect. The dragon - makes a Wisdom (Perception) check. - - - Tail Attack. The dragon - makes a tail attack. - - - Wing Attack (Costs 2 - Actions). The dragon beats its wings. Each - creature within 10 feet of the dragon must succeed on a DC - 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning - damage and be knocked prone. The dragon can then fly up to - half its flying speed. - -
-
-
- Young White Dragon - - Large dragon, chaotic evil - - - Armor Class 17 (natural - armor) - - - Hit Points 133 (14d10+56) - - - Speed 40 ft., burrow 20 - ft., fly 80 ft., swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 10 (+0) - - - 18 (+4) - - - 6 (-2) - - - 11 (+0) - - - 12 (+1) - - - - - - - Saving Throws Dex +3, Con - +7, Wis +3, Cha +4 - - - Skills Perception +6, - Stealth +3 - - - Damage Immunities cold - - - Senses blindsight 30 ft., - darkvision 120 ft., passive Perception 16 - - - Languages Common, - Draconic - - - Challenge 6 (2,300 XP) - - - Ice - Walk. The dragon can move across and - climb icy surfaces without needing to make an ability check. - Additionally, difficult terrain composed of ice or snow - doesn’t cost it extra moment. - -
- Actions - - Multiattack. - The dragon makes three attacks: one with its bite and two - with its claws. - - - Bite. - Melee Weapon Attack: +7 to hit, reach - 10 ft., one target. Hit: 15 (2d10+4) - piercing damage plus 4 (1d8) cold damage. - - - Claw. - Melee Weapon Attack: +7 to hit, reach - 5 ft., one target. Hit: 11 (2d6+4) - slashing damage. - - - Cold Breath (Recharge - 5-6). The dragon exhales an icy - blast in a 30-foot cone. Each creature in that area must - make a DC 15 Constitution saving throw, taking 45 (10d8) - cold damage on a failed save, or half as much damage on a - successful one. - -
-
-
- White Dragon Wyrmling - - Medium dragon, chaotic evil - - - Armor Class 16 (natural - armor) - - - Hit Points 32 (5d8+10) - - - Speed 30 ft., burrow 15 - ft., fly 60 ft., swim 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 14 (+2) - - - 10 (+0) - - - 14 (+2) - - - 5 (-3) - - - 10 (+0) - - - 11 (+0) - - - - - - - Saving Throws Dex +2, Con - +4, Wis +2, Cha +2 - - - Skills Perception +4, - Stealth +2 - - - Damage Immunities cold - - - Senses blindsight 10 ft., - darkvision 60 ft., passive Perception 14 - - - Languages Draconic - - - Challenge 2 (450 XP) - -
- Actions - - Bite. - Melee Weapon Attack: +4 to hit, reach - 5 ft., one target. Hit: 7 (1d10+2) - piercing damage plus 2 (1d4) cold damage. - - - Cold Breath (Recharge - 5-6). The dragon exhales an icy - blast of hail in a 15-foot cone. Each creature in that - area must make a DC 12 Constitution saving throw, taking - 22 (5d8) cold damage on a failed save, or half as much - damage on a successful one. - -
-
-
-
-
- Dragons, Metallic -
- Brass Dragon -
- Ancient Brass Dragon - - Gargantuan dragon, chaotic good - - - Armor Class 20 (natural - armor) - - - Hit Points 297 - (17d20+119) - - - Speed 40 ft., burrow 40 - ft., fly 80 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 27 (+8) - - - 10 (+0) - - - 25 (+7) - - - 16 (+3) - - - 15 (+2) - - - 19 (+4) - - - - - - - Saving Throws Dex +6, Con - +13, Wis +8, Cha +10 - - - Skills History +9, - Perception +14, Persuasion +10, Stealth +6 - - - Damage Immunities fire - - - Senses blindsight 60 ft., - darkvision 120 ft., passive Perception 24 - - - Languages Common, - Draconic - - - Challenge 20 (25,000 XP) - - - Legendary Resistance - (3/Day). If the dragon fails a saving - throw, it can choose to succeed instead. - -
- Actions - - Multiattack. - The dragon can use its Frightful Presence. It then makes - three attacks: one with its bite and two with its claws. - - - Bite. - Melee Weapon Attack: +14 to hit, - reach 15 ft., one target. Hit: 19 - (2d10+8) piercing damage. - - - Claw. - Melee Weapon Attack: +14 to hit, - reach 10 ft., one target. Hit: 15 - (2d6+8) slashing damage. - - - Tail. - Melee Weapon Attack: +14 to hit, - reach 20 ft., one target. Hit: 17 - (2d8+8) bludgeoning damage. - - - Frightful - Presence. Each creature of the - dragon’s choice that is within 120 feet of the dragon and - aware of it must succeed on a DC 18 Wisdom saving throw or - become frightened for 1 minute. A creature can repeat the - saving throw at the end of each of its turns, ending the - effect on itself on a success. If a creature’s saving - throw is successful or the effect ends for it, the - creature is immune to the dragon’s Frightful Presence for - the next 24 hours. - - - Breath Weapons (Recharge - 5-6). The dragon uses one of the - following breath weapons: - - - Fire Breath. The dragon - exhales fire in an 90-foot line that is 10 feet wide. Each - creature in that line must make a DC 21 Dexterity saving - throw, taking 56 (16d6) fire damage on a failed save, or - half as much damage on a successful one. - - - Sleep Breath. The - dragon exhales sleep gas in a 90-foot cone. Each creature - in that area must succeed on a DC 21 Constitution saving - throw or fall unconscious for 10 minutes. This effect ends - for a creature if the creature takes damage or someone - uses an action to wake it. - - - Change - Shape. The dragon magically - polymorphs into a humanoid or beast that has a challenge - rating no higher than its own, or back into its true form. - It reverts to its true form if it dies. Any equipment it - is wearing or carrying is absorbed or borne by the new - form (the dragon’s choice). - - - In a new form, the dragon retains its alignment, hit - points, Hit Dice, ability to speak, proficiencies, - Legendary Resistance, lair actions, and Intelligence, - Wisdom, and Charisma scores, as well as this action. Its - statistics and capabilities are otherwise replaced by - those of the new form, except any class features or - legendary actions of that form. - -
-
- Legendary Actions - - The dragon can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be - used at a time and only at the end of another creature’s - turn. The dragon regains spent legendary actions at the - start of its turn. - - - Detect. The dragon - makes a Wisdom (Perception) check. - - - Tail Attack. The dragon - makes a tail attack. - - - Wing Attack (Costs 2 - Actions). The dragon beats its wings. Each - creature within 15 feet of the dragon must succeed on a DC - 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning - damage and be knocked prone. The dragon can then fly up to - half its flying speed. - -
-
-
- Adult Brass Dragon - - Huge dragon, chaotic good - - - Armor Class 18 (natural - armor) - - - Hit Points 172 (15d12+75) - - - Speed 40 ft., burrow 30 - ft., fly 80 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 23 (+6) - - - 10 (+0) - - - 21 (+5) - - - 14 (+2) - - - 13 (+1) - - - 17 (+3) - - - - - - - Saving Throws Dex +5, Con - +10, Wis +6, Cha +8 - - - Skills History +7, - Perception +11, Persuasion +8, Stealth +5 - - - Damage Immunities fire - - - Senses blindsight 60 ft., - darkvision 120 ft., passive Perception 21 - - - Languages Common, - Draconic - - - Challenge 13 (10,000 XP) - - - Legendary Resistance - (3/Day). If the dragon fails a saving - throw, it can choose to succeed instead. - -
- Actions - - Multiattack. - The dragon can use its Frightful Presence. It then makes - three attacks: one with its bite and two with its claws. - - - Bite. - Melee Weapon Attack: +11 to hit, - reach 10 ft., one target. Hit: 17 - (2d10+6) piercing damage. - - - Claw. - Melee Weapon Attack: +11 to hit, - reach 5 ft., one target. Hit: 13 - (2d6+6) slashing damage. - - - Tail. - Melee Weapon Attack: +11 to hit, - reach 15 ft., one target. Hit: 15 - (2d8+6) bludgeoning damage. - - - Frightful - Presence. Each creature of the - dragon’s choice that is within 120 feet of the dragon and - aware of it must succeed on a DC 16 Wisdom saving throw or - become frightened for 1 minute. A creature can repeat the - saving throw at the end of each of its turns, ending the - effect on itself on a success. If a creature’s saving - throw is successful or the effect ends for it, the - creature is immune to the dragon’s Frightful Presence for - the next 24 hours. - - - Breath Weapons (Recharge - 5-6). The dragon uses one of the - following breath weapons. - - - Fire Breath. The dragon - exhales fire in an 60-foot line that is 5 feet wide. Each - creature in that line must make a DC 18 Dexterity saving - throw, taking 45 (13d6) fire damage on a failed save, or - half as much damage on a successful one. - - - Sleep Breath. The - dragon exhales sleep gas in a 60-foot cone. Each creature - in that area must succeed on a DC 18 Constitution saving - throw or fall unconscious for 10 minutes. This effect ends - for a creature if the creature takes damage or someone - uses an action to wake it. - -
-
- Legendary Actions - - The dragon can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be - used at a time and only at the end of another creature’s - turn. The dragon regains spent legendary actions at the - start of its turn. - - - Detect. The dragon - makes a Wisdom (Perception) check. - - - Tail Attack. The dragon - makes a tail attack. - - - Wing Attack (Costs 2 - Actions). The dragon beats its wings. Each - creature within 10 feet of the dragon must succeed on a DC - 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning - damage and be knocked prone. The dragon can then fly up to - half its flying speed. - -
-
-
- Young Brass Dragon - - Large dragon, chaotic good - - - Armor Class 17 (natural - armor) - - - Hit Points 110 (13d10+39) - - - Speed 40 ft., burrow 20 - ft., fly 80 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 10 (+0) - - - 17 (+3) - - - 12 (+1) - - - 11 (+0) - - - 15 (+2) - - - - - - - Saving Throws Dex +3, Con - +6, Wis +3, Cha +5 - - - Skills Perception +6, - Persuasion +5, Stealth +3 - - - Damage Immunities fire - - - Senses blindsight 30 ft., - darkvision 120 ft., passive Perception 16 - - - Languages Common, - Draconic - - - Challenge 6 (2,300 XP) - -
- Actions - - Multiattack. - The dragon makes three attacks: one with its bite and two - with its claws. - - - Bite. - Melee Weapon Attack: +7 to hit, reach - 10 ft., one target. Hit: 15 (2d10+4) - piercing damage. - - - Claw. - Melee Weapon Attack: +7 to hit, reach - 5 ft., one target. Hit: 11 (2d6+4) - slashing damage. - - - Breath Weapons (Recharge - 5-6). The dragon uses one of the - following breath weapons. - - - Fire Breath. The dragon - exhales fire in a 40-foot line that is 5 feet wide. Each - creature in that line must make a DC 14 Dexterity saving - throw, taking 42 (12d6) fire damage on a failed save, or - half as much damage on a successful one. - - - Sleep Breath. The - dragon exhales sleep gas in a 30-foot cone. Each creature - in that area must succeed on a DC 14 Constitution saving - throw or fall unconscious for 5 minutes. This effect ends - for a creature if the creature takes damage or someone - uses an action to wake it. - -
-
-
- Brass Dragon Wyrmling - - Medium dragon, chaotic good - - - Armor Class 16 (natural - armor) - - - Hit Points 16 (3d8+3) - - - Speed 30 ft., burrow 15 - ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 10 (+0) - - - 13 (+1) - - - 10 (+0) - - - 11 (+0) - - - 13 (+1) - - - - - - - Saving Throws Dex +2, Con - +3, Wis +2, Cha +3 - - - Skills Perception +4, - Stealth +2 - - - Damage Immunities fire - - - Senses blindsight 10 ft., - darkvision 60 ft., passive Perception 14 - - - Languages Draconic - - - Challenge 1 (200 XP) - -
- Actions - - Bite. - Melee Weapon Attack: +4 to hit, reach - 5 ft., one target. Hit: 7 (1d10+2) - piercing damage. - - - Breath Weapons (Recharge - 5-6). The dragon uses one of the - following breath weapons. - - - Fire Breath. The dragon - exhales fire in an 20-foot line that is 5 feet wide. Each - creature in that line must make a DC 11 Dexterity saving - throw, taking 14 (4d6) fire damage on a failed save, or - half as much damage on a successful one. - - - Sleep Breath. The - dragon exhales sleep gas in a 15-foot cone. Each creature - in that area must succeed on a DC 11 Constitution saving - throw or fall unconscious for 1 minute. This effect ends - for a creature if the creature takes damage or someone - uses an action to wake it. - -
-
-
-
- Bronze Dragon -
- Ancient Bronze Dragon - - Gargantuan dragon, lawful good - - - Armor Class 22 (natural - armor) - - - Hit Points 444 - (24d20+192) - - - Speed 40 ft., fly 80 ft., - swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 29 (+9) - - - 10 (+0) - - - 27 (+8) - - - 18 (+4) - - - 17 (+3) - - - 21 (+5) - - - - - - - Saving Throws Dex +7, Con - +15, Wis +10, Cha +12 - - - Skills Insight +10, - Perception +17, Stealth +7 - - - Damage Immunities - lightning - - - Senses blindsight 60 ft., - darkvision 120 ft., passive Perception 27 - - - Languages Common, - Draconic - - - Challenge 22 (41,000 XP) - - - Amphibious. - The dragon can breathe air and water. - - - Legendary Resistance - (3/Day). If the dragon fails a saving - throw, it can choose to succeed instead. - -
- Actions - - Multiattack. - The dragon can use its Frightful Presence. It then makes - three attacks: one with its bite and two with its claws. - - - Bite. - Melee Weapon Attack: +16 to hit, - reach 15 ft., one target. Hit: 20 - (2d10+9) piercing damage. - - - Claw. - Melee Weapon Attack: +16 to hit, - reach 10 ft., one target. Hit: 16 - (2d6+9) slashing damage. - - - Tail. - Melee Weapon Attack: +16 to hit, - reach 20 ft., one target. Hit: 18 - (2d8+9) bludgeoning damage. - - - Frightful - Presence. Each creature of the - dragon’s choice that is within 120 feet of the dragon and - aware of it must succeed on a DC 20 Wisdom saving throw or - become frightened for 1 minute. A creature can repeat the - saving throw at the end of each of its turns, ending the - effect on itself on a success. If a creature’s saving - throw is successful or the effect ends for it, the - creature is immune to the dragon’s Frightful Presence for - the next 24 hours. - - - Breath Weapons (Recharge - 5-6). The dragon uses one of the - following breath weapons. - - - Lightning Breath. The - dragon exhales lightning in a 120-foot line that is 10 - feet wide. Each creature in that line must make a DC 23 - Dexterity saving throw, taking 88 (16d10) lightning damage - on a failed save, or half as much damage on a successful - one. - - - Repulsion Breath. The - dragon exhales repulsion energy in a 30-foot cone. Each - creature in that area must succeed on a DC 23 Strength - saving throw. On a failed save, the creature is pushed 60 - feet away from the dragon. - - - Change - Shape. The dragon magically - polymorphs into a humanoid or beast that has a challenge - rating no higher than its own, or back into its true form. - It reverts to its true form if it dies. Any equipment it - is wearing or carrying is absorbed or borne by the new - form (the dragon’s choice). - - - In a new form, the dragon retains its alignment, hit - points, Hit Dice, ability to speak, proficiencies, - Legendary Resistance, lair actions, and Intelligence, - Wisdom, and Charisma scores, as well as this action. Its - statistics and capabilities are otherwise replaced by - those of the new form, except any class features or - legendary actions of that form. - -
-
- Legendary Actions - - The dragon can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be - used at a time and only at the end of another creature’s - turn. The dragon regains spent legendary actions at the - start of its turn. - - - Detect. The dragon - makes a Wisdom (Perception) check. - - - Tail Attack. The dragon - makes a tail attack. - - - Wing Attack (Costs 2 - Actions). The dragon beats its wings. Each - creature within 15 feet of the dragon must succeed on a DC - 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning - damage and be knocked prone. The dragon can then fly up to - half its flying speed. - -
-
-
- Adult Bronze Dragon - - Huge dragon, lawful good - - - Armor Class 19 (natural - armor) - - - Hit Points 212 - (17d12+102) - - - Speed 40 ft., fly 80 ft., - swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 25 (+7) - - - 10 (+0) - - - 23 (+6) - - - 16 (+3) - - - 15 (+2) - - - 19 (+4) - - - - - - - Saving Throws Dex +5, Con - +11, Wis +7, Cha +9 - - - Skills Insight +7, - Perception +12, Stealth +5 - - - Damage Immunities - lightning - - - Senses blindsight 60 ft., - darkvision 120 ft., passive Perception 22 - - - Languages Common, - Draconic - - - Challenge 15 (13,000 XP) - - - Amphibious. - The dragon can breathe air and water. - - - Legendary Resistance - (3/Day). If the dragon fails a saving - throw, it can choose to succeed instead. - -
- Actions - - Multiattack. - The dragon can use its Frightful Presence. It then makes - three attacks: one with its bite and two with its claws. - - - Bite. - Melee Weapon Attack: +12 to hit, - reach 10 ft., one target. Hit: 18 - (2d10+7) piercing damage. - - - Claw. - Melee Weapon Attack: +12 to hit, - reach 5 ft., one target. Hit: 14 - (2d6+7) slashing damage. - - - Tail. - Melee Weapon Attack: +12 to hit, - reach 15 ft., one target. Hit: 16 - (2d8+7) bludgeoning damage. - - - Frightful - Presence. Each creature of the - dragon’s choice that is within 120 feet of the dragon and - aware of it must succeed on a DC 17 Wisdom saving throw or - become frightened for 1 minute. A creature can repeat the - saving throw at the end of each of its turns, ending the - effect on itself on a success. If a creature’s saving - throw is successful or the effect ends for it, the - creature is immune to the dragon’s Frightful Presence for - the next 24 hours. - - - Breath Weapons (Recharge - 5-6). The dragon uses one of the - following breath weapons. - - - Lightning Breath. The - dragon exhales lightning in a 90- foot line that is 5 feet - wide. Each creature in that line must make a DC 19 - Dexterity saving throw, taking 66 (12d10) lightning damage - on a failed save, or half as much damage on a successful - one. - - - Repulsion Breath. The - dragon exhales repulsion energy in a 30-foot cone. Each - creature in that area must succeed on a DC 19 Strength - saving throw. On a failed save, the creature is pushed 60 - feet away from the dragon. - - - Change - Shape. The dragon magically - polymorphs into a humanoid or beast that has a challenge - rating no higher than its own, or back into its true form. - It reverts to its true form if it dies. Any equipment it - is wearing or carrying is absorbed or borne by the new - form (the dragon’s choice). - - - In a new form, the dragon retains its alignment, hit - points, Hit Dice, ability to speak, proficiencies, - Legendary Resistance, lair actions, and Intelligence, - Wisdom, and Charisma scores, as well as this action. Its - statistics and capabilities are otherwise replaced by - those of the new form, except any class features or - legendary actions of that form. - -
-
- Legendary Actions - - The dragon can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be - used at a time and only at the end of another creature’s - turn. The dragon regains spent legendary actions at the - start of its turn. - - - Detect. The dragon - makes a Wisdom (Perception) check. - - - Tail Attack. The dragon - makes a tail attack. - - - Wing Attack (Costs 2 - Actions). The dragon beats its wings. Each - creature within 10 feet of the dragon must succeed on a DC - 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning - damage and be knocked prone. The dragon can then fly up to - half its flying speed. - -
-
-
- Young Bronze Dragon - - Large dragon, lawful good - - - Armor Class 18 (natural - armor) - - - Hit Points 142 (15d10+60) - - - Speed 40 ft., fly 80 ft., - swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 21 (+5) - - - 10 (+0) - - - 19 (+4) - - - 14 (+2) - - - 13 (+1) - - - 17 (+3) - - - - - - - Saving Throws Dex +3, Con - +7, Wis +4, Cha +6 - - - Skills Insight +4, - Perception +7, Stealth +3 - - - Damage Immunities - lightning - - - Senses blindsight 30 ft., - darkvision 120 ft., passive Perception 17 - - - Languages Common, - Draconic - - - Challenge 8 (3,900 XP) - - - Amphibious. - The dragon can breathe air and water. - -
- Actions - - Multiattack. - The dragon makes three attacks: one with its bite and two - with its claws. - - - Bite. - Melee Weapon Attack: +8 to hit, reach - 10 ft., one target. Hit: 16 (2d10+5) - piercing damage. - - - Claw. - Melee Weapon Attack: +8 to hit, reach - 5 ft., one target. Hit: 12 (2d6+5) - slashing damage. - - - Breath Weapons (Recharge - 5-6). The dragon uses one of the - following breath weapons. - - - Lightning Breath. The - dragon exhales lightning in a 60- foot line that is 5 feet - wide. Each creature in that line must make a DC 15 - Dexterity saving throw, taking 55 (10d10) lightning damage - on a failed save, or half as much damage on a successful - one. - - - Repulsion Breath. The - dragon exhales repulsion energy in a 30-foot cone. Each - creature in that area must succeed on a DC 15 Strength - saving throw. On a failed save, the creature is pushed 40 - feet away from the dragon. - -
-
-
- Bronze Dragon Wyrmling - - Medium dragon, lawful good - - - Armor Class 17 (natural - armor) - - - Hit Points 32 (5d8+10) - - - Speed 30 ft., fly 60 ft., - swim 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 17 (+3) - - - 10 (+0) - - - 15 (+2) - - - 12 (+1) - - - 11 (+0) - - - 15 (+2) - - - - - - - Saving Throws Dex +2, Con - +4, Wis +2, Cha +4 - - - Skills Perception +4, - Stealth +2 - - - Damage Immunities - lightning - - - Senses blindsight 10 ft., - darkvision 60 ft., passive Perception 14 - - - Languages Draconic - - - Challenge 2 (450 XP) - - - Amphibious. - The dragon can breathe air and water. - -
- Actions - - Bite. - Melee Weapon Attack: +5 to hit, reach - 5 ft., one target. Hit: 8 (1d10+3) - piercing damage. - - - Breath Weapons (Recharge - 5-6). The dragon uses one of the - following breath weapons. - - - Lightning Breath. The - dragon exhales lightning in a 40- foot line that is 5 feet - wide. Each creature in that line must make a DC 12 - Dexterity saving throw, taking 16 (3d10) lightning damage - on a failed save, or half as much damage on a successful - one. - - - Repulsion Breath. The - dragon exhales repulsion energy in a 30-foot cone. Each - creature in that area must succeed on a DC 12 Strength - saving throw. On a failed save, the creature is pushed 30 - feet away from the dragon. - -
-
-
-
- Copper Dragon -
- Ancient Copper Dragon - - Gargantuan dragon, chaotic good - - - Armor Class 21 (natural - armor) - - - Hit Points 350 - (20d20+140) - - - Speed 40 ft., climb 40 - ft., fly 80 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 27 (+8) - - - 12 (+1) - - - 25 (+7) - - - 20 (+5) - - - 17 (+3) - - - 19 (+4) - - - - - - - Saving Throws Dex +8, Con - +14, Wis +10, Cha +11 - - - Skills Deception +11, - Perception +17, Stealth +8 - - - Damage Immunities acid - - - Senses blindsight 60 ft., - darkvision 120 ft., passive Perception 27 - - - Languages Common, - Draconic - - - Challenge 21 (33,000 XP) - - - Legendary Resistance - (3/Day). If the dragon fails a saving - throw, it can choose to succeed instead. - -
- Actions - - Multiattack. - The dragon can use its Frightful Presence. It then makes - three attacks: one with its bite and two with its claws. - - - Bite. - Melee Weapon Attack: +15 to hit, - reach 15 ft., one target. Hit: 19 - (2d10+8) piercing damage. - - - Claw. - Melee Weapon Attack: +15 to hit, - reach 10 ft., one target. Hit: 15 - (2d6+8) slashing damage. - - - Tail. - Melee Weapon Attack: +15 to hit, - reach 20 ft., one target. Hit: 17 - (2d8+8) bludgeoning damage. - - - Frightful - Presence. Each creature of the - dragon’s choice that is within 120 feet of the dragon and - aware of it must succeed on a DC 19 Wisdom saving throw or - become frightened for 1 minute. A creature can repeat the - saving throw at the end of each of its turns, ending the - effect on itself on a success. If a creature’s saving - throw is successful or the effect ends for it, the - creature is immune to the dragon’s Frightful Presence for - the next 24 hours. - - - Breath Weapons (Recharge - 5-6). The dragon uses one of the - following breath weapons. - - - Acid Breath. The dragon - exhales acid in an 90-foot line that is 10 feet wide. Each - creature in that line must make a DC 22 Dexterity saving - throw, taking 63 (14d8) acid damage on a failed save, or - half as much damage on a successful one. - - - Slowing Breath. The - dragon exhales gas in a 90-foot cone. Each creature in - that area must succeed on a DC 22 Constitution saving - throw. On a failed save, the creature can’t use reactions, - its speed is halved, and it can’t make more than one - attack on its turn. In addition, the creature can use - either an action or a bonus action on its turn, but not - both. These effects last for 1 minute. The creature can - repeat the saving throw at the end of each of its turns, - ending the effect on itself with a successful save. - - - Change - Shape. The dragon magically - polymorphs into a humanoid or beast that has a challenge - rating no higher than its own, or back into its true form. - It reverts to its true form if it dies. Any equipment it - is wearing or carrying is absorbed or borne by the new - form (the dragon’s choice). - - - In a new form, the dragon retains its alignment, hit - points, Hit Dice, ability to speak, proficiencies, - Legendary Resistance, lair actions, and Intelligence, - Wisdom, and Charisma scores, as well as this action. Its - statistics and capabilities are otherwise replaced by - those of the new form, except any class features or - legendary actions of that form. - -
-
- Legendary Actions - - The dragon can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be - used at a time and only at the end of another creature’s - turn. The dragon regains spent legendary actions at the - start of its turn. - - - Detect. The dragon - makes a Wisdom (Perception) check. - - - Tail Attack. The dragon - makes a tail attack. - - - Wing Attack (Costs 2 - Actions). The dragon beats its wings. Each - creature within 15 feet of the dragon must succeed on a DC - 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning - damage and be knocked prone. The dragon can then fly up to - half its flying speed. - -
-
-
- Adult Copper Dragon - - Huge dragon, chaotic good - - - Armor Class 18 (natural - armor) - - - Hit Points 184 (16d12+80) - - - Speed 40 ft., climb 40 - ft., fly 80 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 23 (+6) - - - 12 (+1) - - - 21 (+5) - - - 18 (+4) - - - 15 (+2) - - - 17 (+3) - - - - - - - Saving Throws Dex +6, Con - +10, Wis +7, Cha +8 - - - Skills Deception +8, - Perception +12, Stealth +6 - - - Damage Immunities acid - - - Senses blindsight 60 ft., - darkvision 120 ft., passive Perception 22 - - - Languages Common, - Draconic - - - Challenge 14 (11,500 XP) - - - Legendary Resistance - (3/Day). If the dragon fails a saving - throw, it can choose to succeed instead. - -
- Actions - - Multiattack. - The dragon can use its Frightful Presence. It then makes - three attacks: one with its bite and two with its claws. - - - Bite. - Melee Weapon Attack: +11 to hit, - reach 10 ft., one target. Hit: 17 - (2d10+6) piercing damage. - - - Claw. - Melee Weapon Attack: +11 to hit, - reach 5 ft., one target. Hit: 13 - (2d6+6) slashing damage. - - - Tail. - Melee Weapon Attack: +11 to hit, - reach 15 ft., one target. Hit: 15 - (2d8+6) bludgeoning damage. - - - Frightful - Presence. Each creature of the - dragon’s choice that is within 120 feet of the dragon and - aware of it must succeed on a DC 16 Wisdom saving throw or - become frightened for 1 minute. A creature can repeat the - saving throw at the end of each of its turns, ending the - effect on itself on a success. If a creature’s saving - throw is successful or the effect ends for it, the - creature is immune to the dragon’s Frightful Presence for - the next 24 hours. - - - Breath Weapons (Recharge - 5-6). The dragon uses one of the - following breath weapons. - - - Acid Breath. The dragon - exhales acid in an 60-foot line that is 5 feet wide. Each - creature in that line must make a DC 18 Dexterity saving - throw, taking 54 (12d8) acid damage on a failed save, or - half as much damage on a successful one. - - - Slowing Breath. The - dragon exhales gas in a 60-foot cone. Each creature in - that area must succeed on a DC 18 Constitution saving - throw. On a failed save, the creature can’t use reactions, - its speed is halved, and it can’t make more than one - attack on its turn. In addition, the creature can use - either an action or a bonus action on its turn, but not - both. These effects last for 1 minute. The creature can - repeat the saving throw at the end of each of its turns, - ending the effect on itself with a successful save. - -
-
- Legendary Actions - - The dragon can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be - used at a time and only at the end of another creature’s - turn. The dragon regains spent legendary actions at the - start of its turn. - - - Detect. The dragon - makes a Wisdom (Perception) check. - - - Tail Attack. The dragon - makes a tail attack. - - - Wing Attack (Costs 2 - Actions). The dragon beats its wings. Each - creature within 10 feet of the dragon must succeed on a DC - 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning - damage and be knocked prone. The dragon can then fly up to - half its flying speed. - -
-
-
- Young Copper Dragon - - Large dragon, chaotic good - - - Armor Class 17 (natural - armor) - - - Hit Points 119 (14d10+42) - - - Speed 40 ft., climb 40 - ft., fly 80 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 12 (+1) - - - 17 (+3) - - - 16 (+3) - - - 13 (+1) - - - 15 (+2) - - - - - - - Saving Throws Dex +4, Con - +6, Wis +4, Cha +5 - - - Skills Deception +5, - Perception +7, Stealth +4 - - - Damage Immunities acid - - - Senses blindsight 30 ft., - darkvision 120 ft., passive Perception 17 - - - Languages Common, - Draconic - - - Challenge 7 (2,900 XP) - -
- Actions - - Multiattack. - The dragon makes three attacks: one with its bite and two - with its claws. - - - Bite. - Melee Weapon Attack: +7 to hit, reach - 10 ft., one target. Hit: 15 (2d10+4) - piercing damage. - - - Claw. - Melee Weapon Attack: +7 to hit, reach - 5 ft., one target. Hit: 11 (2d6+4) - slashing damage. - - - Breath Weapons (Recharge - 5-6). The dragon uses one of the - following breath weapons. - - - Acid Breath. The dragon - exhales acid in an 40-foot line that is 5 feet wide. Each - creature in that line must make a DC 14 Dexterity saving - throw, taking 40 (9d8) acid damage on a failed save, or - half as much damage on a successful one. - - - Slowing Breath. The - dragon exhales gas in a 30-foot cone. Each creature in - that area must succeed on a DC 14 Constitution saving - throw. On a failed save, the creature can’t use reactions, - its speed is halved, and it can’t make more than one - attack on its turn. In addition, the creature can use - either an action or a bonus action on its turn, but not - both. These effects last for 1 minute. The creature can - repeat the saving throw at the end of each of its turns, - ending the effect on itself with a successful save. - -
-
-
- Copper Dragon Wyrmling - - Medium dragon, chaotic good - - - Armor Class 16 (natural - armor) - - - Hit Points 22 (4d8+4) - - - Speed 30 ft., climb 30 - ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 12 (+1) - - - 13 (+1) - - - 14 (+2) - - - 11 (+0) - - - 13 (+1) - - - - - - - Saving Throws Dex +3, Con - +3, Wis +2, Cha +3 - - - Skills Perception +4, - Stealth +3 - - - Damage Immunities acid - - - Senses blindsight 10 ft., - darkvision 60 ft., passive Perception 14 - - - Languages Draconic - - - Challenge 1 (200 XP) - -
- Actions - - Bite. - Melee Weapon Attack: +4 to hit, reach - 5 ft., one target. Hit: 7 (1d10+2) - piercing damage. - - - Breath Weapons (Recharge - 5-6). The dragon uses one of the - following breath weapons. - - - Acid Breath. The dragon - exhales acid in an 20-foot line that is 5 feet wide. Each - creature in that line must make a DC 11 Dexterity saving - throw, taking 18 (4d8) acid damage on a failed save, or - half as much damage on a successful one. - - - Slowing Breath. The - dragon exhales gas in a 15-foot cone. Each creature in - that area must succeed on a DC 11 Constitution saving - throw. On a failed save, the creature can’t use reactions, - its speed is halved, and it can’t make more than one - attack on its turn. In addition, the creature can use - either an action or a bonus action on its turn, but not - both. These effects last for 1 minute. The creature can - repeat the saving throw at the end of each of its turns, - ending the effect on itself with a successful save. - -
-
-
-
- Gold Dragon -
- Ancient Gold Dragon - - Gargantuan dragon, lawful good - - - Armor Class 22 (natural - armor) - - - Hit Points 546 - (28d20+252) - - - Speed 40 ft., fly 80 ft., - swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 30 (+10) - - - 14 (+2) - - - 29 (+9) - - - 18 (+4) - - - 17 (+3) - - - 28 (+9) - - - - - - - Saving Throws Dex +9, Con - +16, Wis +10, Cha +16 - - - Skills Insight +10, - Perception +17, Persuasion +16, Stealth +9 - - - Damage Immunities fire - - - Senses blindsight 60 ft., - darkvision 120 ft., passive Perception 27 - - - Languages Common, - Draconic - - - Challenge 24 (62,000 XP) - - - Amphibious. - The dragon can breathe air and water. - - - Legendary Resistance - (3/Day). If the dragon fails a saving - throw, it can choose to succeed instead. - -
- Actions - - Multiattack. - The dragon can use its Frightful Presence. It then makes - three attacks: one with its bite and two with its claws. - - - Bite. - Melee Weapon Attack: +17 to hit, - reach 15 ft., one target. Hit: 21 - (2d10+10) piercing damage. - - - Claw. - Melee Weapon Attack: +17 to hit, - reach 10 ft., one target. Hit: 17 - (2d6+10) slashing damage. - - - Tail. - Melee Weapon Attack: +17 to hit, - reach 20 ft., one target. Hit: 19 - (2d8+10) bludgeoning damage. - - - Frightful - Presence. Each creature of the - dragon’s choice that is within 120 feet of the dragon and - aware of it must succeed on a DC 24 Wisdom saving throw or - become frightened for 1 minute. A creature can repeat the - saving throw at the end of each of its turns, ending the - effect on itself on a success. If a creature’s saving - throw is successful or the effect ends for it, the - creature is immune to the dragon’s Frightful Presence for - the next 24 hours. - - - Breath Weapons (Recharge - 5-6). The dragon uses one of the - following breath weapons. - - - Fire Breath. The dragon - exhales fire in a 90-foot cone. Each creature in that area - must make a DC 24 Dexterity saving throw, taking 71 - (13d10) fire damage on a failed save, or half as much - damage on a successful one. - - - Weakening Breath. The - dragon exhales gas in a 90-foot cone. Each creature in - that area must succeed on a DC 24 Strength saving throw or - have disadvantage on Strength-based attack rolls, Strength - checks, and Strength saving throws for 1 minute. A - creature can repeat the saving throw at the end of each of - its turns, ending the effect on itself on a success. - - - Change - Shape. The dragon magically - polymorphs into a humanoid or beast that has a challenge - rating no higher than its own, or back into its true form. - It reverts to its true form if it dies. Any equipment it - is wearing or carrying is absorbed or borne by the new - form (the dragon’s choice). - - - In a new form, the dragon retains its alignment, hit - points, Hit Dice, ability to speak, proficiencies, - Legendary Resistance, lair actions, and Intelligence, - Wisdom, and Charisma scores, as well as this action. Its - statistics and capabilities are otherwise replaced by - those of the new form, except any class features or - legendary actions of that form. - -
-
- Legendary Actions - - The dragon can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be - used at a time and only at the end of another creature’s - turn. The dragon regains spent legendary actions at the - start of its turn. - - - Detect. The dragon - makes a Wisdom (Perception) check. - - - Tail Attack. The dragon - makes a tail attack. - - - Wing Attack (Costs 2 - Actions). The dragon beats its wings. Each - creature within 15 feet of the dragon must succeed on a DC - 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning - damage and be knocked prone. The dragon can then fly up to - half its flying speed. - -
-
-
- Adult Gold Dragon - - Huge dragon, lawful good - - - Armor Class 19 (natural - armor) - - - Hit Points 256 - (19d12+133) - - - Speed 40 ft., fly 80 ft., - swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 27 (+8) - - - 14 (+2) - - - 25 (+7) - - - 16 (+3) - - - 15 (+2) - - - 24 (+7) - - - - - - - Saving Throws Dex +8, Con - +13, Wis +8, Cha +13 - - - Skills Insight +8, - Perception +14, Persuasion +13, Stealth +8 - - - Damage Immunities fire - - - Senses blindsight 60 ft., - darkvision 120 ft., passive Perception 24 - - - Languages Common, - Draconic - - - Challenge 17 (18,000 XP) - - - Amphibious. - The dragon can breathe air and water. - - - Legendary Resistance - (3/Day). If the dragon fails a saving - throw, it can choose to succeed instead. - -
- Actions - - Multiattack. - The dragon can use its Frightful Presence. It then makes - three attacks: one with its bite and two with its claws. - - - Bite. - Melee Weapon Attack: +14 to hit, - reach 10 ft., one target. Hit: 19 - (2d10+8) piercing damage. - - - Claw. - Melee Weapon Attack: +14 to hit, - reach 5 ft., one target. Hit: 15 - (2d6+8) slashing damage. - - - Tail. - Melee Weapon Attack: +14 to hit, - reach 15 ft., one target. Hit: 17 - (2d8+8) bludgeoning damage. - - - Frightful - Presence. Each creature of the - dragon’s choice that is within 120 feet of the dragon and - aware of it must succeed on a DC 21 Wisdom saving throw or - become frightened for 1 minute. A creature can repeat the - saving throw at the end of each of its turns, ending the - effect on itself on a success. If a creature’s saving - throw is successful or the effect ends for it, the - creature is immune to the dragon’s Frightful Presence for - the next 24 hours. - - - Breath Weapons (Recharge - 5-6). The dragon uses one of the - following breath weapons. - - - Fire Breath. The dragon - exhales fire in a 60-foot cone. Each creature in that area - must make a DC 21 Dexterity saving throw, taking 66 - (12d10) fire damage on a failed save, or half as much - damage on a successful one. - - - Weakening Breath. The - dragon exhales gas in a 60-foot cone. Each creature in - that area must succeed on a DC 21 Strength saving throw or - have disadvantage on Strength-based attack rolls, Strength - checks, and Strength saving throws for 1 minute. A - creature can repeat the saving throw at the end of each of - its turns, ending the effect on itself on a success. - - - Change - Shape. The dragon magically - polymorphs into a humanoid or beast that has a challenge - rating no higher than its own, or back into its true form. - It reverts to its true form if it dies. Any equipment it - is wearing or carrying is absorbed or borne by the new - form (the dragon’s choice). - - - In a new form, the dragon retains its alignment, hit - points, Hit Dice, ability to speak, proficiencies, - Legendary Resistance, lair actions, and Intelligence, - Wisdom, and Charisma scores, as well as this action. Its - statistics and capabilities are otherwise replaced by - those of the new form, except any class features or - legendary actions of that form. - -
-
- Legendary Actions - - The dragon can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be - used at a time and only at the end of another creature’s - turn. The dragon regains spent legendary actions at the - start of its turn. - - - Detect. The dragon - makes a Wisdom (Perception) check. - - - Tail Attack. The dragon - makes a tail attack. - - - Wing Attack (Costs 2 - Actions). The dragon beats its wings. Each - creature within 10 feet of the dragon must succeed on a DC - 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning - damage and be knocked prone. The dragon can then fly up to - half its flying speed. - -
-
-
- Young Gold Dragon - - Large dragon, lawful good - - - Armor Class 18 (natural - armor) - - - Hit Points 178 (17d10+85) - - - Speed 40 ft., fly 80 ft., - swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 23 (+6) - - - 14 (+2) - - - 21 (+5) - - - 16 (+3) - - - 13 (+1) - - - 20 (+5) - - - - - - - Saving Throws Dex +6, Con - +9, Wis +5, Cha +9 - - - Skills Insight +5, - Perception +9, Persuasion +9, Stealth +6 - - - Damage Immunities fire - - - Senses blindsight 30 ft., - darkvision 120 ft., passive Perception 19 - - - Languages Common, - Draconic - - - Challenge 10 (5,900 XP) - - - Amphibious. - The dragon can breathe air and water. - -
- Actions - - Multiattack. - The dragon makes three attacks: one with its bite and two - with its claws. - - - Bite. - Melee Weapon Attack: +10 to hit, - reach 10 ft., one target. Hit: 17 - (2d10+6) piercing damage. - - - Claw. - Melee Weapon Attack: +10 to hit, - reach 5 ft., one target. Hit: 13 - (2d6+6) slashing damage. - - - Breath Weapons (Recharge - 5-6). The dragon uses one of the - following breath weapons. - - - Fire Breath. The dragon - exhales fire in a 30-foot cone. Each creature in that area - must make a DC 17 Dexterity saving throw, taking 55 - (10d10) fire damage on a failed save, or half as much - damage on a successful one. - - - Weakening Breath. The - dragon exhales gas in a 30-foot cone. Each creature in - that area must succeed on a DC 17 Strength saving throw or - have disadvantage on Strength-based attack rolls, Strength - checks, and Strength saving throws for 1 minute. A - creature can repeat the saving throw at the end of each of - its turns, ending the effect on itself on a success. - -
-
-
- Gold Dragon Wyrmling - - Medium dragon, lawful good - - - Armor Class 17 (natural - armor) - - - Hit Points 60 (8d8+24) - - - Speed 30 ft., fly 60 ft., - swim 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 14 (+2) - - - 17 (+3) - - - 14 (+2) - - - 11 (+0) - - - 16 (+3) - - - - - - - Saving Throws Dex +4, Con - +5, Wis +2, Cha +5 - - - Skills Perception +4, - Stealth +4 - - - Damage Immunities fire - - - Senses blindsight 10 ft., - darkvision 60 ft., passive Perception 14 - - - Languages Draconic - - - Challenge 3 (700 XP) - - - Amphibious. - The dragon can breathe air and water. - -
- Actions - - Bite. - Melee Weapon Attack: +6 to hit, reach - 5 ft., one target. Hit: 9 (1d10+4) - piercing damage. - - - Breath Weapons (Recharge - 5-6). The dragon uses one of the - following breath weapons. - - - Fire Breath. The dragon - exhales fire in a 15-foot cone. Each creature in that area - must make a DC 13 Dexterity saving throw, taking 22 (4d10) - fire damage on a failed save, or half as much damage on a - successful one. - - - Weakening Breath. The - dragon exhales gas in a 15-foot cone. Each creature in - that area must succeed on a DC 13 Strength saving throw or - have disadvantage on Strength-based attack rolls, Strength - checks, and Strength saving throws for 1 minute. A - creature can repeat the saving throw at the end of each of - its turns, ending the effect on itself on a success. - -
-
-
-
- Silver Dragon -
- Ancient Silver Dragon - - Gargantuan dragon, lawful good - - - Armor Class 22 (natural - armor) - - - Hit Points 487 - (25d20+225) - - - Speed 40 ft., fly 80 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 30 (+10) - - - 10 (+0) - - - 29 (+9) - - - 18 (+4) - - - 15 (+2) - - - 23 (+6) - - - - - - - Saving Throws Dex +7, Con - +16, Wis +9, Cha +13 - - - Skills Arcana +11, - History +11, Perception +16, Stealth +7 - - - Damage Immunities cold - - - Senses blindsight 60 ft., - darkvision 120 ft., passive Perception 26 - - - Languages Common, - Draconic - - - Challenge 23 (50,000 XP) - - - Legendary Resistance - (3/Day). If the dragon fails a saving - throw, it can choose to succeed instead. - -
- Actions - - Multiattack. - The dragon can use its Frightful Presence. It then makes - three attacks: one with its bite and two with its claws. - - - Bite. - Melee Weapon Attack: +17 to hit, - reach 15 ft., one target. Hit: 21 - (2d10+10) piercing damage. - - - Claw. - Melee Weapon Attack: +17 to hit, - reach 10 ft., one target. Hit: 17 - (2d6+10) slashing damage. - - - Tail. - Melee Weapon Attack: +17 to hit, - reach 20 ft., one target. Hit: 19 - (2d8+10) bludgeoning damage. - - - Frightful - Presence. Each creature of the - dragon’s choice that is within 120 feet of the dragon and - aware of it must succeed on a DC 21 Wisdom saving throw or - become frightened for 1 minute. A creature can repeat the - saving throw at the end of each of its turns, ending the - effect on itself on a success. If a creature’s saving - throw is successful or the effect ends for it, the - creature is immune to the dragon’s Frightful Presence for - the next 24 hours. - - - Breath Weapons (Recharge - 5-6). The dragon uses one of the - following breath weapons. - - - Cold Breath. The dragon - exhales an icy blast in a 90- foot cone. Each creature in - that area must make a DC 24 Constitution saving throw, - taking 67 (15d8) cold damage on a failed save, or half as - much damage on a successful one. - - - Paralyzing Breath. The - dragon exhales paralyzing gas in a 90-foot cone. Each - creature in that area must succeed on a DC 24 Constitution - saving throw or be paralyzed for 1 minute. A creature can - repeat the saving throw at the end of each of its turns, - ending the effect on itself on a success. - - - Change - Shape. The dragon magically - polymorphs into a humanoid or beast that has a challenge - rating no higher than its own, or back into its true form. - It reverts to its true form if it dies. Any equipment it - is wearing or carrying is absorbed or borne by the new - form (the dragon’s choice). - - - In a new form, the dragon retains its alignment, hit - points, Hit Dice, ability to speak, proficiencies, - Legendary Resistance, lair actions, and Intelligence, - Wisdom, and Charisma scores, as well as this action. Its - statistics and capabilities are otherwise replaced by - those of the new form, except any class features or - legendary actions of that form. - -
-
- Legendary Actions - - The dragon can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be - used at a time and only at the end of another creature’s - turn. The dragon regains spent legendary actions at the - start of its turn. - - - Detect. The dragon - makes a Wisdom (Perception) check. - - - Tail Attack. The dragon - makes a tail attack. - - - Wing Attack (Costs 2 - Actions). The dragon beats its wings. Each - creature within 15 feet of the dragon must succeed on a DC - 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning - damage and be knocked prone. The dragon can then fly up to - half its flying speed. - -
-
-
- Adult Silver Dragon - - Huge dragon, lawful good - - - Armor Class 19 (natural - armor) - - - Hit Points 243 - (18d12+126) - - - Speed 40 ft., fly 80 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 27 (+8) - - - 10 (+0) - - - 25 (+7) - - - 16 (+3) - - - 13 (+1) - - - 21 (+5) - - - - - - - Saving Throws Dex +5, Con - +12, Wis +6, Cha +10 - - - Skills Arcana +8, History - +8, Perception +11, Stealth +5 - - - Damage Immunities cold - - - Senses blindsight 60 ft., - darkvision 120 ft., passive Perception 21 - - - Languages Common, - Draconic - - - Challenge 16 (15,000 XP) - - - Legendary Resistance - (3/Day). If the dragon fails a saving - throw, it can choose to succeed instead. - -
- Actions - - Multiattack. - The dragon can use its Frightful Presence. It then makes - three attacks: one with its bite and two with its claws. - - - Bite. - Melee Weapon Attack: +13 to hit, - reach 10 ft., one target. Hit: 19 - (2d10+8) piercing damage. - - - Claw. - Melee Weapon Attack: +13 to hit, - reach 5 ft., one target. Hit: 15 - (2d6+8) slashing damage. - - - Tail. - Melee Weapon Attack: +13 to hit, - reach 15 ft., one target. Hit: 17 - (2d8+8) bludgeoning damage. - - - Frightful - Presence. Each creature of the - dragon’s choice that is within 120 feet of the dragon and - aware of it must succeed on a DC 18 Wisdom saving throw or - become frightened for 1 minute. A creature can repeat the - saving throw at the end of each of its turns, ending the - effect on itself on a success. If a creature’s saving - throw is successful or the effect ends for it, the - creature is immune to the dragon’s Frightful Presence for - the next 24 hours. - - - Breath Weapons (Recharge - 5-6). The dragon uses one of the - following breath weapons. - - - Cold Breath. The dragon - exhales an icy blast in a 60- foot cone. Each creature in - that area must make a DC 20 Constitution saving throw, - taking 58 (13d8) cold damage on a failed save, or half as - much damage on a successful one. - - - Paralyzing Breath. The - dragon exhales paralyzing gas in a 60-foot cone. Each - creature in that area must succeed on a DC 20 Constitution - saving throw or be paralyzed for 1 minute. A creature can - repeat the saving throw at the end of each of its turns, - ending the effect on itself on a success. - - - Change - Shape. The dragon magically - polymorphs into a humanoid or beast that has a challenge - rating no higher than its own, or back into its true form. - It reverts to its true form if it dies. Any equipment it - is wearing or carrying is absorbed or borne by the new - form (the dragon’s choice). - - - In a new form, the dragon retains its alignment, hit - points, Hit Dice, ability to speak, proficiencies, - Legendary Resistance, lair actions, and Intelligence, - Wisdom, and Charisma scores, as well as this action. Its - statistics and capabilities are otherwise replaced by - those of the new form, except any class features or - legendary actions of that form. - -
-
- Legendary Actions - - The dragon can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be - used at a time and only at the end of another creature’s - turn. The dragon regains spent legendary actions at the - start of its turn. - - - Detect. The dragon - makes a Wisdom (Perception) check. - - - Tail Attack. The dragon - makes a tail attack. - - - Wing Attack (Costs 2 - Actions). The dragon beats its wings. Each - creature within 10 feet of the dragon must succeed on a DC - 21 Dexterity saving throw or take 15 (2d6+8) bludgeoning - damage and be knocked prone. The dragon can then fly up to - half its flying speed. - -
-
-
- Young Silver Dragon - - Large dragon, lawful good - - - Armor Class 18 (natural - armor) - - - Hit Points 168 (16d10+80) - - - Speed 40 ft., fly 80 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 23 (+6) - - - 10 (+0) - - - 21 (+5) - - - 14 (+2) - - - 11 (+0) - - - 19 (+4) - - - - - - - Saving Throws Dex +4, Con - +9, Wis +4, Cha +8 - - - Skills Arcana +6, History - +6, Perception +8, Stealth +4 - - - Damage Immunities cold - - - Senses blindsight 30 ft., - darkvision 120 ft., passive Perception 18 - - - Languages Common, - Draconic - - - Challenge 9 (5,000 XP) - -
- Actions - - Multiattack. - The dragon makes three attacks: one with its bite and two - with its claws. - - - Bite. - Melee Weapon Attack: +10 to hit, - reach 10 ft., one target. Hit: 17 - (2d10+6) piercing damage. - - - Claw. - Melee Weapon Attack: +10 to hit, - reach 5 ft., one target. Hit: 13 - (2d6+6) slashing damage. - - - Breath Weapons (Recharge - 5-6). The dragon uses one of the - following breath weapons. - - - Cold Breath. The dragon - exhales an icy blast in a 30- foot cone. Each creature in - that area must make a DC 17 Constitution saving throw, - taking 54 (12d8) cold damage on a failed save, or half as - much damage on a successful one. - - - Paralyzing Breath. The - dragon exhales paralyzing gas in a 30-foot cone. Each - creature in that area must succeed on a DC 17 Constitution - saving throw or be paralyzed for 1 minute. A creature can - repeat the saving throw at the end of each of its turns, - ending the effect on itself on a success. - -
-
-
- Silver Dragon Wyrmling - - Medium dragon, lawful good - - - Armor Class 17 (natural - armor) - - - Hit Points 45 (6d8+18) - - - Speed 30 ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 10 (+0) - - - 17 (+3) - - - 12 (+1) - - - 11 (+0) - - - 15 (+2) - - - - - - - Saving Throws Dex +2, Con - +5, Wis +2, Cha +4 - - - Skills Perception +4, - Stealth +2 - - - Damage Immunities cold - - - Senses blindsight 10 ft., - darkvision 60 ft., passive Perception 14 - - - Languages Draconic - - - Challenge 2 (450 XP) - -
- Actions - - Bite. - Melee Weapon Attack: +6 to hit, reach - 5 ft., one target. Hit: 9 (1d10+4) - piercing damage. - - - Breath Weapons (Recharge - 5-6). The dragon uses one of the - following breath weapons. - - - Cold Breath. The dragon - exhales an icy blast in a 15- foot cone. Each creature in - that area must make a DC 13 Constitution saving throw, - taking 18 (4d8) cold damage on a failed save, or half as - much damage on a successful one. - - - Paralyzing Breath. The - dragon exhales paralyzing gas in a 15-foot cone. Each - creature in that area must succeed on a DC 13 Constitution - saving throw or be paralyzed for 1 minute. A creature can - repeat the saving throw at the end of each of its turns, - ending the effect on itself on a success. - -
-
-
-
-
- Dragon Turtle - - Gargantuan dragon, neutral - - - Armor Class 20 (natural - armor) - - - Hit Points 341 (22d20+110) - - - Speed 20 ft., swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 25 (+7) - - - 10 (+0) - - - 20 (+5) - - - 10 (+0) - - - 12 (+1) - - - 12 (+1) - - - - - - - Saving Throws Dex +6, Con - +11, Wis +7 - - - Damage Resistances fire - - - Senses darkvision 120 ft., - passive Perception 11 - - - Languages Aquan, Draconic - - - Challenge 17 (18,000 XP) - - - Amphibious. - The dragon turtle can breathe air and water. - -
- Actions - - Multiattack. - The dragon turtle makes three attacks: one with its bite and - two with its claws. It can make one tail attack in place of - its two claw attacks. - - - Bite. - Melee Weapon Attack: +13 to hit, reach 15 - ft., one target. Hit: 26 (3d12+7) - piercing damage. - - - Claw. - Melee Weapon Attack: +13 to hit, reach 10 - ft., one target. Hit: 16 (2d8+7) slashing - damage. - - - Tail. - Melee Weapon Attack: +13 to hit, reach 15 - ft., one target. Hit: 26 (3d12+7) - bludgeoning damage. If the target is a creature, it must - succeed on a DC 20 Strength saving throw or be pushed up to 10 - feet away from the dragon turtle and knocked prone. - - - Steam Breath (Recharge - 5-6). The dragon turtle exhales scalding - steam in a 60-foot cone. Each creature in that area must make - a DC 18 Constitution saving throw, taking 52 (15d6) fire - damage on a failed save, or half as much damage on a - successful one. Being underwater doesn’t grant resistance - against this damage. - -
-
-
- Drider - - Large monstrosity, chaotic evil - - - Armor Class 19 (natural - armor) - - - Hit Points 123 (13d10+52) - - - Speed 30 ft., climb 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 16 (+3) - - - 18 (+4) - - - 13 (+1) - - - 14 (+2) - - - 12 (+1) - - - - - - - Skills Perception +5, Stealth - +9 - - - Senses darkvision 120 ft., - passive Perception 15 - - - Languages Elvish, Undercommon - - - Challenge 6 (2,300 XP) - - - Fey - Ancestry. The drider has advantage on - saving throws against being charmed, and magic can’t put the - drider to sleep. - - - Innate - Spellcasting. The drider’s innate - spellcasting ability is Wisdom (spell save DC 13). The drider - can innately cast the following spells, requiring no material - Components - - - At will: dancing lights - - - 1/day each: darkness, faerie - fire - - - Spider - Climb. The drider can climb difficult - surfaces, including upside down on ceilings, without needing to - make an ability check. - - - Sunlight - Sensitivity. While in sunlight, the drider - has disadvantage on attack rolls, as well as on Wisdom - (Perception) checks that rely on sight. - - - Web - Walker. The drider ignores movement - restrictions caused by webbing. - -
- Actions - - Multiattack. - The drider makes three attacks, either with its longsword or - its longbow. It can replace one of those attacks with a bite - attack. - - - Bite. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one creature. Hit: 2 (1d4) piercing - damage plus 9 (2d8) poison damage. - - - Longsword. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 7 (1d8+3) slashing - damage, or 8 (1d10+3) slashing damage if used with two hands. - - - Longbow. - Ranged Weapon Attack: +6 to hit, range - 150/600 ft., one target. Hit: 7 (1d8+3) - piercing damage plus 4 (1d8) poison damage. - -
-
-
- Dryad - - Medium fey, neutral - - - Armor Class 11 (16 with - barkskin) - - - Hit Points 22 (5d8) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 12 (+1) - - - 11 (+0) - - - 14 (+2) - - - 15 (+2) - - - 18 (+4) - - - - - - - Skills Perception +4, Stealth - +5 - - - Senses darkvision 60 ft., - passive Perception 14 - - - Languages Elvish, Sylvan - - - Challenge 1 (200 XP) - - - Innate - Spellcasting. The dryad’s innate - spellcasting ability is Charisma (spell save DC 14). The dryad - can innately cast the following spells, requiring no material - Components - - - At will: druidcraft - - - 3/day each: entangle, - goodberry - - - 1/day each: barkskin, pass - without trace, shillelagh - - - Magic - Resistance. The dryad has advantage on - saving throws against spells and other magical effects. - - - Speak with Beasts and - Plants. The dryad can communicate with - beasts and plants as if they shared a language. - - - Tree - Stride. Once on her turn, the dryad can - use 10 feet of her movement to step magically into one living - tree within her reach and emerge from a second living tree - within 60 feet of the first tree, appearing in an unoccupied - space within 5 feet of the second tree. Both trees must be Large - or bigger. - -
- Actions - - Club. - Melee Weapon Attack: +2 to hit (+6 to hit - with shillelagh), reach 5 ft., one - target. Hit: 2 (1d4) bludgeoning damage, - or 8 (1d8+4) bludgeoning damage with - shillelagh. - - - Fey - Charm. The dryad targets one humanoid or - beast that she can see within 30 feet of her. If the target - can see the dryad, it must succeed on a DC 14 Wisdom saving - throw or be magically charmed. The charmed creature regards - the dryad as a trusted friend to be heeded and protected. - Although the target isn’t under the dryad’s control, it takes - the dryad’s requests or actions in the most favorable way it - can. - - - Each time the dryad or its allies do anything harmful to the - target, it can repeat the saving throw, ending the effect on - itself on a success. Otherwise, the effect lasts 24 hours or - until the dryad dies, is on a different plane of existence - from the target, or ends the effect as a bonus action. If a - target’s saving throw is successful, the target is immune to - the dryad’s Fey Charm for the next 24 hours. - - - The dryad can have no more than one humanoid and up to three - beasts charmed at a time. - -
-
-
- Duergar - - Medium humanoid (dwarf), lawful evil - - - Armor Class 16 (scale mail, - shield) - - - Hit Points 26 (4d8+8) - - - Speed 25 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 14 (+2) - - - 11 (+0) - - - 14 (+2) - - - 11 (+0) - - - 10 (+0) - - - 9 (-1) - - - - - - - Damage Resistances poison - - - Senses darkvision 120 ft., - passive Perception 10 - - - Languages Dwarvish, - Undercommon - - - Challenge 1 (200 XP) - - - Duergar - Resilience. The duergar has advantage on - saving throws against poison, spells, and illusions, as well as - to resist being charmed or paralyzed. - - - Sunlight - Sensitivity. While in sunlight, the - duergar has disadvantage on attack rolls, as well as on Wisdom - (Perception) checks that rely on sight. - -
- Actions - - Enlarge (Recharges after a - Short or Long Rest). For 1 minute, the - duergar magically increases in size, along with anything it is - wearing or carrying. While enlarged, the duergar is Large, - doubles its damage dice on Strength-based weapon attacks - (included in the attacks), and makes Strength checks and - Strength saving throws with advantage. If the duergar lacks - the room to become Large, it attains the maximum size possible - in the space available. - - - War - Pick. Melee Weapon - Attack: +4 to hit, reach 5 ft., one target. - Hit: 6 (1d8+2) piercing damage, or 11 - (2d8+2) piercing damage while enlarged. - - - Javelin. - Melee or Ranged Weapon Attack: +4 to hit, - reach 5 ft. or range 30/120 ft., one target. - Hit: 5 (1d6+2) piercing damage, or 9 - (2d6+2) piercing damage while enlarged. - - - Invisibility (Recharges - after a Short or Long Rest). The duergar - magically turns invisible until it attacks, casts a spell, or - uses its Enlarge, or until its concentration is broken, up to - 1 hour (as if concentrating on a spell). Any equipment the - duergar wears or carries is invisible with it. - -
-
-
-
- Monsters (E) -
- Elementals -
- Air Elemental - - Large elemental, neutral - - - Armor Class 15 - - - Hit Points 90 (12d10+24) - - - Speed 0 ft., fly 90 ft. - (hover) - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 14 (+2) - - - 20 (+5) - - - 14 (+2) - - - 6 (-2) - - - 10 (+0) - - - 6 (-2) - - - - - - - Damage Resistances - lightning, thunder; bludgeoning, piercing, and slashing from - nonmagical attacks - - - Damage Immunities poison - - - Condition Immunities - exhaustion, grappled, paralyzed, petrified, poisoned, prone, - restrained, unconscious - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages Auran - - - Challenge 5 (1,800 XP) - - - Air - Form. The elemental can enter a hostile - creature’s space and stop there. It can move through a space - as narrow as 1 inch wide without squeezing. - -
- Actions - - Multiattack. - The elemental makes two slam attacks. - - - Slam. - Melee Weapon Attack: +8 to hit, reach 5 - ft., one target. Hit: 14 (2d8+5) - bludgeoning damage. - - - Whirlwind (Recharge - 4-6). Each creature in the elemental’s - space must make a DC 13 Strength saving throw. On a failure, - a target takes 15 (3d8+2) bludgeoning damage and is flung up - 20 feet away from the elemental in a random direction and - knocked prone. If a thrown target strikes an object, such as - a wall or floor, the target takes 3 (1d6) bludgeoning damage - for every 10 feet it was thrown. If the target is thrown at - another creature, that creature must succeed on a DC 13 - Dexterity saving throw or take the same damage and be - knocked prone. - - - If the saving throw is successful, the target takes half the - bludgeoning damage and isn’t flung away or knocked prone. - -
-
-
- Earth Elemental - - Large elemental, neutral - - - Armor Class 17 (natural - armor) - - - Hit Points 126 (12d10+60) - - - Speed 30 ft., burrow 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 20 (+5) - - - 8 (-1) - - - 20 (+5) - - - 5 (-3) - - - 10 (+0) - - - 5 (-3) - - - - - - - Damage Vulnerabilities - thunder - - - Damage Resistances - bludgeoning, piercing, and slashing from nonmagical attacks - - - Damage Immunities poison - - - Condition Immunities - exhaustion, paralyzed, petrified, poisoned, unconscious - - - Senses darkvision 60 ft., - tremorsense 60 ft., passive Perception 10 - - - Languages Terran - - - Challenge 5 (1,800 XP) - - - Earth - Glide. The elemental can burrow through - nonmagical, unworked earth and stone. While doing so, the - elemental doesn’t disturb the material it moves through. - - - Siege - Monster. The elemental deals double - damage to objects and structures. - -
- Actions - - Multiattack. - The elemental makes two slam attacks. - - - Slam. - Melee Weapon Attack: +8 to hit, reach - 10 ft., one target. Hit: 14 (2d8+5) - bludgeoning damage. - -
-
-
- Fire Elemental - - Large elemental, neutral - - - Armor Class 13 - - - Hit Points 102 (12d10+36) - - - Speed 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 17 (+3) - - - 16 (+3) - - - 6 (-2) - - - 10 (+0) - - - 7 (-2) - - - - - - - Damage Resistances - bludgeoning, piercing, and slashing from nonmagical attacks - - - Damage Immunities fire, - poison - - - Condition Immunities - exhaustion, grappled, paralyzed, petrified, poisoned, prone, - restrained, unconscious - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages Ignan - - - Challenge 5 (1,800 XP) - - - Fire - Form. The elemental can move through a - space as narrow as 1 inch wide without squeezing. A creature - that touches the elemental or hits it with a melee attack - while within 5 feet of it takes 5 (1d10) fire damage. In - addition, the elemental can enter a hostile creature’s space - and stop there. The first time it enters a creature’s space on - a turn, that creature takes 5 (1d10) fire damage and catches - fire; until someone takes an action to douse the fire, the - creature takes 5 (1d10) fire damage at the start of each of - its turns. - - - Illumination. - The elemental sheds bright light in a 30- foot radius and dim - light in an additional 30 feet. - - - Water - Susceptibility. For every 5 feet the - elemental moves in water, or for every gallon of water - splashed on it, it takes 1 cold damage. - -
- Actions - - Multiattack. - The elemental makes two touch attacks. - - - Touch. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 10 (2d6+3) fire - damage. If the target is a creature or a flammable object, - it ignites. Until a creature takes an action to douse the - fire, the target takes 5 (1d10) fire damage at the start of - each of its turns. - -
-
-
- Water Elemental - - Large elemental, neutral - - - Armor Class 14 (natural - armor) - - - Hit Points 114 (12d10+48) - - - Speed 30 ft., swim 90 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 14 (+2) - - - 18 (+4) - - - 5 (-3) - - - 10 (+0) - - - 8 (-1) - - - - - - - Damage Resistances acid; - bludgeoning, piercing, and slashing from nonmagical attacks - - - Damage Immunities poison - - - Condition Immunities - exhaustion, grappled, paralyzed, petrified, poisoned, prone, - restrained, unconscious - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages Aquan - - - Challenge 5 (1,800 XP) - - - Water - Form. The elemental can enter a hostile - creature’s space and stop there. It can move through a space - as narrow as 1 inch wide without squeezing. - - - Freeze. - If the elemental takes cold damage, it partially freezes; its - speed is reduced by 20 feet until the end of its next turn. - -
- Actions - - Multiattack. - The elemental makes two slam attacks. - - - Slam. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 13 (2d8+4) - bludgeoning damage. - - - Whelm (Recharge - 4-6). Each creature in the elemental’s - space must make a DC 15 Strength saving throw. On a failure, - a target takes 13 (2d8+4) bludgeoning damage. If it is Large - or smaller, it is also grappled (escape DC 14). Until this - grapple ends, the target is restrained and unable to breathe - unless it can breathe water. If the saving throw is - successful, the target is pushed out of the elemental’s - space. - - - The elemental can grapple one Large creature or up to two - Medium or smaller creatures at one time. At the start of - each of the elemental’s turns, each target grappled by it - takes 13 (2d8+4) bludgeoning damage. A creature within 5 - feet of the elemental can pull a creature or object out of - it by taking an action to make a DC 14 Strength and - succeeding. - -
-
-
-
- Elf, Drow - - Medium humanoid (elf), neutral evil - - - Armor Class 15 (chain shirt) - - - Hit Points 13 (3d8) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 14 (+2) - - - 10 (+0) - - - 11 (+0) - - - 11 (+0) - - - 12 (+1) - - - - - - - Skills Perception +2, Stealth - +4 - - - Senses darkvision 120 ft., - passive Perception 12 - - - Languages Elvish, Undercommon - - - Challenge 1/4 (50 XP) - - - Fey - Ancestry. The drow has advantage on saving - throws against being charmed, and magic can’t put the drow to - sleep. - - - Innate - Spellcasting. The drow’s spellcasting - ability is Charisma (spell save DC 11). It can innately cast the - following spells, requiring no material Components - - - At will: dancing lights - - - 1/day each: darkness, faerie - fire - - - Sunlight - Sensitivity. While in sunlight, the drow - has disadvantage on attack rolls, as well as on Wisdom - (Perception) checks that rely on sight. - -
- Actions - - Shortsword. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 5 (1d6+2) piercing - damage. - - - Hand - Crossbow. Ranged Weapon - Attack: +4 to hit, range 30/120 ft., one target. - Hit: 5 (1d6+2) piercing damage, and the - target must succeed on a DC 13 Constitution saving throw or be - poisoned for 1 hour. If the saving throw fails by 5 or more, - the target is also unconscious while poisoned in this way. The - target wakes up if it takes damage or if another creature - takes an action to shake it awake. - -
-
-
- Ettercap - - Medium monstrosity, neutral evil - - - Armor Class 13 (natural - armor) - - - Hit Points 44 (8d8+8) - - - Speed 30 ft., climb 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 14 (+2) - - - 15 (+2) - - - 13 (+1) - - - 7 (-2) - - - 12 (+1) - - - 8 (-1) - - - - - - - Skills Perception +3, Stealth - +4, Survival +3 - - - Senses darkvision 60 ft., - passive Perception 13 - - - Languages - - - - Challenge 2 (450 XP) - - - Spider - Climb. The ettercap can climb difficult - surfaces, including upside down on ceilings, without needing to - make an ability check. - - - Web - Sense. While in contact with a web, the - ettercap knows the exact location of any other creature in - contact with the same web. - - - Web - Walker. The ettercap ignores movement - restrictions caused by webbing. - -
- Actions - - Multiattack. - The ettercap makes two attacks: one with its bite and one with - its claws. - - - Bite. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one creature. Hit: 6 (1d8+2) - piercing damage plus 4 (1d8) poison damage. The target must - succeed on a DC 11 Constitution saving throw or be poisoned - for 1 minute. The creature can repeat the saving throw at the - end of each of its turns, ending the effect on itself on a - success. - - - Claws. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 7 (2d4+2) slashing - damage. - - - Web (Recharge - 5-6). Ranged Weapon - Attack: +4 to hit, range 30/60 ft., one Large or - smaller creature. Hit: The creature is - restrained by webbing. As an action, the restrained creature - can make a DC 11 Strength check, escaping from the webbing on - a success. The effect also ends if the webbing is destroyed. - The webbing has AC 10, 5 hit points, vulnerability to fire - damage, and immunity to bludgeoning, poison, and psychic - damage. - -
-
-
- Ettin - - Large giant, chaotic evil - - - Armor Class 12 (natural - armor) - - - Hit Points 85 (10d10+30) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 21 (+5) - - - 8 (-1) - - - 17 (+3) - - - 6 (-2) - - - 10 (+0) - - - 8 (-1) - - - - - - - Skills Perception +4 - - - Senses darkvision 60 ft., - passive Perception 14 - - - Languages Giant, Orc - - - Challenge 4 (1,100 XP) - - - Two - Heads. The ettin has advantage on Wisdom - (Perception) checks and on saving throws against being blinded, - charmed, deafened, frightened, stunned, and knocked unconscious. - - - Wakeful. - When one of the ettin’s heads is asleep, its other head is - awake. - -
- Actions - - Multiattack. - The ettin makes two attacks: one with its battleaxe and one - with its morningstar. - - - Battleaxe. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 14 (2d8+5) slashing - damage. - - - Morningstar. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 14 (2d8+5) piercing - damage. - -
-
-
-
- Monsters (F) -
- Fungi -
- Shrieker - - Medium plant, unaligned - - - Armor Class 5 - - - Hit Points 13 (3d8) - - - Speed 0 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 1 (-5) - - - 1 (-5) - - - 10 (+0) - - - 1 (-5) - - - 3 (-4) - - - 1 (-5) - - - - - - - Condition Immunities - blinded, deafened, frightened - - - Senses blindsight 30 ft. - (blind beyond this radius), passive Perception 6 - - - Languages - - - - Challenge 0 (10 XP) - - - False - Appearance. While the shrieker remains - motionless, it is indistinguishable from an ordinary fungus. - -
- Reactions - - Shriek. - When bright light or a creature is within 30 feet of the - shrieker, it emits a shriek audible within 300 feet of it. - The shrieker continues to shriek until the disturbance moves - out of range and for 1d4 of the shrieker’s turns afterward. - -
-
-
- Violet Fungus - - Medium plant, unaligned - - - Armor Class 5 - - - Hit Points 18 (4d8) - - - Speed 5 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 3 (-4) - - - 1 (-5) - - - 10 (+0) - - - 1 (-5) - - - 3 (-4) - - - 1 (-5) - - - - - - - Condition Immunities - blinded, deafened, frightened - - - Senses blindsight 30 ft. - (blind beyond this radius), passive Perception 6 - - - Languages - - - - Challenge 1/4 (50 XP) - - - False - Appearance. While the violet fungus - remains motionless, it is indistinguishable from an ordinary - fungus. - -
- Actions - - Multiattack. - The fungus makes 1d4 Rotting Touch attacks. - - - Rotting - Touch. Melee Weapon - Attack: +2 to hit, reach 10 ft., one creature. - Hit: 4 (1d8) necrotic damage. - -
-
-
-
-
- Monsters (G) -
- Gargoyle - - Medium elemental, chaotic evil - - - Armor Class 15 (natural - armor) - - - Hit Points 52 (7d8+21) - - - Speed 30 ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 11 (+0) - - - 16 (+3) - - - 6 (-2) - - - 11 (+0) - - - 7 (-2) - - - - - - - Damage Resistances - bludgeoning, piercing, and slashing from nonmagical attacks that - aren’t adamantine - - - Damage Immunities poison - - - Condition Immunities - exhaustion, petrified, poisoned - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages Terran - - - Challenge 2 (450 XP) - - - False - Appearance. While the gargoyle remains - motionless, it is indistinguishable from an inanimate statue. - -
- Actions - - Multiattack. - The gargoyle makes two attacks: one with its bite and one with - its claws. - - - Bite. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 5 (1d6+2) piercing - damage. - - - Claws. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 5 (1d6+2) slashing - damage. - -
-
-
- Genies -
- Djinni - - Large elemental, chaotic good - - - Armor Class 17 (natural - armor) - - - Hit Points 161 (14d10+84) - - - Speed 30 ft., fly 90 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 21 (+5) - - - 15 (+2) - - - 22 (+6) - - - 15 (+2) - - - 16 (+3) - - - 20 (+5) - - - - - - - Saving Throws Dex +6, Wis - +7, Cha +9 - - - Damage Immunities - lightning, thunder - - - Senses darkvision 120 ft., - passive Perception 13 - - - Languages Auran - - - Challenge 11 (7,200 XP) - - - Elemental - Demise. If the djinni dies, its body - disintegrates into a warm breeze, leaving behind only - equipment the djinni was wearing or carrying. - - - Innate - Spellcasting. The djinni’s innate - spellcasting ability is Charisma (spell save DC 17, +9 to hit - with spell attacks). It can innately cast the following - spells, requiring no material Components - - - At will: detect evil and good, - detect magic, - thunderwave - - - 3/day each: create food and water (can - create wine instead of water), tongues, - wind walk - - - 1/day each: conjure elemental (air - elemental only), creation, - gaseous form, - invisibility, major - image, plane shift - -
- Actions - - Multiattack. - The djinni makes three scimitar attacks. - - - Scimitar. - Melee Weapon Attack: +9 to hit, reach 5 - ft., one target. Hit: 12 (2d6+5) - slashing damage plus 3 (1d6) lightning or thunder damage - (djinni’s choice). - - - Create - Whirlwind. A 5-foot radius, 30-foot - tall cylinder of swirling air magically forms on a point the - djinni can see within 120 feet of it. The whirlwind lasts as - long as the djinni maintains concentration (as if - concentrating on a spell). Any creature but the djinni that - enters the whirlwind must succeed on a DC 18 Strength saving - throw or be restrained by it. The djinni can move the - whirlwind up to 60 feet as an action, and creatures - restrained by the whirlwind move with it. The whirlwind ends - if the djinni loses sight of it. - - - A creature can use its action to free a creature restrained - by the whirlwind, including itself, by succeeding on a DC 18 - Strength check. If the check succeeds, the creature is no - longer restrained and moves to the nearest space outside the - whirlwind. - -
-
-
- Efreeti - - Large elemental, lawful evil - - - Armor Class 17 (natural - armor) - - - Hit Points 200 (16d10+112) - - - Speed 40 ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 22 (+6) - - - 12 (+1) - - - 24 (+7) - - - 16 (+3) - - - 15 (+2) - - - 16 (+3) - - - - - - - Saving Throws Int +7, Wis - +6, Cha +7 - - - Damage Immunities fire - - - Senses darkvision 120 ft., - passive Perception 12 - - - Languages Ignan - - - Challenge 11 (7,200 XP) - - - Elemental - Demise. If the efreeti dies, its body - disintegrates in a flash of fire and puff of smoke, leaving - behind only equipment the efreeti was wearing or carrying. - - - Innate - Spellcasting. The efreeti’s innate - spellcasting ability is Charisma (spell save DC 15, +7 to hit - with spell attacks). It can innately cast the following - spells, requiring no material Components - - - At will: detect magic - - - 3/day each: enlarge/reduce, - tongues - - - 1/day each: conjure elemental (fire - elemental only), gaseous form, - invisibility, major - image, plane shift, - wall of fire - -
- Actions - - Multiattack. - The efreeti makes two scimitar attacks or uses its Hurl - Flame twice. - - - Scimitar. - Melee Weapon Attack: +10 to hit, reach - 5 ft., one target. Hit: 13 (2d6+6) - slashing damage plus 7 (2d6) fire damage. - - - Hurl - Flame. Ranged Spell - Attack: +7 to hit, range 120 ft., one target. - Hit: 17 (5d6) fire damage. - -
-
-
-
- Ghost - - Medium undead, any alignment - - - Armor Class 11 - - - Hit Points 45 (10d8) - - - Speed 0 ft., fly 40 ft. - (hover) - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 7 (-2) - - - 13 (+1) - - - 10 (+0) - - - 10 (+0) - - - 12 (+1) - - - 17 (+3) - - - - - - - Damage Resistances acid, - fire, lightning, thunder; bludgeoning, piercing, and slashing - from nonmagical attacks - - - Damage Immunities cold, - necrotic, poison - - - Condition Immunities charmed, - exhaustion, frightened, grappled, paralyzed, petrified, - poisoned, prone, restrained - - - Senses darkvision 60 ft., - passive Perception 11 - - - Languages any languages it - knew in life - - - Challenge 4 (1,100 XP) - - - Ethereal - Sight. The ghost can see 60 feet into the - Ethereal Plane when it is on the Material Plane, and vice versa. - - - Incorporeal - Movement. The ghost can move through other - creatures and objects as if they were difficult terrain. It - takes 5 (1d10) force damage if it ends its turn inside an - object. - -
- Actions - - Withering - Touch. Melee Weapon - Attack: +5 to hit, reach 5 ft., one target. - Hit: 17 (4d6+3) necrotic damage. - - - Etherealness. - The ghost enters the Ethereal Plane from the Material Plane, - or vice versa. It is visible on the Material Plane while it is - in the Border Ethereal, and vice versa, yet it can’t affect or - be affected by anything on the other plane. - - - Horrifying - Visage. Each non-undead creature within - 60 feet of the ghost that can see it must succeed on a DC 13 - Wisdom saving throw or be frightened for 1 minute. If the save - fails by 5 or more, the target also ages 1d4 × 10 years. A - frightened target can repeat the saving throw at the end of - each of its turns, ending the frightened condition on itself - on a success. If a target’s saving throw is successful or the - effect ends for it, the target is immune to this ghost’s - Horrifying Visage for the next 24 hours. The aging effect can - be reversed with a greater restoration - spell, but only within 24 hours of it occurring. - - - Possession (Recharge - 6). One humanoid that the ghost can see - within 5 feet of it must succeed on a DC 13 Charisma saving - throw or be possessed by the ghost; the ghost then disappears, - and the target is incapacitated and loses control of its body. - The ghost now controls the body but doesn’t deprive the target - of awareness. The ghost can’t be targeted by any attack, - spell, or other effect, except ones that turn undead, and it - retains its alignment, Intelligence, Wisdom, Charisma, and - immunity to being charmed and frightened. It otherwise uses - the possessed target’s statistics, but doesn’t gain access to - the target’s knowledge, class features, or proficiencies. - - - The possession lasts until the body drops to 0 hit points, the - ghost ends it as a bonus action, or the ghost is turned or - forced out by an effect like the dispel evil and - good spell. When the possession ends, the ghost - reappears in an unoccupied space within 5 feet of the body. - The target is immune to this ghost’s Possession for 24 hours - after succeeding on the saving throw or after the possession - ends. - -
-
-
- Ghouls -
- Ghast - - Medium undead, chaotic evil - - - Armor Class 13 - - - Hit Points 36 (8d8) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 17 (+3) - - - 10 (+0) - - - 11 (+0) - - - 10 (+0) - - - 8 (-1) - - - - - - - Damage Resistances necrotic - - - Damage Immunities poison - - - Condition Immunities - charmed, exhaustion, poisoned - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages Common - - - Challenge 2 (450 XP) - - - Stench. - Any creature that starts its turn within 5 feet of the ghast - must succeed on a DC 10 Constitution saving throw or be - poisoned until the start of its next turn. On a successful - saving throw, the creature is immune to the ghast’s Stench for - 24 hours. - - - Turning - Defiance. The ghast and any ghouls - within 30 feet of it have advantage on saving throws against - effects that turn undead. - -
- Actions - - Bite. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one creature. Hit: 12 (2d8+3) - piercing damage. - - - Claws. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 10 (2d6+3) - slashing damage. If the target is a creature other than an - undead, it must succeed on a DC 10 Constitution saving throw - or be paralyzed for 1 minute. The target can repeat the - saving throw at the end of each of its turns, ending the - effect on itself on a success. - -
-
-
- Ghoul - - Medium undead, chaotic evil - - - Armor Class 12 - - - Hit Points 22 (5d8) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 13 (+1) - - - 15 (+2) - - - 10 (+0) - - - 7 (-2) - - - 10 (+0) - - - 6 (-2) - - - - - - - Damage Immunities poison - - - Condition Immunities - charmed, exhaustion, poisoned - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages Common - - - Challenge 1 (200 XP) - -
- Actions - - Bite. - Melee Weapon Attack: +2 to hit, reach 5 - ft., one creature. Hit: 9 (2d6+2) - piercing damage. - - - Claws. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 7 (2d4+2) - slashing damage. If the target is a creature other than an - elf or undead, it must succeed on a DC 10 Constitution - saving throw or be paralyzed for 1 minute. The target can - repeat the saving throw at the end of each of its turns, - ending the effect on itself on a success. - -
-
-
-
- Giants -
- Cloud Giant - - Huge giant, neutral good (50%) or neutral evil - (50%) - - - Armor Class 14 (natural - armor) - - - Hit Points 200 (16d12+96) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 27 (+8) - - - 10 (+0) - - - 22 (+6) - - - 12 (+1) - - - 16 (+3) - - - 16 (+3) - - - - - - - Saving Throws Con +10, Wis - +7, Cha +7 - - - Skills Insight +7, - Perception +7 - - - Senses passive Perception - 17 - - - Languages Common, Giant - - - Challenge 9 (5,000 XP) - - - Keen - Smell. The giant has advantage on Wisdom - (Perception) checks that rely on smell. - - - Innate - Spellcasting. The giant’s innate - spellcasting ability is Charisma. It can innately cast the - following spells, requiring no material Components - - - At will: detect magic, fog - cloud, light - - - 3/day each: feather fall, - fly, misty step, - telekinesis - - - 1/day each: control weather, - gaseous form - -
- Actions - - Multiattack. - The giant makes two morningstar attacks. - - - Morningstar. - Melee Weapon Attack: +12 to hit, reach - 10 ft., one target. Hit: 21 (3d8+8) - piercing damage. - - - Rock. - Ranged Weapon Attack: +12 to hit, range - 60/240 ft., one target. Hit: 30 - (4d10+8) bludgeoning damage. - -
-
-
- Fire Giant - - Huge giant, lawful evil - - - Armor Class 18 (plate) - - - Hit Points 162 (13d12+78) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 25 (+7) - - - 9 (-1) - - - 23 (+6) - - - 10 (+0) - - - 14 (+2) - - - 13 (+1) - - - - - - - Saving Throws Dex +3, Con - +10, Cha +5 - - - Skills Athletics +11, - Perception +6 - - - Damage Immunities fire - - - Senses passive Perception - 16 - - - Languages Giant - - - Challenge 9 (5,000 XP) - -
- Actions - - Multiattack. - The giant makes two greatsword attacks. - - - Greatsword. - Melee Weapon Attack: +11 to hit, reach - 10 ft., one target. Hit: 28 (6d6+7) - slashing damage. - - - Rock. - Ranged Weapon Attack: +11 to hit, range - 60/240 ft., one target. Hit: 29 - (4d10+7) bludgeoning damage. - -
-
-
- Frost Giant - - Huge giant, neutral evil - - - Armor Class 15 (patchwork - armor) - - - Hit Points 138 (12d12+60) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 23 (+6) - - - 9 (-1) - - - 21 (+5) - - - 9 (-1) - - - 10 (+0) - - - 12 (+1) - - - - - - - Saving Throws Con +8, Wis - +3, Cha +4 - - - Skills Athletics +9, - Perception +3 - - - Damage Immunities cold - - - Senses passive Perception - 13 - - - Languages Giant - - - Challenge 8 (3,900 XP) - -
- Actions - - Multiattack. - The giant makes two greataxe attacks. - - - Greataxe. - Melee Weapon Attack: +9 to hit, reach - 10 ft., one target. Hit: 25 (3d12+6) - slashing damage. - - - Rock. - Ranged Weapon Attack: +9 to hit, range - 60/240 ft., one target. Hit: 28 - (4d10+6) bludgeoning damage. - -
-
-
- Hill Giant - - Huge giant, chaotic evil - - - Armor Class 13 (natural - armor) - - - Hit Points 105 (10d12+40) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 21 (+5) - - - 8 (-1) - - - 19 (+4) - - - 5 (-3) - - - 9 (-1) - - - 6 (-2) - - - - - - - Skills Perception +2 - - - Senses passive Perception - 12 - - - Languages Giant - - - Challenge 5 (1,800 XP) - -
- Actions - - Multiattack. - The giant makes two greatclub attacks. - - - Greatclub. - Melee Weapon Attack: +8 to hit, reach - 10 ft., one target. Hit: 18 (3d8+5) - bludgeoning damage. - - - Rock. - Ranged Weapon Attack: +8 to hit, range - 60/240 ft., one target. Hit: 21 - (3d10+5) bludgeoning damage. - -
-
-
- Stone Giant - - Huge giant, neutral - - - Armor Class 17 (natural - armor) - - - Hit Points 126 (11d12+55) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 23 (+6) - - - 15 (+2) - - - 20 (+5) - - - 10 (+0) - - - 12 (+1) - - - 9 (-1) - - - - - - - Saving Throws Dex +5, Con - +8, Wis +4 - - - Skills Athletics +12, - Perception +4 - - - Senses darkvision 60 ft., - passive Perception 14 - - - Languages Giant - - - Challenge 7 (2,900 XP) - - - Stone - Camouflage. The giant has advantage on - Dexterity (Stealth) checks made to hide in rocky terrain. - -
- Actions - - Multiattack. - The giant makes two greatclub attacks. - - - Greatclub. - Melee Weapon Attack: +9 to hit, reach - 15 ft., one target. Hit: 19 (3d8+6) - bludgeoning damage. - - - Rock. - Ranged Weapon Attack: +9 to hit, range - 60/240 ft., one target. Hit: 28 - (4d10+6) bludgeoning damage. If the target is a creature, it - must succeed on a DC 17 Strength saving throw or be knocked - prone. - -
-
- Reactions - - Rock - Catching. If a rock or similar object - is hurled at the giant, the giant can, with a successful DC - 10 Dexterity saving throw, catch the missile and take no - bludgeoning damage from it. - -
-
-
- Storm Giant - - Huge giant, chaotic good - - - Armor Class 16 (scale mail) - - - Hit Points 230 (20d12+100) - - - Speed 50 ft., swim 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 29 (+9) - - - 14 (+2) - - - 20 (+5) - - - 16 (+3) - - - 18 (+4) - - - 18 (+4) - - - - - - - Saving Throws Str +14, Con - +10, Wis +9, Cha +9 - - - Skills Arcana +8, Athletics - +14, History +8, Perception +9 - - - Damage Resistances cold - - - Damage Immunities - lightning, thunder - - - Senses passive Perception - 19 - - - Languages Common, Giant - - - Challenge 13 (10,000 XP) - - - Amphibious. - The giant can breathe air and water. - - - Innate - Spellcasting. The giant’s innate - spellcasting ability is Charisma (spell save DC 17). It can - innately cast the following spells, requiring no material - components - - - At will: detect magic, feather - fall, levitate, - light - - - 3/day each: control weather, - water breathing - -
- Actions - - Multiattack. - The giant makes two greatsword attacks. - - - Greatsword. - Melee Weapon Attack: +14 to hit, reach - 10 ft., one target. Hit: 30 (6d6+9) - slashing damage. - - - Rock. - Ranged Weapon Attack: +14 to hit, range - 60/240 ft., one target. Hit: 35 - (4d12+9) bludgeoning damage. - - - Lightning Strike (Recharge - 5-6). The giant hurls a magical - lightning bolt at a point it can see within 500 feet of it. - Each creature within 10 feet of that point must make a DC 17 - Dexterity saving throw, taking 54 (12d8) lightning damage on - a failed save, or half as much damage on a successful one. - -
-
-
-
- Gibbering Mouther - - Medium aberration, neutral - - - Armor Class 9 - - - Hit Points 67 (9d8+27) - - - Speed 10 ft., swim 10 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 8 (-1) - - - 16 (+3) - - - 3 (-4) - - - 10 (+0) - - - 6 (-2) - - - - - - - Condition Immunities prone - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages - - - - Challenge 2 (450 XP) - - - Aberrant - Ground. The ground in a 10-foot radius - around the mouther is dough-like difficult terrain. Each - creature that starts its turn in that area must succeed on a DC - 10 Strength saving throw or have its speed reduced to 0 until - the start of its next turn. - - - Gibbering. - The mouther babbles incoherently while it can see any creature - and isn’t incapacitated. Each creature that starts its turn - within 20 feet of the mouther and can hear the gibbering must - succeed on a DC 10 Wisdom saving throw. On a failure, the - creature can’t take reactions until the start of its next turn - and rolls a d8 to determine what it does during its turn. On a 1 - to 4, the creature does nothing. On a 5 or 6, the creature takes - no action or bonus action and uses all its movement to move in a - randomly determined direction. On a 7 or 8, the creature makes a - melee attack against a randomly determined creature within its - reach or does nothing if it can’t make such an attack. - -
- Actions - - Multiattack. - The gibbering mouther makes one bite attack and, if it can, - uses its Blinding Spittle. - - - Bites. - Melee Weapon Attack: +2 to hit, reach 5 - ft., one creature. Hit: 17 (5d6) piercing - damage. If the target is Medium or smaller, it must succeed on - a DC 10 Strength saving throw or be knocked prone. If the - target is killed by this damage, it is absorbed into the - mouther. - - - Blinding Spittle (Recharge - 5-6). The mouther spits a chemical glob - at a point it can see within 15 feet of it. The glob explodes - in a blinding flash of light on impact. Each creature within 5 - feet of the flash must succeed on a DC 13 Dexterity saving - throw or be blinded until the end of the mouther’s next turn. - -
-
-
- Gnoll - - Medium humanoid (gnoll), chaotic evil - - - Armor Class 15 (hide armor, - shield) - - - Hit Points 22 (5d8) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 14 (+2) - - - 12 (+1) - - - 11 (+0) - - - 6 (-2) - - - 10 (+0) - - - 7 (-2) - - - - - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages Gnoll - - - Challenge 1/2 (100 XP) - - - Rampage. - When the gnoll reduces a creature to 0 hit points with a melee - attack on its turn, the gnoll can take a bonus action to move up - to half its speed and make a bite attack. - -
- Actions - - Bite. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one creature. Hit: 4 (1d4+2) - piercing damage. - - - Spear. - Melee or Ranged Weapon Attack: +4 to hit, - reach 5 ft. or range 20/60 ft., one target. - Hit: 5 (1d6+2) piercing damage, or 6 - (1d8+2) piercing damage if used with two hands to make a melee - attack. - - - Longbow. - Ranged Weapon Attack: +3 to hit, range - 150/600 ft., one target. Hit: 5 (1d8+1) - piercing damage. - -
-
-
- Gnome, Deep (Svirfneblin) - - Small humanoid (gnome), neutral good - - - Armor Class 15 (chain shirt) - - - Hit Points 16 (3d6+6) - - - Speed 20 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 14 (+2) - - - 14 (+2) - - - 12 (+1) - - - 10 (+0) - - - 9 (-1) - - - - - - - Skills Investigation +3, - Perception +2, Stealth +4 - - - Senses darkvision 120 ft., - passive Perception 12 - - - Languages Gnomish, Terran, - Undercommon - - - Challenge 1/2 (100 XP) - - - Stone - Camouflage. The gnome has advantage on - Dexterity (Stealth) checks made to hide in rocky terrain. - - - Gnome - Cunning. The gnome has advantage on - Intelligence, Wisdom, and Charisma saving throws against magic. - - - Innate - Spellcasting. The gnome’s innate - spellcasting ability is Intelligence (spell save DC 11). It can - innately cast the following spells, requiring no material - Components - - - At will: nondetection (self only) - - - 1/day each: blindness/deafness, - blur, disguise self - -
- Actions - - War - Pick. Melee Weapon - Attack: +4 to hit, reach 5 ft., one target. - Hit: 6 (1d8+2) piercing damage. - - - Poisoned - Dart. Ranged Weapon - Attack: +4 to hit, range 30/120 ft., one creature. - Hit: 4 (1d4+2) piercing damage, and the - target must succeed on a DC 12 Constitution saving throw or be - poisoned for 1 minute. The target can repeat the saving throw - at the end of each of its turns, ending the effect on itself - on a success. - -
-
-
- Goblin - - Small humanoid (goblinoid), neutral evil - - - Armor Class 15 (leather - armor, shield) - - - Hit Points 7 (2d6) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 8 (-1) - - - 14 (+2) - - - 10 (+0) - - - 10 (+0) - - - 8 (-1) - - - 8 (-1) - - - - - - - Skills Stealth +6 - - - Senses darkvision 60 ft., - passive Perception 9 - - - Languages Common, Goblin - - - Challenge 1/4 (50 XP) - - - Nimble - Escape. The goblin can take the Disengage - or Hide action as a bonus action on each of its turns. - -
- Actions - - Scimitar. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 5 (1d6+2) slashing - damage. - - - Shortbow. - Ranged Weapon Attack: +4 to hit, range - 80/320 ft., one target. Hit: 5 (1d6+2) - piercing damage. - -
-
-
- Golems -
- Clay Golem - - Large construct, unaligned - - - Armor Class 14 (natural - armor) - - - Hit Points 133 (14d10+56) - - - Speed 20 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 20 (+5) - - - 9 (-1) - - - 18 (+4) - - - 3 (-4) - - - 8 (-1) - - - 1 (-5) - - - - - - - Damage Immunities acid, - poison, psychic; bludgeoning, piercing, and slashing from - nonmagical attacks that aren’t adamantine - - - Condition Immunities - charmed, exhaustion, frightened, paralyzed, petrified, - poisoned - - - Senses darkvision 60 ft., - passive Perception 9 - - - Languages understands the - languages of its creator but can’t speak - - - Challenge 9 (5,000 XP) - - - Acid - Absorption. Whenever the golem is - subjected to acid damage, it takes no damage and instead - regains a number of hit points equal to the acid damage dealt. - - - Berserk. - Whenever the golem starts its turn with 60 hit points or - fewer, roll a d6. On a 6, the golem goes berserk. On each of - its turns while berserk, the golem attacks the nearest - creature it can see. If no creature is near enough to move to - and attack, the golem attacks an object, with preference for - an object smaller than itself. Once the golem goes berserk, it - continues to do so until it is destroyed or regains all its - hit points. - - - Immutable - Form. The golem is immune to any spell - or effect that would alter its form. - - - Magic - Resistance. The golem has advantage on - saving throws against spells and other magical effects. - - - Magic - Weapons. The golem’s weapon attacks are - magical. - -
- Actions - - Multiattack. - The golem makes two slam attacks. - - - Slam. - Melee Weapon Attack: +8 to hit, reach 5 - ft., one target. Hit: 16 (2d10+5) - bludgeoning damage. If the target is a creature, it must - succeed on a DC 15 Constitution saving throw or have its hit - point maximum reduced by an amount equal to the damage - taken. The target dies if this attack reduces its hit point - maximum to 0. The reduction lasts until removed by the - greater restoration spell or other - magic. - - - Haste (Recharge - 5-6). Until the end of its next turn, - the golem magically gains a +2 bonus to its AC, has - advantage on Dexterity saving throws, and can use its slam - attack as a bonus action. - -
-
-
- Flesh Golem - - Medium construct, neutral - - - Armor Class 9 - - - Hit Points 93 (11d8+44) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 9 (-1) - - - 18 (+4) - - - 6 (-2) - - - 10 (+0) - - - 5 (-3) - - - - - - - Damage Immunities - lightning, poison; bludgeoning, piercing, and slashing from - nonmagical attacks that aren’t adamantine - - - Condition Immunities - charmed, exhaustion, frightened, paralyzed, petrified, - poisoned - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages understands the - languages of its creator but can’t speak - - - Challenge 5 (1,800 XP) - - - Berserk. - Whenever the golem starts its turn with 40 hit points or - fewer, roll a d6. On a 6, the golem goes berserk. On each of - its turns while berserk, the golem attacks the nearest - creature it can see. If no creature is near enough to move to - and attack, the golem attacks an object, with preference for - an object smaller than itself. Once the golem goes berserk, it - continues to do so until it is destroyed or regains all its - hit points. - - - The golem’s creator, if within 60 feet of the berserk golem, - can try to calm it by speaking firmly and persuasively. The - golem must be able to hear its creator, who must take an - action to make a DC 15 Charisma (Persuasion) check. If the - check succeeds, the golem ceases being berserk. If it takes - damage while still at 40 hit points or fewer, the golem might - go berserk again. - - - Aversion of - Fire. If the golem takes fire damage, it - has disadvantage on attack rolls and ability checks until the - end of its next turn. - - - Immutable - Form. The golem is immune to any spell - or effect that would alter its form. - - - Lightning - Absorption. Whenever the golem is - subjected to lightning damage, it takes no damage and instead - regains a number of hit points equal to the lightning damage - dealt. - - - Magic - Resistance. The golem has advantage on - saving throws against spells and other magical effects. - - - Magic - Weapons. The golem’s weapon attacks are - magical. - -
- Actions - - Multiattack. - The golem makes two slam attacks. - - - Slam. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 13 (2d8+4) - bludgeoning damage. - -
-
-
- Iron Golem - - Large construct, unaligned - - - Armor Class 20 (natural - armor) - - - Hit Points 210 (20d10+100) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 24 (+7) - - - 9 (-1) - - - 20 (+5) - - - 3 (-4) - - - 11 (+0) - - - 1 (-5) - - - - - - - Damage Immunities fire, - poison, psychic; bludgeoning, piercing, and slashing from - nonmagical attacks that aren’t adamantine - - - Condition Immunities - charmed, exhaustion, frightened, paralyzed, petrified, - poisoned - - - Senses darkvision 120 ft., - passive Perception 10 - - - Languages understands the - languages of its creator but can’t speak - - - Challenge 16 (15,000 XP) - - - Fire - Absorption. Whenever the golem is - subjected to fire damage, it takes no damage and instead - regains a number of hit points equal to the fire damage dealt. - - - Immutable - Form. The golem is immune to any spell - or effect that would alter its form. - - - Magic - Resistance. The golem has advantage on - saving throws against spells and other magical effects. - - - Magic - Weapons. The golem’s weapon attacks are - magical. - -
- Actions - - Multiattack. - The golem makes two melee attacks. - - - Slam. - Melee Weapon Attack: +13 to hit, reach - 5 ft., one target. Hit: 20 (3d8+7) - bludgeoning damage. - - - Sword. - Melee Weapon Attack: +13 to hit, reach - 10 ft., one target. Hit: 23 (3d10+7) - slashing damage. - - - Poison Breath (Recharge - 6). The golem exhales poisonous gas in - a 15-foot cone. Each creature in that area must make a DC 19 - Constitution saving throw, taking 45 (10d8) poison damage on - a failed save, or half as much damage on a successful one. - -
-
-
- Stone Golem - - Large construct, unaligned - - - Armor Class 17 (natural - armor) - - - Hit Points 178 (17d10+85) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 22 (+6) - - - 9 (-1) - - - 20 (+5) - - - 3 (-4) - - - 11 (+0) - - - 1 (-5) - - - - - - - Damage Immunities poison, - psychic; bludgeoning, piercing, and slashing from nonmagical - attacks that aren’t adamantine - - - Condition Immunities - charmed, exhaustion, frightened, paralyzed, petrified, - poisoned - - - Senses darkvision 120 ft., - passive Perception 10 - - - Languages understands the - languages of its creator but can’t speak - - - Challenge 10 (5,900 XP) - - - Immutable - Form. The golem is immune to any spell - or effect that would alter its form. - - - Magic - Resistance. The golem has advantage on - saving throws against spells and other magical effects. - - - Magic - Weapons. The golem’s weapon attacks are - magical. - -
- Actions - - Multiattack. - The golem makes two slam attacks. - - - Slam. - Melee Weapon Attack: +10 to hit, reach - 5 ft., one target. Hit: 19 (3d8+6) - bludgeoning damage. - - - Slow (Recharge - 5-6). The golem targets one or more - creatures it can see within 10 feet of it. Each target must - make a DC 17 Wisdom saving throw against this magic. On a - failed save, a target can’t use reactions, its speed is - halved, and it can’t make more than one attack on its turn. - In addition, the target can take either an action or a bonus - action on its turn, not both. These effects last for 1 - minute. A target can repeat the saving throw at the end of - each of its turns, ending the effect on itself on a success. - -
-
-
-
- Gorgon - - Large monstrosity, unaligned - - - Armor Class 19 (natural - armor) - - - Hit Points 114 (12d10+48) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 20 (+5) - - - 11 (+0) - - - 18 (+4) - - - 2 (-4) - - - 12 (+1) - - - 7 (-2) - - - - - - - Skills Perception +4 - - - Condition Immunities - petrified - - - Senses darkvision 60 ft., - passive Perception 14 - - - Languages - - - - Challenge 5 (1,800 XP) - - - Trampling - Charge. If the gorgon moves at least 20 - feet straight toward a creature and then hits it with a gore - attack on the same turn, that target must succeed on a DC 16 - Strength saving throw or be knocked prone. If the target is - prone, the gorgon can make one attack with its hooves against it - as a bonus action. - -
- Actions - - Gore. - Melee Weapon Attack: +8 to hit, reach 5 - ft., one target. Hit: 18 (2d12+5) - piercing damage. - - - Hooves. - Melee Weapon Attack: +8 to hit, reach 5 - ft., one target. Hit: 16 (2d10+5) - bludgeoning damage. - - - Petrifying Breath (Recharge - 5-6). The gorgon exhales petrifying gas - in a 30-foot cone. Each creature in that area must succeed on - a DC 13 Constitution saving throw. On a failed save, a target - begins to turn to stone and is restrained. The restrained - target must repeat the saving throw at the end of its next - turn. On a success, the effect ends on the target. On a - failure, the target is petrified until freed by the - greater restoration spell or other magic. - -
-
-
- Grick - - Medium monstrosity, neutral - - - Armor Class 14 (natural - armor) - - - Hit Points 27 (6d8) - - - Speed 30 ft., climb 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 14 (+2) - - - 14 (+2) - - - 11 (+0) - - - 3 (-4) - - - 14 (+2) - - - 5 (-3) - - - - - - - Damage Resistances - bludgeoning, piercing, and slashing from nonmagical attacks - - - Senses darkvision 60 ft., - passive Perception 12 - - - Languages - - - - Challenge 2 (450 XP) - - - Stone - Camouflage. The grick has advantage on - Dexterity (Stealth) checks made to hide in rocky terrain. - -
- Actions - - Multiattack. - The grick makes one attack with its tentacles. If that attack - hits, the grick can make one beak attack against the same - target. - - - Tentacles. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 9 (2d6+2) slashing - damage. - - - Beak. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 5 (1d6+2) piercing - damage. - -
-
-
- Griffon - - Large monstrosity, unaligned - - - Armor Class 12 - - - Hit Points 59 (7d10+21) - - - Speed 30 ft., fly 80 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 15 (+2) - - - 16 (+3) - - - 2 (-4) - - - 13 (+1) - - - 8 (-1) - - - - - - - Skills Perception +5 - - - Senses darkvision 60 ft., - passive Perception 15 - - - Languages - - - - Challenge 2 (450 XP) - - - Keen - Sight. The griffon has advantage on Wisdom - (Perception) checks that rely on sight. - -
- Actions - - Multiattack. - The griffon makes two attacks: one with its beak and one with - its claws. - - - Beak. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 8 (1d8+4) piercing - damage. - - - Claws. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 11 (2d6+4) slashing - damage. - -
-
-
- Grimlock - - Medium humanoid (grimlock), neutral evil - - - Armor Class 11 - - - Hit Points 11 (2d8+2) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 12 (+1) - - - 12 (+1) - - - 9 (-1) - - - 8 (-1) - - - 6 (-2) - - - - - - - Skills Athletics +5, - Perception +3, Stealth +3 - - - Condition Immunities blinded - - - Senses blindsight 30 ft. or - 10 ft. while deafened (blind beyond this radius), passive - Perception 13 - - - Languages Undercommon - - - Challenge 1/4 (50 XP) - - - Blind - Senses. The grimlock can’t use its - blindsight while deafened and unable to smell. - - - Keen Hearing and - Smell. The grimlock has advantage on - Wisdom (Perception) checks that rely on hearing or smell. - - - Stone - Camouflage. The grimlock has advantage on - Dexterity (Stealth) checks made to hide in rocky terrain. - -
- Actions - - Spiked Bone - Club. Melee Weapon - Attack: +5 to hit, reach 5 ft., one target. - Hit: 5 (1d4+3) bludgeoning damage plus 2 - (1d4) piercing damage. - -
-
-
-
- Monsters (H) -
- Hags -
- Green Hag - - Medium fey, neutral evil - - - Armor Class 17 (natural - armor) - - - Hit Points 82 (11d8+33) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 12 (+1) - - - 16 (+3) - - - 13 (+1) - - - 14 (+2) - - - 14 (+2) - - - - - - - Skills Arcana +3, Deception - +4, Perception +4, Stealth +3 - - - Senses darkvision 60 ft., - passive Perception 14 - - - Languages Common, Draconic, - Sylvan - - - Challenge 3 (700 XP) - - - Amphibious. - The hag can breathe air and water. - - - Innate - Spellcasting. The hag’s innate - spellcasting ability is Charisma (spell save DC 12). She can - innately cast the following spells, requiring no material - Components - - - At will: dancing lights, minor - illusion, vicious mockery - - - Mimicry. - The hag can mimic animal sounds and humanoid voices. A - creature that hears the sounds can tell they are imitations - with a successful DC 14 Wisdom (Insight) check. - -
- Actions - - Claws. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 13 (2d8+4) - slashing damage. - - - Illusory - Appearance. The hag covers herself and - anything she is wearing or carrying with a magical illusion - that makes her look like another creature of her general - size and humanoid shape. The illusion ends if the hag takes - a bonus action to end it or if she dies. - - - The changes wrought by this effect fail to hold up to - physical inspection. For example, the hag could appear to - have smooth skin, but someone touching her would feel her - rough flesh. Otherwise, a creature must take an action to - visually inspect the illusion and succeed on a DC 20 - Intelligence (Investigation) check to discern that the hag - is disguised. - - - Invisible - Passage. The hag magically turns - invisible until she attacks or casts a spell, or until her - concentration ends (as if concentrating on a spell). While - invisible, she leaves no physical evidence of her passage, - so she can be tracked only by magic. Any equipment she wears - or carries is invisible with her. - -
-
-
- Night Hag - - Medium fiend, neutral evil - - - Armor Class 17 (natural - armor) - - - Hit Points 112 (15d8+45) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 15 (+2) - - - 16 (+3) - - - 16 (+3) - - - 14 (+2) - - - 16 (+3) - - - - - - - Skills Deception +7, - Insight +6, Perception +6, Stealth +6 - - - Damage Resistances cold, - fire; bludgeoning, piercing, and slashing from nonmagical - attacks not made with silvered weapons - - - Condition Immunities - charmed - - - Senses darkvision 120 ft., - passive Perception 16 - - - Languages Abyssal, Common, - Infernal, Primordial - - - Challenge 5 (1,800 XP) - - - Innate - Spellcasting. The hag’s innate - spellcasting ability is Charisma (spell save DC 14, +6 to hit - with spell attacks). She can innately cast the following - spells, requiring no material Components - - - At will: detect magic, magic - missile - - - 2/day each: plane shift (self only), - ray of enfeeblement, - sleep - - - Magic - Resistance. The hag has advantage on - saving throws against spells and other magical effects. - -
- Actions - - Claws (Hag Form - Only). Melee Weapon - Attack: +7 to hit, reach 5 ft., one target. - Hit: 13 (2d8+4) slashing damage. - - - Change - Shape. The hag magically polymorphs - into a Small or Medium female humanoid, or back into her - true form. Her statistics are the same in each form. Any - equipment she is wearing or carrying isn’t transformed. She - reverts to her true form if she dies. - - - Etherealness. - The hag magically enters the Ethereal Plane from the - Material Plane, or vice versa. To do so, the hag must have a - heartstone in her possession. - - - Nightmare Haunting - (1/Day). While on the Ethereal Plane, - the hag magically touches a sleeping humanoid on the - Material Plane. A protection from evil and - good spell cast on the target prevents this - contact, as does a magic circle. As - long as the contact persists, the target has dreadful - visions. If these visions last for at least 1 hour, the - target gains no benefit from its rest, and its hit point - maximum is reduced by 5 (1d10). If this effect reduces the - target’s hit point maximum to 0, the target dies, and if the - target was evil, its soul is trapped in the hag’s - soul bag. The reduction to the target’s - hit point maximum lasts until removed by the - greater restoration spell or similar - magic. - -
-
-
- Sea Hag - - Medium fey, chaotic evil - - - Armor Class 14 (natural - armor) - - - Hit Points 52 (7d8+21) - - - Speed 30 ft., swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 13 (+1) - - - 16 (+3) - - - 12 (+1) - - - 12 (+1) - - - 13 (+1) - - - - - - - Senses darkvision 60 ft., - passive Perception 11 - - - Languages Aquan, Common, - Giant - - - Challenge 2 (450 XP) - - - Amphibious. - The hag can breathe air and water. - - - Horrific - Appearance. Any humanoid that starts its - turn within 30 feet of the hag and can see the hag’s true form - must make a DC 11 Wisdom saving throw. On a failed save, the - creature is frightened for 1 minute. A creature can repeat the - saving throw at the end of each of its turns, with - disadvantage if the hag is within line of sight, ending the - effect on itself on a success. If a creature’s saving throw is - successful or the effect ends for it, the creature is immune - to the hag’s Horrific Appearance for the next 24 hours. - - - Unless the target is surprised or the revelation of the hag’s - true form is sudden, the target can avert its eyes and avoid - making the initial saving throw. Until the start of its next - turn, a creature that averts its eyes has disadvantage on - attack rolls against the hag. - -
- Actions - - Claws. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 10 (2d6+3) - slashing damage. - - - Death - Glare. The hag targets one frightened - creature she can see within 30 feet of her. If the target - can see the hag, it must succeed on a DC 11 Wisdom saving - throw against this magic or drop to 0 hit points. - - - Illusory - Appearance. The hag covers herself and - anything she is wearing or carrying with a magical illusion - that makes her look like an ugly creature of her general - size and humanoid shape. The effect ends if the hag takes a - bonus action to end it or if she dies. - - - The changes wrought by this effect fail to hold up to - physical inspection. For example, the hag could appear to - have no claws, but someone touching her hand might feel the - claws. Otherwise, a creature must take an action to visually - inspect the illusion and succeed on a DC 16 Intelligence - (Investigation) check to discern that the hag is disguised. - -
-
-
-
- Half-Dragon Template - - A beast, humanoid, giant, or monstrosity can become a - half-dragon. It keeps its statistics, except as follows. - - - Challenge. - To avoid recalculating the creature’s challenge rating, apply - the template only to a creature that meets the optional - prerequisite in the Breath Weapon table below. Otherwise, - recalculate the rating after you apply the template. - - - Senses. The half-dragon gains - blindsight with a radius of 10 feet and darkvision with a radius - of 60 feet. - - - Resistances. - The half-dragon gains resistance to a type of damage based on - its color. - - - Table- 114 - Monsters: - Half-Dragon Template (Damage Resistance) - - - - - - - - - Color - - - Damage Resistance - - - - - - - Black or copper - - - Acid - - - - - Blue or bronze - - - Lightning - - - - - Brass, gold, or red - - - Fire - - - - - Green - - - Poison - - - - - Silver or white - - - Cold - - - - - - - - - - - - - Languages. The half-dragon - speaks Draconic in addition to any other languages it knows. - - - New Action: Breath - Weapon. The half-dragon has the breath - weapon of its dragon half. The half- dragon’s size determines - how this action functions. - - - Table- 115 - Monsters: - Half-Dragon Template (Size) - - - - - - - - - - Size - - - Breath Weapon - - - Optional Prerequisite - - - - - - - Large or smaller - - - As a wyrmling - - - Challenge 2 or higher - - - - - Huge - - - As a young dragon - - - Challenge 7 or higher - - - - - Gargantuan - - - As an adult dragon - - - Challenge 8 or higher - - - - - - - - - - - - - -
- Half-Red Dragon Veteran - - Medium humanoid (human), any alignment - - - Armor Class 18 (plate) - - - Hit Points 65 (10d8+20) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 13 (+1) - - - 14 (+2) - - - 10 (+0) - - - 11 (+0) - - - 10 (+0) - - - - - - - Skills Athletics +5, - Perception +2 - - - Damage Resistances fire - - - Senses blindsight 10 ft., - darkvision 60 ft., passive Perception 12 - - - Languages Common, Draconic - - - Challenge 5 (1,800 XP) - -
- Actions - - Multiattack. - The veteran makes two longsword attacks. If it has a - shortsword drawn, it can also make a shortsword attack. - - - Longsword. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 7 (1d8+3) - slashing damage, or 8 (1d10+3) slashing damage if used with - two hands. - - - Shortsword. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 6 (1d6+3) - piercing damage. - - - Heavy - Crossbow. Ranged Weapon - Attack: +3 to hit, range 100/400 ft., one target. - Hit: 6 (1d10+1) piercing damage. - - - Fire Breath (Recharge - 5-6). The veteran exhales fire in a - 15-foot cone. Each creature in that area must make a DC 15 - Dexterity saving throw, taking 24 (7d6) fire damage on a - failed save, or half as much damage on a successful one. - -
-
-
-
- Harpy - - Medium monstrosity, chaotic evil - - - Armor Class 11 - - - Hit Points 38 (7d8+7) - - - Speed 20 ft., fly 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 12 (+1) - - - 13 (+1) - - - 12 (+1) - - - 7 (-2) - - - 10 (+0) - - - 13 (+1) - - - - - - - Senses passive Perception 10 - - - Languages Common - - - Challenge 1 (200 XP) - -
- Actions - - Multiattack. - The harpy makes two attacks: one with its claws and one with - its club. - - - Claws. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 6 (2d4+1) slashing - damage. - - - Club. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 3 (1d4+1) - bludgeoning damage. - - - Luring - Song. The harpy sings a magical melody. - Every humanoid and giant within 300 feet of the harpy that can - hear the song must succeed on a DC 11 Wisdom saving throw or - be charmed until the song ends. The harpy must take a bonus - action on its subsequent turns to continue singing. It can - stop singing at any time. The song ends if the harpy is - incapacitated. - - - While charmed by the harpy, a target is incapacitated and - ignores the songs of other harpies. If the charmed target is - more than 5 feet away from the harpy, the target must move on - its turn toward the harpy by the most direct route, trying to - get within 5 feet. It doesn’t avoid opportunity attacks, but - before moving into damaging terrain, such as lava or a pit, - and whenever it takes damage from a source other than the - harpy, the target can repeat the saving throw. A charmed - target can also repeat the saving throw at the end of each of - its turns. If the saving throw is successful, the effect ends - on it. - - - A target that successfully saves is immune to this harpy’s - song for the next 24 hours. - -
-
-
- Hell Hound - - Medium fiend, lawful evil - - - Armor Class 15 (natural - armor) - - - Hit Points 45 (7d8+14) - - - Speed 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 17 (+3) - - - 12 (+1) - - - 14 (+2) - - - 6 (-2) - - - 13 (+1) - - - 6 (-2) - - - - - - - Skills Perception +5 - - - Damage Immunities fire - - - Senses darkvision 60 ft., - passive Perception 15 - - - Languages understands - Infernal but can’t speak it - - - Challenge 3 (700 XP) - - - Keen Hearing and - Smell. The hound has advantage on Wisdom - (Perception) checks that rely on hearing or smell. - - - Pack - Tactics. The hound has advantage on an - attack roll against a creature if at least one of the hound’s - allies is within 5 feet of the creature and the ally isn’t - incapacitated. - -
- Actions - - Bite. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 7 (1d8+3) piercing - damage plus 7 (2d6) fire damage. - - - Fire Breath (Recharge - 5-6). The hound exhales fire in a - 15-foot cone. Each creature in that area must make a DC 12 - Dexterity saving throw, taking 21 (6d6) fire damage on a - failed save, or half as much damage on a successful one. - -
-
-
- Hippogriff - - Large monstrosity, unaligned - - - Armor Class 11 - - - Hit Points 19 (3d10+3) - - - Speed 40 ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 17 (+3) - - - 13 (+1) - - - 13 (+1) - - - 2 (-4) - - - 12 (+1) - - - 8 (-1) - - - - - - - Skills Perception +5 - - - Senses passive Perception 15 - - - Languages - - - - Challenge 1 (200 XP) - - - Keen - Sight. The hippogriff has advantage on - Wisdom (Perception) checks that rely on sight. - -
- Actions - - Multiattack. - The hippogriff makes two attacks: one with its beak and one - with its claws. - - - Beak. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 8 (1d10+3) piercing - damage. - - - Claws. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 10 (2d6+3) slashing - damage. - -
-
-
- Hobgoblin - - Medium humanoid (goblinoid), lawful evil - - - Armor Class 18 (chain mail, - shield) - - - Hit Points 11 (2d8+2) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 13 (+1) - - - 12 (+1) - - - 12 (+1) - - - 10 (+0) - - - 10 (+0) - - - 9 (-1) - - - - - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages Common, Goblin - - - Challenge 1/2 (100 XP) - - - Martial - Advantage. Once per turn, the hobgoblin - can deal an extra 7 (2d6) damage to a creature it hits with a - weapon attack if that creature is within 5 feet of an ally of - the hobgoblin that isn’t incapacitated. - -
- Actions - - Longsword. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 5 (1d8+1) slashing - damage, or 6 (1d10+1) slashing damage if used with two hands. - - - Longbow. - Ranged Weapon Attack: +3 to hit, range - 150/600 ft., one target. Hit: 5 (1d8+1) - piercing damage. - -
-
-
- Homunculus - - Tiny construct, neutral - - - Armor Class 13 (natural - armor) - - - Hit Points 5 (2d4) - - - Speed 20 ft., fly 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 4 (-3) - - - 15 (+2) - - - 11 (+0) - - - 10 (+0) - - - 10 (+0) - - - 7 (-2) - - - - - - - Damage Immunities poison - - - Condition Immunities charmed, - poisoned - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages understands the - languages of its creator but can’t speak - - - Challenge 0 (10 XP) - - - Telepathic - Bond. While the homunculus is on the same - plane of existence as its master, it can magically convey what - it senses to its master, and the two can communicate - telepathically. - -
- Actions - - Bite. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one creature. Hit: 1 piercing - damage, and the target must succeed on a DC 10 Constitution - saving throw or be poisoned for 1 minute. If the saving throw - fails by 5 or more, the target is instead poisoned for 5 - (1d10) minutes and unconscious while poisoned in this way. - -
-
-
- Hydra - - Huge monstrosity, unaligned - - - Armor Class 15 (natural - armor) - - - Hit Points 172 (15d12+75) - - - Speed 30 ft., swim 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 20 (+5) - - - 12 (+1) - - - 20 (+5) - - - 2 (-4) - - - 10 (+0) - - - 7 (-2) - - - - - - - Skills Perception +6 - - - Senses darkvision 60 ft., - passive Perception 16 - - - Languages - - - - Challenge 8 (3,900 XP) - - - Hold - Breath. The hydra can hold its breath for - 1 hour. - - - Multiple - Heads. The hydra has five heads. While it - has more than one head, the hydra has advantage on saving throws - against being blinded, charmed, deafened, frightened, stunned, - and knocked unconscious. - - - Whenever the hydra takes 25 or more damage in a single turn, one - of its heads dies. If all its heads die, the hydra dies. - - - At the end of its turn, it grows two heads for each of its heads - that died since its last turn, unless it has taken fire damage - since its last turn. The hydra regains 10 hit points for each - head regrown in this way. - - - Reactive - Heads. For each head the hydra has beyond - one, it gets an extra reaction that can be used only for - opportunity attacks. - - - Wakeful. - While the hydra sleeps, at least one of its heads is awake. - -
- Actions - - Multiattack. - The hydra makes as many bite attacks as it has heads. - - - Bite. - Melee Weapon Attack: +8 to hit, reach 10 - ft., one target. Hit: 10 (1d10+5) - piercing damage. - -
-
-
-
- Monsters (I) -
- Invisible Stalker - - Medium elemental, neutral - - - Armor Class 14 - - - Hit Points 104 (16d8+32) - - - Speed 50 ft., fly 50 ft. - (hover) - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 19 (+4) - - - 14 (+2) - - - 10 (+0) - - - 15 (+2) - - - 11 (+0) - - - - - - - Skills Perception +8, Stealth - +10 - - - Damage Resistances - bludgeoning, piercing, and slashing from nonmagical attacks - - - Damage Immunities poison - - - Condition Immunities - exhaustion, grappled, paralyzed, petrified, poisoned, prone, - restrained, unconscious - - - Senses darkvision 60 ft., - passive Perception 18 - - - Languages Auran, understands - Common but doesn’t speak it - - - Challenge 6 (2,300 XP) - - - Invisibility. - The stalker is invisible. - - - Faultless - Tracker. The stalker is given a quarry by - its summoner. The stalker knows the direction and distance to - its quarry as long as the two of them are on the same plane of - existence. The stalker also knows the location of its summoner. - -
- Actions - - Multiattack. - The stalker makes two slam attacks. - - - Slam. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 10 (2d6+3) - bludgeoning damage. - -
-
-
-
- Monsters (K) -
- Kobold - - Small humanoid (kobold), lawful evil - - - Armor Class 12 - - - Hit Points 5 (2d6-2) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 7 (-2) - - - 15 (+2) - - - 9 (-1) - - - 8 (-1) - - - 7 (-2) - - - 8 (-1) - - - - - - - Senses darkvision 60 ft., - passive Perception 8 - - - Languages Common, Draconic - - - Challenge 1/8 (25 XP) - - - Sunlight - Sensitivity. While in sunlight, the kobold - has disadvantage on attack rolls, as well as on Wisdom - (Perception) checks that rely on sight. - - - Pack - Tactics. The kobold has advantage on an - attack roll against a creature if at least one of the kobold’s - allies is within 5 feet of the creature and the ally isn’t - incapacitated. - -
- Actions - - Dagger. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 4 (1d4+2) piercing - damage. - - - Sling. - Ranged Weapon Attack: +4 to hit, range - 30/120 ft., one target. Hit: 4 (1d4+2) - bludgeoning damage. - -
-
-
- Kraken - - Gargantuan monstrosity (titan), chaotic - evil - - - Armor Class 18 (natural - armor) - - - Hit Points 472 (27d20+189) - - - Speed 20 ft., swim 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 30 (+10) - - - 11 (+0) - - - 25 (+7) - - - 22 (+6) - - - 18 (+4) - - - 20 (+5) - - - - - - - Saving Throws Str +17, Dex - +7, Con +14, Int +13, Wis +11 - - - Damage Immunities lightning; - bludgeoning, piercing, and slashing from nonmagical attacks - - - Condition Immunities - frightened, paralyzed - - - Senses truesight 120 ft., - passive Perception 14 - - - Languages understands - Abyssal, Celestial, Infernal, and Primordial but can’t speak, - telepathy 120 ft. - - - Challenge 23 (50,000 XP) - - - Amphibious. - The kraken can breathe air and water. - - - Freedom of - Movement. The kraken ignores difficult - terrain, and magical effects can’t reduce its speed or cause it - to be restrained. It can spend 5 feet of movement to escape from - nonmagical restraints or being grappled. - - - Siege - Monster. The kraken deals double damage to - objects and structures. - -
- Actions - - Multiattack. - The kraken makes three tentacle attacks, each of which it can - replace with one use of Fling. - - - Bite. - Melee Weapon Attack: +17 to hit, reach 5 - ft., one target. Hit: 23 (3d8+10) - piercing damage. If the target is a Large or smaller creature - grappled by the kraken, that creature is swallowed, and the - grapple ends. While swallowed, the creature is blinded and - restrained, it has total cover against attacks and other - effects outside the kraken, and it takes 42 (12d6) acid damage - at the start of each of the kraken’s turns. - - - If the kraken takes 50 damage or more on a single turn from a - creature inside it, the kraken must succeed on a DC 25 - Constitution saving throw at the end of that turn or - regurgitate all swallowed creatures, which fall prone in a - space within 10 feet of the kraken. If the kraken dies, a - swallowed creature is no longer restrained by it and can - escape from the corpse using 15 feet of movement, exiting - prone. - - - Tentacle. - Melee Weapon Attack: +17 to hit, reach 30 - ft., one target. Hit: 20 (3d6+10) - bludgeoning damage, and the target is grappled (escape DC 18). - Until this grapple ends, the target is restrained. The kraken - has ten tentacles, each of which can grapple one target. - - - Fling. - One Large or smaller object held or creature grappled by the - kraken is thrown up to 60 feet in a random direction and - knocked prone. If a thrown target strikes a solid surface, the - target takes 3 (1d6) bludgeoning damage for every 10 feet it - was thrown. If the target is thrown at another creature, that - creature must succeed on a DC 18 Dexterity saving throw or - take the same damage and be knocked prone. - - - Lightning - Storm. The kraken magically creates - three bolts of lightning, each of which can strike a target - the kraken can see within 120 feet of it. A target must make a - DC 23 Dexterity saving throw, taking 22 (4d10) lightning - damage on a failed save, or half as much damage on a - successful one. - -
-
- Legendary Actions - - The kraken can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be used at - a time and only at the end of another creature’s turn. The - kraken regains spent legendary actions at the start of its - turn. - - - Tentacle Attack or Fling. - The kraken makes one tentacle attack or uses its Fling. - - - Lightning Storm (Costs 2 - Actions). The kraken uses Lightning Storm. - - - Ink Cloud (Costs 3 - Actions). While underwater, the kraken expels an - ink cloud in a 60-foot radius. The cloud spreads around - corners, and that area is heavily obscured to creatures other - than the kraken. Each creature other than the kraken that ends - its turn there must succeed on a DC 23 Constitution saving - throw, taking 16 (3d10) poison damage on a failed save, or - half as much damage on a successful one. A strong current - disperses the cloud, which otherwise disappears at the end of - the kraken’s next turn. - -
-
-
-
- Monsters (L) -
- Lamia - - Large monstrosity, chaotic evil - - - Armor Class 13 (natural - armor) - - - Hit Points 97 (13d10+26) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 13 (+1) - - - 15 (+2) - - - 14 (+2) - - - 15 (+2) - - - 16 (+3) - - - - - - - Skills Deception +7, Insight - +4, Stealth +3 - - - Senses darkvision 60 ft., - passive Perception 12 - - - Languages Abyssal, Common - - - Challenge 4 (1,100 XP) - - - Innate - Spellcasting. The lamia’s innate - spellcasting ability is Charisma (spell save DC 13). It can - innately cast the following spells, requiring no material - components. - - - At will: disguise self (any humanoid form), - major image - - - 3/day each: charm person, mirror - image, scrying, - suggestion - - - 1/day: geas - -
- Actions - - Multiattack. - The lamia makes two attacks: one with its claws and one with - its dagger or Intoxicating Touch. - - - Claws. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 14 (2d10+3) - slashing damage. - - - Dagger. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 5 (1d4+3) piercing - damage. - - - Intoxicating - Touch. Melee Spell - Attack: +5 to hit, reach 5 ft., one creature. - Hit: The target is magically cursed for 1 - hour. Until the curse ends, the target has disadvantage on - Wisdom saving throws and all ability checks. - -
-
-
- Lich - - Medium undead, any evil alignment - - - Armor Class 17 (natural - armor) - - - Hit Points 135 (18d8+54) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 11 (+0) - - - 16 (+3) - - - 16 (+3) - - - 20 (+5) - - - 14 (+2) - - - 16 (+3) - - - - - - - Saving Throws Con +10, Int - +12, Wis +9 - - - Skills Arcana +19, History - +12, Insight +9, Perception +9 - - - Damage Resistances cold, - lightning, necrotic - - - Damage Immunities poison; - bludgeoning, piercing, and slashing from nonmagical attacks - - - Condition Immunities charmed, - exhaustion, frightened, paralyzed, poisoned - - - Senses truesight 120 ft., - passive Perception 19 - - - Languages Common plus up to - five other languages - - - Challenge 21 (33,000 XP) - - - Legendary Resistance - (3/Day). If the lich fails a saving throw, - it can choose to succeed instead. - - - Rejuvenation. - If it has a phylactery, a destroyed lich gains a new body in - 1d10 days, regaining all its hit points and becoming active - again. The new body appears within 5 feet of the phylactery. - - - Spellcasting. - The lich is an 18th-level spellcaster. Its spellcasting ability - is Intelligence (spell save DC 20, +12 to hit with spell - attacks). The lich has the following wizard spells prepared: - - - Cantrips (at will): mage hand, - prestidigitation, ray of - frost 1st level (4 slots): detect - magic, magic missile, - shield, thunderwave - 2nd level (3 slots): acid arrow, - detect thoughts, - invisibility, mirror - image 3rd level (3 slots): animate - dead, counterspell, - dispel magic, fireball - 4th level (3 slots): blight, - dimension door 5th level (3 slots): - cloudkill, scrying 6th - level (1 slot): disintegrate, - globe of invulnerability 7th level (1 - slot): finger of death, plane - shift 8th level (1 slot): dominate - monster, power word stun 9th - level (1 slot): power word kill - - - Turn - Resistance. The lich has advantage on - saving throws against any effect that turns undead. - -
- Actions - - Paralyzing - Touch. Melee Spell - Attack: +12 to hit, reach 5 ft., one creature. - Hit: 10 (3d6) cold damage. The target - must succeed on a DC 18 Constitution saving throw or be - paralyzed for 1 minute. The target can repeat the saving throw - at the end of each of its turns, ending the effect on itself - on a success. - -
-
- Legendary Actions - - The lich can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be used at - a time and only at the end of another creature’s turn. The - lich regains spent legendary actions at the start of its turn. - - - Cantrip. The lich casts a - cantrip. - - - Paralyzing Touch (Costs 2 - Actions). The lich uses its Paralyzing Touch. - - - Frightening Gaze (Costs 2 - Actions). The lich fixes its gaze on one creature - it can see within 10 feet of it. The target must succeed on a - DC 18 Wisdom saving throw against this magic or become - frightened for 1 minute. The frightened target can repeat the - saving throw at the end of each of its turns, ending the - effect on itself on a success. If a target’s saving throw is - successful or the effect ends for it, the target is immune to - the lich’s gaze for the next 24 hours. - - - Disrupt Life (Costs 3 - Actions). Each non-undead creature within 20 feet - of the lich must make a DC 18 Constitution saving throw - against this magic, taking 21 (6d6) necrotic damage on a - failed save, or half as much damage on a successful one. - -
-
-
- Lizardfolk - - Medium humanoid (lizardfolk), neutral - - - Armor Class 15 (natural - armor, shield) - - - Hit Points 22 (4d8+4) - - - Speed 30 ft., swim 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 10 (+0) - - - 13 (+1) - - - 7 (-2) - - - 12 (+1) - - - 7 (-2) - - - - - - - Skills Perception +3, Stealth - +4, Survival +5 - - - Senses passive Perception 13 - - - Languages Draconic - - - Challenge 1/2 (100 XP) - - - Hold - Breath. The lizardfolk can hold its breath - for 15 minutes. - -
- Actions - - Multiattack. - The lizardfolk makes two melee attacks, each one with a - different weapon. - - - Bite. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 5 (1d6+2) piercing - damage. - - - Heavy - Club. Melee Weapon - Attack: +4 to hit, reach 5 ft., one target. - Hit: 5 (1d6+2) bludgeoning damage. - - - Javelin. - Melee or Ranged Weapon Attack: +4 to hit, - reach 5 ft. or range 30/120 ft., one target. - Hit: 5 (1d6+2) piercing damage. - - - Spiked - Shield. Melee Weapon - Attack: +4 to hit, reach 5 ft., one target. - Hit: 5 (1d6+2) piercing damage. - -
-
-
- Lycanthropes -
- Werebear - - Medium humanoid (human, shapechanger), neutral - good - - - Armor Class 10 in humanoid - form, 11 (natural armor) in bear and hybrid form - - - Hit Points 135 (18d8+54) - - - Speed 30 ft. (40 ft., climb - 30 ft. in bear or hybrid form) - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 10 (+0) - - - 17 (+3) - - - 11 (+0) - - - 12 (+1) - - - 12 (+1) - - - - - - - Skills Perception +7 - - - Damage Immunities - bludgeoning, piercing, and slashing from nonmagical attacks - not made with silvered weapons - - - Senses passive Perception - 17 - - - Languages Common (can’t - speak in bear form) - - - Challenge 5 (1,800 XP) - - - Shapechanger. - The werebear can use its action to polymorph into a Large - bear-humanoid hybrid or into a Large bear, or back into its - true form, which is humanoid. Its statistics, other than its - size and AC, are the same in each form. Any equipment it is - wearing or carrying isn’t transformed. It reverts to its true - form if it dies. - - - Keen - Smell. The werebear has advantage on - Wisdom (Perception) checks that rely on smell. - -
- Actions - - Multiattack. - In bear form, the werebear makes two claw attacks. In - humanoid form, it makes two greataxe attacks. In hybrid - form, it can attack like a bear or a humanoid. - - - Bite (Bear or Hybrid Form - Only). Melee Weapon - Attack: +7 to hit, reach 5 ft., one target. - Hit: 15 (2d10+4) piercing damage. If - the target is a humanoid, it must succeed on a DC 14 - Constitution saving throw or be cursed with werebear - lycanthropy. - - - Claw (Bear or Hybrid Form - Only). Melee Weapon - Attack: +7 to hit, reach 5 ft., one target. - Hit: 13 (2d8+4) slashing damage. - - - Greataxe (Humanoid or - Hybrid Form Only). Melee - Weapon Attack: +7 to hit, reach 5 ft., one - target. Hit: 10 (1d12+4) slashing - damage. - -
-
-
- Wereboar - - Medium humanoid (human, shapechanger), neutral - evil - - - Armor Class 10 in humanoid - form, 11 (natural armor) in boar or hybrid form - - - Hit Points 78 (12d8+24) - - - Speed 30 ft. (40 ft. in - boar form) - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 17 (+3) - - - 10 (+0) - - - 15 (+2) - - - 10 (+0) - - - 11 (+0) - - - 8 (-1) - - - - - - - Skills Perception +2 - - - Damage Immunities - bludgeoning, piercing, and slashing from nonmagical attacks - not made with silvered weapons - - - Senses passive Perception - 12 - - - Languages Common (can’t - speak in boar form) - - - Challenge 4 (1,100 XP) - - - Shapechanger. - The wereboar can use its action to polymorph into a - boar-humanoid hybrid or into a boar, or back into its true - form, which is humanoid. Its statistics, other than its AC, - are the same in each form. Any equipment it is wearing or - carrying isn’t transformed. It reverts to its true form if it - dies. - - - Charge (Boar or Hybrid Form - Only). If the wereboar moves at least 15 - feet straight toward a target and then hits it with its tusks - on the same turn, the target takes an extra 7 (2d6) slashing - damage. If the target is a creature, it must succeed on a DC - 13 Strength saving throw or be knocked prone. - - - Relentless (Recharges after - a Short or Long Rest). If the wereboar - takes 14 damage or less that would reduce it to 0 hit points, - it is reduced to 1 hit point instead. - -
- Actions - - Multiattack (Humanoid or - Hybrid Form Only). The wereboar makes - two attacks, only one of which can be with its tusks. - - - Maul (Humanoid or Hybrid - Form Only). Melee Weapon - Attack: +5 to hit, reach 5 ft., one target. - Hit: 10 (2d6+3) bludgeoning damage. - - - Tusks (Boar or Hybrid Form - Only). Melee Weapon - Attack: +5 to hit, reach 5 ft., one target. - Hit: 10 (2d6+3) slashing damage. If the - target is a humanoid, it must succeed on a DC 12 - Constitution saving throw or be cursed with wereboar - lycanthropy. - -
-
-
- Wererat - - Medium humanoid (human, shapechanger), lawful - evil - - - Armor Class 12 - - - Hit Points 33 (6d8+6) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 15 (+2) - - - 12 (+1) - - - 11 (+0) - - - 10 (+0) - - - 8 (-1) - - - - - - - Skills Perception +2, - Stealth +4 - - - Damage Immunities - bludgeoning, piercing, and slashing from nonmagical attacks - not made with silvered weapons - - - Senses darkvision 60 ft. - (rat form only), passive Perception 12 - - - Languages Common (can’t - speak in rat form) - - - Challenge 2 (450 XP) - - - Shapechanger. - The wererat can use its action to polymorph into a - rat-humanoid hybrid or into a giant rat, or back into its true - form, which is humanoid. Its statistics, other than its size, - are the same in each form. Any equipment it is wearing or - carrying isn’t transformed. It reverts to its true form if it - dies. - - - Keen - Smell. The wererat has advantage on - Wisdom (Perception) checks that rely on smell. - -
- Actions - - Multiattack (Humanoid or - Hybrid Form Only). The wererat makes - two attacks, only one of which can be a bite. - - - Bite (Rat or Hybrid Form - Only). Melee Weapon - Attack: +4 to hit, reach 5 ft., one target. - Hit: 4 (1d4+2) piercing damage. If the - target is a humanoid, it must succeed on a DC 11 - Constitution saving throw or be cursed with wererat - lycanthropy. - - - Shortsword (Humanoid or - Hybrid Form Only). Melee - Weapon Attack: +4 to hit, reach 5 ft., one - target. Hit: 5 (1d6+2) piercing damage. - - - Hand Crossbow (Humanoid or - Hybrid Form Only). Ranged - Weapon Attack: +4 to hit, range 30/120 ft., one - target. Hit: 5 (1d6+2) piercing damage. - -
-
-
- Weretiger - - Medium humanoid (human, shapechanger), - neutral - - - Armor Class 12 - - - Hit Points 120 (16d8+48) - - - Speed 30 ft. (40 ft. in - tiger form) - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 17 (+3) - - - 15 (+2) - - - 16 (+3) - - - 10 (+0) - - - 13 (+1) - - - 11 (+0) - - - - - - - Skills Perception +5, - Stealth +4 - - - Damage Immunities - bludgeoning, piercing, and slashing from nonmagical attacks - not made with silvered weapons - - - Senses darkvision 60 ft., - passive Perception 15 - - - Languages Common (can’t - speak in tiger form) - - - Challenge 4 (1,100 XP) - - - Shapechanger. - The weretiger can use its action to polymorph into a - tiger-humanoid hybrid or into a tiger, or back into its true - form, which is humanoid. Its statistics, other than its size, - are the same in each form. Any equipment it is wearing or - carrying isn’t transformed. It reverts to its true form if it - dies. - - - Keen Hearing and - Smell. The weretiger has advantage on - Wisdom (Perception) checks that rely on hearing or smell. - - - Pounce (Tiger or Hybrid Form - Only). If the weretiger moves at least - 15 feet straight toward a creature and then hits it with a - claw attack on the same turn, that target must succeed on a DC - 14 Strength saving throw or be knocked prone. If the target is - prone, the weretiger can make one bite attack against it as a - bonus action. - -
- Actions - - Multiattack (Humanoid or - Hybrid Form Only). In humanoid form, - the weretiger makes two scimitar attacks or two longbow - attacks. In hybrid form, it can attack like a humanoid or - make two claw attacks. - - - Bite (Tiger or Hybrid Form - Only). Melee Weapon - Attack: +5 to hit, reach 5 ft., one target. - Hit: 8 (1d10+3) piercing damage. If the - target is a humanoid, it must succeed on a DC 13 - Constitution saving throw or be cursed with weretiger - lycanthropy. - - - Claw (Tiger or Hybrid Form - Only). Melee Weapon - Attack: +5 to hit, reach 5 ft., one target. - Hit: 7 (1d8+3) slashing damage. - - - Scimitar (Humanoid or - Hybrid Form Only). Melee - Weapon Attack: +5 to hit, reach 5 ft., one - target. Hit: 6 (1d6+3) slashing damage. - - - Longbow (Humanoid or - Hybrid Form Only). Ranged - Weapon Attack: +4 to hit, range 150/600 ft., one - target. Hit: 6 (1d8+2) piercing damage. - -
-
-
- Werewolf - - Medium humanoid (human, shapechanger), chaotic - evil - - - Armor Class 11 in humanoid - form, 12 (natural armor) in wolf or hybrid form - - - Hit Points 58 (9d8+18) - - - Speed 30 ft. (40 ft. in - wolf form) - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 13 (+1) - - - 14 (+2) - - - 10 (+0) - - - 11 (+0) - - - 10 (+0) - - - - - - - Skills Perception +4, - Stealth +3 - - - Damage Immunities - bludgeoning, piercing, and slashing from nonmagical attacks - not made with silvered weapons - - - Senses passive Perception - 14 - - - Languages Common (can’t - speak in wolf form) - - - Challenge 3 (700 XP) - - - Shapechanger. - The werewolf can use its action to polymorph into a - wolf-humanoid hybrid or into a wolf, or back into its true - form, which is humanoid. Its statistics, other than its AC, - are the same in each form. Any equipment it is wearing or - carrying isn’t transformed. It reverts to its true form if it - dies. - - - Keen Hearing and - Smell. The werewolf has advantage on - Wisdom (Perception) checks that rely on hearing or smell. - -
- Actions - - Multiattack (Humanoid or - Hybrid Form Only). The werewolf makes - two attacks: two with its spear (humanoid form) or one with - its bite and one with its claws (hybrid form). - - - Bite (Wolf or Hybrid Form - Only). Melee Weapon - Attack: +4 to hit, reach 5 ft., one target. - Hit: 6 (1d8+2) piercing damage. If the - target is a humanoid, it must succeed on a DC 12 - Constitution saving throw or be cursed with werewolf - lycanthropy. - - - Claws (Hybrid Form - Only). Melee Weapon - Attack: +4 to hit, reach 5 ft., one creature. - Hit: 7 (2d4+2) slashing damage. - - - Spear (Humanoid Form - Only). Melee or Ranged - Weapon Attack: +4 to hit, reach 5 ft. or range - 20/60 ft., one creature. Hit: 5 (1d6+2) - piercing damage, or 6 (1d8+2) piercing damage if used with - two hands to make a melee attack. - -
-
-
-
-
- Monsters (M) -
- Magmin - - Small elemental, chaotic neutral - - - Armor Class 14 (natural - armor) - - - Hit Points 9 (2d6+2) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 7 (-2) - - - 15 (+2) - - - 12 (+1) - - - 8 (-1) - - - 11 (+0) - - - 10 (+0) - - - - - - - Damage Resistances - bludgeoning, piercing, and slashing from nonmagical attacks - - - Damage Immunities fire - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages Ignan - - - Challenge 1/2 (100 XP) - - - Death - Burst. When the magmin dies, it explodes - in a burst of fire and magma. Each creature within 10 feet of it - must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire - damage on a failed save, or half as much damage on a successful - one. Flammable objects that aren’t being worn or carried in that - area are ignited. - - - Ignited - Illumination. As a bonus action, the - magmin can set itself ablaze or extinguish its flames. While - ablaze, the magmin sheds bright light in a 10-foot radius and - dim light for an additional 10 feet. - -
- Actions - - Touch. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 7 (2d6) fire - damage. If the target is a creature or a flammable object, it - ignites. Until a creature takes an action to douse the fire, - the target takes 3 (1d6) fire damage at the end of each of its - turns. - -
-
-
- Manticore - - Large monstrosity, lawful evil - - - Armor Class 14 (natural - armor) - - - Hit Points 68 (8d10+24) - - - Speed 30 ft., fly 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 17 (+3) - - - 16 (+3) - - - 17 (+3) - - - 7 (-2) - - - 12 (+1) - - - 8 (-1) - - - - - - - Senses darkvision 60 ft., - passive Perception 11 - - - Languages Common - - - Challenge 3 (700 XP) - - - Tail Spike - Regrowth. The manticore has twenty-four - tail spikes. Used spikes regrow when the manticore finishes a - long rest. - -
- Actions - - Multiattack. - The manticore makes three attacks: one with its bite and two - with its claws or three with its tail spikes. - - - Bite. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 7 (1d8+3) piercing - damage. - - - Claw. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 6 (1d6+3) slashing - damage. - - - Tail - Spike. Ranged Weapon - Attack: +5 to hit, range 100/200 ft., one target. - Hit: 7 (1d8+3) piercing damage. - -
-
-
- Medusa - - Medium monstrosity, lawful evil - - - Armor Class 15 (natural - armor) - - - Hit Points 127 (17d8+51) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 15 (+2) - - - 16 (+3) - - - 12 (+1) - - - 13 (+1) - - - 15 (+2) - - - - - - - Skills Deception +5, Insight - +4, Perception +4, Stealth +5 - - - Senses darkvision 60 ft., - passive Perception 14 - - - Languages Common - - - Challenge 6 (2,300 XP) - - - Petrifying - Gaze. When a creature that can see the - medusa’s eyes starts its turn within 30 feet of the medusa, the - medusa can force it to make a DC 14 Constitution saving throw if - the medusa isn’t incapacitated and can see the creature. If the - saving throw fails by 5 or more, the creature is instantly - petrified. Otherwise, a creature that fails the save begins to - turn to stone and is restrained. The restrained creature must - repeat the saving throw at the end of its next turn, becoming - petrified on a failure or ending the effect on a success. The - petrification lasts until the creature is freed by the - greater restoration spell or other magic. - - - Unless surprised, a creature can avert its eyes to avoid the - saving throw at the start of its turn. If the creature does so, - it can’t see the medusa until the start of its next turn, when - it can avert its eyes again. If the creature looks at the medusa - in the meantime, it must immediately make the save. - - - If the medusa sees itself reflected on a polished surface within - 30 feet of it and in an area of bright light, the medusa is, due - to its curse, affected by its own gaze. - -
- Actions - - Multiattack. - The medusa makes either three melee attacks-one with its snake - hair and two with its shortsword-or two ranged attacks with - its longbow. - - - Snake - Hair. Melee Weapon - Attack: +5 to hit, reach 5 ft., one creature. - Hit: 4 (1d4+2) piercing damage plus 14 - (4d6) poison damage. - - - Shortsword. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 5 (1d6+2) piercing - damage. - - - Longbow. - Ranged Weapon Attack: +5 to hit, range - 150/600 ft., one target. Hit: 6 (1d8+2) - piercing damage plus 7 (2d6) poison damage. - -
-
-
- Mephits -
- Dust Mephit - - Small elemental, neutral evil - - - Armor Class 12 - - - Hit Points 17 (5d6) - - - Speed 30 ft., fly 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 5 (-3) - - - 14 (+2) - - - 10 (+0) - - - 9 (-1) - - - 11 (+0) - - - 10 (+0) - - - - - - - Skills Perception +2, - Stealth +4 - - - Damage Vulnerabilities Fire - - - Damage Immunities Poison - - - Condition Immunities - Poisoned - - - Senses Darkvision 60 ft., - passive Perception 12 - - - Languages Auran, Terran - - - Challenge 1/2 (100 XP) - - - Death - Burst. When the mephit dies, it explodes - in a burst of dust. Each creature within 5 feet of it must - then succeed on a DC 10 Constitution saving throw or be - blinded for 1 minute. A blinded creature can repeat the saving - throw on each of its turns, ending the effect on itself on a - success. - - - Innate Spellcasting - (1/Day). The mephit can innately cast - sleep, requiring no material components. - Its innate spellcasting ability is Charisma. - -
- Actions - - Claws. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one creature. Hit: 4 (1d4+2) - slashing damage. - - - Blinding Breath (Recharge - 6). The mephit exhales a 15- foot cone - of blinding dust. Each creature in that area must succeed on - a DC 10 Dexterity saving throw or be blinded for 1 minute. A - creature can repeat the saving throw at the end of each of - its turns, ending the effect on itself on a success. - -
-
-
- Ice Mephit - - Small elemental, neutral evil - - - Armor Class 11 - - - Hit Points 21 (6d6) - - - Speed 30 ft., fly 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 7 (-2) - - - 13 (+1) - - - 10 (+0) - - - 9 (-1) - - - 11 (+0) - - - 12 (+1) - - - - - - - Skills Perception +2, - Stealth +3 - - - Damage Vulnerabilities - bludgeoning, fire - - - Damage Immunities cold, - poison - - - Condition Immunities - poisoned - - - Senses darkvision 60 ft., - passive Perception 12 - - - Languages Aquan, Auran - - - Challenge 1/2 (100 XP) - - - Death - Burst. When the mephit dies, it explodes - in a burst of jagged ice. Each creature within 5 feet of it - must make a DC 10 Dexterity saving throw, taking 4 (1d8) - slashing damage on a failed save, or half as much damage on a - successful one. - - - False - Appearance. While the mephit remains - motionless, it is indistinguishable from an ordinary shard of - ice. - - - Innate Spellcasting - (1/Day). The mephit can innately cast - fog cloud, requiring no material - components. Its innate spellcasting ability is Charisma. - -
- Actions - - Claws. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one creature. Hit: 3 (1d4+1) - slashing damage plus 2 (1d4) cold damage. - - - Frost Breath (Recharge - 6). The mephit exhales a 15- foot cone - of cold air. Each creature in that area must succeed on a DC - 10 Dexterity saving throw, taking 5 (2d4) cold damage on a - failed save, or half as much damage on a successful one. - -
-
-
- Magma Mephit - - Small elemental, neutral evil - - - Armor Class 11 - - - Hit Points 22 (5d6+5) - - - Speed 30 ft., fly 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 8 (-1) - - - 12 (+1) - - - 12 (+1) - - - 7 (-2) - - - 10 (+0) - - - 10 (+0) - - - - - - - Skills Stealth +3 - - - Damage Vulnerabilities cold - - - Damage Immunities fire, - poison - - - Condition Immunities - poisoned - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages Ignan, Terran - - - Challenge 1/2 (100 XP) - - - Death - Burst. When the mephit dies, it explodes - in a burst of lava. Each creature within 5 feet of it must - make a DC 11 Dexterity saving throw, taking 7 (2d6) fire - damage on a failed save, or half as much damage on a - successful one. - - - False - Appearance. While the mephit remains - motionless, it is indistinguishable from an ordinary mound of - magma. - - - Innate Spellcasting - (1/Day). The mephit can innately cast - heat metal (spell save DC 10), requiring - no material components. Its innate spellcasting ability is - Charisma. - -
- Actions - - Claws. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one creature. Hit: 3 (1d4+1) - slashing damage plus 2 (1d4) fire damage. - - - Fire Breath (Recharge - 6). The mephit exhales a 15-foot cone - of fire. Each creature in that area must make a DC 11 - Dexterity saving throw, taking 7 (2d6) fire damage on a - failed save, or half as much damage on a successful one. - -
-
-
- Steam Mephit - - Small elemental, neutral evil - - - Armor Class 10 - - - Hit Points 21 (6d6) - - - Speed 30 ft., fly 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 5 (-3) - - - 11 (+0) - - - 10 (+0) - - - 11 (+0) - - - 10 (+0) - - - 12 (+1) - - - - - - - Damage Immunities fire, - poison - - - Condition Immunities - poisoned - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages Aquan, Ignan - - - Challenge 1/4 (50 XP) - - - Death - Burst. When the mephit dies, it explodes - in a cloud of steam. Each creature within 5 feet of the mephit - must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) - fire damage. - - - Innate Spellcasting - (1/Day). The mephit can innately cast - blur, requiring no material components. - Its innate spellcasting ability is Charisma. - -
- Actions - - Claws. - Melee Weapon Attack: +2 to hit, reach 5 - ft., one creature. Hit: 2 (1d4) - slashing damage plus 2 (1d4) fire damage. - - - Steam Breath (Recharge - 6). The mephit exhales a 15- foot cone - of scalding steam. Each creature in that area must succeed - on a DC 10 Dexterity saving throw, taking 4 (1d8) fire - damage on a failed save, or half as much damage on a - successful one. - -
-
-
-
- Merfolk - - Medium humanoid (merfolk), neutral - - - Armor Class 11 - - - Hit Points 11 (2d8+2) - - - Speed 10 ft., swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 13 (+1) - - - 12 (+1) - - - 11 (+0) - - - 11 (+0) - - - 12 (+1) - - - - - - - Skills Perception +2 - - - Senses passive Perception 12 - - - Languages Aquan, Common - - - Challenge 1/8 (25 XP) - - - Amphibious. - The merfolk can breathe air and water. - -
- Actions - - Spear. - Melee or Ranged Weapon Attack: +2 to hit, - reach 5 ft. or range 20/60 ft., one target. - Hit: 3 (1d6) piercing damage, or 4 (1d8) - piercing damage if used with two hands to make a melee attack. - -
-
-
- Merrow - - Large monstrosity, chaotic evil - - - Armor Class 13 (natural - armor) - - - Hit Points 45 (6d10+12) - - - Speed 10 ft., swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 10 (+0) - - - 15 (+2) - - - 8 (-1) - - - 10 (+0) - - - 9 (-1) - - - - - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages Abyssal, Aquan - - - Challenge 2 (450 XP) - - - Amphibious. - The merrow can breathe air and water. - -
- Actions - - Multiattack. - The merrow makes two attacks: one with its bite and one with - its claws or harpoon. - - - Bite. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 8 (1d8+4) piercing - damage. - - - Claws. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 9 (2d4+4) slashing - damage. - - - Harpoon. - Melee or Ranged Weapon Attack: +6 to hit, - reach 5 ft. or range 20/60 ft., one target. - Hit: 11 (2d6+3) piercing damage. If the - target is a Huge or smaller creature, it must succeed on a - Strength contest against the merrow or be pulled up to 20 feet - toward the merrow. - -
-
-
- Mimic - - Medium monstrosity (shapechanger), neutral - - - Armor Class 12 (natural - armor) - - - Hit Points 58 (9d8+18) - - - Speed 15 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 17 (+3) - - - 12 (+1) - - - 15 (+2) - - - 5 (-3) - - - 13 (+1) - - - 8 (-1) - - - - - - - Skills Stealth +5 - - - Damage Immunities acid - - - Condition Immunities prone - - - Senses darkvision 60 ft., - passive Perception 11 - - - Languages - - - - Challenge 2 (450 XP) - - - Shapechanger. - The mimic can use its action to polymorph into an object or back - into its true, amorphous form. Its statistics are the same in - each form. Any equipment it is wearing or carrying isn’t - transformed. It reverts to its true form if it dies. - - - Adhesive (Object Form - Only). The mimic adheres to anything that - touches it. A Huge or smaller creature adhered to the mimic is - also grappled by it (escape DC 13). Ability checks made to - escape this grapple have disadvantage. - - - False Appearance (Object Form - Only). While the mimic remains motionless, - it is indistinguishable from an ordinary object. - - - Grappler. - The mimic has advantage on attack rolls against any creature - grappled by it. - -
- Actions - - Pseudopod. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 7 (1d8+3) - bludgeoning damage. If the mimic is in object form, the target - is subjected to its Adhesive trait. - - - Bite. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 7 (1d8+3) piercing - damage plus 4 (1d8) acid damage. - -
-
-
- Minotaur - - Large monstrosity, chaotic evil - - - Armor Class 14 (natural - armor) - - - Hit Points 76 (9d10+27) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 11 (+0) - - - 16 (+3) - - - 6 (-2) - - - 16 (+3) - - - 9 (-1) - - - - - - - Skills Perception +7 - - - Senses darkvision 60 ft., - passive Perception 17 - - - Languages Abyssal - - - Challenge 3 (700 XP) - - - Charge. - If the minotaur moves at least 10 feet straight toward a target - and then hits it with a gore attack on the same turn, the target - takes an extra 9 (2d8) piercing damage. If the target is a - creature, it must succeed on a DC 14 Strength saving throw or be - pushed up to 10 feet away and knocked prone. - - - Labyrinthine - Recall. The minotaur can perfectly recall - any path it has traveled. - - - Reckless. - At the start of its turn, the minotaur can gain advantage on all - melee weapon attack rolls it makes during that turn, but attack - rolls against it have advantage until the start of its next - turn. - -
- Actions - - Greataxe. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 17 (2d12+4) - slashing damage. - - - Gore. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 13 (2d8+4) piercing - damage. - -
-
-
- Mummies -
- Mummy - - Medium undead, lawful evil - - - Armor Class 11 (natural - armor) - - - Hit Points 58 (9d8+18) - - - Speed 20 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 8 (-1) - - - 15 (+2) - - - 6 (-2) - - - 10 (+0) - - - 12 (+1) - - - - - - - Saving Throws Wis +2 - - - Damage Vulnerabilities fire - - - Damage Resistances - bludgeoning, piercing, and slashing from nonmagical attacks - - - Damage Immunities necrotic, - poison - - - Condition Immunities - charmed, exhaustion, frightened, paralyzed, poisoned - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages the languages it - knew in life - - - Challenge 3 (700 XP) - -
- Actions - - Multiattack. - The mummy can use its Dreadful Glare and makes one attack - with its rotting fist. - - - Rotting - Fist. Melee Weapon - Attack: +5 to hit, reach 5 ft., one target. - Hit: 10 (2d6+3) bludgeoning damage plus - 10 (3d6) necrotic damage. If the target is a creature, it - must succeed on a DC 12 Constitution saving throw or be - cursed with mummy rot. The cursed target can’t regain hit - points, and its hit point maximum decreases by 10 (3d6) for - every 24 hours that elapse. If the curse reduces the - target’s hit point maximum to 0, the target dies, and its - body turns to dust. The curse lasts until removed by the - remove curse spell or other magic. - - - Dreadful - Glare. The mummy targets one creature - it can see within 60 feet of it. If the target can see the - mummy, it must succeed on a DC 11 Wisdom saving throw - against this magic or become frightened until the end of the - mummy’s next turn. If the target fails the saving throw by 5 - or more, it is also paralyzed for the same duration. A - target that succeeds on the saving throw is immune to the - Dreadful Glare of all mummies (but not mummy lords) for the - next 24 hours. - -
-
-
- Mummy Lord - - Medium undead, lawful evil - - - Armor Class 17 (natural - armor) - - - Hit Points 97 (13d8+39) - - - Speed 20 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 10 (+0) - - - 17 (+3) - - - 11 (+0) - - - 18 (+4) - - - 16 (+3) - - - - - - - Saving Throws Con +8, Int - +5, Wis +9, Cha +8 - - - Skills History +5, Religion - +5 - - - Damage Vulnerabilities fire - - - Damage Immunities necrotic, - poison; bludgeoning, piercing, and slashing from nonmagical - attacks - - - Condition Immunities - charmed, exhaustion, frightened, paralyzed, poisoned - - - Senses darkvision 60 ft., - passive Perception 14 - - - Languages the languages it - knew in life - - - Challenge 15 (13,000 XP) - - - Magic - Resistance. The mummy lord has advantage - on saving throws against spells and other magical effects. - - - Rejuvenation. - A destroyed mummy lord gains a new body in 24 hours if its - heart is intact, regaining all its hit points and becoming - active again. The new body appears within 5 feet of the mummy - lord’s heart. - - - Spellcasting. - The mummy lord is a 10th-level spellcaster. Its spellcasting - ability is Wisdom (spell save DC 17, +9 to hit with spell - attacks). The mummy lord has the following cleric spells - prepared: - - - Cantrips (at will): sacred flame, - thaumaturgy 1st level (4 slots): - command, guiding - bolt, shield of faith 2nd - level (3 slots): hold person, - silence, spiritual - weapon 3rd level (3 slots): animate - dead, dispel magic 4th level - (3 slots): divination, guardian - of faith 5th level (2 slots): - contagion, insect - plague 6th level (1 slot): - harm - -
- Actions - - Multiattack. - The mummy can use its Dreadful Glare and makes one attack - with its rotting fist. - - - Rotting - Fist. Melee Weapon - Attack: +9 to hit, reach 5 ft., one target. - Hit: 14 (3d6+4) bludgeoning damage plus - 21 (6d6) necrotic damage. If the target is a creature, it - must succeed on a DC 16 Constitution saving throw or be - cursed with mummy rot. The cursed target can’t regain hit - points, and its hit point maximum decreases by 10 (3d6) for - every 24 hours that elapse. If the curse reduces the - target’s hit point maximum to 0, the target dies, and its - body turns to dust. The curse lasts until removed by the - remove curse spell or other magic. - - - Dreadful - Glare. The mummy lord targets one - creature it can see within 60 feet of it. If the target can - see the mummy lord, it must succeed on a DC 16 Wisdom saving - throw against this magic or become frightened until the end - of the mummy’s next turn. If the target fails the saving - throw by 5 or more, it is also paralyzed for the same - duration. A target that succeeds on the saving throw is - immune to the Dreadful Glare of all mummies and mummy lords - for the next 24 hours. - -
-
- Legendary Actions - - The mummy lord can take 3 legendary actions, choosing from - the options below. Only one legendary action option can be - used at a time and only at the end of another creature’s - turn. The mummy lord regains spent legendary actions at the - start of its turn. - - - Attack. The mummy lord - makes one attack with its rotting fist or uses its Dreadful - Glare. - - - Blinding Dust. Blinding - dust and sand swirls magically around the mummy lord. Each - creature within 5 feet of the mummy lord must succeed on a - DC 16 Constitution saving throw or be blinded until the end - of the creature’s next turn. - - - Blasphemous Word (Costs 2 - Actions). The mummy lord utters a blasphemous - word. Each non-undead creature within 10 feet of the mummy - lord that can hear the magical utterance must succeed on a - DC 16 Constitution saving throw or be stunned until the end - of the mummy lord’s next turn. - - - Channel Negative Energy (Costs 2 - Actions). The mummy lord magically unleashes - negative energy. Creatures within 60 feet of the mummy lord, - including ones behind barriers and around corners, can’t - regain hit points until the end of the mummy lord’s next - turn. - - - Whirlwind of Sand (Costs 2 - Actions). The mummy lord magically transforms - into a whirlwind of sand, moves up to 60 feet, and reverts - to its normal form. While in whirlwind form, the mummy lord - is immune to all damage, and it can’t be grappled, - petrified, knocked prone, restrained, or stunned. Equipment - worn or carried by the mummy lord remain in its possession. - -
-
-
-
-
- Monsters (N) -
- Nagas -
- Guardian Naga - - Large monstrosity, lawful good - - - Armor Class 18 (natural - armor) - - - Hit Points 127 (15d10+45) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 18 (+4) - - - 16 (+3) - - - 16 (+3) - - - 19 (+4) - - - 18 (+4) - - - - - - - Saving Throws Dex +6, Con - +5, Wis +5, Cha +6 - - - Saving Throws Dex +8, Con - +7, Int +7, Wis +8, Cha +8 - - - Damage Immunities poison - - - Condition Immunities - charmed, poisoned - - - Senses darkvision 60 ft., - passive Perception 14 - - - Languages Celestial, Common - - - Challenge 10 (5,900 XP) - - - Rejuvenation. - If it dies, the naga returns to life in 1d6 days and regains - all its hit points. Only a wish spell can - prevent this trait from functioning. - - - Spellcasting. - The naga is an 11th-level spellcaster. Its spellcasting - ability is Wisdom (spell save DC 16, +8 to hit with spell - attacks), and it needs only verbal components to cast its - spells. It has the following cleric spells prepared: - - - Cantrips (at will): mending, - sacred flame, - thaumaturgy 1st level (4 slots): - command, cure - wounds, shield of faith 2nd - level (3 slots): calm emotions, - hold person 3rd level (3 slots): - bestow curse, - clairvoyance 4th level (3 slots): - banishment, freedom of - movement 5th level (2 slots): flame - strike, geas 6th level (1 - slot): true seeing - -
- Actions - - Bite. - Melee Weapon Attack: +8 to hit, reach - 10 ft., one creature. Hit: 8 (1d8+4) - piercing damage, and the target must make a DC 15 - Constitution saving throw, taking 45 (10d8) poison damage on - a failed save, or half as much damage on a successful one. - - - Spit - Poison. Ranged Weapon - Attack: +8 to hit, range 15/30 ft., one creature. - Hit: The target must make a DC 15 - Constitution saving throw, taking 45 (10d8) poison damage on - a failed save, or half as much damage on a successful one. - -
-
-
- Spirit Naga - - Large monstrosity, chaotic evil - - - Armor Class 15 (natural - armor) - - - Hit Points 75 (10d10+20) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 17 (+3) - - - 14 (+2) - - - 16 (+3) - - - 15 (+2) - - - 16 (+3) - - - - - - - Damage Immunities poison - - - Condition Immunities - charmed, poisoned - - - Senses darkvision 60 ft., - passive Perception 12 - - - Languages Abyssal, Common - - - Challenge 8 (3,900 XP) - - - Rejuvenation. - If it dies, the naga returns to life in 1d6 days and regains - all its hit points. Only a wish spell can - prevent this trait from functioning. - - - Spellcasting. - The naga is a 10th-level spellcaster. Its spellcasting ability - is Intelligence (spell save DC 14, +6 to hit with spell - attacks), and it needs only verbal components to cast its - spells. It has the following wizard spells prepared: - - - Cantrips (at will): mage hand, - minor illusion, ray of - frost 1st level (4 slots): charm - person, detect magic, - sleep 2nd level (3 slots): - detect thoughts, hold - person 3rd level (3 slots): lightning - bolt, water breathing 4th - level (3 slots): blight, - dimension door 5th level (2 slots): - dominate person - -
- Actions - - Bite. - Melee Weapon Attack: +7 to hit, reach - 10 ft., one creature. Hit: 7 (1d6+4) - piercing damage, and the target must make a DC 13 - Constitution saving throw, taking 31 (7d8) poison damage on - a failed save, or half as much damage on a successful one. - -
-
-
-
- Nightmare - - Large fiend, neutral evil - - - Armor Class 13 (natural - armor) - - - Hit Points 68 (8d10+24) - - - Speed 60 ft., fly 90 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 15 (+2) - - - 16 (+3) - - - 10 (+0) - - - 13 (+1) - - - 15 (+2) - - - - - - - Damage Immunities fire - - - Senses passive Perception 11 - - - Languages understands - Abyssal, Common, and Infernal but can’t speak - - - Challenge 3 (700 XP) - - - Confer Fire - Resistance. The nightmare can grant - resistance to fire damage to anyone riding it. - - - Illumination. - The nightmare sheds bright light in a 10- foot radius and dim - light for an additional 10 feet. - -
- Actions - - Hooves. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 13 (2d8+4) - bludgeoning damage plus 7 (2d6) fire damage. - - - Ethereal - Stride. The nightmare and up to three - willing creatures within 5 feet of it magically enter the - Ethereal Plane from the Material Plane, or vice versa. - -
-
-
-
- Monsters (O) -
- Ogre - - Large giant, chaotic evil - - - Armor Class 11 (hide armor) - - - Hit Points 59 (7d10+21) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 8 (-1) - - - 16 (+3) - - - 5 (-3) - - - 7 (-2) - - - 7 (-2) - - - - - - - Senses darkvision 60 ft., - passive Perception 8 - - - Languages Common, Giant - - - Challenge 2 (450 XP) - -
- Actions - - Greatclub. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 13 (2d8+4) - bludgeoning damage. - - - Javelin. - Melee or Ranged Weapon Attack: +6 to hit, - reach 5 ft. or range 30/120 ft., one target. - Hit: 11 (2d6+4) piercing damage. - -
-
-
- Oni - - Large giant, lawful evil - - - Armor Class 16 (chain mail) - - - Hit Points 110 (13d10+39) - - - Speed 30 ft., fly 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 11 (+0) - - - 16 (+3) - - - 14 (+2) - - - 12 (+1) - - - 15 (+2) - - - - - - - Saving Throws Dex +3, Con +6, - Wis +4, Cha +5 - - - Skills Arcana +5, Deception - +8, Perception +4 - - - Senses darkvision 60 ft., - passive Perception 14 - - - Languages Common, Giant - - - Challenge 7 (2,900 XP) - - - Innate - Spellcasting. The oni’s innate - spellcasting ability is Charisma (spell save DC 13). The oni can - innately cast the following spells, requiring no material - Components - - - At will: darkness, - invisibility - - - 1/day each: charm person, cone of - cold, gaseous form, - sleep - - - Magic - Weapons. The oni’s weapon attacks are - magical. - - - Regeneration. - The oni regains 10 hit points at the start of its turn if it has - at least 1 hit point. - -
- Actions - - Multiattack. - The oni makes two attacks, either with its claws or its - glaive. - - - Claw (Oni Form - Only). Melee Weapon - Attack: +7 to hit, reach 5 ft., one target. - Hit: 8 (1d8+4) slashing damage. - - - Glaive. - Melee Weapon Attack: +7 to hit, reach 10 - ft., one target. Hit: 15 (2d10+4) - slashing damage, or 9 (1d10+4) slashing damage in Small or - Medium form. - - - Change - Shape. The oni magically polymorphs into - a Small or Medium humanoid, into a Large giant, or back into - its true form. Other than its size, its statistics are the - same in each form. The only equipment that is transformed is - its glaive, which shrinks so that it can be wielded in - humanoid form. If the oni dies, it reverts to its true form, - and its glaive reverts to its normal size. - -
-
-
- Oozes -
- Black Pudding - - Large ooze, unaligned - - - Armor Class 7 - - - Hit Points 85 (10d10+30) - - - Speed 20 ft., climb 20 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 5 (-3) - - - 16 (+3) - - - 1 (-5) - - - 6 (-2) - - - 1 (-5) - - - - - - - Damage Immunities acid, - cold, lightning, slashing - - - Condition Immunities - blinded, charmed, deafened, exhaustion, frightened, prone - - - Senses blindsight 60 ft. - (blind beyond this radius), passive Perception 8 - - - Languages - - - - Challenge 4 (1,100 XP) - - - Amorphous. - The pudding can move through a space as narrow as 1 inch wide - without squeezing. - - - Corrosive - Form. A creature that touches the - pudding or hits it with a melee attack while within 5 feet of - it takes 4 (1d8) acid damage. Any nonmagical weapon made of - metal or wood that hits the pudding corrodes. After dealing - damage, the weapon takes a permanent and cumulative -1 penalty - to damage rolls. If its penalty drops to -5, the weapon is - destroyed. Nonmagical ammunition made of metal or wood that - hits the pudding is destroyed after dealing damage. - - - The pudding can eat through 2-inch-thick, nonmagical wood or - metal in 1 round. - - - Spider - Climb. The pudding can climb difficult - surfaces, including upside down on ceilings, without needing - to make an ability check. - -
- Actions - - Pseudopod. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 6 (1d6+3) - bludgeoning damage plus 18 (4d8) acid damage. In addition, - nonmagical armor worn by the target is partly dissolved and - takes a permanent and cumulative -1 penalty to the AC it - offers. The armor is destroyed if the penalty reduces its AC - to 10. - -
-
- Reactions - - Split. - When a pudding that is Medium or larger is subjected to - lightning or slashing damage, it splits into two new - puddings if it has at least 10 hit points. Each new pudding - has hit points equal to half the original pudding’s, rounded - down. New puddings are one size smaller than the original - pudding. - -
-
-
- Gelatinous Cube - - Large ooze, unaligned - - - Armor Class 6 - - - Hit Points 84 (8d10+40) - - - Speed 15 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 14 (+2) - - - 3 (-4) - - - 20 (+5) - - - 1 (-5) - - - 6 (-2) - - - 1 (-5) - - - - - - - Condition Immunities - blinded, charmed, deafened, exhaustion, frightened, prone - - - Senses blindsight 60 ft. - (blind beyond this radius), passive Perception 8 - - - Languages - - - - Challenge 2 (450 XP) - - - Ooze - Cube. The cube takes up its entire - space. Other creatures can enter the space, but a creature - that does so is subjected to the cube’s Engulf and has - disadvantage on the saving throw. - - - Creatures inside the cube can be seen but have total cover. - - - A creature within 5 feet of the cube can take an action to - pull a creature or object out of the cube. Doing so requires a - successful DC 12 Strength check, and the creature making the - attempt takes 10 (3d6) acid damage. - - - The cube can hold only one Large creature or up to four Medium - or smaller creatures inside it at a time. - - - Transparent. - Even when the cube is in plain sight, it takes a successful DC - 15 Wisdom (Perception) check to spot a cube that has neither - moved nor attacked. A creature that tries to enter the cube’s - space while unaware of the cube is surprised by the cube. - -
- Actions - - Pseudopod. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one creature. Hit: 10 (3d6) acid - damage. - - - Engulf. - The cube moves up to its speed. While doing so, it can enter - Large or smaller creatures’ spaces. Whenever the cube enters - a creature’s space, the creature must make a DC 12 Dexterity - saving throw. - - - On a successful save, the creature can choose to be pushed 5 - feet back or to the side of the cube. A creature that - chooses not to be pushed suffers the consequences of a - failed saving throw. - - - On a failed save, the cube enters the creature’s space, and - the creature takes 10 (3d6) acid damage and is engulfed. The - engulfed creature can’t breathe, is restrained, and takes 21 - (6d6) acid damage at the start of each of the cube’s turns. - When the cube moves, the engulfed creature moves with it. - - - An engulfed creature can try to escape by taking an action - to make a DC 12 Strength check. On a success, the creature - escapes and enters a space of its choice within 5 feet of - the cube. - -
-
-
- Gray Ooze - - Medium ooze, unaligned - - - Armor Class 8 - - - Hit Points 22 (3d8+9) - - - Speed 10 ft., climb 10 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 12 (+1) - - - 6 (-2) - - - 16 (+3) - - - 1 (-5) - - - 6 (-2) - - - 2 (-4) - - - - - - - Skills Stealth +2 - - - Damage Resistances acid, - cold, fire - - - Condition Immunities - blinded, charmed, deafened, exhaustion, frightened, prone - - - Senses blindsight 60 ft. - (blind beyond this radius), passive Perception 8 - - - Languages - - - - Challenge 1/2 (100 XP) - - - Amorphous. - The ooze can move through a space as narrow as 1 inch wide - without squeezing. - - - Corrode - Metal. Any nonmagical weapon made of - metal that hits the ooze corrodes. After dealing damage, the - weapon takes a permanent and cumulative -1 penalty to damage - rolls. If its penalty drops to -5, the weapon is destroyed. - Nonmagical ammunition made of metal that hits the ooze is - destroyed after dealing damage. - - - The ooze can eat through 2-inch-thick, nonmagical metal in 1 - round. - - - False - Appearance. While the ooze remains - motionless, it is indistinguishable from an oily pool or wet - rock. - -
- Actions - - Pseudopod. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 4 (1d6+1) - bludgeoning damage plus 7 (2d6) acid damage, and if the - target is wearing nonmagical metal armor, its armor is - partly corroded and takes a permanent and cumulative -1 - penalty to the AC it offers. The armor is destroyed if the - penalty reduces its AC to 10. - -
-
-
- Ochre Jelly - - Large ooze, unaligned - - - Armor Class 8 - - - Hit Points 45 (6d10+12) - - - Speed 10 ft., climb 10 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 6 (-2) - - - 14 (+2) - - - 2 (-4) - - - 6 (-2) - - - 1 (-5) - - - - - - - Damage Resistances acid - - - Damage Immunities - lightning, slashing - - - Condition Immunities - blinded, charmed, deafened, exhaustion, frightened, prone - - - Senses blindsight 60 ft. - (blind beyond this radius), passive Perception 8 - - - Languages - - - - Challenge 2 (450 XP) - - - Amorphous. - The jelly can move through a space as narrow as 1 inch wide - without squeezing. - - - Spider - Climb. The jelly can climb difficult - surfaces, including upside down on ceilings, without needing - to make an ability check. - -
- Actions - - Pseudopod. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 9 (2d6+2) - bludgeoning damage plus 3 (1d6) acid damage. - -
-
- Reactions - - Split. - When a jelly that is Medium or larger is subjected to - lightning or slashing damage, it splits into two new jellies - if it has at least 10 hit points. Each new jelly has hit - points equal to half the original jelly’s, rounded down. New - jellies are one size smaller than the original jelly. - -
-
-
-
- Orc - - Medium humanoid (orc), chaotic evil - - - Armor Class 13 (hide armor) - - - Hit Points 15 (2d8+6) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 12 (+1) - - - 16 (+3) - - - 7 (-2) - - - 11 (+0) - - - 10 (+0) - - - - - - - Skills Intimidation +2 - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages Common, Orc - - - Challenge 1/2 (100 XP) - - - Aggressive. - As a bonus action, the orc can move up to its speed toward a - hostile creature that it can see. - -
- Actions - - Greataxe. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 9 (1d12+3) slashing - damage. - - - Javelin. - Melee or Ranged Weapon Attack: +5 to hit, - reach 5 ft. or range 30/120 ft., one target. - Hit: 6 (1d6+3) piercing damage. - -
-
-
- Otyugh - - Large aberration, neutral - - - Armor Class 14 (natural - armor) - - - Hit Points 114 (12d10+48) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 11 (+0) - - - 19 (+4) - - - 6 (-2) - - - 13 (+1) - - - 6 (-2) - - - - - - - Saving Throws Con +7 - - - Senses darkvision 120 ft., - passive Perception 11 - - - Languages Otyugh - - - Challenge 5 (1,800 XP) - - - Limited - Telepathy. The otyugh can magically - transmit simple messages and images to any creature within 120 - feet of it that can understand a language. This form of - telepathy doesn’t allow the receiving creature to telepathically - respond. - -
- Actions - - Multiattack. - The otyugh makes three attacks: one with its bite and two with - its tentacles. - - - Bite. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 12 (2d8+3) piercing - damage. If the target is a creature, it must succeed on a DC - 15 Constitution saving throw against disease or become - poisoned until the disease is cured. Every 24 hours that - elapse, the target must repeat the saving throw, reducing its - hit point maximum by 5 (1d10) on a failure. The disease is - cured on a success. The target dies if the disease reduces its - hit point maximum to 0. This reduction to the target’s hit - point maximum lasts until the disease is cured. - - - Tentacle. - Melee Weapon Attack: +6 to hit, reach 10 - ft., one target. Hit: 7 (1d8+3) - bludgeoning damage plus 4 (1d8) piercing damage. If the target - is Medium or smaller, it is grappled (escape DC 13) and - restrained until the grapple ends. The otyugh has two - tentacles, each of which can grapple one target. - - - Tentacle - Slam. The otyugh slams creatures - grappled by it into each other or a solid surface. Each - creature must succeed on a DC 14 Constitution saving throw or - take 10 (2d6+3) bludgeoning damage and be stunned until the - end of the otyugh’s next turn. On a successful save, the - target takes half the bludgeoning damage and isn’t stunned. - -
-
-
- Owlbear - - Large monstrosity, unaligned - - - Armor Class 13 (natural - armor) - - - Hit Points 59 (7d10+21) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 20 (+5) - - - 12 (+1) - - - 17 (+3) - - - 3 (-4) - - - 12 (+1) - - - 7 (-2) - - - - - - - Skills Perception +3 - - - Senses darkvision 60 ft., - passive Perception 13 - - - Languages - - - - Challenge 3 (700 XP) - - - Keen Sight and - Smell. The owlbear has advantage on Wisdom - (Perception) checks that rely on sight or smell. - -
- Actions - - Multiattack. - The owlbear makes two attacks: one with its beak and one with - its claws. - - - Beak. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one creature. Hit: 10 (1d10+5) - piercing damage. - - - Claws. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 14 (2d8+5) slashing - damage. - -
-
-
-
- Monsters (P) -
- Pegasus - - Large celestial, chaotic good - - - Armor Class 12 - - - Hit Points 59 (7d10+21) - - - Speed 60 ft., fly 90 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 15 (+2) - - - 16 (+3) - - - 10 (+0) - - - 15 (+2) - - - 13 (+1) - - - - - - - Saving Throws Dex +4, Wis +4, - Cha +3 - - - Skills Perception +6 - - - Senses passive Perception 16 - - - Languages understands - Celestial, Common, Elvish, and Sylvan but can’t speak - - - Challenge 2 (450 XP) - -
- Actions - - Hooves. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 11 (2d6+4) - bludgeoning damage. - -
-
-
- Pseudodragon - - Tiny dragon, neutral good - - - Armor Class 13 (natural - armor) - - - Hit Points 7 (2d4+2) - - - Speed 15 ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 6 (-2) - - - 15 (+2) - - - 13 (+1) - - - 10 (+0) - - - 12 (+1) - - - 10 (+0) - - - - - - - Skills Perception +3, Stealth - +4 - - - Senses blindsight 10 ft., - darkvision 60 ft., passive Perception 13 - - - Languages understands Common - and Draconic but can’t speak - - - Challenge 1/4 (50 XP) - - - Keen - Senses. The pseudodragon has advantage on - Wisdom (Perception) checks that rely on sight, hearing, or - smell. - - - Magic - Resistance. The pseudodragon has advantage - on saving throws against spells and other magical effects. - - - Limited - Telepathy. The pseudodragon can magically - communicate simple ideas, emotions, and images telepathically - with any creature within 100 feet of it that can understand a - language. - -
- Actions - - Bite. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 4 (1d4+2) piercing - damage. - - - Sting. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one creature. Hit: 4 (1d4+2) - piercing damage, and the target must succeed on a DC 11 - Constitution saving throw or become poisoned for 1 hour. If - the saving throw fails by 5 or more, the target falls - unconscious for the same duration, or until it takes damage or - another creature uses an action to shake it awake. - -
-
-
- Purple Worm - - Gargantuan monstrosity, unaligned - - - Armor Class 18 (natural - armor) - - - Hit Points 247 (15d20+90) - - - Speed 50 ft., burrow 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 28 (+9) - - - 7 (-2) - - - 22 (+6) - - - 1 (-5) - - - 8 (-1) - - - 4 (-3) - - - - - - - Saving Throws Con +11, Wis +4 - - - Senses blindsight 30 ft., - tremorsense 60 ft., passive Perception 9 - - - Languages - - - - Challenge 15 (13,000 XP) - - - Tunneler. - The worm can burrow through solid rock at half its burrow speed - and leaves a 10-foot diameter tunnel in its wake. - -
- Actions - - Multiattack. - The worm makes two attacks: one with its bite and one with its - stinger. - - - Bite. - Melee Weapon Attack: +14 to hit, reach 10 - ft., one target. Hit: 22 (3d8+9) piercing - damage. If the target is a Large or smaller creature, it must - succeed on a DC 19 Dexterity saving throw or be swallowed by - the worm. A swallowed creature is blinded and restrained, it - has total cover against attacks and other effects outside the - worm, and it takes 21 (6d6) acid damage at the start of each - of the worm’s turns. - - - If the worm takes 30 damage or more on a single turn from a - creature inside it, the worm must succeed on a DC 21 - Constitution saving throw at the end of that turn or - regurgitate all swallowed creatures, which fall prone in a - space within 10 feet of the worm. If the worm dies, a - swallowed creature is no longer restrained by it and can - escape from the corpse by using 20 feet of movement, exiting - prone. - - - Tail - Stinger. Melee Weapon - Attack: +14 to hit, reach 10 ft., one creature. - Hit: 19 (3d6+9) piercing damage, and the - target must make a DC 19 Constitution saving throw, taking 42 - (12d6) poison damage on a failed save, or half as much damage - on a successful one. - -
-
-
-
- Monsters (R) -
- Rakshasa - - Medium fiend, lawful evil - - - Armor Class 16 (natural - armor) - - - Hit Points 110 (13d8+52) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 14 (+2) - - - 17 (+3) - - - 18 (+4) - - - 13 (+1) - - - 16 (+3) - - - 20 (+5) - - - - - - - Skills Deception +10, Insight - +8 - - - Damage Vulnerabilities - piercing from magic weapons wielded by good creatures - - - Damage Immunities - bludgeoning, piercing, and slashing from nonmagical attacks - - - Senses darkvision 60 ft., - passive Perception 13 - - - Languages Common, Infernal - - - Challenge 13 (10,000 XP) - - - Limited Magic - Immunity. The rakshasa can’t be affected - or detected by spells of 6th level or lower unless it wishes to - be. It has advantage on saving throws against all other spells - and magical effects. - - - Innate - Spellcasting. The rakshasa’s innate - spellcasting ability is Charisma (spell save DC 18, +10 to hit - with spell attacks). The rakshasa can innately cast the - following spells, requiring no material Components - - - At will: detect thoughts, - disguise self, mage - hand, minor illusion - - - 3/day each: charm person, detect - magic, invisibility, - major image, - suggestion - - - 1/day each: dominate person, - fly, plane shift, - true seeing - -
- Actions - - Multiattack. - The rakshasa makes two claw attacks. - - - Claw. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 9 (2d6+2) slashing - damage, and the target is cursed if it is a creature. The - magical curse takes effect whenever the target takes a short - or long rest, filling the target’s thoughts with horrible - images and dreams. The cursed target gains no benefit from - finishing a short or long rest. The curse lasts until it is - lifted by a remove curse spell or similar - magic. - -
-
-
- Remorhaz - - Huge monstrosity, unaligned - - - Armor Class 17 (natural - armor) - - - Hit Points 195 (17d12+85) - - - Speed 30 ft., burrow 20 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 24 (+7) - - - 13 (+1) - - - 21 (+5) - - - 4 (-3) - - - 10 (+0) - - - 5 (-3) - - - - - - - Damage Immunities cold, fire - - - Senses darkvision 60 ft., - tremorsense 60 ft., passive Perception 10 - - - Languages - - - - Challenge 11 (7,200 XP) - - - Heated - Body. A creature that touches the remorhaz - or hits it with a melee attack while within 5 feet of it takes - 10 (3d6) fire damage. - -
- Actions - - Bite. - Melee Weapon Attack: +11 to hit, reach 10 - ft., one target. Hit: 40 (6d10+7) - piercing damage plus 10 (3d6) fire damage. If the target is a - creature, it is grappled (escape DC 17). Until this grapple - ends, the target is restrained, and the remorhaz can’t bite - another target. - - - Swallow. - The remorhaz makes one bite attack against a Medium or smaller - creature it is grappling. If the attack hits, that creature - takes the bite’s damage and is swallowed, and the grapple - ends. While swallowed, the creature is blinded and restrained, - it has total cover against attacks and other effects outside - the remorhaz, and it takes 21 (6d6) acid damage at the start - of each of the remorhaz’s turns. - - - If the remorhaz takes 30 damage or more on a single turn from - a creature inside it, the remorhaz must succeed on a DC 15 - Constitution saving throw at the end of that turn or - regurgitate all swallowed creatures, which fall prone in a - space within 10 feet of the remorhaz. If the remorhaz dies, a - swallowed creature is no longer restrained by it and can - escape from the corpse using 15 feet of movement, exiting - prone. - -
-
-
- Roc - - Gargantuan monstrosity, unaligned - - - Armor Class 15 (natural - armor) - - - Hit Points 248 (16d20+80) - - - Speed 20 ft., fly 120 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 28 (+9) - - - 10 (+0) - - - 20 (+5) - - - 3 (-4) - - - 10 (+0) - - - 9 (-1) - - - - - - - Saving Throws Dex +4, Con +9, - Wis +4, Cha +3 - - - Skills Perception +4 - - - Senses passive Perception 14 - - - Languages - - - - Challenge 11 (7,200 XP) - - - Keen - Sight. The roc has advantage on Wisdom - (Perception) checks that rely on sight. - -
- Actions - - Multiattack. - The roc makes two attacks: one with its beak and one with its - talons. - - - Beak. - Melee Weapon Attack: +13 to hit, reach 10 - ft., one target. Hit: 27 (4d8+9) piercing - damage. - - - Talons. - Melee Weapon Attack: +13 to hit, reach 5 - ft., one target. Hit: 23 (4d6+9) slashing - damage, and the target is grappled (escape DC 19). Until this - grapple ends, the target is restrained, and the roc can’t use - its talons on another target. - -
-
-
- Roper - - Large monstrosity, neutral evil - - - Armor Class 20 (natural - armor) - - - Hit Points 93 (11d10+33) - - - Speed 10 ft., climb 10 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 8 (-1) - - - 17 (+3) - - - 7 (-2) - - - 16 (+3) - - - 6 (-2) - - - - - - - Skills Perception +6, Stealth - +5 - - - Senses darkvision 60 ft., - passive Perception 16 - - - Languages - - - - Challenge 5 (1,800 XP) - - - False - Appearance. While the roper remains - motionless, it is indistinguishable from a normal cave - formation, such as a stalagmite. - - - Grasping - Tendrils. The roper can have up to six - tendrils at a time. Each tendril can be attacked (AC 20; 10 hit - points; immunity to poison and psychic damage). Destroying a - tendril deals no damage to the roper, which can extrude a - replacement tendril on its next turn. A tendril can also be - broken if a creature takes an action and succeeds on a DC 15 - Strength check against it. - - - Spider - Climb. The roper can climb difficult - surfaces, including upside down on ceilings, without needing to - make an ability check. - -
- Actions - - Multiattack. - The roper makes four attacks with its tendrils, uses Reel, and - makes one attack with its bite. - - - Bite. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 22 (4d8+4) piercing - damage. - - - Tendril. - Melee Weapon Attack: +7 to hit, reach 50 - ft., one creature. Hit: The target is - grappled (escape DC 15). Until the grapple ends, the target is - restrained and has disadvantage on Strength checks and - Strength saving throws, and the roper can’t use the same - tendril on another target. - - - Reel. - The roper pulls each creature grappled by it up to 25 feet - straight toward it. - -
-
-
- Rust Monster - - Medium monstrosity, unaligned - - - Armor Class 14 (natural - armor) - - - Hit Points 27 (5d8+5) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 13 (+1) - - - 12 (+1) - - - 13 (+1) - - - 2 (-4) - - - 13 (+1) - - - 6 (-2) - - - - - - - Senses darkvision 60 ft., - passive Perception 11 - - - Languages - - - - Challenge 1/2 (100 XP) - - - Iron - Scent. The rust monster can pinpoint, by - scent, the location of ferrous metal within 30 feet of it. - - - Rust - Metal. Any nonmagical weapon made of metal - that hits the rust monster corrodes. After dealing damage, the - weapon takes a permanent and cumulative -1 penalty to damage - rolls. If its penalty drops to -5, the weapon is destroyed. - Nonmagical ammunition made of metal that hits the rust monster - is destroyed after dealing damage. - -
- Actions - - Bite. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 5 (1d8+1) piercing - damage. - - - Antennae. - The rust monster corrodes a nonmagical ferrous metal object it - can see within 5 feet of it. If the object isn’t being worn or - carried, the touch destroys a 1-foot cube of it. If the object - is being worn or carried by a creature, the creature can make - a DC 11 Dexterity saving throw to avoid the rust monster’s - touch. - - - If the object touched is either metal armor or a metal shield - being worn or carried, its takes a permanent and cumulative -1 - penalty to the AC it offers. Armor reduced to an AC of 10 or a - shield that drops to a +0 bonus is destroyed. If the object - touched is a held metal weapon, it rusts as described in the - Rust Metal trait. - -
-
-
-
- Monsters (S) -
- Sahuagin - - Medium humanoid (sahuagin), lawful evil - - - Armor Class 12 (natural - armor) - - - Hit Points 22 (4d8+4) - - - Speed 30 ft., swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 13 (+1) - - - 11 (+0) - - - 12 (+1) - - - 12 (+1) - - - 13 (+1) - - - 9 (-1) - - - - - - - Skills Perception +5 - - - Senses darkvision 120 ft., - passive Perception 15 - - - Languages Sahuagin - - - Challenge 1/2 (100 XP) - - - Blood - Frenzy. The sahuagin has advantage on - melee attack rolls against any creature that doesn’t have all - its hit points. - - - Limited - Amphibiousness. The sahuagin can breathe - air and water, but it needs to be submerged at least once every - 4 hours to avoid suffocating. - - - Shark - Telepathy. The sahuagin can magically - command any shark within 120 feet of it, using a limited - telepathy. - -
- Actions - - Multiattack. - The sahuagin makes two melee attacks: one with its bite and - one with its claws or spear. - - - Bite. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 3 (1d4+1) piercing - damage. - - - Claws. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 3 (1d4+1) slashing - damage. - - - Spear. - Melee or Ranged Weapon Attack: +3 to hit, - reach 5 ft. or range 20/60 ft., one target. - Hit: 4 (1d6+1) piercing damage, or 5 - (1d8+1) piercing damage if used with two hands to make a melee - attack. - -
-
-
- Salamander - - Large elemental, neutral evil - - - Armor Class 15 (natural - armor) - - - Hit Points 90 (12d10+24) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 14 (+2) - - - 15 (+2) - - - 11 (+0) - - - 10 (+0) - - - 12 (+1) - - - - - - - Damage Vulnerabilities cold - - - Damage Resistances - bludgeoning, piercing, and slashing from nonmagical attacks - - - Damage Immunities fire - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages Ignan - - - Challenge 5 (1,800 XP) - - - Heated - Body. A creature that touches the - salamander or hits it with a melee attack while within 5 feet of - it takes 7 (2d6) fire damage. - - - Heated - Weapons. Any metal melee weapon the - salamander wields deals an extra 3 (1d6) fire damage on a hit - (included in the attack). - -
- Actions - - Multiattack. - The salamander makes two attacks: one with its spear and one - with its tail. - - - Spear. - Melee or Ranged Weapon Attack: +7 to hit, - reach 5 ft. or range 20 ft./60 ft., one target. - Hit: 11 (2d6+4) piercing damage, or 13 - (2d8+4) piercing damage if used with two hands to make a melee - attack, plus 3 (1d6) fire damage. - - - Tail. - Melee Weapon Attack: +7 to hit, reach 10 - ft., one target. Hit: 11 (2d6+4) - bludgeoning damage plus 7 (2d6) fire damage, and the target is - grappled (escape DC 14). Until this grapple ends, the target - is restrained, the salamander can automatically hit the target - with its tail, and the salamander can’t make tail attacks - against other targets. - -
-
-
- Satyr - - Medium fey, chaotic neutral - - - Armor Class 14 (leather - armor) - - - Hit Points 31 (7d8) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 12 (+1) - - - 16 (+3) - - - 11 (+0) - - - 12 (+1) - - - 10 (+0) - - - 14 (+2) - - - - - - - Skills Perception +2, - Performance +6, Stealth +5 - - - Senses passive Perception 12 - - - Languages Common, Elvish, - Sylvan - - - Challenge 1/2 (100 XP) - - - Magic - Resistance. The satyr has advantage on - saving throws against spells and other magical effects. - -
- Actions - - Ram. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 6 (2d4+1) - bludgeoning damage. - - - Shortsword. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 6 (1d6+3) piercing - damage. - - - Shortbow. - Ranged Weapon Attack: +5 to hit, range - 80/320 ft., one target. Hit: 6 (1d6+3) - piercing damage. - -
-
-
- Shadow - - Medium undead, chaotic evil - - - Armor Class 12 - - - Hit Points 16 (3d8+3) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 6 (-2) - - - 14 (+2) - - - 13 (+1) - - - 6 (-2) - - - 10 (+0) - - - 8 (-1) - - - - - - - Skills Stealth +4 (+6 in dim - light or darkness) - - - Damage Vulnerabilities - radiant - - - Damage Resistances acid, - cold, fire, lightning, thunder; bludgeoning, piercing, and - slashing from nonmagical attacks - - - Damage Immunities necrotic, - poison - - - Condition Immunities - exhaustion, frightened, grappled, paralyzed, petrified, - poisoned, prone, restrained - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages - - - - Challenge 1/2 (100 XP) - - - Amorphous. - The shadow can move through a space as narrow as 1 inch wide - without squeezing. - - - Shadow - Stealth. While in dim light or darkness, - the shadow can take the Hide action as a bonus action. - - - Sunlight - Weakness. While in sunlight, the shadow - has disadvantage on attack rolls, ability checks, and saving - throws. - -
- Actions - - Strength - Drain. Melee Weapon - Attack: +4 to hit, reach 5 ft., one creature. - Hit: 9 (2d6+2) necrotic damage, and the - target’s Strength score is reduced by 1d4. The target dies if - this reduces its Strength to 0. Otherwise, the reduction lasts - until the target finishes a short or long rest. - - - If a non-evil humanoid dies from this attack, a new shadow - rises from the corpse 1d4 hours later. - -
-
-
- Shambling Mound - - Large plant, unaligned - - - Armor Class 15 (natural - armor) - - - Hit Points 136 (16d10+48) - - - Speed 20 ft., swim 20 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 8 (-1) - - - 16 (+3) - - - 5 (-3) - - - 10 (+0) - - - 5 (-3) - - - - - - - Skills Stealth +2 - - - Damage Resistances cold, fire - - - Damage Immunities lightning - - - Condition Immunities blinded, - deafened, exhaustion - - - Senses blindsight 60 ft. - (blind beyond this radius), passive Perception 10 - - - Languages - - - - Challenge 5 (1,800 XP) - - - Lightning - Absorption. Whenever the shambling mound - is subjected to lightning damage, it takes no damage and regains - a number of hit points equal to the lightning damage dealt. - -
- Actions - - Multiattack. - The shambling mound makes two slam attacks. If both attacks - hit a Medium or smaller target, the target is grappled (escape - DC 14), and the shambling mound uses its Engulf on it. - - - Slam. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 13 (2d8+4) - bludgeoning damage. - - - Engulf. - The shambling mound engulfs a Medium or smaller creature - grappled by it. The engulfed target is blinded, restrained, - and unable to breathe, and it must succeed on a DC 14 - Constitution saving throw at the start of each of the mound’s - turns or take 13 (2d8+4) bludgeoning damage. If the mound - moves, the engulfed target moves with it. The mound can have - only one creature engulfed at a time. - -
-
-
- Shield Guardian - - Large construct, unaligned - - - Armor Class 17 (natural - armor) - - - Hit Points 142 (15d10+60) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 8 (-1) - - - 18 (+4) - - - 7 (-2) - - - 10 (+0) - - - 3 (-4) - - - - - - - Senses blindsight 10 ft., - darkvision 60 ft., passive Perception 10 - - - Damage Immunities poison - - - Condition Immunities charmed, - exhaustion, frightened, paralyzed, poisoned - - - Languages understands - commands given in any language but can’t speak - - - Challenge 7 (2,900 XP) - - - Bound. - The shield guardian is magically bound to an amulet. As long as - the guardian and its amulet are on the same plane of existence, - the amulet’s wearer can telepathically call the guardian to - travel to it, and the guardian knows the distance and direction - to the amulet. If the guardian is within 60 feet of the amulet’s - wearer, half of any damage the wearer takes (rounded up) is - transferred to the guardian. - - - Regeneration. - The shield guardian regains 10 hit points at the start of its - turn if it has at least 1 hit point. - - - Spell - Storing. A spellcaster who wears the - shield guardian’s amulet can cause the guardian to store one - spell of 4th level or lower. To do so, the wearer must cast the - spell on the guardian. The spell has no effect but is stored - within the guardian. When commanded to do so by the wearer or - when a situation arises that was predefined by the spellcaster, - the guardian casts the stored spell with any parameters set by - the original caster, requiring no components. When the spell is - cast or a new spell is stored, any previously stored spell is - lost. - -
- Actions - - Multiattack. - The guardian makes two fist attacks. - - - Fist. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 11 (2d6+4) - bludgeoning damage. - -
-
- Reactions - - Shield. - When a creature makes an attack against the wearer of the - guardian’s amulet, the guardian grants a +2 bonus to the - wearer’s AC if the guardian is within 5 feet of the wearer. - -
-
-
- Skeletons -
- Skeleton - - Medium undead, lawful evil - - - Armor Class 13 (armor - scraps) - - - Hit Points 13 (2d8+4) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 14 (+2) - - - 15 (+2) - - - 6 (-2) - - - 8 (-1) - - - 5 (-3) - - - - - - - Damage Vulnerabilities - bludgeoning - - - Damage Immunities poison - - - Condition Immunities - exhaustion, poisoned - - - Senses darkvision 60 ft., - passive Perception 9 - - - Languages understands all - languages it knew in life but can’t speak - - - Challenge 1/4 (50 XP) - -
- Actions - - Shortsword. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 5 (1d6+2) - piercing damage. - - - Shortbow. - Ranged Weapon Attack: +4 to hit, range - 80/320 ft., one target. Hit: 5 (1d6+2) - piercing damage. - -
-
-
- Minotaur Skeleton - - Large undead, lawful evil - - - Armor Class 12 (natural - armor) - - - Hit Points 67 (9d10+18) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 11 (+0) - - - 15 (+2) - - - 6 (-2) - - - 8 (-1) - - - 5 (-3) - - - - - - - Damage Vulnerabilities - bludgeoning - - - Damage Immunities poison - - - Condition Immunities - exhaustion, poisoned - - - Senses darkvision 60 ft., - passive Perception 9 - - - Languages understands - Abyssal but can’t speak - - - Challenge 2 (450 XP) - - - Charge. - If the skeleton moves at least 10 feet straight toward a - target and then hits it with a gore attack on the same turn, - the target takes an extra 9 (2d8) piercing damage. If the - target is a creature, it must succeed on a DC 14 Strength - saving throw or be pushed up to 10 feet away and knocked - prone. - -
- Actions - - Greataxe. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 17 (2d12+4) - slashing damage. - - - Gore. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 13 (2d8+4) - piercing damage. - -
-
-
- Warhorse Skeleton - - Large undead, lawful evil - - - Armor Class 13 (barding - scraps) - - - Hit Points 22 (3d10+6) - - - Speed 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 12 (+1) - - - 15 (+2) - - - 2 (-4) - - - 8 (-1) - - - 5 (-3) - - - - - - - Damage Vulnerabilities - bludgeoning - - - Damage Immunities poison - - - Condition Immunities - exhaustion, poisoned - - - Senses darkvision 60 ft., - passive Perception 9 - - - Languages - - - - Challenge 1/2 (100 XP) - -
- Actions - - Hooves. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 11 (2d6+4) - bludgeoning damage. - -
-
-
-
- Specter - - Medium undead, chaotic evil - - - Armor Class 12 - - - Hit Points 22 (5d8) - - - Speed 0 ft., fly 50 ft. - (hover) - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 1 (-5) - - - 14 (+2) - - - 11 (+0) - - - 10 (+0) - - - 10 (+0) - - - 11 (+0) - - - - - - - Damage Resistances acid, - cold, fire, lightning, thunder; bludgeoning, piercing, and - slashing from nonmagical attacks - - - Damage Immunities necrotic, - poison - - - Condition Immunities charmed, - exhaustion, grappled, paralyzed, petrified, poisoned, prone, - restrained, unconscious - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages understands all - languages it knew in life but can’t speak - - - Challenge 1 (200 XP) - - - Incorporeal - Movement. The specter can move through - other creatures and objects as if they were difficult terrain. - It takes 5 (1d10) force damage if it ends its turn inside an - object. - - - Sunlight - Sensitivity. While in sunlight, the - specter has disadvantage on attack rolls, as well as on Wisdom - (Perception) checks that rely on sight. - -
- Actions - - Life - Drain. Melee Spell - Attack: +4 to hit, reach 5 ft., one creature. - Hit: 10 (3d6) necrotic damage. The target - must succeed on a DC 10 Constitution saving throw or its hit - point maximum is reduced by an amount equal to the damage - taken. This reduction lasts until the creature finishes a long - rest. The target dies if this effect reduces its hit point - maximum to 0. - -
-
-
- Sphinxes -
- Androsphinx - - Large monstrosity, lawful neutral - - - Armor Class 17 (natural - armor) - - - Hit Points 199 (19d10+95) - - - Speed 40 ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 22 (+6) - - - 10 (+0) - - - 20 (+5) - - - 16 (+3) - - - 18 (+4) - - - 23 (+6) - - - - - - - Saving Throws Dex +6, Con - +11, Int +9, Wis +10 - - - Skills Arcana +9, - Perception +10, Religion +15 - - - Damage Immunities psychic; - bludgeoning, piercing, and slashing from nonmagical attacks - - - Condition Immunities - charmed, frightened - - - Senses truesight 120 ft., - passive Perception 20 - - - Languages Common, Sphinx - - - Challenge 17 (18,000 XP) - - - Inscrutable. - The sphinx is immune to any effect that would sense its - emotions or read its thoughts, as well as any divination spell - that it refuses. Wisdom (Insight) checks made to ascertain the - sphinx’s intentions or sincerity have disadvantage. - - - Magic - Weapons. The sphinx’s weapon attacks are - magical. - - - Spellcasting. - The sphinx is a 12th-level spellcaster. Its spellcasting - ability is Wisdom (spell save DC 18, +10 to hit with spell - attacks). It requires no material components to cast its - spells. The sphinx has the following cleric spells prepared: - - - Cantrips (at will): sacred flame, - spare the dying, - thaumaturgy 1st level (4 slots): - command, detect evil and - good, detect magic 2nd level - (3 slots): lesser restoration, - zone of truth 3rd level (3 slots): - dispel magic, - tongues 4th level (3 slots): - banishment, freedom of - movement 5th level (2 slots): flame - strike, greater restoration - 6th level (1 slot): heroes’ feast - -
- Actions - - Multiattack. - The sphinx makes two claw attacks. - - - Claw. - Melee Weapon Attack: +12 to hit, reach - 5 ft., one target. Hit: 17 (2d10+6) - slashing damage. - - - Roar - (3/Day). The sphinx emits a magical - roar. Each time it roars before finishing a long rest, the - roar is louder and the effect is different, as detailed - below. Each creature within 500 feet of the sphinx and able - to hear the roar must make a saving throw. - - - First Roar. Each creature - that fails a DC 18 Wisdom saving throw is frightened for 1 - minute. A frightened creature can repeat the saving throw at - the end of each of its turns, ending the effect on itself on - a success. - - - Second Roar. Each - creature that fails a DC 18 Wisdom saving throw is deafened - and frightened for 1 minute. A frightened creature is - paralyzed and can repeat the saving throw at the end of each - of its turns, ending the effect on itself on a success. - - - Third Roar. Each creature - makes a DC 18 Constitution saving throw. On a failed save, a - creature takes 44 (8d10) thunder damage and is knocked - prone. On a successful save, the creature takes half as much - damage and isn’t knocked prone. - -
-
- Legendary Actions - - The sphinx can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be used - at a time and only at the end of another creature’s turn. - The sphinx regains spent legendary actions at the start of - its turn. - - - Claw Attack. The sphinx - makes one claw attack. - - - Teleport (Costs 2 - Actions). The sphinx magically teleports, along - with any equipment it is wearing or carrying, up to 120 feet - to an unoccupied space it can see. - - - Cast a Spell (Costs 3 - Actions). The sphinx casts a spell from its list - of prepared spells, using a spell slot as normal. - -
-
-
- Gynosphinx - - Large monstrosity, lawful neutral - - - Armor Class 17 (natural - armor) - - - Hit Points 136 (16d10+48) - - - Speed 40 ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 15 (+2) - - - 16 (+3) - - - 18 (+4) - - - 18 (+4) - - - 18 (+4) - - - - - - - Skills Arcana +12, History - +12, Perception +8, Religion +8 - - - Damage Resistances - bludgeoning, piercing, and slashing from nonmagical attacks - - - Damage Immunities psychic - - - Condition Immunities - charmed, frightened - - - Senses truesight 120 ft., - passive Perception 18 - - - Languages Common, Sphinx - - - Challenge 11 (7,200 XP) - - - Inscrutable. - The sphinx is immune to any effect that would sense its - emotions or read its thoughts, as well as any divination spell - that it refuses. Wisdom (Insight) checks made to ascertain the - sphinx’s intentions or sincerity have disadvantage. - - - Magic - Weapons. The sphinx’s weapon attacks are - magical. - - - Spellcasting. - The sphinx is a 9th-level spellcaster. Its spellcasting - ability is Intelligence (spell save DC 16, +8 to hit with - spell attacks). It requires no material components to cast its - spells. The sphinx has the following wizard spells prepared: - - - Cantrips (at will): mage hand, - minor illusion, - prestidigitation 1st level (4 slots): - detect magic, - identify, shield 2nd - level (3 slots): darkness, - locate object, - suggestion 3rd level (3 slots): - dispel magic, remove - curse, tongues 4th level (3 - slots): banishment, greater - invisibility 5th level (1 slot): legend - lore - -
- Actions - - Multiattack. - The sphinx makes two claw attacks. - - - Claw. - Melee Weapon Attack: +8 to hit, reach 5 - ft., one target. Hit: 13 (2d8+4) - slashing damage. - -
-
- Legendary Actions - - The sphinx can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be used - at a time and only at the end of another creature’s turn. - The sphinx regains spent legendary actions at the start of - its turn. - - - Claw Attack. The sphinx - makes one claw attack. - - - Teleport (Costs 2 - Actions). The sphinx magically teleports, along - with any equipment it is wearing or carrying, up to 120 feet - to an unoccupied space it can see. - - - Cast a Spell (Costs 3 - Actions). The sphinx casts a spell from its list - of prepared spells, using a spell slot as normal. - -
-
-
-
- Sprite - - Tiny fey, neutral good - - - Armor Class 15 (leather - armor) - - - Hit Points 2 (1d4) - - - Speed 10 ft., fly 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 3 (-4) - - - 18 (+4) - - - 10 (+0) - - - 14 (+2) - - - 13 (+1) - - - 11 (+0) - - - - - - - Skills Perception +3, Stealth - +8 - - - Senses passive Perception 13 - - - Languages Common, Elvish, - Sylvan - - - Challenge 1/4 (50 XP) - -
- Actions - - Longsword. - Melee Weapon Attack: +2 to hit, reach 5 - ft., one target. Hit: 1 slashing damage. - - - Shortbow. - Ranged Weapon Attack: +6 to hit, range - 40/160 ft., one target. Hit: 1 piercing - damage, and the target must succeed on a DC 10 Constitution - saving throw or become poisoned for 1 minute. If its saving - throw result is 5 or lower, the poisoned target falls - unconscious for the same duration, or until it takes damage or - another creature takes an action to shake it awake. - - - Heart - Sight. The sprite touches a creature and - magically knows the creature’s current emotional state. If the - target fails a DC 10 Charisma saving throw, the sprite also - knows the creature’s alignment. Celestials, fiends, and undead - automatically fail the saving throw. - - - Invisibility. - The sprite magically turns invisible until it attacks or casts - a spell, or until its concentration ends (as if concentrating - on a spell). Any equipment the sprite wears or carries is - invisible with it. - -
-
-
- Stirge - - Tiny beast, unaligned - - - Armor Class 14 (natural - armor) - - - Hit Points 2 (1d4) - - - Speed 10 ft., fly 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 4 (-3) - - - 16 (+3) - - - 11 (+0) - - - 2 (-4) - - - 8 (-1) - - - 6 (-2) - - - - - - - Senses darkvision 60 ft., - passive Perception 9 - - - Languages - - - - Challenge 1/8 (25 XP) - -
- Actions - - Blood - Drain. Melee Weapon - Attack: +5 to hit, reach 5 ft., one creature. - Hit: 5 (1d4+3) piercing damage, and the - stirge attaches to the target. While attached, the stirge - doesn’t attack. Instead, at the start of each of the stirge’s - turns, the target loses 5 (1d4+3) hit points due to blood - loss. - - - The stirge can detach itself by spending 5 feet of its - movement. It does so after it drains 10 hit points of blood - from the target or the target dies. A creature, including the - target, can use its action to detach the stirge. - -
-
-
- Succubus/Incubus - - Medium fiend (shapechanger), neutral evil - - - Armor Class 15 (natural - armor) - - - Hit Points 66 (12d8+12) - - - Speed 30 ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 8 (-1) - - - 17 (+3) - - - 13 (+1) - - - 15 (+2) - - - 12 (+1) - - - 20 (+5) - - - - - - - Skills Deception +9, Insight - +5, Perception +5, Persuasion +9, Stealth +7 - - - Damage Resistances cold, - fire, lightning, poison; bludgeoning, piercing, and slashing - from nonmagical attacks - - - Senses darkvision 60 ft., - passive Perception 15 - - - Languages Abyssal, Common, - Infernal, telepathy 60 ft. - - - Challenge 4 (1,100 XP) - - - Telepathic - Bond. The fiend ignores the range - restriction on its telepathy when communicating with a creature - it has charmed. The two don’t even need to be on the same plane - of existence. - - - Shapechanger. - The fiend can use its action to polymorph into a Small or Medium - humanoid, or back into its true form. Without wings, the fiend - loses its flying speed. Other than its size and speed, its - statistics are the same in each form. Any equipment it is - wearing or carrying isn’t transformed. It reverts to its true - form if it dies. - -
- Actions - - Claw (Fiend Form - Only). Melee Weapon - Attack: +5 to hit, reach 5 ft., one target. - Hit: 6 (1d6+3) slashing damage. - - - Charm. - One humanoid the fiend can see within 30 feet of it must - succeed on a DC 15 Wisdom saving throw or be magically charmed - for 1 day. The charmed target obeys the fiend’s verbal or - telepathic commands. If the target suffers any harm or - receives a suicidal command, it can repeat the saving throw, - ending the effect on a success. If the target successfully - saves against the effect, or if the effect on it ends, the - target is immune to this fiend’s Charm for the next 24 hours. - - - The fiend can have only one target charmed at a time. If it - charms another, the effect on the previous target ends. - - - Draining - Kiss. The fiend kisses a creature - charmed by it or a willing creature. The target must make a DC - 15 - - - Constitution saving throw against this magic, taking 32 - (5d10+5) psychic damage on a failed save, or half as much - damage on a successful one. The target’s hit point maximum is - reduced by an amount equal to the damage taken. This reduction - lasts until the target finishes a long rest. The target dies - if this effect reduces its hit point maximum to 0. - - - Etherealness. - The fiend magically enters the Ethereal Plane from the - Material Plane, or vice versa. - -
-
-
-
- Monsters (T) -
- Tarrasque - - Gargantuan monstrosity (titan), unaligned - - - Armor Class 25 (natural - armor) - - - Hit Points 676 (33d20+330) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 30 (+10) - - - 11 (+0) - - - 30 (+10) - - - 3 (-4) - - - 11 (+0) - - - 11 (+0) - - - - - - - Saving Throws Int +5, Wis +9, - Cha +9 - - - Damage Immunities fire, - poison; bludgeoning, piercing, and slashing from nonmagical - attacks - - - Condition Immunities charmed, - frightened, paralyzed, poisoned - - - Senses blindsight 120 ft., - passive Perception 10 - - - Languages - - - - Challenge 30 (155,000 XP) - - - Legendary Resistance - (3/Day). If the tarrasque fails a saving - throw, it can choose to succeed instead. - - - Magic - Resistance. The tarrasque has advantage on - saving throws against spells and other magical effects. - - - Reflective - Carapace. Any time the tarrasque is - targeted by a magic missile spell, a line - spell, or a spell that requires a ranged attack roll, roll a d6. - On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque - is unaffected, and the effect is reflected back at the caster as - though it originated from the tarrasque, turning the caster into - the target. - - - Siege - Monster. The tarrasque deals double damage - to objects and structures. - -
- Actions - - Multiattack. - The tarrasque can use its Frightful Presence. It then makes - five attacks: one with its bite, two with its claws, one with - its horns, and one with its tail. It can use its Swallow - instead of its bite. - - - Bite. - Melee Weapon Attack: +19 to hit, reach 10 - ft., one target. Hit: 36 (4d12+10) - piercing damage. If the target is a creature, it is grappled - (escape DC 20). Until this grapple ends, the target is - restrained, and the tarrasque can’t bite another target. - - - Claw. - Melee Weapon Attack: +19 to hit, reach 15 - ft., one target. Hit: 28 (4d8+10) - slashing damage. - - - Horns. - Melee Weapon Attack: +19 to hit, reach 10 - ft., one target. Hit: 32 (4d10+10) - piercing damage. - - - Tail. - Melee Weapon Attack: +19 to hit, reach 20 - ft., one target. Hit: 24 (4d6+10) - bludgeoning damage. If the target is a creature, it must - succeed on a DC 20 Strength saving throw or be knocked prone. - - - Frightful - Presence. Each creature of the - tarrasque’s choice within 120 feet of it and aware of it must - succeed on a DC 17 Wisdom saving throw or become frightened - for 1 minute. A creature can repeat the saving throw at the - end of each of its turns, with disadvantage if the tarrasque - is within line of sight, ending the effect on itself on a - success. If a creature’s saving throw is successful or the - effect ends for it, the creature is immune to the tarrasque’s - Frightful Presence for the next 24 hours. - - - Swallow. - The tarrasque makes one bite attack against a Large or smaller - creature it is grappling. If the attack hits, the target takes - the bite’s damage, the target is swallowed, and the grapple - ends. While swallowed, the creature is blinded and restrained, - it has total cover against attacks and other effects outside - the tarrasque, and it takes 56 (16d6) acid damage at the start - of each of the tarrasque’s turns. - - - If the tarrasque takes 60 damage or more on a single turn from - a creature inside it, the tarrasque must succeed on a DC 20 - Constitution saving throw at the end of that turn or - regurgitate all swallowed creatures, which fall prone in a - space within 10 feet of the tarrasque. If the tarrasque dies, - a swallowed creature is no longer restrained by it and can - escape from the corpse by using 30 feet of movement, exiting - prone. - -
-
- Legendary Actions - - The tarrasque can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be used at - a time and only at the end of another creature’s turn. The - tarrasque regains spent legendary actions at the start of its - turn. - - - Attack. The tarrasque makes - one claw attack or tail attack. - - - Move. The tarrasque moves - up to half its speed. - - - Chomp (Costs 2 Actions). - The tarrasque makes one bite attack or uses its Swallow. - -
-
-
- Treant - - Huge plant, chaotic good - - - Armor Class 16 (natural - armor) - - - Hit Points 138 (12d12+60) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 23 (+6) - - - 8 (-1) - - - 21 (+5) - - - 12 (+1) - - - 16 (+3) - - - 12 (+1) - - - - - - - Damage Resistances - bludgeoning, piercing - - - Damage Vulnerabilities fire - - - Senses passive Perception 13 - - - Languages Common, Druidic, - Elvish, Sylvan - - - Challenge 9 (5,000 XP) - - - False - Appearance. While the treant remains - motionless, it is indistinguishable from a normal tree. - - - Siege - Monster. The treant deals double damage to - objects and structures. - -
- Actions - - Multiattack. - The treant makes two slam attacks. - - - Slam. - Melee Weapon Attack: +10 to hit, reach 5 - ft., one target. Hit: 16 (3d6+6) - bludgeoning damage. - - - Rock. - Ranged Weapon Attack: +10 to hit, range - 60/180 ft., one target. Hit: 28 (4d10+6) - bludgeoning damage. - - - Animate Trees - (1/Day). The treant magically animates - one or two trees it can see within 60 feet of it. These trees - have the same statistics as a treant, except they have - Intelligence and Charisma scores of 1, they can’t speak, and - they have only the Slam action option. An animated tree acts - as an ally of the treant. The tree remains animate for 1 day - or until it dies; until the treant dies or is more than 120 - feet from the tree; or until the treant takes a bonus action - to turn it back into an inanimate tree. The tree then takes - root if possible. - -
-
-
- Troll - - Large giant, chaotic evil - - - Armor Class 15 (natural - armor) - - - Hit Points 84 (8d10+40) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 13 (+1) - - - 20 (+5) - - - 7 (-2) - - - 9 (-1) - - - 7 (-2) - - - - - - - Skills Perception +2 - - - Senses darkvision 60 ft., - passive Perception 12 - - - Languages Giant - - - Challenge 5 (1,800 XP) - - - Keen - Smell. The troll has advantage on Wisdom - (Perception) checks that rely on smell. - - - Regeneration. - The troll regains 10 hit points at the start of its turn. If the - troll takes acid or fire damage, this trait doesn’t function at - the start of the troll’s next turn. The troll dies only if it - starts its turn with 0 hit points and doesn’t regenerate. - -
- Actions - - Multiattack. - The troll makes three attacks: one with its bite and two with - its claws. - - - Bite. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 7 (1d6+4) piercing - damage. - - - Claw. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 11 (2d6+4) slashing - damage. - -
-
-
-
- Monsters (U) -
- Unicorn - - Large celestial, lawful good - - - Armor Class 12 - - - Hit Points 67 (9d10+18) - - - Speed 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 14 (+2) - - - 15 (+2) - - - 11 (+0) - - - 17 (+3) - - - 16 (+3) - - - - - - - Damage Immunities poison - - - Condition Immunities charmed, - paralyzed, poisoned - - - Senses darkvision 60 ft., - passive Perception 13 - - - Languages Celestial, Elvish, - Sylvan, telepathy 60 ft. - - - Challenge 5 (1,800 XP) - - - Charge. - If the unicorn moves at least 20 feet straight toward a target - and then hits it with a horn attack on the same turn, the target - takes an extra 9 (2d8) piercing damage. If the target is a - creature, it must succeed on a DC 15 Strength saving throw or be - knocked prone. - - - Innate - Spellcasting. The unicorn’s innate - spellcasting ability is Charisma (spell save DC 14). The unicorn - can innately cast the following spells, requiring no Components - - - At will: detect evil and good, - druidcraft, pass without - trace - - - 1/day each: calm emotions, dispel - evil and good, entangle - - - Magic - Resistance. The unicorn has advantage on - saving throws against spells and other magical effects. - - - Magic - Weapons. The unicorn’s weapon attacks are - magical. - -
- Actions - - Multiattack. - The unicorn makes two attacks: one with its hooves and one - with its horn. - - - Hooves. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 11 (2d6+4) - bludgeoning damage. - - - Horn. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 8 (1d8+4) piercing - damage. - - - Healing Touch - (3/Day). The unicorn touches another - creature with its horn. The target magically regains 11 - (2d8+2) hit points. In addition, the touch removes all - diseases and neutralizes all poisons afflicting the target. - - - Teleport - (1/Day). The unicorn magically teleports - itself and up to three willing creatures it can see within 5 - feet of it, along with any equipment they are wearing or - carrying, to a location the unicorn is familiar with, up to 1 - mile away. - -
-
- Legendary Actions - - The unicorn can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be used at - a time and only at the end of another creature’s turn. The - unicorn regains spent legendary actions at the start of its - turn. - - - Hooves. The unicorn makes - one attack with its hooves. - - - Shimmering Shield (Costs 2 - Actions). The unicorn creates a shimmering, magical - field around itself or another creature it can see within 60 - feet of it. The target gains a +2 bonus to AC until the end of - the unicorn’s next turn. - - - Heal Self (Costs 3 - Actions). The unicorn magically regains 11 (2d8+2) - hit points. - -
-
-
-
- Monsters (V) -
- Vampires -
- Vampire - - Medium undead (shapechanger), lawful evil - - - Armor Class 16 (natural - armor) - - - Hit Points 144 (17d8+68) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 18 (+4) - - - 18 (+4) - - - 17 (+3) - - - 15 (+2) - - - 18 (+4) - - - - - - - Saving Throws Dex +9, Wis - +7, Cha +9 - - - Skills Perception +7, - Stealth +9 - - - Damage Resistances - necrotic; bludgeoning, piercing, and slashing from nonmagical - attacks - - - Senses darkvision 120 ft., - passive Perception 17 - - - Languages the languages it - knew in life - - - Challenge 13 (10,000 XP) - - - Shapechanger. - If the vampire isn’t in sunlight or running water, it can use - its action to polymorph into a Tiny bat or a Medium cloud of - mist, or back into its true form. - - - While in bat form, the vampire can’t speak, its walking speed - is 5 feet, and it has a flying speed of 30 feet. Its - statistics, other than its size and speed, are unchanged. - Anything it is wearing transforms with it, but nothing it is - carrying does. It reverts to its true form if it dies. - - - While in mist form, the vampire can’t take any actions, speak, - or manipulate objects. It is weightless, has a flying speed of - 20 feet, can hover, and can enter a hostile creature’s space - and stop there. In addition, if air can pass through a space, - the mist can do so without squeezing, and it can’t pass - through water. It has advantage on Strength, Dexterity, and - Constitution saving throws, and it is immune to all nonmagical - damage, except the damage it takes from sunlight. - - - Legendary Resistance - (3/Day). If the vampire fails a saving - throw, it can choose to succeed instead. - - - Misty - Escape. When it drops to 0 hit points - outside its resting place, the vampire transforms into a cloud - of mist (as in the Shapechanger trait) instead of falling - unconscious, provided that it isn’t in sunlight or running - water. If it can’t transform, it is destroyed. - - - While it has 0 hit points in mist form, it can’t revert to its - vampire form, and it must reach its resting place within 2 - hours or be destroyed. Once in its resting place, it reverts - to its vampire form. It is then paralyzed until it regains at - least 1 hit point. After spending 1 hour in its resting place - with 0 hit points, it regains 1 hit point. - - - Regeneration. - The vampire regains 20 hit points at the start of its turn if - it has at least 1 hit point and isn’t in sunlight or running - water. If the vampire takes radiant damage or damage from holy - water, this trait doesn’t function at the start of the - vampire’s next turn. - - - Spider - Climb. The vampire can climb difficult - surfaces, including upside down on ceilings, without needing - to make an ability check. - - - Vampire - Weaknesses. The vampire has the - following flaws: - - - Forbiddance. The vampire can’t enter a - residence without an invitation from one of the occupants. - - - Harmed by Running Water. The vampire - takes 20 acid damage if it ends its turn in running water. - - - Stake to the Heart. If a piercing weapon - made of wood is driven into the vampire’s heart while the - vampire is incapacitated in its resting place, the vampire is - paralyzed until the stake is removed. - - - Sunlight Hypersensitivity. The vampire - takes 20 radiant damage when it starts its turn in sunlight. - While in sunlight, it has disadvantage on attack rolls and - ability checks. - -
- Actions - - Multiattack (Vampire Form - Only). The vampire makes two attacks, - only one of which can be a bite attack. - - - Unarmed Strike (Vampire - Form Only). Melee Weapon - Attack: +9 to hit, reach 5 ft., one creature. - Hit: 8 (1d8+4) bludgeoning damage. - Instead of dealing damage, the vampire can grapple the - target (escape DC 18). - - - Bite (Bat or Vampire Form - Only). Melee Weapon - Attack: +9 to hit, reach 5 ft., one willing - creature, or a creature that is grappled by the vampire, - incapacitated, or restrained. Hit: 7 - (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The - target’s hit point maximum is reduced by an amount equal to - the necrotic damage taken, and the vampire regains hit - points equal to that amount. The reduction lasts until the - target finishes a long rest. The target dies if this effect - reduces its hit point maximum to 0. A humanoid slain in this - way and then buried in the ground rises the following night - as a vampire spawn under the vampire’s control. - - - Charm. - The vampire targets one humanoid it can see within 30 feet - of it. If the target can see the vampire, the target must - succeed on a DC 17 Wisdom saving throw against this magic or - be charmed by the vampire. The charmed target regards the - vampire as a trusted friend to be heeded and protected. - Although the target isn’t under the vampire’s control, it - takes the vampire’s requests or actions in the most - favorable way it can, and it is a willing target for the - vampire’s bite attack. - - - Each time the vampire or the vampire’s companions do - anything harmful to the target, it can repeat the saving - throw, ending the effect on itself on a success. Otherwise, - the effect lasts 24 hours or until the vampire is destroyed, - is on a different plane of existence than the target, or - takes a bonus action to end the effect. - - - Children of the Night - (1/Day). The vampire magically calls - 2d4 swarms of bats or rats, provided that the sun isn’t up. - While outdoors, the vampire can call 3d6 wolves instead. The - called creatures arrive in 1d4 rounds, acting as allies of - the vampire and obeying its spoken commands. The beasts - remain for 1 hour, until the vampire dies, or until the - vampire dismisses them as a bonus action. - -
-
- Legendary Actions - - The vampire can take 3 legendary actions, choosing from the - options below. Only one legendary action option can be used - at a time and only at the end of another creature’s turn. - The vampire regains spent legendary actions at the start of - its turn. - - - Move. The vampire moves - up to its speed without provoking opportunity attacks. - - - Unarmed Strike. The - vampire makes one unarmed strike. - - - Bite (Costs 2 Actions). - The vampire makes one bite attack. - -
-
-
- Vampire Spawn - - Medium undead, neutral evil - - - Armor Class 15 (natural - armor) - - - Hit Points 82 (11d8+33) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 16 (+3) - - - 16 (+3) - - - 11 (+0) - - - 10 (+0) - - - 12 (+1) - - - - - - - Saving Throws Dex +6, Wis - +3 - - - Skills Perception +3, - Stealth +6 - - - Damage Resistances - necrotic; bludgeoning, piercing, and slashing from nonmagical - attacks - - - Senses darkvision 60 ft., - passive Perception 13 - - - Languages the languages it - knew in life - - - Challenge 5 (1,800 XP) - - - Regeneration. - The vampire regains 10 hit points at the start of its turn if - it has at least 1 hit point and isn’t in sunlight or running - water. If the vampire takes radiant damage or damage from holy - water, this trait doesn’t function at the start of the - vampire’s next turn. - - - Spider - Climb. The vampire can climb difficult - surfaces, including upside down on ceilings, without needing - to make an ability check. - - - Vampire - Weaknesses. The vampire has the - following flaws: - - - Forbiddance. The vampire can’t enter a - residence without an invitation from one of the occupants. - - - Harmed by Running Water. The vampire - takes 20 acid damage when it ends its turn in running water. - - - Stake to the Heart. The vampire is - destroyed if a piercing weapon made of wood is driven into its - heart while it is incapacitated in its resting place. - - - Sunlight Hypersensitivity. The vampire - takes 20 radiant damage when it starts its turn in sunlight. - While in sunlight, it has disadvantage on attack rolls and - ability checks. - -
- Actions - - Multiattack. - The vampire makes two attacks, only one of which can be a - bite attack. - - - Claws. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one creature. Hit: 8 (2d4+3) - slashing damage. Instead of dealing damage, the vampire can - grapple the target (escape DC 13). - - - Bite. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one willing creature, or a creature that is grappled by - the vampire, incapacitated, or restrained. - Hit: 6 (1d6+3) piercing damage plus 7 - (2d6) necrotic damage. The target’s hit point maximum is - reduced by an amount equal to the necrotic damage taken, and - the vampire regains hit points equal to that amount. The - reduction lasts until the target finishes a long rest. The - target dies if this effect reduces its hit point maximum to - 0. - -
-
-
-
-
- Monsters (W) -
- Wight - - Medium undead, neutral evil - - - Armor Class 14 (studded - leather) - - - Hit Points 45 (6d8+18) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 14 (+2) - - - 16 (+3) - - - 10 (+0) - - - 13 (+1) - - - 15 (+2) - - - - - - - Skills Perception +3, Stealth - +4 - - - Damage Resistances necrotic; - bludgeoning, piercing, and slashing from nonmagical attacks that - aren’t silvered - - - Damage Immunities poison - - - Condition Immunities - exhaustion, poisoned - - - Senses darkvision 60 ft., - passive Perception 13 - - - Languages the languages it - knew in life - - - Challenge 3 (700 XP) - - - Sunlight - Sensitivity. While in sunlight, the wight - has disadvantage on attack rolls, as well as on Wisdom - (Perception) checks that rely on sight. - -
- Actions - - Multiattack. - The wight makes two longsword attacks or two longbow attacks. - It can use its Life Drain in place of one longsword attack. - - - Life - Drain. Melee Weapon - Attack: +4 to hit, reach 5 ft., one creature. - Hit: 5 (1d6+2) necrotic damage. The - target must succeed on a DC 13 Constitution saving throw or - its hit point maximum is reduced by an amount equal to the - damage taken. This reduction lasts until the target finishes a - long rest. The target dies if this effect reduces its hit - point maximum to 0. - - - A humanoid slain by this attack rises 24 hours later as a - zombie under the wight’s control, unless the humanoid is - restored to life or its body is destroyed. The wight can have - no more than twelve zombies under its control at one time. - - - Longsword. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 6 (1d8+2) slashing - damage, or 7 (1d10+2) slashing damage if used with two hands. - - - Longbow. - Ranged Weapon Attack: +4 to hit, range - 150/600 ft., one target. Hit: 6 (1d8+2) - piercing damage. - -
-
-
- Will-o’-Wisp - - Tiny undead, chaotic evil - - - Armor Class 19 - - - Hit Points 22 (9d4) - - - Speed 0 ft., fly 50 ft. - (hover) - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 1 (-5) - - - 28 (+9) - - - 10 (+0) - - - 13 (+1) - - - 14 (+2) - - - 11 (+0) - - - - - - - Damage Immunities lightning, - poison - - - Damage Resistances acid, - cold, fire, necrotic, thunder; bludgeoning, piercing, and - slashing from nonmagical attacks - - - Condition Immunities - exhaustion, grappled, paralyzed, poisoned, prone, restrained, - unconscious - - - Senses darkvision 120 ft., - passive Perception 12 - - - Languages the languages it - knew in life - - - Challenge 2 (450 XP) - - - Consume - Life. As a bonus action, the will-o’-wisp - can target one creature it can see within 5 feet of it that has - 0 hit points and is still alive. The target must succeed on a DC - 10 Constitution saving throw against this magic or die. If the - target dies, the will-o’-wisp regains 10 (3d6) hit points. - - - Ephemeral. - The will-o’-wisp can’t wear or carry anything. - - - Incorporeal - Movement. The will-o’-wisp can move - through other creatures and objects as if they were difficult - terrain. It takes 5 (1d10) force damage if it ends its turn - inside an object. - - - Variable - Illumination. The will-o’-wisp sheds - bright light in a 5- to 20-foot radius and dim light for an - additional number of feet equal to the chosen radius. The - will-o’-wisp can alter the radius as a bonus action. - -
- Actions - - Shock. - Melee Spell Attack: +4 to hit, reach 5 - ft., one creature. Hit: 9 (2d8) lightning - damage. - - - Invisibility. - The will-o’-wisp and its light magically become invisible - until it attacks or uses its Consume Life, or until its - concentration ends (as if concentrating on a spell). - -
-
-
- Wraith - - Medium undead, neutral evil - - - Armor Class 13 - - - Hit Points 67 (9d8+27) - - - Speed 0 ft., fly 60 ft. - (hover) - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 6 (-2) - - - 16 (+3) - - - 16 (+3) - - - 12 (+1) - - - 14 (+2) - - - 15 (+2) - - - - - - - Damage Resistances acid, - cold, fire, lightning, thunder; bludgeoning, piercing, and - slashing from nonmagical attacks that aren’t silvered - - - Damage Immunities necrotic, - poison - - - Condition Immunities charmed, - exhaustion, grappled, paralyzed, petrified, poisoned, prone, - restrained - - - Senses darkvision 60 ft., - passive Perception 12 - - - Languages the languages it - knew in life - - - Challenge 5 (1,800 XP) - - - Incorporeal - Movement. The wraith can move through - other creatures and objects as if they were difficult terrain. - It takes 5 (1d10) force damage if it ends its turn inside an - object. - - - Sunlight - Sensitivity. While in sunlight, the wraith - has disadvantage on attack rolls, as well as on Wisdom - (Perception) checks that rely on sight. - -
- Actions - - Life - Drain. Melee Weapon - Attack: +6 to hit, reach 5 ft., one creature. - Hit: 21 (4d8+3) necrotic damage. The - target must succeed on a DC 14 Constitution saving throw or - its hit point maximum is reduced by an amount equal to the - damage taken. This reduction lasts until the target finishes a - long rest. The target dies if this effect reduces its hit - point maximum to 0. - - - Create - Specter. The wraith targets a humanoid - within 10 feet of it that has been dead for no longer than 1 - minute and died violently. The target’s spirit rises as a - specter in the space of its corpse or in the nearest - unoccupied space. The specter is under the wraith’s control. - The wraith can have no more than seven specters under its - control at one time. - -
-
-
- Wyvern - - Large dragon, unaligned - - - Armor Class 13 (natural - armor) - - - Hit Points 110 (13d10+39) - - - Speed 20 ft., fly 80 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 10 (+0) - - - 16 (+3) - - - 5 (-3) - - - 12 (+1) - - - 6 (-2) - - - - - - - Skills Perception +4 - - - Senses darkvision 60 ft., - passive Perception 14 - - - Languages - - - - Challenge 6 (2,300 XP) - -
- Actions - - Multiattack. - The wyvern makes two attacks: one with its bite and one with - its stinger. While flying, it can use its claws in place of - one other attack. - - - Bite. - Melee Weapon Attack: +7 to hit, reach 10 - ft., one creature. Hit: 11 (2d6+4) - piercing damage. - - - Claws. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 13 (2d8+4) slashing - damage. - - - Stinger. - Melee Weapon Attack: +7 to hit, reach 10 - ft., one creature. Hit: 11 (2d6+4) - piercing damage. The target must make a DC 15 Constitution - saving throw, taking 24 (7d6) poison damage on a failed save, - or half as much damage on a successful one. - -
-
-
-
- Monsters (X) -
- Xorn - - Medium elemental, neutral - - - Armor Class 19 (natural - armor) - - - Hit Points 73 (7d8+42) - - - Speed 20 ft., burrow 20 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 17 (+3) - - - 10 (+0) - - - 22 (+6) - - - 11 (+0) - - - 10 (+0) - - - 11 (+0) - - - - - - - Skills Perception +6, Stealth - +3 - - - Damage Resistances piercing - and slashing from nonmagical attacks that aren’t adamantine - - - Senses darkvision 60 ft., - tremorsense 60 ft., passive Perception 16 - - - Languages Terran - - - Challenge 5 (1,800 XP) - - - Earth - Glide. The xorn can burrow through - nonmagical, unworked earth and stone. While doing so, the xorn - doesn’t disturb the material it moves through. - - - Stone - Camouflage. The xorn has advantage on - Dexterity (Stealth) checks made to hide in rocky terrain. - - - Treasure - Sense. The xorn can pinpoint, by scent, - the location of precious metals and stones, such as coins and - gems, within 60 feet of it. - -
- Actions - - Multiattack. - The xorn makes three claw attacks and one bite attack. - - - Claw. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 6 (1d6+3) slashing - damage. - - - Bite. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 13 (3d6+3) piercing - damage. - -
-
-
-
- Monsters (Z) -
- Zombies -
- Zombie - - Medium undead, neutral evil - - - Armor Class 8 - - - Hit Points 22 (3d8+9) - - - Speed 20 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 13 (+1) - - - 6 (-2) - - - 16 (+3) - - - 3 (-4) - - - 6 (-2) - - - 5 (-3) - - - - - - - Saving Throws Wis +0 - - - Damage Immunities poison - - - Condition Immunities - poisoned - - - Senses darkvision 60 ft., - passive Perception 8 - - - Languages understands the - languages it knew in life but can’t speak - - - Challenge 1/4 (50 XP) - - - Undead - Fortitude. If damage reduces the zombie - to 0 hit points, it must make a Constitution saving throw with - a DC of 5+the damage taken, unless the damage is radiant or - from a critical hit. On a success, the zombie drops to 1 hit - point instead. - -
- Actions - - Slam. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 4 (1d6+1) - bludgeoning damage. - -
-
-
- Ogre Zombie - - Large undead, neutral evil - - - Armor Class 8 - - - Hit Points 85 (9d10+36) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 6 (-2) - - - 18 (+4) - - - 3 (-4) - - - 6 (-2) - - - 5 (-3) - - - - - - - Saving Throws Wis +0 - - - Damage Immunities poison - - - Condition Immunities - poisoned - - - Senses darkvision 60 ft., - passive Perception 8 - - - Languages understands - Common and Giant but can’t speak - - - Challenge 2 (450 XP) - - - Undead - Fortitude. If damage reduces the zombie - to 0 hit points, it must make a Constitution saving throw with - a DC of 5+the damage taken, unless the damage is radiant or - from a critical hit. On a success, the zombie drops to 1 hit - point instead. - -
- Actions - - Morningstar. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 13 (2d8+4) - bludgeoning damage. - -
-
-
-
-
- CREATURES - - This section contains statistics for various animals, vermin, and - other critters. The stat blocks are organized alphabetically by - creature name. - -
-
- Creatures (A-C) -
- Ape - - Medium beast, unaligned - - - Armor Class 12 - - - Hit Points 19 (3d8+6) - - - Speed 30 ft., climb 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 14 (+2) - - - 14 (+2) - - - 6 (-2) - - - 12 (+1) - - - 7 (-2) - - - - - - - Skills Athletics +5, - Perception +3 - - - Senses passive Perception 13 - - - Languages - - - - Challenge 1/2 (100 XP) - -
- Actions - - Multiattack. - The ape makes two fist attacks. - - - Fist. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 6 (1d6+3) - bludgeoning damage. - - - Rock. - Ranged Weapon Attack: +5 to hit, range - 25/50 ft., one target. Hit: 6 (1d6+3) - bludgeoning damage. - -
-
-
- Awakened Shrub - - Small plant, unaligned - - - Armor Class 9 - - - Hit Points 10 (3d6) - - - Speed 20 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 3 (-4) - - - 8 (-1) - - - 11 (+0) - - - 10 (+0) - - - 10 (+0) - - - 6 (-2) - - - - - - - Damage Vulnerabilities fire - - - Damage Resistances piercing - - - Senses passive Perception 10 - - - Languages one language known - by its creator - - - Challenge 0 (10 XP) - - - False - Appearance. While the shrub remains - motionless, it is indistinguishable from a normal shrub. - -
- Actions - - Rake. - Melee Weapon Attack: +1 to hit, reach 5 - ft., one target. Hit: 1 (1d4-1) slashing - damage. - - - An awakened shrub is an - ordinary shrub given sentience and mobility by the - awaken spell or similar magic. - -
-
-
- Awakened Tree - - Huge plant, unaligned - - - Armor Class 13 (natural - armor) - - - Hit Points 59 (7d12+14) - - - Speed 20 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 6 (-2) - - - 15 (+2) - - - 10 (+0) - - - 10 (+0) - - - 7 (-2) - - - - - - - Damage Vulnerabilities fire - - - Damage Resistances - bludgeoning, piercing - - - Senses passive Perception 10 - - - Languages one language known - by its creator - - - Challenge 2 (450 XP) - - - False - Appearance. While the tree remains - motionless, it is indistinguishable from a normal tree. - -
- Actions - - Slam. - Melee Weapon Attack: +6 to hit, reach 10 - ft., one target. Hit: 14 (3d6+4) - bludgeoning damage. - - - An awakened tree is an - ordinary tree given sentience and mobility by the - awaken spell or similar magic. - -
-
-
- Axe Beak - - Large beast, unaligned - - - Armor Class 11 - - - Hit Points 19 (3d10+3) - - - Speed 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 14 (+2) - - - 12 (+1) - - - 12 (+1) - - - 2 (-4) - - - 10 (+0) - - - 5 (-3) - - - - - - - Senses passive Perception 10 - - - Languages - - - - Challenge 1/4 (50 XP) - -
- Actions - - Beak. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 6 (1d8+2) slashing - damage. - - - An axe beak is a tall - flightless bird with strong legs and a heavy, wedge-shaped - beak. It has a nasty disposition and tends to attack any - unfamiliar creature that wanders too close. - -
-
-
- Baboon - - Small beast, unaligned - - - Armor Class 12 - - - Hit Points 3 (1d6) - - - Speed 30 ft., climb 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 8 (-1) - - - 14 (+2) - - - 11 (+0) - - - 4 (-3) - - - 12 (+1) - - - 6 (-2) - - - - - - - Senses passive Perception 11 - - - Languages - - - - Challenge 0 (10 XP) - - - Pack - Tactics. The baboon has advantage on an - attack roll against a creature if at least one of the baboon’s - allies is within 5 feet of the creature and the ally isn’t - incapacitated. - -
- Actions - - Bite. - Melee Weapon Attack: +1 to hit, reach 5 - ft., one target. Hit: 1 (1d4-1) piercing - damage. - -
-
-
- Badger - - Tiny beast, unaligned - - - Armor Class 10 - - - Hit Points 3 (1d4+1) - - - Speed 20 ft., burrow 5 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 4 (-3) - - - 11 (+0) - - - 12 (+1) - - - 2 (-4) - - - 12 (+1) - - - 5 (-3) - - - - - - - Senses darkvision 30 ft., - passive Perception 11 - - - Languages - - - - Challenge 0 (10 XP) - - - Keen - Smell. The badger has advantage on Wisdom - (Perception) checks that rely on smell. - -
- Actions - - Bite. - Melee Weapon Attack: +2 to hit, reach 5 - ft., one target. Hit: 1 piercing damage. - -
-
-
- Bat - - Tiny beast, unaligned - - - Armor Class 12 - - - Hit Points 1 (1d4-1) - - - Speed 5 ft., fly 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 2 (-4) - - - 15 (+2) - - - 8 (-1) - - - 2 (-4) - - - 12 (+1) - - - 4 (-3) - - - - - - - Senses blindsight 60 ft., - passive Perception 11 - - - Languages - - - - Challenge 0 (10 XP) - - - Echolocation. - The bat can’t use its blindsight while deafened. - - - Keen - Hearing. The bat has advantage on Wisdom - (Perception) checks that rely on hearing. - -
- Actions - - Bite. - Melee Weapon Attack: +0 to hit, reach 5 - ft., one creature. Hit: 1 piercing - damage. - -
-
-
- Black Bear - - Medium beast, unaligned - - - Armor Class 11 (natural - armor) - - - Hit Points 19 (3d8+6) - - - Speed 40 ft., climb 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 10 (+0) - - - 14 (+2) - - - 2 (-4) - - - 12 (+1) - - - 7 (-2) - - - - - - - Skills Perception +3 - - - Senses passive Perception 13 - - - Languages - - - - Challenge 1/2 (100 XP) - - - Keen - Smell. The bear has advantage on Wisdom - (Perception) checks that rely on smell. - -
- Actions - - Multiattack. - The bear makes two attacks: one with its bite and one with its - claws. - - - Bite. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 5 (1d6+2) piercing - damage. - - - Claws. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 7 (2d4+2) slashing - damage. - -
-
-
- Blink Dog - - Medium fey, lawful good - - - Armor Class 13 - - - Hit Points 22 (4d8+4) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 12 (+1) - - - 17 (+3) - - - 12 (+1) - - - 10 (+0) - - - 13 (+1) - - - 11 (+0) - - - - - - - Skills Perception +3, Stealth - +5 - - - Senses passive Perception 13 - - - Languages Blink Dog, - understands Sylvan but can’t speak it - - - Challenge 1/4 (50 XP) - - - Keen Hearing and - Smell. The dog has advantage on Wisdom - (Perception) checks that rely on hearing or smell. - -
- Actions - - Bite. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 4 (1d6+1) piercing - damage. - - - Teleport (Recharge - 4-6). The dog magically teleports, along - with any equipment it is wearing or carrying, up to 40 feet to - an unoccupied space it can see. Before or after teleporting, - the dog can make one bite attack. - - - A blink dog takes its name - from its ability to blink in and out of existence, a talent it - uses to aid its attacks and to avoid harm. Blink dogs harbor a - long- standing hatred for displacer beasts and attack them on - sight. - -
-
-
- Blood Hawk - - Small beast, unaligned - - - Armor Class 12 - - - Hit Points 7 (2d6) - - - Speed 10 ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 6 (-2) - - - 14 (+2) - - - 10 (+0) - - - 3 (-4) - - - 14 (+2) - - - 5 (-3) - - - - - - - Skills Perception +4 - - - Senses passive Perception 14 - - - Languages - - - - Challenge 1/8 (25 XP) - - - Keen - Sight. The hawk has advantage on Wisdom - (Perception) checks that rely on sight. - - - Pack - Tactics. The hawk has advantage on an - attack roll against a creature if at least one of the hawk’s - allies is within 5 feet of the creature and the ally isn’t - incapacitated. - -
- Actions - - Beak. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 4 (1d4+2) piercing - damage. - - - Taking its name from its crimson feathers and aggressive - nature, the blood hawk - fearlessly attacks almost any animal, stabbing it with its - daggerlike beak. Blood hawks flock together in large numbers, - attacking as a pack to take down prey. - -
-
-
- Boar - - Medium beast, unaligned - - - Armor Class 11 (natural - armor) - - - Hit Points 11 (2d8+2) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 13 (+1) - - - 11 (+0) - - - 12 (+1) - - - 2 (-4) - - - 9 (-1) - - - 5 (-3) - - - - - - - Senses passive Perception 9 - - - Languages - - - - Challenge 1/4 (50 XP) - - - Charge. - If the boar moves at least 20 feet straight toward a target and - then hits it with a tusk attack on the same turn, the target - takes an extra 3 (1d6) slashing damage. If the target is a - creature, it must succeed on a DC 11 Strength saving throw or be - knocked prone. - - - Relentless (Recharges after a - Short or Long Rest). If the boar takes 7 - damage or less that would reduce it to 0 hit points, it is - reduced to 1 hit point instead. - -
- Actions - - Tusk. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 4 (1d6+1) slashing - damage. - -
-
-
- Brown Bear - - Large beast, unaligned - - - Armor Class 11 (natural - armor) - - - Hit Points 34 (4d10+12) - - - Speed 40 ft., climb 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 10 (+0) - - - 16 (+3) - - - 2 (-4) - - - 13 (+1) - - - 7 (-2) - - - - - - - Skills Perception +3 - - - Senses passive Perception 13 - - - Languages - - - - Challenge 1 (200 XP) - - - Keen - Smell. The bear has advantage on Wisdom - (Perception) checks that rely on smell. - -
- Actions - - Multiattack. - The bear makes two attacks: one with its bite and one with its - claws. - - - Bite. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 8 (1d8+4) piercing - damage. - - - Claws. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 11 (2d6+4) slashing - damage. - -
-
-
- Camel - - Large beast, unaligned - - - Armor Class 9 - - - Hit Points 15 (2d10+4) - - - Speed 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 8 (-1) - - - 14 (+2) - - - 2 (-4) - - - 8 (-1) - - - 5 (-3) - - - - - - - Senses passive Perception 9 - - - Languages - - - - Challenge 1/8 (25 XP) - -
- Actions - - Bite. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 2 (1d4) bludgeoning - damage. - -
-
-
- Cat - - Tiny beast, unaligned - - - Armor Class 12 - - - Hit Points 2 (1d4) - - - Speed 40 ft., climb 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 3 (-4) - - - 15 (+2) - - - 10 (+0) - - - 3 (-4) - - - 12 (+1) - - - 7 (-2) - - - - - - - Skills Perception +3, Stealth - +4 - - - Senses passive Perception 13 - - - Languages - - - - Challenge 0 (10 XP) - - - Keen - Smell. The cat has advantage on Wisdom - (Perception) checks that rely on smell. - -
- Actions - - Claws. - Melee Weapon Attack: +0 to hit, reach 5 - ft., one target. Hit: 1 slashing damage. - -
-
-
- Constrictor Snake - - Large beast, unaligned - - - Armor Class 12 - - - Hit Points 13 (2d10+2) - - - Speed 30 ft., swim 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 14 (+2) - - - 12 (+1) - - - 1 (-5) - - - 10 (+0) - - - 3 (-4) - - - - - - - Senses blindsight 10 ft., - passive Perception 10 - - - Languages - - - - Challenge 1/4 (50 XP) - -
- Actions - - Bite. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one creature. Hit: 5 (1d6+2) - piercing damage. - - - Constrict. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one creature. Hit: 6 (1d8+2) - bludgeoning damage, and the target is grappled (escape DC 14). - Until this grapple ends, the creature is restrained, and the - snake can’t constrict another target. - -
-
-
- Crab - - Tiny beast, unaligned - - - Armor Class 11 (natural - armor) - - - Hit Points 2 (1d4) - - - Speed 20 ft., swim 20 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 2 (-4) - - - 11 (+0) - - - 10 (+0) - - - 1 (-5) - - - 8 (-1) - - - 2 (-4) - - - - - - - Skills Stealth +2 - - - Senses blindsight 30 ft., - passive Perception 9 - - - Languages - - - - Challenge 0 (10 XP) - - - Amphibious. - The crab can breathe air and water. - -
- Actions - - Claw. - Melee Weapon Attack: +0 to hit, reach 5 - ft., one target. Hit: 1 bludgeoning - damage. - -
-
-
- Crocodile - - Large beast, unaligned - - - Armor Class 12 (natural - armor) - - - Hit Points 19 (3d10+3) - - - Speed 20 ft., swim 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 10 (+0) - - - 13 (+1) - - - 2 (-4) - - - 10 (+0) - - - 5 (-3) - - - - - - - Skills Stealth +2 - - - Senses passive Perception 10 - - - Languages - - - - Challenge 1/2 (100 XP) - - - Hold - Breath. The crocodile can hold its breath - for 15 minutes. - -
- Actions - - Bite. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one creature. Hit: 7 (1d10+2) - piercing damage, and the target is grappled (escape DC 12). - Until this grapple ends, the target is restrained, and the - crocodile can’t bite another target. - -
-
-
-
- Creatures (D-F) -
- Death Dog - - Medium monstrosity, neutral evil - - - Armor Class 12 - - - Hit Points 39 (6d8+12) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 14 (+2) - - - 14 (+2) - - - 3 (-4) - - - 13 (+1) - - - 6 (-2) - - - - - - - Skills Perception +5, Stealth - +4 - - - Senses darkvision 120 ft., - passive Perception 15 - - - Languages - - - - Challenge 1 (200 XP) - - - Two-Headed. - The dog has advantage on Wisdom (Perception) checks and on - saving throws against being blinded, charmed, deafened, - frightened, stunned, or knocked unconscious. - -
- Actions - - Multiattack. - The dog makes two bite attacks. - - - Bite. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 5 (1d6+2) piercing - damage. If the target is a creature, it must succeed on a DC - 12 Constitution saving throw against disease or become - poisoned until the disease is cured. Every 24 hours that - elapse, the creature must repeat the saving throw, reducing - its hit point maximum by 5 (1d10) on a failure. This reduction - lasts until the disease is cured. The creature dies if the - disease reduces its hit point maximum to 0. - - - A death dog is an ugly - two-headed hound that roams plains, and deserts. Hate burns in - a death dog’s heart, and a taste for humanoid flesh drives it - to attack travelers and explorers. Death dog saliva carries a - foul disease that causes a victim’s flesh to slowly rot off - the bone. - -
-
-
- Deer - - Medium beast, unaligned - - - Armor Class 13 - - - Hit Points 4 (1d8) - - - Speed 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 11 (+0) - - - 16 (+3) - - - 11 (+0) - - - 2 (-4) - - - 14 (+2) - - - 5 (-3) - - - - - - - Senses passive Perception 12 - - - Languages - - - - Challenge 0 (10 XP) - -
- Actions - - Bite. - Melee Weapon Attack: +2 to hit, reach 5 - ft., one target. Hit: 2 (1d4) piercing - damage. - -
-
-
- Dire Wolf - - Large beast, unaligned - - - Armor Class 14 (natural - armor) - - - Hit Points 37 (5d10+10) - - - Speed 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 17 (+3) - - - 15 (+2) - - - 15 (+2) - - - 3 (-4) - - - 12 (+1) - - - 7 (-2) - - - - - - - Skills Perception +3, Stealth - +4 - - - Senses passive Perception 13 - - - Languages - - - - Challenge 1 (200 XP) - - - Keen Hearing and - Smell. The wolf has advantage on Wisdom - (Perception) checks that rely on hearing or smell. - - - Pack - Tactics. The wolf has advantage on an - attack roll against a creature if at least one of the wolf’s - allies is within 5 feet of the creature and the ally isn’t - incapacitated. - -
- Actions - - Bite. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 10 (2d6+3) piercing - damage. If the target is a creature, it must succeed on a DC - 13 Strength saving throw or be knocked prone. - -
-
-
- Draft Horse - - Large beast, unaligned - - - Armor Class 10 - - - Hit Points 19 (3d10+3) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 10 (+0) - - - 12 (+1) - - - 2 (-4) - - - 11 (+0) - - - 7 (-2) - - - - - - - Senses passive Perception 10 - - - Languages - - - - Challenge 1/4 (50 XP) - -
- Actions - - Hooves. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 9 (2d4+4) - bludgeoning damage. - -
-
-
- Eagle - - Small beast, unaligned - - - Armor Class 12 - - - Hit Points 3 (1d6) - - - Speed 10 ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 6 (-2) - - - 15 (+2) - - - 10 (+0) - - - 2 (-4) - - - 14 (+2) - - - 7 (-2) - - - - - - - Skills Perception +4 - - - Senses passive Perception 14 - - - Languages - - - - Challenge 0 (10 XP) - - - Keen - Sight. The eagle has advantage on Wisdom - (Perception) checks that rely on sight. - -
- Actions - - Talons. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 4 (1d4+2) slashing - damage. - -
-
-
- Elephant - - Huge beast, unaligned - - - Armor Class 12 (natural - armor) - - - Hit Points 76 (8d12+24) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 22 (+6) - - - 9 (-1) - - - 17 (+3) - - - 3 (-4) - - - 11 (+0) - - - 6 (-2) - - - - - - - Senses passive Perception 10 - - - Languages - - - - Challenge 4 (1,100 XP) - - - Trampling - Charge. If the elephant moves at least 20 - feet straight toward a creature and then hits it with a gore - attack on the same turn, that target must succeed on a DC 12 - Strength saving throw or be knocked prone. If the target is - prone, the elephant can make one stomp attack against it as a - bonus action. - -
- Actions - - Gore. - Melee Weapon Attack: +8 to hit, reach 5 - ft., one target. Hit: 19 (3d8+6) piercing - damage. - - - Stomp. - Melee Weapon Attack: +8 to hit, reach 5 - ft., one prone creature. Hit: 22 (3d10+6) - bludgeoning damage. - -
-
-
- Elk - - Large beast, unaligned - - - Armor Class 10 - - - Hit Points 13 (2d10+2) - - - Speed 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 10 (+0) - - - 12 (+1) - - - 2 (-4) - - - 10 (+0) - - - 6 (-2) - - - - - - - Senses passive Perception 10 - - - Languages - - - - Challenge 1/4 (50 XP) - - - Charge. - If the elk moves at least 20 feet straight toward a target and - then hits it with a ram attack on the same turn, the target - takes an extra 7 (2d6) damage. If the target is a creature, it - must succeed on a DC 13 Strength saving throw or be knocked - prone. - -
- Actions - - Ram. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 6 (1d6+3) - bludgeoning damage. - - - Hooves. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one prone creature. Hit: 8 (2d4+3) - bludgeoning damage. - -
-
-
- Flying Snake - - Tiny beast, unaligned - - - Armor Class 14 - - - Hit Points 5 (2d4) - - - Speed 30 ft., fly 60 ft., - swim 30 ft - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 4 (-3) - - - 18 (+4) - - - 11 (+0) - - - 2 (-4) - - - 12 (+1) - - - 5 (-3) - - - - - - - Senses blindsight 10 ft., - passive Perception 11 - - - Languages - - - - Challenge 1/8 (25 XP) - - - Flyby. - The snake doesn’t provoke opportunity attacks when it flies out - of an enemy’s reach. - -
- Actions - - Bite. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 1 piercing damage - plus 7 (3d4) poison damage. - - - A flying snake is a - brightly colored, winged serpent found in remote jungles. - Tribespeople and cultists sometimes domesticate flying snakes - to serve as messengers that deliver scrolls wrapped in their - coils. - -
-
-
- Frog - - Tiny beast, unaligned - - - Armor Class 11 - - - Hit Points 1 (1d4-1) - - - Speed 20 ft., swim 20 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 1 (-5) - - - 13 (+1) - - - 8 (-1) - - - 1 (-5) - - - 8 (-1) - - - 3 (-4) - - - - - - - Skills Perception +1, Stealth - +3 - - - Senses darkvision 30 ft., - passive Perception 11 - - - Languages - - - - Challenge 0 (0 XP) - - - Amphibious. - The frog can breathe air and water. - - - Standing - Leap. The frog’s long jump is up to 10 - feet and its high jump is up to 5 feet, with or without a - running start. - - - A frog has no effective - attacks. It feeds on small insects and typically dwells near - water, in trees, or underground. The frog’s statistics can also - be used to represent a toad. - -
-
-
- Creatures (G-I) -
- Giant Ape - - Huge beast, unaligned - - - Armor Class 12 - - - Hit Points 157 (15d12+60) - - - Speed 40 ft., climb 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 23 (+6) - - - 14 (+2) - - - 18 (+4) - - - 7 (-2) - - - 12 (+1) - - - 7 (-2) - - - - - - - Skills Athletics +9, - Perception +4 - - - Senses passive Perception 14 - - - Languages - - - - Challenge 7 (2,900 XP) - -
- Actions - - Multiattack. - The ape makes two fist attacks. - - - Fist. - Melee Weapon Attack: +9 to hit, reach 10 - ft., one target. Hit: 22 (3d10+6) - bludgeoning damage. - - - Rock. - Ranged Weapon Attack: +9 to hit, range - 50/100 ft., one target. Hit: 30 (7d6+6) - bludgeoning damage. - -
-
-
- Giant Badger - - Medium beast, unaligned - - - Armor Class 10 - - - Hit Points 13 (2d8+4) - - - Speed 30 ft., burrow 10 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 13 (+1) - - - 10 (+0) - - - 15 (+2) - - - 2 (-4) - - - 12 (+1) - - - 5 (-3) - - - - - - - Senses darkvision 30 ft., - passive Perception 11 - - - Languages - - - - Challenge 1/4 (50 XP) - - - Keen - Smell. The badger has advantage on Wisdom - (Perception) checks that rely on smell. - -
- Actions - - Multiattack. - The badger makes two attacks: one with its bite and one with - its claws. - - - Bite. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 4 (1d6+1) piercing - damage. - - - Claws. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 6 (2d4+1) slashing - damage. - -
-
-
- Giant Bat - - Large beast, unaligned - - - Armor Class 13 - - - Hit Points 22 (4d10) - - - Speed 10 ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 16 (+3) - - - 11 (+0) - - - 2 (-4) - - - 12 (+1) - - - 6 (-2) - - - - - - - Senses blindsight 60 ft., - passive Perception 11 - - - Languages - - - - Challenge 1/4 (50 XP) - - - Echolocation. - The bat can’t use its blindsight while deafened. - - - Keen - Hearing. The bat has advantage on Wisdom - (Perception) checks that rely on hearing. - -
- Actions - - Bite. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one creature. Hit: 5 (1d6+2) - piercing damage. - -
-
-
- Giant Boar - - Large beast, unaligned - - - Armor Class 12 (natural - armor) - - - Hit Points 42 (5d10+15) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 17 (+3) - - - 10 (+0) - - - 16 (+3) - - - 2 (-4) - - - 7 (-2) - - - 5 (-3) - - - - - - - Senses passive Perception 8 - - - Languages - - - - Challenge 2 (450 XP) - - - Charge. - If the boar moves at least 20 feet straight toward a target and - then hits it with a tusk attack on the same turn, the target - takes an extra 7 (2d6) slashing damage. If the target is a - creature, it must succeed on a DC 13 Strength saving throw or be - knocked prone. - - - Relentless (Recharges after a - Short or Long Rest). If the boar takes 10 - damage or less that would reduce it to 0 hit points, it is - reduced to 1 hit point instead. - -
- Actions - - Tusk. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 10 (2d6+3) slashing - damage. - -
-
-
- Giant Centipede - - Small beast, unaligned - - - Armor Class 13 (natural - armor) - - - Hit Points 4 (1d6+1) - - - Speed 30 ft., climb 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 5 (-3) - - - 14 (+2) - - - 12 (+1) - - - 1 (-5) - - - 7 (-2) - - - 3 (-4) - - - - - - - Senses blindsight 30 ft., - passive Perception 8 - - - Languages - - - - Challenge 1/4 (50 XP) - -
- Actions - - Bite. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one creature. Hit: 4 (1d4+2) - piercing damage, and the target must succeed on a DC 11 - Constitution saving throw or take 10 (3d6) poison damage. If - the poison damage reduces the target to 0 hit points, the - target is stable but poisoned for 1 hour, even after regaining - hit points, and is paralyzed while poisoned in this way. - -
-
-
- Giant Constrictor Snake - - Huge beast, unaligned - - - Armor Class 12 - - - Hit Points 60 (8d12+8) - - - Speed 30 ft., swim 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 14 (+2) - - - 12 (+1) - - - 1 (-5) - - - 10 (+0) - - - 3 (-4) - - - - - - - Skills Perception +2 - - - Senses blindsight 10 ft., - passive Perception 12 - - - Languages - - - - Challenge 2 (450 XP) - -
- Actions - - Bite. - Melee Weapon Attack: +6 to hit, reach 10 - ft., one creature. Hit: 11 (2d6+4) - piercing damage. - - - Constrict. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one creature. Hit: 13 (2d8+4) - bludgeoning damage, and the target is grappled (escape DC 16). - Until this grapple ends, the creature is restrained, and the - snake can’t constrict another target. - -
-
-
- Giant Crab - - Medium beast, unaligned - - - Armor Class 15 (natural - armor) - - - Hit Points 13 (3d8) - - - Speed 30 ft., swim 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 13 (+1) - - - 15 (+2) - - - 11 (+0) - - - 1 (-5) - - - 9 (-1) - - - 3 (-4) - - - - - - - Skills Stealth +4 - - - Senses blindsight 30 ft., - passive Perception 9 - - - Languages - - - - Challenge 1/8 (25 XP) - - - Amphibious. - The crab can breathe air and water. - -
- Actions - - Claw. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 4 (1d6+1) - bludgeoning damage, and the target is grappled (escape DC 11). - The crab has two claws, each of which can grapple only one - target. - -
-
-
- Giant Crocodile - - Huge beast, unaligned - - - Armor Class 14 (natural - armor) - - - Hit Points 85 (9d12+27) - - - Speed 30 ft., swim 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 21 (+5) - - - 9 (-1) - - - 17 (+3) - - - 2 (-4) - - - 10 (+0) - - - 7 (-2) - - - - - - - Senses passive Perception 10 - - - Languages - - - - Challenge 5 (1,800 XP) - - - Hold - Breath. The crocodile can hold its breath - for 30 minutes. - -
- Actions - - Multiattack. - The crocodile makes two attacks: one with its bite and one - with its tail. - - - Bite. - Melee Weapon Attack: +8 to hit, reach 5 - ft., one target. Hit: 21 (3d10+5) - piercing damage, and the target is grappled (escape DC 16). - Until this grapple ends, the target is restrained, and the - crocodile can’t bite another target. - - - Tail. - Melee Weapon Attack: +8 to hit, reach 10 - ft., one target not grappled by the crocodile. - Hit: 14 (2d8+5) bludgeoning damage. If - the target is a creature, it must succeed on a DC 16 Strength - saving throw or be knocked prone. - -
-
-
- Giant Eagle - - Large beast, neutral good - - - Armor Class 13 - - - Hit Points 26 (4d10+4) - - - Speed 10 ft., fly 80 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 17 (+3) - - - 13 (+1) - - - 8 (-1) - - - 14 (+2) - - - 10 (+0) - - - - - - - Skills Perception +4 - - - Senses passive Perception 14 - - - Languages Giant Eagle, - understands Common and Auran but can’t speak them - - - Challenge 1 (200 XP) - - - Keen - Sight. The eagle has advantage on Wisdom - (Perception) checks that rely on sight. - -
- Actions - - Multiattack. - The eagle makes two attacks: one with its beak and one with - its talons. - - - Beak. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 6 (1d6+3) piercing - damage. - - - Talons. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 10 (2d6+3) slashing - damage. - - - A giant eagle is a noble - creature that speaks its own language and understands speech - in the Common tongue. A mated pair of giant eagles typically - has up to four eggs or young in their nest (treat the young as - normal eagles). - -
-
-
- Giant Elk - - Huge beast, unaligned - - - Armor Class 14 (natural - armor) - - - Hit Points 42 (5d12+10) - - - Speed 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 16 (+3) - - - 14 (+2) - - - 7 (-2) - - - 14 (+2) - - - 10 (+0) - - - - - - - Skills Perception +4 - - - Senses passive Perception 14 - - - Languages Giant Elk, - understands Common, Elvish, and Sylvan but can’t speak them - - - Challenge 2 (450 XP) - - - Charge. - If the elk moves at least 20 feet straight toward a target and - then hits it with a ram attack on the same turn, the target - takes an extra 7 (2d6) damage. If the target is a creature, it - must succeed on a DC 14 Strength saving throw or be knocked - prone. - -
- Actions - - Ram. - Melee Weapon Attack: +6 to hit, reach 10 - ft., one target. Hit: 11 (2d6+4) - bludgeoning damage. - - - Hooves. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one prone creature. Hit: 22 (4d8+4) - bludgeoning damage. - - - The majestic giant elk is - rare to the point that its appearance is often taken as a - foreshadowing of an important event, such as the birth of a - king. Legends tell of gods that take the form of giant elk - when visiting the Material Plane. Many cultures therefore - believe that to hunt these creatures is to invite divine - wrath. - -
-
-
- Giant Fire Beetle - - Small beast, unaligned - - - Armor Class 13 (natural - armor) - - - Hit Points 4 (1d6+1) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 8 (-1) - - - 10 (+0) - - - 12 (+1) - - - 1 (-5) - - - 7 (-2) - - - 3 (-4) - - - - - - - Senses blindsight 30 ft., - passive Perception 8 - - - Languages - - - - Challenge 0 (10 XP) - - - Illumination. - The beetle sheds bright light in a 10-foot radius and dim light - for an additional 10 feet. - -
- Actions - - Bite. - Melee Weapon Attack: +1 to hit, reach 5 - ft., one target. Hit: 2 (1d6-1) slashing - damage. - - - A giant fire beetle is a - nocturnal creature that takes its name from a pair of glowing - glands that give off light. Miners and adventurers prize these - creatures, for a giant fire beetle’s glands continue to shed - light for 1d6 days after the beetle dies. Giant fire beetles - are most commonly found underground and in dark forests. - -
-
-
- Giant Frog - - Medium beast, unaligned - - - Armor Class 11 - - - Hit Points 18 (4d8) - - - Speed 30 ft., swim 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 12 (+1) - - - 13 (+1) - - - 11 (+0) - - - 2 (-4) - - - 10 (+0) - - - 3 (-4) - - - - - - - Skills Perception +2, Stealth - +3 - - - Senses darkvision 30 ft., - passive Perception 12 - - - Languages - - - - Challenge 1/4 (50 XP) - - - Amphibious. - The frog can breathe air and water. - - - Standing - Leap. The frog’s long jump is up to 20 - feet and its high jump is up to 10 feet, with or without a - running start. - -
- Actions - - Bite. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 4 (1d6+1) piercing - damage, and the target is grappled (escape DC 11). Until this - grapple ends, the target is restrained, and the frog can’t - bite another target. - - - Swallow. - The frog makes one bite attack against a Small or smaller - target it is grappling. If the attack hits, the target is - swallowed, and the grapple ends. The swallowed target is - blinded and restrained, it has total cover against attacks and - other effects outside the frog, and it takes 5 (2d4) acid - damage at the start of each of the frog’s turns. The frog can - have only one target swallowed at a time. - - - If the frog dies, a swallowed creature is no longer restrained - by it and can escape from the corpse using 5 feet of movement, - exiting prone. - -
-
-
- Giant Goat - - Large beast, unaligned - - - Armor Class 11 (natural - armor) - - - Hit Points 19 (3d10+3) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 17 (+3) - - - 11 (+0) - - - 12 (+1) - - - 3 (-4) - - - 12 (+1) - - - 6 (-2) - - - - - - - Senses passive Perception 11 - - - Languages - - - - Challenge 1/2 (100 XP) - - - Charge. - If the goat moves at least 20 feet straight toward a target and - then hits it with a ram attack on the same turn, the target - takes an extra 5 (2d4) bludgeoning damage. If the target is a - creature, it must succeed on a DC 13 Strength saving throw or be - knocked prone. - - - Sure-Footed. - The goat has advantage on Strength and Dexterity saving throws - made against effects that would knock it prone. - -
- Actions - - Ram. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 8 (2d4+3) - bludgeoning damage. - -
-
-
- Giant Hyena - - Large beast, unaligned - - - Armor Class 12 - - - Hit Points 45 (6d10+12) - - - Speed 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 14 (+2) - - - 14 (+2) - - - 2 (-4) - - - 12 (+1) - - - 7 (-2) - - - - - - - Skills Perception +3 - - - Senses passive Perception 13 - - - Languages - - - - Challenge 1 (200 XP) - - - Rampage. - When the hyena reduces a creature to 0 hit points with a melee - attack on its turn, the hyena can take a bonus action to move up - to half its speed and make a bite attack. - -
- Actions - - Bite. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 10 (2d6+3) piercing - damage. - -
-
-
- Giant Lizard - - Large beast, unaligned - - - Armor Class 12 (natural - armor) - - - Hit Points 19 (3d10+3) - - - Speed 30 ft., climb 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 12 (+1) - - - 13 (+1) - - - 2 (-4) - - - 10 (+0) - - - 5 (-3) - - - - - - - Senses darkvision 30 ft., - passive Perception 10 - - - Languages - - - - Challenge 1/4 (50 XP) - -
- Actions - - Bite. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 6 (1d8+2) piercing - damage. - - - A giant lizard can be - ridden or used as a draft animal. Lizardfolk also keep them as - pets, and subterranean giant lizards are used as mounts and - pack animals by drow, duergar, and others. - -
-
-
- Giant Octopus - - Large beast, unaligned - - - Armor Class 11 - - - Hit Points 52 (8d10+8) - - - Speed 10 ft., swim 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 17 (+3) - - - 13 (+1) - - - 13 (+1) - - - 4 (-3) - - - 10 (+0) - - - 4 (-3) - - - - - - - Skills Perception +4, Stealth - +5 - - - Senses darkvision 60 ft., - passive Perception 14 - - - Languages - - - - Challenge 1 (200 XP) - - - Hold - Breath. While out of water, the octopus - can hold its breath for 1 hour. - - - Underwater - Camouflage. The octopus has advantage on - Dexterity (Stealth) checks made while underwater. - - - Water - Breathing. The octopus can breathe only - underwater. - -
- Actions - - Tentacles. - Melee Weapon Attack: +5 to hit, reach 15 - ft., one target. Hit: 10 (2d6+3) - bludgeoning damage. If the target is a creature, it is - grappled (escape DC 16). Until this grapple ends, the target - is restrained, and the octopus can’t use its tentacles on - another target. - - - Ink Cloud (Recharges after a - Short or Long Rest). A 20- foot radius - cloud of ink extends all around the octopus if it is - underwater. The area is heavily obscured for 1 minute, - although a significant current can disperse the ink. After - releasing the ink, the octopus can use the Dash action as a - bonus action. - -
-
-
- Giant Owl - - Large beast, neutral - - - Armor Class 12 - - - Hit Points 19 (3d10+3) - - - Speed 5 ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 13 (+1) - - - 15 (+2) - - - 12 (+1) - - - 8 (-1) - - - 13 (+1) - - - 10 (+0) - - - - - - - Skills Perception +5, Stealth - +4 - - - Senses darkvision 120 ft., - passive Perception 15 - - - Languages Giant Owl, - understands Common, Elvish, and Sylvan but can’t speak them - - - Challenge 1/4 (50 XP) - - - Flyby. - The owl doesn’t provoke opportunity attacks when it flies out of - an enemy’s reach. - - - Keen Hearing and - Sight. The owl has advantage on Wisdom - (Perception) checks that rely on hearing or sight. - -
- Actions - - Talons. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 8 (2d6+1) slashing - damage. - - - Giant owls often befriend - fey and other sylvan creatures and are guardians of their - woodland realms. - -
-
-
- Giant Poisonous Snake - - Medium beast, unaligned - - - Armor Class 14 - - - Hit Points 11 (2d8+2) - - - Speed 30 ft., swim 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 18 (+4) - - - 13 (+1) - - - 2 (-4) - - - 10 (+0) - - - 3 (-4) - - - - - - - Skills Perception +2 - - - Senses blindsight 10 ft., - passive Perception 12 - - - Languages - - - - Challenge 1/4 (50 XP) - -
- Actions - - Bite. - Melee Weapon Attack: +6 to hit, reach 10 - ft., one target. Hit: 6 (1d4+4) piercing - damage, and the target must make a DC 11 Constitution saving - throw, taking 10 (3d6) poison damage on a failed save, or half - as much damage on a successful one. - -
-
-
- Giant Rat - - Small beast, unaligned - - - Armor Class 12 - - - Hit Points 7 (2d6) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 7 (-2) - - - 15 (+2) - - - 11 (+0) - - - 2 (-4) - - - 10 (+0) - - - 4 (-3) - - - - - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages - - - - Challenge 1/8 (25 XP) - - - Keen - Smell. The rat has advantage on Wisdom - (Perception) checks that rely on smell. - - - Pack - Tactics. The rat has advantage on an - attack roll against a creature if at least one of the rat’s - allies is within 5 feet of the creature and the ally isn’t - incapacitated. - -
- Actions - - Bite. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 4 (1d4+2) piercing - damage. - -
- - Variant: Diseased Giant - Rats - - - Some giant rats carry vile diseases that they spread with - their bites. A diseased giant rat has a challenge rating of - 1/8 (25 XP) and the following action instead of its normal - bite attack. - - - Bite. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 4 (1d4+2) - piercing damage. If the target is a creature, it must - succeed on a DC 10 Constitution saving throw or contract a - disease. Until the disease is cured, the target can’t regain - hit points except by magical means, and the target’s hit - point maximum decreases by 3 (1d6) every 24 hours. If the - target’s hit point maximum drops to 0 as a result of this - disease, the target dies. - -
-
-
-
- Giant Scorpion - - Large beast, unaligned - - - Armor Class 15 (natural - armor) - - - Hit Points 52 (7d10+14) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 13 (+1) - - - 15 (+2) - - - 1 (-5) - - - 9 (-1) - - - 3 (-4) - - - - - - - Senses blindsight 60 ft., - passive Perception 9 - - - Languages - - - - Challenge 3 (700 XP) - -
- Actions - - Multiattack. - The scorpion makes three attacks: two with its claws and one - with its sting. - - - Claw. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 6 (1d8+2) - bludgeoning damage, and the target is grappled (escape DC 12). - The scorpion has two claws, each of which can grapple only one - target. - - - Sting. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one creature. Hit: 7 (1d10+2) - piercing damage, and the target must make a DC 12 Constitution - saving throw, taking 22 (4d10) poison damage on a failed save, - or half as much damage on a successful one. - -
-
-
- Giant Sea Horse - - Large beast, unaligned - - - Armor Class 13 (natural - armor) - - - Hit Points 16 (3d10) - - - Speed 0 ft., swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 12 (+1) - - - 15 (+2) - - - 11 (+0) - - - 2 (-4) - - - 12 (+1) - - - 5 (-3) - - - - - - - Senses passive Perception 11 - - - Languages - - - - Challenge 1/2 (100 XP) - - - Charge. - If the sea horse moves at least 20 feet straight toward a target - and then hits it with a ram attack on the same turn, the target - takes an extra 7 (2d6) bludgeoning damage. It the target is a - creature, it must succeed on a DC 11 Strength saving throw or be - knocked prone. - - - Water - Breathing. The sea horse can breathe only - underwater. - -
- Actions - - Ram. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 4 (1d6+1) - bludgeoning damage. - - - Like their smaller kin, giant sea - horses are shy, colorful fish with elongated bodies - and curled tails. Aquatic elves train them as mounts. - -
-
-
- Giant Shark - - Huge beast, unaligned - - - Armor Class 13 (natural - armor) - - - Hit Points 126 (11d12+55) - - - Speed 0 ft., swim 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 23 (+6) - - - 11 (+0) - - - 21 (+5) - - - 1 (-5) - - - 10 (+0) - - - 5 (-3) - - - - - - - Skills Perception +3 - - - Senses blindsight 60 ft., - passive Perception 13 - - - Languages - - - - Challenge 5 (1,800 XP) - - - Blood - Frenzy. The shark has advantage on melee - attack rolls against any creature that doesn’t have all its hit - points. - - - Water - Breathing. The shark can breathe only - underwater. - -
- Actions - - Bite. - Melee Weapon Attack: +9 to hit, reach 5 - ft., one target. Hit: 22 (3d10+6) - piercing damage. - - - A giant shark is 30 feet - long and normally found in deep oceans. Utterly fearless, it - preys on anything that crosses its path, including whales and - ships. - -
-
-
- Giant Spider - - Large beast, unaligned - - - Armor Class 14 (natural - armor) - - - Hit Points 26 (4d10+4) - - - Speed 30 ft., climb 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 14 (+2) - - - 16 (+3) - - - 12 (+1) - - - 2 (-4) - - - 11 (+0) - - - 4 (-3) - - - - - - - Skills Stealth +7 - - - Senses blindsight 10 ft., - darkvision 60 ft., passive Perception 10 - - - Languages - - - - Challenge 1 (200 XP) - - - Spider - Climb. The spider can climb difficult - surfaces, including upside down on ceilings, without needing to - make an ability check. - - - Web - Sense. While in contact with a web, the - spider knows the exact location of any other creature in contact - with the same web. - - - Web - Walker. The spider ignores movement - restrictions caused by webbing. - -
- Actions - - Bite. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one creature. Hit: 7 (1d8+3) - piercing damage, and the target must make a DC 11 Constitution - saving throw, taking 9 (2d8) poison damage on a failed save, - or half as much damage on a successful one. If the poison - damage reduces the target to 0 hit points, the target is - stable but poisoned for 1 hour, even after regaining hit - points, and is paralyzed while poisoned in this way. - - - Web (Recharge - 5-6). Ranged Weapon - Attack: +5 to hit, range 30/60 ft., one creature. - Hit: The target is restrained by webbing. - As an action, the restrained target can make a DC 12 Strength - check, bursting the webbing on a success. The webbing can also - be attacked and destroyed (AC 10; hp 5; vulnerability to fire - damage; immunity to bludgeoning, poison, and psychic damage). - - - To snare its prey, a giant - spider spins elaborate webs or shoots sticky - strands of webbing from its abdomen. Giant spiders are most - commonly found underground, making their lairs on ceilings or - in dark, web-filled crevices. Such lairs are often festooned - with web cocoons holding past victims. - -
-
-
- Giant Toad - - Large beast, unaligned - - - Armor Class 11 - - - Hit Points 39 (6d10+6) - - - Speed 20 ft., swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 13 (+1) - - - 13 (+1) - - - 2 (-4) - - - 10 (+0) - - - 3 (-4) - - - - - - - Senses darkvision 30 ft., - passive Perception 10 - - - Languages - - - - Challenge 1 (200 XP) - - - Amphibious. - The toad can breathe air and water. - - - Standing - Leap. The toad’s long jump is up to 20 - feet and its high jump is up to 10 feet, with or without a - running start. - -
- Actions - - Bite. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 7 (1d10+2) piercing - damage plus 5 (1d10) poison damage, and the target is grappled - (escape DC 13). Until this grapple ends, the target is - restrained, and the toad can’t bite another target. - - - Swallow. - The toad makes one bite attack against a Medium or smaller - target it is grappling. If the attack hits, the target is - swallowed, and the grapple ends. The swallowed target is - blinded and restrained, it has total cover against attacks and - other effects outside the toad, and it takes 10 (3d6) acid - damage at the start of each of the toad’s turns. The toad can - have only one target swallowed at a time. - - - If the toad dies, a swallowed creature is no longer restrained - by it and can escape from the corpse using 5 feet of movement, - exiting prone. - -
-
-
- Giant Vulture - - Large beast, neutral evil - - - Armor Class 10 - - - Hit Points 22 (3d10+6) - - - Speed 10 ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 10 (+0) - - - 15 (+2) - - - 6 (-2) - - - 12 (+1) - - - 7 (-2) - - - - - - - Skills Perception +3 - - - Senses passive Perception 13 - - - Languages understands Common - but can’t speak - - - Challenge 1 (200 XP) - - - Keen Sight and - Smell. The vulture has advantage on Wisdom - (Perception) checks that rely on sight or smell. - - - Pack - Tactics. The vulture has advantage on an - attack roll against a creature if at least one of the vulture’s - allies is within 5 feet of the creature and the ally isn’t - incapacitated. - -
- Actions - - Multiattack. - The vulture makes two attacks: one with its beak and one with - its talons. - - - Beak. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 7 (2d4+2) piercing - damage. - - - Talons. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 9 (2d6+2) slashing - damage. - - - A giant vulture has - advanced intelligence and a malevolent bent. Unlike its - smaller kin, it will attack a wounded creature to hasten its - end. Giant vultures have been known to haunt a thirsty, - starving creature for days to enjoy its suffering. - -
-
-
- Giant Wasp - - Medium beast, unaligned - - - Armor Class 12 - - - Hit Points 13 (3d8) - - - Speed 10 ft., fly 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 14 (+2) - - - 10 (+0) - - - 1 (-5) - - - 10 (+0) - - - 3 (-4) - - - - - - - Senses passive Perception 10 - - - Languages - - - - Challenge 1/2 (100 XP) - -
- Actions - - Sting. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one creature. Hit: 5 (1d6+2) - piercing damage, and the target must make a DC 11 Constitution - saving throw, taking 10 (3d6) poison damage on a failed save, - or half as much damage on a successful one. If the poison - damage reduces the target to 0 hit points, the target is - stable but poisoned for 1 hour, even after regaining hit - points, and is paralyzed while poisoned in this way. - -
-
-
- Giant Weasel - - Medium beast, unaligned - - - Armor Class 13 - - - Hit Points 9 (2d8) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 11 (+0) - - - 16 (+3) - - - 10 (+0) - - - 4 (-3) - - - 12 (+1) - - - 5 (-3) - - - - - - - Skills Perception +3, Stealth - +5 - - - Senses darkvision 60 ft., - passive Perception 13 - - - Languages - - - - Challenge 1/8 (25 XP) - - - Keen Hearing and - Smell. The weasel has advantage on Wisdom - (Perception) checks that rely on hearing or smell. - -
- Actions - - Bite. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 5 (1d4+3) piercing - damage. - -
-
-
- Giant Wolf Spider - - Medium beast, unaligned - - - Armor Class 13 - - - Hit Points 11 (2d8+2) - - - Speed 40 ft., climb 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 12 (+1) - - - 16 (+3) - - - 13 (+1) - - - 3 (-4) - - - 12 (+1) - - - 4 (-3) - - - - - - - Skills Perception +3, Stealth - +7 - - - Senses blindsight 10 ft., - darkvision 60 ft., passive Perception 13 - - - Languages - - - - Challenge 1/4 (50 XP) - - - Spider - Climb. The spider can climb difficult - surfaces, including upside down on ceilings, without needing to - make an ability check. - - - Web - Sense. While in contact with a web, the - spider knows the exact location of any other creature in contact - with the same web. - - - Web - Walker. The spider ignores movement - restrictions caused by webbing. - -
- Actions - - Bite. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one creature. Hit: 4 (1d6+1) - piercing damage, and the target must make a DC 11 Constitution - saving throw, taking 7 (2d6) poison damage on a failed save, - or half as much damage on a successful one. If the poison - damage reduces the target to 0 hit points, the target is - stable but poisoned for 1 hour, even after regaining hit - points, and is paralyzed while poisoned in this way. - - - Smaller than a giant spider, a giant - wolf spider hunts prey across open ground or hides - in a burrow or crevice, or in a hidden cavity beneath debris. - -
-
-
- Goat - - Medium beast, unaligned - - - Armor Class 10 - - - Hit Points 4 (1d8) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 12 (+1) - - - 10 (+0) - - - 11 (+0) - - - 2 (-4) - - - 10 (+0) - - - 5 (-3) - - - - - - - Senses passive Perception 10 - - - Languages - - - - Challenge 0 (10 XP) - - - Charge. - If the goat moves at least 20 feet straight toward a target and - then hits it with a ram attack on the same turn, the target - takes an extra 2 (1d4) bludgeoning damage. If the target is a - creature, it must succeed on a DC 10 Strength saving throw or be - knocked prone. - - - Sure-Footed. - The goat has advantage on Strength and Dexterity saving throws - made against effects that would knock it prone. - -
- Actions - - Ram. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 3 (1d4+1) - bludgeoning damage. - -
-
-
- Hawk - - Tiny beast, unaligned - - - Armor Class 13 - - - Hit Points 1 (1d4-1) - - - Speed 10 ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 5 (-3) - - - 16 (+3) - - - 8 (-1) - - - 2 (-4) - - - 14 (+2) - - - 6 (-2) - - - - - - - Skills Perception +4 - - - Senses passive Perception 14 - - - Languages - - - - Challenge 0 (10 XP) - - - Keen - Sight. The hawk has advantage on Wisdom - (Perception) checks that rely on sight. - -
- Actions - - Talons. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 1 slashing damage. - -
-
-
- Hunter Shark - - Large beast, unaligned - - - Armor Class 12 (natural - armor) - - - Hit Points 45 (6d10+12) - - - Speed 0 ft., swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 13 (+1) - - - 15 (+2) - - - 1 (-5) - - - 10 (+0) - - - 4 (-3) - - - - - - - Skills Perception +2 - - - Senses blindsight 30 ft., - passive Perception 12 - - - Languages - - - - Challenge 2 (450 XP) - - - Blood - Frenzy. The shark has advantage on melee - attack rolls against any creature that doesn’t have all its hit - points. - - - Water - Breathing. The shark can breathe only - underwater. - -
- Actions - - Bite. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 13 (2d8+4) piercing - damage. - - - Smaller than a giant shark but larger and fiercer than a reef - shark, a hunter shark - haunts deep waters. It usually hunts alone, but multiple - hunter sharks might feed in the same area. A fully grown - hunter shark is 15 to 20 feet long. - -
-
-
- Hyena - - Medium beast, unaligned - - - Armor Class 11 - - - Hit Points 5 (1d8+1) - - - Speed 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 11 (+0) - - - 13 (+1) - - - 12 (+1) - - - 2 (-4) - - - 12 (+1) - - - 5 (-3) - - - - - - - Skills Perception +3 - - - Senses passive Perception 13 - - - Languages - - - - Challenge 0 (10 XP) - - - Pack - Tactics. The hyena has advantage on an - attack roll against a creature if at least one of the hyena’s - allies is within 5 feet of the creature and the ally isn’t - incapacitated. - -
- Actions - - Bite. - Melee Weapon Attack: +2 to hit, reach 5 - ft., one target. Hit: 3 (1d6) piercing - damage. - -
-
-
-
- Creatures (J-L) -
- Jackal - - Small beast, unaligned - - - Armor Class 12 - - - Hit Points 3 (1d6) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 8 (-1) - - - 15 (+2) - - - 11 (+0) - - - 3 (-4) - - - 12 (+1) - - - 6 (-2) - - - - - - - Skills Perception +3 - - - Senses passive Perception 13 - - - Languages - - - - Challenge 0 (10 XP) - - - Keen Hearing and - Smell. The jackal has advantage on Wisdom - (Perception) checks that rely on hearing or smell. - - - Pack - Tactics. The jackal has advantage on an - attack roll against a creature if at least one of the jackal’s - allies is within 5 feet of the creature and the ally isn’t - incapacitated. - -
- Actions - - Bite. - Melee Weapon Attack: +1 to hit, reach 5 - ft., one target. Hit: 1 (1d4-1) piercing - damage. - -
-
-
- Killer Whale - - Huge beast, unaligned - - - Armor Class 12 (natural - armor) - - - Hit Points 90 (12d12+12) - - - Speed 0 ft., swim 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 19 (+4) - - - 10 (+0) - - - 13 (+1) - - - 3 (-4) - - - 12 (+1) - - - 7 (-2) - - - - - - - Skills Perception +3 - - - Senses blindsight 120 ft., - passive Perception 13 - - - Languages - - - - Challenge 3 (700 XP) - - - Echolocation. - The whale can’t use its blindsight while deafened. - - - Hold - Breath. The whale can hold its breath for - 30 minutes. - - - Keen - Hearing. The whale has advantage on Wisdom - (Perception) checks that rely on hearing. - -
- Actions - - Bite. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 21 (5d6+4) piercing - damage. - -
-
-
- Lion - - Large beast, unaligned - - - Armor Class 12 - - - Hit Points 26 (4d10+4) - - - Speed 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 17 (+3) - - - 15 (+2) - - - 13 (+1) - - - 3 (-4) - - - 12 (+1) - - - 8 (-1) - - - - - - - Skills Perception +3, Stealth - +6 - - - Senses passive Perception 13 - - - Languages - - - - Challenge 1 (200 XP) - - - Keen - Smell. The lion has advantage on Wisdom - (Perception) checks that rely on smell. - - - Pack - Tactics. The lion has advantage on an - attack roll against a creature if at least one of the lion’s - allies is within 5 feet of the creature and the ally isn’t - incapacitated. - - - Pounce. - If the lion moves at least 20 feet straight toward a creature - and then hits it with a claw attack on the same turn, that - target must succeed on a DC 13 Strength saving throw or be - knocked prone. If the target is prone, the lion can make one - bite attack against it as a bonus action. - - - Running - Leap. With a 10-foot running start, the - lion can long jump up to 25 feet. - -
- Actions - - Bite. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 7 (1d8+3) piercing - damage. - - - Claw. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 6 (1d6+3) slashing - damage. - -
-
-
- Lizard - - Tiny beast, unaligned - - - Armor Class 10 - - - Hit Points 2 (1d4) - - - Speed 20 ft., climb 20 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 2 (-4) - - - 11 (+0) - - - 10 (+0) - - - 1 (-5) - - - 8 (-1) - - - 3 (-4) - - - - - - - Senses darkvision 30 ft., - passive Perception 9 - - - Languages - - - - Challenge 0 (10 XP) - -
- Actions - - Bite. - Melee Weapon Attack: +0 to hit, reach 5 - ft., one target. Hit: 1 piercing damage. - -
-
-
-
- Creatures (M-O) -
- Mammoth - - Huge beast, unaligned - - - Armor Class 13 (natural - armor) - - - Hit Points 126 (11d12+55) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 24 (+7) - - - 9 (-1) - - - 21 (+5) - - - 3 (-4) - - - 11 (+0) - - - 6 (-2) - - - - - - - Senses passive Perception 10 - - - Languages - - - - Challenge 6 (2,300 XP) - - - Trampling - Charge. If the mammoth moves at least 20 - feet straight toward a creature and then hits it with a gore - attack on the same turn, that target must succeed on a DC 18 - Strength saving throw or be knocked prone. If the target is - prone, the mammoth can make one stomp attack against it as a - bonus action. - -
- Actions - - Gore. - Melee Weapon Attack: +10 to hit, reach 10 - ft., one target. Hit: 25 (4d8+7) piercing - damage. - - - Stomp. - Melee Weapon Attack: +10 to hit, reach 5 - ft., one prone creature. Hit: 29 (4d10+7) - bludgeoning damage. - - - A mammoth is an elephantine - creature with thick fur and long tusks. Stockier and fiercer - than normal elephants, mammoths inhabit a wide range of - climes, from subarctic to subtropical. - -
-
-
- Mastiff - - Medium beast, unaligned - - - Armor Class 12 - - - Hit Points 5 (1d8+1) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 13 (+1) - - - 14 (+2) - - - 12 (+1) - - - 3 (-4) - - - 12 (+1) - - - 7 (-2) - - - - - - - Skills Perception +3 - - - Senses passive Perception 13 - - - Languages - - - - Challenge 1/8 (25 XP) - - - Keen Hearing and - Smell. The mastiff has advantage on Wisdom - (Perception) checks that rely on hearing or smell. - -
- Actions - - Bite. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 4 (1d6+1) piercing - damage. If the target is a creature, it must succeed on a DC - 11 Strength saving throw or be knocked prone. - - - Mastiffs are impressive - hounds prized by humanoids for their loyalty and keen senses. - Mastiffs can be trained as guard dogs, hunting dogs, and war - dogs. Halflings and other Small humanoids ride them as mounts. - -
-
-
- Mule - - Medium beast, unaligned - - - Armor Class 10 - - - Hit Points 11 (2d8+2) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 14 (+2) - - - 10 (+0) - - - 13 (+1) - - - 2 (-4) - - - 10 (+0) - - - 5 (-3) - - - - - - - Senses passive Perception 10 - - - Languages - - - - Challenge 1/8 (25 XP) - - - Beast of - Burden. The mule is considered to be a - Large animal for the purpose of determining its carrying - capacity. - - - Sure-Footed. - The mule has advantage on Strength and Dexterity saving throws - made against effects that would knock it prone. - -
- Actions - - Hooves. - Melee Weapon Attack: +2 to hit, reach 5 - ft., one target. Hit: 4 (1d4+2) - bludgeoning damage. - -
-
-
- Octopus - - Small beast, unaligned - - - Armor Class 12 - - - Hit Points 3 (1d6) - - - Speed 5 ft., swim 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 4 (-3) - - - 15 (+2) - - - 11 (+0) - - - 3 (-4) - - - 10 (+0) - - - 4 (-3) - - - - - - - Skills Perception +2, Stealth - +4 - - - Senses darkvision 30 ft., - passive Perception 12 - - - Languages - - - - Challenge 0 (10 XP) - - - Hold - Breath. While out of water, the octopus - can hold its breath for 30 minutes. - - - Underwater - Camouflage. The octopus has advantage on - Dexterity (Stealth) checks made while underwater. - - - Water - Breathing. The octopus can breathe only - underwater. - -
- Actions - - Tentacles. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 1 bludgeoning - damage, and the target is grappled (escape DC 10). Until this - grapple ends, the octopus can’t use its tentacles on another - target. - - - Ink Cloud (Recharges after a - Short or Long Rest). A 5- foot radius - cloud of ink extends all around the octopus if it is - underwater. The area is heavily obscured for 1 minute, - although a significant current can disperse the ink. After - releasing the ink, the octopus can use the Dash action as a - bonus action. - -
-
-
- Owl - - Tiny beast, unaligned - - - Armor Class 11 - - - Hit Points 1 (1d4-1) - - - Speed 5 ft., fly 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 3 (-4) - - - 13 (+1) - - - 8 (-1) - - - 2 (-4) - - - 12 (+1) - - - 7 (-2) - - - - - - - Skills Perception +3, Stealth - +3 - - - Senses darkvision 120 ft., - passive Perception 13 - - - Languages - - - - Challenge 0 (10 XP) - - - Flyby. - The owl doesn’t provoke opportunity attacks when it flies out of - an enemy’s reach. - - - Keen Hearing and - Sight. The owl has advantage on Wisdom - (Perception) checks that rely on hearing or sight. - -
- Actions - - Talons. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 1 slashing damage. - -
-
-
-
- Creatures (P-R) -
- Panther - - Medium beast, unaligned - - - Armor Class 12 - - - Hit Points 13 (3d8) - - - Speed 50 ft., climb 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 14 (+2) - - - 15 (+2) - - - 10 (+0) - - - 3 (-4) - - - 14 (+2) - - - 7 (-2) - - - - - - - Skills Perception +4, Stealth - +6 - - - Senses passive Perception 14 - - - Languages - - - - Challenge 1/4 (50 XP) - - - Keen - Smell. The panther has advantage on Wisdom - (Perception) checks that rely on smell. - - - Pounce. - If the panther moves at least 20 feet straight toward a creature - and then hits it with a claw attack on the same turn, that - target must succeed on a DC 12 Strength saving throw or be - knocked prone. If the target is prone, the panther can make one - bite attack against it as a bonus action. - -
- Actions - - Bite. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 5 (1d6+2) piercing - damage. - - - Claw. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 4 (1d4+2) slashing - damage. - -
-
-
- Phase Spider - - Large monstrosity, unaligned - - - Armor Class 13 (natural - armor) - - - Hit Points 32 (5d10+5) - - - Speed 30 ft., climb 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 15 (+2) - - - 12 (+1) - - - 6 (-2) - - - 10 (+0) - - - 6 (-2) - - - - - - - Skills Stealth +6 - - - Senses darkvision 60 ft., - passive Perception 10 - - - Languages - - - - Challenge 3 (700 XP) - - - Ethereal - Jaunt. As a bonus action, the spider can - magically shift from the Material Plane to the Ethereal Plane, - or vice versa. - - - Spider - Climb. The spider can climb difficult - surfaces, including upside down on ceilings, without needing to - make an ability check. - - - Web - Walker. The spider ignores movement - restrictions caused by webbing. - -
- Actions - - Bite. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one creature. Hit: 7 (1d10+2) - piercing damage, and the target must make a DC 11 Constitution - saving throw, taking 18 (4d8) poison damage on a failed save, - or half as much damage on a successful one. If the poison - damage reduces the target to 0 hit points, the target is - stable but poisoned for 1 hour, even after regaining hit - points, and is paralyzed while poisoned in this way. - - - A phase spider possesses - the magical ability to phase in and out of the Ethereal Plane. - It seems to appear out of nowhere and quickly vanishes after - attacking. Its movement on the Ethereal Plane before coming - back to the Material Plane makes it seem like it can teleport. - -
-
-
- Poisonous Snake - - Tiny beast, unaligned - - - Armor Class 13 - - - Hit Points 2 (1d4) - - - Speed 30 ft., swim 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 2 (-4) - - - 16 (+3) - - - 11 (+0) - - - 1 (-5) - - - 10 (+0) - - - 3 (-4) - - - - - - - Senses blindsight 10 ft., - passive Perception 10 - - - Languages - - - - Challenge 1/8 (25 XP) - -
- Actions - - Bite. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 1 piercing damage, - and the target must make a DC 10 Constitution saving throw, - taking 5 (2d4) poison damage on a failed save, or half as much - damage on a successful one. - -
-
-
- Polar Bear - - Large beast, unaligned - - - Armor Class 12 (natural - armor) - - - Hit Points 42 (5d10+15) - - - Speed 40 ft., swim 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 20 (+5) - - - 10 (+0) - - - 16 (+3) - - - 2 (-4) - - - 13 (+1) - - - 7 (-2) - - - - - - - Skills Perception +3 - - - Senses passive Perception 13 - - - Languages - - - - Challenge 2 (450 XP) - - - Keen - Smell. The bear has advantage on Wisdom - (Perception) checks that rely on smell. - -
- Actions - - Multiattack. - The bear makes two attacks: one with its bite and one with its - claws. - - - Bite. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 9 (1d8+5) piercing - damage. - - - Claws. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 12 (2d6+5) slashing - damage. - -
-
-
- Pony - - Medium beast, unaligned - - - Armor Class 10 - - - Hit Points 11 (2d8+2) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 10 (+0) - - - 13 (+1) - - - 2 (-4) - - - 11 (+0) - - - 7 (-2) - - - - - - - Senses passive Perception 10 - - - Languages - - - - Challenge 1/8 (25 XP) - -
- Actions - - Hooves. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 7 (2d4+2) - bludgeoning damage. - -
-
-
- Quipper - - Tiny beast, unaligned - - - Armor Class 13 - - - Hit Points 1 (1d4-1) - - - Speed 0 ft., swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 2 (-4) - - - 16 (+3) - - - 9 (-1) - - - 1 (-5) - - - 7 (-2) - - - 2 (-4) - - - - - - - Senses darkvision 60 ft., - passive Perception 8 - - - Languages - - - - Challenge 0 (10 XP) - - - Blood - Frenzy. The quipper has advantage on melee - attack rolls against any creature that doesn’t have all its hit - points. - - - Water - Breathing. The quipper can breathe only - underwater. - -
- Actions - - Bite. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 1 piercing damage. - - - A quipper is a carnivorous - fish with sharp teeth. Quippers can adapt to any aquatic - environment, including cold subterranean lakes. They - frequently gather in swarms; the statistics for a swarm of - quippers appear later in this appendix. - -
-
-
- Rat - - Tiny beast, unaligned - - - Armor Class 10 - - - Hit Points 1 (1d4-1) - - - Speed 20 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 2 (-4) - - - 11 (+0) - - - 9 (-1) - - - 2 (-4) - - - 10 (+0) - - - 4 (-3) - - - - - - - Senses darkvision 30 ft., - passive Perception 10 - - - Languages - - - - Challenge 0 (10 XP) - - - Keen - Smell. The rat has advantage on Wisdom - (Perception) checks that rely on smell. - -
- Actions - - Bite. - Melee Weapon Attack: +0 to hit, reach 5 - ft., one target. Hit: 1 piercing damage. - -
-
-
- Raven - - Tiny beast, unaligned - - - Armor Class 12 - - - Hit Points 1 (1d4-1) - - - Speed 10 ft., fly 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 2 (-4) - - - 14 (+2) - - - 8 (-1) - - - 2 (-4) - - - 12 (+1) - - - 6 (-2) - - - - - - - Skills Perception +3 - - - Senses passive Perception 13 - - - Languages - - - - Challenge 0 (10 XP) - - - Mimicry. - The raven can mimic simple sounds it has heard, such as a person - whispering, a baby crying, or an animal chittering. A creature - that hears the sounds can tell they are imitations with a - successful DC 10 Wisdom (Insight) check. - -
- Actions - - Beak. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 1 piercing damage. - -
-
-
- Reef Shark - - Medium beast, unaligned - - - Armor Class 12 (natural - armor) - - - Hit Points 22 (4d8+4) - - - Speed 0 ft., swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 14 (+2) - - - 13 (+1) - - - 13 (+1) - - - 1 (-5) - - - 10 (+0) - - - 4 (-3) - - - - - - - Skills Perception +2 - - - Senses blindsight 30 ft., - passive Perception 12 - - - Languages - - - - Challenge 1/2 (100 XP) - - - Pack - Tactics. The shark has advantage on an - attack roll against a creature if at least one of the shark’s - allies is within 5 feet of the creature and the ally isn’t - incapacitated. - - - Water - Breathing. The shark can breathe only - underwater. - -
- Actions - - Bite. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 6 (1d8+2) piercing - damage. - - - Smaller than giant sharks and hunter sharks, - reef sharks inhabit shallow - waters and coral reefs, gathering in small packs to hunt. A - full-grown specimen measures 6 to 10 feet long. - -
-
-
- Rhinoceros - - Large beast, unaligned - - - Armor Class 11 (natural - armor) - - - Hit Points 45 (6d10+12) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 21 (+5) - - - 8 (-1) - - - 15 (+2) - - - 2 (-4) - - - 12 (+1) - - - 6 (-2) - - - - - - - Senses passive Perception 11 - - - Languages - - - - Challenge 2 (450 XP) - - - Charge. - If the rhinoceros moves at least 20 feet straight toward a - target and then hits it with a gore attack on the same turn, the - target takes an extra 9 (2d8) bludgeoning damage. If the target - is a creature, it must succeed on a DC 15 Strength saving throw - or be knocked prone. - -
- Actions - - Gore. - Melee Weapon Attack: +7 to hit, reach 5 - ft., one target. Hit: 14 (2d8+5) - bludgeoning damage. - -
-
-
- Riding Horse - - Large beast, unaligned - - - Armor Class 10 - - - Hit Points 13 (2d10+2) - - - Speed 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 10 (+0) - - - 12 (+1) - - - 2 (-4) - - - 11 (+0) - - - 7 (-2) - - - - - - - Senses passive Perception 10 - - - Languages - - - - Challenge 1/4 (50 XP) - -
- Actions - - Hooves. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 8 (2d4+3) - bludgeoning damage. - -
-
-
-
- Creatures (S-U) -
- Saber-Toothed Tiger - - Large beast, unaligned - - - Armor Class 12 - - - Hit Points 52 (7d10+14) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 14 (+2) - - - 15 (+2) - - - 3 (-4) - - - 12 (+1) - - - 8 (-1) - - - - - - - Skills Perception +3, Stealth - +6 - - - Senses passive Perception 13 - - - Languages - - - - Challenge 2 (450 XP) - - - Keen - Smell. The tiger has advantage on Wisdom - (Perception) checks that rely on smell. - - - Pounce. - If the tiger moves at least 20 feet straight toward a creature - and then hits it with a claw attack on the same turn, that - target must succeed on a DC 14 Strength saving throw or be - knocked prone. If the target is prone, the tiger can make one - bite attack against it as a bonus action. - -
- Actions - - Bite. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 10 (1d10+5) - piercing damage. - - - Claw. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 12 (2d6+5) slashing - damage. - -
-
-
- Scorpion - - Tiny beast, unaligned - - - Armor Class 11 (natural - armor) - - - Hit Points 1 (1d4-1) - - - Speed 10 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 2 (-4) - - - 11 (+0) - - - 8 (-1) - - - 1 (-5) - - - 8 (-1) - - - 2 (-4) - - - - - - - Senses blindsight 10 ft., - passive Perception 9 - - - Languages - - - - Challenge 0 (10 XP) - -
- Actions - - Sting. - Melee Weapon Attack: +2 to hit, reach 5 - ft., one creature. Hit: 1 piercing - damage, and the target must make a DC 9 Constitution saving - throw, taking 4 (1d8) poison damage on a failed save, or half - as much damage on a successful one. - -
-
-
- Sea Horse - - Tiny beast, unaligned - - - Armor Class 11 - - - Hit Points 1 (1d4-1) - - - Speed 0 ft., swim 20 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 1 (-5) - - - 12 (+1) - - - 8 (-1) - - - 1 (-5) - - - 10 (+0) - - - 2 (-4) - - - - - - - Senses passive Perception 10 - - - Languages - - - - Challenge 0 (0 XP) - - - Water - Breathing. The sea horse can breathe only - underwater. - -
-
- Spider - - Tiny beast, unaligned - - - Armor Class 12 - - - Hit Points 1 (1d4-1) - - - Speed 20 ft., climb 20 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 2 (-4) - - - 14 (+2) - - - 8 (-1) - - - 1 (-5) - - - 10 (+0) - - - 2 (-4) - - - - - - - Skills Stealth +4 - - - Senses darkvision 30 ft., - passive Perception 10 - - - Languages - - - - Challenge 0 (10 XP) - - - Spider - Climb. The spider can climb difficult - surfaces, including upside down on ceilings, without needing to - make an ability check. - - - Web - Sense. While in contact with a web, the - spider knows the exact location of any other creature in contact - with the same web. - - - Web - Walker. The spider ignores movement - restrictions caused by webbing. - -
- Actions - - Bite. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one creature. Hit: 1 piercing - damage, and the target must succeed on a DC 9 Constitution - saving throw or take 2 (1d4) poison damage. - -
-
-
- Swarm of Bats - - Medium swarm of Tiny beasts, unaligned - - - Armor Class 12 - - - Hit Points 22 (5d8) - - - Speed 0 ft., fly 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 5 (-3) - - - 15 (+2) - - - 10 (+0) - - - 2 (-4) - - - 12 (+1) - - - 4 (-3) - - - - - - - Damage Resistances - bludgeoning, piercing, slashing - - - Condition Immunities charmed, - frightened, grappled, paralyzed, petrified, prone, restrained, - stunned - - - Senses blindsight 60 ft., - passive Perception 11 - - - Languages - - - - Challenge 1/4 (50 XP) - - - Echolocation. - The swarm can’t use its blindsight while deafened. - - - Keen - Hearing. The swarm has advantage on Wisdom - (Perception) checks that rely on hearing. - - - Swarm. - The swarm can occupy another creature’s space and vice versa, - and the swarm can move through any opening large enough for a - Tiny bat. The swarm can’t regain hit points or gain temporary - hit points. - -
- Actions - - Bites. - Melee Weapon Attack: +4 to hit, reach 0 - ft., one creature in the swarm’s space. - Hit: 5 (2d4) piercing damage, or 2 (1d4) - piercing damage if the swarm has half of its hit points or - fewer. - -
-
-
- Swarm of Insects - - Medium swarm of Tiny beasts, unaligned - - - Armor Class 12 (natural - armor) - - - Hit Points 22 (5d8) - - - Speed 20 ft., climb 20 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 3 (-4) - - - 13 (+1) - - - 10 (+0) - - - 1 (-5) - - - 7 (-2) - - - 1 (-5) - - - - - - - Damage Resistances - bludgeoning, piercing, slashing - - - Condition Immunities charmed, - frightened, grappled, paralyzed, petrified, prone, restrained, - stunned - - - Senses blindsight 10 ft., - passive Perception 8 - - - Languages - - - - Challenge 1/2 (100 XP) - - - Swarm. - The swarm can occupy another creature’s space and vice versa, - and the swarm can move through any opening large enough for a - Tiny insect. The swarm can’t regain hit points or gain temporary - hit points. - -
- Actions - - Bites. - Melee Weapon Attack: +3 to hit, reach 0 - ft., one target in the swarm’s space. - Hit: 10 (4d4) piercing damage, or 5 (2d4) - piercing damage if the swarm has half of its hit points or - fewer. - -
- - Variant: Insect Swarms - - - Different kinds of insects can gather in swarms, and each - swarm has the special characteristics described below. - - - Swarm of Beetles. A swarm - of beetles gains a burrowing speed of 5 feet. - - - Swarm of Centipedes. A - creature reduced to 0 hit points by a swarm of centipedes is - stable but poisoned for 1 hour, even after regaining hit - points, and paralyzed while poisoned in this way. - - - Swarm of Spiders. A swarm - of spiders has the following additional traits. - - - Spider Climb. The swarm can climb difficult surfaces, - including upside down on ceilings, without needing to make - an ability check. - - - Web Sense. While in contact with a web, the swarm knows the - exact location of any other creature in contact with the - same web. - - - Web Walker. The swarm ignores movement restrictions caused - by webbing. - - - Swarm of Wasps. A swarm - of wasps has a walking speed of 5 feet, a flying speed of 30 - feet, and no climbing speed. - -
-
-
-
- Swarm of Poisonous Snakes - - Medium swarm of Tiny beasts, unaligned - - - Armor Class 14 - - - Hit Points 36 (8d8) - - - Speed 30 ft., swim 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 8 (-1) - - - 18 (+4) - - - 11 (+0) - - - 1 (-5) - - - 10 (+0) - - - 3 (-4) - - - - - - - Damage Resistances - bludgeoning, piercing, slashing - - - Condition Immunities charmed, - frightened, grappled, paralyzed, petrified, prone, restrained, - stunned - - - Senses blindsight 10 ft., - passive Perception 10 - - - Languages - - - - Challenge 2 (450 XP) - - - Swarm. - The swarm can occupy another creature’s space and vice versa, - and the swarm can move through any opening large enough for a - Tiny snake. The swarm can’t regain hit points or gain temporary - hit points. - -
- Actions - - Bites. - Melee Weapon Attack: +6 to hit, reach 0 - ft., one creature in the swarm’s space. - Hit: 7 (2d6) piercing damage, or 3 (1d6) - piercing damage if the swarm has half of its hit points or - fewer. The target must make a DC 10 Constitution saving throw, - taking 14 (4d6) poison damage on a failed save, or half as - much damage on a successful one. - -
-
-
- Swarm of Quippers - - Medium swarm of Tiny beasts, unaligned - - - Armor Class 13 - - - Hit Points 28 (8d8-8) - - - Speed 0 ft., swim 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 13 (+1) - - - 16 (+3) - - - 9 (-1) - - - 1 (-5) - - - 7 (-2) - - - 2 (-4) - - - - - - - Damage Resistances - bludgeoning, piercing, slashing - - - Condition Immunities charmed, - frightened, grappled, paralyzed, petrified, prone, restrained, - stunned - - - Senses darkvision 60 ft., - passive Perception 8 - - - Languages - - - - Challenge 1 (200 XP) - - - Blood - Frenzy. The swarm has advantage on melee - attack rolls against any creature that doesn’t have all its hit - points. - - - Swarm. - The swarm can occupy another creature’s space and vice versa, - and the swarm can move through any opening large enough for a - Tiny quipper. The swarm can’t regain hit points or gain - temporary hit points. - - - Water - Breathing. The swarm can breathe only - underwater. - -
- Actions - - Bites. - Melee Weapon Attack: +5 to hit, reach 0 - ft., one creature in the swarm’s space. - Hit: 14 (4d6) piercing damage, or 7 (2d6) - piercing damage if the swarm has half of its hit points or - fewer. - -
-
-
- Swarm of Rats - - Medium swarm of Tiny beasts, unaligned - - - Armor Class 10 - - - Hit Points 24 (7d8-7) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 9 (-1) - - - 11 (+0) - - - 9 (-1) - - - 2 (-4) - - - 10 (+0) - - - 3 (-4) - - - - - - - Damage Resistances - bludgeoning, piercing, slashing - - - Condition Immunities charmed, - frightened, grappled, paralyzed, petrified, prone, restrained, - stunned - - - Senses darkvision 30 ft., - passive Perception 10 - - - Languages - - - - Challenge 1/4 (50 XP) - - - Keen - Smell. The swarm has advantage on Wisdom - (Perception) checks that rely on smell. - - - Swarm. - The swarm can occupy another creature’s space and vice versa, - and the swarm can move through any opening large enough for a - Tiny rat. The swarm can’t regain hit points or gain temporary - hit points. - -
- Actions - - Bites. - Melee Weapon Attack: +2 to hit, reach 0 - ft., one target in the swarm’s space. - Hit: 7 (2d6) piercing damage, or 3 (1d6) - piercing damage if the swarm has half of its hit points or - fewer. - -
-
-
- Swarm of Ravens - - Medium swarm of Tiny beasts, unaligned - - - Armor Class 12 - - - Hit Points 24 (7d8-7) - - - Speed 10 ft., fly 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 6 (-2) - - - 14 (+2) - - - 8 (-1) - - - 3 (-4) - - - 12 (+1) - - - 6 (-2) - - - - - - - Skills Perception +5 - - - Damage Resistances - bludgeoning, piercing, slashing - - - Condition Immunities charmed, - frightened, grappled, paralyzed, petrified, prone, restrained, - stunned - - - Senses passive Perception 15 - - - Languages - - - - Challenge 1/4 (50 XP) - - - Swarm. - The swarm can occupy another creature’s space and vice versa, - and the swarm can move through any opening large enough for a - Tiny raven. The swarm can’t regain hit points or gain temporary - hit points. - -
- Actions - - Beaks. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target in the swarm’s space. - Hit: 7 (2d6) piercing damage, or 3 (1d6) - piercing damage if the swarm has half of its hit points or - fewer. - -
-
-
- Tiger - - Large beast, unaligned - - - Armor Class 12 - - - Hit Points 37 (5d10+10) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 17 (+3) - - - 15 (+2) - - - 14 (+2) - - - 3 (-4) - - - 12 (+1) - - - 8 (-1) - - - - - - - Skills Perception +3, Stealth - +6 - - - Senses darkvision 60 ft., - passive Perception 13 - - - Languages - - - - Challenge 1 (200 XP) - - - Keen - Smell. The tiger has advantage on Wisdom - (Perception) checks that rely on smell. - - - Pounce. - If the tiger moves at least 20 feet straight toward a creature - and then hits it with a claw attack on the same turn, that - target must succeed on a DC 13 Strength saving throw or be - knocked prone. If the target is prone, the tiger can make one - bite attack against it as a bonus action. - -
- Actions - - Bite. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 8 (1d10+3) piercing - damage. - - - Claw. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 7 (1d8+3) slashing - damage. - -
-
-
-
- Creatures (V-Z) -
- Vulture - - Medium beast, unaligned - - - Armor Class 10 - - - Hit Points 5 (1d8+1) - - - Speed 10 ft., fly 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 7 (-2) - - - 10 (+0) - - - 13 (+1) - - - 2 (-4) - - - 12 (+1) - - - 4 (-3) - - - - - - - Skills Perception +3 - - - Senses passive Perception 13 - - - Languages - - - - Challenge 0 (10 XP) - - - Keen Sight and - Smell. The vulture has advantage on Wisdom - (Perception) checks that rely on sight or smell. - - - Pack - Tactics. The vulture has advantage on an - attack roll against a creature if at least one of the vulture’s - allies is within 5 feet of the creature and the ally isn’t - incapacitated. - -
- Actions - - Beak. - Melee Weapon Attack: +2 to hit, reach 5 - ft., one target. Hit: 2 (1d4) piercing - damage. - -
-
-
- Warhorse - - Large beast, unaligned - - - Armor Class 11 - - - Hit Points 19 (3d10+3) - - - Speed 60 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 12 (+1) - - - 13 (+1) - - - 2 (-4) - - - 12 (+1) - - - 7 (-2) - - - - - - - Senses passive Perception 11 - - - Languages - - - - Challenge 1/2 (100 XP) - - - Trampling - Charge. If the horse moves at least 20 - feet straight toward a creature and then hits it with a hooves - attack on the same turn, that target must succeed on a DC 14 - Strength saving throw or be knocked prone. If the target is - prone, the horse can make another attack with its hooves against - it as a bonus action. - -
- Actions - - Hooves. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 11 (2d6+4) - bludgeoning damage. - -
-
-
- Weasel - - Tiny beast, unaligned - - - Armor Class 13 - - - Hit Points 1 (1d4-1) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 3 (-4) - - - 16 (+3) - - - 8 (-1) - - - 2 (-4) - - - 12 (+1) - - - 3 (-4) - - - - - - - Skills Perception +3, Stealth - +5 - - - Senses passive Perception 13 - - - Languages - - - - Challenge 0 (10 XP) - - - Keen Hearing and - Smell. The weasel has advantage on Wisdom - (Perception) checks that rely on hearing or smell. - -
- Actions - - Bite. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 1 piercing damage. - -
-
-
- Winter Wolf - - Large monstrosity, neutral evil - - - Armor Class 13 (natural - armor) - - - Hit Points 75 (10d10+20) - - - Speed 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 13 (+1) - - - 14 (+2) - - - 7 (-2) - - - 12 (+1) - - - 8 (-1) - - - - - - - Skills Perception +5, Stealth - +3 - - - Damage Immunities cold - - - Senses passive Perception 15 - - - Languages Common, Giant, - Winter Wolf - - - Challenge 3 (700 XP) - - - Keen Hearing and - Smell. The wolf has advantage on Wisdom - (Perception) checks that rely on hearing or smell. - - - Pack - Tactics. The wolf has advantage on an - attack roll against a creature if at least one of the wolf’s - allies is within 5 feet of the creature and the ally isn’t - incapacitated. - - - Snow - Camouflage. The wolf has advantage on - Dexterity (Stealth) checks made to hide in snowy terrain. - -
- Actions - - Bite. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 11 (2d6+4) piercing - damage. If the target is a creature, it must succeed on a DC - 14 Strength saving throw or be knocked prone. - - - Cold Breath (Recharge - 5-6). The wolf exhales a blast of - freezing wind in a 15-foot cone. Each creature in that area - must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold - damage on a failed save, or half as much damage on a - successful one. - - - The arctic-dwelling winter - wolf is as large as a dire wolf but has snow-white - fur and pale blue eyes. Frost giants use these evil creatures - as guards and hunting companions, putting the wolves’ deadly - breath weapon to use against their foes. Winter wolves - communicate with one another using growls and barks, but they - speak Common and Giant well enough to follow simple - conversations. - -
-
-
- Wolf - - Medium beast, unaligned - - - Armor Class 13 (natural - armor) - - - Hit Points 11 (2d8+2) - - - Speed 40 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 12 (+1) - - - 15 (+2) - - - 12 (+1) - - - 3 (-4) - - - 12 (+1) - - - 6 (-2) - - - - - - - Skills Perception +3, Stealth - +4 - - - Senses passive Perception 13 - - - Languages - - - - Challenge 1/4 (50 XP) - - - Keen Hearing and - Smell. The wolf has advantage on Wisdom - (Perception) checks that rely on hearing or smell. - - - Pack - Tactics. The wolf has advantage on attack - rolls against a creature if at least one of the wolf’s allies is - within 5 feet of the creature and the ally isn’t incapacitated. - -
- Actions - - Bite. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 7 (2d4+2) piercing - damage. If the target is a creature, it must succeed on a DC - 11 Strength saving throw or be knocked prone. - -
-
-
- Worg - - Large monstrosity, neutral evil - - - Armor Class 13 (natural - armor) - - - Hit Points 26 (4d10+4) - - - Speed 50 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 13 (+1) - - - 13 (+1) - - - 7 (-2) - - - 11 (+0) - - - 8 (-1) - - - - - - - Skills Perception +4 - - - Senses darkvision 60 ft., - passive Perception 14 - - - Languages Goblin, Worg - - - Challenge 1/2 (100 XP) - - - Keen Hearing and - Smell. The worg has advantage on Wisdom - (Perception) checks that rely on hearing or smell. - -
- Actions - - Bite. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 10 (2d6+3) piercing - damage. If the target is a creature, it must succeed on a DC - 13 Strength saving throw or be knocked prone. - - - A worg is an evil predator - that delights in hunting and devouring creatures weaker than - itself. Cunning and malevolent, worgs roam across the remote - wilderness or are raised by goblins and hobgoblins. Those - creatures use worgs as mounts, but a worg will turn on its - rider if it feels mistreated or malnourished. Worgs speak in - their own language and Goblin, and a few learn to speak Common - as well. - -
-
-
-
- NPCs - - This section contains statistics for various humanoid non-player - characters (NPCs) that adventurers might encounter during a - campaign, including lowly commoners and mighty archmages. These - stat blocks can be used to represent both human and nonhuman NPCs. - -
-
- Customizing NPCs - - There are many easy ways to customize the NPCs in this appendix - for your home campaign. - - - Racial - Traits. You can add racial traits to an NPC. - For example, a halfling druid might have a speed of 25 feet and - the Lucky trait. Adding racial traits to an NPC doesn’t alter its - challenge rating. For more on racial traits, see the - Player’s Handbook. - - - Spell - Swaps. One way to customize an NPC - spellcaster is to replace one or more of its spells. You can - substitute any spell on the NPC’s spell list with a different - spell of the same level from the same spell list. Swapping spells - in this manner doesn’t alter an NPC’s challenge rating. - - - Armor and Weapon - Swaps. You can upgrade or downgrade an NPC’s - armor, or add or switch weapons. Adjustments to Armor Class and - damage can change an NPC’s challenge rating. - - - Magic - Items. The more powerful an NPC, the more - likely it has one or more magic items in its possession. An - archmage, for example, might have a magic staff or wand, as well - as one or more potions and scrolls. Giving an NPC a potent - damage-dealing magic item could alter its challenge rating. - -
-
- Acolyte - - Medium humanoid (any race), any alignment - - - Armor Class 10 - - - Hit Points 9 (2d8) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 10 (+0) - - - 10 (+0) - - - 10 (+0) - - - 14 (+2) - - - 11 (+0) - - - - - - - Skills Medicine +4, Religion +2 - - - Senses passive Perception 12 - - - Languages any one language - (usually Common) - - - Challenge 1/4 (50 XP) - - - Spellcasting. - The acolyte is a 1st-level spellcaster. Its spellcasting ability - is Wisdom (spell save DC 12, +4 to hit with spell attacks). The - acolyte has following cleric spells prepared: - - - Cantrips (at will): light, sacred - flame, thaumaturgy 1st level (3 - slots): bless, cure - wounds, sanctuary - -
- Actions - - Club. - Melee Weapon Attack: +2 to hit, reach 5 - ft., one target. Hit: 2 (1d4) bludgeoning - damage. - - - Acolytes are junior members - of a clergy, usually answerable to a priest. They perform a - variety of functions in a temple and are granted minor - spellcasting power by their deities. - -
-
-
- Archmage - - Medium humanoid (any race), any alignment - - - Armor Class 12 (15 with - mage armor) - - - Hit Points 99 (18d8 + 18) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 14 (+2) - - - 12 (+1) - - - 20 (+5) - - - 15 (+2) - - - 16 (+3) - - - - - - - Saving Throws Int +9, Wis +6 - - - Skills Arcana +13, History +13 - - - Damage Resistance damage from - spells; nonmagical bludgeoning, piercing, and slashing (from - stoneskin) - - - Senses passive Perception 12 - - - Languages any six languages - - - Challenge 12 (8,400 XP) - - - Magic - Resistance. The archmage has advantage on - saving throws against spells and other magical effects. - - - Spellcasting. - The archmage is an 18th-level spellcaster. Its spellcasting - ability is Intelligence (spell save DC 17, +9 to hit with spell - attacks). The archmage can cast disguise self - and invisibility at will and has the - following wizard spells prepared: - - - Cantrips (at will): fire bolt, - light, mage hand, - prestidigitation, shocking - grasp 1st level (4 slots): detect - magic, identify, mage - armor, magic missile 2nd level (3 - slots): detect thoughts, mirror - image, misty step 3rd level (3 - slots): counterspell, - fly, lightning bolt 4th - level (3 slots): banishment, fire - shield, stoneskin 5th level (3 - slots): cone of cold, - scrying, wall of force - 6th level (1 slot): globe of invulnerability - 7th level (1 slot): teleport 8th level (1 - slot): *mind blank** 9th level (1 slot): time - stop * The archmage casts these spells on itself before - combat. - -
- Actions - - Dagger. - Melee or Ranged Weapon Attack: +6 to hit, - reach 5 ft. or range 20/60 ft., one target. - Hit: 4 (1d4 + 2) piercing damage. - - - Archmages are powerful (and - usually quite old) spellcasters dedicated to the study of the - arcane arts. Benevolent ones counsel kings and queens, while - evil ones rule as tyrants and pursue lichdom. Those who are - neither good nor evil sequester themselves in remote towers to - practice their magic without interruption. - - - An archmage typically has one or more apprentice mages, and an - archmage’s abode has numerous magical wards and guardians to - discourage interlopers. - -
-
-
- Assassin - - Medium humanoid (any race), any non-good - alignment - - - Armor Class 15 (studded - leather) - - - Hit Points 78 (12d8 + 24) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 11 (+0) - - - 16 (+3) - - - 14 (+2) - - - 13 (+1) - - - 11 (+0) - - - 10 (+0) - - - - - - - Saving Throws Dex +6, Int +4 - - - Skills Acrobatics +6, Deception - +3, Perception +3, Stealth +9 - - - Damage Resistances poison - - - Senses passive Perception 13 - - - Languages Thieves’ cant plus - any two languages - - - Challenge 8 (3,900 XP) - - - Assassinate. - During its first turn, the assassin has advantage on attack rolls - against any creature that hasn’t taken a turn. Any hit the - assassin scores against a surprised creature is a critical hit. - - - Evasion. - If the assassin is subjected to an effect that allows it to make a - Dexterity saving throw to take only half damage, the assassin - instead takes no damage if it succeeds on the saving throw, and - only half damage if it fails. - - - Sneak - Attack. Once per turn, the assassin deals an - extra 14 (4d6) damage when it hits a target with a weapon attack - and has advantage on the attack roll, or when the target is within - 5 feet of an ally of the assassin that isn’t incapacitated and the - assassin doesn’t have disadvantage on the attack roll. - -
- Actions - - Multiattack. - The assassin makes two shortsword attacks. - - - Shortsword. - Melee Weapon Attack: +6 to hit, reach 5 - ft., one target. Hit: 6 (1d6 + 3) piercing - damage, and the target must make a DC 15 Constitution saving - throw, taking 24 (7d6) poison damage on a failed save, or half - as much damage on a successful one. - - - Light - Crossbow. Ranged Weapon - Attack: +6 to hit, range 80/320 ft., one target. - Hit: 7 (1d8 + 3) piercing damage, and the - target must make a DC 15 Constitution saving throw, taking 24 - (7d6) poison damage on a failed save, or half as much damage on - a successful one. - - - Trained in the use of poison, - assassins are remorseless - killers who work for nobles, guildmasters, sovereigns, and - anyone else who can afford them. - -
-
-
- Bandit - - Medium humanoid (any race), any non-lawful - alignment - - - Armor Class 12 (leather armor) - - - Hit Points 11 (2d8 + 2) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 11 (+0) - - - 12 (+1) - - - 12 (+1) - - - 10 (+0) - - - 10 (+0) - - - 10 (+0) - - - - - - - Senses passive Perception 10 - - - Languages any one language - (usually Common) - - - Challenge 1/8 (25 XP) - -
- Actions - - Scimitar. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 4 (1d6 + 1) slashing - damage. - - - Light - Crossbow. Ranged Weapon - Attack: +3 to hit, range 80 ft./320 ft., one target. - Hit: 5 (1d8 + 1) piercing damage. - - - Bandits rove in gangs and are - sometimes led by thugs, veterans, or spellcasters. Not all - bandits are evil. Oppression, drought, disease, or famine can - often drive otherwise honest folk to a life of banditry. - - - Pirates are bandits of the - high seas. They might be freebooters interested only in treasure - and murder, or they might be privateers sanctioned by the crown - to attack and plunder an enemy nation’s vessels. - -
-
-
- Bandit Captain - - Medium humanoid (any race), any non-lawful - alignment - - - Armor Class 15 (studded - leather) - - - Hit Points 65 (10d8 + 20) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 16 (+3) - - - 14 (+2) - - - 14 (+2) - - - 11 (+0) - - - 14 (+2) - - - - - - - Saving Throws Str +4, Dex +5, - Wis +2 - - - Skills Athletics +4, Deception - +4 - - - Senses passive Perception 10 - - - Languages any two languages - - - Challenge 2 (450 XP) - -
- Actions - - Multiattack. - The captain makes three melee attacks: two with its scimitar and - one with its dagger. Or the captain makes two ranged attacks - with its daggers. - - - Scimitar. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 6 (1d6 + 3) slashing - damage. - - - Dagger. - Melee or Ranged Weapon Attack: +5 to hit, - reach 5 ft. or range 20/60 ft., one target. - Hit: 5 (1d4 + 2) piercing damage. - -
-
- Reactions - - Parry. - The captain adds 2 to its AC against one melee attack that would - hit it. To do so, the captain must see the attacker and be - wielding a melee weapon. - - - It takes a strong personality, ruthless cunning, and a silver - tongue to keep a gang of bandits in line. The - bandit captain has these - qualities in spades. - - - In addition to managing a crew of selfish malcontents, the - pirate captain is a variation - of the bandit captain, with a ship to protect and command. To - keep the crew in line, the captain must mete out rewards and - punishment on a regular basis. - - - More than treasure, a bandit captain or pirate captain craves - infamy. A prisoner who appeals to the captain’s vanity or ego is - more likely to be treated fairly than a prisoner who does not or - claims not to know anything of the captain’s colorful - reputation. - -
-
-
- Berserker - - Medium humanoid (any race), any chaotic - alignment - - - Armor Class 13 (hide armor) - - - Hit Points 67 (9d8 + 27) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 12 (+1) - - - 17 (+3) - - - 9 (-1) - - - 11 (+0) - - - 9 (-1) - - - - - - - Senses passive Perception 10 - - - Languages any one language - (usually Common) - - - Challenge 2 (450 XP) - - - Reckless. - At the start of its turn, the berserker can gain advantage on all - melee weapon attack rolls during that turn, but attack rolls - against it have advantage until the start of its next turn. - -
- Actions - - Greataxe. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 9 (1d12 + 3) slashing - damage. - - - Hailing from uncivilized lands, unpredictable - berserkers come together in - war parties and seek conflict wherever they can find it. - -
-
-
- Commoner - - Medium humanoid (any race), any alignment - - - Armor Class 10 - - - Hit Points 4 (1d8) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 10 (+0) - - - 10 (+0) - - - 10 (+0) - - - 10 (+0) - - - 10 (+0) - - - - - - - Senses passive Perception 10 - - - Languages any one language - (usually Common) - - - Challenge 0 (10 XP) - -
- Actions - - Club. - Melee Weapon Attack: +2 to hit, reach 5 - ft., one target. Hit: 2 (1d4) bludgeoning - damage. - - - Commoners include peasants, - serfs, slaves, servants, pilgrims, merchants, artisans, and - hermits. - -
-
-
- Cultist - - Medium humanoid (any race), any non-good - alignment - - - Armor Class 12 (leather armor) - - - Hit Points 9 (2d8) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 11 (+0) - - - 12 (+1) - - - 10 (+0) - - - 10 (+0) - - - 11 (+0) - - - 10 (+0) - - - - - - - Skills Deception +2, Religion - +2 - - - Senses passive Perception 10 - - - Languages any one language - (usually Common) - - - Challenge 1/8 (25 XP) - - - Dark - Devotion. The cultist has advantage on - saving throws against being charmed or frightened. - -
- Actions - - Scimitar. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one creature. Hit: 4 (1d6 + 1) - slashing damage. - - - Cultists swear allegiance to - dark powers such as elemental princes, demon lords, or - archdevils. Most conceal their loyalties to avoid being - ostracized, imprisoned, or executed for their beliefs. Unlike - evil acolytes, cultists often show signs of insanity in their - beliefs and practices. - -
-
-
- Cult Fanatic - - Medium humanoid (any race), any non-good - alignment - - - Armor Class 13 (leather armor) - - - Hit Points 33 (6d8 + 6) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 11 (+0) - - - 14 (+2) - - - 12 (+1) - - - 10 (+0) - - - 13 (+1) - - - 14 (+2) - - - - - - - Skills Deception +4, Persuasion - +4, Religion +2 - - - Senses passive Perception 11 - - - Languages any one language - (usually Common) - - - Challenge 2 (450 XP) - - - Dark - Devotion. The fanatic has advantage on - saving throws against being charmed or frightened. - - - Spellcasting. - The fanatic is a 4th-level spellcaster. Its spellcasting ability - is Wisdom (spell save DC 11, +3 to hit with spell attacks). The - fanatic has the following cleric spells prepared: - - - Cantrips (at will): light, sacred - flame, thaumaturgy 1st level (4 - slots): command, inflict - wounds, shield of faith 2nd level - (3 slots): hold person, spiritual - weapon - -
- Actions - - Multiattack. - The fanatic makes two melee attacks. - - - Dagger. - Melee or Ranged Weapon Attack: +4 to hit, - reach 5 ft. or range 20/60 ft., one creature. - Hit: 4 (1d4 + 2) piercing damage. - - - Fanatics are often part of a - cult’s leadership, using their charisma and dogma to influence - and prey on those of weak will. Most are interested in personal - power above all else. - -
-
-
- Druid - - Medium humanoid (any race), any alignment - - - Armor Class 11 (16 with - barkskin) - - - Hit Points 27 (5d8 + 5) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 12 (+1) - - - 13 (+1) - - - 12 (+1) - - - 15 (+2) - - - 11 (+0) - - - - - - - Skills Medicine +4, Nature +3, - Perception +4 - - - Senses passive Perception 14 - - - Languages Druidic plus any two - languages - - - Challenge 2 (450 XP) - - - Spellcasting. - The druid is a 4th-level spellcaster. Its spellcasting ability is - Wisdom (spell save DC 12, +4 to hit with spell attacks). It has - the following druid spells prepared: - - - Cantrips (at will): druidcraft, - produce flame, - shillelagh 1st level (4 slots): - entangle, longstrider, - speak with animals, - thunderwave 2nd level (3 slots): - animal messenger, - barkskin - -
- Actions - - Quarterstaff. - Melee Weapon Attack: +2 to hit (+4 to hit - with shillelagh), reach 5 ft., one target. - Hit: 3 (1d6) bludgeoning damage, 4 (1d8) - bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) - bludgeoning damage with shillelagh. - - - Druids dwell in forests and - other secluded wilderness locations, where they protect the - natural world from monsters and the encroachment of - civilization. Some are tribal - shamans who heal the sick, pray to animal spirits, - and provide spiritual guidance. - -
-
-
- Gladiator - - Medium humanoid (any race), any alignment - - - Armor Class 16 (studded - leather, shield) - - - Hit Points 112 (15d8 + 45) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 18 (+4) - - - 15 (+2) - - - 16 (+3) - - - 10 (+0) - - - 12 (+1) - - - 15 (+2) - - - - - - - Saving Throws Str +7, Dex +5, - Con +6 - - - Skills Athletics +10, - Intimidation +5 - - - Senses passive Perception 11 - - - Languages any one language - (usually Common) - - - Challenge 5 (1,800 XP) - - - Brave. The - gladiator has advantage on saving throws against being frightened. - - - Brute. A - melee weapon deals one extra die of its damage when the gladiator - hits with it (included in the attack). - -
- Actions - - Multiattack. - The gladiator makes three melee attacks or two ranged attacks. - - - Spear. - Melee or Ranged Weapon Attack: +7 to hit, - reach 5 ft. and range 20/60 ft., one target. - Hit: 11 (2d6 + 4) piercing damage, or 13 - (2d8 + 4) piercing damage if used with two hands to make a melee - attack. - - - Shield - Bash. Melee Weapon - Attack: +7 to hit, reach 5 ft., one creature. - Hit: 9 (2d4 + 4) bludgeoning damage. If the - target is a Medium or smaller creature, it must succeed on a DC - 15 Strength saving throw or be knocked prone. - -
-
- Reactions - - Parry. - The gladiator adds 3 to its AC against one melee attack that - would hit it. To do so, the gladiator must see the attacker and - be wielding a melee weapon. - - - Gladiators battle for the - entertainment of raucous crowds. Some gladiators are brutal pit - fighters who treat each match as a life-or-death struggle, while - others are professional duelists who command huge fees but - rarely fight to the death. - -
-
-
- Guard - - Medium humanoid (any race), any alignment - - - Armor Class 16 (chain shirt, - shield) - - - Hit Points 11 (2d8 + 2) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 13 (+1) - - - 12 (+1) - - - 12 (+1) - - - 10 (+0) - - - 11 (+0) - - - 10 (+0) - - - - - - - Skills Perception +2 - - - Senses passive Perception 12 - - - Languages any one language - (usually Common) - - - Challenge 1/8 (25 XP) - -
- Actions - - Spear. - Melee or Ranged Weapon Attack: +3 to hit, - reach 5 ft. or range 20/60 ft., one target. - Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 - + 1) piercing damage if used with two hands to make a melee - attack. - - - Guards include members of a - city watch, sentries in a citadel or fortified town, and the - bodyguards of merchants and nobles. - -
-
-
- Knight - - Medium humanoid (any race), any alignment - - - Armor Class 18 (plate) - - - Hit Points 52 (8d8 + 16) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 11 (+0) - - - 14 (+2) - - - 11 (+0) - - - 11 (+0) - - - 15 (+2) - - - - - - - Saving Throws Con +4, Wis +2 - - - Senses passive Perception 10 - - - Languages any one language - (usually Common) - - - Challenge 3 (700 XP) - - - Brave. The - knight has advantage on saving throws against being frightened. - -
- Actions - - Multiattack. - The knight makes two melee attacks. - - - Greatsword. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 10 (2d6 + 3) slashing - damage. - - - Heavy - Crossbow. Ranged Weapon - Attack: +2 to hit, range 100/400 ft., one target. - Hit: 5 (1d10) piercing damage. - - - Leadership (Recharges after a - Short or Long Rest). For 1 minute, the - knight can utter a special command or warning whenever a - nonhostile creature that it can see within 30 feet of it makes - an attack roll or a saving throw. The creature can add a d4 to - its roll provided it can hear and understand the knight. A - creature can benefit from only one Leadership die at a time. - This effect ends if the knight is incapacitated. - -
-
- Reactions - - Parry. - The knight adds 2 to its AC against one melee attack that would - hit it. To do so, the knight must see the attacker and be - wielding a melee weapon. - - - Knights are warriors who - pledge service to rulers, religious orders, and noble causes. A - knight’s alignment determines the extent to which a pledge is - honored. Whether undertaking a quest or patrolling a realm, a - knight often travels with an entourage that includes squires and - hirelings who are commoners. - -
-
-
- Mage - - Medium humanoid (any race), any alignment - - - Armor Class 12 (15 with - mage armor) - - - Hit Points 40 (9d8) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 9 (-1) - - - 14 (+2) - - - 11 (+0) - - - 17 (+3) - - - 12 (+1) - - - 11 (+0) - - - - - - - Saving Throws Int +6, Wis +4 - - - Skills Arcana +6, History +6 - - - Senses passive Perception 11 - - - Languages any four languages - - - Challenge 6 (2,300 XP) - - - Spellcasting. - The mage is a 9th-level spellcaster. Its spellcasting ability is - Intelligence (spell save DC 14, +6 to hit with spell attacks). The - mage has the following wizard spells prepared: - - - Cantrips (at will): fire bolt, - light, mage hand, - prestidigitation 1st level (4 slots): - detect magic, mage - armor, magic missile, - shield 2nd level (3 slots): misty - step, suggestion 3rd level (3 - slots): counterspell, - fireball, fly 4th level - (3 slots): greater invisibility, - ice storm 5th level (1 slot): cone - of cold - -
- Actions - - Dagger. - Melee or Ranged Weapon Attack: +5 to hit, - reach 5 ft. or range 20/60 ft., one target. - Hit: 4 (1d4 + 1) piercing damage. - - - Mages spend their lives in - the study and practice of magic. Good-aligned mages offer - counsel to nobles and others in power, while evil mages dwell in - isolated sites to perform unspeakable experiments without - interference. - -
-
-
- Noble - - Medium humanoid (any race), any alignment - - - Armor Class 15 (breastplate) - - - Hit Points 9 (2d8) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 11 (+0) - - - 12 (+1) - - - 11 (+0) - - - 12 (+1) - - - 14 (+2) - - - 16 (+3) - - - - - - - Skills Deception +5, Insight - +4, Persuasion +5 - - - Senses passive Perception 12 - - - Languages any two languages - - - Challenge 1/8 (25 XP) - -
- Actions - - Rapier. - Melee Weapon Attack: +3 to hit, reach 5 - ft., one target. Hit: 5 (1d8 + 1) piercing - damage. - -
-
- Reactions - - Parry. - The noble adds 2 to its AC against one melee attack that would - hit it. To do so, the noble must see the attacker and be - wielding a melee weapon. - - - Nobles wield great authority - and influence as members of the upper class, possessing wealth - and connections that can make them as powerful as monarchs and - generals. A noble often travels in the company of guards, as - well as servants who are commoners. - - - The noble’s statistics can also be used to represent - courtiers who aren’t of noble - birth. - -
-
-
- Priest - - Medium humanoid (any race), any alignment - - - Armor Class 13 (chain shirt) - - - Hit Points 27 (5d8 + 5) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 10 (+0) - - - 12 (+1) - - - 13 (+1) - - - 16 (+3) - - - 13 (+1) - - - - - - - Skills Medicine +7, Persuasion - +3, Religion +5 - - - Senses passive Perception 13 - - - Languages any two languages - - - Challenge 2 (450 XP) - - - Divine - Eminence. As a bonus action, the priest can - expend a spell slot to cause its melee weapon attacks to magically - deal an extra 10 (3d6) radiant damage to a target on a hit. This - benefit lasts until the end of the turn. If the priest expends a - spell slot of 2nd level or higher, the extra damage increases by - 1d6 for each level above 1st. - - - Spellcasting. - The priest is a 5th-level spellcaster. Its spellcasting ability is - Wisdom (spell save DC 13, +5 to hit with spell attacks). The - priest has the following cleric spells prepared: - - - Cantrips (at will): light, sacred - flame, thaumaturgy 1st level (4 - slots): cure wounds, guiding - bolt, sanctuary 2nd level (3 - slots): lesser restoration, - spiritual weapon 3rd level (2 slots): - dispel magic, spirit - guardians - -
- Actions - - Mace. - Melee Weapon Attack: +2 to hit, reach 5 - ft., one target. Hit: 3 (1d6) bludgeoning - damage. - - - Priests bring the teachings - of their gods to the common folk. They are the spiritual leaders - of temples and shrines and often hold positions of influence in - their communities. Evil priests might work openly under a - tyrant, or they might be the leaders of religious sects hidden - in the shadows of good society, overseeing depraved rites. - - - A priest typically has one or more acolytes to help with - religious ceremonies and other sacred duties. - -
-
-
- Scout - - Medium humanoid (any race), any alignment - - - Armor Class 13 (leather armor) - - - Hit Points 16 (3d8 + 3) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 11 (+0) - - - 14 (+2) - - - 12 (+1) - - - 11 (+0) - - - 13 (+1) - - - 11 (+0) - - - - - - - Skills Nature +4, Perception - +5, Stealth +6, Survival +5 - - - Senses passive Perception 15 - - - Languages any one language - (usually Common) - - - Challenge 1/2 (100 XP) - - - Keen Hearing and - Sight. The scout has advantage on Wisdom - (Perception) checks that rely on hearing or sight. - -
- Actions - - Multiattack. - The scout makes two melee attacks or two ranged attacks. - - - Shortsword. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 5 (1d6 + 2) piercing - damage. - - - Longbow. - Ranged Weapon Attack: +4 to hit, ranged - 150/600 ft., one target. Hit: 6 (1d8 + 2) - piercing damage. - - - Scouts are skilled hunters - and trackers who offer their services for a fee. Most hunt wild - game, but a few work as bounty hunters, serve as guides, or - provide military reconnaissance. - -
-
-
- Spy - - Medium humanoid (any race), any alignment - - - Armor Class 12 - - - Hit Points 27 (6d8) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 10 (+0) - - - 15 (+2) - - - 10 (+0) - - - 12 (+1) - - - 14 (+2) - - - 16 (+3) - - - - - - - Skills Deception +5, Insight - +4, Investigation +5, Perception +6, Persuasion +5, Sleight of - Hand +4, Stealth +4 - - - Senses passive Perception 16 - - - Languages any two languages - - - Challenge 1 (200 XP) - - - Cunning - Action. On each of its turns, the spy can - use a bonus action to take the Dash, Disengage, or Hide action. - - - Sneak Attack - (1/Turn). The spy deals an extra 7 (2d6) - damage when it hits a target with a weapon attack and has - advantage on the attack roll, or when the target is within 5 feet - of an ally of the spy that isn’t incapacitated and the spy doesn’t - have disadvantage on the attack roll. - -
- Actions - - Multiattack. - The spy makes two melee attacks. - - - Shortsword. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one target. Hit: 5 (1d6 + 2) piercing - damage. - - - Hand - Crossbow. Ranged Weapon - Attack: +4 to hit, range 30/120 ft., one target. - Hit: 5 (1d6 + 2) piercing damage. - - - Rulers, nobles, merchants, guildmasters, and other wealthy - individuals use spies to gain - the upper hand in a world of cutthroat politics. A spy is - trained to secretly gather information. Loyal spies would rather - die than divulge information that could compromise them or their - employers. - -
-
-
- Thug - - Medium humanoid (any race), any non-good - alignment - - - Armor Class 11 (leather armor) - - - Hit Points 32 (5d8 + 10) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 15 (+2) - - - 11 (+0) - - - 14 (+2) - - - 10 (+0) - - - 10 (+0) - - - 11 (+0) - - - - - - - Skills Intimidation +2 - - - Senses passive Perception 10 - - - Languages any one language - (usually Common) - - - Challenge 1/2 (100 XP) - - - Pack - Tactics. The thug has advantage on an attack - roll against a creature if at least one of the thug’s allies is - within 5 feet of the creature and the ally isn’t incapacitated. - -
- Actions - - Multiattack. - The thug makes two melee attacks. - - - Mace. - Melee Weapon Attack: +4 to hit, reach 5 - ft., one creature. Hit: 5 (1d6 + 2) - bludgeoning damage. - - - Heavy - Crossbow. Ranged Weapon - Attack: +2 to hit, range 100/400 ft., one target. - Hit: 5 (1d10) piercing damage. - - - Thugs are ruthless enforcers - skilled at intimidation and violence. They work for money and - have few scruples. - -
-
-
- Tribal Warrior - - Medium humanoid (any race), any alignment - - - Armor Class 12 (hide armor) - - - Hit Points 11 (2d8 + 2) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 13 (+1) - - - 11 (+0) - - - 12 (+1) - - - 8 (-1) - - - 11 (+0) - - - 8 (-1) - - - - - - - Senses passive Perception 10 - - - Languages any one language - - - Challenge 1/8 (25 XP) - - - Pack - Tactics. The warrior has advantage on an - attack roll against a creature if at least one of the warrior’s - allies is within 5 feet of the creature and the ally isn’t - incapacitated. - -
- Actions - - Spear. - Melee or Ranged Weapon Attack: +3 to hit, - reach 5 ft. or range 20/60 ft., one target. - Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 - + 1) piercing damage if used with two hands to make a melee - attack. - - - Tribal warriors live beyond - civilization, most often subsisting on fishing and hunting. Each - tribe acts in accordance with the wishes of its chief, who is - the greatest or oldest warrior of the tribe or a tribe member - blessed by the gods. - -
-
-
- Veteran - - Medium humanoid (any race), any alignment - - - Armor Class 17 (splint) - - - Hit Points 58 (9d8 + 18) - - - Speed 30 ft. - - - - - - - - - - - - - STR - - - DEX - - - CON - - - INT - - - WIS - - - CHA - - - - - - - 16 (+3) - - - 13 (+1) - - - 14 (+2) - - - 10 (+0) - - - 11 (+0) - - - 10 (+0) - - - - - - - Skills Athletics +5, Perception - +2 - - - Senses passive Perception 12 - - - Languages any one language - (usually Common) - - - Challenge 3 (700 XP) - -
- Actions - - Multiattack. - The veteran makes two longsword attacks. If it has a shortsword - drawn, it can also make a shortsword attack. - - - Longsword. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 7 (1d8 + 3) slashing - damage, or 8 (1d10 + 3) slashing damage if used with two hands. - - - Shortsword. - Melee Weapon Attack: +5 to hit, reach 5 - ft., one target. Hit: 6 (1d6 + 3) piercing - damage. - - - Heavy - Crossbow. Ranged Weapon - Attack: +3 to hit, range 100/400 ft., one target. - Hit: 6 (1d10 + 1) piercing damage. - - - Veterans are professional - fighters that take up arms for pay or to protect something they - believe in or value. Their ranks include soldiers retired from - long service and warriors who never served anyone but - themselves. - -
-
-
- Legal -
- Licensing - - Permission to copy, modify and distribute the files collectively - known as the System Reference Document 5.1 (SRD5) - is granted solely through the use of the Open Gaming License, - Version 1.0a. - - - This material is being released using the Open Gaming License - Version 1.0a and you should read and understand the terms of - that license before using this material. - - - The text of the Open Gaming License itself is not Open Game - Content. Instructions on using the License are provided within - the License itself. - - - The following items are designated Product Identity, as defined - in Section 1(e) of the Open Game License Version 1.0a, and are - subject to the conditions set forth in Section 7 of the OGL, and - are not Open Content: Dungeons & Dragons, D&D, Player’s - Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of - the Coast, d20 (when used as a trademark), Forgotten Realms, - Faerûn, proper names (including those used in the names of - spells or items), places, Underdark, Red Wizard of Thay, the - City of Union, Heroic Domains of Ysgard, Ever- Changing Chaos of - Limbo, Windswept Depths of Pandemonium, Infinite Layers of the - Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak - Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield - of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of - Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of - Bytopia, Blessed Fields of Elysium, Wilderness of the - Beastlands, Olympian Glades of Arborea, Concordant Domain of the - Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of - Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, - baatezu, displacer beast, githyanki, githzerai, mind flayer, - illithid, umber hulk, yuan-ti. - - - All of the rest of the SRD5 is Open Game Content as described in - Section 1(d) of the License. - - - The terms of the Open Gaming License Version 1.0a are as - follows: - -
-
- OPEN GAME LICENSE Version 1.0a - - The following text is the property of Wizards of the Coast, - Inc. and is Copyright 2000 Wizards of the Coast, Inc - (Wizards). All Rights Reserved. - - - - - Definitions: (a) Contributors means the - copyright and/or trademark owners who have contributed Open - Game Content; (b) Derivative Material means - copyrighted material including derivative works and - translations (including into other computer languages), - potation, modification, correction, addition, extension, - upgrade, improvement, compilation, abridgment or other form - in which an existing work may be recast, transformed or - adapted; (c) Distribute means to reproduce, - license, rent, lease, sell, broadcast, publicly display, - transmit or otherwise distribute; (d) Open Game - Content means the game mechanic and includes the - methods, procedures, processes and routines to the extent - such content does not embody the Product Identity and is an - enhancement over the prior art and any additional content - clearly identified as Open Game Content by the Contributor, - and means any work covered by this License, including - translations and derivative works under copyright law, but - specifically excludes Product Identity. (e) Product - Identity means product and product line names, logos - and identifying marks including trade dress; artifacts; - creatures characters; stories, storylines, plots, thematic - elements, dialogue, incidents, language, artwork, symbols, - designs, depictions, likenesses, formats, poses, concepts, - themes and graphic, photographic and other visual or audio - representations; names and descriptions of characters, - spells, enchantments, personalities, teams, personas, - likenesses and special abilities; places, locations, - environments, creatures, equipment, magical or supernatural - abilities or effects, logos, symbols, or graphic designs; - and any other trademark or registered trademark clearly - identified as Product identity by the owner of the Product - Identity, and which specifically excludes the Open Game - Content; (f) Trademark means the logos, - names, mark, sign, motto, designs that are used by a - Contributor to identify itself or its products or the - associated products contributed to the Open Game License by - the Contributor (g) Use, Used - or Using means to use, Distribute, copy, - edit, format, modify, translate and otherwise create - Derivative Material of Open Game Content. (h) - You or Your means the licensee - in terms of this agreement. - - - - - The License: This License applies to any Open Game Content - that contains a notice indicating that the Open Game Content - may only be Used under and in terms of this License. You - must affix such a notice to any Open Game Content that you - Use. No terms may be added to or subtracted from this - License except as described by the License itself. No other - terms or conditions may be applied to any Open Game Content - distributed using this License. - - - - - Offer and Acceptance: By Using the Open Game Content You - indicate Your acceptance of the terms of this License. - - - - - Grant and Consideration: In consideration for agreeing to - use this License, the Contributors grant You a perpetual, - worldwide, royalty-free, non-exclusive license with the - exact terms of this License to Use, the Open Game Content. - - - - - Representation of Authority to Contribute: If You are - contributing original material as Open Game Content, You - represent that Your Contributions are Your original creation - and/or You have sufficient rights to grant the rights - conveyed by this License. - - - - - Notice of License Copyright: You must update the COPYRIGHT - NOTICE portion of this License to include the exact text of - the COPYRIGHT NOTICE of any Open Game Content You are - copying, modifying or distributing, and You must add the - title, the copyright date, and the copyright holder’s name - to the COPYRIGHT NOTICE of any original Open Game Content - you Distribute. - - - - - Use of Product Identity: You agree not to Use any Product - Identity, including as an indication as to compatibility, - except as expressly licensed in another, independent - Agreement with the owner of each element of that Product - Identity. You agree not to indicate compatibility or - co-adaptability with any Trademark or Registered Trademark - in conjunction with a work containing Open Game Content - except as expressly licensed in another, independent - Agreement with the owner of such Trademark or Registered - Trademark. The use of any Product Identity in Open Game - Content does not constitute a challenge to the ownership of - that Product Identity. The owner of any Product Identity - used in Open Game Content shall retain all rights, title and - interest in and to that Product Identity. - - - - - Identification: If you distribute Open Game Content You must - clearly indicate which portions of the work that you are - distributing are Open Game Content. - - - - - Updating the License: Wizards or its designated Agents may - publish updated versions of this License. You may use any - authorized version of this License to copy, modify and - distribute any Open Game Content originally distributed - under any version of this License. - - - - - Copy of this License: You MUST include a copy of this - License with every copy of the Open Game Content You - Distribute. - - - - - Use of Contributor Credits: You may not market or advertise - the Open Game Content using the name of any Contributor - unless You have written permission from the Contributor to - do so. - - - - - Inability to Comply: If it is impossible for You to comply - with any of the terms of this License with respect to some - or all of the Open Game Content due to statute, judicial - order, or governmental regulation then You may not Use any - Open Game Material so affected. - - - - - Termination: This License will terminate automatically if - You fail to comply with all terms herein and fail to cure - such breach within 30 days of becoming aware of the breach. - All sublicenses shall survive the termination of this - License. - - - - - Reformation: If any provision of this License is held to be - unenforceable, such provision shall be reformed only to the - extent necessary to make it enforceable. - - - - - COPYRIGHT NOTICE. - - - - - Open Game License v 1.0a Copyright 2000, Wizards of the Coast, - Inc. - - - System Reference Document 5.0 Copyright 2016, Wizards of the - Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris - Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. - Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, - based on original material by E. Gary Gygax and Dave Arneson. - -
-
-
diff --git a/downloads/docx/D&D 5E SRD Full Compile-v0.4.4.docx b/downloads/docx/D&D 5E SRD Full Compile-v0.4.4.docx deleted file mode 100644 index 29bb9228413d49c379ab830bea8480edf0f5a073..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 538953 zcmY&fW3VVakiE8T+qP}nwr$(*+O}=`UE8*8?)$d(&sJA5Kju_V&`Bz1PAfa4V@4ea`OK0|Ee$f&%~`0{{SM3)|bdnA*AMt9Uw?I_uJT*xIzH{38x!lQ(A;~m=dTy5PeBFzU3AOuA~ZThD0Y}enjIp8@6d!HEjmPPiCde zB11+C{KKYPDzQFxLE38`{chvxfIwu$N@$8L^4jm2fIUY!fz%ZH_JZ&zY5M4QZ<|$vNtr^sG)^J@_qC}QWoq{4^x})+gnIF#dM9@a| zX-faonu^eP4vBp{IIVaPn|MbRY(dG>3nlC0W9~cZUhfAkB1KB_Z6|NB!K04EL`^N5 zP)z2sBLxxo=92M6fbV8R)dMEqv-&!(2;T)!6pA<_2W0t^?<+_DGCv1neNtSHbcs~! ze;?Pm3c8=R)7dY1Z3M4iuLPzkBZlLlGKcR?PFM3Q4m7r1HSeER4W#9JpQ4@Vyu7J7 zCJbpT<2A%xz00VxEvP;(lwnA`aM9@E0N|P^Y>=<)9ujo$a@wl7i52*0}=BLfQ z`1bVQyet3#06_nH>N}a*IMdVpSJx!U$^kRNh}9u^?%tz736)#2mn*qLqyTF~nv)g2 zD;@}S@B$L%m&53~V4glcCLO;!-L_q1I6E?0q_fddz>#U8d%?zMEgylUM!y5wOIj7e z(4neo3(Ye`6l)I~fxW0?rgJRi(V59B<#mjSoJ4w!Mz{8iekB2h%e1s&J#5Gc+Ug
ndVN9adNm2Ndzctoxje$%j{LPN!0PR&#ddG8yn%PG}BIAlk&|Nrq|FU!B- zMT7ttQ&0gw{5Kx%_D&}BCicdzw*P|mzi7Sc*>u9@Y^3<0hTzYxHIY z+&uZ1p-Ja@ zKMtRC%M_C#<5IZe0We5#Oao)o=Za9pq&e8VEi>#i1ZMq>0ze8=n{5%o=TuUG`R)Q3wjLMOgZ< z|NK0Q-zKyPcy0<#Lfd3$SwiOycI|^dcLscb>}x<9k;VTS-CFBIUz4rHnRk6ZFV9S> zbc|GW+P)K-0YRFSApiuSOQH$t4mzuQwS2b*D~YNVA6k0Hh=JXUgELSmkB+_XA&` zD?Hud5%sH8?aE>^ir2ot&kKV`K0Zw4NG%=o{#*&AR3&Z=xsKMX5+H^ti#d%t-XDB2 z-+@b2twd;0*)k;sm@r3!A|YvEc@_zCDXjx2vzTZR8I%E~UB&=Gw|=HyG`*jJIc0ie zL8YDx8AE4kN+_LXM7p(r#t$zQ+iw8TkjFwf|F81By9e%=l-VdpxzSirou>~d@ksqWz-Leu(NZv>MPVSl@c4tg`n7#N zM!K1zXIng*%CFP&EUbCnaLn`KiQ?&0pyG%(4J}ofNz6DGSPgntO+*_IplKis!P2%y zi3F_Ybf!T60g)k23C6`m%<6Tdv!XJC#re+nYF(>`oYj%{R#(S)E%ducAlRzl>NtkC zhLv&qmH;$nPv}BzR7wJb5id)$1t8rN+DI=z7WO+RGZ>UWY*Hug8b&3A@ic;ZgO11s zIs`xwk|XTp0|g9Ios?&#p)s^3(k3}5{Mi=f8XrdtVTTc+u3g)>N)39EvaODHl}W zffNpv0q07xun>T3bO{ON{d3iJnrJI3ivzPduV3f^-!yfY?zFDq$ZZmq^bjgPjjw{j*Z4Mce`BQQ8F1s1v=yii)6 ztQeh~!RXrvyGN&Ws~z>`4EJ_y#{blK`-xalkh=82OdD;ov-&(;2eat9qN}K33qEB^ELy-aHJO0;+{LX<4V9Y$xqivdIaAm zexh#(XfUuEK>aW_pXk#l@VQ)>oNm*z-A{{7)fe*mArM5w@i3=f0mg^}W_pYa+=~}6eM5+Ifi~(U7&73c zw#^-pC)4#)(w}g>)Be%c=N|2Tu|e^R|K|Sbuy_A$JB-e5a+Q;rEWoE9@eEPUyJ4SY z7m*@&A~LH|^_^oLXj`%)aV6=oV4S22|cn0$YL8GC9P~{l> z7O}d-_4QC@0^vg_pW7cBSDDB!%A?qlK`N>Xyu?S9iQbEfS8&&<)YaTgiAdi|(?QD2 zW%q+Disf8wx`bGBg_FtSqNf;l2kHyzseo{F9>ZLd{D~EuiwvEzOVD5M4wuYjb{bq7 zGL1n5=u*Sjz)Tu4!G4w8*b*6Mw(o~)Urra=g66DC0zm^x4>yrFEJrBDr-`Z%EhUKN zNsn-Zs)a7j?x2=rF~kii7l^718+0Stl~7MhUb(7>OBusn}V zgr5j}8EfC~g_&h3dNYxXf{q}RR7+#FMhh6D^pGb2JQd?sX2`YH8q&ZLh0NT{IR*H` z34=~QS}V&3W*R_d3E1?_);wJU2o7@JYa%PMA)IPjdW5d<&MbiTJs`uI(dKCGRZ^y ziIXISv{voOz{lc8GcYbuX=MNM!2|pW>_Si5q_d;2QIv%3@r9@u3t2LubxiH@Zv}u~K6jxfiX5CuRx`Dg2XtjTq8>7U0~EKqBB8 z1wbNW#rhSoZ!L8nv{q(8B=M$p^~Z`ixr!-om>E?=hEiJ!gRU^B9ENjMi3{V9<-Vr& z6N%CuKx)pZp!BdSTC{g2VQ>-i&(b@^flsRo7hr2X1gRWe(i}=y1#wF8bd~_Ao_Q@n zUG@R@*@z(o^rXKT23r=^aF!NUj7_+G0C1ncX z@+omiKzx+4zJX(!2CV>CKCn1tf4vfT>42CH%0R1%v=frgh#usX$o&cuk0y+pV}&3T zj&Qspr&?jT+#~;&!38uLPeJ~qX=S^{KAMa_f-w#dkg^J(Ho&m`AV7)-mK!x4S2=8p7RvrfL-aCe*2 z&ic@ZZoRr&)74M~dBL@RA^+>2uZ~@OgeSt3*9kAkzlteuX5Y{d->dltg4q^rh8Ij;pBICFR=AZPx7$x4GP^Ko_+=>%H>n$ zVSu!q!&l6sh>gbqM&Kw}VaM6lFtC4+j+GXq0o95`&51%oN$`raUK+@@riW7IQBlzr z>Pa|X46Pc*ntp#)f1Ab@Nek}J^$vggym`Jwd`dGf86J(e%B${`>gxsoGV|%lMnpO> zHR(bqJI5le9agBA9OsXKku`k-MXPlwz)5rQt3s?wmPmk;!YA^}MVcKKPR^drKVx5Q z8s#m;%4HJtg(M$^yhMcn!#14n&TaKKCh$P+D5m0IlGAcq7<_O}g?Ln$gy`jr?nTQKo<+}oDw8}AEIR% z(1#9%<8)k+33{STZU4#^9p4D*5CRUdDkvip%PH+U0z z!{fA-Y_d9g1t|ixJo(nXT|jMK40R_)BzB$)!neG4aS1x<4bsRt+8&CCGj4xkUjD@= z63;Ct7Zx@J;0tUp{k(0^WO&^Zz9Z(_(vePne(bq-RNjm00CLZs1EBtEuhtil8~S4( z^BPb(!8C_o>$71>sNpNEAD(O)X;Op#(pzv|M(mR9{{xho2hsV-r^;TaGJn?ca%tpd zKGND5T;giI`4b(zQhJp!Mb(%e=66-Icn;v^ie3+Vq5^p4cTxdB9?GJN~aiGd(Y=A9cL23tm<0KhplGdv|i-WUNr4={e1ySeeR>u4!0 zjZvKYgpGh@qJl%!KH%Z@mQ~y*!M7WUgOfv#dg#jvV+wVK&w?k2dqD6I&i=+O_vu}0 zfk|1&rxEFLy~3H)UC$)!@^-T!i%>RBVLNxHW^Ywu*0)fj2De0S1*?P!Ba}1|sH1od zSidH?seed z2J%Es09ho1yDqk=|NJ|L@~+bP(v=CEpj=|(8;vMulxdG~Zc!B16|yL0q9pf7J0O|s zJVm_1FdkPShDE<)awbtrS0S!BM1OaE<&mv9^~ah7-NGGr3P;(gYPEXim*zrxeW|p{ zDj^hx5(1xzsG@|;jp#M`1psMmaOa$pb;(j1)65i*^a_}SI#w<v*`(n5Gr(~*>rh-Bw)z`$OimW_UJdFRa4Q9XkU|jn=SUMs5LhG zF*Et-)fSp*p2cw&!<*tz%5$>S1q%>vwO@0(*_v875IiUw6<}(?n*Om1uEWbx;+h%+ zgrv{xCt-tO7#&9iYv~V)%Eg2kYa=MwXGFfOSd zqsH_1#vf@ju}rX)skY#h;X;ip{ptBJ7S4JRq0PdBB)ivERt%ANw+Pjo5q&yyn|bCNQM3WF7YzGngEyaITTaQc^47`L^378Ci{d7+Ood(l{QHEbF%Pg zMwAktsF(>8W|~1FO~Ssmvm|kG?<9Xit(=$4QCl0n_!R0(j+sG?G1yKr6)TNJt_~!!P*4@zn5D$W@19lsanw4}T^Bl_j^fyWq$&*pX zU_2v1t5hu+;k1(8E0!=#yba-RFSr`LvS+Y>&YNP(+EDtIp0K^;z;98${`_T=*(_P2 zWu_sm7qv5Yqj50s_8K}nCjFlLjz=H}StoJ^bC}k$2DGikWb{CKMF30%%GcnxDp?Sp z;Fr^Pp!DtoTX@-J-mNNklaq2EhmL7;wFPUHGJ61iZfuJx-~3GNw9Qrpy;g0Jzy`x| z>UqNIX7=YZ?kuacBG-Q0Mq`!lKS|B8KuwbU zGKZH@V5;|$$)8MX7jW&DOi`|V5#Xo1H`YtvIaorhAZ5O)2YD%Sc8zmm5X-U@TRHWb z`ee*dlLiWWD3*nTB@cdE2v#QrvKc5vO@wM`aE$7xJRl4J2*EYOC!%ZKTdeem)3dw; zH96{j(JPZp5R!MYCnnNP9!ZHPSrdwx!SG@&Oog>&wbAwru#&x=l^j192fVp7k&c`a zAaf|LyTz7k&tYAuLcrB0kA$*V8xe-(&Wy}okcmjmn~St!YED2{j>wniTP=2!q`xuCZ-2GIw zy+3vRS1_B7;@3WmEu;rJ?+8*_m7cZt3qpQ>cl@U5hLDv_kdW|xB?g~mWM3fL9;x(& z&&^>O#=s&sWa zP}4z><9EyH~ivaxOjrl@zA??RR%MSuGcZY zJHPS9y=_mNO^bv~>g;YoFZi=)=vc(a6U1jDiz7W5NLr*ujxW2*;<^+AmkKUe)t<%W zmf@{uVJ}wChjh#EUEQ!VlzQT1v3c4}KRin(+gC*87vXGPnLdZ$PflZg9VkAMAp@@& zA9ba8$}9V3G^P2clpUwbsx#+Ef#MkpHEf%fzh=fnBL`j+T=pDD@j=cuUlk3OTd{tP zA;mcW>SjbgZuiX3k2KktqltF#~*N;Sm%*pEDWq+2_lhUBY{LIoyvbfs3zkTboTBTtIf6!kpb7PS5xQn zP6x^!={k5KW3qSXuX~Ec9Gs442{daPHXmz&IHl}mS^HPxbT8v+l>4hOIUkg~CDln= z;CrNGp~M$A?VoJ-J|DPNwPWwO9q{x(u?&a?g~OYAg#77NHJr6(8(>XP&Z<~Rs+9sT z3CFfIjQu#t^y#CF2f*tLpdVM#0gS7Vd=k)kNSQD15D|ZSn|w|ZzvOL+#ZRq43w(>A z^Zd-_=Zm((=D}5vOUn0$fbIUgh zgx$i!b%OIt2ofJy6!VjzGQcGibc;d~%3Pa(i*rD`zBtFl=1!a= zKtuz=tzukppZgPn;qa)L)QhTReu!ds5^6pk6b9{@r=Um2mRFeR?h%QUb|-)QgSTb=%*x6$JC0Xd?C5Q{?hvqLz<_YCuJS(ykOzn;BVC zkeh7E*@XhR4c|JHjTYqKicBPB!+>e&g4T|bF@gUeqHD|c`uh5c;alUf;acXAS$mpx zll*ENJVWQ&)h15A>z!sL%EI z2ZlTPx{|!h0X&+6~VP82-&$f)0=Ct3m5XK{2^3eLlf*OlDvVVC(X zAD!jb$wX4wK_8Aa(-Y+vWc#Gp)6fFmJQ$PKOA#|;PLaXLcNj*?U_N{N_APO$Jd7z5B{FVBRSvG6ni4q4NnEsjPada%cH}^@L^^C_hIvC18j<_ zbHzD?i|n6vY#!t$n=m-wL1g)eSu}SiNZAt-(QQ42y6*@6HRsXaa{{yuTHG9=QCRNF zcVz|mKLHz1`u0!c^QD>2-OE(Rvwj9(W%0X-X>{kpV^gIb1|{HT0oaQ|FEimx|NbjX z1--~EMl#)mpQTQ@PMhUT`9)62r&mx;Cw3k;uc@MOjp^laIzRX1dDlo52475r6-t*L_8+(RK>stK1@d4vP@T)gwVay}Kp2F=ho)VbvJ ziGI*Fbmuuc8nlOMt*4NM^MTfp?BKYkK5fO3;9|?fiQ=+8QTybpXl|;POG#-DLLkQm z9x5xQMI(i59DYHGqTL5dlBd?P!oZm4xs@b)++fjdb*ea8S8RgrPF4ceGETxoWc~B* zQ`lgwi;(%OUj1PnO0Lx`D&_O`1*?r1kvEmr;OML5H>| zGapGrGv$;-6~(@D5XYWpHO$^Gkr0xDZiM~yC@|jK1Xz%{K&lkR`r?(Ay)xW(QPR=#TCSy-pus^pw=EIev z+m$(HF@s!i`qoVt?TGa~8-><}|MJrHBG>xFd-sia=Y#IHtk$VtgM)D2^E^;l@%#KV zzL5&%9-qd`Z|%;J9|TQ9tg&sO$IkLhzT_jBTo`*=l(wtsRvc=4BPRqlCS%kj&jVS# z444xS4~Hwy1wIiM$lWs!dSl?5K;t%87BE+Hk!_Sk#k4|`(@O?b64`c6pmW78&7D3^ z)~JD2Ld&jiaM*fo1}z{LL0o^|Jv)tZ{b;jKy~ggQAdS(yhO32Pae%&eZ&l4qtX*K& zr-2G!R+%IrJ=a^Y>dn#qw{lsyup>pnS&HT5`M_^kfR8JO0kU`t z_Wfqk;p2;=2#v&-?+67?*}wV1&KgU86xAPi0FDY6HoxbO=yOQb*lm!esQFDTmeM`p zUVvo5+`C=9abBNpPseiaMU8e9Z4|fMVijr`{-|T zPDa?lK|+y?nqL89e;D8{V0G}v1c)7AbslLoR%-czQ)&}x0YD|yLJhmU!GS&%76UD) zO-)k{iyA79bzP3$*nT4&15pF_MCll0jxn}H9r5PCmW24h)6QN)VIz?9yzL00;9tXQQ$T(% zDOn@SGJ!WXSp@>s-Q>)Pg=%aL3b**UWJB*uk|GpcvK-RD=m;^8`oiBq>5bH^Xx(3$ z)#INnx3#WWcik-V+PqrRv~aIfF68~La(J&#&D{aH^UHAexEsrG`LL1b2fDz*wIA=j z#%Wc$fo}Kga=DO;q9M=BsJfj!)}(!)A2qQ1#kkoLe&N`nSic%6F}28@BzhB?$OK#H z*4SU*oI@hs$k01N;h5Z@k>%<{Jhko+C3WL5b(L;fa*d}c>C3V&)TpS0hqVgw8jiWr zyBT%@#-x_B!KgY0JNZ`T?ioyBBYtD5AIqi(MCJ*7?Zw*%UPpP1I2_6ihj$ucEmB_( z*H${oQGlM{ZY0a!(VmIcqFy(R|MA;B;0U|P{;<`ran%<1 zR8Pk;YQ-I8p8~yT0kE?`*1^<#_IVF-po-}2Wf@uhAbpH~T)M9#6&N48t(V(7-?tfT zJkUUx>>flv-@7HkLjVTQVV%18ZLy*!=9gYTO%@#{RNcN3TqcAEQ`kp#7kX;w@!IZ zFbJl%mQUW|+ikezApkw|kspTee;VT@@JouEY0hoS$FQz{OfT7GvMB{?t^}%jh1=o6 z!XIm50f>div>jXm%t8>|6;?c8q+Umou4R!{>*IH+piDMZJMA|we!E+i`~I$4a)4sez2L7XbMfT;yT+`^HPqW4U>P){9?D!!bYfJ8{78@7d zObT}T9hxNni+lsXzjX9#6y^J=we<_b?M-2n@>C@$M0S#%ePeQ`)E!R zRQgc7+8nRdJ>uK!a&&d+luCKU&vAyr4>PPkE`uHMIzeVNvpNU;uCcBS+rFmSSazrG6j;ec+OD7tRt#FP3L z)?VQEBlWj%qDMJv+su$_fG{MhuXO+5?5f%=@S?4EN6Po}3x8K%MfhgmM!p|0B_OE4b_=Kc_j}aCKkMPOsV(XWsj369&XXs&kgPKyaDO>~j5}862l3J}Vo}(w{3HDjQxU{!SlMl(L`4uZXPD!7&E{6@9c7@os6#PjA@O zMa^caHW9n>+5b9va93gj@wLJH9enZuz194kcCWh)rO1nZQd7l2R|Hgc3dRo;^O(r^ zE~WE5I}_D5Lhj`XkH3pQK6d+%XnVH#kY!BH5NP0(`g~|(y@q6AIzJI9TskTn>NtH z-#ow9w-B|QKBRZ>bh=pRG+$mneY&>D&D_qDiq{naoyO((Ar|EPpO=S!UT)NRZnYK_ zqy8~WWQeFPj{8(reDQRGSm@VyVVKD1Ge#$`k7r8%fHU?(?YVz_dV3ZBF}9y|M2q>( zDkh&6aMRa-G2R(x_?`^%uwUVyFx8ei$Zkt@9W7oLre$TaRp=!ti*rQ=%=No-Cyv7P z7Mtq59ZA!5p%~IUSN40@?O`w5Ml(Q0h1HS*jC`p6wC(b;n(Kw-kYxooFuDAs`{jwh1r*kRgXbSW(#gVLkxMDC(( z=hvJ^hBR+$$i|<&y$_K|lhQFV!E|oHZ(U!F-vS;)rWNDJ(~Xm3JAu$!5xDSYi!(7Z`=wQp^qu7fBWm^Ibq-7XVaTopQ>YY4)+gW!!c+`43O zqKjFK3k@R2II43i1;ijD5ORP{0GCNxY3Vg*_bDEGcE~qTB*CiqRr7&qT$^ohcLl_N z|72qMg`!VuJ+i7o`n6&5ClCThzs43Q2gal?Q2rfGwoS6m(G3a<({7Lx(b8n=yORL@ z;L9~w_6#-w73k`=-dZ-d)KUb{UWDLo+HG9~uG0#CDp~R{IfElr=v`PlB8YkYfa_}r zjTlP;x^F-wa6}*X<{AWor_JONV1oEDJtPirD{{^kOj0308O?_bAWX;~M$C^=<`HDN z)3>@S(-|jaH#MEY8(Y&jL}y8?KLlBVDI-HpNsfy>tf$EilI*0)m_Gu%wy}C^;v6P- zRwr=ETjI``a&m(p z+u!OsQQ+zEeuiiLNCh^TG+6{yUU9}&9LOjU73%WyMw_!!32PNBm%TQQoV#-cVDb@ zb9+(g9SU}%t>~*SEFI?OEd&b00d^gHO<5nlP%d*f&9^#R)@qTb&2>zIvutnZvc-+i z@KfF;Lfg03aKcS)(jNm^ut1ar6JO5-U?&KLpr;?486{@#QF^d97$;xLB-xfp>gcku zWCX->Pr|0Mm!8Ng^9*jUe43WIMsNP|j5uhxN)^=KFo(rX6ZKY|)$?seim}jvl_y+m3;xr4( z)ixUNbcnUZUoOK_b1}YaJP10le!9?fq^d|r(U&!u_VlhJTkGI+}*s z5Eqx%1+hV}54J8|+Bm%!>1E!uog~t0X^MCjo7o>gih3qzLoLMDQQmjkiEAz{iJNjS zTI&AGtK=ux!HE~g(W13&bmkoxZWOS2&J0+=>Rfz|>4=eszIw)B5_P%6@x%5u90_$m2f$x3f8;WKV|Y&{_Yq3A) z58`W1x6uW8)aZVJp4-Np>tI#g%17I? zI2{C?AX5zT8=u4xz1JvE=~xDnX%OKpVRl*>GqTL@=uoB!7w=&0EHTyqB&vmoxmmuEKty<0LTh76h@*6*=2C#Q)UuYpz#3F zWGlA3@@v11Rv9@C<`XIS6K}V&f|-}^GXF(1__s^Y+aRI>aEaI+LQIqy zK>R$|GupfoelYSZojVza+B)<}eOevHVQ^`Ml;n2FEFWEVUVo8_+_9wx!Wlrlz5)6h zd>#eU1KEQ~FcRvA$Xkvf?t>{QrDz_1G64)jnMP{-9Y=3PfB2G|dverv{u90CjMt;^ ze5ZDiulhObxBq-B5;OQL=NsFiaM1H)8E50-4b6IHHIm8a$0aWQhx|=f1C}<|Ou%QKqxnn`7HO2Mklp;%!~8DimkgA{QP99rfewskb(*$4({Ob0nsFFI0D{i-RsEP z`KT?fjtkOBZ@BhC6xWOk=Ml!kP5Y*KM<1x{TkdF|d$;cwDC%Oh%MZD@(DN57K|`}Ve)^7z&JRC5Dd4DH+DHK%`^yHMAPA_x31ZxF){a)_3?g6k76P~sIh z#7&rGRZFflTO!T!%QM5D4zZc<1mrl$@fjbbM*UIDltY+LP0*+P)d(frI?XyD(sf>BLyHmso{lpEi$ z%VVdwJV6~=KaH=qv-kCN&BtNxdd)qqlnq}7hb$tO_Q_noKhHw!b(YZ`eL=6>=unR@ zVzaBd zewwI?Rj-9LO&~6_N z>g$+~jD%(x!pr`%X?)~N<;(B2?1b^BpWgzDZ;|d9ru)AWDjk7u7VUorz^@M1F2Aq& zlvUjfY{62(;SbFgAW={f$Wpr4~>Eq!4S8J#XZdI?@k@>Rikf#=&?w$|#H zTH!-kd-488_xB_@@O?C8xv1c!oJzo0=xCav;9}M9^xUwi6+Z^!&VQ{ySoXI;E%;OM zYpuLL%5G&dCh9{tjPJE90&1r-?v0Ad(zD=CF~@_kzx}`H6hE6yIwIu{$9qMccFY`6 zP`SD#d?=Qp^885a$k#a^@P93+7;ANBWGdMqzwQ$>8zXJ@HvLt|KTm?-W!YtADN}pV z#sEN*vTj;hL&(;1JHc7C4YL8;jR$LN7Ym)4Wc?Yv*6gcOX+&zu&lOE=j-N(`{ao{i7e#ehaK8LC6ke+S*p*1zx#Q_r z@t)%H1-zz=pXP-9oa2HQ<@OK4`uh*E`t=_~&dbsA=Xu%dv?r@CwB!Sh3tqI~dG2YV zH~b{N=&I;43q7sz*7>!k^*4@H3tqPF+S}rXV}q|V%+vAMU;W<;@`FO^4Hd1oUujXvp(lDQEgq=oriTWL^h|kLc51QG&qM|eR z)qvs~aG-ax4!`oxUIM@#i9mia&EJ03(zA3nvht!)z~;~6Nf%N&)A>HI=Im2s_B*0|WiD3UtdEXc>%I$XsCT8Q%hYDfy?q{U zOOcp8t3*nRX;rACh${<|M^M1h0*F1F$WEn_nMuiP|OG?LJ|_h_ed1SZI}XK12~JH7o00J_fu)svM`I|hXdX16r=pd8ECkn2iC;MgStp;HU# zpEE7xfiRT>i-_m=YKZu(2xb^;M84zKAgiy=h-1;$q9LJ?Is#H>`itd+j4AGr6Cnl^ zQ1PbX^I(smVJ1UT_9YFBg-#+$`7b3XD2>FI9w90Bmj5VC$$1x(vB0WIO2hpP^n3Fhi(q{??Gq4J*ryPg_c;@v` zl8;6ZzEyKLpO^o3S$L)bLqdnZw%HnTUCU+P~QRgk79 z+$4)sy(u{XCt5SE3|6B)QZ;R;^?D&QS89d5^T9ySjQ)?BK;U3Ru}*+`50{05jYyKD z8P?0}(*UVL1?XSiSq=s|3247>2on!oZL0M~R`?axO>)3=wtx+>W!E!BYk=0;Q%oO? zv&3t2O$;<(mPc6~j=PXQ8O)zacINj^9kSg#`nTw?r0Re;GTCpp5c;+bH203Mc5!YU zC>!@qR`ObJlE??@wnU9e)vugLNx|kSi>{>zMdJ`NDwvAaaqyQwG&DW{K4=)sV!-_O+1sjnh5dA~>@ddb7u{zW99FsZ1S+EB(&R7zTjbr$Vn@emGCR z9^~J%U>!rOPbVJ&X#Mg3R4d5Do_5nB9L^?fLp+xe%w%*u!#e-|6X{ZTwY|%EytzyVS=nWWVTMAV>^ z%Gs@gYz>AW3AZ{ZNC{jx6Sri^S>~6VO_wD*H;()&exw?6huOQ7WS4=Us)a)ye3iq+ zC)qUshD6f%UStco5+R>R1bNzGR zcz%{`w|wGLRl8|A^w3hmGzF#pGxyD)a>n4o73K|0oHr0@5czg~~o zAOR)GNm8xEYKYve#}G=MhrzoHe>l@ zsXLBS@rI14vqoK8XL81my?k_N8SPzfSV@MO3BN>4(Rw0j+*?Wu7uSryTO{a22|-0L zfV=xs&ou~ScY0RfTOPJ?lNT|E7Bi2FG0_F)MTG% z(c@@e(c>!HXRx}NF0dDd{hyU^rW)bjD`VQ~Ra0b;ljGz{n5jQp2c(PICMNw2Qf8q) z<|R1cY@GU6UB2$Y8~hGp?H#Xho@;B%lm1B=4F)j-ouRWp{Q1uw?!E}h{lIh$UV7qd z7h3=_9e01{BsE|gS!vZuY;2Pcq6#}J`fqN$AO5x`KUJwoX@wF`!Vi!QB#5@ zlnt=Z42DaVAND6X9IaG9?r~PT|Cb_oP^G3ePwaH&(6_6={`nnNB+PKYw+RhDn4Z^# zb?h|a1_%9P%83oZlaKi0ANpIi{Ch!1YpuHMrU#kvKaAaDbR<#RFZ|fHZQHhO+qNe* zCbn(cwl&Gbwv$OR!P|4+&-0%1@vQ#RYt`CS)z!Uv?fUKibyf9-)WXu~(eREpI(EV1 zMXnr04=)JfLKKL6=*goQ^V(s7`R0Fo5hO={PNBWGDHq#X_v=iZ_6HmD0IQJ@0awx! ztRF<9Yp{}vsX|=_`FywCVwE|x*%eQTPzm50^DwBn* zIcm)}FIZ=t?jfP_A3b;KgHfwyA^!%-5o=*2+USK>sy#5cMQ|AlI&!zRtaPjdsi1aB z?XV?mS$=>H2S&wKqhJ~=k^OdZ<`wC<%6Klx9iRj54iQzQPY(MP8f=ZFh&RI8s&TAEyiZWYXgevSxcSrRsM{HeP-mGE_UMai*DyC{p`GEGY zqShrufby5|G8KK4c@qn$K$u+?_UB&~nwm#2V2Yr~J@eELb4U*S%ml6Qf%)w$I9i?B za7|?MJvu%HIjAw6=Xn|3RDlieAUj#T9vgB7mm6KH4`Y;BAA`x&q%s!Pm! zlg*#v!|Pc4dkkaH4KxFx6vD}YdsPIsi|O|a!WQUSqwd1buv5>n**3Yuvnv;WGBZnI zpRc&WpU)<4{IQt!zL7f;q8y;G?@ScRlta#J&Wyd*%?wi_;2?8H(WZraoJLjCT(MOH z;7GqhGeS)cO!b$9Xl(|Az?1i;ARX~v=Zi!^maxT4Bw+fF@_`B+sh=%*gRSw*aQ?DCW|H|$$AQTX!B+12ZBW&tuXqUa_vlk z2m^Xr5iCNR^%J7egWcMJs8)M&r*H3dP%LhNO|q!Be>q8biM zy6a;{?h;nd8Hz58tu9X>B`zCyyc?J%RVJgb-fYq~cJyHbL($0qk037W!kMhGdS#}r z--9`%W;Vm<-%8_y71#&;z$KTqR+a;Ft5cL9Dx0T|H-~$aO9fTQsU{X|`nh*zs8{`;E*U+5tW0k>Yu;HKq)t*<3dr1+k z*KhZ0W^q{Wo5{F(HF_f5)8w_}^Y@~r39u7d>cQ(#F3Xd?e5k$k@uD_ueU6%1I1icN z2a)g1E9e1hz@8NbZe3>gtA#JlAFDT~&|OdM_YP5OW9dT{1`4P2bV&Nqu(6TS99Jt` zhY;Ry9B9G;aYWmlbR5^#JjpBecsh8cejX)r>pz6!G?sin>(oC0B^WaxY~2b6b){}0oclFtv#m-DlC8F}+WveRwC-2` zvA;6#Xh8LkcvykO#`~-5OJqmA7c|! z0@b}6U&IP%W}Ub(c0FhG*=aV4?*q!njg|`_oqX&wGGD@kLUy&>Y)@-;sT;Z3ZKZ3H zmbF{&depECp}0vtJYbN$e+-cb?_tLevOL}v&s^f_6({GqUAUZtWe1ArbZIs7qY$i*;CQ(->>tnmOBp8d5-XcGFt%kz@3Mo^B;pP!ho(o*ye)Rpl zA7S(fjD1R#Q##afDU{0iyg?W}t4Wp2K6jZImF+HeB;*b))w{L+_!pD8#)WA$7j)a} z?C%xPnq-e?of|O)_DVo_ZC8Bv*Z-;M7%G5bb@f|Mb5UV0RQ=sR9O_v7Wt)xbOU2V)oI&$K z)&vTi7g_gkH$B@j_42ZPoBvmkmK$=17Y#zd2IijOm6kI9n$i@Zz3Lkz{9@AbHSv-} zKv{pJ(BfUYd*vv^XL|bFQr@{&RK8suTFBvA_gcm@9n_7(DGYJMv7rrBKhW^qKwDE< z5}ELcU!X!xk+W2N9s0_i`vCBxmyT^EaiwwQi){GfhWkNBiiyw2!1)0DyUkr!(L;zE zgb)cjv*?{+T{J|H-5~tBVsbX6t?}b-)jQC4;>Xz)2kbI5F>%M6Ee=Ec+?h>sKE`$Y!Hr~i=M$7n zV<1h-kY!{B)tu!=joHr!r6x?ONw{2-5y^QGUdHZNx|I=})3H8yBnKJ}?Q;cMq=w&y zzdf$3I}*e741}?Na@(`>Q*Sfb#AJHvf}-)B8~9qzIP&IY!g)Dn4wFQVNPdP=ClHf! zw~a{pcN@QsBXZ2~EG$wHR65M^Ffeju6H-VYy)OU}<z2n=ffM?(j+ zUgi6#cI7$iD+`tl2mj{6hI#)*HER2MZeL?8d)j!@7Sh0d7u3x?$X9*ElrTeLWDpfA zc70nt-sqaf)GUs1UpHL&yTOw_&uGYZ25?X>*xW1I&?3yh+$OARt!DLpbOIg^#xGA? zkfM2v{%Y1gw}EH=)h?klhDE^+vM2j)Lhio_CBZk}mCn!ixEYr!_BtD!2VJo@gf-_$ zLr!T}ybQ!36zwGQ9r??iHx5Q3CL}2EzR}hz#jiR1K<_1XFGQj^Dbjfu@YnN0TCubK zZ}MFK75h2ybonfY5jLgOY;t{cxX5~iaBn8Q5$@7m5ttx*J_bG;f{et^_V2Zuz7$7a zgr2z+7n5+Xr0a|?w)6O3K1Bmy)Z(uPrbO#S|Mwp+?{pGY2Tgngv3eK(Ynt6-8tQld zOcVE5#y0JsKU!^4jj!*ENMe3&J=OWo=D!gKWgT?mkffx(Rz6k)MGkSbA`C3sKAh)1 zUrtGN&Xt`V1yM1x2f-(UQ1b*?1X&RkZl<)L33BISqms_&wg0v{9t2yUp|d&HRuW|0 z0{!QtI2gst#5pPS2i^5inQ!9e6hXt zy*~a_G$jCptlw=Fi2-rflb z0=g3?1iDeT1t6o&cgDg~mAht>_<9~SgE}%MDFCz$;sDZY(-J`eqV4Ab7)1#fC7v&N zz4~v2fv?p;7=^_%j{baUHDI+B6{yb-iJsUe?ypjd3}CynuT?z6>?FH`+h^v%QirE5 ztf7ZPbM@qbJavRK5&ibSJ+u~jcxw)f@!z@YbK;RCtw-2eRF1+QLzJkwzw zEj3tgF+u6lZ0b$AE_@ReLQPKsfTdts61>vZG~eIBcfbpQH^cDxb)IYZ&-mEChD9HG zB}|cksw_4h-}BMAF5h~M8-G9#qv7qvN69-&Vpk*)hq@-Z#JZJHH!hzi_K97Z%%NmV zU#RwkTE?10*WZ0F|5yJYRBacL=n*vQQb5L5qr?t&epX~7NGnT*tO*G!Rf@&jodgQ` z=3EDA-Soa@kOWRchu^c?^v)%pErsyY>KE-O6jE}fZYpz=157j0@eB?5kXl&g9zAVR z=3*2Is;!HcnEM?y%k@Fg~M5Fqm>KYeQ{qwfkA3n>JfP%td6&KwpQgT{7GdkP(3}2y#38 z2h0!ALSYxRr6qn0BVS`dX2l8Qi_%4#j(=3&LPk=KHMw0TC0r9bxvh8QrwV)aVoS!3 z;wa^Jd=UEdk=s=N$W?}>lcs+rt(Wu?Cg{d_<&W>nA31~=X#rU1nG03a7}C;#$%dNN zkXNH}=ucr$3@zD%dzrv|rgNVBsP+<%|81J`!VHQmVnHXKJUAMHdRbJPGq^M$c~rZC zjSNDLCvu(0KfrE==Q7cz{>ClG!9IljjRHp-O+z@`)%|GxJP)%*?-v^RrrnJOF)v>Q z$RU2KMvTRNjdSlY*Sp}sR!W2N1H(Y7aF-otK+%8da^;T7Q8tIi>4@=w5C;GQtzc%( zv$7*)9if=&>HTt>5PIN)1Vp2A_?ey>jL%$*N4$}Dtmc6mG)a8D$qrOHaF{?qSNSPR zfR!s6+!D>yVa^r|H8hZg;0$3{aJ}&~%uF5{8OUI^$`3U2B(n!`tgIUlOxjJQYJAsN zES_6Up)2^uKA+)5$6bO}sX;&<@FFknX-((sEjBfKD{)fTEO# zXy)M;km(`x*ndYllNk#wXHS|`wKb1%G?MF7iK5vw3Rh`qZQ&RomCix4i%03PwYxyu z;%0Jd7Ia0W2M8U*z2l8xLu>7;L#Lth9f!&GhNp&-&j429XN)}E`8KQK=Q*_+la`|+ z8b>$RYVM$COsS0+=~_(n+9>HiNuJXE{6XWJk@lQYVvT<`6#~ibKDW48~M!ZdKZ*3@LN?P#H!_9) z<1z6E*_iMQR~Vf@*6XvkwoVhHTFf)IJpKejyTi|t0>9SlM{~**5c`dI?Rbd7mVURM z9r@HT#5D`Ev^$Ytf3a@B;4NM@7y8CGYjO~0`^@-QavA9WG;sFQ%-lr(7GBTL-3rD~ zj}_Fga;~wAt|0<)_r+B$HwJUv2BPSXC`*WUwq)`QU;NY$&{2MtRE0rl?{dng?{m1G z{{97wf}q!uhfWdCJ5;4JiH&0*`Ga|soc;Vow#VWS{=_O2Kj~KxIzBy>GcDf)p2?D7 zNIjG1oK*HYp{8pju^CF+4tzX{2dOd&@IL1`vMeA<`f6?zHAycZ#xO*5FR32s;KOVb zQ9;z5*_9@z-eeewE<5qcfviB-Ox9~*-Nv#oy(I475C8ItZh~wRP%^&{&wE_@dYFA1 zcpivD%c6bLyA^eA+{pA-K|d(ZrniPw0pQVU3`jK*%6u;bdCKPXyG2i>lP~!2?9(qx(lal1!h*m>Ky#_cv5iB7&B|Ic zj*0jX-eo`429P)#{|pgai-B-Okhw z7vq~+wt;nxzx$Zl_`J2bYw8NvEvx8~to#8#oiNa1P3TmCT1M_K&f>DMWr=%vVo_7p zHx(PHc!p}C{5<;zq)tSo@Nc(Thi0Gz@0EsW1o+^W!e-#oxb_xQOE$LInL+>sf}LL_ zWnENMCPEjzy%-^tJ$X3CAhp?zG?+5zV*KMWW?KX(e|BndRnr9)!-Kfi@yo(y=zE3^ z-_#(3v`%^UKz+5z7&&Es6Jtq@Hjn^2{VX|!(cwio&G0sBz(}Hy68{5}KYzg`10H62 z48JfUDUYh&F%@2bUObh(^ARG>tg-_<$gCOmjwKi(f?46|3{h4=<3AHGF3#YnmdtI% z$Ps;?Ow+y-kQ=CeJ5gpM$SFh-!XAMJRwi_GP|K%g?Jj&zW?nZ-OL;;@=}085y%A%p;!BKS445NhJp7X?=df8iQR+HQrvEg z=H?8X^lasr6T<{V0)c_`2wo#IgPBOWhaJ{0KD~i4&q7a?pt*{PVv zX_EL0)VQImQKpsN7VH$nxL+c{wY5fGeLG(qq-eJi~aita0RGdsF3`d4D_r5h-Z(lF!3>Lsu zR>r}CKP4yhYO{bsE^~T5cvJ`z!Rv^A>GxjOm5YUhBJ_eV}OhJrWE5MuWWdIx6L6 z`wU;68YyrhBmsmq&IyVHrIvC^HWsRPI@Ju|9oJ+8|E2~zKy5a0ZLpU#}(ifWmVt*-y6SZ`q0 z%OUdgV{%I1!jUuh5-&<}Fi=HK{{IsjKarp7`&$E$wJa?I$oVgazAUR%KU`tHha%y2 zN2{xW4&E>4d2Yj5j(n8#bTe`f71RG)uU^b)XJojK&ydIN=Ku0nhW*EnTMA4Ju*jWD z!~;O@!*34JH#_IeYxTzGSOR`tOHRv1j(ZH~HIvH<79Sw4n47cHhyklb{B)Olq@NhN zF@w{l#Por#jHm{@8IX?~CewLgkG1Ifr>CAO-CeET&woJPb_ey(iA7>i313x=%q%h;Y2e=+z`DAmIjg3%dj z;xx=9R8hq!@ny~#ggXri@SV}MF689A;IvjQst1tgKU=mR8*a!Av4miNP zB0=PiuPVKAkHe=d(lhP}t8{a{jfHurlX)WcDYZ+Lq_TBU>Uq%Y;YRQdwWL#}vyDxb z4t9w|$P$Y7yA!yf&zM{_24zw}?>9l5vIhN&UF3)av4I|7#?(H?c%zE=M*012(a-P# z4nuJI*fn-$rpSBHop6=H!_LHEkcfJorTQ%zR-AKog*Ya0;XM2DhFv%bpyCoJn;)RR z>mWzrs0^g!@-(+lS>WC<$g;yHd%%f6tpqdaT4e;IC|*`|?0-l9cz@L-{O(d5;AqmJ zi!Y3+CY-~Xt`TZ*{Dq5-e#3Cph4p^!6j2f49u;2Jn8e!TQ0EW*CNlY^L&=C@H-_PX zPn($$?7oW^>ko@DSesW<9U21`(m3k%YeGi~_T^Vg@Q;BuAwPwZ9f0^697lJ3$$Q%Cw6@o1MgG#mYYL^JXvUvn+4(!1gxqNnFW#j){l_M5FyFeZ zjo0$JYRxbR1N0q49Go7WyZ)DD1&`AnflK5*2o$ZEaEo!gQi*-v5HhfATM1#G>snVw zI_S{)e!n-{VQ@Jb6ku(Ix!@oWm^5jYb{3T0sYUr}wqFWw<^%6})_%d%72MV~zC_tH zi|h}{V1sIMb$L8HUC#2rcrkpn)Ul7;&^30cS5BkMx2H%!#1g~`-(X1h{rM9=#dv*? zn%eYSpE8AGLS8hlRfa7=_N{CW*S75#>eRof;BM=nHv3xWC$QoOv1ZRXuQeWv3PT=SM?m1XtG?VdEmcM=Cp@T+3oltxZ4GK*VC#P{Xv$BkjOAaAO`+` zIimYM)TpsicHyc=MLX2Ka~`k3196OBPi+X=9T=hGei-og+Cw>3?|NgzK4mN*#$ck> zt!fUDBtnxD-aYf+rcKF+$KRExS5A94;VGz?+MEXKb2E)dU(UvPx~|TMuYu^?0sZ0k z!5;R`+_|f$o~gcLjF?H=MBm;Vdw|nU`mTabxQ}VSDWQ=}B7S4no2+#yRw?74izH>m zll$>2Tp#dLPL+o#2}3@j?jweed>_Ha=U)DH-`XXb4Y+JmdPwNP1pbtnZ3}5 zR~$Fz-1)+6^dDK9(bi{qMhZbNCz>B9L4u0)Z5gpMl5jg`ex5JCR9*x6bY6G5JR5Z; zxBA*!-}k+BgEwSu^|tsnC0+Ihbe$LEHQH)*w+h+ec$*?HyMx=;J!CiSZsr^K4Eja4 z7G$Ul6RT0>py+>&dtv%zd=ThXFzB$;50r>nENwToC!l%5#_aLO{kYBe+m?e0@&q9^ zf{5?crf8DyL0=)$aF4baAGXf_4!` zr^#O$$~nR;dc1%wPjDkTOMUDfoc0n`_;U2^g(pFyrVd*E+@I_;0A55lKho^2e{A7* z;e=eT0#_Gj!H%0cK|p7w26h@ek~jYKpJDz(t7e^m$QSN|0JCo^2G!`Mv)4#bUv$8{7v(R@4saD-EO(BXcl8z4m1}woZttzZ5a^TmA-++*RrY6LS!`IN zc3HXB73-aEyrSSEuGT_?E}p<)15?lSODlLkhHVNAyunW|+88wN0HOeTyg$0{@Fj{M z2JXw==lmE|?+((0M)LBPebR)qzSY2tytJ9M(10$DA|TUfr!AE)L@+0(OdpLk532}d z_`W@Pbbq>@u>+B$DsEj85;aJZ8s!|yFdicW{oD!m(jN$Ux@Rw7NE3AbS90?rGFKh_ z`9VAUzW~wItM=AkslE;0sIk{r$tKhCD)ALGx5#Pt0S!im&T(_!Cqr?0Hgc^6d8Wi# zbu7#ur*$-S(~r2AJhwI^RgnZy8;EZae*T;a*P?LfK}s^$Um1j=tHy?W|qA zW&cf8uROBPSks88&t+^Ix>Xu+R>CU$zqt8B4iL`NHf4PzU9QP@Pm4}qjpCh?nvS-$ zPqx!A57lj{6`*H z=m8u$CT>s2%#8FmM_|!6hS_Gj!|BoJNc~^tbU5N8{W!+91XuoPyyu zGXuj708IhzXl1AF1lWUz47(e9B+Nj^!Yb`r1PFj*fBrjTMCHaYjXC^GlYbaHBwsK7 zzZp*X=l^CnW5(K`safbZ%Qbv!|Bi>0Au0pHo$G*b=jE73(QN)f((JzkXcISs41f&@ zvSt^a^4t(-JotfGiGXA3EsT`X z0H`(^=X(1Xpnu8Li;o6z4xp#TX3B>{+W$5Ku+ZoEU7xn41CV$0>5Y`{6#&$oc3@F6 zjG|+*Iafv#WEsQ>_*oq!1u$1Ho^8^OmP-6(y8s1T3BW;@ZPy|IEUE2DuIomhaj#8TYYpa$FU!y}eOf2!MpgDI3Zi9$ zM#1IvM7knQ3IXuR^B?%+`G0}Wu8t=Y%kAD%+CKtmOKH#B)&Jw3W-u2=i|axG)n-*O z=c5EF*YJqF5^eT>7Z^9Y9(r3`Y>xff#!tT-Xq;6u!tQqQBVEcuRio5PC(M{@kJO-9 zk=e}usO`Z<(S>HydW#~iD@qHQAEzvoQpHWA^r)MZEvuoEXwD6ie);7hM znHtHqW%gkZuuad>;|r*_D>^CV7)4E-QF9?3Q;&KKF_uZJ5}V(r7ut3 zqaasLr}SGXArR8k=5=o``ge}6 z)PJ6hi#%Vd!~$7ocBx~NCatdyMKURiaS_vJV#9OgXla3pVQwDFykcZ}kTa@k4Ynb% z$g?vbWxkDb#6gT?o>Mbm1`ooAh8}aX#)w!^{1A$Iod>C>ps0QTi5Sf8S#C=?l)LWh zF|gA&V8qn{%{u|a6hZb`;Vxsj?YMZrK6fJ+lRCOj7#-%k2}3Cb-0%NGx`4(oT0X(u zGb!;{7U3w}Y(4LhE%akVKI?cA$tEs>==mSCWlDKjb;GLhZ_M?3*w5y5d+O5p@Ga%# zQZA2sV{4|Qq&n=W10n^mAD1-O1AQ4m(SwX~ZiVYV(a(h*=C#bW#Nkb_`9IrLEX87>XHbG(pa}PPSP(MJrn^4y%Cdsh*uLM#%)EEv$qvg904y`+``8=1ba;l zbTg51M>W#w#BTHi9_&j|;hYdHhY3iI1;T%tn_~kH+?5j5C-xePQ&14vE<_PI=0_WP zfs z0W_x>f6ZF$;wt+>QJY~u!j*(Ka6UOR7@ZeHUETIL{!el*{z9{-ny_&i3u082Kufn1{VozU6!t&jeP(8#8hc>18ek96*w3DB`*bqdfRq2Mf zQF8n=*G5-E4D1Swb6BfAYiM-`Wg)){7KfLYGg<}vtSJy#8-yyVYDD$Utw+$U#xwCL zpR!P%*8N&8!t{}UOvRracL9CHuoSsHeF%rA&B*|(pT+Tt&*5Lt{?obEONIvt&AlTn z5@0qOBy%$Re2cz>oA;^Q1NZLxFGPy-QB;bRUF5Pq2J=8V7*oFSFGMQXPsnL2h6Phe zPjc0RYz!b>UwFieo)1DSfi#~riWhdj64?S04 z1kNV;x8A20Ay%3HVJ>8UG1ouL#r;Ot{u02VwyKf~jQ@FZX}dZxC-dpjqFrg2=ctd2 z32%%{`)H6@ST(fp1k*5;@gI-*1-~p~QfyGEyKSt*$Dk%AACe#J;bImn~A(M~Uslz@v=s+3AtGzX51|3Lrm+iNxIFy8g^66>TO- zbXiD|z-nbJ9c``*?q5>k);AI<9}*y91&@uS_g$i~(!ZJY1nImD=x64w;Df;P&0*ra zXrm_1+WEW9Lg@#R3N3LhL#@b1$#j>7ji~9}@(yO=)%&BlC^uJGchLUj_&GQC2gb`X^4xv)9oOo;2?Q zPDPA&zQEp#{#|2Mx@;eMX_1D2GVX>tDj6;Pc$M-fz5hiPC)S68rFTz#1}o zn7Cf63sF~b@F}B3aaAPD+&o40$h3K*dp$mXOtne%e$y-0VCYHAs)JH1NX5^t;pxU-$?|78DDjvCACWYyIk!=}8I-&~)r_d)k4TpO4;cAN$otz@`2H zEZws&}np%KqICtx0u6GBWHum(n;NzxcJ{^Q!9qPP>`emTBT z)_^lbPErmjeYoB297@?FC-VqG)u2zSB1c*Reqcno_Jmap1tr{xoNLiI$$?)AYjP5e zh$+=Wx)7&Q^ka7Qo-lg-)$!QSkbv@Jxa+9cK$9;~11#}1?&m7q50XLM*SBzxkY}pw z(iI{mS}5Y41k&~rdsdbR3RS|CtD&-`@`GCKJ;@6ZxNqq>cq&bEfn-33Ns~_X&M-AK z!v+)85|(kF1u-31Jz6*miuJ%RwHjI=>f<<+;$|kORjo4}3RQ4ah-*1u6ps}lqJ;-6 zHzG-gu|b2k#=PkD_`|XQe78aSbgB~diRCu*pFj}4QutHRaKlW2Nb{*tIgdsos0LS!l>=LM z)D5H$nxb)yqw_9{MZm^qgys_GB% z*2kFj9h-UnrT)4+{dwQ@Hp|G}lm+c192*vHBxT%%L5r?!$L?&Fbr%>7)4BJwu$!~x z`zud*hHl(FWJ#_lM_eC*^Vko_2lHnC-|R$Clo>yG`xX@9!gb9YRcvazx?QSnWVXee zxF!$PF-MlqRJ`bdos*>+;!22tdY)r~XV4YyTC|B}sZmyvsOm*EkqTB5No3TL7?V@m zB7|Ud3V~Zd3X9Rxz^M&un1&hdBc`;3UVnXg+0xs0yIj;rF|W6B=oegvIV9y8UGp+0 zYqx>h$C3S6S>?jb{LQnQzX~&+bsD2q&a%2Q8b+n{C|nQQ4H0Dx6i+EcicA$YK%xZm zb8w&Hn0}JK{YJ6&Q+4fzOdqELx|2eRTg^j^7`OUXk+8N^TT{Va!z!!VjRZ-Dr`@fL zThDGOBpJ!xDdq!B4$gjaEf3?!b(~7et0C2YatfKNnQncRBCAD8cMWZwteM{Xydac8 zo`eeN6$8dZAjJrV=}e(>?y`+7k^r#-`bdA(gVit?J3E8OBsLEEo1%B}xo!of?+|U_ z9+XWux4M;+yk3)yjq1&(mqE{V$hW!cp0aA_xA(RO7JgW4A@0dCae-IHfV8{wHAm~N z>2^QjZ+AzcY&Nho4f?x7x6@4=_C{MsG@QDdd@O%$W*9EaBDn`&rXwkO}dJ`>Ezrx0> z6TD6E?Y=|%zmSr=LnuQjWjT2Q(r6fKih+i?!{U7koY`iRDOE^C;ltt6m~%kejl>Te z%A~^<5pZRt-QprVXc_MrQ3~M_C6jIo?Hq8Gq3I~<(GE|4);O1ci^yn?|St_ z8(Sb>kZhNTebzZNkzHcJ^h+*mEI#v{b@-JZ)`k(F&l_f_mW@U+EFyMxwW~WX2!{T> z=Lz<`bjuZ1)lY7ycWNI}QEShe%R~@3LTf?WLoVZToidYiAn=m?5Ep(s!E9XBv!mG+ z`xCW~d9izc@t2N@zKL0)!Z`Kk>Mn5&&+p7j^{{&uB*H`mIRa8AD<$Qhw_!m3tzN?x zP8#cpypB0gPr7!DNRDGqIW=Bw?Y4%$q+v#I3#qds=2s^*kNui?GNXbN2#?Vpdd%y( zX$sQOr?<*xFOGKC0?Kk@_I3E_I}42H%j3N~gI>~n{kC;J-S{_^SP`1v5iaTn^{zTB z2;a7}yoqu-rbBD58xCMgve;*9W7ePp60NbKf=wv8kRYou7+?p!*?B@7;v^?{LamrR z2$X4Ybs`i8)UsKb+<)51rznVpHu~6O_rdRAM+r@FDM4o#lXCz?yTEvjcAO@`P(_*! zC{u?aA_Sv3(18fwN>f~=n%gMx|?6UdxyoLE)%btVb`HG zv&N2HEU^msZ$Lrqm1P!IxX^RdDI49?RsNzxG{UR1qyB~v@{3rfkscZa2>~m!oYO&! z3{s`0L}!+L4eYR6zF0>$+(FCZL-Ge_-2E*m3OsfEIlC5&^7oB%+Le~d`1eYGQ&KwA z4X&U|T+m-%cRMo#m*`C(u4uoayQ3z0()SffuWRkDHkpMF$ZUd;k+Y0Hf6n}HLAmKe z7yLa`@CR|huqum|pZ?(a$J9wkTlm6z|iIi~~70+m+tBrtNC?IMaACvxMv6=n_}U+KOqS4_(U68?wc5~n{U zg60}>p-ci|ou+f25;`S=Scb_V`*`AVHG6%*+DFmjqHk^4x{Xim30w=#y6G|{<_{dc zHFs3Ghmw&Oy(osC{1Q@ouuG0-9dfd83GBbH#MW3{QoCHG!+kDJ0QnYN?PmU)1B%#tHi z`=PkZIcq_Gd=fKDwX=3+?7wH(ycoiIf-x*@Ga=m7-vjoW^2vMPMt{2Z$&QK+jD!3 zH1pf$p&;@KDa^QHR=D)m*iJZD2V&=q$b9YOCB-H!s}(1s6BbCucIF;6v2lSJO>#pZ zAu!~wVHm`A~L*(w%@w78=>~ra&3D& z>z=+D@ILx+%hiX=5@j;feFnI7>jr zR!yoEEqrlMZEP|{inJg<$UxV0Q*Ua`(F~&$$|7EO7FR@na zJzvRm;-=4`laM=Gj2mlASW0&C_31$px;#s{3}3>6=Za!1Ti2=7G=fKcwKYU~)z}N8 zsKK18?#u&5uCmd{_CYlX%zruniXg~w#Z5Gf|b_3V}Y8FGWgfiG33WVcKH?? zo**8ZWUK$!CWw(sGqbGzFX@O`!gfGWKPfjTfA&BTMRk z#ljR%zk)6NMnk&diBtt@fYBL-i}Kb>jh94i$?|)O2E|T*E*=H2baHH-x)=&1Z!q6z zr+LXn61)SbQ0>BOH4U}oZGQoaZAhp~+?-6jcBCH%LgW-Ip<-|?@kKQnkf=QhGbM_H z{eb#{YJusAX&~~*`s@YSk0mrcwEK=8JF!D7%;3H z$BlA?SE^VWuVI7OHSJ-aiV?3X_d1liby3(NIz?u?gSjwm1wv5B*KIIJh4L`YL}%o~ zT<(j?ide)*4|Ez;r3{q5D@gHs;QiUi+Gs{S1TMceppff&1t0&pXQb){dcmQWqJ?QX z%J7E;J&?qXwald#ME>{ST#1*hx>!g8tb-y=G35t|IC8{UK1h6!;!stI=|N~TB>V2m zkeEVd)PeCbr4cm}j9j_e4yip-1l9hGJ6@Rp{rReF0k(15+049j6}101ArfnWV>L^T zLiTpVwK5+Oyh8|mO4#+IdAr8`5fTBX%3i@+oaXqQh|lxw02JyT=6C^$Kj>KtEOT`^ zoHDMt4f=e05T%%$5#q{gT*?L1^Ojt)qJNzA6H3*F&U1a_wrR77SupWz0V~-g{b(ml z%5J?PoQIlo^BH<%g20{|&qteg3QdsbT%f>H$1* z#t_fEp9of#*<_zIb1ig^)iBP~PO2bg%)_EN3U<~04Ra-!%9xby^WMdCznZ0R70@nV zHT3D=pAqy|-IUOIcmW#&29pGAt}MTrP|Ylz{|1g(Wqh5a0{lHI~zkFM4MN6 zP@8~-TduSN#oDsxM#Kw@nAyT&KHhP=@4&Bx^|_zHopcd=)sEkfyd!=?(sBJu@AUy5 z`D0A8XA>tmYwNBuu?LIbFX^mjrXknpaiNO4FZDiw7E%5#+;kZ1OJ=<|aQ3BN>e<4Wy)-`BJ@Njw`<}5q) z7zPP&H{6HD^r8|9^$a_QTv@pX2Q9A6&)E@d>e^k6AKcXKc#(^KVdW`)4M}$V7R~eY zZ2WHIr#A_|VaDcFw^5<684~#p^PO`#vz{0sL5mlbj@#waF-LFf%t)ELd*<7ksce z{ajxL7Ubn?Fl(AY8vhRsvT$3KtnpOqxZ@HpaSh)Ji2Kt~67m^HqPUbSBd541!sOG{ z$;QaKKX(cIEnk9+?*}y5&uqoFg51`A zL2RO(>+6`9edTex@$D9I2{*O%9rtg~T8Ly{7TyjUM_jZJ?LXWpS!F8kBwL$L| z-kYJnuJdY^bAPRy)(;S$gmb{r3qTQwrW!pytH?4!m@JAHdc!+L{-;Ll5Vn zCEt0CQP{On;uAe(+~gZ%-U4Zb{K4#fto6|)z!zLW)X(Gt)mG83 zuW08j{A1{p+d%m?M>L@D2~VBmR!{uj8^=n|z9QWE0c(lr8nV$9ZOx&%Mw(?$?8{u# zNk+ANQqh;Wm?KP?`JcoIy^myXVM}Gd_nT}3Yy*8#?LGT5c38g}n;&!RAG)r)*XrCj zJ#9;Wv1G%egS@7v6McsUpISUDV(_*1-Zsl{4{;f$2%oVTLR+P4NjSd5<xxGuHbEnDgL#qg)RjpAE z*@ffFa`peXRe<8G)!%Z+VQ^^7FhQ+hK={MY=wCDZ$(0_}AiuUZ0@DSp_uS;75TKU- zG2H!`(9*iUIh*QQg6F!d}^K>7t=BZJPIvS11qmsixB!^GC7Dud_scH=Ok$&8@ z5nJo3Z%^sFU6C|tuwE8c`nB=p)oC+2?H-qo%>jw~@E|%&(><`XdnXQziK_eM?Uu9O zITV%9pkNYP8zAC(&{%@OrZu9}-sGAwhZ77o#OwY*9@#UTj?Bg`lP9C9lhT_EB1 zt22h@E{Z%zV;b&{>cz?kQ^cT_XRa}m75esY3XFWjtHn)!*CX$v92@7-T@z+S}4ttrj9%mc^u#bWtCfakg{%3_5+8X>boKI>+Hcog~YC+#^ z3Bp1m>7Z2KveU!*pc<6TqJ%!utW2tPZ=^l0{A#5fW(C8D3VYTdk3USJjFvKSa0VL| zYWneY!p`%Up!^eHS}E?r3v&7jRL{-6i?ji!h+iMO-Lgt&`xNFpa|YXrZ_Dd?c3?bf z*V0tU#hahlAsD>Y&Dgoy>T%oQ+~s-K9Z_&`vt99mq+8H?SHLQsq)Pz_-F88Wz8Gr= zt(qCezAj-lD&7J28g4Bi-l0m8>5?nZ)>P_{AF9%Eul-mQu4A{(*@`rxaoPme!HS|0 z69F9{&adb8m?jZ};U_xM6FM5ylAHPJ?p9jPl5C^U&dpd+NwY>b44Znrdman{bY-mH z5xTqyv$tjqKG2O%%t_*9ck6IEQj(Gt5n-FSi`Cg6*+<)W?fCco8w zsjBiC?92|k317?hff7UQeFukF!P*Re_@iJp#hwiAvflUy7q^%wyVzQ4Wo0>=H6oX7 zEys8JCkck5ALCeAvaWQ7Y{Qg66VzFG&ZWoAHnVh$wy|e0L4Eg+eIK@C=+#GC*=eDEowe}t4mu1QARS=1~)D0iOVk%Uw^IKeE5y*@v#b0xPh@-7vfm~EX)-YGL{FM zdO&c>Zn&LarL(Qm9~Q{426KrrX$o} zx!Klbi6Q7|4|0=1Vn239ECNubZb$x>nAK*f&NH~SrfRE&Lvx@oiq>yX$Nol`xeYni zW?3e+#R>UbLbLXRweQzg_UB~%D!A8W2aq{_;BD|r&g+-7lq2lzqCWQm@`4emU0<~zNm#>xH0WzR>n!Py2e!KI_GlUXnw7B1 zR>ZW`kMuOWPDb`5Z)(*-gOB6u{fCZKS)cz8oj_v0*QWESeJObSIZEHrng+kOb1<}N zs*I*oPsj)tpcVkjUQUC)X?aTCH+Ny;)T4N!m3HI>U-V^<* z17c%$j)fX&t+ER)V>H%dVa8Qq;T+BDd6EO_A#Cu(NccIor30CPo{hzPrFdi(;G+oU zG@Jk<46tc1mka_~Peybs=Q;YTMB;Q_=k?M5Y!Qfxy#!sVkh8qVF=~OMy{z}!zSfK` zh=hJCYVXgW-}BUoNs=!Q={$Yw1TC~e91lU&r{OGJxE-|`90%|8OO7v9tgJQ{riqDg z-Bv4XKQ^s1Xe~1^=R}?0!kU(Qz+zOf2P^${l9g*|AoM>sqs=sJuN#4sQ$~o zMR(3TiPLC{(*k|L^DxnN!ounM!>*gJs8eK6E#6SLJ6i>HkJR@da|PgRMfOOe*E1mB zjZKj<5$8g&P7o%b*2SwjjkG_0pO6&2GqiSgg7bTQCjF&?mCk1xtmDX*1Y zu&_c$E2ij)b*|D@&GA{M`~EcD8uGYxLLRl#Zun{WGzTSO)E>gqq}Du?+eW?BB0Y*rY0uWil^1l?IRcB}bPA4c}XgY*SAKK zZrx}Sbso<59`te8(ev8Jr24xi)#Cx{AsP#i&0)l;W$+W3NK$d&+X=Za-+~xoA9Sf_ zaFLyD{6*+O(1`&p!J_N-Hvc-OjDlTR?&O`3yfLqG7RHoKjt|E<3yO{Ke`C=L=g0d~ z%X$dO`R=YIh4F6PE$V*P=G+>O9Gx)Dv!{Kj?~pMwzreZ&m?1YiXUtr8Vvd|{#ta_# z>kpW@yWBcpX79s0gt7by2h7~jh!8~GpL4j(T|Zl93r*l?nd?19%hYsp_*|L0RzLCG z)vmcRo!tCC-CP+j28|qfk_=@bsAXPwFhr-*DKbtK1Nnt8XaqKcqBsG1YjYmDjSr+1 zd*?6?R#cx5<30QNGuF3q`i&oJ_{`?inYI}-{}PFu)iY&E5hhzJ+_tm%_L$1`wvjTO zu=swY3~guEAcQ-!voB!~Le1$gD=z>RYd!oQPGd6ZQ zP5vAMHm>Xt&E|lO@zv$F&+kV!+dkekrsMMBe%t4lJv4jp0$qte2=?Qqr@n*z zkesu+gMOXP*I+74w`TvIQdbxRhe+mAU%-B>(OF$UzvdnIcmcsk2Qyek!G|I=*?R9e z4?FlpDkT%2byDy85BJxx6XnjI&J;2Eaa2N4Q9P-_}$;bR&;p<&DW!A@9yE>Z!R&;p(D--> z&#+^@cQX+Da!&Ym2k*Ut#>YFj8O8|YIb6hk2f@R?mhzoM)@Uc)mq2>apCXLbwya$5O#3qR!9 ztg?e19xLwO{!6~KD9o2@=v_`te+}F5z z$H$BJLE^YHrF?h8c$Y8Z7ioES^Zati`grrs(f;!;HO4P8!`Wee0pwY7jEC3oEWM%L zWykdQ@CAf<1n4jQLB-4&>o&o4pw%jlFN{eaK;vd|5ZClgM^_f2IcdfHg?wr{umC1q}#@t$^ zn;DZE9bC4Mb=xanXWHLLm1aQ1axN2|TN8q$TZ*v2XRmd zp5gKEj^{q8pdJuzd(_tbxAiw4rHb?P@DVq6t>aYg?zYXkEBBsq_i3YzJLp`vOBrb( zOb8Of#mTOE_YQNFFFraa|hWnwq5BCe%P2 z(VPgwX-CadZR>8K=qeZHH)f<0&*`9X92i0_m-!I>mBoUZoX$n~yu#^D3sID-Bh7W( zGU!214^eBkz#I%fYU!S)bi1cxCtAWUc(>;A@Xc|5Y%a|!x52$PC-7=bIoT#8LziT#FeVjH<_x)T0XE62cd7`<7Xt$=78;aJ8`ysDT7Kmj*OM*85|% zL$l4O*yhk;>Ozf#xN(Z1dyb9a#`TOZn%0I5EA?kw3ta;*StH*}zN@ z+A&C(_#S`4-~}N03Y<4uhSRAtJ1_;>KBXD5xFK8lu!@CRyfiQ3|TrB~n{atOA62 zF(ZZNNz%M9z*rQ~Lpk3V{RI525cKxU(o{X1@kyH5VZ4SjHzpQ9H*i-4zqkI4o>XRT z@Fvr?y=6axW50?PgaiwBmc~=V=LT{duwKCqpFxGevAA#ucK%gR4+nV4SaIUf)~W*S z&^-2S@Iz7+tZ;sZm>LAX!d1X>GTW?Dk7QVw-G7u>%*!XBJ7qiz&Utl1D6%}0qk-!hIJ6RgJqMQ;z+khg6qX(1i$PV7rJi66%jgk) z^rD*RyFby#JgwCv7uyAnk|^}-SD?3rd-H4-7(~we0RX+~Vwg9)rzh6#Vt`ZXj{* z!@pl27ur1hku!J}WFcM@fMf`AHSXf{*X6BW$1gz#n~~XE1n)x>nERk&V4N=n4dJfm zZ=+3}SChn1x(`EL%QV;fwrQ@T`^#;<!gYx(?_Dh#Hg6u|FOTJa0PL z$gBLK$4om)m=fw$?OgVP<`YM?aoXZHIi{-pPzLwSDa_XW80y$Ea(+M@=zFLbg2BmC zuT@n{VKMDyjfx!XmqdbM6syJ^Aj>wd%3ul#BOX~?6|CzBT6ce%Z=G#j0<>VC~#P}3egp*!c1 z>x86zMs$^t)XX$JeI7^?QCLPihEE?(&GL|W;(&8^Sq6OQtVrar4R?|d^zWa5c)dQL}8X#4oOvDOmk{I#>he0Rg&?azYN zQv#YS$Qg65h4D~fqSw&rd(_Ru`$O`|jv?Z%Y8|B^1@1@+jOqV3Ru-&jG)UM+C8Nt> zG#ffhOG42+$4E6Wl`)CCjh~|F+xV&4^4rnd;6Z7kv9G5a3@?kBZD?!F7`b;cMg+FX9x{g-j=R8}+l>1p=)2xT zpOyjT60X<44e;j~et@{77}%Z;uKn@S9@DyaeIwkoe8}FgPA=7pebGBt4Y!~M)B{X= zEQB+P8E-#_rjS3w*)Kr6g4iIB_XKn)N9RM`Fa+y*4(LP9i0saULET&(E0x=n6nI9Y zixTZ|b6AWI_OELvJ%=EwC_>vGR}S9gKvJ@-h*BC}c#r@S!K=Z;958Wg8X~C-F6DuA z)#mUVUtGAc(xEUdxixKdVt8z8{e21wyJ=9^WZm7BeXC?=PQQ8(&vA`MZ$P|DT zfcYyqfMuL*s1r!mNy(d$<(XN7NlQ6tLHlBIe9`7T9bY)!Q^6gaJ7L+p^s(^uPzJYa zXhN0@noWtK5Dt~JnnY+jJ|?dYh7@9!XfWx%xP)#aK- zj0d{Z6J!)~%AEMz_|vBiyq?NJOxE?A*Nc7uZ%Yz~Nm5Q@HTj*hN|4cI`oK65rI~D? zO|{w(UXMkVoN$z^z_>}Kn&g?Y8re#ZWVum+bgGfVG|RPkB`e+Qi<%!!L%Fv$M7O5p zPK{lutDB)?SRy?jBypJBeYxX$=X~+DMW?M@G9;D2w9&MobsqNr>4YUP!Ieqhf?rH1 zrO)J#P76vl0#Ua=vfAPd;|nLwu%LFK6lnz&pbJdB*pRdR66VyR5-5jk~(IYSe~k~A-ryw=G};=gZguI zev_~Po_m!zmj}6GUTIexpbOOq(n*o4s6gd>fhfN&iz$f`JrH0zszr_|k4Xrd1dgZP z!p;hTI>>;GNvqV-0(5bm1?=zEzge2ssc=Wi`8En@b7qe(TxT{nYZ|J&>cj)^LNloD zt;o^U?kfrSb;1m8ehF$Lh*L+f9V5r+A?D}@ynD4~&TdO5BCjq;)OKU25R?Qi*-2^5 zVkII(47|Ha_V!T{?X*yqI3CXC4P!_(sz#NP=AeOhmPe8k| z87_)Tg8GJzX#_%0ib2jrB4N3IF%zM-1@VqY5iRdkXR^Jux4;qD$=zNG7~jLIIzf?j ztO#=mW%ewU#Jo$iSw}kM@on(lM8Yv#3Y5(+ptO97=r}ekYW|6>-I!oFJuf2BYP5F9 zsG8j8uDR?8y#VIf_oX)DobI(R zxd3AoG(BO8U19L#{uj2*mps03e8~&0S018$(1|+UUJuf?scs zNT|k^^`(T-b!w>pxpW$6`^|<{gXP+h#mkX25<>BF6!NwH17POt~MR3i5pckPB754IVJiw7ztK>ABXQ0%BqkDooH3(L9s?sW5&W;|6CWhvSFDU_YDodf zY*As_DJt}ZT;SVeVdE=+`ZUbsf(izZVIf(Hy4aHni|_}aq}j{}dr89h8I_FK)?E-) zYMT`VY02(Jk#aH)dW{aCmJ26XW=Ujd_tr%&agCS{<~2umI9LIs?;)2$+N-!d-O52C z*VSYqU6BhMaB5dHHD&ZjzRXy`u!bWA*49F5jxAzh9%Kk}78NbDQ5IzbeJRIR9COB2 zrfcVYU?_$IZLeEDKDv1Is@|Wr#R7M@%{dVGl;zQrz)J(?@VZsY9qv#25NtKPyD`cP zlO_2R9BdPtfsd;Nat)jVN7+soxuM&?QzP|j`wjKlkrVO-KA-)kqWyP)?hp0yr}2r5Hhm&kqfGVe zTxh?cODK>od4(=@{DtY85LQJPQYA%OZ6-#MaYs2 z9#wfNKpWYaT(zE7wch1p-H&(K^y4w1arr&yfTD=N(j+%#4Ti~;Mk3X{C+cnkakz4r z_y*%fGITaX^#TAM`S+_V(HicqXgAs;utx6s)J(p&o9;Cc4I_JzgsjJkKO~rF8FHPq z9xt-)c|w&d<`7+tYG>ZqnpVXL{ia|6D*zk;XP(tsC_i3OXn1sig${KWng{& zDhgFm0Rso5{v{GQ+f~l6jf1x)JdE7px&KshLFKZYaPRNU^2gGBf3uzL>e{P1CS#x( zP*$T(+|e<>`rC~F5H@a`k&o_`<2TmWc{KSI51}k{?$0;QL&qN6^YaeB(>KeLjS_M~YTsc<%`50ye7vUv zYP-+pbnuL~W+t8vp3A~7c&2a^Lo!L&~Ve z%ul~q)Ub!9hvs#mIW=SQP0D%3n0`RlC--bx;VhX)%&Wr6II1r)Y%7&z%cSyCVAU&V z&gL@q(D=)!d{citV^o?IfpMN-1I@=U!a}=$hMpI z_B~(fp*eqOPR*BE{b8rzOMcz47uqDB4zMe)pz%wXoXzF;3z}22qMM!-wW>(Edh%E9 z(Xc&ru4hO+L;7N%IWiNII^ zsAorAvZGPYj@rP{mRam?YNTK1}Fpy?UYzKrS8 zH^y}B6*ztoQqO?S1)7mp(D=-Nyi3mZivhh$M3_;d-VZoD)hpO~c62V#^z3NggYqsX z+b?$1=N+9d6YvX~vvIGVoF#deo9!1%>U~G&&IV2jH!2PpYOHnp*bB(GEltAKKsSK_{B8Q;U7FxWZSSYGgf2UclT@GH3pH5oiV{N zWw#F%_ACF(OK^X}C|TqER&!RGaR#BDD2Bl zQ^siPDo7;F(a!QeWM09yF;0TSfi#PJDT-;81hYJk102h)AD)ZwS>QzKv{Ev{(Pp%s z2n+Q#z+u3d9oucjn&%6lp9+^@Au=2(Ugkk8uv-p}-Javj@<_k}|ISJPmjmS zStkA{0}#7<&8IA1(lbdO(KI`J5JxygA`uElZw-Q}garmTmI#MshcQiP17L41K!l4@ zFAb}NG#Wh1aYQ*hfYZUtFbN{CJqn(lZC{6DYl5#@Uh>8OG7*@Qvz+5hK8q84pW+Vr zld7aw%2EX~1``MEp08*qcbG0Dm_P6GDl3D>vIysK@C;l0e?l;aWHcYpe0Q0tGK59n zybV6`#_VYI0;si8dJ=o0>^YZf^nq|Lk`Vt<1o`B5eg=+X9xB)Xpe)J(*r*6`IvqR{ z3-d1^5oJf-HR!vYM7K^f{Im&C^AP9keeSz=Jgcxv_z}mv+ky9XetVEr=|mJX*j=V@ zQN@2Mph~zkBRi2-Pqwtvc!3n=e9?d~GpXjVOoA)`-d8d`03X1yQ*d@TF$;(nFbgk# zVIsG~V#gP)EOu10*d$yH^K3ZBArM`#*cXOObi!hPqxp<*{gpsIfs6~$2P`oOmN>Cd zF~^t#i^Lged7dB!@q6S4#8df>6=IPH#1Wu&X|Ps?#EdP@_-^wLaIKo7;Nw&a7JdmK~OEsoXs@+L#9<4gefu9LZom35E({r;X96T5($Xk45SsD{;EC-zJbEeW({vgb!yK`v9+{S$`N{;wgNJ+zY^PFXTXP4BzMMOo>H^0tB=N6k;L- zG5{ElaQq)!?ur5~%L742f-q|p0k@4ZuPmylJb)*TT6yA4%@e138pTlIc7~%a_+oS7 z#j!Z!Lm7l@AkhZBVlJ99V#z=yhGK}oz4{J6VstK=FFlnLfW6xC{Sd+d62^`DC#lw?(vW7OxJ=r^uMJd~BeY@UlS%jIw1;s8_CnM=wTBi0?s~0DHUCmVyB3 zyd==x(s)+=3VMQcPf`$;IceW)yn!{VK>I);UVuGblq`Zt?aZ07$O4&wc|HXdVQzx5I6G(}w&@$Kj@& zxm&}_F7zIEve&T);Jekj)g~(P7Acq}}z#V2X0!$ToHJbx}h-JwREONOO z;R;Cv^b*)cKu4xfTLKbGL;*jH^OsEZ=Iy(6Zy)O3c>3_Fp}_>dV>s^SKI%8p=HBre zc>vqd40dOBHQYn6+=2S@r3&DGfD0V@j^G3;$xBt^&tRZoH}g>eztvxAU3JSd`0)sy zU`rdA>>Pxb&?*#NNNx3n^kSp&(vN9=`PvWpCU0}yxX>?m`+kn($zl>?;gd*38(TXW z;(GW@_#DcF5aLK7Jl6p$E8^B$JmUdiSaUQ6AU{!g?L$LPlraNTAdlq~R$WNwQ zoFxO`rxl%doG-KBs}v3xT?*RtrsdzTAl9!kTo=8p8k@Myg`BvB~cmM#k z>?bZGQRQQ~U2h7NPC|jEEj<0Vmcv?JLgIqWE z$cXN~EVL6j294=is9K7svJlw}7?hFPQJy`^$Z;-NZQBBa)CVZX`^LB~#1x~bMv80$ z5;ziYsTc^#I=wd+wo-@aTZyv1y5TebwE!LE{W~@>*F+$*2q00UU0MOmPS&(s6M(JD zS9Y*!rZ+LnaIzOOd}J|!BIW(Nj-qyd4em^A3~bG*jHJk-mG+hF3YvLxG8$`Jp?b{| zdX3ZB#?98VGMe1%eg`+3=24}Nz{`HX_Z%@uXl?fpER6)Lj8!_x6E@`jJq@v+OCm>nG@JHZ8QmKb9rK4Fy#j7>QXoNazPzL^^lJFEG# z4M*uLU|wMIMF{GJ_7UnJB)foEebs`&e8q1evyXqnhJ>K$c6t>MiR1WAOM*4smR>&y z775VNNI&H0Cj2DZk?edLp^XJE4{c}^)yb+`%>{`YZ&cvyg{jRnw8uksq!%9BRZ2V3rnKx`E{H|QymU7&LiV&X1|3@ z(<&o+(?Q(*kG(Z2bLlv66{SHB^RSykZy$Nxv6r8&jC1^ytA!CTLIiG^eHUPM#(d($ z%nieaTPG-A?B6=^Kx$*d8q$5c7XOQaK(~chV1cx7n&ro72G(r z%nNq@g4y#A&G-8nhKZcwR&&{r3+z*6i<90<)2kaSCqAY`@i6xK;!oNDe4SVTCHt`kO>)M6Z zLpVLIi}ia-;=uRL=}H(I97rXPB;^ho*XeIIh8aaV2NaH2S+|*{I6{)*^Z<}6aiFss z=_M}p1^+Z@m20bFP{}b!&LEh!>eCW-I(+TEV9z@j;v93?;ZZ zbjdbYkxqBPI!TG{Y0%YH_I;qICP=>&>wtyP9N87ueO2!0Ccy^Q%!9e&a2_CHr&Pmfw zE4Y*-bNQmaf5$NlwZ&L8u9f{S=z84V{cb(v+q}F^LYr|%DlFL@I?V)zH(jWRhg1k3 zLt(r!D#f6wdfbufF{c0D7zG5&zg_iG2R;hU+XN*V+P|39f5EY)b}T|_6z|hKus3!kge@*G6Y_j z7~hRiCuTCsv4YD`3eb{Ihjsc+CpUYa5!#)*h;C{GHBO#g90mF~l2y}P1Q&kPEGZ(nm2!Tn%kr6t z+aHs136I!Rz76O9O9AVzjJrz5qj@EO;_K0yX7&#zHAht7g}Gj6Md@TO{KYYn-^&2I z@wmQ?f7lL;)z>bQuFSiUY(Qj=%UGNPy%gG zu-ZYwMm7NHz;9;rQeZmMvXLHaY3d81pVr#ZD<_prYdP_-Ylr#1vzWT_M&hij1__}K zn}e!4omN-?MeK*k16fOof72O09HT6no^(|f68)7?SQIN``Ean-)Dotw7F)*qvVVS! ztCr*uB{w|^dvsklUGg?xgi0f=>EIr*eofQ$AI340TGO-N@Y5T$%Ux`50=#Ms)Lc1% zn#eSLA5tMz7o_)cU-|B}rP0-_)jGi4XK_pLp!{4SkMHK2fImU0a}Gr0^p!GOCPx8<0CA0>T5p zFxy3QXXA}<+@!!GVhSvZ6s{bdNKx5kRZy97{uO&(8NhhWWuJzzz7@E)w*jUqQo6i$ zd;l1DC6uX1(%}elbD{7@?E|3Q-OI!FB8d!;&$*ueA$rKg9Vs4_$)wq&x=Kl)xm*8ZAx*E3Rq4? z!IJuq$c*<6Kb?ytMc8so;|qClz~~{>5m!z|0q^uvZtfvLh!1?8C%L7PpjwOhw4c}8 z;Jub{z=ep&Kq{1PgP(=23c>S3^VsCmrE*uw#VI$w&HwPy#{WUa*OYijj_eUREKv_= zFhmYiwdUt`(*@`!>-XxV9Y4s}svFwNX;QPEbTg!ibmwx;0V`xeBnC2Vvp!Niktm{- z)!V1JP~7LI6e%W<&-lm}}j8=;Zp1v$3SE<-1 z79vLVi!F32M$z&t#Vd!RCdEh?3ndjSazH2kkbO_6Lz_Hl&e7LxJ+Maxuz&wf^?h|9 z-}#P2KGu9or#i|Qyf!aI7TlfbKNYrfY7j2csK`LORa)Y6C@3t9&NTsHU6V5D<*4NZ zaJ}bwL4jrMf7#zcY)vA&+MWQ@O{D(>DKIv#rIA3?v;uWf3#MI&9mTiD%sT&o*KxQh z>RS#@_vC{=^vaW@0VFM{F$&*(gwL^I8amv|90_3g*S}oU-~SAh0v}HC(EpXgcjVy$ z`;z}f4p;i}U7l2Fra!^&8y{r(kKX}R+kgF!^DhGH;zIYV`lbo{-wGMyUuWZ9~+mcT@W5&IVB`2sYJSfU){Og4W{(YpcX(*iW)oILxf&TSe5Gq}|l!y@N!D19bN z@1}mCL%zz;&6cpk3}cWTpPzy3RrbDhF%9N7%a%^bSFI_yS8XY{o%91aRSNFMMte=i zFIuh_eCRGnZu2=zuG^7!>!G7dhsU^Q)?q%7t&KWmI;l7}aa$8Bbog4|IaunFqF9{D zJkUvlTk~=`!eh$o>-hSPfG4`4>Y`@F;iC0kXD?(!IbE_S@Gnwqy*!~<92jLfHV_8m zi{UiSOWj178GGIXGWQLs2>o7_Fs zbvSXws>czd&?3{x40Q`kn?gu#7i1K=MKt%VV#=tKCjk9fPN8H`SVG7P&h4<-q9#QH zqbmHvDMlWv%q9;F8gK~gpzGbO`hcf`nEH2yp{LKhSKNZzdd8gU;EXC|!Y8T`qt+CW z$W%okPpYqEdgQXp7cLkT4A7697U&$I)(y%qkcLiPgh^+CUG7d~{77EQMt-6teVbJQ zx(QrQyjab=M@bcsyZ;jf990+tlIsJwR)~T7o@{yIBerSEnP0JT5DLYoEjDs=fe!O=1!`6e?)EJAGG|js15si zJDKF+Rx?4QVTO4d_?70Hs>(=bURU)S8aJlmh`QfBYv7j+4ScYsg6p4LZqdZM=VLZC znN(>+ufR}3~YNXKe_vDG}=?GTOm&Gzeac2M)9I8jkZ1fu+C&< zv{b8c9$_=K1bjWSwpr!I)vvljk5$fB>Xn(~(bMb3=Dq_Gp|nye9{z-W7_BhvREKQ} zALtk)gEslqZ(MbCl$VRRK0-R*~(8L2WnRk8}aLBb5D01rPXgY^MWU z1v%t^^5pn&oHQUNhJ ztFa4mALBo?9l+MTd86q>i=I-Qn)$(rVRMBCTSy_bq8$dDSNSYwXvEb$6&Y1CS`wa@ zrJ#C7%^3YbB-BeJL4{OAEF_X`N zvrZaq4wxfP;Q)?;x1XjC6`|cXtq@DkGRKh<8>GavNzI6}+#XdSusJ0+VD-qRj3Ou;{KG#Li_oydDD6}8?+OIB&Y#r`-+O|*0Qqeu{*rLG%S^e@XrIMht#j| zgavuW?8o|BEMt9C`|`PyQUo?2ObOCFLL65lbn$UU8Bme{k~c zf5`Lh?)g9R?9f{B4tgK6Q{e+S6*@z+?)yCm-UINWI6U>BgN;9dfza8G-L_qdGWs2QXKV{E2*m$P>K>yHglwSoH3Jd=1v80x$Y*{~6 z#j}J1+MD0ECW&7=N#fWrYe8+KI^p%-o8^zCCS%-P@n&_S14lo$o88(U*nZ1>TbwR$ zlQ4Rk(PWZuU))DlrP^_yJSR3YTAwX^`BQ8@99@iTLAL$X%h^fo`~PYi@qSt;;gAT% zn?OZjf(>*f4b6B(FeV3qk$~|-SrjN=dt~i6C3M_Thd;&DiKoOE!NU51+im1!rQpws zyfBC>Fa|)Y5CyrS7MQSgN)&Rh_9QPHfP6>a0|g=`IhSUK0Wkk(_G*tWfP0{tS^Ys2-a0X9hhq{xVA6ECSCMCHu&Nha#E_^l%M=UkjNESSol}h6Uv> zdIj)h56$^Ag&rDz8K!S83(pwlA)}spzT_h`XTu44X#C}pzI6=y+OIqI!br2z0e00x zvlAM>1nt?dBEO(HHDkQ#8DkqbjUWys)2zpF0%uyOU#7QT+{!O#dfxd3Kyzx|>06IV z&v@s$uhP_RdIjXQSJ3#yB>f_%vtdhqL33&*dDk<^HgIqXnJqpOoo##FCr>~APRwMM;gpcD3`VL95}e&Pz$wPT zJbV^`lCw-sWfW#5j_ec#4$*^;%PL;cwCb`5qbK^?yvj=Y3%2xwWwM|Q6Z{J2C5J&I ziV|yODFY*)26T{b58P{M3H}MI{FIgO4>=>Us~0Fl6v8tyo90DI*aJl7Rf&VS(<5y8;~eN4aWx~Fo=au2 ziWr4J7&*?CE;87J2mtM~iq2)qyN>3$jBpM-+&lQKTI5f#pqU@OaVBz#8(YD1B7CA1 z;dgKVM?!AIcZlArhoFZ^^CC6y2J{;$l}9qfspw|&0|fe}oD;cXjxTc?xB{v^O8Q6* z+*49Gdb&ztK>Cy~#az&Brb|H=O%$r;SwJc|@FIb*YvZ z)UqMtRslmZ)3^)qu*a;sP9y}PKP*JBfW6D8O2Q&p0p?Sg$gl{O60nG5VVJ8v3c$g$ zEbhqG4@f4d179iP5BM)YKQXofq!M8DZSbz9yLIkeBG;A~@b4l5 zz>rM?>jn;ufWx1_7X{l(rbn!N@_c#ro1k!DT-@tR4ixKAm zz!IWpU_gy~s)5l|yKtt>PH@^R-taiDCJ8($r_3MVJSs&;5U3{!*M?XDeD#0+*Z;=j zHfsQT$d1C#B>cWc3>+Vx#vJzpe@)SYDYMUO1vQW3V|p1YC*Ia?7HZTeXg3oP6D|qo^$|m;ylzyuDjKgjdV5PN= zndYeBmm*9+fdRITIz^D7LX`x#p7)!y+?$Z8cQ%zERLUi)SAgae(LK%c82^D^^ZsDB zOVlaOV2hf5i6#T4?x@fs!#9*o_*xclwc#ZJzyP+*K!2trSs*BJ=fKi{5`Z3NIqQ`R z5R%Bz=fEvybK>JbIpLv#=d-j7tz>RdFb!8`ozGPwFRT)|w^n!4rq$hy9E)EM&>Sk< z;&9xF(cc)-d92fZD1$Mah-2%AagM5)qvZv(Ytpz3jC_F#G(teLPs&w8LCdFW;vZII zE$%mFHza^cQnP~QzV)N5Wq=-pHd6$*nVbk(VM4_Vq?sTdY)A!_j&{s9b@tmDyCGJC z6szHAU$kBwa=^U!F>ep)Ut#d|SgV}qbD`NYK|wA8tK*W&UZ4-f?WGv zbRJBa$8stGdnIWd21#0QC@@VB&BV0!M$yg18j9TSMy=>`ocqd|jXk{TLeRf3eY+Ec zeYavynM{SYWJ1t|*CaoA%t&`+zec45{mR&c0u)1Xg=pW7Ao&X$3Fy$!)2$7vFo=sv z#$-Fc4ITxrGZPtQh!#~M$mj~(!=_t}j}=^_N#6yDROJC;{bsy|$sri+rRwGa5+Z{~ ze8I8s_yNvG*RYo11Qt}Fz$?!4{g9K%lr9o6F#6_G2FHs#gQFVqo(SLuH0{d<+nz17G5Jn0aY_xQ{(Q$$VJ6Wi zpB5Bln#;xKg0b^Gv5w?8`zGm&e8W8l#(wx5$^>b$X8TA%U-luf-&RP{MDQ5)msaCe ziFCQf$J7w1FdOF6p~c1!urcJT)ggmZ!Qb)ChE@D*>EK6t^Dzw@zKF|w{UWOMSlYD6 z(?ev*tFjQ}(T$Uf@}x>L!ydP=Z_D!7aYMH62A_8J_cr(*#rGOtW|ll5ejRGwi$Zoe zm+){M#;tY~Mt*;kRfWy_En+^MzO>@ajO8Y)Tj(Gw*#j*$p%n$US#Bp7v%c>-jBB zrgF7I&DC1@{_5_*OvLDTIuHJ6b_z%AWbLhT)J<)Q;L&etMuPx2dnEW9Qh+hxW2x#W za#>axC4QiO#riNSIH)$$Bl_(~jez6=)g;1cA*L9lHj%?^P`wR)%B=g7X?1;BYeEsV zD^b$#NdXI=`L6{~?fZ8ez-!VZ6TjksEG>|RPppKyz9Jjcea$PZCHKTg^vPZlot15c zH{<=gj->ftgS+7CU4h%Lx1PQy=b~}86{^=fpU*#=ZCqQ3jB+oqYIIC#EMlx+`>YOJE%2;68U|=y^2DjyW z5MZ}_jy;X84-VPfw1;dQr~aalsen@-hRd)32CP&U1o5kWOYmUcax{;Qo36P|96%OU zTwwScQ{pfalg)KhbsExu>^Gp6X&zNtRN7NRfk!G0CE@_JU1Q%LW2lNvLC5JV5@Pt9n`N^jYvs*a=BJzS`Er&g9;`{={NN=2If)|$oJ*MSeKI?OFM=eGIA0N9=Lqfo z7oj!$a^r+wjB=;2^l<2Oh#cN_aU%|?bnMnQ%|?vPEgUp?(H-%kG5!C>a-{qEX+x-> z2Es}v-^kSz!TB{5LH2 z$Vd8Yx5jK4X;b*(~|&x9@nC^r5{k|LuA(vw8WQ+@v{PdYKIuIDT%ZF!tI72iR}Q zUFTe&PV;h9Nz!VqCQ7t~k4IseSJQ-Up?2~pkxcp8lM{}~J&I7zMg13EIfrjRO^qdH zj++`CmFFdE2<-0DsqH}Sc@$LzC4r=vm4r$oJ5AV|hoLtjZ7u9AL`S&X|J42~x}f!& zW9tZAhE9=DS*#FRq$a$DxD2Tj=G0KDHn$%*Rh~#n*Pn(c1C@>YmW7~P`6Zmrz}B>c z7-A%Mlfp`{MDxp7m`u#jIL~bU%tf8S@gDXKM+-{NSC5>bYU_vK=bXK$+yq_3k+A$& zOAAcr)jqCBXQSB@qU=|GfR(JssO2H4ku`%PvT+E@9uF&)0Bv0bq?6wFzw@n03b#&Z z`kHjVH8W?yaIY?FaN%*PnANM=kM+qA3T0c3eoeV*u~S(Y!3WTzze0a$Md zG62V|Qc?~r#XjMe@&LBo8r8dXqIy$Ig&2|*+=*x6g=Sn`xv55XO)S!FfG4=Hk?MhX z&&(U02l9hFC+K1wba<4vhu1;A>u73}U=Dv2RPdkot9ad`n2peVJ0IY4ji zvy3UDTf6t{FQh&UVEQqfE~%tDU5D|Sx}uA2khNut5LF0)e%HD7&T5~4Dc5BI1xOb<+-upK+LBwh z9v9N7b#6E(FWhW9{%GpNeCp~qP4zk|+VGlL=#2GLGfn2#jt^`irsODrOEoREpATO< z2qt7o(YHv?VmcL3scZ-qL8F_nSS0cgYHO|Hzq{BSFW8$4k3S<|aMVOGxbq(8|X;((fsjVuGyZoNV-k zlnF8>7Nt>~1I`v;m8D96p+5o9mrDWMHj>XEp8gwJ?>r@FilWF1dkvN{i9v7zf^20p zDArF70OXWegy_Jm6G(JbhWs!2xTAR{|5NFVOIyJ~Z=0he(BT_W)Qu;cs?nz>%588w8{-@C)cAxR0&;r$A) zI9(i%^rNjcGd7;KmizPi5$C3#uI(3nk81|V`GO^VI=dyH_Ku*Uo)dDQf22FJbtvhN+z;3`%d}kz~oPvHw)G!fP z?;&B+J z=-k8L=dhTOJWud1#fJ8I?JA#mhKf9aQYo#}>$EA0p^bQ@vA3PFCDL4Ltu;+WjO`?_ zOqH|>e2ZDHsqWU%M$w=J{}A&dGT7idfbZ!*%qIzK>eg?EIUU{bK$lDNnd?d! z%qB{05l-y@LPxtO@LJZ_OFMfuC;?Z=3kebhuMN^oX&vV9AZaER@B`~|Zd>z1Zg1Ah z(B!iimPlaH-um9*o<6a2)~u9mFqHQc8U>w^cmu$-M1VCBD3i8ygqwm0QACUwusKs3uB)N{J0! z^vTjmQuM}U)l+S7V)2HdLqFx>V<|)eCiFp79jp=T8#Cj;;j};v{4ftnYtqxLlk}9< zbkYTPbI9O0OV5FUmTbE{y9X);NhBvQLjKx_+3Og{R8c8a`L+2V)Q4or-;yoe(O~*LDHU+ z)A)dQzhWjxf+CtS!X|n0*%gd!`5-z(9wKe9MpiR{I_%vj=s?#SK0w}vd6-PK`+>>M zq^Hp%S?)MEC^5W>BEhW?*9%2-dc)eH=7-arLD17GZ3y#&=8w3e59`Tkduqn>T$R!d zrfqmE8a(+0w*~N5)6lcFjV!rU>u5sf@H*Ejy6`)ch=*NEk61P2G+?xW5owPnUJSTTj_^zPoE_PjT0l z`EhySR=MP}YHukzIwVqs3-9l&zjK`R6iXT!u{ONh7raA4J@2RvFs&;z|4gZ5)RXPx zRL=dmI-}@EiH&ON7HHHREh=)QCSXqtC^uFu^8)MC0E0l>n9MxSi;_P*`T2av^X~5Z zhq;9NOOD)hMR4hTqBvToO=Hq9q{+#K5{wfOl3-~+Dn4r2Z_=l>zfs9LZPo;xYyH}8 zc0fJ7b+wX7ZnWQWB|2w#lW3oSsW+oyas{N2Ax(yLf{WFIF#uuRJP?)jDq4zkPRK+X_P0l8Iu1<)txXNZC&xCN{ zd0irk4g(1j^LV0-g~)ee`WYh?lm<*4pfR&L4repcvpJ{tvsBQo?5_{ld~O&}H_@Gb zKRred{?Kbpk_K?Jh(2lf?jwATiO}#KJi_I-%fJ5R`r_iEe&T0PY~b@LZt7n-d`(rX zNvQutx%u?vJ8GDxKf&)CA7uHD-@)11fBld1FGl~x_`;l(3;o{;8RK7P@F%RuAl}>? zy{qx@=+63No1b6a-E8~(^8Utsr+Jl`scB(AeGGecF{EXoow?sQ4;_0d=+8U6W8W-4 zYe?f~K=iBAVCp-}LGlW^#|#Ir?d(x;I>1`I;~J=MmZu$mz1@d)x)b}lWg_k=jwkkO z8u#}&<+GFutX-Gr2Z7^Rc^7Uq6g?rhakfn#?Fr6Pf_qnSBc2C}-ug>cms`!8o~+ER z^Ng%e$Hi9iZG9U(p{%Q|4#S?ZJf*Bdy4`s~Vb{J<*riwCTzW=fyA!IsqNVmCzBDF=)wW)pp=Ts^;~9zlOC*v;iG2tYzX@yH6V^Eq);aR7OW#QB+ADBwJtMJA z4eST+H8AfS^gW5S!Sfw0+_(is*7o41|yz|NT zWc8&fT;4h9{X*%zXC!ux3YT|&d%sZX8;O0NRM`L0V}kO|P45>1M;D$^)EUafv3GuY zzfkHOjXjn{{zSdney-ZG`d@{x3`noC=`&kQA0Yn0z@A>Y=9agGS zT)LTv*_J`m_Nve7F{nz@V$jT7S?0DSn8E`4pwUr;3i{j`E?b^44LO^0-E}2)vwBVU z>))LJE>#fc)dWY`U~ft6RB47U(V(`v;U_iqs<5@1kW@Km=8WSQ$gBz35e6>7q26qc z9diyhb?5vx&+RLj@p)41?bZW(^LYc|?phoF-Z_nb6_#fV59|DU2(`aZ^VA8!H|Fv> zq>os7%JO9}=Wd8N_x6dJO_n$jfajbiIgN*y=7RgZNrfZec!2#s-4P8n)@iDPGacf_ zbcus^;2mnr8^h@k%{FwVRpMql=(QjE5e?aYXv2Pu~ij!cK&{GGwnQvP+{8zmQ z*n=U?dD>ToEh5`?fLk@)3UM0L%J%l==KkA;0LW7Jy5t|2(PJ`;!UazM!11qjb6^7s z9p?Iww)OMu{&WaoX3xNCl8T8h#R zjNP4LBZ>iz(#FnM=9uc9!^^qgiv0{*6o;g`&}g*0Qf59Ljj<~8V#RII9c0WZnZyIT zNRsEo?cfdoc~mSV5^iFox31!(`Cn*J9ewU4k|QQNM<||7)fo$ z8Y^9G+lv_|1Jk!r$v=WCVLQ0DhgzqkQP>(99InQ=9O+ zdmIypNirsSqq5+d; zMu$65*{*}Pqya%VLFPEV0QSXgo5aKji2;kqE9mn!W#mr>3H ziRGCzL%(nBbbIe~x)od>)R8l8XYo<@o{8JdTbs#r0GBq}KMI_g9XRrZc{WC1ref zqN2T+RNl?KT5SybA_q_*&^H!anT4KW?Rl-TQsOLDu>8UW2z`{j3sE4IknV)kB(PUv zJ#s2r^Gy>mB|@`PJ5GJW%U$2^67M3m&;!|LhN$1uP*j|W%$Im{u|Mk9;~h=ZJChbB zHk+{vtheS$b}s!!j>@Dj5DkDwGDOJ*CibBIbQuLG8C;X&zlHf3fL+!*R|3VgGXE*eE%MA@9u#Hh}&G4Mz4xs8C zCg__7WBGsm{c9bx?ai!=*l^PStFY_3p9Ccm^@{O5_Ah{l>~{vj(Dc1O_{$9 ze$vLBi7@dbtIz~z+^NfsNUI7xaUC89B%->7HU^l53Ebxl7%afG8o0X6hA3T^khq?e zkt7wzJEY>P`jaWXM}B0qejTf{Y1rbo7$l_Yz3iY+7@7sK@ zmlxM99=E;6Qjb5!<#x0QN)*FVOv)(=XX~qCk7$ZMf8ZHO6*K=AvIs=F0G=bs?QN7f z`z0%W1N|>}6FKFOhsAI(iK7QnPyl_drWY^%K)W+IIKy6GP%jhl2gXvq16!@0Y+f+z zU>lGDPALJT4-@duVX;D}Vvu{JYywOoo#e6PF7)KDXBVM8b?wX3ZWmNntXEI6piY&j1m@}q;SflB1N@!CpyUt0``eAyA;tp zlmDp>8DDjIan%eZPP>XBPLD;ZG|L(NY;~rLGS1%w5G67U5y249r5IQCuzfMh^d0=VPZ2F#c&{uxssy5ro?-Ey95B=NKZnLTNZH&r5e z=4f+`YtXik>nc=ol@L$VgW5FIhQG%68`GCs+94NtficA9WCixt+AyjOj9}D_hguBk zV5+sml$cgLTNYo1zh*Il*)n*WDv4L5U@8EHI}KA}2>3H> zmc<*nCgJ#^yh>u`;J_!6d`EH^Fq{uJbnN z^>6kx|C9Vaheo>Y+ag_;7fz&0i73zFA^Njc!)0D{GB5p+U-C$yBo zY@rZq5*U3BWoIJONr2bH3?bz^_Q+It6%)GdLsq^xpEqHc$F=~v@ zF5vivl-Ab?W%3I+`{)!L>VBK4<0g4Ec@9e*&1;MeLb3Tw=V%gvk`tE2_oCslg{`86 zvp=fZ2eP_hDJ6y^tA??72Cc3OY#~qlh2-ITddD%nJ(pV$Ws;~+Bbv=I4p_0Vhl~{V zMgc|^;ElMI)+@9msyLR;A|Bq5@#SS-Zh@FZZ$c@uSf>?}ZvwS6Im;;i2v()esw+Yq z$rYL;5708mAC;1_uBkx3&rvM)Cx^B$*X70KnkuY@#-!+i8b~Ro$k4y^TaGSPIL1A? z-9j4^ka;-UIu;9bJ%MsZR#KQwDmB;H<~oli0IMWikPSr{SZjGT7`Nu+nV56>XfPPU z9?)DbeeB5~sba+sjMi&-B>p*bb z3$^g!&{eT0fY$eRf)O3+GPeChixEX@2$8N7kEF)ENPc>4T5*`5ER-pJpJB}F-jWE51u5A zDcs>cqoduC&}dp<8r5u9Ug9=(-X1o*-!=le6IR}jfTr#2nj?B`cJ?IBU02YK2+<`@oX~d_+8%7$i=!HVpJ=S(&ZOa7aQ)8~< z0nD$Dz7O@pWlu~FXSQ;y+w0FUUitFYxXznnlrJvsw|#zheX;fN+l#HA?|A(7>T27^ z96cMqJoE}060s53 zFEX1Aw6TRL+W#!%O!_5s{Temo7g6~Ijb9|*L(@akLvu7}POX0UW(#?ye)t8=4>`93 zrOa%vAoEMx@N3SsU(lQlXY8Trq3NOdva}7~Je{6t8-7WOUql(Ey{6Ga^F`>+XTzg= zXnJVQADUBZ8otFaJ<~M&k`$jXZ|?+9`ZY_~FKGOtC%^RQv*Fo2G(9xu56!7H58twt zzV?e7`X#sgqH4d+#;7VYX&8RVtv+qzaA@wmf~MCz&IOu2#M49bMMHCH&7-wR$SE`rzj(7> za?3BO_DjPUU3dkKUu5i;Q178>A!Dzg@r&W~(43`;F}mn=j5Cs4e%8PGmEAJ(i%t7Q z&wdHi9-7_I^xl;onlDY+81>4=8A&d`=-M+S!!P#i7ajX0NPB3`Mak&d-xmPQ$(4+8 zuVkE&F>KYQ=GOB9F<9 z7(}R8;7@otk*OL1K#0Rg(_jO5Jgy9^2LFoYs+>lmh((TXO;mgoeVi&2jWv!s=4XRw zJ{2W^1OSuH4$O*vQRTKJX@E5=NlmN%8tG>;+4^f zDS-$#G93_(uX8;IgaVq}N)fY!w|J^mETeIuGa{@ZpHNza0-a5H6#W5Xq*4@lB$7m- zmnhQu%~fNHGMcK%6y6|E%pejbGE+Uz9Tz#wME}h3X{^&K%W)X|@q-(`6u?2Ybv$m;nCc6DN@3j5T4rE_VCW|kSqFau^4ye2=-Bz!Gsaz|x)>wo|Ie~cX;- z%~Aw`rz?2s^LZ!%>%o`v+h>gBo1hKM{py+U001DO@W~ZIP>}*MxnIUpt zKGfr(r^FBzHsmd}MJeY*xRn*ZcpmtfX5N+f`@?U*xnACYo9Vpm3l9?2A?~`=pOxZX z+_5&!FlpQ(u7gz`MXyCX4a76QL;`taO*lr<7=+n;s^Dd>76M6o6ulwq&y;B94QfaV ziQ}IYi5-SiJJ@e=DvYUjI0KBDBA0VJuw@n)7vuzgz5~3!@Fq;U2-d-Rrh5^9QVlq) z_1!JxdkuiRU&vVslY_}>t=wF*2%yz>vERT_LZn820j<^+FK3elaEO0vaL{*8~GhU6vxgjtUL$ z(XN2qbf3H4s{4^M14e6^0c@%p+(@skwqyqUBYGD7VBP6Lk5#N>9xtMi&MV`7xJ7}U zV8&9d6{`Eh(0yR1P0*cp3c8CGf^Mwi$_&r9F6Q3gJiD}!P?_Pb$Nk8m7g{Ph=%Oh# z`1vZ4x4x#iSRz39+hr$lo(9Bm3F{$8fVL8DTRIJ}JKaOJg_ETSfD3c6rcb1a3pD}_ z!bU>{uXzol@?4ZQfF@E_KR-sV3K8oZRL{#)>m*fZw-nJQl_t@z99A2FMFJz2;E{o6 zElL_2y>x5ekO5?;o}tFrfr0i%V50*Ta~r4_^Qnx$2)5=Jm{+1)3Q-6)=gR1^oDL%F ztvaCRcr>TW(rjbTr(NuMdR((7hAh$dA}VZyH{aNp=&vh|#%?Q|=*@Gs7fLZ>14RI5 z$XPT;Q7|h|T)2QOsdgJYHZmRCplk7wtzj*+q;b_1-REHAf`?+}i?V zBgjQ|hc=|?V)wELr=dv5MBT_dln4}|VSM4&1T@?A3N+QZ9qulS$PS+eS+uZVg^%+s?;c9=l}TIasB%*Ad2DP7^T_o8h)cZ zE|{tO7nx)9;}vNn`viY)JjnIWFF^tNzy2NkMPMBtpB_7;g|Pors09CW0{_B@4By%F zO9x{6^CyjOU9FTK6tw|LH=epID(Sy+FYUZI*pro``7N}4@^zIPUtPIujgRO`n~w8R zPv(0*k=F&>9^mOHaojhmz|ZIvsyZrV_l>HvqF<=$D2?AYs`_@ZO2?sweWR*xec(H~ zlHCic92EDm&ep*!m`}VNv{(N?=iq-^dpc0?V90kwC+>0@UUVA$b@tTO|17%<@W|#~ z^C}y0)@;eukbhR-8`_K*epMF?t?$cslzX0bmV2HCetzZ}(`_TX*VXlITcJIlxF6K9 zAjEQzoh;|dmxghc8y=cU*=M$!Geps~i_9kQEWTBIqAe7j7+fA6y7$R`-r zJ*Lcg5@8F+ofQd$F%O-m3xZ~O5ypnD%6ezCOJV~?3)|G;^fxTZ8okch5j%&Y(; z#~2LEY>ftH2e2G^G*oV(gMNwa8kYshasT{Oz>* zqYNDTtjh31*ILV4E+tyU@5>e=IiYvJ0 z(&H5NVzR)OvF;dFG?sKO<(AG)s>0PWxf+MNH)9*qcGk|F2DNjrYzm-nk!S4;JrkLL zYQc8W82A;qt177g0fX6_h)q;;ZmdB>dFM=gCRPonI6aT1m~LL5gq>AEr$JTFRI14o zaJ)?-{_N-I4H>NwCTd%x-Tq?fV-#7w#%1D{34GR;I8--WPYalz$mXdK*u_R9H(&~& z{Icc_h4!11XCjebWBDwXCN;SrIP3RkrQ+-DGQt1trsxe1@K$!BvQ%tWpIBFana0ai z22`{$B@-c(xHJs>bkd9)puXd}YkqHi8g`bDorWc3)u>G6_6Yca#_s|3))24ORi#X% zuF$i=A{=rxP)y&*VkFWi)}VZInQu^6e%f6!6_nkSbCqv(Lw)24dO#4~PAun49aN~@ zJiuR~rOCl7E!}}CZ(U;%)iO!fj+iZ-vBSqKZUHnIYjkKG6e_oK+VnJ5d}mG|KU!uY z6^d)cf`X28KHkLv8jYtSWU3~L4wE@NyYmt%kHw7Y3Q()if>HKR;Sp5;G|^u!;VP~Q zvLJ1RL3q}0gYf7*9#vyAHdDr^RDLZ8tIzW7XK^M5#+o913bEMM;((sCxoVynReL&j z2&+W492d*E>u-RTF_>jei;T8M%k|aKav5Lv+j3fRxy12{}~`Ro$v}_Yb9msvlr-*!3+#4(IykI%XE0wHtxVCHBM zol@E0txqwx(D?M$p-%Yrgi=zuE;3P1Py61FgXbO^5Qve+8rkEB&+3L{S!=V|S!WjM z?4<1+Ls2*0+wNh8?hb$3$}V9;$dC_g(e8P)s;JPPXlqoznW+XuZdAH^))~(}yH)vJ zA1Yb9`1|xLPL=Ge{`-}Wgt? z*j2ZW)$EFze=MK%LGR3^wLDV!7jie|;Js(CJUrb)7Cp&I!cIig7NwVQ6kgv>O;bAlYB!+6%BJ~D*jE@%l};|FpsVfQ_M}<5qHWjPMtBiXEzwrItp)QGBcxMig6S z5T?n_Ty<`Mh)=KHN+e3^p&=@r^u#HyoIcmMdR`gPISFR1ME z_Tz1R!C3(sq*q7-#oFgRS?K()1D9&b)KKfB~yX~NlbK8n4Uy&J4Wqi#i3RGUo0;^;43CAipOu@BP zZJn}|u~l;kCg-s=&TK|)=WHzijlF&py|Xg+?5rj7igjQqLbP`1b;I}*$2@-b)3mN- z8!;$j1FPedyA%`@6X$>`FwOw69gE5UvS-tUp{6utA*f-w4Y9fqm5a0@Rb(cM35FV% zV_et?xwM5AuHMmQunZ--h|!iGaU3<|uhp$BciwJu2JBO#!(1a^1-5&*q3T{(frzMa zkePyYQb+ZMse(OX0Hx9#MLsp@Gx~EWsH|5MnJz5$UR-e*jEPRpTnD*VSd3d>-p`di zufG>M3x3bSg5Q)9wIUsgG3Kz!#a4=b-7L`yJIk(i0xg`dP5reT%g$Fvjoma$y6TbrM-5$*S^o+l|CdLZ$FD6HLzqp}50*K@(;m)+mvqt;40Qf_i&u zyPzPPjA^qIDm`AGmpUtt&n|Ao^zjhgR=QHzfc_^Oe`k`kq>gNNojWw3-LNVVgoY}D z06*b^Q(i25MGTr3N8p34<8*=l0W<}!@`Z3*Bw%a0=(k&4V>oTZ!>`fFW)WdnJF4YajY}g zZ5C4*n>lf+ODfySb=mrAFeB&jMiO&{WuX@`sbz+T5QkoWA9dDlpIx@tC){#w%ht(z zJIStg)Jr*0d2U5=-QzIqTrKjPIv)Y{(MXLP9#+{V1F~hf7>3R|!e+D$<4P>N#KdzX z=19p3tX1HZap4Xy@R{&@MUD7HON}^8KIfiqz;WC>8M#Y-t`e@+sR}`9)H$6X83Wfw zkAk|N$DDFboScSNFYPHbs@x2ZpVS*R)vk>gkPWlf_AtpK*u3_15uQ5oW$R+;J<=a!B0dP=f*&(dT$hF4#1^{`4hCA#?ccTnAH z?aCE3bbVtd*`e z)1bPcx`o>% z*u?yZCg#>w%0~6T$Bg#B>T8v5kFfS80j#<6)QU3%ZKAug4F5bRUX_1VYDULtwj;J*yYY8r z^J4tP@M_&r%G%cTtHs+;eFJQlr18J<{RbQv_pz=CdE!6bxsJTb_&-#7llrrD9NRlMo&;aroo4G^|D!gR{jvjPVgv4fjF}G7SaG3^8QHtIPLHFJPU-I0=pG^4 ztR&xiI_}e(H9rQ9!kKo7F|)WFFuYiLo8BN|Hbif-w!05 z`#Y@~k55kgvBc){=a(04&!1nMwmp94Q_+pbPoJK*K0axE>|uE_e`seT`qz*CeNcz< z5_5jNg03UlyFZ|scfa=vwD4Bm{sFe~s*OFu)z4cZz>n3jJ*s>MF`vx$Tl?9!OCo;g zxFuo_;Jl+I%6L#WT}1CiS)d*C9uL&6x(aW9u=Wdc{etGCU(oby(+&G8pZaz)OV8xf z>oh4;8Be1?<@5@`exa-5UY+kAH+>UIJ-#lgZ+9T|Oem3k^iub%i$K3{blxjy`h}am z>HHo`qP|@*)-y@8NiV~LRl?A8T&UNty?2mIeU?mpyV385e(kajm;1YyKppo~_G^zF zT#r8ARC{@lKwaRpgtpxoh+e_jFRXQ34117G2ideX8y#fR!8-afXrA>7ntn;3zJ)_N zqI~<7K+k%Hs-8)pL*!_4XrA{9nuBC|ppxl%&rtP4zj8GP+h{d3C&#@4r(YtdZxPv! zM8m#C(8+PnaMd#z^iX0){leNoIvu3bz3|aV&v4Z<>GbQu;2n^3?!3yPN4{0$<6eQ; zFQlFHt3LbUH|RqXKzl75v=5&xv2ideI+0?sI?|vPxS~i@X9}K5;VgY+4(%)85sA z_e(bU_LIK~Q?_15ci40XiFA-iOQ1O@?q!{a!M^#yEYsmXe2Yojg=g-@j<(;D@9m~al{&=Hgo(%8`BK+$oyzDx9mnPA>T-rOk zVTk!u!G9&_d`;dT2v`*j+Q|dY2r;ZeHH|Oy#VlJDg8_BhKc;+pF>MJ0d&ER$s^@uR?+b6<8xzHJiIdx?_U5Um#9O4+-%l5va{02RF|BWC z@B)_M**3`BeZ$LEDE)C6Z-j3X!T-RP!t2KfCR%hYs7vGu5O74i2KkAmDErE3p{vO> zy6^&yZU^HzL~691Xg;+PmxU#f5-%|28I}1vyqtPQ384{%qz?@c$4_Aa(;y<;H|_A* z=?cqntc9`)evzMNDE&n+8S`@?S&G9$eh1`C2+(}$`P}UG(EpG&D#=00^qxGs1<&IcJ%lZ=KvQwfwU6Lqfh@v(h>haKH zc?bXvnKQR2YMdCgTjCdQuJ9f5`?ChU?pb2HjdalVcNz+`1|mE3kr#J%KeBSnFr0i_ zK!r?gN^f{f_PTBeLc!BekMM7f+d7dfzoHy8p4F05}5omy)hc3qc6e6Iw2;cb(2 z5y(mw^A>@GBJdE%4H#G{kvoigVRDO%o{y1cg`A}@H;NYP(~wJJDcHfq4pXEtTgZzz z=QnCEDv;r8i>#-eBJ0_b$U-p*0%s^VEi$~^nuxM9MK%GmE0N?bi$~Y6Har|KcG>mT zXp(*q0j-c66)*_>?uSDb1G*L7x+vsW76uKfmD3zWZ)+=huwvj$Cu*$ls!n8LBTE{A z&7&Ls&jNVy)fE9PmN?C;KIByzArsdG0y?cFUgcY8c#n7&SpGh@=9gVK%cinHet&iK zwbsarcmEMRi+-^FV{pai2(S2bKincfPcUPt)(X{qV(31w(3icXUc7dB! zBmpsu21F{833|HVC#!5!k>vN0QP2^HEe?N))a#5L*iI#yY@yXoW)oWNZA)A-Yi$g* zej(B`eh(eh&7!fN8g^SOi;`l;mh)XGsW$BDfYfUEZik+3-6y+w^r^qLYlw)o4A+2g z#F;d-uF}LA{Utx&EVg}d(kWUlmSWrR)>bkj6xv>KciOf*VDI(}m<<~#4;#Mb=r)S{ zi5iztHM3Ff+C|d~;A$MyZ87GDfYM{I=?jC^4=t31r{;U zjj%atIQAmQJr%g@CCtF%49CUKtiwS{LV+2B(IHaLYs>!S+<8;foVAOZQ7RI-ZBg?Q zC)tO&Pv~YmQqBdF*nsK?F%ZqAKn0+z0V=auxd3A`Pgw8=yv}@EWUP|OBFJPar5gg7 z!*EW#R2dtXb}nUeA83_%H?MSL#?Vvh3{tTA==F~{z8#q)1Gy>AKpoqJ{H!Wwv=6~z zzL7<&GsP(qWlE7_G7wlpWm%PDqy-kA>)ac;mM!s>M8MNsY^*;xk6a@@QAW&WpcG7` z#)u3=tEQwBp#B2%s|2Aq7YmN>IYoUE!AdJYE&MmWeiXeeIlR{#(8YO(Tvk`Jj2*b2 z;e$+pHB6yH2I^6+9m5pz&q@_Cc}xPxf3hQ75&xBi$PIBGiU>~8d$x5kuMnpruytgC zUr_YP%UISv0lQ6gngr`+Cbgf^bNdDI7W)k_6|>t3d|VYvA?O4FOsc|8OL;rW*ZI9v zqA0zM@d3OHJdWQX3*f5YWk6Q}A_qJ=!=47Ai1SRSQ7xH$I5608w{U`npcLa0WBwKx z(z;?imT}1;fl`f0UQu8XHYjgWFCd7AfD>7LyS*uefo;#_G`D80`Ngwah~ASSBGF?R zU5-QnKt(-q$aWOFSo#PsHG+j*^V}nig&f*S5D%ool(2RMZ7RRrtZUYeZB~BxJB>|q ztseoo=q%T|IB!=+rOvjljXuI0J5)x#cn0fc*gFLOqfnU!;R4KKy|y;Mk9SA&q4#F_(gS2;`N6Cu$fN>tGoxs(a-fl-hGjakkqS>tpE68tUi+f+L%WQo2t0-aRw+dBp!km;P1b|GU4Y=iy-2NE#G<@KRs zEo(FQ53NkLBLjOa3Ffe%!pqbI{wVZ65RilNHJr?+zN@a@S_^ukyd(N9lX+Km{2nsj{Q!s&@Q=wT4kx@zjxlN9Tno=my%I`CQl7*|{xP8vP@5!F1)y z)x5dfs92+d0bh;gWhUTnjC|^LM4~ZcO`C8xiG!soPj4lxQ4T{ctW^*kpsLN=ABnh6 zmx+tj*k?5(;X5E_hRd&9G-VRL_Pph_r*%Q&Qc+-K0tvFzQsZ`Q;2kA_Z6cwwNaNyJ zOX4k~BVk+3xve~Pwk@H6=K+`1K~jjhH}O=S19RC=kRU7}K{(9xoJu6nI0WT~4p-p( zkZ2*Jg-F^~<5|0dTubPk`4yv4v4u*4Q3aP<6zwIXwPjS7*L&3wy~BOKsF|)&e2Nj7 zrj@<8M+wlzj-5IB=Xd0RhbLR*%6(*l$K?6n&V5ExP$BRh1!RmWr3q-0p+gIrCqo|L z6oU$)4nFA+j%Tx??c{}cfsfub?&Ox7D=+IwhcHH z`JO|*?DL7#aP(=aHc+I?)h!K9z6_2~i2_U#4DJ|qd$+>MI7i@G?>f=2KQ19M5{kE! z&$JeSk?Gh4bq04B&J>mxV9{XMIo26?7+99GHg8>aR!3b1T2Yu7<_DoL1OsZe70z-q zL?2*=Udl-C+V9q@+7G|OLRAU8^$l@*XTi>8P#-dqfc7EGEaT}mc>N`gkEbzU{O?DC z0zSpHtISdvXu~b>)|&jZKI3#|`!CNz#+g(qMPpLs@?sy*lBjjM&!?h zb<{Ss^-9Ka#zsFN?>*S-SW^OjnrpR5LGNW}I_vU0#5WzYLxh8)Y%pK49elfKFj+&> z^in}R{hkyQYJe(5{@R*~ilvQ;FP}lFqn0kf9t0&KOtGh58$i44Y@Ki!l$YWQX!eVo z>RpB$Ro>1`nI6n#Ri-?m;H z9_zqvCAlRA(T&VKG{&K>x$&B%lLmA>Dxu)@0qjT0Ps0T8#f{`Rl}tF2HCn*Nh4pi( zcqT<21Wu{ci4U8#oI>Nm^Sa>F)_P2ZSt8F45*6<(JBj25HYS!z*BHep1uxHn6pZ4nJ-!zI-u38Z_v)b@ZscvJvu zVYIoLJ?4!0*iQ=!x2+U7n5emKi}#qH{V1Zw0+_uGS~d9cTKe36#s&*mGcmzM)rF^2 zb;UJ%u{NcNE{>zg%+~`J2!qP64Q(jNwLlJt4PrZ&ojLf+AO}xX>IS8JEQ%OhpsjRn zp-B)|S3F5C<$9R=x>aMpdm+C+1Bl8BGo9Z`Y2CXgH3YVtNIvHq#aQiADy%RV`?gi^ z3@bE5I{Y#pev=HaFEkAgWaYIcquNAYfV%!>>?~rq42l>Md81M@G-@*4O1|I~j?Wzq zaEe_=2#j>c3{rCK62L_+@l4hTv`Bq=4^UUvIS;5%32RQdA{uK~Pmieta(xPP=8P|c zoN)pqPR12*n=X>Akibq5eS!&kDF(kYUoRh5->$3InVi0S-jbZ&n(Xm;z`cl`{c%_# zODs^&ZuJQ4aagi5Gx+qljcw4Q+b-MS480UYy;F2$-P86R+qP}nwr$%<$49>8XkDp4#na4GK4^o`97J9n|96&e zWr-+W{E6GDWG^=Bv}X4%HkbH~a~AMf9^D`XKRP|iJ00&*ZcR|&4_j0Xaa zfGZRS#ZhG<@KuDdZ@?lMXm;y^WPbnoYze;)ypZ;FVP$EhQQ!M4Ibe?>8hmvV_BQaJ zlhPu6bkWLh90*@BS8fe+{4IA%I{Gh*jebE13asHHor}Tc+{>6*x}zl`*+>%*G$;Qae7`4IeqTm-Mm~}yjQXPF^DfvmFJ8N- zaGi@8w&#k-U8%GDj=jqQSH4c@X?#qasUv&qKk@c;RA9bfgG%P=7`c1~f7*DG0~A9J z4JqKrzw5tmo#145qSijqErc6Cqq+d_vv;56-b{`Z{gXtt!kB_cs{m_Dlf5(Zkbr(J zA_Sel*aWx=(eX6T^25vBIyTf&t49CQxC^wQXCysT>ct~sXAjHbFKf>&B(b_yucnIm z%{|+^kVOkFNk;CsE*gFCu1CT07C#jmTY(LMqESWOCUV6;p`9Gua~Pj zFX#OlmQRP;3H(7p6_v)>CzU%#E6Cd`9hHz2VuGQX1G~~@m$5|PINFhug=opis8-5rvcHC`(4j(`mum0^qEvJH*YF5IAeM)kK7=sgR17{GiF{!UeHuL%XvtnG<#> zsDaTvVBPx%X;|v;A651*imN<*jZ@Cl~-vAjcv+3+g5lQSTMz8EUYd;CCSpCe^h0(3 z$ZVWB1vDVoE)VUCML!Z=|qviRJdly z<%>#lEYVi(Z?~D;jbPixQ`C3V5xnCEs)x7@b94bUKDcIuGGyC}?ADq-O|uZNVmvr| z<1J+kdZLrc?{KGaSOP-au^X9pf>*~w{Q8ah=u+mZnRuSBtqLOMM}j}7Bg9nuS#4Snf$!$s6-LWAUDuI z=tO?@I50jL7c5z)U~^@fp1kU%@cdHCEzR4uY6Dlz@r41=!Pgs3O^Rz#{hT&LCfDGF zA-2J%uGdhD?XZ}H`ST#8FhzfCs+p=lv)&~z|8A8gRDHJkY+DdAja{XoU$BX1Y-K?x z7gBSFiKOYqKt4ZWu!KGaGWGwC91dVJa4~bVwitnfa>0}|lEKFvGV7!Qe@<+`Dvq|= zVJ@K~F30;yxi@n&$QNrIAP1vC@JFq?7KUh51E#eXg*&HK;hG6oa?O-1Y1EiUNPo`DPxv zOJCx-yhkmJI3)ogINR^9e31%?`IJAH%Z5+qv72h5684SlrOg796EmSC=JgAK%JpZ_ zDQI3rqYG)`C_2_?Csk!;)k40l8x1Zw_L8wo%9+$E4L$mC>$;Ib)v$Y)pvi9>3-L<; zk*h#_@tJ{ipUoFcoyV-vgBm6P-a~|Cf!32_K$hxW_@Op}HseN~_zQ$`*KoutLj%3( zK~_k>Zu0KNlYBI#E9`~YAVZE4MbHl%g2`eJa-q%zV#TS#(yb^7Uo03h;fp_OPnZe< zpD zEqp`lng+tvhBZm&rofxHJ@H7uDg#(Zg&F7K4zvYgsW<}UmVM22z%k=u{j(gW>ExDO zjk6>zJI~N8d*l^O%YIfm{Z@^6%~)a+jijx1D&Yb$zRm-i^2j@3#PJinOHr}@3DVz7ykkVdQI;M$D}s@v42R2YiOwo1tbnA3K}eYo;*Q+ z?RX|!{4oSM{i+Lq3_#Wz8!H<_uqD0}M5h_}>)CA{p{{+TvVs2>2?#wVwz<_gC5? z@O*?+j6H7rp6o%p|L$eH-muZ+5p}j0cvZa2D|6{ibROt(2ps|xhglIiwK!*ipGn8= z^z?fy(v&`h*CDSJx=CQa;G)4v?1)u)Euennx&yZ%e(Wim&~f<%Lq>Moq1`AS9QTK6 zJz%C<*2Gpnh07pKp;TirK`+d-OMHw})Ot_HoS5s@Ec-KKWl|eh@B`5jmvE%N)b~+! zpW?!(y5TM$c0i1o%V3TjgQyR(BMfE{OU1a>cW0UHoC9UrMw$@gq!&j}{IeWQ_Y{(h^&6`-f_hgY~1 z?{CqQ#$H{W*{G#Bb!*cD+YpH#H-rv8ZMrg~b^}fhEm}ToS&Ag;t=$H09|a#?p#91N zp|8EAOIO4G4FZT5QN51LI&@=YiB%SD5}0z+*yTs00hFpIBG{`0aDfxL;lkas%Axo* zr-BL&k@*;>@4j7lX~NLC^ESd`iEzzQvIh$6N-uPwYnPz9ThlQfDwH>bar}Cba;w12i=G4i60S z-6Og0Nl={?g*43b0z|qCjJX;GOp+z1mXoa2opXhpV14@e{+I**I3j{+5di%40$7+1 zt~8nDHY(kqT@mHS0$G^lf%P~*O}q!S_XXQ)e#S}@@uqn#j=F>B5*c1<<) zI9S*@;c{uMJ-t$F`f8?A^(OjCSptRSq1r8R5LcQt5b=NSe<@S1@o;>SMFmYgDVSNv zuuYnAB&Ecva92Upn?m%T*YlYOeee~kz^;*^{DmN_9}}X6r^WQc#Pa0+dwgf|N>CK2 zEQAWYLrFs)u4NEpHCep*nsPAY>lKHtNX|jEkMA&*4G?vD&R>>%y2rl@BvXn8JQ${a3#;jCCw?j3GYVgQ88NFD=1L;({*kue*; z2vdxaMWaO#_{%^I3c@I@m!TkZ?{m;(t&l=$EXk!P7{%}xZ)LyPBH4*BT@;?aCk%*7 z9;Q_wCo;NKqszBa^|;=@KUxC6k-u8?x(R-MN^!qd)b~C8y$RB|zQ|Yl@DI$2&L!|V zP+{TA<3gNB^p!Z8!*a3na;jl>DMDE_xuhRP6&h*V&O!?q`XjQLkk+K`mhN)(yM$*( zUY(V?VXjvbNTYCf9ZBa<-A{b7c6Xeg&E45R9%M%D#^AvoDMH67C&*V`bkDba%rDa! zvnqB$mQn)$VIVN*zr4cSq^OvWjI?lYY_r;Zz`-D%ibFAP9!5zTf&3BtK`iKJ8wxg_ z4g<2)%C>uSDhVNLLe70WmL>LGldrx7a*8NXcEy1W)?1-IvuAJayO+{y0H~78Z7rjk zCM>|R7J>XtOseK~;B=lT;?fkeo^Sy!wl(eZqcI$gVy&SttTkaV%^5$E}JtdSx8^0QoX0S27jw4oVB}UXyy73Rid(@KFvEUL&IjR_TSv$iD_R4P! zB_AZ0IhcP{bzRVPu6~!t^7a9ko*-hru(slqqD-Zp352ojp=3m&j)kgHq3&v)3bFO^ zn>1aFP33u>1y`JZwRL{`S6J*U0a{*S3pSM}B2qcxA&j3eLZ|HNs1-Jr957VZOpW`MIm+5S#SPaqs0mH@q@Osl(cdI$ zsZ{w+n*>Cb7^e;f#!LR&hCtvaR;^zZ?#mt#JYm$%IVRiZezyO5#OMD0|H3fSZ?xI8 z{UTfU6*&|xRzL6Z!ID;)dfEZg z%K;@p4_c9$J1YB@+lhYm^^1x1(w^>S{xc-!%NNv6N5@}FU%&Ai&eI+_aS}gdxFR^^ zvIJIpwTkG_B28DcG1m|&|G1;-W>cMD#KKp#5!D3f_6or%Fz(=;akac^#j9uq8^e{q z5OOnMQ85MM$py(Ra2EhOTspwc4AwwQ{}~&p&nGV`C}Dal@|6H;0oROJZ$0l;aVH!5 zTndlK2NSnLL)Zz64#v$*(P`1AL`a~eJJX{7@K%O8pz4D!8IYKdjlVgs`(J<9^s>Ga zP*gZieF&DpfdWJsz>o~Fc3(j@3(PT@3LF=u0`CcdmU3m+j5G6pI>CK5qTkaxNf;r6 zD3~i^xYW$P;#*LuD8!@na=$l7vY9eY$4`N;dF`Dpj@3Cp_PlJll9r;6Yf}O=h!Tw1 zyuUaY_aNC5xg+-eqYsSo3315G?F55AOB-p1v=cnp_DzAtlt-D)B*Zk0`$SH?Kz(YV ztr~wcdcZ)3|A`a1BhaAfjEIMw+%(9Bl&ZlOonodWJ2Y9HxK|gfuX~{|fpN>g+$Xcg zhw+`bjl_6NbRhr_z{HUIbP5A^#L}Bvd_dfCr)2Dn9CpK6mZYh$f2)RpATl~brzID3 zb!0XQT|TtJaBcp{jS2rFY~L|It1 zFpT7Wi-FwXc?F$|L)j5pyX*#|a0HYFZ82%Z4xtZkB*x@}D~JmuZdWgn&lCz3{V*bR zNF3l1AmD^zC6iF>Mt();z5R&k#Sqtla0%+=eRvE(&cc$YlsIpGAg-ERd6);8?X@kx z$G+pOZh|7A<`k5oHOa9K8=W+Y(|?Sd*LK5s>KYn)XZtSyzA9?As|Vk243+7!K3~cu z&g9?7jBySpvj9ip3%Q>uoX}A}0*_ODxb4w@c!R0wht^UoLH(_b5|7M@>PB-xxP_s; zm>kCd|1Af9$e69111=wXPr=a0i_6KuuOYYW*k8!!@cF?;3jIgA zz9aIub&WMn8=}ySypdzw46vU?Y2m$t@nt(S%CAvnpF;~ch@YEP$N8&5^$KL_Ke{EG z&^3=evW6GZx8bQz(2b6 zZENDcPI8sk4sbq;KZ45x2@reWWt2hPW!r=k4KM$4@a^h_8g^&jvC8+*vh+xx#!gFa zaa;y)ZjEl(K%&bFsA)n~RGdx##0ukJspCnqY^lxaJEpLIWBl^x^~UOH^3ng1-yjxo z+YX@wuA; zd+?4hn1duHKM_vp;XW|)Bvw4#EfckvKJlY8SUFb&Dn=#wR`$Oi z=F8efL;{f%gE=F=%;QZS1HQEZvF6ylK08)Sc4`W`Lv<&98;F4?F@+30BCB6zm>A3b-3vv{YGGL8}SE z(c_P6M*}~L5^J#^KH@WQCC%I3h$y+(X&=cwd3<2M$wN%NTdq%Z^VF0w_vsnXTtej-Nea@(FyZtw%1yjeEP%iNf{V}77 z?HD$t^OqDNJska_P-<__=y73t`MIMEu#~XGDbCL((r*uTkL`tsB(SLY`CE-wU0`sg zSa#pK|7N=KYtMEdunN?5wD5$-ffnda^$6H5=E?_qR_-EWp`rs4^?!-c(5Hz@V<<#- zoDEiDyR7S#oGH5(=4s8=nU9!UQ2)7b++xSnr-St3{TTP(Pqx%y*4Eu~H! zI#cn?kL;|tD7b38Pci&rh7>+28q;XmRL{>Q)PQR)MYvf1ZTf^iex9B}cSJ524Fnk~ z?3)Cw52;3CMw6m*e(u0GYI9iPw7hA2$+=o|VGdeX0oJ$iJ(h-)F=9_*b zC>z^b`Y|{#0gVoMVbRsl`>IBrGI^F^fVg<2Uc81e%Oy zsk^gW0x&2P+S?vZ&+Z)D7eYIRa;kMmw!qYbJ>ztHWoNaFEO`j-RW@;|+WyMW z?OGsdJen$3zn8QODcUfj8IomGJx(ZK(8i&^i{?Oa(X|#FM`^%dfq3pWNSdhf4-o^e zBCHXXrGE)R-7To;7T~IjVKIVNV4!rh`@>3wm z0XKt8i%#T7%9Pxo^4P01)4q+NO=^(bJqp&!)!m;i!(sm2J7yP#0gCmRw=V(OTEF$% zoJ-5Ty%VJ+tH6l2Hzkl$-t*RhTX~9cM5%fiq7c;!6t#WJ$*3>?T>;y7G_!`IT>YG@ z-dYA*(e=@i{D#RStC2Cn`;H7NGJW>oUsR3C(m(m8sZ+`m?ll@C<&5`sXeX*p2lDw1 zTxu5b04&pjz%#71Fg!S-T_`xT2L?A7ogFC#4D7PNDPZzOuRkWg8?gG@i4@M1qc))@ zW=jXkO$d-0K$<>5uhoRU+3!%qC&|b8dxVe@zFFKT#f5(+m1H}cKX5xBD!owOfirDT zk@IIy!Ex9p?lI)w;W1J{6jcN;|H@RW{xLOXfz~B zCKqLTiabpxlyf4$swGV>qMTMmdbINOriA6CI>{_M$CQyET{OLE5?kjU}TyvBxONn@^sQ#hyl$lqq8 zsik!IvR)&&1II5a7*|{;lb?yW$d1h>s-9|U9d)9X0&QD#AChs(F(rmtYR4I5d>j3D za{;k>Mj7y@+^LuXhl*i1nCWw8u@*tq) zxJnI*Y+OCu3RcdUYxvqQJ3j7S{Ms?Q0Le^Z3YUS4#^IuKA$c&j-ibzlYp}DuO)di_ z99so?4z5@L=4Yy2>1O_7m-maG-Cgp1oF0q=Xe&&v0SnCbtx2ke&FHXwQ0%=Yqc1}) znHY)q`I99-rvP}@2P=Mh{R8E{+FF54WwgL}VeciHh|Y!&quT*wAj%cH>FBEqo(WS@ zS5j^X#@3#@oNx+1_pF>832q7DTb{Q~`Vc&;$HCiXq=;>cT zKpUwGloeLxRuoaq(Z?l=rKSEF=CFjp_$5?Z zvg#pw*B*a5RaKkY##)y4;#Crff)i1(tFV{xj7gyU)LXm^_F*}4MV*!Aw$71H(3VI1 zIB3}}$vh5?$>7F?jN0v_VbUX<+i0HM#Tz=t>Ex)-LiAi);3oIL$jzOqF%RNhV|o+T zzJ|OWdRNM76Kb1&KBYyxY)I#@LO7&U14_rk5K&=`BiVVK3nbh;tL)G8N_T&Ug?nNS zdo7h5j}uV4$$|Tu-T&F3V{S?So_pTs%9^frjdJ!aCV-1`HvBQZVIaC>Vt{)psRDPI zD1ECFQQn=wAwW0@q>AeY*}+Ll>7qEKGOzVQ(p;Sljwyeg&HZ*ZZ|R7=nfK2x5&%+7 zI6;UfWC8jXw#X;qTB1m3-LbZb>mDy_=81>5Pbnc^6C5BjcZAn@6Xp#;^8iUan_G_^n{qr(!1DY5l~pj&Hh zYsJRQD$Y+x2KPwGpT(P!1jZH}w!*tz;?@eFY$k4(gYg)I=|a{h)C0a|Xnp)Pr$12Z zx;F=I#T)9vgIPA87f>AUS}ho-(UmKeINrV!ktZoV#vMuYvYbL=0oA2}_QRc%|8hGC zMvPB}csx+9Y5WCwp5yjADf)?ZqhAXybNQ<>vbH3LJM116n?sceZ``_*;Cesa{U)j5 z(S!r^9Yy|GzU@w>TAQmUqEM@3`dN4|nT+u`z}b|HN{riuN5Pm%j-hEBa?G#L>Lg$I zwY8b!6v~5>NDUZ$RGnZGN)hG@VKN-|GLXdf37D83JuN}m-Jx)FFVQ0HMaVh{K%Mu~ zez_4VIZ~oXX;@xqz*%CfNuyXVMxzw1gW(jeo_K1#C`C^w&^_Wi7IWcmeLhyX3N{Md zz?I1fze9wWMbm()BLvYFz(oF9S#UXX>!@V^p+{wI*~(R7ge%Xd3GDPa>s=ZnGoR}a z3IBb*J$-k-ygY3?+8z`)bzjgy!6rV7g3kc0a_oMy|2PO06pR*Y&Bhvg(}IisLsdv6Xh&XnSf_%WQc9u*2QkRiU?225K23{! z1n_phi3i$V@Dd^V5?DzZ7_I>~+;Cf&9}I*u2eX}}7hF^vD#`b1C5-}u>oN)Sj=j;? zdcBT3OyQ>!SK2;evRdUWaIw(-M5qPxTdi54ly}x;FTUv|(_N?mvlM+Q_P~Y}04!D@ zwA)k?c&FY8hrMYR3UU;34Tg%e9%v`7gucdADACg*d&Y0*J-f7~vVzrv#Yd|gyqy@_ zX=DJT?tEq2Xon9!CxIgz=PW7Lkg19kM9gj~Pi#dOOHfyW4n7w z#OcTxWef8SL9>NCH~J)rSQ+@ON>Vls9wvZ-an|BqO{yiWOih_fD`Fd_(0&g3 zdu>6|8dM2q#X%9l~aZN)ouECIKo2Ov66)K}ECU8nzv z^m^;TUt#9hux8lp*MCnfK8FPmw%bxH?6=zicFx|^33!}YwNhhu#P>ib_0j(I(-xQe zusoutFWU~U8EVo~GY)CTo^76-su6QBe3veKW|M|R?kxSN99nsVA=M#HC+Wb;QryB? zjWQyG!{k)~YW(YY=|ugw=u#IRum?`bQf?6m(gG@zM(+y|5%TS+r*W$-i2MAV?}rk; zC=9^+oIAaXlwT2}6dq0qOy@>-{T95jKW502=%ts{+KU0lSDTq`K}V@l)=wuFU3bgt zXU}8HXa#^S(85i>yV0a zd<-qakq-6qWa1BP!k@zxJJobZ^hcXsC5P(;JMA-+-wrL?y9@?V2N|o@Yb6}Uv$2FM z6JD|GJ%`s-xo0W_{#yv%40ZQ$=qC z;S%HfR4mj7huh9xN$0>AJGs=*Nu-m+ajin8^^RzH!K!ky*V}Z!A)&Ge=QlM)f19|W zpSJObk_cSr?;)uQuzbx{8;Qo+s#>kg(K%T#f^spT-n({Pc=`N%JE;x4+fHsHg28p? zQZ?l3N*C43$m<|fh180B0Z0ZQ#Nx{m#2)E}@`#p^oGe@iJB zYSK1(BalW7^pi1fXy#O9fHVpJdE4$MT8TSY^r}dbrTpYGjb_^s$|a0nW9nbv-HPWj zapDQ$sq0k=A**lEPXrWhxDjKnL+Zz0EYruI;+EemJszg4-eReaVH?v))Nq4^yXj0H zL1PA6RhheACYfNcAI<@1^J9m%+bN#?`&}N=$B42S#RNqbwb266@d6f^eb%j4#vE@1 z0Q?QwUw!!-UL}Np-Vp-SQjgaw^d}=q|63_8_kghzvb`=;EGeS?*Co(yo*Z|zKE!Hf2k%j$cT#-`nA)QO>~!g5h&zdJb84se zQH4d3+}hV`>SDVaU4tl!P0t3pGp_c&R!h0EEAg{g@-JmW8t#67Xir~<-MCM>3q(x4 zQB+3O-pdHa=YCfof0)^ZWq6QVH%mV+wm(L8IUrxitR!pWu{UZeM?cE*FFgzrZ{hS3 zgu;L$GF~&3o+Q&u+zHfh4{--4mTNkzeLLN8cvRl|H;)vDBu_1af3;X6=BW0naDSe) z!^#}2!z3SYTQGik2ggU2NOZmDQ!PvqLaaxw-0J^XAu^x7D#}!ExEUjB$M0A-uIc67 zF4GbxaKVxQd02b?+5>0vH&Cc_1rF2Ip4V6O&nuzPAn(?zV`+lV?NqVv1sNu{pUZ~l zaVRLxS(=e*%#qDhZQ}wB7#Z9llONh2;L_yYKO4wSvS|9<@Z7Ib_Z$_M5&)wp-t|QU zuM^5|cOS}I+?nLGFHxStk`fb@j{*`;-PLrNo6UrFkgK_on;R;wNCXw;YkLPU!Odnx zW9Qw;@E`ikq*d9;FBCzssA7Rc@7rYyl7$m+CZkommkqqY__wEwAj09Q5IWX&4ef!W z+NBdgB{gw?ukGsaWt`K#kO{*YoG;fd{+v@IsO#xg`9avcp9?&1rZi07E_X3~mldOO zILGCBGs!=PL`E5*TaLMOwe|TT_iERJ7daHwJ`^eGF|+Z0qoe6Qi<-79J`DPzXiwvA zx$W;x@8c+apu+?j1$tvkqvrRTz}ueo*CX}fI>wRR>m7#&|KpN95-A&pyLh-@y9X;D z1$j;MG5+7kVF-;d8Ii?MMp5gX$Bj#qg_oVSW}q0x*aDa4h$NZf0jgL8vZ>tl)7qp_ z_;n8$rm~E+AID;~IX`eUClrF35cbla25HP}O=vy3ER%GRR(#qIL_@E}=W7m2?ep(R z(6tjD!s=nC_1s2iV@7yo@OfMMxYvsm_Sbpxu>+cG?!E5~>uO~GEr^Ws-UvO%gn^9@ zuvAT#A6UEnN((yLcFgRbH492hdUJa)EKbP^Tf(bwj4z8@_3_fh9&5`0V+Z|UcUuhD zXxl}Ba$Lc`SA{0I2Qv|2mB6^^74TAj_Su!y$R8tc+-F->?^v{11onje!m(4Y?mXkS z(I;h}p|d-8>y^n7dEO82-0ww;1Q@rUG;r-a^icil(2M_ybX>Dvug?rbmbi_cYAqb8 zn}x6Kh#A|P`_bmy{KAX^UZp77H>==d4vN zT2oxW@$0v3?-R*bY_y%D>h{LBEkx~%t#^<f){(I=dZ`9<++s#lB3=-bFU z1L0+>vhCceE@qp3PLMujVq_P;mj{U+nR*|@0#NsMI45M6+)TELbjBG;O4qM0%_V?Sgf1kF}5D~8MPT(9s*41I`J=Yl_4)bO`QyY0xGX)rV8z# zz{4N~-Fr@LP^0|0qWs-&_kUbsMi>WIYa&w)N(On@z%T~v;13+UNGFc`CVi$Rdv)dg z{f0qKu#*OapFyZQKgSythCOK4ku<+Azn_IxPc^%39ZB)gVI%^Gj)&+o*CJl`X&>F} zk;{oZQF*kgs1A#CzYdH%IqOMvqvh;dDN2QN+RnS8>kL%yG4>vJFZvTgmTCf^cL-J{ z!*O26sOsHM?~uRVF}HYY@&ge0r}6|G>+%D3g;{faBLZ-eHK>%St9}hqb||; zEcvUVxERZNf=>!90eVkxd1d?|C)#tnUOV7($?xU&uW7%342aLD=6Qr%|3ePi;AVQo zU2iUj4Stx2wbTCtC(^90bEmdwtq?dq{s&S}v%O=?_(c;u$+8jJz5I`7P_=rZ&w5Xj z;*L08p2z#Yi?|D0Z8>+sY=UT31k)J2|AioqI_^zf#S^<14LUB?oaf7c5BRSm-{knS zRAwl|%AaZ;Z;!{fM#H}!gAl9pEpanY{B2MA>E5uGf=>Bv3c&MO1oHPJo z9?$IlhXax1AXESs!23zzm?#@@{u1uLXhRME-;$q_20_dRx6qR5x-S>ziLKGTQsQDu(88%-q)~kUD%oNf)CCe%g!-m{VMPqu)RWBQ^%^T z*EfrbB}V?^;P|>8x*c!dr_b>DRDdRa7T_nrsS*w6PPv2a@Z$~9?}^wnNlA%o_r%HN zG!=G}bqv2#`DuV=q7t$07BXQlzkQ-ie5P!WB_&oOwbuu5aZi*iOd$C|3Hz3hK8+y@JxU_Vo*w!1`@f0Os`ygtLBPNR-u``m z5uyUi9EczrB_hM3TEBE;fW~?RT7z*{$zhwTfK=RrCun2*2#vATWsXZ5lA!4pYj%i- zOrh4Ikx+muqNtWfiKEgm<4&C6`%;w6gN1?EOJvTTMHCY5B8mYAMW^tW;IGwKU$WozV7s5dwze*%3q+ug(4eH3apcq$qkr z;Dr=(tkTHKr%YkBc2Hpqhw;c~?0DxL2t+wY!+lo=rZfUMOPqpd)dSsj3$9St6WwJT zQQaTpUQAX^@3ZwtZ{NkytMM>%Pw&=mXl=_Vm-YBD&E~6WWP5Csl@5 zl?#yBK~^oLs?an#_m6=;F^Kkwt5L!EWta--eB<_U#Ys{9B<>a&7aZomN+5lm(ER=? z7Yet+6~>^+Dv12+fy@#gT{Wo9qKPY!)ABAXlz0M|lAcQdxFeDNUNOPLV*Ad-Qr(+{ z9y_r1<+*2A%<;%KowUe-L|VHcY`iiCt*wV8K7Bpj5bk_FJ*BsOpNx#P-T3SJ_|0{# zIQgs82^ZTW6|pn(twVe;ZUMSj*``M1My!Zkgar(WRy!`u@KgipyL8kN@!@C(MkJ6)LiOG-8fXZZ$ZxwTxyG$?FjTU z2!+*vn4r6(Fv9UM>ANIRYl2>nVr3wy4qUZ?|CGf;`ZEHKD+ccFhct4cNrGZAXrV>- zAUmaYk0dKH;%Tvv0We^WmB3 zy~u!tfV`v%8}YHGw9i(`qJUa`#9G+-BxZ@QYs?cqL~_uG(>aXJN)4L_y5jv`&l)Hb zh?iMK!a$i32lLPs2Qz3QxQ@`SAl61t_eaQS3A&);3jfTLNDFxaO+qfn6;rjrEm1Ay z=b)~!9cqE3E_(lZmwa^W7H*5W_y@FV>(;u7|Kd)ElGq2V2fMBxMEN*08RgF9S%Lj^byXQMAgWC z)Gw8m$Z$3yKBVND@K&Q-%V8}`@AZoL^joKy^lrh0ycQ$EeY7aRmFO;2q+ z`yR2r+rt1c(+T=7%k0;J{EqaBD+m9b3KI={Ja;6 zsIE!^g@x<+9L!PJEOvI}@jS?gJ{-gz1OToC!MP`qg_W*MY=XwX{Eq4^6cFENXLRJP zTroU>Pqx+^9Dw6u`JLiSVmVbE@Tg1mYi+$%1+sb@uKssi7d&2N;NBQGlqZwhuvAf5 zb}5l^Of#<$8O)0yIo%!%e??Ax0X_2|JhRn!_72fb6kc;v8-=4mxYQikWjGkTIMZuH zTV$^E>MZyxJ`6p!$(fpY6ugiyOL(g)eUeHKl642sx){cn@&k+}$T&esYV|LmB$G-> zRDK!todo%px37v_xg7hXy|z`4NXmM@1Pru=$JRM8(P7sHqDCfXH}%2;R@7av0$I(# zLlo;{G!d24SD7hFGGT&h?{79I602;scJCg$$An7o*8(8aUEQF6DJ~A9)0KrrxOwIa z#raN1Nag(jz!ybm)oINv!`$?FN|6ON-jEmrw2E&boSHN1{MB8S2&*fx0nU z5>Px5B=u}B%ZhDPZXh%l)vu6cGrpeO3^BCsi>n8jf& zAb!BfjRBB^_Xa5s5NpsaQ6T9xIZ0Gvy66*g4afKf&N%T%*Dmjn>*ev}h z&qQmM?R(bDcq3uf*m2NdE_=cfJcuu>j@Y?D_X-znqaGQz}r`ODX%l`E|u# zPgk(_Vx-}es9jip@eWBTNl)eSZhX`kE^cTe7}4fFcK&X*RrM?Y?GyaK?u`*BO2Dd3 z+>=<;I+2VqlqWuE_qa-EeTCOfWCZgd-AS@9m8;YWRQ>1b`4M9iT;-O`EPSb8lzpe{c{`o8=)5~+paR3j65M53+6y@oFkQDi^V zdm!Kv^>o|;A@jGjS!CZmsfc&&O;lrRvBqqCx(e-{<4>_UeQBdxN?f1<$g?T8d5Y2D zMIRe6z$ghR6+&FsB%$2S@BLS2FpB1A2u0wJ_h+nxA;}oXC4L(D!#-5&eDOT`+btSk zBnwLcagcd(;K(vsBjlF#w>_3zwBC<5j2poGQT;sg~6f zHm0c#baMzjsiY|9L@YVJW(Km*#?yvQQNPzO3*3cuL{$gr9t3nO5G7EsEoUdvE}OK~RX3zxrpQ+yEr}ysbYtu*dK%9wK8g*Cj(WDBj%2ASbM{hsqz6 zLR`EsNR)$D=o!*&QR|x>3#bGXsh5P(kB%jEgHQDnhMU0*my#%oNoG@}>b_SAJE}Gi ze8Osv4IjfrJrpRW4+s+F%Zqp7mhkW;zA@17V-1vqHj;&|p^?TX1`NzRb`Yk8dpgK? zqN?dB)cwDz`@>VEN|96EsyGJV$NhZd$NfBX|3CNhZZDck!$bPTcuk&~#w~$? zf4GP)pZBsr|Gpn@b{T6gxCHp!sbG!2E0mzWPQboGk+FN1Wb1-Be7=gAOKFdvk_*y+ z_bi1$RJGsgwq&~)Bt3>53LcYRHJ2a!!IcQ@kDo!W*#L7s;9HP1&3f>Q$*=y3TKb7` z=jfAMo(r@I*Mp0_6)!Lce3K6s)myX(0*{EL3Sw8;DRoOb$alXsI9YZ=i~Ue7%Ni- zf1d1SstcWU>SchzBTe>5P=4WiFGZmyf_>!jQ`Px@09-($zbxrIFgNdz(Mvg*hytrF z>A1kVB7}*+0pr?&hUYRYShynBbR&^tnH%Zrgr`^`3PxOtwUOB4s4~+C;N>I7a*WM9 z_+t<-bL3~f5-)8 zpSlYt)A#0WM0Yi|<*#6H-)OwL5 z$*b9IdO5v9bA{sBzq0-=JYU*{;cv@Lo*O&#BG{qzk*2M*bADM5zpGvO8V@;JYEer) zFoY&5&t0p}fCI?(3=VY_z;1Zv6n3j^kQt+$i)W1nUN4R$J;Xhn+<;aF2fhf-hyjo4qHX|N*-w$`9=xV;a4 zL_GuRVGM14+qb$@M&$MjYKIce3x;b6pP(^8r;;m$PU{qV+TkfK@U3AvFtMl->H=l> zz5htG_jh#$jgMvq)N!4#i3((KgD3!V2M=&Dx#J2!9eE?GNoa0zh@IH*d^&aJsRwYK ze{hEia~+NnfS@)}+g;~hH*CH;x8fq7Y;*+nzd!)u=`i-l07tW+e-Vk+hU1wmaH$r+J8kqgJ5w8P08X8dK&xFqS%8S(NB%1N~`nf^gN-FjwfUP z65Ht!J1%fyXM?TVrULc5Y@t@7td-+-*q{9H1>Ty z;LWk3hIGnx@bJeVAKQ*k-fW0WHJR8pUYoeQmq82NaK7Qm*}9tXY@-}QFvrexBOcuh zw)^di4Cch8?r{l~aarm%0Y^C}Lv;nD19dM{E z3!d%|!%rf3GaM*9FAW}15q0xbxl+AGj}I zy}iKj$Ictr?8#G>oIlpdt-T!Vg)Q8;2=^x$)!1D?HRLTXv{Uy@w(qc=ek6v2kq$`}O-P2KX+P;DQ`ZuxJeBQ*&;RC>Z4- z^O?h))H4SAa&s6#whYhmX36ebUnF$iG;ki=G++%anGF4g!KUr;+L44!i2K1!7F{(b z+ZC~2gp|hk5O(W|JPv}^yiNGvGb58a)l*Z%-&{0P@%8d&1B%~)9*Bt{K#ya8l-zcP zE5PX0S;~z!9Tx?LFFNeYd5dMZoNIyiqfjZrM$xCvyBscpo`rD*j%TL+!bq?f*2~`p zlU&tv!5*xGPrKp~y4Q)~EZ9huB8PKqePZe^FYb0L+fy~*DTA%0K&6yuQjiO@l*F;Q zN!LRM{lJoe;@X7(~AH(rc_-Wt`5bU_7YfrwR6yIkFeeVHp$}{xt3&3jJ8QMvYT$nN#y*{Q&}3&NV+rTD0<{>dGRAO zugM~Fz}~pk22s87$GQl7^rOeo8)bvxE|~~uYRmW8n>R3}jsF>>^N>iC+O|MCpvGwP ziTZ*x-|Nt|vVxT>>RB4bQgm_6w6^V*sGB5pW5k)(-trgAJ;s__K1dmhSf`6}J1t3h z=v{7T?l(C@;&WFl_5ZW?uFG*FNt)=Z!1|Z8os>vQl&X4d&X_J$CC!w&G@`a;{WB7X z%#0>(g#eh!`B64+acs?YA7%c`d6RjPEbBN)P3|Jzj%abLD zK8h$i7F8JAAwjnWe8@5836J%tpdseOX(?!+aczj>Rq!R^73|7#G)6|UfEbAKI<&&A z8ozKLRqUsq0m8ix;}+1ho`^=aA6nSO!CMZyL)NCD58pd?OHP_M_MS{XHUkmP(sF`Y zUX#?-^5!DWmOFHU2hX5OQcoCaV80i<&MRJ636>TWC#6f z?~OyOoX<(U4jHvvdQT($UUWXBR z;eH9ub|@|)h8f0zLbP*PP~ZHPKLZkkcQ(WXmS*+O$@?%Gk<%eIbg|9ltf15b6<93o z@)mU`7+}D^V;F}=mptbe=w2#P3w>x)fNvt5jX80eR4G3WRZ@puZrB(rAv9&BC1M#E zU&UTZ#ItSrO&bkg?SSer2S?T-t$(>D>U~>!*nN}agAm=WMF`h1S0I>R*Y(LC$*fs# zW_j!1+(!Ve>ziMQ3ihjFN@ni^(id*Vc0My##4Hnd+<)Uqh+jEL|4r;hc=2msYzL)y=8Dsp^^@cl6n2* zDUhRs^#RW$4E9Jwx3U4JK#0}pUWHPcv1;>UPiMAuX<`=Y-NO`ek#>!x9?Tx=ix!Ex?fuTn& z8{i(OzNtyg?9sDB$i4u#v|qRKgA%20=ANZl5D6?837~@5u^%uHNSK#QZ$yDY%4!@f zr9X16lrsx)f}p%)s7~oZ_i^59pIaxYGQl5ai-r7(&@9%qQeAd-CEmo0y=p_qTXNMg z>ZedcS;DR6uZc7i37f5zuCB^8Ylw?v*+?=xNFxx7u+MNo3?qLct?hkiJC5QOa7P4B z_!<|!29IWa$@OScU+%_U*be*X@C)LbU)~=3Zbdjn}S_uPW8D=$n?-!BRmHV~SIB>)5O^){WwRdcJ`rX#XEYF|b z*~To{cU#c;czIi=&fbs0o*xnRJb!nOm$!Sa@IV#d-jal=a*5}o%FB@-Zde$x(^ag- zb|&U^wlWO3pKr+SxI~?~`Z2?NRK7d(hucxw65tUO1vWTXgJ#Mc&O1A3A2L>W>%c{-%COOC!-F8W5) zs*O`yILq^qM{i{~VYmu;b#sD$V9xl`CjWpl180Q`J$MkdUJN`{g@M0T61V4>DGMaZ zNGPF@poeq^lkEMhgmQWP{QXt|M4)!lv^?lMSR1Xvdxsq-sD^*DAex> z+~+3ol|cNNGKiak7(XZXf#e3@jhuZVX|xp{ygAw5@lwK@?kvb0Vid6 zh?9JJ5%F9XBFIEJwWK@$QLPX*ay)7Vskn^Xypu3K78w*@rF`^O5^W@L#3N)Ahg{Is zK1x1ts491SrjC5zR^};fcgd8XLzmSa&>=Z*Pl~Y`4%WpaH_Xeo5;qD{;cGaR>?n_7 z1zCtivIP{*CWMt@PD&0*DZtIu-0bX@WZKns`xXdM0Bc=N*cAgTaSry{rZ4_LF-Z+_ zkth(0D{u@f>JUD96)QC)-aZY57?OLX>s`IDI9m8X#)og4;i&|rx8%%Sc?5Oi+SN`7 zeH$IR;A0SC>W~`ZHX)c5T~ zdH_QSQ)x^4$XU|Ng?@S|f_+?%6kG-+%TB2RYXs zRfUCtfR+~M15?IMN-*@ArmNc+`sfVQiC8ClJ!@?2J1U;|%3m97YSPpl-CO zwjN2iH~Fr?!^_Q50jTeY$@h;AErmI4=;5LI1rCpbe1rGHr*XKei$|*0<|+vJj#zg! zVt7@R6gV6qVFV7-#cK4Wvt)4dK|{_`xpE_|I0S<90$rC`_m0do&eC#oO;?b7#~rw=Nd8iT|8Cmf~o0EXDZR zW`FMSwWk}`)=$4Y-`cI|iyI*B(i-@OfBRo=-@p6euOGMI>%8rarfr~OhnZhXkBL{Z z^wxcy|Dr1&yLlB3b5`gl#2nyCG4xD6I`f^`vMOj}65j5c3WYO;^z*5eFnK&^L#me+ z;PdOtg-f{rdBvH_!emwo5!wX~3~~`+I^Ko}$I0gvY$IohT_4QrhZ8yG?s5br!_OW+ z$HS3nRoBC%w7!XEe4k?L!(p?Nwf20dP@Q%w?gX7l$MvKAWM<_oZD>1Q+i*6Hq*41Q zc_FQD2*!L65ogov=hTKiT@Pc2n6U_&_v^uFM)MmvGvXJ}&bDpSXW7=!YuwG0hU2^me}E#_91j+%)I2& z9oIWJr0G5wI6RY0GUGWjJ%l1;XaypV&JL7D8|b*yEWE>cIU|VUlH@{7FldE4_~E!T zeONgAh*fZON#Jk;)cH%f`FR3wG~gaHQUETqB0Wv71Jg6+rPfg}PG7{tIc7nkZ2&Dd zQ*sfd*EJ_QK~4*k&x9B!GC9Pb03x|5>ZEdcpn2{(9`fJfAK^4P*TbIE66~A9Xzh#E zpfr{#sM=>)CIuKQu>?Hf>%~Bu@)(`~sdAog2&Moq;@vD~SY=2V9ub3-CA%MaSB5^$@RXOf2^_Pih=1g;BUwmft~Ol}<+80G_Iy-B zb(F)knyyuin?uutzFRZmY{CP1#I6Y)g*ep&ry{Eg-!tXd;WJHzc3#npmVpWW1QIlL zzL0o6A7JKP4i(<_GKFu|`275q1*;F$VF)?7OtYU9m5{fjib@ z(ugIgIzAxnEBde*=6x{M`2p$Ya9-cWt8Mt}&XLBC`XP$k4=AnPy1gr(9yMKCh2x{z z&yF5EIox`9^u~UFyu53NQ(;)E@&ieVluQ>2g4<@g zAELVm*H#talnHcYWUgyBk9CzU(0&xN+)s$9ASa*;X4=dZUE5Jc;JS8mq0YT+c6%Sg zn+VYAg4@OR_`MMLe=ZW^_cG}MDez60F7D!+eCPdQ-)OObTKwny8kdWwSdRvFdYhxm z$X?8TT}M^OvAiSs7~ZjkY%hA_mCHkZ;hxB$qbg^SO72$14e8rJ~=%-s%E3~{`=#PjkP%y-3B3DR z*9J+@7X!3^;cvgntjkBq3m(aBOD_MxJUAqUGgFv3O5(PlHgxeGroY)XT}a|z+TfzW zgy0I3#3j2AcCszn9`J&aM8%qtlf|K0v^QX+5al!mRp)&dW?OQPC3L`YacVZGMIUP3 znYl}ox2-L9nR0^Zjl%5(Kkx87a>_))QzB=BLw=a^#I2~2^hWs)N}IXNsIC|&Tu$Iq zp5x}c)XAU{T@Imhe{)8itPU_ELmaBN`nf+c2R1aKkm?{lA6H^0{!#L?JF!cLNdbo2 zDTS%pGrNoh5~FVr=3a)PoiebzRGk^xsrPGN+_!HZ&-Rv@0xrkl{mK2P+HT@NOz-&c z6X)GI@4w(vt)Wi}+L`nCsSHDZe3vft(alc`tbegfn>XPw#tYItzfAvO({?vfB50vN zl>ypdSWOwbU3Wwn0>>bkg)4bd+xi57Fdz;6g2Dtq7l!)r=(B!wTESzKx~7r2v%MHz zFR=I#6JCaDHX?w&EUK6EQjYY~yU-!KfqV(g;-m60BDO`KC zlYnThQQJc~8<)^EC=i;Oxm2W+Aef-b9m#?!4K4CK8lCKY5s`)I5GA;gMgE9zzPy+I z=J??8wF~FMJ{$GfXT5VBCC03gZ^}*!1GbX6;fZJ514yL0A^78Yx6aV1q716+J3$FlN-0^L~C=Zn-Km-cg|l4yE-xVXIg{ zQ~TjXu8ggcMRmN8#aZ5@q#Qx=L-Au@*=kPdts<1L(_uZCQxT|njtO#d)U!6y>@mnk zJ~n{zW=!OmS2$Jv7h)Kmbth60u|hXUS${ zh$d+`93#7d>atA$l4@Q0P$lfy_?J0UgJoEwxVdS=oSD&??+vgL#qyku*)~GfC%Od) z!*H+Nnzp?tS1{RlIu8$;0S-GU#};tF_8~D`_s9+N9q20LKhCf5$+dp=X&XtBpXX{? zXyp^kLn9>N@g-Mjwu$8_6(qaiZqYSx50Cu`LqvI&xcFz|@$XD)DdCdE`x^H8QK9^b zz`oJVB75TG%tDi4@Jr@Ai4LG$nqGkJ&D3$%{&ZoXUA*CTs!(A|DU@wntjfmixWL>e z$7Dm4bJXNF$!j73i;jA0<_sI3DP&?84y2U0UNJ5nym<9+H`?NdLo)!+0vuRDCt1hnZ%2&)8?KY{o!xpb^E+=tIa`0rQ<*#o7ryhtL zsenij=)FWsxtv%AT$Lj;YBI=uGRDaA54|EsR7;Xh;wlH>=uubZY@7ABkt{~&r+=AG z5wjz|%dqXmgO274nY1bU3KM4eMt#EISlDqVL7FHrKI-AIaX<`xILxu1+S1O*zT-Et6N6>LDl&!9oi`e6dy?b3!A)k@Wp5{Ed6)dg z&+Hl9sLTAW$BsBx;T#b=oHA1q=lBMXO*%fJwsIzX*BUnw+o%FQaC#>CWGIi`mhG20tc+%5oqmN3Y!Vcuj4 zG0}$bNFVpMy)#fX!3W1FR|Zu)j?ITML-2*&DM;=qrc3!2;h|ED2N^X#ty~_YmdoYM zd~P$i_rZ!Djt}~3)^ZogkO%A=g!F8t4+Y0<#}suHR19*Zm4GX8e*et@$`hVSi8n;B zb0E!?WZb2(`2>-ww|f}6+>k@whJ=VaIqw|dwlL^-7bda4ALP44qpnZDzmsU!%}V%D zge}TuCc%+xW^;B;>;hjdOx$%vZ5%&!D#5pcv(;mfy&lH9L}pJU8d{jouIMtG6b3|L6{kxhAkBG1gqPbGKG27SR~$np zQ?}Wy65w4B-y9FgtCU9!i2aKB1U_`RK(`RA9nL)W!S+p+i>HyA6LA-Cy}_A0Uwh1( z)utcY@yW6&0WHij%wzo7b67s6uerl|(@m#rNrz_Ku!af!qU9>2o{DZZ%SE@5eP)}m zX?;jMP7S^8opJf@40V>32yvB>99(Yaa|YG}VX9_fYVLs%@)>AE(#SZnsHwOqbktG! zcW&w$aF#Rf(o&>FQzdSCmm|-}7{WJ%_s^VPi0Qy#Z?d0r;(DLVO;@%#={kKVcsW>C z-v$Tdsa3tp3mx_Ko4S^m)VqZh!`+huV&r$|% zvNCrdZY0z~d8wxvaa`=nJ7T$0*Yd3Cxj}OP9?6bZOFX`J_19i%%apa)_Lj4^tdvlh z^nPb7@?&CJkFgl$lnV~|a%gxXozpp`7-Z52q>x{%y0XejL!H0?z~mSm8wD**L^+rj zsa?eK7m*bse{$Yv2NUu83p3^WgNexL$?LNa&kNsQqk;I#3@T*gwhYPI$v7JuRTNuk z>q;tC*g%er(wTyP?n6|zC|wzJR)c18-pxxfB0L7c7(!uYIUCMOx6jgWs&AC!>l4BV z_>eJ!sG1~%CG{$vZFeKBW8RDa1WK078cFXjiCk=&uj_XAuv~31!292&_Q%c6T@szC z?3`tgKB4mg((-GxxAPmt5zO&Ip+-6~hSkkTy8E5Ik#Ttwa@@Y&|!@!QoS2Lr{WOu@D-Wh3^ zo6V!5mfr3$VtI~3Rx>kgTq>X>)7Ca62q4r@NkL5A$joV4amI$O)Mlq0S>&NPpW{k+ ztjl=5V>Z`uox2?inAe#m#-K_Po7FNoMI{Qlvy+Z=^fJNl7A?H!Bwiy(Q9uA9k zi6hqNomI{sB|pXh&j`DH4jzd3M@3(v5X8HiLhsM9f+pK&KH5apc8$pSl2G^}*40_E zjG8#&g6x!*z0XtUD>xz~;^<|u4;Z2ZgYOv-w8=rCYUO2@p5)&5m0MudI5xwbo{skS)i=R<_9VtP*M9&0U~BKH!=WnlOKv|n zeExLX@6Qjv8}0Beb-+50ULG%R>-gO(a*$MQ=)%&g+umF(&QP|gvxOG7y{Atswa?$u zIzor5}vwtLm1Q{$}h}) z`ZG0yw+*)=eZ2VOo)_=-ZVt7(H(dHzY}O&%HrN!h;?sLp{N2R-$Z=N9mFHCh-#Xm( z@A>j~z?Zsqqg_P~#o4OB_FSQkJi6z_-;a*e!j@MH2wq(8|CL~kJG@`)D;K+M+1{6+ zt75$;`Xu{PRol52;de`fUl<5f$9~WCrB$D)+Rm1~ZnwQ9wLEyFJk+q|5X^0Z>`-Bp z;kl~qY-uBS+gno0fX|dG!LvuCZX03;lOu&3_?@cl+;iX#9H?Cdau36A53>07`^CO; zvEM6!{I2ST{;X>Nr>+ozuH8Jl0eO7KM9d##v4C3q=iJeR&*FLI?Jau_hL$~Z%RNr_ z&=_RTl-XX@wR_d<`kMIsBri2R$y(>KN^0T5}@(2Qrz7mQ}OZ zqbIYq1H~DL#L*+t3jtlE*E&eA!{o&) zY3L#?cz6-MgC{)k(gDV8Y%tOf2T=&c+3eeakwMW@Ro@(xXPcn=&LlMDmj-P7_;ke+ z64f-4AhIfB0~r7Z|GtLi5~gdb&|N}%Yl*{WPq+7wxa{}G%e&SU;#H7#stlk_L3jK6 z*$^43+@EW081OYdP*S+E(-u6tbW^vD&g(rY^;PHl1$183uJj}HT1#ENE=HjdpsCRB2hTG>aOJlTvV2QFo>)7mIb>F8_2aJ4v1U zeK(W2E*ZBmlvdnv4AD0pWOG4aC7}Jx0NBy^+=v1h?HuNWZ5`}73C)Y^#-;Lcae^!Z z!4#pt@d_VJuGYeq^5?>ZhL4yQ>T8=ilaFW3@=bN+z4iW4^24cZRuLhX7Xd0j{WA}q z4&%)Wn_CM+au??8QSxGk7{S)TX;<^fWgoKHuie2p_qu=@#OP#_sv&$fbK7!bVZzvv zj0vnbmN5a~ao{B}w*wNv$gRPIXQ!bts3CsbVSd`PC!2zJZzQv>Bm64NdG1`|>lV)q z{WuZs3PVsyR7tOLmf0826pm73tq(g$FkF!4#qF{hUnX&VJ2WXx`LBr>33j(6e29EW zlq&#B2EVs!-;D6PXula$9&e6Wk!_OE8+qaYY>?|$@b5Qy z)AVMHjN0MYe>F7sA2ai`D!YDi(s)9*OsrkS->^o3pm~_DOyX5u(#OvEDrVe{7U{f9 z#SHu5XUPUi7h8vn%OtL>;^`VY?e>cYXF$4NV1z&4Ci{bVa=oHIyyT`N|2v>I5;bQ% zw%B7lA4asR&^*!e1jZK($TITsnr*2sZ}g%ly3(C-XD^eFaXu?VKu^E@m_;VPe&Gl+ z88FUl5bV)NqvI?bLwocvJu`y<>+^S!uYNGZC!Bg>7e`hak2j~ggk|h!Bt>~vmP{i; z8n1uDqvUmCmT~sa=*==)9>WVxG372bKraTTgppAtG`x)IsKF(1SfuRa0p5(cY8Z>u zSP|;@n!Gajjdrt#pL!ecAz9~bXeQrJ{lY-c+{$MF-i?)>^GLM`|I5eWHN(y^p~9Sq zY>}`NPh}yMkS<2c&fv1$fCLT_@T#;T&VzteAkkt--3ZNKIsy*qXAFVzJxG%W-d>kE zv)iQWx5L)9#TYJo)pgCgh5&1#r1CQT=OGU;$oY&~hhZv~Nmc|MyQ~n7!H;F{b#RF> zPQoaxG5C=fmHg(NMBFEQS`pZ&ToW)DbjAy=i5bv0vt+ucoJbk|v!6d-ZJqKH=aWSb z4bcz*E>yP{S<9FR_EzFa1Ft{Nu^_o!9qc(#uoL8u3rw)$Nt7M^EGl7h==#XK@#E1! zy<_!a?FWvJc??~O)1*Yapz5K*oJ{hH#i-kO{Wkkp9gKfI(;NOW7{3SuVut{d=g$Uo zEMi*p*-%eVK7k1^V2Al1VCsBe{@&0R)k~gi#DG31RcwLo1gDq5&k6dN?Tz454cc4; z-$)cdRkPL7kF4Kfc!+^PP-Qsw8nO)Og-I~y<6ns4S(C0AMTi(Sc5WKNllO6xVczaA zbFJS~Sv3VuvjXkwL(m6Ug*%e**q*>AlDdj9udTKwY>x07bQW1|wqz%ke&(Ux8wLqW z=LQCSG)=-NGF~C)c|o9h0eT4NaBWYlt{Mp-f&cJ!1SBVYz@8Lv#X*3~rD5#i+S7=| z%dZ4;L;>)a08&@-9M4e`yzJ;U4B$(~S**e2?=A9}4BfEoO}iHJ z+pzED2CTKLx;*0*#S9(0y_<23N6C*BTz`Xz^rSCf=8rRMx0%m&!z+nyNSI2x{zzu# za|Ah7qqt7UA)fJJ*2k4j$f_>G6i!*C$3k?Hdc~=a+?Lhe8xF!;SxW?CP>cWx+@GT! z^nL!{$Y3$8+bQL<{`F&vONOVHoNw-d0X-1Noj$5NYjf4LHH{w#JQB;^C|e$L)z&!+$_I4~dd9q7r?Bcl4HHNs4tHQ#Y@fh#fkY9o6l369D9~+Bt z2D8MkA-Ck`YK^X!B){ybgh4r^SE9^dTQF{z3|o>XGsc{g8O+$YLUi zGHt38B7=Fz#D-#x+|DN)VO_y!s7;B#mSzsSV_|JRkunzYTQf2)rnxI`AmI56QhJl^ zAxWrTSGe5p&|&fRx<0YSU=B>hQBEo601P%{{s;gJ`V&{ms8{40`%v;v@7PYNYVje> zfb6vi+-qsEA+8@c8jwXBA+-UA)gmr3B)NFkcm$GxHo34{@=`YdcOtv6Ro>i`B}-W) zxS^QlhV@i6d?}(CJ~_yqMnUsHV3weiW)7n7>vdMOg{&gs)HoyYblfYidl;;c0k|E@ zwq&iy5NYJy z;o38~wu?l4I!ILSa*`9f%hRX3NVV{e+mNPY_?4c;Xh?3HVpeq_E*?j3e5khpC6rZ3 zDB{V@y@*AMzVoRiZUt*2XT#q!B>g=KMLJ?;1cpML9Ny^4Q)JYMT^b_8N@RgdA6^&Z z%<8i0ki`pc0mGN`zQlp)k|ZvNuKZ@~iY^{-!;WAOq$n9^EQ17a&VL$ zDRAF#0{=*y0FmJ*j@-w*?h+4Wf@8W;;Ml@u&4z5U?RbYOSyFSHK}Q= zaFlp5W*7KpG&4lR;lm%iz}p{+V#hnhr(Syp+4l3n z!O_;k%Fp({-}dv9=ilGeGt7S_n_~-IJYL?`xhHjl?O(IdRJEncrnKL}mM*NG4BL9V zyrH9qR}+@UQhEK3edF^*=2yZvZuO72*o_gud9o$%rmDE+fZQNm8_J$0)4a>(wkkJ^ zSZ;f7myG_qg&mzOh*CxFuQ^es3Sx)aTKj?EYiFBO8?_&(qxMkVI+2>bNsRM8kihNX z{^Mu+7fi#sZD#lhE^Vq!0UYX60N<%q00)<}yS{}jA+^6ao7z`J`ER69LlxZgjiJb% z^>H#)8&hia+%@t4FXq(dPFIVUBYndEnNDL!9}|3Bqy8uRj}HztlfU%2TbQD_cL?r1 z;6J!7cxTdkYv@u%pp^-ps$+r+I^f?nssCGN8Wan)=AtgFw<5|E+CKLr|D`+XYr2yM z2ibRuW&N>BPjX$-{y?9!e|qox?qKgIrgj{2Pz5lB#IDrGeWH%oKW?$=C&{Tg(f?KH z{tr?-f1mHahQ)4M9KLEQ@42sRuC8F_P@&WJolePk$&AHY*wN6>EK0}k_8&hvgm}!Q z{l^3q+3Hh6ugN=91=yn`)y5QB>jNI^^9uV4fx8tCJYG~yOKL(DEH&x}rIxckH}L}f za2M3Vajp%;_l1(*CLXPV7xZLHujV<%CfWCu;=fzZ@g=ve)mAm7Z!$J~MwOvsea7)x z%H%+W_&d*x&yCAf!A>XPYt{ey>|w&xKT}8R+=+T3NAmB6 zyT?Z(wAngOG%~@VP9}J+l?m<)_49BeRS-NKW)Ed;+NAPzipY>_sbP<}$){ghS?r!!zhd31w{nwq;yKnMxeT&_;+^jQPv9^vn2 z!Q3U*K<-u*c=a9ixGx6yD()b4@%SmLjD-{m+^MEus0!BB4M`)5+y@P>&LBsKq>mWn zF7U@y7~_3Goy~>JjiByJaR9Nt~;(6H~39J@JC)OU<3b=!RgbgIw?$Z z@JTc+eE}gdw*GFtB>~cML|jz zgOo0yY`380i`1=a!HZ$?D0$%%QznL?GD%idm!$N!uMz4dsMsW}%9ij&pqSC$1j185 zhkmRQlcYHR-Vtz?j;@u-Q8Kf(#jRM0fXC8`*Wt&yI-%zd_xZL-;tA@lWlC`LRGB#D zphwBuGO>=Kof<@v3v*)Wb&Z5#=^>MzBxY`0>D%!(=#AC%AB1C)llToQ3Hk{JF} zdPP&6I#25?Ii&k2`Go+GEF8}wvI+6VoW7x@SNa5}Soq(Uc4q)fK3-VqPX@{T^)&B^d07%UgI1l3o78PM*U^XMj`n--lB1)Y2` z!ry%@g4e(>1HWDc-N^Fr!-8(w2;bvbUJ_L!p@IK8;s@GK=?M_S<^TapVwb-^tT0_A zotN+R0bGDcAn4bx$lps|6NL~^+EqdyLElZ+=@)vabAbs7n1%HUsjqBZTYcV`jd-cd z89>HzHzR^L@nh*SOLF%sXpkv@2=mmGEx<|8^X62rPNe308mTMi>EetCPP%8E(v118|6UcnB0OFUir`%N8T^1m1!6Jb_Tpvnb5?qs)Wb@$o+&59vE@yBOMCiL$Nnr_@ z$&_A0La?a{TyqTp8{h&4s#AixA>5r>Lc0I8Gmw;qa7G8>B&9kC+eCbjenudpfM#@q|M&Hxe;(dE|n;I?iqGLT=uR$4v-w&@L7 zWqnB!zfDRjB*t=;MK;-T3JC!8Oqk4)kLJv5smsNt7u%}t^4zXG8(rXGGtKeQ1fL90 z7+_ZLt4P_A-OrjEdX))5l&A+sPy0Q!yeHD7IV3BHjP6{JU~PjQpOIW8LL*hgFkV`o z3>vAiteS!aNA6~=Lf8`!c7!+lrKI4Ggc(elhFHnA4cSVhtJtYgD+Ef#z9%Z3H)K^fKeKj9*fa!^7H7d_$0x+Ztwsv zjUS}icCmSMf!HMCs|O+J#2O7uOcHR&*hj~O1kOo+bFfWGYWY1feG z3I-KRV(({N4mo_dpB%T1I6Lg0D+EgJim7c_cK@r}jk5?mqo+?C#7>%br2BiHu_hlM z#>W(bsC6~{bDon5g!w4;rD;&|`6&5&P@bI^k-fRJ8L3(}i^_CCgh)EK@iw3RPl+`_ z1!q;Sidh@5pHNhyLCfSYsM+Y`2ukrd-GS$1WzryVZQ1L1N#5L+HOVr=F4u#}U6*W0jwCne9{B|XW{%LU=#VUkl509MekycbxkUUeH$2&t1-SZM; z?iL(3W*>rtk`Y&x^f_!ABCGyIqSh*2ZXBl&A0*lV@a-9!!Cajr_H$}$(Sn2=2*6>* zA)p^Z8Z(#Dbz0&9ZII+AiBA~EtYdjWCQ>nZYpv!jS%1@wjLBsP{a*OsVGb3>|dZ}5K1oeub1R;a4 z7@2rtFE`e*-$yP+g=m+!?vT<|Q&)||z-PjZ#1u1Fl~dw^Ae~zhX$ui&-lQCD1YCQ8%5dn;`VU_MITSd$M*d%PFVAv%$-B3eWE0be<# zwTKJxc9Zu?*b^_ZP4khs7K=a*!vZA4`ty8T`?*HGf{2Cj&lx^>nuG$8=G5ix-|aa6 z(u?@9AvNi>BV=`mc!UhcC+9OFy$A2;0{Nr%p;jB}O_i^b<5fYP!;T_jfhRpbDX8m% zFA@o2Zk|^x9%>T03yUli*`9-RA=DHd2^G>mh|h?`4omi{$*-Ap?P?MnVuah}u9SRf zGFWLRB*`1nd;B_A=BCel+G3hRez3+{AO;oX3PQ)z>ND$UdCQChJ=C{sJ_wG+<}Rf# zu0b{KbMpSp-pd_emF#fufB(n-+2QUVq00Pf@68aDdmjM3i~RrZ|Mvz4SI~gm|9t zPCiz>bslLpg!Rbm6}rL`P+^ElvFXP0kivtsT@Ds_S_4h0j4 zRT2C3p~r1hTbK|OUE9NSg}6C_=s^U=VjS0YCKu%<|BeZJ4x<5Z;kgMbyo8%2ktS~> zLs?hLjI&gv&rgwBgvtzsJ$_8{oO)-aXp#fp?s1|__$cvtr7$4!rW4KZu`%^dg#9VH z+7JiqR}FqS5=~MdfzUFo3@58#kz$s6Z3SaC3)W8~v_y7+FHP-xLOC2cAW|)=DNa|%iV(41u}c`uqT76p zTy@rv1f?gylX%;_sfcpVRwDG<$#3@YBo?9(Ee<|j->Ejl1=IDilz88{F`>mSI^z>vwhic3eV!Q?LPaK+kFGy zEfcF8|GIRmPxfydw%aX=oC{(^C&TmP78XF;5 zw22u6v=%9?;Apa+YFCr7j-h8}Er{Y=Up5he*aJ2uOYBLEOm>WaY*NPh6C zsiVj&!rKQD*pk>g!{#qxa)l*|3m@Ic35p#P3bgunlb3HpofcFfNvv-t!iG=8<=v!N zM2%!f=#EiVR39DDx9ptOWZ^{Y%yF#{J!J_+ZZ^vna&+k<(yk@fbR~WV-wI0%Nh|Vo z7tvD$?oi7UGant?W0qYhNji{AZ9?@8EhF|XUltbvX@LdHNP5LG*9YNW+-@;Xx}RXs zg(_i?I9nqGyHzlHBu-rAnHch13UpZ@g^Z&<7In=rluM2qY{X2?J#~N`?{>@pxLh*flevC-zzqTjB4|Bb4xh!I(Zw z_$9$AXRmPm6F3fVS#cdLWU)v*vk@Z>xOm3>ZKc?3sFC9sZ3SZ=MKgF_AN#)Nvk&B} z8Sm1a73dUS!X#!KZ1YkC=x-%5k&jz!%j|HG~_Y|K*|@PV2w`nRBuQ z;w+pQ8&gg!4Lu|{|CzXXTzd5ys{~3i8Nt!{AgK*t?6%N_LbzU`x+bq+3^tqj-SyJF zLktY%WG_nnTRw++w2xAKv@7E@YtEV9q5=qcA+7}Xv4SU*-xwrtv+$Cc6f9(+v^QTX z!GUHnCvN=- z^GPV10F?e=8=N79X+pxF>7ddH#u-ejQ2)?r^Z<-NbH6S=RP}BpBY0qfs07ndtn(pv zk&Aj!Ff!o^iLt!n@84Ex3RU%7eSPUMNe0v{lfqvR8=z!mN3rLz!nnvr!WdJNV|?xe z{!?E~+EW}-<08iRlp&us@==;VG?7^+{xm16qDxU&GDo+9E(48+M! zgVHqe6?2PxYrCuzemRGNr`6}(!%iY(LeR-JAr8WE?TPrW9N7-_nG$k-5aTJ(ykaE! ziVR>jsU=KJ&hbMDJrU`U?Tk}H68?@=zEZdsLf!OF64!g2!WthF6wNawzBSlSZ0s=W zY`%BK6&vF0BGa_(uapJefU;l zSHWQ|EHOe1Lj}tqMrCAISa=b#jWItyiiBJP0(J!W4`lS$tg7GBM{H}8ebxP(+s?-h zSs~lMot=SrFodgGQkK0V(<8-+r!>06F%vcFN`%fwgm%Q}Ll{_)O2OwcoWT*jSuEa-NDKdR|xbFvrU{sBoRuE5X?_URM8iZlHJIM zy7(MRcoCkFQxrJuKordKMIWoa>>5&!QU?v%Ngf#TmLUOom1WWEHjzci1#I%|dedC>+Z4li}dRgwHu)MhHI|&qSGxLW2oerW`Nz zAz+HtGP8n>8P0H79EN+~j#J#aw4T=xDg8UdS0X9Ntz%429S|L8V5+hu!U1Ph$Z^d>O zvkd){m73k;1-ihTLI53@ z=#JF$nl2?+lD)%!97MP_dPZ@!w$gvXlGA)`cf3~U zm`c|^(eLf5MpxCYth^AFlrlFfacyLqF3G6s#!$ndZ0T1y{r*4-PMy4tpz9dCw-hVe;jAZC3K&=pLna9Hp<;x(VJh>E#>xum9AJ z)8n*GV^+VEw_ zTdRVZx+Kt%b|j7pGm{77qD@`yoVtLEaxMANG>z5eZ>ZzV=lj}m=uealFMpbNT{zUv zhElw!3S{a;>2vKkyhot^$mV&-lhRdH;5yPKM3o0^UT%!ZR0TVA%&6Vt*gO}1+wjs? zZ>AoDs4t%+XV2;1HsI8G7}~AVF4d(2sN&J3BV`_Q7|L&zl` zpHT%nb)2cZaIQxt`f8~H+<`h&KD#5Rl!o4-J5>QtT{vAkbFTO9R|PtKHjs7`NE+!W z1DP@$YH>=gcC77n)49y0_vhNa;wVPlI8HmE|444zN|{ljjbRiAVSY_*Ic;{L2M;XM4@rC7yX>>8> zp|)I;a=!ej;W?AUnG1E*sP}xi)ArtQlY3PVQzu%LCn(;8IR!qq*<6>FRL70lD>5+U zR%sSkofD#kEw2_ldsF4B#IK5Jbqxh^afjEp*ljb)Z^?_I%heU%D`OGmcI0o#55+WB z7Bf?aMAb2~4>otdcBWaW0+~7-Do@t2GUAyrDqElHOTH=>tZyowOsMU6;XN96L}OR- zs7*}KQUy14h}2%*`?lmd`>HEbo5)luT_RRrZbGry^Hzq4sREa}7`9^k{Yy7TDx!96 zx=gwus&{7E?nQ4dFf^=L{|ZKY{kndVOj7!+VQ$Hzc~IsZc%BT4nvd)fqSkkCmG^zqnjw{z_dOKsisoH#K59 zRcRByP}gQiorG0v=e##fx+rj@S1UHv@up^M+Gf@jR^_-#ZOT$J8eMuaNeWlq_e}Vr zD1~la=~{IShLokS4jwB{V!f}NuMjjh-lZC)>wR!%H+0gHIx~{$cvJc8n)g*ZNnE2$ z!rm*%-O=c(5`8un*6_i_BUSKICtcNtdfuz+5OrTFu-o?jt#hZ!im%k2JXMau52lzT zb=9hglyHK zwq^3*NaL^tbtu*Dg9uK&!^8!h7**$mDA$?CMq5Rlw&;#}H}W_&7{yrFCS91aRhJG? zm)6qKbmKgHhVahPd{zZEbtbIh@cHqgI#pJRr7qyAT{F6QY4T*b;I78XAg4@6YUV^j zqivIhB&sTqsnd#@aabwq9iZ-nt7hcYHqWQpdTbu4a}>2(rL{Z3q#7iWQ5c}i@7IP+ z?Z!>LQh5Aovahd3M|t|{qb=J>(k`pL+BW{a#^aI=DUYvybY*6nX?5@T-)Ww#8fA4I z`hu#uG59xUbOmqJ**A(Ej!)pxf33H>;8jc-3x zbnO85kh>>;?f)rWd{yOLQHEb|eeH*`dh^nhS^wAHMt||P_V*9>Bgn>k|EX~q{yC@r z(u%UbC*MDdTipKpAb`}oN|=J%GFN4@>rUNi&t_MzD{%2JI__mjEFbJSv@v%1SB$u*TX?_U{gFs~(4Vz&x&=#T9pPJ_xL?9)>#4x85P}X*-2@@c3wK zi$A+F5>aC@^_}!-)WzSQ%GeA2Hlxnq_tTrSxZ{?-$wzNpENm11`I^w;Il%fK$=|Ck zNllrU+*gUmAa=82E3$=nYF-4V{79GH6>$iLK3){Tf#$DrCq@_8*KKaC-hrh z5nh0FdW?28Nm7*NOc-bL1|pm9o>@aIGF0kP*@1($1p+Y%>Kjv2y#FQ#Kp9!IOuy)R!bfX3|e+{fnM_{ z`H^5^KbxY)=@$_EPw$e#%@=I~za)Gg@6{x)i3M#ld7=hJWigmf7GgtzQFpa5%r8jJcvB97>e~bN#%!uv zGn{`*UgRXu3+MR+C291!&YiLz1p2DhztdgF^;`0?vCE*uRigAz9ZJ8~j?!0T!aBC^ zH6!-E6~Pq{+te1*nyyooeU-3NhEe6iMHr)PHD*r1`t0{SaS`n%apZeu4 zdFYJHuC=9i%J8YK_FcWr`xD}a)4W=$< zLe-q8MXNfjs%O)8##h%Giu+x;r0P}ad*gbC^ghh+`(V-cRjW6~pbwwQ8EU(`Vm!z%}O02_2pQ!u;kS$ett3q3Jv{roDPf|yuQV5n@fI6Uc1y@5A?oD zZ7J&zqqxTpIq|t!fd^6))@nngx{hgzQTfI;QaU4eHOg?P&aP39!#7o^d zolaDb$m4}s>T)vF;ZVI@^EX%NYKEgvCo0F`U(KnTo3_%LFxTfXDi^HpE9a{+6hNp8 zTdQMF<=FhVaQ4)CLgqbh-hE;FH@k3YZhi6~H)V#FJxlaN(>1S7SL^c&cJocJ8F%qb zzVrGQ3*U_YTuXbmV{6f`Y7OWYKa=cm?|=Wt|JmX0cU6Z@Ti}$)I6J-T|6bEqc$>Da zDzBki)_T@*=k8hKW;v$=wn=3T}lA#MJW(%MX#r`28K zJ9H`Q8_Ttg$t*9FwCKZ?_yyXzg+^%H+Y<{Fm2Z=@DvGL1(40#yNEb6}(goVDojP>n z3-4@fPGWMsV;jG8YbQBxxy6~;>^zj@ww2y;J2sZ{XFJQ;9zL>A*v${vJw9ps1{(Wo z=Lq7w$=WpZQR6M>BdEUm@?SUX$jfQTd31Coa1bQY$``hEDdBg4&V$*?PMEEIVe%Xx zs7KgI8w;oV*u`K1d}&TT;3VkPN%Q`eTjSf+LhCA8QB8NlBH@94=V+cL?i^BuiA z?oS`qVx{GkkR~XZR-XxLJVFN4dTJVH2`t<>5W_qfdqlzM0<{u^*V>lyqbpC)3)Gri z{>Hz+GfVS%lFX|-lV4qaY8%3gnF%Fu%gX)~8%deedT;0>2FTNXPDvhNG45E|IFTGZ zHN^gv+Zs$>7culNp9P?EN7J|yeY6p(Gmq^RNCUz+Auz#4@t(!l5=~qi=1eqhHU$YZ z2i#49>cGn~R5Sv~8N(3*!892e!2~mY#`ir+KQ0<;_g*(X707iO3{$yuFxU z&L@^SH!E4wMq(s^Mr&^!+A zFLGZ^&i0_~U+;QLA{)yhTCA-;lSMN63P5ln5?CM2#G<>m+l%flBb;MPD#YX$T9w6_ zx<1bw55u&K!b5CTGZ?D9a9Ehrt<8YZ=(yan_!kR{iz$Nz2Cp75Z$~eIM4Y0s81F$- zW3y!^(ukXk`8-dJZ$)XQo!<~STOPb~qGvsVeHFh4W{)@xV>)p`YCubs@(yCDghjX6 zA|A@Kk@S&KyFiC>0_nold_5)N@S+xH71~~p-@$i-44IG|e&aUMKKdQpDEq7XWaH{- z<+5aMTPBelJQO}q9iG<$+q-I+7bFqaWOS6uPW9Zi-cR~l3fD9Q zrUHQ^;$(1dLY^oIJn|;9wZ}_Cw=Valxj}ftr_TGT31mQKKHOHIn7or_JBA15{5D7? z|I#!CVk+bu(??X~V(~|wgX%4F5}wC);oIjV91L?37(#xJK6dXkgxdaeS*-F3Qxh(W z=v_{>Uok^rUR9Zp0&7l8QxJexr?4K#Dj+^jPsk2y7fsd8Meic&I4!}Hbh{^*~K@!4`=2W6G4PFVLj$B0?X%C z21P8{vjhAY>`U%$o^&+;IK%je*1;bHl(&D`*s)~%$O^#-48+R@T+!vNt6|v%fMTC~ zmxm`7Ze_i?>TNdqgE;-nTWNcwBMCb<0N6kfqI-ynV5EY|;I$Ca=~v4(tT{C$$8;em#qBAUSnjIwGVB3Gkjpwoz?32ENOaBvI&&vJ%`$cf}Z zZRf_jNiuKTY)0B=l8{|fSNvxXn%)((ZWE#ZkbktWo6WBs>CCiWZ0>0DusMcSa8kndci-5m;?V! zZBKp~{FkY0N5o_b)08$ggFY1@fi+;85k%SJ;pGaG2_-MO!jxp(2680hi$w)Jw&Zw} zCjpTz^dat;#L#Y;E?Bn(>}?#s0Hzwr^{_n@ zL<2?&jUJI6pdSMaQ;e2H6eAO50>>;C=-lco;7|8DC< zsVo2fczHj8>MJ*-ZUWUY1e2;Ay^8MHtKgoUzq`lZqDJhiwpv(S74rH@aA`-gttQ^> zZRzQE%8v!VuF4b3sl%enbsdFLH;Lw{Li##XPG3LdwqBU)XoK=q4QtiOE`_vpFnOY# zy51npHxb7}73}mWM}-7-^z?3!m&BD+f$q7w6En~B(U*GT>m4d;W;0bl({~n2q2xOF zUQ2J)b8B463!K?o*pR;S)C$S!@K8BfeKHNFR#idmsXl97p)$M~V=M0En|$pZTPy$& z|M{9Dm0y*a_-K$oe`7+S5i%678?!7gE|dBrq$m!bJ>8mexb*kO%llNs?=2PaiHp7T z>e+2YH@6M5|L^~Os%$@piV^5qsb3+ zr@ToDS6c4Hj;3U^_`@6M_4rfgxKCqQO>-Lx|C?$>P*~9>=N;zW#IZW4p=vF@pC>Ss z+_1i}_+tD}Mw3_QWEnb&HC5N*O>~>L^tQsH;~x4il5pdv(R{z^FutW} z1#tA^wBu$I-sZWC2%5Q+JE{_P)TMEji}a(C?qicM8G^oy z5wKiTNnxb31^owfP|arC2@_2)Wkne*B1=9>-i1%_q5XTlO6=z_FGfHhPocLOeSH|> zBOS8Rm9!TeQT$rtRc^**^3KW}n~mkO0D^BwC|?yzLkt5Oy^MeV2(h#$-#^ z%x1wr0vM~$dZDN=pVe#cDpy?hailNd&_k}yF{7osps?thKrimGAKo~+4T>kym%0RxXPlQm3eYI)oyk7vTr>RP z%v+eBzVoduF@{6p=IkNG895k0hd;aw%OT6vuIRQLQSbR8@l}B#QZws;i2kO=%8)6Z zH+9KuxpfMAGEi8*?B1@lcDPH0OMFXm(^NOSIes4ot(;=|H72TrsV&}NVil1Pk1aQ8 z%A<7pQIR1ypSx2b+MXy@LJ*8ZBt~G|@h}%GQ503iBPMw+RwYy4GNR{`Fq|;YTTm>8pOm%#g{EU%$dHzik zA?IM?g|MY(N~EpxWW1%dY`YQ36Cxh)C!~wYrS>7lQdJdC$?b_WAtR;WWg;EL8NfW% zUWWK_DvQ%(#B<1;aq6mHL()be-xWr)@hovUOfdoA+$>OsU&w&KJPjGW5$xk;J;pos zJ7g3Y@N?6y_Gm#Y>?#r(VXU2OGQ3#!I$b4C_8%pG$AZI31<%I|=`j9q_PlttIC};d zobbTCEY5$KVZzHWqliA8H<~$LSKj0-GI^K~FCPhL7_T>MAWTz4<}G|HF<{z;NvtUW z?MBAxZGc6{LncAu15;u!qIz3ON^!&xCZwfTXMj44ki!TaqcW#;a+XTG)qchu?U@9I3_SmaDEO)*<`+u&`yA$-%whJ}RpmjvhX8&2+9;kR z^Qp0Ix=?oRQt_d<<6k?n!gYb`;=I;vL+pK3HLAdMs2W`FDsn+})niP%hndyG+jm9OxXBVe~$ zM;Bv*J!LK=Ml8maJTRKwxXg)1lzf6GS5}BCODq6Uj$~04RwnO;xEul^jSW#7xRm7m zmsaMBb8K>I8lI8fWmz6#KUEHQ&9r^hua$Yn!Tm;EDJpvrT|i)4B85}i;&s(*CNVpD z9VWCc!^e*tRQ^mJb~@#tWSe9N0APIW-&~bjjv$gVZ;cP3#6`z71G6g6tEI#(#$PqB z9)+Q){oBH(5KaoNJ&)j?z+bL8Ud8dL5GTUN&8@-Z1^nX1hCNEbb=#F3!Jt>T2H_pr zb%W~SzXvCFY6+ylu`bbGjZ1P1L{VfT`sNaEGeLKuNt5J6MJqsqbmjy#>Rq-s%gIi& zKvYds>7ZM7^XQo(-8)zo{g1U*>HV-KU<7ggtZZGdrEHGp1-q~URSKL#wC9V*WWd>lF_U^I>^ z!)-e?=}8FJN+4!x@fk$sQ;Qg#X-;H@z5VR+kYJG21fJoO^^xouAK)^2eUa2vwH9x* zru1PzcC5IUcqdzbB#};y%Q@W2q$9-5we?-;+SQ}vSi$iu<}643Jts(#s$YH zCwzj$mWCh}B)%jf==~((JHZGdZwd#;Z*k!+r}u&%8o}|z+FC;8p!JY^^m$jvK^0qa zl2P&pF_+Q@%-7Q`8}gsc1cK#QL{Ab7c9+2PKz{229&%PxL2JQFvTRn#@c4PflD6SP zHpnp0XY`V@iIL_J6A8ar*fnkzvRq^h;Dx4HMNt}_+XRoNy`*_Z`pMJBIAlzjXlJHy zIn&HQY$QN4Q86{h3I8BNV-7v>@301Bmy-B6Q7Apn^KdUCs#i!+2};vpi8DfVje^XK z?#q&rv|!UqLrDtLRbqXIEWsC%S>g-WwWzu^^YByQ!03BvZoE%Q%-tX)Eg+Ibz8RqC z6dGT|8=G-Bz(tf7G`9Cu>Tn0+J03IxnuC<#!&!c;x{J_p6(%k|Orgx!=8x}y-z~W$ z#%|6)NKP(g5iAVBu+E`P+s+TL&xULiJPxi2!0Kf+1*lmB zgad~oq8R5&`LJOlQoIrpM6xPb&}N9je3v5OjAT;8@PrfFr);DG1n@qBR1B{Y(S$uM zOZI2*1Q}~Whf^HTqcyD`nWGH|CFu9TAn1I@*)Squf;t~tgm)$c%0ARsbc$^}<}ly6 z)@~!-kT4TChkX%j$?-y&n|zc);ygF>@x^Y(K!7!@_mxN#0h!!ZR3bJ~*PvM!*?%=> zwX@*91%o`M7=v~gnMA?N>rrbzr#5F-VL&WdU<*^@SS}E^=CwfLZMZE$#Z}?sJwT>! z2XtmYuADq2Lx-;5fUoHqkw@gv#@sdUJ<2D1`pozRDM6usGF+?RpNNAH2m!g

a-7 zLDrI)w<5u5Guc67Q!DcJlq8(!)sTG;tUEWbo49@_a?9ELF`s;`VY1N+O1^o3Y;8(r z?z%$x5iJV)agNiua3nKUv0&RlyJER03IcZFQJUOun3#A29%a=IyOB4U;iF_?4vMK# z+J87tD`L)t;DJH?35PZ4t~M5*EKtW3DkQ-676YM|rG!kvHxOLt&&JI=E2p$;Bj^VD z=@aRbw+`&vUNQIN!iu@4Lp>9Gk3BB3*`tr!3v_uMHBCQODC&4U)bso-@7htcT)DCd z$U1Kip(8f;zEK$Y_xOiHSX3p@hsVue~*1}0^&3;8@h z^GsW{v}As!)=Euj!cNG#FHpFX1qyepG2x9RTdp=mr@ON>9FR*}$>QXM4x7>^$A3(679s3+g%g zPA^T#izEfz*?fvYPv$Aq~((d^nu(|YBJhuc$8j*x-}e#+PS*r3RE%fXTqldP8^@p z85P@PmGx2|9{W)NYdvsKT83#Hav;I+Kn{Rv4~-YM!~QOcL(w)Mk_C9{3m zt(DhbUR(C`!rHQxM>>>I}$HU?ZS}o;IduJAF=I9I`B4WSKu(9bmigVO!P!s5Pjxc{U`^$h_Q0i zGKUihjCIc^4be-9JDah1D~#vu2*MjPYk4b88_p_n6*6w*GeEJI4-Y&sBn9mHaYlK~ z4fHNzK^BTaxk6Q1#qp^c{62ug)HR8ec#1TVgB0?`1DxSl((q6`pb^SPMV4iDjENwL zF`dPg3o}L4C*IE$ny~~obtvuT?qFDB+$1k_)ha*;1X*IVf{V7pB$?LulSj#qw1)j` z3ONoC4t+#nZBXT%vKDAXYD4n04F=snVDKptoHj_gNc92m=~~antqu1nBLSS#ejl>p z848Nm(04H&l5O{1%|-AwZEP!>{n{Oz_lnx)IZiCi06~ITXaz>-cPwskZYVeDi7&Xs zw*p}1HsS@+6N(lqOg9lBrO#$mmXp#rOAtl1%owsFTjD7u(&l_{j(c!z(t8W2FoYM? zbY4w!h_};ELI5*IFhr(w){s0 zvco8=J)B3B@lntrY`z8w#s%W>tUl{{$nV&eZUBVw!|?%tAsq8X2|XFkZ0p^GR1e1t zwhCf2>FeoXBr$~|<5!XpgvJ4-<<&*fB_EkyCK2})||AGTvk)kKif6jB) z0(KA9Y-sLsNGy+WSS5@;6B}6kPa&qjH^WCn^O3oV9(|PjFQAGX-SMYJKFC;51Og#( zb0VJ>7V+GDflK|n+=T7-huk8#h699{S;qe;h&jXg2JZ@oXR-M8oG80mG5LkI+I{hO zzsOxG9uGK8-e1&7?iTiS;eM0{Q(vL|GV%NL4--*+860MgfvBP*B(=H4Es4|%BHXtR z!cU_24f`ajKzQ*`I_13hCg|@!3@Zj3O%(+pp&0v2E1;xvVb_~|%An`(0QBDB{5#xG zWw5&w;{QWsxJ|{Jd#zV_t_p}s6u@~F?84Q2ZnribQ3++B^EXC+TNToEXgBe4@cg#4 z!qJ6kg=eF*0-}8gz>s?0yVe}T=tUPhvDc7rct6CU5kZJ;NwA%SA>jKqM>F*7=tsk( zBn##hca|CQ1bsMyN6hzqz3R$)7gnCRQu@CkAcH;yp~(Zk(a1Xy&+I3TBblk)4Ef@Dx@m}()7It zp5vj1$ZZ1#lQ<@4ZM!!X$WM`4SXLO9@wFQ`=iZ$<@_oZEbLhq8X1laHnt<4txNXU8 zi+Uf7JN`(`K$-QK2twt-KG2SFY>3R(4)bf02X)^0wJ|BkO-Wq?!ny^zh#+E!kS$S8 z+4_f%P)w7J$*G^|a+Ys}kwWZTNK5tr*3@!DEuR9Z`z*J47I2;4N03 z)3?l!gblD$%-B0jD)WE2^jpfV2(l$V&HE^DfG=Hqo5ddw_7A>~U)Mi%xyAH#^;c~} zPSnN>>B}To!BgQlWf>vF{g>`IEMAjlCcL)0iSq#%X3kxr?l=@)L58`u17BPb5Vp+F zI4s@ffZQceye*Ndb#uG3{b4f*mtt9WIoc2;m;ZC}vVoBZ z`-IcW^bpEc{yF)pE20?*mumIT$&1iB)2CI#RkhqYvgN`BK8Of~yl2+6t??d3h-8H= zVQlh$%}Ho;dHs$S()j3}ZMh|E(o}igw;7z1am1#j2_Kd&Y8{ zHDqI8l|A-nL%o^rO_B&5DIkDl#!x^nzbfmvw{>5REQY?6w87OyHK3C>c`IA}3;zc; ztx0TaS(`@2F-q?_wo_Z!`fWn|H9c=K z;dWE=yG>JbwI{FRCW3LB*AkS8G?p|WyJ`Mr(0;0}%q64dtz zfW?6kCK5_0%)E5y1TFYOch=aU@4$RvT|X6810^vE@2RSkDK_;XT=Lr}nd(xqM=#V2#MX%9h^0uFEgF1|N51{FvI zLErc0mByfWcEdlF7OH_@y>up}|1yV{*=T#*&HfZZc4}q5@%c|b*}nlCFr`OAWP%dX zjx0V|7ey?C7;JnFfc$J3D!6aKoMv|Eg8wR8XugfkuPD1QV9uKGjn-OeY>ZZ@-? zujnrsJ4aQ`%pDFyAQ?cQs$1mVE@r?V=4NVY`Z#*@`pmTa>ocCM*B94krsekx=dow& z`5w#pQB2cgTk*$hv_i!Kfk9f{jSI}aBdB|Yo~)bNNagaTAaL5x}TAD@UGj5 zRIOiKhSWee@UJ=6f+>$#oSd9&M%SY!6|>i~a$P(@?{%;zbnH*%(k z1YZ{Ag~$DDGE1?$+2pNfPEkx6~x_;5-aL1z+!h5q`N3 zM)>+N%I(g;h>$E&rgdjo?f-BTT%kRjGx#og+kvb9`9MPeICnn7^{qRfngpU4Q#2d(@q$eYq8VhpuZ1l76%OvQ6x&k0rSfdmmP^V~I44i-v z(XekS$T+0^C?4=royK5#1qn3kQehF$6XIyX10SJ^=##hJR*Q2x9b(y3DW$ag9 zC=1a``6PSWOHZw3nBd;j`e!)ZIV` zc!lTjf`y*zd<_xS18+FVoOXDyMyio@#Y+)}NeLi&MS#5#Ipl$p16f86t*5#Y#erw zjX2z1^wi4<7UpNuFLx-qLh5occP!g8rTAQcx=kz~pv+FODbFw_s=(JPI;8MD+?kT5ZV!m>7i4M8b^kOSFoxZOPC~jjohCKyrF=8q^?|5!<>0ncfWw2m@bDU};7WO0GF+&ttC$0jfn)KuqzL@px%cWK zE)^O*(KkP}9dH5{2u#^US|xec0lZ6s2%C+L6xw0&siV91E=ir0&VV0lL4s^es&DF= z``as5d+e2$S6AEB12Vx!i7M%4ddoMQ%1(K+wTr1HBg2>48HA8xm}t=mq5O?-bu&I{ z82yZHM+#bbIt-;d2^mD>Bl8>-I%1m8z=a6((AF{zihFE-hao_K(&dT_sA|xUp2)#Z zt?k28Pc0~=A5=)$(>%%Y7L2Vw8!vL%HXI}Dq(V=Xv3Jd)_%hEd+Qg^WWIQe8+N0OW?cyG~%>q&6Rv7S|Ygb@_f^{Yz&tb!zmguQj^iU zaN*lLsZUiY#WUFtk|ja)rw#)Ln5Eyn718>rG}!&Y8t*o_Q|mz9t%Mfu-kuK^>GseE zNA}B)R5#b`c8T zA8-}k&!fMmAc~-;oBldY(^;*TjXQ`SaZcHEp>C(sw64k1VD;+W-BqeI^LWkQ(uP0l ztVTGgk!pN%NG-a*Oq0UjzwP~ER;3F=RW2%_`jWOD@MI^yAn$X_$cbF(FLUFXFx#LM zX?5C65)xCzc?j_>4L|U(8D`GW- z%TWfP+P0Gl!HQMos>+0RS(Ah+tqhfHRE2_>HNJRJgQJutnA8W?TOn z#|`>Au1lY?k)}5O(?mr@(H#v=@(t_E)T2(lyPK(i0cEME6x|`Ubs9{3Zd|3c9uil* z3!M~?zq)!D*=lN(QI^!;d(F1;YGv%&31&xI1JeZ;j}zL zUbVo+f!Q*t!0PUqO1i{8q2rZIf>F_Qc4=5@9AlFx&kHp}ZX33j@=<6HctwlC1plQ} zv|Y&d*n|Z1v$xsIS$0CO*-hFd`uJJOVF=B$Gsns)6ZJY|zUA5I$(x=HP-E5o2S(4v ziA75woG2ajL}QWYIYD5>mc-z*q=Tex)6Uf%?(uA>RrLdFs9rNjPhY9ZS+q%&&T~PQ zc4tdX5*i3CX`^M?rd2s{voUqw(iY8_zbE+;zlkk77M@~!E9k*zv(yQO5nDG`L!aVO0E5z8jU5g zvlwtrlJqBkDeXxK`+WMR#dM#~o{m1Gv4==WiFtDM@wgk!s|CC#3lH;DA#RZYDa}{Q zHC`o{Ty0Pn#6Y~C;ur*BzboVOqfXKu)&AMpo)zK%Oq#sBygc`O&()PDknaBd_0^Yy ze}8rP@}TQqeEIsHG;cIWpZwUNuwfqK#~#&AGTp}>*Z`mHV-IPNQ1+~X!Ec(IJjI!P zR`V82iSrs(<;>|li}@HsDl!mZ!pJ&Kx4Pe@zmy{SpDCjMdk&GV(R)^Fp-9HF8q@oo zq~VWxx@F63mi$)|Tk)#SY#DA-=gutdScgX#8L$k~tT->z=LhMUzN1yc*$VBs?0~;8 z$9QfldgtN!IK!%27P!aI=3bL&{nsZyYb-%H8|}m9r&LkfFpcv*<-nT zJ;(ZR_*Of9`QSIhS{HHZv@jdC#fJ9y%rOQ5Ck8 zexPw+o-HQ=YY3h4+#l!jUAt;z@w3qrA5eJeS8U$H++=k(A2ss#jJsEE<(7Q;nJ-qA zw1B>R*9%ctrt26zZ9KXmnx}UE!>$^(JiX@)F3fO>@_9&6-X;}V>|98+{sO`A3ttm^ zad3aW=Z8Qd<<(zl#9IRM?|eP(8+-SG68G6z&cA5E;y_Jov}0|v6M-XT$flF65oCA6 zjDF}oD3YQM^2K-#B5l%L;abovz^epE3q%pT2Lpq)gd948C6nBs9@_cQrr8D^^cGP> z&{{iBr|zLtjM{>OSAtM*lpHS`@7>yB0)B=UaM%j>

`FxN< zTW8it6N8!8H`1LZXUUW7NF@Jr=KX9K+6EPH82QpTU*%CKqdHBy?}ILFlBN52*3se= z%(T{Yo>ZLHMsQzs+J74>8?CTWK7IgLK&QV*0KMEu+Sso}XM_WK?L(G=S}`rs_w^Ht7D~TA zn&f#8O%nh1VlUF-f-&r)RBH!2YIW|yg_{{n{HO7wNxaV zMT81(V~TK^^n*|t$t^$6xV;#pMT$W(osm0PK-?uIfhnm-iOO{9&{ZdnuUO?%5vvHIwE_IoUsrjlEM%PI`&$q% z_gV>G1S?@(RzQ_qH06Sa$T94MpXD8+kNS>NSqhDFiJjV+Bpx%Wl$qW$ojAO-|WG zQHwJOhbsYU@`gkY|7f#HOOL+8GX&;-k`|Z|yp_aBPTchiBbz{##ArLJ*QO)B@B*jdT&#>bW54aIwq{FR9=%& z;VeOdbSuzsqF~;LusNVZLPf8F_E=P9yE@RrI3ynQEuMd3|KevUH&W^+cBu`k(k;Xa z#Y>Te%@djvvolu0U;8nkK{C~zNe}5H(iWi;G3`6SXYM5m7$Ny1p&Hh^D7~k!39QU> z=sU+kUxUqVB&)ngBA8osmBRf5My#Z6=>JFeSP73zll#iN|4XO1GTeyj%2UwPi1=zS z-uSSLKb4NON4?X zkk;v>w-W>r}%-QW+91TDkG^hE<=17$G%xFIiEW$n)@sYfdWMcxtuC8>iQvQszh zk|cy#fm6qqJl3fV{{B|lt37d^FZNh)FRvn|dxl&u0Ljg!}vOQj{5WR0#aOiyJeX`}8LUGP z_B*Yh!C=oI=k?dHpnSm~71Y^J@6E;y05RDE|xT%8@Q6PMrSzW7JCl>71h%>H;4RRsCF?#Afs zpF7aSM^Y^Sfdt;A93OR_tyVZ-6eS=gi78eu6Itaqa?u$b@q8aaojtG)yLxar{ZmYI;JmCKWJS2&e`8G!h zF=0rWgui#Zpx+s<>%e>&ag&qm`hvg)X@Hk34`_XNh$HhxsM~*(9zy7T$5)-op`m?e zO*w*RX`LROxbv5YVBQ*MRU?@c`J;r%c$L8J^b*u`koVtQ6xT+L-zm_jY}`# zLSZ%5QY>k~he?`LVx$BQ33r0GVlMccBwUTz6rhj$!t?V_ZQ|VuxStNooU5N|GD7+v zJOT&hW?+J&J~ETd=;~$Ey$*3SndK+wGm3VqwQ~2{MDjIJ`y(V>oujKAztGWxJnkU? zYyo(4WDFL%E-UisBl?>?XoBQnmgEPfm}iA}SgWzB~- z>&&7$+w1wn-TwSiN+pI?_9+@Ez_`FGNdQ)fg+bNoUkFysn$FVjdlaTwuaM}NRpp8* z^yO%trf0ZJAF|(4B?}ser{1+le@?1JFqYDa`;O zR$pUKQ|Cx7N|A9V^1^97w&pT1St&sd+v{!NS5<*ovrC@j%}IB7V`&GaNfP;z`zJ}h z+}l9z%d73Wg|wKq%Snas#4(O3U!(9%c+aVhsQ|Z{>x|oh=@%`jBur2=+Rw|$0AhL1 zMgUj}T2^Pu@aniFce86i)hOTLHePt29f<5SS*|;o7%JdmW?7a0rjAY*83VVQ}inDP#$oH`NlsWMuJ9L%%3z4ffTL)_S>H1Nv632PlCD#74>% zz+xQm{w~?@mg>b3efi+J_jBj|YR~aA)-#MhEt6lfWxL#Qy6AQxed*&Y)lHh*BKdWs zCA*d-^WB2Cds`1QeT>_2Z8wEiXcRWE&HFe|*YPaqP`ce))Aw6%#lP((*!(gAG|p@w z$4Hg#n3Y@v+Wj|*E-aZzQdx#@z?7Y7Xsyc77&A>tsa0ascS4dZD-z-9EQVug0s&lwJYCfa z0cl-pl90>A8X4VS)R*q;aVzO`tVDkJ`gT>x@)m5oEO8{~{;ZV3a{B3xOvc_1?^YPn z{1)bvK3{5wXm^$|FQtkc(WI&djkD^Ed7iD#PKxth z0Zyp9gy#G0C6cE+?PnEZD1j_K7rRdLxts^6FD2Wxo5EOVQzlZ~&! zljIAl?lhT4nqSzjk+^lQuEB^-5(xLy^P7K3_wGIG56brrZh>>j^?C&5gQbbk(!{B2 z6kw`jkSD0aoWgJ`B>@cM1C+?lp+5J|ar-E(G*FP0P6Jg4GTH$;YT9auQs}Hc;RoP2 zq_E`Nhx*R>bqMLf@<~?bKH3lIv}F+-S}~Bb#aU49c)3S`*dvepXJ_dFGjv2C!x7{d z{0LAVXvslPGO$m}e*z`)wn}Kc5NI)yK%~Sb#pJqofT7Q;&~=Aj+?hYWun5J!Yz94w zH#|@ZU9;1Y1CRPq(Lh>A-W-s^Nx2TGD(NkCyg_yH`o8NGEd}IzYu45|W4GDFBc1^x zqg_heBxk#55r#x>FKx${5p73;827~#4W5r8Yz(2ZfAr~MSgW*{S&#&2B#wd1FwTY@ z$Miol!#q?hda~5u9tns(=>Ds*w>;#L!ofAGCapa{oAL$$6s9W^c^$-(fHIoWTpQvQrt+V-vdXYCC?7_egd)RIp z-;uZAA;+;NefREr#DcP!HO-r5)wEp-np%t0qNZzbe6-n1NS&#>$A~M zMU&+|*)hv%tA^4|SU2TLUosYD$QvW76;@EOC0EGq?c{Tmc)=!uIkRd@o8~Adj%F0= zY*7RNfUxcCieW$OQs_w|1>GnH6kf32sM$&}O(lwwr@}{Nsgwmop6h7XtXSE|^8pn;J~*D7mj zl2+i16}4SAsL+|DA(D|0L`u%3K);44DFf-J__&A)L4ZIWEFtjz92H|78I-b5>3c{w zmE-^xapkEb(J9oL^ZCYP(P}{=UDNE~CTZF!zMtwPOkqPlp99e5>dlXvxeCC#CKU5BIt7o zuy&q({4?VHeBWRZ+E}FZxHqr>lb7Gk=N}7?B#Y_rVO6nbL7Tfh5pUQa9Qr?4}BCZ6~8mMEI?&|Tz%RS>F;beXD&~ry+t}D36ZbKQ`?z~ zi@q-RcV}K+UJXy~5#5>2_nx>8pcr-DZiw=wkvX!1h*w2m%q6B4v~q5To8_eR zKNAk_#M-w~N(lx}Ioav2ZW%F{u>Z2+#=W~?dkzLbK@BN)oZmVO^-}(fh0w=*#!B4q zPR=s2DDa*E$uDM!^HNu7Ns}Qdq!|%%qO%ffMHn@D{J>;G4NTKRMn=`|g-MTmb zCbW0wH}|_61K&GSg(6*p(9X$1*QNp)W3pM55U55b324a}34uKF!f{ATCp}g8q%$~= z9QeBj=FG%yfWYVFG_>=w$h}1C$3z#TRUzgWkEhitO(fLA>(?AS88NI^kHWBK2-CUE zsruB?XHrQFc4#w3q_ijEVG^2ni7sV|&Cl~>Rj1FK&rw<7A_<&SwCX9beR!7S?K)pG zcZUm(VEpk@QLgiJ=5yV>x{P~Gps6 znIHuNSv891!H#JIrJxr}-Lqz6E{)NCJ!AhNOv53s_T=8TnYMif-&ODk?TQj=j4DFP}nc{Emf1?ESO2J*uO9kZ&0j)*T zW_Lq1y0iSEKg&l9uIcBWnqEU+t5&PFnAXr$VOe>JPtHc{5#Y>zcX9#vM>H(puQP*N z5`#ETL8Q5GmZ{<{S&m+t|Ilp>qm5Im)NHq`_yuSsEmzk-9Q_Lx%;!Y9zb|UxR0AK{ z)NRgj2mD8J4sCXGP(Uu8jWaZxd-HI3Ac8dad_oWwx+NaoAh50Eu(J>QAVaDbn_VAt4VHg`(6S?yK4a=>u$HqFR>D`gf1K zrfMTrx>{j59x&fwWeH7_#q!EC=`v7Zn|e+TQxt`pEzIYj26rF#PqDaxa`wTa-sjY*S(ktsHcDpTPo;G#t+&Y~MQ|31s z?n0bqjj|Y^%aTRGE=W$@<~h#D^P8g2tPJSL`*wYkpDCxPnlX7e#@#jz5dLYS0Trof zqLF8`D$hpmn_hUw*_0`QT*(>*1u-qEyNE`LoPQdpaoV%!UX>PgTK97Ap|H{_c|a%% z7MKDwN)pBm-1gJFthJHAc$A{01!&~7U=s>V`=UllS8v}{q>1u33?mwwi0BTs< zUZIx6S+q!IZw&}jXlJ|Bi2?nsXyXxCOlw}a%<6g^cRH8$T4gn@NBKtE4kybAJ81|5 zQ!>Nx&@Sq3W8zVLlgz+k$2v6>$D|u;y*|rR0=ey*ZAzln?dK=uW~F?7+zY+cv^J=B z91gVmlh_vgV8S|Yco1gJmWI1I*4BC=(`=Y$^5wMeZ;&77-K0+cf)K}D=?;YXMr*Jr z0OdLd?Ja_7;9_(CIdRLQ+P@nd#zD_^J-)l(?v8@zw`>x>+-t=7NOWN;@3~i9PqvdZ(!~({TyvT+rCZY0?=yCo=w0$NC7Zv%;aN zlHm~GP)J}O55ddJmv=;WzWi5^PW8i1s%s3hd0yXj1VJ$>GS__uyl zNOxr;tS7mc>Sc12stw$JmRYDQ6r`LKp)=FLbE2j#rfu$O@kFe4En(UF z9H-P&sNK`NbRMtAe<%^Uj~Z#M!BXqGQ6-TG^Mynr5)A5);L#V`t9Hy%6PwIa2ax=W z;}8=5lx`hhSuxMsR6Eb5SX)M4WG%;AmmAt4TjG7SIxh{YS!o8lmB;!xCzJL>@aX$p zl8sBWoMs3Jb(>YbOMTqvy|ZYR*-YVGKL|-@;zh>&p>C7ynG`J4jO1csaKluTIb|UScZ=^S2I-fgTQ38;mFKhE4^e3I=arc zA~A~aU@~;ze2`prmC9T2otBeq(W=H_jzGc}!U&s7dtm{U$E`VicTLYfJ9o#yMU&*8 zXyG`+b&L-sV^M{;L<7gH0$jI9L#tJ1c~2y$$#Hu|N>F?<6J!}gcg`WV7za@5wszy< zaHtjM3CK;|W28V!x*DRSmjX%tu!LU~HNCViPDYbF0Td3Oe10+-Z_UHwo;~`{pookn zz*Yk+9)bo>q&f`r7^%ser~%)m_%I*D;RUCX!5lMDwM zy;%0SpI1%*X5baCmHcU1Rx=E^N|}w3A*a9IWE0eHkjHM6Hktd;%}S&x`0;poe4?59 zh%^F?TC}D>DL-3-r&?8m5?gZINKBIQR-}uPd|X@- z`4b?E?Xomz_o8%W`vVu9KK!?R?GEvoRFRk@gJ>z0h$Vyb1QWw(D_7`h4_dq^41ezs zz<*LMVPt}g%8A~;_QxB4o{F>H1@sGR$hn*2De1C||$=J;K9Ch?qpeQx~Qo|3t% ze#uMxmy@?PH@ZWv3 zfm|dre;F(lqs-u8JH%o^7)C?T0g367YIzD4ioq`#D+}*vc6}*`{@Kh*Ks=wN1?EDD z>sG?jfA9e5YrhXb{QeVscvrTpA+L^(C9z3x@0~@ad}PLuw$V;~yenZiQt$Fye7K;? zjFv}FgYJnzCa2QZt?PQp-wb)?jLU6B#2SBQ}i30w`8543+H@) z5_!USMta2<#Pi5msm*$DlJk?0gO0mzz;D{fPi_lozPfdfb3#^>RPj7~tPWrPAhDT3 z-+ONZR&4Aem|3($ zK;L9gk&J!+t>|Kg3FcCevZ`(Bfl$IUE6JKI!HuVkNF=P(q=i0A4nV1a<>E=K$EeN( zQLR}J=2BD9)$Z@8uR2vP-oh%Lkfh74?=J-;UflQ+6)(O*{^9!jbBJaez4bVxQ~L=qjr!_CPG zgD)nLzf%DxSbEqV+zr3D7Z>T~3>JNsY>u_&>$3V(GeUNfsWoPB$OI6RVn}?Qxg?nLQ z*AZ=y9nQzFufEr3pUTGiu+Emm?)VO{m6KNdp~^_z&*qHyw-vUi1>+pTDw_c{4ZUP| z5oqJILeVj+MUXtH^KzA5Buv3qLKx$%o0atELWsC3h3#*SAV9r=6!M|A=}zSfIqQ#n z+wIcH07?P&S!Y%)?q&e~GK~c1Gfqj|qU}w@TmgX@o40>;Bqe$nAN1duW|2{83O_m` z*(cXB7r|t0gwrI4dNiNU&5O3wp;3L4RWqo;X9tb^SS-`uuxUXgwc{wZkwfyxx9dNV z-u*No2D`zjK3jh^C;`%`jEH98KJx z78W)sk_v%^x#p%>|xIflwiE^WlK(Zm6rmYl|B>syys#Tk7PocQoK%{KcO{Jr>E)C=Pm3XMD zG?m%`y#b$W`#3a?(Fzx?b6x(+YDYGvTS(tsgBZb zq^DSj!h)kpa~9G}gI{VpCzCjY9TYtK1cjtqbTIh=MYKlp*j;`#qM4+KzM`cM3ltmV zw7x+F^27;_oVlpAazdC*gZ5G#zRYH|2LJMGo?b{|NA!BYe4gg?^_hJY?vRMYu9_#+ zXqehuNz8AhNrr9{c>mlxnz`CKm-dTjR2U#zg!b|=5ab_a2mX+pj)U`O0WtE$#IQv0 zpxDvz^UCO~jkEE$5kEE9E=srnS>9~dq@LYOPeqR zi`b&vIyo1!D1f9bStMYAihSn@<`3%DJq(WLPm*gTKl?#3ypKbR>Gg~@&+{{^rwLA_ z*UJ1Z=NKO(3%t^bMUA)d5o|0lHuJ=?yXmhtNn4*t0Wssl-eNQ1!bB+@>>bFTe3p** zwH?VFJ&n?dTNO>O)@4tqs{M{h?J{qdg~Tx#3DEt6S_`Hhy?$FF3}qO*4#ROL1GOFc zbgxm6{#%?g?0I!1NlConMu2SY;rb!ZMt{Y28_4#II||p5GB9FRGbOBKFTNmz zlDG7Fkv+@i?xSwxt=fb0)-6Bxwsc2*jqh=yLxXRz(iUvOv=jblv{LH&N;`_a)NjXM!4=;xypNE;vrkMTq0J)vI)o)Ph4q0A}UT5>>C^pD}%Jw6q=3?~u_U*$D>7D6B8C1&hw9$Y5$Nx1r zvSyO&|L8*}d1rk5Ky?Y+Z$G=gH=7k+2q^9Pt2N2~FT)jo2A%QxD|S!#v2;H(uAC?O zFE%UVk8f!u=wI-A=MP2s-PdmG`hWc``j^0fFRw3c(&Ev7>kbtBr`r`X_e2@u7uN>L z?ELvlkGbsp`SsP82VDK)<;$yRAol)722}Zh!EJI2p~DAxj=#$;n#%wEp}NZji?Ph> zuYQ@@-}7{S5GUoZy#6r^<-`N}o^I_~4G9+QSqWBi4N{aH=!^K;x9 z&(BZ_uU?UL%wr5t8aiNLhV`R^K;m7EsykyXmKSBw29mS1dN3ATTq}SR+`qQbgL|62on2DQSkzcnI~n>lRFZ5z1xE6`;=a)30A~ zf&d_!G-+1yCdua-NJT`sKbi|eC?Nk)HiOr=&q0>_S`zT3KJKC}Bjz1MyUPN+J9r<~ zS36?I3H;B_Jjc6hcdL8CCiY+yFFT+LL^>}JjjAuo`Ng52#RFj$46A;`%P@bZMlss^ zJP2tMHb<@;c5WVCXbh~)&WCl-}nc=?N5NSc~+8BE-A#oPJp(r8GmXk4hWvuft zBCk@a^h>*38SY0aR~XW_28)aG5F|oW;m+5ggt=DW=7rm(7kv8xWl9Ip+vyv}Bg2Y{ zW_YXbJk=TtV!^(j(R@E1W;MCJV|1zP>Z_5{Ema~vKe@JlVW$u2f~Vl;CrltJMicnX z(7Q!dI00!CDoAu#sl;gh4&-98)e0#vFeM2oR$I+AdxLzcFj1vzmJ0!RSNpo8ZqeL_ zrb>&2yZFhQ<|YTEr}ktkAEY=Ng?7jY33O}I(NVHNn4a>D3;3FQzvbSVY+ozxmsb%z zBX-M?#P@%fN1sYc$$I4HuE%f$sEeH__~i4;j{h0BMNC;|WOwDnJqM9u6{K{PS~qL|Y&+ql;`-`RkLN-U^5rs}p)$znX|1`y4&=OUjfmYg zNP5^Cnp+9?_*LgJc?hm6U1xa#pgGwZ$f3!|{i1^rqa{#tfPvdX65mvT}4|S(_{%rJD zqpFv&qS1GDij@hSOr@XB_K~xH@&fb2lQ(WrCP{Dl_}H@0uIz4yY<+63wdKVb@)LgN zWb^kcoEtnP>}u|45)%+iSedc zHEoxQ*%{k@_T641Sb+|F{|@F`@kzE@*-PBGVBE)@$R#9|soO2m-O8(^nGJOAVA|NVcY@FyO_{Y|Jn zj7Zme7?G~`G9o>X7?Ip)FQRJnqi_be3Hc_x;#8*C*P9WrP{v^xu{i{fZqrvjNq&eAc}RfZPx9zftvn#$ zU>Ot?+yY*l?axfWtMT-MvfM3>HqAirOx&hu{=I*vAlrm57{@N6RQg=aUX3PsJ448U zMU%-A#1ur{5&&t(M}|%gcm!*rmdUT#vL#FD_2ul9$dG?DJBP>t?wwOK2tyx`8ZVCD zWKGC1z%E*P*AXWQu!wAiejGvh5FURzVeu0^Wz;U8QEyD}*BixJ2J68XB)sy! zas~vh?*O#D4eDHG^O?LS3`+c+)DLwUDsBV;#fyx=2DQU9o+&)ge+?h0s(?qH}EKvzYLm(Cinr1gRSeC?|y{7VNo znGZ;2;fJMT`MsmqaV_Q|#6V`*Qsx6S@6GgP58>*6ayEYHI_>Z%UeUUoiGG6#q)UAn>aPp5f^^0iPU9RB8MCg8XgQCG4 z)&x~W{=kV_0a+QBHx@xuGehl>GfuMMN-m-24jmToyKn9&o{qRp$%#sZh0s>=C&|P& zoRqc!$i;S8)?^~+-Bl?py(V3hbl+f!ViCeZN=Bo zFpngPBo-AP$!iF#yM=a6LC6X%zsSqd9fqV=!pVc0xb7-ptCUVGE2o#-W^o>qJM4gA zm?M8Sj!w3^Y^&+^veO_FYE>k&-H|q`oGJ3K6r7)1v9dgPmB*u)1X{a)j{PP`M*TBM zcJAnn9;t42yx_Crp3rxq$q5Y0q}q7ylSHRf{EB!{LO7laBdZX#b`6_}{%&2)^;Wv) z>&!ZUVAp|rh+m}jiqQcFHP@kaaihqcUPO;=1Z$Qhd=s$|5@D%HqhP!}|6JjXE|PEf$OrEjg`4CG6C)qqqKqvAfevT%cK&znLPRb}l8)P)-k6 z7F{BJX~7=G=nx$q;`YDxlSXrP=dDQDuV8s3QtNKGzazY#GA<$zfnR33o~S zDourQ!o1oVnLLs**q_z_WJQ*pJ6H@57Tt$l+sMalpOv*x(HQ$h)SA|5By_Ze!}(pg zPD!B`Gb;JO)l6I8PMz#l@p#AbQk>bM*xcIOA3b=z7n^(iD(19l)1xV?kM{7#(pCQJ zFyUjyJsD|_^bTc7g+;NPq-^RP26hc33?SYh^)xCibd$7AiDq+C?SIjL3*Fs=U?~jE znk3d@0r?z%mxP}&$(m8prMApd6)RLx&R3jD##` zEmbXrZH=GzZ1ktLf;kMt^bfsdhqu&gIkK7P6i z76Ks0xFT7UO}nyV_;x4+R`3@T_Y;=}266;vCTPi{b`#MHRidq1zY&U2{xRvjKzJ_Q z8-k0Z*Wr(5RN>N-#AmxSHjA<|g00*VUHc9uC+c5vN0RC4X+J&7j0e7Yh+rya=mD&Mdw~e=-h);?;(5iq#Ad4 zlaf`5sW(xIx=raMf-_To_vAKaNv@eiWcu``WCS8SocdgJWe?6p0w_gZ52F2E?xFcA zject<`_?uQ7-`o!V`JKpAa4i^y=>wMWK;)jh#l`c{x*3(?;TM|?(CDSt5_<_Nf@2)(Z2bxWbmVS~PM9DL z02+|B*ylDv^uV}qDJhjF>XPO%^^`4M-R?)SHkqbiWR%M;pP8DY5?Ju!9DmD;gyRP>Nfs4A)_4*b^oo79q z)k9ceNypTpUGrt_F1I!#GGLDv^gV<88Et*Sij9m&-Z4pP(e%O&>3fwKb9z!gXz$;< z-41-0^zjnpnC&(L7-khtxs~@?+3@q3DG5eLvgNWZM4s3zQhe5WGj;N$j};EU(g5jF z1vk(R&^L#VUGSu7667^`ZnFDtaK3>mwyBTGY!X9LP^G+qgRAY}@ZbP;k=@(f7L4U6 zwVcfc!%`KSWG0$yZi9<<7NIi; z&bUt=Ed-Wip%(zGC)5>l(avjkR8E!g7dUFw-`bWwvJ5l>KunY}3iB+$>|T(F70NtE zCA$#nf}lT@y#b9zSe!fCQlUSUzb?6ZMayLs2{g-Yn`C+Iq)LQeby=r`kK?krMAE{C zpJIpf7`kD^Dl09^{kN&ziw^$X0ufrOhkK|jtmVf+MCs3CcreCrf#)3s9n3F;w4csK z4YSI|mk}j78sb3W#!+#Qh&Lv6Y=tF?<&Sh4itm64ByvUwJE78Al&iCRCRH>iy-5C7 zC6lFUUYT6oiitcwf=;fru|#mTzH>*!JMa%DJ*a$`!LinSb_^_@k_Lbe5g~hA)Gnb@ zZ_~Y>zMJ-JMes-NCc&;XI>>6No@#6&Go?Jha*tLKr2??PmTbR>ll&T z8Fy0xCmJK9FQ0ZC70hlh)McKzeLW|+eOxk^_^kV0d`Z{Sw{fuAM5e*7P`g6)nj3+1 zdWy6Fku*@jiS({b^Ic7*ht9&ixZvkerX24(nwDS<^J$et(4svZA=PMLN!eBwMvs4o zw%}o=oX>XaE4@{7M9A*2Q*I!zxYjE?A`Zvrt+N}0JL`2yBPF?s0@f>cW?xg6}CcyG;g`ZG?G zW0Aas?ZuF2*z|~QT)()Gz6#t4)_Jzq%z^G?yd7+j?bP(uF7($$f-M z{M%lrz>CPLQ>foXXvTL8FXn3n6nf+KWRXaFb5mvF`+CwKTK&%TL^Y?S=dD#*dYeH_ z#SV{zrPK?NJzk~Lc166sru3_H1s6TE|6mPN@E%6Q*2GWces61qDB0sx@2fMI?Qq}RH*b%&J4>FgHj|u*dzIF zKPo6Zj8xmHb;{>0E({g1KnpG?;S_6vII)z3cU9*Eg2)gwvzofPC?M~RaSebgdd|Vu z_3hAE1_Z7d#>{Ni$is`Tu9@*~tW+-^Ks8s;GvbCThBvcS0cAdEt zG2xmi`yNIGk^B;}*rZlZi(&Wu3pM}xu3n5yQGZ1(U`q^b4N2_;-qL9OgE#~n&#Xiw z$>+l+#KhOm=0K?z-8PaPVe1C#RYHSe*N4N*zK^CrAVA^yBJ)oJ6~(4<0!uDUkxSiH zePiXwYj6madfIM%+zFK1yWTrl@zr>u8p0}(HyEg0ZD0Gne>{DqDP&hR5NjF3Zq@+8@m;KtK+kX%lDA9>8sJmlLTIt@ zK7<`R=OWBvVh(#>Q!m~B4P#N@6R4rk_ZoT5Y9>M~^P9L$>;5EQqfAll%Ys;}pOaq%GZQN1d4t;Jubf8NqGA~Dql_+b^!A7GM z#RltWN!+Zs2YT+`?dMWS1nU=hYdfC73aqa?RvB(e3IFOGd)|S1yw>wt`YciS~kuh{o~o z^c!os2^35;7i#wy-Cg2mr_?s0AQq__y5a0p)W|p8R-f+FZk(e?Y8fuF2pkLseoaIn z1W^#9;U>*jUJ+q6b}Y5lJV%i8;VXtX*MAVr*yvnZv@6*gf2Cgyc;i z2*+pN-)Y!i84&^JSIme{NdbL%Z{NcCku_*c2_{=vWM)FuG7RVX`-Jc-1bhI`V& z-?P5jPu(KFfaeoU&v>u!**dLTv=W7rsYx}G;^*cxFjzB4+;^ttrXV_9Es`SpO)4S< z)})**$ST5D0mF0Zlta0}InpWBPKl_bh`XcAshrx`52Hn!y({O2 zi&H8{#ZzRH=3?66=%vjRo3wI%$4eKVPNZDDqaHw8c1Miu!1G0hv4kQcvcq|4YSN9- z8B+CEcTPglF6BS6{5H3_FfhCO@%_yHcy*~YeSeJZy1Vzx9poPhG3i7bMWMNiB#@22 zaP1|lDDk2FlxAo2g@4lM4s$@(NqMZ{q?m(gxKdOyvJ~zh+oNe)Rc>zJj0)+GXs`S0 zo_;AqH*k5`!89_3bTrlDAAc&%gTUG@Z9{B_u!*ANcG^k9g>0IMp<5y4B7#X0=wexW zfHSIf$8ZIH7Ai0;@2cw1hufL&Nwz4Sjcg*gvnAev@D$G_-aK=TD*^;dElZwO?Gkhi zi%~rlloPF?JeyRAB!DBaWeh_Ll`P7LutQ#pVY3;zhm?vkSs)g+@{Ca#;`^&p0M9&y zwm>_03WvG&85tAbL2g zF8u#u!$fbDO(k4Y_Qp7RVzyPGAqS~8_{5s@s31KgL&jXlaU2GE>M_kx9LeC^F;#aQ z2{E2O;cAPFykdmfpFGbN%z-?4U)%ygyhtK$H~;NU*bpCuK9$jXr#hZq#%SDEsdI!n zgREXAB#o=vr0zZ#0qQEXsFjcsW-}aVOv&Kj@>FC}YOqWj&+T3n+p9}P%y^AY6|u5# zJ_u61SOz|ShLY%AFnEu>O7XDFs5%>TjWgM$3iR{MG1QF=wxqxJz6$-t-ukl_S1~Ds zD6iviLddgEZA8i%>{9BKr+^5^lVZ^((mTQ?!-9#mGzVj>he6#f()2H<>87Ha! z!c0ZN$L-4l!|A7X+DHeiTy;=G(PfHtyNm|50!1!x0PDSKKa6^ynqdubs4G!DgZidU8GgL+eoyQCgM zUedPEVbKnB!`Yy}P2kgJoVBe$@9;>(rX0xcef6$qr?Jz8!SH^)JSLzB~)U(k$ zh4_w?6pAWJU@6%uDHLfbfILk}JQAlbR_uT`i;zgN4O#{3O5cRd4N8Lo#}ayoHqoa)AlMe+u}od*#>zJBjLQ~{Ts9z z$TN4uSmAno^od7xP_2DMk)rHpEyZ4`~o&SE;sz{&38 zu;cxw*^-g~0JZ*HcXLy{L+%s|t!rp}-~N>Etm=ee5I3y<@Bg-@h{;+D650EPjjt-{ zne)#s9X~q#9INLeNyay(@9*4t{R3m{_pu?o{3#{(x?`6TA~woD`Eq<@RA>839&jZF zOctK&9ixR~z)xWzWZwVTC-`e$fEA31V@>tX9ZP73T_KV6ml& z6d(3ZvzWvXk4l|;p3md9UrVyZxc{irKo&#Z)l`gKjlb)b)jB(!?hvg1EDQKELmYi` zs|@J&U`PRh)-l?fs6QRj&&WxSl_jLZ^d++??v{L3+(T5)bl{$oN}b!NE9nP$vhN8( z41zcx+02K}teyv&Zm6M%bpADfv}Yq#Ty(jD1%ln^z6&(~0%W{-h$|!0U6hBBF zAe9w(g6)w+Zx>zoCWetnHHLBZglQvZoYLTl^(Qycq~qJ}ALH6zf%q!sMYCh_IHg4I z{qs+yPQx4Ho!zm&Bub$06Qexgp{Hk?bO0MGE-*GamTG2%ZR&F`{%vaE6OU+z=9W3) z(@uP#MI4k(M?1}^q@bh541ZxL&WM^wuFX9iWQ$=R-jk5*sEH~IP|R^MomwTvXd7(Z zfQt5~7Czf6G4{E2+irVmo51qWxg#&vC}5UMPZlro6K&8jH1$tIBT&)UAZJo+yHGyB zwBq{oZv~$(4=q2ff{>uu1I)~}Rdy^5=TvW&YMEw~t`!G1OhmFovY`RV`?ud;5DZ&# zW+FNAfK>8i)Pc6E_Yg`o9~E3;FUK*vhQCp@8AeLrpEWkIQ$dwfOBzy8r zI3&@%PudBj{Xum7a?jfV1Lyj3Yir8b#$Mid>4J4Q)cg0>vis}MqPh_rDi_c?$564% zmwoJqO^>Ky|Ei~?*!_AMK2Ee4=lGGFpr{|UP(N&xRzb>97vbq!Z9f zaU0@9aU_Q06UznO*ur{o&al6fkHu|7r-v}G?`!AOH1#%Ls1C`VYS zOulbhNqoQ2GhJTap~%%*pPCSXg_PiEY@_?Uzjuz$&X2;%zn1psR(z`{rm?kE_NlG8 z1)}Bwt-z$1B6;ncc3Un~f3lKhdq9B(+4{XGr$%RZ`bj6$NouaKi*MSWt5}WHWk8o{ zfq{6a{SRpQiz0V>>;tq5PYBcedmv_!9=3xb(<$?juWbvqMqns7x>CxiGgkFyb!bnf zoDZh9B@~&iDjqzThjOkqL+HOP15xcpQ15nOgPjpwfx5R!+gnKVA}S=JbQ%T8=AtYv zj_MCGz-&|`>>qt{5ApAjRtmWK1e_sRDwI9*++CA7XP`%+ZE^P42`L`Qq=4tp78z3f z0B)uVG8TOLL<@jfq&9KiH6OJN=#-18n!Ss(wg^idGSFz_takPT(_ihJg1cKP$2Dpi>aIet60Z z^a0{=3bK$SVIk4LsGQ0T?jpULrNvHHD`^x3-APXrqo*@3vttx97-?r7KY+E3tQ^X{ z5H(xY)3xl<+S?`y84Y61P);s5@mAy$TEVzVKr>;ySVeE$PG9@srb9 z(QlPHs%u+jeM35=p1YiZYMl7Hr`pX=?Pi-Rr0aY>FRKmcpRlg9M&Az6D98dY7Ls@& z!6JH97^^n4E`#%3BfaFmjZ`MhYu4x}h?Pao(g8!%)i`n(2c7S+Wj*3RSF>3O3_9Is z(Hy6itd|b$CSBE$DSf3w02KIKu@vS2;o{wKsUWcRFn;9PKglu~Vm>MsCGH+8N4Zi9 zfbEq_Asy8dEhbLyn69B+*e@jL?7~+O4c$^hJM6b=eYKA?IZkK5nn4G|heZH4On1y$CCBtjWk{G+ ztZ^g@0;e!q6H!l6{>YB6$i-I?H59W4P-ODX1F&o_rovIDl6b|sD>26L3im%eE9 z(@I>z@B7)ao_7h+}JFXXA%Y}z5b@w2^LVMb8>1lP0n$Yj1rJkkS-^iOzb`;FJk;`cy z%ux+e_u^LO%&Fb8*)J`GN?Cs(^xp1%trR-@j$u7^HUdz!ov5b;LG_w-Mf3QQZ+>m6 zMCZ=C$WpFZD(#$?tLv8(4D}OBAElK+n>YOuW11WDq_Rkj z*K~2i5!~mFwoCFMq;=i3)`b^8dY^rk0Dvn!)=v_UyQgB`UOoKq>e4Ne_19cyzag@O z64Qss^($H+*sb4c4|JLuI(N$a#*xxtxynyfLl;d%rs_*PIqmS~MlZ7<|bXqxc(oM7! zvUu?5gmwRAxvVvKpyv=XC~PO?PPnhJ$Z2(f7C~!-G@Pmd@P1NdNp&&3DL23 zMy-G|fYS;INvCwOik%_Y_NPvpz~*Vy-=V0L*hjw{BVCRYC;*mWu~xj}Lx6s~KN`TB0B%7imH(OgYW8 zTw`JN`;vpPbFH!dw4aJ{`boQ@k&G(7K-%3$kH%G2vcm-YI6R4S%uZUy7t{sHvGw*W z`*rl@ba|`?I;{`HT%vKWOvjN9ZDURquU9i4Q7q|kKKp|;s%!hj{SWosa?;U67cS<1 z_buX8i6?PSpy2&=TCT-Gw*foRA_rOBb^Qa2)bYhvUA@jnfUFBM?55WT3#F&8{?+W< z4x&XlQT7t1TgGK4jwzF{Eu0 zi9qeJQ`W|pz0RfNXxl=0Yd>De?L(%`SorZ^$c^ppX^HhRvj@BI;h^8*7?D-F4xK_9s(hP17rpu^hNGB^H@vH}C zdHwS9E6R5sT*+G7Lnid*qzA>h51W~FH|%LHEx(XlKld?1P&nPmXjKY`!6y?CFml&_ zI`?l_p;0_a2S>1YR)~iEdbb(;$b&Y(VbX#eUAd~slz#3buTo7SR=$v5Ymd?P>D)(O zH|<N#WrEv8IFApN+dbcrX>P0k*Y~^FmyZH z=n%cJbM3d*4PSO)7yM{xjIapI}Rxh}X@1;;E0VUK~04D)#U{P2&?k^ZQz?kiL@K%Y(uy$_h9(J!4DY9Anc`Lc=^Q^1Sg@X zcOj)Yo(tm`IR!=HXy`+VbKcqu4-A9+ZuAvh4l7zo(Dl=jIvo@(?`LL!j3G(g$4iAr z?7m+L-;@HxgK@Jubng|)XwW+6NwpADiYmieHQ~;E4dkG#9QiaL zXsO`reylTBG7zB~u}`|(bb%I19gmU&YaGux28m%~YjOPHD{RKCjC3O(T36|X*@w5t z=b)&+6r9r#l0B(WQGtAQ7tEe|`ha`y^}V&kFQZywL4sUZ?Cu!5`%jXdGvM{9_Org$ zD=sHGzmyy4yrTW}6m4tew`k7ISyE^*!#trt5-Q~3G_g!umQh3g zK*EWnBKc4Ob1M~1m&EaAbzGk-b(=Gb!bT;VB1#=)fsxd{UNjTZ$=+=@r8;2()MbVk z4Lse!l9$p*l_C3p`x0uy&QkrWK!5JPiS|~nzPgHgUdv)!KvN%M3)x{f`rux0stxo_ zhYV3NkrMm#sKt{)~T;WDIAb&%2?l^blwB+79S^;c zl5y2i5g{aWmM94vI|jpJU8CIR-~N!N!spWdy3fBD-Mxg(B-j7Z=S}j?(D)#gF8ABd z?(e8$`d|MS@M%IA*TF7zzyBF=fb~~oC;G8;zfoY(riA}uGYe)L!NI2{E;zm z-i%uPig(oHt(w!fRB zKzxpNO@excB=qSwzX^)H*OD#KTcBN>? z3$=d>UrE_v>LpUPs6a(D-!EBzwBvYGoes+Zq$~*UtPv&I?Hxsoknnr={73P1hR1zVlTcWX+)W^+&OWGE)OhjQsv zpK>YwZBIwpS9{B|zlh4Sl}pL(rHkV=kljx!eZ)P}WeAGN{mMat6;E_-c>*1{GJB=7 zk;z<4_O_7pQUJsW->M+Al=jK9pGrb5<|e=+vL)H6p<_vB?YV12>~ze^RxN|eoa$Z| zfmjVhYoiGO1gGFt^D}GZS(%v10A%DkavcDyP`qbIS&GCmqMS{7PUqW#C9@HZ;#3b;ju&rMJ*iV{I9 zJPE}P^Q>-8BD#`$%xeENtRAwhzfAL#)ut6vlQZLR9DPXBv*GFg-t&wPNX=a@IyPbZ zysRS9C~oHkvZaORMmhc(8)sj{d2OXryBJnfF9AD%kAr)G~N5$f3>%> z`>VKJvNN|~=OWd5lvF5CF$wrm1_R+o(LW!oe>iRhL~zoXGvvKVX<9Q3Pu4%H&Xwi^YV;*D1^ z@kUbL97D|Cx#vEP;mP(43EJn5Gl(oYW&Nxaz*|&goj_OzXD7UZuatYGLnUhE!R~8L5t}MD;mbkboa%pf z8zW6`a8%c-hC{;wKd;(WR9Kn`u&|aJ)z-wo;)&2io-k|P;qM)oFT0DASWn#@WFQ;v-e3)!9F-mSr=?&}I?|!h?gPKw!ZyH?3kA?LER9J5Agi zWx`_qq=P5z@R2;-CPY9%E06jev$@Zq_KASc;`?nDb4>vC=|PiX|2S^HHt zu2ot&jiSA;-MhV*U^UE}9b2cdnNN7>0|-0DGnG(u9|!db4%ggmks^`gO*qjoI|d&| zelA)9*=%B@`oH6o-EVuFOFc}N zAz+v18%ZIFt}x~nNjrseoSm;t?}t~}T=%t)_~1eksiI(|%N0G08%@$~(@*0pmlou{UmC-D#+FHgda91U z!O^!Gpq)(&=cl3$9J$6>{*f|UAN114X}fsuEzwVJbW;(RovsnH%`x@_8{(ZTu;DS( zo2Vg+Wc-D}oCXtm%&>Pzk~Ny1i;&vWteUn!mI5__+07FU29T z3<3-ENy_}iYka4JvpAVJ`NpLlIw88#cbaCm#J+cC2(?VUFGlBk=sa73N1BF(ypF68 z@70)h6?NL+*{u%^-GKBNW$gIH99Z3FAf@_^F#stC^;sw%rQ=1-T84;DldfvBf!txe z0)%BedhgC%H#@$%S(pbnF`&yqZOr&ARMi7?Mt;a?_4pvns%#u5Fz#4;uPq#$vGWiu zFCRXmC+n{bX0*$@X&GgI45?JFH2O_V>YWqU}5_I1< zRi}Gz*$5YQVr?X4h&65c1kI+aWs(y_c2njvLe!kyQ7ty6Z{-;|V^$&4<-ch?Jm=K$ z6Mp+lIuUA2n9=4tRKyh@Ks#Ef$uWW=?nh%o4Y%{FJKU zETeITeVwh?JJZM{wYi~~=fkZL;4VcE_bj8ocLRT3W!yTQ9Ls#-9APc0E&JnSpC@a* z#6snV%&NDn0q$-2 zf3de;+!s-?XPqY1^e8!>4}9|DImGh*j!QgCZ%gYb1i!a1-~}j{tpN?$A)h(Fnc>C2 z#9a7XwHTdzya&_BO7VP%obR8rdR8t+Pkw;;ObC%V--1N~Z)Tonixj5xllR4K>JFAg z5?y%zCEwee?2GHTEl7Hi6c^G-@)#@sljLNjwDpt$O)(0-8EpyT7+E^+AmBZ~MR#uP)=}N7CggvA##gz&GxN;~ZDt7z#_ekfD+7 zCy%O16w4%Cjsherv^^4x6TRD||Asgo8cUoR!Qm2ZMwG$6!@JvQvlChOx%@xReG&8F z{6C*pUH(>l{6quD2OOx+Mn4Dxm4==*G;XTiO&JXE2QnxQ{HhS<@$ zAs8ug4t=Fwowns1I@QLze?I^f{>7_4D*S@wBgeyrkAB4SPwve0`v~^8{w|eff=p7V zioR?rp{?!{bxp+H7|pJ=quOjHPg$+1a#dwXlg6kvjkGppgC^_RTn*y^jHlDnB`*hqNyJ+q=Z^Z`k9D(G0vkwPKJo<@;q2c5KSQ7}n zK0*Pkcz}_u`O=L;OKFStPW6- zdy2yEqFL(3pbkDG-{?G<5d7{IL3?Ubw$_BLkR?$Xdo?!IZYn=CRaz{7zp?e(_Yke_ z*m{bGD!A3Htv%xV0DS%zd-3^SMEHCRA0d^ii?X`7zC6Y;^P{|C zbcJ1ZeR-+_CSW(_FgGSJ&&BgWRxV|Mh|vs;X>uDvsc>3+nhJiY@%rZ$_CZ3^8`jTh z=v2w7>5M2!*<8y_y?RUBbZ(hAPHQZZYDRB_vBju>U{qFHCevFD5CRT_l4oHeaBc=j zIOyw$fv*8@1531_{YEPg`0m7!OdI3$1V*2Twge$yO04L z#Ra)HTP*iv4Qzsm zsI5K;(Svi3t4}!TPYE}$UhEbQig6LrrZ3g_Jr9IF-@#V!!FDNo&#wE?;zbK~9i5O! zmMvnZpeMOle(zy_4YF~AHUWS^pi0e+G5BZl9Y(~XFmC?>$wc51195_QbD2<+mQ|Hbn|yPs6;C<@8@9d}>v%Ba z*C({lkYDDDnFNZS&1Oz9Ov(o2Lfo`$?O0%uW*6%{ZvAMHDLP5)6+bl|r!wr*-&^zT zt!{W7V?k-1t9CnzKKoJZf6-@;6;$cgm}_+n&36>akCe5gtZSCd-?SAXBxqld{3=DhRs~}50ht7AmiJnjHLhhT#*R=(Fe)cc(tC|1azAm*r)#@Vm`z zgQ}6;Mu&f0%9AtSx2ZAQ1> zd9P*YjNsmSdv96G7hmqu+hi3&dEJ5BLI-bdug6I-#Dc!l5)Hk{mII2A-_X4)FW9@tcrq;%YP%gZQ?*f+ zcohIyi;)Oyr$PfDzByRdtwcKTCN{Lth?FT%&+y}fF{y5nc@?;YqFov&C@YWUpucB+;m|YPsoTo3aq1v6N07J~nYD(1M1Y}H4 z3gzaL@FEcb5(sCa=4p(!z{GS0$Hqg>e9GI|A}tHdv|_%QBPQ3!=ntYIEtTX$euD78 zG3kTwO;pg)ebeDmv#-zm!=ysqmPM1+&F6D4?j7SUp4)_6vJ$IPg zP7bws4xzsNYs9H?V$0_}?PSCz#zOy!y`QmO2{DYu9R=&8nG!0b{I)l&28{wA+WAgx z)Y05&QO6BgSKI03BoVd}|Ls`Ihm_991&uaO1mW0$W_3+MIUfe|wh&H_hPJ@yd+pe&Q=V zSCL3RX)HXoEQlCTMbmLyx860DK)OZn(pBz0uZ|eYPth>sW60~8O`#ts_30A?#CvsM z>^2bl>=r$=I|c$&KZ!SNZJY6!d6mXGNz?yzn*Ek`D4#ZAm)OvZZpiPWECi_N#X}SiH0krB3mtHowPj_O{g?Sz2tb- zOR@K&uY(*(bt?sV(T%D^b)FDhEVN?a2@FWjaQAQj_EgNca6w?k6?NujTvct#rVO3D zgy%ts-VGavkXT%k!}@kEzU?b@%Vtl{4_NpO04E|}qQMRceIQyHW;<@N0sVpqXizMI zY>7F4z$VuU2`^=WWI~@Mf*qOehCQ}6!1*n~_vVOyYg1|MU=Lb~kaY1a#jz4Icd`)o zmsHiJw?AUyI{|9|pc0b+A>5naV$Ve-K5;8+q!j_5V4EMdqTgyjfA52QFOB%?s7OF# z7Z=He4doao`Uf8&8C;K}rb^5q>z$dKjz2wkO7j@GDR1Nc$z#uWQ%dh~>^(LgX8@tC zZ%6|Jw2Za>_}4q(AM`|jziq{C7iQTq{TDcmRlY>HqPw?*Omin)S-ZD}=p(!1-}bUi zzm7`WSe1H=wCY!5hefXjZE7t z-CRG=;7PS)MpR`h@ywL6j`CRIg4RmoU{SKFQ75FGK66kkCb{AMA{#&L#@r5w|6vqi&rLEWeIZH{?}ew!2#u! z+K3d;1M!CZ<(?)9h_dx)oscU-`|z!@bV>=Hw^flTQNpN@)<{9F#s>K`3#8K&E4Cng zYJ)cjTl0Snfg0LM#}%!YpD9{HBc+f{NR`+9m4YStEq9sbHG?$n7B%z;}e-SBRVfZnH!=RRv)R!>0vtKF*bn(Jb9>{ZYWNa2U0@_o+l0-+? zi%3$DA&w;}Y(~i&Bg;l7UMDU_ve=cm@ZAtK6DiW>YrExXn&jK^b#H5OZ-vsAU&eiW z5SC|M(v5rN0TJZGy81Bqk6rnlyybKW>R;MwTCJpX6;?!;H<|{@c!UHXwRcdQ?dJgH?a?`cG7&mGCAE3?TUnY(U_*~R&%hD_VXWH zK#1L?u1^3DZJaN}Ylq+1nDb{fZ{}GJr9+%8LzpM`b3Y1e0@-tkC>a`T7Xlo_;`)*) zq-KCq9l{;bo;zxOBLbj)vG&N_but2;s~O=05kF)XJn(iENl_M>8g--9pCPt01kiEA z9lbEI2rO7x69yIqncDe1@!cM6C^t8|ovj(lt=NOM(IU=7?vy2zwpdX7M<9Ou~0EbA5Lk zYMAOn5RRvD*y$B)ac|cz{17-~AK6L34O*u=S?Pk=@8C$RL;W->VAkfZrt_ELG1~y0 z&K+AtU_{7UH#+1T^!lmVRZ}AQcdI#2LU4zZ{4}qrTL#&hBXp~-3O67Yb}>z)UDbgQ z%@O*wC_;g#oAPu}QJSrb90;ixNQV^?Q05G$20!UjV(7JXKSVTF0ezF!`GHrCb^hp0 zw~aAl(Lg51LFh05e7uLUv90qg3gtby%RV&zbGRs%o;}9KAG>eHH)CDNH4YmjL?D0+ z9y^-Vi<+}*MB*3L$HV$ryI9rLXx4v4>i8c1f5d$_kE$5Ac#54m1|$tMbw-RdVHycy zMF@w`EV4x*B3xnR1?hNEW8?;a{k4nHPCXMr`j$VyNd?VcLeY=%tipYKSGTOZxW7oGtZo$VHrj4Kn7 z-)8QK=YvIIRa(-Kcv_#wJ|HWaz{`Q?P7C!(Pot8J!zdC+22X#>HPSyW<4 z2~}$@f$h-lNrajkByhx84V2P_0Y_FL;CP1epGzQyGcbWXw4Kof7EO*BdfaQmO2-hu zrCGYyZS&(+D`JmuXYL*@=aJrXdjnmz4dZjz?T_l{aoHD^6jkF5-rK>1b`iRo4XefqSdlzTjC;) zVbIu6SI;W>?ckT6aZENmsDDbF%Igxw^N4rIZmz#WQV#uV6Y?m?mNeMqfCIDDdf+cG zVbmZy`4s&jnkh$f*RfL_b#$ zV&(t&4aqS6=tX! z>d)4l0iMjQUakL8h{51t5v|~-Z#QKQIA2;JS}o@;Kh3TnyIkvLD*_bqoguoO!=N@Y z*;r1-T#arXG4*8Ul-D+_9dCP9KQ$#xZt^4tYQ7M}c;ExB7KMVo3z5IN5)P8Bj;zOG zXd?jD4MiC2rvIds*-j^Cf0L!2>jwDwvB}9hZ?*o}o`b0%j$q)Kk>x|$V1c(C?y8uj zJto^}f@>=Mw^h`ZBx(-8TI;MW{qzLr8@Fpkel9Ht-Epuh@)`X2a=QUw?lP5r4NS#7&9SNJ`R>IX>#5mu)lGN1jjy{WM|{4KC-MAn9c>cwm59*1YYH1= zx&%2V2qoMWH~rt@+itnFf6owu!7fF6`IzCtzTBO3C3gKY!L5lJm1ULb~?4j=#}GW#rAgg z7d@na7zh!}umk1~nKhFgo%E%&soW5^>HrZ`VEOhrJ<(Lc)6eA%bi#=+8WQe!LKm|4 zXrTZT(0K0qSb;cc*UERC8{Gvl60q{{V0Q}X+PCE3SJg@3B#+wZm}2* z&^C3!V2bFQ-A16tTl|ewSmzNH)|TBDTLIK}+j8+&qEk??e#UMyq_f0^i@o-kI6gC3 z%|&VB(;u_9kg}n+417m6z;Iy9S%tkg7+4@G72YRQB~0y_a!l>934Lg6@4CBf00eD1 zkD}lw%61_;1vt~c*qVJa&U>0CTxj2kFzeZX>7JAJ08oR3?S(B^qyZ2=JB=?9z&|J=Y4Wq3cA8{v7$ppfka>7JByB7z^)pbFEsCh0=Db>+tM1f<%d;hQ z};wHc;E zV}kt{O-;P6x+0p-rUX>TSn0+f*Lph-&_PxSri7&hVr|~S1KLP^bRJP3Ieop4P5{SS z`rtY}-@pxa^=hsKCD5E{0%HYza`;Y^CrNe`R{^C)v4&$}Jy_L`HPU*h2-P;XZwt{q zxCiVjc0@PflMah|XVNx;FV}SKu0f^&6z&kEk;*?j>R3858O0Jc$!W(vS{q|#A(%Sz z&+PF%VR+K469%lE761|2n|2o0Uj4O1g4~VkI+HzXNfygJAGEbT{_JcV_j(@9RdMjH z{pcifoS-YZP4?IJHoH1UA104I9uuJo4oX1Lw{t3-c?GgmbeD0WaS5^toHvh|luL-`e$4(-yE%#e zz`|I=3;Ns`@>W#gb4G2`Ffee`MivtsEke6!rmEckk}fxrV`THFk?{`?|43S|=7-f^ zxtj!I>W0eEwPdSf@GW@$>r&Fo9ucF295>J;`XAX>*jdmQjkFVP-X}QyxbL8AXzW;K zC|?C3BHhphVE$KVu?%&({8LuC<)iP_Nw8X-Cmvo+a?||qZ`CGO$FQv*cYICMO9OYH zgO)@5sA@`8Vm}U$eEOFe`2XC`jt)A%i`M$EUFqSit0!Bj9}Y#nwY+W}YMO1a^p^L2 z26HUJ+`4rIZ5rs|=zkw>m4iZvGUn)@^)z<5%f;`=lS8jw=CO`#=fckaCTX{z7dek8 z7vXeS-Tu$-BW>Mg%*#!Crzaq81(h^{lq=9%0uig|@UX6%Y^2cDm;v$?J)aIkCrjMf zR|=YGuUiYj0Uw^uZA9t|9vdb%X=nA?Vb$Q{`9=@eBLG!j+j~14O%kTDM57mS>u@L} zQlQ$9we92=bllOf0B#_JoG)q`ljEKrxw@${+_7%soIkQlkQje+3D)(CGPylZFJR!> z*m^n)QsyE{2S^ zz)Drp)WB>q!eL1CjC(D2FL}(4+q6d*s%q^ydNB%#TTPB`6*)rPoTWcjGol~!`PInY zxvK7Aew^6{-KG?_%1IV~wvmSAJfdOo04&7Auw{y_-CZ1y;4afe&>-^eI?ST<6fBU` zsb?~nEZ9YT%s1U$+Zk;MAhKPJeyJqZzms=Se})9)GP|?t8+RDaZF3=AsmldoQX!&2 zN}!iBMx@+U@jA>^%(oe+K*5%IW&~D`V?eNCjQ z;C0~NJogt7WpwiUeY6xP=gBuDeHCQI5jNV-w|VeKunPFgqun90LVe+(r8IJ3PeCoi zaDi%l-|f-98;jCo0UoID0GPm=JNWt@Rh3}Q;~tV7+PBse#p=p9WJ9lzJ6I!!WQr>4 z1pVm~Cp5P&vxo(Fm3aQc*h}?vNF5fy1MI(Lx4L6jo2=OS;qHLCYmWe>j4>!=C{OadfmBxbp*9B3epx zHTxc^jk5f!byc2jNd_iuhOih%y4?D053^Q5#~WRZT5=d*e1^I}?djDhk3}P3l$&{I z!0m7(A~@!tYGlY+;I##%+IO&m4n!w>zTXWqXg5Xg@)2?dNM8Mz8oMgk%N3Y2m-NiJ zM6&4|mJ-bjq$qIsq_z(Wi~o49V-@2Vf3^v(ae8nP2X+liir%NO9gp=z4z~)e@DATM zS^K-akPGWYVsHZLc1n{pp-$kYZX@fPsAjq{=n_N>a4mOE3uzj;LIQL#s>#Gnjt$jw zqebPzI7mWZsPlD6w^`U=-ZTVZmgV0yQEs|PCsZ{;Mk?xa>Y#ozd^_>1m7U8+>rcQ9xlqaIk<0o|VGDq7=2BJ9Po~a?OzNjC*cOZx{7~k>cYM#HR-@S2i{V zcaX7A#{V~myM67hO?ivCUB_q;+{**Jaa3eBfC|VCTYN{%ITmf~F@_&T)sZup1b@L_@Z)Cj&)Z-zl!N5JbV4UFPnWB&V}2 zt001q2-|bJ`y+v4?Tk6WKG6&dl0+CxLQS-U6f8?%m_RaKHugda-a5LQ!AC(+!rz=B64PJ2B+ z-Cc#uKbLnZ(AB0g1=#8lkTcX3!B6oiA=wKEbL(|fU@4; z#Y1~1EJb;CLx5EIsqU?iJMiGjc$c|5SF*;8KiCo+kK$2K@$y&ru3t-XXWh%s7EO(~ z9|%tzg*{C)r~WRe$=jrFoBe?oBKx-1S=Tu2wTz3 z04<@$e24iL>yYQLeUbJor-Zd9#0IU4@4{P8RLkyuJFqgXCJ~0bo_1}(i`P^W#1Vy6 z-IUnA=?2yJn)kK*xEpEYoV9TE$J>gBhhAcAxWSG@2n^TxZ@mk~;PJ2FCOeKFsk)Kd z;|#j2Lee?YfX^~(fLV@0LL$dk6_Pqxoe0k995myEfc_JJM%zU+emqqC`Pc~e3YZB}VLcbNrrrRWa$RjVJZPAaFw#d)W!Q!&Tp zzG(G&0xKE-v8(L1p9lIhUOj`)Dw-!9L2{TtPHuq{icc}yW)?PRrP{MBn zwgX}ki7+$RdGv$pR5Es#!Hg?ptdAL&5e^p($#&8!6H!0^-QK+bz=5$gxpqUakcSF) zRt*Y#C%t%21VX`vwEVkY>{f({osq^s&WN>6KaNf=wd1`aVX#-wRZ~z(*K6yol8EO3 z+G8Alb#HAOtZkJC_Qkl;#*7fjoR!j#IdtFfVLt|3B~c3rzlE|FEs>er$r_DL6cb4>q(v-ZpL;;dgov^$K8)&?OA_&p3?V z&8N2?KVDwk+b2pH0@gR+R((Q6f z<$tk&P2jSmbS}uq0VjSpt!smsz-VfkJxF-u$6=PZ4a&)$FG zbG~5zW3qLRmBK`V%OoS>O#P#w%Rv|YR8)E4I)A|@rV??ur1kmSi%OL3;9*IT*8UxZ*%)B*9f% zxVCY0s$+&>da>_&Bs_pElE0Ion$zbi2J@@J3-2>u{X5Vm4F z^t4kDt|aNV19K>3(A$9ITNrRQRyRPeD*d%e${i znpqCf5F8MA9gZY)A&{oPNE=t@yNJzh+L5v&nZb**&x(V`G#uVA=}cGgi1mAWQcYCq zq_GKMNT7B7HO6Ubz5s{=&JDz*06dnW@OZ81Z4a_Ss>B8-&tWaXD*Gxde(EQ10sMX! z70|KEQUapZ_}%987-~n%6`?;YbB7+mDFO`~1b=wK(Qu>*@IcFmy4=uA2F%2nroE9NZzdt_sCj6l7Hm90Bx#VdXvgZ8k(kXo#A&B1Wk{a&_wDKsmL5aEzK z*7lOy)UnQ1+>HG~S|^PoO^Zh&`v{lcl~%THaOHaIT;&{}j*>qIuwLf~ln(Qr=wnpk zQ#dNn*l^wzuGoo;?Ied<;{3lRd4ur<_H1IE(0B*Ly-WIE&R zUTAd~{mqw1VGfKm3y5R=u=XEeo)Lw-T~~$XsXNFTfdUR+*(2vx10YZ5?SBH22$vWB zNXl%})A#wao93~d9-Mbj-S;I{{mDs}IXSj0K-)jT&2Ujaxto!TyEC-yYb=4UY&KuT z3{K_@-4cU#*|dOtA8M#-Zgu2D{Y*x3j(kbFioPtU7udNX&Z`cTeOBqhXvJ#@t+S5q zdm`_BOcisakHDFtdJzoYsBlV-%b|IfxloSt)*n`DnBlFqNdQq`RMwH$^$X)X$eC+* zLns*(`*Bbwh`LXXvX9YRr8Zu@sBlN{9^r3*o1=?k*TGX9RXpiR3qWy*Mtn&gu z6Tmu874~DPIl|qL#=#{vgZgL{=i?Q?#_0EZ`@ z{}WyeoDxIf3u+@1AN^qDu>RQ|x3%{?BAo(32o`CtMX44xVypu~ON;>ah6f9dzcVUj zDXGu2Ha?`muo#P?5M`r14k7tswlprAictab^U zy9T@8L3ooQuIYO#mUjgp1%kY+a%UeMB=N6yuM0G{6R2ZauP(NqP7d_&?saxl`d{PU zcgVpPJu(8t)-8|xnRJ0b*#fcds+%9NR8R)NYLkMC9PNMp>;G)=?Fr!`x4QoS?c!bKlH`8+a|^ZDxPC=W(9&p<}q5bWSIP zY^$3S0j@qX=3Y7;A$vOle6Kl#^cw=Fl--Z*1t2v*xDPrOPdLl?d!x9$?&{JhG4uw> zR7zrStkw>EIO^zpBYq_?V(o%C46*8zybN%4pQ@rZXFB6DkCoFd0vsf*kD6BFEIh%E z)|${z`4qCIEEL*BXJ6n-Gh{Ef8mF_6Twg zW(I#Vo@os^RDT9#kyi@PO)zP9jGY9opkO^sz#A&S#s*0GpMg#3eaL6x1m;83F% z3#r>JQcs6bf2=QVxyr!4sO>-L%x{;F+G^T$NRX48g*f>4q-b`UrgE088&^fP&Fv4T z*?esk)oRCUL2P_b(a|h(hmAAqsRNqhENWjZppEBgy%AINZ1vwZMvhiE(ugbm%^t4O zulM=wemVktG1=F*tveL&BCB&TNsk3@H@_UWBxXVZyoV-uS8CW-LZ5V|-LHCp=J!#U zyDSUFOd%cWN1~!jMH#w!MSrcOC*s^^6jp7$zrYZFgOO|7`NYn2SRpSe`=BW$`bPJ# zuX@qUHylRmaROt&qfV`tgqRjbA(W$zkAu~yOJXD;aWqj>#tJUJfM*Kr1osZ4+oo2d z5CFc=f?;co{R=g^N7Q`~#ojaP&d7@DTh!f*_gR(i(TSSFRW^k9vkg6qhZ}nq4`0T9 ziOcYxa)1?l{a{yq#zp3yhbmm8)SdOmI<-HS&;hi!;+=NGJ4{p3$HZUcGvIh`0Xqgm zK|ad`m2MZXA%HdmvkREY>tuH^Wrv;*9(Ky{0j9g0;H>5L^LCSx<^@_t0{z>K46Gnj ze{uuM?p%Qs{(-Q1dVW9uJ7iKG?!oHYJ{ucg4xc3dWqTLm>v}R98hgxcT~3FtgzA1$lTk;u*(@&@_s$ zwf)c?yPq0>m_aN_P5gK%^p{BvY!AQ@K`q{vLd?#__w;OYDO@MQ!*`E33Ht5bE+A`N zl^rkMUe;4KbnmsVB^~X8?-}+$17f+M)?{D%bwe2@aRA#kG#99k?JDW0A|bA_8Jkztc)Li#8JgDR}CIw`zZ?u@vPPn@uaPo9_cpPzb1k zwMa4RC4}-9HVwcVF*3fM8x7^X|B)<|blshB#0o!dV*=xp5fTL{4`Zx{qbTd|i+2cu z^2{EB#BSL3^O;5-@v+R10v<5z-#P1~26lKCl{T9tA^t_=l_pCwl?8sP=(>4P$CR# zhi4h`I)%%05;3bLa-f(&%rwY7*!~nuj_(Q3t1hZhxkTk*zwV5Pam~AtvkJeHg#_oU&|zxX%6^Rt8Z4zuDAi3gZ}M|>01cDEbA zNI+hj6`bc@HZ9bAVS+NW#=#%(c4tt*o4}p8#KuvdRgDcfMsfyGiH(dJqdayOz|!uA zxgs*ah15`c))hgahoDE_mQXUUA!Wd;j8B zr7IUfm=-~eTn@4%*8||q(FsG3c2Ysb0)5W0>?%%TIFBI1)JBYN4@>)@Tiu<_(0%8c zmKM!oA-C^qV|a_cR>S)a=N^Kw(w4A{V{Ea4z4wX?Nm&=!sKD|C%)3xD+_wO)kQ(v- zLb}qSII@K{3e9eN7i1KtwBrEQ{ewI4yvv?@-aYWZWNFC$tem3I8UTqvr)YpcTsk0H z)Vx+=rAVTV)0m%L`%3$akrwD@>rZ9w%Hfx&PJR0bTFR(} z#0}l*D$PCr?%~@2Ule((X-B?`joKl6Tl>S)0n-Li*zM^hAlb5*M$IMH%kbJ-$I#7@ zE$!~Bo%Aq36B41>RBNQ0paMF=No+V;IQ!&U^P+X1Kwkd)C|T0)(OdAM=S{r>yF%0| zxY9t>CacYQxWLQ zZ<77?<(oGRi93CH`XG#gr)JRsP3$WF{1Euhqa^p*tj0ZC%e1 zB8an-dB#7x_-hC0+P5vjGlr3l8^=Q}?!7BKY>Yi$U!~MeNFnWo z9#Mc$?|DW5yX62K}z zceRmm{6mOqu|nIn1-B${@aW_hnJ7ik{$Qj_sQbEDMg#&m*GvH=3ZzX2XuP}JHZLKf zZN)q7)73dpSg-L(F2-vXi18&{gc6OZ!?B816s)^+#VxD6&Apn`RPM$?1vR{Me&9Lz zh>0uImjV>a(FHilQcn-(xaA$WGlZ(;>V@ovB#t-2MlO@Xh|7dZu=}xUXBm9@kxIR>ihrtNc|>;;c8uF9 zRK))wDE2j_{l`$d_E8kgWNPOlcIvx*2iq6Dq1e4@X>=9slND~B0{#^-Qweg@j6E zrN7F~;l`=R>j#Xr+XBxtLTMhY7go7p;?Fkr*&d#+ zw%MU~%GYG~87{vo4FQg{Bjt)*X%ESBJY8K++A(`wMSU@lq5h@&Z`Um;b^GKh9^f>T zCxe9bNUQ|5+dUMfIB*sV+5q6g!8##+Fd{B&N{q{@S?naRjH3>sFC(5?M;S!0J>rvI z^=$k$rB2R}yN!&RRS-Y4er>I7^wDW{j@q2KCq*A6e46 ze-2uO3s05GVzN6TB0_mmZgz}=Yp^Ke(FDG32W_gAnyNCMLKFeBR^;FF>?i?#Q)3q< zT)`aymuOkd2n1aR*B^`@a6!fViEDrugeOoS=b$qObwok83x>qMP`WcTQd3$2yRIE5 zAxuc~J>E2{-RF`bJYFxB--fEo2!r={$6{lT{!t9!4%sXo?smMR%g9GZ*87@6S4Omqe!zFs3wH@USIo>(?Cj#9ZMRYjexVlIkxvtc)&F4SdBv0~(BKAKZ z?RG#Rv>aI3cf?u7^ZqTcBh^vT>5|$HJzXI7Ad5UgKO)(m&q_C@OBn=BuU1=4fw~x> z!;TZ%UIPWNPAgsBxh1geJj>i@`Gj5y3C8QDbW@1k#DP1@;jBGcA0KTTOnMY^rjUx* zXUY29wEAafnZTF^Bs5>m9cMaHd_dL@O6dUooZ@T?q&T7c3xFCRD+>x1_B(7)f0<5( zFCGc+9y7eBy%-YJBKarKxbN!PorzjAK}pAjtPnXzAnS13N5A#eCadmSkEmb0A=saD zy!PwJ%oX=+eh$dF7g`Q5)`F&n5?4JC8i$ujCAGByo>X>7q?oqE3AC~; zAiQHzP;eTa=J`5YKG;*q^oTDeVEpVWA4I(K)^69umax$6BAp*vPGDbhZ++JGL_};a zKW49+n&zaA5e{a8|LMOMslC|h$Aoi4_d}jVyLlbmR1ZUyQEF^?-yF2#Xb~5Afp(Zo5L1>}e5GZ3h4*&XU zn0>+|&U6tH+MPqY56N#8+F3&>bk+`w46nX1gwXLOaLuM}VFp+GiQ~^UHj5rbB~lNw z;0ROS^z~=#C`k3s0t~9nsHL(_GxP&o-EE(mM z{FHQ6dFDoJt_zu;0toCoKlkByz?JQUsQ<%y`OQC_B#whsDRCc8aO_(u)Q65^;CICSq-8rW(cQpJVv9yaLNi-uksXL0b?1vx`wG2h``ATR_|Me3k8f1f z%QlZP*LQww35^uOR{pl5-ma^)wonRNUszHWEk^*Xuy%ymBdZy{cEA3|Z$4((%v}!Ok00!vH69vq4&54Wh={ z_kf&cEk$Z~I58}tc!Xu9LKo(!jIY&ig%;bWQ#8^l(Z_(8RJyFlxbJ8Ok;E%x6TKsq+ zDrytjo2GX?pMCgR5-rtO*iTeVb5pA9s{%*q$yEq>h%2)B>FH|gE}&lozj=4rbS2*mNM%tU3z!nYfZB#R#WfpP1(=Bc50RG z(fynXj4W3&HZG@u%qN}jxEGV_3$3mH=x-5C{SK*R%!&oPg~MOCu*Vm@9PZ+U@6^aM zhcV>$7yn8i01-k#__vMr0hx}o#@hL4AqJ$g2`zRwj{)X51AYh>!Sk<}K-&sw!;8{C zBX(}vQ#t;M4OyZ07+F(CchFnvIiZQzy&2V!6tSJDYdK%k)Ceo`)y^-X2SIjFKf5HG zT5mUNN-Mbmu9|TiD3bvKzYdv+>U-%R;UU|Jm)(m1iLG`R!}Mrs zpCkf5H#nn&MKp-TaJ2c+ogZ&dHqL}RI$Jdw&k#VX=E{%j+l>t&Q}14+%kp6rvT9PY*@93W@LtT=O`YiJz|7%Z5246QF!>Pi*8%8nn!0s zQq|fi*8TCdUrATQO-fRpV5Tb_UFCjnH}#|w>dl! zJv@sIdoffXFnbtUv9>-RfH}?DQEZ=w5Ip`N5TM{pl!tzgN4I^qQHRdzF`;Q6{);MP zz7Yu)Cd0Om1i!a$Py4?9(jz6Ho(1t@DeURMr`ua`1Xl|G-|}kvE$cz2j`ipUt1Zh{ zJL{~vK&=zrCsq%ME=XzDFiE}@F>&;rB)SB?oO_i6E)scOaMm1sSz!4Fe(Z|b&@T?D zPzsN{=S>P$(JYM(TQj=hiWcl@ zgZ^J`1ev~!K&D`GSa!0#?yhz+WL2$ujWHq`(Z2WK&2ph=E)q4GVG3{(gRYtp6vZ7^ z+b#V?IwH$|O5DEzVIfv=8f25~JKN2cd*D$Y+;aZ=EL(0P!u4f@aPZ!XznQK&)EERW_r-3q^qD=lL}+jk@T5~DZ+lx z`yjmDjHsq#KwD>vhry5_pL?F~a2^&VA?fNVFq5{5>NWOzgze z(7|u4F|wMyS+uvOOH^47^M1o$YrWVbCnOk@$l|OnM!5A(4(vDf%G!aAzu!Hyk3W|i zM|ix9`oG}ivJgzDT{<=EPHK-D-A!WjqOc}^GTkHdBpWj?e3eM&6)_V=o=ReWLm*@lAb%Z&xum#@~wQ)Ah9 zAIrupqiBdfs_BuHr$`~DDsj-r$kx&9R#&$RiPbQQ4eGv~LT;2sY{65HKT8{#mR_EB$Pz|4 z_w-WX%M zju&vN3$bwFXM5$)h!oLIh6)f;;03xadIK;rOW#YJS_gd{$fI3*hV+H5u}u_jupe>j z5U3KW!bsZboG3)*(YZ7@R7oL|gL@oR#Si2jfd5c-=3Coy0+3)DBt|SFPg5WqK^VbQ z8FXn3;^ssx>xulM#pWc4_c=P!3#Yt4Y7};24e>>5(0R_Bh z3Tk~$`|gJ?rZM6Xksp^?NF+h25t43xwR=Iv1{6_ej zjj&*T&NUz%s%5XZJ@)^2V|n#B=J2WcEZCuSU(s@((iE%Nlu6nbhXTG5PvgtabcE+v7Yy15KvDn z>J2b>*4c-7@_3O!)3XOLJUkGgXep-lb>M#m3c%{saNf=!h} z7Zy`;*|l!!+0aG3kurNuYT;%Elrw|(5pQ}1RSZ$gW{UF`hOf8&w*%qcRu3JjzCdha z6U=ec1XD2vVlOL}K7_`1%F@gF28ozC3N`6vy^iOUgnF$i3%5_y|13*8KUd2dy@%-%PN z!$Sr+bvbPwfWq{7u^antkE6cZddBC)9@|aJ;KiP%_YCbXnj$^IlS9&S!T?20FX$UJ zmn8_Az0o?cdzfC@t4hjT&%r^w)^~DkeAfU)euv{;D#lDqdYRvgqG-l2wiJL8x3a2) z8vIUnX~av{Q8;vQKj~sQ*VW?j8IO%Kd5%xkZN>f}hqXB2u@4khJ#o%|RH)Cw|u=FBh_4XR3NTe<*q?h%h zoFbN9r#4*aMZFfrWNcV^26>e!k|z)t#00j8Wp*vCQ;^s}OfM{?I7F4bRt%}6^wNG7 z(4LS!i1)Z0Gg z@wU&BFZSD|9H~07^-3@1m2!M;Fwte`!oF)nl^dkOfqGbCQ=4Ai4;9gB;b5aT>Fc-Y zB}Qk43o4Ob+)tIBR$>kl(Rq5^(~C^K<5E6kFZy)vMwY+hS3SD-C5P^P#iM)A)29xq zu_)~--zRUsOE2qNXlj(ANDr=0FYA@A#&VpzR-RtaYcVZh_7U`7U5hfkUSJSeRY283 zTX*QfTD^+{*%^Qn>4p6axdaJ=UxzQLX{w3?;*nm~o8^3@2X6^{$n$7ZyOC=2_^ij& z`Z7dPQ+vi@Y8|Uf$^{PjZ;r$wgS=N#T4&tKoYpa5kn~-lM#-H5205=Gf_ze!*PwhuuUQ_NFGsV-Pgj5PwpM z8wDA}#n5s4I{7MUg8b5Ce=JSe3(>|r{2#@t9hKB1MXd; z^5n@U207CcYBC7P!Bfc~=4VViK8Lq{BgU1?v#Y|M;lazg5RP&GP4c=FgSfXd(aZt; zHGMSkX;G9RFj_80TiJjEPhBJc;g$=^s*S9+O! z5y|7;=R@|$AgW_Ud3&b{EcLz9dhok~ji8cG)=yd)7*=9e_>D4BByNOd5FGqi=+Jqs zi^Oi?Gh%>bko7}3DU{t2&qF6-hDnPYeSyAcaRVsDfjDdI0h7olm z62tH~1f3~a7``m z*JF^Fk6({NSY6htgvrPZ*@g7ta`Njjh>Os{+e$13zYpHYvbMkfEEhVpmz!Q#E|NV4 zQJFd6I3#A{R$~zMQze!(V%|j)!xy;gnp225bg4NA%s9kcs7lpf%)Usm82++4#v&W7 zr%vjnm-V|S*G@K)Rh%5JQ?BuZ4Lqc4$LYyHd;@aw&Laj{UrRBzY7BI*UL@8H&xp>B zK~^?8I}TYX*&ot145@ww4nDCg(pS=-5mz9CtgJkI4Du2!?}iq?LCI=N#+NT=5Ezn- zs;qT(Q|r{#Uj{P1)r5H|9|8mnNb1jWuJ7dYFlnFVow`ds>xn^54yr>AF&U{2S;U3F zEW_qhB~oWacgx8)ATiO`vi7#+W@+)0%IN%H%f-tEPJ;lLGYRy*3khpz*Oot32dxNmK9z7s|IT-^P#6{;jyP1gx z@-uxFVk3*mNgs>JD-H|6!x?y-o-zhNnN8{theOP=wh?b?HO9cdM>!8h%u;%pv371l z-Aa8O{6{e z8y|zDo7njJoUM(tMJIir)46G9}lvOMH~$LT4dE_L~L@MSM$0VJ2H zl|y=gF-a>KD&xOL#MW23~YM^vRTg5B(Y_9He7owk}`4aG03`sYp>5D zY~-st>Eo+9Jm4@1JS27}>50KE%3944F?9tEghLlM6hooTm^e~o5cjR!eY1ZwB60SZ zLDKiSSY{VZB_4g$R=Ksh{8?%~&!tn==T@L=eazsSSLK zLKb5B=+3;;jf5VjFMCMrSoACpiQP$h;uP%6E3&IfS*>7ZYB6+yFK42fb9Bjb$hrf@ zI1aIy3jPeDvazr6$;!;W#vu6H(prmY;&w6yIj@AYYAl2F?%+k$)9kX)P2!9b1M{BN z`AAlY36&TGWosj3ko7;C`QYvBM_o>>%~JXB?G-<@9)r+Ps~h=XgSWM}GwTt^>R#ME z8g+lVktpNzxQAbl#U1D2*E>m1N8;S^YoJ#ur>T!#dU;>lcWS<>#GZJ1Ip0`0?^N<> za14@iQo%8Z%R~joAt^R9Aky+Vhzh>U%>qCbLznhlV`?PGNIhDMK~`%!Y_urr)CCg; zNtwt18AN3!1LTmH`W>C)1qm8J+SG&BVSFTp48mS(U5=zk3$kL6^Apri!4cO@4W=x0 zUYtQ$2aesZsa35?c*akWbtfxD638wD61GuFAH7Oq)DG=WDyiy zuWMD>@b_(j#7fD1Fh04zXq^{O?RgCye$PQ{CK@vaVc+OEkb_CPwyAqk8KmVV2xAcW zodPeCSWAX3D=@$`W7rS6T4uMhszmB~PkNz0j5#{|7zE{HUSkk<^9=d{3HmLHxS@%f zzKEJ$Q1EY&((oaGRiB@`kqYLtj|%3{g9eiNxje*sC+WF%pe3{m%@VmW9|5{oLT0KLddom>3xZP0kd^AtN(WAcM$!9DEGIvJ%@d$jeA< z#~|%z8VBvHA!Iey0(RofBd-Z>E1yF0d#RUBI1CsM8{f&ZVPRvC^jcM7Dzl4f zEK&nho)2XlgQ!fDaV(PF$;tqDQQSS$l+mXYHj+fW>LrO{nM=jP$9BrW$A}5_R-VJ3b|-y(&lg Zrz zc}|CppWuc;=$jcZs&5{F+vnnJq>OphM;XK7Jn&G)oH8&ts>J&@y@;1$qnRtOiVm1N;24T_3fn3>Q_zSxON&p6_|2KfNp(t22TUdyVoB*%- zI00BJ1P>>`X?o%XM?)Ljhx9#23_`Q?+H=Us)oafnD=D-~RgDvqxiZN5S7tKQ~cmI1ju&A+GV`>S7zQkhxu);_MRX22jQ&ol!DLEkr}jnV(-zy90Uty?9|^`{p%`9K2(8My`;Fo^od*#Lb`%tplN z*+EbBgvCK%s-C0=`m+-5Gsw$AxX&Ob6X8CCq)ZI<43ct}dl)3%1 zWz8@io>`I(>@q~@hpW)PT@UYSkYXc0}hME zQ(=9@(i+IltIHrZH~A}r$efg)4B~F4r|dg>8=I8QUiO{6Lyoh@Qy_kozE_N!o{&N0 zZxK@U?Tb}pcl_B#Oy7Bg=`*?-%Zj!9dgE@fbpiG)l5=bwmP#$m{sAWj@zUKTdvQQp z{fD$0Cw*JM#aQKbVGCi>dd&=?Ud~ieWVgB*4_?$aq8tOj9w$E~HrnZ>Me3K=x=3uQ z(+m1BdC<%tC4+5lMkMi!Hy3;Xuxh0K*Typ72|%No*TLl^l<6n1exs!3w6 zkwH>oe#@>NN~RA{SmmmnAUZf#$wS-&K22KzTa7$C6&s z*M%zcQX2Eq8!0AbYBDz#iJQcBfP(>``uZH!k_qa}At{9{w=>6`Fw+AI|A*!kT>9fq6#4u3?Y2P)bhOFV2)SSf(vcA_v&XROVFY1R9RKfGuuzxD` zI4$&xK}hSWKpKAV=jmEi71U$WyVxAEntBNoXNmpn^pf6;bu|VoW%fCB7L!3(DYNHv z{%>ZYPR#_xA?5;lHnYn@%}0ZmwV6(#csP7R^+onCW?$sGaX8=ESxI#CR)?W{9(*7>6$^%Pr6vnb+t&`@0MQB%}vPz64Z~q zhwQ+kE$v1Uzw?7WOUu$-%G5y3#Go4pyAu0~4E(v^cYjr>b43h-y7?@ZIyJ_TK~^vf z$(;iRmS1mfIRFg|OtgT#xYngfUMWm3>xa@HfpQ^i#5iUIJk~)t-$>VY-Zzu|$P;WNbr4Q@9E9|wh?g^=$}FUn z2QMz}UDy{mPG;!hzOj*5S<7ja9H*6D*0)PJN|{TR>@NiD{;nRCC<_lcZNh0 zNA`w6UUb9$(TE4Qb_OKrhjI*5W};d$KqwgG{iN@q*sm*?Yu}`G${EB3SGTDiC`I(;(k+Quyh)CJ&ZY%WoDQbl0jx}Dntg6-&?Q7dTmzRQIk57PcJPR3T@-~o3ZtD2EVv# z?K^j>z(L_K*m~%~|FtwyT4QJbOFRIH@6*W}o6pbBdT7&FbTSWZ+8G1M69;V;gPd>6 zdRC<_TQSJVMLxtJDjO!AK~^@t92Qww_;MH|b)x{@mJ=yQMf!1Q3?g%|&~S*!#X`d& z>t_5-pOxL%+;@K7L-E35WqBxG&Ylq?34^R`OdkxgCTIHKkTEfX27`!f3>plwvXWCU z$V>d>4DfOmS$U`_7)1Rn=K#jMY$`K&Svfcf7{vUWm@iaiH|xU{kv?BwQ~TkogWmQ- z?>;1T26!6%&z?=AKZm608~quiWbB`3koLVOie?N@D@Y{X%Bm8N9+r&9X~SXbZRI)V zIBYz-+nJ9}OYXdL3|^6yP0vn!c6GGh=G`Af3Dmbu+NLl>5#S&l)>t3sMtR_hI2v;&fs zvqg?U-0eHMP@`_pw|!XsmxmnsmZziZ>>2e&G04i<8^s~6uEuhlJOQ%%)~LRNwh8(E z>Yxw#{*r~0kEbc-oS`X3&ebA$%)lWiXZH?+yjN6kOg&AALDF}H8YS1W401lEYo|{q ztm5FiI^m>GC$O-G@pQwSr|&YjFm)x0>{F%xPT;Dc3v5lAG|3Zr41#``FDgJdCr^zs z$jaHn!yqoY<(v5$`;^0KBTW3+CiL^G!wCI+ul^~joU=y;Z?J8P%&UV}8(L&oC?l9# zWX{vW;xEPu7Pb%%bXE;WRIY9w22tOLatw^>$S{@Ivq(nTbntiT}X$Mi<-x%5VH z2ntQ>iOJ7c#55*#xXvLaU#A&^v}~Pb9I|qDnlZ@hK(|+wPTa`JAnVOck8$?LyGod} zaApQ+x9{OYA81uepHjht}TP4P}h@H zc9pt4k3&{v^}&^xt3oC29N-YP(AJ~1cFdl&v;%@Ugw-4q;ur*lkwA$t;|x;1S2?z1 zd=$-emb{?H&>El1vR0G9y9Jyr{0!p$XERS6cBPl`qb{e$MqT;vcPS>{E~N48{LM_s#Pf zeis!ACa*T6w$6K~P*_r1JX9#>>HFZZ)_GA?iAOSXNLs*5%k+UagQV3MV2U60IB@{O zB&ss?|NPf~8%n`s7fmIGF81rfhO_`s`{|7olk`Y64vCw@?pJylp>0f+jVQ9K!s^JO zi_5~|#3Uz>4yDd?Ge}CQ*xQ+I(qlBzi~F`LL^YK^eU^DM9{hHNGX;6An+5bS3|-oH z*73H#|11|eb>4_U*v8aQUjC9CTAf~2F0M2NQQ5fC7-aoZ`3$@*8xa6rWANw6damuL z=%EYil192o+-Jom>K7>%!$16N_%#=!-F20OqL8R4^8HIdIqwK zQq95JdXt*$fdqkMBUs%BB<&Xg$hOze zpf%fqLh{f{*q>?Z~wzLTo0v9Fm}wx`Ul?Bg%2z41V8!md0u?=t1N_ZKs#_Mvg04XO}aX znr4eZRv1KKEt*&ie_26P^L6+J;fu9m$g`#%*sFbMgpHGb4tpp6un@)ajMq9(KU&En zb_gGxIM!hhm$Dw|={Fe$mqD)fYjSF7mI-S(`sq@qcE?#{#TY$A=g&Z3*70>5B7n5>vu_q``}MD+_7EL21ngEB zo?g~BvJgwF5?&X=)EQ3~c6zDbLg7w|B0W22dRea^j;xp>Uj}g@$23mfFq&Ra>(P{I zqQ(H8x)x=6d&VHLs%TWgIC;f6y|7po2SD&7G17}c)JmDTfR1;DA!;1r;*fiezU=hE zezq33G7@H0-X#xw(~El}|Ix_wMQ8>=)x0UhxJr#tWsr0^AL+rn1ir5GXt&mPD)zgz zCw*?MpZ$>3tv%y#YYz_&(z~@~t>&0UxJun5!X+-$C6_>kiM~v z<`WKG+&6Nr7O4S#EP{IA90Q1oL*6UmmrYEF&LQcCats6=qFSb>YT%IfTKseHyY(6- ze!jNnDk%XXhoqnMy^X%V=qk@{>LzK3$RRGIJe%r)=9)e?#&=5eyD_JIZj2{TP3p#+ z^SCjG>HPvzSE9&V5SBP=z#;IJhGJ7uXQE7-F5(dNR?V?xJn5hW7D1tC$I{l! zA?+8b($(oJ;<3)o;Wh^nubsWP_+jJo zc73sEHmDe@d|$v&Ob%CUi;$_v+_SdB$xt05l`}+d|9r;

?%j><-Xky5=ut9V3Ihnw3>4NMJJM`k+-!^Q9%kZk9wzt0 zeg@OQ^_1ra*+j~3dsFOh)G91pTEEV4J?Y=}vYWl^I(xCu_qnWOo>jAEB&tzXNHIaQ zohUPr+s|;`sj2l`jA#8yVwX$vrm67MaV?C4?}-wK#}hv7Lkcc4Gc}*f3J&nJf-%mh zOznbKQhYU8t*y^&Uq)8L{6?#S6%Ze06&wS6O&DXF%>GSe25N>-p9ih{V|FdR+V9YJ z^9-#>Ch8hU=)_bg`=nVtlkUntW`BW8%v8M>{nh@@S81~2{1~s9z-b5>nvhtO7U9!5VN_U^RGKOyCo_A3QGqbmf?hVgMmz~()VI~UuU?!V4 zW8_(fFRD`2%7(!Hw)TFdevA<5_i@*dY`w29>g>IZjBVtBsRy&gmi;mNGPC<;sheyp z@SQ5--gaYPUkUeLrqDS15$3&+5rbvLyV9$03-@BA?ZW%Dg+(oZr0NIzr?K6Y#=fP| zGCQ>I9NvqxdVwxY*AycF5?VvqzsP-_(8f79M+Yn325l8KcjE>xKM;R|2nndeYi#vW zrM?}G{O)f&7k}gQH|1|U`D6ade24#K75=QLtj4uYz-UB0X=M2?XIdNk-=)mPj!4eg zhcYu#cD#r^umWTHL4B{o56pwVu(rb5R#An&p5Qiy+oLhiP)_|ZyYO~=4l{>MGagIp zhG?+SV6$wu%_iSb|+F=>xXhE!Dgbn>)o8Ly*thBy`in} zL4k&ejNXf*{Pc&t?C`Mt%S-$VSkJ>(?O%`WUmtB4k2ca)A4Rm)Lgg$5QGGjAv+KZH zjJ!pBa)t7{B~0~{FMm^(5F>9J(!nGH13n$7&U+hrS#@n4>EA$@eU{C%4P19(Br6yG zjC28T6trtqCW=B?#f~v%t()l#5csIB?QeB)CxaDj7SNMwEtHgzaf}V(kJ(!=2W0Nh zfY^7LEwn1F@e@C*c{9f=kDICjkazgh1QP=m<^{~o8V#i^oqnY#-~sVfC5 zXam@jL}BUxSwN=0(MI;iqlo=c6r!55*yG|c1=QVG=hS>)`6b?O>XJiP+jjcJ~% zvUvnj;CIvfEKTzW6Q+;~&lXCKF}|888&er&?L%cvKqa4kr~jHvwGB0E)ZU=yLXx^E z?`>FZV@Ip#D{S`-wpnDk)@T*(RhjF13})d1))w@{tk&R^IxE0{fT4viW=9A66K&1H zxEWbP{@1cr1=?V;MY7DzUL;Z>tC}KXhy|ge#9jhNQrR233x|-qhLK9vR{-;a^MLWf zkkGde10t@QM0el45Pau=m_j&h>wDm{-0RZXz#5lKPbeRbLjIV+N{Yg0AJ$t@ksmaC z1r~w`PI0}O9NPbP5N2QayRNS$=KAe9vpQRq!e}56YI@}h_UhA5`Z%pebV4WN8j5mTxIe0BJF4wLc z_)_@ek#$=pif$f1oBizo(+&S<5Zii@i$#yN{#L>PUnBgK9Ey>Z7uEt6#$8yJcd8-~ z^&a3Sbc3pRssI%ShIv}i`@5H;5&Z8+*7s664`qUk2!?J1FJXj}DW!E;b6MTvXeYdg zAbiHXngeGmyg=)-NGn4D^5C`ZMe#L!HoP}+iJ;x=VzH3cGOzMPJ?2HA(S;M_5^&*4 z^l>i7DhFRx;M>Xy>%C-!`YQJzw^KCWe$X#x5_$;s>?@)Forp026(-I--fNvJ{Q8|% zV|$UAP}W12<+PsJld22tH4D6;T%ieWl!39L_8?oy#!#ZNe;(T_D!@c7+xI+&G8J4M zoG14vc;u{uJ0B5AhA6QRX5$aIeLaIDqYXbuIiO?)wlv-$BTRJcx(jme<7 z^-oFRjJ+&95bbwi>=rkGxrTc!o$G0RzyEMfvAu=8+(<2CF4~|2Z`?pVuuaj~Z91}k zsa1$}*XC8@egQg5Vciqn;{`--_J{#=dZRXL)fU`__Crurv=*zoBt!jW<+&G23Jr&M zNd643M_^0oVwL>uF-HWHO*SsXy@6d_PGK)EfIQi5UtNLqfN(8(^QF7tJ>D>EENh6A zJ6Dy}MK<~X09aiq0CVNi{s5|(BYUW(QUmGg9%MMGG5*Wm!TNzQDYnpg;CzJN2njOD^-f3Snl;*7@}2d*Y=m4i90aN ze>k)%y=;t^$AjC-07R=a=yCW7o>i5e9xKlrE_sa+5aM0`$G)VoZ#;D(8yXO+y{U-C!a}6E_ zCZ4sbqZY)a;$AM0Ir6xz7EB9&KaFc>#C?4vd1$_v4;Hf$`||a zQa@%NJP1k>NO=Y>o&CD~Wa5G{dlf8cekf}zlLEqS35M@@6{JftPlPJ0)x^0^_sYn< z_A)(qt1rsrdcFp>8cFnY!48j>D86^vA}EwEMT4mD75k0YhaE$6RSBUju1pNzj^s6% zNFScVc2WQPUsTWj_rJC;X#e|PkP7(szwAQ%`(Ka@`1ilSL;d%^@R|SpFLXEl{V(zF zf2~xukIJ6Pw%Xk3u$4Ujm+47$HIOB&WWEmxQ@e2a zy{IOTiKz&qhj=^tckA)~IEY0HDO0=C#n<*&!8>-?&3n6#m-`cY>@uLTHh>feZHCUX zssy-yo70xQ9n<~6o-1WnqCHn*>y^DIvV+Q~++*#Z>LpaxD!dwW)6ds$V%w zWhm(tkEC7ixU@#7AAb>S1u^zDo0_y^6l!66EL;z=(j&+|T5<1z)4LDoI>Z3z7vOna zMEFQFZ(q#w@JZ|R-W;DrXD0!YcO%u<(dk+&ge4Ti7ziOR&bE#UR}^&S3D$nc$^0Jv z{0hRKCx6T*fy(SI`oStA73hFm!I0+yEg4ue2AE14;@J46Y|Ezlx`Q!9QwCjA~LUt7h3mkgGu#CTMgA&kAilqn^$^) zW!8hZ=f-|BS2BXXi~}mW1DRUAN81~WDdwp)wJ{a~ipJnG+DF2~G&%+C$IeZ_N^?o? zG{7q&ktoxKQK%_me9(Q1Q|x;#H%^Y-2o6U1?RX75wFtdi zx(@aUE0Ez15zcnu@JsM63imzyn9hqYr-yS9_ccLyo_iNn)$LoAIeK8xZ7?Tb*6Rt=F{)LmU{fvzV@aZ>(Y#sZroc40RVX7YOd-wrl&KAO9h+I23vR=w{yw>nOT2N z^b3N~WAF&A@Sr28XtAqv8XW~F49#Vcn^vKDkvqFFz=Q0w--+7p<9nd8$J48QQOINc zvPq@q_|n}fSf!>Ga2_7-GOx1SbzSCHD=u>__hE=Do5x&Bm_am@=Jc19FB_C{TtV9D z5yN(W9p3V9p#$#lH{~t6VgVQrP#2>@Ye))5EpRZVcP})?l|;uif_i1%nEKaWSJ*Mn zON3NFBPbEs-Qbk$48CJ!iAo3y*Bk{e#8553Ix`F7P@~r}SIr#$egj@{HfyZ9(kfqf zw0+;anva@3Vm51(n!+l8xf)k!Sqe3=cBm4{q3j$6-AU>V_)6{-Af;H!_$muo1K4lU z0tw@X_@|zalxpb5T?WRzZZVFbdc8)nIvKM~s+~AYB^%K>ih&l^f31bm7vL!gb zd+vGl07i^RU+ceF*El41;m`ip_MvDQO8LV&%G*DAEIdSnL;~deXmWb-&vVH0*|>#v zS48KBUXPa?gppC9%E{7}&7c{gAyUPK^YphzYbmP^r-hZ)yl3^+;mf1Gl!@ zC4@u2^J}84HoJwAqxFEHZ^B<)uk3TIqd1Ixd)H9ZT+K?a?lgQsaq8c*a~vJ-!?hre zP&y~z5_Og~Ms}0bkfAodhqYY?45BCtGr_-iD76T@OkQlhdYVChx?WvhG_EO|4q?DB zdvtb43342mv{ryqZav}8{-tzZ2T+?uaH+i1`fK@nDz_wY8i z>Kf$72VASv;oX4iY(3!8BNzk1SEaD4`xm;!K*Fw*-|G}l|FFD~*U@h(^m_8ge4?J- zjjYmsS@Trt5~~})mf^0@Plsup5$jN3x2Ud4N+v>D z6}Y%5?4qy-Bxp*EkH9Rsi|)CC#oBk!hX`MK-}HS4TOs|ILPDNWgid**E0163FrdKo zIs|6^2h{)CMrgrv>hb)V9@><)kU&Y{d^PdA3la{q5@)p$PV#8$-TVLN1FOp zj0(A*bse+J`iKvBXZ5IX|Klz@DmoJ4^_=TyKl@_;UN0BmT{g7_U-Q15zhgiD2+i5| zf1H44_gUM|kc$>7jQC$j*^VDx>Y|yK?l16p=MSZR|JuIb@Lzw6{)4ZbiF0u|EOD^Gc~BzV)P2o6PbbeC`SZi_{M4Sx zClL3-ry1^Ie%V?B+vQ##S&f2y;}Gmsy3u8<&`aH%9Sw{mL+v*>Z%z# zSn9>)Uboc+Q>OMGH+AL6U!m01P9V&s{l{FD)N2IQ9-vbN&MuQ(!nIZ1VByT(&01h; z8(HD$f?kz+BSM}j7AR|3UpSN0+^z+Q!p{PwjOIc_SP z9u2Q&Mzvv)nWmbEu_VB+D^k;sV%C%K43T@fsQvHm1t8~Cw7A&;vaW%Yqe7Lr!TPuZ zE?2_Fp=MQH<-VGYuLYem6`&}ssCZyhXiHcN&@1s zC0*@p$?Chr4$A1h(LYqF{rzF}@qq35Z8N8#L8lt3ICCq0htr3knd1Otm8&RB52tw;e0fsO9uJv3+X$IFk0Fz_ z0`Skinb}9+K}^yevKzR=mfM0KF!}os)u(w__UR|ti$gchij3UTcVqnyolNqOPdX0e zBC|GdJ|}Lg5&9)oVOtLxVSbHkFh=Ya(9L$YAlhgElbOK(z885rV;qe}c9f9(z>k|x z(dODqw`hCaHbyx3KDwFS|96ezUc7#~gB>->cp(Hxw<36fmRi{8(q@|Ak(KyGCHQ2Od8|b*%6TsoR*N@p-coB7P#}C zH?O{r0@(7AYsfV7xh^~WPPsBPsfhA9VDud$ma664_|ZvoE4wHk95dVAe9d24@sf66 zvTx|=;c>|E3d>2u>-LZXXaSi4XqO>sg4~Z^uWB_Bz+#W{ilnNSdo+NxS->qKMqc;8 zE@Ox*y{NSH=yFLMI12fqFf$;3hAbsH2j~Hb_=2uM!=OvpAU_h#%!BE8M5+%tjPL`Z zH4W57lcsbnBBO?SE^v;OLO%=kTy!h!yD=f7g@mFE9%h;x&@Hz0SgGIAo7*Y}^zChs zi2V8c+!Z=xb7g(#Vw;h4+h|Dp>`(J>IGh9e(9KqJ5BEsb`EIVLai)q=x8381P3fif z=LGwN!Zn7sr7xh#8*IZhy#K8>G=yhpGolfFjv-)mb3gIko~TNWRuQY;di7q1Qgq(3 zh|zlvr5JBrt@SI!!i1UWc2RH*$QVJxmhXDUkNp&NB)X2+`RHmL?fPSO1zFvn1++}j zIg+Jk849y9PU0VJ@Z7HFo#w?gcIbWzwf&;m;$A=IeFzc98N8TSH}uX@S8V zM=}yy9m9)qN#u31J$-!!h6WftMul~DAMlP8T^>TbL#RNi^1(TPPq~t)&$18TG;Xcc zU_PU?j+g7)T>y`%2`AclqMMwsl_UE^hw~4I$TVqysh{a^b~lc9{2YO1)b1VR*hQ4+)OGq7${KN5L*%xdyO~+PXBURci^n^OV?!H?bNwJ+8kcC|6iil8X(-fk# z>qz4*aBLh-DA3i{Y{eek&!kJR$12s0SqQTdd_G-*Zva{q@eY`0M`y_&9l9YzZYWPd zbGJ#uM}uf|z#ZW74o9T3!qm8n=-Y&GL6fhbT8g@UK!0y2w+-AQFITYBfeFQ__ z^d$N$e8|!0D&7W;r94`zdsTj=8dkjbR@LDRZmXzFK@^Y$z;-C{1H($jUN?#Hs_QWx zHw#6`BpYRcU4c&URi|)xujh?|{q-GTR+Kkb$rwCsP?ggI&9{7@ZBArgEZuIUkLs&z zCw9_bJ26q<5PO;hYO}4AwX#%Vt!1)YQ?y!I?*WFC5q$|5iAUG;ULI_$=^b`!dJ9p{ zmS#D}|K+Oc;l+Qtad+ABO!F7^etYw=6BjcESl2uKO%bJG2~R3QE@wqEN2+RJ|6$#G z@s;A*J5|c5b$uNKo*~5b@7t7sp zjEmX^R%4p(Qpp9(M2sL&)j?4Ey3qME`i}tJWP7*=3sTK+@XTNKRMaD!CKn2d=;!F)2iQe|V9? z#dl~r%3H>>w#Ndi^PL?BkB{%w&6QNsQn=O+Yx4?tAMmUE!+Xi zefut5M~7L7?EKuR=%ph^-CXw3s;hd1N)8!;?KQ`eYW2eR1sQSYk$sr#a)^LQ1+56O zgnCJbVVeMwCi;Sp=j#V#?B#t|wJ(B47jjh_Kk#Y&0igE>YTAH8z}Euo^nl$9BWdii z!h?zl>~ZY?pn>Z<4Atof8H!Ks%@E}7pieD_2`WbK#Rtd@ z$Sam~Q2|qCR}RN+(7VxcQ}a{XJBX8}0IATAa;6v1k79PsVtuawSC;g(FUAYgP8GK2 zxX|~*J9KZ$+*7j>+GeZM2UV9oRJ3P0#a-u45s(e9Z}{%9=$@$6qu_e%dR8B&9|}4r z#!Q+5K9!qvZjiZSTTpRVR^v`f^-rfpKwr3Vi`G$UtSv8H$0xZ^ipn!CX=vA^3>{;8 zu_9Q#V?cii;BN)B?y3!ay9*jKm+eUIwpdJ80mzLqyJ09^nVsFPxjpm-t7*Qbhb?$5 zkWE4HO;TqlI+dPCyE}TrgV^A_jiP14t3E!M2^?K=#0+Z|%GUIG25Z#)_@VcJy#?S?#mzIlBZdubT=B zkL=(Ixiu~BKcOaT--A1WE;Lz^<5&RyxP5lAhxh!YJ@3Q4){3|TPPc>QiG zK8Dz6cf6+(hOtw6b!8&c9?h8j>hmhzTD8?EeP7~@cGTQIb8Jx&4H9}}))rn|W=F&k z)>1*iv~|KiqOjou>)`#Y=FJ?_KI%apsg+iD&uS$Cp&2a0(P{SL4`)BPbJdcY*^dqn z>_-PbM6V-id4oAWM4M%wa|g?}I_}Xw8p^#otI72`0>^?zqB}@8_+9v5be>Kl zPOlp7hdFE*isTbyG~x&LlZT{XU2lj<{L2Ee@%F@BS%+?`Tw-|LrmhrZ`d|TikdnO= zT-TJCCHk&V7Y5obe~M|rk+}lj(aMlzmqDEQtfR{Z)|hiV&d;1;p&p-FBmSo;Cl9QBMa=1B0@piIT42 zlNT5DtdKZf+g)a*=FzPoSnb&kB6om*y=Xda4nxg>V$BaMgG&ZNGFQLZYd0b+aCb&I z=>oUHi=x5Kj)rEAP3W&dFHazBg*>U7EY5y*(3N)toE(Y6ozQbAPy@Z;W z;3f4ClB#3xBTlUEmFWes6_;=#;K*20ePkUjzj;@GJ@xwE9ktHSP7_gcLMm@VqVISu z(FaLN#zfyo-8)9_DH450W&S(i)~`3ycdMK6?8zT-hiSg4F7hk~nAN?m04)nz0~FrT zNj6>h>Q5W`JF=eN0MizcK2ZZ&A-63wd}qF|)($`iJ)w~M(bkIGt1{R3dp2kXw1~AG zKx-8U7$8Hrycf%mmh+fNP|9Ft)&R`^D{_una9{_n3+=`I)^F_UO89G+l%T?3u?&;U zGf^18G1WLm+F(;YdJ}teVe|jkd$;8_t}I*hS2E6%91Y4OB~nsVoCjI5s~k~o`;=7e z=*L9n0+D7SGo2U0@KgWAjvdiELf@kOC;cU7jydPLByJ)l+(h7^$|8_h_gwQnMpfRL zB^H-&bKvX1o3Q&ZbLMIEv(0E5XjOeSL3f-;W%-~PDZb|ZLYJm!G`hKLdjwc0dZB*l z$@)AIb6d=dyUiWyvbS%3iT5*8(H{7qZfU-JT+a2p>>@!-A0^+`k`GQw=Leth@Gc7Gu2u7pBPnPPB= zcXqNec(s6z)URh;u09F?)Vg@qGf*@30$M8oUf1}JgYps{k*hCpAx@d8oD)qSQPw0B zV1;3L$-1W%Q9XNZ_S_i4bwQy(;1Q)eRo)h!PsXr4~b<{I%P25vI?0FP4 zwb#_ufk=Mu?8)-HYYssco&^7-GWo8P-wpt_qZzkU3o+tv;3MoN=BP9!&6 zuZ(q&m^0_{u{0aLEX4wvgOel%7F>=R#~@8R9+sS4JRhgxx*=POxT0gN*SApV{2*r> zvnzx|S0RXl;$pIG>@VeLV1tC57gUolZpSP0gEaYEO0QPvJgeB!Ec_D$?vnHy&0voO zu;ZBkJ`8x%ZRDAM>cOM{To`L%mnb9dV93xyKb3Px9bPQ$2R?rb!g>8}szY$Bg%H5Y z?H3#>7#qU3D-p={jOz??!lZpL1ewBmhrgyNL62&@n^bk*0K-(znJkR`*}%eVEYL50OeLh_83#@(}0AorSaI zHMoR=GUBYH>6FW9UyO~|}j#W@sm zJ_BzdS4{Mdi~eoczRqrLB*SV?;K9voGAtj0nfhSRI=kKi+0tLEfF@zxTGwKk`7LS` zePYT?7=f4=$;NQoW$pfs^X#TT4)pyEwd=Kp+Ka$YYuY-_&#JooO;QoJVx@5>(J!u( z1F_FuInQiilDeG4MeJOk(F5BKMNmCc5!& zP(H8j>dgsP7`4=mnGAEAkUkLzby(^=!F*CS)^y}V zjoMUsmI$55vT_U!y&y0TL$R@h5m}LBq|`a@Z{jfDE#?aAa{3n2yKU1h9Q!Nh5e7-J zr1_8}$y2U0j#I_;rkUY9=(aJV*(gpG&0TBWC6`&COD?b_tunlErB5b7$@_>PYupEX{j+Td1K z0)a5WxA*QVL|eaNT%iAXFKC9jaa#_%EGSub&J!(Xr?+xy<51W>hCR|7M?U6+Yi6`4 zWCQFKGbhh#UEu!l=LP37M~o1+gBYv0zC>PO{|5pkWOstA56)zSLCZ}r@RqUhrgl;b z>xo#5+i2ug#C4(GBkP$DE)@;wo4+Pik3Q{v(vE{2CD+?WTnz4+|2uXP+qL{pu7w` zDBVq0Z--ofTRsq9iH~ImA*LsF*3z2q-*DTF(`4h>ItS=B0cH5!XShS3Nh2mXFjwg< z2iOH!P`7lO3~2xY6W(N#EC;I=lE9m#g%10F1GeqD_)#nq(sar8-o9Y@Zsv6S8#6h} ziagHz-qfX-OoHlew3+qE8vAHXps;V zw)y64xBu-YjXyNLjL*lcVdpS|I)*#X&P6tXF}J#m<_o z*jU{1f!J6c1(Lm$lde6UYN3}KPqI8fY^wh4FDYj{;>H=V3V1~GZ!U};mecAD_LYsODAX$Bp@#$Kn;1PmF&5nWz2p(4r?f( zR#8SjIu0)oJ2O;`q#XCYAR+w>p92o3*Q5~nEP4Fmy!RY?-{oPB9%vv^^5sxGi-Kah z13JWJFumIX3>gccQ?X2o3&)o>$CW&A(dOA?$Tn*UXEM_0=szSV4Wcv>kDwuq@PfGL zgwhfr+pY=x52#7%CJZIiXuv734#NO2=y<9+!>ea=mqmzb$yeJ~mV%!yJl>4!ZWzsf z+R_Ae6g+W#_D>WCY{5h$b<)fa` zd_0Id*-?3p8{G#-t?r=VMs-F%lz<+G!-sJrj6?te=a)zsfwR^Ve@$aI!Tak}ujX{B z;JfE*xpS|ADs9n{&xZHaxGo;Bqe>P1MEC#2z03bMjhD6`vu%aMDJsk>uYu1Bao@~`PwJr@nC8#14mxX}gq z6;B}D&pOTLy6sV*ZT>udMc9LvKy9DL9<=AemW>xC^rJbYXEkCVNwIsYEzj2yjy=EZ ziT|t_Lm+NR3DDLLL>2IaV<)`8N2m!LBYI51m3T<*YmptUc9*~2PrAV_iUS11Tj)Zy zrlVgvxl%9Sgx=K*RP%109{ui8O+pB=Be~f(Tf4kE^3wO_6cQ}yB^`&;!fO1_fBkRH zKo-#`qwS%?uzQBgb%ttA%_P&rV23q62dT{YfJsb)%aFyF_SVj3u}f5^TM94}x9UC> zhLJY>wJikAY}PDb1u{tJk?@Dxj055JUSNC4wD?f}BHdBH-|zN>&^1f8$w69|#oV6t z8?~&xV7D@Wk}m!tnEI306zBfwM2N&pM~0PeGAI0?dZDF_JL@+KEd?(f}h8s>>gkA zlkq2@;L^2I#nfl=FDiw>0vv_Hy2gcV1Kzi@JOkJY%WmY+ z4CV+z_@}SmIHr%G2{=10uAxrc#C6J_aS=30@Y_uI_(*BwauhC^rS_3$b8lg?mTcj9 zK(;U>$yF9-<>+i&R@;f8a1WT#->HWK5iHN@6Xn7qmMX^;OxgQ1AGvSjy|*5QWPFuV zSbYlhb4O-6vOAteZxj!xm<23z%W)N+MnBA9#|;$FO)L$TGa*UYuUUh1%U-BOU<#=D zasTsyg1`C%6lEC=h80kgx};jIYM4c16Xy>SHfw?2pI?Q-2CH|Lpafz&q6Y0pZ_xh1 z37VsW6FLS#b4=#T-lzG<#Y~T@N9Be!D1yrJB_8x8;z9i9sDOz0x?SY#ap2|xX}8K@ z=1@}E{TP7KX~WCv&xC+((}icxKEKLl)rNcgSDU1%G>PJ#mzC?eO(B}otm#Q-`&*_F z6}jA()RQl4mLfeSnXuqu(8(E8g7$2Us@1CS31yw_XY1(QA&|oRZdOKQG5x$p{3L`Nu3RWMuO;w zD;mQ+GGYvtCT0w{Mr9zn;-Tq)H?M%~GeWfjEPQ!<>iJ40SS!sLC2g7h5>$?Bm%=@A zj{w+w2U?G{wxJjIX~@Fo&$aZ*{nob`LhY;rH;?{x-@qRDZejVxen^6S97IHa?=r5g z3>NhM_V8Lpl;;5>$}p$P@vJof0Lo3X6_XfUMDJ}E2Vxcb3^rQglmGS6nZ>V;%Kxfy zy(%+OU1ncsb*V)+87h;?q%Etik>qCisG)1-l=i-DyZRk2bL#A75Sd|F%-sG!?cjXz z%kwjUjXD;af<#2wS;Ko((%UjGF8u{l*>xZYi(_LO)HELIB^G>xfU48fHQ7tM;zJ2A z<{7!N=>sS72(8ONAplSj%KiqP6|&_a*cxZ*gz0Q+ycKT&99y#iJm;`r*oSB7bu`So z^v0B&XQf5~19&j14v=IE%Yzy&_OgUH044Tw80QBaZb>YN!WNHsU1yf}ZP{RVu!pZh zXv@{3v{ZAUtyx-g_FY?>;s&HQb+9Sy#fYBZ7g7@PO=!s1R=+}_?%Ov?ilW(wR zw=Wxd#IARyZW+5_>X{bmoVB4k{kFZ&;2 za}_7r94!@#DrO!)Yj$mv%M`#x1IKI%YhB_W%En4PCbt7oppg!RRBhjimd!w(rx}Tg z7LJGYZ3XjEzKcf6BhR1+vQm_Q_7=_iNWNtrXe}~BYVQ7az##6 z0=T;k2SVnX5Y6ctjJXY+nsJ~v^|T4N4_E$t9OokdRZQS3T&Hy{Q#RJ(_&$FbDjPJ8 z?I;=4@PQ~7CuD)WPxh1yw`pfg17?%kT*3avC0IH@6ms&m>_GY8Yg2pv1l&O1p|S`b zurYi9=pcP~fH+N;AOmRd@q`O-xVQjoAtIl@3dJ{6&F#oH(05|Cdb);#i$#*oA!XhW*mdjkOt0JASR`I9nh`1fHtyoA28B?ymdJCc?{ z_e0wWD}B#=41OWD-peI9Lgj*u330S&6v~5vMOhX`N##VYA^W7qqtz8D$pdD-#u)1^ zSw#`E>H2oY{8L0qg)KOiiJGtSoAP`Ud&CS@OY^1P?S6=^|lFP+&@u{D2;cJl38?d3ppJ6{2R z((O*V-Pf$!?R}2hR_u1`V}Vx2S0nCiT#XzA7?s9VB0dbh>C<{yFO9vQ^R0;8JRTE_ zi2nT~&?&!J5+BkeWFtlI3)%AvKAcaFv!9VLmkx5&vi@1U4c`rksC$e3tMzcx7k#mR zyDd?Fdmz%?SBIYPZ62q9KO*YHy-)M;2>5?$pyKk})|bu6M;5BWX#I)0PL_re#u!Bx z7xOp&oj?|{yGA5+SFZxnR-lF~C3Z!dCE}t<%AhiU7(6#cwI_>KuW) zO}Dg#7~J(YPBn0)b)Ml0GZ&Y}bddtwwymkWi{rGcj+Xu$Ig;~udiQjOU1)xZTk}|O zA$469X_|GXqFjR7M@w`^D-{EP!EruPSL$TrY4lcnB>>=)1VvVelUZ^uS_UBuLkSkd zy6e;YE~Ln4>>Hn=W2w~xJtCIaTe2hSXsIV$vuSquvGrpti-+bEN)Kl9Zgt%)lMrg7 zpdf*cY|MF1v|l93mHAy8X5W!Ct`s1Gv*{PnrWnQ3c;=U_ENCeuaoT1nyEN+IOld`f z0O+#Wk<#uS=#%rw80_$vwheW7N??*9*9Q>i?D1n7k*-jPDKir~ojDGgw2Yea{tDY# z5bmoGggfuHl#lyhh_LNDW3oIa75e~`my@P;($r3Vm;+0I0r4#9GlIX-pg@Fls&qiY zCmRX7CN5aIn`;FUMh5D1TsrXv#Dpc)ML=hA2Kj^F7oykpOOi#vn4V0!LM!cEML0Bu ztX~J4OF=f09R^SaSj@1SM?XWDOa~43OLsGNcVpv!(bk>eAKYK=tcAn93gK{}?$A1( zk@C`R2UbdZh~A-x1Cm9{UW!k&)|8|6@3RV8^S2NC<%)3}XIaXyEV||-7EfaFBo^;^ ziN0s!^$)E(fcXLt!XW)bQTL}NuDm33d7aK8^@*MO z6MdT9D&UAVEC~<}hUPN8)?c+tQE03sX+`>7CZLHdF}cDbEA+E@4B!ZE0Ep^I#7Tn@ z^QK-cy}Z}l&MTIc>y|O{PP{E1X_&FU+^Cip$8P@6e{nSA;|B?ceEjh6c*w^O2#9?A zKzsi211$cJA8>L$e&8v8{J>F>k00WXAMO(vVYeHfj^(Kk*PDuotOaYn3c;F%dg2TS z;@e4sP;QIAqk{ucbb|7fBU3VtMZJigTwDnNLqbA+{}mdiaLGm{xoa+Sk@e#;PsMf5 zx1@z#>?XrT&^4|7JwgR(4YdN%hXHa5$Lt_hfBqd_7<72$+cx5UDni{kj`nkB6Jx6j{slJ2PI-2?sjL z;cq5sn;!B;-|0OxSdD2Zb*TwsF>I7%>g&thSXy_pI!|+*a`KR3o2z+n@9?{|KxeNm z7P!Nc`|2#8!yW$S0o>tN0SH?X=lL0H=1_gMp;f(sd+#5%hXYZoeCo*wg6%OXRu`AY zlUjNV+SJ}rMP5fuTh@~($;&Q{=J^W8am7g!ag@wB3$(UX94<$q(*rq=IWFNG-`Ev4+9VQCrLS(lqt|xIQ0chezPkWkU*a>bNKDcmbKH3(qTgL z9F{rj8%`oZapQWiw44?m?Om3Non*0+iOeg%x@lKIii~~qbJbuvOMYM*DFyqvSe8_^ zoLki{9T3$7-r7N`L5q+T^5f%!#wkxT3C0c7C8)V2G+J(M@(|!~~-swso0HfuVTOG7;BkFEp zrm`dd;zP-$UVaEcPwZ}8uJvA=AGeY4T)_Mk=a|*Ibw&bi=9N|gDTw#C64t`^UA^dO z+mkahDS1=3q-;;3@3n&i(Y1Zv&fh zuMQ%)P?0QYP|2E^O0KX(U2=`4NRk#BfS>_Y;oJUCoF-cqj)KT@4z*KT#J`JbeVhC1 zHU}O~&7w+TE1WHgL5ZATy7=pf6vvHf=!htfQwhHi-$rw`ZTgM2On-F~LtiUep#oH6 zpDtoDRFYCVlDO25@%t!0R`S=^}jq~+Ic z+ZN%b+#$B90(Q)50r>Q6aG%s2P?|YKoL+_dLl|DIg)qDdAPni)WyO~Lo9N=;9GoZ2 zmN6oscFhL84maeO!Q{x;Rf?ZrJ;H)Xu7ZsZnHC`KD1>y7)zp0*`IMJ~D*1MiAK?k867%Mhmcs z1NAZ_-bKLNluKfP=u19d(Q#V(GIBJ>T&Sf(#I#)mBu+P^6H5Gy0S?9OfFO7Bdq?(l zi-Lyx_#JKwP)-ZY@Z406Ti@6oat_*5|>_jeV}F~!NW2?xlCVvGl(uO z{3p-&6YSH4ccMIbPM_XegScJ`#CRR#?k8ED#Px|* z<5BApM;Jk3w6t=H{7MyY9fQ;jbKIWDcg|6D1>>6Cu5^iBou5ZH)hSrC@lb@O;m|%5 zB({+)Vfi`8W~n$Wpi{7b>!k@i$}TUNJADmhp$O5I*TwfG;dtHGK3=BRo2B45YEQ({ z$j7QQ-OIJLd=H6fT(8CQyAH7Yl044pyK)Af(^dq2(Efo)dtVQiW_Q4lJOlx_6KTJV z8lpp#_cYCXlj)lWFYQ4GkdVBXljs*L(FYc^KaPGgQ-e!cHO1?Lv=55#abVrf6s%dg-~WB;=apMk1LGdKNQlHDuBgCX-TJVn&2T zTdib6(tZ|-vh)^CosLXG$I9Q3iqf4hm zl`KaAZ}=K0>!IdN^YUeXddTuo_5gf`>$NzW*Uv(oki^z@ltF6vK(xS@$LsUiaE`zM zYJi^;ru@nkz%+{|CEoTq6>xCQN}y0WxKE>`8K$eV;_|}i*jJ%k-6zOqgn$$9H`LhAU>eb zBPUQRn=CbY#%N#lP~wnDzbIGh;HZH-#m5u$gWTYFL>nI={+!0M=C4k%;)s+lc5{Ra z(k-V()1!a~qu%N!M6nLaVb&<K8Be=Mg7@L4L{MS zym<&tfJh+xNI+E^>je}aV8dEYPM5_p);gO|tuP1EjOp1MNJyo)r-lbmi5z^AFx>sv zHWJ!Ifw+n9G8C5$n}meWE;Jx^`vv|gUan>iu87BH=d1-xP?>m5nTHO(SctgBao>v2 z9jLR+Hh<6f?fag|#xdNh^rdd}W{|TyV;QpS9pxEGr^0C$Y^c${GSVCHIKvaAr6?7J z5fwtd*%>e`9nVR5XFM<+=-eE%uO(b``ErZsU<1xGV+Shh;rw`4k2G)4Ta~g6cX3tL z(BcF@04G$?@d{wjvF>zhHAQ;$!0xBPVQDLmVW0A{Rx}2#Jp|BLSs4@}9wdtY?qccJ z4~eBC(Qb7t{pumH^m$y|zJ7WY=%-~~)@O7f#5EUL`$zA( zVatTMy_Q)=57yRU4akvD7An#jd20&ip6qc~wU*&Z=i}Q8p={^7vc-bT$&7|e0CzG% zR4fq+aoLG;6QdC`BD4u46k}KCxb?xMRi4a$4t?8~c3!SWKYa*C!u47ngzJ!Npq$XX zl5R&2|L!VA4WFOf;#%(HQjcA$FjbA;#CvDh>$hfEvqMNy?_esOqvwhT=r1E1RZcv@g4g z0=xuG1v+kOnxxK#NF_EL)0RBNw2Yc^U?DG4)0%pc6-M;zU~Pv6;d4QQ4L-J7tL|dB zj3NH~ff8C)Rb9q&X-A(@dBQW!o=QcG!(y`P3&M@EZlPszmO_c72R=@Cms{i9SXppycS$*!RrSw~{7R0Rq+@S@J%~PB8%D{Po6{{y*2~!<2{~&JIT^K!K-LV_JY}HZb!v8vw9PQl_l5kFZ(u(z!8l*%kWf|Qs26Ft5nQTjQt7%SxIsJP_x+Oy*x}q=m zs*7gINkz&BI5P~XSd?mQLTI2R?#?%%j`%sFkAFhOj{$}P7aZ0CK8-%Sw6e|YKMcs1lJ3J@_a{Ys$*MFNc?-FhI)8P09eIoWd0&pN(_k z0tc1$D5Q`>=$K6|`T^IBfa@-8$iVXpAHh-Qg(WHW|UTn_Ajve1ym`GAPcTKbghmkTQ68SbgG zf_2(0s*iFV{yTSbQYBBShAO%DX+E;@J*Z#9Ix{0uYqWx>w0BvdnHwmvga5_J zTvrCy)f|4}fQ_l?Vkzqx3uLZzQd-*OM6(NxtBBhBhNzo*90mh7wVG0tJjBLR< zEJ)jF>rSy6Z1F0MJw?SJ85Z3{MOc29+lg8nOZxK1)P8tzaqgtA`&EB|aMjQx z9fGC{^nCyi?~&3zEl z_B@YamvN+R^YqKBB4scr{)i`ZcGZc^#+r*XYnGv68AQ~HE57VjvEFbB>O+pkA<-4hXr&wfsA)~ zTzsKt0Fui&DT1ATa<4a4c??jl4fj>pf&t#O7~K`^mmOhg7h%64sft0 z0`1VSdLsdC%%O^_ab>UL16%yA9rnu2&AAvX@Yvgbz>|B!|Zg)%MH+Mm9bB`fO_Bz zagc<*yc8~A^XU-;+NlC#7TnZD*XVVEQ7s}IaQYo!NDBcDk=)`C2zXr9*`LS>$Q1}! zNeA4x!W{ihBAkpUQI0s@5~+N+yYYEdHiB(TEpdvUB`omWE~e}M*eY)yZ3w>7>1d?V z<~q}^aBNZYUo+i;X*?U~y6cuIhw$9SmQgFAU8BmNR(fv#=)V5=L00hN2i0vpet^DV z07yvRl^;J~g7j^Hf5*kg4+`3x&pv(t0$$3M1%JkM8sZ|3GU4d1Kr#hwlPRg_pdb^I zG}@@Fs)La^DR}(38LB?YX3k~ zEFWw&cj`ylyNoy~H=A@|L{BW4%MoHHG?N$=^9r*{w~%lP9L7pKvY_m1kUBMN3@411 zi^8tDtJ--Ogk}j{kf$7C?1Fo92F)Q(y-Z(9=Lg0Zv~tNjiLwCy_HhOzwk_n$<)47j zZ|P~HpaU7_Elm%wZsrK!m|m=1xJcQ;)WUqj^Ng< zE6-6NZX%%CtU|D~b*}2(vB?qmm`m@ovi9IYTPlcs;Jfu6#h_=AldI8pI?$yfYlpf1 zM;jgHz438tD);HTU+MF9R-r@Ww@m*s{eS&aJq5t*@Bx`BnGafo$~U+4bRW^&G?iLPZr~*nFU-W`#xfr|+8g^~rG1b>WebGDy9-F}eDPpei9G>X0Zc#br`d4D;MK+pp?+oz5F3RZlTK&gldJ^= z{*s}-QHgZu^LRfk?KUr)$i-JPkslEBUN@6(zn)F`p3y|sPUiXjC$phSJoe$skw=mu zlcSc*x(a_imuNEjEpq!BeT~KYo>|mRy64V�v@!w>_lSHAb4;f+l2AK&i#3MxALs z)7;0%Vg4dTk5o%wD+;>=NLw=jLb3E;%i2Uz0SeG7%cMM3a#s*Nu{Fa^EfAZT85fe= znR*z)_qzL4FnXo1dJ;WxXpdyd|K4S_L^0^WZvuQ?apEYtZ!rs6m1YJ~w4IufCPGdc zlcScNQ%S}pNJInBKglfQjLK=&NH)lBVJ8(S#xhLwf>g-b$Y{jLk)>)Rf|8_mni>P% zp0jDf3xZhAYbc1>KpUvTq7Km><(2*mf`f_V{BqHgfPDGvM)WsOC;>qjntSxc+@t7f z#OcY)o_^JP`u6%`nQU2JnKH1z; zp`=AyqfQPWl^G4tV*FUW@-8bG?1v*+d3I9>Tm5~t&u}W(Mpi<3F36`}u7NI5Kz9s$ zKCgk=IWRWlv8tdwRn2LhqIll(+PHGp#{KoYwOp+)t`_w?2OqReJ@0$l$${v3S0_Dh z-;+J*c^lL7I9Yf|a!%?#1vebRQ8>5DQ5z*W*ibkCS+@)^k&j5+a;hpx6#8G?iO5CO zBp0hN*pni$ut{1U3*7kL)k;)TW5HqZ7arg(!Xq*C2@N4IK!}MM1q55In>)9Ktlf+< zP{Q~$?ZZZ0j{#?fSxVWMnk29=e%U@cJ>)f9o6T ziR0RCnW+HI$n1m1>kRRC+C4{c8dBB!=e`d8*^hVQ`m<|#SNih<6yjiPUynlkqhr7e zE)wSMt%0O8=+7*K39?5K7_N+rE(&9gH%jXWtgo`aGPYpPu0}wkw&ZZQ(1hT$OL86G z0KIYrKg0mFfyOwY{c^jxEX*O7rGlM%jTg+%yMbWp86<8RM{bbZvwU&k-tQMOZmNuN zEtBwz>qSdtWM-E~Id?+c0&{#bBJtdD7ID+zw{b3tW7u;II`PT2fp zxH{oev)NjO!sh2A6$+o6(C(`gdOu=m0Kz79kCRG)CFPk1ag+urLFu6tz!3Io5Y zM4^aYerDCdTJGT&FBfgWX<4RVwmcI)@ok!dziL;}cV;UDZYN9dRJ*<;ws%yPAZMoG z{u-A#Gv?Oy3>4|!2WchnDXVN(Mq}tW{c^kU0E*dPY{hK+WGro4#>wWV1Iw|$>$@}_ zH$NXX9`7-st=W&8pOV;*_nFfkOvptu>0~l~%4ED_A6izQtj3eoc(NKFW;L#5gnrRu zgf3b-l4pES&zL@ZOBN%#iGF6@tY6U0fmn;aj_G*$ppPMbcr1L-d!OU>>7IARWdMs$ z-2VA2(u)#M(q@v~l<7bfGS2+tEI%ZDoq*nxPpjbI~&j~3(FCHFd_}G z8SCaV*+eT8N``0f}QYthl*}CA^y`+sp4rq+3rhA-Z^I$MXL73MMDN&Bk5T7N1|6j zuLBXfW4heZCj8HT{r3Z&o{`P)pvM2tK@7Vnzs6Bd;@QxAjRP;}rmw%ofoFAXNY9Ro z_Ao|2$Jep1W$B6}Cu{K_mgGq`3U6eegne6-Qz=m9OV#G1+gnw^+S(A&+C`uDu&yr)ENlG`VPa{-BN6ok-GqoDmv2Z{`OmJKGw|rl%vwUBk&sn}V z+oSfA#t+WQElfgcXIvx?E!F#4joV`giM}sMk=c+=`?)6VDIN9;Ci#NQsM!v9e*cqE zF>zYx?j7Y>(l!W0poHOR^i#+dqa1$ooH6sPFRYU*K@98rbuwM9dNeXRh?wur-ZPK-Ma04s2i;`#P9` zI)M8YOuuzl-_444`|G@{eFPyE-PyY3u%U9y=Y6l8rW^jIG$;zG1~`(!{>sO3FlJsz zSB1Cz9exLNp3t$M6=|0+&vJp2DQF}-P9-Ihi48cYqueYUD5?$ka~dWGlONE$e87g3 zggk?l9zMdel}6anFA=cK7H@4Pit=4f3xgy3E=z6;vcMm38$FGFfnVvS&Z>Uwh^G(V zk}Ynd#h4j+k?8aMc82I(JI|?x5ER0lDb#;u>{dRVWNeaK;R9I0up?ifQV_G*>1pGKtP8eZ$V>~6-3Yd)lj++$JSwY4d3Xh5>81OGv9 zRTb|??sk+lYUs41V{dd5W*q&qY#+4H@8_3t#Lc88A%T03C4DoF>#Ui?;Yq#g z^1{^dFw0>l(FFjoDe;3I-m?8fZw^47zHHU-(z|+EKC|pd{p9lXe9OTSuJk!KUM9MR znQvC2qhzA8Gg!pDUc@5RHl+VP(6UOFlDKb9Gt~NmuIBJ{IT^+WC~V%D?9c8Cju@_Z zlEpQSm-uL#aSZO~dz`ShG&4Gl^dj0z&wq07ThIOE0M|CpCbQ^mSx!EGd54B%4QH|p zb5L9Rg7$cr-$$_Ybm8DNUa2EPjU{s+O*6^WLT8LT$ z`Kf7=IvXmCRqwIsT&4;=Gc9FI%{-><*R&N6c?WswxQq5PK|wl34iQszZ)uVe_oG*; z>KF?PN8vHgR}ALhJ@Q8#*;1ys>GBcqp9+PVW=y#zn`C)R*J1X1m+iuD{(jkI(0j?V z$;6}ptIlVNU&R+l_!5)yK2efpu401P%C|JD|D3W#Ulpa??NhQY_$n!##s9@N^r61m zyCjKOyNjF)CmCS_NgB+U!W;tA63JW1$*%Cm3eSS=Wc~gAd@WnvC>!;ncMu2Hm50n% z6L3Im5ICVY15{EuANSe>>4Z2bO$jx>Gck$WoY zZa9ll`TlwhI0YHY_k^cDj{SW_QXK$MEyiK}&Rq1uaHz+AVq+wGde3hew z0`>{Q9Lv(EL$jKtjDiWZ#Ak%4c`_$`nrnji{9<`CnqrYVYAXqg~e zn+Ypd^4;$p$^G%Fe1K&l_HwO=ebyJTb(x>BHMT7Q3((?U(ZPX;R}Y!f)^X8Hy7nYu zAD4)Ic7A-QIWYq&z%uhhY;ja&g=7Un{yu)mx*RiS8xgRzqP?Hvs8wKk6CyEhR2#zu zet6wwyRxFmQqRy96y~$U%{UeS4mLX{ON7Q{XY^C=y3pUL;GQkw?AT0_c|Wu@_(}Ro zHG;rMSVIqyXkXD*n+g(~r%JNKc?N3RKhg+M=>TPe-hso*HTZ!Pmh=IK%dT+ONFAPR zoJMm-oEEjPsh;VMHVp)Gz~TVzfz;wfm$Hp64VE9JcQ)@*&csBGh*8b}4A-~aRLsx^ z6@r$RT2Jd)1bn)kaU8gfF6^*T_X>9!XYjeJNY0F{ei0Rrp1f3MK~x;mgLit;>E#6u zh8$mH@$!37j(RJJe@j`cb*56gaWh7KMLC7~Naz0V-3@2CHgNROqj!cZj+`CTx_@_) z?p4KzgEGNEU1v5%%HG&?PZ|&n+uZ+H#&HuU7Tzb*4ai?T_QmlqG!qlux=sbzRVa=uHhnPA2Pm^Xf4l)Uy>1Upmk&5rt zXNGTJ=_pfQuI!8te|W*gP)Q}Xs#0V~FD33VR-AAw8isWM=mH;&u7Gh*yXU%S!u<_L zq{Rk}z)i{2Q7gkRQ5-&N^_iiWm0?*(aB?%0EwE3B{n0$qVGPn4y+o*2#)KfcB7 z<564QG~xP4LCD++HRdx<_raaBU&mRUS7n($=#0G&Zg2$+YnU)Mkm5d3=t@=3=JyUl z6ZZ>=H~uI!rV5X2jQd;$#Agj0VY&&Bg*bFxuvo(Q;Ff(OX{fF=jfJLWyFj?UeX|1<;#bXl zu`}WgY{FSA2E)ZZVaX1K2|{09X8wqMT>PGgrD#jbI0AGQV2wK6VlKP(GJP2hNqN38 z0$>*4wa`YEnKn%>DQKZJ zS6-|>KgeR%grn4=wc)N^mfnn?tvO>bC8(=%SA2N>tZ)UR9t?I4+c$FIq{&WLm-L#Q z|Ep-HdJH5#OZpLwf<=tzH~o#ex3BftT3_q)CB9bV;B493DqS3izxCxY`&*AF`#O4Z zbvA+ZR@1@l4j_)VL+|U5ZY`zAGesi;XP8N~mWesf8g~XP+DZ0DkOH^=RoaVB_9f$( z?*;=vVAkg7GxZj>y4@8DdIdw7VcZr7R~PTGY8!gmYr``3Ek`+BqEFfGSqW*L>TR?UJz3pW~ z`Y;MoLuZ?AKFb}%FgQKiEy=S9yEOn^M|Oo>Wbt5gcQm*ptFl&4PHQHWsg>|l^m5?- z{b)6Si}ZQ)fB#qD?swZ*m}xLhUTho*>!SEsitL%ZmJ}cF;|{0of6hv{;tkGw`op6| zVl?eI$FMdGzJQL!ak10=^pjY&XQPY*MRr@=S9YI#*r1JvctzMHC2it@Ygnxua-t-^ z-L&T7gXIzMlcL2N-mrz$%@~zKE%Gf`)DOH4-(!|%(VQw3J^3X(jLUEBc9`pbw1;8d z8!R`idLMoFD}CP1D(XG%+7gQ5)I-SA_x~V`l0IYw`JW|y$K`wQgz{gE?!;fdDf4bp z=qLET_d!wq{X5z-_t$>}e+g>+`Q^D?zi{k-tFsjUyrKV6i!#1vudeM7mw*0k@3*Zq zR=Y-_)#BQfuG_jZ?pOAqME?Jm`coQm2%A6s%WsMOJU62Ufo$LeFWJy<{aAK9qBr&> zTs^99{o3wjh!=;oU<}S;LGr(-k%nc+1 zN9E1ouHN&5TD^aA{lGZRa>0o%=3*cRwRBepwRG=G*2|EFU-K%ab;bsUTg_pf{rP8H zFH0lc=@!rfQ9URnJ9hOo@0(9Hz+82!O`k>b8b)B?X5+&PT zvLn@Sf6a;&Y`Q1a_N3aLRNK8QSezfQ;&E8|>`!G116`s^hr4KprP;nC8GuycgI==3 zQgHtk=WA}&eXrGFDY)<2a_g4U9@MpE`G3#X=Ko!V`F|a!F(O-FJIQ~({iW*M?lb?M z)#+JpDEDivDM#(!XBE;1zJ1s)SByil598r)-4Y(cPcP3`ntI4gB^Hnvi8+qZ(iMI- z#w?*ZxjuJ^?lvJvGSffjY<*>kjMqm~IsW*0hJfLTwD-c4-HuWX;}%(JTsaB?+q&+m z9+8kHnOAj*!h!&D)xKS>5;#PQpL+&BqpNieNOmCUSp0y{=pa)I1pq}EmTL;|_>v}{ zhuE~j8E?6Bi^%dnNR5E-%lj%6*P1*fl{|0X0BqN_PTHsw>%BKa2C`$|rM10vg9cvW%^>d8w|*-RC=U?+_1N^AKp7tF`LV zb)YVB)hkNG(=*!oEke{tdF>C#&1Pnv1A?l70wrsol*N&0FUJ8?b1d4%Q4kyMLE%tv zfah0Hg{(AIDMt1xqvLfG=Q)zrT^X;Yb!!rvly@^bY*wJgPECLsr+yHbLKwPAlF<$0 zom=MeQESMC71aiHUNBz`lf> zXVN1~s!-_Vemh!g-f;CqF^3>`Q%1x10n+Gttu%VEAdSlUEHzDAm$R+QBU-?>($zsp zq>H9K-eSI!OnP)OX(@IZT|xZ9d$bJ(svnstih44+P8%-v9z}W~aP{92K&~c$4C&@7B01(nYt%%)cSQ zJwTgd$@k)XVV^ilo*ft2pAJ=u7dtD^7E?pd6jx@zsw*Qz@IY+n0PsPi``ll(e6d!w ze7T@ng6K0&x2RD5i#s?FHPW;36(*@mvLYT#6!^93kW!qy_sMQmhrBpG9THHLNgmJ0 z4sRLW&T;Jl&=M8SbhoU0XjsR|Es0orV?npX!xs#e52HD`r4MF*kb#ZQ-6fTjb=9mW zO*yHZU*=j-KE6;?F(pvkMg?jppGHdXCn`cau8q+RVd?XeNwaPO>GKXqp@FxguOxi$ zH`1|A$I;EW>~iIQ=17YoSUioMycawLc=K<7y$dGDtO1CVg*<3{Af0%~&%o1j1NXGGGD5fo)y*f+F+A%;$lSOIUnv2cJYmk}|W0lazfc|5#>Bc3U#Bhxj zVB;nO1SJQTQX8T2SZEc*=QrsodX;;Yzma}Ly9 zDY+IIc>l_Z?t!6U-vFO)JtbIT#(9|a{2shtQ<}mz;+q>j?o}H55Ov|K~biKX`B8EFmh<`{865^q42QO#+|t_j9z9pSnP!_U91CqhmkrR-IOIX_PVSI&JFO#W;M zmp$HIoHu18v?fkM`!xlOAM6TQ&&HV*?1>oAQ!}zZ1&f4wh;xb4>*`Azsl!ern}R7q ztkM@qBLF>W;u|xd&jPA_@hLm9M;-hu7oT; zkmdUY2&HA$h!kEk(7l{IEZ*U+-QUdQz!q#BaQuNR+H24%z;DYh?Sypd`p{n5)rR{f z*U%1TBhy{lm=5#X>6amgtXQUhHP%DzbZe`(GkUi(3gX5&pnWNi|BW@=h5e@y1>Knw zDC0Rcmu^3$<$6`6&Z=ybHOVMf?fCw_%vbAtnXk?RUuIXEvngkiZ^fO7IK;2q`~wfd z_Vby|U74J6nID%+^F2uF_ddl_b>-k%?ma0K5_D|hTnTu* z5XCNRCY|%u`J4m|zq?o?U0+@VHLX0C=Iq{Co)-@>p1JMl$=l`8h~<+1(vK~Ti-fv7 z%Qguw%gbYoXbv;JDXVeW(EsXAk|Acv z*hPZk=q4|x)3TmC{>bH0_OUI*^FLjptCh2y3t865_zdL;B+d9XoU6G}E?CJvtSZoi zaULK23^|K=3}lBwl3Q++o~f*dYH^P_H^!FcWc3OLkuYRwWHYZF<1Z9KGerq=J6{2$^Rux`OD60yRjo%wo?Gg8k;rJQ zkI-J+HejI>1dqu4k#NyYQTCWmY@myss^3`jf1eKI=eyobYHt2d+2H0=1B+esypVHM$S3j^b zkl_@IOCgY+{gPh>;ebazy0{8uCbhyP1dAe{GgjvNiUkHFDQlpA^ytYsSsOpN%Nn(h z7-IvNfuLk(U=ShKmPSQL6=gBenW;e2-yvg^78j~ewo&Y^Rqi55xLH`njPrCnxj5IF z(0s>bo{ApDIuC17mdkx;7z&^i8v7)!>&&F$cyLQgN8-{AUDNzKE;WvS?`*riz5^P}G#AZ&Z1Tw<8s=qk+w>aQ&5CpN z%qY-YSQSBeI45l9aph+tpN&-igtj9Xr0oL{3m%;EWF0>~k#JPj@#7DkuS~$)v_qBd z)@Amn)AOz6iA(uDmaZ7C+6wR^Yi>pwW7xC7!#&;-h2fI0j|nnC#2FPxDdQi_W%#kaLD&98FBzbfRBWWVss& z;<9AqD|APtpj>gt;6N-TT9mlbyCDv=hlKhMKVK^CgiM3-|6xRroE3Mvr)5842x z4w3-TN+Zb&t{Go2E7FSbTXrIdeV>rTEg})5uxaKZ(+h=DK+P~~6owI!V)rDAS6QW7 zZbRnlvOGy`fjEb*m}-KbUn2UcC9-JTG8N{AWwk{k^250QVl5NgYmvfVy$A(&9?wjA zHblwk8J!C=jJHGh^;UX{zC%yZ58Bg#2y~BSb8-$mK6wsU!XxqygjgX%MTSE({ichH zQjE|pA9eNP_Z9Cso$fW+#xZA{%?xA2smV__;Mf|(oV~^35%2nl{!dLh23AW=(Fn?1 z&ffssFBXHnPXJpu+~*l2Jk4=b38Dmi~y7 zq?>d(%W-`QJ`^q>1eH~MXE^h590PW+p)n-m-h)agHtGO^w<|Od?~fS9jhh~A^2KF( z&G;XRBZ*B7Q8E4QN&!eqha37%TOyypr5Q+b{qlzE-D!KhcOYv-F^4zBqY5(L7Q(hv*Za`19bhn(7Fx0igIU-o`OT;2);KDUyFlsXsuJJcr7-svuPIV`@qjYl zS8FlnU%d>Clt~5*GqWALL>oU4Q^W&Zo=Ef_qcL(kk;=#KTijKcGN{Xm6=HA}r6ot> zpmF3-nOTT8T|J^7d$2iZ2gpcS3{vv%!J`U)Q^1`Uv#FvrG9Dk9zNunnT$NU00exmQGA70qMQ9lQwpcRF<#qP-lf(< zQ-4FC18ZRtCqosDNop29IMULQNrer^S&BA_X&g382-6-#G{fBVA{-XQK8PEzq#d%s&V7q-0DY3^ zsSCCR8{~KAZX#^7QWqzgyH@71R9z!;FBW8ORc1|Duqm8o4I&L&6u`f5XS~~QrL&VX zK1t(~G~R|Z)i$lA4Fp68bfvKHCNTSLqg z3Hx5VI1st&;UG?~=94&m1mZL)tI8+<*0GAzou%-u7N|96>>&$O?>oNrO)Z?ro=ti_ zBg;w~jzu>;)7FxZbDE`)NzaG1ZSSKp>Ga1F7O#a=n-*dA;))!AC6;*4vmKN+kC{Rv z`mtzf2-%G_?4P;nQ7Y_7nDizM61(f0s;DydKpLkLtrtma+Es=+$e>gOqx*2DqR=2oCP+J`s^FeCP z!}Vj4rzaIhrK`FeA|t_6M)RgUjeGcWjLvyg!XNeOv%)OaU$Z7HCvz#RKQcxqa#;1W zp)!ecBLwzTa6GzqP zo(Hu&*xr$;afhkoC>Ym#1=6U$u>dIx={;T)@b%?)_JrU8y4f*{e)mEzN;;_=qFAFDu@RQ9rt~B0;;!VDEczN7o@y(Ks!*E(@2hQ(Uz7gbF$@#9!n~gJ5u1nlnO<5{R`GVgRXa6>Y8*1#uVj&Gz ziY?k>lvoNmdrIRWVy?<7SiB*PD-$uH0KdQ-08qnXch>T?OfU*e&k>*A* zr>ZlBmf1)axWQSMb`5mpf=qS`q_AFAIrNHkLTd*H<7bRcs%MrSfw))Yvgj3O?IV06 zT%k`5@>L7TXenQTFlCyg&W3pVkg7e1$R;Xm9#)8!i3%RIc3E0Ty{yNAeh^YK+n{SK z)DWrJCi5OZs_h|qOFbNjefs>A@4fHIZq-1&IzO6(@Bi5Q93L5}6GKXv+*D;P zDraNzQBXIUbaf2^L+8b1J#=PMj~C(n*+EO<8j2B+_~`}AXR1Avkg83_3Ee+35Hcrc zYwA*9M-Etu+7Irsri=6JPjTXg-&lzQJr&jf;~`{NKy^NgKFIors{UKrw*UFB|9-&J zm-@z{UM^;{CoQMNbRK@_Q(gX_Elp-la_wuCx(X{|OJNH-q2no353W#tesz|bn;LQY z;wGn~@$7sVs@cPqaH|^nkd@>(FOgKP6#+3){O~EK`)6cC8a)nHcN8v*Xc~H2P*^yd z<1CTZ@p3F6iQ3v)u#s?4!-Om#7_8$GW(~K7AKZXeMciM|``qVAOjF9*nJDP4**OA_ zt6rYrbVZfm?l9*BMMbY7uH%+#CeESR(hZg*U6pCJzk{P=E1{p+KVQ;;QVmk3xY83A z0iF@38Z7GPQoWcM2h7q(Sz*5ipXuP%y}z!z4wU=lc?im#H8)+>m@{1H+fj9;gXlB- z(6J=8cdtjg3#D1)Q7)ZsZ0x@olavtOQY(U+YuF(8g$WH47?5CTSwGI8RJT)OioQQ988dzhcRr+*jM`ac z*vpA=u`rL*vVv~KG-a+*zy$+_ag!yGsAveW2?4R444bFX&seEx)@V2e=oN)?64}d` zgEOpOtdw~hPrQ(6H_?=9O4~X9c1UB42k5gpv}!zSn5`u%=$S+iZ4jg*TL##%uCj2^ z*&3%H62iL46l;L`j^ORG`d+WTm1$bz))kGi@c>m1e4gp$U_l1GE^h#gH0-NrN)G+yury@ECDCY8i9MD5FR z!vjZir&+k=Y>Y^Wkv1$>bE^DJDP=e(E==;iR=L}2nTT1Lh z0gZcZ;U_;9cZg0%9N-%btXL2}&x6cxE799G_tyZ|A@9FDzv^j#2u9q%g}x;P(6xUc z`rozlbe@P=9;Xs`JlGaNJ`Up{A^lIO>O4ma-9nE)L1*VY_w3JrZwX$_8KB}=`CEym zC)foVYrY3AhK)*F|EKpiI7h@F@I+|xtYwj7?}CS-huoe5gVCcGeCa-X-sL-0AV?nH z1BS2*R@)G84{JZqC;J81Yj)ci$nWAjy^j8kanS-FP;b`-C*MiVRLXdnHjuHfaueUF z@(1ry2$H;$mFf?!2Qv*0Ky0DB>~Q zVL5vyM<80h!E1)gY|h1~ZwLa;Wi7wVvk^cINvRwn)K5~LgW3Bz@@?Jm=ny1X6uz5u z$nR^0WYUedG^t(rgWvnNJnq_ZLKkYH$wL05qk{e)oG%tQ$OG!m1^4i>OW7ql`d2-U z{@zKWoQ+lo4Ta6t+yj`;j`&BE_meWgygHJ%L+##C(1Nbjg=SLn=w*PzgQg z6n4SmPQ`MB;sARJPHjF#b5@lfRR(x<&Okv~!F@)+UI$-$ba4CkR)T49{zdzyj(`cR zuPdgKch0_TpSctL%~zMg7!e{4Q23ghl+#vvB^^Wbuemwna$=%NE}6xooG>mCy`gQT zMTvXP3}IM6$#%PcBxC{hL=@xq_0rUF1RG=C@hZ`1N_vmTZzLEKd4RsKjvVCWc}Nc8P(8Mz zEqo?s$o9*{PB3AQS!p;nXIus!RAX}}nmDPmQO5p=68W2a;Z;>#RyF9eTnb-p^6ZAK z!nUMKi!1$6ih?qf+~D54yozqB0dn7xad0gGQn{O$X8-TZBU4xYlQBs+;w71regmsc zBtgd9hGem~mOSD{u&?+ZENjqMjG(%dtTned6i8Pz(eDZ@ApC@N;bdWg6GJU9=J%Z` zG))6I0MJMvuablYryA0WD2->0s33p)Nk)lSUR!tV7&=C6s$5kR{%17d>Yt&Iu%I}k z8rLzBYT-YcRU~1fdOVvL>s0_m$W9T=d|?t-y9mo-l9U~QQb`kpvq;cUvpVS}Qi`W2 z7&1A{LuUSxu1(6xTrNw%yAeA=59ytAsaXl2Uhr>54v|`Rx<}$-H;@ZIjzXQuu1q^+ zZDqpbeb|X0P20dZf>38w2p@4<@u{Q#mStF;=65C z+oS#H2ef}6%9F1^IyRc;VOey|NpX5yiqqbw`N$)atjbh%JfoZ3(1uQ-AaEfCv=+HP znRgf>;A!-)Rfui1)-7q60$42I4F>%&%`Lh}pKB{^j~95HJ>c43OLTE@zHsf6mb|6( z6<(EJ%lc5VR$e%Z`E=<&)=U4{@p#zxKF7yruSQ)9Wj(f6I_}0nlud@6r8i`FE_Rp; zJw4#*#EnYN<_^#(kyl|dK8(GQp$+>BgzX6F5^SU0TY1>?WS)O&GVrYob1<;##O{wW zzvrnvTQN1A&A`o3!9&}w@Vj@f!t^~)@N&fjZ?hb)VkY-nK8yZoZsI!S2#VrcF1~hy zdnB{4=Zy1NQ_?c)@PL1qIUkOHWsC{2SOzcVw*0X z^FB2K-eLa*+KLODxgVFV+&|T!aKUg>m$tshsJ@ZP8S_`Nh?ZsyS3bf{j8Bfd00Rq^{{yCf@f2{O9oWNI3<@|J zU7JGg;62JZ(DH@z9>InhLOP$R?3B+Ccafq^K&T7kewa@#2rq$Rzx^fsm4QOgv8-X3 z0gZ8U-g_({X)-|Qq9E2a`np^uvpAL~X#02v})I5Yv0 zpM)4^9Ek+h3@b%9s9A{f0H-`YKuF8ik{>N*q)j4wP;c8pvwYY*{@E2w1R(0^Va(t_ z@Hl@ktu0uPJn%i4 zngDG;lE0DhB|_32zrBFS)eB*$Sm=x#q$!8H5lAbTOF1mxmTjEdaVG$2L^ecSy2Lq2 zzzYKkMv$L;h#D5y9I1q09B}bH)0|2XPr&9fm|N(S!GZ%~4#uM|<;xglL0D&$JCskO zx0Xc!7jiZ+9*Uj;PLsH6<|-muVLXVrnnJEbz{*Q-TW;S*t6lt3mD9pKZwc6Uux0FR z!?YGbBP>v8)@pPP4(llRN%}YtSHa7Z zt6<-gJ-G@_u7WRg73>afcB!M_lZ<&MU%`ER1tH7d$z5=A7wmr?CwIZgU2t+2oZJN` zcfr^1E_n6%hW&#r@3owT7tfYh-a+Oo$(nXfl0Sem3PT4YSy3$(bbe2Q{mfTR;Q02a7u5`?dt;pcMMnL zHbE?(QKb0BZG083S9@*?=rGp6Z$gEl90g*qM-F8<)z_QGXby1i(VM<&!K!S08a%3! z$w?s|xZ=8@vDjD({4lU^wb*ZgMc$!?4@gOAEszyM6E$tzLa9sym#AUr?4~h*6^9gM zPEbXDd- z723Et^W(vBaRk1!4`jnO#+QI=(}Ck8gCR75LK*bt31pqN5kg|hneqd2>Ny``H6-r9 zJz;5lxhV{8prz&1c@CFKf>ZAZY(rY)4Ek`htSd7yU{d0{$!|JJ*iow~!8*g+8hM=1 zKBgx#3iMtLvXEjxfVq(ZAPYYvGp7Ue$uz!YpsU4An&Pxf=hRT`X@2kU+BWQivzw%B z1{T#+C-Wo@84$iTJ2*$6A`tX6#(JgQ0!o5*gUxH_?n%Wa zSYm-KLnbg}`x{; zcjxoV0J~85@@8}m7iN^T_AQB9#)G4ED;)0KKn`ut%9Jh7u3|G(>{2jQRn07cS5)Z+ zcXAO1?q8-8ugE4D(5;o+@+}@`WDX^HR#lEDg_e~zgyl<;f<-a9 zwdC9z(F&C02~zHFR;^`Hz6hC=>n=-^Iv#DOK-#r_AO_a^kUJT#Yg=d4-gU}T(c~W`mK;k!5R%e3qUMP70>sic4%&Yc}jXhSr55^B!`~X+-63wUGlOMaGRRcj{)nW%*I8U z?kH!eiZAh};^CALBG_#EYOhE>%Af-YMh;tLpH?#tV81*Rj%te|VWk)XLb#k@eHw)O zE5JinrcmpbR&YcHCjgMja`IKo)Sk@3&RH&mm1orZ2ke0m=4mWR)s04YY3W@}H9CPE zS0;xE8#D#kf1=Fss~y9fDbteS$C}%&xa}WXDC|&oGpN^Bp3C;DSX+OJa(?~zb>TJY zm`8P2Xr*7%iEn$l&s7$;j5?(lc$7t7XXuZo}PlE zzqcR^Q9Dq&jpZvD?sm9-Z)wbgP=K@tqu9w?>Tn%f4LCxMEH8 z)KnU)vE*%XlEW1kz>G)@eM7gMjVgj}Z621wWPijaqP^$JE(jy>>F2|s zXRTrFcOg|zSz8w4P*0=Rnh!|7xk#_YIve#mrWLoI0_0(rWY7gmEr8Cnrx)qPdGvq( z7m}l(nb5`{@?`&-W~n9s;-n&RlAZH#)0p(e^ulm{R_f|0s|tY<`kGq7kUiQn8A$e& zAXTbFpo;-s?Id^(&5|tp<*y9G+Q!UK)9Xm!u^mri&cC7+LI}9=;y^p)8SuO$l*(h+ z!OQj9%~}$1dFlxH#9V6TWSJyPHkx1A=TS_`JdZ09vQHqChbAwl-yGfx_0Eaq2fb1p z*%jphTop}pbsi1#j&`c#5Sh|cw49n6tkE~GTp^I~U7Z=X_;oiN!WANky^`Pg_Dyto9?>~5 z#SQJ)lh^GyH+0CGZnz%sX}G;C>Yfu z$Lq>f;H8goS<%tZqu9@x=BtTULMnow@9A3H-_^60g7hMwAT@bP8=8#IhWVCYn!nc` zqVMviLhDKX6QK;v%Q<}{`vu>zl#Yz%W& zIx0-Gd4FlUmbdaE;H@+TQ*NGVrPx-)t#lE+mM#uN-d+}|hAP@H2Wani*GcMbYL@Sj z!M*n>?l4v{>S|@L(cBA7MP%6dqYX-MecSeB)PLHVflvrDuas#>I!oR*Z~}zR8(v4b z7m=3kiYnG+5dAe2#w@hO;i72=OYQiBbD?}^;+ld1o5%ck|o$OpZaow_ZpzhPrb=^PlcjG_Vs)hbC` z*PIBS#MCg{FKO8gb8~=;^d^=h>%Woeyt%XH{Z8`-ZH_fw9V&bi+vFp)2HB^BWTie= zSXStwk}7zQ#Is$m=lAhVF7CK@RZj24gODIT@d8`sMP1W_oBI#tA3XCnT>*#T#wPw_ z(b6rG-EhI%p-%qisa!TvgR-%?Ye~zY&U(9W0R1xiXJo-Il-b*41#3YTy~w50G@PBt zjY%uEPRcat|k?@nkff3P!eLHU=qf zRXI&LPYLz1M{6t9p`nB{h;0vumUYV(eao!+tKrUfU(nbn4Z2kp!J~b`1ws%!m zHeIUF=cZ*{L`5mOJ|caK#l~HsmGcq^wxzV6POQ?fWC#WXy`U)7mfcHvyT^!&=!UNq zBZ?Js6thTxm+Pdh?K8$!kVwz|G!_Q%Y4p07(SOZ^L*|tv2qCD;6Qe)f>I?BN2i0kr zQJu>TA%g;tfCr}usX+cr#ZStHF+sHyIbV`CJ|&S=0NF;ZOjK7*CD5NCD4n-im1nY! z{IOQ+;P_+73oK}3%Vp64JqRr+A^Yj3tY>FpeEnq7tear9|A7GwL}U6R1~QvH+nk&x zR+uR`zq2l3w=LAU%N$&nb8&SPhR90=PrmqR480qFWD^=eRW?nAU-Muy>t=|Nwt5$5 zdCcMae=YIm^rA6rY<|jc=M{CIg>PcBusL+bD`2s3=`Qf02oGWK`v-0 zjqyLKk#fifBn^itSydd*@Ci#3PJ@Xq(&xy_s^cvLk~VYXm*}3KbK)~jvbdAXkx!p_ z(Wz6$;w;P=e?At_09+G#{`o1sU{mwSS77c9cn4WA_Xgbmz=aj)n>=&PxK^aohnzZH zt%n>scDkrz<_TM6o{SxhiTsrBITbCsSdomj#DuzB%SV2B5t>jf36OkC)|0e-Aa>J5 z)2iK+l*MnVne1J?JXuYfn&qpbvYPfj%|~t*{jH80hEkaVGL+>B2@z=8RgFw^2euSe z-dt+oP4jyf*P8Jfz_Ccd&8Mn;M7#in42U+!VPBDROO2I#sdx!eXYZ2(yqJN$R5B~l zJN43H9=@zWWfUINRau@c{5rI2<{QypT6kavCUyz1YBKhf2$z(^dCKY~MbXCFH}fVW z!wMOPg1oEpn`MfU$TnmR%Y?}~Zh^?P0)Kg#^01br^zyQ&JdA77;Jb0(; zi5=xJDi0@ilt-mJ?ACueHG<2Ax{+E@Iq6?q9x)PBy#YH}Lx9i5mB1w9GD|)|RjR0b zvA8(L0Gv?>_jRaz@B{V>xk6Aw z?H`C}_Q3O}c5i`ldEF0%k2SID4-} zzX1JvFmKo5LT{M>33aC8&lTa<)m%iupy5)7A?VSzh3}+0*ZzEH)QcNSd@;vdlLA?! zX~N3&)l{q~%4Syt2|Y*OFX*n%4#u%~7g4O|FGd^`v0(uTm%p4iP_W>D~ z5oLshptY=xY6RI0Gg}HyzCefvaZHJB{-wiIVf{T@^sE*0hV^^md7bItYrvZw&rWL zrgk;j%+%Bs9Ab!tJq^4^Qu@O1?a2OS&FY3)Dk$^zWTpf2O*4yY#F#*yc%E~SN< z%U6}yffQHH^K3NH6EfBEF4e2!n>AUiWNC=W=YMPoMATNdpfAe0xxyoUf4grj6V+wF zL}mV{3@7Av%^BSn7~fXRKi^ICPwD1BtUw>#Jw_{VSQcG#vIS4J;8$e}E)VfKioyS% zy?0x3+sLwpUj>&^G|QtZsdSjRQrqor&(|J1THU{6EWOwY9b45lZX&e}vou3n?*{=Sr#=xA(du3nW<(Bi zT8th_1n{-mhl^#nScb3PG90X^=Rr9wDPs%I;q9CDOy^0+*hbtfllziFXFD4<6y=Ia z61m4yvJM82mN#8R7}*5?l)}-aV&^Nk@*s$^c?Ikoiu-Y zE1~?-tDqYriS9bm%{fhuj1PGJ#h0&ubr6V%pG%VEK6UT8Al|QXaCg^Ar(I58xV0#f zANW=EFcDc~pPlb@A;}h{m7A?fE4Q~RN-N`COva&wBo7*lZG;8fHk)vMzTOpovAF?#~F?>uS)a}1`q}p zBmFVb8lkO$ZD&?~XDX4ty=)K4b27?t{>iKpv)5gJbD5 zY5Jri3kew`wK(^Dpb!CcJD}6V0wD5hLyL&91mn)VhYB+)o{O@&;|3bU!ZTAtz0TE4 zWzJ3i;&DL0qC($!GZfPGK{BO?`5t9F_GbMkLs=SQrwA9Gpb!r*L_`})*9{nTLwZWl zu%3&1h0?N)!UF^tKI)xcj%-=IWrkkahKW%F3x4!#<~)y|;UShz3oY@04z&Ec4#byv zY8ig&ZM5%*@mXtGPu%tWt3nVw zu4y3_ZffUk`TCz`Ve)D@@SU@?vhoz&GguAPtgJ#L5u~nZgODXRTDJ3EFXzI{U)AIj z7o47{>2-Cu@l0-;Za}W9&vkbnbt^^u&D+@5qepG7pf$K3Zx5$W$ay;zf3K~uUUc=I zo~L(44KPO^;}g%Gvo4Yv>rPuNOmDZV1#F&8owL2B4~Ka}_8)dcgn{pEnVVWgV4p>K z>gT=QmX$WtuKi|2mNGoV*OL=VDiZxCZi|}BYNKupRa~LgA@e$=e`a>(uM+!SqRe-Q zR$ZE5p;&(?Y*g&AAzogNydHY)BdGtumB zp|{e?-@J=0G%dAplV45II=vqwEmuhXf-9Veoo@3o7oLl!XsOSV9gx-zZOAsi2P+%} zFSY1@2N~R9kjP3I=$U3upE>ZLO*G0YfH_C|J8j?#q*AhSBK;r9zd(Ox=?32qsoUZ*^W@w(tQfjUdcZ0xKi!rrLs&%qi+dQ*!%+xJ6{V zT)`{1(6%~^iAhadGE61Alb21FFD0L%2QU#v7Vg zNIbB?m-}XAX2+Hm#UJFLIAy};iG`GGt>TZbvbWeft5GXCxVr^G zcuyG;I(zb0I{S$@UTuQpf-ii6e%Be{3)Si3VnUM6Xn*2;EX_ydv}8*Jstekm+1Oi( zmfh2Lw?xHf|EB1VW$uuHkba~Jgi@0HPQ$)Z+fg!3N6yZ;QFWYPkChr31Li<5`G@4y zTA7(uh~MKsxv!{y?55bDcfb>Q8|xfwoXz#!Vq^|>wy7_-5_Z0f2s_6nt@dI~>AWXm zM_*Q+Ys-6pN8ej6R`fBgX!7i(&j^z(JHF*Os8L-^5iodlJl%^yrXVJk{=A4D93r7X zfs)XpOF|=svy)f>A&(;rx^P67h@!FgQar`=jkxrXCh>aS9j6a=ep(M{4Y-4{{F8r` zd6s`|Fo*!X`?TF#$uOdO=)eaCFUjRfF5g8fKpVl8SmW(Y-zpd~ho2*c!gf|pHCySvA*m8J9LO~+%v zWL=H-#MJq{Ze`z}4qNAWH-kfRTJ}{Dl;mb2tkjU+D?1V_>)VgGf8*#gcELP6mj4k& z^pW!s3Me3idis9H;am(wc8X^+2HlWX-fR=%U0mn;l_S{oV9+5Rka2LC5N9qp@$BDM zv_1(r_)LBeZD@b5Bu)Ew38_f3B3TAd!B9SbWLnhVM%T9lz zSe#ec>tybhBl1~elfyx!HYs*RiaYVv{%2`DOLfOqcWw_iAJnAXh)dcU(O-9I#6szx zQ`XYpIN&|+9>zZc_apqxXclXnoDA`#Nhi`zfgXjXkbV#)0JVBIT!sg8=E_B*UJIMi z3l9tcoAt_yJ0N@k%nvDM-k=v`UX``THJU?^B=$O4nX~le3tA&fwXUiXR2 zV|oB>edujJP(){?2&SAX!N3N@%qHlkGu00KTGDqP=bVH#w zGAiNMTa01G?)ZWk0Ma8o+=5WleSb7vl*=01S9wZ-+j! zBQ1k@qcC9P1fV|hv^;YU{hyr)uf5cCMx6Ni_hgvX5WT^Fs&qI&(Pxr8tIITdPHtzq zxEmz7{a0FLWOqk(Id2f_EognrOG{A#7-n5T7olI0c}$-D+SoY-5cJ~;C#}c>C;!zM z3L(o1%ZctTgC~pbZAj6QfA^k#A)?tEFv{IHM*59qyxan#kkA@nr%`BArx7~Z{4rwu zh6%>4*Y7qtxkwi4d~B9{Gh_JD-R`9Xo+!w{c#4N0zc~!kdiCj}AK<5t6kxbdAIUJ2 z$6RF06#nUBIsWt!#jZ~uhfPi2(*M$&f(IJ?&@5e${F$YaTrBVpe%63;GaC(j=yHKl zo28kkMT93qJQG}Oe2sFPWIc7peH0`pSWyp9k{T{wNW-|Kf?UGX+pI;r|Cs}(=+j5K zd^~-q-qQTl<)@D?K7E{GrUVl-kZA*B53fI3*twCIVrZstgo-kmPnQm&O1z91_Dn9e z9G;|O_}c3*OdP}7Vvab0b9f~@S>gE#^G!?w~2E65Y zRJ=B)@mr4Q*~=z47%MeV{S9K16bI-JGLw#_il5_=^Bh!Wl2%y&bmJ|M(;p&=re~KH z{MKWF^;wPZkq5R}YyjG7(SP{7MB61T0DefCj_yp|iix)s^>mTiTK5aG=QH5=llM8T z?1J|MJaYe#qxKF|CGJ6(_&!<=%B3%xY;?E&hmhX(=Yr0f=P&TDl+TE4+W%j6N}q?> zih1s_-_hPdw(QeKG_GKi!4n}Lt+P{O7pCuMmcRM*@dtU`RyK!7a3Dtq)Kahvu?=Tw z3AH`(M5S3duNh#v&<#oJR~_!iYUWzqTLC%dWEz=5qJ1%?<}OEvHV?I#+p9s3I>i)m z^1ebl7VqA=+?`A%&zNjx{BQOEWGAc3W;B)eqv{wZdZlxFZz5_?>{*_iGV7E4_hw~9 zDWJ3FR9R2GV6RZ?EBUO)vU2fmw~nntsZYLEehzt!+7{qJPiRQK32h`EVT40>Pc&>L zn|^uQOEl2>GyAF8VW<6ov!6(cp_Pq2yI$NgVMsf#Zrq~}^9jb?;vDtD>(n6!;)3B7 zuaq2^#x*c&p}0d&9JE?hSxm%+lJ_*js6P0B!13u5bRZ^e!pP#utRie11&= z@Xhm0wsk^H0;I_ztu#J|vsf${FiNI?#+H_o|e9 zuZ$=qLzlb`E&>;_lAc^!R2PKL=4*o+MTWNs&^~(7K?l#D2)h>xWN=>@h503xq0b}m zAj_t1wE@M6EqKmtG2(neyngkC>F9TiW$mz}nMr4i7^Y~nMtcyPWWKbZv)iW=$tX&> zd8wXMT>|WwpVv2B4&Jr0bjNU1>0^h{k&usWWv1NnQ2P1VyVRyqD62?c5>Nh)U4x`nl z;gz2V8xVYe73L5m=RI&vpFKV=6HZPK$V~swGbT`&`-HSEoo~|&@dkZ%(=%48VClYbAA~%`6 zhdSih1RReK?LEP8;|!b7B}byGxvZ8#_IVX}MM3=oGk1^g;ON~s>@pQo)l+CT6?{}m zC(e?pp@XlaDv1=#WG=Od!gG~{{8s1@VhsY6pxCb{&VX2GLw8=5J|>;TM)cDLNw%@y zY`qZ0fGn7+Rpz>NVx)JBlhZ$81F<<)$Kx-PvbV6&iAE`^+^4U~_1?j@w7+1cGi+$tvW@=f1GBoEB(%|HA*&VC}! zVVjOVJLm8$I!G>R9Z$*+J4P}Za0FoqWE-I{FhuXP6?Ms*J*S<1*y))Eum`^wgo5I{ zspec!9(U*iM0{OD;BcCWoOV$*IZWO-x6IMtnha7OO!o+_bEX;wr1IL*G3xRiDAAae5~1WKt%`0q?a4LUhrk4{WpwPsNWWhZ)Kb|KOj-92 zn+U&YI<}?XwRU$8w`zR6eA{sk>5^CF_$o8|%OPS^G{*1D>0}Y#T%@v}vZHub#1|Jo zaX)?{8BH@0csKUz$&#F~rgFY@5>@rxTZp5okW(ze98l-DO*rZVPQEQs4XztDDLuJT z-<b9-8TrtqYJEb#f5AyPC7 zdrt642^&SQq&3^Qx`-{MHm2Z8NAdI)TjVEV`y5$UN^y`yiU;NDxE85 z&X)@S$*W54tH5cB#QZj=Lo~djYXd8?h9>i-BY&lQE(vOlrV=z3n<_>2MCN{zDA)Tg zg~;3NwX}?W9flsh4d1StqhEszs_=M?%8DE+=fyB=jR#4SI^&dsmmP~W&m`Edj8_n0 z-Bmh^R=z9yxOlX$kLLRot=kovZ^P6S% zxf+&vy)Tz1`6HeDM0}n7p6^>GaN>kFWE$L zGJB1-WS2wpM{yVUUs-^!a)(>X|Kt-2u`*Kosk#!^88|yyUxGW;dp4M1$lci7n``L` z^gx}x8{{q30qu1J4(HQH84H^J)!cphI9z`Eh{1OHB)Ri&n%oAf`Rs-cc|J(4uiKAa z%17`LuivyEzrx2mTgX>il`mdh_bjBFT9faocaWa-2R{9YSjkq%^O6~OdUo>ski0|7 zuK0XfQs7rs6aaG36z}yoUq1bmz+PHnH}CwSy0EZrzLb!h!uN`qza=3sq_eIO-Gpp4 zD^O@cVWWCApT5<%#+d+!X!Vkm^s4PBGF_hNw91z-pBk|RvWL2i2q6v?hRX!atMcAv zMls)<>sX}KED^J#y!lg$z>+^1c(|vePo!KC|AI_HAuJf^VX| zKK16G#$L((XXl6ZnMO#`Rr!G1j(WgUxj+0Y&P;AhVD=G|D38)q4TLoLFijl&J=Pi* zZ|o*}+ez$jTC4MHIJJYrqKWl~@kesl?taNueT`Q)eZQnGtJ(hC5}f@+yplH;ujC1P zC1+NzIQlT3SoHor;f*kvr5S5q01i4eMp(5_G2jA3&fPPCNGcX&+E9v6qkvSmqQT@k z4EuC)dTCRtO%eQ*Q8PqmSgV4=ZOxSyH(coK^0f*&T&fPza?bEIRJ#jw387&l`)A4; z99j$K4;daSeLpzCnz~2G((h8yh|mk&1jJWU%#gcqYwHx;$Fi}au}c-hcVNjP8E{`s z&HAUE3t9C0cX7Fa_Iqa+V5<_zt5}HyEBb1f)2iQ#55OFDWaBi1+h9xz3LtN`sEYz;v@w@i2g#WpU~dlf~DkcScDuV2z8 z4%KVnbaeJ#f>LnPbncseNA!KogvCOa1J0v0s@L9-h6?5IM8P2rJeGvg^-tBOvM57F`R_rIYv&(JzhfU z@!#zykAz^+m3mP|a0sV(2=WDXcd522QoMTAcd1-m*}FaZR3G^KC*oAyUNS3B*qu7B zo(uM<=Cqeg#ihD{KKGJsp>3HN8Ia;`W48N%;PiM3xfX>%a440F2U#q`c7GN$=BQ?u?=&W4F84u$5l=)os^npb=gPvUp#91Lp7pU*SYNhcl*`zW5GL z({~7Pk(z11m_FFM6BG!}TunD3F@8!xy{t5#OUgyYCdgLh83>whplUmm%K7``R{Q`m z3Nuhb`JRpd+l;C_Ylx+L?8GbGC!2CN?~7%xwUkxI0XpFB#}!P1z)twqcJV43dtzdo-!SNMAr{Th-R- z{hwZ(*aOtj(i*aIg6x3<3Cz!K+$G`}@kSg3xTJu_ZVscY$=)y`ikqWpW9`Y-??`O& z(~8F_kimttV` zMx#Jg-Wjh18K!C=Pm&gErDO*l9*`Nxnb0hTZafy2tew{oDalucMj$H$9Rx`)fz^!G zSe<&5!zkYSgaIL}J^%3Odjy_yiX$wdg0@+sKVSWI);?b4%H-_=5zYhL(yeUDuVOak zykxbhtIWE){dlEvf#f^7z==4e*REd8y(Z5p+M3e*__q7vn?BYk&r9h~eN$*k!3fMu zHEODJXwpljv@P%77(~Rayn!25pR+W}Ik0O}vQGah$xh_0asZhFC`r7O?2#?nq${^z zCmcpVQR+^!bG#or{{u-#Fu$tM%RyzuDclhxXZCIKtd+~zI zS>v53mZDl1$yzy#cqBz+k4S5sE)9%;M-sYd6}V#Ohr5v z9Z3eAvzu1)*S48fPB^w|T>hYRkuJTE)*u>V*~+3ocTP3W{q(P135wQeD+sAy%}6%r zDJ{TB;wXT&>;03Fc>`OXZ3RKeOnX6xVuv!FDk1O(K8w4(*MaT09Sgx5|Zrf)NSQJ zeid^d=ga-Lat|dG-ai53C9C)}J-5F@(f#N{JgDEsEUshj_OG-J8kCH-I$Qa&19vvm zr5L7#%~^`cN9i3#V^Q)=$x&P47~01T=d50PgRzqRX(eAHk0?sthzI1^haiW?LTcrh ztY=fO4z3s(F0^VF*=JPSkw?8D@S ziTrs|pCgi_f1ncdxKv4BpAo+)Hh^|?2`C5<&%cA;xruzO^@g0R(C&tOE8*{LO!!+? zLz`tFb=r?952rs7W8R{7(&3rbN%j$goS<1h!+4vlge~rJ1))z%G6ag_sZvJIjv!Gc zRwF>vtA_R;(IRj6_`wU7B|rWfvHwcTK?KD+ZUGbo1IlBTPPlhY^paJ2pek#IKZx)0 z>IFXz_iMva;hIrr9YC#?Fe-W~r3*kuU-XMDe6S?GyJZm{Lb{Oitxay`v>XId6u4~Q zEjX0_t2)h*l~=*=dJ38(pX)xR_T(h3fA^I)9IMikG#~7=g<0`F8e9N+Xyw>NEJON$ zQ8`O1eZB!{UI7@w`lk2T9HQqSc`}C9sCu@X4{vF@^d7`}K$P<2XO!gz$)EU)?Z3Y_ z%Y_9U;fHCOm5VXoy*&HlJR2z=x~U!4`+P))W}<9!V4iQPUZPe-52<~iZS7Ji#X2q} zN^sxG7s&2tjjDANRSfIjDPG8-Le4KA{W&v*yoh779Dqk7lqDgmm1gR?vZ}hHKSHjE zSFmeuodJTp!hD10)vdFTSQWLf{L=k4jLZD zfeOXF2k*Cjbd=;OupI6Dfm`l4d&hV~5b@Z1M<8{hrSMcoDikVNDxAyYC(xgP9M6G_ z#5d!|o0}vMBv~LSeUA8{3fQ(z&ERQTW&!XnFQX0s{%mGmSjq6oc#dgT+c~1W-Ad4Z zd)M`lEC)}G>7Ir)i1vlklNryRk0$i~q}dB7l+qfvBHYe;%MxILRl^e`Ff_eH>m z4QS`Tw+!bVFmLP?Q`lt`mRJV}6`s43YOs$}d4H8m!^BC9XnwP;C98S)gfec}CKG?6Vdc%L3#v zLobtpKHw3@g3RbgrimJot8piy3rle{oQ6bLR1jBcBD5NZ+lLPbjE@J>m1ci>(0D;| zdaU`9ZkksB2Sc<{TIU)K5fvB+C~WvP1chZmzrj!w*!0b-XxrS(3|CO;mKD zjxQvK!pWL9XuXcmntUIUtk6)BZzi;2EY&v)_fM1EIqzXxu6nZme_`(A;WjS`f_*>SG^O`umaglC(>ADH z9PBAEd8P1eC$dx4;aX8IU9%EL`w8g$LbOz9VHyc2ae+W90Y@FxBW|%#@(BJ-?r`B+ zxG8*2ub(jrFQf5a$P^t&AIyW$Q_s5HMi}(yj}wi_9mvCbz#Z%!(`*&@xV`DbG{{0s z_an>cPktgX&ASlOFp1nb1vQV}YkY!1%^8;Erp*j&ZNR;HH0;w4XWnu+b7Y*W_?gDl zXvhY$f#rq_ihaPgga%b(TAN5=ks&|5Cf~ggl?(7~M zoXWf;tk+eUBVq3^Kbo4+o#yOgzk(c__W|RXFUc1aU60^9vM>mk!8cuFjm+pOiua&~ zJxncmn&OCz;}VGSmk*^Vh5|!CDLts6mHh?#x01_*QXP3e+5yqMW9HnX`lnxHa1r-(*UQIe68sCK6LB_(G-P+nxTe?EO{ zd`S4~=BATv=9CjAek)#8PRi_fY)4IAx2>XVHzjR^KgCM=41t8fjA}^=WBI$vWX;I* zuPOLeZt6@WVsEu4n7w39n{U4Smtp12DsaObs8riJ8xqMotl5ZDGE5mTKuulF(pvjD zjT<4m$LXLbcj8A-MuBp_qVSeU0l33qc^-F{c5O9NvVP<6IkuK)y zHr-{KGwq3%{nkBYT#en92Uz&6+6}j_x)%Old!}L5OPm%D^Xp4d@Ch6CmuFZMB$GW$ znWJLqKt>^N^wYQ62Ul_!gN-UnCV4sJ%ra{ho5EC+CEO~;II%quZ7h1DA^k9S0zj1> zmMv_`EZxijUSfWm=VfM80pj(#Mwz|@M6X8j<%D%KV9v>BGEXm398`YM3H}5%LVr zdBAK&wcg-Qi-(<=dCin|uepQ?L(h`jTKe@6WC1Os906XEk%^j-e7-X-i}4*VxZ`PI zIcw(q2iH_y>6BLBzd*vqBT2dL!}T>^)uhV+q31tcsmXLi-gNe?s5p}%xHJ3Xx~?QXnOIN#!`FuX zJX)KXF0uXi885HOlefH*h4h>os+x)cXe#F}H~LKPj{n8}CHe9*IJ!8+bMAn1Q!Yod zGfGY>J^euoa%9+>GSj89(De+8QtQ;%zDfK85qI3w(Y-To4Ni<%)r;Z;0QtV>C*&7B zKb7`}>7t$KVXaaAW`tMKd*O*)`vRjPWrQ)AMyX}M1rIX-_8jP_L2d8 z+$c%KY9?u;inK_=Ii^l@v-0i?BBrDF{_}2veRN$la_O_91F+%1?}iT&(Fj^ekS)l+ z5@1}$5*y&<8F=xNnRO^0f*@rRF>_$$@lHm#12AcFwDtl*yArXX-UvkCsI2BCLw}CR z!~F|W7Fwks#!Rkci5WXLGvsAuoeZd5$71B=c9UK*Rj_fKI0p0NQawBkF+9KbTEZk` zM1h$>a4yZ4QF=92l(F?{E!YPdgI4xO4&E5Tx|MqepfaE-#hss)If%XsS}o*Fmvd79 zpBs283vj1m9i&`xhJz|VOa%25k4a?bw4oE1ZE$qC> znJh!}aa0GaSO&oyPXwv2FuSc~&JlNvbfb524o9D2(`?Y66j~xF7eTOBtet$V{Br@r z)mjqS-MigNtbO|?_7dy8WYPcJ@7q0|SJ-0DE>urX(I-4hWf!y_lz8F091pi=!|`we z$}X~$4-f%-TZ>!NO%x$1;JqHswc`MH%Zs}Y=`*Kf_o3*l(3i{r-I*7aQjUHf{zcZqF(gHKI@uF&S zlDbnQ-Y2`({$0}X8UJFj!t6X+S`knUwGb|{=1~b>#;5ZC{3EE_XAUn5IocIQ z!8L)Ih*TOW35pL*_ah3bCZ989{mx$WRwnb?h{=3H#&<7XG@bWEyy)8&fKq^kzy1Q) z>(}ZDu547!X6zvpE2zUwKJb7W&?Q$Y738Yo z=2dc@$VB2|R@{P4y_~<)qQA&@RMI<%&+gftNvC;6wk9*Ht)+||0MZe@Stf?Uw~8`O z#1pyxVjTeg9W6k*;?Rt63$z_pGx2e7wRP0$$VzoCjXvYf&mtfS6D`f%ax`tpmDqb_ z_9hm7t`%cLGhLAB6xW=bOPT}WGAqRl!|kjZo+2muDr9?G{Sd@Za%x&Hs{}|s8P%Pm zRUGdjnT~vzVx4P@G;r&JYon4u;-(aASN2X%QybM6|Z;}sF z{$7U3SD=+Z?ormR?A?@6_A+P_6wUeKX(jQ9R@P$#OlIB8G9^Df*5A9$e3{1}YJkZI zZ{-8-U~rtf^~}g{Ys)n`!q40^Z3oA>ZvcSyWJY9_Nvk>6oz9#G8c-G5+uwS`%Am8& zV_UpVmh@6S_{8tJXWYckMGryt+p_3V1h@pwINbyHLDEaNdx*1D9pd&~9O4udyIxfW z-2nTEb#Q^?Z+w9h33_e{4=7=>L)!gE%QGXEK8q5<8Ny0}G`vf5NtLoNIjWWweQC%s zY{e42(lxuVWi@w_K{88}rzOkGPP0^s6J{G(@q>^5!tA{v?~rkq@5qzq5h~2STK}0o zcLtC%AvHZ=j;1I`N|# zo`-&8K$FV#YY@33ew&-jFpdueFE_Utt3i#?V6#Zw+zE^fl>4yx2st}I0)~?EE}Y!c zFOl+7pUqZDfwZ15ea_a@=#l#Kx1e?(b#ysf_-4S7EADIM82Na>LKtqo@-;qGC|!H^ zE9cNJ4&Z8Zn-I&PSvpCW(##FpRG$~)V%F4QDq`77u0;AmCzIy0e=MTl42byij|@cM z039}gw&PKlb!Q^lAHi3;GQXF0JbF~JugX^*276fIMi2P31!EiZ>7bWvRf0VvDAuBo z2dy9((jhC2dOl5wb85F1YqKB7+ob0t730+FUUT_D*lk<%jrf(Wr!lS_criG9Xt<%& zbzeih#?*6Ca&KC+F4FFMva@gYdMkhW>xe&nlG|Zn+Bk<|j;=aiXQz_5kehi5cRQ%Ar)`=LFbt02Te?>1=F z^6a|9S#tc0^+8JllN>E*K+-5B&yZeX*>D2a0`HpLt@QY_^u&7&I^rH;pj)2{N?{y-u^WVl~5IIAGxq>cu@kq?T4>`2UN$l9h z)yR}+!=5HdEJg3!t!QI%eXH^mzA!Hg6nYbFmHwOLgH&4rrG04F>xA;XYeu&!=&Sa^ z$PW}{6!g+pGrEk>Si*-0oJgxDV>G~TAo}su8-K7%Vqg{*Cbsnso)dIqEz5|XP?kz? zzMw7uB{P2gGIqU|^C?^}D9h5A_TzHVH89#=>EmWbqE6}|FVnCh0p?~v+yEi?iqO}&Pw|EA=mIUjqPz*eh%1$Pjwf%b| z+uOd#MH*F>h0S<(_FTFssr2~#$=48m;$|*dTgr6z%(L@CG?se`nY>yXD}w?!{of+Z zb0$br^AET-dlvzl4W5Bf&RTBKX<=BnP%}b`Vjvd)BZOnf`_#DlIcK@y)TX)emCjSHw_rX{`jn0-u&~twR_FkmbZ|%H?+rvqQRe5KM zR-QB>Mezh}J|&_{=0JsnaEFC}vV#Ply4SxpmR-b{e)5Nc^E?xF(x3fM+(QX^B2cN_ z7zgtgb#7y1=6+(T`2O9XC;2NoO2UNIKR+Y zDovr%ZEz<-#3IQjA0&)77a+X6jJo(np0*@9miq=%Iir8S+ExHh0#lCT-^BbN{&ac? zlw!k<9o9k^?S?t%zu3_{p#F%_^{2u2%<>lCfAyfj_#a^&jnNsc#C44Kf}dFWu^mi! zqXx0Jec=9waZ@SAZH$zu7*?YS59=_)1CR)UP5TZl4n3l*(N6RIs zp&!uJ2D2L7r_^A7uaEI%;Rh3QI>0WfrZB%7*0xp=!eAICzn9@Q+Q5) zd*E}@{6S|=^BcFRnz?3hTHy&{%jS*sW*x1y%5t`X=#fXIN4Pn5*^qjpEr(9(`h3`% zxUd7SSdR$%eV_LFHhW7On#~5xeGT{!y6JOlR6+{EDL&Z|wYRYBl4-Xsj?X%r-@(3f zr&K#i*{#;FXL}9m1gq|zL%g+^c z)nrOasDu=@KRY2l78`Da#Cz$bO(5{^Tc8V7PYm1tfUv!CtBij|<;G`JZJiz;>IPx;z7F z@B@n}{UbDNU^infJaGYI*%Wd0IF=iO{Wl6F*Ee4DrEK8bwGerOOkZL6ic5rxwRk}M zZ>6h%+)<0VZ}a1F%)Bb^Eo7NY!8C64-^#kF7Z`LDPo%cP)-%>d6R^S@B!T|vqfY3j zkMN{FedJb%Pao$cFf7YYAMKbwqrU*7|Mama>rWqnw=aBcEaX#fUWrO|XjqN~U%Vr^ zy9MnFg>)_GZDc{&_u7m3dEIs&| zJ6qAMl3K4{cdaON3$=p2zitEN`}!fe&WTvqmR7*#dE-vO;#|z@B{04437lGEz<;k* z

5c-(24!k(xDaa2>|_m>kHfRj~k#D&5%lY^h6F?Mj5??K(;LIa!}g#&(^J*eY7{ z`pv41s9LVZeVT~BZJ>lao`tx*^rBsC#M7`59DsQ=bOu+n2Z_Eudr0(wlbo-oPBA@QVOu3#Y#{h*JvwsWGBpT)07@O@}07&3B~C^ z1D2TXbXPYJJYU0bnBRF2>CX3_Zd%t(VSKVVmE$wbhuhkGUOf27 zgG7fSFI=CIkJe*6PKhCz#b^gAsS|i|x)6D6YaU#vC(yI{&CZ(j4{Dtww^cXgb*!7x zq*dmw(jwz7xBc+b@HIG3gf6#J;i)-aI)Q!AtzDeB<2!M~rcymG?swxJB$lzAY3~v3 znZwG?D3~fFZ(G_NN8J@=jfQ1cSBy~gzayUz^s4~$Fzw2;$?wppTV{buj*oM+g`z2- zTxqAfJ`XKKU-3MQZ|LD-($&Cjj8X|Z&4AntZpmra3_f>xg~m2MWAe;*mECF=m>e4j z4uMZb(*HKD1ql3dL2G$=#iWScQh|FefLGj=$>j9fB&TX%ENOI@=kL`nW5eia^FcLi{BQ+O1v3)kE`O!l*TLFA4s zR@{-t+Y&s2d413nF-k?hN6#Vt%u|q&_kv+^iz#mpW1bZ6Yqe8`0Bcf6?C31I;}JMcs&uBE ze^cYnQkgk$&r$HyU$n`N%j+cONRr*NQm9-hh%I6NrRo1G83LkEc9};AxmHKPvG;vC zhda@N;_*oNO=&}HUIG6hn`31dho)~tclTrpATAYe{?6pgby0-9PF&F2Zu&>MCzk7RjHr=O zpv6J0=+TFS3q?G}-uo0ldoQRuAqaS=75aSAe{(AXNHy~A)()xwj>dT(IGP}?`engpsuUbNYsMJu!PMm(WrHC|i#wXpzS(#o_}cF%b*-L?-PsvlK~kx)t7DOcwSR z$xAmQUXD@6e$k{(BR-HE{n1vv%P^`V$FfNV}*ps?N#<#0>`3O8l$$azo5bS)3Sk?rJ0E?0FEv> zS7h^)I*RX|Pr$hsX6DN7fiIpgTV-1CsD+Dk3GT}je9SYQmkC*^TB@8K=xy6xa^_rA zH$}FUi>gP`^m+?P6WOYrjsBahVt{XAF~EjQAan(6k?qImOJeI6``{OMUq+vv$;IeD zS)(t~O|KOVMxOr(5Z@e>y&yM}29l!2WXB)*6OT0C^8&;ECY3tL-z#Z`R;%a(Pj9~f zW%^K99Jx#`gvSUl15T%fzy+oPHYtq4Z<&I+M6n{vg*`rM=+}x1-{C5Yzz1?^ib*|P zY3LuCWZt+b9e1q>c`i|Jy5F|6=`VI5ov1!bZZyt0yqlWmZ$T%p5 zRRp8R{ZbGv6ru7|T7N@@MAH!suGBxSPYMnfI7P{&;A?S#mvbsvzT`^^nd=$^TN&Lj z!(qt&zuPJa z^)|}L(iFlH2=k@Dkort z7K>g|GSbgV_yhR!ITXhr&GdH$yvj5) z5z(o1y|=%|-|ZP9?b0aiYFV@Z0T#4;K6?h%UE|TjtywJ?QRPzwvRR2R8ACAP0@usA z^m?^p(Pjz=uO14g^1(pnr}a^Xmf=xwva2-E2$a#_zLh94dILibNV^tu>qP%aV@{k= zRcO(_BD0U5{Q1Xkk`Lv~Lt5J|DggX)CVgn8I($)szGZP`PGgFlJw~LV;xztHpHRONo5>Lh~i3eH|>Sh3$N4^ zUhs%YuMN!w`>qlD81G$D+nLIqa6B$zWt|Y6!9pzUfC*A{mv3n~TQ^I4;x0c$`YDn_ zZr_GUQC13g>#PS!!&^4o9uaq{&0S=$ClA5E(>CHCNVFB{&IL8Ruo);;G>(8zZv5X- zI91S-eb5B>A8CVI`|AH!S?%L1M1d@p$p9yH&7By;l0($Go0 z6dxwO8?<%ehUR%%q!lld2-Y7cZx}y2kK9*e`i?tw<*Y}sEu#RUiPHLlg?a` zPf>(kQ?L8#rfDU;Myw)CZ_uQnJ$?6T#a7j*H?O)`e~^czby+R1ly7}sMSyUj*b5H!jyV7shTM`)1+S5iRar=nT$yV-5prw`st_r4@<7a384ZT zJ^4Uhze0pDZWZ7(YKCkCME@eEEqWlfQUL)o1dq9;^Egi4vGqU}43DmNYUHsS6oBUR zK*!ePnJA(sRVhhfc(V*HCEJS|oiX=!;uh&_K1j$_$vItjkH$>#{@ZJ|LL6}BX3Ubq z(y0F0?~{31tX#$!Gn4yIX{FJRmhk?vaxoB<-I1LGck7Qp+a5>LbGZTB`{?cp_}xX3 zOd95Zkz*N*BXdL(IpskjiZ7aR$_;)|uOIT}zczM`%(+bLN?yC=`y!v24X>aGM9GAE zpb@Pe2v1T2{*ap$-FnYds%uFIy7We|aH4Uoq|5neOrB(W>B)3@Z@sw-a<+Kl5hu4m>o>23FT*Hs|JHgeZA#CwzrxKNR<< zaZLF2f396P9t6#Ct0Hp|>wfnwV_B?gIg~nzDT^t8I|A&bdk=_q7f1^;>(T(T;8d_V zP3}{2{b+F`WOmJ*rjPb$*Xn@#wZ60KwN-BH&28*@RkQtgTGi(%c@NEzT9^@q3iLKT zRHNl9b*;_4qG>zr&?2*12_Uc1KAf9wMXO5H9B{A!>UoL)Ycs|gQWSGD>A4>dS&vc#0RB$ zoJ;OU5Ad0^_0;)+qZ9hnK0adO5=1jHZD#ReW zTiLC0WN%)_R@T*fVOsbLPJAME_GOh_y<5C=(^Bzwe+cEaaMZ^JferG&%jkT@;o(6IW94v#LczRh9>W&W%n7ARG1VH zHSOZXq0a}&cjV2`f5}7^6LuT^Vl#0b{vk-Mp9Eki7dxbm>1M`^ZlRAoC*?vFERs-N zV7fxr@j!y-1p;%torcy0%H3{Z%-ki+QM;+qv(B7vRgQZTDaTDsn(xJ$(|J$Cn7=;L z4u$hDNFNg3(`$IQVn?`n|WQ*2r>v;B(X+al$z#5f=9&pO~%Lnf!MC4PfRP2RkS z;#FA90Ci)*2iB$@lE07@jCajUI+njYEu@ByPI0+i&8p4`Ve^YJ;F=4e-9&1i>l>$v z$vGrX#hZG%o~NRf-GQ}KMW2YW;>8xm3Nk*sTkWkfVQ=1ctu|y2^#Lgzmb zD}KH-RdFxx(T9Ao<&R^_k3PmHX2_$$Wsi<(t3g*w+{qhOSb)|*#)3XjAHwUtr$&AX0$t*>UL-dk*3CqLrsCt_P$ zHmFOw`(jzYa?9GLyXV%33W=?dS7g8*GrU~#-G>URXEBtFH&j*2Y8y~f{an+(3|MoG z_3_p{x3$hpW}BHFnO3usEymVJUHY0E?fxx8ANmAUVY;2GY1wbXrXSCzOUEs25TT?S z7tncp1}n8j8}3o(1&Mlp7NG{;rv~U^`ilYlezavU6<&8{lGD1$C|VN_MOr z#9Z#DKeN&(;I4OQD1l_wb*dl{eW<9ZbQq{z%jYRA%&XL)=k3+KtR6)3`F4v_NB+p} zPTf{+@3${vr!LQ}n_g9B*xc<0!XQ^j{>E205$6txlXcJiGiP(jy3Ra5BueY z`#8_!4LY^N1`AIR-X|^z!cZAU7SA!pduVVk@~Vg$XN1HRyXGksW#3sbe@CCtivxQp z^PFgQ2)>|z=-6V9EjV*pW~XlP$G?P3^y!jW$y`Ad1d&}+F}sw!qH0i-HBvx|U4KSl zlk4#nOhM`0NfZ$xf3jRbQ|<_tEFYJ9^s(HKPank(`SkJOj>xBv@I*d+r04PJBYcrh zAK{FA`pEvrr;qH8eEOJv`uO{Z$G6sT9+GEzyOnwT?RD&uROF^!jX^25ABP0zCoeep z9+x-~kE8`;P>}Uc-D!@#$GKqv6HxcPCK~04bA_OZ%JT@|LK8I02COwpeOttqLd}GsRaB+baxL=Y z^OzIwVuVt}nl6mbwJJd4!!eGuGP6|42G-qIOZ6*NtrJWz92vdh^RPOztcBY4%7oSN zNcn~B`WUeWh0Wk*U*&0oC0Omn2aszdf7NSToPmooa7i&dvOB;j23k4GMA)+x%tG6W zaEOD9#c}&sOTlTYr=LwYx)+8BVR`^h*pm z1Wai+%$NUC;-ao?{(Qd*+3(L;#s{0eZRV=0oqpaKhS%#FQGa)aflOJq*y3b44a0hS z*#gYuar2`L&}O~zW*O6U&c#;t#<#aU=K|8N<$mb0;amL7r#}(bB9dUgxE4>)wKy-t z;>EQ%CD&rw%*Ybk>I{AsX3~xg=A|0L=Zt^TVh7TqmAAN)ebr-mzQJLKS+MwjT0WK-Mm{OmHBIpQd zQ2c5Xcagdgy=*K|n?uTgYt}g07Lq}&%At|&(%_Vk9UDz&jQEqIancF1^Vc+~7k_2X z{>pcj?7Rv%dit!g(We31!73AFnj1F~xjuTJ<+x_uZPq>Hk6x+{h^ld`066{ro8;SA z12?YEaFHwxzv=hy22)G-1Z3w-Z<4Qf+r1oJOZ3A#&7>l;&?nREDpxuA;r2#Um2ZIk zj9XCKM1S%_OUyZtk))z%&C5M7kW6hYB%XbxEv?TaGn12tC|6hJD_VbOZ{a7SSQx-& z=w4NJQ)IvSCp54JHu2I6$@FGWr(QR*o!y14beC^qy32-ji?49dUOWaqKkqj`(j`vB zZ#bk3@kqV_Q0n{l44AxQrBJdFPr(rXCFGq_XeVKJS3x4S z`S30`<2P|uGLSiJqbSE;XRm|mZy6^nU|fON;NJisX=`shJM7hB?D?Qo&wyNB&2v2a z890!+s5O-#{qgKWQ{7vdIxpe0^g3va0O4+fzN!UCE|?qSMOOktWg&t;vkU)7+9w_H z&J$mNCpS$Bvj`976!R`e={Q9ShMwaqU%+W+8u(hoFzSTH?^Zy5@TriAk$3H_c7(Kf zAbDKfOWtlP7Jb20AKr+vm9_M3%v!pf7tltznnS^?+E1NFuaW#L*EkUmtQ8bFFGbX| z@OrLq&c^Kty{>t=z~X_)z2gKwwic%emQh8vm<;MY`Wwfz;(aH@d|EpCUxj#{8|y%e zKz8ovGxx+3E$mLgSR2u=l{a6vVa}PAc?t85ln8k;_dOo-)IxmTv07+Ix3KK$YCXxH z)%U`Vc}WP12D?S%3t1!-zDfRsa=|(oZx)|qS;;y&V@#>Bxl+_&&FJ*z_`XpHg3i_! zuYQ?&!O)o?EnClNO`p#SE_N!3NS0%vNquo3q0^`wHkORfYKlkr(FD87%<)Pe!U$qW z)S@y(ZW0T%NSa9eL4bUxUaqA@J2$m2>$$p_m(}j>LZ5^+{%#wW*Si-HmlqG&UD;h- zi0cPT=?6Y{^6ZE8+tOM$=UsGfc4V$xUG7JW^oNm2KH%gh;@G^ph^std&*nUp-siNl zGio7&!SSs&3yrbq^9B5tr|+~JoWgxdrW^CidgWw}3^iUyu+=hpyYQ)(;84--XF5roadUvBSK{CS+J!WT*D+Zju5z%q2IPm}hq+0qmAUsC>uq&MaX}a2)X!vam?UO( z{XBp~_0?DZ`I}RSSP$dmJbHk7 zf=6^hbyFBl?Z~l%@Y@;E3`nI+0Nvqk*8!3Z^s$ih%a#3E zakNDB@F{wNc03@Qcrg{;lO+xcH8B2qLEe(&xRgIx(>BZKQXt(^!aY55lc?&WKJOod zu^BiX0CD8eb{fFeJ>~AL)3{}N{3H%|o<>bo(d_5TXvQ8O6#H%~i`ct}MU3kfWwpF= zqsq?r!dCi&ULyIxmpC~$z?W_=PQb+p_*$I+?*Y)Zl3fi`$9y4otFFMAvy{>VWa;ui zuE2t}6OQf!9(h22&JhN7jW}d+n0W)g5Ykd9pa}&fjC+JgnU^)}a@e)lzX0K+TdjQT zf1rOa1EM#LG z$-teNNjaVtdrUt9_%vK}QPG?UtcFJSO+q&fATQ6pTYnGabx3VxVJZ{f2?KBMigLl4 zM(lslgA(f*7<-z+DkqAi=lV_ZK1Zc1g{*MCY;hc|j*-7Sd0TP^!ZXL%B?_J^`Wfe6 zOvMFO;~dkJ#P=0_Kb6Ok(XuEejS`xKs-OQbH2lC>#Vuh}2Us#6=vMM9+JA$K_K8z)r-d_%8cV9KL9a9_i4p3|7cWJnc5con9L<_p>eW7EE1J{k;+(1)QEjeyf7qR2ka z#W{hiz5M|bseRWb_%#Pb)5Blq05vd9#&h=Vso#9V6YkfNOq|w=bBIc{U*?L;BNu5YMpe#+Ky#%P^XjLn*GcXk{Utqv^QjT8LH~}>?0Aw! zI>$e;)N`DYPABef>6=dD$DRCFDO8Ojw&1!TIl0OJQ3)RqhdC5aYSWw zIPajAX3A$C4yvbgKtNX=4nWp33=$yH)T}iEoN8vO4{|(c3ZUv*4Nq@zeLIz|;Rh|R zzp&=)2tTD=Yiz3-g;Z5p)-AQFU=RkfxkgPG(2vdOg#9(@cjOIyj$v2wo6ZdNTiIFh zr{uF~H6eJ7bVv^pwtwmJ7^Ab7XOTOtD>?=Gs#(GJ^j6AWOa{rfpLwTz@NOi-X6(pF!WaHoEE9inQ+hIm+&6fYsoottQhi5dd)4G661 zlwSpQTL!xMq@30BBaYcID7GV$)yxJIo}{x9){D+vHN)lUy%ryGmQMQ8S3&5qQ5bGPWZPg)LvalYY&=X^ukrc4IOjGoX9^FnSUP{)c&9urC{0r zcpdCuAUW=(Zv)UNi<(P$e#fk2OzX|op#}lvl_;gH*0W@6Af8uckWlCZT0&eIPU8)q z(~Hm}fDxl;fGlBIaXjogxr(9I*8lvY1h(mG9v2dik={u;gSU{M%FV zM>h#B#Kc95vLNGVJw%7YcwSI#w%TVjc&W4bv$e=N1W!imb*o!e<0RjqS)hZ2jQ`!~ z9*5c=(7tK4F2NY?jHdx+SVu%JUdo*MjN)0%aEMQ=klEUc>V-3Rcm#d&19gS4SxK_V zkh!Z-6dPB_46!qa?P_RwZ`{4`vXv$OUBr^lose|ZYI!xv%O=}P@g-a%`4-nWkpj%y z^A+|zi*}&v+p{Xc9DSHiyes*A;uf|N5kBl<*vH+B9CV6i%Q}RcTt=rDtu|Nq*dR7= z0e`Wk5yOJ?`~s%Xq?+oeYM~=zWsPZe1+r}zQT$4LM?2#Fe7?CX)$_eW7EYII$c-jT=2qY z;RhYK{pUxqn?kp$!LCrg`Z~}W&btbmwNjjrFVu;D#k{`E$U5+51O6-3h7PQ*0cUeW}|9_)oR zPJ?bGzgeat1%_r#Z)+ZD?hxj^kKZW4&KpL5nkz=m)PX3`i zO&h|}fh*J-hs+!BP3)XD*vJgOCUfu#ws~$%HHx?}F4=>x*fm?LarlL<+3iD^PPR$~ zynEAe%@7n^xn>5<<2^ZNxJ2?nE^#96+3R)g*`??C>G^5rl*91)gk+wk$UsZ)idPsq z{;GbGttm=$QFw-v1#pRYcVW$i)r~gw91Tm0DZHt?q~-3A-kzDlDIDju%FD@-G2%8C zrrH!hmwW4ga}j#_QW#BKQ;q4i#GTS3mViEvDmzqiS#0(mKp?y+N^#~_N+4dB<3r1J zfFdY=92@;L25``Fx(HyRZNK%`I0WvdX0R6DB)cE!xQ?0Pacf)#h-hEQk-H1?5`aqr zsjC_{?aY%r7oI`2oTyH;MY_QrRMp>?HYV+yRaZ5&v-lSDpL)}S%@m;X|Vdz@C zAZ5(=3$#C@;LzStRm+&1W*{@tVpVkUw0%Ya9p0|Anp@%po94M;V#=4Y+vGGa9r;56 z52Nptl_DjVN@>Oy99eMTC%$)SW6Gogl-5eeymuG$^V{D3aar6j>5@c=tB;HhFupxvlrZtrwmDMEuNF0Q;heaPcj_df&20 z%+f$A4|?uOtdmTdSwe5l(2kzIi+NPRsQ2B9nRuR_@W1sA*9$1VFP3$%-EG_6g6weL z;M@3YKvS1UZa78vcGRfZU;w~V7O~UX^7OaT$NM2Tj~xB_3z%Up7X5TB z`Wex$9DR&W9QgZf%UkgU#3VyALDekfCM*D5R0x_|@Bck<(`G!*xz1NpC?|xdj@Pbo z!hu>(DKfe&c#&MRM9@*ksA>YC?{6K4$w8RKFjPiMcPdw$RYE%`jS?tP&&DeggK0$j zEplakF8I`;x2-Qfy&lgiX@*#u+B39tou*BEEo+spKQDU?rOWq`9uXSbSEoT_jn)#> z&_p2NMC${D9&~bTSTy-q(Ns}ouoaE^0u}0aef6UDJJv4R=taDHakHXq^v_*=hc8h! z`p?~!jo!V8$p8P@%;x*>Y5tSWdm>&;3)|&{-K?oE=%lCR$DChg0;nVBrsaID()3fy zz{ttd&q*9sVzE!`t_?o>O0P~d>QtSdXuHxL8uYI=B+-e`KZQHH*I@oL5N-0jo! z{GW%Io`}x$t|&)4-`GQJ&;P-RPsI4N8S#tpd78%O^(BaYGPdQwT_YMaw`htTB4#}@ z@PuV$Ss{WNmcKDm*wi=##q{f1*b$3#lyluZnWtG!JEQW4N%R(9Sm_a&jjJiLR2ZZ@ zzoIZS@qsjgdn_~%%mTl0h(I|`taJNro*^$#i!hA8UyM(fHRLc?H}b(St$_IT<%6cc zk)RxJ3O;5aO}=tiP@&P;nKJq`uVL2t5@1>JNdjr=2dzzqy!41o^IHFJFFRNT2mmk*HSfeBMd3x&b>na~%coSQE8={<-6q78*!TxdoX1_H7q~#Nb7yQOjX5QHl_|?d(?eNl)VMwlx61 zyIyrG^L@INe|?Bs88s(U5MgW17Oz^RrLl^^s=f2kaZH4758=%Jea#K1 zW+jId4HN4CLMu-WwK}BX1b;QQ6Mk#%TQ#F^lJD`reoJTMpbxzEfXq!YTRPOfn5mkj zG}GU>HYJKu?KUFUT3W*d;0y{1x45tO^MC*6|32X8UrOT)h5SxKuGr z%55_C?9`;rArpH}Wx%5k^NG2x>uPZekXe`V&z5L99W!g03O27N zxE|&f0+j>u$I>x!QxFEN(tPa0$!(mMY3-7U;f8q4$cTVks|rD@8x&M|IetKK zZd-5hyBAS!F|$YQ#f`&>PsE4&(>+?;)ptfN|LA7v;=NsB^#}WILM2Gs?ih#>vLw^e z(f{ZWxFEC}I`{M)u0u5qw{bjUb0TyT?a4(c+G>msDgyJms$K<#ns1VStd;bP5J7GV zPi9zg&44%KwW<`tx>zDclLbHmy~(bGk3oien7m1Q&%os{JT*^eGnTUy zo9+DMFsH82qEyEBU^9HT6h2+>vDnAW_nF23p4UFU+YBNnzqE$;%?84Q}C9krsCW*K(>PjY{_ONcsG)&&?aWhX^(Ppc3j;lRPh}MqK|Aj-=HSzZ$<5p@t4S_ zqyj*78(B%$7^3T~q#D=PD~8D5+8*tXXOKA&v-9d~+dVGU=3;H0oV7VB#pW8@(=FOt z^dr)?ZqrKpGo%LXxIw3DLFz8KHJ5C2&G!vrV$BsQYc(K3-7n1WW4V@gRKy3*%6o2d zfFVQQMei9Vifv5EEiFA|oDdp1VW>MYtj_3bMsr8#`X{03r~acYPC9x0bW z;_p`CdwPqF3{{x6xg8+=y>HW(+0J>HFK1;n|J@zY8;;cm-zdy)+2VC!#1ngv#TjnJ zQ{ROZ+P+oeq-qMz<1ARoI+n1Gb7Wje@;R|&p4K4btrtdf9G=>L`}o$meSNZN4- z%M#YDrkH5*Mt6nE4$;ifFuCD18Cum&)~48ouk7vDZ>ez(zox@P2%j zaQYMRST3BaCotFxfb(&^mboo}D;#4VIRka)!$UUvG^PqZRvwAKl zf}3I=5-YT)?`|5m(2QMgr5Ss*N}N91)nj$P(SZN7`6sqUN@}g|Kn+_C1JFm(b z0sp-T476mL=!tna12-nD7k}&d4nvSNy#F?kzh1vg{=g}O7N0pQGm7L*wXQiL>io+} zu;b!3VOh0t!uLtEck%gliFIaiD~r$d>z?TWf79M9&tK@|Ct`TMjRfm2ZGcbB?wpYV z**TE*98R0#J!fC*3VjvakB#?{IqkeaIgsWc(<$nhDSMSroqr_g|2`XnaDv0a#QS`| zAFe&ieOg!t3ck<<&P4$gRi+6yO>wj-<*7p)yo-?rJAZWBW zpyY#~nz!>N?<8smOu&tQdv0_ltY^Hxu+1Yhb#=MGN0p)N-Q4rK!uzn`T^4< zHS)0VF_Y1wcY{;k_cqPj+YD?2e4kQ%@y~$+U1ko)>|;RoQ1yhVl1s4%BsysWp7wi8 zpfFWp4up)9#cHF4bR8%+c6KkevP50K>9`kmbTzWoDBlaL@<$%qw|xE+aWdKt#j}fU zAAQ3J?FRvFC0o8=-ih;p6HJ%_8UXoK%@W1~lI8^!k1kB$$S^yXj~ zh2-lFYrr6|2-IK<8ZDVIuo5*FiG&SV!O1cKtbiXYcL0j7qs;(HNAnp$nLp>{0$WVg z6j0k_&xszssn~B}>*}v=aVf|6y};Z{j+fYS(UMUDqyrexNNu)M|4KQA$7QZ#s+V)a zb>SdT`tLMhxuH!p&1sV9PrwKG@3BGA+X~GCJAE11HDz#QL!~09E{4tNB}brOF8F%B z*|EI~a`bvH`??7!nwi?I{66>d;#(o;%O5iT;q|pvo&PQRRd+tI%cP@+`Xgaf-Y3zN z4Q(U5%DSszxJ-(&=tu*t!baiDF|9j$iZtKMc^)1r)fo=c-rl${i>#TokZ_isa#1rxtI>iKZ4UA@#cG9qryzDACsvFBPyFL z=S230RfoSEH2ZmG)B_A!39rp)I5k-Dm{ zx6-*?zwL)y|4jE)OQa?FpXsTT5?_Y~w!(~PU8lupd33+>5^O!zD9;bgJTbF~<)t#Y z{k2H}qXa2v2}vBG4zKXC!{cmIS*zki2*93xm?Z>j^eeObIkUMu}B8K>~D zJRfpO4ry7?{^*3})@jdl*)YHIy^(w`2;eyY3MofE1edv`RvNjLAr=QRMXdL*{5cdfg>cMgLfPXIdfSR!axm25 zA#25yNpI7L>xRKXcOq$B!pUIhZF~0~$?hTDO&vm_b|^|aTN%*IvWKEFPq}4hhM&nZ znc&QOH$02axy`Mv&1_!l57jC3eQ>1(2_K!{fGKjlq0ZeD%Wyvd>fQyquLk1JLRd;M zVwH)Xd#tuN^&jcMv!ls+KzJmRvi#keJR6SfA)5|1R&mfrtJ&wr8(J5;J~VAC^E}2T zbf}`%N43dMo&$=p`0cBQ*H|~P9tSjDhe1HJ#|TRN&O;z5;GWM#Ppk93>J^nts>6Cr z!?P%o@lBX9ZFsed-vX;t*_fbb2KIr*Z%2-I=E|_5U5HMjugh*41d~`cld0;gap#59*m655;1Kv}tCAnc z#^m&|VOh9etjo%o%xb$nMqrMWOF9B->0YPbbfFn##^4 zN3lch2A!wZuyWkeH{A42xBo}>qe+VeET*i(HY3n^aJ;Uut5U!%B6dL{x3$v}9AXrh z7;bE$!9rrr)+@G=jh>oDE+cOu1AWxdif^EUlu$NWlk1DKVpZD#gAP?Js&B>*GZ0GB z>kZT(w$T1etMg2!#U!%L_3Np!uvS%D{)M)GjtMzne}R&7~5yJ!H^CME1P%N zk%nyFecRu)^i9LmJaisbIPB?O55sudyG@6Vd)kMV(sAGCB945>+00}%WmaGrbStG9 zo>TajFetQTv#Qh6TmEXpC$eubco=>!Xo28X7)^tGVN&t*6lc`;)3hyl5 z1S()Y37Oa2CD+-j?g zg(C{Fh4nT~XpS9>vKsM-kVGx|AUepC>om2X^f<�gIYIgQ%4TMobRduCTTqJx}aB zq#o1fd*{}2=yNHd7k#tmz?qZuj#rM}Wk-E)Xp);-oGoLz^;~nnoW8U{n0qgfR5Ba ze6!_f)Krciu*bc@P==^DES&uMDd9>J7jH&lSz^~sgWcd1AJ&}zZjgrto-6FE59&RIa21G zZmEtB6@(-;y2fQXIglz_UBFi!skCZ zclsQ8nTBNnQNA-shn*9j!_kNNq$$E<7KaG(uWW!Dl`>f*9ESwRfx1opW7VJkgMTXl z$Lc`fp+_MZF#h1YlT#aE%rbc`hMA`E4>!^2xrX06+3Sa#?B(u;cPokW%}vMf79h@~ zMSV3(S#xzy_Sat~`B5%&B4+qafIyF0dW)m)W0!o^@+G zg!aA!B-*FF0{hau%)yzEk#(qsh&hD*hZf?}M+OuL!|rjOooNC3py{)KOna={VNAa4 zOPq_MAEPl<#j)wJW(y;1PCn_SIfu0z8VWyF_6^PdE_0c>#*J> z1>u;kq9veU@(Lv9!1x>=uJ~=h3D-uv3K!?!WrNNyVWlbFN0fhn^u-^|vQ$86djssx z1^YTKmqtZ^GZ2ko60a99=07(n^)_Gi;P8 z*MYXP}yXV7bwuMU4yQT-wRpRbhmi*Ffp2S zk}RO)NjcBsOmrq$JeJ}7R&&uJ5I1Ti?aQIbcx)cMR#q9U9<8`^^s*w>UO6S7=0Z zPnS7uBxrOk>8$ipW0D3Up^H9e{6n55p6x&gZWi=d<-Kra;<<)87n+o~Z{1i6&EN8V z#p4YO>gZ+RP33!8chW=x0(faoQng-r9~9Qys@MR@HJ5f)EV>!QmZ2JBkm<|Xq_19D z1CV}L7;nhf!JJ=2D;ur6Zdf4ZH>vcrV0Ye6`2ZJ~@AWHhIChU&wofA+c-xPICCeO>WmUu$)q#Rr`>rY-bXs6^#A(zopq-aHmPjjkt4*Gb^ z1-Q-=Naf~bqGs%zI6J!Q9GE=Q%5q(mlbqH?t>Aoe7)R6R2XNotcg1z05K11T)*8L# z+S)`TbJ#9WP#H33U@6^C!fk}b(}Qlh=tmUm(1)=alD}e_O99)(KC&;P$3jM-l+OCi z0yS-~(5uXP!bl&!L@!tSn6UhKD84nLy`T2Z+goW%{Ur*^i!{HZwfRl*!OkqbZ+X;< z6wR53e^bT33DHo+0gizVgH(gm6W-mE3Mlj0PAY3HqHpBpvo5~8uc>Gs)VRqz4TZ_GA82aHgPQQ#tve&{SG ziULN4`)=arKITfkzn@;Gm)~Xm_``r?Z{$pnykF${m$U|crC`$5=p&Q5kz{`Q+Op?e z4BA+~k;BA*HC>?GfENc^^egjgV;P1bF!k6;*gbCQ>w9$LrdM&?m!3-s%IUdCnL!*o zwXk1%Ue9h@QP&k!;IKq^&i>ZPve7ACb_hlj&A-R=q3lucl{DWPSRdFu;I<+D+9d`y znpw27x5*zOzriYsOJE&eqs*`h4M9N)4`F zS;kak|37>0w&XT)ZHxX2Vn0b?QcG1*>9QQ>K~`Vfv3=>&YVQs|f<%%`7YML%DT;pD zAF@w`zr~-jzvRp@=gbR06jdb`S?nTT>{gLXBoc|7w=u_vtaBk&2)?omc5!VEXOZ&ks~o>p{93g zrtEZ}|0iV79{nDlnl)3qf-@cgs5XMm)GT%Ch}|gjKBN~KQx1ld!hmrODZlWb9on6i?}GM=kKtPquS_dA7%2 z5nu|jMUh?$AfTbhq?J0f@<6BCgcl4t$f|OMKi6x9&DtZNcX?WXemz>b!pB z%QOP30^dhtay!hQ;hiMA=1v_<8y6y#MovI*x3%|coD0Pu;pZV;2Y3Xkz^%+^q) zOK%KoKCNh}TT>6OyLNC)D?5>$D!j*a;|Pk?N$fmuWLx?JF@U9n@=j|!$OcM0RR`~- zi|5DjZ;LWEI2>3eHI{l&R*bA6iy4>W8AHGJaOhU(4`x=SVjXm14L*56Nhc z{Ep}iZMG;QI^-;=d@aqxTF`pAtsjL$ zB}{~S(4qu3G4pv^35tKoY_5Sh*OTceo3p{!XTo*6O}6UqzM_qL8*W4sZHUZ$I_qh?u2`&&vDZei<_Q)VeTlJ z5hf|TuGp;Z4o*}hDo-aHa&zzj*zcAWO`@iw<>Fd@g(a=uJs_I00A!M?7vpZ(JU~4^!?l*|i zMDB{P29!<8?VicJtSo5nvB*G!cLE$Y=pp(GZsq9rkK1A8t@|Fg^&(R`Lx;vl1PN$! z=_fU_udOVgxcVE{yx11*BUS9Wvp=wt@&7Vr{5N?v#%>+aOMDKrJ^2PBx%77D;ooZCt>JpbB&`zW9e&QK6@d(U5l6fj zFOt8M(rf6_4ZH?0-OhJ$9hWqL(rM&y)6uj+p0g+VE+Se76UJH^TK}xKSY5p`cHcbD zX{>=g@<=7kMLzoxVqvSO4@yeklJzYm5v~1eVHi#_FTu^t(}*S99ehhTXq{{)Gp3}% zK#PCU8P7A37CI=~!@XeYV830~@$EYA0yi5NWqcE(+YXqrFg%2fAe0ceDF^e$ItbY_ z`(7b6%mar<9_yhULgtMeK-!J2_b$j@gnNMxDsy5I4%RCZ@wS@Qw`!1*WWl6%>fG&A zTQWs}j6B!{IibljM-=h7;bn8)KRSxb0y$2I=xGdKo99A5p-rYt(}Lc=H`$wHlDFC1 zl!b_dxG8h7;%7H+u7SBUac6?h@RD~N5@AE6^G@3QeOdM)-!4puPI4~A3!najsm0GY^Bya@bh*h9nhY5k3($S&VIJ(}E zR<-f7NmYWtfea#jH@C(02z7n3rTLAN>-|@*4RbU$(32p0kX|b%1UVO6;szfTirvh9 z5HsNQrnJS;0a2^6k-0)BRH>e{JZK8>PT<4fGW27zj-E>_;liBbt~f}(%r8E-@T+ga zj30Owp3Io(C}W&q%orD|Ks#W+{0!g#emd^C-Py9f+R1MJDrUDA<%9iLRv!9nSs&f9 zobrrM#mMQL-%gUHxtdF7dO*J#k2Vvg77}g$~=ee zIP^7B#xCV3{ki8we?&!LRvD0hX%F9&d?tXHIDIE;1*S^y0NvfX@1)Rw6;tS&#+22# z23_ucOgzR?dvIljZ%j!hfqa{?Tvqi3Q7l$kTsvX``BOJPSJIWRb9Y%V!V_5VzNJ3YDpmveb zVwgm2k8Ux|>Yj<|QphnRR4piHxvyce+_VaQ{GC_{NT73wefsMb#PpwsWTJZ zykM!uS)MMJT85RwjVF0pT<^uY)9A?`F#3_$_5kKg zCuc0@lQZt8lpKHb+k85GYs2DlT->&z!_tv=5t%w@qxe3sRlS)m>@+YW2eOh#;(?(I zTqQQkQkq}raEIyTKZ@q6BVZ{c&nT7q0BUr7Xuc68jxd?-c2?SZH9HJGldn5o*S22l zX*Vc>fh8&w%uwkPvny5$c`&&`Yf}NaAWequ8MrKg=mf(om8>Pq3<0)4;$PM~os@0- zgS*?@om8c-UUzIRBp#I5c29N}Di2?$r?4;E>!x!~oj*Cd`|4ye=O-%hum^0#uDr0a z&1(xZw=WK;I&{0WBT_r$?3lNFI9<_ zaoXrK0Y!6WRlBT5zME9|)E%#!7ZPJ{MAHb;`wWusbi#5^nz42!);%B|)Fnog-5+<* znA^$yhnsE>|7eDG<~U#?0EVE2T(()Z;bOz85|TaDzyMrsx-fM!wvDF@*b*MO8rB`@ z3wX#TVW}?_2kAd9rN4KS1qV?gILIT3s%T#jI`D^z3IuEk3H)~S5B!Ht{Q4d$2173F zPGa6yF)^fiq>mC&=0;q@_{dKBo1t7`93YBvVAm99-$Na3CHH6-{LuW^iZ1? z%n66_SEZZ7RFxzX*n>pEUz?A);+WLGwtz3>bhM6~rB)Noyj7gKF?6`F=2b+>Qv;v_ zfTCPL5g_spcGc#f0tTvqTMwcRVKOk_h*^|t8ohdv{1u9pGi&m!7WadkyiC!7;PbHgCkJaw7_U?kD^qS(OTDh%N(_vqS~H z=%lV|P_3j{xrW-vo4Z3w@K-Dyd?B~W|mdfMYfl`75HLKcD>AJ^iTFfbCD#&8zBN+Tnd;*|#%QbK>mnMTEUw#V_%Y#0aKx8J~eAPmee9;UmWkuR*P495Q zFBup8dv}hExXVypefRwOLU?)#@ne-nvyPVye>(16b3fxNx_-eSiLVAUQ4vhqg)LFc zqC?%?>D@``{pwA}>8R7@6X=IwB~d=lT_fs}9II(8rwV^zVP|{}tjgLdUnY4F zY(dEOm$memH`3vAtqsYN(PG1$<^zq+A!Fon!X3vT%<^C~m)y!7!>~}46cm}Hp$d@d z;0_~-#NdU53~N;)eVt^NFGZ`@<+#Y@WK+(Lk&J{q6^hdCV$4*a-TVh#0!_6FT$=Y? zxV*M>A!Dky_9l>yv)=AP>jLh+#GetcxHLh#!CoZ4u>Y_wcU_=J-i0gZPq=H`{bb-5 z7Z=e__P<~s!esbvKYSFZ)@X>>k5kM;ABjJFb)qTYvp@WF{NbnX3=eZaGMex(31QU~ zw}qoRN*kY#6_-xX-bLhEmMx>fwb4zJMu8v&c8!VZ>0K9dsJ|G7JcRymorLJx#Ha@~ z$PVO?9*nv23#|15=g(v4v(1c{#sIv6T{9U#UZGj zB7K#t(@hLmINbflX*ULeZdBTiS)e+f;Mu4CNv#bR4yFvDkS)PQU}m@H1`y|+BX?RW z8AGH*7824m`2zHP&Q}VRHIo*J>p=_L1`e=tEx3$H>Z;cu>qIWk?Z^HABmaq0o#W<-K16<4%U^SMNHmNwXP)!E8_73B6UHX!Ij-P(s4)^w_FT zM|^4o9UN;f=}73T0=px(e^*q{#rGTc6wd z?x*-pUg1|UuP`zdoAJ^t$tBp!LCzOQ{>&FRlC%8ktl0M0H+x3SpGz?RVbpm@;Cw`{ zPk(1PP+CYr(Pb&60Sd>QH5@>g9U=u^RM+|;;$=Z@u`f@?#Qe}r^#r!abV?|^Tcs-^ zc5&cV*ZMY*_-z>F@4lqJMVDSNO=+=g!{L*tzIpTk2QN_sGSV(Qms%CX0S9P~?-V#_ z(I)`IoOZA?7oA*FX6V-4%P09%uoS&8k3tJ8{q{6{Izj_1Ir>ASvVT#ahSjB()ItPi z8g8azld14`px7D@n+7v1-3YxFnd{ZSk1=fGx;uj~AO38xC{crdz@CO;9gVq6aa`rV z57{L;B}L9FOoh33ZJMqgg^-S43W6qF6nF}{K%~LLqZ~@{oED<;jOhemq z0XZs3Scvkjc_)!6o#(ev_lchE+L8|V%^ajg_$#@NCz`!ihpn!GAn(m z3g856uBk;kRqg8h*xK~|FR9oa)UvV&dcPP zztHoM(`=Lv-bNo>s2n5y{x15vHt2C#NKIYmVXknm&))lA+&#UrlO6wc%#L4{#e~kf z{bW{T>?294garAS-S6q8R8En@w?p=$2N$4Sa7M^KVQ)z_V12hkxk_{Lf^oRb z&<#ZX-P7kVc;x)d2cKuhX^5wQhak<`K(iKPbutu0ZPf5ByniFl0|+CQOgCIztvWn_ zPK>EbDL4$c&FoUIE5R0<93AvfqK9ehr8lOEICDe$j0+w`9fmC=-zv8VaW@VbH0kx` zKOr2GoD+Elh9b~>CUxieqO6fG0PUVpu082nugNAejF{V1;^I%n<`ntm+(P7tjU|Y#>z1+2f!Be* zcMsCSEYx`I<*95+bwNXq>A+|f`|*@%;@@KQBk`5r_yS}{L+sH#g|okW z_LsljUk2*30%uB|YMZ#@;hCg!r?jd0Mf;gO6i(Tb!5dHWbTdlwGF^(VP}BdMsONln zD0a?|LTT+t6#^4NpC;+GT2*nVY}V)3b_FC?8YQ!f?uxV!B?mm)4qvlcXGzk=?AqIv zM?Z9m-gEjmXBtX36uT~lj#6DgEeVwsJK*B+Hx*DGqr_CI2ur?d)3B$!PL;?>oG6Op za=LFxOsm4AhJBnR7oV>7o|gFxJ#+CrJ2T?NtD7K`^&uzuf+8K@ovIF@s@NDeE_h>G@}ScU%*jejH&3WbbkKL4j1o}3b&zY+_toc>s5(0cSVj3Az!d(k|z{hQoa0B1bC~oin{gDF1nCRt=mD=Rzz^TJ!`4;WSl-U5;8Z2XaNN z15eDta?gZ}T6?-r{)J3C3q$6fzR5eBb<@Mw^VfjnMuBM#Nki7h4m6ER)eai!hK$yVo58A4NUGOu zHA55}aWYF;EKSH{AZS)r@L67#)$>m2PijTCX#@Q|m_&S_V(P-4=;G-5ztvH=5@QL5 z@lo*bs`={IOP}Dm85qa5mt+cVW`}| z+^STqG(~DDr+bIKUZZkJxT$mo`FisY;l;a!M4+H+q86!*Y3^}DZH1Fs5sb*}Vk#Q4 z@H@$3UPojxD|FeX00WG#=@w137gO&qlKfA;$dTCm*Jp0Kr)%y{4CwRdxB0}u?68?l zx)Nmuu3MwZyi6-?o$3Xg19JBgDh3TTNB4&E`iu;L;s_+BgFS_Dn2BL>ta{8Y%M(bO zpmr6fyuV0ba3|t{S%te}4zq3dp@;KO&~UG>OyI+VigleUN{2SE;11P4Fl&~s#XY?S z2DU3btalW_$-`akr}Ox?hcmt!Y76{IoG}^AyZa$K>5g8%@A)C+60~(@FRZ#h$_2n& zXO4wiH`MaIipaCdHf@?eeuQ=yN94gz?;~_XPAl*5=(qWFQVV~Ag-m{J)7p+JR=Zl1 z(3*hcm-jYY-a%26UO#Fuvyo6>~`^|oBErS=GJZPF_z~D`6 zqg=F=r9X)9lw*m(Z&;sdFnqpAnX^RbP?A+U;}TB2EJ1iX)9VUCF6*-9a2g^7axh3! z;jBMEPGJ}!!MT~CG6ch>-7?D@g~+KR=PDo4co5){EKZ7_;ZWv%Fmgo(M>wSf!L(i% zFWq{m2pzf2Ff)wC&2@DP-pHIox_G63=j_!CJ_YVk{fr^+ji(I}yG)R*vor&3%G};K zmKoe(tF`RU}CbWcR^_08E8c}lLxfw^>r=f5^)$|6jnJXuzGhFo{iAiK|2%Bnq^ z7`(TRH|@GWtH1D||2O1K%S>cXEt&Dmrd-&_%#x0Nz&)p1qN_3-S+{9fLmg{{{u*3~ zjFw)$W^;o2NDeu29OE=yIYWEU7(qIcqSr zndBMxrkR$#DpgL6E?F;y4#DIre8}9POuE)Ixp^KswLT}$>eUABJREgXn59+8+*MTq z^nzcj@EN{Ax4}((nw892noe0fmzC*r7NYZ}EkwD>>xafmHldIMZ8lgOQ90m+I|Omx zkMbU5L|9e|@wJUv)>@7u zw+?SG*kcj0h-9lf8yxZ7QV?Ugc(pY>QM}8FQJ$lr2~iDFXPk!pgu^P-4`md;;b^UG z<+q~v^YSwD&c{6$%Jh1OWC98N$WP%_aUJlZ-vn#J_NkJ&(qD84r}pInVk`VU=!=sCYx58&b=d%V* zZpCDCfPFO0Z>0Z^1<}_j0O&80zm&xy{byQ%$dRu?|GQbK2(a7qTn_MEu5~+~%lYKb zHQCmNtq}h*WAc+QX8$E}B!Af4FOs0CT%{FC+Ub-dPMr_-32U0yt)1E|J%p6bhnXX> z3p&Z#;#&JB!sn&uAEh{nLdJ1RE~gLC1rj5#qWQeS4(h2dS4K)0O6#(~yN!_0C?`tA zdI2~WST05!8*U{gyH=It!=w`S`fb8gJF~fUBM4Cs!9+8Gwmpe99h^0Dq7x97!G^Kp{`AH{gL&yXO?ZBc}iq1^ExN zrrj(~O3FN2WXzr8amr1Ej+6cX;h#80UHY&{y#a^puE?G2fZ22ccqgf*rm&YoccD)Q zf#FOk(gkoF^h_ydv1j+}XXj`2t!u5ce6%^1rRck+?n^N%Ssy|)Cj)Os?R?bOQ((JC#oVb86S?YQw$%wn08|djv+z{aQoXMk>mDp0>`J^ zc^y<(Wd~U)C01sc+M*WLQRS^Xb z?QdMX>wKk1-u1qd$}yNK4LciH`hgqrefYY+i@QfreR7#@6m{8+qRg22fA$qZndB3O zKa%+A?djH0PXbwff*dVmyRIP^voz$4CsmpCgQ?3a38l!RZwu{tiHkMc#^>n=SC3Gh zWvw?(kQ;W^`s^yuS1%L#({-{)8G6IK4&UV=G5`Ro5I6}*MYscO|)_N+j&__ z1+R+)u9~$7 zs0X5EPC!=b5wA;MvKM5&OD1bRn2tG7=QNg0s4v2c3s=m?@OsJ9E6j|H#{t}cosxm> zC>aHc?I9hd5A=fq?AEzkDqg0GmoH5V<$ zi=HRj$@bC@Uwf`5M}jS$wy=vQJQr|2mp2DNsW}hJdOu2JJkbtFX3zN%u!+58=`&WHB&aQtIv0l>+)MYWQS5>;7 z?hhV6`GoP0#J~C&l9kxvO=VY)ZkEnT%Llv5vp;qAr~V_eC&g`vbr(`vT1!FqZqyg6 zs{Dt@tGKq#qWo+DMV+UC01}}5d^rT>=#WI*s!`~vA}+Fv%S4XxojrmN?sxwCU*6XL z`(JY9fB(xD|Ni~2$>!hx!sPz_FIcgE|BG(=-~ZB_N+4=@c1d4>hVn)D(<}KC7W3k5 z`15Q0`R+DwC++mrRcr(E4LLTe{UjLN;74NpUZ43NAOB|0$j65++@aN{QnjjSIW5cL z>DS#JmG3ypJa~nuI<}EpG>{!b$+-y;y}~ci3p13l{{qVsC&6z@D<~}^Qdv>gJ?H|8 zQa@1jxL6yvOI^Tlk(Wr|E9CwlhSc;Gwuad(xlk66NUr=?l`F>C#M8z%GYb^g&#F7c z?SW2;qF|kBNRKQ^(NN2CgJ+^TWkPr%J)_9%7_PvjMW6ZVSy}b}q;Mc1un4+P+}N0I zUFmsD=*7REGj*#cgBT@&vRccej$X5#mfXscat8~8xdOvRV3TmbOWbK8x6PVzm1!8@ z#n?ZzG;zX(y*E>lC&dZ0Lp^?Zl%kp}#m@Ly3P3TuC=AtNJX=SOS@Q?@&g~68oM>oW z14?uirq;+pl{V~2^k|7Nw7Vd;vCti~Ip-;`1y@=$j(4H3jDos@_K)&!c@*J|fNFaa zr&FNjOrooqcYhr=RAsVuIzZnNjkP_UsPFZj4t zC*(nQzr6h@I4@1ka1FOx{l4$4o|hU2UX@J$2pQ`Uo#6EAk>`(JL!nah(F!OKf*vfP zC+N9*M6pv4<|-ClLCgLaKwD;;-A`Nr)y-e%63jJwB+*5HT0-2D0(UI%qdQ{f*y0>p z+&i{-^m}}QskN5d8d7dSz&X59>0s@{M;ig)Y=yZ)s*QQGjBu_OO}^O%(L_{a2n5iz z-*u8_W(|T+_^RwK|J50dm{qkCL)_g~?9?8)dOK(<>ZaX`yk}%9KG7wP#8$jJ+lt4& z*|V)U+lphg6~Y#EtF1r?xn7uD7%-PsNV@N2Iz}u!B}yDgM&a-by8u5VioUpXjPDXxVy>Ssa0_mYgJU}63gt|3PxZ*7Poti zBQdx?$JmH7O7O`U+%rn>N!i@LJr?xAGNqp_9Q7(pW`$k=VL2|DchQ?oQ`OwE$dtSl z-ZS4@EOJ?8VO+^t*lW1*tpkfO^{pHO@5j*H7VT0`!2Bk6H|>}K>BAo~_s5Hii&t(H z{I9x;h3!hyzHc8v&;pBnqY;4ZONJNJreKLMxy8^o4Y&q}{j6e6wyGXQuu58;Y=ldvMCL@9qnIn@?2?XULnYI%<<#w3g#C=W|7QIvJ zv=UzIS)Sei$fE~VxEsL<7fQjr1f0zZltIt6-^A@|rfFK{Wi|3U6JDmZ5lm`ybPjcEQ`-$0-E6Z%^7VjoMRvyVH{Y1d}(%$ zzbRe!ZFO(PgD*SG_iL$Iws~X02H%iRS_iIwhJ48`Zx&4StH71A7j* zRf5_j$=(TJCpy}}swB+GGCj;YRikAe+6#UC_3p{Tq(FbV7oTrOl3BFsE?#DDz#r^I zcgrpMS|mIn=0MMQ340!YF)A{acj55=ZLRKKIp_WW3!F}Ec3$8CXWSrd@&F6W#~0VN z&#Sz(Xy21ZUp&AfciL9ZD;%xZAM*Agj)^HK-_FZB;3j2uUfyegw^`UDsE~!wQ{7al zWi-$a3cP7h68z86H`0F-o=DDa4EG8lwARqOM^LT55+*s;I73L@`30)I1D6McvGW19$$a=LIUzn@WSt-35g^@8PhHJoP z+9Kfpy)f(3(oL^%+mo_cZ1=g*KF-}`X||@JrOLdplEex{AZ^%Ci4uK3l_JkMI@S&WWI&z z1I`7m@_);G^2#)2>K9**x_?`{_mjx4eXZSMFk#iwIe?zGb;+URi{vMSWI~h#`YDKJ zAxe{nze(QRIq&yory$mwi=n*VI^9$ImQVZrk{)6A*2xKCokH60gaG-ckm}nDICdAZ zoPEn+Xe%=Vph0+uOZHu-&=k#cB`k32ISqV=X`ZszsNO(kF`VkvuFLAW7LiX!r;Oj- zurrk8z+@jpMW|kY)3RcTrcO@NyCa&^RIUs3!*i*xT&2IZ&{oRxu@t@D%e%&FHA)oU z%P>FXH3GbEA;gj6Ax^>D@S30~>@bk~FM`;D*A3Hf1RM2ABy3hHwZhYY#;henhi1H6 zuPu#p-An)MMt1@^^pObZ3<^(SoE5og+H9`Bt(C$Y(MQVRg5$+ZRcPFEj6;;FqyFu7 zA^VlSLg*XX-HwZpmZ@l79fo((uMgZsavUq(E{f!68_(H2=gowMM1CHac4n7hcZsHy z#8$Mu+!qBaltxNd!rq>l+Rh6uK+Bth_-;VWS9k@|I$CircI3nX^ak+UF=Ie<_*pv7 zyz5819qNC_{G_-~-8h#oJ+G-1Gz)yL+DEq{u{1=Oes>x)W!zN9U!emk%zVISj-b}o zLfKKX#xb830VuzjyX5Nt5_=Qee_oH9QeyScspnBu41i5xW}cTpf)fqL#4#8Ap-U( zR!l~U>?C=kI@au<9D_A`?=|mKAAI~R`o@rrvH_Z zD769?psZP$)A6UU;gQ?Rb##h7wY~aPrQxBi`e4Q3d!H#};bW)eNggQ=R$`9JW#=OE zK8nnNR`9km^A}trVOsRA(8RdJ%iX=9POgZnjc}13#{gvMhUc+Q1EB35c4<$r&i`a5jvrZ%af|~s{{nso9Hl?Y7+$- z88?etBj7Qu(av*Lu};Y$lah7WG@>^;&FSEmn&PTlXIvDWE~*V8%;pF>r1p&`xP1NK zf~#Nb6fQ(1utP|sCqLp3a^EX0JM;IrU1-`)qUs~cOSSeH(|=q^xe+c#EuG_uQol+W zvQP#co0(WBVpww_NG_n33g!miY%27#(vy0Z*!4eNvp&0!m*tcK@RV+d+!y#?rMPpv zcqqt)kZo0!H}t)F6#G~kHrKgVkq^WZp*HuxG!t(gya)Re7#wd;MNe3Fpz=X*Hup{^ zq`i>Mh8pUz-{sHIt!z(Uo9ZE#P>C4ntenruLta6-L8M!6Y>mzPEa+Ek?Nsf!p4)Xh(m0e<@)r=6v`!CN~HwJwyVKmEYit4HbHzZ>khtIS2D1P!b92 z#`lvrZ#fpXRsCI-&{>s@N(X1@Mi50TLCa=WljB-i_sO}3r;_;Xk@5vy!ibd5A?zF> zpR6-!CD-FDO!sns)z+*xu2{Yw$2kzr!@piZ=#23Jp7shfD8a4vtf;?JKtcr#lKpHa@ z#)VR0sBHb0A;yX@4lyxj`>mk3L#W%KT!NLf5it}#27vzn@$lc(C^Je^ut);2ZQRlT z!3hvE`SV$cXGCB06%55t-sT<%JfU-^1!Fb=N1=Q;5*&#qp-#Z0_*%Q&F!{BBF!`Q4zl z^SirCJHL6g(_MMpaaYI}ST0RAW&*aou^79{BtPh7j>L6&<8%G?>n3*gT#nasIn6x( z#PUHp%MCL7I7t4HX0W1=v@I)iSwuLa`ReIs?*GO)YANsLJy7}njBjA|)suzsGLFtO zF3gXF*mdbj>&Q1wXaXxT8}!$Le%h6GLjdfgJ!`QpY3Qf$h#+nht5oOM&jQGt<;ql3 zvugM<9_Uj9a0G?cJ!;vMthBO+Q4k*3Cw*>xF#nz`ph6vAeqt63o5JrkA>XnmCA~7W z(@B_86p199>b#IT zk7x46;~g$tXB+E^3y`;|@DqwmO3(#MoTFE(P1Aj7fZWK^NvH6-*Ed(En_4$;RUw-u z!eJGiG8L`P0iN!Ui;a+wTeQ?_+~8vp;r&G^CS|Ooq7f)VR_~BLwbY-3J@N8kC%QA(oXESu|x3=y)P3=&OP+vdLjpP(E@@xIY!1DAV?~+%IOGK!$xNcd4AmF>j?Sleu!}z5yr=|08vDx%pOj@AiFnV`NISo z;L)F!t4-Gd38eYkY!uuBgI{pYQ2msKEl92e=L0ba_5d^4lM#Z0HdFqod0J>!Iz~ z82cN;4SMCIZqjLP`XNb9W<(rUwNLQlc=SozNGm}@SB1akMM#6=!-fqrmGoQB9}YY# zQD4U4@~?1LVhRr07vO*p-`n4VDgiKwm-7_3$DWbC*KEM&e6U?{7JQ>V~Jt>RUIeHQE3vJw~l59&wm$+3(%6zuM{9zv+1P z0AA&D z*YmmMz+YQoYV`*{yom;zjwL?m*A{{$Q*HtWw9U1IZ&s$KWBlLDbTZ<$^%2*>M}ZrI zy_#kLnc-UyxIFyZH(WQIP@FQOpz%c#`arn42R2u^TTZDUft1}qDojaT1VRU9 z^}55tD+sg>Q9EPqVzLW>7Lm@GF$@ujfswpIAnK?c@uOM#W2IB7ycj4X5;k%vY@O@+s+se*10NG_6JZDhI-itNl3nkyth4^m2 z!G(^*7>1~sIgyraBi{70$~JA9KYkE#HjEE;mnQ|!e)QXXV%o|dSZ&2qZqM9d#;2wO zE2PO)r_W3EK8931y4ln&+5twdRl-HV*A|lem?;mUv#i`kR-0P^l|%O7ea}8bpS|5F z$@Mmp*-lMuRyXaDc;;X5?%oh)PTUT@92+ULA~+CA^?nnnz0RZ5R? zjI_l*jPOqwJ^6-ycqEqh%EJ~5Go>Jz+@6PoFCDYBePEyd2yN{t1)&OAgoYC+CHjcO zmoJm~>Xg&e2R77y=f+n-X#p9P4P~Jzyvps&j2sD9=CL}6!zREN@=pWXDMz*BLT0Rj zsfklJGPmQ_Wh-nkpfh$EaE8yI6?|eUuzx{C=pUuF;Y{f6dPp3ZdF>`BSfLAaAdBB{ z&@N+1Er)npaF61A2##*b8STg~Qg=kVTfEdz=N@BOECx@S%(Y?hRiU56+3XSexsXW* z%9C-7{mYCn1O9*Xv?<4_l9c`)U_QD~&7Cxo9-qOO>0n@bu?Xl(?jn;=-4nUde{LA; z>6m%ez9s9HXBBtryL7zUh=mp;qHYoW(LtZ*G%uN}o29{+wSUbxu8|;Lo3QlEZH{aX zhz77U*sIA3YGGTuKVfR!>2>#OOaN8QQ`V(x%)DZ+xe_pATisZ?pD}X)GdCoER7mz? z9FEDfZAw;VWeP$jHa@_Tk>TK*K@Elz_?+~?^Aji^^rq5$K;}J7#;=o=DbieC_S91e zNG)g7O$sTzZenv#12WK$miJqxic+~Se*xc%m-3Os4@eFVcRgmL2VD$YT7q-{>@`kk%l*@_;q z6+LwEg>h&$^Ja6Bw`RO1>t&oq6B(ftR%u^G(#EuJkye{4;MdYb*$={$(IYaAw+Q?k zA`f7Wk38<}PHu;{5w}BSgp8%x3$epbe)J1`$I>wgX-IfMs@{EjUxSo7L&V^gd%Y$3XD1Kx>KWsYk+e@>Y zfJWl5h zhd%p-{*Ers|L1=I#{fTR9fYjt^FNV8MSo;e%1Vurt!aC{tx%z$1-o1h5iMf zcm7b6fBXYILI1D+75z)JvtC}lbPE>G{rk#h_|G~0KaD8!d-eW}o8s`_|Eu%cMh2_= zpm6LE&Fns}820$U^Zc(cl><-cmJOy8 z`meC6k21TL7vq<&k7~WXA}5P74PS(<5HAH{(~wb-3}OLEi9q7wy&6`1R%SE!ujR ze(6XS?e(ki>o-TWXx~HNgR!<|5cP2^3-@+>bzHkm7p^L&M|`qfy&7K~*M9qBn$O0= zf{w?sW^c!Djw>|aH7l#>@vhmMi}9OxN4I7<^A0i^1TDBnynOG+Z;$UamF26OvOVIZ zd;50${>YXNdDi1yu=j7rN0#~c*&5z!dtNg)nFqPu!NGKz_&-SsK6p|%s-|Xf*O}zk zttcxjO(mUzNa32#D^ppph}TTTUqP@+nZT#%N=p2edCZeVnmLC165zT*`m>fJ8U64S_3GY=0^$kDgyOE%@YsF0>l%L?`0+xY*7>drd}Vc))u>&|HC z8*?wvF>Yvc@D!LSt_P{0Mx^5o*H9T97hq}vGC)I7E;Npc@T7Hk2A;JSk;gefl`2M{kH#k~CWOdSRDK5#y!kVv3$l$5=6Btmqei0=_4ynG3WM z)j(7AT7Eu&d}E7|oV9wj5A++FGF`UWbecf5`)4MSzYtsMakY?T)Cp$W8h86&xxbXG zk2NmJCRsVnEm<0{qjNVg<8DOeTf0?-8)dwusl|LWX+_avH9}m7-?fcbH;x{FlGiwH zJ6LRdv|#9Rm+o@ddap_53Tu{n}gIlI) z))--w6!b0D7mTOQgGbZXHmJ1N@M5}OLt!)(>oi(b1kCdAI#niCCz>uYO9jKyo0I%RZj72oDV zLOax~a+yCxdWe($-Hv`!BRr`ab9zbKC1MwXL2 z&%PXQ8U09H?higsbM9|{avt|7ndb-+sTj-DauF^CS@M{w&FlA1uJDHF+R)&Sr)W7``m!g@oKl0in)m%O(5FkCN6wg zZDFtHe1J$783?8v4Q=d)i1I!E>RqUGt7S~1tKvD%ga%d{*i28J`$O|}q`BI%#~ox$ zm&=lFF16xWbMMTTtFw)tLn#mgCBi)_)?3w9;7&Dp9s^{z`=9BFkpEgr$ z3wJTU_*j@P9#rsjH>eZPf4e5w^fTQ*Xc^}CalUzxh~OpuBJ z7T=RRZ0S92J-Y65Qc{Wdao*Wkez#NA{AIpG^1WQ*=v?Mg zq;WWf{0y3$Pp>4Jmq_wDbRP7Q>Ewc|bOOHdBWG(O|3i<}I?;1A5v8b?u~gJ3p&crJ zKqpu--Oyt~8}*QORIk1X7ssm$<3Vc?P&F8w7gv`{vjDekFTY1`9YQOS4Rv z!$>Mo=}l=f=YV3ehhdb!3ex}N*3a#kXdrWe+VGq8T+6~}9_8o8>xyV4g`153gN$JaODHSO3yl+-h=H!8h4*WjysULb)#Z3Go6TID)gNrSU2T4Aa6XF~rv6 z)4C5|I4=A!;iUq*q^>(k%6dwHmXum+ZnQvA?-45BUB>6GAg7lc8D3%D+3ad#`R?vR z?N%7O?D$aj#?JQTJn`5^;xz>b^2sF{Pr+q6xm2Sj8Xeo!t8;qs@zRUi0Xs5X&hz1% z6&w!n=8zkqZ{1x)D^{E8Nj16O+&YCgQ|TZ^Hs~eYCyg{@Xm;xEyo+^r%9R|ziJ8dCZ*a^icc9sCAUD3Dt7egwTu5x2*3t~P_aRB*2ABo9JbuVRfA{8|~ zD2f&N=H<3vH|xjJ>Ol?TmdW|nA4IEMRG5OgSlJnS!7CQRK}g(>nIoC3^b#hR{-5Er z$)8PT+hvRn54chufS-xOqqYov@z0P4AH^6J{E;m>CBRm+TgQp;9o(G8T7$0eb4%R>xpx#+pxh*vZ?vVUGoHwA z6eamMg_+q#{FZ5XL++5|?~x9P;kk!#1&>aS>fKJMi+68gBUntEHm&xO=>OyfKN9nI zQ8%YbHZm!Twmu0vc#=)y926$C&2bbiZB>;gp+t4ao|RpKjK1?!z;6y>*Kc1zL?1z4 zOSNlK(_S+@NOycBK@?BN@)+oAoVB?Q%I1}M^&KqX7h7j!5%1Oh&7+8zfeJP_$SW{} zwZxiX5(;-xNVsMnU{V~y7=1rxDQ)VaJ*|!a=drqdz@r%DdB2!^Cz05@h)ArSmK8HY zjH`4%mfc+-`6)dX>mEugXD*nhXVxz+Ps*-8`fWb3_!btNPhi+HG~Cd^Si{!9(ug); zTd~DnvZkXN=5A>FcMWG$o^B69)M6(hZqr2PnolI}<-o*D_m|qFe2m*QRAr z2oFT0&KO6_+;qR$QC$Lp7}!qhoVP($*D19njUX)f44((?y*;t{p#L=E=_a1Yq>+6^E{w{>fgO0>r4~!>{ZV4&qTQ<9LT!-D9ua zk7Zrc(s6~TO6F+=6!~$j-VQm=$6mcZxE7vKl9wpt&B&%$iY6zP-T#7|bT4iW6wq<4 z?8Uy#i<`%T-09$8I?exD??q>cbG(eSs%tI~`#P_hImbce`icXQi-TIX9HROhsjFxM z8;$?uT<7I$ZfZCL#D2JHt-WrXkgdBN1hpwBm~|QZ3vG7j_@5zz--+B~c)5-uaBwWo z+EiUeaQOn5q@+9$jX%;>b3}^U^8jA0-(()s3vhnGO)lJ*YXGOe*1ajF359sJC|g*R z2{O-4xrCYIXQH1nv-KfZz){cv4-r<}(=?}1+1o(|J=P$1U}W#&)?hPI>P-a(xYEk3 z!^+@O`&l{aEQ(MzaS4aJMBF9tumey5Pw(#O`JGJA?;oJNvbz!?!UBzsaNIm7L*|O>)`$uMxM=H&x4A z9gK0RQbrE}<_sWEFX4aX6aLa5`LiuHWHnZ~okGtgGl4sg6U4Ur8|IaMtUErVPp({^H~-s>pJBDb7)_X9t>eLvpii zo@a1PgWCZA6mYz$x94Gz{bH7?D;kDpR#E2`fUycPI^}fQt}MeQ&@!i2Rt72c+^+l* zayce=j`}EN^31`bZI<1cV^I}ousv&`RcMB`h~CQ~nhKfO{LRZGOE*HUE($Kt$y>Hy zNFtZ)3N5}Ux3Mbf6wH|wejppy?@I1|5M-x-8U-O5{lz)deK3adN?LK$U3aT{qOvyh zWtI6r;apbXBDZWo%OBc`oUh87n{<+I0FAx7 zn8>@GMDOok#xA58tMAXmnfq}gP4Yu@jU#a-1Ag<=Fdrx3NuD0!V`Yo!LgL|ks{Wof zYOE?-TnmHVEb#;yg7kR$PTirXF}~}iTf~{@rdNh3CmkICSPNkl_1m4SnGQ5){9lBB z-*N#VUYIY)jF2^9g9JjLyoIg3vtfC^lN9;=MaQr#_XQo4p^wCj1n8j6^R_;QbMgl7jlKKg7S# z{f;nkj<`vvh9!9&g(}=(HhZsf+oz?X@y(@OUT!@^3T@pdzFHT~>|;>OS&%z5`e7rhZ*#OBSf z-9D%@e)CaPn7U`?#7t>TX#(ri)nhv)bbpxLy|?H6PR8x`F;y05^!DYT^Uz1)pa;I~ zbD!?h^U(iRkX5tfb3FQO9+rRu-bS*rM!d(FrGt4|GV$fwR^}9PI$S;3ztQ+Rr*I^h z#*0oTcFp=zQ%2kg7`n8m*QOHv6sFu-rflo&a%nP~l3Clt z9-b-CGg3!E2+zM`|G@ZQxS=`pmf@zMIar~Ds`W>c7MgWro2WN+09(IRKXdDu3dbkn ztxT29#pAy*>;njU1~*F8olYs?^|Z5|jb@&)%u?i2!Ht#B!%+ULt{O9jq#b*E4mK+yT?Z@!z;74Nm&jMvfaIpnWFW&uTIa+ z*Iu1U*|rxp%g9tw(71tA=}aM9nQ63-b{qBEXQuGDg$}C4fr_KZG}Nusmtf;Gao?3p zUnrkDI&Jiuz|>jD-?}V^l1V6ZR^5wRMmQV~S1{x;b{N>{6nA1pS&jUJhCRNzt-(KU zkXo@zU0xjH$y5k9>Fcw+T=PS)n$oe6&M;6vYe=CSBn1|{AS5-=HEBCr#AkuvC6Vjt z9KrBS-E>aiEXpmbKcwyAfH-mTbK%IYW<$Md^4$Sc?6>fsQ&rq}t!Q7luZ=u(#+1-3;) z#J>Ly2BIMcyU$PGb+BJY4)!8l8A&_u#l;T8ABmIw{_JEw{>`4DR1fN7{{zVQsja5D z+47k$Mpqr5+1KPK^cQe1r#iU)qP<1iuGiCdt8Wn!KAcEVS|fnrCFde36TOB+O<;=M za+l!&ftZ$mrVfyn=zDaz$mHZuK?1=apEl;#HqEtcS_OVLatTd8*B80dY3S=vpC5^| zG-{jV9Tu9_VlEv&px>e;*Y{be2}d&Dhj_9SH-Ip3Zd^T6+_FdpaKyxOPT`jCIY+UQ zZ>4rUyDWy{S$L|{9-`&%?^x0~%G>bAEnR$Cb21g^ZTha_4muyJ*Exk8PthU8<)B13 z^0}cwD%QE37hEsL!pAAkky0VaBMIOLPK3&0v)7@c0e0!Kp7piWV5`GPw5rOPomv{) z8WaQzPxr^d&f3^1LPG8~bp9S>9umiK^*@ZfQGO>6K^J27Tx8NTw;U}Oc~C+{=u?;# zO|4a0=1zfGMxr6~+>@KFyO0LyqS(;xp+(G6AW+y~N~RoQU;f{6L+-shP;e9-5?<$0 zkduF;e|}@9W@}<0nr4Oa#=q<;FpV#b+{RLEOdi0ad!j2zD{9A3_*d3szHF~o;)WfX zf1C4*59y_qDt*0-Miu67^BLXQjv0E2j50FX;C36B@r&d`%~EZFAv^wgh+iv{wNtb8 z`|UYsr9*yoU6j*n+Hq}xgKlce_7E}t-^1I@dtYTd^emrwb!+5L_=fnX8_`*g_Z?zi zTnwn`qp44UxVM2GGQDRvHsc&es#Sk)H*7#4<#dLot8^l#ZB}v?q#S-x06;*~6tX17 z?GHNjpUq+n3cX3!h_V4a2*8`@>U*}~h@D4XuUQFb zr;|8j!&{+i%(`tv>r}N!ak;%wR(5U+ZzI@;gtvvWcE!%PqRXN;8OyeWZHTOfx6R44 zt$0GEwk}rj*QC=?$O()MU#2x|?~(f0CBOIn{Z%LR(d?_TC_^7f%HvG^|CG}mr=@JC z8IS40vP|rfjM>vqP8_(+|3gx@T(rx}mTUsOrg&3}k}=pTI-_ST{4I-ifBeZ*?W$3~ zG?mlb2b1I!Au8#%0estmr8Cgy;-v`5Lf@{1&0`=+S5G!oQ_*4k{fJD2ZCWYEb)~cR$-ULsSCNDu+ zCf>WOFlVMzEDnXYHo!xs{Bz|Wf zeLI|sW#@j;yS~$h0hxb@nI$Le1#qU=xejEkrY5irlKoNbLltj`^dH&&ls=2_nQUiU zX@Y|@iD~k?D^1=vW%A+UND(+}RkeYMArqCI&kbiyoF<_wM)9dul+L!oPyKD3S$DVZ zJ2epBzwO)iaXA~4^V=-;XXx>8zr!WY7XPs={^_V3pJYx%$a7X{HC=EvTWkKxVa*aq z4G!3KWgCjz5oFpyp@gSp6(3y>=|e(??Q$u$X~t(_Y#QsfVzV7XdUvHyMhTsW1s@k+ zpH6;v8Jov#e8`<`$4;HS_wPEkBhO8q&i7?Dbo3*!7(d52K~!DH)mT0HYjZXk4|}gC z*P26aXp@_!G_0bxNS76)4|0>v9Q!W0*%QS3zqTp3LdaL2&7Qu!xKPWmf5U)k{kkkO z!TJrYc1XjNIY&Go+FVXrr)yY*I{Zo?d&8t|olt zqiC1=n--hr`zsxGjWd(35CclOt-L4z&ps`BNNT#+RBu%y*8x+En&cHZ3zAcNcA33< zK1wbw!e3tTUvT3WZ^K_-(_imyb$1bjU%Y%7Glbh5@b|sgTN(OD3~c~)c@Dg1m2KMe z2%2@yCilVa^75oInU8*(Pd*vB9Um4YItH{^U}8Mcf#w`Rju5jyrpe_Op;`_E7Ng=j z0I&~nZyFjG1ZzY?*vc@ptcJ{tpoSbJkzFp^!U(cE#&9WfR3H)udx%MArode=n`3`q z;OX5V<)AqNbdv6VM5N@2OgcINca$WO@SphL3L7xLJ%Xm+(R_mGjW^5sf;GIp{wsmqt70 z9F&DjO+kMx9NO4&3y{hnaTiOPTwICuo3<0xJe6xj+M2K^Wz#WvY@&v_sN+G@jD z&Gs^JTW9#Xqr-MOr6HM}<_$Ns)iGT40C1cK7xL( z-$qf}I!Kmr6A1ge^9eH#Q}G+4K|(uOr#W)A2Y4($25NAcn?4gS$t%-Dqb}4FZKKn} zJ*x#CA^)z=j}tby&yFhyFRHK5+t$ng9@A7~d2JDI1B~Q*6#YWkI=;MvFGP_0|D4h~ zdW@N^r=}|EE{!~P$J)&oIp4Fk+^_w zPgI!Z^1($uj?e`>rOE+2fOP@dJhD(z?r-|F1!AWGqe0!ygzTb`=4Vz@&F##LxgmO5 zt~RbVnYFC)h+y2ELBAKb1tJL}&}frmQa}}Anp@^ps3T9n_i=X!Q-Vx~l90r)c9`|= z1-9$7*Feyz%tC=sNOjr}^WT`NJ7tNneDi zww)?jw9B+8ZRWk)j;rcCBuSbio;C-xk!2(nDvoQoN{^IsMTX5XF#`*|VLu2>h*W-< ztEA#B7nen(B$7rw>7~;TZ<95GoMH1`V z4b#tLEtfLO+TBIWITY#d^yF&1XTgq<)7~9m{PEq8O;}QTo2A#j<0A#~r9;(&ysyBw zU(w-}8<&yRvR7J>-775^tA2|Rn1;;s6 z#vVQUfc#Th(S?cx>Ng#88I#sn9(9s7iUtWY&Ka4)Wj=+v(7bcnB8AX@0%9VJ1&p8} zKa-`4Xsrvd*hIB2c(uM~PmWj_lKGGdZiob=mi9YCPRwWJUJb2(2V{!vJ~YXcW+7my z%nEcywo%pRG$#jo$?-y-PD(l;=?EDqqK8G>>3%2j0N}M(L3I6s%>gSPhj+#=Lp|_B z5C%)F6T7`CSM>lVP@{cm(Rg4L;;*uy;;ERtsTsUP1~%UuW_fq$G&2F2@K)qP9(5BP zk#!VaW-b;BLvSy&-bqk&zDIDei&mdLj(PQSWA+0|!oWuoQiQBBMT`qtR-Dj}?tPpS z%MW#z?@uwY>}8W#M5j(!X9X3u6(A|%|HBQl(`$1A-5rNS>-v+rW}InodX#qEwLjK5 zbLYKCegdNCDtq^Pfd`e~dH`i18LuTQMMQqoQ_=L7;^ZPby)TlF9fcdR+X@bl1m(_> zD;pQ@Jj3MIQ;|KR{gO%dW|ws-n%gt-=1K-ZMSOT+y0_qX9(3{9k}>y$OJH`>j*d?f z#HG-i+`5TTPYZKc`%_uk;@gZcSsr36u07jO#J!C7a`}(SrIvNY53pPQ#%#2`$RxlAgvEqB0*>Q6>Er(8V1Ii& zC6~njPYDAh)4=~q5B+i{MF}}#_wZtOao5wwue)AsGp;FA*-wrf!zZ6G{E>LHK^&3} zs1xg6J_V2V;_9SbTGo7$-m{rmYi5A{z6O)l)Awa>;h;a1gZsBZPiIyc^G`_vai%C^ zmqqw&g}Tk*0ih$FOgFh@Y@U{HUw6TR_d*FGZv?6^_L)t3WAjZ?PHJ-Qj8e^;&mt-| z%Tv*Rl0+YV!ze&<;11$&{2Zue<2lg0rznlMWKW$_REEs=2<&y*!3~;LI|WBJtqc}f zjdWD2=0&RqNYs3;eg=c1DSG^rlcMl5VLK&tDdgTjEsnell5*&M15xz~xzR3x-e0%K z@x0R1ssaJtLDFr}LiBHEkXg><>8Ig!61O;Y(q$dzI9`YdY;Y^D;0}y|NGH@LzVzLj z3&pqD<@&_rwdBR`$LA^6N9XLEm3p42yK`FI4eIW|t>GTB67>D2pjr9Ij*W<&FhCCm zG8IEDv#9OoC`ZtvU19gec`yKc4)NG(*B_e^wja*B5doI2?GVMm+mcUrqHcN6rTI{V z$;gcess9RhVYxJZ182*6F}h@YnXC-O{8CB%@R7~!um@3ZH9P`N==&Yn!Em;Gv={NkeGuI}X2{pf)_u(qKk#G`CetCn5h&E*tDW8qaLu`COt?OyHN)eHX9l=R zS|28n_~DBQ&gNR~oVBb89sZJ%1b?8x&JPn&-utIpL1QE0t~FS(2A zmp+cUeplo+kLiNr43f8daVv2NzNc?+i6ika|6-<9xlExub!Mx0YR=^;VNM_YHlG+< z1#1zq(m1fWHyx34UvGTbDWP?=5*>39O?r}ZCd(U)uC7q&q!XD>-{Jahfr$+s^Sc;d z>EoF475Z3X_y}WG1JCRIob(XtVo&6QT;)g(`+x?D^xMyr2~Y0aKQo#?on!yd9i(%o zy%=GI5u8+JVG02h2rU3K5=#II1p3a$9mDHy>+ifS%5`os?F3ENKpkkn%1|Kvv4z;_ z(gtw_V01gOuE4EBrOp<>q>tPW5joERHbphX7Qm>>371X)QZGze(SWXzQgOVnH>Rp% zN_8~98SUoSNXwt8rUoOkFwTwffAAC$xZ4%t&@9~u&(adaN1W+ks)Q21saxrFkuC)J zn}|OubMY*_p-W)-=pIHcZuuY zer2_)zd&l9I(1U%MNf-*tv!Xmw&?SQ(SmJ5!C#{-8C4SRjpf*i1w)o(@fJ@1*lE^F zm=%-7qOe_iNnsgmtvFIm>T^2Thi;L%Lk|o1Ey&^>qNisVn&HU@>g)I(q_8oA$@WXv zSuyw`wa6;FUiWJVxYE7hA;#{2+-os!Q`RY#FM_`bPe-VhS`byxP?O4<8LQi^8arhm zY-LskZLc>bN({>!Y@G;)Qz0H!o7akwEumTq2t!3r5&2Nv3N~g##`EUQWx1h|yMw0X zys-b&CYzLzx8!3jH=Xc1Rt9&7h@PNv+2%5`^vRB7r8s?!fVL45OIulPHftSAfZUhc zanfNXtLmMxQ7nfXyOkTJSO}?w1-ckPUsdB26O@R$`2c4u9ZHi{!`GX(%B1h*aozVzS(^o>`AbIwx16X@}@8O(D_)R)V%+jC8 zG3gwKSD{@8CW_BE7wy;Rwr7ut^8;dNU@_)aYl&t#keTRaAY41PNWCjS&7!vId#)uu zhu7eI12;*rB4R#n0oDz~`yZf4Y}ju2cQq{8nm*!^vv2WFrnZ{4OXT^d z=8(KqB3}z%U<-;V1Xi4j;Z*|2b4?5V%t`vvdZ5ov@+s`l$Tyx#Pgq%z`Ab1st>f`R z+{Od;*UGzeir?)0dd*ar?s?%qaWm+S#>KX0zvF5nzBN2I+FsgNKLL#vy6kDNg`jv> zZB@6NBANxFtV57j$vqC`kvL~0JEkGexAsH;69XcL9f_mJ_YZ!UDR^vMRJugFsu;~o zFI;W%8{=|iH|l6f3eKm;fR85kkUw_|NFE{ib(PH(00X(_>jU-vr@B)Ep+pB49ioP< z(*s;(UOl5;q<}4_{54u(7X--NZ(OdlD1FysbTH9TkhexW*Mp$1JMEHzbWR_tYq)<* zxmttb<$S+NwOIPf_E$OAY(@7w4}&@A@+Ua_`Q;!%13uMMi;xe(=RSM#^~CN#RuP$ zF}fz#lE*(Aqq8wOcLnds9@R)ha1;Wbj1ok>XlInaGF+fp+qt9l;O}w5oa;@D$vah> zb-+Ydx9xRH8Dyy0w?j%pkFeIlP84ffP(8l<}<|3OA{lUzv_58tj*5O5r*!I+QtkYm$U7q|X^04>XQ zmV@VyIS$EKI@a@^;)>9-xH^(CQP;F;rlE7B({jOmCUL8*wmLlf5on;*-8i@9GBk>u| zJR*;Nvj-?;IjM@%DrIRnyD0NbQg4=%@(9q~Pu>%dT8i|rg6M*eJx-^SU2o9oK-Pe* z_$Ha<$TW-Dl5iF+iB<|f+^?t>cH5x;5HKKf7S67c!nAbXLh4}I-b@?S`B(-~7JAom zJH_{BG=pam4C#4iRC8lxsEyMNnSt%t){6re`P;a;LeAbZD>Kn-!8C(i>Ol8Rw(6w- zpW@a<*6fIye!I|@Zrg9SZUAqLbw4}poe?$30}_%9^idA6k#u!uBz2ox^B@p%8 zp4nS>&2#)We!}3_hIYunZ?Gqx?`qTRO@ZmeQ&8toWFq68Hi_J8FZUUG}rsLNCldOt6;S8c)W@^Wda=dv-w zhGw5y8@+KyOVJI6vW4uwllBV9mHP^>kTbB&x{O@IT75%uWbWY`?q(Ujh*^f|4M*8> zJk85?Kdpg!1=_%Lg(L9`&pEsju7OnvSi>1P2cg z4`)`s!@8Ee%3-}?q%(l>22l1eg}AEv6moWZS+>bxR9edw==% z6kNSxsd$>fq*@rJ;_Th$3>@iDD?#CYj_U#jfKN4r? zwO1!TgRGvWJ9Ki0-@2SNbnu{sON17k)X%!CuDSRFv<8IEb5ZX_@d+kZlxCe0EWfJd zMZ}Cw zj)HsdokFjOf-(ogMjtjC=emVq=M2-Tt%Qf+Q`zYZ)2vh3=5Cv$Nsg=4kqGTj?W*TUBTkS-n6|L>$w)VO~i@lrU_2Ny>V%OJpKb0*v_|aMG zbaKvIoK5v_-Bf2bU6%CTvp!NRy6jAMfNFw6v|XNX`r>Ug$&R_#5i~K z?W78FPHVA1FOuQ*pQs`QN*KDdgGkYR7G>f3ZYO!0%}rTwVa}nJweL7j>qWpY-@~x% zW|h5o+c7NFa$L^FH-=t$%x_N?23_B?*PfbnxA?Bj<{#I!`MRRJGjGUbUn$>JMim8h5d6E1H8<`UC zXxHdqUwU>5pJXI6Q>K*)+j!e0zX*BCXWeje^zx;G2_~jMzBYXIxgbW7lT;+`o$}5@ ziRQEqv%JjS_`A`PF_W0M{veaixFZbV>6Jr5A1X;7(9IA>ZkS3Y-h3fP9Te$gPpqmk zYp2@aWLU*oAOv*>-*J4{fuH!6FYoa>zDPbyZDyw;Eh)N!UfP=XPk$#eS&+ow{Y@#G z;(|6sN`oFP?p9Xm)xB29gXHfh{?{?7Cd(CE1EA5BPQoO$eu2*iwH9v^o$LrH=u>@3k2Tz{zU}4K8Nm$ITi|Pz zehkR%2Uf0p$c^#(UK`_&U@+y}i@ZYI#=rXw8h&kXmPT>Jk-t4x@r;oJFK81nWK(E8DjB#@2T019NN8+rgo5cr$}*$2AISEmH`VystP z&}qvUTr!dKR=h{2ED4$;oMsD}%ZASOiB!%U2~xdgl(Rk6-qCk_av!L~sV6Oy4YrjK z#p9K{fphrGF{EAbPt|feUzO^z;m#$g*bA zuiAqrMV>Dmk<}6ei5*xHhjbFIDcht!=Hv2uCcTwHA`1N%6b4gnmsJS4=`95;GW$M& zM3;rAihZcB9Y=fcGfEa6Lpjrc3{!Ai@-MRMvWN)9N0@fW{Ne7qw5A#TyhP6?za{15 z#+GeO3yZsDE_NqJ8I(Hrzeggfsjp}fg+?2*nAXGVitUk^dRp0u>@s|7g8is?IqmJ} zJWzDb_6HJD&4TPzYrMk+THmVI!rXMm@jD&ApBNA4Q%;q7QC3d6IF>=>r{Mc>>sDg3 z8M$+u^l`-g5Hv{ZYq_(mJT$E?8ini(Vo612MZ`fGARyO3K`JdmB|CCz(>$z&itKi~ zzrX7P4TK)n9UnY!np_wBR~AFUCSIo%En#ikqm|C&iJ8w+l=h+XYarm~RCe7=eO-RZ znXOq_#gr)K^NOCUmTCO7eJNjPY7e4OtKI7`U&SUw_Oy%Af)`w);80KMZ=-v-&%4C} zE@H8OwwRc7xgXz|hdvU=`Himtom&6wDY(tTr1D1L>A5YAKv3wQ9TRkR6m)_!@IFuL z(*+hBu1bW%jhR?0pa{TZ!MRUg&|$R~BwYBUU!;zHP3eBtHY5A!w=9x1*th+Rlv6UY zg?YfL%$sfg4b6~Ea!|@=q5roEy79NMYj{Ssp|q}ys~))y-VtX9vVygBxolAWlgGK? z#8{f$0LLlG;m2qea9)z{fPqvHKMQ*BvVe$U6mJl|Di`-ZG0rs`*Zr;LO^%Z__nO(a5&pu9)X5yfczxc{kJsFRq zPtT3{ z5LRq(?)(^F$0eb-qtmp}bXkU1lF7fKcGY^v%F?BZlHFXunq(4(6`kRNCTJ+oPD8!} z3wzrlG#5+CEA1%Jq`T6mLoUkYZWjE@m<69{FZbf0@W@Bvp1eKXHjf7nMvu@xIk`5E zrKzTEwHYO=MOpvkrE|kxAlWk%8Tse%~Gn$seW@rH~>$^ zEyE)SA)o3m#@g&0v-*&Es(G8ws4tnl_ICI106~yY58eN}kAbVb)v#)WlbI%8ee{O_`VKh~Cxl`O5#qziNwr(aqcOaO^* zDkYEd_mrHVhSB0NA2vSBV7JoL==kk3qw$qqR5>%RTrr1q|vZIA~7GA}~$4 zKdURn81QJpKKKO#3p;pnxqeLHwmP68` z2dx>6)9Hh%49pZ&EqH^eMla-oS(Rm(o5r5oX_dw=y&TXIIn~$95)qPUc=aQ zPq;sE96ZkI8g^6RNd4wyjDNO=b;yYP!L&G~lEU|7?tVhdiD2v?f`Ofl=-J(~Zz5<9 z3{E{g`}lC+uTieBgAM4Gdjp8*+K9viAshU3`Z%MFT_=eD;Nk;(c!UdTEX3JO) z|M@{dJ7Bi9C-Rj&g9+ma;$%$RbKCo}PdsDsk`z!VauEqhufGy9oWRys*Yc?xbGyDH z`wC<=2o&DUl_NXD*h1Z^V}|=atvIYv(lvSES&=hMFLm68H(WB0g>`oYTE%q(jXRC; zQv-OEZ;^p|l=2c5nsUKCn}Mr!9N(V3DJ@Bnc6Ar~wdQZ_wrN?zg?R?!(Q7;PGWWt}8)=Z7tnVc#?>)*A2SV__i?|yo`dl@>`w&Qhz#ut!Tz=`UY)wQs(y zQ%~)|SMWyuzrtv`nllL?r7bHQvQ_00mr@wZ5%d^-=Aq^eo;3vTuQdTM z%vIQeltOA4g|o<6BnY9-8&eM~^4!d@ByLy?;O15W^8LbOC(0b6rPfcV$(>sLdk5Mj zq2cfEJh=k{L4n*$+v=ijrEu5rJZ+q=&ky!!xs_|X6)JdTbH{g?equTH=daQbg1~7n z>(vUwRBG4u;LTc!-q&1n;<1t}MXH*{AgIVqS_kwZ{5EpUZn_S)JpKDWb?ft8pQNA# z{mF5+KMp4S83_b5$Sp*WYpo$KC#{>uLyjY|(eqfjh7NQ$?#OsHw1BIa_uS>!RiGeO{2Iv3W&$?2WyqhmbPgPzfEH30vf8*( zwJzgtA&Fe|wbQ)WW$S3wRB~x{ACm6875LUqrnGtc@@eH2$yfA>(fPHR zp&gRE(gW%9dwgu&y?1+8v;3^+a|Djc1u{(erRQ_I0CYiw{IZJ3DKD5dH10uv{A0iW z{=0`^8HXYw9~4C*NiShhCVG(o2t0QxRlr2+oa0w$9*3T1ZCB~S*-W|XKdFbDb!6ar zO^>|L)qcJ)Lk{c1VO}e(+$heVn7BQMqC+Ej!+|S#K<$1L+q!i)RSy)<(bDr``EDf4 z6H{^KOo-`dj<8?o-z%xmQ65~E(~@^8w51z>5NPV2*DrD4*j2#OO1$Z}9d!KmreA00YdXGa_EPxz&OLi1TK)MwtNXDhyWi5+&qtddeU6`4 zQEOE9XXMRL3CL+depv}ffJ$x`&3r?USekm#6LNjaurgzkGl2M=OTtb(30YuYolhU| zIsxKs+Q3rB*g3}aw~oV%p&k~ndzG9zNNn0owQr;vv*VGmn5{=JKv}WA5C^J)SYHSi z8TWIQ7Vk7!`dgTd|Dy}sak!l|?Lg7GEV$9w(`!#GL2CQrWU7h~ht+G+0o z;~qQB2P5R?Ia`DN_AC9qUDfnTg!^EXEdT4@9`}F$p6nO;CBvG3spxN951T9Z6BBsw zA752@SCsBI`1{}&W%b=xw8G)1zeYdtupawD+%JY>|F$t1{yC@r(i3HTr{^!ceYM}; ze=!(CD}!pn;9!vfjxJMZn@)#s`46S?zdtuOS$EJ`WFxrY{FeIP=X$mik<8ZP@kKwP z1CQ$mg9?gK4e71p#ePXrb5sNSX*NsVu@)KEu*w@p^+kV4jxxlbNew6%eq30TZ>r=z z-uj)~kLDv8&EwM(G6}|e%wJkt0m`a<+m=zS-njPiel#ENIsdC}R>Aro+sZvYAJ>SU zot!=y)rd}?o}4`$)rii{$9>-4YNVZ&?GO+j)ymO%e=@Gq_2lWv({YXH>C=<*agFHw z>A27PUyWWeFTlpWvqwGc_h;+ov-NyjBYHma)Bc*fVbs^8f$mTH{b~P{PWv}1w}UAC zs8)~8{P~u}JH`pS!52HikjCY#ZW+y;oOM5nJDKO_{4lp0_>bhG{#3f`&r*0?lMmT` z)*kKf*_*quDpT=>P0#3SfN!AyOR%=K)NTiK)#j{$l~lat(juC~o8Rv9BX;2PiAnmfK>Saa(pYdhc2RrU(&>U{4$%_cA_a<5=qJ z!Y*Sv_q@y%LvldmHm<0&|Q&;pL&T7CGDN|cfF&P*o+an^QBOLzJjMH zP!SJ_0%Nn2sf)wMUH$2!A0V za-FR;tu?dZ1(J^?r)S{R$U%&kD=vHQM<9Sy;6HJPl5_s?iHD_fE!OE{DPR$sY3cca zqghN>$?3TtJKw(37xKn{FpZ$8GBID48$Cvrj1(NI*DKGDo4t@eZDiliODT0dh2dV( zHC{}Tv+!@wI8JEn^t1evspKl=iV_M7W}iUgAL|#G``B9Bb0Ofsdm+)YFIV(D@GS#* z%Vc)^I65?bp4>E%w#aJbD*F90!T+GQkCG_zTIAo|U7w|qh2lHWm-U6dH7wRIjhMTM zJfknRw{C#0x3Y(n)0e}JLB=l}1Ncnjev>TFWIR{Xs!?qPA8x>P-S>8mN9U;2V-GMq zfSKEv-(2M>4UoAcZCBSAZ2SY6$0?dY$XG=RrXuGN|k?cm&5CCAvEo zg*3F`x97}9W8<*C8;dN5miI_wCM)DM-F9*@a9XdfZ))LQ+gD0rDf?tb`LXZrNNfBt(t6($HaAJ6I!ZH6rp+64|?`ItKN$&^;j=pby=qb(Q9Z?JN^;c!Wz9d9(*(EJM3V!5o4{=CGzM%N6DW&XAmYc};5!Bqddn+%~8*^%B$vMohaHFF_&43HlN%W zGz|Q0b6Y(0Qk@qK$;ztV3#@vozZY=6V2E(-p22Tf68)LOV6jTqJ};@I0?_UI|(mhCxH+6l4h|VCm}q3Bu>JqZC$us zUpf!(=*HH)i*Q%7e5>m*gtJ( z_q*00Lte0{SFpT6aCh>WL$n|0!DPhZvhKH#U}^u6ul`E+T5;{&I0n1@gXB#w#j$o3ej2m z9;$M;rmySGi-HLyFk|I@vU$Y@`57&pC}eb`=C{fLbcf88IEiR&2visybB5kpy)u+k2HJ~ zAofGUa52;@>QP?n##FAltXzeFK~I@10k2J8Q9ig3wesUtvg4soLf4Nn2KY1K$?s9dq z=-T}#ZrZHxy0P>Cc+zC+fsN0tvCroKCv*`GhtX>2)RK1r1i7toqeigRhwJ#Gq|GG) z^IT3brAvJL1=zRNf5F{+4iW-cJ7%URswq@-hH?nfY%U&BLoq=^qk}+?yK`+`@&D|e z`BnoSPiMumP|a#Xqn>vgl})Y{_vW)wv$6j*_|cSl*azVUO>0pk*8DMSv`PvO%?Di1 z0iFz2$+z8$XM|7=PsvXt#;4_g|2KoyyuC^-2g8Zm88NypYW3&h9WsXNJo3=((3h(M zxYcM4CjXac6Fjug1}{PAWJ(qU84#@9Vc7YYl|1TE;`+|_$iMaM__bSyj$EZTDiC$)iVSnDs3ekFKQdqbYYa%Xd|m zE{;CMLsfSKlPgzfU7R6o3rNHtW>O4mFmm<1dq!O>fXnsdql zaiNSwzO5_J8u^ZX5cUgH96U;XAgclm{3c=_M5TxHR&~LM{q<4?)LvL%7;;oZbATf} z*|$%|Qadom?7qf@+X$I_+$`PJ0sTG>!CgL!Q`v zRGCHs8jl}|2K$^#;y(us_PHdWKL_>o3c|N+y{zqyP}j4m;FfEy0l|WB3;AFc>MmMn z7=z_o#5(oWIs|vnRTtn)@x|F5ua$gNp;;<@)`q^TxnaZ}>q4)W!c#a{9JOARZy^tS zRfVjNUcS&*j5~V4D3uBaJOpcHR5wilrHJ$$1CfC z{UO1PQhoR4M${`XZtl6fs5JF|{r!J9SnKGX0v{0&VbyiT8P`|D%eWk<%jqCya zY*>_4zs{gZA5bH0e4`({EXY9+j(>|F4IHcwPOamdbjO^{o|M$%$h#tTJ(RJZ2a7nS5F)ZqaTU;T+e$K{molb zr86}cs#XrMYF^j-2RxJ{+K(o^_2*B|GbD}f&;3o;8mqh~{N);*PH z8ur<7A%$>?e+$^+qgS=pjYgdWKDmKCvs@78Q+_)|Tev25y z5HAjBj%XT7Bc!T>=!&an`PEqP)y9=9A|M#|AT=i%sc&8ffdL4d(KFfj!H%y!;?>~H z`=54@8R1Z|L8jI(kvrjRxsxCrUN{i(@GZq+Pc?_P_>+BJ-;rm5g)P?z(KS+dL@TO) z@91X2c5f1?3J0#FzYJW~0xC*iQ`nZ72%}VgTLRZMo7C#cYy5@mpEqYG2*wcEAu0Bp z@h;4lKvzoT!KSro#ZX|NOB!hr5O|IH2YBP$F9j`UOCN6;R>Yv1+{{b1@^Ru&nGNzI zdci?%Sx+o$nZAz48cP;I{`k?$wcsS2!89&))3P|?4+WBiVol!Cd>I(+!kA@OOmT5% z@tctCQ<;m6vdin`5xAb;%;FbH={wVx;wcb{wPP%fufD`n^?Ou|`5GOO&NQ)0-E0^* zNejyi=y(THrwzW{A1Ly#I>$Zhr^)9hde+t9MDl}tW3FHCN-zg9$>4!DyuZL!IC6zB zEQWs5IB{d?F!DUyp)Q@y-gG478$2^k$xZ|b#X`}FT4h-ahF}&L@+#5w4c&CpaOEB{ zukg!jP4XQ@bA0jR_c3Bh)ymNxNENz_`=B>Qqy?PuLg$(7gY^APAFQ@t9xkp|Eyn{i zC|l^;LePM9A%hh8fl|+WVBe7{V+pWK_4Tp)W2%{-B7^CJl#Gugh?Xgb7MNEX0|ldo z7jgY?>Lm=8&+gStZ4x`H~=XjpSj!J|GL=Yt( zP6&PlBq4~}5aIAqB$kb`0+~(`?qKYJyCJ4^WvzJTqFUk?2n_Z7@{5ft&}$$8vf3)Y z#8dLzAE)&il)FAz*OdazB1oZt1#QoPCt4FyTZwyE;L1bHci#asZo>+27y!J2-- zEQuwrT8OK)oKVcJE#nxEvG&uh9m#Go)qwhr&q`Vn@RQi4U+ryCOYhg&3G>z*HvA0O%FVRaz7mO@*N=i?a>8?zTA8RD? zj$hBjL>4pVxIgmu^%?bV9uumim}`Y!TEVXlG)0(KsGk2U$Id6uZTFm_$l zepQ!?4e9c~E>yK1v$Qbc+NzPHXKrRL*aeFY8Y&8T9W*{C{aJVz+#878y;65%U*x3L zEw2U*%OcE}N@)&4kL2foDMQpZO{SGkrYOR;F1jYsxM&T0-~me=S1Gyhi+9sAu0%3Y zlAb(ZnJoLdri}Ei|0nkLAg;HG|1&l!@=nRC>#gABmCFgQf3_bMDQgPrytff0VQphrWGUib*b6o2C`g zPiN<35&b7ba-lK@iXs8FXuwfbS4$>5wWKW?LC=zWR_%X!J~3xFWdky-Pv43g+Q7gBaQ()?3k#bl%SeAs zSArg&gvuYhJVb22M&woZeJVIc*11Nh0vsnrhE|f-bD(Y1X4^X;JbAvZ&DzFX>hc7SqgCIBn*0mDf!scR!$>q`PXiv67=3PhS)YT}eD>LB z%_vk}8!b%^TvI#2!CwniwdhQ8X)L&&C#ZyC#-WJ-Eajh$L`wLx zSYJ6<5c0MKx0z7(f|(XP;(=*_x((z(E@ms@^*S=HYl4i!o}NQU@EeKPzkHRPKAr&3 z>_g!m=S{AUF6S*{F3zqXmPB29kl99v?K-980Ybn(l``wASP{X$O{=o=Ada4uNkEEd zl@if2`4w*~S2-m{+<7Rl5&|cBmP;vksK9W;Vocaz?}f=cS#$-v*6!2XbUmy3b~Q8I zrVB?5N*g~((p;;OQyqn%HPEd-XV^xX0}n-?$zh{06}@4&B_1yg@0nGUO+m-9YDx`z z%|)aUlaPpkti)un6yXqyU1l#lIB|-$TOJ|fq7?xJ?U~y9uT3OEzEs9xxO-#Kz4tJX z8i9Rp+;YEV%FPp-wdBp=!@zhV&)W8E6Pf(&4*y2ebDjS*{^Qf_3|vp2T(L_p_i2~@ zbr-wzX+#fpsfyY(COzRW*FNmhzq&Uh9}*G>G~Hh7f$AVoX{*{fbj zx%i6@y{wf785gT*U|G4oGGysZ;>r<$+&;;kiEwL4_6oM3?}Y}2PI^>S!Vn5pxC0HR zI|>>kn-gn~0k9+|^J+WACf6tNbD{}tu?e^LUppqU^^k2^o{|N-Lz|XoTiUdcj=R0F z^K?7++tY~q?b2|?$4P-AkY+DUum38qNPdu4jKpa8x6m*I6(1*2kpWW ziDN8V6B94g+>8K$I ztM<=-u%VTl2etg*EPG08d3xIa<_Z4>D|7n1|Ls%y?GE~Pou_W_$L)+T=P#}V8__|+ANkpVCksL0a*e7x_2`{~&X9#(bqSstMqOh|r_ z(`)Jfo9;6x@)!XPpKDX5lBJV&kfx4Wq{>Z3>b;q%blrIP+qzrMUzZ8^z&Y^ulf<2A z_CB3jOSnA^JubbF{%HwJ9N0AdL;TlF$#p`yh3C5cS(2gQXY^e)xY%JMtIPqcgkL>H zI}gg04ot+sUXR0st}=0Z;nx8CG)%FvYj5FmG+o7B`d|$r02|r?R~vc>A0(v*g2gP9 zuwsRf(aHmr3=Glhdf-erXmn+gOo2F9T+Z-FFCwsWpcwdST?T(h2GhiCX)vZo$;ESI14ctlWD)@5t8qZjr5R z4T#C8+QG8kUdR0Oe1m<8;O$-wRJ>p$7V7!Eg?ewHeqt7CO~Qn83{qwz1vpdC(|2|u z!U^z=CYkHPwlu8I)pC98OxHuSIgH?1z3sZSvmxSQf|b5nrRmJtcWbtqAh1>_D+QQ{ z;ihpTHbx(jvts_Jm=KM03~0HSM{&yZT0+X#azd({=Yr639B^FbJj*NL)u|dTwsk}; zYvy-vaSQQNAY=?pMERY*{T{R>H`x;mlWzq{OB8kr*O-mM5FrH64Q6EyYsgvseAGK8 z2BlT>ttC&Us}tX4vQ{Oj`bWvv(5?JK;DZEVjhS~yy*MnDYd3*UNt@zw6_KQQ)BW^| zrwLys)QHPm>1&s%tJL z#%Hbx%-!jE|FL4Em;lcfD~s*USHkKYH((T-^$pikIm(d6iz^AZh;x65`B#y?%&pZxU~>RDb&Hs!442YY@K~jXC`6-WMIO9Z zqMfIYvu9{QosBe*9LM~7vQ#0?5I4&+AxS*|9jYm3;h9Uhua-IEzdsp}$)in6IJP?V zjp;JSjda=NrEZvhm$o8`LqAG>0VlGA2G$B z!qqcy9MNw~*DtKHZA9c)>^Sf&j$9ope zp=jB}yn~QBskLVu*5wqsH_@4!jLsMu7~V~gIc{@5@Ecy{WCeq0iKOPLuPkvcRrJ=g z!CPHPFQa1eRq|vohmXvc*e%5UkmKud$q<*y(xQVl8#PA`_6zHT9%MbcoIJ@{lEEeM zZrs3AeK>Kp`i5piTm2Si5>9-F4)k4wj|AIZ`e_U*yzwWr(x4YR%675gBc9Nb>07gS z5{L9(7=g{bdC0jHhkC_*5Ui0VLLQRsqxWp)uX;F&8~{#9#a+eX@^!HbL+2I-chlm~ zj)t_AOGEL#!pk-d7!PQ#ea1y#-ys5xf_1bVcb>W&59~1A72DNlfGKOrVgtL#A_e2= zqWZ4THdBmU45~5N+;u9l1;!PEAB`&N1J;uJ*U|?{(n?yjJ@;`yspZV7FzJb9$(eCg z_e}ne&gs4MqWQVUx;3(WlqPMuOy~X#ge%m4h5kd&$azC(38$)Ub8cDTID{?k_R(B# z4*M{R2?We79q~x8dx!k|8i(8`<5~WeBmxHBc39r6zO{7BNEJ>UDUeb?XI|b{@KkeE zTh?$bw-ym9EMvi_c(51}pCv^zP`*$zjZK9O4ecQ2mWwK1r;6lly3%3f+GHTfSl@yt z`aX&@oEN$D$i@$$LU_7P(Y5B=y}0Vzk@RayyHDrt9lv2D-d&$Iiioa`ZU^7{clZ9? zpYiWd+Rh<7Zaz-8?cTN9yB67)G-_c=PLet|irKDOh9;4f20$AOFWctEH$sAunCla= zMw;5~+XkRi?DTC)NNq{Sh~Xo?BaHSNOA1b}lmR&UCUGmJ3#w_-JZfQ~67SXdasuyu z4(ko@%qx$K=F8CubPFuS$blj8iB}Rl&t4$g+pvW-&Lq&wHUF_<%Xj!&jlneE4v=I1A0RXg(`@5_)rD?Kxpn%>*dpPU{2`E?3`%Hn>}HR3;IS0oad zU+bZEj{a#ZUVIZZ--|Wkd|;bc>wCyGn*xK1Pw zdPTyohTtfw9O?|u5bZ^pC>N(M#+zgO3;OcIN6BA4Lie9nOHBe)>B28cxN-C}s}HvGm|R3?S$5 zNW}?MUwW}31v;H_Cb0+4`}PH%S>!5!UQcZ@gXZjU3~4tF%2T-zCV#rrXHMOab=E3s=gy4Yib~i-VhODHeXb?wr0q=HMIa>pZN}BRP zZ^M8^7}IXFwhzT%S!sOP8$jULsmRWeq&qadd1tQzATGyyXn=#0^LNy|SO-w2i!a|d{OpAp~)vThZQAlQ>t1o@p(?)VV zr^HzbSAx{r3os|1I8)nE;5c5Klx-p3@#IDeet^#0&>!Un46ZNQ0qMe`)vyIN8~I+k zCaGA&<-h=v`lWa^Cp4zg%pBz;7YZRfya?j7W3CNU-2#2 zSXcJL9K4!4vwc9*n5Wt4Q*T#E!{zd-_Ri?ZbCvwYJd4EFu#l_ zUDcN*4boLdmx_nc=XWjwN2t#~!z>kh1>A_LB6YwikxxHL_To?&hrcN?TUUP*R}W*vpk|0u8O`?7AW;wlTyL7!>AXzO3NuUCzd%ropum>nh`Q?+JkUXrfter#+Bq7A5Xsp zeGDmA{190d`WYk)WVg&TYL6rkxvt6)*4l0> zhl$SSh1NCpiH?vhstYY=N0_|k%=}5`bgIaTdCT;DG#Tdcqdz-ysyFll8l&NU4z zzL)+goS9x~X6q^7nHf-;PWjVq-{e5rt&ySK)hM!}y=bINX!c8Ud0j3flIV;HO)2YHS^-&C@h6R|Wq&S5Rh|^p`N_h?C+nt*uQ)S6R0pdl#bha;=MHH^9bJD)85NA4y zQT{u9`bA97kylG}OoFAGRYL~MLZW;tAFN_FMTyO+*7uw>WlH88n>3XLU@i?;SPWZ- zuaQ+3BTzy}hky-jWw))$03n}MIV}XYfa0;)wdCc0+&I>?8cr2rkaW(6QCjh|gmyCYCpkNxJbujd2ef_kiq3(1j3Yf&(rS#%BV>I! zMk`NnER|&ym2QU!u=9g5(!HgP`#=mj1(Lnyn=d#z);PB9QnK?cApMaov%*pFvHK+* z^f;}~s~XRb!_-`f0gJh>o0ql1Cy_A5-@?f&9imX%v@ugDkf7iEStxJ`Al~6}Z$ddHE&WnQhLJMCHpdwtkpVvzCzBrO_+M!{C9CMDyCeC@>4ISvxtWol zD#-4(RktB1AHi~yIE+@X(TLE2jE(+x%9UJ>+_%w9C3>AzHU7YcUgz^=G7!)rzoln`UOuc^%5WJ^45{Wy;r2)5eGSrlv?i3 z%5=qOd-5hJ!a=?Xe zdWsrNX%?l@g`oqU*s9Rd*mbH`m9H~Mt2&r#LJ8*%9SM!MNY=`M#!2vXg5Umt@FBf5 zH5TOI_yHxDjG=xfA3z41bzB1OsJ6>E``mQG^$Bqf<3(&4DX%DleELskx_I()&2OJv z`E714bZ%%vGG{u63C@x6Tq3ZD0R~oRd;e2 zJNL<{an1E+?1(wKGA9q^lJF7UAvLhQ6We**iH(FO*!pSL_JtKe9EuLzFZ_m)qzmrZ z`j0-@y`~G!KO4Zv(dYQFCJb(cew~pKw*mg@yw~%Xjx)B#bgtPL6Vs8@yrHqvA7B^H zONMS*(s6A^CZ0G~(rxQXtS&ss2l8F;($_hb8dV?d)gY$lBB`t1B6n|Idb(^H7}?}H zbCsrkK*<9{N~W63327&`iCP=usk+vYqsx;V*|vX9T;2gchRo!Hh1UP(TRMe#$0LI+ zvcU>iag8?`3+t_Y27la6Rel~(mGdC%$@|;d5T`qA=UaYu z^5Fm4jCR{N^6jjs&mLbH`D&jd|J&_H{%kw<-m|kSBmZNcBmeL1BVQX_L=5-`X+CZQ z)pYG%;3xm>Qe^M&f{_@OJtYx&-sH!$NJ}1FN8cNkcQwn;i<0Q*)7(4#-?92S`6SaH zq2uDb6S8^7{*mca*IZ4+Cdujf9n>}7qC9AgIYvIlK|{7lJoq>2i8E+?vrfk$0iGC& z`)WakqAk=e1=T)$#;6#k;K|KYGnrm)kVOdPV%jZ`7}XbLwG26iAzIi|s9?}|t!ED! z4r~91;w8;{oz#~DVoPpc923sFVy}ezaH`7+q=KbgYPP$7?-02|l9BAgP_iW5f2H({ zW6|Uflnxby6eMEMY~c>kNK>8YOJ(8vctkb7$X>(36D9Mej7VZ;L^pU=|F<_spRMy7 z4*s~EsO4Ei)Pe|mL28eeXCL;_w=aMA`iGZq-+ledn;*Zu{q(lisXvbl>Xf#M!@#$0 zqPffPUxlaNx#e`@8y$>ots6E98<`2z2wYkvmpDl6iV1`etoAnm668ucNO{Z`JvIlZ zdM3}FFyyYpNf0^4N%l#f?{^MU@11U5J;-_?>= zaOpMXZj+RiF9*Rcq-JJ%0xXx!5qH-0jdv_=^18!Rk`{DM42?M;nPel5BKSX5`|YS%c#H^M`Q3gK79V&9?S^ZSa5jgK{1NkFsX2khSl_qzz>wQ z>yd|EpuYeaiQ;NkA$ZKdMb4s-rW z9)08D?u5Yk^3D-BFTG6KU?XY0p~yu{90V9W*|KoW@udva-nVRxdF;uv0B1x+CyM7g}9^M6VG9M~-7s7~$3`}+Mtb?h1LW9z;SPd}6s@s^vm!TwP3<;T)%vb@QTg=r2)&uAaUYhw ztf0StPdA5t$#JY-D*78IF5oZmPn;d%KfbE+t|;Aa@b|$l%IdqX=ro0&{u=!x;^}d( zH{!8>+n5ahoYQ~li88(?UxwVz=HGuY_--o?Yr;cugP|bh)os)1@GbwLRQ~tp<|b(n z%g5z^{FeIP=X$n_(ByW`8#eTdek=zbksPw?hxA3iutyo+>8Mugbz~E>RTAs5O*eHU zt9Ul5Rea0zWDAvFZZva7vSv?4wPsgN-oWi!?{7QaRed_DRsGJF_>r^p-V|Li`crv6 zs`Znb>_ObHa0%GV=z0AXog>=B9-bmWPY5jvksm!z5Z5qya214ip}k8%pt?8YgAUex#2 z28R{bNO*T^SRAa*;ae$FbU=OP;mLt;8Zx_C3BGJ-QH`Q zxZE+I1N{@d_pBvJWM=EBz38*9uY?UUl!2zn=>eAJ8!qk(raXk$ks0(uO=_3=GHP^~0gKStR3*&;cT?Vv6%xE3v zxfU~e(Z`H>Lil~ejJ^p^zuSOc7{eU~{5DYI-{O`_ATTypB^$<>#;R*1iHPerV<>k3 zP~=7cjeE$$>|uG{#fRSqLLF8fylN5Y2uC`VVTH0l7IKyLw!J< z>qv(D+>SeuTY8B_IatFFz-@jQ3cFo&WyW3UFaPuicISiHD89CrBRr4F5e5fyA2RGs z{DQkZrdz=pk^F)FDl5Z%7d_>1!@q4C1w#!i|MZI6(Bd6p!EXm_ zxyq_?3v9~=09&4K?==2Asza((qw>`s`w>?^`-k7{9zENG%@x*ROV5rCmd2Gn9-Mmy z*!_;r<=xMD-~?;}KLqj$%yDxk*t@=cd)V0>A!p;C5FjZYa0L)2S8S|FUo~Ke@;0=5 zO~-y~UkCkRK&0o}Vg1h|SbweChT~Lwku?6{ce{Ph_aSNgPzO5}I`lAFJr_oJzI&^< z-H~I@6m;&=^aKHu3Z0aQ>xN{%NAPl~AJt4uOsiRwvG4GGWFXj#YVC$vuc)L!Mz$xd=AM1G+j{r3 zqAwG_3O5AX*MT6n$+2zRpY6!~=Mi$B3#9h4Ie75h?#w>QO|-*mBeYw=RD!jK zwu0iMQOkTnN-hWGpJ}Cj%z{(LxvPyP(}07OJ63`nc_pq0(QSuw^s{+681HquJg!UF z*#}5|!fr2(bqx{Y_pPtr4mWpu<-+r*asfGBkSp&;w*C^Hey4l=WFM6`{Ys2HCA5#( zAFpO?M5}P4^xDa`-FPv#SEf9VDpPFRm3z9CZ{^W^sEQYM3|7lC zF0ki3{2d?4yI+M7dSCn4>pO9pH(t5zz@Fz3u%|0Qr=5a~a39z1Fa6{1c02X}?Lps{ zFxrE~cE-LegS#kf)2Q)hc48x7z(tj3o*`PATC;C(#}{zVQyYnx*~7U$YHV&V7j;yL ziggg$;E&rO9xvi>53T+}?}^#xXaDdU_x6rza&fg@>6|uTl6*a1)vZzGB>A?{+6l!U z!ElmqiUy$^1oQ8l@AC{bl<5PJX(nY43T zxrT3=*-?#W(Z%};u=}VQeI6QvTn1=s&~${EhQJmzA#?Z={Y`p6u4&@Ipj9%-g}^kX z>32LDAq*~!Q28Sc8Kx>70kBSvua`N;W_=Tgt!HoT1Vtbr`u<7EYkuNiwhxuwZ*Ag_ z)uB$+8`r-Ec#^fgBuhhUo_EcK^?QL5dcN11TMyW(V$4qa!3J{CdFNv_SLU2KQ%wqS<^Qs*sx0St9XDaFbxD_}Y91w_4Y#oWagP@8cx6l?T{9OJPN!dy z879VETmm^&yJ@=o5O1{lbcDuDXh*fnIepv58Wz% zcqe2?@zy}3DBNW98spFKN@q=HGN#D`#dJ;wC$$sLnz-U`F(ev&a7eOYe*%FA&ya;f z8F4YXC!$rzb(-qKCiy?D0i_h(O^Jd57>F;)2E46HVsfG?KEsx*9wn{^HE^6^IXwwt@Mpw|`C zW{zugtAeES^+Wn%dE8o7$lup$zQ`780tw8Vkf2gSsm4izS=|zdc5KM=*SG; zkxC+`Xk0h;tIjF^RCRgQNRHkvjLt_~nEtX+%Q75BZsWM>U-9X{9E~ z4dvj+ID|Q(44{dEy-x1Rij30qLV7=s_ZWVqb6s{e97NmEq0GgJ!FgP&rWn~uZ{$lp z=7FTe8r6v2R=Hx3lK1c&{VszoN6dBdRb%F=Y>nvX%r$&$%%yM^kkd~8q)DU~qgw9K zoyXZGNYL>H^i5T@Q*ue>TZVP)qxaeX$(TawIYC&UWfCf?nVSLKqs#fImi7DlW4GOc zZYm3U1RtvE<7v}|HhVEGe`rt7W4!n6xJT9G(1P5i&gYMJW{c(Bn)$8SmDp{g~{k(&RhKszo>TH4h(Rh#I z52{op{U2SQlvc6{$FfSbayr`Tp4(zvy88QZ9m)_{1Vy$Tmm~cv&@KoSFHB3%R!CQJ za7XJ+iR{rF&vudEf2wl1>P<*gZ;onpM;2HN(s5LydfTemY{X}+YB*>!h}cY3+ioNw zIie;W*ID~jHKQ8OyCur5#9sy+wHdMY{jpP7l*MzMGw8pKskV*#7(*S^XvTKv-kSW9 zTi2A_fpp3Vl#d~2^3!}#^d}G{OsU|0m%x$U`@|ogmii0{lGQqlY`A;(VP0 zdoiA#5q0+xaLZ`M7Z`lo72K;#T`;O~&nM51=}u<-kv+^UApRrR!c8dr7u%`)UYrgw z)bIo^_70(DEd0R{)Oa(4RY}VHl&^}qv(kk-0@0#HcG+W4=ei`rKgm@srrD()mXX*6 zL{wB9t873NJJL;X$aBFALtVS`f-a|q(p;@yKl;Bnxt0N0uh{i%|LJk?!h(^v!v)NZNr4|4XhVE zBb5BE{`L3&xzw~$8Jcg^IZ(_F!P`TRF$h7PcZDhie-0>kH5!PnoVk01?%9{;o`+?K z(0%e^)2~mToo?*Gb@uG^dGyYEgzldi(LF-<14cJ;gzkUq$f#xceX*J(O~*XauHdQK zmK6BxjoUE>(7!RL^y%_kFs}1OTLOqiCvlsfa_qDCvL=foGp!y(HFK0}L&;0M)2P;Y zWN7gbLL#*y>r;=}wSQSxd0s_`aK_*kokd~nSP>T^J9ujuZv5}qPU82gZ4rp0AHqi4 zE3tJ8ve>jY+$Fbk}=?VsKOg`awCqM>5z)oW*`kqHJZOs7nEbD|u|QkyZGJ z=H9qMEu%Yf?-r|uwlaBO0T)YJ!&L^HrU1J6Zd5Vi!=_WU7TS|;V?J|OR3o$TM&|5BHr^=dAl~YhJ<09+c>H5nFO;@zTzg*_ zVJH(y5;YrF% zVe)Y;_Q)*5(S>Ke1HN;Mqkin;_M^ENI>eU-O*hAN$VOJTJT_JPtBAQ}Rj3hry+5mR zt#oBni#Rd|V}!Zgx2wjK?~?~Lxf!(~t8>I!^ykWIlU3yqSE?1OQ5MO+cj{tf^b8|A zf@4ILlEIm6MSmar;JsU=i=jfDR}~lNwcW@vYa=^tV{|2c;nE{CyxD(V!;k1r=KPU8 z%q<}Pv!y`q)NSWA1$t-00zK^-%Iv*H&v&jlMwy;(a=~3Cl2z4}^CVl9%1T!bRfb+S znYlzdSX{^n`g}B@rwP|u*oCP>gQLn8RbNntnwD0VsxO%HkE_WfNKKvd?|)GL`uqQ= z_Jn&K(RA%%lKj?@i;KFsTrCCPET7=E6?NBIp3@{LNNCd6>jkY% zwXor%rc});p@$1%p(;Y75Yr@iHRql?_)`N2@T|*SEuL#8(v?grd#61yZgV{RIh0m! zo$Y9pG^9o76Ql$S(RE5qR`qG4_6&?0% zLL#zRsM;n|G8bH7D8_wZq&E(l)l8d;DffS}rZGI&EcsE_i*~WH!xyl=jB^uJ*OYhM ztL0DCM}`f(FOhum_{)tokIx@pQz98Ur>`|Jd3xW(&TU zp+^hK{&81Ijtr$d*4m(mxL=b+)ug%f1#=mT@g7aFI>M=hHBqo-GRlr7Ba0-D6~*@( z{f`>4JbYQ}IvhDzq!Y9jbW9vR$v3KX9U0^0D5EXkp?4v8dX}6lCPQ=wjc*X;f=HvLiW89Q|9`(WG8AWDJfNIQqt}u^7yB)0&)wxg5Xo zaqf@w?2WJ^$;MgRCP%&vP~AingCywOF$PC!C3PDn{ahX`@FL793eTdYlH~ zSKXM&``+rlb8M!XixP@hvLEz`7Oj_?VqB+gWL4#_1>X`%*+v<@c~zO5-Q;PbMtm5n zslJF<{90F#oHkWjWi*3v9mJ85YK*xd-7CL?QHW+C<|6t6=Up-8uEy^cRog4*pqL%y z5V+Pxwb=Js`4$0?soD2|^8>k)seWV+a|?+7Y=K0dxm~;l68&Tdi7ub>Kkf5cl3 z4u<}9p&RXxuTCHqWbG%jrYZz0MYm`reLz5QA;@Qwu9DerRg(d{npaCeV#9N)az3q) z+szuaOu8C;mhO8~fN|pw&vTU;-O&5!DL}t2Rg(z_S+{5gD-v6CbCH?K1)yw!pPrwz zix{_C26)$B%?14#?T*ne1XaN953pqkN!abL!D!zxFe*uqTfgY#}QZ_Vcm8rV*vtOvjF2F378L(nvJw1fGN^I9$8f1v3 z9k+g2@pHfh(9*JLEFnFGgnlasCp@s!I`i)~O`^+7(^L#%e3X1k4=dfLQnIa$K-(K- za5#BFGeCw}m1vbi&lp(`8VW72HLk0S;K^y3JI;7iG(KhNJJ<{>L(NRa3xf78)e`&J z=vj_VFn*Z$hm95t>w_`awn6uroFS@=r57I{rT2q9KE+Dm*`4espk3O{HxnQ+mQfDK zRLdbyNdv6v!|!NZSz62F1b-a}XnMR(NvP~SAV zFK!&V>8{jqRI7V025&X4H>o~h+i#8_s9jdgh%ucwf@%w>6Ug^bt?md9;iv}mjmpz8 zGr@n;nE8Bo;-;Y$OE`O@TGFv;-EoS&Q5Thcr%jQmJdbfA>0;L90lJh|E0vGz;EfKm z$xT|v7I1mhHO#rgQu8u)W0rbZqZwQ;iuf{C#y{qA;`3m)bGyjd4*&1{EIV!2@r_ zh-KT4z&G_RR$NkJY08l)*m2o+W5xo1TjfBan-N=fKV@B?(8ysck2aDwvZ}=KIkP=C z*?7;}TQeIr@E)6AHm*Z9Hn;UJb)$@h^)~JZ@!JcP_0}6V5^xkKUD=Kf@-r@{VTARq zKe%l}&%7}UHwKCJ$uZLeOz9ZmQ6sDB8k?*OGFXx)dwy~f~tC0nTM;09!+j0AKVOpJJRfmFtX|8}lQSV0_DtWi+ zMP6EUjc~ZQ`iRd(;-Mvv6-82ui5YcmXHRT6&Ju z;qr30D(`Q9uu0STHdCQFJ*sMHrLdT;oVL-qYRx4oL<@AmDmAZC;Qz^zqh_f^#C=%Kd5q**jl4RJ4AaOniAFtxVjNKw@}74k;gpZ}yZ7rGDSpXqoGU$tzpY ze|)34{&vo)CJkqgHmH=ZNb@r%qsWb=9S;5Ie(Q=UL}!p&()Fwnj)s|bobMt@QMW zDf12ka7+jy5KoqhtBD-593Lka8Zj1>9Vc1U@{MO1BvYUGC6EIwl9eRk)Zi?N5s+P? zYXzwQoi55MujYbx=TmDT{OVe^RDszb%aLSz+XB}068_%c1%cXt<(qJ^D7h1k3nWof z`Zaw!+b)X+2HW{|gDq2&H!C@G|N8s?Fw;ewSX0z=FGPCz;{;xpz60g&9SlIn!ZFpfhg(Cij91NxDDvB$hbKE)^QuYS z@e2-h5`JAk-^aF!7%EI~G*CM6DR2ZdI13!hZ$%?0GE(Mry|LE6q3b3-lQxyLj%9{k zyQrKr?T-}Lf%qhmToL*e5sg6{tYG3maMCAXVduK_%s0Px^o2*s+b)GG;$Q0Yu5G*7 zjPWBpEV7gv-zzmf#J*YS1dKX7k*aeNo6Z=GhmIJQi^IrV563+>Ca|uissVcot524M zB;RH*#|)&Mp)WA)Qi=+or6CDE)egfl{SA77%{3RSL5^g_s$->& zKjVb{Zoc4Kb|iLk|6V2~nPJjL(fc9n2xO+=jc#a(+`nnzpa8esutz(*e47(IT!!lUJ#8`J|vlqyQT~8$Y8;mKJ2(z=Eh9_aJPp+*}~i z298KH?@&pagWeB_Y%oyrC}-9Dgamn0bx4{bD5(OEy%^;rdFtAAj%TV9x+|LGPuj{I zi6&4?q}{9)oCm#u!71?W5Lv5K!!KbrMEY47t}g?_q2;k^&@+-J zn`1GS^gLcZi9(Q7!O;OS`TUKhzf~OLXp&jZV15w-!zGoqW2=NrLbrw(_9d;ONtsx0 zRU`hA!&Vgwj>PzyVDK?+4(8Ij830-1P1@u_#exRBi>(-qmsL)RqDmg*;v4uY^t0Cn zWW?)-i9`-a0o3gxn5V)*^I-iOzv9i;F#c_Hf}d@5f?qt3qIJ+`2H}d6-4YnPxIFK| zOOnIqGBzodD*~_4QDP#wGF}&C!N(BvqO&xU=rKn)oQuKdnO_V~m6qLr`_Zzk9L0vO zJ;ii-#h`Qt>o__}AHWPamTh<_{VN_pi24t$9NUXHuVxVvWujI3T*CqQEB@JGqM*k~ z$qjGlp7w;*d_l@)HDRSW<=#mlNh!CNK4eLQv<5NROxv_EQv|5kL|}Gime9xo(kB-c zr}ZMi@s+R}`w5ZWqs`4#y)mZj1koF^C%kC|Jt`xSyy8#=RsGRf@Q~7~p%K)TsN!{f zHC)z5$twhKNK^KiFE}({7Yl399!kSfxW)bv@U0?OCajAWAzjok;KX7AC#5ql3!{FQ1w{ zs)pl{q-wq|NprOGv;@EacvwtuCuiv06-%`4(*&=zu49pawr!-Q<}R&em&Q>^kZ=w7 z+p3v$$a2mPfeJX9=8BET{pqa`#+J?LK^qzUw(#8rASc_Z5A7?2rK~QdRR;EPTXnhJ zXkhrzIB5R0BS$Z)(xeP_F+ulD96KQx>6IJ}tKe=;t4sNwZ;b$FDjbWYv9*-iG0Imu zPAZP|YnM+b5E?J4Rt6(gpjd!n%1@waw2)v(L6a%|b<>cZOYyuWud6Dz0>jNCR}l`S z$&_itiMHebv+IXqSbD@yX{w<0Y44^+qWyxVaG)6%`JS}Fuj4o=(i?M~Z^-f1&18TRO}#U{xiUA6eVXv*OFTQY)ahFa!p%qVQ3P8Ssn zC^GIZP2kQSLZWOp#YrMP#M+Gx5Y&+1enN6ulHZvm)^P-yYDpfg=_#@x&}A+Jd8wH(o$>x!=;8+w+U9sN*b zH%|7I0J#^tQ1Jq4+z1Zp?}oo!HUYMXV|#NBA@r?Ms?E=k^glZ;blxVSR5)&VLH6l4 zIFCN&w;8|yJviAI=I4c*RtV|k28nM-aav-N)5yPLagMKrp@$%(Yze@TmLX2XiFkeb zeXUBXBSoR*zD#rV2X~j@dy_URk}vs*i_>DnGNrDxoofPO8eTlBoeAYby};?6fX=>T zCvb^`Jt@Alv!O4|Ac831BmG_>Pd<_0vV!XCY{${gf*e)L#Jv3FshI2X(npD$zhuVC zjKc@3zYWH~&?#kO0f?ipVl*;Z2e0;X?swxio;?Iohh3?~F>N~pcUej2$}-J6`vFD= zb1@f@9R&3HzVZ#;L6^SRjsiOEb!mmn#vXNPoH;p^E`4)#6Zw>Rjd%qbEN)ss=f|Rd z)ex;Wxsm}250ktn9VmYv#V)0@Qdi>hiK|Bfip-_X^)`B$ri|5@=PRHLf#@Y~j9Vy4 zYpAR5v)()nNZx=E^1q>X&8v(KzW;>-=UpB76bGKKS_t3wkY~my9Y6v6x^}^78QO(Q z7m&!5Jh6;MHh{)I?@(ygf&ZYuy(SYCsA0bBEgg}nft2@+sZ`4ABXd&@spZr{zOP`) zzyAKeclfj*{&sr&|Jj$<-X=_S2|HiE*8sfCr0JN+w2}+5@ifH%qy7rW`D6&VN047p zQxi@Dz}FC@s6!3w2Flz(3D+*GwCO^S#INM91JMox0^L7ZpmR&H{;GJ5Lz>9LegbF? zrU7tCr0Ph|Ud5*DUVEkP5Yj=D zzn+6^p)zL~7yumw_(3;hsioOuu@lbt%guJ@$?0t^&!;1|Jm2-#OQL{CGdQmSt2jpo z&fsX3oQGP=z8@!8@E1}N8yD-Q(D|!?9q#jL9vLE4b7B(fISF7V#GOAJzw?nl)*F{i zUz*$--N#v<@3~Ix1J>sovL&*9Nurv<470MsC5d0d7%luude-_o3$4HbKWhb2$#q9j zjh$4>^qm%uN+$iFsB<8 z&;kgh)m*F;m4`w@b*1^eBZH&M2cV(ape1os2klI{O3o$QAf%yY20Oiy2q5h*9kysN zC=!t13YX6SXRo-1M@y$;4){b6I6f=BqDD-Nqvl=1IoaX$;?^@b6H{@_Tx?!6US>sDu3h%7R-_*QEJT{ZP$jy_vSTwo!1I z++$mz5~6e^k7TGUxty|;Aw#;&xn*@&7w_LNREU+K05*f|C8d{gJbJ`)Kta|aG)rQj z70@Hi^EkU*@4du8zzxAjPgO(i>%gE@{n`ez9wNTxz_O;BTBfMoB=aBZ?E^+6PF=_F z3n&|0ebU4^iV_=Xa-Q-xc&U%Gx_hj0kY%NLvodMO6@cczeX(8PL(wSvp+$sQ9@SR4 zwZ6TU`SS6amKpraY24p|xxLRo zns@-#t#3WRovP{a;Dh-Hc-b(;u5xzuyzWDfb$U-zF~D5cuA-QXFav|Gt%|90v|BVr z(hS#!6(eC>aF7;)g4O zdU5>+mVCzP?#h`g8NQBET}|SV z%WoCJRIJ1Jll&4qyR#{ z5wG&Ds;GAKlYZz&)n2(&cZdpd<^DA}9e`w!aUt)U@V?3EuhI*genc}*5Xz$+YpSY{ z8`0$P6%mdXcW+>MIs;YL?7cCUh+A;WrYdwOJ@{Cw%;W_7TwoZ`{-C*|1%DM@Ad4?# zwpdZ}kB^ccHhsu&bQ+OG{;0=9a&A{4G7F>D!T#M>*y9*M82|~vdf^Dtv;6^7kA{`B zSG(Nb-K_ZT%sLk>RMs7m9U_Hau50}hQzBTn+EaNBA6A4UHc?mZ#R|B>NWkuGh&E%= zLV{EZxPWcVWC1z1ko(2u|DyjLi3CUHjYNE|lBsY&UYc}zOMh6Rk?GcRxbX9p#Emm! zIco%S;j%J-o9(ofPvfoR;nMz`C{Rq)`-qsl3ooH{#NHliOMie3*Nd@!Z$#kr!K*oV zY!KrVR~DP$Tv@KZkTkeYxZ;5vspGF#z}1wk90_veuw##sSC#O3$s288!wI#ItiUi* zi}%w-YPGAMR8V%-RdfP8omb$qt~=49IEkiCmW;S*1je|? zAO=S&*y)C7VSM6=L0$8TqYCRw#4!LymC`p_#H z6epJj0qB@m#Ozlry!LP8Bm3IF@xU_TFM>{+TuE`LAk(?vM-rzg9e%|2Oo`HIK@Yv^ zWw!W8W#wAW1966c+ALRdu1oe=KyuNzrg}{R07X=ZkeQQnSoGj?+{nSrckhr`Flv~s z&sd=7!p3;w-?YH!X6W`MWH7qv>UI)hlS^Z@S2k+`k0X38b`=C4uijw*887>{O8HyO za?us83pp2QO`Tpy4(ByV2PkNf$8JuB=IWKEk$D4*35PdkLUhOklD8Kw+~yAf$Mo7( z7d4QqzZ#p->OT0{W%R4^p$s8W;N-DuYU1^)N6FvFZs-GpAnSC1wb!pUDf*uHFpN(Y zo&*I@8=FR8(@MxF@G#(5;pjW$tN8uyfB?g@atA09GKd2!hJKOzE&;RwqlgUAEyz^Q zs$QcCE1x503V;LU?hIDGDfk13 zYG9kmNI%q%$l6X%)-xB}GR}%@1-%%2hPa!C75jsh17?S@|XE zPhQpdZBmi`7JNr0I%`NJiRTiXM$btd=TY}uzsm4G-}G;t z94R$qpwMM0_GB@*irIy7#F;_m3d$t1q9CXGAFs$lDKK$YndFK0C0uExTUjP)Wup#0 z46XA=wXg@cMRe#Kf2d_=ZS!K2IUrzqFRvg=R$jVizmZ8NEWKXzu1RpkMuU~wXdx4+ zOdhUJkIxhsvX9d{{$0BOW=e9jp5==!QzfneqF|T0X+Y7Mg0`14a4Sb=STUa^SDigd z{z3|0n1IDmVRXTS*@~Taa@~bq*DxH0u4|19U?tQZR5Z{Ij+7SD9NafE-|k-9HuWy zz66lSx(fx5xY`Xe;=ck;O%ZxcCzczMi#Qk0Q>4PhIkOg*@ER zSq(n^faQRhbi zdX55xvPRSkD>}Clbo9hMb2_MOAPY=gzUq%Tmd+h5N2=y%O66lBS2<4M5`C;GJf_=u zN%HD`w}gO9r;Tno)Z|Ta5kD@3fm#rL3Ww98+Dz7Lw+~v}z?l4O7>Pb{S&aQeF6rcc zEzdt#HX5j4mzaTV9OPre@P2meO-UX*sD?x`24| z$u^N;bXlwSWMs~j{K>koL8!pZz`KA1pRW+0ml_>Htd5$yCr%6RN3h%g$!^NuI_YP? z-7EQAWz4Y40S@>vKHk`szzBBSxuf?Dz2fru>KlRsv3VlKuW1KS`UBy{$&68?VW(Bu z**>=9DGM%r7=XURb)Nu}$_a=XT&M!~3&{jl_&5=la5N<)y2)y@xY%3=@E758;=o$+ zR$eIal9w{FuP`#GuTYM{&V;=4t$Pj}AI8JJqtcocu@xJozz+Ir~L%3dX%{UdTnMqwBVnu8}ICmSIz!IGH z{XIDK0U>dmWy&DkNM-CRf9`|1{aW>FBw{Ifz$Q%v9e>os z$nwAb?Q#G2@5x}HU$Ud|OGSUS-W8?$4gNm(MOl6K6&=O!(_f>X zcvz1gpFQ@A6_5Q}a{ckoIsKQODC0YO_S6q?x8Hv;c&2as7G4H(3dIdFBv6NiZ}|@$ zybET(-y633i{;VUIEuy{)tF+%fBnF|SRT27_y*;9?3Fuxd~$j^suBJB6G-QOKOgTt zzTT+akG*cEXD6py7VQ{2`HXk+#fW$Es>yNeMLT_Va`t#sBl`C*c^gm9_PmdNG5E>W1p$>c5!n0cw~p_BiqAcT)W4kK2@iuI9AU_cC0?O zT|CB!UX1%(J*RVZHa2nf(QV@~MEU{L;78`c-s!`xxWgOK5Zha4eHpdR5~{uTCp%T; z?*fN-B`-)0TAlA->QFA=zz_<3bbMp}3n??!?;ZbMs{2}2!8z&oI_*I99~I?$ASR>i z8LGnN0MX01y2^Trj?`h5k$vyG?uJBj6%|e}c#X%X7!(1%<}#&MvyU8drJsUl1e%SP>YkfQ5>nUg2d@4>55tsd3_O!vGf?Xw7|H?Rwj5es4#j8=#pU&! z>&~ksn#ARR0pku?Asu#IoB9d!o(@nX{pNDvzT|k5hL+2EKqEstK;E!7=wND>Mg3#`EA1#W=Il zjYax~I@A`L=?TXI0K?&vDEG+gg_;UmQ^GvHJJl9{8LOi_r-7h|kPgFaKMKjeBKd`0 zap!CQVKokGlpFh(1Me0_(7%bh_MuQvdb#r=`Tp-UI=b5ALhIUzIp<%Wcg{d8IR`O)uGVSVutOF&;)Ie5Y8 zV`zP+c~IC%A3i<5ZSj{=1a|GYJ$QLoVdxRMSDq7>YzcOn-|AX(Ta{gcNr#!%9Wy)k z<{(+9Rb4S;SboOiSc0RD+(1R~lOo;hA-#twOY>|)4)HDv#aqL3*2KB z)K>pLd+)mAHnOFOz6vqG0n)Q2JC!%vdvI`&<+{1MT;)^t-ZlM`5<^l{Qly%fRAv3@ zw-^jC^EC4&{Uo!#wN?a4B_*fqloWOu=-uU%L^2q$V#T_CUu(CZ7MCqYG7hIOjuxn# zZvU{QDj22f7sX-SGzW~{;0opV1uc3U82gC#cTtaB$?e!om>MCm(1R`YJ(l~9WpFjezy)T|wT7|u3FoRA zhKk|hD^@ zzj5pEd`73kX->;l{(Bt@bb5>>MPE`|tqcB+^z8|TpS!UTK!CiEEP%u{Jme1X4YQ+q z{xo_=vX#w%N8VEN0=y4k1wQ)e0p#sNH(xg=4Au=@F^E>Urc=)^!1vz&Ec?OhN>2-B z+I2)13~Zpy^={ZoU58N%OJ@5FYPJ}fJFj_yFnMREwBa0b2LPKTV09Ulj_gVgG)Lt? zcR1n8pCI&875N>M)n#X0Tdo0s9NgGDEjw;~t#^FsA_+`FmosTOS;(;oU0QDOiD%a;t*bf8m} zR0~e7%g*VxJ|Qh!IMR0Dm7V0p1P}m-(`i?i7?KPs2Y??w3K^!+1B`d#p|SS#`v)3@ zncx{eI`BG!j_e8oG0@I=asTQf7A6YEGA|Grt+rDYoI}}9oya%ui-!Gxbn=peql`o* zq%R~G?9e7|iPz<#?Y64mckISL_ z0gM?kur#p6P3he1+Uyd6s%zOGYao0dMqld~p-0+4`-i7FVF`J{deaH03ZXX=cJA%w zBYfKl-vUBMqwzit^tW~oz1*LPNBTV=U&eI!PSD5QLV)Zh3--{!*PWT2i?`od&alwh z?I6OuQ{_VUw!+{Byu2u>XHGlLH2(`d&fjs~>XxBG84N6qiy1Q?GuXvso);~xtx-7m zb%M1XFY+3Ye=fw6*rL(~`f*_o;n4NC)Jxkq(Gps0W07*afnRUR@PQtbox8dC`l2tzL}**C*6W6aVNPr?(zAH|;C zRS4N~#`G)V7l)=j0j-PpEF8z9P0)YLIw5aceqz^bg8F^j$o>5&%Vx|&03(?q6QgYG z?M${zXv-m#scHH7eOz1h@$+I)cBF+TsW;s70OUVgws8130hW>dvWPkezHn6UjYeD> zkx(fGxRt1SjFBC%cEg!(-kb8H;R22lC|v?@<%!d!Jw-vZ6#u(hU@krfUQr6DO)8T3csl}4m z6|{z3u`YOQ?lg`H`}cMgpO>lIHW6$>zNnQv7C z4ij|jv-!Ym031^}r}_3Pc^o@423(|J)aX5#ncjzWE61}Cp6>sNrT|Ov(aPTmZ%4g1 zF%td7Kr99v&o^ASrpos3jXRQfwaFq>womtR$x!ZT9;41it8-fFL=N}0v)c<}nZX=n zxvO#=a0U2d(vlAU>qc63Aj;S{y4V~( zrK18I=T((2I>`q|fYUj8!Fx>R_$WF#;|R;rl4aF0qPZ-<8o4Kup_Azj8s$gy!HGvd2TqH zz|9|mjnPc$M+>l+%8#e?+)3^@>f$6XTF>iC_b((z@|2uRJ~uzY=eu79rdaRm>5ra> zFUtyOYXxc9P0s=p#f6qUU>Si;E=D|8pu=`jB!AE5e$RiPciMY6`dw9%ldTS)tS}!~ z60Ko=nm@Ytk)5I-j2fj9^w&j{#&tHCAF}S`(eoxvf^mv?r|dGxi{RgUPH}NOisljr z&ZtIPFZRkKzqjB(y5txI#eE}&3)45$ z?0wikXc?oM-ezo3rEyd zwm3_JDDL7h!%Kyp^`(DYk;T(dSB=px1Y+0sN|XegSe=?)J+NUn4?a#waPO6ABm!8p zBRc)+LqsKeA`}k@OEXY-xq*|W({kkv7CGzF3e=`-n=p%q8XH&&A^&C)hXlt$v!I{a z*We=Z5|t{v9uVgAGD*z`-lYcRz|bYX^YWJX)%W7 z5@+8&)bg)Nyz!2o@K@E#tYFSKU%-Z2W3YLfB^JBI+iY4&=7qge4dryY%V;<=#dQ&I zXsTOA=88}gODm6!x#WDwNdjwt-gyAQ3Arr>f3mh@mGGJvGS!Z2wV+K4qveaUy9AaCp zcOkA>#FriSy|pV^StYdP3qSNKYh{h@WxTXgq@~4M-6C>p6>JD1w`#zuWaU4Sfp~hP zdp}PKtTv72RB8)&@zvaeEF#;MGfAVcFU|3yJ6LR6>0CyqEjkw&+AyCE!Ba;2kG0-D zEVp;wF1T(zDHIFtfMxw}r09TFeu3l`Jrr5agqDdR0??@_huPAxlE2VsKwpxfAG=XCa0lMm+E z)UfU25q0b+osCHyZ`wMKS03V;8TfP=8-975#gfl~t&s2m1h%)zfxWDiSY&yzh>ujL z{mGMc0I_7!cAqWQ^Gb1zB*%qT{S01Z#pKxC=zF6Ew5vpVzm$WiZQhXzNSQ639!ADR z$~0wlA)RRPk_;V$=#_eIQpBs&?QB>eEd83o*H)L#s&gG259p3upK6Y3ttE5YPLEhX zMS{qKdFDp7r;Q>_O@E=*gcnaFD8&XLM4}PU9c+_zaJ9~tThNC_r`yqoMy=Wbnh`YY zJh*P)Y!~=rz4xPAE}LWUX*{dRdyH?@7$;AK2A$-K0n*yud2e%vvuE`0HB-gqWK(d} z5i-t_RQJD(%)%5icj_~9>_jQ<7UKbV>B{JdVDE&lvCfGsb9xBwT%v=48*0m%v;;@p zwV!aMEr4V_WZXY{O&=8;k<96*xRz_DVEshPe5FPTpE>b_ognzT2z1BOX=+>KwIxka zoQTiFKIoiFu-KV2>Elu&ZMH6?*MamTH@iCu-35^6F!60}RnD%)@XW}oOW;6bm4q6e zZkg8w`{%SsY!Gq~$+b|f0WBR&wV+cUu|1Nbyx9351&Q_=t86n>Fe*KXI~rv8AmqL} zjcR%+EfIcbkzi^3P3h*D-ViR7s}v-$aA&G20!O9@oH(mUCuj#Sv_r@YJdCX9SVVdg zRBJS1VKY8mg@#r{VuAV?7|;kWS<-jF?TJYlAn0mtt&8gwHOdd@Y+ovh;8@P&HlbxR z6Fd=fae=kOk?T+zc33qdCVb_bS()9nf?^kwn=Hm5dkrF|j?qfj&Fv~T{}M{Pqn7*NO^jm!Siu_ zAdHEDIAok~va(zun&JC!IKM5?P*g#T^I{GtKg?5VP~a!=ObiE%fK^_jQWQb4xKdAu zS5Gar;*R;mSFUJaV@LFc1859uv6(iSUp%>?WuD@6+Y6K*-=8MwwwJtZ zPYZ0DMRP?l^LjxW*8<0q7HQ7gZO7f5qp54UN6RC5s7MC&{>hj^uP*zKBS49G3CZ+xonHI8&*ZabL<-xW1B>oo!sE_ zzwgQL{?GsTUpx8k;OwRyas zlkqUHeUa;LYM^AR{@24l7!j&0hYbJ+N81GO4d};f{h@$rUIK?X;}Vf6*-u)*B_U@L zW7+|vjY!+%Fhj*cY8|W(D>U!ID@mbP_fA}`f?SN0rIdG*xt(;=FoMWNuNKoh*-9`^ zmY`f!+Yu zji!Kp?J9J6Oz8_3M36L+%twGL$mxuckAS#h``L1EyXQ3_H)pDM4zW)6^RbVilsU6t+47=UKV1RVCTiCi*R&HUmBJf};);mDi;QV2AC8v^ich)D{GHQU@tXBg+jl8YujZiW*qX9Zl2ZH3?8LH^irmy4MYW{CKF#RnATBdOsHcG<_LUE^=hB_8WH zY<7gyglsV7rBc4fM`4JFX!PK-^udSMXgk>Bs0H>|!XX$I`CfpE-*HUt*ZlEeinm1_ zmLwTip~lTrM{Astit|YemfkxfrviIr(!xDXIn}{IC=M+gBxpP~38rk+l$T#G|4^?b)FOR5xzp0d3_LnSUU2E)cTbfzG!-#TUJUkyf`dU%{dE0hmztT@>1 zG6vmjRh~;bDjz_oZY2AxlZ;VFIKXMrO=OU`Klsa#pObu{%hJIm)%6tOEgepva{vR$O&ZsES)DF{O6jy`>wN zMV{Gup^#STx_my3xcCzx>S^p`SOVo-7Q==qo@JC1taHkQe4Q6Y7B+ zeJ77Nls^^bp8LiHu&JsWkI!U*SC2tRZ zvnGNrc4^AhbqKHh&WJT!tRxw@61Oi*bHe#uM<;K+sO6y@y-hEJUNTa~e#qSs`yF!# zKfBpxT4$)4sz*|rJ7TTfUxPgz3`h>u+>j|sq~Un=v5miHKo6FWIkIRl%FPQ3{H z_13A8+@mkkPZ-L!Rr){w1Nqv6ZSzpwt^ z|8jZi35w_!Khcp-pHFdY{+iR*9I(cG@n4*Kir4`H$a_q2~YkXX`H> z*y-unshhm^=zl0|f`88FzjQ|#;>B|pH|Tu){Nmzy>mKgXO72zod&1~|aVJl%3e6Qi zYyD^<|Nm|AAp-`y?eWBg?0=uQ&r>tqW$%)<=;P*k)(qvq0}>&NPGo1a&zvWl$N8+8 z?4u0&bTm8*YZ~8o5@m&{B<#TPKO{(yWk9KqRoX%4WGv~D^zKiibPam)aPx+puBG2J zvY*{Kgw${s=xj7R4|#$5E8(~@Vrg6|Dyb!|AC*Y1EEq6>%Xj!+s1Fd*>44Yad^EiH z9M)mVL3-|n^7vU?veImwxG7&nSt-Y@IVYtISveU3rj6&zO+Ow;1_8@(*Xd$3ybODt zW-z_R@pzoJfD~l=z`CMo*7^#dFif~AhJ!)cWfkz;Uyg=XAAxBcpNBmCzPcNrP4?C%s3=MilT-L6?)r+$E@3V-RVTw9@CrPq6}Sv|1-PGY zMedt+D+ruB0?o7~7H&%bd@$D<$Wjt#`S=#84RoiNbUGBKw|c_ZQ2{T<)$qmVvLO`y zfV+#^@CV#S;lW8=o3V@cgF$Q%m8o4woh6q~2D~CKM#GmOuLwd|Rh?!1;fz2g@#Sb3 zn(y14MPZYvGxV@dpf~nCnQoAeG7Y^q(_!L25-&PpV56h zP>hEDe#LIiX3QQH-?=Eu1b`pXen~!Pz$e@&@TlaM@5zK7c61FaC|)xliKQ>H+{RkM z?SI#|2wLTVHS%R1!7oVY@kewD6$+FjzKW-n>&6f@vH3)5f6)_=mFOF}tuj70|LUAO2L(?X%?Mg#6Y?@$4KG7prdD;GusZoGbyB zl&i7SBFs7iB%?ydw z+)n%7<27s}Wj9oG%V{kgxdK!CzVo44`b|Z*hf)ex2wskcFGE%fY3@+FoPK6fIuqZ7 zJgHZoUB&~11&Xjsp6c&;SqVo~;b6oV3o=${a(}0Ue=*B*b`@HhWY^`Xin|sL4#%#TFa>dZREIGg@@w`GhjEe% zacir7vgCIl6DKLS33Cx=fZ8h^CN-K|znJAd9}Ukx@7>5Q-qsbL6|MNfoCqMvZ8TLOE^nF0p{3|{UBo1paH%IL19XqZN`D6fEG$|8bg;U%U((uL zh1RXG>)OTI9t9Fx1{ed95B@8#P5jR(d4q~6if$`DeB-*ZNT_QrQjDuFW?i3;LMyue zh;^Oh8J(mcGZd_LR|8=(v#?6|G1p=`cZiZK*dmH&j42npb9BX+Kd(s%KaKd-rGO=y zJKFak1&%8z*!xoV`HN9#d9vN);k{=?W;+T#k>9usR9Msu42a51{6Ib}!REuL_9*0x z!S7?u7v%UN*Y!EC>T6H0!o=&|V4|<3(aG@?11wuU6J>9!I&Q#ar*)QDAJ+Ji?Bf7a zE<3I;t?n(?C@>`j^ zv`^|n@f>%77TpEO>=i#DIxxcM^$v3Jn8=H9x`@nzYb^H#1SIH#d}7s0d@O3N1xMJ1 zSEIQ+61n)nFru3YDQwa~HWY6A2J&+m=Ca5=P9R#Kqa$eurdd1Sws4%c-X9Y5c!rc`5KU=f zy1#KAikH}X0Bz&q9<6h6uboaUqDrau-3#LNFLLWcoktA*-@>=fj7)qPuOdebTjWb7 z2%R&}g79C#3N8%tJ2s0myI@+Y z$}GeRZiFMrbMzMCWd{+q)Ic!*crC5aG4fmunDRJ|#rzGIKj|2!U358)>;kBGsgO+J=44>3lo0S&wzmg8}sXrFZ^&NB7aS zd~sdnTFe)ECExkWD>uac&!4S6w^F`$PUwP)H(kF9H$3+$%~83rjF$idfUy_U)Qv^~ zPhD|G!j=xA8Po__M1hIj=seuH`z_DeFw6p*vMs5IV^7(;D!AEt9`0SRo%hNJYVGD*lnaEWaDzcqXUL^U^h!c% z@-13~okQ7#j)X&}Y+~K`!(YqJ=RD_#51@(LK4>%jn_bX09W?oM?oFldczuRAsD!#2 zoq|FJ-rqBKY)5s2@coti)U&ILUO)ANpMQq_tNk;qv*df(NkNUt>%4F+gZDPOi%!OQ zRUzb^=98N(&3nf%5u%e(auL>;E~AsPtz$a&qQ2wf?F2O06)kFAnXo4C9E*At)|f`8 z(aHJNK^=Ql--BCIiuUPLDsTL*RQ)fE%(WD*13 zd~`aTR>Se#kpH2%%CKhi601Bq4Qo(m&!dye?W6ik{K_xbNv&t%@BBa#A7@of-dbOp z`9ogo&q5iqGVzk}XC)<>T39kndE#JqI1S(TRCTi&WZ^iP$D!6uuLG& z8gDY-N)25r43 zV6W4Jrr1hBCV3#XXzCzPNn`$qX`0Z-)1GOOdMOZ^*R*k>g;qB$8On^O2|0XyEW$nV zW~rH#QWb}_=HSd}Yxv<+NBrXANi_T4N?7YXDmr%3LH;HnIY%Lhv<@?ExsaACJGs_~ zu(ZpRs(f;Y2gn1yV1mm^a6^u3wW3fegt0)|P3kmubww;!E}<;(FD^SO*VcNRqQ5fd zx-xy-DlcwI5`EgLQ&%U~fT=UW9m<}j%okl%4%E!m+i^*-iSe+f(OaZu8Fd}0S|7!d z_Z=HwO_TC0O(Bw)qZHq_#`HA0j+U0T12fLg?J|ndA}R%I7?A5@@pD7leZo+DD=68j zFt`Uog>)U_f3!7d&jP-U<_|rlAb<-`B%K(}>63Y$COe7ZH+JS{+?{9OPfMjr50y$4 zZCs9+0zy3Y@x}?TsQFfzqEE+O7~N1>L1I@fxc(Ea+tF$&t`_9lK>3kIU~T1jC|gKj z`Wr@Vj3b1R5fBw%O-QfOTGCmSG7>`(xgubebm*YdVRxb02HC*inUBd_iBow!Kfl_Xi`9gGI6p)=r<{wV*q(CJpGgWZ4 zCra`?ecmBzV|AV*MzqmGf10OhzJgkvLih2x5}wX`m1nfktDRJxUgOSLwy)8Y4&FjR z@$|Y%@+u3)b6w^Yk}HB!=86?-#t{b}D;<1XwmZf7;}%bJg8Ym(c>BSu2+bc-?_1v3 z%p=f#0Pg*`Q~o-WT+~i;-kK7@OvRxBY}3qHmx&f-TfM!TCDhFFv~*^L^JaXBE*~OU z(zHnPIL-4!>Z?=x@3l?TaEk9bW>f4ze)&do_TZcWDi3P;c5XLx@SC~NeGTLl<*Q;^ zb5B6(PbkKRRft!*D8Q26*BOm>$CZ80Mf7crxXf3H5eV#ATsl?*&i3kI%szmXhmq-_ zGt1Tae64^UlVMo8&*?@mQN=#-su61)N0&odZ!+uZF&l=Bn240n@9I=YeA2v5P}yIC z0K>4kVG_$;Q52JXQ>@~G2J~aD75bTUdLVlX<_$dWzCo?;;ih09$iC)Ip?>MmKtKQp z&PB}mG=$cRNXkT(YKWWAX;AIC&a=p^4BsdhQda zb6YwgGC)JLXQ`9g=0fqMHN`~xDausc4`-)sQs0fXXxdv=jP>&&RnBJMwr7eR>Q9hK z&h*}_>qWqMCT!_7e@A4)sUiQ#mTX>cv%$V5<-e$;{Oigrf{Mo@q7u}A-WGOZo_(8_ zTZVP)OwhGD7IJi@WC{f}g}vtEu?ID}JdI|{aM$#kxUVrEqp&Q?Sh)O9*h0hLkfK(ADkRx zE8tu*vR=%^9l_R1b@FlFARiZQK18%5|Z3S53Ke zaM!{tO~(dlDM*G}E;aA*>yQhr?+vo0>> zpj{?ovLwJA?Q(Z-kh_acG+MNq9K2s&?=dP6=}WGC)M9p&9b;{6Hi_vLP<8a>L>|9K zSsI(}4)-kbTu|q~@=wR(XyMblKT*&3zP;b2forSK0gR@Z`mnq$lwkOIc0bs8Z zRn{4I%N$g6a5iw?+r9OdUI}`QONW!bc34=&>uJ%%E2)Bi23M=o?^f~Mn&hom1Jz4( z`mHx`U{6hH&ZMYt?QlYOi6C90_IM7xO4rA@UwDGnN>_fzFLUT)>GDJJz)b}mnRwys zg^k*zwcvlrRh69O=dhM;e{WpMaSAGf04+M7P<)Ss;v?APg5l10DLa$x+B&k_9b;03 zEEZRh-|+Tb=y<%YY|fpIn^za0^^8w;K8j9W z-m}>5wJvbSG#l|WxHhy~zUBes>&)^Yth^>3-*e*eBki|69-#L(S>s_nuEq>+X*i4c zUbBdM_ml6f&D8^ZtX`jn?XR_^+q7C+9WkcB^b6kX%if3H>nMu;p^Bw>QMgc|9(>QK zS1o9uD1ARPJP^aJEMuV@S(q4(pLlDfL33o+Tl2%#C%9f)dZgz!>39OTzqZb%0XDd3 z((^YYJs-<>-_f~SHhI^N3;4WzfR?`iEZW(ZuI633^Pfm}9(*BZHqKl?i)kV7q+gF`8@pL@DbMWMRN7Qle;4}0nRq(C*L7IdH5;cBJ&^TkhrrB1mZx7 zxC0?ie8Zi>hFdquN~*KO6rHHk^jIv8e>#93tiq=bVH?s?c!H<7)FYk4D}MUN9l=`^ zh1b+%;hj7`gr@F8_c(K%i@jftwtacF_T^eu^1R7PR)xTSKQtdX+NEgX*YB?1{o~i~ z4wZ>~Bdm>;S!j#9hr2L$wEL~p(IRvOM>DMx8^o6 zPX-(o06pX*YWGcB5(=@bt(=xTI>vLe8N=ae3w*O;g9dw!l`<&zT3l+_SmqB)ikkj< z8vVvm|GT`V-GZ2gi3{Ni7_g^GTT8YdfRG$8190}lLIALbc%Asc4m;*zySBS*iK53Z z7>Q|=;UuB`m=x*J^9<& z6COUtJoKaUer52evI;a9Mly?|ah?gFq#}kf+LIiyMGo9E&bKLigJtLk$+n1oZ{ATX zPPv^eJqN2qQ<&(LRk@S+_JzM7fn%{}fdxnwLNPPdVC`qPX_hk>CE7;i9N0mWx0BMJ zUA0BIPE9q;r$dBms`-B87|+0D{K(G;MSSxtDd4T+=yOu4OwHiTt?JAG{O>R_TCCZT zlUzK;(M!#OLc>87ifGEZJ*89CabPw{bNo^ePuFhBDOR%7k~`cM=ZKxnH!+0t3f4N= z^qOF`tcw5s{PfbCk6t9x(V4lrJU5f^c=Ync=;heNCYhd{jjmpr7s+V90{6DaaYE@K z@h$CBNeg1<|CCSebAksWj*SjIj!4QO?9Sen%n8MA%se_tVlr{90AZW)bc(w2V7)Hd zEQ(GvB;#y}P9-5E+je5?Z3~~r8NOsiGjJ{FuJd9S>vucv`Pqv;1xPA*xJ&`tv|pKo zs(;JR2~+Y~2Xv64hui{VcDIxKSWEg1!Hx4+_WVHvm{sj)ua z1Fx*(;J+s4FHP-?YcD2qGr756{m37?@s*tGIZhBsUa6eh=`KKtyN8gPdQwKo=Q9g4;1!UzTgKLzJM3FguLq{~@!skUIqyXX*Ga>WLjG|wc&N!G9@pvyg z(>=&p2e0Tsf$YyU+aNV`3MO%HbJ0FxOn7R%0kFpI zrZ-9rs}5|y(o|9++$z9EoiIIfASX3{t952HSEWXq9PU2Ki6dj#R;ri0h4WR02py)* z6cs6u_5(>%BpS=`GEKM6N>VKgq4J>RUEuDqCe71)Oy}yOvQ%yqsP?d0TaEqV4s~b) z;n^T#gYSY&06QuF{`l#$UE7TK)O-bo_B|PSXQxMh$&X^F-R&KZ|B~;PW+x2hUEc5f zG@4dV2T{4Qi%9;6PDpO#UpVc@;NGyZ6PT5S3%SUq$8J{Qj6Xo2yIuuwjHyz}i`N<@ z-HCo>muZtE?ZEM|96&Mgi3Z&%Hsr0L$EIdok$QU=$Hvm8dF4_io!<#Z1RpWrnMiZ5 zlYz2K#tsZ=R(ZClxF(t{Sde5?Qj+|B?YA(7$;`_HJJ}XuD4t5O3lynfW|NY1R7O4y zp4E#nkepk;=^%RZv2|$GKTY!(U8R}4H3v~~^mF^kESHjym9U27Tr{w(xLfHZ85Hnd zpGMyp0NNwSAXBSLrUkcW$yFbJ4j6C5x|Wz3#)qW&0VbeT*`SmU?FH_QsPNg3LIh6l zlx&Q+d`3ss^!#tz2U11K76#oH#8Lbsnp{w2AoZd^*z2ap(}??k`PT!PB{Z6|vdwjXZse>Cd$5`E_kQcY%X=(yXXm(DHge0=`= z^t|u$i__6n>)xLe>^6&I&q_aA9SfP^A6qaPjxd~WX-97!(6iNXF+WB@&DBpGlT9qO zw)@!i!*Y;&Nzxk@VV^P#u)r+FA5lIrnvJGBc%5 z_#EN*l{n3O>6Z6Dwv?R(wKU)7OqHU{!gS`=6;AhjX|mpwTyP_08+hALkGRll?GGGxJa2bXxCohAWyJpjsHoGZ(^Bw*7Ox7E+qU5pxkG`;_ zV1JOgvCF`ZEfJ%>EbMV7wLqQyT+22}2F~D8#_&QOYonD=hs5|W?0ql08|0%*!~Sok z?~MO+@pjuKV(04(vuh<{qgII+>M-`(1BNGr+5V-ao2lgGq&acmyAzwfuTi(G)AfP* zQnDlVfnC4S=9+G?IbLjQi&xXF`|!%c^YvEiHL*Hd7pr_awApQ)W~PW4`}l5e0){Bg z>+Z9{60&6)S7>o<3C+sI*HKPIeQ@F7(j)Ry4*mg2d8cuzpt{_rN6%yTwi zAX9R2(WqXO12;_?J{p}br5^y&WdXRFVxjw1=oYtiD! z?Ih|)_w<6Avg?W6LU?oRxeBWWfVOPFa}`$poQ!~g_h48#=I;R)6YgY%m6H7l<{xsT z;Z9gsIl!OIq{yq@68=EuE3BN^+YeBg9ecLI$}zp&*dG$ebcK~_`IY?fINQRreC+88 z%%Xok=RTA@&zBp^qr7eJ&2*Uf&z6|`2jB`XdV)cR3yuCW{J`k(ArtP0&<9PU{{7I9 z)(tkrQx377JlOK@?TWAgaM+3o{|ognX?2}E;o;uCLUgw?s_j#)Ft;9Zaf0hn z^B+xV6DlhSiXCsIFP>SVR_NA_vmGAuhXxOt{AY!<%ZYT)d4e% zCsUJkN9D)rpgigm;LJ_o#wGyiLz%U9`86}Ko$Xr)M|Rr6LA|j z9t_e;l1DqKaa7${fzWXs?oXq4*bUH3pqV5SbHX`mGLEu{asSHy#wm022QyuB2Y(?K z01)GdGt2EX2?;6?VD~!1WDy_xJ;}s3AOEt`4IlV7^v-45l2_a=+rxD4`;WKix0y_v|)m{_~i>1 z0wI1w$y#T^8QR3HKNtD5@$-F&5fAbZE5RUR;so>{u8T!O=K^bc2ICwEj&S_RI6xn_ zdgDB;%KfjN9DLl0K&zFPG6e8y>tmkn&gQYqK)!{zu)NkS$1mYXqKNK7FKFIz4_wsATb&~zc6>6wUr_+|^ zpJnwtxuAppE*cBxq+m171h}z`M$gU!wlP|!HU7NNKiOtO2PLlKszi{v+WwOK$9^S2 z9Zl-RQn4Cm>dI+h$#ci2?qW9Roq}iX6yZ$INRJ?e6H#;LuZGf&tTAL9#1WU1O zk6t2_9$ap0FrZalWO(L;)R}!;TD!blO?HjlVHjuKd3VQA^=#It~;Rf@$=_bFFxM_$*}UN-?89t9@4Yb zansMIVO2-sl&JDJDXTnB(HlVOs#WqDzD%w@Ovl|}2bEDUrS+lJQL%wqa#C9H8pl-o2q`QeQiTl1WL z`oy(icVY8+t&-7MR0!mExC=HK4SV60kGWtV@C2q0Z*#H93&WEhN0+C<(F3H=x#aNY ziYBg?A^$p$QEErq4Cuj`&$4rim`d0^|1IW~p?8ou%|5>}*H!RS(v$~B%50_X-A z+2PXl%@DSdU%EBLI8HgW%F4OnM`Yy0APLG_tR@b}y&TXD~px972e z&AC*wS#P4W7BWLFie)pM$|z=tR~2Zpo?l-&P@_Bn9;>(cp27GjFPLrT}9=bT;v<< zEw#wPox)2{H3c?>7k_)NC13rE4zW!~Z7LSjqDc*3EhWj&n=j(Rita*^L`LrOcg1YC`V z&%=^{>u6qQGlU+&Cr4)ksVokmBRAMGTB7Hp;fvGgI+_+WFS_A?&8qZ_n`CO9{tYlI z_`!hwe1X-Gq9l~!#bqy_nB+BN)4Up0{>#!^HP^0Tnbr&>>Lk7k`EYzO8omrom@@EK)AB&EoJVFh zYfi;_`82v_wrcg2*=81-EW=ON1Ggkg8=c?#e1j6GZMouPp)bgK$|{mKo8jZqNY*dS zR~V)%!4qcL@m(|;G!n`|MwSXvO|!`Sdkt^`Tq?gWTYP^$Ox#HzOR9NvO0G0>fOoRa zEYu{Nz|eAuMGlOYwm)4Jh|IktnG36n;yPO174gD)eyS@?DU`HiSXWwhD7CVJ2r^<| zr0Ezgswv}Qk}v1+tS(*pgqNM9ak0RH7aDzbkHPWB!Q;gH0sfal|3J>S1jQk2J@=Oz zfas!MlZCtdp@lH7l{1TTL>0i?)n6a*;iSbcF`P8m2wTpLdz>iG2-}``Xv*Oohxf6xg2*F_;x=}1R* z#&EcD5?LrE9{toYYakyg7&xI$#jhHE1>8HS>p>qwcp5@f*1Voaqbb)^h z6V9U4o2KX1%navQ$%0{80li{HOU5==GbMlv!+tXo`AQKuqZ!7dlsggSt61(hO6_f% z6st3oCL0}t(rXF$LFwix^M!%ez=+bGNz3J;3q9<&1a3RetJAda)!X$4?XP?xIu87% z3cV`0zeC}wd+9Srm(e>i2C^A_r&O8OO2zG;)qnFs=_*_62s+%F>7o6#B!z=0$(gP( z-^k$E9YSHisjiFs?l2_} zJ{;=GGL-GKtny+_+8Q=gs3S~pJ!U^KXQ5^50JkbgcRr1NB>#fxx^hSuuM@eF1OM*j ziWzB2_BflG5EWQW4q1sEFIbUCU}ZZ;JM5KKmmeo1>_U=(e92+TNLmZb1+YSNOjDW- zG~($OS&U?w1f{_f>sTw1ZKglx_|h^jDp6V+sm-rTCQf_1`Bi(ZlkN1!7pM2E6Frdj zXq)`lbL0hMnbeuoR36YUnY$9=Pd2{^H|usFH&3|P=*61cyR-z3H?n{qtA{{>RGVN)JNXvH&sOw@>oqgzzQ@Fu;w zaLR&t64y)nF8wVE6u>Z=;2 zjD*#hYvny^IlMal?${qe@ku~ZK4?avS-*mm~+IsL>?Eb%U97APgdx zQ#Ffabq7l$mM;75SvH`3sZNbRX^4ZtPluDko;#;|K}h`PpU$t@+{{1QscA=<*P9FX8i1Q6d^tLu45+*mV=;Ll+mfu* zI;~tRNz@_x(v!TPms*l!m94mqwp*lmZ!P8?qDt)$$&~ETEJ-=Q!9_>(0$hj1G}@V1 z++x>BCO6kQEm&$#qt4POZa}j>*fO|w&XnTqrcAOjMTf7rZ9;LmD^0fLnR00VA=EEw zfJQSbic4>BBEa{EZ2}}pT^h=IbY!}?+h*0#tx(e%Q=QcJFCc- zh1FArM<>k>!-k*AE9sJ2hwoShYy6W=+d8O z^F&xkhp%+kZywaMV`plEny=qbe36DbTVY{K|G+uzA`ZAWCoF*JZ{lROcVNgb24eb~ zJPvrS!a|sSOFMBMvS@{cFD;sD9Qbw&3uF3Q?j^|6X}A*>mhmM*X40EIPna9cqr7kL z&2*U0yjyYvzv)+`J-+%)U;U;-4Ckxgv@1k>z&=1&PSY=|fc?v`+@&|9M(s3Udm}7= z>4!YzT^N?XB(~Ws=ot&rWeVCS56fZt$$q8edFW`qDe@Icm-a4Qe+_5peVl#umA?8) z2N}*+Uun0|{7XE!i39cl!g80cL#D+I%U${=9_Jxj9ASA&*MBhb=e~opUyR4}O^Ujs z16XKZn8&mVyrdv3pGoFyerK{c+$jso{(5ispTs|EQ!i?v7ZZ4^g#(YMUOYT5e2y{ppoj<$ax@&aCaVv1E zpACyE1=oO^t))lwZV8+j0AK^2r)xHBAIoEQ=rGC#jeB};fj?pl8-5!z%MsATt9)j- zA7lRuwz1q?>c|xm-E|LMowhpy@wo!yOBpk7>wB$o>oEA*Rg46=QC@^R-_Ql#$2J&?c zh{h;JD~&Ij29!VpY^PJ=%cSr4!Yq%#!~|3Y*W(TFD0W>E9wD9NPKYks#MoqJO2YQ{ z4-PG>7dkoVZR!KBy3q9H>%@KNDZrn#uKKX?_rW8oSOe8#@Vf>dZ+sV>4W#{W5&yxB z#w0Cgryo`<$A2|xZi$my@^zG+<<*?lkc_D4nI!2rB6M;D?r9BRvInd!aZW$j% zHsH<_Iv?H^8*xZFJgJa85%vb7$IG6)U=NIq0~rC50orn~Xbu65&Rz7oA;dr`k%6X3 zo3hee3N20Z+dOl~Ww*ApKvp2>XR_Az5I1`;|$A(`lguA4ULnLur* zN&Pvz4P!$rO?(5>BUTKI6m;aMF;gV7}?HuV0?C?KVL#I)}XcnGd_!~(6$frF;n+ar%K8?5lZFoKS| zoQ-b2xpamy=mF4p$fZ%AL)v-|p#R_5KV*F>Yf4XkiBUT8%ce`3In=B|`OHO6>JrD3 z3HQi*R@{>A3oBUeS=2_LJOxAHSRoSGIl^-x2&ZM={&~cJiBPy5_kGE$rjzL)@0+5g z!h^GVARx79JpV>$+;BQkTb1cwq59

Y}&$C`~HnnRb{TZ16y_yC@MrEIedFr_EM`VG!!ZbszCDO>VPb# z_2y~N2VXUqt{6QRn%ubvzhNH4xrq-^fYc&toRgCR0rv$OvQ1>pMfP&&F6~Vy^x;6!x zY|DY?&Ba_ZaU26OJJLePnBx^;;9S)jlghs#hEvgGtzFp^rgX-{sE2Mm4e}$SZ{u!L zlctJ-Sr=RmRRNdYhv7vI7XbNOriQ26GRP~PYROZbw%6JvQ1^-$-BzLX*Kut7c7AV z%KGScddHH+3-In8r0{CH6h7~fLOQ5z#h}`I6~mwWW5Sff!Kk z|NcM!rEscl1|1PSpVG6w`VtrnQRf1>_>%~$b=h^)hk0~#}7MW=I zA+`v2Ht0n>2EK4gQtX{>9;ieH@NA&|V=bapUW0uPC7wI%nC%R2m!~~DhK4d+aak~P zJM49EvJ&nwtjhI&PmU)f2Wl0|Qdf}?;9Zx%Rs!R(Z6+UkM56Et9zr>0=G z53^X}UqW|>faePT8D5@7iJ6gxETivZ(v;cUXaEz%%p7rVs@BQ;sEly=Im?MfSu`=T z_n4NY_`!#dPWztza6Njto%rdpP5hLvQm9eoae?WvLUrlTq^vOFbWbXE#U|M+|Jdj^ zE^7VGKQ>J5dYFdd-!$xtvRTX&SbQvVz)0{LQ?CkI~FD87QR7X-xXxcdhyUym5)r&(sh8`LT zukm_6Ik#lO&0|i~*OhB9KUW4*`4JsO?mp*q*3uE1ZD^(H)iK+F2rk<|1O>fF!PZ(_ zOvrS++lxw(r$DP*%TvPCAjh`P)_WJ&g^{^yb*|BoMkl@{596-MD9|F8O=bB!4>@UwUQk|4Dq(r^x{`S(oPYc96mCJ-e6Zy)u}XsmaRyR0%XP_^mu8 zOc^|WENzSY^~llntG3(guFZ1sa#;fFQa>u^)}%YIWL|FX$hy4f2+^OGY@@EdG^IJ* zx49$_UbC3ED)Otr)Cg4^VJ)I@U1X(DQNw^LfYYE$_b{VLe)|Eti68aVZ1QH4ifFi& zlMYaAA;;#vgQD18j&|8DM=SDtGUtFUYomR|aQQJD#C4AeQwfA-^RQaL+_fy8ZlI^*V_Z3vZ|=ZVR98!WiSk`3^Vn>g?pu`){S4bE4R{3He`GS6tIvI$8^PG2#9FCUeB zq5{pKeTuR}%BWNG9Gv$Y(~YaS=O$KwAi5I<=)j$9!51RIM`tguqb5jbT`wI%*K3AW zqW=}eo#GQ+oSypkLGLKW)46^vOQSV+d<(|eK$+f|zll5T@cw0$FH3n1?qkMF;VqCI zI3S8y=`ye~DpbZ6G0I!x6s2k0cMe=Kn+Z9+W4I@kA&?>%v)V3=71Um{L4>`kKA=$C zYZ@BpZ86=)#)b0}<0@LF@x-)eN@jS>)p=SR=q5{^7-v$+*?lT`p|>_+DW4 zl9ePiP_;I@)n(j=x_!mZ!D_tr&k0lK-nx#d<0Z==$|-GNBvj)ikmnG$OYDTxE4p{N zl!JpVC}@@4z@M^@5~p^SVZgHEWSP6)IHd|&`$^^E$VanSWEhdTrQ-wdHKW65|1Qc8 zZ=%UO_c({MTs%5*5A%uT>2BsLFLSMxZp=nRL-3wPGehhZ@kxLM0gO(t!? z6L&cbtAW@}+`WS}s9Ae4469l9XA!f&H|gkfI0_34_M^;R+?dM*}Y!5#tr!yzD#Z9qR&kP#-(MSM%Uc1i-ax$tmx;si00_I8m!%? z#k=6cqFFtiA{LDbCleRx9p8WxzW^mp1x3>?%+u&w6xU0H5g*_xJe0W#1VaGs4i|Pf zR)iL_K=ablYl2JV#=Tzn9#UI8jjb60{{h;37W56E@wuYnyu&=P#_HgS6liYbniV%& zH(`%OTutUK`lQwH`Z(=9YIW%kx}e7zEgstxp)74G72HqPhqTtK5J!{L6eK~2#1yqn zTqfW{gX^q^Bm>GS8kN;hFdsM|R7P_tTBiRXr9kruR*b|~_?kbKMyf2N*RM>u$wPZ0 zgam;;=Z7f1sx7q!fFCF?*M2VD;Sih;DM>W~{q)ScK`ST0)7Dxu>;*2aM}UT!18rGOCu!;@%t9B8D*n80X-x1>8PfkL7~!02{RYumf=u1?!( ztyr3BzeOCc_!*&BaoldfV0>gb?{E|7R>Tzb)Ge0XQb)!RX)cfo25HVq@3@EpeVk<% zfn8ftNrcdCP)NU1xt^oo;N@?n;MuNbxywLLE1kVcm6oqdE(`CdS6Z-Pd_t~ zes5kAug`3Q(Tt41%q?;^qiKUoV?JPq{}oc0qn9swQU2-h%WJupoWIh$8;Rlm|lok5w3)t zjfR(DB~C7!gk1$EVHW{P*j4Bfc6l{?5ta_SbQ1PFI0?H7P{J-km#`P3VQ5C!l@qa- z!HL+507dNlAR^|*@+fcnncYk$Q2eXy_xhMzj`Q8uds?cM73y|JeO=CTFv&`Wtbz;d znq8u4Y9)Zks1S-N#(7cP5#KFx!4S;2H%4*5ChA^1JYIOU9d+iag*r1qYrOVRXB85L zjCp7G4LkFSpDS(D{<+b${fax&PA1!o*9Qqrmw9*1)Ut37>Y|pPZf~N_(AV{~iQ0E4 z$ee}RLrsIY8j^6#hbxnm)Rbnz6En#RE(1wz z(nh5jNoU;-ie@|X%vB3|W-_-6PPpbvlkF=pfoDLc{36fzD=QEdk~zcmMGJ#kn5rfz zUYNKPkh3;yk&sJZVY`CRRPa;<+D_3<+R9)IgyKUvB~Z#kC*SyYGw}oyqq83TeC>dO zAOJ*{5ofrW6iL(pgp%ph(|mHHn~~SmmSrvCoH9Bg6HH*xXsyJL`65)GxZ_vHf(Mlj z@ss27Or7BNwvb>nzh~sQEazL6{+{$?0oNR~Z%xNEFsJzm2SQJf$?vtCSp9}RgO$C3mjKP;VXUvphU+&J?JlsIvhmrm3#GlL-dkyQKGbJ zA0WMZdXElB8Ke&s!A*>`1qxxkwXy}=0P|OfZ`oZ3-fubb4$-p;#$kPS7ywI0w9UYyr?{c z3eO#?uTikfzY^z~cIzGe-G}P@xy(XnrUcFIUJZzo5<47(Zs$+r=%**PA-KIM!7#z4 z#s^!`JUWNsr_nD^aW%8|RlTL0e71gKEoZM4u^l??>axd*Kut)sXnM^`J0q ziQ~g{w$S-u+GFb2!6ONRN6OwgNnXuW$t^mXR$*%e%0U5&(uiU#I6+L)=a~j^Xf+r^ zq~}WECTY{%JcK2(MS0^v*(;dc4$}>y>^Hzh5*XfDl`<2q*WGsOp@HO5FEMi^_d2y% zOKqm{bnMsx6Uh`zILa{xhCW)^5@eb&vkc~}zIWJQ+ws<}u6j1uUitm}?)psl{es(G z&TB+CEl=18QZCPvx2BkwC4|)T^RZoz@VhY$P+@z2tYH{Fl=siwcg_LdxNMFI4eY1f zL}jN{DaY_4ucs;Q%lqzat<11!vy#`~I#k$aJ?(xE7x(Q%f>+Ob#JwSD*sHw1^^f@~ z@S9Ay9-8RuSCSZNHx0IQ=-TGkK~lD(xLv*IkrXs%jpO|q9oP}y#9!@=2SpOa+}Krl zNkeJIwlAi<>4t?0B2mcbq;A5Kv%)T=$tIbZvTG8vE*{e{tuCVgj=OHKX?iCe#U79H z!sAhj;lWhT)7Y{{$MNu%d3v|Vi{*SzeqM`8bO7|uteob>Lgauk07)OUnX<&D z)W}=0aMDV@8Yovg`0Qo=US}0~hIVF{)lG~DF$Z4FX@$xK3GO5>j6$3CJAscHQ{LV$ zd-ZaIPF`Tw4~uv&^dTM1{02{oevJdC5ILSU?y*kYz8%9&o5Ph!$f*&gqOR>3l`Feg zbO3y>oWk6j#kjqh@p-$MvA83TFC`NoP4^;ca(_Dh(>^4Y0OYI5T_6u_NOO>SzB?kJ zU{u{L5$!#W@>hX~#_J2VeFVU;Xl7Do)-yLT!7i5SzoEZV-p5&;Jt(e6#7f(7?zu#lZY@`bcNg2L3sacW*zDrG$vpm*!eAM22En6gK3Y>{>*vjKz zo~6na`04u%*TiX=ho+g!dNu>-%bM@CSEcN7_&i%YM^HH^KjkSzkjGDW;M!{M)Av2xY;6TLHLS4;iD=M(!efG{ZqCsLYE1oD#M zJ6&%8G@=3Iqn7R8JBWJcvM;vue0$^D^LFD~J?3^4rkC4Ga0%@eK+wShc9e#{Kz2zm z05L~C5)(7P>s$*9pGM!IF9Rio$~Bf)RQOL&(Nb^;WzI)SyQf5JJ~Vz_kF{h(5l+vq z&N?3d7YY(I_El6sS=WMEw=*WGfk^19f(7^n&@l8cRdojkgGwTn<_&sd1Fm zi?OI;_a5W8Y_`_~hDyd4av_0qtZELUBel`@T+hi}tbNNdozk|=DurF;9Ge>(|Ar>E zo(g$&<;NmjG&Isd1g0?zd5*%Q3O19yYtRr5y`a>I51B)g~Yi*RqlT6Gqw zw0~4{opA+wo#k_3)B)4euG9j@G)=r zl2pKbN#TMhQ&sM#&Q?2s?7!BkF06nOWz`Ny&8-+)&}aqA#Fnn&i9cA%Jhh4I%W^t_ z59?*j>(SWmm>2Iu@lUu!mrL7_s^td>xU$@iWLa9|y2BAs-iIgpk+5x@&HEh-N`Dvi zM`O1wQ6LjQ! z$$r>8q-U!mGcE)*TVajn2NVSl7)n>pG!EPEYwcFLGEQlwpnLXAK10)75_wEq@i%YJ`O}*pApF#!*=HI^B=Cnr?89 z^7{L~nZC2QuG{bRvA8n`E~JcY??QQ=MXVK3lUfgHhMky#^M6Y8loyd8&)g5+bbg5+ zDrZ?`7Ebryk5zJ9G8&sSUj-V1Q8zgHDKGmQO#TWO`d=Uo_&X=2uSr0I(v}~PxIoUk zZ*2*%lUcFOFLvzd8zrMH&hW9P?Z>>x6fS5Ew#D!} z`iyZy5~$0|}UVrRDRh_aswS0^$9oTPAV&F*Q;ILADUjqcM7F9OkR#bK=wMz_xr;-)h66EjcHde9RY#zg9~s74b-Yl zI&TVYxUdNe-QFuwG6N`N`CY4|tf?70|EQ9&-VkYwlJ%`L@4MaKowFLMTn**-U5$ZcUai_Hp!n%a6dC{u7S~<@`1A5|A%4 z0Z$Hv2EGC7MRB^YX$6c+A-foCNH;cPm150TJoIB8ZCnwCAx&-u3Y@AKp&U2pDk)q_hmhq7%3r)St(wE z(}EoIs^)>Wk#xBF57=jCb!jgaGLgPFp`3amDpPJRP9D8I=(cLWtAy_apOVzK)9 zVO$R?NHh(=pxk_HQy>p9d`h&)$@bTJ(Y9VY7~oDbKRhdISUUHYM-*FwVbqyER@9mL zAZAgTyTd999<)mk|DcO-?+SB+TjH2iUxZ4x!;Z&Hdl3@2m z^9_GE6<3Blh(ZVfA!T)0GjhzrN?R$i?8A{>d6@9LL?_g~l94J400IXzHZoOtJe-S5 ziWu}VRaDTv0v`K1!C5NJy@|@wGL7$~%ouk7NV{FsDP!m8v$W2q8h z1T~0BQ*_+Bo99J~AVL@?(DV&XSzTB9u*jDMlD)J7e<~vW*uV!b8-IkEabmu-xuN+3 zfcvUy#bZu#aomf=IxcSy2_>H2GfZXb!J%Wf5#_Px0WV%M)5!E>ckEa6EUM*(g@Whi zE?Um-O3r38&6hhaUGnVymLgvs*8wXQPEqT(7?WHGR>N_}^Ulv;Q6$Ly3;s zg`%SSn}P#E-gnTL0sKubs7x>w%?~?>zZNoomW9l3^+bFX_hwg~eOdw6Ck)I<+vY(% zTOGH`?^^a*n$mzRADAi>HTSRv=k#aR((`yr!{V_g(Aj=L&fj%e#t6xW zJALm1mcH+8VLlfNFvtn~Wma%zCSd*N?Z6->@P{nl)_HvF$x}Np$f^6+d`#9%xO1nL zAbp+$26y?Boy^0XH)jI|IB{=LFRZ1*v@_yKp59g4#(3Xw&p_vHZfDJ%swgoi}gy1vqiVB;0vZgD<>U3q88`FF7gU zGCDcy18_Lrw4p`e#Pu97DOkSBOtEE-@0IKAJg zw1~62Aw$gXwO8p45JBGaV|tci+e5!RxW9jBgMoA!aZ4eZm(aDA*OU1`&`7vxrq$5Y zBBbLU9R?yoE5$9k59s1slcx3JY4ipGo|EU7(b5#?8+fA49i?oFQUD#eWr!YBR4|kI zmclwLGfxA3c)W6w}@|q+?)1xDLkF+DP|-Z zzMjz%gX?VhklOy*+v0EXwYTLlYLd4O=-4)I$hD3Cw0~Mt{MT?NFX+<7cXhy_^{^`# z-{c`TQw3eT2=6T1sSCOGiEd-6fR$ai9gt}8{vKHJ0nc8*9gy$m0Kf@%>O$^#{8zJu zD&^P{7jTE8blrwKbpba^nMJ^AF4&TZ_c3tL0-m{W>m_i!{xc7`Avxf>i0{*Q@wF`C zqdbY5I^?RvV6&{R6Pteqenf!vh~MVf?|ByR)CJr|@oOD&C1=Pz6W`UvU7QB&e+Aq$ z@oPS-1D?5XORv9)(>R-$fOQ=g<3uM6LHPbnSQR50Wd!9Zwlt+2l z-ka$#@gK<;KWcjazeeA4DUHD3qMn8e5ClQg7qCd7LeErw>}Y!Hj&{ztt9I#(Yy0bR z*+&8Dt0XFGFnOXrXjPbOGG}5()U(9GYXc}$d?wUDshwpEh74kzd7Oc}@27YLuu`Gd zD)Dh%*~uW9<$2;iHMceuY|dMd5rMcT_Jt#;$U#~=%1m7qaVq>_{4kSfH51o3C<%;~ zfaKX@WBWeNf^cqOr{&Ojz(l8J2%a31kR&E%YLw-Ic`fF7SpkE00SYvMDF*=Z633o? zCWSz>kRT>-!0=341~$dQGKefACDWQ@jA%Sd%2UTmrcGY4jb)%eXp{ zSAubuSM)TikpBR$=Sm8C$XyAbW-BFqT-<{p^L6=TQZE5=zw&HhZrni2#fwN~Rb&^- zLJ95!dDm?)g(Vl5X-44n)mCn>3eW8TbJKhhS3Pu}ob;bBF2pTI=(6!Barwl}LnnPrtBRAae{xkra|f1K^n=lFbRf4tY)G%kZ) zaJTs|wKoP3*FbNY)P=If$vkj_WX*@3I_3NyNNhg=e!^EY$nOO}` z04Z!n*x+E9yUi_69Ua{OFDGqI;+s_s=zC^vxtx^LM&`7Jt75G>OU)DCS6u3=6?5Sh zA+;dnd0>hoozaxv+5i`&Cp`S26}hIvl9V+9@5Xv?ubyTUBC$;ZL2wxT?%zS@E{XqcV-}961a4O0osm7~A0LN@2nW zMWMB$x6B}50@OtC=XO4(nb2=^IygN&jsE-F0ggYZdUfWB7?&)hYqSwCZpe;>LBw-R z0?WT+It1l3<8{#DaJfs#RvA53lvfNsoXMP?9j)>@O_b+R_a2Wf7VBxC)#So&Bj0#R zG`>-4n2dq#0eBd{qyAcrF}gq9@5Y#=$_pE0!L8vBW*4F{l3a13ruLSsPiw%JM6>?8 zS(y~f2TYB0#)~^!N)-FiQ@dgPE+;P6bsVuSw+Vo z31cl5V9}+4Ad_sAT>Nbmoj~)$le3F@p%kq&v!fQ-3hxQXd7LD+67!Vz&e+`Lv}gKc zKe&1931d7&ZLnk0QX6^U`A6hD0|-%fTFTFAUe-%uK75`rkuuE#{#$hD$3+{Fg+`mp zc@4`VpW2CKJECb%@EotoruD-c^m^n>n>sgpU^9QD$+}+$^I#!jKZ!oIl2D7Ii)ub( z?M!-#?ur8adETC+xaGge>}(@lb2qVNhh(_G9n=D23lIa7Khyk5+ zw~ilf%0@Fc5J{8K+%B;8bK!6HhC8~%iagcRbRL63=OLtlhhD&YrNR$cK8W$G08d^b z6iLcw&D_u>hgZH(A9j?Svtb^f-nySl`mpB8@(i7Irf5Xe?Uf(iu;Zds=gvlV@v@LMu)(dvc+cWDZmvfDVbAP#*ReS-)*$(7*-Tg&vH zN_3URVyH-qq`N5}KA@`PQE@b1XySM&5X~~A_@o6j$tN`;`V!sZ3up-Lj49{r?BMPY zeU)(?coQ0C-t>lqE4($nU*7bPlcTIbKgsUfZCu5yZTOrW#?cJIO{ed?CTks$m-5D> zrov80V+|ZvaO7b;j#Fgyi+pUlL0^~%X2L0ta&kv2BP{gyZHQhq=P39()&xI*o*Pdj z5HTP@C^E_Fq#}=HBdy%}yHfLJOqbE3pmx)UqSV)B+oWv8lm9P!@3!T(v1E(>3dVkt zhFMmzZmQ}r&VwvlmiG2VEvehR&KpQ1Nmw92<5Cp;w7%gycfalrTVHZwMnonOB*-e3 z3M6FfWi6{nA`^LujEtBuXB4vw8KZ0%vfQ*7PRX|@HM8K$f#W;%!oZz6Ojj_WC8$90 z%b7_Q(o=K-|AO2%4}HOP%e=Om6M*Bu>D?6x95jwnuYb=EXQL)P!))Nf9#6K!r?yD6 z-qgeg(gdgvxQYLDS8h{D4=(mWZMnDj9!>1Iow_1C_}N4;T{5eb-a8t&WF10HkH6vf z+~64 zv3S2QChBMyuE?U6-wv3PK>j;;GJ|Ss8?42 zv*odnK;QrHU%l$j%U^%#Re#?6@}XD#`R&d7UiIhY>lfSm^K5xs6yESEc=FA8zo2(t z`}DO>2knz?!e`6R14%y2A^SdLMXxvWd6mXxyjPxmALlGJ<6HoSL4ghEzBZ6Rm`ndcQrqhbHPgg^O*iT~H(BO8N z_3K9Wl5U@gNvEHkjoI?uli&%G!0mUqqhbVTgXW720oveax@ICAyT^MqLUjnk1Kr7Z zI{-=~0&Qbu0wc>tzngJcC^C$`uo7Tu6i+7cxJt^PG$83}9>D~*=0k6g@ zTMj}lYf*(f7RARn(RwP*$7L0A$6A*Bc*exdO!+KTZ8)U(DcI!>1LxHX z@eKpGXXZaAtG5u`Q!$4#$p}@XggMh^d$`QFaZoh<=1mxLaFQ-J!ppc?hdywLs9 zrGbY%Qr*{fh^%?E~-EO6! z;ykN#K}k%65)%gU2rw}&$Yf$QgT1?CtQ}TUA05m#5}&($7n(*v3NWaG;Wh|+YyQ6r6dX#EY~bGdUZ{U*5SCotFr?AKFI2O@Zqn?I_UFWqHHw?x?7$BaH~>6CLJ!r+^8bpc>4 z851N`GIDu=5M|RRh>Hdw`~bxI0)5T_D6K}w1v~Vcs<8NJ=RaYBEvU-f@4pRRq1^6MIA0`2yTWie zE!(J{U|ZZa2lV+jL;ka!xU>3~FJ9`sHbS8gyk2~QJA_vJrnVryhN~95J8O9BC+RV& z20>FX^_(nN7jK+xHF)TEK+c(MCvB^}81A+gXTH542k<1sWOQRPfZ^l0?upfqb@yZe zMG!I=d`sf0j3XHgIm~TUI$Hsr4ev4#VtslGqP}`?0Vzx}Ejg_(r_(L`7`zy*iXvRU zUa+@_hl}r#giC`(Pb)VuHh@^AoaLZJoW~!n_gCMIfjiC`c1rgo!Zqs=nt}Yf*?--J zviCMNquk^5PmFY&1jFdMe_rNGls@m}VzP{hTo_ZYd^+;y+qy4NHsRoIC0Ztqrz6a# zMp*%lRyiRI2GaRXeK|n><9VEfS}A2c-+Hqcf9#~vh8*_jHY6{6YWVDEtTt>X79wJJ zD@WtkYvk>BMEpjt0lKlqF|Bclz-=w=ZMDZ|yY2D0XOC+di<4qTU8ni)#4vkw8Sk~7 zo>=HLX)hS(!}x8!sMJ^x`I+9@M1adqh&Uz9E0v38YdF?^RU8M-QP6(&g5G4<-g7jE zKKcp!nil(?reU$U03Bs-0FaY+NTxnaLCuhcGeE$;Pd|%QiPw7y7@}iv4sU44trxIYq zGZ7)I#?UbvG{<*D|M3x0Sw@N=G>Tg^y1j=%JKt^4E8~B)(&3lV3i-%lEY%52FEAK$xo&P>CT+3KbQuUxj^ zEgELEJed8Qi*T%$?xwJ)?+@Gx{U*l!Va%CyOu4$>z{!hq&w`ekKC|b^+QO)-*WyTP zeRTmmDU3`U*VsKhz^K1)qyovRj#5mraiv5s1tXzwrZy}zdzl=V2g8ZURSM9K4jWF| zukQP7VnH$@5{^@?;+G>-h=V*>?ZKo}ws`$3RtEP@N zaC{*OmtBNw zl77kb_Ip?Um>bhC|KjboQkR~L*gNxeeciuz@8jgQXZGvmP787D0sCzhm;E{=4=`S~ zBaiZ`tq;>~;{W6(+!|=T*d1uS+zhlbNmrLaR&JnW_;)pTNDR>75=JfYyM6+FezTd1 z8Rww9Se3#Bxg(M@u;Dx|JhJTi!FhCLUr1wE@*74HATA?#97ZWt`2wI>{$Bm?##=sK zs`y|3{O>)!9c@N0?t1+Hbkyi$hnt$SGq!4E5#JV6$3eF|Jp}ts|W=0w{y(ru4e&32Pj!=IF}a}g}aEYBp# zgV||{Iy5#@vB=}}W5QJ#_>pc!&{_q{kP8ex*yYFIS}f9P#D^$<9t>@DBpU;yKzT=I zj0ee)cL97P3b0UNA*7mTl4N1YD;a?JB1loaB2`0fxi6tLq5Tu1p%3A+eQCIYKgMsT zNj$~2J%GpZUb$Y|M{^z)a!5)?T{bifW?Z~c$8u zacj=K9HWnGWXbS6c!@%=xU6`P{bch178L&)o{|%|R%a{gaT3M}Fr(qEVVZZQvSY*& zHS2#-(J5TnmhNLGpYOJl*PC{-NR9cEx_v^^d@`P8c!e&F=6h|Am(@#Y@9%CwH~be{ zAC=$Nh4C0!X(f-21bK~gj-##4>F%y*eeymRk4NmiFm6xwVOrQ9tXuPO%S2(T&+g-b z9`N?N#m5a9+Rip>$lRjI3j7M8biYxxB&8%sfSkbtg5!p>)UqDqk%uWa|(l`hAi5$o0m@wY59zbi5I0^hL|uz3OR zVRY?oF8M&Iy0icbr(qaO;}8`RXYPyNg44=GG1(KSX-@2IQkorjQFFSNgMWX7-q`X~ z_#pS+OgHN#;f)V>)_4Y5A92Ii$U|ITgn#Uvc-^7cbm#|&iDCD}7W5eecCG+D4f>=~xaX~)ToHa%vk zp<+Fh1n~9xnOqToD(JK#b7$YvYSoHrD#xI(XPI_^1zpbQ>R34mv|^U!B~aL2xA>6b zC(C(N#GlBrggM~z12SC+V#r>Jq4M&{1Ltvsa9ZPe!UQ1?o!ebHd2{aD2wIqBd@{}A6i!B95ot}Ihs6c^AX3&=vgT_#x-X#$y!$YP#-G>B!BMnS@9#%GTkKOg)nvn&NI9z&hd3xIS zs*#%Sr}5|K&o92zqLFBL+9u%h?DJq%pV6To_~yL5OV5_a#oV0^Plo*(u@4-NQlnTa zoRRhAdk(9V;rK^r_cGvEgBBs%U)46a&fTlg;u^X-W#49!dNMJ?;mJ*ZCx-tdp&-n| zkUY(b4pec>RLBviIxu{Q2HLwO2lK2HauhdEWWDm~ zYS$HsxjQ6;j~57i7)b0SBqF_pOId$(WOZ$N<=>GVbUpptZtO~&)rNousD|WVaG;he zrw&)!)5v2&JSuQLDBN(mu~ax9KfXT~q&s)l*P8k-@_N)hoyR-P-`j2QL+keKl{17w z@c<6QY-iQk5qkC_&bQdVUJc+s3_|kcg@rWd{VF8-o9dx2mb1YgU9zdRQS zdU<;5JGZW=-Nj}%Ua=XHy~x)9wcTMBuWqH+nY_c@RNr%sEK!QcOme*R&*(%0dt7Hw zl`~h<>1X?Ftw|?IzXjrkob=MlV=DXo-;j)!(Ld+JI46B>Dc+{tO zPFqKR2u|y>UGTX_&lSqp(m;bLi}Ups+q)S}{Wf?>*XEjqUq?ofXUt}oDb0Ay;17-` zvw}>6QBO%un+-5so(`jQDvAsA3jtaQ?w!`vfG=p-k>O&pRj>^{84l6-nPt~Q%o(A; zr!{ugKF&-2+MuC4)&{gefJ*Nu&pjJD`IWXOM;TxZ_Bou~*uwzsuJOC^YW&Q~6sTQc zso9R|Reo4W#o9}4qu<8wSR|<*nDBX=uL{Il65)%S*pfYt8m+WmbtN>K=K*GIia&19 zl+SC}t@*S7P+_Rw-r%4-a@-D!g6%}dSobHW6_d)drvh-dw6N`%ih)lp8kVje!vkev zbU`&Lbp~L9RRoqyUT(yJqQ+$oaA%Vl3!)ImL%54avvp_hu1dSP-rU(@gHEWQ9dGZS z<#2n?4fT7E_h&cn+PGL+T+cW%r50MI7NHFPgbOVl9C;YPPZ1w{lgsx_TGA$nr_9y+ z4zWi;zf&x8E112QQWtf)R^|Pg>l>XyP>jK7kR_wupa<)EXTy{8%U+GxcX8fhhR^e>lgoasuvcM^H{|8;oG>-~~E>QNT<7}0)p)jQyH zZhA~p+(VErT^ko2518%9qr7VC!?c^voE!OBF79WFh_)Q0yQg3W#ax*oIK}Z$_VhU( z1)IR(A)30Hp_LK%7L+f!m|IYtBtC%O(LIP(V3;D>jW%p%$Tj2rUc`x%Cau1f{8pD5 zFq+@E;t+XA4FT_;(Cfz0{TVY<6y8fKp`Xt)q)^qhF>y7Ch&D3+&b&&>c$_5}GP9!? z%F#@6iF_OjR?36;6U(tsK)JDiV4#Sn<=J=;jF4ER6*4j_D~%OHP}^qpq;0z@r0$17 z`vUUMbIS&Dd3vf9*&3ysBodA+8wt>20rsOO!z)d*afvpy%Iu!*TZo@tTzHwdC|o%$ z;Vd;LGvO^Mgh@(e6lFQ{C7RoQ%GJ`t!D-z!u6j%+61(EQcmw4RxYRVsEBO6)q$tv1 z>KEFGnba!Evjw9vPMLaQkUz}&SPBw++HJB+Ph`H?t$I4>fcNpQB0PuS)L~8 z%&tArpq2?V^S*Us*i1D(G$l zl;A9r7t-9nT_3Wp$yi>l<&SxxT-)-ewzYsx^?NC>clq7Aclp={RpgOa($WDfXK7ho zuo3`JHI6BD+fukxfC%6XgWyd6wFF-(ugGE+E@-AS5?3s@EfxMUsw+$~IbmL!BvF<$ zp<9wzbKT!i*8r$!*4Dtbu@FO+D_?3V*ciTAn+f5}N(eM4Sagn&s)?hlo5vM?+EE9T5(Gf=I7_0lvEhI~%jg~;y zlu&-{+AwiiFMK9kN>u|h$WU{Hf<2}No)+S#G)0}|3)Ek`O-s(lq~dhYW|ZA$cP@Rs zNKUsMK%WQ$xAnNJ>UuO-#SO4aI<4*K&v*`HNJ+sJ8L_3-KZac`w98M?N ztcy((XM4e0kh`LwQeO;}P2}7pMhl@F&6i_aZm1SCd&tF~d{m0xmfBxSJM@ijZd9_G zyrqE;o7ZYZyM4^n2SUZoiF8BoqWjpgWeHA7FX!VX7VxRW|Xa#x8_lu`xA|hcRP*K3sS! zV0GlaJ7R}YAOpUSuLsQ{1H-?&$Fwl`+bY~9;FbLtYq{Nvdd9nP7Tc|UwFYi${8&hT z@d`=IY`Tv7)zTj*`Hf<66b*_vb^RTlS^!=WX*Eh*FloD zCK@`jKVR!|l$pXtj+n9dF2dT!M>yLdhye?aO&XCs7H&l=cb*FgTMBRr2Qg?um{|>> z0scG*(`gk>9nz$ZiY)k?wNVkbOvuJohTJCi$)GtOk(qEXjE-KqNN~7CPB;3A%!jP7 zL(sW3Mu{D{!iF)d;0jBRPoSBS3Fg2~@H)v>Ijdz_)?OJz;JI)C!r^dBgqoW3sC!=s z>yK%{(uD1Zr05#mYjbimQm!kd4PC~5Jks^L-gB-;{Of^uO_rE+ml!)OdHN1xOy{@@ z@i>8<3(oK&EExA57Iu&=A$PrtxMm?T#W;@_{k-XjVs7wb9#1BKxxFKQ;^`iCSrzU_ z@|fB{#~PEI>VxwT`?PeCMrTy)7qD){*}Af^6)rZ2g;RE9#I22(*>%^XT_T282=Yzl zsDGpW139Ft;1z9;hYq;mCp5-;4EkfY1Q8E`^@z+S(%A0}VnRlm` zZwGlCMMmOU0dIzf&d=FB=VyyI>QTsY*H5VH_jNum_OPu#^0?3x^~BedkPf>%fTe~> zJWX3wVn1_b@0;)9O2e1Qx=#7yd49v;(O>d4E$O#>WOen9H^GzhXn6X~`D0>=ANI2E z5%lcnJy8Ktemh`ubH)GN`nrDyIN?r(X!*?AG#7XZ$13zX7?%6+az1@SN1E?6BLM6jR2RI0j@Dq_P3X>&n z-~yK6fWab+{cJs=aRA2DQT{v_W#tS|vMMRV)MQnGU;>kFG{OmJ#g8N?T!KRd`sse* zg6CgAIOol6mal>z8HV)WDU10b%{iM2vZ-~>3R7wYZElQC1-`G9X;m8kQHg-}q)H_u zU00eR++&$mIBG4plQ_45QHU9FyND>W!ppziIqYdQ*WpZV6L%?6D@`B1iR>ST!}Du9 z9qw0m!+!6KhJUV=cvxtLM;$Yfi*(GiBV*OrXc79svnC{#=dH#~xld%CMdw0ndudmScV?`otbO6t`uiaZJz_1MH%aNjDi7Zdd$tD${8pH~9Yu`eow zff(9JTa}bYX6J@sztd#+`KjgyW()Veq5K@?kQ@IYF^d_@>_gMeb9qi9?;MWcuw4L! z2w_n1zjeGfN#vA8ISVHYIx>>tDhh@z+s7hJxPzeaQt=|A`8x2hPGGOUP@+ zwzm&u@4k5xPqB~ZuuyFSjjir|1OG*icPa=g!8qwA?I#Xn+f97p(H@Z%$f!@ql!LBm zu({VmAaoaqc!88?#&uw9!WiXafk}eOr>B5SawV4}z|6R2D5)Yj#4JvU*-&9&+YTP- zo`8wU#uO~=oHV9r_PRJ_BCf=2Vbt0rjQa~) z*!L!1&_2d8{dJi-%hFMVrBEcZnop&L~*J&vbY;uvV0U6GL$AFBOiitf1JZ9DuvRp^ixA-V0P0JTKU1mI{oZ36 z?i3t3JM{!dCRq}RG(=c-veV@Go2BkY+-XN+uTh7=XKT&uufjRf5$e0B?vZ@zx;mA3Vd}MY8FAiY!U9l`n+^Cpk6?d3ewqh(} zQ@h0?GwQG0LJ2g*IO$Ev)?2sKk;I2kWk5{1vAtk@oE+{a?p}%&FNN1is9{S)WtcDI zAN3$B53UTcE5OI7AVH73J+oM7op2B`{m?*fE4FkvA@7i88Kf6$^a3+xRx)0fEup6z!=}H^L6e{tbR+}STmC7;&uMQ-okjYzF3W&Q$U3%wfD`qJ+yPE@*f@jEna(}` z&R&P492d5IZKe_8X#6>3_G0v@xX;tup3JH)dw424g{;m_Js~Ud7>n`*{1#CsjtU+h ze22&P#ZPIu5il#)F|P$qfC@#VYb+F%3LG^r1uZlb&eiC6XO0ySwSGEpr5kzq0&&C~rY$+{v`O4I&B1|L?<(`WOMgmf&6`oAy0x4g! z&u-Z%Mss%RiP22W9BWK$80wijS!0G7D!+4$^m}z3C|)& zR-&zpka7plB+t-tnV0Cc1)VFDMNr3hwyeg-#vk8w0n`h)jCAYWl@>FPM|*&A9dvZZ zseEn&jKT*XTefCxQB}Iop>yAq94jpD3>JDwpT>(c;)F8EfJ4T$T27_yLrqujW&Cn z3Vk2v9)K2<;u!~FQ~DZwou^;f`kIqd;507EyaMgsN?d)cJX;r1mjZ0A?Z?Na?egN` zoY(e1ax->3nXO0!8wYMk>u{6j)BkRkbmgbs(`(TwG+pfBWUNbpt$E$28%{=d5{~L% z^jW&`nAdtf!LSD4YOw2&AnWh=I(pYJxYiYgJUaJhSB+B>7DW}*tJQ9>uftk60SPB=)ZFW3$)O|EHsV=VoGry*l*k8JugOvq&@J17J;A##(Vx@@m|}2<;}I9r~1C z37GhD6P-XFmki)ZB9d>NSR~sRtuk&b_(>Y;iFp$4ttUDXfsVw%jMKX2EW$$QksPWm zX6wbvy2PB5`*(p=_;Kwgyu=IKmw2@nMK#yIF~%WO=&j357INPjCz)g;Vb5`8l54D$ z)#L|CPa`u%dTBXh(GySe(_i_l+A<)ooQ6}=oqPczrym{$GlaT+=FrAXr36TOHL4P^ z<&s*JyBggqs{#e#-mA1--^)f=+W~sC63(@|$7Wmy(XDO9bAK~JH$gPei-H!zNs;nm z=w>srNCWGjb7R4KX{;xkv1gHBrGbz^ql*n+S;J(GG~?V@KN0EZ^wWE&5peVVsPP}`8;N)&$lI8#(<0hXTsbfX=D1&_b_J-x7DLhX4L zfn7CUPfdH39!Q1pi?|w#&8LHXw(in6ELF2a7q2qa#zm7+8etR#7tI85B8_un_uo~! z(Wk?Uwp~>$kDHp%wrr8fC>hu!D+tM}U=u#?5ZXr~c7i$k;E zP2e>p4lpdW)F&ycwL3d6>$B7Oxldk{v&4Yj!RfZM+m9GJT9r#myyarrx;A&?HHRKv zbDB-3i7Za86Y69!N*h>>zo3nNufF4~GZYGuzXygWFNATQ@}XMROEY+Dza0221v=kW z8%q^O1F)|6?)FjkU=-Jm%yo1AgxAeZITs;le5qJlC=cx~L0j8!? zJr&snjxoUn!{qi^J5r+jsx^d&+)?i)frzlT z-<^ZqD!laQ838$4>LQ8Db%=&H{60EkEj1#+RY^6rUi4hpPZ}Hqvno$y?lc|A)sO;^ z5U|!IOcjKi{6TxfSL|@#Kqg7-9dcWY+%~dF1p~z{UELaPYBk9X5 zV1PUS$=I?dh;Gf|u^{m@j}paXt_y(%acc@NsDHj*@N?!wl<9eMsGi1QGGMDJhE{kj zZoz>s+cp?iBl3vq{gjB#Xrte2tz3IQ!uGgsYgMa~>~JXArIwRj>JJ9INAf69RTF0I z%hJ+7l)3vEdz*w~xzgK8I)!YwEn}H7CDW`nufqKaL8O>^nj`uJ2}jsPEpGr5R!Pps ztv;M<-&}!e{csoMXe)K|4?$icPJ`U#oM2asP zSa|Lg_XXfKB$Rx$I&_KUMx&Zp#A{_uHjJ?vRep;)I*&@h17C>trI<2i+= zN#-Dd3?dsWM|z|?lg`tO!3GH0FbfX(P|Pd|auhX(FA6@Y-h%c-StaqQ1?ZW=qe21{ zkDEflqONBpNGK;K;mDPDGW7C$7moWQdvOiWi z+_puXKOu`FoL*~0xw(-V>^=O*-H83+jqgX6hOl809?l}BjwoqkqvgpF~H7-WYYK9D!Xx~XI>b4MoWK$ z$cfiLe(H|+gV11U8RHT$kn%2P&FR=*;Q0$yRn;R zLw}(qwv3AF6~^6|Wokw1sI--SF0rGRG4tg=3jh3*18JBX_704~C4qqmqBx{ofLrew z{+ZJy8ZI+b0;T#STZD;8Tt05C*o70!d$ihfPM_Kh_I!X((M!#7;w- zjhVy7*R`;1)v`QLjpraG6mnqCXThc8EtEr2Ki|&Fuiw^s1(1cXLO@#Ho8+TE1MS9g zW4N*U9*5H8OL$vnIk(+|8L-Cy^sos!Z`7!3igdjSp1w1xPyo)+ci|&xkTqf@KOP^8 z|77k)n9n&mqLLF$^$agXu!B8^sbiQ_#uBgW=Fjn0$RTJc%WUbt)1zN7wk)o9f-H#6 zP92|e6YMPOjYk~Gbf3dhRJcr038rNd#))Lsnx(xCiNK~FOvCtDCg;y^!yKaQx2P-5 zHKIlb>&&VX)R zw2n0-OBP@xV3Mg2LDol^B*^W^;`Q7eg#({;%I5yJ=H10cXJ?zYX1L0^nMvXMNn#}_ zySzfb^qUOYRWN&VpFSQImZLApythHkdgTO3$4aK{vCaE$i``{EXXl&S!ZOjXy4(mK zY$N?%`h5!W_jyA^rbJv+^5bQjmSlAzKGCq*@-qXK<7@D{1vLA?Uo`Bmu)k-PZoj*HI_xmC`?F^TL4 z#ys0y1bB9_<%|Vn0&(NhxWYR0`sh~1uC7D4q~2Yw z3nH7d-9?ONUJ>Igqq7#8JJW7xBVN<r8j3{o@SXtt;ecKNrski{Kyiw zDQTxGH{}NopJN)BY&kKvCUL?w8c@W-; zXS9W&u~f8|tsc5MwIxc+aCKj*#ydDVHKdF9FP(Sryc-(EVtg*6E8AZeKeq7naKgel zO=8bqJ<82Vm27+NEKDZ2^UhJC(Ri@9x%TPb1}|HcB-!91M2j7YT|CZLMM)c7>c``v zVJtRTMQvbwc)Iz5uq3d`^muyx1DIHz&Z?+E6LxXQIU@B3XB*0}pbiS_LY)Lqwrm?c7`=~;+TPEZcUJ1}CjK*=UYO`Hi>+!B^Sp6SU z)bO%li=iRL^<>umhh*!?waZ}^=ccr!d(MI~zzhMooDL|QJG5fwxOTV|gma~U?PH0k z3ej`G7*Xzr9IKc?y^-)ugp21ud{(H9{qbkA$XRCjn44`gX3;etms(Hpxbj&#S9>xx zd_dvLNpLSKS&kC@KYipVY4nbtr8b;C`;GpN*Qe$HnppnZ^8fi?m#3$v^*4T^6N3KE z1oiJS`k3LtaEJI`j7sMZU!vYK)xY5L#vjt`^>;L&?qC1u{YwBJr)Lh^;rIT>JdW_6 zQ~G~;qIB`O!!S4gJRF`6+x~twylVaa`Hd<{JZm&nO53^X1CBHloJmi?`0IXUzciNr zeVgBPJo*5Y<-h$twtr8|WFON)SIpCv1@Nry%7Ht?tMdabrC#;wyV`oZXOm&tbh3`u zzjw90+TO2c^^!bFCr^hb7yVjnqU_zPE}cae-<6EUz0I>pJdRB|wj?d&dlm6~kyvQmjuAZel6!u2a?>w6_8s3Bd)1{2T5}h@ z>QU>On~UHrlN9%N#oY`~dgi9R$y?L3$Lr7~t+#%i1MTY#gdAaVAR}ix`Y1#3g*{9M zP_AUVpY;&=Q%Nf|;{H6#;Qg8#Q%X9%@FNM5SSs}X(1=J#nvvsR`eZy~JrpsJcou`W z){}}t5raRlOz)@vJ2!?nL}@6f;;T zg)3)5Kt5y`(_=o(!iphh5>gNGV^G1+ejLyC*vq>qRL*X;?Pcz9_Z#^=n(5~*{+n!I zi*IPGVUBDs!{npZfD7By{^*BwRucci^W97m=UW7-5RYS zaC@G0vUlFt27-54Uv>@k=_zp&76;_vJ?zG5E2Hb$<~x69w$eO{K{fC zJiSdk7|BnOH?7$TWuMX3WNNN&ga2^Vf{gVNJd!&K_;Jmqt77K0ENRApYqFNo#R)P1 zVQgA!ghXbt;v%~|yp7A1oM8CbI{oF~^wej(v>HD@XIwwXwR@ZI8nH~uEvUTMi40K? z_@a5PZ470NLLuwm2$fkQVt{wBxCI$EwB#81BoTb4cx$We*j-O|?$y&NW7`S%3iFPn zyx&M0kbL7dda^b91*_r>BS3=T2|Pea<$|fz!FR+D^y;C7c+!)T6{ih9p|Of_7n(9Q zkc*$$ODc79lZlYB)D7|JcCc5o@ESjl;sP=~MtD5MM9`-n3*onmEm?{-3D$?{3Ab6n1dH3-w7XD~V=zb)nhr$A`Lpz!Gqb34%``Z$(Y@$Bf%i>-A`|uQ4@=;Pn zQ8n63p@T;Of{b8}hC>Eo|ToDXuK`(Nq9b>3xDJ*9WY6_#M9SW;5WBwpG zatAWfVus=x${M0?D4tZ+Mn`A{r}UQjm18AVkhd&jn*NCCr>(!2O=Qqvuxj3AnA1XV zQ-XUx^`UQr?%$U!9u^~fNtpqD4^LTL1K^-~R~^eDHdB}Vlb30-!7vvRuQp5g@hcnW zGsu*+33gB1BQY1j*4TIQ@;4@^4*7x1y4?~F*%R7+{rLtkwuDzMtdm6m}Xqv0Awv4 z^m-nm)R->k08`V6A}l*BM@*+_64B}VGjOxVg&lW3U_QoJ$SHBxBWpNDWe!9%m5^Zq zi3b&fXT{}1D%x+{RZGr%IND9nR%4KgT6cqv4b3-}{Jngnin%!x2FqnCvZpI3o}%+w z6^SllEW#dIj#JGuvfn{o7*^L{Gswk$=|*SCpcKrWm1;^;y2R8K3o zXayHn53$xP z%XKp&)|Nr`lDp0SiYj__G61UqXq)Z65#DAe1)E!jKb11k5nHmhp9~mkj+mcZ7~-0| zZSr;PQ?t{+?D%%j*7oS+#E-gpA89d9BnH{|9$ z;xV&%(f=Zknai)oOqVPC4f%q|{(hEW_$@9V7WE*LKwqZ`GzFKqvtj*W4jZRo^LeA! zCiAl27+Ql;jKe(9yW5vFls|DzWHE~upLs;hLKX%1ym91Xsy51B%qad$_8o)w&@+mM zaNz;gC6Cz{#bM(-#~n!qiNzScfH8WTXW(h%qx@kmq9uqL)&x;>8TWm}svwU$$9eLl zjLJJK7^AeKpRs&w{Cs%ng(VPW!l9`0(~^;5G6P;ihKv?tf=d{zIE|9cy*9wI6j%Yr zC>)uS5awf4FccoENy0xTwg<_s+RtCbBu8T$Sjo*TI?!o^BqL`vpQ zI7GzEm&IhXcv!RBbG(z84@C*{JddmcXyd0cMCdV8rE9_YI^m{bD87DQLw#-FQ`$?s zO-Du3+1!K^-fcRLj(bfhfE&#^(n5GTKKE#Z0n9#uHYFF5jAG85bdvQ30vuE@eE57P4edGCe<|!OI}bU# zql}K%o6MZH6LagG+sZ4lFi^b0S->`sG2wKc3ub&*f^3U;P8uoao)|uEmK})K)l{la zfWh>$hJGY!3pv<}!hhVHYg+8#?XsOnRWW8$5x`}bP7}^;3cPrdoQbCQswM#(i{MMu0TWfxqXu12KJGEuM6btLMsvZdS#MuaTswut^dYA3Hm>Ug7EeJgOY^}zXk z{Eq0()Dt6entb$$t4!nk5?^+mO{xP7UX@wfi+W{o*58G}rOyH4DhIXa%ha~+%ZK4k z-?~0U(Ryux>ateoPO?#Y>%Fy&v#eFB$D1tbZA1{l*vx@9;Z!!OqDcwCUy(|uN@9U7 zZ8nX$s=odzeUtyjBpWToecS2FvWx<&0NcWF}nALw_~Ngs;)w9h%9a zsWllo=!rKXh>YIV9z5hn381?2P~@u)p6 zc8`dlj3au#c+!-%yGKY%EHQ7!#>Z8qc9G z!MXQM-U~7TOL_)P>o^k#s~#S6&TNJW{XSaR&Et1$Js{bjZH@ZJ*?Nbk@L;x9ID<;p z+IOzj^P6qtt5^O*zLKwgMu%R~PC?<(_D(%p9+wGi_^*Hdf0z9lv>#CE+usqpEXW+2>)q>g}*y^?BHy_iWg1+w>gzGFaCzYd3uxu{a5yOa<@VNX~cj+~D z>2<&SkT>aVT(Be~)CNE95(_!{@I9yD>zOdYFC2)Sg>6`zo($W~uva7Y7TLry?D0Cg zIm0^Z*J1iTOhBd-^?85Z^vkln&yrrRGPY*@x+}b|#^Y*K70=?7|G&SZ*SEyNe`Wa& zxsXR0E!&YtdDYg3X*cnIl5cAT7p=>DH$L30mwSHQPIUeIeZfZ$Cc6ILdl6lGvcA8E zw zDo+@(v6WAk!5L*9ro|-7=MF?W$`Zywx!D~6D>4@#Rf3HDrC_C&lI9P~00>qFic~eL zPoRigMkguCYN*__TlCHO;Wa&=1-GnYr#u?W^Sfv;FQTjZMYdC5qM3VhU~46hVpPNr>$YI{CgvKTdbGZV3) zALSf0U=tA&UuP1VJ2 z^^^-wmL#dhA5TU}7~+?Z@IC-9jW_4|=R^IlWOa zq(vNBUlSJ_?wwTk8F@XfM@_X<$m9huvg|e`Mb_4)?;|~GVbmj0gH(HQ*4LHPyT(FF ziBSSBz+`NR;E6*VTe-dHsbHA7YztU*uZ(NpYJ*kW1VwE=P9N<=aRDr}*a*jq$=x&K z42bVcN`m7DxkA00tl#$IaMogIo+;EI2!FtM1~0a-3)^xT;8Y^0M9SoOkYa z{=ApldG2>}Y~XX!hR-WzitFNR{W%nt-tS#2Jv(DD3{R!H`B*1w9qi!Jlu67*Be`f# zL?AtGKSu{^6_Rp?re9I>c^I70eHlI(XjmMd?nbrMS%de6TAdiUfWpJA;RjEVf}<_% zwO^MzYQJ2uXtSae!3YUmG)iKm$d+q_$jLOQY>|@4GnGsMaxy-Y`?3(*}gi37rV&~E-p4Veld^Bj;@+^*T0u0`n%=7EVmh_-#Wn= zJ?oouiO+d_Ndex`Z-+Uw%e*=W>$fv#LUxYT%#~{mPJy*ItxeimOt4|kHkE+bi@j+5 zNc;i5{`&6^Bk2A6!B)_(f!|}J?k?iKxZK>R5bVu5k)*c!^aHoh-)(xVlljB?9^}Px zzQ4bZeZKDSdju6>umpDj3PpJ))-wzCpc~J!cx+mOOOm`mFI?(k?_-*&EjABbDZ`z| zX;m8g%Ci2w?{dru`xsod;hMBU!EcUhtE3ppe5De2qB2cS3Td~YsM7U5WEm+MN~<#E z?g`5{LF_VF$*(z4Ap~HWpgCVJgD)kNU?0GAB9@DoX7Lqd087g(GSId}stCoNuu0#C z#mvqoYL0WR|1`xI;u<1wom$;*cFPv)Vpt+2%I3%2Qba3F+Y`Oih9_jZ!9B=W0YxSH zUTiWHW|Mk|8*`wFOh#D^n<*w;HT*E?zC;*M7%Dw_}~&w#)7py9BG_xIx@kr zNE`0Qo^i3B;9fJl4YB65OpI!XC&@|f^eMVA!e~vU#OYvs=UVHFLEa>SI%W`3STud^ zhekZmebs&PqqG+Mpsjt~DsHQQ&pwYw2)e{2%aPbA`2se|9rT-h+9bOX7#BCK znQo0_aXeXXNqmDnP9|#Z*5!0_T|Qn`in)|5>mXmpL%wKA z;OQ#53Kqp`JfqwHko}LENMSs`T)yc45 zRoSl+Q?!LkjyQ`wTv?Z=y0PJu}I>BNK-NGIj8O8G%gfGVB@Pgls44LT3}gPRCCGT zn!;3T-8LtF3(9C98#1#DVS=W_lQ11dFV66!t)rr_=^Y8zEEjNmB#CD6i;z zc*4qASg)#`#Za!S43npPP(Tw_N1KkjM9YLqcRrW1+?bPyPGV|~!OONxkrwoVR-iq6 z=KSC#mk-K!^?>0o(UAl2hAaJ+&QUYSzKDK;DNx{~kHC-g|x0;DG;rqoxGfh9wyXRRGj zSOIclfF_=3UFb=HI)5%0kH|U#_O)Q;MXuz8WE0H}{ohz*=<_U_7YvydJYx}@sQ7_X zQyq%$Jg!FZ*w&-kl*sT@VSt7Aa?MveB)k|>Av9`|5wlB8yc=C4nWxpy+D_H3h9fN~dY*0N|)EMVJWE<-L))@4(#sRK;TFImaP zWUQ*9Dplc32&?HZf-9gVDi-4oORG9`c1f2ucRb6cqCeZ&oVahxZ=ZOpKMv=a*3D3B ziOsu4Pa6w@#`a?YEwLHoMf9W`R(Ps{>&01$SN`Q!JuM ztUU}u(EwXEkHh2ugWVh_F_l1rrY4`R0y{X9n6==2Dinc^^0%N>6q56Ufry}sw~%#5 zrYysHEOu?RDAUUl`B-yC;-)K}|2@2n^|HG)FT*EvFcIxKnjl8S&!D2%k)vT7VsN}R z)K6c-awQxOA`e~@J6x^sc;GG{1dl&%IV>O<4CZc`{>Q^02o&RqYCH$S^QV59tUtD0 zfTAz&C~NiWMPpPZ2w~R5oUq7QSLI{elyGKEOz=UQ>gNVLptJv*#9Zh|x{%tB5>ALr z3=XQ>m~N@?-y^aE<1$$d*j-RRlLKX_v|vvaK62rURjD(sPg6PF%Tu`%xQjLK@E5dB zhXZ(nb{K2(~gMO_6}g!t>TW4tP5pj$5z6tgQPi`e1o7-I|L|cr7~lV ziW-Z*qOP7js^EZ!Iaet`YnPccGJk1s;HO-g1d_8TPxLRqeA!Z#gGN7MzreFDVTdQq zs-KT3HtJeqsVe_6PlPRAEc`K8ukC3{<{o77+sA?#{xHo5NtYO~MVQjUoy19E>gsmL z0%ucMCSm~!p*eEaWM~Cb}f81hE~Hc8;`3+tg6WNxpG%@r<3JBCu_B4b z&xIO38>i-22=|T6Id?0FH@gJSt01lBBg|hz5f%^T%exL@y`$w5{;{3lP|V5Plm7Mgy`IgIrL)YNjao>K znPX{HDcQ!-sLtv^Y~&j*sf_0_hJ=e{?-=&b5-)A|30PuVXQCby)iQ3~D~+>|tyNYO zrr_Z0z&>VUCt=kZ$#8nRgS*tSiSB2p|6fAcUo3G;bJmGRO*@B$6=N@a5_aSd=~YjsG|q`qSADcT9;=?GtoN}t0Lj~a?qqE$G@Q)MYBl}WCAL$y>QFM=9 z^f)gD6cZz$_zgRHJK>99M`0G?Cb!7ooEPq*r3=a>8)=_%$|R!QM*n`ghYj6bf`9qE z-Tol;F`|{+NtVDjKd)><{j@#@gzVViS9;8=Z_epx52HGg<}O!TS%@QY9mb4MKtZ0Y zB@UmInxnqbSP=Y76$@A+r&nGSzO3dUQh!;#Qs5gNN=?v>RTEudaGpm}8hM=EYM1GO zatxPSHr}Hy20Oc~;4rU}GF~Jy_yRxxI}Xpsa+W2=JB&gJ4OpTZm+g<}MwAU4U`i;d zxtvuTw7=xk(S3Qy@GoZg;iW6s0e*e1x7@>s?xtwCylyw5i#%MJ{Dh~jYdiXu+X}uz zTm3bqtxgQH683gFrMS z;N?R|AmKij*&_V2CeFg6=5Pc(jLiDu3RET(4s;MA$b$!GS;QX=f^l3*YvU{j;O2Mw z?Z9gkAfob5<>#yWjO!&`&$3$+)$p*|TyU_Jzqf{hJb;aRAAjNse)eqqQKma^QM!VE zRPaZQg8zxPpEZKz=4}TXz>E4@4o6eN)L}K{iOMIAU>(|H8UbN5Gfm2X`aV#1K*{I$ zNp(n5IRkjKYd-R#w8y!eqry(9C;1bJi7SAc83*(PiW&Zff5aY#!c&mLBB|yLr9|`= znnXZ@{)``!cl=?M`+M2Cze5H8+0{jBMgEN2=HNgD_ z&Hs*y@uSaX-=va}r0G{R`&&T}AtBS>dF+{Q`&*2-SD1Y4+rD%i>v$?{Zyx1+yMLIz zvs~)%`_}m7ZuZPek3BPuQ*)BUx2TW<0>E^F68Qy%l|P}C;JvicGON4VJfwo41FH8y zLGUd2EGd-kJG(CPcKwYf^JdG(xq=(`$XH;#$ z=`~lVvyNT{N)kQN)J@qK$Xb|9VeNvjF5C3n_DF23vpo18UhOVpzuF?*mUWJ>`E?(J z&6QVepM~XYlr6ikXury%duGOfQKVk=!HBtZWSX(j3c{Rsq88?iAgMvic}f3(d?yez zKP0ztF&i}c_IMe>fBo~n_xSevWjrZ^$V^xaBn##M_n7$xHO*aZ{!d45^IKEM$_Ybx z{K_gcFUN+%E)66BVL`HsSsnsoUxcfE4Lsm5^e(JNG0P-{v&=JorMc6fnzg7**mA500 z#uDB5^R%Yqb`ECk7?eGARp24!MTKCRed9}lH_q!=VsG9GE!;wNgB1M>uI>Jg%GK^- z_bad1J&T!(%Ag^-T7Vs@lLJ3y{LBwtGd(%{-)6F?4})FfEUaYCMIfjm&zRnbOcUy_ zm{~#gT~?LMtE2ETTd*Pp5KJ9L_RKK66_gw7IO7>?qLgClXNTc00JJr^bDtX(8H{A3 zM=ls&qFRPFXD@=$QluC>VS85#h~CD6%eS)NHHN5&{{(uVG}DY+sc-}dHR%pH`7aiW z#1UMf)9bu1@;V^{KmB?VE~ycd<12|B5twDRt?0))Csoy&(*2SaLaymYK^bl;?#Q6j0>!B z#SLsw1(ZQ)q-8OH>)sKW*<+dSuIReD*j(mGya4}R*DKv?re}-&aOGQ4pI*{|wNe0J zl};-oJZ4gl&FcbHX0{g4opu8)23FoSd+srP!-AF@q`v>&C*P5@bGXnmV;(4ACNX}U zAAd@qc?gPugsya80KGMd;`!|g8yQ`A)=``0OlKGtb#(!__N?M679=d*P=$1b#BM;B zoJE4N;B{5hBlr1RlQ_TYh zagKbemQizYkoq(FYp@L2jk_pkwo)YzX7O}p)Eh&fioZymJkJ$jr6}k+2x=@w-qXN- zAmX`oYwj+syL#@g`8*C6C02cRy0&kn5e!_P6>Sgar~N|-rX&?7%&TC$9Sd`4ia2P& zB~fi!$5@YHTDqjA&(0F3>dh!4us&ztoqLYj-L}Ep?$rX_!vd5*_FA*XwR-bi9mF7gaj<`O+Uk@C}y*W_C?=>oQIxygR6&;#C>!Ew$^DtZkTt_QhMj`BE3VpLe{DYHvsNAQ~CAF=#GD%SzM*WT(kl|@Rv zw=?kEx54g$@c8-* zQsNAN?lv8f)>XS(0OPsGFS4MqAt#L~KIwAQ$zqiznA($?=*b#AM(9OdHCC|Ub!UtZ z8B(Gyk8oX*naok=7(8^wWaUb3mfJD-&Q5dA@}`73O4CfmaQ-o(8D^ zt$&cjWF@>hME1YKVs%nxC-b-fZS@G7rkI5wzDi57Gh?pERm zcu-*RT>yNeE~DUO>h(o;vUDD7SXQnXOG0xF`~{Gp~pP#Xm=Y5 z@VB@?SZ@>m$Gd)#gMN#p2K3po-EAH~o&P0(NbAgn%D#%gj|~CIC3BV)CEupACH6OO zVxLlU7y0O>uJ|O3lVX#k6f=;U1@K5PAf->=!C_lV<3UF(9g;@J*bB_D>W4`tGFsfH zqD9wSJ6l+pkacF(rZd@y`q_oVgL-zMkuec3;lJx?{+QI<&v!!wo}aZCCF<%)0gP!U zxf5rWFh1|OnSL9lV*;H&%Uu1|I5eg2juw``1HuGIVR2$qrKhI2Wa&RySt^Qgl!_Eh zy@RpF=tjnrftumtSX0XC6=IgyzNJEzC-OV<17WUZKdqZ;D|DfTS-;hc>^Gu%L4%0^ z48PWj(|@}M516WyNr@oeAxYY0C@LB}kUVE>hSv7=05f|V;}2|IObVHRdi2%c&%%V+ zEL4z0rISX68@5cHF<9A)8FMB;|I4yJIQ5hte|~Cxw%pYA*>BS-C57?=n(bADc7aG_ z3BT*5G|S&9I6-9B1~VU41$Y-!&TvL!0-De8mMj>k2FOdJ!-Nxmt`D1feu9kx#qlFr z$VW%$8A(SrXPaj-F8ntOQ-ONfv&1RB;Y|e$*?zV+9bc?mdv56lw(C`4f{wYIi7G`@ zuJ9CexToB@dIJ1Cw>4P8#%5?up;VUgdLx7V#QP;KYe#;WRY|1DR2NmIU#xuD9_lK6 zq$@*o==ADRpM%c1NVoL>iRN7oW-&j-mXa$&%OhD?n5<$FbJm~`w2rN)}FvYdcdpkxw<9TFK$n0 zUOCOQ6NU2KtaXIL3x#uh8nZNWLDt3~4%T+zt+Aqk{6yna91gZH?(ggDhC@B~;808$ zE4;slfJeS%ep+GP?I%o9S%G<6o(_V<;NA|u;Mfs1S{?Zs<0wyCZTYsP+luCOj1P{U zWB^}4puge|g(`HSfK0K3t6Uuka_D-Ay~rW%2#WFPUZNlxi_xO1Cfjib>Bi@~F=5X= zOxS`P5T;E6LtrPnTN?;oQv*HO&&NyRuuQ1rXP9?;5ER*jV|qoLd>r5qpJWLfH$f^& zR?upBN&pc;+8<3mp2cRu{Bc!^-yq7sr{y@#MGc^s!B@Hxmx=ghzf`7yOe}x33>RULZU=S?K+K?P|SP_z;keVz)zWX*L zm8_<3%HR46&k9dRT-HNMj^{Xu=OczgSE>VbOlu*kp?_gxG2+54jQ0#?Q5^#lP3tHi zpA(||L0?fFt!e?>dE(-<@};q@@RmNyRV4J*Haj*}vsO2h)QH;<^~V0>E`J;Rg4$5X z^03A(-;r61W>Bvl)w7eFTZY)zc9qgcT|Sy=<4*Vo=%6LrXTQjA(EhUROHo4zNEDpb z!WJ4J_|=PwgMy#`yrw?Iv;cD5gmepQ_c-aIqE$BNuevtu7w z7m+_kv|`PJtdS+Y1{^mLGky0*BYF!+EyQvTL}rl{aVhzV&?@vL*vTxAl_pJ$lJERtpVo27~ z9-hXftw}=RW)(#%i;fy0!U}??vcyFRUL1#8pa=bL$SuUhEGX!<3a>kuRdYJ6r=u82 zzYGYAVLF7tVQ)wT(#**L$=R$)5sD9UH|-%GEh zo^8DYDv0mcc6|!9kGDWWDykckT3S_4n(L=*TGV$Ezkn@q0bKE84UkoS7y~0I7Pm_ozIO z_9jxONAQGkF)1+n!XNMW7nC|QuVtw{*uMwwryZA71>FQ~aiijEK(yiu0U88578ZZQ zc1NSkfW_zoLqYo>V7JS9kzq7>UMH&pVV;R@E!Zn=qi5FZ zfHXe$JicWr_By<6po0E!YjO(?6Re9x(#QFRbGYO8l$0PM(s(L{}Aj=qIG>8A z?V8e;a<5jDiS}_6x^oQiOwhbCgm*%J289$@Jy`}-$Is#(7eGShF=sABJM(zCZo7M^ zqeZFxEZX+a=$_2uD;&npyaTFN z<9Bx6tM0sOzuxv`D(QyT$2q+0Rd@P5hc6Mz>fYheTj$>g4%n-dvnE;h zdj8j(bFXvGHlwT&!8+%Bj}&vAmv))!ZnMtUyV(-1&)bX`_?kOUJHM7jdS=EB9Nzzj zG9otEJtZOBYT;z9wlaQ3X2C=v*~TK4cVf}QVwNpkiJZK1;Z25w{=q2~mP~qsj4(aP zq+=CO@E^+@ioCw3Nj#qe8OA*i8GgJC+jz9VXmQu7`x+AcONB&hQ}eHX{@-4C<#$CN zkI<#pZ-aMiht?_*dv)pCzIl%~a4+wOKpx``8eM#I*56tDQ4_+m9?s_75#=Lv>VoF; zqQCR`z5<1P*3Svu9gjRhhpuTduX{b2xtW_@&gDJAl1J#(@D%3uwBsqYeR-6(?fzl< z&d-)R18lq5y{<3X@1}Vc7ae0jUrQtXyPF;W{`ty-FE?cb;?fJS4Nrs8%%NLMo6@_6 zGQz87qEiUkD~*aUY$mEC1T%1qr$V3F6HMtS=~@N&j$jns_D4zOPB<#X zmrjgHcrBDOOTaK={yd4wAdJ(9Bia3{G5|WUNmK3PMY~B8zhrk8iC?!CiO=ISI>}`zcDrPM21ENhc|y;Y z?AKy}^+y5qJT7&&lpULRkE6lIQ1h0KObX$=MU^jT@I5FpsQPX*Bpev1K!dfws5TMG zdu*QFCF9qvCF30m0F2wZ7wMq*Qjg+Af2S zw_(8K$AxSolN#t>go(>`yv~+}OVDH1J*7KG#jN8h%Qp{;kHT0LCrJf1D^aP(F?O6m zi)n9{@nqGhami^+!bBP0p`Mj8UDIJ03OD@;u+#_V(N$9{abU^#x2P1I2QRa4@wX3tPi8V2yx`CQ%NCk*CMU2+T6LAFC zteMwV-3_ZXTvVfiE&wdP!Y>nzab+oonZBdsN)ZzpCehYp&9|+)G!-dNtUOKL_Jk<~Ua6+qqvB2K`88 zZX;vMKnJFXTSy+2OT&7W-Mz5Zjiy36Ue( zIr-zht8ci+SpSR$XuLpM_vGK(wPRb~VP}Eb`Pp^*JLH|e!@J$@ur}0Q9UVQc%wVW) z%?U7Z(9-Qx7EnEV};Y%!7W?xVj9am%WudFaQq~Dh4rr>53+!z?b(hguB7QHy&6ReEFVWPn?p` zHXS7^-?7A`Q|ozS+v>?iME4G=3(Q&tI0(-{MVU{H;#s_PGmOqrLv2!s8|s&WD2yTO zqyo`_2!q#p;D#Su=ioO~4dsD!q+1$eeJ*OU0X)Q}(ETvUSgAw!nrUnQ+nqy`R&yQw zIbBZl;hV_*aX7qi2afyI-M6?qw)eWaPy=1o_ujt(hScxyASf|6>!}8sb z$JGKSJ$GC>#SjoD@^@CN{4uWkO{tQ)j4@9#Fv|-AeSI0H%emAdc=vPO))wiF-411j zdH5-wS93gEu3dwgE1S*+@)j2YUGf|X?gEo#5}U9RMVo+j4Kf zq`R!f`5mTY_keyI*vP70yUy(X!eB_%TJ!#OoIC~XU{*m6=0KXST^$}TWs$Lq1tlN1 z)z@&k4??qza7Wk zQR}pwl2+{6OeiJ0~Jg#sJq;!mLrpYV_668_Iut;(<8Y(Yj4+kr{|)R!wpAx zJfBzT#^ikoz5h!c%_H)zB-oxtU9mUSSK=d`%~)Zh4zK)vTw}ijpo6n{vR=RYw>+8! zuK)FHe%!NJaQ=72Hsp}yXb6Ye==>e$S>cpliYlMb(+hVgG%L9c%EfWYDVuwxWd5j* zb&ju%MDGvs%g&C%mO>CI+>q?;k`DTNB|0AY?CIJYm z6u5i3e95EdapEyJ-Lib%)f@IAiKD(w+?n3lovuzR)NMC6=*{yMsM~D_ip5R=ZqmeI z9JYHoXi`0Kd_>!0)KoYSN}Pa%k-B17?X1DQxNJbqEXSiQy5O^rZ1H^xFFeXesig9o z0g8;)$sP-KH&fxw_2z<|@M)i)C~~IDh5JgH3SLQ5Ul;ItSv%%nZEdZ=86S>_y8jy5 z&3$ll)3SzgV@_nbce;M4ncxLC^L6bsz^{&n-dir4ndm4ph2Y1>nZQ%YGL?DA**^4l z?f%DTakgryiFxOWB&iaz@&zDe)_S#iwyKc^I$8ZG#gju#}eGh9&mnoy14|q zR$#Deu!s5!Jpq>AS=+;j-&!2OujyHnRKR|+53pU9hN86Pbys{fDEul|FSy~ld36cs#xVM3iaqkt*OL*4`A8xMj->dne;{*DCOB20X z*S0Rcx69gw4~}zl!m8-#%A_naa3W&HCarA(@>Z8Ib_?pIc!P7vs?@9Eh~V<7TBnzs z-E5B?vXi&t{Pb*dhp?ncF^f&om8gl`C@g96-nR60zub4fG!up5U;O{nUS|X)lomADc=0cW_v+UnmmbyK???3`1(FFn=Bv3T{BJ(u+X3vXFd=Zg}1PMY# zsYs&iy6CowB#`IGIDQ|SJ&d+swAjwVDzJeBiW*HEQcjXVU2lZl#gEvRa}xF-xXZ|T z;)lXCnPnI{3-$W*8oFVlJI%i+wEX8hGqe>DbY$5-&4oo;5qMkm ze%$5vrn#C)Bwryg2elC8t4T_O7l|?Wh(#*j?lU+#v3mu-fD?!+=$)j#kkjf-h1Wl4!LM$sS~IFL8k~ zYs)T4$R+Kwc+t4=Nweo$xn_MqX=*Z=^WV(^c(3l=*24FO@#TTr=I_Awa(;c;%J=fw z&)=+`d0@V-KM&%8IYGaEh}(#(wLfoG&%88sZ@PJDPSBwbAkXdZ>OCc$cnO~vL)9rxAer#}UB4$rnROC#Vj2F~-v#WMJLa<_UZ>DT zm!!oU+Mc&vd6dB({$)C5{AVXg8HXaeA{8w_yk?%~0G}Qj`l&f&wBn<-6rfY>=aBViRKOs!7Qws!Luaz@{Cy zH8|IwtHF810Xn`?s{;px~z6 zy|d@)x+==;<<+WO1xG=m*u`*4x1%H5qN5HtG^W>bz@&0`7CFl3^=p>-{5DCh;Iy_S z_+F;Scnc?U{i!6OMag{~`1;_V!im8r2e0Z@DsG z2YzSGJdTWa%W`tn#hI*7LHbX16xN5$?CK3e*$Tfh(9$@9mj=;M5 z-!6br%UP!(^B!I8sJDC_{K`mDbWg;b=B8b#lX#h}V-r5Q38-IJ>2IH>M(&$v_xYREQ%lkKD7&v$Hn_V214-EEuS2C@vAy%Cqd%vfs(wYW&!dib z(5a`YUpX6Beco05N=~|rMjdPSD05{y@+d=Xec78$Z{I0Rq7KDlZ-W> zH1S-mVyQ;Qg9C+lt}@bj!(gV~g+*S*&O!>dd?=yjeYaQ_*BizKtN(Sajr=Gi^;4Ao zNi_zDQZfS!8{V#Mg*LUEtSd8z*+t4_0?xv)xHGKkK2)Ivy(c4O(NXvDGR16Z=(#jc z^AI$3hTcy7_J7FWA;!S^%XhIvwR(;_acwTnT5xUHlo|qv=)k3w%pXOYj~m)kEC1_e zy4M&tSORL@cr;tICv&cJo9C&8CtG+0@D{~R>&R>|#=`T@3Cv&atjnt)rPE0bta3(u zpV|ibq;W-s7?V?gj|ewmO&ES14C(ai8w6guVDn%44AA&27_T*>{ut)9UtH&kw$(wv zOk`ZcEpYc&G+^$#Ol-}g2m(twf_}*%j-?pIcu^t?V%-<`2tHG?&g1Dco}dP`Hn;^V zL#M{8K;ViRuXaX?{;;%lOM_;k&Z7!h1`K^^PWmB3QK(Ckl7Op>KpHyWJ9&{;%|Oyk zq>XrN5`N|wevpS%+oM)e`dm+6(wKHvaKr=VDHzyCgn!QdsSptCdlASe{(Pd&_)wre z98bJl3n}*_F2wtiXyNiIK?SZj6ch_ny6sQ1-^&(~yo9$4TwU-BdZQZzK-s}h=!EjT z?IG_wVWBS0T413>-j{+Ve0X{PNgC>vyze)n$~LiOv;5Q1+PbsC8jN5x7zff2yvXuW zJ+sS;W+X9wKd{SLeqfQ5^oDcr<()__Q=Pm#Y1L zeLZwHD%Ge3l?v7QceqiLgC<*is+;N64(N9^^y$HS${p+Wc=1=O<9J9t4v@k_>&eIe zAvtUmi=~Jy%Q$9@EP%|SaP4GUYCA8ZZj7r@3&s_##IOh#hde8g`oD#3)qj6?%knYM zQ+L9$w1d_(Jw@B-s1~0s^J0AuaPT;@c3I>AEHq;3P0E5aciLYJ_CJT3!A=_v9-?KB z#alsHf>&=vmCz96oE35SuGoiEyRM9QuDE7g4wl3u&!Z7*N)zYe;dwQ|vO?t9Mp>J2 z+9MdmDXBehZ;=YMt`}%)JzD7zHZvT`V$IfUA&~wmO+LR+mKw23+SF?)%M=D5$->HJ zC1yXS#j@*krQ!3Pi?fH|>V_U0wLp)N(jCV`G63iCVQ+f06a3EY^h$&|W2pz1`ff3! z66Ru)>Em=N0Jh9Q?|#Ma^A3{Wg2DdE7=ex1E)=BCVu*3hjZD%W=cXG;YSe-xwF-+x zIX~oy`JG$n)miB^L|+S@$^^bg%f`0F5QF=SBRMsGD?6^p`J!9P)~o5d9oe?An~vOXa5uJ z1pi8&i5|Y{;un@FHY$WK4Ekl{(L69H?VzEma?nTInLhpTf`&>*80ux6NXo{O>;^WU zLd_V(5^91b{fOC-2KpXrYO6-fDzH8zS(2nqhZ$nZC`RG@$-IgC=mo%+p)uCyi>}sD zJ?#_*MY>NcnX;pR1KgJIbwD2^2(p8@NN%J>T!xB&Em@{cUti^UWQodo;FCK!Te9F=|Jqz6rN$sOg-B)^!R zRyGfg<$LrTHlqI?v}{RP@g8f?byajR;6i}d$c%N4cuWm3 zKk4zwHLGdHw0ox{x*nN0?%EFT(RkE8=}2hLmy%R1Vid5*5Ep{ssvf2G&=nc95s9-G zAL3#XFY)u2V&1DuvWVfNq~iwB_sGO@k3S(U9D#B@6~xMHj|(E3@rklI`cGmw_2p>6 zq-&6FR@&rNW0}8Vm$RuaQ|#;S5Fn4q)clZ!xOu*2KK2ze9s3qy(-sKu9=7=w_$MGu z`Oc%YEKnp6yh{ayypA6*?5X{Uz(D7#jNe;Bp35~fp+k^FoHZu7A5qSMs=PHcMV&c@ zAMi9@k3&{hdZ`uu!eWh1GuS9xA8EW>l{?7Wpm3guQt*&dPID%@;K@e!1$*k{An@2rdHqpJ-pC}~Lq+XQ zAsxNlR#D9)K}urENwvdCp5_OFAW)U{qu(CwRJ7Mm753zD@>-95tRSG%b2rHmYx|rX zha0ug4I+yfJcb$T2~lE}Ley;L$&?pVHEXPN6#n^V$|1~(`co&qsvKkamC=l_5PKbb zTh;e0QdtMJoRn(Nalt0`&Vo=aYqTY!kfCAb(>^=fzvdN@x=2-{oED7QNM8~5B9L_o z7soUke%A(Bgjx=bPH(lw9)3Gaj^=UUFxxG(9QT~FxXa{K^?cLVRe}*i8x?ksH}8_x zMbp2JMCnda9Nn}?l!Kv|SP{}A@RDB2jB%>`X)tx@uPS!taJ(27x$3)Y5}Sq6TM9?D zA!~+nT)8lK2eU;RrG+P2j-VlbO#YBQ4uUkF@G;3ZPExf54d=ATGgOEadPEB*LM%bS z7#1WTQx2wW%%5>F2G{ozsrsEJ(46 z39WuH2v#Jx^2r^q>niy(ETUuGD=~GHv?8Yh(npIhQcC0a59+zWH8M$asZQcsWf0Kh zt+}^yFX31;ys~oV(7j0mw(vw&inBpN|6fo~mNaX|9tuYx$BJIf1%er+DKZX20#sdm zyYUr>Z=}zN3*>nu-Qz#AxWXA1{aX6Uc}w?6O-IIVC|Mi!l$}Pj7v9zm+qU-ONq80; zK1Z=#2@JnU=658bJ?oVxp=rJGZPar#MUU*HfBWc8TxDr;xxMb@C>D94#Cd>AA^Alg z1n)`28=Sh))hqt4u47%~Q8G<-6;1SL$p3B)HMCdB*y=_Yj9j8;Go!?mc|hsg=?7ah zOJVBTmqtyDc=eJDLJRwP9h~oR_jZ>+oS$vqy`*tWt8@rqc~DdBpWIIH6WZzL-Fv)D zo2ENQF3DwBPUeC!c27qi-7@oVsqq`}#?gQ1dQ6mfvL&0lTZN6{l0C+?nWBvj*r_A$ z^_WSypi**$bB~dg{Y^ZWtmM4wiIZCmKm2vavBIVm~HfzNS?o}_pA?w)0Yiy5<{eds0NecJ`Z0j_6fG6a{1Nd0R zWX~>=qR4wc*&}s>F7x#BEQBZS>yOAX%>tm21~0BGTHYiFwnqOq1>M(=ev9o=4SmmY z>5H+;=+c6^ip&y|$sn*X)j8S)WcGi1%J(sfI`1tMh z*<0@&PYGQw8lCkEa{mKP$L=1zS)CTn>ufYU>laJNHz8+0(>eyTWsfKBb~x%6P1Q#U zs7!J)S&QI>Ci}vFJP58i(U-wpBSmG67z42Q&e}3k4Up zC zVl=$$7gXx+c^;8Eo|38w>2!W6#{=T&WpH^lycz}X0#YQxdW3mlC1dwODc0TiA(R=oVsozj z!MJVpxdo7|)$&rAJbg8$zAAtmkjmzf?RA8?@fJ6%5m#wU9wvG7(2_#RHIv$PAM04k zMm3uy&C436N%M4E{RDLYNC{k}iD|D%2$Xise~CaHg3n5h63H@BAL!KYc;*=Kk_v!lp#aN?8Z$NSLHZK-oszeEYgo|am zk$Q1qTi6mI4A2IR-p`fhc8^g}8f5V*T?;V0+vg*|;O*G7jg=2mTDNG8TuMCa>R4(} zY?UdESMb?T*&v@t{&PFr)x-0h&byJ|&d;~igp~F)>go=uCD=Bem4xl2CzY$gG(}-~ zRKq-OB;nL7rH|OP$Dv?pU*GQ0+jOl~al04bf?_a92^zAJ=@^v>Lq+y)s@TQxX!F#X z)uxr?@pdAYUPg+r_m4e#@tBpsq(`CF?mkI*>5yr@M^6SP?KKPJC)3+yo*1oLjp))2 z%|5kGC`&j^?>*cO#=h_0DgIF8m|&7H!Mm#1r_zD+1P_dM;QNU(QK;tOw6ul5RzFJo zNC#X@aS>NbS0NVF_`tjBfv@+g2fnuTz#@Ds?w9}G8ceZK+-uF&X_3$%(zVt?wAD(! z)0FRKf_oNe9dKr$JyFHTkTg?ns)lr#=cY{3c)Rg1HF;Z^@zK(1{S_(mrE#QS_G0%c zjsse7QWHtv6jTc%9_;qr@`OpbarxU?mQyZT`&71ix&-O`KTaJUKl}hr;QA6Q)%r=vQKsX`yU5 z(X&PKk^y%-cy&>qW3AR;nIe$kqKk1c8T+Ub&(VX%Yh{+2G5I9nGG(oJ`-3DCGJ?3i zuPRG)#^U^wSWtn6l76W*wLAQxR@5l^9Av|J(9|^=aTCjjrM50b~3s;lGCVbBu7viLr1aN zPrno?l)w%jr;rtfPHR<~`Z8lRXt~U}cGlm?4P*HQD^Z-_Eqn&+C2xHL?9`Wkr~PyO zCHrT4Ldjx`0EM~|+X2Nvq=%RZo%bQvU`4WEV0GkLD_XUIz`)|fdSBVC&=|KG5VWH%(vV`8Dv(J~wvW^cqm6kq85!wNx1*zzEfv?59z&-qs zogf`}-UScc1(#p43+i=n%QQ)o#hBfRdFqANT)GkqWo00lB-1s+IBC8D>kRX-V0S%M zjS&p6nSdLsv9NJY{asi%>KHa!erN2rWD3z&B&sEJgigE;e$0#HPbB-K$T|j^m!^KR zc8872;G1rLA|ucYEH-oq%o?V+Stu$pCv1wo$)kiyG{$z5;a(2T&d%tY3SdvcFFB)< zu!)GM3Znx}75ZAbnlP*Bv%b=@Ew3JFTSBVLV_N7jW29lmi%@oviU&+GEkVI9gtJ;u zG|6>TKsat63p0+ycOyyd$s~*{P@I?u{ApYqgDti<3wQlR3rDtEwUEL&30D~jf;INP zvSLOFu&1yfvn(!2eR6Qu9UrN3uZBHHw$Cg#eimmUBO;I4|VKbCD3?7$gsm zd-Xhy&G>BrhtAK*bRQMm;}w`Al-cB%$7LO-acnQ+n$5Hke-N%PpGPeB8Rg&ZhFn#O zGO)*2Hff^4MaBeQBrSr==sL*aNs(ivMIorsxdrQyUX)dfF`Z{*FDIpFH>Qr6Gbuf9 zosBm=vajr#$%llqbDJePgWO+c>`){_5KKb2Gnd9;AT?aQqMCm+XAf*d+Uk87N&W)-GfXe}qrk`p+J(eLmUJp_Bh<}%u`lA+mic0=N! zDjZLU{RKzeX!EZCY{&V5w&%E~i%8V5P&E3opq_B*S;#gU>Br56to}7Y5_Kl591MEL zGbO2vOo_CJMXN;BND&IZCo87hwkJ0x2!k61m2c^EBO~?EPi;4W*ZI}fsWtJW0*cuI z5A8>7qEBbmC1)M}h(07&yK!_a{B$F#RdQl;25u>&vI->@nIy(V$+hhI_EybK5M1+) zb%@*kF=n$EDi9JkJUxc6nR?) z8ulbCGMcPZL)tWJNE?n*Q>zCFJc1eZ|2LKoDaWp+jlZe+`h}y95d@nT+q7OAY{VCCvwqmPPFn4Cq}8r8L@UF?G?dQ z&d*(fbxfo4q0X*NOmHItraHsbT8co<`oD{rglBh0j^MBO-f|Pq6|FBTH+zr4>LfeV zeb4-Iw1@LB(ie<^AL;LJ6KH5D$n5G9V436K@LkoJCymxDqYZ%YnNKdZ?uV3w_rG+# zRncQi;m!G;I<~m;von(5Yic;TPa-AzglKn`WZgG=W4{p309@(Eh%NnYaqxM(MTPR* zs?>|I4V5`!1_L0M+r7UHhg^G7;~e>% zUmWo+?F;v?rE+XI>eY41-y^l5ks-H?9khH4ou*W&)O4By|0#9=8cEA*G$qWb7DqLynhDI3r%^vE{F zksc>5B2~B)zbm#71RvW{5M7XPrQp+b=0+*SUOabYzN~Xf*qvI&F5_&;D#{ckGtLBN zT{V`JKY+kEq)hs|${N2N;Ili_m~r#`FZ+!=0NgwKVhC)97JoD^{nlvF%Yo1$@V^}a zDy{EGwmK^k)UNSzlkm8;lJHm=`#aFgNlSzuoHf3y=8^FNAdPJJjbH~$w&O%ZKiPi6 z|Nibh-Jsk_`cHl7vv%nicXi=7ln|e6vCn-al|5DNHBPbe7|{%H)hirn2N9TlPNer+Wy!hDe8{Tn8cnmIv^ptRnTVkm-B8S0W_{i-*pnP!c^z)85dD^>wAFz9G zOrkiAZ6@O)j>uSsbV*brpNlgIp(HK13E8(dDUziS0jjq~qCXDL1t~#{nx)FN5Hg4p zi_a`=3Ah;qZheEGLk^fV3YKwU^6Zfj*Kh5loshBOk$EW|e@GC(a)_l4{M^z;I>iF9 zNZcZg(4h`8l;i@ssxR;@a)%LC18o(=N6N0b z$Bod<$#HS!OVebL(6<~3S(1iy7*Q&Xa4ZCk^hJ)wAxivS*hzTVgPL`p_3(V3bX^v_ zlKZ>jacvNUHfWlmwd*T2*LS;IrQI3w@LhP(4XAYC0VX#qi=FdytzL z1g}Q)zjOA1ylTVdJHzdC=(z4mtKtBcbhEg7B58c3i~ za_S)eooX)+u%SRbN5Qe=Z^%=LgxqweTI?L}8O?q4+Sp?kcH?zioNw(yl7z}zIiw>} zgoo2Gxjh`OU!=X@oolbBJF{nyUt1fIew-jeJYlb$N=m-}3n|qQ(WtVohd>|i0rk}A z)#nn)KGhS!z+-p;On)p5PgJfLP(}mbwJ&-TcZ-hQ9!)hq$*$Zl2ah08j;;ulQ@BuZ3b#Or?Hq~&Ui;^ zXsj7AssXsdCpIJMtZ;s26{dIYI}{|XaDZg%+l^P}CIC&xrLS@XP*cY=2UH$d+ffW) zd(EN1Lak-OI+15c-=hILt@j(uWZ6Wv}t@e!r9NYVJ zq%g&OVkXr3ARsY*w;l?;uBpa)?Q60;l7VQCEW!*KC1FIT1z0j;_{hg`xr%}Pk*$T6 zkHe_q^yOf|IQ9_e!r(u!Tnkitn!CC*W{g)%a!%sVY$nL}(_Ekk zd_H6wX#yBC$7m|pD7t<%3g`!u$Aw4R(W74ht$@aCTnQ&kQw8Ma)o`#OF$2&Fkp$v( z;onMqi%nJMND0t(7_(Ge^%0|<=L0RPlxzS2i8MBEZCvD>CWbsTHD4Dmw4LZv!>78S;`+QpW+CcAN~V z2Tzv(3u8gRJVv*tU;tZWV+GTd{9c|cnO|0gBpCp};S3b0k$*`>SUZAoJjCe<`YU06 z7AGL$8l2uCP4QBA!ID(#LB4%2CIiyUWRuKV<5}J7eSWW zBojq&ci`o23T5Qp7S8;)OgT^Afw}9-OZJ?L?_k_CYe&jrkY)5Y>_(rP+^gP`v z3-2?+4=j|I!Zvio%0BqHo73n7{rWB3Q5|-=E`5Yk=iB$a>eD-sP~Sj8?e5r{)oICm-iKLP zwASaIZsy+aDoQwAmqz^}Mtjx4ba(0F!8s)q#^7g!!p1@wZdfrQ)*-IUZcZ$8#L79H) zy>#8Pz4WgR0GH;{dWYPw?Rh3@4Q3IZo+MD$6qjs1`XKWU-{!+*YbSJ10NWjeKh z%r+N+;RJVNBWMDKJf|&~K{KPk&vNkl&WQ-yPjiwfN)HC7tHe0MvVR%M!9_P5*~Rrn zBHOH@Q#6!UbW$^|}F!F5dcE4+*Qx`kiG7jhxejhoi&nK(xi|-(Fii*@h=B5;&La z@F<~G0eI<{X=h}0n7$Mn(qUgNsUcn(-wQnoUqAqz;C)qcYTKVuR}#9-H|2UU zQxyzjA;1(z%Kp;9)@XmgU2EtP=6-ZoZ(-9Fm|Kr@?^@3JsRPzqtV@$LCXY|^`uvsnS}H= z>MXM@$lEfnm|e+x02!Exk@BV$Z9UQl;%ru>(^!DX>s6G(CCkro8KGE^q5qXi^C01yG3vG$xXQ9P6NCO{?GrGCmLN@_1T3*_@(QqhM zNtVe55etJ~83;(29fixr<)K*2Rl6G%XG4;$kC`RTy%7#m#-QQ4u1RSP9tFJyoH~%i zZ8@a?cymG2Y3svh)PnHp}DQaZ8uz^QGG|f|GRqtCu_k&g6FHY@V!U@C~&sS$>eNXPbxV1Qc zjgQ}6osYbCJf&Q1x|=%u;wR|PZ?PdW;lPg7ujt>|Xn57H8EYz%oj#wQ%;D8&c+;=! znopa`qi>DKeT}<|FLlRZv2}y>c*<|Chdn#!?=WX&LUUInQ_{6#z+E&cqQqol@O6vn za#PzowaPUB(QaBfPBZ%{+Z%HGvhKxK88e^9nf3iks5~p)1IVc15O4(R8$H5X<*zH z09qkSGtE&l$(8YlFrCQtD}&i-`a9H3B`6{bRnbA&Rt(KoBOQF%BJjpj(Aa&n?i2M^ zP{8}&QDK^+zvozWl7zD=oW)qRAI3{bVHNF1%c_YBSosS;?|O#w%`0#uPJxZNflg_Ea*=ElFZ8@KkGnjIJUUeFBu1WH538_mHw^=?B@{%5qe1j7WF|Gz;$W4 zn|lWdEIk@Cy}jW0LR!It#ROdv>ryZR_xoeHbGf??&_23(b?#t=oqUaGt=GV>Z>)$; z0h3zQxWt1%&=rE{{7n6wqk%Uw0$qm_ljWHWmVEx$w5kc+2=*7ZEouVU--p5DvMK`I z^?iZkQuUxa&MP`XKeU2>w}W+J&1~#w<*@E*O!;F;+xomPI{8_RPTo{!k}epMT8$~l zZWC7(i-e{w!;uLUk+rW)L*05?4R&5v|M=Q#^2;{dm?R!L#5jNlx~X4Sk^AyQiV1e( zI6PPm%!>=V6&Td{G-F&L9E@<+rZ9WNabCJ{p6IH(esy`^s}89J>^E=1{7(|ZuQV^^ z3v-^jar`gO+OEDLH|1gPKD6+B`9138H^DXceEIeN@|$R92Ph?DOsZrMJ5fz>>tONzlLSF2C$%L%AHa+~sp2yE^D? z{-dvvhsPj&Mke^%Kq^J3qu)V(I*ya!j%A~eiMa_9xW`pe%#_hFWpxumm(3`NhpT+IJ4 z2vV}hkjV*Bg*~pMZfc~<^Oh@VnXlsFpcm2yw9v2X=pp9iiS0`7X3|=@6-pC!$E_rG zVyVyfna0EeMfJXMYgf!ueUV2|qMsm6}IfhR0#YV%Y#r>f~-ek}NJ5 zWtU3glAafF8ao!mI_GsGLt!%n$k5hd>av9){2NL1mcLHIlKq=QE?nG~9po$WIF6#@ zHUMZqm%q@fpIt*wH!gBj&WD0)j(R+f(4TzFvos&e2F~uQG>Z$hqz*L)*QXvZ`<)j# z$mYJM7>^;6~oV`r{^R57c(%7qqXGB6sY^MP6lGJfWQ)henogp0DU} z+J&J1Ot>)EWnnJ!L>|hEWR_&xoHU#Di;a45WU%h&(L7A2c-aDVpO0S~{dKjEpLdk~ z9q4Q>Zm(PEY24>;R!^5#h0}=-EX}^o$kbLuYh+)JFDHSWX&4dkPV z#Knfc{&ny@U8qt7Epd=KoHg*m9koW^9vo?lpdBMe`|-+=E-$)|{bk#+Ur9mnkcJDa z!owbaZ7ldn8ta!Bc!E{TJCnZDk#XQ%O!g{PRN@c3qCjsl)j~UfFH0Q%C^4v4 z?qeMH5n_;Af!bXmNZ{4|l`_z030+9K6%OSHt@CC5>x zBvR?ds>;|5;8e8TW>4ch4(}mC^RYo9VZ;wucb!omrKK`g^@6)Ba5=2|a8Y>eWcEG8 z3cg4OKVqoLGJs#YlrEu`3n`>?oP8%wWlFgXo;!9*J1^`Wn#5(dCUMoGNl-gO=r0G= zATXF;sF8kY4h};2ISFqw3D4Dvb!6f7Aj|IRp;>l6l}@d?B(>`Cu?lu2zm3jcjryDY zCiLa+#JrTiE z`iG}^^8;lLP`2%c!ZF=QbO`(rada=jmkuNZb9c{(s}dUB466n&44Lucn9fZPwU)nx zX1}v`=5(2b|G~+LCCwu|SoYo9Q)lk5l9kHgKGYyDPCdv&=TN@gPRTm?!cNn0Ax98N z8iyMB$#d?GSy+53yZk;e$zc;dU^~U4Fi`gUPfI7s`Eqmo*7D;UtTHH#pPr__% zhjJqOBLo*p9HjeQil;Im;u2>6z9z(pdK+gcR`yL1N7Y`5?Wfco`rl1Q-C_!F%1LaZ8Lf$@wfITAA_DtD}9HECI$J-3lD zFZrfOIVMwTQqmll4BEEP^9qx)rSJvC_=NK~*q9RaHz|{lZLtXy>({|IYwOt3?4<3X z#T(;+*(Wvy*>;X_MKY*zZb~S1VQnlV2a)HK|Bef!4^Af4GO780c??Ie$bMBK9rU`+ zXpksAb;}OZbqQG@Vp?qTXmfT*7FjYNq1;KbNl1+{lu0DUbreq$B#FUPwR7v5=*9JR24RJhIx6U$9ds8ofuOIgK;p6fr69T?t28eE^&=VO+Q;C$kHr=Sp}}^ z5Kcsfy*wiOvCJ!Md-&KQbn=V~W7udj%=I26E}x$aPDyLURLCa7Hu6sg=hvG#SgZ@P z4GJ7ITK3*pzl{zU@EU>B#z!Gdxw(yA*~~PJ2GBbfd*qj1cV7u_cU%dpJdaZNHx7O) z{BB$7*TwJxqLg7mNq=V zX4>Rmp*APX64pYB1XTg^Wcjt-*cIG7HTV=6gLm=4psP{Vu4$hr%*uIQWCt7Rbqc1gF*4hW&Y5#nEt6wpNcpJWWqjqz#ZBXA7s{uVyRQCCj}*xP%~+CF)5StUGVniD+lF-fJ;X==t49SAf~wvt0Lry#}EIt`)DbDbEwJDjH^?4rDD^>)1N_IBK~dOO&OIiwK{T~hQxy&j*WMV{@SZHxW# zems4kp1u7ZKb3OZLb^5WOhZ4#qgUEpiok!O}UAu6wT$r!D`sIipeb$`xjTh{rpA<|*j}6Kl zqWiguk}*vMD{qMF%I&UKzD&C91ZP!oc9P^i+1#r4hyx{M#aDx$UIiOcd|cF%D$D4x zdYh}(!hRYTT`FIPAr6{_;Eb8ZvgmcITSxNR9m(cWw#NcrkfMh8Us^@#1%27F z&O1-+gAyVkbG65IZGCUH3`q)Q zNJ4aMy!y`!T_@k{P>- zVZPRm0d_Kvp&Ay=m$0%>A$&=KC(dT1g@U)wYjh7eaN8*duFiZpKoSOWK(mN|-!f!Z z*3jWy94Hk*Ex7k}!*uV$hxVOoxF^!$_dJV=yh3C-UWn8<{IRlGEIdz%X*!K0k*oux zrQK;H&?*(@-QlqCbh~vPcsMxoFgmff`&h6m?CiGbMVRYNuL0k~NF(3vKJcDi#iT*N zR#-CU?!yo5RX0WX)u`prqC#z$R+BsaKmPcjXY~haFZh|73SRtd8{GFUJklZU%r8B{ z{jHu}?44zvf<2i1PbHt_T=NnEX=p*bENa}y^Pl-QhTQxOWUxIpS2x-4l}|QYWy5hA zMu*u+RTg}Mm-l7U#NiTq1Qxu3gnZed6dp_K!v=PN5>#f!oVlqzB*iIp*JE3(g*Dt){G1uc z_7@G%>%aB$0!5;>fz~ef3-eDOPLoLjRh&I?W}X)%KhOCR?rmnU^O2L?Ty%nD9`-R! z55Kqm-40Fpc_+PGfP7L0!D^ns(Zou-Y@5%G&n6fK1`_{UgnuN9 zilK)u&gyTu3>=Oo`{l^{a*yk%o4w=8XYarwK-Wo=X*|RROAqC&VCh6-`k7iHD@&XnYaHg7+ft)@OJK_gqSx8syGB1#bP$&O4K}n?pD&ipb_5hi_>ZYr>x@_6!W*!zx z+>8g^;~#A+ecj)(sB+J2+$Jx35GLQ+|5=ca|AVBE&FycT;msZ|7Ocsi3f8MLVZSi5AqnvlJpbDC)9(2`TK ztWdXD$>tX==;5-q8_@siszuhW;G;RTI`O+U(pO1)Vol=5`rf6}DTybwwBh}$;!(p3 z68vE2JO|8*yqY0pgH1$h9MZ2$iGkG&6?E2%SZXKb$gq4Kh-P3xZWeKv9U~#~S6JI% zw~#{5Rl_{m5WYBL%|w(9-KswQyrCOmj(4REi5DyeMT-|%$G=A8NSl+~2kMa2KZ@uc zMVDKll&Pg7L)a6I)06l0`*6=mIx2UH>ovWoctYiFFS{#FuRUdxH_s4$CNnG_D*Q%!Z0}!qcm9M1f)}6KrN|CB?G?tBWPusF zIv}dyr(%EiA!PL@ZHS4Tu`A%{?u)!``n4ZI#NswL4F^+3=O>wE$8=%Zm4ibA{sOwm z>9$!f#(8QxmC1?qvQjk7DvLQ;Kzg1*(g2VT>WCeMN~UYlB{y79)soMupI)s!K^nBY zX(J8hX1}+5C!I67h|`UiNt%a*vRToor6e7CCM$xX$VuC_(iiANVNtBN+B!;%(Rxoq znQuvX;F7d3#W`v^oBaMsu%1R?SGEq)KZpSbu0*BJp=+$*FuKs_9IGI~4g{*c16FRh zq0up2qs_wX?m}D5OwdwUo|wrzN6HU}811fcT6-Mtzz8|t015fYH+eXgG*!e(dpeNn zWdZ-E$bf?&pl%rj4N00gr>*%8)M|T%B4%RBcnO*MM{E<4m{#L3Kvc3(a%?DJw}vB{S@{;Ke(@E{CeuvDIvGc1{#k z5>!)Y!&#P)=nVH{q1q=Yq881Nf;BskceM|cBB~mv>dbNhxXD`OzKS%S!i|h8XYq(- z;$V8ju*IcW#g%$wHtvu18JbCaj{ zRx_XGRXQ|_SWZ&eWno>L!cXwNpO(cOsNvzqam7TZm6F( znG38Q=}y8bv9`zc42yV?Q~Ox`G=~Q<{v$3X32#G-Zy-5f5C*cjG>M2^nod?2-iDVq zoPcjsjfB5F$vGx-P1nMjGs&j$3in4@MNZ1E3TVr61c8fR4!f$cPw zbes)M%uI5w0fab#2}&BkIj2{nFi3uHGi(GujV@b$M$RFf5?1watZGa%jaM*Yf);=z z8m9x(Kvk?CeoU^rvyHDu+s7njlyu-~amjv?P16d4J>-e`*|o`Q@RM!x`S5HXo_a^} zp0evBpb}CZ#5WHIx}Ly+dQZKdQ&dWDT8=m#435k?@{QT2fbdN+trMxisokZ5p%KQ)E|n7;HPhvrvb28W$j)t0aT# zX&gU7A9exUS>E%})k_yJVsnpMm6OWQU%+$c?wD1wP(tSzh}QzIC2R7vwZW}NcQcQ* z@nv`7)%A6I-a&Qnyn}!4lXr0K<%d;S0@mD+%u?8?*+GoLf7(WZkJ3nAM9vP^=CMRe zHI{$_T|P;Aw+_;T#9U-?dEgIV#P&%}KML4w&;{McVFk`X)Em{NjG~!b5crhG&N_Aq zu4T}o3~sw7ZmV4v)sj8&fkBx%GNN+HREp-Y0o?-fr{J>0HSJJBP87(177{13ESQl+ zu*a$I$~LDS__^JQbUZ>v6Ho7Mri}w9cZn8rh`F}|Zf!ykSIq!8o=*wf( zwmW}eBafVQRL>*5qmo3`-bq1PJ7C=B4n(4XRc5h}G}W=rCI!9S9*3Yi&VTL2`S0^$ zi8}*^!a=qVzdzu_;{I)(hm>ucJm&A$Kwj)!1G%B;ZUTsCeFO>G90M!BkzTs8+Kr-z zBObEtnvPnfEaBc)y#KkY$lR~ogO&NJ+^ouIWEJDx8f0+2VAdC5+_9JobQRy@_H-!6 z^H{RN=Ules#U~NZTr8?Ab_wH}ZtEy~>aREEe&E3~F>p%`Ts+k0b29^;nR=^=Heon% zSc*lIsdSa$g<%a{qmw%l)kv>si5Noll438@8K_|-CcZP1aJe6<>_ZL(8zb-;?8-TTxDcJwfx}7lkDt8Z@=zV0`#5F^ zNH;>d{xeog2a-5k`_`Zad|-o_g`V@sm?lo9AYOFK?sFgS0WlE45(IiZ46}9{{ z#76fjvB>}s+5|~XYryeJaEh^bsqv^mo9~7FDswGQ|j% z$H2x*virmUE_i@eW>sSJ7|xR@iZc$itvIL7D7Y(ia+%^B8o_hY;`V!O*cO zV~&(^w`!t^J^{6=RTOo{-`}2Zi=ruQvO~(B@9F)|Lg!iGKa!Hu7PUT<#^2C0thBel z9kq)o52m0{0Qqo{-^YS3dRkz%$=zvYGn5w-!U zFP-2)+nNF-O01P?0yN(^0n@MuLZHc74TV8>*#qi>Ca`mIm2gfp$vA#mf|W}zRC%$P zg056L_64OdV5}EUK zg=f>3MAD3$#wAmzpk^0EG)zfkq)7ZUp5doR+%}oRrZU#w1t!fAu)?#nXCV3=5{*|Z zsp?6s3qBiD`xsN*n1ydIw}qNxDjI@i>7b&m=4bf^O+5>^zqNp?DYCHfp2gg=n0vUG z>&{wzd$ld*B-DKr_q7DQ`{};68R*BBVOuHXZ8B`jM`8NJ;QfWX!C%PTZOe%_4(#Kl zg}>cQ5ZyRK*SpTpA~A+m@SvK49HC#drRNj$*VO_fEl>BcrWO_~-VCe%3WSskYpXmQy0NqY>z?HW6Teb%cGXx8n3 zA+3zDpU3w29LwN1_VPiR&gynAX^ls+0quK0N9nWNX_q_Qbp&s3TI5ciuIa+nQ++78 zV;kv}-09|b_)7|(Q)*Dl)=h8}7s|5?*+YhOqxHSL-IgIHrVHw@F4>RLM6cw>F)gfk zPZz~Q#e#-|!80PO7({tqNK7_dVhgoKfxX?gtWu*JP8k;TzK3aH)9fUx?$Dls&lHrj zRB8Yzmvk(64C3Kvcs|UF;l&~MF(&5suz=%$j`b@##;?vf!SB^YFZXuv;?>A;cf2}( z$$j-M&Q}*NdvkkkrjO`d+F(BIf+pOi>~X@F2AeQ>-?StruX2EP z9aLs;3%wE>e;aF0!1x$(Hni@bU6`_-$4J?)YLC;PCLL5#BUbW|pvdES9sGt}9*xe< zG*vers7Ry z2DaRtCMC)jfWNV7m{A_+9RFmzYJTD4rpEXFYKSoTM<@>1Gs*iCj`T2ifUGaass2Y_ zI8GaV<2UI&MBn{Rp94LG8k>~3wpRcB|G7FlJF9>3GoTe$|Cr*Y_${ZeSsljw@?UJ` z@t5!Ov|42P3BGT9kmWyqL%nx@{mc7{J9c(aHBQL*Mc7-`%A*^}L>>e`llN*;TJ*?B6zKZ0I6>9h_YcM`wZia2m!%0zCGj zwIa7CvpO0LNBx^sTt|kKM>q?rtV~k57%c%N*K2b*s!(r^<1~pm`~@fjVWbULG23lRi@82r%3~D}0P{F;I^q$jR4DQf<-RB@MvW)S>4>(RbDeXFHQhn~%+ew!GrLdT;-%wCnTY zT@EjQkIR>}@!ot{^!z#-slWLjJl1Vk53#DwXo;+^NMj?3-@IuQahtk;z z0yA7b=PcD#UZs&5@S&LSus5vvrPf!odupznLENJ%uAr+dpTtFO>@WVCq;HU{xjJL- zL7c|RIq09<57=hFkFMx$KRe_1gzo!3@1M8B%YN-2CqSE33O$~~OPa&mUd`bjjNK*!ZZbh;532o3xkU zq02l^CcwHfwJxbFecvg`J z+y2eActsV@pvSX!b2hxW?C0z$fL)S;IrM4l#ha_)&D&nh=Fem+#By)@WU}ryc0S9k zaJ=9G*0MR3H<@JtpmX;wS5M;QX9~;?-u629XO@zxg`ck3)4fb4cZ^^(l`y5gmMM+L ze3|1CU}9JxkB3u4iq9{FpRCVIe>1%8mqYZO6ap=9$&R8+P_WZwI*S)(AO$ycJ(qLR zn`X-a-43L^nP$#{1H57l4-{@LbvMnGrSVGsUL{eih*#8r@+pi^l@!h5JoB;aLycya zc}Yq{ll20fBw-)V)4Z5g zq*~9D#Uf^=>Qw0jONRV(pkKTNnhpyo4P|`QHl#ClS+FFqRc2pUL&i4mnASPkt|EI7 zl$OmR-wnz2H5Fui*=X0p+kRa=buO4>Jl$bqFv{GR(dndSkry-~!33Vk&s<4^2i!Pp zS#~7%^kunjhJDM4(5aUti=&43DN*B&VYokgZXX=~+;V8KIH_COJjr#UoPWHhVUjX` z=#?$`ANa2XwTdG|TgGLPOcOXwe-(>Ta6s`6#7DyWt%nPTVy?{eGdLfx>7cW4y=|U3 z{6+8A4dg}dojksW$tre#__6;<&OC~47$Tm~dz=VV-?xdfT7a>+u1`-wUO8kl`LVcq zxoH7V>)2ZN zSvSDljSp}~$5Bvgvh|SE`!qUCB_*GFK-Q4_{GFTW%T7Bj8R!%?(m2KLnWS{FkX@Be zIcj8*^lrd1HBX_(3LR(3d;;pxWUkMUc4HRZ#l>Wv#8XDdt+FZ8i%NAzFiDC@1zBt6 zu)MCFdo)UD5753lLQ3;a{!;0yRB)znBAl?!NcJd>La^H2qhHXG9lw?PHBXbsGP4c> zh7YcoT~CQ2kar%Gt9%G7t=fme8h# zRyFy{uQ8DcIM0$=I@ zsSOV{bfoyDmUx0^@BMxpPjjXOjRg>1iliphf-c1pT%6};U=KqC8Z|OXnFGQdk_l2u z4G&}-vb&2fReC#|)C2le##$X@bBJ`BeNJpQxZuro*Q@qZNLFF6=P9bKf;D*mAD#5>k;h-vOfV zX&hs~zU&aT`Gl=@c(`J+eURobrwauh3HHQVUp){ogpMMF_cK{k;@4MKXzjR9^{@tPFDI4L6gm-54p zVGK&t0-F)Pst=Io1oT^Opa3h<4Zn1T`;8BEQ#5h9DW6lgA?1*->+BsjbV=(L5w&P2 zsP?SvaV$0g;u>FeBR}2Twi7b{@z4|V#e~fNvzw5)F@|mopxd+dF{}?hhJQbN47c6r zFSn!iG5mS(G5o)KjG-Hl;?~^T|f~fXT8qx%kQhZR<@_hnvp0BdFV8<+C zp~G+$vg#dXcgFg!q+6_@!|q{U2U`I@DTixlG^D~k8OL)@_(&6uB%z9(%)7arAU5)suU#AdeaueMR^}$FDoD8+PbND3nc#Y_{4w1z;UtaM!=W!TBA8Ga`oFy zg2dyJlaIq-mgmStPFa&S^JMAR0#yt0ADr-gK9N)?xZG;yNLNMWqMMDEQtxXPWj7|y zsi>BW3F0Wy8gqa*iz=LHq|)8_TKc7Z>%Q_ggslhr%10d}I!&o7SI8k$-}l;J&=kUQ zr5sBXvw9`g5?rlJl_x>*dIP)jql%Zv#K!JZ@#X{!%_!o;Vv@pDVxOXQrV}8U(@^{3 z6&Y=lcqzvhCR>q=Y1QHI-D@R1949fIXu}Lg4_&v*eKL;h>yNcY-W}jA3LHg0(T$gq zVJ#9;_!i|Nc~2KnViqAu!@P(+m$^b8HCE3}7*1GS<;W+@g3plNp6~ijQClvf>l!hi zEc`)0M$~d?J4a5n<)NA@cAYFdm#B-Tw6Q1iR5#2HS*r^ zjO6nb9s1l>d-I5iM_&i%bKS3r`{YzfU+lmbq+7}?l9DBx3OsA=5a*~KzX5xxAaAeF+B8V_`4iM2`&DkbbA$EdE*Nz(;-teo@46X0=ah>Y+^~X|UcRSS)+OoYt#exwxfp9-%;xCXetf^+R zm@&v3PjGr>ou31UfW}XrwhG(5QqNlK)6`=7=HTesWj(pq&Uy#G{d2ei`~f2Q{hhYa z_3)x!)AnC+RU%cn-}80>*w|jp+xvN#mvk}od)}@_!|Q%2^?FP**>?S%x$Dc}+kVa5 zfAxLJ-d+xG`X$`#A?^KcySX0T^b7b-&uM(0^my8C&xW`C0^YXQY0u~FZSR75_NX3V z;%tW=Wyq~B({73>gy&oR58XwEw_cHkdGTjlO}=>(nPC$djL;_ z4RvufOt=v}a~y*bJqu{~rb30=GA`!f(xt7(e@xO!JXuq&#*0%Bx3uT|a?&5_X8g2b zc25|a^ecGYJRLgYUYyt>7Ef}d=5m?p>)>13wvx}P#e1k!VvI}mmN2&<@|34(GC>Y| zxr()b&!!byFg-~)7S=>0k8;+pJnuR|14mvzW{O!MWH`HWhwF%BIzi3oMB}QvqRL_6iR*=?{1?pGGlEh8?u+^!-TBWLtRFy=q zi%`NeaK%W|B<6xHLl<-m%!XNv8u^mTk_M6{^=DW_ea?C7m)-xN$iY;X7rPcJi<%2k zgaSl>g<)t|htp^mDNgUT-l3?HUN1$z;-~M6%HWRNePjkG@Vf(?Nkg*50p1X1<@WK3 z;vEQbJz0T%d2~L-izUrk$5CiZwlGnHzQjDisqdF-<6C8!_9uT*Z~-uH^h(P-Y077L z7)dE3StbQTr?3?i7UQG@W@6gsY3~>G@(*cVtjY9=?^@(e5oZjuZ#-C6(+KKoQ6gig z4Nww5-;=SEn7J)>;w56>rD?d}Lh%AI{Jh|*aay>l*F?bmBBuHox#nAorN`us7Apnx z9>WARphbaPlBetgS*#6xyk?e$g7FAry1~nVz>VNdDT6Psm++Ut%Ad!RKA)$4Ikq9j zlC0%KvCAgAPqGQt15ThsFsyxK0S1%0i`Vd%#C+}0b+pDQn^v40!%mq#Yg9e6sNZXP z(GCHZco|3xsl(Sgqm#NakJWsQrCNph)5C+s+o3(mmB8Y8 zJcR4`y}r9;(z{xE)cW6$PN+bJV#m;(s1_(gqTnMRgM^uH8#!zK5obu?ier1&U!E2{)6a&4={NuChnN3*!BzI;KBNXoASRmw>qmI1|fPMiA9_ie7;2Zwb2>5@M#R3l1`+e}yA^>g3=AA*kz7ObKNt|mtfJpl$;-eDR=r3D3UKR|GA}4(lM2k@?jZ-4rNn(}3a=r;R`Yz6!9sFA! zX$|Q@ES;HGtllDa>YYbI$;H?m!K^?{3Fg6HCV)U&L37&)LfyK_T2<;UB+T1QB+SN_ zoe-0kXC6EwJdjhUnGe;*_dzv$XJ6hq=8evI_?LMx2I_4@CoInpLU?E=_ksWVwHV`& zed`)|bSdyC*td3}PKAH_4lE7J5URU`Y+$*}D>|lNqM9*hK^c>-iwkfS77h{)SyX{6 zp{ZeHm6?JpYlx93&sj$B*+H(K2IlB=ft@0s$vIUZ+dFoO#7VK?WgI{R%{cRgG?vDc zbdT*3A@XTAnU3xB1^w9Z+ZTCpni0y#0t|GI4!ne5oyX}?5X&^E%b?+QYy8T}#+aQa zkn^l^T2@8Y36XmxJA=MjaWGdil?1t;R8IWMf`$r+F>f}2vF9s17zX#r#CnwJg0MKq zvft#t^0U0BojAnbO z+;-(EVW&ZUua_-Y6e?hq44Ba*m6z(FUKR;m3+p-~Y#Jc>g53c+$)<#d#lm^Yu-5b* zei^h0#$a2-p{Yc3b=nkqV0YZ%mxcKzu&2>}Xni06%2oad(q26II1r3n`Ic=@{)2;u z>!yYh{-N{j*fBnF&I(APgn$CVP#W?5O_Bl#!<@IW5m_E*CM7j566zrI_!xVZ8)9Nj znuT%#1l>uoHlPZcr8%&5$0!FLozZCMThm~plAA=>Ku8Y+6Sc6c@iXUb&&YmWB*3#> zB}K{vjsV+yh)MQH0P=EYdlTJ(A5Y?|kn^agmUZJOUY2u3*xdmzj}%K$u`x$Ya?K4V z-LIZP41vWTYoGMYXydHkhjkvS0L>!-)gP4bwA9vv_daFi+%O&XdGoOr$?{ulceM$5 zf1jtM;d2a`nKc=izt+m6*EKaY3j(lWp624#D(Ou;yT?;Wgqt8>=7I)^&kg7qMKfb6 z*qpUEdn2<*gb-wEXgbSuD*L z_Q<}<(WCpp&cW-$?B`iLO(gHWeYJbo`H^-$LOL$wYu)?L6LFrt@8N&GwC|7NZ`fNJ zd;}BQej?zLN@X0Cw|slf)KMS|OC}gam#;2B4@I(`wFCJ{6ygdEElrzcYi}wbyEG-d zU)~suoVVJ(*>dLPSxa=0$>vPsqO$t*KTadeCa_mlK;=6W$>fWxaz0FBWbTkHWEgnz z!cN!A!D)sag=?lIJJgs*I>3{SFAmE&EaHQCgU;(E3{K@4GLvG9JM0mMSntv!QW3LH zp=UIl$km&u&+|Z&Ei|0IQp}n+OlzeJRQTB)h{2~-WZxr@EDGU%7g%lnJ@D?~yKYw*V;1)Gmb_v%vD+TMt`=lyx$75ARPp12>S+XQ?%v@ZI?p0!@!Kgo7e_{vq@UHIB!^% z;p9$~&T%2vuFzbe`!3e-?nIJ1F(?6 z&cGSM(_GYrYhPZ+UX@k2)==Q?Vpa6?b?`lin*InE?2QahB;CWJ$XB(13``mxP?Kl6 zMJPcEPkaUqo6hjK@-dRfw>!2grdH6&@% zbVdKdNug8G4|$T3ECU+`A5}VIHCvjfpUzsbJH=+kBL;?mCyhk1y+S#?sBYpnairAk zEB5e2FfT0q zotv<-%Q;IBZc^u&h;{kp=~wtYS(^r1^^mJvuWZJUL)Py5C#mj5@PTGJ-aNjNIMS>< zS9^01pp2SxP)K|)_^<(|f%CyKSlfGi*Kvp_gj4OKMs!5E)=vCp8$%^?MQOwZ?#;f97rq{s_B*&E$ znG<^_c?O4#n0-UPfD*%j@7B zlv);Q>_{u)8OrLLqBTlTP+HOpnYCF<{u&*}EtsN8!|sED{OR>TWDb9-cWAvQRV@~& zWa28y50Dr4Wt-@`G!}F16xUd68+R89i>(dwBT-9}cVtqMu_0%Yl}pwKc)gABb$WVw zsStwN%GUm?n_b=A~UAsl2ZxG0Y1aDgPbADrjARW#i3|vkH$=IL^d$wmhMM<@xfkr z--mQ##oqnSznmhBZI!oQ`HB?faNv1C(zU0%;a%?v(iP&+iCk9KQz-_bp15rj73&aP zUnYMf)<y}t@C1<)BdA@nU`{L zndFbAtTT2RbRdHUoV<41MK98w&~kxeqqs#RCFb?nT-1yl)C5q z)B2i!=uD6}T7@*-MvLzTYFebzRGg*nM6}U6vT6}?*&t;2G}LrBnPQEKRwe8JK_219 zsw_e8k;P8yGH|`D6~%l^4e@Nekbgrm=41D7esMJ$BX-LfNE7;SmI=^i%2i2Z)8EMt z@A7e;_CcHDFd7MlWY1*hz4bZ`W?E&)08f_d7MV+TI4z*BkunavkZr#y2S?N^Dee@K zd+FMGQyWVu;Im_T*UWdg@M^|}P6Mx}-TO$J)O=J>9y}mCa)7CYi=DuX&y+BFI1> zaB{&Rt$R{sX*Ib+;f&P&<<#L)PY7~=Lb6uBVORdLiiD(^z3<+rsF7cS8c^^(?VE-XPY?oo0+&3?aapB5x8}SL` zp|Fh(^DSgNp2F7JlJrIzqZEl|@dR$o41P^XhR^~gdUBq_5e2dSI*{=>b7>W(TyHwb zi=~M@m-l_RSSD64{xe^U#Y#uvF|8bmg!3q2&!nN>C8hW13`v8o!jToB?gXTb{FVzZ zza^YKI00uLoVic*-aWV4*XOrrRwavVADIV(43Id-H5HolB54uO$!XJMY`d7PY!fJI zffhD>?Uwzr%oC>{zo4$XJkYU`OdAL+I~fx9=ZPZ~<{m}BAzd;y9@x-EM7hv>p*qyU z@8dV@&fpMFN?iu%r47~FJ@k@~2D-*{bqa12gt9Cff?udN90+MjSjb&Y!Y|gWBk1p( zpTq<}-BHy&%WX%*XpD~NiDD{Y$RDe;aC9aHH6B%xKx1R_j@&(C-YsLL4^6LrCvX z#<8sy5Vqt9M^3+)QCC7Fo_~zv(+QprY-{t9{7B=(wmgvZnF{>=q)3*f%^2Y$mY}ql zb+;$w& z&5{BH;u-(r({VD`otUR>9ZZ1r8O7(F|w_qjfOzJlC3+ z)&*9_L;K>>{|Y$aq6F8h;TjpFV@w1BQuC^8!AKge1}whdPoho0MkH2yOU8}q!MM1C z|13lnp)FBj!B;o`V&bvo4%`n^bcv1XNz0e4vyS5_M6&?#(H*LRx5ICujkFUwCdiAa zBm9%tX&)%5DdJ?kQ*LOl;e>ZQFLTW81c|lk9MkiEU48XJXr#*v6UP`#)Fb zT=ZwHUR|qKUvzi%x4P`>@C`$0AfKQ#Mi{s}-j$mK)tH*GG1cBiUQ;b=O9jDt+&8 zwHc{fs!{O3?r!&lxE&D}daE#aUyrUzsirL}5^6jfIGf~rGKHU%0G^QpVJH=fb+y%# z8VPX$RFS&*5GF#c9c(Qt5X)2Q@=cL36uEaA?xSU)NB2XyzZAHvcaA!TwgdRse;~&C zkJYwVSFBYGB9QN$NJb_&zW>2H%d@ZhexpI|M==(EhGQwhJ>)yfa7x1<+AP-FZSIpusLN>?!>jM%H^86i`&H$&!XxNup^(DBfb>g#nO0zC`A}7x8~!r7US^ujbKr7zNH8S)3B{_FtO;fM&G77Orv=GN>-T)R zL39CkHh~lG!R@T;Uy%LIqwwowR16PL5|uCU;;rs@BGuX6JPoD9q5KIq%x#X}>^Fq7 zE1TUk%9AMF5MDug$Dbz?;pZgr=g)z}bi&N^A?Ue0E=$jLe*YYv(}tI8zx2Iux$n)Q zp(g&ynS|2i298_}ks<+jl;Q`x<85w^+WtjC@r1qdf(Le0&ECxLY{0Y+>kAxcBq#JR zKf8ps-&h#&(gzzk$uIRHN-lGJo{|z8cKwC77sS<*U&_8nTOO+4QI}WFL4{0m16|}SJBR+ zz@BQ{l&tdSPy%kWN+Vd`VNX&={m7a-+EhG0W2<$0fLEOFujV&Ff4?6O{+bDp|J-+H z*{1MuFw*0U#~!SNMSY86J*JcX;JfGgvR^b%b8FY;DaearY?vnz^&YFN5>Z0Xxb_C< zm6#+C)$r@9S+enE-`=P#up7?x!*;Z6(v9*JJ`6Rv5ER9WUXd%>^I89sg_(*^Ia1-x z(rDlw6nT@r68I}K(2Mz?VYhQtQON6wUW1kSO^#S)8;pEQq5pM3D|(r6kjuzD6tSt;y}Z2Y zg8o8F@Nnw(9|udl=)`FnJP`psVebmt%rc@2rnY{2YGziC1IU1?-K?)W!V$O;2g* zRLtiBOZH)<;%(0z<%Q=Bd_} z-7m}2i~qs|=I4F+)mr~|4DM)wZL#rw&rnHYy6Il<9~b`P{XHVa)q&a~n?%?2KPvo3 zjsIxSWqPP6s3D-X^v16tFu&yck914`%M%3+Z;L{zb3ZU?YR=j^g?Sxt14=;+#a;z zxMhGgpW27ruY_hthetA$q~DT=C1gtMW9q_VUEAl9g^{7Z1+VaVz{7Vv2Hubmc{k3+ z3uSF>=*LrS^kgAAMBI&CTX?YDz0X>C?JIS1@&|u`AV?DL0LA`~@vO5>R~i%7XEvbl z^bcj2%pmxO_=XLy2xfbeFZy2jj!Z!$>oEkY`fT|iv5g|k6Ih_wY8 zmr2k_a;9J$kf=bVrE7F^otb_bvX7$$N=jg%E{4S>WeNhTl}*`X5)T;pSHK0bZU$#A5DF|m1RPiu6km zwo3cjFSCuZ@YNp8t^w31J3GnK`H((1RM&tZ5_!# z0B>QZ=gVQ|Et?>__-gsB=bdJ2t{lu&xAczR&;UnXhxHb`Pp|fr*WZ_l0`ItoaJoa# zDEur+o=thZy6$>&3|_`+KzLZviLD`Tt%=w9&lv>MwS z$Y*h>k6{ayHJ=R3t-55aWSyJx)&u=GeDD7eNWvs?@1b4DH;gwOqkq!mQJJn`v$|cj zN6L>um*eWXTnZ8&c=r2Fp!rZEOQeaBMZ07h#Vle($l8WYd4Zntp}`e6xvu=F$ZMsQ zmBR59FjIor%b~OQ0KX*XSmIYt{aD|Qy0xiR&+4eE+J&ejxbfEyc59qU1wpuLaf~WT zy%Iu8HY=Y^602G1yoR0j&8SL7V)5%L@Jk4x+kdv~@T;|05DS8-5~zt0k+L829S1Lk zn5oi-Fl&P&GNRjg{CoG~+@TsBUz@|bm94N)5`bGmUkZ*2H>L=3OB{ohUhYT zrZOsxjH6IGVt36%3$BTBU-+;ItM*PWy5qW7ZY>_YTMuYP9G2t>WF}1zOb%(%w!?mk zDrw4&d^DJWsVlQ41Y9T4wn(6SFmW_Q(~|Tu14P7+YgudFU&jTUo{GQqp&+&!cHa+&3q`L;mV%0@sc?rZXhKv8jPa43JOwhyfT9Deta>k5IPfrrR143;hndXzNnAX2~<@X!+U^q7~PM4UO3`=;l_UGafZYN3v(nCOjF!& zbNF{o=!;%jv)2G?h6ZKXp~D)m^mK}@)&)CC1pVHM1&hA}A1)DMp}&Bpd-mKxZ|p5= zUERhTZ}E2ZBsCwu|0#)%VNZm^L4ytX+sJ&WY`GfuzyU$XQfJs)*xbu7x(2RB1$8qE z5bSYpf;Ox|yQ+r9ecsc7VN;NpzViGqKg{DzmyY2KZ|f9>E@>CRbE7Iw8dN2FiM*2> zb7dmdn>U1S{y@nAvT@WdSEwJE%*d!wqNOxv2f~T3I^7bh|01(<^nXs4F$$y4kJa{& zb2(l6UbBOBM3Q`m+QX)pYULJp`ary?K=Az;HXAq!L|i47VOm+DrnVScdJ7pz|3cm)@3%EY10)aE+T~ecZ>5Z8!!OrPPM>R)%B!B~Vkd zOW?H*?~w5HgM4>GJHbCbxSS|+)$7UL8Cn{N6=l5;D7SVr6VG_SvM(YJV8kV4*tlJ90Jr^)j7q`J~Jn!H} z)fIA7H0Ui|sGH|hoZt99)Czfc9=pslgl{uKeqme+yrKKH6EdzhnLSY~xeIA}P)I9Q zwa|5_rb20PBBg1FaWr|Coi|j}Psz>H3_jUrSC7~D`_Hucv^LN^_|Npzd)J-I1`s_; z{R=kudo}P`Jr!!6zAf0`TSt#ZiVy#aRv9_bAP}(7)8Nx~zIF(OHW4{d;~(H;`r@?O zJdadMPsG@9pco<65jnvc+@F8wn{G}TPBx(=IS~ds^8J6o8B>F|)myB6{pA;WT?U39 z4=gP{n;vnSgm5Dr&s`de5wQ}*aJA6E3HT4TH|`%GmmCtVYz*0 z$mo!tOS>KWPz0XRYUs*ju@&M1_hidN(&sRYh2lK<3*DI)_^$ns$X396xWP%!Ai$O3 z9Q+)tFFCe5;a*71VnSGLam_%O%&MAuB27{8l>L+Z_hOpBvACGpOW^`e!DM)xDy~h;2Rg_J!_IrI&JsMv$u#5o zl|c$8gPSOW1pB~-PGS{oCne!Qzv47n4a>QuM*1tU+-HM#|7B$m`IqncC*N!g|CsLzFLvvNN9M|T-619W2?nI^MwBBg+m77@`~ zQkm15T(qi*9o)cIE=E|r8C5J*V4CBJ3Z8Shdt^V5Y9R4npvEZX4ncZrQ!5iX07NyJ zAoroUrr{j~;VbjEGro|#Q2IHq55t&`%{IL?sdRV?qWVmyuO66X%ODqr|0FMQmr+ny zJB$L*TDH02?@lk`g!m*Ms3n0H%O{*#SXQCL+RgykGDlhk)ZKO{f$FZ>Nk_{mf&sDF$5+C*)CKrSu8zx$1+nZiO3p)`2*K@>f1NPm|6K|%t)Q$FfB8VpbV<+ zY9FS}wAVvXTlNT-*g{BHZ&>^wract;VE<@MYMYY4Jax_^u(l>w2L5M?KVj2?vDlyb zA0>&uKpY0fq(|4k`l)m{SK`|&8nFCDBE#7?8j`$LPz2@7X>r%=DSEh77%1eNycXEU zhn*UZUGJCFQ4{r9xiv>N+QvST{$!tmDL{Ff7yKz!1Ls+zVZh`qW|nY5S=m23SeMOp zS^yS?4of$3$A;WD`>z~dqVL0nO43;;Th@;7}^1x9Ya)2*H)6cq3ax6&L$N-Y)qA@`oeIxtNFA)inEZ zQ!}zj+9~=!e1x@61@hPnM8;d6Ik;DV_~CraHU7+#1kb_dkNHDIv_N?5fPYM~b20fQp#|srP z7j4s=GHI&ei=_{MRG7n2kgPsv>|c-ETR%ZdCsnsVMyv}(V!ZF`M&o0{&buQ{#0Law?-E*OH*EgclD zq-;TRliE&Zz20}Tllf#@S%AK*lo~=g$+yVdzY+LW3*bsidr;}!_#ka$l2dn@zL^n8XoOQxB0? z#0JD7G~&BBz}OV=+wBID@~IL8<3D|CE(RKWqTbf?&Nhw$6$n#w@f7b0viGZ&4n0v8 zkM5DUXsU>tBdpXC4J=wfnTA*^K`Ai!4fCB59pY-1baA5?b`X}ed8PSo^!|e^}0=KC@bOB8OEMY>aJ7! zZW#OXH3V7c1QF(C99)3>?{&+ZjHBstPjpdqNPL_u)}st~`FIgRY>6mJT{$eghK#e^ zeg?V>3u)RaGvY|#s`=1T=H#|%mB8RCSG)WE>kKQCz2`$6$9{Ncl}CZ;k2Pz?R2cJM z{I;b&gMiQPiqB9FfSIj%D$U=1j5p)b!MuO5PdS9sXY7kRFkYVxRe=4<>3J^NxkG}gPwBkJk9Be~r9WSQYyp_Xw2?&w1SDapH)~rdE12NhVMRBG0z$lHFvTZg3^CKC15nb&>8}@=kpyuGG#@qR_7|Axvx;6cz}Ym%MZP(jbS3Pm zr%lYB8RY-bMMyQ_W*@D+zAuJ!?KG0~HiI7Zsc2C~Z(-^4^gbKO-Uc`(kr)srbF17G zyeP)Z>&3?@!!T_CvxrA?9pI>^HW3IT;oz{k|nz7@@6yILS|E`_eP+Vrjv6xZfr_xW$&xxf02N2 zqCnq9o=L^Z|8P=XYrTAXRPyVsrv$QJx){l8DW@=IjX@7|@iSPL$OOARucsu0kTUcN zwmuuB8+B6R)8K^8Ido&R{wk@R0koxY8yF4&WHEa`o6X62K9p!$?IwWY7aC zT?axbj!tlrDUG65$mg8KiMudTSiQ7TP)&B&enqNEv~IGITtUpKwK|#v4ipfSiN4mx ze!cnEUSW01ykTl|kvpufv>0F%Lwc31Xz!2!4n?Z!NhjckZo_AluG!{3DRMlk$OgZ1 zNMs9b;26-cp*(*Kkrv~bq;sA3#K^(&t(DX|7TGSFD)~S&oFVjtKj}LtQ5s7Z6)&n8 z`tsF=upDYivB5_~`zRQ`)s1Sfr3+agEp_4aADjh9WCU;wX0!v0#v6|g7tCt^Ctcd*<(@oJw}G z%dGBXM%C6KQ@MdMGLL$JemBnOSML|aB`pSmG3!_+SzpD3rGt_YQ`2$(-RE##IR| zmJJatM_Q3|YB1e3eV!;Sn`}rwZB=FxHjTo?cpD$^1H}Xah%7M{&fo&|BuN1L2v> z18Am^z&%wZJEQ5-h`4#BlZ&Otrwg|#%qkVBb^@KTeX4C3`z4Z4NFW#jDZptX!UC@9 zt9q#K#5w5^TB+mO1T-mIS<_fd43N6RT4o_~B~kSX1!H-TaaJ&5;~%msARdEe zv;fWl>p(*lP;8T!O6z)9MI7d=gK1Mxk8hGg24_n>2Dqk3mSw2z{7WBpr<&8gA~v^@ z?v?SU2DrR_eD&~lMv;hcKHE{YI>Y2N+bk+#x&Fqha8-NVtC$|K;j0mi5syLLfT;^b zfi$aGG(l2%Sb$@aHKq8QLBfD*0}m@J+R$q1*M!0 ztM0kU;>S;t6+tuWnN>Rp&$@E!7#@Y;n>K*~lh5PgQirR7`I-iJoX-kxSb-_i+-U@= zsNmBuk*tuqwwdAlVzhF`bJg^){?{$Zequ3h6uVL=Qu&>RzLJ?H|9qDRyEQs#dE>ft zepc5PVPjID%8)LpKcO=HY$`kej%O*p7RZ$M-*nq7?$b^c+?!x{G3iY&e6xJ$dhNH} zA5Kn}JKN0RSTP)tgzC~k@7-(%rD$<}91Xv-j<43TzCz_%Rsl|eTXoEg{S!&8Rz_Nx zCf%fVqo*_GHdH&koThwu&BH@T9xz=e(?1~|U$aha9H0Lb!ki&Ey!S1>Sgn1$ZPoHP zR>Gd|#4yY$IU#LDVc^XR*=#?d!+Ie|4y=J2O1-@u9(7?rcYJ+T59>2>8AQMOzpVFE zolYNbf0<|mc7N`7Xneffopt@=`^4tur@liw=9hWboy?~9!e-EB!`4u54I{$NwIGr1 zQYqfa{7Qph*NC&K?KSI@bi!$rcOv%pmju7d7Qg9fCmg|FkE_ef=Eq$Ak5u~p(`T^! z_%Dm~&n|jb@3GQz&<+R3p(ejR`b_D^<3$SZ*5*J`0nUV!oz+-Ry9poE)Pb(d>bcLj zmoC`4Y{U7Q$A*Ogd;W?N#mWH;e=9H+O}FAa$tX)kL7sE;=4yn!FDqHT^o2xkg) z5h(xG{tWuuMlvDode!Lw%7Q8#*jjQ#Rc5Jv8*Hb69vVA9Xe#&{wNa0`E4*R=VnNkd zH69xeOL9)QlT4x38Qo_YJ{Y`-1+4K|)tZ zR+?QZ*-R&nQg-L1?erkl(ayZXQ>lDx zDy_Z(I!4ydKgX><@?x5l%6;TY3QNMNm83$iW2M)9{`Mt3M10=+xeQx~90^@Vq4O2P z%H)RU-2=n{=bn5Gr$|3Jyeg)i@$a7QXH|Hm-R6o=!Sd0d+=&}gZ8`jOcuX(^XdfA3 z*pd6Iv0K|zDwcNgDD<_t@+CmDmTB@UUnHW7&EmOhBAimsKa0}7*ZWlbjKhu6%rr9Q zwo~v5Pt!(b2b7d5m$i?kS9c;1q&HGp&fwv$Ci~W6#%$ggpqeJ*(>@$wxn>HdXvt>G zv1nJM=83aaY(-i4nm9Bmg&A?QF>k2OJCFN(4`k*y-O_*7Rff_TQ)(+JrZ`AxirLYv z$VzL%+%rTgl+^tJdSecdmgd^pwwuKJxQwQ3^lIpM9obr-s^VJvU9M-@7#LcOxvcIO zHdbz_Fxh$#I`&t7yuc@>Da@gvoie^A&R12Y!*SXAu~eEF&FKw)zRHT8w&8wHgG9aX zjeJ$+$jFa`E`3z#0EYyv(4}6A{#wiq?-R>TG1;zq(F!!B+WNp2yPt`Ocjw#?B8Oh$ ztj8|40lPY4eavntzV|AWJUDNhJ{1(YsB;sldBk3RO2WznCZYl*tN> z+%TDJ!ba}P^~Sp@ulvR!hR`PewkSBfFMxl4eD=lu8_8o>v=*|`3M1~+>az$uzOk|R zyTE=hdjgsBk* z7RoZg?n4fL<>apfnngLLF`?c^LF%1!&&BM2L^q+ajbjR4=Ya-u`D}j6Tu+xZ9o&sr zswrnHr}qeVjKI7K?2qrp+6^7;w33%!hy2`qL6!(OrkiBpUpMgrP#d3a|5UPFg_Ii3 z&?EOsP%m=kq|+m(dzQleH3izui!O)!1v7 zI~AB*@srMr#%VdE&sN{wF z>{G==CY6^b2NE^#%J4{Izkh&+3Gv>zfZgYqtkL#mrMF;Os^#{Tk@$;n~Z+=+H2^5^#be&AV- z@*QB=GEb$6Ug*qXxoOy`SK7gd2Afg&9A?=!SRX9D55HmtkT?aj;1@@P&@ZsJ)+s2zbB%s?Cd zvymkR)TE$qM0M1uW5CEp1y%~2HNx3_6|G$9B;n-mpsb`I6K3p+yWPw&1!9Sj9}XR( ztVP=2c)PTZlb<+*+7pe^AVhZw-jkrMsC|aIAU+4WXCWieKs}e~TX4@zHiZlOtqCEe z8tAp@)Xeg?A-be`bBx7>r^OY@1NuhG*fCrtI*?PJ!uf9H5yvt&^;T$e+<(gO*;*9f z%ehlv8_4ys$YPboDboejvmT4cBr&`Z;;joV@_V^nMjIek(Z<+S-Ak!+Wx6_a&?EKd z4Me+v2v4f>#lM)ySdJZioL9Zk`eY9)us-&9G4I&ZS^cjy2dU)x0#RJ8yS(e+X&nwf zzR^t;b>43t3l8W*;({~|3TJ-T7_BhT(p3ays8-2SuZTVkWYm5?DFXbEkm!mjNS8&{ zsA1OU0sYDEH#S7682RdVg2gm|V$-JPnGGP=MGCYXr_03{61j~Q^&QY!Y*_8POzBLc zZc@7S@e{sXQ|=-UVD?*sG(SdKe01KZw-nD)&bV;X;cG1&S;H|jK(V!Sau>v2piRf; z!Q3Eqw6weSc$5$#a6X0(?AhSn`*ZfXAH@fS&nUIADrCfo<{4qS#McvGDGtY__?yTa zFVl)UOmGo)+GC}3EcmzDe@|gFU(sX)toh&$4m^6eCG+_fl6}g6+MFq#+hAdlHOhb=j;I%3gvJ%_^%RQ8S|mnrZn2fn*KY(KrX<87?AfbHx>M)2sg;k}Xa zh9ms+n?(W;Kmjj##ve*fBTTyq0qH0*t|y;Dr@x2ZZv&A#gKHgMzFK^bJ7cQkYV(@; zE8(EQ3~eahZLCA*ZN$tJF``szWDp>18t4$f&!qoJCG~}y=%%Bn zjkMY0lzm?tE%TMd{hD4F$n$^DG6-bkBAD+fsqzdk#W5I>gayX$yG1P>yppTH7NH^5 zC}w_1VDLbhPJQ9pelEK|C7jGY8}0wuUcBisWY(=t=@Au7EL5L#XD+(KYK?p@i5yhf zi2`5#K-{Bts_x{JERrllk_#@(JH2~xynh%zX#FdbvVD+|gML?CS25hwI)-D7%H5Dn z*1^-T-Uzh-+)NN5+SmU36V0{AKilO;Lo0F8s#8IC7O=RpW`Dk(Qfu9f-r#L)wjOuV zpl`@$bWAZJ=>aqLt1PT)3^!AGN8iDzi;w%m4FbNc6jD84O@|O7FfF*T7Oruln%JbfbFBdL46hd%cd~=p z0VA&@5fX&Uo?iH?OtJW`yHlU%6VwdZdB2=!z>>8#Y*`MJGx z^DTnWXc>V~{T6~9);=OmGuqVI+HNz_<6*_b zX6hM!llkjAKG*hTTtZvgkpK*r{w)1c-yyp7z|4hqO74_W#M_;N!}QvyadPGAkrq@< zCPpIEw0cT;M!Vd8-V1#C9C#p4FyxEA9R)7V+^y2uX}xh3R`NngxdEZPlePa(P7CGKNGqh?(UUD{RDDuqJ9Dd*yAAK> zVyM6>Q_5~Pl9aE~OF2$990b7VQ-b}CDDFn!DaujP(LgZtgYnlac^r57U)o~NCg7hG z&(t}M1TW@5r!=s`Kea7!tpn*XH?htPT{3g~X7T=Yj#2A=I4!8$mkuO*NL;nNf1n`R4GlTriT~n#w5Mg-0+k- z1O@mJiiv+tj$zKR^Qsj6J@TugaGCpNF&E@^5xERPqC2~3(N1)JbV6ZZOvW%r7E@a5 z&FVHs^2*yfM&kJc>mM;MeVC|-?u6^{nJhIPQ=zpXbo)^)5oWzZi^sz~)+d9g=;EaM zU(y(mS+4SQ!24!wTCfBPP0?3P9njvQH9TidLkh2N6E7pH%50hFsM~rj6r*>3-1&y- z3x@fV5USRycE|TTe5^nP1uniuy6y*AvaKo%!@XB*up$ju1UjCK1L9Xr(NUchiZwLg zV7>5rFESuyN_KbA#gv><#wKy4!2kQ3WE)2J^@Li_&T{;>ifsF!)1&)uv>3k}Sxq6j#yS4WqrSH5*34_@F<0y*HJv#V5(N~n(Hj+*{Z z8a64(!sI^f{4%E6n_gg}wMcCUJ~Xisx8FZP$@S<9ey1OSL?4EkpU54ml`HkXGF}+)JKyhH-R!L~$<#(z(7`<77uO@n zLU?_)lp|3LM3&n=!va4{IxzY?RKNvKqrp7)ZA!F%AwZ4~8IGtFN2y|k&Is0d(gk-V z)_8KOu9`N|OImJ__#^&xmHs96ia*ziWVym!G<{3XKo$6G7-Zn%PC4#&Tvh!n5zWu$vlaKig85`a%6&#*VrD8~;>DP+uI%cS3SIkMrYL@| zw>GEWlR)FWtjP1<6t>=)tN5*)+`=eZv{QOK&T+Ud#o^cIoQy>s(bJ);@vCBsk1Wllam?gDNDi8pX5&$K-aQjL z(J`JZ%@zRXqL_^8h2rqa|JM-)eWoJM6yNZoTED?EDdEfw&k~bLo6J_LE-MP$Qm?*^ zR;kdh=aR8Dchac9a5PfZjL!`t%&I~$o4l*TX27lR`>D#LT-cnSMkAcy4OR9zxDyXx zN^Hm5AMhdl35643;ogsk@R;fU{fPs*0R)|$X0AnIhhJ|t_7OHkEdzwO|Ds6}XlvIN zSE*pVrS`dq1-(L+w0J>`U`Kcpi)|_-BbF4}+d1V8U{L)){QNs4=h*Dx4MmlRY$&Hw zrCTCE!ph~sRr>{r2A4*WVH@>Egh`;=UqL~yxGQ!vHp>*60F@Z2J8IE{G>voh<`hVf zVf+1@B#SRGC3e-dH9{n`dY5aF_v~XKYS|dQBGWq>TKu*ULHv~J-(sSr#gplQ*KE=vuH-Fx9&TXstKYdxjXIMIbX_D-Dh%xS7^{O6CY@FAg-9Eb)E-&CnLRf$!-7 z`ro*o#62stdK`@aJVrS}I+u5W}9gKV+2&6*Nr?LztaK#|$ zDMbqC50+Wt7fw>36DfOdX!u~DHa#H=V#FH`#KB!6&A0ezpP-y(6moSnYV*7lNJVH= zmlpsc0_)w-68QU$P4^0izh6m){8V4IKZJV88(f)uJUA^|H+r?%{(Be#k!3Jp?okzO zThXl(b|5-cX54%i)Hd%eO9tr{?*r7powfb@-hL1fn)_8Q6oA9j6e^sXdQgM}5!P8* z`hRI?Q-XOu2rncdc?`Al zLHvJ8{XKpaD844=cp3rTwPASCJz=x8#{7EfmM;h|suGPJ59H3L3TGl>MC`RPi0Zc7 z1KXg$)=?bFfyYEvzf;j*V?Wa%%9HL7AqyE(2&m;HRG!1~xK`zFjnG9Wzb_T}g`wEP z(o0sb*JNC^A$VrK?g9oEv2S)NP{|4P{oko?oT6M5$$uCkpsiar{(5k6iRf5%LU1!J zU0WYvI|L)aolCWy(}TWe?oq2IPt3Ck>CM*f6oybjB>jTJry3kDCO2p@{tfrbb{FBvYL^4G zEt~M)rl{k{TvW7NfLHx@!<{Gl32z0pV5-uOWW%&*nG7w){Wn`}Nqb_;hs$oQevxW( z5Kr5p4VPh(I6ZK4G28*(US{YBxL6xk3&K+|cR3lUR}qwwp(;T+dizr-MITkTE$ZVv zS4>74SA^8(YiSK$qGbospys`I?-T@UhmkqxU+h)}Eco{h@|bXzR2@S-8w3_mCU}Yv z%-6;+_`Ebfi&?|m$noW4Z zSfRV=F~j5+WERa@5W^Hg=BXCH6dg_o${)${ji!GgZA|-Xz)@?iY_enWQMD#XkMPqospi=bOJ2SCL{gR0A7X}VKRp)x5wmpp{tWecRe2npgHl& zPv8pnx(_E-OWVou}V_tV`jbC#;E`IF)?5SYn++oF zQ;%NoTWJ?E7%a``cdNs-YD^m=8P;G!iFnA@n5M1SsfBHvr!@(m%z@&HDnC7)k&53& z_YaC4hr};D^U>~v#w1mUsLf4iS?ncYnEm-sRDDSR2duBZ4>ovJ-xfAS*3 zW-ps=tV3vOd#R?OBzmjfF7hd!FGFxkyL>L)>o3rpRgAXFza}njN>4=g3}H&*`NT33 zvgY79vLlrYKmZ($YHpp#Uk2PD1$9M?LqTyFATRKIbS9(0*9o;B>Nnj|sdjyClkQsJ z@r3l`3r>LV@MqJ@8Dqr4kB>fAm zFE)U4qm`*q&=-&>Lu!(d2>{eJFPu70n68TN!K zTQDKzIc{PH^Tg8z)pLJdt{8VmE@kcF<+-t0>QML6-xcB1f>{9gJWk&J!+ zdU^l)*xRL{0CTvP#-QxH7Nc5m+QHX1a zA}P$Ty&uD^4IGXvDiFvsVycLHm-E@acwa|W>jtEVHNQ)0v#j>;q#)T= zM;S2;dvzfNRi*7!6iFCneltshxadusxpv0?u+$ftZR*5HG(}<}E{zmWR6_FYBP{nmgIB{G%oi#-n8jLXG1ZMC&mfivd|HRt`Jw`xf7T7IvZUKhptK8Duo~l{Z5MNKjlweJy@XVhdk0Blm+Y0OjyQ%EuX3uqlbL`~ z0{XWNZJn6l&R_Ts@6@}+FMGkv<}Y@Vo1{1>uMXyaf{9&lqk) zmq~x#X}dDS47$AHW-xS*^Y&W#t9;cu`axiIVUeRaQzelD0kF6H#H+&wv=N(>2>Wnc zIIRv#C31LzxJz20yz{y$x==5)JA!97W|!4GyL#7hB6tEW(HTEv3Nk3@+(`FankNB$ z&nQ~|%7)*yke7`mHaG&a{9}(h3^(E*bGF6AzH<*22Y>ZCB$)Kf9`Oj0-rS$Ymth!&%x!s{QcQVaa|kJ0{JqiKVbLs&uq0- zSq>!wQ=2=ZILx%qa_3VqV7ax67wB``$n{r&$~!g#mA917XI0`Ph5mTq3)h~u6vk3# z@=lq*Mx9UmXjB|6a`Bn88%?n8xPOeEN`5~{C)5TEA)kGL@eTw{x{4H>{7gVAH zUK0H&A z3QiA3Jq49Yl^{=%o0YB`>O?%f3R1z= z+-FGefPd2{5e<1^Q}u$7yxq^;>Jzhu-kAv=Fy;JC3VTW!KwvpE{_A`|NL{`SU4^}H z15-GQ(pEMlV&U$*mddspoTu}>Lb7agTphmy;N0z*~C2z2m{=399uf5ge7kjT5!oVZ!g?CxbvbhmgucjooJd4by5w z@O$Kkf)S=3#1r>^#=vu_jRh(mkU{fs3ZZ(*hylBmJWMKl&kG-HgT=kH{0jEBp~Ob_ zKDXTllu$$jYMg%UHZd@P6yaOc`vzyA?H;)U;K0&Y@=3~{`mY{^OmmUjyWvG2I!ukp z>fvqnN2J~mG!Fi1!p)-A#sv|=X+IF=TN5DBq-niUpq$N08S#_tj0;aOhgoImI>IK% zYW`y0aQY5>!H;$@?&EElzghfxz_b13%MPfAnKEA1q6I_@@Dd9v==jWQbNI)PO}rszZ3E7QQJ|$<{(6F+zJ3G4_acKc`k>A&YK7v6DJBKz1l@IEc?_!4i+vBI%IZ z!Gauo%SK4E3HKDAT;W_n(;HMLpc-++*YWMa_PL=iNYbUa_1At68j}6Ov*RjhakKZr zK(3BR;t0yB_{u(TX;q@%vg(+dC)dZyVs1tu5x_dCkf?bUTS$&~_EZMlJXbD64YDP0jXS-SUU@)qsP*ND)`UUt>9hg|=jvf>w{Q3Tta$*jhmUatSBx|tq zGZNZZMllN!WEM4zg8Bi^P)bh)F*mh0Y*!eR>veNP{vuN%Dvihdp+0X2+kfrd8H#Ln zM?7$4*G%uiu7l5ogViWBJ+--TRPwudO5!<`vh$A;Qp@bO=`N59z6Bxlf~eqxBGA7+ zFJ<2$0`Lgpf3SYG^{ldpYxxm%(iiqWXr&0NJEiTP6)c`5qOO;{I7>`U&trcoKh@-P z4IPr8>l>G$h!=M6ev=J~PXW|VmyP~BB{7N3)_Yz(E*_pL&3?r+s?~(AD=d{lW1@O% zr5V`rHndwOa-rwPr$c;MlS-BIVEO5LnYiTeffFLW`$vrJc%$%P6r!d?ybJ9z0nVZj z?`Trkk1TtK)Q>Snr2bA_?oO1^sl4cx5+z*PUO-16qP7%81498x7}qMoCs{x5bvr%G z#0JXiK7N>aMfBz-Mo<^Nw8O^Bb+EEX^}Mowyk^c|&_c4Y!6x|T>A7gzye6|^*kxU7 zf+Ixc4T_w#{h^a$4(ej0;#Zon_1D120`Lktad%vl59DTv6}I%FFQida3P0zI1kPv? z;O(s=hD5vWL?k{?Ly4ky%!k4bQG%J?CgFTrMJ+V|(iR%y@_^E*1O0F9aMeX_EaV!@ z_UccWqg$oL?#5n7a%bPcbT(?f*!dC3NptMRgy(8Elg68G)d`2qkSh zu}G3ojMhi_@Pq9J@{LUsr$v22sRd?IrBx1JkTJzVlGLl?+t_K_N-ebvHMRUV10yHR zZwv147-i0W9uuN;gfBTaR!< zhobA22~`HLzEsbwC@GKfq{UtfU?#hX8PHIP{jaGGpi7)CnRe$S-WYu8M(EM<#8@$$RCejEP-a4l~d3>|) z>o#h;mZyRzsJ)^0wxfa zVp>~r;WUpa2S^>JnqEq@I1PV$S|xmk&kLcX#w76X1*}uta1x`;nwjy^7$d11&(S%M zNBIC~0jU~*vR#69EeTmF^?hA(Tc306DnE%o_A7V=A(Nyjo=$l*g%@iGlvb+s5wimA zW!(=Zf3!PGf`(=iJp<5Ht}G|9`}PaHWNw+83|I`;t-HSG{!Z!v4|xn?6zbVynJnhg zm;l(d{ks2rER?L&`)AvaEEh?KV|#~PzGZU)7KWZ}<@2iNVg;rk1$8(jQ+-$QK-D71 zu7lqM$AgnkFPzdDkw>Yv0btZ{s-0P(}zR$AuWH64RX4p zB_7!<5D86Q#;SQ&fAiQSWl$DgZBDX5=aE9vVduTEU{wDk057e(IjbBbiVpq}SnQig zPXb@e=0-u*m@!Op$6${yL4Bch=Kps?D-TfPeY?j_tzrl_^ z8k8{MfCo>+uU%8TQq!~0Yvtq?hD4PJf--Cn3n@svc_^zfE?QG;5ml!2#}3e(Swgi} zU-jP--3PdsM(}s7tG!*+Oc8^We&>gK0I?uIGUYdub=gOLCru)G6b$ZATtM>g4g%pt zCekbP$wF_)9vlL-UCBq5vu;Io~WQp=e^7tEiq-3EQ*lD$-7%>(I#6>l&g&-*%r|uKtYN) zwW;HPi&1}Bxd9x2g2NlQ;+clk-l%=XGG6?g8$^s!nk=$$x}G(IWg|(ActSq23z825 z_TI9c1=i#+%iB;72AQ){eW_Oc=1+xk^i_%%u={1y;ZPA{HD#ZSR)K*4gd@D1B^dMBzOiQQ5oz?02;k z3BB=kNM#<2h3*{ZB-5Z-Z=5DN&OU+89umI^zc(YbAVPlXyYXWA*d0FB0sC%oyv+CJ zB78dClm_yh|8;CT#rOmezq=b@>awQs=h7wyitQyPEOxYAiR0 zaf1gPpR#a`%=rUqd=L^AF0Tful)c+bpF$Y|WB+==F(N1ua^>Bv55vDj6PXxu@-uXL zo>ZbA(KzIy2Lbp)b`^u8F)WvbDS}HS$`53g zp_AnU29i=2hmo>2R&$+!W>IPP73?-@tBh&WLECi#Q5^+@Z#oU1b-vi4k;#{4j5IC_ zmqQa3#Ee+w1zZdHv!+KPe4fn{`t6s_m^oUPVd3akPV6E^gch}H=JHtFn4PGsUfWSk z@ONj+fn?F-%d06K4{BNkUQc{^n}?`t##SQ^hBJkpWd;5BtP|=f)hm6$66J|1NFDSA zUP7_LUnq>vHC~|)71!2Lzm6r)`dm>~tn2t6WkwzVYc$Ow1$aoehmEZ5Ec9oaL)hPe zv;s#^K0c}&n~$$W;Ytqir1wy3!YHIKzZ&J{`3=EcDv)Z{9tHu3vsmP;=rngQjC#w3 zn!=|LyiK-k@6eGezmqy?Oq@Vy!1wnlPwE_tFCK&u!*6sZOSvxW%y%}2OOSMZ*Vb^oc?+}raiNJlWt%mt7k$@fP+-hq>i z4Ge5z9;&rpI)cOJ%v&e^_$4g_k*E0{i-T_;jYy+PWRDoBW^?6;RjwV55NB`Ft&v8) zh>$Pgmxr%ULFR*2hXD|m)`f3lg;Qb+fZ~U&P@&g;5w(7`KE6n^&V4vHdM`#Wp3As6 zO1T7;gs_h6ju3^)7^X25xgz~c@~Bo>u)}x5g}t>_v(JkNgmZPA2E~FH{F{oIxX7 z8Qy_WYUev!OI>vw_>ywy3}>>e?-C!~c@>dlQlahL!QM+0#3J&@QuQ43{a(bIL`_YI z6L!Hp6r7YaZJE@A%0td7_@F2K8iiD1iILCJnG}->Cu9MmM(NHC&mbzZTJd4`z2A9n z1iLr^AH){p{>#`pFUnWVnqWBAa|n;rrR{T>B8*vfrx+5|*Us7Jqc?eK7{Ss>y|5n# zZ|S6V=s%NP+3OZYk&U5;PygV3Cs^-#nXUJ=u7}US1W*fPT^n8}kFVcjSKTV3AIsEj zU+s=x4O#<>CNF%)e-NrKuRM+%-v0Dj%8|7YyoZH1rGMxNp%`}#ldiXk?H+vR&4y#t z7o{pG_bGRpId+6T@CHY_$~$&IbvbCi2I0IS&Sj^^=p;JT&oplaj_PS?B+noP8hb-b z6d45ZzNWy6J%W(6+$o`eN+CViYFm^^q-$`mbwZ-kw*+o1!uCywWa%>3cTPWIJjRrG zqlU*)E1J$;nJLoJd#66#8AM%oFFZtIs_Co0lkGCE+q4+`(5gH-T@)# zaFq2H!{<;=dq$osZ?9ze85dE+*{?vZeF@^Z{*}Lfk3o|K#|LyNlq** zMBiFa51X9@R^tVG_Tx0Pd2*+FTAo74RoF0GRky}1w4WX;N@N!EYmnX~s0bxow_D;^ zsmt>9`|M)OcMUp$ME$ljw8}=bRGZT!$P;#*E%m+(P5jWtDnuAg_@ao>H0XQ(_tV;Q zaOB27lCa+)%2PM^fshKg3S9qy=8s7Es^u`8LozZh( zWwEU-au)F42hIY2q&cf^g9iU=qiy~4guVu!OU&2&G@9?{$DlmT%DC^hg#%p7*Bs8* zVaTKChnCbUeT}G~3Eb^|#Oih_cNJwQK2A!1c}@jLUmoRcJcf`)?q5!y@rCJannfOJ zbm5&;_pjb?WH&53ogv*PMTcxND@tq^j$h-Hk(t1&^EiZBVl{Yio5rtH6X_2Fh?G`I z{8pv4b$^yak1xa2S07IeOcYJMzA4W>6x6s=hH{&Rkc!w}Z3%#;n@cBxX3tK<^=xhI zVw)YM1N@ePlFv+wH;&^|=BpnF+alJtiT$p&HX62efno#Jzuhk4NuXtqdv^aIY&*YH z_q)m=YGLu0OKCZeix&Yp%89OQ@uNqL>=ssC;E1aZIEYqTWYb{ zfgV~O`>_a*KZ`*_ANJ~aYSqqn7S(HFsC={=pPh@xA747kJls=jKB6Do2=ok)+awu= zo|`)8H6eTtZk2x6UDUZZX1H@b1>iB<%D_uk6&@gv+px)@P|E77_JL5!4(PF}Y$RR= zz?Dy)t0aA(ffq`h!{TPY8kds{e=hjTU5Yw3&qoaucLaC>RJ8+r&1_@P-I`Y6M0TTb%?IW;tH z-Fx5Lma((2o6+{BT?Mjos@k|e_DHl^m`MrirRkt9e&9Lq9!92M5-qtzdHkUEYDvAc zOTy|z;P4&8vF;v&HujdO8XUc6A%sXri00= zzbpd}f7guu^xM}f2=s|!2M8_dED(2Wcqyku7?;BRE#uHl+D~hD0K^pCU0nZ6kaTrr zh5dGKkI9oNw9PCENFJ}@{UK2d#ppsf#oLCn5QpxxltV(plHCh8Zu*5XXph$58@5O* zm8MQ<7dU3$?-l&x?ZX*2_+x}&14S-ooFQO+QFyfa&%^VxZ9RnoHIU6ViEjkCCC^uh zSH(lu?Q6nJ`=|)n!~D$%wVzK{pAfl!aApMIjbgiL^^JZ|r8%0To~{&MU3b3sK?Ij3 zz)TSZk|~EjuU7E+l-c4}sLc%6^%t+UsU=z<2IFU3;V&eM7q}J4AdNA;x<3W%FIj0d zyLyTWBUU0G@Ut=}#nqE}DlxU%LMP+4j)zhP-8+u>w8n_Z5Xg1f9q;*y+9O^G;?ixz zCzZ3LiW+5KtxHdqnCOAxv6PuTf~-Nk6#m zQQ~=*fo=QPUb@Q;_g}U{e+%{`r3(l0N~LV!u(P&G4pE46o$$_=IA`>-<}^3u^~4*g z%D(p5!vIQq{=v=y2RK{BzLxq*k7x!c-25PK(FXjtROsLIy#!UX7ZDlk5?a@e-tT

8t5FJ?htwdclI}gEvZmG z6Q#JoDD5sBdGz91`ZooJrVDlOritb5eGhk3v`SJh&43BZIke#1ZnET) z5G;o2T^FXbAWbS68oNZ#enBfQjoYVT`bDo*{+_bsq5;qYCi^?-t=^%Rd9UlnG<`aK zNHLfn&hJU!V)zDfR`V;1(()|8nyJDd^MrN^)i9IrJ*yTUg<|H+ zw*dT&8B3Rh^tvgt>?7~t<-rUMbqV)n|9%!Dyg*z@P2%G5<#h40ouV^V*l$B% zv1_a|Ta2cVMGE`Zhc5R!2ScT^=k*6bu4-%NF7kN+&iQK-DR>5}Z6geNE&E#*GhO#! zpkO9;k#m9xbZE;O7}Wlkm}&~qpbI6t|4s!2dF~A*`k6=WV;Sihjd?=XHb=51WU!~s z9$;`?%C^gD3{UzJfsx^7PQpZ_0eDsZOQTP#5N4x!F^fXMD=dpX^P@9H!!G~iDF$fnu1%Kb{vk)He?rYFLY!8=X59|c} zEZ+CCE$EF#x|JX^T2pGnOsTIZ+*fW2?Z@<;oF+NDU;{mt>a52W}w7-02?^&q&Rq^V&j)ArHPk= zP}7<~5!av5)9+=V$tET_-RN8GsngCFn>28-0LD5JwOb5EJJVXBh57I1vgA$~ z`>OOT%Jda(nr{-N(ced`N%RDSV~B!5S>hpRgGPBV`kc1^aiYf&K29p^PP~Or5|4l0 z_meZAHf+fKM8^g znIv>Y0HY+{Olb*WJMqI9aquyN6!D~hVd_(x?plA9xsRAxw#oy`)*XAdj7Ah;w7={r zbCSx0_n5ovMoAlZeL_XmHBtRc5u$xx&mgG!RQsKZ;ZNmIBjfGMMLPOKk^=d9Fq7Mb zm@{TKK1!j4SBOM%C`V%2z0igteW)BRKA%B`1a-Cm-ASp0ZyN>r(_fjXEOW>V!%`Lu z?!Ooj8!%jwb4kZXmQx?}T?Hbk zp)LOo`?QBrn0;UOqGe1!9?=dBW1W(=aK5lsI;6^Ve>)4&g2s)2lkfzJHl}Cq|6%UK zPow<9z#!L#Zs8M4T^)P>``mE8Be~hisxsaR0d{t3MlilQ_@C~;RRkksiVqT52O%XU>~rlq z>^<|Keu%Ze_fl5~6`Q09acb2N*Jv3jDvZAf5AvNf*}aYBBdA(eG!cZ+@8)(RIS~YX z4R-pq;xO;ud!{gcj*7vt<5ai@38kb?kkq)Fvxvk_u_Fj?9Qu``aPfd08`K<{T6G<0 zE{lCC-;vqfpy+^!b;?Z~15!K_-o~ZeAhGU_QK=zt<|;qz-U$tqP#!5Si zP2rLX^*;a+gG zF(U5pXdeu@Ds>>Bo}vlro3)axamy+lSx>E04CS!diReKp5@#udY`pfW#l<^{8=beG z*!Zv&BWHLg(QcZ@$t&UMm7ulst*!$U4lqh;D%4}aSz@6I4X2s$x|bw~Or@`=R<0aL zlb*^d_d_cIvRX(Cf3ufHG;L+YZVPpyXp8-)nqWL*Ng~%uhSq}A=#yV|4L|`Zrly-d z_+qKVSK0+y?cFH{?|%%}d)qbRQ{<)N4tqu6PI}6_n_lTqQEyAci`yMn0v)%FV{i=q zGXWVomVMsAKeUn& zfQ>-uQ;6)uZ!dLy>1T*aiT_<~AyC>NQbHh_E_6Hd*MUZ?14j(A^4G<{apkr49#|JI z;X*M&w9-v<6!&;0E_+|%ALlh;A_`{CtnrU^E$8);w}Q8zY50Y{RShS$wH%>vbInub zI1rh!TGRUxJ>*7J@QBP^eQPjOHoMHwfoqHOM(=}VOBmIuQY+A?=;|%cuGx^>7$}yz z$lNd^l2aW-r5Fu5Z2@esZtg2vm{h~0M{g!Uwx|tyByLI^Msp3KTnl{5W^<90k&C>> z(#cC!3Ltb!N_ir=)V-(x4*R5H+NV#{LCg&?I#1et(pW;dPT*g3!^zB^_`&7?|7{3( zZkRC(-3kds?@@Z&rnPfhPCYJ&Fo(KDu9teXBt3kKV7IlwYu<)k6@t%cao}M(L4p^K zfu=cB!L8t&6WGytFKC~DprS*!Q|G7SgwUY@<1`NIED0DGa+)71eY>oip<=rR!k#I| z<5Jjekat3>_~b!qz9BMa#b#r{C+KL_f^6e3jIbV}K1=aPqFoE;Yq6XgQ@41;7P3KW z4*F2LU;X$XuFqC6q9}}xd9#GnTyQ0Ao(##v#gILiUadB4{6oWUz1I@E=)0VR9|iWf zHnZ%T9mO%TeEmqDpp$>u>CKOD<7IFK;n&{~E*B(hR#^oVUcar^bCoLVWst$JbrMY& zLzBQ6%AsL{G(jt{Hxb=4{Va{6N>GJk2f%iXe=*1JRgVjG33|@8qmmthU9`^r&K^TC zqDzt|p)i6nGdUxiC@1n@!BM|ACYUyA-(IkVRXVPN%5|HA7~Z$7Ki$WAW#*O~zUIF$ z#_Pd3%Q>Ctg6cCK@BpQywAYE`0B~BY{HznQAe6=%?T_aM{1*zpI|sO8cV#5rKjDMe z3F%vTd2Fx#8#WV$zq6-!?yw7crCGt&(+x~#<5+ea0kJ2u(@wd-3;(O`BpCYwAd2xv z{){6TUn{EBeN22XVhw7-=FxX4ECmrvs`vJI{pzhX1GQ-hI5&*EYC1uN8{WEMhDY0j zZDqwb<2-bQfE=h}yK1wKOF$CGx6O= zmMy-rwlGcIJKHCA<@o6$^h|N}p&`~K3UOJ}SqlpBhzQhydqIxBxMV?`alV@p z4M?+zwV%xq;STgWrb27MNv&hvavS{b4!Wuh?q4bJol!iV73F0UM4q_20@rK4D z1SFOS_J5WwLIV3NQWW5%nt8yZ^~$^}Nm;bppkaJ+ zGXjS6qq_E3+XE9Np0C%*7Y$F!Fk&or%P{C3hZX3ap1%Rd$tLVCq|$iat>s%8hR{NF z8Ba48fC9IP#;R!a|L3ITZkHKW4LNhV60T; z%8x<)0`SEExJb&+I-OXeN8y`rZ#u}SGxN2F2W+P(s+m>L43+B~pUGQ6ba?b>EPqH>tR`N=vOW0FPAx?h$zSB7& z1!zT_Tk(fpq2PGZ=mz(83gj;jzH;KQ9fqEqXnCcfxNHteivIVgB)&X3LH8Lb&CpK@ z(R$)?_4EozslP<;iCuv|G4FK9IAN0Q4#EqI5DxG#%WKOE>_-R+p1|SYsDpZPore|d z_seOO;}ZBGqd;E4R}}8DQ$&>>PCDwr3>!G~g??+#^b5PEk@*ZANyXF?ZQtj52%yw) zBIp(@axT0LcunmhBp>L`qipq#8HxwP>VF*-jp#fNICJv0oP)8IGM-1SMaFPByD~xDtxX`)Gw+M{jY>ICBC7`LE)hQAL6IG+7?UVyvv1 z;5r!E%?L!`=K!NT0JInnVyrgAzd$7)545=VU~$CdT`k>&36<(P^@|0uLuPJUK)h~h z!Z!fZjOl01CfYWUqAy4QL7J04nF0A9VFVWKn4HR{s>JEmyR2XzY1mFdSiHhuRT0yz z_~4)44IGi=7A=y9JA}(uImBRf47hS2cRCt2Yt_23Z)G5Kg$P>BH=C^K`5JCZoJV{j z8A%@nyw6kugFbG!lA83g!n)W^dL_g!KX{46*gmZ70NzxYNlGmry7mg=(>?FAHpmkR zS}#1wh7MorE?InOr(}FxwsEf_I{z=UQxE2jUnw`QpiE^)8d_)mH}#Gl0x>B?X$lFo zz5wk5OUxjfOv-rDr2R8>FN;jwH>y7w%+jws!VY}W3L6>N3e+gn-OxwZIuswCr0390 z)F9V{h#Djr_DordQ)Nx=R;FnAcbk`;;WJP-7-2BtyuJl7l} zu_~Lr@FVH%YjUB>L*Q4godn`QBWN=9+nlhb zi&B=ujhBM&>5~yMC$(_!;IOph=|As6;w9>_-;|zl8{&oL^^h9Q)+8XtjD5er`ejn@ zqQ%|1t)>U~lapr=?ByI22PZa1Gc{>f{ckb4#8K)XlzNjZo?u~ZVU#vo+EbeOyowSD6H*Ui&r~I7KUTl{RKp8Y#GSX|KShdC zw%%AcET+kd;J=C1`^a-U#+s}8=hh7~>eH(5-@;?%rJZPFH07$LwmsNAJQ1e%pD;P9 z3LUyk$c8%^ldY*mK`auyOwElM;6XeCH`lrW_GsjoLmIiCe@BD>traK_8hT@>q?Z0_ zSMRv@{8hh1VAbb<53kBW2cQF_I3IzMEl?(w<#vtH95sj|12(=pHHI%Qlf3)ByM3e! z{2{${sSX_{8+}L|5ui7|riPt+1{D^+oe1_6`%vE6&>J?^1+ zRS&32U-_(p1XavgPvwy}xdgebVNzwVYkRFB&1E#sSxDBmyo3H%M2v`-pK^^-A8?j6 z$Q7S!M*TiVBL@%S@?p-X1M()Pi>bK8+Dxf~*xZmA3ss33bCDQ5r?w3}T_LT`QeJN& znMMLi@%8+IY*5#6sm625BY;VYUv^;Y_Gx2l;v-4o>eD2wc>Ac_dFE*LmOPa?2WLnH z4ct^tj9WV?$aN?Li9} zWn;yH4Ta9Cg0%z}iHT5mxibB!TxYTwTO5k~#B1M_N`-jajkjPX7_F9#D6}q5Vj(cx zn*IVkUrUl{lGICjXt%WSHv7uZ2+v<&R+{}{^u~|?m#7g-`q3B2Pb$Un@k!x%U@)I> zmAjJdp%h;87p*jDmGTRT$g~^DjU`q!?MBF?hXf-mI6_acSvMmM=JICWA5nGRQ!ZSV zK5>Pd>33@^rxm_u81Yvh>;UM}$P}})ab^wcQR*Npva*dOS3U>h1)j314uVsDA;CP< zkXNuBp267YPmEne01Zx@2^x1@bPKbbz1WDWCg|en+9?It;s>0pK_d8U^dlZ>5^gp= zB|E8n^^e3qz@G(&?iPF<-wG0qsFp!P?Z}4!`EWMEG(P>x4{Th%DGRTV!lQ>RTRFLF zZ>L~ILZbyw0%<-D4(2t(jK!{MPz!+kz8?5Ww zYmHonrr*sj(xHx~`Gg<;<5J`gZrdikyy+J$Y}18lb{8(Rqhk8|T(EPkwF;vG-3Q{s-uQIa-o0{(MDF*u z`r+)M2D*Vp1uf(#A}I7yEM9f%i9>p}gdK1BgTD^36TY@yz8O;d*9+$ZX@ zY8Kjzh2NM^(VEaT3#nV_+IHL17hXu+r(Tz_Af6$;#_MgsEW(^eQeCmubC_7eJt+?t zta0eD*miZ$t@ zeReAty@-_K)gtc9L_T6#iPlPbXfY4+!^R^L{{c?+=E>B=>C{s$$#ZjdfL4LnDcIdJ z+F_R~1MBx(6sj^8Cl}I0CeF{^%hOqCU8ULqyAp9;cVK+sh77V~zTZ2H)e)nA$i7)s z6e9yz^;;{sIono;V&klaN1}<-F^X#jKF2HR_%iKy0Cx*c4NQ@e+t0!;I(KWz`dyyK zNntCQvnWoFMzVbCggIHpN1P>^rI>6RQ(aH+)Vny z&k!vUoj~t*VV_JIdR$0o-s9eaq#f&RHa~Fv4YpcWT#oQNoMm<0eTZj&$=_IS(ogI) ztE_A37sD*8;Z;zM4S$HGeFU){u`U`+)pkc#8w4Z7#Ahp6Pap==C#h>bZd|5A3oFM$ z54ny<HM5`gSA&q3iYT5E zIf#Lu)XDpoEkEB*I=(ww_p-L?*AT7|26U^3BQrP1)TX4kbq>YMfb`{fcf5aaNqWB~ z-Zel|U~RnB`yG<;`$0X3zvZ*R#mordFJ)x^#8Ju2aQOHs<0I!rPSc~7$?581LKj^> z^wwDhBB!=%o$HCtqbXca;C%(2`s7AJwAkE;z|FDkq5B%bU<6)RS<5Pph?T0toqEk` zCt0!1|MWrI!vhR;qvvJi7^J!K7%tJYH|Ykvt~02?H6h;$Y8MlFlNZg*K1=J;?pLG= zooVc+u0`&LH4;LPSsfLol)@dh#+V)hcVEj?eQx)II4OSApAu*O4>Xo@$7P0@z%feN zx4#+ACbNvVu;}YpD~`vA%ycPF%kN3AekokaXqTtwlxu~vT`ym5zVF*eC~~=m^l<2V zuE_V@ngYNRp|!T}HTzj~p~tHRz!ZVtaH2|fCt^?#(iX4U2yk}#exRVzj%^pT83#Rn zpv#Jo5FJJg`i8j}HPPVobrS*BPIkDnK(OXhp|xa9VBbx$j3cjrg`+FIRbYY|?|$4R z+(+AIAOfxen8XaACUW8&dB4A`9)`tcQFCZg?6de1b$FTv7nVc;!mR_ef=;4Rn$*$- zK&BRZ1Ga{1G4vlp`AT*Rvat+2I0mi03}7|xT1Hl|1@|kq8RVCe=lH?hsD!`3lrzRdF+8dyAEFbc*GLmghem z|1#QS+n49@-r3rvcfw?*UG$Sbq3ZxH>DxJ&B7Xdx^_UEVym@ka*QO|p4~Y8yow%b- zSNNqx7W=(?Gm^cAPgSE1RiRT%Q z5Q;G8ZDC5OU`QREN?<@fEBWD5aL*?nc06#IU9E zYl^p?pU$nl#$vckv#HPvW*eu8-izb>1}%qvS2^@*O3PpEQ0Om%>KPThSIDT!?79XJ z*In?%y(8Besp}<$Rqp5&+sWPvmOOnHY;A93s+04^KyUoC0puSquam#m`s1}`OzIDJ zA8-1%x?uBDFNGZ79XP0ba&*TwEQ1+#puTS3)`82vxB;B)OT-~Os>n^?Stsn(Ct;v1 zc&(eNzJS)wZa#z!o0&Eui>b{HW`_Dm`+7#p**-x^Rg5UkB#Cm2-S5e~oz|F_w^(}3 z6T?;a%BwX&Wi<1R$eWvOs;|1oP3RTTbRiiTLW$^Y^7_>FTO=5gCge+J+sn?$CoNJw zeH$*$COgnquO0gyUzQ6m)3Ct%8x~r+*lvveyjb67oz0`!_W~ZYukQca5nq5SI7JXB zysIx2?M|RFf-AG@j=3%rpWd1H9wKrFHN6aU-3pVIV@`2SOdVogpH|JDTdt_Z^z@;I z`J@^%QFTWPo{v*Xa_mWH8ldiv*)3ZKOvcn$)N1^uJE~nRIjS(H<{NI6qObS+@YjQ| zBn*HoFQ<#)dYVNwo0rGf7FXOvku zy({E2UnSzp*N@{k)Ull=M<|71`y%8U(VPXQTi=*oyMyuvG2`L}P5LS0NsVRonZIGx zB@U-e$G6{nl9M_9ltpT5gb8J!{+1M4Ex`h!KS0IEZS}<59aoNx)TMlB+k$wc`PT=x zCXoQjc39{Qu7-dkSsyKU_jUCNWqTN-o}(OW0~TF*x4py+>7U{&(xS@Thg;N1Lj~o$ zFt<@|b;>1J7fy*2ly9MmIk%)7O86&rj4xWIOaThSqaLM;nLvw7S`QM!CI@wYCr{=A zgbxiEvtd8uB5Ko&XQz;@u&Sa-r|pPZ=%v5RkCMr1>mgRZFYsp{<2l1|kmJLrvwzHS zSYh?F1OD_q(U%U3Y2qZkLV`HfgdW7zUAvL4p0FFNCg8E>zJ)jcFF|1+hVoX;Il&uV z=qG5tec_jYoF8$XO=CN^N0>5iD=NYHF@Z^HUYqvoED-|`f5*J?ud{#42SjGNYhljl z96P-J3VX0%Gkn#mlnyDPzrN+L=N$Z5kcYPc>W*a1Tesc66Fyaa7Q2XPk{7gpI6rJX zU{tPdzDoIG?ru6O$XfgX+>(}nKAdG{F;WCOf2n)UhMJ*klxtxS%nr|fkH%J?TCMBO z`Rp*Khb*K5)^(+agx8g7jQ0L@(YYS8FWyY{LK6Z3apN~GwWl&imFGV)q9tuQNo9O+ z%Fm-nd}s(RQsD+&d{+KtIJ3>{JEzCgJQ;-|qEK}5V@`SxLN*%?lWcCnY`Jqux3VCG zkW^Lb*O&E=xy#_>;t-VM~04R`Rn= zV+M2(IcJWp_jc|I&;bH5rW15CInx@6!;F{{aJDg#pr=>#gV;G96Qev*Tu1oKQ14pG z{H!29r?NI-L1d<x*r^9ZE<=ibY``d!w7TG8co{e9(aEh6~akL@4L-c@^xCYrhdc^XgoqNR6s{hp@p)yf{9R1ZpW`hIUL~(Xq zP6Tm)JYAd-YWPp+5vyjvvKg#qA(2^h%6qiAUgJ;!e&M?XN#(67D{U=Kv`dvJ{38}Y z%pw#^!YqI@x~YigPe7w7iTO4BHRz}t;uJ(WLVTnt^pBiy?GCZ4aiJYnbAT-KwO_zsqq)4r%od@ zBGTOv(Yvw`5W865?u?lQ%O2WYpmlJ-Pv(9Ira}m&Lg^4Yh0l-)rm7rbUy}-@Qn&k- zL+MmdvN9idoBv zSDhJQ>sg;T! zc`C}eFsWUb0ZcyU0nI2w$FW2*;8z5NufZ`y6w=J?dq*5HI~RHE@L(nWL>w$>Ls`H* z)_;ELAdxe_qF<3rTE!2>F?!}Wt7>=(TO$1yXoQ%>5w?sWX>c`g6KBb!!O&4d3ieC7 zJswlhHsqQ_lSWZyAgY;t=ZEXNy~>}>2=wbB+rg2aGj)qD8Q;!+BG2c;D+=-fk{4ac zX?E+bmC?fUe)R@sp0dGnVHind#g;*v?co(Gx%#QgE8)`52b z*%4QKS}C7M`0H?D+Sg?**=Z2HqzKmna4JWc7yU<3NtT z(NU{gofFLBx$rTU{ZFA;ceHF<#smc?UCmD8h$$_#$f@&GC!Cmq`{DT@oPv9X^B8*F zsut+Fh%;3i3@170pioM2sCQNx$|=N17^tykp+bw9!y}pdE#pJ|m;pL&X@pK^j|Z~m;83H`e-Hs-Ij161#e=RzJ!T;VCWfvZ3N0e;r)sXq+os;^N9_re2Xg-RP$Y?e??~d`J3`UNbA=?$9Iz zxQ5dzxVJ0s$2!24r}32-&nZrWpjn1RXzoebe^hj6G_ld*CdkqtkLfwTx(cuFH6rFz zgWbed?{dD|6j!A*=Ui{c{c3aZGq_q$O36BLPTh8R9&fLEKq%f7H)CyAFC z_(?qDwXejMY`LbuOM_#d~JGfH~|7U39i`f8>}cN4wp@_-#&*7jT|xBi{<{En5Rx zTrk`CJQ#TwTbvl;m|+yw2yfe7{Jacemyk>gH~7CdS^MmWYo_CP7i~5eDB47GcuxTH zo#jpk5rQ|aREIa0XbpOPAO8?w0-Uap`MT%3J!{Sfr=W0Po%n*H%tYOgaGUZXI^VET z-^dL&us|?0J3k$PSCk*%iv3+~5JW=BjV-~Qk$4Xq7Axx|hJSqV9(<10V?kRid6o;y z_v|l9av0N07w9pU?pirxUW88Ja$CU|Zjs;5M?gE3VHDd^)N5^;+z&+6-5T!&#TO|S ztMgy%j{I`JFHzqzTFKMvY;fNQ(R&wNj>*@1zxkaLtk-F~P^)xCC}z`Mp}xg>5RbS- zEAcEc_+se5$J#%IbvBv$_Ck7u!I|ArGx97lMfrp8)m@*)kuPz|X{^MvNS=!O!R!&UtWyn7jPrj@5S~WDzxNElu`Xjt->jwmaj@?19Jkn@b55Lf0|D#KmWYw z57@Tg0@P?j)@l!YM{gHB$F5y314g*S)oNqitEvoqR~;Z%y~9(V^~*Wg_$A1($@|UO z8t#0FiWBWK=z}m5!0oH!&uWQS+XXJ=9SFJEAVU{GfBAt(vc?tKG{(m_&5nyE67Fk) z+xImDc1I?tJ8*NGF_(j2m8C6T(@w;tfp&%vv}iP$M)!!(Hu=3!o*{{zO3r*kv)7aB z;Wvscxpy)0!kUPYmI^*1NL-5;FTz*HMEv=KzF{`|NSxwu{m5XNJl0C@S91C$TG~y3 zzyR&cAlzR_H%}q|GO>7~WuOWZ>&{1gAEVKN^fu|AQH-mmMl?$;QjC@<2T0)T_=N{Z{Oiz;cAt(F1g*=zqq1qsZAFF`)nO&Aas zpy>tYAhJ{)GELmWgJ(A{TOFcxX4_TvVw>uk8ispD^4r zO@2`2bucXARCC+0FI`-PnP}rM&9entgK79&Vu25+)MK`VtSGmIbSj@^%duBd=w}Bj z+PE1Ezn5d2&*Mr?ht70-+r~Zp`sO`}kOU67_t5**$l^C&<|^Z)uB^{egp|WpRxIoO z14(l<4tA^8$c6BCeUM8x{hp0t^^_RJ2E>z*v?5kmqFKx*Z^CGU(RsWSK<>xmX`G%a z^=iEv_*VR2`BzjGUn3wI<@t&cOTC)QcDPHtfT@)d7wtbgz?mz|K@T_^r%Q4k4tDD$ zF04KEB`$=mws5Np=zPDzF)ZjPyqY10y-A$6Urq6VrO~(~*W}WYRbG8~oTH^I5*TC& zCX1@+!&dOMb&!;!YI@lj-mlu3-doC6@Zp;bn#E~&wc@V_ITmUTpQgJw^oXbt*S%;V zshHeLmM6=o=^tR{q%9V+*S$m?L5WIunf=pMwv4~J%DenmR|(@^KES7s;}%@Lej`Rr zX=2AGvXxJtld@LEPA`Ls^njU+X$-00)zdJ!AhAZ(^ziCrEY$RnH8TA)RzPlD{pDY>ljn#QjUjBUOx%(}ao91V(xkiSv&R9KOt1uNIzn0M z#&%PnO8x8Qgz)yoX9A(RD_^T6P{q)dOw)e~9@zvwse@4(g4%pRU60NqD6vWSmS(s* zd4q3r<^r_-V&*q`0-64x@yjZi?pMNA?~@4rHLu9u+PJhQ0WtnjJbn)&Hdz~BGY zxg5?)=9e07T>}@OV8vz)cfIe%$y|Bl%0{J?M$ct~wwVDYjE1^<8i?yDaX5ltBH^eDl6kAwp->qvll$_g#j6sDB z8samY0l?P}3SwXW)HrAirk%AVR22p+WscL0GCBemPTq7E)N#Ig|Ii6l1=MYt=A2CvWk1L9DOhfOg1yoRyuY>_idd%Wfc>h zkF?yn*O->17n43`rL+&8YRu^i+~4QXR+fOpPo+r`jpzA15{(s%s7mzf3UEIc+`5;Y z^YANh7BwPi#?-$hN=Ed8CQqqJYEumhQ1f%xGSbfx{U0ewT7H(6lGW_Y^meNKE==^S zC-ea_9&@d=OauLq29crzffT+qv{6f0IcPvjpv?H|)r7DC z@>Z-e_$T`G;w=&<&2S8QTXHRD;f8Oq7QaNsUC`+-nqN96ssUPBHJvo(b$6l--_A6- z)#zuH&UR~liAa-cHGOW7Xh=|FOcfa)yAZes^4pPX5lth7q0v`z<(aM)mVYzFQHgp~ z#O`vIYj}g@5f#llu(J_oQYktB({1@yWMwHtHI9cpuOwddg_%Cqa#h?d#!^$C$V96t zH+OO-@l0=hltP~Ir&c6$nxv>QgNYWz{2ZFhcqu>&ub<_h4v|OtSt)p=zC#rm^e~@r zS}9(hMJ($el2#^J)XM}guEd*k5ahel;4iiUUw3=`O{f5tkAvToOT;uVKZO8F#ik0l!6FkW#cE-2+lWhPciLdX;= zoL&{kUKJ>1bQw`5tloux4yJd3;_({@gP_Z()?^-&>3mCp<&g%bpn(TWxzUknv8q?;fCav7NC`F|ch0fdQddlY5zOrt z0l=7SLxdI+QlrYbpx;!DD^TKtkdwfcyZ+m124R9;NBQSW88H$-3#5^WU+DzuH$$P1 z)eXS8P^qN+Aby~Zm4$;2=NqiU9R=YYijUC@oAe+Xx(|f73AcFyOkf#Zy&Wm13S4UweymRN z=aSVGWhju*(Mw1Sx5)nJZG{#6JsSuc(~$@Uw9WX0Xf;7Xk8tpt7G-(b2_&HUyC}{2 zITDsi^|aBDmSZ-d%*z)?aCJU&Watb0_6oj02JQp@hs2@#)BCkojE3yooOeisHN-sB z?36fsbnjy`e#7|4WAkzfsP=vF)G&f=FDs85|`}bfNvjmwi zD5XR4^F;OP@VXzh<8aEI!+wd1uhNZ)gXaq#Ty`{aW$64f z_sh6wQjXslTN0CzNAH-b$j+%2hju7x>#6jI;vf6*M-OW0l{u1A1cw#5wR8 zJwC{}d1Na#bB_>j`RL#bbI}bs`2pvcBD=?Ve{7+I9%zY6Z0~&T%2j83(cuaB`SA36 zF83W%+`+xlhO2J9;JSs{)y^sLx%}w!KYu?F2$&~179fXDOWlCoG=Sj4r1lEy#>CT_ zN=lvyiG^AxuIX5L{so(!;M??Td<$L#V^GQ22J=cD^xfiLkbou5I84CWKrr6@MhJM% za+X@kw%UuKl$qw)btRFoT+%9Z>gyLT$83h0k=FD5 zMXbEUHTb;81{`kRiC!Ne7XNtq`TB1Cya%La+qfRSp!sOIXM1U3v(AfVsiuQG z*;AhzzHpfx2Ho7!FRowaN2|=aWUWU_Gxz7nII%`c>4Q1ql>fqP&c+`&+Pu2c_@kx6 z`BkL*3tX?GZk6u^ywof5m-%#_7a18ZsIFmQ`wLqu49+Fz3nyT!r9E}IuLib28zkv% z4RL3hI_22RHAT0WOf8T|6*n1Pvi|BG13Aa@1+n1#2<8(6X2J9dLeqp&Nhi&Jly0>& z*r0gLKf?;{N0}#unVoa|12yp?&9x%(Nu{sng7#ufk2vevjUwxF+tP@5r$dk}upl}D zkL?t?A$Kg4S$W&-MrX-JR6JV%|$Cit&U zmICa>;OMtWbb$I;Xs9&;t~%c;6L8!sWAIcv18_~NIA1HeDBLU^SoX8U!*0fQua4Y} zr$)qq)=<{?>RrKio5N}iMO_e}!v5I=8_G4$g@0MWrM7Wvvr4jSlR-M=CIk+cVk4aj zi8swpwA5U)%pmnUN?Y=zsvN}AjUMbxOp(~;+L8q?a?ng$i75$QF>t|)8tNY z0VQQ%0eEoP7I<)2j0$Y($qW70QZZwe8An$1xVBGma}_RvN_Ie2?og+a0Et?xS7y?} zW!;LO+I6h;aO$Ev-JMClV#R1v5Qr3#G29Hhl@bV{(ksyj#5NUH)Ue6k1PfYc-i@ug zXC$}a=OdiU2-FcX2xZ_P{T7|PTx-%S=L&_{b-jQUleGECyz;NSCXPh&?Bf4{th(S4 zJW}h>3X(dtzq5$CdAR)_YBb0r)=XIFWQ0FB%|W7czMe4NugY}PIQvEH-~ABVXnFa~ z2;KsjPW*FI(WrPT7xXe;2*FQ7R=%(Jsn|J9rFUY-h*pR>tbGp=^RI*JYg!Q_SBNQd ztAbE{3ki*%pIcU|-l3sbwHHog1|uQChzt+!(Nvt27}Zd*Th;loJdD)9YFn2!e0??U zlm+2l#cqLrS@}u!cRp8&>o*hyn+d4zm-WIUdd+SOpz9xgvkHZ^|I9JV_Y!7t;Y2wk z)noZt1!!bdqKKvkZ6e}!bn#O(I}CzSDF|%_xUHn#B79k-CfrOY*7Wae{FqWeG?AvQ zPFw66i%nZS70(vp%-Y@McX|`-Jp~LJTO6x=8il`(-l-I2Cu2pi%R*;V&X<~H7&H8aBJUXMmk z4NmABflgnYycBw#K41QNte)8V?(1@RE4ui9nqrnE@c(H_zbi;ndjDxk?Z;nDK_|*Z zPX4PYkRVN=)69V<;BpC6m_@fCJ@EiPTnGgVKNZ)SL9fgs?je9eXKPFG!S|aV7=u+J zdMAFjQe8lGwMQ$T$h0(AzTuSV^yQm0UVi@Y*U#0ZeTYZS3E%wZnAg6lPd`y@fVNf1Hl&$d@Ck6Y1zd*T3SgTSO-$=O6FccLDsU?I3ZJ6XWf4j zOIe@hA200`$5+a|-r3_Ih9Kmfoz!yW?)S>DH4Wc-#a?;H-Eswt7mRuJKD!QpuId}{ zQqQe>9QVprv)^*0b=mJ~zNi}Uva_jsoCltji~}BwFi@u zi+%Zk<8_9^6(bPO27#7S57-44+pq;+qfQiQ@MyS-Q5l>>kE${M73z~bzBJ)-ygMZA3r}&{qxf_1!Rov;9_-8#g?~VkT zjR8-7m{d%|u4$?Izv1Z756R*#1I_yAy6Z-d!&m<8uTsogKE{+Ieo9;B{rO$i6C;}t z5&cyr!25}Bf`{D9ThD*^G4WEbA`b))J^D{@Q?Kqpaq^)@JXI4Y-5Bw-Gm#&siZ2C> z>xiD6P<(a&H@up4;rl=HVGXz_qixwf5blF*gh(HA6@?USzpZ4Ut$@aDoM*6aS2wj|oG;B6o>Rn0X# zTfq&mCflfyZp-yjZp&R1VQ&CT{_uAamUI$6+i()DXWghlz+L`fPy{qu{oK`n&(5&Y z-hKXX6YM;`%n);nF_GbkC4Xw3?>%UB^0I1Ha{TP%dfY0wY&V|CYmJJMi4T4Jn?dLZ zM(7AGlgue?8YLg+B)<00(;)79$1lC6*ITXh4H#)-jo^A7?9M|(eS2t{GeW^w*QT|WKVH7$qBE5GOSPtgjk|8qelhUOR1ajHXC31^K zw=$gJu|AFo2@4zI`c=NpJ5zMxzWAeL7Bc=>DJ^Toq*&!6@+^s^6xMYtZNJx^t3a6f zI!*K$?Ksq18g3ahfpK3NbG-m$2pp0IxH!Xx(wkkgJ+6|NWNPz-fUY?^ELs*;Oz%mY zR;k%_(sFl{*n_1Vzv&3|7oM@bJqpjhwA^jr&w2x{2TJ%zp6D_$>VMR}G)>TT#-^I$ z?@O}ia^2Q4^FUFbg DyRlb;j%Dj{2OVY66(--XUgVut>#9Xdft~q!tP@)o&qO!g zCk92qVTJ_e6`1tUe)MA+muSL(-!Rh&wiiXovSb;4nlpEPn*7=5 z)6W6Q{n4jPwQ8Vf7i}S&x%oTxonU&%FqLH5A6D8GMdSzuehL1vR7uq1rt*_%7L#!@ zZK746y6pBy63A=U9h{8^*gUgESTmv3VHvZRk0hzjwpbVCNG64y8e2#}+qiL?kIO@8 zd((^nfs(sk4hQC6$~yFN#>O8Hgv#D3t)5WIIy`Gx3&yry2vCOYZB0m2KZaDEHKA4c zmf;1Qk&2m^-FtIt7=FeYmy-Elpeqv)X_Rm`j#SNwc*_aR74ae3; z62yz%K;Al+<=}#*=uP{JjCmxA9~#(9ER_$m;-+`D&I!^l;G<|l^}f^Osb$Np7T#q; zI2hWTeQfZ$k(MxC6)4{=*ipOOU^H!Ho3)RI^%S*exy8e~^n-Ht3)Z%uTM^fMTH{52 zB)TlcH>pStp(DlX;C0dl!c_nMomfCeY2Ge700aw6i@Yw5-|Yn|Hf0d_V`#{ zrU{aQL{)KC6HWf6%$S}o$KOGl)GJ@x+Y0uxLL)E7fr7zb!Pc2`_Tm1EKxDbtAP*3M z)@Tvq#;ywXUql`5gN|CZ(ChE*L~EO)ktk~2B8Zd0KUG0z6ayaPzc#)!6rG^8<|l1O zrHv4J`7&@r5oHa{$(Qgx^?fthjC(U-i_M;ZcS|FCJVCge=dMhX-RIljf0UfA z)T3cclC6;z$GY`TydVEgY4VYLR~ROLNrHL6l_)Hdc%)Nqp+>G z?@I2UarAQ*2D=CbTl)##fDd#j(uKGXwb-B&I0NCJnHLZa@?C0lwAiQ;Tspv@YZF_7 z4Jd((njw;Br@3}=bamy*8#bkyA|S$K|00iPF#JMjFbp^N6KwFLIdHduf(ix7W48JV zk4mn76ME1RZjcuYGr9hahB56Y&Y9Ohgn#skHD(Kay+I_lM~?pS#aW#`KcMlz+TKDh9+Sq{E>cSl_)8BMF8!X zey`czj`1(-qH@UcINFzNH^}Sn5s~e(lPR{?J&Ng<>%Rb`Wk+7nXwSQ z7!Y{5#3|8CD{#zX!3{ve%M3v4>YnY8c{GN+YnWk;eV3iyITe0N`Plev83NE`I)LAv zF;AQZ6Ti(F;scdUrl(rn(C##yP)~b!L$k_fc;Pkzh$0%rQI$3$TMW@G_V#PsXfuP! z1m*1(#!}`k3d~xVMr((8p+ut}I_>mUz$L3UJW5ioy9#P?y5>H#vVcnsvA@nJqh2@Q zm1paooAt3#nk5V;+EO0gO+dR=*FQ>duvP;*yewTMU z`5VYLDb{R>+&Ck52Fe|vXqw|wMtCMOnhA)T=o()L#8{>d(@LHf%=nU=SL*qFj7TKR z^vyDu2!97>%-Be1^vI|+HR$&zsD0cB-JF#R_zP)RBRqulvMFkEwwZOLx~ zEv%M5$=+L5Dlb)p`%-e5<|?a!{9tCC$;CK1m#L;Yx9N#mzOougMq#jO5+A+nI3>>6 z26ANHW=%Tu2FukB2?FraXA*%yv)|~qaE-M^gvUnR$*Rkx)l0pZO5BWlQ3GI)2>0>r z4>3Yy#On|cu-CP791-#Q@>s~crw8kQCqwVw5Etk%!;xO5O7TUu4s*dD(%bZ+9phh8 z)%Q+E`TJ;Bw?4y;QGck6xa++_q?ujX$s=E&Ia|^WqhNgtR5i?5=kID--adXn)0sDu zX#Q)irJJ)sY|rr+;pD-#op$a5KmEM3euuC|VEl($fC0la^oDn^&8zrvJ>&@5&WA7C zoyPv!mQOUHkP-&$!ry|B)fV)ko^Tnj(na<96>5f+U3a3@R!NXG}ei{6`}H5jE25{-7Oc4UisOI0DP-Z=bg+2ia#6$F zTEY%h5~%esPn7xql9dMWB3|YTkgQ0tT=WXAsDi{ZNEeN-fq z)vXs1xnv0IZ{l%YgyFwuXf^g*=V0na);my5LioAt9GFF%pHyo4Z9!K;*@O^_OWVF_ zUa;r(`|O)pTNWL$TN1@>Fy8s5v6Qy{Z$oEKkr$i7xE#fHkk66k?T;8#de!|Wk?t9r zT$itiaPR-5hWe!uv7`%Z4#aIZ-w9x=G~)hp8?35q6x6C_%6&^vv*=!`eI?7-h|uU> z47|KKT%*%ZgV*RjbdgLgTEk1#ZHT*7gO~h(*4(rTpjMsN*%o&Jl@a{Q$kb~0Tj)P> zu4ac&vH3}(lcC04`eUd;x}qy|IvrX-uWJ(*0@z$;2p+RM1@6`k6P>(;*fz8W8_vFf9558%$3BDO|ym2whJ?T#7ZvHLTrA;nN z2I{H`@@lO!nB{s(;QG>Yk-zt7g6n#!tX<E|Tr5A;@@7tRr$~ z<+;+AnEuarCxriJyupAtZ8kHrF|%@9GH9PDj&l8C4v|KFCY8%){q(Yz>`z=2Jx8w< zA0R^a5IMi$V18xD0Ow3dvoe?!;RTb1jd8A0OBL`C<=oZ~m98o>as7$_Dx|^?7q@;% zrk@#p7NBe88&TehYM%!0h^Y z?pFo9B%;Y*)!tabT!htPMp;&AwU=h07!-OPSyX0j%O!A&sbFFxIRdsx9gSd&{ll@C zQ0A~>@}&akHgc@AxMF@!a<|IqQtHna&ZcUi9K@z70o86c44JyoOakyTo%|tBNqpUE zC{ysfAJj2fJr=lP_BXc_VqZ*B-5#`Utw)8*(~A~F2q3eq`SW<8VYt4Bj0#oz{QA4x zY7;pd`8H%M8!j>3cE%n7xp>C@ls;HljKS8G#DKG$C4;NR>N{SWNI&(r3@Z?X-bnyK z=x-TyRqPpcc*w;Fe$=7_#b$+;&-+H5k~x|xH9zZfP)Rv?#3b>at5@x1ix2zBV$O;L z<*WZz99cW#CKg!CA>sEW0OEh~Z>+%P{i{-{Kve+MybOI;b=;f7wy69f4F;a9?(=1u zOy9pLUmE}SgEt3V5b@36=Zo#ezX;&xqn#Nx|MJkHW)MBDek=6w^w$+Xv`}=K#_)Qd z^#mZpG1m>-O%kzF9-ZH4QlcT%4af5Gp(*8m6(POUsTnqxAo2<1hfFw_L^Yd6sb_I89#F7< z9ga4nW)0mdQu{ZIy~q9?#(tXq9mXC9ZhU$`lqKrV&{PJbY1DM^Fu}47N9P(6R;kJ0 zz09(}F2|?gSdORx2l6PF_pStrDE42>(p2$r12+`F+6ZT%<-N19h5hsYisl11zwccc zT=$B$Bd7PTL|=0v*P+*1yrl56k>`-y6e=9@39WVF`Ke-9z4s92Rdcdfyh$ufRbukE z1#yV7Fe6Ql#EW-igC(4^5bEmxULDs98${s|sDfG<=Mhewm&fiy+9&Q#Q|vy1zMvt`41Rt;Dbs6Wj+P816tuTlw2vk6VZ@siy|%&-Ve|3?L;BWp4un5p4- z`<+EOy_j@)y_mk_9#If~|Hndtvwni}YD2g$LEq64+gxC}GZ;;nfgAs&&0qi0W?v9( z{#>sM`E~s2O;>m#z%S{<%0jEs&$JvuV+w-`28xa>LMyo7e1}BojxGm0*lH6*n?qGx zLKDn7v0|C41PTCGBO(H2tN_uiF%PiPGX zh&%@vw06^HBOj^j3pYi#k3u5ce*{pBf8#+_RCw`t()=KR{)z1ttn@{*vZDjjhPTcPMexvz#!+t8?G94GH7%QGur{y$_Hm+-(-gLa6fkb19e0 zCwzqnyOVLO?`$}^ldL~7Gwb=KRI@Lm4fY(%Y|4MzLx>%TZC|qQ`h|`iS$NhtLBQxz zo-5kfJ5ni-n=O-HoNia1tP#TzyxaA~0{C6+kLa8_Q!=?j@!jB$Uy4DNUicb^|e zhKA<=;^F7K#TR$JYQLpQcV0JXMxir4dTaI+uHUWM^^;iO(8rbd#~2O?PbWlodzn=C z$pf#KsNjkr1PQq$r+5~8RxmXe6=Ms5SpgorCIJkPKJ{pL28mc=B82EaMHbK%#YNsZ zm_5YtZJ}=oRO#krdOI|Q1@E*(-Ao$M@4MniDutN$bv{s3pj}tvHj#Au$N8Zf2$#r! z`e?8k%=elnKQHl&f@iKr6fg}wR@dXBdk7`>yu!H-c4**C?6V~w+cAnrUzCw(zJypz z`HT7jc$#i>F7-xa=)wC;9CB=v!q5Qi^eq%HSzvu~|k|sxjc~|IpqV??ATs zNn~6>K_xX&-Hm~VJhDC%hRR7fJ4L#==)BtAFf7C4=6n`tb4G1k9IC1}KarTDA@D)$ zRGY1j&4{ZaSi|L=L*6*=RQ#aFH_Zlw-YvO(3Z{w{YW-UPss{s0a253thAkpy2#5%J zuD2EHmj7*m(`VCm=c#~Ppb!2cEU{F8!04 z)Tqkht@{ct%=XElSka->7i;7`K3-H}#$Y#8)&p8wN5QDWWGK~spZp<3kj5|#<+Slo z-A=HJtGD@6=u95%OEt*~biC}{hOye@*K;t>oxwJzl-n~S`E{Gx9NtP~$q5idFlyzX zj2l?%C`52x33cUjT<2Bj^$(pwZl^L6TYH8@ta-*dXWBXNl%a#=Hh19m#uu-dXam}c z>aEzyWB%Ml<3xD#4TO#f;aCm^tOKM+GH&eneBnKW*7a2{C+(gM20uJaeY{m(kgumU zR_h(aJ{vcLrN#(xcFVkBJ(`-cu*bMB-;q}W(jVEokV>~^eO&s~*Rnbvom}Z=D@Iqc zkbFtp&aV=0n@1V+S$))j?xzH!mG0s{#_8g`AEMTgk3u$EvNKPyShz8~_1#`c;LUx% zm6+9ADo<@|&15Be-u7e5Cr?kDWc(_ax6M325sK}q3mf4&-MPI%(G5+YED}na3x!h}%Stg(5u>O2$uN&^!t9M<0L-Q;W?BrOyyPg-r3YEcc;bOzvuyXxg9#lbdkDb zYnWn_`~1v+bFxEe5b`}>Nr#P@vx;SC6i%F=AAw@Lw?t15w1GZaVX z&0(SSSEo9qb9|o`(kpkH(k!KaxXgI~E>fn%G4Jx-New4_YLtRhvxEJ5H2C?9{&KOD zI1m0W$wh*zNm3LiMVUP+gL^4x&SqCaBPgQt7z@#XwV_2<0mC4+{;_AGL9pXbGdw`e z_>DR{T?F6Wh=iB)zVgx0zJ^pUEoAmQ*?M{0X{0n<6Az1i!gNz|DUVU_;-F5HXZaPC ztG5AstZu@Z%EIrTUc`)+{54Zv1an8Krh(+2ytzkmuZ>m=d({#Y(>wW3o_hj1*97Hg z7#fl4oN+bRA`3FR)U??ba-Ap> zP;y+p0VgTt4+0O!N8NpGsIC?;+9c6mLbqjF(hI&-j& zl&oNjBR9%(giX~$lW|c79XEA#kl2yeYO8 zf<=+oP_EQl{^b0`fGt-9(X=lj)Ah^THsgzt9RRdUj4W`9fQ-z&0d9W9kW#m;Tw`FC zJ(>tI5Er9Ae-z`$5xWb?Baz8xCZszidM8VOVjw9VA8|0GQZ~-c##dzv_2u&kbEpnz3*MUK{_QGUY#trZxIzzs8~Bp+HIlbfn;h-9Ex-OFGHv zDpWrle;~lQKnuWmjlWcX}ALKj`b(+7kbC!_NrNQGnn)BL9jvcbAk zl>+Nu#WM^`QdFg@G<5*&Z`zk=-hyE=0fyJ3g#Mv5k&jCVLCq8FgZ9gG;E@U8HbE7g zDW)qD3;8kiOG42{emyRqXzp3Pg!B;|hL{v_QroY2G1sGmtm=JW{jytpg2I=ua9U#){rdxHn zU@H(4W+S5#hTMMM-cnO#YjO8_0PU?BkST9I0l6R4j<9Oib{*QPyiL+J`-6op_Ir3?feeHdg9!z0T_ zwaf`qDu~SlOL8&xq%%EyGu4SMW)fQq39I!50QL)v93lozU@4cFTNA7x%wVg6BpM@~ zIy#{1vlZxmd#eTAZ*T-xRi1mq`)hu_O3tZVc;sxNfxzGtbI*7+Y`Mz&+?PwokSbh( zhJ8fc`F(&uBu|mL?NTf&w5rWXa(p*vBoM2JG$#$u>oM*v^%R_3-!qzljkNoK@Z!u} zE+%y1kmm_$_ZW#yLL^{l^^?&ZPR%5u;GQJ(QU+`;y7l+xG&E~(%nD6>0ftljoY8akchHm>dNWsTu-_TJW8ebF_l&9YHSh`LI|CU0?xPoR9

}yA3@x4TJSWKA7^WQp9}k7!v8%;kO|_jP~O!R)kYj z5?&SYhV^tduv5%9M$=c%G^A*#?(rsvA9B_6$$o)ni4M-EP6PMFjVPf!_i{wzh~vUT z;B2U}8p>t$vYz__Y)KZdi@DH_@63AvwEOSLMlz(-L=vFuw^kolj8K0Q^^Y7II(k&^ z9X>|l<(D(DEl&!uGv|PbA3IOI2LCakzynt!5KCGK`ZfcTrFrObgx%7L1o6N?Rg**JMso7tQgXt&T>MmrG}9%IxQR=FxX2??^m2ewh;3Wt2;1)9 zH*Im8j;&x#iU1g9oNmd49`b?bsAtBl{4Fj~x)~HwJ=P9)eP>7@Ge;G6l+R(qyzRAU zEBFJOS*st6*Y!#b^Vj@PgTzQ?1+8~@2ohs97zh?FXdP*QaZ|u_9oQX`BlI3v%m-xa zaeg27Tm5A`AF&Y=QU;NxDnw>FjV(I?V`N_LQVIoY9h!25BtJmt3AdAS$G!i%JQY76 zpNd;7)CFSCcqn4QD(Ou2lYf@CcTy-BMVfs198T(;mj&Jk`^J`2_E$nH`X__7)EwYi z9~qgn1(Yh{wW6`T@8$aB-1}u7(OtBMKYZ%Xj3!msSMI&0C(?VPEYWVjDA|e!lMibm zSJ<>8;%7m>Ox?W9ge%QnXn?AliVF>Tl*{P)8QPX`>mFJMX6xMa2KJfc-G2U*(`-LK zxYU3J)2#R1c>g`33_NwFkzlgl-AO#?bK5AHEYt7zF7Sc=+yT(+qyLJBqkb)xGrcmVx8Wq6ZM?K)uf%Q=C*Z+Eks z`>s|JS>#t3@5!+5qaiyAre~U8=5}QVKJsgsovLe3ChvMORsUX2VaRGfp04{FN8juD z_`>*e!U%YutJd%S66qXxpjJ7y$ zyZr$$Fjk!u!LCaFv%FYuU;!PW$D3x%+s`;+Or->c|$owazZWl8+(9O(@EG?r6_@vgqY0`n3?e8{W0p8I*NPA1Vv53eGk%JqE4 zveZ-JvlD86S#s5=_DstJcd5gF`(+Ug>!k%>mgDjo4kI?q2Key=_9C2+=+Vy!gt8xA zOt@zyEud<15N0%}{Du<%(d)o@5~3OU@D79G(uSZ6iTC6oR;0(BVOIM58szo(Q z5P#AfZqejv&|W90R@PZke0uKE!ANO?cA@h6V9;0!HagM|Ojs9W&|ul1LZjEU{5|Sp z?i3T+T`pU)3k%|0^Bv2NoSfX?9RdVfW~doiq5T)EBjYU0I>IJMg|Uab&#~IPhn;od zw5;)PWtW$5ka{v&BYD@(_Qv9h^1Cq4$KR-Ps~+2_&7HRG7+m>GBj~fb!#D0x%t@P=`ee(xfb4w3eC6 zxXg)3@K^ezCR1n2`MUpn?}Q@hERP=tQnr!#nDCzf02PuU8L-nFzK`y88=NHe3nhp! zOaIr-brLu@it%35C<((5UUq;ESWHB71}S)ud326H1T$X|>V_(Etz(T6l|>^ft8y1t zIt|crsUru9q-5d9ByVh8evKRk06;Ld;6#+5RzJB<9yQ3%@+{4x`dbclfT14BWPS@9 z0>_Rd33{-yB~8Pvpl08#vM$+1&9l|a>64D@ z4WQ-GM$a%WEbteuPT~$n*I?|F zG9pD+@fCnSB|ijCg048?8xU}4CdNjBmZy27aU>`^oRSZMB&NKV%-Dqxm^EWiJ@VYS z`=+w~u-1G7C!EC`!rVq#C%)pJ1`l$7b}XI-f??1|=y-M#_pc#Sxx%FYpD0sAq40?gK1Tq)ck*5gJr;u@v-*-(v{uL-Q;rMX$LVed3#FandvsVK99TVZ?o7{>Q=h?AJfPEph)6M0Wk7*)KLdJFD6WWiFu(3zN1 zOJ>eYtTFRT9E7idL>$H?Bj@b^%7|$xz`!8AuAD!A#mQCM@*DH-yB|^OECw78Uxwk{ zxpEj?aJTxxk`ChSv)tolV?+Bypi#A0Quhno;ZsCj#uwg1M}M@A$zLuO909(NbjbU) z7guBt7!9Sv`zl8yu9V|oJ#Lf6y@x_F>hBJ78gPwN1m{I5jMz2h)kqAA_o%DR!&v1p zPsA4|O)_>zfN+DOOhlLq1lRJDWYqnNr{jZN0=m@-kbssF>-}6TnL3N^phGVN`fFYW zZSZ%Q@z2p=cKlsh0KudUS^g%l#=C|){LaH9W7iOl;CUIKdj+Zc56g$*wE(sJ7pv7&2qHJq}8%9 z;t((f57~)o8*l(459(tlhwl#*H};gcjuDo~=i<-kz3`KQ zbc$R)2NKBqQ6o>A7+%PgWeJXpP~*=8Dp#=6%ryRE@p3Tw6Gk&hX{tW+Z*I&ng(6*K zYmH24$ z`-i+L>J+oScH>Noh0EUoZMaR~Pv77(pqsobYr+#>$&m;&>a^}c=?Ad&Zbt}jbWx^7p zA;?OU4|4s1qjX$HJ(=uzrBUB}6_Z9YwArcpf^k#}Zrf|P!vn@~zP~(YEiy&vY;U9Z z?Vn$|0ok7PH{0ZH%sqjb_f(p*g6Tj7uyo3I+Q6`-?bu5)KJ4902#R>nK_L`%(rDA% zp_{;gshKttt6g776TeLd9CO#df{Hd&KD~*wKy&?W}&}xnsxY5JC!Q=EWGj;>K^xs?39#R zeL#iUGbvvYr;EaVJhbMAt<*W6-}-)GdvxDRa4x_$i9vw(mM>*^7YaZEkbw+lUL5&`fTR#W?6@UBOX{{ zQX$kzEQ+|n3b6MPSH}AW(ZFoO{r-tfg22fYUK?O5h9!nq*qS>vJ-zQlA{xqK`pnra zKN2=I8@p_@Lv#gRpCFYip%RD3GZ zfLbuJ{jT7yyvu-eMiUaQZ0YKY#=6Tslns;5iSNUE%n|5-<*sV=3&ZdJBj(iCY%KNb zo}R}ePe3{ra;$^Vf*w~#I91bjiJkeJgVTK8yO8H)zr!&>iwP&&GpAoPw|N;Ld7S8? zA5&#d9MsBEdtiRz?NnV)qr=?JAvwo zG)ek$24nA)=|qP2TY`pMYZRH|5d*}dprc8N0^}_d(AWQZ9y$9mF=di7VkX^C_sA<< zVJ$M|Snu{k;|t=Bp+AH{$TO+{&gzU~M8mmo!bxtb1Z#S@BsmjGeLYuIK6f>|K|lp0 zs-%#F(K<+iWcb?pjaRJwhU)im3&$4G@hFxZdpD~0Oh5#Eo?C=rT+1tD%lT>sO?4F( zy-t`)8rqznvMDQ^`McfeF~t@uQQkG;a8?(tx+XJP2yiu!KX59IG_YT!-j-qjp`Uj5 z(0|Ay^sWoZ(CXZDUwEoO;7*#ITx(1pxAP;oQ5({*8>S*g=F?FVy9L5gr*)91OE#^? zx*{}T)-43mtEQ{OQ+*0nLY)7&N>!U3U@{gO=`9rCeQ*YFG1?c%?FotZP^9^04r;^@ z%NY#Zf^6fe{u}8ig^B>XGH74T{gu;J!22nh%dYTOBgK4+zk^$uv092-KgHAxO9qJ} zsV|(DG7vLg6RihPLr@9P@5DQXseo7nc!IHbih#k!SWdL?y~4p=N7zf!+_p+>H~2U3@}qMIRi)l^)oJ&4$1 zdMZTGCm{>Y-Ci)gTyzE0QbkWD_<|vX2DBhQ1*o3eTYe0Nm+D72YD7L#k`X?E7N=Q1 z`}nwqt&+43(zTo>nnTv0rx)1CbqcCI!hA^6<<)=Bj;+I>J~M^qXYhrB6HfBCL`m%3 zIKz&Z;gXV==<1peaAD`Zg@KmDP!22y+Vq=n3x!!-HGz&pe29(zK$>Nu5~Q^{&0x5} zm|WIavNf8I+?cG@&LciJ!?d&skmqL04BixoyDv_DVncl4k{^794q$8zaxq^*9c~HU zvv(9HtP91S7aX}hMBV2`d=tNbmI^L3h<8BWH3$Y3T$ZvZ&Td0Cq^T89Ur%M5!(p{N zGE)avQIzP4@nntn&Fq%eqka-6P~p>F#fm`QbjOgW0-+tRI3w-F^lMUYYUZFoAGzJ% zIT~~PntlovAOWmNg{4$*_mTZ%vHf#BLdrB{z2z}zhbFKX$eT!$s4XD{62p|Gi1ZrY z^qW2UmN+GYn)6e>V5@7f3X!hhkHpDj|6?`-B~@%tKFmoZ4(1v19#jaOmno`2#yE(6 zT_-Y{jI4a!qE6eGMxVCxY<=(PTG=BF?izw+m;IzGNCULq>zYlP+s0aeRH}FaMUFj7 zTxY_nH+#*kXxZPZ0H+%GR_X9bR++{Tac;EY*0q+FW`OP}*QB21#v^kj{CXZ z=Iw1bc>JTv6iLQo3+q@G=T?+-)v+wUu;bVs5|6Xxqd0xiN&wOYGRk%ZF~KA6gh|Gc zqauq;%3ize`}NS@WFfCvxByb9dCg_u8g}QV7N!&%m3wNnL8@7_B!H^Om(l>qaysH= zY9xE)ZT%JUvsuURUT%%>p9VoQI6$b6i^+ z!m~#l*-CBB;&$-4I!SK82P3q88&l^<8<&=32DI``;Io35^n2tGPxv|vJgCFh*ft`p zvxi)a`)!oh>s=2mxwexVcw?~_cn6zz^+3PEqO+AU&}p*liZjmuvZad)j%f@joQfu< zGrRJ+ei$rithHQX(eOEEu(?im=ED28^AF6u!*k>!a~Qy1-7ng7u@qar!or_y_3)t# z$o>YegXN*Rna9g>SiDj4C(0u~rATe-dX*WmFOw_V8-oh@zEqi=|0>V@nW*ufSZhj3 z2-==mcyFazq@o_laLL?|2<;HTRY85`#LgmQ=4r@b5ne~(YvG+K5#4-be2W*CgutO% z=m@(Fb8xi`p9LZVWD`6S<<5)}@)NdGt_yx?_+vnQkiFk2AdX-_n9INC-jCZd5dt;L zVdi6$cF(ATt}Vu(a~pu`RV2g|;k_s$T@%21HAMbl^O1r09d$a3)M6o^fn^Ke z8xI)H(<$=W2iI(GBWO5FW+P%n{OUz2tU$3FIG~g9>bVuD%Gdfn4l8DVR*mynoa^#3 zfw{4~+c82UY2e7?&04!>;e9tI^G;Gjg zvi6OV=IC?a7??d3eXZe2@~S`dZK4Sk)zuYXN}JPj9zuc5it1XvRPV7yrCiI{ufJN@ z<&Kc4U+xSe@SmwLI@;Yd{!Oj>17^88l(xcSGg2Pg(n^OYG-?0q?}B$I4$+xU$}@0d zo*BUqS__q0=v(r0*;%_4=z|?F;@EPzwxJ|cI>u$F zRHr`h;|pvka28zG#R%bm36&fUCskRq(SDuttMY1LfmB}OXw;aTT)0@f2O5lHi-KOJ zqV=aLM^0;y%_uod!LXA5Ve6cNM2EI5+O}=mwr$(CaoVbc}TTE2=RG^JfmgX0 zQYU;?HTkZWRg**KGs#}@ee3P>rR-}YQ(;4l^YqvmbLKp)O`6rcPb(HCzCcC~oD!8P zI)E);N={H=l%s|SWdt`r2`o(*&`K$tpVM^!p{@FxWfRp-FjmI6$vM^62BUyPN~Y-B zXdW1z<1GwYIet)KxK9Yp?OckcJxxiPZeSX=gjXtl9PSlQz2rEn_eY{Oqlg~0l)Q#+ zxHLeVb1m+8NTlRkBr)?y;MHUm;?--ci&U&+yU}n(lWl+SQ%8EcU6BAHVTKcisJTQx zWqrNZ+5f`g=oA$$;Y`U@jsSRqd5@RmpJ(QozMBz1%l?N<+%Y+IQ)1Rt(}c#vJ8!9! z{7-w6W+Y{=S8Et9ju73($^tezXY5|663^tBWqv=^8~wBMGGYvVoQQXmwo!SSHwkDN z$(qfee|EeM6k6mvS&$pVTLJdT<3F_0B>j^z*BCm@bE!oGl~wepN~6t@7eW~vL~M4G z0qbe&2B<&M+;rj8r(zRM;AA|ScE5ZP;Z(~iNjGH)*xAKMR)Kp^$6( zm87GMF5($Wr5uOR$t$*o(#V_-T;*KvO`~&lor^&_A3GtsQJRD3u=rs6(QZT?sF3Ta zmx1i!`8-3Q!a4CRq41b;LeFB3Yf3t>0Ge&BB*40zse-pC2>d}45*qmBKt9Askd zU?S}E9n1Obu)MBkAdswe=u-w7Ae!mt=sa#DcIXolIDoQu@UT#S)V0{fIQ#<9K+rs~ z!6V7tJDfSLnQug}JVqhm$#yebIlUa$?9JVdpU%RyLCd6K!-Ky-3zt1vILy_ zIkh&ZYP6`8gshOU44Ba|@@IcS3%@Tjy@?I<{M7tHWXW79wa@@DVa<>(T_V<) zk`5`=NJ-6OAgMLnziGmODdTk8(e+)gQh-TJ3_guk6g~2IrSKH-7LCLB!6p9lO8}HH znyhnw#;(sb&Ca1bHLv+agNN(=9Vb#^w1`FioR00i$r-w`4|n&>!frn1S6|>os6_?n zdd(~GAxxoO4EwkYMN4rtM7nn>a#@^athsHqN zltndEY*Y5YqDvw|L{V34PvJvJ@&$gi8jssyw^Nf(T%`8zN=7_Rp);n0bu=X%lCb`? zi2Arf8ugxNbdM0ZvyUYE3@y!SIR>-NzMRM^)gOcw8kk%kY&%3DuLcTx2Wf{nvN~DX zR$pZfv)RmM*Ad_;YVL&srCdyBiL@1++<792lghz&eiGrfWGXl)ZmaQ4(MVoLL^nTpYnvbEwz^`K!C zmsl}ya)`QIT%M$p+(|Zfz`&4NvQE_;Y-DAIW@d`0%j(u{@H^CN5^t__0X)5&PdxWj z+x>ww9x)<}7r;wl7j;t7QUy0;)A8yD=BwUB~ADbf-0}Gs5oVkd@k~RSd}k?=E~)3 zT!ru3qtZJmwg5SrPPO7OBYEE&Bc*OzwL*}5#VK2>=7ryeIQtO{f#$cH~N^jJly4qi=xd|@mbeV&x;6+Ia@3(=0 zzMK4eOj#&=oiBNtw%v;{qT|@7H`nUneC8_@wSQh>#=$mh0d(rns6 zm*$Qu_LHpqLDs%PKl5ZW_LcGO&EO+*7G-~B!5&`-q39PI!4*EKSm{EvfSdoBVx=vl zjk+RbE>{;ZN1_t=Scq0`Yj;dC84^j;q;io2vVMrvm%VU5I}MvFpYUWq*1W6Xd!Q?P8?Q8T?2kaOTQ`jfUL6D@=m+MsIgg zi4Z~xwcn3B3auXtaY(|HIup{|PhktEWFGE)A`c=fLa;Y1s~Qz--rHaqUxg)gLt(~S zE=`ftaZ2#`T)A*F>-lTfCHP4yiDrCVNv_LO!79i?B0+F1U5h*?>dC8zDAmz?4RETLqSd}w4oGAXjAg(2L47M^;5 zImwBeIxmonh`d%H=&a}zb&~TJrI_{0jF$+Zc8SR!RTq^l2qT^%Lt#(vP&}8Bhf?mt zT5k_C@RIK33ndzIiDaIX{ODZd3kBkMWQH-STcW#;Jd$09rfra&Z;7rG*32bev_>6x z2cO7M)(f3Yi??%F;}i0DJ|My!5`S^-@arbnw*q5+t$2}!uQu!|0q}%@@@1&yg2G?2 zsu0DWGi8?h7DVWEhl($VTumostT7-flOM3kSQOH}bbzIn=bA^TSv!Lko&%@S%`+0% zF^M;x7q{S&5)g_j3~s#V37~SMm79k5P@2Z5AK5{#jOP}g z9VN3*Oomd3R0?3gZa=q5a402ZpL^u!PcnVry6t7$zDu-~1IU68Ss|JUucGqu z#Ss9XnP+jVD3j|7oNG1bvFB2#xCF2;JN0VKy(LMGbdV-=aH1>WM)%ftFCynQR)dK3 zyIP8j$txc?WZHBS_)A-PJk3Tk5(D%ojDF&0MM^NZg~h;G>0IWcm>)RF5-jV~ z+3p2@ADL|RG9~Uzj-@n$dqIUPIJeG-vJ(pQsMLS}^*le2xk3D?OmmXZxbif9;vz*& zF)iEGg_bY=c6}9_Q$Z$QgWx&f@PM`iW-l}v^Vj$Q!wYF@<1fP!bZI1fR(OFAf~_l9 zUjYy(o1@_h9Ap40?LsYHx-bmIG--CB{A7aV5IPfH{t2@*58sz_#r1u z%=7ne;-_Y5T|@F?6BZL+V!@y|SI9GK1hXm~%V(N`Bwf}jl2su=!F&))dx{ucm5}+) zpt;rRr_90P-MqQwWo9S3nzTsMgt65r^BRhtFB2;wEwZJ(^Q4aPMJ3ejq_f-9lZ=ir zL7ur1g0;|aQT&$JB{waXiPxkKGp)L)4Ji(^D&iJN?M8b6bH2TEd1W|&e(6Vs2)CBh z1%yln@uGKatc2iu%31XRrKQ8w8c7Xf0wu^J+?wBB>^R&e*V1T3pKu4!RFBfQ`VbYb zQr+x2I%L(sVHD0V`a7{*ZY@IEA3eh12HM7&nYx6*P0*=j_3bnGOD~m4b+bwDxYLn0 z_Xl3Ql*rM<4?Jh0bCT@1=;ci{LF?Zsz9v;B)=PDP$w7a#TA?Hj1!{~T5AcZ0G&7&()X^~kTrl_)9mEvJ@Yqgra%W)-KbsFTPseHCFky&1pUTLyPfATxl%vokgsg16x zg0o4<33Aynf|jPW@jb9gD*AtxLTS_YC@HpXsnrzZO6jCydDzGu50MlZ%J+22DOzJa zrzstk#v-Swf?hWXQGCeD@%fusAyac34b)F zf^WLh3g(4n-+uCFCkKG)!g3PE`Lt0o8or?1{PjSwK#V|pP=%$k?_6aW!(a)2Ju7EK z!%xY|;h0q+qm~DjaRsn20_NC`)ie`zBA+iS;}+Qu&%b_NAF7vJ$-DSqkmqAw<}I_} zixH1jsBS{!R+wX+A}Q+_QXIZ&0jl-f>5yjV{GnGWn8I)uQn0>lRGjQE2jd|`@k(Wf za8`UaDBKc2e(M7aolZQw#_6xpoodZ&5SKT+(D5CcZPd>B0}41>j)q_4EPnn5qOAWs z|N3D9e3uO_2jXVaLwQ&d&hI|#9%1&?0GwQEl006K2}!F-w(M1h6B{>2t4Xh*n3%U@ zmY2m|zLob$5EnQqM3(#zr~3phbG-9Cu3gToYKspNp|r-$LqfN#E+LWSC{q_Y`&ZBh zB)QZ?D=ntmQl|quee7USdzSebg~{^FtCc0N$I|3@R*RG+{_~8SoG>l{_esoxK5cPC zQ%MNOoE-K_3El7`F2m$nl30@EL0E1Slw1cBRe5sE5}K!gzc!ad?BQk`6eBzri5xUb(Tw^5q(;dg()|INUH*v3J3sF zbIsGpWCswb2(Ek+HV3W6TxKVu(YoST&Y7lsSqu@orNQjPSy@7TqBfFR zwob#6SS4Z=5ohCiWC1FF@g%6f!Q}t9xu+o)B`5M{!3btE_v+!+qqH-iXXJpp@8mvhvbp@W zpzT%Dl=D9rw2B<$f%>sGsUd`g97~UoKPIP3Bn^M=3mz;&TshXwu%32M z48aYLr>a(FT@96W+88C%O$>x+17{+uLQ~;4t1>u3M18`LkJXa00SEzj=K1VydK@rN zWqR6fp=5V9f0Z|Y3U_TBR`cyOw(#6r@Y}51%nIzq1)G}?plXmn3qstZfDaGJJ)-<{ z+oGR3(6`>152PQg6^dNAgTObfxR5Id!+zm?sdR_+{R^#s93kw#yk_2?_HP%GWBHE| zFV+cr(Kq!s3?+Vq|8D4s3AVdvlm#J-+Iq~rz2I8^t$aN9$%s7!&;EOStN61GE0`pV z&hlsZbz2+1i&^L(aD-Lh1jDl2w>#`qtU?>m5fLXpPy8Hdr@fqV;NMVBwZ2}?^0exC`X)NxTE_CE>U}vGW!8c8&8b@B zD|wXUe=AQe^MX>!;$ZZJ>fH%1B;~)p93%4RVbSDcc$yOWSLU!iPH`(ffw$c8Vmke# z*ziK2oLmaWZFtb_J|DJUp+mkYmDcGGmd&jW5%o4lhM8-a9yE4nc>LQ*(D002Fv=_s zEYXP+3@Lfxq2oGdtIzc;qbbLC92PR@xt^RODJ|-l*G5t9qi9O=)y!*SDJ?2k+@dH2 zau8=-1!Bast%5O>9l)fXCd$5L4k1cQIDiCuQic(aS4^smH3s@M8}VtX^Og8jDR!m0 z)Jya9+}~QdKb;HK@&I?khT6p2>1*mNFHtbO5*_+rz^DDJZq|Zq;h;Fd6J&Lm^0!oYK+12CCxp{ z4D9hw0S0M88|)i;@dd07bbkr?dH&vAU|jMy0LZLuuTz=_nRM5V>`P#opkiKsXaX$p z^f>8|QiZ-qxDpfSVvd!gSVuza7OrfaP{cCoARJhz?)Xm$Wzzvos4-kJcL@RxllgSO zh$b`m{sOe~z9j>=uN+7YlE3^25%_&drOX)vq9tkBd$y@EUf=YK2}H`No4Mb;L||34 zRQfI~HD7nn-Ow~d&;ui!VB^sC$rupt&Ivp%{meJv=HLir9{Bp~TgG1Y%Qw=qBjkts zpdh}~wxTZDbAf&!A00?)Q6S&tmkDM7DR2e3pn+r{pVn3oRw3WB_p*2nYdON}!USCK zbTr%qZ+uRG>CTIK(t~q7Fk}Qb2zNXJ+GBnNZ*U=uWJrHVBWgL$bAem*qdNp~yusEb z<#Nz@>)bj-u|jp499ah9d4^cr`OOTivmHn#tT_nPo7C(PV}^SUtT`}}nAC4S*915- zy9vgUp=%?6j*U<RIY zvor$YA_Id=K$8JUF;q@&2qa~cu9fAF6`20)ji8(ZS&lKXJOj2&`xG|8>=&&sTY@>C z=MO0{eo2Vn8$wV9KJ%$a7h+VIdLlzBV736na)r^iJOZ%H7H&y^hF}9?+>EjQrEKY; zSq`ZusgwLOd{}sj`%bMcvuJOPW-nHk431fwphAK z%3hZ^w^JZsr-it>kjrsFEV^ zSyRI9+hW4jC1smc$Q$+gO>Uh?Y_dEqAyE3RoYNy(WyrdUFlYgV*!0-Acv2Um@NuRX z*`_{zgTIu3Qh9@E@Y0+wVUXR_gy7zs;ctP3EaJU*+;zIgU@T(@1tp=S1twp&+oXp= z)lqTqbtSCBpk9Y9)o_kfILb9xQ39^BkVHJA=*?!R}(e*n}AH3yLNEi8t~ra5gH5F!U6# z_@~fIhk{Qo!-_cNSps3yD-+#<9(v`R;)0&*!xXvRVOfxA72)R8cwx`wjaHocvAJC% zg46fPmnKGYumRmbK52bGa5H~kSG9QUT(i!Rd8yVBx%q4+JBW7+C=J7udu@PbS|eYM_@&b7nbEZ8$7ppJ?Uiu`O026>YxRNDhmMUVx#5&j z8yrOmFpEimz$hugxe=~=>_{}11~?W_Kr{_P`7YOe`bjj}an^tp$>fB=>^ctt*aw7+ zM!*b_Nf4q?famdKW{H(psTFHcwrhVSJQz}WVgT2D9geKkN|fFm0a?vFE9CX zAg!1ax!Nw+68F-K1a=57&&+TUQeBotPlyO zgq~ogC-gwiT2gH3xKw({u^GfeOI+JLUPg#FHv{x=B`X`Nnqtjr+Puyu(46Z(CON)D z{N1&v#j|A4W8`(^@9;$1J~U~moz{aI(MGwEjf%DO(#p)*6g!2?TTAMIG#m9yM$%<2 ziFa2zE$1paGe!&wL`y1HC~<5QaRvaU3nkB@7-up%h6s~(FUE( zkPUD)i|F#T3h6H;a5=qtr`F}Pxs8Snn5asJnt(l4bOs$>k#_>FLSZGBwNpT6T_ej8 zl%9WXS9B&=FpC3BMwwtt6yR~r7wERsHmTnaaF3jToCU;eh8CP64C*xLp=2@u94&)@ ziG}H6rt24AEv9wqp|7!u(R>lKb+{mAC5N}RcDH3EYsduJs`fU}?tm^s+BBP0OlhQO zmc28$<^<+ZLYz^nm8nFSA#;d?QY$(Fn5f2?X;nBy*$J+XuvOE%CTEWfy6-KV*5Hem z4ac(vpr#gB21bemF;P049Wqq&^n8o|{ilA~KVO9zurJ_q0#riNEi zO~}w&<)zUw-X;Om&|G_9-a^UD#D?&wK|75WXylAAa>9;1zw@nMnK{MR)zfFtycuB7 zMd@*IWM2%Ob~bq8(WryxQw@iW-OjU0>U;frBK5%-*M=7s(L@bRP|g0rqZxw3UYZ@vX$W*2 z%T)F(KxV(i!F*X^KtMm59cg!FyyZ!DG%tk1#E#)k6R3%DJWCg->4Z2(hF`uk*s_FJ zX>3%e@!Xm{0=1Sst8V;g7d3r(YP^AX&dHkrb)>i?PKs+pQRlECZ*{Dd%Zj35A&Sd# zGsQFIRk?VWdQL{{X5!5@71^X!WJF;U=&+NOq9R%T7-izr=}l4LEI@mBfP(2h5ttAp z=qSkkqH&6P4;g|K09Ivy!iNLIi6d|U1KCL80Fo|jszhOGwe<4hzLUF=Ysye)AdXyB z=&#y>k1PE`GTgAk;ZzAz56er=G3W{v+glD>yRN%GBXx z4=cq{yk#?RawVz5rVOGO2z$h-h<2s3Y zndU}bq%XvlKPsW>09H_Hs5ygNrM#m>)_dIRj|1Qn669&EaM|Iil0C415dD`Dn$~RZ z?MA0NG&JI<_lJe|DTS$`xK^43Rs(EM4k4V}e>hwW5jq}x)B?BP4_o_bcK%i)KSLjWviNw&jB=rU#lE|6N+f+MRn7fSt@+ily0W$9)t<#*7)P|yU#EFDgH)wn~U^@ zfkFU@dreS;7w~ntZNVN^b#&MF!8o8Z5Q+Cr3^ghZF{z`o^gDWQm4+fjz9Oj!>E<8) z!YDCIU;q>{*7vaSy*G^Fz^b;M(++@=e(mbSODx(pl^5wC|4sP7A&MZ+s$IGmQRz$z zkr&k&z1#2--v_&8$X)C27;9sJ6ZqTa3lJ&6z;pZevcFeycgLN8a$KRdx&fI845|NMvn_? z?bhU|KE59ZcL3&qoZ9lLPT+J=y({j(pS|R!@@pSxw-67}Mo0kFFu;<-)q(^>XYl1Z zUZDZJJRT@RoOc*%Z}|UCzy&5j?55p0>NwsSZlx_A|n$H zv%tZ^+@bpX3Ts;asqdMiK(-27>3K=W1!g*o5(X(na7&%?z@*O7Aeizx-*AE~S`FTo z<#f^?kN+$rKbG551Kbdolzl|W^Sak?K@S$0l=9UeQVbRTGs`haqc6dAI72!zfcac^ z8un}tDnpRuFR%bdfdweo!6AYL4eu9WQV*fG3XtX}CuU;NMM{?@9RsP#cBqMEI7#J<#^!Z^`e?gS^(sly9Sh4HYf zH$`}8q7#PrFzIDe?2p)?Zh5rrR&QFc1`Gf%3&Pe4f{6f#Rfe`~lxwhJMAM4I#RJYm z!7c%rO9c3n;=GPRc zwoaMUA<}caKLl-LH=%7dcX#12Y)rRdciRGi2H9xD8drB`<%J9s8^;(J|2XCM0x4-B zBFZ1^3xt?-YtXD7`zE=UN5H(yYh<2RG=glKQ~nFflJaIWk2@@qfjcS_fVO}nsEV%% zP=VYZi!3V@ouveD(>ZVe?qB-OZQ5K&2G)HETDb&pvV(OF1&Cl*gpoY08zj@S-UFwo zJIF(1zNf*B(WIEqJlWl4(+;KO?9Glg1z`3QM;`P(!v(Pw3G{P`#f%5Z_+mzlE~$A| z!XzQhmt&zcqpgMOy9eTpn&(L<`wspymDw*UO zH?ia8rnYSra;9ZKk1M6O%ouS1;fF33-9>gtCHBP@4h}GrO9WA;GosMCF~DGdN+T48 zug%v_0qHDZl3-IIJ~zQ1M#8{=jmlR8!-RxG@*f%G+a`(UHO!U?HnHOEvMD0x(!B{~ zF8%^HoD9jZ4J5zT`!Syx{Vik1$URcL>golpK9RltC-0_j27CeheYI1k4#D*@q_}*~{W|t$umYey+bN?}NM6*G&HX|NDg@fLm#&HU%I6glT z;52|b9XXWm^dV3c!6s~hAuniSV`R!C4|#Ud^@8UThVuY%`f3#Fql$8mxmmlZrub(* z+$&+9pfblQ!@*c(>APqAmM%2)GG? zFaT%3i6@BtUfBsi8Au4q0S+5lbWY4=8X5cn0s@RHvtnlNeqvW=0g;~fylU)I4sCWF zXcdPrVKPhxd1(Bjp1wP2{}&$sil;VB-5034U_wXpo$)V1lOEO)JF*9uBF%GS?yApz z;E1QoXD>WoB%qzmMJp=5svTb;#-LTfX#qNn`Xi~>>kq2(*@mHvz7UVvw&<4)hN*ut z1UH}rpuja7cL$LzCRiRW$1LYm;C#-Xk!qlhEJyXvi736)qroR`5cmKJP9TKBu6OzU zTu4(k6QcgMhuP2Dy&wMnCTr2}XT8G00|3=L#wyiyO2jb7J{s0z* z!H}o6q?*mx?0{>wwEq-oxX;YXkyYAa<8GU_Q_XoG&^PwC*Egw;Svz%2@k-VajzKdA zK^sw6HlaDk({z0A-veosNbn5Hl;JdRxhiJ@lWWr6$gwo=zU>~%T)eOQOL=rZ-|vHu z+dF)F5raa6z6(DfVPhW;1dOEIwymUzV%Ce6M4RnDv$M0C`r)VjNI6q1_;dkZuXJgAmtRR&Yj;R5TT&HU+nQ!&$Rr1XO-m zXshbSDDzc8aK+iSG=DeFDrRPaujSbsAoQLFu83sKa#b4qDy%-lB>YYwd?xU>)-lTw z57rb6`wn)!IXm<8Z3O4={uF|ULz>2fg7`WC`%)BbM-`1WEW^c`+s^FCU(ziiqN?#U zdVwfU4>vDR*|xB{P+EoDZe>w#iM1a2*nPPLl3lZ zz#wgUFwD0JGd4pgtA|WZeiVXQAd$N}dp?7mao6$d?0s|owg22deT{YH-JSCD^>x+6 z_w-QtHp`CwONE*ELBk;LozwYNm($0=b0e&HuoXs!=I5(msaAj)Hf;LXDnQI}1^GpP z!rVBqpLV@(#^{_sCoOYS+FegXV(pUyArB$51VgSLbfXM0yp1t6)Kny9jOjaM2pM|- z`bH?GinweuGIQbt44rwtd1@wrUb!hIk4=_Sov|o#MWli2kT=w=UtW!l(+6Z(U)qH; zZrfo=;S+V%&t2SoQOcHzMe=+2{tOyy_(Kn})E<`NEYPgxNch)4Ah1wxo5b@=1%Z+!^mtT!3R&z&tD0z&`gy%pAx)(0D_`N`j<{H5i{R+qVxj?Y^m9Su7lxs zd3q5g`j55zO}_^2r%BJIK4E`y7Mh+-W255D!y>t5W+n@@<4p;gS#o^1Xfa#cwaX7W z@MIz#-7M*_$wiswZzMT~IhUh%qy&vW_Be#@^+rSsae4{Ev3*Pqpl>6FAYZ{%-k`jS zJaKD4ta6P?9&kzsa*_+5 zklVj`%}F%B--ow08qO@HlmYiR zgoe>?hjX;hn+R|tt|FuBwLwslP)9|Zw#NVj7Te5m#dwGWC3@SF!MXD#h}QoweSwFv z1*Gso0dXX=7Yw!Ps;&+sj(;TYWjiP`7L?2(nQ z2rw`wd2Zt=PIf3CB=uGl$Y-S}MHAqKuWyDW^1;Rv((x~_Ci*gqb|G&n1C)GC|AzsT zYcnP}qDb{HtE1k`nnXg}HWFJNERAA<-~?Fl6|7R7G^$knh^*-@NOE-#E_^GV3N=Hg!iwPZ>x{>9ZmfSCy*H`iD2cxK-n}z8Lq92 z(@+s*OJrDY5i2a+!Mh0WSeKlwO;Sw6wh2IsLGA-FOYGunn7f#=w{_l7s$PK&( z0V)%eB<$ZOlH|6P=u;L*+lOEKv7W{0c}Hkl_@@5gG68O(Cy6Zz1(P^7DWx94qE(jV zMv$OBcLNjKj*!8@&T;rqSEc6VNBJuq%#*~3H)H*Vw+n#}Z7Al-i;e4?*-Vcda)p&q zJl`i(n}5H$Vu(pCyUbEkhmB7~07G>93@bjd*us)&!R~b9;h+N=?SK%zL(Xp^yUTm~0{>o8-AsV);yjv~fdE~$0P3FMMasiDWS+{Cx6s@Tk zXpty;V9Pr4@BjMr-hJ1o`%dJ6mah+d@X%?b5txO~q&kWm_MHc6=p_`;Snb9M_!a&e+)bnI#RFkbtxi5@l0)55p+&=Nl9$|vuQ z?%cPVL_>e@+yt1Sd)L0_CXR0X*ysXflo?Cw1rZBk^(PQWns4mNlQQU$!j!!1s5Enb z6eDQk^Uf1PVHDX@0j9QD9}K6B!Kf9+;$H!aJ#eIEJP^=^7N*$IF>KJ7o^2ZMQglq-zIvfkf%ZC;gU_gn$mArUc5yLoc z)(ru|rmw+3yu8V~utB`x%I!;d+5$h+D6(r{by=pj$0c4lUrSDI9Aa?tY_Vj+LWJ-o{fPx z*V^%Oa2y}gNvi0ScZo4<45t^Cj6ta-8jNvqz}7O-T{>z_cRb@1PY^u$p{8+`5)oT)Mpv#2}rT*p4LcWkRkU% z7Aj^Ie%W_SmXpezuJNr&f>;o|^K7!}C_d1_%yE8vj$>FrsGB|qVmoa1a+}WSB$~Z7 zET@(a$P%N=*ud#t31V~*tU6AFUBmtTS5WG1Oy4?QhB6$}0VmPWy9nJ$dl{lR2n{|E z%m(*Qe9ye(qGj}8+a)gF9@4;c${Ev^cmw=lBN!v+CVWAU%T^#7HBdJEflY#`h+OjY zF5=86B<)7s^|V^U!jNsUSonc3hFf)xJY+i zcDuqAY-AqN7z=<}wZaZvl&oIp>QOkSlPDDqBAUXt$E9!V6V0;~Mx_ha>UmWV)@2)| zX_*k#7Z|o`K+=z8`kc4)a9JFO6I5!uWAiwK3X6|;zafxWE*0BT6{W%ZrVWVsm7d); z5Vwcwy5B9Aw;Y_}-u;B?EkQIR#lwm~!Wq0jfcLy^47;r&u+T7}K4uf7m%%4?dNt6S z6^jzygC9qUO{g`bzSsypBl0jTG*gO-k9Tm0i6>$mKTc2yP17igV;VWy9SniPWrcjt zX`Iouyiprhl03Y||{rfO-3C`K`K(*W#@e^k&yi&`Ud` zOlPNiQW?d4mhUA$VNE%Ft{A-{UuFvMDrjM^OB3zh_ULbb`|ZJs7vlvZ=t0#)V%7V0&Gk*c_W zMxKd8>0%r4B%Tz1ZGYdA|1MCa7W1h^c-UmtETyf%N$I?is;NCsyYmBFsO&aUiRUHg zIRBgXBAKbtT=0JrzV6UcV+(jKYb}}(JSl~^>R%hIRZCUUK_gA>}mGSY9 zGoZDu`P9`>iny-!o&ztT+Ey7&Gh|}Tv@-C7Z!_8p;nSafGZam%*^jA4Zji;cb)O!x zbD-kt^*CN87+wC$-jOX3>*-2UnRcmI5a zGFPz;0sw#j_rLmQ_W$pn)qk^R*${sFXGdg)eo^9y#-wIP8+5_Ve9%=ki^Y~ti74_Y z2vH~!Q+5cjYy0cFo3v|*i3e%DO?cc;Kw$uJ9=>kwUFWxPyuL3jNsaslp(@E_(r*Zb zlT2vVJdr%QxkL1Ysf(ls`8vLAy`MinSW@beTAzLb;wd>ICC)DtvT0MMjW}eR(@WRq z=M>+UjEc}$hC9=(@qufi{cs=OXBD-!0CTu==p}?bN)_2*f+AZ?@BOLqG z5(kW}%oC2lO@nThYQ7&{fbmKsZAMCGwXLkc!4YUP5M?`%0ld!`S(hRXEJ~DJj;~9j z*p5<@id*9Loy&V2nnazcQYChsb*;uLM2Hi>2bs&S%XQ^bky(@J;`Ai&vMXbaUs*LG z&a>a{y|R*I#Egal%!wV9nFXda4aEWtXa6OJ5Z}!Y#Np~Xmxak;dQW6Y{q3mVaDfD| zLZ|ef?A=sb8A!bVLC%Q4nbdGPAU9oPc0RF8?ZXZh4Vgj`OZZKfn3+TXg33`#>2LSa zchDQv??djR{?`FG1EoaB?jy`~|`keD# z@dM>M4S&Ml)FE9UNvM}-q}`}c(+P!j*Hnrv5Zj@6k$n$8^6rmAA@O-qMW?610XJ~N zY+*VsEvap1NR}7#bc8-2n1-`w1lR zeYY5U{-xMInq-u{I>`BKEAoC@EjK_b2gBsE)Va8kkn9}I@4He$2%u7sZiMPwr&211 zP#e_bTEz-r)%lybovVY7x{RBa#rk@uR)E#~ysDXFKTaZyqJJ_v&7(g&7^u(*=^H-C zsno-XlI$@0=Jxb)6~{keY8=j|77s(8ae#|yIX3!wL?#MdK-$?}a_^<$a$g_0xcZBk z%m#J)7nmuaG?f4^i=H*LGm;FesL{m49&+_aZ9Gz=Y+B}}lj_KADn$wyaH5L*g zA92;i5Bb0n#s2oA7L;wJpqyMWMa{PZe)V+w^l1TjFmru~{2T-k7A-$wh zZMhL_+2N}{!YrEV;r(P5EhYK$F#lLzZAnva->`nR!M;Jh5k5|m(Jd)?(z+7^wn@sA z;U?zoc)HZ*?S%WP2vTt4H8&eQwSbA7d!gOh=KJS$DNKE6WJ5pq-^E2=_t$3>{J) zL3kd6n9V-)NO&l^PI6DOBoD@8aUQm}F_K0|UGFbayo2e7Ea?9k-FJ}s?$};Szzor{ zkI-&`8MQJ40ONT1*3b*LADp#SDW8)Ada`b9c72fi+>2+<8rM@=cy4%RFm)VQlwOf~pYlqw0XWAMD8Y(@;j^8^(8fBBjEquFfT~7Ge z_6t<970uFS!~WK+G6zF7ltJaT9c zU2$`V;9f$+4>8VWj1u=gAGuWmsUIVU-qaEsIdZFn`}6Yw)M`+`v*TYJtB_nT8ZNE*@`+UOmW}q z>dYj4RiwM0JuYI;q?7G4F6!*_Bbw$|BLwZ;qcCH z%D4M_E9`n~&i<~&$o_UYu8Jc6A35yd>^SSSHd>1n@0g?qQ)q!`s;5DJP{NM^96Z@3 z@Lyh=uR|^R_-E0V1FDP|8!UaNv^vmF#bAf4uBnB2+h_51e&(z_p|;tke|k4EIL3AC0()gch%MSPn=Efd#!zVpZeE+ z=&dH(^;ebsNI7i0un#ORnxa9yjUlXxYKJ~lwuDFFPv>ZGcs$z!PHW`8vIg^KvB9n3 zn~^jucCit!Kd2VkFh@%jUj)Ja$*z3>5VSpQQ&7Wbc{AeY_~#nRY`61VEv4=XL1Jb7Q-}&=6p7vuU_MRiM={RgE$C_P$!e^mt&@ zzvVm74-%}KAS#rLmn-q$$(*An^JH?SCu&9~?u=j3?lczk#-vxk^|W-MKRS0JO}mQY z4*nxS_lLmX&-Itd?+%lO-9GmMSQuUtDTB;rduKUAl&*&+>*b#CyHRiw7MD;%KIq<1 z$+n_$yGk5yCQ!BUKn6I&@Ah^><~HBD0mu$YVhvzL&Iiz3pW*DmTe*0&rV9p@_mj}G z>g^J-8zt{vC!KEPcfv38cw`9p-^N_{*vmJB9uHYp3c3f z`bsRu7j}K{iT5!9 zu>6^9sT7R^j}rCGxr>{3@$ChCw!r=+v)|IUk-Qo3D|3Pb`8seI2^MdsrC@o$`5loY zNil4p8Q%36M!S9HWH_Hwx|=aG1PUE^fvUW1=BED-QOA20}bb8ZeG8%&6Mc}9b{gr$BI0rdog;UCmr#4T+bm3q%{;Wl8q z@X&*hOdg1rJ9ko5pG(h)=KY9*9^snWDEWyjz(|9&vuK6Sp!?G6^#wdm5*ZzX;Ea*E zN)TvHn#pN&hX(KlN)+By91%2yuT!8?@}NGiDnJaJRk#5hobnazHOW z;X3Gt%wfGZx_Jk|5<$3UxNN7Kf6>Ni5dmmOS7d5wN@amRSq>R58rKuJF~s6yWa?<) zpa5+I*6e|zBJ1jVMVs#H)RU-ljv5!dFv0@}f*1!4Vbq#eLad<3ct@);*n1l)$&U%v zn-px<-u)wiV!o=)+i*?hEru$>%jnpJhMS97;Y0DlXa4(E@wV{snL2vcjnn>txu!>v zt9d~j(80iM?NKd1YC;8`+#p!gG0M<^EkNP|1g;h+06>UnVg{RaurPcZ*{S4z^-wP& zo&N2lP{3y&7!0E|A(ZQ@fuPw4#~l+96nUPlmdQbXH{V&=`)s44tzt-CDFhA&25Z%E zws5my4THsL_6e4UICEl-?br3;m|x>$Ylqt4+}Wyl16T&|REl76EVp$DVbCnL&^$Zj z+U^oUgo>oK7hDO6YG&h(wXT!m7&9OXas%d8kztst-W$B8QmfkX49q zR0F0dCTGQt>7 zrb#_u;bU-l;t2&`lYQ#~4aA4(*aJEcDUc2Dt^;^=g&*i`3Qod1SBT)f0chN->-_`O zxH4!xye^=qHldW*aFBw)x;|Eo>d3I>e-_e}JcbA8R$Uc8w8K2Gv!)MpGZ)~B8-kV> zEOJeSpk{M1paeeVE66}=Lki^wGf{28Jw(`AxtVb1icZ2~Cp>h7OmJXAY~D3MgfQld zON=)_{7eRi^D=cn*D#JNFr{2%V!Vt^CQl-hw>EHW?d41O$1^yK0b5ly-5+EVtRisE zws3k)Grmzlj0O7xCO1pfy$VZb`5cDb52LjjhTN4(*yA3nx}r(D5ND7UB*R+_O_E2P z_bzk+R9;5Wo~sGXRze6E2}z~l5jLP5q{U|;;IPZWJqzV7gpn$%P6|E>0fb!vpJ&0O z`mhXkI)>X(p)ld|218p7-o)qw?r8|wEMV$rP>_t~iOgZaqI9cC4KPm9;|&L3!0j?Y zGaC4A=QsI>2D^KozCsa(CGbGxrGBxp0zlT|Fz1+YGarwqQF!@qy&B1@8bBF9J~nV6 zpwwUu$kBD3cTT3%6(UlIDxExt{G1FCuLQM+oUCIDLOyd+;U^gA7AZgg^jPm5A}45D z$pe;w>D%B^x%GD6!g{%^%vwqT?#lyK0Is_Pa>%4n>j$VMDFsxiWd~SB*vq)x4LNr*`WLYBaa2oRBrXv?zclXg?{yJYr;{oL&J zb7L%%;9xL*R#yIn`*PMd5J5KZQ;u%2d27TZIrk`%p+;X_iw1|0?8wLY`ZSaBD zkR1uf--rv{NTXh2rANBdw_SLJ*i;s+?GE6!abtlkd91(c)F2&7&BXo^xZpSk7R4>- z8jag|A(+*J;rIZsLY0Bv*|=m9%Go*i4y*wKaHQIEPuNnHY=2zL6uII{I;G?oUAndO zSp^*zgFI{J)l5f_;X#-)ti2sclsuzDVo}?35yW|i>j9u4DuWZb!3KoSn2AioSWSOF z_h8ny@J31zR-&|kt2kcR5wtP%7KK(RpJhBs1j})y{#BKe2+9PqH@VbZnoY6Z86>4i zR{lEB4JCvPtAb0MPPIaP3Zsg!LQ`rYGA}J6%MMfyG8e;Qy`nf#5UxnyC8vc@(bKZ2 z61Xbl6S3tr#o`}5?MLpPou{^hISX@%Y{xM$Bwci*SpKu#sOn5X%H}B~?SqvplVGaZ zW|W|E2F|e0azI>^tiJj|%*17Ey~hJ>(70f^lDx})xMSRqxpn^CO565PjLfV!HP4D_ zchfH`vK^h4@qLtFv4D!O0LEV*?fb;^|qKk$-wk&l94K75jm(3Y>HrT zk(5046DSCt06K4ez$RKv5p;(xXGc(?l#|*7nS@u!1WDbr26S*Juoxi7b$)IY(e&OP zl@7EnU_k4gjl)pXx!9b83q?V7Jl>!>4~H(p&b6FzP{?Ru72kouZ55%d_I(9-gxj}; z?IpE?(w1=Y&cYC|8CbE!fHfF$LHD2F3hY+bf;XaX%C$MD8Q4?uCRR#K@D-{|MD`Pj z$!EE}i$o8v{LsbK(VRk-i`r&#nC@Dkt9)KoIBY?&(N6bd<@S3>8L~XjcH$eFqdfSESdwZGU z34c{YlX^T;KQeC66)ch5MkR@XyM^_{5QOK=psOfjTqAph4vX1u>-J0B14rkd;4kz3lb?!2B^Q4pNrw)xmjxWvH z;t$b_1XTyQ>E5CU%rr-bnQOWPVw!Rw&}5L+fm=9m^4SbjQ$ZM^9BB__jS6wy^AL>g zx>qe?o*tr&2S}S9Q-PY+_P7PrTiCjn^Dte}yWS|}m13!hsk^6KZAn6IswQ9)@ zMr_yo3)y7SVb+4vL`aIViDUs9Gdu9X6Oe%!EZ6Y{yq|^ zyriyxythO4x#ExB5jp##-Ho0;AUswvNvFjj#kHJ)>HQN6ot}f(0(23AisHk4mwy8; z`Cm*jUewchQc^n^?ggL zIYC3tbVo1r&TxtSGD%mhi}_5e6JD=Z=$yu^&pU(qB`EhEmqQJA7z?pZ zZ;%r8jtJ+tdlZY_zBuQwUkn#=-sI0M=z6_FQ(RD@-%I5-o+fq%8~7g~Y4Qeuv5boc z?`K^1{i|Kx{wDoc@aa@Uo|w@VLr}0W5*m?V1Xg`ZC5++_0Dzg3l^>0Z9Y!Ji?eHO?Y|I1lBv4?N|O1t0;8Y${zglCMN)ARt)b6AU4 zkK+mBd^8Ux!#jmvSzXA>-4hSuULac;>E1?464S^42nQ7~d9gf`MXtO}po53A!>-Kt zbuH-waoh3@u_LLp7fR8m*tTtQVb^G`$8N6S@nGPgkTdi#wJWk`&oSye-~urr@3!1- z+bI}`mmE#ShWm>jr)6SCB_oFt7xWh-9C@?u`c5D;^8m#5a6k~<2UVYtQ~85DD;G@C zBI2}#!WW<^ILqCLrIA`C(i#}m$wUqWCQ7(i#dF7mLM;om47nO^`=-WA?@!g=kt*Q! z;(nePG;7hTE<1$HXeX|`>==UOm z-D7;5neIRYfZtp=sJ6%Ku8ZdkD|ZujoS^fr8TaCfq0NM`IJ)C{MPQp!iZYTv$`(mRxQg_&WQ zmz6Phf;g0n)#(I%d$V#*HRk+TBi^@*gbH{GN9?yO|Jbp-B7FVsidYpjL zGxL1J4=m#~E}`N6GDy(CCZiTDv`0?tv|>KiN&pAQp>`5zk+e*Qb8f`LRFcnpT{sBb zlja}A0cXakjrro7PN|uQ8pwA8aR5=@?wvL@84&Q_jx*kSbycmC7@nW2x3{+Mc-J80qX6Sq(o6?_@ zZ)*QgFs4z7uz*WGg3;r5*a-`V#f8PxgTk_or>Yv_8{`gKChHZKQ?+l9=8ok3IrHM< z;i9{Wdm+I&T?@ode~d?pEo5i%&SqR(N@SwbPkbVJ<$dsiW)6m-+-)N|5ziY?0n1fX zgYd)zu6M1fLlvgHgSv!roMz74nn`jTt0go~g`wr#R&7p>@t#a?P^W0w8K*(h3t{|~ ztcngfbK>2P1L{=;aib&ZTOuKS2YG;`NV-w*QnEmSON~mAqg2@mQ8Ou4K=hDEKO*T4 z$qP>Dl54V}nr)Y3bcHQIa-@lFS&#Swv{trFkduKDR>n*Xr{bl=i<96(Ul!V@;Q5C< zq;yJADaNxfM}`e}UXfH*v^Eq?UCy_dz-xv)9JZT^6pl?Q(*6ts!~;1A8an4?JE#^< z;-_e{e{2dp^o2AdNLH3YqNsuesiA9^h<;2@(gWoA@eMREm0H zAhUl;ReE(ilic!zI`?rwx7|_o+RodBY$HUh+D*C&}jNcbH2fBmHK9Ars;}E+?v|yncPW zQpd44qS#9owf;emr#X+oRAga3{`kWAgJbgMfmuPF08T^x{Ex94+?Bndz36Y8R3W(g z*W@=hR1}QWk?57D>uJt~oQipku%1RHCBw9>Fw}YRmGpWc-3w`NG%0rSJ*Lx*cOUtz zj3v;7GphdW)sn0t%p3_P;1ZIaW>Ed&aSiY@)9STE8tx%!1_P*qZ8d78a9DvT_JxLv zFfRXNKyQ0BEOoierowckwUT)ijWWHbf|SMfSYR|+{^S`|x^5pk3l-^L4I1_MPO`c0 zU?!1M!q6=kq1^=m$o~kAEJvVJK>m6-$aTjQ!4Ce7s=97>wGy?Y%~FsQEoF1`Y75N3 z28bLb9R(=pI2w6Vbv49nYGEAe!Z%7h-?POv& z4eTW%7HnRCS8XiGM&D zPnF_$rQ&ElAUwcHR~X5Xj~5R&+KEq7zka0xi$!1ii)4F5t`FSfrK7NYE{;*jk(vkk z4|ccLPZim-OTr9Y5drWB;6nl*zH!EPG!}j2C;uJ^9!Esf#iq$z98%<77|8=G8nR)YcqcKZ6WMd6a6o5NtbXy}|e+?CL zYa+q2&Gnm?c3w?im$+9@v_IPtsGW5gOl2c3u0`@HmGvbb0>sUtumYF2ils{+$REq* zr~MJq-xw~*To|JE`|6e1%&Y5V>NbDWtK|(KmJNyMok~JSElAmn(^N8e>P?6OM&l0{66xV{(zUDo+Ape-b)Ovhvrz z0-}_4L+UBHl*NNs79ys*O1Og5^kHULmc}`P5qPZJN%-r~{+?w);b0PB?!Ep8=cIR& zVhUK;+H7{w|6(l#4=y83z74y(GCsNI4&XWFj!B#WwN~Wg@?;s*!??Vs46>V&)-1BH zwu`Z)bCRk8=UKIXj}Sq^ckxq@VnySKlyc)4>-l4deO@5jeo$W2+I#L+f;?d3dmVDx zlS!=!B?gYa+ndosY3wxak>I&as?KDU%~DhDGVg2@@t_PGuYR_Pbgy^lf(oFM>Bl`+EmFr%V9zH9I}g*=9$6j^Y(oTKlb>V&_59Et#b11w; zm1*d{6*=$jDG}jNrUIL?8eW&_<>rVT%bWJe_ml~|d^8TVg(3T~E^W$~sjjNvAC4?b;{ue?8%tSo3lRv+fVB?=f8Va>qK` ziEKUYIUxmdf&_do#Jz?e7GMWABoHR^1%hF*g}waoVxme3o0Da=H^qFhtbV$skVPB8hY^ zU?D$JJig^9YnvuNi(~-vHBJs?g{0RfE}TBgE+MLu*pW$yVhMepiI>_H`~&_mkx+yP zx_UPl(xK`0vAKq*(^Q2=#r4SKqnqXvaOQVt;Gt5>4za zfc%Zqo1{d6akqHWs3@^75+SZLRQ3{76RB{>ius_zqn0UJt-{5g8d0oOEQ?l=b};t! z7vU>tG>^H$0&6pHr9bjW`<=~ev5o&^>zUT09O0ey=oS!^$ayr`oWy8sF33PsHoepV zIrb3ifbS!$p9+I-Gt`a3-krJ%Fy@@pFmP_q|Kf!W-|+X1_2l6$4Zs*2w{?Gcu~6Uw z-A6kVl?YM#Ic98Wm>wPztB{ccA?O;t#Q*VKr=-D`AN||uHh7lszJ}56wCTt$w?$U4 z)Y05yEvkYDnE{Qg5dlOofoy^}A_bMJfXnI7gz{CG@j@3YpERUK)LYUy9*5skD6m_1 zAH0`*dgz3$FIg=YbW)NgC=(%Qz#31enKtK*DxWd9nLy`j<8lH`ZT<&MA6A{B z^qij5fzqsWh|HNklXXXL=ql`# zO)7VcX&UMq>)GX*_Bc&;x~l9SK#vFni_99~CWnWe`vwRdu|6?m)s8m;64^ z3-QFKBo1j$$xuHYlCV3^Nav`>8(~(WlS89c%Vd#o|04vjQH$-VjQQ`Q=ExWdz0PUF zkIa4Z_8*8f4xcRo{=$HOHdWQF}_UrNbw0=ICt-r0t_wVVfcJ1zUeyr0zho2`wzL*z#Ac6r4#s0W-UKt$Fn*9d zn$V0c-Di5#@}xFd@aE=3x>HsE_ApC@nMKCcUMn=Ju}1aH+~5N>K_3RSpURZ%i`*4l zu!JYea`6lA9XlzKKT}0Ia4|N^2+@P%l{LcQoAkV2RFgiHMWI)bp&mXtF(CMRuOZ0+PF z(uVxL`~TJ#CUth#xuQFvg#>Cw3qaG5LmNPkP`)B)1-aMjM;@F>>Td_a$<8f8tOY?p zWS#Or4x5O!ys`R%rGC8fO#I^zL`0h59iRqRP_#1sWb01F20}s%TMJs>n_ewYH^569 zzdMh?7ZHrzi}mNQwZH5W-bJJm1%)bZbSbkpFhLd#Q0Kch@f6V+xB*C0xBz{YWj;^y zBsn6z9TGzFlztwHd9-kQmNmFpg3RGB(>D(GiY~)A!rNL~;E@V!HtZ~G(28h6<$4p8 z{q>x<%8lR$x+YKL@I|)P`bHK2KiTP~t*6$T^uO43c&n-OqVH0*_Yd%|0qR@dI2c0; zL+Z1*htF~?{gi!ytS%KU9l@6}(jWaNEO+;x+8v&Q()0k}5gI1!D#=_&j{HCaN7u>Z zQwo50vrC-B6nK!!hm3WlkwEpuI52dR=8q6gt{#%fHi9PLwz~Qw4@Iw21~fX%ZBZSy z9v~WwNj|6(2=Wt}=gl;+eqX;pF%xVnP37;rNbFLRQ4W!GhR^ICb&N$8rYQ*|alSTC zz#E}{3A2Vu(VJFXiAX<0g-~QPODtT$#*>WFL=s-O{YJK*ksA!0nap@%`W3iLQW2da zCJl90(@YYo7`6RFwbf?-CQvY@3r=LGg!D})e=zITwd&f$6we4hkH%vN`6ei0RW&=Q z=_MV}PWG4+l~B2)1ON-|fzRhQZ|_TpM7i@!@|v+X8jse`r9!=v%gfC`Dn5^D8|_og zV@Rs`#5gUoBx&j#0i^iCeRtEDO(#>oOT?Tym-z_tpO?gf9m>jtGY{l>M9pml2Vv>l z-Mf^>NdS*{Q8|0-)?n5Me-e#9ebH`aT*1@idxQs5qHB{bPNI~>J&%^8N25Qk8>m}w zlj4)xiYj3v0jkxTFB^3?Hjrva*w8Sv4>?n523W~UG#v#2xV+;}0~n_k=iLVs4&hlX zu9so}IKIzNkWW_XqJ5BmL19zd(9az6He*r;rQAOhP#F^#Vg#`av2^@KrIvD=AgCKz zwz}~-OfN3xa`&!%HP^uyFQ$eU%`dp2M2Yt!Rn}6l0O`gTiNZ$e+1!j0fq}`*2>5gf*okv*LlB5IU@*>9ZuA4yk4O-$Qtn* zVD?8A^^D=ib_SY@mI#6aTOMA36WKWw2QTW&tS#g!=z+5MCd(5ZRGRLl8K}GqM1T)i zL&!MTSaA#ZP6c4ZNk%&8z&(JoYwv^7Q46!do0i0-S+XC{v{A0W(z0^7k)|*SV3a0+ zC6!?=v9qHA;x_dVk@|`(O)cbS=^s*~#35EXYE5Km(C@-^e&nelZk$D-Gps3r-#{Kqsdt4E_kqTfKb7^4xTCwE^OimCH&WF7uh~C zJKK62IG3)E!PRf10|5#8wjHmqNTPG(Qzp$tn~{OyjzUX9tp{c~Um&G24PYAfy#CXo zNj5Ec(_BGscdwkx9Ws1s`4YeGnS=<4geJe%42$0e@GLOSF%xDWQFE?4z|7~LSyWMs zmfd_NGUE#OEkFcji%;FVqFB!na!&ad7>z#4-KRq%Q~8sAwD8pJ6d^}_G|&bzOCU!; zMKZJ=^MR=%t!Lxd49k`P*ll`{3d|%jY>EtZrxQ+$74iN}4ao$gSuXrExmO}dpKjJlNevw?CG|7P zg5N)PRWAlq#!P@n} zT`Ydi5BpV|rD{t=f*H7C&=C1{48HK2qUUPCXjQbz2MpXkPFRpSjsYNM4xIJtIr>II z${jw&7h!}$5zxiqUpyF|eU=R#e-4ksQ$;cz&;i7i%-3h1k(*R+LhBuQ4$x4NhU_#~=$jHK=P01<;bXYm$MJd)4 zS<{{k7BL)HBN{%MqH@>cb?}EF=O{>m5BRA z6{gToEO6y2!Vv3X0h~e;A-XsJMzJ$>H<&L0^|v;(HE5SXP^sj_>?_YaL|*PNswbXv znxg?vR9-V@1<}b2>DYI}5Um1C>YBu30mRxYgHtkNpa)FV!oFzSvvrR$0bir%!H9(r zTLaKazj$F7y>@z@Qkq$c5Ve_z8ZV1s^;8_2E6)DEpHy}ljGH);2=SS9t5aMM4}r&U zNJ`@CxhaqQWTqdb`>*o_xygW>BxsAH;GCqj68{nThGT7CB<{FVMr-r-?P4M#$*SU7 z1B!;T03BUFE3Ytt_!YWr$0Ivj)k0RXkvGn=akJsQhr#Bm7D(7~?cKTGLydH`EKyT_vJQoBGIfZV6N{K?TIH<+M$ zKm=Fxw3xQkw3v#PkQ9ApQHQ<7XHv3@>Ff?!B%G3}Du#j%5xVAeIg?1Tid@-2cMYoh zO14QHmtxz)?5!VNP@Dq;egrCFHwCbxuK9CV^P3#Wkv(6!de4)bL)994@ftcglvT5}CnF+TV0G z{d2mOBkSERC#NAz51`X#RZ~TRHIzY@Ro95bg!f4dmchHPBP)0|10_spyoxG%y3ur; zXyvsz1IfiWHR>#>S<$VM*B*b*KNB1vHN!!q=&NxGu<7rxcjceiMzyEb0!Jwtz`?$R zRqcOeym6f~dXq(LfiSTgVmJwt5~Od{P5fY(TK$o9sMUHwe$~nEcLQ%ZG=+qn0!^Oz zGJFQ6s(-*gBW(BTX!GVj9`w>l#axO?Z{Y}qgV{wNw}fW(P*A%(7yx=#X{fi@_ zbeIH|ER1;te-_)aRuXT!Kn?K^Hgs5g-Ai*&PpAhOD*swbX6EbEIo3IyhJ$|BjZ{Xv z4;J!8M?t|;sIkBMO9}5Gf=ZP$Qy%O!?9g1eaD?buWrj&5r^=hlCJiJuo&q?t(RV%9 zzSgibFNy>YL)TX3Bp`cPoOHcY7`^Z_KWd>*d3e^KG@@VN3xsWa-efHY%(1sxgEaSb zrkeCFYL^!b5IFlJ@s=xTcI8Zws5-+45Jw%#MOhTnDwifv4*1iFaX#U4yO5YFJq51o z3ZjOgrn_OIIBxvV>>Sh`(-FyeJmXdz+3hr`@5PGFq7R3RiptnMB+@R$S2Ie@;qR4J z({=iSJqq)6GZ|Yw=?LY+fsrE*793m#kp>5!O>DRU6qNf@RW6XX|5mO|0x zVFd2HnAiezYBEV0n#~e6aP}PcJmFM>hpsrW`22$~5-&H{ z%EYGY=HX+iY?uC7vEpnK44vHJSGAGzr)yY0egZKDzwlH1C*%gbO3e zN$os(7KBpKcvK$4bh6R9&kKn@Zc0aiKpfSzpzfoHLD$=`N#E zYC5es_^*ly@<``l>5)F%xKrOKiRFR>rpiN_3_>T05T{?NKmn#hW(T?Q`GRbg)^jhd zHr49Eh1eTz)S$ZL_}Et4jVU5|=Hf{e=Ys_>-4kCaQIw6MU>^~<^PuBq21t}}7IkM` zRqr;4RVJBrVKTVtT}<;nndan7eeDu0ffP&XnTgI(@^RQA8e1XooKt2TDm*twa~f5F z4QfuTEV(5VfOu;Er4ZqI$(YQnEudLh2cp)2-a^igQb&Qs*+iOu~9OcO%SbExbbkti@@lA zt#P7js)53XXy9O!TElJuEI)Mspz;o1QP@B=Z3O@t-HyvR;}6O9hd=0hT<)CCN;d8c zQ-54aD)5+fso=xy{@^Hb^ zd(Qhm)}aP$KtM#Wf$?;mPo)QX{$UbOGVi*L(DTM7LWBucQ^f!r?hi<}0B7S+L7~toJCv6fHjI8>x`qs6wn0?z4qf>@H&3RYcR2bb_acX%pOnW(lG4>1G}2#!Z?; z0^#6TtG_6KCAFqi`#YkSn&q2JC!UjolZd)rU_U z4@z(mi1sdc3iY{GKk7#M+>7`Cpay(!vI z>iqU2Z<9MpKW*rSs~!$b5)a+e3*N(ezRiF|JNQ91?^ppWp|^=8Rg+EMrCe39#qR}c zN26ka)P{0Mca;6BBW@DPir0EW+-HxX?wvM8?8_lLx9x@KUNaM>>CsLyZQAid3vCI{ zWNEdHRcV`-rn+DQ!@oVv$tV(|mnTiq*|O*4a_SE7RO^n77&3Uy_$Rb=#v}hQ z=*V6!E4|Vs>c~!>>@rC(rYQ+fwl zYV?b1&4&DYp))LX2)o+vW)We3H;88V+05Hajmy*`V_P)G6lzVtzPHipf=PqI7vQ0X61woLKS8b#8_$*YU|O zC#RbN=eZbE;+Tn{e?{H)O)3Rl0p7;gc6P=EDZlq?S0iQ?Y7uZe)h^akQoR>X(pYJ=>HerF9J+st59zF zl#CunGmKi6po&9>S+~A=ej(v5Io5Jp914)Z^ZQ%m{9bXNJ+3qaj78m&C8D_)51?At zsW2`1bn@ftgV&qchxPmLvh@6o?|xh0P+HRa3#_E-hJ-q&TFjzbzc%?nvS5~JhK`PY zUOX-WYZ0Q#yC)2#M+@XOfBTzuF$H!k!E}qR`elmd$v*M+ggVe6GEP9B(RfCtc#VdF zUeZlGDwQK5tzwa}L>8n&9Uj$ys;u)@y8&75kcGZ!$qxw#r#yB7U#s0xP2d72e>Lwylzuf)|+COf;y|RLBS3FC*%GuC?F*2z{vE>{tn-ox>6suhJeB61KeZSj$ zIph8_i8FlcHGFiN904R>q*N_!gbhu_cap}nYy><-6C{Tdt-33xxDb#3I(&6X4`Hv3 zZU5|)H8cUY1K~nYgE4&>C2kTm%U3@5Z(b738&;2pLo+LQ^B7Ji4nj{>Tw~5I5xOfR zMPo@9!v=6@D|3uin%ubM3PCNi7HzqD*)mw2FH0YhAlSw^;Z?AMLwTr^uF5Y;ToWNb zKObffpGt;mgiko{2oe{PywrJO^IC&v8p(**NyM8E*y11`PEfUqeb*kXr*o*ORlf8jmx8EaJ5K3%H%# zRFm3JWL>%xboEN%P^+3w2)c(PI6kzRw*Pi8>Ag8=qH;tGmgl3oMiH|S;Ske0Jhjpo zo+D(YAyI@?S6a$!XkC6NkFaSsA15<4zZS}3gY9~hmmrS;`_9IDVeVcem9^J)?G z8!asa<#t)_^9xJhCs5%D9s*h)veH9R;cHErOS>lYYZ%q_`$_p~S_%Ou%uh`wBX)-U znJ>-yWR<;Wv==Cbvzmq}v?<<#GtswnZ6Nnjt#6~pj z&Y?hiu8@CJyh${ln8O}(vYPw$k}C$CVtpgJU2-CwZ*xP7BU{Hh`OSg!Nbb{cJ>lJf zJfM24VbSeDGtssZtO&CezqJ3PnuV~Qh2HeFO`papCLo+FD|(nnNc{wr*Iu=O0g8hI z&(ldkJtn^*4gG!%Ce#!%#|NIknnuA^;mTbP`@XQzG+nC#5)XTeVyUg2f6sQ4!Q;Z) z|49J-VVavZ`ZxZvaQ@o}Wc<$vT+zI=+wMU9>6agbQy2*QTZXyE)Y$8AZL%iO1i1>= z^gWqafw`JQk&rU3Tr8kpT)#$s?k*uoJUihQ^dfIKkTx;=?`rwpC;Wc(cbvr#UI@Fg z=~0gX=QU$O2zAoNare{f)z4w`^Zl^AnP1nxuj}(N-QC7=3FP)E+|bf&&Rg30al@iT zt2V6qT;Y6_!sGFD_AJrFOV5Jr!RTLtk0KuT#-xW2lTxQ+Qgg^s9}%`s@AU#(kT^O& zqgxu(v}VWgCWQAcwGB-7x&?FUy-Ln28WD1qcBwawN+v3%iF2MPRZU23OJoN``k*0$ z3s_$47lJHS_lrEtH1U0lmJ~G@+26v9MxE$EsmHHt{u}_Y=0Zu&q!1o~N+rG|_+bT7(JWrk#bZeQKN&L;1`P5l z9=~ZqW~LL#fbz#cST$37O{pMgv!2D;ZD3kL}&ioQ3jq*>{`#CJenN+d7*eiD2!GW(b(Z@Z1$7Yluwv63!iP>7l zDOe&Nm7?Ez*l|8W%~}#+!{h)8xv<~o^Ji6C%u;xn>%(@H?P}*!@Wn!o1;~mY^{SYH z4VgQ{pOEbmG9x_@B@m~yu8d^ttv#Lp~s`Ia^ z@IPS5a*^?K;3)D1$oe^u&qrxXp|#N{|D?pM=k1yG|3T`DiVleckK_s6-=KJnj#;77 z*3r38v2+t%RlwNBfF|2A>X(}CqsZI{TSnZ<78wto{As(hr4wmM%#PEv3D=u=-~|1c zNo#EEdH{iai&#Gyz23R4s4DgE^m`pYJ-K+a&rZ+YyJ4f>v$MlC>eox7C$8SPwGxi< zvo=N*wOczo47u)HTA%0#=Qt2_-iHMV8v8t7{cH|@pbY(lF*M*~-$=p^h(1{O zmo$FLlmn_dDZJb-g|uXjpaEIJ`eSsH{jV-^WB2szGr$>f7u(__O~6>zDa;MaZR0D{ zWzP}C*rLt0*BX1Zt;!VR2%1ju2*#!ev^{hT(^#TG!~q6)B_j%({QH&v7c^9oDAW*1 zJjo3*AEyz+K~-`!OMul5;K5qLT*Kx-2muhj^h8bMWFf0yXr~wxWXTa*Gp;+ql*5f5 z&oE9OrQ<0Ikae7Ux92oEbbiaPBvYOUF~}F0C)_uE&Y78f91d=f2_|Pl~Xy3A8L4+qUi8*tTukwr$(ClN;N%ZQD-f zPR)FosaMtg8_wy|d#}Zs&OHj2{Vlt5%3Tj4(al;%Y&-{9?c?41f!{AAX3E``}tz-Xfe~@~rQ>V6?sSh}@ zT&eY~`4)cM=xoA+NhbZVc4cAK4vu_0skN-L5DjrNlPjpZV@jc_uUftGlAmM zEB)CBkD!G>7vAU}8ljKyN`^3@jr1TvfdxY81zzk(PHrEBAzlF+OJXifs{?R_yca+bQ=L@1QwICi?mcY7{id0iuWNw-FKauD%PC2s@sieIH@&=GxS zyi-Cr4K#baPBd_*hlNq#=fp*zH(3xA&784}2RmlL#lC?Uvf`(8EKNi(b&r<2j&Vu&)a$o_tvN@l`Wvv)JKpDNd>EC_~Z9! z%G@^KL(Ll~o(5c2m)z_M6|@3`Um@`py=y5)i<`LX9&qaV+m;u-lrE<#;{_90cN!o? zxRhuFUZA(bSx7N~gdGYGECsWq&`O+yNJY(HUH1`KJ|M`3i<>%|zHTNue(a>|KP)$; zWu}=qU0K>T+3hNgmBL(Vu2aaxih~xv2|qJ6GWgwz4=pQun|sD_VAY+5g(5WYe84Bi zR#SFHJUAs9FE{Qnty~d?kb$%!hmy7?{RK}tucp-#lB(h+VVv5_&YO%QgBM5>;%{%5 zPXeh|0s;~(5h=@&mf9$tqe*Prr`0Z#YuQJ291Izw!FkSIa-PQKQ0u0y z{TCM?WFxKwDmcGbtzB1GJB*&{2n;&L{z74=#<$}YxN9!bdjQ7>Z4&Ctf2uz>nx~}5 z>Js~Ce1_bp%CpLUFS@) z=Sfm$F}9dth^SgNnlXJx>*-PxoYf*2dlJq$j6QY}&=}h&&i4$VJ*2i@Z&Nj_0<*~? z+I8S6T1*+2*9dt~k)h*#EX!E%0luElY6lfFMpnYvXZPL$| zJ>(HN!zKB4#X5G#?SD;GOL?zRXl;;ZTo+b@*CiPk5Ea_2Y_4mUxrC*0o0J-JR#EfQ z{ACJg1uovvW&^Z4`-@!I^Bk~U-0ZZL2VZKF1MZ3=r+i;iWiMAYaJSjkc{(MP5mhwH zbToaSk8RCv@D?pm{@EXpEJHB9jR>75a6Iwiz#A0Xyza!&MmA5%WMVP)V@I2*!ktoP z>~E{eBZy)=0{@oqk1Hfj$%My?2G6;S%Dd{S$2WHbxCKMAthhkE>x55U04!cP%|W2J zw_H~Q5U`W&xa8C&f+_w&qX00xQ!r%fDNQW&X7161MVIhZt&HQkkj_`msqNyt>f5+> zG^+At0B&ZUZ-4XDysP`*-2WPW{l7FFsUWoPFCqZInA(3@O8@-NQhKa?>A1=M-)Xu4 zmu1y)lWlQ{p5bxjjhkHe)ePC;n~5vA@L=I+N=2c-)a8nrjn%c)P4e|yfPCSIWa0Nj zXVc261vCg8oZL${I0BuocL$_K@Py(&u{(I|*EfL33Fx1HuzGpku5Z#-&inIrzt0bL zYkj-BKI`Q8n)qb|y-R-?X<`;y!2=W*A7#y0vzpDiU9+RPX4cm=P7_XW(j`s}Ghx+C zCH*)ToVIOWi;?A&cpkZr{?>(S_HN_Nu?BwL{tT@R3scN=`IA@3+rj@~0n)2(@*v6B{_W-`_ZKgiP94Ha_~6`!lpS)=RQ&B3qKhF0o*Ajt&_f2`rKWJ*Of=&Z+Re^L3m=c8&C2;9=Eh>bya8 zNG0_y-XYVzt>-F8`AUg~SVi5%bpT6t)~!SA#=)ZhS{cHRqjlAUc$qZ`1wV0xK3OGM z(y@KcUm*@^XM4vdGz#=&aCz2G%eU?8xo#4E)vsI2_s!8qEB$4^`+H6y;)iWFUfRIq zaP9TE_J`{aO`A^5)Ou84-Nd|61W7DTG+{!20cd`4|IQfl7UA2L(<)_ z(&qfEc)YeqITm<0_CvS3G@Jqz6pL5x2A>4f%C$OW-dL%t(;ML`N!;-x zwo~>LOn~67U-5eiE<5jU%VIG>dt&7(0ZUq{bP+H1Bdl_3-XuiOF@=BqH3?MJ9ZYa zrwtt=Gr6D4Iub$%Xw+YaF3H%W8&kI1ICpX`*4XGQ-npys-^@tI9SJN8F&jP`e$KO) zJa4aJylSHgZSMTwL!OLnm36m+Ag;tsvpz6Fql$2!?*5Ev0m#{kO0LkDnwomb7GRnK z^%ks5PR}WUiSTw=JB=3|AZWi7AC40b+X%cln1bF=0rQk_-l+06ukb-BK)8z9tA}{e zeYCe#_GRX`GywoI7M&x;#;79}MG>)GUO_?7yoQ1zp&MS@A(SFK_IH2aIB!X;p#Da? z9PqHHMVP|rmE)En1saCSop{)q%5#1Fxbnadh()@DNo2uT8Gr7_EWm!agh`jl;)_K!lX(Fgrqn$L=;Mt-ne;e9od>LhPuCL< zCbHi)PPjt?D!~rdmLt<3NugOtA3^fCfyEBZ;6rODND9j&cgJnp^pb=4k1&Coz>y3q)!ZbrfO9u`(7zX0{eaA(!?q7OE5x zUwmN^PT-lJMQkRtl6{1IQjb4ctk^4mhfwq9c0`p_K*O$}X|M7g&rwg)6-1(+;!qKg zB99>5LxlufcP0iB74HLv)JgnMRj7}O2lQ*rSji`18vK|s2mnQTree<>-}N}qik9An zeG9#teN5{TK9N2`Nnv2if4kcv(qZ=km`9VRL<@4#i!IT#+~k%7@FSFPcdMk~29jn| zG=JLvX^^Bf(W59k|7hiUR&_nVo8tmM z%0*4xyhbGe%jTiwPC!)A7Ny+e=ei`#VvQzA!HstG3`h8FivRIUWOIt)})h=pz9S@yvN%3&b~lx4;Uo z?{j+UX#f+aERG&pH0>2FKNlapjJg(?^eg0-?qVK)T&%M{eI*_aY9_6yM>!k^tN+*0nnZ4bNApj-+eiI(1`6^`&2HEux5~Sd9{)cqP~uG1AGhWSFqRf8Lx^Y&Y|- z>hPFi#88o;t==ooLgGrDai+1-uNBO;*4g zOdRh4n(QTq={KHoX5Z1L!7Q58)LS;lFMM;9tZJSiN;sVJ?C&2v`d5NGabfi&Rl`dVd=By#}1-b?YPkmq)&eWXO zx1rSCI%j`h|A50!x@qR}N;7LVA3H6UMt=Bfd#gB7N-6Pu=oW zWcb0@l`l{I61)xKG>~EYa`iyb_S#f`g9G_dNL?3@>M_*JGWZ;Yf8Z<>2BQ(SxuD5( zrX`+SEAIs5Y?^%Tb5V7Of@LFpn_G+z?8n9T&&KJKL1|sg&>_~$>C$&8KPiCUKsfHGL!`(+Jqn(4^J;n z%OAAt#i@9(!6Rcyp%*2^kth4drgz4qasr>DU=V{bA}72#Yiz_6Dh-C@B$q^!MgR|4?k1VM_Wa9!e|J z{z+*2RSFN^mK`c&(xAOkT%BJzjwwOJ-59i6w380DU93+Qw+nF&+K#WaqmQx*yKk}XfG7V)ltN*V>ReJ@hisgG`pQeu3>@mEZn@UT9S!rlx< z(l{jNdJiJ}gr>~KGA<$Rz->D)zU86<_7W@66GeOX*lSd3@J1&tn$VT=GfP_DIhqr& zE65?`t>D!!qUPFFlIKA}L0xXXdH5n_%Nz;Y`r8A&sxuH1+nI5_-KSthQ5$x;HSIpr z>`v#4m%I5$c7^9oM`uvMX@7Hsf~jeT>g*Yom@j964JHWD1iEueQx|PjBZ{ds)}+Y4|D)7pNRmbP z;>z5Cyj%raZrZZ{i1~zkife%go>!{>NTH5-e>mIX4CAn<7me5V^m^q%np6wKl~&%Q zPa?M)p2Z;pwOR$FPu(Cp`@K0M)VNHnbkWC1`78i%2rsYzXAfwe3f%Y}pA;~dcWJli zEH#P$AbWdW(cstVL|2N=jJm}CTyg4yB`Ul1nObGjo2g_!@iLTjdyzdS znbhfKhiy>uL4OfZ*tE*?Q&R4gK48W@cz!+YIstrw&ShT(R+J=ySPfA8o|dn)%TFeI zj{ez_0;Wtf7$l@v=G*S=E!{le1Z{`I*i(=E3H1Fl0hLOx45DqNmmALXom0zY(L2y1XEw*6 z-pSI|cB8e8b2J<@KLJL#UA*Hu+u18-Ru^sl*r&S zA*OKysa0@ofos0G3u^OO2W>MMwqV7n*SEctgj{jEAPPIzx?6Pq2odx>l0$2YMM{~a*1@;wQqwcW;N_vES} zV4NkRry=yW17H`^nQL@A2jX{a>@x$x4=t>S6Tq(?a}OS-k6co&|5fgbl&b9FYrBTi zk9;K8{)gB9GEbmy26+Ow`xsscH#sr@X^H-uZg}SKbs2NE3a;hHdl|oxvz!W4(q)>r zq_0E3rUoRxC+Tz<(6cks1Ymkw5p?d*FCppeTM~fwFs&A#(&1bKSDSM!L<)Sj^tkd^ z@!m=2$-v=2DmGy)y78@mdBgO0wG*aX?^lNYQAsc6VEKi1?lEc_Z?_A$ouk*UNl3jW zlCur@z+2?q`lGg|hr7^gqZy%$F(X7~W&g=z7uFGS^x8KjrbZK&l`Rucq{zB}?g8#& z8U?rc%FQxrmt_+QitQ`I%<3_y>;LyJ2OJOgg8%g|(cJ#i#fa&DE=Jcn=e9T;|4knM z@BSr-ibSQ7*d|`vwW}6?=VtxZ<$9hnSyg0FSLl>-`-r-}o{^qio-uLY6j#$9DXR9( z9RXllHL@fzhFJQ*{=24L-xnTN`s7rDyDxobN7p{#z2I7y)LD4n-#1fthr3mDKaUr? zIzO-Hd%oS@A=QT4e!DOHAUWXgFMZU}`Q`I-&u(4~Ia$GGZd@H*-CW-hR`AmKl<>q& zMX7U9XiF|$E-pS;Vj0>x?%2af{kP9)Kse&I&jb2so=1_XjHUz0sJC|kBzk?_D`r1b zdp&MG^+7L9bd8_ycOu*|4|5HBLzF0&dK3 z`i3_gc%A)V295kr)Jfg-m)b5q2SNJ#Ao|*+gi$s%X|OeY_sfu(ZTL2m2In@mqg-u4 zcn6H{zLkX-H8pG3m)j6uRer^_>4IR!z_+Mb)Gr)QLqKHQoT=bn;G*~RS2b&Myi7Qx zTauFx+cODVzka?@;bLmEVAsZ3S*AvwAjlm?(ymkRC+WK2aCr5u2z@*IXeF^h-nwLU zZa#JnM*NG#uIsa4tUgs9E*7odD^_PVnD)~N=b&C6yiq|yKl6VA>2o1}hhZC`k#p}1fZN#kMd1zHGzb#a9rhH=pRSny;Ge07^gj$s z9fw7B4`l42%`vfNHV*oaLV6Fev$9wEzNn5|`A`J4-7S-H;dDM8I@H|DkOXJ7W@R^s zcpG93f1$B`YgoThs#2=l1+3?|KOdYNg2&gVyx)J6^&a!-e!p1#9Dc0Ey~oL|vW1x1 z>22VbH5BqK0wy3!0*BQ~6?M?htnVYJA$Oj3vbMvHnh{>=M;CKU+_vv zi44EzHJbDE_{&Hb>$!%#cib0|v z08ab?lN>x)15$=>3CsNg;eCF`^&ZvjHS7bc6R?9MJ%nBS!gC|jt+40OXY3u+J0;-~ zGo@L*5)E%sw?BtO=R*PpON2^RXQ(v*Nf&M?kj2@9>lWvJqm^C5j{D?&K!&#ag_{r? z4Ce-OKml|EOvA6>q7w^|J&!X?fI1lbPBu_cuuNVcZaLhXBa$E18liwS`y2D z+nKpd)vi4}Rm5k3EM_(+f-xfPpmuB*3T%bTU=_Ns_B~KyYbg3K!SXM$$O{qRpDCcv zCocr4x;NPR_Bml|A;t6}Y%TAy~$~ecU~w<0!8W^&l29T*_wdVh|!?)A!bLvK!8MqEHZQc+wlwOJ0c7?Q8k|-!Sn#^Gei( z;?6SBv-%*fbtn|s96@*R|T(m72MH`&K}uuy(wvi-RBAOq@in4r5hP?Mkz zNe+S_R2_EGXj~xa*4osV?A!;j(Hx#)=2VeRvT8{ISBi0Gw*fJL+@T{NAd5tY(O^j1 zO3|Q002@Sw`0TdiS8V1bD~dv&RKwDFt`vZ|yGWjWDo8PVznr2v;m9eOQ!NL7`ef%> zPkJA1$9q+XkkI1NQsqa^+Ry>poS4@Dz}y7!H%*mhzqK#5`@%|@&WsuWN;Dnqr;D#v z;oh_Jfmosw;};c3SAeD(qCkex$DE|RDN$-BMP*}FRuk^Hv-!h|jZyxLU(MeJfCmkd zC>Q&W*+xvXb>j$C{M9@V&Zp{yFWHpDGh8lwOuQFbslg_a3Omy5M;OvFnW3+4U(yTM z16h&=U*>oqwYKt6r-!+9=A2G$rd>mZNcLtN3&dFnL-Vf&u_uO5Wqh+yZjkgjyNfS#VJdT`BtltTMd;Ba51-zN{~s2apL`Gl*om3}`zYDWxJ->xmjT zqa8MZOXMA*HbFqOskDQn@NLs(J7mtrJfMYP;J3!Onr!0ED&o!x`luOVM)QCqWBZ5# z46Z=I65R@_v14rIXF0^h6yC~vI^ywdNbzmn#>K^z<2Jb69?)s?Bn>Pqb95CHOq`x@ z6FRWSO2I8cA)TX6qkV-JOo*4sI3XmR8CpNUVd3$N#gd5$9h&(!uX+tRMMvPZ4SfvE zbJl-{Ysj_-vl>>Bfd=s00@YHj|LwR(PPtONGrVjRlv`)8|0Vi}4+&l_%&tU@gTiCc zUcT{I`U305d908-TM9jslSYsqgL{$h2l0q~+11RYU+NUUIKl`D-9@`^i6VBU@+ zCSw`S$nYwgz!-`RVKdLB|AnBp6(E&|d(QQ|T7L+jos4m>WTUf7v<5P?X z^#v^-J=jb&{}iAps2T7W{O%JAmxif>F4k7qFen}S4T!&SwpFlFf~`1nBPdZ-T*bT| zR?$EldR)DDl6Xd;!$Bgid?jv7VC_Uq6F8dtEf{KHu6%)+ay`28 zn^>TH0K#A%H04(g{k$1a%p5j73Xs2zC8N|1LARg6;zyj+o;lGt_Kiiqu4uj?DjD$d zdEhxB=m5pOQ}pvYp)Ij!{S*fe(pU=TbVI(Aw(Wj5_W1itY(zy4GrCA0od#% zI2e4)KzH^Qe&1cjv`0BWa!<3s9}Z%8yk5IW;O$6~9$&08{5Ya721eez@mwEEoCd*L zHU#SZA!08;0yhz2ZhoaUR#T$K%|g+SIU=LD^DJ6m$@$`owJ^$oI3@;|MJ{I z6`O0-DitM;#7SQ)Vld@(AmuG!o2L9FSJbGmttu5B2bH?xgfSU5XxV~-sDkDg9A@sq zZ7fEiSg|E#wNo;5QZ$5e8fn=TmZA^24SynsZ>ML-A$-8k!Hw%tO96BA%SnZQ?dMz9g zrq3N=FJqJ?jUQ&ky*-Wn%BHfACfi!VY1gEDcYy0U@6Zr~dx07^2M!ci1s-s7FJ!#} zSJpMk8eX_2PM60t|#w2CTaK#!i?o15<>CB+IND8kpysy58A>Cd=4mYd%}3URRLl* zAa7JZn!a$Fbr&1!5iQ0UTl#=c7B^dF4@fDv_+V0RfI%C{;A=e_xZ;1JFuZO_)P_d$E7Nu(!C1BXxP zMM}LkM2$S!7c5LuC$O5p5Yr&@yK$@2!I0(>Nwv91s6~Y*qU)Izjth0&2d4OD>hG2nqG^Q|!I5n6;*_R^#= zhSoAn1ibz*7M(C}LIrXhkIArBoc(63LJ3TEWX76mG`wF?~B|W zFRCtrh$%K9eV~vIh8kXg>}kf1IZT&C*0sCdRpw{z0ffvWgX^&L!==ZYD1h-O>@t`V z#oFc=U_boyAYA(#RN0k1i&(0klJ-cK{Q&E=*le!%O!m{2nWbb?U&Yo<%I)4mPM~mE zw*BnujGM0J94w!*CvAt(14h?_?tHk4>`s@w@@KIe{m!z+1+H7`Fs1=NYU|MtxS2A5n z-Fs-N3wrPjZWr0nnm1e0t}VbBL2TavC)|~I({R&}NHrQ{h#FQG?3wVFzqR(z_%&OJ z8;ZJLUC9g$jN}tMdR<`HKHKAZO<2E;F-uvzAkZ%O#H7BO|6^zuR6+*j)+F$z?vD))ZB&Ejn(}HkfecfBF}flOymWE=F?Pnk)LEcrsZ2p+{k_uc^6= zHKoNM2Sn1vkP|{#fufgYa{FVwQ|GXqKxL7F0fi9P5AOcZfHkpNbDLBlgfgm2xN|SO zYg%|?%*x;tKv$J5s6035v(5ZNloywmBo$enINPN{RV>)-TBnp)ic1o-&@c1-iId*M z3yG8Da3S@zIdx#N(3wb=v_h~*IG&k~3h}A5R-k$e>9#e9L8S6QPqulVaBw9cYSu{J zM<#y~5r9RLuk6mrhLz|{Dq5a^kuqt1Fqmxal-7?C49RFAEgjD$=3i3|hBAt;@CwE; zR;zH5t5kQFHaadLL9kG6ER@to1-XMQHw=T==*O-9JPesw7F%aF525_L3I1Rex~ha{ zwd&TBse{OB&?|?V?E&0)53*c0lD7<0sF=J3FK{8JUV@9X1Web&CtX`5?o%AHt&*)CJcg(3q3115uvqG3BE`K>U2~h})>xYmYr?u6 z9s!U0Fp|4RnkG2sbT{toGnqY~99q3#UF1q(>%OrHsL!Mq3ShT3%DufQik%c45;)3+ z&d`&|T95AF>)+dYK$K|fi^P}Eu`@yP>xkCM8C7iL$k$MprM^^?s}AJRwgIC=%XOn* zO1fNdNJk0{>nkCqui~P$&v*pip~GgdUTr;-JVN}*u!Ko7suCLPB;XIy7lJ%dPWV&p zYmJ>5Y+`T&vgbk-`kY{6N$;&$>oo#Q%tzUTJd5F4A-#Eq8z?5Ao#)|&dY-9d9V3$k z^U_2%RusWnl0|)`gw0589d@h?4g9N4BWIRP^kGDsQl?ZML!zYoC!c2SyH*b^^_d?y z0j=FC`Ej8|MUF8FWRFub01g!S6_VWPjY`;uOV;DL+=nYM{b!#a4tbnQ;}is7*1`OM zaPtSU5sI;~;~nCBTIzCb&OTY}MLzJH9kPXbWUI)W9Fsj@E^5>lw1xcinB0CoElYj%M09$fiOgz7KFqkTM1^(;4u(UwWZ8ximWSZ}mkm)Q6bM zLMRrVM6Mild_ps`-p<|_Jdt#2XoXEEg%&!Or~}TLF+viaL4}dN2&n~=zpsCgv|#x- zV=(C{?g^#2i5ml(h`I9uwi;NgF-X@m(=XUNA1VVynHdb!FDu~odSe$vVd8PA>Tdv7 zl%r%O+9ILDO7VwkMQwjsC&)AyHD>9vl_*35c*Jz+=91{K zR4~#`Hu4CdtrIZlM=iU!Lzv?w6r#9A4oHeP=UAKx~%n3`<&uH@L{myY%`1t*7 zU%}h)>T3VKFKS6@rygYdA_zD0Sdq>gFY4MgYr3cn)>5K%?>#;JeGT!@L|s%qIsU>c zi+osn{O3?U%pI>e%`OeRmfU`SuN*cl4xi~I&NNwoghEzOKcCSoiP}ehzKQ)icBElN z*h~}5BoZZ9l(V!q9TF?uX5cze^1v+}IA4B=oBd3M^skOt%ZoTf?9nNioP?VdB`-@! zZ)~O#{BCd`PTYJIN=D1%gH4%LX2?TYl2O1UC*%GYsdS=Du@Ec141|?Et~W0!LYJ}7_B$Gy z3qmNu$_2&xw{u!JU{sdMh#kv$^pBUwPTqyLWKN_yCB zjHlipYfuoI^4L@Lu?1_wLi1RS(^06+lVB7#c}VoE=C&=VxtCj)z$z1gN|SEN$NHAA z)xkxEs^uF8^2~VP<={j-us9W`m5HcUyp0&~XGMMalro(O)?W%FS!d^rX_Ejf{1|Tw zP_D6CD_rNheFQoXEwaDr5MFwpdj&7Hd(ZH$c;5P`@;qyb-4r5-1)iMNhdmMdbjZyK z`@~{=D;MF{{aXlA@9)y4r+kFJiQe^4Mk!jYl&Dp0(iR5N%$ETs{|Gm(rt?vct0JaQ z9r|hPo4KO>khtdi6N1Gg>HGFtS2>PP;}qAKia|!45F-k6d{{B~;@ZcGqHa?~yu-Cx zj2w)oL|N?}blMFOh{%?;){dHXZy0xG|egQH?*hB1HUt@c}%NvX-QyHXTbdzt0o0mL}wz6FcG3`73ly z)k_nU>+yEmXn<(MJ4o%8k>*fbikcDH}nvx$R zQSv7{$_yJTkH}=Ekh9p8bR?q5N<_yP#_Mpa$kE;v=#2`OKAae>a-TjQ&x=8dr>b8x zzlwAvFI@SyT_1m?(ijVTh(PjXCIy!Ic zhp_|$*3O1saBJCosa@j&`$%#5=BYYqNTIb+b2mb@nU#sgDys$kbtox*Ec4@Zqv8U{It&Z)0OPMysJ@Qj6RXkWYt!fjI1DD$YkKlcxN(}=E-PmjKI5&ZZ zidQ(h>Qss`$EWNIvow)_aXDTLbn=*K@a7rB+|p6|F*my~$V#YEO=+Fg6D)$YuU80| zCy)r8VBg#Lf8zbNh?%6`pOZ)2EWuuv-sX@b<+qt}HN+KkqRHG61JbHNbrb|;CptN2 zT2=qv;oFd7z~9oJjo*N7UmuofE+%!u)D3dpjUNg4eM2HRch;r<-~mf4&@1MrpEuKg zTDbJr#mtXzBNz-gjm`2Z^Avow%@~(}V0WMm)It^_S7T40iV~yy9F@5(OKic#1_TvV z3)`3;h#IEbQ^$Hx=G*C<1DjNV9=HeSJ4RspV#O5n;OF416m_n^#^r;6W)_mSweA}Q zyhs@dLYtC$+x^-215?rrqhg;TR;m!faWxol0Zs?TCC!7%axyUNIcNrQ^U=%tr@O=T z*3TO4@3cz6Rukgsp2JW?5p~^_hC6Z;P7xVNyYe|S!0DS7z^MbO{@%2}uOGM_uYcO; zrnw`?fIj^W&h4=~mfer+-1Z*k+0C=J&2>~gE)v5R-`}bNT-K?{1l%6MJ$_n}{C;3> zHlUuYFV{EQlAp-BN%~PY?cZ@9_EgH4dC=SiTSYxw6vOL%jL>{9s3QkzW(Tzr!bG@1 zY;4nl0kS1vgt0sT_vUgb>2~q0RsrrKDhF*EW;P4t;u?@d87JNN@lxfNJ?^?P4_Z+5 z(@pk2rS3pGfG||fDb^ib@D(w+K}%qAgw6ea5EZz7z>0^jb@f&xT?#38%{r7ed zVt4{%nN}o1$h_Z;Hg{{2tT^6lX1*Q@6{`P9ZsNTXb|6CaD_olCB_=% zk|9Y7Cs(wtptge$W4)+VY{}0MupT&{#S9Y)EYbpmb&%>X%i~e!RqJvUeJngsCLdm+ z2$n*xlO`4NabJEC_gmldn^VCTdda^)|97RiCO%u1LjnMJlKD?b1eX6@X|&H{aoQ7p zZp-#q>-nK|)K->ja#N#QiW81;WuPrF55LDJj8ztL(vqg=mLb4iSiU@c6TbtERgV?Q z;M`esVe%`cju2tMdf$k|U#4&QMi9MF+7m4vuBI+wXVS&LnB&I}*4Oj+zSg=qKffP$ zx4%XwJJIofKDVjSF4zZ{zT*lk3v+WqG|g7Oe;nJdXvMmj^`5%RB#&NPjO zt5p@j*0+*z;lR?qnUzY9T!t$25}bd%{Y1AR@VI|*jo2FIvfl}3Q|4x8pm@Txt9##* z@6`Y4&%=d}w9DQx9~XtAKunl&K`QjnRush!+VMRPC1xSq7hCJjiWaCpqY69;cxifZVg5l&6ZuPBT83#oV^Va;0+5tW0;@&V`zt6F`XKjEQ(H z?iJjC_sbB_JbO(qMJ(eWyEKN^J7OJu|Dq zY)Mjngnyl55^FUQISuSSteUs^`@mD9&ek(L$^;3YFc+&}oP>Oyd_p|noEZIFS1#8h zD|;y~pQQn%mt}Tkzo%(nRimpB@kzY;jr=LqAfhMbbDQF>K{AF5&Es16X+Zj?7Y`(yG}Ds!nF9d3P72; zg(I%sW5V-(gU=DH1zZ;if#n#hq`4(A$a;33n6wnnxnt!uqn;!l_|&#|w`#7;~8 zoQ32d;qvzW-r-GB{e`F3`!;#JJGeQW9?Z()v&QrFaMGiE8P$57TWx=Dy^1gGU2(ty zDP7%b4`bAcX2ii=Lsz@%x>U*Sri6;7q9>z}_vsmWv|n|ij7ZAYyC^JVPoPjxaO`^w z6O-thC>4#sO%*VGr&!}k_#|R-by;5el~b<+)l=5;Oc<%Zf%B3vU7-0T0$B?;CS*Mh zyYlA7tnck|O44dJu=TC1Wy@HR@#vUN_5yy)V>v(H0cveAP=EbPhOhB{scnBPHaw-# z{JCWGbYBx5tltZfD=?&0)BbC3Gtm%5X&(a^!o`nz6J~9=3~^=H@XN%5_d2(hglMhiXG7TC2tz z&C;{RwFk%===NVcFbK+irQkp&(ViBgI$k|*LEZqFl{Xk5TKMPD@27x&P1-?)a^_81 zRIv^N1sc#1vUF@l2C@`D`05y%e=W&{3kJ*Ox^JWc5e(btkvVdKwArkZY9O~4^-md_ zMC39U9I=Nm6o5Wt)4-LzEsMAziVpS{p$d7RDh(dzNs6@itLoT>;Ohqx8ez@U(>yL&deua>Z;Chawr+Y~;?$X{tG8`t!B3@5mz`2tLaVjU_+ z`=|PFcGVMAmO)IK{-XJ_xO5lSG~p_8@{Zq0rENZnJhSfJK-ody+TUixA83;YIIdSn z4mbC|E$X-nhe}AEmu56Ru5t||s9w}S8bhX#Hmh#t5Tib0O)KfFi&m+i^(0b7sM@Y* zNU{dPUCRpUL);Q3bCl3a5P%cY`KX`M)j?eds_d?2Frs0>I&XzXbr|LEB@Jf)!96;~ zrnH3iWd>L}8yBkTW8&$l!~XP^Qpl#3@l+xueIs{m4SjGz^|5Hm5C|Y(KTllZZOwpP|?3Z0eo74iONa?v1o!?i~19T<&4 zi>L@(J6(+T%*w0a6vmYrh@{~77@wY?66k|Q)Gq{JbAS(2kmupXxy2DA?Oo}PZpx6^ z!F~jy*bG{>8p65`pA!q1kI9sUm|ob0AoLc- zT=x)(=rBFtONpu`?4`b=)S-hFMm!dW;3LtNi-)q{Ani%mWB{5q+-Ib+B4CNBV(igw zwIIYY^ot=4VqlAX4`HaB7p~hh7IqanDU#MiHBeR19ec$1X_i{(gEAp0{})^5*d$oE zE$Omt+g6ut+qP}nw#_cvwr$(CtETUrnGYx8MC`xt#$GEk*OMg=7TN*w=2mcU(xRv; z-Lxq#)0!OY3hM5_j!eNHy#)^e`Xrs#x*fJM>7OBT)& zs^aRNnn;CdcX|k5#7~_-Vpn9XYyV89rpBkJI3c1ipfw)IFClYCvTW^9zgS!z$Z0{R{*6EE>FhG_g|7(q#CC4aSD4*{59 zu@7`uA&4+a{z%Gd{W>&Jr?2HC_IMmZ@F=;*+3CxOJUX|rZ>t$4SGx+^fNp+gg|vCD zFod>qHzDi~?orM5uA6SnY{mhESY67~KR!!Owi`SC)A=}if+vq#L80$Fvg5klRDsim zo)Ms<-#Ha>oNMB(=O}CfDOxyv;2Oed4VE^IEzBey0y&+fUZzt-&zvOhRXxnWd*au>gSiSr0) zXww!W!<9}p0oNB$1qXAA=Af!*wIP5By4bN;`!MiKAvom7x+q9tlTgD6Ak8bvDi_st zP$P-+nsotI=aA`0dw6}`0-xLkn1CQLDbeFOv_vzmRI@C7o&&-X+7dVAd0|}`mfAzs zq=Hz?$hBKlOs?v}0+LcPf)S&GZ7Or0BxSAWjVgaIGE67Dtc55~7ee@k&8)Xs2|H%p z2Mk}&qHCv%4e@51DivajQ_mDy7gx*66WR&`f4{undQ^G1?cJ=bOO4zy%Tmdt0kak% z!(uX#Q8rGUm_$+`;)Kw4yiA$o=Q@*3yldE(F2WTt(eP*D%%*g9Nj0UUJL5^#NMyjG zZElG6AnkzoddPp!R-~%4*mk@Lc*%TGSk54m3Wx@%zDl0(YHUAIqTf&&PH395%0Ol@ z-bO3AZ0Q+H#eluN8cGR}B_ddzE%VTNreIxvmVy;@0#Vsn4OcH5{f|(k7qt6Xq{$zeiI$3JvXvGa#;I%b ze$nFIQD8i|C8wSXBp2S$!Z=qYXK&A#QjCODEDrkah0}&dwAGD~nJ^)y(aNZxQN%9I zne|Uw$C>Ft5ZVJD%NY;#k`FN)QS)r#wpAbpzcIQ{nUKz_C$9pMREqw^m!~J~6WYR` zTReF8Z$g_qZ(ZI@)wNa`(V{0UNv;;hd9kD5%W*~O%hz0p9j4O7hTcm`E~;lQ<%w4@ zynwJR(~Lci>K@mMsJB(k9qpkL7?JFSH=@JH;+7%a_!DkvLKSg$e;3dPI0Ge%mr|uH z$gth<#qW&m^F54GZqA`(vE4+fSP}hb+vcWlVKGzttLq0l5=5@?u{Krvzpeef46yBK&gsWr)9RxI-;*-8 zzYp7!^ zvir=p_%O0VI5j%+-BMtDeOt(|IQ!lL2ks@QC1Xc3{I1ej}uX6CK0HBsxiw$`wW+=C27% z^+wdNk?C%~NI}R5Vm3=8fsIZ@)6Ei;C7isvO|9%3Kg{@9P(xVeKiB|rt1j6`ci8;7 z`t-?ha6<1#2+4A>K@UQ&@l_AoD#Z+Xc~q*aV8E+v38v}dS%pBzy1gZQpMBrrf2-ZU z!I$1o(&EEXS8e(a9~#EV_*&Q1SwVKKiL!FI1k9MX;C6#malV@9rlwS04KUf*mRWF< z0Z-ZB%*ei2(1tEii(&Ll?e9x>8xS~O=1uftb&sf7ae^RFOl#3fDT#6^(@5PCvDzII zA{?Wdhy+K;Zl@qkbRa1iLhwysLV2_@Odwf&4M&AHhflow!f2V+iELjN(Edd`>88qK zi!<4*U!yay+n$Y~Qaj7C5;ADFT}5a>S=z)LwB*{@7e57oxx7oR7IvIAot|2`_5IcW zw8Xq7XugR~HAFip%2_ya8P%Pz7S~>Hya9!cLeAz%VFwp2^ z`d2Du`if|`t^M~2@&T=Kg0kei$CX6V3eT%lJ5bK}1oFd`aE5bCVHMN#Y$ig-C4T+sfO|5TP4v~goQj!j2M3BUiZ#&&JzTKzZe=1N^ zU?mhD|4cPb%>Sl9vHo8LYFXpjc5@8%yI0PEI^Q2SDp6cRvT97X*tG>R^9sv~zTumL zNbI1GBrF|M6D=CZC#FX?ulN*>GNR$Q*7=tPXzl23CTH@~VWxoj`<`|7Ocblq*HwQ<32$#&8+QIFSt5{=e&3(CCS&XUHc_< zFqbvT*WKHDtJfq;)`lg)-xS?vAC=sLFUN< zWTcWol{0zH#55xMb88$_!er8nAld>%nM|0W4!cHQ3yMhLVRO9_T~e6?7G8`OZ=Xf4 z?m^f}^#%37i|`Ju(y_6=6yhXgiYS;A@x<%z1DHCkCo8%JTGYbMw1c)iaWqm$R=ghk zo4{rV6_N#$$`}{9olg9iIW>HomH8j)3CCB-tA1C==}DzrJKN zoXkmVOwe4(5afY{6J`tfqj4iW%>z7>df52R_V-|f!LP9t$AW7UHy?3$AGaYt!REI? zQ5%q3VhmJrWlVhEfra9cqz`+^V;x%;SkEOPE8|V@Q5L;b)z!=$>e;>w?X1ot4)&m5 zSRwO1jdBz7A*vx(8Zoiwdp1aLa7B01KA)3{6UJ7Ycyn9N9W1k|&R4aUu(DHaM@p;8 z;~6fJ?gce5QgZaQzQf)n&(rUtyRB?yyXw1h4%w z{hShC<>MA_v2bv4cb0S(Xrk)j8_-5HFq_c8G%&eaOhbZgy6R$!!t;8kMJeJAK?OyX zOJ^q3ucr^GaB&?^G8(_1G^oz(-tr+q-fVZctKUb+M1l3t_K-2j2b#0>Dv@pu8_0mjw##Wfu<=%>L|b8uYNcPvXPgc zWqa2R(rD1_Jfwv|Mf3i?z2=&=Jh}sV8w5CUu42|*c0-=PzqNSH_eo&*mZKQ$_p;vH zo_S3@`z&vmRx4gZay>+li9HeuL_P2`5pSLc*YY5Hv;nvs{9K4-EES_5>Ef|s>&tiy zKGU%b#X%I9MYI;FD&v9|ft$pL9FcP{D!t>wH^*>4>Kde+jD`hKrven7Fu`|wg~t}) z5jD#7g`V9~AywIk>sAU7MT!t=_p<$9@baekRNcoQxbGQWNQndUXo(|!XyQOSAoG*^ zCiFxia++NL3Aq3%25EFTC>c@#lCywQFf4iM&EmKruzVx~+Q4{gtC>tM{d2(iUT~q@ zFYaR;Y(R-{(QiEY$S-kc`7xZG2zT(5(3-u+ba2`wi5p5{<#i-T`FTQX81AAE!lwu@ zS+Cx}FRAyFvdn$e@st#m^?;my6(|j|J z@DU;M@~qhmPyTX$MR&0#-U+74vu6XCUF{h3l;Lo*=TPtJQ0R1cuwgG6U!v3E6o#Qn zkY$OWJu)QxGf-Njm{#%9tyC4FL&h|nq#M1;=aPZ)QGhK0sTOJ}oEHIdz~;q0W&4ox zta;rx`AI0Ou&Q2BHly>*vd%bKB6LSs{e;N$#{Y=b9%DUuo+TtphLn2uF?S;BaAJHp z5LQ<{9pqnZ6k%qy7IYnmRv%#0&F0XYeMP@NMmM)RrqJtmc6%h7zNP4o~`GCy4~7`$Y_cY6a| zg?9E$ML<8XEC5nexkj>`^Q!GC=(iVqY{ynheVw-o!1IVt{Opp2{rmTO91;wc6lSWJ zHP?5ug-}F4@*K7bADdoGgoZQttsMAZMJqfwAT~1ol+dBSuVNFJQh^NGekEOk@Gx1D z?7-%1sjzuSAfxni!2MEhxQ zA(sM`GR&?vCLG~CuO^Dy_WQwzL7l2`Nudb#8Qy2|BnhZ@*0Aosxu0G<@UVDCg$C2^ z=T@l(PjkSZ#gr1gxSgbAnhSE=gI|NMkOAo`ON70anexON)2w=ez6U3|=7SvgPOJ(Mx>+rlEp==LS(>w#eoGreEV zgf9C-Q4oUg^Gh>edOBf;GNr%nt1h!$`(`lm%1w!nG9#OkwTt$|)n){BZDMVjmNRpS z_{Z2WdjTN}+OZpuYED>-hbJlX%z1X-{MSS=QYc%1?jK()4lx^hk9kd(ICap*0f+Bw zGqEX5<~?5r!X}2d**CN9&L}_Z3e&P9J*t7fEg%NRL`={o>Ys#9UXSoMoFL0HJSWN) z?6oNI*?!mED*v!4I%&n5C}P4wx1hHKv#EnqBZRN zp|R=mIC5?@!*F5aBGED$hKS!CyFHe2j5MBo(k@Q0z8wSuJF;Naph2sY%^~`{+KlrU zxd~=fL_MwkyJ^R$FhrFweAV@QISrq4xYCNgoBe(MOkZpJ^K#?G+UgN%_7P`bZZMI`C1^PzC&!b1?QrI_9b~5(Xpalt zl8id1u~y^IUK840VY)0{Y9d6=WYG8Hk#Q|a;pze!Yv0MVdLcg%U6&(Nl@A9>L^2uo zpGsuV7jqe=R6RZtTBasbjc~I^Fi2HYdJQ4cS6|67pMJJu8H2_DVu(XHA>YYPF{83% ziWFEbqeOn=*}OmBl$UR!^!XDVsacz{WHH~uew;JnWmWP5>y0}L)@Jf|sTK)2t=d@` z&<0vlJ85g!nMLT>SC86JPhHE`9|5JU7uYU3;MU6;vv%L>%A~K+U8hS?1*h3s)GY5| zh>V!=<40X7l>_FZO9r+hLEjYO3Lrb=5KFjW9_O@qv(FXDYhc5nl(@;>IbB%8^7CjnVWAR7MA~0|NIi zRcar(BbF*tbpN(h7B3OW_-`HTD6*^ky_N-TqioKuHJlew%@^760ah^)A6Ep}q{G2` zeXBkfO5uhJu8YPcS0D1pvZhNjR_o;DW`)1~c5yj++Pht1;nUxPm$!aeJY65hr_29P zZ)}xe@M^0uwsv%bLbH~yt-0~q1~!H%B(^I@L|FAfLYlEMf`f=yq0^y8EYX>;LM+15 zq2nX*fG{rXHQ1ImfoR-+bm%X*L5vml>V zDTvuJCS=tpumUA0oTB25%9Ys#wbAQ>cStkP5C|GXNUYsv%q2)@RswVagKn~pDW@v+ zgnpSSH8RY8ZShkWMk@>3vdteo6m1E<{xk?4mxi@hhEa4E)hNW4&alK#`Uq5|bHals} z${4;RPWrxryIn+KN7~^TF+N<@r?u;_pw*|Met$msQe{97EufnE>_N@w@hQ5Ox$3~1gk)&R=}thaeOOoinIOx zEiO$JG??eNi%=QlK!6({%+Y%#mB}kkTsVI3>6v{c z8Moc@dAfLXG!K`i%g}IaJQ=X7nvt>-fEP2Ly{o8Ci(=98SI5>&nxLGH)#M!{2eO}+ zJ>4Wtwy*qh6fQ1MEs1$x$NDM&_Ggr4EwxS;sKE}yVE_(n90bxbq%0!H2)^Oy%$Gn! zSv%l~Ou7^V(fve9`ZcNwc>8&fU9%kCvn4$UA&8Qd^aBoutE%alBKSOkAm0~C@8wO= z&5ckmEFw-bdJ(C8hN}=f3k2(U2jw;TnH{bzJEx? zzyxh2ub-Kx%F#@f*3kvM!|TygJ3ttiWwz~w461V*TDJ4YDdt!pKljn^#>^uqOdU_R z3tn+WeJ2Zw;vl?26|8@IWCAAueVo~SXWs0-D~U02R{;qYE^hQQe23xa#G)j@Vr?&O z;1g`<8Yy%HK02C?;CoATo{9)KE@d$(#?l zeA%2bds2*xzdY{gRNa6OgmAqS29Dv-k#hQ`1iXEy`AtFU z@H2gMkkJKf4Ftj>9^xR9D-fceEYf83**w7BuJ}??7(+oxY9`!@Zox?AiD_FA!Qpjg|Dc##ThDt7vK=M7Q1Met#1Mt80mQexPXK{ zm-iW3jMu{obU~rD(!>dB0KbSdNSls(=--*5gIjakLQ!uX8ZSY~XIhziSDAc#$(20H zcS2IX(nBsX6@hT4^#@9VSk+*F>8_ED4*2-esIz z*1=D=Vr-X8N)iPiMMoJUuy>kDpF{#wQki-Rw|cZo$p6@evsvc&w`0w=!?KPJ=RQiM)QsPQ6f6u!%IH+TLNF7QfYh&nb~!x5H1Ju&DaC`x z!MYE^g(zhi8p`PF8nl;28VQu3Nf7?x1U(JHEvVAHWtAv)BMFpB0F%u}%Zo&5l$b3b z{V5f+Y^SVTXqV9sE-8EJSvoRZIF}_4`Xj8+1r}{d)%jFb@)AK3;XNwcbgwTt6clW0 z&E!W zzIe{O5wU!YbD>$b*ZWwfLm0~RVQt)%{Zc7~Nf^1!3*gR8?rAozE$*8&UhW@? znSFD7pN-+D7O-#Kt}}W;l&j3x7uQl6R6G33J`{@C^?u1+beQ0Xxh;c~Qf7n!mc$Q? zagK{ya*jbC60u~1)Y(~Pa_1Qw#6S3OuO%59xQEgw zi+4}pW6WBw2w5m@uSF-N&K!7i1tu+^zHCz0;dL_>xfLXR%n!tk z1_jaRRHr ztU&j=$jRkiejDnu34L5Rn{XnK#xydTk3M28e40815c_pb83DJ*MY@uNFu)LKXU9-b zoFC>jKu&YxPN)`sTbne+RY&(AX%SYs_as*QtH?Y@rH0hqEL}2N^CE0;Z8NW&#k)wV zB<=Q~@Z~-9K3jK#2?`)*EFw?D=vAb|HfklFQ{;f zDv1ND(zMU1V%US^u4HOK?nzjeYaM}~r|oi=8>Qcu%Fx-Z^LDV|`>5K$`!bZ)tN;4- z9%^_Nnb2=ExO6pYOy0e^(~f=iP^SFQY<9Kd$G7GdPpM%Uc8iYgVjdZj3mWYV2A?=+ z6Wa7iLhLMJjJ%W{js=`A(4cBkMO{nIM_#dSVY_0x!FL^PkAlQ%bU|0#V(U%1-#sU= zAgElx%*h%-eZOHEvOTZPmm`7!DS49aD$#hK_a|uVSqE)6%I@*GBM(*4HBrZF`HQ@d zdoZt5%J1C-1lF!3nc3@`2avy&Mv-&Bf#bh5v`CrYygnOq>o?%D>a?8~$|4G?RLe&2Mth~n^5N(j+N3?2jd1aX<9`~c_Xy6gxP2;BxiL<{S{jY09;mI&T z=wgG5{fNi`$Q?{=ehyEY+j8IU^Llze$M3z}o^C#`dA&WRm20niY(Infmif9k)d%iA z9f}*^66ZB(%C0OJ*?A#WBBb;@vEPyTznj;H zuK$2e5C4Epum1~lN_<{L<(+PUb(P<9(Go0c3YtXRa4Xe&2e; z=~2x~ozwYE5K9EVCoMYl@lK%60jUZ9M|6^_e?xfvM|9$+x%*Bmsg?Fn?9d8r zJXK`-U!oJyz?ETQ#7pD75kn8l0%#W zjlE*cOH}lFZ2`=Ib~WNsX4|7#lH~bjGlH$EJ-7bkThr*0=!dl+pL0w)y*(>;+%&*Q zf(aV$+#p)5?#@nkSV`*wpKkY$*vsL^_HH9Sn_usw@0YJr7WKcmjr`ezY(DBUL|QvYamM&ZddWv3RTDLJ#2!*JUtgd&o;0e?9? zHz5X%`HlY>L;!R2t`p>B{Js8Uw)h?n8jbFKdV7I<|L^zg@5mgSH$(imaTP|mMN4Uf zx2D(@_IVJF+j>f`?sy0cGAe{NCD)jx7|ysW|;V6!9I_ zfXj&?^o3q$K;};%;2VQ|h;{lRO(w`KP)Xqv4`SLIR2pR z0XyF#fzaUU2zpX4{a=z)_u+p7Hd~_8#UaX^my9LPxzZ_Jp zE6^!laDpyS>umvpYs&!-jL&5G3+tMLQKNwm9Wj&?q~`x1`DhlOLrN$z>{Oy9+9vo+ zYXgDxg6{)2R&hC~Qw~U4v#@8uZk**1bT?w5z0?&@_T;Q~nK(jH140y01|&h$CF(A- z*XsKmk*B=BFgLPB`k^TVjyhmQ{>3Ga&a@wZa0s+1^GDesfW|;L0oFd$g%?&pDoWi& z#+Qcg2S*3iKN-V?%Z=d_47LMAof0ULd!WK2TWVDJ>2LbV55xxJ3J~U^aW5%5@*~09 zV1Pa!S3ha~lMZZ~v0pmlRRECTB+t?Q08Q_3D}vGId|QItE2hYxvouNZggA~3Ygl3? z#KzW>2SQqr%7oOMPD)$&kZ#ff+yKMLpPKdQ@77PoOZRZfhO#-Y(7hPq5{< zMn8>O{^|VJv-Bx8t-e&TZSfs{MSCD|8x#hHA>t}ik2v4~qpbObIvCs({+Y(b$&*>m zRWNvxt2={b5O@(i2>e3aEPx;n3&FPDFc@Rn4l+gOBdbYRFBb(j3Lk?XzxlEyH;aO( z@vu+sL{P{DX@zaY(!)t?8Ps2DO)6&Nw%M{%;p}hj!dBCNr2%2g8m$w>hOdZvwLE*n z_406f&@UI6u;k=rSFHr8cqlUy41m%XDHmcuJxJ21`!5qxa0VQ52Xm+O0Vi!0j?2)< zw8S-QAR3%3H0l$wdrQ1f1)|1S%3k?N?wf$=(OLfE7y*zh3a8!bkv8z%&V=60A*5ae zNOK){>)P{p;l?nJ`&&7!0SR`aA`16xQ+xgHe0d_E(I^1Zr|%S^JYVfF#Q2EdUaXh( zn;6c}(q~}5B5=@4ls^jK!+x--HW*K9R`BsdP@Y?!aXIn)S*HiIf_XTB6>8)RyOlN2 z!}tmhLzNU;#+67YP#lc%MRUq6dy+J1bui1asGK%x1&6GtoHwO{yH3C5w40a{228}2 zi5>lqh@$ly!3mw@7K^~*LQxJ|(`RHIX#1tH6*?EZVrb{D?|atVmdo}wO)l~G)Hk77 zu7rFRNDp@hsT+Tj9x$r*Y{|}EpQYRqE-0Qx{Pjn6W3$$Ov^>Lh8fm)N2uILWGNUNyn;78GhuAHMyR3U zzVA|`H~85RXD;zRl2z1Im<;wLH7#A5hr>|iPUBH0tA zB>WWhp3qrHJUN`(#iaL~t}lPk=l-hIovl_fl)u&`DbL$p-YLXCNZ-tRmoiWT<6_@I zpiuq%3Fd$t@Fv!=$q0e`yXr?K=)JYiIeIcZMTdOHg?TLVxaI#A-IpHE#{CHjIVXuV zeqfCVrf+&i{_IQ=V2i&rAf(eoNGg(%7_x(C*`|m(C(0`fcuzizX_j~90p zjM?b=kDC*OnPkgw$QrBv;h*dglH?)R%xj@~xgw#Ynv1@{iIY=&+13vPawu7!%y}HF zPo1c6N(OiKIGhT*9g*8KV(Mg2Q1mSwT0mDe7AmC$XbE0+g*(s_qbwLlnNlnOkScUO zq@HHcDTN78ippM(0tB0#jCU6%%+J|vn|g-_qJ_U~gGNqPD1L^hv0@umXlPWX1kzL- z;_p(&o6NR z+uE{VK=z!T+KSHIcifrh0@fsrej*r!pi09VeLOmbDjc(GnIZdg0C>UkMuBlG2<99` zySQ+ECpYvJ^ZhJHDkDpHPAWF(u4|XlaZYPxmqpe@mM`Y1bA(Yw7#4q(9pEJ;a6m5v zV}t&d?-cvDg=kIHoR?Dw+?u-?`@9m z&Q#F$yj%YG&49fCsR}Lg;+ot99{^AvxTUz-kVj4f2P(9O8AAic6DkCcB*MH0$p>R} zL0*0ug#*qU3Fm>J&|nSYtMmw@%noI0&)8USzrK`e;oAO%uq7Jta2d^ zE4JPMz?l&Ek-tFm&TuRWf6VUX5IwEXKPlMK6w?YCi7Xupoa7@SEOSrN;xX(p-%C?r zQqE+eKasdoJ#5C2KXN_K9XWVoMzXp8q9}Y`o|mgq!L>^YE9qc*k4maLm?hn8Ci3N zX+;4giWna}n zTuJgQG~o^MjAwyogKXD7W9kN=MR30^4IfbPLOk+DcNIR8dsVtvZ4A`Emy@JeNiyYT zx7n#s9hI?FXW5fI0!)~kgG%ryh+n(_K-~ViZefM*xWPJq^Uo7uDulB2F%GtuNGbbK z-Q1u=lf{M00Q8hFigHhWum@<>pX+|}Z7KP(sTNE?_cZq4x9K}Xe|S)`%Zu6x3@~m2 zv;i}W-w>aw&f9ZY;`?xkt~yI-WeF5)%T`ndyH+4m8`Zw6D0M)}IOezBx>4^|`i(D|Sn?|&%@OsK9_+SN`Bi~3cKa)ua1<%;(yC9#T_)sr+i z1^&}wQ41Y^2mZoX9&Aj#x`f&e!U}hnYM+p1AV1Cc*A7*;_%DD%Twu11{d*5&?ojmB z7EIvi%MOYchMLQMnq-GT>P={8CfRv6%6Rv+AGE%(;EoK(KGn+5@{1g=6{-(g|JNJk zxQ?x5N9}r;<=3a<<`7^f!=s1*7d$yOz|+A%Gjy*5JK-cW8>QGY;0k8-w_I&Ju--5; zhMGm3j~X?5^y|Rat*d@>W&3s@E@G}QGOMfbi>1rra@lYU9-D@dqkQ8S){TwfcKRTO z6N#l=v9s9B5V|f;t4!nO1+`CJUb#2CrgnQU)+10(-q2lz4qcO5ep0Smx%bcITR#(r%sp5u42Q_K_ZPbVkqO1AE|fgzln^X-jWt0S~!; z9?fE~x)UE`pL&s2&i1^*y~hgahG0{;D;UC8SB|nqevchS*gylqHBJTU2hMze z=DZ0uZ>hXzgy0$AuF|Gdosspfpm}>+R*0)Pog%u9OS3Q2AA{X)pT_QLN=Xs?*tzVB zhLoFA22amSEH-dwRSgCYfpMz(vN*ed)PK$?gWi;;>AXvt?Egl-MEd)L?GoP%9 zOrK7w%0xb0RgI!9`X9NJ=Mv==gLBvC1*bI;&)Ci4)3&ImFH+&>mm^0@J~?IZ-f^r( zB+e_J3^os$z2R!xBfS*#m;>{Tp3PzD$&ywRr6l`?K*mOf?>O3A{#0oo?sIW7JJimC}vqnQ!7SOXnkR5czdus-)69N%-o05&-Qx=RQDUTVZ9Bij* znRJ#sN1c*X$6Bs1`4s|xzHm6iEfT&>kdw^VjP?HxsyUURPkLgN;#mP>SyI^V!G6mz5C7h-Fys-`#@( z@c!^)PT!RcC2nb;r7bg(oO&qV&i??_Kg!s5;YGsfU3IwRe`7iT;5(_`SE{C6X#gj! z*>C^VAwnJtLrw>HVg&FMn5T}x7ATdqs0v@u#4+6a&%UjbP>0|r{uDZq=}%aZ)CoQz zqNgyJpa)dIJ70v)ROYjiM(&cHK;)HrVu_2emP&4fElWO8hzT>Mu{Hx!md3Xg6LZi~ zN&?ly+9M+$C!8b*(h|*cHDk*Pwo|_t!wE{rN$0=u$uypD6HD`yOE6P8<_s1`sQKg| zCrf1u5R^86J9lKR7lJm^jIs!!`qEh*d%&w@0Rn9tS4v@Y$U*F!Ut#9Z-yX{1MwI`t zK!a5+tHQK^lm{(TBa5+xjHlirFo*@WVRtS1;6ws=3h}bQbb>WP7;iQlWl!Tb&eldk zP}u4>&MF!8;rZkB!ML&_uWz+pw%a!(;k`upss*gCY~4^EOHKejpq^1GW2jV9Lv5Hn z+q4QMDq+|~*zR4gcnm7mmxKl0alr%x3i${GaramXoMk#44Kt zyiQ|fE)JXF+IIvI5?C^jijhCIAMDA$y?@jj)l&B$(pu-Zc>~E)*;qx%J#1&Tf|8rw zT2^bx&N(+9XL}$U`}0Z|ryrZ$eXyB?n@8y_=`J%HAD+KK=@mm_pvx0+{Eu~mZirdh zwvl~p9?-lV8qT8_s~tExxn`|e#9mBvh!icoWgQlp)yHgx@Bxj0T{?@>yU9{2!050n zFC!+OxeZUvtxI{GSB2~}C%*&nuiJzi5{yTP?ifRgAnUiv18ImnXdJ8z6qluTLssGhxp@+EJ%4*{!KkC+k< zGqxC1YOJ8o`<;ULN~yMlOkzy}%Lmbi0`mc>wjoqw3Rx9!Slr>2%4}rSYGkBT$VD`+ zlw^*F#*yWmtq!k%w$HphaPuNe4PU$#mdm#3;W9EHHzfOu#@4|RRznDXQHyst{SOfe z7a1d4i~}+Vx_RK#?YhMEp*SJaEowMI1TI)SNGm2Tu?oo8=xBw$+x|5jiO#^bm3Rce zj2s>%tfK{B31{ZWTJJISp>d)E$z?xqcDmoR_T#~&k9bpgK09r!;7|QF%<4YdE&M9R zsHn*r+PJhfaj*HccDQ82i1EBc36FIz^F7!md+bCp?V4$Qu0rBs>P_PhZ8KHbpGCE4 z-C6hT%$!Z3DJjMUyZtdGT|-?Y|_hOFFFoMH4^ z8`K?g(<_LmjbO>}oCo$rIKlagrb!J46>258gGX!IKEmZ%d&xAW4dWFiSDx^u>amuV(z2rEvqrDf> zR^JzDX&&PDyD|Mndk=ZeO1N459c))kP2#F5n9p08`}eu&!~PlR0R#(&Q&We~ zzv3$FRB*JgcSCxU731H;rc|u;IeqMS;rsOvc1vl(R+!LECF5agpv$kbgxhq> zYBPj4J%(6!+JII5?2H|ob*7K4(~-ZJy|6fam4c-pLTQ%e;_fLMu1Odi-(+`Ea8HFG zpU`R!vJ%9FGIs7l%JIuuCNxqtF(pe&=?~(+i1Ar}LJeUj|Lb5fD$n}{aM&=gNcv?+ zGfD=C#IdDhpp@pkhg5N<^;KtyCeUMo9ph!Y@oaX*=QHlWWGo zEnsGj$<>Fvp02r>x+f&-hc1dYyA4=`9L-@fue5PoFMBZ6Er5cw1}6JNONXgF&M22> zW{3byI&^H&80P3Q;}Jy)V*uX0>+ME*b6Tca;prFPa5NY@pNZqFaQs^NLVi5RszvW_ zzL~4E=Fsu0psD9I2p!Lt*>Zjj*RoUh%{mafig@u!3(qm&J~|B|#|d#Z zA_aUuU2So5CEBXyB?n)j?h2D{M2pjfuPIEf_lnoQ9({wD&4(S^fjj&VGh9tIil3Wi z;y%n!3DPpr$rP0_@|k5@D{R@Wqu)>$JHefWcBuMMCfU|Ns)T*(okyWM2u2xG*J~bn z_YXhzHA`a57y2AVd65DQK^;An z6TAUbB%{8-4hMW)F9o@^Hh7rGf8iB&{jZ>KCXP2_cIb6VH5xXTsVpU=&xquH#>naT z{w4@L>&8^PMCP$&JmFF8~ke1*97xzuFod~#^-(^;9 zTRYK0HJ-PVaVbcEuv`rBd`@XUYYL2hL8o(0G3>B5tU8Suj%#N|+;;ykFT9bDFyZW| zrkI0wJ4IGU8{fP`Rkq$2Jf@6|dMJdWTsZTYeP*|0d#^Elh3w?~k;(DZj!8z&hZg(VeV;vdKHS&AS~IK^mk|HC1UbUFxKb!v zz1NIq2bRMRmcvJbOs~W%i!@A()$xMG?Jd_f0Ii0Dfj*C1-Rsd1EvD?-08`6cSqWc; zfOp8+*tVSlVAfhY%1k|r?h3#dT-}N<(YK&VtW2#im0SG8S#lF4QI897Je{BJM`lG& zwARAgzg5I7mNXWQY}L%fa4MbYQz@#ji+Jv6Yhg)xaAq1jwrtP{{_?tD5ehom0{Fuo zfPbho9>q3}mPF%#wEfR{oB^d?HWmSpd4H!^QS!uuISboF;_f>%TjF5zXHlXg$@h{+ix|hCfdVM4? z008l1|INMR`2Vri%l|pS`Ny?mM3v_cbs;vPZt>P=lXXRQrtja_wDyY~OJM)QF?bA9 z{Z}BMM^vv?ZsB$+9*J~5wGkV|9FYJq%xor`WAzs2p@0Zi zs=4jr%llX6x9aivSuM@a{rm9xTW`15AYxjPdyx-DE2aH{WaVUW-@aWNF7+^g4sCGn z>&yEs!JISKoa(``MTGLu`^J25{%l$PbVNZ`N%jXcPiZ&u@6mgp9^aVE~%= zN~NsHX>2$&OD)puprR2$5@qY6aFD3FN%PS<6Dn0hhFY{Jjs-o#RRBX<;qp zcesuREiW~qsnE_5FM@IsdR`BWyZ0@OxUT{$J-WVG4x_)+3Q>SsO^E45S~>b!77IjI>RC{jsf-hWIK5e58GFV6M@rAbWpg!=%dKi-}UQ-AyTT zN3xvNrEBe|nXn>*dVd{lwX4oGeEAFqx!lGP2-Z0TAB*%)*OsjD5^nJsAhaa1Bp8cmQ2 zJ4A#ca_mcx()hP#S3KAwp9#{au1I(QUYXmIzSC^S5=9CP&}LLoaz=Oyn5|tr-r>w` zX5YTDw=-83|2_?e3~_?_Z7QDAP>5O`o->Y+b!1Gee@DnWfeRsUp0@BNep`~fxWBU3 zE#%LcdRfTYTzqlR;^K}uvte)7?t??*=*^!AiK!@*4+(T*-WtMyHuRp8%0kLNROf(R zY-aWXEi-V|GbWbkW+R!KiS1s{{ip<8g~C?AmebN0BH^S*u0=Swa2rRjIhTv^1}~Q% z)j>$HMu%d=i1)~4RTO}_H0;?Sfy9c4@UZy=9{rYd@DCh_ITk5LWDIf?SOcW3^bE_x zItI2&ks9d{I4*sacXjZnZrRm&Xomk{jnjiulxD}GK=@3Q&(Fz@Sg!qos9MSCdsA;+ z6@MRB%p$yB;R99?x@o#ZPgRKl zf(u^|N(l$_Au>-L6XLg74ulBNf|fvbRs`5vsgv0jJ-HGaYR2>0Rim~f*eNP2Rvuyz zpkRYWJA_3ARU9M!fSs=Ij_vTWtQAD#N0d$PR{3mwF@Nn{T6ez7Y*g&(AAP@4vU{ZN zjWCJQWLf52^Gxl$-08T=LWaF;l_k%`lc#eFDZZk)hSxZzBs3 z`e#`mu+9R!>BkoDQ13TLEpC!ZIp;^egjc&nwYinDfOKdP{+ycN981rxiZyFK$+_2i z>6F4GK=$*3=M0jv$$pl{WghNjMMHE!{-AM7##8tplAKY3IdaS2R`M7rza_DQm+w_u z2_IujM~7A)o%`?ZN$>36qpPBd1A0J)T|)v_QLSBQp~l97UYePZ44;RB@`zY_a$y@_ zYvJRt2w6=Q{CxlGty)CX{h)r5CI@(@_G?{`g`=S1CMwS6$gZZcC~jme-$~5+56$^yS6-p)uBrR5pt1gH9!NiY>)BQmo{O9%1qDOl+E@)^5T`-A$A)% zryH$V=NBbj7;KA=l4-=kU#?7|2->+mCTdXv-(E&Ji&|Vm9H4X?kMzR;0m9w6(u`f%5nDHoI0nJ$}o=GMnc44^5~ zpp(LhEb9)rnYoTZh*Z3=CVMY7OXDdn9dG{!jr_{6`AI7HD%Wiqi}fia(4 z!&`VWJZ(CQyQ=RPc1rr9rcw`h=5~4V&eR>;E>M4Q^@?!TM_dASXvCTZxia|t4cB&C zG>NpyN&!I_D6%+~P^bN~uCtxc`BR}50I@tEKt_A_2!W)<_Cp57zvZ6%ZQfQlP)%1&jSP-2!OyiH#aDBE++87aQ9(73$V8qq0})& zX}L+2C2m%n)HIL zORB}PQEims2;+G@+gTyAMBH|@BL4{5)cTCZ%R0d(8@I?)+jxL}RLg#97)ha4DZ>tmbm2)iErZr?I1LmlN)$ST+=F$h6^M$XVyF4u+up&07 zSy<;rW5v2}yEB`lY4Cmgef~e&IZol7hOo>LMCe;CpQnO*NGy%fVoXx3`jLPnQ>61( z3l@P(^=GuBpt_KTVbm@k&5G-{rhBYW8E8}?^I?dw@ zdhHw6CGvBK20Kyb^$8N@>8C|^GJts=g$cXR77la6p?X09H?-`T7AhIx3oMCKW_bwNC1L$zuN3r*r1U_jTIxe?bx`df zqCIoWmB7{jaMKXAwp@l3I;yu`6?@uKV-{e-musskerZ?Nv`oSemx_0f)En{`^pP{u6RTNoGAWS9ccu$h(qYo^XUZ^ZfzM$9e>~}X=#$|mMo~iLJ;g6)ArvYhQ_#PVGUt& zMJYvBuRxGzwv(3=sb^%8(S~f<*-1iv!qiBW;f^dJljp-##YI8R+N$KA_<$4 zsn3F!VyCY4c#Ik2L_yxf1?7?K^kvW2HC)~ zG%pPl%2A&hVTw{k7B+Qu+0GXkCBJ2853*)y!Mz;E77XeDg~32_fp;HW$42vb(c;8d zDSmIL0I5=xe!>d{Pp{<@Q!{#r>T0paL~?DDx{L&dDmu4$CU4JSB1j4(54`5|@0RNv zheic8k|I0$XT4qtzqss#zdsB@uGn53wrL8%oRK@>m@D#*`KFZFJUAvm6E5gB4!GLe z{Xj41ZxIE?CMXvcPpM5P0N%KS&wLc4o;ZdlvMP$@Ag^e-ST+>dL)4D_n)PF0j4fj{ zB>A%SQnK%}ej|#*i!>Hf7p(~Rf`gxXx+9Q;30n68CR{z%SFH9B&R`@bTEF4f3Ta>&@KDO+3>1!J}a`Jxn5cz5qoRj-=yb zF=P=%%7n1I;OivR$*vXVR@TgzJbEmZm+@X|MN_QhB!**yHFA)*3XsZoE!6X50^_nXRFz#Uo$Ea=??g(`Y z(jMtXa+tM_gyTarP8tVmroY(&-LS2HT=e=8f=#3Dt_vOrSfHq4v#JRM44vXz+N(2$ zzMt4nq85)y7)jNJ!wf(CQ?=?e&UEO!2}1hTp&CUrI@?G^nL!jN=a@!G6TYChb6~^( zXeUOK9G&1X((m=SvP>zKJ<2CKI*C$ z{w}c!j((fF7ZElM$sN`%eyn`Nmo!-D=DjYdfj5tXc0xvHo`c@rI9%2yAKXS{LNBZz zt1e9R0soW!Pdv%5o+yLeH>p4~_a;SGU9{O1c5i&VIc~)@4N%1UG3bbU-L!u(P2HY7 zmJbFir>DX`rDd30_9afq3P3*kra3y*L2_`RW|mPz(}d}g`!&SIK1ivZ#_eR7**6@^ zRc9pJ-@8GEUPr`ku}nsp^M!?-k$&U4O%HEqS2 z{`k1<_5JoI1~NFq*bIA#cA^_SVTc8p@}(v8F6eMRMjfX|wX!d=9$iMQ*1)lp(m@WY z)J6%&JS%!|-t-!}X-3S*@lOdr$o!OsP!&z&XjzuE2e5yr0GLbDw7xOS*xY&Cvx!iH z`;1fd!W{ImQ;sg@HxE+23n0hG^*Gxo_!VslF`Wx;P&ri%GC%)Bc*LbocGj2_@KCXN#C7_nKzY4aEwAYY9ycA`Y)_(geF35f-p>K?}0?imc z8cDc7n|aGF=wJBY#39A1jp%62ziWWdG( zkrr98XB@6{o6wO zr1SbPEs>!ZB()FSHF4}yt+7|C8ZR8|eZgOKtD^lZHCO&C6FX-7P{y@=q`B4IkXHaF zInAAdDaFw`!D8i1oNX<*?@2Bou)X_~IccTQpN%o!OohkusrIOPgBJ<>nb!hC-|$(n zTuOBym@+^hI5MaG85>SFx;jL80FgJ!#Fy~}{W3RL?SGc$aYk2i-e0{+zdQSy*~E6; zwfzE^eeBObTX%&y?-xu9}fn}^Cmt7-aB<`d|t(W9@oUp2G%s!ANnV(|HZ@t1i^^0~i2B7NzqnC(MAqNbvoRdIL| zE$*OXUoobH^(K`{k#{C{TSIBro~qC;YZsN(e|pP{=JK&$+0yN?4{@ke9|)H897M#8zS~(mU$SC2w^nGv%^_A1l{vL8GPy^$ z40d;0V{bzu-SN5Onp?1xJv=&A5W@4 zLm)~r15}<9WuaT#I)O>PhEg1A{|$9Z%^jVdaKK~+6^J@UWRE27oWAvjBa?D>C8T(E zeUc&h7d?hU-yZ0*@Lz>b)ckl$o*n!binHB#V6DgwH){9}S0O5ZUcyEC#txj&NxL9u zbD&q?8m?>DVE*gfwyd)fu5K%0t!(qVjh;7;5r`!={6^-_=f!S7>|&45;+ogpr&EtW`uYL(sms z>#*>_SCOX}} zCVRI70_>jo@}+lF>=xV>ablPO)%i0`km0@0=fa$$n#HOf3x7ajBWuw%PY^ssy%b|y zxKar>dG#ysZ%#ocH$2)5ZMfYF<3-a{ekJK#Utkp?%0YI52muEXPanT#n-$j*fbq+$ zfe>gBK7}ik5CKyI74vj<5&4?Dc(f_c0vQ1sakEnUDg;Iumh!dY3&|^WWD=|ucCBsG z__54Gk++>D;^qM@)~1k{FS!&&zFGi$QF<*yA!IQ2-PGE&8G%}GOZc7Deu6u}6%yw` zN}N=M6_jOr975(FC}Jew#4~jHwPmAN;jFt|76egsmeYNtU;@ z-L!*Ua(RWkg$9tw1ARt!inOq}qEG4bEbjFc@00@x(`vJ7pA_OONnv&44z(yYb`J_& z4|s)UpYsoCj968$YZ;(0AZxU6fnv=*5#3S***;|;3n0`D_U8HK6akh#YyAlJ_{YH3 zCV{x;GyAnu*-5ioAe_LekPk!~D)&lfS6CWF$w&CFXLjrc0j;~Hg?cS7UKQiuV#(Gd zX3+Ie99E=O5*9;#U_h$fy9Um&$caVHbmLCbBX0j&hQwN+ZQ>~vn&}}eNOYTL4*nZ_ z`HxpnOrW>cWPH=fT!a1z{NckDEr`y-hDdD*b9T*LG;t0haR5(rOMo++rOisQ;Hj4S z4x2lh@(;lWE|nKc@rA3oE(;NLBD=1ARE!5i4-mXHjo|%>bj$z@s^={_&l4phbD}wp zn{4UwUaMPx&R>HWJR|aE3E^NnuP8@ajQas}|8!ncweJP-h%PYy;m0M*wo617K50$V znNW#QSDr|jcw@S31$LcQJ4TjR4gho? zm>*b#KT|4Px+B#ts>}F6*Lu@w1$q?9z9p^;maus9EbI@S2ta! z#+}o3_eLSUo!$JGuvfjy#W+0eTS7?DR^KkIp@i0sm8ZP%irR479+o%SOmnOTeWB10 zn|Ja#iA#$C+K54#!L4BgUndf^MhyMD9x36R?McKi&>%#OkkDz%97}VgH@YWF$Mr1;2sI9z z`c&r*k;Wi4S+8atP?#XnR@WGUIqiJKhaq>cV~cZ`U-3(q8piz#L0dT63$}ly)KW~C z8r6&@+i`+h^kgAG-F^7ZNW!Fh&H_Iqn2_R7p_%H!JKRwjXTeUN6smA@ppEN_dboK#goQsk)(!qV znMhjxaP@}f+a^qc1P=>YZL&M=?-hJ570NK3+oyULp@F(fi8%fSIZ1BqjIZX3!KGTUB=4-E@x;^r1zEB<^&4q>aR;+kIqvt9)U|eU>Jcop`PY4 z%eW=wnDGUoFGYW6l(LrNC+s-9;6%MXzNaOp2f>z1-_g)yav^);m(+!plt=glI-3?z z8q28~VaFQw`S-fYn`drN`8b6D76h;#IQBJogu)?&k*1whEcF4!ni30~{#2t^m?tLE z^Au?dVpH}mkJ^`QlxvO%U`{7d>t`20_9ec%uPE1R37|tzPy`!|u5Tae03BWXjs~sg zOV#!_hQDn;>t0m~Odq$X>+DQfdcyQ#@qIXZviU~u81#E$Hpx7;e6WQ-}RyL%&4y~ImE-SFAxktX%+>krRJC4UF{btx*4>iq`&;JpeY_5{!!wEi@o{bX4mz>MP4Po{*DXQ ziEpHw8||L`q;`Ll;)TkI1xyjXAxq+$QR_dvlJkz^L*MVO`_gaw0toeFe0S-A#9h?` zA{*Ui{z#@x4ZOe*B02ILmPQvyI+_vGs)+ zH1}*^Gcc=1^!xix=y+REYWkshJEOmg|^%*rrM?cSvQysQAdXl z7^BtlrmPSKy67ghm<7@JsOD9rjMDoOh7?WIEmM)8-#%5vAl84H#`}qDl$m3j^uGls zG-P`&n{e|*^-w=Ub=qTb59%5if3w0Ir|tzo9|Hf){_KO(S7?zQOCa8Fc}Lgj&>w~z zY{aHx!I>Ax>R1v)30u6)Pr$LlGfv@CKk}MZmPhKAX;4iiGA`qVFnSE28I>?2{7E8) z!plh-uY&YIycL$|?>BvOVpSU$F=D;^tREo@l{A>NCA!28um6q&SpfFqh*ioK(-lfMpu!#R8Oc*m^DM$uZXJAMqH?hVCfYR#T7hMMFyjNJnIf{#sWI zkfsd2g0b993C$SKSpV*&f^|rfHTcKDdCfF;c!lmNbFZy`aR{H<+AydsuGu=?Tshjg z;QZ|DM0gnjuJFVkwXQOD`w)dtD*Xe}W=>Bnrg0xQlJ4hV@Y|l@sje3(DQ%^TWTsk^ zN(^wm8BurZn~A0gi4P=6+*C*Xw+Yp&mfAg?+|uk4M8Jg=F=@6viF4nnEm>c3>85V1 zl{0n^q4Bw)D%votNXEP;V|2LL`EmoVTkq%bv`u%Bmd5wh=Iilw`0+IPbi>;tH|dIh-~IVaGZ7^bCow+l zcI=W}RHUjrH#|ybOyAMHWn2_&2fo%K;v4E>X5Ow^xv}*iYc8)v=yLx{K`Cv0lm#bc zV8xQ;;^O+T>FvuuKtOJy z2(P~(blN0wPH$?Pib#K}u^Dql0sDBOL%biVfN7{Za@`a6@Ou8wc4faQE7sMdX?5(! zzs8MI{C=oe^f#NP!eTZP!xX;d7RQ}h=7f7N^syPHRQ-vmM!_m{OT4ah1UgJ)u_aTRjuFl~m z$OfQebHU#p=#BX=8XN3G;WSWZ9{31qR`DtwhQUJ(kv3&%K(iM^1*%fyAPK;|5JJSp z|1d9?rCxcwB$g%D7uJ_=F+{p!piV(62vzveBUxoUzw#87F--8Y$c5-LsN?C-#=7(Z|i)oGk8L`0B0h2LlOH0}WPN26Ba!e7 zX^vti<~rab0Im!X!-qRGR@!Wp!}Jk5gD8+IQ9qsYL!5*V@2ZO{xEb6J|0R+*i_TY+ zf|P)nO%ZQOp)W}cbys2B!=6#9l05cp)qcNDdyuqCx5>p$kkd_+tC5Uw3n#_-2{i5e zy|fu?59Rq|%CD0vI@lWE@<1E9?<(vN$OMhoH^QS_z;azFlsdgfq!v43nCP~+reLw* zu?67WdZSJS495-j?ik(HirvPc_rC!h-FgFq^{9E)3kI~Ew^`o`BfGmmo?JYwt*4-4 z1AC`v5+x_*dzqR!u>OWQ{MbN`%>)|2^gPi5?$+dlzPidAwe}pb|Kaw}!v-kp+tj6Z z0SCF4PY5!G@D;0wpH{iT7vD#mGy@!x19Mf{Ox!cp!Ri%L)jQaQXMOis!-Ok zC|eTuBURRDZ@dCzUc18a59;0pfF<+?9TeNgPdR2xfep7dYeQ2`AWf&eV|&zmAhAeC zB_D1>R7{!X^u(92m=Hfpr2ZqynkI}gpEc+kOu}_xX_+;xP^nKe5C`$-0@QYj4S?ni zd4X{;S?h#L30-#MZ>WHSBtO3E)g#FHTY#vc7d>Nja7}}@dt5I~qHW1%zqOLxxi&>Y zCteee211Yxa%R<$_GRU6kWi>h1iphmT&%dc=qebHD^Z&2h}jrjvrT2?F>RLAn;(lF zNC^8m20|P}5fVv=0))r}fC32?W>g*2E2L*MtC8GaYjupGnMhs^%cc(n)Fuic!9H`- z_~P!D--6tLII* z2dfR4%aNz12R5#dJ!rc(O+OR8gi6XPJEtD-n?EAdEADR6$bo|!w*E%r62Ca09Lt#9p@(kCfGYgPRszNHA3LXFm3B!~^ z#|WoYSoHC6)7J$PRcUOQ%E@d#?P~q_kln$vp+#wkg=%lVX+@`V0>iM zLGyTAu^sslXbn{I0QpmgzO3<9Y3QZ2cqOcaG2rv~aY}1hoxVsSlD#E9u6tEi8 z_5)G;;z7&7>ga_+hT}aa5fPdT_MnJHxhQt8oo;FFg9aWuW$onnkfu9{AYc+n4+i-) zOSYKr>}ItB8;5T1%Lt^)PZRLx2zBrD%%m&K>KLHC=ZAu)um48{&i*h_#f@x>_gN>06j43dvP-CbgDnf^KDeR-8la=8VW3lfU)p4hhE-!p?z|(4 zR1F0EW2OkWazsk1U&PW$FZJs=I6QLe6}B*Uxvh^sK;8*8)I`>+9mF>mg-Yqhx`Sv{ zE0asZvX#jKUdD6$rfKE~0^K@5u_Vr@uHOh98tEl=6cqF$plMRLzf`$G@`~42>JIsH zc!qhHK*fNN{fx>YjkaQ&_lf62Z4_UlHgue}HzTg3O@DYXCV{^feowx1mWh(=%*ralx?Ob{|MB-iGPjYm|-KGk2U)SDQKL z{o{CVkaa40r}Wh_?KzYy^KvxFG4^3(=`Fk^mtuB1(7m+{uKW<~${=E)af1n@0uY`T z`xCALJbZo$>Oe4H7KE@bh)pvuQ1I>uDl<*NTP}iN!O;;D!Lbf?l*@Q&GuA9#6%6S09) z?S}B9mCKZxPlPrn4vxOQxO^Vc@hJ;L{Cn-12p*h6r5*-E1|3W>7#`L`@vow6;7DRL3GvC9ciB(G=ugJt zH-Y;S#nPdS6@?6$h0WC-V^~I}zWeQOtp=SPW|VBEc6yo$p&{0S<0pp$FI6m!g34ti zQzR849nRur*U|2iv`>TCD|&F6loL%>WEB!{BY(+a5}K4hhz61=K$@bczm+Ui6tx_^X zGC>S5gAJvUE;lb9llxe)Ao={)4hzrz)?J){m`jb@qEMIXrpE=BB<16JCr0d^KejWN zd_-t!v~^4*9awTI!iO|Yz~BtJaG+@0Kzm92B3kv~u6VpTfC|t5Uw4CmBP>{Cdm=30 zga6>RQEqS$7frHNHs@7;KLsDxd+`UTuO9wAO~YnDdQ_}|CT5}9bOZ0<+ES_SX@)gN zqroWFId;3XH{YA6PwH~iMds+$!TCkn)xksBxa-~RTMx*G^E$PmS;ftCNDr>AP8CP3 z?eXCeGHk5pqiZZ%C@cmijZmvps4rH+CH@Y!N6eb=qA-HptGPovykd)auTYYqg36M@ z5BfC@;~69S`4#DY#<6wmEewqdjuJ&n7II*hyd1Cvmb&N76rHK)zaF}?EH%(PT7$EJ zz{$Ub1N=`nyFYWlWTO)a$z2j$l$$*vOpWT0eCT<*$^J~@PbNIK!>aICh7nh6QtzET zKlligXFi(OWaiLHoqd(jMM%rot$j%B;<2-wIPP6uN)txz{m6Bq+O6~OuNkYjNN?U*bh7E%n)bx;`xqHlh{glJg^8r>m_9@h}gn_$w1&N zxC`fAXJN*T02&X0!NAZn)2$HS4YkO74gN(pZea#j0r`v{6f7Hnf++9Dw2u59?`4B2 zwoDGld6P(o)KMg6PA}eWu!!qVrI@#}=z&zZnPMROkYumeuP8Bxb*D2dWUv7=T`q)4 zdT3nb+}bT2R49F4^4$6%*lTc=UfA*znzfkJ1yU7mkbE7r|sg55)G~Qrjcd$kaRGJ20gJiAPw8^H4trbk7h)=;~QP=l9 z^1b6b4olJQnpM;q27*csM1F8k}!zaj35~sNNfq_�n3_D1gR_C&}H zofDG_?Z?5BtNrD0hs~&U)a3f(A1lcO$!IkxfL*IvX}%njoHIH;Kd<0@MK1t@sjne( zgAYPyhP!Fe>KCPA!R;8&gobAFdd+BW5Px@vl$vfZ%5U`^;)*2Wu%)k;%sdlfTHQu7W!#X`cy`xBBh!i;NV-mZ5=$ z;$B+xGL!V97zi>2xTvFhZ%ZG*;8sRgc@spFQ-o6?^{v;4@5C_t6`_~(-&rjL2-^N5 z-pKBm*V1D?|BhyYsB{el*{xrQhZsIzQ8qJpv_pVw11n+ zbo|hzb$|qJ739e+#;gbAl)tht&Zn@`{*nROn`)3(8b)S#cDe0oQF-)zmfQh);pHNR z7?TZ=sYrulbbfQae2GQG&3V`#8eIi%x#2qdt$Mu>+{FA`6KT2pft({z=D;;%@D0*d z4!L0(c@Z!)VVML>3ncY_4s*~jidmMN871qG$0Usnr>bl1-={rKsk6@yZqmw=1$*xJ ztaEvEM)T1iyr&)=43jZaonct%k8$6?6v*xcb>vQBI@(1l&wSLBhaCuNq04(ja+@ zhh8BOYS%F?*TH0?97nP-=1`h0b)cI$@8+Tnj-*(I8i7{6RQ(tbDyHxsGbT^PT>Y4?-dSqcf-rT|?8S_@{Nk63#JjE*`G zpr8mOB*zOSgL6$yHK_%QOoTmWAWP8h)Q9!pdS~TpB}H+B3;k(O6g{SET{`|Cj>QUm zuyWLIl09`{d)jg1iez)dbeaO~#gFBA8CGYC$|C1zHsCfIp{d=B_?-i{=CYqUR1ur^ zN|f>+kv@s5zrp2xwTNjPRIZJBP-?N@Hwh_2*F&1Aw4k_P)iqwko_W9PZ7HVHWgqb? zDT^hire-k2@{>Q!f&(AS6ZF$mykaCe66b%|Ji;@Dx4O4yVlx)Q`dX=6{y7wvR699> z!i_yyjsEn?UkD`@5al#!ZGW#mc6{{CUl1i8(v90WwgJDEukw|wBB{)&q0RAhJuW;F zA^AA4yI<7ofm|yu-G%Cw>y@B&+_vjV z!f;R`B0?q-@y8_^^?!Vlw`u`9*HGWYd3(iNR^ti-fJ4i&uQZfs(DPDcEjn-3zfQ1z zrfOEvwmWNg?O1z#w+7-xh5mg4Q8w3`2}$-;UmV`4pI7)!p|b{QJ}y4v z6{-5F)#0H=$u&RJ<7*M!Yd3v<#~w3~FTDfhVKG3&2Z19f&6YF~>B{$(RH4_Kc{QO6 zI|c+ev*wdjp{a7bLCbPtXiw&A&{hi8RsNHg9dXX+^`Ah=i3^e)D?~%ox&?e=0PlTQ z0zhv5O_X3zeErSqX7_~`fXdV)cgR7qn@>_fk8W|7ef`@ecot55wlg4g4pIA!7KM&8bBW!=}FQ)T|xaG#V zNSccI33mz4@C^O|8Snl&UDRbpMklRj%C1O2klUE`0Wh3Tu&LId)z9KuDwPDC*c61y#ihiYesw9QSwJ(8SVmILE?VE$Gt#re zJDwvn!8YDw27DEG>ZtF!#={yNN2 z`Q`n!c&xYc?fY^&8+Rj~R|sEo=l7>#sY0 zn>*5CsK$~Al}VyGp5-7yy%Bwal=(S?jjF00cD)&`t=o6d`L@BrZeOUl^qCH5+2`2= z(S8~`MLtd^UYOC0(Bl4Nw*+7-28*)5;B;Qt2V>wOON^2u<_U!11;@Kin={6TR0y|` zE`!Hn)GWt;W}rIf#?UJnedX!ZR^J99?S6EC|3`Dbf*cX$UsPm z#Z|E85$$u7A;?+4Fu~=yfdj8a>U8g~II8aQ6b}l0iIuP%(qAlZu|*~N*#P6gO3gw8 zs*00>s!e(j{R-Ml*K<0sfn3Do9H>obT`^@VQUzY*2YUdBms-mlW98CBiZD+4U0rb$ zaI-O7jnkEIITn`#W=whr!<`GPGso4fo=g@Y-EDTa+I%A0YY}FH%IVgqX*TVLz~>Dx zHi#h8O?mwG9^?6^-SpYTaA2wye@7~#d|YR}Gikqd;61jgb&G^T+hv1n_vZ0B>y#O=_7!w4tX!Hi zpg?wO9P|B8UxQ@oY60EuAJ?h>h;AH5Z*X`#*-;qg2j3UHl@x@+Oy+n?N9)s)VTE| z66OPL9o49B4@RU=RQERD%CeouH4`3w*;#CwCwx>lU)3PC)`R#TUn#g5Eb*ZkgB>M1 z>`5P&20`3^qWdz45O4-7mXHKO0SFDDDn-A&>YMfQ_Cv7J!^`cYA|KqF7v4s=>rYIAUi7KFA8wnZe;p{!Pz#njPbNI5A=9# zQ9@kW-}#<$)e85ZCe|i6WBk0F7u)vT2&Iy>|v&S0j+#$1w}X zSoI0jyfKD^YBzkEo4N2ZfK(=p>_A?z>%$f~<59Ly$|Imj{oN)#RF^hn{EJwF!eAK` zk5aZSXi6KOP6P{sLc}I9P&Q;YN%uGl2xrg@G%@7~G$x!p8Yv9K2lR-i5_Sz=!#@k0 zA~&dBqz%G;YfLU8%s+~Ph#FPByB2!o%F(iEvS#~hJtI?J;|g5aMroowsDc8LMfO&y z3vFOyNO!RerQwo}8V?F6WhU%+L%t|3EJC_ABY=OG8i5k7tbp zfkfGCymXbU(5e*E@j?*eT4c*7rqik%C2RzdObY*F19{E)XgOF2bHuWEOVjr; zgk4uRdOUSyYe>u8=3#h*s;SX`Rm<)h_V>ot_XG##W_5fHj zw3sj01;yN$6~q2431Stnepq}=bV5EDF}`!uB3l|AA1Ycc10bPp9P}+ug1^2UUG+RU z&rF5f))b)967>VJcg7QSZwFcRAs)zveb4kn?+?3z3@Nfsi@J87HH6A`9qwEJyaPw5 zXD0n0I9nMkE9kR-&jhZ~R{LNs_^4B-KsooWE^ZjC7xvAC8ag4OA=8F(m^LhCd>VK?dNQ#RC(0cgZjyP@jF{yvW1TZ+@1$flqs*op&DEpjDfC1ku z7j)J}pwZh^UBc2~=z~m9Si4h6ydM*vr6m;oSQA^^$R>V46inVZbU@&hhQs+NyDCRT z&5UW7s;&oM1*&(Urk`AzOqsow-oOjj?Em<@ZQnF&o zFxA{a*he17oCi@B80OdJ#^h81G zwP$O#sxeFI*u=K(T*=ch`QEWrTIdF`B8vrG9kbI#iG6anb~jvxJ@_w^-a8h3#CWjP zuqk#xh_xCCJ=Op-F#(=yn72~CHAa9U&(@--@xzc^>$WTRr11=r1d{mrNUG{@Iap$g z>@`av0rgbUj+25Lt+GpIV${5nUc!e3csOy8b3R-}@H_*)Aztf`Db75AIZ?gAG7_UUe=4QYbU8 zc(#hNi=a@n97u0Lq8q%R+#aS8p-Whvt1PpVV5f0(#Me^>tkloJ_ z<3gkF_<_OCDyM5A zxCl(wHsjfK=c!epx|^EYV)Db6UM<#<)G&!UU9h^wd$6O)vGn(QY=*CgR+6Av@j$r! z5#lh{C4+m&yBPZHh}lbE8LSY&;EJ>c+WOGpGl_5d(b2!Spg=Uln4yJ@nNgWHT-S>A zH|>Eq%i-x=wXl-9wb~Q}q>gx+9$^kxOgm|tVNAyXPB%__lW{8JBbCBej$TT=H;nT~ zYIx^qHdWkmX)5F`><0IsPr6&TY5R`rVlBuYz}7&dDy>`N7v5j4apVV1dJNeiR6RXv zyepYCdQ==1KOr4HYGBH(8F+C|(Qi=Qz~t`51>i#In*c?}VPeII#;c~V*uWaSmJA;R zq(MQGm^eb;5f8uU2_C8mqyNnCSywQh^v!YFf(Hd$jSbj8?7O%ZSxz6JO?E7D;m$^1^rC+>K~#`^eHH}dJ1JmC?dDdK{-wH#P_dTRNkp=cF5 z=wT%Ea2PXB^z#-{G7DRpGHIOBBVK+cppAEw>i@^qIW`LxE@}4Iwr$(CZ5wq^$F^Yw-4i9;Y*^tzFyRQQ0g^K@L^}cNtSmt-N@#Dos)t_PrRT%7M z1X$ti2u+&`3>Iz{XFGI1o6e(lYb9Je{(zqTPu%P#{YS+^s3^2z;8)Atpa`r1@UNUP zm~C*PwC(vkY3spyF**|KnE6er!|fE=mP;=EpE}3XsuhbFq^n6I_@=-*pb++)v;lJ0 zwJ}9Vo$D`4cz%38Z7g~>&hk%ppA@p$6Tr;cJ6`H(PS*(!H&qURqm&!~2WmXP4PX-P zT)V&6@O^@%W8GAkhBqU~>~BXm+DAdAxj)8##6kHjEMr9TM;uF3Xh1(+9t!ZJ6}bpb zm$*r4D|KWm?1aW>d5MnHc!--~1L{cYt(0fZcRT=}w54w>32{*aJJkHyv13>E5<5i$ zkNDV5H)Ad9Ri!1bO`wF!{n?~@)R6JIaez?6m3@#9AQmg9$^wy;w`s%6^7@57_y3)g>k z2>yhz!sp)=!1NaeKQFr_-mhTxQUaLF_ZY76Oq>yIQGG#G*{1d&1>FI06vF3Z?1w^HHU*-Oj6wV}qo<@Gps@qEZ$tPrwg zqr3s<8=}fu9U9_$Ij~!ujbW|)xId}-=;nV1TIdw7XNv!p2X|vWc15hckbJxnJ&jij zj(Ajzb85ka-v!Tk^V*LY{9jY)lCo`hTU9=U8J8zwGS2l(UIY)4}Fd98n=$SfK z=$6RQUeqd=sF{sYsH6|}G|)AFoys&_|0VeSACJ!hff|Dz&;S7BO#f-%{Xe=%?aP?W zw*P%`hDE{9uhDY6sl&t^$&%<4a6`J5F51Fx8Q!uMFXCTxh4Fv6JPIx1DfACI4K`?i zNRd1w@a{A3Go#XUJ-=B))>KXLRNdBZ)pCL1EDHHDzGt(YLidoo|cJvwv@Y ze(rH2t&t8he+(@$GA6}LY+QD1XU!T{s#cXe7G7p&W;SvqOB5lpBWdufB_|lLxz}w= z9T(Kn?GsKJOYKE3zCAYc3_;*)dyKD$5K|fn4*tm|*T=3gJnCPBRVR?`*VDpOENqi) z>ja9`isGi-uqq5Ft&5|FRT16;6H}D$3UpBvi|Zc`(1jlrywXJ%pk_^Y5Kd_p2Qn>l zx_?TM1uQq1AY%{x%ugmU2HllwNae3N9gp!;lZqc%P`Fac-;9RMFN28`6woexX4F)n z-xcJv{UaVpzLBI7hrN7eOr(HzDAfADt(el20b_abCLulQs6405n40D}v7LT&F31NG z1~PJnFv`CZ?4srA(TpiBTEU3ir?dD(zd0Wx1_}asY&C6fx;3yqgMS{jh_V}1Xp_1v zYE!O(pmvyP4<!`mcBbZ7iZ(3=B>sBJWKLm#MHaUIMFj9e@~?MLQY3hb4j? z#daL^oP>8FTh%Nc;E92>1jq&_#qvN~+tEg#yBTo^PQYd`Bg@0S!JylZ^)kqb^Y>2z zkxzAhQVv=tZP(_TUw=?h?x}%;5yH9@WLLn?ZQ&Lkwi&joQCF8>JJpb3=7Tj{oCy;u z@kJ>fgGi}Z)u@TDyT+B`wWp2AN|1h_@*`c;SP0Uc9G=C_T|60W)X@y^d9qxSzq7V|)abPQ8?FCMzepq5+hNvcnP<>xcoE zKCcf$*y9{`rjuNS!Qjws+sdr!J0%!IKqA`=d9r{&8QB8Oa*H5U2V(G&yg_l$`+1KR z;z(d}fpXHKn=sqd`z(jD(8o&hz;5@gaH`74UjTwB(4izu4I1x8Z~Oy`lV2 z2pLd0`#_YA&Gws*2~KWG?>m0ZJuu)~gY7F1e^B;$wy5t)&M*Xdw={b3AJ?S((BW@f zX$=N$0eM|Y)*!}1Q3oa=t6pEwAyhgk2}sZaypebYb#~j}X0ma<{@p+mRANnb-vH;vt$Q%y+CO$4=PmNkW}M1aXN;{Iro37pJ# zX`u8zR-`SbO=5H>K;}nUU6+963W0y3^iWfyO0DU}tcvKGt8}R%r!_P>M6p|+W6|-( z)ANe3Vv?J_ljJ0tyTcUrvfe>5S%sd}VZ=OZsbf6fM39A5hXpt2yw^75=t9k9& z0bq?ZMcEB?H3JP?y86MbnM3a0?{q{}mQ;<`o(t93hy=M3v!p87^p8%}6@*@sM&k<* z+=_1vxkvt`qnE3C%&k%kx`(z0z9E=K3y<@a4QOeo$@31OX16?^hgRx5_^ynYxE9w< z(j)W3y?w2YLh_j!vj^)jaai{bF_Q-=<6r3k?4ZkV$u{82WQV(#CTF$WmJVmjN>7aq z521o{KDK$MapTWS%ac8gPZy|Oo#ZTb!udKY_$6}C2g8M8G zHX=uAR(?Zq;G=Zo-pA4Kqr^XZwsFsY`oY+5)!N?2C+#11jN9JXAl3v@;1vy*Y$8`UV5-*;P4_FC1}KT89sI*89(rZ#0EVPnXRmM>R*>_X%=IR z^fF?r(J5_2cynG|_c^I*%86Zsal2^>T;T-mexq=oA^JUivj&ru^KP+lTr0M!B4)8w zswS54p!dM{?n2yiA_i@WZUk{LFF&3M=4*k&e+&ui3zt-^0c>DpVDO=l&4ZASmvO(AMQZul6S0e#Vfs)bcDW?A zC;O`scev0$2f$oOR#_F!Pg-}i#MNkXIc|+OWYzL#TVh_g(!-yx2v6m~8G(fgPT|Jt zF0b-xIhmt)b7`@psXw83g^QvYR$mgDwLu#x+}qAiVohuv%@%@hms-EcA!L;1@ABTf z{4#juOIsUg3_zKn)lR{&xddTy%Cd zMWS{2uC{;g)A%|P?@wf2Izrch7Hz_TBaT#%XkWB$!3cQ{D04MU-`7Habz`hoj*c1P ziowATj`bSx;)lnT#_m+MUk_3an2*-4bx5@~h0vEKHm*<9v&~#~L{?AVxuY=l)QaCG z>YjNEoq7NEuB|2B zzT-8&5Z_wXv+kDa@!lAXO8p&>foiP)-&@oLh>CcvA$O7HttPzBmN}j6VCDn~1Gi!sQLj8gOR(+IUQ+x6>2@3>Xt>gy1W0_gHFq8V%dM#=XlaI~i6^hDL9Wtn`T;k+rqF?kv zj|69lc;6BiDaWUIGe8_4_(Szzya7YyE2s@$ccsIeQ`N%DEkY?z#xUr4mBRW+?=K-9 zuqZtL02vYy4IUG*6ImTEM&~LeQ*cFiL%=t&Jb66>LuCrFAya-s+u9AtQ$@ti21YUj zH8KYM5WVoN@j0)QB;;XEFa#|9@C*=B$d>iH1_cV^mpU`@Ts8`h&?61993)7&hz=EI z<{+aQ{)5PqHF`_IL3d3ToHt#GZP1~b!zG;A7MVAFh0CPG#-BmWHy@vTs0!mP&c>amEQhSV^(E1ap+#pMc0kgyG3{NfkuOnuttLNb#(>UXZuF zL-&ifBtU`>DF zWDwT!y$+4ol0a zVf+JE`k3ZaIGr!w*#8+1DNapxw#NkkcpUmq&HDdS0LE-`r2O#9_tP5qgVa~jtk-DM z1ztFnBFlJiomJ#a{S?t|tR#{A5h=%UHTL(8_U`sh;0;}x?uc(uEq5`S6X>8(BoW2+ zIrVwFnAP`+<*Acs<8kvg%8rqPfIiu>4?Mn1{MWC;(#!vRoygbz9De5R?tHJ7;*U|i z@V-U=65m-6=;c-&aCGr;YuB!pUfxs2rkJlRFE6j7TRRqD={7Q?+cZ06+YxSV6wVK0 z!UtQsUn}CIf)48cmAAtX%Vzf_I!c~3k~*Qrf<)`(lRN;Oip)Z71-fWlC6`943mf6# zB6P$XqVa1XgvH^T#TvD}s%L*pX6@!lM)qJ>m924m#`jsYnJEzcZQm5_lhNr!Li0C0xj~pN){S|s+;}}`j>2uW+wZ8v2dQ#z~ zn2BgvDYpj5y;x5Fc&atqT1P0#v08@xd9lQ4gg6(jw6~B66+D>L05Rd~PFgZ$)$z%67S8$R_`1U(Gg1Z9IuOTOh_it=S_S89 zK4Ne=jK;6Wc0gvr7zi=j&s3lCedN<*Vlq}40?vbaw@-h(fVt`7f>xzQ6z9?CX%F|p zi*Mxs{sMczs=xZv_-ZS|XU`rsSzUsDl+Nl*^Ev!}=KdVM8Mhy&c{mM4kBau&AIW~T-qL!-__6x)s3(~cD@zSmdEGGFFe<%cq)#k)uL_Eh%Chb!Ti zvV;HD+OCib?1FzcgYYIG7m41*Fm>_WTk7+CTG^r12;>Ft{+#z}-femu$RNCIovpuYT!qq1MZ0CpxIegJSSj+CyxR!L|7I3!#0NYan{@=yHDO7jvwK|9&g$sW@=8>R!`cW-mr6y#{L4ve4ywOn@n< zmU*5V=YVd_ffHsfik5F$EeA!pQnL+MR@#*1o$v2sFQX)g@|jW>pv5*GFE>dYx_S0 zSaKV7Rtbk_PmA<+{VC9Q%jMz}Y-RDb$Z@iJ<&;p*D@!u6d|+Q4Wdo|RELA{SsJ#^t z5B>>;z-qcLAgW_w8}U$hVJXeq&xU}008L;d5?((5N{D%Zp-JM_Z(~uzAR9`MYK;1e zV}vZpU`2i)@ZfFVAOx8SNqa6tH_H7`j9{PWOW=e=;Q{_%=`IM;j8R}g-u{e5wl`U; z!Qs{k=gM?E3AfjPF_+{Fy75z|0!17|q`SSM&8PolX~70^0el9&_fXGRYxK-wH^2%K z`R)+V^9A)lXCU>XK?JithK}uC3{OO0fC&kksIf*@m&8rvy$p!_w_4iI6$0KD*>{5L zjUtDv@;u;olaeQ6gb4FuZDk}$+A2N7UCn>?_G~KKWVZx{>X5k@zocUKk#R%hrx?EA zdVXRs__kH=hICMG+r%*zMoF?Xf<$%&qlayC#8;}CLPIPdX^)JB0O*3UR50XMS5lHh(w3-!-rB5? zlF-I$B9-d)f1xq35pc;D0Q$qD7RitqNnc29nznO$DV~uR0YGH#?pYQKA7!_X+2{9X z*t&oU>tv2)kMdwe0IUeXN1WQ^x#a{J%~Q4y%k}nvLo5xMr=I<`vxo}UyL=x43SU+n zY_8+NS{dEf*lFDVBz^NX|6TIWRtpu=zbqwZY{%rL<#oxqtb6>LuY2qoG+hMCu_zbJ zw=}X4oMOB2S7!Em9uS`2t1lPiHrQnPchCX2#%pX81IGmN`gmG;q#oDD6YOh=J>b`Z z0%1N#t*KSP>c=Mfi}dJVB^wiBmpgb(ktpg4vK%(^#Nja?Qi#qOBgD_^8C&uRk@8kO zGSeDS#44{e{iDh1suqt@=VtK?Ueubm;hxuj(S2fubf)?j>5TMh-7>R&e*|9rX6iWH zf=Tlrr_Wo=tc`en^jgdTy@qm(S2yBnZDsHw7%qi=$^cWBLVvd05#Ua9R(dj`#K6f~ z(i}A`kps3zfDrMgk9F2A9()00>Lr*p#@{i=Kgw-A#3mKAr8xVU3R~{Qzg2qePMv~! z1D#uN>q&!PMhxH*s48Q;>13{aBBE0a3Nz?)2?+Zoh?3n;<;>EU3C3uZ7OJ&e;-78w=j;Uh0#x-}u7A`@N6eHCUQN z57U)pSsUO54LR~OGiZo5AuhnELk^b7XqW+t+I0_TnYa-mO1taSx{-G@Bac@x;H8O? z<&Qk~=lhI{i!#~Z*+NjiPBUX#WmNx{A8vE!8c@p67+FfzD?XlG%>eMzzWOnM|D>@Y z`Lml}#%MK_vc4Lo+_YBxumK!1ACFd@Wq2JJRgvzHA7Vh)aZju#@ZAAeP^>`42U8US zVc~1rxEC@eHk%dqrIMg7#Vvb(*A^G}kdt9=HjYifsf9XMjLR~#xN>d9v02+4?ABDE zV&*$0&)u3&l_Tj->@*FNt3!kQjW+b|R-CmKQt2`}#hDsYj9+0o_dn$HMZyyO(ZHj# zK$nyH_^i^7&|FNvitaJD9J>mPH+f%??Vj@Jn1X^O$aDz{sQ)>78U>I@R8elw+XHlt zNDyr*5a&V&`5j+{xf>q+Vn!nB8GNDmCf#j%`<{@Y*WiK1H3s zN2FMInXd%Hgki(IiTQe4`lcN0f}+@lS5iD??|1MAZwIkfo6LR`gA9TDY&^k-qu7|} zUuVg(vK_Qk5k7tteyO;#oKt_$I}ZVOYHK>+m@SGFF@C8V#?b6hs+FN`UfR-zbkF2455T-CX-|G7TM1Ju3kVhu+%Teuxuu91L;!) zBG0M&I{pp3=q1T90GGLAt)>MUw*G&iTDSH9o6Sdqy8(?fMGlu^x?J|ftT}*980Jx` zUvP$bB=2#ZBzh8Y@pN%!5$$#|Ueuw-zDkH)_iU=wa^CtMk#=D>0>?>Jk?M`$un3Q{ zc;9OyVMeiF(X#@P#BtdX69~C#a$5w9Nddr}anL)#iJDNvuaCINEaN_SBnCyscxl2` zX3#|1b3>{rshy9(0LgUUGa{J9DS=WPw5JslK!~`_E)qpSu-IvzP~`#N7ZMXvy^O+_ zM$n<3s{u3tVTqqX1--%jLVNaIG1`0UsS@CpN=cj71BS>N6zhciut^et3Ez{#fKq@{ z3=&0KMnJPU>5xmyhcqtGwFY+i(9ej)>k*r1=jxeoZ867tP1BSJkoQr*BZq6o@a~HN zi&{(cwA^owxzEbYcim~bi{{mRD1*cPE~)Dco@YGjWMVy~DT)UUxau)4-K5v7tAiwv zm6mO~$7~8+^6cK+p(XPSWySjC+jvX0-R)t$iywrB*-dyQQ0h4d1D8|-a8k)C$uTKV zp3GHr0~E1u&nbE3#KIN+2~iX%?gyW}GFGS>GJ3@%O1FD^AGiRcx}xQP+a< z9VL}sRlTiLh!<-rN2v@?fQW>T3jjCJ$?&OV4CLtvQjwMmWxM!EdD5z=$rgV}9g`{~ zPGBeFB@y8&^OSWl)J!Brx<~O~FO8R_wJ~8)L)YsNw`c%l4^)!X+u^3vT44ES*1wle z`FqQqZ8MT{P2wOSkhgz1JNBNpeP=KWV>7l&<&bp>P_j~L_f))E%xu< zaoGf)>Xj;eYWdIa_}A=Lt7}vY*W{0q(OtV29omm-Dv&6A&d*nSWp71pi`O>i44U|y z+zqpILq*@7Z(+wX+x*XcZUw2w@77_(qk`qEr1!Wsp54L9`mtzsZDfSLP=G|{r8&?SHp?Zm8Vp2>G!mu1I{ z#&}Rzm*I99s}|=zFBU;BkH4zd0WCCx{?9!V9jR)&e}wKggg*=1%$Go{d*fCFznB9U z4hl)$c&Z~)Xt*~mbupDb9d^+)Xak`f($u>1tw~|8lcwDKQaGEZ^Q28M%8@|-HpImi zzG{!x_<&HeVEWACcR82`FIt;|+GmpV9$b6H)N53&3pEe=?d0_d zNnlLk_)8AItGZ((|GbE}8xbe}g4RprTbAt^=$mci3&?-C3TV?HU^Y0-6np9f%&>e! zSd0>dq!5*ryDHaQ@-dvdaD@%gBMKl?8}OkOKzk%KT1yrR7}(B?;dh=BLn4^IDptDonBRt_-oR z$y*ndVpgpntMLu@nq~uq`Q0v9HDlUPou2!w60xqu zjDI$)^ZWRu)p_9Clewy-cI6-Ju}beXX9T*PrE%*Xq|IsoEv2fQx2Hs4kaB2kMjB1i z9=t{kyiay!?s-%Z7dAvgwnk|lBs58iW1Cg6=w?<#GYp-&m+s+1hbt1c?nYo+xBJ9V^>l|2VuE}oZxd03~l5$ZHe zo9|Hv8lUmGl^(X^7OHCCr2H4rp;N4c^3ARnJp#HUgl?gHHwiA7C5liHlkoomWx?m1 z%aquzvK3j$;?8*hP@dgYom4tbawC$VCe-}rI#SCy{h_>U%12t*CzNDWusi}xnE+Vc z7>H$|C`Xgk;(ax8O`K=fff}FdF^TK8wOm}K9sGLEsU&p9NF#$Sj>~`^FAi~&g=`1Z zdcRk9gycL{)m1=uhIE4)If!TaEIft)ew&0XrdJCSJ&4~fq$Vodi&z=5q@K^`d6HZC+xuQ6;3Mxc&pRFhi`&_#rSSTWGEWFPGa0IE4gUdo-RKJ8 z@HoOTIbz5dp!fbk6vJhY_o5c0MH}%3Ka|UI1?`czKuHr_*`Pn?e+E|ER#A;)iU~EY zqsERJwQV3L%;jn<<9Cfh4cpL2Yva*knwI;`$^%rL%)e+FM?U<`ynoNO{Y%STeB-I! zM-I3*ZCFjPAH`+cKC86J=S9atBr+euGY0j2aZh9Q2UMvX!tf&I0hl@*`MU|ohDwf2 zV<)|Ugl9?K2DU53%rW^z46%K@n?;(SS-Xfer&yP4rZMp{W}kl{be;LgVoA3Ul^K&L zLiN4Dln%!J-F2Y9sNZrDEw#L zK_fSeK6E)S7sh1S?rB;o_>i%Dk)@^zT48lzSg4RFmV^T!Ecv~XwI92bzU^hUNsJg3 zw)HijvZSCv61ff&$6*Dl;r0yj%HPGE4`+&N)iMNJ8FZ!_ac%cwHy|dffWV!zWk>IU zZaL%g$_oOS7a>oV-5~6)~JNnHQm`zhig=7=NcV+E;$7@4_tWlvS88c8vPfqpM88b8GMT@ z2`t|Wjqj=+i9%(r9dWxBxTt0JFh&Zszq=H`fk6)1nF_YpWJ$MpR=ZY!yI#rs9TgKH z+9tz*C-78+*6#-?FTfvcLw}e7nnw>22R;T+sYN|t9@|YQY1UG0FJJ(xM-$uaYCm)uCDTHi=n4@Y*4R)hTBsxax=j@}Cv5rQ+2tpChHE^kZJY7U`+%ZTf}g8PHXLVT z8V~+n+udQYm#u)T;KA2ZdvcIy_TBZ3_B?<)kp}iYa=4Ch3vBFSd9OP}F42Z+hXYyg zpaef7OrBY*#!-0fGZCZ6-cUVrHELYJ?m0Mo2DFZI_Iw0-;nRzDdc?K&U`d?gI4(*U z=i5;eqwmcesyM}sKSB&l@T8^=_c38$s7{?)sBn??j?~S$rOrdZ`(u}}u(n7R_OLxX zQc9(X>x4CBNI>9Q`-vIsv8)-u4rLDXXteLoXyA3k%>T2pakjbS1bR|`UZ~IQR%+zC zw{IKEMwFR)EIag9GYSNrZJ;SGlK(T44oY>8lWMX9YwhyQB&Mpr&D_GQ-9(DdEg_Gm7i8vO;#d9_21#Ov8ah2(E@y`?AzR#cr?t>3PXVBgd2uwR-lH`?CH^MwwF<|g zzXft2mW7CTT3$%TLi4Gyxiq##kIQ578;%yyTV}lWxGb#5&e-n%F|l2uK{inng6uLEILgI6ZGPiX6@HR9SAleEMu%9Zf$SFk>zp3_+t zo_(Zu9=%Vikr16MoC-pfrvlQViZqFX?*&v$6F27pLPXb>P6E9D;L8_B{tn%Jo3{B_BB z^abbT6|`M{qmq4J4MA8RwY*#I1jOf^xDQ7*<{oal0s14cnYfr}2UfV?_Z&}9{m{(WxNpSXR*IVX=jBfyv1Z`(g_41lvp=2q; z0;X96zWR<n(D19kvk?wKCE5$Y;@P$ z50e9KeuYJ!EuQQ@7OKn>*h^6L&CNpAgIa|8ls%3WMD8yTw_X)VeZ*|-*oDMoJQzt^ zb=uOlYwqLGvkkR5hz(@tY=kBkw(n*Q2!B-btmw{WoQC-hWII_>#3^i+we6JxMaHV3 zP;HqrtSVJ6b-DPmDj;Ws(3{Y6euS*x!CE>v%aF8*t1ll5?yr(4VjbJ%`n^eEVyfH|P3-FX9+8OfTiF zg;vwP81n1Y$HpLhv(4{(k>q%be9|Ny?k0F=h~>JMsI>u0a#9rHRr%vIq1D$Xh&nNL z1S((xNV|!r{X*7>odE-Ypt7j%^c? z44h?Qbv7qK?UZLLIC5~aKV(UC{DwTmV7=C?>$%hvK0vtJdSe=M#X@}#=86)-Z(Kdo zWX$*WX|gB>4$!u=*hSiCv>j6)jYcPzEGOfaj_#rAVv}S?YhNnwWxvjiqJizU_n+LO zQoVl&U*AuQpSS0zMRTc|R%q!rhm5Eif7FBqI-_#zj{eR0Czj>zN#dwezuegUEg1;JdE;R zMtfOG8E~I^M0F{DdS{Kn8Mz?3F3IrS&RQuK6bz_uA?Sa*mustCVOuWT*I2i^Y?fuk z>d+BmL3LZJg$ma*fES$%s}KI8v2uhOp@wX1N)oJ)Ui-idp}9tc7!E_L#Krdj&K6hr zfiV@>UwV8a(4q#u+&HxsSAp*~0FbhwO|rJmBvfheF1SQhWy$%4RmePz8Mxjadbq*` z?pEq^u&>VL>Qj+0+N5-PA7r@16T@1!O4iL+GJ0QcL;|0}>dY8=;WzL@1ZV22&%862 zN7ApMonY|gMhbb=jdHT$05UzM`j4!>r+Vf2_vh*N|4$H#6w6+hf&l=~VE(5a?SG37 zmo@(-2-#5nG0{1g83;s)G!y8PsjDi>}Q2{kli={>nE9 zOT`>(Z;{-E6bKR};LmdMq~0q0xm|A6=nFE9AaBrr)U5@R34uIzSgQ5z`B~!7%p~I6hjvxC3HsuZRMKdrHag7& zb6!#{kRd)pa;QXPfh5bHbu}P6D1P^%ZKY4IJB=w)Y8Or3ZqR<})` z>OM(+iviJ{=9WUeoS;>AZvi07Ut-|C9y0xe5D^a1D+tLc0dFu#8P_@g_**9)IbWJF z15O-QX?K`pFrRo00rq(tEi$%$L%GVepOOq3u-%ST(OBHB_#bCul&c(?i8A_n`F49n z7}alUq)6P2;VD(|myRP?+eJn9JN#9E!cw8L=EB{!-5Gy;n!%a&kjWrvT|riZ+0yIO$+^lTOkHM` z#lUKt2=b^3qWwG} znU$rGFPP0$c-T*bRB*h;8{&%DG+(f(ZOxSGp*V&Q?;tB}AJo}&4FFF~RJKoPjAw{s z@W{liW9}Ii@Vwe}!kZ;qUZW&A%q27&K*r+iP?-rQOsMVYbi`pItV6>n2%G|*LQ()W z+y_x*jn*s{2KYkz_PXo!Ty^+C@n1Wa~zRo-v3aek^R*%puX> zF%jvK!K_hDQGxM^fP%`Yw)`?fEOun}_F3HZCCspRalYI5yycY<2(D58{sh=q ztw);uu#;f~Vv8v?-7I}nTiMs$8Uq7byMkk|BZ-ZGZ}8UPEv_-7(UA}oCUJWW63bTc zN^qL_g)@*ch7>yqbw3Rp7%#Jy*lL`}FgmWgFu}6LQ_^*{ChUz!Xyq+E;w&CLfAZ`O0sN58n+^3{dCtMAQ-YZs8*!0o^@^#l2b1x+YfL zKU3EHt?>soPFuSvn)JoQ7WJ(zTNyi(0~MXlnoF(iX<)76@zT<-wU+Fecak1n$^0@j zU;3!!dnC|xNqq5mp!qf3$sIsF1JQrEXZMHywleLx-z=kvrSU%D&%^gQ&f}BkxktBr zPcoK$XL}+YF7>!++ko-kQ!#-o8HL~O=n`41?=aGq^D`4ECM{ki%Lo>g&=f1Hc0dTG z>~>&KY}kmQF>iM=_y`UZ76|*83>CZ(jnkFryAPN}=tbs189~Dc85r~n3h9y)Z=*f~ znnb&(JCxbJn^*-Xk=OP2!1s2U#K`e9&06@lDf5!)fS`~}y8(iD&Y$L_j+M|{2g+zx z^s)EJoG!|k8_yXANrqXeGNI0=1V$j&zEvJMLV4LjhzJS(rQ4027oXL&m0K+COV{er zmrmhFD*GUm_WW&HtsooI4y(wG7vk`GiTvC`a@IZmI=+_Hy^|8OEf(6fF%64>Rh=Ea zQgF}R<-qI8?UoK zyVJ6si<1)O?D)YekCDCE`Wc&V#qG>K_jteM2aKy{7l$+v!@eG0{{zXua{gT{3kd+w zM(`gh8{2=owzjqA|0^5+&$YFOr9mJ{vzc(+BC>qQXLkHI-s=F;l54X>qZy41;;hFwLEmFHZ3 z-<@wEw(127k_V#(Q_4cG3+q6=TTAuh5zQDRxyOj9Pp9PqOOV(Z9|P+ws7Xx>N1GsC z8&nslUX9ll%ENLFn`sd;mR6}&jWQ-`rnM8ENR>9WmIbl{nyBwYy-`k%n-tY0i>r#S zp*db8_DKz`{q(F*qag>{uHuvTNMBCiB{ST_2NFnkTicSf8ErdScQf&+WzQvrR=Ng> zGZC|ckqG*gNRhHVniuaOHrZrv67*~ZQqhcUk%c2j{phr*vA#?as;u5T;zp*U@KI#W zK?t?ue+pkQHoSVn+uLS)BWp^z#l$q?Ms~_o3Xkx#0mWWslym5lFUn2vDQfCTz=$H_ z_H@s1mX{D8ciTiU8s+51!yB{B5j(q?CJ8z1nwcS?HMGV`9CKkuC*eTHnC7&c7Ow1u z!tRRoh*%8#=bTROo)z>fgLQ?jJD=osL%Zn|$Cee=UA&@mSp|okk^$YY zw-bU4UI2w()-(%^lmFbEB6h}`0zupwh|!%En68ft6B^YG>+9`u$!6#*{MWse#y+{Y zrbpcJ803NEo!fN9rua!y*4^rM12JCw4}pjKb@PW*=tlz^Zga-Uo0QQsxpVcgHqJ_F zwd_Gu6OZ-x>&wsLLmE10df!i*Hv0$PwXMPIy?VQ7e7)@z>AE@U!8OY_uO31J11m#R z5nEOBnhXZwqw@7Q*vY7~>+z?n6aMglhSflsr?7uab74H1p{x_pt0t|~sn9zvr^~Lh z#-hru9pT`Qh3epiLWx`r9y~iYztQTo?lik|Tdf=s19e3H`3>0YXf0knd0#d|M<9{v zYFOnRK~AIc8%uKFl#@k6yVIGhsVe=Zm6`#*+D#!1<3Tx`K*$3*QybR;tWy3J#2}qv zDB#fr2uxsOEU+Y6(vf}ZlCpU%yctY1nM4c*R^igBXrhz4qc~Gb|8yC|kUs2mhnI_h z_t~}NWesXDW-meLx_UKfuseB>O!GXUv{Q|cwW`rs>=UWjXkWU&nxZ9a+53!jT+)rK{bX;ldp{YTPe=rN%PFRZ83LM}qg=ff+D+>f( z;kP;+pz5Y;M0vo;8NPo*9Gy?4`k;2{R=G{yvfT|Q=jrQMr=*eybAAIaTux(iQM3Hyrx5TI); z9`7Qcf3V)Am$nj~(eDvHet{aS>>j0>uN!8Fl{>oT4^aULI?x2mAiUrWRjLG&RKptF zO76afGz@Mnf(H&z^$|X4WWuT#+iu^0%|M9L5)|B{GU|rNN=*Q5;lwTJr|&@#d>o>W zJwuUSB=lHur9Z#6V%zeMz)$ zI3rN5BneLM@-R%A^=%UFB_tOm5gHm2unl_mLp3-SCqYDq3fqR4``JH(m=h*_Mnz8m z3=ZiM(|yDCf&mPbQY=tNxat>m(m67e!Av!HOK>;61)h4-$g(i8DM?^*`}M5w=66Jh zq34~x=-!3Bl;8xnd$qzlur)W=I$&5&cvlIpw(t~LtG~Zpd^mfD zsW)hTNyn!7#PQdpMgp;JL?HQuU@St=);nuwdFmTXfzi|dn_+%KV5jWPcNl|;1B*uPYZQRd%GEP)YRP3?>|PY5e2TNY?cCq8`9Hn5i{BRH(vqyszu5=AFDr#^$l znsj?At>i@mpv}Fe;ljfe*CMVy1{aB6|M}eX#B8!Z&>zp!Xz@M0oGb>i=_>l7+<~2& ztp`yoADF*P2#lLJji3_K=|EC;H5v)W9$6vpk@Q{Auo+I!lHppKCDmCae$7zk+q#m-{*xEWx z;9<*e#n@DuJ;mJQs$0%*|}CErsGB&5XYAWL^xN?Yn{ zcj0kd-0&)KTbJ8h7+yoIEy}*A+-?jugd>k05yB_w7P-(-w*5Ed(Lo9->Ur7V;4VlT zxYVO=TWA6IuhBrj0%8PKFBFzF89;ReCa)q^Sx}agb*L$WXovwW*10Eoe)Qz&IH}te zT4*IPN{I}Hjxe)PWW_4A?ZE};{S5ms_}MWNXI1iGXA=_aZR&W6oZh7MGcD6O|C!RB z66oz-pd2dfKY_z|t|&QnMXM*KTg#{E;O~QJDOn=8zWX1hbMV)*qgRjjc6D-n^2+f) zwG#iP(}7@0NND$0p?PSZoIsO^D3J=ULH0OOoezJpt)=iWDc$1L9hoBPCpJ>>ThgYJ zMr7}G`&9nj($ozL33cqbJArJTn{}YMz zqyu3Q3IhP3&-&Znh!*`1ArT%a|wBQ-pgwN?W^TZRsYyIGm33j6V~L z2qBGlK?7>dn{qAo&iAhBFPH;P6i7-I;c`}Ur`wCz)oTEC&fXaLFYaL$ zpk)u|A(uARczStleao=WN;?rHSUbcjeT*;7y?AyH+WzBuyCd0Qsf*0is?%bL+5LWT zkH`tET!+`m^oF<9kvY(K-{%bhmT6 zaEtXV*4PxJO3`1_hurkMHKa+?;w0P2XVsCQ&JZ1sSNdWAHHqP(J`miw74*n3W;sqO zj}vyFhkW4TWF8%Cvr)_$niqcqc!t%uELL*sMs$D3-5PG0d2+p zbtxWnQo>J_!cJEN-_i7Rw8(Y0ffStlsQd4p`;#;#$oU3zXR- z^H*O)u!l+Agpd}XGT4rvrVXu1jguN;9TKbt^k6^plT6pDL>6_Z>t&-Q9g8FC6Lte3 zC*v;jUP9156_2b7=YOcm`fH+ca`kn6{hX(-2VeQWT729dCuc81UHSEE@%ef>sp7i3 z$M8G2Sbf!j6VSG>IbOV(D|~O@)*}P?_~bs_2g|nRgoSJ8{NC+CL<5*2g%P%RYfZ*Y z&uYvH8RFTQAfS+aD3#<%#C+jGY+Q;#;h(Z_qo}C~h)AJuk-ajzP({IR>bB0w*IY-; zhkfMIPo{DFND9&^ECkW@!&!f>8wwzbB7ISbjMVcX0(8C~Tyb4^(P`KL*-j(uf6?R- z`~Fj;$OK|MhPWL;@}u&TQd@Fu&M36Xp$JN-x0bACH+wACyZM&0>ZFOwhww-ir+qP}nw)y6M z>;AHzy??=3b=Imi=NxN}am39qrP*hP%ydVcfdy*uH2xNjHx)ynoVf2GmS_K)^3H$V ziiU+Ef-`5cr~0=30i&aZLhfwDvFSj^A9uo#5n3cD-szbU0<0oxD9@vt0Y$Y_JGu|| z=8Lm^i642EF}0I5kIjQyta!_q1R>Syr)i3X=`}`H&GN-nJijsi!qeHBln7K~$M>0z zCu<`c4T}aU6?crlTS7K9GSmhP%|fFFmg0nLSuJ*us+PW3@ze;IGsZDoOQ;cf z+(S^56Js0&-2G@cA~YkM9N>R~EjGeG_|F*mqQ50+r49V%5EbdP(5V79=!1gnf&|eT z3bZL4YCeW?iqr&$_yKamPfEje7}5|X%c9N@mhqo}e^`!_vGn(psXGmIL2SG#N@st-6N5kE$3-ZX?fFqvja!7!$sKC*vP z>Vm112e#N~OjgV^45Hb689f>PC~rB$+-U?b)*KxJcPVoe5*eFr}Vh=3HX5)Fb`Fd5pwVT~dPiNY_`#CSuR zSUFN2q(D;&CzRqgH-H`)=Tu@ov27(H8N|9jbVrL8qk-zcg$|D$ZT{hML0JHqpYZl? z73lzo#@OBaFzmO(3RHw|T{%lzNo3%xO!@uaO@bqGFkoc1ygwwi#CLcQ;AU8)iL~;zu$EjMr-Y2U`qH>qAU$w}8f1T_hMzni{zTm`pP2*D zaNfryHOwM`ZmMbqbE{n*xll1)YvpFUzhCL$`Ci0AP5VL~b>@#IW!JRys>4t@=d|}` zF~$dw;%!5FCj=wG8CS4_9?x?vwIGf5zjren`2+e9=iz6*g8Id<7ZVECR_Lf>OA;mQ7p)p7f;{>jK z^Q7zjCE270i{W@{Oqs2zicxOwK`67_jUqsBCgRvU#x8X1-{aZd_$mQo&)*>V4CUJ5 z=8>MSt&IM~TFd#*yKE0b5r|sX=&k7@+VFAh-h3W z%I4zcn?&Fp-v9mMG*VmN@*U~Y=d3^Gfh|G5iS>mo(){R3tS=EP4wQmN(!~@+Cxlxe zb=GXQ?q)5^5+@t{0PCvv5$M%ex;9OYhCw$;@@iLhGa3sCL?V7HAkBJ}hsKFwqxl1x zoro|4ZX~(`!Uvn*SZcek*A0TVZNKjF?{SGM4e#hswcCz#>UXc;F6(d04^|_0H8QZ? zro2+s%|ucR0qIS5@8RBpaCN-}_FO@~U42$x9bN!`^HOZ)FR2vg8xL%DcW&yCR<}n6mu<}VZKd8TyK#Hy!dxtF&NgZ*zlpe=Rn2wq(JILgqD{<7y#>9|i8#5#S5;IwI z+04t<{cAD*#123F7r*+zi!K`edU$^{Nx7<{0hj~KF?ucbCUGru$pp$|eJI&RQ^U1_ zz5hx_ZEW%%2fnx>52OKDW3u(S+;=kId>vi=1Y?w-J7b(*P5S=tE0KTr(6bn9jVUvw z1O7Y#m>e;L&L!A5p-!JX`h~w$p0gOVVyb zJF(K!Zog$o^RJV~1`g#~6wX#WEH?-@oVvw#G4bbCo6?~zGOfKiiTJN;FU|WR5n?V| z(rWmoO~Pw{5N@#zz(nRUI0xeC}gQw@;81d29~H(V=!%;(YE^jwR8Y!sl5@j^I~~FufN4 zhWwvzqEU^u&_X|x3y1jsHM#s3Yj&x1`r}(g`HydvwMGEaYBl-Vd4pGs3mdS)>ApYp z^q){wn!YyCg0))~jFsh;<#qB^s=1JgetUu`M-#}OkQtgdH1$U>Wf7+R>+Y9dtwyyw zdbT>uxRp41e&}mFshP`sf4_C%EVlo8vVV=Y|D~(`c6-cfnS0*B{wBIHC!DgVN}MfO z)uO?O5-CO=sxNYLc3%4MXJVyg(U)i1j5}~Xp!i8uWi<_slZz*b(eI{V;FC39fzN*$ zbP0^~BBQL;!ht25wg_|7)hcMMgejSxvS7xjNgZRTLZ*fTzzVSC`Qd9==#3T*)6pzn zG~=54?ibPZNf4#HVfrmwIXBz38U}}!42lB6|J8p4y9tRA*Rg)V~gPZRl_~nCDw1O0u>PCMi3{xD6w_a3{U-l!rxNg8p_j#hx{wY zm+?`^;tMB5%09v!;_(GeBUbMrji!Zm6Zy39E6sd3h%#uAh2sHvggbla#?*Df&o3?N z*Zp5q)?eEE#KCk6@BkfQ1x9urx&!<#qY`nPI6^IW=Zy`ibu0)Da>n~9i!!N}$WffQ zai}GTcT)|JrPZi^4muVr4-t8-NvyaMK*{DC3zGaXC0msX?e> zEnYhH`l3cC%z98Hz~DC}K!*=2wD%J@wWS53u`h}k0cp?c673WId*e>b2Zs8d-r%5& z%=pkSbHQ-Jr%dayopQ@H*!ZqpWODn@zhxC;Af~5d?apSpS%) z4DppjDmm(hrAu(wNodIo@gV9W*lP)f4p1NiVDra9SEs_gcH*^ycw#9_b<#87EbE=j zo&Opgk|XycEaz=v*cl4LigOJv5{xhUkGk?=s^z4Jw_zrn%j%j}dAmM;EnoH@((~I8 z@O^o9dbPZAh=+N(*1MaIseN`{At~z@@6R+TS3d=D0?3PBIOlZG9dmOs=}wGbxDEzZ z+(3&C7o^Yy5{8c4c#{{g(#}`Kq&G7>bj;JL)huhpDCf?W!nxKveO+fppxAg z{cZM}X*PXVN4p+KusnoJPM;$yCJJFs2K=$t$9mYEJ!tRFm8}ouzrTjm1jzXAJCdd< z&u|XbjDBMS*_9G5bb-GFY(Ym}2E%ecjE*|DR0H+=W5xX4rbH}7BQK-d9+hWZ-3O>q zYZ{M1=;*#$M6~IZ%VkB33TP0d2Ns2bQsi?W&DrxGVgo)?Q)dNc>v;wRS)qeU?e*`! zP*lnUX91M54$JFdf^Y=&ND6AlsO4cx?2*qTh|$1GfrwDLxrhr?lQ9L02MvLBf_DVD z?AZ$T;1owrfC5<|#q5x*JmES9Xr0`-pY_w=AZ1V4k@epB1uq%oGmn8{0Y&1OWJvWB z`uU)9RT?u!DYpq>UG~~y=D&$xEt;0{w~ufgtD!%GBI6_LBjJ24VvM za^N+jM<@|LJSDWa@UZd)W!Kge`H7T1ic1>a9?Yz!u@hkMoz~`J@8Vw26F@(V;!W$% z3cJj-US}x9R8}bY%!vYvd?bs>qS$E5Dg2P-3xz=UJW^9B`))oq#BN1@vI<256J-a!xVQ=%NGC)hF0c zI))MpATYs|gD7h^7pA7bdz+j;K9dNpvMuwY&mioUyHQT>#kn|u1b+NVE z;I!_!Nx+4F{H5Z~SKYb9D4lq0CDtU!?xIVHJYik z>dkn%4^vf0GVS%fC778cFU2g#O|fXabCFNo8we{2* z`I#wGL~3rKqa=}1UKqL=u=-l>3=I8YK>FEqwF#6`vt6-PD`n0FZOYL~&!$A0&!*l= zY%N>+(zz}G`N1_9DCVt&U4&T>AsiCNNXn$VG-!7tsh=NX38Q>PE0QCF+$XDx7A8BO zp(}~B7Ya8U{O{B++buQ!0LaE!2Zs9rXq@}q-tB$1d!+uXD7~U6#AOZhdjJeG9%9Mb zFnNU;10tvVF=}g>{huFRQHbAUl92bqC%`xRbjbF+--L}uF0%F)?9DSxk^I4Kb*PY9 z*N66}ArL!)D!-G8I1$p}89Gsd0OhLporFlzC+|U$!y-~AN2l>1ZR&xQcWppJ z1waEt?aCg@vzpM{M`HJcHiV!h^Bz(0Z@#;BCiu}&}(6;!S2@E!LM)C^ZZf8!loh|YjgLYOP|iAK#oEeRR|N<2y6KwAQbTbW)VwBi04RCW8n7z8~opG;ln#V=R+ z)|VrR&#{05KeQJigMy7UrJE{A z%W1FC+z1hjU77iDC08t8)U;{xg?=}S=4wI~X=&+~98M=wGzhxUMeyU3`o2ik&^L>L z==YREV-v8LoZV))MvP>giIuD)>9m_tPK63wjp}IwNX&a1VPfE^2%?pQN?Tu~o+L4; znWy^w-;DLBuxTLRriCWBLY{5-p^awXE*?RBa#&GXLFG4m8j0c?3}NSBN_fP7Asw>U zf^7%Zn;s3VXRHr5tu++NAUbJI>OSfnMN16V9I1pYF-DT4p0^Ai(7Kp& zRXU+ls3M(-tcz7-j^i)1gp`*yGD`&#fv9zYdQJ)co8}aI%}_lz9{tVgp>@oha!+f| z#_eU#RN>6VeVSQ{nP4|sxbARVUbnuR1pPYoiE{V7J#~~|g?Yh$^Qh$|9fbeKnU#C7 z>L_Py5f5*AapISRyQ_?T4gxj$dm8?P_`&(rwZ$2#e~<}4V6q%hd?)y?YSaND2Wc%? z^)|{ck(`0W0#+K5O1PfgF3h&<}XV7_HM^mj|J!s#DCwI|o(9)K$^@Y-_WMn*6WeTN2& zf2IM2R1r2IQl@!!z?M*v44|&`RMp-7_2m1r@7b%XkzU_!nfm@$DyR=N;W;70Bqv)5 z$PdZyFj#GYo!xy^f}S%Nuj<&SS%s-L^Rvw(4qx^}u+Fzf<1<)z7!933N8`5|Y&7FA z2W&&%aPwLHrB&fkx1X2}KdrE~H{)?Dil*lS{J9S6bB40r^y+O3xktli?mN<7QWj63 z+YNu#U$%>N%I?c`jlz5@8x9<~P86T1rNSDWDMBKj7f1Gs$XjEusob=DS0Kjp-22;9 zHt2CmSNk!-3ezdHJzp^sn4h3@+D%k8+D!B*0WY1W35Z=h43|2cGkExZFVe%4i9 z$^WmRgXpSB~5%EOBK^05P(gZd^4=cHLr|U1xIO@0=dvV(o z1+9Hwk0_5$kNEeg__`8;CK~Qe$#AgbmW<7RnVFv#aHaFr{AA(AOzd`L(>UJc^Ms`V zERl}~6}RJy&0BW+=l9hz-*-pF5#`-Ju99)mXjQKPGs@}pKiQUSmd(faZWdb>g|7vd z*%=uP{B=_KXgFgPSe0T!dTh>hn=;2n+>?cd+9@4 ziQ7<{!fxC#`qaD$VFC!0RFb2ENM4Ovs2mP)~Fbc|mH?~OWqJha+{Yj85vBKU5bozf$pt(G` zd(fgaW>4WqcBc76_)cFMxa9tlwP`wV_-k8a#KVQf2Ux*xl_dW^4izxFxF;l+!SYKt$qn=|`*C=V4fS+&x`3L4<+*s+&_of<#`oTBYH`79bV zjQ-5)jJ?s4`xbIprAYd4N%Z6HonR;T-#8IhBykRh!~t{1?%h-%A1JI4rwpaLb&~)k zGC;|Ynkc-&!vvvc(Z$D2ARh%}MbP<3-Vf?yalI_Q55r>ZRa2&+hl8sqJF+V`corA5 zKMqwN5@L11=3aa#ksbRa=xG61;`>&}^!sQl;bhlaT-K%}I1TQVWT*Zfi>J+lYxYp@ ztc_e(M07^bdWjiWSt$H*+zA;D`HFDb9ha(WIy7Zzsw9hAgcl0$PQkChx^>T9GY_-u zx&dQPgf+;&A1}|YZOyyen_S;c#>D)ADR;Pj?=Rl%y?q)SA0)|-{B;1a9k|lx|`luz-vF8EQ7aMfOtVYU@XHbQlYNFnk;m1L?xBA zz6VTz{%bwqys&D~GAFU7~u|&fQ@GHNh1H zTLNedc7qQi=lxb#EAkpAlM#ti=aPD&VJCFhpgx+DJ&sEi0A$2V5U6?JxD>yH{n4%& z90iIQE81~y`M=-TMU|+Au43SA&GXd^x+8mwf=)K&F37BXKi~^kxikfE7BB@ZgOc=E zTe-Lc-_1L&Zf~jhA=Y1J&suy)|3DzZbkIRU$U@+LeTasiwh>5fQBa<0gu^X$I!EJj zadKVk2@v7=NLQpo5kCRv`)V88`HKCZxjU42+u)MEV8`?;_@i;L(sh-oFdL`|D!ePX zjp^Sx(*A_r@*^m{RI7BSE7$#T8 zo9Jn(ZX!wkjPG$vVMDTo-KYJ z8K7yxEgnI5!n>TzDlRr$>0^36D#f`Dmigv8+4=cyXcgm3@&JvW3xgZ#dODez`c9w{ zz@&C9M9?wk6-`987XV9YE=5xzAoWi z0=buSl>lnpUFY5oEn8LU*1}(uqm#K*C`#o)6yJbFUHdO-o4=m@jsyc|B{zVI>^dV| zmmno)ker5X#!fg^^yy3Y%6;#ekN2%zCgzL4*`0^nL7QKcjXKCkiiPvk$D6Uvs+C>< z`$tEO)!6k$SfWPi?y^fiSp-Lu&_lH7ZtX4Y+ zrI~U$OVSh3my)mS*>X_&vxS64*~#oDRbQQWyiz- zbx=?%AY6$QYGA3b_wJR{jpOAZkd2`vqX zLktt@zJRBBBpLk5*5;+EJbS%H%u4)|6v^StIT#?W^c^9d$Cl-QUwJ5n zsA{tg2I0Z?;%?}+{OyzM;*HySFq_Twu3p4f3E>_i@-h{qV-UUzGEr zx>N8g@bE^)J!C}InDLvV*xhPj1Lh&ht_kR~-7)Y3>9I1R&7>QC74qu!z~|wjsyRI% zKpPLwQ*`=@%jj|O-H`BtH}}oGlZI03WWfSjo9t7aPWWq6xz#aO=_7jFcC|t5ol{7N zQxdj0b(|RZ^i!$LJ8c_ZoYi_(B=<2-)_=|*nV4;tRmH{@BO>rOkO0oHpB7o^_#?V* zzC7U8P_6{o+$mr*(%N)SsJl#fPTpyB_8*Qqb1-$J0`#&jrBt;!s5}ItBgOMl6#ke^ z+Z`4cC$w+BT@}e6G5wZ5cYc$`J?@i=Y{&?<&G%Bu`Yqw{7O9R^;>zuf6&z(=W83mX zW1Pj9t>wNd<*55(@sQKyZ_D7hV}EZxG5=>f2N)ur_WA+BvHp-U{}(!#?Z1>vE5&i^ zbq1u4W9lXlm<9n-b*p%`x&yqqrxl12hm$z6WisThA8asO{`VGXlB%DMrJYL)cPci* zGNNezFJYyrXys)ZDuMA#IcIhim-Fk#lrwiHwvN}gd*jddC)^Q3mdtyC8D-pIiK2t| zCSE**$z8?$zN*Wrs;ae+$Wmju81J=@0Hr<~*r$E{+g2w&48v;mt%#o3`n?`zgXEN1<>_fS9POJ)o}cl;hOaINmoB&7;_#~b z2~tNC2O^eYjNr$SZhE*{^X>($v2UD?t|Z9KS~y<_uELeDuid^IHPKK`IZigL%?2KP zpdd&9R{IC{F3UON0i^5}BHWf-*cc~j78@wDRjmT`fqf=d&vMg)ZaoF*1AAVT%2LH2 zikNZkHCJ&LGkoK0NWC6VCBtP4dB3I53-ZZr?xK_b+^IusL@UovU>dypU#5W&mIpgG zd9QHT1!iP<|4Nt+E(|0(CLx{%@kcQ*;w^61su%mW(DG+fnNUr?F>?X}wDA3|Be3jU z_I3DDx}XsM@zb1EIk0$@Q(Q`&3Sdtie}>#dC*Zs;jeKC3>Lg((erAat9IrGKW*F$= zcIP1$PpYdgiy}+39JMy8w6*qI9GW?C{Bo|I1?;9m)Z>(dC{P-F>$|ihX4;lk< zFkRu!SlIE^{Xfs^(VycTw4bv|4fTJW*Z%?xla$x3aoLf)rd6ddPtskMC3YK)vedo4$(NJKbwv_STGN@S5Zv9(3M!P>oQ zrg&O_6J$-qlV1}!@P?2;eMKGZQ)sDw!+in#vZ)au^WAr|&OFVYp=o$UJpoj#OhmKb zZ$;)Bupijb8ACm{7z7{a4VbA1Xa70r${hvFr#%WbPa^2~dKnmjTwobwr zO2=OKKkJOb3Geqb0)BT4+AQIY=U$>dW=#7pQbEUJo~R|8G#}LzJWh8s+0U0T-l&0N zG?eVCcQ+*kJC@`ZN7#kgVsInBiZZzG7(PYa;eLx4cPVur1WjTkVhunzP>y0^eO-Hd zqu|o+YWMBdlbJ?EG;K*^wawziXB+O-51-Jc;Zw>|qhwF?$KIPyjicOHx?+-udIu={ zZAcP)iu?jxzxTuNt+vFIlFd40xaDP;iIdz4yZb22a(C^+(91)l9N&0&jn~^^8TAVC zs06XQH-~nd|EYNp#f^HaUZepug-|Db-)W~;?|n@DzfY$Y*2Ad*Ki3G~kCO4f%ie#1 zl$k2>HtTFi-q+PF&{#W!$%dR^%M?u!Jyx?Inz$^KYrJ!Nt9wFmAmW4Q{-4kIBCW~$ zdWgclzj?e}{%k#OGTyWEQ$fp`R?L_q8;t@$l!A_gtT1PnL!NKXPbTjcKT?{rRS|u* zIs@jEZzl2yZk;4RnOg1tBsTDbgH@)12!d=)R&*(I?U%5){m7MNH9PUjn7c zJm^#l$-N7pi(pEhjKA`|XG#4iau|Iz4pbqL^S*qy4GY`0(s(CxQMi5X*S_v0d zuUX@>q0s&qh}0cBoLM#KX8g?_o*yT)Ti;JWccf;@MYG5olC8;`6;WI;Q&+mcjM#q$ zJc_QuK9fm)af}3M05vl*!1#_Oskd4GjqV~cCV2W)bN^tndgR#ihk*i9-lU#1FQTWB z)o$ORAc!N!dSt++pL1tWop&a#ZvD zc(7ITe0Syd^=i4qEM?xj_7a+&lGmSfOG%=yhmM>gcf|jJ2Jgnh&F2!~5fy zr9ggT1J?5s6oub(f|f4Xf|mv%$mGSMK&WYq?Q7gRO|Q{XWjK54Wh(1iN8j|8VlAKq zV_`N!Xk`KeGFMjNS*zbaAg!;NRXEFx(Gg?GgF;wBTuZ|~c>QvwPAe5%NYFv3Y5bZq2skh=T?`8>0_N}2ngoS68@SWnm-@k7iZzl{5@LmJ=*q<vPic=*eYK3ObEh(HWTD1M6 zi@1lxU(c&Qk}vEh1pl-739mZ78~HK8*Z-h&|M#u+U#gIo>bVRFC&tghhaKCT#LR(; z7D!-EXb`rOWIJACwV_8OG(0Em?wz$cx#5>Nr`#azrzg;L?ASPDG)6@EEinX4g zTRBZ-&dq4ji5@rF10Zb;Ym~g)x&6!Mm)3)K$E)5`%KP8zU*E5<XC6gcSnovNW>UqtdZlaP}-u4oJ6WWdhd6E#r_fNf}{^zLaL2I1B|3g%AT(Bu$~3y7C&Sgg6W9Z~t<;O9+IUBA{8O-e^IG>$BY(q;Op5MgMV$do1L}>TlaibqhY=X%;zU;&@eNHvRVc!wYot*ou$}O( zs9#G!yqd-WqocWSRmi*()*gX@BA048S}J#T3?`BkW~M<>Zg^ zc`0W_li48oC}_B}#7Xu+agE8mJs>+7Yz8B~>pv4id`CR&Ad{tV!;7?OaA@ZGh?#cp zm4U{cXC1XsCePuttQBjBrwrSiI3EC8jLLF^_GReX_K1BKOuS=15k{rpUt0`_R06z$ zHPnYu#-pEuzM_ZbdIqEMFauS$#jdM##y65qBIjrh&&^v-vZIF|-jCU%2Vo8{yZtFJ zG{zZ!=d`#hoGMWAgy{#dO_0A_DzXSil7$t@4TWILgeHsVbFKAJVZuKA1e;FBL1K&r zA1RI!P3t++|5qr}%;QIhiMZiuFs5U$w&L zQgX3i0Z9dElpz%x9gn4?23^d}LH{M+X6E7W^R^9_sOfEfg2hH!MLUT`7*v#{Wqa4T zc)Nu~R#&4$3znf28}=<`b-K$cm0N?jzSpK54RH=f=pd=S>N^+VL1fG12L_X zL6(4T=J5HU1jbc&SR$P70y7PQJ?7ePRrhF_bv~dbV z;EGsZAzQLO{nw#MgBdU%K(bm+P-J%1;==neqWXqU(EP{^fK~-AyEceFSE;xH$S5|O z9NS`ZRP?Z#b_q>liB4wwB#}yXK(v*#4BOfYN2D}0+ZS5k>(msg5U#2iKY$qfX~a@| za-?AJ7bWhYJo`x>JP(<_9T9x6Cy6Nh=-ln;4$DtW_Hy z*6+XnXX)EDUafft2Lc*_|G!G#e;FN%s+<4Gf9cv*%)rL_0mvH;SEjc(2NRyofUIk< zU^i(q&BYA{5rfBvqk@4x;dpfNj`Atk(+;mX^EQb6zWcc4-sTKZ_xAWp-DYrJFk3#$ zk{KE5WDQfgTs|wiyiH1;Z!_Jc;qCQ$yZ5#%dtGwZ*vIujTw>mgqrAl)L9=ejc50lA z(>_&HTwJ{B6^rd81Z%yP&MU6YVwA|6CADQ(WG8Q*`}<~`>-E$eZKH-_s*6}-=>q)l zM}hh@UwA{YlW*dl%R5>$olL8|8H%Q0U#kzcByrTctE@@UxmDMZJ|;JVv;F6!xjXY3 zaut!IbF*I*pM|;{nt{2XCc~z}V&fA7va(oO9;DD}x?uqAGMZVVVA`G2k{uY3>sSuk zBw_CT;CY?k?+~Et_wL_?_jni7A?c96rooRf$11@?BX&j@yFrn#-33p1&xA>ZEK#M` zn|?%VWw=`o-kIgeT%!oAV8|SIlly5vOOqV7hvFwQzpT|=h$ZXNl~b^O0oOqF*tbb0 z!S#*h4L~jcH=BoSpXlmo`t93ns9q^*H?2J3{rf9d(AqzS#%098s8uU!u0hdpRmM3@ z6u7|rpHu1It<*g~5D$#Ze>GJ>&z7M4c*np3@q^}ojDDZeIFF#1MX_7_^3zb5U6H)? zw_sW!@nGog$G;t*{iRygSHu6s`+;=@S(X?Xqcd47`v#GjLviPt|KLxHQ zp*vH5VUj!k9_1xH-iMU?t-RlR$GPG9SmOtOTynCBAa`Pz%u{x9r0sBZovC-m*94hKaF>=CYFscHh3FwZt1wANvu9Oc_>|!l#gJYH*qfE&UN_ZY8vS%N-)s7 zb}0_dwS7Bt==h{`>hTbQ5e?zKob>y$rTgn8!JdW1TZk8ZS)$qtz_m=t=i25 ziYGHlmK^o%a2{A%*v^Vt#`UVah+pcou8|0Nj+?5`Da+I1F;xJtroyERqKEDR#RwF% zp34}DM>|4@4_Fd1rwHzGh`2MS75@8@Q*6h%g4PUIY06#b0F`%m{cd|Q$HO36)fkn8 zK>9vdGQg?A~&Rlef2xFPL}>Hcf$qBpsMo~J`BP-XK~@g#S;$FLJ;ZxSGL9wybNPt#Ee!Ss zqA@pQ1~>xrzEhvFzjoej}CcKdl@Op>z4obnn}F(&6I!PhbvyJm1rT zZ}zBs+plVn<4nDYfmcCdAJe3iy;U9^L>tvV#z9BBR0f^vSeg&duaLo>$R6g+xTE3! zyswznW=)X~XRJU^1$`N_h={9&l0Czv&a5D~VX?|OAw(w{QVn9KbQDNt$w6D2jq0Qo zvp?EIKv$ACL{hgf1t6}6*^2bKndGGPoZ#ZSpaGX$Ps!ze;k7~n5GQs3%?hHLI&0)t zIfkVi2cz;n=`4{8kJc(4ZMFT4s8ybjHIoM`*LV6Af3!@gy4Bl*?ivr&8tzvgeHW|Q zX*~hw!9^~F$8}Ded5l%s0LXgzoNdh^gDJnDDS52VmwV{UJ|rj)Nz%Moh-(=3A}4BP zdDsWlh$Lp$MrNI`ssP9UO5gD@JEdu1a>{WzywK7sgUL50pSxDCK1ZL}Px${?E#Om( z!J~iV9ohd=-uZ7@Sdhxkk_sErSGTMk>VMM0M(r`!e|A*V*K)zz0Hz8J?+F;P7|7vh zVq?*Ia4QxUk52$@1$!%U5g1T5A5WL(+xGq0gyxvWKvEp)hBQ%ircfZ|+*Y{=vxmd4 zm=_**ZV%Si!_CRX&%e#rx%Q0(t>3^*%FZ~-Q><=jRVw9%PHCp~V)eJK8GPYQPG0(j0UsP`AbOyuydQq`m8ef z;8ZLVW~hR>Nx~v4!IV`Iv@6i$b}CA%rWs)V2@RTe=}VRE$g!NmlVvCf2J1B-4yJHJ z)ct7@-JrfI%K8>$M!h)gl$2T>hN29I_E6`w+be&X|9^pJXg5EC6C-UT{)*Fc`|MVW zCP8StNd=eAl4O+&GM9%iOH!Lh>m`v>o&lSg662uv^aw=7znv~)54}HmXCJ~X4}-O2LMqhCp1WY8dkmHcs?Fv;__Gjb1?Pv zQlshcCFHo2%L5Oh2GlDhp`=jMLvc9Js95p-5q{*w38@?NuKDn&Del20N?QdxU(Fs7 z(G*@>k}~Vv4J~EGq6%3i-w6Q-(X5tPk_NIY0CoVR{o-qmG8N1kw8kk#OAu8&%+;!D z0hUmIQ2v$A0Nwj8%TDq^K{jhpG}|Qg&cUgP}k3dlmpaTJHNx4cSVvFogw zvJAR|%}lFG+uZai!j*SQaJlZjBvWNyZXX>!f8RVfA8zMe2^sf}=R)mj2KG8a0I`@7 zR^q!i;rcaWhj)!BmbQN}7}Tqnkb>D{>5g%#62p5dr@n#OMij3fW*bq|Lzbw{=34eb z-lj#Xd9nW5mopArx9y+5)U<%OWLtQyQEsB%US^892=W}Ck)@bCy|Zo=vqkTS5zO{0 zdK*vW{lu-2Jm4!KsEwc#s^tQ29vurG=|Oe33aQa{;^A=f8Ze`c8V2<@j&j#Gu_ z02p$(cp=qy?F70JTt&(Di24q2B0Pn0!iA`G(m7~jn|O6lX-`z3cndX_kk2WDG`K`0F>Xh7x!kBg@ zL7^rmCkftv`bDB9E&H!z)*sMy&)QO^y@G1~xNw=8hx~}Np5tRrL%RxA)tEm;l6&sO z*3w%T3%$YepsW5}mJP(-Mw(LbkcF=Wo>yNe8hns8prf>-4zT^Zi*pv+%_(Gtbgc325XbT$ z+$#=Id9oL)6n!?_bTD16+#IZ-!V%1EJ2!(J>i?|w59Y8VDL&f#K_VzW5C zHxw#Lb^Rw43d!qQbpl5%M}%f{sxoT7WrR$drKjm9?(mY2X>WyCDo!IlTptYf!sg=o zGUWn}bh-J#AEb&S1N&DdC$s)gHGu^D^GQeDQ3bmcB(Fe%X6eL5#q;UY^MUg9a-PHch+&^}6lZwJzp0mu2Go??IY!53xY{~kvQP+AJd!Tkk9 z`&NykZgD|6TvkFPJ$*a#`8-vAJw3UkW>Z%#=S>Oc#-%N})N-oGcX)(w$C>g}iKq-j zwf$)kZHB`^XbSks;j13BRjkLi*@=)=J!Jt!QKB8=Pw!rqI9$4pj<|X7f0e3ykh<*d=*X`h5)Z{Ra}Y_Z&s{x^>7p6;gqdC z@~ep38rPj$2J6TK4gJ>RSABFIL0C8h*UWLT?7q?gIG)||6N!!lTmOu4j@^uioCDk; zW0Y?I=1wUS__<1WeAySEYCQCHy~LEq%kuB@@vWWQLFkd3GtUdM;V;d**y1JF5;SoS zNc*KQ8_8f#L+XLun`5VzZxa0Y{$Zmd@+4Q<3{6kj03iuk_}>dPG*k2f6C)SG06pzQ z00VMPZDaBTajPOR?3{n|r}X0@+7)GNlodnMTBpHj-cdSED4hqY#be`+s$Yr8BaG>- zkO)^}FrSQ`U}3o%u^XbB6tTW7I%F=uk*o(xR zeGQ;&Q)}<=6Pk-$s5G)!&)q zt1H(oBTMKU1;_F}ZJ=)JK=og+ifpRO26F zYPz=Wvu&pUg}sYiDkVmsO`W2nC1sqgqG9}2&Yj8nYXyJq^FyKz!x1jqiR7rCP#Fbk zNXysxaj!@Df#E`}PCbk++0uZbk{}gLr|N98dH#OT&Kk|J`A0SwJ1&PO` zQi}c(tn}b5Y@dR4G|W7bQ55E2EXMr2=ZbQy{)>GOur?3hL;rD3A&>8ails)u?RbV{ z64?OM45}J6bFRoXKHso?q5C}he(sjv56{QjOVA`0OTAD61ND6hMM;%o%XY2mghfrG zO`b`yLd9oPMn%Z+dOLi5!sIG*x<4))oier;+9oxkqmktAZUiALlm~b4y=_7$3Q7H* zMUo3MQD=cJt)?O&i54*s*@S1rlvPA5QPm;wEh~YN@xzviW~rKU=p1s~$}4wGmpT5M zWOi!B#8KbqU?%e2Fl)2QYTxaEZCJx=gO@_e-pqzi_lg~)Fvs(oM+}V#HZjBHXo7J1 zDI&d7ECmgK~4Jj4lSOTFuXWu4`iuL*Gf(3PQy=UQ-W8yOX( z@r%*ODYLCHy#p}9J*ky#w@49`g|4%`P)yVH#_`;)4GNj$@yR?Mo3s{Ct5ud;H37fY zkMDUoov>e)k_m+{?sn^;zycFG2Z+U5duM#;cwm+HQC!gjP)UvERiX^S_06gq8vMR~ zw8QtEGD9rRe^s03SEwin{6zRt{Q_yM9Oy%{(81y<#fN$V>){ccxTWW;a%c2`6y}pY zUKiA7JLD?pl-9O!*?oB`D1yP8h0A=c5j#`V!rt^4sf?IotqyRdsgMW{tOXl})882j zi$LQ&;B>K-<5@6yDItkP}yJ=SY)_&jxL`#itaY5RP*^gwoWU1CuE z_~V_)*mNmsL}Qw%D%S{$iJSY|QR2^cWj2$S??2VUkm2?){G)&eK0s`&Ppu_dZO#=# zhxhTPSyRhWpxjSjsv<+N^ZJp_p0CPJ79 z4-#rC6-WqTBK=`liK`SA`UFT}@XafmAy+xNg*oE#_>PQ)8Hk7n?*=XNQDrvhy^JMJ z2iD-Wp=|5)@?QpM*Te~OW5gInp7tEF5)D62Azt?UfR}X*@UJ65jr^QPbL1a0RxVMX z7JRPCe%MWCw{mds9sk65RCVlE&!v>&KooYLi|~)-7XL+j&G>*{H6hc`AG>=F#Y0d7 zw;`qYRdcLmzg6heAcs@?Yfy;R%`+hHuQ8Wf7rrf_gjStk=pA)Te?`?$ho)}yBQBw1 z`kOxV$j#9Mq|YpiprOuYsCLv zgMq$38+(HS0ntPLlZyPiAm03c!cvq5BwLwy>%YBrG})p z@qY1^y86c7N|1LirG(q;q+LZYu@ z$e))k;^&5ooq$?GNO#$Mt-GW}P?Wqr@B$2PP>JbMelBU3J`%&|gLVd07OC`tMLIiM zz_3MZMjhV#1`Br`hTdM2<jsSwDFx5@s9t0oUbG*FaFAUf6( z$@SlMVac2!vB#bK(cG3ss)>%+?h{Mb2rN)oam(@SW%mdX=v|>fJ{aK{%l0^6_yr8C zk3!NoiCD?-PXgyn@gUkb6Yvy|v}^5=#n^6YX;A%mZjre$xRoACN#;^ni60S0S73{} z3=UucK84q482k+#e3;imeE2JC#&v5baZ0-|bsncODnyeIH5l7T0e#w#AS6_qq={dk zE1)o;hu0UO>kR1$-&L)*-yHd1l?SfiPodk^Wf4?(S(<&R`-5NN**a$D$MrXYiEf`Q z$Xvedt04Q_O9TS~`(eTdx5o`uxOvaH6$d_-!}$jP!e#I`?wk+(aJRrSANVluzG{!SZ8q)4>kD{6CBftaa#UqiQh`Ig*s*ifreKm|&J2s9wYBwk z

xZz*mZ0cShpB$LmC zX$Mz%`EChRq#93`p2S&sZYQ|g&&nJ~l`2$-_$El8OA{jo6T%%@OMj4NEtT>sr@yuk zVS0#bytzucdB0yR!B!b*9JK$(!qcxQmy+7-di0;T z%1>kB8?fNDWZd$cVxUNuNy?hi9=0h8kal-keJE~@5$bomK@ zWhLkY3>rRxX5sJIyIQ|WvAd%Pd+4Rs%GkEUPBBvo0|+PWBh%_E1mb3T`!X#jFQk79 z?<}AzqA8J|-nPVyQ1f`az9pRK{>BTH+rvi?Opu%FRVV+Djl@0wx&?Vx)CFC|Xf;b~pr#i91-(+ESBn3*)?L`6BdYW1yTO zUH!7$Z}{e6vR5A-!52AS12a(!ZR=ds<)TeTuxW51c76p$*r-~|_$QGQh?HteKYyC2 zt(n;bXwf=OuVVc%GN-&tJno6zaa?qExudBdxZO+Qj{cCTOM}SGYgbErWt?ztSn^E%Fzs4&Q*#zfr>D_&UwC ztr?sJ4L3GEfkHs{1UgGh_0C1rS2zqkcOsR1Fk7d?;w6oz*@byt2W zmW`|?5=~OWHlxg(F)5UJXm5NwXc1c$*u{f{o`VjoCCOt!IJp<3GbwC_s3BCFDJoty zV&9T)VKWa(QcK1o&J&V|TRHo9+}_hQ1mr$*h%Csw+vdo|%Pd=G^i@9Z}W|1BY~ zQ>jB40U)Xq=AR_Q-~E7ZYFD2m{iC}S5R{Aq1SMDH)~EqNNy}Lf>(8L%x1ym&(KLYX z+F<=}-!&#_gVIeA%wcr@t%tyG;qLxHsvkWXO>44%7E8>(Vn(Ozp7#0Xn#~uhE9Zml z?d{L}-fnFNyF$Cv+|~yufTN=)Pc3?8T)K6bu*)@RmabN+*Unw(QCKBARb?JB%l4hA z&fvj^GAQY;=cP*@?H5G!Y>4y0G4XxC8))SlDU7&!JKi>)}nu2nZ=Y)+@^{sWpbLi9-JP(M2oSgxojiEgJ+gqGAkJ!xaGY`Auk zCRi3HdS!`L0Z~#<8kmDAKQhB8Y^QCP0t(jY;w_chE#j!Cvf!%9CsdCr=fw;hegb+; zz(%QUK0<;}Qlu%RN|&8)cQwqOwc_phn#@*rz4|l-j%8xZkvOUo4w0tL!O!MRfxBUu zuQP2Wqo)2!rqjC^{{Ag`)Vo4h<42LIlg;S}tE+BkHYdwZ*tPCc-JG*Tk z?=@P!Z$4|CACK2fPtWh&rGG9<){CZsw}l1x2h0OlkBO*r&9Sm{;mUDGxch>^3cC$N z0;?D>@iU`hS#zE^Oy*7F@tO8SG)Lfb< zWZk>4w%5a4MpAKK`G~Wr!u)4BY#40MO!TntBRD@h_{{wD?ZwK!i%6NPSJe5 zf12E&*saA`0}1XV{cIJcIiVo0EF%YfJysPai6sFoSroiAMm&N5H#V1(p7nGI>=6Mi zJ5~#G7b>7mSnUHy=9|bUEv+pNeoW5o??oyCih)Z8*a@F|>5$B&ud}y{&oUHX>{x&?QzT1zVKe*2F&43Z_T>R^BW-T=ulb6MHl^CgVw*v3NgmFY$>RNRsr$TXT!79pP@%^w45L>K z>c)euTio6N%$YbbB8ukc8Rmm&;`0Pyp!c`(i!5`q28`E2sd^NQSqL=jqo#1ezED7heEIWoZc#g0XfzuDJqM6wW}!nIDLM5p_LT zB9nRYH!bBhj}br;eUfn0xb~#b`mgCa_BmZASjhlvzYkG0^w=o%Kx?VkYY(9OF3bs& zAO~s6Z!end)4y;geoZtI#?Pv$$w%HmV@`|ly?ml7D_WS;P=Gtkkup2Ml-5x$&}16A z!4~4H_JweyvB6tla-6U;rmFJ3;di8*gG;(h$S&m{XDbD3HBg{0AZ!E&IF%PPzW`3< zQOdIprVc{^sU^Iv*PxjskV55=<@)oJ)Ge>ap9wAYcO9nV84uroNk7p+Svrp_#WS)- z5$SO5B$tDUdX2?H7Q61WE@ne=E)rrzdVF#Z-j_GG#3XOvYwNVHXaZ zKtH%>HC)e{1PP@cMqPJ z8u(=}32eWc@Qj=HuetgQpaIn+R%x29eC0?Wk1>QF2X$;u9GQZ>Svb`K+>bFR@B~cj zkBbU2Bk=x2H+(7Fwh*yyIb8>5iom7TT<>LFwulqoaE5FJr^8jjIiCfCz?et&>EI^{ zFU3P1vZp_@V0JmUXoBWJhcZkPP_Sro5XChMZ_zLhCJ%_6!UsP9Uy+j7{j+saS*MfA z2<255b?N60yXqkUUMLIRq`nSq0n9Q*yS>JIg$iR9KnZG1S8Uh0&z1_*>U{6zSrNS-9yzrnwwBC|xA~o~U`zNUe3brS|zv=gI1i_wc&XBcjzKHcV z?-%48+n5&YH`mer!f1-ZvD;)1&vukV#fQ|8LyxB(f53pG8~^!5>rIha_`EKrdYQp; zkzVD~o>fgcl(l%Ns_uPy6o~4Bjp>{t(CUHE)azZiY9*TKfWqxso@q9;uywPuv^IIY zfm3TZ!dalc4o_wg7H+$4Z>>EQsG?$%is_u}LnP=D|52;~K_5g!xAVJl_#@f%#tCU4 z>cK3B-4{EU_!6gSYMK{PcEG@&OFBS^D=ArV5Hb%j;QC2Gk~LTm@E6BMx(I_X{GOx_ z02yL9V}`aCBEqNUk zdY7_-XhL%yxoQXNM5g_Jx)bq2ZONh>+%SoiQ@AtIfZ&QX!ZX9b-;UZA#`Kok%=5Jk+i2vK>yaQiK4-uy448m z<%&DPscO(t9n4{3zw7spj?laFO<^j-5WqG)1!>8H4^$!JoS$+WRO{|1MiJzG%ig$M z!>7OX=6s6}qb{ZO;wMlto`VQ;Tw$5OBKw6MvYzcHDK9UtEPm${A*F161;#WBcg_#~t$ z7g+iPA7V8<1;0^=2x8(cFu6@^i7RP5obVT*7g14el5tDt7-T92J{TzEAZn%4A#DO} zv=^*BVoI8oPlfco`XG(;&5&zvve==OsWg%%`L@jXz;}C>^hN8ZPH?hx^V6E)3m|1h zFkoTm{w8Z&NJCMloCkI|(kS}n6!2Z^)nm?0?K$GHHX0TtH$jOt*O2og>_02@pERwY z{1OjtkdNkS0m+p~l(`%-)w-rBi{>o-G$ow2J1oyKEv%w1D~&ZrxSSFuH3G~a+E7Wa z7t)Xf!9h55NoVV&FLkN-zrSGi@6N`I*@ld^u0a})>f$EhYCjrH>V(!Z<1}>==KYFz zy4b|Xh$5z~+49?_r|0)uqp#uLw8hx2vG=wjpl=u5lX>|8eM0j{TX)nMJ$`%&eGZR! z$`RupNP=?y01mcsoyUNgXt05S#58ah%Ez|qqDhLw616#HL&dR7%5 zlz)dB(wuX3e;EP8?w`jM>Z4`sCYHM6RJdUiIMcESpi5U+>I3OwWH-`8G9`)CM^x{~ zcEC_55DA9R6usnRvRn`PvWzKqF0SZ|G&NV1$`@K9AiA4NcG`-w3o{qQo6n^AQjRJZ zoA%xG!M-Eu*=1m@mW>OOfR7?;jDB};|B}JB-26s4ByuN>(xM@#e?*H5+3A_{j;urc zEP&hvM654j=j#r(?5pVF5zc94+?PnkTP7Jok*he|Z_sjpgN+PY`twTwJGX`u@iL4a zECp>reo$~BohSJFnijg4TtTlL zG&wz0pml`ux5eR$?gXI6j^$%6>@$ z4oTpyyC}_TIpp8ZI&H`NQK7I2Pin|P3cfkzc{=gkT<9#Z=(S8SwIjT~er;<9+Y{bn z!gd2G=8xO@39_p<`x3Z7!$skiN2k4C+_Vq0H zfq!4+1XLfCe+wg3-eezkhJiafo72KY*0jVap6kb4FRKQxmmnIj9MdKfDAA>MhJ&?F zsR!dKv(lPnWhuK@Y%Rut4Do?4+ZZb^*@>(8)3bPpIpe@D06>qZ#IZAOTQp^0umTIJ zBMdZ2FzXfEVxk($6bib92ew6=>j>xLr3ymj6kD4iNqS;)DAA)QV}jo5Tg?>$P~SxRQ39(7KXw1^~+%!wWGQ3v8&m?zTM;h zZ{7Tkkb!j#a5rB5(cSpF4HcsLpAr8r&$PjuLeT_6aIN~kJyTM&5ypS%X2}S62%DQr zz<_@^+PhGu+eHRo2|56l5cjWG0ALB?XRi-$ALK6GZYp2Tho__WtMvzkA6j#pA3*8U z9bweR89cJB>$VNq%Ko3`%5U1k;*(?3CqehO)?Q8^&5}w-1_G;bZ z5rd)_wt-Mtxgbo3J`0>$t;Bk9_^J_$ZDC7gGmNFOV8v<(XoffdD1m4I81JT#%{jbV4_E4DqxWA!EdBm$^r z%mVFC)$DL}JvM|ZEo(w`#rdjm??I2Bs04`jd4I2WeLvW-x$8Gu)%|=vJ>o2t& zq*Rc_-VLJ9B(~tl03z`tEO0{YlSo*XeG&<+3TIP?=CFh!=B88ROfq1BV(Ph?yP=>X z?(5A&ce~dvv#I>wZ-(`E&|rP#k95pgFbwI%B}tEAOp*S~BSwo$h!$mC)6>H002uMH zJ4t0D=5MBH(De%Y!@|03ErW`VBPwkzAm5CG6Vwkby_U*cRO*D-mP;DINzV?O%bNpm zriV)@M+q|r!rC<`>yjBSCqD8HC>Wyo|BCjpH%%I_>|!{;B&t7lKmg?O{MRa-xd2@6 z>qRP^Tm^Fks+&Oi=o+o9O}~7_vi6?!fML#qYQg|MjReWY8+jKOD|o{uG%i?RKby1?+|8BUInF{I z3F;usfD+5WGOma9CP}i=a6dD}jueeFss|2;`8Bb+ITQk7e(Gf1`4rA6G`PX8NReC$KVou~7gO1fc#XBi| zb-<2k>LVwdkS#z`M%nay!pU0vIMI>e`8FhfPpCGdMcj&31JX)Hf46POTb^Nygt@Sb zMjI!mhfYZwCm0e!ZTd4l$_Jb71kIB&WW6utM?=AC>7pT+mXI4Zw)iP$4a>!!WI}Q| z`(%AKmkJ~w*ibr*tVNL=C@!2kDP`^T9F;Zp{>Xhpu=bB@Kj8l!5xYHDck=)hSoM!8 z@bA{hf2qLFScQ|`*$RC_lWycanZ)0lHI!%tsVOTI#NR18iM4tZ$WtUj2W->%e#!J6uo1CIceI8?9U(b)P=lymMKB*?5>5rekOmg;} z)bTIHlxEw^mX~t2NLs(A8`D1nXLkj2P-kX;1eCA6@LfWK`W#CDLR9>7QY0{_^AbQ{ z<#q#Ms-Iw@k};!i7A?1N9)ho$N!PIjuylZhnFi3I9q(B9>5emS*^ znCkG!FI@@x-j<|tBTcm|R#kq*z-mjoaf9S{3Na47H3fD! zfrSR?bNfnBQ@JuD1I(3<2rMmfl;b3e9DE~J7^2)Z{y3Iu_#%Q}72ym-Kj>u|) zX_g-F*c?Td{pEiHObh_Pyt7NvNJ6cNn?Ru^qgOoQ-I=HtVO@lS-+g%`?WOh;dKCx6 zfjKP~J~I}v{~?$8(+hN%fdfEh`2I9+_WOPQ-t71No2vN5=BiaZ=NI2v&}TkgsJ}LA7XHBZ zOFq1j-^qj&eR(t-gnieV(R6)=%O=^A)R8v2v2wpx5+s0^i)U?1caFhIHiLK{scFv< zTB&2kjl?@j62r;*!81V4{0DumS582G*BVCFWRD>HhCHx>eFoIOO*WKXE9R^!7mvv< z3bYJLH)r_q;da)CQX0fB?Z4AGhKwh36b}%KqzH@wbX}3<;ehfM+tNUY7mzk%epL{b z*Y1V~PDZs4crE>f#$(gi`_2i`Lrlw$R0K7CPlMgrMi}$iugEtRXC4GNr(m+cY8yPx zqY;~V;LBD3rYFQwcd88jvPtONviP0f4HGh;^&_IHL^&6ny)X~5Bb3D}fIfm3+oy_h zcc#&Sp=o)xOca9`sY4z83FukaS0rm|8(12g=36vpW!V?`l0OKm32}x^&CHv8$y;Q* zP*3wu@a#{XbTIs*2oOQJrjjn>o_s3-T1ahv3A>?;Dkp@jcMP-o^I+}<&KYyPI~5DV zz|sAPMTn^un^XJ3oyD8D)cM$<-eCPN=;$(n`vnBr#zbjF9X|>@C%Q&bunwKArG<`} zEM|vPtj>Z(D1GE{gvDvoL6N&OtxRZe(RgKK+Fb>v-^@f{Ek)A&XO*5Y&w<&AdoOvt zW22mv_8_}w`d2M9aJo>lG8$l{o#S;Bmv$>!r~K@u()(A1bD6oOvt*9N)ECIGjzvqS zbUb*JbttIsBxig3pR&Rvuh{JbCpt`vWb;pW`(buZE;VmCw2_~Xi+STn%5UF3rcZaL zIb>l{t*7N1o&&L*U*K}fXVAZ&G391&$5QEM(hnIAXm3hf=F9&&5C>g0xCix6h1c{J z@z872d${sDKNpMy~sd9)7N3lr{dp{W86Z)fZg(&U!S~=tzPOd99q>kLPGw%2K-~SV?qyJ!A0=%ON zbn}mZ_3t*w{{vVfZk4!OA_-4Z{=)(q|6&0x```c;kl<8BdV$nS1o#0Q=Wtuy?AE8$ zi2?ZPe9om&6aq>I_!q_3ReNtvItAHfTSm+MoT^b1bAAOPbK#av5YlXSlo8m#e;)WFOtR<=T5M02bxcF zwEup|;0ztU9WXit2J0)8oJ^5$O`SlYAgfVChX!zf3blJ&`1%(cR0-8rk=O7lDht8m zNt?j?^Dj>I75Q3=0M{yiWC0ycaW@aq7t5g*x?WOlEwM8^WeKY~r4d%y8Z?y;3sE6X z&=IU_FSz1>`kKgRxVO{n+VOgAtl7b#GQG`&AoT9I)`?i=$CrKfY3nzU_f5#l1of7x@ z_uUf8NBM2`XeL)Vn7AKuHO{J*(to)MICOl z;)P~ly~5WkM*`g__+X_o5g^SOAU{sm`*PvedWd;|OFt?dkn!fd9iB_1YcK_^^d7{0 zzLF}9Lv$-C6Ng@nVvpYu$9dq|dwa~yb;@6n($H}Hc3#85vIi3ndS!{aPK_Ntl{ zeYnGJlCuy&f5k+|=kOPsIk~p&O+Qxo(_YWtg^R0VK#as1m$xdIIHHs+#IM;}5SmgZ zhj-ve2l^NgkM&y48cTrfLPsz>w;L#RZfRWZ;zChuS+%w!m?->(hutfv1o4iD4B3Is z#CnpwyGv3~gD#wQq5H1fv?~{4GH_HdS0stX`+5NTI=-l%zlALdvdhUt2DcFRRlw3d zyY;}Mc?16a@$`SoD_}zCS(ShwQ`bMW?>PQlUirUaX26T)V^SFtjy8bB{L|3-3^RWk zT2O#6GgS>T+{*UK_Bz9Ae1b6<)e^wg!q4@db+*swdRMb<6FyF6y)7CYhR&m^Rx#t1 z=i7eGkV{yO#AwXj^6Bh++W$qTqGHV#>epK_Je?R(mVWeP);PvClJ0ue$-&M2vj<#e zE}&$k>8H2^S*GeBe)LGsLCbGs&PC!!(L~>Fxj-CLr{5q3Y9!Ea#yBE@r*7m>>3MBCC=6V~A2OwoOS+NC zT91iLi=^_E^A|Jd;%ui33rSU#Ij}x>>Xg40 zXHBZqBMLt>JNU@3)^N-abN4;t8u4ttq0Y&zU|G0|^>3GGdA1|+TasGB4FBnyx`A9X z!`-3dShyt}_X&}Jo@v?L03+}`<(y6)SmYUNkefaBwuu)7Dz!>+FVCf`-ViFwu{0;o zvK9=cUkDvxLV}W-`eK}l&G}o)gI+4yy(|)}h%i2*MXzB0CMU{R6>S^Y59-%>i-AC6 znqk)?Ua=KmKi2}(RdAsi!AFL!oxpa#GU+p$H)hQ?cAm2Ea#}A%!m4XSrV?ccC?*Ly zfM#ie-@Ubf4{{2PRr|LQyistSU|b6 z<1kSx+<<{wpN9$K8|5(+SeU<)1P%xc&}Z;P_>7GBcWM{k`|q=B7=58Ry*2^6idH|1 z*tuSWs_|fH>33J3cJd$I@0A(2s<>pNyf{Y_mrwTH_q7@FD#NGu@;L1?IaMrD`po}>(>j~*Rxc7c$_qCgvPFo2s zlo#xyB-V*+A(ai-LC&sk4HlWm!_vzQ2!@F9YA}a_6%>ziiLP6yq$k@wB?f%+Y{7!M zF;JiNUT0Z}^+#q|a&COw$;!5>DB!xXoF^M|XV8EFZElO+UG6h8WrKTvO$v za?#TD2TSL!)=s_iHXv)K$SZ~xLUFAf8h-ezqci7NeqAyAFN@j2j{WS(!0|u_!g0>_O|R#jz4j;`mW{7{FH)HP=$qS#fadR-c$`;)HZ` z@1zgQyz~YJMm9yxy8GY3|C=f76cJJX0;oyLe_{$8|E_AN+sfl`A_3kDHlm-CBy7l} zwWJId2%#)hYi}u2XnvU0ly5-S^EUN{MsEM`W&TsL+It_|q`5xb>2Z{vZu)*%zH}Wn zMPp45AffsJZBeUwksaec~8*BneS%YBrf6g|$K0)y4R8!R~bWaxtJ}GUV zlL7KB;BaXlJ#}h>BOJv&IPB2XweX|YT&O(V#1}0K-H2g+hB2K#lvya`6NH!MJ~QI2 zVg>W#JI=kOagwxjoYIcDeba>q42#BkTANEpn$+7C_2~gjaHHsJDTv2e4S7=e%=wEE zEMV(d16pGWlLlPxg{7qhaY}5=qHHoAHGooHiKAo;`V;DzbJ%;)EtZKTGnIuaez4zY z)6H%=fhOD>T+~HYcC7DrTR8+if8lRm!@RqN;6R}=zdH@Ei4~Xfs3W9e1o6lR`Zf)q zdx9xc92F)#KlP8pGkTjz!q-{@N_j`2BMG2TQc4BcLh?sabUgJ+`y{`NfRw=E(_8fN zNPKhA`FkwuAc56$q{){kq_+rZjomUx$cp%xmWIyR|Ho8r(S*22vx_& z4&JHZ51cktp{l25)b5Uj%rf+iI?hOw;vG9V1G}7s@s0H0Qsz|TEE|5;4liZ3cfgTP zs)~ujof}l^0;+c3H{=*{;m3%i^R~3^abWCNURL-`RbFCi%KC6HI&y}P_ksqSp$dkP zBp7R0FZU(}XI({o!Nz`k_MM$c7dU=9{jWjLuX?;Uu69;l87SNtZvMD6JWv`M^K{Xl%I7Nq$;L0Un}Yzme6g-ax5JNaVKP}ZpMn+d;^k`Qx{n>8H0=WyaE zSwvL(pm$j055|a+;}6UvLnIVTkbwidzCakr3UslDzDRj$D5&czX(EM;8dwL;&C0q> z(C=GYWRLCcH(dETZC<^|JsP7#P6C$!Hkpc%%*mcxC2)xT#kUD&6Yw6pbz~h5Ip*!Z6skzT=6e5<}s-+2rsnbzIO^-Qenfgj$_K zmK<7?Si36XS**RQ?RPQpq|>8k``w$XajUALctc{PwU-a5>;DkVrGICv50Q71TyX3p z1J__r^7_S}06~v+x^wU+66rYmaIpfv=xy{h%(+4KIMk z`V^!^1(U5Pg?|Ov*uUOU%M(Yeq0W|ZQYUhvnWn!N;h36^Uj z*YH#!3Z7EgBAd}cd{9lBDb7HARWz4dkH==r<{iO6&wu|Ml((i7y#dlU=pUu;-;JAS zfb_)%{2aFQzqZavhWB@ee3yn+5Ve#quaPZGsOX9{{l2lG@B@OJEVll zs-+5-dhEPQ$0qr@VZkKzq<)uIvhQtL8F+NP9lCs6;POv@-suK@Kv32nSNiCpAcB9I z#2x^eyMWSE{szq~RvQVgfp-qY8X@x*Au#aHYa$93hYH9oW)Wvbh;IFoS!kxdo;hHU z6qY}4QkO2)zQl2ijM!2EJSo5(j(j#ud-%%QcW9u!ia|A*@xaADj*>@v@PG_I`}f}1 zH&KF3%FhgcEJDwZG~@g+&G8q^Zhcn|dN#>?Q{{4TdKhtD= zT2bHW^QS501c$MD#mh@poK%4Y+mOFuJOmeCKS;)zL4l#6D|lVnMIgMvqzxV|gWGtf z0dt1`rjDDy0#VFuPI3CsBs<#2ikUP|d2JJZLhR6yVYP2t6jIEU3XwWbDXArxiC^c5 z0;EzQxt8MFFyjN+?LAzLEwBEs!~r^A03k;@t&8vy%or_e@gV#-56Bd5q^dIAjDoj* zPH4?|uHkeSNBShR!Zf+YBp)G$EVwB^oP&pcDRDC>!;*vCi6y#4JG4na@k&^#E^-yC zTs&V>S?i5{0Ju`ugarNJB1cjzy*xX2;`Q3QJ9@B(&q^d5SU1ufLA%JldL%cXE@^#p zWOSqTA+1^s=v+4))F3tLFP z?qWZQydMNG293i;p3ua`sD8&z<4)3H&s;~jsLp8)6s&jD`iGKR;?3j2)XwI(hSU@8 zBkUlDKTbdo7BE%9&e^(f2A6S?>iw%>Q_-to@QE&tD)1`k-Z0h?S~hjHbo?k@@}O&V zs`^u{81R^*moReJ>oanzebF`4)iG;3B}LjQH0Q3eQqU8PaNS!3ec!x4Ldtf~EzQf( zunrh8DxJ1};?W0$q7ccTe}-gnv>djGA`T(}XGR^Ipe~ctSkSFuYfPpXKnTE-vf;5I z&tzRLR&#aHW7zPIR_CGd@#Gy6TyuFQZca-5&(yw7-k(qc6JVc$Rimg?eQ^JZsE*%T z{R=`zw(?<4v#1arc-!6R(c7h?wRwM_WA8oZgx@%x|6kabF&NrtaHZ z_DU=*uK9=NL2Rq*=f|<$%J5r2UVW3V)|k%f%)Fh=iKh6A$3?hpxgbMole*;#)GwAI zBDyjc=?c^!G9wUzCRf1>e5o-*(GM($x;)~S7dnOTB>~y)8L-uhNw`4jJB&&(2T};j zs^~2w;N-Z#f@1doJ?G-Ix|DJw0{ON3N5qjgA*&DRH`xE4R%M`c$pQc=O9lH6;eL+4 z8%Nb@|L4jCp&;#;6E?dmE{5QoD9jzo0wCOPGFbl!Mx9VcpwRzb)QQL_#!WjIU_nzj zc(OP%IGN|pH*Je|A+pt%a1n1@Sb$hUlEH9*hGYH4h$9LZ7ZTi2%tG6BcwSZeDK zgd_k8$a2AIG=BtI_yU^~ROEII?f`IpjOx&eJi-{Wy)t+oaAaakBq_K@uIa`F<2@m*hzfH(KHK!cGV^PnwL@7f>bGx91Lz_xxeV2q3cCFL~gHDJ2j-$=^3l{W=R z2p&GjvWUio{;=!2pzQs zvSPZhLDkWZsP?4z^%5e?H4#NleH~xZ`qYcP^S9X0q0`i9#7M+k1_JbLep;`(+eEwg z_{fiS|9r|=5N#@B70zk#x<>ZB5u#NrgcZh1oE)NIo6(o=%kr@@D|J1rHmfeQ4Yqt< zV;yQ*4+%cs!Iu;{ydi}j4LY@w!Mtk+-r&8IXdHXI11|A-!lk#NdNy?}qRcN)raWgv z2w;Ws%MV`6MMd`OM+%Qj%5ly|Mk(YGza6~W4p#WlQ^qZ!-wiD7GnbMf60*>ok0H8w zEcC}ln$N*_@!Ll25&=`x=W;2!zfk#n^)H|tP^P{Sh-UVM((%Q&!J!Ne7$$*gYbg0m zxRyf-OIq`_e=3+E)S-mO*{EB1=MRTE3b)NON^yvwBRqvjLEHCio{odE4*7IlH(b)v zEE48vZ6}bn@L{KhpV4}b92%*k%z=4u=iu{BG^9BxI;6nXsI2p7ws{JJN{mul*OZ8% z1BDJrcH5fOByT6oHZEI9u?Wclpc*%{uwzDiI-#;{o8*yF$aP16&$%^VJPtY zZ1mxI=BMdEp1xoI}S?0FBjSC5`+K*=E{oN1*c##oqcv>H%4um>m0oDs`U zZUq*=?u?$y)x{&U#+|;tJZpcM=pC!*>(f^b@bI!5*{NJMAy517-$bP8pRY@2`jvU7z=6c6d)b^-j zvjOh(W$`Z?>ny$bjb z7wr@V?%@yXO31_A=m44MhH0M-IQL-n|DSt!ONfnR@24`ffUD+3z!Cm?+ny;%2Pf>m?md9A$!h`FXo6dLE^XC@U|EhM#=oX5 zfQ=GEK}p>Jn>OxsTJQcKXSGu}MwSpHW|M6e7+L)0xrDCz9_%@_$}$m1 zVxSy;H}6s?yJ{wuYcI~gL}yRv(l~Q*1b5Z~Tmxner8xj374jutke0HmRbq4zQsV5$ z^gA-6>=?>y-A0JalqW!pd>}Xu9a?^H2VLnn^Nmli=6`_vUc}3>BDI=BZT`fWl@;^I zMd}S|?VJG*Zyt-hYCIUfD;UL_nIqc1Y)rVNWy!1X+(o1cc>0SXD<-B%Y~K;6_DRkv z$RV<(x7~HTaYW9~0f)_q^$yl_&=#zHJ1}vWorlxS!MJifqmXnvsWZ|nBuGi>2lWkY zkbSH8wZd>~fyRK2LndlB!;CL`fM+;TJA~A(;3)ibO>f{S>^lWa&6E|q5n0l2FrGlX zRNH-|g#_eY(TO7m$c_UA-8R3E_s{{$>Y1P$o}@Arh$+J{yzY^=uz~p>tWC>mTXoF8 z%l22PU_=8I{;2ZUxX$uDKbrD+t^CFq!OJyy)8G2@|J8LK;8;d|1AizxGb6i@z4wTW zBwJP?DZ+^f*BQU_Kj%K{ z-fz|XeG9}g7i%cVWjw8j;Y>g@dq z`vkZgLi)1+@vgR4lY&0ERZn6(Rnfk;-18G>WV{%iO0Jl!ygeZu7UDFGUo=^RQJ{6b z_z}wwqSjE=9)o47TRY^f-B(K4AI*wOx*TKw7R)W(S$;%kii+fY!WqwExuR#0zOVR? zfxDru6V`^R_y&3G&y-h=26hDz)4wBEWPd6r6n0~Ty;EJ+EUkv#p~&dS4u(4&-;pQe zqwiEl1NpA#xPD1j9HyGgY}+%N_oap7)DH&Z#~~n2k^M7H{r6DPBhs!#f_Boo$>YkaI{Uu<~@{aX9Mqx*QEa*pxjrO!Fa6!Jn{YwxTR z9J_=T^*vV?`U`exE#irUUq3ZIBgZ+!&3sGz#BS=yYo+PS1PxT`+grSo_FC;j1YqS{ zPSyZ#PCzX|l$!%wAfa@=Ph9=?M5i%kwg?8HIjwmXkNZSM;A;Z|isVdgR`EAd#~HUv zm-J=7kui$i!@s|MK2bdMwRzq3C$-yBnC*6grUXT*y_;dDjgyN*bY2Auob&F$3Hvf| z!Of7`2X~Vvi%eDZ4cW4V#~E-jO;N@Bg=$e^?XB~XOD7V|W$SvX>t9aAW9i{P#4pk( zKQ%auFRBu1cPz818|OOb6R>d3S=SsKW+*=VlqNaRCN8?PA@IJYyG&@M&@BwZhgg%# zI^c%+i4tM(JZrII$+pGpcwA+Lfo{Q;%n{6U;srY@R82~Kf3Ne9E3DHt-s)jy_s>D5 zNEBE&UsgG5aJd#szxx?M^NwM#|J{wrGVrb)<+{c^tkp8ouDsm;Ts}r~GtQq}F6(I# z)t3u%$(igWQ&O{@QAbSc#1k*bwOfledHujq=^xOlssaN<5U~ir-DBU6ftz$L9*<0T z(34OE4STWkyA`6Kn7J2%0i`KI|x&tK*Z<365# z?kI2fPtM;brha~tFaDGeS(Lb{FTvF{IbE62hF31uqmWKSMA*#Sa{58m*>w-h!I}4S zvCD(v8Q`?*kyKihi$$bPz4r#srBDP}H2CGr+O;n9#DvJc!>Bted8;L@Rf$4)6N}@m}-ZRvS6gZ@Gd^zH8wT%NN@o?X5~Yl8xEN`E{vq;H17h zHKRXko&u?1SVmGXDmw7(gGyuhL8aa0M}8bn2JofXH9w!$?P$bJ>MM}?V!@tT(JQ;j z^O#TqhsIDCOEE7Hm)-jmgJ{tm)ko=6bDB~=raarMgZ6b=#$Ifmny4dCTk>9w(zGL+ zyc_;?+lcu(c)377(PomfL{NnZFzZ4*XZn8=90&y=i;l<<3HQU4r=kX z)X!zvUDsS!pnvp)%jZ^Mj&I!tmP~AsbrGM7eO^?yAy?6U1YeF&E>EO|a*58$(yI@u z{uQT8k~%KcPj_4@GIzxWXYkTn6XmHdh-Ed!kGW~zC)>#~FrQY9( z;}h?r_QOOFxA6b9*GK%%xu2@TYtK(=#IMu+9$%4V*axv1|95<)eJjcgT%w_J_a2qQ zj^I(3mgjRO9`4=B3B<(rf<=Dc`sx|4`1`c_jPSPaFQYRNzjym=ZEh^=caLZuoL2wO zX-XP!TK%)|CkN3t*0DAfYHQ%L-gI!9@^xLxS#X+?5A%n3XV;%OxP!y$Rjj$|Z2O*J&0x)&{GNjghvwjL{xb(BL&FL-`wU0azpr!LIcnLpdR+%UtgOf& zz#^CMHEr`k8J7c;5cKUsU3 zEhI@jo1wO}%5p>icLrni%EHx~lSZ@Wnk?V`zDHw`0NkU|A@IQZ<&WJ&UF`*HZuZa{ zF%&{>QKxy?d(TL;E?^#xv&)yDp;_tWf2+42x*0Qo5z>XHeJ}~_1iw} z#S8~x#>;l3CuC+t*$>R@V8nlj&1`=B4_3vE`TMRWGTqXd8&1kq$Hx#u_lM zBZ@KYr@z;lZma(Dxcyh!nUW}(R|x-LC~p|{#7i{12WH}WShowhx= zO2bWDyi;(~b0lEr0obVdI%s!Vf-khhGtTmpDZ>fDU8P2=#rw|$eUeNk)R-Thj3~d_ zU-m?Y)y0&_?Mz5SQBUBAO>9;rt)qCQzGy%i773M#bwB`5)%Buu+Uko+CVH_rtVKjl z=|P5UZ#v&^^~o$Vy-+KhsXG_U*lw3UX5}JCB%X>hTq5fn#60W-HhA`}ePyrg>XlLa z=yh`c7G=xonb=z^4BY)MvIy0%igMd5t<9!4giD<7l|(G9q8JaE&AHf+w*~ET+O*uvpe%-clkO?=e|z- z1Ivb(Wnq+EC|sVR>l=?|{Q%nsQ$JJ?621 z{&fj5FJ*fd0@uXAFXxw?VvK}_%uWXI@0)O`M#ziOz0tTad4zgcHZ;GSzYf0z6=}_b zpL$*KcvBQoD9%Z)ylk(&82%VJKS{hqY@##dQ`Vko(`{W-B`nRnfrt7W`78gY{QlR5@>yl3jG zXSc>CH_bHJ6Nc5&TGw8T%op^!d!Mb}oZTe8wyc@MSkk3vl8oj1!4Fd>+OHw`<4uvF zaZ}#p&oc>SHzW6&mtX$!{dGKgh#-hH-_F{e`KJCm&#yH&INd)SXFR8~Vk?UUGe^>- z4bQ*%+A1bbmzROnzkaaZD*3=_WB0r89cS_zGSOndy((=)cViqYD6b#=qves#_+Iz-H@ml z*U{mZVo}@s!p$(%i)nN3j?6J7F;<=8p7Xc!`g6Pz^ZMis25&RfXlltE0 zO=SswZ7Qy#O{0ze;QF^aSM(QkDVYtvV6pU7OOmNR?B6E`tg*d6Zm6z zIT3T-yIpfC{oYSZ^i~Lq${u-bO1RtY`#7H=I=<(7_J_;cBNO?b_a?SKr@Ye-d~%Jf zrDs`tpy~!Wqe-@N9YzyS&ef#JO;1d4q+SNiXwg;R^O3;BlE&m(Y%W7#N`*yw2S-FwMl%>ebp;C zm)PF4rE=11QqfdO+TQN;!jx2UK0}?R-7h=Y|wzM=IDaVJU=C;)1Z+&08;h#&zrhDf$ zNS8qsQ7g&FyIPpwxB8Uo{SarWEmIdwg%-<`tG8?!49q{8PPxm!?mg zz_}Iw`SUXN+!weu7`4??-~MQ4>bQ{ejB zmQLIYyf{;+HO0p-Ypt;T=$WoHP2?CVg;c0o?na|b$-S24QsRu*65F@rLs$hT$tsB( zyldqNvo#0rvduLxRc(IoEc@$E9Fft|wKt7M*yoIdeb+50Kl!qvC;j@t!@D_oA# zz?0>x$uei6EYDjzm-Svk)cEqK2NFS2eRHg&0TzwTB#j0YD3zkD+7FYf zLYFBRFrrfKyQZ_sQ(?(bzlvK-Yfr;0dtsMF-CuX4BH@XR*n-*Cj}&|o^99Ou?2~I8 z9iLbet>_aKQ6r73#kjla9hgzCR4}afSa649HheR`A36Hg27_LytTKwpm?18ATmh%y z_I;v>4?6{G?o(6KOSK-Zo?iRkW_{HA?=lxAWAPeE_U-uVoLapVG?A^`_G^nOKvyA#f6leyk_!2jriDF$EO1B?MBMD8G$v9bpm#urzfm(-PBr` zw=T=ld8VX9-DJ^8RH0#9R4bt98^!Uzb&^Nc5jQ)jmO?@>CGU2I!q6=geYld4$-*&@ zn|$Gnj}3!gjh74-VUtQQO6ALPHak{8Tn-aLjA9~bB)H7 z6|yg=%mlxH{cyx%3uPGNiuA);O^o%y`c z{nQr`^jjV|R$&dj0r7qrZ%khr;@1Q_?Bh2We#jBB9^Gk`(YDmb z!p~K4QnndoB|I+B+&+uFkj3eN?Lm56FCpBR-Xq@Nrmxa^6+w1sM$kiH0!3TP_vM6% z6?$(!@@8W0;fJ1@{0bI7!;Uc!eUkhxGa=O6IO}U6w435WtX&zaDqfQpzMMt(9!psN z(UT#uB|*v-g~>PXh+i-lY=$H`Kg#<=*oSX!MJ38kwN%dZ4v%4XTSG9IU0xDlY2jbIeEUkEGM#5vSRbX%KT6Ml)rWR$Y_9z9M@jfIs%QG=(xAPpX;ZK;U{r zczVwbOYRFsr{wWd8-pJ*a?;ZrRY{hz5??3l(pA>x?0iXz$-#c0>L?6;r8LHMrUUg4e+!RTW3C#t4yw_V|)7~rhtTniA0Z@+R}a#wD8;Cgp1SNfCV zaw_-(DoJ}IRi9Qc>4>z>ce&la(YIwgOC4B>6po!@ z6mg1C)GAN;>|}8Kt9u1X&ooqpMrepHX!Bln)H0@1tM2L3&vjVwb!Vt1EgVUVv27R0 zFM2FBEX2*Q;^F?fP|W5wN1E%fno;&Z0N*!B>kDsQU^yn?s~eB-q7+QIjlUXXl+nGy zer%Ga>-fBrP%ZhMgM%UIxwcnLx+2dto9*aUU7z=lVsow9GQb5V`+(F1osdO>Fk1FCQK^&5OJ9~5XA0+(M%L>l!$wvV z2Xm+HmgYRsJw~Y^5X`S9Iff%)NBzEXuKc(FeMUvBp57O&Sa$20-bcnNPv^$8w5?w0 z7N!floZ!_Pc>Xzp!(Rkz&EH5S!Q6*9+f`vN$)4b=K_Vf0{e$j}94)%%H(wUBJ)9hk zk8&4PiD5Z9!*`A_XRFX!SUz&np|)D`H2y|~{X4m+yl5SAL*}O*gJHA`=9P=(o)uyJ z-wZB@o{^&wWw1~8A!fnHKBKIxlfQS|Eph7BVr7A8FgFeT(=Rwj-4cx0hnAv>Hu%1f z#C!~MiE(fuPU0hUeCem)NhTk^F_krZ5}P)hMibY-NV&%}FSXl5YbnAZFFZr?xx9NF z&AU@#k25DpnbUIC?YcjIncyntQf^ayE_xpSQ?;bS+|)pI$wxc-pCezqF7{)*CFx(n zYci4fNP{wj>;gZi%$p1-Ggm1;atL^_xdnf|p!a4hylSBckPu#TSN-Yc-BW^#m#HZL&@GjWfmO6Ke7Vsbk_a$4zh7H`IGb zQ!I~Z_Id_}JR68g(+H39dgr%SJDF?PvsUWkjZG)iaCu2~zZ9t$?RJu@V_?vBx@yx%o$xLUjd*H{fz3t#!s zu04{z{n99e;FI%$6y=BgSC+|swoCLkpDuCYWeG$Tdu*mxuqPV0k`>Co>tDJGLuG~bG#Jl-KVFo^`-};Ym{kU}V z3d7a0V^lWBK4GmZdgIy2xhv}VnbW?>A9lzSib&Q6C*ou)tbbL%+9+_NPpavYW@p-xsykJl7k*N}c%00w$n6 zt76G@gXMY;X0b?26(<(3MSX_w_){c`eO9f1yusLPiCB`YWv1 ze|@cCNsdp%Z!zrQ`QCtBx7~(B_dc!gfIj-tQn}1f<{yqt$&@2(7(XX5t@p^LzzSzw zjSZh?!;edZIQHL(e(j2QDwQd%OclN69oN1sm%T%(t;+H;LG`PIYK!eRvuUoGZ^HD3 z#v^apNs{SSXXd}`sr1VIqP6qzojzVo%w_OV*af?X^z7YM^;AA90o4}OkFw*70)4WQ zy-gk@zM1pF(ShHeV#`NxEYv7TTDghL4QWbkA9ur?vp7LfTz8pgnvK%s{1-QQv4nxB zn&OJk7&p)uO`HANH^7|{7?>y&ISLcps{2(+Ti4mVfSVjVSRed=zk)uFwvJYAo-S5@ zzlHnzTZZT3_=>>4-333ChrS~T{-my`E61a(ah}h@*~!h^*2(GyuZN=p%4 z`Z4(7ImDpFIK*(|HFt4wu;R77>g;Uq%4=!s>f&JT$>Z$eX6x+a`Y&|7Z+K@a$jxh0 z6pG{!`V&AaYU#=UPMVdI8?UpAHJmVst}rqKJrrtC<_HRGYX6^4Hkd{I{cSgA3tlG+ z5BQs*S~p`KtD{hEAs8s|PU8Rhu$%q)rjz+CUJn~L^x_ymwbJy0)Zu|EJZS#sn<&%< zDCz(FuT~yzd~UXG4pycv=GUzL&AHLy)5Qa-*c8nA(jMaMm;B+lx_LTSx$^zzHybM} zHvwJ?S64VQ+sci2*Z^b>5_Is+oxdN;^8Zbcg$+OdpKbmyV!Tp2{ouZVU_u!2uo6c6 z*$fIJO2V#SNP>4fPog0*>tMv69a=CVp7nBZDYz763aD^6BP2~Q;?Ir)81XY)fW8}K zWZ=&shrea9)(#{7EC!+>PAQDxf;t)bb3Myn#6}m4_%kmLBV?zmeY-(fXpq7g;r{?5 z{>+KNi0a@+vHc(gtY`?qVHok}J_s1m9`up((3TJ{;7^9_P{ws_?uyfQNXMF**I6*YQU#`Lk1UqS^ zut;8jc}W@}xJE|TU<87l$!r#T`^QlzW@Q-h_6WxRw0qFZ1Q6`(*IrckjZlFRdsHw2 z!A{C7hPDC_c5a%(2wrX&fncZEyh^PiXr;AWFyfdJj6kqcB%mfb9W>DyB^VK`3nLKh z%Y7dQ&L;f;|{eaU$4h_EN*_6X?%ZfT4#YINu(OK(Ld*$<@9JY~HA2 zf)QsyCwI6~5$x=3IZuADSFIhS^Yz!8Zs`Eg`e#4P-w1BS0wWOYq`k|_-F850M};vMsPa;9_#P#bxSFe1kbMj+U!Rygm< z3ySk92!4l)^L#LjK(N!FEhs}7cp-(>E$2i*2w?;}DbL;r;s6yoffhTN<6s1WoxiS# zU-AM2B?hz+pI;V?K(NzP#xNopWP}JUBiscr0>MtP$+ip|fUrhuBVS8k1cIHe?k3KT zV9k>pErN$t!UzOAc~_lXB|s{|(WBM~j6kqcsc@a{Cx}{-Xi+O+97Z76`7V8E>tOWj zk2d;!F$p6O>>T#Dw(bJs?+G-)H)mi3f}P*fUo-9lL>K534-3Ba9YTm8*!h`5VqOmn zU8&KY1UOMg4)-G>2zEMf8G3Djk?&)AI2GksFap6&)>wzT+5o{%2P4KvVFZGmK{HMM zyWsIo1!U%MSy<4+2n0K`#uk05KXonS?3LOa;fnewM5-NWil*2Syr4k#$2n0K=ZVCLV2JNE_gq_31dBzMzAlNz0 z&l{T$Y9tD@lf#J9mJmV|!OnMMVkQ$H+?0VK+hGLeH5h?lXJfiCZV*U?FGU6Hq zBM|IVvJ6lJu?0nf)<$$?Djpu(Q76eheq*0GiM`L>#iChrJL(urscEG9w+Rr7i-e!cqW6AlP}#;Ag=u3+UMc zV1$S~j6krnEpJku1Oz<+Z5UyB4Mrf?StF%(UKGsR8eM=9IRP*N!Op5;OMhJOoQjE7 z79>e90>Mu8yC!O-K=38BW~Q10BM|I-@2=Nf2x2D-+Tef}G~PpvT@1m_sXCE+^dNdK zqIE@t#Sr5EZ(M@yG~@DHDP=>UOv2&fG_HdY2zIj1*VTY-3$=mP*kz|+1cIFxe@Kaa z1!FByfH@q&AJ4!D1Up?LM+5tu&*x4malGO|lLugL|doB<{0-+U+RFB zEp~#7AO-f%VZ`Wb7=d7?oX*KeH4wpv(L#>dufqrdegr!Wb;x^;fWZM151fi|4D3Vk zLI7#4$c6Vv=p;1?RiXtWC`e%hf}OWZ1nyOWffD^07{S2>BM|JodF|DMEik@lw15#L zGB5(cP9nobg+kEKH$i5gsAU2p5bV_A=yRq38L1S85wtci0>Mt1J0-X}AYz>WNjRJe z3otYCzkR9zKZ2d!KB8KBz)mg@f)69+17QS$ofyL(X(T}>5XcK7t|!6>1Uos6QTH=| znIF&|tj4k+1kzej_2Z*ho1iyCpLH$Eg%Jp`Q;Z?YQv*csZnREdG#^GF*g5rzIy?rn zk+W!x-M9osAlP})XM{xp#LY}lq=##S@gw5l5&0TMAlT_wEM{O0 z#+^N?@8?N2^3?mTiti&<(y~%(= z72JX|GJuD3xQz%P*tsNzlVbvEq!Vq*)R!GXAgvYkYF~RE|%3l}oK*({Bhf{$o1|tycbaL!#+5Tsxo>PVq2zL62-Sq#r z7uQu`1cIF^LrLoYPQ^oY7=d7C^|dQ5RN!GEl?5(~4ow(=V5i1LP8>6c74aZ`9RBG(jG1g1Up^n<`siL(0gkNBfQST2n0J_FT4=y z0U2>XTVmlife=V*Mf-wXomauvQ_<$Zg)CqMf}N-334DKnR@#0E&Pcl>j6ksS)s4>+ z!JsTC-C@MGAB;e-v-M8;j|>nmhS4%omJA~h>|A30(ys|3__{irieNxKRH?!Uc5-58 zvwMP6NTLm0u`6H%f}OW*eS2pK!Q=zlh_C!Pj6kq6yxNsE5|jhg9XKPMZ(sz1oxaaZ z8(BaEj|BsS!%-`I7Dgc08Phzu3;GUXeO@$b5#jlBs3_ zA&}OJ*012&gn>3NiXe4PsfzrzTxXc&QDr@d3#{UCsl0hu|B zXo`ao2zEvk&wXzPUR0npGxsDIfnevP^-$>!n0;;sVdrovZajn$2zC-CgG)+5Ml{hf zl934`5bVsV=T(0JQqc+AIGhUeTnK@*R&?w9P#iNz#bvY_xmXM%5bQ*SZd-uGLKH9B zQ&CPij6ksS>`dL|s~{DvXsOVvh7kyM(j;?+@q@CcM+?6Tbua?KPWX-JsQ-S{8({>3 zo$&jA|4TqU0b95Zbpm1tcEazM{EG^4+$>*UpuitutlMo!7l=^*{qfj IG*Q(50jY+nXaE2J diff --git a/downloads/html/D&D 5E SRD Full Compile-v0.4.4.html b/downloads/html/D&D 5E SRD Full Compile-v0.4.4.html deleted file mode 100644 index 162f136..0000000 --- a/downloads/html/D&D 5E SRD Full Compile-v0.4.4.html +++ /dev/null @@ -1,45633 +0,0 @@ - - - - - - - - - - - - -

D&D 5E SRD Full -Compile-v0.4.4

-

RACES

-

Racial Traits

-

The description of each race includes racial traits that are common -to members of that race. The following entries appear among the traits -of most races.

-

Ability Score Increase

-

Every race increases one or more of a character’s ability scores.

-

Age

-

The age entry notes the age when a member of the race is considered -an adult, as well as the race’s expected lifespan. This information can -help you decide how old your character is at the start of the game. You -can choose any age for your character, which could provide an -explanation for some of your ability scores. For example, if you play a -young or very old character, your age could explain a particularly low -Strength or Constitution score, while advanced age could account for a -high Intelligence or Wisdom.

-

Alignment

-

Most races have tendencies toward certain alignments, described in -this entry. These are not binding for player characters, but considering -why your dwarf is chaotic, for example, in defiance of lawful dwarf -society can help you better define your character.

-

Size

-

Characters of most races are Medium, a size category including -creatures that are roughly 4 to 8 feet tall. Members of a few races are -Small (between 2 and 4 feet tall), which means that certain rules of the -game affect them differently. The most important of these rules is that -Small characters have trouble wielding heavy weapons.

-

Speed

-

Your speed determines how far you can move when traveling and -fighting.

-

Languages

-

By virtue of your race, your character can speak, read, and write -certain languages.

-

Subraces

-

Some races have subraces. Members of a subrace have the traits of the -parent race in addition to the traits specified for their subrace. -Relationships among subraces vary significantly from race to race and -world to world.

-

Dwarf

-

Dwarf Traits

-

Your dwarf character has an assortment of inborn abilities, part and -parcel of dwarven nature.

-

Ability Score Increase. Your Constitution -score increases by 2.

-

Age. Dwarves mature at the same rate as -humans, but they’re considered young until they reach the age of 50. On -average, they live about 350 years.

-

Alignment. Most dwarves are lawful, -believing firmly in the benefits of a well-ordered society. They tend -toward good as well, with a strong sense of fair play and a belief that -everyone deserves to share in the benefits of a just order.

-

Size. Dwarves stand between 4 and 5 feet -tall and average about 150 pounds. Your size is Medium.

-

Speed. Your base walking speed is 25 feet. -Your speed is not reduced by wearing heavy armor.

-

Darkvision. Accustomed to life underground, -you have superior vision in dark and dim conditions. You can see in dim -light within 60 feet of you as if it were bright light, and in darkness -as if it were dim light. You can’t discern color in darkness, only -shades of gray.

-

Dwarven Resilience. You have advantage on -saving throws against poison, and you have resistance against poison -damage.

-

Dwarven Combat Training. You have -proficiency with the battleaxe, handaxe, light hammer, and -warhammer.

-

Tool Proficiency. You gain proficiency with -the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or -mason’s tools.

-

Stonecunning. Whenever you make an -Intelligence (History) check related to the origin of stonework, you are -considered proficient in the History skill and add double your -proficiency bonus to the check, instead of your normal proficiency -bonus.

-

Languages. You can speak, read, and write -Common and Dwarvish. Dwarvish is full of hard consonants and guttural -sounds, and those characteristics spill over into whatever other -language a dwarf might speak.

-

Hill Dwarf

-

As a hill dwarf, you have keen senses, deep intuition, and remarkable -resilience.

-

Ability Score Increase. Your Wisdom score -increases by 1.

-

Dwarven Toughness. Your hit point maximum -increases by 1, and it increases by 1 every time you gain a level.

-

Elf

-

Elf Traits

-

Your elf character has a variety of natural abilities, the result of -thousands of years of elven refinement.

-

Ability Score Increase. Your Dexterity -score increases by 2.

-

Age. Although elves reach physical maturity -at about the same age as humans, the elven understanding of adulthood -goes beyond physical growth to encompass worldly experience. An elf -typically claims adulthood and an adult name around the age of 100 and -can live to be 750 years old.

-

Alignment. Elves love freedom, variety, and -self- expression, so they lean strongly toward the gentler aspects of -chaos. They value and protect others’ freedom as well as their own, and -they are more often good than not. The drow are an exception; their -exile has made them vicious and dangerous. Drow are more often evil than -not.

-

Size. Elves range from under 5 to over 6 -feet tall and have slender builds. Your size is Medium.

-

Speed. Your base walking speed is 30 -feet.

-

Darkvision. Accustomed to twilit forests -and the night sky, you have superior vision in dark and dim conditions. -You can see in dim light within 60 feet of you as if it were bright -light, and in darkness as if it were dim light. You can’t discern color -in darkness, only shades of gray.

-

Keen Senses. You have proficiency in the -Perception skill.

-

Fey Ancestry. You have advantage on saving -throws against being charmed, and magic can’t put you to sleep.

-

Trance. Elves don’t need to sleep. Instead, -they meditate deeply, remaining semiconscious, for 4 hours a day. (The -Common word for such meditation is “trance.”) While meditating, you can -dream after a fashion; such dreams are actually mental exercises that -have become reflexive through years of practice.

-

After resting in this way, you gain the same benefit that a human -does from 8 hours of sleep.

-

Languages. You can speak, read, and write -Common and Elvish. Elvish is fluid, with subtle intonations and -intricate grammar. Elven literature is rich and varied, and their songs -and poems are famous among other races. Many bards learn their language -so they can add Elvish ballads to their repertoires.

-

High Elf

-

As a high elf, you have a keen mind and a mastery of at least the -basics of magic. In many fantasy gaming worlds, there are two kinds of -high elves. One type is haughty and reclusive, believing themselves to -be superior to non-elves and even other elves. The other type is more -common and more friendly, and often encountered among humans and other -races.

-

Ability Score Increase. Your Intelligence -score increases by 1.

-

Elf Weapon Training. You have proficiency -with the longsword, shortsword, shortbow, and longbow.

-

Cantrip. You know one cantrip of your -choice from the wizard spell list. Intelligence is your spellcasting -ability for it.

-

Extra Language. You can speak, read, and -write one extra language of your choice.

-

Halfling

-

Halfling Traits

-

Your halfling character has a number of traits in common with all -other halflings.

-

Ability Score Increase. Your Dexterity -score increases by 2.

-

Age. A halfling reaches adulthood at the -age of 20 and generally lives into the middle of his or her second -century.

-

Alignment. Most halflings are lawful good. -As a rule, they are good-hearted and kind, hate to see others in pain, -and have no tolerance for oppression. They are also very orderly and -traditional, leaning heavily on the support of their community and the -comfort of their old ways.

-

Size. Halflings average about 3 feet tall -and weigh about 40 pounds. Your size is Small.

-

Speed. Your base walking speed is 25 -feet.

-

Lucky. When you roll a 1 on the d20 for an -attack roll, ability check, or saving throw, you can reroll the die and -must use the new roll.

-

Brave. You have advantage on saving throws -against being frightened.

-

Halfling Nimbleness. You can move through -the space of any creature that is of a size larger than yours.

-

Languages. You can speak, read, and write -Common and Halfling. The Halfling language isn’t secret, but halflings -are loath to share it with others. They write very little, so they don’t -have a rich body of literature. Their oral tradition, however, is very -strong. Almost all halflings speak Common to converse with the people in -whose lands they dwell or through which they are traveling.

-

Lightfoot

-

As a lightfoot halfling, you can easily hide from notice, even using -other people as cover. You’re inclined to be affable and get along well -with others.

-

Lightfoots are more prone to wanderlust than other halflings, and -often dwell alongside other races or take up a nomadic life.

-

Ability Score Increase. Your Charisma score -increases by 1.

-

Naturally Stealthy. You can attempt to hide -even when you are obscured only by a creature that is at least one size -larger than you.

-

Human

-

Human Traits

-

It’s hard to make generalizations about humans, but your human -character has these traits.

-

Ability Score Increase. Your ability scores -each increase by 1.

-

Age. Humans reach adulthood in their late -teens and live less than a century.

-

Alignment. Humans tend toward no particular -alignment. The best and the worst are found among them.

-

Size. Humans vary widely in height and -build, from barely 5 feet to well over 6 feet tall. Regardless of your -position in that range, your size is Medium.

-

Speed. Your base walking speed is 30 -feet.

-

Languages. You can speak, read, and write -Common and one extra language of your choice. Humans typically learn the -languages of other peoples they deal with, including obscure dialects. -They are fond of sprinkling their speech with words borrowed from other -tongues: Orc curses, Elvish musical expressions, Dwarvish military -phrases, and so on.

-

Dragonborn

-

Dragonborn Traits

-

Your draconic heritage manifests in a variety of traits you share -with other dragonborn.

-

Ability Score Increase. Your Strength score -increases by 2, and your Charisma score increases by 1.

-

Age. Young dragonborn grow quickly. They -walk hours after hatching, attain the size and development of a -10-year-old human child by the age of 3, and reach adulthood by 15. They -live to be around 80.

-

Alignment. Dragonborn tend to extremes, -making a conscious choice for one side or the other in the cosmic war -between good and evil. Most dragonborn are good, but those who side with -evil can be terrible villains.

-

Size. Dragonborn are taller and heavier -than humans, standing well over 6 feet tall and averaging almost 250 -pounds. Your size is Medium.

-

Speed. Your base walking speed is 30 -feet.

-

Table- Draconic Ancestry

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DragonDamage TypeBreath Weapon
BlackAcid5 by 30 ft. line (Dex. save)
BlueLightning5 by 30 ft. line (Dex. save)
BrassFire5 by 30 ft. line (Dex. save)
BronzeLightning5 by 30 ft. line (Dex. save)
CopperAcid5 by 30 ft. line (Dex. save)
GoldFire15 ft. cone (Dex. save)
GreenPoison15 ft. cone (Con. save)
RedFire15 ft. cone (Dex. save)
SilverCold15 ft. cone (Con. save)
WhiteCold15 ft. cone (Con. save)
-

Draconic Ancestry. You have draconic -ancestry. Choose one type of dragon from the Draconic Ancestry table. -Your breath weapon and damage resistance are determined by the dragon -type, as shown in the table.

-

Breath Weapon. You can use your action to -exhale destructive energy. Your draconic ancestry determines the size, -shape, and damage type of the exhalation.

-

When you use your breath weapon, each creature in the area of the -exhalation must make a saving throw, the type of which is determined by -your draconic ancestry. The DC for this saving throw equals 8 + your -Constitution modifier + your proficiency bonus. A creature takes 2d6 -damage on a failed save, and half as much damage on a successful one. -The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at -16th level.

-

After you use your breath weapon, you can’t use it again until you -complete a short or long rest.

-

Damage Resistance. You have resistance to -the damage type associated with your draconic ancestry.

-

Languages. You can speak, read, and write -Common and Draconic. Draconic is thought to be one of the oldest -languages and is often used in the study of magic. The language sounds -harsh to most other creatures and includes numerous hard consonants and -sibilants.

-

Gnome

-

Gnome Traits

-

Your gnome character has certain characteristics in common with all -other gnomes.

-

Ability Score Increase. Your Intelligence -score increases by 2.

-

Age. Gnomes mature at the same rate humans -do, and most are expected to settle down into an adult life by around -age 40. They can live 350 to almost 500 years.

-

Alignment. Gnomes are most often good. -Those who tend toward law are sages, engineers, researchers, scholars, -investigators, or inventors. Those who tend toward chaos are minstrels, -tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, -and even the tricksters among them are more playful than vicious.

-

Size. Gnomes are between 3 and 4 feet tall -and average about 40 pounds. Your size is Small.

-

Speed. Your base walking speed is 25 -feet.

-

Darkvision. Accustomed to life underground, -you have superior vision in dark and dim conditions. You can see in dim -light within 60 feet of you as if it were bright light, and in darkness -as if it were dim light. You can’t discern color in darkness, only -shades of gray.

-

Gnome Cunning. You have advantage on all -Intelligence, Wisdom, and Charisma saving throws against magic.

-

Languages. You can speak, read, and write -Common and Gnomish. The Gnomish language, which uses the Dwarvish -script, is renowned for its technical treatises and its catalogs of -knowledge about the natural world.

-

Rock Gnome

-

As a rock gnome, you have a natural inventiveness and hardiness -beyond that of other gnomes.

-

Ability Score Increase. Your Constitution -score increases by 1.

-

Artificer’s Lore. Whenever you make an -Intelligence (History) check related to magic items, alchemical objects, -or technological devices, you can add twice your proficiency bonus, -instead of any proficiency bonus you normally apply.

-

Tinker. You have proficiency with artisan’s -tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 -gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). -The device ceases to function after 24 hours (unless you spend 1 hour -repairing it to keep the device functioning), or when you use your -action to dismantle it; at that time, you can reclaim the materials used -to create it. You can have up to three such devices active at a -time.

-

When you create a device, choose one of the following options:

-

Clockwork Toy. This toy is a clockwork -animal, monster, or person, such as a frog, mouse, bird, dragon, or -soldier. When placed on the ground, the toy moves 5 feet across the -ground on each of your turns in a random direction. It makes noises as -appropriate to the creature it represents.

-

Fire Starter. The device produces a -miniature flame, which you can use to light a candle, torch, or -campfire. Using the device requires your action.

-

Music Box. When opened, this music box -plays a single song at a moderate volume. The box stops playing when it -reaches the song’s end or when it is closed.

-

Half-Elf

-

Half-Elf Traits

-

Your half-elf character has some qualities in common with elves and -some that are unique to half-elves.

-

Ability Score Increase. Your Charisma score -increases by 2, and two other ability scores of your choice increase by -1.

-

Age. Half-elves mature at the same rate -humans do and reach adulthood around the age of 20. They live much -longer than humans, however, often exceeding 180 years.

-

Alignment. Half-elves share the chaotic -bent of their elven heritage. They value both personal freedom and -creative expression, demonstrating neither love of leaders nor desire -for followers. They chafe at rules, resent others’ demands, and -sometimes prove unreliable, or at least unpredictable.

-

Size. Half-elves are about the same size as -humans, ranging from 5 to 6 feet tall. Your size is Medium.

-

Speed. Your base walking speed is 30 -feet.

-

Darkvision. Thanks to your elf blood, you -have superior vision in dark and dim conditions. You can see in dim -light within 60 feet of you as if it were bright light, and in darkness -as if it were dim light. You can’t discern color in darkness, only -shades of gray.

-

Fey Ancestry. You have advantage on saving -throws against being charmed, and magic can’t put you to sleep.

-

Skill Versatility. You gain proficiency in -two skills of your choice.

-

Languages. You can speak, read, and write -Common, Elvish, and one extra language of your choice.

-

Half-Orc

-

Half-Orc Traits

-

Your half-orc character has certain traits deriving from your orc -ancestry.

-

Ability Score Increase. Your Strength score -increases by 2, and your Constitution score increases by 1.

-

Age. Half-orcs mature a little faster than -humans, reaching adulthood around age 14. They age noticeably faster and -rarely live longer than 75 years.

-

Alignment. Half-orcs inherit a tendency -toward chaos from their orc parents and are not strongly inclined toward -good. Half-orcs raised among orcs and willing to live out their lives -among them are usually evil.

-

Size. Half-orcs are somewhat larger and -bulkier than humans, and they range from 5 to well over 6 feet tall. -Your size is Medium.

-

Speed. Your base walking speed is 30 -feet.

-

Darkvision. Thanks to your orc blood, you -have superior vision in dark and dim conditions. You can see in dim -light within 60 feet of you as if it were bright light, and in darkness -as if it were dim light. You can’t discern color in darkness, only -shades of gray.

-

Menacing. You gain proficiency in the -Intimidation skill.

-

Relentless Endurance. When you are reduced -to 0 hit points but not killed outright, you can drop to 1 hit point -instead. You can’t use this feature again until you finish a long -rest.

-

Savage Attacks. When you score a critical -hit with a melee weapon attack, you can roll one of the weapon’s damage -dice one additional time and add it to the extra damage of the critical -hit.

-

Languages. You can speak, read, and write -Common and Orc. Orc is a harsh, grating language with hard consonants. -It has no script of its own but is written in the Dwarvish script.

-

Tiefling

-

Tiefling Traits

-

Tieflings share certain racial traits as a result of their infernal -descent.

-

Ability Score Increase. Your Intelligence -score increases by 1, and your Charisma score increases by 2.

-

Age. Tieflings mature at the same rate as -humans but live a few years longer.

-

Alignment. Tieflings might not have an -innate tendency toward evil, but many of them end up there. Evil or not, -an independent nature inclines many tieflings toward a chaotic -alignment.

-

Size. Tieflings are about the same size and -build as humans. Your size is Medium.

-

Speed. Your base walking speed is 30 -feet.

-

Darkvision. Thanks to your infernal -heritage, you have superior vision in dark and dim conditions. You can -see in dim light within 60 feet of you as if it were bright light, and -in darkness as if it were dim light. You can’t discern color in -darkness, only shades of gray.

-

Hellish Resistance. You have resistance to -fire damage.

-

Infernal Legacy. You know the -thaumaturgy cantrip. When you reach 3rd level, you can cast the -hellish rebuke spell as a 2nd-level spell once with this trait -and regain the ability to do so when you finish a long rest. When you -reach 5th level, you can cast the darkness spell once with this -trait and regain the ability to do so when you finish a long rest. -Charisma is your spellcasting ability for these spells.

-

Languages. You can speak, read, and write -Common and Infernal.

-

CLASSES

-

Barbarian

-

Class Features

-

As a barbarian, you gain the following class features.

-

Hit Points

-

Hit Dice: 1d12 per barbarian level

-

Hit Points at 1st Level: 12 + your Constitution -modifier

-

Hit Points at Higher Levels: 1d12 (or 7) + your -Constitution modifier per barbarian level after 1st

-

Proficiencies

-

Armor: Light armor, medium armor, shields

-

Weapons: Simple weapons, martial weapons

-

Tools: None

-

Saving Throws: Strength, Constitution

-

Skills: Choose two from Animal Handling, Athletics, -Intimidation, Nature, Perception, and Survival

-

Equipment

-

You start with the following equipment, in addition to the equipment -granted by your background:

-
    -
  • (a) a greataxe or (b) any martial melee -weapon
  • -
  • (a) two handaxes or (b) any simple weapon
  • -
  • An explorer’s pack and four javelins
  • -
-

Table- The Barbarian

- ------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Primal Path3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path feature4+3
11th+4Relentless4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4
-

Rage

-

In battle, you fight with primal ferocity. On your turn, you can -enter a rage as a bonus action.

-

While raging, you gain the following benefits if you aren’t wearing -heavy armor:

-
    -
  • You have advantage on Strength checks and Strength saving -throws.
  • -
  • When you make a melee weapon attack using Strength, you gain a bonus -to the damage roll that increases as you gain levels as a barbarian, as -shown in the Rage Damage column of the Barbarian table.
  • -
  • You have resistance to bludgeoning, piercing, and slashing -damage.
  • -
-

If you are able to cast spells, you can’t cast them or concentrate on -them while raging.

-

Your rage lasts for 1 minute. It ends early if you are knocked -unconscious or if your turn ends and you haven’t attacked a hostile -creature since your last turn or taken damage since then. You can also -end your rage on your turn as a bonus action.

-

Once you have raged the number of times shown for your barbarian -level in the Rages column of the Barbarian table, you must finish a long -rest before you can rage again.

-

Unarmored Defense

-

While you are not wearing any armor, your Armor Class equals 10 + -your Dexterity modifier + your Constitution modifier. You can use a -shield and still gain this benefit.

-

Reckless Attack

-

Starting at 2nd level, you can throw aside all concern for defense to -attack with fierce desperation. When you make your first attack on your -turn, you can decide to attack recklessly. Doing so gives you advantage -on melee weapon attack rolls using Strength during this turn, but attack -rolls against you have advantage until your next turn.

-

Danger Sense

-

At 2nd level, you gain an uncanny sense of when things nearby aren’t -as they should be, giving you an edge when you dodge away from -danger.

-

You have advantage on Dexterity saving throws against effects that -you can see, such as traps and spells. To gain this benefit, you can’t -be blinded, deafened, or incapacitated.

-

Primal Path

-

At 3rd level, you choose a path that shapes the nature of your rage. -Choose the Path of the Berserker or the Path of the Totem Warrior, both -detailed at the end of the class description. Your choice grants you -features at 3rd level and again at 6th, 10th, and 14th levels.

-

Ability Score Improvement

-

When you reach 4th level, and again at 8th, 12th, 16th, and 19th -level, you can increase one ability score of your choice by 2, or you -can increase two ability scores of your choice by 1. As normal, you -can’t increase an ability score above 20 using this feature.

-

Extra Attack

-

Beginning at 5th level, you can attack twice, instead of once, -whenever you take the Attack action on your turn.

-

Fast Movement

-

Starting at 5th level, your speed increases by 10 feet while you -aren’t wearing heavy armor.

-

Feral Instinct

-

By 7th level, your instincts are so honed that you have advantage on -initiative rolls.

-

Additionally, if you are surprised at the beginning of combat and -aren’t incapacitated, you can act normally on your first turn, but only -if you enter your rage before doing anything else on that turn.

-

Brutal Critical

-

Beginning at 9th level, you can roll one additional weapon damage die -when determining the extra damage for a critical hit with a melee -attack.

-

This increases to two additional dice at 13th level and three -additional dice at 17th level.

-

Relentless Rage

-

Starting at 11th level, your rage can keep you fighting despite -grievous wounds. If you drop to 0 hit points while you’re raging and -don’t die outright, you can make a DC 10 Constitution saving throw. If -you succeed, you drop to 1 hit point instead.

-

Each time you use this feature after the first, the DC increases by -5. When you finish a short or long rest, the DC resets to 10.

-

Persistent Rage

-

Beginning at 15th level, your rage is so fierce that it ends early -only if you fall unconscious or if you choose to end it.

-

Indomitable Might

-

Beginning at 18th level, if your total for a Strength check is less -than your Strength score, you can use that score in place of the -total.

-

Primal Champion

-

At 20th level, you embody the power of the wilds. Your Strength and -Constitution scores increase by 4. Your maximum for those scores is now -24.

-

Barbarian Paths

-

Path of the Berserker

-

For some barbarians, rage is a means to an end- that end being -violence. The Path of the Berserker is a path of untrammeled fury, slick -with blood. As you enter the berserker’s rage, you thrill in the chaos -of battle, heedless of your own health or well-being.

-

Frenzy

-

Starting when you choose this path at 3rd level, you can go into a -frenzy when you rage. If you do so, for the duration of your rage you -can make a single melee weapon attack as a bonus action on each of your -turns after this one. When your rage ends, you suffer one level of -exhaustion (as described in appendix A).

-

Mindless Rage

-

Beginning at 6th level, you can’t be charmed or frightened while -raging. If you are charmed or frightened when you enter your rage, the -effect is suspended for the duration of the rage.

-

Intimidating Presence

-

Beginning at 10th level, you can use your action to frighten someone -with your menacing presence. When you do so, choose one creature that -you can see within 30 feet of you. If the creature can see or hear you, -it must succeed on a Wisdom saving throw (DC equal to 8 + your -proficiency bonus + your Charisma modifier) or be frightened of you -until the end of your next turn. On subsequent turns, you can use your -action to extend the duration of this effect on the frightened creature -until the end of your next turn. This effect ends if the creature ends -its turn out of line of sight or more than 60 feet away from you.

-

If the creature succeeds on its saving throw, you can’t use this -feature on that creature again for 24 hours.

-

Retaliation

-

Starting at 14th level, when you take damage from a creature that is -within 5 feet of you, you can use your reaction to make a melee weapon -attack against that creature.

-

Bard

-

Class Features

-

As a bard, you gain the following class features.

-

Hit Points

-

Hit Dice: 1d8 per bard level

-

Hit Points at 1st Level: 8 + your Constitution -modifier

-

Hit Points at Higher Levels: 1d8 (or 5) + your -Constitution modifier per bard level after 1st

-

Proficiencies

-

Armor: Light armor

-

Weapons: Simple weapons, hand crossbows, longswords, -rapiers, shortswords

-

Tools: Three musical instruments of your choice

-

Saving Throws: Dexterity, Charisma

-

Skills: Choose any three

-

Equipment

-

You start with the following equipment, in addition to the equipment -granted by your background:

-
    -
  • (a) a rapier, (b) a longsword, or (c) any -simple weapon
  • -
  • (a) a diplomat’s pack or (b) an entertainer’s -pack
  • -
  • (a) a lute or (b) any other musical -instrument
  • -
  • Leather armor and a dagger
  • -
-

Table- The Bard

- ---------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LevelProficiency BonusFeaturesSpells KnownCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Bardic Inspiration (d6)242--------
2nd+2Jack of All Trades, Song of Rest (d6)253--------
3rd+2Bard College, Expertise2642-------
4th+2Ability Score Improvement3743-------
5th+3Bardic Inspiration (d8), Font of Inspiration38432------
6th+3Countercharm, Bard College Feature39433------
7th+3-3104331-----
8th+3Ability Score Improvement3114332-----
9th+4Song of Rest (d8)31243331----
10th+4Bardic Inspiration (d10), Expertise, Magical Secrets41443332----
11th+4-415433321---
12th+4Ability Score Improvement415433321---
13th+5Song of Rest (d10)4164333211--
14th+5Magical Secrets, Bard College Feature4184333211--
15th+5Bardic Inspiration (d12)41943332111-
16th+5Ability Score Improvement41943332111-
17th+6Song of Rest (d12)420433321111
18th+6Magical Secrets422433331111
19th+6Ability Score Improvement422433332111
20th+6Superior Inspiration422433332211
-

Spellcasting

-

You have learned to untangle and reshape the fabric of reality in -harmony with your wishes and music.

-

Your spells are part of your vast repertoire, magic that you can tune -to different situations.

-

Cantrips

-

You know two cantrips of your choice from the bard spell list. You -learn additional bard cantrips of your choice at higher levels, as shown -in the Cantrips Known column of the Bard table.

-

Spell Slots

-

The Bard table shows how many spell slots you have to cast your bard -spells of 1st level and higher. To cast one of these spells, you must -expend a slot of the spell’s level or higher. You regain all expended -spell slots when you finish a long rest.

-

For example, if you know the 1st-level spell cure wounds and -have a 1st-level and a 2nd-level spell slot available, you can cast -cure wounds using either slot.

-

Spells Known of 1st Level -and Higher

-

You know four 1st-level spells of your choice from the bard spell -list.

-

The Spells Known column of the Bard table shows when you learn more -bard spells of your choice. Each of these spells must be of a level for -which you have spell slots, as shown on the table. For instance, when -you reach 3rd level in this class, you can learn one new spell of 1st or -2nd level.

-

Additionally, when you gain a level in this class, you can choose one -of the bard spells you know and replace it with another spell from the -bard spell list, which also must be of a level for which you have spell -slots.

-

Spellcasting Ability

-

Charisma is your spellcasting ability for your bard spells. Your -magic comes from the heart and soul you pour into the performance of -your music or oration. You use your Charisma whenever a spell refers to -your spellcasting ability. In addition, you use your Charisma modifier -when setting the saving throw DC for a bard spell you cast and when -making an attack roll with one.

-

Spell save DC = 8 + your proficiency bonus + your -Charisma modifier

-

Spell attack modifier = your proficiency bonus + -your Charisma modifier

-

Ritual Casting

-

You can cast any bard spell you know as a ritual if that spell has -the ritual tag.

-

Spellcasting Focus

-

You can use a musical instrument as a spellcasting focus for your -bard spells.

-

Bardic Inspiration

-

You can inspire others through stirring words or music. To do so, you -use a bonus action on your turn to choose one creature other than -yourself within 60 feet of you who can hear you. That creature gains one -Bardic Inspiration die, a d6.

-

Once within the next 10 minutes, the creature can roll the die and -add the number rolled to one ability check, attack roll, or saving throw -it makes. The creature can wait until after it rolls the d20 before -deciding to use the Bardic Inspiration die, but must decide before the -GM says whether the roll succeeds or fails. Once the Bardic Inspiration -die is rolled, it is lost. A creature can have only one Bardic -Inspiration die at a time.

-

You can use this feature a number of times equal to your Charisma -modifier (a minimum of once). You regain any expended uses when you -finish a long rest.

-

Your Bardic Inspiration die changes when you reach certain levels in -this class. The die becomes a d8 at 5th level, a d10 at 10th level, and -a d12 at 15th level.

-

Jack of All Trades

-

Starting at 2nd level, you can add half your proficiency bonus, -rounded down, to any ability check you make that doesn’t already include -your proficiency bonus.

-

Song of Rest

-

Beginning at 2nd level, you can use soothing music or oration to help -revitalize your wounded allies during a short rest. If you or any -friendly creatures who can hear your performance regain hit points at -the end of the short rest by spending one or more Hit Dice, each of -those creatures regains an extra 1d6 hit points.

-

The extra hit points increase when you reach certain levels in this -class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th -level.

-

Bard College

-

At 3rd level, you delve into the advanced techniques of a bard -college of your choice: the College of Lore or the College of Valor, -both detailed at the end of the class description. Your choice grants -you features at 3rd level and again at 6th and 14th level.

-

Expertise

-

At 3rd level, choose two of your skill proficiencies. Your -proficiency bonus is doubled for any ability check you make that uses -either of the chosen proficiencies.

-

At 10th level, you can choose another two skill proficiencies to gain -this benefit.

-

Ability Score Improvement

-

When you reach 4th level, and again at 8th, 12th, 16th, and 19th -level, you can increase one ability score of your choice by 2, or you -can increase two ability scores of your choice by 1. As normal, you -can’t increase an ability score above 20 using this feature.

-

Font of Inspiration

-

Beginning when you reach 5th level, you regain all of your expended -uses of Bardic Inspiration when you finish a short or long rest.

-

Countercharm

-

At 6th level, you gain the ability to use musical notes or words of -power to disrupt mind-influencing effects. As an action, you can start a -performance that lasts until the end of your next turn. During that -time, you and any friendly creatures within 30 feet of you have -advantage on saving throws against being frightened or charmed. A -creature must be able to hear you to gain this benefit. The performance -ends early if you are incapacitated or silenced or if you voluntarily -end it (no action required).

-

Magical Secrets

-

By 10th level, you have plundered magical knowledge from a wide -spectrum of disciplines. Choose two spells from any classes, including -this one. A spell you choose must be of a level you can cast, as shown -on the Bard table, or a cantrip.

-

The chosen spells count as bard spells for you and are included in -the number in the Spells Known column of the Bard table.

-

You learn two additional spells from any classes at 14th level and -again at 18th level.

-

Superior Inspiration

-

At 20th level, when you roll initiative and have no uses of Bardic -Inspiration left, you regain one use.

-

Bard Colleges

-

College of Lore

-

Bards of the College of Lore know something about most things, -collecting bits of knowledge from sources as diverse as scholarly tomes -and peasant tales. Whether singing folk ballads in taverns or elaborate -compositions in royal courts, these bards use their gifts to hold -audiences spellbound. When the applause dies down, the audience members -might find themselves questioning everything they held to be true, from -their faith in the priesthood of the local temple to their loyalty to -the king.

-

The loyalty of these bards lies in the pursuit of beauty and truth, -not in fealty to a monarch or following the tenets of a deity. A noble -who keeps such a bard as a herald or advisor knows that the bard would -rather be honest than politic.

-

The college’s members gather in libraries and sometimes in actual -colleges, complete with classrooms and dormitories, to share their lore -with one another. They also meet at festivals or affairs of state, where -they can expose corruption, unravel lies, and poke fun at self-important -figures of authority.

-

Bonus Proficiencies

-

When you join the College of Lore at 3rd level, you gain proficiency -with three skills of your choice.

-

Cutting Words

-

Also at 3rd level, you learn how to use your wit to distract, -confuse, and otherwise sap the confidence and competence of others. When -a creature that you can see within 60 feet of you makes an attack roll, -an ability check, or a damage roll, you can use your reaction to expend -one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die -and subtracting the number rolled from the creature’s roll. You can -choose to use this feature after the creature makes its roll, but before -the GM determines whether the attack roll or ability check succeeds or -fails, or before the creature deals its damage. The creature is immune -if it can’t hear you or if it’s immune to being charmed.

-

Additional Magical Secrets

-

At 6th level, you learn two spells of your choice from any class. A -spell you choose must be of a level you can cast, as shown on the Bard -table, or a cantrip. The chosen spells count as bard spells for you but -don’t count against the number of bard spells you know.

-

Peerless Skill

-

Starting at 14th level, when you make an ability check, you can -expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and -add the number rolled to your ability check. You can choose to do so -after you roll the die for the ability check, but before the GM tells -you whether you succeed or fail.

-

Cleric

-

Class Features

-

As a cleric, you gain the following class features.

-

Hit Points

-

Hit Dice: 1d8 per cleric level

-

Hit Points at 1st Level: 8 + your Constitution -modifier

-

Hit Points at Higher Levels: 1d8 (or 5) + your -Constitution modifier per cleric level after 1st

-

Proficiencies

-

Armor: Light armor, medium armor, shields

-

Weapons: Simple weapons

-

Tools: None

-

Saving Throws: Wisdom, Charisma

-

Skills: Choose two from History, Insight, Medicine, -Persuasion, and Religion

-

Equipment

-

You start with the following equipment, in addition to the equipment -granted by your background:

-
    -
  • (a) a mace or (b) a warhammer (if proficient)
  • -
  • (a) scale mail, (b) leather armor, or (c) -chain mail (if proficient)
  • -
  • (a) a light crossbow and 20 bolts or (b) any -simple weapon
  • -
  • (a) a priest’s pack or (b) an explorer’s pack
  • -
  • A shield and a holy symbol
  • -
-

Table- The Cleric

- --------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Divine Domain32--------
2nd+2Channel Divinity (1/rest), Divine Domain Feature33--------
3rd+2-342-------
4th+2Ability Score Improvement443-------
5th+3Destroy Undead (CR 1/2)4432------
6th+3Channel Divinity (2/rest), Divine Domain Feature4433------
7th+3-44331-----
8th+3Ability Score Improvement, Destroy Undead (CR 1), Divine Domain -Feature44332-----
9th+4-443331----
10th+4Divine Intervention543332----
11th+4Destroy Undead (CR 2)5433321---
12th+4Ability Score Improvement5433321---
13th+5-54333211--
14th+5Destroy Undead (CR 3)54333211--
15th+5-543332111-
16th+5Ability Score Improvement543332111-
17th+6Destroy Undead (CR 4), Divine Domain Feature5433321111
18th+6Channel Divinity (3/rest)5433331111
19th+6Ability Score Improvement5433332111
20th+6Divine Intervention improvement5433332211
-

Spellcasting

-

As a conduit for divine power, you can cast cleric spells.

-

Cantrips

-

At 1st level, you know three cantrips of your choice from the cleric -spell list. You learn additional cleric cantrips of your choice at -higher levels, as shown in the Cantrips Known column of the Cleric -table.

-

Preparing and Casting Spells

-

The Cleric table shows how many spell slots you have to cast your -cleric spells of 1st level and higher. To cast one of these spells, you -must expend a slot of the spell’s level or higher. You regain all -expended spell slots when you finish a long rest.

-

You prepare the list of cleric spells that are available for you to -cast, choosing from the cleric spell list. When you do so, choose a -number of cleric spells equal to your Wisdom modifier + your cleric -level (minimum of one spell). The spells must be of a level for which -you have spell slots.

-

For example, if you are a 3rd-level cleric, you have four 1st-level -and two 2nd-level spell slots. With a Wisdom of 16, your list of -prepared spells can include six spells of 1st or 2nd level, in any -combination. If you prepare the 1st-level spell cure wounds, -you can cast it using a 1st-level or 2nd-level slot. Casting the spell -doesn’t remove it from your list of prepared spells.

-

You can change your list of prepared spells when you finish a long -rest. Preparing a new list of cleric spells requires time spent in -prayer and meditation: at least 1 minute per spell level for each spell -on your list.

-

Spellcasting Ability

-

Wisdom is your spellcasting ability for your cleric spells. The power -of your spells comes from your devotion to your deity. You use your -Wisdom whenever a cleric spell refers to your spellcasting ability. In -addition, you use your Wisdom modifier when setting the saving throw DC -for a cleric spell you cast and when making an attack roll with one.

-

Spell save DC = 8 + your proficiency bonus + your -Wisdom modifier

-

Spell attack modifier = your proficiency bonus + -your Wisdom modifier

-

Ritual Casting

-

You can cast a cleric spell as a ritual if that spell has the ritual -tag and you have the spell prepared.

-

Spellcasting Focus

-

You can use a holy symbol as a spellcasting focus for your cleric -spells.

-

Divine Domain

-

Choose one domain related to your deity: Knowledge, Life, Light, -Nature, Tempest, Trickery, or War. Each domain is detailed at the end of -the class description, and each one provides examples of gods associated -with it. Your choice grants you domain spells and other features when -you choose it at 1st level. It also grants you additional ways to use -Channel Divinity when you gain that feature at 2nd level, and additional -benefits at 6th, 8th, and 17th levels.

-

Domain Spells

-

Each domain has a list of spells - its domain spells - that you gain -at the cleric levels noted in the domain description. Once you gain a -domain spell, you always have it prepared, and it doesn’t count against -the number of spells you can prepare each day.

-

If you have a domain spell that doesn’t appear on the cleric spell -list, the spell is nonetheless a cleric spell for you.

-

Channel Divinity

-

At 2nd level, you gain the ability to channel divine energy directly -from your deity, using that energy to fuel magical effects. You start -with two such effects: Turn Undead and an effect determined by your -domain. Some domains grant you additional effects as you advance in -levels, as noted in the domain description.

-

When you use your Channel Divinity, you choose which effect to -create. You must then finish a short or long rest to use your Channel -Divinity again.

-

Some Channel Divinity effects require saving throws. When you use -such an effect from this class, the DC equals your cleric spell save -DC.

-

Beginning at 6th level, you can use your Channel Divinity twice -between rests, and beginning at 18th level, you can use it three times -between rests. When you finish a short or long rest, you regain your -expended uses.

-

Channel Divinity: Turn Undead

-

As an action, you present your holy symbol and speak a prayer -censuring the undead. Each undead that can see or hear you within 30 -feet of you must make a Wisdom saving throw. If the creature fails its -saving throw, it is turned for 1 minute or until it takes any -damage.

-

A turned creature must spend its turns trying to move as far away -from you as it can, and it can’t willingly move to a space within 30 -feet of you. It also can’t take reactions. For its action, it can use -only the Dash action or try to escape from an effect that prevents it -from moving. If there’s nowhere to move, the creature can use the Dodge -action.

-

Ability Score Improvement

-

When you reach 4th level, and again at 8th, 12th, 16th, and 19th -level, you can increase one ability score of your choice by 2, or you -can increase two ability scores of your choice by 1. As normal, you -can’t increase an ability score above 20 using this feature.

-

Destroy Undead

-

Starting at 5th level, when an undead fails its saving throw against -your Turn Undead feature, the creature is instantly destroyed if its -challenge rating is at or below a certain threshold, as shown in the -Destroy Undead table.

-

Table- Destroy Undead

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Cleric LevelDestroys Undead of CR …
5th1/2 or lower
8th1 or lower
11th2 or lower
14th3 or lower
17th4 or lower
-

Divine Intervention

-

Beginning at 10th level, you can call on your deity to intervene on -your behalf when your need is great.

-

Imploring your deity’s aid requires you to use your action. Describe -the assistance you seek, and roll percentile dice. If you roll a number -equal to or lower than your cleric level, your deity intervenes. The GM -chooses the nature of the intervention; the effect of any cleric spell -or cleric domain spell would be appropriate.

-

If your deity intervenes, you can’t use this feature again for 7 -days. Otherwise, you can use it again after you finish a long rest.

-

At 20th level, your call for intervention succeeds automatically, no -roll required.

-

Cleric Domains

-

Life Domain

-

The Life domain focuses on the vibrant positive energy-one of the -fundamental forces of the universe-that sustains all life. The gods of -life promote vitality and health through healing the sick and wounded, -caring for those in need, and driving away the forces of death and -undeath. Almost any non-evil deity can claim influence over this domain, -particularly agricultural deities (such as Chauntea, Arawai, and -Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of -healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), -and gods of home and community (such as Hestia, Hathor, and -Boldrei).

-

Table- Life Domain Spells

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Cleric LevelSpells
1stbless, cure wounds
3rdlesser restoration, spiritual weapon
5thbeacon of hope, revivify
7thdeath ward, guardian of faith
9thmass cure wounds, raise dead
-

Bonus Proficiency

-

When you choose this domain at 1st level, you gain proficiency with -heavy armor.

-

Disciple of Life

-

Also starting at 1st level, your healing spells are more effective. -Whenever you use a spell of 1st level or higher to restore hit points to -a creature, the creature regains additional hit points equal to 2 + the -spell’s level.

-

Channel Divinity: Preserve -Life

-

Starting at 2nd level, you can use your Channel Divinity to heal the -badly injured.

-

As an action, you present your holy symbol and evoke healing energy -that can restore a number of hit points equal to five times your cleric -level. Choose any creatures within 30 feet of you, and divide those hit -points among them. This feature can restore a creature to no more than -half of its hit point maximum. You can’t use this feature on an undead -or a construct.

-

Blessed Healer

-

Beginning at 6th level, the healing spells you cast on others heal -you as well. When you cast a spell of 1st level or higher that restores -hit points to a creature other than you, you regain hit points equal to -2 + the spell’s level.

-

Divine Strike

-

At 8th level, you gain the ability to infuse your weapon strikes with -divine energy. Once on each of your turns when you hit a creature with a -weapon attack, you can cause the attack to deal an extra 1d8 radiant -damage to the target. When you reach 14th level, the extra damage -increases to 2d8.

-

Supreme Healing

-

Starting at 17th level, when you would normally roll one or more dice -to restore hit points with a spell, you instead use the highest number -possible for each die. For example, instead of restoring 2d6 hit points -to a creature, you restore 12.

-

Druid

-

Class Features

-

As a druid, you gain the following class features.

-

Hit Points

-

Hit Dice: 1d8 per druid level

-

Hit Points at 1st Level: 8 + your Constitution -modifier

-

Hit Points at Higher Levels: 1d8 (or 5) + your -Constitution modifier per druid level after 1st

-

Proficiencies

-

Armor: Light armor, medium armor, shields (druids -will not wear armor or use shields made of metal)

-

Weapons: Clubs, daggers, darts, javelins, maces, -quarterstaffs, scimitars, sickles, slings, spears

-

Tools: Herbalism kit

-

Saving Throws: Intelligence, Wisdom

-

Skills: Choose two from Arcana, Animal Handling, -Insight, Medicine, Nature, Perception, Religion, and Survival

-

Equipment

-

You start with the following equipment, in addition to the equipment -granted by your background:

-
    -
  • (a) a wooden shield or (b) any simple weapon
  • -
  • (a) a scimitar or (b) any simple melee weapon
  • -
  • Leather armor, an explorer’s pack, and a druidic focus
  • -
-

Table- The Druid

- --------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Druidic, Spellcasting22--------
2nd+2Wild Shape, Druid Circle23--------
3rd+2-242-------
4th+2Wild Shape Improvement, Ability Score Improvement343-------
5th+3-3432------
6th+3Druid Circle feature3433------
7th+3-34331-----
8th+3Wild Shape Improvement, Ability Score Improvement34332-----
9th+4-343331----
10th+4Druid Circle feature443332----
11th+4-4433321---
12th+4Ability Score Improvement4433321---
13th+5-44333211--
14th+5Druid Circle feature44333211--
15th+5-443332111-
16th+5Ability Score Improvement443332111-
17th+6-4433321111
18th+6Timeless Body, Beast Spells4433331111
19th+6Ability Score Improvement4433332111
20th+6Archdruid4433332211
-

Druidic

-

You know Druidic, the secret language of druids. You can speak the -language and use it to leave hidden messages. You and others who know -this language automatically spot such a message. Others spot the -message’s presence with a successful DC 15 Wisdom (Perception) check but -can’t decipher it without magic.

-

Spellcasting

-

Drawing on the divine essence of nature itself, you can cast spells -to shape that essence to your will.

-

Cantrips

-

At 1st level, you know two cantrips of your choice from the druid -spell list. You learn additional druid cantrips of your choice at higher -levels, as shown in the Cantrips Known column of the Druid table.

-

Preparing and Casting -Spells

-

The Druid table shows how many spell slots you have to cast your -druid spells of 1st level and higher. To cast one of these druid spells, -you must expend a slot of the spell’s level or higher. You regain all -expended spell slots when you finish a long rest.

-

You prepare the list of druid spells that are available for you to -cast, choosing from the druid spell list. When you do so, choose a -number of druid spells equal to your Wisdom modifier + your druid level -(minimum of one spell). The spells must be of a level for which you have -spell slots.

-

For example, if you are a 3rd-level druid, you have four 1st-level -and two 2nd-level spell slots. With a Wisdom of 16, your list of -prepared spells can include six spells of 1st or 2nd level, in any -combination. If you prepare the 1st-level spell cure wounds, -you can cast it using a 1st-level or 2nd-level slot. Casting the spell -doesn’t remove it from your list of prepared spells.

-

You can also change your list of prepared spells when you finish a -long rest. Preparing a new list of druid spells requires time spent in -prayer and meditation: at least 1 minute per spell level for each spell -on your list.

-

Spellcasting Ability

-

Wisdom is your spellcasting ability for your druid spells, since your -magic draws upon your devotion and attunement to nature. You use your -Wisdom whenever a spell refers to your spellcasting ability. In -addition, you use your Wisdom modifier when setting the saving throw DC -for a druid spell you cast and when making an attack roll with one.

-

Spell save DC = 8 + your proficiency bonus + your -Wisdom modifier

-

Spell attack modifier = your proficiency bonus + -your Wisdom modifier

-

Ritual Casting

-

You can cast a druid spell as a ritual if that spell has the ritual -tag and you have the spell prepared.

-

Spellcasting Focus

-

You can use a druidic focus as a spellcasting focus for your druid -spells.

-

Wild Shape

-

Starting at 2nd level, you can use your action to magically assume -the shape of a beast that you have seen before. You can use this feature -twice. You regain expended uses when you finish a short or long -rest.

-

Your druid level determines the beasts you can transform into, as -shown in the Beast Shapes table. At 2nd level, for example, you can -transform into any beast that has a challenge rating of 1/4 or lower -that doesn’t have a flying or swimming speed.

-

Table- Beast Shapes

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LevelMax. CRLimitationsExample
2nd1/4No flying or swimming speedWolf
4th1/2No flying speedCrocodile
8th1-Giant eagle
-

You can stay in a beast shape for a number of hours equal to half -your druid level (rounded down). You then revert to your normal form -unless you expend another use of this feature. You can revert to your -normal form earlier by using a bonus action on your turn. You -automatically revert if you fall unconscious, drop to 0 hit points, or -die.

-

While you are transformed, the following rules apply:

-
    -
  • Your game statistics are replaced by the statistics of the beast, -but you retain your alignment, personality, and Intelligence, Wisdom, -and Charisma scores. You also retain all of your skill and saving throw -proficiencies, in addition to gaining those of the creature. If the -creature has the same proficiency as you and the bonus in its stat block -is higher than yours, use the creature’s bonus instead of yours. If the -creature has any legendary or lair actions, you can’t use them.
  • -
  • When you transform, you assume the beast’s hit points and Hit Dice. -When you revert to your normal form, you return to the number of hit -points you had before you transformed. However, if you revert as a -result of dropping to 0 hit points, any excess damage carries over to -your normal form. For example, if you take 10 damage in animal form and -have only 1 hit point left, you revert and take 9 damage. As long as the -excess damage doesn’t reduce your normal form to 0 hit points, you -aren’t knocked unconscious.
  • -
  • You can’t cast spells, and your ability to speak or take any action -that requires hands is limited to the capabilities of your beast form. -Transforming doesn’t break your concentration on a spell you’ve already -cast, however, or prevent you from taking actions that are part of a -spell, such as call lightning, that you’ve already cast.
  • -
  • You retain the benefit of any features from your class, race, or -other source and can use them if the new form is physically capable of -doing so. However, you can’t use any of your special senses, such as -darkvision, unless your new form also has that sense.
  • -
  • You choose whether your equipment falls to the ground in your space, -merges into your new form, or is worn by it. Worn equipment functions as -normal, but the GM decides whether it is practical for the new form to -wear a piece of equipment, based on the creature’s shape and size. Your -equipment doesn’t change size or shape to match the new form, and any -equipment that the new form can’t wear must either fall to the ground or -merge with it. Equipment that merges with the form has no effect until -you leave the form.
  • -
-

Druid Circle

-

At 2nd level, you choose to identify with a circle of druids: the -Circle of the Land or the Circle of the Moon, both detailed at the end -of the class description. Your choice grants you features at 2nd level -and again at 6th, 10th, and 14th level.

-

Ability Score Improvement

-

When you reach 4th level, and again at 8th, 12th, 16th, and 19th -level, you can increase one ability score of your choice by 2, or you -can increase two ability scores of your choice by 1. As normal, you -can’t increase an ability score above 20 using this feature.

-

Timeless Body

-

Starting at 18th level, the primal magic that you wield causes you to -age more slowly. For every 10 years that pass, your body ages only 1 -year.

-

Beast Spells

-

Beginning at 18th level, you can cast many of your druid spells in -any shape you assume using Wild Shape. You can perform the somatic and -verbal components of a druid spell while in a beast shape, but you -aren’t able to provide material components.

-

Archdruid

-

At 20th level, you can use your Wild Shape an unlimited number of -times.

-

Additionally, you can ignore the verbal and somatic components of -your druid spells, as well as any material components that lack a cost -and aren’t consumed by a spell. You gain this benefit in both your -normal shape and your beast shape from Wild Shape.

-

Druid Circles

-

Circle of the Land

-

The Circle of the Land is made up of mystics and sages who safeguard -ancient knowledge and rites through a vast oral tradition. These druids -meet within sacred circles of trees or standing stones to whisper primal -secrets in Druidic. The circle’s wisest members preside as the chief -priests of communities that hold to the Old Faith and serve as advisors -to the rulers of those folk. As a member of this circle, your magic is -influenced by the land where you were initiated into the circle’s -mysterious rites.

-

Bonus Cantrip

-

When you choose this circle at 2nd level, you learn one additional -druid cantrip of your choice.

-

Natural Recovery

-

Starting at 2nd level, you can regain some of your magical energy by -sitting in meditation and communing with nature. During a short rest, -you choose expended spell slots to recover. The spell slots can have a -combined level that is equal to or less than half your druid level -(rounded up), and none of the slots can be 6th level or higher. You -can’t use this feature again until you finish a long rest.

-

For example, when you are a 4th-level druid, you can recover up to -two levels worth of spell slots. You can recover either a 2nd-level slot -or two 1st-level slots.

-

Circle Spells

-

Your mystical connection to the land infuses you with the ability to -cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to -circle spells connected to the land where you became a druid. Choose -that land-arctic, coast, desert, forest, grassland, mountain, or -swamp-and consult the associated list of spells.

-

Once you gain access to a circle spell, you always have it prepared, -and it doesn’t count against the number of spells you can prepare each -day. If you gain access to a spell that doesn’t appear on the druid -spell list, the spell is nonetheless a druid spell for you.

-

Table- Arctic Circle Spells

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Druid LevelCircle Spells
3rdhold person, spike growth
5thsleet storm, slow
7thfreedom of movement, ice storm
9thcommune with nature, cone of cold
-

Table- Coast Circle Spells

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Druid LevelCircle Spells
3rdmirror image, misty step
5thwater breathing, water walk
7thcontrol water, freedom of movement
9thconjure elemental, scrying
-

Table- Desert Circle Spells

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Druid LevelCircle Spells
3rdblur, silence
5thcreate food and water, protection from energy
7thblight, hallucinatory terrain
9thinsect plague, wall of stone
-

Table- Forest Circle Spells

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Druid LevelCircle Spells
3rdbarkskin, spider climb
5thcall lightning, plant growth
7thdivination, freedom of movement
9thcommune with nature, tree stride
-

Table- Grassland Circle Spells

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Druid LevelCircle Spells
3rdinvisibility, pass without trace
5thdaylight, haste
7thdivination, freedom of movement
9thdream, insect plague
-

Table- Mountain Circle Spells

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Druid LevelCircle Spells
3rdspider climb, spike growth
5thlightning bolt, meld into stone
7thstone shape, stoneskin
9thpasswall, wall of stone
-

Table- Swamp Circle Spells

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Druid LevelCircle Spells
3rdacid arrow, darkness
5thwater walk, stinking cloud
7thfreedom of movement, locate creature
9thinsect plague, scrying
-

Land’s Stride

-

Starting at 6th level, moving through nonmagical difficult terrain -costs you no extra movement. You can also pass through nonmagical plants -without being slowed by them and without taking damage from them if they -have thorns, spines, or a similar hazard.

-

In addition, you have advantage on saving throws against plants that -are magically created or manipulated to impede movement, such those -created by the entangle spell.

-

Nature’s Ward

-

When you reach 10th level, you can’t be charmed or frightened by -elementals or fey, and you are immune to poison and disease.

-

Nature’s Sanctuary

-

When you reach 14th level, creatures of the natural world sense your -connection to nature and become hesitant to attack you. When a beast or -plant creature attacks you, that creature must make a Wisdom saving -throw against your druid spell save DC. On a failed save, the creature -must choose a different target, or the attack automatically misses. On a -successful save, the creature is immune to this effect for 24 hours.

-

The creature is aware of this effect before it makes its attack -against you.

-
-

Sacred Plants and Wood

-

A druid holds certain plants to be sacred, particularly alder, ash, -birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and -yew. Druids often use such plants as part of a spellcasting focus, -incorporating lengths of oak or yew or sprigs of mistletoe.

-

Similarly, a druid uses such woods to make other objects, such as -weapons and shields. Yew is associated with death and rebirth, so weapon -handles for scimitars or sickles might be fashioned from it. Ash is -associated with life and oak with strength. These woods make excellent -hafts or whole weapons, such as clubs or quarterstaffs, as well as -shields. Alder is associated with air, and it might be used for thrown -weapons, such as darts or javelins.

-

Druids from regions that lack the plants described here have chosen -other plants to take on similar uses. For instance, a druid of a desert -region might value the yucca tree and cactus plants.

-

Druids and the Gods

-

Some druids venerate the forces of nature themselves, but most druids -are devoted to one of the many nature deities worshiped in the -multiverse (the lists of gods in appendix B include many such deities). -The worship of these deities is often considered a more ancient -tradition than the faiths of clerics and urbanized peoples.

-
-

Fighter

-

Class Features

-

As a fighter, you gain the following class features.

-

Hit Points

-

Hit Dice: 1d10 per fighter level

-

Hit Points at 1st Level: 10 + your Constitution -modifier

-

Hit Points at Higher Levels: 1d10 (or 6) + your -Constitution modifier per fighter level after 1st

-

Proficiencies

-

Armor: All armor, shields

-

Weapons: Simple weapons, martial weapons

-

Tools: None

-

Saving Throws: Strength, Constitution

-

Skills: Choose two skills from Acrobatics, Animal, -Handling, Athletics, History, Insight, Intimidation, Perception, and -Survival

-

Equipment

-

You start with the following equipment, in addition to the equipment -granted by your background:

-
    -
  • (a) chain mail or (b) leather armor, longbow, and -20 arrows
  • -
  • (a) a martial weapon and a shield or (b) two -martial weapons
  • -
  • (a) a light crossbow and 20 bolts or (b) two -handaxes
  • -
  • (a) a dungeoneer’s pack or (b) an explorer’s -pack
  • -
-

Table- The Fighter

- ----- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LevelProficiency BonusFeatures
1st+2Fighting Style, Second Wind
2nd+2Action Surge (one use)
3rd+2Martial Archetype
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Ability Score Improvement
7th+3Martial Archetype Feature
8th+3Ability Score Improvement
9th+4Indomitable (one use)
10th+4Martial Archetype Feature
11th+4Extra Attack (2)
12th+4Ability Score Improvement
13th+5Indomitable (two uses)
14th+5Ability Score Improvement
15th+5Martial Archetype Feature
16th+5Ability Score Improvement
17th+6Action Surge (two uses), Indomitable (three uses)
18th+6Martial Archetype Feature
19th+6Ability Score Improvement
20th+6Extra Attack (3)
-

Fighting Style

-

You adopt a particular style of fighting as your specialty. Choose -one of the following options. You can’t take a Fighting Style option -more than once, even if you later get to choose again.

-

Archery

-

You gain a +2 bonus to attack rolls you make with ranged weapons.

-

Defense

-

While you are wearing armor, you gain a +1 bonus to AC.

-

Dueling

-

When you are wielding a melee weapon in one hand and no other -weapons, you gain a +2 bonus to damage rolls with that weapon.

-

Great Weapon Fighting

-

When you roll a 1 or 2 on a damage die for an attack you make with a -melee weapon that you are wielding with two hands, you can reroll the -die and must use the new roll, even if the new roll is a 1 or a 2. The -weapon must have the two-handed or versatile property for you to gain -this benefit.

-

Protection

-

When a creature you can see attacks a target other than you that is -within 5 feet of you, you can use your reaction to impose disadvantage -on the attack roll. You must be wielding a shield.

-

Two-Weapon Fighting

-

When you engage in two-weapon fighting, you can add your ability -modifier to the damage of the second attack.

-

Second Wind

-

You have a limited well of stamina that you can draw on to protect -yourself from harm. On your turn, you can use a bonus action to regain -hit points equal to 1d10 + your fighter level. Once you use this -feature, you must finish a short or long rest before you can use it -again.

-

Action Surge

-

Starting at 2nd level, you can push yourself beyond your normal -limits for a moment. On your turn, you can take one additional action on -top of your regular action and a possible bonus action.

-

Once you use this feature, you must finish a short or long rest -before you can use it again. Starting at 17th level, you can use it -twice before a rest, but only once on the same turn.

-

Martial Archetype

-

At 3rd level, you choose an archetype that you strive to emulate in -your combat styles and techniques. Choose Champion, Battle Master, or -Eldritch Knight, all detailed at the end of the class description. The -archetype you choose grants you features at 3rd level and again at 7th, -10th, 15th, and 18th level.

-

Ability Score Improvement

-

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, -and 19th level, you can increase one ability score of your choice by 2, -or you can increase two ability scores of your choice by 1. As normal, -you can’t increase an ability score above 20 using this feature.

-

Extra Attack

-

Beginning at 5th level, you can attack twice, instead of once, -whenever you take the Attack action on your turn.

-

The number of attacks increases to three when you reach 11th level in -this class and to four when you reach 20th level in this class.

-

Indomitable

-

Beginning at 9th level, you can reroll a saving throw that you fail. -If you do so, you must use the new roll, and you can’t use this feature -again until you finish a long rest.

-

You can use this feature twice between long rests starting at 13th -level and three times between long rests starting at 17th level.

-

Martial Archetypes

-

Different fighters choose different approaches to perfecting their -fighting prowess. The martial archetype you choose to emulate reflects -your approach.

-

Champion

-

The archetypal Champion focuses on the development of raw physical -power honed to deadly perfection. Those who model themselves on this -archetype combine rigorous training with physical excellence to deal -devastating blows.

-

Improved Critical

-

Beginning when you choose this archetype at 3rd level, your weapon -attacks score a critical hit on a roll of 19 or 20.

-

Remarkable Athlete

-

Starting at 7th level, you can add half your proficiency bonus (round -up) to any Strength, Dexterity, or Constitution check you make that -doesn’t already use your proficiency bonus.

-

In addition, when you make a running long jump, the distance you can -cover increases by a number of feet equal to your Strength modifier.

-

Additional Fighting Style

-

At 10th level, you can choose a second option from the Fighting Style -class feature.

-

Superior Critical

-

Starting at 15th level, your weapon attacks score a critical hit on a -roll of 18-20.

-

Survivor

-

At 18th level, you attain the pinnacle of resilience in battle. At -the start of each of your turns, you regain hit points equal to 5 + your -Constitution modifier if you have no more than half of your hit points -left. You don’t gain this benefit if you have 0 hit points.

-

Monk

-

Class Features

-

As a monk, you gain the following class features.

-

Hit Points

-

Hit Dice: 1d8 per monk level

-

Hit Points at 1st Level: 8 + your Constitution -modifier

-

Hit Points at Higher Levels: 1d8 (or 5) + your -Constitution modifier per monk level after 1st

-

Proficiencies

-

Armor: None

-

Weapons: Simple weapons, shortswords

-

Tools: Choose one type of artisan’s tools or one -musical instrument

-

Saving Throws: Strength, Dexterity

-

Skills: Choose two from Acrobatics, Athletics, -History, Insight, Religion, and Stealth

-

Equipment

-

You start with the following equipment, in addition to the equipment -granted by your background:

-
    -
  • (a) a shortsword or (b) any simple weapon
  • -
  • (a) a dungeoneer’s pack or (b) an explorer’s -pack
  • -
  • 10 darts
  • -
-

Table- The Monk

- -------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LevelProficiency BonusMartial ArtsKi PointsUnarmored MovementFeatures
1st+21d4--Unarmored Defense, Martial Arts
2nd+21d42+10 ft.Ki, Unarmored Movement
3rd+21d43+10 ft.Monastic Tradition, Deflect Missiles
4th+21d44+10 ft.Ability Score Improvement, Slow Fall
5th+31d65+10 ft.Extra Attack, Stunning Strike
6th+31d66+15 ft.Ki-Empowered Strikes, Monastic Tradition Feature
7th+31d67+15 ft.Evasion, Stillness of Mind
8th+31d68+15 ft.Ability Score Improvement
9th+41d69+15 ft.Unarmored Movement improvement
10th+41d610+20 ft.Purity of Body
11th+41d811+20 ft.Monastic Tradition Feature
12th+41d812+20 ft.Ability Score Improvement
13th+51d813+20 ft.Tongue of the Sun and Moon
14th+51d814+25 ft.Diamond Soul
15th+51d815+25 ft.Timeless Body
16th+51d816+25 ft.Ability Score Improvement
17th+61d1017+25 ft.Monastic Tradition Feature
18th+61d1018+30 ft.Empty Body
19th+61d1019+30 ft.Ability Score Improvement
20th+61d1020+30 ft.Perfect Self
-

Unarmored Defense

-

Beginning at 1st level, while you are wearing no armor and not -wielding a shield, your AC equals 10 + your Dexterity modifier + your -Wisdom modifier.

-

Martial Arts

-

At 1st level, your practice of martial arts gives you mastery of -combat styles that use unarmed strikes and monk weapons, which are -shortswords and any simple melee weapons that don’t have the two- handed -or heavy property.

-

You gain the following benefits while you are unarmed or wielding -only monk weapons and you aren’t wearing armor or wielding a shield:

-
    -
  • You can use Dexterity instead of Strength for the attack and damage -rolls of your unarmed strikes and monk weapons.
  • -
  • You can roll a d4 in place of the normal damage of your unarmed -strike or monk weapon. This die changes as you gain monk levels, as -shown in the Martial Arts column of the Monk table.
  • -
  • When you use the Attack action with an unarmed strike or a monk -weapon on your turn, you can make one unarmed strike as a bonus action. -For example, if you take the Attack action and attack with a -quarterstaff, you can also make an unarmed strike as a bonus action, -assuming you haven’t already taken a bonus action this turn.
  • -
-

Certain monasteries use specialized forms of the monk weapons. For -example, you might use a club that is two lengths of wood connected by a -short chain (called a nunchaku) or a sickle with a shorter, straighter -blade (called a kama). Whatever name you use for a monk weapon, you can -use the game statistics provided for the weapon.

-

Ki

-

Starting at 2nd level, your training allows you to harness the mystic -energy of ki. Your access to this energy is represented by a number of -ki points. Your monk level determines the number of points you have, as -shown in the Ki Points column of the Monk table.

-

You can spend these points to fuel various ki features. You start -knowing three such features: Flurry of Blows, Patient Defense, and Step -of the Wind. You learn more ki features as you gain levels in this -class.

-

When you spend a ki point, it is unavailable until you finish a short -or long rest, at the end of which you draw all of your expended ki back -into yourself. You must spend at least 30 minutes of the rest meditating -to regain your ki points.

-

Some of your ki features require your target to make a saving throw -to resist the feature’s effects. The saving throw DC is calculated as -follows:

-

Ki save DC = 8 + your proficiency bonus + your -Wisdom modifier

-

Flurry of Blows

-

Immediately after you take the Attack action on your turn, you can -spend 1 ki point to make two unarmed strikes as a bonus action.

-

Patient Defense

-

You can spend 1 ki point to take the Dodge action as a bonus action -on your turn.

-

Step of the Wind

-

You can spend 1 ki point to take the Disengage or Dash action as a -bonus action on your turn, and your jump distance is doubled for the -turn.

-

Unarmored Movement

-

Starting at 2nd level, your speed increases by 10 feet while you are -not wearing armor or wielding a shield. This bonus increases when you -reach certain monk levels, as shown in the Monk table.

-

At 9th level, you gain the ability to move along vertical surfaces -and across liquids on your turn without falling during the move.

-

Monastic Tradition

-

When you reach 3rd level, you commit yourself to a monastic -tradition: the Way of the Open Hand, the Way of Shadow, or the Way of -the Four Elements, all detailed at the end of the class description. -Your tradition grants you features at 3rd level and again at 6th, 11th, -and 17th level.

-

Deflect Missiles

-

Starting at 3rd level, you can use your reaction to deflect or catch -the missile when you are hit by a ranged weapon attack. When you do so, -the damage you take from the attack is reduced by 1d10 + your Dexterity -modifier + your monk level.

-

If you reduce the damage to 0, you can catch the missile if it is -small enough for you to hold in one hand and you have at least one hand -free. If you catch a missile in this way, you can spend 1 ki point to -make a ranged attack with the weapon or piece of ammunition you just -caught, as part of the same reaction. You make this attack with -proficiency, regardless of your weapon proficiencies, and the missile -counts as a monk weapon for the attack, which has a normal range of 20 -feet and a long range of 60 feet.

-

Ability Score Improvement

-

When you reach 4th level, and again at 8th, 12th, 16th, and 19th -level, you can increase one ability score of your choice by 2, or you -can increase two ability scores of your choice by 1. As normal, you -can’t increase an ability score above 20 using this feature.

-

Slow Fall

-

Beginning at 4th level, you can use your reaction when you fall to -reduce any falling damage you take by an amount equal to five times your -monk level.

-

Extra Attack

-

Beginning at 5th level, you can attack twice, instead of once, -whenever you take the Attack action on your turn.

-

Stunning Strike

-

Starting at 5th level, you can interfere with the flow of ki in an -opponent’s body. When you hit another creature with a melee weapon -attack, you can spend 1 ki point to attempt a stunning strike. The -target must succeed on a Constitution saving throw or be stunned until -the end of your next turn.

-

Ki-Empowered Strikes

-

Starting at 6th level, your unarmed strikes count as magical for the -purpose of overcoming resistance and immunity to nonmagical attacks and -damage.

-

Evasion

-

At 7th level, your instinctive agility lets you dodge out of the way -of certain area effects, such as a blue dragon’s lightning breath or a -fireball spell. When you are subjected to an effect that allows -you to make a Dexterity saving throw to take only half damage, you -instead take no damage if you succeed on the saving throw, and only half -damage if you fail.

-

Stillness of Mind

-

Starting at 7th level, you can use your action to end one effect on -yourself that is causing you to be charmed or frightened.

-

Purity of Body

-

At 10th level, your mastery of the ki flowing through you makes you -immune to disease and poison.

-

Tongue of the Sun and Moon

-

Starting at 13th level, you learn to touch the ki of other minds so -that you understand all spoken languages. Moreover, any creature that -can understand a language can understand what you say.

-

Diamond Soul

-

Beginning at 14th level, your mastery of ki grants you proficiency in -all saving throws.

-

Additionally, whenever you make a saving throw and fail, you can -spend 1 ki point to reroll it and take the second result.

-

Timeless Body

-

At 15th level, your ki sustains you so that you suffer none of the -frailty of old age, and you can’t be aged magically. You can still die -of old age, however. In addition, you no longer need food or water.

-

Empty Body

-

Beginning at 18th level, you can use your action to spend 4 ki points -to become invisible for 1 minute. During that time, you also have -resistance to all damage but force damage.

-

Additionally, you can spend 8 ki points to cast the astral -projection spell, without needing material components. When you do -so, you can’t take any other creatures with you.

-

Perfect Self

-

At 20th level, when you roll for initiative and have no ki points -remaining, you regain 4 ki points.

-

Monastic Traditions

-

Three traditions of monastic pursuit are common in the monasteries -scattered across the multiverse. Most monasteries practice one tradition -exclusively, but a few honor the three traditions and instruct each monk -according to his or her aptitude and interest. All three traditions rely -on the same basic techniques, diverging as the student grows more adept. -Thus, a monk need choose a tradition only upon reaching 3rd level.

-

Way of the Open Hand

-

Monks of the Way of the Open Hand are the ultimate masters of martial -arts combat, whether armed or unarmed. They learn techniques to push and -trip their opponents, manipulate ki to heal damage to their bodies, and -practice advanced meditation that can protect them from harm.

-

Open Hand Technique

-

Starting when you choose this tradition at 3rd level, you can -manipulate your enemy’s ki when you harness your own. Whenever you hit a -creature with one of the attacks granted by your Flurry of Blows, you -can impose one of the following effects on that target:

-
    -
  • It must succeed on a Dexterity saving throw or be knocked -prone.
  • -
  • It must make a Strength saving throw. If it fails, you can push it -up to 15 feet away from you.
  • -
  • It can’t take reactions until the end of your next turn.
  • -
-

Wholeness of Body

-

At 6th level, you gain the ability to heal yourself. As an action, -you can regain hit points equal to three times your monk level. You must -finish a long rest before you can use this feature again.

-

Tranquility

-

Beginning at 11th level, you can enter a special meditation that -surrounds you with an aura of peace. At the end of a long rest, you gain -the effect of a sanctuary spell that lasts until the start of -your next long rest (the spell can end early as normal). The saving -throw DC for the spell equals 8 + your Wisdom modifier + your -proficiency bonus.

-

Quivering Palm

-

At 17th level, you gain the ability to set up lethal vibrations in -someone’s body. When you hit a creature with an unarmed strike, you can -spend 3 ki points to start these imperceptible vibrations, which last -for a number of days equal to your monk level. The vibrations are -harmless unless you use your action to end them. To do so, you and the -target must be on the same plane of existence. When you use this action, -the creature must make a Constitution saving throw. If it fails, it is -reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic -damage.

-

You can have only one creature under the effect of this feature at a -time. You can choose to end the vibrations harmlessly without using an -action.

-

Paladin

-

Class Features

-

As a paladin, you gain the following class features.

-

Hit Points

-

Hit Dice: 1d10 per paladin level

-

Hit Points at 1st Level: 10 + your Constitution -modifier

-

Hit Points at Higher Levels: 1d10 (or 6) + your -Constitution modifier per paladin level after 1st

-

Proficiencies

-

Armor: All armor, shields

-

Weapons: Simple weapons, martial weapons

-

Tools: None

-

Saving Throws: Wisdom, Charisma

-

Skills: Choose two from Athletics, Insight, -Intimidation, Medicine, Persuasion, and Religion

-

Equipment

-

You start with the following equipment, in addition to the equipment -granted by your background:

-
    -
  • (a) a martial weapon and a shield or (b) two -martial weapons
  • -
  • (a) five javelins or (b) any simple melee -weapon
  • -
  • (a) a priest’s pack or (b) an explorer’s pack
  • -
  • Chain mail and a holy symbol
  • -
-

Table- The Paladin

- ---------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LevelProficiency BonusFeatures1st2nd3rd4th5th
1st+2Divine Sense, Lay on Hands-----
2nd+2Fighting Style, Spellcasting, Divine Smite2----
3rd+2Divine Health, Sacred Oath3----
4th+2Ability Score Improvement3----
5th+3Extra Attack42---
6th+3Aura of Protection42---
7th+3Sacred Oath feature43---
8th+3Ability Score Improvement43---
9th+4-432--
10th+4Aura of Courage432--
11th+4Improved Divine Smite433--
12th+4Ability Score Improvement433--
13th+5-4331-
14th+5Cleansing Touch4331-
15th+5Sacred Oath feature4332-
16th+5Ability Score Improvement4332-
17th+6-43331
18th+6Aura improvements43331
19th+6Ability Score Improvement43332
20th+6Sacred Oath feature43332
-

Divine Sense

-

The presence of strong evil registers on your senses like a noxious -odor, and powerful good rings like heavenly music in your ears. As an -action, you can open your awareness to detect such forces. Until the end -of your next turn, you know the location of any celestial, fiend, or -undead within 60 feet of you that is not behind total cover. You know -the type (celestial, fiend, or undead) of any being whose presence you -sense, but not its identity (the vampire Count Strahd von Zarovich, for -instance). Within the same radius, you also detect the presence of any -place or object that has been consecrated or desecrated, as with the -hallow spell.

-

You can use this feature a number of times equal to 1 + your Charisma -modifier. When you finish a long rest, you regain all expended uses.

-

Lay on Hands

-

Your blessed touch can heal wounds. You have a pool of healing power -that replenishes when you take a long rest. With that pool, you can -restore a total number of hit points equal to your paladin level × -5.

-

As an action, you can touch a creature and draw power from the pool -to restore a number of hit points to that creature, up to the maximum -amount remaining in your pool.

-

Alternatively, you can expend 5 hit points from your pool of healing -to cure the target of one disease or neutralize one poison affecting it. -You can cure multiple diseases and neutralize multiple poisons with a -single use of Lay on Hands, expending hit points separately for each -one.

-

This feature has no effect on undead and constructs.

-

Fighting Style

-

At 2nd level, you adopt a style of fighting as your specialty. Choose -one of the following options. You can’t take a Fighting Style option -more than once, even if you later get to choose again.

-

Defense

-

While you are wearing armor, you gain a +1 bonus to AC.

-

Dueling

-

When you are wielding a melee weapon in one hand and no other -weapons, you gain a +2 bonus to damage rolls with that weapon.

-

Great Weapon Fighting

-

When you roll a 1 or 2 on a damage die for an attack you make with a -melee weapon that you are wielding with two hands, you can reroll the -die and must use the new roll. The weapon must have the two-handed or -versatile property for you to gain this benefit.

-

Protection

-

When a creature you can see attacks a target other than you that is -within 5 feet of you, you can use your reaction to impose disadvantage -on the attack roll. You must be wielding a shield.

-

Spellcasting

-

By 2nd level, you have learned to draw on divine magic through -meditation and prayer to cast spells as a cleric does.

-

Preparing and Casting -Spells

-

The Paladin table shows how many spell slots you have to cast your -paladin spells. To cast one of your paladin spells of 1st level or -higher, you must expend a slot of the spell’s level or higher. You -regain all expended spell slots when you finish a long rest.

-

You prepare the list of paladin spells that are available for you to -cast, choosing from the paladin spell list. When you do so, choose a -number of paladin spells equal to your Charisma modifier + half your -paladin level, rounded down (minimum of one spell). The spells must be -of a level for which you have spell slots.

-

For example, if you are a 5th-level paladin, you have four 1st-level -and two 2nd-level spell slots. With a Charisma of 14, your list of -prepared spells can include four spells of 1st or 2nd level, in any -combination. If you prepare the 1st-level spell cure wounds, -you can cast it using a 1st-level or a 2nd- level slot. Casting the -spell doesn’t remove it from your list of prepared spells.

-

You can change your list of prepared spells when you finish a long -rest. Preparing a new list of paladin spells requires time spent in -prayer and meditation: at least 1 minute per spell level for each spell -on your list.

-

Spellcasting Ability

-

Charisma is your spellcasting ability for your paladin spells, since -their power derives from the strength of your convictions. You use your -Charisma whenever a spell refers to your spellcasting ability. In -addition, you use your Charisma modifier when setting the saving throw -DC for a paladin spell you cast and when making an attack roll with -one.

-

Spell save DC = 8 + your proficiency bonus + your -Charisma modifier

-

Spell attack modifier = your proficiency bonus + -your Charisma modifier

-

Spellcasting Focus

-

You can use a holy symbol as a spellcasting focus for your paladin -spells.

-

Divine Smite

-

Starting at 2nd level, when you hit a creature with a melee weapon -attack, you can expend one spell slot to deal radiant damage to the -target, in addition to the weapon’s damage. The extra damage is 2d8 for -a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, -to a maximum of 5d8. The damage increases by 1d8 if the target is an -undead or a fiend, to a maximum of 6d8.

-

Divine Health

-

By 3rd level, the divine magic flowing through you makes you immune -to disease.

-

Sacred Oath

-

When you reach 3rd level, you swear the oath that binds you as a -paladin forever. Up to this time you have been in a preparatory stage, -committed to the path but not yet sworn to it. Now you choose the Oath -of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all -detailed at the end of the class description.

-

Your choice grants you features at 3rd level and again at 7th, 15th, -and 20th level. Those features include oath spells and the Channel -Divinity feature.

-

Oath Spells

-

Each oath has a list of associated spells. You gain access to these -spells at the levels specified in the oath description. Once you gain -access to an oath spell, you always have it prepared. Oath spells don’t -count against the number of spells you can prepare each day.

-

If you gain an oath spell that doesn’t appear on the paladin spell -list, the spell is nonetheless a paladin spell for you.

-

Channel Divinity

-

Your oath allows you to channel divine energy to fuel magical -effects. Each Channel Divinity option provided by your oath explains how -to use it.

-

When you use your Channel Divinity, you choose which option to use. -You must then finish a short or long rest to use your Channel Divinity -again.

-

Some Channel Divinity effects require saving throws. When you use -such an effect from this class, the DC equals your paladin spell save -DC.

-

Ability Score Improvement

-

When you reach 4th level, and again at 8th, 12th, 16th, and 19th -level, you can increase one ability score of your choice by 2, or you -can increase two ability scores of your choice by 1. As normal, you -can’t increase an ability score above 20 using this feature.

-

Extra Attack

-

Beginning at 5th level, you can attack twice, instead of once, -whenever you take the Attack action on your turn.

-

Aura of Protection

-

Starting at 6th level, whenever you or a friendly creature within 10 -feet of you must make a saving throw, the creature gains a bonus to the -saving throw equal to your Charisma modifier (with a minimum bonus of -+1). You must be conscious to grant this bonus.

-

At 18th level, the range of this aura increases to 30 feet.

-

Aura of Courage

-

Starting at 10th level, you and friendly creatures within 10 feet of -you can’t be frightened while you are conscious.

-

At 18th level, the range of this aura increases to 30 feet.

-

Improved Divine Smite

-

By 11th level, you are so suffused with righteous might that all your -melee weapon strikes carry divine power with them. Whenever you hit a -creature with a melee weapon, the creature takes an extra 1d8 radiant -damage. If you also use your Divine Smite with an attack, you add this -damage to the extra damage of your Divine Smite.

-

Cleansing Touch

-

Beginning at 14th level, you can use your action to end one spell on -yourself or on one willing creature that you touch.

-

You can use this feature a number of times equal to your Charisma -modifier (a minimum of once). You regain expended uses when you finish a -long rest.

-

Sacred Oaths

-

Becoming a paladin involves taking vows that commit the paladin to -the cause of righteousness, an active path of fighting wickedness. The -final oath, taken when he or she reaches 3rd level, is the culmination -of all the paladin’s training. Some characters with this class don’t -consider themselves true paladins until they have reached 3rd level and -made this oath. For others, the actual swearing of the oath is a -formality, an official stamp on what has always been true in the -paladin’s heart.

-

Oath of Devotion

-

The Oath of Devotion binds a paladin to the loftiest ideals of -justice, virtue, and order. Sometimes called cavaliers, white knights, -or holy warriors, these paladins meet the ideal of the knight in shining -armor, acting with honor in pursuit of justice and the greater good. -They hold themselves to the highest standards of conduct, and some, for -better or worse, hold the rest of the world to the same standards. Many -who swear this oath are devoted to gods of law and good and use their -gods’ tenets as the measure of their devotion. They hold angels-the -perfect servants of good-as their ideals, and incorporate images of -angelic wings into their helmets or coats of arms.

-

Tenets of Devotion

-

Though the exact words and strictures of the Oath of Devotion vary, -paladins of this oath share these tenets.

-

Honesty. Don’t lie or cheat. Let your word -be your promise.

-

Courage. Never fear to act, though caution -is wise.

-

Compassion. Aid others, protect the weak, -and punish those who threaten them. Show mercy to your foes, but temper -it with wisdom.

-

Honor. Treat others with fairness, and let -your honorable deeds be an example to them. Do as much good as possible -while causing the least amount of harm.

-

Duty. Be responsible for your actions and -their consequences, protect those entrusted to your care, and obey those -who have just authority over you.

-

Oath Spells

-

You gain oath spells at the paladin levels listed.

-

Table- Oath of Devotion Spells

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LevelPaladin Spells
3rdprotection from evil and good, sanctuary
5thlesser restoration, zone of truth
9thbeacon of hope, dispel magic
13thfreedom of movement, guardian of faith
17thcommune, flame strike
-

Channel Divinity

-

When you take this oath at 3rd level, you gain the following two -Channel Divinity options.

-

Sacred Weapon. As an action, you can imbue -one weapon that you are holding with positive energy, using your Channel -Divinity. For 1 minute, you add your Charisma modifier to attack rolls -made with that weapon (with a minimum bonus of +1). The weapon also -emits bright light in a 20-foot radius and dim light 20 feet beyond -that. If the weapon is not already magical, it becomes magical for the -duration.

-

You can end this effect on your turn as part of any other action. If -you are no longer holding or carrying this weapon, or if you fall -unconscious, this effect ends.

-

Turn the Unholy. As an action, you present -your holy symbol and speak a prayer censuring fiends and undead, using -your Channel Divinity. Each fiend or undead that can see or hear you -within 30 feet of you must make a Wisdom saving throw. If the creature -fails its saving throw, it is turned for 1 minute or until it takes -damage.

-

A turned creature must spend its turns trying to move as far away -from you as it can, and it can’t willingly move to a space within 30 -feet of you. It also can’t take reactions. For its action, it can use -only the Dash action or try to escape from an effect that prevents it -from moving. If there’s nowhere to move, the creature can use the Dodge -action.

-

Aura of Devotion

-

Starting at 7th level, you and friendly creatures within 10 feet of -you can’t be charmed while you are conscious.

-

At 18th level, the range of this aura increases to 30 feet.

-
Purity of Spirit
-

Beginning at 15th level, you are always under the effects of a -protection from evil and good spell.

-

Holy Nimbus

-

At 20th level, as an action, you can emanate an aura of sunlight. For -1 minute, bright light shines from you in a 30-foot radius, and dim -light shines 30 feet beyond that.

-

Whenever an enemy creature starts its turn in the bright light, the -creature takes 10 radiant damage.

-

In addition, for the duration, you have advantage on saving throws -against spells cast by fiends or undead.

-

Once you use this feature, you can’t use it again until you finish a -long rest.

-
-

Breaking Your Oath

-

A paladin tries to hold to the highest standards of conduct, but even -the most virtuous paladin is fallible. Sometimes the right path proves -too demanding, sometimes a situation calls for the lesser of two evils, -and sometimes the heat of emotion causes a paladin to transgress his or -her oath.

-

A paladin who has broken a vow typically seeks absolution from a -cleric who shares his or her faith or from another paladin of the same -order. The paladin might spend an all- night vigil in prayer as a sign -of penitence, or undertake a fast or similar act of self-denial. After a -rite of confession and forgiveness, the paladin starts fresh.

-

If a paladin willfully violates his or her oath and shows no sign of -repentance, the consequences can be more serious. At the GM’s -discretion, an impenitent paladin might be forced to abandon this class -and adopt another.

-
-

Ranger

-

Class Features

-

As a ranger, you gain the following class features.

-

Hit Points

-

Hit Dice: 1d10 per ranger level

-

Hit Points at 1st Level: 10 + your Constitution -modifier

-

Hit Points at Higher Levels: 1d10 (or 6) + your -Constitution modifier per ranger level after 1st

-

Proficiencies

-

Armor: Light armor, medium armor, shields

-

Weapons: Simple weapons, martial weapons

-

Tools: None

-

Saving Throws: Strength, Dexterity

-

Skills: Choose three from Animal Handling, -Athletics, Insight, Investigation, Nature, Perception, Stealth, and -Survival

-

Equipment

-

You start with the following equipment, in addition to the equipment -granted by your background:

-
    -
  • (a) scale mail or (b) leather armor
  • -
  • (a) two shortswords or (b) two simple melee -weapons
  • -
  • (a) a dungeoneer’s pack or (b) an explorer’s -pack
  • -
  • A longbow and a quiver of 20 arrows
  • -
-

Table- The Ranger

- ----------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LevelProficiency BonusFeaturesSpells Known1st2nd3rd4th5th
1st+2Favored Enemy, Natural Explorer------
2nd+2Fighting Style, Spellcasting22----
3rd+2Ranger Archetype, Primeval Awareness33----
4th+2Ability Score Improvement33----
5th+3Extra Attack442---
6th+3Favored Enemy and Natural Explorer improvements442---
7th+3Ranger Archetype feature543---
8th+3Ability Score Improvement, Land’s Stride543---
9th+4-6432--
10th+4Natural Explorer improvement, Hide in Plain Sight6432--
11th+4Ranger Archetype feature7433--
12th+4Ability Score Improvement7433--
13th+5-84331-
14th+5Favored Enemy improvement, Vanish84331-
15th+5Ranger Archetype feature94332-
16th+5Ability Score Improvement94332-
17th+6-1043331
18th+6Feral Senses1043331
19th+6Ability Score Improvement1143332
20th+6Foe Slayer1143332
-

Favored Enemy

-

Beginning at 1st level, you have significant experience studying, -tracking, hunting, and even talking to a certain type of enemy.

-

Choose a type of favored enemy: aberrations, beasts, celestials, -constructs, dragons, elementals, fey, fiends, giants, monstrosities, -oozes, plants, or undead. Alternatively, you can select two races of -humanoid (such as gnolls and orcs) as favored enemies.

-

You have advantage on Wisdom (Survival) checks to track your favored -enemies, as well as on Intelligence checks to recall information about -them.

-

When you gain this feature, you also learn one language of your -choice that is spoken by your favored enemies, if they speak one at -all.

-

You choose one additional favored enemy, as well as an associated -language, at 6th and 14th level. As you gain levels, your choices should -reflect the types of monsters you have encountered on your -adventures.

-

Natural Explorer

-

You are particularly familiar with one type of natural environment -and are adept at traveling and surviving in such regions. Choose one -type of favored terrain: arctic, coast, desert, forest, grassland, -mountain, or swamp. When you make an Intelligence or Wisdom check -related to your favored terrain, your proficiency bonus is doubled if -you are using a skill that you’re proficient in.

-

While traveling for an hour or more in your favored terrain, you gain -the following benefits:

-
    -
  • Difficult terrain doesn’t slow your group’s travel.
  • -
  • Your group can’t become lost except by magical means.
  • -
  • Even when you are engaged in another activity while traveling (such -as foraging, navigating, or tracking), you remain alert to danger.
  • -
  • If you are traveling alone, you can move stealthily at a normal -pace.
  • -
  • When you forage, you find twice as much food as you normally -would.
  • -
  • While tracking other creatures, you also learn their exact number, -their sizes, and how long ago they passed through the area.
  • -
-

You choose additional favored terrain types at 6th and 10th -level.

-

Fighting Style

-

At 2nd level, you adopt a particular style of fighting as your -specialty. Choose one of the following options. You can’t take a -Fighting Style option more than once, even if you later get to choose -again.

-

Archery

-

You gain a +2 bonus to attack rolls you make with ranged weapons.

-

Defense

-

While you are wearing armor, you gain a +1 bonus to AC.

-

Dueling

-

When you are wielding a melee weapon in one hand and no other -weapons, you gain a +2 bonus to damage rolls with that weapon.

-

Two-Weapon Fighting

-

When you engage in two-weapon fighting, you can add your ability -modifier to the damage of the second attack.

-

Spellcasting

-

By the time you reach 2nd level, you have learned to use the magical -essence of nature to cast spells, much as a druid does. See the general -rules for spellcasting and the ranger spell list.

-

Spell Slots

-

The Ranger table shows how many spell slots you have to cast your -ranger spells of 1st level and higher. To cast one of these spells, you -must expend a slot of the spell’s level or higher. You regain all -expended spell slots when you finish a long rest.

-

For example, if you know the 1st-level spell animal -friendship and have a 1st-level and a 2nd-level spell slot -available, you can cast animal friendship using either -slot.

-

Spells Known of 1st -Level and Higher

-

You know two 1st-level spells of your choice from the ranger spell -list.

-

The Spells Known column of the Ranger table shows when you learn more -ranger spells of your choice. Each of these spells must be of a level -for which you have spell slots. For instance, when you reach 5th level -in this class, you can learn one new spell of 1st or 2nd level.

-

Additionally, when you gain a level in this class, you can choose one -of the ranger spells you know and replace it with another spell from the -ranger spell list, which also must be of a level for which you have -spell slots.

-

Spellcasting Ability

-

Wisdom is your spellcasting ability for your ranger spells, since -your magic draws on your attunement to nature. You use your Wisdom -whenever a spell refers to your spellcasting ability. In addition, you -use your Wisdom modifier when setting the saving throw DC for a ranger -spell you cast and when making an attack roll with one.

-

Spell save DC = 8 + your proficiency bonus + your -Wisdom modifier

-

Spell attack modifier = your proficiency bonus + -your Wisdom modifier

-

Ranger Archetype

-

At 3rd level, you choose an archetype that you strive to emulate: -Hunter or Beast Master, both detailed at the end of the class -description. Your choice grants you features at 3rd level and again at -7th, 11th, and 15th level.

-

Primeval Awareness

-

Beginning at 3rd level, you can use your action and expend one ranger -spell slot to focus your awareness on the region around you. For 1 -minute per level of the spell slot you expend, you can sense whether the -following types of creatures are present within 1 mile of you (or within -up to 6 miles if you are in your favored terrain): aberrations, -celestials, dragons, elementals, fey, fiends, and undead. This feature -doesn’t reveal the creatures’ location or number.

-

Ability Score Improvement

-

When you reach 4th level, and again at 8th, 12th, 16th, and 19th -level, you can increase one ability score of your choice by 2, or you -can increase two ability scores of your choice by 1. As normal, you -can’t increase an ability score above 20 using this feature.

-

Extra Attack

-

Beginning at 5th level, you can attack twice, instead of once, -whenever you take the Attack action on your turn.

-

Land’s Stride

-

Starting at 8th level, moving through nonmagical difficult terrain -costs you no extra movement. You can also pass through nonmagical plants -without being slowed by them and without taking damage from them if they -have thorns, spines, or a similar hazard.

-

In addition, you have advantage on saving throws against plants that -are magically created or manipulated to impede movement, such those -created by the entangle spell.

-

Hide in Plain Sight

-

Starting at 10th level, you can spend 1 minute creating camouflage -for yourself. You must have access to fresh mud, dirt, plants, soot, and -other naturally occurring materials with which to create your -camouflage.

-

Once you are camouflaged in this way, you can try to hide by pressing -yourself up against a solid surface, such as a tree or wall, that is at -least as tall and wide as you are. You gain a +10 bonus to Dexterity -(Stealth) checks as long as you remain there without moving or taking -actions. Once you move or take an action or a reaction, you must -camouflage yourself again to gain this benefit.

-

Vanish

-

Starting at 14th level, you can use the Hide action as a bonus action -on your turn. Also, you can’t be tracked by nonmagical means, unless you -choose to leave a trail.

-

Feral Senses

-

At 18th level, you gain preternatural senses that help you fight -creatures you can’t see. When you attack a creature you can’t see, your -inability to see it doesn’t impose disadvantage on your attack rolls -against it.

-

You are also aware of the location of any invisible creature within -30 feet of you, provided that the creature isn’t hidden from you and you -aren’t blinded or deafened.

-

Foe Slayer

-

At 20th level, you become an unparalleled hunter of your enemies. -Once on each of your turns, you can add your Wisdom modifier to the -attack roll or the damage roll of an attack you make against one of your -favored enemies. You can choose to use this feature before or after the -roll, but before any effects of the roll are applied.

-

Ranger Archetypes

-

The ideal of the ranger has two classic expressions: the Hunter and -the Beast Master.

-

Hunter

-

Emulating the Hunter archetype means accepting your place as a -bulwark between civilization and the terrors of the wilderness. As you -walk the Hunter’s path, you learn specialized techniques for fighting -the threats you face, from rampaging ogres and hordes of orcs to -towering giants and terrifying dragons.

-

Hunter’s Prey

-

At 3rd level, you gain one of the following features of your -choice.

-

Colossus Slayer. Your tenacity can wear -down the most potent foes. When you hit a creature with a weapon attack, -the creature takes an extra 1d8 damage if it’s below its hit point -maximum. You can deal this extra damage only once per turn.

-

Giant Killer. When a Large or larger -creature within 5 feet of you hits or misses you with an attack, you can -use your reaction to attack that creature immediately after its attack, -provided that you can see the creature.

-

Horde Breaker. Once on each of your turns -when you make a weapon attack, you can make another attack with the same -weapon against a different creature that is within 5 feet of the -original target and within range of your weapon.

-

Defensive Tactics

-

At 7th level, you gain one of the following features of your -choice.

-

Escape the Horde. Opportunity attacks -against you are made with disadvantage.

-

Multiattack Defense. When a creature hits -you with an attack, you gain a +4 bonus to AC against all subsequent -attacks made by that creature for the rest of the turn.

-

Steel Will. You have advantage on saving -throws against being frightened.

-

Multiattack

-

At 11th level, you gain one of the following features of your -choice.

-

Volley. You can use your action to make a -ranged attack against any number of creatures within 10 feet of a point -you can see within your weapon’s range. You must have ammunition for -each target, as normal, and you make a separate attack roll for each -target.

-

Whirlwind Attack. You can use your action -to make a melee attack against any number of creatures within 5 feet of -you, with a separate attack roll for each target.

-

Superior Hunter’s Defense

-

At 15th level, you gain one of the following features of your -choice.

-

Evasion. When you are subjected to an -effect, such as a red dragon’s fiery breath or a lightning bolt -spell, that allows you to make a Dexterity saving throw to take only -half damage, you instead take no damage if you succeed on the saving -throw, and only half damage if you fail.

-

Stand Against the Tide. When a hostile -creature misses you with a melee attack, you can use your reaction to -force that creature to repeat the same attack against another creature -(other than itself) of your choice.

-

Uncanny Dodge. When an attacker that you -can see hits you with an attack, you can use your reaction to halve the -attack’s damage against you.

-

Rogue

-

Class Features

-

As a rogue, you have the following class features.

-

Hit Points

-

Hit Dice: 1d8 per rogue level

-

Hit Points at 1st Level: 8 + your Constitution -modifier

-

Hit Points at Higher Levels: 1d8 (or 5) + your -Constitution modifier per rogue level after 1st

-

Proficiencies

-

Armor: Light armor

-

Weapons: Simple weapons, hand crossbows, longswords, -rapiers, shortswords

-

Tools: Thieves’ tools

-

Saving Throws: Dexterity, Intelligence

-

Skills: Choose four from Acrobatics, Athletics, -Deception, Insight, Intimidation, Investigation, Perception, -Performance, Persuasion, Sleight of Hand, and Stealth

-

Equipment

-

You start with the following equipment, in addition to the equipment -granted by your background:

-
    -
  • (a) a rapier or (b) a shortsword
  • -
  • (a) a shortbow and quiver of 20 arrows or (b) a -shortsword
  • -
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or -(c) an explorer’s pack
  • -
  • Leather armor, two daggers, and thieves’ tools
  • -
-

Table- The Rogue

- ------ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LevelProficiency BonusSneak AttackFeatures
1st+21d6Expertise, Sneak Attack, Thieves’ Cant
2nd+21d6Cunning Action
3rd+22d6Roguish Archetype
4th+22d6Ability Score Improvement
5th+33d6Uncanny Dodge
6th+33d6Expertise
7th+34d6Evasion
8th+34d6Ability Score Improvement
9th+45d6Roguish Archetype feature
10th+45d6Ability Score Improvement
11th+46d6Reliable Talent
12th+46d6Ability Score Improvement
13th+57d6Roguish Archetype Feature
14th+57d6Blindsense
15th+58d6Slippery Mind
16th+58d6Ability Score Improvement
17th+69d6Roguish Archetype Feature
18th+69d6Elusive
19th+610d6Ability Score Improvement
20th+610d6Stroke of Luck
-

Expertise

-

At 1st level, choose two of your skill proficiencies, or one of your -skill proficiencies and your proficiency with thieves’ tools. Your -proficiency bonus is doubled for any ability check you make that uses -either of the chosen proficiencies.

-

At 6th level, you can choose two more of your proficiencies (in -skills or with thieves’ tools) to gain this benefit.

-

Sneak Attack

-

Beginning at 1st level, you know how to strike subtly and exploit a -foe’s distraction. Once per turn, you can deal an extra 1d6 damage to -one creature you hit with an attack if you have advantage on the attack -roll. The attack must use a finesse or a ranged weapon.

-

You don’t need advantage on the attack roll if another enemy of the -target is within 5 feet of it, that enemy isn’t incapacitated, and you -don’t have disadvantage on the attack roll.

-

The amount of the extra damage increases as you gain levels in this -class, as shown in the Sneak Attack column of the Rogue table.

-

Thieves’ Cant

-

During your rogue training you learned thieves’ cant, a secret mix of -dialect, jargon, and code that allows you to hide messages in seemingly -normal conversation. Only another creature that knows thieves’ cant -understands such messages. It takes four times longer to convey such a -message than it does to speak the same idea plainly.

-

In addition, you understand a set of secret signs and symbols used to -convey short, simple messages, such as whether an area is dangerous or -the territory of a thieves’ guild, whether loot is nearby, or whether -the people in an area are easy marks or will provide a safe house for -thieves on the run.

-

Cunning Action

-

Starting at 2nd level, your quick thinking and agility allow you to -move and act quickly. You can take a bonus action on each of your turns -in combat. This action can be used only to take the Dash, Disengage, or -Hide action.

-

Roguish Archetype

-

At 3rd level, you choose an archetype that you emulate in the -exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, -all detailed at the end of the class description. Your archetype choice -grants you features at 3rd level and then again at 9th, 13th, and 17th -level.

-

Ability Score Improvement

-

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and -19th level, you can increase one ability score of your choice by 2, or -you can increase two ability scores of your choice by 1. As normal, you -can’t increase an ability score above 20 using this feature.

-

Uncanny Dodge

-

Starting at 5th level, when an attacker that you can see hits you -with an attack, you can use your reaction to halve the attack’s damage -against you.

-

Evasion

-

Beginning at 7th level, you can nimbly dodge out of the way of -certain area effects, such as a red dragon’s fiery breath or an ice -storm spell. When you are subjected to an effect that allows you to -make a Dexterity saving throw to take only half damage, you instead take -no damage if you succeed on the saving throw, and only half damage if -you fail.

-

Reliable Talent

-

By 11th level, you have refined your chosen skills until they -approach perfection. Whenever you make an ability check that lets you -add your proficiency bonus, you can treat a d20 roll of 9 or lower as a -10.

-

Blindsense

-

Starting at 14th level, if you are able to hear, you are aware of the -location of any hidden or invisible creature within 10 feet of you.

-

Slippery Mind

-

By 15th level, you have acquired greater mental strength. You gain -proficiency in Wisdom saving throws.

-

Elusive

-

Beginning at 18th level, you are so evasive that attackers rarely -gain the upper hand against you. No attack roll has advantage against -you while you aren’t incapacitated.

-

Stroke of Luck

-

At 20th level, you have an uncanny knack for succeeding when you need -to. If your attack misses a target within range, you can turn the miss -into a hit. Alternatively, if you fail an ability check, you can treat -the d20 roll as a 20.

-

Once you use this feature, you can’t use it again until you finish a -short or long rest.

-

Roguish Archetypes

-

Rogues have many features in common, including their emphasis on -perfecting their skills, their precise and deadly approach to combat, -and their increasingly quick reflexes. But different rogues steer those -talents in varying directions, embodied by the rogue archetypes. Your -choice of archetype is a reflection of your focus-not necessarily an -indication of your chosen profession, but a description of your -preferred techniques.

-

Thief

-

You hone your skills in the larcenous arts. Burglars, bandits, -cutpurses, and other criminals typically follow this archetype, but so -do rogues who prefer to think of themselves as professional treasure -seekers, explorers, delvers, and investigators. In addition to improving -your agility and stealth, you learn skills useful for delving into -ancient ruins, reading unfamiliar languages, and using magic items you -normally couldn’t employ.

-

Fast Hands

-

Starting at 3rd level, you can use the bonus action granted by your -Cunning Action to make a Dexterity (Sleight of Hand) check, use your -thieves’ tools to disarm a trap or open a lock, or take the Use an -Object action.

-

Second-Story Work

-

When you choose this archetype at 3rd level, you gain the ability to -climb faster than normal; climbing no longer costs you extra -movement.

-

In addition, when you make a running jump, the distance you cover -increases by a number of feet equal to your Dexterity modifier.

-

Supreme Sneak

-

Starting at 9th level, you have advantage on a Dexterity (Stealth) -check if you move no more than half your speed on the same turn.

-

Use Magic Device

-

By 13th level, you have learned enough about the workings of magic -that you can improvise the use of items even when they are not intended -for you. You ignore all class, race, and level requirements on the use -of magic items.

-

Thief’s Reflexes

-

When you reach 17th level, you have become adept at laying ambushes -and quickly escaping danger. You can take two turns during the first -round of any combat. You take your first turn at your normal initiative -and your second turn at your initiative minus 10. You can’t use this -feature when you are surprised.

-

Sorcerer

-

Class Features

-

As a sorcerer, you gain the following class features.

-

Hit Points

-

Hit Dice: 1d6 per sorcerer level

-

Hit Points at 1st Level: 6 + your Constitution -modifier

-

Hit Points at Higher Levels: 1d6 (or 4) + your -Constitution modifier per sorcerer level after 1st

-

Proficiencies

-

Armor: None

-

Weapons: Daggers, darts, slings, quarterstaffs, -light crossbows

-

Tools: None

-

Saving Throws: Constitution, Charisma

-

Skills: Choose two from Arcana, Deception, Insight, -Intimidation, Persuasion, and Religion

-

Equipment

-

You start with the following equipment, in addition to the equipment -granted by your background:

-
    -
  • (a) a light crossbow and 20 bolts or (b) any -simple weapon
  • -
  • (a) a component pouch or (b) an arcane focus
  • -
  • (a) a dungeoneer’s pack or (b) an explorer’s -pack
  • -
  • Two daggers
  • -
-

Table- The Sorcerer

- ----------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LevelProficiency BonusSorcery PointsFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2-Spellcasting, Sorcerous Origin422--------
2nd+22Font of Magic433--------
3rd+23Metamagic4442-------
4th+24Ability Score Improvement5543-------
5th+35-56432------
6th+36Sorcerous Origin Feature57433------
7th+37-584331-----
8th+38Ability Score Improvement594332-----
9th+49-51043331----
10th+410Metamagic61143332----
11th+411-612433321---
12th+412Ability Score Improvement612433321---
13th+513-6134333211--
14th+514Sorcerous Origin Feature6134333211--
15th+515-61443332111-
16th+516Ability Score Improvement61443332111-
17th+617Metamagic615433321111
18th+618Sorcerous Origin Feature615433331111
19th+619Ability Score Improvement615433332111
20th+620Sorcerous Restoration615433332211
-

Spellcasting

-

An event in your past, or in the life of a parent or ancestor, left -an indelible mark on you, infusing you with arcane magic. This font of -magic, whatever its origin, fuels your spells.

-

Cantrips

-

At 1st level, you know four cantrips of your choice from the sorcerer -spell list. You learn additional sorcerer cantrips of your choice at -higher levels, as shown in the Cantrips Known column of the Sorcerer -table.

-

Spell Slots

-

The Sorcerer table shows how many spell slots you have to cast your -sorcerer spells of 1st level and higher. To cast one of these sorcerer -spells, you must expend a slot of the spell’s level or higher. You -regain all expended spell slots when you finish a long rest.

-

For example, if you know the 1st-level spell burning hands -and have a 1st-level and a 2nd-level spell slot available, you can cast -burning hands using either slot.

-

Spells Known of 1st -Level and Higher

-

You know two 1st-level spells of your choice from the sorcerer spell -list.

-

The Spells Known column of the Sorcerer table shows when you learn -more sorcerer spells of your choice. Each of these spells must be of a -level for which you have spell slots. For instance, when you reach 3rd -level in this class, you can learn one new spell of 1st or 2nd -level.

-

Additionally, when you gain a level in this class, you can choose one -of the sorcerer spells you know and replace it with another spell from -the sorcerer spell list, which also must be of a level for which you -have spell slots.

-

Spellcasting Ability

-

Charisma is your spellcasting ability for your sorcerer spells, since -the power of your magic relies on your ability to project your will into -the world. You use your Charisma whenever a spell refers to your -spellcasting ability. In addition, you use your Charisma modifier when -setting the saving throw DC for a sorcerer spell you cast and when -making an attack roll with one.

-

Spell save DC = 8 + your proficiency bonus + your -Charisma modifier

-

Spell attack modifier = your proficiency bonus + -your Charisma modifier

-

Spellcasting Focus

-

You can use an arcane focus as a spellcasting focus for your sorcerer -spells.

-

Sorcerous Origin

-

Choose a sorcerous origin, which describes the source of your innate -magical power: Draconic Bloodline or Wild Magic, both detailed at the -end of the class description.

-

Your choice grants you features when you choose it at 1st level and -again at 6th, 14th, and 18th level.

-

Font of Magic

-

At 2nd level, you tap into a deep wellspring of magic within -yourself. This wellspring is represented by sorcery points, which allow -you to create a variety of magical effects.

-

Sorcery Points

-

You have 2 sorcery points, and you gain more as you reach higher -levels, as shown in the Sorcery Points column of the Sorcerer table. You -can never have more sorcery points than shown on the table for your -level. You regain all spent sorcery points when you finish a long -rest.

-

Flexible Casting

-

You can use your sorcery points to gain additional spell slots, or -sacrifice spell slots to gain additional sorcery points. You learn other -ways to use your sorcery points as you reach higher levels. Any spell -slot you create with this feature vanishes when you finish a long -rest.

-

Creating Spell Slots. You can transform -unexpended sorcery points into one spell slot as a bonus action on your -turn. The Creating Spell Slots table shows the cost of creating a spell -slot of a given level. You can create spell slots no higher in level -than 5th.

-

Any spell slot you create with this feature vanishes when you finish -a long rest.

-

Table- Creating Spell Slots

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Spell Slot LevelSorcery Point Cost
1st2
2nd3
3rd5
4th6
5th7
-

Converting a Spell Slot to Sorcery Points. -As a bonus action on your turn, you can expend one spell slot and gain a -number of sorcery points equal to the slot’s level.

-

Metamagic

-

At 3rd level, you gain the ability to twist your spells to suit your -needs. You gain two of the following Metamagic options of your choice. -You gain another one at 10th and 17th level.

-

You can use only one Metamagic option on a spell when you cast it, -unless otherwise noted.

-

Careful Spell

-

When you cast a spell that forces other creatures to make a saving -throw, you can protect some of those creatures from the spell’s full -force. To do so, you spend 1 sorcery point and choose a number of those -creatures up to your Charisma modifier (minimum of one creature). A -chosen creature automatically succeeds on its saving throw against the -spell.

-

Distant Spell

-

When you cast a spell that has a range of 5 feet or greater, you can -spend 1 sorcery point to double the range of the spell.

-

When you cast a spell that has a range of touch, you can spend 1 -sorcery point to make the range of the spell 30 feet.

-

Empowered Spell

-

When you roll damage for a spell, you can spend 1 sorcery point to -reroll a number of the damage dice up to your Charisma modifier (minimum -of one). You must use the new rolls.

-

You can use Empowered Spell even if you have already used a different -Metamagic option during the casting of the spell.

-

Extended Spell

-

When you cast a spell that has a duration of 1 minute or longer, you -can spend 1 sorcery point to double its duration, to a maximum duration -of 24 hours.

-

Heightened Spell

-

When you cast a spell that forces a creature to make a saving throw -to resist its effects, you can spend 3 sorcery points to give one target -of the spell disadvantage on its first saving throw made against the -spell.

-

Quickened Spell

-

When you cast a spell that has a casting time of 1 action, you can -spend 2 sorcery points to change the casting time to 1 bonus action for -this casting.

-

Subtle Spell

-

When you cast a spell, you can spend 1 sorcery point to cast it -without any somatic or verbal components.

-

Twinned Spell

-

When you cast a spell that targets only one creature and doesn’t have -a range of self, you can spend a number of sorcery points equal to the -spell’s level to target a second creature in range with the same spell -(1 sorcery point if the spell is a cantrip).

-

To be eligible, a spell must be incapable of targeting more than one -creature at the spell’s current level. For example, magic -missile and scorching ray aren’t eligible, but ray of -frost and chromatic orb are.

-

Ability Score Improvement

-

When you reach 4th level, and again at 8th, 12th, 16th, and 19th -level, you can increase one ability score of your choice by 2, or you -can increase two ability scores of your choice by 1. As normal, you -can’t increase an ability score above 20 using this feature.

-

Sorcerous Restoration

-

At 20th level, you regain 4 expended sorcery points whenever you -finish a short rest.

-

Sorcerous Origins

-

Different sorcerers claim different origins for their innate magic. -Although many variations exist, most of these origins fall into two -categories: a draconic bloodline and wild magic.

-

Draconic Bloodline

-

Your innate magic comes from draconic magic that was mingled with -your blood or that of your ancestors. Most often, sorcerers with this -origin trace their descent back to a mighty sorcerer of ancient times -who made a bargain with a dragon or who might even have claimed a dragon -parent. Some of these bloodlines are well established in the world, but -most are obscure. Any given sorcerer could be the first of a new -bloodline, as a result of a pact or some other exceptional -circumstance.

-

Dragon Ancestor

-

At 1st level, you choose one type of dragon as your ancestor. The -damage type associated with each dragon is used by features you gain -later.

-

Table- Draconic Ancestry

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DragonDamage Type
BlackAcid
BlueLightning
BrassFire
BronzeLightning
CopperAcid
GoldFire
GreenPoison
RedFire
SilverCold
WhiteCold
-

You can speak, read, and write Draconic. Additionally, whenever you -make a Charisma check when interacting with dragons, your proficiency -bonus is doubled if it applies to the check.

-

Draconic Resilience

-

As magic flows through your body, it causes physical traits of your -dragon ancestors to emerge. At 1st level, your hit point maximum -increases by 1 and increases by 1 again whenever you gain a level in -this class.

-

Additionally, parts of your skin are covered by a thin sheen of -dragon-like scales. When you aren’t wearing armor, your AC equals 13 + -your Dexterity modifier.

-

Elemental Affinity

-

Starting at 6th level, when you cast a spell that deals damage of the -type associated with your draconic ancestry, you can add your Charisma -modifier to one damage roll of that spell. At the same time, you can -spend 1 sorcery point to gain resistance to that damage type for 1 -hour.

-

Dragon Wings

-

At 14th level, you gain the ability to sprout a pair of dragon wings -from your back, gaining a flying speed equal to your current speed. You -can create these wings as a bonus action on your turn. They last until -you dismiss them as a bonus action on your turn.

-

You can’t manifest your wings while wearing armor unless the armor is -made to accommodate them, and clothing not made to accommodate your -wings might be destroyed when you manifest them.

-

Draconic Presence

-

Beginning at 18th level, you can channel the dread presence of your -dragon ancestor, causing those around you to become awestruck or -frightened. As an action, you can spend 5 sorcery points to draw on this -power and exude an aura of awe or fear (your choice) to a distance of 60 -feet. For 1 minute or until you lose your concentration (as if you were -casting a concentration spell), each hostile creature that starts its -turn in this aura must succeed on a Wisdom saving throw or be charmed -(if you chose awe) or frightened (if you chose fear) until the aura -ends. A creature that succeeds on this saving throw is immune to your -aura for 24 hours.

-

Warlock

-

Class Features

-

As a warlock, you gain the following class features.

-

Hit Points

-

Hit Dice: 1d8 per warlock level

-

Hit Points at 1st Level: 8 + your Constitution -modifier

-

Hit Points at Higher Levels: 1d8 (or 5) + your -Constitution modifier per warlock level after 1st

-

Proficiencies

-

Armor: Light armor

-

Weapons: Simple weapons

-

Tools: None

-

Saving Throws: Wisdom, Charisma

-

Skills: Choose two skills from Arcana, Deception, -History, Intimidation, Investigation, Nature, and Religion

-

Equipment

-

You start with the following equipment, in addition to the equipment -granted by your background:

-
    -
  • (a) a light crossbow and 20 bolts or (b) any -simple weapon
  • -
  • (a) a component pouch or (b) an arcane focus
  • -
  • (a) a scholar’s pack or (b) a dungeoneer’s -pack
  • -
  • Leather armor, any simple weapon, and two daggers
  • -
-

Table- The Warlock

- ---------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LevelProficiency BonusFeaturesCantrips KnownSpells KnownSpell SlotsSlot LevelInvocations Known
1st+2Otherworldly Patron, Pact Magic2211st-
2nd+2Eldritch Invocations2321st2
3rd+2Pact Boon2422nd2
4th+2Ability Score Improvement3522nd2
5th+3-3623rd3
6th+3Otherworldly Patron feature3723rd3
7th+3-3824th4
8th+3Ability Score Improvement3924th4
9th+4-31025th5
10th+4Otherworldly Patron feature41025th5
11th+4Mystic Arcanum (6th level)41135th5
12th+4Ability Score Improvement41135th6
13th+5Mystic Arcanum (7th level)41235th6
14th+5Otherworldly Patron feature41235th6
15th+5Mystic Arcanum (8th level)41335th7
16th+5Ability Score Improvement41335th7
17th+6Mystic Arcanum (9th level)41445th7
18th+6-41445th8
19th+6Ability Score Improvement41545th8
20th+6Eldritch Master41545th8
-

Otherworldly Patron

-

At 1st level, you have struck a bargain with an otherworldly being of -your choice: the Archfey, the Fiend, or the Great Old One, each of which -is detailed at the end of the class description. Your choice grants you -features at 1st level and again at 6th, 10th, and 14th level.

-

Pact Magic

-

Your arcane research and the magic bestowed on you by your patron -have given you facility with spells.

-

Cantrips

-

You know two cantrips of your choice from the warlock spell list. You -learn additional warlock cantrips of your choice at higher levels, as -shown in the Cantrips Known column of the Warlock table.

-

Spell Slots

-

The Warlock table shows how many spell slots you have to cast your -warlock spells of 1st through 5th level. The table also shows what the -level of those slots is; all of your spell slots are the same level. To -cast one of your warlock spells of 1st level or higher, you must expend -a spell slot. You regain all expended spell slots when you finish a -short or long rest.

-

For example, when you are 5th level, you have two 3rd-level spell -slots. To cast the 1st-level spell witch bolt, you must spend -one of those slots, and you cast it as a 3rd-level spell.

-

Spells Known of 1st -Level and Higher

-

At 1st level, you know two 1st-level spells of your choice from the -warlock spell list.

-

The Spells Known column of the Warlock table shows when you learn -more warlock spells of your choice of 1st level and higher. A spell you -choose must be of a level no higher than what’s shown in the table’s -Slot Level column for your level. When you reach 6th level, for example, -you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

-

Additionally, when you gain a level in this class, you can choose one -of the warlock spells you know and replace it with another spell from -the warlock spell list, which also must be of a level for which you have -spell slots.

-

Spellcasting Ability

-

Charisma is your spellcasting ability for your warlock spells, so you -use your Charisma whenever a spell refers to your spellcasting ability. -In addition, you use your Charisma modifier when setting the saving -throw DC for a warlock spell you cast and when making an attack roll -with one.

-

Spell save DC = 8 + your proficiency bonus + your -Charisma modifier

-

Spell attack modifier = your proficiency bonus + -your Charisma modifier

-

Spellcasting Focus

-

You can use an arcane focus as a spellcasting focus for your warlock -spells.

-

Eldritch Invocations

-

In your study of occult lore, you have unearthed eldritch -invocations, fragments of forbidden knowledge that imbue you with an -abiding magical ability.

-

At 2nd level, you gain two eldritch invocations of your choice. Your -invocation options are detailed at the end of the class description. -When you gain certain warlock levels, you gain additional invocations of -your choice, as shown in the Invocations Known column of the Warlock -table.

-

Additionally, when you gain a level in this class, you can choose one -of the invocations you know and replace it with another invocation that -you could learn at that level.

-

Pact Boon

-

At 3rd level, your otherworldly patron bestows a gift upon you for -your loyal service. You gain one of the following features of your -choice.

-

Pact of the Chain

-

You learn the find familiar spell and can cast it as a -ritual. The spell doesn’t count against your number of spells known.

-

When you cast the spell, you can choose one of the normal forms for -your familiar or one of the following special forms: imp, pseudodragon, -quasit, or sprite.

-

Additionally, when you take the Attack action, you can forgo one of -your own attacks to allow your familiar to make one attack with its -reaction.

-

Pact of the Blade

-

You can use your action to create a pact weapon in your empty hand. -You can choose the form that this melee weapon takes each time you -create it. You are proficient with it while you wield it. This weapon -counts as magical for the purpose of overcoming resistance and immunity -to nonmagical attacks and damage.

-

Your pact weapon disappears if it is more than 5 feet away from you -for 1 minute or more. It also disappears if you use this feature again, -if you dismiss the weapon (no action required), or if you die.

-

You can transform one magic weapon into your pact weapon by -performing a special ritual while you hold the weapon. You perform the -ritual over the course of 1 hour, which can be done during a short rest. -You can then dismiss the weapon, shunting it into an extradimensional -space, and it appears whenever you create your pact weapon thereafter. -You can’t affect an artifact or a sentient weapon in this way. The -weapon ceases being your pact weapon if you die, if you perform the -1-hour ritual on a different weapon, or if you use a 1-hour ritual to -break your bond to it. The weapon appears at your feet if it is in the -extradimensional space when the bond breaks.

-

Pact of the Tome

-

Your patron gives you a grimoire called a Book of Shadows. When you -gain this feature, choose three cantrips from any class’s spell list -(the three needn’t be from the same list). While the book is on your -person, you can cast those cantrips at will. They don’t count against -your number of cantrips known. If they don’t appear on the warlock spell -list, they are nonetheless warlock spells for you.

-

If you lose your Book of Shadows, you can perform a 1-hour ceremony -to receive a replacement from your patron. This ceremony can be -performed during a short or long rest, and it destroys the previous -book. The book turns to ash when you die.

-

Ability Score Improvement

-

When you reach 4th level, and again at 8th, 12th, 16th, and 19th -level, you can increase one ability score of your choice by 2, or you -can increase two ability scores of your choice by 1. As normal, you -can’t increase an ability score above 20 using this feature.

-

Mystic Arcanum

-

At 11th level, your patron bestows upon you a magical secret called -an arcanum. Choose one 6th- level spell from the warlock spell list as -this arcanum.

-

You can cast your arcanum spell once without expending a spell slot. -You must finish a long rest before you can do so again.

-

At higher levels, you gain more warlock spells of your choice that -can be cast in this way: one 7th- level spell at 13th level, one -8th-level spell at 15th level, and one 9th-level spell at 17th level. -You regain all uses of your Mystic Arcanum when you finish a long -rest.

-

Eldritch Master

-

At 20th level, you can draw on your inner reserve of mystical power -while entreating your patron to regain expended spell slots. You can -spend 1 minute entreating your patron for aid to regain all your -expended spell slots from your Pact Magic feature. Once you regain spell -slots with this feature, you must finish a long rest before you can do -so again.

-

Eldritch Invocations

-

If an eldritch invocation has prerequisites, you must meet them to -learn it. You can learn the invocation at the same time that you meet -its prerequisites. A level prerequisite refers to your level in this -class.

-

Agonizing Blast

-

Prerequisite: Eldritch Blast cantrip

-

When you cast eldritch blast, add your Charisma modifier to -the damage it deals on a hit.

-

Armor of Shadows

-

You can cast mage armor on yourself at will, without -expending a spell slot or material components.

-

Ascendant Step

-

Prerequisite: 9th level

-

You can cast levitate on yourself at will, without expending -a spell slot or material components.

-

Beast Speech

-

You can cast speak with animals at will, without expending a -spell slot.

-

Beguiling Influence

-

You gain proficiency in the Deception and Persuasion skills.

-

Bewitching Whispers

-

Prerequisite: 7th level

-

You can cast compulsion once using a warlock spell slot. You -can’t do so again until you finish a long rest.

-

Book of Ancient Secrets

-

Prerequisite: Pact of the Tome feature

-

You can now inscribe magical rituals in your Book of Shadows. Choose -two 1st-level spells that have the ritual tag from any class’s spell -list (the two needn’t be from the same list). The spells appear in the -book and don’t count against the number of spells you know. With your -Book of Shadows in hand, you can cast the chosen spells as rituals. You -can’t cast the spells except as rituals, unless you’ve learned them by -some other means. You can also cast a warlock spell you know as a ritual -if it has the ritual tag.

-

On your adventures, you can add other ritual spells to your Book of -Shadows. When you find such a spell, you can add it to the book if the -spell’s level is equal to or less than half your warlock level (rounded -up) and if you can spare the time to transcribe the spell. For each -level of the spell, the transcription process takes 2 hours and costs 50 -gp for the rare inks needed to inscribe it.

-

Chains of Carceri

-

Prerequisite: 15th level, Pact of the Chain feature

-

You can cast hold monster at will-targeting a celestial, -fiend, or elemental-without expending a spell slot or material -components. You must finish a long rest before you can use this -invocation on the same creature again.

-

Devil’s Sight

-

You can see normally in darkness, both magical and nonmagical, to a -distance of 120 feet.

-

Dreadful Word

-

Prerequisite: 7th level

-

You can cast confusion once using a warlock spell slot. You -can’t do so again until you finish a long rest.

-

Eldritch Sight

-

You can cast detect magic at will, without expending a spell -slot.

-

Eldritch Spear

-

Prerequisite: Eldritch Blast cantrip

-

When you cast eldritch blast, its range is 300 feet.

-

Eyes of the Rune Keeper

-

You can read all writing.

-

Fiendish Vigor

-

You can cast false life on yourself at will as a 1st-level -spell, without expending a spell slot or material components.

-

Gaze of Two Minds

-

You can use your action to touch a willing humanoid and perceive -through its senses until the end of your next turn. As long as the -creature is on the same plane of existence as you, you can use your -action on subsequent turns to maintain this connection, extending the -duration until the end of your next turn. While perceiving through the -other creature’s senses, you benefit from any special senses possessed -by that creature, and you are blinded and deafened to your own -surroundings.

-

Lifedrinker

-

Prerequisite: 12th level, Pact of the Blade feature

-

When you hit a creature with your pact weapon, the creature takes -extra necrotic damage equal to your Charisma modifier (minimum 1).

-

Mask of Many Faces

-

You can cast disguise self at will, without expending a -spell slot.

-

Master of Myriad Forms

-

Prerequisite: 15th level

-

You can cast alter self at will, without expending a spell -slot.

-

Minions of Chaos

-

Prerequisite: 9th level

-

You can cast conjure elemental once using a warlock spell -slot. You can’t do so again until you finish a long rest.

-

Mire the Mind

-

Prerequisite: 5th level

-

You can cast slow once using a warlock spell slot. You can’t -do so again until you finish a long rest.

-

Misty Visions

-

You can cast silent image at will, without expending a spell -slot or material components.

-

One with Shadows

-

Prerequisite: 5th level

-

When you are in an area of dim light or darkness, you can use your -action to become invisible until you move or take an action or a -reaction.

-

Otherworldly Leap

-

Prerequisite: 9th level

-

You can cast jump on yourself at will, without expending a -spell slot or material components.

-

Repelling Blast

-

Prerequisite: Eldritch Blast cantrip

-

When you hit a creature with eldritch blast, you can push -the creature up to 10 feet away from you in a straight line.

-

Sculptor of Flesh

-

Prerequisite: 7th level

-

You can cast polymorph once using a warlock spell slot. You -can’t do so again until you finish a long rest.

-

Sign of Ill Omen

-

Prerequisite: 5th level

-

You can cast bestow curse once using a warlock spell slot. -You can’t do so again until you finish a long rest.

-

Thief of Five Fates

-

You can cast bane once using a warlock spell slot. You can’t -do so again until you finish a long rest.

-

Thirsting Blade

-

Prerequisite: 5th level, Pact of the Blade feature

-

You can attack with your pact weapon twice, instead of once, whenever -you take the Attack action on your turn.

-

Visions of Distant Realms

-

Prerequisite: 15th level

-

You can cast arcane eye at will, without expending a spell -slot.

-

Voice of the Chain Master

-

Prerequisite: Pact of the Chain feature

-

You can communicate telepathically with your familiar and perceive -through your familiar’s senses as long as you are on the same plane of -existence. Additionally, while perceiving through your familiar’s -senses, you can also speak through your familiar in your own voice, even -if your familiar is normally incapable of speech.

-

Whispers of the Grave

-

Prerequisite: 9th level

-

You can cast speak with dead at will, without expending a -spell slot.

-

Witch Sight

-

Prerequisite: 15th level

-

You can see the true form of any shapechanger or creature concealed -by illusion or transmutation magic while the creature is within 30 feet -of you and within line of sight.

-

Otherworldly Patrons

-

The beings that serve as patrons for warlocks are mighty inhabitants -of other planes of existence-not gods, but almost godlike in their -power. Various patrons give their warlocks access to different powers -and invocations, and expect significant favors in return.

-

Some patrons collect warlocks, doling out mystic knowledge relatively -freely or boasting of their ability to bind mortals to their will. Other -patrons bestow their power only grudgingly, and might make a pact with -only one warlock. Warlocks who serve the same patron might view each -other as allies, siblings, or rivals.

-

The Fiend

-

You have made a pact with a fiend from the lower planes of existence, -a being whose aims are evil, even if you strive against those aims. Such -beings desire the corruption or destruction of all things, ultimately -including you. Fiends powerful enough to forge a pact include demon -lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils -such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and -balors that are especially mighty; and ultroloths and other lords of the -yugoloths.

-

Expanded Spell List

-

The Fiend lets you choose from an expanded list of spells when you -learn a warlock spell. The following spells are added to the warlock -spell list for you.

-

Table- Fiend Expanded Spells

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Spell LevelSpells
1stburning hands, command
2ndblindness/deafness, scorching ray
3rdfireball, stinking cloud
4thfire shield, wall of fire
5thflame strike, hallow
-

Dark One’s Blessing

-

Starting at 1st level, when you reduce a hostile creature to 0 hit -points, you gain temporary hit points equal to your Charisma modifier + -your warlock level (minimum of 1).

-

Dark One’s Own Luck

-

Starting at 6th level, you can call on your patron to alter fate in -your favor. When you make an ability check or a saving throw, you can -use this feature to add a d10 to your roll. You can do so after seeing -the initial roll but before any of the roll’s effects occur.

-

Once you use this feature, you can’t use it again until you finish a -short or long rest.

-

Fiendish Resilience

-

Starting at 10th level, you can choose one damage type when you -finish a short or long rest. You gain resistance to that damage type -until you choose a different one with this feature. Damage from magical -weapons or silver weapons ignores this resistance.

-

Hurl Through Hell

-

Starting at 14th level, when you hit a creature with an attack, you -can use this feature to instantly transport the target through the lower -planes. The creature disappears and hurtles through a nightmare -landscape.

-

At the end of your next turn, the target returns to the space it -previously occupied, or the nearest unoccupied space. If the target is -not a fiend, it takes 10d10 psychic damage as it reels from its horrific -experience.

-

Once you use this feature, you can’t use it again until you finish a -long rest.

-
-

Your Pact Boon

-

Each Pact Boon option produces a special creature or an object that -reflects your patron’s nature.

-

Pact of the Chain. Your familiar is more -cunning than a typical familiar. Its default form can be a reflection of -your patron, with sprites and pseudodragons tied to the Archfey and imps -and quasits tied to the Fiend. Because the Great Old One’s nature is -inscrutable, any familiar form is suitable for it.

-

Pact of the Blade. If your patron is the -Archfey, your weapon might be a slender blade wrapped in leafy vines. If -you serve the Fiend, your weapon could be an axe made of black metal and -adorned with decorative flames. If your patron is the Great Old One, -your weapon might be an ancient-looking spear, with a gemstone embedded -in its head, carved to look like a terrible unblinking eye.

-

Pact of the Tome. Your Book of Shadows -might be a fine, gilt-edged tome with spells of enchantment and -illusion, gifted to you by the lordly Archfey. It could be a weighty -tome bound in demon hide studded with iron, holding spells of -conjuration and a wealth of forbidden lore about the sinister regions of -the cosmos, a gift of the Fiend. Or it could be the tattered diary of a -lunatic driven mad by contact with the Great Old One, holding scraps of -spells that only your own burgeoning insanity allows you to understand -and cast.

-
-

Wizard

-

Class Features

-

As a wizard, you gain the following class features.

-

Hit Points

-

Hit Dice: 1d6 per wizard level

-

Hit Points at 1st Level: 6 + your Constitution -modifier

-

Hit Points at Higher Levels: 1d6 (or 4) + your -Constitution modifier per wizard level after 1st

-

Proficiencies

-

Armor: None

-

Weapons: Daggers, darts, slings, quarterstaffs, -light crossbows

-

Tools: None

-

Saving Throws: Intelligence, Wisdom

-

Skills: Choose two from Arcana, History, Insight, -Investigation, Medicine, and Religion

-

Equipment

-

You start with the following equipment, in addition to the equipment -granted by your background:

-
    -
  • (a) a quarterstaff or (b) a dagger
  • -
  • (a) a component pouch or (b) an arcane focus
  • -
  • (a) a scholar’s pack or (b) an explorer’s -pack
  • -
  • A spellbook
  • -
-

Table- The Wizard

- --------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Arcane Recovery32--------
2nd+2Arcane Tradition33--------
3rd+2-342-------
4th+2Ability Score Improvement443-------
5th+3-4432------
6th+3Arcane Tradition Feature4433------
7th+3-44331-----
8th+3Ability Score Improvement44332-----
9th+4-443331----
10th+4Arcane Tradition Feature543332----
11th+4-5433321---
12th+4Ability Score Improvement5433321---
13th+5-54333211--
14th+5Arcane Tradition Feature54333211--
15th+5-543332111-
16th+5Ability Score Improvement543332111-
17th+6-5433321111
18th+6Spell Mastery5433331111
19th+6Ability Score Improvement5433332111
20th+6Signature Spell5433332211
-

Spellcasting

-

As a student of arcane magic, you have a spellbook containing spells -that show the first glimmerings of your true power.

-

Cantrips

-

At 1st level, you know three cantrips of your choice from the wizard -spell list. You learn additional wizard cantrips of your choice at -higher levels, as shown in the Cantrips Known column of the Wizard -table.

-

Spellbook

-

At 1st level, you have a spellbook containing six 1st- level wizard -spells of your choice. Your spellbook is the repository of the wizard -spells you know, except your cantrips, which are fixed in your mind.

-

Preparing and Casting -Spells

-

The Wizard table shows how many spell slots you have to cast your -wizard spells of 1st level and higher. To cast one of these spells, you -must expend a slot of the spell’s level or higher. You regain all -expended spell slots when you finish a long rest.

-

You prepare the list of wizard spells that are available for you to -cast. To do so, choose a number of wizard spells from your spellbook -equal to your Intelligence modifier + your wizard level (minimum of one -spell). The spells must be of a level for which you have spell -slots.

-

For example, if you’re a 3rd-level wizard, you have four 1st-level -and two 2nd-level spell slots. With an Intelligence of 16, your list of -prepared spells can include six spells of 1st or 2nd level, in any -combination, chosen from your spellbook. If you prepare the 1st-level -spell magic missile, you can cast it using a 1st-level or a -2nd-level slot. Casting the spell doesn’t remove it from your list of -prepared spells.

-

You can change your list of prepared spells when you finish a long -rest. Preparing a new list of wizard spells requires time spent studying -your spellbook and memorizing the incantations and gestures you must -make to cast the spell: at least 1 minute per spell level for each spell -on your list.

-

Spellcasting Ability

-

Intelligence is your spellcasting ability for your wizard spells, -since you learn your spells through dedicated study and memorization. -You use your Intelligence whenever a spell refers to your spellcasting -ability. In addition, you use your Intelligence modifier when setting -the saving throw DC for a wizard spell you cast and when making an -attack roll with one.

-

Spell save DC = 8 + your proficiency bonus + your -Intelligence modifier

-

Spell attack modifier = your proficiency bonus + -your Intelligence modifier

-

Ritual Casting

-

You can cast a wizard spell as a ritual if that spell has the ritual -tag and you have the spell in your spellbook. You don’t need to have the -spell prepared.

-

Spellcasting Focus

-

You can use an arcane focus as a spellcasting focus for your wizard -spells.

-

Learning Spells of 1st -Level and Higher

-

Each time you gain a wizard level, you can add two wizard spells of -your choice to your spellbook for free. Each of these spells must be of -a level for which you have spell slots, as shown on the Wizard table. On -your adventures, you might find other spells that you can add to your -spellbook.

-

Arcane Recovery

-

You have learned to regain some of your magical energy by studying -your spellbook. Once per day when you finish a short rest, you can -choose expended spell slots to recover. The spell slots can have a -combined level that is equal to or less than half your wizard level -(rounded up), and none of the slots can be 6th level or higher.

-

For example, if you’re a 4th-level wizard, you can recover up to two -levels worth of spell slots. You can recover either a 2nd-level spell -slot or two 1st-level spell slots.

-

Arcane Tradition

-

When you reach 2nd level, you choose an arcane tradition, shaping -your practice of magic through one of eight schools: Abjuration, -Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, -or Transmutation, all detailed at the end of the class description.

-

Your choice grants you features at 2nd level and again at 6th, 10th, -and 14th level.

-

Ability Score Improvement

-

When you reach 4th level, and again at 8th, 12th, 16th, and 19th -level, you can increase one ability score of your choice by 2, or you -can increase two ability scores of your choice by 1. As normal, you -can’t increase an ability score above 20 using this feature.

-

Spell Mastery

-

At 18th level, you have achieved such mastery over certain spells -that you can cast them at will. Choose a 1st-level wizard spell and a -2nd-level wizard spell that are in your spellbook. You can cast those -spells at their lowest level without expending a spell slot when you -have them prepared. If you want to cast either spell at a higher level, -you must expend a spell slot as normal.

-

By spending 8 hours in study, you can exchange one or both of the -spells you chose for different spells of the same levels.

-

Signature Spells

-

When you reach 20th level, you gain mastery over two powerful spells -and can cast them with little effort. Choose two 3rd-level wizard spells -in your spellbook as your signature spells. You always have these spells -prepared, they don’t count against the number of spells you have -prepared, and you can cast each of them once at 3rd level without -expending a spell slot. When you do so, you can’t do so again until you -finish a short or long rest.

-

If you want to cast either spell at a higher level, you must expend a -spell slot as normal.

-

Arcane Traditions

-

The study of wizardry is ancient, stretching back to the earliest -mortal discoveries of magic. It is firmly established in fantasy gaming -worlds, with various traditions dedicated to its complex study.

-

The most common arcane traditions in the multiverse revolve around -the schools of magic. Wizards through the ages have cataloged thousands -of spells, grouping them into eight categories called schools. In some -places, these traditions are literally schools; a wizard might study at -the School of Illusion while another studies across town at the School -of Enchantment. In other institutions, the schools are more like -academic departments, with rival faculties competing for students and -funding. Even wizards who train apprentices in the solitude of their own -towers use the division of magic into schools as a learning device, -since the spells of each school require mastery of different -techniques.

-

School of Evocation

-

You focus your study on magic that creates powerful elemental effects -such as bitter cold, searing flame, rolling thunder, crackling -lightning, and burning acid. Some evokers find employment in military -forces, serving as artillery to blast enemy armies from afar. Others use -their spectacular power to protect the weak, while some seek their own -gain as bandits, adventurers, or aspiring tyrants.

-

Evocation Savant

-

Beginning when you select this school at 2nd level, the gold and time -you must spend to copy an evocation spell into your spellbook is -halved.

-

Sculpt Spells

-

Beginning at 2nd level, you can create pockets of relative safety -within the effects of your evocation spells. When you cast an evocation -spell that affects other creatures that you can see, you can choose a -number of them equal to 1 + the spell’s level. The chosen creatures -automatically succeed on their saving throws against the spell, and they -take no damage if they would normally take half damage on a successful -save.

-

Potent Cantrip

-

Starting at 6th level, your damaging cantrips affect even creatures -that avoid the brunt of the effect. When a creature succeeds on a saving -throw against your cantrip, the creature takes half the cantrip’s damage -(if any) but suffers no additional effect from the cantrip.

-

Empowered Evocation

-

Beginning at 10th level, you can add your Intelligence modifier to -one damage roll of any wizard evocation spell you cast.

-

Overchannel

-

Starting at 14th level, you can increase the power of your simpler -spells. When you cast a wizard spell of 1st through 5th level that deals -damage, you can deal maximum damage with that spell.

-

The first time you do so, you suffer no adverse effect. If you use -this feature again before you finish a long rest, you take 2d12 necrotic -damage for each level of the spell, immediately after you cast it. Each -time you use this feature again before finishing a long rest, the -necrotic damage per spell level increases by 1d12. This damage ignores -resistance and immunity.

-
-

Your Spellbook

-

The spells that you add to your spellbook as you gain levels reflect -the arcane research you conduct on your own, as well as intellectual -breakthroughs you have had about the nature of the multiverse. You might -find other spells during your adventures. You could discover a spell -recorded on a scroll in an evil wizard’s chest, for example, or in a -dusty tome in an ancient library.

-

Copying a Spell into the Book. When you -find a wizard spell of 1st level or higher, you can add it to your -spellbook if it is of a spell level you can prepare and if you can spare -the time to decipher and copy it.

-

Copying that spell into your spellbook involves reproducing the basic -form of the spell, then deciphering the unique system of notation used -by the wizard who wrote it. You must practice the spell until you -understand the sounds or gestures required, then transcribe it into your -spellbook using your own notation.

-

For each level of the spell, the process takes 2 hours and costs 50 -gp. The cost represents material components you expend as you experiment -with the spell to master it, as well as the fine inks you need to record -it. Once you have spent this time and money, you can prepare the spell -just like your other spells.

-

Replacing the Book. You can copy a spell -from your own spellbook into another book-for example, if you want to -make a backup copy of your spellbook. This is just like copying a new -spell into your spellbook, but faster and easier, since you understand -your own notation and already know how to cast the spell. You need spend -only 1 hour and 10 gp for each level of the copied spell.

-

*If you lose your spellbook, you can use the same procedure to -transcribe the spells that you have prepared into a new spellbook. -Filling out the remainder of your spellbook requires you to find new -spells to do so, as normal. For this reason, many wizards keep backup -spellbooks in a safe place.

-

The Book’s Appearance. Your spellbook is a -unique compilation of spells, with its own decorative flourishes and -margin notes. It might be a plain, functional leather volume that you -received as a gift from your master, a finely bound gilt-edged tome you -found in an ancient library, or even a loose collection of notes -scrounged together after you lost your previous spellbook in a -mishap.

-
-

CUSTOMIZATION

-

Multiclassing

-

Multiclassing allows you to gain levels in multiple classes. Doing so -lets you mix the abilities of those classes to realize a character -concept that might not be reflected in one of the standard class -options.

-

With this rule, you have the option of gaining a level in a new class -whenever you advance in level, instead of gaining a level in your -current class. Your levels in all your classes are added together to -determine your character level. For example, if you have three levels in -wizard and two in fighter, you’re a 5th-level character.

-

As you advance in levels, you might primarily remain a member of your -original class with just a few levels in another class, or you might -change course entirely, never looking back at the class you left behind. -You might even start progressing in a third or fourth class. Compared to -a single-class character of the same level, you’ll sacrifice some focus -in exchange for versatility.

-

Prerequisites

-

To qualify for a new class, you must meet the ability score -prerequisites for both your current class and your new one, as shown in -the Multiclassing Prerequisites table. For example, a barbarian who -decides to multiclass into the druid class must have both Strength and -Wisdom scores of 13 or higher. Without the full training that a -beginning character receives, you must be a quick study in your new -class, having a natural aptitude that is reflected by higher- -than-average ability scores.

-

Table- Multiclassing Prerequisites

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ClassAbility Score Min.
BarbarianStrength 13
BardCharisma 13
ClericWisdom 13
DruidWisdom 13
FighterStrength 13 or Dexterity 13
MonkDexterity 13 and Wisdom 13
PaladinStrength 13 and Charisma 13
RangerDexterity 13 and Wisdom 13
RogueDexterity 13
SorcererCharisma 13
WarlockCharisma 13
WizardIntelligence 13
-

Experience Points

-

The experience point cost to gain a level is always based on your -total character level, as shown in the Character Advancement table, not -your level in a particular class. So, if you are a cleric 6/fighter 1, -you must gain enough XP to reach 8th level before you can take your -second level as a fighter or your seventh level as a cleric.

-

Hit Points and Hit Dice

-

You gain the hit points from your new class as described for levels -after 1st. You gain the 1st-level hit points for a class only when you -are a 1st-level character.

-

You add together the Hit Dice granted by all your classes to form -your pool of Hit Dice. If the Hit Dice are the same die type, you can -simply pool them together. For example, both the fighter and the paladin -have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit -Dice. If your classes give you Hit Dice of different types, keep track -of them separately. If you are a paladin 5/cleric 5, for example, you -have five d10 Hit Dice and five d8 Hit Dice.

-

Proficiency Bonus

-

Your proficiency bonus is always based on your total character level, -as shown in the Character Advancement table in chapter 1, not your level -in a particular class. For example, if you are a fighter 3/rogue 2, you -have the proficiency bonus of a 5th- level character, which is +3.

-

Proficiencies

-

When you gain your first level in a class other than your initial -class, you gain only some of new class’s starting proficiencies, as -shown in the Multiclassing Proficiencies table.

-

Table- Multiclassing Proficiencies

- ---- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ClassProficiencies Gained
BarbarianShields, simple weapons, martial weapons
BardLight armor, one skill of your choice, one musical instrument of -your choice
ClericLight armor, medium armor, shields
DruidLight armor, medium armor, shields (druids will not wear armor or -use shields made of metal)
FighterLight armor, medium armor, shields, simple weapons, martial -weapons
MonkSimple weapons, shortswords
PaladinLight armor, medium armor, shields, simple weapons, martial -weapons
RangerLight armor, medium armor, shields, simple weapons, martial weapons, -one skill from the class’s skill list
RogueLight armor, one skill from the class’s skill list, thieves’ -tools
Sorcerer-
WarlockLight armor, simple weapons
Wizard-
-

Class Features

-

When you gain a new level in a class, you get its features for that -level. You don’t, however, receive the class’s starting equipment, and a -few features have additional rules when you’re multiclassing: Channel -Divinity, Extra Attack, Unarmored Defense, and Spellcasting.

-

Channel Divinity

-

If you already have the Channel Divinity feature and gain a level in -a class that also grants the feature, you gain the Channel Divinity -effects granted by that class, but getting the feature again doesn’t -give you an additional use of it. You gain additional uses only when you -reach a class level that explicitly grants them to you. For example, if -you are a cleric 6/paladin 4, you can use Channel Divinity twice between -rests because you are high enough level in the cleric class to have more -uses. Whenever you use the feature, you can choose any of the Channel -Divinity effects available to you from your two classes.

-

Extra Attack

-

If you gain the Extra Attack class feature from more than one class, -the features don’t add together. You can’t make more than two attacks -with this feature unless it says you do (as the fighter’s version of -Extra Attack does). Similarly, the warlock’s eldritch invocation -Thirsting Blade doesn’t give you additional attacks if you also have -Extra Attack.

-

Unarmored Defense

-

If you already have the Unarmored Defense feature, you can’t gain it -again from another class.

-

Spellcasting

-

Your capacity for spellcasting depends partly on your combined levels -in all your spellcasting classes and partly on your individual levels in -those classes. Once you have the Spellcasting feature from more than one -class, use the rules below. If you multiclass but have the Spellcasting -feature from only one class, you follow the rules as described in that -class.

-

Spells Known and Prepared. You determine -what spells you know and can prepare for each class individually, as if -you were a single-classed member of that class. If you are a ranger -4/wizard 3, for example, you know three 1st-level ranger spells based on -your levels in the ranger class. As 3rd-level wizard, you know three -wizard cantrips, and your spellbook contains ten wizard spells, two of -which (the two you gained when you reached 3rd level as a wizard) can be -2nd-level spells. If your Intelligence is 16, you can prepare six wizard -spells from your spellbook.

-

Each spell you know and prepare is associated with one of your -classes, and you use the spellcasting ability of that class when you -cast the spell. Similarly, a spellcasting focus, such as a holy symbol, -can be used only for the spells from the class associated with that -focus.

-

If a cantrip of yours increases in power at higher levels, the -increase is based on your character level, not your level in a -particular class

-

Spell Slots. You determine your available -spell slots by adding together all your levels in the bard, cleric, -druid, sorcerer, and wizard classes, and half your levels (rounded down) -in the paladin and ranger classes. Use this total to determine your -spell slots by consulting the Multiclass Spellcaster table.

-

If you have more than one spellcasting class, this table might give -you spell slots of a level that is higher than the spells you know or -can prepare. You can use those slots, but only to cast your lower-level -spells. If a lower-level spell that you cast, like burning -hands, has an enhanced effect when cast using a higher-level slot, -you can use the enhanced effect, even though you don’t have any spells -of that higher level.

-

For example, if you are the aforementioned ranger 4/wizard 3, you -count as a 5th-level character when determining your spell slots: you -have four 1st-level slots, three 2nd-level slots, and two 3rd-level -slots. However, you don’t know any 3rd-level spells, nor do you know any -2nd-level ranger spells. You can use the spell slots of those levels to -cast the spells you do know-and potentially enhance their effects.

-

Pact Magic. If you have both the -Spellcasting class feature and the Pact Magic class feature from the -warlock class, you can use the spell slots you gain from the Pact Magic -feature to cast spells you know or have prepared from classes with the -Spellcasting class feature, and you can use the spell slots you gain -from the Spellcasting class feature to cast warlock spells you know.

-

Table- Multiclass Spellcaster: Spell Slots per Spell -Level

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level1st2nd3rd4th5th6th7th8th9th
1st2--------
2nd3--------
3rd42-------
4th43-------
5th432------
6th433------
7th4331-----
8th4332-----
9th43331----
10th43332----
11th433321---
12th433321---
13th4333211--
14th4333211--
15th43332111-
16th43332111-
17th433321111
18th433331111
19th433332111
20th433332211
-

Feats

-

A feat represents a talent or an area of expertise that gives a -character special capabilities. It embodies training, experience, and -abilities beyond what a class provides.

-

At certain levels, your class gives you the Ability Score Improvement -feature. Using the optional feats rule, you can forgo taking that -feature to take a feat of your choice instead. You can take each feat -only once, unless the feat’s description says otherwise.

-

You must meet any prerequisite specified in a feat to take that feat. -If you ever lose a feat’s prerequisite, you can’t use that feat until -you regain the prerequisite. For example, the Grappler feat requires you -to have a Strength of 13 or higher. If your Strength is reduced below 13 -somehow-perhaps by a withering curse-you can’t benefit from the Grappler -feat until your Strength is restored.

-

Grappler

-

Prerequisite: Strength 13 or higher

-

You’ve developed the skills necessary to hold your own in -close-quarters grappling. You gain the following benefits:

-
    -
  • You have advantage on attack rolls against a creature you are -grappling.
  • -
  • You can use your action to try to pin a creature grappled by you. To -do so, make another grapple check. If you succeed, you and the creature -are both restrained until the grapple ends.
  • -
-

PERSONILIZATION

-

Alignment

-

A typical creature in the game world has an alignment, which broadly -describes its moral and personal attitudes. Alignment is a combination -of two factors: one identifies morality (good, evil, or neutral), and -the other describes attitudes toward society and order (lawful, chaotic, -or neutral). Thus, nine distinct alignments define the possible -combinations.

-

These brief summaries of the nine alignments describe the typical -behavior of a creature with that alignment. Individuals might vary -significantly from that typical behavior, and few people are perfectly -and consistently faithful to the precepts of their alignment.

-

Lawful good (LG) creatures can be counted on to do -the right thing as expected by society. Gold dragons, paladins, and most -dwarves are lawful good.

-

Neutral good (NG) folk do the best they can to help -others according to their needs. Many celestials, some cloud giants, and -most gnomes are neutral good.

-

Chaotic good (CG) creatures act as their conscience -directs, with little regard for what others expect. Copper dragons, many -elves, and unicorns are chaotic good.

-

Lawful neutral (LN) individuals act in accordance -with law, tradition, or personal codes. Many monks and some wizards are -lawful neutral.

-

Neutral (N) is the alignment of those who prefer to -steer clear of moral questions and don’t take sides, doing what seems -best at the time. Lizardfolk, most druids, and many humans are -neutral.

-

Chaotic neutral (CN) creatures follow their whims, -holding their personal freedom above all else. Many barbarians and -rogues, and some bards, are chaotic neutral.

-

Lawful evil (LE) creatures methodically take what -they want, within the limits of a code of tradition, loyalty, or order. -Devils, blue dragons, and hobgoblins are lawful evil.

-

Neutral evil (NE) is the alignment of those who do -whatever they can get away with, without compassion or qualms. Many -drow, some cloud giants, and goblins are neutral evil.

-

Chaotic evil (CE) creatures act with arbitrary -violence, spurred by their greed, hatred, or bloodlust. Demons, red -dragons, and orcs are chaotic evil.

-

Alignment in the Multiverse

-

For many thinking creatures, alignment is a moral choice. Humans, -dwarves, elves, and other humanoid races can choose whether to follow -the paths of good or evil, law or chaos. According to myth, the good- -aligned gods who created these races gave them free will to choose their -moral paths, knowing that good without free will is slavery.

-

The evil deities who created other races, though, made those races to -serve them. Those races have strong inborn tendencies that match the -nature of their gods. Most orcs share the violent, savage nature of the -orc gods, and are thus inclined toward evil. Even if an orc chooses a -good alignment, it struggles against its innate tendencies for its -entire life. (Even half-orcs feel the lingering pull of the orc god’s -influence.)

-

Alignment is an essential part of the nature of celestials and -fiends. A devil does not choose to be lawful evil, and it doesn’t tend -toward lawful evil, but rather it is lawful evil in its essence. If it -somehow ceased to be lawful evil, it would cease to be a devil.

-

Most creatures that lack the capacity for rational thought do not -have alignments-they are unaligned. Such a creature is -incapable of making a moral or ethical choice and acts according to its -bestial nature. Sharks are savage predators, for example, but they are -not evil; they have no alignment.

-

Languages

-

Your race indicates the languages your character can speak by -default, and your background might give you access to one or more -additional languages of your choice. Note these languages on your -character sheet.

-

Choose your languages from the Standard Languages table, or choose -one that is common in your campaign. With your GM’s permission, you can -instead choose a language from the Exotic Languages table or a secret -language, such as thieves’ cant or the tongue of druids.

-

Some of these languages are actually families of languages with many -dialects. For example, the Primordial language includes the Auran, -Aquan, Ignan, and Terran dialects, one for each of the four elemental -planes. Creatures that speak different dialects of the same language can -communicate with one another.

-

Table- Standard Languages

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LanguageTypical SpeakersScript
CommonHumansCommon
DwarvishDwarvesDwarvish
ElvishElvesElvish
GiantOgres, giantsDwarvish
GnomishGnomesDwarvish
GoblinGoblinoidsDwarvish
HalflingHalflingsCommon
OrcOrcsDwarvish
-

Table- Exotic Languages

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LanguageTypical SpeakersScript
AbyssalDemonsInfernal
CelestialCelestialsCelestial
DraconicDragons, dragonbornDraconic
Deep SpeechAboleths, cloakers-
InfernalDevilsInfernal
PrimordialElementalsDwarvish
SylvanFey creaturesElvish
UndercommonUnderworld tradersElvish
-

Inspiration

-

Inspiration is a rule the game master can use to reward you for -playing your character in a way that’s true to his or her personality -traits, ideal, bond, and flaw. By using inspiration, you can draw on -your personality trait of compassion for the downtrodden to give you an -edge in negotiating with the Beggar Prince. Or inspiration can let you -call on your bond to the defense of your home village to push past the -effect of a spell that has been laid on you.

-

Gaining Inspiration

-

Your GM can choose to give you inspiration for a variety of reasons. -Typically, GMs award it when you play out your personality traits, give -in to the drawbacks presented by a flaw or bond, and otherwise portray -your character in a compelling way. Your GM will tell you how you can -earn inspiration in the game.

-

You either have inspiration or you don’t - you can’t stockpile -multiple “inspirations” for later use.

-

Using Inspiration

-

If you have inspiration, you can expend it when you make an attack -roll, saving throw, or ability check. Spending your inspiration gives -you advantage on that roll.

-

Additionally, if you have inspiration, you can reward another player -for good roleplaying, clever thinking, or simply doing something -exciting in the game. When another player character does something that -really contributes to the story in a fun and interesting way, you can -give up your inspiration to give that character inspiration.

-

Backgrounds

-

Every story has a beginning. Your character’s background reveals -where you came from, how you became an adventurer, and your place in the -world. Your fighter might have been a courageous knight or a grizzled -soldier. Your wizard could have been a sage or an artisan. Your rogue -might have gotten by as a guild thief or commanded audiences as a -jester.

-

Choosing a background provides you with important story cues about -your character’s identity. The most important question to ask about your -background is what changed? Why did you stop doing whatever -your background describes and start adventuring? Where did you get the -money to purchase your starting gear, or, if you come from a wealthy -background, why don’t you have more money? How did you learn -the skills of your class? What sets you apart from ordinary people who -share your background?

-

The sample backgrounds in this chapter provide both concrete benefits -(features, proficiencies, and languages) and roleplaying -suggestions.

-

Proficiencies

-

Each background gives a character proficiency in two skills -(described in “Using Ability Scores”).

-

In addition, most backgrounds give a character proficiency with one -or more tools (detailed in “Equipment”).

-

If a character would gain the same proficiency from two different -sources, he or she can choose a different proficiency of the same kind -(skill or tool) instead.

-

Languages

-

Some backgrounds also allow characters to learn additional languages -beyond those given by race. See “Languages.”

-

Equipment

-

Each background provides a package of starting equipment. If you use -the optional rule to spend coin on gear, you do not receive the starting -equipment from your background.

-

Suggested Characteristics

-

A background contains suggested personal characteristics based on -your background. You can pick characteristics, roll dice to determine -them randomly, or use the suggestions as inspiration for characteristics -of your own creation.

-

Customizing a Background

-

You might want to tweak some of the features of a background so it -better fits your character or the campaign setting. To customize a -background, you can replace one feature with any other one, choose any -two skills, and choose a total of two tool proficiencies or languages -from the sample backgrounds. You can either use the equipment package -from your background or spend coin on gear as described in the equipment -section. (If you spend coin, you can’t also take the equipment package -suggested for your class.) Finally, choose two personality traits, one -ideal, one bond, and one flaw. If you can’t find a feature that matches -your desired background, work with your GM to create one.

-

Acolyte

-

You have spent your life in the service of a temple to a specific god -or pantheon of gods. You act as an intermediary between the realm of the -holy and the mortal world, performing sacred rites and offering -sacrifices in order to conduct worshipers into the presence of the -divine. You are not necessarily a cleric - performing sacred rites is -not the same thing as channeling divine power.

-

Choose a god, a pantheon of gods, or some other quasi-divine being -from among those listed in “Fantasy-Historical Pantheons” or those -specified by your GM, and work with your GM to detail the nature of your -religious service. Were you a lesser functionary in a temple, raised -from childhood to assist the priests in the sacred rites? Or were you a -high priest who suddenly experienced a call to serve your god in a -different way? Perhaps you were the leader of a small cult outside of -any established temple structure, or even an occult group that served a -fiendish master that you now deny.

-

Skill Proficiencies: Insight, Religion

-

Languages: Two of your choice

-

Equipment: A holy symbol (a gift to you when you -entered the priesthood), a prayer book or prayer wheel, 5 sticks of -incense, vestments, a set of common clothes, and a pouch containing 15 -gp

-

Feature: Shelter of the -Faithful

-

As an acolyte, you command the respect of those who share your faith, -and you can perform the religious ceremonies of your deity. You and your -adventuring companions can expect to receive free healing and care at a -temple, shrine, or other established presence of your faith, though you -must provide any material components needed for spells. Those who share -your religion will support you (but only you) at a modest lifestyle.

-

You might also have ties to a specific temple dedicated to your -chosen deity or pantheon, and you have a residence there. This could be -the temple where you used to serve, if you remain on good terms with it, -or a temple where you have found a new home. While near your temple, you -can call upon the priests for assistance, provided the assistance you -ask for is not hazardous and you remain in good standing with your -temple.

-

Suggested Characteristics

-

Acolytes are shaped by their experience in temples or other religious -communities. Their study of the history and tenets of their faith and -their relationships to temples, shrines, or hierarchies affect their -mannerisms and ideals. Their flaws might be some hidden hypocrisy or -heretical idea, or an ideal or bond taken to an extreme.

-

Table- Suggested Acolyte Characteristics

- ---- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d8Personality Trait
1I idolize a particular hero of my faith, and constantly refer to -that person’s deeds and example.
2I can find common ground between the fiercest enemies, empathizing -with them and always working toward peace.
3I see omens in every event and action. The gods try to speak to us, -we just need to listen
4Nothing can shake my optimistic attitude.
5I quote (or misquote) sacred texts and proverbs in almost every -situation.
6I am tolerant (or intolerant) of other faiths and respect (or -condemn) the worship of other gods.
7I’ve enjoyed fine food, drink, and high society among my temple’s -elite. Rough living grates on me.
8I’ve spent so long in the temple that I have little practical -experience dealing with people in the outside world.
d6Ideal
1Tradition. The ancient traditions of worship and -sacrifice must be preserved and upheld. (Lawful)
2Charity. I always try to help those in need, no -matter what the personal cost. (Good)
3Change. We must help bring about the changes the -gods are constantly working in the world. (Chaotic)
4Power. I hope to one day rise to the top of my -faith’s religious hierarchy. (Lawful)
5Faith. I trust that my deity will guide my actions. -I have faith that if I work hard, things will go well. (Lawful)
6Aspiration. I seek to prove myself worthy of my -god’s favor by matching my actions against his or her teachings. -(Any)
d6Bond
1I would die to recover an ancient relic of my faith that was lost -long ago.
2I will someday get revenge on the corrupt temple hierarchy who -branded me a heretic.
3I owe my life to the priest who took me in when my parents -died.
4Everything I do is for the common people.
5I will do anything to protect the temple where I served.
6I seek to preserve a sacred text that my enemies consider heretical -and seek to destroy.
d6Flaw
1I judge others harshly, and myself even more severely.
2I put too much trust in those who wield power within my temple’s -hierarchy.
3My piety sometimes leads me to blindly trust those that profess -faith in my god.
4I am inflexible in my thinking.
5I am suspicious of strangers and expect the worst of them.
6Once I pick a goal, I become obsessed with it to the detriment of -everything else in my life.
-

EQUIPMENT

-

Coinage

-

Common coins come in several different denominations based on the -relative worth of the metal from which they are made. The three most -common coins are the gold piece (gp), the silver piece (sp), and the -copper piece (cp).

-

With one gold piece, a character can buy a bedroll, 50 feet of good -rope, or a goat. A skilled (but not exceptional) artisan can earn one -gold piece a day. The old piece is the standard unit of measure for -wealth, even if the coin itself is not commonly used. When merchants -discuss deals that involve goods or services worth hundreds or thousands -of gold pieces, the transactions don’t usually involve the exchange of -individual coins. Rather, the gold piece is a standard measure of value, -and the actual exchange is in gold bars, letters of credit, or valuable -goods.

-

One gold piece is worth ten silver pieces, the most prevalent coin -among commoners. A silver piece buys a laborer’s work for half a day, a -flask of lamp oil, or a night’s rest in a poor inn.

-

One silver piece is worth ten copper pieces, which are common among -laborers and beggars. A single copper piece buys a candle, a torch, or a -piece of chalk.

-

In addition, unusual coins made of other precious metals sometimes -appear in treasure hoards. The electrum piece (ep) and the platinum -piece (pp) originate from fallen empires and lost kingdoms, and they -sometimes arouse suspicion and skepticism when used in transactions. An -electrum piece is worth five silver pieces, and a platinum piece is -worth ten gold pieces.

-

A standard coin weighs about a third of an ounce, so fifty coins -weigh a pound.

-

Table- Standard Exchange Rates

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
CoinCPSPEPGPPP
Copper (cp)11/101/501/1001/1,000
Silver (sp)1011/51/101/100
Electrum (ep)50511/21/20
Gold (gp)10010211/10
Platinum (pp)1,00010020101
-

Selling Treasure

-

Opportunities abound to find treasure, equipment, weapons, armor, and -more in the dungeons you explore. Normally, you can sell your treasures -and trinkets when you return to a town or other settlement, provided -that you can find buyers and merchants interested in your loot.

-

Arms, Armor, and Other Equipment. As a -general rule, undamaged weapons, armor, and other equipment fetch half -their cost when sold in a market. Weapons and armor used by monsters are -rarely in good enough condition to sell.

-

Magic Items. Selling magic items is -problematic. Finding someone to buy a potion or a scroll isn’t too hard, -but other items are out of the realm of most but the wealthiest nobles. -Likewise, aside from a few common magic items, you won’t normally come -across magic items or spells to purchase. The value of magic is far -beyond simple gold and should always be treated as such.

-

Gems, Jewelry, and Art Objects. These items -retain their full value in the marketplace, and you can either trade -them in for coin or use them as currency for other transactions. For -exceptionally valuable treasures, the GM might require you to find a -buyer in a large town or larger community first.

-

Trade Goods. On the borderlands, many -people conduct transactions through barter. Like gems and art objects, -trade goods-bars of iron, bags of salt, livestock, and so on-retain -their full value in the market and can be used as currency.

-

Armor

-

Fantasy gaming worlds are a vast tapestry made up of many different -cultures, each with its own technology level. For this reason, -adventurers have access to a variety of armor types, ranging from -leather armor to chain mail to costly plate armor, with several other -kinds of armor in between. The Armor table collects the most commonly -available types of armor found in the game and separates them into three -categories: light armor, medium armor, and heavy armor. Many warriors -supplement their armor with a shield.

-

The Armor table shows the cost, weight, and other properties of the -common types of armor worn in fantasy gaming worlds.

-

Armor Proficiency. Anyone can put on a suit -of armor or strap a shield to an arm. Only those proficient in the -armor’s use know how to wear it effectively, however. Your class gives -you proficiency with certain types of armor. If you wear armor that you -lack proficiency with, you have disadvantage on any ability check, -saving throw, or attack roll that involves Strength or Dexterity, and -you can’t cast spells.

-

Armor Class (AC). Armor protects its wearer -from attacks. The armor (and shield) you wear determines your base Armor -Class.

-

Heavy Armor. Heavier armor interferes with -the wearer’s ability to move quickly, stealthily, and freely. If the -Armor table shows “Str 13” or “Str 15” in the Strength column for an -armor type, the armor reduces the wearer’s speed by 10 feet unless the -wearer has a Strength score equal to or higher than the listed -score.

-

Stealth. If the Armor table shows -“Disadvantage” in the Stealth column, the wearer has disadvantage on -Dexterity (Stealth) checks.

-

Shields. A shield is made from wood or -metal and is carried in one hand. Wielding a shield increases your Armor -Class by 2. You can benefit from only one shield at a time.

-

Light Armor

-

Made from supple and thin materials, light armor favors agile -adventurers since it offers some protection without sacrificing -mobility. If you wear light armor, you add your Dexterity modifier to -the base number from your armor type to determine your Armor Class.

-

Padded. Padded armor consists of quilted -layers of cloth and batting.

-

Leather. The breastplate and shoulder -protectors of this armor are made of leather that has been stiffened by -being boiled in oil. The rest of the armor is made of softer and more -flexible materials.

-

Studded Leather. Made from tough but -flexible leather, studded leather is reinforced with close-set rivets or -spikes.

-

Medium Armor

-

Medium armor offers more protection than light armor, but it also -impairs movement more. If you wear medium armor, you add your Dexterity -modifier, to a maximum of +2, to the base number from your armor type to -determine your Armor Class.

-

Hide. This crude armor consists of thick -furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, -and other folk who lack access to the tools and materials needed to -create better armor.

-

Chain Shirt. Made of interlocking metal -rings, a chain shirt is worn between layers of clothing or leather. This -armor offers modest protection to the wearer’s upper body and allows the -sound of the rings rubbing against one another to be muffled by outer -layers.

-

Scale Mail. This armor consists of a coat -and leggings (and perhaps a separate skirt) of leather covered with -overlapping pieces of metal, much like the scales of a fish. The suit -includes gauntlets.

-

Breastplate. This armor consists of a -fitted metal chest piece worn with supple leather. Although it leaves -the legs and arms relatively unprotected, this armor provides good -protection for the wearer’s vital organs while leaving the wearer -relatively unencumbered.

-

Half Plate. Half plate consists of shaped -metal plates that cover most of the wearer’s body. It does not include -leg protection beyond simple greaves that are attached with leather -straps.

-

Heavy Armor

-

Of all the armor categories, heavy armor offers the best protection. -These suits of armor cover the entire body and are designed to stop a -wide range of attacks. Only proficient warriors can manage their weight -and bulk.

-

Heavy armor doesn’t let you add your Dexterity modifier to your Armor -Class, but it also doesn’t penalize you if your Dexterity modifier is -negative.

-

Ring Mail. This armor is leather armor with -heavy rings sewn into it. The rings help reinforce the armor against -blows from swords and axes. Ring mail is inferior to chain mail, and -it’s usually worn only by those who can’t afford better armor.

-

Chain Mail. Made of interlocking metal -rings, chain mail includes a layer of quilted fabric worn underneath the -mail to prevent chafing and to cushion the impact of blows. The suit -includes gauntlets.

-

Splint. This armor is made of narrow -vertical strips of metal riveted to a backing of leather that is worn -over cloth padding. Flexible chain mail protects the joints.

-

Plate. Plate consists of shaped, -interlocking metal plates to cover the entire body. A suit of plate -includes gauntlets, heavy leather boots, a visored helmet, and thick -layers of padding underneath the armor. Buckles and straps distribute -the weight over the body.

-

Table- Armor

- -------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ArmorCostArmor Class (AC)StrengthStealthWeight
Light Armor
Padded5 gp11 + Dex modifier-Disadvantage8 lb.
Leather10 gp11 + Dex modifier--10 lb.
Studded leather45 gp12 + Dex modifier--13 lb.
Medium Armor
Hide10 gp12 + Dex modifier (max 2)--12 lb.
Chain shirt50 gp13 + Dex modifier (max 2)--20 lb.
Scale mail50 gp14 + Dex modifier (max 2)-Disadvantage45 lb.
Breastplate400 gp14 + Dex modifier (max 2)--20 lb.
Half plate750 gp15 + Dex modifier (max 2)-Disadvantage40 lb.
Heavy Armor
Ring mail30 gp14-Disadvantage40 lb.
Chain mail75 gp16Str 13Disadvantage55 lb.
Splint200 gp17Str 15Disadvantage60 lb.
Plate1,500 gp18Str 15Disadvantage65 lb.
Shield
Shield10 gp+2--6 lb.
-

Getting Into and Out of -Armor

-

The time it takes to don or doff armor depends on the armor’s -category.

-

Don. This is the time it takes to put on -armor. You benefit from the armor’s AC only if you take the full time to -don the suit of armor.

-

Doff. This is the time it takes to take off -armor. If you have help, reduce this time by half.

-

Table- Donning and Doffing Armor

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
CategoryDonDoff
Light Armor1 minute1 minute
Medium Armor5 minutes1 minute
Heavy Armor10 minutes5 minutes
Shield1 action1 action
-

Weapons

-

Your class grants proficiency in certain weapons, reflecting both the -class’s focus and the tools you are most likely to use. Whether you -favor a longsword or a longbow, your weapon and your ability to wield it -effectively can mean the difference between life and death while -adventuring.

-

The Weapons table shows the most common weapons used in the fantasy -gaming worlds, their price and weight, the damage they deal when they -hit, and any special properties they possess. Every weapon is classified -as either melee or ranged. A melee weapon is used to -attack a target within 5 feet of you, whereas a ranged -weapon is used to attack a target at a distance.

-

Weapon Proficiency

-

Your race, class, and feats can grant you proficiency with certain -weapons or categories of weapons. The two categories are -simple and martial. Most people can -use simple weapons with proficiency. These weapons include clubs, maces, -and other weapons often found in the hands of commoners. Martial -weapons, including swords, axes, and polearms, require more specialized -training to use effectively. Most warriors use martial weapons because -these weapons put their fighting style and training to best use.

-

Proficiency with a weapon allows you to add your proficiency bonus to -the attack roll for any attack you make with that weapon. If you make an -attack roll using a weapon with which you lack proficiency, you do not -add your proficiency bonus to the attack roll.

-

Weapon Properties

-

Many weapons have special properties related to their use, as shown -in the Weapons table.

-

Ammunition. You can use a weapon that has -the ammunition property to make a ranged attack only if you have -ammunition to fire from the weapon. Each time you attack with the -weapon, you expend one piece of ammunition. Drawing the ammunition from -a quiver, case, or other container is part of the attack (you need a -free hand to load a one-handed weapon). At the end of the battle, you -can recover half your expended ammunition by taking a minute to search -the battlefield.

-

If you use a weapon that has the ammunition property to make a melee -attack, you treat the weapon as an improvised weapon (see “Improvised -Weapons” later in the section). A sling must be loaded to deal any -damage when used in this way.

-

Finesse. When making an attack with a -finesse weapon, you use your choice of your Strength or Dexterity -modifier for the attack and damage rolls. You must use the same modifier -for both rolls.

-

Heavy. Small creatures have disadvantage on -attack rolls with heavy weapons. A heavy weapon’s size and bulk make it -too large for a Small creature to use effectively.

-

Light. A light weapon is small and easy to -handle, making it ideal for use when fighting with two weapons.

-

Loading. Because of the time required to -load this weapon, you can fire only one piece of ammunition from it when -you use an action, bonus action, or reaction to fire it, regardless of -the number of attacks you can normally make.

-

Range. A weapon that can be used to make a -ranged attack has a range in parentheses after the ammunition or thrown -property. The range lists two numbers. The first is the weapon’s normal -range in feet, and the second indicates the weapon’s long range. When -attacking a target beyond normal range, you have disadvantage on the -attack roll. You can’t attack a target beyond the weapon’s long -range.

-

Reach. This weapon adds 5 feet to your -reach when you attack with it, as well as when determining your reach -for opportunity attacks with it.

-

Special. A weapon with the special property -has unusual rules governing its use, explained in the weapon’s -description (see “Special Weapons” later in this section).

-

Thrown. If a weapon has the thrown -property, you can throw the weapon to make a ranged attack. If the -weapon is a melee weapon, you use the same ability modifier for that -attack roll and damage roll that you would use for a melee attack with -the weapon. For example, if you throw a handaxe, you use your Strength, -but if you throw a dagger, you can use either your Strength or your -Dexterity, since the dagger has the finesse property.

-

Two-Handed. This weapon requires two hands -when you attack with it.

-

Versatile. This weapon can be used with one -or two hands. A damage value in parentheses appears with the -property-the damage when the weapon is used with two hands to make a -melee attack.

-

Improvised Weapons

-

Sometimes characters don’t have their weapons and have to attack with -whatever is at hand. An improvised weapon includes any object you can -wield in one or two hands, such as broken glass, a table leg, a frying -pan, a wagon wheel, or a dead goblin.

-

Often, an improvised weapon is similar to an actual weapon and can be -treated as such. For example, a table leg is akin to a club. At the GM’s -option, a character proficient with a weapon can use a similar object as -if it were that weapon and use his or her proficiency bonus.

-

An object that bears no resemblance to a weapon deals 1d4 damage (the -GM assigns a damage type appropriate to the object). If a character uses -a ranged weapon to make a melee attack, or throws a melee weapon that -does not have the thrown property, it also deals 1d4 damage. An -improvised thrown weapon has a normal range of 20 feet and a long range -of 60 feet.

-

Silvered Weapons

-

Some monsters that have immunity or resistance to nonmagical weapons -are susceptible to silver weapons, so cautious adventurers invest extra -coin to plate their weapons with silver. You can silver a single weapon -or ten pieces of ammunition for 100 gp. This cost represents not only -the price of the silver, but the time and expertise needed to add silver -to the weapon without making it less effective.

-

Special Weapons

-

Weapons with special rules are described here.

-

Lance. You have disadvantage when you use a -lance to attack a target within 5 feet of you. Also, a lance requires -two hands to wield when you aren’t mounted.

-

Net. A Large or smaller creature hit by a -net is restrained until it is freed. A net has no effect on creatures -that are formless, or creatures that are Huge or larger. A creature can -use its action to make a DC 10 Strength check, freeing itself or another -creature within its reach on a success. Dealing 5 slashing damage to the -net (AC 10) also frees the creature without harming it, ending the -effect and destroying the net.

-

When you use an action, bonus action, or reaction to attack with a -net, you can make only one attack regardless of the number of attacks -you can normally make.

-

Table- Weapons

- ------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NameCostDamageWeightProperties
Simple Melee Weapons
Club1 sp1d4 bludgeoning2 lb.Light
Dagger2 gp1d4 piercing1 lb.Finesse, light, thrown (range 20/60)
Greatclub2 sp1d8 bludgeoning10 lb.Two-handed
Handaxe5 gp1d6 slashing2 lb.Light, thrown (range 20/60)
Javelin5 sp1d6 piercing2 lb.Thrown (range 30/120)
Light hammer2 gp1d4 bludgeoning2 lb.Light, thrown (range 20/60)
Mace5 gp1d6 bludgeoning4 lb.-
Quarterstaff2 sp1d6 bludgeoning4 lb.Versatile (1d8)
Sickle1 gp1d4 slashing2 lb.Light
Spear1 gp1d6 piercing3 lb.Thrown (range 20/60), versatile (1d8)
Simple Ranged Weapons
Crossbow, light25 gp1d8 piercing5 lb.Ammunition (range 80/320), loading, two-handed
Dart5 cp1d4 piercing1/4 lb.Finesse, thrown (range 20/60)
Shortbow25 gp1d6 piercing2 lb.Ammunition (range 80/320), two-handed
Sling1 sp1d4 bludgeoning-Ammunition (range 30/120)
Martial Melee Weapons
Battleaxe10 gp1d8 slashing4 lb.Versatile (1d10)
Flail10 gp1d8 bludgeoning2 lb.-
Glaive20 gp1d10 slashing6 lb.Heavy, reach, two-handed
Greataxe30 gp1d12 slashing7 lb.Heavy, two-handed
Greatsword50 gp2d6 slashing6 lb.Heavy, two-handed
Halberd20 gp1d10 slashing6 lb.Heavy, reach, two-handed
Lance10 gp1d12 piercing6 lb.Reach, special
Longsword15 gp1d8 slashing3 lb.Versatile (1d10)
Maul10 gp2d6 bludgeoning10 lb.Heavy, two-handed
Morningstar15 gp1d8 piercing4 lb.-
Pike5 gp1d10 piercing18 lb.Heavy, reach, two-handed
Rapier25 gp1d8 piercing2 lb.Finesse
Scimitar25 gp1d6 slashing3 lb.Finesse, light
Shortsword10 gp1d6 piercing2 lb.Finesse, light
Trident5 gp1d6 piercing4 lb.Thrown (range 20/60), versatile (1d8)
War pick5 gp1d8 piercing2 lb.-
Warhammer15 gp1d8 bludgeoning2 lb.Versatile (1d10)
Whip2 gp1d4 slashing3 lb.Finesse, reach
Martial Ranged Weapons
Blowgun10 gp1 piercing1 lb.Ammunition (range 25/100), loading
Crossbow, hand75 gp1d6 piercing3 lb.Ammunition (range 30/120), light, loading
Crossbow, heavy50 gp1d10 piercing18 lb.Ammunition (range 100/400), heavy, loading, two-handed
Longbow50 gp1d8 piercing2 lb.Ammunition (range 150/600), heavy, two-handed
Net1 gp-3 lb.Special, thrown (range 5/15)
-

Adventuring Gear

-

This section describes items that have special rules or require -further explanation.

-

Acid. As an action, you can splash the -contents of this vial onto a creature within 5 feet of you or throw the -vial up to 20 feet, shattering it on impact. In either case, make a -ranged attack against a creature or object, treating the acid as an -improvised weapon. On a hit, the target takes 2d6 acid damage.

-

Alchemist’s Fire. This sticky, adhesive -fluid ignites when exposed to air. As an action, you can throw this -flask up to 20 feet, shattering it on impact. Make a ranged attack -against a creature or object, treating the alchemist’s fire as an -improvised weapon. On a hit, the target takes 1d4 fire damage at the -start of each of its turns. A creature can end this damage by using its -action to make a DC 10 Dexterity check to extinguish the flames.

-

Antitoxin. A creature that drinks this vial -of liquid gains advantage on saving throws against poison for 1 hour. It -confers no benefit to undead or constructs.

-

Arcane Focus. An arcane focus is a special -item-an orb, a crystal, a rod, a specially constructed staff, a -wand-like length of wood, or some similar item- designed to channel the -power of arcane spells. A sorcerer, warlock, or wizard can use such an -item as a spellcasting focus.

-

Ball Bearings. As an action, you can spill -these tiny metal balls from their pouch to cover a level, square area -that is 10 feet on a side. A creature moving across the covered area -must succeed on a DC 10 Dexterity saving throw or fall prone. A creature -moving through the area at half speed doesn’t need to make the save.

-

Block and Tackle. A set of pulleys with a -cable threaded through them and a hook to attach to objects, a block and -tackle allows you to hoist up to four times the weight you can normally -lift.

-

Book. A book might contain poetry, -historical accounts, information pertaining to a particular field of -lore, diagrams and notes on gnomish contraptions, or just about anything -else that can be represented using text or pictures. A book of spells is -a spellbook (described later in this section).

-

Caltrops. As an action, you can spread a -bag of caltrops to cover a square area that is 5 feet on a side. Any -creature that enters the area must succeed on a DC 15 Dexterity saving -throw or stop moving this turn and take 1 piercing damage. Taking this -damage reduces the creature’s walking speed by 10 feet until the -creature regains at least 1 hit point. A creature moving through the -area at half speed doesn’t need to make the save.

-

Candle. For 1 hour, a candle sheds bright -light in a 5-foot radius and dim light for an additional 5 feet.

-

Case, Crossbow Bolt. This wooden case can -hold up to twenty crossbow bolts.

-

Case, Map or Scroll. This cylindrical -leather case can hold up to ten rolled-up sheets of paper or five -rolled-up sheets of parchment.

-

Chain. A chain has 10 hit points. It can be -burst with a successful DC 20 Strength check.

-

Climber’s Kit. A climber’s kit includes -special pitons, boot tips, gloves, and a harness. You can use the -climber’s kit as an action to anchor yourself; when you do, you can’t -fall more than 25 feet from the point where you anchored yourself, and -you can’t climb more than 25 feet away from that point without undoing -the anchor.

-

Component Pouch. A component pouch is a -small, watertight leather belt pouch that has compartments to hold all -the material components and other special items you need to cast your -spells, except for those components that have a specific cost (as -indicated in a spell’s description).

-

Crowbar. Using a crowbar grants advantage -to Strength checks where the crowbar’s leverage can be applied.

-

Druidic Focus. A druidic focus might be a -sprig of mistletoe or holly, a wand or scepter made of yew or another -special wood, a staff drawn whole out of a living tree, or a totem -object incorporating feathers, fur, bones, and teeth from sacred -animals. A druid can use such an object as a spellcasting focus.

-

Fishing Tackle. This kit includes a wooden -rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet -lures, and narrow netting. Healer’s Kit. This kit is a leather pouch -containing bandages, salves, and splints. The kit has ten uses. As an -action, you can expend one use of the kit to stabilize a creature that -has 0 hit points, without needing to make a Wisdom (Medicine) check.

-

Holy Symbol. A holy symbol is a -representation of a god or pantheon. It might be an amulet depicting a -symbol representing a deity, the same symbol carefully engraved or -inlaid as an emblem on a shield, or a tiny box holding a fragment of a -sacred relic. Appendix PH-B “Fantasy-Historical Pantheons” lists the -symbols commonly associated with many gods in the multiverse. A cleric -or paladin can use a holy symbol as a spellcasting focus. To use the -symbol in this way, the caster must hold it in hand, wear it visibly, or -bear it on a shield.

-

Holy Water. As an action, you can splash -the contents of this flask onto a creature within 5 feet of you or throw -it up to 20 feet, shattering it on impact. In either case, make a ranged -attack against a target creature, treating the holy water as an -improvised weapon. If the target is a fiend or undead, it takes 2d6 -radiant damage. A cleric or paladin may create holy water by performing -a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth -of powdered silver, and requires the caster to expend a 1st-level spell -slot.

-

Hunting Trap. When you use your action to -set it, this trap forms a saw-toothed steel ring that snaps shut when a -creature steps on a pressure plate in the center. The trap is affixed by -a heavy chain to an immobile object, such as a tree or a spike driven -into the ground. A creature that steps on the plate must succeed on a DC -13 Dexterity saving throw or take 1d4 piercing damage and stop moving. -Thereafter, until the creature breaks free of the trap, its movement is -limited by the length of the chain (typically 3 feet long). A creature -can use its action to make a DC 13 Strength check, freeing itself or -another creature within its reach on a success. Each failed check deals -1 piercing damage to the trapped creature.

-

Lamp. A lamp casts bright light in a -15-foot radius and dim light for an additional 30 feet. Once lit, it -burns for 6 hours on a flask (1 pint) of oil. Lantern, Bullseye. A -bullseye lantern casts bright light in a 60-foot cone and dim light for -an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 -pint) of oil. Lantern, Hooded. A hooded lantern casts bright light in a -30-foot radius and dim light for an additional 30 feet. Once lit, it -burns for 6 hours on a flask (1 pint) of oil. As an action, you can -lower the hood, reducing the light to dim light in a 5-foot radius.

-

Lock. A key is provided with the lock. -Without the key, a creature proficient with thieves’ tools can pick this -lock with a successful DC 15 Dexterity check. Your GM may decide that -better locks are available for higher prices.

-

Magnifying Glass. This lens allows a closer -look at small objects. It is also useful as a substitute for flint and -steel when starting fires. Lighting a fire with a magnifying glass -requires light as bright as sunlight to focus, tinder to ignite, and -about 5 minutes for the fire to ignite. A magnifying glass grants -advantage on any ability check made to appraise or inspect an item that -is small or highly detailed.

-

Manacles. These metal restraints can bind a -Small or Medium creature. Escaping the manacles requires a successful DC -20 Dexterity check. Breaking them requires a successful DC 20 Strength -check. Each set of manacles comes with one key. Without the key, a -creature proficient with thieves’ tools can pick the manacles’ lock with -a successful DC 15 Dexterity check. Manacles have 15 hit points.

-

Mess Kit. This tin box contains a cup and -simple cutlery. The box clamps together, and one side can be used as a -cooking pan and the other as a plate or shallow bowl.

-

Oil. Oil usually comes in a clay flask that -holds 1 pint. As an action, you can splash the oil in this flask onto a -creature within 5 feet of you or throw it up to 20 feet, shattering it -on impact. Make a ranged attack against a target creature or object, -treating the oil as an improvised weapon. On a hit, the target is -covered in oil. If the target takes any fire damage before the oil dries -(after 1 minute), the target takes an additional 5 fire damage from the -burning oil. You can also pour a flask of oil on the ground to cover a -5-foot square area, provided that the surface is level. If lit, the oil -burns for 2 rounds and deals 5 fire damage to any creature that enters -the area or ends its turn in the area. A creature can take this damage -only once per turn.

-

Poison, Basic. You can use the poison in -this vial to coat one slashing or piercing weapon or up to three pieces -of ammunition. Applying the poison takes an action. A creature hit by -the poisoned weapon or ammunition must make a DC 10 Constitution saving -throw or take 1d4 poison damage. Once applied, the poison retains -potency for 1 minute before drying.

-

Potion of Healing. A character who drinks -the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking -or administering a potion takes an action.

-

Pouch. A cloth or leather pouch can hold up -to 20 sling bullets or 50 blowgun needles, among other things. A -compartmentalized pouch for holding spell components is called a -component pouch (described earlier in this section). Quiver. A quiver -can hold up to 20 arrows. Ram, Portable. You can use a portable ram to -break down doors. When doing so, you gain a +4 bonus on the Strength -check. One other character can help you use the ram, giving you -advantage on this check.

-

Rations. Rations consist of dry foods -suitable for extended travel, including jerky, dried fruit, hardtack, -and nuts.

-

Rope. Rope, whether made of hemp or silk, -has 2 hit points and can be burst with a DC 17 Strength check.

-

Scale, Merchant’s. A scale includes a small -balance, pans, and a suitable assortment of weights up to 2 pounds. With -it, you can measure the exact weight of small objects, such as raw -precious metals or trade goods, to help determine their worth.

-

Spellbook. Essential for wizards, a -spellbook is a leather-bound tome with 100 blank vellum pages suitable -for recording spells.

-

Spyglass. Objects viewed through a spyglass -are magnified to twice their size.

-

Tent. A simple and portable canvas shelter, -a tent sleeps two.

-

Tinderbox. This small container holds -flint, fire steel, and tinder (usually dry cloth soaked in light oil) -used to kindle a fire. Using it to light a torch-or anything else with -abundant, exposed fuel-takes an action. Lighting any other fire takes 1 -minute.

-

Torch. A torch burns for 1 hour, providing -bright light in a 20-foot radius and dim light for an additional 20 -feet. If you make a melee attack with a burning torch and hit, it deals -1 fire damage.

-

Equipment Packs

-

The starting equipment you get from your class includes a collection -of useful adventuring gear, put together in a pack. The contents of -these packs are listed here. If you are buying your starting equipment, -you can purchase a pack for the price shown, which might be cheaper than -buying the items individually.

-

Burglar’s Pack (16 gp). Includes a -backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 -candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of -oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 -feet of hempen rope strapped to the side of it.

-

Diplomat’s Pack (39 gp). Includes a chest, -2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an -ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, -sealing wax, and soap.

-

Dungeoneer’s Pack (12 gp). Includes a -backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 -days of rations, and a waterskin. The pack also has 50 feet of hempen -rope strapped to the side of it.

-

Entertainer’s Pack (40 gp). Includes a -backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a -waterskin, and a disguise kit.

-

Explorer’s Pack (10 gp). Includes a -backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of -rations, and a waterskin. The pack also has 50 feet of hempen rope -strapped to the side of it.

-

Priest’s Pack (19 gp). Includes a backpack, -a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a -censer, vestments, 2 days of rations, and a waterskin.

-

Scholar’s Pack (40 gp). Includes a -backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of -parchment, a little bag of sand, and a small knife.

-

Table- Adventuring Gear

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ItemCostWeight
Abacus2 gp2 lb.
Acid (vial)25 gp1 lb.
Alchemist’s fire (flask)50 gp1 lb.
Ammunition
~ Arrows (20)1 gp1 lb.
~ Blowgun needles (50)1 gp1 lb.
~ Crossbow bolts (20)1 gp1½ lb.
~ Sling bullets (20)4 cp1½ lb.
Antitoxin (vial)50 gp-
Arcane focus
~ Crystal10 gp1 lb.
~ Orb20 gp3 lb.
~ Rod10 gp2 lb.
~ Staff5 gp4 lb.
~ Wand10 gp1 lb.
Backpack2 gp5 lb.
Ball bearings (bag of 1,000)1 gp2 lb.
Barrel2 gp70 lb.
Basket4 sp2 lb.
Bedroll1 gp7 lb.
Bell1 gp-
Blanket5 sp3 lb.
Block and tackle1 gp5 lb.
Book25 gp5 lb.
Bottle, glass2 gp2 lb.
Bucket5 cp2 lb.
Caltrops (bag of 20)1 gp2 lb.
Candle1 cp-
Case, crossbow bolt1 gp1 lb.
Case, map or scroll1 gp1 lb.
Chain (10 feet)5 gp10 lb.
Chalk (1 piece)1 cp-
Chest5 gp25 lb.
Climber’s kit25 gp12 lb.
Clothes, common5 sp3 lb.
Clothes, costume5 gp4 lb.
Clothes, fine15 gp6 lb.
Clothes, traveler’s2 gp4 lb.
Component pouch25 gp2 lb.
Crowbar2 gp5 lb.
Druidic focus
~ Sprig of mistletoe1 gp-
~ Totem1 gp-
~ Wooden staff5 gp4 lb.
~ Yew wand10 gp1 lb.
Fishing tackle1 gp4 lb.
Flask or tankard2 cp1 lb.
Grappling hook2 gp4 lb.
Hammer1 gp3 lb.
Hammer, sledge2 gp10 lb.
Healer’s kit5 gp3 lb.
Holy symbol
~ Amulet5 gp1 lb.
~ Emblem5 gp-
~ Reliquary5 gp2 lb.
Holy water (flask)25 gp1 lb.
Hourglass25 gp1 lb.
Hunting trap5 gp25 lb.
Ink (1 ounce bottle)10 gp-
Ink pen2 cp-
Jug or pitcher2 cp4 lb.
Ladder (10-foot)1 sp25 lb.
Lamp5 sp1 lb.
Lantern, bullseye10 gp2 lb.
Lantern, hooded5 gp2 lb.
Lock10 gp1 lb.
Magnifying glass100 gp-
Manacles2 gp6 lb.
Mess kit2 sp1 lb.
Mirror, steel5 gp1/2 lb.
Oil (flask)1 sp1 lb.
Paper (one sheet)2 sp-
Parchment (one sheet)1 sp-
Perfume (vial)5 gp-
Pick, miner’s2 gp10 lb.
Piton5 cp1/4 lb.
Poison, basic (vial)100 gp-
Pole (10-foot)5 cp7 lb.
Pot, iron2 gp10 lb.
Potion of healing 50 gp1/2 lb.
Pouch5 sp1 lb.
Quiver1 gp1 lb.
Ram, portable4 gp35 lb.
Rations (1 day)5 sp2 lb.
Robes1 gp4 lb.
Rope, hempen (50 feet)1 gp10 lb.
Rope, silk (50 feet)10 gp5 lb.
Sack1 cp1/2 lb.
Scale, merchant’s5 gp3 lb.
Sealing wax5 sp-
Shovel2 gp5 lb.
Signal whistle5 cp-
Signet ring5 gp-
Soap2 cp-
Spellbook50 gp3 lb.
Spikes, iron (10)1 gp5 lb.
Spyglass1,000 gp1 lb.
Tent, two-person2 gp20 lb.
Tinderbox5 sp1 lb.
Torch1 cp1 lb.
Vial1 gp-
Waterskin2 sp5 lb. (full)
Whetstone1 cp1 lb.
-

Table- Container Capacity

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ContainerCapacity
Backpack*1 cubic foot/30 pounds of gear
Barrel40 gallons liquid, 4 cubic feet solid
Basket2 cubic feet/40 pounds of gear
Bottle1½ pints liquid
Bucket3 gallons liquid, 1/2 cubic foot solid
Chest12 cubic feet/300 pounds of gear
Flask or tankard1 pint liquid
Jug or pitcher1 gallon liquid
Pot, iron1 gallon liquid
Pouch1/5 cubic foot/6 pounds of gear
Sack1 cubic foot/30 pounds of gear
Vial4 ounces liquid
Waterskin4 pints liquid
-

* You can also strap items, such as a bedroll or a coil of rope, to -the outside of a backpack.

-

Tools

-

A tool helps you to do something you couldn’t otherwise do, such as -craft or repair an item, forge a document, or pick a lock. Your race, -class, background, or feats give you proficiency with certain tools. -Proficiency with a tool allows you to add your proficiency bonus to any -ability check you make using that tool. Tool use is not tied to a single -ability, since proficiency with a tool represents broader knowledge of -its use. For example, the GM might ask you to make a Dexterity check to -carve a fine detail with your woodcarver’s tools, or a Strength check to -make something out of particularly hard wood.

-

Table- Tools

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ItemCostWeight
Artisan’s tools
~ Alchemist’s supplies50 gp8 lb.
~ Brewer’s supplies20 gp9 lb.
~ Calligrapher’s supplies10 gp5 lb.
~ Carpenter’s tools8 gp6 lb.
~ Cartographer’s tools15 gp6 lb.
~ Cobbler’s tools5 gp5 lb.
~ Cook’s utensils1 gp8 lb.
~ Glassblower’s tools30 gp5 lb.
~ Jeweler’s tools25 gp2 lb.
~ Leatherworker’s tools5 gp5 lb.
~ Mason’s tools10 gp8 lb.
~ Painter’s supplies10 gp5 lb.
~ Potter’s tools10 gp3 lb.
~ Smith’s tools20 gp8 lb.
~ Tinker’s tools50 gp10 lb.
~ Weaver’s tools1 gp5 lb.
~ Woodcarver’s tools1 gp5 lb.
Disguise kit25 gp3 lb.
Forgery kit15 gp5 lb.
Gaming set
~ Dice set1 sp-
~ Playing card set5 sp-
Herbalism kit5 gp3 lb.
Musical instrument
~ Bagpipes30 gp6 lb.
~ Drum6 gp3 lb.
~ Dulcimer25 gp10 lb.
~ Flute2 gp1 lb.
~ Lute35 gp2 lb.
~ Lyre30 gp2 lb.
~ Horn3 gp2 lb.
~ Pan flute12 gp2 lb.
~ Shawm2 gp1 lb.
~ Viol30 gp1 lb.
Navigator’s tools25 gp2 lb.
Poisoner’s kit50 gp2 lb.
Thieves’ tools25 gp1 lb.
Vehicles (land or water)**
-

* See the “Mounts and Vehicles” section.

-

Artisan’s Tools. These special tools -include the items needed to pursue a craft or trade. The table shows -examples of the most common types of tools, each providing items related -to a single craft. Proficiency with a set of artisan’s tools lets you -add your proficiency bonus to any ability checks you make using the -tools in your craft. Each type of artisan’s tools requires a separate -proficiency.

-

Disguise Kit. This pouch of cosmetics, hair -dye, and small props lets you create disguises that change your physical -appearance. Proficiency with this kit lets you add your proficiency -bonus to any ability checks you make to create a visual disguise.

-

Forgery Kit. This small box contains a -variety of papers and parchments, pens and inks, seals and sealing wax, -gold and silver leaf, and other supplies necessary to create convincing -forgeries of physical documents. Proficiency with this kit lets you add -your proficiency bonus to any ability checks you make to create a -physical forgery of a document.

-

Gaming Set. This item encompasses a wide -range of game pieces, including dice and decks of cards (for games such -as Three-Dragon Ante). A few common examples appear on the Tools table, -but other kinds of gaming sets exist. If you are proficient with a -gaming set, you can add your proficiency bonus to ability checks you -make to play a game with that set. Each type of gaming set requires a -separate proficiency.

-

Herbalism Kit. This kit contains a variety -of instruments such as clippers, mortar and pestle, and pouches and -vials used by herbalists to create remedies and potions. Proficiency -with this kit lets you add your proficiency bonus to any ability checks -you make to identify or apply herbs. Also, proficiency with this kit is -required to create antitoxin and potions of healing.

-

Musical Instrument. Several of the most -common types of musical instruments are shown on the table as examples. -If you have proficiency with a given musical instrument, you can add -your proficiency bonus to any ability checks you make to play music with -the instrument. A bard can use a musical instrument as a spellcasting -focus. Each type of musical instrument requires a separate -proficiency.

-

Navigator’s Tools. This set of instruments -is used for navigation at sea. Proficiency with navigator’s tools lets -you chart a ship’s course and follow navigation charts. In addition, -these tools allow you to add your proficiency bonus to any ability check -you make to avoid getting lost at sea.

-

Poisoner’s Kit. A poisoner’s kit includes -the vials, chemicals, and other equipment necessary for the creation of -poisons. Proficiency with this kit lets you add your proficiency bonus -to any ability checks you make to craft or use poisons.

-

Thieves’ Tools. This set of tools includes -a small file, a set of lock picks, a small mirror mounted on a metal -handle, a set of narrow-bladed scissors, and a pair of pliers. -Proficiency with these tools lets you add your proficiency bonus to any -ability checks you make to disarm traps or open locks.

-

Mounts and Vehicles

-

A good mount can help you move more quickly through the wilderness, -but its primary purpose is to carry the gear that would otherwise slow -you down. The Mounts and Other Animals table shows each animal’s speed -and base carrying capacity.

-

An animal pulling a carriage, cart, chariot, sled, or wagon can move -weight up to five times its base carrying capacity, including the weight -of the vehicle. If multiple animals pull the same vehicle, they can add -their carrying capacity together.

-

Mounts other than those listed here are available in fantasy gaming -worlds, but they are rare and not normally available for purchase. These -include flying mounts (pegasi, griffons, hippogriffs, and similar -animals) and even aquatic mounts (giant sea horses, for example). -Acquiring such a mount often means securing an egg and raising the -creature yourself, making a bargain with a powerful entity, or -negotiating with the mount itself.

-

Barding. Barding is armor designed to -protect an animal’s head, neck, chest, and body. Any type of armor shown -on the Armor table can be purchased as barding. The cost is four times -the equivalent armor made for humanoids, and it weighs twice as -much.

-

Saddles. A military saddle braces the -rider, helping you keep your seat on an active mount in battle. It gives -you advantage on any check you make to remain mounted. An exotic saddle -is required for riding any aquatic or flying mount.

-

Vehicle Proficiency. If you have -proficiency with a certain kind of vehicle (land or water), you can add -your proficiency bonus to any check you make to control that kind of -vehicle in difficult circumstances.

-

Rowed Vessels. Keelboats and rowboats are -used on lakes and rivers. If going downstream, add the speed of the -current (typically 3 miles per hour) to the speed of the vehicle. These -vehicles can’t be rowed against any significant current, but they can be -pulled upstream by draft animals on the shores. A rowboat weighs 100 -pounds, in case adventurers carry it over land.

-

Table- Mounts and Other Animals

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ItemCostSpeedCarrying Capacity
Camel50 gp50 ft.480 lb.
Donkey or mule8 gp40 ft.420 lb.
Elephant200 gp40 ft.1,320 lb.
Horse, draft50 gp40 ft.540 lb.
Horse, riding75 gp60 ft.480 lb.
Mastiff25 gp40 ft.195 lb.
Pony30 gp40 ft.225 lb.
Warhorse400 gp60 ft.540 lb.
-

Table- Tack, Harness, and Drawn Vehicles

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ItemCostWeight
Barding×4×2
Bit and bridle2 gp1 lb.
Carriage100 gp600 lb.
Cart15 gp200 lb.
Chariot250 gp100 lb.
Feed (per day)5 cp10 lb.
Saddle
~ Exotic60 gp40 lb.
~ Military20 gp30 lb.
~ Pack5 gp15 lb.
~ Riding10 gp25 lb.
Saddlebags4 gp8 lb.
Sled20 gp300 lb.
Stabling (per day)5 sp-
Wagon35 gp400 lb.
-

Table- Waterborne Vehicles

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ItemCostSpeed
Galley30,000 gp4 mph
Keelboat3,000 gp1 mph
Longship10,000 gp3 mph
Rowboat50 gp1½ mph
Sailing ship10,000 gp2 mph
Warship25,000 gp2½ mph
-

Trade Goods

-

Most wealth is not in coins. It is measured in livestock, grain, -land, rights to collect taxes, or rights to resources (such as a mine or -a forest).

-

Guilds, nobles, and royalty regulate trade. Chartered companies are -granted rights to conduct trade along certain routes, to send merchant -ships to various ports, or to buy or sell specific goods. Guilds set -prices for the goods or services that they control, and determine who -may or may not offer those goods and services. Merchants commonly -exchange trade goods without using currency. The Trade Goods table shows -the value of commonly exchanged goods.

-

Table- Cost of Trade Goods

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
CostGoods
1 cp1 lb. of wheat
2 cp1 lb. of flour or one chicken
5 cp1 lb. of salt
1 sp1 lb. of iron or 1 sq. yd. of canvas
5 sp1 lb. of copper or 1 sq. yd. of cotton cloth
1 gp1 lb. of ginger or one goat
2 gp1 lb. of cinnamon or pepper, or one sheep
3 gp1 lb. of cloves or one pig
5 gp1 lb. of silver or 1 sq. yd. of linen
10 gp1 sq. yd. of silk or one cow
15 gp1 lb. of saffron or one ox
50 gp1 lb. of gold
500 gp1 lb. of platinum
-

Expenses

-

When not descending into the depths of the earth, exploring ruins for -lost treasures, or waging war against the encroaching darkness, -adventurers face more mundane realities. Even in a fantastical world, -people require basic necessities such as shelter, sustenance, and -clothing. These things cost money, although some lifestyles cost more -than others.

-

Lifestyle Expenses

-

Lifestyle expenses provide you with a simple way to account for the -cost of living in a fantasy world. They cover your accommodations, food -and drink, and all your other necessities. Furthermore, expenses cover -the cost of maintaining your equipment so you can be ready when -adventure next calls.

-

At the start of each week or month (your choice), choose a lifestyle -from the Expenses table and pay the price to sustain that lifestyle. The -prices listed are per day, so if you wish to calculate the cost of your -chosen lifestyle over a thirty-day period, multiply the listed price by -30. Your lifestyle might change from one period to the next, based on -the funds you have at your disposal, or you might maintain the same -lifestyle throughout your character’s career.

-

Your lifestyle choice can have consequences. Maintaining a wealthy -lifestyle might help you make contacts with the rich and powerful, -though you run the risk of attracting thieves. Likewise, living frugally -might help you avoid criminals, but you are unlikely to make powerful -connections.

-

Table- Lifestyle Expenses

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LifestylePrice/Day
Wretched-
Squalid1 sp
Poor2 sp
Modest1 gp
Comfortable2 gp
Wealthy4 gp
Aristocratic10 gp minimum
-

Wretched. You live in inhumane conditions. -With no place to call home, you shelter wherever you can, sneaking into -barns, huddling in old crates, and relying on the good graces of people -better off than you. A wretched lifestyle presents abundant dangers. -Violence, disease, and hunger follow you wherever you go. Other wretched -people covet your armor, weapons, and adventuring gear, which represent -a fortune by their standards. You are beneath the notice of most -people.

-

Squalid. You live in a leaky stable, a -mud-floored hut just outside town, or a vermin-infested boarding house -in the worst part of town. You have shelter from the elements, but you -live in a desperate and often violent environment, in places rife with -disease, hunger, and misfortune. You are beneath the notice of most -people, and you have few legal protections. Most people at this -lifestyle level have suffered some terrible setback. They might be -disturbed, marked as exiles, or suffer from disease.

-

Poor. A poor lifestyle means going without -the comforts available in a stable community. Simple food and lodgings, -threadbare clothing, and unpredictable conditions result in a -sufficient, though probably unpleasant, experience. Your accommodations -might be a room in a flophouse or in the common room above a tavern. You -benefit from some legal protections, but you still have to contend with -violence, crime, and disease. People at this lifestyle level tend to be -unskilled laborers, costermongers, peddlers, thieves, mercenaries, and -other disreputable types.

-

Modest. A modest lifestyle keeps you out of -the slums and ensures that you can maintain your equipment. You live in -an older part of town, renting a room in a boarding house, inn, or -temple. You don’t go hungry or thirsty, and your living conditions are -clean, if simple. Ordinary people living modest lifestyles include -soldiers with families, laborers, students, priests, hedge wizards, and -the like.

-

Comfortable. Choosing a comfortable -lifestyle means that you can afford nicer clothing and can easily -maintain your equipment. You live in a small cottage in a middle-class -neighborhood or in a private room at a fine inn. You associate with -merchants, skilled tradespeople, and military officers.

-

Wealthy. Choosing a wealthy lifestyle means -living a life of luxury, though you might not have achieved the social -status associated with the old money of nobility or royalty. You live a -lifestyle comparable to that of a highly successful merchant, a favored -servant of the royalty, or the owner of a few small businesses. You have -respectable lodgings, usually a spacious home in a good part of town or -a comfortable suite at a fine inn. You likely have a small staff of -servants.

-

Aristocratic. You live a life of plenty and -comfort. You move in circles populated by the most powerful people in -the community. You have excellent lodgings, perhaps a townhouse in the -nicest part of town or rooms in the finest inn. You dine at the best -restaurants, retain the most skilled and fashionable tailor, and have -servants attending to your every need. You receive invitations to the -social gatherings of the rich and powerful, and spend evenings in the -company of politicians, guild leaders, high priests, and nobility. You -must also contend with the highest levels of deceit and treachery. The -wealthier you are, the greater the chance you will be drawn into -political intrigue as a pawn or participant.

-

Food, Drink, and Lodging

-

The Food, Drink, and Lodging table gives prices for individual food -items and a single night’s lodging. These prices are included in your -total lifestyle expenses.

-

Table- Food, Drink, and Lodging

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ItemCost
Ale
~ Gallon2 sp
~ Mug4 cp
Banquet (per person)10 gp
Bread, loaf2 cp
Cheese, hunk1 sp
Inn stay (per day)
~ Squalid7 cp
~ Poor1 sp
~ Modest5 sp
~ Comfortable8 sp
~ Wealthy2 gp
~ Aristocratic4 gp
Meals (per day)
~ Squalid3 cp
~ Poor6 cp
~ Modest3 sp
~ Comfortable5 sp
~ Wealthy8 sp
~ Aristocratic2 gp
Meat, chunk3 sp
Wine
~ Common (pitcher)2 sp
~ Fine (bottle)10 gp
-
-

Self-Sufficiency

-

The expenses and lifestyles described here assume that you are -spending your time between adventures in town, availing yourself of -whatever services you can afford-paying for food and shelter, paying -townspeople to sharpen your sword and repair your armor, and so on. Some -characters, though, might prefer to spend their time away from -civilization, sustaining themselves in the wild by hunting, foraging, -and repairing their own gear.

-

Maintaining this kind of lifestyle doesn’t require you to spend any -coin, but it is time-consuming. If you spend your time between -adventures practicing a profession, you can eke out the equivalent of a -poor lifestyle. Proficiency in the Survival skill lets you live at the -equivalent of a comfortable lifestyle.

-
-

Services

-

Adventurers can pay nonplayer characters to assist them or act on -their behalf in a variety of circumstances. Most such hirelings have -fairly ordinary skills, while others are masters of a craft or art, and -a few are experts with specialized adventuring skills.

-

Some of the most basic types of hirelings appear on the Services -table. Other common hirelings include any of the wide variety of people -who inhabit a typical town or city, when the adventurers pay them to -perform a specific task. For example, a wizard might pay a carpenter to -construct an elaborate chest (and its miniature replica) for use in the -secret chest spell. A fighter might commission a blacksmith to -forge a special sword. A bard might pay a tailor to make exquisite -clothing for an upcoming performance in front of the duke.

-

Other hirelings provide more expert or dangerous services. Mercenary -soldiers paid to help the adventurers take on a hobgoblin army are -hirelings, as are sages hired to research ancient or esoteric lore. If a -high-level adventurer establishes a stronghold of some kind, he or she -might hire a whole staff of servants and agents to run the place, from a -castellan or steward to menial laborers to keep the stables clean. These -hirelings often enjoy a long-term contract that includes a place to live -within the stronghold as part of the offered compensation.

-

Skilled hirelings include anyone hired to perform a service that -involves a proficiency (including weapon, tool, or skill): a mercenary, -artisan, scribe, and so on. The pay shown is a minimum; some expert -hirelings require more pay. Untrained hirelings are hired for menial -work that requires no particular skill and can include laborers, -porters, maids, and similar workers.

-

Table- Services

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Service PayPay
Coach cab
~ Between towns3 cp per mile
~ Within a city1 cp
Hireling
~ Skilled2 gp per day
~ Untrained2 sp per day
Messenger2 cp per mile
Road or gate toll1 cp
Ship’s passage1 sp per mile
-

Spellcasting Services

-

People who are able to cast spells don’t fall into the category of -ordinary hirelings. It might be possible to find someone willing to cast -a spell in exchange for coin or favors, but it is rarely easy and no -established pay rates exist. As a rule, the higher the level of the -desired spell, the harder it is to find someone who can cast it and the -more it costs.

-

Hiring someone to cast a relatively common spell of 1st or 2nd level, -such as cure wounds or identify, is easy enough in a -city or town, and might cost 10 to 50 gold pieces (plus the cost of any -expensive material components). Finding someone able and willing to cast -a higher-level spell might involve traveling to a large city, perhaps -one with a university or prominent temple. Once found, the spellcaster -might ask for a service instead of payment-the kind of service that only -adventurers can provide, such as retrieving a rare item from a dangerous -locale or traversing a monster-infested wilderness to deliver something -important to a distant settlement.

-

ABILITIES

-

Six abilities provide a quick description of every creature’s -physical and mental characteristics:

-
    -
  • Strength, measuring physical power
  • -
  • Dexterity, measuring agility
  • -
  • Constitution, measuring endurance
  • -
  • Intelligence, measuring reasoning and memory
  • -
  • Wisdom, measuring perception and insight
  • -
  • Charisma, measuring force of personality
  • -
-

Is a character muscle-bound and insightful? Brilliant and charming? -Nimble and hardy? Ability scores define these qualities-a creature’s -assets as well as weaknesses.

-

The three main rolls of the game-the ability check, the saving throw, -and the attack roll-rely on the six ability scores. The book’s -introduction describes the basic rule behind these rolls: roll a d20, -add an ability modifier derived from one of the six ability scores, and -compare the total to a target number.

-

Ability Scores and Modifiers

-

Each of a creature’s abilities has a score, a number that defines the -magnitude of that ability. An ability score is not just a measure of -innate capabilities, but also encompasses a creature’s training and -competence in activities related to that ability.

-

A score of 10 or 11 is the normal human average, but adventurers and -many monsters are a cut above average in most abilities. A score of 18 -is the highest that a person usually reaches. Adventurers can have -scores as high as 20, and monsters and divine beings can have scores as -high as 30.

-

Each ability also has a modifier, derived from the score and ranging -from -5 (for an ability score of 1) to +10 (for a score of 30). The -Ability Scores and Modifiers table notes the ability modifiers for the -range of possible ability scores, from 1 to 30.

-

Table- Ability Scores and Modifiers

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ScoreModifier
1-5
2-3-4
4-5-3
6-7-2
8-9-1
10-11+0
12-13+1
14-15+2
16-17+3
18-19+4
20-21+5
22-23+6
24-25+7
26-27+8
28-29+9
30+10
-

To determine an ability modifier without consulting the table, -subtract 10 from the ability score and then divide the total by 2 (round -down).

-

Because ability modifiers affect almost every attack roll, ability -check, and saving throw, ability modifiers come up in play more often -than their associated scores.

-

Advantage and Disadvantage

-

Sometimes a special ability or spell tells you that you have -advantage or disadvantage on an ability check, a saving throw, or an -attack roll. When that happens, you roll a second d20 when you make the -roll. Use the higher of the two rolls if you have advantage, and use the -lower roll if you have disadvantage. For example, if you have -disadvantage and roll a 17 and a 5, you use the 5. If you instead have -advantage and roll those numbers, you use the 17.

-

If multiple situations affect a roll and each one grants advantage or -imposes disadvantage on it, you don’t roll more than one additional d20. -If two favorable situations grant advantage, for example, you still roll -only one additional d20.

-

If circumstances cause a roll to have both advantage and -disadvantage, you are considered to have neither of them, and you roll -one d20. This is true even if multiple circumstances impose disadvantage -and only one grants advantage or vice versa. In such a situation, you -have neither advantage nor disadvantage.

-

When you have advantage or disadvantage and something in the game, -such as the halfling’s Lucky trait, lets you reroll or replace the d20, -you can reroll or replace only one of the dice. You choose which one. -For example, if a halfling has advantage or disadvantage on an ability -check and rolls a 1 and a 13, the halfling could use the Lucky trait to -reroll the 1.

-

You usually gain advantage or disadvantage through the use of special -abilities, actions, or spells. Inspiration can also give a character -advantage. The

-

GM can also decide that circumstances influence a roll in one -direction or the other and grant advantage or impose disadvantage as a -result.

-

Proficiency Bonus

-

Characters have a proficiency bonus determined by level. Monsters -also have this bonus, which is incorporated in their stat blocks. The -bonus is used in the rules on ability checks, saving throws, and attack -rolls.

-

Your proficiency bonus can’t be added to a single die roll or other -number more than once. For example, if two different rules say you can -add your proficiency bonus to a Wisdom saving throw, you nevertheless -add the bonus only once when you make the save.

-

Occasionally, your proficiency bonus might be multiplied or divided -(doubled or halved, for example) before you apply it. For example, the -rogue’s Expertise feature doubles the proficiency bonus for certain -ability checks. If a circumstance suggests that your proficiency bonus -applies more than once to the same roll, you still add it only once and -multiply or divide it only once.

-

By the same token, if a feature or effect allows you to multiply your -proficiency bonus when making an ability check that wouldn’t normally -benefit from your proficiency bonus, you still don’t add the bonus to -the check. For that check your proficiency bonus is 0, given the fact -that multiplying 0 by any number is still 0. For instance, if you lack -proficiency in the History skill, you gain no benefit from a feature -that lets you double your proficiency bonus when you make Intelligence -(History) checks.

-

In general, you don’t multiply your proficiency bonus for attack -rolls or saving throws. If a feature or effect allows you to do so, -these same rules apply.

-

Ability Checks

-

An ability check tests a character’s or monster’s innate talent and -training in an effort to overcome a challenge. The GM calls for an -ability check when a character or monster attempts an action (other than -an attack) that has a chance of failure. When the outcome is uncertain, -the dice determine the results.

-

For every ability check, the GM decides which of the six abilities is -relevant to the task at hand and the difficulty of the task, represented -by a Difficulty Class.

-

The more difficult a task, the higher its DC. The Typical Difficulty -Classes table shows the most common DCs.

-

Table- Difficulty Classes

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Task DifficultyDC
Very easy5
Easy10
Medium15
Hard20
Very hard25
Nearly impossible30
-

To make an ability check, roll a d20 and add the relevant ability -modifier. As with other d20 rolls, apply bonuses and penalties, and -compare the total to the DC. If the total equals or exceeds the DC, the -ability check is a success-the creature overcomes the challenge at hand. -Otherwise, it’s a failure, which means the character or monster makes no -progress toward the objective or makes progress combined with a setback -determined by the GM.

-

Contests

-

Sometimes one character’s or monster’s efforts are directly opposed -to another’s. This can occur when both of them are trying to do the same -thing and only one can succeed, such as attempting to snatch up a magic -ring that has fallen on the floor. This situation also applies when one -of them is trying to prevent the other one from accomplishing a goal- -for example, when a monster tries to force open a door that an -adventurer is holding closed. In situations like these, the outcome is -determined by a special form of ability check, called a contest.

-

Both participants in a contest make ability checks appropriate to -their efforts. They apply all appropriate bonuses and penalties, but -instead of comparing the total to a DC, they compare the totals of their -two checks. The participant with the higher check total wins the -contest. That character or monster either succeeds at the action or -prevents the other one from succeeding.

-

If the contest results in a tie, the situation remains the same as it -was before the contest. Thus, one contestant might win the contest by -default. If two characters tie in a contest to snatch a ring off the -floor, neither character grabs it. In a contest between a monster trying -to open a door and an adventurer trying to keep the door closed, a tie -means that the door remains shut.

-

Skills

-

Each ability covers a broad range of capabilities, including skills -that a character or a monster can be proficient in. A skill represents a -specific aspect of an ability score, and an individual’s proficiency in -a skill demonstrates a focus on that aspect. (A character’s starting -skill proficiencies are determined at character creation, and a -monster’s skill proficiencies appear in the monster’s stat block.)

-

For example, a Dexterity check might reflect a character’s attempt to -pull off an acrobatic stunt, to palm an object, or to stay hidden. Each -of these aspects of Dexterity has an associated skill: Acrobatics, -Sleight of Hand, and Stealth, respectively. So a character who has -proficiency in the Stealth skill is particularly good at Dexterity -checks related to sneaking and hiding.

-

The skills related to each ability score are shown in the following -list. (No skills are related to Constitution.) See an ability’s -description in the later sections of this section for examples of how to -use a skill associated with an ability.

-

Table- Related Skills

- ------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
StrengthDexterityIntelligenceWisdomCharisma
AthleticsAcrobaticsArcanaAnimal HandlingDeception
Sleight of HandHistoryInsightIntimidation
StealthInvestigationMedicinePerformance
NaturePerceptionPersuasion
ReligionSurvival
-

Sometimes, the GM might ask for an ability check using a specific -skill-for example, “Make a Wisdom (Perception) check.” At other times, a -player might ask the GM if proficiency in a particular skill applies to -a check. In either case, proficiency in a skill means an individual can -add his or her proficiency bonus to ability checks that involve that -skill. Without proficiency in the skill, the individual makes a normal -ability check.

-

For example, if a character attempts to climb up a dangerous cliff, -the GM might ask for a Strength (Athletics) check. If the character is -proficient in Athletics, the character’s proficiency bonus is added to -the Strength check. If the character lacks that proficiency, he or she -just makes a Strength check.

-

Variant: Skills with -Different Abilities

-

Normally, your proficiency in a skill applies only to a specific kind -of ability check. Proficiency in Athletics, for example, usually applies -to Strength checks. In some situations, though, your proficiency might -reasonably apply to a different kind of check. In such cases, the GM -might ask for a check using an unusual combination of ability and skill, -or you might ask your GM if you can apply a proficiency to a different -check. For example, if you have to swim from an offshore island to the -mainland, your GM might call for a Constitution check to see if you have -the stamina to make it that far. In this case, your GM might allow you -to apply your proficiency in Athletics and ask for a Constitution -(Athletics) check. So if you’re proficient in Athletics, you apply your -proficiency bonus to the Constitution check just as you would normally -do for a Strength (Athletics) check. Similarly, when your half-orc -barbarian uses a display of raw strength to intimidate an enemy, your GM -might ask for a Strength (Intimidation) check, even though Intimidation -is normally associated with Charisma.

-

Passive Checks

-

A passive check is a special kind of ability check that doesn’t -involve any die rolls. Such a check can represent the average result for -a task done repeatedly, such as searching for secret doors over and over -again, or can be used when the GM wants to secretly determine whether -the characters succeed at something without rolling dice, such as -noticing a hidden monster.

-

Here’s how to determine a character’s total for a passive check:

-

10 + all modifiers that normally apply to the check

-

If the character has advantage on the check, add 5. For disadvantage, -subtract 5. The game refers to a passive check total as a -score.

-

For example, if a 1st-level character has a Wisdom of 15 and -proficiency in Perception, he or she has a passive Wisdom (Perception) -score of 14.

-

The rules on hiding in the “Dexterity” section below rely on passive -checks, as do the exploration rules.

-

Working Together

-

Sometimes two or more characters team up to attempt a task. The -character who’s leading the effort-or the one with the highest ability -modifier-can make an ability check with advantage, reflecting the help -provided by the other characters. In combat, this requires the Help -action.

-

A character can only provide help if the task is one that he or she -could attempt alone. For example, trying to open a lock requires -proficiency with thieves’ tools, so a character who lacks that -proficiency can’t help another character in that task. Moreover, a -character can help only when two or more individuals working together -would actually be productive. Some tasks, such as threading a needle, -are no easier with help.

-

Group Checks

-

When a number of individuals are trying to accomplish something as a -group, the GM might ask for a group ability check. In such a situation, -the characters who are skilled at a particular task help cover those who -aren’t.

-

To make a group ability check, everyone in the group makes the -ability check. If at least half the group succeeds, the whole group -succeeds. Otherwise, the group fails.

-

Group checks don’t come up very often, and they’re most useful when -all the characters succeed or fail as a group. For example, when -adventurers are navigating a swamp, the GM might call for a group Wisdom -(Survival) check to see if the characters can avoid the quicksand, -sinkholes, and other natural hazards of the environment. If at least -half the group succeeds, the successful characters are able to guide -their companions out of danger. Otherwise, the group stumbles into one -of these hazards.

-

Using Each Ability

-

Every task that a character or monster might attempt in the game is -covered by one of the six abilities. This section explains in more -detail what those abilities mean and the ways they are used in the -game.

-

Strength

-

Strength measures bodily power, athletic training, and the extent to -which you can exert raw physical force.

-

Strength Checks

-

A Strength check can model any attempt to lift, push, pull, or break -something, to force your body through a space, or to otherwise apply -brute force to a situation. The Athletics skill reflects aptitude in -certain kinds of Strength checks.

-

Athletics. Your Strength (Athletics) check -covers difficult situations you encounter while climbing, jumping, or -swimming. Examples include the following activities:

-
    -
  • You attempt to climb a sheer or slippery cliff, avoid hazards while -scaling a wall, or cling to a surface while something is trying to knock -you off.
  • -
  • You try to jump an unusually long distance or pull off a stunt -midjump.
  • -
  • You struggle to swim or stay afloat in treacherous currents, -storm-tossed waves, or areas of thick seaweed. Or another creature tries -to push or pull you underwater or otherwise interfere with your -swimming.
  • -
-

Other Strength Checks. The GM might also -call for a Strength check when you try to accomplish tasks like the -following:

-
    -
  • Force open a stuck, locked, or barred door
  • -
  • Break free of bonds
  • -
  • Push through a tunnel that is too small
  • -
  • Hang on to a wagon while being dragged behind it
  • -
  • Tip over a statue
  • -
  • Keep a boulder from rolling
  • -
-

Attack Rolls and Damage

-

You add your Strength modifier to your attack roll and your damage -roll when attacking with a melee weapon such as a mace, a battleaxe, or -a javelin. You use melee weapons to make melee attacks in hand-to-hand -combat, and some of them can be thrown to make a ranged attack.

-

Lifting and Carrying

-

Your Strength score determines the amount of weight you can bear. The -following terms define what you can lift or carry.

-

Carrying Capacity. Your carrying capacity -is your Strength score multiplied by 15. This is the weight (in pounds) -that you can carry, which is high enough that most characters don’t -usually have to worry about it.

-

Push, Drag, or Lift. You can push, drag, or -lift a weight in pounds up to twice your carrying capacity (or 30 times -your Strength score). While pushing or dragging weight in excess of your -carrying capacity, your speed drops to 5 feet.

-

Size and Strength. Larger creatures can -bear more weight, whereas Tiny creatures can carry less. For each size -category above Medium, double the creature’s carrying capacity and the -amount it can push, drag, or lift. For a Tiny creature, halve these -weights.

-

Variant: Encumbrance

-

The rules for lifting and carrying are intentionally simple. Here is -a variant if you are looking for more detailed rules for determining how -a character is hindered by the weight of equipment. When you use this -variant, ignore the Strength column of the Armor table.

-

If you carry weight in excess of 5 times your Strength score, you are -encumbered, which means your speed drops by 10 -feet.

-

If you carry weight in excess of 10 times your Strength score, up to -your maximum carrying capacity, you are instead heavily -encumbered, which means your speed drops by 20 feet and you -have disadvantage on ability checks, attack rolls, and saving throws -that use Strength, Dexterity, or Constitution.

-

Dexterity

-

Dexterity measures agility, reflexes, and balance.

-

Dexterity Checks

-

A Dexterity check can model any attempt to move nimbly, quickly, or -quietly, or to keep from falling on tricky footing. The Acrobatics, -Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of -Dexterity checks.

-

Acrobatics. Your Dexterity (Acrobatics) -check covers your attempt to stay on your feet in a tricky situation, -such as when you’re trying to run across a sheet of ice, balance on a -tightrope, or stay upright on a rocking ship’s deck. The GM might also -call for a Dexterity (Acrobatics) check to see if you can perform -acrobatic stunts, including dives, rolls, somersaults, and flips.

-

Sleight of Hand. Whenever you attempt an -act of legerdemain or manual trickery, such as planting something on -someone else or concealing an object on your person, make a Dexterity -(Sleight of Hand) check. The GM might also call for a Dexterity (Sleight -of Hand) check to determine whether you can lift a coin purse off -another person or slip something out of another person’s pocket.

-

Stealth. Make a Dexterity (Stealth) check -when you attempt to conceal yourself from enemies, slink past guards, -slip away without being noticed, or sneak up on someone without being -seen or heard.

-

Other Dexterity Checks. The GM might call -for a Dexterity check when you try to accomplish tasks like the -following:

-
    -
  • Control a heavily laden cart on a steep descent
  • -
  • Steer a chariot around a tight turn
  • -
  • Pick a lock
  • -
  • Disable a trap
  • -
  • Securely tie up a prisoner
  • -
  • Wriggle free of bonds
  • -
  • Play a stringed instrument
  • -
  • Craft a small or detailed object
  • -
-

Attack Rolls and Damage

-

You add your Dexterity modifier to your attack roll and your damage -roll when attacking with a ranged weapon, such as a sling or a longbow. -You can also add your Dexterity modifier to your attack roll and your -damage roll when attacking with a melee weapon that has the finesse -property, such as a dagger or a rapier.

-

Armor Class

-

Depending on the armor you wear, you might add some or all of your -Dexterity modifier to your Armor Class.

-

Initiative

-

At the beginning of every combat, you roll initiative by making a -Dexterity check. Initiative determines the order of creatures’ turns in -combat.

-
-

Hiding

-

The DM decides when circumstances are appropriate for hiding. When -you try to hide, make a Dexterity (Stealth) check. Until you are -discovered or you stop hiding, that check’s total is contested by the -Wisdom (Perception) check of any creature that actively searches for -signs of your presence.

-

You can’t hide from a creature that can see you clearly, and you give -away your position if you make noise, such as shouting a warning or -knocking over a vase.

-

An invisible creature can always try to hide. Signs of its passage -might still be noticed, and it does have to stay quiet.

-

In combat, most creatures stay alert for signs of danger all around, -so if you come out of hiding and approach a creature, it usually sees -you. However, under certain circumstances, the DM might allow you to -stay hidden as you approach a creature that is distracted, allowing you -to gain advantage on an attack roll before you are seen.

-

Passive Perception. When you hide, there’s -a chance someone will notice you even if they aren’t searching. To -determine whether such a creature notices you, the DM compares your -Dexterity (Stealth) check with that creature’s passive Wisdom -(Perception) score, which equals 10 + the creature’s Wisdom modifier, as -well as any other bonuses or penalties. If the creature has advantage, -add 5. For disadvantage, subtract 5. For example, if a 1st-level -character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 -modifier) and proficiency in Perception, he or she has a passive Wisdom -(Perception) of 14.

-

What Can You See? One of the main factors -in determining whether you can find a hidden creature or object is how -well you can see in an area, which might be lightly or -heavily obscured, as explained in the “Adventuring” -section.

-
-

Constitution

-

Constitution measures health, stamina, and vital force.

-

Constitution Checks

-

Constitution checks are uncommon, and no skills apply to Constitution -checks, because the endurance this ability represents is largely passive -rather than involving a specific effort on the part of a character or -monster. A Constitution check can model your attempt to push beyond -normal limits, however.

-

The GM might call for a Constitution check when you try to accomplish -tasks like the following:

-
    -
  • Hold your breath
  • -
  • March or labor for hours without rest
  • -
  • Go without sleep
  • -
  • Survive without food or water
  • -
  • Quaff an entire stein of ale in one go
  • -
-

Hit Points

-

Your Constitution modifier contributes to your hit points. Typically, -you add your Constitution modifier to each Hit Die you roll for your hit -points.

-

If your Constitution modifier changes, your hit point maximum changes -as well, as though you had the new modifier from 1st level. For example, -if you raise your Constitution score when you reach 4th level and your -Constitution modifier increases from +1 to +2, you adjust your hit point -maximum as though the modifier had always been +2. So you add 3 hit -points for your first three levels, and then roll your hit points for -4th level using your new modifier. Or if you’re 7th level and some -effect lowers your Constitution score so as to reduce your Constitution -modifier by 1, your hit point maximum is reduced by 7.

-

Intelligence

-

Intelligence measures mental acuity, accuracy of recall, and the -ability to reason.

-

Intelligence Checks

-

An Intelligence check comes into play when you need to draw on logic, -education, memory, or deductive reasoning. The Arcana, History, -Investigation, Nature, and Religion skills reflect aptitude in certain -kinds of Intelligence checks.

-

Arcana. Your Intelligence (Arcana) check -measures your ability to recall lore about spells, magic items, eldritch -symbols, magical traditions, the planes of existence, and the -inhabitants of those planes.

-

History. Your Intelligence (History) check -measures your ability to recall lore about historical events, legendary -people, ancient kingdoms, past disputes, recent wars, and lost -civilizations.

-

Investigation. When you look around for -clues and make deductions based on those clues, you make an Intelligence -(Investigation) check. You might deduce the location of a hidden object, -discern from the appearance of a wound what kind of weapon dealt it, or -determine the weakest point in a tunnel that could cause it to collapse. -Poring through ancient scrolls in search of a hidden fragment of -knowledge might also call for an Intelligence (Investigation) check.

-

Nature. Your Intelligence (Nature) check -measures your ability to recall lore about terrain, plants and animals, -the weather, and natural cycles.

-

Religion. Your Intelligence (Religion) -check measures your ability to recall lore about deities, rites and -prayers, religious hierarchies, holy symbols, and the practices of -secret cults.

-

Other Intelligence Checks. The GM might -call for an Intelligence check when you try to accomplish tasks like the -following:

-
    -
  • Communicate with a creature without using words
  • -
  • Estimate the value of a precious item
  • -
  • Pull together a disguise to pass as a city guard
  • -
  • Forge a document
  • -
  • Recall lore about a craft or trade
  • -
  • Win a game of skill
  • -
-

Spellcasting Ability

-

Wizards use Intelligence as their spellcasting ability, which helps -determine the saving throw DCs of spells they cast.

-

Wisdom

-

Wisdom reflects how attuned you are to the world around you and -represents perceptiveness and intuition.

-

Wisdom Checks

-

A Wisdom check might reflect an effort to read body language, -understand someone’s feelings, notice things about the environment, or -care for an injured person. The Animal Handling, Insight, Medicine, -Perception, and Survival skills reflect aptitude in certain kinds of -Wisdom checks.

-

Animal Handling. When there is any question -whether you can calm down a domesticated animal, keep a mount from -getting spooked, or intuit an animal’s intentions, the GM might call for -a Wisdom (Animal Handling) check. You also make a Wisdom (Animal -Handling) check to control your mount when you attempt a risky -maneuver.

-

Insight. Your Wisdom (Insight) check -decides whether you can determine the true intentions of a creature, -such as when searching out a lie or predicting someone’s next move. -Doing so involves gleaning clues from body language, speech habits, and -changes in mannerisms.

-

Medicine. A Wisdom (Medicine) check lets -you try to stabilize a dying companion or diagnose an illness.

-

Perception. Your Wisdom (Perception) check -lets you spot, hear, or otherwise detect the presence of something. It -measures your general awareness of your surroundings and the keenness of -your senses. For example, you might try to hear a conversation through a -closed door, eavesdrop under an open window, or hear monsters moving -stealthily in the forest. Or you might try to spot things that are -obscured or easy to miss, whether they are orcs lying in ambush on a -road, thugs hiding in the shadows of an alley, or candlelight under a -closed secret door.

-

Survival. The GM might ask you to make a -Wisdom (Survival) check to follow tracks, hunt wild game, guide your -group through frozen wastelands, identify signs that owlbears live -nearby, predict the weather, or avoid quicksand and other natural -hazards.

-

Other Wisdom Checks. The GM might call for -a Wisdom check when you try to accomplish tasks like the following:

-
    -
  • Get a gut feeling about what course of action to follow
  • -
  • Discern whether a seemingly dead or living creature is undead
  • -
-

Spellcasting Ability

-

Clerics, druids, and rangers use Wisdom as their spellcasting -ability, which helps determine the saving throw DCs of spells they -cast.

-

Charisma

-

Charisma measures your ability to interact effectively with others. -It includes such factors as confidence and eloquence, and it can -represent a charming or commanding personality.

-

Charisma Checks

-

A Charisma check might arise when you try to influence or entertain -others, when you try to make an impression or tell a convincing lie, or -when you are navigating a tricky social situation. The Deception, -Intimidation, Performance, and Persuasion skills reflect aptitude in -certain kinds of Charisma checks.

-

Deception. Your Charisma (Deception) check -determines whether you can convincingly hide the truth, either verbally -or through your actions. This deception can encompass everything from -misleading others through ambiguity to telling outright lies. Typical -situations include trying to fast-talk a guard, con a merchant, earn -money through gambling, pass yourself off in a disguise, dull someone’s -suspicions with false assurances, or maintain a straight face while -telling a blatant lie.

-

Intimidation. When you attempt to influence -someone through overt threats, hostile actions, and physical violence, -the GM might ask you to make a Charisma (Intimidation) check. Examples -include trying to pry information out of a prisoner, convincing street -thugs to back down from a confrontation, or using the edge of a broken -bottle to convince a sneering vizier to reconsider a decision.

-

Performance. Your Charisma (Performance) -check determines how well you can delight an audience with music, dance, -acting, storytelling, or some other form of entertainment.

-

Persuasion. When you attempt to influence -someone or a group of people with tact, social graces, or good nature, -the GM might ask you to make a Charisma (Persuasion) check. Typically, -you use persuasion when acting in good faith, to foster friendships, -make cordial requests, or exhibit proper etiquette. Examples of -persuading others include convincing a chamberlain to let your party see -the king, negotiating peace between warring tribes, or inspiring a crowd -of townsfolk.

-

Other Charisma Checks. The GM might call -for a Charisma check when you try to accomplish tasks like the -following:

-
    -
  • Find the best person to talk to for news, rumors, and gossip
  • -
  • Blend into a crowd to get the sense of key topics of -conversation
  • -
-

Spellcasting Ability

-

Bards, paladins, sorcerers, and warlocks use Charisma as their -spellcasting ability, which helps determine the saving throw DCs of -spells they cast.

-

Saving Throws

-

A saving throw-also called a save-represents an attempt to resist a -spell, a trap, a poison, a disease, or a similar threat. You don’t -normally decide to make a saving throw; you are forced to make one -because your character or monster is at risk of harm.

-

To make a saving throw, roll a d20 and add the appropriate ability -modifier. For example, you use your Dexterity modifier for a Dexterity -saving throw.

-

A saving throw can be modified by a situational bonus or penalty and -can be affected by advantage and disadvantage, as determined by the -GM.

-

Each class gives proficiency in at least two saving throws. The -wizard, for example, is proficient in Intelligence saves. As with skill -proficiencies, proficiency in a saving throw lets a character add his or -her proficiency bonus to saving throws made using a particular ability -score. Some monsters have saving throw proficiencies as well.

-

The Difficulty Class for a saving throw is determined by the effect -that causes it. For example, the DC for a saving throw allowed by a -spell is determined by the caster’s spellcasting ability and proficiency -bonus.

-

The result of a successful or failed saving throw is also detailed in -the effect that allows the save. Usually, a successful save means that a -creature suffers no harm, or reduced harm, from an effect.

-

ADVENTURING

-

Time

-

In situations where keeping track of the passage of time is -important, the GM determines the time a task requires. The GM might use -a different time scale depending on the context of the situation at -hand. In a dungeon environment, the adventurers’ movement happens on a -scale of minutes. It takes them about a minute to creep -down a long hallway, another minute to check for traps on the door at -the end of the hall, and a good ten minutes to search the chamber beyond -for anything interesting or valuable.

-

In a city or wilderness, a scale of hours is often -more appropriate. Adventurers eager to reach the lonely tower at the -heart of the forest hurry across those fifteen miles in just under four -hours’ time.

-

For long journeys, a scale of days works best.

-

Following the road from Baldur’s Gate to Waterdeep, the adventurers -spend four uneventful days before a goblin ambush interrupts their -journey.

-

In combat and other fast-paced situations, the game relies on -rounds, a 6-second span of time.

-

Movement

-

Swimming across a rushing river, sneaking down a dungeon corridor, -scaling a treacherous mountain slope-all sorts of movement play a key -role in fantasy gaming adventures.

-

The GM can summarize the adventurers’ movement without calculating -exact distances or travel times: “You travel through the forest and find -the dungeon entrance late in the evening of the third day.” Even in a -dungeon, particularly a large dungeon or a cave network, the GM can -summarize movement between encounters: “After killing the guardian at -the entrance to the ancient dwarven stronghold, you consult your map, -which leads you through miles of echoing corridors to a chasm bridged by -a narrow stone arch.”

-

Sometimes it’s important, though, to know how long it takes to get -from one spot to another, whether the answer is in days, hours, or -minutes. The rules for determining travel time depend on two factors: -the speed and travel pace of the creatures moving and the terrain -they’re moving over.

-

Speed

-

Every character and monster has a speed, which is the distance in -feet that the character or monster can walk in 1 round. This number -assumes short bursts of energetic movement in the midst of a -life-threatening situation.

-

The following rules determine how far a character or monster can move -in a minute, an hour, or a day.

-

Travel Pace

-

While traveling, a group of adventurers can move at a normal, fast, -or slow pace, as shown on the Travel Pace table. The table states how -far the party can move in a period of time and whether the pace has any -effect. A fast pace makes characters less perceptive, while a slow pace -makes it possible to sneak around and to search an area more -carefully.

-

Forced March. The Travel Pace table assumes -that characters travel for 8 hours in day. They can push on beyond that -limit, at the risk of exhaustion.

-

For each additional hour of travel beyond 8 hours, the characters -cover the distance shown in the Hour column for their pace, and each -character must make a Constitution saving throw at the end of the hour. -The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a -character suffers one level of exhaustion (see appendix ##).

-

Mounts and Vehicles. For short spans of -time (up to an hour), many animals move much faster than humanoids. A -mounted character can ride at a gallop for about an hour, covering twice -the usual distance for a fast pace. If fresh mounts are available every -8 to 10 miles, characters can cover larger distances at this pace, but -this is very rare except in densely populated areas.

-

Characters in wagons, carriages, or other land vehicles choose a pace -as normal. Characters in a waterborne vessel are limited to the speed of -the vessel, and they don’t suffer penalties for a fast pace or gain -benefits from a slow pace. Depending on the vessel and the size of the -crew, ships might be able to travel for up to 24 hours per day.

-

Certain special mounts, such as a pegasus or griffon, or special -vehicles, such as a carpet of flying, allow you to travel more -swiftly.

-

Table- Travel Pace

-

Distance Traveled Per …

- ------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
PaceMinuteHourDayEffect
Fast400 feet4 miles30 miles-5 penalty to passive Wisdom (Perception) scores
Normal300 feet3 miles18 miles-
Slow200 feet2 miles24 milesAble to use stealth
-

Difficult Terrain

-

The travel speeds given in the Travel Pace table assume relatively -simple terrain: roads, open plains, or clear dungeon corridors. But -adventurers often face dense forests, deep swamps, rubble-filled ruins, -steep mountains, and ice-covered ground-all considered difficult -terrain.

-

You move at half speed in difficult terrain- moving 1 foot in -difficult terrain costs 2 feet of speed-so you can cover only half the -normal distance in a minute, an hour, or a day.

-

Special Types of Movement

-

Movement through dangerous dungeons or wilderness areas often -involves more than simply walking. Adventurers might have to climb, -crawl, swim, or jump to get where they need to go.

-

Climbing, Swimming, and -Crawling

-

While climbing or swimming, each foot of movement costs 1 extra foot -(2 extra feet in difficult terrain), unless a creature has a climbing or -swimming speed. At the GM’s option, climbing a slippery vertical surface -or one with few handholds requires a successful Strength (Athletics) -check. Similarly, gaining any distance in rough water might require a -successful Strength (Athletics) check.

-

Jumping

-

Your Strength determines how far you can jump.

-

Long Jump. When you make a long jump, you -cover a number of feet up to your Strength score if you move at least 10 -feet on foot immediately before the jump. When you make a standing long -jump, you can leap only half that distance. Either way, each foot you -clear on the jump costs a foot of movement.

-

This rule assumes that the height of your jump doesn’t matter, such -as a jump across a stream or chasm. At your GM’s option, you must -succeed on a DC 10 Strength (Athletics) check to clear a low obstacle -(no taller than a quarter of the jump’s distance), such as a hedge or -low wall. Otherwise, you hit it.

-

When you land in difficult terrain, you must succeed on a DC 10 -Dexterity (Acrobatics) check to land on your feet. Otherwise, you land -prone.

-

High Jump. When you make a high jump, you -leap into the air a number of feet equal to 3 + your Strength modifier -if you move at least 10 feet on foot immediately before the jump. When -you make a standing high jump, you can jump only half that distance. -Either way, each foot you clear on the jump costs a foot of movement. In -some circumstances, your GM might allow you to make a Strength -(Athletics) check to jump higher than you normally can.

-

You can extend your arms half your height above yourself during the -jump. Thus, you can reach above you a distance equal to the height of -the jump plus 1½ times your height.

-

The Environment

-

By its nature, adventuring involves delving into places that are -dark, dangerous, and full of mysteries to be explored. The rules in this -section cover some of the most important ways in which adventurers -interact with the environment in such places.

-

Falling

-

A fall from a great height is one of the most common hazards facing -an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning -damage for every 10 feet it fell, to a maximum of 20d6. The creature -lands prone, unless it avoids taking damage from the fall.

-

Suffocating

-

A creature can hold its breath for a number of minutes equal to 1 + -its Constitution modifier (minimum of 30 seconds).

-

When a creature runs out of breath or is choking, it can survive for -a number of rounds equal to its Constitution modifier (minimum of 1 -round). At the start of its next turn, it drops to 0 hit points and is -dying, and it can’t regain hit points or be stabilized until it can -breathe again.

-

For example, a creature with a Constitution of 14 can hold its breath -for 3 minutes. If it starts suffocating, it has 2 rounds to reach air -before it drops to 0 hit points.

-

Vision and Light

-

The most fundamental tasks of adventuring- noticing danger, finding -hidden objects, hitting an enemy in combat, and targeting a spell, to -name just a few-rely heavily on a character’s ability to see. Darkness -and other effects that obscure vision can prove a significant -hindrance.

-

A given area might be lightly or heavily obscured. In a -lightly obscured area, such as dim light, patchy fog, -or moderate foliage, creatures have disadvantage on Wisdom (Perception) -checks that rely on sight.

-

A heavily obscured area-such as darkness, opaque -fog, or dense foliage-blocks vision entirely. A creature effectively -suffers from the blinded condition (see appendix ##) when trying to see -something in that area.

-

The presence or absence of light in an environment creates three -categories of illumination: bright light, dim light, and darkness.

-

Bright light lets most creatures see normally.

-

Even gloomy days provide bright light, as do torches, lanterns, -fires, and other sources of illumination within a specific radius.

-

Dim light, also called shadows, creates a lightly -obscured area. An area of dim light is usually a boundary between a -source of bright light, such as a torch, and surrounding darkness. The -soft light of twilight and dawn also counts as dim light. A particularly -brilliant full moon might bathe the land in dim light.

-

Darkness creates a heavily obscured area.

-

Characters face darkness outdoors at night (even most moonlit -nights), within the confines of an unlit dungeon or a subterranean -vault, or in an area of magical darkness.

-

Blindsight

-

A creature with blindsight can perceive its surroundings without -relying on sight, within a specific radius. Creatures without eyes, such -as oozes, and creatures with echolocation or heightened senses, such as -bats and true dragons, have this sense.

-

Darkvision

-

Many creatures in fantasy gaming worlds, especially those that dwell -underground, have darkvision. Within a specified range, a creature with -darkvision can see in darkness as if the darkness were dim light, so -areas of darkness are only lightly obscured as far as that creature is -concerned. However, the creature can’t discern color in darkness, only -shades of gray.

-

Truesight

-

A creature with truesight can, out to a specific range, see in normal -and magical darkness, see invisible creatures and objects, automatically -detect visual illusions and succeed on saving throws against them, and -perceives the original form of a shapechanger or a creature that is -transformed by magic. Furthermore, the creature can see into the -Ethereal Plane.

-

Food and Water

-

Characters who don’t eat or drink suffer the effects of exhaustion -(see appendix ##). Exhaustion caused by lack of food or water can’t be -removed until the character eats and drinks the full required -amount.

-

Food

-

A character needs one pound of food per day and can make food last -longer by subsisting on half rations. Eating half a pound of food in a -day counts as half a day without food.

-

A character can go without food for a number of days equal to 3 + his -or her Constitution modifier (minimum 1). At the end of each day beyond -that limit, a character automatically suffers one level of -exhaustion.

-

A normal day of eating resets the count of days without food to -zero.

-

Water

-

A character needs one gallon of water per day, or two gallons per day -if the weather is hot. A character who drinks only half that much water -must succeed on a DC 15 Constitution saving throw or suffer one level of -exhaustion at the end of the day. A character with access to even less -water automatically suffers one level of exhaustion at the end of the -day.

-

If the character already has one or more levels of exhaustion, the -character takes two levels in either case.

-

Interacting with Objects

-

A character’s interaction with objects in an environment is often -simple to resolve in the game. The player tells the GM that his or her -character is doing something, such as moving a lever, and the GM -describes what, if anything, happens.

-

For example, a character might decide to pull a lever, which might, -in turn, raise a portcullis, cause a room to flood with water, or open a -secret door in a nearby wall. If the lever is rusted in position, -though, a character might need to force it. In such a situation, the GM -might call for a Strength check to see whether the character can wrench -the lever into place. The GM sets the DC for any such check based on the -difficulty of the task.

-

Characters can also damage objects with their weapons and spells. -Objects are immune to poison and psychic damage, but otherwise they can -be affected by physical and magical attacks much like creatures can. The -GM determines an object’s Armor Class and hit points, and might decide -that certain objects have resistance or immunity to certain kinds of -attacks. (It’s hard to cut a rope with a club, for example.) Objects -always fail Strength and Dexterity saving throws, and they are immune to -effects that require other saves. When an object drops to 0 hit points, -it breaks.

-

A character can also attempt a Strength check to break an object. The -GM sets the DC for any such check.

-

Resting

-

Heroic though they might be, adventurers can’t spend every hour of -the day in the thick of exploration, social interaction, and combat. -They need rest-time to sleep and eat, tend their wounds, refresh their -minds and spirits for spellcasting, and brace themselves for further -adventure.

-

Adventurers can take short rests in the midst of an adventuring day -and a long rest to end the day.

-

Short Rest

-

A short rest is a period of downtime, at least 1 hour long, during -which a character does nothing more strenuous than eating, drinking, -reading, and tending to wounds.

-

A character can spend one or more Hit Dice at the end of a short -rest, up to the character’s maximum number of Hit Dice, which is equal -to the character’s level. For each Hit Die spent in this way, the player -rolls the die and adds the character’s Constitution modifier to it. The -character regains hit points equal to the total (minimum of 0). The -player can decide to spend an additional Hit Die after each roll. A -character regains some spent Hit Dice upon finishing a long rest, as -explained below.

-

Long Rest

-

A long rest is a period of extended downtime, at least 8 hours long, -during which a character sleeps for at least 6 hours and performs no -more than 2 hours of light activity, such as reading, talking, eating, -or standing watch. If the rest is interrupted by a period of strenuous -activity-at least 1 hour of walking, fighting, casting spells, or -similar adventuring activity-the characters must begin the rest again to -gain any benefit from it.

-

At the end of a long rest, a character regains all lost hit points. -The character also regains spent Hit Dice, up to a number of dice equal -to half of the character’s total number of them (minimum of one die). -For example, if a character has eight Hit Dice, he or she can regain -four spent Hit Dice upon finishing a long rest.

-

A character can’t benefit from more than one long rest in a 24-hour -period, and a character must have at least 1 hit point at the start of -the rest to gain its benefits.

-

Between Adventures

-

Between trips to dungeons and battles against ancient evils, -adventurers need time to rest, recuperate, and prepare for their next -adventure. Many adventurers also use this time to perform other tasks, -such as crafting arms and armor, performing research, or spending their -hard-earned gold.

-

In some cases, the passage of time is something that occurs with -little fanfare or description. When starting a new adventure, the GM -might simply declare that a certain amount of time has passed and allow -you to describe in general terms what your character has been doing. At -other times, the GM might want to keep track of just how much time is -passing as events beyond your perception stay in motion.

-

Lifestyle Expenses

-

Between adventures, you choose a particular quality of life and pay -the cost of maintaining that lifestyle.

-

Living a particular lifestyle doesn’t have a huge effect on your -character, but your lifestyle can affect the way other individuals and -groups react to you. For example, when you lead an aristocratic -lifestyle, it might be easier for you to influence the nobles of the -city than if you live in poverty.

-

Downtime Activities

-

Between adventures, the GM might ask you what your character is doing -during his or her downtime. Periods of downtime can vary in duration, -but each downtime activity requires a certain number of days to complete -before you gain any benefit, and at least 8 hours of each day must be -spent on the downtime activity for the day to count. The days do not -need to be consecutive. If you have more than the minimum amount of days -to spend, you can keep doing the same thing for a longer period of time, -or switch to a new downtime activity.

-

Downtime activities other than the ones presented below are possible. -If you want your character to spend his or her downtime performing an -activity not covered here, discuss it with your GM.

-

Crafting

-

You can craft nonmagical objects, including adventuring equipment and -works of art. You must be proficient with tools related to the object -you are trying to create (typically artisan’s tools). You might also -need access to special materials or locations necessary to create it. -For example, someone proficient with smith’s tools needs a forge in -order to craft a sword or suit of armor.

-

For every day of downtime you spend crafting, you can craft one or -more items with a total market value not exceeding 5 gp, and you must -expend raw materials worth half the total market value. If something you -want to craft has a market value greater than 5 gp, you make progress -every day in 5 gp increments until you reach the market value of the -item. For example, a suit of plate armor (market value 1,500 gp) takes -300 days to craft by yourself.

-

Multiple characters can combine their efforts toward the crafting of -a single item, provided that the characters all have proficiency with -the requisite tools and are working together in the same place. Each -character contributes 5 gp worth of effort for every day spent helping -to craft the item. For example, three characters with the requisite tool -proficiency and the proper facilities can craft a suit of plate armor in -100 days, at a total cost of 750 gp.

-

While crafting, you can maintain a modest lifestyle without having to -pay 1 gp per day, or a comfortable lifestyle at half the normal -cost.

-

Practicing a Profession

-

You can work between adventures, allowing you to maintain a modest -lifestyle without having to pay 1 gp per day. This benefit lasts as long -you continue to practice your profession.

-

If you are a member of an organization that can provide gainful -employment, such as a temple or a thieves’ guild, you earn enough to -support a comfortable lifestyle instead.

-

If you have proficiency in the Performance skill and put your -performance skill to use during your downtime, you earn enough to -support a wealthy lifestyle instead.

-

Recuperating

-

You can use downtime between adventures to recover from a -debilitating injury, disease, or poison.

-

After three days of downtime spent recuperating, you can make a DC 15 -Constitution saving throw. On a successful save, you can choose one of -the following results:

-
    -
  • End one effect on you that prevents you from regaining hit -points.
  • -
  • For the next 24 hours, gain advantage on saving throws against one -disease or poison currently affecting you.
  • -
-

Researching

-

The time between adventures is a great chance to perform research, -gaining insight into mysteries that have unfurled over the course of the -campaign. Research can include poring over dusty tomes and crumbling -scrolls in a library or buying drinks for the locals to pry rumors and -gossip from their lips.

-

When you begin your research, the GM determines whether the -information is available, how many days of downtime it will take to find -it, and whether there are any restrictions on your research (such as -needing to seek out a specific individual, tome, or location). The GM -might also require you to make one or more ability checks, such as an -Intelligence (Investigation) check to find clues pointing toward the -information you seek, or a Charisma (Persuasion) check to secure -someone’s aid. Once those conditions are met, you learn the information -if it is available.

-

For each day of research, you must spend 1 gp to cover your expenses. -This cost is in addition to your normal lifestyle expenses.

-

Training

-

You can spend time between adventures learning a new language or -training with a set of tools. Your GM might allow additional training -options.

-

First, you must find an instructor willing to teach you. The GM -determines how long it takes, and whether one or more ability checks are -required.

-

The training lasts for 250 days and costs 1 gp per day. After you -spend the requisite amount of time and money, you learn the new language -or gain proficiency with the new tool.

-

COMBAT

-

A typical combat encounter is a clash between two sides, a flurry of -weapon swings, feints, parries, footwork, and spellcasting. The game -organizes the chaos of combat into a cycle of rounds and turns. A -round represents about 6 seconds in the game world. -During a round, each participant in a battle takes a -turn. The order of turns is determined at the beginning -of a combat encounter, when everyone rolls initiative. Once everyone has -taken a turn, the fight continues to the next round if neither side has -defeated the other.

-
-

Combat Step by Step

-
    -
  1. Determine surprise. The GM determines whether -anyone involved in the combat encounter is surprised.
  2. -
  3. Establish positions. The GM decides where all the -characters and monsters are located. Given the adventurers’ marching -order or their stated positions in the room or other location, the GM -figures out where the adversaries are̶how far away and in what -direction.
  4. -
  5. Roll initiative. Everyone involved in the combat -encounter rolls initiative, determining the order of combatants’ -turns.
  6. -
  7. Take turns. Each participant in the battle takes a -turn in initiative order.
  8. -
  9. Begin the next round. When everyone involved in the -combat has had a turn, the round ends. Repeat step 4 until the fighting -stops.
  10. -
-
-

Surprise

-

A band of adventurers sneaks up on a bandit camp, springing from the -trees to attack them. A gelatinous cube glides down a dungeon passage, -unnoticed by the adventurers until the cube engulfs one of them. In -these situations, one side of the battle gains surprise over the -other.

-

The GM determines who might be surprised. If neither side tries to be -stealthy, they automatically notice each other. Otherwise, the GM -compares the Dexterity (Stealth) checks of anyone hiding with the -passive Wisdom (Perception) score of each creature on the opposing side. -Any character or monster that doesn’t notice a threat is surprised at -the start of the encounter.

-

If you’re surprised, you can’t move or take an action on your first -turn of the combat, and you can’t take a reaction until that turn ends. -A member of a group can be surprised even if the other members -aren’t.

-

Initiative

-

Initiative determines the order of turns during combat. When combat -starts, every participant makes a Dexterity check to determine their -place in the initiative order. The GM makes one roll for an entire group -of identical creatures, so each member of the group acts at the same -time.

-

The GM ranks the combatants in order from the one with the highest -Dexterity check total to the one with the lowest. This is the order -(called the initiative order) in which they act during each round. The -initiative order remains the same from round to round.

-

If a tie occurs, the GM decides the order among tied GM-controlled -creatures, and the players decide the order among their tied characters. -The GM can decide the order if the tie is between a monster and a player -character. Optionally, the GM can have the tied characters and monsters -each roll a d20 to determine the order, highest roll going first.

-

Your Turn

-

On your turn, you can move a distance up to your -speed and take one action. You decide whether to move -first or take your action first. Your speed- sometimes called your -walking speed-is noted on your character sheet.

-

The most common actions you can take are described in the “Actions in -Combat” section later in this chapter. Many class features and other -abilities provide additional options for your action.

-

The “Movement and Position” section later in this chapter gives the -rules for your move.

-

You can forgo moving, taking an action, or doing anything at all on -your turn. If you can’t decide what to do on your turn, consider taking -the Dodge or Ready action, as described in “Actions in Combat.”

-

Bonus Actions

-

Various class features, spells, and other abilities let you take an -additional action on your turn called a bonus action. The Cunning Action -feature, for example, allows a rogue to take a bonus action. You can -take a bonus action only when a special ability, spell, or other feature -of the game states that you can do something as a bonus action. You -otherwise don’t have a bonus action to take.

-

You can take only one bonus action on your turn, so you must choose -which bonus action to use when you have more than one available.

-

You choose when to take a bonus action during your turn, unless the -bonus action’s timing is specified, and anything that deprives you of -your ability to take actions also prevents you from taking a bonus -action.

-

Other Activity on Your Turn

-

Your turn can include a variety of flourishes that require neither -your action nor your move.

-

You can communicate however you are able, through brief utterances -and gestures, as you take your turn.

-

You can also interact with one object or feature of the environment -for free, during either your move or your action. For example, you could -open a door during your move as you stride toward a foe, or you could -draw your weapon as part of the same action you use to attack.

-

If you want to interact with a second object, you need to use your -action. Some magic items and other special objects always require an -action to use, as stated in their descriptions.

-

The GM might require you to use an action for any of these activities -when it needs special care or when it presents an unusual obstacle. For -instance, the GM could reasonably expect you to use an action to open a -stuck door or turn a crank to lower a drawbridge.

-

Reactions

-

Certain special abilities, spells, and situations allow you to take a -special action called a reaction. A reaction is an instant response to a -trigger of some kind, which can occur on your turn or on someone else’s. -The opportunity attack, described later in this chapter, is the most -common type of reaction.

-

When you take a reaction, you can’t take another one until the start -of your next turn. If the reaction interrupts another creature’s turn, -that creature can continue its turn right after the reaction.

-

Movement and Position

-

In combat, characters and monsters are in constant motion, often -using movement and position to gain the upper hand.

-

On your turn, you can move a distance up to your speed. You can use -as much or as little of your speed as you like on your turn, following -the rules here.

-

Your movement can include jumping, climbing, and swimming. These -different modes of movement can be combined with walking, or they can -constitute your entire move. However you’re moving, you deduct the -distance of each part of your move from your speed until it is used up -or until you are done moving.

-

Breaking Up Your Move

-

You can break up your movement on your turn, using some of your speed -before and after your action. For example, if you have a speed of 30 -feet, you can move 10 feet, take your action, and then move 20 feet.

-

Moving between Attacks

-

If you take an action that includes more than one weapon attack, you -can break up your movement even further by moving between those attacks. -For example, a fighter who can make two attacks with the Extra Attack -feature and who has a speed of 25 feet could move 10 feet, make an -attack, move 15 feet, and then attack again.

-

Using Different Speeds

-

If you have more than one speed, such as your walking speed and a -flying speed, you can switch back and forth between your speeds during -your move. Whenever you switch, subtract the distance you’ve already -moved from the new speed. The result determines how much farther you can -move. If the result is 0 or less, you can’t use the new speed during the -current move.

-

For example, if you have a speed of 30 and a flying speed of 60 -because a wizard cast the fly spell on you, you could fly 20 -feet, then walk 10 feet, and then leap into the air to fly 30 feet -more.

-

Difficult Terrain

-

Combat rarely takes place in bare rooms or on featureless plains. -Boulder-strewn caverns, briar-choked forests, treacherous staircases-the -setting of a typical fight contains difficult terrain.

-

Every foot of movement in difficult terrain costs 1 extra foot. This -rule is true even if multiple things in a space count as difficult -terrain.

-

Low furniture, rubble, undergrowth, steep stairs, snow, and shallow -bogs are examples of difficult terrain. The space of another creature, -whether hostile or not, also counts as difficult terrain.

-

Being Prone

-

Combatants often find themselves lying on the ground, either because -they are knocked down or because they throw themselves down. In the -game, they are prone, a condition described in appendix A.

-

You can drop prone without using any of your speed. -Standing up takes more effort; doing so costs an amount -of movement equal to half your speed. For example, if your speed is 30 -feet, you must spend

-

15 feet of movement to stand up. You can’t stand up if you don’t have -enough movement left or if your speed is 0.

-

To move while prone, you must crawl or use magic -such as teleportation. Every foot of movement while crawling costs 1 -extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 -feet of movement.

-
-

Interacting with Objects Around You

-

Here are a few examples of the sorts of thing you can do in tandem -with your movement and action:

-
    -
  • draw or sheathe a sword
  • -
  • open or close a door
  • -
  • withdraw a potion from your backpack
  • -
  • pick up a dropped axe
  • -
  • take a bauble from a table
  • -
  • remove a ring from your finger
  • -
  • stuff some food into your mouth
  • -
  • plant a banner in the ground
  • -
  • fish a few coins from your belt pouch
  • -
  • drink all the ale in a flagon
  • -
  • throw a lever or a switch
  • -
  • pull a torch from a sconce
  • -
  • take a book from a shelf you can reach
  • -
  • extinguish a small flame
  • -
  • don a mask
  • -
  • pull the hood of your cloak up and over your head
  • -
  • put your ear to a door
  • -
  • kick a small stone
  • -
  • turn a key in a lock
  • -
  • tap the floor with a 10-foot pole
  • -
  • hand an item to another character
  • -
-
-

Moving Around Other -Creatures

-

You can move through a nonhostile creature’s space. In contrast, you -can move through a hostile creature’s space only if the creature is at -least two sizes larger or smaller than you. Remember that another -creature’s space is difficult terrain for you.

-

Whether a creature is a friend or an enemy, you can’t willingly end -your move in its space.

-

If you leave a hostile creature’s reach during your move, you provoke -an opportunity attack, as explained later in the chapter.

-

Flying Movement

-

Flying creatures enjoy many benefits of mobility, but they must also -deal with the danger of falling. If a flying creature is knocked prone, -has its speed reduced to 0, or is otherwise deprived of the ability to -move, the creature falls, unless it has the ability to hover or it is -being held aloft by magic, such as by the fly spell.

-

Creature Size

-

Each creature takes up a different amount of space. The Size -Categories table shows how much space a creature of a particular size -controls in combat. Objects sometimes use the same size categories.

-

Table- Creature Size

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SizeSpace
Tiny2 1/2 by 2 1/2 ft.
Small5 by 5 ft.
Medium5 by 5 ft.
Large10 by 10 ft.
Huge15 by 15 ft.
Gargantuan20 by 20 ft. or larger
-

Space

-

A creature’s space is the area in feet that it effectively controls -in combat, not an expression of its physical dimensions. A typical -Medium creature isn’t 5 feet wide, for example, but it does control a -space that wide. If a Medium hobgoblin stands in a 5-foot wide doorway, -other creatures can’t get through unless the hobgoblin lets them.

-

A creature’s space also reflects the area it needs to fight -effectively. For that reason, there’s a limit to the number of creatures -that can surround another creature in combat. Assuming Medium -combatants, eight creatures can fit in a 5-foot radius around another -one.

-

Because larger creatures take up more space, fewer of them can -surround a creature. If four Large creatures crowd around a Medium or -smaller one, there’s little room for anyone else. In contrast, as many -as twenty Medium creatures can surround a Gargantuan one.

-

Squeezing into a Smaller -Space

-

A creature can squeeze through a space that is large enough for a -creature one size smaller than it. Thus, a Large creature can squeeze -through a passage that’s only 5 feet wide. While squeezing through a -space, a creature must spend 1 extra foot for every foot it moves there, -and it has disadvantage on attack rolls and Dexterity saving throws. -Attack rolls against the creature have advantage while it’s in the -smaller space.

-

Actions in Combat

-

When you take your action on your turn, you can take one of the -actions presented here, an action you gained from your class or a -special feature, or an action that you improvise. Many monsters have -action options of their own in their stat blocks.

-

When you describe an action not detailed elsewhere in the rules, the -GM tells you whether that action is possible and what kind of roll you -need to make, if any, to determine success or failure.

-

Attack

-

The most common action to take in combat is the Attack action, -whether you are swinging a sword, firing an arrow from a bow, or -brawling with your fists.

-

With this action, you make one melee or ranged attack. See the -“Making an Attack” section for the rules that govern attacks.

-

Certain features, such as the Extra Attack feature of the fighter, -allow you to make more than one attack with this action.

-

Cast a Spell

-

Spellcasters such as wizards and clerics, as well as many monsters, -have access to spells and can use them to great effect in combat. Each -spell has a casting time, which specifies whether the caster must use an -action, a reaction, minutes, or even hours to cast the spell. Casting a -spell is, therefore, not necessarily an action. Most spells do have a -casting time of 1 action, so a spellcaster often uses his or her action -in combat to cast such a spell.

-

Dash

-

When you take the Dash action, you gain extra movement for the -current turn. The increase equals your speed, after applying any -modifiers. With a speed of 30 feet, for example, you can move up to 60 -feet on your turn if you dash.

-

Any increase or decrease to your speed changes this additional -movement by the same amount. If your speed of 30 feet is reduced to 15 -feet, for instance, you can move up to 30 feet this turn if you -dash.

-

Disengage

-

If you take the Disengage action, your movement doesn’t provoke -opportunity attacks for the rest of the turn.

-

Dodge

-

When you take the Dodge action, you focus entirely on avoiding -attacks. Until the start of your next turn, any attack roll made against -you has disadvantage if you can see the attacker, and you make Dexterity -saving throws with advantage. You lose this benefit if you are -incapacitated (as explained in appendix A) or if your speed drops to -0.

-

Help

-

You can lend your aid to another creature in the completion of a -task. When you take the Help action, the creature you aid gains -advantage on the next ability check it makes to perform the task you are -helping with, provided that it makes the check before the start of your -next turn.

-

Alternatively, you can aid a friendly creature in attacking a -creature within 5 feet of you. You feint, distract the target, or in -some other way team up to make your ally’s attack more effective. If -your ally attacks the target before your next turn, the first attack -roll is made with advantage.

-

Hide

-

When you take the Hide action, you make a Dexterity (Stealth) check -in an attempt to hide, following the rules for hiding. If you succeed, -you gain certain benefits, as described in the “Unseen Attackers and -Targets” section later in this chapter.

-

Ready

-

Sometimes you want to get the jump on a foe or wait for a particular -circumstance before you act. To do so, you can take the Ready action on -your turn, which lets you act using your reaction before the start of -your next turn.

-

First, you decide what perceivable circumstance will trigger your -reaction. Then, you choose the action you will take in response to that -trigger, or you choose to move up to your speed in response to it. -Examples include “If the cultist steps on the trapdoor, I’ll pull the -lever that opens it,” and “If the goblin steps next to me, I move -away.”

-

When the trigger occurs, you can either take your reaction right -after the trigger finishes or ignore the trigger. Remember that you can -take only one reaction per round.

-

When you ready a spell, you cast it as normal but hold its energy, -which you release with your reaction when the trigger occurs. To be -readied, a spell must have a casting time of 1 action, and holding onto -the spell’s magic requires concentration. If your concentration is -broken, the spell dissipates without taking effect. For example, if you -are concentrating on the web spell and ready magic -missile, your web spell ends, and if you take damage -before you release magic missile with your reaction, your -concentration might be broken.

- -

When you take the Search action, you devote your attention to finding -something. Depending on the nature of your search, the GM might have you -make a Wisdom (Perception) check or an Intelligence (Investigation) -check.

-

Use an Object

-

You normally interact with an object while doing something else, such -as when you draw a sword as part of an attack. When an object requires -your action for its use, you take the Use an Object action. This action -is also useful when you want to interact with more than one object on -your turn.

-

Making an Attack

-

Whether you’re striking with a melee weapon, firing a weapon at -range, or making an attack roll as part of a spell, an attack has a -simple structure.

-
    -
  • Choose a target. Pick a target within your attack’s -Range: a creature, an object, or a location.
  • -
  • Determine modifiers. The GM determines whether the -target has cover and whether you have advantage or disadvantage against -the target. In addition, spells, special abilities, and other effects -can apply penalties or bonuses to your attack roll.
  • -
  • Resolve the attack. You make the attack roll. On a -hit, you roll damage, unless the particular attack has rules that -specify otherwise. Some attacks cause special effects in addition to or -instead of damage.
  • -
-

If there’s ever any question whether something you’re doing counts as -an attack, the rule is simple: if you’re making an attack roll, you’re -making an attack.

-

Attack Rolls

-

When you make an attack, your attack roll determines whether the -attack hits or misses. To make an attack roll, roll a d20 and add the -appropriate modifiers. If the total of the roll plus modifiers equals or -exceeds the target’s Armor Class (AC), the attack hits. The AC of a -character is determined at character creation, whereas the AC of a -monster is in its stat block.

-

Modifiers to the Roll

-

When a character makes an attack roll, the two most common modifiers -to the roll are an ability modifier and the character’s proficiency -bonus. When a monster makes an attack roll, it uses whatever modifier is -provided in its stat block.

-

Ability Modifier. The ability modifier used -for a melee weapon attack is Strength, and the ability modifier used for -a ranged weapon attack is Dexterity. Weapons that have the finesse or -thrown property break this rule.

-

Some spells also require an attack roll. The ability modifier used -for a spell attack depends on the spellcasting ability of the -spellcaster.

-

Proficiency Bonus. You add your proficiency -bonus to your attack roll when you attack using a weapon with which you -have proficiency, as well as when you attack with a spell.

-

Rolling 1 or 20

-

Sometimes fate blesses or curses a combatant, causing the novice to -hit and the veteran to miss.

-

If the d20 roll for an attack is a 20, the attack hits regardless of -any modifiers or the target’s AC. This is called a critical hit, which -is explained later in this chapter.

-

If the d20 roll for an attack is a 1, the attack misses regardless of -any modifiers or the target’s AC.

-

Unseen Attackers and Targets

-

Combatants often try to escape their foes’ notice by hiding, casting -the invisibility spell, or lurking in darkness.

-

When you attack a target that you can’t see, you have disadvantage on -the attack roll. This is true whether you’re guessing the target’s -location or you’re targeting a creature you can hear but not see. If the -target isn’t in the location you targeted, you automatically miss, but -the GM typically just says that the attack missed, not whether you -guessed the target’s location correctly.

-

When a creature can’t see you, you have advantage on attack rolls -against it. If you are hidden-both unseen and unheard-when you make an -attack, you give away your location when the attack hits or misses.

-

Ranged Attacks

-

When you make a ranged attack, you fire a bow or a crossbow, hurl a -handaxe, or otherwise send projectiles to strike a foe at a distance. A -monster might shoot spines from its tail. Many spells also involve -making a ranged attack.

-

Range

-

You can make ranged attacks only against targets within a specified -range.

-

If a ranged attack, such as one made with a spell, has a single -range, you can’t attack a target beyond this range.

-

Some ranged attacks, such as those made with a longbow or a shortbow, -have two ranges. The smaller number is the normal range, and the larger -number is the long range. Your attack roll has disadvantage when your -target is beyond normal range, and you can’t attack a target beyond the -long range.

-

Ranged Attacks in Close -Combat

-

Aiming a ranged attack is more difficult when a foe is next to you. -When you make a ranged attack with a weapon, a spell, or some other -means, you have disadvantage on the attack roll if you are within 5 feet -of a hostile creature who can see you and who isn’t incapacitated.

-

Melee Attacks

-

Used in hand-to-hand combat, a melee attack allows you to attack a -foe within your reach. A melee attack typically uses a handheld weapon -such as a sword, a warhammer, or an axe. A typical monster makes a melee -attack when it strikes with its claws, horns, teeth, tentacles, or other -body part. A few spells also involve making a melee attack.

-

Most creatures have a 5-foot reach and can thus -attack targets within 5 feet of them when making a melee attack. Certain -creatures (typically those larger than Medium) have melee attacks with a -greater reach than 5 feet, as noted in their descriptions.

-

Instead of using a weapon to make a melee weapon attack, you can use -an unarmed strike: a punch, kick, head-butt, or similar -forceful blow (none of which count as weapons). On a hit, an unarmed -strike deals bludgeoning damage equal to 1 + your Strength modifier. You -are proficient with your unarmed strikes.

-
-

Contests in Combat

-

Battle often involves pitting your prowess against that of your foe. -Such a challenge is represented by a contest. This section includes the -most common contests that require an action in combat: grappling and -shoving a creature. The GM can use these contests as models for -improvising others.

-
-

Opportunity Attacks

-

In a fight, everyone is constantly watching for a chance to strike an -enemy who is fleeing or passing by. Such a strike is called an -opportunity attack.

-

You can make an opportunity attack when a hostile creature that you -can see moves out of your reach. To make the opportunity attack, you use -your reaction to make one melee attack against the provoking creature. -The attack occurs right before the creature leaves your reach.

-

You can avoid provoking an opportunity attack by taking the Disengage -action. You also don’t provoke an opportunity attack when you teleport -or when someone or something moves you without using your movement, -action, or reaction. For example, you don’t provoke an opportunity -attack if an explosion hurls you out of a foe’s reach or if gravity -causes you to fall past an enemy.

-

Two-Weapon Fighting

-

When you take the Attack action and attack with a light melee weapon -that you’re holding in one hand, you can use a bonus action to attack -with a different light melee weapon that you’re holding in the other -hand. You don’t add your ability modifier to the damage of the bonus -attack, unless that modifier is negative.

-

If either weapon has the thrown property, you can throw the weapon, -instead of making a melee attack with it.

-

Grappling

-

When you want to grab a creature or wrestle with it, you can use the -Attack action to make a special melee attack, a grapple. If you’re able -to make multiple attacks with the Attack action, this attack replaces -one of them.

-

The target of your grapple must be no more than one size larger than -you and must be within your reach. Using at least one free hand, you try -to seize the target by making a grapple check instead of an attack roll: -a Strength (Athletics) check contested by the target’s Strength -(Athletics) or Dexterity (Acrobatics) check (the target chooses the -ability to use). You succeed automatically if the target is -incapacitated. If you succeed, you subject the target to the grappled -condition (see appendix ##). The condition specifies the things that end -it, and you can release the target whenever you like (no action -required).

-

Escaping a Grapple. A grappled creature can -use its action to escape. To do so, it must succeed on a Strength -(Athletics) or Dexterity (Acrobatics) check contested by your Strength -(Athletics) check.

-

Moving a Grappled Creature. When you move, -you can drag or carry the grappled creature with you, but your speed is -halved, unless the creature is two or more sizes smaller than you.

-

Shoving a Creature

-

Using the Attack action, you can make a special melee attack to shove -a creature, either to knock it prone or push it away from you. If you’re -able to make multiple attacks with the Attack action, this attack -replaces one of them.

-

The target must be no more than one size larger than you and must be -within your reach. Instead of making an attack roll, you make a Strength -(Athletics) check contested by the target’s Strength (Athletics) or -Dexterity (Acrobatics) check (the target chooses the ability to use). -You succeed automatically if the target is incapacitated. If you -succeed, you either knock the target prone or push it 5 feet away from -you.

-

Cover

-

Walls, trees, creatures, and other obstacles can provide cover during -combat, making a target more difficult to harm. A target can benefit -from cover only when an attack or other effect originates on the -opposite side of the cover.

-

There are three degrees of cover. If a target is behind multiple -sources of cover, only the most protective degree of cover applies; the -degrees aren’t added together. For example, if a target is behind a -creature that gives half cover and a tree trunk that gives -three-quarters cover, the target has three-quarters cover.

-

A target with half cover has a +2 bonus to AC and -Dexterity saving throws. A target has half cover if an obstacle blocks -at least half of its body. The obstacle might be a low wall, a large -piece of furniture, a narrow tree trunk, or a creature, whether that -creature is an enemy or a friend.

-

A target with three-quarters cover has a +5 bonus to -AC and Dexterity saving throws. A target has three-quarters cover if -about three-quarters of it is covered by an obstacle. The obstacle might -be a portcullis, an arrow slit, or a thick tree trunk.

-

A target with total cover can’t be targeted directly -by an attack or a spell, although some spells can reach such a target by -including it in an area of effect. A target has total cover if it is -completely concealed by an obstacle.

-

Damage and Healing

-

Injury and the risk of death are constant companions of those who -explore fantasy gaming worlds. The thrust of a sword, a well-placed -arrow, or a blast of flame from a fireball spell all have the -potential to damage, or even kill, the hardiest of creatures.

-

Hit Points

-

Hit points represent a combination of physical and mental durability, -the will to live, and luck. Creatures with more hit points are more -difficult to kill. Those with fewer hit points are more fragile.

-

A creature’s current hit points (usually just called hit points) can -be any number from the creature’s hit point maximum down to 0. This -number changes frequently as a creature takes damage or receives -healing.

-

Whenever a creature takes damage, that damage is subtracted from its -hit points. The loss of hit points has no effect on a creature’s -capabilities until the creature drops to 0 hit points.

-

Damage Rolls

-

Each weapon, spell, and harmful monster ability specifies the damage -it deals. You roll the damage die or dice, add any modifiers, and apply -the damage to your target. Magic weapons, special abilities, and other -factors can grant a bonus to damage. With a penalty, it is possible to -deal 0 damage, but never negative damage.

-

When attacking with a weapon, you add your ability -modifier-the same modifier used for the attack roll-to the damage. A -spell tells you which dice to roll for damage and -whether to add any modifiers.

-

If a spell or other effect deals damage to more than one -target at the same time, roll the damage once for all of them. -For example, when a wizard casts fireball or a cleric casts -flame strike, the spell’s damage is rolled once for all -creatures caught in the blast.

-

Critical Hits

-

When you score a critical hit, you get to roll extra dice for the -attack’s damage against the target. Roll all of the attack’s damage dice -twice and add them together. Then add any relevant modifiers as normal. -To speed up play, you can roll all the damage dice at once.

-

For example, if you score a critical hit with a dagger, roll 2d4 for -the damage, rather than 1d4, and then add your relevant ability -modifier. If the attack involves other damage dice, such as from the -rogue’s Sneak Attack feature, you roll those dice twice as well.

-

Damage Types

-

Different attacks, damaging spells, and other harmful effects deal -different types of damage. Damage types have no rules of their own, but -other rules, such as damage resistance, rely on the types.

-

The damage types follow, with examples to help a GM assign a damage -type to a new effect.

-

Acid. The corrosive spray of a black -dragon’s breath and the dissolving enzymes secreted by a black pudding -deal acid damage.

-

Bludgeoning. Blunt force attacks-hammers, -falling, constriction, and the like-deal bludgeoning damage.

-

Cold. The infernal chill radiating from an -ice devil’s spear and the frigid blast of a white dragon’s breath deal -cold damage.

-

Fire. Red dragons breathe fire, and many -spells conjure flames to deal fire damage.

-

Force. Force is pure magical energy focused -into a damaging form. Most effects that deal force damage are spells, -including magic missile and spiritual weapon.

-

Lightning. A lightning bolt spell -and a blue dragon’s breath deal lightning damage.

-

Necrotic. Necrotic damage, dealt by certain -undead and a spell such as chill touch, withers matter and even -the soul.

-

Piercing. Puncturing and impaling attacks, -including spears and monsters’ bites, deal piercing damage.

-

Poison. Venomous stings and the toxic gas -of a green dragon’s breath deal poison damage.

-

Psychic. Mental abilities such as a mind -flayer’s psionic blast deal psychic damage.

-

Radiant. Radiant damage, dealt by a -cleric’s flame strike spell or an angel’s smiting weapon, sears -the flesh like fire and overloads the spirit with power.

-

Slashing. Swords, axes, and monsters’ claws -deal slashing damage.

-

Thunder. A concussive burst of sound, such -as the effect of the thunderwave spell, deals thunder -damage.

-

Damage Resistance and -Vulnerability

-

Some creatures and objects are exceedingly difficult or unusually -easy to hurt with certain types of damage.

-

If a creature or an object has resistance to a -damage type, damage of that type is halved against it. If a creature or -an object has vulnerability to a damage type, damage of -that type is doubled against it.

-

Resistance and then vulnerability are applied after all other -modifiers to damage. For example, a creature has resistance to -bludgeoning damage and is hit by an attack that deals 25 bludgeoning -damage. The creature is also within a magical aura that reduces all -damage by 5. The 25 damage is first reduced by 5 and then halved, so the -creature takes 10 damage.

-

Multiple instances of resistance or vulnerability that affect the -same damage type count as only one instance. For example, if a creature -has resistance to fire damage as well as resistance to all nonmagical -damage, the damage of a nonmagical fire is reduced by half against the -creature, not reduced by three-quarters.

-

Healing

-

Unless it results in death, damage isn’t permanent. Even death is -reversible through powerful magic. Rest can restore a creature’s hit -points, and magical methods such as a cure wounds spell or a -potion of healing can remove damage in an instant.

-

When a creature receives healing of any kind, hit points regained are -added to its current hit points. A creature’s hit points can’t exceed -its hit point maximum, so any hit points regained in excess of this -number are lost. For example, a druid grants a ranger 8 hit points of -healing. If the ranger has 14 current hit points and has a hit point -maximum of 20, the ranger regains 6 hit points from the druid, not -8.

-

A creature that has died can’t regain hit points until magic such as -the revivify spell has restored it to life.

-

Dropping to 0 Hit Points

-

When you drop to 0 hit points, you either die outright or fall -unconscious, as explained in the following sections.

-

Instant Death

-

Massive damage can kill you instantly. When damage reduces you to 0 -hit points and there is damage remaining, you die if the remaining -damage equals or exceeds your hit point maximum.

-

For example, a cleric with a maximum of 12 hit points currently has 6 -hit points. If she takes 18 damage from an attack, she is reduced to 0 -hit points, but 12 damage remains. Because the remaining damage equals -her hit point maximum, the cleric dies.

-

Falling Unconscious

-

If damage reduces you to 0 hit points and fails to kill you, you fall -unconscious (see appendix ##). This unconsciousness ends if you regain -any hit points.

-

Death Saving Throws

-

Whenever you start your turn with 0 hit points, you must make a -special saving throw, called a death saving throw, to determine whether -you creep closer to death or hang onto life. Unlike other saving throws, -this one isn’t tied to any ability score. You are in the hands of fate -now, aided only by spells and features that improve your chances of -succeeding on a saving throw.

-

Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you -fail. A success or failure has no effect by itself. On your third -success, you become stable (see below). On your third failure, you die. -The successes and failures don’t need to be consecutive; keep track of -both until you collect three of a kind. The number of both is reset to -zero when you regain any hit points or become stable.

-

Rolling 1 or 20. When you make a death -saving throw and roll a 1 on the d20, it counts as two failures. If you -roll a 20 on the d20, you regain 1 hit point.

-

Damage at 0 Hit Points. If you take any -damage while you have 0 hit points, you suffer a death saving throw -failure. If the damage is from a critical hit, you suffer two failures -instead. If the damage equals or exceeds your hit point maximum, you -suffer instant death.

-

Stabilizing a Creature

-

The best way to save a creature with 0 hit points is to heal it. If -healing is unavailable, the creature can at least be stabilized so that -it isn’t killed by a failed death saving throw.

-

You can use your action to administer first aid to an unconscious -creature and attempt to stabilize it, which requires a successful DC 10 -Wisdom (Medicine) check.

-

A stable creature doesn’t make death saving throws, -even though it has 0 hit points, but it does remain unconscious. The -creature stops being stable, and must start making death saving throws -again, if it takes any damage. A stable creature that isn’t healed -regains 1 hit point after 1d4 hours.

-

Monsters and Death

-

Most GMs have a monster die the instant it drops to 0 hit points, -rather than having it fall unconscious and make death saving throws.

-

Mighty villains and special nonplayer characters are common -exceptions; the GM might have them fall unconscious and follow the same -rules as player characters.

-

Knocking a Creature Out

-

Sometimes an attacker wants to incapacitate a foe, rather than deal a -killing blow. When an attacker reduces a creature to 0 hit points with a -melee attack, the attacker can knock the creature out. The attacker can -make this choice the instant the damage is dealt. The creature falls -unconscious and is stable.

-

Temporary Hit Points

-

Some spells and special abilities confer temporary hit points to a -creature. Temporary hit points aren’t actual hit points; they are a -buffer against damage, a pool of hit points that protect you from -injury.

-

When you have temporary hit points and take damage, the temporary hit -points are lost first, and any leftover damage carries over to your -normal hit points. For example, if you have 5 temporary hit points and -take 7 damage, you lose the temporary hit points and then take 2 -damage.

-

Because temporary hit points are separate from your actual hit -points, they can exceed your hit point maximum. A character can, -therefore, be at full hit points and receive temporary hit points.

-

Healing can’t restore temporary hit points, and they can’t be added -together. If you have temporary hit points and receive more of them, you -decide whether to keep the ones you have or to gain the new ones. For -example, if a spell grants you 12 temporary hit points when you already -have 10, you can have 12 or 10, not 22.

-

If you have 0 hit points, receiving temporary hit points doesn’t -restore you to consciousness or stabilize you. They can still absorb -damage directed at you while you’re in that state, but only true healing -can save you.

-

Unless a feature that grants you temporary hit points has a duration, -they last until they’re depleted or you finish a long rest.

-

Mounted Combat

-

A knight charging into battle on a warhorse, a wizard casting spells -from the back of a griffon, or a cleric soaring through the sky on a -pegasus all enjoy the benefits of speed and mobility that a mount can -provide.

-

A willing creature that is at least one size larger than you and that -has an appropriate anatomy can serve as a mount, using the following -rules.

-

Mounting and Dismounting

-

Once during your move, you can mount a creature that is within 5 feet -of you or dismount. Doing so costs an amount of movement equal to half -your speed. For example, if your speed is 30 feet, you must spend 15 -feet of movement to mount a horse. Therefore, you can’t mount it if you -don’t have 15 feet of movement left or if your speed is 0.

-

If an effect moves your mount against its will while you’re on it, -you must succeed on a DC 10 Dexterity saving throw or fall off the -mount, landing prone in a space within 5 feet of it. If you’re knocked -prone while mounted, you must make the same saving throw.

-

If your mount is knocked prone, you can use your reaction to dismount -it as it falls and land on your feet. Otherwise, you are dismounted and -fall prone in a space within 5 feet it.

-

Controlling a Mount

-

While you’re mounted, you have two options. You can either control -the mount or allow it to act independently. Intelligent creatures, such -as dragons, act independently.

-

You can control a mount only if it has been trained to accept a -rider. Domesticated horses, donkeys, and similar creatures are assumed -to have such training. The initiative of a controlled mount changes to -match yours when you mount it. It moves as you direct it, and it has -only three action options: Dash, Disengage, and Dodge. A controlled -mount can move and act even on the turn that you mount it.

-

An independent mount retains its place in the initiative order. -Bearing a rider puts no restrictions on the actions the mount can take, -and it moves and acts as it wishes. It might flee from combat, rush to -attack and devour a badly injured foe, or otherwise act against your -wishes.

-

In either case, if the mount provokes an opportunity attack while -you’re on it, the attacker can target you or the mount.

-

Underwater Combat

-

When adventurers pursue sahuagin back to their undersea homes, fight -off sharks in an ancient shipwreck, or find themselves in a flooded -dungeon room, they must fight in a challenging environment. Underwater -the following rules apply.

-

When making a melee weapon attack, a creature that -doesn’t have a swimming speed (either natural or granted by magic) has -disadvantage on the attack roll unless the weapon is a dagger, javelin, -shortsword, spear, or trident.

-

A ranged weapon attack automatically misses a target -beyond the weapon’s normal range. Even against a target within normal -range, the attack roll has disadvantage unless the weapon is a crossbow, -a net, or a weapon that is thrown like a javelin (including a spear, -trident, or dart).

-

Creatures and objects that are fully immersed in water have -resistance to fire damage.

-

SPELLCASTING

-

Magic permeates fantasy gaming worlds and often appears in the form -of a spell.

-

This chapter provides the rules for casting spells. Different -character classes have distinctive ways of learning and preparing their -spells, and monsters use spells in unique ways. Regardless of its -source, a spell follows the rules here.

-

What Is a Spell?

-

A spell is a discrete magical effect, a single shaping of the magical -energies that suffuse the multiverse into a specific, limited -expression. In casting a spell, a character carefully plucks at the -invisible strands of raw magic suffusing the world, pins them in place -in a particular pattern, sets them vibrating in a specific way, and then -releases them to unleash the desired effect-in most cases, all in the -span of seconds.

-

Spells can be versatile tools, weapons, or protective wards. They can -deal damage or undo it, impose or remove conditions (see appendix ##), -drain life energy away, and restore life to the dead.

-

Uncounted thousands of spells have been created over the course of -the multiverse’s history, and many of them are long forgotten. Some -might yet lie recorded in crumbling spellbooks hidden in ancient ruins -or trapped in the minds of dead gods. Or they might someday be -reinvented by a character who has amassed enough power and wisdom to do -so.

-

Spell Level

-

Every spell has a level from 0 to 9. A spell’s level is a general -indicator of how powerful it is, with the lowly (but still impressive) -magic missile at 1st level and the earth-shaking wish -at 9th. Cantrips-simple but powerful spells that characters can cast -almost by rote-are level 0. The higher a spell’s level, the higher level -a spellcaster must be to use that spell.

-

Spell level and character level don’t correspond directly. Typically, -a character has to be at least 17th level, not 9th level, to cast a -9th-level spell.

-

Known and Prepared Spells

-

Before a spellcaster can use a spell, he or she must have the spell -firmly fixed in mind, or must have access to the spell in a magic item. -Members of a few classes, including bards and sorcerers, have a limited -list of spells they know that are always fixed in mind. The same thing -is true of many magic-using monsters. Other spellcasters, such as -clerics and wizards, undergo a process of preparing spells. This process -varies for different classes, as detailed in their descriptions.

-

In every case, the number of spells a caster can have fixed in mind -at any given time depends on the character’s level.

-

Spell Slots

-

Regardless of how many spells a caster knows or prepares, he or she -can cast only a limited number of spells before resting. Manipulating -the fabric of magic and channeling its energy into even a simple spell -is physically and mentally taxing, and higher level spells are even more -so. Thus, each spellcasting class’s description (except that of the -warlock) includes a table showing how many spell slots of each spell -level a character can use at each character level. For example, the -3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level -slots.

-

When a character casts a spell, he or she expends a slot of that -spell’s level or higher, effectively “filling” a slot with the spell. -You can think of a spell slot as a groove of a certain size-small for a -1st-level slot, larger for a spell of higher level. A 1st-level spell -fits into a slot of any size, but a 9th-level spell fits only in a -9th-level slot. So when Umara casts magic missile, a 1st-level -spell, she spends one of her four 1st-level slots and has three -remaining.

-

Finishing a long rest restores any expended spell slots.

-

Some characters and monsters have special abilities that let them -cast spells without using spell slots. For example, a monk who follows -the Way of the Four Elements, a warlock who chooses certain eldritch -invocations, and a pit fiend from the Nine Hells can all cast spells in -such a way.

-

Casting a Spell at a Higher -Level

-

When a spellcaster casts a spell using a slot that is of a higher -level than the spell, the spell assumes the higher level for that -casting. For instance, if Umara casts magic missile using one -of her 2nd-level slots, that magic missile is 2nd level. -Effectively, the spell expands to fill the slot it is put into.

-

Some spells, such as magic missile and cure wounds, -have more powerful effects when cast at a higher level, as detailed in a -spell’s description.

-
-

Casting in Armor

-

Because of the mental focus and precise gestures required for -spellcasting, you must be proficient with the armor you are wearing to -cast a spell. You are otherwise too distracted and physically hampered -by your armor for spellcasting.

-
-

Cantrips

-

A cantrip is a spell that can be cast at will, without using a spell -slot and without being prepared in advance. Repeated practice has fixed -the spell in the caster’s mind and infused the caster with the magic -needed to produce the effect over and over. A cantrip’s spell level is -0.

-

Rituals

-

Certain spells have a special tag: ritual. Such a spell can be cast -following the normal rules for spellcasting, or the spell can be cast as -a ritual. The ritual version of a spell takes 10 minutes longer to cast -than normal. It also doesn’t expend a spell slot, which means the ritual -version of a spell can’t be cast at a higher level.

-

To cast a spell as a ritual, a spellcaster must have a feature that -grants the ability to do so. The cleric and the druid, for example, have -such a feature. The caster must also have the spell prepared or on his -or her list of spells known, unless the character’s ritual feature -specifies otherwise, as the wizard’s does.

-
-

The Schools of Magic

-

Academies of magic group spells into eight categories called schools -of magic. Scholars, particularly wizards, apply these categories to all -spells, believing that all magic functions in essentially the same way, -whether it derives from rigorous study or is bestowed by a deity.

-

The schools of magic help describe spells; they have no rules of -their own, although some rules refer to the schools.

-

Abjuration spells are protective in nature, though -some of them have aggressive uses. They create magical barriers, negate -harmful effects, harm trespassers, or banish creatures to other planes -of existence.

-

Conjuration spells involve the transportation of -objects and creatures from one location to another. Some spells summon -creatures or objects to the caster’s side, whereas others allow the -caster to teleport to another location. Some conjurations create objects -or effects out of nothing.

-

Divination spells reveal information, whether in the -form of secrets long forgotten, glimpses of the future, the locations of -hidden things, the truth behind illusions, or visions of distant people -or places.

-

Enchantment spells affect the minds of others, -influencing or controlling their behavior. Such spells can make enemies -see the caster as a friend, force creatures to take a course of action, -or even control another creature like a puppet.

-

Evocation spells manipulate magical energy to -produce a desired effect. Some call up blasts of fire or lightning. -Others channel positive energy to heal wounds.

-

Illusion spells deceive the senses or minds of -others. They cause people to see things that are not there, to miss -things that are there, to hear phantom noises, or to remember things -that never happened. Some illusions create phantom images that any -creature can see, but the most insidious illusions plant an image -directly in the mind of a creature.

-

Necromancy spells manipulate the energies of life -and death. Such spells can grant an extra reserve of life force, drain -the life energy from another creature, create the undead, or even bring -the dead back to life.

-

Creating the undead through the use of necromancy spells such as -animate dead is not a good act, and only evil casters use such spells -frequently.

-

Transmutation spells change the properties of a -creature, object, or environment. They might turn an enemy into a -harmless creature, bolster the strength of an ally, make an object move -at the caster’s command, or enhance a creature’s innate healing -abilities to rapidly recover from injury.

-
-

Casting a Spell

-

When a character casts any spell, the same basic rules are followed, -regardless of the character’s class or the spell’s effects.

-

Each spell description begins with a block of information, including -the spell’s name, level, school of magic, casting time, range, -components, and duration. The rest of a spell entry describes the -spell’s effect.

-

Casting Time

-

Most spells require a single action to cast, but some spells require -a bonus action, a reaction, or much more time to cast.

-

Bonus Action

-

A spell cast with a bonus action is especially swift. You must use a -bonus action on your turn to cast the spell, provided that you haven’t -already taken a bonus action this turn. You can’t cast another spell -during the same turn, except for a cantrip with a casting time of 1 -action.

-

Reactions

-

Some spells can be cast as reactions. These spells take a fraction of -a second to bring about and are cast in response to some event. If a -spell can be cast as a reaction, the spell description tells you exactly -when you can do so.

-

Longer Casting Times

-

Certain spells (including spells cast as rituals) require more time -to cast: minutes or even hours. When you cast a spell with a casting -time longer than a single action or reaction, you must spend your action -each turn casting the spell, and you must maintain your concentration -while you do so (see “Concentration” below). If your concentration is -broken, the spell fails, but you don’t expend a spell slot. If you want -to try casting the spell again, you must start over.

-

Spell Range

-

The target of a spell must be within the spell’s range. For a spell -like magic missile, the target is a creature. For a spell like -fireball, the target is the point in space where the ball of -fire erupts.

-

Most spells have ranges expressed in feet. Some spells can target -only a creature (including you) that you touch. Other spells, such as -the shield spell, affect only you. These spells have a range of -self.

-

Spells that create cones or lines of effect that originate from you -also have a range of self, indicating that the origin point of the -spell’s effect must be you (see “Areas of Effect” later in the this -chapter).

-

Once a spell is cast, its effects aren’t limited by its range, unless -the spell’s description says otherwise.

-

Components

-

A spell’s components are the physical requirements you must meet in -order to cast it. Each spell’s description indicates whether it requires -verbal (V), somatic (S), or material (M) components. If you can’t -provide one or more of a spell’s components, you are unable to cast the -spell.

-

Verbal (V)

-

Most spells require the chanting of mystic words. The words -themselves aren’t the source of the spell’s power; rather, the -particular combination of sounds, with specific pitch and resonance, -sets the threads of magic in motion. Thus, a character who is gagged or -in an area of silence, such as one created by the silence -spell, can’t cast a spell with a verbal component.

-

Somatic (S)

-

Spellcasting gestures might include a forceful gesticulation or an -intricate set of gestures. If a spell requires a somatic component, the -caster must have free use of at least one hand to perform these -gestures.

-

Material (M)

-

Casting some spells requires particular objects, specified in -parentheses in the component entry. A character can use a -component pouch or a spellcasting -focus (found in “Equipment”) in place of the components -specified for a spell. But if a cost is indicated for a component, a -character must have that specific component before he or she can cast -the spell.

-

If a spell states that a material component is consumed by the spell, -the caster must provide this component for each casting of the -spell.

-

A spellcaster must have a hand free to access a spell’s material -components-or to hold a spellcasting focus-but it can be the same hand -that he or she uses to perform somatic components.

-

Duration

-

A spell’s duration is the length of time the spell persists. A -duration can be expressed in rounds, minutes, hours, or even years. Some -spells specify that their effects last until the spells are dispelled or -destroyed.

-

Instantaneous

-

Many spells are instantaneous. The spell harms, heals, creates, or -alters a creature or an object in a way that can’t be dispelled, because -its magic exists only for an instant.

-

Concentration

-

Some spells require you to maintain concentration in order to keep -their magic active. If you lose concentration, such a spell ends.

-

If a spell must be maintained with concentration, that fact appears -in its Duration entry, and the spell specifies how long you can -concentrate on it. You can end concentration at any time (no action -required).

-

Normal activity, such as moving and attacking, doesn’t interfere with -concentration. The following factors can break concentration:

-
    -
  • Casting another spell that requires concentration. -You lose concentration on a spell if you cast another spell that -requires concentration. You can’t concentrate on two spells at -once.
  • -
  • Taking damage. Whenever you take damage while you -are concentrating on a spell, you must make a Constitution saving throw -to maintain your concentration. The DC equals 10 or half the damage you -take, whichever number is higher. If you take damage from multiple -sources, such as an arrow and a dragon’s breath, you make a separate -saving throw for each source of damage.
  • -
  • Being incapacitated or killed. You lose -concentration on a spell if you are incapacitated or if you die.
  • -
-

The GM might also decide that certain environmental phenomena, such -as a wave crashing over you while you’re on a storm-tossed ship, require -you to succeed on a DC 10 Constitution saving throw to maintain -concentration on a spell.

-

Targets

-

A typical spell requires you to pick one or more targets to be -affected by the spell’s magic. A spell’s description tells you whether -the spell targets creatures, objects, or a point of origin for an area -of effect (described below).

-

Unless a spell has a perceptible effect, a creature might not know it -was targeted by a spell at all. An effect like crackling lightning is -obvious, but a more subtle effect, such as an attempt to read a -creature’s thoughts, typically goes unnoticed, unless a spell says -otherwise.

-

A Clear Path to the Target

-

To target something, you must have a clear path to it, so it can’t be -behind total cover.

-

If you place an area of effect at a point that you can’t see and an -obstruction, such as a wall, is between you and that point, the point of -origin comes into being on the near side of that obstruction.

-

Targeting Yourself

-

If a spell targets a creature of your choice, you can choose -yourself, unless the creature must be hostile or specifically a creature -other than you. If you are in the area of effect of a spell you cast, -you can target yourself.

-

Areas of Effect

-

Spells such as burning hands and cone of cold cover -an area, allowing them to affect multiple creatures at once.

-

A spell’s description specifies its area of effect, which typically -has one of five different shapes: cone, cube, cylinder, line, or sphere. -Every area of effect has a point of origin, a location -from which the spell’s energy erupts. The rules for each shape specify -how you position its point of origin. Typically, a point of origin is a -point in space, but some spells have an area whose origin is a creature -or an object.

-

A spell’s effect expands in straight lines from the point of origin. -If no unblocked straight line extends from the point of origin to a -location within the area of effect, that location isn’t included in the -spell’s area. To block one of these imaginary lines, an obstruction must -provide total cover.

-

Cone

-

A cone extends in a direction you choose from its point of origin. A -cone’s width at a given point along its length is equal to that point’s -distance from the point of origin. A cone’s area of effect specifies its -maximum length.

-

A cone’s point of origin is not included in the cone’s area of -effect, unless you decide otherwise.

-

Cube

-

You select a cube’s point of origin, which lies anywhere on a face of -the cubic effect. The cube’s size is expressed as the length of each -side.

-

A cube’s point of origin is not included in the cube’s area of -effect, unless you decide otherwise.

-

Cylinder

-

A cylinder’s point of origin is the center of a circle of a -particular radius, as given in the spell description. The circle must -either be on the ground or at the height of the spell effect. The energy -in a cylinder expands in straight lines from the point of origin to the -perimeter of the circle, forming the base of the cylinder. The spell’s -effect then shoots up from the base or down from the top, to a distance -equal to the height of the cylinder.

-

A cylinder’s point of origin is included in the cylinder’s area of -effect.

-

Line

-

A line extends from its point of origin in a straight path up to its -length and covers an area defined by its width.

-

A line’s point of origin is not included in the line’s area of -effect, unless you decide otherwise.

-

Sphere

-

You select a sphere’s point of origin, and the sphere extends outward -from that point. The sphere’s size is expressed as a radius in feet that -extends from the point.

-

A sphere’s point of origin is included in the sphere’s area of -effect.

-

Spell Saving Throws

-

Many spells specify that a target can make a saving throw to avoid -some or all of a spell’s effects. The spell specifies the ability that -the target uses for the save and what happens on a success or -failure.

-

The DC to resist one of your spells = 8 + your spellcasting ability -modifier + your proficiency bonus + any special modifiers.

-

Spell Attack Rolls

-

Some spells require the caster to make an attack roll to determine -whether the spell effect hits the intended target. Your attack bonus -with a spell attack equals your spellcasting ability modifier + your -proficiency bonus.

-

Most spells that require attack rolls involve ranged attacks. -Remember that you have disadvantage on a ranged attack roll if you are -within 5 feet of a hostile creature that can see you and that isn’t -incapacitated.

-

Combining Magical Effects

-

The effects of different spells add together while the durations of -those spells overlap. The effects of the same spell cast multiple times -don’t combine, however. Instead, the most potent effect-such as the -highest bonus-from those castings applies while their durations -overlap.

-

For example, if two clerics cast bless on the same target, -that character gains the spell’s benefit only once; he or she doesn’t -get to roll two bonus dice.

-

SPELLS

-

Bard Spells

-

Cantrips (0 Level)

-
    -
  • Dancing Lights
  • -
  • Light
  • -
  • Mage Hand
  • -
  • Mending
  • -
  • Message
  • -
  • Minor Illusion
  • -
  • Prestidigitation
  • -
  • True Strike
  • -
  • Vicious Mockery
  • -
-

1st Level

-
    -
  • Animal Friendship
  • -
  • Bane
  • -
  • Charm Person
  • -
  • Comprehend Languages
  • -
  • Cure Wounds
  • -
  • Detect Magic
  • -
  • Disguise Self
  • -
  • Faerie Fire
  • -
  • Feather Fall
  • -
  • Healing Word
  • -
  • Heroism
  • -
  • Hideous Laughter
  • -
  • Identify
  • -
  • Illusory Script
  • -
  • Longstrider
  • -
  • Silent Image
  • -
  • Sleep
  • -
  • Speak with Animals
  • -
  • Thunderwave
  • -
  • Unseen Servant
  • -
-

2nd Level

-
    -
  • Animal Messenger
  • -
  • Blindness/Deafness
  • -
  • Calm Emotions
  • -
  • Detect Thoughts
  • -
  • Enhance Ability
  • -
  • Enthrall
  • -
  • Heat Metal
  • -
  • Hold Person
  • -
  • Invisibility
  • -
  • Knock
  • -
  • Lesser Restoration
  • -
  • Locate Animals or Plants
  • -
  • Locate Object
  • -
  • Magic Mouth
  • -
  • See Invisibility
  • -
  • Shatter
  • -
  • Silence
  • -
  • Suggestion
  • -
  • Zone of Truth
  • -
-

3rd Level

-
    -
  • Bestow Curse
  • -
  • Clairvoyance
  • -
  • Dispel Magic
  • -
  • Fear
  • -
  • Glyph of Warding
  • -
  • Hypnotic Pattern
  • -
  • Major Image
  • -
  • Nondetection
  • -
  • Plant Growth
  • -
  • Sending
  • -
  • Speak with Dead
  • -
  • Speak with Plants
  • -
  • Stinking Cloud
  • -
  • Tiny Hut
  • -
  • Tongues
  • -
-

4th Level

-
    -
  • Compulsion
  • -
  • Confusion
  • -
  • Dimension Door
  • -
  • Freedom of Movement
  • -
  • Greater Invisibility
  • -
  • Hallucinatory Terrain
  • -
  • Locate Creature
  • -
  • Polymorph
  • -
-

5th Level

-
    -
  • Animate Objects
  • -
  • Awaken
  • -
  • Dominate Person
  • -
  • Dream
  • -
  • Geas
  • -
  • Greater Restoration
  • -
  • Hold Monster
  • -
  • Legend Lore
  • -
  • Mass Cure Wounds
  • -
  • Mislead
  • -
  • Modify Memory
  • -
  • Planar Binding
  • -
  • Raise Dead
  • -
  • Scrying
  • -
  • Seeming
  • -
  • Teleportation Circle
  • -
-

6th Level

-
    -
  • Eyebite
  • -
  • Find the Path
  • -
  • Guards and Wards
  • -
  • Irresistible Dance
  • -
  • Mass Suggestion
  • -
  • Programmed Illusion
  • -
  • True Seeing
  • -
-

7th Level

-
    -
  • Arcane Sword
  • -
  • Etherealness
  • -
  • Forcecage
  • -
  • Magnificent Mansion
  • -
  • Mirage Arcane
  • -
  • Project Image
  • -
  • Regenerate
  • -
  • Resurrection
  • -
  • Symbol
  • -
  • Teleport
  • -
-

8th Level

-
    -
  • Dominate Monster
  • -
  • Feeblemind
  • -
  • Glibness
  • -
  • Mind Blank
  • -
  • Power Word Stun
  • -
-

9th Level

-
    -
  • Foresight
  • -
  • Power Word Kill
  • -
  • True Polymorph
  • -
-

Cleric Spells

-

Cantrips (0 Level)

-
    -
  • Guidance
  • -
  • Light
  • -
  • Mending
  • -
  • Resistance
  • -
  • Sacred Flame
  • -
  • Spare the Dying
  • -
  • Thaumaturgy
  • -
-

1st Level

-
    -
  • Bane
  • -
  • Bless
  • -
  • Command
  • -
  • Create or Destroy Water
  • -
  • Cure Wounds
  • -
  • Detect Evil and Good
  • -
  • Detect Magic
  • -
  • Detect Poison and Disease
  • -
  • Guiding Bolt
  • -
  • Healing Word
  • -
  • Inflict Wounds
  • -
  • Protection from Evil and Good
  • -
  • Purify Food and Drink
  • -
  • Sanctuary
  • -
  • Shield of Faith
  • -
-

2nd Level

-
    -
  • Aid
  • -
  • Augury
  • -
  • Blindness/Deafness
  • -
  • Calm Emotions
  • -
  • Continual Flame
  • -
  • Enhance Ability
  • -
  • Find Traps
  • -
  • Gentle Repose
  • -
  • Hold Person
  • -
  • Lesser Restoration
  • -
  • Locate Object
  • -
  • Prayer of Healing
  • -
  • Protection from Poison
  • -
  • Silence
  • -
  • Spiritual Weapon
  • -
  • Warding Bond
  • -
  • Zone of Truth
  • -
-

3rd Level

-
    -
  • Animate Dead
  • -
  • Beacon of Hope
  • -
  • Bestow Curse
  • -
  • Clairvoyance
  • -
  • Create Food and Water
  • -
  • Daylight
  • -
  • Dispel Magic
  • -
  • Glyph of Warding
  • -
  • Magic Circle
  • -
  • Mass Healing Word
  • -
  • Meld into Stone
  • -
  • Protection from Energy
  • -
  • Remove Curse
  • -
  • Revivify
  • -
  • Sending
  • -
  • Speak with Dead
  • -
  • Spirit Guardians
  • -
  • Tongues
  • -
  • Water Walk
  • -
-

4th Level

-
    -
  • Banishment
  • -
  • Control Water
  • -
  • Death Ward
  • -
  • Divination
  • -
  • Freedom of Movement
  • -
  • Guardian of Faith
  • -
  • Locate Creature
  • -
  • Stone Shape
  • -
-

5th Level

-
    -
  • Commune
  • -
  • Contagion
  • -
  • Dispel Evil and Good
  • -
  • Flame Strike
  • -
  • Geas
  • -
  • Greater Restoration
  • -
  • Hallow
  • -
  • Insect Plague
  • -
  • Legend Lore
  • -
  • Mass Cure Wounds
  • -
  • Planar Binding
  • -
  • Raise Dead
  • -
  • Scrying
  • -
-

6th Level

-
    -
  • Blade Barrier
  • -
  • Create Undead
  • -
  • Find the Path
  • -
  • Forbiddance
  • -
  • Harm
  • -
  • Heal
  • -
  • Heroes’ Feast
  • -
  • Planar Ally
  • -
  • True Seeing
  • -
  • Word of Recall
  • -
-

7th Level

-
    -
  • Conjure Celestial
  • -
  • Divine Word
  • -
  • Etherealness
  • -
  • Fire Storm
  • -
  • Plane Shift
  • -
  • Regenerate
  • -
  • Resurrection
  • -
  • Symbol
  • -
-

8th Level

-
    -
  • Antimagic Field
  • -
  • Control Weather
  • -
  • Earthquake
  • -
  • Holy Aura
  • -
-

9th Level

-
    -
  • Astral Projection
  • -
  • Gate
  • -
  • Mass Heal
  • -
  • True Resurrection
  • -
-

Druid Spells

-

Cantrips (0 Level)

-
    -
  • Driudcraft
  • -
  • Guidance
  • -
  • Mending
  • -
  • Poison Spray
  • -
  • Produce Flame
  • -
  • Resistance
  • -
  • Shillelagh
  • -
-

1st Level

-
    -
  • Animal Friendship
  • -
  • Charm Person
  • -
  • Create or Destroy Water
  • -
  • Cure Wounds
  • -
  • Detect Magic
  • -
  • Detect Poison and Disease
  • -
  • Entangle
  • -
  • Faerie Fire
  • -
  • Fog Cloud
  • -
  • Goodberry
  • -
  • Healing Word
  • -
  • Jump
  • -
  • Longstrider
  • -
  • Purify Food and Drink
  • -
  • Speak with Animals
  • -
  • Thunderwave
  • -
-

2nd Level

-
    -
  • Animal Messenger
  • -
  • Barkskin
  • -
  • Darkvision
  • -
  • Enhance Ability
  • -
  • Find Traps
  • -
  • Flame Blade
  • -
  • Flaming Sphere
  • -
  • Gust of Wind
  • -
  • Heat Metal
  • -
  • Hold Person
  • -
  • Lesser Restoration
  • -
  • Locate Animals or Plants
  • -
  • Locate Object
  • -
  • Moonbeam
  • -
  • Pass without Trace
  • -
  • Protection from Poison
  • -
  • Spike Growth
  • -
-

3rd Level

-
    -
  • Call Lightning
  • -
  • Conjure Animals
  • -
  • Daylight
  • -
  • Dispel Magic
  • -
  • Meld into Stone
  • -
  • Plant Growth
  • -
  • Protection from Energy
  • -
  • Sleet Storm
  • -
  • Speak with Plants
  • -
  • Water Breathing
  • -
  • Water Walk
  • -
  • Wind Wall
  • -
-

4th Level

-
    -
  • Blight
  • -
  • Confusion
  • -
  • Conjure Minor Elementals
  • -
  • Conjure Woodland Beings
  • -
  • Control Water
  • -
  • Dominate Beast
  • -
  • Freedom of Movement
  • -
  • Giant Insect
  • -
  • Hallucinatory Terrain
  • -
  • Ice Storm
  • -
  • Locate Creature
  • -
  • Polymorph
  • -
  • Stone Shape
  • -
  • Stoneskin
  • -
  • Wall of Fire
  • -
-

5th Level

-
    -
  • Antilife Shell
  • -
  • Awaken
  • -
  • Commune with Nature
  • -
  • Conjure Elemental
  • -
  • Contagion
  • -
  • Geas
  • -
  • Greater Restoration
  • -
  • Insect Plague
  • -
  • Mass Cure Wounds
  • -
  • Planar Binding
  • -
  • Reincarnate
  • -
  • Scrying
  • -
  • Tree Stride
  • -
  • Wall of Stone
  • -
-

6th Level

-
    -
  • Conjure Fey
  • -
  • Find the Path
  • -
  • Heal
  • -
  • Heroes’ Feast
  • -
  • Move Earth
  • -
  • Sunbeam
  • -
  • Transport via Plants
  • -
  • Wall of Thorns
  • -
  • Wind Walk
  • -
-

7th Level

-
    -
  • Fire Storm
  • -
  • Mirage Arcane
  • -
  • Plane Shift
  • -
  • Regenerate
  • -
  • Reverse Gravity
  • -
-

8th Level

-
    -
  • Animal Shapes
  • -
  • Antipathy/Sympathy
  • -
  • Control Weather
  • -
  • Earthquake
  • -
  • Feeblemind
  • -
  • Sunburst
  • -
-

9th Level

-
    -
  • Foresight
  • -
  • Shapechange
  • -
  • Storm of Vengeance
  • -
  • True Resurrection
  • -
-

Paladin Spells

-

1st Level

-
    -
  • Bless
  • -
  • Command
  • -
  • Cure Wounds
  • -
  • Detect Evil and Good
  • -
  • Detect Magic
  • -
  • Detect Poison and Disease
  • -
  • Divine Favor
  • -
  • Heroism
  • -
  • Protection from Evil and Good
  • -
  • Purify Food and Drink
  • -
  • Shield of Faith
  • -
-

2nd Level

-
    -
  • Aid
  • -
  • Branding Smite
  • -
  • Find Steed
  • -
  • Lesser Restoration
  • -
  • Locate Object
  • -
  • Magic Weapon
  • -
  • Protection from Poison
  • -
  • Zone of Truth
  • -
-

3rd Level

-
    -
  • Create Food and Water
  • -
  • Daylight
  • -
  • Dispel Magic
  • -
  • Magic Circle
  • -
  • Remove Curse
  • -
  • Revivify
  • -
-

4th Level

-
    -
  • Banishment
  • -
  • Death Ward
  • -
  • Locate Creature
  • -
-

5th Level

-
    -
  • Dispel Evil and Good
  • -
  • Geas
  • -
  • Raise Dead
  • -
-

Ranger Spells

-

1st Level

-
    -
  • Alarm
  • -
  • Animal Friendship
  • -
  • Cure Wounds
  • -
  • Detect Magic
  • -
  • Detect Poison and Disease
  • -
  • Fog Cloud
  • -
  • Goodberry
  • -
  • Hunter’s Mark
  • -
  • Jump
  • -
  • Longstrider
  • -
  • Speak with Animals
  • -
-

2nd Level

-
    -
  • Animal Messenger
  • -
  • Barkskin
  • -
  • Darkvision
  • -
  • Find Traps
  • -
  • Lesser Restoration
  • -
  • Locate Animals or Plants
  • -
  • Locate Object
  • -
  • Pass without Trace
  • -
  • Protection from Poison
  • -
  • Silence
  • -
  • Spike Growth
  • -
-

3rd Level

-
    -
  • Conjure Animals
  • -
  • Daylight
  • -
  • Nondetection
  • -
  • Plant Growth
  • -
  • Protection from Energy
  • -
  • Speak with Plants
  • -
  • Water Breathing
  • -
  • Water Walk
  • -
  • Wind Wall
  • -
-

4th Level

-
    -
  • Conjure Woodland Beings
  • -
  • Freedom of Movement
  • -
  • Locate Creature
  • -
  • Stoneskin
  • -
-

5th Level

-
    -
  • Commune with Nature
  • -
  • Tree Stride
  • -
-

Sorcerer Spells

-

Cantrips (0 Level)

-
    -
  • Acid Splash
  • -
  • Chill Touch
  • -
  • Dancing Lights
  • -
  • Fire Bolt
  • -
  • Light
  • -
  • Mage Hand
  • -
  • Mending
  • -
  • Message
  • -
  • Minor Illusion
  • -
  • Poison Spray
  • -
  • Prestidigitation
  • -
  • Ray of Frost
  • -
  • Shocking Grasp
  • -
  • True Strike
  • -
-

1st Level

-
    -
  • Burning Hands
  • -
  • Charm Person
  • -
  • Color Spray
  • -
  • Comprehend Languages
  • -
  • Detect Magic
  • -
  • Disguise Self
  • -
  • Expeditious Retreat
  • -
  • False Life
  • -
  • Feather Fall
  • -
  • Fog Cloud
  • -
  • Jump
  • -
  • Mage Armor
  • -
  • Magic Missile
  • -
  • Shield
  • -
  • Silent Image
  • -
  • Sleep
  • -
  • Thunderwave
  • -
-

2nd Level

-
    -
  • Alter Self
  • -
  • Blindness/Deafness
  • -
  • Blur
  • -
  • Darkness
  • -
  • Darkvision
  • -
  • Detect Thoughts
  • -
  • Enhance Ability
  • -
  • Enlarge/Reduce
  • -
  • Gust of Wind
  • -
  • Hold Person
  • -
  • Invisibility
  • -
  • Knock
  • -
  • Levitate
  • -
  • Mirror Image
  • -
  • Misty Step
  • -
  • Scorching Ray
  • -
  • See Invisibility
  • -
  • Shatter
  • -
  • Spider Climb
  • -
  • Suggestion
  • -
  • Web
  • -
-

3rd Level

-
    -
  • Blink
  • -
  • Clairvoyance
  • -
  • Counterspell
  • -
  • Daylight
  • -
  • Dispel Magic
  • -
  • Fear
  • -
  • Fireball
  • -
  • Fly
  • -
  • Gaseous Form
  • -
  • Haste
  • -
  • Hypnotic Pattern
  • -
  • Lightning Bolt
  • -
  • Major Image
  • -
  • Protection from Energy
  • -
  • Sleet Storm
  • -
  • Slow
  • -
  • Stinking Cloud
  • -
  • Tongues
  • -
  • Water Breathing
  • -
  • Water Walk
  • -
-

4th Level

-
    -
  • Banishment
  • -
  • Blight
  • -
  • Confusion
  • -
  • Dimension Door
  • -
  • Dominate Beast
  • -
  • Greater Invisibility
  • -
  • Ice Storm
  • -
  • Polymorph
  • -
  • Stoneskin
  • -
  • Wall of Fire
  • -
-

5th Level

-
    -
  • Animate Objects
  • -
  • Cloudkill
  • -
  • Cone of Cold
  • -
  • Creation
  • -
  • Dominate Person
  • -
  • Hold Monster
  • -
  • Insect Plague
  • -
  • Seeming
  • -
  • Telekinesis
  • -
  • Teleportation Circle
  • -
  • Wall of Stone
  • -
-

6th Level

-
    -
  • Chain Lightning
  • -
  • Circle of Death
  • -
  • Disintegrate
  • -
  • Eyebite
  • -
  • Globe of Invulnerability
  • -
  • Mass Suggestion
  • -
  • Move Earth
  • -
  • Sunbeam
  • -
  • True Seeing
  • -
-

7th Level

-
    -
  • Delayed Blast Fireball
  • -
  • Etherealness
  • -
  • Finger of Death
  • -
  • Fire Storm
  • -
  • Plane Shift
  • -
  • Prismatic Spray
  • -
  • Reverse Gravity
  • -
  • Teleport
  • -
-

8th Level

-
    -
  • Dominate Monster
  • -
  • Earthquake
  • -
  • Incendiary Cloud
  • -
  • Power Word Stun
  • -
  • Sunburst
  • -
-

9th Level

-
    -
  • Gate
  • -
  • Meteor Swarm
  • -
  • Power Word Kill
  • -
  • Time Stop
  • -
  • Wish
  • -
-

Warlock Spells

-

Cantrips (0 Level)

-
    -
  • Chill Touch
  • -
  • Eldritch Blast
  • -
  • Mage Hand
  • -
  • Minor Illusion
  • -
  • Poison Spray
  • -
  • Prestidigitation
  • -
  • True Strike
  • -
-

1st Level

-
    -
  • Charm Person
  • -
  • Comprehend Languages
  • -
  • Expeditious Retreat
  • -
  • Hellish Rebuke
  • -
  • Illusory Script
  • -
  • Protection from Evil and Good
  • -
  • Unseen Servant
  • -
-

2nd Level

-
    -
  • Darkness
  • -
  • Enthrall
  • -
  • Hold Person
  • -
  • Invisibility
  • -
  • Mirror Image
  • -
  • Misty Step
  • -
  • Ray of Enfeeblement
  • -
  • Shatter
  • -
  • Spider Climb
  • -
  • Suggestion
  • -
-

3rd Level

-
    -
  • Counterspell
  • -
  • Dispel Magic
  • -
  • Fear
  • -
  • Fly
  • -
  • Gaseous Form
  • -
  • Hypnotic Pattern
  • -
  • Magic Circle
  • -
  • Major Image
  • -
  • Remove Curse
  • -
  • Tongues
  • -
  • Vampiric Touch
  • -
-

4th Level

-
    -
  • Banishment
  • -
  • Blight
  • -
  • Dimension Door
  • -
  • Hallucinatory Terrain
  • -
-

5th Level

-
    -
  • Contact Other Plane
  • -
  • Dream
  • -
  • Hold Monster
  • -
  • Scrying
  • -
-

6th Level

-
    -
  • Circle of Death
  • -
  • Conjure Fey
  • -
  • Create Undead
  • -
  • Eyebite
  • -
  • Flesh to Stone
  • -
  • Mass Suggestion
  • -
  • True Seeing
  • -
-

7th Level

-
    -
  • Etherealness
  • -
  • Finger of Death
  • -
  • Forcecage
  • -
  • Plane Shift
  • -
-

8th Level

-
    -
  • Demiplane
  • -
  • Dominate Monster
  • -
  • Feeblemind
  • -
  • Glibness
  • -
  • Power Word Stun
  • -
-

9th Level

-
    -
  • Astral Projection
  • -
  • Foresight
  • -
  • Imprisonment
  • -
  • Power Word Kill
  • -
  • True Polymorph
  • -
-

Wizard Spells

-

Cantrips (0 Level)

-
    -
  • Acid Splash
  • -
  • Chill Touch
  • -
  • Dancing Lights
  • -
  • Fire Bolt
  • -
  • Light
  • -
  • Mage Hand
  • -
  • Mending
  • -
  • Message
  • -
  • Minor Illusion
  • -
  • Poison Spray
  • -
  • Prestidigitation
  • -
  • Ray of Frost
  • -
  • Shocking Grasp
  • -
  • True Strike
  • -
-

1st Level

-
    -
  • Alarm
  • -
  • Burning Hands
  • -
  • Charm Person
  • -
  • Color Spray
  • -
  • Comprehend Languages
  • -
  • Detect Magic
  • -
  • Disguise Self
  • -
  • Expeditious Retreat
  • -
  • False Life
  • -
  • Feather Fall
  • -
  • Find Familiar
  • -
  • Floating Disk
  • -
  • Fog Cloud
  • -
  • Grease
  • -
  • Hideous Laughter
  • -
  • Identify
  • -
  • Illusory Script
  • -
  • Jump
  • -
  • Longstrider
  • -
  • Mage Armor
  • -
  • Magic Missile
  • -
  • Protection from Evil and Good
  • -
  • Shield
  • -
  • Silent Image
  • -
  • Sleep
  • -
  • Thunderwave
  • -
  • Unseen Servant
  • -
-

2nd Level

-
    -
  • Acid Arrow
  • -
  • Alter Self
  • -
  • Arcane Lock
  • -
  • Arcanist’s Magic Aura
  • -
  • Blindness/Deafness
  • -
  • Blur
  • -
  • Continual Flame
  • -
  • Darkness
  • -
  • Darkvision
  • -
  • Detect Thoughts
  • -
  • Enlarge/Reduce
  • -
  • Flaming Sphere
  • -
  • Gentle Repose
  • -
  • Gust of Wind
  • -
  • Hold Person
  • -
  • Invisibility
  • -
  • Knock
  • -
  • Levitate
  • -
  • Locate Object
  • -
  • Magic Mouth
  • -
  • Magic Weapon
  • -
  • Mirror Image
  • -
  • Misty Step
  • -
  • Ray of Enfeeblement
  • -
  • Rope Trick
  • -
  • Scorching Ray
  • -
  • See Invisibility
  • -
  • Shatter
  • -
  • Spider Climb
  • -
  • Suggestion
  • -
  • Web
  • -
-

3rd Level

-
    -
  • Animate Dead
  • -
  • Bestow Curse
  • -
  • Blink
  • -
  • Clairvoyance
  • -
  • Counterspell
  • -
  • Dispel Magic
  • -
  • Fear
  • -
  • Fireball
  • -
  • Fly
  • -
  • Gaseous Form
  • -
  • Glyph of Warding
  • -
  • Haste
  • -
  • Hypnotic Pattern
  • -
  • Lightning Bolt
  • -
  • Magic Circle
  • -
  • Major Image
  • -
  • Nondetection
  • -
  • Phantom Steed
  • -
  • Protection from Energy
  • -
  • Remove Curse
  • -
  • Sending
  • -
  • Sleet Storm
  • -
  • Slow
  • -
  • Stinking Cloud
  • -
  • Tiny Hut
  • -
  • Tongues
  • -
  • Vampiric Touch
  • -
  • Water Breathing
  • -
-

4th Level

-
    -
  • Arcane Eye
  • -
  • Banishment
  • -
  • Black Tentacles
  • -
  • Blight
  • -
  • Confusion
  • -
  • Conjure Minor Elementals
  • -
  • Control Water
  • -
  • Dimension Door
  • -
  • Fabricate
  • -
  • Faithful Hound
  • -
  • Fire Shield
  • -
  • Greater Invisibility
  • -
  • Hallucinatory Terrain
  • -
  • Ice Storm
  • -
  • Locate Creature
  • -
  • Phantasmal Killer
  • -
  • Polymorph
  • -
  • Private Sanctum
  • -
  • Resilient Sphere
  • -
  • Secret Chest
  • -
  • Stone Shape
  • -
  • Stoneskin
  • -
  • Wall of Fire
  • -
-

5th Level

-
    -
  • Animate Objects
  • -
  • Arcane Hand
  • -
  • Cloudkill
  • -
  • Cone of Cold
  • -
  • Conjure Elemental
  • -
  • Contact Other Plane
  • -
  • Creation
  • -
  • Dominate Person
  • -
  • Dream
  • -
  • Geas
  • -
  • Hold Monster
  • -
  • Legend Lore
  • -
  • Mislead
  • -
  • Modify Memory
  • -
  • Passwall
  • -
  • Planar Binding
  • -
  • Scrying
  • -
  • Seeming
  • -
  • Telekinesis
  • -
  • Telepathic Bond
  • -
  • Teleportation Circle
  • -
  • Wall of Force
  • -
  • Wall of Stone
  • -
-

6th Level

-
    -
  • Chain Lightning
  • -
  • Circle of Death
  • -
  • Contingency
  • -
  • Create Undead
  • -
  • Disintegrate
  • -
  • Eyebite
  • -
  • Flesh to Stone
  • -
  • Freezing Sphere
  • -
  • Globe of Invulnerability
  • -
  • Guards and Wards
  • -
  • Instant Summons
  • -
  • Irresistible Dance
  • -
  • Magic Jar
  • -
  • Mass Suggestion
  • -
  • Move Earth
  • -
  • Programmed Illusion
  • -
  • Sunbeam
  • -
  • True Seeing
  • -
  • Wall of Ice
  • -
-

7th Level

-
    -
  • Arcane Sword
  • -
  • Delayed Blast Fireball
  • -
  • Etherealness
  • -
  • Finger of Death
  • -
  • Forcecage
  • -
  • Magnificent Mansion
  • -
  • Mirage Arcane
  • -
  • Plane Shift
  • -
  • Prismatic Spray
  • -
  • Project Image
  • -
  • Reverse Gravity
  • -
  • Sequester
  • -
  • Simulacrum
  • -
  • Symbol
  • -
  • Teleport
  • -
-

8th Level

-
    -
  • Antimagic Field
  • -
  • Antipathy/Sympathy
  • -
  • Clone
  • -
  • Control Weather
  • -
  • Demiplane
  • -
  • Dominate Monster
  • -
  • Feeblemind
  • -
  • Incendiary Cloud
  • -
  • Maze
  • -
  • Mind Blank
  • -
  • Power Word Stun
  • -
  • Sunburst
  • -
-

9th Level

-
    -
  • Astral Projection
  • -
  • Foresight
  • -
  • Gate
  • -
  • Imprisonment
  • -
  • Meteor Swarm
  • -
  • Power Word Kill
  • -
  • Prismatic Wall
  • -
  • Shapechange
  • -
  • Time Stop
  • -
  • True Polymorph
  • -
  • Weird
  • -
  • Wish
  • -
-

Spells (A)

-

Acid Arrow

-

2nd-level evocation

-

Casting Time: 1 action

-

Range: 90 feet

-

Components: V, S, M (powdered rhubarb leaf and an -adder’s stomach)

-

Duration: Instantaneous

-

A shimmering green arrow streaks toward a target within range and -bursts in a spray of acid. Make a ranged spell attack against the -target. On a hit, the target takes 4d4 acid damage immediately and 2d4 -acid damage at the end of its next turn. On a miss, the arrow splashes -the target with acid for half as much of the initial damage and no -damage at the end of its next turn.

-

At Higher Levels. When you cast this spell -using a spell slot of 3rd level or higher, the damage (both initial and -later) increases by 1d4 for each slot level above 2nd.

-

Acid Splash

-

Conjuration cantrip

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S

-

Duration: Instantaneous

-

You hurl a bubble of acid. Choose one creature you can see within -range, or choose two creatures you can see within range that are within -5 feet of each other. A target must succeed on a Dexterity saving throw -or take 1d6 acid damage.

-

This spell’s damage increases by 1d6 when you reach 5th level (2d6), -11th level (3d6), and 17th level (4d6).

-

Aid

-

2nd-level abjuration

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S, M (a tiny strip of white -cloth)

-

Duration: 8 hours

-

Your spell bolsters your allies with toughness and resolve. Choose up -to three creatures within range. Each target’s hit point maximum and -current hit points increase by 5 for the duration.

-

At Higher Levels. When you cast this spell -using a spell slot of 3rd level or higher, a target’s hit points -increase by an additional 5 for each slot level above 2nd.

-

Alarm

-

1st-level abjuration (ritual)

-

Casting Time: 1 minute

-

Range: 30 feet

-

Components: V, S, M (a tiny bell and a piece of fine -silver wire)

-

Duration: 8 hours

-

You set an alarm against unwanted intrusion. Choose a door, a window, -or an area within range that is no larger than a 20-foot cube. Until the -spell ends, an alarm alerts you whenever a Tiny or larger creature -touches or enters the warded area. When you cast the spell, you can -designate creatures that won’t set off the alarm. You also choose -whether the alarm is mental or audible.

-

A mental alarm alerts you with a ping in your mind if you are within -1 mile of the warded area. This ping awakens you if you are -sleeping.

-

An audible alarm produces the sound of a hand bell for 10 seconds -within 60 feet.

-

Alter Self

-

2nd-level transmutation

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S

-

Duration: Concentration, up to 1 hour

-

You assume a different form. When you cast the spell, choose one of -the following options, the effects of which last for the duration of the -spell. While the spell lasts, you can end one option as an action to -gain the benefits of a different one.

-

Aquatic Adaptation. You adapt your body to -an aquatic environment, sprouting gills and growing webbing between your -fingers. You can breathe underwater and gain a swimming speed equal to -your walking speed.

-

Change Appearance. You transform your -appearance. You decide what you look like, including your height, -weight, facial features, sound of your voice, hair length, coloration, -and distinguishing characteristics, if any. You can make yourself appear -as a member of another race, though none of your statistics change. You -also can’t appear as a creature of a different size than you, and your -basic shape stays the same; if you’re bipedal, you can’t use this spell -to become quadrupedal, for instance. At any time for the duration of the -spell, you can use your action to change your appearance in this way -again.

-

Natural Weapons. You grow claws, fangs, -spines, horns, or a different natural weapon of your choice. Your -unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as -appropriate to the natural weapon you chose, and you are proficient with -your unarmed strikes. Finally, the natural weapon is magic and you have -a +1 bonus to the attack and damage rolls you make using it.

-

Animal Friendship

-

1st-­level enchantment

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S, M (a morsel of food)

-

Duration: 24 hours

-

This spell lets you convince a beast that you mean it no harm. Choose -a beast that you can see within range. It must see and hear you. If the -beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the -beast must succeed on a Wisdom saving throw or be charmed by you for the -spell’s duration. If you or one of your companions harms the target, the -spells ends.

-

At Higher Levels. When you cast this spell using a  -spell slot of 2nd level or higher, you can affect one additional beast t -level above 1st.

-

Animal Messenger

-

2nd-level enchantment (ritual)

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S, M (a morsel of food)

-

Duration: 24 hours

-

By means of this spell, you use an animal to deliver a message. -Choose a Tiny beast you can see within range, such as a squirrel, a blue -jay, or a bat. You specify a location, which you must have visited, and -a recipient who matches a general description, such as “a man or woman -dressed in the uniform of the town guard” or “a red-haired dwarf wearing -a pointed hat.” You also speak a message of up to twenty-five words. The -target beast travels for the duration of the spell toward the specified -location, covering about 50 miles per 24 hours for a flying messenger, -or 25 miles for other animals.

-

When the messenger arrives, it delivers your message to the creature -that you described, replicating the sound of your voice. The messenger -speaks only to a creature matching the description you gave. If the -messenger doesn’t reach its destination before the spell ends, the -message is lost, and the beast makes its way back to where you cast this -spell.

-

At Higher Levels. If you cast this spell -using a spell slot of 3nd level or higher, the duration of the spell -increases by 48 hours for each slot level above 2nd.

-

Animal Shapes

-

8th-level transmutation

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S

-

Duration: Concentration, up to 24 hours

-

Your magic turns others into beasts. Choose any number of willing -creatures that you can see within range. You transform each target into -the form of a Large or smaller beast with a challenge rating of 4 or -lower. On subsequent turns, you can use your action to transform -affected creatures into new forms.

-

The transformation lasts for the duration for each target, or until -the target drops to 0 hit points or dies. You can choose a different -form for each target. A target’s game statistics are replaced by the -statistics of the chosen beast, though the target retains its alignment -and Intelligence, Wisdom, and Charisma scores. The target assumes the -hit points of its new form, and when it reverts to its normal form, it -returns to the number of hit points it had before it transformed. If it -reverts as a result of dropping to 0 hit points, any excess damage -carries over to its normal form. As long as the excess damage doesn’t -reduce the creature’s normal form to 0 hit points, it isn’t knocked -unconscious. The creature is limited in the actions it can perform by -the nature of its new form, and it can’t speak or cast spells.

-

The target’s gear melds into the new form. The target can’t activate, -wield, or otherwise benefit from any of its equipment.

-

Animate Dead

-

3rd-level necromancy

-

Casting Time: 1 minute

-

Range: 10 feet

-

Components: V, S, M (a drop of blood, a piece of -flesh, and a pinch of bone dust)

-

Duration: Instantaneous

-

This spell creates an undead servant. Choose a pile of bones or a -corpse of a Medium or Small humanoid within range. Your spell imbues the -target with a foul mimicry of life, raising it as an undead creature. -The target becomes a skeleton if you chose bones or a zombie if you -chose a corpse (the GM has the creature’s game statistics).

-

On each of your turns, you can use a bonus action to mentally command -any creature you made with this spell if the creature is within 60 feet -of you (if you control multiple creatures, you can command any or all of -them at the same time, issuing the same command to each one). You decide -what action the creature will take and where it will move during its -next turn, or you can issue a general command, such as to guard a -particular chamber or corridor. If you issue no commands, the creature -only defends itself against hostile creatures. Once given an order, the -creature continues to follow it until its task is complete.

-

The creature is under your control for 24 hours, after which it stops -obeying any command you’ve given it. To maintain control of the creature -for another 24 hours, you must cast this spell on the creature again -before the current 24-hour period ends. This use of the spell reasserts -your control over up to four creatures you have animated with this -spell, rather than animating a new one.

-

At Higher Levels. When you cast this spell -using a spell slot of 4th level or higher, you animate or reassert -control over two additional undead creatures for each slot level above -3rd. Each of the creatures must come from a different corpse or pile of -bones.

-

Animate Objects

-

5th-level transmutation

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S

-

Duration: Concentration, up to 1 minute

-

Objects come to life at your command. Choose up to ten nonmagical -objects within range that are not being worn or carried. Medium targets -count as two objects, Large targets count as four objects, Huge targets -count as eight objects. You can’t animate any object larger than Huge. -Each target animates and becomes a creature under your control until the -spell ends or until reduced to 0 hit points.

-

As a bonus action, you can mentally command any creature you made -with this spell if the creature is within 500 feet of you (if you -control multiple creatures, you can command any or all of them at the -same time, issuing the same command to each one). You decide what action -the creature will take and where it will move during its next turn, or -you can issue a general command, such as to guard a particular chamber -or corridor. If you issue no commands, the creature only defends itself -against hostile creatures. Once given an order, the creature continues -to follow it until its task is complete.

-

Table- Animate Object Stats

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SizeHPACAttackStrDex
Tiny2018+8 to hit, 1d4 + 4 damage418
Small2516+6 to hit, 1d8 + 2 damage614
Medium4013+5 to hit, 2d6 + 1 damage1012
Large5010+6 to hit, 2d10 + 2 damage1410
Huge8010+8 to hit, 2d12 + 4 damage186
-

An animated object is a construct with AC, hit points, attacks, -Strength, and Dexterity determined by its size. Its Constitution is 10 -and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed -is

-

30 feet; if the object lacks legs or other appendages it can use for -locomotion, it instead has a flying speed of 30 feet and can hover. If -the object is securely attached to a surface or a larger object, such as -a chain bolted to a wall, its speed is 0. It has blindsight with a -radius of 30 feet and is blind beyond that distance. When the animated -object drops to 0 hit points, it reverts to its original object form, -and any remaining damage carries over to its original object form.

-

If you command an object to attack, it can make a single melee attack -against a creature within 5 feet of it. It makes a slam attack with an -attack bonus and bludgeoning damage determined by its size. The GM might -rule that a specific object inflicts slashing or piercing damage based -on its form.

-

At Higher Levels. If you cast this spell -using a spell slot of 6th level or higher, you can animate two -additional objects for each slot level above 5th.

-

Antilife Shell

-

5th-level abjuration

-

Casting Time: 1 action

-

Range: Self (10-foot radius)

-

Components: V, S

-

Duration: Concentration, up to 1 hour

-

A shimmering barrier extends out from you in a 10-foot radius and -moves with you, remaining centered on you and hedging out creatures -other than undead and constructs. The barrier lasts for the -duration.

-

The barrier prevents an affected creature from passing or reaching -through. An affected creature can cast spells or make attacks with -ranged or reach weapons through the barrier.

-

If you move so that an affected creature is forced to pass through -the barrier, the spell ends.

-

Antimagic Field

-

8th-level abjuration

-

Casting Time: 1 action

-

Range: Self (10-foot radius sphere)

-

Components: V, S, M (a pinch of powdered iron or -iron filings)

-

Duration: Concentration, up to 1 hour

-

A 10-foot radius invisible sphere of antimagic surrounds you. This -area is divorced from the magical energy that suffuses the multiverse. -Within the sphere, spells can’t be cast, summoned creatures disappear, -and even magic items become mundane. Until the spell ends, the sphere -moves with you, centered on you.

-

Spells and other magical effects, except those created by an artifact -or a deity, are suppressed in the sphere and can’t protrude into it. A -slot expended to cast a suppressed spell is consumed. While an effect is -suppressed, it doesn’t function, but the time it spends suppressed -counts against its duration.

-

Targeted Effects. Spells and other magical -effects, such as magic missile and charm person, that -target a creature or an object in the sphere have no effect on that -target.

-

Areas of Magic. The area of another spell -or magical effect, such as fireball, can’t extend into the -sphere. If the sphere overlaps an area of magic, the part of the area -that is covered by the sphere is suppressed. For example, the flames -created by a wall of fire are suppressed within the sphere, -creating a gap in the wall if the overlap is large enough.

-

Spells. Any active spell or other magical -effect on a creature or an object in the sphere is suppressed while the -creature or object is in it.

-

Magic Items. The properties and powers of -magic items are suppressed in the sphere. For example, a +1 -longsword in the sphere functions as a nonmagical longsword.

-

A magic weapon’s properties and powers are suppressed if it is used -against a target in the sphere or wielded by an attacker in the sphere. -If a magic weapon or a piece of magic ammunition fully leaves the sphere -(for example, if you fire a magic arrow or throw a magic spear at a -target outside the sphere), the magic of the item ceases to be -suppressed as soon as it exits.

-

Magical Travel. Teleportation and planar -travel fail to work in the sphere, whether the sphere is the destination -or the departure point for such magical travel. A portal to another -location, world, or plane of existence, as well as an opening to an -extradimensional space such as that created by the rope trick -spell, temporarily closes while in the sphere.

-

Creatures and Objects. A creature or object -summoned or created by magic temporarily winks out of existence in the -sphere. Such a creature instantly reappears once the space the creature -occupied is no longer within the sphere.

-

Dispel Magic. Spells and magical effects -such as dispel magic have no effect on the sphere. Likewise, -the spheres created by different antimagic field spells don’t -nullify each other.

-

Antipathy/Sympathy

-

8th-level enchantment

-

Casting Time: 1 hour

-

Range: 60 feet

-

Components: V, S, M (either a lump of alum soaked in -vinegar for the antipathy effect or a drop of honey for the -sympathy effect)

-

Duration: 10 days

-

This spell attracts or repels creatures of your choice. You target -something within range, either a Huge or smaller object or creature or -an area that is no larger than a 200-foot cube. Then specify a kind of -intelligent creature, such as red dragons, goblins, or vampires. You -invest the target with an aura that either attracts or repels the -specified creatures for the duration. Choose antipathy or sympathy as -the aura’s effect.

-

Antipathy. The enchantment causes creatures -of the kind you designated to feel an intense urge to leave the area and -avoid the target. When such a creature can see the target or comes -within 60 feet of it, the creature must succeed on a Wisdom saving throw -or become frightened. The creature remains frightened while it can see -the target or is within 60 feet of it. While frightened by the target, -the creature must use its movement to move to the nearest safe spot from -which it can’t see the target. If the creature moves more than 60 feet -from the target and can’t see it, the creature is no longer frightened, -but the creature becomes frightened again if it regains sight of the -target or moves within 60 feet of it.

-

Sympathy. The enchantment causes the -specified creatures to feel an intense urge to approach the target while -within 60 feet of it or able to see it. When such a creature can see the -target or comes within 60 feet of it, the creature must succeed on a -Wisdom saving throw or use its movement on each of its turns to enter -the area or move within reach of the target. When the creature has done -so, it can’t willingly move away from the target.

-

If the target damages or otherwise harms an affected creature, the -affected creature can make a Wisdom saving throw to end the effect, as -described below.

-

Ending the Effect. If an affected creature -ends its turn while not within 60 feet of the target or able to see it, -the creature makes a Wisdom saving throw. On a successful save, the -creature is no longer affected by the target and recognizes the feeling -of repugnance or attraction as magical. In addition, a creature affected -by the spell is allowed another Wisdom saving throw every 24 hours while -the spell persists.

-

A creature that successfully saves against this effect is immune to -it for 1 minute, after which time it can be affected again.

-

Arcane Eye

-

4th-level divination

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S, M (a bit of bat fur)

-

Duration: Concentration, up to 1 hour

-

You create an invisible, magical eye within range that hovers in the -air for the duration.

-

You mentally receive visual information from the eye, which has -normal vision and darkvision out to 30 feet. The eye can look in every -direction.

-

As an action, you can move the eye up to 30 feet in any direction. -There is no limit to how far away from you the eye can move, but it -can’t enter another plane of existence. A solid barrier blocks the eye’s -movement, but the eye can pass through an opening as small as 1 inch in -diameter.

-

Arcane Hand

-

5th-level evocation

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S, M (an eggshell and a snakeskin -glove)

-

Duration: Concentration, up to 1 minute

-

You create a Large hand of shimmering, translucent force in an -unoccupied space that you can see within range. The hand lasts for the -spell’s duration, and it moves at your command, mimicking the movements -of your own hand.

-

The hand is an object that has AC 20 and hit points equal to your hit -point maximum. If it drops to 0 hit points, the spell ends. It has a -Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill -its space.

-

When you cast the spell and as a bonus action on your subsequent -turns, you can move the hand up to 60 feet and then cause one of the -following effects with it.

-

Clenched Fist. The hand strikes one -creature or object within 5 feet of it. Make a melee spell attack for -the hand using your game statistics. On a hit, the target takes 4d8 -force damage.

-

Forceful Hand. The hand attempts to push a -creature within 5 feet of it in a direction you choose.

-

Make a check with the hand’s Strength contested by the Strength -(Athletics) check of the target. If the target is Medium or smaller, you -have advantage on the check. If you succeed, the hand pushes the target -up to 5 feet plus a number of feet equal to five times your spellcasting -ability modifier. The hand moves with the target to remain within 5 feet -of it.

-

Grasping Hand. The hand attempts to grapple -a Huge or smaller creature within 5 feet of it. You use the hand’s -Strength score to resolve the grapple. If the target is Medium or -smaller, you have advantage on the check. While the hand is grappling -the target, you can use a bonus action to have the hand crush it. When -you do so, the target takes bludgeoning damage equal to 2d6 + your -spellcasting ability modifier.

-

Interposing Hand. The hand interposes -itself between you and a creature you choose until you give the hand a -different command. The hand moves to stay between you and the target, -providing you with half cover against the target. The target can’t move -through the hand’s space if its Strength score is less than or equal to -the hand’s Strength score. If its Strength score is higher than the -hand’s Strength score, the target can move toward you through the hand’s -space, but that space is difficult terrain for the target.

-

At Higher Levels. When you cast this spell -using a spell slot of 6th level or higher, the damage from the clenched -fist option increases by 2d8 and the damage from the grasping hand -increases by 2d6 for each slot level above 5th.

-

Arcane Lock

-

2nd-level abjuration

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (gold dust worth at least 25 gp, -which the spell consumes)

-

Duration: Until dispelled

-

You touch a closed door, window, gate, chest, or other entryway, and -it becomes locked for the duration. You and the creatures you designate -when you cast this spell can open the object normally. You can also set -a password that, when spoken within 5 feet of the object, suppresses -this spell for 1 minute. Otherwise, it is impassable until it is broken -or the spell is dispelled or suppressed. Casting knock on the -object suppresses arcane lock for 10 minutes.

-

While affected by this spell, the object is more difficult to break -or force open; the DC to break it or pick any locks on it increases by -10.

-

Arcane Sword

-

7th-level evocation

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S, M (a miniature platinum sword with -a grip and pommel of copper and zinc, worth 250 gp)

-

Duration: Concentration, up to 1 minute

-

You create a sword-shaped plane of force that hovers within range. It -lasts for the duration.

-

When the sword appears, you make a melee spell attack against a -target of your choice within 5 feet of the sword. On a hit, the target -takes 3d10 force damage. Until the spell ends, you can use a bonus -action on each of your turns to move the sword up to 20 feet to a spot -you can see and repeat this attack against the same target or a -different one.

-

Arcanist’s Magic Aura

-

2nd-level illusion

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (a small square of silk)

-

Duration: 24 hours

-

You place an illusion on a creature or an object you touch so that -divination spells reveal false information about it. The target can be a -willing creature or an object that isn’t being carried or worn by -another creature.

-

When you cast the spell, choose one or both of the following effects. -The effect lasts for the duration. If you cast this spell on the same -creature or object every day for 30 days, placing the same effect on it -each time, the illusion lasts until it is dispelled.

-

False Aura. You change the way the target -appears to spells and magical effects, such as detect magic, -that detect magical auras. You can make a nonmagical object appear -magical, a magical object appear nonmagical, or change the object’s -magical aura so that it appears to belong to a specific school of magic -that you choose. When you use this effect on an object, you can make the -false magic apparent to any creature that handles the item.

-

Mask. You change the way the target appears -to spells and magical effects that detect creature types, such as a -paladin’s Divine Sense or the trigger of a symbol spell. You -choose a creature type and other spells and magical effects treat the -target as if it were a creature of that type or of that alignment.

-

Astral Projection

-

9th-level necromancy

-

Casting Time: 1 hour

-

Range: 10 feet

-

Components: V, S, M (for each creature you affect -with this spell, you must provide one jacinth worth at least 1,000 gp -and one ornately carved bar of silver worth at least 100 gp, all of -which the spell consumes)

-

Duration: Special

-

You and up to eight willing creatures within range project your -astral bodies into the Astral Plane (the spell fails and the casting is -wasted if you are already on that plane). The material body you leave -behind is unconscious and in a state of suspended animation; it doesn’t -need food or air and doesn’t age.

-

Your astral body resembles your mortal form in almost every way, -replicating your game statistics and possessions. The principal -difference is the addition of a silvery cord that extends from between -your shoulder blades and trails behind you, fading to invisibility after -1 foot. This cord is your tether to your material body. As long as the -tether remains intact, you can find your way home. If the cord is -cut-something that can happen only when an effect specifically states -that it does-your soul and body are separated, killing you -instantly.

-

Your astral form can freely travel through the Astral Plane and can -pass through portals there leading to any other plane. If you enter a -new plane or return to the plane you were on when casting this spell, -your body and possessions are transported along the silver cord, -allowing you to re-enter your body as you enter the new plane. Your -astral form is a separate incarnation. Any damage or other effects that -apply to it have no effect on your physical body, nor do they persist -when you return to it.

-

The spell ends for you and your companions when you use your action -to dismiss it. When the spell ends, the affected creature returns to its -physical body, and it awakens.

-

The spell might also end early for you or one of your companions. A -successful dispel magic spell used against an astral or -physical body ends the spell for that creature. If a creature’s original -body or its astral form drops to 0 hit points, the spell ends for that -creature. If the spell ends and the silver cord is intact, the cord -pulls the creature’s astral form back to its body, ending its state of -suspended animation.

-

If you are returned to your body prematurely, your companions remain -in their astral forms and must find their own way back to their bodies, -usually by dropping to 0 hit points.

-

Augury

-

2nd-level divination (ritual)

-

Casting Time: 1 minute

-

Range: Self

-

Components: V, S, M (specially marked sticks, bones, -or similar tokens worth at least 25 gp)

-

Duration: Instantaneous

-

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate -cards, or employing some other divining tool, you receive an omen from -an otherworldly entity about the results of a specific course of action -that you plan to take within the next 30 minutes. The GM chooses from -the following possible omens:

-
    -
  • Weal, for good results
  • -
  • Woe, for bad results
  • -
  • Weal and woe, for both good and bad results
  • -
  • Nothing, for results that aren’t especially good or -bad
  • -
-

The spell doesn’t take into account any possible circumstances that -might change the outcome, such as the casting of additional spells or -the loss or gain of a companion.

-

If you cast the spell two or more times before completing your next -long rest, there is a cumulative 25 percent chance for each casting -after the first that you get a random reading. The GM makes this roll in -secret.

-

Awaken

-

5th-level transmutation

-

Casting Time: 8 hours

-

Range: Touch

-

Components: V, S, M (an agate worth at least 1,000 -gp, which the spell consumes)

-

Duration: Instantaneous

-

After spending the casting time tracing magical pathways within a -precious gemstone, you touch a Huge or smaller beast or plant. The -target must have either no Intelligence score or an Intelligence of 3 or -less. The target gains an Intelligence of 10. The target also gains the -ability to speak one language you know. If the target is a plant, it -gains the ability to move its limbs, roots, vines, creepers, and so -forth, and it gains senses similar to a human’s. Your GM chooses -statistics appropriate for the awakened plant, such as the statistics -for the awakened shrub or the awakened tree.

-

The awakened beast or plant is charmed by you for 30 days or until -you or your companions do anything harmful to it. When the charmed -condition ends, the awakened creature chooses whether to remain friendly -to you, based on how you treated it while it was charmed.

-

Spells (B)

-

Bane

-

1st-level enchantment

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S, M (a drop of blood)

-

Duration: Concentration, up to 1 minute

-

Up to three creatures of your choice that you can see within range -must make Charisma saving throws. Whenever a target that fails this -saving throw makes an attack roll or a saving throw before the spell -ends, the target must roll a d4 and subtract the number rolled from the -attack roll or saving throw.

-

At Higher Levels. When you cast this spell -using a spell slot of 2nd level or higher, you can target one additional -creature for each slot level above 1st.

-

Banishment

-

4th-level abjuration

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S, M (an item distasteful to the -target)

-

Duration: Concentration, up to 1 minute

-

You attempt to send one creature that you can see within range to -another plane of existence. The target must succeed on a Charisma saving -throw or be banished.

-

If the target is native to the plane of existence you’re on, you -banish the target to a harmless demiplane. While there, the target is -incapacitated. The target remains there until the spell ends, at which -point the target reappears in the space it left or in the nearest -unoccupied space if that space is occupied.

-

If the target is native to a different plane of existence than the -one you’re on, the target is banished with a faint popping noise, -returning to its home plane. If the spell ends before 1 minute has -passed, the target reappears in the space it left or in the nearest -unoccupied space if that space is occupied. Otherwise, the target -doesn’t return.

-

At Higher Levels. When you cast this spell -using a spell slot of 5th level or higher, you can target one additional -creature for each slot level above 4th.

-

Barkskin

-

2nd-level transmutation

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (a handful of oak bark)

-

Duration: Concentration, up to 1 hour

-

You touch a willing creature. Until the spell ends, the target’s skin -has a rough, bark-like appearance, and the target’s AC can’t be less -than 16, regardless of what kind of armor it is wearing.

-

Beacon of Hope

-

3rd-level abjuration

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S

-

Duration: Concentration, up to 1 minute

-

This spell bestows hope and vitality. Choose any number of creatures -within range. For the duration, each target has advantage on Wisdom -saving throws and death saving throws, and regains the maximum number of -hit points possible from any healing.

-

Bestow Curse

-

3rd-level necromancy

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S

-

Duration: Concentration, up to 1 minute

-

You touch a creature, and that creature must succeed on a Wisdom -saving throw or become cursed for the duration of the spell. When you -cast this spell, choose the nature of the curse from the following -options:

-
    -
  • Choose one ability score. While cursed, the target has disadvantage -on ability checks and saving throws made with that ability score.
  • -
  • While cursed, the target has disadvantage on attack rolls against -you.
  • -
  • While cursed, the target must make a Wisdom saving throw at the -start of each of its turns. If it fails, it wastes its action that turn -doing nothing.
  • -
  • While the target is cursed, your attacks and spells deal an extra -1d8 necrotic damage to the target.
  • -
-

A remove curse spell ends this effect. At the GM’s option, -you may choose an alternative curse effect, but it should be no more -powerful than those described above. The GM has final say on such a -curse’s effect.

-

At Higher Levels. If you cast this spell -using a spell slot of 4th level or higher, the duration is -concentration, up to 10 minutes. If you use a spell slot of 5th level or -higher, the duration is 8 hours. If you use a spell slot of 7th level or -higher, the duration is 24 hours. If you use a 9th level spell slot, the -spell lasts until it is dispelled. Using a spell slot of 5th level or -higher grants a duration that doesn’t require concentration.

-

Black Tentacles

-

4th-level conjuration

-

Casting Time: 1 action

-

Range: 90 feet

-

Components: V, S, M (a piece of tentacle from a -giant octopus or a giant squid)

-

Duration: Concentration, up to 1 minute

-

Squirming, ebony tentacles fill a 20-foot square on ground that you -can see within range. For the duration, these tentacles turn the ground -in the area into difficult terrain.

-

When a creature enters the affected area for the first time on a turn -or starts its turn there, the creature must succeed on a Dexterity -saving throw or take 3d6 bludgeoning damage and be restrained by the -tentacles until the spell ends. A creature that starts its turn in the -area and is already restrained by the tentacles takes 3d6 bludgeoning -damage.

-

A creature restrained by the tentacles can use its action to make a -Strength or Dexterity check (its choice) against your spell save DC. On -a success, it frees itself.

-

Blade Barrier

-

6th-level evocation

-

Casting Time: 1 action

-

Range: 90 feet

-

Components: V, S

-

Duration: Concentration, up to 10 minutes

-

You create a vertical wall of whirling, razor-sharp blades made of -magical energy. The wall appears within range and lasts for the -duration. You can make a straight wall up to 100 feet long, 20 feet -high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 -feet high, and 5 feet thick. The wall provides three-quarters cover to -creatures behind it, and its space is difficult terrain.

-

When a creature enters the wall’s area for the first time on a turn -or starts its turn there, the creature must make a Dexterity saving -throw. On a failed save, the creature takes 6d10 slashing damage. On a -successful save, the creature takes half as much damage.

-

Bless

-

1st-level enchantment

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S, M (a sprinkling of holy water)

-

Duration: Concentration, up to 1 minute

-

You bless up to three creatures of your choice within range. Whenever -a target makes an attack roll or a saving throw before the spell ends, -the target can roll a d4 and add the number rolled to the attack roll or -saving throw.

-

At Higher Levels. When you cast this spell -using a spell slot of 2nd level or higher, you can target one additional -creature for each slot level above 1st.

-

Blight

-

4th-level necromancy

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S

-

Duration: Instantaneous

-

Necromantic energy washes over a creature of your choice that you can -see within range, draining moisture and vitality from it. The target -must make a Constitution saving throw. The target takes 8d8 necrotic -damage on a failed save, or half as much damage on a successful one. -This spell has no effect on undead or constructs.

-

If you target a plant creature or a magical plant, it makes the -saving throw with disadvantage, and the spell deals maximum damage to -it.

-

If you target a nonmagical plant that isn’t a creature, such as a -tree or shrub, it doesn’t make a saving throw; it simply withers and -dies.

-

At Higher Levels. When you cast this spell -using a spell slot of 5th level or higher, the damage increases by 1d8 -for each slot level above 4th.

-

Blindness/Deafness

-

2nd-level necromancy

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V

-

Duration: 1 minute

-

You can blind or deafen a foe. Choose one creature that you can see -within range to make a Constitution saving throw. If it fails, the -target is either blinded or deafened (your choice) for the duration. At -the end of each of its turns, the target can make a Constitution saving -throw. On a success, the spell ends.

-

At Higher Levels. When you cast this spell -using a spell slot of 3rd level or higher, you can target one additional -creature for each slot level above 2nd.

- -

3rd-level transmutation

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S

-

Duration: 1 minute

-

Roll a d20 at the end of each of your turns for the duration of the -spell. On a roll of 11 or higher, you vanish from your current plane of -existence and appear in the Ethereal Plane (the spell fails and the -casting is wasted if you were already on that plane). At the start of -your next turn, and when the spell ends if you are on the Ethereal -Plane, you return to an unoccupied space of your choice that you can see -within 10 feet of the space you vanished from. If no unoccupied space is -available within that range, you appear in the nearest unoccupied space -(chosen at random if more than one space is equally near). You can -dismiss this spell as an action.

-

While on the Ethereal Plane, you can see and hear the plane you -originated from, which is cast in shades of gray, and you can’t see -anything there more than 60 feet away. You can only affect and be -affected by other creatures on the Ethereal Plane. Creatures that aren’t -there can’t perceive you or interact with you, unless they have the -ability to do so.

-

Blur

-

2nd-level illusion

-

Casting Time: 1 action

-

Range: Self

-

Components: V

-

Duration: Concentration, up to 1 minute

-

Your body becomes blurred, shifting and wavering to all who can see -you. For the duration, any creature has disadvantage on attack rolls -against you. An attacker is immune to this effect if it doesn’t rely on -sight, as with blindsight, or can see through illusions, as with -truesight.

-

Branding Smite

-

2nd-­level evocation

-

Casting Time: 1 bonus action

-

Range: Self

-

Components: V

-

Duration: Concentration, up to 1 minute

-

The next time you hit a creature with a weapon attack before this -spell ends, the weapon gleams with astral radiance as you strike. The -attack deals an extra 2d6 radiant damage to the target, which becomes -visible if it’s invisible, and the target sheds dim light in a 5-­foot -radius and can’t become invisible until the spell ends.

-

At Higher Levels. When you cast this spell using a  -spell slot of 3rd level or higher, the extra damage increases by 1d6 for -each slot level above 2nd.

-

Burning Hands

-

1st-level evocation

-

Casting Time: 1 action

-

Range: Self (15-foot cone)

-

Components: V, S

-

Duration: Instantaneous

-

As you hold your hands with thumbs touching and fingers spread, a -thin sheet of flames shoots forth from your outstretched fingertips. -Each creature in a 15-foot cone must make a Dexterity saving throw. A -creature takes 3d6 fire damage on a failed save, or half as much damage -on a successful one.

-

The fire ignites any flammable objects in the area that aren’t being -worn or carried.

-

At Higher Levels. When you cast this spell -using a spell slot of 2nd level or higher, the damage increases by 1d6 -for each slot level above 1st.

-

Spells (C)

-

Call Lightning

-

3rd-level conjuration

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S

-

Duration: Concentration, up to 10 minutes

-

A storm cloud appears in the shape of a cylinder that is 10 feet tall -with a 60-foot radius, centered on a point you can see within range -directly above you. The spell fails if you can’t see a point in the air -where the storm cloud could appear (for example, if you are in a room -that can’t accommodate the cloud).

-

When you cast the spell, choose a point you can see under the cloud. -A bolt of lightning flashes down from the cloud to that point. Each -creature within 5 feet of that point must make a Dexterity saving throw. -A creature takes 3d10 lightning damage on a failed save, or half as much -damage on a successful one. On each of your turns until the spell ends, -you can use your action to call down lightning in this way again, -targeting the same point or a different one.

-

If you are outdoors in stormy conditions when you cast this spell, -the spell gives you control over the existing storm instead of creating -a new one. Under such conditions, the spell’s damage increases by -1d10.

-

At Higher Levels. When you cast this spell -using a spell slot of 4th or higher level, the damage increases by 1d10 -for each slot level above 3rd.

-

Calm Emotions

-

2nd-level enchantment

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S

-

Duration: Concentration, up to 1 minute

-

You attempt to suppress strong emotions in a group of people. Each -humanoid in a 20-foot radius sphere centered on a point you choose -within range must make a Charisma saving throw; a creature can choose to -fail this saving throw if it wishes. If a creature fails its saving -throw, choose one of the following two effects.

-

You can suppress any effect causing a target to be charmed or -frightened. When this spell ends, any suppressed effect resumes, -provided that its duration has not expired in the meantime.

-

Alternatively, you can make a target indifferent about creatures of -your choice that it is hostile toward. This indifference ends if the -target is attacked or harmed by a spell or if it witnesses any of its -friends being harmed. When the spell ends, the creature becomes hostile -again, unless the GM rules otherwise.

-

Chain Lightning

-

6th-level evocation

-

Casting Time: 1 action

-

Range: 150 feet

-

Components: V, S, M (a bit of fur; a piece of amber, -glass, or a crystal rod; and three silver pins)

-

Duration: Instantaneous

-

You create a bolt of lightning that arcs toward a target of your -choice that you can see within range. Three bolts then leap from that -target to as many as three other targets, each of which must be within -30 feet of the first target. A target can be a creature or an object and -can be targeted by only one of the bolts.

-

A target must make a Dexterity saving throw. The target takes 10d8 -lightning damage on a failed save, or half as much damage on a -successful one.

-

At Higher Levels. When you cast this spell -using a spell slot of 7th level or higher, one additional bolt leaps -from the first target to another target for each slot level above -6th.

-

Charm Person

-

1st-level enchantment

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S

-

Duration: 1 hour

-

You attempt to charm a humanoid you can see within range. It must -make a Wisdom saving throw, and does so with advantage if you or your -companions are fighting it. If it fails the saving throw, it is charmed -by you until the spell ends or until you or your companions do anything -harmful to it. The charmed creature regards you as a friendly -acquaintance. When the spell ends, the creature knows it was charmed by -you.

-

At Higher Levels. When you cast this spell -using a spell slot of 2nd level or higher, you can target one additional -creature for each slot level above 1st. The creatures must be within 30 -feet of each other when you target them.

-

Chill Touch

-

Necromancy cantrip

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S

-

Duration: 1 round

-

You create a ghostly, skeletal hand in the space of a creature within -range. Make a ranged spell attack against the creature to assail it with -the chill of the grave. On a hit, the target takes 1d8 necrotic damage, -and it can’t regain hit points until the start of your next turn. Until -then, the hand clings to the target.

-

If you hit an undead target, it also has disadvantage on attack rolls -against you until the end of your next turn.

-

This spell’s damage increases by 1d8 when you reach 5th level (2d8), -11th level (3d8), and 17th level (4d8).

-

Circle of Death

-

6th-level necromancy

-

Casting Time: 1 action

-

Range: 150 feet

-

Components: V, S, M (the powder of a crushed black -pearl worth at least 500 gp)

-

Duration: Instantaneous

-

A sphere of negative energy ripples out in a 60-foot radius sphere -from a point within range. Each creature in that area must make a -Constitution saving throw. A target takes 8d6 necrotic damage on a -failed save, or half as much damage on a successful one.

-

At Higher Levels. When you cast this spell -using a spell slot of 7th level or higher, the damage increases by 2d6 -for each slot level above 6th.

-

Clairvoyance

-

3rd-level divination

-

Casting Time: 10 minutes

-

Range: 1 mile

-

Components: V, S, M (a focus worth at least 100 gp, -either a jeweled horn for hearing or a glass eye for seeing)

-

Duration: Concentration, up to 10 minutes

-

You create an invisible sensor within range in a location familiar to -you (a place you have visited or seen before) or in an obvious location -that is unfamiliar to you (such as behind a door, around a corner, or in -a grove of trees). The sensor remains in place for the duration, and it -can’t be attacked or otherwise interacted with.

-

When you cast the spell, you choose seeing or hearing. You can use -the chosen sense through the sensor as if you were in its space. As your -action, you can switch between seeing and hearing.

-

A creature that can see the sensor (such as a creature benefiting -from see invisibility or truesight) sees a luminous, intangible -orb about the size of your fist.

-

Clone

-

8th-level necromancy

-

Casting Time: 1 hour

-

Range: Touch

-

Components: V, S, M (a diamond worth at least 1,000 -gp and at least 1 cubic inch of flesh of the creature that is to be -cloned, which the spell consumes, and a vessel worth at least 2,000 gp -that has a sealable lid and is large enough to hold a Medium creature, -such as a huge urn, coffin, mud-filled cyst in the ground, or crystal -container filled with salt water)

-

Duration: Instantaneous

-

This spell grows an inert duplicate of a living creature as a -safeguard against death. This clone forms inside a sealed vessel and -grows to full size and maturity after 120 days; you can also choose to -have the clone be a younger version of the same creature. It remains -inert and endures indefinitely, as long as its vessel remains -undisturbed.

-

At any time after the clone matures, if the original creature dies, -its soul transfers to the clone, provided that the soul is free and -willing to return.

-

The clone is physically identical to the original and has the same -personality, memories, and abilities, but none of the original’s -equipment. The original creature’s physical remains, if they still -exist, become inert and can’t thereafter be restored to life, since the -creature’s soul is elsewhere.

-

Cloudkill

-

5th-level conjuration

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S

-

Duration: Concentration, up to 10 minutes

-

You create a 20-foot radius sphere of poisonous, yellow-green fog -centered on a point you choose within range. The fog spreads around -corners. It lasts for the duration or until strong wind disperses the -fog, ending the spell. Its area is heavily obscured.

-

When a creature enters the spell’s area for the first time on a turn -or starts its turn there, that creature must make a Constitution saving -throw. The creature takes 5d8 poison damage on a failed save, or half as -much damage on a successful one. Creatures are affected even if they -hold their breath or don’t need to breathe.

-

The fog moves 10 feet away from you at the start of each of your -turns, rolling along the surface of the ground. The vapors, being -heavier than air, sink to the lowest level of the land, even pouring -down openings.

-

At Higher Levels. When you cast this spell -using a spell slot of 6th level or higher, the damage increases by 1d8 -for each slot level above 5th.

-

Color Spray

-

1st-level illusion

-

Casting Time: 1 action

-

Range: Self (15-foot cone)

-

Components: V, S, M (a pinch of powder or sand that -is colored red, yellow, and blue)

-

Duration: 1 round

-

A dazzling array of flashing, colored light springs from your hand. -Roll 6d10; the total is how many hit points of creatures this spell can -effect. Creatures in a 15-foot cone originating from you are affected in -ascending order of their current hit points (ignoring unconscious -creatures and creatures that can’t see).

-

Starting with the creature that has the lowest current hit points, -each creature affected by this spell is blinded until the end of your -next turn. Subtract each creature’s hit points from the total before -moving on to the creature with the next lowest hit points. A creature’s -hit points must be equal to or less than the remaining total for that -creature to be affected.

-

At Higher Levels. When you cast this spell -using a spell slot of 2nd level or higher, roll an additional 2d10 for -each slot level above 1st.

-

Command

-

1st-level enchantment

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V

-

Duration: 1 round

-

You speak a one-word command to a creature you can see within range. -The target must succeed on a Wisdom saving throw or follow the command -on its next turn. The spell has no effect if the target is undead, if it -doesn’t understand your language, or if your command is directly harmful -to it.

-

Some typical commands and their effects follow. You might issue a -command other than one described here. If you do so, the GM determines -how the target behaves. If the target can’t follow your command, the -spell ends.

-

Approach. The target moves toward you by -the shortest and most direct route, ending its turn if it moves within 5 -feet of you.

-

Drop. The target drops whatever it is -holding and then ends its turn.

-

Flee. The target spends its turn moving -away from you by the fastest available means.

-

Grovel. The target falls prone and then -ends its turn.

-

Halt. The target doesn’t move and takes no -actions.

-

A flying creature stays aloft, provided that it is able to do so. If -it must move to stay aloft, it flies the minimum distance needed to -remain in the air.

-

At Higher Levels. When you cast this spell -using a spell slot of 2nd level or higher, you can affect one additional -creature for each slot level above 1st. The creatures must be within 30 -feet of each other when you target them.

-

Commune

-

5th-level divination (ritual)

-

Casting Time: 1 minute

-

Range: Self

-

Components: V, S, M (incense and a vial of holy or -unholy water)

-

Duration: 1 minute

-

You contact your deity or a divine proxy and ask up to three -questions that can be answered with a yes or no. You must ask your -questions before the spell ends. You receive a correct answer for each -question.

-

Divine beings aren’t necessarily omniscient, so you might receive -“unclear” as an answer if a question pertains to information that lies -beyond the deity’s knowledge. In a case where a one-word answer could be -misleading or contrary to the deity’s interests, the GM might offer a -short phrase as an answer instead.

-

If you cast the spell two or more times before finishing your next -long rest, there is a cumulative 25 percent chance for each casting -after the first that you get no answer. The GM makes this roll in -secret.

-

Commune with Nature

-

5th-level divination (ritual)

-

Casting Time: 1 minute

-

Range: Self

-

Components: V, S

-

Duration: Instantaneous

-

You briefly become one with nature and gain knowledge of the -surrounding territory. In the outdoors, the spell gives you knowledge of -the land within 3 miles of you. In caves and other natural underground -settings, the radius is limited to 300 feet. The spell doesn’t function -where nature has been replaced by construction, such as in dungeons and -towns.

-

You instantly gain knowledge of up to three facts of your choice -about any of the following subjects as they relate to the area:

-
    -
  • terrain and bodies of water
  • -
  • prevalent plants, minerals, animals, or peoples
  • -
  • powerful celestials, fey, fiends, elementals, or undead
  • -
  • influence from other planes of existence
  • -
  • buildings
  • -
-

For example, you could determine the location of powerful undead in -the area, the location of major sources of safe drinking water, and the -location of any nearby towns.

-

Comprehend Languages

-

1st-level divination (ritual)

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S, M (a pinch of soot and salt)

-

Duration: 1 hour

-

For the duration, you understand the literal meaning of any spoken -language that you hear. You also understand any written language that -you see, but you must be touching the surface on which the words are -written. It takes about 1 minute to read one page of text.

-

This spell doesn’t decode secret messages in a text or a glyph, such -as an arcane sigil, that isn’t part of a written language.

-

Compulsion

-

4th-­level enchantment

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S

-

Duration: Concentration, up to 1 minute

-

Creatures of your choice that you can see within range and that can -hear you must make a Wisdom saving throw. A target automatically -succeeds on this saving throw if it can’t be charmed. On a failed save, -a target is affected by this spell. Until the spell ends, you can use a -bonus action on each of your turns to designate a direction that is -horizontal to you. Each affected target must use as much of its movement -as possible to move in that direction on its next turn. It can take its -action before it moves. After moving in this way, it can make another -Wisdom saving to try to end the effect.

-

A target isn’t compelled to move into an obviously  deadly hazard, -such as a fire or pit, but it will provoke opportunity attacks to move -in the designated direction.

-

Cone of Cold

-

5th-level evocation

-

Casting Time: 1 action

-

Range: Self (60-foot cone)

-

Components: V, S, M (a small crystal or glass -cone)

-

Duration: Instantaneous

-

A blast of cold air erupts from your hands. Each creature in a -60-foot cone must make a Constitution saving throw. A creature takes 8d8 -cold damage on a failed save, or half as much damage on a successful -one.

-

A creature killed by this spell becomes a frozen statue until it -thaws.

-

At Higher Levels. When you cast this spell -using a spell slot of 6th level or higher, the damage increases by 1d8 -for each slot level above 5th.

-

Confusion

-

4th-level enchantment

-

Casting Time: 1 action

-

Range: 90 feet

-

Components: V, S, M (three nut shells)

-

Duration: Concentration, up to 1 minute

-

This spell assaults and twists creatures’ minds, spawning delusions -and provoking uncontrolled action. Each creature in a 10-foot radius -sphere centered on a point you choose within range must succeed on a -Wisdom saving throw when you cast this spell or be affected by it.

-

An affected target can’t take reactions and must roll a d10 at the -start of each of its turns to determine its behavior for that turn.

-

Table- Confusion Behavior

- ---- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d10Behavior
1The creature uses all its movement to move in a random direction. To -determine the direction, roll a d8 and assign a direction to each die -face. The creature doesn’t take an action this turn.
2-6The creature doesn’t move or take actions this turn.
7-8The creature uses its action to make a melee attack against a -randomly determined creature within its reach. If there is no creature -within its reach, the creature does nothing this turn.
9-10The creature can act and move normally.
-

At the end of each of its turns, an affected target can make a Wisdom -saving throw. If it succeeds, this effect ends for that target.

-

At Higher Levels. When you cast this spell -using a spell slot of 5th level or higher, the radius of the sphere -increases by 5 feet for each slot level above 4th.

-

Conjure Animals

-

3rd-level conjuration

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S

-

Duration: Concentration, up to 1 hour

-

You summon fey spirits that take the form of beasts and appear in -unoccupied spaces that you can see within range. Choose one of the -following options for what appears:

-
    -
  • One beast of challenge rating 2 or lower
  • -
  • Two beasts of challenge rating 1 or lower
  • -
  • Four beasts of challenge rating 1/2 or lower
  • -
  • Eight beasts of challenge rating 1/4 or lower
  • -
-

Each beast is also considered fey, and it disappears when it drops to -0 hit points or when the spell ends.

-

The summoned creatures are friendly to you and your companions. Roll -initiative for the summoned creatures as a group, which has its own -turns. They obey any verbal commands that you issue to them (no action -required by you). If you don’t issue any commands to them, they defend -themselves from hostile creatures, but otherwise take no actions.

-

The GM has the creatures’ statistics.

-

At Higher Levels. When you cast this spell -using certain higher-level spell slots, you choose one of the summoning -options above, and more creatures appear: twice as many with a 5th-level -slot, three times as many with a 7th-level slot, and four times as many -with a 9th-level slot.

-

Conjure Celestial

-

7th-level conjuration

-

Casting Time: 1 minute

-

Range: 90 feet

-

Components: V, S

-

Duration: Concentration, up to 1 hour

-

You summon a celestial of challenge rating 4 or lower, which appears -in an unoccupied space that you can see within range. The celestial -disappears when it drops to 0 hit points or when the spell ends.

-

The celestial is friendly to you and your companions for the -duration. Roll initiative for the celestial, which has its own turns. It -obeys any verbal commands that you issue to it (no action required by -you), as long as they don’t violate its alignment. If you don’t issue -any commands to the celestial, it defends itself from hostile creatures -but otherwise takes no actions.

-

The GM has the celestial’s statistics.

-

At Higher Levels. When you cast this spell -using a 9th-level spell slot, you summon a celestial of challenge rating -5 or lower.

-

Conjure Elemental

-

5th-level conjuration

-

Casting Time: 1 minute

-

Range: 90 feet

-

Components: V, S, M (burning incense for air, soft -clay for earth, sulfur and phosphorus for fire, or water and sand for -water)

-

Duration: Concentration, up to 1 hour

-

You call forth an elemental servant. Choose an area of air, earth, -fire, or water that fills a 10-foot cube within range. An elemental of -challenge rating 5 or lower appropriate to the area you chose appears in -an unoccupied space within 10 feet of it. For example, a fire elemental -emerges from a bonfire, and an earth elemental rises up from the ground. -The elemental disappears when it drops to 0 hit points or when the spell -ends.

-

The elemental is friendly to you and your companions for the -duration. Roll initiative for the elemental, which has its own turns. It -obeys any verbal commands that you issue to it (no action required by -you). If you don’t issue any commands to the elemental, it defends -itself from hostile creatures but otherwise takes no actions.

-

If your concentration is broken, the elemental doesn’t disappear. -Instead, you lose control of the elemental, it becomes hostile toward -you and your companions, and it might attack. An uncontrolled elemental -can’t be dismissed by you, and it disappears 1 hour after you summoned -it.

-

The GM has the elemental’s statistics.

-

At Higher Levels. When you cast this spell -using a spell slot of 6th level or higher, the challenge rating -increases by 1 for each slot level above 5th.

-

Conjure Fey

-

6th-level conjuration

-

Casting Time: 1 minute

-

Range: 90 feet

-

Components: V, S

-

Duration: Concentration, up to 1 hour

-

You summon a fey creature of challenge rating 6 or lower, or a fey -spirit that takes the form of a beast of challenge rating 6 or lower. It -appears in an unoccupied space that you can see within range. The fey -creature disappears when it drops to 0 hit points or when the spell -ends.

-

The fey creature is friendly to you and your companions for the -duration. Roll initiative for the creature, which has its own turns. It -obeys any verbal commands that you issue to it (no action required by -you), as long as they don’t violate its alignment. If you don’t issue -any commands to the fey creature, it defends itself from hostile -creatures but otherwise takes no actions.

-

If your concentration is broken, the fey creature doesn’t disappear. -Instead, you lose control of the fey creature, it becomes hostile toward -you and your companions, and it might attack. An uncontrolled fey -creature can’t be dismissed by you, and it disappears 1 hour after you -summoned it.

-

The GM has the fey creature’s statistics.

-

At Higher Levels. When you cast this spell -using a spell slot of 7th level or higher, the challenge rating -increases by 1 for each slot level above 6th.

-

Conjure Minor Elementals

-

4th-level conjuration

-

Casting Time: 1 minute

-

Range: 90 feet

-

Components: V, S

-

Duration: Concentration, up to 1 hour

-

You summon elementals that appear in unoccupied spaces that you can -see within range. You choose one the following options for what -appears:

-
    -
  • One elemental of challenge rating 2 or lower
  • -
  • Two elementals of challenge rating 1 or lower
  • -
  • Four elementals of challenge rating 1/2 or lower
  • -
  • Eight elementals of challenge rating 1/4 or lower
  • -
-

An elemental summoned by this spell disappears when it drops to 0 hit -points or when the spell ends.

-

The summoned creatures are friendly to you and your companions. Roll -initiative for the summoned creatures as a group, which has its own -turns. They obey any verbal commands that you issue to them (no action -required by you). If you don’t issue any commands to them, they defend -themselves from hostile creatures, but otherwise take no actions.

-

The GM has the creatures’ statistics.

-

At Higher Levels. When you cast this spell -using certain higher-level spell slots, you choose one of the summoning -options above, and more creatures appear: twice as many with a 6th-level -slot and three times as many with an 8th-level slot.

-

Conjure Woodland Beings

-

4th-level conjuration

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S, M (one holly berry per creature -summoned)

-

Duration: Concentration, up to 1 hour

-

You summon fey creatures that appear in unoccupied spaces that you -can see within range. Choose one of the following options for what -appears:

-
    -
  • One fey creature of challenge rating 2 or lower
  • -
  • Two fey creatures of challenge rating 1 or lower
  • -
  • Four fey creatures of challenge rating 1/2 or lower
  • -
  • Eight fey creatures of challenge rating 1/4 or lower
  • -
-

A summoned creature disappears when it drops to 0 hit points or when -the spell ends.

-

The summoned creatures are friendly to you and your companions. Roll -initiative for the summoned creatures as a group, which have their own -turns. They obey any verbal commands that you issue to them (no action -required by you). If you don’t issue any commands to them, they defend -themselves from hostile creatures, but otherwise take no actions.

-

The GM has the creatures’ statistics.

-

At Higher Levels. When you cast this spell -using certain higher-level spell slots, you choose one of the summoning -options above, and more creatures appear: twice as many with a 6th-level -slot and three times as many with an 8th-level slot.

-

Contact Other Plane

-

5th-level divination (ritual)

-

Casting Time: 1 minute

-

Range: Self

-

Components: V

-

Duration: 1 minute

-

You mentally contact a demigod, the spirit of a long-dead sage, or -some other mysterious entity from another plane. Contacting this -extraplanar intelligence can strain or even break your mind. When you -cast this spell, make a DC 15 Intelligence saving throw. On a failure, -you take 6d6 psychic damage and are insane until you finish a long rest. -While insane, you can’t take actions, can’t understand what other -creatures say, can’t read, and speak only in gibberish. A greater -restoration spell cast on you ends this effect.

-

On a successful save, you can ask the entity up to five questions. -You must ask your questions before the spell ends. The GM answers each -question with one word, such as “yes,” “no,” “maybe,” “never,” -“irrelevant,” or “unclear” (if the entity doesn’t know the answer to the -question). If a one-word answer would be misleading, the GM might -instead offer a short phrase as an answer.

-

Contagion

-

5th-level necromancy

-

Casting Time: 1 action

-

Range: Touch Component: V, S

-

Duration: 7 days

-

Your touch inflicts disease. Make a melee spell attack against a -creature within your reach. On a hit, the target is poisoned.

-

At the end of each of the poisoned target’s turns, the target must -make a Constitution saving throw. If the target succeeds on three of -these saves, it is no longer poisoned, and the spell ends. If the target -fails three of these saves, the target is no longer poisoned, but choose -one of the diseases below. The target is subjected to the chosen disease -for the spell’s duration.

-

Since this spell induces a natural disease in its target, any effect -that removes a disease or otherwise ameliorates a disease’s effects -apply to it.

-

Blinding Sickness. Pain grips the -creature’s mind, and its eyes turn milky white. The creature has -disadvantage on Wisdom checks and Wisdom saving throws and is -blinded.

-

Filth Fever. A raging fever sweeps through -the creature’s body. The creature has disadvantage on Strength checks, -Strength saving throws, and attack rolls that use Strength.

-

Flesh Rot. The creature’s flesh decays. The -creature has disadvantage on Charisma checks and vulnerability to all -damage.

-

Mindfire. The creature’s mind becomes -feverish. The creature has disadvantage on Intelligence checks and -Intelligence saving throws, and the creature behaves as if under the -effects of the confusion spell during combat.

-

Seizure. The creature is overcome with -shaking. The creature has disadvantage on Dexterity checks, Dexterity -saving throws, and attack rolls that use Dexterity.

-

Slimy Doom. The creature begins to bleed -uncontrollably. The creature has disadvantage on Constitution checks and -Constitution saving throws. In addition, whenever the creature takes -damage, it is stunned until the end of its next turn.

-

Contingency

-

6th-level evocation

-

Casting Time: 10 minutes

-

Range: Self

-

Components: V, S, M (a statuette of yourself carved -from ivory and decorated with gems worth at least 1,500 gp)

-

Duration: 10 days

-

Choose a spell of 5th level or lower that you can cast, that has a -casting time of 1 action, and that can target you. You cast that -spell-called the contingent spell-as part of casting -contingency, expending spell slots for both, but the contingent -spell doesn’t come into effect. Instead, it takes effect when a certain -circumstance occurs. You describe that circumstance when you cast the -two spells. For example, a contingency cast with water -breathing might stipulate that water breathing comes into -effect when you are engulfed in water or a similar liquid.

-

The contingent spell takes effect immediately after the circumstance -is met for the first time, whether or not you want it to, and then -contingency ends.

-

The contingent spell takes effect only on you, even if it can -normally target others. You can use only one contingency spell -at a time. If you cast this spell again, the effect of another -contingency spell on you ends. Also, contingency ends -on you if its material component is ever not on your person.

-

Continual Flame

-

2nd-level evocation

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (ruby dust worth 50 gp, which -the spell consumes)

-

Duration: Until dispelled

-

A flame, equivalent in brightness to a torch, springs forth from an -object that you touch. The effect looks like a regular flame, but it -creates no heat and doesn’t use oxygen. A continual flame can -be covered or hidden but not smothered or quenched.

-

Control Water

-

4th-level transmutation

-

Casting Time: 1 action

-

Range: 300 feet

-

Components: V, S, M (a drop of water and a pinch of -dust)

-

Duration: Concentration, up to 10 minutes

-

Until the spell ends, you control any freestanding water inside an -area you choose that is a cube up to 100 feet on a side. You can choose -from any of the following effects when you cast this spell. As an action -on your turn, you can repeat the same effect or choose a different -one.

-

Flood. You cause the water level of all -standing water in the area to rise by as much as 20 feet. If the area -includes a shore, the flooding water spills over onto dry land.

-

If you choose an area in a large body of water, you instead create a -20-foot tall wave that travels from one side of the area to the other -and then crashes down. Any Huge or smaller vehicles in the wave’s path -are carried with it to the other side. Any Huge or smaller vehicles -struck by the wave have a 25 percent chance of capsizing.

-

The water level remains elevated until the spell ends or you choose a -different effect. If this effect produced a wave, the wave repeats on -the start of your next turn while the flood effect lasts.

-

Part Water. You cause water in the area to -move apart and create a trench. The trench extends across the spell’s -area, and the separated water forms a wall to either side. The trench -remains until the spell ends or you choose a different effect. The water -then slowly fills in the trench over the course of the next round until -the normal water level is restored.

-

Redirect Flow. You cause flowing water in -the area to move in a direction you choose, even if the water has to -flow over obstacles, up walls, or in other unlikely directions. The -water in the area moves as you direct it, but once it moves beyond the -spell’s area, it resumes its flow based on the terrain conditions. The -water continues to move in the direction you chose until the spell ends -or you choose a different effect.

-

Whirlpool. This effect requires a body of -water at least 50 feet square and 25 feet deep. You cause a whirlpool to -form in the center of the area. The whirlpool forms a vortex that is 5 -feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. -Any creature or object in the water and within 25 feet of the vortex is -pulled 10 feet toward it. A creature can swim away from the vortex by -making a Strength (Athletics) check against your spell save DC.

-

When a creature enters the vortex for the first time on a turn or -starts its turn there, it must make a Strength saving throw. On a failed -save, the creature takes 2d8 bludgeoning damage and is caught in the -vortex until the spell ends. On a successful save, the creature takes -half damage, and isn’t caught in the vortex. A creature caught in the -vortex can use its action to try to swim away from the vortex as -described above, but has disadvantage on the Strength (Athletics) check -to do so.

-

The first time each turn that an object enters the vortex, the object -takes 2d8 bludgeoning damage; this damage occurs each round it remains -in the vortex.

-

Control Weather

-

8th-level transmutation

-

Casting Time: 10 minutes

-

Range: Self (5-mile radius)

-

Components: V, S, M (burning incense and bits of -earth and wood mixed in water)

-

Duration: Concentration, up to 8 hours

-

You take control of the weather within 5 miles of you for the -duration. You must be outdoors to cast this spell. Moving to a place -where you don’t have a clear path to the sky ends the spell early.

-

When you cast the spell, you change the current weather conditions, -which are determined by the GM based on the climate and season. You can -change precipitation, temperature, and wind. It takes 1d4 × 10 minutes -for the new conditions to take effect. Once they do so, you can change -the conditions again. When the spell ends, the weather gradually returns -to normal.

-

When you change the weather conditions, find a current condition on -the following tables and change its stage by one, up or down. When -changing the wind, you can change its direction.

-

Table- Control Weather (Precipitation)

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
StageCondition
1Clear
2Light clouds
3Overcast or ground fog
4Rain, hail, or snow
5Torrential rain, driving hail, or blizzard
-

Table- Control Weather (Temperature)

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
StageCondition
1Unbearable heat
2Hot
3Warm
4Cool
5Cold
6Arctic cold
-

Table- Control Weather (Wind)

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
StageCondition
1Calm
2Moderate wind
3Strong wind
4Gale
5Storm
-

Counterspell

-

3rd-­level abjuration

-

Casting Time: 1 reaction, which you take when you -see a creature within 60 feet of you casting a spell

-

Range: 60 feet

-

Components: S

-

Duration: Instantaneous

-

You attempt to interrupt a creature in the process of casting a -spell. If the creature is casting a spell of 3rd level or lower, its -spell fails and has no effect. If it is casting a spell of 4th level or -higher, make an ability check using your spellcasting ability. The DC -equals 10 + the spell’s level. On a success, the creature’s spell fails -and has no effect.

-

At Higher Levels. When you cast this spell using a spell -slot of 4th level or higher, the interrupted spell has no effect if its -level is less than or equal to the level of the spell slot you used.

-

Create Food and Water

-

3rd-level conjuration

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S

-

Duration: Instantaneous

-

You create 45 pounds of food and 30 gallons of water on the ground or -in containers within range, enough to sustain up to fifteen humanoids or -five steeds for 24 hours. The food is bland but nourishing, and spoils -if uneaten after 24 hours. The water is clean and doesn’t go bad.

-

Create or Destroy Water

-

1st-level transmutation

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S, M (a drop of water if creating -water or a few grains of sand if destroying it)

-

Duration: Instantaneous

-

You either create or destroy water.

-

Create Water. You create up to 10 gallons -of clean water within range in an open container. Alternatively, the -water falls as rain in a 30-foot cube within range, extinguishing -exposed flames in the area.

-

Destroy Water. You destroy up to 10 gallons -of water in an open container within range. Alternatively, you destroy -fog in a 30-foot cube within range.

-

At Higher Levels. When you cast this spell -using a spell slot of 2nd level or higher, you create or destroy 10 -additional gallons of water, or the size of the cube increases by 5 -feet, for each slot level above 1st.

-

Create Undead

-

6th-level necromancy

-

Casting Time: 1 minute

-

Range: 10 feet

-

Components: V, S, M (one clay pot filled with grave -dirt, one clay pot filled with brackish water, and one 150 gp black onyx -stone for each corpse)

-

Duration: Instantaneous

-

You can cast this spell only at night. Choose up to three corpses of -Medium or Small humanoids within range. Each corpse becomes a ghoul -under your control. (The GM has game statistics for these -creatures.)

-

As a bonus action on each of your turns, you can mentally command any -creature you animated with this spell if the creature is within 120 feet -of you (if you control multiple creatures, you can command any or all of -them at the same time, issuing the same command to each one). You decide -what action the creature will take and where it will move during its -next turn, or you can issue a general command, such as to guard a -particular chamber or corridor. If you issue no commands, the creature -only defends itself against hostile creatures. Once given an order, the -creature continues to follow it until its task is complete.

-

The creature is under your control for 24 hours, after which it stops -obeying any command you have given it. To maintain control of the -creature for another 24 hours, you must cast this spell on the creature -before the current 24-hour period ends. This use of the spell reasserts -your control over up to three creatures you have animated with this -spell, rather than animating new ones.

-

At Higher Levels. When you cast this spell -using a 7th-level spell slot, you can animate or reassert control over -four ghouls. When you cast this spell using an 8th-level spell slot, you -can animate or reassert control over five ghouls or two ghasts or -wights. When you cast this spell using a 9th-level spell slot, you can -animate or reassert control over six ghouls, three ghasts or wights, or -two mummies.

-

Creation

-

5th-level illusion

-

Casting Time: 1 minute

-

Range: 30 feet

-

Components: V, S, M (a tiny piece of matter of the -same type of the item you plan to create)

-

Duration: Special

-

You pull wisps of shadow material from the Shadowfell to create a -nonliving object of vegetable matter within Range: soft -goods, rope, wood, or something similar. You can also use this spell to -create mineral objects such as stone, crystal, or metal. The object -created must be no larger than a 5-foot cube, and the object must be of -a form and material that you have seen before.

-

The duration depends on the object’s material. If the object is -composed of multiple materials, use the shortest duration.

-

Table- Creation Duration

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
MaterialDuration
Vegetable matter1 day
Stone or crystal12 hours
Precious metals1 hour
Gems10 minutes
Adamantine or mithral1 minute
-

Using any material created by this spell as another spell’s material -component causes that spell to fail.

-

At Higher Levels. When you cast this spell -using a spell slot of 6th level or higher, the cube increases by 5 feet -for each slot level above 5th.

-

Cure Wounds

-

1st-level evocation

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S

-

Duration: Instantaneous

-

A creature you touch regains a number of hit points equal to 1d8 + -your spellcasting ability modifier. This spell has no effect on undead -or constructs.

-

At Higher Levels. When you cast this spell -using a spell slot of 2nd level or higher, the healing increases by 1d8 -for each slot level above 1st.

-

Spells (D)

-

Dancing Lights

-

Evocation cantrip

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S, M (a bit of phosphorus or -wychwood, or a glowworm)

-

Duration: Concentration, up to 1 minute

-

You create up to four torch-sized lights within range, making them -appear as torches, lanterns, or glowing orbs that hover in the air for -the duration. You can also combine the four lights into one glowing -vaguely humanoid form of Medium size. Whichever form you choose, each -light sheds dim light in a 10-foot radius.

-

As a bonus action on your turn, you can move the lights up to 60 feet -to a new spot within range. A light must be within 20 feet of another -light created by this spell, and a light winks out if it exceeds the -spell’s range.

-

Darkness

-

2nd-level evocation

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, M (bat fur and a drop of pitch or -piece of coal)

-

Duration: Concentration, up to 10 minutes

-

Magical darkness spreads from a point you choose within range to fill -a 15-foot radius sphere for the duration. The darkness spreads around -corners. A creature with darkvision can’t see through this darkness, and -nonmagical light can’t illuminate it.

-

If the point you choose is on an object you are holding or one that -isn’t being worn or carried, the darkness emanates from the object and -moves with it. Completely covering the source of the darkness with an -opaque object, such as a bowl or a helm, blocks the darkness.

-

If any of this spell’s area overlaps with an area of light created by -a spell of 2nd level or lower, the spell that created the light is -dispelled.

-

Darkvision

-

2nd-level transmutation

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (either a pinch of dried carrot -or an agate)

-

Duration: 8 hours

-

You touch a willing creature to grant it the ability to see in the -dark. For the duration, that creature has darkvision out to a range of -60 feet.

-

Daylight

-

3rd-level evocation

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S

-

Duration: 1 hour

-

A 60-foot radius sphere of light spreads out from a point you choose -within range. The sphere is bright light and sheds dim light for an -additional 60 feet.

-

If you chose a point on an object you are holding or one that isn’t -being worn or carried, the light shines from the object and moves with -it. Completely covering the affected object with an opaque object, such -as a bowl or a helm, blocks the light.

-

If any of this spell’s area overlaps with an area of darkness created -by a spell of 3rd level or lower, the spell that created the darkness is -dispelled.

-

Death Ward

-

4th-level abjuration

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S

-

Duration: 8 hours

-

You touch a creature and grant it a measure of protection from -death.

-

The first time the target would drop to 0 hit points as a result of -taking damage, the target instead drops to 1 hit point, and the spell -ends.

-

If the spell is still in effect when the target is subjected to an -effect that would kill it instantaneously without dealing damage, that -effect is instead negated against the target, and the spell ends.

-

Delayed Blast Fireball

-

7th-level evocation

-

Casting Time: 1 action

-

Range: 150 feet

-

Components: V, S, M (a tiny ball of bat guano and -sulfur)

-

Duration: Concentration, up to 1 minute

-

A beam of yellow light flashes from your pointing finger, then -condenses to linger at a chosen point within range as a glowing bead for -the duration. When the spell ends, either because your concentration is -broken or because you decide to end it, the bead blossoms with a low -roar into an explosion of flame that spreads around corners. Each -creature in a 20-foot radius sphere centered on that point must make a -Dexterity saving throw. A creature takes fire damage equal to the total -accumulated damage on a failed save, or half as much damage on a -successful one.

-

The spell’s base damage is 12d6. If at the end of your turn the bead -has not yet detonated, the damage increases by 1d6.

-

If the glowing bead is touched before the interval has expired, the -creature touching it must make a Dexterity saving throw. On a failed -save, the spell ends immediately, causing the bead to erupt in flame. On -a successful save, the creature can throw the bead up to 40 feet. When -it strikes a creature or a solid object, the spell ends, and the bead -explodes.

-

The fire damages objects in the area and ignites flammable objects -that aren’t being worn or carried.

-

At Higher Levels. When you cast this spell -using a spell slot of 8th level or higher, the base damage increases by -1d6 for each slot level above 7th.

-

Demiplane

-

8th-level conjuration

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: S

-

Duration: 1 hour

-

You create a shadowy door on a flat solid surface that you can see -within range. The door is large enough to allow Medium creatures to pass -through unhindered. When opened, the door leads to a demiplane that -appears to be an empty room 30 feet in each dimension, made of wood or -stone. When the spell ends, the door disappears, and any creatures or -objects inside the demiplane remain trapped there, as the door also -disappears from the other side.

-

Each time you cast this spell, you can create a new demiplane, or -have the shadowy door connect to a demiplane you created with a previous -casting of this spell. Additionally, if you know the nature and contents -of a demiplane created by a casting of this spell by another creature, -you can have the shadowy door connect to its demiplane instead.

-

Detect Evil and Good

-

1st-level divination

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S

-

Duration: Concentration, up to 10 minutes

-

For the duration, you know if there is an aberration, celestial, -elemental, fey, fiend, or undead within 30 feet of you, as well as where -the creature is located. Similarly, you know if there is a place or -object within 30 feet of you that has been magically consecrated or -desecrated.

-

The spell can penetrate most barriers, but it is blocked by 1 foot of -stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood -or dirt.

-

Detect Magic

-

1st-level divination (ritual)

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S

-

Duration: Concentration, up to 10 minutes

-

For the duration, you sense the presence of magic within 30 feet of -you. If you sense magic in this way, you can use your action to see a -faint aura around any visible creature or object in the area that bears -magic, and you learn its school of magic, if any.

-

The spell can penetrate most barriers, but it is blocked by 1 foot of -stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood -or dirt.

-

Detect Poison and Disease

-

1st-level divination (ritual)

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S, M (a yew leaf)

-

Duration: Concentration, up to 10 minutes

-

For the duration, you can sense the presence and location of poisons, -poisonous creatures, and diseases within 30 feet of you. You also -identify the kind of poison, poisonous creature, or disease in each -case.

-

The spell can penetrate most barriers, but it is blocked by 1 foot of -stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood -or dirt.

-

Detect Thoughts

-

2nd-level divination

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S, M (a copper piece)

-

Duration: Concentration, up to 1 minute

-

For the duration, you can read the thoughts of certain creatures. -When you cast the spell and as your action on each turn until the spell -ends, you can focus your mind on any one creature that you can see -within 30 feet of you. If the creature you choose has an Intelligence of -3 or lower or doesn’t speak any language, the creature is -unaffected.

-

You initially learn the surface thoughts of the creature-what is most -on its mind in that moment. As an action, you can either shift your -attention to another creature’s thoughts or attempt to probe deeper into -the same creature’s mind. If you probe deeper, the target must make a -Wisdom saving throw. If it fails, you gain insight into its reasoning -(if any), its emotional state, and something that looms large in its -mind (such as something it worries over, loves, or hates). If it -succeeds, the spell ends. Either way, the target knows that you are -probing into its mind, and unless you shift your attention to another -creature’s thoughts, the creature can use its action on its turn to make -an Intelligence check contested by your Intelligence check; if it -succeeds, the spell ends.

-

Questions verbally directed at the target creature naturally shape -the course of its thoughts, so this spell is particularly effective as -part of an interrogation.

-

You can also use this spell to detect the presence of thinking -creatures you can’t see. When you cast the spell or as your action -during the duration, you can search for thoughts within 30 feet of you. -The spell can penetrate barriers, but 2 feet of rock, 2 inches of any -metal other than lead, or a thin sheet of lead blocks you. You can’t -detect a creature with an Intelligence of 3 or lower or one that doesn’t -speak any language.

-

Once you detect the presence of a creature in this way, you can read -its thoughts for the rest of the duration as described above, even if -you can’t see it, but it must still be within range.

-

Dimension Door

-

4th-level conjuration

-

Casting Time: 1 action

-

Range: 500 feet

-

Components: V

-

Duration: Instantaneous

-

You teleport yourself from your current location to any other spot -within range. You arrive at exactly the spot desired. It can be a place -you can see, one you can visualize, or one you can describe by stating -distance and direction, such as “200 feet straight downward” or “upward -to the northwest at a 45-degree angle, 300 feet.”

-

You can bring along objects as long as their weight doesn’t exceed -what you can carry. You can also bring one willing creature of your size -or smaller who is carrying gear up to its carrying capacity. The -creature must be within 5 feet of you when you cast this spell.

-

If you would arrive in a place already occupied by an object or a -creature, you and any creature traveling with you each take 4d6 force -damage, and the spell fails to teleport you.

-

Disguise Self

-

1st-level illusion

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S

-

Duration: 1 hour

-

You make yourself-including your clothing, armor, weapons, and other -belongings on your person- look different until the spell ends or until -you use your action to dismiss it. You can seem 1 foot shorter or taller -and can appear thin, fat, or in between. You can’t change your body -type, so you must adopt a form that has the same basic arrangement of -limbs. Otherwise, the extent of the illusion is up to you.

-

The changes wrought by this spell fail to hold up to physical -inspection. For example, if you use this spell to add a hat to your -outfit, objects pass through the hat, and anyone who touches it would -feel nothing or would feel your head and hair. If you use this spell to -appear thinner than you are, the hand of someone who reaches out to -touch you would bump into you while it was seemingly still in -midair.

-

To discern that you are disguised, a creature can use its action to -inspect your appearance and must succeed on an Intelligence -(Investigation) check against your spell save DC.

-

Disintegrate

-

6th-level transmutation

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S, M (a lodestone and a pinch of -dust)

-

Duration: Instantaneous

-

A thin green ray springs from your pointing finger to a target that -you can see within range. The target can be a creature, an object, or a -creation of magical force, such as the wall created by wall of -force.

-

A creature targeted by this spell must make a Dexterity saving throw. -On a failed save, the target takes 10d6 + 40 force damage. The target is -disintegrated if this damage leaves it with 0 hit points.

-

A disintegrated creature and everything it is wearing and carrying, -except magic items, are reduced to a pile of fine gray dust. The -creature can be restored to life only by means of a true -resurrection or a wish spell.

-

This spell automatically disintegrates a Large or smaller nonmagical -object or a creation of magical force. If the target is a Huge or larger -object or creation of force, this spell disintegrates a 10-foot cube -portion of it. A magic item is unaffected by this spell.

-

At Higher Levels. When you cast this spell -using a spell slot of 7th level or higher, the damage increases by 3d6 -for each slot level above 6th.

-

Dispel Evil and Good

-

5th-level abjuration

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S, M (holy water or powdered silver -and iron)

-

Duration: Concentration, up to 1 minute

-

Shimmering energy surrounds and protects you from fey, undead, and -creatures originating from beyond the Material Plane. For the duration, -celestials, elementals, fey, fiends, and undead have disadvantage on -attack rolls against you.

-

You can end the spell early by using either of the following special -functions.

-

Break Enchantment. As your action, you -touch a creature you can reach that is charmed, frightened, or possessed -by a celestial, an elemental, a fey, a fiend, or an undead. The creature -you touch is no longer charmed, frightened, or possessed by such -creatures.

-

Dismissal. As your action, make a melee -spell attack against a celestial, an elemental, a fey, a fiend, or an -undead you can reach. On a hit, you attempt to drive the creature back -to its home plane. The creature must succeed on a Charisma saving throw -or be sent back to its home plane (if it isn’t there already). If they -aren’t on their home plane, undead are sent to the Shadowfell, and fey -are sent to the Feywild.

-

Dispel Magic

-

3rd-level abjuration

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S

-

Duration: Instantaneous

-

Choose one creature, object, or magical effect within range. Any -spell of 3rd level or lower on the target ends. For each spell of 4th -level or higher on the target, make an ability check using your -spellcasting ability. The DC equals 10 + the spell’s level. On a -successful check, the spell ends.

-

At Higher Levels. When you cast this spell -using a spell slot of 4th level or higher, you automatically end the -effects of a spell on the target if the spell’s level is equal to or -less than the level of the spell slot you used.

-

Divination

-

4th-level divination (ritual)

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S, M (incense and a sacrificial -offering appropriate to your religion, together worth at least 25 gp, -which the spell consumes)

-

Duration: Instantaneous

-

Your magic and an offering put you in contact with a god or a god’s -servants. You ask a single question concerning a specific goal, event, -or activity to occur within 7 days. The GM offers a truthful reply. The -reply might be a short phrase, a cryptic rhyme, or an omen.

-

The spell doesn’t take into account any possible circumstances that -might change the outcome, such as the casting of additional spells or -the loss or gain of a companion.

-

If you cast the spell two or more times before finishing your next -long rest, there is a cumulative 25 percent chance for each casting -after the first that you get a random reading. The GM makes this roll in -secret.

-

Divine Favor

-

1st-level evocation

-

Casting Time: 1 bonus action

-

Range: Self

-

Components: V, S

-

Duration: Concentration, up to 1 minute

-

Your prayer empowers you with divine radiance. Until the spell ends, -your weapon attacks deal an extra 1d4 radiant damage on a hit.

-

Divine Word

-

7th-level evocation

-

Casting Time: 1 bonus action

-

Range: 30 feet

-

Components: V

-

Duration: Instantaneous

-

You utter a divine word, imbued with the power that shaped the world -at the dawn of creation. Choose any number of creatures you can see -within range. Each creature that can hear you must make a Charisma -saving throw. On a failed save, a creature suffers an effect based on -its current hit points:

-
    -
  • 50 hit points or fewer: deafened for 1 minute
  • -
  • 40 hit points or fewer: deafened and blinded for 10 minutes
  • -
  • 30 hit points or fewer: blinded, deafened, and stunned for 1 -hour
  • -
  • 20 hit points or fewer: killed instantly Regardless of its current -hit points, a celestial, an elemental, a fey, or a fiend that fails its -save is forced back to its plane of origin (if it isn’t there already) -and can’t return to your current plane for 24 hours by any means short -of a wish spell.
  • -
-

Dominate Beast

-

4th-level enchantment

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S

-

Duration: Concentration, up to 1 minute

-

You attempt to beguile a beast that you can see within range. It must -succeed on a Wisdom saving throw or be charmed by you for the duration. -If you or creatures that are friendly to you are fighting it, it has -advantage on the saving throw.

-

While the beast is charmed, you have a telepathic link with it as -long as the two of you are on the same plane of existence. You can use -this telepathic link to issue commands to the creature while you are -conscious (no action required), which it does its best to obey. You can -specify a simple and general course of action, such as “Attack that -creature,” “Run over there,” or “Fetch that object.” If the creature -completes the order and doesn’t receive further direction from you, it -defends and preserves itself to the best of its ability.

-

You can use your action to take total and precise control of the -target. Until the end of your next turn, the creature takes only the -actions you choose, and doesn’t do anything that you don’t allow it to -do. During this time, you can also cause the creature to use a reaction, -but this requires you to use your own reaction as well.

-

Each time the target takes damage, it makes a new Wisdom saving throw -against the spell. If the saving throw succeeds, the spell ends.

-

At Higher Levels. When you cast this spell -with a 5th-level spell slot, the duration is concentration, up to 10 -minutes. When you use a 6th-level spell slot, the duration is -concentration, up to 1 hour. When you use a spell slot of 7th level or -higher, the duration is concentration, up to 8 hours.

-

Dominate Monster

-

8th-level enchantment

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S

-

Duration: Concentration, up to 1 hour

-

You attempt to beguile a creature that you can see within range. It -must succeed on a Wisdom saving throw or be charmed by you for the -duration. If you or creatures that are friendly to you are fighting it, -it has advantage on the saving throw.

-

While the creature is charmed, you have a telepathic link with it as -long as the two of you are on the same plane of existence. You can use -this telepathic link to issue commands to the creature while you are -conscious (no action required), which it does its best to obey. You can -specify a simple and general course of action, such as “Attack that -creature,” “Run over there,” or “Fetch that object.” If the creature -completes the order and doesn’t receive further direction from you, it -defends and preserves itself to the best of its ability.

-

You can use your action to take total and precise control of the -target. Until the end of your next turn, the creature takes only the -actions you choose, and doesn’t do anything that you don’t allow it to -do. During this time, you can also cause the creature to use a reaction, -but this requires you to use your own reaction as well.

-

Each time the target takes damage, it makes a new Wisdom saving throw -against the spell. If the saving throw succeeds, the spell ends.

-

At Higher Levels. When you cast this spell -with a 9th-level spell slot, the duration is concentration, up to 8 -hours.

-

Dominate Person

-

5th-level enchantment

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S

-

Duration: Concentration, up to 1 minute

-

You attempt to beguile a humanoid that you can see within range. It -must succeed on a Wisdom saving throw or be charmed by you for the -duration. If you or creatures that are friendly to you are fighting it, -it has advantage on the saving throw.

-

While the target is charmed, you have a telepathic link with it as -long as the two of you are on the same plane of existence. You can use -this telepathic link to issue commands to the creature while you are -conscious (no action required), which it does its best to obey. You can -specify a simple and general course of action, such as “Attack that -creature,” “Run over there,” or “Fetch that object.” If the creature -completes the order and doesn’t receive further direction from you, it -defends and preserves itself to the best of its ability.

-

You can use your action to take total and precise control of the -target. Until the end of your next turn, the creature takes only the -actions you choose, and doesn’t do anything that you don’t allow it to -do. During this time you can also cause the creature to use a reaction, -but this requires you to use your own reaction as well.

-

Each time the target takes damage, it makes a new Wisdom saving throw -against the spell. If the saving throw succeeds, the spell ends.

-

At Higher Levels. When you cast this spell -using a 6th-level spell slot, the duration is concentration, up to 10 -minutes. When you use a 7th-level spell slot, the duration is -concentration, up to 1 hour. When you use a spell slot of 8th level or -higher, the duration is concentration, up to 8 hours.

-

Dream

-

5th-level illusion

-

Casting Time: 1 minute

-

Range: Special

-

Components: V, S, M (a handful of sand, a dab of -ink, and a writing quill plucked from a sleeping bird)

-

Duration: 8 hours

-

This spell shapes a creature’s dreams. Choose a creature known to you -as the target of this spell. The target must be on the same plane of -existence as you. Creatures that don’t sleep, such as elves, can’t be -contacted by this spell. You, or a willing creature you touch, enters a -trance state, acting as a messenger. While in the trance, the messenger -is aware of his or her surroundings, but can’t take actions or move.

-

If the target is asleep, the messenger appears in the target’s dreams -and can converse with the target as long as it remains asleep, through -the duration of the spell. The messenger can also shape the environment -of the dream, creating landscapes, objects, and other images. The -messenger can emerge from the trance at any time, ending the effect of -the spell early. The target recalls the dream perfectly upon waking. If -the target is awake when you cast the spell, the messenger knows it, and -can either end the trance (and the spell) or wait for the target to fall -asleep, at which point the messenger appears in the target’s dreams.

-

You can make the messenger appear monstrous and terrifying to the -target. If you do, the messenger can deliver a message of no more than -ten words and then the target must make a Wisdom saving throw. On a -failed save, echoes of the phantasmal monstrosity spawn a nightmare that -lasts the duration of the target’s sleep and prevents the target from -gaining any benefit from that rest. In addition, when the target wakes -up, it takes 3d6 psychic damage.

-

If you have a body part, lock of hair, clipping from a nail, or -similar portion of the target’s body, the target makes its saving throw -with disadvantage.

-

Druidcraft

-

Transmutation cantrip

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S

-

Duration: Instantaneous

-

Whispering to the spirits of nature, you create one of the following -effects within range:

-
    -
  • You create a tiny, harmless sensory effect that predicts what the -weather will be at your location for the next 24 hours. The effect might -manifest as a golden orb for clear skies, a cloud for rain, falling -snowflakes for snow, and so on. This effect persists for 1 round.
  • -
  • You instantly make a flower blossom, a seed pod open, or a leaf bud -bloom.
  • -
  • You create an instantaneous, harmless sensory effect, such as -falling leaves, a puff of wind, the sound of a small animal, or the -faint odor of skunk. The effect must fit in a 5-foot cube.
  • -
  • You instantly light or snuff out a candle, a torch, or a small -campfire.
  • -
-

Spells (E)

-

Earthquake

-

8th-level evocation

-

Casting Time: 1 action

-

Range: 500 feet

-

Components: V, S, M (a pinch of dirt, a piece of -rock, and a lump of clay)

-

Duration: Concentration, up to 1 minute

-

You create a seismic disturbance at a point on the ground that you -can see within range. For the duration, an intense tremor rips through -the ground in a 100-foot radius circle centered on that point and shakes -creatures and structures in contact with the ground in that area.

-

The ground in the area becomes difficult terrain.

-

Each creature on the ground that is concentrating must make a -Constitution saving throw. On a failed save, the creature’s -concentration is broken.

-

When you cast this spell and at the end of each turn you spend -concentrating on it, each creature on the ground in the area must make a -Dexterity saving throw. On a failed save, the creature is knocked -prone.

-

This spell can have additional effects depending on the terrain in -the area, as determined by the GM.

-

Fissures. Fissures open throughout the -spell’s area at the start of your next turn after you cast the spell. A -total of 1d6 such fissures open in locations chosen by the GM. Each is -1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the -spell’s area to the opposite side. A creature standing on a spot where a -fissure opens must succeed on a Dexterity saving throw or fall in. A -creature that successfully saves moves with the fissure’s edge as it -opens.

-

A fissure that opens beneath a structure causes it to automatically -collapse (see below).

-

Structures. The tremor deals 50 bludgeoning -damage to any structure in contact with the ground in the area when you -cast the spell and at the start of each of your turns until the spell -ends. If a structure drops to 0 hit points, it collapses and potentially -damages nearby creatures. A creature within half the distance of a -structure’s height must make a Dexterity saving throw. On a failed save, -the creature takes 5d6 bludgeoning damage, is knocked prone, and is -buried in the rubble, requiring a DC 20 Strength (Athletics) check as an -action to escape. The GM can adjust the DC higher or lower, depending on -the nature of the rubble. On a successful save, the creature takes half -as much damage and doesn’t fall prone or become buried.

-

Eldritch Blast

-

Evocation cantrip

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S

-

Duration: Instantaneous

-

A beam of crackling energy streaks toward a creature within range. -Make a ranged spell attack against the target. On a hit, the target -takes 1d10 force damage.

-

The spell creates more than one beam when you reach higher levels: -two beams at 5th level, three beams at 11th level, and four beams at -17th level. You can direct the beams at the same target or at different -ones. Make a separate attack roll for each beam.

-

Enhance Ability

-

2nd-level transmutation

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (fur or a feather from a -beast)

-

Duration: Concentration, up to 1 hour.

-

You touch a creature and bestow upon it a magical enhancement. Choose -one of the following effects; the target gains that effect until the -spell ends.

-

Bear’s Endurance. The target has advantage -on Constitution checks. It also gains 2d6 temporary hit points, which -are lost when the spell ends.

-

Bull’s Strength. The target has advantage -on Strength checks, and his or her carrying capacity doubles.

-

Cat’s Grace. The target has advantage on -Dexterity checks. It also doesn’t take damage from falling 20 feet or -less if it isn’t incapacitated.

-

Eagle’s Splendor. The target has advantage -on Charisma checks.

-

Fox’s Cunning. The target has advantage on -Intelligence checks.

-

Owl’s Wisdom. The target has advantage on -Wisdom checks.

-

At Higher Levels. When you cast this spell -using a spell slot of 3rd level or higher, you can target one additional -creature for each slot level above 2nd.

-

Enlarge/Reduce

-

2nd-level transmutation

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S, M (a pinch of powdered iron)

-

Duration: Concentration, up to 1 minute

-

You cause a creature or an object you can see within range to grow -larger or smaller for the duration. Choose either a creature or an -object that is neither worn nor carried. If the target is unwilling, it -can make a Constitution saving throw. On a success, the spell has no -effect.

-

If the target is a creature, everything it is wearing and carrying -changes size with it. Any item dropped by an affected creature returns -to normal size at once.

-

Enlarge. The target’s size doubles in all -dimensions, and its weight is multiplied by eight. This growth increases -its size by one category- from Medium to Large, for example. If there -isn’t enough room for the target to double its size, the creature or -object attains the maximum possible size in the space available. Until -the spell ends, the target also has advantage on Strength checks and -Strength saving throws. The target’s weapons also grow to match its new -size. While these weapons are enlarged, the target’s attacks with them -deal 1d4 extra damage.

-

Reduce. The target’s size is halved in all -dimensions, and its weight is reduced to one-eighth of normal. This -reduction decreases its size by one category-from Medium to Small, for -example. Until the spell ends, the target also has disadvantage on -Strength checks and Strength saving throws. The target’s weapons also -shrink to match its new size. While these weapons are reduced, the -target’s attacks with them deal 1d4 less damage (this can’t reduce the -damage below 1).

-

Entangle

-

1st-level conjuration

-

Casting Time: 1 action

-

Range: 90 feet

-

Components: V, S

-

Duration: Concentration, up to 1 minute

-

Grasping weeds and vines sprout from the ground in a 20-foot square -starting from a point within range. For the duration, these plants turn -the ground in the area into difficult terrain.

-

A creature in the area when you cast the spell must succeed on a -Strength saving throw or be restrained by the entangling plants until -the spell ends. A creature restrained by the plants can use its action -to make a Strength check against your spell save DC. On a success, it -frees itself.

-

When the spell ends, the conjured plants wilt away.

-

Enthrall

-

2nd-level enchantment

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S

-

Duration: 1 minute

-

You weave a distracting string of words, causing creatures of your -choice that you can see within range and that can hear you to make a -Wisdom saving throw. Any creature that can’t be charmed succeeds on this -saving throw automatically, and if you or your companions are fighting a -creature, it has advantage on the save. On a failed save, the target has -disadvantage on Wisdom (Perception) checks made to perceive any creature -other than you until the spell ends or until the target can no longer -hear you. The spell ends if you are incapacitated or can no longer -speak.

-

Etherealness

-

7th-level transmutation

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S

-

Duration: Up to 8 hours

-

You step into the border regions of the Ethereal Plane, in the area -where it overlaps with your current plane. You remain in the Border -Ethereal for the duration or until you use your action to dismiss the -spell. During this time, you can move in any direction. If you move up -or down, every foot of movement costs an extra foot. You can see and -hear the plane you originated from, but everything there looks gray, and -you can’t see anything more than 60 feet away.

-

While on the Ethereal Plane, you can only affect and be affected by -other creatures on that plane. Creatures that aren’t on the Ethereal -Plane can’t perceive you and can’t interact with you, unless a special -ability or magic has given them the ability to do so.

-

You ignore all objects and effects that aren’t on the Ethereal Plane, -allowing you to move through objects you perceive on the plane you -originated from.

-

When the spell ends, you immediately return to the plane you -originated from in the spot you currently occupy. If you occupy the same -spot as a solid object or creature when this happens, you are -immediately shunted to the nearest unoccupied space that you can occupy -and take force damage equal to twice the number of feet you are -moved.

-

This spell has no effect if you cast it while you are on the Ethereal -Plane or a plane that doesn’t border it, such as one of the Outer -Planes.

-

At Higher Levels. When you cast this spell -using a spell slot of 8th level or higher, you can target up to three -willing creatures (including you) for each slot level above 7th. The -creatures must be within 10 feet of you when you cast the spell.

-

Expeditious Retreat

-

1st-level transmutation

-

Casting Time: 1 bonus action

-

Range: Self

-

Components: V, S

-

Duration: Concentration, up to 10 minutes

-

This spell allows you to move at an incredible pace. When you cast -this spell, and then as a bonus action on each of your turns until the -spell ends, you can take the Dash action.

-

Eyebite

-

6th-level necromancy

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S

-

Duration: Concentration, up to 1 minute

-

For the spell’s duration, your eyes become an inky void imbued with -dread power. One creature of your choice within 60 feet of you that you -can see must succeed on a Wisdom saving throw or be affected by one of -the following effects of your choice for the duration. On each of your -turns until the spell ends, you can use your action to target another -creature but can’t target a creature again if it has succeeded on a -saving throw against this casting of eyebite.

-

Asleep. The target falls unconscious. It -wakes up if it takes any damage or if another creature uses its action -to shake the sleeper awake.

-

Panicked. The target is frightened of you. -On each of its turns, the frightened creature must take the Dash action -and move away from you by the safest and shortest available route, -unless there is nowhere to move. If the target moves to a place at least -60 feet away from you where it can no longer see you, this effect -ends.

-

Sickened. The target has disadvantage on -attack rolls and ability checks. At the end of each of its turns, it can -make another Wisdom saving throw. If it succeeds, the effect ends.

-

Spells (F)

-

Fabricate

-

4th-level transmutation

-

Casting Time: 10 minutes

-

Range: 120 feet

-

Components: V, S

-

Duration: Instantaneous

-

You convert raw materials into products of the same material. For -example, you can fabricate a wooden bridge from a clump of trees, a rope -from a patch of hemp, and clothes from flax or wool.

-

Choose raw materials that you can see within range. You can fabricate -a Large or smaller object (contained within a 10-foot cube, or eight -connected 5-foot cubes), given a sufficient quantity of raw material. If -you are working with metal, stone, or another mineral substance, -however, the fabricated object can be no larger than Medium (contained -within a single 5-foot cube). The quality of objects made by the spell -is commensurate with the quality of the raw materials.

-

Creatures or magic items can’t be created or transmuted by this -spell. You also can’t use it to create items that ordinarily require a -high degree of craftsmanship, such as jewelry, weapons, glass, or armor, -unless you have proficiency with the type of artisan’s tools used to -craft such objects.

-

Faerie Fire

-

1st-level evocation

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V

-

Duration: Concentration, up to 1 minute

-

Each object in a 20-foot cube within range is outlined in blue, -green, or violet light (your choice). Any creature in the area when the -spell is cast is also outlined in light if it fails a Dexterity saving -throw. For the duration, objects and affected creatures shed dim light -in a 10-foot radius.

-

Any attack roll against an affected creature or object has advantage -if the attacker can see it, and the affected creature or object can’t -benefit from being invisible.

-

Faithful Hound

-

4th-level conjuration

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S, M (a tiny silver whistle, a piece -of bone, and a thread)

-

Duration: 8 hours

-

You conjure a phantom watchdog in an unoccupied space that you can -see within range, where it remains for the duration, until you dismiss -it as an action, or until you move more than 100 feet away from it.

-

The hound is invisible to all creatures except you and can’t be -harmed. When a Small or larger creature comes within 30 feet of it -without first speaking the password that you specify when you cast this -spell, the hound starts barking loudly. The hound sees invisible -creatures and can see into the Ethereal Plane. It ignores illusions.

-

At the start of each of your turns, the hound attempts to bite one -creature within 5 feet of it that is hostile to you. The hound’s attack -bonus is equal to your spellcasting ability modifier + your proficiency -bonus. On a hit, it deals 4d8 piercing damage.

-

False Life

-

1st-level necromancy

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S, M (a small amount of alcohol or -distilled spirits)

-

Duration: 1 hour

-

Bolstering yourself with a necromantic facsimile of life, you gain -1d4 + 4 temporary hit points for the duration.

-

At Higher Levels. When you cast this spell -using a spell slot of 2nd level or higher, you gain 5 additional -temporary hit points for each slot level above 1st.

-

Fear

-

3rd-level illusion

-

Casting Time: 1 action

-

Range: Self (30-foot cone)

-

Components: V, S, M (a white feather or the heart of -a hen)

-

Duration: Concentration, up to 1 minute

-

You project a phantasmal image of a creature’s worst fears. Each -creature in a 30-foot cone must succeed on a Wisdom saving throw or drop -whatever it is holding and become frightened for the duration.

-

While frightened by this spell, a creature must take the Dash action -and move away from you by the safest available route on each of its -turns, unless there is nowhere to move. If the creature ends its turn in -a location where it doesn’t have line of sight to you, the creature can -make a Wisdom saving throw. On a successful save, the spell ends for -that creature.

-

Feather Fall

-

1st-level transmutation

-

Casting Time: 1 reaction, which you take when you or -a creature within 60 feet of you falls

-

Range: 60 feet

-

Components: V, M (a small feather or piece of -down)

-

Duration: 1 minute

-

Choose up to five falling creatures within range. A falling -creature’s rate of descent slows to 60 feet per round until the spell -ends. If the creature lands before the spell ends, it takes no falling -damage and can land on its feet, and the spell ends for that -creature.

-

Feeblemind

-

8th-level enchantment

-

Casting Time: 1 action

-

Range: 150 feet

-

Components: V, S, M (a handful of clay, crystal, -glass, or mineral spheres)

-

Duration: Instantaneous

-

You blast the mind of a creature that you can see within range, -attempting to shatter its intellect and personality. The target takes -4d6 psychic damage and must make an Intelligence saving throw.

-

On a failed save, the creature’s Intelligence and Charisma scores -become 1. The creature can’t cast spells, activate magic items, -understand language, or communicate in any intelligible way. The -creature can, however, identify its friends, follow them, and even -protect them.

-

At the end of every 30 days, the creature can repeat its saving throw -against this spell. If it succeeds on its saving throw, the spell -ends.

-

The spell can also be ended by greater restoration, -heal, or wish.

-

Find Familiar

-

1st-­level conjuration (ritual)

-

Casting Time: 1 hour

-

Range: 10 feet

-

Components: V, S, M (10 gp worth of charcoal, -incense, and herbs that must be consumed by fire in a brass brazier)

-

Duration: Instantaneous

-

You gain the service of a familiar, a spirit that takes an animal -form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, -owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or -weasel. Appearing in an unoccupied space within range, the familiar has -the statistics of the chosen form, though it is a celestial, fey, or -fiend (your choice) instead of a beast.

-

Your familiar acts independently of you, but it always obeys your -commands. In combat, it rolls its own initiative and acts on its own -turn. A familiar can’t attack, but it can take other actions as -normal.

-

When the familiar drops to 0 hit points, it disappears, leaving -behind no physical form. It reappears after you cast this spell -again.

-

While your familiar is within 100 feet of you, you  can communicate -with it telepathically. Additionally, as an action, you can see through -your familiar’s eyes and hear what it hears until the start of your next -turn, gaining the benefits of any special senses that the familiar has. -During this time, you are deaf and blind with regard to your own -senses.

-

As an action, you can temporarily dismiss your familiar. It -disappears into a pocket dimension where it awaits your summons. -Alternatively, you can dismiss it forever. As an action while it is -temporarily dismissed, you can cause it to reappear in any unoccupied -space within 30 feet of you.

-

You can’t have more than one familiar at a time. If you cast this -spell while you already have a familiar, you instead cause it to adopt a -new form. Choose one of the forms from the above list. Your familiar -transforms into the chosen creature.

-

Finally, when you cast a spell with a range of touch, your familiar -can deliver the spell as if it had cast the spell. Your familiar must be -within 100 feet of you, and it must use its reaction to deliver the -spell when you cast it. If the spell requires an attack roll, you use -your attack modifier for the roll.

-

Find Steed

-

2nd-level conjuration

-

Casting Time: 10 minutes

-

Range: 30 feet

-

Components: V, S

-

Duration: Instantaneous

-

You summon a spirit that assumes the form of an unusually -intelligent, strong, and loyal steed, creating a long-lasting bond with -it. Appearing in an unoccupied space within range, the steed takes on a -form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. -(Your GM might allow other animals to be summoned as steeds.) The steed -has the statistics of the chosen form, though it is a celestial, fey, or -fiend (your choice) instead of its normal type. Additionally, if your -steed has an Intelligence of 5 or less, its Intelligence becomes 6, and -it gains the ability to understand one language of your choice that you -speak.

-

Your steed serves you as a mount, both in combat and out, and you -have an instinctive bond with it that allows you to fight as a seamless -unit. While mounted on your steed, you can make any spell you cast that -targets only you also target your steed.

-

When the steed drops to 0 hit points, it disappears, leaving behind -no physical form. You can also dismiss your steed at any time as an -action, causing it to disappear. In either case, casting this spell -again summons the same steed, restored to its hit point maximum.

-

While your steed is within 1 mile of you, you can communicate with -each other telepathically.

-

You can’t have more than one steed bonded by this spell at a time. As -an action, you can release the steed from its bond at any time, causing -it to disappear.

-

Find the Path

-

6th-level divination

-

Casting Time: 1 minute

-

Range: Self

-

Components: V, S, M (a set of divinatory tools- such -as bones, ivory sticks, cards, teeth, or carved runes-worth 100 gp and -an object from the location you wish to find)

-

Duration: Concentration, up to 1 day

-

This spell allows you to find the shortest, most direct physical -route to a specific fixed location that you are familiar with on the -same plane of existence. If you name a destination on another plane of -existence, a destination that moves (such as a mobile fortress), or a -destination that isn’t specific (such as “a green dragon’s lair”), the -spell fails.

-

For the duration, as long as you are on the same plane of existence -as the destination, you know how far it is and in what direction it -lies. While you are traveling there, whenever you are presented with a -choice of paths along the way, you automatically determine which path is -the shortest and most direct route (but not necessarily the safest -route) to the destination.

-

Find Traps

-

2nd-level divination

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S

-

Duration: Instantaneous

-

You sense the presence of any trap within range that is within line -of sight. A trap, for the purpose of this spell, includes anything that -would inflict a sudden or unexpected effect you consider harmful or -undesirable, which was specifically intended as such by its creator. -Thus, the spell would sense an area affected by the alarm -spell, a glyph of warding, or a mechanical pit trap, but it -would not reveal a natural weakness in the floor, an unstable ceiling, -or a hidden sinkhole.

-

This spell merely reveals that a trap is present.

-

You don’t learn the location of each trap, but you do learn the -general nature of the danger posed by a trap you sense.

-

Finger of Death

-

7th-level necromancy

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S

-

Duration: Instantaneous

-

You send negative energy coursing through a creature that you can see -within range, causing it searing pain. The target must make a -Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed -save, or half as much damage on a successful one.

-

A humanoid killed by this spell rises at the start of your next turn -as a zombie that is permanently under your command, following your -verbal orders to the best of its ability.

-

Fireball

-

3rd-level evocation

-

Casting Time: 1 action

-

Range: 150 feet

-

Components: V, S, M (a tiny ball of bat guano and -sulfur)

-

Duration: Instantaneous

-

A bright streak flashes from your pointing finger to a point you -choose within range and then blossoms with a low roar into an explosion -of flame. Each creature in a 20-foot radius sphere centered on that -point must make a Dexterity saving throw. A target takes 8d6 fire damage -on a failed save, or half as much damage on a successful one.

-

The fire spreads around corners. It ignites flammable objects in the -area that aren’t being worn or carried.

-

At Higher Levels. When you cast this spell -using a spell slot of 4th level or higher, the damage increases by 1d6 -for each slot level above 3rd.

-

Fire Bolt

-

Evocation cantrip

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S

-

Duration: Instantaneous

-

You hurl a mote of fire at a creature or object within range. Make a -ranged spell attack against the target. On a hit, the target takes 1d10 -fire damage. A flammable object hit by this spell ignites if it isn’t -being worn or carried.

-

This spell’s damage increases by 1d10 when you  reach 5th level -(2d10), 11th level (3d10), and 17th level (4d10).

-

Fire Shield

-

4th-level evocation

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S, M (a bit of phosphorus or a -firefly)

-

Duration: 10 minutes

-

Thin and wispy flames wreathe your body for the duration, shedding -bright light in a 10-foot radius and dim light for an additional 10 -feet. You can end the spell early by using an action to dismiss it.

-

The flames provide you with a warm shield or a chill shield, as you -choose. The warm shield grants you resistance to cold damage, and the -chill shield grants you resistance to fire damage.

-

In addition, whenever a creature within 5 feet of you hits you with a -melee attack, the shield erupts with flame. The attacker takes 2d8 fire -damage from a warm shield, or 2d8 cold damage from a cold shield.

-

Fire Storm

-

7th-level evocation

-

Casting Time: 1 action

-

Range: 150 feet

-

Components: V, S

-

Duration: Instantaneous

-

A storm made up of sheets of roaring flame appears in a location you -choose within range. The area of the storm consists of up to ten 10-foot -cubes, which you can arrange as you wish. Each cube must have at least -one face adjacent to the face of another cube. Each creature in the area -must make a Dexterity saving throw. It takes 7d10 fire damage on a -failed save, or half as much damage on a successful one.

-

The fire damages objects in the area and ignites flammable objects -that aren’t being worn or carried. If you choose, plant life in the area -is unaffected by this spell.

-

Flame Blade

-

2nd-level evocation

-

Casting Time: 1 bonus action

-

Range: Self

-

Components: V, S, M (leaf of sumac)

-

Duration: Concentration, up to 10 minutes

-

You evoke a fiery blade in your free hand. The blade is similar in -size and shape to a scimitar, and it lasts for the duration. If you let -go of the blade, it disappears, but you can evoke the blade again as a -bonus action.

-

You can use your action to make a melee spell attack with the fiery -blade. On a hit, the target takes 3d6 fire damage.

-

The flaming blade sheds bright light in a 10-foot radius and dim -light for an additional 10 feet.

-

At Higher Levels. When you cast this spell -using a spell slot of 4th level or higher, the damage increases by 1d6 -for every two slot levels above 2nd.

-

Flame Strike

-

5th-level evocation

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S, M (pinch of sulfur)

-

Duration: Instantaneous

-

A vertical column of divine fire roars down from the heavens in a -location you specify. Each creature in a 10-foot radius, 40-foot high -cylinder centered on a point within range must make a Dexterity saving -throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a -failed save, or half as much damage on a successful one.

-

At Higher Levels. When you cast this spell -using a spell slot of 6th level or higher, the fire damage or the -radiant damage (your choice) increases by 1d6 for each slot level above -5th.

-

Flaming Sphere

-

2nd-level conjuration

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S, M (a bit of tallow, a pinch of -brimstone, and a dusting of powdered iron)

-

Duration: Concentration, up to 1 minute

-

A 5-foot diameter sphere of fire appears in an unoccupied space of -your choice within range and lasts for the duration. Any creature that -ends its turn within 5 feet of the sphere must make a Dexterity saving -throw. The creature takes 2d6 fire damage on a failed save, or half as -much damage on a successful one.

-

As a bonus action, you can move the sphere up to 30 feet. If you ram -the sphere into a creature, that creature must make the saving throw -against the sphere’s damage, and the sphere stops moving this turn.

-

When you move the sphere, you can direct it over barriers up to 5 -feet tall and jump it across pits up to 10 feet wide. The sphere ignites -flammable objects not being worn or carried, and it sheds bright light -in a 20-foot radius and dim light for an additional 20 feet.

-

At Higher Levels. When you cast this spell -using a spell slot of 3rd level or higher, the damage increases by 1d6 -for each slot level above 2nd.

-

Flesh to Stone

-

6th-level transmutation

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S, M (a pinch of lime, water, and -earth)

-

Duration: Concentration, up to 1 minute

-

You attempt to turn one creature that you can see within range into -stone. If the target’s body is made of flesh, the creature must make a -Constitution saving throw. On a failed save, it is restrained as its -flesh begins to harden. On a successful save, the creature isn’t -affected.

-

A creature restrained by this spell must make another Constitution -saving throw at the end of each of its turns. If it successfully saves -against this spell three times, the spell ends. If it fails its saves -three times, it is turned to stone and subjected to the petrified -condition for the duration. The successes and failures don’t need to be -consecutive; keep track of both until the target collects three of a -kind.

-

If the creature is physically broken while petrified, it suffers from -similar deformities if it reverts to its original state.

-

If you maintain your concentration on this spell for the entire -possible duration, the creature is turned to stone until the effect is -removed.

-

Floating Disk

-

1st-level conjuration (ritual)

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S, M (a drop of mercury)

-

Duration: 1 hour

-

This spell creates a circular, horizontal plane of force, 3 feet in -diameter and 1 inch thick, that floats 3 feet above the ground in an -unoccupied space of your choice that you can see within range. The disk -remains for the duration, and can hold up to 500 pounds. If more weight -is placed on it, the spell ends, and everything on the disk falls to the -ground.

-

The disk is immobile while you are within 20 feet of it. If you move -more than 20 feet away from it, the disk follows you so that it remains -within 20 feet of you. It can move across uneven terrain, up or down -stairs, slopes and the like, but it can’t cross an elevation change of -10 feet or more. For example, the disk can’t move across a 10-foot deep -pit, nor could it leave such a pit if it was created at the bottom.

-

If you move more than 100 feet from the disk (typically because it -can’t move around an obstacle to follow you), the spell ends.

-

Fly

-

3rd-level transmutation

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (a wing feather from any -bird)

-

Duration: Concentration, up to 10 minutes

-

You touch a willing creature. The target gains a flying speed of 60 -feet for the duration. When the spell ends, the target falls if it is -still aloft, unless it can stop the fall.

-

At Higher Levels. When you cast this spell -using a spell slot of 4th level or higher, you can target one additional -creature for each slot level above 3rd.

-

Fog Cloud

-

1st-level conjuration

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S

-

Duration: Concentration, up to 1 hour

-

You create a 20-foot radius sphere of fog centered on a point within -range. The sphere spreads around corners, and its area is heavily -obscured. It lasts for the duration or until a wind of moderate or -greater speed (at least 10 miles per hour) disperses it.

-

At Higher Levels. When you cast this spell -using a spell slot of 2nd level or higher, the radius of the fog -increases by 20 feet for each slot level above 1st.

-

Forbiddance

-

6th-level abjuration (ritual)

-

Casting Time: 10 minutes

-

Range: Touch

-

Components: V, S, M (a sprinkling of holy water, -rare incense, and powdered ruby worth at least 1,000 gp)

-

Duration: 1 day

-

You create a ward against magical travel that protects up to 40,000 -square feet of floor space to a height of 30 feet above the floor. For -the duration, creatures can’t teleport into the area or use portals, -such as those created by the gate spell, to enter the area. The -spell proofs the area against planar travel, and therefore prevents -creatures from accessing the area by way of the Astral Plane, Ethereal -Plane, Feywild, Shadowfell, or the plane shift spell.

-

In addition, the spell damages types of creatures that you choose -when you cast it. Choose one or more of the following: celestials, -elementals, fey, fiends, and undead. When a chosen creature enters the -spell’s area for the first time on a turn or starts its turn there, the -creature takes 5d10 radiant or necrotic damage (your choice when you -cast this spell).

-

When you cast this spell, you can designate a password. A creature -that speaks the password as it enters the area takes no damage from the -spell.

-

The spell’s area can’t overlap with the area of another -forbiddance spell. If you cast forbiddance every day -for 30 days in the same location, the spell lasts until it is dispelled, -and the material components are consumed on the last casting.

-

Forcecage

-

7th-level evocation

-

Casting Time: 1 action

-

Range: 100 feet

-

Components: V, S, M (ruby dust worth 1,500 gp)

-

Duration: 1 hour

-

An immobile, invisible, cube-shaped prison composed of magical force -springs into existence around an area you choose within range. The -prison can be a cage or a solid box, as you choose.

-

A prison in the shape of a cage can be up to 20 feet on a side and is -made from 1/2-inch diameter bars spaced 1/2 inch apart.

-

A prison in the shape of a box can be up to 10 feet on a side, -creating a solid barrier that prevents any matter from passing through -it and blocking any spells cast into or out from the area.

-

When you cast the spell, any creature that is completely inside the -cage’s area is trapped. Creatures only partially within the area, or -those too large to fit inside the area, are pushed away from the center -of the area until they are completely outside the area.

-

A creature inside the cage can’t leave it by nonmagical means. If the -creature tries to use teleportation or interplanar travel to leave the -cage, it must first make a Charisma saving throw. On a success, the -creature can use that magic to exit the cage. On a failure, the creature -can’t exit the cage and wastes the use of the spell or effect. The cage -also extends into the Ethereal Plane, blocking ethereal travel.

-

This spell can’t be dispelled by dispel magic.

-

Foresight

-

9th-level divination

-

Casting Time: 1 minute

-

Range: Touch

-

Components: V, S, M (a hummingbird feather)

-

Duration: 8 hours

-

You touch a willing creature and bestow a limited ability to see into -the immediate future. For the duration, the target can’t be surprised -and has advantage on attack rolls, ability checks, and saving throws. -Additionally, other creatures have disadvantage on attack rolls against -the target for the duration.

-

This spell immediately ends if you cast it again before its duration -ends.

-

Freedom of Movement

-

4th-level abjuration

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (a leather strap, bound around -the arm or a similar appendage)

-

Duration: 1 hour

-

You touch a willing creature. For the duration, the target’s movement -is unaffected by difficult terrain, and spells and other magical effects -can neither reduce the target’s speed nor cause the target to be -paralyzed or restrained.

-

The target can also spend 5 feet of movement to automatically escape -from nonmagical restraints, such as manacles or a creature that has it -grappled. Finally, being underwater imposes no penalties on the target’s -movement or attacks.

-

Freezing Sphere

-

6th-level evocation

-

Casting Time: 1 action

-

Range: 300 feet

-

Components: V, S, M (a small crystal sphere)

-

Duration: Instantaneous

-

A frigid globe of cold energy streaks from your fingertips to a point -of your choice within range, where it explodes in a 60-foot radius -sphere. Each creature within the area must make a Constitution saving -throw. On a failed save, a creature takes 10d6 cold damage. On a -successful save, it takes half as much damage.

-

If the globe strikes a body of water or a liquid that is principally -water (not including water-based creatures), it freezes the liquid to a -depth of 6 inches over an area 30 feet square. This ice lasts for 1 -minute. Creatures that were swimming on the surface of frozen water are -trapped in the ice. A trapped creature can use an action to make a -Strength check against your spell save DC to break free.

-

You can refrain from firing the globe after completing the spell, if -you wish. A small globe about the size of a sling stone, cool to the -touch, appears in your hand. At any time, you or a creature you give the -globe to can throw the globe (to a range of 40 feet) or hurl it with a -sling (to the sling’s normal range). It shatters on impact, with the -same effect as the normal casting of the spell. You can also set the -globe down without shattering it. After 1 minute, if the globe hasn’t -already shattered, it explodes.

-

At Higher Levels. When you cast this spell -using a spell slot of 7th level or higher, the damage increases by 1d6 -for each slot level above 6th.

-

Spells (G)

-

Gaseous Form

-

3rd-level transmutation

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (a bit of gauze and a wisp of -smoke)

-

Duration: Concentration, up to 1 hour

-

You transform a willing creature you touch, along with everything -it’s wearing and carrying, into a misty cloud for the duration. The -spell ends if the creature drops to 0 hit points. An incorporeal -creature isn’t affected.

-

While in this form, the target’s only method of movement is a flying -speed of 10 feet. The target can enter and occupy the space of another -creature. The target has resistance to nonmagical damage, and it has -advantage on Strength, Dexterity, and Constitution saving throws. The -target can pass through small holes, narrow openings, and even mere -cracks, though it treats liquids as though they were solid surfaces. The -target can’t fall and remains hovering in the air even when stunned or -otherwise incapacitated.

-

While in the form of a misty cloud, the target can’t talk or -manipulate objects, and any objects it was carrying or holding can’t be -dropped, used, or otherwise interacted with. The target can’t attack or -cast spells.

-

Gate

-

9th-level conjuration

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S, M (a diamond worth at least 5,000 -gp)

-

Duration: Concentration, up to 1 minute

-

You conjure a portal linking an unoccupied space you can see within -range to a precise location on a different plane of existence. The -portal is a circular opening, which you can make 5 to 20 feet in -diameter. You can orient the portal in any direction you choose. The -portal lasts for the duration.

-

The portal has a front and a back on each plane where it appears. -Travel through the portal is possible only by moving through its front. -Anything that does so is instantly transported to the other plane, -appearing in the unoccupied space nearest to the portal.

-

Deities and other planar rulers can prevent portals created by this -spell from opening in their presence or anywhere within their -domains.

-

When you cast this spell, you can speak the name of a specific -creature (a pseudonym, title, or nickname doesn’t work). If that -creature is on a plane other than the one you are on, the portal opens -in the named creature’s immediate vicinity and draws the creature -through it to the nearest unoccupied space on your side of the portal. -You gain no special power over the creature, and it is free to act as -the GM deems appropriate. It might leave, attack you, or help you.

-

Geas

-

5th-level enchantment

-

Casting Time: 1 minute

-

Range: 60 feet

-

Components: V

-

Duration: 30 days

-

You place a magical command on a creature that you can see within -range, forcing it to carry out some service or refrain from some action -or course of activity as you decide. If the creature can understand you, -it must succeed on a Wisdom saving throw or become charmed by you for -the duration. While the creature is charmed by you, it takes 5d10 -psychic damage each time it acts in a manner directly counter to your -instructions, but no more than once each day. A creature that can’t -understand you is unaffected by the spell.

-

You can issue any command you choose, short of an activity that would -result in certain death. Should you issue a suicidal command, the spell -ends.

-

You can end the spell early by using an action to dismiss it. A -remove curse, greater restoration, or wish -spell also ends it.

-

At Higher Levels. When you cast this spell -using a spell slot of 7th or 8th level, the duration is 1 year. When you -cast this spell using a spell slot of 9th level, the spell lasts until -it is ended by one of the spells mentioned above.

-

Gentle Repose

-

2nd-level necromancy (ritual)

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (a pinch of salt and one copper -piece placed on each of the corpse’s eyes, which must remain there for -the duration)

-

Duration: 10 days

-

You touch a corpse or other remains. For the duration, the target is -protected from decay and can’t become undead.

-

The spell also effectively extends the time limit on raising the -target from the dead, since days spent under the influence of this spell -don’t count against the time limit of spells such as raise -dead.

-

Giant Insect

-

4th-level transmutation

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S

-

Duration: Concentration, up to 10 minutes

-

You transform up to ten centipedes, three spiders, five wasps, or one -scorpion within range into giant versions of their natural forms for the -duration. A centipede becomes a giant centipede, a spider becomes a -giant spider, a wasp becomes a giant wasp, and a scorpion becomes a -giant scorpion.

-

Each creature obeys your verbal commands, and in combat, they act on -your turn each round. The GM has the statistics for these creatures and -resolves their actions and movement.

-

A creature remains in its giant size for the duration, until it drops -to 0 hit points, or until you use an action to dismiss the effect on -it.

-

The GM might allow you to choose different targets. For example, if -you transform a bee, its giant version might have the same statistics as -a giant wasp.

-

Glibness

-

8th-level transmutation

-

Casting Time: 1 action

-

Range: Self

-

Components: V

-

Duration: 1 hour

-

Until the spell ends, when you make a Charisma check, you can replace -the number you roll with a 15. Additionally, no matter what you say, -magic that would determine if you are telling the truth indicates that -you are being truthful.

-

Globe of Invulnerability

-

6th-level abjuration

-

Casting Time: 1 action

-

Range: Self (10-foot radius)

-

Components: V, S, M (a glass or crystal bead that -shatters when the spell ends)

-

Duration: Concentration, up to 1 minute

-

An immobile, faintly shimmering barrier springs into existence in a -10-foot radius around you and remains for the duration.

-

Any spell of 5th level or lower cast from outside the barrier can’t -affect creatures or objects within it, even if the spell is cast using a -higher level spell slot. Such a spell can target creatures and objects -within the barrier, but the spell has no effect on them. Similarly, the -area within the barrier is excluded from the areas affected by such -spells.

-

At Higher Levels. When you cast this spell -using a spell slot of 7th level or higher, the barrier blocks spells of -one level higher for each slot level above 6th.

-

Glyph of Warding

-

3rd-level abjuration

-

Casting Time: 1 hour

-

Range: Touch

-

Components: V, S, M (incense and powdered diamond -worth at least 200 gp, which the spell consumes)

-

Duration: Until dispelled or triggered

-

When you cast this spell, you inscribe a glyph that harms other -creatures, either upon a surface (such as a table or a section of floor -or wall) or within an object that can be closed (such as a book, a -scroll, or a treasure chest) to conceal the glyph. The glyph can cover -an area no larger than 10 feet in diameter. If the surface or object is -moved more than 10 feet from where you cast this spell, the glyph is -broken, and the spell ends without being triggered.

-

The glyph is nearly invisible and requires a successful Intelligence -(Investigation) check against your spell save DC to be found.

-

You decide what triggers the glyph when you cast the spell. For -glyphs inscribed on a surface, the most typical triggers include -touching or standing on the glyph, removing another object covering the -glyph, approaching within a certain distance of the glyph, or -manipulating the object on which the glyph is inscribed. For glyphs -inscribed within an object, the most common triggers include opening -that object, approaching within a certain distance of the object, or -seeing or reading the glyph. Once a glyph is triggered, this spell -ends.

-

You can further refine the trigger so the spell activates only under -certain circumstances or according to physical characteristics (such as -height or weight), creature kind (for example, the ward could be set to -affect aberrations or drow), or alignment. You can also set conditions -for creatures that don’t trigger the glyph, such as those who say a -certain password.

-

When you inscribe the glyph, choose explosive runes or a -spell glyph.

-

Explosive Runes. When triggered, the glyph -erupts with magical energy in a 20-foot radius sphere centered on the -glyph. The sphere spreads around corners. Each creature in the area must -make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, -lightning, or thunder damage on a failed saving throw (your choice when -you create the glyph), or half as much damage on a successful one.

-

Spell Glyph. You can store a prepared spell -of 3rd level or lower in the glyph by casting it as part of creating the -glyph. The spell must target a single creature or an area. The spell -being stored has no immediate effect when cast in this way. When the -glyph is triggered, the stored spell is cast. If the spell has a target, -it targets the creature that triggered the glyph. If the spell affects -an area, the area is centered on that creature. If the spell summons -hostile creatures or creates harmful objects or traps, they appear as -close as possible to the intruder and attack it. If the spell requires -concentration, it lasts until the end of its full duration.

-

At Higher Levels. When you cast this spell -using a spell slot of 4th level or higher, the damage of an -explosive runes glyph increases by 1d8 for each slot level -above 3rd. If you create a spell glyph, you can store any spell -of up to the same level as the slot you use for the glyph of -warding.

-

Goodberry

-

1st-level transmutation

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (a sprig of mistletoe)

-

Duration: Instantaneous

-

Up to ten berries appear in your hand and are infused with magic for -the duration. A creature can use its action to eat one berry. Eating a -berry restores 1 hit point, and the berry provides enough nourishment to -sustain a creature for one day.

-

The berries lose their potency if they have not  been consumed within -24 hours of the casting of this spell.

-

Grease

-

1st-level conjuration

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S, M (a bit of pork rind or -butter)

-

Duration: 1 minute

-

Slick grease covers the ground in a 10-foot square centered on a -point within range and turns it into difficult terrain for the -duration.

-

When the grease appears, each creature standing in its area must -succeed on a Dexterity saving throw or fall prone. A creature that -enters the area or ends its turn there must also succeed on a Dexterity -saving throw or fall prone.

-

Greater Invisibility

-

4th-level illusion

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S

-

Duration: Concentration, up to 1 minute

-

You or a creature you touch becomes invisible until the spell ends. -Anything the target is wearing or carrying is invisible as long as it is -on the target’s person.

-

Greater Restoration

-

5th-level abjuration

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (diamond dust worth at least 100 -gp, which the spell consumes)

-

Duration: Instantaneous

-

You imbue a creature you touch with positive energy to undo a -debilitating effect. You can reduce the target’s exhaustion level by -one, or end one of the following effects on the target:

-
    -
  • One effect that charmed or petrified the target
  • -
  • One curse, including the target’s attunement to a cursed magic -item
  • -
  • Any reduction to one of the target’s ability scores
  • -
  • One effect reducing the target’s hit point maximum
  • -
-

Guards and Wards

-

6th-level abjuration

-

Casting Time: 10 minutes

-

Range: Touch

-

Components: V, S, M (burning incense, a small -measure of brimstone and oil, a knotted string, a small amount of umber -hulk blood, and a small silver rod worth at least 10 gp)

-

Duration: 24 hours

-

You create a ward that protects up to 2,500 square feet of floor -space (an area 50 feet square, or one hundred 5-foot squares or -twenty-five 10-foot squares). The warded area can be up to 20 feet tall, -and shaped as you desire. You can ward several stories of a stronghold -by dividing the area among them, as long as you can walk into each -contiguous area while you are casting the spell.

-

When you cast this spell, you can specify individuals that are -unaffected by any or all of the effects that you choose. You can also -specify a password that, when spoken aloud, makes the speaker immune to -these effects.

-

Guards and wards creates the following effects within the -warded area.

-

Corridors. Fog fills all the warded -corridors, making them heavily obscured. In addition, at each -intersection or branching passage offering a choice of direction, there -is a 50 percent chance that a creature other than you will believe it is -going in the opposite direction from the one it chooses.

-

Doors. All doors in the warded area are -magically locked, as if sealed by an arcane lock spell. In -addition, you can cover up to ten doors with an illusion (equivalent to -the illusory object function of the minor illusion spell) to -make them appear as plain sections of wall.

-

Stairs. Webs fill all stairs in the warded -area from top to bottom, as the web spell. These strands regrow -in 10 minutes if they are burned or torn away while guards and -wards lasts.

-

Other Spell Effect. You can place your -choice of one of the following magical effects within the warded area of -the stronghold.

-
    -
  • Place dancing lights in four corridors. You can designate a simple -program that the lights repeat as long as guards and wards lasts.
  • -
  • Place magic mouth in two locations.
  • -
  • Place stinking cloud in two locations. The vapors appear in the -places you designate; they return within 10 minutes if dispersed by wind -while guards and wards lasts.
  • -
  • Place a constant gust of wind in one corridor or room.
  • -
  • Place a suggestion in one location. You select an area of up to 5 -feet square, and any creature that enters or passes through the area -receives the suggestion mentally.
  • -
-

The whole warded area radiates magic. A dispel magic cast on -a specific effect, if successful, removes only that effect.

-

You can create a permanently guarded and warded structure by casting -this spell there every day for one year.

-

Guidance

-

Divination cantrip

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S

-

Duration: Concentration, up to 1 minute

-

You touch one willing creature. Once before the spell ends, the -target can roll a d4 and add the number rolled to one ability check of -its choice. It can roll the die before or after making the ability -check. The spell then ends.

-

Guiding Bolt

-

1st-level evocation

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S

-

Duration: 1 round

-

A flash of light streaks toward a creature of your choice within -range. Make a ranged spell attack against the target. On a hit, the -target takes 4d6 radiant damage, and the next attack roll made against -this target before the end of your next turn has advantage, thanks to -the mystical dim light glittering on the target until then.

-

At Higher Levels. When you cast this spell -using a spell slot of 2nd level or higher, the damage increases by 1d6 -for each slot level above 1st.

-

Gust of Wind

-

2nd-level evocation

-

Casting Time: 1 action

-

Range: Self (60-foot line)

-

Components: V, S, M (a legume seed)

-

Duration: Concentration, up to 1 minute

-

A line of strong wind 60 feet long and 10 feet wide blasts from you -in a direction you choose for the spell’s duration. Each creature that -starts its turn in the line must succeed on a Strength saving throw or -be pushed 15 feet away from you in a direction following the line.

-

Any creature in the line must spend 2 feet of movement for every 1 -foot it moves when moving closer to you.

-

The gust disperses gas or vapor, and it extinguishes candles, -torches, and similar unprotected flames in the area. It causes protected -flames, such as those of lanterns, to dance wildly and has a 50 percent -chance to extinguish them.

-

As a bonus action on each of your turns before the spell ends, you -can change the direction in which the line blasts from you.

-

Spells (H)

-

Hallow

-

5th-level evocation

-

Casting Time: 24 hours

-

Range: Touch

-

Components: V, S, M (herbs, oils, and incense worth -at least 1,000 gp, which the spell consumes)

-

Duration: Until dispelled

-

You touch a point and infuse an area around it with holy (or unholy) -power. The area can have a radius up to 60 feet, and the spell fails if -the radius includes an area already under the effect a hallow -spell. The affected area is subject to the following effects.

-

First, celestials, elementals, fey, fiends, and undead can’t enter -the area, nor can such creatures charm, frighten, or possess creatures -within it. Any creature charmed, frightened, or possessed by such a -creature is no longer charmed, frightened, or possessed upon entering -the area. You can exclude one or more of those types of creatures from -this effect.

-

Second, you can bind an extra effect to the area. Choose the effect -from the following list, or choose an effect offered by the GM. Some of -these effects apply to creatures in the area; you can designate whether -the effect applies to all creatures, creatures that follow a specific -deity or leader, or creatures of a specific sort, such as orcs or -trolls. When a creature that would be affected enters the spell’s area -for the first time on a turn or starts its turn there, it can make a -Charisma saving throw. On a success, the creature ignores the extra -effect until it leaves the area.

-

Courage. Affected creatures can’t be -frightened while in the area.

-

Darkness. Darkness fills the area. Normal -light, as well as magical light created by spells of a lower level than -the slot you used to cast this spell, can’t illuminate the area.

-

Daylight. Bright light fills the area. -Magical darkness created by spells of a lower level than the slot you -used to cast this spell can’t extinguish the light.

-

Energy Protection. Affected creatures in -the area have resistance to one damage type of your choice, except for -bludgeoning, piercing, or slashing.

-

Energy Vulnerability. Affected creatures in -the area have vulnerability to one damage type of your choice, except -for bludgeoning, piercing, or slashing.

-

Everlasting Rest. Dead bodies interred in -the area can’t be turned into undead.

-

Extradimensional Interference. Affected -creatures can’t move or travel using teleportation or by -extradimensional or interplanar means.

-

Fear. Affected creatures are frightened -while in the area.

-

Silence. No sound can emanate from within -the area, and no sound can reach into it.

-

Tongues. Affected creatures can communicate -with any other creature in the area, even if they don’t share a common -language.

-

Hallucinatory Terrain

-

4th-level illusion

-

Casting Time: 10 minutes

-

Range: 300 feet

-

Components: V, S, M (a stone, a twig, and a bit of -green plant)

-

Duration: 24 hours

-

You make natural terrain in a 150-foot cube in range look, sound, and -smell like some other sort of natural terrain. Thus, open fields or a -road can be made to resemble a swamp, hill, crevasse, or some other -difficult or impassable terrain. A pond can be made to seem like a -grassy meadow, a precipice like a gentle slope, or a rock-strewn gully -like a wide and smooth road. Manufactured structures, equipment, and -creatures within the area aren’t changed in appearance.

-

The tactile characteristics of the terrain are unchanged, so -creatures entering the area are likely to see through the illusion. If -the difference isn’t obvious by touch, a creature carefully examining -the illusion can attempt an Intelligence (Investigation) check against -your spell save DC to disbelieve it. A creature who discerns the -illusion for what it is, sees it as a vague image superimposed on the -terrain.

-

Harm

-

6th-level necromancy

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S

-

Duration: Instantaneous

-

You unleash a virulent disease on a creature that you can see within -range. The target must make a Constitution saving throw. On a failed -save, it takes 14d6 necrotic damage, or half as much damage on a -successful save. The damage can’t reduce the target’s hit points below -1. If the target fails the saving throw, its hit point maximum is -reduced for 1 hour by an amount equal to the necrotic damage it took. -Any effect that removes a disease allows a creature’s hit point maximum -to return to normal before that time passes.

-

Haste

-

3rd-level transmutation

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S, M (a shaving of licorice root)

-

Duration: Concentration, up to 1 minute

-

Choose a willing creature that you can see within range. Until the -spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it -has advantage on Dexterity saving throws, and it gains an additional -action on each of its turns. That action can be used only to take the -Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object -action.

-

When the spell ends, the target can’t move or take actions until -after its next turn, as a wave of lethargy sweeps over it.

-

Heal

-

6th-level evocation

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S

-

Duration: Instantaneous

-

Choose a creature that you can see within range. A surge of positive -energy washes through the creature, causing it to regain 70 hit points. -This spell also ends blindness, deafness, and any diseases affecting the -target. This spell has no effect on constructs or undead.

-

At Higher Levels. When you cast this spell -using a spell slot of 7th level or higher, the amount of healing -increases by 10 for each slot level above 6th.

-

Healing Word

-

1st-level evocation

-

Casting Time: 1 bonus action

-

Range: 60 feet

-

Components: V

-

Duration: Instantaneous

-

A creature of your choice that you can see within range regains hit -points equal to 1d4 + your spellcasting ability modifier. This spell has -no effect on undead or constructs.

-

At Higher Levels. When you cast this spell -using a spell slot of 2nd level or higher, the healing increases by 1d4 -for each slot level above 1st.

-

Heat Metal

-

2nd-level transmutation

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S, M (a piece of iron and a -flame)

-

Duration: Concentration, up to 1 minute

-

Choose a manufactured metal object, such as a metal weapon or a suit -of heavy or medium metal armor, that you can see within range. You cause -the object to glow red-hot. Any creature in physical contact with the -object takes 2d8 fire damage when you cast the spell. Until the spell -ends, you can use a bonus action on each of your subsequent turns to -cause this damage again.

-

If a creature is holding or wearing the object and takes the damage -from it, the creature must succeed on a Constitution saving throw or -drop the object if it can. If it doesn’t drop the object, it has -disadvantage on attack rolls and ability checks until the start of your -next turn.

-

At Higher Levels. When you cast this spell -using a spell slot of 3rd level or higher, the damage increases by 1d8 -for each slot level above 2nd.

-

Hellish Rebuke

-

1st-­level evocation

-

Casting Time: 1 reaction, which you take in response -to being damaged by a creature within 60 feet of you that you can -see

-

Range: 60 feet

-

Components: V, S

-

Duration: Instantaneous

-

You point your finger, and the creature that damaged you is -momentarily surrounded by hellish flames. The creature must make a -Dexterity saving throw. It takes 2d10 fire damage on a failed save, or -half as much damage on a successful one.

-

At Higher Levels. When you cast this spell using a  -spell slot of 2nd level or higher, the damage increases by 1d10 for each -slot level above 1st.

-

Heroes’ Feast

-

6th-level conjuration

-

Casting Time: 10 minutes

-

Range: 30 feet

-

Components: V, S, M (a gem-encrusted bowl worth at -least 1,000 gp, which the spell consumes)

-

Duration: Instantaneous

-

You bring forth a great feast, including magnificent food and drink. -The feast takes 1 hour to consume and disappears at the end of that -time, and the beneficial effects don’t set in until this hour is over. -Up to twelve creatures can partake of the feast.

-

A creature that partakes of the feast gains several benefits. The -creature is cured of all diseases and poison, becomes immune to poison -and being frightened, and makes all Wisdom saving throws with advantage. -Its hit point maximum also increases by 2d10, and it gains the same -number of hit points. These benefits last for 24 hours.

-

Heroism

-

1st-level enchantment

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S

-

Duration: Concentration, up to 1 minute

-

A willing creature you touch is imbued with bravery. Until the spell -ends, the creature is immune to being frightened and gains temporary hit -points equal to your spellcasting ability modifier at the start of each -of its turns. When the spell ends, the target loses any remaining -temporary hit points from this spell.

-

At Higher Levels. When you cast this spell -using a spell slot of 2nd level or higher, you can target one additional -creature for each slot level above 1st.

-

Hideous Laughter

-

1st-level enchantment

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S, M (tiny tarts and a feather that -is waved in the air)

-

Duration: Concentration, up to 1 minute

-

A creature of your choice that you can see within range perceives -everything as hilariously funny and falls into fits of laughter if this -spell affects it. The target must succeed on a Wisdom saving throw or -fall prone, becoming incapacitated and unable to stand up for the -duration. A creature with an Intelligence score of 4 or less isn’t -affected.

-

At the end of each of its turns, and each time it takes damage, the -target can make another Wisdom saving throw. The target has advantage on -the saving throw if it’s triggered by damage. On a success, the spell -ends.

-

Hold Monster

-

5th-level enchantment

-

Casting Time: 1 action

-

Range: 90 feet

-

Components: V, S, M (a small, straight piece of -iron)

-

Duration: Concentration, up to 1 minute

-

Choose a creature that you can see within range. The target must -succeed on a Wisdom saving throw or be paralyzed for the duration. This -spell has no effect on undead. At the end of each of its turns, the -target can make another Wisdom saving throw. On a success, the spell -ends on the target.

-

At Higher Levels. When you cast this spell -using a spell slot of 6th level or higher, you can target one additional -creature for each slot level above 5th. The creatures must be within 30 -feet of each other when you target them.

-

Hold Person

-

2nd-level enchantment

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S, M (a small, straight piece of -iron)

-

Duration: Concentration, up to 1 minute

-

Choose a humanoid that you can see within range. The target must -succeed on a Wisdom saving throw or be paralyzed for the duration. At -the end of each of its turns, the target can make another Wisdom saving -throw. On a success, the spell ends on the target.

-

At Higher Levels. When you cast this spell -using a spell slot of 3rd level or higher, you can target one additional -humanoid for each slot level above 2nd. The humanoids must be within 30 -feet of each other when you target them.

-

Holy Aura

-

8th-level abjuration

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S, M (a tiny reliquary worth at least -1,000 gp containing a sacred relic, such as a scrap of cloth from a -saint’s robe or a piece of parchment from a religious text)

-

Duration: Concentration, up to 1 minute

-

Divine light washes out from you and coalesces in a soft radiance in -a 30-foot radius around you. Creatures of your choice in that radius -when you cast this spell shed dim light in a 5-foot radius and have -advantage on all saving throws, and other creatures have disadvantage on -attack rolls against them until the spell ends. In addition, when a -fiend or an undead hits an affected creature with a melee attack, the -aura flashes with brilliant light. The attacker must succeed on a -Constitution saving throw or be blinded until the spell ends.

-

Hunter’s Mark

-

1st-­level divination

-

Casting Time: 1 bonus action

-

Range: 90 feet

-

Components: V

-

Duration: Concentration, up to 1 hour

-

You choose a creature you can see within range and mystically mark it -as your quarry. Until the spell ends, you deal an extra 1d6 damage to -the target whenever you hit it with a weapon attack, and you have -advantage on any Wisdom (Perception) or Wisdom (Survival) check you make -to find it. If the target drops to 0 hit points before this spell ends, -you can use a bonus action on a subsequent turn of yours to mark a new -creature.

-

At Higher Levels. When you cast this spell using a  -spell slot of 3rd or 4th level, you can maintain your concentration on -the spell for up to 8 hours. When you use a spell slot of 5th level or -higher, you can maintain your concentration on the spell for up to 24 -hours.

-

Hypnotic Pattern

-

3rd-level illusion

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: S, M (a glowing stick of incense or a -crystal vial filled with phosphorescent material)

-

Duration: Concentration, up to 1 minute

-

You create a twisting pattern of colors that weaves through the air -inside a 30-foot cube within range. The pattern appears for a moment and -vanishes. Each creature in the area who sees the pattern must make a -Wisdom saving throw. On a failed save, the creature becomes charmed for -the duration. While charmed by this spell, the creature is incapacitated -and has a speed of 0.

-

The spell ends for an affected creature if it takes any damage or if -someone else uses an action to shake the creature out of its stupor.

-

Spells (I)

-

Ice Storm

-

4th-level evocation

-

Casting Time: 1 action

-

Range: 300 feet

-

Components: V, S, M (a pinch of dust and a few drops -of water)

-

Duration: Instantaneous

-

A hail of rock-hard ice pounds to the ground in a 20-foot radius, -40-foot high cylinder centered on a point within range. Each creature in -the cylinder must make a Dexterity saving throw. A creature takes 2d8 -bludgeoning damage and 4d6 cold damage on a failed save, or half as much -damage on a successful one.

-

Hailstones turn the storm’s area of effect into difficult terrain -until the end of your next turn.

-

At Higher Levels. When you cast this spell -using a spell slot of 5th level or higher, the bludgeoning damage -increases by 1d8 for each slot level above 4th.

-

Identify

-

1st-level divination (ritual)

-

Casting Time: 1 minute

-

Range: Touch

-

Components: V, S, M (a pearl worth at least 100 gp -and an owl feather)

-

Duration: Instantaneous

-

You choose one object that you must touch throughout the casting of -the spell. If it is a magic item or some other magic-imbued object, you -learn its properties and how to use them, whether it requires attunement -to use, and how many charges it has, if any. You learn whether any -spells are affecting the item and what they are. If the item was created -by a spell, you learn which spell created it.

-

If you instead touch a creature throughout the casting, you learn -what spells, if any, are currently affecting it.

-

Illusory Script

-

1st-level illusion (ritual)

-

Casting Time: 1 minute

-

Range: Touch

-

Components: S, M (a lead-based ink worth at least 10 -gp, which the spell consumes)

-

Duration: 10 days

-

You write on parchment, paper, or some other suitable writing -material and imbue it with a potent illusion that lasts for the -duration.

-

To you and any creatures you designate when you cast the spell, the -writing appears normal, written in your hand, and conveys whatever -meaning you intended when you wrote the text. To all others, the writing -appears as if it were written in an unknown or magical script that is -unintelligible. Alternatively, you can cause the writing to appear to be -an entirely different message, written in a different hand and language, -though the language must be one you know.

-

Should the spell be dispelled, the original script and the illusion -both disappear.

-

A creature with truesight can read the hidden message.

-

Imprisonment

-

9th-level abjuration

-

Casting Time: 1 minute

-

Range: 30 feet

-

Components: V, S, M (a vellum depiction or a carved -statuette in the likeness of the target, and a special component that -varies according to the version of the spell you choose, worth at least -500 gp per Hit Die of the target)

-

Duration: Until dispelled

-

You create a magical restraint to hold a creature that you can see -within range. The target must succeed on a Wisdom saving throw or be -bound by the spell; if it succeeds, it is immune to this spell if you -cast it again. While affected by this spell, the creature doesn’t need -to breathe, eat, or drink, and it doesn’t age. Divination spells can’t -locate or perceive the target.

-

When you cast the spell, you choose one of the following forms of -imprisonment.

-

Burial. The target is entombed far beneath -the earth in a sphere of magical force that is just large enough to -contain the target. Nothing can pass through the sphere, nor can any -creature teleport or use planar travel to get into or out of it.

-

The special component for this version of the spell is a small -mithral orb.

-

Chaining. Heavy chains, firmly rooted in -the ground, hold the target in place. The target is restrained until the -spell ends, and it can’t move or be moved by any means until then.

-

The special component for this version of the spell is a fine chain -of precious metal.

-

Hedged Prison. The spell transports the -target into a tiny demiplane that is warded against teleportation and -planar travel. The demiplane can be a labyrinth, a cage, a tower, or any -similar confined structure or area of your choice.

-

The special component for this version of the spell is a miniature -representation of the prison made from jade.

-

Minimus Containment. The target shrinks to -a height of 1 inch and is imprisoned inside a gemstone or similar -object. Light can pass through the gemstone normally (allowing the -target to see out and other creatures to see in), but nothing else can -pass through, even by means of teleportation or planar travel. The -gemstone can’t be cut or broken while the spell remains in effect.

-

The special component for this version of the spell is a large, -transparent gemstone, such as a corundum, diamond, or ruby.

-

Slumber. The target falls asleep and can’t -be awoken. The special component for this version of the spell consists -of rare soporific herbs.

-

Ending the Spell. During the casting of the -spell, in any of its versions, you can specify a condition that will -cause the spell to end and release the target. The condition can be as -specific or as elaborate as you choose, but the GM must agree that the -condition is reasonable and has a likelihood of coming to pass. The -conditions can be based on a creature’s name, identity, or deity but -otherwise must be based on observable actions or qualities and not based -on intangibles such as level, class, or hit points.

-

A dispel magic spell can end the spell only if it is cast as -a 9th-level spell, targeting either the prison or the special component -used to create it.

-

You can use a particular special component to create only one prison -at a time. If you cast the spell again using the same component, the -target of the first casting is immediately freed from its binding.

-

Incendiary Cloud

-

8th-level conjuration

-

Casting Time: 1 action

-

Range: 150 feet

-

Components: V, S

-

Duration: Concentration, up to 1 minute

-

A swirling cloud of smoke shot through with white-hot embers appears -in a 20-foot radius sphere centered on a point within range. The cloud -spreads around corners and is heavily obscured. It lasts for the -duration or until a wind of moderate or greater speed (at least 10 miles -per hour) disperses it.

-

When the cloud appears, each creature in it must make a Dexterity -saving throw. A creature takes 10d8 fire damage on a failed save, or -half as much damage on a successful one. A creature must also make this -saving throw when it enters the spell’s area for the first time on a -turn or ends its turn there.

-

The cloud moves 10 feet directly away from you in a direction that -you choose at the start of each of your turns.

-

Inflict Wounds

-

1st-level necromancy

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S

-

Duration: Instantaneous

-

Make a melee spell attack against a creature you can reach. On a hit, -the target takes 3d10 necrotic damage.

-

At Higher Levels. When you cast this spell -using a spell slot of 2nd level or higher, the damage increases by 1d10 -for each slot level above 1st.

-

Insect Plague

-

5th-level conjuration

-

Casting Time: 1 action

-

Range: 300 feet

-

Components: V, S, M (a few grains of sugar, some -kernels of grain, and a smear of fat)

-

Duration: Concentration, up to 10 minutes

-

Swarming, biting locusts fill a 20-foot radius sphere centered on a -point you choose within range. The sphere spreads around corners. The -sphere remains for the duration, and its area is lightly obscured. The -sphere’s area is difficult terrain.

-

When the area appears, each creature in it must make a Constitution -saving throw. A creature takes 4d10 piercing damage on a failed save, or -half as much damage on a successful one. A creature must also make this -saving throw when it enters the spell’s area for the first time on a -turn or ends its turn there.

-

At Higher Levels. When you cast this spell -using a spell slot of 6th level or higher, the damage increases by 1d10 -for each slot level above 5th.

-

Instant Summons

-

6th-level conjuration (ritual)

-

Casting Time: 1 minute

-

Range: Touch

-

Components: V, S, M (a sapphire worth 1,000 gp)

-

Duration: Until dispelled

-

You touch an object weighing 10 pounds or less whose longest -dimension is 6 feet or less. The spell leaves an invisible mark on its -surface and invisibly inscribes the name of the item on the sapphire you -use as the material component. Each time you cast this spell, you must -use a different sapphire.

-

At any time thereafter, you can use your action to speak the item’s -name and crush the sapphire. The item instantly appears in your hand -regardless of physical or planar distances, and the spell ends.

-

If another creature is holding or carrying the item, crushing the -sapphire doesn’t transport the item to you, but instead you learn who -the creature possessing the object is and roughly where that creature is -located at that moment.

-

Dispel magic or a similar effect successfully applied to the -sapphire ends this spell’s effect.

-

Invisibility

-

2nd-level illusion

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (an eyelash encased in gum -arabic)

-

Duration: Concentration, up to 1 hour

-

A creature you touch becomes invisible until the spell ends. Anything -the target is wearing or carrying is invisible as long as it is on the -target’s person. The spell ends for a target that attacks or casts a -spell.

-

At Higher Levels. When you cast this spell -using a spell slot of 3rd level or higher, you can target one additional -creature for each slot level above 2nd.

-

Irresistible Dance

-

6th-level enchantment

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V

-

Duration: Concentration, up to 1 minute

-

Choose one creature that you can see within range. The target begins -a comic dance in place: shuffling, tapping its feet, and capering for -the duration. Creatures that can’t be charmed are immune to this -spell.

-

A dancing creature must use all its movement to dance without leaving -its space and has disadvantage on Dexterity saving throws and attack -rolls. While the target is affected by this spell, other creatures have -advantage on attack rolls against it. As an action, a dancing creature -makes a Wisdom saving throw to regain control of itself. On a successful -save, the spell ends.

-

Spells (J)

-

Jump

-

1st-level transmutation

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (a grasshopper’s hind leg)

-

Duration: 1 minute

-

You touch a creature. The creature’s jump distance is tripled until -the spell ends.

-

Spells (K)

-

Knock

-

2nd-level transmutation

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V

-

Duration: Instantaneous

-

Choose an object that you can see within range. The object can be a -door, a box, a chest, a set of manacles, a padlock, or another object -that contains a mundane or magical means that prevents access.

-

A target that is held shut by a mundane lock or that is stuck or -barred becomes unlocked, unstuck, or unbarred. If the object has -multiple locks, only one of them is unlocked.

-

If you choose a target that is held shut with arcane lock, -that spell is suppressed for 10 minutes, during which time the target -can be opened and shut normally.

-

When you cast the spell, a loud knock, audible from as far away as -300 feet, emanates from the target object.

-

Spells (L)

-

Legend Lore

-

5th-level divination

-

Casting Time: 10 minutes

-

Range: Self

-

Components: V, S, M (incense worth at least 250 gp, -which the spell consumes, and four ivory strips worth at least 50 gp -each)

-

Duration: Instantaneous

-

Name or describe a person, place, or object. The spell brings to your -mind a brief summary of the significant lore about the thing you named. -The lore might consist of current tales, forgotten stories, or even -secret lore that has never been widely known. If the thing you named -isn’t of legendary importance, you gain no information. The more -information you already have about the thing, the more precise and -detailed the information you receive is.

-

The information you learn is accurate but might be couched in -figurative language. For example, if you have a mysterious magic axe on -hand, the spell might yield this information: “Woe to the evildoer whose -hand touches the axe, for even the haft slices the hand of the evil -ones. Only a true Child of Stone, lover and beloved of Moradin, may -awaken the true powers of the axe, and only with the sacred word -Rudnogg on the lips.”

-

Lesser Restoration

-

2nd-level abjuration

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S

-

Duration: Instantaneous

-

You touch a creature and can end either one disease or one condition -afflicting it. The condition can be blinded, deafened, paralyzed, or -poisoned.

-

Levitate

-

2nd-level transmutation

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S, M (either a small leather loop or -a piece of golden wire bent into a cup shape with a long shank on one -end)

-

Duration: Concentration, up to 10 minutes

-

One creature or loose object of your choice that you can see within -range rises vertically, up to 20 feet, and remains suspended there for -the duration. The spell can levitate a target that weighs up to 500 -pounds. An unwilling creature that succeeds on a Constitution saving -throw is unaffected.

-

The target can move only by pushing or pulling against a fixed object -or surface within reach (such as a wall or a ceiling), which allows it -to move as if it were climbing. You can change the target’s altitude by -up to 20 feet in either direction on your turn. If you are the target, -you can move up or down as part of your move. Otherwise, you can use -your action to move the target, which must remain within the spell’s -range.

-

When the spell ends, the target floats gently to the ground if it is -still aloft.

-

Light

-

Evocation cantrip

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, M (a firefly or phosphorescent -moss)

-

Duration: 1 hour

-

You touch one object that is no larger than 10 feet in any dimension. -Until the spell ends, the object sheds bright light in a 20-foot radius -and dim light for an additional 20 feet. The light can be colored as you -like. Completely covering the object with something opaque blocks the -light. The spell ends if you cast it again or dismiss it as an -action.

-

If you target an object held or worn by a hostile creature, that -creature must succeed on a Dexterity saving throw to avoid the -spell.

-

Lightning Bolt

-

3rd-level evocation

-

Casting Time: 1 action

-

Range: Self (100-foot line)

-

Components: V, S, M (a bit of fur and a rod of -amber, crystal, or glass)

-

Duration: Instantaneous

-

A stroke of lightning forming a line 100 feet long and 5 feet wide -blasts out from you in a direction you choose. Each creature in the line -must make a Dexterity saving throw. A creature takes 8d6 lightning -damage on a failed save, or half as much damage on a successful one.

-

The lightning ignites flammable objects in the area that aren’t being -worn or carried.

-

At Higher Levels. When you cast this spell -using a spell slot of 4th level or higher, the damage increases by 1d6 -for each slot level above 3rd.

-

Locate Animals or Plants

-

2nd-level divination (ritual)

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S, M (a bit of fur from a -bloodhound)

-

Duration: Instantaneous

-

Describe or name a specific kind of beast or plant. Concentrating on -the voice of nature in your surroundings, you learn the direction and -distance to the closest creature or plant of that kind within 5 miles, -if any are present.

-

Locate Creature

-

4th-level divination

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S, M (a bit of fur from a -bloodhound)

-

Duration: Concentration, up to 1 hour

-

Describe or name a creature that is familiar to you. You sense the -direction to the creature’s location, as long as that creature is within -1,000 feet of you. If the creature is moving, you know the direction of -its movement.

-

The spell can locate a specific creature known to you, or the nearest -creature of a specific kind (such as a human or a unicorn), so long as -you have seen such a creature up close-within 30 feet-at least once. If -the creature you described or named is in a different form, such as -being under the effects of a polymorph spell, this spell -doesn’t locate the creature.

-

This spell can’t locate a creature if running water at least 10 feet -wide blocks a direct path between you and the creature.

-

Locate Object

-

2nd-level divination

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S, M (a forked twig)

-

Duration: Concentration, up to 10 minutes

-

Describe or name an object that is familiar to you. You sense the -direction to the object’s location, as long as that object is within -1,000 feet of you. If the object is in motion, you know the direction of -its movement.

-

The spell can locate a specific object known to you, as long as you -have seen it up close-within 30 feet-at least once. Alternatively, the -spell can locate the nearest object of a particular kind, such as a -certain kind of apparel, jewelry, furniture, tool, or weapon.

-

This spell can’t locate an object if any thickness of lead, even a -thin sheet, blocks a direct path between you and the object.

-

Longstrider

-

1st-level transmutation

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (a pinch of dirt)

-

Duration: 1 hour

-

You touch a creature. The target’s speed increases by 10 feet until -the spell ends.

-

At Higher Levels. When you cast this spell -using a spell slot of 2nd level or higher, you can target one additional -creature for each slot level above 1st.

-

Spells (M)

-

Mage Armor

-

1st-level abjuration

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (a piece of cured leather)

-

Duration: 8 hours

-

You touch a willing creature who isn’t wearing armor, and a -protective magical force surrounds it until the spell ends. The target’s -base AC becomes 13 + its Dexterity modifier. The spell ends if the -target dons armor or if you dismiss the spell as an action.

-

Mage Hand

-

Conjuration cantrip

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S

-

Duration: 1 minute

-

A spectral, floating hand appears at a point you choose within range. -The hand lasts for the duration or until you dismiss it as an action. -The hand vanishes if it is ever more than 30 feet away from you or if -you cast this spell again.

-

You can use your action to control the hand. You can use the hand to -manipulate an object, open an unlocked door or container, stow or -retrieve an item from an open container, or pour the contents out of a -vial. You can move the hand up to 30 feet each time you use it.

-

The hand can’t attack, activate magic items, or carry more than 10 -pounds.

-

Magic Circle

-

3rd-level abjuration

-

Casting Time: 1 minute

-

Range: 10 feet

-

Components: V, S, M (holy water or powdered silver -and iron worth at least 100 gp, which the spell consumes)

-

Duration: 1 hour

-

You create a 10-foot radius, 20-foot tall cylinder of magical energy -centered on a point on the ground that you can see within range. Glowing -runes appear wherever the cylinder intersects with the floor or other -surface.

-

Choose one or more of the following types of creatures: celestials, -elementals, fey, fiends, or undead. The circle affects a creature of the -chosen type in the following ways:

-
    -
  • The creature can’t willingly enter the cylinder by nonmagical means. -If the creature tries to use teleportation or interplanar travel to do -so, it must first succeed on a Charisma saving throw.
  • -
  • The creature has disadvantage on attack rolls against targets within -the cylinder.
  • -
  • Targets within the cylinder can’t be charmed, frightened, or -possessed by the creature.
  • -
-

When you cast this spell, you can elect to cause its magic to operate -in the reverse direction, preventing a creature of the specified type -from leaving the cylinder and protecting targets outside it.

-

At Higher Levels. When you cast this spell -using a spell slot of 4th level or higher, the duration increases by 1 -hour for each slot level above 3rd.

-

Magic Jar

-

6th-level necromancy

-

Casting Time: 1 minute

-

Range: Self

-

Components: V, S, M (a gem, crystal, reliquary, or -some other ornamental container worth at least 500 gp)

-

Duration: Until dispelled

-

Your body falls into a catatonic state as your soul leaves it and -enters the container you used for the spell’s material component. While -your soul inhabits the container, you are aware of your surroundings as -if you were in the container’s space. You can’t move or use reactions. -The only action you can take is to project your soul up to 100 feet out -of the container, either returning to your living body (and ending the -spell) or attempting to possess a humanoids body.

-

You can attempt to possess any humanoid within 100 feet of you that -you can see (creatures warded by a protection from evil and -good or magic circle spell can’t be possessed). The target -must make a Charisma saving throw. On a failure, your soul moves into -the target’s body, and the target’s soul becomes trapped in the -container. On a success, the target resists your efforts to possess it, -and you can’t attempt to possess it again for 24 hours.

-

Once you possess a creature’s body, you control it. Your game -statistics are replaced by the statistics of the creature, though you -retain your alignment and your Intelligence, Wisdom, and Charisma -scores. You retain the benefit of your own class features. If the target -has any class levels, you can’t use any of its class features.

-

Meanwhile, the possessed creature’s soul can perceive from the -container using its own senses, but it can’t move or take actions at -all.

-

While possessing a body, you can use your action to return from the -host body to the container if it is within 100 feet of you, returning -the host creature’s soul to its body. If the host body dies while you’re -in it, the creature dies, and you must make a Charisma saving throw -against your own spellcasting DC. On a success, you return to the -container if it is within 100 feet of you. Otherwise, you die.

-

If the container is destroyed or the spell ends, your soul -immediately returns to your body. If your body is more than 100 feet -away from you or if your body is dead when you attempt to return to it, -you die. If another creature’s soul is in the container when it is -destroyed, the creature’s soul returns to its body if the body is alive -and within 100 feet. Otherwise, that creature dies.

-

When the spell ends, the container is destroyed.

-

Magic Missile

-

1st-level evocation

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S

-

Duration: Instantaneous

-

You create three glowing darts of magical force. Each dart hits a -creature of your choice that you can see within range. A dart deals 1d4 -+ 1 force damage to its target. The darts all strike simultaneously, and -you can direct them to hit one creature or several.

-

At Higher Levels. When you cast this spell -using a spell slot of 2nd level or higher, the spell creates one more -dart for each slot level above 1st.

-

Magic Mouth

-

2nd-level illusion (ritual)

-

Casting Time: 1 minute

-

Range: 30 feet

-

Components: V, S, M (a small bit of honeycomb and -jade dust worth at least 10 gp, which the spell consumes)

-

Duration: Until dispelled

-

You implant a message within an object in range, a message that is -uttered when a trigger condition is met. Choose an object that you can -see and that isn’t being worn or carried by another creature. Then speak -the message, which must be 25 words or less, though it can be delivered -over as long as 10 minutes. Finally, determine the circumstance that -will trigger the spell to deliver your message.

-

When that circumstance occurs, a magical mouth appears on the object -and recites the message in your voice and at the same volume you spoke. -If the object you chose has a mouth or something that looks like a mouth -(for example, the mouth of a statue), the magical mouth appears there so -that the words appear to come from the object’s mouth. When you cast -this spell, you can have the spell end after it delivers its message, or -it can remain and repeat its message whenever the trigger occurs.

-

The triggering circumstance can be as general or as detailed as you -like, though it must be based on visual or audible conditions that occur -within 30 feet of the object. For example, you could instruct the mouth -to speak when any creature moves within 30 feet of the object or when a -silver bell rings within 30 feet of it.

-

Magic Weapon

-

2nd-level transmutation

-

Casting Time: 1 bonus action

-

Range: Touch

-

Components: V, S

-

Duration: Concentration, up to 1 hour

-

You touch a nonmagical weapon. Until the spell ends, that weapon -becomes a magic weapon with a +1 bonus to attack rolls and damage -rolls.

-

At Higher Levels. When you cast this spell -using a spell slot of 4th level or higher, the bonus increases to +2. -When you use a spell slot of 6th level or higher, the bonus increases to -+3.

-

Magnificent Mansion

-

7th-level conjuration

-

Casting Time: 1 minute

-

Range: 300 feet

-

Components: V, S, M (a miniature portal carved from -ivory, a small piece of polished marble, and a tiny silver spoon, each -item worth at least 5 gp)

-

Duration: 24 hours

-

You conjure an extradimensional dwelling in range that lasts for the -duration. You choose where its one entrance is located. The entrance -shimmers faintly and is 5 feet wide and 10 feet tall. You and any -creature you designate when you cast the spell can enter the -extradimensional dwelling as long as the portal remains open. You can -open or close the portal if you are within 30 feet of it. While closed, -the portal is invisible.

-

Beyond the portal is a magnificent foyer with numerous chambers -beyond. The atmosphere is clean, fresh, and warm.

-

You can create any floor plan you like, but the space can’t exceed 50 -cubes, each cube being 10 feet on each side. The place is furnished and -decorated as you choose. It contains sufficient food to serve a -nine-course banquet for up to 100 people. A staff of 100 -near-transparent servants attends all who enter. You decide the visual -appearance of these servants and their attire. They are completely -obedient to your orders. Each servant can perform any task a normal -human servant could perform, but they can’t attack or take any action -that would directly harm another creature. Thus the servants can fetch -things, clean, mend, fold clothes, light fires, serve food, pour wine, -and so on. The servants can go anywhere in the mansion but can’t leave -it. Furnishings and other objects created by this spell dissipate into -smoke if removed from the mansion. When the spell ends, any creatures -inside the extradimensional space are expelled into the open spaces -nearest to the entrance.

-

Major Image

-

3rd-level illusion

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S, M (a bit of fleece)

-

Duration: Concentration, up to 10 minutes

-

You create the image of an object, a creature, or some other visible -phenomenon that is no larger than a 20-foot cube. The image appears at a -spot that you can see within range and lasts for the duration. It seems -completely real, including sounds, smells, and temperature appropriate -to the thing depicted. You can’t create sufficient heat or cold to cause -damage, a sound loud enough to deal thunder damage or deafen a creature, -or a smell that might sicken a creature (like a troglodyte’s -stench).

-

As long as you are within range of the illusion, you can use your -action to cause the image to move to any other spot within range. As the -image changes location, you can alter its appearance so that its -movements appear natural for the image. For example, if you create an -image of a creature and move it, you can alter the image so that it -appears to be walking. Similarly, you can cause the illusion to make -different sounds at different times, even making it carry on a -conversation, for example.

-

Physical interaction with the image reveals it to be an illusion, -because things can pass through it. A creature that uses its action to -examine the image can determine that it is an illusion with a successful -Intelligence (Investigation) check against your spell save DC. If a -creature discerns the illusion for what it is, the creature can see -through the image, and its other sensory qualities become faint to the -creature.

-

At Higher Levels. When you cast this spell -using a spell slot of 6th level or higher, the spell lasts until -dispelled, without requiring your concentration.

-

Mass Cure Wounds

-

5th-level evocation

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S

-

Duration: Instantaneous

-

A wave of healing energy washes out from a point of your choice -within range. Choose up to six creatures in a 30-foot radius sphere -centered on that point. Each target regains hit points equal to 3d8 + -your spellcasting ability modifier. This spell has no effect on undead -or constructs.

-

At Higher Levels. When you cast this spell -using a spell slot of 6th level or higher, the healing increases by 1d8 -for each slot level above 5th.

-

Mass Heal

-

9th-level evocation

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S

-

Duration: Instantaneous

-

A flood of healing energy flows from you into injured creatures -around you. You restore up to 700 hit points, divided as you choose -among any number of creatures that you can see within range. Creatures -healed by this spell are also cured of all diseases and any effect -making them blinded or deafened. This spell has no effect on undead or -constructs.

-

Mass Healing Word

-

3rd-level evocation

-

Casting Time: 1 bonus action

-

Range: 60 feet

-

Components: V

-

Duration: Instantaneous

-

As you call out words of restoration, up to six creatures of your -choice that you can see within range regain hit points equal to 1d4 + -your spellcasting ability modifier. This spell has no effect on undead -or constructs.

-

At Higher Levels. When you cast this spell -using a spell slot of 4th level or higher, the healing increases by 1d4 -for each slot level above 3rd.

-

Mass Suggestion

-

6th-level enchantment

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, M (a snake’s tongue and either a bit -of honeycomb or a drop of sweet oil)

-

Duration: 24 hours

-

You suggest a course of activity (limited to a sentence or two) and -magically influence up to twelve creatures of your choice that you can -see within range and that can hear and understand you. Creatures that -can’t be charmed are immune to this effect. The suggestion must be -worded in such a manner as to make the course of action sound -reasonable. Asking the creature to stab itself, throw itself onto a -spear, immolate itself, or do some other obviously harmful act -automatically negates the effect of the spell.

-

Each target must make a Wisdom saving throw. On a failed save, it -pursues the course of action you described to the best of its ability. -The suggested course of action can continue for the entire duration. If -the suggested activity can be completed in a shorter time, the spell -ends when the subject finishes what it was asked to do.

-

You can also specify conditions that will trigger a special activity -during the duration. For example, you might suggest that a group of -soldiers give all their money to the first beggar they meet. If the -condition isn’t met before the spell ends, the activity isn’t -performed.

-

If you or any of your companions damage a creature affected by this -spell, the spell ends for that creature.

-

At Higher Levels. When you cast this spell -using a 7th-level spell slot, the duration is 10 days. When you use an -8th-level spell slot, the duration is 30 days. When you use a 9th-level -spell slot, the duration is a year and a day.

-

Maze

-

8th-level conjuration

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S

-

Duration: Concentration, up to 10 minutes

-

You banish a creature that you can see within range into a -labyrinthine demiplane. The target remains there for the duration or -until it escapes the maze.

-

The target can use its action to attempt to escape. When it does so, -it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the -spell ends (a minotaur or goristro demon automatically succeeds).

-

When the spell ends, the target reappears in the space it left or, if -that space is occupied, in the nearest unoccupied space.

-

Meld into Stone

-

3rd-level transmutation (ritual)

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S

-

Duration: 8 hours

-

You step into a stone object or surface large enough to fully contain -your body, melding yourself and all the equipment you carry with the -stone for the duration. Using your movement, you step into the stone at -a point you can touch. Nothing of your presence remains visible or -otherwise detectable by nonmagical senses.

-

While merged with the stone, you can’t see what occurs outside it, -and any Wisdom (Perception) checks you make to hear sounds outside it -are made with disadvantage. You remain aware of the passage of time and -can cast spells on yourself while merged in the stone. You can use your -movement to leave the stone where you entered it, which ends the spell. -You otherwise can’t move.

-

Minor physical damage to the stone doesn’t harm you, but its partial -destruction or a change in its shape (to the extent that you no longer -fit within it) expels you and deals 6d6 bludgeoning damage to you. The -stone’s complete destruction (or transmutation into a different -substance) expels you and deals 50 bludgeoning damage to you. If -expelled, you fall prone in an unoccupied space closest to where you -first entered.

-

Mending

-

Transmutation cantrip

-

Casting Time: 1 minute

-

Range: Touch

-

Components: V, S, M (two lodestones)

-

Duration: Instantaneous

-

This spell repairs a single break or tear in an object you touch, -such as a broken chain link, two halves of a broken key, a torn cloak, -or a leaking wineskin. As long as the break or tear is no larger than 1 -foot in any dimension, you mend it, leaving no trace of the former -damage.

-

This spell can physically repair a magic item or construct, but the -spell can’t restore magic to such an object.

-

Message

-

Transmutation cantrip

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S, M (a short piece of copper -wire)

-

Duration: 1 round

-

You point your finger toward a creature within range and whisper a -message. The target (and only the target) hears the message and can -reply in a whisper that only you can hear.

-

You can cast this spell through solid objects if you are familiar -with the target and know it is beyond the barrier. Magical silence, 1 -foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet -of wood blocks the spell. The spell doesn’t have to follow a straight -line and can travel freely around corners or through openings.

-

Meteor Swarm

-

9th-level evocation

-

Casting Time: 1 action

-

Range: 1 mile

-

Components: V, S

-

Duration: Instantaneous

-

Blazing orbs of fire plummet to the ground at four different points -you can see within range. Each creature in a 40-foot radius sphere -centered on each point you choose must make a Dexterity saving throw. -The sphere spreads around corners. A creature takes 20d6 fire damage and -20d6 bludgeoning damage on a failed save, or half as much damage on a -successful one. A creature in the area of more than one fiery burst is -affected only once.

-

The spell damages objects in the area and ignites flammable objects -that aren’t being worn or carried.

-

Mind Blank

-

8th-level abjuration

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S

-

Duration: 24 hours

-

Until the spell ends, one willing creature you touch is immune to -psychic damage, any effect that would sense its emotions or read its -thoughts, divination spells, and the charmed condition. The spell even -foils wish spells and spells or effects of similar power used -to affect the target’s mind or to gain information about the target.

-

Minor Illusion

-

Illusion cantrip

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: S, M (a bit of fleece)

-

Duration: 1 minute

-

You create a sound or an image of an object within range that lasts -for the duration. The illusion also ends if you dismiss it as an action -or cast this spell again.

-

If you create a sound, its volume can range from a whisper to a -scream. It can be your voice, someone else’s voice, a lion’s roar, a -beating of drums, or any other sound you choose. The sound continues -unabated throughout the duration, or you can make discrete sounds at -different times before the spell ends.

-

If you create an image of an object-such as a chair, muddy -footprints, or a small chest-it must be no larger than a 5-foot cube. -The image can’t create sound, light, smell, or any other sensory effect. -Physical interaction with the image reveals it to be an illusion, -because things can pass through it.

-

If a creature uses its action to examine the sound or image, the -creature can determine that it is an illusion with a successful -Intelligence (Investigation) check against your spell save DC. If a -creature discerns the illusion for what it is, the illusion becomes -faint to the creature.

-

Mirage Arcane

-

7th-level illusion

-

Casting Time: 10 minutes

-

Range: Sight

-

Components: V, S

-

Duration: 10 days

-

You make terrain in an area up to 1 mile square look, sound, smell, -and even feel like some other sort of terrain. The terrain’s general -shape remains the same, however. Open fields or a road could be made to -resemble a swamp, hill, crevasse, or some other difficult or impassable -terrain. A pond can be made to seem like a grassy meadow, a precipice -like a gentle slope, or a rock-strewn gully like a wide and smooth -road.

-

Similarly, you can alter the appearance of structures, or add them -where none are present. The spell doesn’t disguise, conceal, or add -creatures.

-

The illusion includes audible, visual, tactile, and olfactory -elements, so it can turn clear ground into difficult terrain (or vice -versa) or otherwise impede movement through the area. Any piece of the -illusory terrain (such as a rock or stick) that is removed from the -spell’s area disappears immediately.

-

Creatures with truesight can see through the illusion to the -terrain’s true form; however, all other elements of the illusion remain, -so while the creature is aware of the illusion’s presence, the creature -can still physically interact with the illusion.

-

Mirror Image

-

2nd-level illusion

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S

-

Duration: 1 minute

-

Three illusory duplicates of yourself appear in your space. Until the -spell ends, the duplicates move with you and mimic your actions, -shifting position so it’s impossible to track which image is real. You -can use your action to dismiss the illusory duplicates.

-

Each time a creature targets you with an attack during the spell’s -duration, roll a d20 to determine whether the attack instead targets one -of your duplicates.

-

If you have three duplicates, you must roll a 6 or higher to change -the attack’s target to a duplicate. With two duplicates, you must roll -an 8 or higher. With one duplicate, you must roll an 11 or higher.

-

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack -hits a duplicate, the duplicate is destroyed. A duplicate can be -destroyed only by an attack that hits it. It ignores all other damage -and effects. The spell ends when all three duplicates are destroyed.

-

A creature is unaffected by this spell if it can’t see, if it relies -on senses other than sight, such as blindsight, or if it can perceive -illusions as false, as with truesight.

-

Mislead

-

5th-level illusion

-

Casting Time: 1 action

-

Range: Self

-

Components: S

-

Duration: Concentration, up to 1 hour

-

You become invisible at the same time that an illusory double of you -appears where you are standing. The double lasts for the duration, but -the invisibility ends if you attack or cast a spell.

-

You can use your action to move your illusory double up to twice your -speed and make it gesture, speak, and behave in whatever way you -choose.

-

You can see through its eyes and hear through its ears as if you were -located where it is. On each of your turns as a bonus action, you can -switch from using its senses to using your own, or back again. While you -are using its senses, you are blinded and deafened in regard to your own -surroundings.

-

Misty Step

-

2nd-level conjuration

-

Casting Time: 1 bonus action

-

Range: Self

-

Components: V

-

Duration: Instantaneous

-

Briefly surrounded by silvery mist, you teleport up to 30 feet to an -unoccupied space that you can see.

-

Modify Memory

-

5th-level enchantment

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S

-

Duration: Concentration, up to 1 minute

-

You attempt to reshape another creature’s memories. One creature that -you can see must make a Wisdom saving throw. If you are fighting the -creature, it has advantage on the saving throw. On a failed save, the -target becomes charmed by you for the duration. The charmed target is -incapacitated and unaware of its surroundings, though it can still hear -you. If it takes any damage or is targeted by another spell, this spell -ends, and none of the target’s memories are modified.

-

While this charm lasts, you can affect the target’s memory of an -event that it experienced within the last 24 hours and that lasted no -more than 10 minutes. You can permanently eliminate all memory of the -event, allow the target to recall the event with perfect clarity and -exacting detail, change its memory of the details of the event, or -create a memory of some other event.

-

You must speak to the target to describe how its memories are -affected, and it must be able to understand your language for the -modified memories to take root. Its mind fills in any gaps in the -details of your description. If the spell ends before you have finished -describing the modified memories, the creature’s memory isn’t altered. -Otherwise, the modified memories take hold when the spell ends.

-

A modified memory doesn’t necessarily affect how a creature behaves, -particularly if the memory contradicts the creature’s natural -inclinations, alignment, or beliefs. An illogical modified memory, such -as implanting a memory of how much the creature enjoyed dousing itself -in acid, is dismissed, perhaps as a bad dream. The GM might deem a -modified memory too nonsensical to affect a creature in a significant -manner.

-

A remove curse or greater restoration spell cast on -the target restores the creature’s true memory.

-

At Higher Levels. If you cast this spell -using a spell slot of 6th level or higher, you can alter the target’s -memories of an event that took place up to 7 days ago (6th level), 30 -days ago (7th level), 1 year ago (8th level), or any time in the -creature’s past (9th level).

-

Moonbeam

-

2nd-level evocation

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S, M (several seeds of any moonseed -plant and a piece of opalescent feldspar)

-

Duration: Concentration, up to 1 minute

-

A silvery beam of pale light shines down in a 5-foot radius, 40-foot -high cylinder centered on a point within range. Until the spell ends, -dim light fills the cylinder.

-

When a creature enters the spell’s area for the first time on a turn -or starts its turn there, it is engulfed in ghostly flames that cause -searing pain, and it must make a Constitution saving throw. It takes -2d10 radiant damage on a failed save, or half as much damage on a -successful one.

-

A shapechanger makes its saving throw with disadvantage. If it fails, -it also instantly reverts to its original form and can’t assume a -different form until it leaves the spell’s light.

-

On each of your turns after you cast this spell, you can use an -action to move the beam up to 60 feet in any direction.

-

At Higher Levels. When you cast this spell -using a spell slot of 3rd level or higher, the damage increases by 1d10 -for each slot level above 2nd.

-

Move Earth

-

6th-level transmutation

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S, M (an iron blade and a small bag -containing a mixture of soils-clay, loam, and sand)

-

Duration: Concentration, up to 2 hours

-

Choose an area of terrain no larger than 40 feet on a side within -range. You can reshape dirt, sand, or clay in the area in any manner you -choose for the duration. You can raise or lower the area’s elevation, -create or fill in a trench, erect or flatten a wall, or form a pillar. -The extent of any such changes can’t exceed half the area’s largest -dimension. So, if you affect a 40-foot square, you can create a pillar -up to 20 feet high, raise or lower the square’s elevation by up to 20 -feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes -for these changes to complete.

-

At the end of every 10 minutes you spend concentrating on the spell, -you can choose a new area of terrain to affect.

-

Because the terrain’s transformation occurs slowly, creatures in the -area can’t usually be trapped or injured by the ground’s movement.

-

This spell can’t manipulate natural stone or stone construction. -Rocks and structures shift to accommodate the new terrain. If the way -you shape the terrain would make a structure unstable, it might -collapse.

-

Similarly, this spell doesn’t directly affect plant growth. The moved -earth carries any plants along with it.

-

Spells (N)

-

Nondetection

-

3rd-level abjuration

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (a pinch of diamond dust worth -25 gp sprinkled over the target, which the spell consumes)

-

Duration: 8 hours

-

For the duration, you hide a target that you touch from divination -magic. The target can be a willing creature or a place or an object no -larger than 10 feet in any dimension. The target can’t be targeted by -any divination magic or perceived through magical scrying sensors.

-

Spells (O)

-

Spells (P)

-

Pass without Trace

-

2nd-level abjuration

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S, M (ashes from a burned leaf of -mistletoe and a sprig of spruce)

-

Duration: Concentration, up to 1 hour

-

A veil of shadows and silence radiates from you, masking you and your -companions from detection. For the duration, each creature you choose -within 30 feet of you (including you) has a +10 bonus to Dexterity -(Stealth) checks and can’t be tracked except by magical means. A -creature that receives this bonus leaves behind no tracks or other -traces of its passage.

-

Passwall

-

5th-level transmutation

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S, M (a pinch of sesame seeds)

-

Duration: 1 hour

-

A passage appears at a point of your choice that you can see on a -wooden, plaster, or stone surface (such as a wall, a ceiling, or a -floor) within range, and lasts for the duration. You choose the -opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. -The passage creates no instability in a structure surrounding it.

-

When the opening disappears, any creatures or objects still in the -passage created by the spell are safely ejected to an unoccupied space -nearest to the surface on which you cast the spell.

-

Phantasmal Killer

-

4th-level illusion

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S

-

Duration: Concentration, up to 1 minute

-

You tap into the nightmares of a creature you can see within range -and create an illusory manifestation of its deepest fears, visible only -to that creature. The target must make a Wisdom saving throw. On a -failed save, the target becomes frightened for the duration. At the end -of each of the target’s turns before the spell ends, the target must -succeed on a Wisdom saving throw or take 4d10 psychic damage. On a -successful save, the spell ends.

-

At Higher Levels. When you cast this spell -using a spell slot of 5th level or higher, the damage increases by 1d10 -for each slot level above 4th.

-

Phantom Steed

-

3rd-level illusion (ritual)

-

Casting Time: 1 minute

-

Range: 30 feet

-

Components: V, S

-

Duration: 1 hour

-

A Large quasi-real, horselike creature appears on the ground in an -unoccupied space of your choice within range. You decide the creature’s -appearance, but it is equipped with a saddle, bit, and bridle. Any of -the equipment created by the spell vanishes in a puff of smoke if it is -carried more than 10 feet away from the steed.

-

For the duration, you or a creature you choose can ride the steed. -The creature uses the statistics for a riding horse, except it has a -speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a -fast pace. When the spell ends, the steed gradually fades, giving the -rider 1 minute to dismount. The spell ends if you use an action to -dismiss it or if the steed takes any damage.

-

Planar Ally

-

6th-level conjuration

-

Casting Time: 10 minutes

-

Range: 60 feet

-

Components: V, S

-

Duration: Instantaneous

-

You beseech an otherworldly entity for aid. The being must be known -to you: a god, a primordial, a demon prince, or some other being of -cosmic power. That entity sends a celestial, an elemental, or a fiend -loyal to it to aid you, making the creature appear in an unoccupied -space within range. If you know a specific creature’s name, you can -speak that name when you cast this spell to request that creature, -though you might get a different creature anyway (GM’s choice).

-

When the creature appears, it is under no compulsion to behave in any -particular way. You can ask the creature to perform a service in -exchange for payment, but it isn’t obliged to do so. The requested task -could range from simple (fly us across the chasm, or help us fight a -battle) to complex (spy on our enemies, or protect us during our foray -into the dungeon). You must be able to communicate with the creature to -bargain for its services.

-

Payment can take a variety of forms. A celestial might require a -sizable donation of gold or magic items to an allied temple, while a -fiend might demand a living sacrifice or a gift of treasure. Some -creatures might exchange their service for a quest undertaken by -you.

-

As a rule of thumb, a task that can be measured in minutes requires a -payment worth 100 gp per minute. A task measured in hours requires 1,000 -gp per hour. And a task measured in days (up to 10 days) requires 10,000 -gp per day. The GM can adjust these payments based on the circumstances -under which you cast the spell. If the task is aligned with the -creature’s ethos, the payment might be halved or even waived. -Nonhazardous tasks typically require only half the suggested payment, -while especially dangerous tasks might require a greater gift. Creatures -rarely accept tasks that seem suicidal.

-

After the creature completes the task, or when the agreed-upon -duration of service expires, the creature returns to its home plane -after reporting back to you, if appropriate to the task and if possible. -If you are unable to agree on a price for the creature’s service, the -creature immediately returns to its home plane.

-

A creature enlisted to join your group counts as a member of it, -receiving a full share of experience points awarded.

-

Planar Binding

-

5th-level abjuration

-

Casting Time: 1 hour

-

Range: 60 feet

-

Components: V, S, M (a jewel worth at least 1,000 -gp, which the spell consumes)

-

Duration: 24 hours

-

With this spell, you attempt to bind a celestial, an elemental, a -fey, or a fiend to your service. The creature must be within range for -the entire casting of the spell. (Typically, the creature is first -summoned into the center of an inverted magic circle in order -to keep it trapped while this spell is cast.) At the completion of the -casting, the target must make a Charisma saving throw. On a failed save, -it is bound to serve you for the duration. If the creature was summoned -or created by another spell, that spell’s duration is extended to match -the duration of this spell.

-

A bound creature must follow your instructions to the best of its -ability. You might command the creature to accompany you on an -adventure, to guard a location, or to deliver a message. The creature -obeys the letter of your instructions, but if the creature is hostile to -you, it strives to twist your words to achieve its own objectives. If -the creature carries out your instructions completely before the spell -ends, it travels to you to report this fact if you are on the same plane -of existence. If you are on a different plane of existence, it returns -to the place where you bound it and remains there until the spell -ends.

-

At Higher Levels. When you cast this spell -using a spell slot of a higher level, the duration increases to 10 days -with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days -with an 8th-level slot, and to a year and a day with a 9th-level spell -slot.

-

Plane Shift

-

7th-level conjuration

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (a forked, metal rod worth at -least 250 gp, attuned to a particular plane of existence)

-

Duration: Instantaneous

-

You and up to eight willing creatures who link hands in a circle are -transported to a different plane of existence. You can specify a target -destination in general terms, such as the City of Brass on the Elemental -Plane of Fire or the palace of Dispater on the second level of the Nine -Hells, and you appear in or near that destination. If you are trying to -reach the City of Brass, for example, you might arrive in its Street of -Steel, before its Gate of Ashes, or looking at the city from across the -Sea of Fire, at the GM’s discretion.

-

Alternatively, if you know the sigil sequence of a teleportation -circle on another plane of existence, this spell can take you to that -circle. If the teleportation circle is too small to hold all the -creatures you transported, they appear in the closest unoccupied spaces -next to the circle.

-

You can use this spell to banish an unwilling creature to another -plane. Choose a creature within your reach and make a melee spell attack -against it. On a hit, the creature must make a Charisma saving throw. If -the creature fails this save, it is transported to a random location on -the plane of existence you specify. A creature so transported must find -its own way back to your current plane of existence.

-

Plant Growth

-

3rd-level transmutation

-

Casting Time: 1 action or 8 hours

-

Range: 150 feet

-

Components: V, S

-

Duration: Instantaneous

-

This spell channels vitality into plants within a specific area. -There are two possible uses for the spell, granting either immediate or -long-term benefits.

-

If you cast this spell using 1 action, choose a point within range. -All normal plants in a 100-foot radius centered on that point become -thick and overgrown. A creature moving through the area must spend 4 -feet of movement for every 1 foot it moves.

-

You can exclude one or more areas of any size within the spell’s area -from being affected.

-

If you cast this spell over 8 hours, you enrich the land. All plants -in a half-mile radius centered on a point within range become enriched -for 1 year. The plants yield twice the normal amount of food when -harvested.

-

Poison Spray

-

Conjuration cantrip

-

Casting Time: 1 action

-

Range: 10 feet

-

Components: V, S

-

Duration: Instantaneous

-

You extend your hand toward a creature you can see within range and -project a puff of noxious gas from your palm. The creature must succeed -on a Constitution saving throw or take 1d12 poison damage.

-

This spell’s damage increases by 1d12 when you  reach 5th level -(2d12), 11th level (3d12), and 17th level (4d12).

-

Polymorph

-

4th-level transmutation

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S, M (a caterpillar cocoon)

-

Duration: Concentration, up to 1 hour

-

This spell transforms a creature that you can see within range into a -new form. An unwilling creature must make a Wisdom saving throw to avoid -the effect. The spell has no effect on a shapechanger or a creature with -0 hit points.

-

The transformation lasts for the duration, or until the target drops -to 0 hit points or dies. The new form can be any beast whose challenge -rating is equal to or less than the target’s (or the target’s level, if -it doesn’t have a challenge rating). The target’s game statistics, -including mental ability scores, are replaced by the statistics of the -chosen beast. It retains its alignment and personality.

-

The target assumes the hit points of its new form. When it reverts to -its normal form, the creature returns to the number of hit points it had -before it transformed. If it reverts as a result of dropping to 0 hit -points, any excess damage carries over to its normal form. As long as -the excess damage doesn’t reduce the creature’s normal form to 0 hit -points, it isn’t knocked unconscious.

-

The creature is limited in the actions it can perform by the nature -of its new form, and it can’t speak, cast spells, or take any other -action that requires hands or speech.

-

The target’s gear melds into the new form. The creature can’t -activate, use, wield, or otherwise benefit from any of its -equipment.

-

Power Word Kill

-

9th-level enchantment

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V

-

Duration: Instantaneous

-

You utter a word of power that can compel one creature you can see -within range to die instantly. If the creature you choose has 100 hit -points or fewer, it dies. Otherwise, the spell has no effect.

-

Power Word Stun

-

8th-level enchantment

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V

-

Duration: Instantaneous

-

You speak a word of power that can overwhelm the mind of one creature -you can see within range, leaving it dumbfounded. If the target has 150 -hit points or fewer, it is stunned. Otherwise, the spell has no -effect.

-

The stunned target must make a Constitution saving throw at the end -of each of its turns. On a successful save, this stunning effect -ends.

-

Prayer of Healing

-

2nd-level evocation

-

Casting Time: 10 minutes

-

Range: 30 feet

-

Components: V

-

Duration: Instantaneous

-

Up to six creatures of your choice that you can see within range each -regain hit points equal to 2d8 + your spellcasting ability modifier. -This spell has no effect on undead or constructs.

-

At Higher Levels. When you cast this spell -using a spell slot of 3rd level or higher, the healing increases by 1d8 -for each slot level above 2nd.

-

Prestidigitation

-

Transmutation cantrip

-

Casting Time: 1 action

-

Range: 10 feet

-

Components: V, S

-

Duration: Up to 1 hour

-

This spell is a minor magical trick that novice spellcasters use for -practice. You create one of the following magical effects within -Range:

-
    -
  • You create an instantaneous, harmless sensory effect, such as a -shower of sparks, a puff of wind, faint musical notes, or an odd -odor.
  • -
  • You instantaneously light or snuff out a candle, a torch, or a small -campfire.
  • -
  • You instantaneously clean or soil an object no larger than 1 cubic -foot.
  • -
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material -for 1 hour.
  • -
  • You make a color, a small mark, or a symbol appear on an object or a -surface for 1 hour.
  • -
  • You create a nonmagical trinket or an illusory image that can fit in -your hand and that lasts until the end of your next turn.
  • -
-

If you cast this spell multiple times, you can have up to three of -its non-instantaneous effects active at a time, and you can dismiss such -an effect as an action.

-

Prismatic Spray

-

7th-level evocation

-

Casting Time: 1 action

-

Range: Self (60-foot cone)

-

Components: V, S

-

Duration: Instantaneous

-

Eight multicolored rays of light flash from your hand. Each ray is a -different color and has a different power and purpose. Each creature in -a 60-foot cone must make a Dexterity saving throw. For each target, roll -a d8 to determine which color ray affects it.

-
    -
  • Red. The target takes 10d6 fire damage on -a failed save, or half as much damage on a successful one.
  • -
  • Orange. The target takes 10d6 acid damage -on a failed save, or half as much damage on a successful one.
  • -
  • Yellow. The target takes 10d6 lightning -damage on a failed save, or half as much damage on a successful -one.
  • -
  • Green. The target takes 10d6 poison damage -on a failed save, or half as much damage on a successful one.
  • -
  • Blue. The target takes 10d6 cold damage on -a failed save, or half as much damage on a successful one.
  • -
  • Indigo. On a failed save, the target is -restrained. It must then make a Constitution saving throw at the end of -each of its turns. If it successfully saves three times, the spell ends. -If it fails its save three times, it permanently turns to stone and is -subjected to the petrified condition. The successes and failures don’t -need to be consecutive; keep track of both until the target collects -three of a kind.
  • -
  • Violet. On a failed save, the target is -blinded. It must then make a Wisdom saving throw at the start of your -next turn. A successful save ends the blindness. If it fails that save, -the creature is transported to another plane of existence of the GM’s -choosing and is no longer blinded. (Typically, a creature that is on a -plane that isn’t its home plane is banished home, while other creatures -are usually cast into the Astral or Ethereal planes.)
  • -
  • Special. The target is struck by two rays. -Roll twice more, rerolling any 8.
  • -
-

Prismatic Wall

-

9th-level abjuration

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S

-

Duration: 10 minutes

-

The spell no longer refers to a rod of cancellation, and the text -clarifies that dispel magic works only against the violet layer.

-

A shimmering, multicolored plane of light forms a vertical opaque -wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered on a -point you can see within range. Alternatively, you can shape the wall -into a sphere up to 30 feet in diameter centered on a point you choose -within range. The wall remains in place for the duration. If you -position the wall so that it passes through a space occupied by a -creature, the spell fails, and your action and the spell slot are -wasted.

-

The wall sheds bright light out to a range of 100 feet and dim light -for an additional 100 feet. You and creatures you designate at the time -you cast the spell can pass through and remain near the wall without -harm. If another creature that can see the wall moves to within 20 feet -of it or starts its turn there, the creature must succeed on a -Constitution saving throw or become blinded for 1 minute.

-

The wall consists of seven layers, each with a different color. When -a creature attempts to reach into or pass through the wall, it does so -one layer at a time through all the wall’s layers. As it passes or -reaches through each layer, the creature must make a Dexterity saving -throw or be affected by that layer’s properties as described below.

-

The wall can be destroyed, also one layer at a time, in order from -red to violet, by means specific to each layer. Once a layer is -destroyed, it remains so for the duration of the spell. An antimagic -field has no effect on it.

-
    -
  • Red. The creature takes 10d6 fire damage -on a failed save, or half as much damage on a successful one. While this -layer is in place, nonmagical ranged attacks can’t pass through the -wall. The layer can be destroyed by dealing at least 25 cold damage to -it.
  • -
  • Orange. The creature takes 10d6 acid -damage on a failed save, or half as much damage on a successful one. -While this layer is in place, magical ranged attacks can’t pass through -the wall. The layer is destroyed by a strong wind.
  • -
  • Yellow. The creature takes 10d6 lightning -damage on a failed save, or half as much damage on a successful one. -This layer can be destroyed by dealing at least 60 force damage to -it.
  • -
  • Green. The creature takes 10d6 poison -damage on a failed save, or half as much damage on a successful one. A -passwall spell, or another spell of equal or greater level that -can open a portal on a solid surface, destroys this layer.
  • -
  • Blue. The creature takes 10d6 cold damage -on a failed save, or half as much damage on a successful one. This layer -can be destroyed by dealing at least 25 fire damage to it.
  • -
  • Indigo. On a failed save, the creature is -restrained. It must then make a Constitution saving throw at the end of -each of its turns. If it successfully saves three times, the spell ends. -If it fails its save three times, it permanently turns to stone and is -subjected to the petrified condition. The successes and failures don’t -need to be consecutive; keep track of both until the creature collects -three of a kind. While this layer is in place, spells can’t be cast -through the wall. The layer is destroyed by bright light shed by a -daylight spell or a similar spell of equal or higher -level.
  • -
  • Violet. On a failed save, the creature is -blinded. It must then make a Wisdom saving throw at the start of your -next turn. A successful save ends the blindness. If it fails that save, -the creature is transported to another plane of the GM’s choosing and is -no longer blinded. (Typically, a creature that is on a plane that isn’t -its home plane is banished home, while other creatures are usually cast -into the Astral or Ethereal planes.) This layer is destroyed by a -dispel magic spell or a similar spell of equal or higher level -that can end spells and magical effects.
  • -
-

Private Sanctum

-

4th-level abjuration

-

Casting Time: 10 minutes

-

Range: 120 feet

-

Components: V, S, M (a thin sheet of lead, a piece -of opaque glass, a wad of cotton or cloth, and powdered chrysolite)

-

Duration: 24 hours

-

You make an area within range magically secure. The area is a cube -that can be as small as 5 feet to as large as 100 feet on each side. The -spell lasts for the duration or until you use an action to dismiss -it.

-

When you cast the spell, you decide what sort of security the spell -provides, choosing any or all of the following properties:

-
    -
  • Sound can’t pass through the barrier at the edge of the warded -area.
  • -
  • The barrier of the warded area appears dark and foggy, preventing -vision (including darkvision) through it.
  • -
  • Sensors created by divination spells can’t appear inside the -protected area or pass through the barrier at its perimeter.
  • -
  • Creatures in the area can’t be targeted by divination spells.
  • -
  • Nothing can teleport into or out of the warded area.
  • -
  • Planar travel is blocked within the warded area. Casting this spell -on the same spot every day for a year makes this effect permanent.
  • -
-

At Higher Levels. When you cast this spell -using a spell slot of 5th level or higher, you can increase the size of -the cube by 100 feet for each slot level beyond 4th. Thus you could -protect a cube that can be up to 200 feet on one side by using a spell -slot of 5th level.

-

Produce Flame

-

Conjuration cantrip

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S

-

Duration: 10 minutes

-

A flickering flame appears in your hand. The flame remains there for -the duration and harms neither you nor your equipment. The flame sheds -bright light in a 10-foot radius and dim light for an additional 10 -feet. The spell ends if you dismiss it as an action or if you cast it -again.

-

You can also attack with the flame, although doing so ends the spell. -When you cast this spell, or as an action on a later turn, you can hurl -the flame at a creature within 30 feet of you. Make a ranged spell -attack. On a hit, the target takes 1d8 fire damage.

-

This spell’s damage increases by 1d8 when you reach 5th level (2d8), -11th level (3d8), and 17th level (4d8).

-

Programmed Illusion

-

6th-level illusion

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S, M (a bit of fleece and jade dust -worth at least 25 gp)

-

Duration: Until dispelled

-

You create an illusion of an object, a creature, or some other -visible phenomenon within range that activates when a specific condition -occurs. The illusion is imperceptible until then. It must be no larger -than a 30-foot cube, and you decide when you cast the spell how the -illusion behaves and what sounds it makes. This scripted performance can -last up to 5 minutes.

-

When the condition you specify occurs, the illusion springs into -existence and performs in the manner you described. Once the illusion -finishes performing, it disappears and remains dormant for 10 minutes. -After this time, the illusion can be activated again.

-

The triggering condition can be as general or as detailed as you -like, though it must be based on visual or audible conditions that occur -within 30 feet of the area. For example, you could create an illusion of -yourself to appear and warn off others who attempt to open a trapped -door, or you could set the illusion to trigger only when a creature says -the correct word or phrase.

-

Physical interaction with the image reveals it to be an illusion, -because things can pass through it. A creature that uses its action to -examine the image can determine that it is an illusion with a successful -Intelligence (Investigation) check against your spell save DC. If a -creature discerns the illusion for what it is, the creature can see -through the image, and any noise it makes sounds hollow to the -creature.

-

Project Image

-

7th-level illusion

-

Casting Time: 1 action

-

Range: 500 miles

-

Components: V, S, M (a small replica of you made -from materials worth at least 5 gp)

-

Duration: Concentration, up to 1 day

-

You create an illusory copy of yourself that lasts for the duration. -The copy can appear at any location within range that you have seen -before, regardless of intervening obstacles. The illusion looks and -sounds like you but is intangible. If the illusion takes any damage, it -disappears, and the spell ends.

-

You can use your action to move this illusion up to twice your speed, -and make it gesture, speak, and behave in whatever way you choose. It -mimics your mannerisms perfectly.

-

You can see through its eyes and hear through its ears as if you were -in its space. On your turn as a bonus action, you can switch from using -its senses to using your own, or back again. While you are using its -senses, you are blinded and deafened in regard to your own -surroundings.

-

Physical interaction with the image reveals it to be an illusion, -because things can pass through it. A

-

creature that uses its action to examine the image can determine that -it is an illusion with a successful Intelligence (Investigation) check -against your spell save DC. If a creature discerns the illusion for what -it is, the creature can see through the image, and any noise it makes -sounds hollow to the creature.

-

Protection from Energy

-

3rd-level abjuration

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S

-

Duration: Concentration, up to 1 hour

-

For the duration, the willing creature you touch has resistance to -one damage type of your choice: acid, cold, fire, lightning, or -thunder.

-

Protection from Evil and -Good

-

1st-level abjuration

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (holy water or powdered silver -and iron, which the spell consumes)

-

Duration: Concentration up to 10 minutes

-

Until the spell ends, one willing creature you touch is protected -against certain types of creatures: aberrations, celestials, elementals, -fey, fiends, and undead.

-

The protection grants several benefits. Creatures of those types have -disadvantage on attack rolls against the target. The target also can’t -be charmed, frightened, or possessed by them. If the target is already -charmed, frightened, or possessed by such a creature, the target has -advantage on any new saving throw against the relevant effect.

-

Protection from Poison

-

2nd-level abjuration

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S

-

Duration: 1 hour

-

You touch a creature. If it is poisoned, you neutralize the poison. -If more than one poison afflicts the target, you neutralize one poison -that you know is present, or you neutralize one at random.

-

For the duration, the target has advantage on saving throws against -being poisoned, and it has resistance to poison damage.

-

Purify Food and Drink

-

1st-level transmutation (ritual)

-

Casting Time: 1 action

-

Range: 10 feet

-

Components: V, S

-

Duration: Instantaneous

-

All nonmagical food and drink within a 5-foot radius sphere centered -on a point of your choice within range is purified and rendered free of -poison and disease.

-

Spells (Q)

-

Spells (R)

-

Raise Dead

-

5th-level necromancy

-

Casting Time: 1 hour

-

Range: Touch

-

Components: V, S, M (a diamond worth at least 500 -gp, which the spell consumes)

-

Duration: Instantaneous

-

You return a dead creature you touch to life, provided that it has -been dead no longer than 10 days. If the creature’s soul is both willing -and at liberty to rejoin the body, the creature returns to life with 1 -hit point.

-

This spell also neutralizes any poisons and cures nonmagical diseases -that affected the creature at the time it died. This spell doesn’t, -however, remove magical diseases, curses, or similar effects; if these -aren’t first removed prior to casting the spell, they take effect when -the creature returns to life. The spell can’t return an undead creature -to life.

-

This spell closes all mortal wounds, but it doesn’t restore missing -body parts. If the creature is lacking body parts or organs integral for -its survival-its head, for instance-the spell automatically fails.

-

Coming back from the dead is an ordeal. The target takes a -4 penalty -to all attack rolls, saving throws, and ability checks. Every time the -target finishes a long rest, the penalty is reduced by 1 until it -disappears.

-

Ray of Enfeeblement

-

2nd-level necromancy

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S

-

Duration: Concentration, up to 1 minute

-

A black beam of enervating energy springs from your finger toward a -creature within range. Make a ranged spell attack against the target. On -a hit, the target deals only half damage with weapon attacks that use -Strength until the spell ends.

-

At the end of each of the target’s turns, it can make a Constitution -saving throw against the spell. On a success, the spell ends.

-

Ray of Frost

-

Evocation cantrip

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S

-

Duration: Instantaneous

-

A frigid beam of blue-white light streaks toward a creature within -range. Make a ranged spell attack against the target. On a hit, it takes -1d8 cold damage, and its speed is reduced by 10 feet until the start of -your next turn.

-

The spell’s damage increases by 1d8 when you reach 5th level (2d8), -11th level (3d8), and 17th level (4d8).

-

Regenerate

-

7th-level transmutation

-

Casting Time: 1 minute

-

Range: Touch

-

Components: V, S, M (a prayer wheel and holy -water)

-

Duration: 1 hour

-

You touch a creature and stimulate its natural healing ability. The -target regains 4d8 + 15 hit points. For the duration of the spell, the -target regains 1 hit point at the start of each of its turns (10 hit -points each minute).

-

The target’s severed body members (fingers, legs, tails, and so on), -if any, are restored after 2 minutes. If you have the severed part and -hold it to the stump, the spell instantaneously causes the limb to knit -to the stump.

-

Reincarnate

-

5th-level transmutation

-

Casting Time: 1 hour

-

Range: Touch

-

Components: V, S, M (rare oils and unguents worth at -least 1,000 gp, which the spell consumes)

-

Duration: Instantaneous

-

You touch a dead humanoid or a piece of a dead humanoid. Provided -that the creature has been dead no longer than 10 days, the spell forms -a new adult body for it and then calls the soul to enter that body.

-

If the target’s soul isn’t free or willing to do so, the spell -fails.

-

The magic fashions a new body for the creature to inhabit, which -likely causes the creature’s race to change. The GM rolls a d100 and -consults the following table to determine what form the creature takes -when restored to life, or the GM chooses a form.

-

Table- Reincarnate Race

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d100Race
01-04Dragonborn
05-13Dwarf, hill
14-21Dwarf, mountain
22-25Elf, dark
26-34Elf, high
35-42Elf, wood
43-46Gnome, forest
47-52Gnome, rock
53-56Half-elf
57-60Half-orc
61-68Halfling, lightfoot
69-76Halfling, stout
77-96Human
97-00Tiefling
-

The reincarnated creature recalls its former life and experiences. It -retains the capabilities it had in its original form, except it -exchanges its original race for the new one and changes its racial -traits accordingly.

-

Remove Curse

-

3rd-level abjuration

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S

-

Duration: Instantaneous

-

At your touch, all curses affecting one creature or object end. If -the object is a cursed magic item, its curse remains, but the spell -breaks its owner’s attunement to the object so it can be removed or -discarded.

-

Resilient Sphere

-

4th-level evocation

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S, M (a hemispherical piece of clear -crystal and a matching hemispherical piece of gum arabic)

-

Duration: Concentration, up to 1 minute

-

A sphere of shimmering force encloses a creature or object of Large -size or smaller within range. An unwilling creature must make a -Dexterity saving throw. On a failed save, the creature is enclosed for -the duration.

-

Nothing-not physical objects, energy, or other spell effects-can pass -through the barrier, in or out, though a creature in the sphere can -breathe there. The sphere is immune to all damage, and a creature or -object inside can’t be damaged by attacks or effects originating from -outside, nor can a creature inside the sphere damage anything outside -it.

-

The sphere is weightless and just large enough to contain the -creature or object inside. An enclosed creature can use its action to -push against the sphere’s walls and thus roll the sphere at up to half -the creature’s speed. Similarly, the globe can be picked up and moved by -other creatures.

-

A disintegrate spell targeting the globe destroys it without -harming anything inside it.

-

Resistance

-

Abjuration cantrip

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (a miniature cloak)

-

Duration: Concentration, up to 1 minute

-

You touch one willing creature. Once before the spell ends, the -target can roll a d4 and add the number rolled to one saving throw of -its choice. It can roll the die before or after making the saving throw. -The spell then ends.

-

Resurrection

-

7th-level necromancy

-

Casting Time: 1 hour

-

Range: Touch

-

Components: V, S, M (a diamond worth at least 1,000 -gp, which the spell consumes)

-

Duration: Instantaneous

-

You touch a dead creature that has been dead for no more than a -century, that didn’t die of old age, and that isn’t undead. If its soul -is free and willing, the target returns to life with all its hit -points.

-

This spell neutralizes any poisons and cures normal diseases -afflicting the creature when it died. It doesn’t, however, remove -magical diseases, curses, and the like; if such effects aren’t removed -prior to casting the spell, they afflict the target on its return to -life.

-

This spell closes all mortal wounds and restores any missing body -parts.

-

Coming back from the dead is an ordeal. The target takes a -4 penalty -to all attack rolls, saving throws, and ability checks. Every time the -target finishes a long rest, the penalty is reduced by 1 until it -disappears.

-

Casting this spell to restore life to a creature that has been dead -for one year or longer taxes you greatly. Until you finish a long rest, -you can’t cast spells again, and you have disadvantage on all attack -rolls, ability checks, and saving throws.

-

Reverse Gravity

-

7th-level transmutation

-

Casting Time: 1 action

-

Range: 100 feet

-

Components: V, S, M (a lodestone and iron -filings)

-

Duration: Concentration, up to 1 minute

-

This spell reverses gravity in a 50-foot radius, 100-foot high -cylinder centered on a point within range. All creatures and objects -that aren’t somehow anchored to the ground in the area fall upward and -reach the top of the area when you cast this spell. A creature can make -a Dexterity saving throw to grab onto a fixed object it can reach, thus -avoiding the fall.

-

If some solid object (such as a ceiling) is encountered in this fall, -falling objects and creatures strike it just as they would during a -normal downward fall. If an object or creature reaches the top of the -area without striking anything, it remains there, oscillating slightly, -for the duration.

-

At the end of the duration, affected objects and creatures fall back -down.

-

Revivify

-

3rd-level necromancy

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (diamonds worth 300 gp, which -the spell consumes)

-

Duration: Instantaneous

-

You touch a creature that has died within the last minute. That -creature returns to life with 1 hit point. This spell can’t return to -life a creature that has died of old age, nor can it restore any missing -body parts.

-

Rope Trick

-

2nd-level transmutation

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (powdered corn extract and a -twisted loop of parchment)

-

Duration: 1 hour

-

You touch a length of rope that is up to 60 feet long. One end of the -rope then rises into the air until the whole rope hangs perpendicular to -the ground. At the upper end of the rope, an invisible entrance opens to -an extradimensional space that lasts until the spell ends.

-

The extradimensional space can be reached by climbing to the top of -the rope. The space can hold as many as eight Medium or smaller -creatures. The rope can be pulled into the space, making the rope -disappear from view outside the space.

-

Attacks and spells can’t cross through the entrance into or out of -the extradimensional space, but those inside can see out of it as if -through a 3-foot-by-5-foot window centered on the rope.

-

Anything inside the extradimensional space drops out when the spell -ends.

-

Spells (S)

-

Sacred Flame

-

Evocation cantrip

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S

-

Duration: Instantaneous

-

Flame-like radiance descends on a creature that you can see within -range. The target must succeed on a Dexterity saving throw or take 1d8 -radiant damage. The target gains no benefit from cover for this saving -throw.

-

The spell’s damage increases by 1d8 when you reach 5th level (2d8), -11th level (3d8), and 17th level (4d8).

-

Sanctuary

-

1st-level abjuration

-

Casting Time: 1 bonus action

-

Range: 30 feet

-

Components: V, S, M (a small silver mirror)

-

Duration: 1 minute

-

You ward a creature within range against attack. Until the spell -ends, any creature who targets the warded creature with an attack or a -harmful spell must first make a Wisdom saving throw. On a failed save, -the creature must choose a new target or lose the attack or spell. This -spell doesn’t protect the warded creature from area effects, such as the -explosion of a fireball.

-

If the warded creature makes an attack, casts a spell that affects an -enemy, or deals damage to another creature, this spell ends.

-

Scorching Ray

-

2nd-level evocation

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S

-

Duration: Instantaneous

-

You create three rays of fire and hurl them at targets within range. -You can hurl them at one target or several.

-

Make a ranged spell attack for each ray. On a hit, the target takes -2d6 fire damage.

-

At Higher Levels. When you cast this spell -using a spell slot of 3rd level or higher, you create one additional ray -for each slot level above 2nd.

-

Scrying

-

5th-level divination

-

Casting Time: 10 minutes

-

Range: Self

-

Components: V, S, M (a focus worth at least 1,000 -gp, such as a crystal ball, a silver mirror, or a font filled with holy -water)

-

Duration: Concentration, up to 10 minutes

-

You can see and hear a particular creature you choose that is on the -same plane of existence as you. The target must make a Wisdom saving -throw, which is modified by how well you know the target and the sort of -physical connection you have to it. If a target knows you’re casting -this spell, it can fail the saving throw voluntarily if it wants to be -observed.

-

Table- Scrying Save Modifier

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
-

On a successful save, the target isn’t affected, and you can’t use -this spell against it again for 24 hours.

-

On a failed save, the spell creates an invisible sensor within 10 -feet of the target. You can see and hear through the sensor as if you -were there. The sensor moves with the target, remaining within 10 feet -of it for the duration. A creature that can see invisible objects sees -the sensor as a luminous orb about the size of your fist.

-

Instead of targeting a creature, you can choose a location you have -seen before as the target of this spell. When you do, the sensor appears -at that location and doesn’t move.

-

Secret Chest

-

4th-level conjuration

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (an exquisite chest, 3 feet by 2 -feet by 2 feet, constructed from rare materials worth at least 5,000 gp, -and a Tiny replica made from the same materials worth at least 50 -gp)

-

Duration: Instantaneous

-

You hide a chest, and all its contents, on the Ethereal Plane. You -must touch the chest and the miniature replica that serves as a material -component for the spell. The chest can contain up to 12 cubic feet of -nonliving material (3 feet by 2 feet by 2 feet).

-

While the chest remains on the Ethereal Plane, you can use an action -and touch the replica to recall the chest. It appears in an unoccupied -space on the ground within 5 feet of you. You can send the chest back to -the Ethereal Plane by using an action and touching both the chest and -the replica.

-

After 60 days, there is a cumulative 5 percent chance per day that -the spell’s effect ends. This effect ends if you cast this spell again, -if the smaller replica chest is destroyed, or if you choose to end the -spell as an action. If the spell ends and the larger chest is on the -Ethereal Plane, it is irretrievably lost.

-

See Invisibility

-

2nd-level divination

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S, M (a pinch of talc and a small -sprinkling of powdered silver)

-

Duration: 1 hour

-

For the duration, you see invisible creatures and objects as if they -were visible, and you can see into the Ethereal Plane. Ethereal -creatures and objects appear ghostly and translucent.

-

Seeming

-

5th-level illusion

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S

-

Duration: 8 hours

-

This spell allows you to change the appearance of any number of -creatures that you can see within range. You give each target you choose -a new, illusory appearance. An unwilling target can make a Charisma -saving throw, and if it succeeds, it is unaffected by this spell.

-

The spell disguises physical appearance as well as clothing, armor, -weapons, and equipment. You can make each creature seem 1 foot shorter -or taller and appear thin, fat, or in between. You can’t change a -target’s body type, so you must choose a form that has the same basic -arrangement of limbs. Otherwise, the extent of the illusion is up to -you. The spell lasts for the duration, unless you use your action to -dismiss it sooner.

-

The changes wrought by this spell fail to hold up to physical -inspection. For example, if you use this spell to add a hat to a -creature’s outfit, objects pass through the hat, and anyone who touches -it would feel nothing or would feel the creature’s head and hair. If you -use this spell to appear thinner than you are, the hand of someone who -reaches out to touch you would bump into you while it was seemingly -still in midair.

-

A creature can use its action to inspect a target and make an -Intelligence (Investigation) check against your spell save DC. If it -succeeds, it becomes aware that the target is disguised.

-

Sending

-

3rd-level evocation

-

Casting Time: 1 action

-

Range: Unlimited

-

Components: V, S, M (a short piece of fine copper -wire)

-

Duration: 1 round

-

You send a short message of twenty-five words or less to a creature -with which you are familiar. The creature hears the message in its mind, -recognizes you as the sender if it knows you, and can answer in a like -manner immediately. The spell enables creatures with Intelligence scores -of at least 1 to understand the meaning of your message.

-

You can send the message across any distance and even to other planes -of existence, but if the target is on a different plane than you, there -is a 5 percent chance that the message doesn’t arrive.

-

Sequester

-

7th-level transmutation

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (a powder composed of diamond, -emerald, ruby, and sapphire dust worth at least 5,000 gp, which the -spell consumes)

-

Duration: Until dispelled

-

By means of this spell, a willing creature or an object can be hidden -away, safe from detection for the duration. When you cast the spell and -touch the target, it becomes invisible and can’t be targeted by -divination spells or perceived through scrying sensors created by -divination spells.

-

If the target is a creature, it falls into a state of suspended -animation. Time ceases to flow for it, and it doesn’t grow older.

-

You can set a condition for the spell to end early. The condition can -be anything you choose, but it must occur or be visible within 1 mile of -the target. Examples include “after 1,000 years” or “when the tarrasque -awakens.” This spell also ends if the target takes any damage.

-

Shapechange

-

9th-level transmutation

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S, M (a jade circlet worth at least -1,500 gp, which you must place on your head before you cast the -spell)

-

Duration: Concentration, up to 1 hour

-

You assume the form of a different creature for the duration. The new -form can be of any creature with a challenge rating equal to your level -or lower. The creature can’t be a construct or an undead, and you must -have seen the sort of creature at least once. You transform into an -average example of that creature, one without any class levels or the -Spellcasting trait.

-

Your game statistics are replaced by the statistics of the chosen -creature, though you retain your alignment and Intelligence, Wisdom, and -Charisma scores. You also retain all of your skill and saving throw -proficiencies, in addition to gaining those of the creature. If the -creature has the same proficiency as you and the bonus listed in its -statistics is higher than yours, use the creature’s bonus in place of -yours. You can’t use any legendary actions or lair actions of the new -form.

-

You assume the hit points and Hit Dice of the new form. When you -revert to your normal form, you return to the number of hit points you -had before you transformed. If you revert as a result of dropping to 0 -hit points, any excess damage carries over to your normal form. As long -as the excess damage doesn’t reduce your normal form to 0 hit points, -you aren’t knocked unconscious.

-

You retain the benefit of any features from your class, race, or -other source and can use them, provided that your new form is physically -capable of doing so. You can’t use any special senses you have (for -example, darkvision) unless your new form also has that sense. You can -only speak if the creature can normally speak.

-

When you transform, you choose whether your equipment falls to the -ground, merges into the new form, or is worn by it. Worn equipment -functions as normal. The GM determines whether it is practical for the -new form to wear a piece of equipment, based on the creature’s shape and -size. Your equipment doesn’t change shape or size to match the new form, -and any equipment that the new form can’t wear must either fall to the -ground or merge into your new form. Equipment that merges has no effect -in that state.

-

During this spell’s duration, you can use your action to assume a -different form following the same restrictions and rules for the -original form, with one exception: if your new form has more hit points -than your current one, your hit points remain at their current -value.

-

Shatter

-

2nd-level evocation

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S, M (a chip of mica)

-

Duration: Instantaneous

-

A sudden loud ringing noise, painfully intense, erupts from a point -of your choice within range. Each creature in a 10-foot radius sphere -centered on that point must make a Constitution saving throw. A creature -takes 3d8 thunder damage on a failed save, or half as much damage on a -successful one. A creature made of inorganic material such as stone, -crystal, or metal has disadvantage on this saving throw.

-

A nonmagical object that isn’t being worn or carried also takes the -damage if it’s in the spell’s area.

-

At Higher Levels. When you cast this spell -using a spell slot of 3rd level or higher, the damage increases by 1d8 -for each slot level above 2nd.

-

Shield

-

1st-level abjuration

-

Casting Time: 1 reaction, which you take when you -are hit by an attack or targeted by the magic missile spell

-

Range: Self

-

Components: V, S

-

Duration: 1 round

-

An invisible barrier of magical force appears and protects you. Until -the start of your next turn, you have a +5 bonus to AC, including -against the triggering attack, and you take no damage from magic -missile.

-

Shield of Faith

-

1st-level abjuration

-

Casting Time: 1 bonus action

-

Range: 60 feet

-

Components: V, S, M (a small parchment with a bit of -holy text written on it)

-

Duration: Concentration, up to 10 minutes

-

A shimmering field appears and surrounds a creature of your choice -within range, granting it a +2 bonus to AC for the duration.

-

Shillelagh

-

Transmutation cantrip

-

Casting Time: 1 bonus action

-

Range: Touch

-

Components: V, S, M (mistletoe, a shamrock leaf, and -a club or quarterstaff)

-

Duration: 1 minute

-

The wood of a club or quarterstaff you are holding is imbued with -nature’s power. For the duration, you can use your spellcasting ability -instead of Strength for the attack and damage rolls of melee attacks -using that weapon, and the weapon’s damage die becomes a d8. The weapon -also becomes magical, if it isn’t already. The spell ends if you cast it -again or if you let go of the weapon.

-

Shocking Grasp

-

Evocation cantrip

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S

-

Duration: Instantaneous

-

Lightning springs from your hand to deliver a shock to a creature you -try to touch. Make a melee spell attack against the target. You have -advantage on the attack roll if the target is wearing armor made of -metal. On a hit, the target takes 1d8 lightning damage, and it can’t -take reactions until the start of its next turn.

-

The spell’s damage increases by 1d8 when you reach 5th level (2d8), -11th level (3d8), and 17th level (4d8).

-

Silence

-

2nd-level illusion (ritual)

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S

-

Duration: Concentration, up to 10 minutes

-

For the duration, no sound can be created within or pass through a -20-foot radius sphere centered on a point you choose within range. Any -creature or object entirely inside the sphere is immune to thunder -damage, and creatures are deafened while entirely inside it. Casting a -spell that includes a verbal component is impossible there.

-

Silent Image

-

1st-level illusion

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S, M (a bit of fleece)

-

Duration: Concentration, up to 10 minutes

-

You create the image of an object, a creature, or some other visible -phenomenon that is no larger than a 15-foot cube. The image appears at a -spot within range and lasts for the duration. The image is purely -visual; it isn’t accompanied by sound, smell, or other sensory -effects.

-

You can use your action to cause the image to move to any spot within -range. As the image changes location, you can alter its appearance so -that its movements appear natural for the image. For example, if you -create an image of a creature and move it, you can alter the image so -that it appears to be walking.

-

Physical interaction with the image reveals it to be an illusion, -because things can pass through it. A creature that uses its action to -examine the image can determine that it is an illusion with a successful -Intelligence (Investigation) check against your spell save DC. If a -creature discerns the illusion for what it is, the creature can see -through the image.

-

Simulacrum

-

7th-level illusion

-

Casting Time: 12 hours

-

Range: Touch

-

Components: V, S, M (snow or ice in quantities -sufficient to made a life-size copy of the duplicated creature; some -hair, fingernail clippings, or other piece of that creature’s body -placed inside the snow or ice; and powdered ruby worth 1,500 gp, -sprinkled over the duplicate and consumed by the spell)

-

Duration: Until dispelled

-

You shape an illusory duplicate of one beast or humanoid that is -within range for the entire casting time of the spell. The duplicate is -a creature, partially real and formed from ice or snow, and it can take -actions and otherwise be affected as a normal creature. It appears to be -the same as the original, but it has half the creature’s hit point -maximum and is formed without any equipment. Otherwise, the illusion -uses all the statistics of the creature it duplicates, except that it is -a construct.

-

The simulacrum is friendly to you and creatures you designate. It -obeys your spoken commands, moving and acting in accordance with your -wishes and acting on your turn in combat. The simulacrum lacks the -ability to learn or become more powerful, so it never increases its -level or other abilities, nor can it regain expended spell slots.

-

If the simulacrum is damaged, you can repair it in an alchemical -laboratory, using rare herbs and minerals worth 100 gp per hit point it -regains. The simulacrum lasts until it drops to 0 hit points, at which -point it reverts to snow and melts instantly.

-

If you cast this spell again, any currently active duplicates you -created with this spell are instantly destroyed.

-

Sleep

-

1st-level enchantment

-

Casting Time: 1 action

-

Range: 90 feet

-

Components: V, S, M (a pinch of fine sand, rose -petals, or a cricket)

-

Duration: 1 minute

-

This spell sends creatures into a magical slumber. Roll 5d8; the -total is how many hit points of creatures this spell can affect. -Creatures within 20 feet of a point you choose within range are affected -in ascending order of their current hit points (ignoring unconscious -creatures).

-

Starting with the creature that has the lowest current hit points, -each creature affected by this spell falls unconscious until the spell -ends, the sleeper takes damage, or someone uses an action to shake or -slap the sleeper awake. Subtract each creature’s hit points from the -total before moving on to the creature with the next lowest hit points. -A creature’s hit points must be equal to or less than the remaining -total for that creature to be affected.

-

Undead and creatures immune to being charmed aren’t affected by this -spell.

-

At Higher Levels. When you cast this spell -using a spell slot of 2nd level or higher, roll an additional 2d8 for -each slot level above 1st.

-

Sleet Storm

-

3rd-level conjuration

-

Casting Time: 1 action

-

Range: 150 feet

-

Components: V, S, M (a pinch of dust and a few drops -of water)

-

Duration: Concentration, up to 1 minute

-

Until the spell ends, freezing rain and sleet fall in a 20-foot tall -cylinder with a 40-foot radius centered on a point you choose within -range. The area is heavily obscured, and exposed flames in the area are -doused.

-

The ground in the area is covered with slick ice, making it difficult -terrain. When a creature enters the spell’s area for the first time on a -turn or starts its turn there, it must make a Dexterity saving throw. On -a failed save, it falls prone.

-

If a creature starts its turn in the spell’s area and is -concentrating on a spell, the creature must make a successful -Constitution saving throw against your spell save DC or lose -concentration.

-

Slow

-

3rd-level transmutation

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S, M (a drop of molasses)

-

Duration: Concentration, up to 1 minute

-

You alter time around up to six creatures of your choice in a 40-foot -cube within range. Each target must succeed on a Wisdom saving throw or -be affected by this spell for the duration.

-

An affected target’s speed is halved, it takes a -2 penalty to AC and -Dexterity saving throws, and it can’t use reactions. On its turn, it can -use either an action or a bonus action, not both. Regardless of the -creature’s abilities or magic items, it can’t make more than one melee -or ranged attack during its turn.

-

If the creature attempts to cast a spell with a casting time of 1 -action, roll a d20. On an 11 or higher, the spell doesn’t take effect -until the creature’s next turn, and the creature must use its action on -that turn to complete the spell. If it can’t, the spell is wasted.

-

A creature affected by this spell makes another Wisdom saving throw -at the end of each of its turns. On a successful save, the effect ends -for it.

-

Spare the Dying

-

Necromancy cantrip

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S

-

Duration: Instantaneous

-

You touch a living creature that has 0 hit points. The creature -becomes stable. This spell has no effect on undead or constructs.

-

Speak with Animals

-

1st-level divination (ritual)

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S

-

Duration: 10 minutes

-

You gain the ability to comprehend and verbally communicate with -beasts for the duration. The knowledge and awareness of many beasts is -limited by their intelligence, but at minimum, beasts can give you -information about nearby locations and monsters, including whatever they -can perceive or have perceived within the past day. You might be able to -persuade a beast to perform a small favor for you, at the GM’s -discretion.

-

Speak with Dead

-

3rd-level necromancy

-

Casting Time: 1 action

-

Range: 10 feet

-

Components: V, S, M (burning incense)

-

Duration: 10 minutes

-

You grant the semblance of life and intelligence to a corpse of your -choice within range, allowing it to answer the questions you pose. The -corpse must still have a mouth and can’t be undead. The spell fails if -the corpse was the target of this spell within the last 10 days.

-

Until the spell ends, you can ask the corpse up to five questions. -The corpse knows only what it knew in life, including the languages it -knew. Answers are usually brief, cryptic, or repetitive, and the corpse -is under no compulsion to offer a truthful answer if you are hostile to -it or it recognizes you as an enemy. This spell doesn’t return the -creature’s soul to its body, only its animating spirit. Thus, the corpse -can’t learn new information, doesn’t comprehend anything that has -happened since it died, and can’t speculate about future events.

-

Speak with Plants

-

3rd-level transmutation

-

Casting Time: 1 action

-

Range: Self (30-foot radius)

-

Components: V, S

-

Duration: 10 minutes

-

You imbue plants within 30 feet of you with limited sentience and -animation, giving them the ability to communicate with you and follow -your simple commands. You can question plants about events in the -spell’s area within the past day, gaining information about creatures -that have passed, weather, and other circumstances.

-

You can also turn difficult terrain caused by plant growth (such as -thickets and undergrowth) into ordinary terrain that lasts for the -duration. Or you can turn ordinary terrain where plants are present into -difficult terrain that lasts for the duration, causing vines and -branches to hinder pursuers, for example.

-

Plants might be able to perform other tasks on your behalf, at the -GM’s discretion. The spell doesn’t enable plants to uproot themselves -and move about, but they can freely move branches, tendrils, and -stalks.

-

If a plant creature is in the area, you can communicate with it as if -you shared a common language, but you gain no magical ability to -influence it.

-

This spell can cause the plants created by the entangle -spell to release a restrained creature.

-

Spider Climb

-

2nd-level transmutation

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (a drop of bitumen and a -spider)

-

Duration: Concentration, up to 1 hour

-

Until the spell ends, one willing creature you touch gains the -ability to move up, down, and across vertical surfaces and upside down -along ceilings, while leaving its hands free. The target also gains a -climbing speed equal to its walking speed.

-

Spike Growth

-

2nd-level transmutation

-

Casting Time: 1 action

-

Range: 150 feet

-

Components: V, S, M (seven sharp thorns or seven -small twigs, each sharpened to a point)

-

Duration: Concentration, up to 10 minutes

-

The ground in a 20-foot radius centered on a point within range -twists and sprouts hard spikes and thorns. The area becomes difficult -terrain for the duration. When a creature moves into or within the area, -it takes 2d4 piercing damage for every 5 feet it travels.

-

The transformation of the ground is camouflaged to look natural. Any -creature that can’t see the area at the time the spell is cast must make -a Wisdom (Perception) check against your spell save DC to recognize the -terrain as hazardous before entering it.

-

Spirit Guardians

-

3rd-level conjuration

-

Casting Time: 1 action

-

Range: Self (15-foot radius)

-

Components: V, S, M (a holy symbol)

-

Duration: Concentration, up to 10 minutes

-

You call forth spirits to protect you. They flit around you to a -distance of 15 feet for the duration. If you are good or neutral, their -spectral form appears angelic or fey (your choice). If you are evil, -they appear fiendish.

-

When you cast this spell, you can designate any number of creatures -you can see to be unaffected by it. An affected creature’s speed is -halved in the area, and when the creature enters the area for the first -time on a turn or starts its turn there, it must make a Wisdom saving -throw. On a failed save, the creature takes 3d8 radiant damage (if you -are good or neutral) or 3d8 necrotic damage (if you are evil). On a -successful save, the creature takes half as much damage.

-

At Higher Levels. When you cast this spell -using a spell slot of 4th level or higher, the damage increases by 1d8 -for each slot level above 3rd.

-

Spiritual Weapon

-

2nd-level evocation

-

Casting Time: 1 bonus action

-

Range: 60 feet

-

Components: V, S

-

Duration: 1 minute

-

You create a floating, spectral weapon within range that lasts for -the duration or until you cast this spell again. When you cast the -spell, you can make a melee spell attack against a creature within 5 -feet of the weapon. On a hit, the target takes force damage equal to 1d8 -+ your spellcasting ability modifier.

-

As a bonus action on your turn, you can move the weapon up to 20 feet -and repeat the attack against a creature within 5 feet of it.

-

The weapon can take whatever form you choose. Clerics of deities who -are associated with a particular weapon (as St. Cuthbert is known for -his mace and Thor for his hammer) make this spell’s effect resemble that -weapon.

-

At Higher Levels. When you cast this spell -using a spell slot of 3rd level or higher, the damage increases by 1d8 -for every two slot levels above 2nd.

-

Stinking Cloud

-

3rd-level conjuration

-

Casting Time: 1 action

-

Range: 90 feet

-

Components: V, S, M (a rotten egg or several skunk -cabbage leaves)

-

Duration: Concentration, up to 1 minute

-

You create a 20-foot radius sphere of yellow, nauseating gas centered -on a point within range. The cloud spreads around corners, and its area -is heavily obscured. The cloud lingers in the air for the duration.

-

Each creature that is completely within the cloud at the start of its -turn must make a Constitution saving throw against poison. On a failed -save, the creature spends its action that turn retching and reeling. -Creatures that don’t need to breathe or are immune to poison -automatically succeed on this saving throw.

-

A moderate wind (at least 10 miles per hour) disperses the cloud -after 4 rounds. A strong wind (at least 20 miles per hour) disperses it -after 1 round.

-

Stone Shape

-

4th-level transmutation

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (soft clay, which must be worked -into roughly the desired shape of the stone object)

-

Duration: Instantaneous

-

You touch a stone object of Medium size or smaller or a section of -stone no more than 5 feet in any dimension and form it into any shape -that suits your purpose. So, for example, you could shape a large rock -into a weapon, idol, or coffer, or make a small passage through a wall, -as long as the wall is less than 5 feet thick. You could also shape a -stone door or its frame to seal the door shut. The object you create can -have up to two hinges and a latch, but finer mechanical detail isn’t -possible.

-

Stoneskin

-

4th-level abjuration

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (diamond dust worth 100 gp, -which the spell consumes)

-

Duration: Concentration, up to 1 hour

-

This spell turns the flesh of a willing creature you touch as hard as -stone. Until the spell ends, the target has resistance to nonmagical -bludgeoning, piercing, and slashing damage.

-

Storm of Vengeance

-

9th-level conjuration

-

Casting Time: 1 action

-

Range: Sight

-

Components: V, S

-

Duration: Concentration, up to 1 minute

-

A churning storm cloud forms, centered on a point you can see and -spreading to a radius of 360 feet. Lightning flashes in the area, -thunder booms, and strong winds roar. Each creature under the cloud (no -more than 5,000 feet beneath the cloud) when it appears must make a -Constitution saving throw. On a failed save, a creature takes 2d6 -thunder damage and becomes deafened for 5 minutes.

-

Each round you maintain concentration on this spell, the storm -produces different effects on your turn.

-

Round 2. Acidic rain falls from the cloud. -Each creature and object under the cloud takes 1d6 acid damage.

-

Round 3. You call six bolts of lightning -from the cloud to strike six creatures or objects of your choice beneath -the cloud. A given creature or object can’t be struck by more than one -bolt. A struck creature must make a Dexterity saving throw. The creature -takes 10d6 lightning damage on a failed save, or half as much damage on -a successful one.

-

Round 4. Hailstones rain down from the -cloud. Each creature under the cloud takes 2d6 bludgeoning damage.

-

Round 5-10. Gusts and freezing rain assail -the area under the cloud. The area becomes difficult terrain and is -heavily obscured. Each creature there takes 1d6 cold damage. Ranged -weapon attacks in the area are impossible. The wind and rain count as a -severe distraction for the purposes of maintaining concentration on -spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per -hour) automatically disperse fog, mists, and similar phenomena in the -area, whether mundane or magical.

-

Suggestion

-

2nd-level enchantment

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, M (a snake’s tongue and either a bit -of honeycomb or a drop of sweet oil)

-

Duration: Concentration, up to 8 hours

-

You suggest a course of activity (limited to a sentence or two) and -magically influence a creature you can see within range that can hear -and understand you. Creatures that can’t be charmed are immune to this -effect. The suggestion must be worded in such a manner as to make the -course of action sound reasonable. Asking the creature to stab itself, -throw itself onto a spear, immolate itself, or do some other obviously -harmful act ends the spell.

-

The target must make a Wisdom saving throw. On a failed save, it -pursues the course of action you described to the best of its ability. -The suggested course of action can continue for the entire duration. If -the suggested activity can be completed in a shorter time, the spell -ends when the subject finishes what it was asked to do.

-

You can also specify conditions that will trigger a special activity -during the duration. For example, you might suggest that a knight give -her warhorse to the first beggar she meets. If the condition isn’t met -before the spell expires, the activity isn’t performed.

-

If you or any of your companions damage the target, the spell -ends.

-

Sunbeam

-

6th-level evocation

-

Casting Time: 1 action

-

Range: Self (60-foot line)

-

Components: V, S, M (a magnifying glass)

-

Duration: Concentration, up to 1 minute

-

A beam of brilliant light flashes out from your hand in a 5-foot -wide, 60-foot long line. Each creature in the line must make a -Constitution saving throw. On a failed save, a creature takes 6d8 -radiant damage and is blinded until your next turn. On a successful -save, it takes half as much damage and isn’t blinded by this spell. -Undead and oozes have disadvantage on this saving throw.

-

You can create a new line of radiance as your action on any turn -until the spell ends.

-

For the duration, a mote of brilliant radiance shines in your hand. -It sheds bright light in a 30-foot radius and dim light for an -additional 30 feet. This light is sunlight.

-

Sunburst

-

8th-level evocation

-

Casting Time: 1 action

-

Range: 150 feet

-

Components: V, S, M (fire and a piece of -sunstone)

-

Duration: Instantaneous

-

Brilliant sunlight flashes in a 60-foot radius centered on a point -you choose within range. Each creature in that light must make a -Constitution saving throw. On a failed save, a creature takes 12d6 -radiant damage and is blinded for 1 minute. On a successful save, it -takes half as much damage and isn’t blinded by this spell. Undead and -oozes have disadvantage on this saving throw.

-

A creature blinded by this spell makes another Constitution saving -throw at the end of each of its turns. On a successful save, it is no -longer blinded.

-

This spell dispels any darkness in its area that was created by a -spell.

-

Symbol

-

7th-level abjuration

-

Casting Time: 1 minute

-

Range: Touch

-

Components: V, S, M (mercury, phosphorus, and -powdered diamond and opal with a total value of at least 1,000 gp, which -the spell consumes)

-

Duration: Until dispelled or triggered

-

When you cast this spell, you inscribe a harmful glyph either on a -surface (such as a section of floor, a wall, or a table) or within an -object that can be closed to conceal the glyph (such as a book, a -scroll, or a treasure chest). If you choose a surface, the glyph can -cover an area of the surface no larger than 10 feet in diameter. If you -choose an object, that object must remain in its place; if the object is -moved more than 10 feet from where you cast this spell, the glyph is -broken, and the spell ends without being triggered.

-

The glyph is nearly invisible, requiring an Intelligence -(Investigation) check against your spell save DC to find it.

-

You decide what triggers the glyph when you cast the spell. For -glyphs inscribed on a surface, the most typical triggers include -touching or stepping on the glyph, removing another object covering it, -approaching within a certain distance of it, or manipulating the object -that holds it. For glyphs inscribed within an object, the most common -triggers are opening the object, approaching within a certain distance -of it, or seeing or reading the glyph.

-

You can further refine the trigger so the spell is activated only -under certain circumstances or according to a creature’s physical -characteristics (such as height or weight), or physical kind (for -example, the ward could be set to affect hags or shapechangers). You can -also specify creatures that don’t trigger the glyph, such as those who -say a certain password.

-

When you inscribe the glyph, choose one of the options below for its -effect. Once triggered, the glyph glows, filling a 60-foot radius sphere -with dim light for 10 minutes, after which time the spell ends. Each -creature in the sphere when the glyph activates is targeted by its -effect, as is a creature that enters the sphere for the first time on a -turn or ends its turn there.

-

Death. Each target must make a Constitution -saving throw, taking 10d10 necrotic damage on a failed save, or half as -much damage on a successful save.

-

Discord. Each target must make a -Constitution saving throw. On a failed save, a target bickers and argues -with other creatures for 1 minute. During this time, it is incapable of -meaningful communication and has disadvantage on attack rolls and -ability checks.

-

Fear. Each target must make a Wisdom saving -throw and becomes frightened for 1 minute on a failed save. While -frightened, the target drops whatever it is holding and must move at -least 30 feet away from the glyph on each of its turns, if able.

-

Hopelessness. Each target must make a -Charisma saving throw. On a failed save, the target is overwhelmed with -despair for 1 minute. During this time, it can’t attack or target any -creature with harmful abilities, spells, or other magical effects.

-

Insanity. Each target must make an -Intelligence saving throw. On a failed save, the target is driven insane -for 1 minute. An insane creature can’t take actions, can’t understand -what other creatures say, can’t read, and speaks only in gibberish. The -GM controls its movement, which is erratic.

-

Pain. Each target must make a Constitution -saving throw and becomes incapacitated with excruciating pain for 1 -minute on a failed save.

-

Sleep. Each target must make a Wisdom -saving throw and falls unconscious for 10 minutes on a failed save. A -creature awakens if it takes damage or if someone uses an action to -shake or slap it awake.

-

Stunning. Each target must make a Wisdom -saving throw and becomes stunned for 1 minute on a failed save.

-

Spells (T)

-

Telekinesis

-

5th-level transmutation

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S

-

Duration: Concentration, up to 10 minutes

-

You gain the ability to move or manipulate creatures or objects by -thought. When you cast the spell, and as your action each round for the -duration, you can exert your will on one creature or object that you can -see within range, causing the appropriate effect below. You can affect -the same target round after round, or choose a new one at any time. If -you switch targets, the prior target is no longer affected by the -spell.

-

Creature. You can try to move a Huge or -smaller creature. Make an ability check with your spellcasting ability -contested by the creature’s Strength check. If you win the contest, you -move the creature up to 30 feet in any direction, including upward but -not beyond the range of this spell. Until the end of your next turn, the -creature is restrained in your telekinetic grip. A creature lifted -upward is suspended in mid-air.

-

On subsequent rounds, you can use your action to attempt to maintain -your telekinetic grip on the creature by repeating the contest.

-

Object. You can try to move an object that -weighs up to 1,000 pounds. If the object isn’t being worn or carried, -you automatically move it up to 30 feet in any direction, but not beyond -the range of this spell.

-

If the object is worn or carried by a creature, you must make an -ability check with your spellcasting ability contested by that -creature’s Strength check. If you succeed, you pull the object away from -that creature and can move it up to 30 feet in any direction but not -beyond the range of this spell.

-

You can exert fine control on objects with your telekinetic grip, -such as manipulating a simple tool, opening a door or a container, -stowing or retrieving an item from an open container, or pouring the -contents from a vial.

-

Telepathic Bond

-

5th-level divination (ritual)

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S, M (pieces of eggshell from two -different kinds of creatures)

-

Duration: 1 hour

-

You forge a telepathic link among up to eight willing creatures of -your choice within range, psychically linking each creature to all the -others for the duration. Creatures with Intelligence scores of 2 or less -aren’t affected by this spell.

-

Until the spell ends, the targets can communicate telepathically -through the bond whether or not they have a common language. The -communication is possible over any distance, though it can’t extend to -other planes of existence.

-

Teleport

-

7th-level conjuration

-

Casting Time: 1 action

-

Range: 10 feet

-

Components: V

-

Duration: Instantaneous

-

This spell instantly transports you and up to eight willing creatures -of your choice that you can see within range, or a single object that -you can see within range, to a destination you select. If you target an -object, it must be able to fit entirely inside a 10-foot cube, and it -can’t be held or carried by an unwilling creature.

-

The destination you choose must be known to you, and it must be on -the same plane of existence as you. Your familiarity with the -destination determines whether you arrive there successfully. The GM -rolls d100 and consults the table.

-

Table- Teleport Familiarity

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle---01-100
Associated object---01-100
Very familiar01-0506-1314-2425-100
Seen casually01-3334-4344-5354-100
Viewed once01-4344-5354-7374-100
Description01-4344-5354-7374-100
False destination01-5051-100--
-

Familiarity. “Permanent circle” means a -permanent teleportation circle whose sigil sequence you know. -“Associated object” means that you possess an object taken from the -desired destination within the last six months, such as a book from a -wizard’s library, bed linen from a royal suite, or a chunk of marble -from a lich’s secret tomb.

-

“Very familiar” is a place you have been very often, a place you have -carefully studied, or a place you can see when you cast the spell. “Seen -casually” is someplace you have seen more than once but with which you -aren’t very familiar. “Viewed once” is a place you have seen once, -possibly using magic. “Description” is a place whose location and -appearance you know through someone else’s description, perhaps from a -map.

-

“False destination” is a place that doesn’t exist. Perhaps you tried -to scry an enemy’s sanctum but instead viewed an illusion, or you are -attempting to teleport to a familiar location that no longer exists.

-

On Target. You and your group (or the -target object) appear where you want to.

-

Off Target. You and your group (or the -target object) appear a random distance away from the destination in a -random direction. Distance off target is 1d10 × 1d10 percent of the -distance that was to be traveled. For example, if you tried to travel -120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then -you would be off target by 15 percent, or 18 miles. The GM determines -the direction off target randomly by rolling a d8 and designating 1 as -north, 2 as northeast, 3 as east, and so on around the points of the -compass. If you were teleporting to a coastal city and wound up 18 miles -out at sea, you could be in trouble.

-

Similar Area. You and your group (or the -target object) wind up in a different area that’s visually or -thematically similar to the target area. If you are heading for your -home laboratory, for example, you might wind up in another wizard’s -laboratory or in an alchemical supply shop that has many of the same -tools and implements as your laboratory. Generally, you appear in the -closest similar place, but since the spell has no range limit, you could -conceivably wind up anywhere on the plane.

-

Mishap. The spell’s unpredictable magic -results in a difficult journey. Each teleporting creature (or the target -object) takes 3d10 force damage, and the GM rerolls on the table to see -where you wind up (multiple mishaps can occur, dealing damage each -time).

-

Teleportation Circle

-

5th-level conjuration

-

Casting Time: 1 minute

-

Range: 10 feet

-

Components: V, M (rare chalks and inks infused with -precious gems with 50 gp, which the spell consumes)

-

Duration: 1 round

-

As you cast the spell, you draw a 10-foot diameter circle on the -ground inscribed with sigils that link your location to a permanent -teleportation circle of your choice whose sigil sequence you know and -that is on the same plane of existence as you. A shimmering portal opens -within the circle you drew and remains open until the end of your next -turn. Any creature that enters the portal instantly appears within 5 -feet of the destination circle or in the nearest unoccupied space if -that space is occupied.

-

Many major temples, guilds, and other important places have permanent -teleportation circles inscribed somewhere within their confines. Each -such circle includes a unique sigil sequence-a string of magical runes -arranged in a particular pattern. When you first gain the ability to -cast this spell, you learn the sigil sequences for two destinations on -the Material Plane, determined by the GM. You can learn additional sigil -sequences during your adventures. You can commit a new sigil sequence to -memory after studying it for 1 minute.

-

You can create a permanent teleportation circle by casting this spell -in the same location every day for one year. You need not use the circle -to teleport when you cast the spell in this way.

-

Thaumaturgy

-

Transmutation cantrip

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V

-

Duration: Up to 1 minute

-

You manifest a minor wonder, a sign of supernatural power, within -range. You create one of the following magical effects within Range:

-
    -
  • Your voice booms up to three times as loud as normal for 1 -minute.
  • -
  • You cause flames to flicker, brighten, dim, or change color for 1 -minute.
  • -
  • You cause harmless tremors in the ground for 1 minute.
  • -
  • You create an instantaneous sound that originates from a point of -your choice within range, such as a rumble of thunder, the cry of a -raven, or ominous whispers.
  • -
  • You instantaneously cause an unlocked door or window to fly open or -slam shut.
  • -
  • You alter the appearance of your eyes for 1 minute. If you cast this -spell multiple times, you can have up to three of its 1-minute effects -active at a time, and you can dismiss such an effect as an action.
  • -
-

Thunderwave

-

1st-level evocation

-

Casting Time: 1 action

-

Range: Self (15-foot cube)

-

Components: V, S

-

Duration: Instantaneous

-

A wave of thunderous force sweeps out from you. Each creature in a -15-foot cube originating from you must make a Constitution saving throw. -On a failed save, a creature takes 2d8 thunder damage and is pushed 10 -feet away from you. On a successful save, the creature takes half as -much damage and isn’t pushed.

-

In addition, unsecured objects that are completely within the area of -effect are automatically pushed 10 feet away from you by the spell’s -effect, and the spell emits a thunderous boom audible out to 300 -feet.

-

At Higher Levels. When you cast this spell -using a spell slot of 2nd level or higher, the damage increases by 1d8 -for each slot level above 1st.

-

Time Stop

-

9th-level transmutation

-

Casting Time: 1 action

-

Range: Self

-

Components: V

-

Duration: Instantaneous

-

You briefly stop the flow of time for everyone but yourself. No time -passes for other creatures, while you take 1d4 + 1 turns in a row, -during which you can use actions and move as normal.

-

This spell ends if one of the actions you use during this period, or -any effects that you create during this period, affects a creature other -than you or an object being worn or carried by someone other than you. -In addition, the spell ends if you move to a place more than 1,000 feet -from the location where you cast it.

-

Tiny Hut

-

3rd-level evocation (ritual)

-

Casting Time: 1 minute

-

Range: Self (10-foot radius hemisphere)

-

Components: V, S, M (a small crystal bead)

-

Duration: 8 hours

-

A 10-foot radius immobile dome of force springs into existence around -and above you and remains stationary for the duration. The spell ends if -you leave its area.

-

Nine creatures of Medium size or smaller can fit inside the dome with -you. The spell fails if its area includes a larger creature or more than -nine creatures. Creatures and objects within the dome when you cast this -spell can move through it freely. All other creatures and objects are -barred from passing through it. Spells and other magical effects can’t -extend through the dome or be cast through it. The atmosphere inside the -space is comfortable and dry, regardless of the weather outside.

-

Until the spell ends, you can command the interior to become dimly -lit or dark. The dome is opaque from the outside, of any color you -choose, but it is transparent from the inside.

-

Tongues

-

3rd-level divination

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, M (a small clay model of a -ziggurat)

-

Duration: 1 hour

-

This spell grants the creature you touch the ability to understand -any spoken language it hears. Moreover, when the target speaks, any -creature that knows at least one language and can hear the target -understands what it says.

-

Transport via Plants

-

6th-level conjuration

-

Casting Time: 1 action

-

Range: 10 feet

-

Components: V, S

-

Duration: 1 round

-

This spell creates a magical link between a Large or larger inanimate -plant within range and another plant, at any distance, on the same plane -of existence. You must have seen or touched the destination plant at -least once before. For the duration, any creature can step into the -target plant and exit from the destination plant by using 5 feet of -movement.

-

Tree Stride

-

5th-level conjuration

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S

-

Duration: Concentration, up to 1 minute

-

You gain the ability to enter a tree and move from inside it to -inside another tree of the same kind within 500 feet. Both trees must be -living and at least the same size as you. You must use 5 feet of -movement to enter a tree. You instantly know the location of all other -trees of the same kind within 500 feet and, as part of the move used to -enter the tree, can either pass into one of those trees or step out of -the tree you’re in. You appear in a spot of your choice within 5 feet of -the destination tree, using another 5 feet of movement. If you have no -movement left, you appear within 5 feet of the tree you entered.

-

You can use this transportation ability once per round for the -duration. You must end each turn outside a tree.

-

True Polymorph

-

9th-level transmutation

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S, M (a drop of mercury, a dollop of -gum arabic, and a wisp of smoke)

-

Duration: Concentration, up to 1 hour

-

Choose one creature or nonmagical object that you can see within -range. You transform the creature into a different creature, the -creature into a nonmagical object, or the object into a creature (the -object must be neither worn nor carried by another creature). The -transformation lasts for the duration, or until the target drops to 0 -hit points or dies. If you concentrate on this spell for the full -duration, the transformation lasts until it is dispelled.

-

This spell has no effect on a shapechanger or a creature with 0 hit -points. An unwilling creature can make a Wisdom saving throw, and if it -succeeds, it isn’t affected by this spell.

-

Creature into Creature. If you turn a -creature into another kind of creature, the new form can be any kind you -choose whose challenge rating is equal to or less than the target’s (or -its level, if the target doesn’t have a challenge rating). The target’s -game statistics, including mental ability scores, are replaced by the -statistics of the new form. It retains its alignment and -personality.

-

The target assumes the hit points of its new form, and when it -reverts to its normal form, the creature returns to the number of hit -points it had before it transformed. If it reverts as a result of -dropping to 0 hit points, any excess damage carries over to its normal -form. As long as the excess damage doesn’t reduce the creature’s normal -form to 0 hit points, it isn’t knocked unconscious.

-

The creature is limited in the actions it can perform by the nature -of its new form, and it can’t speak, cast spells, or take any other -action that requires hands or speech, unless its new form is capable of -such actions.

-

The target’s gear melds into the new form. The creature can’t -activate, use, wield, or otherwise benefit from any of its -equipment.

-

Object into Creature. You can turn an -object into any kind of creature, as long as the creature’s size is no -larger than the object’s size and the creature’s challenge rating is 9 -or lower. The creature is friendly to you and your companions. It acts -on each of your turns. You decide what action it takes and how it moves. -The GM has the creature’s statistics and resolves all of its actions and -movement.

-

If the spell becomes permanent, you no longer control the creature. -It might remain friendly to you, depending on how you have treated -it.

-

Creature into Object. If you turn a -creature into an object, it transforms along with whatever it is wearing -and carrying into that form, as long as the object’s size is no larger -than the creature’s size. The creature’s statistics become those of the -object, and the creature has no memory of time spent in this form, after -the spell ends and it returns to its normal form.

-

True Resurrection

-

9th-level necromancy

-

Casting Time: 1 hour

-

Range: Touch

-

Components: V, S, M (a sprinkle of holy water and -diamonds worth at least 25,000 gp, which the spell consumes)

-

Duration: Instantaneous

-

You touch a creature that has been dead for no longer than 200 years -and that died for any reason except old age. If the creature’s soul is -free and willing, the creature is restored to life with all its hit -points.

-

This spell closes all wounds, neutralizes any poison, cures all -diseases, and lifts any curses affecting the creature when it died. The -spell replaces damaged or missing organs and limbs. If the creature was -undead, it is restored to its non-undead form.

-

The spell can even provide a new body if the original no longer -exists, in which case you must speak the creature’s name. The creature -then appears in an unoccupied space you choose within 10 feet of -you.

-

True Seeing

-

6th-level divination

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (an ointment for the eyes that -costs 25 gp; is made from mushroom powder, saffron, and fat; and is -consumed by the spell)

-

Duration: 1 hour

-

This spell gives the willing creature you touch the ability to see -things as they actually are. For the duration, the creature has -truesight, notices secret doors hidden by magic, and can see into the -Ethereal Plane, all out to a range of 120 feet.

-

True Strike

-

Divination cantrip

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: S

-

Duration: Concentration, up to 1 round

-

You extend your hand and point a finger at a target in range. Your -magic grants you a brief insight into the target’s defenses. On your -next turn, you gain advantage on your first attack roll against the -target, provided that this spell hasn’t ended.

-

Spells (U)

-

Unseen Servant

-

1st-level conjuration (ritual)

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S, M (a piece of string and a bit of -wood)

-

Duration: 1 hour

-

This spell creates an invisible, mindless, shapeless, Medium force -that performs simple tasks at your command until the spell ends. The -servant springs into existence in an unoccupied space on the ground -within range. It has AC 10, 1 hit point, and a Strength of 2, and it -can’t attack. If it drops to 0 hit points, the spell ends.

-

Once on each of your turns as a bonus action, you can mentally -command the servant to move up to 15 feet and interact with an object. -The servant can perform simple tasks that a human servant could do, such -as fetching things, cleaning, mending, folding clothes, lighting fires, -serving food, and pouring wine. Once you give the command, the servant -performs the task to the best of its ability until it completes the -task, then waits for your next command.

-

If you command the servant to perform a task that would move it more -than 60 feet away from you, the spell ends.

-

Spells (V)

-

Vampiric Touch

-

3rd-level necromancy

-

Casting Time: 1 action

-

Range: Self

-

Components: V, S

-

Duration: Concentration, up to 1 minute

-

The touch of your shadow-wreathed hand can siphon life force from -others to heal your wounds. Make a melee spell attack against a creature -within your reach. On a hit, the target takes 3d6 necrotic damage, and -you regain hit points equal to half the amount of necrotic damage dealt. -Until the spell ends, you can make the attack again on each of your -turns as an action.

-

At Higher Levels. When you cast this spell -using a spell slot of 4th level or higher, the damage increases by 1d6 -for each slot level above 3rd.

-

Vicious Mockery

-

Enchantment cantrip

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V

-

Duration: Instantaneous

-

You unleash a string of insults laced with subtle enchantments at a -creature you can see within range. If the target can hear you (though it -need not understand you), it must succeed on a Wisdom saving throw or -take 1d4 psychic damage and have disadvantage on the next attack roll it -makes before the end of its next turn.

-

This spell’s damage increases by 1d4 when you reach 5th level (2d4), -11th level (3d4), and 17th level (4d4).

-

Spells (W)

-

Wall of Fire

-

4th-level evocation

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S, M (a small piece of -phosphorus)

-

Duration: Concentration, up to 1 minute

-

You create a wall of fire on a solid surface within range. You can -make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a -ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. -The wall is opaque and lasts for the duration.

-

When the wall appears, each creature within its area must make a -Dexterity saving throw. On a failed save, a creature takes 5d8 fire -damage, or half as much damage on a successful save.

-

One side of the wall, selected by you when you cast this spell, deals -5d8 fire damage to each creature that ends its turn within 10 feet of -that side or inside the wall. A creature takes the same damage when it -enters the wall for the first time on a turn or ends its turn there. The -other side of the wall deals no damage.

-

At Higher Levels. When you cast this spell -using a spell slot of 5th level or higher, the damage increases by 1d8 -for each slot level above 4th.

-

Wall of Force

-

5th-level evocation

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S, M (a pinch of powder made by -crushing a clear gemstone)

-

Duration: Concentration, up to 10 minutes

-

An invisible wall of force springs into existence at a point you -choose within range. The wall appears in any orientation you choose, as -a horizontal or vertical barrier or at an angle. It can be free floating -or resting on a solid surface. You can form it into a hemispherical dome -or a sphere with a radius of up to 10 feet, or you can shape a flat -surface made up of ten 10-foot-by-10-foot panels. Each panel must be -contiguous with another panel. In any form, the wall is 1/4 inch thick. -It lasts for the duration. If the wall cuts through a creature’s space -when it appears, the creature is pushed to one side of the wall (your -choice which side).

-

Nothing can physically pass through the wall. It is immune to all -damage and can’t be dispelled by dispel magic. A -disintegrate spell destroys the wall instantly, however. The -wall also extends into the Ethereal Plane, blocking ethereal travel -through the wall.

-

Wall of Ice

-

6th-level evocation

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S, M (a small piece of quartz)

-

Duration: Concentration, up to 10 minutes

-

You create a wall of ice on a solid surface within range. You can -form it into a hemispherical dome or a sphere with a radius of up to 10 -feet, or you can shape a flat surface made up of ten 10-foot square -panels. Each panel must be contiguous with another panel. In any form, -the wall is 1 foot thick and lasts for the duration.

-

If the wall cuts through a creature’s space when it appears, the -creature within its area is pushed to one side of the wall and must make -a Dexterity saving throw. On a failed save, the creature takes 10d6 cold -damage, or half as much damage on a successful save.

-

The wall is an object that can be damaged and thus breached. It has -AC 12 and 30 hit points per 10-foot section, and it is vulnerable to -fire damage. Reducing a 10-foot section of wall to 0 hit points destroys -it and leaves behind a sheet of frigid air in the space the wall -occupied. A creature moving through the sheet of frigid air for the -first time on a turn must make a Constitution saving throw. That -creature takes 5d6 cold damage on a failed save, or half as much damage -on a successful one.

-

At Higher Levels. When you cast this spell -using a spell slot of 7th level or higher, the damage the wall deals -when it appears increases by 2d6, and the damage from passing through -the sheet of frigid air increases by 1d6, for each slot level above -6th.

-

Wall of Stone

-

5th-level evocation

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S, M (a small block of granite)

-

Duration: Concentration, up to 10 minutes

-

A nonmagical wall of solid stone springs into existence at a point -you choose within range. The wall is 6 inches thick and is composed of -ten 10-foot-by-10-foot panels. Each panel must be contiguous with at -least one other panel. Alternatively, you can create 10-foot-by-20-foot -panels that are only 3 inches thick.

-

If the wall cuts through a creature’s space when it appears, the -creature is pushed to one side of the wall (your choice). If a creature -would be surrounded on all sides by the wall (or the wall and another -solid surface), that creature can make a Dexterity saving throw. On a -success, it can use its reaction to move up to its speed so that it is -no longer enclosed by the wall.

-

The wall can have any shape you desire, though it can’t occupy the -same space as a creature or object. The wall doesn’t need to be vertical -or rest on any firm foundation. It must, however, merge with and be -solidly supported by existing stone. Thus, you can use this spell to -bridge a chasm or create a ramp.

-

If you create a span greater than 20 feet in length, you must halve -the size of each panel to create supports. You can crudely shape the -wall to create crenellations, battlements, and so on.

-

The wall is an object made of stone that can be damaged and thus -breached. Each panel has AC 15 and 30 hit points per inch of thickness. -Reducing a panel to 0 hit points destroys it and might cause connected -panels to collapse at the GM’s discretion.

-

If you maintain your concentration on this spell for its whole -duration, the wall becomes permanent and can’t be dispelled. Otherwise, -the wall disappears when the spell ends.

-

Wall of Thorns

-

6th-level conjuration

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S, M (a handful of thorns)

-

Duration: Concentration, up to 10 minutes

-

You create a wall of tough, pliable, tangled brush bristling with -needle-sharp thorns. The wall appears within range on a solid surface -and lasts for the duration. You choose to make the wall up to 60 feet -long, 10 feet high, and 5 feet thick or a circle that has a 20-foot -diameter and is up to 20 feet high and 5 feet thick. The wall blocks -line of sight.

-

When the wall appears, each creature within its area must make a -Dexterity saving throw. On a failed save, a creature takes 7d8 piercing -damage, or half as much damage on a successful save.

-

A creature can move through the wall, albeit slowly and painfully. -For every 1 foot a creature moves through the wall, it must spend 4 feet -of movement. Furthermore, the first time a creature enters the wall on a -turn or ends its turn there, the creature must make a Dexterity saving -throw. It takes 7d8 slashing damage on a failed save, or half as much -damage on a successful one.

-

At Higher Levels. When you cast this spell -using a spell slot of 7th level or higher, both types of damage increase -by 1d8 for each slot level above 6th.

-

Warding Bond

-

2nd-level abjuration

-

Casting Time: 1 action

-

Range: Touch

-

Components: V, S, M (a pair of platinum rings worth -at least 50 gp each, which you and the target must wear for the -duration)

-

Duration: 1 hour

-

This spell wards a willing creature you touch and creates a mystic -connection between you and the target until the spell ends. While the -target is within 60 feet of you, it gains a +1 bonus to AC and saving -throws, and it has resistance to all damage. Also, each time it takes -damage, you take the same amount of damage.

-

The spell ends if you drop to 0 hit points or if you and the target -become separated by more than 60 feet. It also ends if the spell is cast -again on either of the connected creatures. You can also dismiss the -spell as an action.

-

Water Breathing

-

3rd-level transmutation (ritual)

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S, M (a short reed or piece of -straw)

-

Duration: 24 hours

-

This spell grants up to ten willing creatures you can see within -range the ability to breathe underwater until the spell ends. Affected -creatures also retain their normal mode of respiration.

-

Water Walk

-

3rd-level transmutation (ritual)

-

Casting Time: 1 action

-

Range: 30 feet

-

Components: V, S, M (a piece of cork)

-

Duration: 1 hour

-

This spell grants the ability to move across any liquid surface-such -as water, acid, mud, snow, quicksand, or lava-as if it were harmless -solid ground (creatures crossing molten lava can still take damage from -the heat). Up to ten willing creatures you can see within range gain -this ability for the duration.

-

If you target a creature submerged in a liquid, the spell carries the -target to the surface of the liquid at a rate of 60 feet per round.

-

Web

-

2nd-level conjuration

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S, M (a bit of spiderweb)

-

Duration: Concentration, up to 1 hour

-

You conjure a mass of thick, sticky webbing at a point of your choice -within range. The webs fill a 20-foot cube from that point for the -duration. The webs are difficult terrain and lightly obscure their -area.

-

If the webs aren’t anchored between two solid masses (such as walls -or trees) or layered across a floor, wall, or ceiling, the conjured web -collapses on itself, and the spell ends at the start of your next turn. -Webs layered over a flat surface have a depth of 5 feet.

-

Each creature that starts its turn in the webs or that enters them -during its turn must make a

-

Dexterity saving throw. On a failed save, the creature is restrained -as long as it remains in the webs or until it breaks free.

-

A creature restrained by the webs can use its action to make a -Strength check against your spell save DC. If it succeeds, it is no -longer restrained.

-

The webs are flammable. Any 5-foot cube of webs exposed to fire burns -away in 1 round, dealing 2d4 fire damage to any creature that starts its -turn in the fire.

-

Weird

-

9th-level illusion

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S

-

Duration: Concentration, up to one minute

-

Drawing on the deepest fears of a group of creatures, you create -illusory creatures in their minds, visible only to them. Each creature -in a 30-foot radius sphere centered on a point of your choice within -range must make a Wisdom saving throw. On a failed save, a creature -becomes frightened for the duration. The illusion calls on the -creature’s deepest fears, manifesting its worst nightmares as an -implacable threat. At the end of each of the frightened creature’s -turns, it must succeed on a Wisdom saving throw or take 4d10 psychic -damage. On a successful save, the spell ends for that creature.

-

Wind Walk

-

6th-level transmutation

-

Casting Time: 1 minute

-

Range: 30 feet

-

Components: V, S, M (fire and holy water)

-

Duration: 8 hours

-

You and up to ten willing creatures you can see within range assume a -gaseous form for the duration, appearing as wisps of cloud. While in -this cloud form, a creature has a flying speed of 300 feet and has -resistance to damage from nonmagical weapons. The only actions a -creature can take in this form are the Dash action or to revert to its -normal form. Reverting takes 1 minute, during which time a creature is -incapacitated and can’t move. Until the spell ends, a creature can -revert to cloud form, which also requires the 1-minute -transformation.

-

If a creature is in cloud form and flying when the effect ends, the -creature descends 60 feet per round for 1 minute until it lands, which -it does safely. If it can’t land after 1 minute, the creature falls the -remaining distance.

-

Wind Wall

-

3rd-level evocation

-

Casting Time: 1 action

-

Range: 120 feet

-

Components: V, S, M (a tiny fan and a feather of -exotic origin)

-

Duration: Concentration, up to 1 minute

-

A wall of strong wind rises from the ground at a point you choose -within range. You can make the wall up to 50 feet long, 15 feet high, -and 1 foot thick. You can shape the wall in any way you choose so long -as it makes one continuous path along the ground. The wall lasts for the -duration.

-

When the wall appears, each creature within its area must make a -Strength saving throw. A creature takes 3d8 bludgeoning damage on a -failed save, or half as much damage on a successful one.

-

The strong wind keeps fog, smoke, and other gases at bay. Small or -smaller flying creatures or objects can’t pass through the wall. Loose, -lightweight materials brought into the wall fly upward. Arrows, bolts, -and other ordinary projectiles launched at targets behind the wall are -deflected upward and automatically miss. (Boulders hurled by giants or -siege engines, and similar projectiles, are unaffected.) Creatures in -gaseous form can’t pass through it.

-

Wish

-

9th-level conjuration

-

Casting Time: 1 action

-

Range: Self

-

Components: V

-

Duration: Instantaneous

-

Wish is the mightiest spell a mortal creature can cast. By -simply speaking aloud, you can alter the very foundations of reality in -accord with your desires.

-

The basic use of this spell is to duplicate any other spell of 8th -level or lower. You don’t need to meet any requirements in that spell, -including costly components. The spell simply takes effect.

-

Alternatively, you can create one of the following effects of your -choice:

-
    -
  • You create one object of up to 25,000 gp in value that isn’t a magic -item. The object can be no more than 300 feet in any dimension, and it -appears in an unoccupied space you can see on the ground.
  • -
  • You allow up to twenty creatures that you can see to regain all hit -points, and you end all effects on them described in the greater -restoration spell.
  • -
  • You grant up to ten creatures that you can see resistance to a -damage type you choose.
  • -
  • You grant up to ten creatures you can see immunity to a single spell -or other magical effect for 8 hours. For instance, you could make -yourself and all your companions immune to a lich’s life drain -attack.
  • -
  • You undo a single recent event by forcing a reroll of any roll made -within the last round (including your last turn). Reality reshapes -itself to accommodate the new result. For example, a wish spell -could undo an opponent’s successful save, a foe’s critical hit, or a -friend’s failed save. You can force the reroll to be made with advantage -or disadvantage, and you can choose whether to use the reroll or the -original roll.
  • -
-

You might be able to achieve something beyond the scope of the above -examples. State your wish to the GM as precisely as possible. The GM has -great latitude in ruling what occurs in such an instance; the greater -the wish, the greater the likelihood that something goes wrong. This -spell might simply fail, the effect you desire might only be partly -achieved, or you might suffer some unforeseen consequence as a result of -how you worded the wish. For example, wishing that a villain were dead -might propel you forward in time to a period when that villain is no -longer alive, effectively removing you from the game. Similarly, wishing -for a legendary magic item or artifact might instantly transport you to -the presence of the item’s current owner.

-

The stress of casting this spell to produce any effect other than -duplicating another spell weakens you. After enduring that stress, each -time you cast a spell until you finish a long rest, you take 1d10 -necrotic damage per level of that spell. This damage can’t be reduced or -prevented in any way. In addition, your Strength drops to 3, if it isn’t -3 or lower already, for 2d4 days. For each of those days that you spend -resting and doing nothing more than light activity, your remaining -recovery time decreases by 2 days. Finally, there is a 33 percent chance -that you are unable to cast wish ever again if you suffer this -stress.

-

Word of Recall

-

6th-level conjuration

-

Casting Time: 1 action

-

Range: 5 feet

-

Components: V

-

Duration: Instantaneous

-

You and up to five willing creatures within 5 feet of you instantly -teleport to a previously designated sanctuary. You and any creatures -that teleport with you appear in the nearest unoccupied space to the -spot you designated when you prepared your sanctuary (see below). If you -cast this spell without first preparing a sanctuary, the spell has no -effect.

-

You must designate a sanctuary by casting this spell within a -location, such as a temple, dedicated to or strongly linked to your -deity. If you attempt to cast the spell in this manner in an area that -isn’t dedicated to your deity, the spell has no effect.

-

Spells (X)

-

Spells (Y)

-

Spells (Z)

-

Zone of Truth

-

2nd-level enchantment

-

Casting Time: 1 action

-

Range: 60 feet

-

Components: V, S

-

Duration: 10 minutes

-

You create a magical zone that guards against deception in a 15-foot -radius sphere centered on a point of your choice within range. Until the -spell ends, a creature that enters the spell’s area for the first time -on a turn or starts its turn there must make a Charisma saving throw. On -a failed save, a creature can’t speak a deliberate lie while in the -radius. You know whether each creature succeeds or fails on its saving -throw.

-

An affected creature is aware of the spell and can thus avoid -answering questions to which it would normally respond with a lie. Such -a creature can be evasive in its answers as long as it remains within -the boundaries of the truth.

-

GAMEMASTERING

-

Conditions

-

Conditions alter a creature’s capabilities in a variety of ways and -can arise as a result of a spell, a class feature, a monster’s attack, -or other effect. Most conditions, such as blinded, are impairments, but -a few, such as invisible, can be advantageous.

-

A condition lasts either until it is countered (the prone condition -is countered by standing up, for example) or for a duration specified by -the effect that imposed the condition.

-

If multiple effects impose the same condition on a creature, each -instance of the condition has its own duration, but the condition’s -effects don’t get worse. A creature either has a condition or -doesn’t.

-

The following definitions specify what happens to a creature while it -is subjected to a condition.

-

Blinded

-
    -
  • A blinded creature can’t see and automatically fails any ability -check that requires sight.
  • -
  • Attack rolls against the creature have advantage, and the creature’s -attack rolls have disadvantage.
  • -
-

Charmed

-
    -
  • A charmed creature can’t attack the charmer or target the charmer -with harmful abilities or magical effects.
  • -
  • The charmer has advantage on any ability check to interact socially -with the creature.
  • -
-

Deafened

-
    -
  • A deafened creature can’t hear and automatically fails any ability -check that requires hearing.
  • -
-

Exhaustion

-

Some special abilities and environmental hazards, such as starvation -and the long-term effects of freezing or scorching temperatures, can -lead to a special condition called exhaustion. Exhaustion is measured in -six levels. An effect can give a creature one or more levels of -exhaustion, as specified in the effect’s description.

-

Table- Exhaustion Effects

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LevelEffect
1Disadvantage on ability checks
2Speed halved
3Disadvantage on attack rolls and saving throws
4Hit point maximum halved
5Speed reduced to 0
6Death
-

If an already exhausted creature suffers another effect that causes -exhaustion, its current level of exhaustion increases by the amount -specified in the effect’s description.

-

A creature suffers the effect of its current level of exhaustion as -well as all lower levels. For example, a creature suffering level 2 -exhaustion has its speed halved and has disadvantage on ability -checks.

-

An effect that removes exhaustion reduces its level as specified in -the effect’s description, with all exhaustion effects ending if a -creature’s exhaustion level is reduced below 1.

-

Finishing a long rest reduces a creature’s exhaustion level by 1, -provided that the creature has also ingested some food and drink. Also, -being raised from the dead reduces a creature’s exhaustion level by -1.

-

Frightened

-
    -
  • A frightened creature has disadvantage on ability checks and attack -rolls while the source of its fear is within line of sight.
  • -
  • The creature can’t willingly move closer to the source of its -fear.
  • -
-

Grappled

-
    -
  • A grappled creature’s speed becomes 0, and it can’t benefit from any -bonus to its speed.
  • -
  • The condition ends if the grappler is incapacitated (see the -condition).
  • -
  • The condition also ends if an effect removes the grappled creature -from the reach of the grappler or grappling effect, such as when a -creature is hurled away by the thunder-wave spell.
  • -
-

Incapacitated

-
    -
  • An incapacitated creature can’t take actions or reactions.
  • -
-

Invisible

-
    -
  • An invisible creature is impossible to see without the aid of -magic or a special sense. For the purpose of hiding, the creature is -heavily obscured. The creature’s location can be detected by any noise -it makes or any tracks it leaves.

  • -
  • Attack rolls against the creature have disadvantage, and the -creature’s attack rolls have advantage.

  • -
-

Paralyzed

-
    -
  • A paralyzed creature is incapacitated (see the condition) and can’t -move or speak.
  • -
  • The creature automatically fails Strength and Dexterity saving -throws.
  • -
  • Attack rolls against the creature have advantage.
  • -
  • Any attack that hits the creature is a critical hit if the attacker -is within 5 feet of the creature.
  • -
-

Petrified

-
    -
  • A petrified creature is transformed, along with any nonmagical -object it is wearing or carrying, into a solid inanimate substance -(usually stone). Its weight increases by a factor of ten, and it ceases -aging.
  • -
  • The creature is incapacitated (see the condition), can’t move or -speak, and is unaware of its surroundings.
  • -
  • Attack rolls against the creature have advantage.
  • -
  • The creature automatically fails Strength and Dexterity saving -throws.
  • -
  • The creature has resistance to all damage.
  • -
  • The creature is immune to poison and disease, although a poison or -disease already in its system is suspended, not neutralized.
  • -
-

Poisoned

-
    -
  • A poisoned creature has disadvantage on attack rolls and ability -checks.
  • -
-

Prone

-
    -
  • A prone creature’s only movement option is to crawl, unless it -stands up and thereby ends the condition.
  • -
  • The creature has disadvantage on attack rolls.
  • -
  • An attack roll against the creature has advantage if the attacker is -within 5 feet of the creature. Otherwise, the attack roll has -disadvantage.
  • -
-

Restrained

-
    -
  • A restrained creature’s speed becomes 0, and it can’t benefit from -any bonus to its speed.
  • -
  • Attack rolls against the creature have advantage, and the creature’s -attack rolls have disadvantage.
  • -
  • The creature has disadvantage on Dexterity saving throws.
  • -
-

Stunned

-
    -
  • A stunned creature is incapacitated (see the condition), can’t move, -and can speak only falteringly.
  • -
  • The creature automatically fails Strength and Dexterity saving -throws.
  • -
  • Attack rolls against the creature have advantage.
  • -
-

Unconscious

-
    -
  • An unconscious creature is incapacitated (see the condition), can’t -move or speak, and is unaware of its surroundings
  • -
  • The creature drops whatever it’s holding and falls prone.
  • -
  • The creature automatically fails Strength and Dexterity saving -throws.
  • -
  • Attack rolls against the creature have advantage.
  • -
  • Any attack that hits the creature is a critical hit if the attacker -is within 5 feet of the creature.
  • -
-

Pantheons

-

The Celtic, Egyptian, Greek, and Norse pantheons are fantasy -interpretations of historical religions from our world’s ancient times. -They include deities that are most appropriate for use in a game, -divorced from their historical context in the real world and united into -pantheons that serve the needs of the game.

-

The Celtic Pantheon

-

It’s said that something wild lurks in the heart of every soul, a -space that thrills to the sound of geese calling at night, to the -whispering wind through the pines, to the unexpected red of mistletoe on -an oak-and it is in this space that the Celtic gods dwell. They sprang -from the brook and stream, their might heightened by the strength of the -oak and the beauty of the woodlands and open moor. When the first -forester dared put a name to the face seen in the bole of a tree or the -voice babbling in a brook, these gods forced themselves into being.

-

The Celtic gods are as often served by druids as by clerics, for they -are closely aligned with the forces of nature that druids revere.

-

Table- Celtic Deities

- ------ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DeityAlignmentSuggested DomainsSymbol
The Daghdha, god of weather and cropsCGNature, TrickeryBubbling cauldron or shield
Arawn, god of life and deathNELife, DeathBlack star on gray background
Belenus, god of sun, light, and warmthNGLightSolar disk and standing stones
Brigantia, goddess of rivers and livestockNGLifeFootbridge
Diancecht, god of medicine and healingLGLifeCrossed oak and mistletoe branches
Dunatis, god of mountains and peaksNNatureRed sun-capped mountain peak
Goibhniu, god of smiths and healingNGKnowledge, LifeGiant mallet over sword
Lugh, god of arts, travel, and commerceCNKnowledge, LifePair of long hands
Manannan mac Lir, god of oceans and sea creaturesLNNature, TempestWave of white water on green
Math Mathonwy, god of magicNEKnowledgeStaff
Morrigan, goddess of battleCEWarTwo crossed spears
Nuada, god of war and warriorsNWarSilver hand on black background
Oghma, god of speech and writingNGKnowledgeUnfurled scroll
Silvanus, god of nature and forestsNNatureSummer oak tree
-

The Greek Pantheon

-

The gods of Olympus make themselves known with the gentle lap of -waves against the shores and the crash of the thunder among the -cloud-enshrouded peaks. The thick boar-infested woods and the sere, -olive-covered hillsides hold evidence of their passing. Every aspect of -nature echoes with their presence, and they’ve made a place for -themselves inside the human heart, too.

-

Table- Greek Deities

- ------ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DeityAlignmentSuggested DomainsSymbol
Zeus, god of the sky, ruler of the godsNTempestFist full of lightning bolts
Aphrodite, goddess of love and beautyCGLightSea shell
Apollo, god of light, music, and healingCGKnowledge, Life, LightLyre
Ares, god of war and strifeCEWarSpear
Artemis, goddess of hunting and childbirthNGLife, NatureBow and arrow on lunar disk
Athena, goddess of wisdom and civilizationLGKnowledge, WarOwl
Demeter, goddess of agricultureNGLifeMare’s head
Dionysus, god of mirth and wineCNLifeThyrsus (staff tipped with pine cone)
Hades, god of the underworldLEDeathBlack ram
Hecate, goddess of magic and the moonCEKnowledge, TrickerySetting moon
Hephaestus, god of smithing and craftNGKnowledgeHammer and anvil
Hera, goddess of marriage and intrigueCNTrickeryFan of peacock feathers
Hercules, god of strength and adventureCGTempest, WarLion’s head
Hermes, god of travel and commerceCGTrickeryCaduceus (winged staff and serpents)
Hestia, goddess of home and familyNGLifeHearth
Nike, goddess of victoryLNWarWinged woman
Pan, god of natureCNNatureSyrinx (pan pipes)
Poseidon, god of the sea and earthquakesCNTempestTrident
Tyche, goddess of good fortuneNTrickeryRed pentagram
-

The Egyptian Pantheon

-

These gods are a young dynasty of an ancient divine family, heirs to -the rulership of the cosmos and the maintenance of the divine principle -of Ma’at-the fundamental order of truth, justice, law, and order that -puts gods, mortal pharaohs, and ordinary men and women in their logical -and rightful place in the universe.

-

The Egyptian pantheon is unusual in having three gods responsible for -death, each with different alignments. Anubis is the lawful neutral god -of the afterlife, who judges the souls of the dead. Set is a chaotic -evil god of murder, perhaps best known for killing his brother Osiris. -And Nephthys is a chaotic good goddess of mourning.

-

Table- Egyptian Deities

- ------ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DeityAlignmentSuggested DomainsSymbol
Re-Horakhty, god of the sun, ruler of the godsLGLife, LightSolar disk encircled by serpent
Anubis, god of judgment and deathLNDeathBlack jackal
Apep, god of evil, fire, and serpentsNETrickeryFlaming snake
Bast, goddess of cats and vengeanceCGWarCat
Bes, god of luck and musicCNTrickeryImage of the misshapen deity
Hathor, goddess of love, music, and motherhoodNGLife, LightHorned cowʼs head with lunar disk
Imhotep, god of crafts and medicineNGKnowledgeStep pyramid
Isis, goddess of fertility and magicNGKnowledge, LifeAnkh and star
Nephthys, goddess of death and griefCGDeathHorns around a lunar disk
Osiris, god of nature and the underworldLGLife, NatureCrook and flail
Ptah, god of crafts, knowledge, and secretsLNKnowledgeBull
Set, god of darkness and desert stormsCEDeath, Tempest, TrickeryCoiled cobra
Sobek, god of water and crocodilesLENature, TempestCrocodile head with horns and plumes
Thoth, god of knowledge and wisdomNKnowledgeIbis
-

The Norse Pantheon

-

Where the land plummets from the snowy hills into the icy fjords -below, where the longboats draw up on to the beach, where the glaciers -flow forward and retreat with every fall and spring-this is the land of -the Vikings, the home of the Norse pantheon. It’s a brutal clime, and -one that calls for brutal living. The warriors of the land have had to -adapt to the harsh conditions in order to survive, but they haven’t been -too twisted by the needs of their environment. Given the necessity of -raiding for food and wealth, it’s surprising the mortals turned out as -well as they did. Their powers reflect the need these warriors had for -strong leadership and decisive action. Thus, they see their deities in -every bend of a river, hear them in the crash of the thunder and the -booming of the glaciers, and smell them in the smoke of a burning -longhouse.

-

The Norse pantheon includes two main families, the Aesir (deities of -war and destiny) and the Vanir (gods of fertility and prosperity). Once -enemies, these two families are now closely allied against their common -enemies, the giants (including the gods Surtur and Thrym).

-

Table- Norse Deities

- ------ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DeityAlignmentSuggested DomainsSymbol
Odin, god of knowledge and warNGKnowledge, WarWatching blue eye
Aegir, god of the sea and stormsNETempestRough ocean waves
Balder, god of beauty and poetryNGLife, LightGem-encrusted silver chalice
Forseti, god of justice and lawNLightHead of a bearded man
Frey, god of fertility and the sunNGLife, LightIce-blue greatsword
Freya, goddess of fertility and loveNGLifeFalcon
Frigga, goddess of birth and fertilityNLife, LightCat
Heimdall, god of watchfulness and loyaltyLGLight, WarCurling musical horn
Hel, goddess of the underworldNEDeathWoman’s face, rotting on one side
Hermod, god of luckCNTrickeryWinged scroll
Loki, god of thieves and trickeryCETrickeryFlame
Njord, god of sea and windNGNature, TempestGold coin
Odur, god of light and the sunCGLightSolar disk
Sif, goddess of warCGWarUpraised sword
Skadi, god of earth and mountainsNNatureMountain peak
Surtur, god of fire giants and warLEWarFlaming sword
Thor, god of storms and thunderCGTempest, WarHammer
Thrym, god of frost giants and coldCEWarWhite double-bladed axe
Tyr, god of courage and strategyLNKnowledge, WarSword
Uller, god of hunting and winterCNNatureLongbow
-

Planes

-

The cosmos teems with a multitude of worlds as well as myriad -alternate dimensions of reality, called the planes of -existence. It encompasses every world where GMs run their -adventures, all within the relatively mundane realm of the Material -Plane. Beyond that plane are domains of raw elemental matter and energy, -realms of pure thought and ethos, the homes of demons and angels, and -the dominions of the gods.

-

Many spells and magic items can draw energy from these planes, summon -the creatures that dwell there, communicate with their denizens, and -allow adventurers to travel there. As your character achieves greater -power and higher levels, you might walk on streets made of solid fire or -test your mettle on a battlefield where the fallen are resurrected with -each dawn.

-

The Material Plane

-

The Material Plane is the nexus where the philosophical and elemental -forces that define the other planes collide in the jumbled existence of -mortal life and mundane matter. All fantasy gaming worlds exist within -the Material Plane, making it the starting point for most campaigns and -adventures. The rest of the multiverse is defined in relation to the -Material Plane.

-

The worlds of the Material Plane are infinitely diverse, for they -reflect the creative imagination of the GMs who set their games there, -as well as the players whose heroes adventure there. They include -magic-wasted desert planets and island-dotted water worlds, worlds where -magic combines with advanced technology and others trapped in an endless -Stone Age, worlds where the gods walk and places they have -abandoned.

-

Beyond the Material

-

Beyond the Material Plane, the various planes of existence are realms -of myth and mystery. They’re not simply other worlds, but different -qualities of being, formed and governed by spiritual and elemental -principles abstracted from the ordinary world.

-

Planar Travel

-

When adventurers travel into other planes of existence, they are -undertaking a legendary journey across the thresholds of existence to a -mythic destination where they strive to complete their quest. Such a -journey is the stuff of legend. Braving the realms of the dead, seeking -out the celestial servants of a deity, or bargaining with an efreeti in -its home city will be the subject of song and story for years to -come.

-

Travel to the planes beyond the Material Plane can be accomplished in -two ways: by casting a spell or by using a planar portal.

-

Spells. A number of spells allow direct or -indirect access to other planes of existence. Plane shift and -gate can transport adventurers directly to any other plane of -existence, with different degrees of precision. Etherealness -allows adventurers to enter the Ethereal Plane and travel from there to -any of the planes it touches-such as the Elemental Planes. And the -astral projection spell lets adventurers project themselves -into the Astral Plane and travel to the Outer Planes.

-

Portals. A portal is a general term for a -stationary interplanar connection that links a specific location on one -plane to a specific location on another. Some portals are like doorways, -a clear window, or a fog- shrouded passage, and simply stepping through -it effects the interplanar travel. Others are locations- circles of -standing stones, soaring towers, sailing ships, or even whole towns-that -exist in multiple planes at once or flicker from one plane to another in -turn. Some are vortices, typically joining an Elemental Plane with a -very similar location on the Material Plane, such as the heart of a -volcano (leading to the Plane of Fire) or the depths of the ocean (to -the Plane of Water).

-

Transitive Planes

-

The Ethereal Plane and the Astral Plane are called the Transitive -Planes. They are mostly featureless realms that serve primarily as ways -to travel from one plane to another. Spells such as -etherealness and astral projection allow characters to -enter these planes and traverse them to reach the planes beyond.

-

The Ethereal Plane is a misty, fog-bound dimension -that is sometimes described as a great ocean. Its shores, called the -Border Ethereal, overlap the Material Plane and the Inner Planes, so -that every location on those planes has a corresponding location on the -Ethereal Plane. Certain creatures can see into the Border Ethereal, and -the see invisibility and true seeing spell grant that -ability. Some magical effects also extend from the Material Plane into -the Border Ethereal, particularly effects that use force energy such as -forcecage and wall of force. The depths of the plane, -the Deep Ethereal, are a region of swirling mists and colorful fogs.

-

The Astral Plane is the realm of thought and dream, -where visitors travel as disembodied souls to reach the planes of the -divine and demonic. It is a great, silvery sea, the same above and -below, with swirling wisps of white and gray streaking among motes of -light resembling distant stars. Erratic whirlpools of color flicker in -midair like spinning coins. Occasional bits of solid matter can be found -here, but most of the Astral Plane is an endless, open domain.

-

Inner Planes

-

The Inner Planes surround and enfold the Material Plane and its -echoes, providing the raw elemental substance from which all the worlds -were made. The four Elemental Planes - Air, Earth, -Fire, and Water - form a ring around the Material Plane, suspended -within the churning Elemental Chaos.

-

At their innermost edges, where they are closest to the Material -Plane (in a conceptual if not a literal geographical sense), the four -Elemental Planes resemble a world in the Material Plane. The four -elements mingle together as they do in the Material Plane, forming land, -sea, and sky. Farther from the Material Plane, though, the Elemental -Planes are both alien and hostile. Here, the elements exist in their -purest form-great expanses of solid earth, blazing fire, crystal-clear -water, and unsullied air. These regions are little-known, so when -discussing the Plane of Fire, for example, a speaker usually means just -the border region. At the farthest extents of the Inner Planes, the pure -elements dissolve and bleed together into an unending tumult of clashing -energies and colliding substance, the Elemental Chaos.

-

Outer Planes

-

If the Inner Planes are the raw matter and energy that makes up the -multiverse, the Outer Planes are the direction, thought and purpose for -such construction. Accordingly, many sages refer to the Outer Planes as -divine planes, spiritual planes, or godly planes, for the Outer Planes -are best known as the homes of deities.

-

When discussing anything to do with deities, the language used must -be highly metaphorical. Their actual homes are not literally “places” at -all, but exemplify the idea that the Outer Planes are realms of thought -and spirit. As with the Elemental Planes, one can imagine the -perceptible part of the Outer Planes as a sort of border region, while -extensive spiritual regions lie beyond ordinary sensory experience.

-

Even in those perceptible regions, appearances can be deceptive. -Initially, many of the Outer Planes appear hospitable and familiar to -natives of the Material Plane. But the landscape can change at the whims -of the powerful forces that live on the Outer Planes. The desires of the -mighty forces that dwell on these planes can remake them completely, -effectively erasing and rebuilding existence itself to better fulfill -their own needs.

-

Distance is a virtually meaningless concept on the Outer Planes. The -perceptible regions of the planes often seem quite small, but they can -also stretch on to what seems like infinity. It might be possible to -take a guided tour of the Nine Hells, from the first layer to the ninth, -in a single day-if the powers of the Hells desire it. Or it could take -weeks for travelers to make a grueling trek across a single layer.

-

The most well-known Outer Planes are a group of sixteen planes that -correspond to the eight alignments (excluding neutrality) and the shades -of distinction between them.

-

Outer Planes

-

The planes with some element of good in their nature are called the -Upper Planes. Celestial creatures such as angels and -pegasi dwell in the Upper Planes. Planes with some element of evil are -the Lower Planes. Fiends such as demons and devils -dwell in the Lower Planes. A plane’s alignment is its essence, and a -character whose alignment doesn’t match the plane’s experiences a -profound sense of dissonance there. When a good creature visits Elysium, -for example (a neutral good Upper Plane), it feels in tune with the -plane, but an evil creature feels out of tune and more than a little -uncomfortable.

-

Demiplanes

-

Demiplanes are small extradimensional spaces with their own unique -rules. They are pieces of reality that don’t seem to fit anywhere else. -Demiplanes come into being by a variety of means. Some are created by -spells, such as demiplane, or generated at the desire of a -powerful deity or other force. They may exist naturally, as a fold of -existing reality that has been pinched off from the rest of the -multiverse, or as a baby universe growing in power. A given demiplane -can be entered through a single point where it touches another plane. -Theoretically, a plane shift spell can also carry travelers to -a demiplane, but the proper frequency required for the tuning fork is -extremely hard to acquire. The gate spell is more reliable, -assuming the caster knows of the demiplane.

-

Situational Rules

-

Traps

-

Traps can be found almost anywhere. One wrong step in an ancient tomb -might trigger a series of scything blades, which cleave through armor -and bone. The seemingly innocuous vines that hang over a cave entrance -might grasp and choke anyone who pushes through them. A net hidden among -the trees might drop on travelers who pass underneath. In a fantasy -game, unwary adventurers can fall to their deaths, be burned alive, or -fall under a fusillade of poisoned darts.

-

A trap can be either mechanical or magical in nature. -Mechanical traps include pits, arrow traps, falling -blocks, water-filled rooms, whirling blades, and anything else that -depends on a mechanism to operate. Magic traps are -either magical device traps or spell traps. Magical device traps -initiate spell effects when activated. Spell traps are spells such as -glyph of warding and symbol that function as -traps.

-

Traps in Play

-

When adventurers come across a trap, you need to know how the trap is -triggered and what it does, as well as the possibility for the -characters to detect the trap and to disable or avoid it.

-

Triggering a Trap

-

Most traps are triggered when a creature goes somewhere or touches -something that the trap’s creator wanted to protect. Common triggers -include stepping on a pressure plate or a false section of floor, -pulling a trip wire, turning a doorknob, and using the wrong key in a -lock. Magic traps are often set to go off when a creature enters an area -or touches an object. Some magic traps (such as the glyph of -warding spell) have more complicated trigger conditions, including -a password that prevents the trap from activating.

-

Detecting and Disabling a -Trap

-

Usually, some element of a trap is visible to careful inspection. -Characters might notice an uneven flagstone that conceals a pressure -plate, spot the gleam of light off a trip wire, notice small holes in -the walls from which jets of flame will erupt, or otherwise detect -something that points to a trap’s presence.

-

A trap’s description specifies the checks and DCs needed to detect -it, disable it, or both. A character actively looking for a trap can -attempt a Wisdom (Perception) check against the trap’s DC. You can also -compare the DC to detect the trap with each character’s passive Wisdom -(Perception) score to determine whether anyone in the party notices the -trap in passing. If the adventurers detect a trap before triggering it, -they might be able to disarm it, either permanently or long enough to -move past it. You might call for an Intelligence (Investigation) check -for a character to deduce what needs to be done, followed by a Dexterity -check using thieves’ tools to perform the necessary sabotage.

-

Any character can attempt an Intelligence (Arcana) check to detect or -disarm a magic trap, in addition to any other checks noted in the trap’s -description. The DCs are the same regardless of the check used. In -addition, dispel magic has a chance of disabling most magic -traps. A magic trap’s description provides the DC for the ability check -made when you use dispel magic.

-

In most cases, a trap’s description is clear enough that you can -adjudicate whether a character’s actions locate or foil the trap. As -with many situations, you shouldn’t allow die rolling to override clever -play and good planning. Use your common sense, drawing on the trap’s -description to determine what happens. No trap’s design can anticipate -every possible action that the characters might attempt.

-

You should allow a character to discover a trap without making an -ability check if an action would clearly reveal the trap’s presence. For -example, if a character lifts a rug that conceals a pressure plate, the -character has found the trigger and no check is required.

-

Foiling traps can be a little more complicated. Consider a trapped -treasure chest. If the chest is opened without first pulling on the two -handles set in its sides, a mechanism inside fires a hail of poison -needles toward anyone in front of it. After inspecting the chest and -making a few checks, the characters are still unsure if it’s trapped. -Rather than simply open the chest, they prop a shield in front of it and -push the chest open at a distance with an iron rod. In this case, the -trap still triggers, but the hail of needles fires harmlessly into the -shield.

-

Traps are often designed with mechanisms that allow them to be -disarmed or bypassed. Intelligent monsters that place traps in or around -their lairs need ways to get past those traps without harming -themselves. Such traps might have hidden levers that disable their -triggers, or a secret door might conceal a passage that goes around the -trap.

-

Trap Effects

-

The effects of traps can range from inconvenient to deadly, making -use of elements such as arrows, spikes, blades, poison, toxic gas, -blasts of fire, and deep pits. The deadliest traps combine multiple -elements to kill, injure, contain, or drive off any creature unfortunate -enough to trigger them. A trap’s description specifies what happens when -it is triggered.

-

The attack bonus of a trap, the save DC to resist its effects, and -the damage it deals can vary depending on the trap’s severity. Use the -Trap Save DCs and Attack Bonuses table and the Damage Severity by Level -table for suggestions based on three levels of trap severity.

-

A trap intended to be a setback is unlikely to kill -or seriously harm characters of the indicated levels, whereas a -dangerous trap is likely to seriously injure (and -potentially kill) characters of the indicated levels. A -deadly trap is likely to kill characters of the -indicated levels.

-

Table- Trap Dangers

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Trap DangerSave DCAttack Bonus
Setback10-11+3 to +5
Dangerous12-15+6 to +8
Deadly16-20+9 to +12
-

Table- Trap Severity

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Character LevelSetbackDangerousDeadly
1st-4th1d102d104d10
5th-10th2d104d1010d10
11th-16th4d1010d1018d10
17th-20th10d1018d1024d10
-

Complex Traps

-

Complex traps work like standard traps, except once activated they -execute a series of actions each round. A complex trap turns the process -of dealing with a trap into something more like a combat encounter.

-

When a complex trap activates, it rolls initiative. The trap’s -description includes an initiative bonus. On its turn, the trap -activates again, often taking an action. It might make successive -attacks against intruders, create an effect that changes over time, or -otherwise produce a dynamic challenge. Otherwise, the complex trap can -be detected and disabled or bypassed in the usual ways.

-

For example, a trap that causes a room to slowly flood works best as -a complex trap. On the trap’s turn, the water level rises. After several -rounds, the room is completely flooded.

-

Sample Traps

-

The magical and mechanical traps presented here vary in deadliness -and are presented in alphabetical order.

-

Collapsing Roof

-

Mechanical trap

-

This trap uses a trip wire to collapse the supports keeping an -unstable section of a ceiling in place.

-

The trip wire is 3 inches off the ground and stretches between two -support beams. The DC to spot the trip wire is 10. A successful DC 15 -Dexterity check using thieves’ tools disables the trip wire harmlessly. -A character without thieves’ tools can attempt this check with -disadvantage using any edged weapon or edged tool. On a failed check, -the trap triggers.

-

Anyone who inspects the beams can easily determine that they are -merely wedged in place. As an action, a character can knock over a beam, -causing the trap to trigger.

-

The ceiling above the trip wire is in bad repair, and anyone who can -see it can tell that it’s in danger of collapse.

-

When the trap is triggered, the unstable ceiling collapses. Any -creature in the area beneath the unstable section must succeed on a DC -15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a -failed save, or half as much damage on a successful one. Once the trap -is triggered, the floor of the area is filled with rubble and becomes -difficult terrain.

-

Falling Net

-

Mechanical trap

-

This trap uses a trip wire to release a net suspended from the -ceiling.

-

The trip wire is 3 inches off the ground and stretches between two -columns or trees. The net is hidden by cobwebs or foliage. The DC to -spot the trip wire and net is 10. A successful DC 15 Dexterity check -using thieves’ tools breaks the trip wire harmlessly. A character -without thieves’ tools can attempt this check with disadvantage using -any edged weapon or edged tool. On a failed check, the trap -triggers.

-

When the trap is triggered, the net is released, covering a 10-foot -square area. Those in the area are trapped under the net and restrained, -and those that fail a DC 10 Strength saving throw are also knocked -prone. A creature can use its action to make a DC 10

-

Strength check, freeing itself or another creature within its reach -on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing -damage to the net (AC 10) destroys a 5-foot square section of it, -freeing any creature trapped in that section.

-

Fire-Breathing Statue

-

Magic trap

-

This trap is activated when an intruder steps on a hidden pressure -plate, releasing a magical gout of flame from a nearby statue. The -statue can be of anything, including a dragon or a wizard casting a -spell.

-

The DC is 15 to spot the pressure plate, as well as faint scorch -marks on the floor and walls. A spell or other effect that can sense the -presence of magic, such as detect magic, reveals an aura of -evocation magic around the statue.

-

The trap activates when more than 20 pounds of weight is placed on -the pressure plate, causing the statue to release a 30-foot cone of -fire. Each creature in the fire must make a DC 13 Dexterity saving -throw, taking 22 (4d10) fire damage on a failed save, or half as much -damage on a successful one.

-

Wedging an iron spike or other object under the pressure plate -prevents the trap from activating. A successful dispel magic -(DC 13) cast on the statue destroys the trap.

-

Pits

-

Mechanical trap

-

Four basic pit traps are presented here.

-

Simple Pit. A simple pit trap is a hole dug -in the ground. The hole is covered by a large cloth anchored on the -pit’s edge and camouflaged with dirt and debris.

-

The DC to spot the pit is 10. Anyone stepping on the cloth falls -through and pulls the cloth down into the pit, taking damage based on -the pit’s depth (usually 10 feet, but some pits are deeper).

-

Hidden Pit. This pit has a cover -constructed from material identical to the floor around it.

-

A successful DC 15 Wisdom (Perception) check discerns an absence of -foot traffic over the section of floor that forms the pit’s cover. A -successful DC 15 Intelligence (Investigation) check is necessary to -confirm that the trapped section of floor is actually the cover of a -pit.

-

When a creature steps on the cover, it swings open like a trapdoor, -causing the intruder to spill into the pit below. The pit is usually 10 -or 20 feet deep but can be deeper.

-

Once the pit trap is detected, an iron spike or similar object can be -wedged between the pit’s cover and the surrounding floor in such a way -as to prevent the cover from opening, thereby making it safe to cross. -The cover can also be magically held shut using the arcane lock -spell or similar magic.

-

Locking Pit. This pit trap is identical to -a hidden pit trap, with one key exception: the trap door that covers the -pit is spring-loaded. After a creature falls into the pit, the cover -snaps shut to trap its victim inside.

-

A successful DC 20 Strength check is necessary to pry the cover open. -The cover can also be smashed open. A character in the pit can also -attempt to disable the spring mechanism from the inside with a DC 15 -Dexterity check using thieves’ tools, provided that the mechanism can be -reached and the character can see. In some cases, a mechanism (usually -hidden behind a secret door nearby) opens the pit.

-

Spiked Pit. This pit trap is a simple, -hidden, or locking pit trap with sharpened wooden or iron spikes at the -bottom. A creature falling into the pit takes 11 (2d10) piercing damage -from the spikes, in addition to any falling damage. Even nastier -versions have poison smeared on the spikes. In that case, anyone taking -piercing damage from the spikes must also make a DC 13 Constitution -saving throw, taking an 22 (4d10) poison damage on a failed save, or -half as much damage on a successful one.

-

Poison Darts

-

Mechanical trap

-

When a creature steps on a hidden pressure plate, poison-tipped darts -shoot from spring-loaded or pressurized tubes cleverly embedded in the -surrounding walls. An area might include multiple pressure plates, each -one rigged to its own set of darts.

-

The tiny holes in the walls are obscured by dust and cobwebs, or -cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the -walls. The DC to spot them is 15. With a successful DC 15 Intelligence -(Investigation) check, a character can deduce the presence of the -pressure plate from variations in the mortar and stone used to create -it, compared to the surrounding floor. Wedging an iron spike or other -object under the pressure plate prevents the trap from activating. -Stuffing the holes with cloth or wax prevents the darts contained within -from launching.

-

The trap activates when more than 20 pounds of weight is placed on -the pressure plate, releasing four darts. Each dart makes a ranged -attack with a +8

-

bonus against a random target within 10 feet of the pressure plate -(vision is irrelevant to this attack roll). (If there are no targets in -the area, the darts don’t hit anything.) A target that is hit takes 2 -(1d4) piercing damage and must succeed on a DC 15 Constitution saving -throw, taking 11 (2d10) poison damage on a failed save, or half as much -damage on a successful one.

-

Poison Needle

-

Mechanical trap

-

A poisoned needle is hidden within a treasure chest’s lock, or in -something else that a creature might open. Opening the chest without the -proper key causes the needle to spring out, delivering a dose of -poison.

-

When the trap is triggered, the needle extends 3 inches straight out -from the lock. A creature within range takes 1 piercing damage and 11 -(2d10) poison damage, and must succeed on a DC 15 Constitution saving -throw or be poisoned for 1 hour.

-

A successful DC 20 Intelligence (Investigation) check allows a -character to deduce the trap’s presence from alterations made to the -lock to accommodate the needle. A successful DC 15 Dexterity check using -thieves’ tools disarms the trap, removing the needle from the lock. -Unsuccessfully attempting to pick the lock triggers the trap.

-

Rolling Sphere

-

Mechanical trap

-

When 20 or more pounds of pressure are placed on this trap’s pressure -plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot -diameter rolling sphere of solid stone.

-

With a successful DC 15 Wisdom (Perception) check, a character can -spot the trapdoor and pressure plate. A search of the floor accompanied -by a successful DC 15 Intelligence (Investigation) check reveals -variations in the mortar and stone that betray the pressure plate’s -presence. The same check made while inspecting the ceiling notes -variations in the stonework that reveal the trapdoor. Wedging an iron -spike or other object under the pressure plate prevents the trap from -activating.

-

Activation of the sphere requires all creatures present to roll -initiative. The sphere rolls initiative with a +8 bonus. On its turn, it -moves 60 feet in a straight line. The sphere can move through creatures’ -spaces, and creatures can move through its space, treating it as -difficult terrain. Whenever the sphere enters a creature’s space or a -creature enters its space while it’s rolling, that creature must succeed -on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage -and be knocked prone.

-

The sphere stops when it hits a wall or similar barrier. It can’t go -around corners, but smart dungeon builders incorporate gentle, curving -turns into nearby passages that allow the sphere to keep moving.

-

As an action, a creature within 5 feet of the sphere can attempt to -slow it down with a DC 20 Strength check. On a successful check, the -sphere’s speed is reduced by 15 feet. If the sphere’s speed drops to 0, -it stops moving and is no longer a threat.

-

Sphere of Annihilation

-

Magic trap

-

Magical, impenetrable darkness fills the gaping mouth of a stone face -carved into a wall. The mouth is 2 feet in diameter and roughly -circular. No sound issues from it, no light can illuminate the inside of -it, and any matter that enters it is instantly obliterated.

-

A successful DC 20 Intelligence (Arcana) check reveals that the mouth -contains a sphere of annihilation that can’t be controlled or -moved. It is otherwise identical to a normal sphere of -annihilation.

-

Some versions of the trap include an enchantment placed on the stone -face, such that specified creatures feel an overwhelming urge to -approach it and crawl inside its mouth. This effect is otherwise like -the sympathy aspect of the antipathy/sympathy spell. A -successful dispel magic (DC 18) removes this enchantment.

-

Diseases

-

A plague ravages the kingdom, setting the adventurers on a quest to -find a cure. An adventurer emerges from an ancient tomb, unopened for -centuries, and soon finds herself suffering from a wasting illness. A -warlock offends some dark power and contracts a strange affliction that -spreads whenever he casts spells.

-

A simple outbreak might amount to little more than a small drain on -party resources, curable by a casting of lesser restoration. A -more complicated outbreak can form the basis of one or more adventures -as characters search for a cure, stop the spread of the disease, and -deal with the consequences.

-

A disease that does more than infect a few party members is primarily -a plot device. The rules help describe the effects of the disease and -how it can be cured, but the specifics of how a disease works aren’t -bound by a common set of rules. Diseases can affect any creature, and a -given illness might or might not pass from one race or kind of creature -to another. A plague might affect only constructs or undead, or sweep -through a halfling neighborhood but leave other races untouched. What -matters is the story you want to tell.

-

Sample Diseases

-

The diseases here illustrate the variety of ways disease can work in -the game. Feel free to alter the saving throw DCs, incubation times, -symptoms, and other characteristics of these diseases to suit your -campaign.

-

Cackle Fever

-

This disease targets humanoids, although gnomes are strangely immune. -While in the grips of this disease, victims frequently succumb to fits -of mad laughter, giving the disease its common name and its morbid -nickname: “the shrieks.”

-

Symptoms manifest 1d4 hours after infection and include fever and -disorientation. The infected creature gains one level of exhaustion that -can’t be removed until the disease is cured.

-

Any event that causes the infected creature great stress-including -entering combat, taking damage, experiencing fear, or having a -nightmare-forces the creature to make a DC 13 Constitution saving throw. -On a failed save, the creature takes 5 (1d10) psychic damage and becomes -incapacitated with mad laughter for 1 minute. The creature can repeat -the saving throw at the end of each of its turns, ending the mad -laughter and the incapacitated condition on a success.

-

Any humanoid creature that starts its turn within 10 feet of an -infected creature in the throes of mad laughter must succeed on a DC 10 -Constitution saving throw or also become infected with the disease. Once -a creature succeeds on this save, it is immune to the mad laughter of -that particular infected creature for 24 hours.

-

At the end of each long rest, an infected creature can make a DC 13 -Constitution saving throw. On a successful save, the DC for this save -and for the save to avoid an attack of mad laughter drops by 1d6. When -the saving throw DC drops to 0, the creature recovers from the disease. -A creature that fails three of these saving throws gains a randomly -determined form of indefinite madness, as described later in this -chapter.

-

Sewer Plague

-

Sewer plague is a generic term for a broad category of illnesses that -incubate in sewers, refuse heaps, and stagnant swamps, and which are -sometimes transmitted by creatures that dwell in those areas, such as -rats and otyughs.

-

When a humanoid creature is bitten by a creature that carries the -disease, or when it comes into contact with filth or offal contaminated -by the disease, the creature must succeed on a DC 11 Constitution saving -throw or become infected.

-

It takes 1d4 days for sewer plague’s symptoms to manifest in an -infected creature. Symptoms include fatigue and cramps. The infected -creature suffers one level of exhaustion, and it regains only half the -normal number of hit points from spending Hit Dice and no hit points -from finishing a long rest.

-

At the end of each long rest, an infected creature must make a DC 11 -Constitution saving throw. On a failed save, the character gains one -level of exhaustion. On a successful save, the character’s exhaustion -level decreases by one level. If a successful saving throw reduces the -infected creature’s level of exhaustion below 1, the creature recovers -from the disease.

-

Sight Rot

-

This painful infection causes bleeding from the eyes and eventually -blinds the victim.

-

A beast or humanoid that drinks water tainted by sight rot must -succeed on a DC 15 Constitution saving throw or become infected. One day -after infection, the creature’s vision starts to become blurry. The -creature takes a -1 penalty to attack rolls and ability checks that rely -on sight. At the end of each long rest after the symptoms appear, the -penalty worsens by 1. When it reaches -5, the victim is blinded until -its sight is restored by magic such as lesser restoration or -heal.

-

Sight rot can be cured using a rare flower called Eyebright, which -grows in some swamps. Given an hour, a character who has proficiency -with an herbalism kit can turn the flower into one dose of ointment. -Applied to the eyes before a long rest, one dose of it prevents the -disease from worsening after that rest. After three doses, the ointment -cures the disease entirely.

-

Madness

-

In a typical campaign, characters aren’t driven mad by the horrors -they face and the carnage they inflict day after day, but sometimes the -stress of being an adventurer can be too much to bear. If your campaign -has a strong horror theme, you might want to use madness as a way to -reinforce that theme, emphasizing the extraordinarily horrific nature of -the threats the adventurers face.

-

Going Mad

-

Various magical effects can inflict madness on an otherwise stable -mind. Certain spells, such as contact other plane and -symbol, can cause insanity, and you can use the madness rules -here instead of the spell effects of those spells. Diseases, poisons, -and planar effects such as psychic wind or the howling winds of -Pandemonium can all inflict madness. Some artifacts can also break the -psyche of a character who uses or becomes attuned to them.

-

Resisting a madness-inducing effect usually requires a Wisdom or -Charisma saving throw.

-

Madness Effects

-

Madness can be short-term, long-term, or indefinite. Most relatively -mundane effects impose short-term madness, which lasts for just a few -minutes. More horrific effects or cumulative effects can result in -long-term or indefinite madness.

-

A character afflicted with short-term madness is -subjected to an effect from the Short-Term Madness table for 1d10 -minutes.

-

A character afflicted with long-term madness is -subjected to an effect from the Long-Term Madness table for 1d10 × 10 -hours.

-

A character afflicted with indefinite madness gains -a new character flaw from the Indefinite Madness table that lasts until -cured.

-

Table- Madness Short-Term Effects

- ---- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d100Effect (lasts 1d10 minutes)
01-20The character retreats into his or her mind and becomes paralyzed. -The effect ends if the character takes any damage.
21-30The character becomes incapacitated and spends the duration -screaming, laughing, or weeping.
31-40The character becomes frightened and must use his or her action and -movement each round to flee from the source of the fear.
41-50The character begins babbling and is incapable of normal speech or -spellcasting.
51-60The character must use his or her action each round to attack the -nearest creature.
61-70The character experiences vivid hallucinations and has disadvantage -on ability checks.
71-75The character does whatever anyone tells him or her to do that isn’t -obviously self- destructive.
76-80The character experiences an overpowering urge to eat something -strange such as dirt, slime, or offal.
81-90The character is stunned.
91-100The character falls unconscious.
-

Table- Madness Long-Term Effects

- ---- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d100Effect (lasts 1d10 × 10 hours)
01-10The character feels compelled to repeat a specific activity over and -over, such as washing hands, touching things, praying, or counting -coins.
11-20The character experiences vivid hallucinations and has disadvantage -on ability checks.
21-30The character suffers extreme paranoia. The character has -disadvantage on Wisdom and Charisma checks.
31-40The character regards something (usually the source of madness) with -intense revulsion, as if affected by the antipathy effect of the -antipathy/sympathy spell.
41-45The character experiences a powerful delusion. Choose a potion. The -character imagines that he or she is under its effects.
46-55The character becomes attached to a “lucky charm,” such as a person -or an object, and has disadvantage on attack rolls, ability checks, and -saving throws while more than 30 feet from it.
56-65The character is blinded (25%) or deafened (75%).
66-75The character experiences uncontrollable tremors or tics, which -impose disadvantage on attack rolls, ability checks, and saving throws -that involve Strength or Dexterity.
76-85The character suffers from partial amnesia. The character knows who -he or she is and retains racial traits and class features, but doesn’t -recognize other people or remember anything that happened before the -madness took effect.
86-90Whenever the character takes damage, he or she must succeed on a DC -15 Wisdom saving throw or be affected as though he or she failed a -saving throw against the confusion spell. The confusion effect lasts for -1 minute.
91-95The character loses the ability to speak.
96-100The character falls unconscious. No amount of jostling or damage can -wake the character.
-

Table- Madness Indefinite Flaws

- ---- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d100Flaw (lasts until cured)
01-15“Being drunk keeps me sane.”
16-25“I keep whatever I find.”
26-30“I try to become more like someone else I know-adopting his or her -style of dress, mannerisms, and name.”
31-35“I must bend the truth, exaggerate, or outright lie to be -interesting to other people.”
36-45“Achieving my goal is the only thing of interest to me, and I’ll -ignore everything else to pursue it.”
46-50“I find it hard to care about anything that goes on around me.”
51-55“I don’t like the way people judge me all the time.”
56-70“I am the smartest, wisest, strongest, fastest, and most beautiful -person I know.”
71-80“I am convinced that powerful enemies are hunting me, and their -agents are everywhere I go. I am sure they’re watching me all the -time.”
81-85“There’s only one person I can trust. And only I can see this -special friend.”
86-95“I can’t take anything seriously. The more serious the situation, -the funnier I find it.”
96-100“I’ve discovered that I really like killing people.”
-

Curing Madness

-

A calm emotions spell can suppress the effects of madness, -while a lesser restoration spell can rid a character of a -short-term or long-term madness. Depending on the source of the madness, -remove curse or dispel evil might also prove -effective. A greater restoration spell or more powerful magic -is required to rid a character of indefinite madness.

-

Objects

-

When characters need to saw through ropes, shatter a window, or smash -a vampire’s coffin, the only hard and fast rule is this: given enough -time and the right tools, characters can destroy any destructible -object. Use common sense when determining a character’s success at -damaging an object. Can a fighter cut through a section of a stone wall -with a sword? No, the sword is likely to break before the wall does.

-

For the purpose of these rules, an object is a discrete, inanimate -item like a window, door, sword, book, table, chair, or stone, not a -building or a vehicle that is composed of many other objects.

-

Statistics for Objects

-

When time is a factor, you can assign an Armor Class and hit points -to a destructible object. You can also give it immunities, resistances, -and vulnerabilities to specific types of damage.

-

Armor Class. An object’s Armor Class is a -measure of how difficult it is to deal damage to the object when -striking it (because the object has no chance of dodging out of the -way). The Object Armor Class table provides suggested AC values for -various substances.

-

Table- Object’s Armor Class

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
-

Hit Points. An object’s hit points measure -how much damage it can take before losing its structural integrity. -Resilient objects have more hit points than fragile ones. Large objects -also tend to have more hit points than small ones, unless breaking a -small part of the object is just as effective as breaking the whole -thing. The Object Hit Points table provides suggested hit points for -fragile and resilient objects that are Large or smaller.

-

Table- Object’s Hit Points

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SizeFragileResilient
Tiny (bottle, lock)2 (1d4)5 (2d4)
Small (chest, lute)3 (1d6)10 (3d6)
Medium (barrel, chandelier)4 (1d8)18 (4d8)
Large (cart, 10-ft-by-10-ft window)5 (1d10)27 (5d10)
-

Huge and Gargantuan Objects. Normal weapons -are of little use against many Huge and Gargantuan objects, such as a -colossal statue, towering column of stone, or massive boulder. That -said, one torch can burn a Huge tapestry, and an earthquake -spell can reduce a colossus to rubble. You can track a Huge or -Gargantuan object’s hit points if you like, or you can simply decide how -long the object can withstand whatever weapon or force is acting against -it. If you track hit points for the object, divide it into Large or -smaller sections, and track each section’s hit points separately. -Destroying one of those sections could ruin the entire object. For -example, a Gargantuan statue of a human might topple over when one of -its Large legs is reduced to 0 hit points.

-

Objects and Damage Types. Objects are -immune to poison and psychic damage. You might decide that some damage -types are more effective against a particular object or substance than -others. For example, bludgeoning damage works well for smashing things -but not for cutting through rope or leather. Paper or cloth objects -might be vulnerable to fire and lightning damage. A pick can chip away -stone but can’t effectively cut down a tree. As always, use your best -judgment.

-

Damage Threshold. Big objects such as -castle walls often have extra resilience represented by a damage -threshold. An object with a damage threshold has immunity to all damage -unless it takes an amount of damage from a single attack or effect equal -to or greater than its damage threshold, in which case it takes damage -as normal. Any damage that fails to meet or exceed the object’s damage -threshold is considered superficial and doesn’t reduce the object’s hit -points.

-

Poisons

-

Given their insidious and deadly nature, poisons are illegal in most -societies but are a favorite tool among assassins, drow, and other evil -creatures.

-

Poisons come in the following four types.

-

Contact. Contact poison can be smeared on -an object and remains potent until it is touched or washed off. A -creature that touches contact poison with exposed skin suffers its -effects.

-

Ingested. A creature must swallow an entire -dose of ingested poison to suffer its effects. The dose can be delivered -in food or a liquid. You may decide that a partial dose has a reduced -effect, such as allowing advantage on the saving throw or dealing only -half damage on a failed save.

-

Inhaled. These poisons are powders or gases -that take effect when inhaled. Blowing the powder or releasing the gas -subjects creatures in a 5-foot cube to its effect. The resulting cloud -dissipates immediately afterward. Holding one’s breath is ineffective -against inhaled poisons, as they affect nasal membranes, tear ducts, and -other parts of the body.

-

Injury. Injury poison can be applied to -weapons, ammunition, trap components, and other objects that deal -piercing or slashing damage and remains potent until delivered through a -wound or washed off. A creature that takes piercing or slashing damage -from an object coated with the poison is exposed to its effects.

-

Table- List of Poisons

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ItemTypePrice/Dose
Assassin’s bloodIngested150 gp
Burnt othur fumesInhaled500 gp
Crawler mucusContact200 gp
Drow poisonInjury200 gp
Essence of etherInhaled300 gp
MaliceInhaled250 gp
Midnight tearsIngested1,500 gp
Oil of taggitContact400 gp
Pale tinctureIngested250 gp
Purple worm poisonInjury2,000 gp
Serpent venomInjury200 gp
TorporIngested600 gp
Truth serumIngested150 gp
Wyvern poisonInjury1,200 gp
-

Sample Poisons

-

Each type of poison has its own debilitating effects.

-

Assassin’s Blood (Ingested). A creature -subjected to this poison must make a DC 10 Constitution saving throw. On -a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 -hours. On a successful save, the creature takes half damage and isn’t -poisoned.

-

Burnt Othur Fumes (Inhaled). A creature -subjected to this poison must succeed on a DC 13 Constitution saving -throw or take 10 (3d6) poison damage, and must repeat the saving throw -at the start of each of its turns. On each successive failed save, the -character takes 3 (1d6) poison damage. After three successful saves, the -poison ends.

-

Crawler Mucus (Contact). This poison must -be harvested from a dead or incapacitated crawler. A creature subjected -to this poison must succeed on a DC 13 Constitution saving throw or be -poisoned for 1 minute. The poisoned creature is paralyzed. The creature -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success.

-

Drow Poison (Injury). This poison is -typically made only by the drow, and only in a place far removed from -sunlight. A creature subjected to this poison must succeed on a DC 13 -Constitution saving throw or be poisoned for 1 hour. If the saving throw -fails by 5 or more, the creature is also unconscious while poisoned in -this way. The creature wakes up if it takes damage or if another -creature takes an action to shake it awake.

-

Essence of Ether (Inhaled). A creature -subjected to this poison must succeed on a DC 15 Constitution saving -throw or become poisoned for 8 hours. The poisoned creature is -unconscious. The creature wakes up if it takes damage or if another -creature takes an action to shake it awake.

-

Malice (Inhaled). A creature subjected to -this poison must succeed on a DC 15 Constitution saving throw or become -poisoned for 1 hour. The poisoned creature is blinded.

-

Midnight Tears (Ingested). A creature that -ingests this poison suffers no effect until the stroke of midnight. If -the poison has not been neutralized before then, the creature must -succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison -damage on a failed save, or half as much damage on a successful one.

-

Oil of Taggit (Contact). A creature -subjected to this poison must succeed on a DC 13 Constitution saving -throw or become poisoned for 24 hours. The poisoned creature is -unconscious. The creature wakes up if it takes damage.

-

Pale Tincture (Ingested). A creature -subjected to this poison must succeed on a DC 16 Constitution saving -throw or take 3 (1d6) poison damage and become poisoned. The poisoned -creature must repeat the saving throw every 24 hours, taking 3 (1d6) -poison damage on a failed save. Until this poison ends, the damage the -poison deals can’t be healed by any means. After seven successful saving -throws, the effect ends and the creature can heal normally.

-

Purple Worm Poison (Injury). This poison -must be harvested from a dead or incapacitated purple worm. A creature -subjected to this poison must make a DC 19 Constitution saving throw, -taking 42 (12d6) poison damage on a failed save, or half as much damage -on a successful one.

-

Serpent Venom (Injury). This poison must be -harvested from a dead or incapacitated giant poisonous snake. A creature -subjected to this poison must succeed on a DC 11 Constitution saving -throw, taking 10 (3d6) poison damage on a failed save, or half as much -damage on a successful one.

-

Torpor (Ingested). A creature subjected to -this poison must succeed on a DC 15 Constitution saving throw or become -poisoned for 4d6 hours. The poisoned creature is incapacitated.

-

Truth Serum (Ingested). A creature -subjected to this poison must succeed on a DC 11 Constitution saving -throw or become poisoned for 1 hour. The poisoned creature can’t -knowingly speak a lie, as if under the effect of a zone of -truth spell.

-

Wyvern Poison (Injury). This poison must be -harvested from a dead or incapacitated wyvern. A creature subjected to -this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) -poison damage on a failed save, or half as much damage on a successful -one.

-

TREASURE

-

Magic items are presented in alphabetical order. A magic item’s -description gives the item’s name, its category, its rarity, and its -magical properties.

-

Magic Items (A)

-

Adamantine Armor

-

Armor (medium or heavy, but not hide), uncommon

-

This suit of armor is reinforced with adamantine, one of the hardest -substances in existence. While you’re wearing it, any critical hit -against you becomes a normal hit.

-

Ammunition, +1, +2, or +3

-

Weapon (any ammunition), uncommon (+1), rare (+2), or very rare -(+3)

-

You have a bonus to attack and damage rolls made with this piece of -magic ammunition. The bonus is determined by the rarity of the -ammunition. Once it hits a target, the ammunition is no longer -magical.

-

Amulet of Health

-

Wondrous item, rare (requires attunement)

-

Your Constitution score is 19 while you wear this amulet. It has no -effect on you if your Constitution is already 19 or higher.

-

Amulet of Proof -against Detection and Location

-

Wondrous item, uncommon (requires attunement)

-

While wearing this amulet, you are hidden from divination magic. You -can’t be targeted by such magic or perceived through magical scrying -sensors.

-

Amulet of the Planes

-

Wondrous item, very rare (requires attunement)

-

While wearing this amulet, you can use an action to name a location -that you are familiar with on another plane of existence. Then make a DC -15 Intelligence check. On a successful check, you cast the plane -shift spell. On a failure, you and each creature and object within -15 feet of you travel to a random destination. Roll a d100. On a 1-60, -you travel to a random location on the plane you named. On a 61-100, you -travel to a randomly determined plane of existence.

-

Animated Shield

-

Armor (shield), very rare (requires attunement)

-

While holding this shield, you can speak its command word as a bonus -action to cause it to animate. The shield leaps into the air and hovers -in your space to protect you as if you were wielding it, leaving your -hands free. The shield remains animated for 1 minute, until you use a -bonus action to end this effect, or until you are incapacitated or die, -at which point the shield falls to the ground or into your hand if you -have one free.

-

Apparatus of the Crab

-

Wondrous item, legendary

-

This item first appears to be a Large sealed iron barrel weighing 500 -pounds. The barrel has a hidden catch, which can be found with a -successful DC 20 Intelligence (Investigation) check. Releasing the catch -unlocks a hatch at one end of the barrel, allowing two Medium or smaller -creatures to crawl inside. Ten levers are set in a row at the far end, -each in a neutral position, able to move either up or down. When certain -levers are used, the apparatus transforms to resemble a giant -lobster.

-

The apparatus of the Crab is a Large object with the following -statistics:

-

Armor Class 20

-

Hit Points 200

-

Speed 30 ft., swim 30 ft. (or 0 ft. for both if the -legs and tail aren’t extended)

-

Damage Immunities poison, psychic

-

To be used as a vehicle, the apparatus requires one pilot. While the -apparatus’s hatch is closed, the compartment is airtight and watertight. -The compartment holds enough air for 10 hours of breathing, divided by -the number of breathing creatures inside.

-

The apparatus floats on water. It can also go underwater to a depth -of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per -minute from pressure.

-

A creature in the compartment can use an action to move as many as -two of the apparatus’s levers up or down. After each use, a lever goes -back to its neutral position. Each lever, from left to right, functions -as shown in the Apparatus of the Crab Levers table.

-

Table- Apparatus of the Crab

- ----- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LeverUpDown
1Legs and tail extend, allowing the apparatus to walk and swim.Legs and tail retract, reducing the apparatus’s speed to 0 and -making it unable to benefit from bonuses to speed.
2Forward window shutter opens.Forward window shutter closes.
3Side window shutters open (two per side).Side window shutters close (two per side).
4Two claws extend from the front sides of the apparatus.The claws retract.
5Each extended claw makes the following melee weapon attack: +8 to -hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.Each extended claw makes the following melee weapon attack: +8 to -hit, reach 5 ft., one target. Hit: The target is grappled (escape DC -15).
6The apparatus walks or swims forward.The apparatus walks or swims backward.
7The apparatus turns 90 degrees left.The apparatus turns 90 degrees right.
8Eyelike fixtures emit bright light in a 30-foot radius and dim light -for an additional 30 feet.The light turns off.
9The apparatus sinks as much as 20 feet in liquid.The apparatus rises up to 20 feet in liquid.
10The rear hatch unseals and opens.The rear hatch closes and seals.
-

Armor, +1, +2, or +3

-

Armor (light, medium, or heavy), rare (+1), very rare (+2), or -legendary (+3)

-

You have a bonus to AC while wearing this armor. The bonus is -determined by its rarity.

-

Armor of Invulnerability

-

Armor (plate), legendary (requires attunement)

-

You have resistance to nonmagical damage while you wear this armor. -Additionally, you can use an action to make yourself immune to -nonmagical damage for 10 minutes or until you are no longer wearing the -armor. Once this special action is used, it can’t be used again until -the next dawn.

-

Armor of Resistance

-

Armor (light, medium, or heavy), rare (requires -attunement)

-

You have resistance to one type of damage while you wear this armor. -The GM chooses the type or determines it randomly from the options -below.

-

Table- Armor of Resistance

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
-

Armor of Vulnerability

-

Armor (plate), rare (requires attunement)

-

While wearing this armor, you have resistance to one of the following -damage types: bludgeoning, piercing, or slashing. The GM chooses the -type or determines it randomly.

-

Curse. This armor is cursed, a fact that is -revealed only when an identify spell is cast on the armor or -you attune to it. Attuning to the armor curses you until you are -targeted by the remove curse spell or similar magic; removing -the armor fails to end the curse. While cursed, you have vulnerability -to two of the three damage types associated with the armor (not the one -to which it grants resistance).

-

Arrow-Catching Shield

-

Armor (shield), rare (requires attunement)

-

You gain a +2 bonus to AC against ranged attacks while you wield this -shield. This bonus is in addition to the shield’s normal bonus to AC. In -addition, whenever an attacker makes a ranged attack against a target -within 5 feet of you, you can use your reaction to become the target of -the attack instead.

-

Arrow of Slaying

-

Weapon (arrow), very rare

-

An arrow of slaying is a magic weapon meant to slay a -particular kind of creature. Some are more focused than others; for -example, there are both arrows of dragon slaying and arrows -of blue dragon slaying. If a creature belonging to the type, race, -or group associated with an arrow of slaying takes damage from -the arrow, the creature must make a DC 17 Constitution saving throw, -taking an extra 6d10 piercing damage on a failed save, or half as much -extra damage on a successful one.

-

Once an arrow of slaying deals its extra damage to a -creature, it becomes a nonmagical arrow.

-

Other types of magic ammunition of this kind exist, such as bolts -of slaying meant for a crossbow, though arrows are most common.

-

Magic Items (B)

-

Bag of Beans

-

Wondrous item, rare

-

Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 -pound plus 1/4 pound for each bean it contains.

-

If you dump the bag’s contents out on the ground, they explode in a -10-foot radius, extending from the beans. Each creature in the area, -including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire -damage on a failed save, or half as much damage on a successful one. The -fire ignites flammable objects in the area that aren’t being worn or -carried.

-

If you remove a bean from the bag, plant it in dirt or sand, and then -water it, the bean produces an effect 1 minute later from the ground -where it was planted. The GM can choose an effect from the following -table, determine it randomly, or create an effect.

-

Table- Bag of Beans

- ---- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d100Effect
015d4 toadstools sprout. If a creature eats a toadstool, roll any die. -On an odd roll, the eater must succeed on a DC 15 Constitution saving -throw or take 5d6 poison damage and become poisoned for 1 hour. On an -even roll, the eater gains 5d6 temporary hit points for 1 hour.
02-10A geyser erupts and spouts water, beer, berry juice, tea, vinegar, -wine, or oil (GM’s choice) 30 feet into the air for 1d12 rounds.
11-20A treant sprouts. There’s a 50 percent chance that the treant is -chaotic evil and attacks.
21-30An animate, immobile stone statue in your likeness rises. It makes -verbal threats against you. If you leave it and others come near, it -describes you as the most heinous of villains and directs the newcomers -to find and attack you. If you are on the same plane of existence as the -statue, it knows where you are. The statue becomes inanimate after 24 -hours.
31-40A campfire with blue flames springs forth and burns for 24 hours (or -until it is extinguished).
41-501d6+6 shriekers sprout.
51-601d4+8 bright pink toads crawl forth. Whenever a toad is touched, it -transforms into a Large or smaller monster of the GM’s choice. The -monster remains for 1 minute, then disappears in a puff of bright pink -smoke.
61-70A hungry bulette burrows up and attacks. 71-80 A fruit tree grows. -It has 1d10+20 fruit, 1d8 of which act as randomly determined magic -potions, while one acts as an ingested poison of the GM’s choice. The -tree vanishes after 1 hour. Picked fruit remains, retaining any magic -for 30 days.
81-90A nest of 1d4+3 eggs springs up. Any creature that eats an egg must -make a DC 20 Constitution saving throw. On a successful save, a creature -permanently increases its lowest ability score by 1, randomly choosing -among equally low scores. On a failed save, the creature takes 10d6 -force damage from an internal magical explosion.
91-99A pyramid with a 60-foot square base bursts upward. Inside is a -sarcophagus containing a mummy lord. The pyramid is treated as the mummy -lord’s lair, and its sarcophagus contains treasure of the GM’s -choice.
100A giant beanstalk sprouts, growing to a height of the GM’s choice. -The top leads where the GM chooses, such as to a great view, a cloud -giant’s castle, or a different plane of existence.
-

Bag of Devouring

-

Wondrous item, very rare

-

This bag superficially resembles a bag of holding but is a -feeding orifice for a gigantic extradimensional creature. Turning the -bag inside out closes the orifice.

-

The extradimensional creature attached to the bag can sense whatever -is placed inside the bag. Animal or vegetable matter placed wholly in -the bag is devoured and lost forever. When part of a living creature is -placed in the bag, as happens when someone reaches inside it, there is a -50 percent chance that the creature is pulled inside the bag. A creature -inside the bag can use its action to try to escape with a successful DC -15 Strength check. Another creature can use its action to reach into the -bag to pull a creature out, doing so with a successful DC 20 Strength -check (provided it isn’t pulled inside the bag first). Any creature that -starts its turn inside the bag is devoured, its body destroyed.

-

Inanimate objects can be stored in the bag, which can hold a cubic -foot of such material. However, once each day, the bag swallows any -objects inside it and spits them out into another plane of existence. -The GM determines the time and plane.

-

If the bag is pierced or torn, it is destroyed, and anything -contained within it is transported to a random location on the Astral -Plane.

-

Bag of Holding

-

Wondrous item, uncommon

-

This bag has an interior space considerably larger than its outside -dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The -bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. -The bag weighs 15 pounds, regardless of its contents. Retrieving an item -from the bag requires an action.

-

If the bag is overloaded, pierced, or torn, it ruptures and is -destroyed, and its contents are scattered in the Astral Plane. If the -bag is turned inside out, its contents spill forth, unharmed, but the -bag must be put right before it can be used again. Breathing creatures -inside the bag can survive up to a number of minutes equal to 10 divided -by the number of creatures (minimum 1 minute), after which time they -begin to suffocate.

-

Placing a bag of holding inside an extradimensional space -created by a handy haversack, portable hole, or -similar item instantly destroys both items and opens a gate to the -Astral Plane. The gate originates where the one item was placed inside -the other. Any creature within 10 feet of the gate is sucked through it -to a random location on the Astral Plane. The gate then closes. The gate -is one-way only and can’t be reopened.

-

Bag of Tricks

-

Wondrous item, uncommon

-

This ordinary bag, made from gray, rust, or tan cloth, appears empty. -Reaching inside the bag, however, reveals the presence of a small, fuzzy -object. The bag weighs 1/2 pound.

-

You can use an action to pull the fuzzy object from the bag and throw -it up to 20 feet. When the object lands, it transforms into a creature -you determine by rolling a d8 and consulting the table that corresponds -to the bag’s color.

-

The creature is friendly to you and your companions, and it acts on -your turn. You can use a bonus action to command how the creature moves -and what action it takes on its next turn, or to give it general orders, -such as to attack your enemies. In the absence of such orders, the -creature acts in a fashion appropriate to its nature.

-

Once three fuzzy objects have been pulled from the bag, the bag can’t -be used again until the next dawn.

-

Table- Gray Bag of Tricks

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d8Creature
1Weasel
2Giant rat
3Badger
4Boar
5Panther
6Giant badger
7Dire wolf
8Giant elk
-

Table- Rust Bag of Tricks

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d8Creature
1Rat
2Owl
3Mastiff
4Goat
5Giant goat
6Giant boar
7Lion
8Brown bear
-

Table- Tan Bag of Tricks

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d8Creature
1Jackal
2Ape
3Baboon
4Axe beak
5Black bear
6Giant weasel
7Giant hyena
8Tiger
-

Bead of Force

-

Wondrous item, rare

-

This small black sphere measures 3/4 of an inch in diameter and -weighs an ounce. Typically, 1d4+4 beads of force are found -together.

-

You can use an action to throw the bead up to 60 feet. The bead -explodes on impact and is destroyed. Each creature within a 10-foot -radius of where the bead landed must succeed on a DC 15 Dexterity saving -throw or take 5d4 force damage. A sphere of transparent force then -encloses the area for 1 minute. Any creature that failed the save and is -completely within the area is trapped inside this sphere. Creatures that -succeeded on the save, or are partially within the area, are pushed away -from the center of the sphere until they are no longer inside it. Only -breathable air can pass through the sphere’s wall. No attack or other -effect can.

-

An enclosed creature can use its action to push against the sphere’s -wall, moving the sphere up to half the creature’s walking speed. The -sphere can be picked up, and its magic causes it to weigh only 1 pound, -regardless of the weight of creatures inside.

-

Belt of Dwarvenkind

-

Wondrous item, rare (requires attunement)

-

While wearing this belt, you gain the following benefits:

-
    -
  • Your Constitution score increases by 2, to a maximum of 20.
  • -
  • You have advantage on Charisma (Persuasion) checks made to interact -with dwarves.
  • -
-

In addition, while attuned to the belt, you have a 50 percent chance -each day at dawn of growing a full beard if you’re capable of growing -one, or a visibly thicker beard if you already have one.

-

If you aren’t a dwarf, you gain the following additional benefits -while wearing the belt:

-
    -
  • You have advantage on saving throws against poison, and you have -resistance against poison damage.
  • -
  • You have darkvision out to a range of 60 feet.
  • -
  • You can speak, read, and write Dwarvish.
  • -
-

Belt of Giant Strength

-

Wondrous item, rarity varies (requires attunement)

-

While wearing this belt, your Strength score changes to a score -granted by the belt. If your Strength is already equal to or greater -than the belt’s score, the item has no effect on you.

-

Six varieties of this belt exist, corresponding with and having -rarity according to the six kinds of true giants. The belt of stone -giant strength and the belt of frost giant strength look -different, but they have the same effect.

-

Table- Belt of Strength

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
TypeStrengthRarity
Hill giant21Rare
Stone/frost giant23Very rare
Fire giant25Very rare
Cloud giant27Legendary
Storm giant29Legendary
-

Berserker Axe

-

Weapon (any axe), rare (requires attunement)

-

You gain a +1 bonus to attack and damage rolls made with this magic -weapon. In addition, while you are attuned to this weapon, your hit -point maximum increases by 1 for each level you have attained.

-

Curse. This axe is cursed, and becoming -attuned to it extends the curse to you. As long as you remain cursed, -you are unwilling to part with the axe, keeping it within reach at all -times. You also have disadvantage on attack rolls with weapons other -than this one, unless no foe is within 60 feet of you that you can see -or hear.

-

Whenever a hostile creature damages you while the axe is in your -possession, you must succeed on a DC 15 Wisdom saving throw or go -berserk. While berserk, you must use your action each round to attack -the creature nearest to you with the axe. If you can make extra attacks -as part of the Attack action, you use those extra attacks, moving to -attack the next nearest creature after you fell your current target. If -you have multiple possible targets, you attack one at random. You are -berserk until you start your turn with no creatures within 60 feet of -you that you can see or hear.

-

Boots of Elvenkind

-

Wondrous item, uncommon

-

While you wear these boots, your steps make no sound, regardless of -the surface you are moving across. You also have advantage on Dexterity -(Stealth) checks that rely on moving silently.

-

Boots of Levitation

-

Wondrous item, rare (requires attunement)

-

While you wear these boots, you can use an action to cast the -levitate spell on yourself at will.

-

Boots of Speed

-

Wondrous item, rare (requires attunement)

-

While you wear these boots, you can use a bonus action and click the -boots’ heels together. If you do, the boots double your walking speed, -and any creature that makes an opportunity attack against you has -disadvantage on the attack roll. If you click your heels together again, -you end the effect.

-

When the boots’ property has been used for a total of 10 minutes, the -magic ceases to function until you finish a long rest.

-

Boots of Striding and -Springing

-

Wondrous item, uncommon (requires attunement)

-

While you wear these boots, your walking speed becomes 30 feet, -unless your walking speed is higher, and your speed isn’t reduced if you -are encumbered or wearing heavy armor. In addition, you can jump three -times the normal distance, though you can’t jump farther than your -remaining movement would allow.

-

Boots of the Winterlands

-

Wondrous item, uncommon (requires attunement)

-

These furred boots are snug and feel quite warm. While you wear them, -you gain the following benefits:

-
    -
  • You have resistance to cold damage.
  • -
  • You ignore difficult terrain created by ice or snow.
  • -
  • You can tolerate temperatures as low as -50 degrees Fahrenheit -without any additional protection. If you wear heavy clothes, you can -tolerate temperatures as low as -100 degrees Fahrenheit.
  • -
-

Bowl of Commanding Water -Elementals

-

Wondrous item, rare

-

While this bowl is filled with water, you can use an action to speak -the bowl’s command word and summon a water elemental, as if you had cast -the conjure elemental spell. The bowl can’t be used this way -again until the next dawn.

-

The bowl is about 1 foot in diameter and half as deep. It weighs 3 -pounds and holds about 3 gallons.

-

Bracers of Archery

-

Wondrous item, uncommon (requires attunement)

-

While wearing these bracers, you have proficiency with the longbow -and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks -made with such weapons.

-

Bracers of Defense

-

Wondrous item, rare (requires attunement)

-

While wearing these bracers, you gain a +2 bonus to AC if you are -wearing no armor and using no shield.

-

Brazier of Commanding -Fire Elementals

-

Wondrous item, rare

-

While a fire burns in this brass brazier, you can use an action to -speak the brazier’s command word and summon a fire elemental, as if you -had cast the conjure elemental spell. The brazier can’t be used -this way again until the next dawn.

-

The brazier weighs 5 pounds.

-

Brooch of Shielding

-

Wondrous item, uncommon (requires attunement)

-

While wearing this brooch, you have resistance to force damage, and -you have immunity to damage from the magic missile spell.

-

Broom of Flying

-

Wondrous item, uncommon

-

This wooden broom, which weighs 3 pounds, functions like a mundane -broom until you stand astride it and speak its command word. It then -hovers beneath you and can be ridden in the air. It has a flying speed -of 50 feet. It can carry up to 400 pounds, but its flying speed becomes -30 feet while carrying over 200 pounds. The broom stops hovering when -you land.

-

You can send the broom to travel alone to a destination within 1 mile -of you if you speak the command word, name the location, and are -familiar with that place. The broom comes back to you when you speak -another command word, provided that the broom is still within 1 mile of -you.

-

Magic Items (C)

-

Candle of Invocation

-

Wondrous item, very rare (requires attunement)

-

This slender taper is dedicated to a deity and shares that deity’s -alignment. The candle’s alignment can be detected with the detect -evil and good spell. The GM chooses the god and associated -alignment or determines the alignment randomly.

-

Table- Candle of Invocation

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d20Alignment
1-2Chaotic evil
3-4Chaotic neutral
5-7Chaotic good
8-9Neutral evil
10-11Neutral
12-13Neutral good
14-15Lawful evil
16-17Lawful neutral
18-20Lawful good
-

The candle’s magic is activated when the candle is lit, which -requires an action. After burning for 4 hours, the candle is destroyed. -You can snuff it out early for use at a later time. Deduct the time it -burned in increments of 1 minute from the candle’s total burn time.

-

While lit, the candle sheds dim light in a 30-foot radius. Any -creature within that light whose alignment matches that of the candle -makes attack rolls, saving throws, and ability checks with advantage. In -addition, a cleric or druid in the light whose alignment matches the -candle’s can cast 1st-level spells he or she has prepared without -expending spell slots, though the spell’s effect is as if cast with a -1st-level slot.

-

Alternatively, when you light the candle for the first time, you can -cast the gate spell with it. Doing so destroys the candle.

-

Cape of the Mountebank

-

Wondrous item, rare

-

This cape smells faintly of brimstone. While wearing it, you can use -it to cast the dimension door spell as an action. This property -of the cape can’t be used again until the next dawn.

-

When you disappear, you leave behind a cloud of smoke, and you appear -in a similar cloud of smoke at your destination. The smoke lightly -obscures the space you left and the space you appear in, and it -dissipates at the end of your next turn. A light or stronger wind -disperses the smoke.

-

Carpet of Flying

-

Wondrous item, very rare

-

You can speak the carpet’s command word as an action to make the -carpet hover and fly. It moves according to your spoken directions, -provided that you are within 30 feet of it.

-

Four sizes of carpet of flying exist. The GM chooses the -size of a given carpet or determines it randomly.

-

Table- Carpet of Flying

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d100SizeCapacityFlying Speed
01-203 ft. × 5 ft.200 lb.80 feet
21-554 ft. × 6 ft.400 lb.60 feet
56-805 ft. × 7 ft.600 lb.40 feet
81-1006 ft. × 9 ft.800 lb.30 feet
-

A carpet can carry up to twice the weight shown on the table, but it -flies at half speed if it carries more than its normal capacity.

-

Censer of Controlling Air -Elementals

-

Wondrous item, rare

-

While incense is burning in this censer, you can use an action to -speak the censer’s command word and summon an air elemental, as if you -had cast the conjure elemental spell. The censer can’t be used -this way again until the next dawn.

-

This 6-inch-wide, 1-foot high vessel resembles a chalice with a -decorated lid. It weighs 1 pound.

-

Chime of Opening

-

Wondrous item, rare

-

This hollow metal tube measures about 1 foot long and weighs 1 pound. -You can strike it as an action, pointing it at an object within 120 feet -of you that can be opened, such as a door, lid, or lock. The chime -issues a clear tone, and one lock or latch on the object opens unless -the sound can’t reach the object. If no locks or latches remain, the -object itself opens.

-

The chime can be used ten times. After the tenth time, it cracks and -becomes useless.

-

Circlet of Blasting

-

Wondrous item, uncommon

-

While wearing this circlet, you can use an action to cast the -scorching ray spell with it. When you make the spell’s attacks, -you do so with an attack bonus of +5. The circlet can’t be used this way -again until the next dawn.

-

Cloak of Arachnida

-

Wondrous item, very rare (requires attunement)

-

This fine garment is made of black silk interwoven with faint silvery -threads. While wearing it, you gain the following benefits:

-
    -
  • You have resistance to poison damage.
  • -
  • You have a climbing speed equal to your walking speed.
  • -
  • You can move up, down, and across vertical surfaces and upside down -along ceilings, while leaving your hands free.
  • -
  • You can’t be caught in webs of any sort and can move through webs as -if they were difficult terrain.
  • -
  • You can use an action to cast the web spell (save DC 13). -The web created by the spell fills twice its normal area. Once used, -this property of the cloak can’t be used again until the next dawn.
  • -
-

Cloak of Displacement

-

Wondrous item, rare (requires attunement)

-

While you wear this cloak, it projects an illusion that makes you -appear to be standing in a place near your actual location, causing any -creature to have disadvantage on attack rolls against you. If you take -damage, the property ceases to function until the start of your next -turn. This property is suppressed while you are incapacitated, -restrained, or otherwise unable to move.

-

Cloak of Elvenkind

-

Wondrous item, uncommon (requires attunement)

-

While you wear this cloak with its hood up, Wisdom (Perception) -checks made to see you have disadvantage, and you have advantage on -Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to -camouflage you. Pulling the hood up or down requires an action.

-

Cloak of Protection

-

Wondrous item, uncommon (requires attunement)

-

You gain a +1 bonus to AC and saving throws while you wear this -cloak.

-

Cloak of the Bat

-

Wondrous item, rare (requires attunement)

-

While wearing this cloak, you have advantage on Dexterity (Stealth) -checks. In an area of dim light or darkness, you can grip the edges of -the cloak with both hands and use it to fly at a speed of 40 feet. If -you ever fail to grip the cloak’s edges while flying in this way, or if -you are no longer in dim light or darkness, you lose this flying -speed.

-

While wearing the cloak in an area of dim light or darkness, you can -use your action to cast polymorph on yourself, transforming -into a bat. While you are in the form of the bat, you retain your -Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this -way again until the next dawn.

-

Cloak of the Manta Ray

-

Wondrous item, uncommon

-

While wearing this cloak with its hood up, you can breathe -underwater, and you have a swimming speed of 60 feet. Pulling the hood -up or down requires an action.

-

Crystal Ball

-

Wondrous item, very rare or legendary (requires -attunement)

-

The typical crystal ball, a very rare item, is about 6 -inches in diameter. While touching it, you can cast the scrying -spell (save DC 17) with it.

-

The following crystal ball variants are legendary items and -have additional properties.

-

Crystal Ball of Mind Reading. You can use -an action to cast the detect thoughts spell (save DC 17) while -you are scrying with the crystal ball, targeting creatures you -can see within 30 feet of the spell’s sensor. You don’t need to -concentrate on this detect thoughts to maintain it during its -duration, but it ends if scrying ends.

-

Crystal Ball of Telepathy. While scrying -with the crystal ball, you can communicate telepathically with creatures -you can see within 30 feet of the spell’s sensor. You can also use an -action to cast the suggestion spell (save DC 17) through the -sensor on one of those creatures. You don’t need to concentrate on this -suggestion to maintain it during its duration, but it ends if -scrying ends. Once used, the suggestion power of the -crystal ball can’t be used again until the next dawn.

-

Crystal Ball of True Seeing. While scrying -with the crystal ball, you have truesight with a radius of 120 feet -centered on the spell’s sensor.

-

Cube of Force

-

Wondrous item, rare (requires attunement)

-

This cube is about an inch across. Each face has a distinct marking -on it that can be pressed. The cube starts with 36 charges, and it -regains 1d20 expended charges daily at dawn.

-

You can use an action to press one of the cube’s faces, expending a -number of charges based on the chosen face, as shown in the Cube of -Force Faces table. Each face has a different effect. If the cube has -insufficient charges remaining, nothing happens. Otherwise, a barrier of -invisible force springs into existence, forming a cube 15 feet on a -side. The barrier is centered on you, moves with you, and lasts for 1 -minute, until you use an action to press the cube’s sixth face, or the -cube runs out of charges. You can change the barrier’s effect by -pressing a different face of the cube and expending the requisite number -of charges, resetting the duration.

-

If your movement causes the barrier to come into contact with a solid -object that can’t pass through the cube, you can’t move any closer to -that object as long as the barrier remains.

-

Table- Cube of Force Effects

- ----- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FaceChargesEffect
11Gases, wind, and fog can’t pass through the barrier.
22Nonliving matter can’t pass through the barrier. Walls, floors, and -ceilings can pass through at your discretion.
33Living matter can’t pass through the barrier.
44Spell effects can’t pass through the barrier.
55Nothing can pass through the barrier. Walls, floors, and ceilings -can pass through at your discretion.
60The barrier deactivates.
-

The cube loses charges when the barrier is targeted by certain spells -or comes into contact with certain spell or magic item effects, as shown -in the table below.

-

Table- Cube of Force Charges Lost

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Spell or ItemCharges Lost
Disintegrate1d12
Horn of blasting1d10
Passwall1d6
Prismatic spray1d20
Wall of fire1d4
-

Cubic Gate

-

Wondrous item, legendary

-

This cube is 3 inches across and radiates palpable magical energy. -The six sides of the cube are each keyed to a different plane of -existence, one of which is the Material Plane. The other sides are -linked to planes determined by the GM.

-

You can use an action to press one side of the cube to cast the -gate spell with it, opening a portal to the plane keyed to that -side. Alternatively, if you use an action to press one side twice, you -can cast the plane shift spell (save DC 17) with the cube and -transport the targets to the plane keyed to that side.

-

The cube has 3 charges. Each use of the cube expends 1 charge. The -cube regains 1d3 expended charges daily at dawn.

-

Magic Items (D)

-

Dagger of Venom

-

Weapon (dagger), rare

-

You gain a +1 bonus to attack and damage rolls made with this magic -weapon.

-

You can use an action to cause thick, black poison to coat the blade. -The poison remains for 1 minute or until an attack using this weapon -hits a creature. That creature must succeed on a DC 15 Constitution -saving throw or take 2d10 poison damage and become poisoned for 1 -minute. The dagger can’t be used this way again until the next dawn.

-

Dancing Sword

-

Weapon (any sword), very rare (requires attunement)

-

You can use a bonus action to toss this magic sword into the air and -speak the command word. When you do so, the sword begins to hover, flies -up to 30 feet, and attacks one creature of your choice within 5 feet of -it. The sword uses your attack roll and ability score modifier to damage -rolls.

-

While the sword hovers, you can use a bonus action to cause it to fly -up to 30 feet to another spot within 30 feet of you. As part of the same -bonus action, you can cause the sword to attack one creature within 5 -feet of it.

-

After the hovering sword attacks for the fourth time, it flies up to -30 feet and tries to return to your hand. If you have no hand free, it -falls to the ground at your feet. If the sword has no unobstructed path -to you, it moves as close to you as it can and then falls to the ground. -It also ceases to hover if you grasp it or move more than 30 feet away -from it.

-

Decanter of Endless Water

-

Wondrous item, uncommon

-

This stoppered flask sloshes when shaken, as if it contains water. -The decanter weighs 2 pounds.

-

You can use an action to remove the stopper and speak one of three -command words, whereupon an amount of fresh water or salt water (your -choice) pours out of the flask. The water stops pouring out at the start -of your next turn. Choose from the following options:

-
    -
  • “Stream” produces 1 gallon of water.
  • -
  • “Fountain” produces 5 gallons of water.
  • -
  • “Geyser” produces 30 gallons of water that gushes forth in a geyser -30 feet long and 1 foot wide. As a bonus action while holding the -decanter, you can aim the geyser at a creature you can see within 30 -feet of you. The target must succeed on a DC 13 Strength saving throw or -take 1d4 bludgeoning damage and fall prone. Instead of a creature, you -can target an object that isn’t being worn or carried and that weighs no -more than 200 pounds. The object is either knocked over or pushed up to -15 feet away from you.
  • -
-

Deck of Illusions

-

Wondrous item, uncommon

-

This box contains a set of parchment cards. A full deck has 34 cards. -A deck found as treasure is usually missing 1d20-1 cards.

-

The magic of the deck functions only if cards are drawn at random -(you can use an altered deck of playing cards to simulate the deck). You -can use an action to draw a card at random from the deck and throw it to -the ground at a point within 30 feet of you.

-

An illusion of one or more creatures forms over the thrown card and -remains until dispelled. An illusory creature appears real, of the -appropriate size, and behaves as if it were a real creature except that -it can do no harm. While you are within 120 feet of the illusory -creature and can see it, you can use an action to move it magically -anywhere within 30 feet of its card. Any physical interaction with the -illusory creature reveals it to be an illusion, because objects pass -through it. Someone who uses an action to visually inspect the creature -identifies it as illusory with a successful DC 15 Intelligence -(Investigation) check. The creature then appears translucent.

-

The illusion lasts until its card is moved or the illusion is -dispelled. When the illusion ends, the image on its card disappears, and -that card can’t be used again.

-

Table- Deck of Illusions

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Playing CardIllusion
Ace of heartsRed dragon
King of heartsKnight and four guards
Queen of heartsSuccubus or incubus
Jack of heartsDruid
Ten of heartsCloud giant
Nine of heartsEttin
Eight of heartsBugbear
Two of heartsGoblin
Ace of diamondsBeholder
King of diamondsArchmage and mage apprentice
Queen of diamondsNight hag
Jack of diamondsAssassin
Ten of diamondsFire giant
Nine of diamondsOgre mage
Eight of diamondsGnoll
Two of diamondsKobold
Ace of spadesLich
King of spadesPriest and two acolytes
Queen of spadesMedusa
Jack of spadesVeteran
Ten of spadesFrost giant
Nine of spadesTroll
Eight of spadesHobgoblin
Two of spadesGoblin
Ace of clubsIron golem
King of clubsBandit captain and three bandits
Queen of clubsErinyes
Jack of clubsBerserker
Ten of clubsHill giant
Nine of clubsOgre
Eight of clubsOrc
Two of clubsKobold
Jokers (2)You (the deck’s owner)
-

Deck of Many Things

-

Wondrous item, legendary

-

Usually found in a box or pouch, this deck contains a number of cards -made of ivory or vellum. Most (75 percent) of these decks have only -thirteen cards, but the rest have twenty-two.

-

Before you draw a card, you must declare how many cards you intend to -draw and then draw them randomly (you can use an altered deck of playing -cards to simulate the deck). Any cards drawn in excess of this number -have no effect. Otherwise, as soon as you draw a card from the deck, its -magic takes effect. You must draw each card no more than 1 hour after -the previous draw. If you fail to draw the chosen number, the remaining -number of cards fly from the deck on their own and take effect all at -once.

-

Once a card is drawn, it fades from existence. Unless the card is the -Fool or the Jester, the card reappears in the deck, making it possible -to draw the same card twice.

-

Table- Deck of Many Things

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Playing CardCard
Ace of diamondsVizier*
King of diamondsSun
Queen of diamondsMoon
Jack of diamondsStar
Two of diamondsComet*
Ace of heartsThe Fates*
King of heartsThrone
Queen of heartsKey
Jack of heartsKnight
Two of heartsGem*
Ace of clubsTalons*
King of clubsThe Void
Queen of clubsFlames
Jack of clubsSkull
Two of clubsIdiot*
Ace of spadesDonjon*
King of spadesRuin
Queen of spadesEuryale
Jack of spadesRogue
Two of spadesBalance*
Joker (with TM)Fool*
Joker (without TM)Jester
-

* Found only in a deck with twenty-two cards

-

Balance. Your mind suffers a wrenching -alteration, causing your alignment to change. Lawful becomes chaotic, -good becomes evil, and vice versa. If you are true neutral or unaligned, -this card has no effect on you.

-

Comet. If you single-handedly defeat the -next hostile monster or group of monsters you encounter, you gain -experience points enough to gain one level. Otherwise, this card has no -effect.

-

Donjon. You disappear and become entombed -in a state of suspended animation in an extradimensional sphere. -Everything you were wearing and carrying stays behind in the space you -occupied when you disappeared. You remain imprisoned until you are found -and removed from the sphere. You can’t be located by any divination -magic, but a wish spell can reveal the location of your prison. -You draw no more cards.

-

Euryale. The card’s medusa-like visage -curses you. You take a -2 penalty on saving throws while cursed in this -way. Only a god or the magic of The Fates card can end this curse.

-

The Fates. Reality’s fabric unravels and -spins anew, allowing you to avoid or erase one event as if it never -happened. You can use the card’s magic as soon as you draw the card or -at any other time before you die.

-

Flames. A powerful devil becomes your -enemy. The devil seeks your ruin and plagues your life, savoring your -suffering before attempting to slay you. This enmity lasts until either -you or the devil dies.

-

Fool. You lose 10,000 XP, discard this -card, and draw from the deck again, counting both draws as one of your -declared draws. If losing that much XP would cause you to lose a level, -you instead lose an amount that leaves you with just enough XP to keep -your level.

-

Gem. Twenty-five pieces of jewelry worth -2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.

-

Idiot. Permanently reduce your Intelligence -by 1d4+1 (to a minimum score of 1). You can draw one additional card -beyond your declared draws.

-

Jester. You gain 10,000 XP, or you can draw -two additional cards beyond your declared draws.

-

Key. A rare or rarer magic weapon with -which you are proficient appears in your hands. The GM chooses the -weapon.

-

Knight. You gain the service of a 4th-level -fighter who appears in a space you choose within 30 feet of you. The -fighter is of the same race as you and serves you loyally until death, -believing the fates have drawn him or her to you. You control this -character.

-

Moon. You are granted the ability to cast -the wish spell 1d3 times.

-

Rogue. A nonplayer character of the GM’s -choice becomes hostile toward you. The identity of your new enemy isn’t -known until the NPC or someone else reveals it. Nothing less than a -wish spell or divine intervention can end the NPC’s hostility -toward you.

-

Ruin. All forms of wealth that you carry or -own, other than magic items, are lost to you. Portable property -vanishes. Businesses, buildings, and land you own are lost in a way that -alters reality the least. Any documentation that proves you should own -something lost to this card also disappears.

-

Skull. You summon an avatar of death-a -ghostly humanoid skeleton clad in a tattered black robe and carrying a -spectral scythe. It appears in a space of the GM’s choice within 10 feet -of you and attacks you, warning all others that you must win the battle -alone. The avatar fights until you die or it drops to 0 hit points, -whereupon it disappears. If anyone tries to help you, the helper summons -its own avatar of death. A creature slain by an avatar of death can’t be -restored to life.

-

Avatar of Death

-

Medium undead, neutral evil

-

Armor Class 20

-

Hit Points half the hit point maximum of its -summoner

-

Speed 60 ft., fly 60 ft. (hover)

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)16 (+3)16 (+3)16 (+3)16 (+3)16 (+3)
-

Damage Immunities necrotic, poison

-

Condition Immunities charmed, frightened, paralyzed, -petrified, poisoned, unconscious

-

Senses darkvision 60 ft., truesight 60 ft., passive -Perception 13

-

Languages all languages known to its summoner

-

Challenge - (0 XP)

-

Incorporeal Movement. The avatar can move -through other creatures and objects as if they were difficult terrain. -It takes 5 (1d10) force damage if it ends its turn inside an object.

-

Turning Immunity. The avatar is immune to -features that turn undead.

-
Actions
-

Reaping Scythe. The avatar sweeps its -spectral scythe through a creature within 5 feet of it, dealing 7 -(1d8+3) slashing damage plus 4 (1d8) necrotic damage.

-

Star. Increase one of your ability scores -by 2. The score can exceed 20 but can’t exceed 24.

-

Sun. You gain 50,000 XP, and a wondrous -item (which the GM determines randomly) appears in your hands.

-

Talons. Every magic item you wear or carry -disintegrates. Artifacts in your possession aren’t destroyed but do -vanish.

-

Throne. You gain proficiency in the -Persuasion skill, and you double your proficiency bonus on checks made -with that skill. In addition, you gain rightful ownership of a small -keep somewhere in the world. However, the keep is currently in the hands -of monsters, which you must clear out before you can claim the keep as -yours.

-

Vizier. At any time you choose within one -year of drawing this card, you can ask a question in meditation and -mentally receive a truthful answer to that question. Besides -information, the answer helps you solve a puzzling problem or other -dilemma. In other words, the knowledge comes with wisdom on how to apply -it.

-

The Void. This black card spells disaster. -Your soul is drawn from your body and contained in an object in a place -of the GM’s choice. One or more powerful beings guard the place. While -your soul is trapped in this way, your body is incapacitated. A -wish spell can’t restore your soul, but the spell reveals the -location of the object that holds it. You draw no more cards.

-

Defender

-

Weapon (any sword), legendary (requires attunement)

-

You gain a +3 bonus to attack and damage rolls made with this magic -weapon.

-

The first time you attack with the sword on each of your turns, you -can transfer some or all of the sword’s bonus to your Armor Class, -instead of using the bonus on any attacks that turn. For example, you -could reduce the bonus to your attack and damage rolls to +1 and gain a -+2 bonus to AC. The adjusted bonuses remain in effect until the start of -your next turn, although you must hold the sword to gain a bonus to AC -from it.

-

Demon Armor

-

Armor (plate), very rare (requires attunement)

-

While wearing this armor, you gain a +1 bonus to AC, and you can -understand and speak Abyssal. In addition, the armor’s clawed gauntlets -turn unarmed strikes with your hands into magic weapons that deal -slashing damage, with a +1 bonus to attack rolls and damage rolls and a -damage die of 1d8.

-

Curse. Once you don this cursed armor, you -can’t doff it unless you are targeted by the remove curse spell -or similar magic. While wearing the armor, you have disadvantage on -attack rolls against demons and on saving throws against their spells -and special abilities.

-

Dimensional Shackles

-

Wondrous item, rare

-

You can use an action to place these shackles on an incapacitated -creature. The shackles adjust to fit a creature of Small to Large size. -In addition to serving as mundane manacles, the shackles prevent a -creature bound by them from using any method of extradimensional -movement, including teleportation or travel to a different plane of -existence. They don’t prevent the creature from passing through an -interdimensional portal.

-

You and any creature you designate when you use the shackles can use -an action to remove them. Once every 30 days, the bound creature can -make a DC 30 Strength (Athletics) check. On a success, the creature -breaks free and destroys the shackles.

-

Dragon Scale Mail

-

Armor (scale mail), very rare (requires attunement)

-

Dragon scale mail is made of the scales of one kind of dragon. -Sometimes dragons collect their cast-off scales and gift them to -humanoids. Other times, hunters carefully skin and preserve the hide of -a dead dragon. In either case, dragon scale mail is highly valued.

-

While wearing this armor, you gain a +1 bonus to AC, you have -advantage on saving throws against the Frightful Presence and breath -weapons of dragons, and you have resistance to one damage type that is -determined by the kind of dragon that provided the scales (see the -table).

-

Additionally, you can focus your senses as an action to magically -discern the distance and direction to the closest dragon within 30 miles -of you that is of the same type as the armor. This special action can’t -be used again until the next dawn.

-

Table- Dragon Scale Mail

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DragonResistance
BlackAcid
BlueLightning
BrassFire
BronzeLightning
CopperAcid
GoldFire
GreenPoison
RedFire
SilverCold
WhiteCold
-

Dragon Slayer

-

Weapon (any sword), rare

-

You gain a +1 bonus to attack and damage rolls made with this magic -weapon.

-

When you hit a dragon with this weapon, the dragon takes an extra 3d6 -damage of the weapon’s type. For the purpose of this weapon, “dragon” -refers to any creature with the dragon type, including dragon turtles -and wyverns.

-

Dust of Disappearance

-

Wondrous item, uncommon

-

Found in a small packet, this powder resembles very fine sand. There -is enough of it for one use. When you use an action to throw the dust -into the air, you and each creature and object within 10 feet of you -become invisible for 2d4 minutes. The duration is the same for all -subjects, and the dust is consumed when its magic takes effect. If a -creature affected by the dust attacks or casts a spell, the invisibility -ends for that creature.

-

Dust of Dryness

-

Wondrous item, uncommon

-

This small packet contains 1d6+4 pinches of dust. You can use an -action to sprinkle a pinch of it over water. The dust turns a cube of -water 15 feet on a side into one marble-sized pellet, which floats or -rests near where the dust was sprinkled. The pellet’s weight is -negligible.

-

Someone can use an action to smash the pellet against a hard surface, -causing the pellet to shatter and release the water the dust absorbed. -Doing so ends that pellet’s magic.

-

An elemental composed mostly of water that is exposed to a pinch of -the dust must make a DC 13 Constitution saving throw, taking 10d6 -necrotic damage on a failed save, or half as much damage on a successful -one.

-

Dust of Sneezing and Choking

-

Wondrous item, uncommon

-

Found in a small container, this powder resembles very fine sand. It -appears to be dust of disappearance, and an identify -spell reveals it to be such. There is enough of it for one use.

-

When you use an action to throw a handful of the dust into the air, -you and each creature that needs to breathe within 30 feet of you must -succeed on a DC 15 Constitution saving throw or become unable to -breathe, while sneezing uncontrollably. A creature affected in this way -is incapacitated and suffocating. As long as it is conscious, a creature -can repeat the saving throw at the end of each of its turns, ending the -effect on it on a success. The lesser restoration spell can -also end the effect on a creature.

-

Dwarven Plate

-

Armor (plate), very rare

-

While wearing this armor, you gain a +2 bonus to AC. In addition, if -an effect moves you against your will along the ground, you can use your -reaction to reduce the distance you are moved by up to 10 feet.

-

Dwarven Thrower

-

Weapon (warhammer), very rare (requires attunement by a -dwarf)

-

You gain a +3 bonus to attack and damage rolls made with this magic -weapon. It has the thrown property with a normal range of 20 feet and a -long range of 60 feet. When you hit with a ranged attack using this -weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 -damage. Immediately after the attack, the weapon flies back to your -hand.

-

Magic Items (E)

-

Efficient Quiver

-

Wondrous item, uncommon

-

Each of the quiver’s three compartments connects to an -extradimensional space that allows the quiver to hold numerous items -while never weighing more than 2 pounds. The shortest compartment can -hold up to sixty arrows, bolts, or similar objects. The midsize -compartment holds up to eighteen javelins or similar objects. The -longest compartment holds up to six long objects, such as bows, -quarterstaffs, or spears.

-

You can draw any item the quiver contains as if doing so from a -regular quiver or scabbard.

-

Efreeti Bottle

-

Wondrous item, very rare

-

This painted brass bottle weighs 1 pound. When you use an action to -remove the stopper, a cloud of thick smoke flows out of the bottle. At -the end of your turn, the smoke disappears with a flash of harmless -fire, and an efreeti appears in an unoccupied space within 30 feet of -you.

-

The first time the bottle is opened, the GM rolls to determine what -happens.

-

Table- Efreeti Bottle

- ---- - - - - - - - - - - - - - - - - - - - - - - - - -
d100Effect
01-10The efreeti attacks you. After fighting for 5 rounds, the efreeti -disappears, and the bottle loses its magic.
11-90The efreeti serves you for 1 hour, doing as you command. Then the -efreeti returns to the bottle, and a new stopper contains it. The -stopper can’t be removed for 24 hours. The next two times the bottle is -opened, the same effect occurs. If the bottle is opened a fourth time, -the efreeti escapes and disappears, and the bottle loses its magic.
91-100The efreeti can cast the wish spell three times for you. It -disappears when it grants the final wish or after 1 hour, and the bottle -loses its magic.
-

Elemental Gem

-

Wondrous item, uncommon

-

This gem contains a mote of elemental energy. When you use an action -to break the gem, an elemental is summoned as if you had cast the -conjure elemental spell, and the gem’s magic is lost. The type -of gem determines the elemental summoned by the spell.

-

Table- Elemental Gem

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
GemSummoned Elemental
Blue sapphireAir elemental
Yellow diamondEarth elemental
Red corundumFire elemental
EmeraldWater elemental
-

Elven Chain

-

Armor (chain shirt), rare

-

You gain a +1 bonus to AC while you wear this armor. You are -considered proficient with this armor even if you lack proficiency with -medium armor.

-

Eversmoking Bottle

-

Wondrous item, uncommon

-

Smoke leaks from the lead-stoppered mouth of this brass bottle, which -weighs 1 pound. When you use an action to remove the stopper, a cloud of -thick smoke pours out in a 60-foot radius from the bottle. The cloud’s -area is heavily obscured. Each minute the bottle remains open and within -the cloud, the radius increases by 10 feet until it reaches its maximum -radius of 120 feet.

-

The cloud persists as long as the bottle is open. Closing the bottle -requires you to speak its command word as an action. Once the bottle is -closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 -miles per hour) can also disperse the smoke after 1 minute, and a strong -wind (21 or more miles per hour) can do so after 1 round.

-

Eyes of Charming

-

Wondrous item, uncommon (requires attunement)

-

These crystal lenses fit over the eyes. They have 3 charges. While -wearing them, you can expend 1 charge as an action to cast the charm -person spell (save DC 13) on a humanoid within 30 feet of you, -provided that you and the target can see each other. The lenses regain -all expended charges daily at dawn.

-

Eyes of Minute Seeing

-

Wondrous item, uncommon

-

These crystal lenses fit over the eyes. While wearing them, you can -see much better than normal out to a range of 1 foot. You have advantage -on Intelligence (Investigation) checks that rely on sight while -searching an area or studying an object within that range.

-

Eyes of the Eagle

-

Wondrous item, uncommon (requires attunement)

-

These crystal lenses fit over the eyes. While wearing them, you have -advantage on Wisdom (Perception) checks that rely on sight. In -conditions of clear visibility, you can make out details of even -extremely distant creatures and objects as small as 2 feet across.

-

Magic Items (F)

-

Feather Token

-

Wondrous item, rare

-

This tiny object looks like a feather. Different types of feather -tokens exist, each with a different single-use effect. The GM chooses -the kind of token or determines it randomly.

-

Table- Feather Token

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d100Feather Token
01-20Anchor
21-35Bird
36-50Fan
51-65Swan boat
66-90Tree
91-100Whip
-

Anchor. You can use an action to touch the -token to a boat or ship. For the next 24 hours, the vessel can’t be -moved by any means. Touching the token to the vessel again ends the -effect. When the effect ends, the token disappears.

-

Bird. You can use an action to toss the -token 5 feet into the air. The token disappears and an enormous, -multicolored bird takes its place. The bird has the statistics of a roc, -but it obeys your simple commands and can’t attack. It can carry up to -500 pounds while flying at its maximum speed (16 miles an hour for a -maximum of 144 miles per day, with a one-hour rest for every 3 hours of -flying), or 1,000 pounds at half that speed. The bird disappears after -flying its maximum distance for a day or if it drops to 0 hit points. -You can dismiss the bird as an action.

-

Fan. If you are on a boat or ship, you can -use an action to toss the token up to 10 feet in the air. The token -disappears, and a giant flapping fan takes its place. The fan floats and -creates a wind strong enough to fill the sails of one ship, increasing -its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an -action.

-

Swan Boat. You can use an action to touch -the token to a body of water at least 60 feet in diameter. The token -disappears, and a 50-foot long, 20-foot wide boat shaped like a swan -takes its place. The boat is self-propelled and moves across water at a -speed of 6 miles per hour. You can use an action while on the boat to -command it to move or to turn up to 90 degrees. The boat can carry up to -thirty-two Medium or smaller creatures. A Large creature counts as four -Medium creatures, while a Huge creature counts as nine. The boat remains -for 24 hours and then disappears. You can dismiss the boat as an -action.

-

Tree. You must be outdoors to use this -token. You can use an action to touch it to an unoccupied space on the -ground. The token disappears, and in its place a nonmagical oak tree -springs into existence. The tree is 60 feet tall and has a 5-foot -diameter trunk, and its branches at the top spread out in a 20-foot -radius.

-

Whip. You can use an action to throw the -token to a point within 10 feet of you. The token disappears, and a -floating whip takes its place. You can then use a bonus action to make a -melee spell attack against a creature within 10 feet of the whip, with -an attack bonus of +9. On a hit, the target takes 1d6+5 force -damage.

-

As a bonus action on your turn, you can direct the whip to fly up to -20 feet and repeat the attack against a creature within 10 feet of it. -The whip disappears after 1 hour, when you use an action to dismiss it, -or when you are incapacitated or die.

-

Figurine of Wondrous Power

-

Wondrous item, rarity by figurine

-

A figurine of wondrous power is a statuette of a beast small -enough to fit in a pocket. If you use an action to speak the command -word and throw the figurine to a point on the ground within 60 feet of -you, the figurine becomes a living creature. If the space where the -creature would appear is occupied by other creatures or objects, or if -there isn’t enough space for the creature, the figurine doesn’t become a -creature.

-

The creature is friendly to you and your companions. It understands -your languages and obeys your spoken commands. If you issue no commands, -the creature defends itself but takes no other actions.

-

The creature exists for a duration specific to each figurine. At the -end of the duration, the creature reverts to its figurine form. It -reverts to a figurine early if it drops to 0 hit points or if you use an -action to speak the command word again while touching it. When the -creature becomes a figurine again, its property can’t be used again -until a certain amount of time has passed, as specified in the -figurine’s description.

-

Bronze Griffon (Rare). This bronze -statuette is of a griffon rampant. It can become a griffon for up to 6 -hours. Once it has been used, it can’t be used again until 5 days have -passed.

-

Ebony Fly (Rare). This ebony statuette is -carved in the likeness of a horsefly. It can become a giant fly for up -to 12 hours and can be ridden as a mount. Once it has been used, it -can’t be used again until 2 days have passed.

-

Giant Fly

-

Large beast, unaligned

-

Armor Class 11

-

Hit Points 19 (3d10+3)

-

Speed 30 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
14 (+2)13 (+1)13 (+1)2 (-4)10 (+0)3 (-4)
-

Senses darkvision 60 ft., passive Perception 10

-

Languages -

-

Golden Lions (Rare). These gold statuettes -of lions are always created in pairs. You can use one figurine or both -simultaneously. Each can become a lion for up to 1 hour. Once a lion has -been used, it can’t be used again until 7 days have passed.

-

Ivory Goats (Rare). These ivory statuettes -of goats are always created in sets of three. Each goat looks unique and -functions differently from the others. Their properties are as -follows:

-
    -
  • The goat of traveling can become a Large goat with the same -statistics as a riding horse. It has 24 charges, and each hour or -portion thereof it spends in beast form costs 1 charge. While it has -charges, you can use it as often as you wish. When it runs out of -charges, it reverts to a figurine and can’t be used again until 7 days -have passed, when it regains all its charges.
  • -
  • The goat of travail becomes a giant goat for up to 3 hours. -Once it has been used, it can’t be used again until 30 days have -passed.
  • -
  • The goat of terror becomes a giant goat for up to 3 hours. -The goat can’t attack, but you can remove its horns and use them as -weapons. One horn becomes a +1 lance, and the other becomes a -+2 longsword. Removing a horn requires an action, and the -weapons disappear and the horns return when the goat reverts to figurine -form. In addition, the goat radiates a 30-foot radius aura of terror -while you are riding it. Any creature hostile to you that starts its -turn in the aura must succeed on a DC 15 Wisdom saving throw or be -frightened of the goat for 1 minute, or until the goat reverts to -figurine form. The frightened creature can repeat the saving throw at -the end of each of its turns, ending the effect on itself on a success. -Once it successfully saves against the effect, a creature is immune to -the goat’s aura for the next 24 hours. Once the figurine has been used, -it can’t be used again until 15 days have passed.
  • -
-

Marble Elephant (Rare). This marble -statuette is about 4 inches high and long. It can become an elephant for -up to 24 hours. Once it has been used, it can’t be used again until 7 -days have passed.

-

Obsidian Steed (Very Rare). This polished -obsidian horse can become a nightmare for up to 24 hours. The nightmare -fights only to defend itself. Once it has been used, it can’t be used -again until 5 days have passed.

-

If you have a good alignment, the figurine has a 10 percent chance -each time you use it to ignore your orders, including a command to -revert to figurine form. If you mount the nightmare while it is ignoring -your orders, you and the nightmare are instantly transported to a random -location on the plane of Hades, where the nightmare reverts to figurine -form.

-

Onyx Dog (Rare). This onyx statuette of a -dog can become a mastiff for up to 6 hours. The mastiff has an -Intelligence of 8 and can speak Common. It also has darkvision out to a -range of 60 feet and can see invisible creatures and objects within that -range. Once it has been used, it can’t be used again until 7 days have -passed.

-

Serpentine Owl (Rare). This serpentine -statuette of an owl can become a giant owl for up to 8 hours. Once it -has been used, it can’t be used again until 2 days have passed. The owl -can telepathically communicate with you at any range if you and it are -on the same plane of existence.

-

Silver Raven (Uncommon). This silver -statuette of a raven can become a raven for up to 12 hours. Once it has -been used, it can’t be used again until 2 days have passed. While in -raven form, the figurine allows you to cast the animal -messenger spell on it at will.

-

Flame Tongue

-

Weapon (any sword), rare (requires attunement)

-

You can use a bonus action to speak this magic sword’s command word, -causing flames to erupt from the blade. These flames shed bright light -in a 40-foot radius and dim light for an additional 40 feet. While the -sword is ablaze, it deals an extra 2d6 fire damage to any target it -hits. The flames last until you use a bonus action to speak the command -word again or until you drop or sheathe the sword.

-

Folding Boat

-

Wondrous item, rare

-

This object appears as a wooden box that measures 12 inches long, 6 -inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be -opened to store items inside. This item also has three command words, -each requiring you to use an action to speak it.

-

One command word causes the box to unfold into a boat 10 feet long, 4 -feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a -mast, and a lateen sail. The boat can hold up to four Medium creatures -comfortably.

-

The second command word causes the box to unfold into a ship 24 feet -long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, -five sets of oars, a steering oar, an anchor, a deck cabin, and a mast -with a square sail. The ship can hold fifteen Medium creatures -comfortably.

-

When the box becomes a vessel, its weight becomes that of a normal -vessel its size, and anything that was stored in the box remains in the -boat.

-

The third command word causes the folding boat to fold back -into a box, provided that no creatures are aboard. Any objects in the -vessel that can’t fit inside the box remain outside the box as it folds. -Any objects in the vessel that can fit inside the box do so.

-

Frost Brand

-

Weapon (any sword), very rare (requires attunement)

-

When you hit with an attack using this magic sword, the target takes -an extra 1d6 cold damage. In addition, while you hold the sword, you -have resistance to fire damage.

-

In freezing temperatures, the blade sheds bright light in a 10-foot -radius and dim light for an additional 10 feet.

-

When you draw this weapon, you can extinguish all nonmagical flames -within 30 feet of you. This property can be used no more than once per -hour.

-

Magic Items (G)

-

Gauntlets of Ogre Power

-

Wondrous item, uncommon (requires attunement)

-

Your Strength score is 19 while you wear these gauntlets. They have -no effect on you if your Strength is already 19 or higher.

-

Gem of Brightness

-

Wondrous item, uncommon

-

This prism has 50 charges. While you are holding it, you can use an -action to speak one of three command words to cause one of the following -effects:

-
    -
  • The first command word causes the gem to shed bright light in a -30-foot radius and dim light for an additional 30 feet. This effect -doesn’t expend a charge. It lasts until you use a bonus action to repeat -the command word or until you use another function of the gem.
  • -
  • The second command word expends 1 charge and causes the gem to fire -a brilliant beam of light at one creature you can see within 60 feet of -you. The creature must succeed on a DC 15 Constitution saving throw or -become blinded for 1 minute. The creature can repeat the saving throw at -the end of each of its turns, ending the effect on itself on a -success.
  • -
  • The third command word expends 5 charges and causes the gem to flare -with blinding light in a 30-foot cone originating from it. Each creature -in the cone must make a saving throw as if struck by the beam created -with the second command word.
  • -
-

When all of the gem’s charges are expended, the gem becomes a -nonmagical jewel worth 50 gp.

-

Gem of Seeing

-

Wondrous item, rare (requires attunement)

-

This gem has 3 charges. As an action, you can speak the gem’s command -word and expend 1 charge. For the next 10 minutes, you have truesight -out to 120 feet when you peer through the gem.

-

The gem regains 1d3 expended charges daily at dawn.

-

Giant Slayer

-

Weapon (any axe or sword), rare

-

You gain a +1 bonus to attack and damage rolls made with this magic -weapon.

-

When you hit a giant with it, the giant takes an extra 2d6 damage of -the weapon’s type and must succeed on a DC 15 Strength saving throw or -fall prone. For the purpose of this weapon, “giant” refers to any -creature with the giant type, including ettins and trolls.

-

Glamoured Studded Leather

-

Armor (studded leather), rare

-

While wearing this armor, you gain a +1 bonus to AC. You can also use -a bonus action to speak the armor’s command word and cause the armor to -assume the appearance of a normal set of clothing or some other kind of -armor. You decide what it looks like, including color, style, and -accessories, but the armor retains its normal bulk and weight. The -illusory appearance lasts until you use this property again or remove -the armor.

-

Gloves of Missile Snaring

-

Wondrous item, uncommon (requires attunement)

-

These gloves seem to almost meld into your hands when you don them. -When a ranged weapon attack hits you while you’re wearing them, you can -use your reaction to reduce the damage by 1d10+your Dexterity modifier, -provided that you have a free hand. If you reduce the damage to 0, you -can catch the missile if it is small enough for you to hold in that -hand.

-

Gloves of Swimming and -Climbing

-

Wondrous item, uncommon (requires attunement)

-

While wearing these gloves, climbing and swimming don’t cost you -extra movement, and you gain a +5 bonus to Strength (Athletics) checks -made to climb or swim.

-

Goggles of Night

-

Wondrous item, uncommon

-

While wearing these dark lenses, you have darkvision out to a range -of 60 feet. If you already have darkvision, wearing the goggles -increases its range by 60 feet.

-

Magic Items (H)

-

Hammer of Thunderbolts

-

Weapon (maul), legendary

-

You gain a +1 bonus to attack and damage rolls made with this magic -weapon.

-

Giant’s Bane (Requires Attunement). You -must be wearing a belt of giant strength (any variety) and -gauntlets of ogre power to attune to this weapon. The -attunement ends if you take off either of those items. While you are -attuned to this weapon and holding it, your Strength score increases by -4 and can exceed 20, but not 30. When you roll a 20 on an attack roll -made with this weapon against a giant, the giant must succeed on a DC 17 -Constitution saving throw or die.

-

The hammer also has 5 charges. While attuned to it, you can expend 1 -charge and make a ranged weapon attack with the hammer, hurling it as if -it had the thrown property with a normal range of 20 feet and a long -range of 60 feet. If the attack hits, the hammer unleashes a thunderclap -audible out to 300 feet. The target and every creature within 30 feet of -it must succeed on a DC 17 Constitution saving throw or be stunned until -the end of your next turn. The hammer regains 1d4+1 expended charges -daily at dawn.

-

Handy Haversack

-

Wondrous item, rare

-

This backpack has a central pouch and two side pouches, each of which -is an extradimensional space. Each side pouch can hold up to 20 pounds -of material, not exceeding a volume of 2 cubic feet. The large central -pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack -always weighs 5 pounds, regardless of its contents.

-

Placing an object in the haversack follows the normal rules for -interacting with objects. Retrieving an item from the haversack requires -you to use an action. When you reach into the haversack for a specific -item, the item is always magically on top.

-

The haversack has a few limitations. If it is overloaded, or if a -sharp object pierces it or tears it, the haversack ruptures and is -destroyed. If the haversack is destroyed, its contents are lost forever, -although an artifact always turns up again somewhere. If the haversack -is turned inside out, its contents spill forth, unharmed, and the -haversack must be put right before it can be used again. If a breathing -creature is placed within the haversack, the creature can survive for up -to 10 minutes, after which time it begins to suffocate.

-

Placing the haversack inside an extradimensional space created by a -bag of holding, portable hole, or similar item -instantly destroys both items and opens a gate to the Astral Plane. The -gate originates where the one item was placed inside the other. Any -creature within 10 feet of the gate is sucked through it and deposited -in a random location on the Astral Plane. The gate then closes. The gate -is one-way only and can’t be reopened.

-

Hat of Disguise

-

Wondrous item, uncommon (requires attunement)

-

While wearing this hat, you can use an action to cast the -disguise self spell from it at will. The spell ends if the hat -is removed.

-

Headband of Intellect

-

Wondrous item, uncommon (requires attunement)

-

Your Intelligence score is 19 while you wear this headband. It has no -effect on you if your Intelligence is already 19 or higher.

-

Helm of Brilliance

-

Wondrous item, very rare (requires attunement)

-

This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire -opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. -When all the gems are removed or destroyed, the helm loses its -magic.

-

You gain the following benefits while wearing it:

-
    -
  • You can use an action to cast one of the following spells (save DC -18), using one of the helm’s gems of the specified type as a component: -daylight (opal), fireball (fire opal), prismatic -spray (diamond), or wall of fire (ruby). The gem is -destroyed when the spell is cast and disappears from the helm.
  • -
  • As long as it has at least one diamond, the helm emits dim light in -a 30-foot radius when at least one undead is within that area. Any -undead that starts its turn in that area takes 1d6 radiant damage.
  • -
  • As long as the helm has at least one ruby, you have resistance to -fire damage.
  • -
  • As long as the helm has at least one fire opal, you can use an -action and speak a command word to cause one weapon you are holding to -burst into flames. The flames emit bright light in a 10-foot radius and -dim light for an additional 10 feet. The flames are harmless to you and -the weapon. When you hit with an attack using the blazing weapon, the -target takes an extra 1d6 fire damage. The flames last until you use a -bonus action to speak the command word again or until you drop or stow -the weapon.
  • -
-

Roll a d20 if you are wearing the helm and take fire damage as a -result of failing a saving throw against a spell. On a roll of 1, the -helm emits beams of light from its remaining gems. Each creature within -60 feet of the helm other than you must succeed on a DC 17 Dexterity -saving throw or be struck by a beam, taking radiant damage equal to the -number of gems in the helm. The helm and its gems are then -destroyed.

-

Helm of Comprehending -Languages

-

Wondrous item, uncommon

-

While wearing this helm, you can use an action to cast the -comprehend languages spell from it at will.

-

Helm of Telepathy

-

Wondrous item, uncommon (requires attunement)

-

While wearing this helm, you can use an action to cast the detect -thoughts spell (save DC 13) from it. As long as you maintain -concentration on the spell, you can use a bonus action to send a -telepathic message to a creature you are focused on. It can reply-using -a bonus action to do so-while your focus on it continues.

-

While focusing on a creature with detect thoughts, you can -use an action to cast the suggestion spell (save DC 13) from -the helm on that creature. Once used, the suggestion property -can’t be used again until the next dawn.

-

Helm of Teleportation

-

Wondrous item, rare (requires attunement)

-

This helm has 3 charges. While wearing it, you can use an action and -expend 1 charge to cast the teleport spell from it. The helm -regains 1d3 expended charges daily at dawn.

-

Holy Avenger

-

Weapon (any sword), legendary (requires attunement by a -paladin)

-

You gain a +3 bonus to attack and damage rolls made with this magic -weapon. When you hit a fiend or an undead with it, that creature takes -an extra 2d10 radiant damage.

-

While you hold the drawn sword, it creates an aura in a 10-foot -radius around you. You and all creatures friendly to you in the aura -have advantage on saving throws against spells and other magical -effects. If you have 17 or more levels in the paladin class, the radius -of the aura increases to 30 feet.

-

Horn of Blasting

-

Wondrous item, rare

-

You can use an action to speak the horn’s command word and then blow -the horn, which emits a thunderous blast in a 30-foot cone that is -audible 600 feet away. Each creature in the cone must make a DC 15 -Constitution saving throw. On a failed save, a creature takes 5d6 -thunder damage and is deafened for 1 minute. On a successful save, a -creature takes half as much damage and isn’t deafened. Creatures and -objects made of glass or crystal have disadvantage on the saving throw -and take 10d6 thunder damage instead of 5d6.

-

Each use of the horn’s magic has a 20 percent chance of causing the -horn to explode. The explosion deals 10d6 fire damage to the blower and -destroys the horn.

-

Horn of Valhalla

-

Wondrous item, rare (silver or brass), very rare (bronze), or -legendary (iron)

-

You can use an action to blow this horn. In response, warrior spirits -from the Valhalla appear within 60 feet of you. They use the statistics -of a berserker. They return to Valhalla after 1 hour or when they drop -to 0 hit points. Once you use the horn, it can’t be used again until 7 -days have passed.

-

Four types of horn of Valhalla are known to exist, each made -of a different metal. The horn’s type determines how many berserkers -answer its summons, as well as the requirement for its use. The GM -chooses the horn’s type or determines it randomly.

-

Table- Horn of Valhalla

- ------ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d100Horn TypeBerserkers SummonedRequirement
01-40Silver2d4+2None
41-75Brass3d4+3Proficiency with all simple weapons
76-90Bronze4d4+4Proficiency with all medium armor
91-00Iron5d4+5Proficiency with all martial weapons
-

If you blow the horn without meeting its requirement, the summoned -berserkers attack you. If you meet the requirement, they are friendly to -you and your companions and follow your commands.

-

Horseshoes of a Zephyr

-

Wondrous item, very rare

-

These iron horseshoes come in a set of four. While all four shoes are -affixed to the hooves of a horse or similar creature, they allow the -creature to move normally while floating 4 inches above the ground. This -effect means the creature can cross or stand above nonsolid or unstable -surfaces, such as water or lava. The creature leaves no tracks and -ignores difficult terrain. In addition, the creature can move at normal -speed for up to 12 hours a day without suffering exhaustion from a -forced march.

-

Horseshoes of Speed

-

Wondrous item, rare

-

These iron horseshoes come in a set of four. While all four shoes are -affixed to the hooves of a horse or similar creature, they increase the -creature’s walking speed by 30 feet.

-

Magic Items (I)

-

Immovable Rod

-

Rod, uncommon

-

This flat iron rod has a button on one end. You can use an action to -press the button, which causes the rod to become magically fixed in -place. Until you or another creature uses an action to push the button -again, the rod doesn’t move, even if it is defying gravity. The rod can -hold up to 8,000 pounds of weight. More weight causes the rod to -deactivate and fall. A creature can use an action to make a DC 30 -Strength check, moving the fixed rod up to 10 feet on a success.

-

Instant Fortress

-

Wondrous item, rare

-

You can use an action to place this 1-inch metal cube on the ground -and speak its command word. The cube rapidly grows into a fortress that -remains until you use an action to speak the command word that dismisses -it, which works only if the fortress is empty.

-

The fortress is a square tower, 20 feet on a side and 30 feet high, -with arrow slits on all sides and a battlement atop it. Its interior is -divided into two floors, with a ladder running along one wall to connect -them. The ladder ends at a trapdoor leading to the roof. When activated, -the tower has a small door on the side facing you. The door opens only -at your command, which you can speak as a bonus action. It is immune to -the knock spell and similar magic, such as that of a chime -of opening.

-

Each creature in the area where the fortress appears must make a DC -15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed -save, or half as much damage on a successful one. In either case, the -creature is pushed to an unoccupied space outside but next to the -fortress. Objects in the area that aren’t being worn or carried take -this damage and are pushed automatically.

-

The tower is made of adamantine, and its magic prevents it from being -tipped over. The roof, the door, and the walls each have 100 hit -points,

-

immunity to damage from nonmagical weapons excluding siege weapons, -and resistance to all other damage. Only a wish spell can -repair the fortress (this use of the spell counts as replicating a spell -of 8th level or lower). Each casting of wish causes the roof, -the door, or one wall to regain 50 hit points.

-

Ioun Stone

-

Wondrous item, rarity varies (requires attunement)

-

An Ioun stone is named after Ioun, a god of knowledge and -prophecy revered on some worlds. Many types of Ioun stone -exist, each type a distinct combination of shape and color.

-

When you use an action to toss one of these stones into the air, the -stone orbits your head at a distance of 1d3 feet and confers a benefit -to you. Thereafter, another creature must use an action to grasp or net -the stone to separate it from you, either by making a successful attack -roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. -You can use an action to seize and stow the stone, ending its -effect.

-

A stone has AC 24, 10 hit points, and resistance to all damage. It is -considered to be an object that is being worn while it orbits your -head.

-

Absorption (Very Rare). While this pale -lavender ellipsoid orbits your head, you can use your reaction to cancel -a spell of 4th level or lower cast by a creature you can see and -targeting only you.

-

Once the stone has canceled 20 levels of spells, it burns out and -turns dull gray, losing its magic. If you are targeted by a spell whose -level is higher than the number of spell levels the stone has left, the -stone can’t cancel it.

-

Agility (Very Rare). Your Dexterity score -increases by 2, to a maximum of 20, while this deep red sphere orbits -your head.

-

Awareness (Rare). You can’t be surprised -while this dark blue rhomboid orbits your head.

-

Fortitude (Very Rare). Your Constitution -score increases by 2, to a maximum of 20, while this pink rhomboid -orbits your head.

-

Greater Absorption (Legendary). While this -marbled lavender and green ellipsoid orbits your head, you can use your -reaction to cancel a spell of 8th level or lower cast by a creature you -can see and targeting only you.

-

Once the stone has canceled 50 levels of spells, it burns out and -turns dull gray, losing its magic. If you are targeted by a spell whose -level is higher than the number of spell levels the stone has left, the -stone can’t cancel it.

-

Insight (Very Rare). Your Wisdom score -increases by 2, to a maximum of 20, while this incandescent blue sphere -orbits your head.

-

Intellect (Very Rare). Your Intelligence -score increases by 2, to a maximum of 20, while this marbled scarlet and -blue sphere orbits your head.

-

Leadership (Very Rare). Your Charisma score -increases by 2, to a maximum of 20, while this marbled pink and green -sphere orbits your head.

-

Mastery (Legendary). Your proficiency bonus -increases by 1 while this pale green prism orbits your head.

-

Protection (Rare). You gain a +1 bonus to -AC while this dusty rose prism orbits your head.

-

Regeneration (Legendary). You regain 15 hit -points at the end of each hour this pearly white spindle orbits your -head, provided that you have at least 1 hit point.

-

Reserve (Rare). This vibrant purple prism -stores spells cast into it, holding them until you use them. The stone -can store up to 3 levels worth of spells at a time. When found, it -contains 1d4-1 levels of stored spells chosen by the GM.

-

Any creature can cast a spell of 1st through 3rd level into the stone -by touching it as the spell is cast. The spell has no effect, other than -to be stored in the stone. If the stone can’t hold the spell, the spell -is expended without effect. The level of the slot used to cast the spell -determines how much space it uses.

-

While this stone orbits your head, you can cast any spell stored in -it. The spell uses the slot level, spell save DC, spell attack bonus, -and spellcasting ability of the original caster, but is otherwise -treated as if you cast the spell. The spell cast from the stone is no -longer stored in it, freeing up space.

-

Strength (Very Rare). Your Strength score -increases by 2, to a maximum of 20, while this pale blue rhomboid orbits -your head.

-

Sustenance (Rare). You don’t need to eat or -drink while this clear spindle orbits your head.

-

Iron Bands of Binding

-

Wondrous item, rare

-

This rusty iron sphere measures 3 inches in diameter and weighs 1 -pound. You can use an action to speak the command word and throw the -sphere at a Huge or smaller creature you can see within 60 feet of you. -As the sphere moves through the air, it opens into a tangle of metal -bands.

-

Make a ranged attack roll with an attack bonus equal to your -Dexterity modifier plus your proficiency bonus. On a hit, the target is -restrained until you take a bonus action to speak the command word again -to release it. Doing so, or missing with the attack, causes the bands to -contract and become a sphere once more.

-

A creature, including the one restrained, can use an action to make a -DC 20 Strength check to break the iron bands. On a success, the item is -destroyed, and the restrained creature is freed. If the check fails, any -further attempts made by that creature automatically fail until 24 hours -have elapsed.

-

Once the bands are used, they can’t be used again until the next -dawn.

-

Iron Flask

-

Wondrous item, legendary

-

This iron bottle has a brass stopper. You can use an action to speak -the flask’s command word, targeting a creature that you can see within -60 feet of you. If the target is native to a plane of existence other -than the one you’re on, the target must succeed on a DC 17 Wisdom saving -throw or be trapped in the flask. If the target has been trapped by the -flask before, it has advantage on the saving throw. Once trapped, a -creature remains in the flask until released. The flask can hold only -one creature at a time. A creature trapped in the flask doesn’t need to -breathe, eat, or drink and doesn’t age.

-

You can use an action to remove the flask’s stopper and release the -creature the flask contains. The creature is friendly to you and your -companions for 1 hour and obeys your commands for that duration. If you -give no commands or give it a command that is likely to result in its -death, it defends itself but otherwise takes no actions. At the end of -the duration, the creature acts in accordance with its normal -disposition and alignment.

-

An identify spell reveals that a creature is inside the -flask, but the only way to determine the type of creature is to open the -flask. A newly discovered bottle might already contain a creature chosen -by the GM or determined randomly.

-

Table- Iron Flask

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d100Contents
1‒50Empty
51‒54Demon (type 1)
55‒58Demon (type 2)
59‒62Demon (type 3)
63‒64Demon (type 4)
65Demon (type 5)
66Demon (type 6)
67Deva
68‒69Devil (greater)
70‒73Devil (lesser)
74‒75Djinni
76‒77Efreeti
78‒83Elemental (any)
84‒86Invisible stalker
87‒90Night hag
91Planetar
92‒95Salamander
96Solar
97‒99Succubus/incubus
100Xorn
-

Magic Items (J)

-

Javelin of Lightning

-

Weapon (javelin), uncommon

-

This javelin is a magic weapon. When you hurl it and speak its -command word, it transforms into a bolt of lightning, forming a line 5 -feet wide that extends out from you to a target within 120 feet. Each -creature in the line excluding you and the target must make a DC 13 -Dexterity saving throw, taking 4d6 lightning damage on a failed save, -and half as much damage on a successful one. The lightning bolt turns -back into a javelin when it reaches the target. Make a ranged weapon -attack against the target. On a hit, the target takes damage from the -javelin plus 4d6 lightning damage.

-

The javelin’s property can’t be used again until the next dawn. In -the meantime, the javelin can still be used as a magic weapon.

-

Magic Items (K)

-

Magic Items (L)

-

Lantern of Revealing

-

Wondrous item, uncommon

-

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, -shedding bright light in a 30-foot radius and dim light for an -additional 30 feet. Invisible creatures and objects are visible as long -as they are in the lantern’s bright light. You can use an action to -lower the hood, reducing the light to dim light in a 5-foot radius.

-

Luck Blade

-

Weapon (any sword), legendary (requires attunement)

-

You gain a +1 bonus to attack and damage rolls made with this magic -weapon. While the sword is on your person, you also gain a +1 bonus to -saving throws.

-

Luck. If the sword is on your person, you -can call on its luck (no action required) to reroll one attack roll, -ability check, or saving throw you dislike. You must use the second -roll. This property can’t be used again until the next dawn.

-

Wish. The sword has 1d4-1 charges. While -holding it, you can use an action to expend 1 charge and cast the -wish spell from it. This property can’t be used again until the -next dawn. The sword loses this property if it has no charges.

-

Magic Items (M)

-

Mace of Disruption

-

Weapon (mace), rare (requires attunement)

-

When you hit a fiend or an undead with this magic weapon, that -creature takes an extra 2d6 radiant damage. If the target has 25 hit -points or fewer after taking this damage, it must succeed on a DC 15 -Wisdom saving throw or be destroyed. On a successful save, the creature -becomes frightened of you until the end of your next turn.

-

While you hold this weapon, it sheds bright light in a 20-foot radius -and dim light for an additional 20 feet.

-

Mace of Smiting

-

Weapon (mace), rare

-

You gain a +1 bonus to attack and damage rolls made with this magic -weapon. The bonus increases to +3 when you use the mace to attack a -construct.

-

When you roll a 20 on an attack roll made with this weapon, the -target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage -if it’s a construct. If a construct has 25 hit points or fewer after -taking this damage, it is destroyed.

-

Mace of Terror

-

Weapon (mace), rare (requires attunement)

-

This magic weapon has 3 charges. While holding it, you can use an -action and expend 1 charge to release a wave of terror. Each creature of -your choice in a 30-foot radius extending from you must succeed on a DC -15 Wisdom saving throw or become frightened of you for 1 minute. While -it is frightened in this way, a creature must spend its turns trying to -move as far away from you as it can, and it can’t willingly move to a -space within 30 feet of you. It also can’t take reactions. For its -action, it can use only the Dash action or try to escape from an effect -that prevents it from moving. If it has nowhere it can move, the -creature can use the Dodge action. At the end of each of its turns, a -creature can repeat the saving throw, ending the effect on itself on a -success.

-

The mace regains 1d3 expended charges daily at dawn.

-

Mantle of Spell Resistance

-

Wondrous item, rare (requires attunement)

-

You have advantage on saving throws against spells while you wear -this cloak.

-

Manual of Bodily Health

-

Wondrous item, very rare

-

This book contains health and diet tips, and its words are charged -with magic. If you spend 48 hours over a period of 6 days or fewer -studying the book’s contents and practicing its guidelines, your -Constitution score increases by 2, as does your maximum for that score. -The manual then loses its magic, but regains it in a century.

-

Manual of Gainful Exercise

-

Wondrous item, very rare

-

This book describes fitness exercises, and its words are charged with -magic. If you spend 48 hours over a period of 6 days or fewer studying -the book’s contents and practicing its guidelines, your Strength score -increases by 2, as does your maximum for that score. The manual then -loses its magic, but regains it in a century.

-

Manual of Golems

-

Wondrous item, very rare

-

This tome contains information and incantations necessary to make a -particular type of golem. The GM chooses the type or determines it -randomly. To decipher and use the manual, you must be a spellcaster with -at least two 5th-level spell slots. A creature that can’t use a -manual of golems and attempts to read it takes 6d6 psychic -damage.

-

Table- Manual of Golems

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d20GolemTimeCost
1-5Clay30 days65,000 gp
6-17Flesh60 days50,000 gp
18Iron120 days100,000 gp
19-20Stone90 days80,000 gp
-

To create a golem, you must spend the time shown on the table, -working without interruption with the manual at hand and resting no more -than 8 hours per day. You must also pay the specified cost to purchase -supplies.

-

Once you finish creating the golem, the book is consumed in eldritch -flames. The golem becomes animate when the ashes of the manual are -sprinkled on it. It is under your control, and it understands and obeys -your spoken commands.

-

Manual of Quickness of -Action

-

Wondrous item, very rare

-

This book contains coordination and balance exercises, and its words -are charged with magic. If you spend 48 hours over a period of 6 days or -fewer studying the book’s contents and practicing its guidelines, your -Dexterity score increases by 2, as does your maximum for that score. The -manual then loses its magic, but regains it in a century.

-

Marvelous Pigments

-

Wondrous item, very rare

-

Typically found in 1d4 pots inside a fine wooden box with a brush -(weighing 1 pound in total), these pigments allow you to create -three-dimensional objects by painting them in two dimensions. The paint -flows from the brush to form the desired object as you concentrate on -its image.

-

Each pot of paint is sufficient to cover 1,000 square feet of a -surface, which lets you create inanimate objects or terrain -features-such as a door, a pit, flowers, trees, cells, rooms, or weapons -- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 -square feet.

-

When you complete the painting, the object or terrain feature -depicted becomes a real, nonmagical object. Thus, painting a door on a -wall creates an actual door that can be opened to whatever is beyond. -Painting a pit on a floor creates a real pit, and its depth counts -against the total area of objects you create.

-

Nothing created by the pigments can have a value greater than 25 gp. -If you paint an object of greater value (such as a diamond or a pile of -gold), the object looks authentic, but close inspection reveals it is -made from paste, bone, or some other worthless material.

-

If you paint a form of energy such as fire or lightning, the energy -appears but dissipates as soon as you complete the painting, doing no -harm to anything.

-

Medallion of Thoughts

-

Wondrous item, uncommon (requires attunement)

-

The medallion has 3 charges. While wearing it, you can use an action -and expend 1 charge to cast the detect thoughts spell (save DC -13) from it. The medallion regains 1d3 expended charges daily at -dawn.

-

Mirror of Life Trapping

-

Wondrous item, very rare

-

When this 4-foot tall mirror is viewed indirectly, its surface shows -faint images of creatures. The mirror weighs 50 pounds, and it has AC -11, 10 hit points, and vulnerability to bludgeoning damage. It shatters -and is destroyed when reduced to 0 hit points.

-

If the mirror is hanging on a vertical surface and you are within 5 -feet of it, you can use an action to speak its command word and activate -it. It remains activated until you use an action to speak the command -word again.

-

Any creature other than you that sees its reflection in the activated -mirror while within 30 feet of it must succeed on a DC 15 Charisma -saving throw or be trapped, along with anything it is wearing or -carrying, in one of the mirror’s twelve extradimensional cells. This -saving throw is made with advantage if the creature knows the mirror’s -nature, and constructs succeed on the saving throw automatically.

-

An extradimensional cell is an infinite expanse filled with thick fog -that reduces visibility to 10 feet. Creatures trapped in the mirror’s -cells don’t age, and they don’t need to eat, drink, or sleep. A creature -trapped within a cell can escape using magic that permits planar travel. -Otherwise, the creature is confined to the cell until freed.

-

If the mirror traps a creature but its twelve extradimensional cells -are already occupied, the mirror frees one trapped creature at random to -accommodate the new prisoner. A freed creature appears in an unoccupied -space within sight of the mirror but facing away from it. If the mirror -is shattered, all creatures it contains are freed and appear in -unoccupied spaces near it.

-

While within 5 feet of the mirror, you can use an action to speak the -name of one creature trapped in it or call out a particular cell by -number. The creature named or contained in the named cell appears as an -image on the mirror’s surface. You and the creature can then communicate -normally.

-

In a similar way, you can use an action to speak a second command -word and free one creature trapped in the mirror. The freed creature -appears, along with its possessions, in the unoccupied space nearest to -the mirror and facing away from it.

-

Mithral Armor

-

Armor (medium or heavy, but not hide), uncommon

-

Mithral is a light, flexible metal. A mithral chain shirt or -breastplate can be worn under normal clothes. If the armor normally -imposes disadvantage on Dexterity (Stealth) checks or has a Strength -requirement, the mithral version of the armor doesn’t.

-

Magic Items (N)

-

Necklace of Adaptation

-

Wondrous item, uncommon (requires attunement)

-

While wearing this necklace, you can breathe normally in any -environment, and you have advantage on saving throws made against -harmful gases and vapors (such as cloudkill and stinking -cloud effects, inhaled poisons, and the breath weapons of some -dragons).

-

Necklace of Fireballs

-

Wondrous item, rare

-

This necklace has 1d6+3 beads hanging from it. You can use an action -to detach a bead and throw it up to 60 feet away. When it reaches the -end of its trajectory, the bead detonates as a 3rd-level -fireball spell (save DC 15).

-

You can hurl multiple beads, or even the whole necklace, as one -action. When you do so, increase the level of the fireball by 1 -for each bead beyond the first.

-

Necklace of Prayer Beads

-

Wondrous item, rare (requires attunement by a cleric, druid, or -paladin)

-

This necklace has 1d4+2 magic beads made from aquamarine, black -pearl, or topaz. It also has many nonmagical beads made from stones such -as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic -bead is removed from the necklace, that bead loses its magic.

-

Six types of magic beads exist. The GM decides the type of each bead -on the necklace or determines it randomly. A necklace can have more than -one bead of the same type. To use one, you must be wearing the necklace. -Each bead contains a spell that you can cast from it as a bonus action -(using your spell save DC if a save is necessary). Once a magic bead’s -spell is cast, that bead can’t be used again until the next dawn.

-

Table- Necklace of Prayer Beads

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d20Bead of …Spell
1-6BlessingBless
7-12CuringCure wounds (2nd level) or lesser restoration
13-16FavorGreater restoration
17-18SmitingBranding smite
19SummonsPlanar ally
20Wind walkingWind walk
-

Nine Lives Stealer

-

Weapon (any sword), very rare (requires attunement)

-

You gain a +2 bonus to attack and damage rolls made with this magic -weapon.

-

The sword has 1d8+1 charges. If you score a critical hit against a -creature that has fewer than 100 hit points, it must succeed on a DC 15 -Constitution saving throw or be slain instantly as the sword tears its -life force from its body (a construct or an undead is immune). The sword -loses 1 charge if the creature is slain. When the sword has no charges -remaining, it loses this property.

-

Magic Items (O)

-

Oathbow

-

Weapon (longbow), very rare (requires attunement)

-

When you nock an arrow on this bow, it whispers in Elvish, “Swift -defeat to my enemies.” When you use this weapon to make a ranged attack, -you can, as a command phrase, say, “Swift death to you who have wronged -me.” The target of your attack becomes your sworn enemy until it dies or -until dawn seven days later. You can have only one such sworn enemy at a -time. When your sworn enemy dies, you can choose a new one after the -next dawn.

-

When you make a ranged attack roll with this weapon against your -sworn enemy, you have advantage on the roll. In addition, your target -gains no benefit from cover, other than total cover, and you suffer no -disadvantage due to long range. If the attack hits, your sworn enemy -takes an extra 3d6 piercing damage.

-

While your sworn enemy lives, you have disadvantage on attack rolls -with all other weapons.

-

Oil of Etherealness

-

Potion, rare

-

Beads of this cloudy gray oil form on the outside of its container -and quickly evaporate. The oil can cover a Medium or smaller creature, -along with the equipment it’s wearing and carrying (one additional vial -is required for each size category above Medium). Applying the oil takes -10 minutes. The affected creature then gains the effect of the -etherealness spell for 1 hour.

-

Oil of Sharpness

-

Potion, very rare

-

This clear, gelatinous oil sparkles with tiny, ultrathin silver -shards. The oil can coat one slashing or piercing weapon or up to 5 -pieces of slashing or piercing ammunition. Applying the oil takes 1 -minute. For 1 hour, the coated item is magical and has a +3 bonus to -attack and damage rolls.

-

Oil of Slipperiness

-

Potion, uncommon

-

This sticky black unguent is thick and heavy in the container, but it -flows quickly when poured. The oil can cover a Medium or smaller -creature, along with the equipment it’s wearing and carrying (one -additional vial is required for each size category above Medium). -Applying the oil takes 10 minutes. The affected creature then gains the -effect of a freedom of movement spell for 8 hours.

-

Alternatively, the oil can be poured on the ground as an action, -where it covers a 10-foot square, duplicating the effect of the -grease spell in that area for 8 hours.

-

Magic Items (P)

-

Pearl of Power

-

Wondrous item, uncommon (requires attunement by a -spellcaster)

-

While this pearl is on your person, you can use an action to speak -its command word and regain one expended spell slot. If the expended -slot was of 4th level or higher, the new slot is 3rd level. Once you use -the pearl, it can’t be used again until the next dawn.

-

Periapt of Health

-

Wondrous item, uncommon

-

You are immune to contracting any disease while you wear this -pendant. If you are already infected with a disease, the effects of the -disease are suppressed you while you wear the pendant.

-

Periapt of Proof against -Poison

-

Wondrous item, rare

-

This delicate silver chain has a brilliant-cut black gem pendant. -While you wear it, poisons have no effect on you. You are immune to the -poisoned condition and have immunity to poison damage.

-

Periapt of Wound Closure

-

Wondrous item, uncommon (requires attunement)

-

While you wear this pendant, you stabilize whenever you are dying at -the start of your turn. In addition, whenever you roll a Hit Die to -regain hit points, double the number of hit points it restores.

-

Philter of Love

-

Potion, uncommon

-

The next time you see a creature within 10 minutes after drinking -this philter, you become charmed by that creature for 1 hour. If the -creature is of a species and gender you are normally attracted to, you -regard it as your true love while you are charmed. This potion’s -rose-hued, effervescent liquid contains one easy-to-miss bubble shaped -like a heart.

-

Pipes of Haunting

-

Wondrous item, uncommon

-

You must be proficient with wind instruments to use these pipes. They -have 3 charges. You can use an action to play them and expend 1 charge -to create an eerie, spellbinding tune. Each creature within 30 feet of -you that hears you play must succeed on a DC 15 Wisdom saving throw or -become frightened of you for 1 minute. If you wish, all creatures in the -area that aren’t hostile toward you automatically succeed on the saving -throw. A creature that fails the saving throw can repeat it at the end -of each of its turns, ending the effect on itself on a success. A -creature that succeeds on its saving throw is immune to the effect of -these pipes for 24 hours. The pipes regain 1d3 expended charges daily at -dawn.

-

Pipes of the Sewers

-

Wondrous item, uncommon (requires attunement)

-

You must be proficient with wind instruments to use these pipes. -While you are attuned to the pipes, ordinary rats and giant rats are -indifferent toward you and will not attack you unless you threaten or -harm them.

-

The pipes have 3 charges. If you play the pipes as an action, you can -use a bonus action to expend 1 to 3 charges, calling forth one swarm of -rats with each expended charge, provided that enough rats are within -half a mile of you to be called in this fashion (as determined by the -GM). If there aren’t enough rats to form a swarm, the charge is wasted. -Called swarms move toward the music by the shortest available route but -aren’t under your control otherwise. The pipes regain 1d3 expended -charges daily at dawn.

-

Whenever a swarm of rats that isn’t under another creature’s control -comes within 30 feet of you while you are playing the pipes, you can -make a Charisma check contested by the swarm’s Wisdom check. If you lose -the contest, the swarm behaves as it normally would and can’t be swayed -by the pipes’ music for the next 24 hours. If you win the contest, the -swarm is swayed by the pipes’ music and becomes friendly to you and your -companions for as long as you continue to play the pipes each round as -an action. A friendly swarm obeys your commands. If you issue no -commands to a friendly swarm, it defends itself but otherwise takes no -actions. If a friendly swarm starts its turn and can’t hear the pipes’ -music, your control over that swarm ends, and the swarm behaves as it -normally would and can’t be swayed by the pipes’ music for the next 24 -hours.

-

Plate Armor of Etherealness

-

Armor (plate), legendary (requires attunement)

-

While you’re wearing this armor, you can speak its command word as an -action to gain the effect of the etherealness spell, which last -for 10 minutes or until you remove the armor or use an action to speak -the command word again. This property of the armor can’t be used again -until the next dawn.

-

Portable Hole

-

Wondrous item, rare

-

This fine black cloth, soft as silk, is folded up to the dimensions -of a handkerchief. It unfolds into a circular sheet 6 feet in -diameter.

-

You can use an action to unfold a portable hole and place it -on or against a solid surface, whereupon the portable hole -creates an extradimensional hole 10 feet deep. The cylindrical space -within the hole exists on a different plane, so it can’t be used to -create open passages. Any creature inside an open portable hole -can exit the hole by climbing out of it.

-

You can use an action to close a portable hole by taking -hold of the edges of the cloth and folding it up. Folding the cloth -closes the hole, and any creatures or objects within remain in the -extradimensional space. No matter what’s in it, the hole weighs next to -nothing.

-

If the hole is folded up, a creature within the hole’s -extradimensional space can use an action to make a DC 10 Strength check. -On a successful check, the creature forces its way out and appears -within 5 feet of the portable hole or the creature carrying it. -A breathing creature within a closed portable hole can survive -for up to 10 minutes, after which time it begins to suffocate.

-

Placing a portable hole inside an extradimensional space -created by a bag of holding, handy haversack, or -similar item instantly destroys both items and opens a gate to the -Astral Plane. The gate originates where the one item was placed inside -the other. Any creature within 10 feet of the gate is sucked through it -and deposited in a random location on the Astral Plane. The gate then -closes. The gate is one-way only and can’t be reopened.

-

Potion of Animal Friendship

-

Potion, uncommon

-

When you drink this potion, you can cast the animal -friendship spell (save DC 13) for 1 hour at will. Agitating this -muddy liquid brings little bits into view: a fish scale, a hummingbird -tongue, a cat claw, or a squirrel hair.

-

Potion of Clairvoyance

-

Potion, rare

-

When you drink this potion, you gain the effect of the -clairvoyance spell. An eyeball bobs in this yellowish liquid -but vanishes when the potion is opened.

-

Potion of Climbing

-

Potion, common

-

When you drink this potion, you gain a climbing speed equal to your -walking speed for 1 hour. During this time, you have advantage on -Strength (Athletics) checks you make to climb. The potion is separated -into brown, silver, and gray layers resembling bands of stone. Shaking -the bottle fails to mix the colors.

-

Potion of Diminution

-

Potion, rare

-

When you drink this potion, you gain the “reduce” effect of the -enlarge/reduce spell for 1d4 hours (no concentration required). -The red in the potion’s liquid continuously contracts to a tiny bead and -then expands to color the clear liquid around it. Shaking the bottle -fails to interrupt this process.

-

Potion of Flying

-

Potion, very rare

-

When you drink this potion, you gain a flying speed equal to your -walking speed for 1 hour and can hover. If you’re in the air when the -potion wears off, you fall unless you have some other means of staying -aloft. This potion’s clear liquid floats at the top of its container and -has cloudy white impurities drifting in it.

-

Potion of Gaseous Form

-

Potion, rare

-

When you drink this potion, you gain the effect of the gaseous -form spell for 1 hour (no concentration required) or until you end -the effect as a bonus action. This potion’s container seems to hold fog -that moves and pours like water.

-

Potion of Giant Strength

-

Potion, rarity varies

-

When you drink this potion, your Strength score changes for 1 hour. -The type of giant determines the score (see the table below). The potion -has no effect on you if your Strength is equal to or greater than that -score.

-

This potion’s transparent liquid has floating in it a sliver of -fingernail from a giant of the appropriate type. The potion of frost -giant strength and the potion of stone giant strength have -the same effect.

-

Table- Potion of Giant Strength

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Type of GiantStrengthRarity
Hill giant21Uncommon
Frost/stone giant23Rare
Fire giant25Rare
Cloud giant27Very rare
Storm giant29Legendary
-

Potion of Growth

-

Potion, uncommon

-

When you drink this potion, you gain the “enlarge” effect of the -enlarge/reduce spell for 1d4 hours (no concentration required). -The red in the potion’s liquid continuously expands from a tiny bead to -color the clear liquid around it and then contracts. Shaking the bottle -fails to interrupt this process.

-

Potion of Healing

-

Potion, rarity varies

-

You regain hit points when you drink this potion. The number of hit -points depends on the potion’s rarity, as shown in the Potions of -Healing table. Whatever its potency, the potion’s red liquid glimmers -when agitated.

-

Table- Potions of Healing

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Potion of …RarityHP Regained
HealingCommon2d4+2
Greater healingUncommon4d4+4
Superior healingRare8d4+8
Supreme healingVery rare10d4+20
-

Potion of Heroism

-

Potion, rare

-

For 1 hour after drinking it, you gain 10 temporary hit points that -last for 1 hour. For the same duration, you are under the effect of the -bless spell (no concentration required). This blue potion -bubbles and steams as if boiling.

-

Potion of Invisibility

-

Potion, very rare

-

This potion’s container looks empty but feels as though it holds -liquid. When you drink it, you become invisible for 1 hour. Anything you -wear or carry is invisible with you. The effect ends early if you attack -or cast a spell.

-

Potion of Mind Reading

-

Potion, rare

-

When you drink this potion, you gain the effect of the detect -thoughts spell (save DC 13). The potion’s dense, purple liquid has -an ovoid cloud of pink floating in it.

-

Potion of Poison

-

Potion, uncommon

-

This concoction looks, smells, and tastes like a potion of -healing or other beneficial potion. However, it is actually poison -masked by illusion magic. An identify spell reveals its true -nature.

-

If you drink it, you take 3d6 poison damage, and you must succeed on -a DC 13 Constitution saving throw or be poisoned. At the start of each -of your turns while you are poisoned in this way, you take 3d6 poison -damage. At the end of each of your turns, you can repeat the saving -throw. On a successful save, the poison damage you take on your -subsequent turns decreases by 1d6. The poison ends when the damage -decreases to 0.

-

Potion of Resistance

-

Potion, uncommon

-

When you drink this potion, you gain resistance to one type of damage -for 1 hour. The GM chooses the type or determines it randomly from the -options below.

-

Table- Potion of Resistance

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder
-

Potion of Speed

-

Potion, very rare

-

When you drink this potion, you gain the effect of the haste -spell for 1 minute (no concentration required). The potion’s yellow -fluid is streaked with black and swirls on its own.

-

Potion of Water Breathing

-

Potion, uncommon

-

You can breathe underwater for 1 hour after drinking this potion. Its -cloudy green fluid smells of the sea and has a jellyfish-like bubble -floating in it.

-

Magic Items (Q)

-

Magic Items (R)

-

Restorative Ointment

-

Wondrous item, uncommon

-

This glass jar, 3 inches in diameter, contains 1d4+1 doses of a thick -mixture that smells faintly of aloe. The jar and its contents weigh 1/2 -pound.

-

As an action, one dose of the ointment can be swallowed or applied to -the skin. The creature that receives it regains 2d8+2 hit points, ceases -to be poisoned, and is cured of any disease.

-

Ring of Animal Influence

-

Ring, rare

-

This ring has 3 charges, and it regains 1d3 expended charges daily at -dawn. While wearing the ring, you can use an action to expend 1 of its -charges to cast one of the following spells:

-
    -
  • Animal friendship (save DC 13)
  • -
  • Fear (save DC 13), targeting only beasts that have an Intelligence -of 3 or lower
  • -
  • Speak with animals
  • -
-

Ring of Djinni Summoning

-

Ring, legendary (requires attunement)

-

While wearing this ring, you can speak its command word as an action -to summon a particular djinni from the Elemental Plane of Air. The -djinni appears in an unoccupied space you choose within 120 feet of you. -It remains as long as you concentrate (as if concentrating on a spell), -to a maximum of 1 hour, or until it drops to 0 hit points. It then -returns to its home plane.

-

While summoned, the djinni is friendly to you and your companions. It -obeys any commands you give it, no matter what language you use. If you -fail to command it, the djinni defends itself against attackers but -takes no other actions.

-

After the djinni departs, it can’t be summoned again for 24 hours, -and the ring becomes nonmagical if the djinni dies.

-

Ring of Elemental Command

-

Ring, legendary (requires attunement)

-

This ring is linked to one of the four Elemental Planes. The GM -chooses or randomly determines the linked plane.

-

While wearing this ring, you have advantage on attack rolls against -elementals from the linked plane, and they have disadvantage on attack -rolls against you. In addition, you have access to properties based on -the linked plane.

-

The ring has 5 charges. It regains 1d4+1 expended charges daily at -dawn. Spells cast from the ring have a save DC of 17.

-

Ring of Air Elemental Command. You can -expend 2 of the ring’s charges to cast dominate monster on an -air elemental. In addition, when you fall, you descend 60 feet per round -and take no damage from falling. You can also speak and understand -Auran.

-

If you help slay an air elemental while attuned to the ring, you gain -access to the following additional properties:

-
    -
  • You have resistance to lightning damage.
  • -
  • You have a flying speed equal to your walking speed and can -hover.
  • -
  • You can cast the following spells from the ring, expending the -necessary number of charges: chain lightning (3 charges), -gust of wind (2 charges), or wind wall (1 -charge).
  • -
-

Ring of Earth Elemental Command. You can -expend 2 of the ring’s charges to cast dominate monster on an -earth elemental. In addition, you can move in difficult terrain that is -composed of rubble, rocks, or dirt as if it were normal terrain. You can -also speak and understand Terran.

-

If you help slay an earth elemental while attuned to the ring, you -gain access to the following additional properties:

-
    -
  • You have resistance to acid damage.
  • -
  • You can move through solid earth or rock as if those areas were -difficult terrain. If you end your turn there, you are shunted out to -the nearest unoccupied space you last occupied.
  • -
  • You can cast the following spells from the ring, expending the -necessary number of charges: stone shape (2 charges), -stoneskin (3 charges), or wall of stone (3 -charges).
  • -
-

Ring of Fire Elemental Command. You can -expend 2 of the ring’s charges to cast dominate monster on a -fire elemental. In addition, you have resistance to fire damage. You can -also speak and understand Ignan.

-

If you help slay a fire elemental while attuned to the ring, you gain -access to the following additional properties:

-
    -
  • You are immune to fire damage.
  • -
  • You can cast the following spells from the ring, expending the -necessary number of charges: burning hands (1 charge), -fireball (2 charges), and wall of fire (3 -charges).
  • -
-

Ring of Water Elemental Command. You can -expend 2 of the ring’s charges to cast dominate monster on a -water elemental. In addition, you can stand on and walk across liquid -surfaces as if they were solid ground. You can also speak and understand -Aquan.

-

If you help slay a water elemental while attuned to the ring, you -gain access to the following additional properties:

-
    -
  • You can breathe underwater and have a swimming speed equal to your -walking speed.
  • -
  • You can cast the following spells from the ring, expending the -necessary number of charges: create or destroy water (1 -charge), control water (3 charges), ice storm (2 -charges), or wall of ice (3 charges).
  • -
-

Ring of Evasion

-

Ring, rare (requires attunement)

-

This ring has 3 charges, and it regains 1d3 expended charges daily at -dawn. When you fail a Dexterity saving throw while wearing it, you can -use your reaction to expend 1 of its charges to succeed on that saving -throw instead.

-

Ring of Feather Falling

-

Ring, rare (requires attunement)

-

When you fall while wearing this ring, you descend 60 feet per round -and take no damage from falling.

-

Ring of Free Action

-

Ring, rare (requires attunement)

-

While you wear this ring, difficult terrain doesn’t cost you extra -movement. In addition, magic can neither reduce your speed nor cause you -to be paralyzed or restrained.

-

Ring of Invisibility

-

Ring, legendary (requires attunement)

-

While wearing this ring, you can turn invisible as an action. -Anything you are wearing or carrying is invisible with you. You remain -invisible until the ring is removed, until you attack or cast a spell, -or until you use a bonus action to become visible again.

-

Ring of Jumping

-

Ring, uncommon (requires attunement)

-

While wearing this ring, you can cast the jump spell from it -as a bonus action at will, but can target only yourself when you do -so.

-

Ring of Mind Shielding

-

Ring, uncommon (requires attunement)

-

While wearing this ring, you are immune to magic that allows other -creatures to read your thoughts, determine whether you are lying, know -your alignment, or know your creature type. Creatures can telepathically -communicate with you only if you allow it.

-

You can use an action to cause the ring to become invisible until you -use another action to make it visible, until you remove the ring, or -until you die.

-

If you die while wearing the ring, your soul enters it, unless it -already houses a soul. You can remain in the ring or depart for the -afterlife. As long as your soul is in the ring, you can telepathically -communicate with any creature wearing it. A wearer can’t prevent this -telepathic communication.

-

Ring of Protection

-

Ring, rare (requires attunement)

-

You gain a +1 bonus to AC and saving throws while wearing this -ring.

-

Ring of Regeneration

-

Ring, very rare (requires attunement)

-

While wearing this ring, you regain 1d6 hit points every 10 minutes, -provided that you have at least 1 hit point. If you lose a body part, -the ring causes the missing part to regrow and return to full -functionality after 1d6+1 days if you have at least 1 hit point the -whole time.

-

Ring of Resistance

-

Ring, rare (requires attunement)

-

You have resistance to one damage type while wearing this ring. The -gem in the ring indicates the type, which the GM chooses or determines -randomly.

-

Table- Ring of Resistance

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d10Damage TypeGem
1AcidPearl
2ColdTourmaline
3FireGarnet
4ForceSapphire
5LightningCitrine
6NecroticJet
7PoisonAmethyst
8PsychicJade
9RadiantTopaz
10ThunderSpinel
-

Ring of Shooting Stars

-

Ring, very rare (requires attunement outdoors at night)

-

While wearing this ring in dim light or darkness, you can cast -dancing lights and light from the ring at will. -Casting either spell from the ring requires an action.

-

The ring has 6 charges for the following other properties. The ring -regains 1d6 expended charges daily at dawn.

-

Faerie Fire. You can expend 1 charge as an -action to cast faerie fire from the ring.

-

Ball Lightning. You can expend 2 charges as -an action to create one to four 3-foot diameter spheres of lightning. -The more spheres you create, the less powerful each sphere is -individually.

-

Each sphere appears in an unoccupied space you can see within 120 -feet of you. The spheres last as long as you concentrate (as if -concentrating on a spell), up to 1 minute. Each sphere sheds dim light -in a 30-foot radius.

-

As a bonus action, you can move each sphere up to 30 feet, but no -farther than 120 feet away from you. When a creature other than you -comes within 5 feet of a sphere, the sphere discharges lightning at that -creature and disappears. That creature must make a DC 15 Dexterity -saving throw. On a failed save, the creature takes lightning damage -based on the number of spheres you created.

-

Table- Ring of Shooting Stars

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SpheresLightning Damage
42d4
32d6
25d4
14d12
-

Shooting Stars. You can expend 1 to 3 -charges as an action. For every charge you expend, you launch a glowing -mote of light from the ring at a point you can see within 60 feet of -you. Each creature within a 15-foot cube originating from that point is -showered in sparks and must make a DC 15 Dexterity saving throw, taking -5d4 fire damage on a failed save, or half as much damage on a successful -one.

-

Ring of Spell Storing

-

Ring, rare (requires attunement)

-

This ring stores spells cast into it, holding them until the attuned -wearer uses them. The ring can store up to 5 levels worth of spells at a -time. When found, it contains 1d6 - 1 levels of stored spells chosen by -the GM.

-

Any creature can cast a spell of 1st through 5th level into the ring -by touching the ring as the spell is cast. The spell has no effect, -other than to be stored in the ring. If the ring can’t hold the spell, -the spell is expended without effect. The level of the slot used to cast -the spell determines how much space it uses.

-

While wearing this ring, you can cast any spell stored in it. The -spell uses the slot level, spell save DC, spell attack bonus, and -spellcasting ability of the original caster, but is otherwise treated as -if you cast the spell. The spell cast from the ring is no longer stored -in it, freeing up space.

-

Ring of Spell Turning

-

Ring, legendary (requires attunement)

-

While wearing this ring, you have advantage on saving throws against -any spell that targets only you (not in an area of effect). In addition, -if you roll a 20 for the save and the spell is 7th level or lower, the -spell has no effect on you and instead targets the caster, using the -slot level, spell save DC, attack bonus, and spellcasting ability of the -caster.

-

Ring of Swimming

-

Ring, uncommon

-

You have a swimming speed of 40 feet while wearing this ring.

-

Ring of Telekinesis

-

Ring, very rare (requires attunement)

-

While wearing this ring, you can cast the telekinesis spell -at will, but you can target only objects that aren’t being worn or -carried.

-

Ring of the Ram

-

Ring, rare (requires attunement)

-

This ring has 3 charges, and it regains 1d3 expended charges daily at -dawn. While wearing the ring, you can use an action to expend 1 to 3 of -its charges to attack one creature you can see within 60 feet of you. -The ring produces a spectral ram’s head and makes its attack roll with a -+7 bonus. On a hit, for each charge you spend, the target takes 2d10 -force damage and is pushed 5 feet away from you.

-

Alternatively, you can expend 1 to 3 of the ring’s charges as an -action to try to break an object you can see within 60 feet of you that -isn’t being worn or carried. The ring makes a Strength check with a +5 -bonus for each charge you spend.

-

Ring of Three Wishes

-

Ring, legendary

-

While wearing this ring, you can use an action to expend 1 of its 3 -charges to cast the wish spell from it. The ring becomes -nonmagical when you use the last charge.

-

Ring of Warmth

-

Ring, uncommon (requires attunement)

-

While wearing this ring, you have resistance to cold damage. In -addition, you and everything you wear and carry are unharmed by -temperatures as low as -50 degrees Fahrenheit.

-

Ring of Water Walking

-

Ring, uncommon

-

While wearing this ring, you can stand on and move across any liquid -surface as if it were solid ground.

-

Ring of X-ray Vision

-

Ring, rare (requires attunement)

-

While wearing this ring, you can use an action to speak its command -word. When you do so, you can see into and through solid matter for 1 -minute. This vision has a radius of 30 feet. To you, solid objects -within that radius appear transparent and don’t prevent light from -passing through them. The vision can penetrate 1 foot of stone, 1 inch -of common metal, or up to 3 feet of wood or dirt. Thicker substances -block the vision, as does a thin sheet of lead.

-

Whenever you use the ring again before taking a long rest, you must -succeed on a DC 15 Constitution saving throw or gain one level of -exhaustion.

-

Robe of Eyes

-

Wondrous item, rare (requires attunement)

-

This robe is adorned with eyelike patterns. While you wear the robe, -you gain the following benefits:

-
    -
  • The robe lets you see in all directions, and you have advantage on -Wisdom (Perception) checks that rely on sight.
  • -
  • You have darkvision out to a range of 120 feet.
  • -
  • You can see invisible creatures and objects, as well as see into the -Ethereal Plane, out to a range of 120 feet.
  • -
-

The eyes on the robe can’t be closed or averted. Although you can -close or avert your own eyes, you are never considered to be doing so -while wearing this robe.

-

A light spell cast on the robe or a daylight spell -cast within 5 feet of the robe causes you to be blinded for 1 minute. At -the end of each of your turns, you can make a Constitution saving throw -(DC 11 for light or DC 15 for daylight), ending the -blindness on a success.

-

Robe of Scintillating Colors

-

Wondrous item, very rare (requires attunement)

-

This robe has 3 charges, and it regains 1d3 expended charges daily at -dawn. While you wear it, you can use an action and expend 1 charge to -cause the garment to display a shifting pattern of dazzling hues until -the end of your next turn. During this time, the robe sheds bright light -in a 30-foot radius and dim light for an additional 30 feet. Creatures -that can see you have disadvantage on attack rolls against you. In -addition, any creature in the bright light that can see you when the -robe’s power is activated must succeed on a DC 15 Wisdom saving throw or -become stunned until the effect ends.

-

Robe of Stars

-

Wondrous item, very rare (requires attunement)

-

This black or dark blue robe is embroidered with small white or -silver stars. You gain a +1 bonus to saving throws while you wear -it.

-

Six stars, located on the robe’s upper front portion, are -particularly large. While wearing this robe, you can use an action to -pull off one of the stars and use it to cast magic missile as a -5th-level spell. Daily at dusk, 1d6 removed stars reappear on the -robe.

-

While you wear the robe, you can use an action to enter the Astral -Plane along with everything you are wearing and carrying. You remain -there until you use an action to return to the plane you were on. You -reappear in the last space you occupied, or if that space is occupied, -the nearest unoccupied space.

-

Robe of the Archmagi

-

Wondrous item, legendary (requires attunement by a sorcerer, -warlock, or wizard)

-

This elegant garment is made from exquisite cloth of white, gray, or -black and adorned with silvery runes. The robe’s color corresponds to -the alignment for which the item was created. A white robe was made for -good, gray for neutral, and black for evil. You can’t attune to a -robe of the archmagi that doesn’t correspond to your -alignment.

-

You gain these benefits while wearing the robe:

-
    -
  • If you aren’t wearing armor, your base Armor Class is 15+your -Dexterity modifier.
  • -
  • You have advantage on saving throws against spells and other magical -effects.
  • -
  • Your spell save DC and spell attack bonus each increase by 2.
  • -
-

Robe of Useful Items

-

Wondrous item, uncommon

-

This robe has cloth patches of various shapes and colors covering it. -While wearing the robe, you can use an action to detach one of the -patches, causing it to become the object or creature it represents. Once -the last patch is removed, the robe becomes an ordinary garment.

-

The robe has two of each of the following patches:

-
    -
  • Dagger
  • -
  • Bullseye lantern (filled and lit)
  • -
  • Steel mirror
  • -
  • 10-foot pole
  • -
  • Hempen rope (50 feet, coiled)
  • -
  • Sack
  • -
-

In addition, the robe has 4d4 other patches. The GM chooses the -patches or determines them randomly.

-

Table- Robe of Useful Items

- ---- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d100Patch
01-08Bag of 100 gp
09-15Silver coffer (1 foot long, 6 inches wide and deep) worth 500 -gp
16-22Iron door (up to 10 feet wide and 10 feet high, barred on one side -of your choice), which you can place in an opening you can reach; it -conforms to fit the opening, attaching and hinging itself
23-3010 gems worth 100 gp each
31-44Wooden ladder (24 feet long) 45-51 A riding horse with saddle -bags
52-59Pit (a cube 10 feet on a side), which you can place on the ground -within 10 feet of you
60-684 potions of healing
69-75Rowboat (12 feet long)
76-83Spell scroll containing one spell of 1st to 3rd level
84-902 mastiffs
91-96Window (2 feet by 4 feet, up to 2 feet deep), which you can place on -a vertical surface you can reach
97-100Portable ram
-

Rod of Absorption

-

Rod, very rare (requires attunement)

-

While holding this rod, you can use your reaction to absorb a spell -that is targeting only you and not with an area of effect. The absorbed -spell’s effect is canceled, and the spell’s energy-not the spell -itself-is stored in the rod. The energy has the same level as the spell -when it was cast. The rod can absorb and store up to 50 levels of energy -over the course of its existence. Once the rod absorbs 50 levels of -energy, it can’t absorb more. If you are targeted by a spell that the -rod can’t store, the rod has no effect on that spell.

-

When you become attuned to the rod, you know how many levels of -energy the rod has absorbed over the course of its existence, and how -many levels of spell energy it currently has stored.

-

If you are a spellcaster holding the rod, you can convert energy -stored in it into spell slots to cast spells you have prepared or know. -You can create spell slots only of a level equal to or lower than your -own spell slots, up to a maximum of 5th level. You use the stored levels -in place of your slots, but otherwise cast the spell as normal. For -example, you can use 3 levels stored in the rod as a 3rd-level spell -slot.

-

A newly found rod has 1d10 levels of spell energy stored in it -already. A rod that can no longer absorb spell energy and has no energy -remaining becomes nonmagical.

-

Rod of Alertness

-

Rod, very rare (requires attunement)

-

This rod has a flanged head and the following properties.

-

Alertness. While holding the rod, you have -advantage on Wisdom (Perception) checks and on rolls for initiative.

-

Spells. While holding the rod, you can use -an action to cast one of the following spells from it: detect evil -and good, detect magic, detect poison and -disease, or see invisibility.

-

Protective Aura. As an action, you can -plant the haft end of the rod in the ground, whereupon the rod’s head -sheds bright light in a 60-foot radius and dim light for an additional -60 feet. While in that bright light, you and any creature that is -friendly to you gain a +1 bonus to AC and saving throws and can sense -the location of any invisible hostile creature that is also in the -bright light.

-

The rod’s head stops glowing and the effect ends after 10 minutes, or -when a creature uses an action to pull the rod from the ground. This -property can’t be used again until the next dawn.

-

Rod of Lordly Might

-

Rod, legendary (requires attunement)

-

This rod has a flanged head, and it functions as a magic mace that -grants a +3 bonus to attack and damage rolls made with it. The rod has -properties associated with six different buttons that are set in a row -along the haft. It has three other properties as well, detailed -below.

-

Six Buttons. You can press one of the rod’s -six buttons as a bonus action. A button’s effect lasts until you push a -different button or until you push the same button again, which causes -the rod to revert to its normal form.

-

If you press button 1, the rod becomes a flame -tongue, as a fiery blade sprouts from the end opposite the rod’s -flanged head (you choose the type of sword).

-

If you press button 2, the rod’s flanged head folds -down and two crescent-shaped blades spring out, transforming the rod -into a magic battleaxe that grants a +3 bonus to attack and damage rolls -made with it.

-

If you press button 3, the rod’s flanged head folds -down, a spear point springs from the rod’s tip, and the rod’s handle -lengthens into a 6-foot haft, transforming the rod into a magic spear -that grants a +3 bonus to attack and damage rolls made with it.

-

If you press button 4, the rod transforms into a -climbing pole up to 50 feet long, as you specify. In surfaces as hard as -granite, a spike at the bottom and three hooks at the top anchor the -pole. Horizontal bars 3 inches long fold out from the sides, 1 foot -apart, forming a ladder. The pole can bear up to 4,000 pounds. More -weight or lack of solid anchoring causes the rod to revert to its normal -form.

-

If you press button 5, the rod transforms into a -handheld battering ram and grants its user a +10 bonus to Strength -checks made to break through doors, barricades, and other barriers.

-

If you press button 6, the rod assumes or remains in -its normal form and indicates magnetic north. (Nothing happens if this -function of the rod is used in a location that has no magnetic north.) -The rod also gives you knowledge of your approximate depth beneath the -ground or your height above it.

-

Drain Life. When you hit a creature with a -melee attack using the rod, you can force the target to make a DC 17 -Constitution saving throw. On a failure, the target takes an extra 4d6 -necrotic damage, and you regain a number of hit points equal to half -that necrotic damage. This property can’t be used again until the next -dawn.

-

Paralyze. When you hit a creature with a -melee attack using the rod, you can force the target to make a DC 17 -Strength saving throw. On a failure, the target is paralyzed for 1 -minute. The target can repeat the saving throw at the end of each of its -turns, ending the effect on a success. This property can’t be used again -until the next dawn.

-

Terrify. While holding the rod, you can use -an action to force each creature you can see within 30 feet of you to -make a DC 17 Wisdom saving throw. On a failure, a target is frightened -of you for 1 minute. A frightened target can repeat the saving throw at -the end of each of its turns, ending the effect on itself on a success. -This property can’t be used again until the next dawn.

-

Rod of Rulership

-

Rod, rare (requires attunement)

-

You can use an action to present the rod and command obedience from -each creature of your choice that you can see within 120 feet of you. -Each target must succeed on a DC 15 Wisdom saving throw or be charmed by -you for 8 hours. While charmed in this way, the creature regards you as -its trusted leader. If harmed by you or your companions, or commanded to -do something contrary to its nature, a target ceases to be charmed in -this way. The rod can’t be used again until the next dawn.

-

Rod of Security

-

Rod, very rare

-

While holding this rod, you can use an action to activate it. The rod -then instantly transports you and up to 199 other willing creatures you -can see to a paradise that exists in an extraplanar space. You choose -the form that the paradise takes. It could be a tranquil garden, lovely -glade, cheery tavern, immense palace, tropical island, fantastic -carnival, or whatever else you can imagine. Regardless of its nature, -the paradise contains enough water and food to sustain its visitors. -Everything else that can be interacted with inside the extraplanar space -can exist only there. For example, a flower picked from a garden in the -paradise disappears if it is taken outside the extraplanar space.

-

For each hour spent in the paradise, a visitor regains hit points as -if it had spent 1 Hit Die. Also, creatures don’t age while in the -paradise, although time passes normally. Visitors can remain in the -paradise for up to 200 days divided by the number of creatures present -(round down).

-

When the time runs out or you use an action to end it, all visitors -reappear in the location they occupied when you activated the rod, or an -unoccupied space nearest that location. The rod can’t be used again -until ten days have passed.

-

Rope of Climbing

-

Wondrous item, uncommon

-

This 60-foot length of silk rope weighs 3 pounds and can hold up to -3,000 pounds. If you hold one end of the rope and use an action to speak -the command word, the rope animates. As a bonus action, you can command -the other end to move toward a destination you choose. That end moves 10 -feet on your turn when you first command it and 10 feet on each of your -turns until reaching its destination, up to its maximum length away, or -until you tell it to stop. You can also tell the rope to fasten itself -securely to an object or to unfasten itself, to knot or unknot itself, -or to coil itself for carrying.

-

If you tell the rope to knot, large knots appear at 1-foot intervals -along the rope. While knotted, the rope shortens to a 50-foot length and -grants advantage on checks made to climb it.

-

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 -minutes as long as it has at least 1 hit point. If the rope drops to 0 -hit points, it is destroyed.

-

Rope of Entanglement

-

Wondrous item, rare

-

This rope is 30 feet long and weighs 3 pounds. If you hold one end of -the rope and use an action to speak its command word, the other end -darts forward to entangle a creature you can see within 20 feet of you. -The target must succeed on a DC 15 Dexterity saving throw or become -restrained.

-

You can release the creature by using a bonus action to speak a -second command word. A target restrained by the rope can use an action -to make a DC 15 Strength or Dexterity check (target’s choice). On a -success, the creature is no longer restrained by the rope.

-

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 -minutes as long as it has at least 1 hit point. If the rope drops to 0 -hit points, it is destroyed.

-

Magic Items (S)

-

Scarab of Protection

-

Wondrous item, legendary (requires attunement)

-

If you hold this beetle-shaped medallion in your hand for 1 round, an -inscription appears on its surface revealing its magical nature. It -provides two benefits while it is on your person:

-
    -
  • You have advantage on saving throws against spells.
  • -
  • The scarab has 12 charges. If you fail a saving throw against a -necromancy spell or a harmful effect originating from an undead -creature, you can use your reaction to expend 1 charge and turn the -failed save into a successful one. The scarab crumbles into powder and -is destroyed when its last charge is expended.
  • -
-

Scimitar of Speed

-

Weapon (scimitar), very rare (requires attunement)

-

You gain a +2 bonus to attack and damage rolls made with this magic -weapon. In addition, you can make one attack with it as a bonus action -on each of your turns.

-

Shield, +1, +2, or +3

-

Armor (shield), uncommon (+1), rare (+2), or very rare -(+3)

-

While holding this shield, you have a bonus to AC determined by the -shield’s rarity. This bonus is in addition to the shield’s normal bonus -to AC.

-

Shield of Missile Attraction

-

Armor (shield), rare (requires attunement)

-

While holding this shield, you have resistance to damage from ranged -weapon attacks.

-

Curse. This shield is cursed. Attuning to -it curses you until you are targeted by the remove curse spell -or similar magic. Removing the shield fails to end the curse on you. -Whenever a ranged weapon attack is made against a target within 10 feet -of you, the curse causes you to become the target instead.

-

Slippers of Spider Climbing

-

Wondrous item, uncommon (requires attunement)

-

While you wear these light shoes, you can move up, down, and across -vertical surfaces and upside down along ceilings, while leaving your -hands free. You have a climbing speed equal to your walking speed. -However, the slippers don’t allow you to move this way on a slippery -surface, such as one covered by ice or oil.

-

Sovereign Glue

-

Wondrous item, legendary

-

This viscous, milky-white substance can form a permanent adhesive -bond between any two objects. It must be stored in a jar or flask that -has been coated inside with oil of slipperiness. When found, a -container contains 1d6+1 ounces.

-

One ounce of the glue can cover a 1-foot square surface. The glue -takes 1 minute to set. Once it has done so, the bond it creates can be -broken only by the application of universal solvent or oil -of etherealness, or with a wish spell.

-

Spell Scroll

-

Scroll, varies

-

A spell scroll bears the words of a single spell, written in -a mystical cipher. If the spell is on your class’s spell list, you can -use an action to read the scroll and cast its spell without having to -provide any of the spell’s components. Otherwise, the scroll is -unintelligible.

-

If the spell is on your class’s spell list but of a higher level than -you can normally cast, you must make an ability check using your -spellcasting ability to determine whether you cast it successfully. The -DC equals 10+the spell’s level. On a failed check, the spell disappears -from the scroll with no other effect. Once the spell is cast, the words -on the scroll fade, and the scroll itself crumbles to dust.

-

The level of the spell on the scroll determines the spell’s saving -throw DC and attack bonus, as well as the scroll’s rarity, as shown in -the Spell Scroll table.

-

Table- Spell Scroll

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Spell LevelRaritySave DCAttack Bonus
CantripCommon13+5
1stCommon13+5
2ndUncommon13+5
3rdUncommon15+7
4thRare15+7
5thRare17+9
6thVery rare17+9
7thVery rare18+10
8thVery rare18+10
9thLegendary19+11
-

A wizard spell on a spell scroll can be copied just as -spells in spellbooks can be copied. When a spell is copied from a the -copier must succeed on an Intelligence (Arcana) check with a DC equal to -10+the spell’s level. If the check succeeds, the spell is successfully -copied. Whether the check succeeds or fails, the spell scroll -is destroyed.

-

Spellguard Shield

-

Armor (shield), very rare (requires attunement)

-

While holding this shield, you have advantage on saving throws -against spells and other magical effects, and spell attacks have -disadvantage against you.

-

Sphere of Annihilation

-

Wondrous item, legendary

-

This 2-foot diameter black sphere is a hole in the multiverse, -hovering in space and stabilized by a magical field surrounding it.

-

The sphere obliterates all matter it passes through and all matter -that passes through it. Artifacts are the exception. Unless an artifact -is susceptible to damage from a sphere of annihilation, it -passes through the sphere unscathed. Anything else that touches the -sphere but isn’t wholly engulfed and obliterated by it takes 4d10 force -damage.

-

The sphere is stationary until someone controls it. If you are within -60 feet of an uncontrolled sphere, you can use an action to make a DC 25 -Intelligence (Arcana) check. On a success, the sphere levitates in one -direction of your choice, up to a number of feet equal to 5 × your -Intelligence modifier (minimum 5 feet). On a failure, the sphere moves -10 feet toward you. A creature whose space the sphere enters must -succeed on a DC 13 Dexterity saving throw or be touched by it, taking -4d10 force damage.

-

If you attempt to control a sphere that is under another creature’s -control, you make an Intelligence (Arcana) check contested by the other -creature’s Intelligence (Arcana) check. The winner of the contest gains -control of the sphere and can levitate it as normal.

-

If the sphere comes into contact with a planar portal, such as that -created by the gate spell, or an extradimensional space, such -as that within a portable hole, the GM determines randomly what -happens, using the following table.

-

Table- Sphere of Annihilation

- ---- - - - - - - - - - - - - - - - - - - - - - - - - -
d100Result
01-50The sphere is destroyed.
51-85The sphere moves through the portal or into the extradimensional -space.
86-00A spatial rift sends each creature and object within 180 feet of the -sphere, including the sphere, to a random plane of existence.
-

Staff of Charming

-

Staff, rare (requires attunement by a bard, cleric, druid, -sorcerer, warlock, or wizard)

-

While holding this staff, you can use an action to expend 1 of its 10 -charges to cast charm person, command, or -comprehend languages from it using your spell save DC. The staff -can also be used as a magic quarterstaff.

-

If you are holding the staff and fail a saving throw against an -enchantment spell that targets only you, you can turn your failed save -into a successful one. You can’t use this property of the staff again -until the next dawn. If you succeed on a save against an enchantment -spell that targets only you, with or without the staff’s intervention, -you can use your reaction to expend 1 charge from the staff and turn the -spell back on its caster as if you had cast the spell.

-

The staff regains 1d8+2 expended charges daily at dawn. If you expend -the last charge, roll a d20. On a 1, the staff becomes a nonmagical -quarterstaff.

-

Staff of Fire

-

Staff, very rare (requires attunement by a druid, sorcerer, -warlock, or wizard)

-

You have resistance to fire damage while you hold this staff.

-

The staff has 10 charges. While holding it, you can use an action to -expend 1 or more of its charges to cast one of the following spells from -it, using your spell save DC: burning hands (1 charge), -fireball (3 charges), or wall of fire (4 charges).

-

The staff regains 1d6+4 expended charges daily at dawn. If you expend -the last charge, roll a d20. On a 1, the staff blackens, crumbles into -cinders, and is destroyed.

-

Staff of Frost

-

Staff, very rare (requires attunement by a druid, sorcerer, -warlock, or wizard)

-

You have resistance to cold damage while you hold this staff.

-

The staff has 10 charges. While holding it, you can use an action to -expend 1 or more of its charges to cast one of the following spells from -it, using your spell save DC: cone of cold (5 charges), fog -cloud (1 charge), ice storm (4 charges), or wall of -ice (4 charges).

-

The staff regains 1d6+4 expended charges daily at dawn. If you expend -the last charge, roll a d20. On a 1, the staff turns to water and is -destroyed.

-

Staff of Healing

-

Staff, rare (requires attunement by a bard, cleric, or -druid)

-

This staff has 10 charges. While holding it, you can use an action to -expend 1 or more of its charges to cast one of the following spells from -it, using your spell save DC and spellcasting ability modifier: cure -wounds (1 charge per spell level, up to 4th), lesser -restoration (2 charges), or mass cure wounds (5 -charges).

-

The staff regains 1d6+4 expended charges daily at dawn. If you expend -the last charge, roll a d20. On a 1, the staff vanishes in a flash of -light, lost forever.

-

Staff of Power

-

Staff, very rare (requires attunement by a sorcerer, warlock, or -wizard)

-

This staff can be wielded as a magic quarterstaff that grants a +2 -bonus to attack and damage rolls made with it. While holding it, you -gain a +2 bonus to Armor Class, saving throws, and spell attack -rolls.

-

The staff has 20 charges for the following properties. The staff -regains 2d8+4 expended charges daily at dawn. If you expend the last -charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and -damage rolls but loses all other properties. On a 20, the staff regains -1d8+2 charges.

-

Power Strike. When you hit with a melee -attack using the staff, you can expend 1 charge to deal an extra 1d6 -force damage to the target.

-

Spells. While holding this staff, you can -use an action to expend 1 or more of its charges to cast one of the -following spells from it, using your spell save DC and spell attack -bonus: cone of cold (5 charges), fireball (5th-level -version, 5 charges), globe of invulnerability (6 charges), -hold monster (5 charges), levitate (2 charges), -lightning bolt (5th-level version, 5 charges), magic -missile (1 charge), ray of enfeeblement (1 charge), or -wall of force (5 charges).

-

Retributive Strike. You can use an action -to break the staff over your knee or against a solid surface, performing -a retributive strike. The staff is destroyed and releases its remaining -magic in an explosion that expands to fill a 30-foot radius sphere -centered on it.

-

You have a 50 percent chance to instantly travel to a random plane of -existence, avoiding the explosion. If you fail to avoid the effect, you -take force damage equal to 16 × the number of charges in the staff. -Every other creature in the area must make a DC 17 Dexterity saving -throw. On a failed save, a creature takes an amount of damage based on -how far away it is from the point of origin, as shown in the following -table. On a successful save, a creature takes half as much damage.

-

Table- Staff of Power

- - - - - - - - - - - - - - - - - - - - - - - - - -
Distance from OriginDamage
10 ft. away or closer8 × the number of charges in the staff
11 to 20 ft. away6 × the number of charges in the staff
21 to 30 ft. away4 × the number of charges in the staff
-

Staff of Striking

-

Staff, very rare (requires attunement)

-

This staff can be wielded as a magic quarterstaff that grants a +3 -bonus to attack and damage rolls made with it.

-

The staff has 10 charges. When you hit with a melee attack using it, -you can expend up to 3 of its charges. For each charge you expend, the -target takes an extra 1d6 force damage. The staff regains 1d6+4 expended -charges daily at dawn. If you expend the last charge, roll a d20. On a -1, the staff becomes a nonmagical quarterstaff.

-

Staff of Swarming Insects

-

Staff, rare (requires attunement by a bard, cleric, druid, -sorcerer, warlock, or wizard)

-

This staff has 10 charges and regains 1d6+4 expended charges daily at -dawn. If you expend the last charge, roll a d20. On a 1, a swarm of -insects consumes and destroys the staff, then disperses.

-

Spells. While holding the staff, you can -use an action to expend some of its charges to cast one of the following -spells from it, using your spell save DC: giant insect (4 -charges) or insect plague (5 charges).

-

Insect Cloud. While holding the staff, you -can use an action and expend 1 charge to cause a swarm of harmless -flying insects to spread out in a 30-foot radius from you. The insects -remain for 10 minutes, making the area heavily obscured for creatures -other than you. The swarm moves with you, remaining centered on you. A -wind of at least 10 miles per hour disperses the swarm and ends the -effect.

-

Staff of the Magi

-

Staff, legendary (requires attunement by a sorcerer, warlock, or -wizard)

-

This staff can be wielded as a magic quarterstaff that grants a +2 -bonus to attack and damage rolls made with it. While you hold it, you -gain a +2 bonus to spell attack rolls.

-

The staff has 50 charges for the following properties. It regains -4d6+2 expended charges daily at dawn. If you expend the last charge, -roll a d20. On a 20, the staff regains 1d12+1 charges.

-

Spell Absorption. While holding the staff, -you have advantage on saving throws against spells. In addition, you can -use your reaction when another creature casts a spell that targets only -you. If you do, the staff absorbs the magic of the spell, canceling its -effect and gaining a number of charges equal to the absorbed spell’s -level. However, if doing so brings the staff’s total number of charges -above 50, the staff explodes as if you activated its retributive strike -(see below).

-

Spells. While holding the staff, you can -use an action to expend some of its charges to cast one of the following -spells from it, using your spell save DC and spellcasting ability: -conjure elemental (7 charges), dispel magic (3 -charges), fireball (7th-level version, 7 charges), flaming -sphere (2 charges), ice storm (4 charges), -invisibility (2 charges), knock (2 charges), -lightning bolt (7th-level version, 7 charges), -passwall (5 charges), plane shift (7 charges), -telekinesis (5 charges), wall of fire (4 charges), or -web (2 charges).

-

You can also use an action to cast one of the following spells from -the staff without using any charges: arcane lock, detect -magic, enlarge/reduce, light, mage hand, -or protection from evil and good.

-

Retributive Strike. You can use an action -to break the staff over your knee or against a solid surface, performing -a retributive strike. The staff is destroyed and releases its remaining -magic in an explosion that expands to fill a 30-foot radius sphere -centered on it.

-

You have a 50 percent chance to instantly travel to a random plane of -existence, avoiding the explosion. If you fail to avoid the effect, you -take force damage equal to 16 × the number of charges in the staff. -Every other creature in the area must make a DC 17 Dexterity saving -throw. On a failed save, a creature takes an amount of damage based on -how far away it is from the point of origin, as shown in the following -table. On a successful save, a creature takes half as much damage.

-

Table- Staff of the Magi

- - - - - - - - - - - - - - - - - - - - - - - - - -
Distance from OriginDamage
10 ft. away or closer8 × the number of charges in the staff
11 to 20 ft. away6 × the number of charges in the staff
21 to 30 ft. away4 × the number of charges in the staff
-

Staff of the Python

-

Staff, uncommon (requires attunement by a cleric, druid, or -warlock)

-

You can use an action to speak this staff’s command word and throw -the staff on the ground within 10 feet of you. The staff becomes a giant -constrictor snake under your control and acts on its own initiative -count. By using a bonus action to speak the command word again, you -return the staff to its normal form in a space formerly occupied by the -snake.

-

On your turn, you can mentally command the snake if it is within 60 -feet of you and you aren’t incapacitated. You decide what action the -snake takes and where it moves during its next turn, or you can issue it -a general command, such as to attack your enemies or guard a -location.

-

If the snake is reduced to 0 hit points, it dies and reverts to its -staff form. The staff then shatters and is destroyed. If the snake -reverts to staff form before losing all its hit points, it regains all -of them.

-

Staff of the Woodlands

-

Staff, rare (requires attunement by a druid)

-

This staff can be wielded as a magic quarterstaff that grants a +2 -bonus to attack and damage rolls made with it. While holding it, you -have a +2 bonus to spell attack rolls.

-

The staff has 10 charges for the following properties. It regains -1d6+4 expended charges daily at dawn. If you expend the last charge, -roll a d20. On a 1, the staff loses its properties and becomes a -nonmagical quarterstaff.

-

Spells. You can use an action to expend 1 -or more of the staff’s charges to cast one of the following spells from -it, using your spell save DC: animal friendship (1 charge), -awaken (5 charges), barkskin (2 charges), locate -animals or plants (2 charges), speak with animals (1 -charge), speak with plants (3 charges), or wall of -thorns (6 charges).

-

You can also use an action to cast the pass without trace -spell from the staff without using any charges.

-

Tree Form. You can use an action to plant -one end of the staff in fertile earth and expend 1 charge to transform -the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot -diameter trunk, and its branches at the top spread out in a 20-foot -radius.

-

The tree appears ordinary but radiates a faint aura of transmutation -magic if targeted by detect magic. While touching the tree and -using another action to speak its command word, you return the staff to -its normal form. Any creature in the tree falls when it reverts to a -staff.

-

Staff of Thunder and -Lightning

-

Staff, very rare (requires attunement)

-

This staff can be wielded as a magic quarterstaff that grants a +2 -bonus to attack and damage rolls made with it. It also has the following -additional properties. When one of these properties is used, it can’t be -used again until the next dawn.

-

Lightning. When you hit with a melee attack -using the staff, you can cause the target to take an extra 2d6 lightning -damage.

-

Thunder. When you hit with a melee attack -using the staff, you can cause the staff to emit a crack of thunder, -audible out to 300 feet. The target you hit must succeed on a DC 17 -Constitution saving throw or become stunned until the end of your next -turn.

-

Lightning Strike. You can use an action to -cause a bolt of lightning to leap from the staff’s tip in a line that is -5 feet wide and 120 feet long. Each creature in that line must make a DC -17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, -or half as much damage on a successful one.

-

Thunderclap. You can use an action to cause -the staff to issue a deafening thunderclap, audible out to 600 feet. -Each creature within 60 feet of you (not including you) must make a DC -17 Constitution saving throw. On a failed save, a creature takes 2d6 -thunder damage and becomes deafened for 1 minute. On a successful save, -a creature takes half damage and isn’t deafened.

-

Thunder and Lightning. You can use an -action to use the Lightning Strike and Thunderclap properties at the -same time. Doing so doesn’t expend the daily use of those properties, -only the use of this one.

-

Staff of Withering

-

Staff, rare (requires attunement by a cleric, druid, or -warlock)

-

This staff has 3 charges and regains 1d3 expended charges daily at -dawn.

-

The staff can be wielded as a magic quarterstaff. On a hit, it deals -damage as a normal quarterstaff, and you can expend 1 charge to deal an -extra 2d10 necrotic damage to the target. In addition, the target must -succeed on a DC 15 Constitution saving throw or have disadvantage for 1 -hour on any ability check or saving throw that uses Strength or -Constitution.

-

Stone of Controlling -Earth Elementals

-

Wondrous item, rare

-

If the stone is touching the ground, you can use an action to speak -its command word and summon an earth elemental, as if you had cast the -conjure elemental spell. The stone can’t be used this way again -until the next dawn. The stone weighs 5 pounds.

-

Stone of Good Luck -(Luckstone)

-

Wondrous item, uncommon (requires attunement)

-

While this polished agate is on your person, you gain a +1 bonus to -ability checks and saving throws.

-

Sun Blade

-

Weapon (longsword), rare (requires attunement)

-

This item appears to be a longsword hilt. While grasping the hilt, -you can use a bonus action to cause a blade of pure radiance to spring -into existence, or make the blade disappear. While the blade exists, -this magic longsword has the finesse property. If you are proficient -with shortswords or longswords, you are proficient with the sun -blade.

-

You gain a +2 bonus to attack and damage rolls made with this weapon, -which deals radiant damage instead of slashing damage. When you hit an -undead with it, that target takes an extra 1d8 radiant damage.

-

The sword’s luminous blade emits bright light in a 15-foot radius and -dim light for an additional 15 feet. The light is sunlight. While the -blade persists, you can use an action to expand or reduce its radius of -bright and dim light by 5 feet each, to a maximum of 30 feet each or a -minimum of 10 feet each.

-

Sword of Life Stealing

-

Weapon (any sword), rare (requires attunement)

-

When you attack a creature with this magic weapon and roll a 20 on -the attack roll, that target takes an extra 3d6 necrotic damage, -provided that the target isn’t a construct or an undead. You gain -temporary hit points equal to the extra damage dealt.

-

Sword of Sharpness

-

Weapon (any sword that deals slashing damage), very rare -(requires attunement)

-

When you attack an object with this magic sword and hit, maximize -your weapon damage dice against the target.

-

When you attack a creature with this weapon and roll a 20 on the -attack roll, that target takes an extra 4d6 slashing damage. Then roll -another d20. If you roll a 20, you lop off one of the target’s limbs, -with the effect of such loss determined by the GM. If the creature has -no limb to sever, you lop off a portion of its body instead.

-

In addition, you can speak the sword’s command word to cause the -blade to shed bright light in a 10-foot radius and dim light for an -additional 10 feet. Speaking the command word again or sheathing the -sword puts out the light.

-

Sword of Wounding

-

Weapon (any sword), rare (requires attunement)

-

Hit points lost to this weapon’s damage can be regained only through -a short or long rest, rather than by regeneration, magic, or any other -means.

-

Once per turn, when you hit a creature with an attack using this -magic weapon, you can wound the target. At the start of each of the -wounded creature’s turns, it takes 1d4 necrotic damage for each time -you’ve wounded it, and it can then make a DC 15 Constitution saving -throw, ending the effect of all such wounds on itself on a success. -Alternatively, the wounded creature, or a creature within 5 feet of it, -can use an action to make a DC 15 Wisdom (Medicine) check, ending the -effect of such wounds on it on a success.

-

Magic Items (T)

-

Talisman of Pure Good

-

Wondrous item, legendary (requires attunement by a creature of -good alignment)

-

This talisman is a mighty symbol of goodness. A creature that is -neither good nor evil in alignment takes 6d6 radiant damage upon -touching the talisman. An evil creature takes 8d6 radiant damage upon -touching the talisman. Either sort of creature takes the damage again -each time it ends its turn holding or carrying the talisman.

-

If you are a good cleric or paladin, you can use the talisman as a -holy symbol, and you gain a +2 bonus to spell attack rolls while you -wear or hold it.

-

The talisman has 7 charges. If you are wearing or holding it, you can -use an action to expend 1 charge from it and choose one creature you can -see on the ground within 120 feet of you. If the target is of evil -alignment, a flaming fissure opens under it. The target must succeed on -a DC 20 Dexterity saving throw or fall into the fissure and be -destroyed, leaving no remains. The fissure then closes, leaving no trace -of its existence. When you expend the last charge, the talisman -disperses into motes of golden light and is destroyed.

-

Talisman of the Sphere

-

Wondrous item, legendary (requires attunement)

-

When you make an Intelligence (Arcana) check to control a sphere -of annihilation while you are holding this talisman, you double -your proficiency bonus on the check. In addition, when you start your -turn with control over a sphere of annihilation, you can use an -action to levitate it 10 feet plus a number of additional feet equal to -10 × your Intelligence modifier.

-

Talisman of Ultimate Evil

-

Wondrous item, legendary (requires attunement by a creature of -evil alignment)

-

This item symbolizes unrepentant evil. A creature that is neither -good nor evil in alignment takes 6d6 necrotic damage upon touching the -talisman. A good creature takes 8d6 necrotic damage upon touching the -talisman. Either sort of creature takes the damage again each time it -ends its turn holding or carrying the talisman.

-

If you are an evil cleric or paladin, you can use the talisman as a -holy symbol, and you gain a +2 bonus to spell attack rolls while you -wear or hold it.

-

The talisman has 6 charges. If you are wearing or holding it, you can -use an action to expend 1 charge from the talisman and choose one -creature you can see on the ground within 120 feet of you. If the target -is of good alignment, a flaming fissure opens under it. The target must -succeed on a DC 20 Dexterity saving throw or fall into the fissure and -be destroyed, leaving no remains. The fissure then closes, leaving no -trace of its existence. When you expend the last charge, the talisman -dissolves into foul-smelling slime and is destroyed.

-

Tome of Clear Thought

-

Wondrous item, very rare

-

This book contains memory and logic exercises, and its words are -charged with magic. If you spend 48 hours over a period of 6 days or -fewer studying the book’s contents and practicing its guidelines, your -Intelligence score increases by 2, as does your maximum for that score. -The manual then loses its magic, but regains it in a century.

-

Tome of Leadership and -Influence

-

Wondrous item, very rare

-

This book contains guidelines for influencing and charming others, -and its words are charged with magic. If you spend 48 hours over a -period of 6 days or fewer studying the book’s contents and practicing -its guidelines, your Charisma score increases by 2, as does your maximum -for that score. The manual then loses its magic, but regains it in a -century.

-

Tome of Understanding

-

Wondrous item, very rare

-

This book contains intuition and insight exercises, and its words are -charged with magic. If you spend 48 hours over a period of 6 days or -fewer studying the book’s contents and practicing its guidelines, your -Wisdom score increases by 2, as does your maximum for that score. The -manual then loses its magic, but regains it in a century.

-

Trident of Fish Command

-

Weapon (trident), uncommon (requires attunement)

-

This trident is a magic weapon. It has 3 charges. While you carry it, -you can use an action and expend 1 charge to cast dominate -beast (save DC 15) from it on a beast that has an innate swimming -speed. The trident regains 1d3 expended charges daily at dawn.

-

Magic Items (U)

-

Universal Solvent

-

Wondrous item, legendary

-

This tube holds milky liquid with a strong alcohol smell. You can use -an action to pour the contents of the tube onto a surface within reach. -The liquid instantly dissolves up to 1 square foot of adhesive it -touches, including sovereign glue.

-

Magic Items (V)

-

Vicious Weapon

-

Weapon (any), rare

-

When you roll a 20 on your attack roll with this magic weapon, your -critical hit deals an extra 2d6 damage of the weapon’s type.

-

Vorpal Sword

-

Weapon (any sword that deals slashing damage), legendary -(requires attunement)

-

You gain a +3 bonus to attack and damage rolls made with this magic -weapon. In addition, the weapon ignores resistance to slashing -damage.

-

When you attack a creature that has at least one head with this -weapon and roll a 20 on the attack roll, you cut off one of the -creature’s heads. The creature dies if it can’t survive without the lost -head. A creature is immune to this effect if it is immune to slashing -damage, doesn’t have or need a head, has legendary actions, or the GM -decides that the creature is too big for its head to be cut off with -this weapon. Such a creature instead takes an extra 6d8 slashing damage -from the hit.

-

Magic Items (W)

-

Wand of Binding

-

Wand, rare (requires attunement by a spellcaster)

-

This wand has 7 charges for the following properties. It regains -1d6+1 expended charges daily at dawn. If you expend the wand’s last -charge, roll a d20. On a 1, the wand crumbles into ashes and is -destroyed.

-

Spells. While holding the wand, you can use -an action to expend some of its charges to cast one of the following -spells (save DC 17): hold monster (5 charges) or hold -person (2 charges).

-

Assisted Escape. While holding the wand, -you can use your reaction to expend 1 charge and gain advantage on a -saving throw you make to avoid being paralyzed or restrained, or you can -expend 1 charge and gain advantage on any check you make to escape a -grapple.

-

Wand of Enemy Detection

-

Wand, rare (requires attunement)

-

This wand has 7 charges. While holding it, you can use an action and -expend 1 charge to speak its command word. For the next minute, you know -the direction of the nearest creature hostile to you within 60 feet, but -not its distance from you. The wand can sense the presence of hostile -creatures that are ethereal, invisible, disguised, or hidden, as well as -those in plain sight. The effect ends if you stop holding the wand.

-

The wand regains 1d6+1 expended charges daily at dawn. If you expend -the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes -and is destroyed.

-

Wand of Fear

-

Wand, rare (requires attunement)

-

This wand has 7 charges for the following properties. It regains -1d6+1 expended charges daily at dawn. If you expend the wand’s last -charge, roll a d20. On a 1, the wand crumbles into ashes and is -destroyed.

-

Command. While holding the wand, you can -use an action to expend 1 charge and command another creature to flee or -grovel, as with the command spell (save DC 15).

-

Cone of Fear. While holding the wand, you -can use an action to expend 2 charges, causing the wand’s tip to emit a -60-foot cone of amber light. Each creature in the cone must succeed on a -DC 15 Wisdom saving throw or become frightened of you for 1 minute. -While it is frightened in this way, a creature must spend its turns -trying to move as far away from you as it can, and it can’t willingly -move to a space within 30 feet of you. It also can’t take reactions. For -its action, it can use only the Dash action or try to escape from an -effect that prevents it from moving. If it has nowhere it can move, the -creature can use the Dodge action. At the end of each of its turns, a -creature can repeat the saving throw, ending the effect on itself on a -success.

-

Wand of Fireballs

-

Wand, rare (requires attunement by a spellcaster)

-

This wand has 7 charges. While holding it, you can use an action to -expend 1 or more of its charges to cast the fireball spell -(save DC 15) from it. For 1 charge, you cast the 3rd-level version of -the spell. You can increase the spell slot level by one for each -additional charge you expend.

-

The wand regains 1d6+1 expended charges daily at dawn. If you expend -the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes -and is destroyed.

-

Wand of Lightning Bolts

-

Wand, rare (requires attunement by a spellcaster)

-

This wand has 7 charges. While holding it, you can use an action to -expend 1 or more of its charges to cast the lightning bolt -spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version -of the spell. You can increase the spell slot level by one for each -additional charge you expend.

-

The wand regains 1d6+1 expended charges daily at dawn. If you expend -the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes -and is destroyed.

-

Wand of Magic Detection

-

Wand, uncommon

-

This wand has 3 charges. While holding it, you can expend 1 charge as -an action to cast the detect magic spell from it. The wand -regains 1d3 expended charges daily at dawn.

-

Wand of Magic Missiles

-

Wand, uncommon

-

This wand has 7 charges. While holding it, you can use an action to -expend 1 or more of its charges to cast the magic missile spell -from it. For 1 charge, you cast the 1st-level version of the spell. You -can increase the spell slot level by one for each additional charge you -expend.

-

The wand regains 1d6+1 expended charges daily at dawn. If you expend -the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes -and is destroyed.

-

Wand of Paralysis

-

Wand, rare (requires attunement by a spellcaster)

-

This wand has 7 charges. While holding it, you can use an action to -expend 1 of its charges to cause a thin blue ray to streak from the tip -toward a creature you can see within 60 feet of you. The target must -succeed on a DC 15 Constitution saving throw or be paralyzed for 1 -minute. At the end of each of the target’s turns, it can repeat the -saving throw, ending the effect on itself on a success.

-

The wand regains 1d6+1 expended charges daily at dawn. If you expend -the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes -and is destroyed.

-

Wand of Polymorph

-

Wand, very rare (requires attunement by a spellcaster)

-

This wand has 7 charges. While holding it, you can use an action to -expend 1 of its charges to cast the polymorph spell (save DC -15) from it.

-

The wand regains 1d6+1 expended charges daily at dawn. If you expend -the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes -and is destroyed.

-

Wand of Secrets

-

Wand, uncommon

-

The wand has 3 charges. While holding it, you can use an action to -expend 1 of its charges, and if a secret door or trap is within 30 feet -of you, the wand pulses and points at the one nearest to you. The wand -regains 1d3 expended charges daily at dawn.

-

Wand of the War Mage, +1, +2, or -+3

-

Wand, uncommon (+1), rare (+2), or very rare (+3) (requires -attunement by a spellcaster)

-

While holding this wand, you gain a bonus to spell attack rolls -determined by the wand’s rarity. In addition, you ignore half cover when -making a spell attack.

-

Wand of Web

-

Wand, uncommon (requires attunement by a spellcaster)

-

This wand has 7 charges. While holding it, you can use an action to -expend 1 of its charges to cast the web spell (save DC 15) from -it.

-

The wand regains 1d6+1 expended charges daily at dawn. If you expend -the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes -and is destroyed.

-

Wand of Wonder

-

Wand, rare (requires attunement by a spellcaster)

-

This wand has 7 charges. While holding it, you can use an action to -expend 1 of its charges and choose a target within 120 feet of you. The -target can be a creature, an object, or a point in space. Roll d100 and -consult the following table to discover what happens.

-

If the effect causes you to cast a spell from the wand, the spell’s -save DC is 15. If the spell normally has a range expressed in feet, its -range becomes 120 feet if it isn’t already.

-

If an effect covers an area, you must center the spell on and include -the target. If an effect has multiple possible subjects, the GM randomly -determines which ones are affected.

-

The wand regains 1d6+1 expended charges daily at dawn. If you expend -the wand’s last charge, roll a d20. On a 1, the wand crumbles into dust -and is destroyed.

-

Table- Wand of Wonder

- ---- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d100Effect
01-05You cast slow. 06-10 You cast faerie fire.
11-15You are stunned until the start of your next turn, believing -something awesome just happened. 16-20 You cast gust of wind.
21-25You cast detect thoughts on the target you chose. If you didn’t -target a creature, you instead take 1d6 psychic damage.
26-30You cast stinking cloud.
31-33Heavy rain falls in a 60-foot radius centered on the target. The -area becomes lightly obscured. The rain falls until the start of your -next turn.
34-36An animal appears in the unoccupied space nearest the target. The -animal isn’t under your control and acts as it normally would. Roll a -d100 to determine which animal appears. On a 01-25, a rhinoceros -appears; on a 26-50, an elephant appears; and on a 51-100, a rat -appears.
37-46You cast lightning bolt.
47-49A cloud of 600 oversized butterflies fills a 30-foot radius centered -on the target. The area becomes heavily obscured. The butterflies remain -for 10 minutes.
50-53You enlarge the target as if you had cast enlarge/reduce. If the -target can’t be affected by that spell, or if you didn’t target a -creature, you become the target.
54-58You cast darkness.
59-62Grass grows on the ground in a 60-foot radius centered on the -target. If grass is already there, it grows to ten times its normal size -and remains overgrown for 1 minute.
63-65An object of the GM’s choice disappears into the Ethereal Plane. The -object must be neither worn nor carried, within 120 feet of the target, -and no larger than 10 feet in any dimension.
66-69You shrink yourself as if you had cast enlarge/reduce on -yourself.
70-79You cast fireball.
80-84You cast invisibility on yourself.
85-87Leaves grow from the target. If you chose a point in space as the -target, leaves sprout from the creature nearest to that point. Unless -they are picked off, the leaves turn brown and fall off after 24 -hours.
88-90A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand’s -tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning -damage, and the total damage of the gems is divided equally among all -creatures in the line.
91-95A burst of colorful shimmering light extends from you in a 30-foot -radius. You and each creature in the area that can see must succeed on a -DC 15 Constitution saving throw or become blinded for 1 minute. A -creature can repeat the saving throw at the end of each of its turns, -ending the effect on itself on a success.
96-97The target’s skin turns bright blue for 1d10 days. If you chose a -point in space, the creature nearest to that point is affected.
98-100If you targeted a creature, it must make a DC 15 Constitution saving -throw. If you didn’t target a creature, you become the target and must -make the saving throw. If the saving throw fails by 5 or more, the -target is instantly petrified. On any other failed save, the target is -restrained and begins to turn to stone. While restrained in this way, -the target must repeat the saving throw at the end of its next turn, -becoming petrified on a failure or ending the effect on a success. The -petrification lasts until the target is freed by the greater restoration -spell or similar magic.
-

Weapon, +1, +2, or +3

-

Weapon (any), uncommon (+1), rare (+2), or very rare -(+3)

-

You have a bonus to attack and damage rolls made with this magic -weapon. The bonus is determined by the weapon’s rarity.

-

Well of Many Worlds

-

Wondrous item, legendary

-

This fine black cloth, soft as silk, is folded up to the dimensions -of a handkerchief. It unfolds into a circular sheet 6 feet in -diameter.

-

You can use an action to unfold and place the well of many -worlds on a solid surface, whereupon it creates a two-way portal to -another world or plane of existence. Each time the item opens a portal, -the GM decides where it leads. You can use an action to close an open -portal by taking hold of the edges of the cloth and folding it up. Once -well of many worlds has opened a portal, it can’t do so again -for 1d8 hours.

-

Wind Fan

-

Wondrous item, uncommon

-

While holding this fan, you can use an action to cast the gust of -wind spell (save DC 13) from it. Once used, the fan shouldn’t be -used again until the next dawn. Each time it is used again before then, -it has a cumulative 20 percent chance of not working and tearing into -useless, nonmagical tatters.

-

Winged Boots

-

Wondrous item, uncommon (requires attunement)

-

While you wear these boots, you have a flying speed equal to your -walking speed. You can use the boots to fly for up to 4 hours, all at -once or in several shorter flights, each one using a minimum of 1 minute -from the duration. If you are flying when the duration expires, you -descend at a rate of 30 feet per round until you land.

-

The boots regain 2 hours of flying capability for every 12 hours they -aren’t in use.

-

Wings of Flying

-

Wondrous item, rare (requires attunement)

-

While wearing this cloak, you can use an action to speak its command -word. This turns the cloak into a pair of bat wings or bird wings on -your back for 1 hour or until you repeat the command word as an action. -The wings give you a flying speed of 60 feet. When they disappear, you -can’t use them again for 1d12 hours.

-

Magic Items (X)

-

Magic Items (Y)

-

Magic Items (Z)

-

Sentient Magic

-

Some magic items possess sentience and personality. Such an item -might be possessed, haunted by the spirit of a previous owner, or -self-aware thanks to the magic used to create it. In any case, the item -behaves like a character, complete with personality quirks, ideals, -bonds, and sometimes flaws. A sentient item might be a cherished ally to -its wielder or a continual thorn in the side.

-

Most sentient items are weapons. Other kinds of items can manifest -sentience, but consumable items such as potions and scrolls are never -sentient.

-

Sentient magic items function as NPCs under the GM’s control. Any -activated property of the item is under the item’s control, not its -wielder’s. As long as the wielder maintains a good relationship with the -item, the wielder can access those properties normally. If the -relationship is strained, the item can suppress its activated properties -or even turn them against the wielder.

-

Creating Sentient Magic -Items

-

When you decide to make a magic item sentient, you create the item’s -persona in the same way you would create an NPC, with a few exceptions -described here.

-

Abilities

-

A sentient magic item has Intelligence, Wisdom, and Charisma scores. -You can choose the item’s abilities or determine them randomly. To -determine them randomly, roll 4d6 for each one, dropping the lowest roll -and totaling the rest.

-

Communication

-

A sentient item has some ability to communicate, either by sharing -its emotions, broadcasting its thoughts telepathically, or speaking -aloud. You can choose how it communicates or roll on the following -table.

-

Table- Sentient Magic Items: Communication

- ---- - - - - - - - - - - - - - - - - - - - - - - - - -
d100Communication
01-60The item communicates by transmitting emotion to the creature -carrying or wielding it.
61-90The item can speak, read, and understand one or more languages.
91-100The item can speak, read, and understand one or more languages. In -addition, the item can communicate telepathically with any character -that carries or wields it.
-

Senses

-

With sentience comes awareness. A sentient item can perceive its -surroundings out to a limited range. You can choose its senses or roll -on the following table.

-

Table- Sentient Magic Items: Senses

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d4Senses
1Hearing and normal vision out to 30 feet.
2Hearing and normal vision out to 60 feet
3Hearing and normal vision out to 120 feet.
4Hearing and darkvision out to 120 feet.
-

Alignment

-

A sentient magic item has an alignment. Its creator or nature might -suggest an alignment. If not, you can pick an alignment or roll on the -following table.

-

Table- Sentient Magic Items: Alignment

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d100Alignment
01-15Lawful good
16-35Neutral good
36-50Chaotic good
51-63Lawful neutral
64-73Neutral
74-85Chaotic neutral
86-89Lawful evil
90-96Neutral evil
97-100Chaotic evil
-

Special Purpose

-

You can give a sentient item an objective it pursues, perhaps to the -exclusion of all else. As long as the wielder’s use of the item aligns -with that special purpose, the item remains cooperative. Deviating from -this course might cause conflict between the wielder and the item, and -could even cause the item to prevent the use of its activated -properties. You can pick a special purpose or roll on the following -table.

-

Table- Sentient Magic Items: Special Purpose

- ---- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d10Purpose
1Aligned: The item seeks to defeat or destroy those of a -diametrically opposed alignment. (Such an item is never neutral.)
2Bane: The item seeks to defeat or destroy creatures of a particular -kind, such as fiends, shapechangers, trolls, or wizards.
3Protector: The item seeks to defend a particular race or kind of -creature, such as elves or druids.
4Crusader: The item seeks to defeat, weaken, or destroy the servants -of a particular deity.
5Templar: The item seeks to defend the servants and interests of a -particular deity.
6Destroyer: The item craves destruction and goads its user to fight -arbitrarily.
7Glory Seeker: The item seeks renown as the greatest magic item in -the world, by establishing its user as a famous or notorious -figure.
8Lore Seeker: The item craves knowledge or is determined to solve a -mystery, learn a secret, or unravel a cryptic prophecy.
9Destiny Seeker: The item is convinced that it and its wielder have -key roles to play in future events.
10Creator Seeker: The item seeks its creator and wants to understand -why it was created.
-

Conflict

-

A sentient item has a will of its own, shaped by its personality and -alignment. If its wielder acts in a manner opposed to the item’s -alignment or purpose, conflict can arise. When such a conflict occurs, -the item makes a Charisma check contested by the wielder’s Charisma -check. If the item wins the contest, it makes one or more of the -following demands:

-
    -
  • The item insists on being carried or worn at all times.
  • -
  • The item demands that its wielder dispose of anything the item finds -repugnant.
  • -
  • The item demands that its wielder pursue the item’s goals to the -exclusion of all other goals.
  • -
  • The item demands to be given to someone else. If its wielder refuses -to comply with the item’s wishes, the item can do any or all of the -following:
  • -
  • Make it impossible for its wielder to attune to it.
  • -
  • Suppress one or more of its activated properties.
  • -
  • Attempt to take control of its wielder.
  • -
-

If a sentient item attempts to take control of its wielder, the -wielder must make a Charisma saving throw, with a DC equal to 12+the -item’s Charisma modifier. On a failed save, the wielder is charmed by -the item for 1d12 hours. While charmed, the wielder must try to follow -the item’s commands. If the wielder takes damage, it can repeat the -saving throw, ending the effect on a success. Whether the attempt to -control its user succeeds or fails, the item can’t use this power again -until the next dawn.

-

Artifacts

-

Orb of Dragonkind

-

Wondrous item, artifact (requires attunement)

-

Ages past, elves and humans waged a terrible war against evil -dragons. When the world seemed doomed, powerful wizards came together -and worked their greatest magic, forging five Orbs of -Dragonkind (or Dragon Orbs) to help them defeat the -dragons. One orb was taken to each of the five wizard towers, and there -they were used to speed the war toward a victorious end. The wizards -used the orbs to lure dragons to them, then destroyed the dragons with -powerful magic.

-

As the wizard towers fell in later ages, the orbs were destroyed or -faded into legend, and only three are thought to survive. Their magic -has been warped and twisted over the centuries, so although their -primary purpose of calling dragons still functions, they also allow some -measure of control over dragons.

-

Each orb contains the essence of an evil dragon, a presence that -resents any attempt to coax magic from it. Those lacking in force of -personality might find themselves enslaved to an orb.

-

An orb is an etched crystal globe about 10 inches in diameter. When -used, it grows to about 20 inches in diameter, and mist swirls inside -it.

-

While attuned to an orb, you can use an action to peer into the orb’s -depths and speak its command word. You must then make a DC 15 Charisma -check. On a successful check, you control the orb for as long as you -remain attuned to it. On a failed check, you become charmed by the orb -for as long as you remain attuned to it.

-

While you are charmed by the orb, you can’t voluntarily end your -attunement to it, and the orb casts suggestion on you at will -(save DC 18), urging you to work toward the evil ends it desires. The -dragon essence within the orb might want many things: the annihilation -of a particular people, freedom from the orb, to spread suffering in the -world, to advance the worship of Tiamat, or something else the GM -decides.

-

Random Properties. An Orb of -Dragonkind has the following random properties:

-
    -
  • 2 minor beneficial properties
  • -
  • 1 minor detrimental property
  • -
  • 1 major detrimental property
  • -
-

Spells. The orb has 7 charges and regains -1d4+3 expended charges daily at dawn. If you control the orb, you can -use an action and expend 1 or more charges to cast one of the following -spells (save DC 18) from it: cure wounds (5th-level version, 3 -charges), daylight (1 charge), death ward (2 charges), -or scrying (3 charges).

-

You can also use an action to cast the detect magic spell -from the orb without using any charges.

-

Call Dragons. While you control the orb, -you can use an action to cause the artifact to issue a telepathic call -that extends in all directions for 40 miles. Evil dragons in range feel -compelled to come to the orb as soon as possible by the most direct -route. Dragon deities such as Tiamat are unaffected by this call. -Dragons drawn to the orb might be hostile toward you for compelling them -against their will. Once you have used this property, it can’t be used -again for 1 hour.

-

Destroying an Orb. An Orb of -Dragonkind appears fragile but is impervious to most damage, -including the attacks and breath weapons of dragons. A -disintegrate spell or one good hit from a +3 magic weapon is -sufficient to destroy an orb, however.

-

MONSTERS

-

Monster Statistics

-

Type

-

A monster’s type speaks to its fundamental nature. Certain spells, -magic items, class features, and other effects in the game interact in -special ways with creatures of a particular type. For example, an -arrow of dragon slaying deals extra damage not only to dragons -but also other creatures of the dragon type, such as dragon turtles and -wyverns.

-

The game includes the following monster types, which have no rules of -their own.

-

Aberrations are utterly alien beings. Many of them -have innate magical abilities drawn from the creature’s alien mind -rather than the mystical forces of the world. The quintessential -aberrations are aboleths, beholders, mind flayers, and slaadi.

-

Beasts are nonhumanoid creatures that are a natural -part of the fantasy ecology. Some of them have magical powers, but most -are unintelligent and lack any society or language. Beasts include all -varieties of ordinary animals, dinosaurs, and giant versions of -animals.

-

Celestials are creatures native to the Upper Planes. -Many of them are the servants of deities, employed as messengers or -agents in the mortal realm and throughout the planes. Celestials are -good by nature, so the exceptional celestial who strays from a good -alignment is a horrifying rarity. Celestials include angels, couatls, -and pegasi.

-

Constructs are made, not born. Some are programmed -by their creators to follow a simple set of instructions, while others -are imbued with sentience and capable of independent thought. Golems are -the iconic constructs. Many creatures native to the outer plane of -Mechanus, such as modrons, are constructs shaped from the raw material -of the plane by the will of more powerful creatures.

-

Dragons are large reptilian creatures of ancient -origin and tremendous power. True dragons, including the good metallic -dragons and the evil chromatic dragons, are highly intelligent and have -innate magic. Also in this category are creatures distantly related to -true dragons, but less powerful, less intelligent, and less magical, -such as wyverns and pseudodragons.

-

Elementals are creatures native to the elemental -planes. Some creatures of this type are little more than animate masses -of their respective elements, including the creatures simply called -elementals. Others have biological forms infused with elemental energy. -The races of genies, including djinn and efreet, form the most important -civilizations on the elemental planes. Other elemental creatures include -azers, invisible stalkers, and water weirds.

-

Fey are magical creatures closely tied to the forces -of nature. They dwell in twilight groves and misty forests. In some -worlds, they are closely tied to the Feywild, also called the Plane of -Faerie. Some are also found in the Outer Planes, particularly the planes -of Arborea and the Beastlands. Fey include dryads, pixies, and -satyrs.

-

Fiends are creatures of wickedness that are native -to the Lower Planes. A few are the servants of deities, but many more -labor under the leadership of archdevils and demon princes. Evil priests -and mages sometimes summon fiends to the material world to do their -bidding. If an evil celestial is a rarity, a good fiend is almost -inconceivable. Fiends include demons, devils, hell hounds, rakshasas, -and yugoloths.

-

Giants tower over humans and their kind. They are -humanlike in shape, though some have multiple heads (ettins) or -deformities (fomorians). The six varieties of true giant are hill -giants, stone giants, frost giants, fire giants, cloud giants, and storm -giants. Besides these, creatures such as ogres and trolls are -giants.

-

Humanoids are the main peoples of a fantasy gaming -world, both civilized and savage, including humans and a tremendous -variety of other species. They have language and culture, few if any -innate magical abilities (though most humanoids can learn spellcasting), -and a bipedal form. The most common humanoid races are the ones most -suitable as player characters: humans, dwarves, elves, and halflings. -Almost as numerous but far more savage and brutal, and almost uniformly -evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), -orcs, gnolls, lizardfolk, and kobolds.

-

Monstrosities are monsters in the strictest -sense-frightening creatures that are not ordinary, not truly natural, -and almost never benign. Some are the results of magical experimentation -gone awry (such as owlbears), and others are the product of terrible -curses (including minotaurs and yuan-ti). They defy categorization, and -in some sense serve as a catch-all category for creatures that don’t fit -into any other type.

-

Oozes are gelatinous creatures that rarely have a -fixed shape. They are mostly subterranean, dwelling in caves and -dungeons and feeding on refuse, carrion, or creatures unlucky enough to -get in their way. Black puddings and gelatinous cubes are among the most -recognizable oozes.

-

Plants in this context are vegetable creatures, not -ordinary flora. Most of them are ambulatory, and some are carnivorous. -The quintessential plants are the shambling mound and the treant. Fungal -creatures such as the gas spore and the myconid also fall into this -category.

-

Undead are once-living creatures brought to a -horrifying state of undeath through the practice of necromantic magic or -some unholy curse. Undead include walking corpses, such as vampires and -zombies, as well as bodiless spirits, such as ghosts and specters.

-

Tags

-

A monster might have one or more tags appended to its type, in -parentheses. For example, an orc has the humanoid (orc) type. -The parenthetical tags provide additional categorization for certain -creatures. The tags have no rules of their own, but something in the -game, such as a magic item, might refer to them. For instance, a spear -that is especially effective at fighting demons would work against any -monster that has the demon tag.

-

Alignment

-

A monster’s alignment provides a clue to its disposition and how it -behaves in a roleplaying or combat situation. For example, a chaotic -evil monster might be difficult to reason with and might attack -characters on sight, whereas a neutral monster might be willing to -negotiate. See the Player’s Handbook for descriptions of the -different alignments.

-

The alignment specified in a monster’s stat block is the default. -Feel free to depart from it and change a monster’s alignment to suit the -needs of your campaign. If you want a good-aligned green dragon or an -evil storm giant, there’s nothing stopping you.

-

Some creatures can have any alignment. In other -words, you choose the monster’s alignment. Some monster’s alignment -entry indicates a tendency or aversion toward law, chaos, good, or evil. -For example, a berserker can be any chaotic alignment (chaotic good, -chaotic neutral, or chaotic evil), as befits its wild nature.

-

Many creatures of low intelligence have no comprehension of law or -chaos, good or evil. They don’t make moral or ethical choices, but -rather act on instinct. These creatures are unaligned, -which means they don’t have an alignment.

-

Armor Class

-

A monster that wears armor or carries a shield has an Armor Class -(AC) that takes its armor, shield, and Dexterity into account. -Otherwise, a monster’s AC is based on its Dexterity modifier and natural -armor, if any. If a monster has natural armor, wears armor, or carries a -shield, this is noted in parentheses after its AC value.

-

Hit Points

-

A monster usually dies or is destroyed when it drops to 0 hit points. -For more on hit points, see the Player’s Handbook.

-

A monster’s hit points are presented both as a die expression and as -an average number. For example, a monster with 2d8 hit points has 9 hit -points on average (2 × 4½).

-

A monster’s size determines the die used to calculate its hit points, -as shown in the Hit Dice by Size table.

-

Table- Hit Dice by Size

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster SizeHit DieAverage HP per Die
Tinyd42 1/2
Smalld63 1/2
Mediumd84 1/2
Larged105 1/2
Huged126 1/2
Gargantuand2010 1/2
-

A monster’s Constitution modifier also affects the number of hit -points it has. Its Constitution modifier is multiplied by the number of -Hit Dice it possesses, and the result is added to its hit points. For -example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit -Dice, it has 2d8+2 hit points (average 11).

-

Speed

-

A monster’s speed tells you how far it can move on its turn. For more -information on speed, see the Player’s Handbook.

-

All creatures have a walking speed, simply called the monster’s -speed. Creatures that have no form of ground-based locomotion have a -walking speed of 0 feet.

-

Some creatures have one or more of the following additional movement -modes.

-

Burrow

-

A monster that has a burrowing speed can use that speed to move -through sand, earth, mud, or ice. A monster can’t burrow through solid -rock unless it has a special trait that allows it to do so.

-

Climb

-

A monster that has a climbing speed can use all or part of its -movement to move on vertical surfaces. The monster doesn’t need to spend -extra movement to climb.

-

Fly

-

A monster that has a flying speed can use all or part of its movement -to fly. Some monsters have the ability to hover, which -makes them hard to knock out of the air (as explained in the rules on -flying in the Player’s Handbook). Such a monster stops hovering -when it dies.

-

Swim

-

A monster that has a swimming speed doesn’t need to spend extra -movement to swim.

-

Ability Scores

-

Every monster has six ability scores (Strength, Dexterity, -Constitution, Intelligence, Wisdom, and Charisma) and corresponding -modifiers. For more information on ability scores and how they’re used -in play, see the Player’s Handbook.

-

Saving Throws

-

The Saving Throws entry is reserved for creatures that are adept at -resisting certain kinds of effects. For example, a creature that isn’t -easily charmed or frightened might gain a bonus on its Wisdom saving -throws. Most creatures don’t have special saving throw bonuses, in which -case this section is absent.

-

A saving throw bonus is the sum of a monster’s relevant ability -modifier and its proficiency bonus, which is determined by the monster’s -challenge rating (as shown in the Proficiency Bonus by Challenge Rating -table).

-

Table- Proficiency Bonus by Challenge Rating

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ChallengeProficiency Bonus
0+2
1/8+2
1/4+2
1/2+2
1+2
2+2
3+2
4+2
5+3
6+3
7+3
8+3
9+4
10+4
11+4
12+4
13+5
14+5
15+5
16+5
17+6
18+6
19+6
20+6
21+7
22+7
23+7
24+7
25+8
26+8
27+8
28+8
29+9
30+9
-

Skills

-

The Skills entry is reserved for monsters that are proficient in one -or more skills. For example, a monster that is very perceptive and -stealthy might have bonuses to Wisdom (Perception) and Dexterity -(Stealth) checks.

-

A skill bonus is the sum of a monster’s relevant ability modifier and -its proficiency bonus, which is determined by the monster’s challenge -rating (as shown in the Proficiency Bonus by Challenge Rating table). -Other modifiers might apply. For instance, a monster might have a -larger-than-expected bonus (usually double its proficiency bonus) to -account for its heightened expertise.

-

Armor, Weapon, and Tool Proficiencies

-

Assume that a creature is proficient with its armor, weapons, and -tools. If you swap them out, you decide whether the creature is -proficient with its new equipment.

-

For example, a hill giant typically wears hide armor and wields a -greatclub. You could equip a hill giant with chain mail and a greataxe -instead, and assume the giant is proficient with both, one or the other, -or neither.

-

See the Player’s Handbook for rules on using armor or weapons -without proficiency.

-

Vulnerabilities, -Resistances, and Immunities

-

Some creatures have vulnerability, resistance, or immunity to certain -types of damage. Particular creatures are even resistant or immune to -damage from nonmagical attacks (a magical attack is an attack delivered -by a spell, a magic item, or another magical source). In addition, some -creatures are immune to certain conditions.

-

Senses

-

The Senses entry notes a monster’s passive Wisdom (Perception) score, -as well as any special senses the monster might have. Special senses are -described below.

-

Blindsight

-

A monster with blindsight can perceive its surroundings without -relying on sight, within a specific radius.

-

Creatures without eyes, such as grimlocks and gray oozes, typically -have this special sense, as do creatures with echolocation or heightened -senses, such as bats and true dragons.

-

If a monster is naturally blind, it has a parenthetical note to this -effect, indicating that the radius of its blindsight defines the maximum -range of its perception.

-

Darkvision

-

A monster with darkvision can see in the dark within a specific -radius. The monster can see in dim light within the radius as if it were -bright light, and in darkness as if it were dim light. The monster can’t -discern color in darkness, only shades of gray. Many creatures that live -underground have this special sense.

-

Tremorsense

-

A monster with tremorsense can detect and pinpoint the origin of -vibrations within a specific radius, provided that the monster and the -source of the vibrations are in contact with the same ground or -substance. Tremorsense can’t be used to detect flying or incorporeal -creatures. Many burrowing creatures, such as ankhegs and umber hulks, -have this special sense.

-

Truesight

-

A monster with truesight can, out to a specific range, see in normal -and magical darkness, see invisible creatures and objects, automatically -detect visual illusions and succeed on saving throws against them, and -perceive the original form of a shapechanger or a creature that is -transformed by magic. Furthermore, the monster can see into the Ethereal -Plane within the same range.

-

Languages

-

The languages that a monster can speak are listed in alphabetical -order. Sometimes a monster can understand a language but can’t speak it, -and this is noted in its entry. A “-” indicates that a creature neither -speaks nor understands any language.

-

Telepathy

-

Telepathy is a magical ability that allows a monster to communicate -mentally with another creature within a specified range. The contacted -creature doesn’t need to share a language with the monster to -communicate in this way with it, but it must be able to understand at -least one language. A creature without telepathy can receive and respond -to telepathic messages but can’t initiate or terminate a telepathic -conversation.

-

A telepathic monster doesn’t need to see a contacted creature and can -end the telepathic contact at any time. The contact is broken as soon as -the two creatures are no longer within range of each other or if the -telepathic monster contacts a different creature within range. A -telepathic monster can initiate or terminate a telepathic conversation -without using an action, but while the monster is incapacitated, it -can’t initiate telepathic contact, and any current contact is -terminated.

-

A creature within the area of an antimagic field or in any -other location where magic doesn’t function can’t send or receive -telepathic messages.

-

Challenge

-

A monster’s Challenge rating tells you how great a -threat the monster is. An appropriately equipped and well-rested party -of four adventurers should be able to defeat a monster that has a -challenge rating equal to its level without suffering any deaths. For -example, a party of four 3rd-level characters should find a monster with -a challenge rating of 3 to be a worthy challenge, but not a deadly -one.

-

Monsters that are significantly weaker than 1st- level characters -have a challenge rating lower than 1. Monsters with a challenge rating -of 0 are insignificant except in large numbers; those with no effective -attacks are worth no experience points, while those that have attacks -are worth 10 XP each.

-

Some monsters present a greater challenge than even a typical -20th-level party can handle. These monsters have a challenge rating of -21 or higher and are specifically designed to test player skill.

-

Experience Points

-

The number of experience points (XP) a monster is worth is based on -its challenge rating. Typically, XP is awarded for defeating the -monster, although the GM may also award XP for neutralizing the threat -posed by the monster in some other manner.

-

Unless something tells you otherwise, a monster summoned by a spell -or other magical ability is worth the XP noted in its stat block.

-

Table- Experience Points by Challenge Rating

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ChallengeXP
00 or 10
1/825
1/450
1/2100
1200
2450
3700
41,100
51,800
62,300
72,900
83,900
1411,500
1513,000
1615,000
1718,000
1820,000
1922,000
2025,000
2133,000
2241,000
2350,000
2462,000
2575,000
-

Special Traits

-

Special traits (which appear after a monster’s challenge rating but -before any actions or reactions) are characteristics that are likely to -be relevant in a combat encounter and that require some explanation.

-

Innate Spellcasting

-

A monster with the innate ability to cast spells has the Innate -Spellcasting special trait. Unless noted otherwise, an innate spell of -1st level or higher is always cast at its lowest possible level and -can’t be cast at a higher level. If a monster has a cantrip where its -level matters and no level is given, use the monster’s challenge -rating.

-

An innate spell can have special rules or restrictions. For example, -a drow mage can innately cast the levitate spell, but the spell -has a “self only” restriction, which means that the spell affects only -the drow mage.

-

A monster’s innate spells can’t be swapped out with other spells. If -a monster’s innate spells don’t require attack rolls, no attack bonus is -given for them.

-

Spellcasting

-

A monster with the Spellcasting special trait has a spellcaster level -and spell slots, which it uses to cast its spells of 1st level and -higher (as explained in the Player’s Handbook). The spellcaster -level is also used for any cantrips included in the feature.

-

The monster has a list of spells known or prepared from a specific -class. The list might also include spells from a feature in that class, -such as the Divine Domain feature of the cleric or the Druid Circle -feature of the druid. The monster is considered a member of that class -when attuning to or using a magic item that requires membership in the -class or access to its spell list.

-

A monster can cast a spell from its list at a higher level if it has -the spell slot to do so. For example, a drow mage with the 3rd-level -lightning bolt spell can cast it as a 5th-level spell by using -one of its 5th-level greater or lesser threat than suggested by its -challenge rating.

-

Psionics

-

A monster that casts spells using only the power of its mind has the -psionics tag added to its Spellcasting or Innate Spellcasting special -trait. This tag carries no special rules of its own, but other parts of -the game might refer to it. A monster that has this tag typically -doesn’t require any components to cast its spells.

-

Actions

-

When a monster takes its action, it can choose from the options in -the Actions section of its stat block or use one of the actions -available to all creatures, such as the Dash or Hide action, as -described in the Player’s Handbook.

-

Melee and Ranged Attacks

-

The most common actions that a monster will take in combat are melee -and ranged attacks. These can be spell attacks or weapon attacks, where -the “weapon” might be a manufactured item or a natural weapon, such as a -claw or tail spike. For more information on different kinds of attacks, -see the Player’s Handbook.

-

Creature vs Target. The target of a melee -or ranged attack is usually either one creature or one target, the -difference being that a “target” can be a creature or an object.

-

Hit. Any damage dealt or other effects that -occur as a result of an attack hitting a target are described after the -“Hit” notation. You have the option of taking average damage or rolling -the damage; for this reason, both the average damage and the die -expression are presented.

-

Miss. If an attack has an effect that -occurs on a miss, that information is presented after the “Miss:” -notation.

-

Grapple Rules for Monsters

-

Many monsters have special attacks that allow them to quickly -grapple prey. When a monster hits with such an attack, it doesn’t need -to make an additional ability check to determine whether the grapple -succeeds, unless the attack says otherwise.

-

A creature grappled by the monster can use its action to try to -escape. To do so, it must succeed on a Strength (Athletics) or Dexterity -(Acrobatics) check against the escape DC in the monster’s stat block. If -no escape DC is given, assume the DC is 10+the monster’s Strength -(Athletics) modifier.

-

Multiattack

-

A creature that can make multiple attacks on its turn has the -Multiattack action. A creature can’t use Multiattack when making an -opportunity attack, which must be a single melee attack.

-

Ammunition

-

A monster carries enough ammunition to make its ranged attacks. You -can assume that a monster has 2d4 pieces of ammunition for a thrown -weapon attack, and 2d10 pieces of ammunition for a projectile weapon -such as a bow or crossbow.

-

Reactions

-

If a monster can do something special with its reaction, that -information is contained here. If a creature has no special reaction, -this section is absent.

-

Limited Usage

-

Some special abilities have restrictions on the number of times they -can be used.

-

X/Day. The notation “X/Day” means a special -ability can be used X number of times and that a monster must finish a -long rest to regain expended uses. For example, “1/Day” means a special -ability can be used once and that the monster must finish a long rest to -use it again.

-

Recharge X-Y. The notation “Recharge X-Y” -means a monster can use a special ability once and that the ability then -has a random chance of recharging during each subsequent round of -combat. At the start of each of the monster’s turns, roll a d6. If the -roll is one of the numbers in the recharge notation, the monster regains -the use of the special ability. The ability also recharges when the -monster finishes a short or long rest.

-

For example, “Recharge 5-6” means a monster can use the special -ability once. Then, at the start of the monster’s turn, it regains the -use of that ability if it rolls a 5 or 6 on a d6.

-

Recharge after a Short or Long Rest. This -notation means that a monster can use a special ability once and then -must finish a short or long rest to use it again.

-

Equipment

-

A stat block rarely refers to equipment, other than armor or weapons -used by a monster. A creature that customarily wears clothes, such as a -humanoid, is assumed to be dressed appropriately.

-

You can equip monsters with additional gear and trinkets however you -like, and you decide how much of a monster’s equipment is recoverable -after the creature is slain and whether any of that equipment is still -usable. A battered suit of armor made for a monster is rarely usable by -someone else, for instance.

-

If a spellcasting monster needs material components to cast its -spells, assume that it has the material components it needs to cast the -spells in its stat block.

-

Legendary Creatures

-

A legendary creature can do things that ordinary creatures can’t. It -can take special actions outside its turn, and it might exert magical -influence for miles around.

-

If a creature assumes the form of a legendary creature, such as -through a spell, it doesn’t gain that form’s legendary actions, lair -actions, or regional effects.

-

Legendary Actions

-

A legendary creature can take a certain number of special -actions-called legendary actions-outside its turn. Only one legendary -action option can be used at a time and only at the end of another -creature’s turn. A creature regains its spent legendary actions at the -start of its turn. It can forgo using them, and it can’t use them while -incapacitated or otherwise unable to take actions. If surprised, it -can’t use them until after its first turn in the combat.

-

A Legendary Creature’s Lair

-

A legendary creature might have a section describing its lair and the -special effects it can create while there, either by act of will or -simply by being present. Such a section applies only to a legendary -creature that spends a great deal of time in its lair.

-

Lair Actions

-

If a legendary creature has lair actions, it can use them to harness -the ambient magic in its lair. On initiative count 20 (losing all -initiative ties), it can use one of its lair action options. It can’t do -so while incapacitated or otherwise unable to take actions. If -surprised, it can’t use one until after its first turn in the -combat.

-

Regional Effects

-

The mere presence of a legendary creature can have strange and -wondrous effects on its environment, as noted in this section. Regional -effects end abruptly or dissipate over time when the legendary creature -dies.

-

Monsters (A)

-

Aboleth

-

Large aberration, lawful evil

-

Armor Class 17 (natural armor)

-

Hit Points 135 (18d10+36)

-

Speed 10 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
21 (+5)9 (-1)15 (+2)18 (+4)15 (+2)18 (+4)
-

Saving Throws Con +6, Int +8, Wis +6

-

Skills History +12, Perception +10

-

Senses darkvision 120 ft., passive Perception 20

-

Languages Deep Speech, telepathy 120 ft.

-

Challenge 10 (5,900 XP)

-

Amphibious. The aboleth can breathe air and -water.

-

Mucous Cloud. While underwater, the aboleth -is surrounded by transformative mucus. A creature that touches the -aboleth or that hits it with a melee attack while within 5 feet of it -must make a DC 14 Constitution saving throw. On a failure, the creature -is diseased for 1d4 hours. The diseased creature can breathe only -underwater.

-

Probing Telepathy. If a creature -communicates telepathically with the aboleth, the aboleth learns the -creature’s greatest desires if the aboleth can see the creature.

-
Actions
-

Multiattack. The aboleth makes three -tentacle attacks.

-

Tentacle. Melee Weapon Attack: +9 -to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning -damage. If the target is a creature, it must succeed on a DC 14 -Constitution saving throw or become diseased. The disease has no effect -for 1 minute and can be removed by any magic that cures disease. After 1 -minute, the diseased creature’s skin becomes translucent and slimy, the -creature can’t regain hit points unless it is underwater, and the -disease can be removed only by heal or another disease-curing -spell of 6th level or higher. When the creature is outside a body of -water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is -applied to the skin before 10 minutes have passed.

-

Tail. Melee Weapon Attack: +9 to -hit, reach 10 ft. one target. Hit: 15 (3d6+5) bludgeoning -damage.

-

Enslave (3/Day). The aboleth targets one -creature it can see within 30 feet of it. The target must succeed on a -DC 14 Wisdom saving throw or be magically charmed by the aboleth until -the aboleth dies or until it is on a different plane of existence from -the target. The charmed target is under the aboleth’s control and can’t -take reactions, and the aboleth and the target can communicate -telepathically with each other over any distance.

-

Whenever the charmed target takes damage, the target can repeat the -saving throw. On a success, the effect ends. No more than once every 24 -hours, the target can also repeat the saving throw when it is at least 1 -mile away from the aboleth.

-
Legendary Actions
-

The aboleth can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The aboleth regains spent -legendary actions at the start of its turn.

-

Detect. The aboleth makes a Wisdom (Perception) -check.

-

Tail Swipe. The aboleth makes one tail attack.

-

Psychic Drain (Costs 2 Actions). One creature -charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth -regains hit points equal to the damage the creature takes.

-

Angels

-

Deva

-

Medium celestial, lawful good

-

Armor Class 17 (natural armor)

-

Hit Points 136 (16d8+64)

-

Speed 30 ft., fly 90 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)18 (+4)18 (+4)17 (+3)20 (+5)20 (+5)
-

Saving Throws Wis +9, Cha +9

-

Skills Insight +9, Perception +9

-

Damage Resistances radiant; bludgeoning, piercing, -and slashing from nonmagical attacks

-

Condition Immunities charmed, exhaustion, -frightened

-

Senses darkvision 120 ft., passive Perception 19

-

Languages all, telepathy 120 ft.

-

Challenge 10 (5,900 XP)

-

Angelic Weapons. The deva’s weapon attacks -are magical. When the deva hits with any weapon, the weapon deals an -extra 4d8 radiant damage (included in the attack).

-

Innate Spellcasting. The deva’s -spellcasting ability is Charisma (spell save DC 17). The deva can -innately cast the following spells, requiring only verbal Components

-

At will: detect evil and good

-

1/day each: commune, raise dead

-

Magic Resistance. The deva has advantage on -saving throws against spells and other magical effects.

-
Actions
-

Multiattack. The deva makes two melee -attacks.

-

Mace. Melee Weapon Attack: +8 to -hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage -plus 18 (4d8) radiant damage.

-

Healing Touch (3/Day). The deva touches -another creature. The target magically regains 20 (4d8+2) hit points and -is freed from any curse, disease, poison, blindness, or deafness.

-

Change Shape. The deva magically polymorphs -into a humanoid or beast that has a challenge rating equal to or less -than its own, or back into its true form. It reverts to its true form if -it dies. Any equipment it is wearing or carrying is absorbed or borne by -the new form (the deva’s choice).

-

In a new form, the deva retains its game statistics and ability to -speak, but its AC, movement modes, Strength, Dexterity, and special -senses are replaced by those of the new form, and it gains any -statistics and capabilities (except class features, legendary actions, -and lair actions) that the new form has but that it lacks.

-

Planetar

-

Large celestial, lawful good

-

Armor Class 19 (natural armor)

-

Hit Points 200 (16d10+112)

-

Speed 40 ft., fly 120 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
24 (+7)20 (+5)24 (+7)19 (+4)22 (+6)25 (+7)
-

Saving Throws Con +12, Wis +11, Cha +12

-

Skills Perception +11

-

Damage Resistances radiant; bludgeoning, piercing, -and slashing from nonmagical attacks

-

Condition Immunities charmed, exhaustion, -frightened

-

Senses truesight 120 ft., passive Perception 21

-

Languages all, telepathy 120 ft.

-

Challenge 16 (15,000 XP)

-

Angelic Weapons. The planetar’s weapon -attacks are magical. When the planetar hits with any weapon, the weapon -deals an extra 5d8 radiant damage (included in the attack).

-

Divine Awareness. The planetar knows if it -hears a lie.

-

Innate Spellcasting. The planetar’s -spellcasting ability is Charisma (spell save DC 20). The planetar can -innately cast the following spells, requiring no material Components

-

At will: detect evil and good, invisibility (self -only)

-

3/day each: blade barrier, dispel evil and good, -flame strike, raise dead

-

1/day each: commune, control weather, insect -plague

-

Magic Resistance. The planetar has -advantage on saving throws against spells and other magical effects.

-
Actions
-

Multiattack. The planetar makes two melee -attacks.

-

Greatsword. Melee Weapon Attack: -+12 to hit, reach 5 ft., one target. Hit: 21 (4d6+7) slashing -damage plus 22 (5d8) radiant damage.

-

Healing Touch (4/Day). The planetar touches -another creature. The target magically regains 30 (6d8+3) hit points and -is freed from any curse, disease, poison, blindness, or deafness.

-

Solar

-

Large celestial, lawful good

-

Armor Class 21 (natural armor)

-

Hit Points 243 (18d10+144)

-

Speed 50 ft., fly 150 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
26 (+8)22 (+6)26 (+8)25 (+7)25 (+7)30 (+10)
-

Saving Throws Int +14, Wis +14, Cha +17

-

Skills Perception +14

-

Damage Resistances radiant; bludgeoning, piercing, -and slashing from nonmagical attacks

-

Damage Immunities necrotic, poison

-

Condition Immunities charmed, exhaustion, -frightened, poisoned

-

Senses truesight 120 ft., passive Perception 24

-

Languages all, telepathy 120 ft.

-

Challenge 21 (33,000 XP)

-

Angelic Weapons. The solar’s weapon attacks -are magical. When the solar hits with any weapon, the weapon deals an -extra 6d8 radiant damage (included in the attack).

-

Divine Awareness. The solar knows if it -hears a lie.

-

Innate Spellcasting. The solar’s -spellcasting ability is Charisma (spell save DC 25). It can innately -cast the following spells, requiring no material Components

-

At will: detect evil and good, invisibility (self -only)

-

3/day each: blade barrier, dispel evil and good, -resurrection

-

1/day each: commune, control weather

-

Magic Resistance. The solar has advantage -on saving throws against spells and other magical effects.

-
Actions
-

Multiattack. The solar makes two greatsword -attacks.

-

Greatsword. Melee Weapon Attack: -+15 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) slashing -damage plus 27 (6d8) radiant damage.

-

Slaying Longbow. Ranged Weapon -Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 -(2d8+6) piercing damage plus 27 (6d8) radiant damage. If the target is a -creature that has 100 hit points or fewer, it must succeed on a DC 15 -Constitution saving throw or die.

-

Flying Sword. The solar releases its -greatsword to hover magically in an unoccupied space within 5 feet of -it. If the solar can see the sword, the solar can mentally command it as -a bonus action to fly up to 50 feet and either make one attack against a -target or return to the solar’s hands. If the hovering sword is targeted -by any effect, the solar is considered to be holding it. The hovering -sword falls if the solar dies.

-

Healing Touch (4/Day). The solar touches -another creature. The target magically regains 40 (8d8+4) hit points and -is freed from any curse, disease, poison, blindness, or deafness.

-
Legendary Actions
-

The solar can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The solar regains spent legendary -actions at the start of its turn.

-

Teleport. The solar magically teleports, along with -any equipment it is wearing or carrying, up to 120 feet to an unoccupied -space it can see.

-

Searing Burst (Costs 2 Actions). The solar emits -magical, divine energy. Each creature of its choice in a 10-foot radius -must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage -plus 14 (4d6) radiant damage on a failed save, or half as much damage on -a successful one.

-

Blinding Gaze (Costs 3 Actions). The solar targets -one creature it can see within 30 feet of it. If the target can see it, -the target must succeed on a DC 15 Constitution saving throw or be -blinded until magic such as the lesser restoration spell -removes the blindness.

-

Animated Objects

-

Animated Armor

-

Medium construct, unaligned

-

Armor Class 18 (natural armor)

-

Hit Points 33 (6d8+6)

-

Speed 25 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
14 (+2)11 (+0)13 (+1)1 (-5)3 (-4)1 (-5)
-

Damage Immunities poison, psychic

-

Condition Immunities blinded, charmed, deafened, -exhaustion, frightened, paralyzed, petrified, poisoned

-

Senses blindsight 60 ft. (blind beyond this radius), -passive Perception 6

-

Languages -

-

Challenge 1 (200 XP)

-

Antimagic Susceptibility. The armor is -incapacitated while in the area of an antimagic field. If -targeted by dispel magic, the armor must succeed on a

-

Constitution saving throw against the caster’s spell save DC or fall -unconscious for 1 minute.

-

False Appearance. While the armor remains -motionless, it is indistinguishable from a normal suit of armor.

-
Actions
-

Multiattack. The armor makes two melee -attacks.

-

Slam. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning -damage.

-

Flying Sword

-

Small construct, unaligned

-

Armor Class 17 (natural armor)

-

Hit Points 17 (5d6)

-

Speed 0 ft., fly 50 ft. (hover)

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
12 (+1)15 (+2)11 (+0)1 (-5)5 (-3)1 (-5)
-

Saving Throws Dex +4

-

Damage Immunities poison, psychic

-

Condition Immunities blinded, charmed, deafened, -frightened, paralyzed, petrified, poisoned

-

Senses blindsight 60 ft. (blind beyond this radius), -passive Perception 7

-

Languages -

-

Challenge 1/4 (50 XP)

-

Antimagic Susceptibility. The sword is -incapacitated while in the area of an antimagic field. If -targeted by dispel magic, the sword must succeed on a -Constitution saving throw against the caster’s spell save DC or fall -unconscious for 1 minute.

-

False Appearance. While the sword remains -motionless and isn’t flying, it is indistinguishable from a normal -sword.

-
Actions
-

Longsword. Melee Weapon Attack: +3 -to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing -damage.

-

Rug of Smothering

-

Large construct, unaligned

-

Armor Class 12

-

Hit Points 33 (6d10)

-

Speed 10 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
17 (+3)14 (+2)10 (+0)1 (-5)3 (-4)1 (-5)
-

Damage Immunities poison, psychic

-

Condition Immunities blinded, charmed, deafened, -frightened, paralyzed, petrified, poisoned

-

Senses blindsight 60 ft. (blind beyond this radius), -passive Perception 6

-

Languages -

-

Challenge 2 (450 XP)

-

Antimagic Susceptibility. The rug is -incapacitated while in the area of an antimagic field. If -targeted by dispel magic, the rug must succeed on a -Constitution saving throw against the caster’s spell save DC or fall -unconscious for 1 minute.

-

Damage Transfer. While it is grappling a -creature, the rug takes only half the damage dealt to it, and the -creature grappled by the rug takes the other half.

-

False Appearance. While the rug remains -motionless, it is indistinguishable from a normal rug.

-
Actions
-

Smother. Melee Weapon Attack: +5 -to hit, reach 5 ft., one Medium or smaller creature. Hit: The -creature is grappled (escape DC 13). Until this grapple ends, the target -is restrained, blinded, and at risk of suffocating, and the rug can’t -smother another target. In addition, at the start of each of the -target’s turns, the target takes 10 (2d6+3) bludgeoning damage.

-

Ankheg

-

Large monstrosity, unaligned

-

Armor Class 14 (natural armor), 11 while prone

-

Hit Points 39 (6d10+6)

-

Speed 30 ft., burrow 10 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
17 (+3)11 (+0)13 (+1)1 (-5)13 (+1)6 (-2)
-

Senses darkvision 60 ft., tremorsense 60 ft., -passive Perception 11

-

Languages -

-

Challenge 2 (450 XP)

-
Actions
-

Bite. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage -plus 3 (1d6) acid damage. If the target is a Large or smaller creature, -it is grappled (escape DC 13). Until this grapple ends, the ankheg can -bite only the grappled creature and has advantage on attack rolls to do -so.

-

Acid Spray (Recharge 6). The ankheg spits -acid in a line that is 30 feet long and 5 feet wide, provided that it -has no creature grappled. Each creature in that line must make a DC 13 -Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or -half as much damage on a successful one.

-

Azer

-

Medium elemental, lawful neutral

-

Armor Class 17 (natural armor, shield)

-

Hit Points 39 (6d8+12)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
17 (+3)12 (+1)15 (+2)12 (+1)13 (+1)10 (+0)
-

Saving Throws Con +4

-

Damage Immunities fire, poison

-

Condition Immunities poisoned

-

Senses passive Perception 11

-

Languages Ignan

-

Challenge 2 (450 XP)

-

Heated Body. A creature that touches the -azer or hits it with a melee attack while within 5 feet of it takes 5 -(1d10) fire damage.

-

Heated Weapons. When the azer hits with a -metal melee weapon, it deals an extra 3 (1d6) fire damage (included in -the attack).

-

Illumination. The azer sheds bright light -in a 10-foot radius and dim light for an additional 10 feet.

-
Actions
-

Warhammer. Melee Weapon Attack: +5 -to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning -damage, or 8 (1d10+3) bludgeoning damage if used with two hands to make -a melee attack, plus 3 (1d6) fire damage.

-

Monsters (B)

-

Basilisk

-

Medium monstrosity, unaligned

-

Armor Class 15 (natural armor)

-

Hit Points 52 (8d8+16)

-

Speed 20 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)8 (-1)15 (+2)2 (-4)8 (-1)7 (-2)
-

Senses darkvision 60 ft., passive Perception 9

-

Languages -

-

Challenge 3 (700 XP)

-

Petrifying Gaze. If a creature starts its turn -within 30 feet of the basilisk and the two of them can see each other, -the basilisk can force the creature to make a DC 12 Constitution saving -throw if the basilisk isn’t incapacitated. On a failed save, the -creature magically begins to turn to stone and is restrained. It must -repeat the saving throw at the end of its next turn. On a success, the -effect ends. On a failure, the creature is petrified until freed by the -greater restoration spell or other magic.

-

A creature that isn’t surprised can avert its eyes to avoid the -saving throw at the start of its turn. If it does so, it can’t see the -basilisk until the start of its next turn, when it can avert its eyes -again. If it looks at the basilisk in the meantime, it must immediately -make the save.

-

If the basilisk sees its reflection within 30 feet of it in bright -light, it mistakes itself for a rival and targets itself with its -gaze.

-
Actions
-

Bite. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage -plus 7 (2d6) poison damage.

-

Behir

-

Huge monstrosity, neutral evil

-

Armor Class 17 (natural armor)

-

Hit Points 168 (16d12+64)

-

Speed 50 ft., climb 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
23 (+6)16 (+3)18 (+4)7 (-2)14 (+2)12 (+1)
-

Skills Perception +6, Stealth +7

-

Damage Immunities lightning

-

Senses darkvision 90 ft., passive Perception 16

-

Languages Draconic

-

Challenge 11 (7,200 XP)

-
Actions
-

Multiattack. The behir makes two attacks: -one with its bite and one to constrict.

-

Bite. Melee Weapon Attack: +10 to -hit, reach 10 ft., one target. Hit: 22 (3d10+6) piercing -damage.

-

Constrict. Melee Weapon Attack: -+10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 -(2d10+6) bludgeoning damage plus 17 (2d10+6) slashing damage. The target -is grappled (escape DC 16) if the behir isn’t already constricting a -creature, and the target is restrained until this grapple ends.

-

Lightning Breath (Recharge 5-6). The behir -exhales a line of lightning that is 20 feet long and 5 feet wide. Each -creature in that line must make a DC 16 Dexterity saving throw, taking -66 (12d10) lightning damage on a failed save, or half as much damage on -a successful one.

-

Swallow. The behir makes one bite attack -against a Medium or smaller target it is grappling. If the attack hits, -the target is also swallowed, and the grapple ends. While swallowed, the -target is blinded and restrained, it has total cover against attacks and -other effects outside the behir, and it takes 21 (6d6) acid damage at -the start of each of the behir’s turns. A behir can have only one -creature swallowed at a time.

-

If the behir takes 30 damage or more on a single turn from the -swallowed creature, the behir must succeed on a DC 14 Constitution -saving throw at the end of that turn or regurgitate the creature, which -falls prone in a space within 10 feet of the behir. If the behir dies, a -swallowed creature is no longer restrained by it and can escape from the -corpse by using 15 feet of movement, exiting prone.

-

Bugbear

-

Medium humanoid (goblinoid), chaotic evil

-

Armor Class 16 (hide armor, shield)

-

Hit Points 27 (5d8+5)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)14 (+2)13 (+1)8 (-1)11 (+0)9 (-1)
-

Skills Stealth +6, Survival +2

-

Senses darkvision 60 ft., passive Perception 10

-

Languages Common, Goblin

-

Challenge 1 (200 XP)

-

Brute. A melee weapon deals one extra die -of its damage when the bugbear hits with it (included in the -attack).

-

Surprise Attack. If the bugbear surprises a -creature and hits it with an attack during the first round of combat, -the target takes an extra 7 (2d6) damage from the attack.

-
Actions
-

Morningstar. Melee Weapon Attack: -+4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing -damage.

-

Javelin. Melee or Ranged Weapon -Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. -Hit: 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing -damage at range.

-

Bulette

-

Large monstrosity, unaligned

-

Armor Class 17 (natural armor)

-

Hit Points 94 (9d10+45)

-

Speed 40 ft., burrow 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)11 (+0)21 (+5)2 (-4)10 (+0)5 (-3)
-

Skills Perception +6

-

Senses darkvision 60 ft., tremorsense 60 ft., -passive Perception 16

-

Languages -

-

Challenge 5 (1,800 XP)

-

Standing Leap. The bulette’s long jump is -up to 30 feet and its high jump is up to 15 feet, with or without a -running start.

-
Actions
-

Bite. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 30 (4d12+4) piercing -damage.

-

Deadly Leap. If the bulette jumps at least -15 feet as part of its movement, it can then use this action to land on -its feet in a space that contains one or more other creatures. Each of -those creatures must succeed on a DC 16 Strength or Dexterity saving -throw (target’s choice) or be knocked prone and take 14 (3d6+4) -bludgeoning damage plus 14 (3d6+4) slashing damage. On a successful -save, the creature takes only half the damage, isn’t knocked prone, and -is pushed 5 feet out of the bulette’s space into an unoccupied space of -the creature’s choice. If no unoccupied space is within range, the -creature instead falls prone in the bulette’s space.

-

Monsters (C)

-

Centaur

-

Large monstrosity, neutral good

-

Armor Class 12

-

Hit Points 45 (6d10+12)

-

Speed 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)14 (+2)14 (+2)9 (-1)13 (+1)11 (+0)
-

Skills Athletics +6, Perception +3, Survival +3

-

Senses passive Perception 13

-

Languages Elvish, Sylvan

-

Challenge 2 (450 XP)

-

Charge. If the centaur moves at least 30 -feet straight toward a target and then hits it with a pike attack on the -same turn, the target takes an extra 10 (3d6) piercing damage.

-
Actions
-

Multiattack. The centaur makes two attacks: -one with its pike and one with its hooves or two with its longbow.

-

Pike. Melee Weapon Attack: +6 to -hit, reach 10 ft., one target. Hit: 9 (1d10+4) piercing -damage.

-

Hooves. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning -damage.

-

Longbow. Ranged Weapon Attack: +4 -to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing -damage.

-

Chimera

-

Large monstrosity, chaotic evil

-

Armor Class 14 (natural armor)

-

Hit Points 114 (12d10+48)

-

Speed 30 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)11 (+0)19 (+4)3 (-4)14 (+2)10 (+0)
-

Skills Perception +8

-

Senses darkvision 60 ft., passive Perception 18

-

Languages understands Draconic but can’t speak

-

Challenge 6 (2,300 XP)

-
Actions
-

Multiattack. The chimera makes three -attacks: one with its bite, one with its horns, and one with its claws. -When its fire breath is available, it can use the breath in place of its -bite or horns.

-

Bite. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing -damage.

-

Horns. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 10 (1d12+4) bludgeoning -damage.

-

Claws. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing -damage.

-

Fire Breath (Recharge 5-6). The dragon head -exhales fire in a 15-foot cone. Each creature in that area must make a -DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed -save, or half as much damage on a successful one.

-

Chuul

-

Large aberration, chaotic evil

-

Armor Class 16 (natural armor)

-

Hit Points 93 (11d10+33)

-

Speed 30 ft., swim 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)10 (+0)16 (+3)5 (-3)11 (+0)5 (-3)
-

Skills Perception +4

-

Damage Immunities poison

-

Condition Immunities poisoned

-

Senses darkvision 60 ft., passive Perception 14

-

Languages understands Deep Speech but can’t -speak

-

Challenge 4 (1,100 XP)

-

Amphibious. The chuul can breathe air and -water.

-

Sense Magic. The chuul senses magic within -120 feet of it at will. This trait otherwise works like the detect -magic spell but isn’t itself magical.

-
Actions
-

Multiattack. The chuul makes two pincer -attacks. If the chuul is grappling a creature, the chuul can also use -its tentacles once.

-

Pincer. Melee Weapon Attack: +6 to -hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning -damage. The target is grappled (escape DC 14) if it is a Large or -smaller creature and the chuul doesn’t have two other creatures -grappled.

-

Tentacles. One creature grappled by the -chuul must succeed on a DC 13 Constitution saving throw or be poisoned -for 1 minute. Until this poison ends, the target is paralyzed. The -target can repeat the saving throw at the end of each of its turns, -ending the effect on itself on a success.

-

Cloaker

-

Large aberration, chaotic neutral

-

Armor Class 14 (natural armor)

-

Hit Points 78 (12d10+12)

-

Speed 10 ft., fly 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
17 (+3)15 (+2)12 (+1)13 (+1)12 (+1)14 (+2)
-

Skills Stealth +5

-

Senses darkvision 60 ft., passive Perception 11

-

Languages Deep Speech, Undercommon

-

Challenge 8 (3,900 XP)

-

Damage Transfer. While attached to a -creature, the cloaker takes only half the damage dealt to it (rounded -down), and that creature takes the other half.

-

False Appearance. While the cloaker remains -motionless without its underside exposed, it is indistinguishable from a -dark leather cloak.

-

Light Sensitivity. While in bright light, -the cloaker has disadvantage on attack rolls and Wisdom (Perception) -checks that rely on sight.

-
Actions
-

Multiattack. The cloaker makes two attacks: -one with its bite and one with its tail.

-

Bite. Melee Weapon Attack: +6 to -hit, reach 5 ft., one creature. Hit: 10 (2d6+3) piercing -damage, and if the target is Large or smaller, the cloaker attaches to -it. If the cloaker has advantage against the target, the cloaker -attaches to the target’s head, and the target is blinded and unable to -breathe while the cloaker is attached. While attached, the cloaker can -make this attack only against the target and has advantage on the attack -roll. The cloaker can detach itself by spending 5 feet of its movement. -A creature, including the target, can take its action to detach the -cloaker by succeeding on a DC 16 Strength check.

-

Tail. Melee Weapon Attack: +6 to -hit, reach 10 ft., one creature. Hit: 7 (1d8+3) slashing -damage.

-

Moan. Each creature within 60 feet of the -cloaker that can hear its moan and that isn’t an aberration must succeed -on a DC 13 Wisdom saving throw or become frightened until the end of the -cloaker’s next turn. If a creature’s saving throw is successful, the -creature is immune to the cloaker’s moan for the next 24 hours

-

Phantasms (Recharges after a Short or Long -Rest). The cloaker magically creates three illusory -duplicates of itself if it isn’t in bright light. The duplicates move -with it and mimic its actions, shifting position so as to make it -impossible to track which cloaker is the real one. If the cloaker is -ever in an area of bright light, the duplicates disappear.

-

Whenever any creature targets the cloaker with an attack or a harmful -spell while a duplicate remains, that creature rolls randomly to -determine whether it targets the cloaker or one of the duplicates. A -creature is unaffected by this magical effect if it can’t see or if it -relies on senses other than sight.

-

A duplicate has the cloaker’s AC and uses its saving throws. If an -attack hits a duplicate, or if a duplicate fails a saving throw against -an effect that deals damage, the duplicate disappears.

-

Cockatrice

-

Small monstrosity, unaligned

-

Armor Class 11

-

Hit Points 27 (6d6+6)

-

Speed 20 ft., fly 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
6 (-2)12 (+1)12 (+1)2 (-4)13 (+1)5 (-3)
-

Senses darkvision 60 ft., passive Perception 11

-

Languages -

-

Challenge 1/2 (100 XP)

-
Actions
-

Bite. Melee Weapon Attack: +3 to -hit, reach 5 ft., one creature. Hit: 3 (1d4+1) piercing damage, -and the target must succeed on a DC 11 Constitution saving throw against -being magically petrified. On a failed save, the creature begins to turn -to stone and is restrained. It must repeat the saving throw at the end -of its next turn. On a success, the effect ends. On a failure, the -creature is petrified for 24 hours.

-

Couatl

-

Medium celestial, lawful good

-

Armor Class 19 (natural armor)

-

Hit Points 97 (13d8+39)

-

Speed 30 ft., fly 90 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)20 (+5)17 (+3)18 (+4)20 (+5)18 (+4)
-

Saving Throws Con +5, Wis +7, Cha +6

-

Damage Resistances radiant

-

Damage Immunities psychic; bludgeoning, piercing, -and slashing from nonmagical attacks

-

Senses truesight 120 ft., passive Perception 15

-

Languages all, telepathy 120 ft.

-

Challenge 4 (1,100 XP)

-

Innate Spellcasting. The couatl’s -spellcasting ability is Charisma (spell save DC 14). It can innately -cast the following spells, requiring only verbal Components

-

At will: detect evil and good, detect magic, -detect thoughts

-

3/day each: bless, create food and water, cure -wounds, lesser restoration, protection from -poison, sanctuary, shield

-

1/day each: dream, greater restoration, -scrying

-

Magic Weapons. The couatl’s weapon attacks -are magical.

-

Shielded Mind. The couatl is immune to -scrying and to any effect that would sense its emotions, read its -thoughts, or detect its location.

-
Actions
-

Bite. Melee Weapon Attack: +8 to -hit, reach 5 ft., one creature. Hit: 8 (1d6+5) piercing damage, -and the target must succeed on a DC 13 Constitution saving throw or be -poisoned for 24 hours. Until this poison ends, the target is -unconscious. Another creature can use an action to shake the target -awake.

-

Constrict. Melee Weapon Attack: +6 -to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 -(2d6+3) bludgeoning damage, and the target is grappled (escape DC 15). -Until this grapple ends, the target is restrained, and the couatl can’t -constrict another target.

-

Change Shape. The couatl magically -polymorphs into a humanoid or beast that has a challenge rating equal to -or less than its own, or back into its true form. It reverts to its true -form if it dies. Any equipment it is wearing or carrying is absorbed or -borne by the new form (the couatl’s choice).

-

In a new form, the couatl retains its game statistics and ability to -speak, but its AC, movement modes, Strength, Dexterity, and other -actions are replaced by those of the new form, and it gains any -statistics and capabilities (except class features, legendary actions, -and lair actions) that the new form has but that it lacks. If the new -form has a bite attack, the couatl can use its bite in that form.

-

Monsters (D)

-

Darkmantle

-

Small monstrosity, unaligned

-

Armor Class 11

-

Hit Points 22 (5d6+5)

-

Speed 10 ft., fly 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)12 (+1)13 (+1)2 (-4)10 (+0)5 (-3)
-

Skills Stealth +3

-

Senses blindsight 60 ft., passive Perception 10

-

Languages -

-

Challenge 1/2 (100 XP)

-

Echolocation. The darkmantle can’t use its -blindsight while deafened.

-

False Appearance. While the darkmantle -remains motionless, it is indistinguishable from a cave formation such -as a stalactite or stalagmite.

-
Actions
-

Crush. Melee Weapon Attack: +5 to -hit, reach 5 ft., one creature. Hit: 6 (1d6+3) bludgeoning -damage, and the darkmantle attaches to the target. If the target is -Medium or smaller and the darkmantle has advantage on the attack roll, -it attaches by engulfing the target’s head, and the target is also -blinded and unable to breathe while the darkmantle is attached in this -way.

-

While attached to the target, the darkmantle can attack no other -creature except the target but has advantage on its attack rolls. The -darkmantle’s speed also becomes 0, it can’t benefit from any bonus to -its speed, and it moves with the target.

-

A creature can detach the darkmantle by making a successful DC 13 -Strength check as an action. On its turn, the darkmantle can detach -itself from the target by using 5 feet of movement.

-

Darkness Aura (1/Day). A 15-foot radius of -magical darkness extends out from the darkmantle, moves with it, and -spreads around corners. The darkness lasts as long as the darkmantle -maintains concentration, up to 10 minutes (as if concentrating on a -spell). Darkvision can’t penetrate this darkness, and no natural light -can illuminate it. If any of the darkness overlaps with an area of light -created by a spell of 2nd level or lower, the spell creating the light -is dispelled.

-

Demons

-

Balor

-

Huge fiend (demon), chaotic evil

-

Armor Class 19 (natural armor)

-

Hit Points 262 (21d12+126)

-

Speed 40 ft., fly 80 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
26 (+8)15 (+2)22 (+6)20 (+5)16 (+3)22 (+6)
-

Saving Throws Str +14, Con +12, Wis +9, Cha +12

-

Damage Resistances cold, lightning; bludgeoning, -piercing, and slashing from nonmagical attacks

-

Damage Immunities fire, poison

-

Condition Immunities poisoned

-

Senses truesight 120 ft., passive Perception 13

-

Languages Abyssal, telepathy 120 ft.

-

Challenge 19 (22,000 XP)

-

Death Throes. When the balor dies, it -explodes, and each creature within 30 feet of it must make a DC 20 -Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, -or half as much damage on a successful one. The explosion ignites -flammable objects in that area that aren’t being worn or carried, and it -destroys the balor’s weapons.

-

Fire Aura. At the start of each of the -balor’s turns, each creature within 5 feet of it takes 10 (3d6) fire -damage, and flammable objects in the aura that aren’t being worn or -carried ignite. A creature that touches the balor or hits it with a -melee attack while within 5 feet of it takes 10 (3d6) fire damage.

-

Magic Resistance. The balor has advantage -on saving throws against spells and other magical effects.

-

Magic Weapons. The balor’s weapon attacks -are magical.

-
Actions
-

Multiattack. The balor makes two attacks: -one with its longsword and one with its whip.

-

Longsword. Melee Weapon Attack: -+14 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) slashing -damage plus 13 (3d8) lightning damage. If the balor scores a critical -hit, it rolls damage dice three times, instead of twice.

-

Whip. Melee Weapon Attack: +14 to -hit, reach 30 ft., one target. Hit: 15 (2d6+8) slashing damage -plus 10 (3d6) fire damage, and the target must succeed on a DC 20 -Strength saving throw or be pulled up to 25 feet toward the balor.

-

Teleport. The balor magically teleports, -along with any equipment it is wearing or carrying, up to 120 feet to an -unoccupied space it can see.

-

Dretch

-

Small fiend (demon), chaotic evil

-

Armor Class 11 (natural armor)

-

Hit Points 18 (4d6+4)

-

Speed 20 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
11 (+0)11 (+0)12 (+1)5 (-3)8 (-1)3 (-4)
-

Damage Resistances cold, fire, lightning

-

Damage Immunities poison

-

Condition Immunities poisoned

-

Senses darkvision 60 ft., passive Perception 9

-

Languages Abyssal, telepathy 60 ft. (works only with -creatures that understand Abyssal)

-

Challenge 1/4 (50 XP)

-
Actions
-

Multiattack. The dretch makes two attacks: -one with its bite and one with its claws.

-

Bite. Melee Weapon Attack: +2 to -hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

-

Claws. Melee Weapon Attack: +2 to -hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.

-

Fetid Cloud (1/Day). A 10-foot radius of -disgusting green gas extends out from the dretch. The gas spreads around -corners, and its area is lightly obscured. It lasts for 1 minute or -until a strong wind disperses it. Any creature that starts its turn in -that area must succeed on a DC 11 Constitution saving throw or be -poisoned until the start of its next turn. While poisoned in this way, -the target can take either an action or a bonus action on its turn, not -both, and can’t take reactions.

-

Glabrezu

-

Large fiend (demon), chaotic evil

-

Armor Class 17 (natural armor)

-

Hit Points 157 (15d10+75)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
20 (+5)15 (+2)21 (+5)19 (+4)17 (+3)16 (+3)
-

Saving Throws Str +9, Con +9, Wis +7, Cha +7

-

Damage Resistances cold, fire, lightning; -bludgeoning, piercing, and slashing from nonmagical attacks

-

Damage Immunities poison

-

Condition Immunities poisoned

-

Senses truesight 120 ft., passive Perception 13

-

Languages Abyssal, telepathy 120 ft.

-

Challenge 9 (5,000 XP)

-

Innate Spellcasting. The glabrezu’s -spellcasting ability is Intelligence (spell save DC 16). The glabrezu -can innately cast the following spells, requiring no material -Components

-

At will: darkness, detect magic, dispel -magic

-

1/day each: confusion, fly, power word -stun

-

Magic Resistance. The glabrezu has -advantage on saving throws against spells and other magical effects.

-
Actions
-

Multiattack. The glabrezu makes four -attacks: two with its pincers and two with its fists. Alternatively, it -makes two attacks with its pincers and casts one spell.

-

Pincer. Melee Weapon Attack: +9 to -hit, reach 10 ft., one target. Hit: 16 (2d10+5) bludgeoning -damage. If the target is a Medium or smaller creature, it is grappled -(escape DC 15). The glabrezu has two pincers, each of which can grapple -only one target.

-

Fist. Melee Weapon Attack: +9 to -hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning -damage.

-

Hezrou

-

Large fiend (demon), chaotic evil

-

Armor Class 16 (natural armor)

-

Hit Points 136 (13d10+65)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)17 (+3)20 (+5)5 (-3)12 (+1)13 (+1)
-

Saving Throws Str +7, Con +8, Wis +4

-

Damage Resistances cold, fire, lightning; -bludgeoning, piercing, and slashing from nonmagical attacks

-

Damage Immunities poison

-

Condition Immunities poisoned

-

Senses darkvision 120 ft., passive Perception 11

-

Languages Abyssal, telepathy 120 ft.

-

Challenge 8 (3,900 XP)

-

Magic Resistance. The hezrou has advantage -on saving throws against spells and other magical effects.

-

Stench. Any creature that starts its turn -within 10 feet of the hezrou must succeed on a DC 14 Constitution saving -throw or be poisoned until the start of its next turn. On a successful -saving throw, the creature is immune to the hezrou’s stench for 24 -hours.

-
Actions
-

Multiattack. The hezrou makes three -attacks: one with its bite and two with its claws.

-

Bite. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing -damage.

-

Claw. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing -damage.

-

Marilith

-

Large fiend (demon), chaotic evil

-

Armor Class 18 (natural armor)

-

Hit Points 189 (18d10+90)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)20 (+5)20 (+5)18 (+4)16 (+3)20 (+5)
-

Saving Throws Str +9, Con +10, Wis +8, Cha +10

-

Damage Resistances cold, fire, lightning; -bludgeoning, piercing, and slashing from nonmagical attacks

-

Damage Immunities poison

-

Condition Immunities poisoned

-

Senses truesight 120 ft., passive Perception 13

-

Languages Abyssal, telepathy 120 ft.

-

Challenge 16 (15,000 XP)

-

Magic Resistance. The marilith has -advantage on saving throws against spells and other magical effects.

-

Magic Weapons. The marilith’s weapon -attacks are magical.

-

Reactive. The marilith can take one -reaction on every turn in a combat.

-
Actions
-

Multiattack. The marilith makes seven -attacks: six with its longswords and one with its tail.

-

Longsword. Melee Weapon Attack: +9 -to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing -damage.

-

Tail. Melee Weapon Attack: +9 to -hit, reach 10 ft., one creature. Hit: 15 (2d10+4) bludgeoning -damage. If the target is Medium or smaller, it is grappled (escape DC -19). Until this grapple ends, the target is restrained, the marilith can -automatically hit the target with its tail, and the marilith can’t make -tail attacks against other targets.

-

Teleport. The marilith magically teleports, -along with any equipment it is wearing or carrying, up to 120 feet to an -unoccupied space it can see.

-
Reactions
-

Parry. The marilith adds 5 to its AC -against one melee attack that would hit it. To do so, the marilith must -see the attacker and be wielding a melee weapon.

-

Nalfeshnee

-

Large fiend (demon), chaotic evil

-

Armor Class 18 (natural armor)

-

Hit Points 184 (16d10+96)

-

Speed 20 ft., fly 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
21 (+5)10 (+0)22 (+6)19 (+4)12 (+1)15 (+2)
-

Saving Throws Con +11, Int +9, Wis +6, Cha +7

-

Damage Resistances cold, fire, lightning; -bludgeoning, piercing, and slashing from nonmagical attacks

-

Damage Immunities poison

-

Condition Immunities poisoned

-

Senses truesight 120 ft., passive Perception 11

-

Languages Abyssal, telepathy 120 ft.

-

Challenge 13 (10,000 XP)

-

Magic Resistance. The nalfeshnee has -advantage on saving throws against spells and other magical effects.

-
Actions
-

Multiattack. The nalfeshnee uses Horror -Nimbus if it can. It then makes three attacks: one with its bite and two -with its claws.

-

Bite. Melee Weapon Attack: +10 to -hit, reach 5 ft., one target. Hit: 32 (5d10+5) piercing -damage.

-

Claw. Melee Weapon Attack: +10 to -hit, reach 10 ft., one target. Hit: 15 (3d6+5) slashing -damage.

-

Horror Nimbus (Recharge 5-6). The -nalfeshnee magically emits scintillating, multicolored light. Each -creature within 15 feet of the nalfeshnee that can see the light must -succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A -creature can repeat the saving throw at the end of each of its turns, -ending the effect on itself on a success. If a creature’s saving throw -is successful or the effect ends for it, the creature is immune to the -nalfeshnee’s Horror Nimbus for the next 24 hours.

-

Teleport. The nalfeshnee magically -teleports, along with any equipment it is wearing or carrying, up to 120 -feet to an unoccupied space it can see.

-

Quasit

-

Tiny fiend (demon, shapechanger), chaotic evil

-

Armor Class 13

-

Hit Points 7 (3d4)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
5 (-3)17 (+3)10 (+0)7 (-2)10 (+0)10 (+0)
-

Skills Stealth +5

-

Damage Resistances cold, fire, lightning; -bludgeoning, piercing, and slashing from nonmagical attacks

-

Damage Immunities poison

-

Condition Immunities poisoned

-

Senses darkvision 120 ft., passive Perception 10

-

Languages Abyssal, Common

-

Challenge 1 (200 XP)

-

Shapechanger. The quasit can use its action -to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 -ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 -ft.), or back into its true form. Its statistics are the same in each -form, except for the speed changes noted. Any equipment it is wearing or -carrying isn’t transformed. It reverts to its true form if it dies.

-

Magic Resistance. The quasit has advantage -on saving throws against spells and other magical effects.

-
Actions
-

Claws (Bite in Beast Form). Melee -Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 -(1d4+3) piercing damage, and the target must succeed on a DC 10 -Constitution saving throw or take 5 (2d4) poison damage and become -poisoned for 1 minute. The target can repeat the saving throw at the end -of each of its turns, ending the effect on itself on a success.

-

Scare (1/Day). One creature of the quasit’s -choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw -or be frightened for 1 minute. The target can repeat the saving throw at -the end of each of its turns, with disadvantage if the quasit is within -line of sight, ending the effect on itself on a success.

-

Invisibility. The quasit magically turns -invisible until it attacks or uses Scare, or until its concentration -ends (as if concentrating on a spell). Any equipment the quasit wears or -carries is invisible with it.

-

Vrock

-

Large fiend (demon), chaotic evil

-

Armor Class 15 (natural armor)

-

Hit Points 104 (11d10+44)

-

Speed 40 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
17 (+3)15 (+2)18 (+4)8 (-1)13 (+1)8 (-1)
-

Saving Throws Dex +5, Wis +4, Cha +2

-

Damage Resistances cold, fire, lightning; -bludgeoning, piercing, and slashing from nonmagical attacks

-

Damage Immunities poison

-

Condition Immunities poisoned

-

Senses darkvision 120 ft., passive Perception 11

-

Languages Abyssal, telepathy 120 ft.

-

Challenge 6 (2,300 XP)

-

Magic Resistance. The vrock has advantage -on saving throws against spells and other magical effects.

-
Actions
-

Multiattack. The vrock makes two attacks: -one with its beak and one with its talons.

-

Beak. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing -damage.

-

Talons. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 14 (2d10+3) slashing -damage.

-

Spores (Recharge 6). A 15-foot radius cloud -of toxic spores extends out from the vrock. The spores spread around -corners. Each creature in that area must succeed on a DC 14 Constitution -saving throw or become poisoned. While poisoned in this way, a target -takes 5 (1d10) poison damage at the start of each of its turns. A target -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. Emptying a vial of holy water on the -target also ends the effect on it.

-

Stunning Screech (1/Day). The vrock emits a -horrific screech. Each creature within 20 feet of it that can hear it -and that isn’t a demon must succeed on a DC 14 Constitution saving throw -or be stunned until the end of the vrock’s next turn.

-

Devils

-

Barbed Devil

-

Medium fiend (devil), lawful evil

-

Armor Class 15 (natural armor)

-

Hit Points 110 (13d8+52)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)17 (+3)18 (+4)12 (+1)14 (+2)14 (+2)
-

Saving Throws Str +6, Con +7, Wis +5, Cha +5

-

Skills Deception +5, Insight +5, Perception +8

-

Damage Resistances cold; bludgeoning, piercing, and -slashing from nonmagical attacks that aren’t silvered

-

Damage Immunities fire, poison

-

Condition Immunities poisoned

-

Senses darkvision 120 ft., passive Perception 18

-

Languages Infernal, telepathy 120 ft.

-

Challenge 5 (1,800 XP)

-

Barbed Hide. At the start of each of its -turns, the barbed devil deals 5 (1d10) piercing damage to any creature -grappling it.

-

Devil’s Sight. Magical darkness doesn’t -impede the devil’s darkvision.

-

Magic Resistance. The devil has advantage -on saving throws against spells and other magical effects.

-
Actions
-

Multiattack. The devil makes three melee -attacks: one with its tail and two with its claws. Alternatively, it can -use Hurl Flame twice.

-

Claw. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing -damage.

-

Tail. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing -damage.

-

Hurl Flame. Ranged Spell Attack: -+5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire -damage. If the target is a flammable object that isn’t being worn or -carried, it also catches fire.

-

Bearded Devil

-

Medium fiend (devil), lawful evil

-

Armor Class 13 (natural armor)

-

Hit Points 52 (8d8+16)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)15 (+2)15 (+2)9 (-1)11 (+0)11 (+0)
-

Saving Throws Str +5, Con +4, Wis +2

-

Damage Resistances cold; bludgeoning, piercing, and -slashing from nonmagical attacks that aren’t silvered

-

Damage Immunities fire, poison

-

Condition Immunities poisoned

-

Senses darkvision 120 ft., passive Perception 10

-

Languages Infernal, telepathy 120 ft.

-

Challenge 3 (700 XP)

-

Devil’s Sight. Magical darkness doesn’t -impede the devil’s darkvision.

-

Magic Resistance. The devil has advantage -on saving throws against spells and other magical effects.

-

Steadfast. The devil can’t be frightened -while it can see an allied creature within 30 feet of it.

-
Actions
-

Multiattack. The devil makes two attacks: -one with its beard and one with its glaive.

-

Beard. Melee Weapon Attack: +5 to -hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing damage, -and the target must succeed on a DC 12 Constitution saving throw or be -poisoned for 1 minute. While poisoned in this way, the target can’t -regain hit points. The target can repeat the saving throw at the end of -each of its turns, ending the effect on itself on a success.

-

Glaive. Melee Weapon Attack: +5 to -hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing damage. -If the target is a creature other than an undead or a construct, it must -succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points -at the start of each of its turns due to an infernal wound. Each time -the devil hits the wounded target with this attack, the damage dealt by -the wound increases by 5 (1d10). Any creature can take an action to -stanch the wound with a successful DC 12 Wisdom (Medicine) check. The -wound also closes if the target receives magical healing.

-

Bone Devil

-

Large fiend (devil), lawful evil

-

Armor Class 19 (natural armor)

-

Hit Points 142 (15d10+60)

-

Speed 40 ft., fly 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)16 (+3)18 (+4)13 (+1)14 (+2)16 (+3)
-

Saving Throws Int +5, Wis +6, Cha +7

-

Skills Deception +7, Insight +6

-

Damage Resistances cold; bludgeoning, piercing, and -slashing from nonmagical attacks that aren’t silvered

-

Damage Immunities fire, poison

-

Condition Immunities poisoned

-

Senses darkvision 120 ft., passive Perception 12

-

Languages Infernal, telepathy 120 ft.

-

Challenge 9 (5,000 XP)

-

Devil’s Sight. Magical darkness doesn’t -impede the devil’s darkvision.

-

Magic Resistance. The devil has advantage -on saving throws against spells and other magical effects.

-
Actions
-

Multiattack. The devil makes three attacks: -two with its claws and one with its sting.

-

Claw. Melee Weapon Attack: +8 to -hit, reach 10 ft., one target. Hit: 8 (1d8+4) slashing -damage.

-

Sting. Melee Weapon Attack: +8 to -hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage -plus 17 (5d6) poison damage, and the target must succeed on a DC 14 -Constitution saving throw or become poisoned for 1 minute. The target -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success.

-

Chain Devil

-

Medium fiend (devil), lawful evil

-

Armor Class 16 (natural armor)

-

Hit Points 85 (10d8+40)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)15 (+2)18 (+4)11 (+0)12 (+1)14 (+2)
-

Saving Throws Con +7, Wis +4, Cha +5

-

Damage Resistances cold; bludgeoning, piercing, and -slashing from nonmagical attacks that aren’t silvered

-

Damage Immunities fire, poison

-

Condition Immunities poisoned

-

Senses darkvision 120 ft., passive Perception 11

-

Languages Infernal, telepathy 120 ft.

-

Challenge 8 (3,900 XP)

-

Devil’s Sight. Magical darkness doesn’t -impede the devil’s darkvision.

-

Magic Resistance. The devil has advantage -on saving throws against spells and other magical effects.

-
Actions
-

Multiattack. The devil makes two attacks -with its chains.

-

Chain. Melee Weapon Attack: +8 to -hit, reach 10 ft., one target. Hit: 11 (2d6+4) slashing damage. -The target is grappled (escape DC 14) if the devil isn’t already -grappling a creature. Until this grapple ends, the target is restrained -and takes 7 (2d6) piercing damage at the start of each of its turns.

-

Animate Chains (Recharges after a Short or Long -Rest). Up to four chains the devil can see within 60 feet -of it magically sprout razor-edged barbs and animate under the devil’s -control, provided that the chains aren’t being worn or carried.

-

Each animated chain is an object with AC 20, 20 hit points, -resistance to piercing damage, and immunity to psychic and thunder -damage. When the devil uses Multiattack on its turn, it can use each -animated chain to make one additional chain attack. An animated chain -can grapple one creature of its own but can’t make attacks while -grappling. An animated chain reverts to its inanimate state if reduced -to 0 hit points or if the devil is incapacitated or dies.

-
Reactions
-

Unnerving Mask. When a creature the devil -can see starts its turn within 30 feet of the devil, the devil can -create the illusion that it looks like one of the creature’s departed -loved ones or bitter enemies. If the creature can see the devil, it must -succeed on a DC 14 Wisdom saving throw or be frightened until the end of -its turn.

-

Erinyes

-

Medium fiend (devil), lawful evil

-

Armor Class 18 (plate)

-

Hit Points 153 (18d8+72)

-

Speed 30 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)16 (+3)18 (+4)14 (+2)14 (+2)18 (+4)
-

Saving Throws Dex +7, Con +8, Wis +6, Cha +8

-

Damage Resistances cold; bludgeoning, piercing, and -slashing from nonmagical attacks that aren’t silvered

-

Damage Immunities fire, poison

-

Condition Immunities poisoned

-

Senses truesight 120 ft., passive Perception 12

-

Languages Infernal, telepathy 120 ft.

-

Challenge 12 (8,400 XP)

-

Hellish Weapons. The erinyes’s weapon -attacks are magical and deal an extra 13 (3d8) poison damage on a hit -(included in the attacks).

-

Magic Resistance. The erinyes has advantage -on saving throws against spells and other magical effects.

-
Actions
-

Multiattack. The erinyes makes three -attacks.

-

Longsword. Melee Weapon Attack: +8 -to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing -damage, or 9 (1d10+4) slashing damage if used with two hands, plus 13 -(3d8) poison damage.

-

Longbow. Ranged Weapon Attack: +7 -to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing -damage plus 13 (3d8) poison damage, and the target must succeed on a DC -14 Constitution saving throw or be poisoned. The poison lasts until it -is removed by the lesser restoration spell or similar -magic.

-
Reactions
-

Parry. The erinyes adds 4 to its AC against -one melee attack that would hit it. To do so, the erinyes must see the -attacker and be wielding a melee weapon.

-

Horned Devil

-

Large fiend (devil), lawful evil

-

Armor Class 18 (natural armor)

-

Hit Points 148 (17d10+55)

-

Speed 20 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
22 (+6)17 (+3)21 (+5)12 (+1)16 (+3)17 (+3)
-

Saving Throws Str +10, Dex +7, Wis +7, Cha +7

-

Damage Resistances cold; bludgeoning, piercing, and -slashing from nonmagical attacks not made with silvered weapons

-

Damage Immunities fire, poison

-

Condition Immunities poisoned

-

Senses darkvision 120 ft., passive Perception 13

-

Languages Infernal, telepathy 120 ft.

-

Challenge 11 (7,200 XP)

-

Devil’s Sight. Magical darkness doesn’t -impede the devil’s darkvision.

-

Magic Resistance. The devil has advantage -on saving throws against spells and other magical effects.

-
Actions
-

Multiattack. The devil makes three melee -attacks: two with its fork and one with its tail. It can use Hurl Flame -in place of any melee attack.

-

Fork. Melee Weapon Attack: +10 to -hit, reach 10 ft., one target. Hit: 15 (2d8+6) piercing -damage.

-

Tail. Melee Weapon Attack: +10 to -hit, reach 10 ft., one target. Hit: 10 (1d8+6) piercing damage. -If the target is a creature other than an undead or a construct, it must -succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points -at the start of each of its turns due to an infernal wound. Each time -the devil hits the wounded target with this attack, the damage dealt by -the wound increases by 10 (3d6). Any creature can take an action to -stanch the wound with a successful DC 12 Wisdom (Medicine) check. The -wound also closes if the target receives magical healing.

-

Hurl Flame. Ranged Spell Attack: -+7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire -damage. If the target is a flammable object that isn’t being worn or -carried, it also catches fire.

-

Ice Devil

-

Large fiend (devil), lawful evil

-

Armor Class 18 (natural armor)

-

Hit Points 180 (19d10+76)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
21 (+5)14 (+2)18 (+4)18 (+4)15 (+2)18 (+4)
-

Saving Throws Dex +7, Con +9, Wis +7, Cha +9

-

Damage Resistances bludgeoning, piercing, and -slashing from nonmagical attacks that aren’t silvered

-

Damage Immunities cold, fire, poison

-

Condition Immunities poisoned

-

Senses blindsight 60 ft., darkvision 120 ft., -passive Perception 12

-

Languages Infernal, telepathy 120 ft.

-

Challenge 14 (11,500 XP)

-

Devil’s Sight. Magical darkness doesn’t -impede the devil’s darkvision.

-

Magic Resistance. The devil has advantage -on saving throws against spells and other magical effects.

-
Actions
-

Multiattack. The devil makes three attacks: -one with its bite, one with its claws, and one with its tail.

-

Bite. Melee Weapon Attack: +10 to -hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage -plus 10 (3d6) cold damage.

-

Claws. Melee Weapon Attack: +10 to -hit, reach 5 ft., one target. Hit: 10 (2d4+5) slashing damage -plus 10 (3d6) cold damage.

-

Tail. Melee Weapon Attack: +10 to -hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning -damage plus 10 (3d6) cold damage.

-

Wall of Ice (Recharge 6). The devil -magically forms an opaque wall of ice on a solid surface it can see -within 60 feet of it. The wall is 1 foot thick and up to 30 feet long -and 10 feet high, or it’s a hemispherical dome up to 20 feet in -diameter.

-

When the wall appears, each creature in its space is pushed out of it -by the shortest route. The creature chooses which side of the wall to -end up on, unless the creature is incapacitated. The creature then makes -a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed -save, or half as much damage on a successful one.

-

The wall lasts for 1 minute or until the devil is incapacitated or -dies. The wall can be damaged and breached; each 10-foot section has AC -5, 30 hit points, vulnerability to fire damage, and immunity to acid, -cold, necrotic, poison, and psychic damage. If a section is destroyed, -it leaves behind a sheet of frigid air in the space the wall occupied. -Whenever a creature finishes moving through the frigid air on a turn, -willingly or otherwise, the creature must make a DC 17 Constitution -saving throw, taking 17 (5d6) cold damage on a failed save, or half as -much damage on a successful one. The frigid air dissipates when the rest -of the wall vanishes.

-

Imp

-

Tiny fiend (devil, shapechanger), lawful evil

-

Armor Class 13

-

Hit Points 10 (3d4+3)

-

Speed 20 ft., fly 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
6 (-2)17 (+3)13 (+1)11 (+0)12 (+1)14 (+2)
-

Skills Deception +4, Insight +3, Persuasion +4, -Stealth +5

-

Damage Resistances cold; bludgeoning, piercing, and -slashing from nonmagical attacks not made with silvered weapons

-

Damage Immunities fire, poison

-

Condition Immunities poisoned

-

Senses darkvision 120 ft., passive Perception 11

-

Languages Infernal, Common

-

Challenge 1 (200 XP)

-

Shapechanger. The imp can use its action to -polymorph into a beast form that resembles a rat (speed 20 ft.), a raven -(20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into -its true form. Its statistics are the same in each form, except for the -speed changes noted. Any equipment it is wearing or carrying isn’t -transformed. It reverts to its true form if it dies.

-

Devil’s Sight. Magical darkness doesn’t -impede the imp’s darkvision.

-

Magic Resistance. The imp has advantage on -saving throws against spells and other magical effects.

-
Actions
-

Sting (Bite in Beast Form). Melee -Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 -(1d4+3) piercing damage, and the target must make on a DC 11 -Constitution saving throw, taking 10 (3d6) poison damage on a failed -save, or half as much damage on a successful one.

-

Invisibility. The imp magically turns -invisible until it attacks or until its concentration ends (as if -concentrating on a spell). Any equipment the imp wears or carries is -invisible with it.

-

Lemure

-

Medium fiend (devil), lawful evil

-

Armor Class 7

-

Hit Points 13 (3d8)

-

Speed 15 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
10 (+0)5 (-3)11 (+0)1 (-5)11 (+0)3 (-4)
-

Damage Resistances cold

-

Damage Immunities fire, poison

-

Condition Immunities charmed, frightened, -poisoned

-

Senses darkvision 120 ft., passive Perception 10

-

Languages understands Infernal but can’t speak

-

Challenge 0 (10 XP)

-

Devil’s Sight. Magical darkness doesn’t -impede the lemure’s darkvision.

-

Hellish Rejuvenation. A lemure that dies in -the Nine Hells comes back to life with all its hit points in 1d10 days -unless it is killed by a good-aligned creature with a bless -spell cast on that creature or its remains are sprinkled with holy -water.

-
Actions
-

Fist. Melee Weapon Attack: +3 to -hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning -damage.

-

Pit Fiend

-

Large fiend (devil), lawful evil

-

Armor Class 19 (natural armor)

-

Hit Points 300 (24d10+168)

-

Speed 30 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
26 (+8)14 (+2)24 (+7)22 (+6)18 (+4)24 (+7)
-

Saving Throws Dex +8, Con +13, Wis +10

-

Damage Resistances cold; bludgeoning, piercing, and -slashing from nonmagical attacks that aren’t silvered

-

Damage Immunities fire, poison

-

Condition Immunities poisoned

-

Senses truesight 120 ft., passive Perception 14

-

Languages Infernal, telepathy 120 ft.

-

Challenge 20 (25,000 XP)

-

Fear Aura. Any creature hostile to the pit -fiend that starts its turn within 20 feet of the pit fiend must make a -DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a -failed save, the creature is frightened until the start of its next -turn. If a creature’s saving throw is successful, the creature is immune -to the pit fiend’s Fear Aura for the next 24 hours.

-

Magic Resistance. The pit fiend has -advantage on saving throws against spells and other magical effects.

-

Magic Weapons. The pit fiend’s weapon -attacks are magical.

-

Innate Spellcasting. The pit fiend’s -spellcasting ability is Charisma (spell save DC 21). The pit fiend can -innately cast the following spells, requiring no material Components

-

At will: detect magic, fireball

-

3/day each: hold monster, wall of fire

-
Actions
-

Multiattack. The pit fiend makes four -attacks: one with its bite, one with its claw, one with its mace, and -one with its tail.

-

Bite. Melee Weapon Attack: +14 to -hit, reach 5 ft., one target. Hit: 22 (4d6+8) piercing damage. -The target must succeed on a DC 21 Constitution saving throw or become -poisoned. While poisoned in this way, the target can’t regain hit -points, and it takes 21 (6d6) poison damage at the start of each of its -turns. The poisoned target can repeat the saving throw at the end of -each of its turns, ending the effect on itself on a success.

-

Claw. Melee Weapon Attack: +14 to -hit, reach 10 ft., one target. Hit: 17 (2d8+8) slashing -damage.

-

Mace. Melee Weapon Attack: +14 to -hit, reach 10 ft., one target. Hit: 15 (2d6+8) bludgeoning -damage plus 21 (6d6) fire damage.

-

Tail. Melee Weapon Attack: +14 to -hit, reach 10 ft., one target. Hit: 24 (3d10+8) bludgeoning -damage.

-

Dinosaurs

-

Plesiosaurus

-

Large beast, unaligned

-

Armor Class 13 (natural armor)

-

Hit Points 68 (8d10+24)

-

Speed 20 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)15 (+2)16 (+3)2 (-4)12 (+1)5 (-3)
-

Skills Perception +3, Stealth +4

-

Senses passive Perception 13

-

Languages -

-

Challenge 2 (450 XP)

-

Hold Breath. The plesiosaurus can hold its -breath for 1 hour.

-
Actions
-

Bite. Melee Weapon Attack: +6 to -hit, reach 10 ft., one target. Hit: 14 (3d6+4) piercing -damage.

-

Triceratops

-

Huge beast, unaligned

-

Armor Class 13 (natural armor)

-

Hit Points 95 (10d12+30)

-

Speed 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
22 (+6)9 (-1)17 (+3)2 (-4)11 (+0)5 (-3)
-

Senses passive Perception 10

-

Languages -

-

Challenge 5 (1,800 XP)

-

Trampling Charge. If the triceratops moves -at least 20 feet straight toward a creature and then hits it with a gore -attack on the same turn, that target must succeed on a DC 13 Strength -saving throw or be knocked prone.

-

If the target is prone, the triceratops can make one stomp attack -against it as a bonus action.

-
Actions
-

Gore. Melee Weapon Attack: +9 to -hit, reach 5 ft., one target. Hit: 24 (4d8+6) piercing -damage.

-

Stomp. Melee Weapon Attack: +9 to -hit, reach 5 ft., one prone creature. Hit: 22 (3d10+6) -bludgeoning damage.

-

Tyrannosaurus Rex

-

Huge beast, unaligned

-

Armor Class 13 (natural armor)

-

Hit Points 136 (13d12+52)

-

Speed 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
25 (+7)10 (+0)19 (+4)2 (-4)12 (+1)9 (-1)
-

Skills Perception +4

-

Senses passive Perception 14

-

Languages -

-

Challenge 8 (3,900 XP)

-
Actions
-

Multiattack. The tyrannosaurus makes two -attacks: one with its bite and one with its tail. It can’t make both -attacks against the same target.

-

Bite. Melee Weapon Attack: +10 to -hit, reach 10 ft., one target. Hit: 33 (4d12+7) piercing -damage. If the target is a Medium or smaller creature, it is grappled -(escape DC 17). Until this grapple ends, the target is restrained, and -the tyrannosaurus can’t bite another target.

-

Tail. Melee Weapon Attack: +10 to -hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning -damage.

-

Doppelganger

-

Medium monstrosity (shapechanger), neutral

-

Armor Class 14

-

Hit Points 52 (8d8+16)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
11 (+0)18 (+4)14 (+2)11 (+0)12 (+1)14 (+2)
-

Skills Deception +6, Insight +3

-

Condition Immunities charmed

-

Senses darkvision 60 ft., passive Perception 11

-

Languages Common

-

Challenge 3 (700 XP)

-

Shapechanger. The doppelganger can use its -action to polymorph into a Small or Medium humanoid it has seen, or back -into its true form. Its statistics, other than its size, are the same in -each form. Any equipment it is wearing or carrying isn’t transformed. It -reverts to its true form if it dies.

-

Ambusher. The doppelganger has advantage on -attack rolls against any creature it has surprised.

-

Surprise Attack. If the doppelganger -surprises a creature and hits it with an attack during the first round -of combat, the target takes an extra 10 (3d6) damage from the -attack.

-
Actions
-

Multiattack. The doppelganger makes two -melee attacks.

-

Slam. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning -damage.

-

Read Thoughts. The doppelganger magically -reads the surface thoughts of one creature within 60 feet of it. The -effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of -stone, 2 inches of metal, or a thin sheet of lead blocks it. While the -target is in range, the doppelganger can continue reading its thoughts, -as long as the doppelganger’s concentration isn’t broken (as if -concentrating on a spell). While reading the target’s mind, the -doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, -Intimidation, and Persuasion) checks against the target.

-

Dragons, Chromatic

-

Black Dragon

-

Ancient Black Dragon

-

Gargantuan dragon, chaotic evil

-

Armor Class 22 (natural armor)

-

Hit Points 367 (21d20+147)

-

Speed 40 ft., fly 80 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
27 (+8)14 (+2)25 (+7)16 (+3)15 (+2)19 (+4)
-

Saving Throws Dex +9, Con +14, Wis +9, Cha +11

-

Skills Perception +16, Stealth +9

-

Damage Immunities acid

-

Senses blindsight 60 ft., darkvision 120 ft., -passive Perception 26

-

Languages Common, Draconic

-

Challenge 21 (33,000 XP)

-

Amphibious. The dragon can breathe air and -water.

-

Legendary Resistance (3/Day). If the dragon -fails a saving throw, it can choose to succeed instead.

-
Actions
-

Multiattack. The dragon can use its -Frightful Presence. It then makes three attacks: one with its bite and -two with its claws.

-

Bite. Melee Weapon Attack: +15 to -hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage -plus 9 (2d8) acid damage.

-

Claw. Melee Weapon Attack: +15 to -hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing -damage.

-

Tail. Melee Weapon Attack: +15 to -hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning -damage.

-

Frightful Presence. Each creature of the -dragon’s choice that is within 120 feet of the dragon and aware of it -must succeed on a DC 19 Wisdom saving throw or become frightened for 1 -minute. A creature can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. If a creature’s saving -throw is successful or the effect ends for it, the creature is immune to -the dragon’s Frightful Presence for the next 24 hours.

-

Acid Breath (Recharge 5-6). The dragon -exhales acid in a 90-foot line that is 10 feet wide. Each creature in -that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) -acid damage on a failed save, or half as much damage on a successful -one.

-
Legendary Actions
-

The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The dragon regains spent -legendary actions at the start of its turn.

-

Detect. The dragon makes a Wisdom (Perception) -check.

-

Tail Attack. The dragon makes a tail attack.

-

Wing Attack (Costs 2 Actions). The dragon beats its -wings. Each creature within 15 feet of the dragon must succeed on a DC -23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be -knocked prone. The dragon can then fly up to half its flying speed.

-

Adult Black Dragon

-

Huge dragon, chaotic evil

-

Armor Class 19 (natural armor)

-

Hit Points 195 (17d12+85)

-

Speed 40 ft., fly 80 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
23 (+6)14 (+2)21 (+5)14 (+2)13 (+1)17 (+3)
-

Saving Throws Dex +7, Con +10, Wis +6, Cha +8

-

Skills Perception +11, Stealth +7

-

Damage Immunities acid

-

Senses blindsight 60 ft., darkvision 120 ft., -passive Perception 21

-

Languages Common, Draconic

-

Challenge 14 (11,500 XP)

-

Amphibious. The dragon can breathe air and -water.

-

Legendary Resistance (3/Day). If the dragon -fails a saving throw, it can choose to succeed instead.

-
Actions
-

Multiattack. The dragon can use its -Frightful Presence. It then makes three attacks: one with its bite and -two with its claws.

-

Bite. Melee Weapon Attack: +11 to -hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage -plus 4 (1d8) acid damage.

-

Claw. Melee Weapon Attack: +11 to -hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing -damage.

-

Tail. Melee Weapon Attack: +11 to -hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning -damage.

-

Frightful Presence. Each creature of the -dragon’s choice that is within 120 feet of the dragon and aware of it -must succeed on a DC 16 Wisdom saving throw or become frightened for 1 -minute. A creature can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. If a creature’s saving -throw is successful or the effect ends for it, the creature is immune to -the dragon’s Frightful Presence for the next 24 hours.

-

Acid Breath (Recharge 5-6). The dragon -exhales acid in a 60-foot line that is 5 feet wide. Each creature in -that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) -acid damage on a failed save, or half as much damage on a successful -one.

-
Legendary Actions
-

The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The dragon regains spent -legendary actions at the start of its turn.

-

Detect. The dragon makes a Wisdom (Perception) -check.

-

Tail Attack. The dragon makes a tail attack.

-

Wing Attack (Costs 2 Actions). The dragon beats its -wings. Each creature within 10 feet of the dragon must succeed on a DC -19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be -knocked prone. The dragon can then fly up to half its flying speed.

-

Young Black Dragon

-

Large dragon, chaotic evil

-

Armor Class 18 (natural armor)

-

Hit Points 127 (15d10+45)

-

Speed 40 ft., fly 80 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)14 (+2)17 (+3)12 (+1)11 (+0)15 (+2)
-

Saving Throws Dex +5, Con +6, Wis +3, Cha +5

-

Skills Perception +6, Stealth +5

-

Damage Immunities acid

-

Senses blindsight 30 ft., darkvision 120 ft., -passive Perception 16

-

Languages Common, Draconic

-

Challenge 7 (2,900 XP)

-

Amphibious. The dragon can breathe air and -water.

-
Actions
-

Multiattack. The dragon makes three -attacks: one with its bite and two with its claws.

-

Bite. Melee Weapon Attack: +7 to -hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage -plus 4 (1d8) acid damage.

-

Claw. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing -damage.

-

Acid Breath (Recharge 5-6). The dragon -exhales acid in a 30-foot line that is 5 feet wide. Each creature in -that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) -acid damage on a failed save, or half as much damage on a successful -one.

-

Black Dragon Wyrmling

-

Medium dragon, chaotic evil

-

Armor Class 17 (natural armor)

-

Hit Points 33 (6d8+6)

-

Speed 30 ft., fly 60 ft., swim 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)14 (+2)13 (+1)10 (+0)11 (+0)13 (+1)
-

Saving Throws Dex +4, Con +3, Wis +2, Cha +3

-

Skills Perception +4, Stealth +4

-

Damage Immunities acid

-

Senses blindsight 10 ft., darkvision 60 ft., passive -Perception 14

-

Languages Draconic

-

Challenge 2 (450 XP)

-

Amphibious. The dragon can breathe air and -water.

-
Actions
-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage -plus 2 (1d4) acid damage.

-

Acid Breath (Recharge 5-6). The dragon -exhales acid in a 15-foot line that is 5 feet wide. Each creature in -that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid -damage on a failed save, or half as much damage on a successful one.

-

Blue Dragon

-

Ancient Blue Dragon

-

Gargantuan dragon, lawful evil

-

Armor Class 22 (natural armor)

-

Hit Points 481 (26d20+208)

-

Speed 40 ft., burrow 40 ft., fly 80 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
29 (+9)10 (+0)27 (+8)18 (+4)17 (+3)21 (+5)
-

Saving Throws Dex +7, Con +15, Wis +10, Cha +12

-

Skills Perception +17, Stealth +7

-

Damage Immunities lightning

-

Senses blindsight 60 ft., darkvision 120 ft., -passive Perception 27

-

Languages Common, Draconic

-

Challenge 23 (50,000 XP)

-

Legendary Resistance (3/Day). If the dragon -fails a saving throw, it can choose to succeed instead.

-
Actions
-

Multiattack. The dragon can use its -Frightful Presence. It then makes three attacks: one with its bite and -two with its claws.

-

Bite. Melee Weapon Attack: +16 to -hit, reach 15 ft., one target. Hit: 20 (2d10+9) piercing damage -plus 11 (2d10) lightning damage.

-

Claw. Melee Weapon Attack: +16 to -hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing -damage.

-

Tail. Melee Weapon Attack: +16 to -hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning -damage.

-

Frightful Presence. Each creature of the -dragon’s choice that is within 120 feet of the dragon and aware of it -must succeed on a DC 20 Wisdom saving throw or become frightened for 1 -minute. A creature can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. If a creature’s saving -throw is successful or the effect ends for it, the creature is immune to -the dragon’s Frightful Presence for the next 24 hours.

-

Lightning Breath (Recharge 5-6). The dragon -exhales lightning in a 120-foot line that is 10 feet wide. Each creature -in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) -lightning damage on a failed save, or half as much damage on a -successful one.

-
Legendary Actions
-

The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The dragon regains spent -legendary actions at the start of its turn.

-

Detect. The dragon makes a Wisdom (Perception) -check.

-

Tail Attack. The dragon makes a tail attack.

-

Wing Attack (Costs 2 Actions). The dragon beats its -wings. Each creature within 15 feet of the dragon must succeed on a DC -24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be -knocked prone. The dragon can then fly up to half its flying speed.

-

Adult Blue Dragon

-

Huge dragon, lawful evil

-

Armor Class 19 (natural armor)

-

Hit Points 225 (18d12+108)

-

Speed 40 ft., burrow 30 ft., fly 80 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
25 (+7)10 (+0)23 (+6)16 (+3)15 (+2)19 (+4)
-

Saving Throws Dex +5, Con +11, Wis +7, Cha +9

-

Skills Perception +12, Stealth +5

-

Damage Immunities lightning

-

Senses blindsight 60 ft., darkvision 120 ft., -passive Perception 22

-

Languages Common, Draconic

-

Challenge 16 (15,000 XP)

-

Legendary Resistance (3/Day). If the dragon -fails a saving throw, it can choose to succeed instead.

-
Actions
-

Multiattack. The dragon can use its -Frightful Presence. It then makes three attacks: one with its bite and -two with its claws.

-

Bite. Melee Weapon Attack: +12 to -hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage -plus 5 (1d10) lightning damage.

-

Claw. Melee Weapon Attack: +12 to -hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing -damage.

-

Tail. Melee Weapon Attack: +12 to -hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning -damage.

-

Frightful Presence. Each creature of the -dragon’s choice that is within 120 feet of the dragon and aware of it -must succeed on a DC 17 Wisdom saving throw or become frightened for 1 -minute. A creature can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. If a creature’s saving -throw is successful or the effect ends for it, the creature is immune to -the dragon’s Frightful Presence for the next 24 hours.

-

Lightning Breath (Recharge 5-6). The dragon -exhales lightning in a 90-foot line that is 5 feet wide. Each creature -in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) -lightning damage on a failed save, or half as much damage on a -successful one.

-
Legendary Actions
-

The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The dragon regains spent -legendary actions at the start of its turn.

-

Detect. The dragon makes a Wisdom (Perception) -check.

-

Tail Attack. The dragon makes a tail attack.

-

Wing Attack (Costs 2 Actions). The dragon beats its -wings. Each creature within 10 feet of the dragon must succeed on a DC -20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be -knocked prone. The dragon can then fly up to half its flying speed.

-

Young Blue Dragon

-

Large dragon, lawful evil

-

Armor Class 18 (natural armor)

-

Hit Points 152 (16d10+64)

-

Speed 40 ft., burrow 20 ft., fly 80 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
21 (+5)10 (+0)19 (+4)14 (+2)13 (+1)17 (+3)
-

Saving Throws Dex +4, Con +8, Wis +5, Cha +7

-

Skills Perception +9, Stealth +4

-

Damage Immunities lightning

-

Senses blindsight 30 ft., darkvision 120 ft., -passive Perception 19

-

Languages Common, Draconic

-

Challenge 9 (5,000 XP)

-
Actions
-

Multiattack. The dragon makes three -attacks: one with its bite and two with its claws.

-

Bite. Melee Weapon Attack: +9 to -hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage -plus 5 (1d10) lightning damage.

-

Claw. Melee Weapon Attack: +9 to -hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing -damage.

-

Lightning Breath (Recharge 5-6). The dragon -exhales lightning in an 60-foot line that is 5 feet wide. Each creature -in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) -lightning damage on a failed save, or half as much damage on a -successful one.

-

Blue Dragon Wyrmling

-

Medium dragon, lawful evil

-

Armor Class 17 (natural armor)

-

Hit Points 52 (8d8+16)

-

Speed 30 ft., burrow 15 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
17 (+3)10 (+0)15 (+2)12 (+1)11 (+0)15 (+2)
-

Saving Throws Dex +2, Con +4, Wis +2, Cha +4

-

Skills Perception +4, Stealth +2

-

Damage Immunities lightning

-

Senses blindsight 10 ft., darkvision 60 ft., passive -Perception 14

-

Languages Draconic

-

Challenge 3 (700 XP)

-
Actions
-

Bite. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage -plus 3 (1d6) lightning damage.

-

Lightning Breath (Recharge 5-6). The dragon -exhales lightning in a 30-foot line that is 5 feet wide. Each creature -in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) -lightning damage on a failed save, or half as much damage on a -successful one.

-

Green Dragon

-

Adult Green Dragon

-

Huge dragon, lawful evil

-

Armor Class 19 (natural armor)

-

Hit Points 207 (18d12+90)

-

Speed 40 ft., fly 80 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
23 (+6)12 (+1)21 (+5)18 (+4)15 (+2)17 (+3)
-

Saving Throws Dex +6, Con +10, Wis +7, Cha +8

-

Skills Deception +8, Insight +7, Perception +12, -Persuasion +8, Stealth +6

-

Damage Immunities poison

-

Condition Immunities poisoned

-

Senses blindsight 60 ft., darkvision 120 ft., -passive Perception 22

-

Languages Common, Draconic

-

Challenge 15 (13,000 XP)

-

Amphibious. The dragon can breathe air and -water.

-

Legendary Resistance (3/Day). If the dragon -fails a saving throw, it can choose to succeed instead.

-
Actions
-

Multiattack. The dragon can use its -Frightful Presence. It then makes three attacks: one with its bite and -two with its claws.

-

Bite. Melee Weapon Attack: +11 to -hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage -plus 7 (2d6) poison damage.

-

Claw. Melee Weapon Attack: +11 to -hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing -damage.

-

Tail. Melee Weapon Attack: +11 to -hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning -damage.

-

Frightful Presence. Each creature of the -dragon’s choice that is within 120 feet of the dragon and aware of it -must succeed on a DC 16 Wisdom saving throw or become frightened for 1 -minute. A creature can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. If a creature’s saving -throw is successful or the effect ends for it, the creature is immune to -the dragon’s Frightful Presence for the next 24 hours.

-

Poison Breath (Recharge 5-6). The dragon -exhales poisonous gas in a 60-foot cone. Each creature in that area must -make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage -on a failed save, or half as much damage on a successful one.

-
Legendary Actions
-

The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The dragon regains spent -legendary actions at the start of its turn.

-

Detect. The dragon makes a Wisdom (Perception) -check.

-

Tail Attack. The dragon makes a tail attack.

-

Wing Attack (Costs 2 Actions). The dragon beats its -wings. Each creature within 10 feet of the dragon must succeed on a DC -19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be -knocked prone. The dragon can then fly up to half its flying speed.

-

Young Green Dragon

-

Large dragon, lawful evil

-

Armor Class 18 (natural armor)

-

Hit Points 136 (16d10+48)

-

Speed 40 ft., fly 80 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)12 (+1)17 (+3)16 (+3)13 (+1)15 (+2)
-

Saving Throws Dex +4, Con +6, Wis +4, Cha +5

-

Skills Deception +5, Perception +7, Stealth +4

-

Damage Immunities poison

-

Condition Immunities poisoned

-

Senses blindsight 30 ft., darkvision 120 ft., -passive Perception 17

-

Languages Common, Draconic

-

Challenge 8 (3,900 XP)

-

Amphibious. The dragon can breathe air and -water.

-
Actions
-

Multiattack. The dragon makes three -attacks: one with its bite and two with its claws.

-

Bite. Melee Weapon Attack: +7 to -hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage -plus 7 (2d6) poison damage.

-

Claw. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing -damage.

-

Poison Breath (Recharge 5-6). The dragon -exhales poisonous gas in a 30-foot cone. Each creature in that area must -make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage -on a failed save, or half as much damage on a successful one.

-

Green Dragon Wyrmling

-

Medium dragon, lawful evil

-

Armor Class 17 (natural armor)

-

Hit Points 38 (7d8+7)

-

Speed 30 ft., fly 60 ft., swim 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)12 (+1)13 (+1)14 (+2)11 (+0)13 (+1)
-

Saving Throws Dex +3, Con +3, Wis +2, Cha +3

-

Skills Perception +4, Stealth +3

-

Damage Immunities poison

-

Condition Immunities poisoned

-

Senses blindsight 10 ft., darkvision 60 ft., passive -Perception 14

-

Languages Draconic

-

Challenge 2 (450 XP)

-

Amphibious. The dragon can breathe air and -water.

-
Actions
-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage -plus 3 (1d6) poison damage.

-

Poison Breath (Recharge 5-6). The dragon -exhales poisonous gas in a 15-foot cone. Each creature in that area must -make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on -a failed save, or half as much damage on a successful one.

-

Red Dragon

-

Ancient Red Dragon

-

Gargantuan dragon, chaotic evil

-

Armor Class 22 (natural armor)

-

Hit Points 546 (28d20+252)

-

Speed 40 ft., climb 40 ft., fly 80 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
30 (+10)10 (+0)29 (+9)18 (+4)15 (+2)23 (+6)
-

Saving Throws Dex +7, Con +16, Wis +9, Cha +13

-

Skills Perception +16, Stealth +7

-

Damage Immunities fire

-

Senses blindsight 60 ft., darkvision 120 ft., -passive Perception 26

-

Languages Common, Draconic

-

Challenge 24 (62,000 XP)

-

Legendary Resistance (3/Day). If the dragon -fails a saving throw, it can choose to succeed instead.

-
Actions
-

Multiattack. The dragon can use its -Frightful Presence. It then makes three attacks: one with its bite and -two with its claws.

-

Bite. Melee Weapon Attack: +17 to -hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing -damage plus 14 (4d6) fire damage.

-

Claw. Melee Weapon Attack: +17 to -hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing -damage.

-

Tail. Melee Weapon Attack: +17 to -hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning -damage.

-

Frightful Presence. Each creature of the -dragon’s choice that is within 120 feet of the dragon and aware of it -must succeed on a DC 21 Wisdom saving throw or become frightened for 1 -minute. A creature can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. If a creature’s saving -throw is successful or the effect ends for it, the creature is immune to -the dragon’s Frightful Presence for the next 24 hours.

-

Fire Breath (Recharge 5-6). The dragon -exhales fire in a 90-foot cone. Each creature in that area must make a -DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed -save, or half as much damage on a successful one.

-
Legendary Actions
-

The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The dragon regains spent -legendary actions at the start of its turn.

-

Detect. The dragon makes a Wisdom (Perception) -check.

-

Tail Attack. The dragon makes a tail attack.

-

Wing Attack (Costs 2 Actions). The dragon beats its -wings. Each creature within 15 feet of the dragon must succeed on a DC -25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be -knocked prone. The dragon can then fly up to half its flying speed.

-

Adult Red Dragon

-

Huge dragon, chaotic evil

-

Armor Class 19 (natural armor)

-

Hit Points 256 (19d12+133)

-

Speed 40 ft., climb 40 ft., fly 80 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
27 (+8)10 (+0)25 (+7)16 (+3)13 (+1)21 (+5)
-

Saving Throws Dex +6, Con +13, Wis +7, Cha +11

-

Skills Perception +13, Stealth +6

-

Damage Immunities fire

-

Senses blindsight 60 ft., darkvision 120 ft., -passive Perception 23

-

Languages Common, Draconic

-

Challenge 17 (18,000 XP)

-

Legendary Resistance (3/Day). If the dragon -fails a saving throw, it can choose to succeed instead.

-
Actions
-

Multiattack. The dragon can use its -Frightful Presence. It then makes three attacks: one with its bite and -two with its claws.

-

Bite. Melee Weapon Attack: +14 to -hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage -plus 7 (2d6) fire damage.

-

Claw. Melee Weapon Attack: +14 to -hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing -damage.

-

Tail. Melee Weapon Attack: +14 to -hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning -damage.

-

Frightful Presence. Each creature of the -dragon’s choice that is within 120 feet of the dragon and aware of it -must succeed on a DC 19 Wisdom saving throw or become frightened for 1 -minute. A creature can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. If a creature’s saving -throw is successful or the effect ends for it, the creature is immune to -the dragon’s Frightful Presence for the next 24 hours.

-

Fire Breath (Recharge 5-6). The dragon -exhales fire in a 60-foot cone. Each creature in that area must make a -DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed -save, or half as much damage on a successful one.

-
Legendary Actions
-

The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The dragon regains spent -legendary actions at the start of its turn.

-

Detect. The dragon makes a Wisdom (Perception) -check.

-

Tail Attack. The dragon makes a tail attack.

-

Wing Attack (Costs 2 Actions). The dragon beats its -wings. Each creature within 10 feet of the dragon must succeed on a DC -22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be -knocked prone. The dragon can then fly up to half its flying speed.

-

Young Red Dragon

-

Large dragon, chaotic evil

-

Armor Class 18 (natural armor)

-

Hit Points 178 (17d10+85)

-

Speed 40 ft., climb 40 ft., fly 80 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
23 (+6)10 (+0)21 (+5)14 (+2)11 (+0)19 (+4)
-

Saving Throws Dex +4, Con +9, Wis +4, Cha +8

-

Skills Perception +8, Stealth +4

-

Damage Immunities fire

-

Senses blindsight 30 ft., darkvision 120 ft., -passive Perception 18

-

Languages Common, Draconic

-

Challenge 10 (5,900 XP)

-
Actions
-

Multiattack. The dragon makes three -attacks: one with its bite and two with its claws.

-

Bite. Melee Weapon Attack: +10 to -hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage -plus 3 (1d6) fire damage.

-

Claw. Melee Weapon Attack: +10 to -hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing -damage.

-

Fire Breath (Recharge 5-6). The dragon -exhales fire in a 30-foot cone. Each creature in that area must make a -DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed -save, or half as much damage on a successful one.

-

Red Dragon Wyrmling

-

Medium dragon, chaotic evil

-

Armor Class 17 (natural armor)

-

Hit Points 75 (10d8+30)

-

Speed 30 ft., climb 30 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)10 (+0)17 (+3)12 (+1)11 (+0)15 (+2)
-

Saving Throws Dex +2, Con +5, Wis +2, Cha +4

-

Skills Perception +4, Stealth +2

-

Damage Immunities fire

-

Senses blindsight 10 ft., darkvision 60 ft., passive -Perception 14

-

Languages Draconic

-

Challenge 4 (1,100 XP)

-
Actions
-

Bite. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage -plus 3 (1d6) fire damage.

-

Fire Breath (Recharge 5-6). The dragon -exhales fire in a 15-foot cone. Each creature in that area must make a -DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed -save, or half as much damage on a successful one.

-

White Dragon

-

Ancient White Dragon

-

Gargantuan dragon, chaotic evil

-

Armor Class 20 (natural armor)

-

Hit Points 333 (18d20+144)

-

Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 -ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
26 (+8)10 (+0)26 (+8)10 (+0)13 (+1)14 (+2)
-

Saving Throws Dex +6, Con +14, Wis +7, Cha +8

-

Skills Perception +13, Stealth +6

-

Damage Immunities cold

-

Senses blindsight 60 ft., darkvision 120 ft., -passive Perception 23

-

Languages Common, Draconic

-

Challenge 20 (25,000 XP)

-

Ice Walk. The dragon can move across and -climb icy surfaces without needing to make an ability check. -Additionally, difficult terrain composed of ice or snow doesn’t cost it -extra moment.

-

Legendary Resistance (3/Day). If the dragon -fails a saving throw, it can choose to succeed instead.

-
Actions
-

Multiattack. The dragon can use its -Frightful Presence. It then makes three attacks: one with its bite and -two with its claws.

-

Bite. Melee Weapon Attack: +14 to -hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage -plus 9 (2d8) cold damage.

-

Claw. Melee Weapon Attack: +14 to -hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing -damage.

-

Tail. Melee Weapon Attack: +14 to -hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning -damage.

-

Frightful Presence. Each creature of the -dragon’s choice that is within 120 feet of the dragon and aware of it -must succeed on a DC 16 Wisdom saving throw or become frightened for 1 -minute. A creature can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. If a creature’s saving -throw is successful or the effect ends for it, the creature is immune to -the dragon’s Frightful Presence for the next 24 hours.

-

Cold Breath (Recharge 5-6). The dragon -exhales an icy blast in a 90-foot cone. Each creature in that area must -make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on -a failed save, or half as much damage on a successful one.

-
Legendary Actions
-

The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The dragon regains spent -legendary actions at the start of its turn.

-

Detect. The dragon makes a Wisdom (Perception) -check.

-

Tail Attack. The dragon makes a tail attack.

-

Wing Attack (Costs 2 Actions). The dragon beats its -wings. Each creature within 15 feet of the dragon must succeed on a DC -22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be -knocked prone. The dragon can then fly up to half its flying speed.

-

Adult White Dragon

-

Huge dragon, chaotic evil

-

Armor Class 18 (natural armor)

-

Hit Points 200 (16d12+96)

-

Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 -ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
22 (+6)10 (+0)22 (+6)8 (-1)12 (+1)12 (+1)
-

Saving Throws Dex +5, Con +11, Wis +6, Cha +6

-

Skills Perception +11, Stealth +5

-

Damage Immunities cold

-

Senses blindsight 60 ft., darkvision 120 ft., -passive Perception 21

-

Languages Common, Draconic

-

Challenge 13 (10,000 XP)

-

Ice Walk. The dragon can move across and -climb icy surfaces without needing to make an ability check. -Additionally, difficult terrain composed of ice or snow doesn’t cost it -extra moment.

-

Legendary Resistance (3/Day). If the dragon -fails a saving throw, it can choose to succeed instead.

-
Actions
-

Multiattack. The dragon can use its -Frightful Presence. It then makes three attacks: one with its bite and -two with its claws.

-

Bite. Melee Weapon Attack: +11 to -hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage -plus 4 (1d8) cold damage.

-

Claw. Melee Weapon Attack: +11 to -hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing -damage.

-

Tail. Melee Weapon Attack: +11 to -hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning -damage.

-

Frightful Presence. Each creature of the -dragon’s choice that is within 120 feet of the dragon and aware of it -must succeed on a DC 14 Wisdom saving throw or become frightened for 1 -minute. A creature can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. If a creature’s saving -throw is successful or the effect ends for it, the creature is immune to -the dragon’s Frightful Presence for the next 24 hours.

-

Cold Breath (Recharge 5-6). The dragon -exhales an icy blast in a 60-foot cone. Each creature in that area must -make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on -a failed save, or half as much damage on a successful one.

-
Legendary Actions
-

The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The dragon regains spent -legendary actions at the start of its turn.

-

Detect. The dragon makes a Wisdom (Perception) -check.

-

Tail Attack. The dragon makes a tail attack.

-

Wing Attack (Costs 2 Actions). The dragon beats its -wings. Each creature within 10 feet of the dragon must succeed on a DC -19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be -knocked prone. The dragon can then fly up to half its flying speed.

-

Young White Dragon

-

Large dragon, chaotic evil

-

Armor Class 17 (natural armor)

-

Hit Points 133 (14d10+56)

-

Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 -ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)10 (+0)18 (+4)6 (-2)11 (+0)12 (+1)
-

Saving Throws Dex +3, Con +7, Wis +3, Cha +4

-

Skills Perception +6, Stealth +3

-

Damage Immunities cold

-

Senses blindsight 30 ft., darkvision 120 ft., -passive Perception 16

-

Languages Common, Draconic

-

Challenge 6 (2,300 XP)

-

Ice Walk. The dragon can move across and -climb icy surfaces without needing to make an ability check. -Additionally, difficult terrain composed of ice or snow doesn’t cost it -extra moment.

-
Actions
-

Multiattack. The dragon makes three -attacks: one with its bite and two with its claws.

-

Bite. Melee Weapon Attack: +7 to -hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage -plus 4 (1d8) cold damage.

-

Claw. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing -damage.

-

Cold Breath (Recharge 5-6). The dragon -exhales an icy blast in a 30-foot cone. Each creature in that area must -make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on -a failed save, or half as much damage on a successful one.

-

White Dragon Wyrmling

-

Medium dragon, chaotic evil

-

Armor Class 16 (natural armor)

-

Hit Points 32 (5d8+10)

-

Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 -ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
14 (+2)10 (+0)14 (+2)5 (-3)10 (+0)11 (+0)
-

Saving Throws Dex +2, Con +4, Wis +2, Cha +2

-

Skills Perception +4, Stealth +2

-

Damage Immunities cold

-

Senses blindsight 10 ft., darkvision 60 ft., passive -Perception 14

-

Languages Draconic

-

Challenge 2 (450 XP)

-
Actions
-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage -plus 2 (1d4) cold damage.

-

Cold Breath (Recharge 5-6). The dragon -exhales an icy blast of hail in a 15-foot cone. Each creature in that -area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold -damage on a failed save, or half as much damage on a successful one.

-

Dragons, Metallic

-

Brass Dragon

-

Ancient Brass Dragon

-

Gargantuan dragon, chaotic good

-

Armor Class 20 (natural armor)

-

Hit Points 297 (17d20+119)

-

Speed 40 ft., burrow 40 ft., fly 80 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
27 (+8)10 (+0)25 (+7)16 (+3)15 (+2)19 (+4)
-

Saving Throws Dex +6, Con +13, Wis +8, Cha +10

-

Skills History +9, Perception +14, Persuasion +10, -Stealth +6

-

Damage Immunities fire

-

Senses blindsight 60 ft., darkvision 120 ft., -passive Perception 24

-

Languages Common, Draconic

-

Challenge 20 (25,000 XP)

-

Legendary Resistance (3/Day). If the dragon -fails a saving throw, it can choose to succeed instead.

-
Actions
-

Multiattack. The dragon can use its -Frightful Presence. It then makes three attacks: one with its bite and -two with its claws.

-

Bite. Melee Weapon Attack: +14 to -hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing -damage.

-

Claw. Melee Weapon Attack: +14 to -hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing -damage.

-

Tail. Melee Weapon Attack: +14 to -hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning -damage.

-

Frightful Presence. Each creature of the -dragon’s choice that is within 120 feet of the dragon and aware of it -must succeed on a DC 18 Wisdom saving throw or become frightened for 1 -minute. A creature can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. If a creature’s saving -throw is successful or the effect ends for it, the creature is immune to -the dragon’s Frightful Presence for the next 24 hours.

-

Breath Weapons (Recharge 5-6). The dragon -uses one of the following breath weapons:

-

Fire Breath. The dragon exhales fire in an 90-foot -line that is 10 feet wide. Each creature in that line must make a DC 21 -Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, -or half as much damage on a successful one.

-

Sleep Breath. The dragon exhales sleep gas in a -90-foot cone. Each creature in that area must succeed on a DC 21 -Constitution saving throw or fall unconscious for 10 minutes. This -effect ends for a creature if the creature takes damage or someone uses -an action to wake it.

-

Change Shape. The dragon magically -polymorphs into a humanoid or beast that has a challenge rating no -higher than its own, or back into its true form. It reverts to its true -form if it dies. Any equipment it is wearing or carrying is absorbed or -borne by the new form (the dragon’s choice).

-

In a new form, the dragon retains its alignment, hit points, Hit -Dice, ability to speak, proficiencies, Legendary Resistance, lair -actions, and Intelligence, Wisdom, and Charisma scores, as well as this -action. Its statistics and capabilities are otherwise replaced by those -of the new form, except any class features or legendary actions of that -form.

-
Legendary Actions
-

The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The dragon regains spent -legendary actions at the start of its turn.

-

Detect. The dragon makes a Wisdom (Perception) -check.

-

Tail Attack. The dragon makes a tail attack.

-

Wing Attack (Costs 2 Actions). The dragon beats its -wings. Each creature within 15 feet of the dragon must succeed on a DC -22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be -knocked prone. The dragon can then fly up to half its flying speed.

-

Adult Brass Dragon

-

Huge dragon, chaotic good

-

Armor Class 18 (natural armor)

-

Hit Points 172 (15d12+75)

-

Speed 40 ft., burrow 30 ft., fly 80 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
23 (+6)10 (+0)21 (+5)14 (+2)13 (+1)17 (+3)
-

Saving Throws Dex +5, Con +10, Wis +6, Cha +8

-

Skills History +7, Perception +11, Persuasion +8, -Stealth +5

-

Damage Immunities fire

-

Senses blindsight 60 ft., darkvision 120 ft., -passive Perception 21

-

Languages Common, Draconic

-

Challenge 13 (10,000 XP)

-

Legendary Resistance (3/Day). If the dragon -fails a saving throw, it can choose to succeed instead.

-
Actions
-

Multiattack. The dragon can use its -Frightful Presence. It then makes three attacks: one with its bite and -two with its claws.

-

Bite. Melee Weapon Attack: +11 to -hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing -damage.

-

Claw. Melee Weapon Attack: +11 to -hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing -damage.

-

Tail. Melee Weapon Attack: +11 to -hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning -damage.

-

Frightful Presence. Each creature of the -dragon’s choice that is within 120 feet of the dragon and aware of it -must succeed on a DC 16 Wisdom saving throw or become frightened for 1 -minute. A creature can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. If a creature’s saving -throw is successful or the effect ends for it, the creature is immune to -the dragon’s Frightful Presence for the next 24 hours.

-

Breath Weapons (Recharge 5-6). The dragon -uses one of the following breath weapons.

-

Fire Breath. The dragon exhales fire in an 60-foot -line that is 5 feet wide. Each creature in that line must make a DC 18 -Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, -or half as much damage on a successful one.

-

Sleep Breath. The dragon exhales sleep gas in a -60-foot cone. Each creature in that area must succeed on a DC 18 -Constitution saving throw or fall unconscious for 10 minutes. This -effect ends for a creature if the creature takes damage or someone uses -an action to wake it.

-
Legendary Actions
-

The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The dragon regains spent -legendary actions at the start of its turn.

-

Detect. The dragon makes a Wisdom (Perception) -check.

-

Tail Attack. The dragon makes a tail attack.

-

Wing Attack (Costs 2 Actions). The dragon beats its -wings. Each creature within 10 feet of the dragon must succeed on a DC -19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be -knocked prone. The dragon can then fly up to half its flying speed.

-

Young Brass Dragon

-

Large dragon, chaotic good

-

Armor Class 17 (natural armor)

-

Hit Points 110 (13d10+39)

-

Speed 40 ft., burrow 20 ft., fly 80 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)10 (+0)17 (+3)12 (+1)11 (+0)15 (+2)
-

Saving Throws Dex +3, Con +6, Wis +3, Cha +5

-

Skills Perception +6, Persuasion +5, Stealth +3

-

Damage Immunities fire

-

Senses blindsight 30 ft., darkvision 120 ft., -passive Perception 16

-

Languages Common, Draconic

-

Challenge 6 (2,300 XP)

-
Actions
-

Multiattack. The dragon makes three -attacks: one with its bite and two with its claws.

-

Bite. Melee Weapon Attack: +7 to -hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing -damage.

-

Claw. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing -damage.

-

Breath Weapons (Recharge 5-6). The dragon -uses one of the following breath weapons.

-

Fire Breath. The dragon exhales fire in a 40-foot -line that is 5 feet wide. Each creature in that line must make a DC 14 -Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, -or half as much damage on a successful one.

-

Sleep Breath. The dragon exhales sleep gas in a -30-foot cone. Each creature in that area must succeed on a DC 14 -Constitution saving throw or fall unconscious for 5 minutes. This effect -ends for a creature if the creature takes damage or someone uses an -action to wake it.

-

Brass Dragon Wyrmling

-

Medium dragon, chaotic good

-

Armor Class 16 (natural armor)

-

Hit Points 16 (3d8+3)

-

Speed 30 ft., burrow 15 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)10 (+0)13 (+1)10 (+0)11 (+0)13 (+1)
-

Saving Throws Dex +2, Con +3, Wis +2, Cha +3

-

Skills Perception +4, Stealth +2

-

Damage Immunities fire

-

Senses blindsight 10 ft., darkvision 60 ft., passive -Perception 14

-

Languages Draconic

-

Challenge 1 (200 XP)

-
Actions
-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing -damage.

-

Breath Weapons (Recharge 5-6). The dragon -uses one of the following breath weapons.

-

Fire Breath. The dragon exhales fire in an 20-foot -line that is 5 feet wide. Each creature in that line must make a DC 11 -Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or -half as much damage on a successful one.

-

Sleep Breath. The dragon exhales sleep gas in a -15-foot cone. Each creature in that area must succeed on a DC 11 -Constitution saving throw or fall unconscious for 1 minute. This effect -ends for a creature if the creature takes damage or someone uses an -action to wake it.

-

Bronze Dragon

-

Ancient Bronze Dragon

-

Gargantuan dragon, lawful good

-

Armor Class 22 (natural armor)

-

Hit Points 444 (24d20+192)

-

Speed 40 ft., fly 80 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
29 (+9)10 (+0)27 (+8)18 (+4)17 (+3)21 (+5)
-

Saving Throws Dex +7, Con +15, Wis +10, Cha +12

-

Skills Insight +10, Perception +17, Stealth +7

-

Damage Immunities lightning

-

Senses blindsight 60 ft., darkvision 120 ft., -passive Perception 27

-

Languages Common, Draconic

-

Challenge 22 (41,000 XP)

-

Amphibious. The dragon can breathe air and -water.

-

Legendary Resistance (3/Day). If the dragon -fails a saving throw, it can choose to succeed instead.

-
Actions
-

Multiattack. The dragon can use its -Frightful Presence. It then makes three attacks: one with its bite and -two with its claws.

-

Bite. Melee Weapon Attack: +16 to -hit, reach 15 ft., one target. Hit: 20 (2d10+9) piercing -damage.

-

Claw. Melee Weapon Attack: +16 to -hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing -damage.

-

Tail. Melee Weapon Attack: +16 to -hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning -damage.

-

Frightful Presence. Each creature of the -dragon’s choice that is within 120 feet of the dragon and aware of it -must succeed on a DC 20 Wisdom saving throw or become frightened for 1 -minute. A creature can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. If a creature’s saving -throw is successful or the effect ends for it, the creature is immune to -the dragon’s Frightful Presence for the next 24 hours.

-

Breath Weapons (Recharge 5-6). The dragon -uses one of the following breath weapons.

-

Lightning Breath. The dragon exhales lightning in a -120-foot line that is 10 feet wide. Each creature in that line must make -a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a -failed save, or half as much damage on a successful one.

-

Repulsion Breath. The dragon exhales repulsion -energy in a 30-foot cone. Each creature in that area must succeed on a -DC 23 Strength saving throw. On a failed save, the creature is pushed 60 -feet away from the dragon.

-

Change Shape. The dragon magically -polymorphs into a humanoid or beast that has a challenge rating no -higher than its own, or back into its true form. It reverts to its true -form if it dies. Any equipment it is wearing or carrying is absorbed or -borne by the new form (the dragon’s choice).

-

In a new form, the dragon retains its alignment, hit points, Hit -Dice, ability to speak, proficiencies, Legendary Resistance, lair -actions, and Intelligence, Wisdom, and Charisma scores, as well as this -action. Its statistics and capabilities are otherwise replaced by those -of the new form, except any class features or legendary actions of that -form.

-
Legendary Actions
-

The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The dragon regains spent -legendary actions at the start of its turn.

-

Detect. The dragon makes a Wisdom (Perception) -check.

-

Tail Attack. The dragon makes a tail attack.

-

Wing Attack (Costs 2 Actions). The dragon beats its -wings. Each creature within 15 feet of the dragon must succeed on a DC -24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be -knocked prone. The dragon can then fly up to half its flying speed.

-

Adult Bronze Dragon

-

Huge dragon, lawful good

-

Armor Class 19 (natural armor)

-

Hit Points 212 (17d12+102)

-

Speed 40 ft., fly 80 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
25 (+7)10 (+0)23 (+6)16 (+3)15 (+2)19 (+4)
-

Saving Throws Dex +5, Con +11, Wis +7, Cha +9

-

Skills Insight +7, Perception +12, Stealth +5

-

Damage Immunities lightning

-

Senses blindsight 60 ft., darkvision 120 ft., -passive Perception 22

-

Languages Common, Draconic

-

Challenge 15 (13,000 XP)

-

Amphibious. The dragon can breathe air and -water.

-

Legendary Resistance (3/Day). If the dragon -fails a saving throw, it can choose to succeed instead.

-
Actions
-

Multiattack. The dragon can use its -Frightful Presence. It then makes three attacks: one with its bite and -two with its claws.

-

Bite. Melee Weapon Attack: +12 to -hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing -damage.

-

Claw. Melee Weapon Attack: +12 to -hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing -damage.

-

Tail. Melee Weapon Attack: +12 to -hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning -damage.

-

Frightful Presence. Each creature of the -dragon’s choice that is within 120 feet of the dragon and aware of it -must succeed on a DC 17 Wisdom saving throw or become frightened for 1 -minute. A creature can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. If a creature’s saving -throw is successful or the effect ends for it, the creature is immune to -the dragon’s Frightful Presence for the next 24 hours.

-

Breath Weapons (Recharge 5-6). The dragon -uses one of the following breath weapons.

-

Lightning Breath. The dragon exhales lightning in a -90- foot line that is 5 feet wide. Each creature in that line must make -a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a -failed save, or half as much damage on a successful one.

-

Repulsion Breath. The dragon exhales repulsion -energy in a 30-foot cone. Each creature in that area must succeed on a -DC 19 Strength saving throw. On a failed save, the creature is pushed 60 -feet away from the dragon.

-

Change Shape. The dragon magically -polymorphs into a humanoid or beast that has a challenge rating no -higher than its own, or back into its true form. It reverts to its true -form if it dies. Any equipment it is wearing or carrying is absorbed or -borne by the new form (the dragon’s choice).

-

In a new form, the dragon retains its alignment, hit points, Hit -Dice, ability to speak, proficiencies, Legendary Resistance, lair -actions, and Intelligence, Wisdom, and Charisma scores, as well as this -action. Its statistics and capabilities are otherwise replaced by those -of the new form, except any class features or legendary actions of that -form.

-
Legendary Actions
-

The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The dragon regains spent -legendary actions at the start of its turn.

-

Detect. The dragon makes a Wisdom (Perception) -check.

-

Tail Attack. The dragon makes a tail attack.

-

Wing Attack (Costs 2 Actions). The dragon beats its -wings. Each creature within 10 feet of the dragon must succeed on a DC -20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be -knocked prone. The dragon can then fly up to half its flying speed.

-

Young Bronze Dragon

-

Large dragon, lawful good

-

Armor Class 18 (natural armor)

-

Hit Points 142 (15d10+60)

-

Speed 40 ft., fly 80 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
21 (+5)10 (+0)19 (+4)14 (+2)13 (+1)17 (+3)
-

Saving Throws Dex +3, Con +7, Wis +4, Cha +6

-

Skills Insight +4, Perception +7, Stealth +3

-

Damage Immunities lightning

-

Senses blindsight 30 ft., darkvision 120 ft., -passive Perception 17

-

Languages Common, Draconic

-

Challenge 8 (3,900 XP)

-

Amphibious. The dragon can breathe air and -water.

-
Actions
-

Multiattack. The dragon makes three -attacks: one with its bite and two with its claws.

-

Bite. Melee Weapon Attack: +8 to -hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing -damage.

-

Claw. Melee Weapon Attack: +8 to -hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing -damage.

-

Breath Weapons (Recharge 5-6). The dragon -uses one of the following breath weapons.

-

Lightning Breath. The dragon exhales lightning in a -60- foot line that is 5 feet wide. Each creature in that line must make -a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a -failed save, or half as much damage on a successful one.

-

Repulsion Breath. The dragon exhales repulsion -energy in a 30-foot cone. Each creature in that area must succeed on a -DC 15 Strength saving throw. On a failed save, the creature is pushed 40 -feet away from the dragon.

-

Bronze Dragon Wyrmling

-

Medium dragon, lawful good

-

Armor Class 17 (natural armor)

-

Hit Points 32 (5d8+10)

-

Speed 30 ft., fly 60 ft., swim 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
17 (+3)10 (+0)15 (+2)12 (+1)11 (+0)15 (+2)
-

Saving Throws Dex +2, Con +4, Wis +2, Cha +4

-

Skills Perception +4, Stealth +2

-

Damage Immunities lightning

-

Senses blindsight 10 ft., darkvision 60 ft., passive -Perception 14

-

Languages Draconic

-

Challenge 2 (450 XP)

-

Amphibious. The dragon can breathe air and -water.

-
Actions
-

Bite. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing -damage.

-

Breath Weapons (Recharge 5-6). The dragon -uses one of the following breath weapons.

-

Lightning Breath. The dragon exhales lightning in a -40- foot line that is 5 feet wide. Each creature in that line must make -a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a -failed save, or half as much damage on a successful one.

-

Repulsion Breath. The dragon exhales repulsion -energy in a 30-foot cone. Each creature in that area must succeed on a -DC 12 Strength saving throw. On a failed save, the creature is pushed 30 -feet away from the dragon.

-

Copper Dragon

-

Ancient Copper Dragon

-

Gargantuan dragon, chaotic good

-

Armor Class 21 (natural armor)

-

Hit Points 350 (20d20+140)

-

Speed 40 ft., climb 40 ft., fly 80 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
27 (+8)12 (+1)25 (+7)20 (+5)17 (+3)19 (+4)
-

Saving Throws Dex +8, Con +14, Wis +10, Cha +11

-

Skills Deception +11, Perception +17, Stealth +8

-

Damage Immunities acid

-

Senses blindsight 60 ft., darkvision 120 ft., -passive Perception 27

-

Languages Common, Draconic

-

Challenge 21 (33,000 XP)

-

Legendary Resistance (3/Day). If the dragon -fails a saving throw, it can choose to succeed instead.

-
Actions
-

Multiattack. The dragon can use its -Frightful Presence. It then makes three attacks: one with its bite and -two with its claws.

-

Bite. Melee Weapon Attack: +15 to -hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing -damage.

-

Claw. Melee Weapon Attack: +15 to -hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing -damage.

-

Tail. Melee Weapon Attack: +15 to -hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning -damage.

-

Frightful Presence. Each creature of the -dragon’s choice that is within 120 feet of the dragon and aware of it -must succeed on a DC 19 Wisdom saving throw or become frightened for 1 -minute. A creature can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. If a creature’s saving -throw is successful or the effect ends for it, the creature is immune to -the dragon’s Frightful Presence for the next 24 hours.

-

Breath Weapons (Recharge 5-6). The dragon -uses one of the following breath weapons.

-

Acid Breath. The dragon exhales acid in an 90-foot -line that is 10 feet wide. Each creature in that line must make a DC 22 -Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, -or half as much damage on a successful one.

-

Slowing Breath. The dragon exhales gas in a 90-foot -cone. Each creature in that area must succeed on a DC 22 Constitution -saving throw. On a failed save, the creature can’t use reactions, its -speed is halved, and it can’t make more than one attack on its turn. In -addition, the creature can use either an action or a bonus action on its -turn, but not both. These effects last for 1 minute. The creature can -repeat the saving throw at the end of each of its turns, ending the -effect on itself with a successful save.

-

Change Shape. The dragon magically -polymorphs into a humanoid or beast that has a challenge rating no -higher than its own, or back into its true form. It reverts to its true -form if it dies. Any equipment it is wearing or carrying is absorbed or -borne by the new form (the dragon’s choice).

-

In a new form, the dragon retains its alignment, hit points, Hit -Dice, ability to speak, proficiencies, Legendary Resistance, lair -actions, and Intelligence, Wisdom, and Charisma scores, as well as this -action. Its statistics and capabilities are otherwise replaced by those -of the new form, except any class features or legendary actions of that -form.

-
Legendary Actions
-

The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The dragon regains spent -legendary actions at the start of its turn.

-

Detect. The dragon makes a Wisdom (Perception) -check.

-

Tail Attack. The dragon makes a tail attack.

-

Wing Attack (Costs 2 Actions). The dragon beats its -wings. Each creature within 15 feet of the dragon must succeed on a DC -23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be -knocked prone. The dragon can then fly up to half its flying speed.

-

Adult Copper Dragon

-

Huge dragon, chaotic good

-

Armor Class 18 (natural armor)

-

Hit Points 184 (16d12+80)

-

Speed 40 ft., climb 40 ft., fly 80 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
23 (+6)12 (+1)21 (+5)18 (+4)15 (+2)17 (+3)
-

Saving Throws Dex +6, Con +10, Wis +7, Cha +8

-

Skills Deception +8, Perception +12, Stealth +6

-

Damage Immunities acid

-

Senses blindsight 60 ft., darkvision 120 ft., -passive Perception 22

-

Languages Common, Draconic

-

Challenge 14 (11,500 XP)

-

Legendary Resistance (3/Day). If the dragon -fails a saving throw, it can choose to succeed instead.

-
Actions
-

Multiattack. The dragon can use its -Frightful Presence. It then makes three attacks: one with its bite and -two with its claws.

-

Bite. Melee Weapon Attack: +11 to -hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing -damage.

-

Claw. Melee Weapon Attack: +11 to -hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing -damage.

-

Tail. Melee Weapon Attack: +11 to -hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning -damage.

-

Frightful Presence. Each creature of the -dragon’s choice that is within 120 feet of the dragon and aware of it -must succeed on a DC 16 Wisdom saving throw or become frightened for 1 -minute. A creature can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. If a creature’s saving -throw is successful or the effect ends for it, the creature is immune to -the dragon’s Frightful Presence for the next 24 hours.

-

Breath Weapons (Recharge 5-6). The dragon -uses one of the following breath weapons.

-

Acid Breath. The dragon exhales acid in an 60-foot -line that is 5 feet wide. Each creature in that line must make a DC 18 -Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, -or half as much damage on a successful one.

-

Slowing Breath. The dragon exhales gas in a 60-foot -cone. Each creature in that area must succeed on a DC 18 Constitution -saving throw. On a failed save, the creature can’t use reactions, its -speed is halved, and it can’t make more than one attack on its turn. In -addition, the creature can use either an action or a bonus action on its -turn, but not both. These effects last for 1 minute. The creature can -repeat the saving throw at the end of each of its turns, ending the -effect on itself with a successful save.

-
Legendary Actions
-

The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The dragon regains spent -legendary actions at the start of its turn.

-

Detect. The dragon makes a Wisdom (Perception) -check.

-

Tail Attack. The dragon makes a tail attack.

-

Wing Attack (Costs 2 Actions). The dragon beats its -wings. Each creature within 10 feet of the dragon must succeed on a DC -19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be -knocked prone. The dragon can then fly up to half its flying speed.

-

Young Copper Dragon

-

Large dragon, chaotic good

-

Armor Class 17 (natural armor)

-

Hit Points 119 (14d10+42)

-

Speed 40 ft., climb 40 ft., fly 80 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)12 (+1)17 (+3)16 (+3)13 (+1)15 (+2)
-

Saving Throws Dex +4, Con +6, Wis +4, Cha +5

-

Skills Deception +5, Perception +7, Stealth +4

-

Damage Immunities acid

-

Senses blindsight 30 ft., darkvision 120 ft., -passive Perception 17

-

Languages Common, Draconic

-

Challenge 7 (2,900 XP)

-
Actions
-

Multiattack. The dragon makes three -attacks: one with its bite and two with its claws.

-

Bite. Melee Weapon Attack: +7 to -hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing -damage.

-

Claw. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing -damage.

-

Breath Weapons (Recharge 5-6). The dragon -uses one of the following breath weapons.

-

Acid Breath. The dragon exhales acid in an 40-foot -line that is 5 feet wide. Each creature in that line must make a DC 14 -Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or -half as much damage on a successful one.

-

Slowing Breath. The dragon exhales gas in a 30-foot -cone. Each creature in that area must succeed on a DC 14 Constitution -saving throw. On a failed save, the creature can’t use reactions, its -speed is halved, and it can’t make more than one attack on its turn. In -addition, the creature can use either an action or a bonus action on its -turn, but not both. These effects last for 1 minute. The creature can -repeat the saving throw at the end of each of its turns, ending the -effect on itself with a successful save.

-

Copper Dragon Wyrmling

-

Medium dragon, chaotic good

-

Armor Class 16 (natural armor)

-

Hit Points 22 (4d8+4)

-

Speed 30 ft., climb 30 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)12 (+1)13 (+1)14 (+2)11 (+0)13 (+1)
-

Saving Throws Dex +3, Con +3, Wis +2, Cha +3

-

Skills Perception +4, Stealth +3

-

Damage Immunities acid

-

Senses blindsight 10 ft., darkvision 60 ft., passive -Perception 14

-

Languages Draconic

-

Challenge 1 (200 XP)

-
Actions
-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing -damage.

-

Breath Weapons (Recharge 5-6). The dragon -uses one of the following breath weapons.

-

Acid Breath. The dragon exhales acid in an 20-foot -line that is 5 feet wide. Each creature in that line must make a DC 11 -Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or -half as much damage on a successful one.

-

Slowing Breath. The dragon exhales gas in a 15-foot -cone. Each creature in that area must succeed on a DC 11 Constitution -saving throw. On a failed save, the creature can’t use reactions, its -speed is halved, and it can’t make more than one attack on its turn. In -addition, the creature can use either an action or a bonus action on its -turn, but not both. These effects last for 1 minute. The creature can -repeat the saving throw at the end of each of its turns, ending the -effect on itself with a successful save.

-

Gold Dragon

-

Ancient Gold Dragon

-

Gargantuan dragon, lawful good

-

Armor Class 22 (natural armor)

-

Hit Points 546 (28d20+252)

-

Speed 40 ft., fly 80 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
30 (+10)14 (+2)29 (+9)18 (+4)17 (+3)28 (+9)
-

Saving Throws Dex +9, Con +16, Wis +10, Cha +16

-

Skills Insight +10, Perception +17, Persuasion +16, -Stealth +9

-

Damage Immunities fire

-

Senses blindsight 60 ft., darkvision 120 ft., -passive Perception 27

-

Languages Common, Draconic

-

Challenge 24 (62,000 XP)

-

Amphibious. The dragon can breathe air and -water.

-

Legendary Resistance (3/Day). If the dragon -fails a saving throw, it can choose to succeed instead.

-
Actions
-

Multiattack. The dragon can use its -Frightful Presence. It then makes three attacks: one with its bite and -two with its claws.

-

Bite. Melee Weapon Attack: +17 to -hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing -damage.

-

Claw. Melee Weapon Attack: +17 to -hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing -damage.

-

Tail. Melee Weapon Attack: +17 to -hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning -damage.

-

Frightful Presence. Each creature of the -dragon’s choice that is within 120 feet of the dragon and aware of it -must succeed on a DC 24 Wisdom saving throw or become frightened for 1 -minute. A creature can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. If a creature’s saving -throw is successful or the effect ends for it, the creature is immune to -the dragon’s Frightful Presence for the next 24 hours.

-

Breath Weapons (Recharge 5-6). The dragon -uses one of the following breath weapons.

-

Fire Breath. The dragon exhales fire in a 90-foot -cone. Each creature in that area must make a DC 24 Dexterity saving -throw, taking 71 (13d10) fire damage on a failed save, or half as much -damage on a successful one.

-

Weakening Breath. The dragon exhales gas in a -90-foot cone. Each creature in that area must succeed on a DC 24 -Strength saving throw or have disadvantage on Strength-based attack -rolls, Strength checks, and Strength saving throws for 1 minute. A -creature can repeat the saving throw at the end of each of its turns, -ending the effect on itself on a success.

-

Change Shape. The dragon magically -polymorphs into a humanoid or beast that has a challenge rating no -higher than its own, or back into its true form. It reverts to its true -form if it dies. Any equipment it is wearing or carrying is absorbed or -borne by the new form (the dragon’s choice).

-

In a new form, the dragon retains its alignment, hit points, Hit -Dice, ability to speak, proficiencies, Legendary Resistance, lair -actions, and Intelligence, Wisdom, and Charisma scores, as well as this -action. Its statistics and capabilities are otherwise replaced by those -of the new form, except any class features or legendary actions of that -form.

-
Legendary Actions
-

The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The dragon regains spent -legendary actions at the start of its turn.

-

Detect. The dragon makes a Wisdom (Perception) -check.

-

Tail Attack. The dragon makes a tail attack.

-

Wing Attack (Costs 2 Actions). The dragon beats its -wings. Each creature within 15 feet of the dragon must succeed on a DC -25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be -knocked prone. The dragon can then fly up to half its flying speed.

-

Adult Gold Dragon

-

Huge dragon, lawful good

-

Armor Class 19 (natural armor)

-

Hit Points 256 (19d12+133)

-

Speed 40 ft., fly 80 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
27 (+8)14 (+2)25 (+7)16 (+3)15 (+2)24 (+7)
-

Saving Throws Dex +8, Con +13, Wis +8, Cha +13

-

Skills Insight +8, Perception +14, Persuasion +13, -Stealth +8

-

Damage Immunities fire

-

Senses blindsight 60 ft., darkvision 120 ft., -passive Perception 24

-

Languages Common, Draconic

-

Challenge 17 (18,000 XP)

-

Amphibious. The dragon can breathe air and -water.

-

Legendary Resistance (3/Day). If the dragon -fails a saving throw, it can choose to succeed instead.

-
Actions
-

Multiattack. The dragon can use its -Frightful Presence. It then makes three attacks: one with its bite and -two with its claws.

-

Bite. Melee Weapon Attack: +14 to -hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing -damage.

-

Claw. Melee Weapon Attack: +14 to -hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing -damage.

-

Tail. Melee Weapon Attack: +14 to -hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning -damage.

-

Frightful Presence. Each creature of the -dragon’s choice that is within 120 feet of the dragon and aware of it -must succeed on a DC 21 Wisdom saving throw or become frightened for 1 -minute. A creature can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. If a creature’s saving -throw is successful or the effect ends for it, the creature is immune to -the dragon’s Frightful Presence for the next 24 hours.

-

Breath Weapons (Recharge 5-6). The dragon -uses one of the following breath weapons.

-

Fire Breath. The dragon exhales fire in a 60-foot -cone. Each creature in that area must make a DC 21 Dexterity saving -throw, taking 66 (12d10) fire damage on a failed save, or half as much -damage on a successful one.

-

Weakening Breath. The dragon exhales gas in a -60-foot cone. Each creature in that area must succeed on a DC 21 -Strength saving throw or have disadvantage on Strength-based attack -rolls, Strength checks, and Strength saving throws for 1 minute. A -creature can repeat the saving throw at the end of each of its turns, -ending the effect on itself on a success.

-

Change Shape. The dragon magically -polymorphs into a humanoid or beast that has a challenge rating no -higher than its own, or back into its true form. It reverts to its true -form if it dies. Any equipment it is wearing or carrying is absorbed or -borne by the new form (the dragon’s choice).

-

In a new form, the dragon retains its alignment, hit points, Hit -Dice, ability to speak, proficiencies, Legendary Resistance, lair -actions, and Intelligence, Wisdom, and Charisma scores, as well as this -action. Its statistics and capabilities are otherwise replaced by those -of the new form, except any class features or legendary actions of that -form.

-
Legendary Actions
-

The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The dragon regains spent -legendary actions at the start of its turn.

-

Detect. The dragon makes a Wisdom (Perception) -check.

-

Tail Attack. The dragon makes a tail attack.

-

Wing Attack (Costs 2 Actions). The dragon beats its -wings. Each creature within 10 feet of the dragon must succeed on a DC -22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be -knocked prone. The dragon can then fly up to half its flying speed.

-

Young Gold Dragon

-

Large dragon, lawful good

-

Armor Class 18 (natural armor)

-

Hit Points 178 (17d10+85)

-

Speed 40 ft., fly 80 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
23 (+6)14 (+2)21 (+5)16 (+3)13 (+1)20 (+5)
-

Saving Throws Dex +6, Con +9, Wis +5, Cha +9

-

Skills Insight +5, Perception +9, Persuasion +9, -Stealth +6

-

Damage Immunities fire

-

Senses blindsight 30 ft., darkvision 120 ft., -passive Perception 19

-

Languages Common, Draconic

-

Challenge 10 (5,900 XP)

-

Amphibious. The dragon can breathe air and -water.

-
Actions
-

Multiattack. The dragon makes three -attacks: one with its bite and two with its claws.

-

Bite. Melee Weapon Attack: +10 to -hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing -damage.

-

Claw. Melee Weapon Attack: +10 to -hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing -damage.

-

Breath Weapons (Recharge 5-6). The dragon -uses one of the following breath weapons.

-

Fire Breath. The dragon exhales fire in a 30-foot -cone. Each creature in that area must make a DC 17 Dexterity saving -throw, taking 55 (10d10) fire damage on a failed save, or half as much -damage on a successful one.

-

Weakening Breath. The dragon exhales gas in a -30-foot cone. Each creature in that area must succeed on a DC 17 -Strength saving throw or have disadvantage on Strength-based attack -rolls, Strength checks, and Strength saving throws for 1 minute. A -creature can repeat the saving throw at the end of each of its turns, -ending the effect on itself on a success.

-

Gold Dragon Wyrmling

-

Medium dragon, lawful good

-

Armor Class 17 (natural armor)

-

Hit Points 60 (8d8+24)

-

Speed 30 ft., fly 60 ft., swim 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)14 (+2)17 (+3)14 (+2)11 (+0)16 (+3)
-

Saving Throws Dex +4, Con +5, Wis +2, Cha +5

-

Skills Perception +4, Stealth +4

-

Damage Immunities fire

-

Senses blindsight 10 ft., darkvision 60 ft., passive -Perception 14

-

Languages Draconic

-

Challenge 3 (700 XP)

-

Amphibious. The dragon can breathe air and -water.

-
Actions
-

Bite. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing -damage.

-

Breath Weapons (Recharge 5-6). The dragon -uses one of the following breath weapons.

-

Fire Breath. The dragon exhales fire in a 15-foot -cone. Each creature in that area must make a DC 13 Dexterity saving -throw, taking 22 (4d10) fire damage on a failed save, or half as much -damage on a successful one.

-

Weakening Breath. The dragon exhales gas in a -15-foot cone. Each creature in that area must succeed on a DC 13 -Strength saving throw or have disadvantage on Strength-based attack -rolls, Strength checks, and Strength saving throws for 1 minute. A -creature can repeat the saving throw at the end of each of its turns, -ending the effect on itself on a success.

-

Silver Dragon

-

Ancient Silver Dragon

-

Gargantuan dragon, lawful good

-

Armor Class 22 (natural armor)

-

Hit Points 487 (25d20+225)

-

Speed 40 ft., fly 80 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
30 (+10)10 (+0)29 (+9)18 (+4)15 (+2)23 (+6)
-

Saving Throws Dex +7, Con +16, Wis +9, Cha +13

-

Skills Arcana +11, History +11, Perception +16, -Stealth +7

-

Damage Immunities cold

-

Senses blindsight 60 ft., darkvision 120 ft., -passive Perception 26

-

Languages Common, Draconic

-

Challenge 23 (50,000 XP)

-

Legendary Resistance (3/Day). If the dragon -fails a saving throw, it can choose to succeed instead.

-
Actions
-

Multiattack. The dragon can use its -Frightful Presence. It then makes three attacks: one with its bite and -two with its claws.

-

Bite. Melee Weapon Attack: +17 to -hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing -damage.

-

Claw. Melee Weapon Attack: +17 to -hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing -damage.

-

Tail. Melee Weapon Attack: +17 to -hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning -damage.

-

Frightful Presence. Each creature of the -dragon’s choice that is within 120 feet of the dragon and aware of it -must succeed on a DC 21 Wisdom saving throw or become frightened for 1 -minute. A creature can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. If a creature’s saving -throw is successful or the effect ends for it, the creature is immune to -the dragon’s Frightful Presence for the next 24 hours.

-

Breath Weapons (Recharge 5-6). The dragon -uses one of the following breath weapons.

-

Cold Breath. The dragon exhales an icy blast in a -90- foot cone. Each creature in that area must make a DC 24 Constitution -saving throw, taking 67 (15d8) cold damage on a failed save, or half as -much damage on a successful one.

-

Paralyzing Breath. The dragon exhales paralyzing gas -in a 90-foot cone. Each creature in that area must succeed on a DC 24 -Constitution saving throw or be paralyzed for 1 minute. A creature can -repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success.

-

Change Shape. The dragon magically -polymorphs into a humanoid or beast that has a challenge rating no -higher than its own, or back into its true form. It reverts to its true -form if it dies. Any equipment it is wearing or carrying is absorbed or -borne by the new form (the dragon’s choice).

-

In a new form, the dragon retains its alignment, hit points, Hit -Dice, ability to speak, proficiencies, Legendary Resistance, lair -actions, and Intelligence, Wisdom, and Charisma scores, as well as this -action. Its statistics and capabilities are otherwise replaced by those -of the new form, except any class features or legendary actions of that -form.

-
Legendary Actions
-

The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The dragon regains spent -legendary actions at the start of its turn.

-

Detect. The dragon makes a Wisdom (Perception) -check.

-

Tail Attack. The dragon makes a tail attack.

-

Wing Attack (Costs 2 Actions). The dragon beats its -wings. Each creature within 15 feet of the dragon must succeed on a DC -25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be -knocked prone. The dragon can then fly up to half its flying speed.

-

Adult Silver Dragon

-

Huge dragon, lawful good

-

Armor Class 19 (natural armor)

-

Hit Points 243 (18d12+126)

-

Speed 40 ft., fly 80 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
27 (+8)10 (+0)25 (+7)16 (+3)13 (+1)21 (+5)
-

Saving Throws Dex +5, Con +12, Wis +6, Cha +10

-

Skills Arcana +8, History +8, Perception +11, -Stealth +5

-

Damage Immunities cold

-

Senses blindsight 60 ft., darkvision 120 ft., -passive Perception 21

-

Languages Common, Draconic

-

Challenge 16 (15,000 XP)

-

Legendary Resistance (3/Day). If the dragon -fails a saving throw, it can choose to succeed instead.

-
Actions
-

Multiattack. The dragon can use its -Frightful Presence. It then makes three attacks: one with its bite and -two with its claws.

-

Bite. Melee Weapon Attack: +13 to -hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing -damage.

-

Claw. Melee Weapon Attack: +13 to -hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing -damage.

-

Tail. Melee Weapon Attack: +13 to -hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning -damage.

-

Frightful Presence. Each creature of the -dragon’s choice that is within 120 feet of the dragon and aware of it -must succeed on a DC 18 Wisdom saving throw or become frightened for 1 -minute. A creature can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. If a creature’s saving -throw is successful or the effect ends for it, the creature is immune to -the dragon’s Frightful Presence for the next 24 hours.

-

Breath Weapons (Recharge 5-6). The dragon -uses one of the following breath weapons.

-

Cold Breath. The dragon exhales an icy blast in a -60- foot cone. Each creature in that area must make a DC 20 Constitution -saving throw, taking 58 (13d8) cold damage on a failed save, or half as -much damage on a successful one.

-

Paralyzing Breath. The dragon exhales paralyzing gas -in a 60-foot cone. Each creature in that area must succeed on a DC 20 -Constitution saving throw or be paralyzed for 1 minute. A creature can -repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success.

-

Change Shape. The dragon magically -polymorphs into a humanoid or beast that has a challenge rating no -higher than its own, or back into its true form. It reverts to its true -form if it dies. Any equipment it is wearing or carrying is absorbed or -borne by the new form (the dragon’s choice).

-

In a new form, the dragon retains its alignment, hit points, Hit -Dice, ability to speak, proficiencies, Legendary Resistance, lair -actions, and Intelligence, Wisdom, and Charisma scores, as well as this -action. Its statistics and capabilities are otherwise replaced by those -of the new form, except any class features or legendary actions of that -form.

-
Legendary Actions
-

The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The dragon regains spent -legendary actions at the start of its turn.

-

Detect. The dragon makes a Wisdom (Perception) -check.

-

Tail Attack. The dragon makes a tail attack.

-

Wing Attack (Costs 2 Actions). The dragon beats its -wings. Each creature within 10 feet of the dragon must succeed on a DC -21 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be -knocked prone. The dragon can then fly up to half its flying speed.

-

Young Silver Dragon

-

Large dragon, lawful good

-

Armor Class 18 (natural armor)

-

Hit Points 168 (16d10+80)

-

Speed 40 ft., fly 80 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
23 (+6)10 (+0)21 (+5)14 (+2)11 (+0)19 (+4)
-

Saving Throws Dex +4, Con +9, Wis +4, Cha +8

-

Skills Arcana +6, History +6, Perception +8, Stealth -+4

-

Damage Immunities cold

-

Senses blindsight 30 ft., darkvision 120 ft., -passive Perception 18

-

Languages Common, Draconic

-

Challenge 9 (5,000 XP)

-
Actions
-

Multiattack. The dragon makes three -attacks: one with its bite and two with its claws.

-

Bite. Melee Weapon Attack: +10 to -hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing -damage.

-

Claw. Melee Weapon Attack: +10 to -hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing -damage.

-

Breath Weapons (Recharge 5-6). The dragon -uses one of the following breath weapons.

-

Cold Breath. The dragon exhales an icy blast in a -30- foot cone. Each creature in that area must make a DC 17 Constitution -saving throw, taking 54 (12d8) cold damage on a failed save, or half as -much damage on a successful one.

-

Paralyzing Breath. The dragon exhales paralyzing gas -in a 30-foot cone. Each creature in that area must succeed on a DC 17 -Constitution saving throw or be paralyzed for 1 minute. A creature can -repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success.

-

Silver Dragon Wyrmling

-

Medium dragon, lawful good

-

Armor Class 17 (natural armor)

-

Hit Points 45 (6d8+18)

-

Speed 30 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)10 (+0)17 (+3)12 (+1)11 (+0)15 (+2)
-

Saving Throws Dex +2, Con +5, Wis +2, Cha +4

-

Skills Perception +4, Stealth +2

-

Damage Immunities cold

-

Senses blindsight 10 ft., darkvision 60 ft., passive -Perception 14

-

Languages Draconic

-

Challenge 2 (450 XP)

-
Actions
-

Bite. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing -damage.

-

Breath Weapons (Recharge 5-6). The dragon -uses one of the following breath weapons.

-

Cold Breath. The dragon exhales an icy blast in a -15- foot cone. Each creature in that area must make a DC 13 Constitution -saving throw, taking 18 (4d8) cold damage on a failed save, or half as -much damage on a successful one.

-

Paralyzing Breath. The dragon exhales paralyzing gas -in a 15-foot cone. Each creature in that area must succeed on a DC 13 -Constitution saving throw or be paralyzed for 1 minute. A creature can -repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success.

-

Dragon Turtle

-

Gargantuan dragon, neutral

-

Armor Class 20 (natural armor)

-

Hit Points 341 (22d20+110)

-

Speed 20 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
25 (+7)10 (+0)20 (+5)10 (+0)12 (+1)12 (+1)
-

Saving Throws Dex +6, Con +11, Wis +7

-

Damage Resistances fire

-

Senses darkvision 120 ft., passive Perception 11

-

Languages Aquan, Draconic

-

Challenge 17 (18,000 XP)

-

Amphibious. The dragon turtle can breathe -air and water.

-
Actions
-

Multiattack. The dragon turtle makes three -attacks: one with its bite and two with its claws. It can make one tail -attack in place of its two claw attacks.

-

Bite. Melee Weapon Attack: +13 to -hit, reach 15 ft., one target. Hit: 26 (3d12+7) piercing -damage.

-

Claw. Melee Weapon Attack: +13 to -hit, reach 10 ft., one target. Hit: 16 (2d8+7) slashing -damage.

-

Tail. Melee Weapon Attack: +13 to -hit, reach 15 ft., one target. Hit: 26 (3d12+7) bludgeoning -damage. If the target is a creature, it must succeed on a DC 20 Strength -saving throw or be pushed up to 10 feet away from the dragon turtle and -knocked prone.

-

Steam Breath (Recharge 5-6). The dragon -turtle exhales scalding steam in a 60-foot cone. Each creature in that -area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire -damage on a failed save, or half as much damage on a successful one. -Being underwater doesn’t grant resistance against this damage.

-

Drider

-

Large monstrosity, chaotic evil

-

Armor Class 19 (natural armor)

-

Hit Points 123 (13d10+52)

-

Speed 30 ft., climb 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)16 (+3)18 (+4)13 (+1)14 (+2)12 (+1)
-

Skills Perception +5, Stealth +9

-

Senses darkvision 120 ft., passive Perception 15

-

Languages Elvish, Undercommon

-

Challenge 6 (2,300 XP)

-

Fey Ancestry. The drider has advantage on -saving throws against being charmed, and magic can’t put the drider to -sleep.

-

Innate Spellcasting. The drider’s innate -spellcasting ability is Wisdom (spell save DC 13). The drider can -innately cast the following spells, requiring no material Components

-

At will: dancing lights

-

1/day each: darkness, faerie fire

-

Spider Climb. The drider can climb -difficult surfaces, including upside down on ceilings, without needing -to make an ability check.

-

Sunlight Sensitivity. While in sunlight, -the drider has disadvantage on attack rolls, as well as on Wisdom -(Perception) checks that rely on sight.

-

Web Walker. The drider ignores movement -restrictions caused by webbing.

-
Actions
-

Multiattack. The drider makes three -attacks, either with its longsword or its longbow. It can replace one of -those attacks with a bite attack.

-

Bite. Melee Weapon Attack: +6 to -hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage -plus 9 (2d8) poison damage.

-

Longsword. Melee Weapon Attack: +6 -to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing -damage, or 8 (1d10+3) slashing damage if used with two hands.

-

Longbow. Ranged Weapon Attack: +6 -to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing -damage plus 4 (1d8) poison damage.

-

Dryad

-

Medium fey, neutral

-

Armor Class 11 (16 with barkskin)

-

Hit Points 22 (5d8)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
10 (+0)12 (+1)11 (+0)14 (+2)15 (+2)18 (+4)
-

Skills Perception +4, Stealth +5

-

Senses darkvision 60 ft., passive Perception 14

-

Languages Elvish, Sylvan

-

Challenge 1 (200 XP)

-

Innate Spellcasting. The dryad’s innate -spellcasting ability is Charisma (spell save DC 14). The dryad can -innately cast the following spells, requiring no material Components

-

At will: druidcraft

-

3/day each: entangle, goodberry

-

1/day each: barkskin, pass without trace, -shillelagh

-

Magic Resistance. The dryad has advantage -on saving throws against spells and other magical effects.

-

Speak with Beasts and Plants. The dryad can -communicate with beasts and plants as if they shared a language.

-

Tree Stride. Once on her turn, the dryad -can use 10 feet of her movement to step magically into one living tree -within her reach and emerge from a second living tree within 60 feet of -the first tree, appearing in an unoccupied space within 5 feet of the -second tree. Both trees must be Large or bigger.

-
Actions
-

Club. Melee Weapon Attack: +2 to -hit (+6 to hit with shillelagh), reach 5 ft., one target. -Hit: 2 (1d4) bludgeoning damage, or 8 (1d8+4) bludgeoning -damage with shillelagh.

-

Fey Charm. The dryad targets one humanoid -or beast that she can see within 30 feet of her. If the target can see -the dryad, it must succeed on a DC 14 Wisdom saving throw or be -magically charmed. The charmed creature regards the dryad as a trusted -friend to be heeded and protected. Although the target isn’t under the -dryad’s control, it takes the dryad’s requests or actions in the most -favorable way it can.

-

Each time the dryad or its allies do anything harmful to the target, -it can repeat the saving throw, ending the effect on itself on a -success. Otherwise, the effect lasts 24 hours or until the dryad dies, -is on a different plane of existence from the target, or ends the effect -as a bonus action. If a target’s saving throw is successful, the target -is immune to the dryad’s Fey Charm for the next 24 hours.

-

The dryad can have no more than one humanoid and up to three beasts -charmed at a time.

-

Duergar

-

Medium humanoid (dwarf), lawful evil

-

Armor Class 16 (scale mail, shield)

-

Hit Points 26 (4d8+8)

-

Speed 25 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
14 (+2)11 (+0)14 (+2)11 (+0)10 (+0)9 (-1)
-

Damage Resistances poison

-

Senses darkvision 120 ft., passive Perception 10

-

Languages Dwarvish, Undercommon

-

Challenge 1 (200 XP)

-

Duergar Resilience. The duergar has -advantage on saving throws against poison, spells, and illusions, as -well as to resist being charmed or paralyzed.

-

Sunlight Sensitivity. While in sunlight, -the duergar has disadvantage on attack rolls, as well as on Wisdom -(Perception) checks that rely on sight.

-
Actions
-

Enlarge (Recharges after a Short or Long -Rest). For 1 minute, the duergar magically increases in -size, along with anything it is wearing or carrying. While enlarged, the -duergar is Large, doubles its damage dice on Strength-based weapon -attacks (included in the attacks), and makes Strength checks and -Strength saving throws with advantage. If the duergar lacks the room to -become Large, it attains the maximum size possible in the space -available.

-

War Pick. Melee Weapon Attack: +4 -to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing -damage, or 11 (2d8+2) piercing damage while enlarged.

-

Javelin. Melee or Ranged Weapon -Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. -Hit: 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage -while enlarged.

-

Invisibility (Recharges after a Short or Long -Rest). The duergar magically turns invisible until it -attacks, casts a spell, or uses its Enlarge, or until its concentration -is broken, up to 1 hour (as if concentrating on a spell). Any equipment -the duergar wears or carries is invisible with it.

-

Monsters (E)

-

Elementals

-

Air Elemental

-

Large elemental, neutral

-

Armor Class 15

-

Hit Points 90 (12d10+24)

-

Speed 0 ft., fly 90 ft. (hover)

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
14 (+2)20 (+5)14 (+2)6 (-2)10 (+0)6 (-2)
-

Damage Resistances lightning, thunder; bludgeoning, -piercing, and slashing from nonmagical attacks

-

Damage Immunities poison

-

Condition Immunities exhaustion, grappled, -paralyzed, petrified, poisoned, prone, restrained, unconscious

-

Senses darkvision 60 ft., passive Perception 10

-

Languages Auran

-

Challenge 5 (1,800 XP)

-

Air Form. The elemental can enter a hostile -creature’s space and stop there. It can move through a space as narrow -as 1 inch wide without squeezing.

-
Actions
-

Multiattack. The elemental makes two slam -attacks.

-

Slam. Melee Weapon Attack: +8 to -hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning -damage.

-

Whirlwind (Recharge 4-6). Each creature in -the elemental’s space must make a DC 13 Strength saving throw. On a -failure, a target takes 15 (3d8+2) bludgeoning damage and is flung up 20 -feet away from the elemental in a random direction and knocked prone. If -a thrown target strikes an object, such as a wall or floor, the target -takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the -target is thrown at another creature, that creature must succeed on a DC -13 Dexterity saving throw or take the same damage and be knocked -prone.

-

If the saving throw is successful, the target takes half the -bludgeoning damage and isn’t flung away or knocked prone.

-

Earth Elemental

-

Large elemental, neutral

-

Armor Class 17 (natural armor)

-

Hit Points 126 (12d10+60)

-

Speed 30 ft., burrow 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
20 (+5)8 (-1)20 (+5)5 (-3)10 (+0)5 (-3)
-

Damage Vulnerabilities thunder

-

Damage Resistances bludgeoning, piercing, and -slashing from nonmagical attacks

-

Damage Immunities poison

-

Condition Immunities exhaustion, paralyzed, -petrified, poisoned, unconscious

-

Senses darkvision 60 ft., tremorsense 60 ft., -passive Perception 10

-

Languages Terran

-

Challenge 5 (1,800 XP)

-

Earth Glide. The elemental can burrow -through nonmagical, unworked earth and stone. While doing so, the -elemental doesn’t disturb the material it moves through.

-

Siege Monster. The elemental deals double -damage to objects and structures.

-
Actions
-

Multiattack. The elemental makes two slam -attacks.

-

Slam. Melee Weapon Attack: +8 to -hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning -damage.

-

Fire Elemental

-

Large elemental, neutral

-

Armor Class 13

-

Hit Points 102 (12d10+36)

-

Speed 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
10 (+0)17 (+3)16 (+3)6 (-2)10 (+0)7 (-2)
-

Damage Resistances bludgeoning, piercing, and -slashing from nonmagical attacks

-

Damage Immunities fire, poison

-

Condition Immunities exhaustion, grappled, -paralyzed, petrified, poisoned, prone, restrained, unconscious

-

Senses darkvision 60 ft., passive Perception 10

-

Languages Ignan

-

Challenge 5 (1,800 XP)

-

Fire Form. The elemental can move through a -space as narrow as 1 inch wide without squeezing. A creature that -touches the elemental or hits it with a melee attack while within 5 feet -of it takes 5 (1d10) fire damage. In addition, the elemental can enter a -hostile creature’s space and stop there. The first time it enters a -creature’s space on a turn, that creature takes 5 (1d10) fire damage and -catches fire; until someone takes an action to douse the fire, the -creature takes 5 (1d10) fire damage at the start of each of its -turns.

-

Illumination. The elemental sheds bright -light in a 30- foot radius and dim light in an additional 30 feet.

-

Water Susceptibility. For every 5 feet the -elemental moves in water, or for every gallon of water splashed on it, -it takes 1 cold damage.

-
Actions
-

Multiattack. The elemental makes two touch -attacks.

-

Touch. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 10 (2d6+3) fire damage. If -the target is a creature or a flammable object, it ignites. Until a -creature takes an action to douse the fire, the target takes 5 (1d10) -fire damage at the start of each of its turns.

-

Water Elemental

-

Large elemental, neutral

-

Armor Class 14 (natural armor)

-

Hit Points 114 (12d10+48)

-

Speed 30 ft., swim 90 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)14 (+2)18 (+4)5 (-3)10 (+0)8 (-1)
-

Damage Resistances acid; bludgeoning, piercing, and -slashing from nonmagical attacks

-

Damage Immunities poison

-

Condition Immunities exhaustion, grappled, -paralyzed, petrified, poisoned, prone, restrained, unconscious

-

Senses darkvision 60 ft., passive Perception 10

-

Languages Aquan

-

Challenge 5 (1,800 XP)

-

Water Form. The elemental can enter a -hostile creature’s space and stop there. It can move through a space as -narrow as 1 inch wide without squeezing.

-

Freeze. If the elemental takes cold damage, -it partially freezes; its speed is reduced by 20 feet until the end of -its next turn.

-
Actions
-

Multiattack. The elemental makes two slam -attacks.

-

Slam. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning -damage.

-

Whelm (Recharge 4-6). Each creature in the -elemental’s space must make a DC 15 Strength saving throw. On a failure, -a target takes 13 (2d8+4) bludgeoning damage. If it is Large or smaller, -it is also grappled (escape DC 14). Until this grapple ends, the target -is restrained and unable to breathe unless it can breathe water. If the -saving throw is successful, the target is pushed out of the elemental’s -space.

-

The elemental can grapple one Large creature or up to two Medium or -smaller creatures at one time. At the start of each of the elemental’s -turns, each target grappled by it takes 13 (2d8+4) bludgeoning damage. A -creature within 5 feet of the elemental can pull a creature or object -out of it by taking an action to make a DC 14 Strength and -succeeding.

-

Elf, Drow

-

Medium humanoid (elf), neutral evil

-

Armor Class 15 (chain shirt)

-

Hit Points 13 (3d8)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
10 (+0)14 (+2)10 (+0)11 (+0)11 (+0)12 (+1)
-

Skills Perception +2, Stealth +4

-

Senses darkvision 120 ft., passive Perception 12

-

Languages Elvish, Undercommon

-

Challenge 1/4 (50 XP)

-

Fey Ancestry. The drow has advantage on -saving throws against being charmed, and magic can’t put the drow to -sleep.

-

Innate Spellcasting. The drow’s -spellcasting ability is Charisma (spell save DC 11). It can innately -cast the following spells, requiring no material Components

-

At will: dancing lights

-

1/day each: darkness, faerie fire

-

Sunlight Sensitivity. While in sunlight, -the drow has disadvantage on attack rolls, as well as on Wisdom -(Perception) checks that rely on sight.

-
Actions
-

Shortsword. Melee Weapon Attack: -+4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing -damage.

-

Hand Crossbow. Ranged Weapon -Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 -(1d6+2) piercing damage, and the target must succeed on a DC 13 -Constitution saving throw or be poisoned for 1 hour. If the saving throw -fails by 5 or more, the target is also unconscious while poisoned in -this way. The target wakes up if it takes damage or if another creature -takes an action to shake it awake.

-

Ettercap

-

Medium monstrosity, neutral evil

-

Armor Class 13 (natural armor)

-

Hit Points 44 (8d8+8)

-

Speed 30 ft., climb 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
14 (+2)15 (+2)13 (+1)7 (-2)12 (+1)8 (-1)
-

Skills Perception +3, Stealth +4, Survival +3

-

Senses darkvision 60 ft., passive Perception 13

-

Languages -

-

Challenge 2 (450 XP)

-

Spider Climb. The ettercap can climb -difficult surfaces, including upside down on ceilings, without needing -to make an ability check.

-

Web Sense. While in contact with a web, the -ettercap knows the exact location of any other creature in contact with -the same web.

-

Web Walker. The ettercap ignores movement -restrictions caused by webbing.

-
Actions
-

Multiattack. The ettercap makes two -attacks: one with its bite and one with its claws.

-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing damage -plus 4 (1d8) poison damage. The target must succeed on a DC 11 -Constitution saving throw or be poisoned for 1 minute. The creature can -repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success.

-

Claws. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing -damage.

-

Web (Recharge 5-6). Ranged Weapon -Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. -Hit: The creature is restrained by webbing. As an action, the -restrained creature can make a DC 11 Strength check, escaping from the -webbing on a success. The effect also ends if the webbing is destroyed. -The webbing has AC 10, 5 hit points, vulnerability to fire damage, and -immunity to bludgeoning, poison, and psychic damage.

-

Ettin

-

Large giant, chaotic evil

-

Armor Class 12 (natural armor)

-

Hit Points 85 (10d10+30)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
21 (+5)8 (-1)17 (+3)6 (-2)10 (+0)8 (-1)
-

Skills Perception +4

-

Senses darkvision 60 ft., passive Perception 14

-

Languages Giant, Orc

-

Challenge 4 (1,100 XP)

-

Two Heads. The ettin has advantage on -Wisdom (Perception) checks and on saving throws against being blinded, -charmed, deafened, frightened, stunned, and knocked unconscious.

-

Wakeful. When one of the ettin’s heads is -asleep, its other head is awake.

-
Actions
-

Multiattack. The ettin makes two attacks: -one with its battleaxe and one with its morningstar.

-

Battleaxe. Melee Weapon Attack: +7 -to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing -damage.

-

Morningstar. Melee Weapon Attack: -+7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing -damage.

-

Monsters (F)

-

Fungi

-

Shrieker

-

Medium plant, unaligned

-

Armor Class 5

-

Hit Points 13 (3d8)

-

Speed 0 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
1 (-5)1 (-5)10 (+0)1 (-5)3 (-4)1 (-5)
-

Condition Immunities blinded, deafened, -frightened

-

Senses blindsight 30 ft. (blind beyond this radius), -passive Perception 6

-

Languages -

-

Challenge 0 (10 XP)

-

False Appearance. While the shrieker -remains motionless, it is indistinguishable from an ordinary fungus.

-
Reactions
-

Shriek. When bright light or a creature is -within 30 feet of the shrieker, it emits a shriek audible within 300 -feet of it. The shrieker continues to shriek until the disturbance moves -out of range and for 1d4 of the shrieker’s turns afterward.

-

Violet Fungus

-

Medium plant, unaligned

-

Armor Class 5

-

Hit Points 18 (4d8)

-

Speed 5 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
3 (-4)1 (-5)10 (+0)1 (-5)3 (-4)1 (-5)
-

Condition Immunities blinded, deafened, -frightened

-

Senses blindsight 30 ft. (blind beyond this radius), -passive Perception 6

-

Languages -

-

Challenge 1/4 (50 XP)

-

False Appearance. While the violet fungus -remains motionless, it is indistinguishable from an ordinary fungus.

-
Actions
-

Multiattack. The fungus makes 1d4 Rotting -Touch attacks.

-

Rotting Touch. Melee Weapon -Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 -(1d8) necrotic damage.

-

Monsters (G)

-

Gargoyle

-

Medium elemental, chaotic evil

-

Armor Class 15 (natural armor)

-

Hit Points 52 (7d8+21)

-

Speed 30 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)11 (+0)16 (+3)6 (-2)11 (+0)7 (-2)
-

Damage Resistances bludgeoning, piercing, and -slashing from nonmagical attacks that aren’t adamantine

-

Damage Immunities poison

-

Condition Immunities exhaustion, petrified, -poisoned

-

Senses darkvision 60 ft., passive Perception 10

-

Languages Terran

-

Challenge 2 (450 XP)

-

False Appearance. While the gargoyle -remains motionless, it is indistinguishable from an inanimate -statue.

-
Actions
-

Multiattack. The gargoyle makes two -attacks: one with its bite and one with its claws.

-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing -damage.

-

Claws. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing -damage.

-

Genies

-

Djinni

-

Large elemental, chaotic good

-

Armor Class 17 (natural armor)

-

Hit Points 161 (14d10+84)

-

Speed 30 ft., fly 90 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
21 (+5)15 (+2)22 (+6)15 (+2)16 (+3)20 (+5)
-

Saving Throws Dex +6, Wis +7, Cha +9

-

Damage Immunities lightning, thunder

-

Senses darkvision 120 ft., passive Perception 13

-

Languages Auran

-

Challenge 11 (7,200 XP)

-

Elemental Demise. If the djinni dies, its -body disintegrates into a warm breeze, leaving behind only equipment the -djinni was wearing or carrying.

-

Innate Spellcasting. The djinni’s innate -spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell -attacks). It can innately cast the following spells, requiring no -material Components

-

At will: detect evil and good, detect magic, -thunderwave

-

3/day each: create food and water (can create wine instead -of water), tongues, wind walk

-

1/day each: conjure elemental (air elemental only), -creation, gaseous form, invisibility, -major image, plane shift

-
Actions
-

Multiattack. The djinni makes three -scimitar attacks.

-

Scimitar. Melee Weapon Attack: +9 -to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing -damage plus 3 (1d6) lightning or thunder damage (djinni’s choice).

-

Create Whirlwind. A 5-foot radius, 30-foot -tall cylinder of swirling air magically forms on a point the djinni can -see within 120 feet of it. The whirlwind lasts as long as the djinni -maintains concentration (as if concentrating on a spell). Any creature -but the djinni that enters the whirlwind must succeed on a DC 18 -Strength saving throw or be restrained by it. The djinni can move the -whirlwind up to 60 feet as an action, and creatures restrained by the -whirlwind move with it. The whirlwind ends if the djinni loses sight of -it.

-

A creature can use its action to free a creature restrained by the -whirlwind, including itself, by succeeding on a DC 18 Strength check. If -the check succeeds, the creature is no longer restrained and moves to -the nearest space outside the whirlwind.

-

Efreeti

-

Large elemental, lawful evil

-

Armor Class 17 (natural armor)

-

Hit Points 200 (16d10+112)

-

Speed 40 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
22 (+6)12 (+1)24 (+7)16 (+3)15 (+2)16 (+3)
-

Saving Throws Int +7, Wis +6, Cha +7

-

Damage Immunities fire

-

Senses darkvision 120 ft., passive Perception 12

-

Languages Ignan

-

Challenge 11 (7,200 XP)

-

Elemental Demise. If the efreeti dies, its -body disintegrates in a flash of fire and puff of smoke, leaving behind -only equipment the efreeti was wearing or carrying.

-

Innate Spellcasting. The efreeti’s innate -spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell -attacks). It can innately cast the following spells, requiring no -material Components

-

At will: detect magic

-

3/day each: enlarge/reduce, tongues

-

1/day each: conjure elemental (fire elemental only), -gaseous form, invisibility, major image, -plane shift, wall of fire

-
Actions
-

Multiattack. The efreeti makes two scimitar -attacks or uses its Hurl Flame twice.

-

Scimitar. Melee Weapon Attack: +10 -to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing -damage plus 7 (2d6) fire damage.

-

Hurl Flame. Ranged Spell Attack: -+7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire -damage.

-

Ghost

-

Medium undead, any alignment

-

Armor Class 11

-

Hit Points 45 (10d8)

-

Speed 0 ft., fly 40 ft. (hover)

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
7 (-2)13 (+1)10 (+0)10 (+0)12 (+1)17 (+3)
-

Damage Resistances acid, fire, lightning, thunder; -bludgeoning, piercing, and slashing from nonmagical attacks

-

Damage Immunities cold, necrotic, poison

-

Condition Immunities charmed, exhaustion, -frightened, grappled, paralyzed, petrified, poisoned, prone, -restrained

-

Senses darkvision 60 ft., passive Perception 11

-

Languages any languages it knew in life

-

Challenge 4 (1,100 XP)

-

Ethereal Sight. The ghost can see 60 feet -into the Ethereal Plane when it is on the Material Plane, and vice -versa.

-

Incorporeal Movement. The ghost can move -through other creatures and objects as if they were difficult terrain. -It takes 5 (1d10) force damage if it ends its turn inside an object.

-
Actions
-

Withering Touch. Melee Weapon -Attack: +5 to hit, reach 5 ft., one target. Hit: 17 -(4d6+3) necrotic damage.

-

Etherealness. The ghost enters the Ethereal -Plane from the Material Plane, or vice versa. It is visible on the -Material Plane while it is in the Border Ethereal, and vice versa, yet -it can’t affect or be affected by anything on the other plane.

-

Horrifying Visage. Each non-undead creature -within 60 feet of the ghost that can see it must succeed on a DC 13 -Wisdom saving throw or be frightened for 1 minute. If the save fails by -5 or more, the target also ages 1d4 × 10 years. A frightened target can -repeat the saving throw at the end of each of its turns, ending the -frightened condition on itself on a success. If a target’s saving throw -is successful or the effect ends for it, the target is immune to this -ghost’s Horrifying Visage for the next 24 hours. The aging effect can be -reversed with a greater restoration spell, but only within 24 -hours of it occurring.

-

Possession (Recharge 6). One humanoid that -the ghost can see within 5 feet of it must succeed on a DC 13 Charisma -saving throw or be possessed by the ghost; the ghost then disappears, -and the target is incapacitated and loses control of its body. The ghost -now controls the body but doesn’t deprive the target of awareness. The -ghost can’t be targeted by any attack, spell, or other effect, except -ones that turn undead, and it retains its alignment, Intelligence, -Wisdom, Charisma, and immunity to being charmed and frightened. It -otherwise uses the possessed target’s statistics, but doesn’t gain -access to the target’s knowledge, class features, or proficiencies.

-

The possession lasts until the body drops to 0 hit points, the ghost -ends it as a bonus action, or the ghost is turned or forced out by an -effect like the dispel evil and good spell. When the possession -ends, the ghost reappears in an unoccupied space within 5 feet of the -body. The target is immune to this ghost’s Possession for 24 hours after -succeeding on the saving throw or after the possession ends.

-

Ghouls

-

Ghast

-

Medium undead, chaotic evil

-

Armor Class 13

-

Hit Points 36 (8d8)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)17 (+3)10 (+0)11 (+0)10 (+0)8 (-1)
-

Damage Resistances necrotic

-

Damage Immunities poison

-

Condition Immunities charmed, exhaustion, -poisoned

-

Senses darkvision 60 ft., passive Perception 10

-

Languages Common

-

Challenge 2 (450 XP)

-

Stench. Any creature that starts its turn -within 5 feet of the ghast must succeed on a DC 10 Constitution saving -throw or be poisoned until the start of its next turn. On a successful -saving throw, the creature is immune to the ghast’s Stench for 24 -hours.

-

Turning Defiance. The ghast and any ghouls -within 30 feet of it have advantage on saving throws against effects -that turn undead.

-
Actions
-

Bite. Melee Weapon Attack: +3 to -hit, reach 5 ft., one creature. Hit: 12 (2d8+3) piercing -damage.

-

Claws. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. -If the target is a creature other than an undead, it must succeed on a -DC 10 Constitution saving throw or be paralyzed for 1 minute. The target -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success.

-

Ghoul

-

Medium undead, chaotic evil

-

Armor Class 12

-

Hit Points 22 (5d8)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
13 (+1)15 (+2)10 (+0)7 (-2)10 (+0)6 (-2)
-

Damage Immunities poison

-

Condition Immunities charmed, exhaustion, -poisoned

-

Senses darkvision 60 ft., passive Perception 10

-

Languages Common

-

Challenge 1 (200 XP)

-
Actions
-

Bite. Melee Weapon Attack: +2 to -hit, reach 5 ft., one creature. Hit: 9 (2d6+2) piercing -damage.

-

Claws. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage. -If the target is a creature other than an elf or undead, it must succeed -on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The -target can repeat the saving throw at the end of each of its turns, -ending the effect on itself on a success.

-

Giants

-

Cloud Giant

-

Huge giant, neutral good (50%) or neutral evil (50%)

-

Armor Class 14 (natural armor)

-

Hit Points 200 (16d12+96)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
27 (+8)10 (+0)22 (+6)12 (+1)16 (+3)16 (+3)
-

Saving Throws Con +10, Wis +7, Cha +7

-

Skills Insight +7, Perception +7

-

Senses passive Perception 17

-

Languages Common, Giant

-

Challenge 9 (5,000 XP)

-

Keen Smell. The giant has advantage on -Wisdom (Perception) checks that rely on smell.

-

Innate Spellcasting. The giant’s innate -spellcasting ability is Charisma. It can innately cast the following -spells, requiring no material Components

-

At will: detect magic, fog cloud, -light

-

3/day each: feather fall, fly, misty step, -telekinesis

-

1/day each: control weather, gaseous form

-
Actions
-

Multiattack. The giant makes two -morningstar attacks.

-

Morningstar. Melee Weapon Attack: -+12 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) piercing -damage.

-

Rock. Ranged Weapon Attack: +12 to -hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning -damage.

-

Fire Giant

-

Huge giant, lawful evil

-

Armor Class 18 (plate)

-

Hit Points 162 (13d12+78)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
25 (+7)9 (-1)23 (+6)10 (+0)14 (+2)13 (+1)
-

Saving Throws Dex +3, Con +10, Cha +5

-

Skills Athletics +11, Perception +6

-

Damage Immunities fire

-

Senses passive Perception 16

-

Languages Giant

-

Challenge 9 (5,000 XP)

-
Actions
-

Multiattack. The giant makes two greatsword -attacks.

-

Greatsword. Melee Weapon Attack: -+11 to hit, reach 10 ft., one target. Hit: 28 (6d6+7) slashing -damage.

-

Rock. Ranged Weapon Attack: +11 to -hit, range 60/240 ft., one target. Hit: 29 (4d10+7) bludgeoning -damage.

-

Frost Giant

-

Huge giant, neutral evil

-

Armor Class 15 (patchwork armor)

-

Hit Points 138 (12d12+60)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
23 (+6)9 (-1)21 (+5)9 (-1)10 (+0)12 (+1)
-

Saving Throws Con +8, Wis +3, Cha +4

-

Skills Athletics +9, Perception +3

-

Damage Immunities cold

-

Senses passive Perception 13

-

Languages Giant

-

Challenge 8 (3,900 XP)

-
Actions
-

Multiattack. The giant makes two greataxe -attacks.

-

Greataxe. Melee Weapon Attack: +9 -to hit, reach 10 ft., one target. Hit: 25 (3d12+6) slashing -damage.

-

Rock. Ranged Weapon Attack: +9 to -hit, range 60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning -damage.

-

Hill Giant

-

Huge giant, chaotic evil

-

Armor Class 13 (natural armor)

-

Hit Points 105 (10d12+40)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
21 (+5)8 (-1)19 (+4)5 (-3)9 (-1)6 (-2)
-

Skills Perception +2

-

Senses passive Perception 12

-

Languages Giant

-

Challenge 5 (1,800 XP)

-
Actions
-

Multiattack. The giant makes two greatclub -attacks.

-

Greatclub. Melee Weapon Attack: +8 -to hit, reach 10 ft., one target. Hit: 18 (3d8+5) bludgeoning -damage.

-

Rock. Ranged Weapon Attack: +8 to -hit, range 60/240 ft., one target. Hit: 21 (3d10+5) bludgeoning -damage.

-

Stone Giant

-

Huge giant, neutral

-

Armor Class 17 (natural armor)

-

Hit Points 126 (11d12+55)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
23 (+6)15 (+2)20 (+5)10 (+0)12 (+1)9 (-1)
-

Saving Throws Dex +5, Con +8, Wis +4

-

Skills Athletics +12, Perception +4

-

Senses darkvision 60 ft., passive Perception 14

-

Languages Giant

-

Challenge 7 (2,900 XP)

-

Stone Camouflage. The giant has advantage -on Dexterity (Stealth) checks made to hide in rocky terrain.

-
Actions
-

Multiattack. The giant makes two greatclub -attacks.

-

Greatclub. Melee Weapon Attack: +9 -to hit, reach 15 ft., one target. Hit: 19 (3d8+6) bludgeoning -damage.

-

Rock. Ranged Weapon Attack: +9 to -hit, range 60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning -damage. If the target is a creature, it must succeed on a DC 17 Strength -saving throw or be knocked prone.

-
Reactions
-

Rock Catching. If a rock or similar object -is hurled at the giant, the giant can, with a successful DC 10 Dexterity -saving throw, catch the missile and take no bludgeoning damage from -it.

-

Storm Giant

-

Huge giant, chaotic good

-

Armor Class 16 (scale mail)

-

Hit Points 230 (20d12+100)

-

Speed 50 ft., swim 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
29 (+9)14 (+2)20 (+5)16 (+3)18 (+4)18 (+4)
-

Saving Throws Str +14, Con +10, Wis +9, Cha +9

-

Skills Arcana +8, Athletics +14, History +8, -Perception +9

-

Damage Resistances cold

-

Damage Immunities lightning, thunder

-

Senses passive Perception 19

-

Languages Common, Giant

-

Challenge 13 (10,000 XP)

-

Amphibious. The giant can breathe air and -water.

-

Innate Spellcasting. The giant’s innate -spellcasting ability is Charisma (spell save DC 17). It can innately -cast the following spells, requiring no material components

-

At will: detect magic, feather fall, -levitate, light

-

3/day each: control weather, water breathing

-
Actions
-

Multiattack. The giant makes two greatsword -attacks.

-

Greatsword. Melee Weapon Attack: -+14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing -damage.

-

Rock. Ranged Weapon Attack: +14 to -hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning -damage.

-

Lightning Strike (Recharge 5-6). The giant -hurls a magical lightning bolt at a point it can see within 500 feet of -it. Each creature within 10 feet of that point must make a DC 17 -Dexterity saving throw, taking 54 (12d8) lightning damage on a failed -save, or half as much damage on a successful one.

-

Gibbering Mouther

-

Medium aberration, neutral

-

Armor Class 9

-

Hit Points 67 (9d8+27)

-

Speed 10 ft., swim 10 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
10 (+0)8 (-1)16 (+3)3 (-4)10 (+0)6 (-2)
-

Condition Immunities prone

-

Senses darkvision 60 ft., passive Perception 10

-

Languages -

-

Challenge 2 (450 XP)

-

Aberrant Ground. The ground in a 10-foot -radius around the mouther is dough-like difficult terrain. Each creature -that starts its turn in that area must succeed on a DC 10 Strength -saving throw or have its speed reduced to 0 until the start of its next -turn.

-

Gibbering. The mouther babbles incoherently -while it can see any creature and isn’t incapacitated. Each creature -that starts its turn within 20 feet of the mouther and can hear the -gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the -creature can’t take reactions until the start of its next turn and rolls -a d8 to determine what it does during its turn. On a 1 to 4, the -creature does nothing. On a 5 or 6, the creature takes no action or -bonus action and uses all its movement to move in a randomly determined -direction. On a 7 or 8, the creature makes a melee attack against a -randomly determined creature within its reach or does nothing if it -can’t make such an attack.

-
Actions
-

Multiattack. The gibbering mouther makes -one bite attack and, if it can, uses its Blinding Spittle.

-

Bites. Melee Weapon Attack: +2 to -hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. -If the target is Medium or smaller, it must succeed on a DC 10 Strength -saving throw or be knocked prone. If the target is killed by this -damage, it is absorbed into the mouther.

-

Blinding Spittle (Recharge 5-6). The -mouther spits a chemical glob at a point it can see within 15 feet of -it. The glob explodes in a blinding flash of light on impact. Each -creature within 5 feet of the flash must succeed on a DC 13 Dexterity -saving throw or be blinded until the end of the mouther’s next turn.

-

Gnoll

-

Medium humanoid (gnoll), chaotic evil

-

Armor Class 15 (hide armor, shield)

-

Hit Points 22 (5d8)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
14 (+2)12 (+1)11 (+0)6 (-2)10 (+0)7 (-2)
-

Senses darkvision 60 ft., passive Perception 10

-

Languages Gnoll

-

Challenge 1/2 (100 XP)

-

Rampage. When the gnoll reduces a creature -to 0 hit points with a melee attack on its turn, the gnoll can take a -bonus action to move up to half its speed and make a bite attack.

-
Actions
-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing -damage.

-

Spear. Melee or Ranged Weapon -Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. -Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if -used with two hands to make a melee attack.

-

Longbow. Ranged Weapon Attack: +3 -to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing -damage.

-

Gnome, Deep (Svirfneblin)

-

Small humanoid (gnome), neutral good

-

Armor Class 15 (chain shirt)

-

Hit Points 16 (3d6+6)

-

Speed 20 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)14 (+2)14 (+2)12 (+1)10 (+0)9 (-1)
-

Skills Investigation +3, Perception +2, Stealth -+4

-

Senses darkvision 120 ft., passive Perception 12

-

Languages Gnomish, Terran, Undercommon

-

Challenge 1/2 (100 XP)

-

Stone Camouflage. The gnome has advantage -on Dexterity (Stealth) checks made to hide in rocky terrain.

-

Gnome Cunning. The gnome has advantage on -Intelligence, Wisdom, and Charisma saving throws against magic.

-

Innate Spellcasting. The gnome’s innate -spellcasting ability is Intelligence (spell save DC 11). It can innately -cast the following spells, requiring no material Components

-

At will: nondetection (self only)

-

1/day each: blindness/deafness, blur, disguise -self

-
Actions
-

War Pick. Melee Weapon Attack: +4 -to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing -damage.

-

Poisoned Dart. Ranged Weapon -Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 -(1d4+2) piercing damage, and the target must succeed on a DC 12 -Constitution saving throw or be poisoned for 1 minute. The target can -repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success.

-

Goblin

-

Small humanoid (goblinoid), neutral evil

-

Armor Class 15 (leather armor, shield)

-

Hit Points 7 (2d6)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
8 (-1)14 (+2)10 (+0)10 (+0)8 (-1)8 (-1)
-

Skills Stealth +6

-

Senses darkvision 60 ft., passive Perception 9

-

Languages Common, Goblin

-

Challenge 1/4 (50 XP)

-

Nimble Escape. The goblin can take the -Disengage or Hide action as a bonus action on each of its turns.

-
Actions
-

Scimitar. Melee Weapon Attack: +4 -to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing -damage.

-

Shortbow. Ranged Weapon Attack: +4 -to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing -damage.

-

Golems

-

Clay Golem

-

Large construct, unaligned

-

Armor Class 14 (natural armor)

-

Hit Points 133 (14d10+56)

-

Speed 20 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
20 (+5)9 (-1)18 (+4)3 (-4)8 (-1)1 (-5)
-

Damage Immunities acid, poison, psychic; -bludgeoning, piercing, and slashing from nonmagical attacks that aren’t -adamantine

-

Condition Immunities charmed, exhaustion, -frightened, paralyzed, petrified, poisoned

-

Senses darkvision 60 ft., passive Perception 9

-

Languages understands the languages of its creator -but can’t speak

-

Challenge 9 (5,000 XP)

-

Acid Absorption. Whenever the golem is -subjected to acid damage, it takes no damage and instead regains a -number of hit points equal to the acid damage dealt.

-

Berserk. Whenever the golem starts its turn -with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. -On each of its turns while berserk, the golem attacks the nearest -creature it can see. If no creature is near enough to move to and -attack, the golem attacks an object, with preference for an object -smaller than itself. Once the golem goes berserk, it continues to do so -until it is destroyed or regains all its hit points.

-

Immutable Form. The golem is immune to any -spell or effect that would alter its form.

-

Magic Resistance. The golem has advantage -on saving throws against spells and other magical effects.

-

Magic Weapons. The golem’s weapon attacks -are magical.

-
Actions
-

Multiattack. The golem makes two slam -attacks.

-

Slam. Melee Weapon Attack: +8 to -hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning -damage. If the target is a creature, it must succeed on a DC 15 -Constitution saving throw or have its hit point maximum reduced by an -amount equal to the damage taken. The target dies if this attack reduces -its hit point maximum to 0. The reduction lasts until removed by the -greater restoration spell or other magic.

-

Haste (Recharge 5-6). Until the end of its -next turn, the golem magically gains a +2 bonus to its AC, has advantage -on Dexterity saving throws, and can use its slam attack as a bonus -action.

-

Flesh Golem

-

Medium construct, neutral

-

Armor Class 9

-

Hit Points 93 (11d8+44)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)9 (-1)18 (+4)6 (-2)10 (+0)5 (-3)
-

Damage Immunities lightning, poison; bludgeoning, -piercing, and slashing from nonmagical attacks that aren’t -adamantine

-

Condition Immunities charmed, exhaustion, -frightened, paralyzed, petrified, poisoned

-

Senses darkvision 60 ft., passive Perception 10

-

Languages understands the languages of its creator -but can’t speak

-

Challenge 5 (1,800 XP)

-

Berserk. Whenever the golem starts its turn -with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. -On each of its turns while berserk, the golem attacks the nearest -creature it can see. If no creature is near enough to move to and -attack, the golem attacks an object, with preference for an object -smaller than itself. Once the golem goes berserk, it continues to do so -until it is destroyed or regains all its hit points.

-

The golem’s creator, if within 60 feet of the berserk golem, can try -to calm it by speaking firmly and persuasively. The golem must be able -to hear its creator, who must take an action to make a DC 15 Charisma -(Persuasion) check. If the check succeeds, the golem ceases being -berserk. If it takes damage while still at 40 hit points or fewer, the -golem might go berserk again.

-

Aversion of Fire. If the golem takes fire -damage, it has disadvantage on attack rolls and ability checks until the -end of its next turn.

-

Immutable Form. The golem is immune to any -spell or effect that would alter its form.

-

Lightning Absorption. Whenever the golem is -subjected to lightning damage, it takes no damage and instead regains a -number of hit points equal to the lightning damage dealt.

-

Magic Resistance. The golem has advantage -on saving throws against spells and other magical effects.

-

Magic Weapons. The golem’s weapon attacks -are magical.

-
Actions
-

Multiattack. The golem makes two slam -attacks.

-

Slam. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning -damage.

-

Iron Golem

-

Large construct, unaligned

-

Armor Class 20 (natural armor)

-

Hit Points 210 (20d10+100)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
24 (+7)9 (-1)20 (+5)3 (-4)11 (+0)1 (-5)
-

Damage Immunities fire, poison, psychic; -bludgeoning, piercing, and slashing from nonmagical attacks that aren’t -adamantine

-

Condition Immunities charmed, exhaustion, -frightened, paralyzed, petrified, poisoned

-

Senses darkvision 120 ft., passive Perception 10

-

Languages understands the languages of its creator -but can’t speak

-

Challenge 16 (15,000 XP)

-

Fire Absorption. Whenever the golem is -subjected to fire damage, it takes no damage and instead regains a -number of hit points equal to the fire damage dealt.

-

Immutable Form. The golem is immune to any -spell or effect that would alter its form.

-

Magic Resistance. The golem has advantage -on saving throws against spells and other magical effects.

-

Magic Weapons. The golem’s weapon attacks -are magical.

-
Actions
-

Multiattack. The golem makes two melee -attacks.

-

Slam. Melee Weapon Attack: +13 to -hit, reach 5 ft., one target. Hit: 20 (3d8+7) bludgeoning -damage.

-

Sword. Melee Weapon Attack: +13 to -hit, reach 10 ft., one target. Hit: 23 (3d10+7) slashing -damage.

-

Poison Breath (Recharge 6). The golem -exhales poisonous gas in a 15-foot cone. Each creature in that area must -make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage -on a failed save, or half as much damage on a successful one.

-

Stone Golem

-

Large construct, unaligned

-

Armor Class 17 (natural armor)

-

Hit Points 178 (17d10+85)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
22 (+6)9 (-1)20 (+5)3 (-4)11 (+0)1 (-5)
-

Damage Immunities poison, psychic; bludgeoning, -piercing, and slashing from nonmagical attacks that aren’t -adamantine

-

Condition Immunities charmed, exhaustion, -frightened, paralyzed, petrified, poisoned

-

Senses darkvision 120 ft., passive Perception 10

-

Languages understands the languages of its creator -but can’t speak

-

Challenge 10 (5,900 XP)

-

Immutable Form. The golem is immune to any -spell or effect that would alter its form.

-

Magic Resistance. The golem has advantage -on saving throws against spells and other magical effects.

-

Magic Weapons. The golem’s weapon attacks -are magical.

-
Actions
-

Multiattack. The golem makes two slam -attacks.

-

Slam. Melee Weapon Attack: +10 to -hit, reach 5 ft., one target. Hit: 19 (3d8+6) bludgeoning -damage.

-

Slow (Recharge 5-6). The golem targets one -or more creatures it can see within 10 feet of it. Each target must make -a DC 17 Wisdom saving throw against this magic. On a failed save, a -target can’t use reactions, its speed is halved, and it can’t make more -than one attack on its turn. In addition, the target can take either an -action or a bonus action on its turn, not both. These effects last for 1 -minute. A target can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success.

-

Gorgon

-

Large monstrosity, unaligned

-

Armor Class 19 (natural armor)

-

Hit Points 114 (12d10+48)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
20 (+5)11 (+0)18 (+4)2 (-4)12 (+1)7 (-2)
-

Skills Perception +4

-

Condition Immunities petrified

-

Senses darkvision 60 ft., passive Perception 14

-

Languages -

-

Challenge 5 (1,800 XP)

-

Trampling Charge. If the gorgon moves at -least 20 feet straight toward a creature and then hits it with a gore -attack on the same turn, that target must succeed on a DC 16 Strength -saving throw or be knocked prone. If the target is prone, the gorgon can -make one attack with its hooves against it as a bonus action.

-
Actions
-

Gore. Melee Weapon Attack: +8 to -hit, reach 5 ft., one target. Hit: 18 (2d12+5) piercing -damage.

-

Hooves. Melee Weapon Attack: +8 to -hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning -damage.

-

Petrifying Breath (Recharge 5-6). The -gorgon exhales petrifying gas in a 30-foot cone. Each creature in that -area must succeed on a DC 13 Constitution saving throw. On a failed -save, a target begins to turn to stone and is restrained. The restrained -target must repeat the saving throw at the end of its next turn. On a -success, the effect ends on the target. On a failure, the target is -petrified until freed by the greater restoration spell or other -magic.

-

Grick

-

Medium monstrosity, neutral

-

Armor Class 14 (natural armor)

-

Hit Points 27 (6d8)

-

Speed 30 ft., climb 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
14 (+2)14 (+2)11 (+0)3 (-4)14 (+2)5 (-3)
-

Damage Resistances bludgeoning, piercing, and -slashing from nonmagical attacks

-

Senses darkvision 60 ft., passive Perception 12

-

Languages -

-

Challenge 2 (450 XP)

-

Stone Camouflage. The grick has advantage -on Dexterity (Stealth) checks made to hide in rocky terrain.

-
Actions
-

Multiattack. The grick makes one attack -with its tentacles. If that attack hits, the grick can make one beak -attack against the same target.

-

Tentacles. Melee Weapon Attack: +4 -to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing -damage.

-

Beak. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing -damage.

-

Griffon

-

Large monstrosity, unaligned

-

Armor Class 12

-

Hit Points 59 (7d10+21)

-

Speed 30 ft., fly 80 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)15 (+2)16 (+3)2 (-4)13 (+1)8 (-1)
-

Skills Perception +5

-

Senses darkvision 60 ft., passive Perception 15

-

Languages -

-

Challenge 2 (450 XP)

-

Keen Sight. The griffon has advantage on -Wisdom (Perception) checks that rely on sight.

-
Actions
-

Multiattack. The griffon makes two attacks: -one with its beak and one with its claws.

-

Beak. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing -damage.

-

Claws. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing -damage.

-

Grimlock

-

Medium humanoid (grimlock), neutral evil

-

Armor Class 11

-

Hit Points 11 (2d8+2)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)12 (+1)12 (+1)9 (-1)8 (-1)6 (-2)
-

Skills Athletics +5, Perception +3, Stealth +3

-

Condition Immunities blinded

-

Senses blindsight 30 ft. or 10 ft. while deafened -(blind beyond this radius), passive Perception 13

-

Languages Undercommon

-

Challenge 1/4 (50 XP)

-

Blind Senses. The grimlock can’t use its -blindsight while deafened and unable to smell.

-

Keen Hearing and Smell. The grimlock has -advantage on Wisdom (Perception) checks that rely on hearing or -smell.

-

Stone Camouflage. The grimlock has -advantage on Dexterity (Stealth) checks made to hide in rocky -terrain.

-
Actions
-

Spiked Bone Club. Melee Weapon -Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) -bludgeoning damage plus 2 (1d4) piercing damage.

-

Monsters (H)

-

Hags

-

Green Hag

-

Medium fey, neutral evil

-

Armor Class 17 (natural armor)

-

Hit Points 82 (11d8+33)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)12 (+1)16 (+3)13 (+1)14 (+2)14 (+2)
-

Skills Arcana +3, Deception +4, Perception +4, -Stealth +3

-

Senses darkvision 60 ft., passive Perception 14

-

Languages Common, Draconic, Sylvan

-

Challenge 3 (700 XP)

-

Amphibious. The hag can breathe air and -water.

-

Innate Spellcasting. The hag’s innate -spellcasting ability is Charisma (spell save DC 12). She can innately -cast the following spells, requiring no material Components

-

At will: dancing lights, minor illusion, -vicious mockery

-

Mimicry. The hag can mimic animal sounds -and humanoid voices. A creature that hears the sounds can tell they are -imitations with a successful DC 14 Wisdom (Insight) check.

-
Actions
-

Claws. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing -damage.

-

Illusory Appearance. The hag covers herself -and anything she is wearing or carrying with a magical illusion that -makes her look like another creature of her general size and humanoid -shape. The illusion ends if the hag takes a bonus action to end it or if -she dies.

-

The changes wrought by this effect fail to hold up to physical -inspection. For example, the hag could appear to have smooth skin, but -someone touching her would feel her rough flesh. Otherwise, a creature -must take an action to visually inspect the illusion and succeed on a DC -20 Intelligence (Investigation) check to discern that the hag is -disguised.

-

Invisible Passage. The hag magically turns -invisible until she attacks or casts a spell, or until her concentration -ends (as if concentrating on a spell). While invisible, she leaves no -physical evidence of her passage, so she can be tracked only by magic. -Any equipment she wears or carries is invisible with her.

-

Night Hag

-

Medium fiend, neutral evil

-

Armor Class 17 (natural armor)

-

Hit Points 112 (15d8+45)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)15 (+2)16 (+3)16 (+3)14 (+2)16 (+3)
-

Skills Deception +7, Insight +6, Perception +6, -Stealth +6

-

Damage Resistances cold, fire; bludgeoning, -piercing, and slashing from nonmagical attacks not made with silvered -weapons

-

Condition Immunities charmed

-

Senses darkvision 120 ft., passive Perception 16

-

Languages Abyssal, Common, Infernal, Primordial

-

Challenge 5 (1,800 XP)

-

Innate Spellcasting. The hag’s innate -spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell -attacks). She can innately cast the following spells, requiring no -material Components

-

At will: detect magic, magic missile

-

2/day each: plane shift (self only), ray of -enfeeblement, sleep

-

Magic Resistance. The hag has advantage on -saving throws against spells and other magical effects.

-
Actions
-

Claws (Hag Form Only). Melee Weapon -Attack: +7 to hit, reach 5 ft., one target. Hit: 13 -(2d8+4) slashing damage.

-

Change Shape. The hag magically polymorphs -into a Small or Medium female humanoid, or back into her true form. Her -statistics are the same in each form. Any equipment she is wearing or -carrying isn’t transformed. She reverts to her true form if she -dies.

-

Etherealness. The hag magically enters the -Ethereal Plane from the Material Plane, or vice versa. To do so, the hag -must have a heartstone in her possession.

-

Nightmare Haunting (1/Day). While on the -Ethereal Plane, the hag magically touches a sleeping humanoid on the -Material Plane. A protection from evil and good spell cast on -the target prevents this contact, as does a magic circle. As -long as the contact persists, the target has dreadful visions. If these -visions last for at least 1 hour, the target gains no benefit from its -rest, and its hit point maximum is reduced by 5 (1d10). If this effect -reduces the target’s hit point maximum to 0, the target dies, and if the -target was evil, its soul is trapped in the hag’s soul bag. The -reduction to the target’s hit point maximum lasts until removed by the -greater restoration spell or similar magic.

-

Sea Hag

-

Medium fey, chaotic evil

-

Armor Class 14 (natural armor)

-

Hit Points 52 (7d8+21)

-

Speed 30 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)13 (+1)16 (+3)12 (+1)12 (+1)13 (+1)
-

Senses darkvision 60 ft., passive Perception 11

-

Languages Aquan, Common, Giant

-

Challenge 2 (450 XP)

-

Amphibious. The hag can breathe air and -water.

-

Horrific Appearance. Any humanoid that -starts its turn within 30 feet of the hag and can see the hag’s true -form must make a DC 11 Wisdom saving throw. On a failed save, the -creature is frightened for 1 minute. A creature can repeat the saving -throw at the end of each of its turns, with disadvantage if the hag is -within line of sight, ending the effect on itself on a success. If a -creature’s saving throw is successful or the effect ends for it, the -creature is immune to the hag’s Horrific Appearance for the next 24 -hours.

-

Unless the target is surprised or the revelation of the hag’s true -form is sudden, the target can avert its eyes and avoid making the -initial saving throw. Until the start of its next turn, a creature that -averts its eyes has disadvantage on attack rolls against the hag.

-
Actions
-

Claws. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing -damage.

-

Death Glare. The hag targets one frightened -creature she can see within 30 feet of her. If the target can see the -hag, it must succeed on a DC 11 Wisdom saving throw against this magic -or drop to 0 hit points.

-

Illusory Appearance. The hag covers herself -and anything she is wearing or carrying with a magical illusion that -makes her look like an ugly creature of her general size and humanoid -shape. The effect ends if the hag takes a bonus action to end it or if -she dies.

-

The changes wrought by this effect fail to hold up to physical -inspection. For example, the hag could appear to have no claws, but -someone touching her hand might feel the claws. Otherwise, a creature -must take an action to visually inspect the illusion and succeed on a DC -16 Intelligence (Investigation) check to discern that the hag is -disguised.

-

Half-Dragon Template

-

A beast, humanoid, giant, or monstrosity can become a half-dragon. It -keeps its statistics, except as follows.

-

Challenge. To avoid recalculating the -creature’s challenge rating, apply the template only to a creature that -meets the optional prerequisite in the Breath Weapon table below. -Otherwise, recalculate the rating after you apply the template.

-

Senses. The half-dragon gains blindsight with a -radius of 10 feet and darkvision with a radius of 60 feet.

-

Resistances. The half-dragon gains -resistance to a type of damage based on its color.

-

Table- 114 - Monsters: Half-Dragon Template (Damage -Resistance)

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ColorDamage Resistance
Black or copperAcid
Blue or bronzeLightning
Brass, gold, or redFire
GreenPoison
Silver or whiteCold
-

Languages. The half-dragon speaks Draconic in -addition to any other languages it knows.

-

New Action: Breath Weapon. The half-dragon -has the breath weapon of its dragon half. The half- dragon’s size -determines how this action functions.

-

Table- 115 - Monsters: Half-Dragon Template -(Size)

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SizeBreath WeaponOptional Prerequisite
Large or smallerAs a wyrmlingChallenge 2 or higher
HugeAs a young dragonChallenge 7 or higher
GargantuanAs an adult dragonChallenge 8 or higher
-

Half-Red Dragon Veteran

-

Medium humanoid (human), any alignment

-

Armor Class 18 (plate)

-

Hit Points 65 (10d8+20)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)13 (+1)14 (+2)10 (+0)11 (+0)10 (+0)
-

Skills Athletics +5, Perception +2

-

Damage Resistances fire

-

Senses blindsight 10 ft., darkvision 60 ft., passive -Perception 12

-

Languages Common, Draconic

-

Challenge 5 (1,800 XP)

-
Actions
-

Multiattack. The veteran makes two -longsword attacks. If it has a shortsword drawn, it can also make a -shortsword attack.

-

Longsword. Melee Weapon Attack: +5 -to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing -damage, or 8 (1d10+3) slashing damage if used with two hands.

-

Shortsword. Melee Weapon Attack: -+5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing -damage.

-

Heavy Crossbow. Ranged Weapon -Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 -(1d10+1) piercing damage.

-

Fire Breath (Recharge 5-6). The veteran -exhales fire in a 15-foot cone. Each creature in that area must make a -DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed -save, or half as much damage on a successful one.

-

Harpy

-

Medium monstrosity, chaotic evil

-

Armor Class 11

-

Hit Points 38 (7d8+7)

-

Speed 20 ft., fly 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
12 (+1)13 (+1)12 (+1)7 (-2)10 (+0)13 (+1)
-

Senses passive Perception 10

-

Languages Common

-

Challenge 1 (200 XP)

-
Actions
-

Multiattack. The harpy makes two attacks: -one with its claws and one with its club.

-

Claws. Melee Weapon Attack: +3 to -hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing -damage.

-

Club. Melee Weapon Attack: +3 to -hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning -damage.

-

Luring Song. The harpy sings a magical -melody. Every humanoid and giant within 300 feet of the harpy that can -hear the song must succeed on a DC 11 Wisdom saving throw or be charmed -until the song ends. The harpy must take a bonus action on its -subsequent turns to continue singing. It can stop singing at any time. -The song ends if the harpy is incapacitated.

-

While charmed by the harpy, a target is incapacitated and ignores the -songs of other harpies. If the charmed target is more than 5 feet away -from the harpy, the target must move on its turn toward the harpy by the -most direct route, trying to get within 5 feet. It doesn’t avoid -opportunity attacks, but before moving into damaging terrain, such as -lava or a pit, and whenever it takes damage from a source other than the -harpy, the target can repeat the saving throw. A charmed target can also -repeat the saving throw at the end of each of its turns. If the saving -throw is successful, the effect ends on it.

-

A target that successfully saves is immune to this harpy’s song for -the next 24 hours.

-

Hell Hound

-

Medium fiend, lawful evil

-

Armor Class 15 (natural armor)

-

Hit Points 45 (7d8+14)

-

Speed 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
17 (+3)12 (+1)14 (+2)6 (-2)13 (+1)6 (-2)
-

Skills Perception +5

-

Damage Immunities fire

-

Senses darkvision 60 ft., passive Perception 15

-

Languages understands Infernal but can’t speak -it

-

Challenge 3 (700 XP)

-

Keen Hearing and Smell. The hound has -advantage on Wisdom (Perception) checks that rely on hearing or -smell.

-

Pack Tactics. The hound has advantage on an -attack roll against a creature if at least one of the hound’s allies is -within 5 feet of the creature and the ally isn’t incapacitated.

-
Actions
-

Bite. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage -plus 7 (2d6) fire damage.

-

Fire Breath (Recharge 5-6). The hound -exhales fire in a 15-foot cone. Each creature in that area must make a -DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed -save, or half as much damage on a successful one.

-

Hippogriff

-

Large monstrosity, unaligned

-

Armor Class 11

-

Hit Points 19 (3d10+3)

-

Speed 40 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
17 (+3)13 (+1)13 (+1)2 (-4)12 (+1)8 (-1)
-

Skills Perception +5

-

Senses passive Perception 15

-

Languages -

-

Challenge 1 (200 XP)

-

Keen Sight. The hippogriff has advantage on -Wisdom (Perception) checks that rely on sight.

-
Actions
-

Multiattack. The hippogriff makes two -attacks: one with its beak and one with its claws.

-

Beak. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing -damage.

-

Claws. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing -damage.

-

Hobgoblin

-

Medium humanoid (goblinoid), lawful evil

-

Armor Class 18 (chain mail, shield)

-

Hit Points 11 (2d8+2)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
13 (+1)12 (+1)12 (+1)10 (+0)10 (+0)9 (-1)
-

Senses darkvision 60 ft., passive Perception 10

-

Languages Common, Goblin

-

Challenge 1/2 (100 XP)

-

Martial Advantage. Once per turn, the -hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a -weapon attack if that creature is within 5 feet of an ally of the -hobgoblin that isn’t incapacitated.

-
Actions
-

Longsword. Melee Weapon Attack: +3 -to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing -damage, or 6 (1d10+1) slashing damage if used with two hands.

-

Longbow. Ranged Weapon Attack: +3 -to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing -damage.

-

Homunculus

-

Tiny construct, neutral

-

Armor Class 13 (natural armor)

-

Hit Points 5 (2d4)

-

Speed 20 ft., fly 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
4 (-3)15 (+2)11 (+0)10 (+0)10 (+0)7 (-2)
-

Damage Immunities poison

-

Condition Immunities charmed, poisoned

-

Senses darkvision 60 ft., passive Perception 10

-

Languages understands the languages of its creator -but can’t speak

-

Challenge 0 (10 XP)

-

Telepathic Bond. While the homunculus is on -the same plane of existence as its master, it can magically convey what -it senses to its master, and the two can communicate telepathically.

-
Actions
-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the -target must succeed on a DC 10 Constitution saving throw or be poisoned -for 1 minute. If the saving throw fails by 5 or more, the target is -instead poisoned for 5 (1d10) minutes and unconscious while poisoned in -this way.

-

Hydra

-

Huge monstrosity, unaligned

-

Armor Class 15 (natural armor)

-

Hit Points 172 (15d12+75)

-

Speed 30 ft., swim 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
20 (+5)12 (+1)20 (+5)2 (-4)10 (+0)7 (-2)
-

Skills Perception +6

-

Senses darkvision 60 ft., passive Perception 16

-

Languages -

-

Challenge 8 (3,900 XP)

-

Hold Breath. The hydra can hold its breath -for 1 hour.

-

Multiple Heads. The hydra has five heads. -While it has more than one head, the hydra has advantage on saving -throws against being blinded, charmed, deafened, frightened, stunned, -and knocked unconscious.

-

Whenever the hydra takes 25 or more damage in a single turn, one of -its heads dies. If all its heads die, the hydra dies.

-

At the end of its turn, it grows two heads for each of its heads that -died since its last turn, unless it has taken fire damage since its last -turn. The hydra regains 10 hit points for each head regrown in this -way.

-

Reactive Heads. For each head the hydra has -beyond one, it gets an extra reaction that can be used only for -opportunity attacks.

-

Wakeful. While the hydra sleeps, at least -one of its heads is awake.

-
Actions
-

Multiattack. The hydra makes as many bite -attacks as it has heads.

-

Bite. Melee Weapon Attack: +8 to -hit, reach 10 ft., one target. Hit: 10 (1d10+5) piercing -damage.

-

Monsters (I)

-

Invisible Stalker

-

Medium elemental, neutral

-

Armor Class 14

-

Hit Points 104 (16d8+32)

-

Speed 50 ft., fly 50 ft. (hover)

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)19 (+4)14 (+2)10 (+0)15 (+2)11 (+0)
-

Skills Perception +8, Stealth +10

-

Damage Resistances bludgeoning, piercing, and -slashing from nonmagical attacks

-

Damage Immunities poison

-

Condition Immunities exhaustion, grappled, -paralyzed, petrified, poisoned, prone, restrained, unconscious

-

Senses darkvision 60 ft., passive Perception 18

-

Languages Auran, understands Common but doesn’t -speak it

-

Challenge 6 (2,300 XP)

-

Invisibility. The stalker is invisible.

-

Faultless Tracker. The stalker is given a -quarry by its summoner. The stalker knows the direction and distance to -its quarry as long as the two of them are on the same plane of -existence. The stalker also knows the location of its summoner.

-
Actions
-

Multiattack. The stalker makes two slam -attacks.

-

Slam. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning -damage.

-

Monsters (K)

-

Kobold

-

Small humanoid (kobold), lawful evil

-

Armor Class 12

-

Hit Points 5 (2d6-2)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
7 (-2)15 (+2)9 (-1)8 (-1)7 (-2)8 (-1)
-

Senses darkvision 60 ft., passive Perception 8

-

Languages Common, Draconic

-

Challenge 1/8 (25 XP)

-

Sunlight Sensitivity. While in sunlight, -the kobold has disadvantage on attack rolls, as well as on Wisdom -(Perception) checks that rely on sight.

-

Pack Tactics. The kobold has advantage on -an attack roll against a creature if at least one of the kobold’s allies -is within 5 feet of the creature and the ally isn’t incapacitated.

-
Actions
-

Dagger. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing -damage.

-

Sling. Ranged Weapon Attack: +4 to -hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning -damage.

-

Kraken

-

Gargantuan monstrosity (titan), chaotic evil

-

Armor Class 18 (natural armor)

-

Hit Points 472 (27d20+189)

-

Speed 20 ft., swim 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
30 (+10)11 (+0)25 (+7)22 (+6)18 (+4)20 (+5)
-

Saving Throws Str +17, Dex +7, Con +14, Int +13, Wis -+11

-

Damage Immunities lightning; bludgeoning, piercing, -and slashing from nonmagical attacks

-

Condition Immunities frightened, paralyzed

-

Senses truesight 120 ft., passive Perception 14

-

Languages understands Abyssal, Celestial, Infernal, -and Primordial but can’t speak, telepathy 120 ft.

-

Challenge 23 (50,000 XP)

-

Amphibious. The kraken can breathe air and -water.

-

Freedom of Movement. The kraken ignores -difficult terrain, and magical effects can’t reduce its speed or cause -it to be restrained. It can spend 5 feet of movement to escape from -nonmagical restraints or being grappled.

-

Siege Monster. The kraken deals double -damage to objects and structures.

-
Actions
-

Multiattack. The kraken makes three -tentacle attacks, each of which it can replace with one use of -Fling.

-

Bite. Melee Weapon Attack: +17 to -hit, reach 5 ft., one target. Hit: 23 (3d8+10) piercing damage. -If the target is a Large or smaller creature grappled by the kraken, -that creature is swallowed, and the grapple ends. While swallowed, the -creature is blinded and restrained, it has total cover against attacks -and other effects outside the kraken, and it takes 42 (12d6) acid damage -at the start of each of the kraken’s turns.

-

If the kraken takes 50 damage or more on a single turn from a -creature inside it, the kraken must succeed on a DC 25 Constitution -saving throw at the end of that turn or regurgitate all swallowed -creatures, which fall prone in a space within 10 feet of the kraken. If -the kraken dies, a swallowed creature is no longer restrained by it and -can escape from the corpse using 15 feet of movement, exiting prone.

-

Tentacle. Melee Weapon Attack: +17 -to hit, reach 30 ft., one target. Hit: 20 (3d6+10) bludgeoning -damage, and the target is grappled (escape DC 18). Until this grapple -ends, the target is restrained. The kraken has ten tentacles, each of -which can grapple one target.

-

Fling. One Large or smaller object held or -creature grappled by the kraken is thrown up to 60 feet in a random -direction and knocked prone. If a thrown target strikes a solid surface, -the target takes 3 (1d6) bludgeoning damage for every 10 feet it was -thrown. If the target is thrown at another creature, that creature must -succeed on a DC 18 Dexterity saving throw or take the same damage and be -knocked prone.

-

Lightning Storm. The kraken magically -creates three bolts of lightning, each of which can strike a target the -kraken can see within 120 feet of it. A target must make a DC 23 -Dexterity saving throw, taking 22 (4d10) lightning damage on a failed -save, or half as much damage on a successful one.

-
Legendary Actions
-

The kraken can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The kraken regains spent -legendary actions at the start of its turn.

-

Tentacle Attack or Fling. The kraken makes one -tentacle attack or uses its Fling.

-

Lightning Storm (Costs 2 Actions). The kraken uses -Lightning Storm.

-

Ink Cloud (Costs 3 Actions). While underwater, the -kraken expels an ink cloud in a 60-foot radius. The cloud spreads around -corners, and that area is heavily obscured to creatures other than the -kraken. Each creature other than the kraken that ends its turn there -must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) -poison damage on a failed save, or half as much damage on a successful -one. A strong current disperses the cloud, which otherwise disappears at -the end of the kraken’s next turn.

-

Monsters (L)

-

Lamia

-

Large monstrosity, chaotic evil

-

Armor Class 13 (natural armor)

-

Hit Points 97 (13d10+26)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)13 (+1)15 (+2)14 (+2)15 (+2)16 (+3)
-

Skills Deception +7, Insight +4, Stealth +3

-

Senses darkvision 60 ft., passive Perception 12

-

Languages Abyssal, Common

-

Challenge 4 (1,100 XP)

-

Innate Spellcasting. The lamia’s innate -spellcasting ability is Charisma (spell save DC 13). It can innately -cast the following spells, requiring no material components.

-

At will: disguise self (any humanoid form), major -image

-

3/day each: charm person, mirror image, -scrying, suggestion

-

1/day: geas

-
Actions
-

Multiattack. The lamia makes two attacks: -one with its claws and one with its dagger or Intoxicating Touch.

-

Claws. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 14 (2d10+3) slashing -damage.

-

Dagger. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing -damage.

-

Intoxicating Touch. Melee Spell -Attack: +5 to hit, reach 5 ft., one creature. Hit: The -target is magically cursed for 1 hour. Until the curse ends, the target -has disadvantage on Wisdom saving throws and all ability checks.

-

Lich

-

Medium undead, any evil alignment

-

Armor Class 17 (natural armor)

-

Hit Points 135 (18d8+54)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
11 (+0)16 (+3)16 (+3)20 (+5)14 (+2)16 (+3)
-

Saving Throws Con +10, Int +12, Wis +9

-

Skills Arcana +19, History +12, Insight +9, -Perception +9

-

Damage Resistances cold, lightning, necrotic

-

Damage Immunities poison; bludgeoning, piercing, and -slashing from nonmagical attacks

-

Condition Immunities charmed, exhaustion, -frightened, paralyzed, poisoned

-

Senses truesight 120 ft., passive Perception 19

-

Languages Common plus up to five other languages

-

Challenge 21 (33,000 XP)

-

Legendary Resistance (3/Day). If the lich -fails a saving throw, it can choose to succeed instead.

-

Rejuvenation. If it has a phylactery, a -destroyed lich gains a new body in 1d10 days, regaining all its hit -points and becoming active again. The new body appears within 5 feet of -the phylactery.

-

Spellcasting. The lich is an 18th-level -spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, -+12 to hit with spell attacks). The lich has the following wizard spells -prepared:

-

Cantrips (at will): mage hand, prestidigitation, -ray of frost 1st level (4 slots): detect magic, -magic missile, shield, thunderwave 2nd level -(3 slots): acid arrow, detect thoughts, -invisibility, mirror image 3rd level (3 slots): -animate dead, counterspell, dispel magic, -fireball 4th level (3 slots): blight, dimension -door 5th level (3 slots): cloudkill, scrying 6th -level (1 slot): disintegrate, globe of invulnerability -7th level (1 slot): finger of death, plane shift 8th -level (1 slot): dominate monster, power word stun 9th -level (1 slot): power word kill

-

Turn Resistance. The lich has advantage on -saving throws against any effect that turns undead.

-
Actions
-

Paralyzing Touch. Melee Spell -Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 -(3d6) cold damage. The target must succeed on a DC 18 Constitution -saving throw or be paralyzed for 1 minute. The target can repeat the -saving throw at the end of each of its turns, ending the effect on -itself on a success.

-
Legendary Actions
-

The lich can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The lich regains spent legendary -actions at the start of its turn.

-

Cantrip. The lich casts a cantrip.

-

Paralyzing Touch (Costs 2 Actions). The lich uses -its Paralyzing Touch.

-

Frightening Gaze (Costs 2 Actions). The lich fixes -its gaze on one creature it can see within 10 feet of it. The target -must succeed on a DC 18 Wisdom saving throw against this magic or become -frightened for 1 minute. The frightened target can repeat the saving -throw at the end of each of its turns, ending the effect on itself on a -success. If a target’s saving throw is successful or the effect ends for -it, the target is immune to the lich’s gaze for the next 24 hours.

-

Disrupt Life (Costs 3 Actions). Each non-undead -creature within 20 feet of the lich must make a DC 18 Constitution -saving throw against this magic, taking 21 (6d6) necrotic damage on a -failed save, or half as much damage on a successful one.

-

Lizardfolk

-

Medium humanoid (lizardfolk), neutral

-

Armor Class 15 (natural armor, shield)

-

Hit Points 22 (4d8+4)

-

Speed 30 ft., swim 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)10 (+0)13 (+1)7 (-2)12 (+1)7 (-2)
-

Skills Perception +3, Stealth +4, Survival +5

-

Senses passive Perception 13

-

Languages Draconic

-

Challenge 1/2 (100 XP)

-

Hold Breath. The lizardfolk can hold its -breath for 15 minutes.

-
Actions
-

Multiattack. The lizardfolk makes two melee -attacks, each one with a different weapon.

-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing -damage.

-

Heavy Club. Melee Weapon Attack: -+4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning -damage.

-

Javelin. Melee or Ranged Weapon -Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. -Hit: 5 (1d6+2) piercing damage.

-

Spiked Shield. Melee Weapon -Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) -piercing damage.

-

Lycanthropes

-

Werebear

-

Medium humanoid (human, shapechanger), neutral good

-

Armor Class 10 in humanoid form, 11 (natural armor) -in bear and hybrid form

-

Hit Points 135 (18d8+54)

-

Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid -form)

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)10 (+0)17 (+3)11 (+0)12 (+1)12 (+1)
-

Skills Perception +7

-

Damage Immunities bludgeoning, piercing, and -slashing from nonmagical attacks not made with silvered weapons

-

Senses passive Perception 17

-

Languages Common (can’t speak in bear form)

-

Challenge 5 (1,800 XP)

-

Shapechanger. The werebear can use its -action to polymorph into a Large bear-humanoid hybrid or into a Large -bear, or back into its true form, which is humanoid. Its statistics, -other than its size and AC, are the same in each form. Any equipment it -is wearing or carrying isn’t transformed. It reverts to its true form if -it dies.

-

Keen Smell. The werebear has advantage on -Wisdom (Perception) checks that rely on smell.

-
Actions
-

Multiattack. In bear form, the werebear -makes two claw attacks. In humanoid form, it makes two greataxe attacks. -In hybrid form, it can attack like a bear or a humanoid.

-

Bite (Bear or Hybrid Form Only). Melee -Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 -(2d10+4) piercing damage. If the target is a humanoid, it must succeed -on a DC 14 Constitution saving throw or be cursed with werebear -lycanthropy.

-

Claw (Bear or Hybrid Form Only). Melee -Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 -(2d8+4) slashing damage.

-

Greataxe (Humanoid or Hybrid Form Only). -Melee Weapon Attack: +7 to hit, reach 5 ft., one target. -Hit: 10 (1d12+4) slashing damage.

-

Wereboar

-

Medium humanoid (human, shapechanger), neutral evil

-

Armor Class 10 in humanoid form, 11 (natural armor) -in boar or hybrid form

-

Hit Points 78 (12d8+24)

-

Speed 30 ft. (40 ft. in boar form)

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
17 (+3)10 (+0)15 (+2)10 (+0)11 (+0)8 (-1)
-

Skills Perception +2

-

Damage Immunities bludgeoning, piercing, and -slashing from nonmagical attacks not made with silvered weapons

-

Senses passive Perception 12

-

Languages Common (can’t speak in boar form)

-

Challenge 4 (1,100 XP)

-

Shapechanger. The wereboar can use its -action to polymorph into a boar-humanoid hybrid or into a boar, or back -into its true form, which is humanoid. Its statistics, other than its -AC, are the same in each form. Any equipment it is wearing or carrying -isn’t transformed. It reverts to its true form if it dies.

-

Charge (Boar or Hybrid Form Only). If the -wereboar moves at least 15 feet straight toward a target and then hits -it with its tusks on the same turn, the target takes an extra 7 (2d6) -slashing damage. If the target is a creature, it must succeed on a DC 13 -Strength saving throw or be knocked prone.

-

Relentless (Recharges after a Short or Long -Rest). If the wereboar takes 14 damage or less that would -reduce it to 0 hit points, it is reduced to 1 hit point instead.

-
Actions
-

Multiattack (Humanoid or Hybrid Form Only). -The wereboar makes two attacks, only one of which can be with its -tusks.

-

Maul (Humanoid or Hybrid Form Only). -Melee Weapon Attack: +5 to hit, reach 5 ft., one target. -Hit: 10 (2d6+3) bludgeoning damage.

-

Tusks (Boar or Hybrid Form Only). Melee -Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 -(2d6+3) slashing damage. If the target is a humanoid, it must succeed on -a DC 12 Constitution saving throw or be cursed with wereboar -lycanthropy.

-

Wererat

-

Medium humanoid (human, shapechanger), lawful evil

-

Armor Class 12

-

Hit Points 33 (6d8+6)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
10 (+0)15 (+2)12 (+1)11 (+0)10 (+0)8 (-1)
-

Skills Perception +2, Stealth +4

-

Damage Immunities bludgeoning, piercing, and -slashing from nonmagical attacks not made with silvered weapons

-

Senses darkvision 60 ft. (rat form only), passive -Perception 12

-

Languages Common (can’t speak in rat form)

-

Challenge 2 (450 XP)

-

Shapechanger. The wererat can use its -action to polymorph into a rat-humanoid hybrid or into a giant rat, or -back into its true form, which is humanoid. Its statistics, other than -its size, are the same in each form. Any equipment it is wearing or -carrying isn’t transformed. It reverts to its true form if it dies.

-

Keen Smell. The wererat has advantage on -Wisdom (Perception) checks that rely on smell.

-
Actions
-

Multiattack (Humanoid or Hybrid Form Only). -The wererat makes two attacks, only one of which can be a bite.

-

Bite (Rat or Hybrid Form Only). Melee -Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 -(1d4+2) piercing damage. If the target is a humanoid, it must succeed on -a DC 11 Constitution saving throw or be cursed with wererat -lycanthropy.

-

Shortsword (Humanoid or Hybrid Form Only). -Melee Weapon Attack: +4 to hit, reach 5 ft., one target. -Hit: 5 (1d6+2) piercing damage.

-

Hand Crossbow (Humanoid or Hybrid Form -Only). Ranged Weapon Attack: +4 to hit, range -30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.

-

Weretiger

-

Medium humanoid (human, shapechanger), neutral

-

Armor Class 12

-

Hit Points 120 (16d8+48)

-

Speed 30 ft. (40 ft. in tiger form)

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
17 (+3)15 (+2)16 (+3)10 (+0)13 (+1)11 (+0)
-

Skills Perception +5, Stealth +4

-

Damage Immunities bludgeoning, piercing, and -slashing from nonmagical attacks not made with silvered weapons

-

Senses darkvision 60 ft., passive Perception 15

-

Languages Common (can’t speak in tiger form)

-

Challenge 4 (1,100 XP)

-

Shapechanger. The weretiger can use its -action to polymorph into a tiger-humanoid hybrid or into a tiger, or -back into its true form, which is humanoid. Its statistics, other than -its size, are the same in each form. Any equipment it is wearing or -carrying isn’t transformed. It reverts to its true form if it dies.

-

Keen Hearing and Smell. The weretiger has -advantage on Wisdom (Perception) checks that rely on hearing or -smell.

-

Pounce (Tiger or Hybrid Form Only). If the -weretiger moves at least 15 feet straight toward a creature and then -hits it with a claw attack on the same turn, that target must succeed on -a DC 14 Strength saving throw or be knocked prone. If the target is -prone, the weretiger can make one bite attack against it as a bonus -action.

-
Actions
-

Multiattack (Humanoid or Hybrid Form Only). -In humanoid form, the weretiger makes two scimitar attacks or two -longbow attacks. In hybrid form, it can attack like a humanoid or make -two claw attacks.

-

Bite (Tiger or Hybrid Form Only). Melee -Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 -(1d10+3) piercing damage. If the target is a humanoid, it must succeed -on a DC 13 Constitution saving throw or be cursed with weretiger -lycanthropy.

-

Claw (Tiger or Hybrid Form Only). Melee -Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 -(1d8+3) slashing damage.

-

Scimitar (Humanoid or Hybrid Form Only). -Melee Weapon Attack: +5 to hit, reach 5 ft., one target. -Hit: 6 (1d6+3) slashing damage.

-

Longbow (Humanoid or Hybrid Form Only). -Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. -Hit: 6 (1d8+2) piercing damage.

-

Werewolf

-

Medium humanoid (human, shapechanger), chaotic evil

-

Armor Class 11 in humanoid form, 12 (natural armor) -in wolf or hybrid form

-

Hit Points 58 (9d8+18)

-

Speed 30 ft. (40 ft. in wolf form)

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)13 (+1)14 (+2)10 (+0)11 (+0)10 (+0)
-

Skills Perception +4, Stealth +3

-

Damage Immunities bludgeoning, piercing, and -slashing from nonmagical attacks not made with silvered weapons

-

Senses passive Perception 14

-

Languages Common (can’t speak in wolf form)

-

Challenge 3 (700 XP)

-

Shapechanger. The werewolf can use its -action to polymorph into a wolf-humanoid hybrid or into a wolf, or back -into its true form, which is humanoid. Its statistics, other than its -AC, are the same in each form. Any equipment it is wearing or carrying -isn’t transformed. It reverts to its true form if it dies.

-

Keen Hearing and Smell. The werewolf has -advantage on Wisdom (Perception) checks that rely on hearing or -smell.

-
Actions
-

Multiattack (Humanoid or Hybrid Form Only). -The werewolf makes two attacks: two with its spear (humanoid form) or -one with its bite and one with its claws (hybrid form).

-

Bite (Wolf or Hybrid Form Only). Melee -Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 -(1d8+2) piercing damage. If the target is a humanoid, it must succeed on -a DC 12 Constitution saving throw or be cursed with werewolf -lycanthropy.

-

Claws (Hybrid Form Only). Melee Weapon -Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 -(2d4+2) slashing damage.

-

Spear (Humanoid Form Only). Melee or -Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., -one creature. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) -piercing damage if used with two hands to make a melee attack.

-

Monsters (M)

-

Magmin

-

Small elemental, chaotic neutral

-

Armor Class 14 (natural armor)

-

Hit Points 9 (2d6+2)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
7 (-2)15 (+2)12 (+1)8 (-1)11 (+0)10 (+0)
-

Damage Resistances bludgeoning, piercing, and -slashing from nonmagical attacks

-

Damage Immunities fire

-

Senses darkvision 60 ft., passive Perception 10

-

Languages Ignan

-

Challenge 1/2 (100 XP)

-

Death Burst. When the magmin dies, it -explodes in a burst of fire and magma. Each creature within 10 feet of -it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage -on a failed save, or half as much damage on a successful one. Flammable -objects that aren’t being worn or carried in that area are ignited.

-

Ignited Illumination. As a bonus action, -the magmin can set itself ablaze or extinguish its flames. While ablaze, -the magmin sheds bright light in a 10-foot radius and dim light for an -additional 10 feet.

-
Actions
-

Touch. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the -target is a creature or a flammable object, it ignites. Until a creature -takes an action to douse the fire, the target takes 3 (1d6) fire damage -at the end of each of its turns.

-

Manticore

-

Large monstrosity, lawful evil

-

Armor Class 14 (natural armor)

-

Hit Points 68 (8d10+24)

-

Speed 30 ft., fly 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
17 (+3)16 (+3)17 (+3)7 (-2)12 (+1)8 (-1)
-

Senses darkvision 60 ft., passive Perception 11

-

Languages Common

-

Challenge 3 (700 XP)

-

Tail Spike Regrowth. The manticore has -twenty-four tail spikes. Used spikes regrow when the manticore finishes -a long rest.

-
Actions
-

Multiattack. The manticore makes three -attacks: one with its bite and two with its claws or three with its tail -spikes.

-

Bite. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing -damage.

-

Claw. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing -damage.

-

Tail Spike. Ranged Weapon Attack: -+5 to hit, range 100/200 ft., one target. Hit: 7 (1d8+3) -piercing damage.

-

Medusa

-

Medium monstrosity, lawful evil

-

Armor Class 15 (natural armor)

-

Hit Points 127 (17d8+51)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
10 (+0)15 (+2)16 (+3)12 (+1)13 (+1)15 (+2)
-

Skills Deception +5, Insight +4, Perception +4, -Stealth +5

-

Senses darkvision 60 ft., passive Perception 14

-

Languages Common

-

Challenge 6 (2,300 XP)

-

Petrifying Gaze. When a creature that can -see the medusa’s eyes starts its turn within 30 feet of the medusa, the -medusa can force it to make a DC 14 Constitution saving throw if the -medusa isn’t incapacitated and can see the creature. If the saving throw -fails by 5 or more, the creature is instantly petrified. Otherwise, a -creature that fails the save begins to turn to stone and is restrained. -The restrained creature must repeat the saving throw at the end of its -next turn, becoming petrified on a failure or ending the effect on a -success. The petrification lasts until the creature is freed by the -greater restoration spell or other magic.

-

Unless surprised, a creature can avert its eyes to avoid the saving -throw at the start of its turn. If the creature does so, it can’t see -the medusa until the start of its next turn, when it can avert its eyes -again. If the creature looks at the medusa in the meantime, it must -immediately make the save.

-

If the medusa sees itself reflected on a polished surface within 30 -feet of it and in an area of bright light, the medusa is, due to its -curse, affected by its own gaze.

-
Actions
-

Multiattack. The medusa makes either three -melee attacks-one with its snake hair and two with its shortsword-or two -ranged attacks with its longbow.

-

Snake Hair. Melee Weapon Attack: -+5 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing -damage plus 14 (4d6) poison damage.

-

Shortsword. Melee Weapon Attack: -+5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing -damage.

-

Longbow. Ranged Weapon Attack: +5 -to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing -damage plus 7 (2d6) poison damage.

-

Mephits

-

Dust Mephit

-

Small elemental, neutral evil

-

Armor Class 12

-

Hit Points 17 (5d6)

-

Speed 30 ft., fly 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
5 (-3)14 (+2)10 (+0)9 (-1)11 (+0)10 (+0)
-

Skills Perception +2, Stealth +4

-

Damage Vulnerabilities Fire

-

Damage Immunities Poison

-

Condition Immunities Poisoned

-

Senses Darkvision 60 ft., passive Perception 12

-

Languages Auran, Terran

-

Challenge 1/2 (100 XP)

-

Death Burst. When the mephit dies, it -explodes in a burst of dust. Each creature within 5 feet of it must then -succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. -A blinded creature can repeat the saving throw on each of its turns, -ending the effect on itself on a success.

-

Innate Spellcasting (1/Day). The mephit can -innately cast sleep, requiring no material components. Its -innate spellcasting ability is Charisma.

-
Actions
-

Claws. Melee Weapon Attack: +4 to -hit, reach 5 ft., one creature. Hit: 4 (1d4+2) slashing -damage.

-

Blinding Breath (Recharge 6). The mephit -exhales a 15- foot cone of blinding dust. Each creature in that area -must succeed on a DC 10 Dexterity saving throw or be blinded for 1 -minute. A creature can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success.

-

Ice Mephit

-

Small elemental, neutral evil

-

Armor Class 11

-

Hit Points 21 (6d6)

-

Speed 30 ft., fly 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
7 (-2)13 (+1)10 (+0)9 (-1)11 (+0)12 (+1)
-

Skills Perception +2, Stealth +3

-

Damage Vulnerabilities bludgeoning, fire

-

Damage Immunities cold, poison

-

Condition Immunities poisoned

-

Senses darkvision 60 ft., passive Perception 12

-

Languages Aquan, Auran

-

Challenge 1/2 (100 XP)

-

Death Burst. When the mephit dies, it -explodes in a burst of jagged ice. Each creature within 5 feet of it -must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage -on a failed save, or half as much damage on a successful one.

-

False Appearance. While the mephit remains -motionless, it is indistinguishable from an ordinary shard of ice.

-

Innate Spellcasting (1/Day). The mephit can -innately cast fog cloud, requiring no material components. Its -innate spellcasting ability is Charisma.

-
Actions
-

Claws. Melee Weapon Attack: +3 to -hit, reach 5 ft., one creature. Hit: 3 (1d4+1) slashing damage -plus 2 (1d4) cold damage.

-

Frost Breath (Recharge 6). The mephit -exhales a 15- foot cone of cold air. Each creature in that area must -succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on -a failed save, or half as much damage on a successful one.

-

Magma Mephit

-

Small elemental, neutral evil

-

Armor Class 11

-

Hit Points 22 (5d6+5)

-

Speed 30 ft., fly 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
8 (-1)12 (+1)12 (+1)7 (-2)10 (+0)10 (+0)
-

Skills Stealth +3

-

Damage Vulnerabilities cold

-

Damage Immunities fire, poison

-

Condition Immunities poisoned

-

Senses darkvision 60 ft., passive Perception 10

-

Languages Ignan, Terran

-

Challenge 1/2 (100 XP)

-

Death Burst. When the mephit dies, it -explodes in a burst of lava. Each creature within 5 feet of it must make -a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed -save, or half as much damage on a successful one.

-

False Appearance. While the mephit remains -motionless, it is indistinguishable from an ordinary mound of magma.

-

Innate Spellcasting (1/Day). The mephit can -innately cast heat metal (spell save DC 10), requiring no -material components. Its innate spellcasting ability is Charisma.

-
Actions
-

Claws. Melee Weapon Attack: +3 to -hit, reach 5 ft., one creature. Hit: 3 (1d4+1) slashing damage -plus 2 (1d4) fire damage.

-

Fire Breath (Recharge 6). The mephit -exhales a 15-foot cone of fire. Each creature in that area must make a -DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed -save, or half as much damage on a successful one.

-

Steam Mephit

-

Small elemental, neutral evil

-

Armor Class 10

-

Hit Points 21 (6d6)

-

Speed 30 ft., fly 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
5 (-3)11 (+0)10 (+0)11 (+0)10 (+0)12 (+1)
-

Damage Immunities fire, poison

-

Condition Immunities poisoned

-

Senses darkvision 60 ft., passive Perception 10

-

Languages Aquan, Ignan

-

Challenge 1/4 (50 XP)

-

Death Burst. When the mephit dies, it -explodes in a cloud of steam. Each creature within 5 feet of the mephit -must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire -damage.

-

Innate Spellcasting (1/Day). The mephit can -innately cast blur, requiring no material components. Its -innate spellcasting ability is Charisma.

-
Actions
-

Claws. Melee Weapon Attack: +2 to -hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage -plus 2 (1d4) fire damage.

-

Steam Breath (Recharge 6). The mephit -exhales a 15- foot cone of scalding steam. Each creature in that area -must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire -damage on a failed save, or half as much damage on a successful one.

-

Merfolk

-

Medium humanoid (merfolk), neutral

-

Armor Class 11

-

Hit Points 11 (2d8+2)

-

Speed 10 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
10 (+0)13 (+1)12 (+1)11 (+0)11 (+0)12 (+1)
-

Skills Perception +2

-

Senses passive Perception 12

-

Languages Aquan, Common

-

Challenge 1/8 (25 XP)

-

Amphibious. The merfolk can breathe air and -water.

-
Actions
-

Spear. Melee or Ranged Weapon -Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. -Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if -used with two hands to make a melee attack.

-

Merrow

-

Large monstrosity, chaotic evil

-

Armor Class 13 (natural armor)

-

Hit Points 45 (6d10+12)

-

Speed 10 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)10 (+0)15 (+2)8 (-1)10 (+0)9 (-1)
-

Senses darkvision 60 ft., passive Perception 10

-

Languages Abyssal, Aquan

-

Challenge 2 (450 XP)

-

Amphibious. The merrow can breathe air and -water.

-
Actions
-

Multiattack. The merrow makes two attacks: -one with its bite and one with its claws or harpoon.

-

Bite. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing -damage.

-

Claws. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing -damage.

-

Harpoon. Melee or Ranged Weapon -Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. -Hit: 11 (2d6+3) piercing damage. If the target is a Huge or -smaller creature, it must succeed on a Strength contest against the -merrow or be pulled up to 20 feet toward the merrow.

-

Mimic

-

Medium monstrosity (shapechanger), neutral

-

Armor Class 12 (natural armor)

-

Hit Points 58 (9d8+18)

-

Speed 15 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
17 (+3)12 (+1)15 (+2)5 (-3)13 (+1)8 (-1)
-

Skills Stealth +5

-

Damage Immunities acid

-

Condition Immunities prone

-

Senses darkvision 60 ft., passive Perception 11

-

Languages -

-

Challenge 2 (450 XP)

-

Shapechanger. The mimic can use its action -to polymorph into an object or back into its true, amorphous form. Its -statistics are the same in each form. Any equipment it is wearing or -carrying isn’t transformed. It reverts to its true form if it dies.

-

Adhesive (Object Form Only). The mimic -adheres to anything that touches it. A Huge or smaller creature adhered -to the mimic is also grappled by it (escape DC 13). Ability checks made -to escape this grapple have disadvantage.

-

False Appearance (Object Form Only). While -the mimic remains motionless, it is indistinguishable from an ordinary -object.

-

Grappler. The mimic has advantage on attack -rolls against any creature grappled by it.

-
Actions
-

Pseudopod. Melee Weapon Attack: +5 -to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning -damage. If the mimic is in object form, the target is subjected to its -Adhesive trait.

-

Bite. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage -plus 4 (1d8) acid damage.

-

Minotaur

-

Large monstrosity, chaotic evil

-

Armor Class 14 (natural armor)

-

Hit Points 76 (9d10+27)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)11 (+0)16 (+3)6 (-2)16 (+3)9 (-1)
-

Skills Perception +7

-

Senses darkvision 60 ft., passive Perception 17

-

Languages Abyssal

-

Challenge 3 (700 XP)

-

Charge. If the minotaur moves at least 10 -feet straight toward a target and then hits it with a gore attack on the -same turn, the target takes an extra 9 (2d8) piercing damage. If the -target is a creature, it must succeed on a DC 14 Strength saving throw -or be pushed up to 10 feet away and knocked prone.

-

Labyrinthine Recall. The minotaur can -perfectly recall any path it has traveled.

-

Reckless. At the start of its turn, the -minotaur can gain advantage on all melee weapon attack rolls it makes -during that turn, but attack rolls against it have advantage until the -start of its next turn.

-
Actions
-

Greataxe. Melee Weapon Attack: +6 -to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing -damage.

-

Gore. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing -damage.

-

Mummies

-

Mummy

-

Medium undead, lawful evil

-

Armor Class 11 (natural armor)

-

Hit Points 58 (9d8+18)

-

Speed 20 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)8 (-1)15 (+2)6 (-2)10 (+0)12 (+1)
-

Saving Throws Wis +2

-

Damage Vulnerabilities fire

-

Damage Resistances bludgeoning, piercing, and -slashing from nonmagical attacks

-

Damage Immunities necrotic, poison

-

Condition Immunities charmed, exhaustion, -frightened, paralyzed, poisoned

-

Senses darkvision 60 ft., passive Perception 10

-

Languages the languages it knew in life

-

Challenge 3 (700 XP)

-
Actions
-

Multiattack. The mummy can use its Dreadful -Glare and makes one attack with its rotting fist.

-

Rotting Fist. Melee Weapon Attack: -+5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning -damage plus 10 (3d6) necrotic damage. If the target is a creature, it -must succeed on a DC 12 Constitution saving throw or be cursed with -mummy rot. The cursed target can’t regain hit points, and its hit point -maximum decreases by 10 (3d6) for every 24 hours that elapse. If the -curse reduces the target’s hit point maximum to 0, the target dies, and -its body turns to dust. The curse lasts until removed by the remove -curse spell or other magic.

-

Dreadful Glare. The mummy targets one -creature it can see within 60 feet of it. If the target can see the -mummy, it must succeed on a DC 11 Wisdom saving throw against this magic -or become frightened until the end of the mummy’s next turn. If the -target fails the saving throw by 5 or more, it is also paralyzed for the -same duration. A target that succeeds on the saving throw is immune to -the Dreadful Glare of all mummies (but not mummy lords) for the next 24 -hours.

-

Mummy Lord

-

Medium undead, lawful evil

-

Armor Class 17 (natural armor)

-

Hit Points 97 (13d8+39)

-

Speed 20 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)10 (+0)17 (+3)11 (+0)18 (+4)16 (+3)
-

Saving Throws Con +8, Int +5, Wis +9, Cha +8

-

Skills History +5, Religion +5

-

Damage Vulnerabilities fire

-

Damage Immunities necrotic, poison; bludgeoning, -piercing, and slashing from nonmagical attacks

-

Condition Immunities charmed, exhaustion, -frightened, paralyzed, poisoned

-

Senses darkvision 60 ft., passive Perception 14

-

Languages the languages it knew in life

-

Challenge 15 (13,000 XP)

-

Magic Resistance. The mummy lord has -advantage on saving throws against spells and other magical effects.

-

Rejuvenation. A destroyed mummy lord gains -a new body in 24 hours if its heart is intact, regaining all its hit -points and becoming active again. The new body appears within 5 feet of -the mummy lord’s heart.

-

Spellcasting. The mummy lord is a -10th-level spellcaster. Its spellcasting ability is Wisdom (spell save -DC 17, +9 to hit with spell attacks). The mummy lord has the following -cleric spells prepared:

-

Cantrips (at will): sacred flame, thaumaturgy 1st -level (4 slots): command, guiding bolt, shield of -faith 2nd level (3 slots): hold person, silence, -spiritual weapon 3rd level (3 slots): animate dead, -dispel magic 4th level (3 slots): divination, -guardian of faith 5th level (2 slots): contagion, -insect plague 6th level (1 slot): harm

-
Actions
-

Multiattack. The mummy can use its Dreadful -Glare and makes one attack with its rotting fist.

-

Rotting Fist. Melee Weapon Attack: -+9 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) bludgeoning -damage plus 21 (6d6) necrotic damage. If the target is a creature, it -must succeed on a DC 16 Constitution saving throw or be cursed with -mummy rot. The cursed target can’t regain hit points, and its hit point -maximum decreases by 10 (3d6) for every 24 hours that elapse. If the -curse reduces the target’s hit point maximum to 0, the target dies, and -its body turns to dust. The curse lasts until removed by the remove -curse spell or other magic.

-

Dreadful Glare. The mummy lord targets one -creature it can see within 60 feet of it. If the target can see the -mummy lord, it must succeed on a DC 16 Wisdom saving throw against this -magic or become frightened until the end of the mummy’s next turn. If -the target fails the saving throw by 5 or more, it is also paralyzed for -the same duration. A target that succeeds on the saving throw is immune -to the Dreadful Glare of all mummies and mummy lords for the next 24 -hours.

-
Legendary Actions
-

The mummy lord can take 3 legendary actions, choosing from the -options below. Only one legendary action option can be used at a time -and only at the end of another creature’s turn. The mummy lord regains -spent legendary actions at the start of its turn.

-

Attack. The mummy lord makes one attack with its -rotting fist or uses its Dreadful Glare.

-

Blinding Dust. Blinding dust and sand swirls -magically around the mummy lord. Each creature within 5 feet of the -mummy lord must succeed on a DC 16 Constitution saving throw or be -blinded until the end of the creature’s next turn.

-

Blasphemous Word (Costs 2 Actions). The mummy lord -utters a blasphemous word. Each non-undead creature within 10 feet of -the mummy lord that can hear the magical utterance must succeed on a DC -16 Constitution saving throw or be stunned until the end of the mummy -lord’s next turn.

-

Channel Negative Energy (Costs 2 Actions). The mummy -lord magically unleashes negative energy. Creatures within 60 feet of -the mummy lord, including ones behind barriers and around corners, can’t -regain hit points until the end of the mummy lord’s next turn.

-

Whirlwind of Sand (Costs 2 Actions). The mummy lord -magically transforms into a whirlwind of sand, moves up to 60 feet, and -reverts to its normal form. While in whirlwind form, the mummy lord is -immune to all damage, and it can’t be grappled, petrified, knocked -prone, restrained, or stunned. Equipment worn or carried by the mummy -lord remain in its possession.

-

Monsters (N)

-

Nagas

-

Guardian Naga

-

Large monstrosity, lawful good

-

Armor Class 18 (natural armor)

-

Hit Points 127 (15d10+45)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)18 (+4)16 (+3)16 (+3)19 (+4)18 (+4)
-

Saving Throws Dex +6, Con +5, Wis +5, Cha +6

-

Saving Throws Dex +8, Con +7, Int +7, Wis +8, Cha -+8

-

Damage Immunities poison

-

Condition Immunities charmed, poisoned

-

Senses darkvision 60 ft., passive Perception 14

-

Languages Celestial, Common

-

Challenge 10 (5,900 XP)

-

Rejuvenation. If it dies, the naga returns -to life in 1d6 days and regains all its hit points. Only a wish -spell can prevent this trait from functioning.

-

Spellcasting. The naga is an 11th-level -spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to -hit with spell attacks), and it needs only verbal components to cast its -spells. It has the following cleric spells prepared:

-

Cantrips (at will): mending, sacred flame, -thaumaturgy 1st level (4 slots): command, cure -wounds, shield of faith 2nd level (3 slots): calm -emotions, hold person 3rd level (3 slots): bestow -curse, clairvoyance 4th level (3 slots): -banishment, freedom of movement 5th level (2 slots): -flame strike, geas 6th level (1 slot): true -seeing

-
Actions
-

Bite. Melee Weapon Attack: +8 to -hit, reach 10 ft., one creature. Hit: 8 (1d8+4) piercing -damage, and the target must make a DC 15 Constitution saving throw, -taking 45 (10d8) poison damage on a failed save, or half as much damage -on a successful one.

-

Spit Poison. Ranged Weapon Attack: -+8 to hit, range 15/30 ft., one creature. Hit: The target must -make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage -on a failed save, or half as much damage on a successful one.

-

Spirit Naga

-

Large monstrosity, chaotic evil

-

Armor Class 15 (natural armor)

-

Hit Points 75 (10d10+20)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)17 (+3)14 (+2)16 (+3)15 (+2)16 (+3)
-

Damage Immunities poison

-

Condition Immunities charmed, poisoned

-

Senses darkvision 60 ft., passive Perception 12

-

Languages Abyssal, Common

-

Challenge 8 (3,900 XP)

-

Rejuvenation. If it dies, the naga returns -to life in 1d6 days and regains all its hit points. Only a wish -spell can prevent this trait from functioning.

-

Spellcasting. The naga is a 10th-level -spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, -+6 to hit with spell attacks), and it needs only verbal components to -cast its spells. It has the following wizard spells prepared:

-

Cantrips (at will): mage hand, minor illusion, -ray of frost 1st level (4 slots): charm person, -detect magic, sleep 2nd level (3 slots): detect -thoughts, hold person 3rd level (3 slots): lightning -bolt, water breathing 4th level (3 slots): -blight, dimension door 5th level (2 slots): -dominate person

-
Actions
-

Bite. Melee Weapon Attack: +7 to -hit, reach 10 ft., one creature. Hit: 7 (1d6+4) piercing -damage, and the target must make a DC 13 Constitution saving throw, -taking 31 (7d8) poison damage on a failed save, or half as much damage -on a successful one.

-

Nightmare

-

Large fiend, neutral evil

-

Armor Class 13 (natural armor)

-

Hit Points 68 (8d10+24)

-

Speed 60 ft., fly 90 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)15 (+2)16 (+3)10 (+0)13 (+1)15 (+2)
-

Damage Immunities fire

-

Senses passive Perception 11

-

Languages understands Abyssal, Common, and Infernal -but can’t speak

-

Challenge 3 (700 XP)

-

Confer Fire Resistance. The nightmare can -grant resistance to fire damage to anyone riding it.

-

Illumination. The nightmare sheds bright -light in a 10- foot radius and dim light for an additional 10 feet.

-
Actions
-

Hooves. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning -damage plus 7 (2d6) fire damage.

-

Ethereal Stride. The nightmare and up to -three willing creatures within 5 feet of it magically enter the Ethereal -Plane from the Material Plane, or vice versa.

-

Monsters (O)

-

Ogre

-

Large giant, chaotic evil

-

Armor Class 11 (hide armor)

-

Hit Points 59 (7d10+21)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)8 (-1)16 (+3)5 (-3)7 (-2)7 (-2)
-

Senses darkvision 60 ft., passive Perception 8

-

Languages Common, Giant

-

Challenge 2 (450 XP)

-
Actions
-

Greatclub. Melee Weapon Attack: +6 -to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning -damage.

-

Javelin. Melee or Ranged Weapon -Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. -Hit: 11 (2d6+4) piercing damage.

-

Oni

-

Large giant, lawful evil

-

Armor Class 16 (chain mail)

-

Hit Points 110 (13d10+39)

-

Speed 30 ft., fly 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)11 (+0)16 (+3)14 (+2)12 (+1)15 (+2)
-

Saving Throws Dex +3, Con +6, Wis +4, Cha +5

-

Skills Arcana +5, Deception +8, Perception +4

-

Senses darkvision 60 ft., passive Perception 14

-

Languages Common, Giant

-

Challenge 7 (2,900 XP)

-

Innate Spellcasting. The oni’s innate -spellcasting ability is Charisma (spell save DC 13). The oni can -innately cast the following spells, requiring no material Components

-

At will: darkness, invisibility

-

1/day each: charm person, cone of cold, gaseous -form, sleep

-

Magic Weapons. The oni’s weapon attacks are -magical.

-

Regeneration. The oni regains 10 hit points -at the start of its turn if it has at least 1 hit point.

-
Actions
-

Multiattack. The oni makes two attacks, -either with its claws or its glaive.

-

Claw (Oni Form Only). Melee Weapon -Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) -slashing damage.

-

Glaive. Melee Weapon Attack: +7 to -hit, reach 10 ft., one target. Hit: 15 (2d10+4) slashing -damage, or 9 (1d10+4) slashing damage in Small or Medium form.

-

Change Shape. The oni magically polymorphs -into a Small or Medium humanoid, into a Large giant, or back into its -true form. Other than its size, its statistics are the same in each -form. The only equipment that is transformed is its glaive, which -shrinks so that it can be wielded in humanoid form. If the oni dies, it -reverts to its true form, and its glaive reverts to its normal size.

-

Oozes

-

Black Pudding

-

Large ooze, unaligned

-

Armor Class 7

-

Hit Points 85 (10d10+30)

-

Speed 20 ft., climb 20 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)5 (-3)16 (+3)1 (-5)6 (-2)1 (-5)
-

Damage Immunities acid, cold, lightning, -slashing

-

Condition Immunities blinded, charmed, deafened, -exhaustion, frightened, prone

-

Senses blindsight 60 ft. (blind beyond this radius), -passive Perception 8

-

Languages -

-

Challenge 4 (1,100 XP)

-

Amorphous. The pudding can move through a -space as narrow as 1 inch wide without squeezing.

-

Corrosive Form. A creature that touches the -pudding or hits it with a melee attack while within 5 feet of it takes 4 -(1d8) acid damage. Any nonmagical weapon made of metal or wood that hits -the pudding corrodes. After dealing damage, the weapon takes a permanent -and cumulative -1 penalty to damage rolls. If its penalty drops to -5, -the weapon is destroyed. Nonmagical ammunition made of metal or wood -that hits the pudding is destroyed after dealing damage.

-

The pudding can eat through 2-inch-thick, nonmagical wood or metal in -1 round.

-

Spider Climb. The pudding can climb -difficult surfaces, including upside down on ceilings, without needing -to make an ability check.

-
Actions
-

Pseudopod. Melee Weapon Attack: +5 -to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning -damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by -the target is partly dissolved and takes a permanent and cumulative -1 -penalty to the AC it offers. The armor is destroyed if the penalty -reduces its AC to 10.

-
Reactions
-

Split. When a pudding that is Medium or -larger is subjected to lightning or slashing damage, it splits into two -new puddings if it has at least 10 hit points. Each new pudding has hit -points equal to half the original pudding’s, rounded down. New puddings -are one size smaller than the original pudding.

-

Gelatinous Cube

-

Large ooze, unaligned

-

Armor Class 6

-

Hit Points 84 (8d10+40)

-

Speed 15 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
14 (+2)3 (-4)20 (+5)1 (-5)6 (-2)1 (-5)
-

Condition Immunities blinded, charmed, deafened, -exhaustion, frightened, prone

-

Senses blindsight 60 ft. (blind beyond this radius), -passive Perception 8

-

Languages -

-

Challenge 2 (450 XP)

-

Ooze Cube. The cube takes up its entire -space. Other creatures can enter the space, but a creature that does so -is subjected to the cube’s Engulf and has disadvantage on the saving -throw.

-

Creatures inside the cube can be seen but have total cover.

-

A creature within 5 feet of the cube can take an action to pull a -creature or object out of the cube. Doing so requires a successful DC 12 -Strength check, and the creature making the attempt takes 10 (3d6) acid -damage.

-

The cube can hold only one Large creature or up to four Medium or -smaller creatures inside it at a time.

-

Transparent. Even when the cube is in plain -sight, it takes a successful DC 15 Wisdom (Perception) check to spot a -cube that has neither moved nor attacked. A creature that tries to enter -the cube’s space while unaware of the cube is surprised by the cube.

-
Actions
-

Pseudopod. Melee Weapon Attack: +4 -to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid -damage.

-

Engulf. The cube moves up to its speed. -While doing so, it can enter Large or smaller creatures’ spaces. -Whenever the cube enters a creature’s space, the creature must make a DC -12 Dexterity saving throw.

-

On a successful save, the creature can choose to be pushed 5 feet -back or to the side of the cube. A creature that chooses not to be -pushed suffers the consequences of a failed saving throw.

-

On a failed save, the cube enters the creature’s space, and the -creature takes 10 (3d6) acid damage and is engulfed. The engulfed -creature can’t breathe, is restrained, and takes 21 (6d6) acid damage at -the start of each of the cube’s turns. When the cube moves, the engulfed -creature moves with it.

-

An engulfed creature can try to escape by taking an action to make a -DC 12 Strength check. On a success, the creature escapes and enters a -space of its choice within 5 feet of the cube.

-

Gray Ooze

-

Medium ooze, unaligned

-

Armor Class 8

-

Hit Points 22 (3d8+9)

-

Speed 10 ft., climb 10 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
12 (+1)6 (-2)16 (+3)1 (-5)6 (-2)2 (-4)
-

Skills Stealth +2

-

Damage Resistances acid, cold, fire

-

Condition Immunities blinded, charmed, deafened, -exhaustion, frightened, prone

-

Senses blindsight 60 ft. (blind beyond this radius), -passive Perception 8

-

Languages -

-

Challenge 1/2 (100 XP)

-

Amorphous. The ooze can move through a -space as narrow as 1 inch wide without squeezing.

-

Corrode Metal. Any nonmagical weapon made -of metal that hits the ooze corrodes. After dealing damage, the weapon -takes a permanent and cumulative -1 penalty to damage rolls. If its -penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made -of metal that hits the ooze is destroyed after dealing damage.

-

The ooze can eat through 2-inch-thick, nonmagical metal in 1 -round.

-

False Appearance. While the ooze remains -motionless, it is indistinguishable from an oily pool or wet rock.

-
Actions
-

Pseudopod. Melee Weapon Attack: +3 -to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning -damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical -metal armor, its armor is partly corroded and takes a permanent and -cumulative -1 penalty to the AC it offers. The armor is destroyed if the -penalty reduces its AC to 10.

-

Ochre Jelly

-

Large ooze, unaligned

-

Armor Class 8

-

Hit Points 45 (6d10+12)

-

Speed 10 ft., climb 10 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)6 (-2)14 (+2)2 (-4)6 (-2)1 (-5)
-

Damage Resistances acid

-

Damage Immunities lightning, slashing

-

Condition Immunities blinded, charmed, deafened, -exhaustion, frightened, prone

-

Senses blindsight 60 ft. (blind beyond this radius), -passive Perception 8

-

Languages -

-

Challenge 2 (450 XP)

-

Amorphous. The jelly can move through a -space as narrow as 1 inch wide without squeezing.

-

Spider Climb. The jelly can climb difficult -surfaces, including upside down on ceilings, without needing to make an -ability check.

-
Actions
-

Pseudopod. Melee Weapon Attack: +4 -to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning -damage plus 3 (1d6) acid damage.

-
Reactions
-

Split. When a jelly that is Medium or -larger is subjected to lightning or slashing damage, it splits into two -new jellies if it has at least 10 hit points. Each new jelly has hit -points equal to half the original jelly’s, rounded down. New jellies are -one size smaller than the original jelly.

-

Orc

-

Medium humanoid (orc), chaotic evil

-

Armor Class 13 (hide armor)

-

Hit Points 15 (2d8+6)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)12 (+1)16 (+3)7 (-2)11 (+0)10 (+0)
-

Skills Intimidation +2

-

Senses darkvision 60 ft., passive Perception 10

-

Languages Common, Orc

-

Challenge 1/2 (100 XP)

-

Aggressive. As a bonus action, the orc can -move up to its speed toward a hostile creature that it can see.

-
Actions
-

Greataxe. Melee Weapon Attack: +5 -to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing -damage.

-

Javelin. Melee or Ranged Weapon -Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. -Hit: 6 (1d6+3) piercing damage.

-

Otyugh

-

Large aberration, neutral

-

Armor Class 14 (natural armor)

-

Hit Points 114 (12d10+48)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)11 (+0)19 (+4)6 (-2)13 (+1)6 (-2)
-

Saving Throws Con +7

-

Senses darkvision 120 ft., passive Perception 11

-

Languages Otyugh

-

Challenge 5 (1,800 XP)

-

Limited Telepathy. The otyugh can magically -transmit simple messages and images to any creature within 120 feet of -it that can understand a language. This form of telepathy doesn’t allow -the receiving creature to telepathically respond.

-
Actions
-

Multiattack. The otyugh makes three -attacks: one with its bite and two with its tentacles.

-

Bite. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage. -If the target is a creature, it must succeed on a DC 15 Constitution -saving throw against disease or become poisoned until the disease is -cured. Every 24 hours that elapse, the target must repeat the saving -throw, reducing its hit point maximum by 5 (1d10) on a failure. The -disease is cured on a success. The target dies if the disease reduces -its hit point maximum to 0. This reduction to the target’s hit point -maximum lasts until the disease is cured.

-

Tentacle. Melee Weapon Attack: +6 -to hit, reach 10 ft., one target. Hit: 7 (1d8+3) bludgeoning -damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, -it is grappled (escape DC 13) and restrained until the grapple ends. The -otyugh has two tentacles, each of which can grapple one target.

-

Tentacle Slam. The otyugh slams creatures -grappled by it into each other or a solid surface. Each creature must -succeed on a DC 14 Constitution saving throw or take 10 (2d6+3) -bludgeoning damage and be stunned until the end of the otyugh’s next -turn. On a successful save, the target takes half the bludgeoning damage -and isn’t stunned.

-

Owlbear

-

Large monstrosity, unaligned

-

Armor Class 13 (natural armor)

-

Hit Points 59 (7d10+21)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
20 (+5)12 (+1)17 (+3)3 (-4)12 (+1)7 (-2)
-

Skills Perception +3

-

Senses darkvision 60 ft., passive Perception 13

-

Languages -

-

Challenge 3 (700 XP)

-

Keen Sight and Smell. The owlbear has -advantage on Wisdom (Perception) checks that rely on sight or smell.

-
Actions
-

Multiattack. The owlbear makes two attacks: -one with its beak and one with its claws.

-

Beak. Melee Weapon Attack: +7 to -hit, reach 5 ft., one creature. Hit: 10 (1d10+5) piercing -damage.

-

Claws. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing -damage.

-

Monsters (P)

-

Pegasus

-

Large celestial, chaotic good

-

Armor Class 12

-

Hit Points 59 (7d10+21)

-

Speed 60 ft., fly 90 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)15 (+2)16 (+3)10 (+0)15 (+2)13 (+1)
-

Saving Throws Dex +4, Wis +4, Cha +3

-

Skills Perception +6

-

Senses passive Perception 16

-

Languages understands Celestial, Common, Elvish, and -Sylvan but can’t speak

-

Challenge 2 (450 XP)

-
Actions
-

Hooves. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning -damage.

-

Pseudodragon

-

Tiny dragon, neutral good

-

Armor Class 13 (natural armor)

-

Hit Points 7 (2d4+2)

-

Speed 15 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
6 (-2)15 (+2)13 (+1)10 (+0)12 (+1)10 (+0)
-

Skills Perception +3, Stealth +4

-

Senses blindsight 10 ft., darkvision 60 ft., passive -Perception 13

-

Languages understands Common and Draconic but can’t -speak

-

Challenge 1/4 (50 XP)

-

Keen Senses. The pseudodragon has advantage -on Wisdom (Perception) checks that rely on sight, hearing, or smell.

-

Magic Resistance. The pseudodragon has -advantage on saving throws against spells and other magical effects.

-

Limited Telepathy. The pseudodragon can -magically communicate simple ideas, emotions, and images telepathically -with any creature within 100 feet of it that can understand a -language.

-
Actions
-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing -damage.

-

Sting. Melee Weapon Attack: +4 to -hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage, -and the target must succeed on a DC 11 Constitution saving throw or -become poisoned for 1 hour. If the saving throw fails by 5 or more, the -target falls unconscious for the same duration, or until it takes damage -or another creature uses an action to shake it awake.

-

Purple Worm

-

Gargantuan monstrosity, unaligned

-

Armor Class 18 (natural armor)

-

Hit Points 247 (15d20+90)

-

Speed 50 ft., burrow 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
28 (+9)7 (-2)22 (+6)1 (-5)8 (-1)4 (-3)
-

Saving Throws Con +11, Wis +4

-

Senses blindsight 30 ft., tremorsense 60 ft., -passive Perception 9

-

Languages -

-

Challenge 15 (13,000 XP)

-

Tunneler. The worm can burrow through solid -rock at half its burrow speed and leaves a 10-foot diameter tunnel in -its wake.

-
Actions
-

Multiattack. The worm makes two attacks: -one with its bite and one with its stinger.

-

Bite. Melee Weapon Attack: +14 to -hit, reach 10 ft., one target. Hit: 22 (3d8+9) piercing damage. -If the target is a Large or smaller creature, it must succeed on a DC 19 -Dexterity saving throw or be swallowed by the worm. A swallowed creature -is blinded and restrained, it has total cover against attacks and other -effects outside the worm, and it takes 21 (6d6) acid damage at the start -of each of the worm’s turns.

-

If the worm takes 30 damage or more on a single turn from a creature -inside it, the worm must succeed on a DC 21 Constitution saving throw at -the end of that turn or regurgitate all swallowed creatures, which fall -prone in a space within 10 feet of the worm. If the worm dies, a -swallowed creature is no longer restrained by it and can escape from the -corpse by using 20 feet of movement, exiting prone.

-

Tail Stinger. Melee Weapon Attack: -+14 to hit, reach 10 ft., one creature. Hit: 19 (3d6+9) -piercing damage, and the target must make a DC 19 Constitution saving -throw, taking 42 (12d6) poison damage on a failed save, or half as much -damage on a successful one.

-

Monsters (R)

-

Rakshasa

-

Medium fiend, lawful evil

-

Armor Class 16 (natural armor)

-

Hit Points 110 (13d8+52)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
14 (+2)17 (+3)18 (+4)13 (+1)16 (+3)20 (+5)
-

Skills Deception +10, Insight +8

-

Damage Vulnerabilities piercing from magic weapons -wielded by good creatures

-

Damage Immunities bludgeoning, piercing, and -slashing from nonmagical attacks

-

Senses darkvision 60 ft., passive Perception 13

-

Languages Common, Infernal

-

Challenge 13 (10,000 XP)

-

Limited Magic Immunity. The rakshasa can’t -be affected or detected by spells of 6th level or lower unless it wishes -to be. It has advantage on saving throws against all other spells and -magical effects.

-

Innate Spellcasting. The rakshasa’s innate -spellcasting ability is Charisma (spell save DC 18, +10 to hit with -spell attacks). The rakshasa can innately cast the following spells, -requiring no material Components

-

At will: detect thoughts, disguise self, mage -hand, minor illusion

-

3/day each: charm person, detect magic, -invisibility, major image, suggestion

-

1/day each: dominate person, fly, plane -shift, true seeing

-
Actions
-

Multiattack. The rakshasa makes two claw -attacks.

-

Claw. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage, -and the target is cursed if it is a creature. The magical curse takes -effect whenever the target takes a short or long rest, filling the -target’s thoughts with horrible images and dreams. The cursed target -gains no benefit from finishing a short or long rest. The curse lasts -until it is lifted by a remove curse spell or similar -magic.

-

Remorhaz

-

Huge monstrosity, unaligned

-

Armor Class 17 (natural armor)

-

Hit Points 195 (17d12+85)

-

Speed 30 ft., burrow 20 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
24 (+7)13 (+1)21 (+5)4 (-3)10 (+0)5 (-3)
-

Damage Immunities cold, fire

-

Senses darkvision 60 ft., tremorsense 60 ft., -passive Perception 10

-

Languages -

-

Challenge 11 (7,200 XP)

-

Heated Body. A creature that touches the -remorhaz or hits it with a melee attack while within 5 feet of it takes -10 (3d6) fire damage.

-
Actions
-

Bite. Melee Weapon Attack: +11 to -hit, reach 10 ft., one target. Hit: 40 (6d10+7) piercing damage -plus 10 (3d6) fire damage. If the target is a creature, it is grappled -(escape DC 17). Until this grapple ends, the target is restrained, and -the remorhaz can’t bite another target.

-

Swallow. The remorhaz makes one bite attack -against a Medium or smaller creature it is grappling. If the attack -hits, that creature takes the bite’s damage and is swallowed, and the -grapple ends. While swallowed, the creature is blinded and restrained, -it has total cover against attacks and other effects outside the -remorhaz, and it takes 21 (6d6) acid damage at the start of each of the -remorhaz’s turns.

-

If the remorhaz takes 30 damage or more on a single turn from a -creature inside it, the remorhaz must succeed on a DC 15 Constitution -saving throw at the end of that turn or regurgitate all swallowed -creatures, which fall prone in a space within 10 feet of the remorhaz. -If the remorhaz dies, a swallowed creature is no longer restrained by it -and can escape from the corpse using 15 feet of movement, exiting -prone.

-

Roc

-

Gargantuan monstrosity, unaligned

-

Armor Class 15 (natural armor)

-

Hit Points 248 (16d20+80)

-

Speed 20 ft., fly 120 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
28 (+9)10 (+0)20 (+5)3 (-4)10 (+0)9 (-1)
-

Saving Throws Dex +4, Con +9, Wis +4, Cha +3

-

Skills Perception +4

-

Senses passive Perception 14

-

Languages -

-

Challenge 11 (7,200 XP)

-

Keen Sight. The roc has advantage on Wisdom -(Perception) checks that rely on sight.

-
Actions
-

Multiattack. The roc makes two attacks: one -with its beak and one with its talons.

-

Beak. Melee Weapon Attack: +13 to -hit, reach 10 ft., one target. Hit: 27 (4d8+9) piercing -damage.

-

Talons. Melee Weapon Attack: +13 -to hit, reach 5 ft., one target. Hit: 23 (4d6+9) slashing -damage, and the target is grappled (escape DC 19). Until this grapple -ends, the target is restrained, and the roc can’t use its talons on -another target.

-

Roper

-

Large monstrosity, neutral evil

-

Armor Class 20 (natural armor)

-

Hit Points 93 (11d10+33)

-

Speed 10 ft., climb 10 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)8 (-1)17 (+3)7 (-2)16 (+3)6 (-2)
-

Skills Perception +6, Stealth +5

-

Senses darkvision 60 ft., passive Perception 16

-

Languages -

-

Challenge 5 (1,800 XP)

-

False Appearance. While the roper remains -motionless, it is indistinguishable from a normal cave formation, such -as a stalagmite.

-

Grasping Tendrils. The roper can have up to -six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit -points; immunity to poison and psychic damage). Destroying a tendril -deals no damage to the roper, which can extrude a replacement tendril on -its next turn. A tendril can also be broken if a creature takes an -action and succeeds on a DC 15 Strength check against it.

-

Spider Climb. The roper can climb difficult -surfaces, including upside down on ceilings, without needing to make an -ability check.

-
Actions
-

Multiattack. The roper makes four attacks -with its tendrils, uses Reel, and makes one attack with its bite.

-

Bite. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 22 (4d8+4) piercing -damage.

-

Tendril. Melee Weapon Attack: +7 -to hit, reach 50 ft., one creature. Hit: The target is grappled -(escape DC 15). Until the grapple ends, the target is restrained and has -disadvantage on Strength checks and Strength saving throws, and the -roper can’t use the same tendril on another target.

-

Reel. The roper pulls each creature -grappled by it up to 25 feet straight toward it.

-

Rust Monster

-

Medium monstrosity, unaligned

-

Armor Class 14 (natural armor)

-

Hit Points 27 (5d8+5)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
13 (+1)12 (+1)13 (+1)2 (-4)13 (+1)6 (-2)
-

Senses darkvision 60 ft., passive Perception 11

-

Languages -

-

Challenge 1/2 (100 XP)

-

Iron Scent. The rust monster can pinpoint, -by scent, the location of ferrous metal within 30 feet of it.

-

Rust Metal. Any nonmagical weapon made of -metal that hits the rust monster corrodes. After dealing damage, the -weapon takes a permanent and cumulative -1 penalty to damage rolls. If -its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition -made of metal that hits the rust monster is destroyed after dealing -damage.

-
Actions
-

Bite. Melee Weapon Attack: +3 to -hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing -damage.

-

Antennae. The rust monster corrodes a -nonmagical ferrous metal object it can see within 5 feet of it. If the -object isn’t being worn or carried, the touch destroys a 1-foot cube of -it. If the object is being worn or carried by a creature, the creature -can make a DC 11 Dexterity saving throw to avoid the rust monster’s -touch.

-

If the object touched is either metal armor or a metal shield being -worn or carried, its takes a permanent and cumulative -1 penalty to the -AC it offers. Armor reduced to an AC of 10 or a shield that drops to a -+0 bonus is destroyed. If the object touched is a held metal weapon, it -rusts as described in the Rust Metal trait.

-

Monsters (S)

-

Sahuagin

-

Medium humanoid (sahuagin), lawful evil

-

Armor Class 12 (natural armor)

-

Hit Points 22 (4d8+4)

-

Speed 30 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
13 (+1)11 (+0)12 (+1)12 (+1)13 (+1)9 (-1)
-

Skills Perception +5

-

Senses darkvision 120 ft., passive Perception 15

-

Languages Sahuagin

-

Challenge 1/2 (100 XP)

-

Blood Frenzy. The sahuagin has advantage on -melee attack rolls against any creature that doesn’t have all its hit -points.

-

Limited Amphibiousness. The sahuagin can -breathe air and water, but it needs to be submerged at least once every -4 hours to avoid suffocating.

-

Shark Telepathy. The sahuagin can magically -command any shark within 120 feet of it, using a limited telepathy.

-
Actions
-

Multiattack. The sahuagin makes two melee -attacks: one with its bite and one with its claws or spear.

-

Bite. Melee Weapon Attack: +3 to -hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing -damage.

-

Claws. Melee Weapon Attack: +3 to -hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing -damage.

-

Spear. Melee or Ranged Weapon -Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. -Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if -used with two hands to make a melee attack.

-

Salamander

-

Large elemental, neutral evil

-

Armor Class 15 (natural armor)

-

Hit Points 90 (12d10+24)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)14 (+2)15 (+2)11 (+0)10 (+0)12 (+1)
-

Damage Vulnerabilities cold

-

Damage Resistances bludgeoning, piercing, and -slashing from nonmagical attacks

-

Damage Immunities fire

-

Senses darkvision 60 ft., passive Perception 10

-

Languages Ignan

-

Challenge 5 (1,800 XP)

-

Heated Body. A creature that touches the -salamander or hits it with a melee attack while within 5 feet of it -takes 7 (2d6) fire damage.

-

Heated Weapons. Any metal melee weapon the -salamander wields deals an extra 3 (1d6) fire damage on a hit (included -in the attack).

-
Actions
-

Multiattack. The salamander makes two -attacks: one with its spear and one with its tail.

-

Spear. Melee or Ranged Weapon -Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. -Hit: 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage -if used with two hands to make a melee attack, plus 3 (1d6) fire -damage.

-

Tail. Melee Weapon Attack: +7 to -hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning -damage plus 7 (2d6) fire damage, and the target is grappled (escape DC -14). Until this grapple ends, the target is restrained, the salamander -can automatically hit the target with its tail, and the salamander can’t -make tail attacks against other targets.

-

Satyr

-

Medium fey, chaotic neutral

-

Armor Class 14 (leather armor)

-

Hit Points 31 (7d8)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
12 (+1)16 (+3)11 (+0)12 (+1)10 (+0)14 (+2)
-

Skills Perception +2, Performance +6, Stealth +5

-

Senses passive Perception 12

-

Languages Common, Elvish, Sylvan

-

Challenge 1/2 (100 XP)

-

Magic Resistance. The satyr has advantage -on saving throws against spells and other magical effects.

-
Actions
-

Ram. Melee Weapon Attack: +3 to -hit, reach 5 ft., one target. Hit: 6 (2d4+1) bludgeoning -damage.

-

Shortsword. Melee Weapon Attack: -+5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing -damage.

-

Shortbow. Ranged Weapon Attack: +5 -to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing -damage.

-

Shadow

-

Medium undead, chaotic evil

-

Armor Class 12

-

Hit Points 16 (3d8+3)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
6 (-2)14 (+2)13 (+1)6 (-2)10 (+0)8 (-1)
-

Skills Stealth +4 (+6 in dim light or darkness)

-

Damage Vulnerabilities radiant

-

Damage Resistances acid, cold, fire, lightning, -thunder; bludgeoning, piercing, and slashing from nonmagical attacks

-

Damage Immunities necrotic, poison

-

Condition Immunities exhaustion, frightened, -grappled, paralyzed, petrified, poisoned, prone, restrained

-

Senses darkvision 60 ft., passive Perception 10

-

Languages -

-

Challenge 1/2 (100 XP)

-

Amorphous. The shadow can move through a -space as narrow as 1 inch wide without squeezing.

-

Shadow Stealth. While in dim light or -darkness, the shadow can take the Hide action as a bonus action.

-

Sunlight Weakness. While in sunlight, the -shadow has disadvantage on attack rolls, ability checks, and saving -throws.

-
Actions
-

Strength Drain. Melee Weapon -Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 -(2d6+2) necrotic damage, and the target’s Strength score is reduced by -1d4. The target dies if this reduces its Strength to 0. Otherwise, the -reduction lasts until the target finishes a short or long rest.

-

If a non-evil humanoid dies from this attack, a new shadow rises from -the corpse 1d4 hours later.

-

Shambling Mound

-

Large plant, unaligned

-

Armor Class 15 (natural armor)

-

Hit Points 136 (16d10+48)

-

Speed 20 ft., swim 20 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)8 (-1)16 (+3)5 (-3)10 (+0)5 (-3)
-

Skills Stealth +2

-

Damage Resistances cold, fire

-

Damage Immunities lightning

-

Condition Immunities blinded, deafened, -exhaustion

-

Senses blindsight 60 ft. (blind beyond this radius), -passive Perception 10

-

Languages -

-

Challenge 5 (1,800 XP)

-

Lightning Absorption. Whenever the -shambling mound is subjected to lightning damage, it takes no damage and -regains a number of hit points equal to the lightning damage dealt.

-
Actions
-

Multiattack. The shambling mound makes two -slam attacks. If both attacks hit a Medium or smaller target, the target -is grappled (escape DC 14), and the shambling mound uses its Engulf on -it.

-

Slam. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning -damage.

-

Engulf. The shambling mound engulfs a -Medium or smaller creature grappled by it. The engulfed target is -blinded, restrained, and unable to breathe, and it must succeed on a DC -14 Constitution saving throw at the start of each of the mound’s turns -or take 13 (2d8+4) bludgeoning damage. If the mound moves, the engulfed -target moves with it. The mound can have only one creature engulfed at a -time.

-

Shield Guardian

-

Large construct, unaligned

-

Armor Class 17 (natural armor)

-

Hit Points 142 (15d10+60)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)8 (-1)18 (+4)7 (-2)10 (+0)3 (-4)
-

Senses blindsight 10 ft., darkvision 60 ft., passive -Perception 10

-

Damage Immunities poison

-

Condition Immunities charmed, exhaustion, -frightened, paralyzed, poisoned

-

Languages understands commands given in any language -but can’t speak

-

Challenge 7 (2,900 XP)

-

Bound. The shield guardian is magically -bound to an amulet. As long as the guardian and its amulet are on the -same plane of existence, the amulet’s wearer can telepathically call the -guardian to travel to it, and the guardian knows the distance and -direction to the amulet. If the guardian is within 60 feet of the -amulet’s wearer, half of any damage the wearer takes (rounded up) is -transferred to the guardian.

-

Regeneration. The shield guardian regains -10 hit points at the start of its turn if it has at least 1 hit -point.

-

Spell Storing. A spellcaster who wears the -shield guardian’s amulet can cause the guardian to store one spell of -4th level or lower. To do so, the wearer must cast the spell on the -guardian. The spell has no effect but is stored within the guardian. -When commanded to do so by the wearer or when a situation arises that -was predefined by the spellcaster, the guardian casts the stored spell -with any parameters set by the original caster, requiring no components. -When the spell is cast or a new spell is stored, any previously stored -spell is lost.

-
Actions
-

Multiattack. The guardian makes two fist -attacks.

-

Fist. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning -damage.

-
Reactions
-

Shield. When a creature makes an attack -against the wearer of the guardian’s amulet, the guardian grants a +2 -bonus to the wearer’s AC if the guardian is within 5 feet of the -wearer.

-

Skeletons

-

Skeleton

-

Medium undead, lawful evil

-

Armor Class 13 (armor scraps)

-

Hit Points 13 (2d8+4)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
10 (+0)14 (+2)15 (+2)6 (-2)8 (-1)5 (-3)
-

Damage Vulnerabilities bludgeoning

-

Damage Immunities poison

-

Condition Immunities exhaustion, poisoned

-

Senses darkvision 60 ft., passive Perception 9

-

Languages understands all languages it knew in life -but can’t speak

-

Challenge 1/4 (50 XP)

-
Actions
-

Shortsword. Melee Weapon Attack: -+4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing -damage.

-

Shortbow. Ranged Weapon Attack: +4 -to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing -damage.

-

Minotaur Skeleton

-

Large undead, lawful evil

-

Armor Class 12 (natural armor)

-

Hit Points 67 (9d10+18)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)11 (+0)15 (+2)6 (-2)8 (-1)5 (-3)
-

Damage Vulnerabilities bludgeoning

-

Damage Immunities poison

-

Condition Immunities exhaustion, poisoned

-

Senses darkvision 60 ft., passive Perception 9

-

Languages understands Abyssal but can’t speak

-

Challenge 2 (450 XP)

-

Charge. If the skeleton moves at least 10 -feet straight toward a target and then hits it with a gore attack on the -same turn, the target takes an extra 9 (2d8) piercing damage. If the -target is a creature, it must succeed on a DC 14 Strength saving throw -or be pushed up to 10 feet away and knocked prone.

-
Actions
-

Greataxe. Melee Weapon Attack: +6 -to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing -damage.

-

Gore. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing -damage.

-

Warhorse Skeleton

-

Large undead, lawful evil

-

Armor Class 13 (barding scraps)

-

Hit Points 22 (3d10+6)

-

Speed 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)12 (+1)15 (+2)2 (-4)8 (-1)5 (-3)
-

Damage Vulnerabilities bludgeoning

-

Damage Immunities poison

-

Condition Immunities exhaustion, poisoned

-

Senses darkvision 60 ft., passive Perception 9

-

Languages -

-

Challenge 1/2 (100 XP)

-
Actions
-

Hooves. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning -damage.

-

Specter

-

Medium undead, chaotic evil

-

Armor Class 12

-

Hit Points 22 (5d8)

-

Speed 0 ft., fly 50 ft. (hover)

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
1 (-5)14 (+2)11 (+0)10 (+0)10 (+0)11 (+0)
-

Damage Resistances acid, cold, fire, lightning, -thunder; bludgeoning, piercing, and slashing from nonmagical attacks

-

Damage Immunities necrotic, poison

-

Condition Immunities charmed, exhaustion, grappled, -paralyzed, petrified, poisoned, prone, restrained, unconscious

-

Senses darkvision 60 ft., passive Perception 10

-

Languages understands all languages it knew in life -but can’t speak

-

Challenge 1 (200 XP)

-

Incorporeal Movement. The specter can move -through other creatures and objects as if they were difficult terrain. -It takes 5 (1d10) force damage if it ends its turn inside an object.

-

Sunlight Sensitivity. While in sunlight, -the specter has disadvantage on attack rolls, as well as on Wisdom -(Perception) checks that rely on sight.

-
Actions
-

Life Drain. Melee Spell Attack: +4 -to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic -damage. The target must succeed on a DC 10 Constitution saving throw or -its hit point maximum is reduced by an amount equal to the damage taken. -This reduction lasts until the creature finishes a long rest. The target -dies if this effect reduces its hit point maximum to 0.

-

Sphinxes

-

Androsphinx

-

Large monstrosity, lawful neutral

-

Armor Class 17 (natural armor)

-

Hit Points 199 (19d10+95)

-

Speed 40 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
22 (+6)10 (+0)20 (+5)16 (+3)18 (+4)23 (+6)
-

Saving Throws Dex +6, Con +11, Int +9, Wis +10

-

Skills Arcana +9, Perception +10, Religion +15

-

Damage Immunities psychic; bludgeoning, piercing, -and slashing from nonmagical attacks

-

Condition Immunities charmed, frightened

-

Senses truesight 120 ft., passive Perception 20

-

Languages Common, Sphinx

-

Challenge 17 (18,000 XP)

-

Inscrutable. The sphinx is immune to any -effect that would sense its emotions or read its thoughts, as well as -any divination spell that it refuses. Wisdom (Insight) checks made to -ascertain the sphinx’s intentions or sincerity have disadvantage.

-

Magic Weapons. The sphinx’s weapon attacks -are magical.

-

Spellcasting. The sphinx is a 12th-level -spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 -to hit with spell attacks). It requires no material components to cast -its spells. The sphinx has the following cleric spells prepared:

-

Cantrips (at will): sacred flame, spare the dying, -thaumaturgy 1st level (4 slots): command, detect -evil and good, detect magic 2nd level (3 slots): -lesser restoration, zone of truth 3rd level (3 slots): -dispel magic, tongues 4th level (3 slots): -banishment, freedom of movement 5th level (2 slots): -flame strike, greater restoration 6th level (1 slot): -heroes’ feast

-
Actions
-

Multiattack. The sphinx makes two claw -attacks.

-

Claw. Melee Weapon Attack: +12 to -hit, reach 5 ft., one target. Hit: 17 (2d10+6) slashing -damage.

-

Roar (3/Day). The sphinx emits a magical -roar. Each time it roars before finishing a long rest, the roar is -louder and the effect is different, as detailed below. Each creature -within 500 feet of the sphinx and able to hear the roar must make a -saving throw.

-

First Roar. Each creature that fails a DC 18 Wisdom -saving throw is frightened for 1 minute. A frightened creature can -repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success.

-

Second Roar. Each creature that fails a DC 18 Wisdom -saving throw is deafened and frightened for 1 minute. A frightened -creature is paralyzed and can repeat the saving throw at the end of each -of its turns, ending the effect on itself on a success.

-

Third Roar. Each creature makes a DC 18 Constitution -saving throw. On a failed save, a creature takes 44 (8d10) thunder -damage and is knocked prone. On a successful save, the creature takes -half as much damage and isn’t knocked prone.

-
Legendary Actions
-

The sphinx can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The sphinx regains spent -legendary actions at the start of its turn.

-

Claw Attack. The sphinx makes one claw attack.

-

Teleport (Costs 2 Actions). The sphinx magically -teleports, along with any equipment it is wearing or carrying, up to 120 -feet to an unoccupied space it can see.

-

Cast a Spell (Costs 3 Actions). The sphinx casts a -spell from its list of prepared spells, using a spell slot as -normal.

-

Gynosphinx

-

Large monstrosity, lawful neutral

-

Armor Class 17 (natural armor)

-

Hit Points 136 (16d10+48)

-

Speed 40 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)15 (+2)16 (+3)18 (+4)18 (+4)18 (+4)
-

Skills Arcana +12, History +12, Perception +8, -Religion +8

-

Damage Resistances bludgeoning, piercing, and -slashing from nonmagical attacks

-

Damage Immunities psychic

-

Condition Immunities charmed, frightened

-

Senses truesight 120 ft., passive Perception 18

-

Languages Common, Sphinx

-

Challenge 11 (7,200 XP)

-

Inscrutable. The sphinx is immune to any -effect that would sense its emotions or read its thoughts, as well as -any divination spell that it refuses. Wisdom (Insight) checks made to -ascertain the sphinx’s intentions or sincerity have disadvantage.

-

Magic Weapons. The sphinx’s weapon attacks -are magical.

-

Spellcasting. The sphinx is a 9th-level -spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, -+8 to hit with spell attacks). It requires no material components to -cast its spells. The sphinx has the following wizard spells -prepared:

-

Cantrips (at will): mage hand, minor illusion, -prestidigitation 1st level (4 slots): detect magic, -identify, shield 2nd level (3 slots): -darkness, locate object, suggestion 3rd level -(3 slots): dispel magic, remove curse, -tongues 4th level (3 slots): banishment, greater -invisibility 5th level (1 slot): legend lore

-
Actions
-

Multiattack. The sphinx makes two claw -attacks.

-

Claw. Melee Weapon Attack: +8 to -hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing -damage.

-
Legendary Actions
-

The sphinx can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The sphinx regains spent -legendary actions at the start of its turn.

-

Claw Attack. The sphinx makes one claw attack.

-

Teleport (Costs 2 Actions). The sphinx magically -teleports, along with any equipment it is wearing or carrying, up to 120 -feet to an unoccupied space it can see.

-

Cast a Spell (Costs 3 Actions). The sphinx casts a -spell from its list of prepared spells, using a spell slot as -normal.

-

Sprite

-

Tiny fey, neutral good

-

Armor Class 15 (leather armor)

-

Hit Points 2 (1d4)

-

Speed 10 ft., fly 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
3 (-4)18 (+4)10 (+0)14 (+2)13 (+1)11 (+0)
-

Skills Perception +3, Stealth +8

-

Senses passive Perception 13

-

Languages Common, Elvish, Sylvan

-

Challenge 1/4 (50 XP)

-
Actions
-

Longsword. Melee Weapon Attack: +2 -to hit, reach 5 ft., one target. Hit: 1 slashing damage.

-

Shortbow. Ranged Weapon Attack: +6 -to hit, range 40/160 ft., one target. Hit: 1 piercing damage, -and the target must succeed on a DC 10 Constitution saving throw or -become poisoned for 1 minute. If its saving throw result is 5 or lower, -the poisoned target falls unconscious for the same duration, or until it -takes damage or another creature takes an action to shake it awake.

-

Heart Sight. The sprite touches a creature -and magically knows the creature’s current emotional state. If the -target fails a DC 10 Charisma saving throw, the sprite also knows the -creature’s alignment. Celestials, fiends, and undead automatically fail -the saving throw.

-

Invisibility. The sprite magically turns -invisible until it attacks or casts a spell, or until its concentration -ends (as if concentrating on a spell). Any equipment the sprite wears or -carries is invisible with it.

-

Stirge

-

Tiny beast, unaligned

-

Armor Class 14 (natural armor)

-

Hit Points 2 (1d4)

-

Speed 10 ft., fly 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
4 (-3)16 (+3)11 (+0)2 (-4)8 (-1)6 (-2)
-

Senses darkvision 60 ft., passive Perception 9

-

Languages -

-

Challenge 1/8 (25 XP)

-
Actions
-

Blood Drain. Melee Weapon Attack: -+5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing -damage, and the stirge attaches to the target. While attached, the -stirge doesn’t attack. Instead, at the start of each of the stirge’s -turns, the target loses 5 (1d4+3) hit points due to blood loss.

-

The stirge can detach itself by spending 5 feet of its movement. It -does so after it drains 10 hit points of blood from the target or the -target dies. A creature, including the target, can use its action to -detach the stirge.

-

Succubus/Incubus

-

Medium fiend (shapechanger), neutral evil

-

Armor Class 15 (natural armor)

-

Hit Points 66 (12d8+12)

-

Speed 30 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
8 (-1)17 (+3)13 (+1)15 (+2)12 (+1)20 (+5)
-

Skills Deception +9, Insight +5, Perception +5, -Persuasion +9, Stealth +7

-

Damage Resistances cold, fire, lightning, poison; -bludgeoning, piercing, and slashing from nonmagical attacks

-

Senses darkvision 60 ft., passive Perception 15

-

Languages Abyssal, Common, Infernal, telepathy 60 -ft.

-

Challenge 4 (1,100 XP)

-

Telepathic Bond. The fiend ignores the -range restriction on its telepathy when communicating with a creature it -has charmed. The two don’t even need to be on the same plane of -existence.

-

Shapechanger. The fiend can use its action -to polymorph into a Small or Medium humanoid, or back into its true -form. Without wings, the fiend loses its flying speed. Other than its -size and speed, its statistics are the same in each form. Any equipment -it is wearing or carrying isn’t transformed. It reverts to its true form -if it dies.

-
Actions
-

Claw (Fiend Form Only). Melee Weapon -Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) -slashing damage.

-

Charm. One humanoid the fiend can see -within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be -magically charmed for 1 day. The charmed target obeys the fiend’s verbal -or telepathic commands. If the target suffers any harm or receives a -suicidal command, it can repeat the saving throw, ending the effect on a -success. If the target successfully saves against the effect, or if the -effect on it ends, the target is immune to this fiend’s Charm for the -next 24 hours.

-

The fiend can have only one target charmed at a time. If it charms -another, the effect on the previous target ends.

-

Draining Kiss. The fiend kisses a creature -charmed by it or a willing creature. The target must make a DC 15

-

Constitution saving throw against this magic, taking 32 (5d10+5) -psychic damage on a failed save, or half as much damage on a successful -one. The target’s hit point maximum is reduced by an amount equal to the -damage taken. This reduction lasts until the target finishes a long -rest. The target dies if this effect reduces its hit point maximum to -0.

-

Etherealness. The fiend magically enters -the Ethereal Plane from the Material Plane, or vice versa.

-

Monsters (T)

-

Tarrasque

-

Gargantuan monstrosity (titan), unaligned

-

Armor Class 25 (natural armor)

-

Hit Points 676 (33d20+330)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
30 (+10)11 (+0)30 (+10)3 (-4)11 (+0)11 (+0)
-

Saving Throws Int +5, Wis +9, Cha +9

-

Damage Immunities fire, poison; bludgeoning, -piercing, and slashing from nonmagical attacks

-

Condition Immunities charmed, frightened, paralyzed, -poisoned

-

Senses blindsight 120 ft., passive Perception 10

-

Languages -

-

Challenge 30 (155,000 XP)

-

Legendary Resistance (3/Day). If the -tarrasque fails a saving throw, it can choose to succeed instead.

-

Magic Resistance. The tarrasque has -advantage on saving throws against spells and other magical effects.

-

Reflective Carapace. Any time the tarrasque -is targeted by a magic missile spell, a line spell, or a spell -that requires a ranged attack roll, roll a d6. On a 1 to 5, the -tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the -effect is reflected back at the caster as though it originated from the -tarrasque, turning the caster into the target.

-

Siege Monster. The tarrasque deals double -damage to objects and structures.

-
Actions
-

Multiattack. The tarrasque can use its -Frightful Presence. It then makes five attacks: one with its bite, two -with its claws, one with its horns, and one with its tail. It can use -its Swallow instead of its bite.

-

Bite. Melee Weapon Attack: +19 to -hit, reach 10 ft., one target. Hit: 36 (4d12+10) piercing -damage. If the target is a creature, it is grappled (escape DC 20). -Until this grapple ends, the target is restrained, and the tarrasque -can’t bite another target.

-

Claw. Melee Weapon Attack: +19 to -hit, reach 15 ft., one target. Hit: 28 (4d8+10) slashing -damage.

-

Horns. Melee Weapon Attack: +19 to -hit, reach 10 ft., one target. Hit: 32 (4d10+10) piercing -damage.

-

Tail. Melee Weapon Attack: +19 to -hit, reach 20 ft., one target. Hit: 24 (4d6+10) bludgeoning -damage. If the target is a creature, it must succeed on a DC 20 Strength -saving throw or be knocked prone.

-

Frightful Presence. Each creature of the -tarrasque’s choice within 120 feet of it and aware of it must succeed on -a DC 17 Wisdom saving throw or become frightened for 1 minute. A -creature can repeat the saving throw at the end of each of its turns, -with disadvantage if the tarrasque is within line of sight, ending the -effect on itself on a success. If a creature’s saving throw is -successful or the effect ends for it, the creature is immune to the -tarrasque’s Frightful Presence for the next 24 hours.

-

Swallow. The tarrasque makes one bite -attack against a Large or smaller creature it is grappling. If the -attack hits, the target takes the bite’s damage, the target is -swallowed, and the grapple ends. While swallowed, the creature is -blinded and restrained, it has total cover against attacks and other -effects outside the tarrasque, and it takes 56 (16d6) acid damage at the -start of each of the tarrasque’s turns.

-

If the tarrasque takes 60 damage or more on a single turn from a -creature inside it, the tarrasque must succeed on a DC 20 Constitution -saving throw at the end of that turn or regurgitate all swallowed -creatures, which fall prone in a space within 10 feet of the tarrasque. -If the tarrasque dies, a swallowed creature is no longer restrained by -it and can escape from the corpse by using 30 feet of movement, exiting -prone.

-
Legendary Actions
-

The tarrasque can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The tarrasque regains spent -legendary actions at the start of its turn.

-

Attack. The tarrasque makes one claw attack or tail -attack.

-

Move. The tarrasque moves up to half its speed.

-

Chomp (Costs 2 Actions). The tarrasque makes one -bite attack or uses its Swallow.

-

Treant

-

Huge plant, chaotic good

-

Armor Class 16 (natural armor)

-

Hit Points 138 (12d12+60)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
23 (+6)8 (-1)21 (+5)12 (+1)16 (+3)12 (+1)
-

Damage Resistances bludgeoning, piercing

-

Damage Vulnerabilities fire

-

Senses passive Perception 13

-

Languages Common, Druidic, Elvish, Sylvan

-

Challenge 9 (5,000 XP)

-

False Appearance. While the treant remains -motionless, it is indistinguishable from a normal tree.

-

Siege Monster. The treant deals double -damage to objects and structures.

-
Actions
-

Multiattack. The treant makes two slam -attacks.

-

Slam. Melee Weapon Attack: +10 to -hit, reach 5 ft., one target. Hit: 16 (3d6+6) bludgeoning -damage.

-

Rock. Ranged Weapon Attack: +10 to -hit, range 60/180 ft., one target. Hit: 28 (4d10+6) bludgeoning -damage.

-

Animate Trees (1/Day). The treant magically -animates one or two trees it can see within 60 feet of it. These trees -have the same statistics as a treant, except they have Intelligence and -Charisma scores of 1, they can’t speak, and they have only the Slam -action option. An animated tree acts as an ally of the treant. The tree -remains animate for 1 day or until it dies; until the treant dies or is -more than 120 feet from the tree; or until the treant takes a bonus -action to turn it back into an inanimate tree. The tree then takes root -if possible.

-

Troll

-

Large giant, chaotic evil

-

Armor Class 15 (natural armor)

-

Hit Points 84 (8d10+40)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)13 (+1)20 (+5)7 (-2)9 (-1)7 (-2)
-

Skills Perception +2

-

Senses darkvision 60 ft., passive Perception 12

-

Languages Giant

-

Challenge 5 (1,800 XP)

-

Keen Smell. The troll has advantage on -Wisdom (Perception) checks that rely on smell.

-

Regeneration. The troll regains 10 hit -points at the start of its turn. If the troll takes acid or fire damage, -this trait doesn’t function at the start of the troll’s next turn. The -troll dies only if it starts its turn with 0 hit points and doesn’t -regenerate.

-
Actions
-

Multiattack. The troll makes three attacks: -one with its bite and two with its claws.

-

Bite. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing -damage.

-

Claw. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing -damage.

-

Monsters (U)

-

Unicorn

-

Large celestial, lawful good

-

Armor Class 12

-

Hit Points 67 (9d10+18)

-

Speed 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)14 (+2)15 (+2)11 (+0)17 (+3)16 (+3)
-

Damage Immunities poison

-

Condition Immunities charmed, paralyzed, -poisoned

-

Senses darkvision 60 ft., passive Perception 13

-

Languages Celestial, Elvish, Sylvan, telepathy 60 -ft.

-

Challenge 5 (1,800 XP)

-

Charge. If the unicorn moves at least 20 -feet straight toward a target and then hits it with a horn attack on the -same turn, the target takes an extra 9 (2d8) piercing damage. If the -target is a creature, it must succeed on a DC 15 Strength saving throw -or be knocked prone.

-

Innate Spellcasting. The unicorn’s innate -spellcasting ability is Charisma (spell save DC 14). The unicorn can -innately cast the following spells, requiring no Components

-

At will: detect evil and good, druidcraft, pass -without trace

-

1/day each: calm emotions, dispel evil and good, -entangle

-

Magic Resistance. The unicorn has advantage -on saving throws against spells and other magical effects.

-

Magic Weapons. The unicorn’s weapon attacks -are magical.

-
Actions
-

Multiattack. The unicorn makes two attacks: -one with its hooves and one with its horn.

-

Hooves. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning -damage.

-

Horn. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing -damage.

-

Healing Touch (3/Day). The unicorn touches -another creature with its horn. The target magically regains 11 (2d8+2) -hit points. In addition, the touch removes all diseases and neutralizes -all poisons afflicting the target.

-

Teleport (1/Day). The unicorn magically -teleports itself and up to three willing creatures it can see within 5 -feet of it, along with any equipment they are wearing or carrying, to a -location the unicorn is familiar with, up to 1 mile away.

-
Legendary Actions
-

The unicorn can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The unicorn regains spent -legendary actions at the start of its turn.

-

Hooves. The unicorn makes one attack with its -hooves.

-

Shimmering Shield (Costs 2 Actions). The unicorn -creates a shimmering, magical field around itself or another creature it -can see within 60 feet of it. The target gains a +2 bonus to AC until -the end of the unicorn’s next turn.

-

Heal Self (Costs 3 Actions). The unicorn magically -regains 11 (2d8+2) hit points.

-

Monsters (V)

-

Vampires

-

Vampire

-

Medium undead (shapechanger), lawful evil

-

Armor Class 16 (natural armor)

-

Hit Points 144 (17d8+68)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)18 (+4)18 (+4)17 (+3)15 (+2)18 (+4)
-

Saving Throws Dex +9, Wis +7, Cha +9

-

Skills Perception +7, Stealth +9

-

Damage Resistances necrotic; bludgeoning, piercing, -and slashing from nonmagical attacks

-

Senses darkvision 120 ft., passive Perception 17

-

Languages the languages it knew in life

-

Challenge 13 (10,000 XP)

-

Shapechanger. If the vampire isn’t in -sunlight or running water, it can use its action to polymorph into a -Tiny bat or a Medium cloud of mist, or back into its true form.

-

While in bat form, the vampire can’t speak, its walking speed is 5 -feet, and it has a flying speed of 30 feet. Its statistics, other than -its size and speed, are unchanged. Anything it is wearing transforms -with it, but nothing it is carrying does. It reverts to its true form if -it dies.

-

While in mist form, the vampire can’t take any actions, speak, or -manipulate objects. It is weightless, has a flying speed of 20 feet, can -hover, and can enter a hostile creature’s space and stop there. In -addition, if air can pass through a space, the mist can do so without -squeezing, and it can’t pass through water. It has advantage on -Strength, Dexterity, and Constitution saving throws, and it is immune to -all nonmagical damage, except the damage it takes from sunlight.

-

Legendary Resistance (3/Day). If the -vampire fails a saving throw, it can choose to succeed instead.

-

Misty Escape. When it drops to 0 hit points -outside its resting place, the vampire transforms into a cloud of mist -(as in the Shapechanger trait) instead of falling unconscious, provided -that it isn’t in sunlight or running water. If it can’t transform, it is -destroyed.

-

While it has 0 hit points in mist form, it can’t revert to its -vampire form, and it must reach its resting place within 2 hours or be -destroyed. Once in its resting place, it reverts to its vampire form. It -is then paralyzed until it regains at least 1 hit point. After spending -1 hour in its resting place with 0 hit points, it regains 1 hit -point.

-

Regeneration. The vampire regains 20 hit -points at the start of its turn if it has at least 1 hit point and isn’t -in sunlight or running water. If the vampire takes radiant damage or -damage from holy water, this trait doesn’t function at the start of the -vampire’s next turn.

-

Spider Climb. The vampire can climb -difficult surfaces, including upside down on ceilings, without needing -to make an ability check.

-

Vampire Weaknesses. The vampire has the -following flaws:

-

Forbiddance. The vampire can’t enter a residence without an -invitation from one of the occupants.

-

Harmed by Running Water. The vampire takes 20 acid damage if -it ends its turn in running water.

-

Stake to the Heart. If a piercing weapon made of wood is -driven into the vampire’s heart while the vampire is incapacitated in -its resting place, the vampire is paralyzed until the stake is -removed.

-

Sunlight Hypersensitivity. The vampire takes 20 radiant -damage when it starts its turn in sunlight. While in sunlight, it has -disadvantage on attack rolls and ability checks.

-
Actions
-

Multiattack (Vampire Form Only). The -vampire makes two attacks, only one of which can be a bite attack.

-

Unarmed Strike (Vampire Form Only). -Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. -Hit: 8 (1d8+4) bludgeoning damage. Instead of dealing damage, -the vampire can grapple the target (escape DC 18).

-

Bite (Bat or Vampire Form Only). Melee -Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a -creature that is grappled by the vampire, incapacitated, or restrained. -Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. -The target’s hit point maximum is reduced by an amount equal to the -necrotic damage taken, and the vampire regains hit points equal to that -amount. The reduction lasts until the target finishes a long rest. The -target dies if this effect reduces its hit point maximum to 0. A -humanoid slain in this way and then buried in the ground rises the -following night as a vampire spawn under the vampire’s control.

-

Charm. The vampire targets one humanoid it -can see within 30 feet of it. If the target can see the vampire, the -target must succeed on a DC 17 Wisdom saving throw against this magic or -be charmed by the vampire. The charmed target regards the vampire as a -trusted friend to be heeded and protected. Although the target isn’t -under the vampire’s control, it takes the vampire’s requests or actions -in the most favorable way it can, and it is a willing target for the -vampire’s bite attack.

-

Each time the vampire or the vampire’s companions do anything harmful -to the target, it can repeat the saving throw, ending the effect on -itself on a success. Otherwise, the effect lasts 24 hours or until the -vampire is destroyed, is on a different plane of existence than the -target, or takes a bonus action to end the effect.

-

Children of the Night (1/Day). The vampire -magically calls 2d4 swarms of bats or rats, provided that the sun isn’t -up. While outdoors, the vampire can call 3d6 wolves instead. The called -creatures arrive in 1d4 rounds, acting as allies of the vampire and -obeying its spoken commands. The beasts remain for 1 hour, until the -vampire dies, or until the vampire dismisses them as a bonus action.

-
Legendary Actions
-

The vampire can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature’s turn. The vampire regains spent -legendary actions at the start of its turn.

-

Move. The vampire moves up to its speed without -provoking opportunity attacks.

-

Unarmed Strike. The vampire makes one unarmed -strike.

-

Bite (Costs 2 Actions). The vampire makes one bite -attack.

-

Vampire Spawn

-

Medium undead, neutral evil

-

Armor Class 15 (natural armor)

-

Hit Points 82 (11d8+33)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)16 (+3)16 (+3)11 (+0)10 (+0)12 (+1)
-

Saving Throws Dex +6, Wis +3

-

Skills Perception +3, Stealth +6

-

Damage Resistances necrotic; bludgeoning, piercing, -and slashing from nonmagical attacks

-

Senses darkvision 60 ft., passive Perception 13

-

Languages the languages it knew in life

-

Challenge 5 (1,800 XP)

-

Regeneration. The vampire regains 10 hit -points at the start of its turn if it has at least 1 hit point and isn’t -in sunlight or running water. If the vampire takes radiant damage or -damage from holy water, this trait doesn’t function at the start of the -vampire’s next turn.

-

Spider Climb. The vampire can climb -difficult surfaces, including upside down on ceilings, without needing -to make an ability check.

-

Vampire Weaknesses. The vampire has the -following flaws:

-

Forbiddance. The vampire can’t enter a residence without an -invitation from one of the occupants.

-

Harmed by Running Water. The vampire takes 20 acid damage -when it ends its turn in running water.

-

Stake to the Heart. The vampire is destroyed if a piercing -weapon made of wood is driven into its heart while it is incapacitated -in its resting place.

-

Sunlight Hypersensitivity. The vampire takes 20 radiant -damage when it starts its turn in sunlight. While in sunlight, it has -disadvantage on attack rolls and ability checks.

-
Actions
-

Multiattack. The vampire makes two attacks, -only one of which can be a bite attack.

-

Claws. Melee Weapon Attack: +6 to -hit, reach 5 ft., one creature. Hit: 8 (2d4+3) slashing damage. -Instead of dealing damage, the vampire can grapple the target (escape DC -13).

-

Bite. Melee Weapon Attack: +6 to -hit, reach 5 ft., one willing creature, or a creature that is grappled -by the vampire, incapacitated, or restrained. Hit: 6 (1d6+3) -piercing damage plus 7 (2d6) necrotic damage. The target’s hit point -maximum is reduced by an amount equal to the necrotic damage taken, and -the vampire regains hit points equal to that amount. The reduction lasts -until the target finishes a long rest. The target dies if this effect -reduces its hit point maximum to 0.

-

Monsters (W)

-

Wight

-

Medium undead, neutral evil

-

Armor Class 14 (studded leather)

-

Hit Points 45 (6d8+18)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)14 (+2)16 (+3)10 (+0)13 (+1)15 (+2)
-

Skills Perception +3, Stealth +4

-

Damage Resistances necrotic; bludgeoning, piercing, -and slashing from nonmagical attacks that aren’t silvered

-

Damage Immunities poison

-

Condition Immunities exhaustion, poisoned

-

Senses darkvision 60 ft., passive Perception 13

-

Languages the languages it knew in life

-

Challenge 3 (700 XP)

-

Sunlight Sensitivity. While in sunlight, -the wight has disadvantage on attack rolls, as well as on Wisdom -(Perception) checks that rely on sight.

-
Actions
-

Multiattack. The wight makes two longsword -attacks or two longbow attacks. It can use its Life Drain in place of -one longsword attack.

-

Life Drain. Melee Weapon Attack: -+4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) necrotic -damage. The target must succeed on a DC 13 Constitution saving throw or -its hit point maximum is reduced by an amount equal to the damage taken. -This reduction lasts until the target finishes a long rest. The target -dies if this effect reduces its hit point maximum to 0.

-

A humanoid slain by this attack rises 24 hours later as a zombie -under the wight’s control, unless the humanoid is restored to life or -its body is destroyed. The wight can have no more than twelve zombies -under its control at one time.

-

Longsword. Melee Weapon Attack: +4 -to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing -damage, or 7 (1d10+2) slashing damage if used with two hands.

-

Longbow. Ranged Weapon Attack: +4 -to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing -damage.

-

Will-o’-Wisp

-

Tiny undead, chaotic evil

-

Armor Class 19

-

Hit Points 22 (9d4)

-

Speed 0 ft., fly 50 ft. (hover)

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
1 (-5)28 (+9)10 (+0)13 (+1)14 (+2)11 (+0)
-

Damage Immunities lightning, poison

-

Damage Resistances acid, cold, fire, necrotic, -thunder; bludgeoning, piercing, and slashing from nonmagical attacks

-

Condition Immunities exhaustion, grappled, -paralyzed, poisoned, prone, restrained, unconscious

-

Senses darkvision 120 ft., passive Perception 12

-

Languages the languages it knew in life

-

Challenge 2 (450 XP)

-

Consume Life. As a bonus action, the -will-o’-wisp can target one creature it can see within 5 feet of it that -has 0 hit points and is still alive. The target must succeed on a DC 10 -Constitution saving throw against this magic or die. If the target dies, -the will-o’-wisp regains 10 (3d6) hit points.

-

Ephemeral. The will-o’-wisp can’t wear or -carry anything.

-

Incorporeal Movement. The will-o’-wisp can -move through other creatures and objects as if they were difficult -terrain. It takes 5 (1d10) force damage if it ends its turn inside an -object.

-

Variable Illumination. The will-o’-wisp -sheds bright light in a 5- to 20-foot radius and dim light for an -additional number of feet equal to the chosen radius. The will-o’-wisp -can alter the radius as a bonus action.

-
Actions
-

Shock. Melee Spell Attack: +4 to -hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning -damage.

-

Invisibility. The will-o’-wisp and its -light magically become invisible until it attacks or uses its Consume -Life, or until its concentration ends (as if concentrating on a -spell).

-

Wraith

-

Medium undead, neutral evil

-

Armor Class 13

-

Hit Points 67 (9d8+27)

-

Speed 0 ft., fly 60 ft. (hover)

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
6 (-2)16 (+3)16 (+3)12 (+1)14 (+2)15 (+2)
-

Damage Resistances acid, cold, fire, lightning, -thunder; bludgeoning, piercing, and slashing from nonmagical attacks -that aren’t silvered

-

Damage Immunities necrotic, poison

-

Condition Immunities charmed, exhaustion, grappled, -paralyzed, petrified, poisoned, prone, restrained

-

Senses darkvision 60 ft., passive Perception 12

-

Languages the languages it knew in life

-

Challenge 5 (1,800 XP)

-

Incorporeal Movement. The wraith can move -through other creatures and objects as if they were difficult terrain. -It takes 5 (1d10) force damage if it ends its turn inside an object.

-

Sunlight Sensitivity. While in sunlight, -the wraith has disadvantage on attack rolls, as well as on Wisdom -(Perception) checks that rely on sight.

-
Actions
-

Life Drain. Melee Weapon Attack: -+6 to hit, reach 5 ft., one creature. Hit: 21 (4d8+3) necrotic -damage. The target must succeed on a DC 14 Constitution saving throw or -its hit point maximum is reduced by an amount equal to the damage taken. -This reduction lasts until the target finishes a long rest. The target -dies if this effect reduces its hit point maximum to 0.

-

Create Specter. The wraith targets a -humanoid within 10 feet of it that has been dead for no longer than 1 -minute and died violently. The target’s spirit rises as a specter in the -space of its corpse or in the nearest unoccupied space. The specter is -under the wraith’s control. The wraith can have no more than seven -specters under its control at one time.

-

Wyvern

-

Large dragon, unaligned

-

Armor Class 13 (natural armor)

-

Hit Points 110 (13d10+39)

-

Speed 20 ft., fly 80 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)10 (+0)16 (+3)5 (-3)12 (+1)6 (-2)
-

Skills Perception +4

-

Senses darkvision 60 ft., passive Perception 14

-

Languages -

-

Challenge 6 (2,300 XP)

-
Actions
-

Multiattack. The wyvern makes two attacks: -one with its bite and one with its stinger. While flying, it can use its -claws in place of one other attack.

-

Bite. Melee Weapon Attack: +7 to -hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing -damage.

-

Claws. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing -damage.

-

Stinger. Melee Weapon Attack: +7 -to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing -damage. The target must make a DC 15 Constitution saving throw, taking -24 (7d6) poison damage on a failed save, or half as much damage on a -successful one.

-

Monsters (X)

-

Xorn

-

Medium elemental, neutral

-

Armor Class 19 (natural armor)

-

Hit Points 73 (7d8+42)

-

Speed 20 ft., burrow 20 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
17 (+3)10 (+0)22 (+6)11 (+0)10 (+0)11 (+0)
-

Skills Perception +6, Stealth +3

-

Damage Resistances piercing and slashing from -nonmagical attacks that aren’t adamantine

-

Senses darkvision 60 ft., tremorsense 60 ft., -passive Perception 16

-

Languages Terran

-

Challenge 5 (1,800 XP)

-

Earth Glide. The xorn can burrow through -nonmagical, unworked earth and stone. While doing so, the xorn doesn’t -disturb the material it moves through.

-

Stone Camouflage. The xorn has advantage on -Dexterity (Stealth) checks made to hide in rocky terrain.

-

Treasure Sense. The xorn can pinpoint, by -scent, the location of precious metals and stones, such as coins and -gems, within 60 feet of it.

-
Actions
-

Multiattack. The xorn makes three claw -attacks and one bite attack.

-

Claw. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing -damage.

-

Bite. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 13 (3d6+3) piercing -damage.

-

Monsters (Z)

-

Zombies

-

Zombie

-

Medium undead, neutral evil

-

Armor Class 8

-

Hit Points 22 (3d8+9)

-

Speed 20 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
13 (+1)6 (-2)16 (+3)3 (-4)6 (-2)5 (-3)
-

Saving Throws Wis +0

-

Damage Immunities poison

-

Condition Immunities poisoned

-

Senses darkvision 60 ft., passive Perception 8

-

Languages understands the languages it knew in life -but can’t speak

-

Challenge 1/4 (50 XP)

-

Undead Fortitude. If damage reduces the -zombie to 0 hit points, it must make a Constitution saving throw with a -DC of 5+the damage taken, unless the damage is radiant or from a -critical hit. On a success, the zombie drops to 1 hit point instead.

-
Actions
-

Slam. Melee Weapon Attack: +3 to -hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning -damage.

-

Ogre Zombie

-

Large undead, neutral evil

-

Armor Class 8

-

Hit Points 85 (9d10+36)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)6 (-2)18 (+4)3 (-4)6 (-2)5 (-3)
-

Saving Throws Wis +0

-

Damage Immunities poison

-

Condition Immunities poisoned

-

Senses darkvision 60 ft., passive Perception 8

-

Languages understands Common and Giant but can’t -speak

-

Challenge 2 (450 XP)

-

Undead Fortitude. If damage reduces the -zombie to 0 hit points, it must make a Constitution saving throw with a -DC of 5+the damage taken, unless the damage is radiant or from a -critical hit. On a success, the zombie drops to 1 hit point instead.

-
Actions
-

Morningstar. Melee Weapon Attack: -+6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning -damage.

-

CREATURES

-

This section contains statistics for various animals, vermin, and -other critters. The stat blocks are organized alphabetically by creature -name.

-

Creatures (A-C)

-

Ape

-

Medium beast, unaligned

-

Armor Class 12

-

Hit Points 19 (3d8+6)

-

Speed 30 ft., climb 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)14 (+2)14 (+2)6 (-2)12 (+1)7 (-2)
-

Skills Athletics +5, Perception +3

-

Senses passive Perception 13

-

Languages -

-

Challenge 1/2 (100 XP)

-
Actions
-

Multiattack. The ape makes two fist -attacks.

-

Fist. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning -damage.

-

Rock. Ranged Weapon Attack: +5 to -hit, range 25/50 ft., one target. Hit: 6 (1d6+3) bludgeoning -damage.

-

Awakened Shrub

-

Small plant, unaligned

-

Armor Class 9

-

Hit Points 10 (3d6)

-

Speed 20 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
3 (-4)8 (-1)11 (+0)10 (+0)10 (+0)6 (-2)
-

Damage Vulnerabilities fire

-

Damage Resistances piercing

-

Senses passive Perception 10

-

Languages one language known by its creator

-

Challenge 0 (10 XP)

-

False Appearance. While the shrub remains -motionless, it is indistinguishable from a normal shrub.

-
Actions
-

Rake. Melee Weapon Attack: +1 to -hit, reach 5 ft., one target. Hit: 1 (1d4-1) slashing -damage.

-

An awakened shrub is an ordinary shrub given -sentience and mobility by the awaken spell or similar -magic.

-

Awakened Tree

-

Huge plant, unaligned

-

Armor Class 13 (natural armor)

-

Hit Points 59 (7d12+14)

-

Speed 20 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)6 (-2)15 (+2)10 (+0)10 (+0)7 (-2)
-

Damage Vulnerabilities fire

-

Damage Resistances bludgeoning, piercing

-

Senses passive Perception 10

-

Languages one language known by its creator

-

Challenge 2 (450 XP)

-

False Appearance. While the tree remains -motionless, it is indistinguishable from a normal tree.

-
Actions
-

Slam. Melee Weapon Attack: +6 to -hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning -damage.

-

An awakened tree is an ordinary tree given sentience -and mobility by the awaken spell or similar magic.

-

Axe Beak

-

Large beast, unaligned

-

Armor Class 11

-

Hit Points 19 (3d10+3)

-

Speed 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
14 (+2)12 (+1)12 (+1)2 (-4)10 (+0)5 (-3)
-

Senses passive Perception 10

-

Languages -

-

Challenge 1/4 (50 XP)

-
Actions
-

Beak. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing -damage.

-

An axe beak is a tall flightless bird with strong -legs and a heavy, wedge-shaped beak. It has a nasty disposition and -tends to attack any unfamiliar creature that wanders too close.

-

Baboon

-

Small beast, unaligned

-

Armor Class 12

-

Hit Points 3 (1d6)

-

Speed 30 ft., climb 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
8 (-1)14 (+2)11 (+0)4 (-3)12 (+1)6 (-2)
-

Senses passive Perception 11

-

Languages -

-

Challenge 0 (10 XP)

-

Pack Tactics. The baboon has advantage on -an attack roll against a creature if at least one of the baboon’s allies -is within 5 feet of the creature and the ally isn’t incapacitated.

-
Actions
-

Bite. Melee Weapon Attack: +1 to -hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing -damage.

-

Badger

-

Tiny beast, unaligned

-

Armor Class 10

-

Hit Points 3 (1d4+1)

-

Speed 20 ft., burrow 5 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
4 (-3)11 (+0)12 (+1)2 (-4)12 (+1)5 (-3)
-

Senses darkvision 30 ft., passive Perception 11

-

Languages -

-

Challenge 0 (10 XP)

-

Keen Smell. The badger has advantage on -Wisdom (Perception) checks that rely on smell.

-
Actions
-

Bite. Melee Weapon Attack: +2 to -hit, reach 5 ft., one target. Hit: 1 piercing damage.

-

Bat

-

Tiny beast, unaligned

-

Armor Class 12

-

Hit Points 1 (1d4-1)

-

Speed 5 ft., fly 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
2 (-4)15 (+2)8 (-1)2 (-4)12 (+1)4 (-3)
-

Senses blindsight 60 ft., passive Perception 11

-

Languages -

-

Challenge 0 (10 XP)

-

Echolocation. The bat can’t use its -blindsight while deafened.

-

Keen Hearing. The bat has advantage on -Wisdom (Perception) checks that rely on hearing.

-
Actions
-

Bite. Melee Weapon Attack: +0 to -hit, reach 5 ft., one creature. Hit: 1 piercing damage.

-

Black Bear

-

Medium beast, unaligned

-

Armor Class 11 (natural armor)

-

Hit Points 19 (3d8+6)

-

Speed 40 ft., climb 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)10 (+0)14 (+2)2 (-4)12 (+1)7 (-2)
-

Skills Perception +3

-

Senses passive Perception 13

-

Languages -

-

Challenge 1/2 (100 XP)

-

Keen Smell. The bear has advantage on -Wisdom (Perception) checks that rely on smell.

-
Actions
-

Multiattack. The bear makes two attacks: -one with its bite and one with its claws.

-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing -damage.

-

Claws. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing -damage.

- -

Medium fey, lawful good

-

Armor Class 13

-

Hit Points 22 (4d8+4)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
12 (+1)17 (+3)12 (+1)10 (+0)13 (+1)11 (+0)
-

Skills Perception +3, Stealth +5

-

Senses passive Perception 13

-

Languages Blink Dog, understands Sylvan but can’t -speak it

-

Challenge 1/4 (50 XP)

-

Keen Hearing and Smell. The dog has -advantage on Wisdom (Perception) checks that rely on hearing or -smell.

-
Actions
-

Bite. Melee Weapon Attack: +3 to -hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing -damage.

-

Teleport (Recharge 4-6). The dog magically -teleports, along with any equipment it is wearing or carrying, up to 40 -feet to an unoccupied space it can see. Before or after teleporting, the -dog can make one bite attack.

-

A blink dog takes its name from its ability to blink -in and out of existence, a talent it uses to aid its attacks and to -avoid harm. Blink dogs harbor a long- standing hatred for displacer -beasts and attack them on sight.

-

Blood Hawk

-

Small beast, unaligned

-

Armor Class 12

-

Hit Points 7 (2d6)

-

Speed 10 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
6 (-2)14 (+2)10 (+0)3 (-4)14 (+2)5 (-3)
-

Skills Perception +4

-

Senses passive Perception 14

-

Languages -

-

Challenge 1/8 (25 XP)

-

Keen Sight. The hawk has advantage on -Wisdom (Perception) checks that rely on sight.

-

Pack Tactics. The hawk has advantage on an -attack roll against a creature if at least one of the hawk’s allies is -within 5 feet of the creature and the ally isn’t incapacitated.

-
Actions
-

Beak. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing -damage.

-

Taking its name from its crimson feathers and aggressive nature, the -blood hawk fearlessly attacks almost any animal, -stabbing it with its daggerlike beak. Blood hawks flock together in -large numbers, attacking as a pack to take down prey.

-

Boar

-

Medium beast, unaligned

-

Armor Class 11 (natural armor)

-

Hit Points 11 (2d8+2)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
13 (+1)11 (+0)12 (+1)2 (-4)9 (-1)5 (-3)
-

Senses passive Perception 9

-

Languages -

-

Challenge 1/4 (50 XP)

-

Charge. If the boar moves at least 20 feet -straight toward a target and then hits it with a tusk attack on the same -turn, the target takes an extra 3 (1d6) slashing damage. If the target -is a creature, it must succeed on a DC 11 Strength saving throw or be -knocked prone.

-

Relentless (Recharges after a Short or Long -Rest). If the boar takes 7 damage or less that would -reduce it to 0 hit points, it is reduced to 1 hit point instead.

-
Actions
-

Tusk. Melee Weapon Attack: +3 to -hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing -damage.

-

Brown Bear

-

Large beast, unaligned

-

Armor Class 11 (natural armor)

-

Hit Points 34 (4d10+12)

-

Speed 40 ft., climb 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)10 (+0)16 (+3)2 (-4)13 (+1)7 (-2)
-

Skills Perception +3

-

Senses passive Perception 13

-

Languages -

-

Challenge 1 (200 XP)

-

Keen Smell. The bear has advantage on -Wisdom (Perception) checks that rely on smell.

-
Actions
-

Multiattack. The bear makes two attacks: -one with its bite and one with its claws.

-

Bite. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing -damage.

-

Claws. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing -damage.

-

Camel

-

Large beast, unaligned

-

Armor Class 9

-

Hit Points 15 (2d10+4)

-

Speed 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)8 (-1)14 (+2)2 (-4)8 (-1)5 (-3)
-

Senses passive Perception 9

-

Languages -

-

Challenge 1/8 (25 XP)

-
Actions
-

Bite. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning -damage.

-

Cat

-

Tiny beast, unaligned

-

Armor Class 12

-

Hit Points 2 (1d4)

-

Speed 40 ft., climb 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
3 (-4)15 (+2)10 (+0)3 (-4)12 (+1)7 (-2)
-

Skills Perception +3, Stealth +4

-

Senses passive Perception 13

-

Languages -

-

Challenge 0 (10 XP)

-

Keen Smell. The cat has advantage on Wisdom -(Perception) checks that rely on smell.

-
Actions
-

Claws. Melee Weapon Attack: +0 to -hit, reach 5 ft., one target. Hit: 1 slashing damage.

-

Constrictor Snake

-

Large beast, unaligned

-

Armor Class 12

-

Hit Points 13 (2d10+2)

-

Speed 30 ft., swim 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)14 (+2)12 (+1)1 (-5)10 (+0)3 (-4)
-

Senses blindsight 10 ft., passive Perception 10

-

Languages -

-

Challenge 1/4 (50 XP)

-
Actions
-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing -damage.

-

Constrict. Melee Weapon Attack: +4 -to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) bludgeoning -damage, and the target is grappled (escape DC 14). Until this grapple -ends, the creature is restrained, and the snake can’t constrict another -target.

-

Crab

-

Tiny beast, unaligned

-

Armor Class 11 (natural armor)

-

Hit Points 2 (1d4)

-

Speed 20 ft., swim 20 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
2 (-4)11 (+0)10 (+0)1 (-5)8 (-1)2 (-4)
-

Skills Stealth +2

-

Senses blindsight 30 ft., passive Perception 9

-

Languages -

-

Challenge 0 (10 XP)

-

Amphibious. The crab can breathe air and -water.

-
Actions
-

Claw. Melee Weapon Attack: +0 to -hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

-

Crocodile

-

Large beast, unaligned

-

Armor Class 12 (natural armor)

-

Hit Points 19 (3d10+3)

-

Speed 20 ft., swim 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)10 (+0)13 (+1)2 (-4)10 (+0)5 (-3)
-

Skills Stealth +2

-

Senses passive Perception 10

-

Languages -

-

Challenge 1/2 (100 XP)

-

Hold Breath. The crocodile can hold its -breath for 15 minutes.

-
Actions
-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing -damage, and the target is grappled (escape DC 12). Until this grapple -ends, the target is restrained, and the crocodile can’t bite another -target.

-

Creatures (D-F)

-

Death Dog

-

Medium monstrosity, neutral evil

-

Armor Class 12

-

Hit Points 39 (6d8+12)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)14 (+2)14 (+2)3 (-4)13 (+1)6 (-2)
-

Skills Perception +5, Stealth +4

-

Senses darkvision 120 ft., passive Perception 15

-

Languages -

-

Challenge 1 (200 XP)

-

Two-Headed. The dog has advantage on Wisdom -(Perception) checks and on saving throws against being blinded, charmed, -deafened, frightened, stunned, or knocked unconscious.

-
Actions
-

Multiattack. The dog makes two bite -attacks.

-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. -If the target is a creature, it must succeed on a DC 12 Constitution -saving throw against disease or become poisoned until the disease is -cured. Every 24 hours that elapse, the creature must repeat the saving -throw, reducing its hit point maximum by 5 (1d10) on a failure. This -reduction lasts until the disease is cured. The creature dies if the -disease reduces its hit point maximum to 0.

-

A death dog is an ugly two-headed hound that roams -plains, and deserts. Hate burns in a death dog’s heart, and a taste for -humanoid flesh drives it to attack travelers and explorers. Death dog -saliva carries a foul disease that causes a victim’s flesh to slowly rot -off the bone.

-

Deer

-

Medium beast, unaligned

-

Armor Class 13

-

Hit Points 4 (1d8)

-

Speed 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
11 (+0)16 (+3)11 (+0)2 (-4)14 (+2)5 (-3)
-

Senses passive Perception 12

-

Languages -

-

Challenge 0 (10 XP)

-
Actions
-

Bite. Melee Weapon Attack: +2 to -hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

-

Dire Wolf

-

Large beast, unaligned

-

Armor Class 14 (natural armor)

-

Hit Points 37 (5d10+10)

-

Speed 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
17 (+3)15 (+2)15 (+2)3 (-4)12 (+1)7 (-2)
-

Skills Perception +3, Stealth +4

-

Senses passive Perception 13

-

Languages -

-

Challenge 1 (200 XP)

-

Keen Hearing and Smell. The wolf has -advantage on Wisdom (Perception) checks that rely on hearing or -smell.

-

Pack Tactics. The wolf has advantage on an -attack roll against a creature if at least one of the wolf’s allies is -within 5 feet of the creature and the ally isn’t incapacitated.

-
Actions
-

Bite. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. -If the target is a creature, it must succeed on a DC 13 Strength saving -throw or be knocked prone.

-

Draft Horse

-

Large beast, unaligned

-

Armor Class 10

-

Hit Points 19 (3d10+3)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)10 (+0)12 (+1)2 (-4)11 (+0)7 (-2)
-

Senses passive Perception 10

-

Languages -

-

Challenge 1/4 (50 XP)

-
Actions
-

Hooves. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning -damage.

-

Eagle

-

Small beast, unaligned

-

Armor Class 12

-

Hit Points 3 (1d6)

-

Speed 10 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
6 (-2)15 (+2)10 (+0)2 (-4)14 (+2)7 (-2)
-

Skills Perception +4

-

Senses passive Perception 14

-

Languages -

-

Challenge 0 (10 XP)

-

Keen Sight. The eagle has advantage on -Wisdom (Perception) checks that rely on sight.

-
Actions
-

Talons. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing -damage.

-

Elephant

-

Huge beast, unaligned

-

Armor Class 12 (natural armor)

-

Hit Points 76 (8d12+24)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
22 (+6)9 (-1)17 (+3)3 (-4)11 (+0)6 (-2)
-

Senses passive Perception 10

-

Languages -

-

Challenge 4 (1,100 XP)

-

Trampling Charge. If the elephant moves at -least 20 feet straight toward a creature and then hits it with a gore -attack on the same turn, that target must succeed on a DC 12 Strength -saving throw or be knocked prone. If the target is prone, the elephant -can make one stomp attack against it as a bonus action.

-
Actions
-

Gore. Melee Weapon Attack: +8 to -hit, reach 5 ft., one target. Hit: 19 (3d8+6) piercing -damage.

-

Stomp. Melee Weapon Attack: +8 to -hit, reach 5 ft., one prone creature. Hit: 22 (3d10+6) -bludgeoning damage.

-

Elk

-

Large beast, unaligned

-

Armor Class 10

-

Hit Points 13 (2d10+2)

-

Speed 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)10 (+0)12 (+1)2 (-4)10 (+0)6 (-2)
-

Senses passive Perception 10

-

Languages -

-

Challenge 1/4 (50 XP)

-

Charge. If the elk moves at least 20 feet -straight toward a target and then hits it with a ram attack on the same -turn, the target takes an extra 7 (2d6) damage. If the target is a -creature, it must succeed on a DC 13 Strength saving throw or be knocked -prone.

-
Actions
-

Ram. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning -damage.

-

Hooves. Melee Weapon Attack: +5 to -hit, reach 5 ft., one prone creature. Hit: 8 (2d4+3) -bludgeoning damage.

-

Flying Snake

-

Tiny beast, unaligned

-

Armor Class 14

-

Hit Points 5 (2d4)

-

Speed 30 ft., fly 60 ft., swim 30 ft

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
4 (-3)18 (+4)11 (+0)2 (-4)12 (+1)5 (-3)
-

Senses blindsight 10 ft., passive Perception 11

-

Languages -

-

Challenge 1/8 (25 XP)

-

Flyby. The snake doesn’t provoke -opportunity attacks when it flies out of an enemy’s reach.

-
Actions
-

Bite. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 -(3d4) poison damage.

-

A flying snake is a brightly colored, winged serpent -found in remote jungles. Tribespeople and cultists sometimes domesticate -flying snakes to serve as messengers that deliver scrolls wrapped in -their coils.

-

Frog

-

Tiny beast, unaligned

-

Armor Class 11

-

Hit Points 1 (1d4-1)

-

Speed 20 ft., swim 20 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
1 (-5)13 (+1)8 (-1)1 (-5)8 (-1)3 (-4)
-

Skills Perception +1, Stealth +3

-

Senses darkvision 30 ft., passive Perception 11

-

Languages -

-

Challenge 0 (0 XP)

-

Amphibious. The frog can breathe air and -water.

-

Standing Leap. The frog’s long jump is up -to 10 feet and its high jump is up to 5 feet, with or without a running -start.

-

A frog has no effective attacks. It feeds on small -insects and typically dwells near water, in trees, or underground. The -frog’s statistics can also be used to represent a -toad.

-

Creatures (G-I)

-

Giant Ape

-

Huge beast, unaligned

-

Armor Class 12

-

Hit Points 157 (15d12+60)

-

Speed 40 ft., climb 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
23 (+6)14 (+2)18 (+4)7 (-2)12 (+1)7 (-2)
-

Skills Athletics +9, Perception +4

-

Senses passive Perception 14

-

Languages -

-

Challenge 7 (2,900 XP)

-
Actions
-

Multiattack. The ape makes two fist -attacks.

-

Fist. Melee Weapon Attack: +9 to -hit, reach 10 ft., one target. Hit: 22 (3d10+6) bludgeoning -damage.

-

Rock. Ranged Weapon Attack: +9 to -hit, range 50/100 ft., one target. Hit: 30 (7d6+6) bludgeoning -damage.

-

Giant Badger

-

Medium beast, unaligned

-

Armor Class 10

-

Hit Points 13 (2d8+4)

-

Speed 30 ft., burrow 10 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
13 (+1)10 (+0)15 (+2)2 (-4)12 (+1)5 (-3)
-

Senses darkvision 30 ft., passive Perception 11

-

Languages -

-

Challenge 1/4 (50 XP)

-

Keen Smell. The badger has advantage on -Wisdom (Perception) checks that rely on smell.

-
Actions
-

Multiattack. The badger makes two attacks: -one with its bite and one with its claws.

-

Bite. Melee Weapon Attack: +3 to -hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing -damage.

-

Claws. Melee Weapon Attack: +3 to -hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing -damage.

-

Giant Bat

-

Large beast, unaligned

-

Armor Class 13

-

Hit Points 22 (4d10)

-

Speed 10 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)16 (+3)11 (+0)2 (-4)12 (+1)6 (-2)
-

Senses blindsight 60 ft., passive Perception 11

-

Languages -

-

Challenge 1/4 (50 XP)

-

Echolocation. The bat can’t use its -blindsight while deafened.

-

Keen Hearing. The bat has advantage on -Wisdom (Perception) checks that rely on hearing.

-
Actions
-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing -damage.

-

Giant Boar

-

Large beast, unaligned

-

Armor Class 12 (natural armor)

-

Hit Points 42 (5d10+15)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
17 (+3)10 (+0)16 (+3)2 (-4)7 (-2)5 (-3)
-

Senses passive Perception 8

-

Languages -

-

Challenge 2 (450 XP)

-

Charge. If the boar moves at least 20 feet -straight toward a target and then hits it with a tusk attack on the same -turn, the target takes an extra 7 (2d6) slashing damage. If the target -is a creature, it must succeed on a DC 13 Strength saving throw or be -knocked prone.

-

Relentless (Recharges after a Short or Long -Rest). If the boar takes 10 damage or less that would -reduce it to 0 hit points, it is reduced to 1 hit point instead.

-
Actions
-

Tusk. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing -damage.

-

Giant Centipede

-

Small beast, unaligned

-

Armor Class 13 (natural armor)

-

Hit Points 4 (1d6+1)

-

Speed 30 ft., climb 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
5 (-3)14 (+2)12 (+1)1 (-5)7 (-2)3 (-4)
-

Senses blindsight 30 ft., passive Perception 8

-

Languages -

-

Challenge 1/4 (50 XP)

-
Actions
-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage, -and the target must succeed on a DC 11 Constitution saving throw or take -10 (3d6) poison damage. If the poison damage reduces the target to 0 hit -points, the target is stable but poisoned for 1 hour, even after -regaining hit points, and is paralyzed while poisoned in this way.

-

Giant Constrictor Snake

-

Huge beast, unaligned

-

Armor Class 12

-

Hit Points 60 (8d12+8)

-

Speed 30 ft., swim 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)14 (+2)12 (+1)1 (-5)10 (+0)3 (-4)
-

Skills Perception +2

-

Senses blindsight 10 ft., passive Perception 12

-

Languages -

-

Challenge 2 (450 XP)

-
Actions
-

Bite. Melee Weapon Attack: +6 to -hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing -damage.

-

Constrict. Melee Weapon Attack: +6 -to hit, reach 5 ft., one creature. Hit: 13 (2d8+4) bludgeoning -damage, and the target is grappled (escape DC 16). Until this grapple -ends, the creature is restrained, and the snake can’t constrict another -target.

-

Giant Crab

-

Medium beast, unaligned

-

Armor Class 15 (natural armor)

-

Hit Points 13 (3d8)

-

Speed 30 ft., swim 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
13 (+1)15 (+2)11 (+0)1 (-5)9 (-1)3 (-4)
-

Skills Stealth +4

-

Senses blindsight 30 ft., passive Perception 9

-

Languages -

-

Challenge 1/8 (25 XP)

-

Amphibious. The crab can breathe air and -water.

-
Actions
-

Claw. Melee Weapon Attack: +3 to -hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning -damage, and the target is grappled (escape DC 11). The crab has two -claws, each of which can grapple only one target.

-

Giant Crocodile

-

Huge beast, unaligned

-

Armor Class 14 (natural armor)

-

Hit Points 85 (9d12+27)

-

Speed 30 ft., swim 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
21 (+5)9 (-1)17 (+3)2 (-4)10 (+0)7 (-2)
-

Senses passive Perception 10

-

Languages -

-

Challenge 5 (1,800 XP)

-

Hold Breath. The crocodile can hold its -breath for 30 minutes.

-
Actions
-

Multiattack. The crocodile makes two -attacks: one with its bite and one with its tail.

-

Bite. Melee Weapon Attack: +8 to -hit, reach 5 ft., one target. Hit: 21 (3d10+5) piercing damage, -and the target is grappled (escape DC 16). Until this grapple ends, the -target is restrained, and the crocodile can’t bite another target.

-

Tail. Melee Weapon Attack: +8 to -hit, reach 10 ft., one target not grappled by the crocodile. -Hit: 14 (2d8+5) bludgeoning damage. If the target is a -creature, it must succeed on a DC 16 Strength saving throw or be knocked -prone.

-

Giant Eagle

-

Large beast, neutral good

-

Armor Class 13

-

Hit Points 26 (4d10+4)

-

Speed 10 ft., fly 80 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)17 (+3)13 (+1)8 (-1)14 (+2)10 (+0)
-

Skills Perception +4

-

Senses passive Perception 14

-

Languages Giant Eagle, understands Common and Auran -but can’t speak them

-

Challenge 1 (200 XP)

-

Keen Sight. The eagle has advantage on -Wisdom (Perception) checks that rely on sight.

-
Actions
-

Multiattack. The eagle makes two attacks: -one with its beak and one with its talons.

-

Beak. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing -damage.

-

Talons. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing -damage.

-

A giant eagle is a noble creature that speaks its -own language and understands speech in the Common tongue. A mated pair -of giant eagles typically has up to four eggs or young in their nest -(treat the young as normal eagles).

-

Giant Elk

-

Huge beast, unaligned

-

Armor Class 14 (natural armor)

-

Hit Points 42 (5d12+10)

-

Speed 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)16 (+3)14 (+2)7 (-2)14 (+2)10 (+0)
-

Skills Perception +4

-

Senses passive Perception 14

-

Languages Giant Elk, understands Common, Elvish, and -Sylvan but can’t speak them

-

Challenge 2 (450 XP)

-

Charge. If the elk moves at least 20 feet -straight toward a target and then hits it with a ram attack on the same -turn, the target takes an extra 7 (2d6) damage. If the target is a -creature, it must succeed on a DC 14 Strength saving throw or be knocked -prone.

-
Actions
-

Ram. Melee Weapon Attack: +6 to -hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning -damage.

-

Hooves. Melee Weapon Attack: +6 to -hit, reach 5 ft., one prone creature. Hit: 22 (4d8+4) -bludgeoning damage.

-

The majestic giant elk is rare to the point that its -appearance is often taken as a foreshadowing of an important event, such -as the birth of a king. Legends tell of gods that take the form of giant -elk when visiting the Material Plane. Many cultures therefore believe -that to hunt these creatures is to invite divine wrath.

-

Giant Fire Beetle

-

Small beast, unaligned

-

Armor Class 13 (natural armor)

-

Hit Points 4 (1d6+1)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
8 (-1)10 (+0)12 (+1)1 (-5)7 (-2)3 (-4)
-

Senses blindsight 30 ft., passive Perception 8

-

Languages -

-

Challenge 0 (10 XP)

-

Illumination. The beetle sheds bright light -in a 10-foot radius and dim light for an additional 10 feet.

-
Actions
-

Bite. Melee Weapon Attack: +1 to -hit, reach 5 ft., one target. Hit: 2 (1d6-1) slashing -damage.

-

A giant fire beetle is a nocturnal creature that -takes its name from a pair of glowing glands that give off light. Miners -and adventurers prize these creatures, for a giant fire beetle’s glands -continue to shed light for 1d6 days after the beetle dies. Giant fire -beetles are most commonly found underground and in dark forests.

-

Giant Frog

-

Medium beast, unaligned

-

Armor Class 11

-

Hit Points 18 (4d8)

-

Speed 30 ft., swim 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
12 (+1)13 (+1)11 (+0)2 (-4)10 (+0)3 (-4)
-

Skills Perception +2, Stealth +3

-

Senses darkvision 30 ft., passive Perception 12

-

Languages -

-

Challenge 1/4 (50 XP)

-

Amphibious. The frog can breathe air and -water.

-

Standing Leap. The frog’s long jump is up -to 20 feet and its high jump is up to 10 feet, with or without a running -start.

-
Actions
-

Bite. Melee Weapon Attack: +3 to -hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage, -and the target is grappled (escape DC 11). Until this grapple ends, the -target is restrained, and the frog can’t bite another target.

-

Swallow. The frog makes one bite attack -against a Small or smaller target it is grappling. If the attack hits, -the target is swallowed, and the grapple ends. The swallowed target is -blinded and restrained, it has total cover against attacks and other -effects outside the frog, and it takes 5 (2d4) acid damage at the start -of each of the frog’s turns. The frog can have only one target swallowed -at a time.

-

If the frog dies, a swallowed creature is no longer restrained by it -and can escape from the corpse using 5 feet of movement, exiting -prone.

-

Giant Goat

-

Large beast, unaligned

-

Armor Class 11 (natural armor)

-

Hit Points 19 (3d10+3)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
17 (+3)11 (+0)12 (+1)3 (-4)12 (+1)6 (-2)
-

Senses passive Perception 11

-

Languages -

-

Challenge 1/2 (100 XP)

-

Charge. If the goat moves at least 20 feet -straight toward a target and then hits it with a ram attack on the same -turn, the target takes an extra 5 (2d4) bludgeoning damage. If the -target is a creature, it must succeed on a DC 13 Strength saving throw -or be knocked prone.

-

Sure-Footed. The goat has advantage on -Strength and Dexterity saving throws made against effects that would -knock it prone.

-
Actions
-

Ram. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning -damage.

-

Giant Hyena

-

Large beast, unaligned

-

Armor Class 12

-

Hit Points 45 (6d10+12)

-

Speed 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)14 (+2)14 (+2)2 (-4)12 (+1)7 (-2)
-

Skills Perception +3

-

Senses passive Perception 13

-

Languages -

-

Challenge 1 (200 XP)

-

Rampage. When the hyena reduces a creature -to 0 hit points with a melee attack on its turn, the hyena can take a -bonus action to move up to half its speed and make a bite attack.

-
Actions
-

Bite. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing -damage.

-

Giant Lizard

-

Large beast, unaligned

-

Armor Class 12 (natural armor)

-

Hit Points 19 (3d10+3)

-

Speed 30 ft., climb 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)12 (+1)13 (+1)2 (-4)10 (+0)5 (-3)
-

Senses darkvision 30 ft., passive Perception 10

-

Languages -

-

Challenge 1/4 (50 XP)

-
Actions
-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing -damage.

-

A giant lizard can be ridden or used as a draft -animal. Lizardfolk also keep them as pets, and subterranean giant -lizards are used as mounts and pack animals by drow, duergar, and -others.

-

Giant Octopus

-

Large beast, unaligned

-

Armor Class 11

-

Hit Points 52 (8d10+8)

-

Speed 10 ft., swim 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
17 (+3)13 (+1)13 (+1)4 (-3)10 (+0)4 (-3)
-

Skills Perception +4, Stealth +5

-

Senses darkvision 60 ft., passive Perception 14

-

Languages -

-

Challenge 1 (200 XP)

-

Hold Breath. While out of water, the -octopus can hold its breath for 1 hour.

-

Underwater Camouflage. The octopus has -advantage on Dexterity (Stealth) checks made while underwater.

-

Water Breathing. The octopus can breathe -only underwater.

-
Actions
-

Tentacles. Melee Weapon Attack: +5 -to hit, reach 15 ft., one target. Hit: 10 (2d6+3) bludgeoning -damage. If the target is a creature, it is grappled (escape DC 16). -Until this grapple ends, the target is restrained, and the octopus can’t -use its tentacles on another target.

-

Ink Cloud (Recharges after a Short or Long -Rest). A 20- foot radius cloud of ink extends all around -the octopus if it is underwater. The area is heavily obscured for 1 -minute, although a significant current can disperse the ink. After -releasing the ink, the octopus can use the Dash action as a bonus -action.

-

Giant Owl

-

Large beast, neutral

-

Armor Class 12

-

Hit Points 19 (3d10+3)

-

Speed 5 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
13 (+1)15 (+2)12 (+1)8 (-1)13 (+1)10 (+0)
-

Skills Perception +5, Stealth +4

-

Senses darkvision 120 ft., passive Perception 15

-

Languages Giant Owl, understands Common, Elvish, and -Sylvan but can’t speak them

-

Challenge 1/4 (50 XP)

-

Flyby. The owl doesn’t provoke opportunity -attacks when it flies out of an enemy’s reach.

-

Keen Hearing and Sight. The owl has -advantage on Wisdom (Perception) checks that rely on hearing or -sight.

-
Actions
-

Talons. Melee Weapon Attack: +3 to -hit, reach 5 ft., one target. Hit: 8 (2d6+1) slashing -damage.

-

Giant owls often befriend fey and other sylvan -creatures and are guardians of their woodland realms.

-

Giant Poisonous Snake

-

Medium beast, unaligned

-

Armor Class 14

-

Hit Points 11 (2d8+2)

-

Speed 30 ft., swim 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
10 (+0)18 (+4)13 (+1)2 (-4)10 (+0)3 (-4)
-

Skills Perception +2

-

Senses blindsight 10 ft., passive Perception 12

-

Languages -

-

Challenge 1/4 (50 XP)

-
Actions
-

Bite. Melee Weapon Attack: +6 to -hit, reach 10 ft., one target. Hit: 6 (1d4+4) piercing damage, -and the target must make a DC 11 Constitution saving throw, taking 10 -(3d6) poison damage on a failed save, or half as much damage on a -successful one.

-

Giant Rat

-

Small beast, unaligned

-

Armor Class 12

-

Hit Points 7 (2d6)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
7 (-2)15 (+2)11 (+0)2 (-4)10 (+0)4 (-3)
-

Senses darkvision 60 ft., passive Perception 10

-

Languages -

-

Challenge 1/8 (25 XP)

-

Keen Smell. The rat has advantage on Wisdom -(Perception) checks that rely on smell.

-

Pack Tactics. The rat has advantage on an -attack roll against a creature if at least one of the rat’s allies is -within 5 feet of the creature and the ally isn’t incapacitated.

-
Actions
-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing -damage.

-
-

Variant: Diseased Giant Rats

-

Some giant rats carry vile diseases that they spread with their -bites. A diseased giant rat has a challenge rating of 1/8 (25 XP) and -the following action instead of its normal bite attack.

-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. -If the target is a creature, it must succeed on a DC 10 Constitution -saving throw or contract a disease. Until the disease is cured, the -target can’t regain hit points except by magical means, and the target’s -hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s -hit point maximum drops to 0 as a result of this disease, the target -dies.

-
-

Giant Scorpion

-

Large beast, unaligned

-

Armor Class 15 (natural armor)

-

Hit Points 52 (7d10+14)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)13 (+1)15 (+2)1 (-5)9 (-1)3 (-4)
-

Senses blindsight 60 ft., passive Perception 9

-

Languages -

-

Challenge 3 (700 XP)

-
Actions
-

Multiattack. The scorpion makes three -attacks: two with its claws and one with its sting.

-

Claw. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning -damage, and the target is grappled (escape DC 12). The scorpion has two -claws, each of which can grapple only one target.

-

Sting. Melee Weapon Attack: +4 to -hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing -damage, and the target must make a DC 12 Constitution saving throw, -taking 22 (4d10) poison damage on a failed save, or half as much damage -on a successful one.

-

Giant Sea Horse

-

Large beast, unaligned

-

Armor Class 13 (natural armor)

-

Hit Points 16 (3d10)

-

Speed 0 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
12 (+1)15 (+2)11 (+0)2 (-4)12 (+1)5 (-3)
-

Senses passive Perception 11

-

Languages -

-

Challenge 1/2 (100 XP)

-

Charge. If the sea horse moves at least 20 -feet straight toward a target and then hits it with a ram attack on the -same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the -target is a creature, it must succeed on a DC 11 Strength saving throw -or be knocked prone.

-

Water Breathing. The sea horse can breathe -only underwater.

-
Actions
-

Ram. Melee Weapon Attack: +3 to -hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning -damage.

-

Like their smaller kin, giant sea horses are shy, -colorful fish with elongated bodies and curled tails. Aquatic elves -train them as mounts.

-

Giant Shark

-

Huge beast, unaligned

-

Armor Class 13 (natural armor)

-

Hit Points 126 (11d12+55)

-

Speed 0 ft., swim 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
23 (+6)11 (+0)21 (+5)1 (-5)10 (+0)5 (-3)
-

Skills Perception +3

-

Senses blindsight 60 ft., passive Perception 13

-

Languages -

-

Challenge 5 (1,800 XP)

-

Blood Frenzy. The shark has advantage on -melee attack rolls against any creature that doesn’t have all its hit -points.

-

Water Breathing. The shark can breathe only -underwater.

-
Actions
-

Bite. Melee Weapon Attack: +9 to -hit, reach 5 ft., one target. Hit: 22 (3d10+6) piercing -damage.

-

A giant shark is 30 feet long and normally found in -deep oceans. Utterly fearless, it preys on anything that crosses its -path, including whales and ships.

-

Giant Spider

-

Large beast, unaligned

-

Armor Class 14 (natural armor)

-

Hit Points 26 (4d10+4)

-

Speed 30 ft., climb 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
14 (+2)16 (+3)12 (+1)2 (-4)11 (+0)4 (-3)
-

Skills Stealth +7

-

Senses blindsight 10 ft., darkvision 60 ft., passive -Perception 10

-

Languages -

-

Challenge 1 (200 XP)

-

Spider Climb. The spider can climb -difficult surfaces, including upside down on ceilings, without needing -to make an ability check.

-

Web Sense. While in contact with a web, the -spider knows the exact location of any other creature in contact with -the same web.

-

Web Walker. The spider ignores movement -restrictions caused by webbing.

-
Actions
-

Bite. Melee Weapon Attack: +5 to -hit, reach 5 ft., one creature. Hit: 7 (1d8+3) piercing damage, -and the target must make a DC 11 Constitution saving throw, taking 9 -(2d8) poison damage on a failed save, or half as much damage on a -successful one. If the poison damage reduces the target to 0 hit points, -the target is stable but poisoned for 1 hour, even after regaining hit -points, and is paralyzed while poisoned in this way.

-

Web (Recharge 5-6). Ranged Weapon -Attack: +5 to hit, range 30/60 ft., one creature. Hit: The -target is restrained by webbing. As an action, the restrained target can -make a DC 12 Strength check, bursting the webbing on a success. The -webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability -to fire damage; immunity to bludgeoning, poison, and psychic -damage).

-

To snare its prey, a giant spider spins elaborate -webs or shoots sticky strands of webbing from its abdomen. Giant spiders -are most commonly found underground, making their lairs on ceilings or -in dark, web-filled crevices. Such lairs are often festooned with web -cocoons holding past victims.

-

Giant Toad

-

Large beast, unaligned

-

Armor Class 11

-

Hit Points 39 (6d10+6)

-

Speed 20 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)13 (+1)13 (+1)2 (-4)10 (+0)3 (-4)
-

Senses darkvision 30 ft., passive Perception 10

-

Languages -

-

Challenge 1 (200 XP)

-

Amphibious. The toad can breathe air and -water.

-

Standing Leap. The toad’s long jump is up -to 20 feet and its high jump is up to 10 feet, with or without a running -start.

-
Actions
-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage -plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). -Until this grapple ends, the target is restrained, and the toad can’t -bite another target.

-

Swallow. The toad makes one bite attack -against a Medium or smaller target it is grappling. If the attack hits, -the target is swallowed, and the grapple ends. The swallowed target is -blinded and restrained, it has total cover against attacks and other -effects outside the toad, and it takes 10 (3d6) acid damage at the start -of each of the toad’s turns. The toad can have only one target swallowed -at a time.

-

If the toad dies, a swallowed creature is no longer restrained by it -and can escape from the corpse using 5 feet of movement, exiting -prone.

-

Giant Vulture

-

Large beast, neutral evil

-

Armor Class 10

-

Hit Points 22 (3d10+6)

-

Speed 10 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)10 (+0)15 (+2)6 (-2)12 (+1)7 (-2)
-

Skills Perception +3

-

Senses passive Perception 13

-

Languages understands Common but can’t speak

-

Challenge 1 (200 XP)

-

Keen Sight and Smell. The vulture has -advantage on Wisdom (Perception) checks that rely on sight or smell.

-

Pack Tactics. The vulture has advantage on -an attack roll against a creature if at least one of the vulture’s -allies is within 5 feet of the creature and the ally isn’t -incapacitated.

-
Actions
-

Multiattack. The vulture makes two attacks: -one with its beak and one with its talons.

-

Beak. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing -damage.

-

Talons. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing -damage.

-

A giant vulture has advanced intelligence and a -malevolent bent. Unlike its smaller kin, it will attack a wounded -creature to hasten its end. Giant vultures have been known to haunt a -thirsty, starving creature for days to enjoy its suffering.

-

Giant Wasp

-

Medium beast, unaligned

-

Armor Class 12

-

Hit Points 13 (3d8)

-

Speed 10 ft., fly 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
10 (+0)14 (+2)10 (+0)1 (-5)10 (+0)3 (-4)
-

Senses passive Perception 10

-

Languages -

-

Challenge 1/2 (100 XP)

-
Actions
-

Sting. Melee Weapon Attack: +4 to -hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage, -and the target must make a DC 11 Constitution saving throw, taking 10 -(3d6) poison damage on a failed save, or half as much damage on a -successful one. If the poison damage reduces the target to 0 hit points, -the target is stable but poisoned for 1 hour, even after regaining hit -points, and is paralyzed while poisoned in this way.

-

Giant Weasel

-

Medium beast, unaligned

-

Armor Class 13

-

Hit Points 9 (2d8)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
11 (+0)16 (+3)10 (+0)4 (-3)12 (+1)5 (-3)
-

Skills Perception +3, Stealth +5

-

Senses darkvision 60 ft., passive Perception 13

-

Languages -

-

Challenge 1/8 (25 XP)

-

Keen Hearing and Smell. The weasel has -advantage on Wisdom (Perception) checks that rely on hearing or -smell.

-
Actions
-

Bite. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing -damage.

-

Giant Wolf Spider

-

Medium beast, unaligned

-

Armor Class 13

-

Hit Points 11 (2d8+2)

-

Speed 40 ft., climb 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
12 (+1)16 (+3)13 (+1)3 (-4)12 (+1)4 (-3)
-

Skills Perception +3, Stealth +7

-

Senses blindsight 10 ft., darkvision 60 ft., passive -Perception 13

-

Languages -

-

Challenge 1/4 (50 XP)

-

Spider Climb. The spider can climb -difficult surfaces, including upside down on ceilings, without needing -to make an ability check.

-

Web Sense. While in contact with a web, the -spider knows the exact location of any other creature in contact with -the same web.

-

Web Walker. The spider ignores movement -restrictions caused by webbing.

-
Actions
-

Bite. Melee Weapon Attack: +3 to -hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, -and the target must make a DC 11 Constitution saving throw, taking 7 -(2d6) poison damage on a failed save, or half as much damage on a -successful one. If the poison damage reduces the target to 0 hit points, -the target is stable but poisoned for 1 hour, even after regaining hit -points, and is paralyzed while poisoned in this way.

-

Smaller than a giant spider, a giant wolf spider -hunts prey across open ground or hides in a burrow or crevice, or in a -hidden cavity beneath debris.

-

Goat

-

Medium beast, unaligned

-

Armor Class 10

-

Hit Points 4 (1d8)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
12 (+1)10 (+0)11 (+0)2 (-4)10 (+0)5 (-3)
-

Senses passive Perception 10

-

Languages -

-

Challenge 0 (10 XP)

-

Charge. If the goat moves at least 20 feet -straight toward a target and then hits it with a ram attack on the same -turn, the target takes an extra 2 (1d4) bludgeoning damage. If the -target is a creature, it must succeed on a DC 10 Strength saving throw -or be knocked prone.

-

Sure-Footed. The goat has advantage on -Strength and Dexterity saving throws made against effects that would -knock it prone.

-
Actions
-

Ram. Melee Weapon Attack: +3 to -hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning -damage.

-

Hawk

-

Tiny beast, unaligned

-

Armor Class 13

-

Hit Points 1 (1d4-1)

-

Speed 10 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
5 (-3)16 (+3)8 (-1)2 (-4)14 (+2)6 (-2)
-

Skills Perception +4

-

Senses passive Perception 14

-

Languages -

-

Challenge 0 (10 XP)

-

Keen Sight. The hawk has advantage on -Wisdom (Perception) checks that rely on sight.

-
Actions
-

Talons. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 1 slashing damage.

-

Hunter Shark

-

Large beast, unaligned

-

Armor Class 12 (natural armor)

-

Hit Points 45 (6d10+12)

-

Speed 0 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)13 (+1)15 (+2)1 (-5)10 (+0)4 (-3)
-

Skills Perception +2

-

Senses blindsight 30 ft., passive Perception 12

-

Languages -

-

Challenge 2 (450 XP)

-

Blood Frenzy. The shark has advantage on -melee attack rolls against any creature that doesn’t have all its hit -points.

-

Water Breathing. The shark can breathe only -underwater.

-
Actions
-

Bite. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing -damage.

-

Smaller than a giant shark but larger and fiercer than a reef shark, -a hunter shark haunts deep waters. It usually hunts -alone, but multiple hunter sharks might feed in the same area. A fully -grown hunter shark is 15 to 20 feet long.

-

Hyena

-

Medium beast, unaligned

-

Armor Class 11

-

Hit Points 5 (1d8+1)

-

Speed 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
11 (+0)13 (+1)12 (+1)2 (-4)12 (+1)5 (-3)
-

Skills Perception +3

-

Senses passive Perception 13

-

Languages -

-

Challenge 0 (10 XP)

-

Pack Tactics. The hyena has advantage on an -attack roll against a creature if at least one of the hyena’s allies is -within 5 feet of the creature and the ally isn’t incapacitated.

-
Actions
-

Bite. Melee Weapon Attack: +2 to -hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

-

Creatures (J-L)

-

Jackal

-

Small beast, unaligned

-

Armor Class 12

-

Hit Points 3 (1d6)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
8 (-1)15 (+2)11 (+0)3 (-4)12 (+1)6 (-2)
-

Skills Perception +3

-

Senses passive Perception 13

-

Languages -

-

Challenge 0 (10 XP)

-

Keen Hearing and Smell. The jackal has -advantage on Wisdom (Perception) checks that rely on hearing or -smell.

-

Pack Tactics. The jackal has advantage on -an attack roll against a creature if at least one of the jackal’s allies -is within 5 feet of the creature and the ally isn’t incapacitated.

-
Actions
-

Bite. Melee Weapon Attack: +1 to -hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing -damage.

-

Killer Whale

-

Huge beast, unaligned

-

Armor Class 12 (natural armor)

-

Hit Points 90 (12d12+12)

-

Speed 0 ft., swim 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
19 (+4)10 (+0)13 (+1)3 (-4)12 (+1)7 (-2)
-

Skills Perception +3

-

Senses blindsight 120 ft., passive Perception 13

-

Languages -

-

Challenge 3 (700 XP)

-

Echolocation. The whale can’t use its -blindsight while deafened.

-

Hold Breath. The whale can hold its breath -for 30 minutes.

-

Keen Hearing. The whale has advantage on -Wisdom (Perception) checks that rely on hearing.

-
Actions
-

Bite. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 21 (5d6+4) piercing -damage.

-

Lion

-

Large beast, unaligned

-

Armor Class 12

-

Hit Points 26 (4d10+4)

-

Speed 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
17 (+3)15 (+2)13 (+1)3 (-4)12 (+1)8 (-1)
-

Skills Perception +3, Stealth +6

-

Senses passive Perception 13

-

Languages -

-

Challenge 1 (200 XP)

-

Keen Smell. The lion has advantage on -Wisdom (Perception) checks that rely on smell.

-

Pack Tactics. The lion has advantage on an -attack roll against a creature if at least one of the lion’s allies is -within 5 feet of the creature and the ally isn’t incapacitated.

-

Pounce. If the lion moves at least 20 feet -straight toward a creature and then hits it with a claw attack on the -same turn, that target must succeed on a DC 13 Strength saving throw or -be knocked prone. If the target is prone, the lion can make one bite -attack against it as a bonus action.

-

Running Leap. With a 10-foot running start, -the lion can long jump up to 25 feet.

-
Actions
-

Bite. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing -damage.

-

Claw. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing -damage.

-

Lizard

-

Tiny beast, unaligned

-

Armor Class 10

-

Hit Points 2 (1d4)

-

Speed 20 ft., climb 20 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
2 (-4)11 (+0)10 (+0)1 (-5)8 (-1)3 (-4)
-

Senses darkvision 30 ft., passive Perception 9

-

Languages -

-

Challenge 0 (10 XP)

-
Actions
-

Bite. Melee Weapon Attack: +0 to -hit, reach 5 ft., one target. Hit: 1 piercing damage.

-

Creatures (M-O)

-

Mammoth

-

Huge beast, unaligned

-

Armor Class 13 (natural armor)

-

Hit Points 126 (11d12+55)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
24 (+7)9 (-1)21 (+5)3 (-4)11 (+0)6 (-2)
-

Senses passive Perception 10

-

Languages -

-

Challenge 6 (2,300 XP)

-

Trampling Charge. If the mammoth moves at -least 20 feet straight toward a creature and then hits it with a gore -attack on the same turn, that target must succeed on a DC 18 Strength -saving throw or be knocked prone. If the target is prone, the mammoth -can make one stomp attack against it as a bonus action.

-
Actions
-

Gore. Melee Weapon Attack: +10 to -hit, reach 10 ft., one target. Hit: 25 (4d8+7) piercing -damage.

-

Stomp. Melee Weapon Attack: +10 to -hit, reach 5 ft., one prone creature. Hit: 29 (4d10+7) -bludgeoning damage.

-

A mammoth is an elephantine creature with thick fur -and long tusks. Stockier and fiercer than normal elephants, mammoths -inhabit a wide range of climes, from subarctic to subtropical.

-

Mastiff

-

Medium beast, unaligned

-

Armor Class 12

-

Hit Points 5 (1d8+1)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
13 (+1)14 (+2)12 (+1)3 (-4)12 (+1)7 (-2)
-

Skills Perception +3

-

Senses passive Perception 13

-

Languages -

-

Challenge 1/8 (25 XP)

-

Keen Hearing and Smell. The mastiff has -advantage on Wisdom (Perception) checks that rely on hearing or -smell.

-
Actions
-

Bite. Melee Weapon Attack: +3 to -hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. -If the target is a creature, it must succeed on a DC 11 Strength saving -throw or be knocked prone.

-

Mastiffs are impressive hounds prized by humanoids -for their loyalty and keen senses. Mastiffs can be trained as guard -dogs, hunting dogs, and war dogs. Halflings and other Small humanoids -ride them as mounts.

-

Mule

-

Medium beast, unaligned

-

Armor Class 10

-

Hit Points 11 (2d8+2)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
14 (+2)10 (+0)13 (+1)2 (-4)10 (+0)5 (-3)
-

Senses passive Perception 10

-

Languages -

-

Challenge 1/8 (25 XP)

-

Beast of Burden. The mule is considered to -be a Large animal for the purpose of determining its carrying -capacity.

-

Sure-Footed. The mule has advantage on -Strength and Dexterity saving throws made against effects that would -knock it prone.

-
Actions
-

Hooves. Melee Weapon Attack: +2 to -hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning -damage.

-

Octopus

-

Small beast, unaligned

-

Armor Class 12

-

Hit Points 3 (1d6)

-

Speed 5 ft., swim 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
4 (-3)15 (+2)11 (+0)3 (-4)10 (+0)4 (-3)
-

Skills Perception +2, Stealth +4

-

Senses darkvision 30 ft., passive Perception 12

-

Languages -

-

Challenge 0 (10 XP)

-

Hold Breath. While out of water, the -octopus can hold its breath for 30 minutes.

-

Underwater Camouflage. The octopus has -advantage on Dexterity (Stealth) checks made while underwater.

-

Water Breathing. The octopus can breathe -only underwater.

-
Actions
-

Tentacles. Melee Weapon Attack: +4 -to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and -the target is grappled (escape DC 10). Until this grapple ends, the -octopus can’t use its tentacles on another target.

-

Ink Cloud (Recharges after a Short or Long -Rest). A 5- foot radius cloud of ink extends all around -the octopus if it is underwater. The area is heavily obscured for 1 -minute, although a significant current can disperse the ink. After -releasing the ink, the octopus can use the Dash action as a bonus -action.

-

Owl

-

Tiny beast, unaligned

-

Armor Class 11

-

Hit Points 1 (1d4-1)

-

Speed 5 ft., fly 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
3 (-4)13 (+1)8 (-1)2 (-4)12 (+1)7 (-2)
-

Skills Perception +3, Stealth +3

-

Senses darkvision 120 ft., passive Perception 13

-

Languages -

-

Challenge 0 (10 XP)

-

Flyby. The owl doesn’t provoke opportunity -attacks when it flies out of an enemy’s reach.

-

Keen Hearing and Sight. The owl has -advantage on Wisdom (Perception) checks that rely on hearing or -sight.

-
Actions
-

Talons. Melee Weapon Attack: +3 to -hit, reach 5 ft., one target. Hit: 1 slashing damage.

-

Creatures (P-R)

-

Panther

-

Medium beast, unaligned

-

Armor Class 12

-

Hit Points 13 (3d8)

-

Speed 50 ft., climb 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
14 (+2)15 (+2)10 (+0)3 (-4)14 (+2)7 (-2)
-

Skills Perception +4, Stealth +6

-

Senses passive Perception 14

-

Languages -

-

Challenge 1/4 (50 XP)

-

Keen Smell. The panther has advantage on -Wisdom (Perception) checks that rely on smell.

-

Pounce. If the panther moves at least 20 -feet straight toward a creature and then hits it with a claw attack on -the same turn, that target must succeed on a DC 12 Strength saving throw -or be knocked prone. If the target is prone, the panther can make one -bite attack against it as a bonus action.

-
Actions
-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing -damage.

-

Claw. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing -damage.

-

Phase Spider

-

Large monstrosity, unaligned

-

Armor Class 13 (natural armor)

-

Hit Points 32 (5d10+5)

-

Speed 30 ft., climb 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)15 (+2)12 (+1)6 (-2)10 (+0)6 (-2)
-

Skills Stealth +6

-

Senses darkvision 60 ft., passive Perception 10

-

Languages -

-

Challenge 3 (700 XP)

-

Ethereal Jaunt. As a bonus action, the -spider can magically shift from the Material Plane to the Ethereal -Plane, or vice versa.

-

Spider Climb. The spider can climb -difficult surfaces, including upside down on ceilings, without needing -to make an ability check.

-

Web Walker. The spider ignores movement -restrictions caused by webbing.

-
Actions
-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing -damage, and the target must make a DC 11 Constitution saving throw, -taking 18 (4d8) poison damage on a failed save, or half as much damage -on a successful one. If the poison damage reduces the target to 0 hit -points, the target is stable but poisoned for 1 hour, even after -regaining hit points, and is paralyzed while poisoned in this way.

-

A phase spider possesses the magical ability to -phase in and out of the Ethereal Plane. It seems to appear out of -nowhere and quickly vanishes after attacking. Its movement on the -Ethereal Plane before coming back to the Material Plane makes it seem -like it can teleport.

-

Poisonous Snake

-

Tiny beast, unaligned

-

Armor Class 13

-

Hit Points 2 (1d4)

-

Speed 30 ft., swim 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
2 (-4)16 (+3)11 (+0)1 (-5)10 (+0)3 (-4)
-

Senses blindsight 10 ft., passive Perception 10

-

Languages -

-

Challenge 1/8 (25 XP)

-
Actions
-

Bite. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 1 piercing damage, and the -target must make a DC 10 Constitution saving throw, taking 5 (2d4) -poison damage on a failed save, or half as much damage on a successful -one.

-

Polar Bear

-

Large beast, unaligned

-

Armor Class 12 (natural armor)

-

Hit Points 42 (5d10+15)

-

Speed 40 ft., swim 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
20 (+5)10 (+0)16 (+3)2 (-4)13 (+1)7 (-2)
-

Skills Perception +3

-

Senses passive Perception 13

-

Languages -

-

Challenge 2 (450 XP)

-

Keen Smell. The bear has advantage on -Wisdom (Perception) checks that rely on smell.

-
Actions
-

Multiattack. The bear makes two attacks: -one with its bite and one with its claws.

-

Bite. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing -damage.

-

Claws. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing -damage.

-

Pony

-

Medium beast, unaligned

-

Armor Class 10

-

Hit Points 11 (2d8+2)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)10 (+0)13 (+1)2 (-4)11 (+0)7 (-2)
-

Senses passive Perception 10

-

Languages -

-

Challenge 1/8 (25 XP)

-
Actions
-

Hooves. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning -damage.

-

Quipper

-

Tiny beast, unaligned

-

Armor Class 13

-

Hit Points 1 (1d4-1)

-

Speed 0 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
2 (-4)16 (+3)9 (-1)1 (-5)7 (-2)2 (-4)
-

Senses darkvision 60 ft., passive Perception 8

-

Languages -

-

Challenge 0 (10 XP)

-

Blood Frenzy. The quipper has advantage on -melee attack rolls against any creature that doesn’t have all its hit -points.

-

Water Breathing. The quipper can breathe -only underwater.

-
Actions
-

Bite. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 1 piercing damage.

-

A quipper is a carnivorous fish with sharp teeth. -Quippers can adapt to any aquatic environment, including cold -subterranean lakes. They frequently gather in swarms; the statistics for -a swarm of quippers appear later in this appendix.

-

Rat

-

Tiny beast, unaligned

-

Armor Class 10

-

Hit Points 1 (1d4-1)

-

Speed 20 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
2 (-4)11 (+0)9 (-1)2 (-4)10 (+0)4 (-3)
-

Senses darkvision 30 ft., passive Perception 10

-

Languages -

-

Challenge 0 (10 XP)

-

Keen Smell. The rat has advantage on Wisdom -(Perception) checks that rely on smell.

-
Actions
-

Bite. Melee Weapon Attack: +0 to -hit, reach 5 ft., one target. Hit: 1 piercing damage.

-

Raven

-

Tiny beast, unaligned

-

Armor Class 12

-

Hit Points 1 (1d4-1)

-

Speed 10 ft., fly 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
2 (-4)14 (+2)8 (-1)2 (-4)12 (+1)6 (-2)
-

Skills Perception +3

-

Senses passive Perception 13

-

Languages -

-

Challenge 0 (10 XP)

-

Mimicry. The raven can mimic simple sounds -it has heard, such as a person whispering, a baby crying, or an animal -chittering. A creature that hears the sounds can tell they are -imitations with a successful DC 10 Wisdom (Insight) check.

-
Actions
-

Beak. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 1 piercing damage.

-

Reef Shark

-

Medium beast, unaligned

-

Armor Class 12 (natural armor)

-

Hit Points 22 (4d8+4)

-

Speed 0 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
14 (+2)13 (+1)13 (+1)1 (-5)10 (+0)4 (-3)
-

Skills Perception +2

-

Senses blindsight 30 ft., passive Perception 12

-

Languages -

-

Challenge 1/2 (100 XP)

-

Pack Tactics. The shark has advantage on an -attack roll against a creature if at least one of the shark’s allies is -within 5 feet of the creature and the ally isn’t incapacitated.

-

Water Breathing. The shark can breathe only -underwater.

-
Actions
-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing -damage.

-

Smaller than giant sharks and hunter sharks, reef -sharks inhabit shallow waters and coral reefs, gathering in -small packs to hunt. A full-grown specimen measures 6 to 10 feet -long.

-

Rhinoceros

-

Large beast, unaligned

-

Armor Class 11 (natural armor)

-

Hit Points 45 (6d10+12)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
21 (+5)8 (-1)15 (+2)2 (-4)12 (+1)6 (-2)
-

Senses passive Perception 11

-

Languages -

-

Challenge 2 (450 XP)

-

Charge. If the rhinoceros moves at least 20 -feet straight toward a target and then hits it with a gore attack on the -same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the -target is a creature, it must succeed on a DC 15 Strength saving throw -or be knocked prone.

-
Actions
-

Gore. Melee Weapon Attack: +7 to -hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning -damage.

-

Riding Horse

-

Large beast, unaligned

-

Armor Class 10

-

Hit Points 13 (2d10+2)

-

Speed 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)10 (+0)12 (+1)2 (-4)11 (+0)7 (-2)
-

Senses passive Perception 10

-

Languages -

-

Challenge 1/4 (50 XP)

-
Actions
-

Hooves. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning -damage.

-

Creatures (S-U)

-

Saber-Toothed Tiger

-

Large beast, unaligned

-

Armor Class 12

-

Hit Points 52 (7d10+14)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)14 (+2)15 (+2)3 (-4)12 (+1)8 (-1)
-

Skills Perception +3, Stealth +6

-

Senses passive Perception 13

-

Languages -

-

Challenge 2 (450 XP)

-

Keen Smell. The tiger has advantage on -Wisdom (Perception) checks that rely on smell.

-

Pounce. If the tiger moves at least 20 feet -straight toward a creature and then hits it with a claw attack on the -same turn, that target must succeed on a DC 14 Strength saving throw or -be knocked prone. If the target is prone, the tiger can make one bite -attack against it as a bonus action.

-
Actions
-

Bite. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 10 (1d10+5) piercing -damage.

-

Claw. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing -damage.

-

Scorpion

-

Tiny beast, unaligned

-

Armor Class 11 (natural armor)

-

Hit Points 1 (1d4-1)

-

Speed 10 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
2 (-4)11 (+0)8 (-1)1 (-5)8 (-1)2 (-4)
-

Senses blindsight 10 ft., passive Perception 9

-

Languages -

-

Challenge 0 (10 XP)

-
Actions
-

Sting. Melee Weapon Attack: +2 to -hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the -target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison -damage on a failed save, or half as much damage on a successful one.

-

Sea Horse

-

Tiny beast, unaligned

-

Armor Class 11

-

Hit Points 1 (1d4-1)

-

Speed 0 ft., swim 20 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
1 (-5)12 (+1)8 (-1)1 (-5)10 (+0)2 (-4)
-

Senses passive Perception 10

-

Languages -

-

Challenge 0 (0 XP)

-

Water Breathing. The sea horse can breathe -only underwater.

-

Spider

-

Tiny beast, unaligned

-

Armor Class 12

-

Hit Points 1 (1d4-1)

-

Speed 20 ft., climb 20 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
2 (-4)14 (+2)8 (-1)1 (-5)10 (+0)2 (-4)
-

Skills Stealth +4

-

Senses darkvision 30 ft., passive Perception 10

-

Languages -

-

Challenge 0 (10 XP)

-

Spider Climb. The spider can climb -difficult surfaces, including upside down on ceilings, without needing -to make an ability check.

-

Web Sense. While in contact with a web, the -spider knows the exact location of any other creature in contact with -the same web.

-

Web Walker. The spider ignores movement -restrictions caused by webbing.

-
Actions
-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the -target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) -poison damage.

-

Swarm of Bats

-

Medium swarm of Tiny beasts, unaligned

-

Armor Class 12

-

Hit Points 22 (5d8)

-

Speed 0 ft., fly 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
5 (-3)15 (+2)10 (+0)2 (-4)12 (+1)4 (-3)
-

Damage Resistances bludgeoning, piercing, -slashing

-

Condition Immunities charmed, frightened, grappled, -paralyzed, petrified, prone, restrained, stunned

-

Senses blindsight 60 ft., passive Perception 11

-

Languages -

-

Challenge 1/4 (50 XP)

-

Echolocation. The swarm can’t use its -blindsight while deafened.

-

Keen Hearing. The swarm has advantage on -Wisdom (Perception) checks that rely on hearing.

-

Swarm. The swarm can occupy another -creature’s space and vice versa, and the swarm can move through any -opening large enough for a Tiny bat. The swarm can’t regain hit points -or gain temporary hit points.

-
Actions
-

Bites. Melee Weapon Attack: +4 to -hit, reach 0 ft., one creature in the swarm’s space. Hit: 5 -(2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half -of its hit points or fewer.

-

Swarm of Insects

-

Medium swarm of Tiny beasts, unaligned

-

Armor Class 12 (natural armor)

-

Hit Points 22 (5d8)

-

Speed 20 ft., climb 20 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
3 (-4)13 (+1)10 (+0)1 (-5)7 (-2)1 (-5)
-

Damage Resistances bludgeoning, piercing, -slashing

-

Condition Immunities charmed, frightened, grappled, -paralyzed, petrified, prone, restrained, stunned

-

Senses blindsight 10 ft., passive Perception 8

-

Languages -

-

Challenge 1/2 (100 XP)

-

Swarm. The swarm can occupy another -creature’s space and vice versa, and the swarm can move through any -opening large enough for a Tiny insect. The swarm can’t regain hit -points or gain temporary hit points.

-
Actions
-

Bites. Melee Weapon Attack: +3 to -hit, reach 0 ft., one target in the swarm’s space. Hit: 10 -(4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half -of its hit points or fewer.

-
-

Variant: Insect Swarms

-

Different kinds of insects can gather in swarms, and each swarm has -the special characteristics described below.

-

Swarm of Beetles. A swarm of beetles gains a -burrowing speed of 5 feet.

-

Swarm of Centipedes. A creature reduced to 0 hit -points by a swarm of centipedes is stable but poisoned for 1 hour, even -after regaining hit points, and paralyzed while poisoned in this -way.

-

Swarm of Spiders. A swarm of spiders has the -following additional traits.

-

Spider Climb. The swarm can climb difficult surfaces, including -upside down on ceilings, without needing to make an ability check.

-

Web Sense. While in contact with a web, the swarm knows the exact -location of any other creature in contact with the same web.

-

Web Walker. The swarm ignores movement restrictions caused by -webbing.

-

Swarm of Wasps. A swarm of wasps has a walking speed -of 5 feet, a flying speed of 30 feet, and no climbing speed.

-
-

Swarm of Poisonous Snakes

-

Medium swarm of Tiny beasts, unaligned

-

Armor Class 14

-

Hit Points 36 (8d8)

-

Speed 30 ft., swim 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
8 (-1)18 (+4)11 (+0)1 (-5)10 (+0)3 (-4)
-

Damage Resistances bludgeoning, piercing, -slashing

-

Condition Immunities charmed, frightened, grappled, -paralyzed, petrified, prone, restrained, stunned

-

Senses blindsight 10 ft., passive Perception 10

-

Languages -

-

Challenge 2 (450 XP)

-

Swarm. The swarm can occupy another -creature’s space and vice versa, and the swarm can move through any -opening large enough for a Tiny snake. The swarm can’t regain hit points -or gain temporary hit points.

-
Actions
-

Bites. Melee Weapon Attack: +6 to -hit, reach 0 ft., one creature in the swarm’s space. Hit: 7 -(2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half -of its hit points or fewer. The target must make a DC 10 Constitution -saving throw, taking 14 (4d6) poison damage on a failed save, or half as -much damage on a successful one.

-

Swarm of Quippers

-

Medium swarm of Tiny beasts, unaligned

-

Armor Class 13

-

Hit Points 28 (8d8-8)

-

Speed 0 ft., swim 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
13 (+1)16 (+3)9 (-1)1 (-5)7 (-2)2 (-4)
-

Damage Resistances bludgeoning, piercing, -slashing

-

Condition Immunities charmed, frightened, grappled, -paralyzed, petrified, prone, restrained, stunned

-

Senses darkvision 60 ft., passive Perception 8

-

Languages -

-

Challenge 1 (200 XP)

-

Blood Frenzy. The swarm has advantage on -melee attack rolls against any creature that doesn’t have all its hit -points.

-

Swarm. The swarm can occupy another -creature’s space and vice versa, and the swarm can move through any -opening large enough for a Tiny quipper. The swarm can’t regain hit -points or gain temporary hit points.

-

Water Breathing. The swarm can breathe only -underwater.

-
Actions
-

Bites. Melee Weapon Attack: +5 to -hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 -(4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half -of its hit points or fewer.

-

Swarm of Rats

-

Medium swarm of Tiny beasts, unaligned

-

Armor Class 10

-

Hit Points 24 (7d8-7)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
9 (-1)11 (+0)9 (-1)2 (-4)10 (+0)3 (-4)
-

Damage Resistances bludgeoning, piercing, -slashing

-

Condition Immunities charmed, frightened, grappled, -paralyzed, petrified, prone, restrained, stunned

-

Senses darkvision 30 ft., passive Perception 10

-

Languages -

-

Challenge 1/4 (50 XP)

-

Keen Smell. The swarm has advantage on -Wisdom (Perception) checks that rely on smell.

-

Swarm. The swarm can occupy another -creature’s space and vice versa, and the swarm can move through any -opening large enough for a Tiny rat. The swarm can’t regain hit points -or gain temporary hit points.

-
Actions
-

Bites. Melee Weapon Attack: +2 to -hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) -piercing damage, or 3 (1d6) piercing damage if the swarm has half of its -hit points or fewer.

-

Swarm of Ravens

-

Medium swarm of Tiny beasts, unaligned

-

Armor Class 12

-

Hit Points 24 (7d8-7)

-

Speed 10 ft., fly 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
6 (-2)14 (+2)8 (-1)3 (-4)12 (+1)6 (-2)
-

Skills Perception +5

-

Damage Resistances bludgeoning, piercing, -slashing

-

Condition Immunities charmed, frightened, grappled, -paralyzed, petrified, prone, restrained, stunned

-

Senses passive Perception 15

-

Languages -

-

Challenge 1/4 (50 XP)

-

Swarm. The swarm can occupy another -creature’s space and vice versa, and the swarm can move through any -opening large enough for a Tiny raven. The swarm can’t regain hit points -or gain temporary hit points.

-
Actions
-

Beaks. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target in the swarm’s space. Hit: 7 (2d6) -piercing damage, or 3 (1d6) piercing damage if the swarm has half of its -hit points or fewer.

-

Tiger

-

Large beast, unaligned

-

Armor Class 12

-

Hit Points 37 (5d10+10)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
17 (+3)15 (+2)14 (+2)3 (-4)12 (+1)8 (-1)
-

Skills Perception +3, Stealth +6

-

Senses darkvision 60 ft., passive Perception 13

-

Languages -

-

Challenge 1 (200 XP)

-

Keen Smell. The tiger has advantage on -Wisdom (Perception) checks that rely on smell.

-

Pounce. If the tiger moves at least 20 feet -straight toward a creature and then hits it with a claw attack on the -same turn, that target must succeed on a DC 13 Strength saving throw or -be knocked prone. If the target is prone, the tiger can make one bite -attack against it as a bonus action.

-
Actions
-

Bite. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing -damage.

-

Claw. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing -damage.

-

Creatures (V-Z)

-

Vulture

-

Medium beast, unaligned

-

Armor Class 10

-

Hit Points 5 (1d8+1)

-

Speed 10 ft., fly 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
7 (-2)10 (+0)13 (+1)2 (-4)12 (+1)4 (-3)
-

Skills Perception +3

-

Senses passive Perception 13

-

Languages -

-

Challenge 0 (10 XP)

-

Keen Sight and Smell. The vulture has -advantage on Wisdom (Perception) checks that rely on sight or smell.

-

Pack Tactics. The vulture has advantage on -an attack roll against a creature if at least one of the vulture’s -allies is within 5 feet of the creature and the ally isn’t -incapacitated.

-
Actions
-

Beak. Melee Weapon Attack: +2 to -hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

-

Warhorse

-

Large beast, unaligned

-

Armor Class 11

-

Hit Points 19 (3d10+3)

-

Speed 60 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)12 (+1)13 (+1)2 (-4)12 (+1)7 (-2)
-

Senses passive Perception 11

-

Languages -

-

Challenge 1/2 (100 XP)

-

Trampling Charge. If the horse moves at -least 20 feet straight toward a creature and then hits it with a hooves -attack on the same turn, that target must succeed on a DC 14 Strength -saving throw or be knocked prone. If the target is prone, the horse can -make another attack with its hooves against it as a bonus action.

-
Actions
-

Hooves. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning -damage.

-

Weasel

-

Tiny beast, unaligned

-

Armor Class 13

-

Hit Points 1 (1d4-1)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
3 (-4)16 (+3)8 (-1)2 (-4)12 (+1)3 (-4)
-

Skills Perception +3, Stealth +5

-

Senses passive Perception 13

-

Languages -

-

Challenge 0 (10 XP)

-

Keen Hearing and Smell. The weasel has -advantage on Wisdom (Perception) checks that rely on hearing or -smell.

-
Actions
-

Bite. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 1 piercing damage.

-

Winter Wolf

-

Large monstrosity, neutral evil

-

Armor Class 13 (natural armor)

-

Hit Points 75 (10d10+20)

-

Speed 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)13 (+1)14 (+2)7 (-2)12 (+1)8 (-1)
-

Skills Perception +5, Stealth +3

-

Damage Immunities cold

-

Senses passive Perception 15

-

Languages Common, Giant, Winter Wolf

-

Challenge 3 (700 XP)

-

Keen Hearing and Smell. The wolf has -advantage on Wisdom (Perception) checks that rely on hearing or -smell.

-

Pack Tactics. The wolf has advantage on an -attack roll against a creature if at least one of the wolf’s allies is -within 5 feet of the creature and the ally isn’t incapacitated.

-

Snow Camouflage. The wolf has advantage on -Dexterity (Stealth) checks made to hide in snowy terrain.

-
Actions
-

Bite. Melee Weapon Attack: +6 to -hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. -If the target is a creature, it must succeed on a DC 14 Strength saving -throw or be knocked prone.

-

Cold Breath (Recharge 5-6). The wolf -exhales a blast of freezing wind in a 15-foot cone. Each creature in -that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold -damage on a failed save, or half as much damage on a successful one.

-

The arctic-dwelling winter wolf is as large as a -dire wolf but has snow-white fur and pale blue eyes. Frost giants use -these evil creatures as guards and hunting companions, putting the -wolves’ deadly breath weapon to use against their foes. Winter wolves -communicate with one another using growls and barks, but they speak -Common and Giant well enough to follow simple conversations.

-

Wolf

-

Medium beast, unaligned

-

Armor Class 13 (natural armor)

-

Hit Points 11 (2d8+2)

-

Speed 40 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
12 (+1)15 (+2)12 (+1)3 (-4)12 (+1)6 (-2)
-

Skills Perception +3, Stealth +4

-

Senses passive Perception 13

-

Languages -

-

Challenge 1/4 (50 XP)

-

Keen Hearing and Smell. The wolf has -advantage on Wisdom (Perception) checks that rely on hearing or -smell.

-

Pack Tactics. The wolf has advantage on -attack rolls against a creature if at least one of the wolf’s allies is -within 5 feet of the creature and the ally isn’t incapacitated.

-
Actions
-

Bite. Melee Weapon Attack: +4 to -hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage. -If the target is a creature, it must succeed on a DC 11 Strength saving -throw or be knocked prone.

-

Worg

-

Large monstrosity, neutral evil

-

Armor Class 13 (natural armor)

-

Hit Points 26 (4d10+4)

-

Speed 50 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)13 (+1)13 (+1)7 (-2)11 (+0)8 (-1)
-

Skills Perception +4

-

Senses darkvision 60 ft., passive Perception 14

-

Languages Goblin, Worg

-

Challenge 1/2 (100 XP)

-

Keen Hearing and Smell. The worg has -advantage on Wisdom (Perception) checks that rely on hearing or -smell.

-
Actions
-

Bite. Melee Weapon Attack: +5 to -hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. -If the target is a creature, it must succeed on a DC 13 Strength saving -throw or be knocked prone.

-

A worg is an evil predator that delights in hunting -and devouring creatures weaker than itself. Cunning and malevolent, -worgs roam across the remote wilderness or are raised by goblins and -hobgoblins. Those creatures use worgs as mounts, but a worg will turn on -its rider if it feels mistreated or malnourished. Worgs speak in their -own language and Goblin, and a few learn to speak Common as well.

-

NPCs

-

This section contains statistics for various humanoid non-player -characters (NPCs) that adventurers might encounter during a campaign, -including lowly commoners and mighty archmages. These stat blocks can be -used to represent both human and nonhuman NPCs.

-

Customizing NPCs

-

There are many easy ways to customize the NPCs in this appendix for -your home campaign.

-

Racial Traits. You can add racial traits to -an NPC. For example, a halfling druid might have a speed of 25 feet and -the Lucky trait. Adding racial traits to an NPC doesn’t alter its -challenge rating. For more on racial traits, see the Player’s -Handbook.

-

Spell Swaps. One way to customize an NPC -spellcaster is to replace one or more of its spells. You can substitute -any spell on the NPC’s spell list with a different spell of the same -level from the same spell list. Swapping spells in this manner doesn’t -alter an NPC’s challenge rating.

-

Armor and Weapon Swaps. You can upgrade or -downgrade an NPC’s armor, or add or switch weapons. Adjustments to Armor -Class and damage can change an NPC’s challenge rating.

-

Magic Items. The more powerful an NPC, the -more likely it has one or more magic items in its possession. An -archmage, for example, might have a magic staff or wand, as well as one -or more potions and scrolls. Giving an NPC a potent damage-dealing magic -item could alter its challenge rating.

-

Acolyte

-

Medium humanoid (any race), any alignment

-

Armor Class 10

-

Hit Points 9 (2d8)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
10 (+0)10 (+0)10 (+0)10 (+0)14 (+2)11 (+0)
-

Skills Medicine +4, Religion +2

-

Senses passive Perception 12

-

Languages any one language (usually Common)

-

Challenge 1/4 (50 XP)

-

Spellcasting. The acolyte is a 1st-level -spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to -hit with spell attacks). The acolyte has following cleric spells -prepared:

-

Cantrips (at will): light, sacred flame, -thaumaturgy 1st level (3 slots): bless, cure -wounds, sanctuary

-
Actions
-

Club. Melee Weapon Attack: +2 to -hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning -damage.

-

Acolytes are junior members of a clergy, usually -answerable to a priest. They perform a variety of functions in a temple -and are granted minor spellcasting power by their deities.

-

Archmage

-

Medium humanoid (any race), any alignment

-

Armor Class 12 (15 with mage armor)

-

Hit Points 99 (18d8 + 18)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
10 (+0)14 (+2)12 (+1)20 (+5)15 (+2)16 (+3)
-

Saving Throws Int +9, Wis +6

-

Skills Arcana +13, History +13

-

Damage Resistance damage from spells; nonmagical -bludgeoning, piercing, and slashing (from stoneskin)

-

Senses passive Perception 12

-

Languages any six languages

-

Challenge 12 (8,400 XP)

-

Magic Resistance. The archmage has -advantage on saving throws against spells and other magical effects.

-

Spellcasting. The archmage is an 18th-level -spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, -+9 to hit with spell attacks). The archmage can cast disguise -self and invisibility at will and has the following wizard -spells prepared:

-

Cantrips (at will): fire bolt, light, mage -hand, prestidigitation, shocking grasp 1st level -(4 slots): detect magic, identify, mage -armor, magic missile 2nd level (3 slots): detect -thoughts, mirror image, misty step 3rd level (3 -slots): counterspell, fly, lightning bolt 4th -level (3 slots): banishment, fire shield, -stoneskin 5th level (3 slots): cone of cold, -scrying, wall of force 6th level (1 slot): globe -of invulnerability 7th level (1 slot): teleport 8th level -(1 slot): *mind blank** 9th level (1 slot): time stop * The -archmage casts these spells on itself before combat.

-
Actions
-

Dagger. Melee or Ranged Weapon -Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. -Hit: 4 (1d4 + 2) piercing damage.

-

Archmages are powerful (and usually quite old) -spellcasters dedicated to the study of the arcane arts. Benevolent ones -counsel kings and queens, while evil ones rule as tyrants and pursue -lichdom. Those who are neither good nor evil sequester themselves in -remote towers to practice their magic without interruption.

-

An archmage typically has one or more apprentice mages, and an -archmage’s abode has numerous magical wards and guardians to discourage -interlopers.

-

Assassin

-

Medium humanoid (any race), any non-good alignment

-

Armor Class 15 (studded leather)

-

Hit Points 78 (12d8 + 24)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
11 (+0)16 (+3)14 (+2)13 (+1)11 (+0)10 (+0)
-

Saving Throws Dex +6, Int +4

-

Skills Acrobatics +6, Deception +3, Perception +3, -Stealth +9

-

Damage Resistances poison

-

Senses passive Perception 13

-

Languages Thieves’ cant plus any two languages

-

Challenge 8 (3,900 XP)

-

Assassinate. During its first turn, the -assassin has advantage on attack rolls against any creature that hasn’t -taken a turn. Any hit the assassin scores against a surprised creature -is a critical hit.

-

Evasion. If the assassin is subjected to an -effect that allows it to make a Dexterity saving throw to take only half -damage, the assassin instead takes no damage if it succeeds on the -saving throw, and only half damage if it fails.

-

Sneak Attack. Once per turn, the assassin -deals an extra 14 (4d6) damage when it hits a target with a weapon -attack and has advantage on the attack roll, or when the target is -within 5 feet of an ally of the assassin that isn’t incapacitated and -the assassin doesn’t have disadvantage on the attack roll.

-
Actions
-

Multiattack. The assassin makes two -shortsword attacks.

-

Shortsword. Melee Weapon Attack: -+6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing -damage, and the target must make a DC 15 Constitution saving throw, -taking 24 (7d6) poison damage on a failed save, or half as much damage -on a successful one.

-

Light Crossbow. Ranged Weapon -Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 -(1d8 + 3) piercing damage, and the target must make a DC 15 Constitution -saving throw, taking 24 (7d6) poison damage on a failed save, or half as -much damage on a successful one.

-

Trained in the use of poison, assassins are -remorseless killers who work for nobles, guildmasters, sovereigns, and -anyone else who can afford them.

-

Bandit

-

Medium humanoid (any race), any non-lawful alignment

-

Armor Class 12 (leather armor)

-

Hit Points 11 (2d8 + 2)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
11 (+0)12 (+1)12 (+1)10 (+0)10 (+0)10 (+0)
-

Senses passive Perception 10

-

Languages any one language (usually Common)

-

Challenge 1/8 (25 XP)

-
Actions
-

Scimitar. Melee Weapon Attack: +3 -to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing -damage.

-

Light Crossbow. Ranged Weapon -Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: -5 (1d8 + 1) piercing damage.

-

Bandits rove in gangs and are sometimes led by -thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, -drought, disease, or famine can often drive otherwise honest folk to a -life of banditry.

-

Pirates are bandits of the high seas. They might be -freebooters interested only in treasure and murder, or they might be -privateers sanctioned by the crown to attack and plunder an enemy -nation’s vessels.

-

Bandit Captain

-

Medium humanoid (any race), any non-lawful alignment

-

Armor Class 15 (studded leather)

-

Hit Points 65 (10d8 + 20)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)16 (+3)14 (+2)14 (+2)11 (+0)14 (+2)
-

Saving Throws Str +4, Dex +5, Wis +2

-

Skills Athletics +4, Deception +4

-

Senses passive Perception 10

-

Languages any two languages

-

Challenge 2 (450 XP)

-
Actions
-

Multiattack. The captain makes three melee -attacks: two with its scimitar and one with its dagger. Or the captain -makes two ranged attacks with its daggers.

-

Scimitar. Melee Weapon Attack: +5 -to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing -damage.

-

Dagger. Melee or Ranged Weapon -Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. -Hit: 5 (1d4 + 2) piercing damage.

-
Reactions
-

Parry. The captain adds 2 to its AC against -one melee attack that would hit it. To do so, the captain must see the -attacker and be wielding a melee weapon.

-

It takes a strong personality, ruthless cunning, and a silver tongue -to keep a gang of bandits in line. The bandit captain -has these qualities in spades.

-

In addition to managing a crew of selfish malcontents, the -pirate captain is a variation of the bandit captain, -with a ship to protect and command. To keep the crew in line, the -captain must mete out rewards and punishment on a regular basis.

-

More than treasure, a bandit captain or pirate captain craves infamy. -A prisoner who appeals to the captain’s vanity or ego is more likely to -be treated fairly than a prisoner who does not or claims not to know -anything of the captain’s colorful reputation.

-

Berserker

-

Medium humanoid (any race), any chaotic alignment

-

Armor Class 13 (hide armor)

-

Hit Points 67 (9d8 + 27)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)12 (+1)17 (+3)9 (-1)11 (+0)9 (-1)
-

Senses passive Perception 10

-

Languages any one language (usually Common)

-

Challenge 2 (450 XP)

-

Reckless. At the start of its turn, the -berserker can gain advantage on all melee weapon attack rolls during -that turn, but attack rolls against it have advantage until the start of -its next turn.

-
Actions
-

Greataxe. Melee Weapon Attack: +5 -to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing -damage.

-

Hailing from uncivilized lands, unpredictable -berserkers come together in war parties and seek -conflict wherever they can find it.

-

Commoner

-

Medium humanoid (any race), any alignment

-

Armor Class 10

-

Hit Points 4 (1d8)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
10 (+0)10 (+0)10 (+0)10 (+0)10 (+0)10 (+0)
-

Senses passive Perception 10

-

Languages any one language (usually Common)

-

Challenge 0 (10 XP)

-
Actions
-

Club. Melee Weapon Attack: +2 to -hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning -damage.

-

Commoners include peasants, serfs, slaves, servants, -pilgrims, merchants, artisans, and hermits.

-

Cultist

-

Medium humanoid (any race), any non-good alignment

-

Armor Class 12 (leather armor)

-

Hit Points 9 (2d8)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
11 (+0)12 (+1)10 (+0)10 (+0)11 (+0)10 (+0)
-

Skills Deception +2, Religion +2

-

Senses passive Perception 10

-

Languages any one language (usually Common)

-

Challenge 1/8 (25 XP)

-

Dark Devotion. The cultist has advantage on -saving throws against being charmed or frightened.

-
Actions
-

Scimitar. Melee Weapon Attack: +3 -to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing -damage.

-

Cultists swear allegiance to dark powers such as -elemental princes, demon lords, or archdevils. Most conceal their -loyalties to avoid being ostracized, imprisoned, or executed for their -beliefs. Unlike evil acolytes, cultists often show signs of insanity in -their beliefs and practices.

-

Cult Fanatic

-

Medium humanoid (any race), any non-good alignment

-

Armor Class 13 (leather armor)

-

Hit Points 33 (6d8 + 6)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
11 (+0)14 (+2)12 (+1)10 (+0)13 (+1)14 (+2)
-

Skills Deception +4, Persuasion +4, Religion +2

-

Senses passive Perception 11

-

Languages any one language (usually Common)

-

Challenge 2 (450 XP)

-

Dark Devotion. The fanatic has advantage on -saving throws against being charmed or frightened.

-

Spellcasting. The fanatic is a 4th-level -spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to -hit with spell attacks). The fanatic has the following cleric spells -prepared:

-

Cantrips (at will): light, sacred flame, -thaumaturgy 1st level (4 slots): command, inflict -wounds, shield of faith 2nd level (3 slots): hold -person, spiritual weapon

-
Actions
-

Multiattack. The fanatic makes two melee -attacks.

-

Dagger. Melee or Ranged Weapon -Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. -Hit: 4 (1d4 + 2) piercing damage.

-

Fanatics are often part of a cult’s leadership, -using their charisma and dogma to influence and prey on those of weak -will. Most are interested in personal power above all else.

-

Druid

-

Medium humanoid (any race), any alignment

-

Armor Class 11 (16 with barkskin)

-

Hit Points 27 (5d8 + 5)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
10 (+0)12 (+1)13 (+1)12 (+1)15 (+2)11 (+0)
-

Skills Medicine +4, Nature +3, Perception +4

-

Senses passive Perception 14

-

Languages Druidic plus any two languages

-

Challenge 2 (450 XP)

-

Spellcasting. The druid is a 4th-level -spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to -hit with spell attacks). It has the following druid spells prepared:

-

Cantrips (at will): druidcraft, produce flame, -shillelagh 1st level (4 slots): entangle, -longstrider, speak with animals, thunderwave -2nd level (3 slots): animal messenger, barkskin

-
Actions
-

Quarterstaff. Melee Weapon Attack: -+2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. -Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if -wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with -shillelagh.

-

Druids dwell in forests and other secluded -wilderness locations, where they protect the natural world from monsters -and the encroachment of civilization. Some are tribal -shamans who heal the sick, pray to animal spirits, and provide -spiritual guidance.

-

Gladiator

-

Medium humanoid (any race), any alignment

-

Armor Class 16 (studded leather, shield)

-

Hit Points 112 (15d8 + 45)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
18 (+4)15 (+2)16 (+3)10 (+0)12 (+1)15 (+2)
-

Saving Throws Str +7, Dex +5, Con +6

-

Skills Athletics +10, Intimidation +5

-

Senses passive Perception 11

-

Languages any one language (usually Common)

-

Challenge 5 (1,800 XP)

-

Brave. The gladiator has advantage on -saving throws against being frightened.

-

Brute. A melee weapon deals one extra die -of its damage when the gladiator hits with it (included in the -attack).

-
Actions
-

Multiattack. The gladiator makes three -melee attacks or two ranged attacks.

-

Spear. Melee or Ranged Weapon -Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. -Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing -damage if used with two hands to make a melee attack.

-

Shield Bash. Melee Weapon Attack: -+7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) -bludgeoning damage. If the target is a Medium or smaller creature, it -must succeed on a DC 15 Strength saving throw or be knocked prone.

-
Reactions
-

Parry. The gladiator adds 3 to its AC -against one melee attack that would hit it. To do so, the gladiator must -see the attacker and be wielding a melee weapon.

-

Gladiators battle for the entertainment of raucous -crowds. Some gladiators are brutal pit fighters who treat each match as -a life-or-death struggle, while others are professional duelists who -command huge fees but rarely fight to the death.

-

Guard

-

Medium humanoid (any race), any alignment

-

Armor Class 16 (chain shirt, shield)

-

Hit Points 11 (2d8 + 2)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
13 (+1)12 (+1)12 (+1)10 (+0)11 (+0)10 (+0)
-

Skills Perception +2

-

Senses passive Perception 12

-

Languages any one language (usually Common)

-

Challenge 1/8 (25 XP)

-
Actions
-

Spear. Melee or Ranged Weapon -Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. -Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing -damage if used with two hands to make a melee attack.

-

Guards include members of a city watch, sentries in -a citadel or fortified town, and the bodyguards of merchants and -nobles.

-

Knight

-

Medium humanoid (any race), any alignment

-

Armor Class 18 (plate)

-

Hit Points 52 (8d8 + 16)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)11 (+0)14 (+2)11 (+0)11 (+0)15 (+2)
-

Saving Throws Con +4, Wis +2

-

Senses passive Perception 10

-

Languages any one language (usually Common)

-

Challenge 3 (700 XP)

-

Brave. The knight has advantage on saving -throws against being frightened.

-
Actions
-

Multiattack. The knight makes two melee -attacks.

-

Greatsword. Melee Weapon Attack: -+5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing -damage.

-

Heavy Crossbow. Ranged Weapon -Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 -(1d10) piercing damage.

-

Leadership (Recharges after a Short or Long -Rest). For 1 minute, the knight can utter a special -command or warning whenever a nonhostile creature that it can see within -30 feet of it makes an attack roll or a saving throw. The creature can -add a d4 to its roll provided it can hear and understand the knight. A -creature can benefit from only one Leadership die at a time. This effect -ends if the knight is incapacitated.

-
Reactions
-

Parry. The knight adds 2 to its AC against -one melee attack that would hit it. To do so, the knight must see the -attacker and be wielding a melee weapon.

-

Knights are warriors who pledge service to rulers, -religious orders, and noble causes. A knight’s alignment determines the -extent to which a pledge is honored. Whether undertaking a quest or -patrolling a realm, a knight often travels with an entourage that -includes squires and hirelings who are commoners.

-

Mage

-

Medium humanoid (any race), any alignment

-

Armor Class 12 (15 with mage armor)

-

Hit Points 40 (9d8)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
9 (-1)14 (+2)11 (+0)17 (+3)12 (+1)11 (+0)
-

Saving Throws Int +6, Wis +4

-

Skills Arcana +6, History +6

-

Senses passive Perception 11

-

Languages any four languages

-

Challenge 6 (2,300 XP)

-

Spellcasting. The mage is a 9th-level -spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, -+6 to hit with spell attacks). The mage has the following wizard spells -prepared:

-

Cantrips (at will): fire bolt, light, mage -hand, prestidigitation 1st level (4 slots): detect -magic, mage armor, magic missile, shield -2nd level (3 slots): misty step, suggestion 3rd level -(3 slots): counterspell, fireball, fly 4th -level (3 slots): greater invisibility, ice storm 5th -level (1 slot): cone of cold

-
Actions
-

Dagger. Melee or Ranged Weapon -Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. -Hit: 4 (1d4 + 1) piercing damage.

-

Mages spend their lives in the study and practice of -magic. Good-aligned mages offer counsel to nobles and others in power, -while evil mages dwell in isolated sites to perform unspeakable -experiments without interference.

-

Noble

-

Medium humanoid (any race), any alignment

-

Armor Class 15 (breastplate)

-

Hit Points 9 (2d8)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
11 (+0)12 (+1)11 (+0)12 (+1)14 (+2)16 (+3)
-

Skills Deception +5, Insight +4, Persuasion +5

-

Senses passive Perception 12

-

Languages any two languages

-

Challenge 1/8 (25 XP)

-
Actions
-

Rapier. Melee Weapon Attack: +3 to -hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing -damage.

-
Reactions
-

Parry. The noble adds 2 to its AC against -one melee attack that would hit it. To do so, the noble must see the -attacker and be wielding a melee weapon.

-

Nobles wield great authority and influence as -members of the upper class, possessing wealth and connections that can -make them as powerful as monarchs and generals. A noble often travels in -the company of guards, as well as servants who are commoners.

-

The noble’s statistics can also be used to represent -courtiers who aren’t of noble birth.

-

Priest

-

Medium humanoid (any race), any alignment

-

Armor Class 13 (chain shirt)

-

Hit Points 27 (5d8 + 5)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
10 (+0)10 (+0)12 (+1)13 (+1)16 (+3)13 (+1)
-

Skills Medicine +7, Persuasion +3, Religion +5

-

Senses passive Perception 13

-

Languages any two languages

-

Challenge 2 (450 XP)

-

Divine Eminence. As a bonus action, the -priest can expend a spell slot to cause its melee weapon attacks to -magically deal an extra 10 (3d6) radiant damage to a target on a hit. -This benefit lasts until the end of the turn. If the priest expends a -spell slot of 2nd level or higher, the extra damage increases by 1d6 for -each level above 1st.

-

Spellcasting. The priest is a 5th-level -spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to -hit with spell attacks). The priest has the following cleric spells -prepared:

-

Cantrips (at will): light, sacred flame, -thaumaturgy 1st level (4 slots): cure wounds, -guiding bolt, sanctuary 2nd level (3 slots): -lesser restoration, spiritual weapon 3rd level (2 -slots): dispel magic, spirit guardians

-
Actions
-

Mace. Melee Weapon Attack: +2 to -hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning -damage.

-

Priests bring the teachings of their gods to the -common folk. They are the spiritual leaders of temples and shrines and -often hold positions of influence in their communities. Evil priests -might work openly under a tyrant, or they might be the leaders of -religious sects hidden in the shadows of good society, overseeing -depraved rites.

-

A priest typically has one or more acolytes to help with religious -ceremonies and other sacred duties.

-

Scout

-

Medium humanoid (any race), any alignment

-

Armor Class 13 (leather armor)

-

Hit Points 16 (3d8 + 3)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
11 (+0)14 (+2)12 (+1)11 (+0)13 (+1)11 (+0)
-

Skills Nature +4, Perception +5, Stealth +6, -Survival +5

-

Senses passive Perception 15

-

Languages any one language (usually Common)

-

Challenge 1/2 (100 XP)

-

Keen Hearing and Sight. The scout has -advantage on Wisdom (Perception) checks that rely on hearing or -sight.

-
Actions
-

Multiattack. The scout makes two melee -attacks or two ranged attacks.

-

Shortsword. Melee Weapon Attack: -+4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing -damage.

-

Longbow. Ranged Weapon Attack: +4 -to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) -piercing damage.

-

Scouts are skilled hunters and trackers who offer -their services for a fee. Most hunt wild game, but a few work as bounty -hunters, serve as guides, or provide military reconnaissance.

-

Spy

-

Medium humanoid (any race), any alignment

-

Armor Class 12

-

Hit Points 27 (6d8)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
10 (+0)15 (+2)10 (+0)12 (+1)14 (+2)16 (+3)
-

Skills Deception +5, Insight +4, Investigation +5, -Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4

-

Senses passive Perception 16

-

Languages any two languages

-

Challenge 1 (200 XP)

-

Cunning Action. On each of its turns, the -spy can use a bonus action to take the Dash, Disengage, or Hide -action.

-

Sneak Attack (1/Turn). The spy deals an -extra 7 (2d6) damage when it hits a target with a weapon attack and has -advantage on the attack roll, or when the target is within 5 feet of an -ally of the spy that isn’t incapacitated and the spy doesn’t have -disadvantage on the attack roll.

-
Actions
-

Multiattack. The spy makes two melee -attacks.

-

Shortsword. Melee Weapon Attack: -+4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing -damage.

-

Hand Crossbow. Ranged Weapon -Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 -(1d6 + 2) piercing damage.

-

Rulers, nobles, merchants, guildmasters, and other wealthy -individuals use spies to gain the upper hand in a world -of cutthroat politics. A spy is trained to secretly gather information. -Loyal spies would rather die than divulge information that could -compromise them or their employers.

-

Thug

-

Medium humanoid (any race), any non-good alignment

-

Armor Class 11 (leather armor)

-

Hit Points 32 (5d8 + 10)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
15 (+2)11 (+0)14 (+2)10 (+0)10 (+0)11 (+0)
-

Skills Intimidation +2

-

Senses passive Perception 10

-

Languages any one language (usually Common)

-

Challenge 1/2 (100 XP)

-

Pack Tactics. The thug has advantage on an -attack roll against a creature if at least one of the thug’s allies is -within 5 feet of the creature and the ally isn’t incapacitated.

-
Actions
-

Multiattack. The thug makes two melee -attacks.

-

Mace. Melee Weapon Attack: +4 to -hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning -damage.

-

Heavy Crossbow. Ranged Weapon -Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 -(1d10) piercing damage.

-

Thugs are ruthless enforcers skilled at intimidation -and violence. They work for money and have few scruples.

-

Tribal Warrior

-

Medium humanoid (any race), any alignment

-

Armor Class 12 (hide armor)

-

Hit Points 11 (2d8 + 2)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
13 (+1)11 (+0)12 (+1)8 (-1)11 (+0)8 (-1)
-

Senses passive Perception 10

-

Languages any one language

-

Challenge 1/8 (25 XP)

-

Pack Tactics. The warrior has advantage on -an attack roll against a creature if at least one of the warrior’s -allies is within 5 feet of the creature and the ally isn’t -incapacitated.

-
Actions
-

Spear. Melee or Ranged Weapon -Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. -Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing -damage if used with two hands to make a melee attack.

-

Tribal warriors live beyond civilization, most often -subsisting on fishing and hunting. Each tribe acts in accordance with -the wishes of its chief, who is the greatest or oldest warrior of the -tribe or a tribe member blessed by the gods.

-

Veteran

-

Medium humanoid (any race), any alignment

-

Armor Class 17 (splint)

-

Hit Points 58 (9d8 + 18)

-

Speed 30 ft.

- - - - - - - - - - - - - - - - - - - - - -
STRDEXCONINTWISCHA
16 (+3)13 (+1)14 (+2)10 (+0)11 (+0)10 (+0)
-

Skills Athletics +5, Perception +2

-

Senses passive Perception 12

-

Languages any one language (usually Common)

-

Challenge 3 (700 XP)

-
Actions
-

Multiattack. The veteran makes two -longsword attacks. If it has a shortsword drawn, it can also make a -shortsword attack.

-

Longsword. Melee Weapon Attack: +5 -to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing -damage, or 8 (1d10 + 3) slashing damage if used with two hands.

-

Shortsword. Melee Weapon Attack: -+5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing -damage.

-

Heavy Crossbow. Ranged Weapon -Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 -(1d10 + 1) piercing damage.

-

Veterans are professional fighters that take up arms -for pay or to protect something they believe in or value. Their ranks -include soldiers retired from long service and warriors who never served -anyone but themselves.

-

Legal

-
-

Licensing

-

Permission to copy, modify and distribute the files collectively -known as the System Reference Document 5.1 (“SRD5”) is granted solely -through the use of the Open Gaming License, Version 1.0a.

-

This material is being released using the Open Gaming License Version -1.0a and you should read and understand the terms of that license before -using this material.

-

The text of the Open Gaming License itself is not Open Game Content. -Instructions on using the License are provided within the License -itself.

-

The following items are designated Product Identity, as defined in -Section 1(e) of the Open Game License Version 1.0a, and are subject to -the conditions set forth in Section 7 of the OGL, and are not Open -Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon -Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used -as a trademark), Forgotten Realms, Faerûn, proper names (including those -used in the names of spells or items), places, Underdark, Red Wizard of -Thay, the City of Union, Heroic Domains of Ysgard, Ever- Changing Chaos -of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, -Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of -Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, -Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven -Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields -of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, -Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted -Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, -tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, -illithid, umber hulk, yuan-ti.

-

All of the rest of the SRD5 is Open Game Content as described in -Section 1(d) of the License.

-

The terms of the Open Gaming License Version 1.0a are as follows:

-

OPEN GAME LICENSE Version -1.0a

-

The following text is the property of Wizards of the Coast, Inc. and -is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights -Reserved.

-
    -
  1. Definitions: (a) “Contributors” means the copyright and/or -trademark owners who have contributed Open Game Content; (b) “Derivative -Material” means copyrighted material including derivative works and -translations (including into other computer languages), potation, -modification, correction, addition, extension, upgrade, improvement, -compilation, abridgment or other form in which an existing work may be -recast, transformed or adapted; (c) “Distribute” means to reproduce, -license, rent, lease, sell, broadcast, publicly display, transmit or -otherwise distribute; (d) “Open Game Content” means the game mechanic -and includes the methods, procedures, processes and routines to the -extent such content does not embody the Product Identity and is an -enhancement over the prior art and any additional content clearly -identified as Open Game Content by the Contributor, and means any work -covered by this License, including translations and derivative works -under copyright law, but specifically excludes Product Identity. (e) -“Product Identity” means product and product line names, logos and -identifying marks including trade dress; artifacts; creatures -characters; stories, storylines, plots, thematic elements, dialogue, -incidents, language, artwork, symbols, designs, depictions, likenesses, -formats, poses, concepts, themes and graphic, photographic and other -visual or audio representations; names and descriptions of characters, -spells, enchantments, personalities, teams, personas, likenesses and -special abilities; places, locations, environments, creatures, -equipment, magical or supernatural abilities or effects, logos, symbols, -or graphic designs; and any other trademark or registered trademark -clearly identified as Product identity by the owner of the Product -Identity, and which specifically excludes the Open Game Content; (f) -“Trademark” means the logos, names, mark, sign, motto, designs that are -used by a Contributor to identify itself or its products or the -associated products contributed to the Open Game License by the -Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, -edit, format, modify, translate and otherwise create Derivative Material -of Open Game Content. (h) “You” or “Your” means the licensee in terms of -this agreement.

  2. -
  3. The License: This License applies to any Open Game Content that -contains a notice indicating that the Open Game Content may only be Used -under and in terms of this License. You must affix such a notice to any -Open Game Content that you Use. No terms may be added to or subtracted -from this License except as described by the License itself. No other -terms or conditions may be applied to any Open Game Content distributed -using this License.

  4. -
  5. Offer and Acceptance: By Using the Open Game Content You indicate -Your acceptance of the terms of this License.

  6. -
  7. Grant and Consideration: In consideration for agreeing to use -this License, the Contributors grant You a perpetual, worldwide, -royalty-free, non-exclusive license with the exact terms of this License -to Use, the Open Game Content.

  8. -
  9. Representation of Authority to Contribute: If You are -contributing original material as Open Game Content, You represent that -Your Contributions are Your original creation and/or You have sufficient -rights to grant the rights conveyed by this License.

  10. -
  11. Notice of License Copyright: You must update the COPYRIGHT NOTICE -portion of this License to include the exact text of the COPYRIGHT -NOTICE of any Open Game Content You are copying, modifying or -distributing, and You must add the title, the copyright date, and the -copyright holder’s name to the COPYRIGHT NOTICE of any original Open -Game Content you Distribute.

  12. -
  13. Use of Product Identity: You agree not to Use any Product -Identity, including as an indication as to compatibility, except as -expressly licensed in another, independent Agreement with the owner of -each element of that Product Identity. You agree not to indicate -compatibility or co-adaptability with any Trademark or Registered -Trademark in conjunction with a work containing Open Game Content except -as expressly licensed in another, independent Agreement with the owner -of such Trademark or Registered Trademark. The use of any Product -Identity in Open Game Content does not constitute a challenge to the -ownership of that Product Identity. The owner of any Product Identity -used in Open Game Content shall retain all rights, title and interest in -and to that Product Identity.

  14. -
  15. Identification: If you distribute Open Game Content You must -clearly indicate which portions of the work that you are distributing -are Open Game Content.

  16. -
  17. Updating the License: Wizards or its designated Agents may -publish updated versions of this License. You may use any authorized -version of this License to copy, modify and distribute any Open Game -Content originally distributed under any version of this -License.

  18. -
  19. Copy of this License: You MUST include a copy of this License -with every copy of the Open Game Content You Distribute.

  20. -
  21. Use of Contributor Credits: You may not market or advertise the -Open Game Content using the name of any Contributor unless You have -written permission from the Contributor to do so.

  22. -
  23. Inability to Comply: If it is impossible for You to comply with -any of the terms of this License with respect to some or all of the Open -Game Content due to statute, judicial order, or governmental regulation -then You may not Use any Open Game Material so affected.

  24. -
  25. Termination: This License will terminate automatically if You -fail to comply with all terms herein and fail to cure such breach within -30 days of becoming aware of the breach. All sublicenses shall survive -the termination of this License.

  26. -
  27. Reformation: If any provision of this License is held to be -unenforceable, such provision shall be reformed only to the extent -necessary to make it enforceable.

  28. -
  29. COPYRIGHT NOTICE.

  30. -
-

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, -Inc.

-

System Reference Document 5.0 Copyright 2016, Wizards of the Coast, -Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney -Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, -Chris Sims, and Steve Townshend, based on original material by E. Gary -Gygax and Dave Arneson.

- - diff --git a/downloads/icml/D&D 5E SRD Full Compile-v0.4.4.icml b/downloads/icml/D&D 5E SRD Full Compile-v0.4.4.icml deleted file mode 100644 index a902b1b..0000000 --- a/downloads/icml/D&D 5E SRD Full Compile-v0.4.4.icml +++ /dev/null @@ -1,182132 +0,0 @@ - - - - - - - - - $ID/NormalCharacterStyle - - - - - $ID/NormalCharacterStyle - - - - - $ID/NormalCharacterStyle - - - - - - - - - LeftAlign - . - - 10 - - - - - - - $ID/NormalParagraphStyle - - - LeftAlign - . - - 10 - - - - - - - $ID/NormalParagraphStyle - - - LeftAlign - . - - 10 - - - - - - - $ID/NormalParagraphStyle - - - - - $ID/NormalParagraphStyle - - - - - $ID/NormalParagraphStyle - - - - - $ID/NormalParagraphStyle - - - - - $ID/NormalParagraphStyle - - - LeftAlign - . - - 10 - - - - - - - $ID/NormalParagraphStyle - - - LeftAlign - . - - 10 - - - - - - - $ID/NormalParagraphStyle - - - LeftAlign - . - - 10 - - - - - - - $ID/NormalParagraphStyle - - - LeftAlign - . - - 10 - - - - - - - $ID/NormalParagraphStyle - - - - - $ID/NormalParagraphStyle - - - - - $ID/NormalParagraphStyle - - - - - $ID/NormalParagraphStyle - - - - - $ID/NormalParagraphStyle - - - - - $ID/NormalParagraphStyle - - - - - $ID/NormalParagraphStyle - - - - - $ID/NormalParagraphStyle - - - - - $ID/NormalParagraphStyle - - - - - $ID/NormalParagraphStyle - - - - - $ID/NormalParagraphStyle - - - - - $ID/NormalParagraphStyle - - - - - - - - - - - - - - - - - D&D 5E SRD Full Compile-v0.4.4 - - -
- - - - RACES - - -
- - - - Racial Traits - - -
- - - The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races. - - -
- - - - Ability Score Increase - - -
- - - Every race increases one or more of a character’s ability scores. - - -
- - - - Age - - -
- - - The age entry notes the age when a member of the race is considered an adult, as well as the race’s expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom. - - -
- - - - Alignment - - -
- - - Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character. - - -
- - - - Size - - -
- - - Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons. - - -
- - - - Speed - - -
- - - Your speed determines how far you can move when traveling and fighting. - - -
- - - - Languages - - -
- - - By virtue of your race, your character can speak, read, and write certain languages. - - -
- - - - Subraces - - -
- - - Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world. - - -
- - - - Dwarf - - -
- - - - Dwarf Traits - - -
- - - Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature. - - -
- - - Ability Score Increase - - - . Your Constitution score increases by 2. - - -
- - - Age - - - . Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. - - -
- - - Alignment - - - . Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. - - -
- - - Size - - - . Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. - - -
- - - Speed - - - . Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. - - -
- - - Darkvision - - - . Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. - - -
- - - Dwarven Resilience - - - . You have advantage on saving throws against poison, and you have resistance against poison damage. - - -
- - - Dwarven Combat Training - - - . You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. - - -
- - - Tool Proficiency - - - . You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. - - -
- - - Stonecunning - - - . Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. - - -
- - - Languages - - - . You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. - - -
- - - - Hill Dwarf - - -
- - - As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. - - -
- - - Ability Score Increase - - - . Your Wisdom score increases by 1. - - -
- - - Dwarven Toughness - - - . Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. - - -
- - - - Elf - - -
- - - - Elf Traits - - -
- - - Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement. - - -
- - - Ability Score Increase - - - . Your Dexterity score increases by 2. - - -
- - - Age - - - . Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. - - -
- - - Alignment - - - . Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile has made them vicious and dangerous. Drow are more often evil than not. - - -
- - - Size - - - . Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. - - -
- - - Speed - - - . Your base walking speed is 30 feet. - - -
- - - Darkvision - - - . Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. - - -
- - - Keen Senses - - - . You have proficiency in the Perception skill. - - -
- - - Fey Ancestry - - - . You have advantage on saving throws against being charmed, and magic can’t put you to sleep. - - -
- - - Trance - - - . Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is - - - “trance.” - - - ) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. - - -
- - - After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. - - -
- - - Languages - - - . You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - -
- - - - High Elf - - -
- - - As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races. - - -
- - - Ability Score Increase - - - . Your Intelligence score increases by 1. - - -
- - - Elf Weapon Training - - - . You have proficiency with the longsword, shortsword, shortbow, and longbow. - - -
- - - Cantrip - - - . You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. - - -
- - - Extra Language - - - . You can speak, read, and write one extra language of your choice. - - -
- - - - Halfling - - -
- - - - Halfling Traits - - -
- - - Your halfling character has a number of traits in common with all other halflings. - - -
- - - Ability Score Increase - - - . Your Dexterity score increases by 2. - - -
- - - Age - - - . A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. - - -
- - - Alignment - - - . Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. - - -
- - - Size - - - . Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. - - -
- - - Speed - - - . Your base walking speed is 25 feet. - - -
- - - Lucky - - - . When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. - - -
- - - Brave - - - . You have advantage on saving throws against being frightened. - - -
- - - Halfling Nimbleness - - - . You can move through the space of any creature that is of a size larger than yours. - - -
- - - Languages - - - . You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. - - -
- - - - Lightfoot - - -
- - - As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. - - -
- - - Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. - - -
- - - Ability Score Increase - - - . Your Charisma score increases by 1. - - -
- - - Naturally Stealthy - - - . You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. - - -
- - - - Human - - -
- - - - Human Traits - - -
- - - It’s hard to make generalizations about humans, but your human character has these traits. - - -
- - - Ability Score Increase - - - . Your ability scores each increase by 1. - - -
- - - Age - - - . Humans reach adulthood in their late teens and live less than a century. - - -
- - - Alignment - - - . Humans tend toward no particular alignment. The best and the worst are found among them. - - -
- - - Size - - - . Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. - - -
- - - Speed - - - . Your base walking speed is 30 feet. - - -
- - - Languages - - - . You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. - - -
- - - - Dragonborn - - -
- - - - Dragonborn Traits - - -
- - - Your draconic heritage manifests in a variety of traits you share with other dragonborn. - - -
- - - Ability Score Increase - - - . Your Strength score increases by 2, and your Charisma score increases by 1. - - -
- - - Age - - - . Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. - - -
- - - Alignment - - - . Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains. - - -
- - - Size - - - . Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. - - -
- - - Speed - - - . Your base walking speed is 30 feet. - - -
- - - Table- Draconic Ancestry - - -
- - - - - - - - Dragon - - - - - - - Damage Type - - - - - - - Breath Weapon - - - - - - - Black - - - - - - - Acid - - - - - - - 5 by 30 ft. line (Dex. save) - - - - - - - Blue - - - - - - - Lightning - - - - - - - 5 by 30 ft. line (Dex. save) - - - - - - - Brass - - - - - - - Fire - - - - - - - 5 by 30 ft. line (Dex. save) - - - - - - - Bronze - - - - - - - Lightning - - - - - - - 5 by 30 ft. line (Dex. save) - - - - - - - Copper - - - - - - - Acid - - - - - - - 5 by 30 ft. line (Dex. save) - - - - - - - Gold - - - - - - - Fire - - - - - - - 15 ft. cone (Dex. save) - - - - - - - Green - - - - - - - Poison - - - - - - - 15 ft. cone (Con. save) - - - - - - - Red - - - - - - - Fire - - - - - - - 15 ft. cone (Dex. save) - - - - - - - Silver - - - - - - - Cold - - - - - - - 15 ft. cone (Con. save) - - - - - - - White - - - - - - - Cold - - - - - - - 15 ft. cone (Con. save) - - - - - - - - - -
- - -
- - - Draconic Ancestry - - - . You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. - - -
- - - Breath Weapon - - - . You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. - - -
- - - When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. - - -
- - - After you use your breath weapon, you can’t use it again until you complete a short or long rest. - - -
- - - Damage Resistance - - - . You have resistance to the damage type associated with your draconic ancestry. - - -
- - - Languages - - - . You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - -
- - - - Gnome - - -
- - - - Gnome Traits - - -
- - - Your gnome character has certain characteristics in common with all other gnomes. - - -
- - - Ability Score Increase - - - . Your Intelligence score increases by 2. - - -
- - - Age - - - . Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. - - -
- - - Alignment - - - . Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. - - -
- - - Size - - - . Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. - - -
- - - Speed - - - . Your base walking speed is 25 feet. - - -
- - - Darkvision - - - . Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. - - -
- - - Gnome Cunning - - - . You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. - - -
- - - Languages - - - . You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. - - -
- - - - Rock Gnome - - -
- - - As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. - - -
- - - Ability Score Increase - - - . Your Constitution score increases by 1. - - -
- - - Artificer’s Lore - - - . Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. - - -
- - - Tinker - - - . You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. - - -
- - - When you create a device, choose one of the following options: - - -
- - - Clockwork Toy - - - . This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. - - -
- - - Fire Starter - - - . The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. - - -
- - - Music Box - - - . When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed. - - -
- - - - Half-Elf - - -
- - - - Half-Elf Traits - - -
- - - Your half-elf character has some qualities in common with elves and some that are unique to half-elves. - - -
- - - Ability Score Increase - - - . Your Charisma score increases by 2, and two other ability scores of your choice increase by 1. - - -
- - - Age - - - . Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. - - -
- - - Alignment - - - . Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable. - - -
- - - Size - - - . Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. - - -
- - - Speed - - - . Your base walking speed is 30 feet. - - -
- - - Darkvision - - - . Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. - - -
- - - Fey Ancestry - - - . You have advantage on saving throws against being charmed, and magic can’t put you to sleep. - - -
- - - Skill Versatility - - - . You gain proficiency in two skills of your choice. - - -
- - - Languages - - - . You can speak, read, and write Common, Elvish, and one extra language of your choice. - - -
- - - - Half-Orc - - -
- - - - Half-Orc Traits - - -
- - - Your half-orc character has certain traits deriving from your orc ancestry. - - -
- - - Ability Score Increase - - - . Your Strength score increases by 2, and your Constitution score increases by 1. - - -
- - - Age - - - . Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. - - -
- - - Alignment - - - . Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil. - - -
- - - Size - - - . Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. - - -
- - - Speed - - - . Your base walking speed is 30 feet. - - -
- - - Darkvision - - - . Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. - - -
- - - Menacing - - - . You gain proficiency in the Intimidation skill. - - -
- - - Relentless Endurance - - - . When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. - - -
- - - Savage Attacks - - - . When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. - - -
- - - Languages - - - . You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. - - -
- - - - Tiefling - - -
- - - - Tiefling Traits - - -
- - - Tieflings share certain racial traits as a result of their infernal descent. - - -
- - - Ability Score Increase - - - . Your Intelligence score increases by 1, and your Charisma score increases by 2. - - -
- - - Age - - - . Tieflings mature at the same rate as humans but live a few years longer. - - -
- - - Alignment - - - . Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. - - -
- - - Size - - - . Tieflings are about the same size and build as humans. Your size is Medium. - - -
- - - Speed - - - . Your base walking speed is 30 feet. - - -
- - - Darkvision - - - . Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. - - -
- - - Hellish Resistance - - - . You have resistance to fire damage. - - -
- - - Infernal Legacy - - - . You know the - - - thaumaturgy - - - cantrip. When you reach 3rd level, you can cast the - - - hellish rebuke - - - spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the - - - darkness - - - spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. - - -
- - - Languages - - - . You can speak, read, and write Common and Infernal. - - -
- - - - CLASSES - - -
- - - - Barbarian - - -
- - - - Class Features - - -
- - - As a barbarian, you gain the following class features. - - -
- - - - Hit Points - - -
- - - Hit Dice: - - - 1d12 per barbarian level - - -
- - - Hit Points at 1st Level: - - - 12 + your Constitution modifier - - -
- - - Hit Points at Higher Levels: - - - 1d12 (or 7) + your Constitution modifier per barbarian level after 1st - - -
- - - - Proficiencies - - -
- - - Armor: - - - Light armor, medium armor, shields - - -
- - - Weapons: - - - Simple weapons, martial weapons - - -
- - - Tools: - - - None - - -
- - - Saving Throws: - - - Strength, Constitution - - -
- - - Skills: - - - Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival - - -
- - - - Equipment - - -
- - - You start with the following equipment, in addition to the equipment granted by your background: - - -
- - - ( - - - a - - - ) a greataxe or ( - - - b - - - ) any martial melee weapon - - -
- - - ( - - - a - - - ) two handaxes or ( - - - b - - - ) any simple weapon - - -
- - - An explorer’s pack and four javelins - - -
- - - Table- The Barbarian - - -
- - - - - - - - - - Level - - - - - - - Proficiency Bonus - - - - - - - Features - - - - - - - Rages - - - - - - - Rage Damage - - - - - - - 1st - - - - - - - +2 - - - - - - - Rage, Unarmored Defense - - - - - - - 2 - - - - - - - +2 - - - - - - - 2nd - - - - - - - +2 - - - - - - - Reckless Attack, Danger Sense - - - - - - - 2 - - - - - - - +2 - - - - - - - 3rd - - - - - - - +2 - - - - - - - Primal Path - - - - - - - 3 - - - - - - - +2 - - - - - - - 4th - - - - - - - +2 - - - - - - - Ability Score Improvement - - - - - - - 3 - - - - - - - +2 - - - - - - - 5th - - - - - - - +3 - - - - - - - Extra Attack, Fast Movement - - - - - - - 3 - - - - - - - +2 - - - - - - - 6th - - - - - - - +3 - - - - - - - Path feature - - - - - - - 4 - - - - - - - +2 - - - - - - - 7th - - - - - - - +3 - - - - - - - Feral Instinct - - - - - - - 4 - - - - - - - +2 - - - - - - - 8th - - - - - - - +3 - - - - - - - Ability Score Improvement - - - - - - - 4 - - - - - - - +2 - - - - - - - 9th - - - - - - - +4 - - - - - - - Brutal Critical (1 die) - - - - - - - 4 - - - - - - - +3 - - - - - - - 10th - - - - - - - +4 - - - - - - - Path feature - - - - - - - 4 - - - - - - - +3 - - - - - - - 11th - - - - - - - +4 - - - - - - - Relentless - - - - - - - 4 - - - - - - - +3 - - - - - - - 12th - - - - - - - +4 - - - - - - - Ability Score Improvement - - - - - - - 5 - - - - - - - +3 - - - - - - - 13th - - - - - - - +5 - - - - - - - Brutal Critical (2 dice) - - - - - - - 5 - - - - - - - +3 - - - - - - - 14th - - - - - - - +5 - - - - - - - Path feature - - - - - - - 5 - - - - - - - +3 - - - - - - - 15th - - - - - - - +5 - - - - - - - Persistent Rage - - - - - - - 5 - - - - - - - +3 - - - - - - - 16th - - - - - - - +5 - - - - - - - Ability Score Improvement - - - - - - - 5 - - - - - - - +4 - - - - - - - 17th - - - - - - - +6 - - - - - - - Brutal Critical (3 dice) - - - - - - - 6 - - - - - - - +4 - - - - - - - 18th - - - - - - - +6 - - - - - - - Indomitable Might - - - - - - - 6 - - - - - - - +4 - - - - - - - 19th - - - - - - - +6 - - - - - - - Ability Score Improvement - - - - - - - 6 - - - - - - - +4 - - - - - - - 20th - - - - - - - +6 - - - - - - - Primal Champion - - - - - - - Unlimited - - - - - - - +4 - - - - - - - - - - - - - -
- - -
- - - - Rage - - -
- - - In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. - - -
- - - While raging, you gain the following benefits if you aren’t wearing heavy armor: - - -
- - - You have advantage on Strength checks and Strength saving throws. - - -
- - - When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. - - -
- - - You have resistance to bludgeoning, piercing, and slashing damage. - - -
- - - If you are able to cast spells, you can’t cast them or concentrate on them while raging. - - -
- - - Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. - - -
- - - Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. - - -
- - - - Unarmored Defense - - -
- - - While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. - - -
- - - - Reckless Attack - - -
- - - Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. - - -
- - - - Danger Sense - - -
- - - At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. - - -
- - - You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. - - -
- - - - Primal Path - - -
- - - At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. - - -
- - - - Ability Score Improvement - - -
- - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -
- - - - Extra Attack - - -
- - - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - -
- - - - Fast Movement - - -
- - - Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor. - - -
- - - - Feral Instinct - - -
- - - By 7th level, your instincts are so honed that you have advantage on initiative rolls. - - -
- - - Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. - - -
- - - - Brutal Critical - - -
- - - Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. - - -
- - - This increases to two additional dice at 13th level and three additional dice at 17th level. - - -
- - - - Relentless Rage - - -
- - - Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. - - -
- - - Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. - - -
- - - - Persistent Rage - - -
- - - Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. - - -
- - - - Indomitable Might - - -
- - - Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total. - - -
- - - - Primal Champion - - -
- - - At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. - - -
- - - - Barbarian Paths - - -
- - - - Path of the Berserker - - -
- - - For some barbarians, rage is a means to an end- that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being. - - -
- - - - Frenzy - - -
- - - Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A). - - -
- - - - Mindless Rage - - -
- - - Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. - - -
- - - - Intimidating Presence - - -
- - - Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. - - -
- - - If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. - - -
- - - - Retaliation - - -
- - - Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. - - -
- - - - Bard - - -
- - - - Class Features - - -
- - - As a bard, you gain the following class features. - - -
- - - - Hit Points - - -
- - - Hit Dice: - - - 1d8 per bard level - - -
- - - Hit Points at 1st Level: - - - 8 + your Constitution modifier - - -
- - - Hit Points at Higher Levels: - - - 1d8 (or 5) + your Constitution modifier per bard level after 1st - - -
- - - - Proficiencies - - -
- - - Armor: - - - Light armor - - -
- - - Weapons: - - - Simple weapons, hand crossbows, longswords, rapiers, shortswords - - -
- - - Tools: - - - Three musical instruments of your choice - - -
- - - Saving Throws: - - - Dexterity, Charisma - - -
- - - Skills: - - - Choose any three - - -
- - - - Equipment - - -
- - - You start with the following equipment, in addition to the equipment granted by your background: - - -
- - - ( - - - a - - - ) a rapier, ( - - - b - - - ) a longsword, or ( - - - c - - - ) any simple weapon - - -
- - - ( - - - a - - - ) a diplomat’s pack or ( - - - b - - - ) an entertainer’s pack - - -
- - - ( - - - a - - - ) a lute or ( - - - b - - - ) any other musical instrument - - -
- - - Leather armor and a dagger - - -
- - - Table- The Bard - - -
- - - - - - - - - - - - - - - - - - - Level - - - - - - - Proficiency Bonus - - - - - - - Features - - - - - - - Spells Known - - - - - - - Cantrips Known - - - - - - - 1st - - - - - - - 2nd - - - - - - - 3rd - - - - - - - 4th - - - - - - - 5th - - - - - - - 6th - - - - - - - 7th - - - - - - - 8th - - - - - - - 9th - - - - - - - 1st - - - - - - - +2 - - - - - - - Spellcasting, Bardic Inspiration (d6) - - - - - - - 2 - - - - - - - 4 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2nd - - - - - - - +2 - - - - - - - Jack of All Trades, Song of Rest (d6) - - - - - - - 2 - - - - - - - 5 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 3rd - - - - - - - +2 - - - - - - - Bard College, Expertise - - - - - - - 2 - - - - - - - 6 - - - - - - - 4 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 4th - - - - - - - +2 - - - - - - - Ability Score Improvement - - - - - - - 3 - - - - - - - 7 - - - - - - - 4 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5th - - - - - - - +3 - - - - - - - Bardic Inspiration (d8), Font of Inspiration - - - - - - - 3 - - - - - - - 8 - - - - - - - 4 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 6th - - - - - - - +3 - - - - - - - Countercharm, Bard College Feature - - - - - - - 3 - - - - - - - 9 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 7th - - - - - - - +3 - - - - - - - - - - - - - - - 3 - - - - - - - 10 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 8th - - - - - - - +3 - - - - - - - Ability Score Improvement - - - - - - - 3 - - - - - - - 11 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 9th - - - - - - - +4 - - - - - - - Song of Rest (d8) - - - - - - - 3 - - - - - - - 12 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 10th - - - - - - - +4 - - - - - - - Bardic Inspiration (d10), Expertise, Magical Secrets - - - - - - - 4 - - - - - - - 14 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 11th - - - - - - - +4 - - - - - - - - - - - - - - - 4 - - - - - - - 15 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 12th - - - - - - - +4 - - - - - - - Ability Score Improvement - - - - - - - 4 - - - - - - - 15 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 13th - - - - - - - +5 - - - - - - - Song of Rest (d10) - - - - - - - 4 - - - - - - - 16 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - 14th - - - - - - - +5 - - - - - - - Magical Secrets, Bard College Feature - - - - - - - 4 - - - - - - - 18 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - 15th - - - - - - - +5 - - - - - - - Bardic Inspiration (d12) - - - - - - - 4 - - - - - - - 19 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - 16th - - - - - - - +5 - - - - - - - Ability Score Improvement - - - - - - - 4 - - - - - - - 19 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - 17th - - - - - - - +6 - - - - - - - Song of Rest (d12) - - - - - - - 4 - - - - - - - 20 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 18th - - - - - - - +6 - - - - - - - Magical Secrets - - - - - - - 4 - - - - - - - 22 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 19th - - - - - - - +6 - - - - - - - Ability Score Improvement - - - - - - - 4 - - - - - - - 22 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 20th - - - - - - - +6 - - - - - - - Superior Inspiration - - - - - - - 4 - - - - - - - 22 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - -
- - - - Spellcasting - - -
- - - You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. - - -
- - - Your spells are part of your vast repertoire, magic that you can tune to different situations. - - -
- - - - Cantrips - - -
- - - You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. - - -
- - - - Spell Slots - - -
- - - The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - - -
- - - For example, if you know the 1st-level spell - - - cure wounds - - - and have a 1st-level and a 2nd-level spell slot available, you can cast - - - cure wounds - - - using either slot. - - -
- - - - Spells Known of 1st Level and Higher - - -
- - - You know four 1st-level spells of your choice from the bard spell list. - - -
- - - The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. - - -
- - - Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. - - -
- - - - Spellcasting Ability - - -
- - - Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. - - -
- - - Spell save DC - - - = 8 + your proficiency bonus + your Charisma modifier - - -
- - - Spell attack modifier - - - = your proficiency bonus + your Charisma modifier - - -
- - - - Ritual Casting - - -
- - - You can cast any bard spell you know as a ritual if that spell has the ritual tag. - - -
- - - - Spellcasting Focus - - -
- - - You can use a musical instrument as a spellcasting focus for your bard spells. - - -
- - - - Bardic Inspiration - - -
- - - You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. - - -
- - - Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. - - -
- - - You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. - - -
- - - Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. - - -
- - - - Jack of All Trades - - -
- - - Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. - - -
- - - - Song of Rest - - -
- - - Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. - - -
- - - The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. - - -
- - - - Bard College - - -
- - - At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level. - - -
- - - - Expertise - - -
- - - At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. - - -
- - - At 10th level, you can choose another two skill proficiencies to gain this benefit. - - -
- - - - Ability Score Improvement - - -
- - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -
- - - - Font of Inspiration - - -
- - - Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. - - -
- - - - Countercharm - - -
- - - At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). - - -
- - - - Magical Secrets - - -
- - - By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. - - -
- - - The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. - - -
- - - You learn two additional spells from any classes at 14th level and again at 18th level. - - -
- - - - Superior Inspiration - - -
- - - At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use. - - -
- - - - Bard Colleges - - -
- - - - College of Lore - - -
- - - Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. - - -
- - - The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. - - -
- - - The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. - - -
- - - - Bonus Proficiencies - - -
- - - When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. - - -
- - - - Cutting Words - - -
- - - Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. - - -
- - - - Additional Magical Secrets - - -
- - - At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know. - - -
- - - - Peerless Skill - - -
- - - Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail. - - -
- - - - Cleric - - -
- - - - Class Features - - -
- - - As a cleric, you gain the following class features. - - -
- - - - Hit Points - - -
- - - Hit Dice: - - - 1d8 per cleric level - - -
- - - Hit Points at 1st Level: - - - 8 + your Constitution modifier - - -
- - - Hit Points at Higher Levels: - - - 1d8 (or 5) + your Constitution modifier per cleric level after 1st - - -
- - - - Proficiencies - - -
- - - Armor: - - - Light armor, medium armor, shields - - -
- - - Weapons: - - - Simple weapons - - -
- - - Tools: - - - None - - -
- - - Saving Throws: - - - Wisdom, Charisma - - -
- - - Skills: - - - Choose two from History, Insight, Medicine, Persuasion, and Religion - - -
- - - - Equipment - - -
- - - You start with the following equipment, in addition to the equipment granted by your background: - - -
- - - ( - - - a - - - ) a mace or ( - - - b - - - ) a warhammer (if proficient) - - -
- - - ( - - - a - - - ) scale mail, ( - - - b - - - ) leather armor, or ( - - - c - - - ) chain mail (if proficient) - - -
- - - ( - - - a - - - ) a light crossbow and 20 bolts or ( - - - b - - - ) any simple weapon - - -
- - - ( - - - a - - - ) a priest’s pack or ( - - - b - - - ) an explorer’s pack - - -
- - - A shield and a holy symbol - - -
- - - Table- The Cleric - - -
- - - - - - - - - - - - - - - - - - Level - - - - - - - Proficiency Bonus - - - - - - - Features - - - - - - - Cantrips Known - - - - - - - 1st - - - - - - - 2nd - - - - - - - 3rd - - - - - - - 4th - - - - - - - 5th - - - - - - - 6th - - - - - - - 7th - - - - - - - 8th - - - - - - - 9th - - - - - - - 1st - - - - - - - +2 - - - - - - - Spellcasting, Divine Domain - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2nd - - - - - - - +2 - - - - - - - Channel Divinity (1/rest), Divine Domain Feature - - - - - - - 3 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 3rd - - - - - - - +2 - - - - - - - - - - - - - - - 3 - - - - - - - 4 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 4th - - - - - - - +2 - - - - - - - Ability Score Improvement - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5th - - - - - - - +3 - - - - - - - Destroy Undead (CR 1/2) - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 6th - - - - - - - +3 - - - - - - - Channel Divinity (2/rest), Divine Domain Feature - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 7th - - - - - - - +3 - - - - - - - - - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 8th - - - - - - - +3 - - - - - - - Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 9th - - - - - - - +4 - - - - - - - - - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 10th - - - - - - - +4 - - - - - - - Divine Intervention - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 11th - - - - - - - +4 - - - - - - - Destroy Undead (CR 2) - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 12th - - - - - - - +4 - - - - - - - Ability Score Improvement - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 13th - - - - - - - +5 - - - - - - - - - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - 14th - - - - - - - +5 - - - - - - - Destroy Undead (CR 3) - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - 15th - - - - - - - +5 - - - - - - - - - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - 16th - - - - - - - +5 - - - - - - - Ability Score Improvement - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - 17th - - - - - - - +6 - - - - - - - Destroy Undead (CR 4), Divine Domain Feature - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 18th - - - - - - - +6 - - - - - - - Channel Divinity (3/rest) - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 19th - - - - - - - +6 - - - - - - - Ability Score Improvement - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 20th - - - - - - - +6 - - - - - - - Divine Intervention improvement - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - -
- - - - Spellcasting - - -
- - - As a conduit for divine power, you can cast cleric spells. - - -
- - - - Cantrips - - -
- - - At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. - - -
- - - - Preparing and Casting Spells - - -
- - - The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - - -
- - - You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. - - -
- - - For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell - - - cure wounds - - - , you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. - - -
- - - You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. - - -
- - - - Spellcasting Ability - - -
- - - Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. - - -
- - - Spell save DC - - - = 8 + your proficiency bonus + your Wisdom modifier - - -
- - - Spell attack modifier - - - = your proficiency bonus + your Wisdom modifier - - -
- - - - Ritual Casting - - -
- - - You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. - - -
- - - - Spellcasting Focus - - -
- - - You can use a holy symbol as a spellcasting focus for your cleric spells. - - -
- - - - Divine Domain - - -
- - - Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. - - -
- - - - Domain Spells - - -
- - - Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. - - -
- - - If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you. - - -
- - - - Channel Divinity - - -
- - - At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. - - -
- - - When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. - - -
- - - Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. - - -
- - - Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. - - -
- - - - Channel Divinity: Turn Undead - - -
- - - As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. - - -
- - - A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. - - -
- - - - Ability Score Improvement - - -
- - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -
- - - - Destroy Undead - - -
- - - Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. - - -
- - - Table- Destroy Undead - - -
- - - - - - - Cleric Level - - - - - - - Destroys Undead of CR … - - - - - - - 5th - - - - - - - 1/2 or lower - - - - - - - 8th - - - - - - - 1 or lower - - - - - - - 11th - - - - - - - 2 or lower - - - - - - - 14th - - - - - - - 3 or lower - - - - - - - 17th - - - - - - - 4 or lower - - - - - - - -
- - -
- - - - Divine Intervention - - -
- - - Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. - - -
- - - Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. - - -
- - - If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. - - -
- - - At 20th level, your call for intervention succeeds automatically, no roll required. - - -
- - - - Cleric Domains - - -
- - - - Life Domain - - -
- - - The Life domain focuses on the vibrant positive energy-one of the fundamental forces of the universe-that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). - - -
- - - Table- Life Domain Spells - - -
- - - - - - - Cleric Level - - - - - - - Spells - - - - - - - 1st - - - - - - - bless, cure wounds - - - - - - - 3rd - - - - - - - lesser restoration, spiritual weapon - - - - - - - 5th - - - - - - - beacon of hope, revivify - - - - - - - 7th - - - - - - - death ward, guardian of faith - - - - - - - 9th - - - - - - - mass cure wounds, raise dead - - - - - - - -
- - -
- - - - Bonus Proficiency - - -
- - - When you choose this domain at 1st level, you gain proficiency with heavy armor. - - -
- - - - Disciple of Life - - -
- - - Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. - - -
- - - - Channel Divinity: Preserve Life - - -
- - - Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. - - -
- - - As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct. - - -
- - - - Blessed Healer - - -
- - - Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level. - - -
- - - - Divine Strike - - -
- - - At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. - - -
- - - - Supreme Healing - - -
- - - Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. - - -
- - - - Druid - - -
- - - - Class Features - - -
- - - As a druid, you gain the following class features. - - -
- - - - Hit Points - - -
- - - Hit Dice: - - - 1d8 per druid level - - -
- - - Hit Points at 1st Level: - - - 8 + your Constitution modifier - - -
- - - Hit Points at Higher Levels: - - - 1d8 (or 5) + your Constitution modifier per druid level after 1st - - -
- - - - Proficiencies - - -
- - - Armor: - - - Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) - - -
- - - Weapons: - - - Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears - - -
- - - Tools: - - - Herbalism kit - - -
- - - Saving Throws: - - - Intelligence, Wisdom - - -
- - - Skills: - - - Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival - - -
- - - - Equipment - - -
- - - You start with the following equipment, in addition to the equipment granted by your background: - - -
- - - ( - - - a - - - ) a wooden shield or ( - - - b - - - ) any simple weapon - - -
- - - ( - - - a - - - ) a scimitar or ( - - - b - - - ) any simple melee weapon - - -
- - - Leather armor, an explorer’s pack, and a druidic focus - - -
- - - Table- The Druid - - -
- - - - - - - - - - - - - - - - - - Level - - - - - - - Proficiency Bonus - - - - - - - Features - - - - - - - Cantrips Known - - - - - - - 1st - - - - - - - 2nd - - - - - - - 3rd - - - - - - - 4th - - - - - - - 5th - - - - - - - 6th - - - - - - - 7th - - - - - - - 8th - - - - - - - 9th - - - - - - - 1st - - - - - - - +2 - - - - - - - Druidic, Spellcasting - - - - - - - 2 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2nd - - - - - - - +2 - - - - - - - Wild Shape, Druid Circle - - - - - - - 2 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 3rd - - - - - - - +2 - - - - - - - - - - - - - - - 2 - - - - - - - 4 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 4th - - - - - - - +2 - - - - - - - Wild Shape Improvement, Ability Score Improvement - - - - - - - 3 - - - - - - - 4 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5th - - - - - - - +3 - - - - - - - - - - - - - - - 3 - - - - - - - 4 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 6th - - - - - - - +3 - - - - - - - Druid Circle feature - - - - - - - 3 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 7th - - - - - - - +3 - - - - - - - - - - - - - - - 3 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 8th - - - - - - - +3 - - - - - - - Wild Shape Improvement, Ability Score Improvement - - - - - - - 3 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 9th - - - - - - - +4 - - - - - - - - - - - - - - - 3 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 10th - - - - - - - +4 - - - - - - - Druid Circle feature - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 11th - - - - - - - +4 - - - - - - - - - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 12th - - - - - - - +4 - - - - - - - Ability Score Improvement - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 13th - - - - - - - +5 - - - - - - - - - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - 14th - - - - - - - +5 - - - - - - - Druid Circle feature - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - 15th - - - - - - - +5 - - - - - - - - - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - 16th - - - - - - - +5 - - - - - - - Ability Score Improvement - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - 17th - - - - - - - +6 - - - - - - - - - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 18th - - - - - - - +6 - - - - - - - Timeless Body, Beast Spells - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 19th - - - - - - - +6 - - - - - - - Ability Score Improvement - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 20th - - - - - - - +6 - - - - - - - Archdruid - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - -
- - - - Druidic - - -
- - - You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. - - -
- - - - Spellcasting - - -
- - - Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. - - -
- - - - Cantrips - - -
- - - At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. - - -
- - - - Preparing and Casting Spells - - -
- - - The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - - -
- - - You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. - - -
- - - For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell - - - cure wounds - - - , you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. - - -
- - - You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. - - -
- - - - Spellcasting Ability - - -
- - - Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. - - -
- - - Spell save DC - - - = 8 + your proficiency bonus + your Wisdom modifier - - -
- - - Spell attack modifier - - - = your proficiency bonus + your Wisdom modifier - - -
- - - - Ritual Casting - - -
- - - You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. - - -
- - - - Spellcasting Focus - - -
- - - You can use a druidic focus as a spellcasting focus for your druid spells. - - -
- - - - Wild Shape - - -
- - - Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. - - -
- - - Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed. - - -
- - - Table- Beast Shapes - - -
- - - - - - - - - Level - - - - - - - Max. CR - - - - - - - Limitations - - - - - - - Example - - - - - - - 2nd - - - - - - - 1/4 - - - - - - - No flying or swimming speed - - - - - - - Wolf - - - - - - - 4th - - - - - - - 1/2 - - - - - - - No flying speed - - - - - - - Crocodile - - - - - - - 8th - - - - - - - 1 - - - - - - - - - - - - - - - Giant eagle - - - - - - - - - - - -
- - -
- - - You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. - - -
- - - While you are transformed, the following rules apply: - - -
- - - Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them. - - -
- - - When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. - - -
- - - You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. - - -
- - - You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense. - - -
- - - You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. - - -
- - - - Druid Circle - - -
- - - At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. - - -
- - - - Ability Score Improvement - - -
- - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -
- - - - Timeless Body - - -
- - - Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. - - -
- - - - Beast Spells - - -
- - - Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components. - - -
- - - - Archdruid - - -
- - - At 20th level, you can use your Wild Shape an unlimited number of times. - - -
- - - Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape. - - -
- - - - Druid Circles - - -
- - - - Circle of the Land - - -
- - - The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. - - -
- - - - Bonus Cantrip - - -
- - - When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. - - -
- - - - Natural Recovery - - -
- - - Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. - - -
- - - For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. - - -
- - - - Circle Spells - - -
- - - Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land-arctic, coast, desert, forest, grassland, mountain, or swamp-and consult the associated list of spells. - - -
- - - Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. - - -
- - - Table- Arctic Circle Spells - - -
- - - - - - - Druid Level - - - - - - - Circle Spells - - - - - - - 3rd - - - - - - - hold person, spike growth - - - - - - - 5th - - - - - - - sleet storm, slow - - - - - - - 7th - - - - - - - freedom of movement, ice storm - - - - - - - 9th - - - - - - - commune with nature, cone of cold - - - - - - - -
- - -
- - - Table- Coast Circle Spells - - -
- - - - - - - Druid Level - - - - - - - Circle Spells - - - - - - - 3rd - - - - - - - mirror image, misty step - - - - - - - 5th - - - - - - - water breathing, water walk - - - - - - - 7th - - - - - - - control water, freedom of movement - - - - - - - 9th - - - - - - - conjure elemental, scrying - - - - - - - -
- - -
- - - Table- Desert Circle Spells - - -
- - - - - - - Druid Level - - - - - - - Circle Spells - - - - - - - 3rd - - - - - - - blur, silence - - - - - - - 5th - - - - - - - create food and water, protection from energy - - - - - - - 7th - - - - - - - blight, hallucinatory terrain - - - - - - - 9th - - - - - - - insect plague, wall of stone - - - - - - - -
- - -
- - - Table- Forest Circle Spells - - -
- - - - - - - Druid Level - - - - - - - Circle Spells - - - - - - - 3rd - - - - - - - barkskin, spider climb - - - - - - - 5th - - - - - - - call lightning, plant growth - - - - - - - 7th - - - - - - - divination, freedom of movement - - - - - - - 9th - - - - - - - commune with nature, tree stride - - - - - - - -
- - -
- - - Table- Grassland Circle Spells - - -
- - - - - - - Druid Level - - - - - - - Circle Spells - - - - - - - 3rd - - - - - - - invisibility, pass without trace - - - - - - - 5th - - - - - - - daylight, haste - - - - - - - 7th - - - - - - - divination, freedom of movement - - - - - - - 9th - - - - - - - dream, insect plague - - - - - - - -
- - -
- - - Table- Mountain Circle Spells - - -
- - - - - - - Druid Level - - - - - - - Circle Spells - - - - - - - 3rd - - - - - - - spider climb, spike growth - - - - - - - 5th - - - - - - - lightning bolt, meld into stone - - - - - - - 7th - - - - - - - stone shape, stoneskin - - - - - - - 9th - - - - - - - passwall, wall of stone - - - - - - - -
- - -
- - - Table- Swamp Circle Spells - - -
- - - - - - - Druid Level - - - - - - - Circle Spells - - - - - - - 3rd - - - - - - - acid arrow, darkness - - - - - - - 5th - - - - - - - water walk, stinking cloud - - - - - - - 7th - - - - - - - freedom of movement, locate creature - - - - - - - 9th - - - - - - - insect plague, scrying - - - - - - - -
- - -
- - - - Land’s Stride - - -
- - - Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. - - -
- - - In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the - - - entangle - - - spell. - - -
- - - - Nature’s Ward - - -
- - - When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease. - - -
- - - - Nature’s Sanctuary - - -
- - - When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. - - -
- - - The creature is aware of this effect before it makes its attack against you. - - -
- - - Sacred Plants and Wood - - -
- - - A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe. - - -
- - - Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins. - - -
- - - Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants. - - -
- - - Druids and the Gods - - -
- - - Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples. - - -
- - - - Fighter - - -
- - - - Class Features - - -
- - - As a fighter, you gain the following class features. - - -
- - - - Hit Points - - -
- - - Hit Dice: - - - 1d10 per fighter level - - -
- - - Hit Points at 1st Level: - - - 10 + your Constitution modifier - - -
- - - Hit Points at Higher Levels: - - - 1d10 (or 6) + your Constitution modifier per fighter level after 1st - - -
- - - - Proficiencies - - -
- - - Armor: - - - All armor, shields - - -
- - - Weapons: - - - Simple weapons, martial weapons - - -
- - - Tools: - - - None - - -
- - - Saving Throws: - - - Strength, Constitution - - -
- - - Skills: - - - Choose two skills from Acrobatics, Animal, Handling, Athletics, History, Insight, Intimidation, Perception, and Survival - - -
- - - - Equipment - - -
- - - You start with the following equipment, in addition to the equipment granted by your background: - - -
- - - ( - - - a - - - ) chain mail or ( - - - b - - - ) leather armor, longbow, and 20 arrows - - -
- - - ( - - - a - - - ) a martial weapon and a shield or ( - - - b - - - ) two martial weapons - - -
- - - ( - - - a - - - ) a light crossbow and 20 bolts or ( - - - b - - - ) two handaxes - - -
- - - ( - - - a - - - ) a dungeoneer’s pack or ( - - - b - - - ) an explorer’s pack - - -
- - - Table- The Fighter - - -
- - - - - - - - Level - - - - - - - Proficiency Bonus - - - - - - - Features - - - - - - - 1st - - - - - - - +2 - - - - - - - Fighting Style, Second Wind - - - - - - - 2nd - - - - - - - +2 - - - - - - - Action Surge (one use) - - - - - - - 3rd - - - - - - - +2 - - - - - - - Martial Archetype - - - - - - - 4th - - - - - - - +2 - - - - - - - Ability Score Improvement - - - - - - - 5th - - - - - - - +3 - - - - - - - Extra Attack - - - - - - - 6th - - - - - - - +3 - - - - - - - Ability Score Improvement - - - - - - - 7th - - - - - - - +3 - - - - - - - Martial Archetype Feature - - - - - - - 8th - - - - - - - +3 - - - - - - - Ability Score Improvement - - - - - - - 9th - - - - - - - +4 - - - - - - - Indomitable (one use) - - - - - - - 10th - - - - - - - +4 - - - - - - - Martial Archetype Feature - - - - - - - 11th - - - - - - - +4 - - - - - - - Extra Attack (2) - - - - - - - 12th - - - - - - - +4 - - - - - - - Ability Score Improvement - - - - - - - 13th - - - - - - - +5 - - - - - - - Indomitable (two uses) - - - - - - - 14th - - - - - - - +5 - - - - - - - Ability Score Improvement - - - - - - - 15th - - - - - - - +5 - - - - - - - Martial Archetype Feature - - - - - - - 16th - - - - - - - +5 - - - - - - - Ability Score Improvement - - - - - - - 17th - - - - - - - +6 - - - - - - - Action Surge (two uses), Indomitable (three uses) - - - - - - - 18th - - - - - - - +6 - - - - - - - Martial Archetype Feature - - - - - - - 19th - - - - - - - +6 - - - - - - - Ability Score Improvement - - - - - - - 20th - - - - - - - +6 - - - - - - - Extra Attack (3) - - - - - - - - - -
- - -
- - - - Fighting Style - - -
- - - You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. - - -
- - - - Archery - - -
- - - You gain a +2 bonus to attack rolls you make with ranged weapons. - - -
- - - - Defense - - -
- - - While you are wearing armor, you gain a +1 bonus to AC. - - -
- - - - Dueling - - -
- - - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - - -
- - - - Great Weapon Fighting - - -
- - - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - - -
- - - - Protection - - -
- - - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. - - -
- - - - Two-Weapon Fighting - - -
- - - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. - - -
- - - - Second Wind - - -
- - - You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - - -
- - - - Action Surge - - -
- - - Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. - - -
- - - Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - - -
- - - - Martial Archetype - - -
- - - At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. - - -
- - - - Ability Score Improvement - - -
- - - When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -
- - - - Extra Attack - - -
- - - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - -
- - - The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. - - -
- - - - Indomitable - - -
- - - Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. - - -
- - - You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. - - -
- - - - Martial Archetypes - - -
- - - Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. - - -
- - - - Champion - - -
- - - The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. - - -
- - - - Improved Critical - - -
- - - Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. - - -
- - - - Remarkable Athlete - - -
- - - Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. - - -
- - - In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. - - -
- - - - Additional Fighting Style - - -
- - - At 10th level, you can choose a second option from the Fighting Style class feature. - - -
- - - - Superior Critical - - -
- - - Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. - - -
- - - - Survivor - - -
- - - At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. - - -
- - - - Monk - - -
- - - - Class Features - - -
- - - As a monk, you gain the following class features. - - -
- - - - Hit Points - - -
- - - Hit Dice: - - - 1d8 per monk level - - -
- - - Hit Points at 1st Level: - - - 8 + your Constitution modifier - - -
- - - Hit Points at Higher Levels: - - - 1d8 (or 5) + your Constitution modifier per monk level after 1st - - -
- - - - Proficiencies - - -
- - - Armor: - - - None - - -
- - - Weapons: - - - Simple weapons, shortswords - - -
- - - Tools: - - - Choose one type of artisan’s tools or one musical instrument - - -
- - - Saving Throws: - - - Strength, Dexterity - - -
- - - Skills: - - - Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth - - -
- - - - Equipment - - -
- - - You start with the following equipment, in addition to the equipment granted by your background: - - -
- - - ( - - - a - - - ) a shortsword or ( - - - b - - - ) any simple weapon - - -
- - - ( - - - a - - - ) a dungeoneer’s pack or ( - - - b - - - ) an explorer’s pack - - -
- - - 10 darts - - -
- - - Table- The Monk - - -
- - - - - - - - - - - Level - - - - - - - Proficiency Bonus - - - - - - - Martial Arts - - - - - - - Ki Points - - - - - - - Unarmored Movement - - - - - - - Features - - - - - - - 1st - - - - - - - +2 - - - - - - - 1d4 - - - - - - - - - - - - - - - - - - - - - - - Unarmored Defense, Martial Arts - - - - - - - 2nd - - - - - - - +2 - - - - - - - 1d4 - - - - - - - 2 - - - - - - - +10 ft. - - - - - - - Ki, Unarmored Movement - - - - - - - 3rd - - - - - - - +2 - - - - - - - 1d4 - - - - - - - 3 - - - - - - - +10 ft. - - - - - - - Monastic Tradition, Deflect Missiles - - - - - - - 4th - - - - - - - +2 - - - - - - - 1d4 - - - - - - - 4 - - - - - - - +10 ft. - - - - - - - Ability Score Improvement, Slow Fall - - - - - - - 5th - - - - - - - +3 - - - - - - - 1d6 - - - - - - - 5 - - - - - - - +10 ft. - - - - - - - Extra Attack, Stunning Strike - - - - - - - 6th - - - - - - - +3 - - - - - - - 1d6 - - - - - - - 6 - - - - - - - +15 ft. - - - - - - - Ki-Empowered Strikes, Monastic Tradition Feature - - - - - - - 7th - - - - - - - +3 - - - - - - - 1d6 - - - - - - - 7 - - - - - - - +15 ft. - - - - - - - Evasion, Stillness of Mind - - - - - - - 8th - - - - - - - +3 - - - - - - - 1d6 - - - - - - - 8 - - - - - - - +15 ft. - - - - - - - Ability Score Improvement - - - - - - - 9th - - - - - - - +4 - - - - - - - 1d6 - - - - - - - 9 - - - - - - - +15 ft. - - - - - - - Unarmored Movement improvement - - - - - - - 10th - - - - - - - +4 - - - - - - - 1d6 - - - - - - - 10 - - - - - - - +20 ft. - - - - - - - Purity of Body - - - - - - - 11th - - - - - - - +4 - - - - - - - 1d8 - - - - - - - 11 - - - - - - - +20 ft. - - - - - - - Monastic Tradition Feature - - - - - - - 12th - - - - - - - +4 - - - - - - - 1d8 - - - - - - - 12 - - - - - - - +20 ft. - - - - - - - Ability Score Improvement - - - - - - - 13th - - - - - - - +5 - - - - - - - 1d8 - - - - - - - 13 - - - - - - - +20 ft. - - - - - - - Tongue of the Sun and Moon - - - - - - - 14th - - - - - - - +5 - - - - - - - 1d8 - - - - - - - 14 - - - - - - - +25 ft. - - - - - - - Diamond Soul - - - - - - - 15th - - - - - - - +5 - - - - - - - 1d8 - - - - - - - 15 - - - - - - - +25 ft. - - - - - - - Timeless Body - - - - - - - 16th - - - - - - - +5 - - - - - - - 1d8 - - - - - - - 16 - - - - - - - +25 ft. - - - - - - - Ability Score Improvement - - - - - - - 17th - - - - - - - +6 - - - - - - - 1d10 - - - - - - - 17 - - - - - - - +25 ft. - - - - - - - Monastic Tradition Feature - - - - - - - 18th - - - - - - - +6 - - - - - - - 1d10 - - - - - - - 18 - - - - - - - +30 ft. - - - - - - - Empty Body - - - - - - - 19th - - - - - - - +6 - - - - - - - 1d10 - - - - - - - 19 - - - - - - - +30 ft. - - - - - - - Ability Score Improvement - - - - - - - 20th - - - - - - - +6 - - - - - - - 1d10 - - - - - - - 20 - - - - - - - +30 ft. - - - - - - - Perfect Self - - - - - - - - - - - - - - - -
- - -
- - - - Unarmored Defense - - -
- - - Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. - - -
- - - - Martial Arts - - -
- - - At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two- handed or heavy property. - - -
- - - You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield: - - -
- - - You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. - - -
- - - You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. - - -
- - - When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. - - -
- - - Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon. - - -
- - - - Ki - - -
- - - Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. - - -
- - - You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. - - -
- - - When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. - - -
- - - Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: - - -
- - - Ki save DC - - - = 8 + your proficiency bonus + your Wisdom modifier - - -
- - - - Flurry of Blows - - -
- - - Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. - - -
- - - - Patient Defense - - -
- - - You can spend 1 ki point to take the Dodge action as a bonus action on your turn. - - -
- - - - Step of the Wind - - -
- - - You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. - - -
- - - - Unarmored Movement - - -
- - - Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. - - -
- - - At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. - - -
- - - - Monastic Tradition - - -
- - - When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. - - -
- - - - Deflect Missiles - - -
- - - Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. - - -
- - - If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. - - -
- - - - Ability Score Improvement - - -
- - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -
- - - - Slow Fall - - -
- - - Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. - - -
- - - - Extra Attack - - -
- - - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - -
- - - - Stunning Strike - - -
- - - Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. - - -
- - - - Ki-Empowered Strikes - - -
- - - Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - - -
- - - - Evasion - - -
- - - At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a - - - fireball - - - spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. - - -
- - - - Stillness of Mind - - -
- - - Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. - - -
- - - - Purity of Body - - -
- - - At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. - - -
- - - - Tongue of the Sun and Moon - - -
- - - Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. - - -
- - - - Diamond Soul - - -
- - - Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. - - -
- - - Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. - - -
- - - - Timeless Body - - -
- - - At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water. - - -
- - - - Empty Body - - -
- - - Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. - - -
- - - Additionally, you can spend 8 ki points to cast the - - - astral projection - - - spell, without needing material components. When you do so, you can’t take any other creatures with you. - - -
- - - - Perfect Self - - -
- - - At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. - - -
- - - - Monastic Traditions - - -
- - - Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level. - - -
- - - - Way of the Open Hand - - -
- - - Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. - - -
- - - - Open Hand Technique - - -
- - - Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: - - -
- - - It must succeed on a Dexterity saving throw or be knocked prone. - - -
- - - It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. - - -
- - - It can’t take reactions until the end of your next turn. - - -
- - - - Wholeness of Body - - -
- - - At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. - - -
- - - - Tranquility - - -
- - - Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a - - - sanctuary - - - spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. - - -
- - - - Quivering Palm - - -
- - - At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. - - -
- - - You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. - - -
- - - - Paladin - - -
- - - - Class Features - - -
- - - As a paladin, you gain the following class features. - - -
- - - - Hit Points - - -
- - - Hit Dice: - - - 1d10 per paladin level - - -
- - - Hit Points at 1st Level: - - - 10 + your Constitution modifier - - -
- - - Hit Points at Higher Levels: - - - 1d10 (or 6) + your Constitution modifier per paladin level after 1st - - -
- - - - Proficiencies - - -
- - - Armor: - - - All armor, shields - - -
- - - Weapons: - - - Simple weapons, martial weapons - - -
- - - Tools: - - - None - - -
- - - Saving Throws: - - - Wisdom, Charisma - - -
- - - Skills: - - - Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion - - -
- - - - Equipment - - -
- - - You start with the following equipment, in addition to the equipment granted by your background: - - -
- - - ( - - - a - - - ) a martial weapon and a shield or ( - - - b - - - ) two martial weapons - - -
- - - ( - - - a - - - ) five javelins or ( - - - b - - - ) any simple melee weapon - - -
- - - ( - - - a - - - ) a priest’s pack or ( - - - b - - - ) an explorer’s pack - - -
- - - Chain mail and a holy symbol - - -
- - - Table- The Paladin - - -
- - - - - - - - - - - - - Level - - - - - - - Proficiency Bonus - - - - - - - Features - - - - - - - 1st - - - - - - - 2nd - - - - - - - 3rd - - - - - - - 4th - - - - - - - 5th - - - - - - - 1st - - - - - - - +2 - - - - - - - Divine Sense, Lay on Hands - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2nd - - - - - - - +2 - - - - - - - Fighting Style, Spellcasting, Divine Smite - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 3rd - - - - - - - +2 - - - - - - - Divine Health, Sacred Oath - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 4th - - - - - - - +2 - - - - - - - Ability Score Improvement - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5th - - - - - - - +3 - - - - - - - Extra Attack - - - - - - - 4 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 6th - - - - - - - +3 - - - - - - - Aura of Protection - - - - - - - 4 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 7th - - - - - - - +3 - - - - - - - Sacred Oath feature - - - - - - - 4 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 8th - - - - - - - +3 - - - - - - - Ability Score Improvement - - - - - - - 4 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 9th - - - - - - - +4 - - - - - - - - - - - - - - - 4 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - 10th - - - - - - - +4 - - - - - - - Aura of Courage - - - - - - - 4 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - 11th - - - - - - - +4 - - - - - - - Improved Divine Smite - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - 12th - - - - - - - +4 - - - - - - - Ability Score Improvement - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - 13th - - - - - - - +5 - - - - - - - - - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - - - - - - - - - 14th - - - - - - - +5 - - - - - - - Cleansing Touch - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - - - - - - - - - 15th - - - - - - - +5 - - - - - - - Sacred Oath feature - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - 16th - - - - - - - +5 - - - - - - - Ability Score Improvement - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - 17th - - - - - - - +6 - - - - - - - - - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - 18th - - - - - - - +6 - - - - - - - Aura improvements - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - 19th - - - - - - - +6 - - - - - - - Ability Score Improvement - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 20th - - - - - - - +6 - - - - - - - Sacred Oath feature - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - -
- - -
- - - - Divine Sense - - -
- - - The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the - - - hallow - - - spell. - - -
- - - You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. - - -
- - - - Lay on Hands - - -
- - - Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. - - -
- - - As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. - - -
- - - Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. - - -
- - - This feature has no effect on undead and constructs. - - -
- - - - Fighting Style - - -
- - - At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. - - -
- - - - Defense - - -
- - - While you are wearing armor, you gain a +1 bonus to AC. - - -
- - - - Dueling - - -
- - - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - - -
- - - - Great Weapon Fighting - - -
- - - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. - - -
- - - - Protection - - -
- - - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. - - -
- - - - Spellcasting - - -
- - - By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. - - -
- - - - Preparing and Casting Spells - - -
- - - The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - - -
- - - You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. - - -
- - - For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell - - - cure wounds - - - , you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesn’t remove it from your list of prepared spells. - - -
- - - You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. - - -
- - - - Spellcasting Ability - - -
- - - Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. - - -
- - - Spell save DC - - - = 8 + your proficiency bonus + your Charisma modifier - - -
- - - Spell attack modifier - - - = your proficiency bonus + your Charisma modifier - - -
- - - - Spellcasting Focus - - -
- - - You can use a holy symbol as a spellcasting focus for your paladin spells. - - -
- - - - Divine Smite - - -
- - - Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. - - -
- - - - Divine Health - - -
- - - By 3rd level, the divine magic flowing through you makes you immune to disease. - - -
- - - - Sacred Oath - - -
- - - When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. - - -
- - - Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. - - -
- - - - Oath Spells - - -
- - - Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day. - - -
- - - If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you. - - -
- - - - Channel Divinity - - -
- - - Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. - - -
- - - When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. - - -
- - - Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. - - -
- - - - Ability Score Improvement - - -
- - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -
- - - - Extra Attack - - -
- - - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - -
- - - - Aura of Protection - - -
- - - Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. - - -
- - - At 18th level, the range of this aura increases to 30 feet. - - -
- - - - Aura of Courage - - -
- - - Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. - - -
- - - At 18th level, the range of this aura increases to 30 feet. - - -
- - - - Improved Divine Smite - - -
- - - By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite. - - -
- - - - Cleansing Touch - - -
- - - Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. - - -
- - - You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. - - -
- - - - Sacred Oaths - - -
- - - Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart. - - -
- - - - Oath of Devotion - - -
- - - The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels-the perfect servants of good-as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. - - -
- - - - Tenets of Devotion - - -
- - - Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. - - -
- - - Honesty - - - . Don’t lie or cheat. Let your word be your promise. - - -
- - - Courage - - - . Never fear to act, though caution is wise. - - -
- - - Compassion - - - . Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. - - -
- - - Honor - - - . Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. - - -
- - - Duty - - - . Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. - - -
- - - - Oath Spells - - -
- - - You gain oath spells at the paladin levels listed. - - -
- - - Table- Oath of Devotion Spells - - -
- - - - - - - Level - - - - - - - Paladin Spells - - - - - - - 3rd - - - - - - - protection from evil and good, sanctuary - - - - - - - 5th - - - - - - - lesser restoration, zone of truth - - - - - - - 9th - - - - - - - beacon of hope, dispel magic - - - - - - - 13th - - - - - - - freedom of movement, guardian of faith - - - - - - - 17th - - - - - - - commune, flame strike - - - - - - - -
- - -
- - - - Channel Divinity - - -
- - - When you take this oath at 3rd level, you gain the following two Channel Divinity options. - - -
- - - Sacred Weapon - - - . As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. - - -
- - - You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. - - -
- - - Turn the Unholy - - - . As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. - - -
- - - A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. - - -
- - - - Aura of Devotion - - -
- - - Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. - - -
- - - At 18th level, the range of this aura increases to 30 feet. - - -
- - - - Purity of Spirit - - -
- - - Beginning at 15th level, you are always under the effects of a - - - protection from evil and good - - - spell. - - -
- - - - Holy Nimbus - - -
- - - At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. - - -
- - - Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. - - -
- - - In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. - - -
- - - Once you use this feature, you can’t use it again until you finish a long rest. - - -
- - - Breaking Your Oath - - -
- - - A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. - - -
- - - A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all- night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. - - -
- - - If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another. - - -
- - - - Ranger - - -
- - - - Class Features - - -
- - - As a ranger, you gain the following class features. - - -
- - - - Hit Points - - -
- - - Hit Dice: - - - 1d10 per ranger level - - -
- - - Hit Points at 1st Level: - - - 10 + your Constitution modifier - - -
- - - Hit Points at Higher Levels: - - - 1d10 (or 6) + your Constitution modifier per ranger level after 1st - - -
- - - - Proficiencies - - -
- - - Armor: - - - Light armor, medium armor, shields - - -
- - - Weapons: - - - Simple weapons, martial weapons - - -
- - - Tools: - - - None - - -
- - - Saving Throws: - - - Strength, Dexterity - - -
- - - Skills: - - - Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival - - -
- - - - Equipment - - -
- - - You start with the following equipment, in addition to the equipment granted by your background: - - -
- - - ( - - - a - - - ) scale mail or ( - - - b - - - ) leather armor - - -
- - - ( - - - a - - - ) two shortswords or ( - - - b - - - ) two simple melee weapons - - -
- - - ( - - - a - - - ) a dungeoneer’s pack or ( - - - b - - - ) an explorer’s pack - - -
- - - A longbow and a quiver of 20 arrows - - -
- - - Table- The Ranger - - -
- - - - - - - - - - - - - - Level - - - - - - - Proficiency Bonus - - - - - - - Features - - - - - - - Spells Known - - - - - - - 1st - - - - - - - 2nd - - - - - - - 3rd - - - - - - - 4th - - - - - - - 5th - - - - - - - 1st - - - - - - - +2 - - - - - - - Favored Enemy, Natural Explorer - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2nd - - - - - - - +2 - - - - - - - Fighting Style, Spellcasting - - - - - - - 2 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 3rd - - - - - - - +2 - - - - - - - Ranger Archetype, Primeval Awareness - - - - - - - 3 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 4th - - - - - - - +2 - - - - - - - Ability Score Improvement - - - - - - - 3 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5th - - - - - - - +3 - - - - - - - Extra Attack - - - - - - - 4 - - - - - - - 4 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 6th - - - - - - - +3 - - - - - - - Favored Enemy and Natural Explorer improvements - - - - - - - 4 - - - - - - - 4 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 7th - - - - - - - +3 - - - - - - - Ranger Archetype feature - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 8th - - - - - - - +3 - - - - - - - Ability Score Improvement, Land’s Stride - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 9th - - - - - - - +4 - - - - - - - - - - - - - - - 6 - - - - - - - 4 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - 10th - - - - - - - +4 - - - - - - - Natural Explorer improvement, Hide in Plain Sight - - - - - - - 6 - - - - - - - 4 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - 11th - - - - - - - +4 - - - - - - - Ranger Archetype feature - - - - - - - 7 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - 12th - - - - - - - +4 - - - - - - - Ability Score Improvement - - - - - - - 7 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - 13th - - - - - - - +5 - - - - - - - - - - - - - - - 8 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - - - - - - - - - 14th - - - - - - - +5 - - - - - - - Favored Enemy improvement, Vanish - - - - - - - 8 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - - - - - - - - - 15th - - - - - - - +5 - - - - - - - Ranger Archetype feature - - - - - - - 9 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - 16th - - - - - - - +5 - - - - - - - Ability Score Improvement - - - - - - - 9 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - 17th - - - - - - - +6 - - - - - - - - - - - - - - - 10 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - 18th - - - - - - - +6 - - - - - - - Feral Senses - - - - - - - 10 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - 19th - - - - - - - +6 - - - - - - - Ability Score Improvement - - - - - - - 11 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 20th - - - - - - - +6 - - - - - - - Foe Slayer - - - - - - - 11 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - -
- - -
- - - - Favored Enemy - - -
- - - Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. - - -
- - - Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. - - -
- - - You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. - - -
- - - When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. - - -
- - - You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. - - -
- - - - Natural Explorer - - -
- - - You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. - - -
- - - While traveling for an hour or more in your favored terrain, you gain the following benefits: - - -
- - - Difficult terrain doesn’t slow your group’s travel. - - -
- - - Your group can’t become lost except by magical means. - - -
- - - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - - -
- - - If you are traveling alone, you can move stealthily at a normal pace. - - -
- - - When you forage, you find twice as much food as you normally would. - - -
- - - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. - - -
- - - You choose additional favored terrain types at 6th and 10th level. - - -
- - - - Fighting Style - - -
- - - At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. - - -
- - - - Archery - - -
- - - You gain a +2 bonus to attack rolls you make with ranged weapons. - - -
- - - - Defense - - -
- - - While you are wearing armor, you gain a +1 bonus to AC. - - -
- - - - Dueling - - -
- - - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - - -
- - - - Two-Weapon Fighting - - -
- - - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. - - -
- - - - Spellcasting - - -
- - - By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See the general rules for spellcasting and the ranger spell list. - - -
- - - - Spell Slots - - -
- - - The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - - -
- - - For example, if you know the 1st-level spell - - - animal friendship - - - and have a 1st-level and a 2nd-level spell slot available, you can cast - - - animal friendship - - - using either slot. - - -
- - - - Spells Known of 1st Level and Higher - - -
- - - You know two 1st-level spells of your choice from the ranger spell list. - - -
- - - The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. - - -
- - - Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. - - -
- - - - Spellcasting Ability - - -
- - - Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. - - -
- - - Spell save DC - - - = 8 + your proficiency bonus + your Wisdom modifier - - -
- - - Spell attack modifier - - - = your proficiency bonus + your Wisdom modifier - - -
- - - - Ranger Archetype - - -
- - - At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. - - -
- - - - Primeval Awareness - - -
- - - Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. - - -
- - - - Ability Score Improvement - - -
- - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -
- - - - Extra Attack - - -
- - - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - -
- - - - Land’s Stride - - -
- - - Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. - - -
- - - In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the - - - entangle - - - spell. - - -
- - - - Hide in Plain Sight - - -
- - - Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. - - -
- - - Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. - - -
- - - - Vanish - - -
- - - Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. - - -
- - - - Feral Senses - - -
- - - At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. - - -
- - - You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. - - -
- - - - Foe Slayer - - -
- - - At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. - - -
- - - - Ranger Archetypes - - -
- - - The ideal of the ranger has two classic expressions: the Hunter and the Beast Master. - - -
- - - - Hunter - - -
- - - Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. - - -
- - - - Hunter’s Prey - - -
- - - At 3rd level, you gain one of the following features of your choice. - - -
- - - Colossus Slayer - - - . Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. - - -
- - - Giant Killer - - - . When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. - - -
- - - Horde Breaker - - - . Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. - - -
- - - - Defensive Tactics - - -
- - - At 7th level, you gain one of the following features of your choice. - - -
- - - Escape the Horde - - - . Opportunity attacks against you are made with disadvantage. - - -
- - - Multiattack Defense - - - . When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. - - -
- - - Steel Will - - - . You have advantage on saving throws against being frightened. - - -
- - - - Multiattack - - -
- - - At 11th level, you gain one of the following features of your choice. - - -
- - - Volley - - - . You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. - - -
- - - Whirlwind Attack - - - . You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. - - -
- - - - Superior Hunter’s Defense - - -
- - - At 15th level, you gain one of the following features of your choice. - - -
- - - Evasion - - - . When you are subjected to an effect, such as a red dragon’s fiery breath or a - - - lightning bolt - - - spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. - - -
- - - Stand Against the Tide - - - . When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. - - -
- - - Uncanny Dodge - - - . When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. - - -
- - - - Rogue - - -
- - - - Class Features - - -
- - - As a rogue, you have the following class features. - - -
- - - - Hit Points - - -
- - - Hit Dice: - - - 1d8 per rogue level - - -
- - - Hit Points at 1st Level: - - - 8 + your Constitution modifier - - -
- - - Hit Points at Higher Levels: - - - 1d8 (or 5) + your Constitution modifier per rogue level after 1st - - -
- - - - Proficiencies - - -
- - - Armor: - - - Light armor - - -
- - - Weapons: - - - Simple weapons, hand crossbows, longswords, rapiers, shortswords - - -
- - - Tools: - - - Thieves’ tools - - -
- - - Saving Throws: - - - Dexterity, Intelligence - - -
- - - Skills: - - - Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth - - -
- - - - Equipment - - -
- - - You start with the following equipment, in addition to the equipment granted by your background: - - -
- - - ( - - - a - - - ) a rapier or ( - - - b - - - ) a shortsword - - -
- - - ( - - - a - - - ) a shortbow and quiver of 20 arrows or ( - - - b - - - ) a shortsword - - -
- - - ( - - - a - - - ) a burglar’s pack, ( - - - b - - - ) a dungeoneer’s pack, or ( - - - c - - - ) an explorer’s pack - - -
- - - Leather armor, two daggers, and thieves’ tools - - -
- - - Table- The Rogue - - -
- - - - - - - - - Level - - - - - - - Proficiency Bonus - - - - - - - Sneak Attack - - - - - - - Features - - - - - - - 1st - - - - - - - +2 - - - - - - - 1d6 - - - - - - - Expertise, Sneak Attack, Thieves’ Cant - - - - - - - 2nd - - - - - - - +2 - - - - - - - 1d6 - - - - - - - Cunning Action - - - - - - - 3rd - - - - - - - +2 - - - - - - - 2d6 - - - - - - - Roguish Archetype - - - - - - - 4th - - - - - - - +2 - - - - - - - 2d6 - - - - - - - Ability Score Improvement - - - - - - - 5th - - - - - - - +3 - - - - - - - 3d6 - - - - - - - Uncanny Dodge - - - - - - - 6th - - - - - - - +3 - - - - - - - 3d6 - - - - - - - Expertise - - - - - - - 7th - - - - - - - +3 - - - - - - - 4d6 - - - - - - - Evasion - - - - - - - 8th - - - - - - - +3 - - - - - - - 4d6 - - - - - - - Ability Score Improvement - - - - - - - 9th - - - - - - - +4 - - - - - - - 5d6 - - - - - - - Roguish Archetype feature - - - - - - - 10th - - - - - - - +4 - - - - - - - 5d6 - - - - - - - Ability Score Improvement - - - - - - - 11th - - - - - - - +4 - - - - - - - 6d6 - - - - - - - Reliable Talent - - - - - - - 12th - - - - - - - +4 - - - - - - - 6d6 - - - - - - - Ability Score Improvement - - - - - - - 13th - - - - - - - +5 - - - - - - - 7d6 - - - - - - - Roguish Archetype Feature - - - - - - - 14th - - - - - - - +5 - - - - - - - 7d6 - - - - - - - Blindsense - - - - - - - 15th - - - - - - - +5 - - - - - - - 8d6 - - - - - - - Slippery Mind - - - - - - - 16th - - - - - - - +5 - - - - - - - 8d6 - - - - - - - Ability Score Improvement - - - - - - - 17th - - - - - - - +6 - - - - - - - 9d6 - - - - - - - Roguish Archetype Feature - - - - - - - 18th - - - - - - - +6 - - - - - - - 9d6 - - - - - - - Elusive - - - - - - - 19th - - - - - - - +6 - - - - - - - 10d6 - - - - - - - Ability Score Improvement - - - - - - - 20th - - - - - - - +6 - - - - - - - 10d6 - - - - - - - Stroke of Luck - - - - - - - - - - - -
- - -
- - - - Expertise - - -
- - - At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. - - -
- - - At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. - - -
- - - - Sneak Attack - - -
- - - Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. - - -
- - - You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. - - -
- - - The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. - - -
- - - - Thieves’ Cant - - -
- - - During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. - - -
- - - In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. - - -
- - - - Cunning Action - - -
- - - Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. - - -
- - - - Roguish Archetype - - -
- - - At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. - - -
- - - - Ability Score Improvement - - -
- - - When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -
- - - - Uncanny Dodge - - -
- - - Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. - - -
- - - - Evasion - - -
- - - Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an - - - ice storm - - - spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. - - -
- - - - Reliable Talent - - -
- - - By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. - - -
- - - - Blindsense - - -
- - - Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. - - -
- - - - Slippery Mind - - -
- - - By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. - - -
- - - - Elusive - - -
- - - Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated. - - -
- - - - Stroke of Luck - - -
- - - At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. - - -
- - - Once you use this feature, you can’t use it again until you finish a short or long rest. - - -
- - - - Roguish Archetypes - - -
- - - Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus-not necessarily an indication of your chosen profession, but a description of your preferred techniques. - - -
- - - - Thief - - -
- - - You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ. - - -
- - - - Fast Hands - - -
- - - Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. - - -
- - - - Second-Story Work - - -
- - - When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. - - -
- - - In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. - - -
- - - - Supreme Sneak - - -
- - - Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. - - -
- - - - Use Magic Device - - -
- - - By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. - - -
- - - - Thief’s Reflexes - - -
- - - When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised. - - -
- - - - Sorcerer - - -
- - - - Class Features - - -
- - - As a sorcerer, you gain the following class features. - - -
- - - - Hit Points - - -
- - - Hit Dice: - - - 1d6 per sorcerer level - - -
- - - Hit Points at 1st Level: - - - 6 + your Constitution modifier - - -
- - - Hit Points at Higher Levels: - - - 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st - - -
- - - - Proficiencies - - -
- - - Armor: - - - None - - -
- - - Weapons: - - - Daggers, darts, slings, quarterstaffs, light crossbows - - -
- - - Tools: - - - None - - -
- - - Saving Throws: - - - Constitution, Charisma - - -
- - - Skills: - - - Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion - - -
- - - - Equipment - - -
- - - You start with the following equipment, in addition to the equipment granted by your background: - - -
- - - ( - - - a - - - ) a light crossbow and 20 bolts or ( - - - b - - - ) any simple weapon - - -
- - - ( - - - a - - - ) a component pouch or ( - - - b - - - ) an arcane focus - - -
- - - ( - - - a - - - ) a dungeoneer’s pack or ( - - - b - - - ) an explorer’s pack - - -
- - - Two daggers - - -
- - - Table- The Sorcerer - - -
- - - - - - - - - - - - - - - - - - - - Level - - - - - - - Proficiency Bonus - - - - - - - Sorcery Points - - - - - - - Features - - - - - - - Cantrips Known - - - - - - - Spells Known - - - - - - - 1st - - - - - - - 2nd - - - - - - - 3rd - - - - - - - 4th - - - - - - - 5th - - - - - - - 6th - - - - - - - 7th - - - - - - - 8th - - - - - - - 9th - - - - - - - 1st - - - - - - - +2 - - - - - - - - - - - - - - - Spellcasting, Sorcerous Origin - - - - - - - 4 - - - - - - - 2 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2nd - - - - - - - +2 - - - - - - - 2 - - - - - - - Font of Magic - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 3rd - - - - - - - +2 - - - - - - - 3 - - - - - - - Metamagic - - - - - - - 4 - - - - - - - 4 - - - - - - - 4 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 4th - - - - - - - +2 - - - - - - - 4 - - - - - - - Ability Score Improvement - - - - - - - 5 - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5th - - - - - - - +3 - - - - - - - 5 - - - - - - - - - - - - - - - 5 - - - - - - - 6 - - - - - - - 4 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 6th - - - - - - - +3 - - - - - - - 6 - - - - - - - Sorcerous Origin Feature - - - - - - - 5 - - - - - - - 7 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 7th - - - - - - - +3 - - - - - - - 7 - - - - - - - - - - - - - - - 5 - - - - - - - 8 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 8th - - - - - - - +3 - - - - - - - 8 - - - - - - - Ability Score Improvement - - - - - - - 5 - - - - - - - 9 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 9th - - - - - - - +4 - - - - - - - 9 - - - - - - - - - - - - - - - 5 - - - - - - - 10 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 10th - - - - - - - +4 - - - - - - - 10 - - - - - - - Metamagic - - - - - - - 6 - - - - - - - 11 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 11th - - - - - - - +4 - - - - - - - 11 - - - - - - - - - - - - - - - 6 - - - - - - - 12 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 12th - - - - - - - +4 - - - - - - - 12 - - - - - - - Ability Score Improvement - - - - - - - 6 - - - - - - - 12 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 13th - - - - - - - +5 - - - - - - - 13 - - - - - - - - - - - - - - - 6 - - - - - - - 13 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - 14th - - - - - - - +5 - - - - - - - 14 - - - - - - - Sorcerous Origin Feature - - - - - - - 6 - - - - - - - 13 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - 15th - - - - - - - +5 - - - - - - - 15 - - - - - - - - - - - - - - - 6 - - - - - - - 14 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - 16th - - - - - - - +5 - - - - - - - 16 - - - - - - - Ability Score Improvement - - - - - - - 6 - - - - - - - 14 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - 17th - - - - - - - +6 - - - - - - - 17 - - - - - - - Metamagic - - - - - - - 6 - - - - - - - 15 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 18th - - - - - - - +6 - - - - - - - 18 - - - - - - - Sorcerous Origin Feature - - - - - - - 6 - - - - - - - 15 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 19th - - - - - - - +6 - - - - - - - 19 - - - - - - - Ability Score Improvement - - - - - - - 6 - - - - - - - 15 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 20th - - - - - - - +6 - - - - - - - 20 - - - - - - - Sorcerous Restoration - - - - - - - 6 - - - - - - - 15 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - -
- - - - Spellcasting - - -
- - - An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. - - -
- - - - Cantrips - - -
- - - At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. - - -
- - - - Spell Slots - - -
- - - The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - - -
- - - For example, if you know the 1st-level spell - - - burning hands - - - and have a 1st-level and a 2nd-level spell slot available, you can cast - - - burning hands - - - using either slot. - - -
- - - - Spells Known of 1st Level and Higher - - -
- - - You know two 1st-level spells of your choice from the sorcerer spell list. - - -
- - - The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. - - -
- - - Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. - - -
- - - - Spellcasting Ability - - -
- - - Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. - - -
- - - Spell save DC - - - = 8 + your proficiency bonus + your Charisma modifier - - -
- - - Spell attack modifier - - - = your proficiency bonus + your Charisma modifier - - -
- - - - Spellcasting Focus - - -
- - - You can use an arcane focus as a spellcasting focus for your sorcerer spells. - - -
- - - - Sorcerous Origin - - -
- - - Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. - - -
- - - Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. - - -
- - - - Font of Magic - - -
- - - At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. - - -
- - - - Sorcery Points - - -
- - - You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. - - -
- - - - Flexible Casting - - -
- - - You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Any spell slot you create with this feature vanishes when you finish a long rest. - - -
- - - Creating Spell Slots - - - . You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. - - -
- - - Any spell slot you create with this feature vanishes when you finish a long rest. - - -
- - - Table- Creating Spell Slots - - -
- - - - - - - Spell Slot Level - - - - - - - Sorcery Point Cost - - - - - - - 1st - - - - - - - 2 - - - - - - - 2nd - - - - - - - 3 - - - - - - - 3rd - - - - - - - 5 - - - - - - - 4th - - - - - - - 6 - - - - - - - 5th - - - - - - - 7 - - - - - - - -
- - -
- - - Converting a Spell Slot to Sorcery Points - - - . As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level. - - -
- - - - Metamagic - - -
- - - At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. - - -
- - - You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. - - -
- - - - Careful Spell - - -
- - - When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. - - -
- - - - Distant Spell - - -
- - - When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. - - -
- - - When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. - - -
- - - - Empowered Spell - - -
- - - When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. - - -
- - - You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. - - -
- - - - Extended Spell - - -
- - - When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. - - -
- - - - Heightened Spell - - -
- - - When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. - - -
- - - - Quickened Spell - - -
- - - When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. - - -
- - - - Subtle Spell - - -
- - - When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. - - -
- - - - Twinned Spell - - -
- - - When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). - - -
- - - To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, - - - magic missile - - - and - - - scorching ray - - - aren’t eligible, but - - - ray of frost - - - and - - - chromatic orb - - - are. - - -
- - - - Ability Score Improvement - - -
- - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -
- - - - Sorcerous Restoration - - -
- - - At 20th level, you regain 4 expended sorcery points whenever you finish a short rest. - - -
- - - - Sorcerous Origins - - -
- - - Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic. - - -
- - - - Draconic Bloodline - - -
- - - Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. - - -
- - - - Dragon Ancestor - - -
- - - At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. - - -
- - - Table- Draconic Ancestry - - -
- - - - - - - Dragon - - - - - - - Damage Type - - - - - - - Black - - - - - - - Acid - - - - - - - Blue - - - - - - - Lightning - - - - - - - Brass - - - - - - - Fire - - - - - - - Bronze - - - - - - - Lightning - - - - - - - Copper - - - - - - - Acid - - - - - - - Gold - - - - - - - Fire - - - - - - - Green - - - - - - - Poison - - - - - - - Red - - - - - - - Fire - - - - - - - Silver - - - - - - - Cold - - - - - - - White - - - - - - - Cold - - - - - - - -
- - -
- - - You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. - - -
- - - - Draconic Resilience - - -
- - - As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. - - -
- - - Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. - - -
- - - - Elemental Affinity - - -
- - - Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour. - - -
- - - - Dragon Wings - - -
- - - At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. - - -
- - - You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. - - -
- - - - Draconic Presence - - -
- - - Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. - - -
- - - - Warlock - - -
- - - - Class Features - - -
- - - As a warlock, you gain the following class features. - - -
- - - - Hit Points - - -
- - - Hit Dice: - - - 1d8 per warlock level - - -
- - - Hit Points at 1st Level: - - - 8 + your Constitution modifier - - -
- - - Hit Points at Higher Levels: - - - 1d8 (or 5) + your Constitution modifier per warlock level after 1st - - -
- - - - Proficiencies - - -
- - - Armor: - - - Light armor - - -
- - - Weapons: - - - Simple weapons - - -
- - - Tools: - - - None - - -
- - - Saving Throws: - - - Wisdom, Charisma - - -
- - - Skills: - - - Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion - - -
- - - - Equipment - - -
- - - You start with the following equipment, in addition to the equipment granted by your background: - - -
- - - ( - - - a - - - ) a light crossbow and 20 bolts or ( - - - b - - - ) any simple weapon - - -
- - - ( - - - a - - - ) a component pouch or ( - - - b - - - ) an arcane focus - - -
- - - ( - - - a - - - ) a scholar’s pack or ( - - - b - - - ) a dungeoneer’s pack - - -
- - - Leather armor, any simple weapon, and two daggers - - -
- - - Table- The Warlock - - -
- - - - - - - - - - - - - Level - - - - - - - Proficiency Bonus - - - - - - - Features - - - - - - - Cantrips Known - - - - - - - Spells Known - - - - - - - Spell Slots - - - - - - - Slot Level - - - - - - - Invocations Known - - - - - - - 1st - - - - - - - +2 - - - - - - - Otherworldly Patron, Pact Magic - - - - - - - 2 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1st - - - - - - - - - - - - - - - 2nd - - - - - - - +2 - - - - - - - Eldritch Invocations - - - - - - - 2 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1st - - - - - - - 2 - - - - - - - 3rd - - - - - - - +2 - - - - - - - Pact Boon - - - - - - - 2 - - - - - - - 4 - - - - - - - 2 - - - - - - - 2nd - - - - - - - 2 - - - - - - - 4th - - - - - - - +2 - - - - - - - Ability Score Improvement - - - - - - - 3 - - - - - - - 5 - - - - - - - 2 - - - - - - - 2nd - - - - - - - 2 - - - - - - - 5th - - - - - - - +3 - - - - - - - - - - - - - - - 3 - - - - - - - 6 - - - - - - - 2 - - - - - - - 3rd - - - - - - - 3 - - - - - - - 6th - - - - - - - +3 - - - - - - - Otherworldly Patron feature - - - - - - - 3 - - - - - - - 7 - - - - - - - 2 - - - - - - - 3rd - - - - - - - 3 - - - - - - - 7th - - - - - - - +3 - - - - - - - - - - - - - - - 3 - - - - - - - 8 - - - - - - - 2 - - - - - - - 4th - - - - - - - 4 - - - - - - - 8th - - - - - - - +3 - - - - - - - Ability Score Improvement - - - - - - - 3 - - - - - - - 9 - - - - - - - 2 - - - - - - - 4th - - - - - - - 4 - - - - - - - 9th - - - - - - - +4 - - - - - - - - - - - - - - - 3 - - - - - - - 10 - - - - - - - 2 - - - - - - - 5th - - - - - - - 5 - - - - - - - 10th - - - - - - - +4 - - - - - - - Otherworldly Patron feature - - - - - - - 4 - - - - - - - 10 - - - - - - - 2 - - - - - - - 5th - - - - - - - 5 - - - - - - - 11th - - - - - - - +4 - - - - - - - Mystic Arcanum (6th level) - - - - - - - 4 - - - - - - - 11 - - - - - - - 3 - - - - - - - 5th - - - - - - - 5 - - - - - - - 12th - - - - - - - +4 - - - - - - - Ability Score Improvement - - - - - - - 4 - - - - - - - 11 - - - - - - - 3 - - - - - - - 5th - - - - - - - 6 - - - - - - - 13th - - - - - - - +5 - - - - - - - Mystic Arcanum (7th level) - - - - - - - 4 - - - - - - - 12 - - - - - - - 3 - - - - - - - 5th - - - - - - - 6 - - - - - - - 14th - - - - - - - +5 - - - - - - - Otherworldly Patron feature - - - - - - - 4 - - - - - - - 12 - - - - - - - 3 - - - - - - - 5th - - - - - - - 6 - - - - - - - 15th - - - - - - - +5 - - - - - - - Mystic Arcanum (8th level) - - - - - - - 4 - - - - - - - 13 - - - - - - - 3 - - - - - - - 5th - - - - - - - 7 - - - - - - - 16th - - - - - - - +5 - - - - - - - Ability Score Improvement - - - - - - - 4 - - - - - - - 13 - - - - - - - 3 - - - - - - - 5th - - - - - - - 7 - - - - - - - 17th - - - - - - - +6 - - - - - - - Mystic Arcanum (9th level) - - - - - - - 4 - - - - - - - 14 - - - - - - - 4 - - - - - - - 5th - - - - - - - 7 - - - - - - - 18th - - - - - - - +6 - - - - - - - - - - - - - - - 4 - - - - - - - 14 - - - - - - - 4 - - - - - - - 5th - - - - - - - 8 - - - - - - - 19th - - - - - - - +6 - - - - - - - Ability Score Improvement - - - - - - - 4 - - - - - - - 15 - - - - - - - 4 - - - - - - - 5th - - - - - - - 8 - - - - - - - 20th - - - - - - - +6 - - - - - - - Eldritch Master - - - - - - - 4 - - - - - - - 15 - - - - - - - 4 - - - - - - - 5th - - - - - - - 8 - - - - - - - - - - - - - - - - - - - -
- - -
- - - - Otherworldly Patron - - -
- - - At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. - - -
- - - - Pact Magic - - -
- - - Your arcane research and the magic bestowed on you by your patron have given you facility with spells. - - -
- - - - Cantrips - - -
- - - You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. - - -
- - - - Spell Slots - - -
- - - The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. - - -
- - - For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell - - - witch bolt - - - , you must spend one of those slots, and you cast it as a 3rd-level spell. - - -
- - - - Spells Known of 1st Level and Higher - - -
- - - At 1st level, you know two 1st-level spells of your choice from the warlock spell list. - - -
- - - The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. - - -
- - - Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. - - -
- - - - Spellcasting Ability - - -
- - - Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. - - -
- - - Spell save DC - - - = 8 + your proficiency bonus + your Charisma modifier - - -
- - - Spell attack modifier - - - = your proficiency bonus + your Charisma modifier - - -
- - - - Spellcasting Focus - - -
- - - You can use an arcane focus as a spellcasting focus for your warlock spells. - - -
- - - - Eldritch Invocations - - -
- - - In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. - - -
- - - At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. - - -
- - - Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. - - -
- - - - Pact Boon - - -
- - - At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. - - -
- - - - Pact of the Chain - - -
- - - You learn the - - - find familiar - - - spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. - - -
- - - When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. - - -
- - - Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. - - -
- - - - Pact of the Blade - - -
- - - You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - - -
- - - Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. - - -
- - - You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. - - -
- - - - Pact of the Tome - - -
- - - Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you. - - -
- - - If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. - - -
- - - - Ability Score Improvement - - -
- - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -
- - - - Mystic Arcanum - - -
- - - At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum. - - -
- - - You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. - - -
- - - At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest. - - -
- - - - Eldritch Master - - -
- - - At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. - - -
- - - - Eldritch Invocations - - -
- - - If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. - - -
- - - - Agonizing Blast - - -
- - - Prerequisite: Eldritch Blast cantrip - - -
- - - When you cast - - - eldritch blast - - - , add your Charisma modifier to the damage it deals on a hit. - - -
- - - - Armor of Shadows - - -
- - - You can cast - - - mage armor - - - on yourself at will, without expending a spell slot or material components. - - -
- - - - Ascendant Step - - -
- - - Prerequisite: 9th level - - -
- - - You can cast - - - levitate - - - on yourself at will, without expending a spell slot or material components. - - -
- - - - Beast Speech - - -
- - - You can cast - - - speak with animals - - - at will, without expending a spell slot. - - -
- - - - Beguiling Influence - - -
- - - You gain proficiency in the Deception and Persuasion skills. - - -
- - - - Bewitching Whispers - - -
- - - Prerequisite: 7th level - - -
- - - You can cast - - - compulsion - - - once using a warlock spell slot. You can’t do so again until you finish a long rest. - - -
- - - - Book of Ancient Secrets - - -
- - - Prerequisite: Pact of the Tome feature - - -
- - - You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. - - -
- - - On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. - - -
- - - - Chains of Carceri - - -
- - - Prerequisite: 15th level, Pact of the Chain feature - - -
- - - You can cast - - - hold monster - - - at will-targeting a celestial, fiend, or elemental-without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again. - - -
- - - - Devil’s Sight - - -
- - - You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. - - -
- - - - Dreadful Word - - -
- - - Prerequisite: 7th level - - -
- - - You can cast - - - confusion - - - once using a warlock spell slot. You can’t do so again until you finish a long rest. - - -
- - - - Eldritch Sight - - -
- - - You can cast - - - detect magic - - - at will, without expending a spell slot. - - -
- - - - Eldritch Spear - - -
- - - Prerequisite: Eldritch Blast cantrip - - -
- - - When you cast - - - eldritch blast - - - , its range is 300 feet. - - -
- - - - Eyes of the Rune Keeper - - -
- - - You can read all writing. - - -
- - - - Fiendish Vigor - - -
- - - You can cast - - - false life - - - on yourself at will as a 1st-level spell, without expending a spell slot or material components. - - -
- - - - Gaze of Two Minds - - -
- - - You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. - - -
- - - - Lifedrinker - - -
- - - Prerequisite: 12th level, Pact of the Blade feature - - -
- - - When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). - - -
- - - - Mask of Many Faces - - -
- - - You can cast - - - disguise self - - - at will, without expending a spell slot. - - -
- - - - Master of Myriad Forms - - -
- - - Prerequisite: 15th level - - -
- - - You can cast - - - alter self - - - at will, without expending a spell slot. - - -
- - - - Minions of Chaos - - -
- - - Prerequisite: 9th level - - -
- - - You can cast - - - conjure elemental - - - once using a warlock spell slot. You can’t do so again until you finish a long rest. - - -
- - - - Mire the Mind - - -
- - - Prerequisite: 5th level - - -
- - - You can cast - - - slow - - - once using a warlock spell slot. You can’t do so again until you finish a long rest. - - -
- - - - Misty Visions - - -
- - - You can cast - - - silent image - - - at will, without expending a spell slot or material components. - - -
- - - - One with Shadows - - -
- - - Prerequisite: 5th level - - -
- - - When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. - - -
- - - - Otherworldly Leap - - -
- - - Prerequisite: 9th level - - -
- - - You can cast - - - jump - - - on yourself at will, without expending a spell slot or material components. - - -
- - - - Repelling Blast - - -
- - - Prerequisite: Eldritch Blast cantrip - - -
- - - When you hit a creature with - - - eldritch blast - - - , you can push the creature up to 10 feet away from you in a straight line. - - -
- - - - Sculptor of Flesh - - -
- - - Prerequisite: 7th level - - -
- - - You can cast - - - polymorph - - - once using a warlock spell slot. You can’t do so again until you finish a long rest. - - -
- - - - Sign of Ill Omen - - -
- - - Prerequisite: 5th level - - -
- - - You can cast - - - bestow curse - - - once using a warlock spell slot. You can’t do so again until you finish a long rest. - - -
- - - - Thief of Five Fates - - -
- - - You can cast - - - bane - - - once using a warlock spell slot. You can’t do so again until you finish a long rest. - - -
- - - - Thirsting Blade - - -
- - - Prerequisite: 5th level, Pact of the Blade feature - - -
- - - You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. - - -
- - - - Visions of Distant Realms - - -
- - - Prerequisite: 15th level - - -
- - - You can cast - - - arcane eye - - - at will, without expending a spell slot. - - -
- - - - Voice of the Chain Master - - -
- - - Prerequisite: Pact of the Chain feature - - -
- - - You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. - - -
- - - - Whispers of the Grave - - -
- - - Prerequisite: 9th level - - -
- - - You can cast - - - speak with dead - - - at will, without expending a spell slot. - - -
- - - - Witch Sight - - -
- - - Prerequisite: 15th level - - -
- - - You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. - - -
- - - - Otherworldly Patrons - - -
- - - The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence-not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. - - -
- - - Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals. - - -
- - - - The Fiend - - -
- - - You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths. - - -
- - - - Expanded Spell List - - -
- - - The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. - - -
- - - Table- Fiend Expanded Spells - - -
- - - - - - - Spell Level - - - - - - - Spells - - - - - - - 1st - - - - - - - burning hands, command - - - - - - - 2nd - - - - - - - blindness/deafness, scorching ray - - - - - - - 3rd - - - - - - - fireball, stinking cloud - - - - - - - 4th - - - - - - - fire shield, wall of fire - - - - - - - 5th - - - - - - - flame strike, hallow - - - - - - - -
- - -
- - - - Dark One’s Blessing - - -
- - - Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). - - -
- - - - Dark One’s Own Luck - - -
- - - Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. - - -
- - - Once you use this feature, you can’t use it again until you finish a short or long rest. - - -
- - - - Fiendish Resilience - - -
- - - Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. - - -
- - - - Hurl Through Hell - - -
- - - Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. - - -
- - - At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. - - -
- - - Once you use this feature, you can’t use it again until you finish a long rest. - - -
- - - Your Pact Boon - - -
- - - Each Pact Boon option produces a special creature or an object that reflects your patron’s nature. - - -
- - - Pact of the Chain - - - . Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s nature is inscrutable, any familiar form is suitable for it. - - -
- - - Pact of the Blade - - - . If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye. - - -
- - - Pact of the Tome - - - . Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast. - - -
- - - - Wizard - - -
- - - - Class Features - - -
- - - As a wizard, you gain the following class features. - - -
- - - - Hit Points - - -
- - - Hit Dice: - - - 1d6 per wizard level - - -
- - - Hit Points at 1st Level: - - - 6 + your Constitution modifier - - -
- - - Hit Points at Higher Levels: - - - 1d6 (or 4) + your Constitution modifier per wizard level after 1st - - -
- - - - Proficiencies - - -
- - - Armor: - - - None - - -
- - - Weapons: - - - Daggers, darts, slings, quarterstaffs, light crossbows - - -
- - - Tools: - - - None - - -
- - - Saving Throws: - - - Intelligence, Wisdom - - -
- - - Skills: - - - Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion - - -
- - - - Equipment - - -
- - - You start with the following equipment, in addition to the equipment granted by your background: - - -
- - - ( - - - a - - - ) a quarterstaff or ( - - - b - - - ) a dagger - - -
- - - ( - - - a - - - ) a component pouch or ( - - - b - - - ) an arcane focus - - -
- - - ( - - - a - - - ) a scholar’s pack or ( - - - b - - - ) an explorer’s pack - - -
- - - A spellbook - - -
- - - Table- The Wizard - - -
- - - - - - - - - - - - - - - - - - Level - - - - - - - Proficiency Bonus - - - - - - - Features - - - - - - - Cantrips Known - - - - - - - 1st - - - - - - - 2nd - - - - - - - 3rd - - - - - - - 4th - - - - - - - 5th - - - - - - - 6th - - - - - - - 7th - - - - - - - 8th - - - - - - - 9th - - - - - - - 1st - - - - - - - +2 - - - - - - - Spellcasting, Arcane Recovery - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2nd - - - - - - - +2 - - - - - - - Arcane Tradition - - - - - - - 3 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 3rd - - - - - - - +2 - - - - - - - - - - - - - - - 3 - - - - - - - 4 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 4th - - - - - - - +2 - - - - - - - Ability Score Improvement - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5th - - - - - - - +3 - - - - - - - - - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 6th - - - - - - - +3 - - - - - - - Arcane Tradition Feature - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 7th - - - - - - - +3 - - - - - - - - - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 8th - - - - - - - +3 - - - - - - - Ability Score Improvement - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 9th - - - - - - - +4 - - - - - - - - - - - - - - - 4 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 10th - - - - - - - +4 - - - - - - - Arcane Tradition Feature - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 11th - - - - - - - +4 - - - - - - - - - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 12th - - - - - - - +4 - - - - - - - Ability Score Improvement - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 13th - - - - - - - +5 - - - - - - - - - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - 14th - - - - - - - +5 - - - - - - - Arcane Tradition Feature - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - 15th - - - - - - - +5 - - - - - - - - - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - 16th - - - - - - - +5 - - - - - - - Ability Score Improvement - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - 17th - - - - - - - +6 - - - - - - - - - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 18th - - - - - - - +6 - - - - - - - Spell Mastery - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 19th - - - - - - - +6 - - - - - - - Ability Score Improvement - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 20th - - - - - - - +6 - - - - - - - Signature Spell - - - - - - - 5 - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - -
- - - - Spellcasting - - -
- - - As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. - - -
- - - - Cantrips - - -
- - - At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. - - -
- - - - Spellbook - - -
- - - At 1st level, you have a spellbook containing six 1st- level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. - - -
- - - - Preparing and Casting Spells - - -
- - - The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - - -
- - - You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. - - -
- - - For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell - - - magic missile - - - , you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. - - -
- - - You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. - - -
- - - - Spellcasting Ability - - -
- - - Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. - - -
- - - Spell save DC - - - = 8 + your proficiency bonus + your Intelligence modifier - - -
- - - Spell attack modifier - - - = your proficiency bonus + your Intelligence modifier - - -
- - - - Ritual Casting - - -
- - - You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. - - -
- - - - Spellcasting Focus - - -
- - - You can use an arcane focus as a spellcasting focus for your wizard spells. - - -
- - - - Learning Spells of 1st Level and Higher - - -
- - - Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook. - - -
- - - - Arcane Recovery - - -
- - - You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. - - -
- - - For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. - - -
- - - - Arcane Tradition - - -
- - - When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. - - -
- - - Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. - - -
- - - - Ability Score Improvement - - -
- - - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -
- - - - Spell Mastery - - -
- - - At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. - - -
- - - By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels. - - -
- - - - Signature Spells - - -
- - - When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest. - - -
- - - If you want to cast either spell at a higher level, you must expend a spell slot as normal. - - -
- - - - Arcane Traditions - - -
- - - The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study. - - -
- - - The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques. - - -
- - - - School of Evocation - - -
- - - You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. - - -
- - - - Evocation Savant - - -
- - - Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. - - -
- - - - Sculpt Spells - - -
- - - Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. - - -
- - - - Potent Cantrip - - -
- - - Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. - - -
- - - - Empowered Evocation - - -
- - - Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast. - - -
- - - - Overchannel - - -
- - - Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. - - -
- - - The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. - - -
- - - Your Spellbook - - -
- - - The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. - - -
- - - Copying a Spell into the Book - - - . When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. - - -
- - - Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. - - -
- - - For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. - - -
- - - Replacing the Book - - - . You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. - - -
- - - *If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. - - -
- - - The Book’s Appearance - - - . Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. - - -
- - - - CUSTOMIZATION - - -
- - - - Multiclassing - - -
- - - Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options. - - -
- - - With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you’re a 5th-level character. - - -
- - - As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus in exchange for versatility. - - -
- - - - Prerequisites - - -
- - - To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher- than-average ability scores. - - -
- - - Table- Multiclassing Prerequisites - - -
- - - - - - - Class - - - - - - - Ability Score Min. - - - - - - - Barbarian - - - - - - - Strength 13 - - - - - - - Bard - - - - - - - Charisma 13 - - - - - - - Cleric - - - - - - - Wisdom 13 - - - - - - - Druid - - - - - - - Wisdom 13 - - - - - - - Fighter - - - - - - - Strength 13 or Dexterity 13 - - - - - - - Monk - - - - - - - Dexterity 13 and Wisdom 13 - - - - - - - Paladin - - - - - - - Strength 13 and Charisma 13 - - - - - - - Ranger - - - - - - - Dexterity 13 and Wisdom 13 - - - - - - - Rogue - - - - - - - Dexterity 13 - - - - - - - Sorcerer - - - - - - - Charisma 13 - - - - - - - Warlock - - - - - - - Charisma 13 - - - - - - - Wizard - - - - - - - Intelligence 13 - - - - - - - -
- - -
- - - - Experience Points - - -
- - - The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric. - - -
- - - - Hit Points and Hit Dice - - -
- - - You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character. - - -
- - - You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice. - - -
- - - - Proficiency Bonus - - -
- - - Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th- level character, which is +3. - - -
- - - - Proficiencies - - -
- - - When you gain your first level in a class other than your initial class, you gain only some of new class’s starting proficiencies, as shown in the Multiclassing Proficiencies table. - - -
- - - Table- Multiclassing Proficiencies - - -
- - - - - - - Class - - - - - - - Proficiencies Gained - - - - - - - Barbarian - - - - - - - Shields, simple weapons, martial weapons - - - - - - - Bard - - - - - - - Light armor, one skill of your choice, one musical instrument of your choice - - - - - - - Cleric - - - - - - - Light armor, medium armor, shields - - - - - - - Druid - - - - - - - Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) - - - - - - - Fighter - - - - - - - Light armor, medium armor, shields, simple weapons, martial weapons - - - - - - - Monk - - - - - - - Simple weapons, shortswords - - - - - - - Paladin - - - - - - - Light armor, medium armor, shields, simple weapons, martial weapons - - - - - - - Ranger - - - - - - - Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill list - - - - - - - Rogue - - - - - - - Light armor, one skill from the class’s skill list, thieves’ tools - - - - - - - Sorcerer - - - - - - - - - - - - - - - Warlock - - - - - - - Light armor, simple weapons - - - - - - - Wizard - - - - - - - - - - - - - - - -
- - -
- - - - Class Features - - -
- - - When you gain a new level in a class, you get its features for that level. You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting. - - -
- - - - Channel Divinity - - -
- - - If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn’t give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes. - - -
- - - - Extra Attack - - -
- - - If you gain the Extra Attack class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the fighter’s version of Extra Attack does). Similarly, the warlock’s eldritch invocation Thirsting Blade doesn’t give you additional attacks if you also have Extra Attack. - - -
- - - - Unarmored Defense - - -
- - - If you already have the Unarmored Defense feature, you can’t gain it again from another class. - - -
- - - - Spellcasting - - -
- - - Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. - - -
- - - Spells Known and Prepared - - - . You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook. - - -
- - - Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus. - - -
- - - If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class - - -
- - - Spell Slots - - - . You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. - - -
- - - If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like - - - burning hands - - - , has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don’t have any spells of that higher level. - - -
- - - For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don’t know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know-and potentially enhance their effects. - - -
- - - Pact Magic - - - . If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know. - - -
- - - Table- Multiclass Spellcaster: Spell Slots per Spell Level - - -
- - - - - - - - - - - - - - - Level - - - - - - - 1st - - - - - - - 2nd - - - - - - - 3rd - - - - - - - 4th - - - - - - - 5th - - - - - - - 6th - - - - - - - 7th - - - - - - - 8th - - - - - - - 9th - - - - - - - 1st - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2nd - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 3rd - - - - - - - 4 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 4th - - - - - - - 4 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5th - - - - - - - 4 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 6th - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 7th - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 8th - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 9th - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 10th - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 11th - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 12th - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 13th - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - 14th - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - 15th - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - 16th - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - 17th - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 18th - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 19th - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - 1 - - - - - - - 20th - - - - - - - 4 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 3 - - - - - - - 2 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1 - - - - - - - - - - - - - - - - - - - - - - - -
- - -
- - - - Feats - - -
- - - A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. - - -
- - - At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise. - - -
- - - You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow-perhaps by a withering curse-you can’t benefit from the Grappler feat until your Strength is restored. - - -
- - - - Grappler - - -
- - - Prerequisite: Strength 13 or higher - - -
- - - You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: - - -
- - - You have advantage on attack rolls against a creature you are grappling. - - -
- - - You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends. - - -
- - - - PERSONILIZATION - - -
- - - - Alignment - - -
- - - A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations. - - -
- - - These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment. - - -
- - - Lawful good - - - (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good. - - -
- - - Neutral good - - - (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good. - - -
- - - Chaotic good - - - (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good. - - -
- - - Lawful neutral - - - (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral. - - -
- - - Neutral - - - (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral. - - -
- - - Chaotic neutral - - - (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral. - - -
- - - Lawful evil - - - (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil. - - -
- - - Neutral evil - - - (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil. - - -
- - - Chaotic evil - - - (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil. - - -
- - - - Alignment in the Multiverse - - -
- - - For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery. - - -
- - - The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god’s influence.) - - -
- - - Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn’t tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil. - - -
- - - Most creatures that lack the capacity for rational thought do not have alignments-they are - - - unaligned - - - . Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment. - - -
- - - - Languages - - -
- - - Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet. - - -
- - - Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM’s permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves’ cant or the tongue of druids. - - -
- - - Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another. - - -
- - - Table- Standard Languages - - -
- - - - - - - - Language - - - - - - - Typical Speakers - - - - - - - Script - - - - - - - Common - - - - - - - Humans - - - - - - - Common - - - - - - - Dwarvish - - - - - - - Dwarves - - - - - - - Dwarvish - - - - - - - Elvish - - - - - - - Elves - - - - - - - Elvish - - - - - - - Giant - - - - - - - Ogres, giants - - - - - - - Dwarvish - - - - - - - Gnomish - - - - - - - Gnomes - - - - - - - Dwarvish - - - - - - - Goblin - - - - - - - Goblinoids - - - - - - - Dwarvish - - - - - - - Halfling - - - - - - - Halflings - - - - - - - Common - - - - - - - Orc - - - - - - - Orcs - - - - - - - Dwarvish - - - - - - - - - -
- - -
- - - Table- Exotic Languages - - -
- - - - - - - - Language - - - - - - - Typical Speakers - - - - - - - Script - - - - - - - Abyssal - - - - - - - Demons - - - - - - - Infernal - - - - - - - Celestial - - - - - - - Celestials - - - - - - - Celestial - - - - - - - Draconic - - - - - - - Dragons, dragonborn - - - - - - - Draconic - - - - - - - Deep Speech - - - - - - - Aboleths, cloakers - - - - - - - - - - - - - - - Infernal - - - - - - - Devils - - - - - - - Infernal - - - - - - - Primordial - - - - - - - Elementals - - - - - - - Dwarvish - - - - - - - Sylvan - - - - - - - Fey creatures - - - - - - - Elvish - - - - - - - Undercommon - - - - - - - Underworld traders - - - - - - - Elvish - - - - - - - - - -
- - -
- - - - Inspiration - - -
- - - Inspiration is a rule the game master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you. - - -
- - - - Gaining Inspiration - - -
- - - Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game. - - -
- - - You either have inspiration or you don’t - you can’t stockpile multiple - - - “inspirations” - - - for later use. - - -
- - - - Using Inspiration - - -
- - - If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll. - - -
- - - Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration. - - -
- - - - Backgrounds - - -
- - - Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester. - - -
- - - Choosing a background provides you with important story cues about your character’s identity. The most important question to ask about your background is - - - what changed - - - ? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don’t you have - - - more - - - money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background? - - -
- - - The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions. - - -
- - - - Proficiencies - - -
- - - Each background gives a character proficiency in two skills (described in - - - “Using Ability Scores” - - - ). - - -
- - - In addition, most backgrounds give a character proficiency with one or more tools (detailed in - - - “Equipment” - - - ). - - -
- - - If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead. - - -
- - - - Languages - - -
- - - Some backgrounds also allow characters to learn additional languages beyond those given by race. See - - - “Languages.” - - -
- - - - Equipment - - -
- - - Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background. - - -
- - - - Suggested Characteristics - - -
- - - A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation. - - -
- - - - Customizing a Background - - -
- - - You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the equipment section. (If you spend coin, you can’t also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can’t find a feature that matches your desired background, work with your GM to create one. - - -
- - - - Acolyte - - -
- - - You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric - performing sacred rites is not the same thing as channeling divine power. - - -
- - - Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in - - - “Fantasy-Historical Pantheons” - - - or those specified by your GM, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. - - -
- - - Skill Proficiencies: - - - Insight, Religion - - -
- - - Languages: - - - Two of your choice - - -
- - - Equipment: - - - A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp - - -
- - - - Feature: Shelter of the Faithful - - -
- - - As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. - - -
- - - You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. - - -
- - - - Suggested Characteristics - - -
- - - Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. - - -
- - - Table- Suggested Acolyte Characteristics - - -
- - - - - - - d8 - - - - - - - Personality Trait - - - - - - - 1 - - - - - - - I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example. - - - - - - - 2 - - - - - - - I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. - - - - - - - 3 - - - - - - - I see omens in every event and action. The gods try to speak to us, we just need to listen - - - - - - - 4 - - - - - - - Nothing can shake my optimistic attitude. - - - - - - - 5 - - - - - - - I quote (or misquote) sacred texts and proverbs in almost every situation. - - - - - - - 6 - - - - - - - I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. - - - - - - - 7 - - - - - - - I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me. - - - - - - - 8 - - - - - - - I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world. - - - - - - - d6 - - - - - - - Ideal - - - - - - - 1 - - - - - - - Tradition - - - . The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) - - - - - - - 2 - - - - - - - Charity - - - . I always try to help those in need, no matter what the personal cost. (Good) - - - - - - - 3 - - - - - - - Change - - - . We must help bring about the changes the gods are constantly working in the world. (Chaotic) - - - - - - - 4 - - - - - - - Power - - - . I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful) - - - - - - - 5 - - - - - - - Faith - - - . I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) - - - - - - - 6 - - - - - - - Aspiration - - - . I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any) - - - - - - - d6 - - - - - - - Bond - - - - - - - 1 - - - - - - - I would die to recover an ancient relic of my faith that was lost long ago. - - - - - - - 2 - - - - - - - I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. - - - - - - - 3 - - - - - - - I owe my life to the priest who took me in when my parents died. - - - - - - - 4 - - - - - - - Everything I do is for the common people. - - - - - - - 5 - - - - - - - I will do anything to protect the temple where I served. - - - - - - - 6 - - - - - - - I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. - - - - - - - d6 - - - - - - - Flaw - - - - - - - 1 - - - - - - - I judge others harshly, and myself even more severely. - - - - - - - 2 - - - - - - - I put too much trust in those who wield power within my temple’s hierarchy. - - - - - - - 3 - - - - - - - My piety sometimes leads me to blindly trust those that profess faith in my god. - - - - - - - 4 - - - - - - - I am inflexible in my thinking. - - - - - - - 5 - - - - - - - I am suspicious of strangers and expect the worst of them. - - - - - - - 6 - - - - - - - Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. - - - - - - - -
- - -
- - - - EQUIPMENT - - -
- - - - Coinage - - -
- - - Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). - - -
- - - With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The old piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don’t usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. - - -
- - - One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer’s work for half a day, a flask of lamp oil, or a night’s rest in a poor inn. - - -
- - - One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. - - -
- - - In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. - - -
- - - A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. - - -
- - - Table- Standard Exchange Rates - - -
- - - - - - - - - - - Coin - - - - - - - CP - - - - - - - SP - - - - - - - EP - - - - - - - GP - - - - - - - PP - - - - - - - Copper (cp) - - - - - - - 1 - - - - - - - 1/10 - - - - - - - 1/50 - - - - - - - 1/100 - - - - - - - 1/1,000 - - - - - - - Silver (sp) - - - - - - - 10 - - - - - - - 1 - - - - - - - 1/5 - - - - - - - 1/10 - - - - - - - 1/100 - - - - - - - Electrum (ep) - - - - - - - 50 - - - - - - - 5 - - - - - - - 1 - - - - - - - 1/2 - - - - - - - 1/20 - - - - - - - Gold (gp) - - - - - - - 100 - - - - - - - 10 - - - - - - - 2 - - - - - - - 1 - - - - - - - 1/10 - - - - - - - Platinum (pp) - - - - - - - 1,000 - - - - - - - 100 - - - - - - - 20 - - - - - - - 10 - - - - - - - 1 - - - - - - - - - - - - - - - -
- - -
- - - - Selling Treasure - - -
- - - Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot. - - -
- - - Arms, Armor, and Other Equipment - - - . As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell. - - -
- - - Magic Items - - - . Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such. - - -
- - - Gems, Jewelry, and Art Objects - - - . These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first. - - -
- - - Trade Goods - - - . On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods-bars of iron, bags of salt, livestock, and so on-retain their full value in the market and can be used as currency. - - -
- - - - Armor - - -
- - - Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield. - - -
- - - The Armor table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds. - - -
- - - Armor Proficiency - - - . Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells. - - -
- - - Armor Class (AC) - - - . Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. - - -
- - - Heavy Armor - - - . Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows - - - “Str 13” - - - or - - - “Str 15” - - - in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. - - -
- - - Stealth - - - . If the Armor table shows - - - “Disadvantage” - - - in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks. - - -
- - - Shields - - - . A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. - - -
- - - - Light Armor - - -
- - - Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class. - - -
- - - Padded - - - . Padded armor consists of quilted layers of cloth and batting. - - -
- - - Leather - - - . The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. - - -
- - - Studded Leather - - - . Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. - - -
- - - - Medium Armor - - -
- - - Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class. - - -
- - - Hide - - - . This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. - - -
- - - Chain Shirt - - - . Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. - - -
- - - Scale Mail - - - . This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. - - -
- - - Breastplate - - - . This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered. - - -
- - - Half Plate - - - . Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps. - - -
- - - - Heavy Armor - - -
- - - Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. - - -
- - - Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative. - - -
- - - Ring Mail - - - . This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it’s usually worn only by those who can’t afford better armor. - - -
- - - Chain Mail - - - . Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. - - -
- - - Splint - - - . This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. - - -
- - - Plate - - - . Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. - - -
- - - Table- Armor - - -
- - - - - - - - - - - Armor - - - - - - - Cost - - - - - - - Armor Class (AC) - - - - - - - Strength - - - - - - - Stealth - - - - - - - Weight - - - - - - - Light Armor - - - - - - - - - - - - - - - - - Padded - - - - - - - 5 gp - - - - - - - 11 + Dex modifier - - - - - - - - - - - - - - - Disadvantage - - - - - - - 8 lb. - - - - - - - Leather - - - - - - - 10 gp - - - - - - - 11 + Dex modifier - - - - - - - - - - - - - - - - - - - - - - - 10 lb. - - - - - - - Studded leather - - - - - - - 45 gp - - - - - - - 12 + Dex modifier - - - - - - - - - - - - - - - - - - - - - - - 13 lb. - - - - - - - Medium Armor - - - - - - - - - - - - - - - - - Hide - - - - - - - 10 gp - - - - - - - 12 + Dex modifier (max 2) - - - - - - - - - - - - - - - - - - - - - - - 12 lb. - - - - - - - Chain shirt - - - - - - - 50 gp - - - - - - - 13 + Dex modifier (max 2) - - - - - - - - - - - - - - - - - - - - - - - 20 lb. - - - - - - - Scale mail - - - - - - - 50 gp - - - - - - - 14 + Dex modifier (max 2) - - - - - - - - - - - - - - - Disadvantage - - - - - - - 45 lb. - - - - - - - Breastplate - - - - - - - 400 gp - - - - - - - 14 + Dex modifier (max 2) - - - - - - - - - - - - - - - - - - - - - - - 20 lb. - - - - - - - Half plate - - - - - - - 750 gp - - - - - - - 15 + Dex modifier (max 2) - - - - - - - - - - - - - - - Disadvantage - - - - - - - 40 lb. - - - - - - - Heavy Armor - - - - - - - - - - - - - - - - - Ring mail - - - - - - - 30 gp - - - - - - - 14 - - - - - - - - - - - - - - - Disadvantage - - - - - - - 40 lb. - - - - - - - Chain mail - - - - - - - 75 gp - - - - - - - 16 - - - - - - - Str 13 - - - - - - - Disadvantage - - - - - - - 55 lb. - - - - - - - Splint - - - - - - - 200 gp - - - - - - - 17 - - - - - - - Str 15 - - - - - - - Disadvantage - - - - - - - 60 lb. - - - - - - - Plate - - - - - - - 1,500 gp - - - - - - - 18 - - - - - - - Str 15 - - - - - - - Disadvantage - - - - - - - 65 lb. - - - - - - - Shield - - - - - - - - - - - - - - - - - Shield - - - - - - - 10 gp - - - - - - - +2 - - - - - - - - - - - - - - - - - - - - - - - 6 lb. - - - - - - - - - - - - - - - -
- - -
- - - - Getting Into and Out of Armor - - -
- - - The time it takes to don or doff armor depends on the armor’s category. - - -
- - - Don - - - . This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor. - - -
- - - Doff - - - . This is the time it takes to take off armor. If you have help, reduce this time by half. - - -
- - - Table- Donning and Doffing Armor - - -
- - - - - - - - Category - - - - - - - Don - - - - - - - Doff - - - - - - - Light Armor - - - - - - - 1 minute - - - - - - - 1 minute - - - - - - - Medium Armor - - - - - - - 5 minutes - - - - - - - 1 minute - - - - - - - Heavy Armor - - - - - - - 10 minutes - - - - - - - 5 minutes - - - - - - - Shield - - - - - - - 1 action - - - - - - - 1 action - - - - - - - - - -
- - -
- - - - Weapons - - -
- - - Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring. - - -
- - - The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A - - - melee weapon - - - is used to attack a target within 5 feet of you, whereas a - - - ranged weapon - - - is used to attack a target at a distance. - - -
- - - - Weapon Proficiency - - -
- - - Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are - - - simple - - - and - - - martial - - - . Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use. - - -
- - - Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll. - - -
- - - - Weapon Properties - - -
- - - Many weapons have special properties related to their use, as shown in the Weapons table. - - -
- - - Ammunition - - - . You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - - -
- - - If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see - - - “Improvised Weapons” - - - later in the section). A sling must be loaded to deal any damage when used in this way. - - -
- - - Finesse - - - . When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - -
- - - Heavy - - - . Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. - - -
- - - Light - - - . A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - -
- - - Loading - - - . Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - - -
- - - Range - - - . A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. - - -
- - - Reach - - - . This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - -
- - - Special - - - . A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see - - - “Special Weapons” - - - later in this section). - - -
- - - Thrown - - - . If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - -
- - - Two-Handed - - - . This weapon requires two hands when you attack with it. - - -
- - - Versatile - - - . This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack. - - -
- - - - Improvised Weapons - - -
- - - Sometimes characters don’t have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. - - -
- - - Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus. - - -
- - - An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet. - - -
- - - - Silvered Weapons - - -
- - - Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective. - - -
- - - - Special Weapons - - -
- - - Weapons with special rules are described here. - - -
- - - Lance - - - . You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. - - -
- - - Net - - - . A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. - - -
- - - When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. - - -
- - - Table- Weapons - - -
- - - - - - - - - - Name - - - - - - - Cost - - - - - - - Damage - - - - - - - Weight - - - - - - - Properties - - - - - - - Simple Melee Weapons - - - - - - - - - - - - - - - Club - - - - - - - 1 sp - - - - - - - 1d4 bludgeoning - - - - - - - 2 lb. - - - - - - - Light - - - - - - - Dagger - - - - - - - 2 gp - - - - - - - 1d4 piercing - - - - - - - 1 lb. - - - - - - - Finesse, light, thrown (range 20/60) - - - - - - - Greatclub - - - - - - - 2 sp - - - - - - - 1d8 bludgeoning - - - - - - - 10 lb. - - - - - - - Two-handed - - - - - - - Handaxe - - - - - - - 5 gp - - - - - - - 1d6 slashing - - - - - - - 2 lb. - - - - - - - Light, thrown (range 20/60) - - - - - - - Javelin - - - - - - - 5 sp - - - - - - - 1d6 piercing - - - - - - - 2 lb. - - - - - - - Thrown (range 30/120) - - - - - - - Light hammer - - - - - - - 2 gp - - - - - - - 1d4 bludgeoning - - - - - - - 2 lb. - - - - - - - Light, thrown (range 20/60) - - - - - - - Mace - - - - - - - 5 gp - - - - - - - 1d6 bludgeoning - - - - - - - 4 lb. - - - - - - - - - - - - - - - Quarterstaff - - - - - - - 2 sp - - - - - - - 1d6 bludgeoning - - - - - - - 4 lb. - - - - - - - Versatile (1d8) - - - - - - - Sickle - - - - - - - 1 gp - - - - - - - 1d4 slashing - - - - - - - 2 lb. - - - - - - - Light - - - - - - - Spear - - - - - - - 1 gp - - - - - - - 1d6 piercing - - - - - - - 3 lb. - - - - - - - Thrown (range 20/60), versatile (1d8) - - - - - - - Simple Ranged Weapons - - - - - - - - - - - - - - - Crossbow, light - - - - - - - 25 gp - - - - - - - 1d8 piercing - - - - - - - 5 lb. - - - - - - - Ammunition (range 80/320), loading, two-handed - - - - - - - Dart - - - - - - - 5 cp - - - - - - - 1d4 piercing - - - - - - - 1/4 lb. - - - - - - - Finesse, thrown (range 20/60) - - - - - - - Shortbow - - - - - - - 25 gp - - - - - - - 1d6 piercing - - - - - - - 2 lb. - - - - - - - Ammunition (range 80/320), two-handed - - - - - - - Sling - - - - - - - 1 sp - - - - - - - 1d4 bludgeoning - - - - - - - - - - - - - - - Ammunition (range 30/120) - - - - - - - Martial Melee Weapons - - - - - - - - - - - - - - - Battleaxe - - - - - - - 10 gp - - - - - - - 1d8 slashing - - - - - - - 4 lb. - - - - - - - Versatile (1d10) - - - - - - - Flail - - - - - - - 10 gp - - - - - - - 1d8 bludgeoning - - - - - - - 2 lb. - - - - - - - - - - - - - - - Glaive - - - - - - - 20 gp - - - - - - - 1d10 slashing - - - - - - - 6 lb. - - - - - - - Heavy, reach, two-handed - - - - - - - Greataxe - - - - - - - 30 gp - - - - - - - 1d12 slashing - - - - - - - 7 lb. - - - - - - - Heavy, two-handed - - - - - - - Greatsword - - - - - - - 50 gp - - - - - - - 2d6 slashing - - - - - - - 6 lb. - - - - - - - Heavy, two-handed - - - - - - - Halberd - - - - - - - 20 gp - - - - - - - 1d10 slashing - - - - - - - 6 lb. - - - - - - - Heavy, reach, two-handed - - - - - - - Lance - - - - - - - 10 gp - - - - - - - 1d12 piercing - - - - - - - 6 lb. - - - - - - - Reach, special - - - - - - - Longsword - - - - - - - 15 gp - - - - - - - 1d8 slashing - - - - - - - 3 lb. - - - - - - - Versatile (1d10) - - - - - - - Maul - - - - - - - 10 gp - - - - - - - 2d6 bludgeoning - - - - - - - 10 lb. - - - - - - - Heavy, two-handed - - - - - - - Morningstar - - - - - - - 15 gp - - - - - - - 1d8 piercing - - - - - - - 4 lb. - - - - - - - - - - - - - - - Pike - - - - - - - 5 gp - - - - - - - 1d10 piercing - - - - - - - 18 lb. - - - - - - - Heavy, reach, two-handed - - - - - - - Rapier - - - - - - - 25 gp - - - - - - - 1d8 piercing - - - - - - - 2 lb. - - - - - - - Finesse - - - - - - - Scimitar - - - - - - - 25 gp - - - - - - - 1d6 slashing - - - - - - - 3 lb. - - - - - - - Finesse, light - - - - - - - Shortsword - - - - - - - 10 gp - - - - - - - 1d6 piercing - - - - - - - 2 lb. - - - - - - - Finesse, light - - - - - - - Trident - - - - - - - 5 gp - - - - - - - 1d6 piercing - - - - - - - 4 lb. - - - - - - - Thrown (range 20/60), versatile (1d8) - - - - - - - War pick - - - - - - - 5 gp - - - - - - - 1d8 piercing - - - - - - - 2 lb. - - - - - - - - - - - - - - - Warhammer - - - - - - - 15 gp - - - - - - - 1d8 bludgeoning - - - - - - - 2 lb. - - - - - - - Versatile (1d10) - - - - - - - Whip - - - - - - - 2 gp - - - - - - - 1d4 slashing - - - - - - - 3 lb. - - - - - - - Finesse, reach - - - - - - - Martial Ranged Weapons - - - - - - - - - - - - - - - Blowgun - - - - - - - 10 gp - - - - - - - 1 piercing - - - - - - - 1 lb. - - - - - - - Ammunition (range 25/100), loading - - - - - - - Crossbow, hand - - - - - - - 75 gp - - - - - - - 1d6 piercing - - - - - - - 3 lb. - - - - - - - Ammunition (range 30/120), light, loading - - - - - - - Crossbow, heavy - - - - - - - 50 gp - - - - - - - 1d10 piercing - - - - - - - 18 lb. - - - - - - - Ammunition (range 100/400), heavy, loading, two-handed - - - - - - - Longbow - - - - - - - 50 gp - - - - - - - 1d8 piercing - - - - - - - 2 lb. - - - - - - - Ammunition (range 150/600), heavy, two-handed - - - - - - - Net - - - - - - - 1 gp - - - - - - - - - - - - - - - 3 lb. - - - - - - - Special, thrown (range 5/15) - - - - - - - - - - - - - -
- - -
- - - - Adventuring Gear - - -
- - - This section describes items that have special rules or require further explanation. - - -
- - - Acid - - - . As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. - - -
- - - Alchemist’s Fire - - - . This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. - - -
- - - Antitoxin - - - . A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. - - -
- - - Arcane Focus - - - . An arcane focus is a special item-an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item- designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. - - -
- - - Ball Bearings - - - . As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save. - - -
- - - Block and Tackle - - - . A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift. - - -
- - - Book - - - . A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section). - - -
- - - Caltrops - - - . As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save. - - -
- - - Candle - - - . For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. - - -
- - - Case, Crossbow Bolt - - - . This wooden case can hold up to twenty crossbow bolts. - - -
- - - Case, Map or Scroll - - - . This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. - - -
- - - Chain - - - . A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. - - -
- - - Climber’s Kit - - - . A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor. - - -
- - - Component Pouch - - - . A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell’s description). - - -
- - - Crowbar - - - . Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied. - - -
- - - Druidic Focus - - - . A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. - - -
- - - Fishing Tackle - - - . This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Healer’s Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. - - -
- - - Holy Symbol - - - . A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B - - - “Fantasy-Historical Pantheons” - - - lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. - - -
- - - Holy Water - - - . As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. - - -
- - - Hunting Trap - - - . When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. - - -
- - - Lamp - - - . A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. - - -
- - - Lock - - - . A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. - - -
- - - Magnifying Glass - - - . This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. - - -
- - - Manacles - - - . These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. - - -
- - - Mess Kit - - - . This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. - - -
- - - Oil - - - . Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. - - -
- - - Poison, Basic - - - . You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. - - -
- - - Potion of Healing - - - . A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. - - -
- - - Pouch - - - . A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section). Quiver. A quiver can hold up to 20 arrows. Ram, Portable. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. - - -
- - - Rations - - - . Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. - - -
- - - Rope - - - . Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. - - -
- - - Scale, Merchant’s - - - . A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. - - -
- - - Spellbook - - - . Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. - - -
- - - Spyglass - - - . Objects viewed through a spyglass are magnified to twice their size. - - -
- - - Tent - - - . A simple and portable canvas shelter, a tent sleeps two. - - -
- - - Tinderbox - - - . This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch-or anything else with abundant, exposed fuel-takes an action. Lighting any other fire takes 1 minute. - - -
- - - Torch - - - . A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. - - -
- - - Equipment Packs - - -
- - - The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually. - - -
- - - Burglar’s Pack (16 gp) - - - . Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. - - -
- - - Diplomat’s Pack (39 gp) - - - . Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap. - - -
- - - Dungeoneer’s Pack (12 gp) - - - . Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. - - -
- - - Entertainer’s Pack (40 gp) - - - . Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit. - - -
- - - Explorer’s Pack (10 gp) - - - . Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. - - -
- - - Priest’s Pack (19 gp) - - - . Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin. - - -
- - - Scholar’s Pack (40 gp) - - - . Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife. - - -
- - - Table- Adventuring Gear - - -
- - - - - - - - Item - - - - - - - Cost - - - - - - - Weight - - - - - - - Abacus - - - - - - - 2 gp - - - - - - - 2 lb. - - - - - - - Acid (vial) - - - - - - - 25 gp - - - - - - - 1 lb. - - - - - - - Alchemist’s fire (flask) - - - - - - - 50 gp - - - - - - - 1 lb. - - - - - - - Ammunition - - - - - - - - - - - ~ Arrows (20) - - - - - - - 1 gp - - - - - - - 1 lb. - - - - - - - ~ Blowgun needles (50) - - - - - - - 1 gp - - - - - - - 1 lb. - - - - - - - ~ Crossbow bolts (20) - - - - - - - 1 gp - - - - - - - 1½ lb. - - - - - - - ~ Sling bullets (20) - - - - - - - 4 cp - - - - - - - 1½ lb. - - - - - - - Antitoxin (vial) - - - - - - - 50 gp - - - - - - - - - - - - - - - Arcane focus - - - - - - - - - - - ~ Crystal - - - - - - - 10 gp - - - - - - - 1 lb. - - - - - - - ~ Orb - - - - - - - 20 gp - - - - - - - 3 lb. - - - - - - - ~ Rod - - - - - - - 10 gp - - - - - - - 2 lb. - - - - - - - ~ Staff - - - - - - - 5 gp - - - - - - - 4 lb. - - - - - - - ~ Wand - - - - - - - 10 gp - - - - - - - 1 lb. - - - - - - - Backpack - - - - - - - 2 gp - - - - - - - 5 lb. - - - - - - - Ball bearings (bag of 1,000) - - - - - - - 1 gp - - - - - - - 2 lb. - - - - - - - Barrel - - - - - - - 2 gp - - - - - - - 70 lb. - - - - - - - Basket - - - - - - - 4 sp - - - - - - - 2 lb. - - - - - - - Bedroll - - - - - - - 1 gp - - - - - - - 7 lb. - - - - - - - Bell - - - - - - - 1 gp - - - - - - - - - - - - - - - Blanket - - - - - - - 5 sp - - - - - - - 3 lb. - - - - - - - Block and tackle - - - - - - - 1 gp - - - - - - - 5 lb. - - - - - - - Book - - - - - - - 25 gp - - - - - - - 5 lb. - - - - - - - Bottle, glass - - - - - - - 2 gp - - - - - - - 2 lb. - - - - - - - Bucket - - - - - - - 5 cp - - - - - - - 2 lb. - - - - - - - Caltrops (bag of 20) - - - - - - - 1 gp - - - - - - - 2 lb. - - - - - - - Candle - - - - - - - 1 cp - - - - - - - - - - - - - - - Case, crossbow bolt - - - - - - - 1 gp - - - - - - - 1 lb. - - - - - - - Case, map or scroll - - - - - - - 1 gp - - - - - - - 1 lb. - - - - - - - Chain (10 feet) - - - - - - - 5 gp - - - - - - - 10 lb. - - - - - - - Chalk (1 piece) - - - - - - - 1 cp - - - - - - - - - - - - - - - Chest - - - - - - - 5 gp - - - - - - - 25 lb. - - - - - - - Climber’s kit - - - - - - - 25 gp - - - - - - - 12 lb. - - - - - - - Clothes, common - - - - - - - 5 sp - - - - - - - 3 lb. - - - - - - - Clothes, costume - - - - - - - 5 gp - - - - - - - 4 lb. - - - - - - - Clothes, fine - - - - - - - 15 gp - - - - - - - 6 lb. - - - - - - - Clothes, traveler’s - - - - - - - 2 gp - - - - - - - 4 lb. - - - - - - - Component pouch - - - - - - - 25 gp - - - - - - - 2 lb. - - - - - - - Crowbar - - - - - - - 2 gp - - - - - - - 5 lb. - - - - - - - Druidic focus - - - - - - - - - - - ~ Sprig of mistletoe - - - - - - - 1 gp - - - - - - - - - - - - - - - ~ Totem - - - - - - - 1 gp - - - - - - - - - - - - - - - ~ Wooden staff - - - - - - - 5 gp - - - - - - - 4 lb. - - - - - - - ~ Yew wand - - - - - - - 10 gp - - - - - - - 1 lb. - - - - - - - Fishing tackle - - - - - - - 1 gp - - - - - - - 4 lb. - - - - - - - Flask or tankard - - - - - - - 2 cp - - - - - - - 1 lb. - - - - - - - Grappling hook - - - - - - - 2 gp - - - - - - - 4 lb. - - - - - - - Hammer - - - - - - - 1 gp - - - - - - - 3 lb. - - - - - - - Hammer, sledge - - - - - - - 2 gp - - - - - - - 10 lb. - - - - - - - Healer’s kit - - - - - - - 5 gp - - - - - - - 3 lb. - - - - - - - Holy symbol - - - - - - - - - - - ~ Amulet - - - - - - - 5 gp - - - - - - - 1 lb. - - - - - - - ~ Emblem - - - - - - - 5 gp - - - - - - - - - - - - - - - ~ Reliquary - - - - - - - 5 gp - - - - - - - 2 lb. - - - - - - - Holy water (flask) - - - - - - - 25 gp - - - - - - - 1 lb. - - - - - - - Hourglass - - - - - - - 25 gp - - - - - - - 1 lb. - - - - - - - Hunting trap - - - - - - - 5 gp - - - - - - - 25 lb. - - - - - - - Ink (1 ounce bottle) - - - - - - - 10 gp - - - - - - - - - - - - - - - Ink pen - - - - - - - 2 cp - - - - - - - - - - - - - - - Jug or pitcher - - - - - - - 2 cp - - - - - - - 4 lb. - - - - - - - Ladder (10-foot) - - - - - - - 1 sp - - - - - - - 25 lb. - - - - - - - Lamp - - - - - - - 5 sp - - - - - - - 1 lb. - - - - - - - Lantern, bullseye - - - - - - - 10 gp - - - - - - - 2 lb. - - - - - - - Lantern, hooded - - - - - - - 5 gp - - - - - - - 2 lb. - - - - - - - Lock - - - - - - - 10 gp - - - - - - - 1 lb. - - - - - - - Magnifying glass - - - - - - - 100 gp - - - - - - - - - - - - - - - Manacles - - - - - - - 2 gp - - - - - - - 6 lb. - - - - - - - Mess kit - - - - - - - 2 sp - - - - - - - 1 lb. - - - - - - - Mirror, steel - - - - - - - 5 gp - - - - - - - 1/2 lb. - - - - - - - Oil (flask) - - - - - - - 1 sp - - - - - - - 1 lb. - - - - - - - Paper (one sheet) - - - - - - - 2 sp - - - - - - - - - - - - - - - Parchment (one sheet) - - - - - - - 1 sp - - - - - - - - - - - - - - - Perfume (vial) - - - - - - - 5 gp - - - - - - - - - - - - - - - Pick, miner’s - - - - - - - 2 gp - - - - - - - 10 lb. - - - - - - - Piton - - - - - - - 5 cp - - - - - - - 1/4 lb. - - - - - - - Poison, basic (vial) - - - - - - - 100 gp - - - - - - - - - - - - - - - Pole (10-foot) - - - - - - - 5 cp - - - - - - - 7 lb. - - - - - - - Pot, iron - - - - - - - 2 gp - - - - - - - 10 lb. - - - - - - - Potion of healing 5 - - - - - - - 0 gp - - - - - - - 1/2 lb. - - - - - - - Pouch - - - - - - - 5 sp - - - - - - - 1 lb. - - - - - - - Quiver - - - - - - - 1 gp - - - - - - - 1 lb. - - - - - - - Ram, portable - - - - - - - 4 gp - - - - - - - 35 lb. - - - - - - - Rations (1 day) - - - - - - - 5 sp - - - - - - - 2 lb. - - - - - - - Robes - - - - - - - 1 gp - - - - - - - 4 lb. - - - - - - - Rope, hempen (50 feet) - - - - - - - 1 gp - - - - - - - 10 lb. - - - - - - - Rope, silk (50 feet) - - - - - - - 10 gp - - - - - - - 5 lb. - - - - - - - Sack - - - - - - - 1 cp - - - - - - - 1/2 lb. - - - - - - - Scale, merchant’s - - - - - - - 5 gp - - - - - - - 3 lb. - - - - - - - Sealing wax - - - - - - - 5 sp - - - - - - - - - - - - - - - Shovel - - - - - - - 2 gp - - - - - - - 5 lb. - - - - - - - Signal whistle - - - - - - - 5 cp - - - - - - - - - - - - - - - Signet ring - - - - - - - 5 gp - - - - - - - - - - - - - - - Soap - - - - - - - 2 cp - - - - - - - - - - - - - - - Spellbook - - - - - - - 50 gp - - - - - - - 3 lb. - - - - - - - Spikes, iron (10) - - - - - - - 1 gp - - - - - - - 5 lb. - - - - - - - Spyglass - - - - - - - 1,000 gp - - - - - - - 1 lb. - - - - - - - Tent, two-person - - - - - - - 2 gp - - - - - - - 20 lb. - - - - - - - Tinderbox - - - - - - - 5 sp - - - - - - - 1 lb. - - - - - - - Torch - - - - - - - 1 cp - - - - - - - 1 lb. - - - - - - - Vial - - - - - - - 1 gp - - - - - - - - - - - - - - - Waterskin - - - - - - - 2 sp - - - - - - - 5 lb. (full) - - - - - - - Whetstone - - - - - - - 1 cp - - - - - - - 1 lb. - - - - - - - - - -
- - -
- - - Table- Container Capacity - - -
- - - - - - - Container - - - - - - - Capacity - - - - - - - Backpack* - - - - - - - 1 cubic foot/30 pounds of gear - - - - - - - Barrel - - - - - - - 40 gallons liquid, 4 cubic feet solid - - - - - - - Basket - - - - - - - 2 cubic feet/40 pounds of gear - - - - - - - Bottle - - - - - - - 1½ pints liquid - - - - - - - Bucket - - - - - - - 3 gallons liquid, 1/2 cubic foot solid - - - - - - - Chest - - - - - - - 12 cubic feet/300 pounds of gear - - - - - - - Flask or tankard - - - - - - - 1 pint liquid - - - - - - - Jug or pitcher - - - - - - - 1 gallon liquid - - - - - - - Pot, iron - - - - - - - 1 gallon liquid - - - - - - - Pouch - - - - - - - 1/5 cubic foot/6 pounds of gear - - - - - - - Sack - - - - - - - 1 cubic foot/30 pounds of gear - - - - - - - Vial - - - - - - - 4 ounces liquid - - - - - - - Waterskin - - - - - - - 4 pints liquid - - - - - - - -
- - -
- - - * You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. - - -
- - - - Tools - - -
- - - A tool helps you to do something you couldn’t otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the GM might ask you to make a Dexterity check to carve a fine detail with your woodcarver’s tools, or a Strength check to make something out of particularly hard wood. - - -
- - - Table- Tools - - -
- - - - - - - - Item - - - - - - - Cost - - - - - - - Weight - - - - - - - Artisan’s tools - - - - - - - - - - - ~ Alchemist’s supplies - - - - - - - 50 gp - - - - - - - 8 lb. - - - - - - - ~ Brewer’s supplies - - - - - - - 20 gp - - - - - - - 9 lb. - - - - - - - ~ Calligrapher’s supplies - - - - - - - 10 gp - - - - - - - 5 lb. - - - - - - - ~ Carpenter’s tools - - - - - - - 8 gp - - - - - - - 6 lb. - - - - - - - ~ Cartographer’s tools - - - - - - - 15 gp - - - - - - - 6 lb. - - - - - - - ~ Cobbler’s tools - - - - - - - 5 gp - - - - - - - 5 lb. - - - - - - - ~ Cook’s utensils - - - - - - - 1 gp - - - - - - - 8 lb. - - - - - - - ~ Glassblower’s tools - - - - - - - 30 gp - - - - - - - 5 lb. - - - - - - - ~ Jeweler’s tools - - - - - - - 25 gp - - - - - - - 2 lb. - - - - - - - ~ Leatherworker’s tools - - - - - - - 5 gp - - - - - - - 5 lb. - - - - - - - ~ Mason’s tools - - - - - - - 10 gp - - - - - - - 8 lb. - - - - - - - ~ Painter’s supplies - - - - - - - 10 gp - - - - - - - 5 lb. - - - - - - - ~ Potter’s tools - - - - - - - 10 gp - - - - - - - 3 lb. - - - - - - - ~ Smith’s tools - - - - - - - 20 gp - - - - - - - 8 lb. - - - - - - - ~ Tinker’s tools - - - - - - - 50 gp - - - - - - - 10 lb. - - - - - - - ~ Weaver’s tools - - - - - - - 1 gp - - - - - - - 5 lb. - - - - - - - ~ Woodcarver’s tools - - - - - - - 1 gp - - - - - - - 5 lb. - - - - - - - Disguise kit - - - - - - - 25 gp - - - - - - - 3 lb. - - - - - - - Forgery kit - - - - - - - 15 gp - - - - - - - 5 lb. - - - - - - - Gaming set - - - - - - - - - - - ~ Dice set - - - - - - - 1 sp - - - - - - - - - - - - - - - ~ Playing card set - - - - - - - 5 sp - - - - - - - - - - - - - - - Herbalism kit - - - - - - - 5 gp - - - - - - - 3 lb. - - - - - - - Musical instrument - - - - - - - - - - - ~ Bagpipes - - - - - - - 30 gp - - - - - - - 6 lb. - - - - - - - ~ Drum - - - - - - - 6 gp - - - - - - - 3 lb. - - - - - - - ~ Dulcimer - - - - - - - 25 gp - - - - - - - 10 lb. - - - - - - - ~ Flute - - - - - - - 2 gp - - - - - - - 1 lb. - - - - - - - ~ Lute - - - - - - - 35 gp - - - - - - - 2 lb. - - - - - - - ~ Lyre - - - - - - - 30 gp - - - - - - - 2 lb. - - - - - - - ~ Horn - - - - - - - 3 gp - - - - - - - 2 lb. - - - - - - - ~ Pan flute - - - - - - - 12 gp - - - - - - - 2 lb. - - - - - - - ~ Shawm - - - - - - - 2 gp - - - - - - - 1 lb. - - - - - - - ~ Viol - - - - - - - 30 gp - - - - - - - 1 lb. - - - - - - - Navigator’s tools - - - - - - - 25 gp - - - - - - - 2 lb. - - - - - - - Poisoner’s kit - - - - - - - 50 gp - - - - - - - 2 lb. - - - - - - - Thieves’ tools - - - - - - - 25 gp - - - - - - - 1 lb. - - - - - - - Vehicles (land or water) - - - - - - - * - - - - - - - * - - - - - - - - - -
- - -
- - - * See the - - - “Mounts and Vehicles” - - - section. - - -
- - - Artisan’s Tools - - - . These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency. - - -
- - - Disguise Kit - - - . This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. - - -
- - - Forgery Kit - - - . This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. - - -
- - - Gaming Set - - - . This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. - - -
- - - Herbalism Kit - - - . This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. - - -
- - - Musical Instrument - - - . Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. - - -
- - - Navigator’s Tools - - - . This set of instruments is used for navigation at sea. Proficiency with navigator’s tools lets you chart a ship’s course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea. - - -
- - - Poisoner’s Kit - - - . A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons. - - -
- - - Thieves’ Tools - - - . This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. - - -
- - - - Mounts and Vehicles - - -
- - - A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity. - - -
- - - An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together. - - -
- - - Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself. - - -
- - - Barding - - - . Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. - - -
- - - Saddles - - - . A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount. - - -
- - - Vehicle Proficiency - - - . If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. - - -
- - - Rowed Vessels - - - . Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land. - - -
- - - Table- Mounts and Other Animals - - -
- - - - - - - - - Item - - - - - - - Cost - - - - - - - Speed - - - - - - - Carrying Capacity - - - - - - - Camel - - - - - - - 50 gp - - - - - - - 50 ft. - - - - - - - 480 lb. - - - - - - - Donkey or mule - - - - - - - 8 gp - - - - - - - 40 ft. - - - - - - - 420 lb. - - - - - - - Elephant - - - - - - - 200 gp - - - - - - - 40 ft. - - - - - - - 1,320 lb. - - - - - - - Horse, draft - - - - - - - 50 gp - - - - - - - 40 ft. - - - - - - - 540 lb. - - - - - - - Horse, riding - - - - - - - 75 gp - - - - - - - 60 ft. - - - - - - - 480 lb. - - - - - - - Mastiff - - - - - - - 25 gp - - - - - - - 40 ft. - - - - - - - 195 lb. - - - - - - - Pony - - - - - - - 30 gp - - - - - - - 40 ft. - - - - - - - 225 lb. - - - - - - - Warhorse - - - - - - - 400 gp - - - - - - - 60 ft. - - - - - - - 540 lb. - - - - - - - - - - - -
- - -
- - - Table- Tack, Harness, and Drawn Vehicles - - -
- - - - - - - - Item - - - - - - - Cost - - - - - - - Weight - - - - - - - Barding - - - - - - - ×4 - - - - - - - ×2 - - - - - - - Bit and bridle - - - - - - - 2 gp - - - - - - - 1 lb. - - - - - - - Carriage - - - - - - - 100 gp - - - - - - - 600 lb. - - - - - - - Cart - - - - - - - 15 gp - - - - - - - 200 lb. - - - - - - - Chariot - - - - - - - 250 gp - - - - - - - 100 lb. - - - - - - - Feed (per day) - - - - - - - 5 cp - - - - - - - 10 lb. - - - - - - - Saddle - - - - - - - - - - - ~ Exotic - - - - - - - 60 gp - - - - - - - 40 lb. - - - - - - - ~ Military - - - - - - - 20 gp - - - - - - - 30 lb. - - - - - - - ~ Pack - - - - - - - 5 gp - - - - - - - 15 lb. - - - - - - - ~ Riding - - - - - - - 10 gp - - - - - - - 25 lb. - - - - - - - Saddlebags - - - - - - - 4 gp - - - - - - - 8 lb. - - - - - - - Sled - - - - - - - 20 gp - - - - - - - 300 lb. - - - - - - - Stabling (per day) - - - - - - - 5 sp - - - - - - - - - - - - - - - Wagon - - - - - - - 35 gp - - - - - - - 400 lb. - - - - - - - - - -
- - -
- - - Table- Waterborne Vehicles - - -
- - - - - - - - Item - - - - - - - Cost - - - - - - - Speed - - - - - - - Galley - - - - - - - 30,000 gp - - - - - - - 4 mph - - - - - - - Keelboat - - - - - - - 3,000 gp - - - - - - - 1 mph - - - - - - - Longship - - - - - - - 10,000 gp - - - - - - - 3 mph - - - - - - - Rowboat - - - - - - - 50 gp - - - - - - - 1½ mph - - - - - - - Sailing ship - - - - - - - 10,000 gp - - - - - - - 2 mph - - - - - - - Warship - - - - - - - 25,000 gp - - - - - - - 2½ mph - - - - - - - - - -
- - -
- - - - Trade Goods - - -
- - - Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). - - -
- - - Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods. - - -
- - - Table- Cost of Trade Goods - - -
- - - - - - - Cost - - - - - - - Goods - - - - - - - 1 cp - - - - - - - 1 lb. of wheat - - - - - - - 2 cp - - - - - - - 1 lb. of flour or one chicken - - - - - - - 5 cp - - - - - - - 1 lb. of salt - - - - - - - 1 sp - - - - - - - 1 lb. of iron or 1 sq. yd. of canvas - - - - - - - 5 sp - - - - - - - 1 lb. of copper or 1 sq. yd. of cotton cloth - - - - - - - 1 gp - - - - - - - 1 lb. of ginger or one goat - - - - - - - 2 gp - - - - - - - 1 lb. of cinnamon or pepper, or one sheep - - - - - - - 3 gp - - - - - - - 1 lb. of cloves or one pig - - - - - - - 5 gp - - - - - - - 1 lb. of silver or 1 sq. yd. of linen - - - - - - - 10 gp - - - - - - - 1 sq. yd. of silk or one cow - - - - - - - 15 gp - - - - - - - 1 lb. of saffron or one ox - - - - - - - 50 gp - - - - - - - 1 lb. of gold - - - - - - - 500 gp - - - - - - - 1 lb. of platinum - - - - - - - -
- - -
- - - - Expenses - - -
- - - When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others. - - -
- - - - Lifestyle Expenses - - -
- - - Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. - - -
- - - At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career. - - -
- - - Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections. - - -
- - - Table- Lifestyle Expenses - - -
- - - - - - - Lifestyle - - - - - - - Price/Day - - - - - - - Wretched - - - - - - - - - - - - - - - Squalid - - - - - - - 1 sp - - - - - - - Poor - - - - - - - 2 sp - - - - - - - Modest - - - - - - - 1 gp - - - - - - - Comfortable - - - - - - - 2 gp - - - - - - - Wealthy - - - - - - - 4 gp - - - - - - - Aristocratic - - - - - - - 10 gp minimum - - - - - - - -
- - -
- - - Wretched - - - . You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people. - - -
- - - Squalid - - - . You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease. - - -
- - - Poor - - - . A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types. - - -
- - - Modest - - - . A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like. - - -
- - - Comfortable - - - . Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers. - - -
- - - Wealthy - - - . Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. - - -
- - - Aristocratic - - - . You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant. - - -
- - - - Food, Drink, and Lodging - - -
- - - The Food, Drink, and Lodging table gives prices for individual food items and a single night’s lodging. These prices are included in your total lifestyle expenses. - - -
- - - Table- Food, Drink, and Lodging - - -
- - - - - - - Item - - - - - - - Cost - - - - - - - Ale - - - - - - - - - ~ Gallon - - - - - - - 2 sp - - - - - - - ~ Mug - - - - - - - 4 cp - - - - - - - Banquet (per person) - - - - - - - 10 gp - - - - - - - Bread, loaf - - - - - - - 2 cp - - - - - - - Cheese, hunk - - - - - - - 1 sp - - - - - - - Inn stay (per day) - - - - - - - - - ~ Squalid - - - - - - - 7 cp - - - - - - - ~ Poor - - - - - - - 1 sp - - - - - - - ~ Modest - - - - - - - 5 sp - - - - - - - ~ Comfortable - - - - - - - 8 sp - - - - - - - ~ Wealthy - - - - - - - 2 gp - - - - - - - ~ Aristocratic - - - - - - - 4 gp - - - - - - - Meals (per day) - - - - - - - - - ~ Squalid - - - - - - - 3 cp - - - - - - - ~ Poor - - - - - - - 6 cp - - - - - - - ~ Modest - - - - - - - 3 sp - - - - - - - ~ Comfortable - - - - - - - 5 sp - - - - - - - ~ Wealthy - - - - - - - 8 sp - - - - - - - ~ Aristocratic - - - - - - - 2 gp - - - - - - - Meat, chunk - - - - - - - 3 sp - - - - - - - Wine - - - - - - - - - ~ Common (pitcher) - - - - - - - 2 sp - - - - - - - ~ Fine (bottle) - - - - - - - 10 gp - - - - - - - -
- - -
- - - Self-Sufficiency - - -
- - - The expenses and lifestyles described here assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford-paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear. - - -
- - - Maintaining this kind of lifestyle doesn’t require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle. - - -
- - - - Services - - -
- - - Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills. - - -
- - - Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the - - - secret chest - - - spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke. - - -
- - - Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation. - - -
- - - Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers. - - -
- - - Table- Services - - -
- - - - - - - Service Pay - - - - - - - Pay - - - - - - - Coach cab - - - - - - - - - ~ Between towns - - - - - - - 3 cp per mile - - - - - - - ~ Within a city - - - - - - - 1 cp - - - - - - - Hireling - - - - - - - - - ~ Skilled - - - - - - - 2 gp per day - - - - - - - ~ Untrained - - - - - - - 2 sp per day - - - - - - - Messenger - - - - - - - 2 cp per mile - - - - - - - Road or gate toll - - - - - - - 1 cp - - - - - - - Ship’s passage - - - - - - - 1 sp per mile - - - - - - - -
- - -
- - - - Spellcasting Services - - -
- - - People who are able to cast spells don’t fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs. - - -
- - - Hiring someone to cast a relatively common spell of 1st or 2nd level, such as - - - cure wounds - - - or - - - identify - - - , is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment-the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement. - - -
- - - - ABILITIES - - -
- - - Six abilities provide a quick description of every creature’s physical and mental characteristics: - - -
- - - Strength - - - , measuring physical power - - -
- - - Dexterity - - - , measuring agility - - -
- - - Constitution - - - , measuring endurance - - -
- - - Intelligence - - - , measuring reasoning and memory - - -
- - - Wisdom - - - , measuring perception and insight - - -
- - - Charisma - - - , measuring force of personality - - -
- - - Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities-a creature’s assets as well as weaknesses. - - -
- - - The three main rolls of the game-the ability check, the saving throw, and the attack roll-rely on the six ability scores. The book’s introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number. - - -
- - - - Ability Scores and Modifiers - - -
- - - Each of a creature’s abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature’s training and competence in activities related to that ability. - - -
- - - A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. - - -
- - - Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30. - - -
- - - Table- Ability Scores and Modifiers - - -
- - - - - - - Score - - - - - - - Modifier - - - - - - - 1 - - - - - - - -5 - - - - - - - 2-3 - - - - - - - -4 - - - - - - - 4-5 - - - - - - - -3 - - - - - - - 6-7 - - - - - - - -2 - - - - - - - 8-9 - - - - - - - -1 - - - - - - - 10-11 - - - - - - - +0 - - - - - - - 12-13 - - - - - - - +1 - - - - - - - 14-15 - - - - - - - +2 - - - - - - - 16-17 - - - - - - - +3 - - - - - - - 18-19 - - - - - - - +4 - - - - - - - 20-21 - - - - - - - +5 - - - - - - - 22-23 - - - - - - - +6 - - - - - - - 24-25 - - - - - - - +7 - - - - - - - 26-27 - - - - - - - +8 - - - - - - - 28-29 - - - - - - - +9 - - - - - - - 30 - - - - - - - +10 - - - - - - - -
- - -
- - - To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down). - - -
- - - Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores. - - -
- - - - Advantage and Disadvantage - - -
- - - Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17. - - -
- - - If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don’t roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20. - - -
- - - If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage. - - -
- - - When you have advantage or disadvantage and something in the game, such as the halfling’s Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1. - - -
- - - You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The - - -
- - - GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result. - - -
- - - - Proficiency Bonus - - -
- - - Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls. - - -
- - - Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save. - - -
- - - Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue’s Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once. - - -
- - - By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn’t normally benefit from your proficiency bonus, you still don’t add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks. - - -
- - - In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply. - - -
- - - - Ability Checks - - -
- - - An ability check tests a character’s or monster’s innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results. - - -
- - - For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. - - -
- - - The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs. - - -
- - - Table- Difficulty Classes - - -
- - - - - - - Task Difficulty - - - - - - - DC - - - - - - - Very easy - - - - - - - 5 - - - - - - - Easy - - - - - - - 10 - - - - - - - Medium - - - - - - - 15 - - - - - - - Hard - - - - - - - 20 - - - - - - - Very hard - - - - - - - 25 - - - - - - - Nearly impossible - - - - - - - 30 - - - - - - - -
- - -
- - - To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success-the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM. - - -
- - - - Contests - - -
- - - Sometimes one character’s or monster’s efforts are directly opposed to another’s. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal- for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest. - - -
- - - Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding. - - -
- - - If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut. - - -
- - - - Skills - - -
- - - Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual’s proficiency in a skill demonstrates a focus on that aspect. (A character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in the monster’s stat block.) - - -
- - - For example, a Dexterity check might reflect a character’s attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding. - - -
- - - The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability’s description in the later sections of this section for examples of how to use a skill associated with an ability. - - -
- - - Table- Related Skills - - -
- - - - - - - - - - Strength - - - - - - - Dexterity - - - - - - - Intelligence - - - - - - - Wisdom - - - - - - - Charisma - - - - - - - Athletics - - - - - - - Acrobatics - - - - - - - Arcana - - - - - - - Animal Handling - - - - - - - Deception - - - - - - - - - Sleight of Hand - - - - - - - History - - - - - - - Insight - - - - - - - Intimidation - - - - - - - - - Stealth - - - - - - - Investigation - - - - - - - Medicine - - - - - - - Performance - - - - - - - - - - - Nature - - - - - - - Perception - - - - - - - Persuasion - - - - - - - - - - - Religion - - - - - - - Survival - - - - - -
- - -
- - - Sometimes, the GM might ask for an ability check using a specific skill-for example, - - - “Make a Wisdom (Perception) check.” - - - At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check. - - -
- - - For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character’s proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check. - - -
- - - - Variant: Skills with Different Abilities - - -
- - - Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you’re proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma. - - -
- - - - Passive Checks - - -
- - - A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster. - - -
- - - Here’s how to determine a character’s total for a passive check: - - -
- - - 10 + all modifiers that normally apply to the check - - -
- - - If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a - - - score - - - . - - -
- - - For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14. - - -
- - - The rules on hiding in the - - - “Dexterity” - - - section below rely on passive checks, as do the exploration rules. - - -
- - - - Working Together - - -
- - - Sometimes two or more characters team up to attempt a task. The character who’s leading the effort-or the one with the highest ability modifier-can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action. - - -
- - - A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves’ tools, so a character who lacks that proficiency can’t help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help. - - -
- - - - Group Checks - - -
- - - When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren’t. - - -
- - - To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails. - - -
- - - Group checks don’t come up very often, and they’re most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards. - - -
- - - - Using Each Ability - - -
- - - Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game. - - -
- - - - Strength - - -
- - - Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force. - - -
- - - - Strength Checks - - -
- - - A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. - - -
- - - Athletics - - - . Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: - - -
- - - You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off. - - -
- - - You try to jump an unusually long distance or pull off a stunt midjump. - - -
- - - You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. - - -
- - - Other Strength Checks - - - . The GM might also call for a Strength check when you try to accomplish tasks like the following: - - -
- - - Force open a stuck, locked, or barred door - - -
- - - Break free of bonds - - -
- - - Push through a tunnel that is too small - - -
- - - Hang on to a wagon while being dragged behind it - - -
- - - Tip over a statue - - -
- - - Keep a boulder from rolling - - -
- - - - Attack Rolls and Damage - - -
- - - You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack. - - -
- - - - Lifting and Carrying - - -
- - - Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. - - -
- - - Carrying Capacity - - - . Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it. - - -
- - - Push, Drag, or Lift - - - . You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. - - -
- - - Size and Strength - - - . Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights. - - -
- - - - Variant: Encumbrance - - -
- - - The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table. - - -
- - - If you carry weight in excess of 5 times your Strength score, you are - - - encumbered - - - , which means your speed drops by 10 feet. - - -
- - - If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead - - - heavily encumbered - - - , which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. - - -
- - - - Dexterity - - -
- - - Dexterity measures agility, reflexes, and balance. - - -
- - - - Dexterity Checks - - -
- - - A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks. - - -
- - - Acrobatics - - - . Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips. - - -
- - - Sleight of Hand - - - . Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket. - - -
- - - Stealth - - - . Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard. - - -
- - - Other Dexterity Checks - - - . The GM might call for a Dexterity check when you try to accomplish tasks like the following: - - -
- - - Control a heavily laden cart on a steep descent - - -
- - - Steer a chariot around a tight turn - - -
- - - Pick a lock - - -
- - - Disable a trap - - -
- - - Securely tie up a prisoner - - -
- - - Wriggle free of bonds - - -
- - - Play a stringed instrument - - -
- - - Craft a small or detailed object - - -
- - - - Attack Rolls and Damage - - -
- - - You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier. - - -
- - - - Armor Class - - -
- - - Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class. - - -
- - - - Initiative - - -
- - - At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures’ turns in combat. - - -
- - - Hiding - - -
- - - The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence. - - -
- - - You can’t hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. - - -
- - - An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet. - - -
- - - In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen. - - -
- - - Passive Perception - - - . When you hide, there’s a chance someone will notice you even if they aren’t searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals 10 + the creature’s Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14. - - -
- - - What Can You See? - - - One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be - - - lightly - - - or - - - heavily obscured - - - , as explained in the - - - “Adventuring” - - - section. - - -
- - - - Constitution - - -
- - - Constitution measures health, stamina, and vital force. - - -
- - - - Constitution Checks - - -
- - - Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however. - - -
- - - The GM might call for a Constitution check when you try to accomplish tasks like the following: - - -
- - - Hold your breath - - -
- - - March or labor for hours without rest - - -
- - - Go without sleep - - -
- - - Survive without food or water - - -
- - - Quaff an entire stein of ale in one go - - -
- - - - Hit Points - - -
- - - Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points. - - -
- - - If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you’re 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7. - - -
- - - - Intelligence - - -
- - - Intelligence measures mental acuity, accuracy of recall, and the ability to reason. - - -
- - - - Intelligence Checks - - -
- - - An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks. - - -
- - - Arcana - - - . Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes. - - -
- - - History - - - . Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations. - - -
- - - Investigation - - - . When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check. - - -
- - - Nature - - - . Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles. - - -
- - - Religion - - - . Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. - - -
- - - Other Intelligence Checks - - - . The GM might call for an Intelligence check when you try to accomplish tasks like the following: - - -
- - - Communicate with a creature without using words - - -
- - - Estimate the value of a precious item - - -
- - - Pull together a disguise to pass as a city guard - - -
- - - Forge a document - - -
- - - Recall lore about a craft or trade - - -
- - - Win a game of skill - - -
- - - - Spellcasting Ability - - -
- - - Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. - - -
- - - - Wisdom - - -
- - - Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition. - - -
- - - - Wisdom Checks - - -
- - - A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks. - - -
- - - Animal Handling - - - . When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver. - - -
- - - Insight - - - . Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms. - - -
- - - Medicine - - - . A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness. - - -
- - - Perception - - - . Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door. - - -
- - - Survival - - - . The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards. - - -
- - - Other Wisdom Checks - - - . The GM might call for a Wisdom check when you try to accomplish tasks like the following: - - -
- - - Get a gut feeling about what course of action to follow - - -
- - - Discern whether a seemingly dead or living creature is undead - - -
- - - - Spellcasting Ability - - -
- - - Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. - - -
- - - - Charisma - - -
- - - Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality. - - -
- - - - Charisma Checks - - -
- - - A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. - - -
- - - Deception - - - . Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie. - - -
- - - Intimidation - - - . When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision. - - -
- - - Performance - - - . Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. - - -
- - - Persuasion - - - . When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk. - - -
- - - Other Charisma Checks - - - . The GM might call for a Charisma check when you try to accomplish tasks like the following: - - -
- - - Find the best person to talk to for news, rumors, and gossip - - -
- - - Blend into a crowd to get the sense of key topics of conversation - - -
- - - - Spellcasting Ability - - -
- - - Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. - - -
- - - - Saving Throws - - -
- - - A saving throw-also called a save-represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm. - - -
- - - To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw. - - -
- - - A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM. - - -
- - - Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well. - - -
- - - The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus. - - -
- - - The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect. - - -
- - - - ADVENTURING - - -
- - - - Time - - -
- - - In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers’ movement happens on a scale of - - - minutes - - - . It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable. - - -
- - - In a city or wilderness, a scale of - - - hours - - - is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours’ time. - - -
- - - For long journeys, a scale of - - - days - - - works best. - - -
- - - Following the road from Baldur’s Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. - - -
- - - In combat and other fast-paced situations, the game relies on - - - rounds - - - , a 6-second span of time. - - -
- - - - Movement - - -
- - - Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope-all sorts of movement play a key role in fantasy gaming adventures. - - -
- - - The GM can summarize the adventurers’ movement without calculating exact distances or travel times: - - - “You travel through the forest and find the dungeon entrance late in the evening of the third day.” - - - Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: - - - “After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.” - - -
- - - Sometimes it’s important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they’re moving over. - - -
- - - - Speed - - -
- - - Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation. - - -
- - - The following rules determine how far a character or monster can move in a minute, an hour, or a day. - - -
- - - - Travel Pace - - -
- - - While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully. - - -
- - - Forced March - - - . The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion. - - -
- - - For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion (see appendix ##). - - -
- - - Mounts and Vehicles - - - . For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas. - - -
- - - Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. - - -
- - - Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a - - - carpet of flying - - - , allow you to travel more swiftly. - - -
- - - Table- Travel Pace - - -
- - - Distance Traveled Per … - - -
- - - - - - - - - - Pace - - - - - - - Minute - - - - - - - Hour - - - - - - - Day - - - - - - - Effect - - - - - - - Fast - - - - - - - 400 feet - - - - - - - 4 miles - - - - - - - 30 miles - - - - - - - -5 penalty to passive Wisdom (Perception) scores - - - - - - - Normal - - - - - - - 300 feet - - - - - - - 3 miles - - - - - - - 18 miles - - - - - - - - - - - - - - - Slow - - - - - - - 200 feet - - - - - - - 2 miles - - - - - - - 24 miles - - - - - - - Able to use stealth - - - - - - - - - - - - - -
- - -
- - - - Difficult Terrain - - -
- - - The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground-all considered difficult terrain. - - -
- - - You move at half speed in difficult terrain- moving 1 foot in difficult terrain costs 2 feet of speed-so you can cover only half the normal distance in a minute, an hour, or a day. - - -
- - - - Special Types of Movement - - -
- - - Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go. - - -
- - - - Climbing, Swimming, and Crawling - - -
- - - While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check. - - -
- - - - Jumping - - -
- - - Your Strength determines how far you can jump. - - -
- - - Long Jump - - - . When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement. - - -
- - - This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it. - - -
- - - When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone. - - -
- - - High Jump - - - . When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can. - - -
- - - You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height. - - -
- - - - The Environment - - -
- - - By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places. - - -
- - - - Falling - - -
- - - A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall. - - -
- - - - Suffocating - - -
- - - A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). - - -
- - - When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again. - - -
- - - For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points. - - -
- - - - Vision and Light - - -
- - - The most fundamental tasks of adventuring- noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few-rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance. - - -
- - - A given area might be lightly or heavily obscured. In a - - - lightly obscured - - - area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. - - -
- - - A - - - heavily obscured - - - area-such as darkness, opaque fog, or dense foliage-blocks vision entirely. A creature effectively suffers from the blinded condition (see appendix ##) when trying to see something in that area. - - -
- - - The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness. - - -
- - - Bright light - - - lets most creatures see normally. - - -
- - - Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. - - -
- - - Dim light - - - , also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. - - -
- - - Darkness - - - creates a heavily obscured area. - - -
- - - Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness. - - -
- - - - Blindsight - - -
- - - A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense. - - -
- - - - Darkvision - - -
- - - Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray. - - -
- - - - Truesight - - -
- - - A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane. - - -
- - - - Food and Water - - -
- - - Characters who don’t eat or drink suffer the effects of exhaustion (see appendix ##). Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount. - - -
- - - - Food - - -
- - - A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. - - -
- - - A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion. - - -
- - - A normal day of eating resets the count of days without food to zero. - - -
- - - - Water - - -
- - - A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day. - - -
- - - If the character already has one or more levels of exhaustion, the character takes two levels in either case. - - -
- - - - Interacting with Objects - - -
- - - A character’s interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as moving a lever, and the GM describes what, if anything, happens. - - -
- - - For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task. - - -
- - - Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The GM determines an object’s Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It’s hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks. - - -
- - - A character can also attempt a Strength check to break an object. The GM sets the DC for any such check. - - -
- - - - Resting - - -
- - - Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure. - - -
- - - Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day. - - -
- - - - Short Rest - - -
- - - A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. - - -
- - - A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below. - - -
- - - - Long Rest - - -
- - - A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity-at least 1 hour of walking, fighting, casting spells, or similar adventuring activity-the characters must begin the rest again to gain any benefit from it. - - -
- - - At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. - - -
- - - A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits. - - -
- - - - Between Adventures - - -
- - - Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold. - - -
- - - In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion. - - -
- - - - Lifestyle Expenses - - -
- - - Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle. - - -
- - - Living a particular lifestyle doesn’t have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty. - - -
- - - - Downtime Activities - - -
- - - Between adventures, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity. - - -
- - - Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM. - - -
- - - - Crafting - - -
- - - You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan’s tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith’s tools needs a forge in order to craft a sword or suit of armor. - - -
- - - For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5 gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself. - - -
- - - Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp. - - -
- - - While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost. - - -
- - - - Practicing a Profession - - -
- - - You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long you continue to practice your profession. - - -
- - - If you are a member of an organization that can provide gainful employment, such as a temple or a thieves’ guild, you earn enough to support a comfortable lifestyle instead. - - -
- - - If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead. - - -
- - - - Recuperating - - -
- - - You can use downtime between adventures to recover from a debilitating injury, disease, or poison. - - -
- - - After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results: - - -
- - - End one effect on you that prevents you from regaining hit points. - - -
- - - For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you. - - -
- - - - Researching - - -
- - - The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips. - - -
- - - When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The GM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone’s aid. Once those conditions are met, you learn the information if it is available. - - -
- - - For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses. - - -
- - - - Training - - -
- - - You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options. - - -
- - - First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required. - - -
- - - The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool. - - -
- - - - COMBAT - - -
- - - A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A - - - round - - - represents about 6 seconds in the game world. During a round, each participant in a battle takes a - - - turn - - - . The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. - - -
- - - - Combat Step by Step - - -
- - - Determine surprise. - - - The GM determines whether anyone involved in the combat encounter is surprised. - - -
- - - Establish positions. - - - The GM decides where all the characters and monsters are located. Given the adventurers’ marching order or their stated positions in the room or other location, the GM figures out where the adversaries are̶how far away and in what direction. - - -
- - - Roll initiative. - - - Everyone involved in the combat encounter rolls initiative, determining the order of combatants’ turns. - - -
- - - Take turns. - - - Each participant in the battle takes a turn in initiative order. - - -
- - - Begin the next round. - - - When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops. - - -
- - - - Surprise - - -
- - - A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other. - - -
- - - The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn’t notice a threat is surprised at the start of the encounter. - - -
- - - If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be surprised even if the other members aren’t. - - -
- - - - Initiative - - -
- - - Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time. - - -
- - - The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round. - - -
- - - If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first. - - -
- - - - Your Turn - - -
- - - On your turn, you can - - - move - - - a distance up to your speed and - - - take one action - - - . You decide whether to move first or take your action first. Your speed- sometimes called your walking speed-is noted on your character sheet. - - -
- - - The most common actions you can take are described in the - - - “Actions in Combat” - - - section later in this chapter. Many class features and other abilities provide additional options for your action. - - -
- - - The - - - “Movement and Position” - - - section later in this chapter gives the rules for your move. - - -
- - - You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do on your turn, consider taking the Dodge or Ready action, as described in - - - “Actions in Combat.” - - -
- - - - Bonus Actions - - -
- - - Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don’t have a bonus action to take. - - -
- - - You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available. - - -
- - - You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action. - - -
- - - - Other Activity on Your Turn - - -
- - - Your turn can include a variety of flourishes that require neither your action nor your move. - - -
- - - You can communicate however you are able, through brief utterances and gestures, as you take your turn. - - -
- - - You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack. - - -
- - - If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions. - - -
- - - The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge. - - -
- - - - Reactions - - -
- - - Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. The opportunity attack, described later in this chapter, is the most common type of reaction. - - -
- - - When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction. - - -
- - - - Movement and Position - - -
- - - In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand. - - -
- - - On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here. - - -
- - - Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving. - - -
- - - - Breaking Up Your Move - - -
- - - You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet. - - -
- - - - Moving between Attacks - - -
- - - If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again. - - -
- - - - Using Different Speeds - - -
- - - If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you’ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move. - - -
- - - For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the - - - fly - - - spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more. - - -
- - - - Difficult Terrain - - -
- - - Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases-the setting of a typical fight contains difficult terrain. - - -
- - - Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain. - - -
- - - Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain. - - -
- - - - Being Prone - - -
- - - Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in appendix A. - - -
- - - You can - - - drop prone - - - without using any of your speed. - - - Standing up - - - takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend - - -
- - - 15 feet of movement to stand up. You can’t stand up if you don’t have enough movement left or if your speed is 0. - - -
- - - To move while prone, you must - - - crawl - - - or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement. - - -
- - - Interacting with Objects Around You - - -
- - - Here are a few examples of the sorts of thing you can do in tandem with your movement and action: - - -
- - - draw or sheathe a sword - - -
- - - open or close a door - - -
- - - withdraw a potion from your backpack - - -
- - - pick up a dropped axe - - -
- - - take a bauble from a table - - -
- - - remove a ring from your finger - - -
- - - stuff some food into your mouth - - -
- - - plant a banner in the ground - - -
- - - fish a few coins from your belt pouch - - -
- - - drink all the ale in a flagon - - -
- - - throw a lever or a switch - - -
- - - pull a torch from a sconce - - -
- - - take a book from a shelf you can reach - - -
- - - extinguish a small flame - - -
- - - don a mask - - -
- - - pull the hood of your cloak up and over your head - - -
- - - put your ear to a door - - -
- - - kick a small stone - - -
- - - turn a key in a lock - - -
- - - tap the floor with a 10-foot pole - - -
- - - hand an item to another character - - -
- - - - Moving Around Other Creatures - - -
- - - You can move through a nonhostile creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is difficult terrain for you. - - -
- - - Whether a creature is a friend or an enemy, you can’t willingly end your move in its space. - - -
- - - If you leave a hostile creature’s reach during your move, you provoke an opportunity attack, as explained later in the chapter. - - -
- - - - Flying Movement - - -
- - - Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the - - - fly - - - spell. - - -
- - - - Creature Size - - -
- - - Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories. - - -
- - - Table- Creature Size - - -
- - - - - - - Size - - - - - - - Space - - - - - - - Tiny - - - - - - - 2 1/2 by 2 1/2 ft. - - - - - - - Small - - - - - - - 5 by 5 ft. - - - - - - - Medium - - - - - - - 5 by 5 ft. - - - - - - - Large - - - - - - - 10 by 10 ft. - - - - - - - Huge - - - - - - - 15 by 15 ft. - - - - - - - Gargantuan - - - - - - - 20 by 20 ft. or larger - - - - - - - -
- - -
- - - - Space - - -
- - - A creature’s space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn’t 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot wide doorway, other creatures can’t get through unless the hobgoblin lets them. - - -
- - - A creature’s space also reflects the area it needs to fight effectively. For that reason, there’s a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one. - - -
- - - Because larger creatures take up more space, fewer of them can surround a creature. If four Large creatures crowd around a Medium or smaller one, there’s little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one. - - -
- - - - Squeezing into a Smaller Space - - -
- - - A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space. - - -
- - - - Actions in Combat - - -
- - - When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks. - - -
- - - When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure. - - -
- - - - Attack - - -
- - - The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. - - -
- - - With this action, you make one melee or ranged attack. See the - - - “Making an Attack” - - - section for the rules that govern attacks. - - -
- - - Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action. - - -
- - - - Cast a Spell - - -
- - - Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. - - -
- - - - Dash - - -
- - - When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash. - - -
- - - Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash. - - -
- - - - Disengage - - -
- - - If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn. - - -
- - - - Dodge - - -
- - - When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix A) or if your speed drops to 0. - - -
- - - - Help - - -
- - - You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn. - - -
- - - Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage. - - -
- - - - Hide - - -
- - - When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the - - - “Unseen Attackers and Targets” - - - section later in this chapter. - - -
- - - - Ready - - -
- - - Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn. - - -
- - - First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include - - - “If the cultist steps on the trapdoor, I’ll pull the lever that opens it,” - - - and - - - “If the goblin steps next to me, I move away.” - - -
- - - When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round. - - -
- - - When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell’s magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the - - - web - - - spell and ready - - - magic missile - - - , your - - - web - - - spell ends, and if you take damage before you release - - - magic missile - - - with your reaction, your concentration might be broken. - - -
- - - - Search - - -
- - - When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check. - - -
- - - - Use an Object - - -
- - - You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn. - - -
- - - - Making an Attack - - -
- - - Whether you’re striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure. - - -
- - - Choose a target - - - . Pick a target within your attack’s - - - Range: - - - a creature, an object, or a location. - - -
- - - Determine modifiers - - - . The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll. - - -
- - - Resolve the attack - - - . You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage. - - -
- - - If there’s ever any question whether something you’re doing counts as an attack, the rule is simple: if you’re making an attack roll, you’re making an attack. - - -
- - - - Attack Rolls - - -
- - - When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target’s Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block. - - -
- - - - Modifiers to the Roll - - -
- - - When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character’s proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block. - - -
- - - Ability Modifier. - - - The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule. - - -
- - - Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster. - - -
- - - Proficiency Bonus. - - - You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell. - - -
- - - - Rolling 1 or 20 - - -
- - - Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss. - - -
- - - If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. This is called a critical hit, which is explained later in this chapter. - - -
- - - If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s AC. - - -
- - - - Unseen Attackers and Targets - - -
- - - Combatants often try to escape their foes’ notice by hiding, casting the invisibility spell, or lurking in darkness. - - -
- - - When you attack a target that you can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target’s location correctly. - - -
- - - When a creature can’t see you, you have advantage on attack rolls against it. If you are hidden-both unseen and unheard-when you make an attack, you give away your location when the attack hits or misses. - - -
- - - - Ranged Attacks - - -
- - - When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack. - - -
- - - - Range - - -
- - - You can make ranged attacks only against targets within a specified range. - - -
- - - If a ranged attack, such as one made with a spell, has a single range, you can’t attack a target beyond this range. - - -
- - - Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can’t attack a target beyond the long range. - - -
- - - - Ranged Attacks in Close Combat - - -
- - - Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated. - - -
- - - - Melee Attacks - - -
- - - Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack. - - -
- - - Most creatures have a 5-foot - - - reach - - - and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions. - - -
- - - Instead of using a weapon to make a melee weapon attack, you can use an - - - unarmed strike - - - : a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes. - - -
- - - Contests in Combat - - -
- - - Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others. - - -
- - - - Opportunity Attacks - - -
- - - In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack. - - -
- - - You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach. - - -
- - - You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy. - - -
- - - - Two-Weapon Fighting - - -
- - - When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. - - -
- - - If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it. - - -
- - - - Grappling - - -
- - - When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. - - -
- - - The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition (see appendix ##). The condition specifies the things that end it, and you can release the target whenever you like (no action required). - - -
- - - Escaping a Grapple - - - . A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check. - - -
- - - Moving a Grappled Creature - - - . When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you. - - -
- - - - Shoving a Creature - - -
- - - Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. - - -
- - - The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you. - - -
- - - - Cover - - -
- - - Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. - - -
- - - There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover. - - -
- - - A target with - - - half cover - - - has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend. - - -
- - - A target with - - - three-quarters cover - - - has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk. - - -
- - - A target with - - - total cover - - - can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle. - - -
- - - - Damage and Healing - - -
- - - Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a - - - fireball - - - spell all have the potential to damage, or even kill, the hardiest of creatures. - - -
- - - - Hit Points - - -
- - - Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile. - - -
- - - A creature’s current hit points (usually just called hit points) can be any number from the creature’s hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing. - - -
- - - Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature’s capabilities until the creature drops to 0 hit points. - - -
- - - - Damage Rolls - - -
- - - Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage. - - -
- - - When attacking with a - - - weapon - - - , you add your ability modifier-the same modifier used for the attack roll-to the damage. A - - - spell - - - tells you which dice to roll for damage and whether to add any modifiers. - - -
- - - If a spell or other effect deals damage to - - - more than one target - - - at the same time, roll the damage once for all of them. For example, when a wizard casts - - - fireball - - - or a cleric casts - - - flame strike - - - , the spell’s damage is rolled once for all creatures caught in the blast. - - -
- - - - Critical Hits - - -
- - - When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once. - - -
- - - For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well. - - -
- - - - Damage Types - - -
- - - Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types. - - -
- - - The damage types follow, with examples to help a GM assign a damage type to a new effect. - - -
- - - Acid - - - . The corrosive spray of a black dragon’s breath and the dissolving enzymes secreted by a black pudding deal acid damage. - - -
- - - Bludgeoning - - - . Blunt force attacks-hammers, falling, constriction, and the like-deal bludgeoning damage. - - -
- - - Cold - - - . The infernal chill radiating from an ice devil’s spear and the frigid blast of a white dragon’s breath deal cold damage. - - -
- - - Fire - - - . Red dragons breathe fire, and many spells conjure flames to deal fire damage. - - -
- - - Force - - - . Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including - - - magic missile - - - and - - - spiritual weapon - - - . - - -
- - - Lightning - - - . A - - - lightning bolt - - - spell and a blue dragon’s breath deal lightning damage. - - -
- - - Necrotic - - - . Necrotic damage, dealt by certain undead and a spell such as - - - chill touch - - - , withers matter and even the soul. - - -
- - - Piercing - - - . Puncturing and impaling attacks, including spears and monsters’ bites, deal piercing damage. - - -
- - - Poison - - - . Venomous stings and the toxic gas of a green dragon’s breath deal poison damage. - - -
- - - Psychic - - - . Mental abilities such as a mind flayer’s psionic blast deal psychic damage. - - -
- - - Radiant - - - . Radiant damage, dealt by a cleric’s - - - flame strike - - - spell or an angel’s smiting weapon, sears the flesh like fire and overloads the spirit with power. - - -
- - - Slashing - - - . Swords, axes, and monsters’ claws deal slashing damage. - - -
- - - Thunder - - - . A concussive burst of sound, such as the effect of the - - - thunderwave - - - spell, deals thunder damage. - - -
- - - - Damage Resistance and Vulnerability - - -
- - - Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage. - - -
- - - If a creature or an object has - - - resistance - - - to a damage type, damage of that type is halved against it. If a creature or an object has - - - vulnerability - - - to a damage type, damage of that type is doubled against it. - - -
- - - Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage. - - -
- - - Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters. - - -
- - - - Healing - - -
- - - Unless it results in death, damage isn’t permanent. Even death is reversible through powerful magic. Rest can restore a creature’s hit points, and magical methods such as a - - - cure wounds - - - spell or a - - - potion of healing - - - can remove damage in an instant. - - -
- - - When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8. - - -
- - - A creature that has died can’t regain hit points until magic such as the - - - revivify - - - spell has restored it to life. - - -
- - - - Dropping to 0 Hit Points - - -
- - - When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections. - - -
- - - - Instant Death - - -
- - - Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. - - -
- - - For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies. - - -
- - - - Falling Unconscious - - -
- - - If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix ##). This unconsciousness ends if you regain any hit points. - - -
- - - - Death Saving Throws - - -
- - - Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw. - - -
- - - Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable. - - -
- - - Rolling 1 or 20 - - - . When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point. - - -
- - - Damage at 0 Hit Points - - - . If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death. - - -
- - - - Stabilizing a Creature - - -
- - - The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw. - - -
- - - You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check. - - -
- - - A - - - stable - - - creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 1d4 hours. - - -
- - - - Monsters and Death - - -
- - - Most GMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws. - - -
- - - Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters. - - -
- - - - Knocking a Creature Out - - -
- - - Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable. - - -
- - - - Temporary Hit Points - - -
- - - Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren’t actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury. - - -
- - - When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage. - - -
- - - Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points. - - -
- - - Healing can’t restore temporary hit points, and they can’t be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22. - - -
- - - If you have 0 hit points, receiving temporary hit points doesn’t restore you to consciousness or stabilize you. They can still absorb damage directed at you while you’re in that state, but only true healing can save you. - - -
- - - Unless a feature that grants you temporary hit points has a duration, they last until they’re depleted or you finish a long rest. - - -
- - - - Mounted Combat - - -
- - - A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide. - - -
- - - A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules. - - -
- - - - Mounting and Dismounting - - -
- - - Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0. - - -
- - - If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw. - - -
- - - If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it. - - -
- - - - Controlling a Mount - - -
- - - While you’re mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently. - - -
- - - You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. - - -
- - - An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes. - - -
- - - In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount. - - -
- - - - Underwater Combat - - -
- - - When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply. - - -
- - - When making a - - - melee weapon attack - - - , a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident. - - -
- - - A - - - ranged weapon attack - - - automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart). - - -
- - - Creatures and objects that are fully immersed in water have resistance to fire damage. - - -
- - - - SPELLCASTING - - -
- - - Magic permeates fantasy gaming worlds and often appears in the form of a spell. - - -
- - - This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here. - - -
- - - - What Is a Spell? - - -
- - - A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect-in most cases, all in the span of seconds. - - -
- - - Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see appendix ##), drain life energy away, and restore life to the dead. - - -
- - - Uncounted thousands of spells have been created over the course of the multiverse’s history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so. - - -
- - - - Spell Level - - -
- - - Every spell has a level from 0 to 9. A spell’s level is a general indicator of how powerful it is, with the lowly (but still impressive) - - - magic missile - - - at 1st level and the earth-shaking - - - wish - - - at 9th. Cantrips-simple but powerful spells that characters can cast almost by rote-are level 0. The higher a spell’s level, the higher level a spellcaster must be to use that spell. - - -
- - - Spell level and character level don’t correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell. - - -
- - - - Known and Prepared Spells - - -
- - - Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions. - - -
- - - In every case, the number of spells a caster can have fixed in mind at any given time depends on the character’s level. - - -
- - - - Spell Slots - - -
- - - Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher level spells are even more so. Thus, each spellcasting class’s description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots. - - -
- - - When a character casts a spell, he or she expends a slot of that spell’s level or higher, effectively - - - “filling” - - - a slot with the spell. You can think of a spell slot as a groove of a certain size-small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts - - - magic missile - - - , a 1st-level spell, she spends one of her four 1st-level slots and has three remaining. - - -
- - - Finishing a long rest restores any expended spell slots. - - -
- - - Some characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way. - - -
- - - - Casting a Spell at a Higher Level - - -
- - - When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts - - - magic missile - - - using one of her 2nd-level slots, that - - - magic missile - - - is 2nd level. Effectively, the spell expands to fill the slot it is put into. - - -
- - - Some spells, such as - - - magic missile - - - and - - - cure wounds - - - , have more powerful effects when cast at a higher level, as detailed in a spell’s description. - - -
- - - Casting in Armor - - -
- - - Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting. - - -
- - - - Cantrips - - -
- - - A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. A cantrip’s spell level is 0. - - -
- - - - Rituals - - -
- - - Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn’t expend a spell slot, which means the ritual version of a spell can’t be cast at a higher level. - - -
- - - To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character’s ritual feature specifies otherwise, as the wizard’s does. - - -
- - - The Schools of Magic - - -
- - - Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity. - - -
- - - The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools. - - -
- - - Abjuration - - - spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence. - - -
- - - Conjuration - - - spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing. - - -
- - - Divination - - - spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places. - - -
- - - Enchantment - - - spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet. - - -
- - - Evocation - - - spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds. - - -
- - - Illusion - - - spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature. - - -
- - - Necromancy - - - spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. - - -
- - - Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. - - -
- - - Transmutation - - - spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury. - - -
- - - - Casting a Spell - - -
- - - When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects. - - -
- - - Each spell description begins with a block of information, including the spell’s name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect. - - -
- - - - Casting Time - - -
- - - Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast. - - -
- - - - Bonus Action - - -
- - - A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action. - - -
- - - - Reactions - - -
- - - Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so. - - -
- - - - Longer Casting Times - - -
- - - Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see - - - “Concentration” - - - below). If your concentration is broken, the spell fails, but you don’t expend a spell slot. If you want to try casting the spell again, you must start over. - - -
- - - - Spell Range - - -
- - - The target of a spell must be within the spell’s range. For a spell like - - - magic missile - - - , the target is a creature. For a spell like - - - fireball - - - , the target is the point in space where the ball of fire erupts. - - -
- - - Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the - - - shield - - - spell, affect only you. These spells have a range of self. - - -
- - - Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell’s effect must be you (see - - - “Areas of Effect” - - - later in the this chapter). - - -
- - - Once a spell is cast, its effects aren’t limited by its range, unless the spell’s description says otherwise. - - -
- - - - Components - - -
- - - A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a spell’s components, you are unable to cast the spell. - - -
- - - - Verbal (V) - - -
- - - Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the - - - silence - - - spell, can’t cast a spell with a verbal component. - - -
- - - - Somatic (S) - - -
- - - Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. - - -
- - - - Material (M) - - -
- - - Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a - - - component pouch - - - or a - - - spellcasting focus - - - (found in - - - “Equipment” - - - ) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell. - - -
- - - If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. - - -
- - - A spellcaster must have a hand free to access a spell’s material components-or to hold a spellcasting focus-but it can be the same hand that he or she uses to perform somatic components. - - -
- - - - Duration - - -
- - - A spell’s duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed. - - -
- - - - Instantaneous - - -
- - - Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can’t be dispelled, because its magic exists only for an instant. - - -
- - - - Concentration - - -
- - - Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. - - -
- - - If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required). - - -
- - - Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration: - - -
- - - Casting another spell that requires concentration. - - - You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once. - - -
- - - Taking damage. - - - Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage. - - -
- - - Being incapacitated or killed. - - - You lose concentration on a spell if you are incapacitated or if you die. - - -
- - - The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell. - - -
- - - - Targets - - -
- - - A typical spell requires you to pick one or more targets to be affected by the spell’s magic. A spell’s description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below). - - -
- - - Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a spell says otherwise. - - -
- - - - A Clear Path to the Target - - -
- - - To target something, you must have a clear path to it, so it can’t be behind total cover. - - -
- - - If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction. - - -
- - - - Targeting Yourself - - -
- - - If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself. - - -
- - - - Areas of Effect - - -
- - - Spells such as - - - burning hands - - - and - - - cone of cold - - - cover an area, allowing them to affect multiple creatures at once. - - -
- - - A spell’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a - - - point of origin - - - , a location from which the spell’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object. - - -
- - - A spell’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the spell’s area. To block one of these imaginary lines, an obstruction must provide total cover. - - -
- - - - Cone - - -
- - - A cone extends in a direction you choose from its point of origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length. - - -
- - - A cone’s point of origin is not included in the cone’s area of effect, unless you decide otherwise. - - -
- - - - Cube - - -
- - - You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side. - - -
- - - A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise. - - -
- - - - Cylinder - - -
- - - A cylinder’s point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell’s effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder. - - -
- - - A cylinder’s point of origin is included in the cylinder’s area of effect. - - -
- - - - Line - - -
- - - A line extends from its point of origin in a straight path up to its length and covers an area defined by its width. - - -
- - - A line’s point of origin is not included in the line’s area of effect, unless you decide otherwise. - - -
- - - - Sphere - - -
- - - You select a sphere’s point of origin, and the sphere extends outward from that point. The sphere’s size is expressed as a radius in feet that extends from the point. - - -
- - - A sphere’s point of origin is included in the sphere’s area of effect. - - -
- - - - Spell Saving Throws - - -
- - - Many spells specify that a target can make a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. - - -
- - - The DC to resist one of your spells = 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers. - - -
- - - - Spell Attack Rolls - - -
- - - Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus. - - -
- - - Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated. - - -
- - - - Combining Magical Effects - - -
- - - The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect-such as the highest bonus-from those castings applies while their durations overlap. - - -
- - - For example, if two clerics cast - - - bless - - - on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice. - - -
- - - - SPELLS - - -
- - - - Bard Spells - - -
- - - - Cantrips (0 Level) - - -
- - - Dancing Lights - - -
- - - Light - - -
- - - Mage Hand - - -
- - - Mending - - -
- - - Message - - -
- - - Minor Illusion - - -
- - - Prestidigitation - - -
- - - True Strike - - -
- - - Vicious Mockery - - -
- - - - 1st Level - - -
- - - Animal Friendship - - -
- - - Bane - - -
- - - Charm Person - - -
- - - Comprehend Languages - - -
- - - Cure Wounds - - -
- - - Detect Magic - - -
- - - Disguise Self - - -
- - - Faerie Fire - - -
- - - Feather Fall - - -
- - - Healing Word - - -
- - - Heroism - - -
- - - Hideous Laughter - - -
- - - Identify - - -
- - - Illusory Script - - -
- - - Longstrider - - -
- - - Silent Image - - -
- - - Sleep - - -
- - - Speak with Animals - - -
- - - Thunderwave - - -
- - - Unseen Servant - - -
- - - - 2nd Level - - -
- - - Animal Messenger - - -
- - - Blindness/Deafness - - -
- - - Calm Emotions - - -
- - - Detect Thoughts - - -
- - - Enhance Ability - - -
- - - Enthrall - - -
- - - Heat Metal - - -
- - - Hold Person - - -
- - - Invisibility - - -
- - - Knock - - -
- - - Lesser Restoration - - -
- - - Locate Animals or Plants - - -
- - - Locate Object - - -
- - - Magic Mouth - - -
- - - See Invisibility - - -
- - - Shatter - - -
- - - Silence - - -
- - - Suggestion - - -
- - - Zone of Truth - - -
- - - - 3rd Level - - -
- - - Bestow Curse - - -
- - - Clairvoyance - - -
- - - Dispel Magic - - -
- - - Fear - - -
- - - Glyph of Warding - - -
- - - Hypnotic Pattern - - -
- - - Major Image - - -
- - - Nondetection - - -
- - - Plant Growth - - -
- - - Sending - - -
- - - Speak with Dead - - -
- - - Speak with Plants - - -
- - - Stinking Cloud - - -
- - - Tiny Hut - - -
- - - Tongues - - -
- - - - 4th Level - - -
- - - Compulsion - - -
- - - Confusion - - -
- - - Dimension Door - - -
- - - Freedom of Movement - - -
- - - Greater Invisibility - - -
- - - Hallucinatory Terrain - - -
- - - Locate Creature - - -
- - - Polymorph - - -
- - - - 5th Level - - -
- - - Animate Objects - - -
- - - Awaken - - -
- - - Dominate Person - - -
- - - Dream - - -
- - - Geas - - -
- - - Greater Restoration - - -
- - - Hold Monster - - -
- - - Legend Lore - - -
- - - Mass Cure Wounds - - -
- - - Mislead - - -
- - - Modify Memory - - -
- - - Planar Binding - - -
- - - Raise Dead - - -
- - - Scrying - - -
- - - Seeming - - -
- - - Teleportation Circle - - -
- - - - 6th Level - - -
- - - Eyebite - - -
- - - Find the Path - - -
- - - Guards and Wards - - -
- - - Irresistible Dance - - -
- - - Mass Suggestion - - -
- - - Programmed Illusion - - -
- - - True Seeing - - -
- - - - 7th Level - - -
- - - Arcane Sword - - -
- - - Etherealness - - -
- - - Forcecage - - -
- - - Magnificent Mansion - - -
- - - Mirage Arcane - - -
- - - Project Image - - -
- - - Regenerate - - -
- - - Resurrection - - -
- - - Symbol - - -
- - - Teleport - - -
- - - - 8th Level - - -
- - - Dominate Monster - - -
- - - Feeblemind - - -
- - - Glibness - - -
- - - Mind Blank - - -
- - - Power Word Stun - - -
- - - - 9th Level - - -
- - - Foresight - - -
- - - Power Word Kill - - -
- - - True Polymorph - - -
- - - - Cleric Spells - - -
- - - - Cantrips (0 Level) - - -
- - - Guidance - - -
- - - Light - - -
- - - Mending - - -
- - - Resistance - - -
- - - Sacred Flame - - -
- - - Spare the Dying - - -
- - - Thaumaturgy - - -
- - - - 1st Level - - -
- - - Bane - - -
- - - Bless - - -
- - - Command - - -
- - - Create or Destroy Water - - -
- - - Cure Wounds - - -
- - - Detect Evil and Good - - -
- - - Detect Magic - - -
- - - Detect Poison and Disease - - -
- - - Guiding Bolt - - -
- - - Healing Word - - -
- - - Inflict Wounds - - -
- - - Protection from Evil and Good - - -
- - - Purify Food and Drink - - -
- - - Sanctuary - - -
- - - Shield of Faith - - -
- - - - 2nd Level - - -
- - - Aid - - -
- - - Augury - - -
- - - Blindness/Deafness - - -
- - - Calm Emotions - - -
- - - Continual Flame - - -
- - - Enhance Ability - - -
- - - Find Traps - - -
- - - Gentle Repose - - -
- - - Hold Person - - -
- - - Lesser Restoration - - -
- - - Locate Object - - -
- - - Prayer of Healing - - -
- - - Protection from Poison - - -
- - - Silence - - -
- - - Spiritual Weapon - - -
- - - Warding Bond - - -
- - - Zone of Truth - - -
- - - - 3rd Level - - -
- - - Animate Dead - - -
- - - Beacon of Hope - - -
- - - Bestow Curse - - -
- - - Clairvoyance - - -
- - - Create Food and Water - - -
- - - Daylight - - -
- - - Dispel Magic - - -
- - - Glyph of Warding - - -
- - - Magic Circle - - -
- - - Mass Healing Word - - -
- - - Meld into Stone - - -
- - - Protection from Energy - - -
- - - Remove Curse - - -
- - - Revivify - - -
- - - Sending - - -
- - - Speak with Dead - - -
- - - Spirit Guardians - - -
- - - Tongues - - -
- - - Water Walk - - -
- - - - 4th Level - - -
- - - Banishment - - -
- - - Control Water - - -
- - - Death Ward - - -
- - - Divination - - -
- - - Freedom of Movement - - -
- - - Guardian of Faith - - -
- - - Locate Creature - - -
- - - Stone Shape - - -
- - - - 5th Level - - -
- - - Commune - - -
- - - Contagion - - -
- - - Dispel Evil and Good - - -
- - - Flame Strike - - -
- - - Geas - - -
- - - Greater Restoration - - -
- - - Hallow - - -
- - - Insect Plague - - -
- - - Legend Lore - - -
- - - Mass Cure Wounds - - -
- - - Planar Binding - - -
- - - Raise Dead - - -
- - - Scrying - - -
- - - - 6th Level - - -
- - - Blade Barrier - - -
- - - Create Undead - - -
- - - Find the Path - - -
- - - Forbiddance - - -
- - - Harm - - -
- - - Heal - - -
- - - Heroes’ Feast - - -
- - - Planar Ally - - -
- - - True Seeing - - -
- - - Word of Recall - - -
- - - - 7th Level - - -
- - - Conjure Celestial - - -
- - - Divine Word - - -
- - - Etherealness - - -
- - - Fire Storm - - -
- - - Plane Shift - - -
- - - Regenerate - - -
- - - Resurrection - - -
- - - Symbol - - -
- - - - 8th Level - - -
- - - Antimagic Field - - -
- - - Control Weather - - -
- - - Earthquake - - -
- - - Holy Aura - - -
- - - - 9th Level - - -
- - - Astral Projection - - -
- - - Gate - - -
- - - Mass Heal - - -
- - - True Resurrection - - -
- - - - Druid Spells - - -
- - - - Cantrips (0 Level) - - -
- - - Driudcraft - - -
- - - Guidance - - -
- - - Mending - - -
- - - Poison Spray - - -
- - - Produce Flame - - -
- - - Resistance - - -
- - - Shillelagh - - -
- - - - 1st Level - - -
- - - Animal Friendship - - -
- - - Charm Person - - -
- - - Create or Destroy Water - - -
- - - Cure Wounds - - -
- - - Detect Magic - - -
- - - Detect Poison and Disease - - -
- - - Entangle - - -
- - - Faerie Fire - - -
- - - Fog Cloud - - -
- - - Goodberry - - -
- - - Healing Word - - -
- - - Jump - - -
- - - Longstrider - - -
- - - Purify Food and Drink - - -
- - - Speak with Animals - - -
- - - Thunderwave - - -
- - - - 2nd Level - - -
- - - Animal Messenger - - -
- - - Barkskin - - -
- - - Darkvision - - -
- - - Enhance Ability - - -
- - - Find Traps - - -
- - - Flame Blade - - -
- - - Flaming Sphere - - -
- - - Gust of Wind - - -
- - - Heat Metal - - -
- - - Hold Person - - -
- - - Lesser Restoration - - -
- - - Locate Animals or Plants - - -
- - - Locate Object - - -
- - - Moonbeam - - -
- - - Pass without Trace - - -
- - - Protection from Poison - - -
- - - Spike Growth - - -
- - - - 3rd Level - - -
- - - Call Lightning - - -
- - - Conjure Animals - - -
- - - Daylight - - -
- - - Dispel Magic - - -
- - - Meld into Stone - - -
- - - Plant Growth - - -
- - - Protection from Energy - - -
- - - Sleet Storm - - -
- - - Speak with Plants - - -
- - - Water Breathing - - -
- - - Water Walk - - -
- - - Wind Wall - - -
- - - - 4th Level - - -
- - - Blight - - -
- - - Confusion - - -
- - - Conjure Minor Elementals - - -
- - - Conjure Woodland Beings - - -
- - - Control Water - - -
- - - Dominate Beast - - -
- - - Freedom of Movement - - -
- - - Giant Insect - - -
- - - Hallucinatory Terrain - - -
- - - Ice Storm - - -
- - - Locate Creature - - -
- - - Polymorph - - -
- - - Stone Shape - - -
- - - Stoneskin - - -
- - - Wall of Fire - - -
- - - - 5th Level - - -
- - - Antilife Shell - - -
- - - Awaken - - -
- - - Commune with Nature - - -
- - - Conjure Elemental - - -
- - - Contagion - - -
- - - Geas - - -
- - - Greater Restoration - - -
- - - Insect Plague - - -
- - - Mass Cure Wounds - - -
- - - Planar Binding - - -
- - - Reincarnate - - -
- - - Scrying - - -
- - - Tree Stride - - -
- - - Wall of Stone - - -
- - - - 6th Level - - -
- - - Conjure Fey - - -
- - - Find the Path - - -
- - - Heal - - -
- - - Heroes’ Feast - - -
- - - Move Earth - - -
- - - Sunbeam - - -
- - - Transport via Plants - - -
- - - Wall of Thorns - - -
- - - Wind Walk - - -
- - - - 7th Level - - -
- - - Fire Storm - - -
- - - Mirage Arcane - - -
- - - Plane Shift - - -
- - - Regenerate - - -
- - - Reverse Gravity - - -
- - - - 8th Level - - -
- - - Animal Shapes - - -
- - - Antipathy/Sympathy - - -
- - - Control Weather - - -
- - - Earthquake - - -
- - - Feeblemind - - -
- - - Sunburst - - -
- - - - 9th Level - - -
- - - Foresight - - -
- - - Shapechange - - -
- - - Storm of Vengeance - - -
- - - True Resurrection - - -
- - - - Paladin Spells - - -
- - - - 1st Level - - -
- - - Bless - - -
- - - Command - - -
- - - Cure Wounds - - -
- - - Detect Evil and Good - - -
- - - Detect Magic - - -
- - - Detect Poison and Disease - - -
- - - Divine Favor - - -
- - - Heroism - - -
- - - Protection from Evil and Good - - -
- - - Purify Food and Drink - - -
- - - Shield of Faith - - -
- - - - 2nd Level - - -
- - - Aid - - -
- - - Branding Smite - - -
- - - Find Steed - - -
- - - Lesser Restoration - - -
- - - Locate Object - - -
- - - Magic Weapon - - -
- - - Protection from Poison - - -
- - - Zone of Truth - - -
- - - - 3rd Level - - -
- - - Create Food and Water - - -
- - - Daylight - - -
- - - Dispel Magic - - -
- - - Magic Circle - - -
- - - Remove Curse - - -
- - - Revivify - - -
- - - - 4th Level - - -
- - - Banishment - - -
- - - Death Ward - - -
- - - Locate Creature - - -
- - - - 5th Level - - -
- - - Dispel Evil and Good - - -
- - - Geas - - -
- - - Raise Dead - - -
- - - - Ranger Spells - - -
- - - - 1st Level - - -
- - - Alarm - - -
- - - Animal Friendship - - -
- - - Cure Wounds - - -
- - - Detect Magic - - -
- - - Detect Poison and Disease - - -
- - - Fog Cloud - - -
- - - Goodberry - - -
- - - Hunter’s Mark - - -
- - - Jump - - -
- - - Longstrider - - -
- - - Speak with Animals - - -
- - - - 2nd Level - - -
- - - Animal Messenger - - -
- - - Barkskin - - -
- - - Darkvision - - -
- - - Find Traps - - -
- - - Lesser Restoration - - -
- - - Locate Animals or Plants - - -
- - - Locate Object - - -
- - - Pass without Trace - - -
- - - Protection from Poison - - -
- - - Silence - - -
- - - Spike Growth - - -
- - - - 3rd Level - - -
- - - Conjure Animals - - -
- - - Daylight - - -
- - - Nondetection - - -
- - - Plant Growth - - -
- - - Protection from Energy - - -
- - - Speak with Plants - - -
- - - Water Breathing - - -
- - - Water Walk - - -
- - - Wind Wall - - -
- - - - 4th Level - - -
- - - Conjure Woodland Beings - - -
- - - Freedom of Movement - - -
- - - Locate Creature - - -
- - - Stoneskin - - -
- - - - 5th Level - - -
- - - Commune with Nature - - -
- - - Tree Stride - - -
- - - - Sorcerer Spells - - -
- - - - Cantrips (0 Level) - - -
- - - Acid Splash - - -
- - - Chill Touch - - -
- - - Dancing Lights - - -
- - - Fire Bolt - - -
- - - Light - - -
- - - Mage Hand - - -
- - - Mending - - -
- - - Message - - -
- - - Minor Illusion - - -
- - - Poison Spray - - -
- - - Prestidigitation - - -
- - - Ray of Frost - - -
- - - Shocking Grasp - - -
- - - True Strike - - -
- - - - 1st Level - - -
- - - Burning Hands - - -
- - - Charm Person - - -
- - - Color Spray - - -
- - - Comprehend Languages - - -
- - - Detect Magic - - -
- - - Disguise Self - - -
- - - Expeditious Retreat - - -
- - - False Life - - -
- - - Feather Fall - - -
- - - Fog Cloud - - -
- - - Jump - - -
- - - Mage Armor - - -
- - - Magic Missile - - -
- - - Shield - - -
- - - Silent Image - - -
- - - Sleep - - -
- - - Thunderwave - - -
- - - - 2nd Level - - -
- - - Alter Self - - -
- - - Blindness/Deafness - - -
- - - Blur - - -
- - - Darkness - - -
- - - Darkvision - - -
- - - Detect Thoughts - - -
- - - Enhance Ability - - -
- - - Enlarge/Reduce - - -
- - - Gust of Wind - - -
- - - Hold Person - - -
- - - Invisibility - - -
- - - Knock - - -
- - - Levitate - - -
- - - Mirror Image - - -
- - - Misty Step - - -
- - - Scorching Ray - - -
- - - See Invisibility - - -
- - - Shatter - - -
- - - Spider Climb - - -
- - - Suggestion - - -
- - - Web - - -
- - - - 3rd Level - - -
- - - Blink - - -
- - - Clairvoyance - - -
- - - Counterspell - - -
- - - Daylight - - -
- - - Dispel Magic - - -
- - - Fear - - -
- - - Fireball - - -
- - - Fly - - -
- - - Gaseous Form - - -
- - - Haste - - -
- - - Hypnotic Pattern - - -
- - - Lightning Bolt - - -
- - - Major Image - - -
- - - Protection from Energy - - -
- - - Sleet Storm - - -
- - - Slow - - -
- - - Stinking Cloud - - -
- - - Tongues - - -
- - - Water Breathing - - -
- - - Water Walk - - -
- - - - 4th Level - - -
- - - Banishment - - -
- - - Blight - - -
- - - Confusion - - -
- - - Dimension Door - - -
- - - Dominate Beast - - -
- - - Greater Invisibility - - -
- - - Ice Storm - - -
- - - Polymorph - - -
- - - Stoneskin - - -
- - - Wall of Fire - - -
- - - - 5th Level - - -
- - - Animate Objects - - -
- - - Cloudkill - - -
- - - Cone of Cold - - -
- - - Creation - - -
- - - Dominate Person - - -
- - - Hold Monster - - -
- - - Insect Plague - - -
- - - Seeming - - -
- - - Telekinesis - - -
- - - Teleportation Circle - - -
- - - Wall of Stone - - -
- - - - 6th Level - - -
- - - Chain Lightning - - -
- - - Circle of Death - - -
- - - Disintegrate - - -
- - - Eyebite - - -
- - - Globe of Invulnerability - - -
- - - Mass Suggestion - - -
- - - Move Earth - - -
- - - Sunbeam - - -
- - - True Seeing - - -
- - - - 7th Level - - -
- - - Delayed Blast Fireball - - -
- - - Etherealness - - -
- - - Finger of Death - - -
- - - Fire Storm - - -
- - - Plane Shift - - -
- - - Prismatic Spray - - -
- - - Reverse Gravity - - -
- - - Teleport - - -
- - - - 8th Level - - -
- - - Dominate Monster - - -
- - - Earthquake - - -
- - - Incendiary Cloud - - -
- - - Power Word Stun - - -
- - - Sunburst - - -
- - - - 9th Level - - -
- - - Gate - - -
- - - Meteor Swarm - - -
- - - Power Word Kill - - -
- - - Time Stop - - -
- - - Wish - - -
- - - - Warlock Spells - - -
- - - - Cantrips (0 Level) - - -
- - - Chill Touch - - -
- - - Eldritch Blast - - -
- - - Mage Hand - - -
- - - Minor Illusion - - -
- - - Poison Spray - - -
- - - Prestidigitation - - -
- - - True Strike - - -
- - - - 1st Level - - -
- - - Charm Person - - -
- - - Comprehend Languages - - -
- - - Expeditious Retreat - - -
- - - Hellish Rebuke - - -
- - - Illusory Script - - -
- - - Protection from Evil and Good - - -
- - - Unseen Servant - - -
- - - - 2nd Level - - -
- - - Darkness - - -
- - - Enthrall - - -
- - - Hold Person - - -
- - - Invisibility - - -
- - - Mirror Image - - -
- - - Misty Step - - -
- - - Ray of Enfeeblement - - -
- - - Shatter - - -
- - - Spider Climb - - -
- - - Suggestion - - -
- - - - 3rd Level - - -
- - - Counterspell - - -
- - - Dispel Magic - - -
- - - Fear - - -
- - - Fly - - -
- - - Gaseous Form - - -
- - - Hypnotic Pattern - - -
- - - Magic Circle - - -
- - - Major Image - - -
- - - Remove Curse - - -
- - - Tongues - - -
- - - Vampiric Touch - - -
- - - - 4th Level - - -
- - - Banishment - - -
- - - Blight - - -
- - - Dimension Door - - -
- - - Hallucinatory Terrain - - -
- - - - 5th Level - - -
- - - Contact Other Plane - - -
- - - Dream - - -
- - - Hold Monster - - -
- - - Scrying - - -
- - - - 6th Level - - -
- - - Circle of Death - - -
- - - Conjure Fey - - -
- - - Create Undead - - -
- - - Eyebite - - -
- - - Flesh to Stone - - -
- - - Mass Suggestion - - -
- - - True Seeing - - -
- - - - 7th Level - - -
- - - Etherealness - - -
- - - Finger of Death - - -
- - - Forcecage - - -
- - - Plane Shift - - -
- - - - 8th Level - - -
- - - Demiplane - - -
- - - Dominate Monster - - -
- - - Feeblemind - - -
- - - Glibness - - -
- - - Power Word Stun - - -
- - - - 9th Level - - -
- - - Astral Projection - - -
- - - Foresight - - -
- - - Imprisonment - - -
- - - Power Word Kill - - -
- - - True Polymorph - - -
- - - - Wizard Spells - - -
- - - - Cantrips (0 Level) - - -
- - - Acid Splash - - -
- - - Chill Touch - - -
- - - Dancing Lights - - -
- - - Fire Bolt - - -
- - - Light - - -
- - - Mage Hand - - -
- - - Mending - - -
- - - Message - - -
- - - Minor Illusion - - -
- - - Poison Spray - - -
- - - Prestidigitation - - -
- - - Ray of Frost - - -
- - - Shocking Grasp - - -
- - - True Strike - - -
- - - - 1st Level - - -
- - - Alarm - - -
- - - Burning Hands - - -
- - - Charm Person - - -
- - - Color Spray - - -
- - - Comprehend Languages - - -
- - - Detect Magic - - -
- - - Disguise Self - - -
- - - Expeditious Retreat - - -
- - - False Life - - -
- - - Feather Fall - - -
- - - Find Familiar - - -
- - - Floating Disk - - -
- - - Fog Cloud - - -
- - - Grease - - -
- - - Hideous Laughter - - -
- - - Identify - - -
- - - Illusory Script - - -
- - - Jump - - -
- - - Longstrider - - -
- - - Mage Armor - - -
- - - Magic Missile - - -
- - - Protection from Evil and Good - - -
- - - Shield - - -
- - - Silent Image - - -
- - - Sleep - - -
- - - Thunderwave - - -
- - - Unseen Servant - - -
- - - - 2nd Level - - -
- - - Acid Arrow - - -
- - - Alter Self - - -
- - - Arcane Lock - - -
- - - Arcanist’s Magic Aura - - -
- - - Blindness/Deafness - - -
- - - Blur - - -
- - - Continual Flame - - -
- - - Darkness - - -
- - - Darkvision - - -
- - - Detect Thoughts - - -
- - - Enlarge/Reduce - - -
- - - Flaming Sphere - - -
- - - Gentle Repose - - -
- - - Gust of Wind - - -
- - - Hold Person - - -
- - - Invisibility - - -
- - - Knock - - -
- - - Levitate - - -
- - - Locate Object - - -
- - - Magic Mouth - - -
- - - Magic Weapon - - -
- - - Mirror Image - - -
- - - Misty Step - - -
- - - Ray of Enfeeblement - - -
- - - Rope Trick - - -
- - - Scorching Ray - - -
- - - See Invisibility - - -
- - - Shatter - - -
- - - Spider Climb - - -
- - - Suggestion - - -
- - - Web - - -
- - - - 3rd Level - - -
- - - Animate Dead - - -
- - - Bestow Curse - - -
- - - Blink - - -
- - - Clairvoyance - - -
- - - Counterspell - - -
- - - Dispel Magic - - -
- - - Fear - - -
- - - Fireball - - -
- - - Fly - - -
- - - Gaseous Form - - -
- - - Glyph of Warding - - -
- - - Haste - - -
- - - Hypnotic Pattern - - -
- - - Lightning Bolt - - -
- - - Magic Circle - - -
- - - Major Image - - -
- - - Nondetection - - -
- - - Phantom Steed - - -
- - - Protection from Energy - - -
- - - Remove Curse - - -
- - - Sending - - -
- - - Sleet Storm - - -
- - - Slow - - -
- - - Stinking Cloud - - -
- - - Tiny Hut - - -
- - - Tongues - - -
- - - Vampiric Touch - - -
- - - Water Breathing - - -
- - - - 4th Level - - -
- - - Arcane Eye - - -
- - - Banishment - - -
- - - Black Tentacles - - -
- - - Blight - - -
- - - Confusion - - -
- - - Conjure Minor Elementals - - -
- - - Control Water - - -
- - - Dimension Door - - -
- - - Fabricate - - -
- - - Faithful Hound - - -
- - - Fire Shield - - -
- - - Greater Invisibility - - -
- - - Hallucinatory Terrain - - -
- - - Ice Storm - - -
- - - Locate Creature - - -
- - - Phantasmal Killer - - -
- - - Polymorph - - -
- - - Private Sanctum - - -
- - - Resilient Sphere - - -
- - - Secret Chest - - -
- - - Stone Shape - - -
- - - Stoneskin - - -
- - - Wall of Fire - - -
- - - - 5th Level - - -
- - - Animate Objects - - -
- - - Arcane Hand - - -
- - - Cloudkill - - -
- - - Cone of Cold - - -
- - - Conjure Elemental - - -
- - - Contact Other Plane - - -
- - - Creation - - -
- - - Dominate Person - - -
- - - Dream - - -
- - - Geas - - -
- - - Hold Monster - - -
- - - Legend Lore - - -
- - - Mislead - - -
- - - Modify Memory - - -
- - - Passwall - - -
- - - Planar Binding - - -
- - - Scrying - - -
- - - Seeming - - -
- - - Telekinesis - - -
- - - Telepathic Bond - - -
- - - Teleportation Circle - - -
- - - Wall of Force - - -
- - - Wall of Stone - - -
- - - - 6th Level - - -
- - - Chain Lightning - - -
- - - Circle of Death - - -
- - - Contingency - - -
- - - Create Undead - - -
- - - Disintegrate - - -
- - - Eyebite - - -
- - - Flesh to Stone - - -
- - - Freezing Sphere - - -
- - - Globe of Invulnerability - - -
- - - Guards and Wards - - -
- - - Instant Summons - - -
- - - Irresistible Dance - - -
- - - Magic Jar - - -
- - - Mass Suggestion - - -
- - - Move Earth - - -
- - - Programmed Illusion - - -
- - - Sunbeam - - -
- - - True Seeing - - -
- - - Wall of Ice - - -
- - - - 7th Level - - -
- - - Arcane Sword - - -
- - - Delayed Blast Fireball - - -
- - - Etherealness - - -
- - - Finger of Death - - -
- - - Forcecage - - -
- - - Magnificent Mansion - - -
- - - Mirage Arcane - - -
- - - Plane Shift - - -
- - - Prismatic Spray - - -
- - - Project Image - - -
- - - Reverse Gravity - - -
- - - Sequester - - -
- - - Simulacrum - - -
- - - Symbol - - -
- - - Teleport - - -
- - - - 8th Level - - -
- - - Antimagic Field - - -
- - - Antipathy/Sympathy - - -
- - - Clone - - -
- - - Control Weather - - -
- - - Demiplane - - -
- - - Dominate Monster - - -
- - - Feeblemind - - -
- - - Incendiary Cloud - - -
- - - Maze - - -
- - - Mind Blank - - -
- - - Power Word Stun - - -
- - - Sunburst - - -
- - - - 9th Level - - -
- - - Astral Projection - - -
- - - Foresight - - -
- - - Gate - - -
- - - Imprisonment - - -
- - - Meteor Swarm - - -
- - - Power Word Kill - - -
- - - Prismatic Wall - - -
- - - Shapechange - - -
- - - Time Stop - - -
- - - True Polymorph - - -
- - - Weird - - -
- - - Wish - - -
- - - - Spells (A) - - -
- - - - Acid Arrow - - -
- - - 2nd-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 90 feet - - -
- - - Components: - - - V, S, M (powdered rhubarb leaf and an adder’s stomach) - - -
- - - Duration: - - - Instantaneous - - -
- - - A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. - - -
- - - - Acid Splash - - -
- - - Conjuration cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. - - -
- - - This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). - - -
- - - - Aid - - -
- - - 2nd-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a tiny strip of white cloth) - - -
- - - Duration: - - - 8 hours - - -
- - - Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd. - - -
- - - - Alarm - - -
- - - 1st-level abjuration (ritual) - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a tiny bell and a piece of fine silver wire) - - -
- - - Duration: - - - 8 hours - - -
- - - You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. - - -
- - - A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. - - -
- - - An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. - - -
- - - - Alter Self - - -
- - - 2nd-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. - - -
- - - Aquatic Adaptation - - - . You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. - - -
- - - Change Appearance - - - . You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. - - -
- - - Natural Weapons - - - . You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. - - -
- - - - Animal Friendship - - -
- - - 1st-­level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a morsel of food) - - -
- - - Duration: - - - 24 hours - - -
- - - This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends. - - -
- - - At Higher Levels - - - . When you cast this spell using a  spell slot of 2nd level or higher, you can affect one additional beast t level above 1st. - - -
- - - - Animal Messenger - - -
- - - 2nd-level enchantment (ritual) - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a morsel of food) - - -
- - - Duration: - - - 24 hours - - -
- - - By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as - - - “a man or woman dressed in the uniform of the town guard” - - - or - - - “a red-haired dwarf wearing a pointed hat.” - - - You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. - - -
- - - When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. - - -
- - - At Higher Levels - - - . If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd. - - -
- - - - Animal Shapes - - -
- - - 8th-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 24 hours - - -
- - - Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. - - -
- - - The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells. - - -
- - - The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment. - - -
- - - - Animate Dead - - -
- - - 3rd-level necromancy - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - 10 feet - - -
- - - Components: - - - V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) - - -
- - - Duration: - - - Instantaneous - - -
- - - This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature’s game statistics). - - -
- - - On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. - - -
- - - The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. - - -
- - - - Animate Objects - - -
- - - 5th-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. - - -
- - - As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. - - -
- - - Table- Animate Object Stats - - -
- - - - - - - - - - - Size - - - - - - - HP - - - - - - - AC - - - - - - - Attack - - - - - - - Str - - - - - - - Dex - - - - - - - Tiny - - - - - - - 20 - - - - - - - 18 - - - - - - - +8 to hit, 1d4 + 4 damage - - - - - - - 4 - - - - - - - 18 - - - - - - - Small - - - - - - - 25 - - - - - - - 16 - - - - - - - +6 to hit, 1d8 + 2 damage - - - - - - - 6 - - - - - - - 14 - - - - - - - Medium - - - - - - - 40 - - - - - - - 13 - - - - - - - +5 to hit, 2d6 + 1 damage - - - - - - - 10 - - - - - - - 12 - - - - - - - Large - - - - - - - 50 - - - - - - - 10 - - - - - - - +6 to hit, 2d10 + 2 damage - - - - - - - 14 - - - - - - - 10 - - - - - - - Huge - - - - - - - 80 - - - - - - - 10 - - - - - - - +8 to hit, 2d12 + 4 damage - - - - - - - 18 - - - - - - - 6 - - - - - - - - - - - - - - - -
- - -
- - - An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is - - -
- - - 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. - - -
- - - If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form. - - -
- - - At Higher Levels - - - . If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. - - -
- - - - Antilife Shell - - -
- - - 5th-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self (10-foot radius) - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. - - -
- - - The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. - - -
- - - If you move so that an affected creature is forced to pass through the barrier, the spell ends. - - -
- - - - Antimagic Field - - -
- - - 8th-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self (10-foot radius sphere) - - -
- - - Components: - - - V, S, M (a pinch of powdered iron or iron filings) - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - A 10-foot radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. - - -
- - - Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. - - -
- - - Targeted Effects - - - . Spells and other magical effects, such as - - - magic missile - - - and - - - charm person - - - , that target a creature or an object in the sphere have no effect on that target. - - -
- - - Areas of Magic - - - . The area of another spell or magical effect, such as - - - fireball - - - , can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a - - - wall of fire - - - are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. - - -
- - - Spells - - - . Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. - - -
- - - Magic Items - - - . The properties and powers of magic items are suppressed in the sphere. For example, a - - - +1 longsword - - - in the sphere functions as a nonmagical longsword. - - -
- - - A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. - - -
- - - Magical Travel - - - . Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the - - - rope trick - - - spell, temporarily closes while in the sphere. - - -
- - - Creatures and Objects - - - . A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. - - -
- - - Dispel Magic - - - . Spells and magical effects such as - - - dispel magic - - - have no effect on the sphere. Likewise, the spheres created by different - - - antimagic field - - - spells don’t nullify each other. - - -
- - - - Antipathy/Sympathy - - -
- - - 8th-level enchantment - - -
- - - Casting Time: - - - 1 hour - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S, M (either a lump of alum soaked in vinegar for the - - - antipathy - - - effect or a drop of honey for the - - - sympathy - - - effect) - - -
- - - Duration: - - - 10 days - - -
- - - This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect. - - -
- - - Antipathy - - - . The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. - - -
- - - Sympathy - - - . The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. - - -
- - - If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. - - -
- - - Ending the Effect - - - . If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. - - -
- - - A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again. - - -
- - - - Arcane Eye - - -
- - - 4th-level divination - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a bit of bat fur) - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - You create an invisible, magical eye within range that hovers in the air for the duration. - - -
- - - You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. - - -
- - - As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter. - - -
- - - - Arcane Hand - - -
- - - 5th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S, M (an eggshell and a snakeskin glove) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. - - -
- - - The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space. - - -
- - - When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it. - - -
- - - Clenched Fist - - - . The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. - - -
- - - Forceful Hand - - - . The hand attempts to push a creature within 5 feet of it in a direction you choose. - - -
- - - Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. - - -
- - - Grasping Hand - - - . The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. - - -
- - - Interposing Hand - - - . The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. - - -
- - - - Arcane Lock - - -
- - - 2nd-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (gold dust worth at least 25 gp, which the spell consumes) - - -
- - - Duration: - - - Until dispelled - - -
- - - You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting - - - knock - - - on the object suppresses - - - arcane lock - - - for 10 minutes. - - -
- - - While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10. - - -
- - - - Arcane Sword - - -
- - - 7th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You create a sword-shaped plane of force that hovers within range. It lasts for the duration. - - -
- - - When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. - - -
- - - - Arcanist’s Magic Aura - - -
- - - 2nd-level illusion - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a small square of silk) - - -
- - - Duration: - - - 24 hours - - -
- - - You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature. - - -
- - - When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. - - -
- - - False Aura - - - . You change the way the target appears to spells and magical effects, such as - - - detect magic - - - , that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. - - -
- - - Mask - - - . You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a - - - symbol - - - spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment. - - -
- - - - Astral Projection - - -
- - - 9th-level necromancy - - -
- - - Casting Time: - - - 1 hour - - -
- - - Range: - - - 10 feet - - -
- - - Components: - - - V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes) - - -
- - - Duration: - - - Special - - -
- - - You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age. - - -
- - - Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. - - -
- - - Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. - - -
- - - The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. - - -
- - - The spell might also end early for you or one of your companions. A successful - - - dispel magic - - - spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. - - -
- - - If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points. - - -
- - - - Augury - - -
- - - 2nd-level divination (ritual) - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) - - -
- - - Duration: - - - Instantaneous - - -
- - - By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens: - - -
- - - Weal - - - , for good results - - -
- - - Woe - - - , for bad results - - -
- - - Weal and woe - - - , for both good and bad results - - -
- - - Nothing - - - , for results that aren’t especially good or bad - - -
- - - The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. - - -
- - - If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret. - - -
- - - - Awaken - - -
- - - 5th-level transmutation - - -
- - - Casting Time: - - - 8 hours - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (an agate worth at least 1,000 gp, which the spell consumes) - - -
- - - Duration: - - - Instantaneous - - -
- - - After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. - - -
- - - The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed. - - -
- - - - Spells (B) - - -
- - - - Bane - - -
- - - 1st-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a drop of blood) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. - - -
- - - - Banishment - - -
- - - 4th-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S, M (an item distasteful to the target) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. - - -
- - - If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. - - -
- - - If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. - - -
- - - - Barkskin - - -
- - - 2nd-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a handful of oak bark) - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing. - - -
- - - - Beacon of Hope - - -
- - - 3rd-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. - - -
- - - - Bestow Curse - - -
- - - 3rd-level necromancy - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: - - -
- - - Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. - - -
- - - While cursed, the target has disadvantage on attack rolls against you. - - -
- - - While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. - - -
- - - While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. - - -
- - - A - - - remove curse - - - spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect. - - -
- - - At Higher Levels - - - . If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration. - - -
- - - - Black Tentacles - - -
- - - 4th-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 90 feet - - -
- - - Components: - - - V, S, M (a piece of tentacle from a giant octopus or a giant squid) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. - - -
- - - When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. - - -
- - - A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. - - -
- - - - Blade Barrier - - -
- - - 6th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 90 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. - - -
- - - When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage. - - -
- - - - Bless - - -
- - - 1st-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a sprinkling of holy water) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. - - -
- - - - Blight - - -
- - - 4th-level necromancy - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. - - -
- - - If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. - - -
- - - If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. - - -
- - - - Blindness/Deafness - - -
- - - 2nd-level necromancy - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V - - -
- - - Duration: - - - 1 minute - - -
- - - You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. - - -
- - - - Blink - - -
- - - 3rd-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 1 minute - - -
- - - Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. - - -
- - - While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so. - - -
- - - - Blur - - -
- - - 2nd-level illusion - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. - - -
- - - - Branding Smite - - -
- - - 2nd-­level evocation - - -
- - - Casting Time: - - - 1 bonus action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it’s invisible, and the target sheds dim light in a 5-­foot radius and can’t become invisible until the spell ends. - - -
- - - At Higher Levels - - - . When you cast this spell using a  spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. - - -
- - - - Burning Hands - - -
- - - 1st-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self (15-foot cone) - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. - - -
- - - The fire ignites any flammable objects in the area that aren’t being worn or carried. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. - - -
- - - - Spells (C) - - -
- - - - Call Lightning - - -
- - - 3rd-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). - - -
- - - When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. - - -
- - - If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd. - - -
- - - - Calm Emotions - - -
- - - 2nd-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. - - -
- - - You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. - - -
- - - Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise. - - -
- - - - Chain Lightning - - -
- - - 6th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 150 feet - - -
- - - Components: - - - V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) - - -
- - - Duration: - - - Instantaneous - - -
- - - You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. - - -
- - - A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. - - -
- - - - Charm Person - - -
- - - 1st-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 1 hour - - -
- - - You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. - - -
- - - - Chill Touch - - -
- - - Necromancy cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 1 round - - -
- - - You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. - - -
- - - If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. - - -
- - - This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - - -
- - - - Circle of Death - - -
- - - 6th-level necromancy - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 150 feet - - -
- - - Components: - - - V, S, M (the powder of a crushed black pearl worth at least 500 gp) - - -
- - - Duration: - - - Instantaneous - - -
- - - A sphere of negative energy ripples out in a 60-foot radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. - - -
- - - - Clairvoyance - - -
- - - 3rd-level divination - - -
- - - Casting Time: - - - 10 minutes - - -
- - - Range: - - - 1 mile - - -
- - - Components: - - - V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. - - -
- - - When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. - - -
- - - A creature that can see the sensor (such as a creature benefiting from - - - see invisibility - - - or truesight) sees a luminous, intangible orb about the size of your fist. - - -
- - - - Clone - - -
- - - 8th-level necromancy - - -
- - - Casting Time: - - - 1 hour - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water) - - -
- - - Duration: - - - Instantaneous - - -
- - - This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. - - -
- - - At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. - - -
- - - The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere. - - -
- - - - Cloudkill - - -
- - - 5th-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - You create a 20-foot radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. - - -
- - - When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. - - -
- - - The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. - - -
- - - - Color Spray - - -
- - - 1st-level illusion - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self (15-foot cone) - - -
- - - Components: - - - V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) - - -
- - - Duration: - - - 1 round - - -
- - - A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). - - -
- - - Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. - - -
- - - - Command - - -
- - - 1st-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V - - -
- - - Duration: - - - 1 round - - -
- - - You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. - - -
- - - Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends. - - -
- - - Approach - - - . The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. - - -
- - - Drop - - - . The target drops whatever it is holding and then ends its turn. - - -
- - - Flee - - - . The target spends its turn moving away from you by the fastest available means. - - -
- - - Grovel - - - . The target falls prone and then ends its turn. - - -
- - - Halt - - - . The target doesn’t move and takes no actions. - - -
- - - A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. - - -
- - - - Commune - - -
- - - 5th-level divination (ritual) - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (incense and a vial of holy or unholy water) - - -
- - - Duration: - - - 1 minute - - -
- - - You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. - - -
- - - Divine beings aren’t necessarily omniscient, so you might receive - - - “unclear” - - - as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the GM might offer a short phrase as an answer instead. - - -
- - - If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret. - - -
- - - - Commune with Nature - - -
- - - 5th-level divination (ritual) - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns. - - -
- - - You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: - - -
- - - terrain and bodies of water - - -
- - - prevalent plants, minerals, animals, or peoples - - -
- - - powerful celestials, fey, fiends, elementals, or undead - - -
- - - influence from other planes of existence - - -
- - - buildings - - -
- - - For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns. - - -
- - - - Comprehend Languages - - -
- - - 1st-level divination (ritual) - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (a pinch of soot and salt) - - -
- - - Duration: - - - 1 hour - - -
- - - For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. - - -
- - - This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. - - -
- - - - Compulsion - - -
- - - 4th-­level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. - - -
- - - A target isn’t compelled to move into an obviously  deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. - - -
- - - - Cone of Cold - - -
- - - 5th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self (60-foot cone) - - -
- - - Components: - - - V, S, M (a small crystal or glass cone) - - -
- - - Duration: - - - Instantaneous - - -
- - - A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. - - -
- - - A creature killed by this spell becomes a frozen statue until it thaws. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. - - -
- - - - Confusion - - -
- - - 4th-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 90 feet - - -
- - - Components: - - - V, S, M (three nut shells) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. - - -
- - - An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. - - -
- - - Table- Confusion Behavior - - -
- - - - - - - d10 - - - - - - - Behavior - - - - - - - 1 - - - - - - - The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. - - - - - - - 2-6 - - - - - - - The creature doesn’t move or take actions this turn. - - - - - - - 7-8 - - - - - - - The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. - - - - - - - 9-10 - - - - - - - The creature can act and move normally. - - - - - - - -
- - -
- - - At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th. - - -
- - - - Conjure Animals - - -
- - - 3rd-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: - - -
- - - One beast of challenge rating 2 or lower - - -
- - - Two beasts of challenge rating 1 or lower - - -
- - - Four beasts of challenge rating 1/2 or lower - - -
- - - Eight beasts of challenge rating 1/4 or lower - - -
- - - Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. - - -
- - - The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. - - -
- - - The GM has the creatures’ statistics. - - -
- - - At Higher Levels - - - . When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. - - -
- - - - Conjure Celestial - - -
- - - 7th-level conjuration - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - 90 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. - - -
- - - The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. - - -
- - - The GM has the celestial’s statistics. - - -
- - - At Higher Levels - - - . When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower. - - -
- - - - Conjure Elemental - - -
- - - 5th-level conjuration - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - 90 feet - - -
- - - Components: - - - V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water) - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. - - -
- - - The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. - - -
- - - If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. - - -
- - - The GM has the elemental’s statistics. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. - - -
- - - - Conjure Fey - - -
- - - 6th-level conjuration - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - 90 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. - - -
- - - The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. - - -
- - - If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can’t be dismissed by you, and it disappears 1 hour after you summoned it. - - -
- - - The GM has the fey creature’s statistics. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th. - - -
- - - - Conjure Minor Elementals - - -
- - - 4th-level conjuration - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - 90 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: - - -
- - - One elemental of challenge rating 2 or lower - - -
- - - Two elementals of challenge rating 1 or lower - - -
- - - Four elementals of challenge rating 1/2 or lower - - -
- - - Eight elementals of challenge rating 1/4 or lower - - -
- - - An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. - - -
- - - The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. - - -
- - - The GM has the creatures’ statistics. - - -
- - - At Higher Levels - - - . When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. - - -
- - - - Conjure Woodland Beings - - -
- - - 4th-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S, M (one holly berry per creature summoned) - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: - - -
- - - One fey creature of challenge rating 2 or lower - - -
- - - Two fey creatures of challenge rating 1 or lower - - -
- - - Four fey creatures of challenge rating 1/2 or lower - - -
- - - Eight fey creatures of challenge rating 1/4 or lower - - -
- - - A summoned creature disappears when it drops to 0 hit points or when the spell ends. - - -
- - - The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. - - -
- - - The GM has the creatures’ statistics. - - -
- - - At Higher Levels - - - . When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. - - -
- - - - Contact Other Plane - - -
- - - 5th-level divination (ritual) - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - Self - - -
- - - Components: - - - V - - -
- - - Duration: - - - 1 minute - - -
- - - You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A - - - greater restoration - - - spell cast on you ends this effect. - - -
- - - On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as - - - “yes,” - - - - - - “no,” - - - - - - “maybe,” - - - - - - “never,” - - - - - - “irrelevant,” - - - or - - - “unclear” - - - (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer. - - -
- - - - Contagion - - -
- - - 5th-level necromancy - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - - Component: - - - V, S - - -
- - - Duration: - - - 7 days - - -
- - - Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned. - - -
- - - At the end of each of the poisoned target’s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell’s duration. - - -
- - - Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. - - -
- - - Blinding Sickness - - - . Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. - - -
- - - Filth Fever - - - . A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. - - -
- - - Flesh Rot - - - . The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. - - -
- - - Mindfire - - - . The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the - - - confusion - - - spell during combat. - - -
- - - Seizure - - - . The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. - - -
- - - Slimy Doom - - - . The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. - - -
- - - - Contingency - - -
- - - 6th-level evocation - - -
- - - Casting Time: - - - 10 minutes - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) - - -
- - - Duration: - - - 10 days - - -
- - - Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell-called the contingent spell-as part of casting - - - contingency - - - , expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a - - - contingency - - - cast with - - - water breathing - - - might stipulate that - - - water breathing - - - comes into effect when you are engulfed in water or a similar liquid. - - -
- - - The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then - - - contingency - - - ends. - - -
- - - The contingent spell takes effect only on you, even if it can normally target others. You can use only one - - - contingency - - - spell at a time. If you cast this spell again, the effect of another - - - contingency - - - spell on you ends. Also, - - - contingency - - - ends on you if its material component is ever not on your person. - - -
- - - - Continual Flame - - -
- - - 2nd-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (ruby dust worth 50 gp, which the spell consumes) - - -
- - - Duration: - - - Until dispelled - - -
- - - A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A - - - continual flame - - - can be covered or hidden but not smothered or quenched. - - -
- - - - Control Water - - -
- - - 4th-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 300 feet - - -
- - - Components: - - - V, S, M (a drop of water and a pinch of dust) - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. - - -
- - - Flood - - - . You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. - - -
- - - If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. - - -
- - - The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. - - -
- - - Part Water - - - . You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. - - -
- - - Redirect Flow - - - . You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. - - -
- - - Whirlpool - - - . This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. - - -
- - - When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. - - -
- - - The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex. - - -
- - - - Control Weather - - -
- - - 8th-level transmutation - - -
- - - Casting Time: - - - 10 minutes - - -
- - - Range: - - - Self (5-mile radius) - - -
- - - Components: - - - V, S, M (burning incense and bits of earth and wood mixed in water) - - -
- - - Duration: - - - Concentration, up to 8 hours - - -
- - - You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early. - - -
- - - When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. - - -
- - - When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. - - -
- - - Table- Control Weather (Precipitation) - - -
- - - - - - - Stage - - - - - - - Condition - - - - - - - 1 - - - - - - - Clear - - - - - - - 2 - - - - - - - Light clouds - - - - - - - 3 - - - - - - - Overcast or ground fog - - - - - - - 4 - - - - - - - Rain, hail, or snow - - - - - - - 5 - - - - - - - Torrential rain, driving hail, or blizzard - - - - - - - -
- - -
- - - Table- Control Weather (Temperature) - - -
- - - - - - - Stage - - - - - - - Condition - - - - - - - 1 - - - - - - - Unbearable heat - - - - - - - 2 - - - - - - - Hot - - - - - - - 3 - - - - - - - Warm - - - - - - - 4 - - - - - - - Cool - - - - - - - 5 - - - - - - - Cold - - - - - - - 6 - - - - - - - Arctic cold - - - - - - - -
- - -
- - - Table- Control Weather (Wind) - - -
- - - - - - - Stage - - - - - - - Condition - - - - - - - 1 - - - - - - - Calm - - - - - - - 2 - - - - - - - Moderate wind - - - - - - - 3 - - - - - - - Strong wind - - - - - - - 4 - - - - - - - Gale - - - - - - - 5 - - - - - - - Storm - - - - - - - -
- - -
- - - - Counterspell - - -
- - - 3rd-­level abjuration - - -
- - - Casting Time: - - - 1 reaction, which you take when you see a creature within 60 feet of you casting a spell - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - S - - -
- - - Duration: - - - Instantaneous - - -
- - - You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. - - -
- - - - Create Food and Water - - -
- - - 3rd-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad. - - -
- - - - Create or Destroy Water - - -
- - - 1st-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a drop of water if creating water or a few grains of sand if destroying it) - - -
- - - Duration: - - - Instantaneous - - -
- - - You either create or destroy water. - - -
- - - Create Water - - - . You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. - - -
- - - Destroy Water - - - . You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. - - -
- - - - Create Undead - - -
- - - 6th-level necromancy - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - 10 feet - - -
- - - Components: - - - V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse) - - -
- - - Duration: - - - Instantaneous - - -
- - - You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.) - - -
- - - As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. - - -
- - - The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. - - -
- - - At Higher Levels - - - . When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies. - - -
- - - - Creation - - -
- - - 5th-level illusion - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a tiny piece of matter of the same type of the item you plan to create) - - -
- - - Duration: - - - Special - - -
- - - You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within - - - Range: - - - soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. - - -
- - - The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration. - - -
- - - Table- Creation Duration - - -
- - - - - - - Material - - - - - - - Duration - - - - - - - Vegetable matter - - - - - - - 1 day - - - - - - - Stone or crystal - - - - - - - 12 hours - - - - - - - Precious metals - - - - - - - 1 hour - - - - - - - Gems - - - - - - - 10 minutes - - - - - - - Adamantine or mithral - - - - - - - 1 minute - - - - - - - -
- - -
- - - Using any material created by this spell as another spell’s material component causes that spell to fail. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th. - - -
- - - - Cure Wounds - - -
- - - 1st-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. - - -
- - - - Spells (D) - - -
- - - - Dancing Lights - - -
- - - Evocation cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S, M (a bit of phosphorus or wychwood, or a glowworm) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. - - -
- - - As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range. - - -
- - - - Darkness - - -
- - - 2nd-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, M (bat fur and a drop of pitch or piece of coal) - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. - - -
- - - If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. - - -
- - - If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. - - -
- - - - Darkvision - - -
- - - 2nd-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (either a pinch of dried carrot or an agate) - - -
- - - Duration: - - - 8 hours - - -
- - - You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet. - - -
- - - - Daylight - - -
- - - 3rd-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 1 hour - - -
- - - A 60-foot radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. - - -
- - - If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. - - -
- - - If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. - - -
- - - - Death Ward - - -
- - - 4th-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 8 hours - - -
- - - You touch a creature and grant it a measure of protection from death. - - -
- - - The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. - - -
- - - If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends. - - -
- - - - Delayed Blast Fireball - - -
- - - 7th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 150 feet - - -
- - - Components: - - - V, S, M (a tiny ball of bat guano and sulfur) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. - - -
- - - The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. - - -
- - - If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. - - -
- - - The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th. - - -
- - - - Demiplane - - -
- - - 8th-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - S - - -
- - - Duration: - - - 1 hour - - -
- - - You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. - - -
- - - Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead. - - -
- - - - Detect Evil and Good - - -
- - - 1st-level divination - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. - - -
- - - The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. - - -
- - - - Detect Magic - - -
- - - 1st-level divination (ritual) - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. - - -
- - - The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. - - -
- - - - Detect Poison and Disease - - -
- - - 1st-level divination (ritual) - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (a yew leaf) - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. - - -
- - - The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. - - -
- - - - Detect Thoughts - - -
- - - 2nd-level divination - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (a copper piece) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. - - -
- - - You initially learn the surface thoughts of the creature-what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. - - -
- - - Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. - - -
- - - You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. - - -
- - - Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range. - - -
- - - - Dimension Door - - -
- - - 4th-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 500 feet - - -
- - - Components: - - - V - - -
- - - Duration: - - - Instantaneous - - -
- - - You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as - - - “200 feet straight downward” - - - or - - - “upward to the northwest at a 45-degree angle, 300 feet.” - - -
- - - You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. - - -
- - - If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. - - -
- - - - Disguise Self - - -
- - - 1st-level illusion - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 1 hour - - -
- - - You make yourself-including your clothing, armor, weapons, and other belongings on your person- look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. - - -
- - - The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. - - -
- - - To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. - - -
- - - - Disintegrate - - -
- - - 6th-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S, M (a lodestone and a pinch of dust) - - -
- - - Duration: - - - Instantaneous - - -
- - - A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by - - - wall of force - - - . - - -
- - - A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points. - - -
- - - A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a - - - true resurrection - - - or a - - - wish - - - spell. - - -
- - - This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot cube portion of it. A magic item is unaffected by this spell. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. - - -
- - - - Dispel Evil and Good - - -
- - - 5th-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (holy water or powdered silver and iron) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. - - -
- - - You can end the spell early by using either of the following special functions. - - -
- - - Break Enchantment - - - . As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures. - - -
- - - Dismissal - - - . As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild. - - -
- - - - Dispel Magic - - -
- - - 3rd-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used. - - -
- - - - Divination - - -
- - - 4th-level divination (ritual) - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes) - - -
- - - Duration: - - - Instantaneous - - -
- - - Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. - - -
- - - The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. - - -
- - - If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret. - - -
- - - - Divine Favor - - -
- - - 1st-level evocation - - -
- - - Casting Time: - - - 1 bonus action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. - - -
- - - - Divine Word - - -
- - - 7th-level evocation - - -
- - - Casting Time: - - - 1 bonus action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V - - -
- - - Duration: - - - Instantaneous - - -
- - - You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: - - -
- - - 50 hit points or fewer: deafened for 1 minute - - -
- - - 40 hit points or fewer: deafened and blinded for 10 minutes - - -
- - - 30 hit points or fewer: blinded, deafened, and stunned for 1 hour - - -
- - - 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a - - - wish - - - spell. - - -
- - - - Dominate Beast - - -
- - - 4th-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. - - -
- - - While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as - - - “Attack that creature,” - - - - - - “Run over there,” - - - or - - - “Fetch that object.” - - - If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. - - -
- - - You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. - - -
- - - Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. - - -
- - - At Higher Levels - - - . When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours. - - -
- - - - Dominate Monster - - -
- - - 8th-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. - - -
- - - While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as - - - “Attack that creature,” - - - - - - “Run over there,” - - - or - - - “Fetch that object.” - - - If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. - - -
- - - You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. - - -
- - - Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. - - -
- - - At Higher Levels - - - . When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. - - -
- - - - Dominate Person - - -
- - - 5th-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. - - -
- - - While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as - - - “Attack that creature,” - - - - - - “Run over there,” - - - or - - - “Fetch that object.” - - - If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. - - -
- - - You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. - - -
- - - Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. - - -
- - - At Higher Levels - - - . When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. - - -
- - - - Dream - - -
- - - 5th-level illusion - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - Special - - -
- - - Components: - - - V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) - - -
- - - Duration: - - - 8 hours - - -
- - - This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. - - -
- - - If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. - - -
- - - You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. - - -
- - - If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage. - - -
- - - - Druidcraft - - -
- - - Transmutation cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - Whispering to the spirits of nature, you create one of the following effects within range: - - -
- - - You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. - - -
- - - You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. - - -
- - - You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. - - -
- - - You instantly light or snuff out a candle, a torch, or a small campfire. - - -
- - - - Spells (E) - - -
- - - - Earthquake - - -
- - - 8th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 500 feet - - -
- - - Components: - - - V, S, M (a pinch of dirt, a piece of rock, and a lump of clay) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. - - -
- - - The ground in the area becomes difficult terrain. - - -
- - - Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. - - -
- - - When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. - - -
- - - This spell can have additional effects depending on the terrain in the area, as determined by the GM. - - -
- - - Fissures - - - . Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. - - -
- - - A fissure that opens beneath a structure causes it to automatically collapse (see below). - - -
- - - Structures - - - . The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried. - - -
- - - - Eldritch Blast - - -
- - - Evocation cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. - - -
- - - The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. - - -
- - - - Enhance Ability - - -
- - - 2nd-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (fur or a feather from a beast) - - -
- - - Duration: - - - Concentration, up to 1 hour. - - -
- - - You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. - - -
- - - Bear’s Endurance - - - . The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. - - -
- - - Bull’s Strength - - - . The target has advantage on Strength checks, and his or her carrying capacity doubles. - - -
- - - Cat’s Grace - - - . The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. - - -
- - - Eagle’s Splendor - - - . The target has advantage on Charisma checks. - - -
- - - Fox’s Cunning - - - . The target has advantage on Intelligence checks. - - -
- - - Owl’s Wisdom - - - . The target has advantage on Wisdom checks. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. - - -
- - - - Enlarge/Reduce - - -
- - - 2nd-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a pinch of powdered iron) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. - - -
- - - If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. - - -
- - - Enlarge - - - . The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category- from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage. - - -
- - - Reduce - - - . The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category-from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1). - - -
- - - - Entangle - - -
- - - 1st-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 90 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. - - -
- - - A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. - - -
- - - When the spell ends, the conjured plants wilt away. - - -
- - - - Enthrall - - -
- - - 2nd-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 1 minute - - -
- - - You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. - - -
- - - - Etherealness - - -
- - - 7th-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Up to 8 hours - - -
- - - You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away. - - -
- - - While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so. - - -
- - - You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. - - -
- - - When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. - - -
- - - This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell. - - -
- - - - Expeditious Retreat - - -
- - - 1st-level transmutation - - -
- - - Casting Time: - - - 1 bonus action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. - - -
- - - - Eyebite - - -
- - - 6th-level necromancy - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of - - - eyebite - - - . - - -
- - - Asleep - - - . The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. - - -
- - - Panicked - - - . The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. - - -
- - - Sickened - - - . The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends. - - -
- - - - Spells (F) - - -
- - - - Fabricate - - -
- - - 4th-level transmutation - - -
- - - Casting Time: - - - 10 minutes - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. - - -
- - - Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. - - -
- - - Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects. - - -
- - - - Faerie Fire - - -
- - - 1st-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. - - -
- - - Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. - - -
- - - - Faithful Hound - - -
- - - 4th-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a tiny silver whistle, a piece of bone, and a thread) - - -
- - - Duration: - - - 8 hours - - -
- - - You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. - - -
- - - The hound is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. - - -
- - - At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage. - - -
- - - - False Life - - -
- - - 1st-level necromancy - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (a small amount of alcohol or distilled spirits) - - -
- - - Duration: - - - 1 hour - - -
- - - Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. - - -
- - - - Fear - - -
- - - 3rd-level illusion - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self (30-foot cone) - - -
- - - Components: - - - V, S, M (a white feather or the heart of a hen) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. - - -
- - - While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. - - -
- - - - Feather Fall - - -
- - - 1st-level transmutation - - -
- - - Casting Time: - - - 1 reaction, which you take when you or a creature within 60 feet of you falls - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, M (a small feather or piece of down) - - -
- - - Duration: - - - 1 minute - - -
- - - Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. - - -
- - - - Feeblemind - - -
- - - 8th-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 150 feet - - -
- - - Components: - - - V, S, M (a handful of clay, crystal, glass, or mineral spheres) - - -
- - - Duration: - - - Instantaneous - - -
- - - You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. - - -
- - - On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. - - -
- - - At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. - - -
- - - The spell can also be ended by - - - greater restoration - - - , - - - heal - - - , or - - - wish - - - . - - -
- - - - Find Familiar - - -
- - - 1st-­level conjuration (ritual) - - -
- - - Casting Time: - - - 1 hour - - -
- - - Range: - - - 10 feet - - -
- - - Components: - - - V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) - - -
- - - Duration: - - - Instantaneous - - -
- - - You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. - - -
- - - Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. - - -
- - - When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. - - -
- - - While your familiar is within 100 feet of you, you  can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. - - -
- - - As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. - - -
- - - You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. - - -
- - - Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. - - -
- - - - Find Steed - - -
- - - 2nd-level conjuration - - -
- - - Casting Time: - - - 10 minutes - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. - - -
- - - Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. - - -
- - - When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. - - -
- - - While your steed is within 1 mile of you, you can communicate with each other telepathically. - - -
- - - You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. - - -
- - - - Find the Path - - -
- - - 6th-level divination - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (a set of divinatory tools- such as bones, ivory sticks, cards, teeth, or carved runes-worth 100 gp and an object from the location you wish to find) - - -
- - - Duration: - - - Concentration, up to 1 day - - -
- - - This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as - - - “a green dragon’s lair” - - - ), the spell fails. - - -
- - - For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination. - - -
- - - - Find Traps - - -
- - - 2nd-level divination - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the - - - alarm - - - spell, a - - - glyph of warding - - - , or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. - - -
- - - This spell merely reveals that a trap is present. - - -
- - - You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense. - - -
- - - - Finger of Death - - -
- - - 7th-level necromancy - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. - - -
- - - A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. - - -
- - - - Fireball - - -
- - - 3rd-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 150 feet - - -
- - - Components: - - - V, S, M (a tiny ball of bat guano and sulfur) - - -
- - - Duration: - - - Instantaneous - - -
- - - A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. - - -
- - - The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. - - -
- - - - Fire Bolt - - -
- - - Evocation cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. - - -
- - - This spell’s damage increases by 1d10 when you  reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). - - -
- - - - Fire Shield - - -
- - - 4th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (a bit of phosphorus or a firefly) - - -
- - - Duration: - - - 10 minutes - - -
- - - Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. - - -
- - - The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. - - -
- - - In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield. - - -
- - - - Fire Storm - - -
- - - 7th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 150 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. - - -
- - - The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell. - - -
- - - - Flame Blade - - -
- - - 2nd-level evocation - - -
- - - Casting Time: - - - 1 bonus action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (leaf of sumac) - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. - - -
- - - You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. - - -
- - - The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. - - -
- - - - Flame Strike - - -
- - - 5th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S, M (pinch of sulfur) - - -
- - - Duration: - - - Instantaneous - - -
- - - A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. - - -
- - - - Flaming Sphere - - -
- - - 2nd-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - A 5-foot diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. - - -
- - - As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. - - -
- - - When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. - - -
- - - - Flesh to Stone - - -
- - - 6th-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S, M (a pinch of lime, water, and earth) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You attempt to turn one creature that you can see within range into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected. - - -
- - - A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. - - -
- - - If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. - - -
- - - If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed. - - -
- - - - Floating Disk - - -
- - - 1st-level conjuration (ritual) - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a drop of mercury) - - -
- - - Duration: - - - 1 hour - - -
- - - This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. - - -
- - - The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot deep pit, nor could it leave such a pit if it was created at the bottom. - - -
- - - If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends. - - -
- - - - Fly - - -
- - - 3rd-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a wing feather from any bird) - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. - - -
- - - - Fog Cloud - - -
- - - 1st-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - You create a 20-foot radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. - - -
- - - - Forbiddance - - -
- - - 6th-level abjuration (ritual) - - -
- - - Casting Time: - - - 10 minutes - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp) - - -
- - - Duration: - - - 1 day - - -
- - - You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the - - - gate - - - spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the - - - plane shift - - - spell. - - -
- - - In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). - - -
- - - When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. - - -
- - - The spell’s area can’t overlap with the area of another - - - forbiddance - - - spell. If you cast - - - forbiddance - - - every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting. - - -
- - - - Forcecage - - -
- - - 7th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 100 feet - - -
- - - Components: - - - V, S, M (ruby dust worth 1,500 gp) - - -
- - - Duration: - - - 1 hour - - -
- - - An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. - - -
- - - A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. - - -
- - - A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. - - -
- - - When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. - - -
- - - A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. - - -
- - - This spell can’t be dispelled by - - - dispel magic - - - . - - -
- - - - Foresight - - -
- - - 9th-level divination - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a hummingbird feather) - - -
- - - Duration: - - - 8 hours - - -
- - - You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. - - -
- - - This spell immediately ends if you cast it again before its duration ends. - - -
- - - - Freedom of Movement - - -
- - - 4th-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a leather strap, bound around the arm or a similar appendage) - - -
- - - Duration: - - - 1 hour - - -
- - - You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. - - -
- - - The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks. - - -
- - - - Freezing Sphere - - -
- - - 6th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 300 feet - - -
- - - Components: - - - V, S, M (a small crystal sphere) - - -
- - - Duration: - - - Instantaneous - - -
- - - A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. - - -
- - - If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. - - -
- - - You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. - - -
- - - - Spells (G) - - -
- - - - Gaseous Form - - -
- - - 3rd-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a bit of gauze and a wisp of smoke) - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected. - - -
- - - While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated. - - -
- - - While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells. - - -
- - - - Gate - - -
- - - 9th-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S, M (a diamond worth at least 5,000 gp) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. - - -
- - - The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. - - -
- - - Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. - - -
- - - When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you. - - -
- - - - Geas - - -
- - - 5th-level enchantment - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V - - -
- - - Duration: - - - 30 days - - -
- - - You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. - - -
- - - You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. - - -
- - - You can end the spell early by using an action to dismiss it. A - - - remove curse - - - , - - - greater restoration - - - , or - - - wish - - - spell also ends it. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. - - -
- - - - Gentle Repose - - -
- - - 2nd-level necromancy (ritual) - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration) - - -
- - - Duration: - - - 10 days - - -
- - - You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead. - - -
- - - The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as - - - raise dead - - - . - - -
- - - - Giant Insect - - -
- - - 4th-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. - - -
- - - Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement. - - -
- - - A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. - - -
- - - The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp. - - -
- - - - Glibness - - -
- - - 8th-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V - - -
- - - Duration: - - - 1 hour - - -
- - - Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful. - - -
- - - - Globe of Invulnerability - - -
- - - 6th-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self (10-foot radius) - - -
- - - Components: - - - V, S, M (a glass or crystal bead that shatters when the spell ends) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. - - -
- - - Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th. - - -
- - - - Glyph of Warding - - -
- - - 3rd-level abjuration - - -
- - - Casting Time: - - - 1 hour - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) - - -
- - - Duration: - - - Until dispelled or triggered - - -
- - - When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. - - -
- - - The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. - - -
- - - You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. - - -
- - - You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. - - -
- - - When you inscribe the glyph, choose - - - explosive runes - - - or a - - - spell glyph - - - . - - -
- - - Explosive Runes - - - . When triggered, the glyph erupts with magical energy in a 20-foot radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. - - -
- - - Spell Glyph - - - . You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 4th level or higher, the damage of an - - - explosive runes - - - glyph increases by 1d8 for each slot level above 3rd. If you create a - - - spell glyph - - - , you can store any spell of up to the same level as the slot you use for the - - - glyph of warding - - - . - - -
- - - - Goodberry - - -
- - - 1st-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a sprig of mistletoe) - - -
- - - Duration: - - - Instantaneous - - -
- - - Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. - - -
- - - The berries lose their potency if they have not  been consumed within 24 hours of the casting of this spell. - - -
- - - - Grease - - -
- - - 1st-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S, M (a bit of pork rind or butter) - - -
- - - Duration: - - - 1 minute - - -
- - - Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. - - -
- - - When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. - - -
- - - - Greater Invisibility - - -
- - - 4th-level illusion - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. - - -
- - - - Greater Restoration - - -
- - - 5th-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (diamond dust worth at least 100 gp, which the spell consumes) - - -
- - - Duration: - - - Instantaneous - - -
- - - You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target: - - -
- - - One effect that charmed or petrified the target - - -
- - - One curse, including the target’s attunement to a cursed magic item - - -
- - - Any reduction to one of the target’s ability scores - - -
- - - One effect reducing the target’s hit point maximum - - -
- - - - Guards and Wards - - -
- - - 6th-level abjuration - - -
- - - Casting Time: - - - 10 minutes - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp) - - -
- - - Duration: - - - 24 hours - - -
- - - You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. - - -
- - - When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. - - -
- - - Guards and wards - - - creates the following effects within the warded area. - - -
- - - Corridors - - - . Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. - - -
- - - Doors - - - . All doors in the warded area are magically locked, as if sealed by an - - - arcane lock - - - spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the - - - minor illusion - - - spell) to make them appear as plain sections of wall. - - -
- - - Stairs - - - . Webs fill all stairs in the warded area from top to bottom, as the - - - web - - - spell. These strands regrow in 10 minutes if they are burned or torn away while - - - guards and wards - - - lasts. - - -
- - - Other Spell Effect - - - . You can place your choice of one of the following magical effects within the warded area of the stronghold. - - -
- - - Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. - - -
- - - Place magic mouth in two locations. - - -
- - - Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. - - -
- - - Place a constant gust of wind in one corridor or room. - - -
- - - Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. - - -
- - - The whole warded area radiates magic. A - - - dispel magic - - - cast on a specific effect, if successful, removes only that effect. - - -
- - - You can create a permanently guarded and warded structure by casting this spell there every day for one year. - - -
- - - - Guidance - - -
- - - Divination cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. - - -
- - - - Guiding Bolt - - -
- - - 1st-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 1 round - - -
- - - A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. - - -
- - - - Gust of Wind - - -
- - - 2nd-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self (60-foot line) - - -
- - - Components: - - - V, S, M (a legume seed) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. - - -
- - - Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. - - -
- - - The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. - - -
- - - As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. - - -
- - - - Spells (H) - - -
- - - - Hallow - - -
- - - 5th-level evocation - - -
- - - Casting Time: - - - 24 hours - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes) - - -
- - - Duration: - - - Until dispelled - - -
- - - You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a - - - hallow - - - spell. The affected area is subject to the following effects. - - -
- - - First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. - - -
- - - Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. - - -
- - - Courage - - - . Affected creatures can’t be frightened while in the area. - - -
- - - Darkness - - - . Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can’t illuminate the area. - - -
- - - Daylight - - - . Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can’t extinguish the light. - - -
- - - Energy Protection - - - . Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. - - -
- - - Energy Vulnerability - - - . Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. - - -
- - - Everlasting Rest - - - . Dead bodies interred in the area can’t be turned into undead. - - -
- - - Extradimensional Interference - - - . Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means. - - -
- - - Fear - - - . Affected creatures are frightened while in the area. - - -
- - - Silence - - - . No sound can emanate from within the area, and no sound can reach into it. - - -
- - - Tongues - - - . Affected creatures can communicate with any other creature in the area, even if they don’t share a common language. - - -
- - - - Hallucinatory Terrain - - -
- - - 4th-level illusion - - -
- - - Casting Time: - - - 10 minutes - - -
- - - Range: - - - 300 feet - - -
- - - Components: - - - V, S, M (a stone, a twig, and a bit of green plant) - - -
- - - Duration: - - - 24 hours - - -
- - - You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance. - - -
- - - The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. - - -
- - - - Harm - - -
- - - 6th-level necromancy - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes. - - -
- - - - Haste - - -
- - - 3rd-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a shaving of licorice root) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. - - -
- - - When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. - - -
- - - - Heal - - -
- - - 6th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th. - - -
- - - - Healing Word - - -
- - - 1st-level evocation - - -
- - - Casting Time: - - - 1 bonus action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V - - -
- - - Duration: - - - Instantaneous - - -
- - - A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. - - -
- - - - Heat Metal - - -
- - - 2nd-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S, M (a piece of iron and a flame) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. - - -
- - - If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. - - -
- - - - Hellish Rebuke - - -
- - - 1st-­level evocation - - -
- - - Casting Time: - - - 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. - - -
- - - At Higher Levels - - - . When you cast this spell using a  spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. - - -
- - - - Heroes’ Feast - - -
- - - 6th-level conjuration - - -
- - - Casting Time: - - - 10 minutes - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes) - - -
- - - Duration: - - - Instantaneous - - -
- - - You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast. - - -
- - - A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours. - - -
- - - - Heroism - - -
- - - 1st-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. - - -
- - - - Hideous Laughter - - -
- - - 1st-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (tiny tarts and a feather that is waved in the air) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. - - -
- - - At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends. - - -
- - - - Hold Monster - - -
- - - 5th-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 90 feet - - -
- - - Components: - - - V, S, M (a small, straight piece of iron) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. - - -
- - - - Hold Person - - -
- - - 2nd-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S, M (a small, straight piece of iron) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. - - -
- - - - Holy Aura - - -
- - - 8th-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends. - - -
- - - - Hunter’s Mark - - -
- - - 1st-­level divination - - -
- - - Casting Time: - - - 1 bonus action - - -
- - - Range: - - - 90 feet - - -
- - - Components: - - - V - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. - - -
- - - At Higher Levels - - - . When you cast this spell using a  spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. - - -
- - - - Hypnotic Pattern - - -
- - - 3rd-level illusion - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. - - -
- - - The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. - - -
- - - - Spells (I) - - -
- - - - Ice Storm - - -
- - - 4th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 300 feet - - -
- - - Components: - - - V, S, M (a pinch of dust and a few drops of water) - - -
- - - Duration: - - - Instantaneous - - -
- - - A hail of rock-hard ice pounds to the ground in a 20-foot radius, 40-foot high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. - - -
- - - Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. - - -
- - - - Identify - - -
- - - 1st-level divination (ritual) - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a pearl worth at least 100 gp and an owl feather) - - -
- - - Duration: - - - Instantaneous - - -
- - - You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. - - -
- - - If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. - - -
- - - - Illusory Script - - -
- - - 1st-level illusion (ritual) - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - Touch - - -
- - - Components: - - - S, M (a lead-based ink worth at least 10 gp, which the spell consumes) - - -
- - - Duration: - - - 10 days - - -
- - - You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. - - -
- - - To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. - - -
- - - Should the spell be dispelled, the original script and the illusion both disappear. - - -
- - - A creature with truesight can read the hidden message. - - -
- - - - Imprisonment - - -
- - - 9th-level abjuration - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) - - -
- - - Duration: - - - Until dispelled - - -
- - - You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. - - -
- - - When you cast the spell, you choose one of the following forms of imprisonment. - - -
- - - Burial - - - . The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. - - -
- - - The special component for this version of the spell is a small mithral orb. - - -
- - - Chaining - - - . Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. - - -
- - - The special component for this version of the spell is a fine chain of precious metal. - - -
- - - Hedged Prison - - - . The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. - - -
- - - The special component for this version of the spell is a miniature representation of the prison made from jade. - - -
- - - Minimus Containment - - - . The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect. - - -
- - - The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. - - -
- - - Slumber - - - . The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs. - - -
- - - Ending the Spell - - - . During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. - - -
- - - A - - - dispel magic - - - spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. - - -
- - - You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding. - - -
- - - - Incendiary Cloud - - -
- - - 8th-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 150 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. - - -
- - - When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. - - -
- - - The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. - - -
- - - - Inflict Wounds - - -
- - - 1st-level necromancy - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. - - -
- - - - Insect Plague - - -
- - - 5th-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 300 feet - - -
- - - Components: - - - V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat) - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - Swarming, biting locusts fill a 20-foot radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain. - - -
- - - When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. - - -
- - - - Instant Summons - - -
- - - 6th-level conjuration (ritual) - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a sapphire worth 1,000 gp) - - -
- - - Duration: - - - Until dispelled - - -
- - - You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. - - -
- - - At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. - - -
- - - If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. - - -
- - - Dispel magic - - - or a similar effect successfully applied to the sapphire ends this spell’s effect. - - -
- - - - Invisibility - - -
- - - 2nd-level illusion - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (an eyelash encased in gum arabic) - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. - - -
- - - - Irresistible Dance - - -
- - - 6th-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell. - - -
- - - A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends. - - -
- - - - Spells (J) - - -
- - - - Jump - - -
- - - 1st-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a grasshopper’s hind leg) - - -
- - - Duration: - - - 1 minute - - -
- - - You touch a creature. The creature’s jump distance is tripled until the spell ends. - - -
- - - - Spells (K) - - -
- - - - Knock - - -
- - - 2nd-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V - - -
- - - Duration: - - - Instantaneous - - -
- - - Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. - - -
- - - A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. - - -
- - - If you choose a target that is held shut with - - - arcane lock - - - , that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. - - -
- - - When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object. - - -
- - - - Spells (L) - - -
- - - - Legend Lore - - -
- - - 5th-level divination - - -
- - - Casting Time: - - - 10 minutes - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each) - - -
- - - Duration: - - - Instantaneous - - -
- - - Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. - - -
- - - The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: - - - “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word - - - Rudnogg - - - on the lips.” - - -
- - - - Lesser Restoration - - -
- - - 2nd-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. - - -
- - - - Levitate - - -
- - - 2nd-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end) - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. - - -
- - - The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range. - - -
- - - When the spell ends, the target floats gently to the ground if it is still aloft. - - -
- - - - Light - - -
- - - Evocation cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, M (a firefly or phosphorescent moss) - - -
- - - Duration: - - - 1 hour - - -
- - - You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. - - -
- - - If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. - - -
- - - - Lightning Bolt - - -
- - - 3rd-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self (100-foot line) - - -
- - - Components: - - - V, S, M (a bit of fur and a rod of amber, crystal, or glass) - - -
- - - Duration: - - - Instantaneous - - -
- - - A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. - - -
- - - The lightning ignites flammable objects in the area that aren’t being worn or carried. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. - - -
- - - - Locate Animals or Plants - - -
- - - 2nd-level divination (ritual) - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (a bit of fur from a bloodhound) - - -
- - - Duration: - - - Instantaneous - - -
- - - Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. - - -
- - - - Locate Creature - - -
- - - 4th-level divination - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (a bit of fur from a bloodhound) - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. - - -
- - - The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close-within 30 feet-at least once. If the creature you described or named is in a different form, such as being under the effects of a - - - polymorph - - - spell, this spell doesn’t locate the creature. - - -
- - - This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. - - -
- - - - Locate Object - - -
- - - 2nd-level divination - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (a forked twig) - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. - - -
- - - The spell can locate a specific object known to you, as long as you have seen it up close-within 30 feet-at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. - - -
- - - This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. - - -
- - - - Longstrider - - -
- - - 1st-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a pinch of dirt) - - -
- - - Duration: - - - 1 hour - - -
- - - You touch a creature. The target’s speed increases by 10 feet until the spell ends. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. - - -
- - - - Spells (M) - - -
- - - - Mage Armor - - -
- - - 1st-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a piece of cured leather) - - -
- - - Duration: - - - 8 hours - - -
- - - You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. - - -
- - - - Mage Hand - - -
- - - Conjuration cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 1 minute - - -
- - - A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. - - -
- - - You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. - - -
- - - The hand can’t attack, activate magic items, or carry more than 10 pounds. - - -
- - - - Magic Circle - - -
- - - 3rd-level abjuration - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - 10 feet - - -
- - - Components: - - - V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) - - -
- - - Duration: - - - 1 hour - - -
- - - You create a 10-foot radius, 20-foot tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. - - -
- - - Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: - - -
- - - The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. - - -
- - - The creature has disadvantage on attack rolls against targets within the cylinder. - - -
- - - Targets within the cylinder can’t be charmed, frightened, or possessed by the creature. - - -
- - - When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. - - -
- - - - Magic Jar - - -
- - - 6th-level necromancy - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) - - -
- - - Duration: - - - Until dispelled - - -
- - - Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. - - -
- - - You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a - - - protection from evil and good - - - or - - - magic circle - - - spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours. - - -
- - - Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features. - - -
- - - Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all. - - -
- - - While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. - - -
- - - If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. - - -
- - - When the spell ends, the container is destroyed. - - -
- - - - Magic Missile - - -
- - - 1st-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. - - -
- - - - Magic Mouth - - -
- - - 2nd-level illusion (ritual) - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) - - -
- - - Duration: - - - Until dispelled - - -
- - - You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. - - -
- - - When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. - - -
- - - The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it. - - -
- - - - Magic Weapon - - -
- - - 2nd-level transmutation - - -
- - - Casting Time: - - - 1 bonus action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. - - -
- - - - Magnificent Mansion - - -
- - - 7th-level conjuration - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - 300 feet - - -
- - - Components: - - - V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp) - - -
- - - Duration: - - - 24 hours - - -
- - - You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. - - -
- - - Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. - - -
- - - You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance. - - -
- - - - Major Image - - -
- - - 3rd-level illusion - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S, M (a bit of fleece) - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). - - -
- - - As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. - - -
- - - Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. - - -
- - - - Mass Cure Wounds - - -
- - - 5th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. - - -
- - - - Mass Heal - - -
- - - 9th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs. - - -
- - - - Mass Healing Word - - -
- - - 3rd-level evocation - - -
- - - Casting Time: - - - 1 bonus action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V - - -
- - - Duration: - - - Instantaneous - - -
- - - As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. - - -
- - - - Mass Suggestion - - -
- - - 6th-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) - - -
- - - Duration: - - - 24 hours - - -
- - - You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. - - -
- - - Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. - - -
- - - You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed. - - -
- - - If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. - - -
- - - At Higher Levels - - - . When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day. - - -
- - - - Maze - - -
- - - 8th-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. - - -
- - - The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). - - -
- - - When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. - - -
- - - - Meld into Stone - - -
- - - 3rd-level transmutation (ritual) - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 8 hours - - -
- - - You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. - - -
- - - While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move. - - -
- - - Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered. - - -
- - - - Mending - - -
- - - Transmutation cantrip - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (two lodestones) - - -
- - - Duration: - - - Instantaneous - - -
- - - This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. - - -
- - - This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. - - -
- - - - Message - - -
- - - Transmutation cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S, M (a short piece of copper wire) - - -
- - - Duration: - - - 1 round - - -
- - - You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. - - -
- - - You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings. - - -
- - - - Meteor Swarm - - -
- - - 9th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 1 mile - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. - - -
- - - The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried. - - -
- - - - Mind Blank - - -
- - - 8th-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 24 hours - - -
- - - Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils - - - wish - - - spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target. - - -
- - - - Minor Illusion - - -
- - - Illusion cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - S, M (a bit of fleece) - - -
- - - Duration: - - - 1 minute - - -
- - - You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. - - -
- - - If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. - - -
- - - If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. - - -
- - - If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. - - -
- - - - Mirage Arcane - - -
- - - 7th-level illusion - - -
- - - Casting Time: - - - 10 minutes - - -
- - - Range: - - - Sight - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 10 days - - -
- - - You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. - - -
- - - Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures. - - -
- - - The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. - - -
- - - Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion. - - -
- - - - Mirror Image - - -
- - - 2nd-level illusion - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 1 minute - - -
- - - Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. - - -
- - - Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. - - -
- - - If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. - - -
- - - A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. - - -
- - - A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. - - -
- - - - Mislead - - -
- - - 5th-level illusion - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - S - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. - - -
- - - You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. - - -
- - - You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. - - -
- - - - Misty Step - - -
- - - 2nd-level conjuration - - -
- - - Casting Time: - - - 1 bonus action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V - - -
- - - Duration: - - - Instantaneous - - -
- - - Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. - - -
- - - - Modify Memory - - -
- - - 5th-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified. - - -
- - - While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. - - -
- - - You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends. - - -
- - - A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. - - -
- - - A - - - remove curse - - - or - - - greater restoration - - - spell cast on the target restores the creature’s true memory. - - -
- - - At Higher Levels - - - . If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level). - - -
- - - - Moonbeam - - -
- - - 2nd-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - A silvery beam of pale light shines down in a 5-foot radius, 40-foot high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. - - -
- - - When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. - - -
- - - A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light. - - -
- - - On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. - - -
- - - - Move Earth - - -
- - - 6th-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S, M (an iron blade and a small bag containing a mixture of soils-clay, loam, and sand) - - -
- - - Duration: - - - Concentration, up to 2 hours - - -
- - - Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. - - -
- - - At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. - - -
- - - Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement. - - -
- - - This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. - - -
- - - Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it. - - -
- - - - Spells (N) - - -
- - - - Nondetection - - -
- - - 3rd-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes) - - -
- - - Duration: - - - 8 hours - - -
- - - For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors. - - -
- - - - Spells (O) - - -
- - - - Spells (P) - - -
- - - - Pass without Trace - - -
- - - 2nd-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. - - -
- - - - Passwall - - -
- - - 5th-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a pinch of sesame seeds) - - -
- - - Duration: - - - 1 hour - - -
- - - A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. - - -
- - - When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell. - - -
- - - - Phantasmal Killer - - -
- - - 4th-level illusion - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. - - -
- - - - Phantom Steed - - -
- - - 3rd-level illusion (ritual) - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 1 hour - - -
- - - A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. - - -
- - - For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage. - - -
- - - - Planar Ally - - -
- - - 6th-level conjuration - - -
- - - Casting Time: - - - 10 minutes - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM’s choice). - - -
- - - When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. - - -
- - - Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. - - -
- - - As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. - - -
- - - After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane. - - -
- - - A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded. - - -
- - - - Planar Binding - - -
- - - 5th-level abjuration - - -
- - - Casting Time: - - - 1 hour - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S, M (a jewel worth at least 1,000 gp, which the spell consumes) - - -
- - - Duration: - - - 24 hours - - -
- - - With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted - - - magic circle - - - in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell. - - -
- - - A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot. - - -
- - - - Plane Shift - - -
- - - 7th-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence) - - -
- - - Duration: - - - Instantaneous - - -
- - - You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion. - - -
- - - Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. - - -
- - - You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence. - - -
- - - - Plant Growth - - -
- - - 3rd-level transmutation - - -
- - - Casting Time: - - - 1 action or 8 hours - - -
- - - Range: - - - 150 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. - - -
- - - If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. - - -
- - - You can exclude one or more areas of any size within the spell’s area from being affected. - - -
- - - If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. - - -
- - - - Poison Spray - - -
- - - Conjuration cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 10 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. - - -
- - - This spell’s damage increases by 1d12 when you  reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). - - -
- - - - Polymorph - - -
- - - 4th-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S, M (a caterpillar cocoon) - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. - - -
- - - The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. - - -
- - - The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. - - -
- - - The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech. - - -
- - - The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. - - -
- - - - Power Word Kill - - -
- - - 9th-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V - - -
- - - Duration: - - - Instantaneous - - -
- - - You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect. - - -
- - - - Power Word Stun - - -
- - - 8th-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V - - -
- - - Duration: - - - Instantaneous - - -
- - - You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. - - -
- - - The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. - - -
- - - - Prayer of Healing - - -
- - - 2nd-level evocation - - -
- - - Casting Time: - - - 10 minutes - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V - - -
- - - Duration: - - - Instantaneous - - -
- - - Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. - - -
- - - - Prestidigitation - - -
- - - Transmutation cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 10 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Up to 1 hour - - -
- - - This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within Range: - - -
- - - You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. - - -
- - - You instantaneously light or snuff out a candle, a torch, or a small campfire. - - -
- - - You instantaneously clean or soil an object no larger than 1 cubic foot. - - -
- - - You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. - - -
- - - You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. - - -
- - - You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. - - -
- - - If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. - - -
- - - - Prismatic Spray - - -
- - - 7th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self (60-foot cone) - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. - - -
- - - Red - - - . The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. - - -
- - - Orange - - - . The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. - - -
- - - Yellow - - - . The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. - - -
- - - Green - - - . The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. - - -
- - - Blue - - - . The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. - - -
- - - Indigo - - - . On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. - - -
- - - Violet - - - . On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) - - -
- - - Special - - - . The target is struck by two rays. Roll twice more, rerolling any 8. - - -
- - - - Prismatic Wall - - -
- - - 9th-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 10 minutes - - -
- - - The spell no longer refers to a rod of cancellation, and the text clarifies that dispel magic works only against the violet layer. - - -
- - - A shimmering, multicolored plane of light forms a vertical opaque wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. - - -
- - - The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute. - - -
- - - The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below. - - -
- - - The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An - - - antimagic field - - - has no effect on it. - - -
- - - Red - - - . The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. - - -
- - - Orange - - - . The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind. - - -
- - - Yellow - - - . The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. - - -
- - - Green - - - . The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A - - - passwall - - - spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. - - -
- - - Blue - - - . The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. - - -
- - - Indigo - - - . On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a - - - daylight - - - spell or a similar spell of equal or higher level. - - -
- - - Violet - - - . On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a - - - dispel magic - - - spell or a similar spell of equal or higher level that can end spells and magical effects. - - -
- - - - Private Sanctum - - -
- - - 4th-level abjuration - - -
- - - Casting Time: - - - 10 minutes - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite) - - -
- - - Duration: - - - 24 hours - - -
- - - You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. - - -
- - - When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: - - -
- - - Sound can’t pass through the barrier at the edge of the warded area. - - -
- - - The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. - - -
- - - Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter. - - -
- - - Creatures in the area can’t be targeted by divination spells. - - -
- - - Nothing can teleport into or out of the warded area. - - -
- - - Planar travel is blocked within the warded area. Casting this spell on the same spot every day for a year makes this effect permanent. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level. - - -
- - - - Produce Flame - - -
- - - Conjuration cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 10 minutes - - -
- - - A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. - - -
- - - You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. - - -
- - - This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - - -
- - - - Programmed Illusion - - -
- - - 6th-level illusion - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S, M (a bit of fleece and jade dust worth at least 25 gp) - - -
- - - Duration: - - - Until dispelled - - -
- - - You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. - - -
- - - When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. - - -
- - - The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. - - -
- - - Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. - - -
- - - - Project Image - - -
- - - 7th-level illusion - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 500 miles - - -
- - - Components: - - - V, S, M (a small replica of you made from materials worth at least 5 gp) - - -
- - - Duration: - - - Concentration, up to 1 day - - -
- - - You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. - - -
- - - You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. - - -
- - - You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. - - -
- - - Physical interaction with the image reveals it to be an illusion, because things can pass through it. A - - -
- - - creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. - - -
- - - - Protection from Energy - - -
- - - 3rd-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. - - -
- - - - Protection from Evil and Good - - -
- - - 1st-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (holy water or powdered silver and iron, which the spell consumes) - - -
- - - Duration: - - - Concentration up to 10 minutes - - -
- - - Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. - - -
- - - The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. - - -
- - - - Protection from Poison - - -
- - - 2nd-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 1 hour - - -
- - - You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. - - -
- - - For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. - - -
- - - - Purify Food and Drink - - -
- - - 1st-level transmutation (ritual) - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 10 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. - - -
- - - - Spells (Q) - - -
- - - - Spells (R) - - -
- - - - Raise Dead - - -
- - - 5th-level necromancy - - -
- - - Casting Time: - - - 1 hour - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a diamond worth at least 500 gp, which the spell consumes) - - -
- - - Duration: - - - Instantaneous - - -
- - - You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. - - -
- - - This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. - - -
- - - This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival-its head, for instance-the spell automatically fails. - - -
- - - Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. - - -
- - - - Ray of Enfeeblement - - -
- - - 2nd-level necromancy - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. - - -
- - - At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends. - - -
- - - - Ray of Frost - - -
- - - Evocation cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. - - -
- - - The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - - -
- - - - Regenerate - - -
- - - 7th-level transmutation - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a prayer wheel and holy water) - - -
- - - Duration: - - - 1 hour - - -
- - - You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). - - -
- - - The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. - - -
- - - - Reincarnate - - -
- - - 5th-level transmutation - - -
- - - Casting Time: - - - 1 hour - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes) - - -
- - - Duration: - - - Instantaneous - - -
- - - You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. - - -
- - - If the target’s soul isn’t free or willing to do so, the spell fails. - - -
- - - The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form. - - -
- - - Table- Reincarnate Race - - -
- - - - - - - d100 - - - - - - - Race - - - - - - - 01-04 - - - - - - - Dragonborn - - - - - - - 05-13 - - - - - - - Dwarf, hill - - - - - - - 14-21 - - - - - - - Dwarf, mountain - - - - - - - 22-25 - - - - - - - Elf, dark - - - - - - - 26-34 - - - - - - - Elf, high - - - - - - - 35-42 - - - - - - - Elf, wood - - - - - - - 43-46 - - - - - - - Gnome, forest - - - - - - - 47-52 - - - - - - - Gnome, rock - - - - - - - 53-56 - - - - - - - Half-elf - - - - - - - 57-60 - - - - - - - Half-orc - - - - - - - 61-68 - - - - - - - Halfling, lightfoot - - - - - - - 69-76 - - - - - - - Halfling, stout - - - - - - - 77-96 - - - - - - - Human - - - - - - - 97-00 - - - - - - - Tiefling - - - - - - - -
- - -
- - - The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly. - - -
- - - - Remove Curse - - -
- - - 3rd-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded. - - -
- - - - Resilient Sphere - - -
- - - 4th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. - - -
- - - Nothing-not physical objects, energy, or other spell effects-can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. - - -
- - - The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. - - -
- - - A - - - disintegrate - - - spell targeting the globe destroys it without harming anything inside it. - - -
- - - - Resistance - - -
- - - Abjuration cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a miniature cloak) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends. - - -
- - - - Resurrection - - -
- - - 7th-level necromancy - - -
- - - Casting Time: - - - 1 hour - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) - - -
- - - Duration: - - - Instantaneous - - -
- - - You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points. - - -
- - - This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting the spell, they afflict the target on its return to life. - - -
- - - This spell closes all mortal wounds and restores any missing body parts. - - -
- - - Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. - - -
- - - Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws. - - -
- - - - Reverse Gravity - - -
- - - 7th-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 100 feet - - -
- - - Components: - - - V, S, M (a lodestone and iron filings) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - This spell reverses gravity in a 50-foot radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. - - -
- - - If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. - - -
- - - At the end of the duration, affected objects and creatures fall back down. - - -
- - - - Revivify - - -
- - - 3rd-level necromancy - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (diamonds worth 300 gp, which the spell consumes) - - -
- - - Duration: - - - Instantaneous - - -
- - - You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts. - - -
- - - - Rope Trick - - -
- - - 2nd-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (powdered corn extract and a twisted loop of parchment) - - -
- - - Duration: - - - 1 hour - - -
- - - You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. - - -
- - - The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. - - -
- - - Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. - - -
- - - Anything inside the extradimensional space drops out when the spell ends. - - -
- - - - Spells (S) - - -
- - - - Sacred Flame - - -
- - - Evocation cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. - - -
- - - The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - - -
- - - - Sanctuary - - -
- - - 1st-level abjuration - - -
- - - Casting Time: - - - 1 bonus action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a small silver mirror) - - -
- - - Duration: - - - 1 minute - - -
- - - You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. - - -
- - - If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. - - -
- - - - Scorching Ray - - -
- - - 2nd-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. - - -
- - - Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. - - -
- - - - Scrying - - -
- - - 5th-level divination - - -
- - - Casting Time: - - - 10 minutes - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water) - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed. - - -
- - - Table- Scrying Save Modifier - - -
- - - - - - - Knowledge - - - - - - - Save Modifier - - - - - - - Secondhand (you have heard of the target) - - - - - - - +5 - - - - - - - Firsthand (you have met the target) - - - - - - - +0 - - - - - - - Familiar (you know the target well) - - - - - - - -5 - - - - - - - Connection - - - - - - - Save Modifier - - - - - - - Likeness or picture - - - - - - - -2 - - - - - - - Possession or garment - - - - - - - -4 - - - - - - - Body part, lock of hair, bit of nail, or the like - - - - - - - -10 - - - - - - - -
- - -
- - - On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. - - -
- - - On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. - - -
- - - Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move. - - -
- - - - Secret Chest - - -
- - - 4th-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) - - -
- - - Duration: - - - Instantaneous - - -
- - - You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). - - -
- - - While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. - - -
- - - After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. - - -
- - - - See Invisibility - - -
- - - 2nd-level divination - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (a pinch of talc and a small sprinkling of powdered silver) - - -
- - - Duration: - - - 1 hour - - -
- - - For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. - - -
- - - - Seeming - - -
- - - 5th-level illusion - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 8 hours - - -
- - - This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. - - -
- - - The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. - - -
- - - The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. - - -
- - - A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised. - - -
- - - - Sending - - -
- - - 3rd-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Unlimited - - -
- - - Components: - - - V, S, M (a short piece of fine copper wire) - - -
- - - Duration: - - - 1 round - - -
- - - You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. - - -
- - - You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. - - -
- - - - Sequester - - -
- - - 7th-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes) - - -
- - - Duration: - - - Until dispelled - - -
- - - By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by divination spells or perceived through scrying sensors created by divination spells. - - -
- - - If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older. - - -
- - - You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include - - - “after 1,000 years” - - - or - - - “when the tarrasque awakens.” - - - This spell also ends if the target takes any damage. - - -
- - - - Shapechange - - -
- - - 9th-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell) - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. - - -
- - - Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form. - - -
- - - You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. - - -
- - - You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. - - -
- - - When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. - - -
- - - During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value. - - -
- - - - Shatter - - -
- - - 2nd-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S, M (a chip of mica) - - -
- - - Duration: - - - Instantaneous - - -
- - - A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. - - -
- - - A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. - - -
- - - - Shield - - -
- - - 1st-level abjuration - - -
- - - Casting Time: - - - 1 reaction, which you take when you are hit by an attack or targeted by the - - - magic missile - - - spell - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 1 round - - -
- - - An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from - - - magic missile - - - . - - -
- - - - Shield of Faith - - -
- - - 1st-level abjuration - - -
- - - Casting Time: - - - 1 bonus action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S, M (a small parchment with a bit of holy text written on it) - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. - - -
- - - - Shillelagh - - -
- - - Transmutation cantrip - - -
- - - Casting Time: - - - 1 bonus action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) - - -
- - - Duration: - - - 1 minute - - -
- - - The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon. - - -
- - - - Shocking Grasp - - -
- - - Evocation cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. - - -
- - - The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - - -
- - - - Silence - - -
- - - 2nd-level illusion (ritual) - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - For the duration, no sound can be created within or pass through a 20-foot radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. - - -
- - - - Silent Image - - -
- - - 1st-level illusion - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S, M (a bit of fleece) - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. - - -
- - - You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. - - -
- - - Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. - - -
- - - - Simulacrum - - -
- - - 7th-level illusion - - -
- - - Casting Time: - - - 12 hours - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell) - - -
- - - Duration: - - - Until dispelled - - -
- - - You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. - - -
- - - The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. - - -
- - - If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. - - -
- - - If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed. - - -
- - - - Sleep - - -
- - - 1st-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 90 feet - - -
- - - Components: - - - V, S, M (a pinch of fine sand, rose petals, or a cricket) - - -
- - - Duration: - - - 1 minute - - -
- - - This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). - - -
- - - Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. - - -
- - - Undead and creatures immune to being charmed aren’t affected by this spell. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. - - -
- - - - Sleet Storm - - -
- - - 3rd-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 150 feet - - -
- - - Components: - - - V, S, M (a pinch of dust and a few drops of water) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - Until the spell ends, freezing rain and sleet fall in a 20-foot tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. - - -
- - - The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. - - -
- - - If a creature starts its turn in the spell’s area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. - - -
- - - - Slow - - -
- - - 3rd-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S, M (a drop of molasses) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. - - -
- - - An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. - - -
- - - If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. - - -
- - - A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it. - - -
- - - - Spare the Dying - - -
- - - Necromancy cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. - - -
- - - - Speak with Animals - - -
- - - 1st-level divination (ritual) - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 10 minutes - - -
- - - You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion. - - -
- - - - Speak with Dead - - -
- - - 3rd-level necromancy - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 10 feet - - -
- - - Components: - - - V, S, M (burning incense) - - -
- - - Duration: - - - 10 minutes - - -
- - - You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days. - - -
- - - Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events. - - -
- - - - Speak with Plants - - -
- - - 3rd-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self (30-foot radius) - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 10 minutes - - -
- - - You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. - - -
- - - You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. - - -
- - - Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. - - -
- - - If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. - - -
- - - This spell can cause the plants created by the - - - entangle - - - spell to release a restrained creature. - - -
- - - - Spider Climb - - -
- - - 2nd-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a drop of bitumen and a spider) - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. - - -
- - - - Spike Growth - - -
- - - 2nd-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 150 feet - - -
- - - Components: - - - V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. - - -
- - - The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. - - -
- - - - Spirit Guardians - - -
- - - 3rd-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self (15-foot radius) - - -
- - - Components: - - - V, S, M (a holy symbol) - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. - - -
- - - When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. - - -
- - - - Spiritual Weapon - - -
- - - 2nd-level evocation - - -
- - - Casting Time: - - - 1 bonus action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 1 minute - - -
- - - You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. - - -
- - - As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. - - -
- - - The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd. - - -
- - - - Stinking Cloud - - -
- - - 3rd-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 90 feet - - -
- - - Components: - - - V, S, M (a rotten egg or several skunk cabbage leaves) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You create a 20-foot radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. - - -
- - - Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. - - -
- - - A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. - - -
- - - - Stone Shape - - -
- - - 4th-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object) - - -
- - - Duration: - - - Instantaneous - - -
- - - You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible. - - -
- - - - Stoneskin - - -
- - - 4th-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (diamond dust worth 100 gp, which the spell consumes) - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. - - -
- - - - Storm of Vengeance - - -
- - - 9th-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Sight - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. - - -
- - - Each round you maintain concentration on this spell, the storm produces different effects on your turn. - - -
- - - Round 2 - - - . Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. - - -
- - - Round 3 - - - . You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. - - -
- - - Round 4 - - - . Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. - - -
- - - Round 5-10 - - - . Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical. - - -
- - - - Suggestion - - -
- - - 2nd-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) - - -
- - - Duration: - - - Concentration, up to 8 hours - - -
- - - You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. - - -
- - - The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. - - -
- - - You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. - - -
- - - If you or any of your companions damage the target, the spell ends. - - -
- - - - Sunbeam - - -
- - - 6th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self (60-foot line) - - -
- - - Components: - - - V, S, M (a magnifying glass) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - A beam of brilliant light flashes out from your hand in a 5-foot wide, 60-foot long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. - - -
- - - You can create a new line of radiance as your action on any turn until the spell ends. - - -
- - - For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. - - -
- - - - Sunburst - - -
- - - 8th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 150 feet - - -
- - - Components: - - - V, S, M (fire and a piece of sunstone) - - -
- - - Duration: - - - Instantaneous - - -
- - - Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. - - -
- - - A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. - - -
- - - This spell dispels any darkness in its area that was created by a spell. - - -
- - - - Symbol - - -
- - - 7th-level abjuration - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes) - - -
- - - Duration: - - - Until dispelled or triggered - - -
- - - When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. - - -
- - - The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. - - -
- - - You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. - - -
- - - You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password. - - -
- - - When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. - - -
- - - Death - - - . Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. - - -
- - - Discord - - - . Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. - - -
- - - Fear - - - . Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. - - -
- - - Hopelessness - - - . Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects. - - -
- - - Insanity - - - . Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic. - - -
- - - Pain - - - . Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. - - -
- - - Sleep - - - . Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. - - -
- - - Stunning - - - . Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save. - - -
- - - - Spells (T) - - -
- - - - Telekinesis - - -
- - - 5th-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. - - -
- - - Creature - - - . You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. - - -
- - - On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. - - -
- - - Object - - - . You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. - - -
- - - If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. - - -
- - - You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. - - -
- - - - Telepathic Bond - - -
- - - 5th-level divination (ritual) - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (pieces of eggshell from two different kinds of creatures) - - -
- - - Duration: - - - 1 hour - - -
- - - You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell. - - -
- - - Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence. - - -
- - - - Teleport - - -
- - - 7th-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 10 feet - - -
- - - Components: - - - V - - -
- - - Duration: - - - Instantaneous - - -
- - - This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. - - -
- - - The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table. - - -
- - - Table- Teleport Familiarity - - -
- - - - - - - - - - Familiarity - - - - - - - Mishap - - - - - - - Similar Area - - - - - - - Off Target - - - - - - - On Target - - - - - - - Permanent circle - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 01-100 - - - - - - - Associated object - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 01-100 - - - - - - - Very familiar - - - - - - - 01-05 - - - - - - - 06-13 - - - - - - - 14-24 - - - - - - - 25-100 - - - - - - - Seen casually - - - - - - - 01-33 - - - - - - - 34-43 - - - - - - - 44-53 - - - - - - - 54-100 - - - - - - - Viewed once - - - - - - - 01-43 - - - - - - - 44-53 - - - - - - - 54-73 - - - - - - - 74-100 - - - - - - - Description - - - - - - - 01-43 - - - - - - - 44-53 - - - - - - - 54-73 - - - - - - - 74-100 - - - - - - - False destination - - - - - - - 01-50 - - - - - - - 51-100 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - -
- - - Familiarity - - - . - - - “Permanent circle” - - - means a permanent teleportation circle whose sigil sequence you know. - - - “Associated object” - - - means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb. - - -
- - - “Very familiar” - - - is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. - - - “Seen casually” - - - is someplace you have seen more than once but with which you aren’t very familiar. - - - “Viewed once” - - - is a place you have seen once, possibly using magic. - - - “Description” - - - is a place whose location and appearance you know through someone else’s description, perhaps from a map. - - -
- - - “False destination” - - - is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. - - -
- - - On Target - - - . You and your group (or the target object) appear where you want to. - - -
- - - Off Target - - - . You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. - - -
- - - Similar Area - - - . You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. - - -
- - - Mishap - - - . The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). - - -
- - - - Teleportation Circle - - -
- - - 5th-level conjuration - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - 10 feet - - -
- - - Components: - - - V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes) - - -
- - - Duration: - - - 1 round - - -
- - - As you cast the spell, you draw a 10-foot diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. - - -
- - - Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence-a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. - - -
- - - You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. - - -
- - - - Thaumaturgy - - -
- - - Transmutation cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V - - -
- - - Duration: - - - Up to 1 minute - - -
- - - You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within Range: - - -
- - - Your voice booms up to three times as loud as normal for 1 minute. - - -
- - - You cause flames to flicker, brighten, dim, or change color for 1 minute. - - -
- - - You cause harmless tremors in the ground for 1 minute. - - -
- - - You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. - - -
- - - You instantaneously cause an unlocked door or window to fly open or slam shut. - - -
- - - You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. - - -
- - - - Thunderwave - - -
- - - 1st-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self (15-foot cube) - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Instantaneous - - -
- - - A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. - - -
- - - In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. - - -
- - - - Time Stop - - -
- - - 9th-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V - - -
- - - Duration: - - - Instantaneous - - -
- - - You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. - - -
- - - This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it. - - -
- - - - Tiny Hut - - -
- - - 3rd-level evocation (ritual) - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - Self (10-foot radius hemisphere) - - -
- - - Components: - - - V, S, M (a small crystal bead) - - -
- - - Duration: - - - 8 hours - - -
- - - A 10-foot radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. - - -
- - - Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. - - -
- - - Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. - - -
- - - - Tongues - - -
- - - 3rd-level divination - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, M (a small clay model of a ziggurat) - - -
- - - Duration: - - - 1 hour - - -
- - - This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says. - - -
- - - - Transport via Plants - - -
- - - 6th-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 10 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 1 round - - -
- - - This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement. - - -
- - - - Tree Stride - - -
- - - 5th-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. - - -
- - - You can use this transportation ability once per round for the duration. You must end each turn outside a tree. - - -
- - - - True Polymorph - - -
- - - 9th-level transmutation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. - - -
- - - This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell. - - -
- - - Creature into Creature - - - . If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. - - -
- - - The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. - - -
- - - The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions. - - -
- - - The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. - - -
- - - Object into Creature - - - . You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature’s statistics and resolves all of its actions and movement. - - -
- - - If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. - - -
- - - Creature into Object - - - . If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object’s size is no larger than the creature’s size. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. - - -
- - - - True Resurrection - - -
- - - 9th-level necromancy - - -
- - - Casting Time: - - - 1 hour - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) - - -
- - - Duration: - - - Instantaneous - - -
- - - You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points. - - -
- - - This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. - - -
- - - The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you. - - -
- - - - True Seeing - - -
- - - 6th-level divination - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell) - - -
- - - Duration: - - - 1 hour - - -
- - - This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. - - -
- - - - True Strike - - -
- - - Divination cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - S - - -
- - - Duration: - - - Concentration, up to 1 round - - -
- - - You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended. - - -
- - - - Spells (U) - - -
- - - - Unseen Servant - - -
- - - 1st-level conjuration (ritual) - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S, M (a piece of string and a bit of wood) - - -
- - - Duration: - - - 1 hour - - -
- - - This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. - - -
- - - Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. - - -
- - - If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. - - -
- - - - Spells (V) - - -
- - - - Vampiric Touch - - -
- - - 3rd-level necromancy - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. - - -
- - - - Vicious Mockery - - -
- - - Enchantment cantrip - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V - - -
- - - Duration: - - - Instantaneous - - -
- - - You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. - - -
- - - This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). - - -
- - - - Spells (W) - - -
- - - - Wall of Fire - - -
- - - 4th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S, M (a small piece of phosphorus) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. - - -
- - - When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. - - -
- - - One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. - - -
- - - - Wall of Force - - -
- - - 5th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S, M (a pinch of powder made by crushing a clear gemstone) - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side). - - -
- - - Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by - - - dispel magic - - - . A - - - disintegrate - - - spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. - - -
- - - - Wall of Ice - - -
- - - 6th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S, M (a small piece of quartz) - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. - - -
- - - If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. - - -
- - - The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th. - - -
- - - - Wall of Stone - - -
- - - 5th-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S, M (a small block of granite) - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. - - -
- - - If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. - - -
- - - The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. - - -
- - - If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. - - -
- - - The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM’s discretion. - - -
- - - If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends. - - -
- - - - Wall of Thorns - - -
- - - 6th-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S, M (a handful of thorns) - - -
- - - Duration: - - - Concentration, up to 10 minutes - - -
- - - You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. - - -
- - - When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. - - -
- - - A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. - - -
- - - At Higher Levels - - - . When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th. - - -
- - - - Warding Bond - - -
- - - 2nd-level abjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Touch - - -
- - - Components: - - - V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration) - - -
- - - Duration: - - - 1 hour - - -
- - - This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. - - -
- - - The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. - - -
- - - - Water Breathing - - -
- - - 3rd-level transmutation (ritual) - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a short reed or piece of straw) - - -
- - - Duration: - - - 24 hours - - -
- - - This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. - - -
- - - - Water Walk - - -
- - - 3rd-level transmutation (ritual) - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (a piece of cork) - - -
- - - Duration: - - - 1 hour - - -
- - - This spell grants the ability to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. - - -
- - - If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round. - - -
- - - - Web - - -
- - - 2nd-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S, M (a bit of spiderweb) - - -
- - - Duration: - - - Concentration, up to 1 hour - - -
- - - You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. - - -
- - - If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. - - -
- - - Each creature that starts its turn in the webs or that enters them during its turn must make a - - -
- - - Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. - - -
- - - A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. - - -
- - - The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. - - -
- - - - Weird - - -
- - - 9th-level illusion - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - Concentration, up to one minute - - -
- - - Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature. - - -
- - - - Wind Walk - - -
- - - 6th-level transmutation - - -
- - - Casting Time: - - - 1 minute - - -
- - - Range: - - - 30 feet - - -
- - - Components: - - - V, S, M (fire and holy water) - - -
- - - Duration: - - - 8 hours - - -
- - - You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. - - -
- - - If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance. - - -
- - - - Wind Wall - - -
- - - 3rd-level evocation - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 120 feet - - -
- - - Components: - - - V, S, M (a tiny fan and a feather of exotic origin) - - -
- - - Duration: - - - Concentration, up to 1 minute - - -
- - - A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. - - -
- - - When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. - - -
- - - The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it. - - -
- - - - Wish - - -
- - - 9th-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - Self - - -
- - - Components: - - - V - - -
- - - Duration: - - - Instantaneous - - -
- - - Wish - - - is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. - - -
- - - The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect. - - -
- - - Alternatively, you can create one of the following effects of your choice: - - -
- - - You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. - - -
- - - You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the - - - greater restoration - - - spell. - - -
- - - You grant up to ten creatures that you can see resistance to a damage type you choose. - - -
- - - You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack. - - -
- - - You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a - - - wish - - - spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll. - - -
- - - You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner. - - -
- - - The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast - - - wish - - - ever again if you suffer this stress. - - -
- - - - Word of Recall - - -
- - - 6th-level conjuration - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 5 feet - - -
- - - Components: - - - V - - -
- - - Duration: - - - Instantaneous - - -
- - - You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. - - -
- - - You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect. - - -
- - - - Spells (X) - - -
- - - - Spells (Y) - - -
- - - - Spells (Z) - - -
- - - - Zone of Truth - - -
- - - 2nd-level enchantment - - -
- - - Casting Time: - - - 1 action - - -
- - - Range: - - - 60 feet - - -
- - - Components: - - - V, S - - -
- - - Duration: - - - 10 minutes - - -
- - - You create a magical zone that guards against deception in a 15-foot radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. - - -
- - - An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. - - -
- - - - GAMEMASTERING - - -
- - - - Conditions - - -
- - - Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster’s attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous. - - -
- - - A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. - - -
- - - If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse. A creature either has a condition or doesn’t. - - -
- - - The following definitions specify what happens to a creature while it is subjected to a condition. - - -
- - - - Blinded - - -
- - - A blinded creature can’t see and automatically fails any ability check that requires sight. - - -
- - - Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. - - -
- - - - Charmed - - -
- - - A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. - - -
- - - The charmer has advantage on any ability check to interact socially with the creature. - - -
- - - - Deafened - - -
- - - A deafened creature can’t hear and automatically fails any ability check that requires hearing. - - -
- - - - Exhaustion - - -
- - - Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description. - - -
- - - Table- Exhaustion Effects - - -
- - - - - - - Level - - - - - - - Effect - - - - - - - 1 - - - - - - - Disadvantage on ability checks - - - - - - - 2 - - - - - - - Speed halved - - - - - - - 3 - - - - - - - Disadvantage on attack rolls and saving throws - - - - - - - 4 - - - - - - - Hit point maximum halved - - - - - - - 5 - - - - - - - Speed reduced to 0 - - - - - - - 6 - - - - - - - Death - - - - - - - -
- - -
- - - If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description. - - -
- - - A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. - - -
- - - An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1. - - -
- - - Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1. - - -
- - - - Frightened - - -
- - - A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - -
- - - The creature can’t willingly move closer to the source of its fear. - - -
- - - - Grappled - - -
- - - A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. - - -
- - - The condition ends if the grappler is incapacitated (see the condition). - - -
- - - The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the - - - thunder-wave - - - spell. - - -
- - - - Incapacitated - - -
- - - An incapacitated creature can’t take actions or reactions. - - -
- - - - Invisible - - -
- - - An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves. - - -
- - - Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage. - - -
- - - - Paralyzed - - -
- - - A paralyzed creature is incapacitated (see the condition) and can’t move or speak. - - -
- - - The creature automatically fails Strength and Dexterity saving throws. - - -
- - - Attack rolls against the creature have advantage. - - -
- - - Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - - -
- - - - Petrified - - -
- - - A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. - - -
- - - The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings. - - -
- - - Attack rolls against the creature have advantage. - - -
- - - The creature automatically fails Strength and Dexterity saving throws. - - -
- - - The creature has resistance to all damage. - - -
- - - The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. - - -
- - - - Poisoned - - -
- - - A poisoned creature has disadvantage on attack rolls and ability checks. - - -
- - - - Prone - - -
- - - A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition. - - -
- - - The creature has disadvantage on attack rolls. - - -
- - - An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - -
- - - - Restrained - - -
- - - A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. - - -
- - - Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. - - -
- - - The creature has disadvantage on Dexterity saving throws. - - -
- - - - Stunned - - -
- - - A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. - - -
- - - The creature automatically fails Strength and Dexterity saving throws. - - -
- - - Attack rolls against the creature have advantage. - - -
- - - - Unconscious - - -
- - - An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings - - -
- - - The creature drops whatever it’s holding and falls prone. - - -
- - - The creature automatically fails Strength and Dexterity saving throws. - - -
- - - Attack rolls against the creature have advantage. - - -
- - - Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - - -
- - - - Pantheons - - -
- - - The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our world’s ancient times. They include deities that are most appropriate for use in a game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game. - - -
- - - - The Celtic Pantheon - - -
- - - It’s said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak-and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being. - - -
- - - The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere. - - -
- - - Table- Celtic Deities - - -
- - - - - - - - - Deity - - - - - - - Alignment - - - - - - - Suggested Domains - - - - - - - Symbol - - - - - - - The Daghdha, god of weather and crops - - - - - - - CG - - - - - - - Nature, Trickery - - - - - - - Bubbling cauldron or shield - - - - - - - Arawn, god of life and death - - - - - - - NE - - - - - - - Life, Death - - - - - - - Black star on gray background - - - - - - - Belenus, god of sun, light, and warmth - - - - - - - NG - - - - - - - Light - - - - - - - Solar disk and standing stones - - - - - - - Brigantia, goddess of rivers and livestock - - - - - - - NG - - - - - - - Life - - - - - - - Footbridge - - - - - - - Diancecht, god of medicine and healing - - - - - - - LG - - - - - - - Life - - - - - - - Crossed oak and mistletoe branches - - - - - - - Dunatis, god of mountains and peaks - - - - - - - N - - - - - - - Nature - - - - - - - Red sun-capped mountain peak - - - - - - - Goibhniu, god of smiths and healing - - - - - - - NG - - - - - - - Knowledge, Life - - - - - - - Giant mallet over sword - - - - - - - Lugh, god of arts, travel, and commerce - - - - - - - CN - - - - - - - Knowledge, Life - - - - - - - Pair of long hands - - - - - - - Manannan mac Lir, god of oceans and sea creatures - - - - - - - LN - - - - - - - Nature, Tempest - - - - - - - Wave of white water on green - - - - - - - Math Mathonwy, god of magic - - - - - - - NE - - - - - - - Knowledge - - - - - - - Staff - - - - - - - Morrigan, goddess of battle - - - - - - - CE - - - - - - - War - - - - - - - Two crossed spears - - - - - - - Nuada, god of war and warriors - - - - - - - N - - - - - - - War - - - - - - - Silver hand on black background - - - - - - - Oghma, god of speech and writing - - - - - - - NG - - - - - - - Knowledge - - - - - - - Unfurled scroll - - - - - - - Silvanus, god of nature and forests - - - - - - - N - - - - - - - Nature - - - - - - - Summer oak tree - - - - - - - - - - - -
- - -
- - - - The Greek Pantheon - - -
- - - The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they’ve made a place for themselves inside the human heart, too. - - -
- - - Table- Greek Deities - - -
- - - - - - - - - Deity - - - - - - - Alignment - - - - - - - Suggested Domains - - - - - - - Symbol - - - - - - - Zeus, god of the sky, ruler of the gods - - - - - - - N - - - - - - - Tempest - - - - - - - Fist full of lightning bolts - - - - - - - Aphrodite, goddess of love and beauty - - - - - - - CG - - - - - - - Light - - - - - - - Sea shell - - - - - - - Apollo, god of light, music, and healing - - - - - - - CG - - - - - - - Knowledge, Life, Light - - - - - - - Lyre - - - - - - - Ares, god of war and strife - - - - - - - CE - - - - - - - War - - - - - - - Spear - - - - - - - Artemis, goddess of hunting and childbirth - - - - - - - NG - - - - - - - Life, Nature - - - - - - - Bow and arrow on lunar disk - - - - - - - Athena, goddess of wisdom and civilization - - - - - - - LG - - - - - - - Knowledge, War - - - - - - - Owl - - - - - - - Demeter, goddess of agriculture - - - - - - - NG - - - - - - - Life - - - - - - - Mare’s head - - - - - - - Dionysus, god of mirth and wine - - - - - - - CN - - - - - - - Life - - - - - - - Thyrsus (staff tipped with pine cone) - - - - - - - Hades, god of the underworld - - - - - - - LE - - - - - - - Death - - - - - - - Black ram - - - - - - - Hecate, goddess of magic and the moon - - - - - - - CE - - - - - - - Knowledge, Trickery - - - - - - - Setting moon - - - - - - - Hephaestus, god of smithing and craft - - - - - - - NG - - - - - - - Knowledge - - - - - - - Hammer and anvil - - - - - - - Hera, goddess of marriage and intrigue - - - - - - - CN - - - - - - - Trickery - - - - - - - Fan of peacock feathers - - - - - - - Hercules, god of strength and adventure - - - - - - - CG - - - - - - - Tempest, War - - - - - - - Lion’s head - - - - - - - Hermes, god of travel and commerce - - - - - - - CG - - - - - - - Trickery - - - - - - - Caduceus (winged staff and serpents) - - - - - - - Hestia, goddess of home and family - - - - - - - NG - - - - - - - Life - - - - - - - Hearth - - - - - - - Nike, goddess of victory - - - - - - - LN - - - - - - - War - - - - - - - Winged woman - - - - - - - Pan, god of nature - - - - - - - CN - - - - - - - Nature - - - - - - - Syrinx (pan pipes) - - - - - - - Poseidon, god of the sea and earthquakes - - - - - - - CN - - - - - - - Tempest - - - - - - - Trident - - - - - - - Tyche, goddess of good fortune - - - - - - - N - - - - - - - Trickery - - - - - - - Red pentagram - - - - - - - - - - - -
- - -
- - - - The Egyptian Pantheon - - -
- - - These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma’at-the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe. - - -
- - - The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning. - - -
- - - Table- Egyptian Deities - - -
- - - - - - - - - Deity - - - - - - - Alignment - - - - - - - Suggested Domains - - - - - - - Symbol - - - - - - - Re-Horakhty, god of the sun, ruler of the gods - - - - - - - LG - - - - - - - Life, Light - - - - - - - Solar disk encircled by serpent - - - - - - - Anubis, god of judgment and death - - - - - - - LN - - - - - - - Death - - - - - - - Black jackal - - - - - - - Apep, god of evil, fire, and serpents - - - - - - - NE - - - - - - - Trickery - - - - - - - Flaming snake - - - - - - - Bast, goddess of cats and vengeance - - - - - - - CG - - - - - - - War - - - - - - - Cat - - - - - - - Bes, god of luck and music - - - - - - - CN - - - - - - - Trickery - - - - - - - Image of the misshapen deity - - - - - - - Hathor, goddess of love, music, and motherhood - - - - - - - NG - - - - - - - Life, Light - - - - - - - Horned cowʼs head with lunar disk - - - - - - - Imhotep, god of crafts and medicine - - - - - - - NG - - - - - - - Knowledge - - - - - - - Step pyramid - - - - - - - Isis, goddess of fertility and magic - - - - - - - NG - - - - - - - Knowledge, Life - - - - - - - Ankh and star - - - - - - - Nephthys, goddess of death and grief - - - - - - - CG - - - - - - - Death - - - - - - - Horns around a lunar disk - - - - - - - Osiris, god of nature and the underworld - - - - - - - LG - - - - - - - Life, Nature - - - - - - - Crook and flail - - - - - - - Ptah, god of crafts, knowledge, and secrets - - - - - - - LN - - - - - - - Knowledge - - - - - - - Bull - - - - - - - Set, god of darkness and desert storms - - - - - - - CE - - - - - - - Death, Tempest, Trickery - - - - - - - Coiled cobra - - - - - - - Sobek, god of water and crocodiles - - - - - - - LE - - - - - - - Nature, Tempest - - - - - - - Crocodile head with horns and plumes - - - - - - - Thoth, god of knowledge and wisdom - - - - - - - N - - - - - - - Knowledge - - - - - - - Ibis - - - - - - - - - - - -
- - -
- - - - The Norse Pantheon - - -
- - - Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring-this is the land of the Vikings, the home of the Norse pantheon. It’s a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven’t been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it’s surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse. - - -
- - - The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym). - - -
- - - Table- Norse Deities - - -
- - - - - - - - - Deity - - - - - - - Alignment - - - - - - - Suggested Domains - - - - - - - Symbol - - - - - - - Odin, god of knowledge and war - - - - - - - NG - - - - - - - Knowledge, War - - - - - - - Watching blue eye - - - - - - - Aegir, god of the sea and storms - - - - - - - NE - - - - - - - Tempest - - - - - - - Rough ocean waves - - - - - - - Balder, god of beauty and poetry - - - - - - - NG - - - - - - - Life, Light - - - - - - - Gem-encrusted silver chalice - - - - - - - Forseti, god of justice and law - - - - - - - N - - - - - - - Light - - - - - - - Head of a bearded man - - - - - - - Frey, god of fertility and the sun - - - - - - - NG - - - - - - - Life, Light - - - - - - - Ice-blue greatsword - - - - - - - Freya, goddess of fertility and love - - - - - - - NG - - - - - - - Life - - - - - - - Falcon - - - - - - - Frigga, goddess of birth and fertility - - - - - - - N - - - - - - - Life, Light - - - - - - - Cat - - - - - - - Heimdall, god of watchfulness and loyalty - - - - - - - LG - - - - - - - Light, War - - - - - - - Curling musical horn - - - - - - - Hel, goddess of the underworld - - - - - - - NE - - - - - - - Death - - - - - - - Woman’s face, rotting on one side - - - - - - - Hermod, god of luck - - - - - - - CN - - - - - - - Trickery - - - - - - - Winged scroll - - - - - - - Loki, god of thieves and trickery - - - - - - - CE - - - - - - - Trickery - - - - - - - Flame - - - - - - - Njord, god of sea and wind - - - - - - - NG - - - - - - - Nature, Tempest - - - - - - - Gold coin - - - - - - - Odur, god of light and the sun - - - - - - - CG - - - - - - - Light - - - - - - - Solar disk - - - - - - - Sif, goddess of war - - - - - - - CG - - - - - - - War - - - - - - - Upraised sword - - - - - - - Skadi, god of earth and mountains - - - - - - - N - - - - - - - Nature - - - - - - - Mountain peak - - - - - - - Surtur, god of fire giants and war - - - - - - - LE - - - - - - - War - - - - - - - Flaming sword - - - - - - - Thor, god of storms and thunder - - - - - - - CG - - - - - - - Tempest, War - - - - - - - Hammer - - - - - - - Thrym, god of frost giants and cold - - - - - - - CE - - - - - - - War - - - - - - - White double-bladed axe - - - - - - - Tyr, god of courage and strategy - - - - - - - LN - - - - - - - Knowledge, War - - - - - - - Sword - - - - - - - Uller, god of hunting and winter - - - - - - - CN - - - - - - - Nature - - - - - - - Longbow - - - - - - - - - - - -
- - -
- - - - Planes - - -
- - - The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the - - - planes of existence - - - . It encompasses every world where GMs run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods. - - -
- - - Many spells and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn. - - -
- - - - The Material Plane - - -
- - - The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane. - - -
- - - The worlds of the Material Plane are infinitely diverse, for they reflect the creative imagination of the GMs who set their games there, as well as the players whose heroes adventure there. They include magic-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned. - - -
- - - - Beyond the Material - - -
- - - Beyond the Material Plane, the various planes of existence are realms of myth and mystery. They’re not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world. - - -
- - - - Planar Travel - - -
- - - When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come. - - -
- - - Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal. - - -
- - - Spells - - - . A number of spells allow direct or indirect access to other planes of existence. - - - Plane shift - - - and - - - gate - - - can transport adventurers directly to any other plane of existence, with different degrees of precision. - - - Etherealness - - - allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches-such as the Elemental Planes. And the - - - astral projection - - - spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes. - - -
- - - Portals - - - . A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog- shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations- circles of standing stones, soaring towers, sailing ships, or even whole towns-that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water). - - -
- - - - Transitive Planes - - -
- - - The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells such as - - - etherealness - - - and - - - astral projection - - - allow characters to enter these planes and traverse them to reach the planes beyond. - - -
- - - The - - - Ethereal Plane - - - is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Certain creatures can see into the Border Ethereal, and the - - - see invisibility - - - and - - - true seeing - - - spell grant that ability. Some magical effects also extend from the Material Plane into the Border Ethereal, particularly effects that use force energy such as - - - forcecage - - - and - - - wall of force - - - . The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs. - - -
- - - The - - - Astral Plane - - - is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain. - - -
- - - - Inner Planes - - -
- - - The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four - - - Elemental Planes - - - - Air, Earth, Fire, and Water - form a ring around the Material Plane, suspended within the churning - - - Elemental Chaos - - - . - - -
- - - At their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form-great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos. - - -
- - - - Outer Planes - - -
- - - If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities. - - -
- - - When discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes are not literally - - - “places” - - - at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience. - - -
- - - Even in those perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whims of the powerful forces that live on the Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs. - - -
- - - Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to take a guided tour of the Nine Hells, from the first layer to the ninth, in a single day-if the powers of the Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer. - - -
- - - The most well-known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them. - - -
- - - - Outer Planes - - -
- - - The planes with some element of good in their nature are called the - - - Upper Planes - - - . Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the - - - Lower Planes - - - . Fiends such as demons and devils dwell in the Lower Planes. A plane’s alignment is its essence, and a character whose alignment doesn’t match the plane’s experiences a profound sense of dissonance there. When a good creature visits Elysium, for example (a neutral good Upper Plane), it feels in tune with the plane, but an evil creature feels out of tune and more than a little uncomfortable. - - -
- - - - Demiplanes - - -
- - - Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don’t seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as - - - demiplane - - - , or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a - - - plane shift - - - spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The - - - gate - - - spell is more reliable, assuming the caster knows of the demiplane. - - -
- - - - Situational Rules - - -
- - - - Traps - - -
- - - Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts. - - -
- - - A trap can be either mechanical or magical in nature. - - - Mechanical traps - - - include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. - - - Magic traps - - - are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as - - - glyph of warding - - - and - - - symbol - - - that function as traps. - - -
- - - - Traps in Play - - -
- - - When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it. - - -
- - - - Triggering a Trap - - -
- - - Most traps are triggered when a creature goes somewhere or touches something that the trap’s creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the - - - glyph of warding - - - spell) have more complicated trigger conditions, including a password that prevents the trap from activating. - - -
- - - - Detecting and Disabling a Trap - - -
- - - Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap’s presence. - - -
- - - A trap’s description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap’s DC. You can also compare the DC to detect the trap with each character’s passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves’ tools to perform the necessary sabotage. - - -
- - - Any character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap’s description. The DCs are the same regardless of the check used. In addition, - - - dispel magic - - - has a chance of disabling most magic traps. A magic trap’s description provides the DC for the ability check made when you use - - - dispel magic - - - . - - -
- - - In most cases, a trap’s description is clear enough that you can adjudicate whether a character’s actions locate or foil the trap. As with many situations, you shouldn’t allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap’s description to determine what happens. No trap’s design can anticipate every possible action that the characters might attempt. - - -
- - - You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap’s presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required. - - -
- - - Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it’s trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield. - - -
- - - Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap. - - -
- - - - Trap Effects - - -
- - - The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap’s description specifies what happens when it is triggered. - - -
- - - The attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap’s severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity. - - -
- - - A trap intended to be a - - - setback - - - is unlikely to kill or seriously harm characters of the indicated levels, whereas a - - - dangerous - - - trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A - - - deadly - - - trap is likely to kill characters of the indicated levels. - - -
- - - Table- Trap Dangers - - -
- - - - - - - - Trap Danger - - - - - - - Save DC - - - - - - - Attack Bonus - - - - - - - Setback - - - - - - - 10-11 - - - - - - - +3 to +5 - - - - - - - Dangerous - - - - - - - 12-15 - - - - - - - +6 to +8 - - - - - - - Deadly - - - - - - - 16-20 - - - - - - - +9 to +12 - - - - - - - - - -
- - -
- - - Table- Trap Severity - - -
- - - - - - - - - Character Level - - - - - - - Setback - - - - - - - Dangerous - - - - - - - Deadly - - - - - - - 1st-4th - - - - - - - 1d10 - - - - - - - 2d10 - - - - - - - 4d10 - - - - - - - 5th-10th - - - - - - - 2d10 - - - - - - - 4d10 - - - - - - - 10d10 - - - - - - - 11th-16th - - - - - - - 4d10 - - - - - - - 10d10 - - - - - - - 18d10 - - - - - - - 17th-20th - - - - - - - 10d10 - - - - - - - 18d10 - - - - - - - 24d10 - - - - - - - - - - - -
- - -
- - - - Complex Traps - - -
- - - Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter. - - -
- - - When a complex trap activates, it rolls initiative. The trap’s description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways. - - -
- - - For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap’s turn, the water level rises. After several rounds, the room is completely flooded. - - -
- - - - Sample Traps - - -
- - - The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order. - - -
- - - - Collapsing Roof - - -
- - - Mechanical trap - - -
- - - This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place. - - -
- - - The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves’ tools disables the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. - - -
- - - Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger. - - -
- - - The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it’s in danger of collapse. - - -
- - - When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain. - - -
- - - - Falling Net - - -
- - - Mechanical trap - - -
- - - This trap uses a trip wire to release a net suspended from the ceiling. - - -
- - - The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves’ tools breaks the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. - - -
- - - When the trap is triggered, the net is released, covering a 10-foot square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10 - - -
- - - Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot square section of it, freeing any creature trapped in that section. - - -
- - - - Fire-Breathing Statue - - -
- - - Magic trap - - -
- - - This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell. - - -
- - - The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as - - - detect magic - - - , reveals an aura of evocation magic around the statue. - - -
- - - The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. - - -
- - - Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful - - - dispel magic - - - (DC 13) cast on the statue destroys the trap. - - -
- - - - Pits - - -
- - - Mechanical trap - - -
- - - Four basic pit traps are presented here. - - -
- - - Simple Pit - - - . A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit’s edge and camouflaged with dirt and debris. - - -
- - - The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit’s depth (usually 10 feet, but some pits are deeper). - - -
- - - Hidden Pit - - - . This pit has a cover constructed from material identical to the floor around it. - - -
- - - A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit’s cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit. - - -
- - - When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper. - - -
- - - Once the pit trap is detected, an iron spike or similar object can be wedged between the pit’s cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the - - - arcane lock - - - spell or similar magic. - - -
- - - Locking Pit - - - . This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside. - - -
- - - A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves’ tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit. - - -
- - - Spiked Pit - - - . This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - - Poison Darts - - -
- - - Mechanical trap - - -
- - - When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts. - - -
- - - The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching. - - -
- - - The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8 - - -
- - - bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don’t hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - - Poison Needle - - -
- - - Mechanical trap - - -
- - - A poisoned needle is hidden within a treasure chest’s lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison. - - -
- - - When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. - - -
- - - A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap’s presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves’ tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap. - - -
- - - - Rolling Sphere - - -
- - - Mechanical trap - - -
- - - When 20 or more pounds of pressure are placed on this trap’s pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot diameter rolling sphere of solid stone. - - -
- - - With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate’s presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. - - -
- - - Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures’ spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature’s space or a creature enters its space while it’s rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone. - - -
- - - The sphere stops when it hits a wall or similar barrier. It can’t go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving. - - -
- - - As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere’s speed is reduced by 15 feet. If the sphere’s speed drops to 0, it stops moving and is no longer a threat. - - -
- - - - Sphere of Annihilation - - -
- - - Magic trap - - -
- - - Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated. - - -
- - - A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a - - - sphere of annihilation - - - that can’t be controlled or moved. It is otherwise identical to a normal - - - sphere of annihilation - - - . - - -
- - - Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the sympathy aspect of the - - - antipathy/sympathy - - - spell. A successful - - - dispel magic - - - (DC 18) removes this enchantment. - - -
- - - - Diseases - - -
- - - A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells. - - -
- - - A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of - - - lesser restoration - - - . A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences. - - -
- - - A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren’t bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell. - - -
- - - - Sample Diseases - - -
- - - The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign. - - -
- - - - Cackle Fever - - -
- - - This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: - - - “the shrieks.” - - -
- - - Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can’t be removed until the disease is cured. - - -
- - - Any event that causes the infected creature great stress-including entering combat, taking damage, experiencing fear, or having a nightmare-forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success. - - -
- - - Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours. - - -
- - - At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later in this chapter. - - -
- - - - Sewer Plague - - -
- - - Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs. - - -
- - - When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected. - - -
- - - It takes 1d4 days for sewer plague’s symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest. - - -
- - - At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease. - - -
- - - - Sight Rot - - -
- - - This painful infection causes bleeding from the eyes and eventually blinds the victim. - - -
- - - A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature’s vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is blinded until its sight is restored by magic such as - - - lesser restoration - - - or - - - heal - - - . - - -
- - - Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely. - - -
- - - - Madness - - -
- - - In a typical campaign, characters aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face. - - -
- - - - Going Mad - - -
- - - Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as - - - contact other plane - - - and - - - symbol - - - , can cause insanity, and you can use the madness rules here instead of the spell effects of those spells. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them. - - -
- - - Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. - - -
- - - - Madness Effects - - -
- - - Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness. - - -
- - - A character afflicted with - - - short-term madness - - - is subjected to an effect from the Short-Term Madness table for 1d10 minutes. - - -
- - - A character afflicted with - - - long-term madness - - - is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours. - - -
- - - A character afflicted with - - - indefinite madness - - - gains a new character flaw from the Indefinite Madness table that lasts until cured. - - -
- - - Table- Madness Short-Term Effects - - -
- - - - - - - d100 - - - - - - - Effect (lasts 1d10 minutes) - - - - - - - 01-20 - - - - - - - The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. - - - - - - - 21-30 - - - - - - - The character becomes incapacitated and spends the duration screaming, laughing, or weeping. - - - - - - - 31-40 - - - - - - - The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. - - - - - - - 41-50 - - - - - - - The character begins babbling and is incapable of normal speech or spellcasting. - - - - - - - 51-60 - - - - - - - The character must use his or her action each round to attack the nearest creature. - - - - - - - 61-70 - - - - - - - The character experiences vivid hallucinations and has disadvantage on ability checks. - - - - - - - 71-75 - - - - - - - The character does whatever anyone tells him or her to do that isn’t obviously self- destructive. - - - - - - - 76-80 - - - - - - - The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. - - - - - - - 81-90 - - - - - - - The character is stunned. - - - - - - - 91-100 - - - - - - - The character falls unconscious. - - - - - - - -
- - -
- - - Table- Madness Long-Term Effects - - -
- - - - - - - d100 - - - - - - - Effect (lasts 1d10 × 10 hours) - - - - - - - 01-10 - - - - - - - The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. - - - - - - - 11-20 - - - - - - - The character experiences vivid hallucinations and has disadvantage on ability checks. - - - - - - - 21-30 - - - - - - - The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. - - - - - - - 31-40 - - - - - - - The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell. - - - - - - - 41-45 - - - - - - - The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects. - - - - - - - 46-55 - - - - - - - The character becomes attached to a - - - “lucky charm,” - - - such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. - - - - - - - 56-65 - - - - - - - The character is blinded (25%) or deafened (75%). - - - - - - - 66-75 - - - - - - - The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. - - - - - - - 76-85 - - - - - - - The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn’t recognize other people or remember anything that happened before the madness took effect. - - - - - - - 86-90 - - - - - - - Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. - - - - - - - 91-95 - - - - - - - The character loses the ability to speak. - - - - - - - 96-100 - - - - - - - The character falls unconscious. No amount of jostling or damage can wake the character. - - - - - - - -
- - -
- - - Table- Madness Indefinite Flaws - - -
- - - - - - - d100 - - - - - - - Flaw (lasts until cured) - - - - - - - 01-15 - - - - - - - “Being drunk keeps me sane.” - - - - - - - 16-25 - - - - - - - “I keep whatever I find.” - - - - - - - 26-30 - - - - - - - “I try to become more like someone else I know-adopting his or her style of dress, mannerisms, and name.” - - - - - - - 31-35 - - - - - - - “I must bend the truth, exaggerate, or outright lie to be interesting to other people.” - - - - - - - 36-45 - - - - - - - “Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.” - - - - - - - 46-50 - - - - - - - “I find it hard to care about anything that goes on around me.” - - - - - - - 51-55 - - - - - - - “I don’t like the way people judge me all the time.” - - - - - - - 56-70 - - - - - - - “I am the smartest, wisest, strongest, fastest, and most beautiful person I know.” - - - - - - - 71-80 - - - - - - - “I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.” - - - - - - - 81-85 - - - - - - - “There’s only one person I can trust. And only I can see this special friend.” - - - - - - - 86-95 - - - - - - - “I can’t take anything seriously. The more serious the situation, the funnier I find it.” - - - - - - - 96-100 - - - - - - - “I’ve discovered that I really like killing people.” - - - - - - - -
- - -
- - - - Curing Madness - - -
- - - A - - - calm emotions - - - spell can suppress the effects of madness, while a - - - lesser restoration - - - spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, - - - remove curse - - - or - - - dispel evil - - - might also prove effective. A - - - greater restoration - - - spell or more powerful magic is required to rid a character of indefinite madness. - - -
- - - - Objects - - -
- - - When characters need to saw through ropes, shatter a window, or smash a vampire’s coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character’s success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does. - - -
- - - For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects. - - -
- - - - Statistics for Objects - - -
- - - When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage. - - -
- - - Armor Class - - - . An object’s Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances. - - -
- - - Table- Object’s Armor Class - - -
- - - - - - - Substance - - - - - - - AC - - - - - - - Cloth, paper, rope - - - - - - - 11 - - - - - - - Crystal, glass, ice - - - - - - - 13 - - - - - - - Wood, bone - - - - - - - 15 - - - - - - - Stone - - - - - - - 17 - - - - - - - Iron, steel - - - - - - - 19 - - - - - - - Mithral - - - - - - - 21 - - - - - - - Adamantine - - - - - - - 23 - - - - - - - -
- - -
- - - Hit Points - - - . An object’s hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller. - - -
- - - Table- Object’s Hit Points - - -
- - - - - - - - Size - - - - - - - Fragile - - - - - - - Resilient - - - - - - - Tiny (bottle, lock) - - - - - - - 2 (1d4) - - - - - - - 5 (2d4) - - - - - - - Small (chest, lute) - - - - - - - 3 (1d6) - - - - - - - 10 (3d6) - - - - - - - Medium (barrel, chandelier) - - - - - - - 4 (1d8) - - - - - - - 18 (4d8) - - - - - - - Large (cart, 10-ft-by-10-ft window) - - - - - - - 5 (1d10) - - - - - - - 27 (5d10) - - - - - - - - - -
- - -
- - - Huge and Gargantuan Objects - - - . Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an - - - earthquake - - - spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object’s hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section’s hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points. - - -
- - - Objects and Damage Types - - - . Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can’t effectively cut down a tree. As always, use your best judgment. - - -
- - - Damage Threshold - - - . Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object’s damage threshold is considered superficial and doesn’t reduce the object’s hit points. - - -
- - - - Poisons - - -
- - - Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures. - - -
- - - Poisons come in the following four types. - - -
- - - Contact - - - . Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. - - -
- - - Ingested - - - . A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. - - -
- - - Inhaled - - - . These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. - - -
- - - Injury - - - . Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. - - -
- - - Table- List of Poisons - - -
- - - - - - - - Item - - - - - - - Type - - - - - - - Price/Dose - - - - - - - Assassin’s blood - - - - - - - Ingested - - - - - - - 150 gp - - - - - - - Burnt othur fumes - - - - - - - Inhaled - - - - - - - 500 gp - - - - - - - Crawler mucus - - - - - - - Contact - - - - - - - 200 gp - - - - - - - Drow poison - - - - - - - Injury - - - - - - - 200 gp - - - - - - - Essence of ether - - - - - - - Inhaled - - - - - - - 300 gp - - - - - - - Malice - - - - - - - Inhaled - - - - - - - 250 gp - - - - - - - Midnight tears - - - - - - - Ingested - - - - - - - 1,500 gp - - - - - - - Oil of taggit - - - - - - - Contact - - - - - - - 400 gp - - - - - - - Pale tincture - - - - - - - Ingested - - - - - - - 250 gp - - - - - - - Purple worm poison - - - - - - - Injury - - - - - - - 2,000 gp - - - - - - - Serpent venom - - - - - - - Injury - - - - - - - 200 gp - - - - - - - Torpor - - - - - - - Ingested - - - - - - - 600 gp - - - - - - - Truth serum - - - - - - - Ingested - - - - - - - 150 gp - - - - - - - Wyvern poison - - - - - - - Injury - - - - - - - 1,200 gp - - - - - - - - - -
- - -
- - - - Sample Poisons - - -
- - - Each type of poison has its own debilitating effects. - - -
- - - Assassin’s Blood (Ingested) - - - . A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned. - - -
- - - Burnt Othur Fumes (Inhaled) - - - . A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends. - - -
- - - Crawler Mucus (Contact) - - - . This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - Drow Poison (Injury) - - - . This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. - - -
- - - Essence of Ether (Inhaled) - - - . A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. - - -
- - - Malice (Inhaled) - - - . A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded. - - -
- - - Midnight Tears (Ingested) - - - . A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - Oil of Taggit (Contact) - - - . A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage. - - -
- - - Pale Tincture (Ingested) - - - . A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. - - -
- - - Purple Worm Poison (Injury) - - - . This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - Serpent Venom (Injury) - - - . This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - Torpor (Ingested) - - - . A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated. - - -
- - - Truth Serum (Ingested) - - - . A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a - - - zone of truth - - - spell. - - -
- - - Wyvern Poison (Injury) - - - . This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - - TREASURE - - -
- - - Magic items are presented in alphabetical order. A magic item’s description gives the item’s name, its category, its rarity, and its magical properties. - - -
- - - - Magic Items (A) - - -
- - - - Adamantine Armor - - -
- - - Armor (medium or heavy, but not hide), uncommon - - -
- - - This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit. - - -
- - - - Ammunition, +1, +2, or +3 - - -
- - - Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3) - - -
- - - You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. - - -
- - - - Amulet of Health - - -
- - - Wondrous item, rare (requires attunement) - - -
- - - Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher. - - -
- - - - Amulet of Proof against Detection and Location - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors. - - -
- - - - Amulet of the Planes - - -
- - - Wondrous item, very rare (requires attunement) - - -
- - - While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the - - - plane shift - - - spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence. - - -
- - - - Animated Shield - - -
- - - Armor (shield), very rare (requires attunement) - - -
- - - While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. - - -
- - - - Apparatus of the Crab - - -
- - - Wondrous item, legendary - - -
- - - This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. - - -
- - - The apparatus of the Crab is a Large object with the following statistics: - - -
- - - Armor Class - - - 20 - - -
- - - Hit Points - - - 200 - - -
- - - Speed - - - 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren’t extended) - - -
- - - Damage Immunities - - - poison, psychic - - -
- - - To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. - - -
- - - The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. - - -
- - - A creature in the compartment can use an action to move as many as two of the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table. - - -
- - - Table- Apparatus of the Crab - - -
- - - - - - - - Lever - - - - - - - Up - - - - - - - Down - - - - - - - 1 - - - - - - - Legs and tail extend, allowing the apparatus to walk and swim. - - - - - - - Legs and tail retract, reducing the apparatus’s speed to 0 and making it unable to benefit from bonuses to speed. - - - - - - - 2 - - - - - - - Forward window shutter opens. - - - - - - - Forward window shutter closes. - - - - - - - 3 - - - - - - - Side window shutters open (two per side). - - - - - - - Side window shutters close (two per side). - - - - - - - 4 - - - - - - - Two claws extend from the front sides of the apparatus. - - - - - - - The claws retract. - - - - - - - 5 - - - - - - - Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. - - - - - - - Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). - - - - - - - 6 - - - - - - - The apparatus walks or swims forward. - - - - - - - The apparatus walks or swims backward. - - - - - - - 7 - - - - - - - The apparatus turns 90 degrees left. - - - - - - - The apparatus turns 90 degrees right. - - - - - - - 8 - - - - - - - Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. - - - - - - - The light turns off. - - - - - - - 9 - - - - - - - The apparatus sinks as much as 20 feet in liquid. - - - - - - - The apparatus rises up to 20 feet in liquid. - - - - - - - 10 - - - - - - - The rear hatch unseals and opens. - - - - - - - The rear hatch closes and seals. - - - - - - - - - -
- - -
- - - - Armor, +1, +2, or +3 - - -
- - - Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3) - - -
- - - You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. - - -
- - - - Armor of Invulnerability - - -
- - - Armor (plate), legendary (requires attunement) - - -
- - - You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can’t be used again until the next dawn. - - -
- - - - Armor of Resistance - - -
- - - Armor (light, medium, or heavy), rare (requires attunement) - - -
- - - You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. - - -
- - - Table- Armor of Resistance - - -
- - - - - - - d10 - - - - - - - Damage Type - - - - - - - 1 - - - - - - - Acid - - - - - - - 2 - - - - - - - Cold - - - - - - - 3 - - - - - - - Fire - - - - - - - 4 - - - - - - - Force - - - - - - - 5 - - - - - - - Lightning - - - - - - - 6 - - - - - - - Necrotic - - - - - - - 7 - - - - - - - Poison - - - - - - - 8 - - - - - - - Psychic - - - - - - - 9 - - - - - - - Radiant - - - - - - - 10 - - - - - - - Thunder - - - - - - - -
- - -
- - - - Armor of Vulnerability - - -
- - - Armor (plate), rare (requires attunement) - - -
- - - While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. - - -
- - - Curse - - - . This armor is cursed, a fact that is revealed only when an - - - identify - - - spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the - - - remove curse - - - spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). - - -
- - - - Arrow-Catching Shield - - -
- - - Armor (shield), rare (requires attunement) - - -
- - - You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. - - -
- - - - Arrow of Slaying - - -
- - - Weapon (arrow), very rare - - -
- - - An - - - arrow of slaying - - - is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both - - - arrows of dragon slaying - - - and - - - arrows of blue dragon slaying - - - . If a creature belonging to the type, race, or group associated with an - - - arrow of slaying - - - takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. - - -
- - - Once an - - - arrow of slaying - - - deals its extra damage to a creature, it becomes a nonmagical arrow. - - -
- - - Other types of magic ammunition of this kind exist, such as - - - bolts of slaying - - - meant for a crossbow, though arrows are most common. - - -
- - - - Magic Items (B) - - -
- - - - Bag of Beans - - -
- - - Wondrous item, rare - - -
- - - Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. - - -
- - - If you dump the bag’s contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. - - -
- - - If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect. - - -
- - - Table- Bag of Beans - - -
- - - - - - - d100 - - - - - - - Effect - - - - - - - 01 - - - - - - - 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. - - - - - - - 02-10 - - - - - - - A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM’s choice) 30 feet into the air for 1d12 rounds. - - - - - - - 11-20 - - - - - - - A treant sprouts. There’s a 50 percent chance that the treant is chaotic evil and attacks. - - - - - - - 21-30 - - - - - - - An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. - - - - - - - 31-40 - - - - - - - A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). - - - - - - - 41-50 - - - - - - - 1d6+6 shriekers sprout. - - - - - - - 51-60 - - - - - - - 1d4+8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM’s choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. - - - - - - - 61-70 - - - - - - - A hungry bulette burrows up and attacks. 71-80 A fruit tree grows. It has 1d10+20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM’s choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. - - - - - - - 81-90 - - - - - - - A nest of 1d4+3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. - - - - - - - 91-99 - - - - - - - A pyramid with a 60-foot square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord’s lair, and its sarcophagus contains treasure of the GM’s choice. - - - - - - - 100 - - - - - - - A giant beanstalk sprouts, growing to a height of the GM’s choice. The top leads where the GM chooses, such as to a great view, a cloud giant’s castle, or a different plane of existence. - - - - - - - -
- - -
- - - - Bag of Devouring - - -
- - - Wondrous item, very rare - - -
- - - This bag superficially resembles a - - - bag of holding - - - but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. - - -
- - - The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn’t pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. - - -
- - - Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane. - - -
- - - If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. - - -
- - - - Bag of Holding - - -
- - - Wondrous item, uncommon - - -
- - - This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. - - -
- - - If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. - - -
- - - Placing a - - - bag of holding - - - inside an extradimensional space created by a - - - handy haversack - - - , - - - portable hole - - - , or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. - - -
- - - - Bag of Tricks - - -
- - - Wondrous item, uncommon - - -
- - - This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. - - -
- - - You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. - - -
- - - The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. - - -
- - - Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. - - -
- - - Table- Gray Bag of Tricks - - -
- - - - - - - d8 - - - - - - - Creature - - - - - - - 1 - - - - - - - Weasel - - - - - - - 2 - - - - - - - Giant rat - - - - - - - 3 - - - - - - - Badger - - - - - - - 4 - - - - - - - Boar - - - - - - - 5 - - - - - - - Panther - - - - - - - 6 - - - - - - - Giant badger - - - - - - - 7 - - - - - - - Dire wolf - - - - - - - 8 - - - - - - - Giant elk - - - - - - - -
- - -
- - - Table- Rust Bag of Tricks - - -
- - - - - - - d8 - - - - - - - Creature - - - - - - - 1 - - - - - - - Rat - - - - - - - 2 - - - - - - - Owl - - - - - - - 3 - - - - - - - Mastiff - - - - - - - 4 - - - - - - - Goat - - - - - - - 5 - - - - - - - Giant goat - - - - - - - 6 - - - - - - - Giant boar - - - - - - - 7 - - - - - - - Lion - - - - - - - 8 - - - - - - - Brown bear - - - - - - - -
- - -
- - - Table- Tan Bag of Tricks - - -
- - - - - - - d8 - - - - - - - Creature - - - - - - - 1 - - - - - - - Jackal - - - - - - - 2 - - - - - - - Ape - - - - - - - 3 - - - - - - - Baboon - - - - - - - 4 - - - - - - - Axe beak - - - - - - - 5 - - - - - - - Black bear - - - - - - - 6 - - - - - - - Giant weasel - - - - - - - 7 - - - - - - - Giant hyena - - - - - - - 8 - - - - - - - Tiger - - - - - - - -
- - -
- - - - Bead of Force - - -
- - - Wondrous item, rare - - -
- - - This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4+4 - - - beads of force - - - are found together. - - -
- - - You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or other effect can. - - -
- - - An enclosed creature can use its action to push against the sphere’s wall, moving the sphere up to half the creature’s walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. - - -
- - - - Belt of Dwarvenkind - - -
- - - Wondrous item, rare (requires attunement) - - -
- - - While wearing this belt, you gain the following benefits: - - -
- - - Your Constitution score increases by 2, to a maximum of 20. - - -
- - - You have advantage on Charisma (Persuasion) checks made to interact with dwarves. - - -
- - - In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one. - - -
- - - If you aren’t a dwarf, you gain the following additional benefits while wearing the belt: - - -
- - - You have advantage on saving throws against poison, and you have resistance against poison damage. - - -
- - - You have darkvision out to a range of 60 feet. - - -
- - - You can speak, read, and write Dwarvish. - - -
- - - - Belt of Giant Strength - - -
- - - Wondrous item, rarity varies (requires attunement) - - -
- - - While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt’s score, the item has no effect on you. - - -
- - - Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The - - - belt of stone giant strength - - - and the - - - belt of frost giant strength - - - look different, but they have the same effect. - - -
- - - Table- Belt of Strength - - -
- - - - - - - - Type - - - - - - - Strength - - - - - - - Rarity - - - - - - - Hill giant - - - - - - - 21 - - - - - - - Rare - - - - - - - Stone/frost giant - - - - - - - 23 - - - - - - - Very rare - - - - - - - Fire giant - - - - - - - 25 - - - - - - - Very rare - - - - - - - Cloud giant - - - - - - - 27 - - - - - - - Legendary - - - - - - - Storm giant - - - - - - - 29 - - - - - - - Legendary - - - - - - - - - -
- - -
- - - - Berserker Axe - - -
- - - Weapon (any axe), rare (requires attunement) - - -
- - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. - - -
- - - Curse - - - . This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. - - -
- - - Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. - - -
- - - - Boots of Elvenkind - - -
- - - Wondrous item, uncommon - - -
- - - While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. - - -
- - - - Boots of Levitation - - -
- - - Wondrous item, rare (requires attunement) - - -
- - - While you wear these boots, you can use an action to cast the - - - levitate - - - spell on yourself at will. - - -
- - - - Boots of Speed - - -
- - - Wondrous item, rare (requires attunement) - - -
- - - While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. - - -
- - - When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. - - -
- - - - Boots of Striding and Springing - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. - - -
- - - - Boots of the Winterlands - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: - - -
- - - You have resistance to cold damage. - - -
- - - You ignore difficult terrain created by ice or snow. - - -
- - - You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit. - - -
- - - - Bowl of Commanding Water Elementals - - -
- - - Wondrous item, rare - - -
- - - While this bowl is filled with water, you can use an action to speak the bowl’s command word and summon a water elemental, as if you had cast the - - - conjure elemental - - - spell. The bowl can’t be used this way again until the next dawn. - - -
- - - The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. - - -
- - - - Bracers of Archery - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. - - -
- - - - Bracers of Defense - - -
- - - Wondrous item, rare (requires attunement) - - -
- - - While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. - - -
- - - - Brazier of Commanding Fire Elementals - - -
- - - Wondrous item, rare - - -
- - - While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the - - - conjure elemental - - - spell. The brazier can’t be used this way again until the next dawn. - - -
- - - The brazier weighs 5 pounds. - - -
- - - - Brooch of Shielding - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the - - - magic missile - - - spell. - - -
- - - - Broom of Flying - - -
- - - Wondrous item, uncommon - - -
- - - This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. - - -
- - - You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. - - -
- - - - Magic Items (C) - - -
- - - - Candle of Invocation - - -
- - - Wondrous item, very rare (requires attunement) - - -
- - - This slender taper is dedicated to a deity and shares that deity’s alignment. The candle’s alignment can be detected with the - - - detect evil and good - - - spell. The GM chooses the god and associated alignment or determines the alignment randomly. - - -
- - - Table- Candle of Invocation - - -
- - - - - - - d20 - - - - - - - Alignment - - - - - - - 1-2 - - - - - - - Chaotic evil - - - - - - - 3-4 - - - - - - - Chaotic neutral - - - - - - - 5-7 - - - - - - - Chaotic good - - - - - - - 8-9 - - - - - - - Neutral evil - - - - - - - 10-11 - - - - - - - Neutral - - - - - - - 12-13 - - - - - - - Neutral good - - - - - - - 14-15 - - - - - - - Lawful evil - - - - - - - 16-17 - - - - - - - Lawful neutral - - - - - - - 18-20 - - - - - - - Lawful good - - - - - - - -
- - -
- - - The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time. - - -
- - - While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle’s can cast 1st-level spells he or she has prepared without expending spell slots, though the spell’s effect is as if cast with a 1st-level slot. - - -
- - - Alternatively, when you light the candle for the first time, you can cast the - - - gate - - - spell with it. Doing so destroys the candle. - - -
- - - - Cape of the Mountebank - - -
- - - Wondrous item, rare - - -
- - - This cape smells faintly of brimstone. While wearing it, you can use it to cast the - - - dimension door - - - spell as an action. This property of the cape can’t be used again until the next dawn. - - -
- - - When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. - - -
- - - - Carpet of Flying - - -
- - - Wondrous item, very rare - - -
- - - You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. - - -
- - - Four sizes of - - - carpet of flying - - - exist. The GM chooses the size of a given carpet or determines it randomly. - - -
- - - Table- Carpet of Flying - - -
- - - - - - - - - d100 - - - - - - - Size - - - - - - - Capacity - - - - - - - Flying Speed - - - - - - - 01-20 - - - - - - - 3 ft. × 5 ft. - - - - - - - 200 lb. - - - - - - - 80 feet - - - - - - - 21-55 - - - - - - - 4 ft. × 6 ft. - - - - - - - 400 lb. - - - - - - - 60 feet - - - - - - - 56-80 - - - - - - - 5 ft. × 7 ft. - - - - - - - 600 lb. - - - - - - - 40 feet - - - - - - - 81-100 - - - - - - - 6 ft. × 9 ft. - - - - - - - 800 lb. - - - - - - - 30 feet - - - - - - - - - - - -
- - -
- - - A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. - - -
- - - - Censer of Controlling Air Elementals - - -
- - - Wondrous item, rare - - -
- - - While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the - - - conjure elemental - - - spell. The censer can’t be used this way again until the next dawn. - - -
- - - This 6-inch-wide, 1-foot high vessel resembles a chalice with a decorated lid. It weighs 1 pound. - - -
- - - - Chime of Opening - - -
- - - Wondrous item, rare - - -
- - - This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. - - -
- - - The chime can be used ten times. After the tenth time, it cracks and becomes useless. - - -
- - - - Circlet of Blasting - - -
- - - Wondrous item, uncommon - - -
- - - While wearing this circlet, you can use an action to cast the - - - scorching ray - - - spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn. - - -
- - - - Cloak of Arachnida - - -
- - - Wondrous item, very rare (requires attunement) - - -
- - - This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: - - -
- - - You have resistance to poison damage. - - -
- - - You have a climbing speed equal to your walking speed. - - -
- - - You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. - - -
- - - You can’t be caught in webs of any sort and can move through webs as if they were difficult terrain. - - -
- - - You can use an action to cast the - - - web - - - spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can’t be used again until the next dawn. - - -
- - - - Cloak of Displacement - - -
- - - Wondrous item, rare (requires attunement) - - -
- - - While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. - - -
- - - - Cloak of Elvenkind - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action. - - -
- - - - Cloak of Protection - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - You gain a +1 bonus to AC and saving throws while you wear this cloak. - - -
- - - - Cloak of the Bat - - -
- - - Wondrous item, rare (requires attunement) - - -
- - - While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. - - -
- - - While wearing the cloak in an area of dim light or darkness, you can use your action to cast - - - polymorph - - - on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn. - - -
- - - - Cloak of the Manta Ray - - -
- - - Wondrous item, uncommon - - -
- - - While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. - - -
- - - - Crystal Ball - - -
- - - Wondrous item, very rare or legendary (requires attunement) - - -
- - - The typical - - - crystal ball - - - , a very rare item, is about 6 inches in diameter. While touching it, you can cast the - - - scrying - - - spell (save DC 17) with it. - - -
- - - The following - - - crystal ball - - - variants are legendary items and have additional properties. - - -
- - - Crystal Ball of Mind Reading - - - . You can use an action to cast the - - - detect thoughts - - - spell (save DC 17) while you are scrying with the - - - crystal ball - - - , targeting creatures you can see within 30 feet of the spell’s sensor. You don’t need to concentrate on this - - - detect thoughts - - - to maintain it during its duration, but it ends if - - - scrying - - - ends. - - -
- - - Crystal Ball of Telepathy - - - . While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell’s sensor. You can also use an action to cast the - - - suggestion - - - spell (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this - - - suggestion - - - to maintain it during its duration, but it ends if - - - scrying - - - ends. Once used, the - - - suggestion - - - power of the - - - crystal ball - - - can’t be used again until the next dawn. - - -
- - - Crystal Ball of True Seeing - - - . While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. - - -
- - - - Cube of Force - - -
- - - Wondrous item, rare (requires attunement) - - -
- - - This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. - - -
- - - You can use an action to press one of the cube’s faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube’s sixth face, or the cube runs out of charges. You can change the barrier’s effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. - - -
- - - If your movement causes the barrier to come into contact with a solid object that can’t pass through the cube, you can’t move any closer to that object as long as the barrier remains. - - -
- - - Table- Cube of Force Effects - - -
- - - - - - - - Face - - - - - - - Charges - - - - - - - Effect - - - - - - - 1 - - - - - - - 1 - - - - - - - Gases, wind, and fog can’t pass through the barrier. - - - - - - - 2 - - - - - - - 2 - - - - - - - Nonliving matter can’t pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. - - - - - - - 3 - - - - - - - 3 - - - - - - - Living matter can’t pass through the barrier. - - - - - - - 4 - - - - - - - 4 - - - - - - - Spell effects can’t pass through the barrier. - - - - - - - 5 - - - - - - - 5 - - - - - - - Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. - - - - - - - 6 - - - - - - - 0 - - - - - - - The barrier deactivates. - - - - - - - - - -
- - -
- - - The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. - - -
- - - Table- Cube of Force Charges Lost - - -
- - - - - - - Spell or Item - - - - - - - Charges Lost - - - - - - - Disintegrate - - - - - - - 1d12 - - - - - - - Horn of blasting - - - - - - - 1d10 - - - - - - - Passwall - - - - - - - 1d6 - - - - - - - Prismatic spray - - - - - - - 1d20 - - - - - - - Wall of fire - - - - - - - 1d4 - - - - - - - -
- - -
- - - - Cubic Gate - - -
- - - Wondrous item, legendary - - -
- - - This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM. - - -
- - - You can use an action to press one side of the cube to cast the - - - gate - - - spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the - - - plane shift - - - spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. - - -
- - - The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. - - -
- - - - Magic Items (D) - - -
- - - - Dagger of Venom - - -
- - - Weapon (dagger), rare - - -
- - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - - -
- - - You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. - - -
- - - - Dancing Sword - - -
- - - Weapon (any sword), very rare (requires attunement) - - -
- - - You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. - - -
- - - While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. - - -
- - - After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. - - -
- - - - Decanter of Endless Water - - -
- - - Wondrous item, uncommon - - -
- - - This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. - - -
- - - You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: - - -
- - - “Stream” - - - produces 1 gallon of water. - - -
- - - “Fountain” - - - produces 5 gallons of water. - - -
- - - “Geyser” - - - produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. - - -
- - - - Deck of Illusions - - -
- - - Wondrous item, uncommon - - -
- - - This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20-1 cards. - - -
- - - The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. - - -
- - - An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. - - -
- - - The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can’t be used again. - - -
- - - Table- Deck of Illusions - - -
- - - - - - - Playing Card - - - - - - - Illusion - - - - - - - Ace of hearts - - - - - - - Red dragon - - - - - - - King of hearts - - - - - - - Knight and four guards - - - - - - - Queen of hearts - - - - - - - Succubus or incubus - - - - - - - Jack of hearts - - - - - - - Druid - - - - - - - Ten of hearts - - - - - - - Cloud giant - - - - - - - Nine of hearts - - - - - - - Ettin - - - - - - - Eight of hearts - - - - - - - Bugbear - - - - - - - Two of hearts - - - - - - - Goblin - - - - - - - Ace of diamonds - - - - - - - Beholder - - - - - - - King of diamonds - - - - - - - Archmage and mage apprentice - - - - - - - Queen of diamonds - - - - - - - Night hag - - - - - - - Jack of diamonds - - - - - - - Assassin - - - - - - - Ten of diamonds - - - - - - - Fire giant - - - - - - - Nine of diamonds - - - - - - - Ogre mage - - - - - - - Eight of diamonds - - - - - - - Gnoll - - - - - - - Two of diamonds - - - - - - - Kobold - - - - - - - Ace of spades - - - - - - - Lich - - - - - - - King of spades - - - - - - - Priest and two acolytes - - - - - - - Queen of spades - - - - - - - Medusa - - - - - - - Jack of spades - - - - - - - Veteran - - - - - - - Ten of spades - - - - - - - Frost giant - - - - - - - Nine of spades - - - - - - - Troll - - - - - - - Eight of spades - - - - - - - Hobgoblin - - - - - - - Two of spades - - - - - - - Goblin - - - - - - - Ace of clubs - - - - - - - Iron golem - - - - - - - King of clubs - - - - - - - Bandit captain and three bandits - - - - - - - Queen of clubs - - - - - - - Erinyes - - - - - - - Jack of clubs - - - - - - - Berserker - - - - - - - Ten of clubs - - - - - - - Hill giant - - - - - - - Nine of clubs - - - - - - - Ogre - - - - - - - Eight of clubs - - - - - - - Orc - - - - - - - Two of clubs - - - - - - - Kobold - - - - - - - Jokers (2) - - - - - - - You (the deck’s owner) - - - - - - - -
- - -
- - - - Deck of Many Things - - -
- - - Wondrous item, legendary - - -
- - - Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. - - -
- - - Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. - - -
- - - Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice. - - -
- - - Table- Deck of Many Things - - -
- - - - - - - Playing Card - - - - - - - Card - - - - - - - Ace of diamonds - - - - - - - Vizier* - - - - - - - King of diamonds - - - - - - - Sun - - - - - - - Queen of diamonds - - - - - - - Moon - - - - - - - Jack of diamonds - - - - - - - Star - - - - - - - Two of diamonds - - - - - - - Comet* - - - - - - - Ace of hearts - - - - - - - The Fates* - - - - - - - King of hearts - - - - - - - Throne - - - - - - - Queen of hearts - - - - - - - Key - - - - - - - Jack of hearts - - - - - - - Knight - - - - - - - Two of hearts - - - - - - - Gem* - - - - - - - Ace of clubs - - - - - - - Talons* - - - - - - - King of clubs - - - - - - - The Void - - - - - - - Queen of clubs - - - - - - - Flames - - - - - - - Jack of clubs - - - - - - - Skull - - - - - - - Two of clubs - - - - - - - Idiot* - - - - - - - Ace of spades - - - - - - - Donjon* - - - - - - - King of spades - - - - - - - Ruin - - - - - - - Queen of spades - - - - - - - Euryale - - - - - - - Jack of spades - - - - - - - Rogue - - - - - - - Two of spades - - - - - - - Balance* - - - - - - - Joker (with TM) - - - - - - - Fool* - - - - - - - Joker (without TM) - - - - - - - Jester - - - - - - - -
- - -
- - - * Found only in a deck with twenty-two cards - - -
- - - Balance - - - . Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. - - -
- - - Comet - - - . If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect. - - -
- - - Donjon - - - . You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any divination magic, but a - - - wish - - - spell can reveal the location of your prison. You draw no more cards. - - -
- - - Euryale - - - . The card’s medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse. - - -
- - - The Fates - - - . Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as you draw the card or at any other time before you die. - - -
- - - Flames - - - . A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. - - -
- - - Fool - - - . You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level. - - -
- - - Gem - - - . Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet. - - -
- - - Idiot - - - . Permanently reduce your Intelligence by 1d4+1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. - - -
- - - Jester - - - . You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. - - -
- - - Key - - - . A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon. - - -
- - - Knight - - - . You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character. - - -
- - - Moon - - - . You are granted the ability to cast the - - - wish - - - spell 1d3 times. - - -
- - - Rogue - - - . A nonplayer character of the GM’s choice becomes hostile toward you. The identity of your new enemy isn’t known until the NPC or someone else reveals it. Nothing less than a - - - wish - - - spell or divine intervention can end the NPC’s hostility toward you. - - -
- - - Ruin - - - . All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. - - -
- - - Skull - - - . You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM’s choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can’t be restored to life. - - -
- - - - Avatar of Death - - -
- - - Medium undead, neutral evil - - -
- - - Armor Class - - - 20 - - -
- - - Hit Points - - - half the hit point maximum of its summoner - - -
- - - Speed - - - 60 ft., fly 60 ft. (hover) - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 16 (+3) - - - - - - - 16 (+3) - - - - - - - 16 (+3) - - - - - - - 16 (+3) - - - - - - - 16 (+3) - - - -
- - -
- - - Damage Immunities - - - necrotic, poison - - -
- - - Condition Immunities - - - charmed, frightened, paralyzed, petrified, poisoned, unconscious - - -
- - - Senses - - - darkvision 60 ft., truesight 60 ft., passive Perception 13 - - -
- - - Languages - - - all languages known to its summoner - - -
- - - Challenge - - - - (0 XP) - - -
- - - Incorporeal Movement - - - . The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - - -
- - - Turning Immunity - - - . The avatar is immune to features that turn undead. - - -
- - - - Actions - - -
- - - Reaping Scythe - - - . The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8+3) slashing damage plus 4 (1d8) necrotic damage. - - -
- - - Star - - - . Increase one of your ability scores by 2. The score can exceed 20 but can’t exceed 24. - - -
- - - Sun - - - . You gain 50,000 XP, and a wondrous item (which the GM determines randomly) appears in your hands. - - -
- - - Talons - - - . Every magic item you wear or carry disintegrates. Artifacts in your possession aren’t destroyed but do vanish. - - -
- - - Throne - - - . You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours. - - -
- - - Vizier - - - . At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it. - - -
- - - The Void - - - . This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM’s choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A - - - wish - - - spell can’t restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards. - - -
- - - - Defender - - -
- - - Weapon (any sword), legendary (requires attunement) - - -
- - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. - - -
- - - The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. - - -
- - - - Demon Armor - - -
- - - Armor (plate), very rare (requires attunement) - - -
- - - While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. - - -
- - - Curse - - - . Once you don this cursed armor, you can’t doff it unless you are targeted by the - - - remove curse - - - spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. - - -
- - - - Dimensional Shackles - - -
- - - Wondrous item, rare - - -
- - - You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal. - - -
- - - You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. - - -
- - - - Dragon Scale Mail - - -
- - - Armor (scale mail), very rare (requires attunement) - - -
- - - Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. - - -
- - - While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). - - -
- - - Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn. - - -
- - - Table- Dragon Scale Mail - - -
- - - - - - - Dragon - - - - - - - Resistance - - - - - - - Black - - - - - - - Acid - - - - - - - Blue - - - - - - - Lightning - - - - - - - Brass - - - - - - - Fire - - - - - - - Bronze - - - - - - - Lightning - - - - - - - Copper - - - - - - - Acid - - - - - - - Gold - - - - - - - Fire - - - - - - - Green - - - - - - - Poison - - - - - - - Red - - - - - - - Fire - - - - - - - Silver - - - - - - - Cold - - - - - - - White - - - - - - - Cold - - - - - - - -
- - -
- - - - Dragon Slayer - - -
- - - Weapon (any sword), rare - - -
- - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - - -
- - - When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, - - - “dragon” - - - refers to any creature with the dragon type, including dragon turtles and wyverns. - - -
- - - - Dust of Disappearance - - -
- - - Wondrous item, uncommon - - -
- - - Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. - - -
- - - - Dust of Dryness - - -
- - - Wondrous item, uncommon - - -
- - - This small packet contains 1d6+4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet’s weight is negligible. - - -
- - - Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic. - - -
- - - An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. - - -
- - - - Dust of Sneezing and Choking - - -
- - - Wondrous item, uncommon - - -
- - - Found in a small container, this powder resembles very fine sand. It appears to be - - - dust of disappearance - - - , and an - - - identify - - - spell reveals it to be such. There is enough of it for one use. - - -
- - - When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The - - - lesser restoration - - - spell can also end the effect on a creature. - - -
- - - - Dwarven Plate - - -
- - - Armor (plate), very rare - - -
- - - While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. - - -
- - - - Dwarven Thrower - - -
- - - Weapon (warhammer), very rare (requires attunement by a dwarf) - - -
- - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. - - -
- - - - Magic Items (E) - - -
- - - - Efficient Quiver - - -
- - - Wondrous item, uncommon - - -
- - - Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. - - -
- - - You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. - - -
- - - - Efreeti Bottle - - -
- - - Wondrous item, very rare - - -
- - - This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. - - -
- - - The first time the bottle is opened, the GM rolls to determine what happens. - - -
- - - Table- Efreeti Bottle - - -
- - - - - - - d100 - - - - - - - Effect - - - - - - - 01-10 - - - - - - - The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. - - - - - - - 11-90 - - - - - - - The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can’t be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. - - - - - - - 91-100 - - - - - - - The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. - - - - - - - -
- - -
- - - - Elemental Gem - - -
- - - Wondrous item, uncommon - - -
- - - This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the - - - conjure elemental - - - spell, and the gem’s magic is lost. The type of gem determines the elemental summoned by the spell. - - -
- - - Table- Elemental Gem - - -
- - - - - - - Gem - - - - - - - Summoned Elemental - - - - - - - Blue sapphire - - - - - - - Air elemental - - - - - - - Yellow diamond - - - - - - - Earth elemental - - - - - - - Red corundum - - - - - - - Fire elemental - - - - - - - Emerald - - - - - - - Water elemental - - - - - - - -
- - -
- - - - Elven Chain - - -
- - - Armor (chain shirt), rare - - -
- - - You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. - - -
- - - - Eversmoking Bottle - - -
- - - Wondrous item, uncommon - - -
- - - Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud’s area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. - - -
- - - The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. - - -
- - - - Eyes of Charming - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the - - - charm person - - - spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn. - - -
- - - - Eyes of Minute Seeing - - -
- - - Wondrous item, uncommon - - -
- - - These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. - - -
- - - - Eyes of the Eagle - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. - - -
- - - - Magic Items (F) - - -
- - - - Feather Token - - -
- - - Wondrous item, rare - - -
- - - This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly. - - -
- - - Table- Feather Token - - -
- - - - - - - d100 - - - - - - - Feather Token - - - - - - - 01-20 - - - - - - - Anchor - - - - - - - 21-35 - - - - - - - Bird - - - - - - - 36-50 - - - - - - - Fan - - - - - - - 51-65 - - - - - - - Swan boat - - - - - - - 66-90 - - - - - - - Tree - - - - - - - 91-100 - - - - - - - Whip - - - - - - - -
- - -
- - - Anchor - - - . You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. - - -
- - - Bird - - - . You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can’t attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. - - -
- - - Fan - - - . If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. - - -
- - - Swan Boat - - - . You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot long, 20-foot wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. - - -
- - - Tree - - - . You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot diameter trunk, and its branches at the top spread out in a 20-foot radius. - - -
- - - Whip - - - . You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6+5 force damage. - - -
- - - As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die. - - -
- - - - Figurine of Wondrous Power - - -
- - - Wondrous item, rarity by figurine - - -
- - - A - - - figurine of wondrous power - - - is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. - - -
- - - The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. - - -
- - - The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. - - -
- - - Bronze Griffon (Rare) - - - . This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. - - -
- - - Ebony Fly (Rare) - - - . This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed. - - -
- - - - Giant Fly - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 11 - - -
- - - Hit Points - - - 19 (3d10+3) - - -
- - - Speed - - - 30 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 14 (+2) - - - - - - - 13 (+1) - - - - - - - 13 (+1) - - - - - - - 2 (-4) - - - - - - - 10 (+0) - - - - - - - 3 (-4) - - - -
- - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Golden Lions (Rare) - - - . These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed. - - -
- - - Ivory Goats (Rare) - - - . These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: - - -
- - - The - - - goat of traveling - - - can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. - - -
- - - The - - - goat of travail - - - becomes a giant goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed. - - -
- - - The - - - goat of terror - - - becomes a giant goat for up to 3 hours. The goat can’t attack, but you can remove its horns and use them as weapons. One horn becomes a - - - +1 lance - - - , and the other becomes a - - - +2 longsword - - - . Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat’s aura for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed. - - -
- - - Marble Elephant (Rare) - - - . This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can’t be used again until 7 days have passed. - - -
- - - Obsidian Steed (Very Rare) - - - . This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed. - - -
- - - If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. - - -
- - - Onyx Dog (Rare) - - - . This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can’t be used again until 7 days have passed. - - -
- - - Serpentine Owl (Rare) - - - . This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. - - -
- - - Silver Raven (Uncommon) - - - . This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the - - - animal messenger - - - spell on it at will. - - -
- - - - Flame Tongue - - -
- - - Weapon (any sword), rare (requires attunement) - - -
- - - You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. - - -
- - - - Folding Boat - - -
- - - Wondrous item, rare - - -
- - - This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. - - -
- - - One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. - - -
- - - The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. - - -
- - - When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. - - -
- - - The third command word causes the - - - folding boat - - - to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. - - -
- - - - Frost Brand - - -
- - - Weapon (any sword), very rare (requires attunement) - - -
- - - When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. - - -
- - - In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - - -
- - - When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. - - -
- - - - Magic Items (G) - - -
- - - - Gauntlets of Ogre Power - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher. - - -
- - - - Gem of Brightness - - -
- - - Wondrous item, uncommon - - -
- - - This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: - - -
- - - The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. - - -
- - - The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. - - -
- - - When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp. - - -
- - - - Gem of Seeing - - -
- - - Wondrous item, rare (requires attunement) - - -
- - - This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. - - -
- - - The gem regains 1d3 expended charges daily at dawn. - - -
- - - - Giant Slayer - - -
- - - Weapon (any axe or sword), rare - - -
- - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - - -
- - - When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, - - - “giant” - - - refers to any creature with the giant type, including ettins and trolls. - - -
- - - - Glamoured Studded Leather - - -
- - - Armor (studded leather), rare - - -
- - - While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. - - -
- - - - Gloves of Missile Snaring - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you’re wearing them, you can use your reaction to reduce the damage by 1d10+your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. - - -
- - - - Gloves of Swimming and Climbing - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. - - -
- - - - Goggles of Night - - -
- - - Wondrous item, uncommon - - -
- - - While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. - - -
- - - - Magic Items (H) - - -
- - - - Hammer of Thunderbolts - - -
- - - Weapon (maul), legendary - - -
- - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - - -
- - - Giant’s Bane (Requires Attunement) - - - . You must be wearing a - - - belt of giant strength - - - (any variety) and - - - gauntlets of ogre power - - - to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. - - -
- - - The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4+1 expended charges daily at dawn. - - -
- - - - Handy Haversack - - -
- - - Wondrous item, rare - - -
- - - This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. - - -
- - - Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. - - -
- - - The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. - - -
- - - Placing the haversack inside an extradimensional space created by a - - - bag of holding - - - , - - - portable hole - - - , or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. - - -
- - - - Hat of Disguise - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - While wearing this hat, you can use an action to cast the - - - disguise self - - - spell from it at will. The spell ends if the hat is removed. - - -
- - - - Headband of Intellect - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. - - -
- - - - Helm of Brilliance - - -
- - - Wondrous item, very rare (requires attunement) - - -
- - - This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. - - -
- - - You gain the following benefits while wearing it: - - -
- - - You can use an action to cast one of the following spells (save DC 18), using one of the helm’s gems of the specified type as a component: - - - daylight - - - (opal), - - - fireball - - - (fire opal), - - - prismatic spray - - - (diamond), or - - - wall of fire - - - (ruby). The gem is destroyed when the spell is cast and disappears from the helm. - - -
- - - As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. - - -
- - - As long as the helm has at least one ruby, you have resistance to fire damage. - - -
- - - As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. - - -
- - - Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. - - -
- - - - Helm of Comprehending Languages - - -
- - - Wondrous item, uncommon - - -
- - - While wearing this helm, you can use an action to cast the - - - comprehend languages - - - spell from it at will. - - -
- - - - Helm of Telepathy - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - While wearing this helm, you can use an action to cast the - - - detect thoughts - - - spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. - - -
- - - While focusing on a creature with - - - detect thoughts - - - , you can use an action to cast the - - - suggestion - - - spell (save DC 13) from the helm on that creature. Once used, the - - - suggestion - - - property can’t be used again until the next dawn. - - -
- - - - Helm of Teleportation - - -
- - - Wondrous item, rare (requires attunement) - - -
- - - This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the - - - teleport - - - spell from it. The helm regains 1d3 expended charges daily at dawn. - - -
- - - - Holy Avenger - - -
- - - Weapon (any sword), legendary (requires attunement by a paladin) - - -
- - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. - - -
- - - While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. - - -
- - - - Horn of Blasting - - -
- - - Wondrous item, rare - - -
- - - You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. - - -
- - - Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. - - -
- - - - Horn of Valhalla - - -
- - - Wondrous item, rare (silver or brass), very rare (bronze), or legendary (iron) - - -
- - - You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. - - -
- - - Four types of - - - horn of Valhalla - - - are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn’s type or determines it randomly. - - -
- - - Table- Horn of Valhalla - - -
- - - - - - - - - d100 - - - - - - - Horn Type - - - - - - - Berserkers Summoned - - - - - - - Requirement - - - - - - - 01-40 - - - - - - - Silver - - - - - - - 2d4+2 - - - - - - - None - - - - - - - 41-75 - - - - - - - Brass - - - - - - - 3d4+3 - - - - - - - Proficiency with all simple weapons - - - - - - - 76-90 - - - - - - - Bronze - - - - - - - 4d4+4 - - - - - - - Proficiency with all medium armor - - - - - - - 91-00 - - - - - - - Iron - - - - - - - 5d4+5 - - - - - - - Proficiency with all martial weapons - - - - - - - - - - - -
- - -
- - - If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. - - -
- - - - Horseshoes of a Zephyr - - -
- - - Wondrous item, very rare - - -
- - - These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march. - - -
- - - - Horseshoes of Speed - - -
- - - Wondrous item, rare - - -
- - - These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature’s walking speed by 30 feet. - - -
- - - - Magic Items (I) - - -
- - - - Immovable Rod - - -
- - - Rod, uncommon - - -
- - - This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. - - -
- - - - Instant Fortress - - -
- - - Wondrous item, rare - - -
- - - You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. - - -
- - - The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the - - - knock - - - spell and similar magic, such as that of a - - - chime of opening - - - . - - -
- - - Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically. - - -
- - - The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, - - -
- - - immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a - - - wish - - - spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of - - - wish - - - causes the roof, the door, or one wall to regain 50 hit points. - - -
- - - - Ioun Stone - - -
- - - Wondrous item, rarity varies (requires attunement) - - -
- - - An - - - Ioun stone - - - is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of - - - Ioun stone - - - exist, each type a distinct combination of shape and color. - - -
- - - When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. - - -
- - - A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. - - -
- - - Absorption (Very Rare) - - - . While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. - - -
- - - Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it. - - -
- - - Agility (Very Rare) - - - . Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. - - -
- - - Awareness (Rare) - - - . You can’t be surprised while this dark blue rhomboid orbits your head. - - -
- - - Fortitude (Very Rare) - - - . Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. - - -
- - - Greater Absorption (Legendary) - - - . While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. - - -
- - - Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it. - - -
- - - Insight (Very Rare) - - - . Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. - - -
- - - Intellect (Very Rare) - - - . Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. - - -
- - - Leadership (Very Rare) - - - . Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. - - -
- - - Mastery (Legendary) - - - . Your proficiency bonus increases by 1 while this pale green prism orbits your head. - - -
- - - Protection (Rare) - - - . You gain a +1 bonus to AC while this dusty rose prism orbits your head. - - -
- - - Regeneration (Legendary) - - - . You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. - - -
- - - Reserve (Rare) - - - . This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4-1 levels of stored spells chosen by the GM. - - -
- - - Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. - - -
- - - While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. - - -
- - - Strength (Very Rare) - - - . Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. - - -
- - - Sustenance (Rare) - - - . You don’t need to eat or drink while this clear spindle orbits your head. - - -
- - - - Iron Bands of Binding - - -
- - - Wondrous item, rare - - -
- - - This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. - - -
- - - Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. - - -
- - - A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. - - -
- - - Once the bands are used, they can’t be used again until the next dawn. - - -
- - - - Iron Flask - - -
- - - Wondrous item, legendary - - -
- - - This iron bottle has a brass stopper. You can use an action to speak the flask’s command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you’re on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t need to breathe, eat, or drink and doesn’t age. - - -
- - - You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. - - -
- - - An - - - identify - - - spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly. - - -
- - - Table- Iron Flask - - -
- - - - - - - d100 - - - - - - - Contents - - - - - - - 1‒50 - - - - - - - Empty - - - - - - - 51‒54 - - - - - - - Demon (type 1) - - - - - - - 55‒58 - - - - - - - Demon (type 2) - - - - - - - 59‒62 - - - - - - - Demon (type 3) - - - - - - - 63‒64 - - - - - - - Demon (type 4) - - - - - - - 65 - - - - - - - Demon (type 5) - - - - - - - 66 - - - - - - - Demon (type 6) - - - - - - - 67 - - - - - - - Deva - - - - - - - 68‒69 - - - - - - - Devil (greater) - - - - - - - 70‒73 - - - - - - - Devil (lesser) - - - - - - - 74‒75 - - - - - - - Djinni - - - - - - - 76‒77 - - - - - - - Efreeti - - - - - - - 78‒83 - - - - - - - Elemental (any) - - - - - - - 84‒86 - - - - - - - Invisible stalker - - - - - - - 87‒90 - - - - - - - Night hag - - - - - - - 91 - - - - - - - Planetar - - - - - - - 92‒95 - - - - - - - Salamander - - - - - - - 96 - - - - - - - Solar - - - - - - - 97‒99 - - - - - - - Succubus/incubus - - - - - - - 100 - - - - - - - Xorn - - - - - - - -
- - -
- - - - Magic Items (J) - - -
- - - - Javelin of Lightning - - -
- - - Weapon (javelin), uncommon - - -
- - - This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. - - -
- - - The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. - - -
- - - - Magic Items (K) - - -
- - - - Magic Items (L) - - -
- - - - Lantern of Revealing - - -
- - - Wondrous item, uncommon - - -
- - - While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. - - -
- - - - Luck Blade - - -
- - - Weapon (any sword), legendary (requires attunement) - - -
- - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. - - -
- - - Luck - - - . If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn. - - -
- - - Wish - - - . The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the - - - wish - - - spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges. - - -
- - - - Magic Items (M) - - -
- - - - Mace of Disruption - - -
- - - Weapon (mace), rare (requires attunement) - - -
- - - When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. - - -
- - - While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. - - -
- - - - Mace of Smiting - - -
- - - Weapon (mace), rare - - -
- - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. - - -
- - - When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. - - -
- - - - Mace of Terror - - -
- - - Weapon (mace), rare (requires attunement) - - -
- - - This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. - - -
- - - The mace regains 1d3 expended charges daily at dawn. - - -
- - - - Mantle of Spell Resistance - - -
- - - Wondrous item, rare (requires attunement) - - -
- - - You have advantage on saving throws against spells while you wear this cloak. - - -
- - - - Manual of Bodily Health - - -
- - - Wondrous item, very rare - - -
- - - This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - - -
- - - - Manual of Gainful Exercise - - -
- - - Wondrous item, very rare - - -
- - - This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - - -
- - - - Manual of Golems - - -
- - - Wondrous item, very rare - - -
- - - This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can’t use a - - - manual of golems - - - and attempts to read it takes 6d6 psychic damage. - - -
- - - Table- Manual of Golems - - -
- - - - - - - - - d20 - - - - - - - Golem - - - - - - - Time - - - - - - - Cost - - - - - - - 1-5 - - - - - - - Clay - - - - - - - 30 days - - - - - - - 65,000 gp - - - - - - - 6-17 - - - - - - - Flesh - - - - - - - 60 days - - - - - - - 50,000 gp - - - - - - - 18 - - - - - - - Iron - - - - - - - 120 days - - - - - - - 100,000 gp - - - - - - - 19-20 - - - - - - - Stone - - - - - - - 90 days - - - - - - - 80,000 gp - - - - - - - - - - - -
- - -
- - - To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. - - -
- - - Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. - - -
- - - - Manual of Quickness of Action - - -
- - - Wondrous item, very rare - - -
- - - This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - - -
- - - - Marvelous Pigments - - -
- - - Wondrous item, very rare - - -
- - - Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. - - -
- - - Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons - that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. - - -
- - - When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. - - -
- - - Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. - - -
- - - If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. - - -
- - - - Medallion of Thoughts - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the - - - detect thoughts - - - spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. - - -
- - - - Mirror of Life Trapping - - -
- - - Wondrous item, very rare - - -
- - - When this 4-foot tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. - - -
- - - If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. - - -
- - - Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror’s nature, and constructs succeed on the saving throw automatically. - - -
- - - An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror’s cells don’t age, and they don’t need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. - - -
- - - If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. - - -
- - - While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate normally. - - -
- - - In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it. - - -
- - - - Mithral Armor - - -
- - - Armor (medium or heavy, but not hide), uncommon - - -
- - - Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. - - -
- - - - Magic Items (N) - - -
- - - - Necklace of Adaptation - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as - - - cloudkill - - - and - - - stinking cloud - - - effects, inhaled poisons, and the breath weapons of some dragons). - - -
- - - - Necklace of Fireballs - - -
- - - Wondrous item, rare - - -
- - - This necklace has 1d6+3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level - - - fireball - - - spell (save DC 15). - - -
- - - You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the - - - fireball - - - by 1 for each bead beyond the first. - - -
- - - - Necklace of Prayer Beads - - -
- - - Wondrous item, rare (requires attunement by a cleric, druid, or paladin) - - -
- - - This necklace has 1d4+2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. - - -
- - - Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. - - -
- - - Table- Necklace of Prayer Beads - - -
- - - - - - - - d20 - - - - - - - Bead of … - - - - - - - Spell - - - - - - - 1-6 - - - - - - - Blessing - - - - - - - Bless - - - - - - - 7-12 - - - - - - - Curing - - - - - - - Cure wounds (2nd level) or lesser restoration - - - - - - - 13-16 - - - - - - - Favor - - - - - - - Greater restoration - - - - - - - 17-18 - - - - - - - Smiting - - - - - - - Branding smite - - - - - - - 19 - - - - - - - Summons - - - - - - - Planar ally - - - - - - - 20 - - - - - - - Wind walking - - - - - - - Wind walk - - - - - - - - - -
- - -
- - - - Nine Lives Stealer - - -
- - - Weapon (any sword), very rare (requires attunement) - - -
- - - You gain a +2 bonus to attack and damage rolls made with this magic weapon. - - -
- - - The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. - - -
- - - - Magic Items (O) - - -
- - - - Oathbow - - -
- - - Weapon (longbow), very rare (requires attunement) - - -
- - - When you nock an arrow on this bow, it whispers in Elvish, - - - “Swift defeat to my enemies.” - - - When you use this weapon to make a ranged attack, you can, as a command phrase, say, - - - “Swift death to you who have wronged me.” - - - The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. - - -
- - - When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. - - -
- - - While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. - - -
- - - - Oil of Etherealness - - -
- - - Potion, rare - - -
- - - Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the - - - etherealness - - - spell for 1 hour. - - -
- - - - Oil of Sharpness - - -
- - - Potion, very rare - - -
- - - This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. - - -
- - - - Oil of Slipperiness - - -
- - - Potion, uncommon - - -
- - - This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a - - - freedom of movement - - - spell for 8 hours. - - -
- - - Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the - - - grease - - - spell in that area for 8 hours. - - -
- - - - Magic Items (P) - - -
- - - - Pearl of Power - - -
- - - Wondrous item, uncommon (requires attunement by a spellcaster) - - -
- - - While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can’t be used again until the next dawn. - - -
- - - - Periapt of Health - - -
- - - Wondrous item, uncommon - - -
- - - You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. - - -
- - - - Periapt of Proof against Poison - - -
- - - Wondrous item, rare - - -
- - - This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. - - -
- - - - Periapt of Wound Closure - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. - - -
- - - - Philter of Love - - -
- - - Potion, uncommon - - -
- - - The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. - - -
- - - - Pipes of Haunting - - -
- - - Wondrous item, uncommon - - -
- - - You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. - - -
- - - - Pipes of the Sewers - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. - - -
- - - The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. - - -
- - - Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. - - -
- - - - Plate Armor of Etherealness - - -
- - - Armor (plate), legendary (requires attunement) - - -
- - - While you’re wearing this armor, you can speak its command word as an action to gain the effect of the - - - etherealness - - - spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can’t be used again until the next dawn. - - -
- - - - Portable Hole - - -
- - - Wondrous item, rare - - -
- - - This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. - - -
- - - You can use an action to unfold a - - - portable hole - - - and place it on or against a solid surface, whereupon the - - - portable hole - - - creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open - - - portable hole - - - can exit the hole by climbing out of it. - - -
- - - You can use an action to close a - - - portable hole - - - by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. - - -
- - - If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the - - - portable hole - - - or the creature carrying it. A breathing creature within a closed - - - portable hole - - - can survive for up to 10 minutes, after which time it begins to suffocate. - - -
- - - Placing a - - - portable hole - - - inside an extradimensional space created by a - - - bag of holding - - - , - - - handy haversack - - - , or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. - - -
- - - - Potion of Animal Friendship - - -
- - - Potion, uncommon - - -
- - - When you drink this potion, you can cast the - - - animal friendship - - - spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. - - -
- - - - Potion of Clairvoyance - - -
- - - Potion, rare - - -
- - - When you drink this potion, you gain the effect of the - - - clairvoyance - - - spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. - - -
- - - - Potion of Climbing - - -
- - - Potion, common - - -
- - - When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. - - -
- - - - Potion of Diminution - - -
- - - Potion, rare - - -
- - - When you drink this potion, you gain the - - - “reduce” - - - effect of the - - - enlarge/reduce - - - spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. - - -
- - - - Potion of Flying - - -
- - - Potion, very rare - - -
- - - When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it. - - -
- - - - Potion of Gaseous Form - - -
- - - Potion, rare - - -
- - - When you drink this potion, you gain the effect of the - - - gaseous form - - - spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion’s container seems to hold fog that moves and pours like water. - - -
- - - - Potion of Giant Strength - - -
- - - Potion, rarity varies - - -
- - - When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. - - -
- - - This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The - - - potion of frost giant strength - - - and the - - - potion of stone giant strength - - - have the same effect. - - -
- - - Table- Potion of Giant Strength - - -
- - - - - - - - Type of Giant - - - - - - - Strength - - - - - - - Rarity - - - - - - - Hill giant - - - - - - - 21 - - - - - - - Uncommon - - - - - - - Frost/stone giant - - - - - - - 23 - - - - - - - Rare - - - - - - - Fire giant - - - - - - - 25 - - - - - - - Rare - - - - - - - Cloud giant - - - - - - - 27 - - - - - - - Very rare - - - - - - - Storm giant - - - - - - - 29 - - - - - - - Legendary - - - - - - - - - -
- - -
- - - - Potion of Growth - - -
- - - Potion, uncommon - - -
- - - When you drink this potion, you gain the - - - “enlarge” - - - effect of the - - - enlarge/reduce - - - spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. - - -
- - - - Potion of Healing - - -
- - - Potion, rarity varies - - -
- - - You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated. - - -
- - - Table- Potions of Healing - - -
- - - - - - - - Potion of … - - - - - - - Rarity - - - - - - - HP Regained - - - - - - - Healing - - - - - - - Common - - - - - - - 2d4+2 - - - - - - - Greater healing - - - - - - - Uncommon - - - - - - - 4d4+4 - - - - - - - Superior healing - - - - - - - Rare - - - - - - - 8d4+8 - - - - - - - Supreme healing - - - - - - - Very rare - - - - - - - 10d4+20 - - - - - - - - - -
- - -
- - - - Potion of Heroism - - -
- - - Potion, rare - - -
- - - For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the - - - bless - - - spell (no concentration required). This blue potion bubbles and steams as if boiling. - - -
- - - - Potion of Invisibility - - -
- - - Potion, very rare - - -
- - - This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. - - -
- - - - Potion of Mind Reading - - -
- - - Potion, rare - - -
- - - When you drink this potion, you gain the effect of the - - - detect thoughts - - - spell (save DC 13). The potion’s dense, purple liquid has an ovoid cloud of pink floating in it. - - -
- - - - Potion of Poison - - -
- - - Potion, uncommon - - -
- - - This concoction looks, smells, and tastes like a - - - potion of healing - - - or other beneficial potion. However, it is actually poison masked by illusion magic. An - - - identify - - - spell reveals its true nature. - - -
- - - If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. - - -
- - - - Potion of Resistance - - -
- - - Potion, uncommon - - -
- - - When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below. - - -
- - - Table- Potion of Resistance - - -
- - - - - - - d10 - - - - - - - Damage Type - - - - - - - 1 - - - - - - - Acid - - - - - - - 2 - - - - - - - Cold - - - - - - - 3 - - - - - - - Fire - - - - - - - 4 - - - - - - - Force - - - - - - - 5 - - - - - - - Lightning - - - - - - - 6 - - - - - - - Necrotic - - - - - - - 7 - - - - - - - Poison - - - - - - - 8 - - - - - - - Psychic - - - - - - - 9 - - - - - - - Radiant - - - - - - - 10 - - - - - - - Thunder - - - - - - - -
- - -
- - - - Potion of Speed - - -
- - - Potion, very rare - - -
- - - When you drink this potion, you gain the effect of the - - - haste - - - spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own. - - -
- - - - Potion of Water Breathing - - -
- - - Potion, uncommon - - -
- - - You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. - - -
- - - - Magic Items (Q) - - -
- - - - Magic Items (R) - - -
- - - - Restorative Ointment - - -
- - - Wondrous item, uncommon - - -
- - - This glass jar, 3 inches in diameter, contains 1d4+1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. - - -
- - - As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8+2 hit points, ceases to be poisoned, and is cured of any disease. - - -
- - - - Ring of Animal Influence - - -
- - - Ring, rare - - -
- - - This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: - - -
- - - Animal friendship (save DC 13) - - -
- - - Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower - - -
- - - Speak with animals - - -
- - - - Ring of Djinni Summoning - - -
- - - Ring, legendary (requires attunement) - - -
- - - While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane. - - -
- - - While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. - - -
- - - After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. - - -
- - - - Ring of Elemental Command - - -
- - - Ring, legendary (requires attunement) - - -
- - - This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. - - -
- - - While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane. - - -
- - - The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. - - -
- - - Ring of Air Elemental Command - - - . You can expend 2 of the ring’s charges to cast - - - dominate monster - - - on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. - - -
- - - If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties: - - -
- - - You have resistance to lightning damage. - - -
- - - You have a flying speed equal to your walking speed and can hover. - - -
- - - You can cast the following spells from the ring, expending the necessary number of charges: - - - chain lightning - - - (3 charges), - - - gust of wind - - - (2 charges), or - - - wind wall - - - (1 charge). - - -
- - - Ring of Earth Elemental Command - - - . You can expend 2 of the ring’s charges to cast - - - dominate monster - - - on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. - - -
- - - If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: - - -
- - - You have resistance to acid damage. - - -
- - - You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. - - -
- - - You can cast the following spells from the ring, expending the necessary number of charges: - - - stone shape - - - (2 charges), - - - stoneskin - - - (3 charges), or - - - wall of stone - - - (3 charges). - - -
- - - Ring of Fire Elemental Command - - - . You can expend 2 of the ring’s charges to cast - - - dominate monster - - - on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan. - - -
- - - If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties: - - -
- - - You are immune to fire damage. - - -
- - - You can cast the following spells from the ring, expending the necessary number of charges: - - - burning hands - - - (1 charge), - - - fireball - - - (2 charges), and - - - wall of fire - - - (3 charges). - - -
- - - Ring of Water Elemental Command - - - . You can expend 2 of the ring’s charges to cast - - - dominate monster - - - on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. - - -
- - - If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: - - -
- - - You can breathe underwater and have a swimming speed equal to your walking speed. - - -
- - - You can cast the following spells from the ring, expending the necessary number of charges: - - - create or destroy water - - - (1 charge), - - - control water - - - (3 charges), - - - ice storm - - - (2 charges), or - - - wall of ice - - - (3 charges). - - -
- - - - Ring of Evasion - - -
- - - Ring, rare (requires attunement) - - -
- - - This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. - - -
- - - - Ring of Feather Falling - - -
- - - Ring, rare (requires attunement) - - -
- - - When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. - - -
- - - - Ring of Free Action - - -
- - - Ring, rare (requires attunement) - - -
- - - While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. - - -
- - - - Ring of Invisibility - - -
- - - Ring, legendary (requires attunement) - - -
- - - While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. - - -
- - - - Ring of Jumping - - -
- - - Ring, uncommon (requires attunement) - - -
- - - While wearing this ring, you can cast the - - - jump - - - spell from it as a bonus action at will, but can target only yourself when you do so. - - -
- - - - Ring of Mind Shielding - - -
- - - Ring, uncommon (requires attunement) - - -
- - - While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. - - -
- - - You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. - - -
- - - If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. - - -
- - - - Ring of Protection - - -
- - - Ring, rare (requires attunement) - - -
- - - You gain a +1 bonus to AC and saving throws while wearing this ring. - - -
- - - - Ring of Regeneration - - -
- - - Ring, very rare (requires attunement) - - -
- - - While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6+1 days if you have at least 1 hit point the whole time. - - -
- - - - Ring of Resistance - - -
- - - Ring, rare (requires attunement) - - -
- - - You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly. - - -
- - - Table- Ring of Resistance - - -
- - - - - - - - d10 - - - - - - - Damage Type - - - - - - - Gem - - - - - - - 1 - - - - - - - Acid - - - - - - - Pearl - - - - - - - 2 - - - - - - - Cold - - - - - - - Tourmaline - - - - - - - 3 - - - - - - - Fire - - - - - - - Garnet - - - - - - - 4 - - - - - - - Force - - - - - - - Sapphire - - - - - - - 5 - - - - - - - Lightning - - - - - - - Citrine - - - - - - - 6 - - - - - - - Necrotic - - - - - - - Jet - - - - - - - 7 - - - - - - - Poison - - - - - - - Amethyst - - - - - - - 8 - - - - - - - Psychic - - - - - - - Jade - - - - - - - 9 - - - - - - - Radiant - - - - - - - Topaz - - - - - - - 10 - - - - - - - Thunder - - - - - - - Spinel - - - - - - - - - -
- - -
- - - - Ring of Shooting Stars - - -
- - - Ring, very rare (requires attunement outdoors at night) - - -
- - - While wearing this ring in dim light or darkness, you can cast - - - dancing lights - - - and - - - light - - - from the ring at will. Casting either spell from the ring requires an action. - - -
- - - The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. - - -
- - - Faerie Fire - - - . You can expend 1 charge as an action to cast - - - faerie fire - - - from the ring. - - -
- - - Ball Lightning - - - . You can expend 2 charges as an action to create one to four 3-foot diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. - - -
- - - Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. - - -
- - - As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. - - -
- - - Table- Ring of Shooting Stars - - -
- - - - - - - Spheres - - - - - - - Lightning Damage - - - - - - - 4 - - - - - - - 2d4 - - - - - - - 3 - - - - - - - 2d6 - - - - - - - 2 - - - - - - - 5d4 - - - - - - - 1 - - - - - - - 4d12 - - - - - - - -
- - -
- - - Shooting Stars - - - . You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. - - -
- - - - Ring of Spell Storing - - -
- - - Ring, rare (requires attunement) - - -
- - - This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM. - - -
- - - Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. - - -
- - - While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. - - -
- - - - Ring of Spell Turning - - -
- - - Ring, legendary (requires attunement) - - -
- - - While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. - - -
- - - - Ring of Swimming - - -
- - - Ring, uncommon - - -
- - - You have a swimming speed of 40 feet while wearing this ring. - - -
- - - - Ring of Telekinesis - - -
- - - Ring, very rare (requires attunement) - - -
- - - While wearing this ring, you can cast the - - - telekinesis - - - spell at will, but you can target only objects that aren’t being worn or carried. - - -
- - - - Ring of the Ram - - -
- - - Ring, rare (requires attunement) - - -
- - - This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. - - -
- - - Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. - - -
- - - - Ring of Three Wishes - - -
- - - Ring, legendary - - -
- - - While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the - - - wish - - - spell from it. The ring becomes nonmagical when you use the last charge. - - -
- - - - Ring of Warmth - - -
- - - Ring, uncommon (requires attunement) - - -
- - - While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit. - - -
- - - - Ring of Water Walking - - -
- - - Ring, uncommon - - -
- - - While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. - - -
- - - - Ring of X-ray Vision - - -
- - - Ring, rare (requires attunement) - - -
- - - While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. - - -
- - - Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. - - -
- - - - Robe of Eyes - - -
- - - Wondrous item, rare (requires attunement) - - -
- - - This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: - - -
- - - The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. - - -
- - - You have darkvision out to a range of 120 feet. - - -
- - - You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet. - - -
- - - The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. - - -
- - - A - - - light - - - spell cast on the robe or a - - - daylight - - - spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for - - - light - - - or DC 15 for - - - daylight - - - ), ending the blindness on a success. - - -
- - - - Robe of Scintillating Colors - - -
- - - Wondrous item, very rare (requires attunement) - - -
- - - This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. - - -
- - - - Robe of Stars - - -
- - - Wondrous item, very rare (requires attunement) - - -
- - - This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. - - -
- - - Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast - - - magic missile - - - as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. - - -
- - - While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. - - -
- - - - Robe of the Archmagi - - -
- - - Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard) - - -
- - - This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe’s color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can’t attune to a - - - robe of the archmagi - - - that doesn’t correspond to your alignment. - - -
- - - You gain these benefits while wearing the robe: - - -
- - - If you aren’t wearing armor, your base Armor Class is 15+your Dexterity modifier. - - -
- - - You have advantage on saving throws against spells and other magical effects. - - -
- - - Your spell save DC and spell attack bonus each increase by 2. - - -
- - - - Robe of Useful Items - - -
- - - Wondrous item, uncommon - - -
- - - This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. - - -
- - - The robe has two of each of the following patches: - - -
- - - Dagger - - -
- - - Bullseye lantern (filled and lit) - - -
- - - Steel mirror - - -
- - - 10-foot pole - - -
- - - Hempen rope (50 feet, coiled) - - -
- - - Sack - - -
- - - In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly. - - -
- - - Table- Robe of Useful Items - - -
- - - - - - - d100 - - - - - - - Patch - - - - - - - 01-08 - - - - - - - Bag of 100 gp - - - - - - - 09-15 - - - - - - - Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp - - - - - - - 16-22 - - - - - - - Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself - - - - - - - 23-30 - - - - - - - 10 gems worth 100 gp each - - - - - - - 31-44 - - - - - - - Wooden ladder (24 feet long) 45-51 A riding horse with saddle bags - - - - - - - 52-59 - - - - - - - Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you - - - - - - - 60-68 - - - - - - - 4 potions of healing - - - - - - - 69-75 - - - - - - - Rowboat (12 feet long) - - - - - - - 76-83 - - - - - - - Spell scroll containing one spell of 1st to 3rd level - - - - - - - 84-90 - - - - - - - 2 mastiffs - - - - - - - 91-96 - - - - - - - Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach - - - - - - - 97-100 - - - - - - - Portable ram - - - - - - - -
- - -
- - - - Rod of Absorption - - -
- - - Rod, very rare (requires attunement) - - -
- - - While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell’s effect is canceled, and the spell’s energy-not the spell itself-is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no effect on that spell. - - -
- - - When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. - - -
- - - If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. - - -
- - - A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. - - -
- - - - Rod of Alertness - - -
- - - Rod, very rare (requires attunement) - - -
- - - This rod has a flanged head and the following properties. - - -
- - - Alertness - - - . While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. - - -
- - - Spells - - - . While holding the rod, you can use an action to cast one of the following spells from it: - - - detect evil and good - - - , - - - detect magic - - - , - - - detect poison and disease - - - , or - - - see invisibility. - - -
- - - Protective Aura - - - . As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. - - -
- - - The rod’s head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn. - - -
- - - - Rod of Lordly Might - - -
- - - Rod, legendary (requires attunement) - - -
- - - This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. - - -
- - - Six Buttons - - - . You can press one of the rod’s six buttons as a bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. - - -
- - - If you press - - - button 1 - - - , the rod becomes a - - - flame tongue - - - , as a fiery blade sprouts from the end opposite the rod’s flanged head (you choose the type of sword). - - -
- - - If you press - - - button 2 - - - , the rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. - - -
- - - If you press - - - button 3 - - - , the rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it. - - -
- - - If you press - - - button 4 - - - , the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. - - -
- - - If you press - - - button 5 - - - , the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. - - -
- - - If you press - - - button 6 - - - , the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. - - -
- - - Drain Life - - - . When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can’t be used again until the next dawn. - - -
- - - Paralyze - - - . When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can’t be used again until the next dawn. - - -
- - - Terrify - - - . While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can’t be used again until the next dawn. - - -
- - - - Rod of Rulership - - -
- - - Rod, rare (requires attunement) - - -
- - - You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can’t be used again until the next dawn. - - -
- - - - Rod of Security - - -
- - - Rod, very rare - - -
- - - While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. - - -
- - - For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). - - -
- - - When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can’t be used again until ten days have passed. - - -
- - - - Rope of Climbing - - -
- - - Wondrous item, uncommon - - -
- - - This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. - - -
- - - If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. - - -
- - - The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. - - -
- - - - Rope of Entanglement - - -
- - - Wondrous item, rare - - -
- - - This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. - - -
- - - You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. - - -
- - - The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. - - -
- - - - Magic Items (S) - - -
- - - - Scarab of Protection - - -
- - - Wondrous item, legendary (requires attunement) - - -
- - - If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: - - -
- - - You have advantage on saving throws against spells. - - -
- - - The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. - - -
- - - - Scimitar of Speed - - -
- - - Weapon (scimitar), very rare (requires attunement) - - -
- - - You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. - - -
- - - - Shield, +1, +2, or +3 - - -
- - - Armor (shield), uncommon (+1), rare (+2), or very rare (+3) - - -
- - - While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC. - - -
- - - - Shield of Missile Attraction - - -
- - - Armor (shield), rare (requires attunement) - - -
- - - While holding this shield, you have resistance to damage from ranged weapon attacks. - - -
- - - Curse - - - . This shield is cursed. Attuning to it curses you until you are targeted by the - - - remove curse - - - spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. - - -
- - - - Slippers of Spider Climbing - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil. - - -
- - - - Sovereign Glue - - -
- - - Wondrous item, legendary - - -
- - - This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with - - - oil of slipperiness - - - . When found, a container contains 1d6+1 ounces. - - -
- - - One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of - - - universal solvent - - - or - - - oil of etherealness - - - , or with a - - - wish - - - spell. - - -
- - - - Spell Scroll - - -
- - - Scroll, varies - - -
- - - A - - - spell scroll - - - bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell’s components. Otherwise, the scroll is unintelligible. - - -
- - - If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10+the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. - - -
- - - The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table. - - -
- - - Table- Spell Scroll - - -
- - - - - - - - - Spell Level - - - - - - - Rarity - - - - - - - Save DC - - - - - - - Attack Bonus - - - - - - - Cantrip - - - - - - - Common - - - - - - - 13 - - - - - - - +5 - - - - - - - 1st - - - - - - - Common - - - - - - - 13 - - - - - - - +5 - - - - - - - 2nd - - - - - - - Uncommon - - - - - - - 13 - - - - - - - +5 - - - - - - - 3rd - - - - - - - Uncommon - - - - - - - 15 - - - - - - - +7 - - - - - - - 4th - - - - - - - Rare - - - - - - - 15 - - - - - - - +7 - - - - - - - 5th - - - - - - - Rare - - - - - - - 17 - - - - - - - +9 - - - - - - - 6th - - - - - - - Very rare - - - - - - - 17 - - - - - - - +9 - - - - - - - 7th - - - - - - - Very rare - - - - - - - 18 - - - - - - - +10 - - - - - - - 8th - - - - - - - Very rare - - - - - - - 18 - - - - - - - +10 - - - - - - - 9th - - - - - - - Legendary - - - - - - - 19 - - - - - - - +11 - - - - - - - - - - - -
- - -
- - - A wizard spell on a - - - spell scroll - - - can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10+the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the - - - spell scroll - - - is destroyed. - - -
- - - - Spellguard Shield - - -
- - - Armor (shield), very rare (requires attunement) - - -
- - - While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. - - -
- - - - Sphere of Annihilation - - -
- - - Wondrous item, legendary - - -
- - - This 2-foot diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. - - -
- - - The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a - - - sphere of annihilation - - - , it passes through the sphere unscathed. Anything else that touches the sphere but isn’t wholly engulfed and obliterated by it takes 4d10 force damage. - - -
- - - The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage. - - -
- - - If you attempt to control a sphere that is under another creature’s control, you make an Intelligence (Arcana) check contested by the other creature’s Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal. - - -
- - - If the sphere comes into contact with a planar portal, such as that created by the - - - gate - - - spell, or an extradimensional space, such as that within a - - - portable hole - - - , the GM determines randomly what happens, using the following table. - - -
- - - Table- Sphere of Annihilation - - -
- - - - - - - d100 - - - - - - - Result - - - - - - - 01-50 - - - - - - - The sphere is destroyed. - - - - - - - 51-85 - - - - - - - The sphere moves through the portal or into the extradimensional space. - - - - - - - 86-00 - - - - - - - A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. - - - - - - - -
- - -
- - - - Staff of Charming - - -
- - - Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) - - -
- - - While holding this staff, you can use an action to expend 1 of its 10 charges to cast - - - charm person - - - , - - - command - - - , - - - or comprehend languages - - - from it using your spell save DC. The staff can also be used as a magic quarterstaff. - - -
- - - If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. - - -
- - - The staff regains 1d8+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. - - -
- - - - Staff of Fire - - -
- - - Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) - - -
- - - You have resistance to fire damage while you hold this staff. - - -
- - - The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: - - - burning hands - - - (1 charge), - - - fireball - - - (3 charges), or - - - wall of fire - - - (4 charges). - - -
- - - The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. - - -
- - - - Staff of Frost - - -
- - - Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) - - -
- - - You have resistance to cold damage while you hold this staff. - - -
- - - The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: - - - cone of cold - - - (5 charges), - - - fog cloud - - - (1 charge), - - - ice storm - - - (4 charges), or - - - wall of ice - - - (4 charges). - - -
- - - The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. - - -
- - - - Staff of Healing - - -
- - - Staff, rare (requires attunement by a bard, cleric, or druid) - - -
- - - This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: - - - cure wounds - - - (1 charge per spell level, up to 4th), - - - lesser restoration - - - (2 charges), or - - - mass cure wounds - - - (5 charges). - - -
- - - The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. - - -
- - - - Staff of Power - - -
- - - Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) - - -
- - - This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. - - -
- - - The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8+2 charges. - - -
- - - Power Strike - - - . When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. - - -
- - - Spells - - - . While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: - - - cone of cold - - - (5 charges), - - - fireball - - - (5th-level version, 5 charges), - - - globe of invulnerability - - - (6 charges), - - - hold monster - - - (5 charges), - - - levitate - - - (2 charges), - - - lightning bolt - - - (5th-level version, 5 charges), - - - magic missile - - - (1 charge), - - - ray of enfeeblement - - - (1 charge), or - - - wall of force - - - (5 charges). - - -
- - - Retributive Strike - - - . You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot radius sphere centered on it. - - -
- - - You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. - - -
- - - Table- Staff of Power - - -
- - - - - - - Distance from Origin - - - - - - - Damage - - - - - - - 10 ft. away or closer - - - - - - - 8 × the number of charges in the staff - - - - - - - 11 to 20 ft. away - - - - - - - 6 × the number of charges in the staff - - - - - - - 21 to 30 ft. away - - - - - - - 4 × the number of charges in the staff - - - - - - - -
- - -
- - - - Staff of Striking - - -
- - - Staff, very rare (requires attunement) - - -
- - - This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. - - -
- - - The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. - - -
- - - - Staff of Swarming Insects - - -
- - - Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) - - -
- - - This staff has 10 charges and regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. - - -
- - - Spells - - - . While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: - - - giant insect - - - (4 charges) or - - - insect plague - - - (5 charges). - - -
- - - Insect Cloud - - - . While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. - - -
- - - - Staff of the Magi - - -
- - - Staff, legendary (requires attunement by a sorcerer, warlock, or wizard) - - -
- - - This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. - - -
- - - The staff has 50 charges for the following properties. It regains 4d6+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12+1 charges. - - -
- - - Spell Absorption - - - . While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). - - -
- - - Spells - - - . While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: - - - conjure elemental - - - (7 charges), - - - dispel magic - - - (3 charges), - - - fireball - - - (7th-level version, 7 charges), - - - flaming sphere - - - (2 charges), - - - ice storm - - - (4 charges), - - - invisibility - - - (2 charges), - - - knock - - - (2 charges), - - - lightning bolt - - - (7th-level version, 7 charges), - - - passwall - - - (5 charges), - - - plane shift - - - (7 charges), - - - telekinesis - - - (5 charges), - - - wall of fire - - - (4 charges), or - - - web - - - (2 charges). - - -
- - - You can also use an action to cast one of the following spells from the staff without using any charges: - - - arcane lock - - - , - - - detect magic - - - , - - - enlarge/reduce - - - , - - - light - - - , - - - mage hand - - - , or - - - protection from evil and good. - - -
- - - Retributive Strike - - - . You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot radius sphere centered on it. - - -
- - - You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. - - -
- - - Table- Staff of the Magi - - -
- - - - - - - Distance from Origin - - - - - - - Damage - - - - - - - 10 ft. away or closer - - - - - - - 8 × the number of charges in the staff - - - - - - - 11 to 20 ft. away - - - - - - - 6 × the number of charges in the staff - - - - - - - 21 to 30 ft. away - - - - - - - 4 × the number of charges in the staff - - - - - - - -
- - -
- - - - Staff of the Python - - -
- - - Staff, uncommon (requires attunement by a cleric, druid, or warlock) - - -
- - - You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. - - -
- - - On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. - - -
- - - If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. - - -
- - - - Staff of the Woodlands - - -
- - - Staff, rare (requires attunement by a druid) - - -
- - - This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. - - -
- - - The staff has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. - - -
- - - Spells - - - . You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: - - - animal friendship - - - (1 charge), - - - awaken - - - (5 charges), - - - barkskin - - - (2 charges), - - - locate animals or plants - - - (2 charges), - - - speak with animals - - - (1 charge), - - - speak with plants - - - (3 charges), or - - - wall of thorns - - - (6 charges). - - -
- - - You can also use an action to cast the - - - pass without trace - - - spell from the staff without using any charges. - - -
- - - Tree Form - - - . You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot diameter trunk, and its branches at the top spread out in a 20-foot radius. - - -
- - - The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by - - - detect magic - - - . While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. - - -
- - - - Staff of Thunder and Lightning - - -
- - - Staff, very rare (requires attunement) - - -
- - - This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can’t be used again until the next dawn. - - -
- - - Lightning - - - . When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. - - -
- - - Thunder - - - . When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. - - -
- - - Lightning Strike - - - . You can use an action to cause a bolt of lightning to leap from the staff’s tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. - - -
- - - Thunderclap - - - . You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn’t deafened. - - -
- - - Thunder and Lightning - - - . You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one. - - -
- - - - Staff of Withering - - -
- - - Staff, rare (requires attunement by a cleric, druid, or warlock) - - -
- - - This staff has 3 charges and regains 1d3 expended charges daily at dawn. - - -
- - - The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. - - -
- - - - Stone of Controlling Earth Elementals - - -
- - - Wondrous item, rare - - -
- - - If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the - - - conjure elemental - - - spell. The stone can’t be used this way again until the next dawn. The stone weighs 5 pounds. - - -
- - - - Stone of Good Luck (Luckstone) - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. - - -
- - - - Sun Blade - - -
- - - Weapon (longsword), rare (requires attunement) - - -
- - - This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the - - - sun blade - - - . - - -
- - - You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. - - -
- - - The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. - - -
- - - - Sword of Life Stealing - - -
- - - Weapon (any sword), rare (requires attunement) - - -
- - - When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn’t a construct or an undead. You gain temporary hit points equal to the extra damage dealt. - - -
- - - - Sword of Sharpness - - -
- - - Weapon (any sword that deals slashing damage), very rare (requires attunement) - - -
- - - When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. - - -
- - - When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. - - -
- - - In addition, you can speak the sword’s command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. - - -
- - - - Sword of Wounding - - -
- - - Weapon (any sword), rare (requires attunement) - - -
- - - Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. - - -
- - - Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. - - -
- - - - Magic Items (T) - - -
- - - - Talisman of Pure Good - - -
- - - Wondrous item, legendary (requires attunement by a creature of good alignment) - - -
- - - This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. - - -
- - - If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. - - -
- - - The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed. - - -
- - - - Talisman of the Sphere - - -
- - - Wondrous item, legendary (requires attunement) - - -
- - - When you make an Intelligence (Arcana) check to control a - - - sphere of annihilation - - - while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a - - - sphere of annihilation - - - , you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier. - - -
- - - - Talisman of Ultimate Evil - - -
- - - Wondrous item, legendary (requires attunement by a creature of evil alignment) - - -
- - - This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. - - -
- - - If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. - - -
- - - The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed. - - -
- - - - Tome of Clear Thought - - -
- - - Wondrous item, very rare - - -
- - - This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - - -
- - - - Tome of Leadership and Influence - - -
- - - Wondrous item, very rare - - -
- - - This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - - -
- - - - Tome of Understanding - - -
- - - Wondrous item, very rare - - -
- - - This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - - -
- - - - Trident of Fish Command - - -
- - - Weapon (trident), uncommon (requires attunement) - - -
- - - This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast - - - dominate beast - - - (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. - - -
- - - - Magic Items (U) - - -
- - - - Universal Solvent - - -
- - - Wondrous item, legendary - - -
- - - This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including - - - sovereign glue. - - -
- - - - Magic Items (V) - - -
- - - - Vicious Weapon - - -
- - - Weapon (any), rare - - -
- - - When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon’s type. - - -
- - - - Vorpal Sword - - -
- - - Weapon (any sword that deals slashing damage), legendary (requires attunement) - - -
- - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. - - -
- - - When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. - - -
- - - - Magic Items (W) - - -
- - - - Wand of Binding - - -
- - - Wand, rare (requires attunement by a spellcaster) - - -
- - - This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - -
- - - Spells - - - . While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): - - - hold monster - - - (5 charges) or - - - hold person - - - (2 charges). - - -
- - - Assisted Escape - - - . While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. - - -
- - - - Wand of Enemy Detection - - -
- - - Wand, rare (requires attunement) - - -
- - - This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. - - -
- - - The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - -
- - - - Wand of Fear - - -
- - - Wand, rare (requires attunement) - - -
- - - This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - -
- - - Command - - - . While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the - - - command - - - spell (save DC 15). - - -
- - - Cone of Fear - - - . While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. - - -
- - - - Wand of Fireballs - - -
- - - Wand, rare (requires attunement by a spellcaster) - - -
- - - This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the - - - fireball - - - spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. - - -
- - - The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - -
- - - - Wand of Lightning Bolts - - -
- - - Wand, rare (requires attunement by a spellcaster) - - -
- - - This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the - - - lightning bolt - - - spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. - - -
- - - The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - -
- - - - Wand of Magic Detection - - -
- - - Wand, uncommon - - -
- - - This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the - - - detect magic - - - spell from it. The wand regains 1d3 expended charges daily at dawn. - - -
- - - - Wand of Magic Missiles - - -
- - - Wand, uncommon - - -
- - - This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the - - - magic missile - - - spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. - - -
- - - The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - -
- - - - Wand of Paralysis - - -
- - - Wand, rare (requires attunement by a spellcaster) - - -
- - - This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. - - -
- - - The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - -
- - - - Wand of Polymorph - - -
- - - Wand, very rare (requires attunement by a spellcaster) - - -
- - - This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the - - - polymorph - - - spell (save DC 15) from it. - - -
- - - The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - -
- - - - Wand of Secrets - - -
- - - Wand, uncommon - - -
- - - The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. - - -
- - - - Wand of the War Mage, +1, +2, or +3 - - -
- - - Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster) - - -
- - - While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack. - - -
- - - - Wand of Web - - -
- - - Wand, uncommon (requires attunement by a spellcaster) - - -
- - - This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the - - - web - - - spell (save DC 15) from it. - - -
- - - The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - -
- - - - Wand of Wonder - - -
- - - Wand, rare (requires attunement by a spellcaster) - - -
- - - This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. - - -
- - - If the effect causes you to cast a spell from the wand, the spell’s save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn’t already. - - -
- - - If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected. - - -
- - - The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. - - -
- - - Table- Wand of Wonder - - -
- - - - - - - d100 - - - - - - - Effect - - - - - - - 01-05 - - - - - - - You cast slow. 06-10 You cast faerie fire. - - - - - - - 11-15 - - - - - - - You are stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast gust of wind. - - - - - - - 21-25 - - - - - - - You cast detect thoughts on the target you chose. If you didn’t target a creature, you instead take 1d6 psychic damage. - - - - - - - 26-30 - - - - - - - You cast stinking cloud. - - - - - - - 31-33 - - - - - - - Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. - - - - - - - 34-36 - - - - - - - An animal appears in the unoccupied space nearest the target. The animal isn’t under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. - - - - - - - 37-46 - - - - - - - You cast lightning bolt. - - - - - - - 47-49 - - - - - - - A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. - - - - - - - 50-53 - - - - - - - You enlarge the target as if you had cast enlarge/reduce. If the target can’t be affected by that spell, or if you didn’t target a creature, you become the target. - - - - - - - 54-58 - - - - - - - You cast darkness. - - - - - - - 59-62 - - - - - - - Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. - - - - - - - 63-65 - - - - - - - An object of the GM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. - - - - - - - 66-69 - - - - - - - You shrink yourself as if you had cast enlarge/reduce on yourself. - - - - - - - 70-79 - - - - - - - You cast fireball. - - - - - - - 80-84 - - - - - - - You cast invisibility on yourself. - - - - - - - 85-87 - - - - - - - Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. - - - - - - - 88-90 - - - - - - - A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand’s tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. - - - - - - - 91-95 - - - - - - - A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - - - - - - 96-97 - - - - - - - The target’s skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. - - - - - - - 98-100 - - - - - - - If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn’t target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. - - - - - - - -
- - -
- - - - Weapon, +1, +2, or +3 - - -
- - - Weapon (any), uncommon (+1), rare (+2), or very rare (+3) - - -
- - - You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. - - -
- - - - Well of Many Worlds - - -
- - - Wondrous item, legendary - - -
- - - This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. - - -
- - - You can use an action to unfold and place the - - - well of many worlds - - - on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once - - - well of many worlds - - - has opened a portal, it can’t do so again for 1d8 hours. - - -
- - - - Wind Fan - - -
- - - Wondrous item, uncommon - - -
- - - While holding this fan, you can use an action to cast the - - - gust of wind - - - spell (save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. - - -
- - - - Winged Boots - - -
- - - Wondrous item, uncommon (requires attunement) - - -
- - - While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. - - -
- - - The boots regain 2 hours of flying capability for every 12 hours they aren’t in use. - - -
- - - - Wings of Flying - - -
- - - Wondrous item, rare (requires attunement) - - -
- - - While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can’t use them again for 1d12 hours. - - -
- - - - Magic Items (X) - - -
- - - - Magic Items (Y) - - -
- - - - Magic Items (Z) - - -
- - - - Sentient Magic - - -
- - - Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side. - - -
- - - Most sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient. - - -
- - - Sentient magic items function as NPCs under the GM’s control. Any activated property of the item is under the item’s control, not its wielder’s. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder. - - -
- - - - Creating Sentient Magic Items - - -
- - - When you decide to make a magic item sentient, you create the item’s persona in the same way you would create an NPC, with a few exceptions described here. - - -
- - - - Abilities - - -
- - - A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item’s abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest. - - -
- - - - Communication - - -
- - - A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table. - - -
- - - Table- Sentient Magic Items: Communication - - -
- - - - - - - d100 - - - - - - - Communication - - - - - - - 01-60 - - - - - - - The item communicates by transmitting emotion to the creature carrying or wielding it. - - - - - - - 61-90 - - - - - - - The item can speak, read, and understand one or more languages. - - - - - - - 91-100 - - - - - - - The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it. - - - - - - - -
- - -
- - - - Senses - - -
- - - With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table. - - -
- - - Table- Sentient Magic Items: Senses - - -
- - - - - - - d4 - - - - - - - Senses - - - - - - - 1 - - - - - - - Hearing and normal vision out to 30 feet. - - - - - - - 2 - - - - - - - Hearing and normal vision out to 60 feet - - - - - - - 3 - - - - - - - Hearing and normal vision out to 120 feet. - - - - - - - 4 - - - - - - - Hearing and darkvision out to 120 feet. - - - - - - - -
- - -
- - - - Alignment - - -
- - - A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table. - - -
- - - Table- Sentient Magic Items: Alignment - - -
- - - - - - - d100 - - - - - - - Alignment - - - - - - - 01-15 - - - - - - - Lawful good - - - - - - - 16-35 - - - - - - - Neutral good - - - - - - - 36-50 - - - - - - - Chaotic good - - - - - - - 51-63 - - - - - - - Lawful neutral - - - - - - - 64-73 - - - - - - - Neutral - - - - - - - 74-85 - - - - - - - Chaotic neutral - - - - - - - 86-89 - - - - - - - Lawful evil - - - - - - - 90-96 - - - - - - - Neutral evil - - - - - - - 97-100 - - - - - - - Chaotic evil - - - - - - - -
- - -
- - - - Special Purpose - - -
- - - You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder’s use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table. - - -
- - - Table- Sentient Magic Items: Special Purpose - - -
- - - - - - - d10 - - - - - - - Purpose - - - - - - - 1 - - - - - - - Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.) - - - - - - - 2 - - - - - - - Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards. - - - - - - - 3 - - - - - - - Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids. - - - - - - - 4 - - - - - - - Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity. - - - - - - - 5 - - - - - - - Templar: The item seeks to defend the servants and interests of a particular deity. - - - - - - - 6 - - - - - - - Destroyer: The item craves destruction and goads its user to fight arbitrarily. - - - - - - - 7 - - - - - - - Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure. - - - - - - - 8 - - - - - - - Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy. - - - - - - - 9 - - - - - - - Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events. - - - - - - - 10 - - - - - - - Creator Seeker: The item seeks its creator and wants to understand why it was created. - - - - - - - -
- - -
- - - - Conflict - - -
- - - A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item’s alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder’s Charisma check. If the item wins the contest, it makes one or more of the following demands: - - -
- - - The item insists on being carried or worn at all times. - - -
- - - The item demands that its wielder dispose of anything the item finds repugnant. - - -
- - - The item demands that its wielder pursue the item’s goals to the exclusion of all other goals. - - -
- - - The item demands to be given to someone else. If its wielder refuses to comply with the item’s wishes, the item can do any or all of the following: - - -
- - - Make it impossible for its wielder to attune to it. - - -
- - - Suppress one or more of its activated properties. - - -
- - - Attempt to take control of its wielder. - - -
- - - If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12+the item’s Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can’t use this power again until the next dawn. - - -
- - - - Artifacts - - -
- - - - Orb of Dragonkind - - -
- - - Wondrous item, artifact (requires attunement) - - -
- - - Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five - - - Orbs of Dragonkind - - - (or - - - Dragon Orbs - - - ) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic. - - -
- - - As the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons. - - -
- - - Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb. - - -
- - - An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. - - -
- - - While attuned to an orb, you can use an action to peer into the orb’s depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it. - - -
- - - While you are charmed by the orb, you can’t voluntarily end your attunement to it, and the orb casts - - - suggestion - - - on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides. - - -
- - - Random Properties - - - . An - - - Orb of Dragonkind - - - has the following random properties: - - -
- - - 2 minor beneficial properties - - -
- - - 1 minor detrimental property - - -
- - - 1 major detrimental property - - -
- - - Spells - - - . The orb has 7 charges and regains 1d4+3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: - - - cure wounds - - - (5th-level version, 3 charges), - - - daylight - - - (1 charge), - - - death ward - - - (2 charges), or - - - scrying - - - (3 charges). - - -
- - - You can also use an action to cast the - - - detect magic - - - spell from the orb without using any charges. - - -
- - - Call Dragons - - - . While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can’t be used again for 1 hour. - - -
- - - Destroying an Orb - - - . An - - - Orb of Dragonkind - - - appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A - - - disintegrate - - - spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however. - - -
- - - - MONSTERS - - -
- - - - Monster Statistics - - -
- - - - Type - - -
- - - A monster’s type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an - - - arrow of dragon slaying - - - deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns. - - -
- - - The game includes the following monster types, which have no rules of their own. - - -
- - - Aberrations - - - are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi. - - -
- - - Beasts - - - are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals. - - -
- - - Celestials - - - are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi. - - -
- - - Constructs - - - are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures. - - -
- - - Dragons - - - are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons. - - -
- - - Elementals - - - are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds. - - -
- - - Fey - - - are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs. - - -
- - - Fiends - - - are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths. - - -
- - - Giants - - - tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants. - - -
- - - Humanoids - - - are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds. - - -
- - - Monstrosities - - - are monsters in the strictest sense-frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don’t fit into any other type. - - -
- - - Oozes - - - are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes. - - -
- - - Plants - - - in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category. - - -
- - - Undead - - - are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. - - -
- - - - Tags - - -
- - - A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the - - - humanoid (orc) - - - type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag. - - -
- - - - Alignment - - -
- - - A monster’s alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might be willing to negotiate. See the - - - Player’s Handbook - - - for descriptions of the different alignments. - - -
- - - The alignment specified in a monster’s stat block is the default. Feel free to depart from it and change a monster’s alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, there’s nothing stopping you. - - -
- - - Some creatures can have - - - any alignment - - - . In other words, you choose the monster’s alignment. Some monster’s alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature. - - -
- - - Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don’t make moral or ethical choices, but rather act on instinct. These creatures are - - - unaligned - - - , which means they don’t have an alignment. - - -
- - - - Armor Class - - -
- - - A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster’s AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value. - - -
- - - - Hit Points - - -
- - - A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the - - - Player’s Handbook - - - . - - -
- - - A monster’s hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 × 4½). - - -
- - - A monster’s size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table. - - -
- - - Table- Hit Dice by Size - - -
- - - - - - - - Monster Size - - - - - - - Hit Die - - - - - - - Average HP per Die - - - - - - - Tiny - - - - - - - d4 - - - - - - - 2 1/2 - - - - - - - Small - - - - - - - d6 - - - - - - - 3 1/2 - - - - - - - Medium - - - - - - - d8 - - - - - - - 4 1/2 - - - - - - - Large - - - - - - - d10 - - - - - - - 5 1/2 - - - - - - - Huge - - - - - - - d12 - - - - - - - 6 1/2 - - - - - - - Gargantuan - - - - - - - d20 - - - - - - - 10 1/2 - - - - - - - - - -
- - -
- - - A monster’s Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8+2 hit points (average 11). - - -
- - - - Speed - - -
- - - A monster’s speed tells you how far it can move on its turn. For more information on speed, see the - - - Player’s Handbook - - - . - - -
- - - All creatures have a walking speed, simply called the monster’s speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet. - - -
- - - Some creatures have one or more of the following additional movement modes. - - -
- - - - Burrow - - -
- - - A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can’t burrow through solid rock unless it has a special trait that allows it to do so. - - -
- - - - Climb - - -
- - - A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn’t need to spend extra movement to climb. - - -
- - - - Fly - - -
- - - A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to - - - hover - - - , which makes them hard to knock out of the air (as explained in the rules on flying in the - - - Player’s Handbook - - - ). Such a monster stops hovering when it dies. - - -
- - - - Swim - - -
- - - A monster that has a swimming speed doesn’t need to spend extra movement to swim. - - -
- - - - Ability Scores - - -
- - - Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. For more information on ability scores and how they’re used in play, see the - - - Player’s Handbook - - - . - - -
- - - - Saving Throws - - -
- - - The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn’t easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don’t have special saving throw bonuses, in which case this section is absent. - - -
- - - A saving throw bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). - - -
- - - Table- Proficiency Bonus by Challenge Rating - - -
- - - - - - - Challenge - - - - - - - Proficiency Bonus - - - - - - - 0 - - - - - - - +2 - - - - - - - 1/8 - - - - - - - +2 - - - - - - - 1/4 - - - - - - - +2 - - - - - - - 1/2 - - - - - - - +2 - - - - - - - 1 - - - - - - - +2 - - - - - - - 2 - - - - - - - +2 - - - - - - - 3 - - - - - - - +2 - - - - - - - 4 - - - - - - - +2 - - - - - - - 5 - - - - - - - +3 - - - - - - - 6 - - - - - - - +3 - - - - - - - 7 - - - - - - - +3 - - - - - - - 8 - - - - - - - +3 - - - - - - - 9 - - - - - - - +4 - - - - - - - 10 - - - - - - - +4 - - - - - - - 11 - - - - - - - +4 - - - - - - - 12 - - - - - - - +4 - - - - - - - 13 - - - - - - - +5 - - - - - - - 14 - - - - - - - +5 - - - - - - - 15 - - - - - - - +5 - - - - - - - 16 - - - - - - - +5 - - - - - - - 17 - - - - - - - +6 - - - - - - - 18 - - - - - - - +6 - - - - - - - 19 - - - - - - - +6 - - - - - - - 20 - - - - - - - +6 - - - - - - - 21 - - - - - - - +7 - - - - - - - 22 - - - - - - - +7 - - - - - - - 23 - - - - - - - +7 - - - - - - - 24 - - - - - - - +7 - - - - - - - 25 - - - - - - - +8 - - - - - - - 26 - - - - - - - +8 - - - - - - - 27 - - - - - - - +8 - - - - - - - 28 - - - - - - - +8 - - - - - - - 29 - - - - - - - +9 - - - - - - - 30 - - - - - - - +9 - - - - - - - -
- - -
- - - - Skills - - -
- - - The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. - - -
- - - A skill bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise. - - -
- - - Armor, Weapon, and Tool Proficiencies - - -
- - - Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment. - - -
- - - For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither. - - -
- - - See the Player’s Handbook for rules on using armor or weapons without proficiency. - - -
- - - - Vulnerabilities, Resistances, and Immunities - - -
- - - Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions. - - -
- - - - Senses - - -
- - - The Senses entry notes a monster’s passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below. - - -
- - - - Blindsight - - -
- - - A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius. - - -
- - - Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons. - - -
- - - If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception. - - -
- - - - Darkvision - - -
- - - A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can’t discern color in darkness, only shades of gray. Many creatures that live underground have this special sense. - - -
- - - - Tremorsense - - -
- - - A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense. - - -
- - - - Truesight - - -
- - - A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range. - - -
- - - - Languages - - -
- - - The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can’t speak it, and this is noted in its entry. A - - - “-” - - - indicates that a creature neither speaks nor understands any language. - - -
- - - - Telepathy - - -
- - - Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation. - - -
- - - A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated. - - -
- - - A creature within the area of an - - - antimagic field - - - or in any other location where magic doesn’t function can’t send or receive telepathic messages. - - -
- - - - Challenge - - -
- - - A monster’s - - - Challenge rating - - - tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one. - - -
- - - Monsters that are significantly weaker than 1st- level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no experience points, while those that have attacks are worth 10 XP each. - - -
- - - Some monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill. - - -
- - - - Experience Points - - -
- - - The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the GM may also award XP for neutralizing the threat posed by the monster in some other manner. - - -
- - - Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block. - - -
- - - Table- Experience Points by Challenge Rating - - -
- - - - - - - Challenge - - - - - - - XP - - - - - - - 0 - - - - - - - 0 or 10 - - - - - - - 1/8 - - - - - - - 25 - - - - - - - 1/4 - - - - - - - 50 - - - - - - - 1/2 - - - - - - - 100 - - - - - - - 1 - - - - - - - 200 - - - - - - - 2 - - - - - - - 450 - - - - - - - 3 - - - - - - - 700 - - - - - - - 4 - - - - - - - 1,100 - - - - - - - 5 - - - - - - - 1,800 - - - - - - - 6 - - - - - - - 2,300 - - - - - - - 7 - - - - - - - 2,900 - - - - - - - 8 - - - - - - - 3,900 - - - - - - - 14 - - - - - - - 11,500 - - - - - - - 15 - - - - - - - 13,000 - - - - - - - 16 - - - - - - - 15,000 - - - - - - - 17 - - - - - - - 18,000 - - - - - - - 18 - - - - - - - 20,000 - - - - - - - 19 - - - - - - - 22,000 - - - - - - - 20 - - - - - - - 25,000 - - - - - - - 21 - - - - - - - 33,000 - - - - - - - 22 - - - - - - - 41,000 - - - - - - - 23 - - - - - - - 50,000 - - - - - - - 24 - - - - - - - 62,000 - - - - - - - 25 - - - - - - - 75,000 - - - - - - - -
- - -
- - - - Special Traits - - -
- - - Special traits (which appear after a monster’s challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation. - - -
- - - - Innate Spellcasting - - -
- - - A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can’t be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster’s challenge rating. - - -
- - - An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the - - - levitate - - - spell, but the spell has a - - - “self only” - - - restriction, which means that the spell affects only the drow mage. - - -
- - - A monster’s innate spells can’t be swapped out with other spells. If a monster’s innate spells don’t require attack rolls, no attack bonus is given for them. - - -
- - - - Spellcasting - - -
- - - A monster with the Spellcasting special trait has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the - - - Player’s Handbook - - - ). The spellcaster level is also used for any cantrips included in the feature. - - -
- - - The monster has a list of spells known or prepared from a specific class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list. - - -
- - - A monster can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level - - - lightning bolt - - - spell can cast it as a 5th-level spell by using one of its 5th-level greater or lesser threat than suggested by its challenge rating. - - -
- - - - Psionics - - -
- - - A monster that casts spells using only the power of its mind has the psionics tag added to its Spellcasting or Innate Spellcasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn’t require any components to cast its spells. - - -
- - - - Actions - - -
- - - When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the - - - Player’s Handbook - - - . - - -
- - - - Melee and Ranged Attacks - - -
- - - The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the - - - “weapon” - - - might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the - - - Player’s Handbook - - - . - - -
- - - Creature vs Target - - - . The target of a melee or ranged attack is usually either one creature or one target, the difference being that a - - - “target” - - - can be a creature or an object. - - -
- - - Hit - - - . Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the - - - “Hit” - - - notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented. - - -
- - - Miss - - - . If an attack has an effect that occurs on a miss, that information is presented after the - - - “Miss:” - - - notation. - - -
- - - Grapple Rules for Monsters - - -
- - - Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn’t need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise. - - -
- - - A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster’s stat block. If no escape DC is given, assume the DC is 10+the monster’s Strength (Athletics) modifier. - - -
- - - - Multiattack - - -
- - - A creature that can make multiple attacks on its turn has the Multiattack action. A creature can’t use Multiattack when making an opportunity attack, which must be a single melee attack. - - -
- - - - Ammunition - - -
- - - A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow. - - -
- - - - Reactions - - -
- - - If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent. - - -
- - - - Limited Usage - - -
- - - Some special abilities have restrictions on the number of times they can be used. - - -
- - - X/Day - - - . The notation - - - “X/Day” - - - means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, - - - “1/Day” - - - means a special ability can be used once and that the monster must finish a long rest to use it again. - - -
- - - Recharge X-Y - - - . The notation - - - “Recharge X-Y” - - - means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster’s turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest. - - -
- - - For example, - - - “Recharge 5-6” - - - means a monster can use the special ability once. Then, at the start of the monster’s turn, it regains the use of that ability if it rolls a 5 or 6 on a d6. - - -
- - - Recharge after a Short or Long Rest - - - . This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again. - - -
- - - - Equipment - - -
- - - A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately. - - -
- - - You can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster’s equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance. - - -
- - - If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block. - - -
- - - - Legendary Creatures - - -
- - - A legendary creature can do things that ordinary creatures can’t. It can take special actions outside its turn, and it might exert magical influence for miles around. - - -
- - - If a creature assumes the form of a legendary creature, such as through a spell, it doesn’t gain that form’s legendary actions, lair actions, or regional effects. - - -
- - - - Legendary Actions - - -
- - - A legendary creature can take a certain number of special actions-called legendary actions-outside its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can’t use them while incapacitated or otherwise unable to take actions. If surprised, it can’t use them until after its first turn in the combat. - - -
- - - - A Legendary Creature’s Lair - - -
- - - A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair. - - -
- - - - Lair Actions - - -
- - - If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat. - - -
- - - - Regional Effects - - -
- - - The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies. - - -
- - - - Monsters (A) - - -
- - - - Aboleth - - -
- - - Large aberration, lawful evil - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 135 (18d10+36) - - -
- - - Speed - - - 10 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 21 (+5) - - - - - - - 9 (-1) - - - - - - - 15 (+2) - - - - - - - 18 (+4) - - - - - - - 15 (+2) - - - - - - - 18 (+4) - - - -
- - -
- - - Saving Throws - - - Con +6, Int +8, Wis +6 - - -
- - - Skills - - - History +12, Perception +10 - - -
- - - Senses - - - darkvision 120 ft., passive Perception 20 - - -
- - - Languages - - - Deep Speech, telepathy 120 ft. - - -
- - - Challenge - - - 10 (5,900 XP) - - -
- - - Amphibious - - - . The aboleth can breathe air and water. - - -
- - - Mucous Cloud - - - . While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. - - -
- - - Probing Telepathy - - - . If a creature communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires if the aboleth can see the creature. - - -
- - - - Actions - - -
- - - Multiattack - - - . The aboleth makes three tentacle attacks. - - -
- - - Tentacle - - - . - - - Melee Weapon Attack: - - - +9 to hit, reach 10 ft., one target. - - - Hit: - - - 12 (2d6+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by - - - heal - - - or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +9 to hit, reach 10 ft. one target. - - - Hit: - - - 15 (3d6+5) bludgeoning damage. - - -
- - - Enslave (3/Day) - - - . The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth’s control and can’t take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. - - -
- - - Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. - - -
- - - - Legendary Actions - - -
- - - The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The aboleth regains spent legendary actions at the start of its turn. - - -
- - - Detect - - - . The aboleth makes a Wisdom (Perception) check. - - -
- - - Tail Swipe - - - . The aboleth makes one tail attack. - - -
- - - Psychic Drain (Costs 2 Actions) - - - . One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes. - - -
- - - - Angels - - -
- - - - Deva - - -
- - - Medium celestial, lawful good - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 136 (16d8+64) - - -
- - - Speed - - - 30 ft., fly 90 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 18 (+4) - - - - - - - 18 (+4) - - - - - - - 17 (+3) - - - - - - - 20 (+5) - - - - - - - 20 (+5) - - - -
- - -
- - - Saving Throws - - - Wis +9, Cha +9 - - -
- - - Skills - - - Insight +9, Perception +9 - - -
- - - Damage Resistances - - - radiant; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Condition Immunities - - - charmed, exhaustion, frightened - - -
- - - Senses - - - darkvision 120 ft., passive Perception 19 - - -
- - - Languages - - - all, telepathy 120 ft. - - -
- - - Challenge - - - 10 (5,900 XP) - - -
- - - Angelic Weapons - - - . The deva’s weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). - - -
- - - Innate Spellcasting - - - . The deva’s spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal Components - - -
- - - At will: - - - detect evil and good - - -
- - - 1/day each: - - - commune - - - , - - - raise dead - - -
- - - Magic Resistance - - - . The deva has advantage on saving throws against spells and other magical effects. - - -
- - - - Actions - - -
- - - Multiattack - - - . The deva makes two melee attacks. - - -
- - - Mace - - - . - - - Melee Weapon Attack: - - - +8 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (1d6+4) bludgeoning damage plus 18 (4d8) radiant damage. - - -
- - - Healing Touch (3/Day) - - - . The deva touches another creature. The target magically regains 20 (4d8+2) hit points and is freed from any curse, disease, poison, blindness, or deafness. - - -
- - - Change Shape - - - . The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva’s choice). - - -
- - - In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. - - -
- - - - Planetar - - -
- - - Large celestial, lawful good - - -
- - - Armor Class - - - 19 (natural armor) - - -
- - - Hit Points - - - 200 (16d10+112) - - -
- - - Speed - - - 40 ft., fly 120 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 24 (+7) - - - - - - - 20 (+5) - - - - - - - 24 (+7) - - - - - - - 19 (+4) - - - - - - - 22 (+6) - - - - - - - 25 (+7) - - - -
- - -
- - - Saving Throws - - - Con +12, Wis +11, Cha +12 - - -
- - - Skills - - - Perception +11 - - -
- - - Damage Resistances - - - radiant; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Condition Immunities - - - charmed, exhaustion, frightened - - -
- - - Senses - - - truesight 120 ft., passive Perception 21 - - -
- - - Languages - - - all, telepathy 120 ft. - - -
- - - Challenge - - - 16 (15,000 XP) - - -
- - - Angelic Weapons - - - . The planetar’s weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). - - -
- - - Divine Awareness - - - . The planetar knows if it hears a lie. - - -
- - - Innate Spellcasting - - - . The planetar’s spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material Components - - -
- - - At will: - - - detect evil and good - - - , - - - invisibility - - - (self only) - - -
- - - 3/day each: - - - blade barrier - - - , - - - dispel evil and good - - - , - - - flame strike - - - , - - - raise dead - - -
- - - 1/day each: - - - commune - - - , - - - control weather - - - , - - - insect plague - - -
- - - Magic Resistance - - - . The planetar has advantage on saving throws against spells and other magical effects. - - -
- - - - Actions - - -
- - - Multiattack - - - . The planetar makes two melee attacks. - - -
- - - Greatsword - - - . - - - Melee Weapon Attack: - - - +12 to hit, reach 5 ft., one target. - - - Hit: - - - 21 (4d6+7) slashing damage plus 22 (5d8) radiant damage. - - -
- - - Healing Touch (4/Day) - - - . The planetar touches another creature. The target magically regains 30 (6d8+3) hit points and is freed from any curse, disease, poison, blindness, or deafness. - - -
- - - - Solar - - -
- - - Large celestial, lawful good - - -
- - - Armor Class - - - 21 (natural armor) - - -
- - - Hit Points - - - 243 (18d10+144) - - -
- - - Speed - - - 50 ft., fly 150 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 26 (+8) - - - - - - - 22 (+6) - - - - - - - 26 (+8) - - - - - - - 25 (+7) - - - - - - - 25 (+7) - - - - - - - 30 (+10) - - - -
- - -
- - - Saving Throws - - - Int +14, Wis +14, Cha +17 - - -
- - - Skills - - - Perception +14 - - -
- - - Damage Resistances - - - radiant; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Damage Immunities - - - necrotic, poison - - -
- - - Condition Immunities - - - charmed, exhaustion, frightened, poisoned - - -
- - - Senses - - - truesight 120 ft., passive Perception 24 - - -
- - - Languages - - - all, telepathy 120 ft. - - -
- - - Challenge - - - 21 (33,000 XP) - - -
- - - Angelic Weapons - - - . The solar’s weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). - - -
- - - Divine Awareness - - - . The solar knows if it hears a lie. - - -
- - - Innate Spellcasting - - - . The solar’s spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material Components - - -
- - - At will: - - - detect evil and good - - - , - - - invisibility - - - (self only) - - -
- - - 3/day each: - - - blade barrier - - - , - - - dispel evil and good - - - , - - - resurrection - - -
- - - 1/day each: - - - commune - - - , - - - control weather - - -
- - - Magic Resistance - - - . The solar has advantage on saving throws against spells and other magical effects. - - -
- - - - Actions - - -
- - - Multiattack - - - . The solar makes two greatsword attacks. - - -
- - - Greatsword - - - . - - - Melee Weapon Attack: - - - +15 to hit, reach 5 ft., one target. - - - Hit: - - - 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage. - - -
- - - Slaying Longbow - - - . - - - Ranged Weapon Attack: - - - +13 to hit, range 150/600 ft., one target. - - - Hit: - - - 15 (2d8+6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die. - - -
- - - Flying Sword - - - . The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar’s hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies. - - -
- - - Healing Touch (4/Day) - - - . The solar touches another creature. The target magically regains 40 (8d8+4) hit points and is freed from any curse, disease, poison, blindness, or deafness. - - -
- - - - Legendary Actions - - -
- - - The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The solar regains spent legendary actions at the start of its turn. - - -
- - - Teleport - - - . The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - - -
- - - Searing Burst (Costs 2 Actions) - - - . The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. - - -
- - - Blinding Gaze (Costs 3 Actions) - - - . The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the - - - lesser restoration - - - spell removes the blindness. - - -
- - - - Animated Objects - - -
- - - - Animated Armor - - -
- - - Medium construct, unaligned - - -
- - - Armor Class - - - 18 (natural armor) - - -
- - - Hit Points - - - 33 (6d8+6) - - -
- - - Speed - - - 25 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 14 (+2) - - - - - - - 11 (+0) - - - - - - - 13 (+1) - - - - - - - 1 (-5) - - - - - - - 3 (-4) - - - - - - - 1 (-5) - - - -
- - -
- - - Damage Immunities - - - poison, psychic - - -
- - - Condition Immunities - - - blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned - - -
- - - Senses - - - blindsight 60 ft. (blind beyond this radius), passive Perception 6 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - Antimagic Susceptibility - - - . The armor is incapacitated while in the area of an - - - antimagic field - - - . If targeted by - - - dispel magic - - - , the armor must succeed on a - - -
- - - Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. - - -
- - - False Appearance - - - . While the armor remains motionless, it is indistinguishable from a normal suit of armor. - - -
- - - - Actions - - -
- - - Multiattack - - - . The armor makes two melee attacks. - - -
- - - Slam - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d6+2) bludgeoning damage. - - -
- - - - Flying Sword - - -
- - - Small construct, unaligned - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 17 (5d6) - - -
- - - Speed - - - 0 ft., fly 50 ft. (hover) - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 12 (+1) - - - - - - - 15 (+2) - - - - - - - 11 (+0) - - - - - - - 1 (-5) - - - - - - - 5 (-3) - - - - - - - 1 (-5) - - - -
- - -
- - - Saving Throws - - - Dex +4 - - -
- - - Damage Immunities - - - poison, psychic - - -
- - - Condition Immunities - - - blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned - - -
- - - Senses - - - blindsight 60 ft. (blind beyond this radius), passive Perception 7 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - Antimagic Susceptibility - - - . The sword is incapacitated while in the area of an - - - antimagic field - - - . If targeted by - - - dispel magic - - - , the sword must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. - - -
- - - False Appearance - - - . While the sword remains motionless and isn’t flying, it is indistinguishable from a normal sword. - - -
- - - - Actions - - -
- - - Longsword - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d8+1) slashing damage. - - -
- - - - Rug of Smothering - - -
- - - Large construct, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 33 (6d10) - - -
- - - Speed - - - 10 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 17 (+3) - - - - - - - 14 (+2) - - - - - - - 10 (+0) - - - - - - - 1 (-5) - - - - - - - 3 (-4) - - - - - - - 1 (-5) - - - -
- - -
- - - Damage Immunities - - - poison, psychic - - -
- - - Condition Immunities - - - blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned - - -
- - - Senses - - - blindsight 60 ft. (blind beyond this radius), passive Perception 6 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Antimagic Susceptibility - - - . The rug is incapacitated while in the area of an - - - antimagic field - - - . If targeted by - - - dispel magic - - - , the rug must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. - - -
- - - Damage Transfer - - - . While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. - - -
- - - False Appearance - - - . While the rug remains motionless, it is indistinguishable from a normal rug. - - -
- - - - Actions - - -
- - - Smother - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one Medium or smaller creature. - - - Hit: - - - The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can’t smother another target. In addition, at the start of each of the target’s turns, the target takes 10 (2d6+3) bludgeoning damage. - - -
- - - - Ankheg - - -
- - - Large monstrosity, unaligned - - -
- - - Armor Class - - - 14 (natural armor), 11 while prone - - -
- - - Hit Points - - - 39 (6d10+6) - - -
- - - Speed - - - 30 ft., burrow 10 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 17 (+3) - - - - - - - 11 (+0) - - - - - - - 13 (+1) - - - - - - - 1 (-5) - - - - - - - 13 (+1) - - - - - - - 6 (-2) - - - -
- - -
- - - Senses - - - darkvision 60 ft., tremorsense 60 ft., passive Perception 11 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (2d6+3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. - - -
- - - Acid Spray (Recharge 6) - - - . The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. - - -
- - - - Azer - - -
- - - Medium elemental, lawful neutral - - -
- - - Armor Class - - - 17 (natural armor, shield) - - -
- - - Hit Points - - - 39 (6d8+12) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 17 (+3) - - - - - - - 12 (+1) - - - - - - - 15 (+2) - - - - - - - 12 (+1) - - - - - - - 13 (+1) - - - - - - - 10 (+0) - - - -
- - -
- - - Saving Throws - - - Con +4 - - -
- - - Damage Immunities - - - fire, poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - passive Perception 11 - - -
- - - Languages - - - Ignan - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Heated Body - - - . A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. - - -
- - - Heated Weapons - - - . When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). - - -
- - - Illumination - - - . The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - - -
- - - - Actions - - -
- - - Warhammer - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. - - -
- - - - Monsters (B) - - -
- - - - Basilisk - - -
- - - Medium monstrosity, unaligned - - -
- - - Armor Class - - - 15 (natural armor) - - -
- - - Hit Points - - - 52 (8d8+16) - - -
- - - Speed - - - 20 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 8 (-1) - - - - - - - 15 (+2) - - - - - - - 2 (-4) - - - - - - - 8 (-1) - - - - - - - 7 (-2) - - - -
- - -
- - - Senses - - - darkvision 60 ft., passive Perception 9 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 3 (700 XP) - - -
- - - Petrifying Gaze - - - . If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn’t incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the - - - greater restoration - - - spell or other magic. - - -
- - - A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. - - -
- - - If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (2d6+3) piercing damage plus 7 (2d6) poison damage. - - -
- - - - Behir - - -
- - - Huge monstrosity, neutral evil - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 168 (16d12+64) - - -
- - - Speed - - - 50 ft., climb 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 23 (+6) - - - - - - - 16 (+3) - - - - - - - 18 (+4) - - - - - - - 7 (-2) - - - - - - - 14 (+2) - - - - - - - 12 (+1) - - - -
- - -
- - - Skills - - - Perception +6, Stealth +7 - - -
- - - Damage Immunities - - - lightning - - -
- - - Senses - - - darkvision 90 ft., passive Perception 16 - - -
- - - Languages - - - Draconic - - -
- - - Challenge - - - 11 (7,200 XP) - - -
- - - - Actions - - -
- - - Multiattack - - - . The behir makes two attacks: one with its bite and one to constrict. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +10 to hit, reach 10 ft., one target. - - - Hit: - - - 22 (3d10+6) piercing damage. - - -
- - - Constrict - - - . - - - Melee Weapon Attack: - - - +10 to hit, reach 5 ft., one Large or smaller creature. - - - Hit: - - - 17 (2d10+6) bludgeoning damage plus 17 (2d10+6) slashing damage. The target is grappled (escape DC 16) if the behir isn’t already constricting a creature, and the target is restrained until this grapple ends. - - -
- - - Lightning Breath (Recharge 5-6) - - - . The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. - - -
- - - Swallow - - - . The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir’s turns. A behir can have only one creature swallowed at a time. - - -
- - - If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. - - -
- - - - Bugbear - - -
- - - Medium humanoid (goblinoid), chaotic evil - - -
- - - Armor Class - - - 16 (hide armor, shield) - - -
- - - Hit Points - - - 27 (5d8+5) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 14 (+2) - - - - - - - 13 (+1) - - - - - - - 8 (-1) - - - - - - - 11 (+0) - - - - - - - 9 (-1) - - - -
- - -
- - - Skills - - - Stealth +6, Survival +2 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - Common, Goblin - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - Brute - - - . A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). - - -
- - - Surprise Attack - - - . If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. - - -
- - - - Actions - - -
- - - Morningstar - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 11 (2d8+2) piercing damage. - - -
- - - Javelin - - - . - - - Melee or Ranged Weapon Attack: - - - +4 to hit, reach 5 ft. or range 30/120 ft., one target. - - - Hit: - - - 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range. - - -
- - - - Bulette - - -
- - - Large monstrosity, unaligned - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 94 (9d10+45) - - -
- - - Speed - - - 40 ft., burrow 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 11 (+0) - - - - - - - 21 (+5) - - - - - - - 2 (-4) - - - - - - - 10 (+0) - - - - - - - 5 (-3) - - - -
- - -
- - - Skills - - - Perception +6 - - -
- - - Senses - - - darkvision 60 ft., tremorsense 60 ft., passive Perception 16 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Standing Leap - - - . The bulette’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 30 (4d12+4) piercing damage. - - -
- - - Deadly Leap - - - . If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 14 (3d6+4) bludgeoning damage plus 14 (3d6+4) slashing damage. On a successful save, the creature takes only half the damage, isn’t knocked prone, and is pushed 5 feet out of the bulette’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the bulette’s space. - - -
- - - - Monsters (C) - - -
- - - - Centaur - - -
- - - Large monstrosity, neutral good - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 45 (6d10+12) - - -
- - - Speed - - - 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 14 (+2) - - - - - - - 14 (+2) - - - - - - - 9 (-1) - - - - - - - 13 (+1) - - - - - - - 11 (+0) - - - -
- - -
- - - Skills - - - Athletics +6, Perception +3, Survival +3 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - Elvish, Sylvan - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Charge - - - . If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. - - -
- - - - Actions - - -
- - - Multiattack - - - . The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. - - -
- - - Pike - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 10 ft., one target. - - - Hit: - - - 9 (1d10+4) piercing damage. - - -
- - - Hooves - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 11 (2d6+4) bludgeoning damage. - - -
- - - Longbow - - - . - - - Ranged Weapon Attack: - - - +4 to hit, range 150/600 ft., one target. - - - Hit: - - - 6 (1d8+2) piercing damage. - - -
- - - - Chimera - - -
- - - Large monstrosity, chaotic evil - - -
- - - Armor Class - - - 14 (natural armor) - - -
- - - Hit Points - - - 114 (12d10+48) - - -
- - - Speed - - - 30 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 11 (+0) - - - - - - - 19 (+4) - - - - - - - 3 (-4) - - - - - - - 14 (+2) - - - - - - - 10 (+0) - - - -
- - -
- - - Skills - - - Perception +8 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 18 - - -
- - - Languages - - - understands Draconic but can’t speak - - -
- - - Challenge - - - 6 (2,300 XP) - - -
- - - - Actions - - -
- - - Multiattack - - - . The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 11 (2d6+4) piercing damage. - - -
- - - Horns - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (1d12+4) bludgeoning damage. - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 11 (2d6+4) slashing damage. - - -
- - - Fire Breath (Recharge 5-6) - - - . The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. - - -
- - - - Chuul - - -
- - - Large aberration, chaotic evil - - -
- - - Armor Class - - - 16 (natural armor) - - -
- - - Hit Points - - - 93 (11d10+33) - - -
- - - Speed - - - 30 ft., swim 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 10 (+0) - - - - - - - 16 (+3) - - - - - - - 5 (-3) - - - - - - - 11 (+0) - - - - - - - 5 (-3) - - - -
- - -
- - - Skills - - - Perception +4 - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - understands Deep Speech but can’t speak - - -
- - - Challenge - - - 4 (1,100 XP) - - -
- - - Amphibious - - - . The chuul can breathe air and water. - - -
- - - Sense Magic - - - . The chuul senses magic within 120 feet of it at will. This trait otherwise works like the - - - detect magic - - - spell but isn’t itself magical. - - -
- - - - Actions - - -
- - - Multiattack - - - . The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. - - -
- - - Pincer - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 10 ft., one target. - - - Hit: - - - 11 (2d6+4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn’t have two other creatures grappled. - - -
- - - Tentacles - - - . One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - - Cloaker - - -
- - - Large aberration, chaotic neutral - - -
- - - Armor Class - - - 14 (natural armor) - - -
- - - Hit Points - - - 78 (12d10+12) - - -
- - - Speed - - - 10 ft., fly 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 17 (+3) - - - - - - - 15 (+2) - - - - - - - 12 (+1) - - - - - - - 13 (+1) - - - - - - - 12 (+1) - - - - - - - 14 (+2) - - - -
- - -
- - - Skills - - - Stealth +5 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 11 - - -
- - - Languages - - - Deep Speech, Undercommon - - -
- - - Challenge - - - 8 (3,900 XP) - - -
- - - Damage Transfer - - - . While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half. - - -
- - - False Appearance - - - . While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak. - - -
- - - Light Sensitivity - - - . While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. - - -
- - - - Actions - - -
- - - Multiattack - - - . The cloaker makes two attacks: one with its bite and one with its tail. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one creature. - - - Hit: - - - 10 (2d6+3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target’s head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 10 ft., one creature. - - - Hit: - - - 7 (1d8+3) slashing damage. - - -
- - - Moan - - - . Each creature within 60 feet of the cloaker that can hear its moan and that isn’t an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker’s next turn. If a creature’s saving throw is successful, the creature is immune to the cloaker’s moan for the next 24 hours - - -
- - - Phantasms (Recharges after a Short or Long Rest) - - - . The cloaker magically creates three illusory duplicates of itself if it isn’t in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. - - -
- - - Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can’t see or if it relies on senses other than sight. - - -
- - - A duplicate has the cloaker’s AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. - - -
- - - - Cockatrice - - -
- - - Small monstrosity, unaligned - - -
- - - Armor Class - - - 11 - - -
- - - Hit Points - - - 27 (6d6+6) - - -
- - - Speed - - - 20 ft., fly 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 6 (-2) - - - - - - - 12 (+1) - - - - - - - 12 (+1) - - - - - - - 2 (-4) - - - - - - - 13 (+1) - - - - - - - 5 (-3) - - - -
- - -
- - - Senses - - - darkvision 60 ft., passive Perception 11 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one creature. - - - Hit: - - - 3 (1d4+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. - - -
- - - - Couatl - - -
- - - Medium celestial, lawful good - - -
- - - Armor Class - - - 19 (natural armor) - - -
- - - Hit Points - - - 97 (13d8+39) - - -
- - - Speed - - - 30 ft., fly 90 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 20 (+5) - - - - - - - 17 (+3) - - - - - - - 18 (+4) - - - - - - - 20 (+5) - - - - - - - 18 (+4) - - - -
- - -
- - - Saving Throws - - - Con +5, Wis +7, Cha +6 - - -
- - - Damage Resistances - - - radiant - - -
- - - Damage Immunities - - - psychic; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Senses - - - truesight 120 ft., passive Perception 15 - - -
- - - Languages - - - all, telepathy 120 ft. - - -
- - - Challenge - - - 4 (1,100 XP) - - -
- - - Innate Spellcasting - - - . The couatl’s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal Components - - -
- - - At will: - - - detect evil and good - - - , - - - detect magic - - - , - - - detect thoughts - - -
- - - 3/day each: - - - bless - - - , - - - create food and water - - - , - - - cure wounds - - - , - - - lesser restoration - - - , - - - protection from poison - - - , - - - sanctuary - - - , - - - shield - - -
- - - 1/day each: - - - dream - - - , - - - greater restoration - - - , - - - scrying - - -
- - - Magic Weapons - - - . The couatl’s weapon attacks are magical. - - -
- - - Shielded Mind - - - . The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +8 to hit, reach 5 ft., one creature. - - - Hit: - - - 8 (1d6+5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. - - -
- - - Constrict - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 10 ft., one Medium or smaller creature. - - - Hit: - - - 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can’t constrict another target. - - -
- - - Change Shape - - - . The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl’s choice). - - -
- - - In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form. - - -
- - - - Monsters (D) - - -
- - - - Darkmantle - - -
- - - Small monstrosity, unaligned - - -
- - - Armor Class - - - 11 - - -
- - - Hit Points - - - 22 (5d6+5) - - -
- - - Speed - - - 10 ft., fly 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 12 (+1) - - - - - - - 13 (+1) - - - - - - - 2 (-4) - - - - - - - 10 (+0) - - - - - - - 5 (-3) - - - -
- - -
- - - Skills - - - Stealth +3 - - -
- - - Senses - - - blindsight 60 ft., passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Echolocation - - - . The darkmantle can’t use its blindsight while deafened. - - -
- - - False Appearance - - - . While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. - - -
- - - - Actions - - -
- - - Crush - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one creature. - - - Hit: - - - 6 (1d6+3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target’s head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. - - -
- - - While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it moves with the target. - - -
- - - A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement. - - -
- - - Darkness Aura (1/Day) - - - . A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. - - -
- - - - Demons - - -
- - - - Balor - - -
- - - Huge fiend (demon), chaotic evil - - -
- - - Armor Class - - - 19 (natural armor) - - -
- - - Hit Points - - - 262 (21d12+126) - - -
- - - Speed - - - 40 ft., fly 80 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 26 (+8) - - - - - - - 15 (+2) - - - - - - - 22 (+6) - - - - - - - 20 (+5) - - - - - - - 16 (+3) - - - - - - - 22 (+6) - - - -
- - -
- - - Saving Throws - - - Str +14, Con +12, Wis +9, Cha +12 - - -
- - - Damage Resistances - - - cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Damage Immunities - - - fire, poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - truesight 120 ft., passive Perception 13 - - -
- - - Languages - - - Abyssal, telepathy 120 ft. - - -
- - - Challenge - - - 19 (22,000 XP) - - -
- - - Death Throes - - - . When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried, and it destroys the balor’s weapons. - - -
- - - Fire Aura - - - . At the start of each of the balor’s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. - - -
- - - Magic Resistance - - - . The balor has advantage on saving throws against spells and other magical effects. - - -
- - - Magic Weapons - - - . The balor’s weapon attacks are magical. - - -
- - - - Actions - - -
- - - Multiattack - - - . The balor makes two attacks: one with its longsword and one with its whip. - - -
- - - Longsword - - - . - - - Melee Weapon Attack: - - - +14 to hit, reach 10 ft., one target. - - - Hit: - - - 21 (3d8+8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. - - -
- - - Whip - - - . - - - Melee Weapon Attack: - - - +14 to hit, reach 30 ft., one target. - - - Hit: - - - 15 (2d6+8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. - - -
- - - Teleport - - - . The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - - -
- - - - Dretch - - -
- - - Small fiend (demon), chaotic evil - - -
- - - Armor Class - - - 11 (natural armor) - - -
- - - Hit Points - - - 18 (4d6+4) - - -
- - - Speed - - - 20 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 11 (+0) - - - - - - - 11 (+0) - - - - - - - 12 (+1) - - - - - - - 5 (-3) - - - - - - - 8 (-1) - - - - - - - 3 (-4) - - - -
- - -
- - - Damage Resistances - - - cold, fire, lightning - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 9 - - -
- - - Languages - - - Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - - Actions - - -
- - - Multiattack - - - . The dretch makes two attacks: one with its bite and one with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +2 to hit, reach 5 ft., one target. - - - Hit: - - - 3 (1d6) piercing damage. - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +2 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (2d4) slashing damage. - - -
- - - Fetid Cloud (1/Day) - - - . A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can’t take reactions. - - -
- - - - Glabrezu - - -
- - - Large fiend (demon), chaotic evil - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 157 (15d10+75) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 20 (+5) - - - - - - - 15 (+2) - - - - - - - 21 (+5) - - - - - - - 19 (+4) - - - - - - - 17 (+3) - - - - - - - 16 (+3) - - - -
- - -
- - - Saving Throws - - - Str +9, Con +9, Wis +7, Cha +7 - - -
- - - Damage Resistances - - - cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - truesight 120 ft., passive Perception 13 - - -
- - - Languages - - - Abyssal, telepathy 120 ft. - - -
- - - Challenge - - - 9 (5,000 XP) - - -
- - - Innate Spellcasting - - - . The glabrezu’s spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material Components - - -
- - - At will: - - - darkness - - - , - - - detect magic - - - , - - - dispel magic - - -
- - - 1/day each: - - - confusion - - - , - - - fly - - - , - - - power word stun - - -
- - - Magic Resistance - - - . The glabrezu has advantage on saving throws against spells and other magical effects. - - -
- - - - Actions - - -
- - - Multiattack - - - . The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell. - - -
- - - Pincer - - - . - - - Melee Weapon Attack: - - - +9 to hit, reach 10 ft., one target. - - - Hit: - - - 16 (2d10+5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target. - - -
- - - Fist - - - . - - - Melee Weapon Attack: - - - +9 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (2d4+2) bludgeoning damage. - - -
- - - - Hezrou - - -
- - - Large fiend (demon), chaotic evil - - -
- - - Armor Class - - - 16 (natural armor) - - -
- - - Hit Points - - - 136 (13d10+65) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 17 (+3) - - - - - - - 20 (+5) - - - - - - - 5 (-3) - - - - - - - 12 (+1) - - - - - - - 13 (+1) - - - -
- - -
- - - Saving Throws - - - Str +7, Con +8, Wis +4 - - -
- - - Damage Resistances - - - cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - darkvision 120 ft., passive Perception 11 - - -
- - - Languages - - - Abyssal, telepathy 120 ft. - - -
- - - Challenge - - - 8 (3,900 XP) - - -
- - - Magic Resistance - - - . The hezrou has advantage on saving throws against spells and other magical effects. - - -
- - - Stench - - - . Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou’s stench for 24 hours. - - -
- - - - Actions - - -
- - - Multiattack - - - . The hezrou makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 15 (2d10+4) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 11 (2d6+4) slashing damage. - - -
- - - - Marilith - - -
- - - Large fiend (demon), chaotic evil - - -
- - - Armor Class - - - 18 (natural armor) - - -
- - - Hit Points - - - 189 (18d10+90) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 20 (+5) - - - - - - - 20 (+5) - - - - - - - 18 (+4) - - - - - - - 16 (+3) - - - - - - - 20 (+5) - - - -
- - -
- - - Saving Throws - - - Str +9, Con +10, Wis +8, Cha +10 - - -
- - - Damage Resistances - - - cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - truesight 120 ft., passive Perception 13 - - -
- - - Languages - - - Abyssal, telepathy 120 ft. - - -
- - - Challenge - - - 16 (15,000 XP) - - -
- - - Magic Resistance - - - . The marilith has advantage on saving throws against spells and other magical effects. - - -
- - - Magic Weapons - - - . The marilith’s weapon attacks are magical. - - -
- - - Reactive - - - . The marilith can take one reaction on every turn in a combat. - - -
- - - - Actions - - -
- - - Multiattack - - - . The marilith makes seven attacks: six with its longswords and one with its tail. - - -
- - - Longsword - - - . - - - Melee Weapon Attack: - - - +9 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d8+4) slashing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +9 to hit, reach 10 ft., one creature. - - - Hit: - - - 15 (2d10+4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can’t make tail attacks against other targets. - - -
- - - Teleport - - - . The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - - -
- - - - Reactions - - -
- - - Parry - - - . The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon. - - -
- - - - Nalfeshnee - - -
- - - Large fiend (demon), chaotic evil - - -
- - - Armor Class - - - 18 (natural armor) - - -
- - - Hit Points - - - 184 (16d10+96) - - -
- - - Speed - - - 20 ft., fly 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 21 (+5) - - - - - - - 10 (+0) - - - - - - - 22 (+6) - - - - - - - 19 (+4) - - - - - - - 12 (+1) - - - - - - - 15 (+2) - - - -
- - -
- - - Saving Throws - - - Con +11, Int +9, Wis +6, Cha +7 - - -
- - - Damage Resistances - - - cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - truesight 120 ft., passive Perception 11 - - -
- - - Languages - - - Abyssal, telepathy 120 ft. - - -
- - - Challenge - - - 13 (10,000 XP) - - -
- - - Magic Resistance - - - . The nalfeshnee has advantage on saving throws against spells and other magical effects. - - -
- - - - Actions - - -
- - - Multiattack - - - . The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +10 to hit, reach 5 ft., one target. - - - Hit: - - - 32 (5d10+5) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +10 to hit, reach 10 ft., one target. - - - Hit: - - - 15 (3d6+5) slashing damage. - - -
- - - Horror Nimbus (Recharge 5-6) - - - . The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee’s Horror Nimbus for the next 24 hours. - - -
- - - Teleport - - - . The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - - -
- - - - Quasit - - -
- - - Tiny fiend (demon, shapechanger), chaotic evil - - -
- - - Armor Class - - - 13 - - -
- - - Hit Points - - - 7 (3d4) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 5 (-3) - - - - - - - 17 (+3) - - - - - - - 10 (+0) - - - - - - - 7 (-2) - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - -
- - -
- - - Skills - - - Stealth +5 - - -
- - - Damage Resistances - - - cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - darkvision 120 ft., passive Perception 10 - - -
- - - Languages - - - Abyssal, Common - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - Shapechanger - - - . The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. - - -
- - - Magic Resistance - - - . The quasit has advantage on saving throws against spells and other magical effects. - - -
- - - - Actions - - -
- - - Claws (Bite in Beast Form) - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d4+3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - Scare (1/Day) - - - . One creature of the quasit’s choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success. - - -
- - - Invisibility - - - . The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it. - - -
- - - - Vrock - - -
- - - Large fiend (demon), chaotic evil - - -
- - - Armor Class - - - 15 (natural armor) - - -
- - - Hit Points - - - 104 (11d10+44) - - -
- - - Speed - - - 40 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 17 (+3) - - - - - - - 15 (+2) - - - - - - - 18 (+4) - - - - - - - 8 (-1) - - - - - - - 13 (+1) - - - - - - - 8 (-1) - - - -
- - -
- - - Saving Throws - - - Dex +5, Wis +4, Cha +2 - - -
- - - Damage Resistances - - - cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - darkvision 120 ft., passive Perception 11 - - -
- - - Languages - - - Abyssal, telepathy 120 ft. - - -
- - - Challenge - - - 6 (2,300 XP) - - -
- - - Magic Resistance - - - . The vrock has advantage on saving throws against spells and other magical effects. - - -
- - - - Actions - - -
- - - Multiattack - - - . The vrock makes two attacks: one with its beak and one with its talons. - - -
- - - Beak - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (2d6+3) piercing damage. - - -
- - - Talons - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 14 (2d10+3) slashing damage. - - -
- - - Spores (Recharge 6) - - - . A 15-foot radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. - - -
- - - Stunning Screech (1/Day) - - - . The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn’t a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock’s next turn. - - -
- - - - Devils - - -
- - - - Barbed Devil - - -
- - - Medium fiend (devil), lawful evil - - -
- - - Armor Class - - - 15 (natural armor) - - -
- - - Hit Points - - - 110 (13d8+52) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 17 (+3) - - - - - - - 18 (+4) - - - - - - - 12 (+1) - - - - - - - 14 (+2) - - - - - - - 14 (+2) - - - -
- - -
- - - Saving Throws - - - Str +6, Con +7, Wis +5, Cha +5 - - -
- - - Skills - - - Deception +5, Insight +5, Perception +8 - - -
- - - Damage Resistances - - - cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered - - -
- - - Damage Immunities - - - fire, poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - darkvision 120 ft., passive Perception 18 - - -
- - - Languages - - - Infernal, telepathy 120 ft. - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Barbed Hide - - - . At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. - - -
- - - Devil’s Sight - - - . Magical darkness doesn’t impede the devil’s darkvision. - - -
- - - Magic Resistance - - - . The devil has advantage on saving throws against spells and other magical effects. - - -
- - - - Actions - - -
- - - Multiattack - - - . The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d6+3) piercing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (2d6+3) piercing damage. - - -
- - - Hurl Flame - - - . - - - Ranged Spell Attack: - - - +5 to hit, range 150 ft., one target. - - - Hit: - - - 10 (3d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire. - - -
- - - - Bearded Devil - - -
- - - Medium fiend (devil), lawful evil - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 52 (8d8+16) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 15 (+2) - - - - - - - 15 (+2) - - - - - - - 9 (-1) - - - - - - - 11 (+0) - - - - - - - 11 (+0) - - - -
- - -
- - - Saving Throws - - - Str +5, Con +4, Wis +2 - - -
- - - Damage Resistances - - - cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered - - -
- - - Damage Immunities - - - fire, poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - darkvision 120 ft., passive Perception 10 - - -
- - - Languages - - - Infernal, telepathy 120 ft. - - -
- - - Challenge - - - 3 (700 XP) - - -
- - - Devil’s Sight - - - . Magical darkness doesn’t impede the devil’s darkvision. - - -
- - - Magic Resistance - - - . The devil has advantage on saving throws against spells and other magical effects. - - -
- - - Steadfast - - - . The devil can’t be frightened while it can see an allied creature within 30 feet of it. - - -
- - - - Actions - - -
- - - Multiattack - - - . The devil makes two attacks: one with its beard and one with its glaive. - - -
- - - Beard - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one creature. - - - Hit: - - - 6 (1d8+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can’t regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - Glaive - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 10 ft., one target. - - - Hit: - - - 8 (1d10+3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. - - -
- - - - Bone Devil - - -
- - - Large fiend (devil), lawful evil - - -
- - - Armor Class - - - 19 (natural armor) - - -
- - - Hit Points - - - 142 (15d10+60) - - -
- - - Speed - - - 40 ft., fly 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 16 (+3) - - - - - - - 18 (+4) - - - - - - - 13 (+1) - - - - - - - 14 (+2) - - - - - - - 16 (+3) - - - -
- - -
- - - Saving Throws - - - Int +5, Wis +6, Cha +7 - - -
- - - Skills - - - Deception +7, Insight +6 - - -
- - - Damage Resistances - - - cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered - - -
- - - Damage Immunities - - - fire, poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - darkvision 120 ft., passive Perception 12 - - -
- - - Languages - - - Infernal, telepathy 120 ft. - - -
- - - Challenge - - - 9 (5,000 XP) - - -
- - - Devil’s Sight - - - . Magical darkness doesn’t impede the devil’s darkvision. - - -
- - - Magic Resistance - - - . The devil has advantage on saving throws against spells and other magical effects. - - -
- - - - Actions - - -
- - - Multiattack - - - . The devil makes three attacks: two with its claws and one with its sting. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +8 to hit, reach 10 ft., one target. - - - Hit: - - - 8 (1d8+4) slashing damage. - - -
- - - Sting - - - . - - - Melee Weapon Attack: - - - +8 to hit, reach 10 ft., one target. - - - Hit: - - - 13 (2d8+4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - - Chain Devil - - -
- - - Medium fiend (devil), lawful evil - - -
- - - Armor Class - - - 16 (natural armor) - - -
- - - Hit Points - - - 85 (10d8+40) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 15 (+2) - - - - - - - 18 (+4) - - - - - - - 11 (+0) - - - - - - - 12 (+1) - - - - - - - 14 (+2) - - - -
- - -
- - - Saving Throws - - - Con +7, Wis +4, Cha +5 - - -
- - - Damage Resistances - - - cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered - - -
- - - Damage Immunities - - - fire, poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - darkvision 120 ft., passive Perception 11 - - -
- - - Languages - - - Infernal, telepathy 120 ft. - - -
- - - Challenge - - - 8 (3,900 XP) - - -
- - - Devil’s Sight - - - . Magical darkness doesn’t impede the devil’s darkvision. - - -
- - - Magic Resistance - - - . The devil has advantage on saving throws against spells and other magical effects. - - -
- - - - Actions - - -
- - - Multiattack - - - . The devil makes two attacks with its chains. - - -
- - - Chain - - - . - - - Melee Weapon Attack: - - - +8 to hit, reach 10 ft., one target. - - - Hit: - - - 11 (2d6+4) slashing damage. The target is grappled (escape DC 14) if the devil isn’t already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. - - -
- - - Animate Chains (Recharges after a Short or Long Rest) - - - . Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil’s control, provided that the chains aren’t being worn or carried. - - -
- - - Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can’t make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. - - -
- - - - Reactions - - -
- - - Unnerving Mask - - - . When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature’s departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn. - - -
- - - - Erinyes - - -
- - - Medium fiend (devil), lawful evil - - -
- - - Armor Class - - - 18 (plate) - - -
- - - Hit Points - - - 153 (18d8+72) - - -
- - - Speed - - - 30 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 16 (+3) - - - - - - - 18 (+4) - - - - - - - 14 (+2) - - - - - - - 14 (+2) - - - - - - - 18 (+4) - - - -
- - -
- - - Saving Throws - - - Dex +7, Con +8, Wis +6, Cha +8 - - -
- - - Damage Resistances - - - cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered - - -
- - - Damage Immunities - - - fire, poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - truesight 120 ft., passive Perception 12 - - -
- - - Languages - - - Infernal, telepathy 120 ft. - - -
- - - Challenge - - - 12 (8,400 XP) - - -
- - - Hellish Weapons - - - . The erinyes’s weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). - - -
- - - Magic Resistance - - - . The erinyes has advantage on saving throws against spells and other magical effects. - - -
- - - - Actions - - -
- - - Multiattack - - - . The erinyes makes three attacks. - - -
- - - Longsword - - - . - - - Melee Weapon Attack: - - - +8 to hit, reach 5 ft., one target. - - - Hit: - - - 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands, plus 13 (3d8) poison damage. - - -
- - - Longbow - - - . - - - Ranged Weapon Attack: - - - +7 to hit, range 150/600 ft., one target. - - - Hit: - - - 7 (1d8+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the - - - lesser restoration - - - spell or similar magic. - - -
- - - - Reactions - - -
- - - Parry - - - . The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon. - - -
- - - - Horned Devil - - -
- - - Large fiend (devil), lawful evil - - -
- - - Armor Class - - - 18 (natural armor) - - -
- - - Hit Points - - - 148 (17d10+55) - - -
- - - Speed - - - 20 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 22 (+6) - - - - - - - 17 (+3) - - - - - - - 21 (+5) - - - - - - - 12 (+1) - - - - - - - 16 (+3) - - - - - - - 17 (+3) - - - -
- - -
- - - Saving Throws - - - Str +10, Dex +7, Wis +7, Cha +7 - - -
- - - Damage Resistances - - - cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - - -
- - - Damage Immunities - - - fire, poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - darkvision 120 ft., passive Perception 13 - - -
- - - Languages - - - Infernal, telepathy 120 ft. - - -
- - - Challenge - - - 11 (7,200 XP) - - -
- - - Devil’s Sight - - - . Magical darkness doesn’t impede the devil’s darkvision. - - -
- - - Magic Resistance - - - . The devil has advantage on saving throws against spells and other magical effects. - - -
- - - - Actions - - -
- - - Multiattack - - - . The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. - - -
- - - Fork - - - . - - - Melee Weapon Attack: - - - +10 to hit, reach 10 ft., one target. - - - Hit: - - - 15 (2d8+6) piercing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +10 to hit, reach 10 ft., one target. - - - Hit: - - - 10 (1d8+6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. - - -
- - - Hurl Flame - - - . - - - Ranged Spell Attack: - - - +7 to hit, range 150 ft., one target. - - - Hit: - - - 14 (4d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire. - - -
- - - - Ice Devil - - -
- - - Large fiend (devil), lawful evil - - -
- - - Armor Class - - - 18 (natural armor) - - -
- - - Hit Points - - - 180 (19d10+76) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 21 (+5) - - - - - - - 14 (+2) - - - - - - - 18 (+4) - - - - - - - 18 (+4) - - - - - - - 15 (+2) - - - - - - - 18 (+4) - - - -
- - -
- - - Saving Throws - - - Dex +7, Con +9, Wis +7, Cha +9 - - -
- - - Damage Resistances - - - bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered - - -
- - - Damage Immunities - - - cold, fire, poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - blindsight 60 ft., darkvision 120 ft., passive Perception 12 - - -
- - - Languages - - - Infernal, telepathy 120 ft. - - -
- - - Challenge - - - 14 (11,500 XP) - - -
- - - Devil’s Sight - - - . Magical darkness doesn’t impede the devil’s darkvision. - - -
- - - Magic Resistance - - - . The devil has advantage on saving throws against spells and other magical effects. - - -
- - - - Actions - - -
- - - Multiattack - - - . The devil makes three attacks: one with its bite, one with its claws, and one with its tail. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +10 to hit, reach 5 ft., one target. - - - Hit: - - - 12 (2d6+5) piercing damage plus 10 (3d6) cold damage. - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +10 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (2d4+5) slashing damage plus 10 (3d6) cold damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +10 to hit, reach 10 ft., one target. - - - Hit: - - - 12 (2d6+5) bludgeoning damage plus 10 (3d6) cold damage. - - -
- - - Wall of Ice (Recharge 6) - - - . The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it’s a hemispherical dome up to 20 feet in diameter. - - -
- - - When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. - - -
- - - The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. - - -
- - - - Imp - - -
- - - Tiny fiend (devil, shapechanger), lawful evil - - -
- - - Armor Class - - - 13 - - -
- - - Hit Points - - - 10 (3d4+3) - - -
- - - Speed - - - 20 ft., fly 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 6 (-2) - - - - - - - 17 (+3) - - - - - - - 13 (+1) - - - - - - - 11 (+0) - - - - - - - 12 (+1) - - - - - - - 14 (+2) - - - -
- - -
- - - Skills - - - Deception +4, Insight +3, Persuasion +4, Stealth +5 - - -
- - - Damage Resistances - - - cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - - -
- - - Damage Immunities - - - fire, poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - darkvision 120 ft., passive Perception 11 - - -
- - - Languages - - - Infernal, Common - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - Shapechanger - - - . The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. - - -
- - - Devil’s Sight - - - . Magical darkness doesn’t impede the imp’s darkvision. - - -
- - - Magic Resistance - - - . The imp has advantage on saving throws against spells and other magical effects. - - -
- - - - Actions - - -
- - - Sting (Bite in Beast Form) - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d4+3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - Invisibility - - - . The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it. - - -
- - - - Lemure - - -
- - - Medium fiend (devil), lawful evil - - -
- - - Armor Class - - - 7 - - -
- - - Hit Points - - - 13 (3d8) - - -
- - - Speed - - - 15 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 10 (+0) - - - - - - - 5 (-3) - - - - - - - 11 (+0) - - - - - - - 1 (-5) - - - - - - - 11 (+0) - - - - - - - 3 (-4) - - - -
- - -
- - - Damage Resistances - - - cold - - -
- - - Damage Immunities - - - fire, poison - - -
- - - Condition Immunities - - - charmed, frightened, poisoned - - -
- - - Senses - - - darkvision 120 ft., passive Perception 10 - - -
- - - Languages - - - understands Infernal but can’t speak - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - Devil’s Sight - - - . Magical darkness doesn’t impede the lemure’s darkvision. - - -
- - - Hellish Rejuvenation - - - . A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a - - - bless - - - spell cast on that creature or its remains are sprinkled with holy water. - - -
- - - - Actions - - -
- - - Fist - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 2 (1d4) bludgeoning damage. - - -
- - - - Pit Fiend - - -
- - - Large fiend (devil), lawful evil - - -
- - - Armor Class - - - 19 (natural armor) - - -
- - - Hit Points - - - 300 (24d10+168) - - -
- - - Speed - - - 30 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 26 (+8) - - - - - - - 14 (+2) - - - - - - - 24 (+7) - - - - - - - 22 (+6) - - - - - - - 18 (+4) - - - - - - - 24 (+7) - - - -
- - -
- - - Saving Throws - - - Dex +8, Con +13, Wis +10 - - -
- - - Damage Resistances - - - cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered - - -
- - - Damage Immunities - - - fire, poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - truesight 120 ft., passive Perception 14 - - -
- - - Languages - - - Infernal, telepathy 120 ft. - - -
- - - Challenge - - - 20 (25,000 XP) - - -
- - - Fear Aura - - - . Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the pit fiend’s Fear Aura for the next 24 hours. - - -
- - - Magic Resistance - - - . The pit fiend has advantage on saving throws against spells and other magical effects. - - -
- - - Magic Weapons - - - . The pit fiend’s weapon attacks are magical. - - -
- - - Innate Spellcasting - - - . The pit fiend’s spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material Components - - -
- - - At will: - - - detect magic - - - , - - - fireball - - -
- - - 3/day each: - - - hold monster - - - , - - - wall of fire - - -
- - - - Actions - - -
- - - Multiattack - - - . The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +14 to hit, reach 5 ft., one target. - - - Hit: - - - 22 (4d6+8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +14 to hit, reach 10 ft., one target. - - - Hit: - - - 17 (2d8+8) slashing damage. - - -
- - - Mace - - - . - - - Melee Weapon Attack: - - - +14 to hit, reach 10 ft., one target. - - - Hit: - - - 15 (2d6+8) bludgeoning damage plus 21 (6d6) fire damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +14 to hit, reach 10 ft., one target. - - - Hit: - - - 24 (3d10+8) bludgeoning damage. - - -
- - - - Dinosaurs - - -
- - - - Plesiosaurus - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 68 (8d10+24) - - -
- - - Speed - - - 20 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 15 (+2) - - - - - - - 16 (+3) - - - - - - - 2 (-4) - - - - - - - 12 (+1) - - - - - - - 5 (-3) - - - -
- - -
- - - Skills - - - Perception +3, Stealth +4 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Hold Breath - - - . The plesiosaurus can hold its breath for 1 hour. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 10 ft., one target. - - - Hit: - - - 14 (3d6+4) piercing damage. - - -
- - - - Triceratops - - -
- - - Huge beast, unaligned - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 95 (10d12+30) - - -
- - - Speed - - - 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 22 (+6) - - - - - - - 9 (-1) - - - - - - - 17 (+3) - - - - - - - 2 (-4) - - - - - - - 11 (+0) - - - - - - - 5 (-3) - - - -
- - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Trampling Charge - - - . If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. - - -
- - - If the target is prone, the triceratops can make one stomp attack against it as a bonus action. - - -
- - - - Actions - - -
- - - Gore - - - . - - - Melee Weapon Attack: - - - +9 to hit, reach 5 ft., one target. - - - Hit: - - - 24 (4d8+6) piercing damage. - - -
- - - Stomp - - - . - - - Melee Weapon Attack: - - - +9 to hit, reach 5 ft., one prone creature. - - - Hit: - - - 22 (3d10+6) bludgeoning damage. - - -
- - - - Tyrannosaurus Rex - - -
- - - Huge beast, unaligned - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 136 (13d12+52) - - -
- - - Speed - - - 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 25 (+7) - - - - - - - 10 (+0) - - - - - - - 19 (+4) - - - - - - - 2 (-4) - - - - - - - 12 (+1) - - - - - - - 9 (-1) - - - -
- - -
- - - Skills - - - Perception +4 - - -
- - - Senses - - - passive Perception 14 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 8 (3,900 XP) - - -
- - - - Actions - - -
- - - Multiattack - - - . The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can’t make both attacks against the same target. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +10 to hit, reach 10 ft., one target. - - - Hit: - - - 33 (4d12+7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can’t bite another target. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +10 to hit, reach 10 ft., one target. - - - Hit: - - - 20 (3d8+7) bludgeoning damage. - - -
- - - - Doppelganger - - -
- - - Medium monstrosity (shapechanger), neutral - - -
- - - Armor Class - - - 14 - - -
- - - Hit Points - - - 52 (8d8+16) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 11 (+0) - - - - - - - 18 (+4) - - - - - - - 14 (+2) - - - - - - - 11 (+0) - - - - - - - 12 (+1) - - - - - - - 14 (+2) - - - -
- - -
- - - Skills - - - Deception +6, Insight +3 - - -
- - - Condition Immunities - - - charmed - - -
- - - Senses - - - darkvision 60 ft., passive Perception 11 - - -
- - - Languages - - - Common - - -
- - - Challenge - - - 3 (700 XP) - - -
- - - Shapechanger - - - . The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. - - -
- - - Ambusher - - - . The doppelganger has advantage on attack rolls against any creature it has surprised. - - -
- - - Surprise Attack - - - . If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. - - -
- - - - Actions - - -
- - - Multiattack - - - . The doppelganger makes two melee attacks. - - -
- - - Slam - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (1d6+4) bludgeoning damage. - - -
- - - Read Thoughts - - - . The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. - - -
- - - - Dragons, Chromatic - - -
- - - - Black Dragon - - -
- - - - Ancient Black Dragon - - -
- - - Gargantuan dragon, chaotic evil - - -
- - - Armor Class - - - 22 (natural armor) - - -
- - - Hit Points - - - 367 (21d20+147) - - -
- - - Speed - - - 40 ft., fly 80 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 27 (+8) - - - - - - - 14 (+2) - - - - - - - 25 (+7) - - - - - - - 16 (+3) - - - - - - - 15 (+2) - - - - - - - 19 (+4) - - - -
- - -
- - - Saving Throws - - - Dex +9, Con +14, Wis +9, Cha +11 - - -
- - - Skills - - - Perception +16, Stealth +9 - - -
- - - Damage Immunities - - - acid - - -
- - - Senses - - - blindsight 60 ft., darkvision 120 ft., passive Perception 26 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 21 (33,000 XP) - - -
- - - Amphibious - - - . The dragon can breathe air and water. - - -
- - - Legendary Resistance (3/Day) - - - . If the dragon fails a saving throw, it can choose to succeed instead. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +15 to hit, reach 15 ft., one target. - - - Hit: - - - 19 (2d10+8) piercing damage plus 9 (2d8) acid damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +15 to hit, reach 10 ft., one target. - - - Hit: - - - 15 (2d6+8) slashing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +15 to hit, reach 20 ft., one target. - - - Hit: - - - 17 (2d8+8) bludgeoning damage. - - -
- - - Frightful Presence - - - . Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - - -
- - - Acid Breath (Recharge 5-6) - - - . The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. - - -
- - - - Legendary Actions - - -
- - - The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - - -
- - - Detect - - - . The dragon makes a Wisdom (Perception) check. - - -
- - - Tail Attack - - - . The dragon makes a tail attack. - - -
- - - Wing Attack (Costs 2 Actions) - - - . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -
- - - - Adult Black Dragon - - -
- - - Huge dragon, chaotic evil - - -
- - - Armor Class - - - 19 (natural armor) - - -
- - - Hit Points - - - 195 (17d12+85) - - -
- - - Speed - - - 40 ft., fly 80 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 23 (+6) - - - - - - - 14 (+2) - - - - - - - 21 (+5) - - - - - - - 14 (+2) - - - - - - - 13 (+1) - - - - - - - 17 (+3) - - - -
- - -
- - - Saving Throws - - - Dex +7, Con +10, Wis +6, Cha +8 - - -
- - - Skills - - - Perception +11, Stealth +7 - - -
- - - Damage Immunities - - - acid - - -
- - - Senses - - - blindsight 60 ft., darkvision 120 ft., passive Perception 21 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 14 (11,500 XP) - - -
- - - Amphibious - - - . The dragon can breathe air and water. - - -
- - - Legendary Resistance (3/Day) - - - . If the dragon fails a saving throw, it can choose to succeed instead. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +11 to hit, reach 10 ft., one target. - - - Hit: - - - 17 (2d10+6) piercing damage plus 4 (1d8) acid damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +11 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d6+6) slashing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +11 to hit, reach 15 ft., one target. - - - Hit: - - - 15 (2d8+6) bludgeoning damage. - - -
- - - Frightful Presence - - - . Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - - -
- - - Acid Breath (Recharge 5-6) - - - . The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. - - -
- - - - Legendary Actions - - -
- - - The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - - -
- - - Detect - - - . The dragon makes a Wisdom (Perception) check. - - -
- - - Tail Attack - - - . The dragon makes a tail attack. - - -
- - - Wing Attack (Costs 2 Actions) - - - . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -
- - - - Young Black Dragon - - -
- - - Large dragon, chaotic evil - - -
- - - Armor Class - - - 18 (natural armor) - - -
- - - Hit Points - - - 127 (15d10+45) - - -
- - - Speed - - - 40 ft., fly 80 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 14 (+2) - - - - - - - 17 (+3) - - - - - - - 12 (+1) - - - - - - - 11 (+0) - - - - - - - 15 (+2) - - - -
- - -
- - - Saving Throws - - - Dex +5, Con +6, Wis +3, Cha +5 - - -
- - - Skills - - - Perception +6, Stealth +5 - - -
- - - Damage Immunities - - - acid - - -
- - - Senses - - - blindsight 30 ft., darkvision 120 ft., passive Perception 16 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 7 (2,900 XP) - - -
- - - Amphibious - - - . The dragon can breathe air and water. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 10 ft., one target. - - - Hit: - - - 15 (2d10+4) piercing damage plus 4 (1d8) acid damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 11 (2d6+4) slashing damage. - - -
- - - Acid Breath (Recharge 5-6) - - - . The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. - - -
- - - - Black Dragon Wyrmling - - -
- - - Medium dragon, chaotic evil - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 33 (6d8+6) - - -
- - - Speed - - - 30 ft., fly 60 ft., swim 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 14 (+2) - - - - - - - 13 (+1) - - - - - - - 10 (+0) - - - - - - - 11 (+0) - - - - - - - 13 (+1) - - - -
- - -
- - - Saving Throws - - - Dex +4, Con +3, Wis +2, Cha +3 - - -
- - - Skills - - - Perception +4, Stealth +4 - - -
- - - Damage Immunities - - - acid - - -
- - - Senses - - - blindsight 10 ft., darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - Draconic - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Amphibious - - - . The dragon can breathe air and water. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (1d10+2) piercing damage plus 2 (1d4) acid damage. - - -
- - - Acid Breath (Recharge 5-6) - - - . The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. - - -
- - - - Blue Dragon - - -
- - - - Ancient Blue Dragon - - -
- - - Gargantuan dragon, lawful evil - - -
- - - Armor Class - - - 22 (natural armor) - - -
- - - Hit Points - - - 481 (26d20+208) - - -
- - - Speed - - - 40 ft., burrow 40 ft., fly 80 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 29 (+9) - - - - - - - 10 (+0) - - - - - - - 27 (+8) - - - - - - - 18 (+4) - - - - - - - 17 (+3) - - - - - - - 21 (+5) - - - -
- - -
- - - Saving Throws - - - Dex +7, Con +15, Wis +10, Cha +12 - - -
- - - Skills - - - Perception +17, Stealth +7 - - -
- - - Damage Immunities - - - lightning - - -
- - - Senses - - - blindsight 60 ft., darkvision 120 ft., passive Perception 27 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 23 (50,000 XP) - - -
- - - Legendary Resistance (3/Day) - - - . If the dragon fails a saving throw, it can choose to succeed instead. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +16 to hit, reach 15 ft., one target. - - - Hit: - - - 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +16 to hit, reach 10 ft., one target. - - - Hit: - - - 16 (2d6+9) slashing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +16 to hit, reach 20 ft., one target. - - - Hit: - - - 18 (2d8+9) bludgeoning damage. - - -
- - - Frightful Presence - - - . Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - - -
- - - Lightning Breath (Recharge 5-6) - - - . The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. - - -
- - - - Legendary Actions - - -
- - - The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - - -
- - - Detect - - - . The dragon makes a Wisdom (Perception) check. - - -
- - - Tail Attack - - - . The dragon makes a tail attack. - - -
- - - Wing Attack (Costs 2 Actions) - - - . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -
- - - - Adult Blue Dragon - - -
- - - Huge dragon, lawful evil - - -
- - - Armor Class - - - 19 (natural armor) - - -
- - - Hit Points - - - 225 (18d12+108) - - -
- - - Speed - - - 40 ft., burrow 30 ft., fly 80 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 25 (+7) - - - - - - - 10 (+0) - - - - - - - 23 (+6) - - - - - - - 16 (+3) - - - - - - - 15 (+2) - - - - - - - 19 (+4) - - - -
- - -
- - - Saving Throws - - - Dex +5, Con +11, Wis +7, Cha +9 - - -
- - - Skills - - - Perception +12, Stealth +5 - - -
- - - Damage Immunities - - - lightning - - -
- - - Senses - - - blindsight 60 ft., darkvision 120 ft., passive Perception 22 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 16 (15,000 XP) - - -
- - - Legendary Resistance (3/Day) - - - . If the dragon fails a saving throw, it can choose to succeed instead. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +12 to hit, reach 10 ft., one target. - - - Hit: - - - 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +12 to hit, reach 5 ft., one target. - - - Hit: - - - 14 (2d6+7) slashing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +12 to hit, reach 15 ft., one target. - - - Hit: - - - 16 (2d8+7) bludgeoning damage. - - -
- - - Frightful Presence - - - . Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - - -
- - - Lightning Breath (Recharge 5-6) - - - . The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. - - -
- - - - Legendary Actions - - -
- - - The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - - -
- - - Detect - - - . The dragon makes a Wisdom (Perception) check. - - -
- - - Tail Attack - - - . The dragon makes a tail attack. - - -
- - - Wing Attack (Costs 2 Actions) - - - . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -
- - - - Young Blue Dragon - - -
- - - Large dragon, lawful evil - - -
- - - Armor Class - - - 18 (natural armor) - - -
- - - Hit Points - - - 152 (16d10+64) - - -
- - - Speed - - - 40 ft., burrow 20 ft., fly 80 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 21 (+5) - - - - - - - 10 (+0) - - - - - - - 19 (+4) - - - - - - - 14 (+2) - - - - - - - 13 (+1) - - - - - - - 17 (+3) - - - -
- - -
- - - Saving Throws - - - Dex +4, Con +8, Wis +5, Cha +7 - - -
- - - Skills - - - Perception +9, Stealth +4 - - -
- - - Damage Immunities - - - lightning - - -
- - - Senses - - - blindsight 30 ft., darkvision 120 ft., passive Perception 19 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 9 (5,000 XP) - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +9 to hit, reach 10 ft., one target. - - - Hit: - - - 16 (2d10+5) piercing damage plus 5 (1d10) lightning damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +9 to hit, reach 5 ft., one target. - - - Hit: - - - 12 (2d6+5) slashing damage. - - -
- - - Lightning Breath (Recharge 5-6) - - - . The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. - - -
- - - - Blue Dragon Wyrmling - - -
- - - Medium dragon, lawful evil - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 52 (8d8+16) - - -
- - - Speed - - - 30 ft., burrow 15 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 17 (+3) - - - - - - - 10 (+0) - - - - - - - 15 (+2) - - - - - - - 12 (+1) - - - - - - - 11 (+0) - - - - - - - 15 (+2) - - - -
- - -
- - - Saving Throws - - - Dex +2, Con +4, Wis +2, Cha +4 - - -
- - - Skills - - - Perception +4, Stealth +2 - - -
- - - Damage Immunities - - - lightning - - -
- - - Senses - - - blindsight 10 ft., darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - Draconic - - -
- - - Challenge - - - 3 (700 XP) - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 8 (1d10+3) piercing damage plus 3 (1d6) lightning damage. - - -
- - - Lightning Breath (Recharge 5-6) - - - . The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. - - -
- - - - Green Dragon - - -
- - - - Adult Green Dragon - - -
- - - Huge dragon, lawful evil - - -
- - - Armor Class - - - 19 (natural armor) - - -
- - - Hit Points - - - 207 (18d12+90) - - -
- - - Speed - - - 40 ft., fly 80 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 23 (+6) - - - - - - - 12 (+1) - - - - - - - 21 (+5) - - - - - - - 18 (+4) - - - - - - - 15 (+2) - - - - - - - 17 (+3) - - - -
- - -
- - - Saving Throws - - - Dex +6, Con +10, Wis +7, Cha +8 - - -
- - - Skills - - - Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6 - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - blindsight 60 ft., darkvision 120 ft., passive Perception 22 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 15 (13,000 XP) - - -
- - - Amphibious - - - . The dragon can breathe air and water. - - -
- - - Legendary Resistance (3/Day) - - - . If the dragon fails a saving throw, it can choose to succeed instead. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +11 to hit, reach 10 ft., one target. - - - Hit: - - - 17 (2d10+6) piercing damage plus 7 (2d6) poison damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +11 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d6+6) slashing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +11 to hit, reach 15 ft., one target. - - - Hit: - - - 15 (2d8+6) bludgeoning damage. - - -
- - - Frightful Presence - - - . Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - - -
- - - Poison Breath (Recharge 5-6) - - - . The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - - Legendary Actions - - -
- - - The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - - -
- - - Detect - - - . The dragon makes a Wisdom (Perception) check. - - -
- - - Tail Attack - - - . The dragon makes a tail attack. - - -
- - - Wing Attack (Costs 2 Actions) - - - . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -
- - - - Young Green Dragon - - -
- - - Large dragon, lawful evil - - -
- - - Armor Class - - - 18 (natural armor) - - -
- - - Hit Points - - - 136 (16d10+48) - - -
- - - Speed - - - 40 ft., fly 80 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 12 (+1) - - - - - - - 17 (+3) - - - - - - - 16 (+3) - - - - - - - 13 (+1) - - - - - - - 15 (+2) - - - -
- - -
- - - Saving Throws - - - Dex +4, Con +6, Wis +4, Cha +5 - - -
- - - Skills - - - Deception +5, Perception +7, Stealth +4 - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - blindsight 30 ft., darkvision 120 ft., passive Perception 17 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 8 (3,900 XP) - - -
- - - Amphibious - - - . The dragon can breathe air and water. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 10 ft., one target. - - - Hit: - - - 15 (2d10+4) piercing damage plus 7 (2d6) poison damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 11 (2d6+4) slashing damage. - - -
- - - Poison Breath (Recharge 5-6) - - - . The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - - Green Dragon Wyrmling - - -
- - - Medium dragon, lawful evil - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 38 (7d8+7) - - -
- - - Speed - - - 30 ft., fly 60 ft., swim 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 12 (+1) - - - - - - - 13 (+1) - - - - - - - 14 (+2) - - - - - - - 11 (+0) - - - - - - - 13 (+1) - - - -
- - -
- - - Saving Throws - - - Dex +3, Con +3, Wis +2, Cha +3 - - -
- - - Skills - - - Perception +4, Stealth +3 - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - blindsight 10 ft., darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - Draconic - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Amphibious - - - . The dragon can breathe air and water. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (1d10+2) piercing damage plus 3 (1d6) poison damage. - - -
- - - Poison Breath (Recharge 5-6) - - - . The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - - Red Dragon - - -
- - - - Ancient Red Dragon - - -
- - - Gargantuan dragon, chaotic evil - - -
- - - Armor Class - - - 22 (natural armor) - - -
- - - Hit Points - - - 546 (28d20+252) - - -
- - - Speed - - - 40 ft., climb 40 ft., fly 80 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 30 (+10) - - - - - - - 10 (+0) - - - - - - - 29 (+9) - - - - - - - 18 (+4) - - - - - - - 15 (+2) - - - - - - - 23 (+6) - - - -
- - -
- - - Saving Throws - - - Dex +7, Con +16, Wis +9, Cha +13 - - -
- - - Skills - - - Perception +16, Stealth +7 - - -
- - - Damage Immunities - - - fire - - -
- - - Senses - - - blindsight 60 ft., darkvision 120 ft., passive Perception 26 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 24 (62,000 XP) - - -
- - - Legendary Resistance (3/Day) - - - . If the dragon fails a saving throw, it can choose to succeed instead. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +17 to hit, reach 15 ft., one target. - - - Hit: - - - 21 (2d10+10) piercing damage plus 14 (4d6) fire damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +17 to hit, reach 10 ft., one target. - - - Hit: - - - 17 (2d6+10) slashing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +17 to hit, reach 20 ft., one target. - - - Hit: - - - 19 (2d8+10) bludgeoning damage. - - -
- - - Frightful Presence - - - . Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - - -
- - - Fire Breath (Recharge 5-6) - - - . The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. - - -
- - - - Legendary Actions - - -
- - - The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - - -
- - - Detect - - - . The dragon makes a Wisdom (Perception) check. - - -
- - - Tail Attack - - - . The dragon makes a tail attack. - - -
- - - Wing Attack (Costs 2 Actions) - - - . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -
- - - - Adult Red Dragon - - -
- - - Huge dragon, chaotic evil - - -
- - - Armor Class - - - 19 (natural armor) - - -
- - - Hit Points - - - 256 (19d12+133) - - -
- - - Speed - - - 40 ft., climb 40 ft., fly 80 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 27 (+8) - - - - - - - 10 (+0) - - - - - - - 25 (+7) - - - - - - - 16 (+3) - - - - - - - 13 (+1) - - - - - - - 21 (+5) - - - -
- - -
- - - Saving Throws - - - Dex +6, Con +13, Wis +7, Cha +11 - - -
- - - Skills - - - Perception +13, Stealth +6 - - -
- - - Damage Immunities - - - fire - - -
- - - Senses - - - blindsight 60 ft., darkvision 120 ft., passive Perception 23 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 17 (18,000 XP) - - -
- - - Legendary Resistance (3/Day) - - - . If the dragon fails a saving throw, it can choose to succeed instead. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +14 to hit, reach 10 ft., one target. - - - Hit: - - - 19 (2d10+8) piercing damage plus 7 (2d6) fire damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +14 to hit, reach 5 ft., one target. - - - Hit: - - - 15 (2d6+8) slashing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +14 to hit, reach 15 ft., one target. - - - Hit: - - - 17 (2d8+8) bludgeoning damage. - - -
- - - Frightful Presence - - - . Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - - -
- - - Fire Breath (Recharge 5-6) - - - . The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. - - -
- - - - Legendary Actions - - -
- - - The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - - -
- - - Detect - - - . The dragon makes a Wisdom (Perception) check. - - -
- - - Tail Attack - - - . The dragon makes a tail attack. - - -
- - - Wing Attack (Costs 2 Actions) - - - . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -
- - - - Young Red Dragon - - -
- - - Large dragon, chaotic evil - - -
- - - Armor Class - - - 18 (natural armor) - - -
- - - Hit Points - - - 178 (17d10+85) - - -
- - - Speed - - - 40 ft., climb 40 ft., fly 80 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 23 (+6) - - - - - - - 10 (+0) - - - - - - - 21 (+5) - - - - - - - 14 (+2) - - - - - - - 11 (+0) - - - - - - - 19 (+4) - - - -
- - -
- - - Saving Throws - - - Dex +4, Con +9, Wis +4, Cha +8 - - -
- - - Skills - - - Perception +8, Stealth +4 - - -
- - - Damage Immunities - - - fire - - -
- - - Senses - - - blindsight 30 ft., darkvision 120 ft., passive Perception 18 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 10 (5,900 XP) - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +10 to hit, reach 10 ft., one target. - - - Hit: - - - 17 (2d10+6) piercing damage plus 3 (1d6) fire damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +10 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d6+6) slashing damage. - - -
- - - Fire Breath (Recharge 5-6) - - - . The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. - - -
- - - - Red Dragon Wyrmling - - -
- - - Medium dragon, chaotic evil - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 75 (10d8+30) - - -
- - - Speed - - - 30 ft., climb 30 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 10 (+0) - - - - - - - 17 (+3) - - - - - - - 12 (+1) - - - - - - - 11 (+0) - - - - - - - 15 (+2) - - - -
- - -
- - - Saving Throws - - - Dex +2, Con +5, Wis +2, Cha +4 - - -
- - - Skills - - - Perception +4, Stealth +2 - - -
- - - Damage Immunities - - - fire - - -
- - - Senses - - - blindsight 10 ft., darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - Draconic - - -
- - - Challenge - - - 4 (1,100 XP) - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 9 (1d10+4) piercing damage plus 3 (1d6) fire damage. - - -
- - - Fire Breath (Recharge 5-6) - - - . The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. - - -
- - - - White Dragon - - -
- - - - Ancient White Dragon - - -
- - - Gargantuan dragon, chaotic evil - - -
- - - Armor Class - - - 20 (natural armor) - - -
- - - Hit Points - - - 333 (18d20+144) - - -
- - - Speed - - - 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 26 (+8) - - - - - - - 10 (+0) - - - - - - - 26 (+8) - - - - - - - 10 (+0) - - - - - - - 13 (+1) - - - - - - - 14 (+2) - - - -
- - -
- - - Saving Throws - - - Dex +6, Con +14, Wis +7, Cha +8 - - -
- - - Skills - - - Perception +13, Stealth +6 - - -
- - - Damage Immunities - - - cold - - -
- - - Senses - - - blindsight 60 ft., darkvision 120 ft., passive Perception 23 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 20 (25,000 XP) - - -
- - - Ice Walk - - - . The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment. - - -
- - - Legendary Resistance (3/Day) - - - . If the dragon fails a saving throw, it can choose to succeed instead. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +14 to hit, reach 15 ft., one target. - - - Hit: - - - 19 (2d10+8) piercing damage plus 9 (2d8) cold damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +14 to hit, reach 10 ft., one target. - - - Hit: - - - 15 (2d6+8) slashing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +14 to hit, reach 20 ft., one target. - - - Hit: - - - 17 (2d8+8) bludgeoning damage. - - -
- - - Frightful Presence - - - . Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - - -
- - - Cold Breath (Recharge 5-6) - - - . The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one. - - -
- - - - Legendary Actions - - -
- - - The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - - -
- - - Detect - - - . The dragon makes a Wisdom (Perception) check. - - -
- - - Tail Attack - - - . The dragon makes a tail attack. - - -
- - - Wing Attack (Costs 2 Actions) - - - . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -
- - - - Adult White Dragon - - -
- - - Huge dragon, chaotic evil - - -
- - - Armor Class - - - 18 (natural armor) - - -
- - - Hit Points - - - 200 (16d12+96) - - -
- - - Speed - - - 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 22 (+6) - - - - - - - 10 (+0) - - - - - - - 22 (+6) - - - - - - - 8 (-1) - - - - - - - 12 (+1) - - - - - - - 12 (+1) - - - -
- - -
- - - Saving Throws - - - Dex +5, Con +11, Wis +6, Cha +6 - - -
- - - Skills - - - Perception +11, Stealth +5 - - -
- - - Damage Immunities - - - cold - - -
- - - Senses - - - blindsight 60 ft., darkvision 120 ft., passive Perception 21 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 13 (10,000 XP) - - -
- - - Ice Walk - - - . The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment. - - -
- - - Legendary Resistance (3/Day) - - - . If the dragon fails a saving throw, it can choose to succeed instead. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +11 to hit, reach 10 ft., one target. - - - Hit: - - - 17 (2d10+6) piercing damage plus 4 (1d8) cold damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +11 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d6+6) slashing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +11 to hit, reach 15 ft., one target. - - - Hit: - - - 15 (2d8+6) bludgeoning damage. - - -
- - - Frightful Presence - - - . Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - - -
- - - Cold Breath (Recharge 5-6) - - - . The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. - - -
- - - - Legendary Actions - - -
- - - The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - - -
- - - Detect - - - . The dragon makes a Wisdom (Perception) check. - - -
- - - Tail Attack - - - . The dragon makes a tail attack. - - -
- - - Wing Attack (Costs 2 Actions) - - - . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -
- - - - Young White Dragon - - -
- - - Large dragon, chaotic evil - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 133 (14d10+56) - - -
- - - Speed - - - 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 10 (+0) - - - - - - - 18 (+4) - - - - - - - 6 (-2) - - - - - - - 11 (+0) - - - - - - - 12 (+1) - - - -
- - -
- - - Saving Throws - - - Dex +3, Con +7, Wis +3, Cha +4 - - -
- - - Skills - - - Perception +6, Stealth +3 - - -
- - - Damage Immunities - - - cold - - -
- - - Senses - - - blindsight 30 ft., darkvision 120 ft., passive Perception 16 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 6 (2,300 XP) - - -
- - - Ice Walk - - - . The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 10 ft., one target. - - - Hit: - - - 15 (2d10+4) piercing damage plus 4 (1d8) cold damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 11 (2d6+4) slashing damage. - - -
- - - Cold Breath (Recharge 5-6) - - - . The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. - - -
- - - - White Dragon Wyrmling - - -
- - - Medium dragon, chaotic evil - - -
- - - Armor Class - - - 16 (natural armor) - - -
- - - Hit Points - - - 32 (5d8+10) - - -
- - - Speed - - - 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 14 (+2) - - - - - - - 10 (+0) - - - - - - - 14 (+2) - - - - - - - 5 (-3) - - - - - - - 10 (+0) - - - - - - - 11 (+0) - - - -
- - -
- - - Saving Throws - - - Dex +2, Con +4, Wis +2, Cha +2 - - -
- - - Skills - - - Perception +4, Stealth +2 - - -
- - - Damage Immunities - - - cold - - -
- - - Senses - - - blindsight 10 ft., darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - Draconic - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (1d10+2) piercing damage plus 2 (1d4) cold damage. - - -
- - - Cold Breath (Recharge 5-6) - - - . The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. - - -
- - - - Dragons, Metallic - - -
- - - - Brass Dragon - - -
- - - - Ancient Brass Dragon - - -
- - - Gargantuan dragon, chaotic good - - -
- - - Armor Class - - - 20 (natural armor) - - -
- - - Hit Points - - - 297 (17d20+119) - - -
- - - Speed - - - 40 ft., burrow 40 ft., fly 80 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 27 (+8) - - - - - - - 10 (+0) - - - - - - - 25 (+7) - - - - - - - 16 (+3) - - - - - - - 15 (+2) - - - - - - - 19 (+4) - - - -
- - -
- - - Saving Throws - - - Dex +6, Con +13, Wis +8, Cha +10 - - -
- - - Skills - - - History +9, Perception +14, Persuasion +10, Stealth +6 - - -
- - - Damage Immunities - - - fire - - -
- - - Senses - - - blindsight 60 ft., darkvision 120 ft., passive Perception 24 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 20 (25,000 XP) - - -
- - - Legendary Resistance (3/Day) - - - . If the dragon fails a saving throw, it can choose to succeed instead. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +14 to hit, reach 15 ft., one target. - - - Hit: - - - 19 (2d10+8) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +14 to hit, reach 10 ft., one target. - - - Hit: - - - 15 (2d6+8) slashing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +14 to hit, reach 20 ft., one target. - - - Hit: - - - 17 (2d8+8) bludgeoning damage. - - -
- - - Frightful Presence - - - . Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - - -
- - - Breath Weapons (Recharge 5-6) - - - . The dragon uses one of the following breath weapons: - - -
- - - Fire Breath - - - . The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. - - -
- - - Sleep Breath - - - . The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - - -
- - - Change Shape - - - . The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). - - -
- - - In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - - -
- - - - Legendary Actions - - -
- - - The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - - -
- - - Detect - - - . The dragon makes a Wisdom (Perception) check. - - -
- - - Tail Attack - - - . The dragon makes a tail attack. - - -
- - - Wing Attack (Costs 2 Actions) - - - . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -
- - - - Adult Brass Dragon - - -
- - - Huge dragon, chaotic good - - -
- - - Armor Class - - - 18 (natural armor) - - -
- - - Hit Points - - - 172 (15d12+75) - - -
- - - Speed - - - 40 ft., burrow 30 ft., fly 80 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 23 (+6) - - - - - - - 10 (+0) - - - - - - - 21 (+5) - - - - - - - 14 (+2) - - - - - - - 13 (+1) - - - - - - - 17 (+3) - - - -
- - -
- - - Saving Throws - - - Dex +5, Con +10, Wis +6, Cha +8 - - -
- - - Skills - - - History +7, Perception +11, Persuasion +8, Stealth +5 - - -
- - - Damage Immunities - - - fire - - -
- - - Senses - - - blindsight 60 ft., darkvision 120 ft., passive Perception 21 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 13 (10,000 XP) - - -
- - - Legendary Resistance (3/Day) - - - . If the dragon fails a saving throw, it can choose to succeed instead. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +11 to hit, reach 10 ft., one target. - - - Hit: - - - 17 (2d10+6) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +11 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d6+6) slashing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +11 to hit, reach 15 ft., one target. - - - Hit: - - - 15 (2d8+6) bludgeoning damage. - - -
- - - Frightful Presence - - - . Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - - -
- - - Breath Weapons (Recharge 5-6) - - - . The dragon uses one of the following breath weapons. - - -
- - - Fire Breath - - - . The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. - - -
- - - Sleep Breath - - - . The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - - -
- - - - Legendary Actions - - -
- - - The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - - -
- - - Detect - - - . The dragon makes a Wisdom (Perception) check. - - -
- - - Tail Attack - - - . The dragon makes a tail attack. - - -
- - - Wing Attack (Costs 2 Actions) - - - . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -
- - - - Young Brass Dragon - - -
- - - Large dragon, chaotic good - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 110 (13d10+39) - - -
- - - Speed - - - 40 ft., burrow 20 ft., fly 80 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 10 (+0) - - - - - - - 17 (+3) - - - - - - - 12 (+1) - - - - - - - 11 (+0) - - - - - - - 15 (+2) - - - -
- - -
- - - Saving Throws - - - Dex +3, Con +6, Wis +3, Cha +5 - - -
- - - Skills - - - Perception +6, Persuasion +5, Stealth +3 - - -
- - - Damage Immunities - - - fire - - -
- - - Senses - - - blindsight 30 ft., darkvision 120 ft., passive Perception 16 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 6 (2,300 XP) - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 10 ft., one target. - - - Hit: - - - 15 (2d10+4) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 11 (2d6+4) slashing damage. - - -
- - - Breath Weapons (Recharge 5-6) - - - . The dragon uses one of the following breath weapons. - - -
- - - Fire Breath - - - . The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. - - -
- - - Sleep Breath - - - . The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - - -
- - - - Brass Dragon Wyrmling - - -
- - - Medium dragon, chaotic good - - -
- - - Armor Class - - - 16 (natural armor) - - -
- - - Hit Points - - - 16 (3d8+3) - - -
- - - Speed - - - 30 ft., burrow 15 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 10 (+0) - - - - - - - 13 (+1) - - - - - - - 10 (+0) - - - - - - - 11 (+0) - - - - - - - 13 (+1) - - - -
- - -
- - - Saving Throws - - - Dex +2, Con +3, Wis +2, Cha +3 - - -
- - - Skills - - - Perception +4, Stealth +2 - - -
- - - Damage Immunities - - - fire - - -
- - - Senses - - - blindsight 10 ft., darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - Draconic - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (1d10+2) piercing damage. - - -
- - - Breath Weapons (Recharge 5-6) - - - . The dragon uses one of the following breath weapons. - - -
- - - Fire Breath - - - . The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. - - -
- - - Sleep Breath - - - . The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - - -
- - - - Bronze Dragon - - -
- - - - Ancient Bronze Dragon - - -
- - - Gargantuan dragon, lawful good - - -
- - - Armor Class - - - 22 (natural armor) - - -
- - - Hit Points - - - 444 (24d20+192) - - -
- - - Speed - - - 40 ft., fly 80 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 29 (+9) - - - - - - - 10 (+0) - - - - - - - 27 (+8) - - - - - - - 18 (+4) - - - - - - - 17 (+3) - - - - - - - 21 (+5) - - - -
- - -
- - - Saving Throws - - - Dex +7, Con +15, Wis +10, Cha +12 - - -
- - - Skills - - - Insight +10, Perception +17, Stealth +7 - - -
- - - Damage Immunities - - - lightning - - -
- - - Senses - - - blindsight 60 ft., darkvision 120 ft., passive Perception 27 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 22 (41,000 XP) - - -
- - - Amphibious - - - . The dragon can breathe air and water. - - -
- - - Legendary Resistance (3/Day) - - - . If the dragon fails a saving throw, it can choose to succeed instead. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +16 to hit, reach 15 ft., one target. - - - Hit: - - - 20 (2d10+9) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +16 to hit, reach 10 ft., one target. - - - Hit: - - - 16 (2d6+9) slashing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +16 to hit, reach 20 ft., one target. - - - Hit: - - - 18 (2d8+9) bludgeoning damage. - - -
- - - Frightful Presence - - - . Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - - -
- - - Breath Weapons (Recharge 5-6) - - - . The dragon uses one of the following breath weapons. - - -
- - - Lightning Breath - - - . The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. - - -
- - - Repulsion Breath - - - . The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. - - -
- - - Change Shape - - - . The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). - - -
- - - In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - - -
- - - - Legendary Actions - - -
- - - The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - - -
- - - Detect - - - . The dragon makes a Wisdom (Perception) check. - - -
- - - Tail Attack - - - . The dragon makes a tail attack. - - -
- - - Wing Attack (Costs 2 Actions) - - - . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -
- - - - Adult Bronze Dragon - - -
- - - Huge dragon, lawful good - - -
- - - Armor Class - - - 19 (natural armor) - - -
- - - Hit Points - - - 212 (17d12+102) - - -
- - - Speed - - - 40 ft., fly 80 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 25 (+7) - - - - - - - 10 (+0) - - - - - - - 23 (+6) - - - - - - - 16 (+3) - - - - - - - 15 (+2) - - - - - - - 19 (+4) - - - -
- - -
- - - Saving Throws - - - Dex +5, Con +11, Wis +7, Cha +9 - - -
- - - Skills - - - Insight +7, Perception +12, Stealth +5 - - -
- - - Damage Immunities - - - lightning - - -
- - - Senses - - - blindsight 60 ft., darkvision 120 ft., passive Perception 22 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 15 (13,000 XP) - - -
- - - Amphibious - - - . The dragon can breathe air and water. - - -
- - - Legendary Resistance (3/Day) - - - . If the dragon fails a saving throw, it can choose to succeed instead. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +12 to hit, reach 10 ft., one target. - - - Hit: - - - 18 (2d10+7) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +12 to hit, reach 5 ft., one target. - - - Hit: - - - 14 (2d6+7) slashing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +12 to hit, reach 15 ft., one target. - - - Hit: - - - 16 (2d8+7) bludgeoning damage. - - -
- - - Frightful Presence - - - . Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - - -
- - - Breath Weapons (Recharge 5-6) - - - . The dragon uses one of the following breath weapons. - - -
- - - Lightning Breath - - - . The dragon exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. - - -
- - - Repulsion Breath - - - . The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. - - -
- - - Change Shape - - - . The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). - - -
- - - In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - - -
- - - - Legendary Actions - - -
- - - The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - - -
- - - Detect - - - . The dragon makes a Wisdom (Perception) check. - - -
- - - Tail Attack - - - . The dragon makes a tail attack. - - -
- - - Wing Attack (Costs 2 Actions) - - - . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -
- - - - Young Bronze Dragon - - -
- - - Large dragon, lawful good - - -
- - - Armor Class - - - 18 (natural armor) - - -
- - - Hit Points - - - 142 (15d10+60) - - -
- - - Speed - - - 40 ft., fly 80 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 21 (+5) - - - - - - - 10 (+0) - - - - - - - 19 (+4) - - - - - - - 14 (+2) - - - - - - - 13 (+1) - - - - - - - 17 (+3) - - - -
- - -
- - - Saving Throws - - - Dex +3, Con +7, Wis +4, Cha +6 - - -
- - - Skills - - - Insight +4, Perception +7, Stealth +3 - - -
- - - Damage Immunities - - - lightning - - -
- - - Senses - - - blindsight 30 ft., darkvision 120 ft., passive Perception 17 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 8 (3,900 XP) - - -
- - - Amphibious - - - . The dragon can breathe air and water. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +8 to hit, reach 10 ft., one target. - - - Hit: - - - 16 (2d10+5) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +8 to hit, reach 5 ft., one target. - - - Hit: - - - 12 (2d6+5) slashing damage. - - -
- - - Breath Weapons (Recharge 5-6) - - - . The dragon uses one of the following breath weapons. - - -
- - - Lightning Breath - - - . The dragon exhales lightning in a 60- foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. - - -
- - - Repulsion Breath - - - . The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon. - - -
- - - - Bronze Dragon Wyrmling - - -
- - - Medium dragon, lawful good - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 32 (5d8+10) - - -
- - - Speed - - - 30 ft., fly 60 ft., swim 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 17 (+3) - - - - - - - 10 (+0) - - - - - - - 15 (+2) - - - - - - - 12 (+1) - - - - - - - 11 (+0) - - - - - - - 15 (+2) - - - -
- - -
- - - Saving Throws - - - Dex +2, Con +4, Wis +2, Cha +4 - - -
- - - Skills - - - Perception +4, Stealth +2 - - -
- - - Damage Immunities - - - lightning - - -
- - - Senses - - - blindsight 10 ft., darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - Draconic - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Amphibious - - - . The dragon can breathe air and water. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 8 (1d10+3) piercing damage. - - -
- - - Breath Weapons (Recharge 5-6) - - - . The dragon uses one of the following breath weapons. - - -
- - - Lightning Breath - - - . The dragon exhales lightning in a 40- foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. - - -
- - - Repulsion Breath - - - . The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon. - - -
- - - - Copper Dragon - - -
- - - - Ancient Copper Dragon - - -
- - - Gargantuan dragon, chaotic good - - -
- - - Armor Class - - - 21 (natural armor) - - -
- - - Hit Points - - - 350 (20d20+140) - - -
- - - Speed - - - 40 ft., climb 40 ft., fly 80 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 27 (+8) - - - - - - - 12 (+1) - - - - - - - 25 (+7) - - - - - - - 20 (+5) - - - - - - - 17 (+3) - - - - - - - 19 (+4) - - - -
- - -
- - - Saving Throws - - - Dex +8, Con +14, Wis +10, Cha +11 - - -
- - - Skills - - - Deception +11, Perception +17, Stealth +8 - - -
- - - Damage Immunities - - - acid - - -
- - - Senses - - - blindsight 60 ft., darkvision 120 ft., passive Perception 27 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 21 (33,000 XP) - - -
- - - Legendary Resistance (3/Day) - - - . If the dragon fails a saving throw, it can choose to succeed instead. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +15 to hit, reach 15 ft., one target. - - - Hit: - - - 19 (2d10+8) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +15 to hit, reach 10 ft., one target. - - - Hit: - - - 15 (2d6+8) slashing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +15 to hit, reach 20 ft., one target. - - - Hit: - - - 17 (2d8+8) bludgeoning damage. - - -
- - - Frightful Presence - - - . Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - - -
- - - Breath Weapons (Recharge 5-6) - - - . The dragon uses one of the following breath weapons. - - -
- - - Acid Breath - - - . The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. - - -
- - - Slowing Breath - - - . The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - - -
- - - Change Shape - - - . The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). - - -
- - - In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - - -
- - - - Legendary Actions - - -
- - - The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - - -
- - - Detect - - - . The dragon makes a Wisdom (Perception) check. - - -
- - - Tail Attack - - - . The dragon makes a tail attack. - - -
- - - Wing Attack (Costs 2 Actions) - - - . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -
- - - - Adult Copper Dragon - - -
- - - Huge dragon, chaotic good - - -
- - - Armor Class - - - 18 (natural armor) - - -
- - - Hit Points - - - 184 (16d12+80) - - -
- - - Speed - - - 40 ft., climb 40 ft., fly 80 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 23 (+6) - - - - - - - 12 (+1) - - - - - - - 21 (+5) - - - - - - - 18 (+4) - - - - - - - 15 (+2) - - - - - - - 17 (+3) - - - -
- - -
- - - Saving Throws - - - Dex +6, Con +10, Wis +7, Cha +8 - - -
- - - Skills - - - Deception +8, Perception +12, Stealth +6 - - -
- - - Damage Immunities - - - acid - - -
- - - Senses - - - blindsight 60 ft., darkvision 120 ft., passive Perception 22 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 14 (11,500 XP) - - -
- - - Legendary Resistance (3/Day) - - - . If the dragon fails a saving throw, it can choose to succeed instead. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +11 to hit, reach 10 ft., one target. - - - Hit: - - - 17 (2d10+6) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +11 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d6+6) slashing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +11 to hit, reach 15 ft., one target. - - - Hit: - - - 15 (2d8+6) bludgeoning damage. - - -
- - - Frightful Presence - - - . Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - - -
- - - Breath Weapons (Recharge 5-6) - - - . The dragon uses one of the following breath weapons. - - -
- - - Acid Breath - - - . The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. - - -
- - - Slowing Breath - - - . The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - - -
- - - - Legendary Actions - - -
- - - The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - - -
- - - Detect - - - . The dragon makes a Wisdom (Perception) check. - - -
- - - Tail Attack - - - . The dragon makes a tail attack. - - -
- - - Wing Attack (Costs 2 Actions) - - - . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -
- - - - Young Copper Dragon - - -
- - - Large dragon, chaotic good - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 119 (14d10+42) - - -
- - - Speed - - - 40 ft., climb 40 ft., fly 80 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 12 (+1) - - - - - - - 17 (+3) - - - - - - - 16 (+3) - - - - - - - 13 (+1) - - - - - - - 15 (+2) - - - -
- - -
- - - Saving Throws - - - Dex +4, Con +6, Wis +4, Cha +5 - - -
- - - Skills - - - Deception +5, Perception +7, Stealth +4 - - -
- - - Damage Immunities - - - acid - - -
- - - Senses - - - blindsight 30 ft., darkvision 120 ft., passive Perception 17 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 7 (2,900 XP) - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 10 ft., one target. - - - Hit: - - - 15 (2d10+4) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 11 (2d6+4) slashing damage. - - -
- - - Breath Weapons (Recharge 5-6) - - - . The dragon uses one of the following breath weapons. - - -
- - - Acid Breath - - - . The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. - - -
- - - Slowing Breath - - - . The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - - -
- - - - Copper Dragon Wyrmling - - -
- - - Medium dragon, chaotic good - - -
- - - Armor Class - - - 16 (natural armor) - - -
- - - Hit Points - - - 22 (4d8+4) - - -
- - - Speed - - - 30 ft., climb 30 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 12 (+1) - - - - - - - 13 (+1) - - - - - - - 14 (+2) - - - - - - - 11 (+0) - - - - - - - 13 (+1) - - - -
- - -
- - - Saving Throws - - - Dex +3, Con +3, Wis +2, Cha +3 - - -
- - - Skills - - - Perception +4, Stealth +3 - - -
- - - Damage Immunities - - - acid - - -
- - - Senses - - - blindsight 10 ft., darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - Draconic - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (1d10+2) piercing damage. - - -
- - - Breath Weapons (Recharge 5-6) - - - . The dragon uses one of the following breath weapons. - - -
- - - Acid Breath - - - . The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. - - -
- - - Slowing Breath - - - . The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - - -
- - - - Gold Dragon - - -
- - - - Ancient Gold Dragon - - -
- - - Gargantuan dragon, lawful good - - -
- - - Armor Class - - - 22 (natural armor) - - -
- - - Hit Points - - - 546 (28d20+252) - - -
- - - Speed - - - 40 ft., fly 80 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 30 (+10) - - - - - - - 14 (+2) - - - - - - - 29 (+9) - - - - - - - 18 (+4) - - - - - - - 17 (+3) - - - - - - - 28 (+9) - - - -
- - -
- - - Saving Throws - - - Dex +9, Con +16, Wis +10, Cha +16 - - -
- - - Skills - - - Insight +10, Perception +17, Persuasion +16, Stealth +9 - - -
- - - Damage Immunities - - - fire - - -
- - - Senses - - - blindsight 60 ft., darkvision 120 ft., passive Perception 27 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 24 (62,000 XP) - - -
- - - Amphibious - - - . The dragon can breathe air and water. - - -
- - - Legendary Resistance (3/Day) - - - . If the dragon fails a saving throw, it can choose to succeed instead. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +17 to hit, reach 15 ft., one target. - - - Hit: - - - 21 (2d10+10) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +17 to hit, reach 10 ft., one target. - - - Hit: - - - 17 (2d6+10) slashing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +17 to hit, reach 20 ft., one target. - - - Hit: - - - 19 (2d8+10) bludgeoning damage. - - -
- - - Frightful Presence - - - . Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - - -
- - - Breath Weapons (Recharge 5-6) - - - . The dragon uses one of the following breath weapons. - - -
- - - Fire Breath - - - . The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. - - -
- - - Weakening Breath - - - . The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - Change Shape - - - . The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). - - -
- - - In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - - -
- - - - Legendary Actions - - -
- - - The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - - -
- - - Detect - - - . The dragon makes a Wisdom (Perception) check. - - -
- - - Tail Attack - - - . The dragon makes a tail attack. - - -
- - - Wing Attack (Costs 2 Actions) - - - . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -
- - - - Adult Gold Dragon - - -
- - - Huge dragon, lawful good - - -
- - - Armor Class - - - 19 (natural armor) - - -
- - - Hit Points - - - 256 (19d12+133) - - -
- - - Speed - - - 40 ft., fly 80 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 27 (+8) - - - - - - - 14 (+2) - - - - - - - 25 (+7) - - - - - - - 16 (+3) - - - - - - - 15 (+2) - - - - - - - 24 (+7) - - - -
- - -
- - - Saving Throws - - - Dex +8, Con +13, Wis +8, Cha +13 - - -
- - - Skills - - - Insight +8, Perception +14, Persuasion +13, Stealth +8 - - -
- - - Damage Immunities - - - fire - - -
- - - Senses - - - blindsight 60 ft., darkvision 120 ft., passive Perception 24 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 17 (18,000 XP) - - -
- - - Amphibious - - - . The dragon can breathe air and water. - - -
- - - Legendary Resistance (3/Day) - - - . If the dragon fails a saving throw, it can choose to succeed instead. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +14 to hit, reach 10 ft., one target. - - - Hit: - - - 19 (2d10+8) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +14 to hit, reach 5 ft., one target. - - - Hit: - - - 15 (2d6+8) slashing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +14 to hit, reach 15 ft., one target. - - - Hit: - - - 17 (2d8+8) bludgeoning damage. - - -
- - - Frightful Presence - - - . Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - - -
- - - Breath Weapons (Recharge 5-6) - - - . The dragon uses one of the following breath weapons. - - -
- - - Fire Breath - - - . The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. - - -
- - - Weakening Breath - - - . The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - Change Shape - - - . The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). - - -
- - - In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - - -
- - - - Legendary Actions - - -
- - - The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - - -
- - - Detect - - - . The dragon makes a Wisdom (Perception) check. - - -
- - - Tail Attack - - - . The dragon makes a tail attack. - - -
- - - Wing Attack (Costs 2 Actions) - - - . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -
- - - - Young Gold Dragon - - -
- - - Large dragon, lawful good - - -
- - - Armor Class - - - 18 (natural armor) - - -
- - - Hit Points - - - 178 (17d10+85) - - -
- - - Speed - - - 40 ft., fly 80 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 23 (+6) - - - - - - - 14 (+2) - - - - - - - 21 (+5) - - - - - - - 16 (+3) - - - - - - - 13 (+1) - - - - - - - 20 (+5) - - - -
- - -
- - - Saving Throws - - - Dex +6, Con +9, Wis +5, Cha +9 - - -
- - - Skills - - - Insight +5, Perception +9, Persuasion +9, Stealth +6 - - -
- - - Damage Immunities - - - fire - - -
- - - Senses - - - blindsight 30 ft., darkvision 120 ft., passive Perception 19 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 10 (5,900 XP) - - -
- - - Amphibious - - - . The dragon can breathe air and water. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +10 to hit, reach 10 ft., one target. - - - Hit: - - - 17 (2d10+6) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +10 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d6+6) slashing damage. - - -
- - - Breath Weapons (Recharge 5-6) - - - . The dragon uses one of the following breath weapons. - - -
- - - Fire Breath - - - . The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. - - -
- - - Weakening Breath - - - . The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - - Gold Dragon Wyrmling - - -
- - - Medium dragon, lawful good - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 60 (8d8+24) - - -
- - - Speed - - - 30 ft., fly 60 ft., swim 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 14 (+2) - - - - - - - 17 (+3) - - - - - - - 14 (+2) - - - - - - - 11 (+0) - - - - - - - 16 (+3) - - - -
- - -
- - - Saving Throws - - - Dex +4, Con +5, Wis +2, Cha +5 - - -
- - - Skills - - - Perception +4, Stealth +4 - - -
- - - Damage Immunities - - - fire - - -
- - - Senses - - - blindsight 10 ft., darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - Draconic - - -
- - - Challenge - - - 3 (700 XP) - - -
- - - Amphibious - - - . The dragon can breathe air and water. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 9 (1d10+4) piercing damage. - - -
- - - Breath Weapons (Recharge 5-6) - - - . The dragon uses one of the following breath weapons. - - -
- - - Fire Breath - - - . The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. - - -
- - - Weakening Breath - - - . The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - - Silver Dragon - - -
- - - - Ancient Silver Dragon - - -
- - - Gargantuan dragon, lawful good - - -
- - - Armor Class - - - 22 (natural armor) - - -
- - - Hit Points - - - 487 (25d20+225) - - -
- - - Speed - - - 40 ft., fly 80 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 30 (+10) - - - - - - - 10 (+0) - - - - - - - 29 (+9) - - - - - - - 18 (+4) - - - - - - - 15 (+2) - - - - - - - 23 (+6) - - - -
- - -
- - - Saving Throws - - - Dex +7, Con +16, Wis +9, Cha +13 - - -
- - - Skills - - - Arcana +11, History +11, Perception +16, Stealth +7 - - -
- - - Damage Immunities - - - cold - - -
- - - Senses - - - blindsight 60 ft., darkvision 120 ft., passive Perception 26 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 23 (50,000 XP) - - -
- - - Legendary Resistance (3/Day) - - - . If the dragon fails a saving throw, it can choose to succeed instead. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +17 to hit, reach 15 ft., one target. - - - Hit: - - - 21 (2d10+10) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +17 to hit, reach 10 ft., one target. - - - Hit: - - - 17 (2d6+10) slashing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +17 to hit, reach 20 ft., one target. - - - Hit: - - - 19 (2d8+10) bludgeoning damage. - - -
- - - Frightful Presence - - - . Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - - -
- - - Breath Weapons (Recharge 5-6) - - - . The dragon uses one of the following breath weapons. - - -
- - - Cold Breath - - - . The dragon exhales an icy blast in a 90- foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. - - -
- - - Paralyzing Breath - - - . The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - Change Shape - - - . The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). - - -
- - - In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - - -
- - - - Legendary Actions - - -
- - - The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - - -
- - - Detect - - - . The dragon makes a Wisdom (Perception) check. - - -
- - - Tail Attack - - - . The dragon makes a tail attack. - - -
- - - Wing Attack (Costs 2 Actions) - - - . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -
- - - - Adult Silver Dragon - - -
- - - Huge dragon, lawful good - - -
- - - Armor Class - - - 19 (natural armor) - - -
- - - Hit Points - - - 243 (18d12+126) - - -
- - - Speed - - - 40 ft., fly 80 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 27 (+8) - - - - - - - 10 (+0) - - - - - - - 25 (+7) - - - - - - - 16 (+3) - - - - - - - 13 (+1) - - - - - - - 21 (+5) - - - -
- - -
- - - Saving Throws - - - Dex +5, Con +12, Wis +6, Cha +10 - - -
- - - Skills - - - Arcana +8, History +8, Perception +11, Stealth +5 - - -
- - - Damage Immunities - - - cold - - -
- - - Senses - - - blindsight 60 ft., darkvision 120 ft., passive Perception 21 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 16 (15,000 XP) - - -
- - - Legendary Resistance (3/Day) - - - . If the dragon fails a saving throw, it can choose to succeed instead. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +13 to hit, reach 10 ft., one target. - - - Hit: - - - 19 (2d10+8) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +13 to hit, reach 5 ft., one target. - - - Hit: - - - 15 (2d6+8) slashing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +13 to hit, reach 15 ft., one target. - - - Hit: - - - 17 (2d8+8) bludgeoning damage. - - -
- - - Frightful Presence - - - . Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - - -
- - - Breath Weapons (Recharge 5-6) - - - . The dragon uses one of the following breath weapons. - - -
- - - Cold Breath - - - . The dragon exhales an icy blast in a 60- foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. - - -
- - - Paralyzing Breath - - - . The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - Change Shape - - - . The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). - - -
- - - In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - - -
- - - - Legendary Actions - - -
- - - The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - - -
- - - Detect - - - . The dragon makes a Wisdom (Perception) check. - - -
- - - Tail Attack - - - . The dragon makes a tail attack. - - -
- - - Wing Attack (Costs 2 Actions) - - - . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -
- - - - Young Silver Dragon - - -
- - - Large dragon, lawful good - - -
- - - Armor Class - - - 18 (natural armor) - - -
- - - Hit Points - - - 168 (16d10+80) - - -
- - - Speed - - - 40 ft., fly 80 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 23 (+6) - - - - - - - 10 (+0) - - - - - - - 21 (+5) - - - - - - - 14 (+2) - - - - - - - 11 (+0) - - - - - - - 19 (+4) - - - -
- - -
- - - Saving Throws - - - Dex +4, Con +9, Wis +4, Cha +8 - - -
- - - Skills - - - Arcana +6, History +6, Perception +8, Stealth +4 - - -
- - - Damage Immunities - - - cold - - -
- - - Senses - - - blindsight 30 ft., darkvision 120 ft., passive Perception 18 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 9 (5,000 XP) - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +10 to hit, reach 10 ft., one target. - - - Hit: - - - 17 (2d10+6) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +10 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d6+6) slashing damage. - - -
- - - Breath Weapons (Recharge 5-6) - - - . The dragon uses one of the following breath weapons. - - -
- - - Cold Breath - - - . The dragon exhales an icy blast in a 30- foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. - - -
- - - Paralyzing Breath - - - . The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - - Silver Dragon Wyrmling - - -
- - - Medium dragon, lawful good - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 45 (6d8+18) - - -
- - - Speed - - - 30 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 10 (+0) - - - - - - - 17 (+3) - - - - - - - 12 (+1) - - - - - - - 11 (+0) - - - - - - - 15 (+2) - - - -
- - -
- - - Saving Throws - - - Dex +2, Con +5, Wis +2, Cha +4 - - -
- - - Skills - - - Perception +4, Stealth +2 - - -
- - - Damage Immunities - - - cold - - -
- - - Senses - - - blindsight 10 ft., darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - Draconic - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 9 (1d10+4) piercing damage. - - -
- - - Breath Weapons (Recharge 5-6) - - - . The dragon uses one of the following breath weapons. - - -
- - - Cold Breath - - - . The dragon exhales an icy blast in a 15- foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. - - -
- - - Paralyzing Breath - - - . The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - - Dragon Turtle - - -
- - - Gargantuan dragon, neutral - - -
- - - Armor Class - - - 20 (natural armor) - - -
- - - Hit Points - - - 341 (22d20+110) - - -
- - - Speed - - - 20 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 25 (+7) - - - - - - - 10 (+0) - - - - - - - 20 (+5) - - - - - - - 10 (+0) - - - - - - - 12 (+1) - - - - - - - 12 (+1) - - - -
- - -
- - - Saving Throws - - - Dex +6, Con +11, Wis +7 - - -
- - - Damage Resistances - - - fire - - -
- - - Senses - - - darkvision 120 ft., passive Perception 11 - - -
- - - Languages - - - Aquan, Draconic - - -
- - - Challenge - - - 17 (18,000 XP) - - -
- - - Amphibious - - - . The dragon turtle can breathe air and water. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +13 to hit, reach 15 ft., one target. - - - Hit: - - - 26 (3d12+7) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +13 to hit, reach 10 ft., one target. - - - Hit: - - - 16 (2d8+7) slashing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +13 to hit, reach 15 ft., one target. - - - Hit: - - - 26 (3d12+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone. - - -
- - - Steam Breath (Recharge 5-6) - - - . The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage. - - -
- - - - Drider - - -
- - - Large monstrosity, chaotic evil - - -
- - - Armor Class - - - 19 (natural armor) - - -
- - - Hit Points - - - 123 (13d10+52) - - -
- - - Speed - - - 30 ft., climb 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 16 (+3) - - - - - - - 18 (+4) - - - - - - - 13 (+1) - - - - - - - 14 (+2) - - - - - - - 12 (+1) - - - -
- - -
- - - Skills - - - Perception +5, Stealth +9 - - -
- - - Senses - - - darkvision 120 ft., passive Perception 15 - - -
- - - Languages - - - Elvish, Undercommon - - -
- - - Challenge - - - 6 (2,300 XP) - - -
- - - Fey Ancestry - - - . The drider has advantage on saving throws against being charmed, and magic can’t put the drider to sleep. - - -
- - - Innate Spellcasting - - - . The drider’s innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material Components - - -
- - - At will: - - - dancing lights - - -
- - - 1/day each: - - - darkness - - - , - - - faerie fire - - -
- - - Spider Climb - - - . The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - -
- - - Sunlight Sensitivity - - - . While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - -
- - - Web Walker - - - . The drider ignores movement restrictions caused by webbing. - - -
- - - - Actions - - -
- - - Multiattack - - - . The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one creature. - - - Hit: - - - 2 (1d4) piercing damage plus 9 (2d8) poison damage. - - -
- - - Longsword - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. - - -
- - - Longbow - - - . - - - Ranged Weapon Attack: - - - +6 to hit, range 150/600 ft., one target. - - - Hit: - - - 7 (1d8+3) piercing damage plus 4 (1d8) poison damage. - - -
- - - - Dryad - - -
- - - Medium fey, neutral - - -
- - - Armor Class - - - 11 (16 with - - - barkskin - - - ) - - -
- - - Hit Points - - - 22 (5d8) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 10 (+0) - - - - - - - 12 (+1) - - - - - - - 11 (+0) - - - - - - - 14 (+2) - - - - - - - 15 (+2) - - - - - - - 18 (+4) - - - -
- - -
- - - Skills - - - Perception +4, Stealth +5 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - Elvish, Sylvan - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - Innate Spellcasting - - - . The dryad’s innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material Components - - -
- - - At will: - - - druidcraft - - -
- - - 3/day each: - - - entangle - - - , - - - goodberry - - -
- - - 1/day each: - - - barkskin - - - , - - - pass without trace - - - , - - - shillelagh - - -
- - - Magic Resistance - - - . The dryad has advantage on saving throws against spells and other magical effects. - - -
- - - Speak with Beasts and Plants - - - . The dryad can communicate with beasts and plants as if they shared a language. - - -
- - - Tree Stride - - - . Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. - - -
- - - - Actions - - -
- - - Club - - - . - - - Melee Weapon Attack: - - - +2 to hit (+6 to hit with - - - shillelagh - - - ), reach 5 ft., one target. - - - Hit: - - - 2 (1d4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage with - - - shillelagh - - - . - - -
- - - Fey Charm - - - . The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can. - - -
- - - Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours. - - -
- - - The dryad can have no more than one humanoid and up to three beasts charmed at a time. - - -
- - - - Duergar - - -
- - - Medium humanoid (dwarf), lawful evil - - -
- - - Armor Class - - - 16 (scale mail, shield) - - -
- - - Hit Points - - - 26 (4d8+8) - - -
- - - Speed - - - 25 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 14 (+2) - - - - - - - 11 (+0) - - - - - - - 14 (+2) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - - - - - 9 (-1) - - - -
- - -
- - - Damage Resistances - - - poison - - -
- - - Senses - - - darkvision 120 ft., passive Perception 10 - - -
- - - Languages - - - Dwarvish, Undercommon - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - Duergar Resilience - - - . The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. - - -
- - - Sunlight Sensitivity - - - . While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - -
- - - - Actions - - -
- - - Enlarge (Recharges after a Short or Long Rest) - - - . For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. - - -
- - - War Pick - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d8+2) piercing damage, or 11 (2d8+2) piercing damage while enlarged. - - -
- - - Javelin - - - . - - - Melee or Ranged Weapon Attack: - - - +4 to hit, reach 5 ft. or range 30/120 ft., one target. - - - Hit: - - - 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged. - - -
- - - Invisibility (Recharges after a Short or Long Rest) - - - . The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. - - -
- - - - Monsters (E) - - -
- - - - Elementals - - -
- - - - Air Elemental - - -
- - - Large elemental, neutral - - -
- - - Armor Class - - - 15 - - -
- - - Hit Points - - - 90 (12d10+24) - - -
- - - Speed - - - 0 ft., fly 90 ft. (hover) - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 14 (+2) - - - - - - - 20 (+5) - - - - - - - 14 (+2) - - - - - - - 6 (-2) - - - - - - - 10 (+0) - - - - - - - 6 (-2) - - - -
- - -
- - - Damage Resistances - - - lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - Auran - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Air Form - - - . The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. - - -
- - - - Actions - - -
- - - Multiattack - - - . The elemental makes two slam attacks. - - -
- - - Slam - - - . - - - Melee Weapon Attack: - - - +8 to hit, reach 5 ft., one target. - - - Hit: - - - 14 (2d8+5) bludgeoning damage. - - -
- - - Whirlwind (Recharge 4-6) - - - . Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8+2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. - - -
- - - If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone. - - -
- - - - Earth Elemental - - -
- - - Large elemental, neutral - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 126 (12d10+60) - - -
- - - Speed - - - 30 ft., burrow 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 20 (+5) - - - - - - - 8 (-1) - - - - - - - 20 (+5) - - - - - - - 5 (-3) - - - - - - - 10 (+0) - - - - - - - 5 (-3) - - - -
- - -
- - - Damage Vulnerabilities - - - thunder - - -
- - - Damage Resistances - - - bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - exhaustion, paralyzed, petrified, poisoned, unconscious - - -
- - - Senses - - - darkvision 60 ft., tremorsense 60 ft., passive Perception 10 - - -
- - - Languages - - - Terran - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Earth Glide - - - . The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through. - - -
- - - Siege Monster - - - . The elemental deals double damage to objects and structures. - - -
- - - - Actions - - -
- - - Multiattack - - - . The elemental makes two slam attacks. - - -
- - - Slam - - - . - - - Melee Weapon Attack: - - - +8 to hit, reach 10 ft., one target. - - - Hit: - - - 14 (2d8+5) bludgeoning damage. - - -
- - - - Fire Elemental - - -
- - - Large elemental, neutral - - -
- - - Armor Class - - - 13 - - -
- - - Hit Points - - - 102 (12d10+36) - - -
- - - Speed - - - 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 10 (+0) - - - - - - - 17 (+3) - - - - - - - 16 (+3) - - - - - - - 6 (-2) - - - - - - - 10 (+0) - - - - - - - 7 (-2) - - - -
- - -
- - - Damage Resistances - - - bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Damage Immunities - - - fire, poison - - -
- - - Condition Immunities - - - exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - Ignan - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Fire Form - - - . The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. - - -
- - - Illumination - - - . The elemental sheds bright light in a 30- foot radius and dim light in an additional 30 feet. - - -
- - - Water Susceptibility - - - . For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. - - -
- - - - Actions - - -
- - - Multiattack - - - . The elemental makes two touch attacks. - - -
- - - Touch - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. - - -
- - - - Water Elemental - - -
- - - Large elemental, neutral - - -
- - - Armor Class - - - 14 (natural armor) - - -
- - - Hit Points - - - 114 (12d10+48) - - -
- - - Speed - - - 30 ft., swim 90 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 14 (+2) - - - - - - - 18 (+4) - - - - - - - 5 (-3) - - - - - - - 10 (+0) - - - - - - - 8 (-1) - - - -
- - -
- - - Damage Resistances - - - acid; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - Aquan - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Water Form - - - . The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. - - -
- - - Freeze - - - . If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. - - -
- - - - Actions - - -
- - - Multiattack - - - . The elemental makes two slam attacks. - - -
- - - Slam - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d8+4) bludgeoning damage. - - -
- - - Whelm (Recharge 4-6) - - - . Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8+4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space. - - -
- - - The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8+4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding. - - -
- - - - Elf, Drow - - -
- - - Medium humanoid (elf), neutral evil - - -
- - - Armor Class - - - 15 (chain shirt) - - -
- - - Hit Points - - - 13 (3d8) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 10 (+0) - - - - - - - 14 (+2) - - - - - - - 10 (+0) - - - - - - - 11 (+0) - - - - - - - 11 (+0) - - - - - - - 12 (+1) - - - -
- - -
- - - Skills - - - Perception +2, Stealth +4 - - -
- - - Senses - - - darkvision 120 ft., passive Perception 12 - - -
- - - Languages - - - Elvish, Undercommon - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - Fey Ancestry - - - . The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. - - -
- - - Innate Spellcasting - - - . The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material Components - - -
- - - At will: - - - dancing lights - - -
- - - 1/day each: - - - darkness - - - , - - - faerie fire - - -
- - - Sunlight Sensitivity - - - . While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - -
- - - - Actions - - -
- - - Shortsword - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d6+2) piercing damage. - - -
- - - Hand Crossbow - - - . - - - Ranged Weapon Attack: - - - +4 to hit, range 30/120 ft., one target. - - - Hit: - - - 5 (1d6+2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. - - -
- - - - Ettercap - - -
- - - Medium monstrosity, neutral evil - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 44 (8d8+8) - - -
- - - Speed - - - 30 ft., climb 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 14 (+2) - - - - - - - 15 (+2) - - - - - - - 13 (+1) - - - - - - - 7 (-2) - - - - - - - 12 (+1) - - - - - - - 8 (-1) - - - -
- - -
- - - Skills - - - Perception +3, Stealth +4, Survival +3 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Spider Climb - - - . The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - -
- - - Web Sense - - - . While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. - - -
- - - Web Walker - - - . The ettercap ignores movement restrictions caused by webbing. - - -
- - - - Actions - - -
- - - Multiattack - - - . The ettercap makes two attacks: one with its bite and one with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one creature. - - - Hit: - - - 6 (1d8+2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (2d4+2) slashing damage. - - -
- - - Web (Recharge 5-6) - - - . - - - Ranged Weapon Attack: - - - +4 to hit, range 30/60 ft., one Large or smaller creature. - - - Hit: - - - The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. - - -
- - - - Ettin - - -
- - - Large giant, chaotic evil - - -
- - - Armor Class - - - 12 (natural armor) - - -
- - - Hit Points - - - 85 (10d10+30) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 21 (+5) - - - - - - - 8 (-1) - - - - - - - 17 (+3) - - - - - - - 6 (-2) - - - - - - - 10 (+0) - - - - - - - 8 (-1) - - - -
- - -
- - - Skills - - - Perception +4 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - Giant, Orc - - -
- - - Challenge - - - 4 (1,100 XP) - - -
- - - Two Heads - - - . The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. - - -
- - - Wakeful - - - . When one of the ettin’s heads is asleep, its other head is awake. - - -
- - - - Actions - - -
- - - Multiattack - - - . The ettin makes two attacks: one with its battleaxe and one with its morningstar. - - -
- - - Battleaxe - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 14 (2d8+5) slashing damage. - - -
- - - Morningstar - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 14 (2d8+5) piercing damage. - - -
- - - - Monsters (F) - - -
- - - - Fungi - - -
- - - - Shrieker - - -
- - - Medium plant, unaligned - - -
- - - Armor Class - - - 5 - - -
- - - Hit Points - - - 13 (3d8) - - -
- - - Speed - - - 0 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 1 (-5) - - - - - - - 1 (-5) - - - - - - - 10 (+0) - - - - - - - 1 (-5) - - - - - - - 3 (-4) - - - - - - - 1 (-5) - - - -
- - -
- - - Condition Immunities - - - blinded, deafened, frightened - - -
- - - Senses - - - blindsight 30 ft. (blind beyond this radius), passive Perception 6 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - False Appearance - - - . While the shrieker remains motionless, it is indistinguishable from an ordinary fungus. - - -
- - - - Reactions - - -
- - - Shriek - - - . When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward. - - -
- - - - Violet Fungus - - -
- - - Medium plant, unaligned - - -
- - - Armor Class - - - 5 - - -
- - - Hit Points - - - 18 (4d8) - - -
- - - Speed - - - 5 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 3 (-4) - - - - - - - 1 (-5) - - - - - - - 10 (+0) - - - - - - - 1 (-5) - - - - - - - 3 (-4) - - - - - - - 1 (-5) - - - -
- - -
- - - Condition Immunities - - - blinded, deafened, frightened - - -
- - - Senses - - - blindsight 30 ft. (blind beyond this radius), passive Perception 6 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - False Appearance - - - . While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus. - - -
- - - - Actions - - -
- - - Multiattack - - - . The fungus makes 1d4 Rotting Touch attacks. - - -
- - - Rotting Touch - - - . - - - Melee Weapon Attack: - - - +2 to hit, reach 10 ft., one creature. - - - Hit: - - - 4 (1d8) necrotic damage. - - -
- - - - Monsters (G) - - -
- - - - Gargoyle - - -
- - - Medium elemental, chaotic evil - - -
- - - Armor Class - - - 15 (natural armor) - - -
- - - Hit Points - - - 52 (7d8+21) - - -
- - - Speed - - - 30 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 11 (+0) - - - - - - - 16 (+3) - - - - - - - 6 (-2) - - - - - - - 11 (+0) - - - - - - - 7 (-2) - - - -
- - -
- - - Damage Resistances - - - bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - exhaustion, petrified, poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - Terran - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - False Appearance - - - . While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. - - -
- - - - Actions - - -
- - - Multiattack - - - . The gargoyle makes two attacks: one with its bite and one with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d6+2) piercing damage. - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d6+2) slashing damage. - - -
- - - - Genies - - -
- - - - Djinni - - -
- - - Large elemental, chaotic good - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 161 (14d10+84) - - -
- - - Speed - - - 30 ft., fly 90 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 21 (+5) - - - - - - - 15 (+2) - - - - - - - 22 (+6) - - - - - - - 15 (+2) - - - - - - - 16 (+3) - - - - - - - 20 (+5) - - - -
- - -
- - - Saving Throws - - - Dex +6, Wis +7, Cha +9 - - -
- - - Damage Immunities - - - lightning, thunder - - -
- - - Senses - - - darkvision 120 ft., passive Perception 13 - - -
- - - Languages - - - Auran - - -
- - - Challenge - - - 11 (7,200 XP) - - -
- - - Elemental Demise - - - . If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. - - -
- - - Innate Spellcasting - - - . The djinni’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material Components - - -
- - - At will: - - - detect evil and good - - - , - - - detect magic - - - , - - - thunderwave - - -
- - - 3/day each: - - - create food and water - - - (can create wine instead of water), - - - tongues - - - , - - - wind walk - - -
- - - 1/day each: - - - conjure elemental - - - (air elemental only), - - - creation - - - , - - - gaseous form - - - , - - - invisibility - - - , - - - major image - - - , - - - plane shift - - -
- - - - Actions - - -
- - - Multiattack - - - . The djinni makes three scimitar attacks. - - -
- - - Scimitar - - - . - - - Melee Weapon Attack: - - - +9 to hit, reach 5 ft., one target. - - - Hit: - - - 12 (2d6+5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni’s choice). - - -
- - - Create Whirlwind - - - . A 5-foot radius, 30-foot tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. - - -
- - - A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. - - -
- - - - Efreeti - - -
- - - Large elemental, lawful evil - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 200 (16d10+112) - - -
- - - Speed - - - 40 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 22 (+6) - - - - - - - 12 (+1) - - - - - - - 24 (+7) - - - - - - - 16 (+3) - - - - - - - 15 (+2) - - - - - - - 16 (+3) - - - -
- - -
- - - Saving Throws - - - Int +7, Wis +6, Cha +7 - - -
- - - Damage Immunities - - - fire - - -
- - - Senses - - - darkvision 120 ft., passive Perception 12 - - -
- - - Languages - - - Ignan - - -
- - - Challenge - - - 11 (7,200 XP) - - -
- - - Elemental Demise - - - . If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying. - - -
- - - Innate Spellcasting - - - . The efreeti’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material Components - - -
- - - At will: - - - detect magic - - -
- - - 3/day each: - - - enlarge/reduce - - - , - - - tongues - - -
- - - 1/day each: - - - conjure elemental - - - (fire elemental only), - - - gaseous form - - - , - - - invisibility - - - , - - - major image - - - , - - - plane shift - - - , - - - wall of fire - - -
- - - - Actions - - -
- - - Multiattack - - - . The efreeti makes two scimitar attacks or uses its Hurl Flame twice. - - -
- - - Scimitar - - - . - - - Melee Weapon Attack: - - - +10 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d6+6) slashing damage plus 7 (2d6) fire damage. - - -
- - - Hurl Flame - - - . - - - Ranged Spell Attack: - - - +7 to hit, range 120 ft., one target. - - - Hit: - - - 17 (5d6) fire damage. - - -
- - - - Ghost - - -
- - - Medium undead, any alignment - - -
- - - Armor Class - - - 11 - - -
- - - Hit Points - - - 45 (10d8) - - -
- - - Speed - - - 0 ft., fly 40 ft. (hover) - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 7 (-2) - - - - - - - 13 (+1) - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - - - - - 12 (+1) - - - - - - - 17 (+3) - - - -
- - -
- - - Damage Resistances - - - acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Damage Immunities - - - cold, necrotic, poison - - -
- - - Condition Immunities - - - charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained - - -
- - - Senses - - - darkvision 60 ft., passive Perception 11 - - -
- - - Languages - - - any languages it knew in life - - -
- - - Challenge - - - 4 (1,100 XP) - - -
- - - Ethereal Sight - - - . The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. - - -
- - - Incorporeal Movement - - - . The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - - -
- - - - Actions - - -
- - - Withering Touch - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 17 (4d6+3) necrotic damage. - - -
- - - Etherealness - - - . The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane. - - -
- - - Horrifying Visage - - - . Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a - - - greater restoration - - - spell, but only within 24 hours of it occurring. - - -
- - - Possession (Recharge 6) - - - . One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn’t deprive the target of awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. - - -
- - - The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the - - - dispel evil and good - - - spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends. - - -
- - - - Ghouls - - -
- - - - Ghast - - -
- - - Medium undead, chaotic evil - - -
- - - Armor Class - - - 13 - - -
- - - Hit Points - - - 36 (8d8) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 17 (+3) - - - - - - - 10 (+0) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - - - - - 8 (-1) - - - -
- - -
- - - Damage Resistances - - - necrotic - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - charmed, exhaustion, poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - Common - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Stench - - - . Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast’s Stench for 24 hours. - - -
- - - Turning Defiance - - - . The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one creature. - - - Hit: - - - 12 (2d8+3) piercing damage. - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (2d6+3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - - Ghoul - - -
- - - Medium undead, chaotic evil - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 22 (5d8) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 13 (+1) - - - - - - - 15 (+2) - - - - - - - 10 (+0) - - - - - - - 7 (-2) - - - - - - - 10 (+0) - - - - - - - 6 (-2) - - - -
- - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - charmed, exhaustion, poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - Common - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +2 to hit, reach 5 ft., one creature. - - - Hit: - - - 9 (2d6+2) piercing damage. - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (2d4+2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - - Giants - - -
- - - - Cloud Giant - - -
- - - Huge giant, neutral good (50%) or neutral evil (50%) - - -
- - - Armor Class - - - 14 (natural armor) - - -
- - - Hit Points - - - 200 (16d12+96) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 27 (+8) - - - - - - - 10 (+0) - - - - - - - 22 (+6) - - - - - - - 12 (+1) - - - - - - - 16 (+3) - - - - - - - 16 (+3) - - - -
- - -
- - - Saving Throws - - - Con +10, Wis +7, Cha +7 - - -
- - - Skills - - - Insight +7, Perception +7 - - -
- - - Senses - - - passive Perception 17 - - -
- - - Languages - - - Common, Giant - - -
- - - Challenge - - - 9 (5,000 XP) - - -
- - - Keen Smell - - - . The giant has advantage on Wisdom (Perception) checks that rely on smell. - - -
- - - Innate Spellcasting - - - . The giant’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material Components - - -
- - - At will: - - - detect magic - - - , - - - fog cloud - - - , - - - light - - -
- - - 3/day each: - - - feather fall - - - , - - - fly - - - , - - - misty step - - - , - - - telekinesis - - -
- - - 1/day each: - - - control weather - - - , - - - gaseous form - - -
- - - - Actions - - -
- - - Multiattack - - - . The giant makes two morningstar attacks. - - -
- - - Morningstar - - - . - - - Melee Weapon Attack: - - - +12 to hit, reach 10 ft., one target. - - - Hit: - - - 21 (3d8+8) piercing damage. - - -
- - - Rock - - - . - - - Ranged Weapon Attack: - - - +12 to hit, range 60/240 ft., one target. - - - Hit: - - - 30 (4d10+8) bludgeoning damage. - - -
- - - - Fire Giant - - -
- - - Huge giant, lawful evil - - -
- - - Armor Class - - - 18 (plate) - - -
- - - Hit Points - - - 162 (13d12+78) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 25 (+7) - - - - - - - 9 (-1) - - - - - - - 23 (+6) - - - - - - - 10 (+0) - - - - - - - 14 (+2) - - - - - - - 13 (+1) - - - -
- - -
- - - Saving Throws - - - Dex +3, Con +10, Cha +5 - - -
- - - Skills - - - Athletics +11, Perception +6 - - -
- - - Damage Immunities - - - fire - - -
- - - Senses - - - passive Perception 16 - - -
- - - Languages - - - Giant - - -
- - - Challenge - - - 9 (5,000 XP) - - -
- - - - Actions - - -
- - - Multiattack - - - . The giant makes two greatsword attacks. - - -
- - - Greatsword - - - . - - - Melee Weapon Attack: - - - +11 to hit, reach 10 ft., one target. - - - Hit: - - - 28 (6d6+7) slashing damage. - - -
- - - Rock - - - . - - - Ranged Weapon Attack: - - - +11 to hit, range 60/240 ft., one target. - - - Hit: - - - 29 (4d10+7) bludgeoning damage. - - -
- - - - Frost Giant - - -
- - - Huge giant, neutral evil - - -
- - - Armor Class - - - 15 (patchwork armor) - - -
- - - Hit Points - - - 138 (12d12+60) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 23 (+6) - - - - - - - 9 (-1) - - - - - - - 21 (+5) - - - - - - - 9 (-1) - - - - - - - 10 (+0) - - - - - - - 12 (+1) - - - -
- - -
- - - Saving Throws - - - Con +8, Wis +3, Cha +4 - - -
- - - Skills - - - Athletics +9, Perception +3 - - -
- - - Damage Immunities - - - cold - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - Giant - - -
- - - Challenge - - - 8 (3,900 XP) - - -
- - - - Actions - - -
- - - Multiattack - - - . The giant makes two greataxe attacks. - - -
- - - Greataxe - - - . - - - Melee Weapon Attack: - - - +9 to hit, reach 10 ft., one target. - - - Hit: - - - 25 (3d12+6) slashing damage. - - -
- - - Rock - - - . - - - Ranged Weapon Attack: - - - +9 to hit, range 60/240 ft., one target. - - - Hit: - - - 28 (4d10+6) bludgeoning damage. - - -
- - - - Hill Giant - - -
- - - Huge giant, chaotic evil - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 105 (10d12+40) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 21 (+5) - - - - - - - 8 (-1) - - - - - - - 19 (+4) - - - - - - - 5 (-3) - - - - - - - 9 (-1) - - - - - - - 6 (-2) - - - -
- - -
- - - Skills - - - Perception +2 - - -
- - - Senses - - - passive Perception 12 - - -
- - - Languages - - - Giant - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - - Actions - - -
- - - Multiattack - - - . The giant makes two greatclub attacks. - - -
- - - Greatclub - - - . - - - Melee Weapon Attack: - - - +8 to hit, reach 10 ft., one target. - - - Hit: - - - 18 (3d8+5) bludgeoning damage. - - -
- - - Rock - - - . - - - Ranged Weapon Attack: - - - +8 to hit, range 60/240 ft., one target. - - - Hit: - - - 21 (3d10+5) bludgeoning damage. - - -
- - - - Stone Giant - - -
- - - Huge giant, neutral - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 126 (11d12+55) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 23 (+6) - - - - - - - 15 (+2) - - - - - - - 20 (+5) - - - - - - - 10 (+0) - - - - - - - 12 (+1) - - - - - - - 9 (-1) - - - -
- - -
- - - Saving Throws - - - Dex +5, Con +8, Wis +4 - - -
- - - Skills - - - Athletics +12, Perception +4 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - Giant - - -
- - - Challenge - - - 7 (2,900 XP) - - -
- - - Stone Camouflage. - - - The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - - -
- - - - Actions - - -
- - - Multiattack - - - . The giant makes two greatclub attacks. - - -
- - - Greatclub - - - . - - - Melee Weapon Attack: - - - +9 to hit, reach 15 ft., one target. - - - Hit: - - - 19 (3d8+6) bludgeoning damage. - - -
- - - Rock - - - . - - - Ranged Weapon Attack: - - - +9 to hit, range 60/240 ft., one target. - - - Hit: - - - 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. - - -
- - - - Reactions - - -
- - - Rock Catching - - - . If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. - - -
- - - - Storm Giant - - -
- - - Huge giant, chaotic good - - -
- - - Armor Class - - - 16 (scale mail) - - -
- - - Hit Points - - - 230 (20d12+100) - - -
- - - Speed - - - 50 ft., swim 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 29 (+9) - - - - - - - 14 (+2) - - - - - - - 20 (+5) - - - - - - - 16 (+3) - - - - - - - 18 (+4) - - - - - - - 18 (+4) - - - -
- - -
- - - Saving Throws - - - Str +14, Con +10, Wis +9, Cha +9 - - -
- - - Skills - - - Arcana +8, Athletics +14, History +8, Perception +9 - - -
- - - Damage Resistances - - - cold - - -
- - - Damage Immunities - - - lightning, thunder - - -
- - - Senses - - - passive Perception 19 - - -
- - - Languages - - - Common, Giant - - -
- - - Challenge - - - 13 (10,000 XP) - - -
- - - Amphibious - - - . The giant can breathe air and water. - - -
- - - Innate Spellcasting - - - . The giant’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components - - -
- - - At will: - - - detect magic - - - , - - - feather fall - - - , - - - levitate - - - , - - - light - - -
- - - 3/day each: - - - control weather - - - , - - - water breathing - - -
- - - - Actions - - -
- - - Multiattack - - - . The giant makes two greatsword attacks. - - -
- - - Greatsword - - - . - - - Melee Weapon Attack: - - - +14 to hit, reach 10 ft., one target. - - - Hit: - - - 30 (6d6+9) slashing damage. - - -
- - - Rock - - - . - - - Ranged Weapon Attack: - - - +14 to hit, range 60/240 ft., one target. - - - Hit: - - - 35 (4d12+9) bludgeoning damage. - - -
- - - Lightning Strike (Recharge 5-6) - - - . The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. - - -
- - - - Gibbering Mouther - - -
- - - Medium aberration, neutral - - -
- - - Armor Class - - - 9 - - -
- - - Hit Points - - - 67 (9d8+27) - - -
- - - Speed - - - 10 ft., swim 10 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 10 (+0) - - - - - - - 8 (-1) - - - - - - - 16 (+3) - - - - - - - 3 (-4) - - - - - - - 10 (+0) - - - - - - - 6 (-2) - - - -
- - -
- - - Condition Immunities - - - prone - - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Aberrant Ground - - - . The ground in a 10-foot radius around the mouther is dough-like difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. - - -
- - - Gibbering - - - . The mouther babbles incoherently while it can see any creature and isn’t incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack. - - -
- - - - Actions - - -
- - - Multiattack - - - . The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. - - -
- - - Bites - - - . - - - Melee Weapon Attack: - - - +2 to hit, reach 5 ft., one creature. - - - Hit: - - - 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther. - - -
- - - Blinding Spittle (Recharge 5-6) - - - . The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther’s next turn. - - -
- - - - Gnoll - - -
- - - Medium humanoid (gnoll), chaotic evil - - -
- - - Armor Class - - - 15 (hide armor, shield) - - -
- - - Hit Points - - - 22 (5d8) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 14 (+2) - - - - - - - 12 (+1) - - - - - - - 11 (+0) - - - - - - - 6 (-2) - - - - - - - 10 (+0) - - - - - - - 7 (-2) - - - -
- - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - Gnoll - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Rampage - - - . When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one creature. - - - Hit: - - - 4 (1d4+2) piercing damage. - - -
- - - Spear - - - . - - - Melee or Ranged Weapon Attack: - - - +4 to hit, reach 5 ft. or range 20/60 ft., one target. - - - Hit: - - - 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. - - -
- - - Longbow - - - . - - - Ranged Weapon Attack: - - - +3 to hit, range 150/600 ft., one target. - - - Hit: - - - 5 (1d8+1) piercing damage. - - -
- - - - Gnome, Deep (Svirfneblin) - - -
- - - Small humanoid (gnome), neutral good - - -
- - - Armor Class - - - 15 (chain shirt) - - -
- - - Hit Points - - - 16 (3d6+6) - - -
- - - Speed - - - 20 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 14 (+2) - - - - - - - 14 (+2) - - - - - - - 12 (+1) - - - - - - - 10 (+0) - - - - - - - 9 (-1) - - - -
- - -
- - - Skills - - - Investigation +3, Perception +2, Stealth +4 - - -
- - - Senses - - - darkvision 120 ft., passive Perception 12 - - -
- - - Languages - - - Gnomish, Terran, Undercommon - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Stone Camouflage - - - . The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - - -
- - - Gnome Cunning - - - . The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. - - -
- - - Innate Spellcasting - - - . The gnome’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material Components - - -
- - - At will: - - - nondetection - - - (self only) - - -
- - - 1/day each: - - - blindness/deafness - - - , - - - blur - - - , - - - disguise self - - -
- - - - Actions - - -
- - - War Pick - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d8+2) piercing damage. - - -
- - - Poisoned Dart - - - . - - - Ranged Weapon Attack: - - - +4 to hit, range 30/120 ft., one creature. - - - Hit: - - - 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - - Goblin - - -
- - - Small humanoid (goblinoid), neutral evil - - -
- - - Armor Class - - - 15 (leather armor, shield) - - -
- - - Hit Points - - - 7 (2d6) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 8 (-1) - - - - - - - 14 (+2) - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - - - - - 8 (-1) - - - - - - - 8 (-1) - - - -
- - -
- - - Skills - - - Stealth +6 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 9 - - -
- - - Languages - - - Common, Goblin - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - Nimble Escape - - - . The goblin can take the Disengage or Hide action as a bonus action on each of its turns. - - -
- - - - Actions - - -
- - - Scimitar - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d6+2) slashing damage. - - -
- - - Shortbow - - - . - - - Ranged Weapon Attack: - - - +4 to hit, range 80/320 ft., one target. - - - Hit: - - - 5 (1d6+2) piercing damage. - - -
- - - - Golems - - -
- - - - Clay Golem - - -
- - - Large construct, unaligned - - -
- - - Armor Class - - - 14 (natural armor) - - -
- - - Hit Points - - - 133 (14d10+56) - - -
- - - Speed - - - 20 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 20 (+5) - - - - - - - 9 (-1) - - - - - - - 18 (+4) - - - - - - - 3 (-4) - - - - - - - 8 (-1) - - - - - - - 1 (-5) - - - -
- - -
- - - Damage Immunities - - - acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine - - -
- - - Condition Immunities - - - charmed, exhaustion, frightened, paralyzed, petrified, poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 9 - - -
- - - Languages - - - understands the languages of its creator but can’t speak - - -
- - - Challenge - - - 9 (5,000 XP) - - -
- - - Acid Absorption - - - . Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. - - -
- - - Berserk - - - . Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. - - -
- - - Immutable Form - - - . The golem is immune to any spell or effect that would alter its form. - - -
- - - Magic Resistance - - - . The golem has advantage on saving throws against spells and other magical effects. - - -
- - - Magic Weapons - - - . The golem’s weapon attacks are magical. - - -
- - - - Actions - - -
- - - Multiattack - - - . The golem makes two slam attacks. - - -
- - - Slam - - - . - - - Melee Weapon Attack: - - - +8 to hit, reach 5 ft., one target. - - - Hit: - - - 16 (2d10+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the - - - greater restoration - - - spell or other magic. - - -
- - - Haste (Recharge 5-6) - - - . Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action. - - -
- - - - Flesh Golem - - -
- - - Medium construct, neutral - - -
- - - Armor Class - - - 9 - - -
- - - Hit Points - - - 93 (11d8+44) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 9 (-1) - - - - - - - 18 (+4) - - - - - - - 6 (-2) - - - - - - - 10 (+0) - - - - - - - 5 (-3) - - - -
- - -
- - - Damage Immunities - - - lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine - - -
- - - Condition Immunities - - - charmed, exhaustion, frightened, paralyzed, petrified, poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - understands the languages of its creator but can’t speak - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Berserk - - - . Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. - - -
- - - The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. - - -
- - - Aversion of Fire - - - . If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. - - -
- - - Immutable Form - - - . The golem is immune to any spell or effect that would alter its form. - - -
- - - Lightning Absorption - - - . Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. - - -
- - - Magic Resistance - - - . The golem has advantage on saving throws against spells and other magical effects. - - -
- - - Magic Weapons - - - . The golem’s weapon attacks are magical. - - -
- - - - Actions - - -
- - - Multiattack - - - . The golem makes two slam attacks. - - -
- - - Slam - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d8+4) bludgeoning damage. - - -
- - - - Iron Golem - - -
- - - Large construct, unaligned - - -
- - - Armor Class - - - 20 (natural armor) - - -
- - - Hit Points - - - 210 (20d10+100) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 24 (+7) - - - - - - - 9 (-1) - - - - - - - 20 (+5) - - - - - - - 3 (-4) - - - - - - - 11 (+0) - - - - - - - 1 (-5) - - - -
- - -
- - - Damage Immunities - - - fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine - - -
- - - Condition Immunities - - - charmed, exhaustion, frightened, paralyzed, petrified, poisoned - - -
- - - Senses - - - darkvision 120 ft., passive Perception 10 - - -
- - - Languages - - - understands the languages of its creator but can’t speak - - -
- - - Challenge - - - 16 (15,000 XP) - - -
- - - Fire Absorption - - - . Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. - - -
- - - Immutable Form - - - . The golem is immune to any spell or effect that would alter its form. - - -
- - - Magic Resistance - - - . The golem has advantage on saving throws against spells and other magical effects. - - -
- - - Magic Weapons - - - . The golem’s weapon attacks are magical. - - -
- - - - Actions - - -
- - - Multiattack - - - . The golem makes two melee attacks. - - -
- - - Slam - - - . - - - Melee Weapon Attack: - - - +13 to hit, reach 5 ft., one target. - - - Hit: - - - 20 (3d8+7) bludgeoning damage. - - -
- - - Sword - - - . - - - Melee Weapon Attack: - - - +13 to hit, reach 10 ft., one target. - - - Hit: - - - 23 (3d10+7) slashing damage. - - -
- - - Poison Breath (Recharge 6) - - - . The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - - Stone Golem - - -
- - - Large construct, unaligned - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 178 (17d10+85) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 22 (+6) - - - - - - - 9 (-1) - - - - - - - 20 (+5) - - - - - - - 3 (-4) - - - - - - - 11 (+0) - - - - - - - 1 (-5) - - - -
- - -
- - - Damage Immunities - - - poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine - - -
- - - Condition Immunities - - - charmed, exhaustion, frightened, paralyzed, petrified, poisoned - - -
- - - Senses - - - darkvision 120 ft., passive Perception 10 - - -
- - - Languages - - - understands the languages of its creator but can’t speak - - -
- - - Challenge - - - 10 (5,900 XP) - - -
- - - Immutable Form - - - . The golem is immune to any spell or effect that would alter its form. - - -
- - - Magic Resistance - - - . The golem has advantage on saving throws against spells and other magical effects. - - -
- - - Magic Weapons - - - . The golem’s weapon attacks are magical. - - -
- - - - Actions - - -
- - - Multiattack - - - . The golem makes two slam attacks. - - -
- - - Slam - - - . - - - Melee Weapon Attack: - - - +10 to hit, reach 5 ft., one target. - - - Hit: - - - 19 (3d8+6) bludgeoning damage. - - -
- - - Slow (Recharge 5-6) - - - . The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - - Gorgon - - -
- - - Large monstrosity, unaligned - - -
- - - Armor Class - - - 19 (natural armor) - - -
- - - Hit Points - - - 114 (12d10+48) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 20 (+5) - - - - - - - 11 (+0) - - - - - - - 18 (+4) - - - - - - - 2 (-4) - - - - - - - 12 (+1) - - - - - - - 7 (-2) - - - -
- - -
- - - Skills - - - Perception +4 - - -
- - - Condition Immunities - - - petrified - - -
- - - Senses - - - darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Trampling Charge - - - . If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action. - - -
- - - - Actions - - -
- - - Gore - - - . - - - Melee Weapon Attack: - - - +8 to hit, reach 5 ft., one target. - - - Hit: - - - 18 (2d12+5) piercing damage. - - -
- - - Hooves - - - . - - - Melee Weapon Attack: - - - +8 to hit, reach 5 ft., one target. - - - Hit: - - - 16 (2d10+5) bludgeoning damage. - - -
- - - Petrifying Breath (Recharge 5-6) - - - . The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the - - - greater restoration - - - spell or other magic. - - -
- - - - Grick - - -
- - - Medium monstrosity, neutral - - -
- - - Armor Class - - - 14 (natural armor) - - -
- - - Hit Points - - - 27 (6d8) - - -
- - - Speed - - - 30 ft., climb 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 14 (+2) - - - - - - - 14 (+2) - - - - - - - 11 (+0) - - - - - - - 3 (-4) - - - - - - - 14 (+2) - - - - - - - 5 (-3) - - - -
- - -
- - - Damage Resistances - - - bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Senses - - - darkvision 60 ft., passive Perception 12 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Stone Camouflage - - - . The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - - -
- - - - Actions - - -
- - - Multiattack - - - . The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target. - - -
- - - Tentacles - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 9 (2d6+2) slashing damage. - - -
- - - Beak - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d6+2) piercing damage. - - -
- - - - Griffon - - -
- - - Large monstrosity, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 59 (7d10+21) - - -
- - - Speed - - - 30 ft., fly 80 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 15 (+2) - - - - - - - 16 (+3) - - - - - - - 2 (-4) - - - - - - - 13 (+1) - - - - - - - 8 (-1) - - - -
- - -
- - - Skills - - - Perception +5 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 15 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Keen Sight - - - . The griffon has advantage on Wisdom (Perception) checks that rely on sight. - - -
- - - - Actions - - -
- - - Multiattack - - - . The griffon makes two attacks: one with its beak and one with its claws. - - -
- - - Beak - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 8 (1d8+4) piercing damage. - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 11 (2d6+4) slashing damage. - - -
- - - - Grimlock - - -
- - - Medium humanoid (grimlock), neutral evil - - -
- - - Armor Class - - - 11 - - -
- - - Hit Points - - - 11 (2d8+2) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 12 (+1) - - - - - - - 12 (+1) - - - - - - - 9 (-1) - - - - - - - 8 (-1) - - - - - - - 6 (-2) - - - -
- - -
- - - Skills - - - Athletics +5, Perception +3, Stealth +3 - - -
- - - Condition Immunities - - - blinded - - -
- - - Senses - - - blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13 - - -
- - - Languages - - - Undercommon - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - Blind Senses - - - . The grimlock can’t use its blindsight while deafened and unable to smell. - - -
- - - Keen Hearing and Smell - - - . The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - -
- - - Stone Camouflage - - - . The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - - -
- - - - Actions - - -
- - - Spiked Bone Club - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d4+3) bludgeoning damage plus 2 (1d4) piercing damage. - - -
- - - - Monsters (H) - - -
- - - - Hags - - -
- - - - Green Hag - - -
- - - Medium fey, neutral evil - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 82 (11d8+33) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 12 (+1) - - - - - - - 16 (+3) - - - - - - - 13 (+1) - - - - - - - 14 (+2) - - - - - - - 14 (+2) - - - -
- - -
- - - Skills - - - Arcana +3, Deception +4, Perception +4, Stealth +3 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - Common, Draconic, Sylvan - - -
- - - Challenge - - - 3 (700 XP) - - -
- - - Amphibious - - - . The hag can breathe air and water. - - -
- - - Innate Spellcasting - - - . The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material Components - - -
- - - At will: - - - dancing lights - - - , - - - minor illusion - - - , - - - vicious mockery - - -
- - - Mimicry - - - . The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. - - -
- - - - Actions - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d8+4) slashing damage. - - -
- - - Illusory Appearance - - - . The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. - - -
- - - The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. - - -
- - - Invisible Passage - - - . The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. - - -
- - - - Night Hag - - -
- - - Medium fiend, neutral evil - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 112 (15d8+45) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 15 (+2) - - - - - - - 16 (+3) - - - - - - - 16 (+3) - - - - - - - 14 (+2) - - - - - - - 16 (+3) - - - -
- - -
- - - Skills - - - Deception +7, Insight +6, Perception +6, Stealth +6 - - -
- - - Damage Resistances - - - cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - - -
- - - Condition Immunities - - - charmed - - -
- - - Senses - - - darkvision 120 ft., passive Perception 16 - - -
- - - Languages - - - Abyssal, Common, Infernal, Primordial - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Innate Spellcasting - - - . The hag’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material Components - - -
- - - At will: - - - detect magic - - - , - - - magic missile - - -
- - - 2/day each: - - - plane shift - - - (self only), - - - ray of enfeeblement - - - , - - - sleep - - -
- - - Magic Resistance - - - . The hag has advantage on saving throws against spells and other magical effects. - - -
- - - - Actions - - -
- - - Claws (Hag Form Only) - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d8+4) slashing damage. - - -
- - - Change Shape - - - . The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies. - - -
- - - Etherealness - - - . The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a - - - heartstone - - - in her possession. - - -
- - - Nightmare Haunting (1/Day) - - - . While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A - - - protection from evil and good - - - spell cast on the target prevents this contact, as does a - - - magic circle - - - . As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target’s hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag’s - - - soul bag - - - . The reduction to the target’s hit point maximum lasts until removed by the - - - greater restoration - - - spell or similar magic. - - -
- - - - Sea Hag - - -
- - - Medium fey, chaotic evil - - -
- - - Armor Class - - - 14 (natural armor) - - -
- - - Hit Points - - - 52 (7d8+21) - - -
- - - Speed - - - 30 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 13 (+1) - - - - - - - 16 (+3) - - - - - - - 12 (+1) - - - - - - - 12 (+1) - - - - - - - 13 (+1) - - - -
- - -
- - - Senses - - - darkvision 60 ft., passive Perception 11 - - -
- - - Languages - - - Aquan, Common, Giant - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Amphibious - - - . The hag can breathe air and water. - - -
- - - Horrific Appearance - - - . Any humanoid that starts its turn within 30 feet of the hag and can see the hag’s true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Appearance for the next 24 hours. - - -
- - - Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. - - -
- - - - Actions - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (2d6+3) slashing damage. - - -
- - - Death Glare - - - . The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. - - -
- - - Illusory Appearance - - - . The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. - - -
- - - The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised. - - -
- - - - Half-Dragon Template - - -
- - - A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its statistics, except as follows. - - -
- - - Challenge - - - . To avoid recalculating the creature’s challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, recalculate the rating after you apply the template. - - -
- - - Senses - - - . The half-dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 feet. - - -
- - - Resistances - - - . The half-dragon gains resistance to a type of damage based on its color. - - -
- - - Table- 114 - - - - Monsters: Half-Dragon Template (Damage Resistance) - - -
- - - - - - - Color - - - - - - - Damage Resistance - - - - - - - Black or copper - - - - - - - Acid - - - - - - - Blue or bronze - - - - - - - Lightning - - - - - - - Brass, gold, or red - - - - - - - Fire - - - - - - - Green - - - - - - - Poison - - - - - - - Silver or white - - - - - - - Cold - - - - - - - -
- - -
- - - Languages - - - . The half-dragon speaks Draconic in addition to any other languages it knows. - - -
- - - New Action: Breath Weapon - - - . The half-dragon has the breath weapon of its dragon half. The half- dragon’s size determines how this action functions. - - -
- - - Table- 115 - - - - Monsters: Half-Dragon Template (Size) - - -
- - - - - - - - Size - - - - - - - Breath Weapon - - - - - - - Optional Prerequisite - - - - - - - Large or smaller - - - - - - - As a wyrmling - - - - - - - Challenge 2 or higher - - - - - - - Huge - - - - - - - As a young dragon - - - - - - - Challenge 7 or higher - - - - - - - Gargantuan - - - - - - - As an adult dragon - - - - - - - Challenge 8 or higher - - - - - - - - - -
- - -
- - - - Half-Red Dragon Veteran - - -
- - - Medium humanoid (human), any alignment - - -
- - - Armor Class - - - 18 (plate) - - -
- - - Hit Points - - - 65 (10d8+20) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 13 (+1) - - - - - - - 14 (+2) - - - - - - - 10 (+0) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - -
- - -
- - - Skills - - - Athletics +5, Perception +2 - - -
- - - Damage Resistances - - - fire - - -
- - - Senses - - - blindsight 10 ft., darkvision 60 ft., passive Perception 12 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - - Actions - - -
- - - Multiattack - - - . The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. - - -
- - - Longsword - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. - - -
- - - Shortsword - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d6+3) piercing damage. - - -
- - - Heavy Crossbow - - - . - - - Ranged Weapon Attack: - - - +3 to hit, range 100/400 ft., one target. - - - Hit: - - - 6 (1d10+1) piercing damage. - - -
- - - Fire Breath (Recharge 5-6) - - - . The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. - - -
- - - - Harpy - - -
- - - Medium monstrosity, chaotic evil - - -
- - - Armor Class - - - 11 - - -
- - - Hit Points - - - 38 (7d8+7) - - -
- - - Speed - - - 20 ft., fly 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 12 (+1) - - - - - - - 13 (+1) - - - - - - - 12 (+1) - - - - - - - 7 (-2) - - - - - - - 10 (+0) - - - - - - - 13 (+1) - - - -
- - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - Common - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - - Actions - - -
- - - Multiattack - - - . The harpy makes two attacks: one with its claws and one with its club. - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (2d4+1) slashing damage. - - -
- - - Club - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 3 (1d4+1) bludgeoning damage. - - -
- - - Luring Song - - - . The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. - - -
- - - While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. - - -
- - - A target that successfully saves is immune to this harpy’s song for the next 24 hours. - - -
- - - - Hell Hound - - -
- - - Medium fiend, lawful evil - - -
- - - Armor Class - - - 15 (natural armor) - - -
- - - Hit Points - - - 45 (7d8+14) - - -
- - - Speed - - - 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 17 (+3) - - - - - - - 12 (+1) - - - - - - - 14 (+2) - - - - - - - 6 (-2) - - - - - - - 13 (+1) - - - - - - - 6 (-2) - - - -
- - -
- - - Skills - - - Perception +5 - - -
- - - Damage Immunities - - - fire - - -
- - - Senses - - - darkvision 60 ft., passive Perception 15 - - -
- - - Languages - - - understands Infernal but can’t speak it - - -
- - - Challenge - - - 3 (700 XP) - - -
- - - Keen Hearing and Smell - - - . The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - -
- - - Pack Tactics - - - . The hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (1d8+3) piercing damage plus 7 (2d6) fire damage. - - -
- - - Fire Breath (Recharge 5-6) - - - . The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. - - -
- - - - Hippogriff - - -
- - - Large monstrosity, unaligned - - -
- - - Armor Class - - - 11 - - -
- - - Hit Points - - - 19 (3d10+3) - - -
- - - Speed - - - 40 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 17 (+3) - - - - - - - 13 (+1) - - - - - - - 13 (+1) - - - - - - - 2 (-4) - - - - - - - 12 (+1) - - - - - - - 8 (-1) - - - -
- - -
- - - Skills - - - Perception +5 - - -
- - - Senses - - - passive Perception 15 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - Keen Sight - - - . The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. - - -
- - - - Actions - - -
- - - Multiattack - - - . The hippogriff makes two attacks: one with its beak and one with its claws. - - -
- - - Beak - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 8 (1d10+3) piercing damage. - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (2d6+3) slashing damage. - - -
- - - - Hobgoblin - - -
- - - Medium humanoid (goblinoid), lawful evil - - -
- - - Armor Class - - - 18 (chain mail, shield) - - -
- - - Hit Points - - - 11 (2d8+2) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 13 (+1) - - - - - - - 12 (+1) - - - - - - - 12 (+1) - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - - - - - 9 (-1) - - - -
- - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - Common, Goblin - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Martial Advantage - - - . Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated. - - -
- - - - Actions - - -
- - - Longsword - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands. - - -
- - - Longbow - - - . - - - Ranged Weapon Attack: - - - +3 to hit, range 150/600 ft., one target. - - - Hit: - - - 5 (1d8+1) piercing damage. - - -
- - - - Homunculus - - -
- - - Tiny construct, neutral - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 5 (2d4) - - -
- - - Speed - - - 20 ft., fly 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 4 (-3) - - - - - - - 15 (+2) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - - - - - 7 (-2) - - - -
- - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - charmed, poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - understands the languages of its creator but can’t speak - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - Telepathic Bond - - - . While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one creature. - - - Hit: - - - 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way. - - -
- - - - Hydra - - -
- - - Huge monstrosity, unaligned - - -
- - - Armor Class - - - 15 (natural armor) - - -
- - - Hit Points - - - 172 (15d12+75) - - -
- - - Speed - - - 30 ft., swim 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 20 (+5) - - - - - - - 12 (+1) - - - - - - - 20 (+5) - - - - - - - 2 (-4) - - - - - - - 10 (+0) - - - - - - - 7 (-2) - - - -
- - -
- - - Skills - - - Perception +6 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 16 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 8 (3,900 XP) - - -
- - - Hold Breath - - - . The hydra can hold its breath for 1 hour. - - -
- - - Multiple Heads - - - . The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. - - -
- - - Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. - - -
- - - At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. - - -
- - - Reactive Heads - - - . For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. - - -
- - - Wakeful - - - . While the hydra sleeps, at least one of its heads is awake. - - -
- - - - Actions - - -
- - - Multiattack - - - . The hydra makes as many bite attacks as it has heads. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +8 to hit, reach 10 ft., one target. - - - Hit: - - - 10 (1d10+5) piercing damage. - - -
- - - - Monsters (I) - - -
- - - - Invisible Stalker - - -
- - - Medium elemental, neutral - - -
- - - Armor Class - - - 14 - - -
- - - Hit Points - - - 104 (16d8+32) - - -
- - - Speed - - - 50 ft., fly 50 ft. (hover) - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 19 (+4) - - - - - - - 14 (+2) - - - - - - - 10 (+0) - - - - - - - 15 (+2) - - - - - - - 11 (+0) - - - -
- - -
- - - Skills - - - Perception +8, Stealth +10 - - -
- - - Damage Resistances - - - bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - - -
- - - Senses - - - darkvision 60 ft., passive Perception 18 - - -
- - - Languages - - - Auran, understands Common but doesn’t speak it - - -
- - - Challenge - - - 6 (2,300 XP) - - -
- - - Invisibility - - - . The stalker is invisible. - - -
- - - Faultless Tracker - - - . The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner. - - -
- - - - Actions - - -
- - - Multiattack - - - . The stalker makes two slam attacks. - - -
- - - Slam - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (2d6+3) bludgeoning damage. - - -
- - - - Monsters (K) - - -
- - - - Kobold - - -
- - - Small humanoid (kobold), lawful evil - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 5 (2d6-2) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 7 (-2) - - - - - - - 15 (+2) - - - - - - - 9 (-1) - - - - - - - 8 (-1) - - - - - - - 7 (-2) - - - - - - - 8 (-1) - - - -
- - -
- - - Senses - - - darkvision 60 ft., passive Perception 8 - - -
- - - Languages - - - Common, Draconic - - -
- - - Challenge - - - 1/8 (25 XP) - - -
- - - Sunlight Sensitivity - - - . While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - -
- - - Pack Tactics - - - . The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -
- - - - Actions - - -
- - - Dagger - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 4 (1d4+2) piercing damage. - - -
- - - Sling - - - . - - - Ranged Weapon Attack: - - - +4 to hit, range 30/120 ft., one target. - - - Hit: - - - 4 (1d4+2) bludgeoning damage. - - -
- - - - Kraken - - -
- - - Gargantuan monstrosity (titan), chaotic evil - - -
- - - Armor Class - - - 18 (natural armor) - - -
- - - Hit Points - - - 472 (27d20+189) - - -
- - - Speed - - - 20 ft., swim 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 30 (+10) - - - - - - - 11 (+0) - - - - - - - 25 (+7) - - - - - - - 22 (+6) - - - - - - - 18 (+4) - - - - - - - 20 (+5) - - - -
- - -
- - - Saving Throws - - - Str +17, Dex +7, Con +14, Int +13, Wis +11 - - -
- - - Damage Immunities - - - lightning; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Condition Immunities - - - frightened, paralyzed - - -
- - - Senses - - - truesight 120 ft., passive Perception 14 - - -
- - - Languages - - - understands Abyssal, Celestial, Infernal, and Primordial but can’t speak, telepathy 120 ft. - - -
- - - Challenge - - - 23 (50,000 XP) - - -
- - - Amphibious - - - . The kraken can breathe air and water. - - -
- - - Freedom of Movement - - - . The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. - - -
- - - Siege Monster - - - . The kraken deals double damage to objects and structures. - - -
- - - - Actions - - -
- - - Multiattack - - - . The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +17 to hit, reach 5 ft., one target. - - - Hit: - - - 23 (3d8+10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken’s turns. - - -
- - - If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. - - -
- - - Tentacle - - - . - - - Melee Weapon Attack: - - - +17 to hit, reach 30 ft., one target. - - - Hit: - - - 20 (3d6+10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. - - -
- - - Fling - - - . One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. - - -
- - - Lightning Storm - - - . The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. - - -
- - - - Legendary Actions - - -
- - - The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The kraken regains spent legendary actions at the start of its turn. - - -
- - - Tentacle Attack or Fling - - - . The kraken makes one tentacle attack or uses its Fling. - - -
- - - Lightning Storm (Costs 2 Actions) - - - . The kraken uses Lightning Storm. - - -
- - - Ink Cloud (Costs 3 Actions) - - - . While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken’s next turn. - - -
- - - - Monsters (L) - - -
- - - - Lamia - - -
- - - Large monstrosity, chaotic evil - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 97 (13d10+26) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 13 (+1) - - - - - - - 15 (+2) - - - - - - - 14 (+2) - - - - - - - 15 (+2) - - - - - - - 16 (+3) - - - -
- - -
- - - Skills - - - Deception +7, Insight +4, Stealth +3 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 12 - - -
- - - Languages - - - Abyssal, Common - - -
- - - Challenge - - - 4 (1,100 XP) - - -
- - - Innate Spellcasting - - - . The lamia’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. - - -
- - - At will: - - - disguise self - - - (any humanoid form), - - - major image - - -
- - - 3/day each: - - - charm person - - - , - - - mirror image - - - , - - - scrying - - - , - - - suggestion - - -
- - - 1/day: - - - geas - - -
- - - - Actions - - -
- - - Multiattack - - - . The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch. - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 14 (2d10+3) slashing damage. - - -
- - - Dagger - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d4+3) piercing damage. - - -
- - - Intoxicating Touch - - - . - - - Melee Spell Attack: - - - +5 to hit, reach 5 ft., one creature. - - - Hit: - - - The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. - - -
- - - - Lich - - -
- - - Medium undead, any evil alignment - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 135 (18d8+54) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 11 (+0) - - - - - - - 16 (+3) - - - - - - - 16 (+3) - - - - - - - 20 (+5) - - - - - - - 14 (+2) - - - - - - - 16 (+3) - - - -
- - -
- - - Saving Throws - - - Con +10, Int +12, Wis +9 - - -
- - - Skills - - - Arcana +19, History +12, Insight +9, Perception +9 - - -
- - - Damage Resistances - - - cold, lightning, necrotic - - -
- - - Damage Immunities - - - poison; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Condition Immunities - - - charmed, exhaustion, frightened, paralyzed, poisoned - - -
- - - Senses - - - truesight 120 ft., passive Perception 19 - - -
- - - Languages - - - Common plus up to five other languages - - -
- - - Challenge - - - 21 (33,000 XP) - - -
- - - Legendary Resistance (3/Day) - - - . If the lich fails a saving throw, it can choose to succeed instead. - - -
- - - Rejuvenation - - - . If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. - - -
- - - Spellcasting - - - . The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: - - -
- - - Cantrips (at will): - - - mage hand - - - , - - - prestidigitation - - - , - - - ray of frost - - - 1st level (4 slots): - - - detect magic - - - , - - - magic missile - - - , - - - shield - - - , - - - thunderwave - - - 2nd level (3 slots): - - - acid arrow - - - , - - - detect thoughts - - - , - - - invisibility - - - , - - - mirror image - - - 3rd level (3 slots): - - - animate dead - - - , - - - counterspell - - - , - - - dispel magic - - - , - - - fireball - - - 4th level (3 slots): - - - blight - - - , - - - dimension door - - - 5th level (3 slots): - - - cloudkill - - - , - - - scrying - - - 6th level (1 slot): - - - disintegrate - - - , - - - globe of invulnerability - - - 7th level (1 slot): - - - finger of death - - - , - - - plane shift - - - 8th level (1 slot): - - - dominate monster - - - , - - - power word stun - - - 9th level (1 slot): - - - power word kill - - -
- - - Turn Resistance - - - . The lich has advantage on saving throws against any effect that turns undead. - - -
- - - - Actions - - -
- - - Paralyzing Touch - - - . - - - Melee Spell Attack: - - - +12 to hit, reach 5 ft., one creature. - - - Hit: - - - 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - - Legendary Actions - - -
- - - The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn. - - -
- - - Cantrip - - - . The lich casts a cantrip. - - -
- - - Paralyzing Touch (Costs 2 Actions) - - - . The lich uses its Paralyzing Touch. - - -
- - - Frightening Gaze (Costs 2 Actions) - - - . The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the lich’s gaze for the next 24 hours. - - -
- - - Disrupt Life (Costs 3 Actions) - - - . Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. - - -
- - - - Lizardfolk - - -
- - - Medium humanoid (lizardfolk), neutral - - -
- - - Armor Class - - - 15 (natural armor, shield) - - -
- - - Hit Points - - - 22 (4d8+4) - - -
- - - Speed - - - 30 ft., swim 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 10 (+0) - - - - - - - 13 (+1) - - - - - - - 7 (-2) - - - - - - - 12 (+1) - - - - - - - 7 (-2) - - - -
- - -
- - - Skills - - - Perception +3, Stealth +4, Survival +5 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - Draconic - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Hold Breath - - - . The lizardfolk can hold its breath for 15 minutes. - - -
- - - - Actions - - -
- - - Multiattack - - - . The lizardfolk makes two melee attacks, each one with a different weapon. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d6+2) piercing damage. - - -
- - - Heavy Club - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d6+2) bludgeoning damage. - - -
- - - Javelin - - - . - - - Melee or Ranged Weapon Attack: - - - +4 to hit, reach 5 ft. or range 30/120 ft., one target. - - - Hit: - - - 5 (1d6+2) piercing damage. - - -
- - - Spiked Shield - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d6+2) piercing damage. - - -
- - - - Lycanthropes - - -
- - - - Werebear - - -
- - - Medium humanoid (human, shapechanger), neutral good - - -
- - - Armor Class - - - 10 in humanoid form, 11 (natural armor) in bear and hybrid form - - -
- - - Hit Points - - - 135 (18d8+54) - - -
- - - Speed - - - 30 ft. (40 ft., climb 30 ft. in bear or hybrid form) - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 10 (+0) - - - - - - - 17 (+3) - - - - - - - 11 (+0) - - - - - - - 12 (+1) - - - - - - - 12 (+1) - - - -
- - -
- - - Skills - - - Perception +7 - - -
- - - Damage Immunities - - - bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - - -
- - - Senses - - - passive Perception 17 - - -
- - - Languages - - - Common (can’t speak in bear form) - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Shapechanger - - - . The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. - - -
- - - Keen Smell - - - . The werebear has advantage on Wisdom (Perception) checks that rely on smell. - - -
- - - - Actions - - -
- - - Multiattack - - - . In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid. - - -
- - - Bite (Bear or Hybrid Form Only) - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 15 (2d10+4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy. - - -
- - - Claw (Bear or Hybrid Form Only) - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d8+4) slashing damage. - - -
- - - Greataxe (Humanoid or Hybrid Form Only) - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (1d12+4) slashing damage. - - -
- - - - Wereboar - - -
- - - Medium humanoid (human, shapechanger), neutral evil - - -
- - - Armor Class - - - 10 in humanoid form, 11 (natural armor) in boar or hybrid form - - -
- - - Hit Points - - - 78 (12d8+24) - - -
- - - Speed - - - 30 ft. (40 ft. in boar form) - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 17 (+3) - - - - - - - 10 (+0) - - - - - - - 15 (+2) - - - - - - - 10 (+0) - - - - - - - 11 (+0) - - - - - - - 8 (-1) - - - -
- - -
- - - Skills - - - Perception +2 - - -
- - - Damage Immunities - - - bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - - -
- - - Senses - - - passive Perception 12 - - -
- - - Languages - - - Common (can’t speak in boar form) - - -
- - - Challenge - - - 4 (1,100 XP) - - -
- - - Shapechanger - - - . The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. - - -
- - - Charge (Boar or Hybrid Form Only) - - - . If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - - -
- - - Relentless (Recharges after a Short or Long Rest) - - - . If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. - - -
- - - - Actions - - -
- - - Multiattack (Humanoid or Hybrid Form Only) - - - . The wereboar makes two attacks, only one of which can be with its tusks. - - -
- - - Maul (Humanoid or Hybrid Form Only) - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (2d6+3) bludgeoning damage. - - -
- - - Tusks (Boar or Hybrid Form Only) - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (2d6+3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy. - - -
- - - - Wererat - - -
- - - Medium humanoid (human, shapechanger), lawful evil - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 33 (6d8+6) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 10 (+0) - - - - - - - 15 (+2) - - - - - - - 12 (+1) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - - - - - 8 (-1) - - - -
- - -
- - - Skills - - - Perception +2, Stealth +4 - - -
- - - Damage Immunities - - - bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - - -
- - - Senses - - - darkvision 60 ft. (rat form only), passive Perception 12 - - -
- - - Languages - - - Common (can’t speak in rat form) - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Shapechanger - - - . The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. - - -
- - - Keen Smell - - - . The wererat has advantage on Wisdom (Perception) checks that rely on smell. - - -
- - - - Actions - - -
- - - Multiattack (Humanoid or Hybrid Form Only) - - - . The wererat makes two attacks, only one of which can be a bite. - - -
- - - Bite (Rat or Hybrid Form Only) - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 4 (1d4+2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. - - -
- - - Shortsword (Humanoid or Hybrid Form Only) - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d6+2) piercing damage. - - -
- - - Hand Crossbow (Humanoid or Hybrid Form Only) - - - . - - - Ranged Weapon Attack: - - - +4 to hit, range 30/120 ft., one target. - - - Hit: - - - 5 (1d6+2) piercing damage. - - -
- - - - Weretiger - - -
- - - Medium humanoid (human, shapechanger), neutral - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 120 (16d8+48) - - -
- - - Speed - - - 30 ft. (40 ft. in tiger form) - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 17 (+3) - - - - - - - 15 (+2) - - - - - - - 16 (+3) - - - - - - - 10 (+0) - - - - - - - 13 (+1) - - - - - - - 11 (+0) - - - -
- - -
- - - Skills - - - Perception +5, Stealth +4 - - -
- - - Damage Immunities - - - bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - - -
- - - Senses - - - darkvision 60 ft., passive Perception 15 - - -
- - - Languages - - - Common (can’t speak in tiger form) - - -
- - - Challenge - - - 4 (1,100 XP) - - -
- - - Shapechanger - - - . The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. - - -
- - - Keen Hearing and Smell - - - . The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - -
- - - Pounce (Tiger or Hybrid Form Only) - - - . If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action. - - -
- - - - Actions - - -
- - - Multiattack (Humanoid or Hybrid Form Only) - - - . In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks. - - -
- - - Bite (Tiger or Hybrid Form Only) - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 8 (1d10+3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy. - - -
- - - Claw (Tiger or Hybrid Form Only) - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (1d8+3) slashing damage. - - -
- - - Scimitar (Humanoid or Hybrid Form Only) - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d6+3) slashing damage. - - -
- - - Longbow (Humanoid or Hybrid Form Only) - - - . - - - Ranged Weapon Attack: - - - +4 to hit, range 150/600 ft., one target. - - - Hit: - - - 6 (1d8+2) piercing damage. - - -
- - - - Werewolf - - -
- - - Medium humanoid (human, shapechanger), chaotic evil - - -
- - - Armor Class - - - 11 in humanoid form, 12 (natural armor) in wolf or hybrid form - - -
- - - Hit Points - - - 58 (9d8+18) - - -
- - - Speed - - - 30 ft. (40 ft. in wolf form) - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 13 (+1) - - - - - - - 14 (+2) - - - - - - - 10 (+0) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - -
- - -
- - - Skills - - - Perception +4, Stealth +3 - - -
- - - Damage Immunities - - - bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - - -
- - - Senses - - - passive Perception 14 - - -
- - - Languages - - - Common (can’t speak in wolf form) - - -
- - - Challenge - - - 3 (700 XP) - - -
- - - Shapechanger - - - . The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. - - -
- - - Keen Hearing and Smell - - - . The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - -
- - - - Actions - - -
- - - Multiattack (Humanoid or Hybrid Form Only) - - - . The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form). - - -
- - - Bite (Wolf or Hybrid Form Only) - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d8+2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. - - -
- - - Claws (Hybrid Form Only) - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one creature. - - - Hit: - - - 7 (2d4+2) slashing damage. - - -
- - - Spear (Humanoid Form Only) - - - . - - - Melee or Ranged Weapon Attack: - - - +4 to hit, reach 5 ft. or range 20/60 ft., one creature. - - - Hit: - - - 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. - - -
- - - - Monsters (M) - - -
- - - - Magmin - - -
- - - Small elemental, chaotic neutral - - -
- - - Armor Class - - - 14 (natural armor) - - -
- - - Hit Points - - - 9 (2d6+2) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 7 (-2) - - - - - - - 15 (+2) - - - - - - - 12 (+1) - - - - - - - 8 (-1) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - -
- - -
- - - Damage Resistances - - - bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Damage Immunities - - - fire - - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - Ignan - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Death Burst - - - . When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren’t being worn or carried in that area are ignited. - - -
- - - Ignited Illumination - - - . As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - - -
- - - - Actions - - -
- - - Touch - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns. - - -
- - - - Manticore - - -
- - - Large monstrosity, lawful evil - - -
- - - Armor Class - - - 14 (natural armor) - - -
- - - Hit Points - - - 68 (8d10+24) - - -
- - - Speed - - - 30 ft., fly 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 17 (+3) - - - - - - - 16 (+3) - - - - - - - 17 (+3) - - - - - - - 7 (-2) - - - - - - - 12 (+1) - - - - - - - 8 (-1) - - - -
- - -
- - - Senses - - - darkvision 60 ft., passive Perception 11 - - -
- - - Languages - - - Common - - -
- - - Challenge - - - 3 (700 XP) - - -
- - - Tail Spike Regrowth - - - . The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. - - -
- - - - Actions - - -
- - - Multiattack - - - . The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (1d8+3) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d6+3) slashing damage. - - -
- - - Tail Spike - - - . - - - Ranged Weapon Attack: - - - +5 to hit, range 100/200 ft., one target. - - - Hit: - - - 7 (1d8+3) piercing damage. - - -
- - - - Medusa - - -
- - - Medium monstrosity, lawful evil - - -
- - - Armor Class - - - 15 (natural armor) - - -
- - - Hit Points - - - 127 (17d8+51) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 10 (+0) - - - - - - - 15 (+2) - - - - - - - 16 (+3) - - - - - - - 12 (+1) - - - - - - - 13 (+1) - - - - - - - 15 (+2) - - - -
- - -
- - - Skills - - - Deception +5, Insight +4, Perception +4, Stealth +5 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - Common - - -
- - - Challenge - - - 6 (2,300 XP) - - -
- - - Petrifying Gaze - - - . When a creature that can see the medusa’s eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the - - - greater restoration - - - spell or other magic. - - -
- - - Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. - - -
- - - If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. - - -
- - - - Actions - - -
- - - Multiattack - - - . The medusa makes either three melee attacks-one with its snake hair and two with its shortsword-or two ranged attacks with its longbow. - - -
- - - Snake Hair - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one creature. - - - Hit: - - - 4 (1d4+2) piercing damage plus 14 (4d6) poison damage. - - -
- - - Shortsword - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d6+2) piercing damage. - - -
- - - Longbow - - - . - - - Ranged Weapon Attack: - - - +5 to hit, range 150/600 ft., one target. - - - Hit: - - - 6 (1d8+2) piercing damage plus 7 (2d6) poison damage. - - -
- - - - Mephits - - -
- - - - Dust Mephit - - -
- - - Small elemental, neutral evil - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 17 (5d6) - - -
- - - Speed - - - 30 ft., fly 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 5 (-3) - - - - - - - 14 (+2) - - - - - - - 10 (+0) - - - - - - - 9 (-1) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - -
- - -
- - - Skills - - - Perception +2, Stealth +4 - - -
- - - Damage Vulnerabilities - - - Fire - - -
- - - Damage Immunities - - - Poison - - -
- - - Condition Immunities - - - Poisoned - - -
- - - Senses - - - Darkvision 60 ft., passive Perception 12 - - -
- - - Languages - - - Auran, Terran - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Death Burst - - - . When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. - - -
- - - Innate Spellcasting (1/Day) - - - . The mephit can innately cast - - - sleep - - - , requiring no material components. Its innate spellcasting ability is Charisma. - - -
- - - - Actions - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one creature. - - - Hit: - - - 4 (1d4+2) slashing damage. - - -
- - - Blinding Breath (Recharge 6) - - - . The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - - Ice Mephit - - -
- - - Small elemental, neutral evil - - -
- - - Armor Class - - - 11 - - -
- - - Hit Points - - - 21 (6d6) - - -
- - - Speed - - - 30 ft., fly 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 7 (-2) - - - - - - - 13 (+1) - - - - - - - 10 (+0) - - - - - - - 9 (-1) - - - - - - - 11 (+0) - - - - - - - 12 (+1) - - - -
- - -
- - - Skills - - - Perception +2, Stealth +3 - - -
- - - Damage Vulnerabilities - - - bludgeoning, fire - - -
- - - Damage Immunities - - - cold, poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 12 - - -
- - - Languages - - - Aquan, Auran - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Death Burst - - - . When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one. - - -
- - - False Appearance - - - . While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. - - -
- - - Innate Spellcasting (1/Day) - - - . The mephit can innately cast - - - fog cloud - - - , requiring no material components. Its innate spellcasting ability is Charisma. - - -
- - - - Actions - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one creature. - - - Hit: - - - 3 (1d4+1) slashing damage plus 2 (1d4) cold damage. - - -
- - - Frost Breath (Recharge 6) - - - . The mephit exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. - - -
- - - - Magma Mephit - - -
- - - Small elemental, neutral evil - - -
- - - Armor Class - - - 11 - - -
- - - Hit Points - - - 22 (5d6+5) - - -
- - - Speed - - - 30 ft., fly 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 8 (-1) - - - - - - - 12 (+1) - - - - - - - 12 (+1) - - - - - - - 7 (-2) - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - -
- - -
- - - Skills - - - Stealth +3 - - -
- - - Damage Vulnerabilities - - - cold - - -
- - - Damage Immunities - - - fire, poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - Ignan, Terran - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Death Burst - - - . When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. - - -
- - - False Appearance - - - . While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma. - - -
- - - Innate Spellcasting (1/Day) - - - . The mephit can innately cast - - - heat metal - - - (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma. - - -
- - - - Actions - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one creature. - - - Hit: - - - 3 (1d4+1) slashing damage plus 2 (1d4) fire damage. - - -
- - - Fire Breath (Recharge 6) - - - . The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. - - -
- - - - Steam Mephit - - -
- - - Small elemental, neutral evil - - -
- - - Armor Class - - - 10 - - -
- - - Hit Points - - - 21 (6d6) - - -
- - - Speed - - - 30 ft., fly 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 5 (-3) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - - - - - 12 (+1) - - - -
- - -
- - - Damage Immunities - - - fire, poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - Aquan, Ignan - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - Death Burst - - - . When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. - - -
- - - Innate Spellcasting (1/Day) - - - . The mephit can innately cast - - - blur - - - , requiring no material components. Its innate spellcasting ability is Charisma. - - -
- - - - Actions - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +2 to hit, reach 5 ft., one creature. - - - Hit: - - - 2 (1d4) slashing damage plus 2 (1d4) fire damage. - - -
- - - Steam Breath (Recharge 6) - - - . The mephit exhales a 15- foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one. - - -
- - - - Merfolk - - -
- - - Medium humanoid (merfolk), neutral - - -
- - - Armor Class - - - 11 - - -
- - - Hit Points - - - 11 (2d8+2) - - -
- - - Speed - - - 10 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 10 (+0) - - - - - - - 13 (+1) - - - - - - - 12 (+1) - - - - - - - 11 (+0) - - - - - - - 11 (+0) - - - - - - - 12 (+1) - - - -
- - -
- - - Skills - - - Perception +2 - - -
- - - Senses - - - passive Perception 12 - - -
- - - Languages - - - Aquan, Common - - -
- - - Challenge - - - 1/8 (25 XP) - - -
- - - Amphibious - - - . The merfolk can breathe air and water. - - -
- - - - Actions - - -
- - - Spear - - - . - - - Melee or Ranged Weapon Attack: - - - +2 to hit, reach 5 ft. or range 20/60 ft., one target. - - - Hit: - - - 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. - - -
- - - - Merrow - - -
- - - Large monstrosity, chaotic evil - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 45 (6d10+12) - - -
- - - Speed - - - 10 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 10 (+0) - - - - - - - 15 (+2) - - - - - - - 8 (-1) - - - - - - - 10 (+0) - - - - - - - 9 (-1) - - - -
- - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - Abyssal, Aquan - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Amphibious - - - . The merrow can breathe air and water. - - -
- - - - Actions - - -
- - - Multiattack - - - . The merrow makes two attacks: one with its bite and one with its claws or harpoon. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 8 (1d8+4) piercing damage. - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 9 (2d4+4) slashing damage. - - -
- - - Harpoon - - - . - - - Melee or Ranged Weapon Attack: - - - +6 to hit, reach 5 ft. or range 20/60 ft., one target. - - - Hit: - - - 11 (2d6+3) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow. - - -
- - - - Mimic - - -
- - - Medium monstrosity (shapechanger), neutral - - -
- - - Armor Class - - - 12 (natural armor) - - -
- - - Hit Points - - - 58 (9d8+18) - - -
- - - Speed - - - 15 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 17 (+3) - - - - - - - 12 (+1) - - - - - - - 15 (+2) - - - - - - - 5 (-3) - - - - - - - 13 (+1) - - - - - - - 8 (-1) - - - -
- - -
- - - Skills - - - Stealth +5 - - -
- - - Damage Immunities - - - acid - - -
- - - Condition Immunities - - - prone - - -
- - - Senses - - - darkvision 60 ft., passive Perception 11 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Shapechanger - - - . The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. - - -
- - - Adhesive (Object Form Only) - - - . The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. - - -
- - - False Appearance (Object Form Only) - - - . While the mimic remains motionless, it is indistinguishable from an ordinary object. - - -
- - - Grappler - - - . The mimic has advantage on attack rolls against any creature grappled by it. - - -
- - - - Actions - - -
- - - Pseudopod - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (1d8+3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (1d8+3) piercing damage plus 4 (1d8) acid damage. - - -
- - - - Minotaur - - -
- - - Large monstrosity, chaotic evil - - -
- - - Armor Class - - - 14 (natural armor) - - -
- - - Hit Points - - - 76 (9d10+27) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 11 (+0) - - - - - - - 16 (+3) - - - - - - - 6 (-2) - - - - - - - 16 (+3) - - - - - - - 9 (-1) - - - -
- - -
- - - Skills - - - Perception +7 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 17 - - -
- - - Languages - - - Abyssal - - -
- - - Challenge - - - 3 (700 XP) - - -
- - - Charge - - - . If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. - - -
- - - Labyrinthine Recall - - - . The minotaur can perfectly recall any path it has traveled. - - -
- - - Reckless - - - . At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. - - -
- - - - Actions - - -
- - - Greataxe - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 17 (2d12+4) slashing damage. - - -
- - - Gore - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d8+4) piercing damage. - - -
- - - - Mummies - - -
- - - - Mummy - - -
- - - Medium undead, lawful evil - - -
- - - Armor Class - - - 11 (natural armor) - - -
- - - Hit Points - - - 58 (9d8+18) - - -
- - - Speed - - - 20 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 8 (-1) - - - - - - - 15 (+2) - - - - - - - 6 (-2) - - - - - - - 10 (+0) - - - - - - - 12 (+1) - - - -
- - -
- - - Saving Throws Wis +2 - - -
- - - Damage Vulnerabilities - - - fire - - -
- - - Damage Resistances - - - bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Damage Immunities - - - necrotic, poison - - -
- - - Condition Immunities - - - charmed, exhaustion, frightened, paralyzed, poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - the languages it knew in life - - -
- - - Challenge - - - 3 (700 XP) - - -
- - - - Actions - - -
- - - Multiattack - - - . The mummy can use its Dreadful Glare and makes one attack with its rotting fist. - - -
- - - Rotting Fist - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (2d6+3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the - - - remove curse - - - spell or other magic. - - -
- - - Dreadful Glare - - - . The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. - - -
- - - - Mummy Lord - - -
- - - Medium undead, lawful evil - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 97 (13d8+39) - - -
- - - Speed - - - 20 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 10 (+0) - - - - - - - 17 (+3) - - - - - - - 11 (+0) - - - - - - - 18 (+4) - - - - - - - 16 (+3) - - - -
- - -
- - - Saving Throws - - - Con +8, Int +5, Wis +9, Cha +8 - - -
- - - Skills - - - History +5, Religion +5 - - -
- - - Damage Vulnerabilities - - - fire - - -
- - - Damage Immunities - - - necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Condition Immunities - - - charmed, exhaustion, frightened, paralyzed, poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - the languages it knew in life - - -
- - - Challenge - - - 15 (13,000 XP) - - -
- - - Magic Resistance - - - . The mummy lord has advantage on saving throws against spells and other magical effects. - - -
- - - Rejuvenation - - - . A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord’s heart. - - -
- - - Spellcasting - - - . The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: - - -
- - - Cantrips (at will): - - - sacred flame - - - , - - - thaumaturgy - - - 1st level (4 slots): - - - command - - - , - - - guiding bolt - - - , - - - shield of faith - - - 2nd level (3 slots): - - - hold person - - - , - - - silence - - - , - - - spiritual weapon - - - 3rd level (3 slots): - - - animate dead - - - , - - - dispel magic - - - 4th level (3 slots): - - - divination - - - , - - - guardian of faith - - - 5th level (2 slots): - - - contagion - - - , - - - insect plague - - - 6th level (1 slot): - - - harm - - -
- - - - Actions - - -
- - - Multiattack - - - . The mummy can use its Dreadful Glare and makes one attack with its rotting fist. - - -
- - - Rotting Fist - - - . - - - Melee Weapon Attack: - - - +9 to hit, reach 5 ft., one target. - - - Hit: - - - 14 (3d6+4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the - - - remove curse - - - spell or other magic. - - -
- - - Dreadful Glare - - - . The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours. - - -
- - - - Legendary Actions - - -
- - - The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The mummy lord regains spent legendary actions at the start of its turn. - - -
- - - Attack - - - . The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. - - -
- - - Blinding Dust - - - . Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature’s next turn. - - -
- - - Blasphemous Word (Costs 2 Actions) - - - . The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord’s next turn. - - -
- - - Channel Negative Energy (Costs 2 Actions) - - - . The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can’t regain hit points until the end of the mummy lord’s next turn. - - -
- - - Whirlwind of Sand (Costs 2 Actions) - - - . The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession. - - -
- - - - Monsters (N) - - -
- - - - Nagas - - -
- - - - Guardian Naga - - -
- - - Large monstrosity, lawful good - - -
- - - Armor Class - - - 18 (natural armor) - - -
- - - Hit Points - - - 127 (15d10+45) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 18 (+4) - - - - - - - 16 (+3) - - - - - - - 16 (+3) - - - - - - - 19 (+4) - - - - - - - 18 (+4) - - - -
- - -
- - - Saving Throws - - - Dex +6, Con +5, Wis +5, Cha +6 - - -
- - - Saving Throws - - - Dex +8, Con +7, Int +7, Wis +8, Cha +8 - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - charmed, poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - Celestial, Common - - -
- - - Challenge - - - 10 (5,900 XP) - - -
- - - Rejuvenation - - - . If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a - - - wish - - - spell can prevent this trait from functioning. - - -
- - - Spellcasting - - - . The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: - - -
- - - Cantrips (at will): - - - mending - - - , - - - sacred flame - - - , - - - thaumaturgy - - - 1st level (4 slots): - - - command - - - , - - - cure wounds - - - , - - - shield of faith - - - 2nd level (3 slots): - - - calm emotions - - - , - - - hold person - - - 3rd level (3 slots): - - - bestow curse - - - , - - - clairvoyance - - - 4th level (3 slots): - - - banishment - - - , - - - freedom of movement - - - 5th level (2 slots): - - - flame strike - - - , - - - geas - - - 6th level (1 slot): - - - true seeing - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +8 to hit, reach 10 ft., one creature. - - - Hit: - - - 8 (1d8+4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - Spit Poison - - - . - - - Ranged Weapon Attack: - - - +8 to hit, range 15/30 ft., one creature. - - - Hit: - - - The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - - Spirit Naga - - -
- - - Large monstrosity, chaotic evil - - -
- - - Armor Class - - - 15 (natural armor) - - -
- - - Hit Points - - - 75 (10d10+20) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 17 (+3) - - - - - - - 14 (+2) - - - - - - - 16 (+3) - - - - - - - 15 (+2) - - - - - - - 16 (+3) - - - -
- - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - charmed, poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 12 - - -
- - - Languages - - - Abyssal, Common - - -
- - - Challenge - - - 8 (3,900 XP) - - -
- - - Rejuvenation - - - . If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a - - - wish - - - spell can prevent this trait from functioning. - - -
- - - Spellcasting - - - . The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: - - -
- - - Cantrips (at will): - - - mage hand - - - , - - - minor illusion - - - , - - - ray of frost - - - 1st level (4 slots): - - - charm person - - - , - - - detect magic - - - , - - - sleep - - - 2nd level (3 slots): - - - detect thoughts - - - , - - - hold person - - - 3rd level (3 slots): - - - lightning bolt - - - , - - - water breathing - - - 4th level (3 slots): - - - blight - - - , - - - dimension door - - - 5th level (2 slots): - - - dominate person - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 10 ft., one creature. - - - Hit: - - - 7 (1d6+4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - - Nightmare - - -
- - - Large fiend, neutral evil - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 68 (8d10+24) - - -
- - - Speed - - - 60 ft., fly 90 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 15 (+2) - - - - - - - 16 (+3) - - - - - - - 10 (+0) - - - - - - - 13 (+1) - - - - - - - 15 (+2) - - - -
- - -
- - - Damage Immunities - - - fire - - -
- - - Senses - - - passive Perception 11 - - -
- - - Languages - - - understands Abyssal, Common, and Infernal but can’t speak - - -
- - - Challenge - - - 3 (700 XP) - - -
- - - Confer Fire Resistance - - - . The nightmare can grant resistance to fire damage to anyone riding it. - - -
- - - Illumination - - - . The nightmare sheds bright light in a 10- foot radius and dim light for an additional 10 feet. - - -
- - - - Actions - - -
- - - Hooves - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d8+4) bludgeoning damage plus 7 (2d6) fire damage. - - -
- - - Ethereal Stride - - - . The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. - - -
- - - - Monsters (O) - - -
- - - - Ogre - - -
- - - Large giant, chaotic evil - - -
- - - Armor Class - - - 11 (hide armor) - - -
- - - Hit Points - - - 59 (7d10+21) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 8 (-1) - - - - - - - 16 (+3) - - - - - - - 5 (-3) - - - - - - - 7 (-2) - - - - - - - 7 (-2) - - - -
- - -
- - - Senses - - - darkvision 60 ft., passive Perception 8 - - -
- - - Languages - - - Common, Giant - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - - Actions - - -
- - - Greatclub - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d8+4) bludgeoning damage. - - -
- - - Javelin - - - . - - - Melee or Ranged Weapon Attack: - - - +6 to hit, reach 5 ft. or range 30/120 ft., one target. - - - Hit: - - - 11 (2d6+4) piercing damage. - - -
- - - - Oni - - -
- - - Large giant, lawful evil - - -
- - - Armor Class - - - 16 (chain mail) - - -
- - - Hit Points - - - 110 (13d10+39) - - -
- - - Speed - - - 30 ft., fly 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 11 (+0) - - - - - - - 16 (+3) - - - - - - - 14 (+2) - - - - - - - 12 (+1) - - - - - - - 15 (+2) - - - -
- - -
- - - Saving Throws - - - Dex +3, Con +6, Wis +4, Cha +5 - - -
- - - Skills - - - Arcana +5, Deception +8, Perception +4 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - Common, Giant - - -
- - - Challenge - - - 7 (2,900 XP) - - -
- - - Innate Spellcasting - - - . The oni’s innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material Components - - -
- - - At will: - - - darkness - - - , - - - invisibility - - -
- - - 1/day each: - - - charm person - - - , - - - cone of cold - - - , - - - gaseous form - - - , - - - sleep - - -
- - - Magic Weapons - - - . The oni’s weapon attacks are magical. - - -
- - - Regeneration - - - . The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. - - -
- - - - Actions - - -
- - - Multiattack - - - . The oni makes two attacks, either with its claws or its glaive. - - -
- - - Claw (Oni Form Only) - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 8 (1d8+4) slashing damage. - - -
- - - Glaive - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 10 ft., one target. - - - Hit: - - - 15 (2d10+4) slashing damage, or 9 (1d10+4) slashing damage in Small or Medium form. - - -
- - - Change Shape - - - . The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size. - - -
- - - - Oozes - - -
- - - - Black Pudding - - -
- - - Large ooze, unaligned - - -
- - - Armor Class - - - 7 - - -
- - - Hit Points - - - 85 (10d10+30) - - -
- - - Speed - - - 20 ft., climb 20 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 5 (-3) - - - - - - - 16 (+3) - - - - - - - 1 (-5) - - - - - - - 6 (-2) - - - - - - - 1 (-5) - - - -
- - -
- - - Damage Immunities - - - acid, cold, lightning, slashing - - -
- - - Condition Immunities - - - blinded, charmed, deafened, exhaustion, frightened, prone - - -
- - - Senses - - - blindsight 60 ft. (blind beyond this radius), passive Perception 8 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 4 (1,100 XP) - - -
- - - Amorphous - - - . The pudding can move through a space as narrow as 1 inch wide without squeezing. - - -
- - - Corrosive Form - - - . A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. - - -
- - - The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. - - -
- - - Spider Climb - - - . The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - -
- - - - Actions - - -
- - - Pseudopod - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d6+3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. - - -
- - - - Reactions - - -
- - - Split - - - . When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding’s, rounded down. New puddings are one size smaller than the original pudding. - - -
- - - - Gelatinous Cube - - -
- - - Large ooze, unaligned - - -
- - - Armor Class - - - 6 - - -
- - - Hit Points - - - 84 (8d10+40) - - -
- - - Speed - - - 15 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 14 (+2) - - - - - - - 3 (-4) - - - - - - - 20 (+5) - - - - - - - 1 (-5) - - - - - - - 6 (-2) - - - - - - - 1 (-5) - - - -
- - -
- - - Condition Immunities - - - blinded, charmed, deafened, exhaustion, frightened, prone - - -
- - - Senses - - - blindsight 60 ft. (blind beyond this radius), passive Perception 8 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Ooze Cube - - - . The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube’s Engulf and has disadvantage on the saving throw. - - -
- - - Creatures inside the cube can be seen but have total cover. - - -
- - - A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. - - -
- - - The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. - - -
- - - Transparent - - - . Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube’s space while unaware of the cube is surprised by the cube. - - -
- - - - Actions - - -
- - - Pseudopod - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one creature. - - - Hit: - - - 10 (3d6) acid damage. - - -
- - - Engulf - - - . The cube moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the cube enters a creature’s space, the creature must make a DC 12 Dexterity saving throw. - - -
- - - On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. - - -
- - - On a failed save, the cube enters the creature’s space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed creature moves with it. - - -
- - - An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. - - -
- - - - Gray Ooze - - -
- - - Medium ooze, unaligned - - -
- - - Armor Class - - - 8 - - -
- - - Hit Points - - - 22 (3d8+9) - - -
- - - Speed - - - 10 ft., climb 10 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 12 (+1) - - - - - - - 6 (-2) - - - - - - - 16 (+3) - - - - - - - 1 (-5) - - - - - - - 6 (-2) - - - - - - - 2 (-4) - - - -
- - -
- - - Skills - - - Stealth +2 - - -
- - - Damage Resistances - - - acid, cold, fire - - -
- - - Condition Immunities - - - blinded, charmed, deafened, exhaustion, frightened, prone - - -
- - - Senses - - - blindsight 60 ft. (blind beyond this radius), passive Perception 8 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Amorphous - - - . The ooze can move through a space as narrow as 1 inch wide without squeezing. - - -
- - - Corrode Metal - - - . Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. - - -
- - - The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. - - -
- - - False Appearance - - - . While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. - - -
- - - - Actions - - -
- - - Pseudopod - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 4 (1d6+1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. - - -
- - - - Ochre Jelly - - -
- - - Large ooze, unaligned - - -
- - - Armor Class - - - 8 - - -
- - - Hit Points - - - 45 (6d10+12) - - -
- - - Speed - - - 10 ft., climb 10 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 6 (-2) - - - - - - - 14 (+2) - - - - - - - 2 (-4) - - - - - - - 6 (-2) - - - - - - - 1 (-5) - - - -
- - -
- - - Damage Resistances - - - acid - - -
- - - Damage Immunities - - - lightning, slashing - - -
- - - Condition Immunities - - - blinded, charmed, deafened, exhaustion, frightened, prone - - -
- - - Senses - - - blindsight 60 ft. (blind beyond this radius), passive Perception 8 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Amorphous - - - . The jelly can move through a space as narrow as 1 inch wide without squeezing. - - -
- - - Spider Climb - - - . The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - -
- - - - Actions - - -
- - - Pseudopod - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 9 (2d6+2) bludgeoning damage plus 3 (1d6) acid damage. - - -
- - - - Reactions - - -
- - - Split - - - . When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly’s, rounded down. New jellies are one size smaller than the original jelly. - - -
- - - - Orc - - -
- - - Medium humanoid (orc), chaotic evil - - -
- - - Armor Class - - - 13 (hide armor) - - -
- - - Hit Points - - - 15 (2d8+6) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 12 (+1) - - - - - - - 16 (+3) - - - - - - - 7 (-2) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - -
- - -
- - - Skills - - - Intimidation +2 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - Common, Orc - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Aggressive - - - . As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. - - -
- - - - Actions - - -
- - - Greataxe - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 9 (1d12+3) slashing damage. - - -
- - - Javelin - - - . - - - Melee or Ranged Weapon Attack: - - - +5 to hit, reach 5 ft. or range 30/120 ft., one target. - - - Hit: - - - 6 (1d6+3) piercing damage. - - -
- - - - Otyugh - - -
- - - Large aberration, neutral - - -
- - - Armor Class - - - 14 (natural armor) - - -
- - - Hit Points - - - 114 (12d10+48) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 11 (+0) - - - - - - - 19 (+4) - - - - - - - 6 (-2) - - - - - - - 13 (+1) - - - - - - - 6 (-2) - - - -
- - -
- - - Saving Throws Con +7 - - -
- - - Senses - - - darkvision 120 ft., passive Perception 11 - - -
- - - Languages - - - Otyugh - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Limited Telepathy - - - . The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn’t allow the receiving creature to telepathically respond. - - -
- - - - Actions - - -
- - - Multiattack - - - . The otyugh makes three attacks: one with its bite and two with its tentacles. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 12 (2d8+3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured. - - -
- - - Tentacle - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 10 ft., one target. - - - Hit: - - - 7 (1d8+3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target. - - -
- - - Tentacle Slam - - - . The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6+3) bludgeoning damage and be stunned until the end of the otyugh’s next turn. On a successful save, the target takes half the bludgeoning damage and isn’t stunned. - - -
- - - - Owlbear - - -
- - - Large monstrosity, unaligned - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 59 (7d10+21) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 20 (+5) - - - - - - - 12 (+1) - - - - - - - 17 (+3) - - - - - - - 3 (-4) - - - - - - - 12 (+1) - - - - - - - 7 (-2) - - - -
- - -
- - - Skills - - - Perception +3 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 3 (700 XP) - - -
- - - Keen Sight and Smell - - - . The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. - - -
- - - - Actions - - -
- - - Multiattack - - - . The owlbear makes two attacks: one with its beak and one with its claws. - - -
- - - Beak - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one creature. - - - Hit: - - - 10 (1d10+5) piercing damage. - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 14 (2d8+5) slashing damage. - - -
- - - - Monsters (P) - - -
- - - - Pegasus - - -
- - - Large celestial, chaotic good - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 59 (7d10+21) - - -
- - - Speed - - - 60 ft., fly 90 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 15 (+2) - - - - - - - 16 (+3) - - - - - - - 10 (+0) - - - - - - - 15 (+2) - - - - - - - 13 (+1) - - - -
- - -
- - - Saving Throws - - - Dex +4, Wis +4, Cha +3 - - -
- - - Skills - - - Perception +6 - - -
- - - Senses - - - passive Perception 16 - - -
- - - Languages - - - understands Celestial, Common, Elvish, and Sylvan but can’t speak - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - - Actions - - -
- - - Hooves - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 11 (2d6+4) bludgeoning damage. - - -
- - - - Pseudodragon - - -
- - - Tiny dragon, neutral good - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 7 (2d4+2) - - -
- - - Speed - - - 15 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 6 (-2) - - - - - - - 15 (+2) - - - - - - - 13 (+1) - - - - - - - 10 (+0) - - - - - - - 12 (+1) - - - - - - - 10 (+0) - - - -
- - -
- - - Skills - - - Perception +3, Stealth +4 - - -
- - - Senses - - - blindsight 10 ft., darkvision 60 ft., passive Perception 13 - - -
- - - Languages - - - understands Common and Draconic but can’t speak - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - Keen Senses - - - . The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. - - -
- - - Magic Resistance - - - . The pseudodragon has advantage on saving throws against spells and other magical effects. - - -
- - - Limited Telepathy - - - . The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 4 (1d4+2) piercing damage. - - -
- - - Sting - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one creature. - - - Hit: - - - 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake. - - -
- - - - Purple Worm - - -
- - - Gargantuan monstrosity, unaligned - - -
- - - Armor Class - - - 18 (natural armor) - - -
- - - Hit Points - - - 247 (15d20+90) - - -
- - - Speed - - - 50 ft., burrow 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 28 (+9) - - - - - - - 7 (-2) - - - - - - - 22 (+6) - - - - - - - 1 (-5) - - - - - - - 8 (-1) - - - - - - - 4 (-3) - - - -
- - -
- - - Saving Throws - - - Con +11, Wis +4 - - -
- - - Senses - - - blindsight 30 ft., tremorsense 60 ft., passive Perception 9 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 15 (13,000 XP) - - -
- - - Tunneler - - - . The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake. - - -
- - - - Actions - - -
- - - Multiattack - - - . The worm makes two attacks: one with its bite and one with its stinger. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +14 to hit, reach 10 ft., one target. - - - Hit: - - - 22 (3d8+9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm’s turns. - - -
- - - If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. - - -
- - - Tail Stinger - - - . - - - Melee Weapon Attack: - - - +14 to hit, reach 10 ft., one creature. - - - Hit: - - - 19 (3d6+9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - - Monsters (R) - - -
- - - - Rakshasa - - -
- - - Medium fiend, lawful evil - - -
- - - Armor Class - - - 16 (natural armor) - - -
- - - Hit Points - - - 110 (13d8+52) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 14 (+2) - - - - - - - 17 (+3) - - - - - - - 18 (+4) - - - - - - - 13 (+1) - - - - - - - 16 (+3) - - - - - - - 20 (+5) - - - -
- - -
- - - Skills - - - Deception +10, Insight +8 - - -
- - - Damage Vulnerabilities - - - piercing from magic weapons wielded by good creatures - - -
- - - Damage Immunities - - - bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Senses - - - darkvision 60 ft., passive Perception 13 - - -
- - - Languages - - - Common, Infernal - - -
- - - Challenge - - - 13 (10,000 XP) - - -
- - - Limited Magic Immunity - - - . The rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. - - -
- - - Innate Spellcasting - - - . The rakshasa’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material Components - - -
- - - At will: - - - detect thoughts - - - , - - - disguise self - - - , - - - mage hand - - - , - - - minor illusion - - -
- - - 3/day each: - - - charm person - - - , - - - detect magic - - - , - - - invisibility - - - , - - - major image - - - , - - - suggestion - - -
- - - 1/day each: - - - dominate person - - - , - - - fly - - - , - - - plane shift - - - , - - - true seeing - - -
- - - - Actions - - -
- - - Multiattack - - - . The rakshasa makes two claw attacks. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 9 (2d6+2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target’s thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a - - - remove curse - - - spell or similar magic. - - -
- - - - Remorhaz - - -
- - - Huge monstrosity, unaligned - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 195 (17d12+85) - - -
- - - Speed - - - 30 ft., burrow 20 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 24 (+7) - - - - - - - 13 (+1) - - - - - - - 21 (+5) - - - - - - - 4 (-3) - - - - - - - 10 (+0) - - - - - - - 5 (-3) - - - -
- - -
- - - Damage Immunities - - - cold, fire - - -
- - - Senses - - - darkvision 60 ft., tremorsense 60 ft., passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 11 (7,200 XP) - - -
- - - Heated Body - - - . A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +11 to hit, reach 10 ft., one target. - - - Hit: - - - 40 (6d10+7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can’t bite another target. - - -
- - - Swallow - - - . The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite’s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz’s turns. - - -
- - - If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. - - -
- - - - Roc - - -
- - - Gargantuan monstrosity, unaligned - - -
- - - Armor Class - - - 15 (natural armor) - - -
- - - Hit Points - - - 248 (16d20+80) - - -
- - - Speed - - - 20 ft., fly 120 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 28 (+9) - - - - - - - 10 (+0) - - - - - - - 20 (+5) - - - - - - - 3 (-4) - - - - - - - 10 (+0) - - - - - - - 9 (-1) - - - -
- - -
- - - Saving Throws - - - Dex +4, Con +9, Wis +4, Cha +3 - - -
- - - Skills - - - Perception +4 - - -
- - - Senses - - - passive Perception 14 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 11 (7,200 XP) - - -
- - - Keen Sight - - - . The roc has advantage on Wisdom (Perception) checks that rely on sight. - - -
- - - - Actions - - -
- - - Multiattack - - - . The roc makes two attacks: one with its beak and one with its talons. - - -
- - - Beak - - - . - - - Melee Weapon Attack: - - - +13 to hit, reach 10 ft., one target. - - - Hit: - - - 27 (4d8+9) piercing damage. - - -
- - - Talons - - - . - - - Melee Weapon Attack: - - - +13 to hit, reach 5 ft., one target. - - - Hit: - - - 23 (4d6+9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can’t use its talons on another target. - - -
- - - - Roper - - -
- - - Large monstrosity, neutral evil - - -
- - - Armor Class - - - 20 (natural armor) - - -
- - - Hit Points - - - 93 (11d10+33) - - -
- - - Speed - - - 10 ft., climb 10 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 8 (-1) - - - - - - - 17 (+3) - - - - - - - 7 (-2) - - - - - - - 16 (+3) - - - - - - - 6 (-2) - - - -
- - -
- - - Skills - - - Perception +6, Stealth +5 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 16 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - False Appearance - - - . While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. - - -
- - - Grasping Tendrils - - - . The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. - - -
- - - Spider Climb - - - . The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - -
- - - - Actions - - -
- - - Multiattack - - - . The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 22 (4d8+4) piercing damage. - - -
- - - Tendril - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 50 ft., one creature. - - - Hit: - - - The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can’t use the same tendril on another target. - - -
- - - Reel - - - . The roper pulls each creature grappled by it up to 25 feet straight toward it. - - -
- - - - Rust Monster - - -
- - - Medium monstrosity, unaligned - - -
- - - Armor Class - - - 14 (natural armor) - - -
- - - Hit Points - - - 27 (5d8+5) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 13 (+1) - - - - - - - 12 (+1) - - - - - - - 13 (+1) - - - - - - - 2 (-4) - - - - - - - 13 (+1) - - - - - - - 6 (-2) - - - -
- - -
- - - Senses - - - darkvision 60 ft., passive Perception 11 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Iron Scent - - - . The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it. - - -
- - - Rust Metal - - - . Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d8+1) piercing damage. - - -
- - - Antennae - - - . The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn’t being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster’s touch. - - -
- - - If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait. - - -
- - - - Monsters (S) - - -
- - - - Sahuagin - - -
- - - Medium humanoid (sahuagin), lawful evil - - -
- - - Armor Class - - - 12 (natural armor) - - -
- - - Hit Points - - - 22 (4d8+4) - - -
- - - Speed - - - 30 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 13 (+1) - - - - - - - 11 (+0) - - - - - - - 12 (+1) - - - - - - - 12 (+1) - - - - - - - 13 (+1) - - - - - - - 9 (-1) - - - -
- - -
- - - Skills - - - Perception +5 - - -
- - - Senses - - - darkvision 120 ft., passive Perception 15 - - -
- - - Languages - - - Sahuagin - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Blood Frenzy - - - . The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points. - - -
- - - Limited Amphibiousness - - - . The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. - - -
- - - Shark Telepathy - - - . The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. - - -
- - - - Actions - - -
- - - Multiattack - - - . The sahuagin makes two melee attacks: one with its bite and one with its claws or spear. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 3 (1d4+1) piercing damage. - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 3 (1d4+1) slashing damage. - - -
- - - Spear - - - . - - - Melee or Ranged Weapon Attack: - - - +3 to hit, reach 5 ft. or range 20/60 ft., one target. - - - Hit: - - - 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack. - - -
- - - - Salamander - - -
- - - Large elemental, neutral evil - - -
- - - Armor Class - - - 15 (natural armor) - - -
- - - Hit Points - - - 90 (12d10+24) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 14 (+2) - - - - - - - 15 (+2) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - - - - - 12 (+1) - - - -
- - -
- - - Damage Vulnerabilities - - - cold - - -
- - - Damage Resistances - - - bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Damage Immunities - - - fire - - -
- - - Sense - - - s darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - Ignan - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Heated Body - - - . A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. - - -
- - - Heated Weapons - - - . Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). - - -
- - - - Actions - - -
- - - Multiattack - - - . The salamander makes two attacks: one with its spear and one with its tail. - - -
- - - Spear - - - . - - - Melee or Ranged Weapon Attack: - - - +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. - - - Hit: - - - 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 10 ft., one target. - - - Hit: - - - 11 (2d6+4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can’t make tail attacks against other targets. - - -
- - - - Satyr - - -
- - - Medium fey, chaotic neutral - - -
- - - Armor Class - - - 14 (leather armor) - - -
- - - Hit Points - - - 31 (7d8) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 12 (+1) - - - - - - - 16 (+3) - - - - - - - 11 (+0) - - - - - - - 12 (+1) - - - - - - - 10 (+0) - - - - - - - 14 (+2) - - - -
- - -
- - - Skills - - - Perception +2, Performance +6, Stealth +5 - - -
- - - Sense - - - s passive Perception 12 - - -
- - - Languages - - - Common, Elvish, Sylvan - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Magic Resistance - - - . The satyr has advantage on saving throws against spells and other magical effects. - - -
- - - - Actions - - -
- - - Ram - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (2d4+1) bludgeoning damage. - - -
- - - Shortsword - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d6+3) piercing damage. - - -
- - - Shortbow - - - . - - - Ranged Weapon Attack: - - - +5 to hit, range 80/320 ft., one target. - - - Hit: - - - 6 (1d6+3) piercing damage. - - -
- - - - Shadow - - -
- - - Medium undead, chaotic evil - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 16 (3d8+3) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 6 (-2) - - - - - - - 14 (+2) - - - - - - - 13 (+1) - - - - - - - 6 (-2) - - - - - - - 10 (+0) - - - - - - - 8 (-1) - - - -
- - -
- - - Skills - - - Stealth +4 (+6 in dim light or darkness) - - -
- - - Damage Vulnerabilities - - - radiant - - -
- - - Damage Resistances - - - acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Damage Immunities - - - necrotic, poison - - -
- - - Condition Immunities - - - exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained - - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Amorphous - - - . The shadow can move through a space as narrow as 1 inch wide without squeezing. - - -
- - - Shadow Stealth - - - . While in dim light or darkness, the shadow can take the Hide action as a bonus action. - - -
- - - Sunlight Weakness - - - . While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. - - -
- - - - Actions - - -
- - - Strength Drain - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one creature. - - - Hit: - - - 9 (2d6+2) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. - - -
- - - If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. - - -
- - - - Shambling Mound - - -
- - - Large plant, unaligned - - -
- - - Armor Class - - - 15 (natural armor) - - -
- - - Hit Points - - - 136 (16d10+48) - - -
- - - Speed - - - 20 ft., swim 20 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 8 (-1) - - - - - - - 16 (+3) - - - - - - - 5 (-3) - - - - - - - 10 (+0) - - - - - - - 5 (-3) - - - -
- - -
- - - Skills - - - Stealth +2 - - -
- - - Damage Resistances - - - cold, fire - - -
- - - Damage Immunities - - - lightning - - -
- - - Condition Immunities - - - blinded, deafened, exhaustion - - -
- - - Senses - - - blindsight 60 ft. (blind beyond this radius), passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Lightning Absorption - - - . Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. - - -
- - - - Actions - - -
- - - Multiattack - - - . The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it. - - -
- - - Slam - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d8+4) bludgeoning damage. - - -
- - - Engulf - - - . The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound’s turns or take 13 (2d8+4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time. - - -
- - - - Shield Guardian - - -
- - - Large construct, unaligned - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 142 (15d10+60) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 8 (-1) - - - - - - - 18 (+4) - - - - - - - 7 (-2) - - - - - - - 10 (+0) - - - - - - - 3 (-4) - - - -
- - -
- - - Senses - - - blindsight 10 ft., darkvision 60 ft., passive Perception 10 - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - charmed, exhaustion, frightened, paralyzed, poisoned - - -
- - - Languages - - - understands commands given in any language but can’t speak - - -
- - - Challenge - - - 7 (2,900 XP) - - -
- - - Bound - - - . The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet’s wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet’s wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. - - -
- - - Regeneration - - - . The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point. - - -
- - - Spell Storing - - - . A spellcaster who wears the shield guardian’s amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. - - -
- - - - Actions - - -
- - - Multiattack - - - . The guardian makes two fist attacks. - - -
- - - Fist - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 11 (2d6+4) bludgeoning damage. - - -
- - - - Reactions - - -
- - - Shield - - - . When a creature makes an attack against the wearer of the guardian’s amulet, the guardian grants a +2 bonus to the wearer’s AC if the guardian is within 5 feet of the wearer. - - -
- - - - Skeletons - - -
- - - - Skeleton - - -
- - - Medium undead, lawful evil - - -
- - - Armor Class - - - 13 (armor scraps) - - -
- - - Hit Points - - - 13 (2d8+4) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 10 (+0) - - - - - - - 14 (+2) - - - - - - - 15 (+2) - - - - - - - 6 (-2) - - - - - - - 8 (-1) - - - - - - - 5 (-3) - - - -
- - -
- - - Damage Vulnerabilities - - - bludgeoning - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - exhaustion, poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 9 - - -
- - - Languages - - - understands all languages it knew in life but can’t speak - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - - Actions - - -
- - - Shortsword - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d6+2) piercing damage. - - -
- - - Shortbow - - - . - - - Ranged Weapon Attack: - - - +4 to hit, range 80/320 ft., one target. - - - Hit: - - - 5 (1d6+2) piercing damage. - - -
- - - - Minotaur Skeleton - - -
- - - Large undead, lawful evil - - -
- - - Armor Class - - - 12 (natural armor) - - -
- - - Hit Points - - - 67 (9d10+18) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 11 (+0) - - - - - - - 15 (+2) - - - - - - - 6 (-2) - - - - - - - 8 (-1) - - - - - - - 5 (-3) - - - -
- - -
- - - Damage Vulnerabilities - - - bludgeoning - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - exhaustion, poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 9 - - -
- - - Languages - - - understands Abyssal but can’t speak - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Charge - - - . If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. - - -
- - - - Actions - - -
- - - Greataxe - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 17 (2d12+4) slashing damage. - - -
- - - Gore - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d8+4) piercing damage. - - -
- - - - Warhorse Skeleton - - -
- - - Large undead, lawful evil - - -
- - - Armor Class - - - 13 (barding scraps) - - -
- - - Hit Points - - - 22 (3d10+6) - - -
- - - Speed - - - 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 12 (+1) - - - - - - - 15 (+2) - - - - - - - 2 (-4) - - - - - - - 8 (-1) - - - - - - - 5 (-3) - - - -
- - -
- - - Damage Vulnerabilities - - - bludgeoning - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - exhaustion, poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 9 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - - Actions - - -
- - - Hooves - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 11 (2d6+4) bludgeoning damage. - - -
- - - - Specter - - -
- - - Medium undead, chaotic evil - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 22 (5d8) - - -
- - - Speed - - - 0 ft., fly 50 ft. (hover) - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 1 (-5) - - - - - - - 14 (+2) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - - - - - 11 (+0) - - - -
- - -
- - - Damage Resistances - - - acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Damage Immunities - - - necrotic, poison - - -
- - - Condition Immunities - - - charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - understands all languages it knew in life but can’t speak - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - Incorporeal Movement - - - . The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - - -
- - - Sunlight Sensitivity - - - . While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - -
- - - - Actions - - -
- - - Life Drain - - - . - - - Melee Spell Attack: - - - +4 to hit, reach 5 ft., one creature. - - - Hit: - - - 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - - -
- - - - Sphinxes - - -
- - - - Androsphinx - - -
- - - Large monstrosity, lawful neutral - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 199 (19d10+95) - - -
- - - Speed - - - 40 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 22 (+6) - - - - - - - 10 (+0) - - - - - - - 20 (+5) - - - - - - - 16 (+3) - - - - - - - 18 (+4) - - - - - - - 23 (+6) - - - -
- - -
- - - Saving Throws - - - Dex +6, Con +11, Int +9, Wis +10 - - -
- - - Skills - - - Arcana +9, Perception +10, Religion +15 - - -
- - - Damage Immunities - - - psychic; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Condition Immunities - - - charmed, frightened - - -
- - - Senses - - - truesight 120 ft., passive Perception 20 - - -
- - - Languages - - - Common, Sphinx - - -
- - - Challenge - - - 17 (18,000 XP) - - -
- - - Inscrutable - - - . The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage. - - -
- - - Magic Weapons - - - . The sphinx’s weapon attacks are magical. - - -
- - - Spellcasting - - - . The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: - - -
- - - Cantrips (at will): - - - sacred flame - - - , - - - spare the dying - - - , - - - thaumaturgy - - - 1st level (4 slots): - - - command - - - , - - - detect evil and good - - - , - - - detect magic - - - 2nd level (3 slots): - - - lesser restoration - - - , - - - zone of truth - - - 3rd level (3 slots): - - - dispel magic - - - , - - - tongues - - - 4th level (3 slots): - - - banishment - - - , - - - freedom of movement - - - 5th level (2 slots): - - - flame strike - - - , - - - greater restoration - - - 6th level (1 slot): - - - heroes’ feast - - -
- - - - Actions - - -
- - - Multiattack - - - . The sphinx makes two claw attacks. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +12 to hit, reach 5 ft., one target. - - - Hit: - - - 17 (2d10+6) slashing damage. - - -
- - - Roar (3/Day) - - - . The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. - - -
- - - First Roar - - - . Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - Second Roar - - - . Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -
- - - Third Roar - - - . Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. - - -
- - - - Legendary Actions - - -
- - - The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of its turn. - - -
- - - Claw Attack - - - . The sphinx makes one claw attack. - - -
- - - Teleport (Costs 2 Actions) - - - . The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - - -
- - - Cast a Spell (Costs 3 Actions) - - - . The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. - - -
- - - - Gynosphinx - - -
- - - Large monstrosity, lawful neutral - - -
- - - Armor Class - - - 17 (natural armor) - - -
- - - Hit Points - - - 136 (16d10+48) - - -
- - - Speed - - - 40 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 15 (+2) - - - - - - - 16 (+3) - - - - - - - 18 (+4) - - - - - - - 18 (+4) - - - - - - - 18 (+4) - - - -
- - -
- - - Skills - - - Arcana +12, History +12, Perception +8, Religion +8 - - -
- - - Damage Resistances - - - bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Damage Immunities - - - psychic - - -
- - - Condition Immunities - - - charmed, frightened - - -
- - - Senses - - - truesight 120 ft., passive Perception 18 - - -
- - - Languages - - - Common, Sphinx - - -
- - - Challenge - - - 11 (7,200 XP) - - -
- - - Inscrutable - - - . The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage. - - -
- - - Magic Weapons - - - . The sphinx’s weapon attacks are magical. - - -
- - - Spellcasting - - - . The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: - - -
- - - Cantrips (at will): - - - mage hand - - - , - - - minor illusion - - - , - - - prestidigitation - - - 1st level (4 slots): - - - detect magic - - - , - - - identify - - - , - - - shield - - - 2nd level (3 slots): - - - darkness - - - , - - - locate object - - - , - - - suggestion - - - 3rd level (3 slots): - - - dispel magic - - - , - - - remove curse - - - , - - - tongues - - - 4th level (3 slots): - - - banishment - - - , - - - greater invisibility - - - 5th level (1 slot): - - - legend lore - - -
- - - - Actions - - -
- - - Multiattack - - - . The sphinx makes two claw attacks. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +8 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d8+4) slashing damage. - - -
- - - - Legendary Actions - - -
- - - The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of its turn. - - -
- - - Claw Attack - - - . The sphinx makes one claw attack. - - -
- - - Teleport (Costs 2 Actions) - - - . The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - - -
- - - Cast a Spell (Costs 3 Actions) - - - . The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. - - -
- - - - Sprite - - -
- - - Tiny fey, neutral good - - -
- - - Armor Class - - - 15 (leather armor) - - -
- - - Hit Points - - - 2 (1d4) - - -
- - - Speed - - - 10 ft., fly 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 3 (-4) - - - - - - - 18 (+4) - - - - - - - 10 (+0) - - - - - - - 14 (+2) - - - - - - - 13 (+1) - - - - - - - 11 (+0) - - - -
- - -
- - - Skills - - - Perception +3, Stealth +8 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - Common, Elvish, Sylvan - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - - Actions - - -
- - - Longsword - - - . - - - Melee Weapon Attack: - - - +2 to hit, reach 5 ft., one target. - - - Hit: - - - 1 slashing damage. - - -
- - - Shortbow - - - . - - - Ranged Weapon Attack: - - - +6 to hit, range 40/160 ft., one target. - - - Hit: - - - 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. - - -
- - - Heart Sight - - - . The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw. - - -
- - - Invisibility - - - . The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. - - -
- - - - Stirge - - -
- - - Tiny beast, unaligned - - -
- - - Armor Class - - - 14 (natural armor) - - -
- - - Hit Points - - - 2 (1d4) - - -
- - - Speed - - - 10 ft., fly 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 4 (-3) - - - - - - - 16 (+3) - - - - - - - 11 (+0) - - - - - - - 2 (-4) - - - - - - - 8 (-1) - - - - - - - 6 (-2) - - - -
- - -
- - - Senses - - - darkvision 60 ft., passive Perception 9 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/8 (25 XP) - - -
- - - - Actions - - -
- - - Blood Drain - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one creature. - - - Hit: - - - 5 (1d4+3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 5 (1d4+3) hit points due to blood loss. - - -
- - - The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge. - - -
- - - - Succubus/Incubus - - -
- - - Medium fiend (shapechanger), neutral evil - - -
- - - Armor Class - - - 15 (natural armor) - - -
- - - Hit Points - - - 66 (12d8+12) - - -
- - - Speed - - - 30 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 8 (-1) - - - - - - - 17 (+3) - - - - - - - 13 (+1) - - - - - - - 15 (+2) - - - - - - - 12 (+1) - - - - - - - 20 (+5) - - - -
- - -
- - - Skills - - - Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 - - -
- - - Damage Resistances - - - cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Senses - - - darkvision 60 ft., passive Perception 15 - - -
- - - Languages - - - Abyssal, Common, Infernal, telepathy 60 ft. - - -
- - - Challenge - - - 4 (1,100 XP) - - -
- - - Telepathic Bond - - - . The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don’t even need to be on the same plane of existence. - - -
- - - Shapechanger - - - . The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. - - -
- - - - Actions - - -
- - - Claw (Fiend Form Only) - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d6+3) slashing damage. - - -
- - - Charm - - - . One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours. - - -
- - - The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. - - -
- - - Draining Kiss - - - . The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 - - -
- - - Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - - -
- - - Etherealness - - - . The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa. - - -
- - - - Monsters (T) - - -
- - - - Tarrasque - - -
- - - Gargantuan monstrosity (titan), unaligned - - -
- - - Armor Class - - - 25 (natural armor) - - -
- - - Hit Points - - - 676 (33d20+330) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 30 (+10) - - - - - - - 11 (+0) - - - - - - - 30 (+10) - - - - - - - 3 (-4) - - - - - - - 11 (+0) - - - - - - - 11 (+0) - - - -
- - -
- - - Saving Throws - - - Int +5, Wis +9, Cha +9 - - -
- - - Damage Immunities - - - fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Condition Immunities - - - charmed, frightened, paralyzed, poisoned - - -
- - - Senses - - - blindsight 120 ft., passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 30 (155,000 XP) - - -
- - - Legendary Resistance (3/Day) - - - . If the tarrasque fails a saving throw, it can choose to succeed instead. - - -
- - - Magic Resistance - - - . The tarrasque has advantage on saving throws against spells and other magical effects. - - -
- - - Reflective Carapace - - - . Any time the tarrasque is targeted by a - - - magic missile - - - spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target. - - -
- - - Siege Monster - - - . The tarrasque deals double damage to objects and structures. - - -
- - - - Actions - - -
- - - Multiattack - - - . The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +19 to hit, reach 10 ft., one target. - - - Hit: - - - 36 (4d12+10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can’t bite another target. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +19 to hit, reach 15 ft., one target. - - - Hit: - - - 28 (4d8+10) slashing damage. - - -
- - - Horns - - - . - - - Melee Weapon Attack: - - - +19 to hit, reach 10 ft., one target. - - - Hit: - - - 32 (4d10+10) piercing damage. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +19 to hit, reach 20 ft., one target. - - - Hit: - - - 24 (4d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. - - -
- - - Frightful Presence - - - . Each creature of the tarrasque’s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the tarrasque’s Frightful Presence for the next 24 hours. - - -
- - - Swallow - - - . The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque’s turns. - - -
- - - If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. - - -
- - - - Legendary Actions - - -
- - - The tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The tarrasque regains spent legendary actions at the start of its turn. - - -
- - - Attack - - - . The tarrasque makes one claw attack or tail attack. - - -
- - - Move - - - . The tarrasque moves up to half its speed. - - -
- - - Chomp (Costs 2 Actions) - - - . The tarrasque makes one bite attack or uses its Swallow. - - -
- - - - Treant - - -
- - - Huge plant, chaotic good - - -
- - - Armor Class - - - 16 (natural armor) - - -
- - - Hit Points - - - 138 (12d12+60) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 23 (+6) - - - - - - - 8 (-1) - - - - - - - 21 (+5) - - - - - - - 12 (+1) - - - - - - - 16 (+3) - - - - - - - 12 (+1) - - - -
- - -
- - - Damage Resistances - - - bludgeoning, piercing - - -
- - - Damage Vulnerabilities - - - fire - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - Common, Druidic, Elvish, Sylvan - - -
- - - Challenge - - - 9 (5,000 XP) - - -
- - - False Appearance - - - . While the treant remains motionless, it is indistinguishable from a normal tree. - - -
- - - Siege Monster - - - . The treant deals double damage to objects and structures. - - -
- - - - Actions - - -
- - - Multiattack - - - . The treant makes two slam attacks. - - -
- - - Slam - - - . - - - Melee Weapon Attack: - - - +10 to hit, reach 5 ft., one target. - - - Hit: - - - 16 (3d6+6) bludgeoning damage. - - -
- - - Rock - - - . - - - Ranged Weapon Attack: - - - +10 to hit, range 60/180 ft., one target. - - - Hit: - - - 28 (4d10+6) bludgeoning damage. - - -
- - - Animate Trees (1/Day) - - - . The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. - - -
- - - - Troll - - -
- - - Large giant, chaotic evil - - -
- - - Armor Class - - - 15 (natural armor) - - -
- - - Hit Points - - - 84 (8d10+40) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 13 (+1) - - - - - - - 20 (+5) - - - - - - - 7 (-2) - - - - - - - 9 (-1) - - - - - - - 7 (-2) - - - -
- - -
- - - Skills - - - Perception +2 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 12 - - -
- - - Languages - - - Giant - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Keen Smell - - - . The troll has advantage on Wisdom (Perception) checks that rely on smell. - - -
- - - Regeneration - - - . The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. - - -
- - - - Actions - - -
- - - Multiattack - - - . The troll makes three attacks: one with its bite and two with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (1d6+4) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 11 (2d6+4) slashing damage. - - -
- - - - Monsters (U) - - -
- - - - Unicorn - - -
- - - Large celestial, lawful good - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 67 (9d10+18) - - -
- - - Speed - - - 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 14 (+2) - - - - - - - 15 (+2) - - - - - - - 11 (+0) - - - - - - - 17 (+3) - - - - - - - 16 (+3) - - - -
- - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - charmed, paralyzed, poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 13 - - -
- - - Languages - - - Celestial, Elvish, Sylvan, telepathy 60 ft. - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Charge - - - . If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. - - -
- - - Innate Spellcasting - - - . The unicorn’s innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no Components - - -
- - - At will: - - - detect evil and good - - - , - - - druidcraft - - - , - - - pass without trace - - -
- - - 1/day each: - - - calm emotions - - - , - - - dispel evil and good - - - , - - - entangle - - -
- - - Magic Resistance - - - . The unicorn has advantage on saving throws against spells and other magical effects. - - -
- - - Magic Weapons - - - . The unicorn’s weapon attacks are magical. - - -
- - - - Actions - - -
- - - Multiattack - - - . The unicorn makes two attacks: one with its hooves and one with its horn. - - -
- - - Hooves - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 11 (2d6+4) bludgeoning damage. - - -
- - - Horn - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 8 (1d8+4) piercing damage. - - -
- - - Healing Touch (3/Day) - - - . The unicorn touches another creature with its horn. The target magically regains 11 (2d8+2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. - - -
- - - Teleport (1/Day) - - - . The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away. - - -
- - - - Legendary Actions - - -
- - - The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The unicorn regains spent legendary actions at the start of its turn. - - -
- - - Hooves - - - . The unicorn makes one attack with its hooves. - - -
- - - Shimmering Shield (Costs 2 Actions) - - - . The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn’s next turn. - - -
- - - Heal Self (Costs 3 Actions) - - - . The unicorn magically regains 11 (2d8+2) hit points. - - -
- - - - Monsters (V) - - -
- - - - Vampires - - -
- - - - Vampire - - -
- - - Medium undead (shapechanger), lawful evil - - -
- - - Armor Class - - - 16 (natural armor) - - -
- - - Hit Points - - - 144 (17d8+68) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 18 (+4) - - - - - - - 18 (+4) - - - - - - - 17 (+3) - - - - - - - 15 (+2) - - - - - - - 18 (+4) - - - -
- - -
- - - Saving Throws - - - Dex +9, Wis +7, Cha +9 - - -
- - - Skills - - - Perception +7, Stealth +9 - - -
- - - Damage Resistances - - - necrotic; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Senses - - - darkvision 120 ft., passive Perception 17 - - -
- - - Languages - - - the languages it knew in life - - -
- - - Challenge - - - 13 (10,000 XP) - - -
- - - Shapechanger - - - . If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. - - -
- - - While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. - - -
- - - While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. - - -
- - - Legendary Resistance (3/Day) - - - . If the vampire fails a saving throw, it can choose to succeed instead. - - -
- - - Misty Escape - - - . When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed. - - -
- - - While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. - - -
- - - Regeneration - - - . The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn. - - -
- - - Spider Climb - - - . The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - -
- - - Vampire Weaknesses - - - . The vampire has the following flaws: - - -
- - - Forbiddance - - - . The vampire can’t enter a residence without an invitation from one of the occupants. - - -
- - - Harmed by Running Water - - - . The vampire takes 20 acid damage if it ends its turn in running water. - - -
- - - Stake to the Heart - - - . If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. - - -
- - - Sunlight Hypersensitivity - - - . The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. - - -
- - - - Actions - - -
- - - Multiattack (Vampire Form Only) - - - . The vampire makes two attacks, only one of which can be a bite attack. - - -
- - - Unarmed Strike (Vampire Form Only) - - - . - - - Melee Weapon Attack: - - - +9 to hit, reach 5 ft., one creature. - - - Hit: - - - 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). - - -
- - - Bite (Bat or Vampire Form Only) - - - . - - - Melee Weapon Attack: - - - +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. - - - Hit: - - - 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control. - - -
- - - Charm - - - . The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack. - - -
- - - Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. - - -
- - - Children of the Night (1/Day) - - - . The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. - - -
- - - - Legendary Actions - - -
- - - The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn. - - -
- - - Move - - - . The vampire moves up to its speed without provoking opportunity attacks. - - -
- - - Unarmed Strike - - - . The vampire makes one unarmed strike. - - -
- - - Bite (Costs 2 Actions) - - - . The vampire makes one bite attack. - - -
- - - - Vampire Spawn - - -
- - - Medium undead, neutral evil - - -
- - - Armor Class - - - 15 (natural armor) - - -
- - - Hit Points - - - 82 (11d8+33) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 16 (+3) - - - - - - - 16 (+3) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - - - - - 12 (+1) - - - -
- - -
- - - Saving Throws - - - Dex +6, Wis +3 - - -
- - - Skills - - - Perception +3, Stealth +6 - - -
- - - Damage Resistances - - - necrotic; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Senses - - - darkvision 60 ft., passive Perception 13 - - -
- - - Languages - - - the languages it knew in life - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Regeneration - - - . The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn. - - -
- - - Spider Climb - - - . The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - -
- - - Vampire Weaknesses - - - . The vampire has the following flaws: - - -
- - - Forbiddance - - - . The vampire can’t enter a residence without an invitation from one of the occupants. - - -
- - - Harmed by Running Water - - - . The vampire takes 20 acid damage when it ends its turn in running water. - - -
- - - Stake to the Heart - - - . The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. - - -
- - - Sunlight Hypersensitivity - - - . The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. - - -
- - - - Actions - - -
- - - Multiattack - - - . The vampire makes two attacks, only one of which can be a bite attack. - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one creature. - - - Hit: - - - 8 (2d4+3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. - - - Hit: - - - 6 (1d6+3) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - - -
- - - - Monsters (W) - - -
- - - - Wight - - -
- - - Medium undead, neutral evil - - -
- - - Armor Class - - - 14 (studded leather) - - -
- - - Hit Points - - - 45 (6d8+18) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 14 (+2) - - - - - - - 16 (+3) - - - - - - - 10 (+0) - - - - - - - 13 (+1) - - - - - - - 15 (+2) - - - -
- - -
- - - Skills - - - Perception +3, Stealth +4 - - -
- - - Damage Resistances - - - necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - exhaustion, poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 13 - - -
- - - Languages - - - the languages it knew in life - - -
- - - Challenge - - - 3 (700 XP) - - -
- - - Sunlight Sensitivity - - - . While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - -
- - - - Actions - - -
- - - Multiattack - - - . The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. - - -
- - - Life Drain - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one creature. - - - Hit: - - - 5 (1d6+2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - - -
- - - A humanoid slain by this attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. - - -
- - - Longsword - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands. - - -
- - - Longbow - - - . - - - Ranged Weapon Attack: - - - +4 to hit, range 150/600 ft., one target. - - - Hit: - - - 6 (1d8+2) piercing damage. - - -
- - - - Will-o’-Wisp - - -
- - - Tiny undead, chaotic evil - - -
- - - Armor Class - - - 19 - - -
- - - Hit Points - - - 22 (9d4) - - -
- - - Speed - - - 0 ft., fly 50 ft. (hover) - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 1 (-5) - - - - - - - 28 (+9) - - - - - - - 10 (+0) - - - - - - - 13 (+1) - - - - - - - 14 (+2) - - - - - - - 11 (+0) - - - -
- - -
- - - Damage Immunities - - - lightning, poison - - -
- - - Damage Resistances - - - acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - - -
- - - Condition Immunities - - - exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious - - -
- - - Senses - - - darkvision 120 ft., passive Perception 12 - - -
- - - Languages - - - the languages it knew in life - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Consume Life - - - . As a bonus action, the will-o’-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o’-wisp regains 10 (3d6) hit points. - - -
- - - Ephemeral - - - . The will-o’-wisp can’t wear or carry anything. - - -
- - - Incorporeal Movement - - - . The will-o’-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - - -
- - - Variable Illumination - - - . The will-o’-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action. - - -
- - - - Actions - - -
- - - Shock - - - . - - - Melee Spell Attack: - - - +4 to hit, reach 5 ft., one creature. - - - Hit: - - - 9 (2d8) lightning damage. - - -
- - - Invisibility - - - . The will-o’-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell). - - -
- - - - Wraith - - -
- - - Medium undead, neutral evil - - -
- - - Armor Class - - - 13 - - -
- - - Hit Points - - - 67 (9d8+27) - - -
- - - Speed - - - 0 ft., fly 60 ft. (hover) - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 6 (-2) - - - - - - - 16 (+3) - - - - - - - 16 (+3) - - - - - - - 12 (+1) - - - - - - - 14 (+2) - - - - - - - 15 (+2) - - - -
- - -
- - - Damage Resistances - - - acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered - - -
- - - Damage Immunities - - - necrotic, poison - - -
- - - Condition Immunities - - - charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained - - -
- - - Senses - - - darkvision 60 ft., passive Perception 12 - - -
- - - Languages - - - the languages it knew in life - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Incorporeal Movement - - - . The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - - -
- - - Sunlight Sensitivity - - - . While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - -
- - - - Actions - - -
- - - Life Drain - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one creature. - - - Hit: - - - 21 (4d8+3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - - -
- - - Create Specter - - - . The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can have no more than seven specters under its control at one time. - - -
- - - - Wyvern - - -
- - - Large dragon, unaligned - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 110 (13d10+39) - - -
- - - Speed - - - 20 ft., fly 80 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 10 (+0) - - - - - - - 16 (+3) - - - - - - - 5 (-3) - - - - - - - 12 (+1) - - - - - - - 6 (-2) - - - -
- - -
- - - Skills - - - Perception +4 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 6 (2,300 XP) - - -
- - - - Actions - - -
- - - Multiattack - - - . The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 10 ft., one creature. - - - Hit: - - - 11 (2d6+4) piercing damage. - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d8+4) slashing damage. - - -
- - - Stinger - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 10 ft., one creature. - - - Hit: - - - 11 (2d6+4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - - Monsters (X) - - -
- - - - Xorn - - -
- - - Medium elemental, neutral - - -
- - - Armor Class - - - 19 (natural armor) - - -
- - - Hit Points - - - 73 (7d8+42) - - -
- - - Speed - - - 20 ft., burrow 20 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 17 (+3) - - - - - - - 10 (+0) - - - - - - - 22 (+6) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - - - - - 11 (+0) - - - -
- - -
- - - Skills - - - Perception +6, Stealth +3 - - -
- - - Damage Resistances - - - piercing and slashing from nonmagical attacks that aren’t adamantine - - -
- - - Senses - - - darkvision 60 ft., tremorsense 60 ft., passive Perception 16 - - -
- - - Languages - - - Terran - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Earth Glide - - - . The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn’t disturb the material it moves through. - - -
- - - Stone Camouflage - - - . The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - - -
- - - Treasure Sense - - - . The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. - - -
- - - - Actions - - -
- - - Multiattack - - - . The xorn makes three claw attacks and one bite attack. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d6+3) slashing damage. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (3d6+3) piercing damage. - - -
- - - - Monsters (Z) - - -
- - - - Zombies - - -
- - - - Zombie - - -
- - - Medium undead, neutral evil - - -
- - - Armor Class - - - 8 - - -
- - - Hit Points - - - 22 (3d8+9) - - -
- - - Speed - - - 20 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 13 (+1) - - - - - - - 6 (-2) - - - - - - - 16 (+3) - - - - - - - 3 (-4) - - - - - - - 6 (-2) - - - - - - - 5 (-3) - - - -
- - -
- - - Saving Throws Wis +0 - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 8 - - -
- - - Languages - - - understands the languages it knew in life but can’t speak - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - Undead Fortitude - - - . If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. - - -
- - - - Actions - - -
- - - Slam - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 4 (1d6+1) bludgeoning damage. - - -
- - - - Ogre Zombie - - -
- - - Large undead, neutral evil - - -
- - - Armor Class - - - 8 - - -
- - - Hit Points - - - 85 (9d10+36) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 6 (-2) - - - - - - - 18 (+4) - - - - - - - 3 (-4) - - - - - - - 6 (-2) - - - - - - - 5 (-3) - - - -
- - -
- - - Saving Throws Wis +0 - - -
- - - Damage Immunities - - - poison - - -
- - - Condition Immunities - - - poisoned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 8 - - -
- - - Languages - - - understands Common and Giant but can’t speak - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Undead Fortitude - - - . If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. - - -
- - - - Actions - - -
- - - Morningstar - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d8+4) bludgeoning damage. - - -
- - - - CREATURES - - -
- - - This section contains statistics for various animals, vermin, and other critters. The stat blocks are organized alphabetically by creature name. - - -
- - - - Creatures (A-C) - - -
- - - - Ape - - -
- - - Medium beast, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 19 (3d8+6) - - -
- - - Speed - - - 30 ft., climb 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 14 (+2) - - - - - - - 14 (+2) - - - - - - - 6 (-2) - - - - - - - 12 (+1) - - - - - - - 7 (-2) - - - -
- - -
- - - Skills - - - Athletics +5, Perception +3 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - - Actions - - -
- - - Multiattack - - - . The ape makes two fist attacks. - - -
- - - Fist - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d6+3) bludgeoning damage. - - -
- - - Rock - - - . - - - Ranged Weapon Attack: - - - +5 to hit, range 25/50 ft., one target. - - - Hit: - - - 6 (1d6+3) bludgeoning damage. - - -
- - - - Awakened Shrub - - -
- - - Small plant, unaligned - - -
- - - Armor Class - - - 9 - - -
- - - Hit Points - - - 10 (3d6) - - -
- - - Speed - - - 20 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 3 (-4) - - - - - - - 8 (-1) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - - - - - 6 (-2) - - - -
- - -
- - - Damage Vulnerabilities - - - fire - - -
- - - Damage Resistances - - - piercing - - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - one language known by its creator - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - False Appearance - - - . While the shrub remains motionless, it is indistinguishable from a normal shrub. - - -
- - - - Actions - - -
- - - Rake - - - . - - - Melee Weapon Attack: - - - +1 to hit, reach 5 ft., one target. - - - Hit: - - - 1 (1d4-1) slashing damage. - - -
- - - An - - - awakened shrub - - - is an ordinary shrub given sentience and mobility by the - - - awaken - - - spell or similar magic. - - -
- - - - Awakened Tree - - -
- - - Huge plant, unaligned - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 59 (7d12+14) - - -
- - - Speed - - - 20 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 6 (-2) - - - - - - - 15 (+2) - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - - - - - 7 (-2) - - - -
- - -
- - - Damage Vulnerabilities - - - fire - - -
- - - Damage Resistances - - - bludgeoning, piercing - - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - one language known by its creator - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - False Appearance - - - . While the tree remains motionless, it is indistinguishable from a normal tree. - - -
- - - - Actions - - -
- - - Slam - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 10 ft., one target. - - - Hit: - - - 14 (3d6+4) bludgeoning damage. - - -
- - - An - - - awakened tree - - - is an ordinary tree given sentience and mobility by the - - - awaken - - - spell or similar magic. - - -
- - - - Axe Beak - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 11 - - -
- - - Hit Points - - - 19 (3d10+3) - - -
- - - Speed - - - 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 14 (+2) - - - - - - - 12 (+1) - - - - - - - 12 (+1) - - - - - - - 2 (-4) - - - - - - - 10 (+0) - - - - - - - 5 (-3) - - - -
- - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - - Actions - - -
- - - Beak - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d8+2) slashing damage. - - -
- - - An - - - axe beak - - - is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close. - - -
- - - - Baboon - - -
- - - Small beast, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 3 (1d6) - - -
- - - Speed - - - 30 ft., climb 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 8 (-1) - - - - - - - 14 (+2) - - - - - - - 11 (+0) - - - - - - - 4 (-3) - - - - - - - 12 (+1) - - - - - - - 6 (-2) - - - -
- - -
- - - Senses - - - passive Perception 11 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - Pack Tactics - - - . The baboon has advantage on an attack roll against a creature if at least one of the baboon’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +1 to hit, reach 5 ft., one target. - - - Hit: - - - 1 (1d4-1) piercing damage. - - -
- - - - Badger - - -
- - - Tiny beast, unaligned - - -
- - - Armor Class - - - 10 - - -
- - - Hit Points - - - 3 (1d4+1) - - -
- - - Speed - - - 20 ft., burrow 5 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 4 (-3) - - - - - - - 11 (+0) - - - - - - - 12 (+1) - - - - - - - 2 (-4) - - - - - - - 12 (+1) - - - - - - - 5 (-3) - - - -
- - -
- - - Senses - - - darkvision 30 ft., passive Perception 11 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - Keen Smell - - - . The badger has advantage on Wisdom (Perception) checks that rely on smell. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +2 to hit, reach 5 ft., one target. - - - Hit: - - - 1 piercing damage. - - -
- - - - Bat - - -
- - - Tiny beast, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 1 (1d4-1) - - -
- - - Speed - - - 5 ft., fly 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 2 (-4) - - - - - - - 15 (+2) - - - - - - - 8 (-1) - - - - - - - 2 (-4) - - - - - - - 12 (+1) - - - - - - - 4 (-3) - - - -
- - -
- - - Senses - - - blindsight 60 ft., passive Perception 11 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - Echolocation - - - . The bat can’t use its blindsight while deafened. - - -
- - - Keen Hearing - - - . The bat has advantage on Wisdom (Perception) checks that rely on hearing. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +0 to hit, reach 5 ft., one creature. - - - Hit: - - - 1 piercing damage. - - -
- - - - Black Bear - - -
- - - Medium beast, unaligned - - -
- - - Armor Class - - - 11 (natural armor) - - -
- - - Hit Points - - - 19 (3d8+6) - - -
- - - Speed - - - 40 ft., climb 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 10 (+0) - - - - - - - 14 (+2) - - - - - - - 2 (-4) - - - - - - - 12 (+1) - - - - - - - 7 (-2) - - - -
- - -
- - - Skills - - - Perception +3 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Keen Smell - - - . The bear has advantage on Wisdom (Perception) checks that rely on smell. - - -
- - - - Actions - - -
- - - Multiattack - - - . The bear makes two attacks: one with its bite and one with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d6+2) piercing damage. - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (2d4+2) slashing damage. - - -
- - - - Blink Dog - - -
- - - Medium fey, lawful good - - -
- - - Armor Class - - - 13 - - -
- - - Hit Points - - - 22 (4d8+4) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 12 (+1) - - - - - - - 17 (+3) - - - - - - - 12 (+1) - - - - - - - 10 (+0) - - - - - - - 13 (+1) - - - - - - - 11 (+0) - - - -
- - -
- - - Skills - - - Perception +3, Stealth +5 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - Blink Dog, understands Sylvan but can’t speak it - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - Keen Hearing and Smell - - - . The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 4 (1d6+1) piercing damage. - - -
- - - Teleport (Recharge 4-6) - - - . The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. - - -
- - - A - - - blink dog - - - takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long- standing hatred for displacer beasts and attack them on sight. - - -
- - - - Blood Hawk - - -
- - - Small beast, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 7 (2d6) - - -
- - - Speed - - - 10 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 6 (-2) - - - - - - - 14 (+2) - - - - - - - 10 (+0) - - - - - - - 3 (-4) - - - - - - - 14 (+2) - - - - - - - 5 (-3) - - - -
- - -
- - - Skills - - - Perception +4 - - -
- - - Senses - - - passive Perception 14 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/8 (25 XP) - - -
- - - Keen Sight - - - . The hawk has advantage on Wisdom (Perception) checks that rely on sight. - - -
- - - Pack Tactics - - - . The hawk has advantage on an attack roll against a creature if at least one of the hawk’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -
- - - - Actions - - -
- - - Beak - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 4 (1d4+2) piercing damage. - - -
- - - Taking its name from its crimson feathers and aggressive nature, the - - - blood hawk - - - fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey. - - -
- - - - Boar - - -
- - - Medium beast, unaligned - - -
- - - Armor Class - - - 11 (natural armor) - - -
- - - Hit Points - - - 11 (2d8+2) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 13 (+1) - - - - - - - 11 (+0) - - - - - - - 12 (+1) - - - - - - - 2 (-4) - - - - - - - 9 (-1) - - - - - - - 5 (-3) - - - -
- - -
- - - Senses - - - passive Perception 9 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - Charge - - - . If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - - -
- - - Relentless (Recharges after a Short or Long Rest) - - - . If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. - - -
- - - - Actions - - -
- - - Tusk - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 4 (1d6+1) slashing damage. - - -
- - - - Brown Bear - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 11 (natural armor) - - -
- - - Hit Points - - - 34 (4d10+12) - - -
- - - Speed - - - 40 ft., climb 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 10 (+0) - - - - - - - 16 (+3) - - - - - - - 2 (-4) - - - - - - - 13 (+1) - - - - - - - 7 (-2) - - - -
- - -
- - - Skills - - - Perception +3 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - Keen Smell - - - . The bear has advantage on Wisdom (Perception) checks that rely on smell. - - -
- - - - Actions - - -
- - - Multiattack - - - . The bear makes two attacks: one with its bite and one with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 8 (1d8+4) piercing damage. - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 11 (2d6+4) slashing damage. - - -
- - - - Camel - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 9 - - -
- - - Hit Points - - - 15 (2d10+4) - - -
- - - Speed - - - 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 8 (-1) - - - - - - - 14 (+2) - - - - - - - 2 (-4) - - - - - - - 8 (-1) - - - - - - - 5 (-3) - - - -
- - -
- - - Senses - - - passive Perception 9 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/8 (25 XP) - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 2 (1d4) bludgeoning damage. - - -
- - - - Cat - - -
- - - Tiny beast, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 2 (1d4) - - -
- - - Speed - - - 40 ft., climb 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 3 (-4) - - - - - - - 15 (+2) - - - - - - - 10 (+0) - - - - - - - 3 (-4) - - - - - - - 12 (+1) - - - - - - - 7 (-2) - - - -
- - -
- - - Skills - - - Perception +3, Stealth +4 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - Keen Smell - - - . The cat has advantage on Wisdom (Perception) checks that rely on smell. - - -
- - - - Actions - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +0 to hit, reach 5 ft., one target. - - - Hit: - - - 1 slashing damage. - - -
- - - - Constrictor Snake - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 13 (2d10+2) - - -
- - - Speed - - - 30 ft., swim 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 14 (+2) - - - - - - - 12 (+1) - - - - - - - 1 (-5) - - - - - - - 10 (+0) - - - - - - - 3 (-4) - - - -
- - -
- - - Senses - - - blindsight 10 ft., passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one creature. - - - Hit: - - - 5 (1d6+2) piercing damage. - - -
- - - Constrict - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one creature. - - - Hit: - - - 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target. - - -
- - - - Crab - - -
- - - Tiny beast, unaligned - - -
- - - Armor Class - - - 11 (natural armor) - - -
- - - Hit Points - - - 2 (1d4) - - -
- - - Speed - - - 20 ft., swim 20 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 2 (-4) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - - - - - 1 (-5) - - - - - - - 8 (-1) - - - - - - - 2 (-4) - - - -
- - -
- - - Skills - - - Stealth +2 - - -
- - - Senses - - - blindsight 30 ft., passive Perception 9 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - Amphibious - - - . The crab can breathe air and water. - - -
- - - - Actions - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +0 to hit, reach 5 ft., one target. - - - Hit: - - - 1 bludgeoning damage. - - -
- - - - Crocodile - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 12 (natural armor) - - -
- - - Hit Points - - - 19 (3d10+3) - - -
- - - Speed - - - 20 ft., swim 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 10 (+0) - - - - - - - 13 (+1) - - - - - - - 2 (-4) - - - - - - - 10 (+0) - - - - - - - 5 (-3) - - - -
- - -
- - - Skills - - - Stealth +2 - - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Hold Breath - - - . The crocodile can hold its breath for 15 minutes. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one creature. - - - Hit: - - - 7 (1d10+2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target. - - -
- - - - Creatures (D-F) - - -
- - - - Death Dog - - -
- - - Medium monstrosity, neutral evil - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 39 (6d8+12) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 14 (+2) - - - - - - - 14 (+2) - - - - - - - 3 (-4) - - - - - - - 13 (+1) - - - - - - - 6 (-2) - - - -
- - -
- - - Skills - - - Perception +5, Stealth +4 - - -
- - - Senses - - - darkvision 120 ft., passive Perception 15 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - Two-Headed - - - . The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. - - -
- - - - Actions - - -
- - - Multiattack - - - . The dog makes two bite attacks. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. - - -
- - - A - - - death dog - - - is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog’s heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim’s flesh to slowly rot off the bone. - - -
- - - - Deer - - -
- - - Medium beast, unaligned - - -
- - - Armor Class - - - 13 - - -
- - - Hit Points - - - 4 (1d8) - - -
- - - Speed - - - 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 11 (+0) - - - - - - - 16 (+3) - - - - - - - 11 (+0) - - - - - - - 2 (-4) - - - - - - - 14 (+2) - - - - - - - 5 (-3) - - - -
- - -
- - - Senses - - - passive Perception 12 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +2 to hit, reach 5 ft., one target. - - - Hit: - - - 2 (1d4) piercing damage. - - -
- - - - Dire Wolf - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 14 (natural armor) - - -
- - - Hit Points - - - 37 (5d10+10) - - -
- - - Speed - - - 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 17 (+3) - - - - - - - 15 (+2) - - - - - - - 15 (+2) - - - - - - - 3 (-4) - - - - - - - 12 (+1) - - - - - - - 7 (-2) - - - -
- - -
- - - Skills - - - Perception +3, Stealth +4 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - Keen Hearing and Smell - - - . The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - -
- - - Pack Tactics - - - . The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - - -
- - - - Draft Horse - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 10 - - -
- - - Hit Points - - - 19 (3d10+3) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 10 (+0) - - - - - - - 12 (+1) - - - - - - - 2 (-4) - - - - - - - 11 (+0) - - - - - - - 7 (-2) - - - -
- - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - - Actions - - -
- - - Hooves - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 9 (2d4+4) bludgeoning damage. - - -
- - - - Eagle - - -
- - - Small beast, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 3 (1d6) - - -
- - - Speed - - - 10 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 6 (-2) - - - - - - - 15 (+2) - - - - - - - 10 (+0) - - - - - - - 2 (-4) - - - - - - - 14 (+2) - - - - - - - 7 (-2) - - - -
- - -
- - - Skills - - - Perception +4 - - -
- - - Senses - - - passive Perception 14 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - Keen Sight - - - . The eagle has advantage on Wisdom (Perception) checks that rely on sight. - - -
- - - - Actions - - -
- - - Talons - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 4 (1d4+2) slashing damage. - - -
- - - - Elephant - - -
- - - Huge beast, unaligned - - -
- - - Armor Class - - - 12 (natural armor) - - -
- - - Hit Points - - - 76 (8d12+24) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 22 (+6) - - - - - - - 9 (-1) - - - - - - - 17 (+3) - - - - - - - 3 (-4) - - - - - - - 11 (+0) - - - - - - - 6 (-2) - - - -
- - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 4 (1,100 XP) - - -
- - - Trampling Charge - - - . If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action. - - -
- - - - Actions - - -
- - - Gore - - - . - - - Melee Weapon Attack: - - - +8 to hit, reach 5 ft., one target. - - - Hit: - - - 19 (3d8+6) piercing damage. - - -
- - - Stomp - - - . - - - Melee Weapon Attack: - - - +8 to hit, reach 5 ft., one prone creature. - - - Hit: - - - 22 (3d10+6) bludgeoning damage. - - -
- - - - Elk - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 10 - - -
- - - Hit Points - - - 13 (2d10+2) - - -
- - - Speed - - - 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 10 (+0) - - - - - - - 12 (+1) - - - - - - - 2 (-4) - - - - - - - 10 (+0) - - - - - - - 6 (-2) - - - -
- - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - Charge - - - . If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - - -
- - - - Actions - - -
- - - Ram - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d6+3) bludgeoning damage. - - -
- - - Hooves - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one prone creature. - - - Hit: - - - 8 (2d4+3) bludgeoning damage. - - -
- - - - Flying Snake - - -
- - - Tiny beast, unaligned - - -
- - - Armor Class - - - 14 - - -
- - - Hit Points - - - 5 (2d4) - - -
- - - Speed - - - 30 ft., fly 60 ft., swim 30 ft - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 4 (-3) - - - - - - - 18 (+4) - - - - - - - 11 (+0) - - - - - - - 2 (-4) - - - - - - - 12 (+1) - - - - - - - 5 (-3) - - - -
- - -
- - - Senses - - - blindsight 10 ft., passive Perception 11 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/8 (25 XP) - - -
- - - Flyby - - - . The snake doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 1 piercing damage plus 7 (3d4) poison damage. - - -
- - - A - - - flying snake - - - is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils. - - -
- - - - Frog - - -
- - - Tiny beast, unaligned - - -
- - - Armor Class - - - 11 - - -
- - - Hit Points - - - 1 (1d4-1) - - -
- - - Speed - - - 20 ft., swim 20 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 1 (-5) - - - - - - - 13 (+1) - - - - - - - 8 (-1) - - - - - - - 1 (-5) - - - - - - - 8 (-1) - - - - - - - 3 (-4) - - - -
- - -
- - - Skills - - - Perception +1, Stealth +3 - - -
- - - Senses - - - darkvision 30 ft., passive Perception 11 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (0 XP) - - -
- - - Amphibious - - - . The frog can breathe air and water. - - -
- - - Standing Leap - - - . The frog’s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. - - -
- - - A - - - frog - - - has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog’s statistics can also be used to represent a - - - toad - - - . - - -
- - - - Creatures (G-I) - - -
- - - - Giant Ape - - -
- - - Huge beast, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 157 (15d12+60) - - -
- - - Speed - - - 40 ft., climb 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 23 (+6) - - - - - - - 14 (+2) - - - - - - - 18 (+4) - - - - - - - 7 (-2) - - - - - - - 12 (+1) - - - - - - - 7 (-2) - - - -
- - -
- - - Skills - - - Athletics +9, Perception +4 - - -
- - - Senses - - - passive Perception 14 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 7 (2,900 XP) - - -
- - - - Actions - - -
- - - Multiattack - - - . The ape makes two fist attacks. - - -
- - - Fist - - - . - - - Melee Weapon Attack: - - - +9 to hit, reach 10 ft., one target. - - - Hit: - - - 22 (3d10+6) bludgeoning damage. - - -
- - - Rock - - - . - - - Ranged Weapon Attack: - - - +9 to hit, range 50/100 ft., one target. - - - Hit: - - - 30 (7d6+6) bludgeoning damage. - - -
- - - - Giant Badger - - -
- - - Medium beast, unaligned - - -
- - - Armor Class - - - 10 - - -
- - - Hit Points - - - 13 (2d8+4) - - -
- - - Speed - - - 30 ft., burrow 10 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 13 (+1) - - - - - - - 10 (+0) - - - - - - - 15 (+2) - - - - - - - 2 (-4) - - - - - - - 12 (+1) - - - - - - - 5 (-3) - - - -
- - -
- - - Senses - - - darkvision 30 ft., passive Perception 11 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - Keen Smell - - - . The badger has advantage on Wisdom (Perception) checks that rely on smell. - - -
- - - - Actions - - -
- - - Multiattack - - - . The badger makes two attacks: one with its bite and one with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 4 (1d6+1) piercing damage. - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (2d4+1) slashing damage. - - -
- - - - Giant Bat - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 13 - - -
- - - Hit Points - - - 22 (4d10) - - -
- - - Speed - - - 10 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 16 (+3) - - - - - - - 11 (+0) - - - - - - - 2 (-4) - - - - - - - 12 (+1) - - - - - - - 6 (-2) - - - -
- - -
- - - Senses - - - blindsight 60 ft., passive Perception 11 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - Echolocation - - - . The bat can’t use its blindsight while deafened. - - -
- - - Keen Hearing - - - . The bat has advantage on Wisdom (Perception) checks that rely on hearing. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one creature. - - - Hit: - - - 5 (1d6+2) piercing damage. - - -
- - - - Giant Boar - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 12 (natural armor) - - -
- - - Hit Points - - - 42 (5d10+15) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 17 (+3) - - - - - - - 10 (+0) - - - - - - - 16 (+3) - - - - - - - 2 (-4) - - - - - - - 7 (-2) - - - - - - - 5 (-3) - - - -
- - -
- - - Senses - - - passive Perception 8 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Charge - - - . If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - - -
- - - Relentless (Recharges after a Short or Long Rest) - - - . If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. - - -
- - - - Actions - - -
- - - Tusk - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (2d6+3) slashing damage. - - -
- - - - Giant Centipede - - -
- - - Small beast, unaligned - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 4 (1d6+1) - - -
- - - Speed - - - 30 ft., climb 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 5 (-3) - - - - - - - 14 (+2) - - - - - - - 12 (+1) - - - - - - - 1 (-5) - - - - - - - 7 (-2) - - - - - - - 3 (-4) - - - -
- - -
- - - Senses - - - blindsight 30 ft., passive Perception 8 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one creature. - - - Hit: - - - 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - - -
- - - - Giant Constrictor Snake - - -
- - - Huge beast, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 60 (8d12+8) - - -
- - - Speed - - - 30 ft., swim 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 14 (+2) - - - - - - - 12 (+1) - - - - - - - 1 (-5) - - - - - - - 10 (+0) - - - - - - - 3 (-4) - - - -
- - -
- - - Skills - - - Perception +2 - - -
- - - Senses - - - blindsight 10 ft., passive Perception 12 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 10 ft., one creature. - - - Hit: - - - 11 (2d6+4) piercing damage. - - -
- - - Constrict - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one creature. - - - Hit: - - - 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target. - - -
- - - - Giant Crab - - -
- - - Medium beast, unaligned - - -
- - - Armor Class - - - 15 (natural armor) - - -
- - - Hit Points - - - 13 (3d8) - - -
- - - Speed - - - 30 ft., swim 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 13 (+1) - - - - - - - 15 (+2) - - - - - - - 11 (+0) - - - - - - - 1 (-5) - - - - - - - 9 (-1) - - - - - - - 3 (-4) - - - -
- - -
- - - Skills - - - Stealth +4 - - -
- - - Senses - - - blindsight 30 ft., passive Perception 9 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/8 (25 XP) - - -
- - - Amphibious - - - . The crab can breathe air and water. - - -
- - - - Actions - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target. - - -
- - - - Giant Crocodile - - -
- - - Huge beast, unaligned - - -
- - - Armor Class - - - 14 (natural armor) - - -
- - - Hit Points - - - 85 (9d12+27) - - -
- - - Speed - - - 30 ft., swim 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 21 (+5) - - - - - - - 9 (-1) - - - - - - - 17 (+3) - - - - - - - 2 (-4) - - - - - - - 10 (+0) - - - - - - - 7 (-2) - - - -
- - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Hold Breath - - - . The crocodile can hold its breath for 30 minutes. - - -
- - - - Actions - - -
- - - Multiattack - - - . The crocodile makes two attacks: one with its bite and one with its tail. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +8 to hit, reach 5 ft., one target. - - - Hit: - - - 21 (3d10+5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target. - - -
- - - Tail - - - . - - - Melee Weapon Attack: - - - +8 to hit, reach 10 ft., one target not grappled by the crocodile. - - - Hit: - - - 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. - - -
- - - - Giant Eagle - - -
- - - Large beast, neutral good - - -
- - - Armor Class - - - 13 - - -
- - - Hit Points - - - 26 (4d10+4) - - -
- - - Speed - - - 10 ft., fly 80 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 17 (+3) - - - - - - - 13 (+1) - - - - - - - 8 (-1) - - - - - - - 14 (+2) - - - - - - - 10 (+0) - - - -
- - -
- - - Skills - - - Perception +4 - - -
- - - Senses - - - passive Perception 14 - - -
- - - Languages - - - Giant Eagle, understands Common and Auran but can’t speak them - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - Keen Sight - - - . The eagle has advantage on Wisdom (Perception) checks that rely on sight. - - -
- - - - Actions - - -
- - - Multiattack - - - . The eagle makes two attacks: one with its beak and one with its talons. - - -
- - - Beak - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d6+3) piercing damage. - - -
- - - Talons - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (2d6+3) slashing damage. - - -
- - - A - - - giant eagle - - - is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles). - - -
- - - - Giant Elk - - -
- - - Huge beast, unaligned - - -
- - - Armor Class - - - 14 (natural armor) - - -
- - - Hit Points - - - 42 (5d12+10) - - -
- - - Speed - - - 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 16 (+3) - - - - - - - 14 (+2) - - - - - - - 7 (-2) - - - - - - - 14 (+2) - - - - - - - 10 (+0) - - - -
- - -
- - - Skills - - - Perception +4 - - -
- - - Senses - - - passive Perception 14 - - -
- - - Languages - - - Giant Elk, understands Common, Elvish, and Sylvan but can’t speak them - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Charge - - - . If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. - - -
- - - - Actions - - -
- - - Ram - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 10 ft., one target. - - - Hit: - - - 11 (2d6+4) bludgeoning damage. - - -
- - - Hooves - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one prone creature. - - - Hit: - - - 22 (4d8+4) bludgeoning damage. - - -
- - - The majestic - - - giant elk - - - is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath. - - -
- - - - Giant Fire Beetle - - -
- - - Small beast, unaligned - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 4 (1d6+1) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 8 (-1) - - - - - - - 10 (+0) - - - - - - - 12 (+1) - - - - - - - 1 (-5) - - - - - - - 7 (-2) - - - - - - - 3 (-4) - - - -
- - -
- - - Senses - - - blindsight 30 ft., passive Perception 8 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - Illumination - - - . The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +1 to hit, reach 5 ft., one target. - - - Hit: - - - 2 (1d6-1) slashing damage. - - -
- - - A - - - giant fire beetle - - - is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle’s glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests. - - -
- - - - Giant Frog - - -
- - - Medium beast, unaligned - - -
- - - Armor Class - - - 11 - - -
- - - Hit Points - - - 18 (4d8) - - -
- - - Speed - - - 30 ft., swim 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 12 (+1) - - - - - - - 13 (+1) - - - - - - - 11 (+0) - - - - - - - 2 (-4) - - - - - - - 10 (+0) - - - - - - - 3 (-4) - - - -
- - -
- - - Skills - - - Perception +2, Stealth +3 - - -
- - - Senses - - - darkvision 30 ft., passive Perception 12 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - Amphibious - - - . The frog can breathe air and water. - - -
- - - Standing Leap - - - . The frog’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 4 (1d6+1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can’t bite another target. - - -
- - - Swallow - - - . The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog’s turns. The frog can have only one target swallowed at a time. - - -
- - - If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. - - -
- - - - Giant Goat - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 11 (natural armor) - - -
- - - Hit Points - - - 19 (3d10+3) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 17 (+3) - - - - - - - 11 (+0) - - - - - - - 12 (+1) - - - - - - - 3 (-4) - - - - - - - 12 (+1) - - - - - - - 6 (-2) - - - -
- - -
- - - Senses - - - passive Perception 11 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Charge - - - . If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - - -
- - - Sure-Footed - - - . The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. - - -
- - - - Actions - - -
- - - Ram - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 8 (2d4+3) bludgeoning damage. - - -
- - - - Giant Hyena - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 45 (6d10+12) - - -
- - - Speed - - - 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 14 (+2) - - - - - - - 14 (+2) - - - - - - - 2 (-4) - - - - - - - 12 (+1) - - - - - - - 7 (-2) - - - -
- - -
- - - Skills - - - Perception +3 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - Rampage - - - . When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (2d6+3) piercing damage. - - -
- - - - Giant Lizard - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 12 (natural armor) - - -
- - - Hit Points - - - 19 (3d10+3) - - -
- - - Speed - - - 30 ft., climb 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 12 (+1) - - - - - - - 13 (+1) - - - - - - - 2 (-4) - - - - - - - 10 (+0) - - - - - - - 5 (-3) - - - -
- - -
- - - Senses - - - darkvision 30 ft., passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d8+2) piercing damage. - - -
- - - A - - - giant lizard - - - can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others. - - -
- - - - Giant Octopus - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 11 - - -
- - - Hit Points - - - 52 (8d10+8) - - -
- - - Speed - - - 10 ft., swim 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 17 (+3) - - - - - - - 13 (+1) - - - - - - - 13 (+1) - - - - - - - 4 (-3) - - - - - - - 10 (+0) - - - - - - - 4 (-3) - - - -
- - -
- - - Skills - - - Perception +4, Stealth +5 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - Hold Breath - - - . While out of water, the octopus can hold its breath for 1 hour. - - -
- - - Underwater Camouflage - - - . The octopus has advantage on Dexterity (Stealth) checks made while underwater. - - -
- - - Water Breathing - - - . The octopus can breathe only underwater. - - -
- - - - Actions - - -
- - - Tentacles - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 15 ft., one target. - - - Hit: - - - 10 (2d6+3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can’t use its tentacles on another target. - - -
- - - Ink Cloud (Recharges after a Short or Long Rest) - - - . A 20- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. - - -
- - - - Giant Owl - - -
- - - Large beast, neutral - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 19 (3d10+3) - - -
- - - Speed - - - 5 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 13 (+1) - - - - - - - 15 (+2) - - - - - - - 12 (+1) - - - - - - - 8 (-1) - - - - - - - 13 (+1) - - - - - - - 10 (+0) - - - -
- - -
- - - Skills - - - Perception +5, Stealth +4 - - -
- - - Senses - - - darkvision 120 ft., passive Perception 15 - - -
- - - Languages - - - Giant Owl, understands Common, Elvish, and Sylvan but can’t speak them - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - Flyby - - - . The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. - - -
- - - Keen Hearing and Sight - - - . The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. - - -
- - - - Actions - - -
- - - Talons - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 8 (2d6+1) slashing damage. - - -
- - - Giant owls - - - often befriend fey and other sylvan creatures and are guardians of their woodland realms. - - -
- - - - Giant Poisonous Snake - - -
- - - Medium beast, unaligned - - -
- - - Armor Class - - - 14 - - -
- - - Hit Points - - - 11 (2d8+2) - - -
- - - Speed - - - 30 ft., swim 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 10 (+0) - - - - - - - 18 (+4) - - - - - - - 13 (+1) - - - - - - - 2 (-4) - - - - - - - 10 (+0) - - - - - - - 3 (-4) - - - -
- - -
- - - Skills - - - Perception +2 - - -
- - - Senses - - - blindsight 10 ft., passive Perception 12 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 10 ft., one target. - - - Hit: - - - 6 (1d4+4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - - Giant Rat - - -
- - - Small beast, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 7 (2d6) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 7 (-2) - - - - - - - 15 (+2) - - - - - - - 11 (+0) - - - - - - - 2 (-4) - - - - - - - 10 (+0) - - - - - - - 4 (-3) - - - -
- - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/8 (25 XP) - - -
- - - Keen Smell - - - . The rat has advantage on Wisdom (Perception) checks that rely on smell. - - -
- - - Pack Tactics - - - . The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 4 (1d4+2) piercing damage. - - -
- - - Variant: Diseased Giant Rats - - -
- - - Some giant rats carry vile diseases that they spread with their bites. A diseased giant rat has a challenge rating of 1/8 (25 XP) and the following action instead of its normal bite attack. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 4 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies. - - -
- - - - Giant Scorpion - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 15 (natural armor) - - -
- - - Hit Points - - - 52 (7d10+14) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 13 (+1) - - - - - - - 15 (+2) - - - - - - - 1 (-5) - - - - - - - 9 (-1) - - - - - - - 3 (-4) - - - -
- - -
- - - Senses - - - blindsight 60 ft., passive Perception 9 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 3 (700 XP) - - -
- - - - Actions - - -
- - - Multiattack - - - . The scorpion makes three attacks: two with its claws and one with its sting. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target. - - -
- - - Sting - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one creature. - - - Hit: - - - 7 (1d10+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - - Giant Sea Horse - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 16 (3d10) - - -
- - - Speed - - - 0 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 12 (+1) - - - - - - - 15 (+2) - - - - - - - 11 (+0) - - - - - - - 2 (-4) - - - - - - - 12 (+1) - - - - - - - 5 (-3) - - - -
- - -
- - - Senses - - - passive Perception 11 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Charge - - - . If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - - -
- - - Water Breathing - - - . The sea horse can breathe only underwater. - - -
- - - - Actions - - -
- - - Ram - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 4 (1d6+1) bludgeoning damage. - - -
- - - Like their smaller kin, - - - giant sea horses - - - are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts. - - -
- - - - Giant Shark - - -
- - - Huge beast, unaligned - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 126 (11d12+55) - - -
- - - Speed - - - 0 ft., swim 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 23 (+6) - - - - - - - 11 (+0) - - - - - - - 21 (+5) - - - - - - - 1 (-5) - - - - - - - 10 (+0) - - - - - - - 5 (-3) - - - -
- - -
- - - Skills - - - Perception +3 - - -
- - - Senses - - - blindsight 60 ft., passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Blood Frenzy - - - . The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points. - - -
- - - Water Breathing - - - . The shark can breathe only underwater. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +9 to hit, reach 5 ft., one target. - - - Hit: - - - 22 (3d10+6) piercing damage. - - -
- - - A - - - giant shark - - - is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships. - - -
- - - - Giant Spider - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 14 (natural armor) - - -
- - - Hit Points - - - 26 (4d10+4) - - -
- - - Speed - - - 30 ft., climb 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 14 (+2) - - - - - - - 16 (+3) - - - - - - - 12 (+1) - - - - - - - 2 (-4) - - - - - - - 11 (+0) - - - - - - - 4 (-3) - - - -
- - -
- - - Skills - - - Stealth +7 - - -
- - - Senses - - - blindsight 10 ft., darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - Spider Climb - - - . The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - -
- - - Web Sense - - - . While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. - - -
- - - Web Walker - - - . The spider ignores movement restrictions caused by webbing. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one creature. - - - Hit: - - - 7 (1d8+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - - -
- - - Web (Recharge 5-6) - - - . - - - Ranged Weapon Attack: - - - +5 to hit, range 30/60 ft., one creature. - - - Hit: - - - The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). - - -
- - - To snare its prey, a - - - giant spider - - - spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims. - - -
- - - - Giant Toad - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 11 - - -
- - - Hit Points - - - 39 (6d10+6) - - -
- - - Speed - - - 20 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 13 (+1) - - - - - - - 13 (+1) - - - - - - - 2 (-4) - - - - - - - 10 (+0) - - - - - - - 3 (-4) - - - -
- - -
- - - Senses - - - darkvision 30 ft., passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - Amphibious - - - . The toad can breathe air and water. - - -
- - - Standing Leap - - - . The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can’t bite another target. - - -
- - - Swallow - - - . The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time. - - -
- - - If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. - - -
- - - - Giant Vulture - - -
- - - Large beast, neutral evil - - -
- - - Armor Class - - - 10 - - -
- - - Hit Points - - - 22 (3d10+6) - - -
- - - Speed - - - 10 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 10 (+0) - - - - - - - 15 (+2) - - - - - - - 6 (-2) - - - - - - - 12 (+1) - - - - - - - 7 (-2) - - - -
- - -
- - - Skills - - - Perception +3 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - understands Common but can’t speak - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - Keen Sight and Smell - - - . The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. - - -
- - - Pack Tactics - - - . The vulture has advantage on an attack roll against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -
- - - - Actions - - -
- - - Multiattack - - - . The vulture makes two attacks: one with its beak and one with its talons. - - -
- - - Beak - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (2d4+2) piercing damage. - - -
- - - Talons - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 9 (2d6+2) slashing damage. - - -
- - - A - - - giant vulture - - - has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering. - - -
- - - - Giant Wasp - - -
- - - Medium beast, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 13 (3d8) - - -
- - - Speed - - - 10 ft., fly 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 10 (+0) - - - - - - - 14 (+2) - - - - - - - 10 (+0) - - - - - - - 1 (-5) - - - - - - - 10 (+0) - - - - - - - 3 (-4) - - - -
- - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - - Actions - - -
- - - Sting - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one creature. - - - Hit: - - - 5 (1d6+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - - -
- - - - Giant Weasel - - -
- - - Medium beast, unaligned - - -
- - - Armor Class - - - 13 - - -
- - - Hit Points - - - 9 (2d8) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 11 (+0) - - - - - - - 16 (+3) - - - - - - - 10 (+0) - - - - - - - 4 (-3) - - - - - - - 12 (+1) - - - - - - - 5 (-3) - - - -
- - -
- - - Skills - - - Perception +3, Stealth +5 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/8 (25 XP) - - -
- - - Keen Hearing and Smell - - - . The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d4+3) piercing damage. - - -
- - - - Giant Wolf Spider - - -
- - - Medium beast, unaligned - - -
- - - Armor Class - - - 13 - - -
- - - Hit Points - - - 11 (2d8+2) - - -
- - - Speed - - - 40 ft., climb 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 12 (+1) - - - - - - - 16 (+3) - - - - - - - 13 (+1) - - - - - - - 3 (-4) - - - - - - - 12 (+1) - - - - - - - 4 (-3) - - - -
- - -
- - - Skills - - - Perception +3, Stealth +7 - - -
- - - Senses - - - blindsight 10 ft., darkvision 60 ft., passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - Spider Climb - - - . The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - -
- - - Web Sense - - - . While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. - - -
- - - Web Walker - - - . The spider ignores movement restrictions caused by webbing. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one creature. - - - Hit: - - - 4 (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - - -
- - - Smaller than a giant spider, a - - - giant wolf spider - - - hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris. - - -
- - - - Goat - - -
- - - Medium beast, unaligned - - -
- - - Armor Class - - - 10 - - -
- - - Hit Points - - - 4 (1d8) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 12 (+1) - - - - - - - 10 (+0) - - - - - - - 11 (+0) - - - - - - - 2 (-4) - - - - - - - 10 (+0) - - - - - - - 5 (-3) - - - -
- - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - Charge - - - . If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. - - -
- - - Sure-Footed - - - . The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. - - -
- - - - Actions - - -
- - - Ram - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 3 (1d4+1) bludgeoning damage. - - -
- - - - Hawk - - -
- - - Tiny beast, unaligned - - -
- - - Armor Class - - - 13 - - -
- - - Hit Points - - - 1 (1d4-1) - - -
- - - Speed - - - 10 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 5 (-3) - - - - - - - 16 (+3) - - - - - - - 8 (-1) - - - - - - - 2 (-4) - - - - - - - 14 (+2) - - - - - - - 6 (-2) - - - -
- - -
- - - Skills - - - Perception +4 - - -
- - - Senses - - - passive Perception 14 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - Keen Sight - - - . The hawk has advantage on Wisdom (Perception) checks that rely on sight. - - -
- - - - Actions - - -
- - - Talons - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 1 slashing damage. - - -
- - - - Hunter Shark - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 12 (natural armor) - - -
- - - Hit Points - - - 45 (6d10+12) - - -
- - - Speed - - - 0 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 13 (+1) - - - - - - - 15 (+2) - - - - - - - 1 (-5) - - - - - - - 10 (+0) - - - - - - - 4 (-3) - - - -
- - -
- - - Skills - - - Perception +2 - - -
- - - Senses - - - blindsight 30 ft., passive Perception 12 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Blood Frenzy - - - . The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points. - - -
- - - Water Breathing - - - . The shark can breathe only underwater. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 13 (2d8+4) piercing damage. - - -
- - - Smaller than a giant shark but larger and fiercer than a reef shark, a - - - hunter shark - - - haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long. - - -
- - - - Hyena - - -
- - - Medium beast, unaligned - - -
- - - Armor Class - - - 11 - - -
- - - Hit Points - - - 5 (1d8+1) - - -
- - - Speed - - - 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 11 (+0) - - - - - - - 13 (+1) - - - - - - - 12 (+1) - - - - - - - 2 (-4) - - - - - - - 12 (+1) - - - - - - - 5 (-3) - - - -
- - -
- - - Skills - - - Perception +3 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - Pack Tactics - - - . The hyena has advantage on an attack roll against a creature if at least one of the hyena’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +2 to hit, reach 5 ft., one target. - - - Hit: - - - 3 (1d6) piercing damage. - - -
- - - - Creatures (J-L) - - -
- - - - Jackal - - -
- - - Small beast, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 3 (1d6) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 8 (-1) - - - - - - - 15 (+2) - - - - - - - 11 (+0) - - - - - - - 3 (-4) - - - - - - - 12 (+1) - - - - - - - 6 (-2) - - - -
- - -
- - - Skills - - - Perception +3 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - Keen Hearing and Smell - - - . The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - -
- - - Pack Tactics - - - . The jackal has advantage on an attack roll against a creature if at least one of the jackal’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +1 to hit, reach 5 ft., one target. - - - Hit: - - - 1 (1d4-1) piercing damage. - - -
- - - - Killer Whale - - -
- - - Huge beast, unaligned - - -
- - - Armor Class - - - 12 (natural armor) - - -
- - - Hit Points - - - 90 (12d12+12) - - -
- - - Speed - - - 0 ft., swim 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 19 (+4) - - - - - - - 10 (+0) - - - - - - - 13 (+1) - - - - - - - 3 (-4) - - - - - - - 12 (+1) - - - - - - - 7 (-2) - - - -
- - -
- - - Skills - - - Perception +3 - - -
- - - Senses - - - blindsight 120 ft., passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 3 (700 XP) - - -
- - - Echolocation - - - . The whale can’t use its blindsight while deafened. - - -
- - - Hold Breath - - - . The whale can hold its breath for 30 minutes. - - -
- - - Keen Hearing - - - . The whale has advantage on Wisdom (Perception) checks that rely on hearing. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 21 (5d6+4) piercing damage. - - -
- - - - Lion - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 26 (4d10+4) - - -
- - - Speed - - - 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 17 (+3) - - - - - - - 15 (+2) - - - - - - - 13 (+1) - - - - - - - 3 (-4) - - - - - - - 12 (+1) - - - - - - - 8 (-1) - - - -
- - -
- - - Skills - - - Perception +3, Stealth +6 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - Keen Smell - - - . The lion has advantage on Wisdom (Perception) checks that rely on smell. - - -
- - - Pack Tactics - - - . The lion has advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -
- - - Pounce - - - . If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. - - -
- - - Running Leap - - - . With a 10-foot running start, the lion can long jump up to 25 feet. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (1d8+3) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d6+3) slashing damage. - - -
- - - - Lizard - - -
- - - Tiny beast, unaligned - - -
- - - Armor Class - - - 10 - - -
- - - Hit Points - - - 2 (1d4) - - -
- - - Speed - - - 20 ft., climb 20 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 2 (-4) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - - - - - 1 (-5) - - - - - - - 8 (-1) - - - - - - - 3 (-4) - - - -
- - -
- - - Senses - - - darkvision 30 ft., passive Perception 9 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +0 to hit, reach 5 ft., one target. - - - Hit: - - - 1 piercing damage. - - -
- - - - Creatures (M-O) - - -
- - - - Mammoth - - -
- - - Huge beast, unaligned - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 126 (11d12+55) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 24 (+7) - - - - - - - 9 (-1) - - - - - - - 21 (+5) - - - - - - - 3 (-4) - - - - - - - 11 (+0) - - - - - - - 6 (-2) - - - -
- - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 6 (2,300 XP) - - -
- - - Trampling Charge - - - . If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action. - - -
- - - - Actions - - -
- - - Gore - - - . - - - Melee Weapon Attack: - - - +10 to hit, reach 10 ft., one target. - - - Hit: - - - 25 (4d8+7) piercing damage. - - -
- - - Stomp - - - . - - - Melee Weapon Attack: - - - +10 to hit, reach 5 ft., one prone creature. - - - Hit: - - - 29 (4d10+7) bludgeoning damage. - - -
- - - A - - - mammoth - - - is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical. - - -
- - - - Mastiff - - -
- - - Medium beast, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 5 (1d8+1) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 13 (+1) - - - - - - - 14 (+2) - - - - - - - 12 (+1) - - - - - - - 3 (-4) - - - - - - - 12 (+1) - - - - - - - 7 (-2) - - - -
- - -
- - - Skills - - - Perception +3 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/8 (25 XP) - - -
- - - Keen Hearing and Smell - - - . The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 4 (1d6+1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - - -
- - - Mastiffs - - - are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts. - - -
- - - - Mule - - -
- - - Medium beast, unaligned - - -
- - - Armor Class - - - 10 - - -
- - - Hit Points - - - 11 (2d8+2) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 14 (+2) - - - - - - - 10 (+0) - - - - - - - 13 (+1) - - - - - - - 2 (-4) - - - - - - - 10 (+0) - - - - - - - 5 (-3) - - - -
- - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/8 (25 XP) - - -
- - - Beast of Burden - - - . The mule is considered to be a Large animal for the purpose of determining its carrying capacity. - - -
- - - Sure-Footed - - - . The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. - - -
- - - - Actions - - -
- - - Hooves - - - . - - - Melee Weapon Attack: - - - +2 to hit, reach 5 ft., one target. - - - Hit: - - - 4 (1d4+2) bludgeoning damage. - - -
- - - - Octopus - - -
- - - Small beast, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 3 (1d6) - - -
- - - Speed - - - 5 ft., swim 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 4 (-3) - - - - - - - 15 (+2) - - - - - - - 11 (+0) - - - - - - - 3 (-4) - - - - - - - 10 (+0) - - - - - - - 4 (-3) - - - -
- - -
- - - Skills - - - Perception +2, Stealth +4 - - -
- - - Senses - - - darkvision 30 ft., passive Perception 12 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - Hold Breath - - - . While out of water, the octopus can hold its breath for 30 minutes. - - -
- - - Underwater Camouflage - - - . The octopus has advantage on Dexterity (Stealth) checks made while underwater. - - -
- - - Water Breathing - - - . The octopus can breathe only underwater. - - -
- - - - Actions - - -
- - - Tentacles - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can’t use its tentacles on another target. - - -
- - - Ink Cloud (Recharges after a Short or Long Rest) - - - . A 5- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. - - -
- - - - Owl - - -
- - - Tiny beast, unaligned - - -
- - - Armor Class - - - 11 - - -
- - - Hit Points - - - 1 (1d4-1) - - -
- - - Speed - - - 5 ft., fly 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 3 (-4) - - - - - - - 13 (+1) - - - - - - - 8 (-1) - - - - - - - 2 (-4) - - - - - - - 12 (+1) - - - - - - - 7 (-2) - - - -
- - -
- - - Skills - - - Perception +3, Stealth +3 - - -
- - - Senses - - - darkvision 120 ft., passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - Flyby - - - . The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. - - -
- - - Keen Hearing and Sight - - - . The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. - - -
- - - - Actions - - -
- - - Talons - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 1 slashing damage. - - -
- - - - Creatures (P-R) - - -
- - - - Panther - - -
- - - Medium beast, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 13 (3d8) - - -
- - - Speed - - - 50 ft., climb 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 14 (+2) - - - - - - - 15 (+2) - - - - - - - 10 (+0) - - - - - - - 3 (-4) - - - - - - - 14 (+2) - - - - - - - 7 (-2) - - - -
- - -
- - - Skills - - - Perception +4, Stealth +6 - - -
- - - Senses - - - passive Perception 14 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - Keen Smell - - - . The panther has advantage on Wisdom (Perception) checks that rely on smell. - - -
- - - Pounce - - - . If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d6+2) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 4 (1d4+2) slashing damage. - - -
- - - - Phase Spider - - -
- - - Large monstrosity, unaligned - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 32 (5d10+5) - - -
- - - Speed - - - 30 ft., climb 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 15 (+2) - - - - - - - 12 (+1) - - - - - - - 6 (-2) - - - - - - - 10 (+0) - - - - - - - 6 (-2) - - - -
- - -
- - - Skills - - - Stealth +6 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 3 (700 XP) - - -
- - - Ethereal Jaunt - - - . As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. - - -
- - - Spider Climb - - - . The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - -
- - - Web Walker - - - . The spider ignores movement restrictions caused by webbing. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one creature. - - - Hit: - - - 7 (1d10+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - - -
- - - A - - - phase spider - - - possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport. - - -
- - - - Poisonous Snake - - -
- - - Tiny beast, unaligned - - -
- - - Armor Class - - - 13 - - -
- - - Hit Points - - - 2 (1d4) - - -
- - - Speed - - - 30 ft., swim 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 2 (-4) - - - - - - - 16 (+3) - - - - - - - 11 (+0) - - - - - - - 1 (-5) - - - - - - - 10 (+0) - - - - - - - 3 (-4) - - - -
- - -
- - - Senses - - - blindsight 10 ft., passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/8 (25 XP) - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - - Polar Bear - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 12 (natural armor) - - -
- - - Hit Points - - - 42 (5d10+15) - - -
- - - Speed - - - 40 ft., swim 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 20 (+5) - - - - - - - 10 (+0) - - - - - - - 16 (+3) - - - - - - - 2 (-4) - - - - - - - 13 (+1) - - - - - - - 7 (-2) - - - -
- - -
- - - Skills - - - Perception +3 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Keen Smell - - - . The bear has advantage on Wisdom (Perception) checks that rely on smell. - - -
- - - - Actions - - -
- - - Multiattack - - - . The bear makes two attacks: one with its bite and one with its claws. - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 9 (1d8+5) piercing damage. - - -
- - - Claws. - - - - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 12 (2d6+5) slashing damage. - - -
- - - - Pony - - -
- - - Medium beast, unaligned - - -
- - - Armor Class - - - 10 - - -
- - - Hit Points - - - 11 (2d8+2) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 10 (+0) - - - - - - - 13 (+1) - - - - - - - 2 (-4) - - - - - - - 11 (+0) - - - - - - - 7 (-2) - - - -
- - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/8 (25 XP) - - -
- - - - Actions - - -
- - - Hooves - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (2d4+2) bludgeoning damage. - - -
- - - - Quipper - - -
- - - Tiny beast, unaligned - - -
- - - Armor Class - - - 13 - - -
- - - Hit Points - - - 1 (1d4-1) - - -
- - - Speed - - - 0 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 2 (-4) - - - - - - - 16 (+3) - - - - - - - 9 (-1) - - - - - - - 1 (-5) - - - - - - - 7 (-2) - - - - - - - 2 (-4) - - - -
- - -
- - - Senses - - - darkvision 60 ft., passive Perception 8 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - Blood Frenzy - - - . The quipper has advantage on melee attack rolls against any creature that doesn’t have all its hit points. - - -
- - - Water Breathing - - - . The quipper can breathe only underwater. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 1 piercing damage. - - -
- - - A - - - quipper - - - is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix. - - -
- - - - Rat - - -
- - - Tiny beast, unaligned - - -
- - - Armor Class - - - 10 - - -
- - - Hit Points - - - 1 (1d4-1) - - -
- - - Speed - - - 20 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 2 (-4) - - - - - - - 11 (+0) - - - - - - - 9 (-1) - - - - - - - 2 (-4) - - - - - - - 10 (+0) - - - - - - - 4 (-3) - - - -
- - -
- - - Senses - - - darkvision 30 ft., passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - Keen Smell - - - . The rat has advantage on Wisdom (Perception) checks that rely on smell. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +0 to hit, reach 5 ft., one target. - - - Hit: - - - 1 piercing damage. - - -
- - - - Raven - - -
- - - Tiny beast, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 1 (1d4-1) - - -
- - - Speed - - - 10 ft., fly 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 2 (-4) - - - - - - - 14 (+2) - - - - - - - 8 (-1) - - - - - - - 2 (-4) - - - - - - - 12 (+1) - - - - - - - 6 (-2) - - - -
- - -
- - - Skills - - - Perception +3 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - Mimicry - - - . The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. - - -
- - - - Actions - - -
- - - Beak - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 1 piercing damage. - - -
- - - - Reef Shark - - -
- - - Medium beast, unaligned - - -
- - - Armor Class - - - 12 (natural armor) - - -
- - - Hit Points - - - 22 (4d8+4) - - -
- - - Speed - - - 0 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 14 (+2) - - - - - - - 13 (+1) - - - - - - - 13 (+1) - - - - - - - 1 (-5) - - - - - - - 10 (+0) - - - - - - - 4 (-3) - - - -
- - -
- - - Skills - - - Perception +2 - - -
- - - Senses - - - blindsight 30 ft., passive Perception 12 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Pack Tactics - - - . The shark has advantage on an attack roll against a creature if at least one of the shark’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -
- - - Water Breathing - - - . The shark can breathe only underwater. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d8+2) piercing damage. - - -
- - - Smaller than giant sharks and hunter sharks, - - - reef sharks - - - inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long. - - -
- - - - Rhinoceros - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 11 (natural armor) - - -
- - - Hit Points - - - 45 (6d10+12) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 21 (+5) - - - - - - - 8 (-1) - - - - - - - 15 (+2) - - - - - - - 2 (-4) - - - - - - - 12 (+1) - - - - - - - 6 (-2) - - - -
- - -
- - - Senses - - - passive Perception 11 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Charge - - - . If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. - - -
- - - - Actions - - -
- - - Gore - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one target. - - - Hit: - - - 14 (2d8+5) bludgeoning damage. - - -
- - - - Riding Horse - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 10 - - -
- - - Hit Points - - - 13 (2d10+2) - - -
- - - Speed - - - 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 10 (+0) - - - - - - - 12 (+1) - - - - - - - 2 (-4) - - - - - - - 11 (+0) - - - - - - - 7 (-2) - - - -
- - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - - Actions - - -
- - - Hooves - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 8 (2d4+3) bludgeoning damage. - - -
- - - - Creatures (S-U) - - -
- - - - Saber-Toothed Tiger - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 52 (7d10+14) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 14 (+2) - - - - - - - 15 (+2) - - - - - - - 3 (-4) - - - - - - - 12 (+1) - - - - - - - 8 (-1) - - - -
- - -
- - - Skills - - - Perception +3, Stealth +6 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Keen Smell - - - . The tiger has advantage on Wisdom (Perception) checks that rely on smell. - - -
- - - Pounce - - - . If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (1d10+5) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 12 (2d6+5) slashing damage. - - -
- - - - Scorpion - - -
- - - Tiny beast, unaligned - - -
- - - Armor Class - - - 11 (natural armor) - - -
- - - Hit Points - - - 1 (1d4-1) - - -
- - - Speed - - - 10 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 2 (-4) - - - - - - - 11 (+0) - - - - - - - 8 (-1) - - - - - - - 1 (-5) - - - - - - - 8 (-1) - - - - - - - 2 (-4) - - - -
- - -
- - - Senses - - - blindsight 10 ft., passive Perception 9 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - - Actions - - -
- - - Sting - - - . - - - Melee Weapon Attack: - - - +2 to hit, reach 5 ft., one creature. - - - Hit: - - - 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - - Sea Horse - - -
- - - Tiny beast, unaligned - - -
- - - Armor Class - - - 11 - - -
- - - Hit Points - - - 1 (1d4-1) - - -
- - - Speed - - - 0 ft., swim 20 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 1 (-5) - - - - - - - 12 (+1) - - - - - - - 8 (-1) - - - - - - - 1 (-5) - - - - - - - 10 (+0) - - - - - - - 2 (-4) - - - -
- - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (0 XP) - - -
- - - Water Breathing - - - . The sea horse can breathe only underwater. - - -
- - - - Spider - - -
- - - Tiny beast, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 1 (1d4-1) - - -
- - - Speed - - - 20 ft., climb 20 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 2 (-4) - - - - - - - 14 (+2) - - - - - - - 8 (-1) - - - - - - - 1 (-5) - - - - - - - 10 (+0) - - - - - - - 2 (-4) - - - -
- - -
- - - Skills - - - Stealth +4 - - -
- - - Senses - - - darkvision 30 ft., passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - Spider Climb - - - . The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - -
- - - Web Sense - - - . While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. - - -
- - - Web Walker - - - . The spider ignores movement restrictions caused by webbing. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one creature. - - - Hit: - - - 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage. - - -
- - - - Swarm of Bats - - -
- - - Medium swarm of Tiny beasts, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 22 (5d8) - - -
- - - Speed - - - 0 ft., fly 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 5 (-3) - - - - - - - 15 (+2) - - - - - - - 10 (+0) - - - - - - - 2 (-4) - - - - - - - 12 (+1) - - - - - - - 4 (-3) - - - -
- - -
- - - Damage Resistances - - - bludgeoning, piercing, slashing - - -
- - - Condition Immunities - - - charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - - -
- - - Senses - - - blindsight 60 ft., passive Perception 11 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - Echolocation - - - . The swarm can’t use its blindsight while deafened. - - -
- - - Keen Hearing - - - . The swarm has advantage on Wisdom (Perception) checks that rely on hearing. - - -
- - - Swarm - - - . The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain hit points or gain temporary hit points. - - -
- - - - Actions - - -
- - - Bites - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 0 ft., one creature in the swarm’s space. - - - Hit: - - - 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer. - - -
- - - - Swarm of Insects - - -
- - - Medium swarm of Tiny beasts, unaligned - - -
- - - Armor Class - - - 12 (natural armor) - - -
- - - Hit Points - - - 22 (5d8) - - -
- - - Speed - - - 20 ft., climb 20 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 3 (-4) - - - - - - - 13 (+1) - - - - - - - 10 (+0) - - - - - - - 1 (-5) - - - - - - - 7 (-2) - - - - - - - 1 (-5) - - - -
- - -
- - - Damage Resistances - - - bludgeoning, piercing, slashing - - -
- - - Condition Immunities - - - charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - - -
- - - Senses - - - blindsight 10 ft., passive Perception 8 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Swarm - - - . The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points. - - -
- - - - Actions - - -
- - - Bites - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 0 ft., one target in the swarm’s space. - - - Hit: - - - 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. - - -
- - - Variant: Insect Swarms - - -
- - - Different kinds of insects can gather in swarms, and each swarm has the special characteristics described below. - - -
- - - Swarm of Beetles - - - . A swarm of beetles gains a burrowing speed of 5 feet. - - -
- - - Swarm of Centipedes - - - . A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way. - - -
- - - Swarm of Spiders - - - . A swarm of spiders has the following additional traits. - - -
- - - Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - -
- - - Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. - - -
- - - Web Walker. The swarm ignores movement restrictions caused by webbing. - - -
- - - Swarm of Wasps - - - . A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed. - - -
- - - - Swarm of Poisonous Snakes - - -
- - - Medium swarm of Tiny beasts, unaligned - - -
- - - Armor Class - - - 14 - - -
- - - Hit Points - - - 36 (8d8) - - -
- - - Speed - - - 30 ft., swim 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 8 (-1) - - - - - - - 18 (+4) - - - - - - - 11 (+0) - - - - - - - 1 (-5) - - - - - - - 10 (+0) - - - - - - - 3 (-4) - - - -
- - -
- - - Damage Resistances - - - bludgeoning, piercing, slashing - - -
- - - Condition Immunities - - - charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - - -
- - - Senses - - - blindsight 10 ft., passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Swarm - - - . The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can’t regain hit points or gain temporary hit points. - - -
- - - - Actions - - -
- - - Bites - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 0 ft., one creature in the swarm’s space. - - - Hit: - - - 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - - Swarm of Quippers - - -
- - - Medium swarm of Tiny beasts, unaligned - - -
- - - Armor Class - - - 13 - - -
- - - Hit Points - - - 28 (8d8-8) - - -
- - - Speed - - - 0 ft., swim 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 13 (+1) - - - - - - - 16 (+3) - - - - - - - 9 (-1) - - - - - - - 1 (-5) - - - - - - - 7 (-2) - - - - - - - 2 (-4) - - - -
- - -
- - - Damage Resistances - - - bludgeoning, piercing, slashing - - -
- - - Condition Immunities - - - charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - - -
- - - Senses - - - darkvision 60 ft., passive Perception 8 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - Blood Frenzy - - - . The swarm has advantage on melee attack rolls against any creature that doesn’t have all its hit points. - - -
- - - Swarm - - - . The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can’t regain hit points or gain temporary hit points. - - -
- - - Water Breathing - - - . The swarm can breathe only underwater. - - -
- - - - Actions - - -
- - - Bites - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 0 ft., one creature in the swarm’s space. - - - Hit: - - - 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. - - -
- - - - Swarm of Rats - - -
- - - Medium swarm of Tiny beasts, unaligned - - -
- - - Armor Class - - - 10 - - -
- - - Hit Points - - - 24 (7d8-7) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 9 (-1) - - - - - - - 11 (+0) - - - - - - - 9 (-1) - - - - - - - 2 (-4) - - - - - - - 10 (+0) - - - - - - - 3 (-4) - - - -
- - -
- - - Damage Resistances - - - bludgeoning, piercing, slashing - - -
- - - Condition Immunities - - - charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - - -
- - - Senses - - - darkvision 30 ft., passive Perception 10 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - Keen Smell - - - . The swarm has advantage on Wisdom (Perception) checks that rely on smell. - - -
- - - Swarm - - - . The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points. - - -
- - - - Actions - - -
- - - Bites - - - . - - - Melee Weapon Attack: - - - +2 to hit, reach 0 ft., one target in the swarm’s space. - - - Hit: - - - 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. - - -
- - - - Swarm of Ravens - - -
- - - Medium swarm of Tiny beasts, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 24 (7d8-7) - - -
- - - Speed - - - 10 ft., fly 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 6 (-2) - - - - - - - 14 (+2) - - - - - - - 8 (-1) - - - - - - - 3 (-4) - - - - - - - 12 (+1) - - - - - - - 6 (-2) - - - -
- - -
- - - Skills - - - Perception +5 - - -
- - - Damage Resistances - - - bludgeoning, piercing, slashing - - -
- - - Condition Immunities - - - charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - - -
- - - Senses - - - passive Perception 15 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - Swarm - - - . The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can’t regain hit points or gain temporary hit points. - - -
- - - - Actions - - -
- - - Beaks - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target in the swarm’s space. - - - Hit: - - - 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. - - -
- - - - Tiger - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 37 (5d10+10) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 17 (+3) - - - - - - - 15 (+2) - - - - - - - 14 (+2) - - - - - - - 3 (-4) - - - - - - - 12 (+1) - - - - - - - 8 (-1) - - - -
- - -
- - - Skills - - - Perception +3, Stealth +6 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - Keen Smell - - - . The tiger has advantage on Wisdom (Perception) checks that rely on smell. - - -
- - - Pounce - - - . If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 8 (1d10+3) piercing damage. - - -
- - - Claw - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (1d8+3) slashing damage. - - -
- - - - Creatures (V-Z) - - -
- - - - Vulture - - -
- - - Medium beast, unaligned - - -
- - - Armor Class - - - 10 - - -
- - - Hit Points - - - 5 (1d8+1) - - -
- - - Speed - - - 10 ft., fly 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 7 (-2) - - - - - - - 10 (+0) - - - - - - - 13 (+1) - - - - - - - 2 (-4) - - - - - - - 12 (+1) - - - - - - - 4 (-3) - - - -
- - -
- - - Skills - - - Perception +3 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - Keen Sight and Smell - - - . The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. - - -
- - - Pack Tactics - - - . The vulture has advantage on an attack roll against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -
- - - - Actions - - -
- - - Beak - - - . - - - Melee Weapon Attack: - - - +2 to hit, reach 5 ft., one target. - - - Hit: - - - 2 (1d4) piercing damage. - - -
- - - - Warhorse - - -
- - - Large beast, unaligned - - -
- - - Armor Class - - - 11 - - -
- - - Hit Points - - - 19 (3d10+3) - - -
- - - Speed - - - 60 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 12 (+1) - - - - - - - 13 (+1) - - - - - - - 2 (-4) - - - - - - - 12 (+1) - - - - - - - 7 (-2) - - - -
- - -
- - - Senses - - - passive Perception 11 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Trampling Charge - - - . If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. - - -
- - - - Actions - - -
- - - Hooves - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 11 (2d6+4) bludgeoning damage. - - -
- - - - Weasel - - -
- - - Tiny beast, unaligned - - -
- - - Armor Class - - - 13 - - -
- - - Hit Points - - - 1 (1d4-1) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 3 (-4) - - - - - - - 16 (+3) - - - - - - - 8 (-1) - - - - - - - 2 (-4) - - - - - - - 12 (+1) - - - - - - - 3 (-4) - - - -
- - -
- - - Skills - - - Perception +3, Stealth +5 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - Keen Hearing and Smell - - - . The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 1 piercing damage. - - -
- - - - Winter Wolf - - -
- - - Large monstrosity, neutral evil - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 75 (10d10+20) - - -
- - - Speed - - - 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 13 (+1) - - - - - - - 14 (+2) - - - - - - - 7 (-2) - - - - - - - 12 (+1) - - - - - - - 8 (-1) - - - -
- - -
- - - Skills - - - Perception +5, Stealth +3 - - -
- - - Damage Immunities - - - cold - - -
- - - Senses - - - passive Perception 15 - - -
- - - Languages - - - Common, Giant, Winter Wolf - - -
- - - Challenge - - - 3 (700 XP) - - -
- - - Keen Hearing and Smell - - - . The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - -
- - - Pack Tactics - - - . The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -
- - - Snow Camouflage - - - . The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 11 (2d6+4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. - - -
- - - Cold Breath (Recharge 5-6) - - - . The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. - - -
- - - The arctic-dwelling - - - winter wolf - - - is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves’ deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations. - - -
- - - - Wolf - - -
- - - Medium beast, unaligned - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 11 (2d8+2) - - -
- - - Speed - - - 40 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 12 (+1) - - - - - - - 15 (+2) - - - - - - - 12 (+1) - - - - - - - 3 (-4) - - - - - - - 12 (+1) - - - - - - - 6 (-2) - - - -
- - -
- - - Skills - - - Perception +3, Stealth +4 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - - - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - Keen Hearing and Smell - - - . The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - -
- - - Pack Tactics - - - . The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - - -
- - - - Worg - - -
- - - Large monstrosity, neutral evil - - -
- - - Armor Class - - - 13 (natural armor) - - -
- - - Hit Points - - - 26 (4d10+4) - - -
- - - Speed - - - 50 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 13 (+1) - - - - - - - 13 (+1) - - - - - - - 7 (-2) - - - - - - - 11 (+0) - - - - - - - 8 (-1) - - - -
- - -
- - - Skills - - - Perception +4 - - -
- - - Senses - - - darkvision 60 ft., passive Perception 14 - - -
- - - Languages - - - Goblin, Worg - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Keen Hearing and Smell - - - . The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - -
- - - - Actions - - -
- - - Bite - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - - -
- - - A - - - worg - - - is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well. - - -
- - - - NPCs - - -
- - - This section contains statistics for various humanoid non-player characters (NPCs) that adventurers might encounter during a campaign, including lowly commoners and mighty archmages. These stat blocks can be used to represent both human and nonhuman NPCs. - - -
- - - - Customizing NPCs - - -
- - - There are many easy ways to customize the NPCs in this appendix for your home campaign. - - -
- - - Racial Traits - - - . You can add racial traits to an NPC. For example, a halfling druid might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesn’t alter its challenge rating. For more on racial traits, see the - - - Player’s Handbook - - - . - - -
- - - Spell Swaps - - - . One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC’s spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn’t alter an NPC’s challenge rating. - - -
- - - Armor and Weapon Swaps - - - . You can upgrade or downgrade an NPC’s armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC’s challenge rating. - - -
- - - Magic Items - - - . The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating. - - -
- - - - Acolyte - - -
- - - Medium humanoid (any race), any alignment - - -
- - - Armor Class - - - 10 - - -
- - - Hit Points - - - 9 (2d8) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - - - - - 14 (+2) - - - - - - - 11 (+0) - - - -
- - -
- - - Skills - - - Medicine +4, Religion +2 - - -
- - - Senses - - - passive Perception 12 - - -
- - - Languages - - - any one language (usually Common) - - -
- - - Challenge - - - 1/4 (50 XP) - - -
- - - Spellcasting - - - . The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: - - -
- - - Cantrips (at will): - - - light - - - , - - - sacred flame - - - , - - - thaumaturgy - - - 1st level (3 slots): - - - bless - - - , - - - cure wounds - - - , - - - sanctuary - - -
- - - - Actions - - -
- - - Club - - - . - - - Melee Weapon Attack: - - - +2 to hit, reach 5 ft., one target. - - - Hit: - - - 2 (1d4) bludgeoning damage. - - -
- - - Acolytes - - - are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities. - - -
- - - - Archmage - - -
- - - Medium humanoid (any race), any alignment - - -
- - - Armor Class - - - 12 (15 with - - - mage armor - - - ) - - -
- - - Hit Points - - - 99 (18d8 + 18) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 10 (+0) - - - - - - - 14 (+2) - - - - - - - 12 (+1) - - - - - - - 20 (+5) - - - - - - - 15 (+2) - - - - - - - 16 (+3) - - - -
- - -
- - - Saving Throws - - - Int +9, Wis +6 - - -
- - - Skills - - - Arcana +13, History +13 - - -
- - - Damage Resistance - - - damage from spells; nonmagical bludgeoning, piercing, and slashing (from - - - stoneskin - - - ) - - -
- - - Senses - - - passive Perception 12 - - -
- - - Languages - - - any six languages - - -
- - - Challenge - - - 12 (8,400 XP) - - -
- - - Magic Resistance - - - . The archmage has advantage on saving throws against spells and other magical effects. - - -
- - - Spellcasting - - - . The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast - - - disguise self - - - and - - - invisibility - - - at will and has the following wizard spells prepared: - - -
- - - Cantrips (at will): - - - fire bolt - - - , - - - light - - - , - - - mage hand - - - , - - - prestidigitation - - - , - - - shocking grasp - - - 1st level (4 slots): - - - detect magic - - - , - - - identify - - - , - - - mage armor - - - , - - - magic missile - - - 2nd level (3 slots): - - - detect thoughts - - - , - - - mirror image - - - , - - - misty step - - - 3rd level (3 slots): - - - counterspell - - - , - - - fly - - - , - - - lightning bolt - - - 4th level (3 slots): - - - banishment - - - , - - - fire shield - - - , - - - stoneskin - - - 5th level (3 slots): - - - cone of cold - - - , - - - scrying - - - , - - - wall of force - - - 6th level (1 slot): - - - globe of invulnerability - - - 7th level (1 slot): - - - teleport - - - 8th level (1 slot): *mind blank** 9th level (1 slot): - - - time stop - - - * The archmage casts these spells on itself before combat. - - -
- - - - Actions - - -
- - - Dagger - - - . - - - Melee or Ranged Weapon Attack: - - - +6 to hit, reach 5 ft. or range 20/60 ft., one target. - - - Hit: - - - 4 (1d4 + 2) piercing damage. - - -
- - - Archmages - - - are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. - - -
- - - An archmage typically has one or more apprentice mages, and an archmage’s abode has numerous magical wards and guardians to discourage interlopers. - - -
- - - - Assassin - - -
- - - Medium humanoid (any race), any non-good alignment - - -
- - - Armor Class - - - 15 (studded leather) - - -
- - - Hit Points - - - 78 (12d8 + 24) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 11 (+0) - - - - - - - 16 (+3) - - - - - - - 14 (+2) - - - - - - - 13 (+1) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - -
- - -
- - - Saving Throws - - - Dex +6, Int +4 - - -
- - - Skills - - - Acrobatics +6, Deception +3, Perception +3, Stealth +9 - - -
- - - Damage Resistances - - - poison - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - Thieves’ cant plus any two languages - - -
- - - Challenge - - - 8 (3,900 XP) - - -
- - - Assassinate - - - . During its first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. - - -
- - - Evasion - - - . If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. - - -
- - - Sneak Attack - - - . Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll. - - -
- - - - Actions - - -
- - - Multiattack - - - . The assassin makes two shortsword attacks. - - -
- - - Shortsword - - - . - - - Melee Weapon Attack: - - - +6 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - Light Crossbow - - - . - - - Ranged Weapon Attack: - - - +6 to hit, range 80/320 ft., one target. - - - Hit: - - - 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - - -
- - - Trained in the use of poison, - - - assassins - - - are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. - - -
- - - - Bandit - - -
- - - Medium humanoid (any race), any non-lawful alignment - - -
- - - Armor Class - - - 12 (leather armor) - - -
- - - Hit Points - - - 11 (2d8 + 2) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 11 (+0) - - - - - - - 12 (+1) - - - - - - - 12 (+1) - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - -
- - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - any one language (usually Common) - - -
- - - Challenge - - - 1/8 (25 XP) - - -
- - - - Actions - - -
- - - Scimitar - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 4 (1d6 + 1) slashing damage. - - -
- - - Light Crossbow - - - . - - - Ranged Weapon Attack: - - - +3 to hit, range 80 ft./320 ft., one target. - - - Hit: - - - 5 (1d8 + 1) piercing damage. - - -
- - - Bandits - - - rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. - - -
- - - Pirates - - - are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels. - - -
- - - - Bandit Captain - - -
- - - Medium humanoid (any race), any non-lawful alignment - - -
- - - Armor Class - - - 15 (studded leather) - - -
- - - Hit Points - - - 65 (10d8 + 20) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 16 (+3) - - - - - - - 14 (+2) - - - - - - - 14 (+2) - - - - - - - 11 (+0) - - - - - - - 14 (+2) - - - -
- - -
- - - Saving Throws - - - Str +4, Dex +5, Wis +2 - - -
- - - Skills - - - Athletics +4, Deception +4 - - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - any two languages - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - - Actions - - -
- - - Multiattack - - - . The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. - - -
- - - Scimitar - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d6 + 3) slashing damage. - - -
- - - Dagger - - - . - - - Melee or Ranged Weapon Attack: - - - +5 to hit, reach 5 ft. or range 20/60 ft., one target. - - - Hit: - - - 5 (1d4 + 2) piercing damage. - - -
- - - - Reactions - - -
- - - Parry - - - . The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. - - -
- - - It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The - - - bandit captain - - - has these qualities in spades. - - -
- - - In addition to managing a crew of selfish malcontents, the - - - pirate captain - - - is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. - - -
- - - More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation. - - -
- - - - Berserker - - -
- - - Medium humanoid (any race), any chaotic alignment - - -
- - - Armor Class - - - 13 (hide armor) - - -
- - - Hit Points - - - 67 (9d8 + 27) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 12 (+1) - - - - - - - 17 (+3) - - - - - - - 9 (-1) - - - - - - - 11 (+0) - - - - - - - 9 (-1) - - - -
- - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - any one language (usually Common) - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Reckless - - - . At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. - - -
- - - - Actions - - -
- - - Greataxe - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 9 (1d12 + 3) slashing damage. - - -
- - - Hailing from uncivilized lands, unpredictable - - - berserkers - - - come together in war parties and seek conflict wherever they can find it. - - -
- - - - Commoner - - -
- - - Medium humanoid (any race), any alignment - - -
- - - Armor Class - - - 10 - - -
- - - Hit Points - - - 4 (1d8) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - -
- - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - any one language (usually Common) - - -
- - - Challenge - - - 0 (10 XP) - - -
- - - - Actions - - -
- - - Club - - - . - - - Melee Weapon Attack: - - - +2 to hit, reach 5 ft., one target. - - - Hit: - - - 2 (1d4) bludgeoning damage. - - -
- - - Commoners - - - include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. - - -
- - - - Cultist - - -
- - - Medium humanoid (any race), any non-good alignment - - -
- - - Armor Class - - - 12 (leather armor) - - -
- - - Hit Points - - - 9 (2d8) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 11 (+0) - - - - - - - 12 (+1) - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - -
- - -
- - - Skills - - - Deception +2, Religion +2 - - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - any one language (usually Common) - - -
- - - Challenge - - - 1/8 (25 XP) - - -
- - - Dark Devotion - - - . The cultist has advantage on saving throws against being charmed or frightened. - - -
- - - - Actions - - -
- - - Scimitar - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one creature. - - - Hit: - - - 4 (1d6 + 1) slashing damage. - - -
- - - Cultists - - - swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. - - -
- - - - Cult Fanatic - - -
- - - Medium humanoid (any race), any non-good alignment - - -
- - - Armor Class - - - 13 (leather armor) - - -
- - - Hit Points - - - 33 (6d8 + 6) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 11 (+0) - - - - - - - 14 (+2) - - - - - - - 12 (+1) - - - - - - - 10 (+0) - - - - - - - 13 (+1) - - - - - - - 14 (+2) - - - -
- - -
- - - Skills - - - Deception +4, Persuasion +4, Religion +2 - - -
- - - Senses - - - passive Perception 11 - - -
- - - Languages - - - any one language (usually Common) - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Dark Devotion - - - . The fanatic has advantage on saving throws against being charmed or frightened. - - -
- - - Spellcasting - - - . The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: - - -
- - - Cantrips (at will): - - - light - - - , - - - sacred flame - - - , - - - thaumaturgy - - - 1st level (4 slots): - - - command - - - , - - - inflict wounds - - - , - - - shield of faith - - - 2nd level (3 slots): - - - hold person - - - , - - - spiritual weapon - - -
- - - - Actions - - -
- - - Multiattack - - - . The fanatic makes two melee attacks. - - -
- - - Dagger - - - . - - - Melee or Ranged Weapon Attack: - - - +4 to hit, reach 5 ft. or range 20/60 ft., one creature. - - - Hit: - - - 4 (1d4 + 2) piercing damage. - - -
- - - Fanatics - - - are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. - - -
- - - - Druid - - -
- - - Medium humanoid (any race), any alignment - - -
- - - Armor Class - - - 11 (16 with - - - barkskin - - - ) - - -
- - - Hit Points - - - 27 (5d8 + 5) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 10 (+0) - - - - - - - 12 (+1) - - - - - - - 13 (+1) - - - - - - - 12 (+1) - - - - - - - 15 (+2) - - - - - - - 11 (+0) - - - -
- - -
- - - Skills - - - Medicine +4, Nature +3, Perception +4 - - -
- - - Senses - - - passive Perception 14 - - -
- - - Languages - - - Druidic plus any two languages - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Spellcasting - - - . The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: - - -
- - - Cantrips (at will): - - - druidcraft - - - , - - - produce flame - - - , - - - shillelagh - - - 1st level (4 slots): - - - entangle - - - , - - - longstrider - - - , - - - speak with animals - - - , - - - thunderwave - - - 2nd level (3 slots): - - - animal messenger - - - , - - - barkskin - - -
- - - - Actions - - -
- - - Quarterstaff - - - . - - - Melee Weapon Attack: - - - +2 to hit (+4 to hit with - - - shillelagh - - - ), reach 5 ft., one target. - - - Hit: - - - 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with - - - shillelagh - - - . - - -
- - - Druids - - - dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are - - - tribal shamans - - - who heal the sick, pray to animal spirits, and provide spiritual guidance. - - -
- - - - Gladiator - - -
- - - Medium humanoid (any race), any alignment - - -
- - - Armor Class - - - 16 (studded leather, shield) - - -
- - - Hit Points - - - 112 (15d8 + 45) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 18 (+4) - - - - - - - 15 (+2) - - - - - - - 16 (+3) - - - - - - - 10 (+0) - - - - - - - 12 (+1) - - - - - - - 15 (+2) - - - -
- - -
- - - Saving Throws - - - Str +7, Dex +5, Con +6 - - -
- - - Skills - - - Athletics +10, Intimidation +5 - - -
- - - Senses - - - passive Perception 11 - - -
- - - Languages - - - any one language (usually Common) - - -
- - - Challenge - - - 5 (1,800 XP) - - -
- - - Brave - - - . The gladiator has advantage on saving throws against being frightened. - - -
- - - Brute - - - . A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). - - -
- - - - Actions - - -
- - - Multiattack - - - . The gladiator makes three melee attacks or two ranged attacks. - - -
- - - Spear - - - . - - - Melee or Ranged Weapon Attack: - - - +7 to hit, reach 5 ft. and range 20/60 ft., one target. - - - Hit: - - - 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. - - -
- - - Shield Bash - - - . - - - Melee Weapon Attack: - - - +7 to hit, reach 5 ft., one creature. - - - Hit: - - - 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. - - -
- - - - Reactions - - -
- - - Parry - - - . The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon. - - -
- - - Gladiators - - - battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death. - - -
- - - - Guard - - -
- - - Medium humanoid (any race), any alignment - - -
- - - Armor Class - - - 16 (chain shirt, shield) - - -
- - - Hit Points - - - 11 (2d8 + 2) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 13 (+1) - - - - - - - 12 (+1) - - - - - - - 12 (+1) - - - - - - - 10 (+0) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - -
- - -
- - - Skills - - - Perception +2 - - -
- - - Senses - - - passive Perception 12 - - -
- - - Languages - - - any one language (usually Common) - - -
- - - Challenge - - - 1/8 (25 XP) - - -
- - - - Actions - - -
- - - Spear - - - . - - - Melee or Ranged Weapon Attack: - - - +3 to hit, reach 5 ft. or range 20/60 ft., one target. - - - Hit: - - - 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. - - -
- - - Guards - - - include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. - - -
- - - - Knight - - -
- - - Medium humanoid (any race), any alignment - - -
- - - Armor Class - - - 18 (plate) - - -
- - - Hit Points - - - 52 (8d8 + 16) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 11 (+0) - - - - - - - 14 (+2) - - - - - - - 11 (+0) - - - - - - - 11 (+0) - - - - - - - 15 (+2) - - - -
- - -
- - - Saving Throws - - - Con +4, Wis +2 - - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - any one language (usually Common) - - -
- - - Challenge - - - 3 (700 XP) - - -
- - - Brave - - - . The knight has advantage on saving throws against being frightened. - - -
- - - - Actions - - -
- - - Multiattack - - - . The knight makes two melee attacks. - - -
- - - Greatsword - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 10 (2d6 + 3) slashing damage. - - -
- - - Heavy Crossbow - - - . - - - Ranged Weapon Attack: - - - +2 to hit, range 100/400 ft., one target. - - - Hit: - - - 5 (1d10) piercing damage. - - -
- - - Leadership (Recharges after a Short or Long Rest) - - - . For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. - - -
- - - - Reactions - - -
- - - Parry - - - . The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. - - -
- - - Knights - - - are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners. - - -
- - - - Mage - - -
- - - Medium humanoid (any race), any alignment - - -
- - - Armor Class - - - 12 (15 with - - - mage armor - - - ) - - -
- - - Hit Points - - - 40 (9d8) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 9 (-1) - - - - - - - 14 (+2) - - - - - - - 11 (+0) - - - - - - - 17 (+3) - - - - - - - 12 (+1) - - - - - - - 11 (+0) - - - -
- - -
- - - Saving Throws - - - Int +6, Wis +4 - - -
- - - Skills - - - Arcana +6, History +6 - - -
- - - Senses - - - passive Perception 11 - - -
- - - Languages - - - any four languages - - -
- - - Challenge - - - 6 (2,300 XP) - - -
- - - Spellcasting - - - . The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: - - -
- - - Cantrips (at will): - - - fire bolt - - - , - - - light - - - , - - - mage hand - - - , - - - prestidigitation - - - 1st level (4 slots): - - - detect magic - - - , - - - mage armor - - - , - - - magic missile - - - , - - - shield - - - 2nd level (3 slots): - - - misty step - - - , - - - suggestion - - - 3rd level (3 slots): - - - counterspell - - - , - - - fireball - - - , - - - fly - - - 4th level (3 slots): - - - greater invisibility - - - , - - - ice storm - - - 5th level (1 slot): - - - cone of cold - - -
- - - - Actions - - -
- - - Dagger - - - . - - - Melee or Ranged Weapon Attack: - - - +5 to hit, reach 5 ft. or range 20/60 ft., one target. - - - Hit: - - - 4 (1d4 + 1) piercing damage. - - -
- - - Mages - - - spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference. - - -
- - - - Noble - - -
- - - Medium humanoid (any race), any alignment - - -
- - - Armor Class - - - 15 (breastplate) - - -
- - - Hit Points - - - 9 (2d8) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 11 (+0) - - - - - - - 12 (+1) - - - - - - - 11 (+0) - - - - - - - 12 (+1) - - - - - - - 14 (+2) - - - - - - - 16 (+3) - - - -
- - -
- - - Skills - - - Deception +5, Insight +4, Persuasion +5 - - -
- - - Senses - - - passive Perception 12 - - -
- - - Languages - - - any two languages - - -
- - - Challenge - - - 1/8 (25 XP) - - -
- - - - Actions - - -
- - - Rapier - - - . - - - Melee Weapon Attack: - - - +3 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d8 + 1) piercing damage. - - -
- - - - Reactions - - -
- - - Parry - - - . The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. - - -
- - - Nobles - - - wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. - - -
- - - The noble’s statistics can also be used to represent - - - courtiers - - - who aren’t of noble birth. - - -
- - - - Priest - - -
- - - Medium humanoid (any race), any alignment - - -
- - - Armor Class - - - 13 (chain shirt) - - -
- - - Hit Points - - - 27 (5d8 + 5) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - - - - - 12 (+1) - - - - - - - 13 (+1) - - - - - - - 16 (+3) - - - - - - - 13 (+1) - - - -
- - -
- - - Skills - - - Medicine +7, Persuasion +3, Religion +5 - - -
- - - Senses - - - passive Perception 13 - - -
- - - Languages - - - any two languages - - -
- - - Challenge - - - 2 (450 XP) - - -
- - - Divine Eminence - - - . As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. - - -
- - - Spellcasting - - - . The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: - - -
- - - Cantrips (at will): - - - light - - - , - - - sacred flame - - - , - - - thaumaturgy - - - 1st level (4 slots): - - - cure wounds - - - , - - - guiding bolt - - - , - - - sanctuary - - - 2nd level (3 slots): - - - lesser restoration - - - , - - - spiritual weapon - - - 3rd level (2 slots): - - - dispel magic - - - , - - - spirit guardians - - -
- - - - Actions - - -
- - - Mace - - - . - - - Melee Weapon Attack: - - - +2 to hit, reach 5 ft., one target. - - - Hit: - - - 3 (1d6) bludgeoning damage. - - -
- - - Priests - - - bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. - - -
- - - A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties. - - -
- - - - Scout - - -
- - - Medium humanoid (any race), any alignment - - -
- - - Armor Class - - - 13 (leather armor) - - -
- - - Hit Points - - - 16 (3d8 + 3) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 11 (+0) - - - - - - - 14 (+2) - - - - - - - 12 (+1) - - - - - - - 11 (+0) - - - - - - - 13 (+1) - - - - - - - 11 (+0) - - - -
- - -
- - - Skills - - - Nature +4, Perception +5, Stealth +6, Survival +5 - - -
- - - Senses - - - passive Perception 15 - - -
- - - Languages - - - any one language (usually Common) - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Keen Hearing and Sight - - - . The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. - - -
- - - - Actions - - -
- - - Multiattack - - - . The scout makes two melee attacks or two ranged attacks. - - -
- - - Shortsword - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d6 + 2) piercing damage. - - -
- - - Longbow - - - . - - - Ranged Weapon Attack: - - - +4 to hit, ranged 150/600 ft., one target. - - - Hit: - - - 6 (1d8 + 2) piercing damage. - - -
- - - Scouts - - - are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. - - -
- - - - Spy - - -
- - - Medium humanoid (any race), any alignment - - -
- - - Armor Class - - - 12 - - -
- - - Hit Points - - - 27 (6d8) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 10 (+0) - - - - - - - 15 (+2) - - - - - - - 10 (+0) - - - - - - - 12 (+1) - - - - - - - 14 (+2) - - - - - - - 16 (+3) - - - -
- - -
- - - Skills - - - Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 - - -
- - - Senses - - - passive Perception 16 - - -
- - - Languages - - - any two languages - - -
- - - Challenge - - - 1 (200 XP) - - -
- - - Cunning Action - - - . On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. - - -
- - - Sneak Attack (1/Turn) - - - . The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll. - - -
- - - - Actions - - -
- - - Multiattack - - - . The spy makes two melee attacks. - - -
- - - Shortsword - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one target. - - - Hit: - - - 5 (1d6 + 2) piercing damage. - - -
- - - Hand Crossbow - - - . - - - Ranged Weapon Attack: - - - +4 to hit, range 30/120 ft., one target. - - - Hit: - - - 5 (1d6 + 2) piercing damage. - - -
- - - Rulers, nobles, merchants, guildmasters, and other wealthy individuals use - - - spies - - - to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers. - - -
- - - - Thug - - -
- - - Medium humanoid (any race), any non-good alignment - - -
- - - Armor Class - - - 11 (leather armor) - - -
- - - Hit Points - - - 32 (5d8 + 10) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 15 (+2) - - - - - - - 11 (+0) - - - - - - - 14 (+2) - - - - - - - 10 (+0) - - - - - - - 10 (+0) - - - - - - - 11 (+0) - - - -
- - -
- - - Skills - - - Intimidation +2 - - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - any one language (usually Common) - - -
- - - Challenge - - - 1/2 (100 XP) - - -
- - - Pack Tactics - - - . The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -
- - - - Actions - - -
- - - Multiattack - - - . The thug makes two melee attacks. - - -
- - - Mace - - - . - - - Melee Weapon Attack: - - - +4 to hit, reach 5 ft., one creature. - - - Hit: - - - 5 (1d6 + 2) bludgeoning damage. - - -
- - - Heavy Crossbow - - - . - - - Ranged Weapon Attack: - - - +2 to hit, range 100/400 ft., one target. - - - Hit: - - - 5 (1d10) piercing damage. - - -
- - - Thugs - - - are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. - - -
- - - - Tribal Warrior - - -
- - - Medium humanoid (any race), any alignment - - -
- - - Armor Class - - - 12 (hide armor) - - -
- - - Hit Points - - - 11 (2d8 + 2) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 13 (+1) - - - - - - - 11 (+0) - - - - - - - 12 (+1) - - - - - - - 8 (-1) - - - - - - - 11 (+0) - - - - - - - 8 (-1) - - - -
- - -
- - - Senses - - - passive Perception 10 - - -
- - - Languages - - - any one language - - -
- - - Challenge - - - 1/8 (25 XP) - - -
- - - Pack Tactics - - - . The warrior has advantage on an attack roll against a creature if at least one of the warrior’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -
- - - - Actions - - -
- - - Spear - - - . - - - Melee or Ranged Weapon Attack: - - - +3 to hit, reach 5 ft. or range 20/60 ft., one target. - - - Hit: - - - 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. - - -
- - - Tribal warriors - - - live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods. - - -
- - - - Veteran - - -
- - - Medium humanoid (any race), any alignment - - -
- - - Armor Class - - - 17 (splint) - - -
- - - Hit Points - - - 58 (9d8 + 18) - - -
- - - Speed - - - 30 ft. - - -
- - - - - - - - - - - STR - - - - - - - DEX - - - - - - - CON - - - - - - - INT - - - - - - - WIS - - - - - - - CHA - - - - - - - 16 (+3) - - - - - - - 13 (+1) - - - - - - - 14 (+2) - - - - - - - 10 (+0) - - - - - - - 11 (+0) - - - - - - - 10 (+0) - - - -
- - -
- - - Skills - - - Athletics +5, Perception +2 - - -
- - - Senses - - - passive Perception 12 - - -
- - - Languages - - - any one language (usually Common) - - -
- - - Challenge - - - 3 (700 XP) - - -
- - - - Actions - - -
- - - Multiattack - - - . The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. - - -
- - - Longsword - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. - - -
- - - Shortsword - - - . - - - Melee Weapon Attack: - - - +5 to hit, reach 5 ft., one target. - - - Hit: - - - 6 (1d6 + 3) piercing damage. - - -
- - - Heavy Crossbow - - - . - - - Ranged Weapon Attack: - - - +3 to hit, range 100/400 ft., one target. - - - Hit: - - - 6 (1d10 + 1) piercing damage. - - -
- - - Veterans - - - are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves. - - -
- - - - Legal - - -
- - - - Licensing - - -
- - - Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.1 ( - - - “SRD5” - - - ) is granted solely through the use of the Open Gaming License, Version 1.0a. - - -
- - - This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material. - - -
- - - The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself. - - -
- - - The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Underdark, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever- Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti. - - -
- - - All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of the License. - - -
- - - The terms of the Open Gaming License Version 1.0a are as follows: - - -
- - - - OPEN GAME LICENSE Version 1.0a - - -
- - - The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ( - - - “Wizards” - - - ). All Rights Reserved. - - -
- - - Definitions: (a) - - - “Contributors” - - - means the copyright and/or trademark owners who have contributed Open Game Content; (b) - - - “Derivative Material” - - - means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) - - - “Distribute” - - - means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) - - - “Open Game Content” - - - means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) - - - “Product Identity” - - - means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) - - - “Trademark” - - - means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) - - - “Use” - - - , - - - “Used” - - - or - - - “Using” - - - means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) - - - “You” - - - or - - - “Your” - - - means the licensee in terms of this agreement. - - -
- - - The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. - - -
- - - Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. - - -
- - - Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. - - -
- - - Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. - - -
- - - Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. - - -
- - - Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. - - -
- - - Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. - - -
- - - Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. - - -
- - - Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. - - -
- - - Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. - - -
- - - Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. - - -
- - - Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. - - -
- - - Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. - - -
- - - COPYRIGHT NOTICE. - - -
- - - Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. - - -
- - - System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. - - - -
- -
diff --git a/downloads/md/D&D 5E SRD Full Compile-v0.4.4.md b/downloads/md/D&D 5E SRD Full Compile-v0.4.4.md deleted file mode 100644 index 283eba6..0000000 --- a/downloads/md/D&D 5E SRD Full Compile-v0.4.4.md +++ /dev/null @@ -1,28094 +0,0 @@ -# D&D 5E SRD Full Compile-v0.4.4 - -# RACES - -## Racial Traits - -The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races. - -### Ability Score Increase - -Every race increases one or more of a character's ability scores. - -### Age - -The age entry notes the age when a member of the race is considered an adult, as well as the race's expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom. - -### Alignment - -Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character. - -### Size - -Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons. - -### Speed - -Your speed determines how far you can move when traveling and fighting. - -### Languages - -By virtue of your race, your character can speak, read, and write certain languages. - -### Subraces - -Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world. - -# Dwarf - -### Dwarf Traits - -Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature. - -***Ability Score Increase***. Your Constitution score increases by 2. - -***Age***. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years. - -***Alignment***. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. - -***Size***. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. - -***Speed***. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. - -***Darkvision***. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - -***Dwarven Resilience***. You have advantage on saving throws against poison, and you have resistance against poison damage. - -***Dwarven Combat Training***. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. - -***Tool Proficiency***. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. - -***Stonecunning***. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. - -***Languages***. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. - -## Hill Dwarf - -As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. - -***Ability Score Increase***. Your Wisdom score increases by 1. - -***Dwarven Toughness***. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. - -# Elf - -### Elf Traits - -Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement. - -***Ability Score Increase***. Your Dexterity score increases by 2. - -***Age***. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. - -***Alignment***. Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile has made them vicious and dangerous. Drow are more often evil than not. - -***Size***. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. - -***Speed***. Your base walking speed is 30 feet. - -***Darkvision***. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - -***Keen Senses***. You have proficiency in the Perception skill. - -***Fey Ancestry***. You have advantage on saving throws against being charmed, and magic can't put you to sleep. - -***Trance***. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. - -After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. - -***Languages***. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - -## High Elf - -As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races. - -***Ability Score Increase***. Your Intelligence score increases by 1. - -***Elf Weapon Training***. You have proficiency with the longsword, shortsword, shortbow, and longbow. - -***Cantrip***. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. - -***Extra Language***. You can speak, read, and write one extra language of your choice. - -# Halfling - -### Halfling Traits - -Your halfling character has a number of traits in common with all other halflings. - -***Ability Score Increase***. Your Dexterity score increases by 2. - -***Age***. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. - -***Alignment***. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. - -***Size***. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. - -***Speed***. Your base walking speed is 25 feet. - -***Lucky***. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. - -***Brave***. You have advantage on saving throws against being frightened. - -***Halfling Nimbleness***. You can move through the space of any creature that is of a size larger than yours. - -***Languages***. You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. - -## Lightfoot - -As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You're inclined to be affable and get along well with others. - -Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. - -***Ability Score Increase***. Your Charisma score increases by 1. - -***Naturally Stealthy***. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. - -# Human - -### Human Traits - -It's hard to make generalizations about humans, but your human character has these traits. - -***Ability Score Increase***. Your ability scores each increase by 1. - -***Age***. Humans reach adulthood in their late teens and live less than a century. - -***Alignment***. Humans tend toward no particular alignment. The best and the worst are found among them. - -***Size***. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. - -***Speed***. Your base walking speed is 30 feet. - -***Languages***. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. - -# Dragonborn - -### Dragonborn Traits - -Your draconic heritage manifests in a variety of traits you share with other dragonborn. - -***Ability Score Increase***. Your Strength score increases by 2, and your Charisma score increases by 1. - -***Age***. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. - -***Alignment***. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains. - -***Size***. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. - -***Speed***. Your base walking speed is 30 feet. - -**Table- Draconic Ancestry** - -| Dragon | Damage Type | Breath Weapon | -|--------|-------------|------------------------------| -| Black | Acid | 5 by 30 ft. line (Dex. save) | -| Blue | Lightning | 5 by 30 ft. line (Dex. save) | -| Brass | Fire | 5 by 30 ft. line (Dex. save) | -| Bronze | Lightning | 5 by 30 ft. line (Dex. save) | -| Copper | Acid | 5 by 30 ft. line (Dex. save) | -| Gold | Fire | 15 ft. cone (Dex. save) | -| Green | Poison | 15 ft. cone (Con. save) | -| Red | Fire | 15 ft. cone (Dex. save) | -| Silver | Cold | 15 ft. cone (Con. save) | -| White | Cold | 15 ft. cone (Con. save) | -| | | | - -***Draconic Ancestry***. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. - -***Breath Weapon***. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. - -When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. - -After you use your breath weapon, you can't use it again until you complete a short or long rest. - -***Damage Resistance***. You have resistance to the damage type associated with your draconic ancestry. - -***Languages***. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - -# Gnome - -### Gnome Traits - -Your gnome character has certain characteristics in common with all other gnomes. - -***Ability Score Increase***. Your Intelligence score increases by 2. - -***Age***. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. - -***Alignment***. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. - -***Size***. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. - -***Speed***. Your base walking speed is 25 feet. - -***Darkvision***. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - -***Gnome Cunning***. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. - -***Languages***. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. - -## Rock Gnome - -As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. - -***Ability Score Increase***. Your Constitution score increases by 1. - -***Artificer's Lore***. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. - -***Tinker***. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. - -When you create a device, choose one of the following options: - -***Clockwork Toy***. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. - -***Fire Starter***. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. - -***Music Box***. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed. - -# Half-Elf - -### Half-Elf Traits - -Your half-elf character has some qualities in common with elves and some that are unique to half-elves. - -***Ability Score Increase***. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1. - -***Age***. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. - -***Alignment***. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. - -***Size***. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. - -***Speed***. Your base walking speed is 30 feet. - -***Darkvision***. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - -***Fey Ancestry***. You have advantage on saving throws against being charmed, and magic can't put you to sleep. - -***Skill Versatility***. You gain proficiency in two skills of your choice. - -***Languages***. You can speak, read, and write Common, Elvish, and one extra language of your choice. - -# Half-Orc - -### Half-Orc Traits - -Your half-orc character has certain traits deriving from your orc ancestry. - -***Ability Score Increase***. Your Strength score increases by 2, and your Constitution score increases by 1. - -***Age***. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. - -***Alignment***. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil. - -***Size***. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. - -***Speed***. Your base walking speed is 30 feet. - -***Darkvision***. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - -***Menacing***. You gain proficiency in the Intimidation skill. - -***Relentless Endurance***. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. - -***Savage Attacks***. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. - -***Languages***. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. - -# Tiefling - -### Tiefling Traits - -Tieflings share certain racial traits as a result of their infernal descent. - -***Ability Score Increase***. Your Intelligence score increases by 1, and your Charisma score increases by 2. - -***Age***. Tieflings mature at the same rate as humans but live a few years longer. - -***Alignment***. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. - -***Size***. Tieflings are about the same size and build as humans. Your size is Medium. - -***Speed***. Your base walking speed is 30 feet. - -***Darkvision***. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - -***Hellish Resistance***. You have resistance to fire damage. - -***Infernal Legacy***. You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *hellish rebuke* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *darkness* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. - -***Languages***. You can speak, read, and write Common and Infernal. - -# CLASSES - -# Barbarian - -### Class Features - -As a barbarian, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d12 per barbarian level - -**Hit Points at 1st Level:** 12 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per barbarian level after 1st - -#### Proficiencies - -**Armor:** Light armor, medium armor, shields - -**Weapons:** Simple weapons, martial weapons - -**Tools:** None - -**Saving Throws:** Strength, Constitution - -**Skills:** Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) a greataxe or (*b*) any martial melee weapon -- (*a*) two handaxes or (*b*) any simple weapon -- An explorer's pack and four javelins - -**Table- The Barbarian** - -| Level | Proficiency Bonus | Features | Rages | Rage Damage | -|-------|-------------------|-------------------------------|-----------|-------------| -| 1st | +2 | Rage, Unarmored Defense | 2 | +2 | -| 2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 | -| 3rd | +2 | Primal Path | 3 | +2 | -| 4th | +2 | Ability Score Improvement | 3 | +2 | -| 5th | +3 | Extra Attack, Fast Movement | 3 | +2 | -| 6th | +3 | Path feature | 4 | +2 | -| 7th | +3 | Feral Instinct | 4 | +2 | -| 8th | +3 | Ability Score Improvement | 4 | +2 | -| 9th | +4 | Brutal Critical (1 die) | 4 | +3 | -| 10th | +4 | Path feature | 4 | +3 | -| 11th | +4 | Relentless | 4 | +3 | -| 12th | +4 | Ability Score Improvement | 5 | +3 | -| 13th | +5 | Brutal Critical (2 dice) | 5 | +3 | -| 14th | +5 | Path feature | 5 | +3 | -| 15th | +5 | Persistent Rage | 5 | +3 | -| 16th | +5 | Ability Score Improvement | 5 | +4 | -| 17th | +6 | Brutal Critical (3 dice) | 6 | +4 | -| 18th | +6 | Indomitable Might | 6 | +4 | -| 19th | +6 | Ability Score Improvement | 6 | +4 | -| 20th | +6 | Primal Champion | Unlimited | +4 | -| | | | | | - -### Rage - -In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. - -While raging, you gain the following benefits if you aren't wearing heavy armor: - -- You have advantage on Strength checks and Strength saving throws. -- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. -- You have resistance to bludgeoning, piercing, and slashing damage. - -If you are able to cast spells, you can't cast them or concentrate on them while raging. - -Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. - -Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. - -### Unarmored Defense - -While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. - -### Reckless Attack - -Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. - -### Danger Sense - -At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. - -You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. - -### Primal Path - -At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Extra Attack - -Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - -### Fast Movement - -Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. - -### Feral Instinct - -By 7th level, your instincts are so honed that you have advantage on initiative rolls. - -Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. - -### Brutal Critical - -Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. - -This increases to two additional dice at 13th level and three additional dice at 17th level. - -### Relentless Rage - -Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. - -Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. - -### Persistent Rage - -Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. - -### Indomitable Might - -Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total. - -### Primal Champion - -At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. - -## Barbarian Paths - -### Path of the Berserker - -For some barbarians, rage is a means to an end- that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being. - -#### Frenzy - -Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A). - -#### Mindless Rage - -Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. - -#### Intimidating Presence - -Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. - -If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours. - -#### Retaliation - -Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. - -# Bard - -### Class Features - -As a bard, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d8 per bard level - -**Hit Points at 1st Level:** 8 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per bard level after 1st - -#### Proficiencies - -**Armor:** Light armor - -**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords - -**Tools:** Three musical instruments of your choice - -**Saving Throws:** Dexterity, Charisma - -**Skills:** Choose any three - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) a rapier, (*b*) a longsword, or (*c*) any simple weapon -- (*a*) a diplomat's pack or (*b*) an entertainer's pack -- (*a*) a lute or (*b*) any other musical instrument -- Leather armor and a dagger - -**Table- The Bard** - -| Level | Proficiency Bonus | Features | Spells Known | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | -|-------|-------------------|------------------------------------------------------|--------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----| -| 1st | +2 | Spellcasting, Bardic Inspiration (d6) | 2 | 4 | 2 | - | - | - | - | - | - | - | - | -| 2nd | +2 | Jack of All Trades, Song of Rest (d6) | 2 | 5 | 3 | - | - | - | - | - | - | - | - | -| 3rd | +2 | Bard College, Expertise | 2 | 6 | 4 | 2 | - | - | - | - | - | - | - | -| 4th | +2 | Ability Score Improvement | 3 | 7 | 4 | 3 | - | - | - | - | - | - | - | -| 5th | +3 | Bardic Inspiration (d8), Font of Inspiration | 3 | 8 | 4 | 3 | 2 | - | - | - | - | - | - | -| 6th | +3 | Countercharm, Bard College Feature | 3 | 9 | 4 | 3 | 3 | - | - | - | - | - | - | -| 7th | +3 | - | 3 | 10 | 4 | 3 | 3 | 1 | - | - | - | - | - | -| 8th | +3 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 2 | - | - | - | - | - | -| 9th | +4 | Song of Rest (d8) | 3 | 12 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | -| 10th | +4 | Bardic Inspiration (d10), Expertise, Magical Secrets | 4 | 14 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | -| 11th | +4 | - | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 12th | +4 | Ability Score Improvement | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 13th | +5 | Song of Rest (d10) | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 14th | +5 | Magical Secrets, Bard College Feature | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 15th | +5 | Bardic Inspiration (d12) | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 16th | +5 | Ability Score Improvement | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 17th | +6 | Song of Rest (d12) | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | -| 18th | +6 | Magical Secrets | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | -| 19th | +6 | Ability Score Improvement | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -| 20th | +6 | Superior Inspiration | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | -| | | | | | | | | | | | | | | - -### Spellcasting - -You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. - -Your spells are part of your vast repertoire, magic that you can tune to different situations. - -#### Cantrips - -You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. - -#### Spell Slots - -The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. - -For example, if you know the 1st-level spell *cure wounds* and have a 1st-level and a 2nd-level spell slot available, you can cast *cure wounds* using either slot. - -#### Spells Known of 1st Level and Higher - -You know four 1st-level spells of your choice from the bard spell list. - -The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. - -Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. - -#### Spellcasting Ability - -Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. - -**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier - -**Spell attack modifier** = your proficiency bonus + your Charisma modifier - -#### Ritual Casting - -You can cast any bard spell you know as a ritual if that spell has the ritual tag. - -#### Spellcasting Focus - -You can use a musical instrument as a spellcasting focus for your bard spells. - -### Bardic Inspiration - -You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. - -Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. - -You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. - -Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. - -### Jack of All Trades - -Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. - -### Song of Rest - -Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. - -The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. - -### Bard College - -At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level. - -### Expertise - -At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. - -At 10th level, you can choose another two skill proficiencies to gain this benefit. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Font of Inspiration - -Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. - -### Countercharm - -At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). - -### Magical Secrets - -By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. - -The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. - -You learn two additional spells from any classes at 14th level and again at 18th level. - -### Superior Inspiration - -At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use. - -## Bard Colleges - -### College of Lore - -Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. - -The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. - -The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. - -#### Bonus Proficiencies - -When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. - -#### Cutting Words - -Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed. - -#### Additional Magical Secrets - -At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. - -#### Peerless Skill - -Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail. - -# Cleric - -### Class Features - -As a cleric, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d8 per cleric level - -**Hit Points at 1st Level:** 8 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per cleric level after 1st - -#### Proficiencies - -**Armor:** Light armor, medium armor, shields - -**Weapons:** Simple weapons - -**Tools:** None - -**Saving Throws:** Wisdom, Charisma - -**Skills:** Choose two from History, Insight, Medicine, Persuasion, and Religion - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) a mace or (*b*) a warhammer (if proficient) -- (*a*) scale mail, (*b*) leather armor, or (*c*) chain mail (if proficient) -- (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon -- (*a*) a priest's pack or (*b*) an explorer's pack -- A shield and a holy symbol - -**Table- The Cleric** - -| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | -|-------|-------------------|-------------------------------------------------------------------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----| -| 1st | +2 | Spellcasting, Divine Domain | 3 | 2 | - | - | - | - | - | - | - | - | -| 2nd | +2 | Channel Divinity (1/rest), Divine Domain Feature | 3 | 3 | - | - | - | - | - | - | - | - | -| 3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - | -| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - | -| 5th | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | - | - | - | - | - | - | -| 6th | +3 | Channel Divinity (2/rest), Divine Domain Feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - | -| 7th | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - | -| 8th | +3 | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - | -| 9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | -| 10th | +4 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | -| 11th | +4 | Destroy Undead (CR 2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 14th | +5 | Destroy Undead (CR 3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 17th | +6 | Destroy Undead (CR 4), Divine Domain Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | -| 18th | +6 | Channel Divinity (3/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | -| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -| 20th | +6 | Divine Intervention improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | -| | | | | | | | | | | | | | - -### Spellcasting - -As a conduit for divine power, you can cast cleric spells. - -#### Cantrips - -At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. - -#### Preparing and Casting Spells - -The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. - -You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. - -For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. - -You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. - -#### Spellcasting Ability - -Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. - -**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier - -**Spell attack modifier** = your proficiency bonus + your Wisdom modifier - -#### Ritual Casting - -You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. - -#### Spellcasting Focus - -You can use a holy symbol as a spellcasting focus for your cleric spells. - -### Divine Domain - -Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. - -#### Domain Spells - -Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. - -If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you. - -### Channel Divinity - -At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. - -When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. - -Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. - -Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. - -#### Channel Divinity: Turn Undead - -As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. - -A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Destroy Undead - -Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. - -**Table- Destroy Undead** - -| Cleric Level | Destroys Undead of CR ... | -|--------------|---------------------------| -| 5th | 1/2 or lower | -| 8th | 1 or lower | -| 11th | 2 or lower | -| 14th | 3 or lower | -| 17th | 4 or lower | -| | | - -### Divine Intervention - -Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. - -Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. - -If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. - -At 20th level, your call for intervention succeeds automatically, no roll required. - -## Cleric Domains - -### Life Domain - -The Life domain focuses on the vibrant positive energy-one of the fundamental forces of the universe-that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). - -**Table- Life Domain Spells** - -| Cleric Level | Spells | -|--------------|--------------------------------------| -| 1st | bless, cure wounds | -| 3rd | lesser restoration, spiritual weapon | -| 5th | beacon of hope, revivify | -| 7th | death ward, guardian of faith | -| 9th | mass cure wounds, raise dead | -| | | - -#### Bonus Proficiency - -When you choose this domain at 1st level, you gain proficiency with heavy armor. - -#### Disciple of Life - -Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. - -#### Channel Divinity: Preserve Life - -Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. - -As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. - -#### Blessed Healer - -Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level. - -#### Divine Strike - -At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. - -#### Supreme Healing - -Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. - -# Druid - -### Class Features - -As a druid, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d8 per druid level - -**Hit Points at 1st Level:** 8 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per druid level after 1st - -#### Proficiencies - -**Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) - -**Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears - -**Tools:** Herbalism kit - -**Saving Throws:** Intelligence, Wisdom - -**Skills:** Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) a wooden shield or (*b*) any simple weapon -- (*a*) a scimitar or (*b*) any simple melee weapon -- Leather armor, an explorer's pack, and a druidic focus - -**Table- The Druid** - -| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | -|-------|-------------------|---------------------------------------------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----| -| 1st | +2 | Druidic, Spellcasting | 2 | 2 | - | - | - | - | - | - | - | - | -| 2nd | +2 | Wild Shape, Druid Circle | 2 | 3 | - | - | - | - | - | - | - | - | -| 3rd | +2 | - | 2 | 4 | 2 | - | - | - | - | - | - | - | -| 4th | +2 | Wild Shape Improvement, Ability Score Improvement | 3 | 4 | 3 | - | - | - | - | - | - | - | -| 5th | +3 | - | 3 | 4 | 3 | 2 | - | - | - | - | - | - | -| 6th | +3 | Druid Circle feature | 3 | 4 | 3 | 3 | - | - | - | - | - | - | -| 7th | +3 | - | 3 | 4 | 3 | 3 | 1 | - | - | - | - | - | -| 8th | +3 | Wild Shape Improvement, Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | - | - | - | - | - | -| 9th | +4 | - | 3 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | -| 10th | +4 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | -| 11th | +4 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 13th | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 14th | +5 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 15th | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 17th | +6 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | -| 18th | +6 | Timeless Body, Beast Spells | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | -| 19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -| 20th | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | -| | | | | | | | | | | | | | - -### Druidic - -You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. - -### Spellcasting - -Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. - -#### Cantrips - -At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. - -#### Preparing and Casting Spells - -The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. - -You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. - -For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. - -You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. - -### Spellcasting Ability - -Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. - -**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier - -**Spell attack modifier** = your proficiency bonus + your Wisdom modifier - -### Ritual Casting - -You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. - -#### Spellcasting Focus - -You can use a druidic focus as a spellcasting focus for your druid spells. - -### Wild Shape - -Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. - -Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. - -**Table- Beast Shapes** - -| Level | Max. CR | Limitations | Example | -|-------|---------|-----------------------------|-------------| -| 2nd | 1/4 | No flying or swimming speed | Wolf | -| 4th | 1/2 | No flying speed | Crocodile | -| 8th | 1 | - | Giant eagle | -| | | | | - -You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. - -While you are transformed, the following rules apply: - -- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. -- When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. -- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast. -- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. -- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. - -### Druid Circle - -At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Timeless Body - -Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. - -### Beast Spells - -Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components. - -### Archdruid - -At 20th level, you can use your Wild Shape an unlimited number of times. - -Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape. - -## Druid Circles - -### Circle of the Land - -The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites. - -#### Bonus Cantrip - -When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. - -#### Natural Recovery - -Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. - -For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. - -#### Circle Spells - -Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land-arctic, coast, desert, forest, grassland, mountain, or swamp-and consult the associated list of spells. - -Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. - -**Table- Arctic Circle Spells** - -| Druid Level | Circle Spells | -|-------------|-----------------------------------| -| 3rd | hold person, spike growth | -| 5th | sleet storm, slow | -| 7th | freedom of movement, ice storm | -| 9th | commune with nature, cone of cold | -| | | - -**Table- Coast Circle Spells** - -| Druid Level | Circle Spells | -|-------------|------------------------------------| -| 3rd | mirror image, misty step | -| 5th | water breathing, water walk | -| 7th | control water, freedom of movement | -| 9th | conjure elemental, scrying | -| | | - -**Table- Desert Circle Spells** - -| Druid Level | Circle Spells | -|-------------|-----------------------------------------------| -| 3rd | blur, silence | -| 5th | create food and water, protection from energy | -| 7th | blight, hallucinatory terrain | -| 9th | insect plague, wall of stone | -| | | - -**Table- Forest Circle Spells** - -| Druid Level | Circle Spells | -|-------------|----------------------------------| -| 3rd | barkskin, spider climb | -| 5th | call lightning, plant growth | -| 7th | divination, freedom of movement | -| 9th | commune with nature, tree stride | -| | | - -**Table- Grassland Circle Spells** - -| Druid Level | Circle Spells | -|-------------|----------------------------------| -| 3rd | invisibility, pass without trace | -| 5th | daylight, haste | -| 7th | divination, freedom of movement | -| 9th | dream, insect plague | -| | | - -**Table- Mountain Circle Spells** - -| Druid Level | Circle Spells | -|-------------|---------------------------------| -| 3rd | spider climb, spike growth | -| 5th | lightning bolt, meld into stone | -| 7th | stone shape, stoneskin | -| 9th | passwall, wall of stone | -| | | - -**Table- Swamp Circle Spells** - -| Druid Level | Circle Spells | -|-------------|--------------------------------------| -| 3rd | acid arrow, darkness | -| 5th | water walk, stinking cloud | -| 7th | freedom of movement, locate creature | -| 9th | insect plague, scrying | -| | | - -#### Land's Stride - -Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. - -In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the *entangle* spell. - -#### Nature's Ward - -When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease. - -#### Nature's Sanctuary - -When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. - -The creature is aware of this effect before it makes its attack against you. - ->**Sacred Plants and Wood** -> ->A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe. -> ->Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins. -> ->Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants. -> ->**Druids and the Gods** -> ->Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples. - -# Fighter - -### Class Features - -As a fighter, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d10 per fighter level - -**Hit Points at 1st Level:** 10 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per fighter level after 1st - -#### Proficiencies - -**Armor:** All armor, shields - -**Weapons:** Simple weapons, martial weapons - -**Tools:** None - -**Saving Throws:** Strength, Constitution - -**Skills:** Choose two skills from Acrobatics, Animal, Handling, Athletics, History, Insight, Intimidation, Perception, and Survival - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) chain mail or (*b*) leather armor, longbow, and 20 arrows -- (*a*) a martial weapon and a shield or (*b*) two martial weapons -- (*a*) a light crossbow and 20 bolts or (*b*) two handaxes -- (*a*) a dungeoneer's pack or (*b*) an explorer's pack - -**Table- The Fighter** - -| Level | Proficiency Bonus | Features | -|-------|-------------------|---------------------------------------------------| -| 1st | +2 | Fighting Style, Second Wind | -| 2nd | +2 | Action Surge (one use) | -| 3rd | +2 | Martial Archetype | -| 4th | +2 | Ability Score Improvement | -| 5th | +3 | Extra Attack | -| 6th | +3 | Ability Score Improvement | -| 7th | +3 | Martial Archetype Feature | -| 8th | +3 | Ability Score Improvement | -| 9th | +4 | Indomitable (one use) | -| 10th | +4 | Martial Archetype Feature | -| 11th | +4 | Extra Attack (2) | -| 12th | +4 | Ability Score Improvement | -| 13th | +5 | Indomitable (two uses) | -| 14th | +5 | Ability Score Improvement | -| 15th | +5 | Martial Archetype Feature | -| 16th | +5 | Ability Score Improvement | -| 17th | +6 | Action Surge (two uses), Indomitable (three uses) | -| 18th | +6 | Martial Archetype Feature | -| 19th | +6 | Ability Score Improvement | -| 20th | +6 | Extra Attack (3) | -| | | | - -### Fighting Style - -You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. - -#### Archery - -You gain a +2 bonus to attack rolls you make with ranged weapons. - -#### Defense - -While you are wearing armor, you gain a +1 bonus to AC. - -#### Dueling - -When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - -#### Great Weapon Fighting - -When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - -#### Protection - -When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. - -#### Two-Weapon Fighting - -When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. - -### Second Wind - -You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - -### Action Surge - -Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. - -Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - -### Martial Archetype - -At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. - -### Ability Score Improvement - -When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Extra Attack - -Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - -The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. - -### Indomitable - -Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. - -You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. - -## Martial Archetypes - -Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. - -### Champion - -The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. - -#### Improved Critical - -Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. - -#### Remarkable Athlete - -Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. - -In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. - -#### Additional Fighting Style - -At 10th level, you can choose a second option from the Fighting Style class feature. - -#### Superior Critical - -Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. - -#### Survivor - -At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. - -# Monk - -### Class Features - -As a monk, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d8 per monk level - -**Hit Points at 1st Level:** 8 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per monk level after 1st - -#### Proficiencies - -**Armor:** None - -**Weapons:** Simple weapons, shortswords - -**Tools:** Choose one type of artisan's tools or one musical instrument - -**Saving Throws:** Strength, Dexterity - -**Skills:** Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) a shortsword or (*b*) any simple weapon -- (*a*) a dungeoneer's pack or (*b*) an explorer's pack -- 10 darts - -**Table- The Monk** - -| Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features | -|-------|-------------------|--------------|-----------|--------------------|--------------------------------------------------| -| 1st | +2 | 1d4 | - | - | Unarmored Defense, Martial Arts | -| 2nd | +2 | 1d4 | 2 | +10 ft. | Ki, Unarmored Movement | -| 3rd | +2 | 1d4 | 3 | +10 ft. | Monastic Tradition, Deflect Missiles | -| 4th | +2 | 1d4 | 4 | +10 ft. | Ability Score Improvement, Slow Fall | -| 5th | +3 | 1d6 | 5 | +10 ft. | Extra Attack, Stunning Strike | -| 6th | +3 | 1d6 | 6 | +15 ft. | Ki-Empowered Strikes, Monastic Tradition Feature | -| 7th | +3 | 1d6 | 7 | +15 ft. | Evasion, Stillness of Mind | -| 8th | +3 | 1d6 | 8 | +15 ft. | Ability Score Improvement | -| 9th | +4 | 1d6 | 9 | +15 ft. | Unarmored Movement improvement | -| 10th | +4 | 1d6 | 10 | +20 ft. | Purity of Body | -| 11th | +4 | 1d8 | 11 | +20 ft. | Monastic Tradition Feature | -| 12th | +4 | 1d8 | 12 | +20 ft. | Ability Score Improvement | -| 13th | +5 | 1d8 | 13 | +20 ft. | Tongue of the Sun and Moon | -| 14th | +5 | 1d8 | 14 | +25 ft. | Diamond Soul | -| 15th | +5 | 1d8 | 15 | +25 ft. | Timeless Body | -| 16th | +5 | 1d8 | 16 | +25 ft. | Ability Score Improvement | -| 17th | +6 | 1d10 | 17 | +25 ft. | Monastic Tradition Feature | -| 18th | +6 | 1d10 | 18 | +30 ft. | Empty Body | -| 19th | +6 | 1d10 | 19 | +30 ft. | Ability Score Improvement | -| 20th | +6 | 1d10 | 20 | +30 ft. | Perfect Self | -| | | | | | | - -### Unarmored Defense - -Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. - -### Martial Arts - -At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two- handed or heavy property. - -You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: - -- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. -- You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. -- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. - -Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon. - -### Ki - -Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. - -You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. - -When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. - -Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: - -**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier - -#### Flurry of Blows - -Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. - -#### Patient Defense - -You can spend 1 ki point to take the Dodge action as a bonus action on your turn. - -#### Step of the Wind - -You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. - -### Unarmored Movement - -Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. - -At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. - -### Monastic Tradition - -When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. - -### Deflect Missiles - -Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. - -If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Slow Fall - -Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. - -### Extra Attack - -Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - -### Stunning Strike - -Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. - -### Ki-Empowered Strikes - -Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - -### Evasion - -At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a *fireball* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. - -### Stillness of Mind - -Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. - -### Purity of Body - -At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. - -### Tongue of the Sun and Moon - -Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. - -### Diamond Soul - -Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. - -Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. - -### Timeless Body - -At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. - -### Empty Body - -Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. - -Additionally, you can spend 8 ki points to cast the *astral projection* spell, without needing material components. When you do so, you can't take any other creatures with you. - -### Perfect Self - -At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. - -## Monastic Traditions - -Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level. - -### Way of the Open Hand - -Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. - -#### Open Hand Technique - -Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: - -- It must succeed on a Dexterity saving throw or be knocked prone. -- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. -- It can't take reactions until the end of your next turn. - -#### Wholeness of Body - -At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. - -#### Tranquility - -Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a *sanctuary* spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. - -#### Quivering Palm - -At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. - -You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. - -# Paladin - -### Class Features - -As a paladin, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d10 per paladin level - -**Hit Points at 1st Level:** 10 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per paladin level after 1st - -#### Proficiencies - -**Armor:** All armor, shields - -**Weapons:** Simple weapons, martial weapons - -**Tools:** None - -**Saving Throws:** Wisdom, Charisma - -**Skills:** Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) a martial weapon and a shield or (*b*) two martial weapons -- (*a*) five javelins or (*b*) any simple melee weapon -- (*a*) a priest's pack or (*b*) an explorer's pack -- Chain mail and a holy symbol - -**Table- The Paladin** - -| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th | -|-------|-------------------|--------------------------------------------|-----|-----|-----|-----|-----| -| 1st | +2 | Divine Sense, Lay on Hands | - | - | - | - | - | -| 2nd | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - | -| 3rd | +2 | Divine Health, Sacred Oath | 3 | - | - | - | - | -| 4th | +2 | Ability Score Improvement | 3 | - | - | - | - | -| 5th | +3 | Extra Attack | 4 | 2 | - | - | - | -| 6th | +3 | Aura of Protection | 4 | 2 | - | - | - | -| 7th | +3 | Sacred Oath feature | 4 | 3 | - | - | - | -| 8th | +3 | Ability Score Improvement | 4 | 3 | - | - | - | -| 9th | +4 | - | 4 | 3 | 2 | - | - | -| 10th | +4 | Aura of Courage | 4 | 3 | 2 | - | - | -| 11th | +4 | Improved Divine Smite | 4 | 3 | 3 | - | - | -| 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | - | - | -| 13th | +5 | - | 4 | 3 | 3 | 1 | - | -| 14th | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | - | -| 15th | +5 | Sacred Oath feature | 4 | 3 | 3 | 2 | - | -| 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | - | -| 17th | +6 | - | 4 | 3 | 3 | 3 | 1 | -| 18th | +6 | Aura improvements | 4 | 3 | 3 | 3 | 1 | -| 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | -| 20th | +6 | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 | -| | | | | | | | | - -### Divine Sense - -The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the *hallow* spell. - -You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. - -### Lay on Hands - -Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. - -As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. - -Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. - -This feature has no effect on undead and constructs. - -### Fighting Style - -At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. - -#### Defense - -While you are wearing armor, you gain a +1 bonus to AC. - -#### Dueling - -When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - -#### Great Weapon Fighting - -When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. - -#### Protection - -When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. - -### Spellcasting - -By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. - -#### Preparing and Casting Spells - -The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. - -You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. - -For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesn't remove it from your list of prepared spells. - -You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. - -#### Spellcasting Ability - -Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. - -**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier - -**Spell attack modifier** = your proficiency bonus + your Charisma modifier - -#### Spellcasting Focus - -You can use a holy symbol as a spellcasting focus for your paladin spells. - -### Divine Smite - -Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. - -### Divine Health - -By 3rd level, the divine magic flowing through you makes you immune to disease. - -### Sacred Oath - -When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. - -Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. - -#### Oath Spells - -Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. - -If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. - -#### Channel Divinity - -Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. - -When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. - -Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Extra Attack - -Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - -### Aura of Protection - -Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. - -At 18th level, the range of this aura increases to 30 feet. - -### Aura of Courage - -Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. - -At 18th level, the range of this aura increases to 30 feet. - -### Improved Divine Smite - -By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite. - -### Cleansing Touch - -Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. - -You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. - -## Sacred Oaths - -Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin's training. Some characters with this class don't consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin's heart. - -### Oath of Devotion - -The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels-the perfect servants of good-as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. - -#### Tenets of Devotion - -Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. - -***Honesty***. Don't lie or cheat. Let your word be your promise. - -***Courage***. Never fear to act, though caution is wise. - -***Compassion***. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. - -***Honor***. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. - -***Duty***. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. - -#### Oath Spells - -You gain oath spells at the paladin levels listed. - -**Table- Oath of Devotion Spells** - -| Level | Paladin Spells | -|-------|------------------------------------------| -| 3rd | protection from evil and good, sanctuary | -| 5th | lesser restoration, zone of truth | -| 9th | beacon of hope, dispel magic | -| 13th | freedom of movement, guardian of faith | -| 17th | commune, flame strike | -| | | - -#### Channel Divinity - -When you take this oath at 3rd level, you gain the following two Channel Divinity options. - -***Sacred Weapon***. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. - -You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. - -***Turn the Unholy***. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. - -A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. - -#### Aura of Devotion - -Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. - -At 18th level, the range of this aura increases to 30 feet. - -##### Purity of Spirit - -Beginning at 15th level, you are always under the effects of a *protection from evil and good* spell. - -#### Holy Nimbus - -At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. - -Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. - -In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. - -Once you use this feature, you can't use it again until you finish a long rest. - ->**Breaking Your Oath** -> ->A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. -> ->A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all- night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. -> ->If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM's discretion, an impenitent paladin might be forced to abandon this class and adopt another. - -# Ranger - -### Class Features - -As a ranger, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d10 per ranger level - -**Hit Points at 1st Level:** 10 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per ranger level after 1st - -#### Proficiencies - -**Armor:** Light armor, medium armor, shields - -**Weapons:** Simple weapons, martial weapons - -**Tools:** None - -**Saving Throws:** Strength, Dexterity - -**Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) scale mail or (*b*) leather armor -- (*a*) two shortswords or (*b*) two simple melee weapons -- (*a*) a dungeoneer's pack or (*b*) an explorer's pack -- A longbow and a quiver of 20 arrows - -**Table- The Ranger** - -| Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th | -|-------|-------------------|---------------------------------------------------|--------------|-----|-----|-----|-----|-----| -| 1st | +2 | Favored Enemy, Natural Explorer | - | - | - | - | - | - | -| 2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | - | - | - | - | -| 3rd | +2 | Ranger Archetype, Primeval Awareness | 3 | 3 | - | - | - | - | -| 4th | +2 | Ability Score Improvement | 3 | 3 | - | - | - | - | -| 5th | +3 | Extra Attack | 4 | 4 | 2 | - | - | - | -| 6th | +3 | Favored Enemy and Natural Explorer improvements | 4 | 4 | 2 | - | - | - | -| 7th | +3 | Ranger Archetype feature | 5 | 4 | 3 | - | - | - | -| 8th | +3 | Ability Score Improvement, Land's Stride | 5 | 4 | 3 | - | - | - | -| 9th | +4 | - | 6 | 4 | 3 | 2 | - | - | -| 10th | +4 | Natural Explorer improvement, Hide in Plain Sight | 6 | 4 | 3 | 2 | - | - | -| 11th | +4 | Ranger Archetype feature | 7 | 4 | 3 | 3 | - | - | -| 12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | - | - | -| 13th | +5 | - | 8 | 4 | 3 | 3 | 1 | - | -| 14th | +5 | Favored Enemy improvement, Vanish | 8 | 4 | 3 | 3 | 1 | - | -| 15th | +5 | Ranger Archetype feature | 9 | 4 | 3 | 3 | 2 | - | -| 16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | - | -| 17th | +6 | - | 10 | 4 | 3 | 3 | 3 | 1 | -| 18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 | -| 19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 | -| 20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 | -| | | | | | | | | | - -### Favored Enemy - -Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. - -Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. - -You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. - -When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. - -You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. - -### Natural Explorer - -You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. - -While traveling for an hour or more in your favored terrain, you gain the following benefits: - -- Difficult terrain doesn't slow your group's travel. -- Your group can't become lost except by magical means. -- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. -- If you are traveling alone, you can move stealthily at a normal pace. -- When you forage, you find twice as much food as you normally would. -- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. - -You choose additional favored terrain types at 6th and 10th level. - -### Fighting Style - -At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. - -#### Archery - -You gain a +2 bonus to attack rolls you make with ranged weapons. - -#### Defense - -While you are wearing armor, you gain a +1 bonus to AC. - -#### Dueling - -When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - -#### Two-Weapon Fighting - -When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. - -### Spellcasting - -By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See the general rules for spellcasting and the ranger spell list. - -#### Spell Slots - -The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. - -For example, if you know the 1st-level spell *animal friendship* and have a 1st-level and a 2nd-level spell slot available, you can cast *animal friendship* using either slot. - -#### Spells Known of 1st Level and Higher - -You know two 1st-level spells of your choice from the ranger spell list. - -The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. - -Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. - -#### Spellcasting Ability - -Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. - -**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier - -**Spell attack modifier** = your proficiency bonus + your Wisdom modifier - -### Ranger Archetype - -At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. - -### Primeval Awareness - -Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Extra Attack - -Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - -### Land's Stride - -Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. - -In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the *entangle* spell. - -### Hide in Plain Sight - -Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. - -Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. - -### Vanish - -Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. - -### Feral Senses - -At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. - -You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened. - -### Foe Slayer - -At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. - -## Ranger Archetypes - -The ideal of the ranger has two classic expressions: the Hunter and the Beast Master. - -### Hunter - -Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. - -#### Hunter's Prey - -At 3rd level, you gain one of the following features of your choice. - -***Colossus Slayer***. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn. - -***Giant Killer***. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. - -***Horde Breaker***. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. - -#### Defensive Tactics - -At 7th level, you gain one of the following features of your choice. - -***Escape the Horde***. Opportunity attacks against you are made with disadvantage. - -***Multiattack Defense***. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. - -***Steel Will***. You have advantage on saving throws against being frightened. - -#### Multiattack - -At 11th level, you gain one of the following features of your choice. - -***Volley***. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. - -***Whirlwind Attack***. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. - -#### Superior Hunter's Defense - -At 15th level, you gain one of the following features of your choice. - -***Evasion***. When you are subjected to an effect, such as a red dragon's fiery breath or a *lightning bolt* spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. - -***Stand Against the Tide***. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. - -***Uncanny Dodge***. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. - -# Rogue - -### Class Features - -As a rogue, you have the following class features. - -#### Hit Points - -**Hit Dice:** 1d8 per rogue level - -**Hit Points at 1st Level:** 8 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rogue level after 1st - -#### Proficiencies - -**Armor:** Light armor - -**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords - -**Tools:** Thieves' tools - -**Saving Throws:** Dexterity, Intelligence - -**Skills:** Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) a rapier or (*b*) a shortsword -- (*a*) a shortbow and quiver of 20 arrows or (*b*) a shortsword -- (*a*) a burglar's pack, (*b*) a dungeoneer's pack, or (*c*) an explorer's pack -- Leather armor, two daggers, and thieves' tools - -**Table- The Rogue** - -| Level | Proficiency Bonus | Sneak Attack | Features | -|-------|-------------------|--------------|----------------------------------------| -| 1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant | -| 2nd | +2 | 1d6 | Cunning Action | -| 3rd | +2 | 2d6 | Roguish Archetype | -| 4th | +2 | 2d6 | Ability Score Improvement | -| 5th | +3 | 3d6 | Uncanny Dodge | -| 6th | +3 | 3d6 | Expertise | -| 7th | +3 | 4d6 | Evasion | -| 8th | +3 | 4d6 | Ability Score Improvement | -| 9th | +4 | 5d6 | Roguish Archetype feature | -| 10th | +4 | 5d6 | Ability Score Improvement | -| 11th | +4 | 6d6 | Reliable Talent | -| 12th | +4 | 6d6 | Ability Score Improvement | -| 13th | +5 | 7d6 | Roguish Archetype Feature | -| 14th | +5 | 7d6 | Blindsense | -| 15th | +5 | 8d6 | Slippery Mind | -| 16th | +5 | 8d6 | Ability Score Improvement | -| 17th | +6 | 9d6 | Roguish Archetype Feature | -| 18th | +6 | 9d6 | Elusive | -| 19th | +6 | 10d6 | Ability Score Improvement | -| 20th | +6 | 10d6 | Stroke of Luck | -| | | | | - -### Expertise - -At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. - -At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. - -### Sneak Attack - -Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. - -You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. - -The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. - -### Thieves' Cant - -During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. - -In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. - -### Cunning Action - -Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. - -### Roguish Archetype - -At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Uncanny Dodge - -Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. - -### Evasion - -Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an *ice storm* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. - -### Reliable Talent - -By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. - -### Blindsense - -Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. - -### Slippery Mind - -By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. - -### Elusive - -Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated. - -### Stroke of Luck - -At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. - -Once you use this feature, you can't use it again until you finish a short or long rest. - -## Roguish Archetypes - -Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus-not necessarily an indication of your chosen profession, but a description of your preferred techniques. - -### Thief - -You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ. - -#### Fast Hands - -Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action. - -#### Second-Story Work - -When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. - -In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. - -#### Supreme Sneak - -Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. - -#### Use Magic Device - -By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. - -#### Thief's Reflexes - -When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised. - -# Sorcerer - -### Class Features - -As a sorcerer, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d6 per sorcerer level - -**Hit Points at 1st Level:** 6 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st - -#### Proficiencies - -**Armor:** None - -**Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows - -**Tools:** None - -**Saving Throws:** Constitution, Charisma - -**Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon -- (*a*) a component pouch or (*b*) an arcane focus -- (*a*) a dungeoneer's pack or (*b*) an explorer's pack -- Two daggers - -**Table- The Sorcerer** - -| Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | -|-------|-------------------|----------------|--------------------------------|----------------|--------------|-----|-----|-----|-----|-----|-----|-----|-----|-----| -| 1st | +2 | - | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | - | - | - | - | - | - | - | - | -| 2nd | +2 | 2 | Font of Magic | 4 | 3 | 3 | - | - | - | - | - | - | - | - | -| 3rd | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | - | - | - | - | - | - | - | -| 4th | +2 | 4 | Ability Score Improvement | 5 | 5 | 4 | 3 | - | - | - | - | - | - | - | -| 5th | +3 | 5 | - | 5 | 6 | 4 | 3 | 2 | - | - | - | - | - | - | -| 6th | +3 | 6 | Sorcerous Origin Feature | 5 | 7 | 4 | 3 | 3 | - | - | - | - | - | - | -| 7th | +3 | 7 | - | 5 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | - | -| 8th | +3 | 8 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | - | - | - | - | - | -| 9th | +4 | 9 | - | 5 | 10 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | -| 10th | +4 | 10 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | -| 11th | +4 | 11 | - | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 12th | +4 | 12 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 13th | +5 | 13 | - | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 14th | +5 | 14 | Sorcerous Origin Feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 15th | +5 | 15 | - | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 16th | +5 | 16 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 17th | +6 | 17 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | -| 18th | +6 | 18 | Sorcerous Origin Feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | -| 19th | +6 | 19 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -| 20th | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | -| | | | | | | | | | | | | | | | - -### Spellcasting - -An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. - -#### Cantrips - -At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. - -#### Spell Slots - -The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. - -For example, if you know the 1st-level spell *burning hands* and have a 1st-level and a 2nd-level spell slot available, you can cast *burning hands* using either slot. - -#### Spells Known of 1st Level and Higher - -You know two 1st-level spells of your choice from the sorcerer spell list. - -The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. - -Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. - -#### Spellcasting Ability - -Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. - -**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier - -**Spell attack modifier** = your proficiency bonus + your Charisma modifier - -#### Spellcasting Focus - -You can use an arcane focus as a spellcasting focus for your sorcerer spells. - -### Sorcerous Origin - -Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. - -Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. - -### Font of Magic - -At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. - -#### Sorcery Points - -You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. - -#### Flexible Casting - -You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Any spell slot you create with this feature vanishes when you finish a long rest. - -***Creating Spell Slots***. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. - -Any spell slot you create with this feature vanishes when you finish a long rest. - -**Table- Creating Spell Slots** - -| Spell Slot Level | Sorcery Point Cost | -|------------------|--------------------| -| 1st | 2 | -| 2nd | 3 | -| 3rd | 5 | -| 4th | 6 | -| 5th | 7 | -| | | - -***Converting a Spell Slot to Sorcery Points***. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. - -### Metamagic - -At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. - -You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. - -#### Careful Spell - -When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. - -#### Distant Spell - -When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. - -When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. - -#### Empowered Spell - -When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. - -You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. - -#### Extended Spell - -When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. - -#### Heightened Spell - -When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. - -#### Quickened Spell - -When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. - -#### Subtle Spell - -When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. - -#### Twinned Spell - -When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). - -To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, *magic missile* and *scorching ray* aren't eligible, but *ray of frost* and *chromatic orb* are. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Sorcerous Restoration - -At 20th level, you regain 4 expended sorcery points whenever you finish a short rest. - -## Sorcerous Origins - -Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic. - -### Draconic Bloodline - -Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. - -#### Dragon Ancestor - -At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. - -**Table- Draconic Ancestry** - -| Dragon | Damage Type | -|--------|-------------| -| Black | Acid | -| Blue | Lightning | -| Brass | Fire | -| Bronze | Lightning | -| Copper | Acid | -| Gold | Fire | -| Green | Poison | -| Red | Fire | -| Silver | Cold | -| White | Cold | -| | | - -You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. - -#### Draconic Resilience - -As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. - -Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. - -#### Elemental Affinity - -Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour. - -#### Dragon Wings - -At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. - -You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. - -#### Draconic Presence - -Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. - -# Warlock - -### Class Features - -As a warlock, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d8 per warlock level - -**Hit Points at 1st Level:** 8 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per warlock level after 1st - -#### Proficiencies - -**Armor:** Light armor - -**Weapons:** Simple weapons - -**Tools:** None - -**Saving Throws:** Wisdom, Charisma - -**Skills:** Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon -- (*a*) a component pouch or (*b*) an arcane focus -- (*a*) a scholar's pack or (*b*) a dungeoneer's pack -- Leather armor, any simple weapon, and two daggers - -**Table- The Warlock** - -| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known | -|-------|-------------------|---------------------------------|----------------|--------------|-------------|------------|-------------------| -| 1st | +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1st | - | -| 2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 | -| 3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 | -| 4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 | -| 5th | +3 | - | 3 | 6 | 2 | 3rd | 3 | -| 6th | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 3 | -| 7th | +3 | - | 3 | 8 | 2 | 4th | 4 | -| 8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 4 | -| 9th | +4 | - | 3 | 10 | 2 | 5th | 5 | -| 10th | +4 | Otherworldly Patron feature | 4 | 10 | 2 | 5th | 5 | -| 11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 | -| 12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 6 | -| 13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 | -| 14th | +5 | Otherworldly Patron feature | 4 | 12 | 3 | 5th | 6 | -| 15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 | -| 16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 7 | -| 17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 | -| 18th | +6 | - | 4 | 14 | 4 | 5th | 8 | -| 19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 8 | -| 20th | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 | -| | | | | | | | | - -### Otherworldly Patron - -At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. - -### Pact Magic - -Your arcane research and the magic bestowed on you by your patron have given you facility with spells. - -#### Cantrips - -You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. - -#### Spell Slots - -The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. - -For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell *witch bolt*, you must spend one of those slots, and you cast it as a 3rd-level spell. - -#### Spells Known of 1st Level and Higher - -At 1st level, you know two 1st-level spells of your choice from the warlock spell list. - -The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. - -Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. - -#### Spellcasting Ability - -Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. - -**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier - -**Spell attack modifier** = your proficiency bonus + your Charisma modifier - -#### Spellcasting Focus - -You can use an arcane focus as a spellcasting focus for your warlock spells. - -### Eldritch Invocations - -In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. - -At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. - -Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. - -### Pact Boon - -At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. - -#### Pact of the Chain - -You learn the *find familiar* spell and can cast it as a ritual. The spell doesn't count against your number of spells known. - -When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. - -Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. - -#### Pact of the Blade - -You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - -Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. - -You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. - -#### Pact of the Tome - -Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. - -If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Mystic Arcanum - -At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum. - -You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. - -At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest. - -### Eldritch Master - -At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. - -### Eldritch Invocations - -If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. - -#### Agonizing Blast - -*Prerequisite: Eldritch Blast cantrip* - -When you cast *eldritch blast*, add your Charisma modifier to the damage it deals on a hit. - -#### Armor of Shadows - -You can cast *mage armor* on yourself at will, without expending a spell slot or material components. - -#### Ascendant Step - -*Prerequisite: 9th level* - -You can cast *levitate* on yourself at will, without expending a spell slot or material components. - -#### Beast Speech - -You can cast *speak with animals* at will, without expending a spell slot. - -#### Beguiling Influence - -You gain proficiency in the Deception and Persuasion skills. - -#### Bewitching Whispers - -*Prerequisite: 7th level* - -You can cast *compulsion* once using a warlock spell slot. You can't do so again until you finish a long rest. - -#### Book of Ancient Secrets - -*Prerequisite: Pact of the Tome feature* - -You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. - -On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. - -#### Chains of Carceri - -*Prerequisite: 15th level, Pact of the Chain feature* - -You can cast *hold monster* at will-targeting a celestial, fiend, or elemental-without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again. - -#### Devil's Sight - -You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. - -#### Dreadful Word - -*Prerequisite: 7th level* - -You can cast *confusion* once using a warlock spell slot. You can't do so again until you finish a long rest. - -#### Eldritch Sight - -You can cast *detect magic* at will, without expending a spell slot. - -#### Eldritch Spear - -*Prerequisite: Eldritch Blast cantrip* - -When you cast *eldritch blast*, its range is 300 feet. - -#### Eyes of the Rune Keeper - -You can read all writing. - -#### Fiendish Vigor - -You can cast *false life* on yourself at will as a 1st-level spell, without expending a spell slot or material components. - -#### Gaze of Two Minds - -You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. - -#### Lifedrinker - -*Prerequisite: 12th level, Pact of the Blade feature* - -When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). - -#### Mask of Many Faces - -You can cast *disguise self* at will, without expending a spell slot. - -#### Master of Myriad Forms - -*Prerequisite: 15th level* - -You can cast *alter self* at will, without expending a spell slot. - -#### Minions of Chaos - -*Prerequisite: 9th level* - -You can cast *conjure elemental* once using a warlock spell slot. You can't do so again until you finish a long rest. - -#### Mire the Mind - -*Prerequisite: 5th level* - -You can cast *slow* once using a warlock spell slot. You can't do so again until you finish a long rest. - -#### Misty Visions - -You can cast *silent image* at will, without expending a spell slot or material components. - -#### One with Shadows - -*Prerequisite: 5th level* - -When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. - -#### Otherworldly Leap - -*Prerequisite: 9th level* - -You can cast *jump* on yourself at will, without expending a spell slot or material components. - -#### Repelling Blast - -*Prerequisite: Eldritch Blast cantrip* - -When you hit a creature with *eldritch blast*, you can push the creature up to 10 feet away from you in a straight line. - -#### Sculptor of Flesh - -*Prerequisite: 7th level* - -You can cast *polymorph* once using a warlock spell slot. You can't do so again until you finish a long rest. - -#### Sign of Ill Omen - -*Prerequisite: 5th level* - -You can cast *bestow curse* once using a warlock spell slot. You can't do so again until you finish a long rest. - -#### Thief of Five Fates - -You can cast *bane* once using a warlock spell slot. You can't do so again until you finish a long rest. - -#### Thirsting Blade - -*Prerequisite: 5th level, Pact of the Blade feature* - -You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. - -#### Visions of Distant Realms - -*Prerequisite: 15th level* - -You can cast *arcane eye* at will, without expending a spell slot. - -#### Voice of the Chain Master - -*Prerequisite: Pact of the Chain feature* - -You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. - -#### Whispers of the Grave - -*Prerequisite: 9th level* - -You can cast *speak with dead* at will, without expending a spell slot. - -#### Witch Sight - -*Prerequisite: 15th level* - -You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. - -## Otherworldly Patrons - -The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence-not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. - -Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals. - -### The Fiend - -You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths. - -#### Expanded Spell List - -The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. - -**Table- Fiend Expanded Spells** - -| Spell Level | Spells | -|-------------|-----------------------------------| -| 1st | burning hands, command | -| 2nd | blindness/deafness, scorching ray | -| 3rd | fireball, stinking cloud | -| 4th | fire shield, wall of fire | -| 5th | flame strike, hallow | -| | | - -#### Dark One's Blessing - -Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). - -#### Dark One's Own Luck - -Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. - -Once you use this feature, you can't use it again until you finish a short or long rest. - -#### Fiendish Resilience - -Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. - -#### Hurl Through Hell - -Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. - -At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. - -Once you use this feature, you can't use it again until you finish a long rest. - ->**Your Pact Boon** -> ->Each Pact Boon option produces a special creature or an object that reflects your patron's nature. -> ->***Pact of the Chain***. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One's nature is inscrutable, any familiar form is suitable for it. -> ->***Pact of the Blade***. If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye. -> ->***Pact of the Tome***. Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast. - -# Wizard - -### Class Features - -As a wizard, you gain the following class features. - -#### Hit Points - -**Hit Dice:** 1d6 per wizard level - -**Hit Points at 1st Level:** 6 + your Constitution modifier - -**Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per wizard level after 1st - -#### Proficiencies - -**Armor:** None - -**Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows - -**Tools:** None - -**Saving Throws:** Intelligence, Wisdom - -**Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion - -#### Equipment - -You start with the following equipment, in addition to the equipment granted by your background: - -- (*a*) a quarterstaff or (*b*) a dagger -- (*a*) a component pouch or (*b*) an arcane focus -- (*a*) a scholar's pack or (*b*) an explorer's pack -- A spellbook - -**Table- The Wizard** - -| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | -|-------|-------------------|-------------------------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----| -| 1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | - | - | - | - | - | - | - | - | -| 2nd | +2 | Arcane Tradition | 3 | 3 | - | - | - | - | - | - | - | - | -| 3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - | -| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - | -| 5th | +3 | - | 4 | 4 | 3 | 2 | - | - | - | - | - | - | -| 6th | +3 | Arcane Tradition Feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - | -| 7th | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - | -| 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - | -| 9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | -| 10th | +4 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | -| 11th | +4 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 14th | +5 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 17th | +6 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | -| 18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | -| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -| 20th | +6 | Signature Spell | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | -| | | | | | | | | | | | | | - -### Spellcasting - -As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. - -#### Cantrips - -At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. - -#### Spellbook - -At 1st level, you have a spellbook containing six 1st- level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. - -#### Preparing and Casting Spells - -The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. - -You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. - -For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell *magic missile*, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. - -You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. - -#### Spellcasting Ability - -Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. - -**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier - -**Spell attack modifier** = your proficiency bonus + your Intelligence modifier - -#### Ritual Casting - -You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. - -#### Spellcasting Focus - -You can use an arcane focus as a spellcasting focus for your wizard spells. - -#### Learning Spells of 1st Level and Higher - -Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook. - -### Arcane Recovery - -You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. - -For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. - -### Arcane Tradition - -When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. - -Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. - -### Ability Score Improvement - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - -### Spell Mastery - -At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. - -By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels. - -### Signature Spells - -When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. - -If you want to cast either spell at a higher level, you must expend a spell slot as normal. - -## Arcane Traditions - -The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study. - -The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques. - -### School of Evocation - -You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. - -#### Evocation Savant - -Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. - -#### Sculpt Spells - -Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. - -#### Potent Cantrip - -Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip. - -#### Empowered Evocation - -Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast. - -#### Overchannel - -Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. - -The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. - ->**Your Spellbook** -> ->The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. -> ->***Copying a Spell into the Book***. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. -> ->Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. -> ->For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. -> ->***Replacing the Book***. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. -> ->*If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. -> ->***The Book's Appearance***. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. - -# CUSTOMIZATION - -# Multiclassing - -Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options. - -With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character. - -As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility. - -## Prerequisites - -To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher- than-average ability scores. - -**Table- Multiclassing Prerequisites** - -| Class | Ability Score Min. | -|-----------|-----------------------------| -| Barbarian | Strength 13 | -| Bard | Charisma 13 | -| Cleric | Wisdom 13 | -| Druid | Wisdom 13 | -| Fighter | Strength 13 or Dexterity 13 | -| Monk | Dexterity 13 and Wisdom 13 | -| Paladin | Strength 13 and Charisma 13 | -| Ranger | Dexterity 13 and Wisdom 13 | -| Rogue | Dexterity 13 | -| Sorcerer | Charisma 13 | -| Warlock | Charisma 13 | -| Wizard | Intelligence 13 | -| | | - -## Experience Points - -The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric. - -## Hit Points and Hit Dice - -You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character. - -You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice. - -## Proficiency Bonus - -Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th- level character, which is +3. - -## Proficiencies - -When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table. - -**Table- Multiclassing Proficiencies** - -| Class | Proficiencies Gained | -|-----------|------------------------------------------------------------------------------------------------------------| -| Barbarian | Shields, simple weapons, martial weapons | -| Bard | Light armor, one skill of your choice, one musical instrument of your choice | -| Cleric | Light armor, medium armor, shields | -| Druid | Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) | -| Fighter | Light armor, medium armor, shields, simple weapons, martial weapons | -| Monk | Simple weapons, shortswords | -| Paladin | Light armor, medium armor, shields, simple weapons, martial weapons | -| Ranger | Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list | -| Rogue | Light armor, one skill from the class's skill list, thieves' tools | -| Sorcerer | - | -| Warlock | Light armor, simple weapons | -| Wizard | - | -| | | - -# Class Features - -When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting. - -## Channel Divinity - -If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes. - -## Extra Attack - -If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack. - -## Unarmored Defense - -If you already have the Unarmored Defense feature, you can't gain it again from another class. - -## Spellcasting - -Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. - -***Spells Known and Prepared***. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook. - -Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus. - -If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class - -***Spell Slots***. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. - -If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like *burning hands*, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level. - -For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know-and potentially enhance their effects. - -***Pact Magic***. If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know. - -**Table- Multiclass Spellcaster: Spell Slots per Spell Level** - -| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | -|-------|-----|-----|-----|-----|-----|-----|-----|-----|-----| -| 1st | 2 | - | - | - | - | - | - | - | - | -| 2nd | 3 | - | - | - | - | - | - | - | - | -| 3rd | 4 | 2 | - | - | - | - | - | - | - | -| 4th | 4 | 3 | - | - | - | - | - | - | - | -| 5th | 4 | 3 | 2 | - | - | - | - | - | - | -| 6th | 4 | 3 | 3 | - | - | - | - | - | - | -| 7th | 4 | 3 | 3 | 1 | - | - | - | - | - | -| 8th | 4 | 3 | 3 | 2 | - | - | - | - | - | -| 9th | 4 | 3 | 3 | 3 | 1 | - | - | - | - | -| 10th | 4 | 3 | 3 | 3 | 2 | - | - | - | - | -| 11th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 12th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | -| 13th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 14th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | -| 15th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 16th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | -| 17th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | -| 18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | -| 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -| 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | -| | | | | | | | | | | - -# Feats - -A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. - -At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise. - -You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow-perhaps by a withering curse-you can't benefit from the Grappler feat until your Strength is restored. - -## Grappler - -*Prerequisite: Strength 13 or higher* - -You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: - -- You have advantage on attack rolls against a creature you are grappling. -- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends. - -# PERSONILIZATION - -# Alignment - -A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations. - -These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment. - -**Lawful good** (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good. - -**Neutral good** (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good. - -**Chaotic good** (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good. - -**Lawful neutral** (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral. - -**Neutral** (N) is the alignment of those who prefer to steer clear of moral questions and don't take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral. - -**Chaotic neutral** (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral. - -**Lawful evil** (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil. - -**Neutral evil** (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil. - -**Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil. - -## Alignment in the Multiverse - -For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery. - -The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god's influence.) - -Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn't tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil. - -Most creatures that lack the capacity for rational thought do not have alignments-they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment. - -# Languages - -Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet. - -Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM's permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves' cant or the tongue of druids. - -Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another. - -**Table- Standard Languages** - -| Language | Typical Speakers | Script | -|----------|------------------|----------| -| Common | Humans | Common | -| Dwarvish | Dwarves | Dwarvish | -| Elvish | Elves | Elvish | -| Giant | Ogres, giants | Dwarvish | -| Gnomish | Gnomes | Dwarvish | -| Goblin | Goblinoids | Dwarvish | -| Halfling | Halflings | Common | -| Orc | Orcs | Dwarvish | -| | | | - -**Table- Exotic Languages** - -| Language | Typical Speakers | Script | -|-------------|---------------------|-----------| -| Abyssal | Demons | Infernal | -| Celestial | Celestials | Celestial | -| Draconic | Dragons, dragonborn | Draconic | -| Deep Speech | Aboleths, cloakers | - | -| Infernal | Devils | Infernal | -| Primordial | Elementals | Dwarvish | -| Sylvan | Fey creatures | Elvish | -| Undercommon | Underworld traders | Elvish | -| | | | - -# Inspiration - -Inspiration is a rule the game master can use to reward you for playing your character in a way that's true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you. - -## Gaining Inspiration - -Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game. - -You either have inspiration or you don't - you can't stockpile multiple "inspirations" for later use. - -## Using Inspiration - -If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll. - -Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration. - -# Backgrounds - -Every story has a beginning. Your character's background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester. - -Choosing a background provides you with important story cues about your character's identity. The most important question to ask about your background is *what changed*? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don't you have *more* money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background? - -The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions. - -### Proficiencies - -Each background gives a character proficiency in two skills (described in "Using Ability Scores"). - -In addition, most backgrounds give a character proficiency with one or more tools (detailed in "Equipment"). - -If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead. - -### Languages - -Some backgrounds also allow characters to learn additional languages beyond those given by race. See "Languages." - -### Equipment - -Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background. - -### Suggested Characteristics - -A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation. - -### Customizing a Background - -You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the equipment section. (If you spend coin, you can't also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can't find a feature that matches your desired background, work with your GM to create one. - -## Acolyte - -You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric - performing sacred rites is not the same thing as channeling divine power. - -Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in "Fantasy-Historical Pantheons" or those specified by your GM, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. - -**Skill Proficiencies:** Insight, Religion - -**Languages:** Two of your choice - -**Equipment:** A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp - -### Feature: Shelter of the Faithful - -As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. - -You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. - -### Suggested Characteristics - -Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. - -**Table- Suggested Acolyte Characteristics** - -| d8 | Personality Trait | -|--------|----------------------------------------------------------------------------------------------------------------------------| -| 1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. | -| 2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. | -| 3 | I see omens in every event and action. The gods try to speak to us, we just need to listen | -| 4 | Nothing can shake my optimistic attitude. | -| 5 | I quote (or misquote) sacred texts and proverbs in almost every situation. | -| 6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. | -| 7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. | -| 8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. | -| **d6** | **Ideal** | -| 1 | **Tradition**. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) | -| 2 | **Charity**. I always try to help those in need, no matter what the personal cost. (Good) | -| 3 | **Change**. We must help bring about the changes the gods are constantly working in the world. (Chaotic) | -| 4 | **Power**. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) | -| 5 | **Faith**. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) | -| 6 | **Aspiration**. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) | -| **d6** | **Bond** | -| 1 | I would die to recover an ancient relic of my faith that was lost long ago. | -| 2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. | -| 3 | I owe my life to the priest who took me in when my parents died. | -| 4 | Everything I do is for the common people. | -| 5 | I will do anything to protect the temple where I served. | -| 6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. | -| **d6** | **Flaw** | -| 1 | I judge others harshly, and myself even more severely. | -| 2 | I put too much trust in those who wield power within my temple's hierarchy. | -| 3 | My piety sometimes leads me to blindly trust those that profess faith in my god. | -| 4 | I am inflexible in my thinking. | -| 5 | I am suspicious of strangers and expect the worst of them. | -| 6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. | -| | | - -# EQUIPMENT - -## Coinage - -Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). - -With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The old piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. - -One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for half a day, a flask of lamp oil, or a night's rest in a poor inn. - -One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. - -In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. - -A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. - -**Table- Standard Exchange Rates** - -| Coin | CP | SP | EP | GP | PP | -|---------------|-------|------|------|-------|---------| -| Copper (cp) | 1 | 1/10 | 1/50 | 1/100 | 1/1,000 | -| Silver (sp) | 10 | 1 | 1/5 | 1/10 | 1/100 | -| Electrum (ep) | 50 | 5 | 1 | 1/2 | 1/20 | -| Gold (gp) | 100 | 10 | 2 | 1 | 1/10 | -| Platinum (pp) | 1,000 | 100 | 20 | 10 | 1 | -| | | | | | | - -## Selling Treasure - -Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot. - -***Arms, Armor, and Other Equipment***. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell. - -***Magic Items***. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn't too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such. - -***Gems, Jewelry, and Art Objects***. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first. - -***Trade Goods***. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods-bars of iron, bags of salt, livestock, and so on-retain their full value in the market and can be used as currency. - -# Armor - -Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield. - -The Armor table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds. - -***Armor Proficiency***. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells. - -***Armor Class (AC)***. Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. - -***Heavy Armor***. Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows "Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. - -***Stealth***. If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks. - -***Shields***. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. - -## Light Armor - -Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class. - -***Padded***. Padded armor consists of quilted layers of cloth and batting. - -***Leather***. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. - -***Studded Leather***. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. - -## Medium Armor - -Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class. - -***Hide***. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. - -***Chain Shirt***. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. - -***Scale Mail***. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. - -***Breastplate***. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. - -***Half Plate***. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. - -## Heavy Armor - -Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. - -Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative. - -***Ring Mail***. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. - -***Chain Mail***. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. - -***Splint***. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. - -***Plate***. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. - -**Table- Armor** - -| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight | -|------------------|----------|---------------------------|----------|--------------|--------| -| **Light Armor** | | | | | | -| Padded | 5 gp | 11 + Dex modifier | - | Disadvantage | 8 lb. | -| Leather | 10 gp | 11 + Dex modifier | - | - | 10 lb. | -| Studded leather | 45 gp | 12 + Dex modifier | - | - | 13 lb. | -| **Medium Armor** | | | | | | -| Hide | 10 gp | 12 + Dex modifier (max 2) | - | - | 12 lb. | -| Chain shirt | 50 gp | 13 + Dex modifier (max 2) | - | - | 20 lb. | -| Scale mail | 50 gp | 14 + Dex modifier (max 2) | - | Disadvantage | 45 lb. | -| Breastplate | 400 gp | 14 + Dex modifier (max 2) | - | - | 20 lb. | -| Half plate | 750 gp | 15 + Dex modifier (max 2) | - | Disadvantage | 40 lb. | -| **Heavy Armor** | | | | | | -| Ring mail | 30 gp | 14 | - | Disadvantage | 40 lb. | -| Chain mail | 75 gp | 16 | Str 13 | Disadvantage | 55 lb. | -| Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lb. | -| Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lb. | -| Shield | | | | | | -| Shield | 10 gp | +2 | - | - | 6 lb. | -| | | | | | | - -## Getting Into and Out of Armor - -The time it takes to don or doff armor depends on the armor's category. - -***Don***. This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor. - -***Doff***. This is the time it takes to take off armor. If you have help, reduce this time by half. - -**Table- Donning and Doffing Armor** - -| Category | Don | Doff | -|--------------|------------|-----------| -| Light Armor | 1 minute | 1 minute | -| Medium Armor | 5 minutes | 1 minute | -| Heavy Armor | 10 minutes | 5 minutes | -| Shield | 1 action | 1 action | -| | | | - -# Weapons - -Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring. - -The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A **melee weapon** is used to attack a target within 5 feet of you, whereas a **ranged weapon** is used to attack a target at a distance. - -## Weapon Proficiency - -Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are **simple** and **martial**. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use. - -Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll. - -## Weapon Properties - -Many weapons have special properties related to their use, as shown in the Weapons table. - -***Ammunition***. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - -If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" later in the section). A sling must be loaded to deal any damage when used in this way. - -***Finesse***. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - -***Heavy***. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. - -***Light***. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - -***Loading***. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - -***Range***. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - -***Reach***. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - -***Special***. A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section). - -***Thrown***. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - -***Two-Handed***. This weapon requires two hands when you attack with it. - -***Versatile***. This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack. - -### Improvised Weapons - -Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. - -Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus. - -An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet. - -#### Silvered Weapons - -Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective. - -#### Special Weapons - -Weapons with special rules are described here. - -***Lance***. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. - -***Net***. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. - -When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. - -**Table- Weapons** - -| Name | Cost | Damage | Weight | Properties | -|----------------------------|-------|-----------------|---------|--------------------------------------------------------| -| **Simple Melee Weapons** | | | | | -| Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light | -| Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) | -| Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Two-handed | -| Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) | -| Javelin | 5 sp | 1d6 piercing | 2 lb. | Thrown (range 30/120) | -| Light hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) | -| Mace | 5 gp | 1d6 bludgeoning | 4 lb. | - | -| Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) | -| Sickle | 1 gp | 1d4 slashing | 2 lb. | Light | -| Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) | -| **Simple Ranged Weapons** | | | | | -| Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed | -| Dart | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) | -| Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed | -| Sling | 1 sp | 1d4 bludgeoning | - | Ammunition (range 30/120) | -| **Martial Melee Weapons** | | | | | -| Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) | -| Flail | 10 gp | 1d8 bludgeoning | 2 lb. | - | -| Glaive | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | -| Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed | -| Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed | -| Halberd | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | -| Lance | 10 gp | 1d12 piercing | 6 lb. | Reach, special | -| Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) | -| Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed | -| Morningstar | 15 gp | 1d8 piercing | 4 lb. | - | -| Pike | 5 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-handed | -| Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse | -| Scimitar | 25 gp | 1d6 slashing | 3 lb. | Finesse, light | -| Shortsword | 10 gp | 1d6 piercing | 2 lb. | Finesse, light | -| Trident | 5 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) | -| War pick | 5 gp | 1d8 piercing | 2 lb. | - | -| Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) | -| Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach | -| **Martial Ranged Weapons** | | | | | -| Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), loading | -| Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, loading | -| Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed | -| Longbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed | -| Net | 1 gp | - | 3 lb. | Special, thrown (range 5/15) | -| | | | | | - -# Adventuring Gear - -This section describes items that have special rules or require further explanation. - -***Acid***. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. - -***Alchemist's Fire***. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. - -***Antitoxin***. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. - -***Arcane Focus***. An arcane focus is a special item-an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item- designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. - -***Ball Bearings***. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save. - -***Block and Tackle***. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift. - -***Book***. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section). - -***Caltrops***. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save. - -***Candle***. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. - -***Case, Crossbow Bolt***. This wooden case can hold up to twenty crossbow bolts. - -***Case, Map or Scroll***. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. - -***Chain***. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. - -***Climber's Kit***. A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor. - -***Component Pouch***. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). - -***Crowbar***. Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied. - -***Druidic Focus***. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. - -***Fishing Tackle***. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Healer's Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. - -***Holy Symbol***. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B "Fantasy-Historical Pantheons" lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. - -***Holy Water***. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. - -***Hunting Trap***. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. - -***Lamp***. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. - -***Lock***. A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. - -***Magnifying Glass***. This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. - -***Manacles***. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. - -***Mess Kit***. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. - -***Oil***. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. - -***Poison, Basic***. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. - -***Potion of Healing***. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. - -***Pouch***. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section). Quiver. A quiver can hold up to 20 arrows. Ram, Portable. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. - -***Rations***. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. - -***Rope***. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. - -***Scale, Merchant's***. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. - -***Spellbook***. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. - -***Spyglass***. Objects viewed through a spyglass are magnified to twice their size. - -***Tent***. A simple and portable canvas shelter, a tent sleeps two. - -***Tinderbox***. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch-or anything else with abundant, exposed fuel-takes an action. Lighting any other fire takes 1 minute. - -***Torch***. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. - -**Equipment Packs** - -The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually. - -***Burglar's Pack (16 gp)***. Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. - -***Diplomat's Pack (39 gp)***. Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap. - -***Dungeoneer's Pack (12 gp)***. Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. - -***Entertainer's Pack (40 gp)***. Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit. - -***Explorer's Pack (10 gp)***. Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. - -***Priest's Pack (19 gp)***. Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin. - -***Scholar's Pack (40 gp)***. Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife. - -**Table- Adventuring Gear** - -| Item | Cost | Weight | -|------------------------------|----------|--------------| -| Abacus | 2 gp | 2 lb. | -| Acid (vial) | 25 gp | 1 lb. | -| Alchemist's fire (flask) | 50 gp | 1 lb. | -| *Ammunition* | | | -| ~ Arrows (20) | 1 gp | 1 lb. | -| ~ Blowgun needles (50) | 1 gp | 1 lb. | -| ~ Crossbow bolts (20) | 1 gp | 1½ lb. | -| ~ Sling bullets (20) | 4 cp | 1½ lb. | -| Antitoxin (vial) | 50 gp | - | -| *Arcane focus* | | | -| ~ Crystal | 10 gp | 1 lb. | -| ~ Orb | 20 gp | 3 lb. | -| ~ Rod | 10 gp | 2 lb. | -| ~ Staff | 5 gp | 4 lb. | -| ~ Wand | 10 gp | 1 lb. | -| Backpack | 2 gp | 5 lb. | -| Ball bearings (bag of 1,000) | 1 gp | 2 lb. | -| Barrel | 2 gp | 70 lb. | -| Basket | 4 sp | 2 lb. | -| Bedroll | 1 gp | 7 lb. | -| Bell | 1 gp | - | -| Blanket | 5 sp | 3 lb. | -| Block and tackle | 1 gp | 5 lb. | -| Book | 25 gp | 5 lb. | -| Bottle, glass | 2 gp | 2 lb. | -| Bucket | 5 cp | 2 lb. | -| Caltrops (bag of 20) | 1 gp | 2 lb. | -| Candle | 1 cp | - | -| Case, crossbow bolt | 1 gp | 1 lb. | -| Case, map or scroll | 1 gp | 1 lb. | -| Chain (10 feet) | 5 gp | 10 lb. | -| Chalk (1 piece) | 1 cp | - | -| Chest | 5 gp | 25 lb. | -| Climber's kit | 25 gp | 12 lb. | -| Clothes, common | 5 sp | 3 lb. | -| Clothes, costume | 5 gp | 4 lb. | -| Clothes, fine | 15 gp | 6 lb. | -| Clothes, traveler's | 2 gp | 4 lb. | -| Component pouch | 25 gp | 2 lb. | -| Crowbar | 2 gp | 5 lb. | -| *Druidic focus* | | | -| ~ Sprig of mistletoe | 1 gp | - | -| ~ Totem | 1 gp | - | -| ~ Wooden staff | 5 gp | 4 lb. | -| ~ Yew wand | 10 gp | 1 lb. | -| Fishing tackle | 1 gp | 4 lb. | -| Flask or tankard | 2 cp | 1 lb. | -| Grappling hook | 2 gp | 4 lb. | -| Hammer | 1 gp | 3 lb. | -| Hammer, sledge | 2 gp | 10 lb. | -| Healer's kit | 5 gp | 3 lb. | -| *Holy symbol* | | | -| ~ Amulet | 5 gp | 1 lb. | -| ~ Emblem | 5 gp | - | -| ~ Reliquary | 5 gp | 2 lb. | -| Holy water (flask) | 25 gp | 1 lb. | -| Hourglass | 25 gp | 1 lb. | -| Hunting trap | 5 gp | 25 lb. | -| Ink (1 ounce bottle) | 10 gp | - | -| Ink pen | 2 cp | - | -| Jug or pitcher | 2 cp | 4 lb. | -| Ladder (10-foot) | 1 sp | 25 lb. | -| Lamp | 5 sp | 1 lb. | -| Lantern, bullseye | 10 gp | 2 lb. | -| Lantern, hooded | 5 gp | 2 lb. | -| Lock | 10 gp | 1 lb. | -| Magnifying glass | 100 gp | - | -| Manacles | 2 gp | 6 lb. | -| Mess kit | 2 sp | 1 lb. | -| Mirror, steel | 5 gp | 1/2 lb. | -| Oil (flask) | 1 sp | 1 lb. | -| Paper (one sheet) | 2 sp | - | -| Parchment (one sheet) | 1 sp | - | -| Perfume (vial) | 5 gp | - | -| Pick, miner's | 2 gp | 10 lb. | -| Piton | 5 cp | 1/4 lb. | -| Poison, basic (vial) | 100 gp | - | -| Pole (10-foot) | 5 cp | 7 lb. | -| Pot, iron | 2 gp | 10 lb. | -| Potion of healing 5 | 0 gp | 1/2 lb. | -| Pouch | 5 sp | 1 lb. | -| Quiver | 1 gp | 1 lb. | -| Ram, portable | 4 gp | 35 lb. | -| Rations (1 day) | 5 sp | 2 lb. | -| Robes | 1 gp | 4 lb. | -| Rope, hempen (50 feet) | 1 gp | 10 lb. | -| Rope, silk (50 feet) | 10 gp | 5 lb. | -| Sack | 1 cp | 1/2 lb. | -| Scale, merchant's | 5 gp | 3 lb. | -| Sealing wax | 5 sp | - | -| Shovel | 2 gp | 5 lb. | -| Signal whistle | 5 cp | - | -| Signet ring | 5 gp | - | -| Soap | 2 cp | - | -| Spellbook | 50 gp | 3 lb. | -| Spikes, iron (10) | 1 gp | 5 lb. | -| Spyglass | 1,000 gp | 1 lb. | -| Tent, two-person | 2 gp | 20 lb. | -| Tinderbox | 5 sp | 1 lb. | -| Torch | 1 cp | 1 lb. | -| Vial | 1 gp | - | -| Waterskin | 2 sp | 5 lb. (full) | -| Whetstone | 1 cp | 1 lb. | -| | | | - -**Table- Container Capacity** - -| Container | Capacity | -|------------------|----------------------------------------| -| Backpack* | 1 cubic foot/30 pounds of gear | -| Barrel | 40 gallons liquid, 4 cubic feet solid | -| Basket | 2 cubic feet/40 pounds of gear | -| Bottle | 1½ pints liquid | -| Bucket | 3 gallons liquid, 1/2 cubic foot solid | -| Chest | 12 cubic feet/300 pounds of gear | -| Flask or tankard | 1 pint liquid | -| Jug or pitcher | 1 gallon liquid | -| Pot, iron | 1 gallon liquid | -| Pouch | 1/5 cubic foot/6 pounds of gear | -| Sack | 1 cubic foot/30 pounds of gear | -| Vial | 4 ounces liquid | -| Waterskin | 4 pints liquid | -| | | - -\* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. - -# Tools - -A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the GM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood. - -**Table- Tools** - -| Item | Cost | Weight | -|---------------------------|-------|--------| -| *Artisan's tools* | | | -| ~ Alchemist's supplies | 50 gp | 8 lb. | -| ~ Brewer's supplies | 20 gp | 9 lb. | -| ~ Calligrapher's supplies | 10 gp | 5 lb. | -| ~ Carpenter's tools | 8 gp | 6 lb. | -| ~ Cartographer's tools | 15 gp | 6 lb. | -| ~ Cobbler's tools | 5 gp | 5 lb. | -| ~ Cook's utensils | 1 gp | 8 lb. | -| ~ Glassblower's tools | 30 gp | 5 lb. | -| ~ Jeweler's tools | 25 gp | 2 lb. | -| ~ Leatherworker's tools | 5 gp | 5 lb. | -| ~ Mason's tools | 10 gp | 8 lb. | -| ~ Painter's supplies | 10 gp | 5 lb. | -| ~ Potter's tools | 10 gp | 3 lb. | -| ~ Smith's tools | 20 gp | 8 lb. | -| ~ Tinker's tools | 50 gp | 10 lb. | -| ~ Weaver's tools | 1 gp | 5 lb. | -| ~ Woodcarver's tools | 1 gp | 5 lb. | -| Disguise kit | 25 gp | 3 lb. | -| Forgery kit | 15 gp | 5 lb. | -| *Gaming set* | | | -| ~ Dice set | 1 sp | - | -| ~ Playing card set | 5 sp | - | -| Herbalism kit | 5 gp | 3 lb. | -| *Musical instrument* | | | -| ~ Bagpipes | 30 gp | 6 lb. | -| ~ Drum | 6 gp | 3 lb. | -| ~ Dulcimer | 25 gp | 10 lb. | -| ~ Flute | 2 gp | 1 lb. | -| ~ Lute | 35 gp | 2 lb. | -| ~ Lyre | 30 gp | 2 lb. | -| ~ Horn | 3 gp | 2 lb. | -| ~ Pan flute | 12 gp | 2 lb. | -| ~ Shawm | 2 gp | 1 lb. | -| ~ Viol | 30 gp | 1 lb. | -| Navigator's tools | 25 gp | 2 lb. | -| Poisoner's kit | 50 gp | 2 lb. | -| Thieves' tools | 25 gp | 1 lb. | -| Vehicles (land or water) | * | * | -| | | | - -\* See the "Mounts and Vehicles" section. - -***Artisan's Tools***. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. - -***Disguise Kit***. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. - -***Forgery Kit***. This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. - -***Gaming Set***. This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. - -***Herbalism Kit***. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. - -***Musical Instrument***. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. - -***Navigator's Tools***. This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea. - -***Poisoner's Kit***. A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons. - -***Thieves' Tools***. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. - -# Mounts and Vehicles - -A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity. - -An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together. - -Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself. - -***Barding***. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. - -***Saddles***. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount. - -***Vehicle Proficiency***. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. - -***Rowed Vessels***. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land. - -**Table- Mounts and Other Animals** - -| Item | Cost | Speed | Carrying Capacity | -|----------------|--------|--------|-------------------| -| Camel | 50 gp | 50 ft. | 480 lb. | -| Donkey or mule | 8 gp | 40 ft. | 420 lb. | -| Elephant | 200 gp | 40 ft. | 1,320 lb. | -| Horse, draft | 50 gp | 40 ft. | 540 lb. | -| Horse, riding | 75 gp | 60 ft. | 480 lb. | -| Mastiff | 25 gp | 40 ft. | 195 lb. | -| Pony | 30 gp | 40 ft. | 225 lb. | -| Warhorse | 400 gp | 60 ft. | 540 lb. | -| | | | | - -**Table- Tack, Harness, and Drawn Vehicles** - -| Item | Cost | Weight | -|--------------------|--------|---------| -| Barding | ×4 | ×2 | -| Bit and bridle | 2 gp | 1 lb. | -| Carriage | 100 gp | 600 lb. | -| Cart | 15 gp | 200 lb. | -| Chariot | 250 gp | 100 lb. | -| Feed (per day) | 5 cp | 10 lb. | -| *Saddle* | | | -| ~ Exotic | 60 gp | 40 lb. | -| ~ Military | 20 gp | 30 lb. | -| ~ Pack | 5 gp | 15 lb. | -| ~ Riding | 10 gp | 25 lb. | -| Saddlebags | 4 gp | 8 lb. | -| Sled | 20 gp | 300 lb. | -| Stabling (per day) | 5 sp | - | -| Wagon | 35 gp | 400 lb. | -| | | | - -**Table- Waterborne Vehicles** - -| Item | Cost | Speed | -|--------------|-----------|--------| -| Galley | 30,000 gp | 4 mph | -| Keelboat | 3,000 gp | 1 mph | -| Longship | 10,000 gp | 3 mph | -| Rowboat | 50 gp | 1½ mph | -| Sailing ship | 10,000 gp | 2 mph | -| Warship | 25,000 gp | 2½ mph | -| | | | - -# Trade Goods - -Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). - -Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods. - -**Table- Cost of Trade Goods** - -| Cost | Goods | -|--------|----------------------------------------------| -| 1 cp | 1 lb. of wheat | -| 2 cp | 1 lb. of flour or one chicken | -| 5 cp | 1 lb. of salt | -| 1 sp | 1 lb. of iron or 1 sq. yd. of canvas | -| 5 sp | 1 lb. of copper or 1 sq. yd. of cotton cloth | -| 1 gp | 1 lb. of ginger or one goat | -| 2 gp | 1 lb. of cinnamon or pepper, or one sheep | -| 3 gp | 1 lb. of cloves or one pig | -| 5 gp | 1 lb. of silver or 1 sq. yd. of linen | -| 10 gp | 1 sq. yd. of silk or one cow | -| 15 gp | 1 lb. of saffron or one ox | -| 50 gp | 1 lb. of gold | -| 500 gp | 1 lb. of platinum | -| | | - -# Expenses - -When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others. - -## Lifestyle Expenses - -Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. - -At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career. - -Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections. - -**Table- Lifestyle Expenses** - -| Lifestyle | Price/Day | -|--------------|---------------| -| Wretched | - | -| Squalid | 1 sp | -| Poor | 2 sp | -| Modest | 1 gp | -| Comfortable | 2 gp | -| Wealthy | 4 gp | -| Aristocratic | 10 gp minimum | -| | | - -***Wretched***. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people. - -***Squalid***. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease. - -***Poor***. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types. - -***Modest***. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like. - -***Comfortable***. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers. - -***Wealthy***. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. - -***Aristocratic***. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant. - -## Food, Drink, and Lodging - -The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses. - -**Table- Food, Drink, and Lodging** - -| Item | Cost | -|------------------------|-------| -| *Ale* | | -| ~ Gallon | 2 sp | -| ~ Mug | 4 cp | -| Banquet (per person) | 10 gp | -| Bread, loaf | 2 cp | -| Cheese, hunk | 1 sp | -| *Inn stay (per day)* | | -| ~ Squalid | 7 cp | -| ~ Poor | 1 sp | -| ~ Modest | 5 sp | -| ~ Comfortable | 8 sp | -| ~ Wealthy | 2 gp | -| ~ Aristocratic | 4 gp | -| *Meals (per day)* | | -| ~ Squalid | 3 cp | -| ~ Poor | 6 cp | -| ~ Modest | 3 sp | -| ~ Comfortable | 5 sp | -| ~ Wealthy | 8 sp | -| ~ Aristocratic | 2 gp | -| Meat, chunk | 3 sp | -| *Wine* | | -| ~ Common (pitcher) | 2 sp | -| ~ Fine (bottle) | 10 gp | -| | | - -> **Self-Sufficiency** -> ->The expenses and lifestyles described here assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford-paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear. -> ->Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle. - -## Services - -Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills. - -Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the *secret chest* spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke. - -Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation. - -Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers. - -**Table- Services** - -| Service Pay | Pay | -|-------------------|---------------| -| *Coach cab* | | -| ~ Between towns | 3 cp per mile | -| ~ Within a city | 1 cp | -| *Hireling* | | -| ~ Skilled | 2 gp per day | -| ~ Untrained | 2 sp per day | -| Messenger | 2 cp per mile | -| Road or gate toll | 1 cp | -| Ship's passage | 1 sp per mile | -| | | - -## Spellcasting Services - -People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs. - -Hiring someone to cast a relatively common spell of 1st or 2nd level, such as *cure wounds* or *identify*, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment-the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement. - -# ABILITIES - -Six abilities provide a quick description of every creature's physical and mental characteristics: - -- **Strength**, measuring physical power -- **Dexterity**, measuring agility -- **Constitution**, measuring endurance -- **Intelligence**, measuring reasoning and memory -- **Wisdom**, measuring perception and insight -- **Charisma**, measuring force of personality - -Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities-a creature's assets as well as weaknesses. - -The three main rolls of the game-the ability check, the saving throw, and the attack roll-rely on the six ability scores. The book's introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number. - -## Ability Scores and Modifiers - -Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability. - -A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. - -Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30. - -**Table- Ability Scores and Modifiers** - -| Score | Modifier | -|-------|----------| -| 1 | -5 | -| 2-3 | -4 | -| 4-5 | -3 | -| 6-7 | -2 | -| 8-9 | -1 | -| 10-11 | +0 | -| 12-13 | +1 | -| 14-15 | +2 | -| 16-17 | +3 | -| 18-19 | +4 | -| 20-21 | +5 | -| 22-23 | +6 | -| 24-25 | +7 | -| 26-27 | +8 | -| 28-29 | +9 | -| 30 | +10 | -| | | - -To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down). - -Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores. - -# Advantage and Disadvantage - -Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17. - -If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20. - -If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage. - -When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1. - -You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The - -GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result. - -# Proficiency Bonus - -Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls. - -Your proficiency bonus can't be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save. - -Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue's Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once. - -By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn't normally benefit from your proficiency bonus, you still don't add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks. - -In general, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply. - -# Ability Checks - -An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results. - -For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. - -The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs. - -**Table- Difficulty Classes** - -| Task Difficulty | DC | -|-------------------|----| -| Very easy | 5 | -| Easy | 10 | -| Medium | 15 | -| Hard | 20 | -| Very hard | 25 | -| Nearly impossible | 30 | -| | | - -To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success-the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM. - -## Contests - -Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal- for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest. - -Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding. - -If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut. - -## Skills - -Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.) - -For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding. - -The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later sections of this section for examples of how to use a skill associated with an ability. - -**Table- Related Skills** - -| Strength | Dexterity | Intelligence | Wisdom | Charisma | -|-----------|-----------------|---------------|-----------------|--------------| -| Athletics | Acrobatics | Arcana | Animal Handling | Deception | -| | Sleight of Hand | History | Insight | Intimidation | -| | Stealth | Investigation | Medicine | Performance | -| | | Nature | Perception | Persuasion | -| | | Religion | Survival | | - -Sometimes, the GM might ask for an ability check using a specific skill-for example, "Make a Wisdom (Perception) check." At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check. - -For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check. - -### Variant: Skills with Different Abilities - -Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you're proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma. - -## Passive Checks - -A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster. - -Here's how to determine a character's total for a passive check: - -10 + all modifiers that normally apply to the check - -If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a **score**. - -For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14. - -The rules on hiding in the "Dexterity" section below rely on passive checks, as do the exploration rules. - -## Working Together - -Sometimes two or more characters team up to attempt a task. The character who's leading the effort-or the one with the highest ability modifier-can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action. - -A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help. - -### Group Checks - -When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't. - -To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails. - -Group checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards. - -## Using Each Ability - -Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game. - -### Strength - -Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force. - -#### Strength Checks - -A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. - -***Athletics***. Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: - -- You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off. -- You try to jump an unusually long distance or pull off a stunt midjump. -- You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. - -***Other Strength Checks***. The GM might also call for a Strength check when you try to accomplish tasks like the following: - -- Force open a stuck, locked, or barred door -- Break free of bonds -- Push through a tunnel that is too small -- Hang on to a wagon while being dragged behind it -- Tip over a statue -- Keep a boulder from rolling - -#### Attack Rolls and Damage - -You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack. - -#### Lifting and Carrying - -Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. - -***Carrying Capacity***. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it. - -***Push, Drag, or Lift***. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. - -***Size and Strength***. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights. - -#### Variant: Encumbrance - -The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table. - -If you carry weight in excess of 5 times your Strength score, you are **encumbered**, which means your speed drops by 10 feet. - -If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead **heavily encumbered**, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. - -### Dexterity - -Dexterity measures agility, reflexes, and balance. - -#### Dexterity Checks - -A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks. - -***Acrobatics***. Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips. - -***Sleight of Hand***. Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket. - -***Stealth***. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard. - -***Other Dexterity Checks***. The GM might call for a Dexterity check when you try to accomplish tasks like the following: - -- Control a heavily laden cart on a steep descent -- Steer a chariot around a tight turn -- Pick a lock -- Disable a trap -- Securely tie up a prisoner -- Wriggle free of bonds -- Play a stringed instrument -- Craft a small or detailed object - -#### Attack Rolls and Damage - -You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier. - -#### Armor Class - -Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class. - -#### Initiative - -At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat. - -> **Hiding** -> ->The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence. -> ->You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. -> ->An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet. -> ->In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen. -> ->***Passive Perception***. When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14. -> ->***What Can You See?*** One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be **lightly** or **heavily obscured**, as explained in the "Adventuring" section. - -### Constitution - -Constitution measures health, stamina, and vital force. - -#### Constitution Checks - -Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however. - -The GM might call for a Constitution check when you try to accomplish tasks like the following: - -- Hold your breath -- March or labor for hours without rest -- Go without sleep -- Survive without food or water -- Quaff an entire stein of ale in one go - -#### Hit Points - -Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points. - -If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7. - -### Intelligence - -Intelligence measures mental acuity, accuracy of recall, and the ability to reason. - -#### Intelligence Checks - -An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks. - -***Arcana***. Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes. - -***History***. Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations. - -***Investigation***. When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check. - -***Nature***. Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles. - -***Religion***. Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. - -***Other Intelligence Checks***. The GM might call for an Intelligence check when you try to accomplish tasks like the following: - -- Communicate with a creature without using words -- Estimate the value of a precious item -- Pull together a disguise to pass as a city guard -- Forge a document -- Recall lore about a craft or trade -- Win a game of skill - -#### Spellcasting Ability - -Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. - -### Wisdom - -Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition. - -#### Wisdom Checks - -A Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks. - -***Animal Handling***. When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver. - -***Insight***. Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms. - -***Medicine***. A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness. - -***Perception***. Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door. - -***Survival***. The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards. - -***Other Wisdom Checks***. The GM might call for a Wisdom check when you try to accomplish tasks like the following: - -- Get a gut feeling about what course of action to follow -- Discern whether a seemingly dead or living creature is undead - -#### Spellcasting Ability - -Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. - -### Charisma - -Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality. - -#### Charisma Checks - -A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. - -***Deception***. Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie. - -***Intimidation***. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision. - -***Performance***. Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. - -***Persuasion***. When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk. - -***Other Charisma Checks***. The GM might call for a Charisma check when you try to accomplish tasks like the following: - -- Find the best person to talk to for news, rumors, and gossip -- Blend into a crowd to get the sense of key topics of conversation - -#### Spellcasting Ability - -Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. - -# Saving Throws - -A saving throw-also called a save-represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm. - -To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw. - -A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM. - -Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well. - -The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster's spellcasting ability and proficiency bonus. - -The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect. - -# ADVENTURING - -# Time - -In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers' movement happens on a scale of **minutes**. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable. - -In a city or wilderness, a scale of **hours** is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours' time. - -For long journeys, a scale of **days** works best. - -Following the road from Baldur's Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. - -In combat and other fast-paced situations, the game relies on **rounds**, a 6-second span of time. - -# Movement - -Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope-all sorts of movement play a key role in fantasy gaming adventures. - -The GM can summarize the adventurers' movement without calculating exact distances or travel times: "You travel through the forest and find the dungeon entrance late in the evening of the third day." Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch." - -Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over. - -## Speed - -Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation. - -The following rules determine how far a character or monster can move in a minute, an hour, or a day. - -### Travel Pace - -While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully. - -***Forced March***. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion. - -For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion (see appendix ##). - -***Mounts and Vehicles***. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas. - -Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. - -Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a *carpet of flying*, allow you to travel more swiftly. - -**Table- Travel Pace** - -**Distance Traveled Per ...** - -| Pace | Minute | Hour | Day | Effect | -|--------|----------|---------|----------|--------------------------------------------------| -| Fast | 400 feet | 4 miles | 30 miles | -5 penalty to passive Wisdom (Perception) scores | -| Normal | 300 feet | 3 miles | 18 miles | - | -| Slow | 200 feet | 2 miles | 24 miles | Able to use stealth | -| | | | | | - -### Difficult Terrain - -The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground-all considered difficult terrain. - -You move at half speed in difficult terrain- moving 1 foot in difficult terrain costs 2 feet of speed-so you can cover only half the normal distance in a minute, an hour, or a day. - -## Special Types of Movement - -Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go. - -### Climbing, Swimming, and Crawling - -While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check. - -### Jumping - -Your Strength determines how far you can jump. - -***Long Jump***. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement. - -This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it. - -When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone. - -***High Jump***. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can. - -You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height. - -# The Environment - -By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places. - -## Falling - -A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall. - -## Suffocating - -A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). - -When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again. - -For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points. - -## Vision and Light - -The most fundamental tasks of adventuring- noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few-rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance. - -A given area might be lightly or heavily obscured. In a **lightly obscured** area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. - -A **heavily obscured** area-such as darkness, opaque fog, or dense foliage-blocks vision entirely. A creature effectively suffers from the blinded condition (see appendix ##) when trying to see something in that area. - -The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness. - -**Bright light** lets most creatures see normally. - -Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. - -**Dim light**, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. - -**Darkness** creates a heavily obscured area. - -Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness. - -### Blindsight - -A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense. - -### Darkvision - -Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray. - -### Truesight - -A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane. - -## Food and Water - -Characters who don't eat or drink suffer the effects of exhaustion (see appendix ##). Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount. - -### Food - -A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. - -A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion. - -A normal day of eating resets the count of days without food to zero. - -### Water - -A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day. - -If the character already has one or more levels of exhaustion, the character takes two levels in either case. - -## Interacting with Objects - -A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as moving a lever, and the GM describes what, if anything, happens. - -For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task. - -Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The GM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks. - -A character can also attempt a Strength check to break an object. The GM sets the DC for any such check. - -# Resting - -Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure. - -Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day. - -## Short Rest - -A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. - -A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below. - -## Long Rest - -A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity-at least 1 hour of walking, fighting, casting spells, or similar adventuring activity-the characters must begin the rest again to gain any benefit from it. - -At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. - -A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits. - -# Between Adventures - -Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold. - -In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion. - -## Lifestyle Expenses - -Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle. - -Living a particular lifestyle doesn't have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty. - -## Downtime Activities - -Between adventures, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity. - -Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM. - -### Crafting - -You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor. - -For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5 gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself. - -Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp. - -While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost. - -### Practicing a Profession - -You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long you continue to practice your profession. - -If you are a member of an organization that can provide gainful employment, such as a temple or a thieves' guild, you earn enough to support a comfortable lifestyle instead. - -If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead. - -### Recuperating - -You can use downtime between adventures to recover from a debilitating injury, disease, or poison. - -After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results: - -- End one effect on you that prevents you from regaining hit points. -- For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you. - -### Researching - -The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips. - -When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The GM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone's aid. Once those conditions are met, you learn the information if it is available. - -For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses. - -### Training - -You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options. - -First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required. - -The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool. - -# COMBAT - -A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A **round** represents about 6 seconds in the game world. During a round, each participant in a battle takes a **turn**. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. - -># Combat Step by Step -> ->1. **Determine surprise.** The GM determines whether anyone involved in the combat encounter is surprised. ->2. **Establish positions.** The GM decides where all the characters and monsters are located. Given the adventurers' marching order or their stated positions in the room or other location, the GM figures out where the adversaries are̶how far away and in what direction. ->3. **Roll initiative.** Everyone involved in the combat encounter rolls initiative, determining the order of combatants' turns. ->4. **Take turns.** Each participant in the battle takes a turn in initiative order. ->5. **Begin the next round.** When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops. - -## Surprise - -A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other. - -The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is surprised at the start of the encounter. - -If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't. - -## Initiative - -Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time. - -The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round. - -If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first. - -## Your Turn - -On your turn, you can **move** a distance up to your speed and **take one action**. You decide whether to move first or take your action first. Your speed- sometimes called your walking speed-is noted on your character sheet. - -The most common actions you can take are described in the "Actions in Combat" section later in this chapter. Many class features and other abilities provide additional options for your action. - -The "Movement and Position" section later in this chapter gives the rules for your move. - -You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the Dodge or Ready action, as described in "Actions in Combat." - -## Bonus Actions - -Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take. - -You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available. - -You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action. - -## Other Activity on Your Turn - -Your turn can include a variety of flourishes that require neither your action nor your move. - -You can communicate however you are able, through brief utterances and gestures, as you take your turn. - -You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack. - -If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions. - -The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge. - -# Reactions - -Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction. - -When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction. - -# Movement and Position - -In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand. - -On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here. - -Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving. - -## Breaking Up Your Move - -You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet. - -### Moving between Attacks - -If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again. - -### Using Different Speeds - -If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move. - -For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the *fly* spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more. - -## Difficult Terrain - -Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases-the setting of a typical fight contains difficult terrain. - -Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain. - -Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain. - -## Being Prone - -Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in appendix A. - -You can **drop prone** without using any of your speed. **Standing up** takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend - -15 feet of movement to stand up. You can't stand up if you don't have enough movement left or if your speed is 0. - -To move while prone, you must **crawl** or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement. - -> **Interacting with Objects Around You** -> ->Here are a few examples of the sorts of thing you can do in tandem with your movement and action: -> ->- draw or sheathe a sword ->- open or close a door ->- withdraw a potion from your backpack ->- pick up a dropped axe ->- take a bauble from a table ->- remove a ring from your finger ->- stuff some food into your mouth ->- plant a banner in the ground ->- fish a few coins from your belt pouch ->- drink all the ale in a flagon ->- throw a lever or a switch ->- pull a torch from a sconce ->- take a book from a shelf you can reach ->- extinguish a small flame ->- don a mask ->- pull the hood of your cloak up and over your head ->- put your ear to a door ->- kick a small stone ->- turn a key in a lock ->- tap the floor with a 10-foot pole ->- hand an item to another character - -## Moving Around Other Creatures - -You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is difficult terrain for you. - -Whether a creature is a friend or an enemy, you can't willingly end your move in its space. - -If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the chapter. - -## Flying Movement - -Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the *fly* spell. - -## Creature Size - -Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories. - -**Table- Creature Size** - -| Size | Space | -|------------|------------------------| -| Tiny | 2 1/2 by 2 1/2 ft. | -| Small | 5 by 5 ft. | -| Medium | 5 by 5 ft. | -| Large | 10 by 10 ft. | -| Huge | 15 by 15 ft. | -| Gargantuan | 20 by 20 ft. or larger | -| | | - -### Space - -A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot wide doorway, other creatures can't get through unless the hobgoblin lets them. - -A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one. - -Because larger creatures take up more space, fewer of them can surround a creature. If four Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one. - -#### Squeezing into a Smaller Space - -A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space. - -# Actions in Combat - -When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks. - -When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure. - -## Attack - -The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. - -With this action, you make one melee or ranged attack. See the "Making an Attack" section for the rules that govern attacks. - -Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action. - -## Cast a Spell - -Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. - -## Dash - -When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash. - -Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash. - -## Disengage - -If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn. - -## Dodge - -When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix A) or if your speed drops to 0. - -## Help - -You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn. - -Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage. - -## Hide - -When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the "Unseen Attackers and Targets" section later in this chapter. - -## Ready - -Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn. - -First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away." - -When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round. - -When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the *web* spell and ready *magic missile*, your *web* spell ends, and if you take damage before you release *magic missile* with your reaction, your concentration might be broken. - -## Search - -When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check. - -## Use an Object - -You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn. - -# Making an Attack - -Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure. - -- **Choose a target**. Pick a target within your attack's **Range:** a creature, an object, or a location. -- **Determine modifiers**. The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll. -- **Resolve the attack**. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage. - -If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack. - -## Attack Rolls - -When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block. - -### Modifiers to the Roll - -When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block. - -***Ability Modifier.*** The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule. - -Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster. - -***Proficiency Bonus.*** You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell. - -### Rolling 1 or 20 - -Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss. - -If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit, which is explained later in this chapter. - -If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC. - -## Unseen Attackers and Targets - -Combatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness. - -When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target's location correctly. - -When a creature can't see you, you have advantage on attack rolls against it. If you are hidden-both unseen and unheard-when you make an attack, you give away your location when the attack hits or misses. - -## Ranged Attacks - -When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack. - -### Range - -You can make ranged attacks only against targets within a specified range. - -If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range. - -Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range. - -### Ranged Attacks in Close Combat - -Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated. - -## Melee Attacks - -Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack. - -Most creatures have a 5-foot **reach** and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions. - -Instead of using a weapon to make a melee weapon attack, you can use an **unarmed strike**: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes. - ->***Contests in Combat*** -> ->Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others. - -#### Opportunity Attacks - -In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack. - -You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach. - -You can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy. - -### Two-Weapon Fighting - -When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. - -If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it. - -### Grappling - -When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. - -The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition (see appendix ##). The condition specifies the things that end it, and you can release the target whenever you like (no action required). - -***Escaping a Grapple***. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check. - -***Moving a Grappled Creature***. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you. - -### Shoving a Creature - -Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. - -The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you. - -## Cover - -Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. - -There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover. - -A target with **half cover** has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend. - -A target with **three-quarters cover** has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk. - -A target with **total cover** can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle. - -## Damage and Healing - -Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a *fireball* spell all have the potential to damage, or even kill, the hardiest of creatures. - -### Hit Points - -Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile. - -A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing. - -Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points. - -### Damage Rolls - -Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage. - -When attacking with a **weapon**, you add your ability modifier-the same modifier used for the attack roll-to the damage. A **spell** tells you which dice to roll for damage and whether to add any modifiers. - -If a spell or other effect deals damage to **more than one target** at the same time, roll the damage once for all of them. For example, when a wizard casts *fireball* or a cleric casts *flame strike*, the spell's damage is rolled once for all creatures caught in the blast. - -### Critical Hits - -When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once. - -For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well. - -### Damage Types - -Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types. - -The damage types follow, with examples to help a GM assign a damage type to a new effect. - -***Acid***. The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage. - -***Bludgeoning***. Blunt force attacks-hammers, falling, constriction, and the like-deal bludgeoning damage. - -***Cold***. The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage. - -***Fire***. Red dragons breathe fire, and many spells conjure flames to deal fire damage. - -***Force***. Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including *magic missile* and *spiritual weapon*. - -***Lightning***. A *lightning bolt* spell and a blue dragon's breath deal lightning damage. - -***Necrotic***. Necrotic damage, dealt by certain undead and a spell such as *chill touch*, withers matter and even the soul. - -***Piercing***. Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage. - -***Poison***. Venomous stings and the toxic gas of a green dragon's breath deal poison damage. - -***Psychic***. Mental abilities such as a mind flayer's psionic blast deal psychic damage. - -***Radiant***. Radiant damage, dealt by a cleric's *flame strike* spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power. - -***Slashing***. Swords, axes, and monsters' claws deal slashing damage. - -***Thunder***. A concussive burst of sound, such as the effect of the *thunderwave* spell, deals thunder damage. - -### Damage Resistance and Vulnerability - -Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage. - -If a creature or an object has **resistance** to a damage type, damage of that type is halved against it. If a creature or an object has **vulnerability** to a damage type, damage of that type is doubled against it. - -Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage. - -Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters. - -### Healing - -Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points, and magical methods such as a *cure wounds* spell or a *potion of healing* can remove damage in an instant. - -When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8. - -A creature that has died can't regain hit points until magic such as the *revivify* spell has restored it to life. - -### Dropping to 0 Hit Points - -When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections. - -### Instant Death - -Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. - -For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies. - -### Falling Unconscious - -If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix ##). This unconsciousness ends if you regain any hit points. - -### Death Saving Throws - -Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw. - -Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable. - -***Rolling 1 or 20***. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point. - -***Damage at 0 Hit Points***. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death. - -#### Stabilizing a Creature - -The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw. - -You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check. - -A **stable** creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours. - -### Monsters and Death - -Most GMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws. - -Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters. - -## Knocking a Creature Out - -Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable. - -## Temporary Hit Points - -Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury. - -When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage. - -Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points. - -Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22. - -If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you. They can still absorb damage directed at you while you're in that state, but only true healing can save you. - -Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest. - -# Mounted Combat - -A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide. - -A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules. - -## Mounting and Dismounting - -Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0. - -If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you're knocked prone while mounted, you must make the same saving throw. - -If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it. - -## Controlling a Mount - -While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently. - -You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. - -An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes. - -In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount. - -# Underwater Combat - -When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply. - -When making a **melee weapon attack**, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident. - -A **ranged weapon attack** automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart). - -Creatures and objects that are fully immersed in water have resistance to fire damage. - -# SPELLCASTING - -Magic permeates fantasy gaming worlds and often appears in the form of a spell. - -This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here. - -# What Is a Spell? - -A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect-in most cases, all in the span of seconds. - -Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see appendix ##), drain life energy away, and restore life to the dead. - -Uncounted thousands of spells have been created over the course of the multiverse's history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so. - -## Spell Level - -Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) *magic missile* at 1st level and the earth-shaking *wish* at 9th. Cantrips-simple but powerful spells that characters can cast almost by rote-are level 0. The higher a spell's level, the higher level a spellcaster must be to use that spell. - -Spell level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell. - -## Known and Prepared Spells - -Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions. - -In every case, the number of spells a caster can have fixed in mind at any given time depends on the character's level. - -## Spell Slots - -Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher level spells are even more so. Thus, each spellcasting class's description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots. - -When a character casts a spell, he or she expends a slot of that spell's level or higher, effectively "filling" a slot with the spell. You can think of a spell slot as a groove of a certain size-small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts *magic missile*, a 1st-level spell, she spends one of her four 1st-level slots and has three remaining. - -Finishing a long rest restores any expended spell slots. - -Some characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way. - -### Casting a Spell at a Higher Level - -When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts *magic missile* using one of her 2nd-level slots, that *magic missile* is 2nd level. Effectively, the spell expands to fill the slot it is put into. - -Some spells, such as *magic missile* and *cure wounds*, have more powerful effects when cast at a higher level, as detailed in a spell's description. - -> **Casting in Armor** -> ->Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting. - -# Cantrips - -A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster's mind and infused the caster with the magic needed to produce the effect over and over. A cantrip's spell level is 0. - -# Rituals - -Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level. - -To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character's ritual feature specifies otherwise, as the wizard's does. - ->***The Schools of Magic*** -> ->Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity. -> ->The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools. -> ->**Abjuration** spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence. -> ->**Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing. -> ->**Divination** spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places. -> ->**Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet. -> ->**Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds. -> ->**Illusion** spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature. -> ->**Necromancy** spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. -> ->Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. -> ->**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury. - -# Casting a Spell - -When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects. - -Each spell description begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect. - -## Casting Time - -Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast. - -### Bonus Action - -A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. - -### Reactions - -Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so. - -### Longer Casting Times - -Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see "Concentration" below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over. - -## Spell Range - -The target of a spell must be within the spell's range. For a spell like *magic missile*, the target is a creature. For a spell like *fireball*, the target is the point in space where the ball of fire erupts. - -Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the *shield* spell, affect only you. These spells have a range of self. - -Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see "Areas of Effect" later in the this chapter). - -Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise. - -## Components - -A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell. - -### Verbal (V) - -Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the *silence* spell, can't cast a spell with a verbal component. - -### Somatic (S) - -Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. - -### Material (M) - -Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a **component pouch** or a **spellcasting focus** (found in "Equipment") in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell. - -If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. - -A spellcaster must have a hand free to access a spell's material components-or to hold a spellcasting focus-but it can be the same hand that he or she uses to perform somatic components. - -## Duration - -A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed. - -### Instantaneous - -Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant. - -### Concentration - -Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. - -If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required). - -Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration: - -- **Casting another spell that requires concentration.** You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once. -- **Taking damage.** Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage. -- **Being incapacitated or killed.** You lose concentration on a spell if you are incapacitated or if you die. - -The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell. - -## Targets - -A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below). - -Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise. - -### A Clear Path to the Target - -To target something, you must have a clear path to it, so it can't be behind total cover. - -If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction. - -### Targeting Yourself - -If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself. - -## Areas of Effect - -Spells such as *burning hands* and *cone of cold* cover an area, allowing them to affect multiple creatures at once. - -A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a **point of origin**, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object. - -A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover. - -### Cone - -A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length. - -A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise. - -### Cube - -You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side. - -A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise. - -### Cylinder - -A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder. - -A cylinder's point of origin is included in the cylinder's area of effect. - -### Line - -A line extends from its point of origin in a straight path up to its length and covers an area defined by its width. - -A line's point of origin is not included in the line's area of effect, unless you decide otherwise. - -### Sphere - -You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point. - -A sphere's point of origin is included in the sphere's area of effect. - -# Spell Saving Throws - -Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. - -The DC to resist one of your spells = 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers. - -# Spell Attack Rolls - -Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus. - -Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated. - -# Combining Magical Effects - -The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect-such as the highest bonus-from those castings applies while their durations overlap. - -For example, if two clerics cast *bless* on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice. - -# SPELLS - -## Bard Spells - -#### Cantrips (0 Level) - -- Dancing Lights -- Light -- Mage Hand -- Mending -- Message -- Minor Illusion -- Prestidigitation -- True Strike -- Vicious Mockery - -#### 1st Level - -- Animal Friendship -- Bane -- Charm Person -- Comprehend Languages -- Cure Wounds -- Detect Magic -- Disguise Self -- Faerie Fire -- Feather Fall -- Healing Word -- Heroism -- Hideous Laughter -- Identify -- Illusory Script -- Longstrider -- Silent Image -- Sleep -- Speak with Animals -- Thunderwave -- Unseen Servant - -#### 2nd Level - -- Animal Messenger -- Blindness/Deafness -- Calm Emotions -- Detect Thoughts -- Enhance Ability -- Enthrall -- Heat Metal -- Hold Person -- Invisibility -- Knock -- Lesser Restoration -- Locate Animals or Plants -- Locate Object -- Magic Mouth -- See Invisibility -- Shatter -- Silence -- Suggestion -- Zone of Truth - -#### 3rd Level - -- Bestow Curse -- Clairvoyance -- Dispel Magic -- Fear -- Glyph of Warding -- Hypnotic Pattern -- Major Image -- Nondetection -- Plant Growth -- Sending -- Speak with Dead -- Speak with Plants -- Stinking Cloud -- Tiny Hut -- Tongues - -#### 4th Level - -- Compulsion -- Confusion -- Dimension Door -- Freedom of Movement -- Greater Invisibility -- Hallucinatory Terrain -- Locate Creature -- Polymorph - -#### 5th Level - -- Animate Objects -- Awaken -- Dominate Person -- Dream -- Geas -- Greater Restoration -- Hold Monster -- Legend Lore -- Mass Cure Wounds -- Mislead -- Modify Memory -- Planar Binding -- Raise Dead -- Scrying -- Seeming -- Teleportation Circle - -#### 6th Level - -- Eyebite -- Find the Path -- Guards and Wards -- Irresistible Dance -- Mass Suggestion -- Programmed Illusion -- True Seeing - -#### 7th Level - -- Arcane Sword -- Etherealness -- Forcecage -- Magnificent Mansion -- Mirage Arcane -- Project Image -- Regenerate -- Resurrection -- Symbol -- Teleport - -#### 8th Level - -- Dominate Monster -- Feeblemind -- Glibness -- Mind Blank -- Power Word Stun - -#### 9th Level - -- Foresight -- Power Word Kill -- True Polymorph - -## Cleric Spells - -#### Cantrips (0 Level) - -- Guidance -- Light -- Mending -- Resistance -- Sacred Flame -- Spare the Dying -- Thaumaturgy - -#### 1st Level - -- Bane -- Bless -- Command -- Create or Destroy Water -- Cure Wounds -- Detect Evil and Good -- Detect Magic -- Detect Poison and Disease -- Guiding Bolt -- Healing Word -- Inflict Wounds -- Protection from Evil and Good -- Purify Food and Drink -- Sanctuary -- Shield of Faith - -#### 2nd Level - -- Aid -- Augury -- Blindness/Deafness -- Calm Emotions -- Continual Flame -- Enhance Ability -- Find Traps -- Gentle Repose -- Hold Person -- Lesser Restoration -- Locate Object -- Prayer of Healing -- Protection from Poison -- Silence -- Spiritual Weapon -- Warding Bond -- Zone of Truth - -#### 3rd Level - -- Animate Dead -- Beacon of Hope -- Bestow Curse -- Clairvoyance -- Create Food and Water -- Daylight -- Dispel Magic -- Glyph of Warding -- Magic Circle -- Mass Healing Word -- Meld into Stone -- Protection from Energy -- Remove Curse -- Revivify -- Sending -- Speak with Dead -- Spirit Guardians -- Tongues -- Water Walk - -#### 4th Level - -- Banishment -- Control Water -- Death Ward -- Divination -- Freedom of Movement -- Guardian of Faith -- Locate Creature -- Stone Shape - -#### 5th Level - -- Commune -- Contagion -- Dispel Evil and Good -- Flame Strike -- Geas -- Greater Restoration -- Hallow -- Insect Plague -- Legend Lore -- Mass Cure Wounds -- Planar Binding -- Raise Dead -- Scrying - -#### 6th Level - -- Blade Barrier -- Create Undead -- Find the Path -- Forbiddance -- Harm -- Heal -- Heroes' Feast -- Planar Ally -- True Seeing -- Word of Recall - -#### 7th Level - -- Conjure Celestial -- Divine Word -- Etherealness -- Fire Storm -- Plane Shift -- Regenerate -- Resurrection -- Symbol - -#### 8th Level - -- Antimagic Field -- Control Weather -- Earthquake -- Holy Aura - -#### 9th Level - -- Astral Projection -- Gate -- Mass Heal -- True Resurrection - -## Druid Spells - -#### Cantrips (0 Level) - -- Driudcraft -- Guidance -- Mending -- Poison Spray -- Produce Flame -- Resistance -- Shillelagh - -#### 1st Level - -- Animal Friendship -- Charm Person -- Create or Destroy Water -- Cure Wounds -- Detect Magic -- Detect Poison and Disease -- Entangle -- Faerie Fire -- Fog Cloud -- Goodberry -- Healing Word -- Jump -- Longstrider -- Purify Food and Drink -- Speak with Animals -- Thunderwave - -#### 2nd Level - -- Animal Messenger -- Barkskin -- Darkvision -- Enhance Ability -- Find Traps -- Flame Blade -- Flaming Sphere -- Gust of Wind -- Heat Metal -- Hold Person -- Lesser Restoration -- Locate Animals or Plants -- Locate Object -- Moonbeam -- Pass without Trace -- Protection from Poison -- Spike Growth - -#### 3rd Level - -- Call Lightning -- Conjure Animals -- Daylight -- Dispel Magic -- Meld into Stone -- Plant Growth -- Protection from Energy -- Sleet Storm -- Speak with Plants -- Water Breathing -- Water Walk -- Wind Wall - -#### 4th Level - -- Blight -- Confusion -- Conjure Minor Elementals -- Conjure Woodland Beings -- Control Water -- Dominate Beast -- Freedom of Movement -- Giant Insect -- Hallucinatory Terrain -- Ice Storm -- Locate Creature -- Polymorph -- Stone Shape -- Stoneskin -- Wall of Fire - -#### 5th Level - -- Antilife Shell -- Awaken -- Commune with Nature -- Conjure Elemental -- Contagion -- Geas -- Greater Restoration -- Insect Plague -- Mass Cure Wounds -- Planar Binding -- Reincarnate -- Scrying -- Tree Stride -- Wall of Stone - -#### 6th Level - -- Conjure Fey -- Find the Path -- Heal -- Heroes' Feast -- Move Earth -- Sunbeam -- Transport via Plants -- Wall of Thorns -- Wind Walk - -#### 7th Level - -- Fire Storm -- Mirage Arcane -- Plane Shift -- Regenerate -- Reverse Gravity - -#### 8th Level - -- Animal Shapes -- Antipathy/Sympathy -- Control Weather -- Earthquake -- Feeblemind -- Sunburst - -#### 9th Level - -- Foresight -- Shapechange -- Storm of Vengeance -- True Resurrection - -## Paladin Spells - -#### 1st Level - -- Bless -- Command -- Cure Wounds -- Detect Evil and Good -- Detect Magic -- Detect Poison and Disease -- Divine Favor -- Heroism -- Protection from Evil and Good -- Purify Food and Drink -- Shield of Faith - -#### 2nd Level - -- Aid -- Branding Smite -- Find Steed -- Lesser Restoration -- Locate Object -- Magic Weapon -- Protection from Poison -- Zone of Truth - -#### 3rd Level - -- Create Food and Water -- Daylight -- Dispel Magic -- Magic Circle -- Remove Curse -- Revivify - -#### 4th Level - -- Banishment -- Death Ward -- Locate Creature - -#### 5th Level - -- Dispel Evil and Good -- Geas -- Raise Dead - -## Ranger Spells - -#### 1st Level - -- Alarm -- Animal Friendship -- Cure Wounds -- Detect Magic -- Detect Poison and Disease -- Fog Cloud -- Goodberry -- Hunter's Mark -- Jump -- Longstrider -- Speak with Animals - -#### 2nd Level - -- Animal Messenger -- Barkskin -- Darkvision -- Find Traps -- Lesser Restoration -- Locate Animals or Plants -- Locate Object -- Pass without Trace -- Protection from Poison -- Silence -- Spike Growth - -#### 3rd Level - -- Conjure Animals -- Daylight -- Nondetection -- Plant Growth -- Protection from Energy -- Speak with Plants -- Water Breathing -- Water Walk -- Wind Wall - -#### 4th Level - -- Conjure Woodland Beings -- Freedom of Movement -- Locate Creature -- Stoneskin - -#### 5th Level - -- Commune with Nature -- Tree Stride - -## Sorcerer Spells - -#### Cantrips (0 Level) - -- Acid Splash -- Chill Touch -- Dancing Lights -- Fire Bolt -- Light -- Mage Hand -- Mending -- Message -- Minor Illusion -- Poison Spray -- Prestidigitation -- Ray of Frost -- Shocking Grasp -- True Strike - -#### 1st Level - -- Burning Hands -- Charm Person -- Color Spray -- Comprehend Languages -- Detect Magic -- Disguise Self -- Expeditious Retreat -- False Life -- Feather Fall -- Fog Cloud -- Jump -- Mage Armor -- Magic Missile -- Shield -- Silent Image -- Sleep -- Thunderwave - -#### 2nd Level - -- Alter Self -- Blindness/Deafness -- Blur -- Darkness -- Darkvision -- Detect Thoughts -- Enhance Ability -- Enlarge/Reduce -- Gust of Wind -- Hold Person -- Invisibility -- Knock -- Levitate -- Mirror Image -- Misty Step -- Scorching Ray -- See Invisibility -- Shatter -- Spider Climb -- Suggestion -- Web - -#### 3rd Level - -- Blink -- Clairvoyance -- Counterspell -- Daylight -- Dispel Magic -- Fear -- Fireball -- Fly -- Gaseous Form -- Haste -- Hypnotic Pattern -- Lightning Bolt -- Major Image -- Protection from Energy -- Sleet Storm -- Slow -- Stinking Cloud -- Tongues -- Water Breathing -- Water Walk - -#### 4th Level - -- Banishment -- Blight -- Confusion -- Dimension Door -- Dominate Beast -- Greater Invisibility -- Ice Storm -- Polymorph -- Stoneskin -- Wall of Fire - -#### 5th Level - -- Animate Objects -- Cloudkill -- Cone of Cold -- Creation -- Dominate Person -- Hold Monster -- Insect Plague -- Seeming -- Telekinesis -- Teleportation Circle -- Wall of Stone - -#### 6th Level - -- Chain Lightning -- Circle of Death -- Disintegrate -- Eyebite -- Globe of Invulnerability -- Mass Suggestion -- Move Earth -- Sunbeam -- True Seeing - -#### 7th Level - -- Delayed Blast Fireball -- Etherealness -- Finger of Death -- Fire Storm -- Plane Shift -- Prismatic Spray -- Reverse Gravity -- Teleport - -#### 8th Level - -- Dominate Monster -- Earthquake -- Incendiary Cloud -- Power Word Stun -- Sunburst - -#### 9th Level - -- Gate -- Meteor Swarm -- Power Word Kill -- Time Stop -- Wish - -## Warlock Spells - -#### Cantrips (0 Level) - -- Chill Touch -- Eldritch Blast -- Mage Hand -- Minor Illusion -- Poison Spray -- Prestidigitation -- True Strike - -#### 1st Level - -- Charm Person -- Comprehend Languages -- Expeditious Retreat -- Hellish Rebuke -- Illusory Script -- Protection from Evil and Good -- Unseen Servant - -#### 2nd Level - -- Darkness -- Enthrall -- Hold Person -- Invisibility -- Mirror Image -- Misty Step -- Ray of Enfeeblement -- Shatter -- Spider Climb -- Suggestion - -#### 3rd Level -- Counterspell -- Dispel Magic -- Fear -- Fly -- Gaseous Form -- Hypnotic Pattern -- Magic Circle -- Major Image -- Remove Curse -- Tongues -- Vampiric Touch - -#### 4th Level - -- Banishment -- Blight -- Dimension Door -- Hallucinatory Terrain - -#### 5th Level - -- Contact Other Plane -- Dream -- Hold Monster -- Scrying - -#### 6th Level - -- Circle of Death -- Conjure Fey -- Create Undead -- Eyebite -- Flesh to Stone -- Mass Suggestion -- True Seeing - -#### 7th Level - -- Etherealness -- Finger of Death -- Forcecage -- Plane Shift - -#### 8th Level - -- Demiplane -- Dominate Monster -- Feeblemind -- Glibness -- Power Word Stun - -#### 9th Level - -- Astral Projection -- Foresight -- Imprisonment -- Power Word Kill -- True Polymorph - -## Wizard Spells - -#### Cantrips (0 Level) - -- Acid Splash -- Chill Touch -- Dancing Lights -- Fire Bolt -- Light -- Mage Hand -- Mending -- Message -- Minor Illusion -- Poison Spray -- Prestidigitation -- Ray of Frost -- Shocking Grasp -- True Strike - -#### 1st Level - -- Alarm -- Burning Hands -- Charm Person -- Color Spray -- Comprehend Languages -- Detect Magic -- Disguise Self -- Expeditious Retreat -- False Life -- Feather Fall -- Find Familiar -- Floating Disk -- Fog Cloud -- Grease -- Hideous Laughter -- Identify -- Illusory Script -- Jump -- Longstrider -- Mage Armor -- Magic Missile -- Protection from Evil and Good -- Shield -- Silent Image -- Sleep -- Thunderwave -- Unseen Servant - -#### 2nd Level - -- Acid Arrow -- Alter Self -- Arcane Lock -- Arcanist's Magic Aura -- Blindness/Deafness -- Blur -- Continual Flame -- Darkness -- Darkvision -- Detect Thoughts -- Enlarge/Reduce -- Flaming Sphere -- Gentle Repose -- Gust of Wind -- Hold Person -- Invisibility -- Knock -- Levitate -- Locate Object -- Magic Mouth -- Magic Weapon -- Mirror Image -- Misty Step -- Ray of Enfeeblement -- Rope Trick -- Scorching Ray -- See Invisibility -- Shatter -- Spider Climb -- Suggestion -- Web - -#### 3rd Level - -- Animate Dead -- Bestow Curse -- Blink -- Clairvoyance -- Counterspell -- Dispel Magic -- Fear -- Fireball -- Fly -- Gaseous Form -- Glyph of Warding -- Haste -- Hypnotic Pattern -- Lightning Bolt -- Magic Circle -- Major Image -- Nondetection -- Phantom Steed -- Protection from Energy -- Remove Curse -- Sending -- Sleet Storm -- Slow -- Stinking Cloud -- Tiny Hut -- Tongues -- Vampiric Touch -- Water Breathing - -#### 4th Level - -- Arcane Eye -- Banishment -- Black Tentacles -- Blight -- Confusion -- Conjure Minor Elementals -- Control Water -- Dimension Door -- Fabricate -- Faithful Hound -- Fire Shield -- Greater Invisibility -- Hallucinatory Terrain -- Ice Storm -- Locate Creature -- Phantasmal Killer -- Polymorph -- Private Sanctum -- Resilient Sphere -- Secret Chest -- Stone Shape -- Stoneskin -- Wall of Fire - -#### 5th Level - -- Animate Objects -- Arcane Hand -- Cloudkill -- Cone of Cold -- Conjure Elemental -- Contact Other Plane -- Creation -- Dominate Person -- Dream -- Geas -- Hold Monster -- Legend Lore -- Mislead -- Modify Memory -- Passwall -- Planar Binding -- Scrying -- Seeming -- Telekinesis -- Telepathic Bond -- Teleportation Circle -- Wall of Force -- Wall of Stone - -#### 6th Level - -- Chain Lightning -- Circle of Death -- Contingency -- Create Undead -- Disintegrate -- Eyebite -- Flesh to Stone -- Freezing Sphere -- Globe of Invulnerability -- Guards and Wards -- Instant Summons -- Irresistible Dance -- Magic Jar -- Mass Suggestion -- Move Earth -- Programmed Illusion -- Sunbeam -- True Seeing -- Wall of Ice - -#### 7th Level - -- Arcane Sword -- Delayed Blast Fireball -- Etherealness -- Finger of Death -- Forcecage -- Magnificent Mansion -- Mirage Arcane -- Plane Shift -- Prismatic Spray -- Project Image -- Reverse Gravity -- Sequester -- Simulacrum -- Symbol -- Teleport - -#### 8th Level - -- Antimagic Field -- Antipathy/Sympathy -- Clone -- Control Weather -- Demiplane -- Dominate Monster -- Feeblemind -- Incendiary Cloud -- Maze -- Mind Blank -- Power Word Stun -- Sunburst - -#### 9th Level - -- Astral Projection -- Foresight -- Gate -- Imprisonment -- Meteor Swarm -- Power Word Kill -- Prismatic Wall -- Shapechange -- Time Stop -- True Polymorph -- Weird -- Wish - -# Spells (A) - -#### Acid Arrow - -*2nd-level evocation* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S, M (powdered rhubarb leaf and an adder's stomach) - -**Duration:** Instantaneous - -A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. - -#### Acid Splash - -*Conjuration cantrip* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. - -This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). - -#### Aid - -*2nd-level abjuration* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a tiny strip of white cloth) - -**Duration:** 8 hours - -Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd. - -#### Alarm - -*1st-level abjuration (ritual)* - -**Casting Time:** 1 minute - -**Range:** 30 feet - -**Components:** V, S, M (a tiny bell and a piece of fine silver wire) - -**Duration:** 8 hours - -You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. - -A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. - -An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. - -#### Alter Self - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. - -***Aquatic Adaptation***. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. - -***Change Appearance***. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. - -***Natural Weapons***. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. - -#### Animal Friendship - -*1st-­level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a morsel of food) - -**Duration:** 24 hours - -This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends. - -***At Higher Levels***. When you cast this spell using a  spell slot of 2nd level or higher, you can affect one additional beast t level above 1st. - -#### Animal Messenger - -*2nd-level enchantment (ritual)* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a morsel of food) - -**Duration:** 24 hours - -By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. - -When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. - -***At Higher Levels***. If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd. - -#### Animal Shapes - -*8th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Concentration, up to 24 hours - -Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. - -The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells. - -The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment. - -#### Animate Dead - -*3rd-level necromancy* - -**Casting Time:** 1 minute - -**Range:** 10 feet - -**Components:** V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) - -**Duration:** Instantaneous - -This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics). - -On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. - -The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. - -#### Animate Objects - -*5th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. - -As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. - -**Table- Animate Object Stats** - -| Size | HP | AC | Attack | Str | Dex | -|--------|----|----|----------------------------|-----|-----| -| Tiny | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 | -| Small | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 | -| Medium | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 | -| Large | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 | -| Huge | 80 | 10 | +8 to hit, 2d12 + 4 damage | 18 | 6 | -| | | | | | | - -An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is - -30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. - -If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form. - -***At Higher Levels***. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. - -#### Antilife Shell - -*5th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Self (10-foot radius) - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. - -The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. - -If you move so that an affected creature is forced to pass through the barrier, the spell ends. - -#### Antimagic Field - -*8th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Self (10-foot radius sphere) - -**Components:** V, S, M (a pinch of powdered iron or iron filings) - -**Duration:** Concentration, up to 1 hour - -A 10-foot radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. - -Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. - -***Targeted Effects***. Spells and other magical effects, such as *magic missile* and *charm person*, that target a creature or an object in the sphere have no effect on that target. - -***Areas of Magic***. The area of another spell or magical effect, such as *fireball*, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a *wall of fire* are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. - -***Spells***. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. - -***Magic Items***. The properties and powers of magic items are suppressed in the sphere. For example, a *+1 longsword* in the sphere functions as a nonmagical longsword. - -A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. - -***Magical Travel***. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the *rope trick* spell, temporarily closes while in the sphere. - -***Creatures and Objects***. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. - -***Dispel Magic***. Spells and magical effects such as *dispel magic* have no effect on the sphere. Likewise, the spheres created by different *antimagic field* spells don't nullify each other. - -#### Antipathy/Sympathy - -*8th-level enchantment* - -**Casting Time:** 1 hour - -**Range:** 60 feet - -**Components:** V, S, M (either a lump of alum soaked in vinegar for the *antipathy* effect or a drop of honey for the *sympathy* effect) - -**Duration:** 10 days - -This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. - -***Antipathy***. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. - -***Sympathy***. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. - -If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. - -***Ending the Effect***. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. - -A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again. - -#### Arcane Eye - -*4th-level divination* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a bit of bat fur) - -**Duration:** Concentration, up to 1 hour - -You create an invisible, magical eye within range that hovers in the air for the duration. - -You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. - -As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter. - -#### Arcane Hand - -*5th-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (an eggshell and a snakeskin glove) - -**Duration:** Concentration, up to 1 minute - -You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. - -The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space. - -When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it. - -***Clenched Fist***. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. - -***Forceful Hand***. The hand attempts to push a creature within 5 feet of it in a direction you choose. - -Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. - -***Grasping Hand***. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. - -***Interposing Hand***. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. - -#### Arcane Lock - -*2nd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (gold dust worth at least 25 gp, which the spell consumes) - -**Duration:** Until dispelled - -You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting *knock* on the object suppresses *arcane lock* for 10 minutes. - -While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10. - -#### Arcane Sword - -*7th-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp) - -**Duration:** Concentration, up to 1 minute - -You create a sword-shaped plane of force that hovers within range. It lasts for the duration. - -When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. - -#### Arcanist's Magic Aura - -*2nd-level illusion* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a small square of silk) - -**Duration:** 24 hours - -You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. - -When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. - -***False Aura***. You change the way the target appears to spells and magical effects, such as *detect magic*, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. - -***Mask***. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a *symbol* spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment. - -#### Astral Projection - -*9th-level necromancy* - -**Casting Time:** 1 hour - -**Range:** 10 feet - -**Components:** V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes) - -**Duration:** Special - -You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. - -Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. - -Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. - -The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. - -The spell might also end early for you or one of your companions. A successful *dispel magic* spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. - -If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points. - -#### Augury - -*2nd-level divination (ritual)* - -**Casting Time:** 1 minute - -**Range:** Self - -**Components:** V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) - -**Duration:** Instantaneous - -By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens: - -- *Weal*, for good results -- *Woe*, for bad results -- *Weal and woe*, for both good and bad results -- *Nothing*, for results that aren't especially good or bad - -The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. - -If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret. - -#### Awaken - -*5th-level transmutation* - -**Casting Time:** 8 hours - -**Range:** Touch - -**Components:** V, S, M (an agate worth at least 1,000 gp, which the spell consumes) - -**Duration:** Instantaneous - -After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. - -The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed. - -# Spells (B) - -#### Bane - -*1st-level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a drop of blood) - -**Duration:** Concentration, up to 1 minute - -Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. - -#### Banishment - -*4th-level abjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (an item distasteful to the target) - -**Duration:** Concentration, up to 1 minute - -You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. - -If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. - -If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return. - -***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. - -#### Barkskin - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a handful of oak bark) - -**Duration:** Concentration, up to 1 hour - -You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing. - -#### Beacon of Hope - -*3rd-level abjuration* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. - -#### Bestow Curse - -*3rd-level necromancy* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: - -- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. -- While cursed, the target has disadvantage on attack rolls against you. -- While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. -- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. - -A *remove curse* spell ends this effect. At the GM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse's effect. - -***At Higher Levels***. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration. - -#### Black Tentacles - -*4th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S, M (a piece of tentacle from a giant octopus or a giant squid) - -**Duration:** Concentration, up to 1 minute - -Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. - -When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. - -A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. - -#### Blade Barrier - -*6th-level evocation* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. - -When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage. - -#### Bless - -*1st-level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a sprinkling of holy water) - -**Duration:** Concentration, up to 1 minute - -You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. - -#### Blight - -*4th-level necromancy* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Instantaneous - -Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. - -If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. - -If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies. - -***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. - -#### Blindness/Deafness - -*2nd-level necromancy* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V - -**Duration:** 1 minute - -You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. - -#### Blink - -*3rd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** 1 minute - -Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. - -While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so. - -#### Blur - -*2nd-level illusion* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V - -**Duration:** Concentration, up to 1 minute - -Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. - -#### Branding Smite - -*2nd-­level evocation* - -**Casting Time:** 1 bonus action - -**Range:** Self - -**Components:** V - -**Duration:** Concentration, up to 1 minute - -The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-­foot radius and can't become invisible until the spell ends. - -***At Higher Levels***. When you cast this spell using a  spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. - -#### Burning Hands - -*1st-level evocation* - -**Casting Time:** 1 action - -**Range:** Self (15-foot cone) - -**Components:** V, S - -**Duration:** Instantaneous - -As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. - -The fire ignites any flammable objects in the area that aren't being worn or carried. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. - -# Spells (C) - -#### Call Lightning - -*3rd-level conjuration* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). - -When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. - -If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd. - -#### Calm Emotions - -*2nd-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. - -You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. - -Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise. - -#### Chain Lightning - -*6th-level evocation* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) - -**Duration:** Instantaneous - -You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. - -A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. - -#### Charm Person - -*1st-level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** 1 hour - -You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. - -#### Chill Touch - -*Necromancy cantrip* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** 1 round - -You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. - -If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. - -This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - -#### Circle of Death - -*6th-level necromancy* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (the powder of a crushed black pearl worth at least 500 gp) - -**Duration:** Instantaneous - -A sphere of negative energy ripples out in a 60-foot radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. - -#### Clairvoyance - -*3rd-level divination* - -**Casting Time:** 10 minutes - -**Range:** 1 mile - -**Components:** V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) - -**Duration:** Concentration, up to 10 minutes - -You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. - -When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. - -A creature that can see the sensor (such as a creature benefiting from *see invisibility* or truesight) sees a luminous, intangible orb about the size of your fist. - -#### Clone - -*8th-level necromancy* - -**Casting Time:** 1 hour - -**Range:** Touch - -**Components:** V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water) - -**Duration:** Instantaneous - -This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. - -At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. - -The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere. - -#### Cloudkill - -*5th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -You create a 20-foot radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. - -When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. - -The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. - -#### Color Spray - -*1st-level illusion* - -**Casting Time:** 1 action - -**Range:** Self (15-foot cone) - -**Components:** V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) - -**Duration:** 1 round - -A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). - -Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. - -#### Command - -*1st-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V - -**Duration:** 1 round - -You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. - -Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends. - -***Approach***. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. - -***Drop***. The target drops whatever it is holding and then ends its turn. - -***Flee***. The target spends its turn moving away from you by the fastest available means. - -***Grovel***. The target falls prone and then ends its turn. - -***Halt***. The target doesn't move and takes no actions. - -A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. - -#### Commune - -*5th-level divination (ritual)* - -**Casting Time:** 1 minute - -**Range:** Self - -**Components:** V, S, M (incense and a vial of holy or unholy water) - -**Duration:** 1 minute - -You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. - -Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead. - -If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret. - -#### Commune with Nature - -*5th-level divination (ritual)* - -**Casting Time:** 1 minute - -**Range:** Self - -**Components:** V, S - -**Duration:** Instantaneous - -You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. - -You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: - -- terrain and bodies of water -- prevalent plants, minerals, animals, or peoples -- powerful celestials, fey, fiends, elementals, or undead -- influence from other planes of existence -- buildings - -For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns. - -#### Comprehend Languages - -*1st-level divination (ritual)* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a pinch of soot and salt) - -**Duration:** 1 hour - -For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. - -This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language. - -#### Compulsion - -*4th-­level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. - -A target isn't compelled to move into an obviously  deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. - -#### Cone of Cold - -*5th-level evocation* - -**Casting Time:** 1 action - -**Range:** Self (60-foot cone) - -**Components:** V, S, M (a small crystal or glass cone) - -**Duration:** Instantaneous - -A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. - -A creature killed by this spell becomes a frozen statue until it thaws. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. - -#### Confusion - -*4th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S, M (three nut shells) - -**Duration:** Concentration, up to 1 minute - -This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. - -An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. - -**Table- Confusion Behavior** - -| d10 | Behavior | -|------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. | -| 2-6 | The creature doesn't move or take actions this turn. | -| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. | -| 9-10 | The creature can act and move normally. | -| | | - -At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. - -***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th. - -#### Conjure Animals - -*3rd-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: - -- One beast of challenge rating 2 or lower -- Two beasts of challenge rating 1 or lower -- Four beasts of challenge rating 1/2 or lower -- Eight beasts of challenge rating 1/4 or lower - -Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. - -The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. - -The GM has the creatures' statistics. - -***At Higher Levels***. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. - -#### Conjure Celestial - -*7th-level conjuration* - -**Casting Time:** 1 minute - -**Range:** 90 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. - -The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. - -The GM has the celestial's statistics. - -***At Higher Levels***. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower. - -#### Conjure Elemental - -*5th-level conjuration* - -**Casting Time:** 1 minute - -**Range:** 90 feet - -**Components:** V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water) - -**Duration:** Concentration, up to 1 hour - -You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. - -The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. - -If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. - -The GM has the elemental's statistics. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. - -#### Conjure Fey - -*6th-level conjuration* - -**Casting Time:** 1 minute - -**Range:** 90 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. - -The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. - -If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. - -The GM has the fey creature's statistics. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th. - -#### Conjure Minor Elementals - -*4th-level conjuration* - -**Casting Time:** 1 minute - -**Range:** 90 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: - -- One elemental of challenge rating 2 or lower -- Two elementals of challenge rating 1 or lower -- Four elementals of challenge rating 1/2 or lower -- Eight elementals of challenge rating 1/4 or lower - -An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. - -The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. - -The GM has the creatures' statistics. - -***At Higher Levels***. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. - -#### Conjure Woodland Beings - -*4th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (one holly berry per creature summoned) - -**Duration:** Concentration, up to 1 hour - -You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: - -- One fey creature of challenge rating 2 or lower -- Two fey creatures of challenge rating 1 or lower -- Four fey creatures of challenge rating 1/2 or lower -- Eight fey creatures of challenge rating 1/4 or lower - -A summoned creature disappears when it drops to 0 hit points or when the spell ends. - -The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. - -The GM has the creatures' statistics. - -***At Higher Levels***. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. - -#### Contact Other Plane - -*5th-level divination (ritual)* - -**Casting Time:** 1 minute - -**Range:** Self - -**Components:** V - -**Duration:** 1 minute - -You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A *greater restoration* spell cast on you ends this effect. - -On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer. - -#### Contagion - -*5th-level necromancy* - -**Casting Time:** 1 action - -**Range:** Touch -**Component:** V, S - -**Duration:** 7 days - -Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned. - -At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration. - -Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it. - -***Blinding Sickness***. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. - -***Filth Fever***. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. - -***Flesh Rot***. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. - -***Mindfire***. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the *confusion* spell during combat. - -***Seizure***. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. - -***Slimy Doom***. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. - -#### Contingency - -*6th-level evocation* - -**Casting Time:** 10 minutes - -**Range:** Self - -**Components:** V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) - -**Duration:** 10 days - -Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell-called the contingent spell-as part of casting *contingency*, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a *contingency* cast with *water breathing* might stipulate that *water breathing* comes into effect when you are engulfed in water or a similar liquid. - -The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then *contingency* ends. - -The contingent spell takes effect only on you, even if it can normally target others. You can use only one *contingency* spell at a time. If you cast this spell again, the effect of another *contingency* spell on you ends. Also, *contingency* ends on you if its material component is ever not on your person. - -#### Continual Flame - -*2nd-level evocation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (ruby dust worth 50 gp, which the spell consumes) - -**Duration:** Until dispelled - -A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A *continual flame* can be covered or hidden but not smothered or quenched. - -#### Control Water - -*4th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 300 feet - -**Components:** V, S, M (a drop of water and a pinch of dust) - -**Duration:** Concentration, up to 10 minutes - -Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. - -***Flood***. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. - -If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. - -The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. - -***Part Water***. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. - -***Redirect Flow***. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. - -***Whirlpool***. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. - -When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. - -The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex. - -#### Control Weather - -*8th-level transmutation* - -**Casting Time:** 10 minutes - -**Range:** Self (5-mile radius) - -**Components:** V, S, M (burning incense and bits of earth and wood mixed in water) - -**Duration:** Concentration, up to 8 hours - -You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early. - -When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. - -When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. - -**Table- Control Weather (Precipitation)** - -| Stage | Condition | -|-------|--------------------------------------------| -| 1 | Clear | -| 2 | Light clouds | -| 3 | Overcast or ground fog | -| 4 | Rain, hail, or snow | -| 5 | Torrential rain, driving hail, or blizzard | -| | | - -**Table- Control Weather (Temperature)** - -| Stage | Condition | -|-------|-----------------| -| 1 | Unbearable heat | -| 2 | Hot | -| 3 | Warm | -| 4 | Cool | -| 5 | Cold | -| 6 | Arctic cold | -| | | - -**Table- Control Weather (Wind)** - -| Stage | Condition | -|-------|---------------| -| 1 | Calm | -| 2 | Moderate wind | -| 3 | Strong wind | -| 4 | Gale | -| 5 | Storm | -| | | - -#### Counterspell - -*3rd-­level abjuration* - -**Casting Time:** 1 reaction, which you take when you see a creature within 60 feet of you casting a spell - -**Range:** 60 feet - -**Components:** S - -**Duration:** Instantaneous - -You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. - -#### Create Food and Water - -*3rd-level conjuration* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad. - -#### Create or Destroy Water - -*1st-level transmutation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a drop of water if creating water or a few grains of sand if destroying it) - -**Duration:** Instantaneous - -You either create or destroy water. - -***Create Water***. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. - -***Destroy Water***. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. - -#### Create Undead - -*6th-level necromancy* - -**Casting Time:** 1 minute - -**Range:** 10 feet - -**Components:** V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse) - -**Duration:** Instantaneous - -You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.) - -As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. - -The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. - -***At Higher Levels***. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies. - -#### Creation - -*5th-level illusion* - -**Casting Time:** 1 minute - -**Range:** 30 feet - -**Components:** V, S, M (a tiny piece of matter of the same type of the item you plan to create) - -**Duration:** Special - -You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within -**Range:** soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. - -The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. - -**Table- Creation Duration** - -| Material | Duration | -|-----------------------|------------| -| Vegetable matter | 1 day | -| Stone or crystal | 12 hours | -| Precious metals | 1 hour | -| Gems | 10 minutes | -| Adamantine or mithral | 1 minute | -| | | - -Using any material created by this spell as another spell's material component causes that spell to fail. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th. - -#### Cure Wounds - -*1st-level evocation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Instantaneous - -A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. - -# Spells (D) - -#### Dancing Lights - -*Evocation cantrip* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a bit of phosphorus or wychwood, or a glowworm) - -**Duration:** Concentration, up to 1 minute - -You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. - -As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. - -#### Darkness - -*2nd-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, M (bat fur and a drop of pitch or piece of coal) - -**Duration:** Concentration, up to 10 minutes - -Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. - -If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. - -If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. - -#### Darkvision - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (either a pinch of dried carrot or an agate) - -**Duration:** 8 hours - -You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet. - -#### Daylight - -*3rd-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** 1 hour - -A 60-foot radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. - -If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. - -If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. - -#### Death Ward - -*4th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** 8 hours - -You touch a creature and grant it a measure of protection from death. - -The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. - -If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends. - -#### Delayed Blast Fireball - -*7th-level evocation* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (a tiny ball of bat guano and sulfur) - -**Duration:** Concentration, up to 1 minute - -A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. - -The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. - -If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. - -The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. - -***At Higher Levels***. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th. - -#### Demiplane - -*8th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** S - -**Duration:** 1 hour - -You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. - -Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead. - -#### Detect Evil and Good - -*1st-level divination* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. - -The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. - -#### Detect Magic - -*1st-level divination (ritual)* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. - -The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. - -#### Detect Poison and Disease - -*1st-level divination (ritual)* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a yew leaf) - -**Duration:** Concentration, up to 10 minutes - -For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. - -The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. - -#### Detect Thoughts - -*2nd-level divination* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a copper piece) - -**Duration:** Concentration, up to 1 minute - -For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. - -You initially learn the surface thoughts of the creature-what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. - -Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. - -You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. - -Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range. - -#### Dimension Door - -*4th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 500 feet - -**Components:** V - -**Duration:** Instantaneous - -You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet." - -You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. - -If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. - -#### Disguise Self - -*1st-level illusion* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** 1 hour - -You make yourself-including your clothing, armor, weapons, and other belongings on your person- look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. - -The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. - -To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. - -#### Disintegrate - -*6th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a lodestone and a pinch of dust) - -**Duration:** Instantaneous - -A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by *wall of force*. - -A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points. - -A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a *true resurrection* or a *wish* spell. - -This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot cube portion of it. A magic item is unaffected by this spell. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. - -#### Dispel Evil and Good - -*5th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (holy water or powdered silver and iron) - -**Duration:** Concentration, up to 1 minute - -Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. - -You can end the spell early by using either of the following special functions. - -***Break Enchantment***. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures. - -***Dismissal***. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild. - -#### Dispel Magic - -*3rd-level abjuration* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Instantaneous - -Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. - -#### Divination - -*4th-level divination (ritual)* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes) - -**Duration:** Instantaneous - -Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. - -The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. - -If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret. - -#### Divine Favor - -*1st-level evocation* - -**Casting Time:** 1 bonus action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. - -#### Divine Word - -*7th-level evocation* - -**Casting Time:** 1 bonus action - -**Range:** 30 feet - -**Components:** V - -**Duration:** Instantaneous - -You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: - -- 50 hit points or fewer: deafened for 1 minute -- 40 hit points or fewer: deafened and blinded for 10 minutes -- 30 hit points or fewer: blinded, deafened, and stunned for 1 hour -- 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a *wish* spell. - -#### Dominate Beast - -*4th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. - -While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. - -You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. - -Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. - -***At Higher Levels***. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours. - -#### Dominate Monster - -*8th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. - -While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. - -You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. - -Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. - -***At Higher Levels***. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. - -#### Dominate Person - -*5th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. - -While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. - -You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. - -Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. - -***At Higher Levels***. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. - -#### Dream - -*5th-level illusion* - -**Casting Time:** 1 minute - -**Range:** Special - -**Components:** V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) - -**Duration:** 8 hours - -This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. - -If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. - -You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. - -If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. - -#### Druidcraft - -*Transmutation cantrip* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Instantaneous - -Whispering to the spirits of nature, you create one of the following effects within range: - -- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. -- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. -- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. -- You instantly light or snuff out a candle, a torch, or a small campfire. - -# Spells (E) - -#### Earthquake - -*8th-level evocation* - -**Casting Time:** 1 action - -**Range:** 500 feet - -**Components:** V, S, M (a pinch of dirt, a piece of rock, and a lump of clay) - -**Duration:** Concentration, up to 1 minute - -You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. - -The ground in the area becomes difficult terrain. - -Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken. - -When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. - -This spell can have additional effects depending on the terrain in the area, as determined by the GM. - -***Fissures***. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. - -A fissure that opens beneath a structure causes it to automatically collapse (see below). - -***Structures***. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried. - -#### Eldritch Blast - -*Evocation cantrip* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Instantaneous - -A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. - -The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. - -#### Enhance Ability - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (fur or a feather from a beast) - -**Duration:** Concentration, up to 1 hour. - -You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. - -***Bear's Endurance***. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. - -***Bull's Strength***. The target has advantage on Strength checks, and his or her carrying capacity doubles. - -***Cat's Grace***. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. - -***Eagle's Splendor***. The target has advantage on Charisma checks. - -***Fox's Cunning***. The target has advantage on Intelligence checks. - -***Owl's Wisdom***. The target has advantage on Wisdom checks. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. - -#### Enlarge/Reduce - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a pinch of powdered iron) - -**Duration:** Concentration, up to 1 minute - -You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. - -If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. - -***Enlarge***. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. - -***Reduce***. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category-from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1). - -#### Entangle - -*1st-level conjuration* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. - -A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. - -When the spell ends, the conjured plants wilt away. - -#### Enthrall - -*2nd-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** 1 minute - -You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. - -#### Etherealness - -*7th-level transmutation* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** Up to 8 hours - -You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. - -While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. - -You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. - -When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. - -This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes. - -***At Higher Levels***. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell. - -#### Expeditious Retreat - -*1st-level transmutation* - -**Casting Time:** 1 bonus action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. - -#### Eyebite - -*6th-level necromancy* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of *eyebite*. - -***Asleep***. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. - -***Panicked***. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. - -***Sickened***. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends. - -# Spells (F) - -#### Fabricate - -*4th-level transmutation* - -**Casting Time:** 10 minutes - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. - -Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. - -Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects. - -#### Faerie Fire - -*1st-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V - -**Duration:** Concentration, up to 1 minute - -Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. - -Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. - -#### Faithful Hound - -*4th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a tiny silver whistle, a piece of bone, and a thread) - -**Duration:** 8 hours - -You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. - -The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. - -At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage. - -#### False Life - -*1st-level necromancy* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a small amount of alcohol or distilled spirits) - -**Duration:** 1 hour - -Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. - -#### Fear - -*3rd-level illusion* - -**Casting Time:** 1 action - -**Range:** Self (30-foot cone) - -**Components:** V, S, M (a white feather or the heart of a hen) - -**Duration:** Concentration, up to 1 minute - -You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. - -While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. - -#### Feather Fall - -*1st-level transmutation* - -**Casting Time:** 1 reaction, which you take when you or a creature within 60 feet of you falls - -**Range:** 60 feet - -**Components:** V, M (a small feather or piece of down) - -**Duration:** 1 minute - -Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. - -#### Feeblemind - -*8th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (a handful of clay, crystal, glass, or mineral spheres) - -**Duration:** Instantaneous - -You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. - -On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. - -At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. - -The spell can also be ended by *greater restoration*, *heal*, or *wish*. - -#### Find Familiar - -*1st-­level conjuration (ritual)* - -**Casting Time:** 1 hour - -**Range:** 10 feet - -**Components:** V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) - -**Duration:** Instantaneous - -You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. - -Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. - -When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. - -While your familiar is within 100 feet of you, you  can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. - -As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. - -You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. - -Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. - -#### Find Steed - -*2nd-level conjuration* - -**Casting Time:** 10 minutes - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. - -Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. - -When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. - -While your steed is within 1 mile of you, you can communicate with each other telepathically. - -You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. - -#### Find the Path - -*6th-level divination* - -**Casting Time:** 1 minute - -**Range:** Self - -**Components:** V, S, M (a set of divinatory tools- such as bones, ivory sticks, cards, teeth, or carved runes-worth 100 gp and an object from the location you wish to find) - -**Duration:** Concentration, up to 1 day - -This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails. - -For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination. - -#### Find Traps - -*2nd-level divination* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the *alarm* spell, a *glyph of warding*, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. - -This spell merely reveals that a trap is present. - -You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense. - -#### Finger of Death - -*7th-level necromancy* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. - -A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. - -#### Fireball - -*3rd-level evocation* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (a tiny ball of bat guano and sulfur) - -**Duration:** Instantaneous - -A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. - -The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. - -#### Fire Bolt - -*Evocation cantrip* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. - -This spell's damage increases by 1d10 when you  reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). - -#### Fire Shield - -*4th-level evocation* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a bit of phosphorus or a firefly) - -**Duration:** 10 minutes - -Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. - -The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. - -In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield. - -#### Fire Storm - -*7th-level evocation* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S - -**Duration:** Instantaneous - -A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. - -The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell. - -#### Flame Blade - -*2nd-level evocation* - -**Casting Time:** 1 bonus action - -**Range:** Self - -**Components:** V, S, M (leaf of sumac) - -**Duration:** Concentration, up to 10 minutes - -You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. - -You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. - -The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. - -#### Flame Strike - -*5th-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (pinch of sulfur) - -**Duration:** Instantaneous - -A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. - -#### Flaming Sphere - -*2nd-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) - -**Duration:** Concentration, up to 1 minute - -A 5-foot diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. - -As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. - -When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. - -#### Flesh to Stone - -*6th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a pinch of lime, water, and earth) - -**Duration:** Concentration, up to 1 minute - -You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. - -A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. - -If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. - -If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed. - -#### Floating Disk - -*1st-level conjuration (ritual)* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a drop of mercury) - -**Duration:** 1 hour - -This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. - -The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot deep pit, nor could it leave such a pit if it was created at the bottom. - -If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends. - -#### Fly - -*3rd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a wing feather from any bird) - -**Duration:** Concentration, up to 10 minutes - -You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. - -#### Fog Cloud - -*1st-level conjuration* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You create a 20-foot radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. - -#### Forbiddance - -*6th-level abjuration (ritual)* - -**Casting Time:** 10 minutes - -**Range:** Touch - -**Components:** V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp) - -**Duration:** 1 day - -You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the *gate* spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the *plane shift* spell. - -In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). - -When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. - -The spell's area can't overlap with the area of another *forbiddance* spell. If you cast *forbiddance* every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting. - -#### Forcecage - -*7th-level evocation* - -**Casting Time:** 1 action - -**Range:** 100 feet - -**Components:** V, S, M (ruby dust worth 1,500 gp) - -**Duration:** 1 hour - -An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. - -A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. - -A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. - -When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. - -A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. - -This spell can't be dispelled by *dispel magic*. - -#### Foresight - -*9th-level divination* - -**Casting Time:** 1 minute - -**Range:** Touch - -**Components:** V, S, M (a hummingbird feather) - -**Duration:** 8 hours - -You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. - -This spell immediately ends if you cast it again before its duration ends. - -#### Freedom of Movement - -*4th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a leather strap, bound around the arm or a similar appendage) - -**Duration:** 1 hour - -You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. - -The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. - -#### Freezing Sphere - -*6th-level evocation* - -**Casting Time:** 1 action - -**Range:** 300 feet - -**Components:** V, S, M (a small crystal sphere) - -**Duration:** Instantaneous - -A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. - -If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. - -You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. - -# Spells (G) - -#### Gaseous Form - -*3rd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a bit of gauze and a wisp of smoke) - -**Duration:** Concentration, up to 1 hour - -You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. - -While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. - -While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells. - -#### Gate - -*9th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a diamond worth at least 5,000 gp) - -**Duration:** Concentration, up to 1 minute - -You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. - -The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. - -Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. - -When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you. - -#### Geas - -*5th-level enchantment* - -**Casting Time:** 1 minute - -**Range:** 60 feet - -**Components:** V - -**Duration:** 30 days - -You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. - -You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. - -You can end the spell early by using an action to dismiss it. A *remove curse*, *greater restoration*, or *wish* spell also ends it. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. - -#### Gentle Repose - -*2nd-level necromancy (ritual)* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration) - -**Duration:** 10 days - -You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. - -The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as *raise dead*. - -#### Giant Insect - -*4th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. - -Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement. - -A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. - -The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp. - -#### Glibness - -*8th-level transmutation* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V - -**Duration:** 1 hour - -Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful. - -#### Globe of Invulnerability - -*6th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Self (10-foot radius) - -**Components:** V, S, M (a glass or crystal bead that shatters when the spell ends) - -**Duration:** Concentration, up to 1 minute - -An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. - -Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th. - -#### Glyph of Warding - -*3rd-level abjuration* - -**Casting Time:** 1 hour - -**Range:** Touch - -**Components:** V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) - -**Duration:** Until dispelled or triggered - -When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. - -The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. - -You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. - -You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. - -When you inscribe the glyph, choose *explosive runes* or a *spell glyph*. - -***Explosive Runes***. When triggered, the glyph erupts with magical energy in a 20-foot radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. - -***Spell Glyph***. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage of an *explosive runes* glyph increases by 1d8 for each slot level above 3rd. If you create a *spell glyph*, you can store any spell of up to the same level as the slot you use for the *glyph of warding*. - -#### Goodberry - -*1st-level transmutation* - -**Casting Time:** 1 action - - -**Range:** Touch - -**Components:** V, S, M (a sprig of mistletoe) - -**Duration:** Instantaneous - -Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. - -The berries lose their potency if they have not  been consumed within 24 hours of the casting of this spell. - -#### Grease - -*1st-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a bit of pork rind or butter) - -**Duration:** 1 minute - -Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. - -When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. - -#### Greater Invisibility - -*4th-level illusion* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. - -#### Greater Restoration - -*5th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (diamond dust worth at least 100 gp, which the spell consumes) - -**Duration:** Instantaneous - -You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: - -- One effect that charmed or petrified the target -- One curse, including the target's attunement to a cursed magic item -- Any reduction to one of the target's ability scores -- One effect reducing the target's hit point maximum - -#### Guards and Wards - -*6th-level abjuration* - -**Casting Time:** 10 minutes - -**Range:** Touch - -**Components:** V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp) - -**Duration:** 24 hours - -You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. - -When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. - -*Guards and wards* creates the following effects within the warded area. - -***Corridors***. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. - -***Doors***. All doors in the warded area are magically locked, as if sealed by an *arcane lock* spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the *minor illusion* spell) to make them appear as plain sections of wall. - -***Stairs***. Webs fill all stairs in the warded area from top to bottom, as the *web* spell. These strands regrow in 10 minutes if they are burned or torn away while *guards and wards* lasts. - -***Other Spell Effect***. You can place your choice of one of the following magical effects within the warded area of the stronghold. - -- Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. -- Place magic mouth in two locations. -- Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. -- Place a constant gust of wind in one corridor or room. -- Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. - -The whole warded area radiates magic. A *dispel magic* cast on a specific effect, if successful, removes only that effect. - -You can create a permanently guarded and warded structure by casting this spell there every day for one year. - -#### Guidance - -*Divination cantrip* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. - -#### Guiding Bolt - -*1st-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** 1 round - -A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. - -#### Gust of Wind - -*2nd-level evocation* - -**Casting Time:** 1 action - -**Range:** Self (60-foot line) - -**Components:** V, S, M (a legume seed) - -**Duration:** Concentration, up to 1 minute - -A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. - -Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. - -The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. - -As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. - -# Spells (H) - -#### Hallow - -*5th-level evocation* - -**Casting Time:** 24 hours - -**Range:** Touch - -**Components:** V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes) - -**Duration:** Until dispelled - -You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a *hallow* spell. The affected area is subject to the following effects. - -First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. - -Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. - -***Courage***. Affected creatures can't be frightened while in the area. - -***Darkness***. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area. - -***Daylight***. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light. - -***Energy Protection***. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. - -***Energy Vulnerability***. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. - -***Everlasting Rest***. Dead bodies interred in the area can't be turned into undead. - -***Extradimensional Interference***. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means. - -***Fear***. Affected creatures are frightened while in the area. - -***Silence***. No sound can emanate from within the area, and no sound can reach into it. - -***Tongues***. Affected creatures can communicate with any other creature in the area, even if they don't share a common language. - -#### Hallucinatory Terrain - -*4th-level illusion* - -**Casting Time:** 10 minutes - -**Range:** 300 feet - -**Components:** V, S, M (a stone, a twig, and a bit of green plant) - -**Duration:** 24 hours - -You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. - -The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. - -#### Harm - -*6th-level necromancy* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes. - -#### Haste - -*3rd-level transmutation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a shaving of licorice root) - -**Duration:** Concentration, up to 1 minute - -Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. - -When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it. - -#### Heal - -*6th-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th. - -#### Healing Word - -*1st-level evocation* - -**Casting Time:** 1 bonus action - -**Range:** 60 feet - -**Components:** V - -**Duration:** Instantaneous - -A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. - -#### Heat Metal - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a piece of iron and a flame) - -**Duration:** Concentration, up to 1 minute - -Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. - -If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. - -#### Hellish Rebuke - -*1st-­level evocation* - -**Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. - -***At Higher Levels***. When you cast this spell using a  spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. - -#### Heroes' Feast - -*6th-level conjuration* - -**Casting Time:** 10 minutes - -**Range:** 30 feet - -**Components:** V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes) - -**Duration:** Instantaneous - -You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. - -A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours. - -#### Heroism - -*1st-level enchantment* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. - -#### Hideous Laughter - -*1st-level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (tiny tarts and a feather that is waved in the air) - -**Duration:** Concentration, up to 1 minute - -A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. - -At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends. - -#### Hold Monster - -*5th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S, M (a small, straight piece of iron) - -**Duration:** Concentration, up to 1 minute - -Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. - -#### Hold Person - -*2nd-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a small, straight piece of iron) - -**Duration:** Concentration, up to 1 minute - -Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. - -#### Holy Aura - -*8th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text) - -**Duration:** Concentration, up to 1 minute - -Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends. - -#### Hunter’s Mark - -*1st-­level divination* - -**Casting Time:** 1 bonus action - -**Range:** 90 feet - -**Components:** V - -**Duration:** Concentration, up to 1 hour - -You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. - -***At Higher Levels***. When you cast this spell using a  spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. - -#### Hypnotic Pattern - -*3rd-level illusion* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material) - -**Duration:** Concentration, up to 1 minute - -You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. - -The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. - -# Spells (I) - -#### Ice Storm - -*4th-level evocation* - -**Casting Time:** 1 action - -**Range:** 300 feet - -**Components:** V, S, M (a pinch of dust and a few drops of water) - -**Duration:** Instantaneous - -A hail of rock-hard ice pounds to the ground in a 20-foot radius, 40-foot high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. - -Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. - -***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. - -#### Identify - -*1st-level divination (ritual)* - -**Casting Time:** 1 minute - -**Range:** Touch - -**Components:** V, S, M (a pearl worth at least 100 gp and an owl feather) - -**Duration:** Instantaneous - -You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. - -If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. - -#### Illusory Script - -*1st-level illusion (ritual)* - -**Casting Time:** 1 minute - -**Range:** Touch - -**Components:** S, M (a lead-based ink worth at least 10 gp, which the spell consumes) - -**Duration:** 10 days - -You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. - -To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. - -Should the spell be dispelled, the original script and the illusion both disappear. - -A creature with truesight can read the hidden message. - -#### Imprisonment - -*9th-level abjuration* - -**Casting Time:** 1 minute - -**Range:** 30 feet - -**Components:** V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) - -**Duration:** Until dispelled - -You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target. - -When you cast the spell, you choose one of the following forms of imprisonment. - -***Burial***. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. - -The special component for this version of the spell is a small mithral orb. - -***Chaining***. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then. - -The special component for this version of the spell is a fine chain of precious metal. - -***Hedged Prison***. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. - -The special component for this version of the spell is a miniature representation of the prison made from jade. - -***Minimus Containment***. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect. - -The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. - -***Slumber***. The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs. - -***Ending the Spell***. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. - -A *dispel magic* spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. - -You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding. - -#### Incendiary Cloud - -*8th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. - -When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. - -The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. - -#### Inflict Wounds - -*1st-level necromancy* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Instantaneous - -Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. - -#### Insect Plague - -*5th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 300 feet - -**Components:** V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat) - -**Duration:** Concentration, up to 10 minutes - -Swarming, biting locusts fill a 20-foot radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. - -When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. - -#### Instant Summons - -*6th-level conjuration (ritual)* - -**Casting Time:** 1 minute - -**Range:** Touch - -**Components:** V, S, M (a sapphire worth 1,000 gp) - -**Duration:** Until dispelled - -You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. - -At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. - -If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. - -*Dispel magic* or a similar effect successfully applied to the sapphire ends this spell's effect. - -#### Invisibility - -*2nd-level illusion* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (an eyelash encased in gum arabic) - -**Duration:** Concentration, up to 1 hour - -A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. - -#### Irresistible Dance - -*6th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V - -**Duration:** Concentration, up to 1 minute - -Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. - -A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends. - -# Spells (J) - -#### Jump - -*1st-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a grasshopper's hind leg) - -**Duration:** 1 minute - -You touch a creature. The creature's jump distance is tripled until the spell ends. - -# Spells (K) - -#### Knock - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V - -**Duration:** Instantaneous - -Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. - -A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. - -If you choose a target that is held shut with *arcane lock*, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. - -When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object. - -# Spells (L) - -#### Legend Lore - -*5th-level divination* - -**Casting Time:** 10 minutes - -**Range:** Self - -**Components:** V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each) - -**Duration:** Instantaneous - -Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. - -The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word *Rudnogg* on the lips." - -#### Lesser Restoration - -*2nd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Instantaneous - -You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. - -#### Levitate - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end) - -**Duration:** Concentration, up to 10 minutes - -One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. - -The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. - -When the spell ends, the target floats gently to the ground if it is still aloft. - -#### Light - -*Evocation cantrip* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, M (a firefly or phosphorescent moss) - -**Duration:** 1 hour - -You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. - -If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. - -#### Lightning Bolt - -*3rd-level evocation* - -**Casting Time:** 1 action - -**Range:** Self (100-foot line) - -**Components:** V, S, M (a bit of fur and a rod of amber, crystal, or glass) - -**Duration:** Instantaneous - -A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. - -The lightning ignites flammable objects in the area that aren't being worn or carried. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. - -#### Locate Animals or Plants - -*2nd-level divination (ritual)* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a bit of fur from a bloodhound) - -**Duration:** Instantaneous - -Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. - -#### Locate Creature - -*4th-level divination* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a bit of fur from a bloodhound) - -**Duration:** Concentration, up to 1 hour - -Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. - -The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close-within 30 feet-at least once. If the creature you described or named is in a different form, such as being under the effects of a *polymorph* spell, this spell doesn't locate the creature. - -This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. - -#### Locate Object - -*2nd-level divination* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a forked twig) - -**Duration:** Concentration, up to 10 minutes - -Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. - -The spell can locate a specific object known to you, as long as you have seen it up close-within 30 feet-at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. - -This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. - -#### Longstrider - -*1st-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a pinch of dirt) - -**Duration:** 1 hour - -You touch a creature. The target's speed increases by 10 feet until the spell ends. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. - -# Spells (M) - -#### Mage Armor - -*1st-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a piece of cured leather) - -**Duration:** 8 hours - -You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. - -#### Mage Hand - -*Conjuration cantrip* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** 1 minute - -A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. - -You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. - -The hand can't attack, activate magic items, or carry more than 10 pounds. - -#### Magic Circle - -*3rd-level abjuration* - -**Casting Time:** 1 minute - -**Range:** 10 feet - -**Components:** V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) - -**Duration:** 1 hour - -You create a 10-foot radius, 20-foot tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. - -Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: - -- The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. -- The creature has disadvantage on attack rolls against targets within the cylinder. -- Targets within the cylinder can't be charmed, frightened, or possessed by the creature. - -When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. - -#### Magic Jar - -*6th-level necromancy* - -**Casting Time:** 1 minute - -**Range:** Self - -**Components:** V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) - -**Duration:** Until dispelled - -Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. - -You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a *protection from evil and good* or *magic circle* spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. - -Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features. - -Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all. - -While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. - -If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. - -When the spell ends, the container is destroyed. - -#### Magic Missile - -*1st-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. - -#### Magic Mouth - -*2nd-level illusion (ritual)* - -**Casting Time:** 1 minute - -**Range:** 30 feet - -**Components:** V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) - -**Duration:** Until dispelled - -You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. - -When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. - -The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it. - -#### Magic Weapon - -*2nd-level transmutation* - -**Casting Time:** 1 bonus action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. - -#### Magnificent Mansion - -*7th-level conjuration* - -**Casting Time:** 1 minute - -**Range:** 300 feet - -**Components:** V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp) - -**Duration:** 24 hours - -You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. - -Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. - -You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance. - -#### Major Image - -*3rd-level illusion* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a bit of fleece) - -**Duration:** Concentration, up to 10 minutes - -You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). - -As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. - -Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. - -#### Mass Cure Wounds - -*5th-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - -***At Higher Levels***. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. - -#### Mass Heal - -*9th-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs. - -#### Mass Healing Word - -*3rd-level evocation* - -**Casting Time:** 1 bonus action - -**Range:** 60 feet - -**Components:** V - -**Duration:** Instantaneous - -As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. - -#### Mass Suggestion - -*6th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) - -**Duration:** 24 hours - -You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. - -Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. - -You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed. - -If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. - -***At Higher Levels***. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day. - -#### Maze - -*8th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. - -The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). - -When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. - -#### Meld into Stone - -*3rd-level transmutation (ritual)* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** 8 hours - -You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. - -While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. - -Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered. - -#### Mending - -*Transmutation cantrip* - -**Casting Time:** 1 minute - -**Range:** Touch - -**Components:** V, S, M (two lodestones) - -**Duration:** Instantaneous - -This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. - -This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. - -#### Message - -*Transmutation cantrip* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a short piece of copper wire) - -**Duration:** 1 round - -You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. - -You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. - -#### Meteor Swarm - -*9th-level evocation* - -**Casting Time:** 1 action - -**Range:** 1 mile - -**Components:** V, S - -**Duration:** Instantaneous - -Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. - -The spell damages objects in the area and ignites flammable objects that aren't being worn or carried. - -#### Mind Blank - -*8th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** 24 hours - -Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils *wish* spells and spells or effects of similar power used to affect the target's mind or to gain information about the target. - -#### Minor Illusion - -*Illusion cantrip* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** S, M (a bit of fleece) - -**Duration:** 1 minute - -You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. - -If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. - -If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. - -If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. - -#### Mirage Arcane - -*7th-level illusion* - -**Casting Time:** 10 minutes - -**Range:** Sight - -**Components:** V, S - -**Duration:** 10 days - -You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. - -Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. - -The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. - -Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion. - -#### Mirror Image - -*2nd-level illusion* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** 1 minute - -Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. - -Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. - -If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. - -A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. - -A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. - -#### Mislead - -*5th-level illusion* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** S - -**Duration:** Concentration, up to 1 hour - -You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. - -You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. - -You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. - -#### Misty Step - -*2nd-level conjuration* - -**Casting Time:** 1 bonus action - -**Range:** Self - -**Components:** V - -**Duration:** Instantaneous - -Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. - -#### Modify Memory - -*5th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. - -While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. - -You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. - -A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. - -A *remove curse* or *greater restoration* spell cast on the target restores the creature's true memory. - -***At Higher Levels***. If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level). - -#### Moonbeam - -*2nd-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) - -**Duration:** Concentration, up to 1 minute - -A silvery beam of pale light shines down in a 5-foot radius, 40-foot high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. - -When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. - -A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. - -On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. - -#### Move Earth - -*6th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (an iron blade and a small bag containing a mixture of soils-clay, loam, and sand) - -**Duration:** Concentration, up to 2 hours - -Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. - -At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. - -Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. - -This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. - -Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it. - -# Spells (N) - -#### Nondetection - -*3rd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes) - -**Duration:** 8 hours - -For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors. - -# Spells (O) - -# Spells (P) - -#### Pass without Trace - -*2nd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) - -**Duration:** Concentration, up to 1 hour - -A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. - -#### Passwall - -*5th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a pinch of sesame seeds) - -**Duration:** 1 hour - -A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. - -When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell. - -#### Phantasmal Killer - -*4th-level illusion* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. - -***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. - -#### Phantom Steed - -*3rd-level illusion (ritual)* - -**Casting Time:** 1 minute - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** 1 hour - -A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. - -For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage. - -#### Planar Ally - -*6th-level conjuration* - -**Casting Time:** 10 minutes - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM's choice). - -When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. - -Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. - -As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. - -After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane. - -A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded. - -#### Planar Binding - -*5th-level abjuration* - -**Casting Time:** 1 hour - -**Range:** 60 feet - -**Components:** V, S, M (a jewel worth at least 1,000 gp, which the spell consumes) - -**Duration:** 24 hours - -With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted *magic circle* in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. - -A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends. - -***At Higher Levels***. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot. - -#### Plane Shift - -*7th-level conjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence) - -**Duration:** Instantaneous - -You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion. - -Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. - -You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence. - -#### Plant Growth - -*3rd-level transmutation* - -**Casting Time:** 1 action or 8 hours - -**Range:** 150 feet - -**Components:** V, S - -**Duration:** Instantaneous - -This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. - -If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. - -You can exclude one or more areas of any size within the spell's area from being affected. - -If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. - -#### Poison Spray - -*Conjuration cantrip* - -**Casting Time:** 1 action - -**Range:** 10 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. - -This spell's damage increases by 1d12 when you  reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). - -#### Polymorph - -*4th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a caterpillar cocoon) - -**Duration:** Concentration, up to 1 hour - -This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. - -The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. - -The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. - -The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. - -The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. - -#### Power Word Kill - -*9th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V - -**Duration:** Instantaneous - -You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect. - -#### Power Word Stun - -*8th-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V - -**Duration:** Instantaneous - -You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. - -The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. - -#### Prayer of Healing - -*2nd-level evocation* - -**Casting Time:** 10 minutes - -**Range:** 30 feet - -**Components:** V - -**Duration:** Instantaneous - -Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. - -#### Prestidigitation - -*Transmutation cantrip* - -**Casting Time:** 1 action - -**Range:** 10 feet - -**Components:** V, S - -**Duration:** Up to 1 hour - -This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within Range: - -- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. -- You instantaneously light or snuff out a candle, a torch, or a small campfire. -- You instantaneously clean or soil an object no larger than 1 cubic foot. -- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. -- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. -- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. - -If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. - -#### Prismatic Spray - -*7th-level evocation* - -**Casting Time:** 1 action - -**Range:** Self (60-foot cone) - -**Components:** V, S - -**Duration:** Instantaneous - -Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. - -- ***Red***. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. -- ***Orange***. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. -- ***Yellow***. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. -- ***Green***. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. -- ***Blue***. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. -- ***Indigo***. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. -- ***Violet***. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) -- ***Special***. The target is struck by two rays. Roll twice more, rerolling any 8. - -#### Prismatic Wall - -*9th-level abjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** 10 minutes - -The spell no longer refers to a rod of cancellation, and the text clarifies that dispel magic works only against the violet layer. - -A shimmering, multicolored plane of light forms a vertical opaque wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. - -The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute. - -The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below. - -The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An *antimagic field* has no effect on it. - -- ***Red***. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. -- ***Orange***. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind. -- ***Yellow***. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. -- ***Green***. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A *passwall* spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. -- ***Blue***. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. -- ***Indigo***. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a *daylight* spell or a similar spell of equal or higher level. -- ***Violet***. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a *dispel magic* spell or a similar spell of equal or higher level that can end spells and magical effects. - -#### Private Sanctum - -*4th-level abjuration* - -**Casting Time:** 10 minutes - -**Range:** 120 feet - -**Components:** V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite) - -**Duration:** 24 hours - -You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. - -When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: - -- Sound can't pass through the barrier at the edge of the warded area. -- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. -- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. -- Creatures in the area can't be targeted by divination spells. -- Nothing can teleport into or out of the warded area. -- Planar travel is blocked within the warded area. Casting this spell on the same spot every day for a year makes this effect permanent. - -***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level. - -#### Produce Flame - -*Conjuration cantrip* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** 10 minutes - -A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. - -You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. - -This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - -#### Programmed Illusion - -*6th-level illusion* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a bit of fleece and jade dust worth at least 25 gp) - -**Duration:** Until dispelled - -You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. - -When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. - -The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. - -Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. - -#### Project Image - -*7th-level illusion* - -**Casting Time:** 1 action - -**Range:** 500 miles - -**Components:** V, S, M (a small replica of you made from materials worth at least 5 gp) - -**Duration:** Concentration, up to 1 day - -You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. - -You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. - -You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. - -Physical interaction with the image reveals it to be an illusion, because things can pass through it. A - -creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. - -#### Protection from Energy - -*3rd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Concentration, up to 1 hour - -For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. - -#### Protection from Evil and Good - -*1st-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (holy water or powdered silver and iron, which the spell consumes) - -**Duration:** Concentration up to 10 minutes - -Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. - -The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. - -#### Protection from Poison - -*2nd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** 1 hour - -You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. - -For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. - -#### Purify Food and Drink - -*1st-level transmutation (ritual)* - -**Casting Time:** 1 action - -**Range:** 10 feet - -**Components:** V, S - -**Duration:** Instantaneous - -All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. - -# Spells (Q) - -# Spells (R) - -#### Raise Dead - -*5th-level necromancy* - -**Casting Time:** 1 hour - -**Range:** Touch - -**Components:** V, S, M (a diamond worth at least 500 gp, which the spell consumes) - -**Duration:** Instantaneous - -You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. - -This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. - -This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival-its head, for instance-the spell automatically fails. - -Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. - -#### Ray of Enfeeblement - -*2nd-level necromancy* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. - -At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends. - -#### Ray of Frost - -*Evocation cantrip* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. - -The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - -#### Regenerate - -*7th-level transmutation* - -**Casting Time:** 1 minute - -**Range:** Touch - -**Components:** V, S, M (a prayer wheel and holy water) - -**Duration:** 1 hour - -You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). - -The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. - -#### Reincarnate - -*5th-level transmutation* - -**Casting Time:** 1 hour - -**Range:** Touch - -**Components:** V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes) - -**Duration:** Instantaneous - -You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. - -If the target's soul isn't free or willing to do so, the spell fails. - -The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form. - -**Table- Reincarnate Race** - -| d100 | Race | -|-------|---------------------| -| 01-04 | Dragonborn | -| 05-13 | Dwarf, hill | -| 14-21 | Dwarf, mountain | -| 22-25 | Elf, dark | -| 26-34 | Elf, high | -| 35-42 | Elf, wood | -| 43-46 | Gnome, forest | -| 47-52 | Gnome, rock | -| 53-56 | Half-elf | -| 57-60 | Half-orc | -| 61-68 | Halfling, lightfoot | -| 69-76 | Halfling, stout | -| 77-96 | Human | -| 97-00 | Tiefling | -| | | - -The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly. - -#### Remove Curse - -*3rd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Instantaneous - -At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded. - -#### Resilient Sphere - -*4th-level evocation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic) - -**Duration:** Concentration, up to 1 minute - -A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. - -Nothing-not physical objects, energy, or other spell effects-can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. - -The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. - -A *disintegrate* spell targeting the globe destroys it without harming anything inside it. - -#### Resistance - -*Abjuration cantrip* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a miniature cloak) - -**Duration:** Concentration, up to 1 minute - -You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends. - -#### Resurrection - -*7th-level necromancy* - -**Casting Time:** 1 hour - -**Range:** Touch - -**Components:** V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) - -**Duration:** Instantaneous - -You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. - -This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. - -This spell closes all mortal wounds and restores any missing body parts. - -Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. - -Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws. - -#### Reverse Gravity - -*7th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 100 feet - -**Components:** V, S, M (a lodestone and iron filings) - -**Duration:** Concentration, up to 1 minute - -This spell reverses gravity in a 50-foot radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. - -If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. - -At the end of the duration, affected objects and creatures fall back down. - -#### Revivify - -*3rd-level necromancy* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (diamonds worth 300 gp, which the spell consumes) - -**Duration:** Instantaneous - -You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. - -#### Rope Trick - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (powdered corn extract and a twisted loop of parchment) - -**Duration:** 1 hour - -You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. - -The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. - -Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. - -Anything inside the extradimensional space drops out when the spell ends. - -# Spells (S) - -#### Sacred Flame - -*Evocation cantrip* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Instantaneous - -Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. - -The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - -#### Sanctuary - -*1st-level abjuration* - -**Casting Time:** 1 bonus action - -**Range:** 30 feet - -**Components:** V, S, M (a small silver mirror) - -**Duration:** 1 minute - -You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. - -If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. - -#### Scorching Ray - -*2nd-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Instantaneous - -You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. - -Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. - -#### Scrying - -*5th-level divination* - -**Casting Time:** 10 minutes - -**Range:** Self - -**Components:** V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water) - -**Duration:** Concentration, up to 10 minutes - -You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. - -**Table- Scrying Save Modifier** - -| Knowledge | Save Modifier | -|---------------------------------------------------|---------------| -| Secondhand (you have heard of the target) | +5 | -| Firsthand (you have met the target) | +0 | -| Familiar (you know the target well) | -5 | -| Connection | Save Modifier | -| Likeness or picture | -2 | -| Possession or garment | -4 | -| Body part, lock of hair, bit of nail, or the like | -10 | -| | | - -On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. - -On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. - -Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. - -#### Secret Chest - -*4th-level conjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) - -**Duration:** Instantaneous - -You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). - -While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. - -After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. - -#### See Invisibility - -*2nd-level divination* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a pinch of talc and a small sprinkling of powdered silver) - -**Duration:** 1 hour - -For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. - -#### Seeming - -*5th-level illusion* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S - -**Duration:** 8 hours - -This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. - -The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. - -The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. - -A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised. - -#### Sending - -*3rd-level evocation* - -**Casting Time:** 1 action - -**Range:** Unlimited - -**Components:** V, S, M (a short piece of fine copper wire) - -**Duration:** 1 round - -You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. - -You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. - -#### Sequester - -*7th-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes) - -**Duration:** Until dispelled - -By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells. - -If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older. - -You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage. - -#### Shapechange - -*9th-level transmutation* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell) - -**Duration:** Concentration, up to 1 hour - -You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. - -Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. - -You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. - -You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. - -When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. - -During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value. - -#### Shatter - -*2nd-level evocation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a chip of mica) - -**Duration:** Instantaneous - -A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. - -A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. - -#### Shield - -*1st-level abjuration* - -**Casting Time:** 1 reaction, which you take when you are hit by an attack or targeted by the *magic missile* spell - -**Range:** Self - -**Components:** V, S - -**Duration:** 1 round - -An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from *magic missile*. - -#### Shield of Faith - -*1st-level abjuration* - -**Casting Time:** 1 bonus action - -**Range:** 60 feet - -**Components:** V, S, M (a small parchment with a bit of holy text written on it) - -**Duration:** Concentration, up to 10 minutes - -A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. - -#### Shillelagh - -*Transmutation cantrip* - -**Casting Time:** 1 bonus action - -**Range:** Touch - -**Components:** V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) - -**Duration:** 1 minute - -The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon. - -#### Shocking Grasp - -*Evocation cantrip* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Instantaneous - -Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. - -The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - -#### Silence - -*2nd-level illusion (ritual)* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -For the duration, no sound can be created within or pass through a 20-foot radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. - -#### Silent Image - -*1st-level illusion* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a bit of fleece) - -**Duration:** Concentration, up to 10 minutes - -You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. - -You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. - -Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. - -#### Simulacrum - -*7th-level illusion* - -**Casting Time:** 12 hours - -**Range:** Touch - -**Components:** V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell) - -**Duration:** Until dispelled - -You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. - -The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. - -If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. - -If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed. - -#### Sleep - -*1st-level enchantment* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S, M (a pinch of fine sand, rose petals, or a cricket) - -**Duration:** 1 minute - -This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). - -Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. - -Undead and creatures immune to being charmed aren't affected by this spell. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. - -#### Sleet Storm - -*3rd-level conjuration* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (a pinch of dust and a few drops of water) - -**Duration:** Concentration, up to 1 minute - -Until the spell ends, freezing rain and sleet fall in a 20-foot tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. - -The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. - -If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. - -#### Slow - -*3rd-level transmutation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a drop of molasses) - -**Duration:** Concentration, up to 1 minute - -You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. - -An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. - -If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. - -A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it. - -#### Spare the Dying - -*Necromancy cantrip* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S - -**Duration:** Instantaneous - -You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. - -#### Speak with Animals - -*1st-level divination (ritual)* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** 10 minutes - -You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion. - -#### Speak with Dead - -*3rd-level necromancy* - -**Casting Time:** 1 action - -**Range:** 10 feet - -**Components:** V, S, M (burning incense) - -**Duration:** 10 minutes - -You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. - -Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events. - -#### Speak with Plants - -*3rd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Self (30-foot radius) - -**Components:** V, S - -**Duration:** 10 minutes - -You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. - -You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. - -Plants might be able to perform other tasks on your behalf, at the GM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. - -If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. - -This spell can cause the plants created by the *entangle* spell to release a restrained creature. - -#### Spider Climb - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a drop of bitumen and a spider) - -**Duration:** Concentration, up to 1 hour - -Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. - -#### Spike Growth - -*2nd-level transmutation* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) - -**Duration:** Concentration, up to 10 minutes - -The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. - -The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. - -#### Spirit Guardians - -*3rd-level conjuration* - -**Casting Time:** 1 action - -**Range:** Self (15-foot radius) - -**Components:** V, S, M (a holy symbol) - -**Duration:** Concentration, up to 10 minutes - -You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. - -When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. - -#### Spiritual Weapon - -*2nd-level evocation* - -**Casting Time:** 1 bonus action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** 1 minute - -You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. - -As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. - -The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon. - -***At Higher Levels***. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd. - -#### Stinking Cloud - -*3rd-level conjuration* - -**Casting Time:** 1 action - -**Range:** 90 feet - -**Components:** V, S, M (a rotten egg or several skunk cabbage leaves) - -**Duration:** Concentration, up to 1 minute - -You create a 20-foot radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. - -Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. - -A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. - -#### Stone Shape - -*4th-level transmutation* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object) - -**Duration:** Instantaneous - -You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible. - -#### Stoneskin - -*4th-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (diamond dust worth 100 gp, which the spell consumes) - -**Duration:** Concentration, up to 1 hour - -This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. - -#### Storm of Vengeance - -*9th-level conjuration* - -**Casting Time:** 1 action - -**Range:** Sight - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. - -Each round you maintain concentration on this spell, the storm produces different effects on your turn. - -***Round 2***. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. - -***Round 3***. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. - -***Round 4***. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. - -***Round 5-10***. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical. - -#### Suggestion - -*2nd-level enchantment* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) - -**Duration:** Concentration, up to 8 hours - -You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. - -The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. - -You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. - -If you or any of your companions damage the target, the spell ends. - -#### Sunbeam - -*6th-level evocation* - -**Casting Time:** 1 action - -**Range:** Self (60-foot line) - -**Components:** V, S, M (a magnifying glass) - -**Duration:** Concentration, up to 1 minute - -A beam of brilliant light flashes out from your hand in a 5-foot wide, 60-foot long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. - -You can create a new line of radiance as your action on any turn until the spell ends. - -For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. - -#### Sunburst - -*8th-level evocation* - -**Casting Time:** 1 action - -**Range:** 150 feet - -**Components:** V, S, M (fire and a piece of sunstone) - -**Duration:** Instantaneous - -Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. - -A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. - -This spell dispels any darkness in its area that was created by a spell. - -#### Symbol - -*7th-level abjuration* - -**Casting Time:** 1 minute - -**Range:** Touch - -**Components:** V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes) - -**Duration:** Until dispelled or triggered - -When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. - -The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. - -You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. - -You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password. - -When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. - -***Death***. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. - -***Discord***. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. - -***Fear***. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. - -***Hopelessness***. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects. - -***Insanity***. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The GM controls its movement, which is erratic. - -***Pain***. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. - -***Sleep***. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. - -***Stunning***. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save. - -# Spells (T) - -#### Telekinesis - -*5th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** Concentration, up to 10 minutes - -You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. - -***Creature***. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. - -On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. - -***Object***. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. - -If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. - -You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. - -#### Telepathic Bond - -*5th-level divination (ritual)* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (pieces of eggshell from two different kinds of creatures) - -**Duration:** 1 hour - -You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. - -Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence. - -#### Teleport - -*7th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 10 feet - -**Components:** V - -**Duration:** Instantaneous - -This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. - -The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table. - -**Table- Teleport Familiarity** - -| Familiarity | Mishap | Similar Area | Off Target | On Target | -|-------------------|--------|--------------|------------|-----------| -| Permanent circle | - | - | - | 01-100 | -| Associated object | - | - | - | 01-100 | -| Very familiar | 01-05 | 06-13 | 14-24 | 25-100 | -| Seen casually | 01-33 | 34-43 | 44-53 | 54-100 | -| Viewed once | 01-43 | 44-53 | 54-73 | 74-100 | -| Description | 01-43 | 44-53 | 54-73 | 74-100 | -| False destination | 01-50 | 51-100 | - | - | -| | | | | | - -***Familiarity***. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. - -"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map. - -"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. - -***On Target***. You and your group (or the target object) appear where you want to. - -***Off Target***. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. - -***Similar Area***. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. - -***Mishap***. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). - -#### Teleportation Circle - -*5th-level conjuration* - -**Casting Time:** 1 minute - -**Range:** 10 feet - -**Components:** V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes) - -**Duration:** 1 round - -As you cast the spell, you draw a 10-foot diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. - -Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence-a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. - -You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. - -#### Thaumaturgy - -*Transmutation cantrip* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V - -**Duration:** Up to 1 minute - -You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within Range: - -- Your voice booms up to three times as loud as normal for 1 minute. -- You cause flames to flicker, brighten, dim, or change color for 1 minute. -- You cause harmless tremors in the ground for 1 minute. -- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. -- You instantaneously cause an unlocked door or window to fly open or slam shut. -- You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. - -#### Thunderwave - -*1st-level evocation* - -**Casting Time:** 1 action - -**Range:** Self (15-foot cube) - -**Components:** V, S - -**Duration:** Instantaneous - -A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. - -In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. - -***At Higher Levels***. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. - -#### Time Stop - -*9th-level transmutation* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V - -**Duration:** Instantaneous - -You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. - -This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it. - -#### Tiny Hut - -*3rd-level evocation (ritual)* - -**Casting Time:** 1 minute - -**Range:** Self (10-foot radius hemisphere) - -**Components:** V, S, M (a small crystal bead) - -**Duration:** 8 hours - -A 10-foot radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. - -Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. - -Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. - -#### Tongues - -*3rd-level divination* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, M (a small clay model of a ziggurat) - -**Duration:** 1 hour - -This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says. - -#### Transport via Plants - -*6th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 10 feet - -**Components:** V, S - -**Duration:** 1 round - -This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement. - -#### Tree Stride - -*5th-level conjuration* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. - -You can use this transportation ability once per round for the duration. You must end each turn outside a tree. - -#### True Polymorph - -*9th-level transmutation* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) - -**Duration:** Concentration, up to 1 hour - -Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. - -This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. - -***Creature into Creature***. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. - -The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. - -The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions. - -The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. - -***Object into Creature***. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature's statistics and resolves all of its actions and movement. - -If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. - -***Creature into Object***. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. - -#### True Resurrection - -*9th-level necromancy* - -**Casting Time:** 1 hour - -**Range:** Touch - -**Components:** V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) - -**Duration:** Instantaneous - -You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. - -This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. - -The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. - -#### True Seeing - -*6th-level divination* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell) - -**Duration:** 1 hour - -This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. - -#### True Strike - -*Divination cantrip* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** S - -**Duration:** Concentration, up to 1 round - -You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended. - -# Spells (U) - -#### Unseen Servant - -*1st-level conjuration (ritual)* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a piece of string and a bit of wood) - -**Duration:** 1 hour - -This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. - -Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. - -If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. - -# Spells (V) - -#### Vampiric Touch - -*3rd-level necromancy* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V, S - -**Duration:** Concentration, up to 1 minute - -The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. - -***At Higher Levels***. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. - -#### Vicious Mockery - -*Enchantment cantrip* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V - -**Duration:** Instantaneous - -You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. - -This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). - -# Spells (W) - -#### Wall of Fire - -*4th-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a small piece of phosphorus) - -**Duration:** Concentration, up to 1 minute - -You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. - -When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. - -One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. - -***At Higher Levels***. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. - -#### Wall of Force - -*5th-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a pinch of powder made by crushing a clear gemstone) - -**Duration:** Concentration, up to 10 minutes - -An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). - -Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by *dispel magic*. A *disintegrate* spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. - -#### Wall of Ice - -*6th-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a small piece of quartz) - -**Duration:** Concentration, up to 10 minutes - -You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. - -If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. - -The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th. - -#### Wall of Stone - -*5th-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a small block of granite) - -**Duration:** Concentration, up to 10 minutes - -A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. - -If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. - -The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. - -If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. - -The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion. - -If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends. - -#### Wall of Thorns - -*6th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a handful of thorns) - -**Duration:** Concentration, up to 10 minutes - -You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. - -When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. - -A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. - -***At Higher Levels***. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th. - -#### Warding Bond - -*2nd-level abjuration* - -**Casting Time:** 1 action - -**Range:** Touch - -**Components:** V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration) - -**Duration:** 1 hour - -This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. - -The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. - -#### Water Breathing - -*3rd-level transmutation (ritual)* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a short reed or piece of straw) - -**Duration:** 24 hours - -This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. - -#### Water Walk - -*3rd-level transmutation (ritual)* - -**Casting Time:** 1 action - -**Range:** 30 feet - -**Components:** V, S, M (a piece of cork) - -**Duration:** 1 hour - -This spell grants the ability to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. - -If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round. - -#### Web - -*2nd-level conjuration* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S, M (a bit of spiderweb) - -**Duration:** Concentration, up to 1 hour - -You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. - -If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. - -Each creature that starts its turn in the webs or that enters them during its turn must make a - -Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. - -A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. - -The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. - -#### Weird - -*9th-level illusion* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S - -**Duration:** Concentration, up to one minute - -Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature. - -#### Wind Walk - -*6th-level transmutation* - -**Casting Time:** 1 minute - -**Range:** 30 feet - -**Components:** V, S, M (fire and holy water) - -**Duration:** 8 hours - -You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. - -If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance. - -#### Wind Wall - -*3rd-level evocation* - -**Casting Time:** 1 action - -**Range:** 120 feet - -**Components:** V, S, M (a tiny fan and a feather of exotic origin) - -**Duration:** Concentration, up to 1 minute - -A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. - -When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. - -The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. - -#### Wish - -*9th-level conjuration* - -**Casting Time:** 1 action - -**Range:** Self - -**Components:** V - -**Duration:** Instantaneous - -*Wish* is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. - -The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. - -Alternatively, you can create one of the following effects of your choice: - -- You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. -- You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the *greater restoration* spell. -- You grant up to ten creatures that you can see resistance to a damage type you choose. -- You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack. -- You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a *wish* spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll. - -You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner. - -The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast *wish* ever again if you suffer this stress. - -#### Word of Recall - -*6th-level conjuration* - -**Casting Time:** 1 action - -**Range:** 5 feet - -**Components:** V - -**Duration:** Instantaneous - -You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. - -You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect. - -# Spells (X) - -# Spells (Y) - -# Spells (Z) - -#### Zone of Truth - -*2nd-level enchantment* - -**Casting Time:** 1 action - -**Range:** 60 feet - -**Components:** V, S - -**Duration:** 10 minutes - -You create a magical zone that guards against deception in a 15-foot radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. - -An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. - -# GAMEMASTERING - -# Conditions - -Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous. - -A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. - -If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't. - -The following definitions specify what happens to a creature while it is subjected to a condition. - -## Blinded - -- A blinded creature can't see and automatically fails any ability check that requires sight. -- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - -## Charmed - -- A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. -- The charmer has advantage on any ability check to interact socially with the creature. - -## Deafened - -- A deafened creature can't hear and automatically fails any ability check that requires hearing. - -## Exhaustion - -Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description. - -**Table- Exhaustion Effects** - -| Level | Effect | -|-------|------------------------------------------------| -| 1 | Disadvantage on ability checks | -| 2 | Speed halved | -| 3 | Disadvantage on attack rolls and saving throws | -| 4 | Hit point maximum halved | -| 5 | Speed reduced to 0 | -| 6 | Death | -| | | - -If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description. - -A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. - -An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. - -Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature's exhaustion level by 1. - -## Frightened - -- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. -- The creature can't willingly move closer to the source of its fear. - -## Grappled - -- A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. -- The condition ends if the grappler is incapacitated (see the condition). -- The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the *thunder-wave* spell. - -## Incapacitated - -- An incapacitated creature can't take actions or reactions. - -## Invisible - -- An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. - -- Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. - -## Paralyzed - -- A paralyzed creature is incapacitated (see the condition) and can't move or speak. -- The creature automatically fails Strength and Dexterity saving throws. -- Attack rolls against the creature have advantage. -- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - -## Petrified - -- A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. -- The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings. -- Attack rolls against the creature have advantage. -- The creature automatically fails Strength and Dexterity saving throws. -- The creature has resistance to all damage. -- The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. - -## Poisoned - -- A poisoned creature has disadvantage on attack rolls and ability checks. - -## Prone - -- A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. -- The creature has disadvantage on attack rolls. -- An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - -## Restrained - -- A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. -- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. -- The creature has disadvantage on Dexterity saving throws. - -## Stunned - -- A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly. -- The creature automatically fails Strength and Dexterity saving throws. -- Attack rolls against the creature have advantage. - -## Unconscious - -- An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings -- The creature drops whatever it's holding and falls prone. -- The creature automatically fails Strength and Dexterity saving throws. -- Attack rolls against the creature have advantage. -- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - -# Pantheons - -The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our world's ancient times. They include deities that are most appropriate for use in a game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game. - -## The Celtic Pantheon - -It's said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak-and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being. - -The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere. - -**Table- Celtic Deities** - -| Deity | Alignment | Suggested Domains | Symbol | -|---------------------------------------------------|-----------|-------------------|------------------------------------| -| The Daghdha, god of weather and crops | CG | Nature, Trickery | Bubbling cauldron or shield | -| Arawn, god of life and death | NE | Life, Death | Black star on gray background | -| Belenus, god of sun, light, and warmth | NG | Light | Solar disk and standing stones | -| Brigantia, goddess of rivers and livestock | NG | Life | Footbridge | -| Diancecht, god of medicine and healing | LG | Life | Crossed oak and mistletoe branches | -| Dunatis, god of mountains and peaks | N | Nature | Red sun-capped mountain peak | -| Goibhniu, god of smiths and healing | NG | Knowledge, Life | Giant mallet over sword | -| Lugh, god of arts, travel, and commerce | CN | Knowledge, Life | Pair of long hands | -| Manannan mac Lir, god of oceans and sea creatures | LN | Nature, Tempest | Wave of white water on green | -| Math Mathonwy, god of magic | NE | Knowledge | Staff | -| Morrigan, goddess of battle | CE | War | Two crossed spears | -| Nuada, god of war and warriors | N | War | Silver hand on black background | -| Oghma, god of speech and writing | NG | Knowledge | Unfurled scroll | -| Silvanus, god of nature and forests | N | Nature | Summer oak tree | -| | | | | - -## The Greek Pantheon - -The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they've made a place for themselves inside the human heart, too. - -**Table- Greek Deities** - -| Deity | Alignment | Suggested Domains | Symbol | -|--------------------------------------------|-----------|------------------------|---------------------------------------| -| Zeus, god of the sky, ruler of the gods | N | Tempest | Fist full of lightning bolts | -| Aphrodite, goddess of love and beauty | CG | Light | Sea shell | -| Apollo, god of light, music, and healing | CG | Knowledge, Life, Light | Lyre | -| Ares, god of war and strife | CE | War | Spear | -| Artemis, goddess of hunting and childbirth | NG | Life, Nature | Bow and arrow on lunar disk | -| Athena, goddess of wisdom and civilization | LG | Knowledge, War | Owl | -| Demeter, goddess of agriculture | NG | Life | Mare's head | -| Dionysus, god of mirth and wine | CN | Life | Thyrsus (staff tipped with pine cone) | -| Hades, god of the underworld | LE | Death | Black ram | -| Hecate, goddess of magic and the moon | CE | Knowledge, Trickery | Setting moon | -| Hephaestus, god of smithing and craft | NG | Knowledge | Hammer and anvil | -| Hera, goddess of marriage and intrigue | CN | Trickery | Fan of peacock feathers | -| Hercules, god of strength and adventure | CG | Tempest, War | Lion's head | -| Hermes, god of travel and commerce | CG | Trickery | Caduceus (winged staff and serpents) | -| Hestia, goddess of home and family | NG | Life | Hearth | -| Nike, goddess of victory | LN | War | Winged woman | -| Pan, god of nature | CN | Nature | Syrinx (pan pipes) | -| Poseidon, god of the sea and earthquakes | CN | Tempest | Trident | -| Tyche, goddess of good fortune | N | Trickery | Red pentagram | -| | | | | - -## The Egyptian Pantheon - -These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma'at-the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe. - -The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning. - -**Table- Egyptian Deities** - -| Deity | Alignment | Suggested Domains | Symbol | -|------------------------------------------------|-----------|--------------------------|--------------------------------------| -| Re-Horakhty, god of the sun, ruler of the gods | LG | Life, Light | Solar disk encircled by serpent | -| Anubis, god of judgment and death | LN | Death | Black jackal | -| Apep, god of evil, fire, and serpents | NE | Trickery | Flaming snake | -| Bast, goddess of cats and vengeance | CG | War | Cat | -| Bes, god of luck and music | CN | Trickery | Image of the misshapen deity | -| Hathor, goddess of love, music, and motherhood | NG | Life, Light | Horned cowʼs head with lunar disk | -| Imhotep, god of crafts and medicine | NG | Knowledge | Step pyramid | -| Isis, goddess of fertility and magic | NG | Knowledge, Life | Ankh and star | -| Nephthys, goddess of death and grief | CG | Death | Horns around a lunar disk | -| Osiris, god of nature and the underworld | LG | Life, Nature | Crook and flail | -| Ptah, god of crafts, knowledge, and secrets | LN | Knowledge | Bull | -| Set, god of darkness and desert storms | CE | Death, Tempest, Trickery | Coiled cobra | -| Sobek, god of water and crocodiles | LE | Nature, Tempest | Crocodile head with horns and plumes | -| Thoth, god of knowledge and wisdom | N | Knowledge | Ibis | -| | | | | - -## The Norse Pantheon - -Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring-this is the land of the Vikings, the home of the Norse pantheon. It's a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven't been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it's surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse. - -The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym). - -**Table- Norse Deities** - -| Deity | Alignment | Suggested Domains | Symbol | -|-------------------------------------------|-----------|-------------------|-----------------------------------| -| Odin, god of knowledge and war | NG | Knowledge, War | Watching blue eye | -| Aegir, god of the sea and storms | NE | Tempest | Rough ocean waves | -| Balder, god of beauty and poetry | NG | Life, Light | Gem-encrusted silver chalice | -| Forseti, god of justice and law | N | Light | Head of a bearded man | -| Frey, god of fertility and the sun | NG | Life, Light | Ice-blue greatsword | -| Freya, goddess of fertility and love | NG | Life | Falcon | -| Frigga, goddess of birth and fertility | N | Life, Light | Cat | -| Heimdall, god of watchfulness and loyalty | LG | Light, War | Curling musical horn | -| Hel, goddess of the underworld | NE | Death | Woman's face, rotting on one side | -| Hermod, god of luck | CN | Trickery | Winged scroll | -| Loki, god of thieves and trickery | CE | Trickery | Flame | -| Njord, god of sea and wind | NG | Nature, Tempest | Gold coin | -| Odur, god of light and the sun | CG | Light | Solar disk | -| Sif, goddess of war | CG | War | Upraised sword | -| Skadi, god of earth and mountains | N | Nature | Mountain peak | -| Surtur, god of fire giants and war | LE | War | Flaming sword | -| Thor, god of storms and thunder | CG | Tempest, War | Hammer | -| Thrym, god of frost giants and cold | CE | War | White double-bladed axe | -| Tyr, god of courage and strategy | LN | Knowledge, War | Sword | -| Uller, god of hunting and winter | CN | Nature | Longbow | -| | | | | - -# Planes - -The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the **planes of existence**. It encompasses every world where GMs run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods. - -Many spells and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn. - -## The Material Plane - -The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane. - -The worlds of the Material Plane are infinitely diverse, for they reflect the creative imagination of the GMs who set their games there, as well as the players whose heroes adventure there. They include magic-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned. - -## Beyond the Material - -Beyond the Material Plane, the various planes of existence are realms of myth and mystery. They're not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world. - -### Planar Travel - -When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come. - -Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal. - -***Spells***. A number of spells allow direct or indirect access to other planes of existence. *Plane shift* and *gate* can transport adventurers directly to any other plane of existence, with different degrees of precision. *Etherealness* allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches-such as the Elemental Planes. And the *astral projection* spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes. - -***Portals***. A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog- shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations- circles of standing stones, soaring towers, sailing ships, or even whole towns-that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water). - -### Transitive Planes - -The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells such as *etherealness* and *astral projection* allow characters to enter these planes and traverse them to reach the planes beyond. - -The **Ethereal Plane** is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Certain creatures can see into the Border Ethereal, and the *see invisibility* and *true seeing* spell grant that ability. Some magical effects also extend from the Material Plane into the Border Ethereal, particularly effects that use force energy such as *forcecage* and *wall of force*. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs. - -The **Astral Plane** is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain. - -### Inner Planes - -The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four **Elemental Planes** - Air, Earth, Fire, and Water - form a ring around the Material Plane, suspended within the churning **Elemental Chaos**. - -At their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form-great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos. - -### Outer Planes - -If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities. - -When discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes are not literally "places" at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience. - -Even in those perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whims of the powerful forces that live on the Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs. - -Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to take a guided tour of the Nine Hells, from the first layer to the ninth, in a single day-if the powers of the Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer. - -The most well-known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them. - -#### Outer Planes - -The planes with some element of good in their nature are called the **Upper Planes**. Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the **Lower Planes**. Fiends such as demons and devils dwell in the Lower Planes. A plane's alignment is its essence, and a character whose alignment doesn't match the plane's experiences a profound sense of dissonance there. When a good creature visits Elysium, for example (a neutral good Upper Plane), it feels in tune with the plane, but an evil creature feels out of tune and more than a little uncomfortable. - -#### Demiplanes - -Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don't seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as *demiplane*, or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a *plane shift* spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The *gate* spell is more reliable, assuming the caster knows of the demiplane. - -# Situational Rules - -## Traps - -Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts. - -A trap can be either mechanical or magical in nature. **Mechanical traps** include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. **Magic traps** are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as *glyph of warding* and *symbol* that function as traps. - -### Traps in Play - -When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it. - -#### Triggering a Trap - -Most traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the *glyph of warding* spell) have more complicated trigger conditions, including a password that prevents the trap from activating. - -#### Detecting and Disabling a Trap - -Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap's presence. - -A trap's description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap's DC. You can also compare the DC to detect the trap with each character's passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves' tools to perform the necessary sabotage. - -Any character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap's description. The DCs are the same regardless of the check used. In addition, *dispel magic* has a chance of disabling most magic traps. A magic trap's description provides the DC for the ability check made when you use *dispel magic*. - -In most cases, a trap's description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap's description to determine what happens. No trap's design can anticipate every possible action that the characters might attempt. - -You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap's presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required. - -Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield. - -Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap. - -#### Trap Effects - -The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap's description specifies what happens when it is triggered. - -The attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap's severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity. - -A trap intended to be a **setback** is unlikely to kill or seriously harm characters of the indicated levels, whereas a **dangerous** trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A **deadly** trap is likely to kill characters of the indicated levels. - -**Table- Trap Dangers** - -| Trap Danger | Save DC | Attack Bonus | -|-------------|---------|--------------| -| Setback | 10-11 | +3 to +5 | -| Dangerous | 12-15 | +6 to +8 | -| Deadly | 16-20 | +9 to +12 | -| | | | - -**Table- Trap Severity** - -| Character Level | Setback | Dangerous | Deadly | -|-----------------|---------|-----------|--------| -| 1st-4th | 1d10 | 2d10 | 4d10 | -| 5th-10th | 2d10 | 4d10 | 10d10 | -| 11th-16th | 4d10 | 10d10 | 18d10 | -| 17th-20th | 10d10 | 18d10 | 24d10 | -| | | | | - -#### Complex Traps - -Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter. - -When a complex trap activates, it rolls initiative. The trap's description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways. - -For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap's turn, the water level rises. After several rounds, the room is completely flooded. - -### Sample Traps - -The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order. - -#### Collapsing Roof - -*Mechanical trap* - -This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place. - -The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. - -Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger. - -The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse. - -When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain. - -#### Falling Net - -*Mechanical trap* - -This trap uses a trip wire to release a net suspended from the ceiling. - -The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves' tools breaks the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. - -When the trap is triggered, the net is released, covering a 10-foot square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10 - -Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot square section of it, freeing any creature trapped in that section. - -#### Fire-Breathing Statue - -*Magic trap* - -This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell. - -The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as *detect magic*, reveals an aura of evocation magic around the statue. - -The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. - -Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful *dispel magic* (DC 13) cast on the statue destroys the trap. - -#### Pits - -*Mechanical trap* - -Four basic pit traps are presented here. - -***Simple Pit***. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris. - -The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's depth (usually 10 feet, but some pits are deeper). - -***Hidden Pit***. This pit has a cover constructed from material identical to the floor around it. - -A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit's cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit. - -When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper. - -Once the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the *arcane lock* spell or similar magic. - -***Locking Pit***. This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside. - -A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit. - -***Spiked Pit***. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. - -#### Poison Darts - -*Mechanical trap* - -When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts. - -The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching. - -The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8 - -bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. - -#### Poison Needle - -*Mechanical trap* - -A poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison. - -When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. - -A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap. - -#### Rolling Sphere - -*Mechanical trap* - -When 20 or more pounds of pressure are placed on this trap's pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot diameter rolling sphere of solid stone. - -With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. - -Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures' spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone. - -The sphere stops when it hits a wall or similar barrier. It can't go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving. - -As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere's speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops moving and is no longer a threat. - -#### Sphere of Annihilation - -*Magic trap* - -Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated. - -A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a *sphere of annihilation* that can't be controlled or moved. It is otherwise identical to a normal *sphere of annihilation*. - -Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the sympathy aspect of the *antipathy/sympathy* spell. A successful *dispel magic* (DC 18) removes this enchantment. - -## Diseases - -A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells. - -A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of *lesser restoration*. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences. - -A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren't bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell. - -### Sample Diseases - -The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign. - -#### Cackle Fever - -This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: "the shrieks." - -Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can't be removed until the disease is cured. - -Any event that causes the infected creature great stress-including entering combat, taking damage, experiencing fear, or having a nightmare-forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success. - -Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours. - -At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later in this chapter. - -#### Sewer Plague - -Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs. - -When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected. - -It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest. - -At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease. - -#### Sight Rot - -This painful infection causes bleeding from the eyes and eventually blinds the victim. - -A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature's vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is blinded until its sight is restored by magic such as *lesser restoration* or *heal*. - -Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely. - -## Madness - -In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face. - -### Going Mad - -Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as *contact other plane* and *symbol*, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them. - -Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. - -### Madness Effects - -Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness. - -A character afflicted with **short-term madness** is subjected to an effect from the Short-Term Madness table for 1d10 minutes. - -A character afflicted with **long-term madness** is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours. - -A character afflicted with **indefinite madness** gains a new character flaw from the Indefinite Madness table that lasts until cured. - -**Table- Madness Short-Term Effects** - -| d100 | Effect (lasts 1d10 minutes) | -|--------|------------------------------------------------------------------------------------------------------------------------------| -| 01-20 | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. | -| 21-30 | The character becomes incapacitated and spends the duration screaming, laughing, or weeping. | -| 31-40 | The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. | -| 41-50 | The character begins babbling and is incapable of normal speech or spellcasting. | -| 51-60 | The character must use his or her action each round to attack the nearest creature. | -| 61-70 | The character experiences vivid hallucinations and has disadvantage on ability checks. | -| 71-75 | The character does whatever anyone tells him or her to do that isn't obviously self- destructive. | -| 76-80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. | -| 81-90 | The character is stunned. | -| 91-100 | The character falls unconscious. | -| | | - -**Table- Madness Long-Term Effects** - -| d100 | Effect (lasts 1d10 × 10 hours) | -|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| 01-10 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. | -| 11-20 | The character experiences vivid hallucinations and has disadvantage on ability checks. | -| 21-30 | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. | -| 31-40 | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell. | -| 41-45 | The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects. | -| 46-55 | The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. | -| 56-65 | The character is blinded (25%) or deafened (75%). | -| 66-75 | The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. | -| 76-85 | The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect. | -| 86-90 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. | -| 91-95 | The character loses the ability to speak. | -| 96-100 | The character falls unconscious. No amount of jostling or damage can wake the character. | -| | | - -**Table- Madness Indefinite Flaws** - -| d100 | Flaw (lasts until cured) | -|--------|------------------------------------------------------------------------------------------------------------------------------------------| -| 01-15 | "Being drunk keeps me sane." | -| 16-25 | "I keep whatever I find." | -| 26-30 | "I try to become more like someone else I know-adopting his or her style of dress, mannerisms, and name." | -| 31-35 | "I must bend the truth, exaggerate, or outright lie to be interesting to other people." | -| 36-45 | "Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it." | -| 46-50 | "I find it hard to care about anything that goes on around me." | -| 51-55 | "I don't like the way people judge me all the time." | -| 56-70 | "I am the smartest, wisest, strongest, fastest, and most beautiful person I know." | -| 71-80 | "I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time." | -| 81-85 | "There's only one person I can trust. And only I can see this special friend." | -| 86-95 | "I can't take anything seriously. The more serious the situation, the funnier I find it." | -| 96-100 | "I've discovered that I really like killing people." | -| | | - -### Curing Madness - -A *calm emotions* spell can suppress the effects of madness, while a *lesser restoration* spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, *remove curse* or *dispel evil* might also prove effective. A *greater restoration* spell or more powerful magic is required to rid a character of indefinite madness. - -## Objects - -When characters need to saw through ropes, shatter a window, or smash a vampire's coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character's success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does. - -For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects. - -### Statistics for Objects - -When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage. - -***Armor Class***. An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances. - -**Table- Object's Armor Class** - -| Substance | AC | -|---------------------|----| -| Cloth, paper, rope | 11 | -| Crystal, glass, ice | 13 | -| Wood, bone | 15 | -| Stone | 17 | -| Iron, steel | 19 | -| Mithral | 21 | -| Adamantine | 23 | -| | | - -***Hit Points***. An object's hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller. - -**Table- Object's Hit Points** - -| Size | Fragile | Resilient | -|-------------------------------------|----------|-----------| -| Tiny (bottle, lock) | 2 (1d4) | 5 (2d4) | -| Small (chest, lute) | 3 (1d6) | 10 (3d6) | -| Medium (barrel, chandelier) | 4 (1d8) | 18 (4d8) | -| Large (cart, 10-ft-by-10-ft window) | 5 (1d10) | 27 (5d10) | -| | | | - -***Huge and Gargantuan Objects***. Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an *earthquake* spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section's hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points. - -***Objects and Damage Types***. Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can't effectively cut down a tree. As always, use your best judgment. - -***Damage Threshold***. Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object's damage threshold is considered superficial and doesn't reduce the object's hit points. - -## Poisons - -Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures. - -Poisons come in the following four types. - -***Contact***. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. - -***Ingested***. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. - -***Inhaled***. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. - -***Injury***. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. - -**Table- List of Poisons** - -| Item | Type | Price/Dose | -|--------------------|----------|------------| -| Assassin's blood | Ingested | 150 gp | -| Burnt othur fumes | Inhaled | 500 gp | -| Crawler mucus | Contact | 200 gp | -| Drow poison | Injury | 200 gp | -| Essence of ether | Inhaled | 300 gp | -| Malice | Inhaled | 250 gp | -| Midnight tears | Ingested | 1,500 gp | -| Oil of taggit | Contact | 400 gp | -| Pale tincture | Ingested | 250 gp | -| Purple worm poison | Injury | 2,000 gp | -| Serpent venom | Injury | 200 gp | -| Torpor | Ingested | 600 gp | -| Truth serum | Ingested | 150 gp | -| Wyvern poison | Injury | 1,200 gp | -| | | | - -### Sample Poisons - -Each type of poison has its own debilitating effects. - -***Assassin's Blood (Ingested)***. A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned. - -***Burnt Othur Fumes (Inhaled)***. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends. - -***Crawler Mucus (Contact)***. This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Drow Poison (Injury)***. This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. - -***Essence of Ether (Inhaled)***. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. - -***Malice (Inhaled)***. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded. - -***Midnight Tears (Ingested)***. A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. - -***Oil of Taggit (Contact)***. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage. - -***Pale Tincture (Ingested)***. A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. - -***Purple Worm Poison (Injury)***. This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. - -***Serpent Venom (Injury)***. This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. - -***Torpor (Ingested)***. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated. - -***Truth Serum (Ingested)***. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a *zone of truth* spell. - -***Wyvern Poison (Injury)***. This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - -# TREASURE - -Magic items are presented in alphabetical order. A magic item's description gives the item's name, its category, its rarity, and its magical properties. - -# Magic Items (A) - -### Adamantine Armor - -*Armor (medium or heavy, but not hide), uncommon* - -This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. - -### Ammunition, +1, +2, or +3 - -*Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)* - -You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. - -### Amulet of Health - -*Wondrous item, rare (requires attunement)* - -Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher. - -### Amulet of Proof against Detection and Location - -*Wondrous item, uncommon (requires attunement)* - -While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. - -### Amulet of the Planes - -*Wondrous item, very rare (requires attunement)* - -While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the *plane shift* spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence. - -### Animated Shield - -*Armor (shield), very rare (requires attunement)* - -While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. - -### Apparatus of the Crab - -*Wondrous item, legendary* - -This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. - -The apparatus of the Crab is a Large object with the following statistics: - -**Armor Class** 20 - -**Hit Points** 200 - -**Speed** 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) - -**Damage Immunities** poison, psychic - -To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. - -The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. - -A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table. - -**Table- Apparatus of the Crab** - -| Lever | Up | Down | -|-------|----------------------------------------------------------------------------------------------------------------------------------|---------------------------------------------------------------------------------------------------------------------------------------------| -| 1 | Legs and tail extend, allowing the apparatus to walk and swim. | Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. | -| 2 | Forward window shutter opens. | Forward window shutter closes. | -| 3 | Side window shutters open (two per side). | Side window shutters close (two per side). | -| 4 | Two claws extend from the front sides of the apparatus. | The claws retract. | -| 5 | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). | -| 6 | The apparatus walks or swims forward. | The apparatus walks or swims backward. | -| 7 | The apparatus turns 90 degrees left. | The apparatus turns 90 degrees right. | -| 8 | Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | The light turns off. | -| 9 | The apparatus sinks as much as 20 feet in liquid. | The apparatus rises up to 20 feet in liquid. | -| 10 | The rear hatch unseals and opens. | The rear hatch closes and seals. | -| | | | - -### Armor, +1, +2, or +3 - -*Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)* - -You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. - -### Armor of Invulnerability - -*Armor (plate), legendary (requires attunement)* - -You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn. - -### Armor of Resistance - -*Armor (light, medium, or heavy), rare (requires attunement)* - -You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. - -**Table- Armor of Resistance** - -| d10 | Damage Type | -|-----|-------------| -| 1 | Acid | -| 2 | Cold | -| 3 | Fire | -| 4 | Force | -| 5 | Lightning | -| 6 | Necrotic | -| 7 | Poison | -| 8 | Psychic | -| 9 | Radiant | -| 10 | Thunder | -| | | - -### Armor of Vulnerability - -*Armor (plate), rare (requires attunement)* - -While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. - -***Curse***. This armor is cursed, a fact that is revealed only when an *identify* spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the *remove curse* spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). - -### Arrow-Catching Shield - -*Armor (shield), rare (requires attunement)* - -You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. - -### Arrow of Slaying - -*Weapon (arrow), very rare* - -An *arrow of slaying* is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both *arrows of dragon slaying* and *arrows of blue dragon slaying*. If a creature belonging to the type, race, or group associated with an *arrow of slaying* takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. - -Once an *arrow of slaying* deals its extra damage to a creature, it becomes a nonmagical arrow. - -Other types of magic ammunition of this kind exist, such as *bolts of slaying* meant for a crossbow, though arrows are most common. - -# Magic Items (B) - -### Bag of Beans - -*Wondrous item, rare* - -Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. - -If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. - -If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect. - -**Table- Bag of Beans** - -| d100 | Effect | -|-------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| 01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. | -| 02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. | -| 11-20 | A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. | -| 21-30 | An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. | -| 31-40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). | -| 41-50 | 1d6+6 shriekers sprout. | -| 51-60 | 1d4+8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. | -| 61-70 | A hungry bulette burrows up and attacks. 71-80 A fruit tree grows. It has 1d10+20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. | -| 81-90 | A nest of 1d4+3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. | -| 91-99 | A pyramid with a 60-foot square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice. | -| 100 | A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. | -| | | - -### Bag of Devouring - -*Wondrous item, very rare* - -This bag superficially resembles a *bag of holding* but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. - -The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. - -Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane. - -If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. - -### Bag of Holding - -*Wondrous item, uncommon* - -This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. - -If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. - -Placing a *bag of holding* inside an extradimensional space created by a *handy haversack*, *portable hole*, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. - -### Bag of Tricks - -*Wondrous item, uncommon* - -This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. - -You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. - -The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. - -Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. - -**Table- Gray Bag of Tricks** - -| d8 | Creature | -|----|--------------| -| 1 | Weasel | -| 2 | Giant rat | -| 3 | Badger | -| 4 | Boar | -| 5 | Panther | -| 6 | Giant badger | -| 7 | Dire wolf | -| 8 | Giant elk | -| | | - -**Table- Rust Bag of Tricks** - -| d8 | Creature | -|----|------------| -| 1 | Rat | -| 2 | Owl | -| 3 | Mastiff | -| 4 | Goat | -| 5 | Giant goat | -| 6 | Giant boar | -| 7 | Lion | -| 8 | Brown bear | -| | | - -**Table- Tan Bag of Tricks** - -| d8 | Creature | -|----|--------------| -| 1 | Jackal | -| 2 | Ape | -| 3 | Baboon | -| 4 | Axe beak | -| 5 | Black bear | -| 6 | Giant weasel | -| 7 | Giant hyena | -| 8 | Tiger | -| | | - -### Bead of Force - -*Wondrous item, rare* - -This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4+4 *beads of force* are found together. - -You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. - -An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. - -### Belt of Dwarvenkind - -*Wondrous item, rare (requires attunement)* - -While wearing this belt, you gain the following benefits: - -- Your Constitution score increases by 2, to a maximum of 20. -- You have advantage on Charisma (Persuasion) checks made to interact with dwarves. - -In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. - -If you aren't a dwarf, you gain the following additional benefits while wearing the belt: - -- You have advantage on saving throws against poison, and you have resistance against poison damage. -- You have darkvision out to a range of 60 feet. -- You can speak, read, and write Dwarvish. - -### Belt of Giant Strength - -*Wondrous item, rarity varies (requires attunement)* - -While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. - -Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The *belt of stone giant strength* and the *belt of frost giant strength* look different, but they have the same effect. - -**Table- Belt of Strength** - -| Type | Strength | Rarity | -|-------------------|----------|-----------| -| Hill giant | 21 | Rare | -| Stone/frost giant | 23 | Very rare | -| Fire giant | 25 | Very rare | -| Cloud giant | 27 | Legendary | -| Storm giant | 29 | Legendary | -| | | | - -### Berserker Axe - -*Weapon (any axe), rare (requires attunement)* - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. - -***Curse***. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. - -Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. - -### Boots of Elvenkind - -*Wondrous item, uncommon* - -While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. - -### Boots of Levitation - -*Wondrous item, rare (requires attunement)* - -While you wear these boots, you can use an action to cast the *levitate* spell on yourself at will. - -### Boots of Speed - -*Wondrous item, rare (requires attunement)* - -While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. - -When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. - -### Boots of Striding and Springing - -*Wondrous item, uncommon (requires attunement)* - -While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. - -### Boots of the Winterlands - -*Wondrous item, uncommon (requires attunement)* - -These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: - -- You have resistance to cold damage. -- You ignore difficult terrain created by ice or snow. -- You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit. - -### Bowl of Commanding Water Elementals - -*Wondrous item, rare* - -While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the *conjure elemental* spell. The bowl can't be used this way again until the next dawn. - -The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. - -### Bracers of Archery - -*Wondrous item, uncommon (requires attunement)* - -While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. - -### Bracers of Defense - -*Wondrous item, rare (requires attunement)* - -While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. - -### Brazier of Commanding Fire Elementals - -*Wondrous item, rare* - -While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the *conjure elemental* spell. The brazier can't be used this way again until the next dawn. - -The brazier weighs 5 pounds. - -### Brooch of Shielding - -*Wondrous item, uncommon (requires attunement)* - -While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the *magic missile* spell. - -### Broom of Flying - -*Wondrous item, uncommon* - -This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. - -You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. - -# Magic Items (C) - -### Candle of Invocation - -*Wondrous item, very rare (requires attunement)* - -This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the *detect evil and good* spell. The GM chooses the god and associated alignment or determines the alignment randomly. - -**Table- Candle of Invocation** - -| d20 | Alignment | -|-------|-----------------| -| 1-2 | Chaotic evil | -| 3-4 | Chaotic neutral | -| 5-7 | Chaotic good | -| 8-9 | Neutral evil | -| 10-11 | Neutral | -| 12-13 | Neutral good | -| 14-15 | Lawful evil | -| 16-17 | Lawful neutral | -| 18-20 | Lawful good | -| | | - -The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time. - -While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot. - -Alternatively, when you light the candle for the first time, you can cast the *gate* spell with it. Doing so destroys the candle. - -### Cape of the Mountebank - -*Wondrous item, rare* - -This cape smells faintly of brimstone. While wearing it, you can use it to cast the *dimension door* spell as an action. This property of the cape can't be used again until the next dawn. - -When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. - -### Carpet of Flying - -*Wondrous item, very rare* - -You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. - -Four sizes of *carpet of flying* exist. The GM chooses the size of a given carpet or determines it randomly. - -**Table- Carpet of Flying** - -| d100 | Size | Capacity | Flying Speed | -|--------|---------------|----------|--------------| -| 01-20 | 3 ft. × 5 ft. | 200 lb. | 80 feet | -| 21-55 | 4 ft. × 6 ft. | 400 lb. | 60 feet | -| 56-80 | 5 ft. × 7 ft. | 600 lb. | 40 feet | -| 81-100 | 6 ft. × 9 ft. | 800 lb. | 30 feet | -| | | | | - -A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. - -### Censer of Controlling Air Elementals - -*Wondrous item, rare* - -While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the *conjure elemental* spell. The censer can't be used this way again until the next dawn. - -This 6-inch-wide, 1-foot high vessel resembles a chalice with a decorated lid. It weighs 1 pound. - -### Chime of Opening - -*Wondrous item, rare* - -This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. - -The chime can be used ten times. After the tenth time, it cracks and becomes useless. - -### Circlet of Blasting - -*Wondrous item, uncommon* - -While wearing this circlet, you can use an action to cast the *scorching ray* spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn. - -### Cloak of Arachnida - -*Wondrous item, very rare (requires attunement)* - -This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: - -- You have resistance to poison damage. -- You have a climbing speed equal to your walking speed. -- You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. -- You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. -- You can use an action to cast the *web* spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn. - -### Cloak of Displacement - -*Wondrous item, rare (requires attunement)* - -While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. - -### Cloak of Elvenkind - -*Wondrous item, uncommon (requires attunement)* - -While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. - -### Cloak of Protection - -*Wondrous item, uncommon (requires attunement)* - -You gain a +1 bonus to AC and saving throws while you wear this cloak. - -### Cloak of the Bat - -*Wondrous item, rare (requires attunement)* - -While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. - -While wearing the cloak in an area of dim light or darkness, you can use your action to cast *polymorph* on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. - -### Cloak of the Manta Ray - -*Wondrous item, uncommon* - -While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. - -### Crystal Ball - -*Wondrous item, very rare or legendary (requires attunement)* - -The typical *crystal ball*, a very rare item, is about 6 inches in diameter. While touching it, you can cast the *scrying* spell (save DC 17) with it. - -The following *crystal ball* variants are legendary items and have additional properties. - -***Crystal Ball of Mind Reading***. You can use an action to cast the *detect thoughts* spell (save DC 17) while you are scrying with the *crystal ball*, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this *detect thoughts* to maintain it during its duration, but it ends if *scrying* ends. - -***Crystal Ball of Telepathy***. While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the *suggestion* spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this *suggestion* to maintain it during its duration, but it ends if *scrying* ends. Once used, the *suggestion* power of the *crystal ball* can't be used again until the next dawn. - -***Crystal Ball of True Seeing***. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor. - -### Cube of Force - -*Wondrous item, rare (requires attunement)* - -This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. - -You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. - -If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. - -**Table- Cube of Force Effects** - -| Face | Charges | Effect | -|------|---------|-------------------------------------------------------------------------------------------------------------------| -| 1 | 1 | Gases, wind, and fog can't pass through the barrier. | -| 2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. | -| 3 | 3 | Living matter can't pass through the barrier. | -| 4 | 4 | Spell effects can't pass through the barrier. | -| 5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. | -| 6 | 0 | The barrier deactivates. | -| | | | - -The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. - -**Table- Cube of Force Charges Lost** - -| Spell or Item | Charges Lost | -|------------------|--------------| -| Disintegrate | 1d12 | -| Horn of blasting | 1d10 | -| Passwall | 1d6 | -| Prismatic spray | 1d20 | -| Wall of fire | 1d4 | -| | | - -### Cubic Gate - -*Wondrous item, legendary* - -This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM. - -You can use an action to press one side of the cube to cast the *gate* spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the *plane shift* spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. - -The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. - -# Magic Items (D) - -### Dagger of Venom - -*Weapon (dagger), rare* - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. - -You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. - -### Dancing Sword - -*Weapon (any sword), very rare (requires attunement)* - -You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. - -While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. - -After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. - -### Decanter of Endless Water - -*Wondrous item, uncommon* - -This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. - -You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: - -- "Stream" produces 1 gallon of water. -- "Fountain" produces 5 gallons of water. -- "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. - -### Deck of Illusions - -*Wondrous item, uncommon* - -This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20-1 cards. - -The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. - -An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. - -The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. - -**Table- Deck of Illusions** - -| Playing Card | Illusion | -|-------------------|----------------------------------| -| Ace of hearts | Red dragon | -| King of hearts | Knight and four guards | -| Queen of hearts | Succubus or incubus | -| Jack of hearts | Druid | -| Ten of hearts | Cloud giant | -| Nine of hearts | Ettin | -| Eight of hearts | Bugbear | -| Two of hearts | Goblin | -| Ace of diamonds | Beholder | -| King of diamonds | Archmage and mage apprentice | -| Queen of diamonds | Night hag | -| Jack of diamonds | Assassin | -| Ten of diamonds | Fire giant | -| Nine of diamonds | Ogre mage | -| Eight of diamonds | Gnoll | -| Two of diamonds | Kobold | -| Ace of spades | Lich | -| King of spades | Priest and two acolytes | -| Queen of spades | Medusa | -| Jack of spades | Veteran | -| Ten of spades | Frost giant | -| Nine of spades | Troll | -| Eight of spades | Hobgoblin | -| Two of spades | Goblin | -| Ace of clubs | Iron golem | -| King of clubs | Bandit captain and three bandits | -| Queen of clubs | Erinyes | -| Jack of clubs | Berserker | -| Ten of clubs | Hill giant | -| Nine of clubs | Ogre | -| Eight of clubs | Orc | -| Two of clubs | Kobold | -| Jokers (2) | You (the deck's owner) | -| | | - -### Deck of Many Things - -*Wondrous item, legendary* - -Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. - -Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. - -Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice. - -**Table- Deck of Many Things** - -| Playing Card | Card | -|--------------------|------------| -| Ace of diamonds | Vizier* | -| King of diamonds | Sun | -| Queen of diamonds | Moon | -| Jack of diamonds | Star | -| Two of diamonds | Comet* | -| Ace of hearts | The Fates* | -| King of hearts | Throne | -| Queen of hearts | Key | -| Jack of hearts | Knight | -| Two of hearts | Gem* | -| Ace of clubs | Talons* | -| King of clubs | The Void | -| Queen of clubs | Flames | -| Jack of clubs | Skull | -| Two of clubs | Idiot* | -| Ace of spades | Donjon* | -| King of spades | Ruin | -| Queen of spades | Euryale | -| Jack of spades | Rogue | -| Two of spades | Balance* | -| Joker (with TM) | Fool* | -| Joker (without TM) | Jester | -| | | - -\* Found only in a deck with twenty-two cards - -***Balance***. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. - -***Comet***. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect. - -***Donjon***. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a *wish* spell can reveal the location of your prison. You draw no more cards. - -***Euryale***. The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse. - -***The Fates***. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die. - -***Flames***. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. - -***Fool***. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level. - -***Gem***. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet. - -***Idiot***. Permanently reduce your Intelligence by 1d4+1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. - -***Jester***. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. - -***Key***. A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon. - -***Knight***. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character. - -***Moon***. You are granted the ability to cast the *wish* spell 1d3 times. - -***Rogue***. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a *wish* spell or divine intervention can end the NPC's hostility toward you. - -***Ruin***. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. - -***Skull***. You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life. - -#### Avatar of Death - -*Medium undead, neutral evil* - -**Armor Class** 20 - -**Hit Points** half the hit point maximum of its summoner - -**Speed** 60 ft., fly 60 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | - -**Damage Immunities** necrotic, poison - -**Condition Immunities** charmed, frightened, paralyzed, petrified, poisoned, unconscious - -**Senses** darkvision 60 ft., truesight 60 ft., passive Perception 13 - -**Languages** all languages known to its summoner - -**Challenge** - (0 XP) - -***Incorporeal Movement***. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - -***Turning Immunity***. The avatar is immune to features that turn undead. - -###### Actions - -***Reaping Scythe***. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8+3) slashing damage plus 4 (1d8) necrotic damage. - -***Star***. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24. - -***Sun***. You gain 50,000 XP, and a wondrous item (which the GM determines randomly) appears in your hands. - -***Talons***. Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish. - -***Throne***. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours. - -***Vizier***. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it. - -***The Void***. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A *wish* spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards. - -### Defender - -*Weapon (any sword), legendary (requires attunement)* - -You gain a +3 bonus to attack and damage rolls made with this magic weapon. - -The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. - -### Demon Armor - -*Armor (plate), very rare (requires attunement)* - -While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. - -***Curse***. Once you don this cursed armor, you can't doff it unless you are targeted by the *remove curse* spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. - -### Dimensional Shackles - -*Wondrous item, rare* - -You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. - -You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. - -### Dragon Scale Mail - -*Armor (scale mail), very rare (requires attunement)* - -Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. - -While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). - -Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn. - -**Table- Dragon Scale Mail** - -| Dragon | Resistance | -|--------|------------| -| Black | Acid | -| Blue | Lightning | -| Brass | Fire | -| Bronze | Lightning | -| Copper | Acid | -| Gold | Fire | -| Green | Poison | -| Red | Fire | -| Silver | Cold | -| White | Cold | -| | | - -### Dragon Slayer - -*Weapon (any sword), rare* - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. - -When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. - -### Dust of Disappearance - -*Wondrous item, uncommon* - -Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. - -### Dust of Dryness - -*Wondrous item, uncommon* - -This small packet contains 1d6+4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. - -Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. - -An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. - -### Dust of Sneezing and Choking - -*Wondrous item, uncommon* - -Found in a small container, this powder resembles very fine sand. It appears to be *dust of disappearance*, and an *identify* spell reveals it to be such. There is enough of it for one use. - -When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The *lesser restoration* spell can also end the effect on a creature. - -### Dwarven Plate - -*Armor (plate), very rare* - -While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. - -### Dwarven Thrower - -*Weapon (warhammer), very rare (requires attunement by a dwarf)* - -You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. - -# Magic Items (E) - -### Efficient Quiver - -*Wondrous item, uncommon* - -Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. - -You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. - -### Efreeti Bottle - -*Wondrous item, very rare* - -This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. - -The first time the bottle is opened, the GM rolls to determine what happens. - -**Table- Efreeti Bottle** - -| d100 | Effect | -|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| 01-10 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. | -| 11-90 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. | -| 91-100 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. | -| | | - -### Elemental Gem - -*Wondrous item, uncommon* - -This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the *conjure elemental* spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. - -**Table- Elemental Gem** - -| Gem | Summoned Elemental | -|----------------|--------------------| -| Blue sapphire | Air elemental | -| Yellow diamond | Earth elemental | -| Red corundum | Fire elemental | -| Emerald | Water elemental | -| | | - -### Elven Chain - -*Armor (chain shirt), rare* - -You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. - -### Eversmoking Bottle - -*Wondrous item, uncommon* - -Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. - -The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. - -### Eyes of Charming - -*Wondrous item, uncommon (requires attunement)* - -These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the *charm person* spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn. - -### Eyes of Minute Seeing - -*Wondrous item, uncommon* - -These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. - -### Eyes of the Eagle - -*Wondrous item, uncommon (requires attunement)* - -These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. - -# Magic Items (F) - -### Feather Token - -*Wondrous item, rare* - -This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly. - -**Table- Feather Token** - -| d100 | Feather Token | -|--------|---------------| -| 01-20 | Anchor | -| 21-35 | Bird | -| 36-50 | Fan | -| 51-65 | Swan boat | -| 66-90 | Tree | -| 91-100 | Whip | -| | | - -***Anchor***. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. - -***Bird***. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. - -***Fan***. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. - -***Swan Boat***. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot long, 20-foot wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. - -***Tree***. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot diameter trunk, and its branches at the top spread out in a 20-foot radius. - -***Whip***. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6+5 force damage. - -As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die. - -### Figurine of Wondrous Power - -*Wondrous item, rarity by figurine* - -A *figurine of wondrous power* is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. - -The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. - -The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. - -***Bronze Griffon (Rare)***. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. - -***Ebony Fly (Rare)***. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed. - -#### Giant Fly - -*Large beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 19 (3d10+3) - -**Speed** 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 13 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) | - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** - - -***Golden Lions (Rare)***. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. - -***Ivory Goats (Rare)***. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: - -- The *goat of traveling* can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges. -- The *goat of travail* becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed. -- The *goat of terror* becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a *+1 lance*, and the other becomes a *+2 longsword*. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed. - -***Marble Elephant (Rare)***. This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed. - -***Obsidian Steed (Very Rare)***. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. - -If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. - -***Onyx Dog (Rare)***. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. - -***Serpentine Owl (Rare)***. This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. - -***Silver Raven (Uncommon)***. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the *animal messenger* spell on it at will. - -### Flame Tongue - -*Weapon (any sword), rare (requires attunement)* - -You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. - -### Folding Boat - -*Wondrous item, rare* - -This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. - -One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. - -The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. - -When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. - -The third command word causes the *folding boat* to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. - -### Frost Brand - -*Weapon (any sword), very rare (requires attunement)* - -When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. - -In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - -When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. - -# Magic Items (G) - -### Gauntlets of Ogre Power - -*Wondrous item, uncommon (requires attunement)* - -Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher. - -### Gem of Brightness - -*Wondrous item, uncommon* - -This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: - -- The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. -- The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. -- The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. - -When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. - -### Gem of Seeing - -*Wondrous item, rare (requires attunement)* - -This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. - -The gem regains 1d3 expended charges daily at dawn. - -### Giant Slayer - -*Weapon (any axe or sword), rare* - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. - -When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. - -### Glamoured Studded Leather - -*Armor (studded leather), rare* - -While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. - -### Gloves of Missile Snaring - -*Wondrous item, uncommon (requires attunement)* - -These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10+your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. - -### Gloves of Swimming and Climbing - -*Wondrous item, uncommon (requires attunement)* - -While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. - -### Goggles of Night - -*Wondrous item, uncommon* - -While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. - -# Magic Items (H) - -### Hammer of Thunderbolts - -*Weapon (maul), legendary* - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. - -***Giant's Bane (Requires Attunement)***. You must be wearing a *belt of giant strength* (any variety) and *gauntlets of ogre power* to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. - -The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4+1 expended charges daily at dawn. - -### Handy Haversack - -*Wondrous item, rare* - -This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. - -Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. - -The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. - -Placing the haversack inside an extradimensional space created by a *bag of holding*, *portable hole*, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. - -### Hat of Disguise - -*Wondrous item, uncommon (requires attunement)* - -While wearing this hat, you can use an action to cast the *disguise self* spell from it at will. The spell ends if the hat is removed. - -### Headband of Intellect - -*Wondrous item, uncommon (requires attunement)* - -Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. - -### Helm of Brilliance - -*Wondrous item, very rare (requires attunement)* - -This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. - -You gain the following benefits while wearing it: - -- You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: *daylight* (opal), *fireball* (fire opal), *prismatic spray* (diamond), or *wall of fire* (ruby). The gem is destroyed when the spell is cast and disappears from the helm. -- As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. -- As long as the helm has at least one ruby, you have resistance to fire damage. -- As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. - -Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. - -### Helm of Comprehending Languages - -*Wondrous item, uncommon* - -While wearing this helm, you can use an action to cast the *comprehend languages* spell from it at will. - -### Helm of Telepathy - -*Wondrous item, uncommon (requires attunement)* - -While wearing this helm, you can use an action to cast the *detect thoughts* spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. - -While focusing on a creature with *detect thoughts*, you can use an action to cast the *suggestion* spell (save DC 13) from the helm on that creature. Once used, the *suggestion* property can't be used again until the next dawn. - -### Helm of Teleportation - -*Wondrous item, rare (requires attunement)* - -This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the *teleport* spell from it. The helm regains 1d3 expended charges daily at dawn. - -### Holy Avenger - -*Weapon (any sword), legendary (requires attunement by a paladin)* - -You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. - -While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. - -### Horn of Blasting - -*Wondrous item, rare* - -You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. - -Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. - -### Horn of Valhalla - -*Wondrous item, rare (silver or brass), very rare (bronze), or legendary (iron)* - -You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. - -Four types of *horn of Valhalla* are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. - -**Table- Horn of Valhalla** - -| d100 | Horn Type | Berserkers Summoned | Requirement | -|-------|-----------|---------------------|--------------------------------------| -| 01-40 | Silver | 2d4+2 | None | -| 41-75 | Brass | 3d4+3 | Proficiency with all simple weapons | -| 76-90 | Bronze | 4d4+4 | Proficiency with all medium armor | -| 91-00 | Iron | 5d4+5 | Proficiency with all martial weapons | -| | | | | - -If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. - -### Horseshoes of a Zephyr - -*Wondrous item, very rare* - -These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march. - -### Horseshoes of Speed - -*Wondrous item, rare* - -These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet. - -# Magic Items (I) - -### Immovable Rod - -*Rod, uncommon* - -This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. - -### Instant Fortress - -*Wondrous item, rare* - -You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. - -The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the *knock* spell and similar magic, such as that of a *chime of opening*. - -Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically. - -The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, - -immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a *wish* spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of *wish* causes the roof, the door, or one wall to regain 50 hit points. - -### Ioun Stone - -*Wondrous item, rarity varies (requires attunement)* - -An *Ioun stone* is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of *Ioun stone* exist, each type a distinct combination of shape and color. - -When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. - -A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. - -***Absorption (Very Rare)***. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. - -Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. - -***Agility (Very Rare)***. Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. - -***Awareness (Rare)***. You can't be surprised while this dark blue rhomboid orbits your head. - -***Fortitude (Very Rare)***. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. - -***Greater Absorption (Legendary)***. While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. - -Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. - -***Insight (Very Rare)***. Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. - -***Intellect (Very Rare)***. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. - -***Leadership (Very Rare)***. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. - -***Mastery (Legendary)***. Your proficiency bonus increases by 1 while this pale green prism orbits your head. - -***Protection (Rare)***. You gain a +1 bonus to AC while this dusty rose prism orbits your head. - -***Regeneration (Legendary)***. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. - -***Reserve (Rare)***. This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4-1 levels of stored spells chosen by the GM. - -Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. - -While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. - -***Strength (Very Rare)***. Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. - -***Sustenance (Rare)***. You don't need to eat or drink while this clear spindle orbits your head. - -### Iron Bands of Binding - -*Wondrous item, rare* - -This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. - -Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. - -A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. - -Once the bands are used, they can't be used again until the next dawn. - -### Iron Flask - -*Wondrous item, legendary* - -This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age. - -You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. - -An *identify* spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly. - -**Table- Iron Flask** - -| d100 | Contents | -|-------|-------------------| -| 1‒50 | Empty | -| 51‒54 | Demon (type 1) | -| 55‒58 | Demon (type 2) | -| 59‒62 | Demon (type 3) | -| 63‒64 | Demon (type 4) | -| 65 | Demon (type 5) | -| 66 | Demon (type 6) | -| 67 | Deva | -| 68‒69 | Devil (greater) | -| 70‒73 | Devil (lesser) | -| 74‒75 | Djinni | -| 76‒77 | Efreeti | -| 78‒83 | Elemental (any) | -| 84‒86 | Invisible stalker | -| 87‒90 | Night hag | -| 91 | Planetar | -| 92‒95 | Salamander | -| 96 | Solar | -| 97‒99 | Succubus/incubus | -| 100 | Xorn | -| | | - -# Magic Items (J) - -### Javelin of Lightning - -*Weapon (javelin), uncommon* - -This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. - -The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. - -# Magic Items (K) - -# Magic Items (L) - -### Lantern of Revealing - -*Wondrous item, uncommon* - -While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. - -### Luck Blade - -*Weapon (any sword), legendary (requires attunement)* - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. - -***Luck***. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. - -***Wish***. The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the *wish* spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. - -# Magic Items (M) - -### Mace of Disruption - -*Weapon (mace), rare (requires attunement)* - -When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. - -While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. - -### Mace of Smiting - -*Weapon (mace), rare* - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. - -When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. - -### Mace of Terror - -*Weapon (mace), rare (requires attunement)* - -This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. - -The mace regains 1d3 expended charges daily at dawn. - -### Mantle of Spell Resistance - -*Wondrous item, rare (requires attunement)* - -You have advantage on saving throws against spells while you wear this cloak. - -### Manual of Bodily Health - -*Wondrous item, very rare* - -This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - -### Manual of Gainful Exercise - -*Wondrous item, very rare* - -This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - -### Manual of Golems - -*Wondrous item, very rare* - -This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a *manual of golems* and attempts to read it takes 6d6 psychic damage. - -**Table- Manual of Golems** - -| d20 | Golem | Time | Cost | -|-------|-------|----------|------------| -| 1-5 | Clay | 30 days | 65,000 gp | -| 6-17 | Flesh | 60 days | 50,000 gp | -| 18 | Iron | 120 days | 100,000 gp | -| 19-20 | Stone | 90 days | 80,000 gp | -| | | | | - -To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. - -Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. - -### Manual of Quickness of Action - -*Wondrous item, very rare* - -This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - -### Marvelous Pigments - -*Wondrous item, very rare* - -Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. - -Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons - that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. - -When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. - -Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. - -If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. - -### Medallion of Thoughts - -*Wondrous item, uncommon (requires attunement)* - -The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the *detect thoughts* spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. - -### Mirror of Life Trapping - -*Wondrous item, very rare* - -When this 4-foot tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. - -If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. - -Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically. - -An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. - -If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. - -While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally. - -In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it. - -### Mithral Armor - -*Armor (medium or heavy, but not hide), uncommon* - -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. - -# Magic Items (N) - -### Necklace of Adaptation - -*Wondrous item, uncommon (requires attunement)* - -While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as *cloudkill* and *stinking cloud* effects, inhaled poisons, and the breath weapons of some dragons). - -### Necklace of Fireballs - -*Wondrous item, rare* - -This necklace has 1d6+3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level *fireball* spell (save DC 15). - -You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the *fireball* by 1 for each bead beyond the first. - -### Necklace of Prayer Beads - -*Wondrous item, rare (requires attunement by a cleric, druid, or paladin)* - -This necklace has 1d4+2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. - -Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. - -**Table- Necklace of Prayer Beads** - -| d20 | Bead of ... | Spell | -|-------|--------------|-----------------------------------------------| -| 1-6 | Blessing | Bless | -| 7-12 | Curing | Cure wounds (2nd level) or lesser restoration | -| 13-16 | Favor | Greater restoration | -| 17-18 | Smiting | Branding smite | -| 19 | Summons | Planar ally | -| 20 | Wind walking | Wind walk | -| | | | - -### Nine Lives Stealer - -*Weapon (any sword), very rare (requires attunement)* - -You gain a +2 bonus to attack and damage rolls made with this magic weapon. - -The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. - -# Magic Items (O) - -### Oathbow - -*Weapon (longbow), very rare (requires attunement)* - -When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. - -When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. - -While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. - -### Oil of Etherealness - -*Potion, rare* - -Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the *etherealness* spell for 1 hour. - -### Oil of Sharpness - -*Potion, very rare* - -This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. - -### Oil of Slipperiness - -*Potion, uncommon* - -This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a *freedom of movement* spell for 8 hours. - -Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the *grease* spell in that area for 8 hours. - -# Magic Items (P) - -### Pearl of Power - -*Wondrous item, uncommon (requires attunement by a spellcaster)* - -While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn. - -### Periapt of Health - -*Wondrous item, uncommon* - -You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. - -### Periapt of Proof against Poison - -*Wondrous item, rare* - -This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. - -### Periapt of Wound Closure - -*Wondrous item, uncommon (requires attunement)* - -While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. - -### Philter of Love - -*Potion, uncommon* - -The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. - -### Pipes of Haunting - -*Wondrous item, uncommon* - -You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. - -### Pipes of the Sewers - -*Wondrous item, uncommon (requires attunement)* - -You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. - -The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. - -Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. - -### Plate Armor of Etherealness - -*Armor (plate), legendary (requires attunement)* - -While you're wearing this armor, you can speak its command word as an action to gain the effect of the *etherealness* spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn. - -### Portable Hole - -*Wondrous item, rare* - -This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. - -You can use an action to unfold a *portable hole* and place it on or against a solid surface, whereupon the *portable hole* creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open *portable hole* can exit the hole by climbing out of it. - -You can use an action to close a *portable hole* by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. - -If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the *portable hole* or the creature carrying it. A breathing creature within a closed *portable hole* can survive for up to 10 minutes, after which time it begins to suffocate. - -Placing a *portable hole* inside an extradimensional space created by a *bag of holding*, *handy haversack*, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. - -### Potion of Animal Friendship - -*Potion, uncommon* - -When you drink this potion, you can cast the *animal friendship* spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. - -### Potion of Clairvoyance - -*Potion, rare* - -When you drink this potion, you gain the effect of the *clairvoyance* spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. - -### Potion of Climbing - -*Potion, common* - -When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. - -### Potion of Diminution - -*Potion, rare* - -When you drink this potion, you gain the "reduce" effect of the *enlarge/reduce* spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. - -### Potion of Flying - -*Potion, very rare* - -When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. - -### Potion of Gaseous Form - -*Potion, rare* - -When you drink this potion, you gain the effect of the *gaseous form* spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water. - -### Potion of Giant Strength - -*Potion, rarity varies* - -When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. - -This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The *potion of frost giant strength* and the *potion of stone giant strength* have the same effect. - -**Table- Potion of Giant Strength** - -| Type of Giant | Strength | Rarity | -|-------------------|----------|-----------| -| Hill giant | 21 | Uncommon | -| Frost/stone giant | 23 | Rare | -| Fire giant | 25 | Rare | -| Cloud giant | 27 | Very rare | -| Storm giant | 29 | Legendary | -| | | | - -### Potion of Growth - -*Potion, uncommon* - -When you drink this potion, you gain the "enlarge" effect of the *enlarge/reduce* spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. - -### Potion of Healing - -*Potion, rarity varies* - -You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated. - -**Table- Potions of Healing** - -| Potion of ... | Rarity | HP Regained | -|------------------|-----------|-------------| -| Healing | Common | 2d4+2 | -| Greater healing | Uncommon | 4d4+4 | -| Superior healing | Rare | 8d4+8 | -| Supreme healing | Very rare | 10d4+20 | -| | | | - -### Potion of Heroism - -*Potion, rare* - -For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the *bless* spell (no concentration required). This blue potion bubbles and steams as if boiling. - -### Potion of Invisibility - -*Potion, very rare* - -This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. - -### Potion of Mind Reading - -*Potion, rare* - -When you drink this potion, you gain the effect of the *detect thoughts* spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it. - -### Potion of Poison - -*Potion, uncommon* - -This concoction looks, smells, and tastes like a *potion of healing* or other beneficial potion. However, it is actually poison masked by illusion magic. An *identify* spell reveals its true nature. - -If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. - -### Potion of Resistance - -*Potion, uncommon* - -When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below. - -**Table- Potion of Resistance** - -| d10 | Damage Type | -|-----|-------------| -| 1 | Acid | -| 2 | Cold | -| 3 | Fire | -| 4 | Force | -| 5 | Lightning | -| 6 | Necrotic | -| 7 | Poison | -| 8 | Psychic | -| 9 | Radiant | -| 10 | Thunder | -| | | - -### Potion of Speed - -*Potion, very rare* - -When you drink this potion, you gain the effect of the *haste* spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own. - -### Potion of Water Breathing - -*Potion, uncommon* - -You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. - -# Magic Items (Q) - -# Magic Items (R) - -### Restorative Ointment - -*Wondrous item, uncommon* - -This glass jar, 3 inches in diameter, contains 1d4+1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. - -As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8+2 hit points, ceases to be poisoned, and is cured of any disease. - -### Ring of Animal Influence - -*Ring, rare* - -This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: - -- Animal friendship (save DC 13) -- Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower -- Speak with animals - -### Ring of Djinni Summoning - -*Ring, legendary (requires attunement)* - -While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane. - -While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. - -After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. - -### Ring of Elemental Command - -*Ring, legendary (requires attunement)* - -This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. - -While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane. - -The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. - -***Ring of Air Elemental Command***. You can expend 2 of the ring's charges to cast *dominate monster* on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. - -If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties: - -- You have resistance to lightning damage. -- You have a flying speed equal to your walking speed and can hover. -- You can cast the following spells from the ring, expending the necessary number of charges: *chain lightning* (3 charges), *gust of wind* (2 charges), or *wind wall* (1 charge). - -***Ring of Earth Elemental Command***. You can expend 2 of the ring's charges to cast *dominate monster* on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. - -If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: - -- You have resistance to acid damage. -- You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. -- You can cast the following spells from the ring, expending the necessary number of charges: *stone shape* (2 charges), *stoneskin* (3 charges), or *wall of stone* (3 charges). - -***Ring of Fire Elemental Command***. You can expend 2 of the ring's charges to cast *dominate monster* on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan. - -If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties: - -- You are immune to fire damage. -- You can cast the following spells from the ring, expending the necessary number of charges: *burning hands* (1 charge), *fireball* (2 charges), and *wall of fire* (3 charges). - -***Ring of Water Elemental Command***. You can expend 2 of the ring's charges to cast *dominate monster* on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. - -If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: - -- You can breathe underwater and have a swimming speed equal to your walking speed. -- You can cast the following spells from the ring, expending the necessary number of charges: *create or destroy water* (1 charge), *control water* (3 charges), *ice storm* (2 charges), or *wall of ice* (3 charges). - -### Ring of Evasion - -*Ring, rare (requires attunement)* - -This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. - -### Ring of Feather Falling - -*Ring, rare (requires attunement)* - -When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. - -### Ring of Free Action - -*Ring, rare (requires attunement)* - -While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. - -### Ring of Invisibility - -*Ring, legendary (requires attunement)* - -While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. - -### Ring of Jumping - -*Ring, uncommon (requires attunement)* - -While wearing this ring, you can cast the *jump* spell from it as a bonus action at will, but can target only yourself when you do so. - -### Ring of Mind Shielding - -*Ring, uncommon (requires attunement)* - -While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. - -You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. - -If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. - -### Ring of Protection - -*Ring, rare (requires attunement)* - -You gain a +1 bonus to AC and saving throws while wearing this ring. - -### Ring of Regeneration - -*Ring, very rare (requires attunement)* - -While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6+1 days if you have at least 1 hit point the whole time. - -### Ring of Resistance - -*Ring, rare (requires attunement)* - -You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly. - -**Table- Ring of Resistance** - -| d10 | Damage Type | Gem | -|-----|-------------|------------| -| 1 | Acid | Pearl | -| 2 | Cold | Tourmaline | -| 3 | Fire | Garnet | -| 4 | Force | Sapphire | -| 5 | Lightning | Citrine | -| 6 | Necrotic | Jet | -| 7 | Poison | Amethyst | -| 8 | Psychic | Jade | -| 9 | Radiant | Topaz | -| 10 | Thunder | Spinel | -| | | | - -### Ring of Shooting Stars - -*Ring, very rare (requires attunement outdoors at night)* - -While wearing this ring in dim light or darkness, you can cast *dancing lights* and *light* from the ring at will. Casting either spell from the ring requires an action. - -The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. - -***Faerie Fire***. You can expend 1 charge as an action to cast *faerie fire* from the ring. - -***Ball Lightning***. You can expend 2 charges as an action to create one to four 3-foot diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. - -Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. - -As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. - -**Table- Ring of Shooting Stars** - -| Spheres | Lightning Damage | -|---------|------------------| -| 4 | 2d4 | -| 3 | 2d6 | -| 2 | 5d4 | -| 1 | 4d12 | -| | | - -***Shooting Stars***. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. - -### Ring of Spell Storing - -*Ring, rare (requires attunement)* - -This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM. - -Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. - -While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. - -### Ring of Spell Turning - -*Ring, legendary (requires attunement)* - -While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. - -### Ring of Swimming - -*Ring, uncommon* - -You have a swimming speed of 40 feet while wearing this ring. - -### Ring of Telekinesis - -*Ring, very rare (requires attunement)* - -While wearing this ring, you can cast the *telekinesis* spell at will, but you can target only objects that aren't being worn or carried. - -### Ring of the Ram - -*Ring, rare (requires attunement)* - -This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. - -Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. - -### Ring of Three Wishes - -*Ring, legendary* - -While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the *wish* spell from it. The ring becomes nonmagical when you use the last charge. - -### Ring of Warmth - -*Ring, uncommon (requires attunement)* - -While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit. - -### Ring of Water Walking - -*Ring, uncommon* - -While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. - -### Ring of X-ray Vision - -*Ring, rare (requires attunement)* - -While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. - -Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. - -### Robe of Eyes - -*Wondrous item, rare (requires attunement)* - -This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: - -- The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. -- You have darkvision out to a range of 120 feet. -- You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet. - -The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. - -A *light* spell cast on the robe or a *daylight* spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for *light* or DC 15 for *daylight*), ending the blindness on a success. - -### Robe of Scintillating Colors - -*Wondrous item, very rare (requires attunement)* - -This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. - -### Robe of Stars - -*Wondrous item, very rare (requires attunement)* - -This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. - -Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast *magic missile* as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. - -While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. - -### Robe of the Archmagi - -*Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)* - -This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a *robe of the archmagi* that doesn't correspond to your alignment. - -You gain these benefits while wearing the robe: - -- If you aren't wearing armor, your base Armor Class is 15+your Dexterity modifier. -- You have advantage on saving throws against spells and other magical effects. -- Your spell save DC and spell attack bonus each increase by 2. - -### Robe of Useful Items - -*Wondrous item, uncommon* - -This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. - -The robe has two of each of the following patches: - -- Dagger -- Bullseye lantern (filled and lit) -- Steel mirror -- 10-foot pole -- Hempen rope (50 feet, coiled) -- Sack - -In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly. - -**Table- Robe of Useful Items** - -| d100 | Patch | -|--------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| 01-08 | Bag of 100 gp | -| 09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp | -| 16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself | -| 23-30 | 10 gems worth 100 gp each | -| 31-44 | Wooden ladder (24 feet long) 45-51 A riding horse with saddle bags | -| 52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you | -| 60-68 | 4 potions of healing | -| 69-75 | Rowboat (12 feet long) | -| 76-83 | Spell scroll containing one spell of 1st to 3rd level | -| 84-90 | 2 mastiffs | -| 91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach | -| 97-100 | Portable ram | -| | | - -### Rod of Absorption - -*Rod, very rare (requires attunement)* - -While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy-not the spell itself-is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. - -When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. - -If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. - -A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. - -### Rod of Alertness - -*Rod, very rare (requires attunement)* - -This rod has a flanged head and the following properties. - -***Alertness***. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. - -***Spells***. While holding the rod, you can use an action to cast one of the following spells from it: *detect evil and good*, *detect magic*, *detect poison and disease*, or *see invisibility.* - -***Protective Aura***. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. - -The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn. - -### Rod of Lordly Might - -*Rod, legendary (requires attunement)* - -This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. - -***Six Buttons***. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. - -If you press **button 1**, the rod becomes a *flame tongue*, as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword). - -If you press **button 2**, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. - -If you press **button 3**, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it. - -If you press **button 4**, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. - -If you press **button 5**, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. - -If you press **button 6**, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. - -***Drain Life***. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn. - -***Paralyze***. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn. - -***Terrify***. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn. - -### Rod of Rulership - -*Rod, rare (requires attunement)* - -You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn. - -### Rod of Security - -*Rod, very rare* - -While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. - -For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). - -When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. - -### Rope of Climbing - -*Wondrous item, uncommon* - -This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. - -If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. - -The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. - -### Rope of Entanglement - -*Wondrous item, rare* - -This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. - -You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope. - -The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. - -# Magic Items (S) - -### Scarab of Protection - -*Wondrous item, legendary (requires attunement)* - -If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: - -- You have advantage on saving throws against spells. -- The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. - -### Scimitar of Speed - -*Weapon (scimitar), very rare (requires attunement)* - -You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. - -### Shield, +1, +2, or +3 - -*Armor (shield), uncommon (+1), rare (+2), or very rare (+3)* - -While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in addition to the shield's normal bonus to AC. - -### Shield of Missile Attraction - -*Armor (shield), rare (requires attunement)* - -While holding this shield, you have resistance to damage from ranged weapon attacks. - -***Curse***. This shield is cursed. Attuning to it curses you until you are targeted by the *remove curse* spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. - -### Slippers of Spider Climbing - -*Wondrous item, uncommon (requires attunement)* - -While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. - -### Sovereign Glue - -*Wondrous item, legendary* - -This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with *oil of slipperiness*. When found, a container contains 1d6+1 ounces. - -One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of *universal solvent* or *oil of etherealness*, or with a *wish* spell. - -### Spell Scroll - -*Scroll, varies* - -A *spell scroll* bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. - -If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10+the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. - -The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table. - -**Table- Spell Scroll** - -| Spell Level | Rarity | Save DC | Attack Bonus | -|-------------|-----------|---------|--------------| -| Cantrip | Common | 13 | +5 | -| 1st | Common | 13 | +5 | -| 2nd | Uncommon | 13 | +5 | -| 3rd | Uncommon | 15 | +7 | -| 4th | Rare | 15 | +7 | -| 5th | Rare | 17 | +9 | -| 6th | Very rare | 17 | +9 | -| 7th | Very rare | 18 | +10 | -| 8th | Very rare | 18 | +10 | -| 9th | Legendary | 19 | +11 | -| | | | | - -A wizard spell on a *spell scroll* can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10+the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the *spell scroll* is destroyed. - -### Spellguard Shield - -*Armor (shield), very rare (requires attunement)* - -While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. - -### Sphere of Annihilation - -*Wondrous item, legendary* - -This 2-foot diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. - -The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a *sphere of annihilation*, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage. - -The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage. - -If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal. - -If the sphere comes into contact with a planar portal, such as that created by the *gate* spell, or an extradimensional space, such as that within a *portable hole*, the GM determines randomly what happens, using the following table. - -**Table- Sphere of Annihilation** - -| d100 | Result | -|-------|------------------------------------------------------------------------------------------------------------------------------------| -| 01-50 | The sphere is destroyed. | -| 51-85 | The sphere moves through the portal or into the extradimensional space. | -| 86-00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. | -| | | - -### Staff of Charming - -*Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)* - -While holding this staff, you can use an action to expend 1 of its 10 charges to cast *charm person*, *command*, *or comprehend languages* from it using your spell save DC. The staff can also be used as a magic quarterstaff. - -If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. - -The staff regains 1d8+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. - -### Staff of Fire - -*Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)* - -You have resistance to fire damage while you hold this staff. - -The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *burning hands* (1 charge), *fireball* (3 charges), or *wall of fire* (4 charges). - -The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. - -### Staff of Frost - -*Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)* - -You have resistance to cold damage while you hold this staff. - -The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *cone of cold* (5 charges), *fog cloud* (1 charge), *ice storm* (4 charges), or *wall of ice* (4 charges). - -The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. - -### Staff of Healing - -*Staff, rare (requires attunement by a bard, cleric, or druid)* - -This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: *cure wounds* (1 charge per spell level, up to 4th), *lesser restoration* (2 charges), or *mass cure wounds* (5 charges). - -The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. - -### Staff of Power - -*Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)* - -This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. - -The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8+2 charges. - -***Power Strike***. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. - -***Spells***. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: *cone of cold* (5 charges), *fireball* (5th-level version, 5 charges), *globe of invulnerability* (6 charges), *hold monster* (5 charges), *levitate* (2 charges), *lightning bolt* (5th-level version, 5 charges), *magic missile* (1 charge), *ray of enfeeblement* (1 charge), or *wall of force* (5 charges). - -***Retributive Strike***. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot radius sphere centered on it. - -You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. - -**Table- Staff of Power** - -| Distance from Origin | Damage | -|-----------------------|----------------------------------------| -| 10 ft. away or closer | 8 × the number of charges in the staff | -| 11 to 20 ft. away | 6 × the number of charges in the staff | -| 21 to 30 ft. away | 4 × the number of charges in the staff | -| | | - -### Staff of Striking - -*Staff, very rare (requires attunement)* - -This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. - -The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. - -### Staff of Swarming Insects - -*Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)* - -This staff has 10 charges and regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. - -***Spells***. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: *giant insect* (4 charges) or *insect plague* (5 charges). - -***Insect Cloud***. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. - -### Staff of the Magi - -*Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)* - -This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. - -The staff has 50 charges for the following properties. It regains 4d6+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12+1 charges. - -***Spell Absorption***. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). - -***Spells***. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: *conjure elemental* (7 charges), *dispel magic* (3 charges), *fireball* (7th-level version, 7 charges), *flaming sphere* (2 charges), *ice storm* (4 charges), *invisibility* (2 charges), *knock* (2 charges), *lightning bolt* (7th-level version, 7 charges), *passwall* (5 charges), *plane shift* (7 charges), *telekinesis* (5 charges), *wall of fire* (4 charges), or *web* (2 charges). - -You can also use an action to cast one of the following spells from the staff without using any charges: *arcane lock*, *detect magic*, *enlarge/reduce*, *light*, *mage hand*, or *protection from evil and good.* - -***Retributive Strike***. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot radius sphere centered on it. - -You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. - -**Table- Staff of the Magi** - -| Distance from Origin | Damage | -|-----------------------|----------------------------------------| -| 10 ft. away or closer | 8 × the number of charges in the staff | -| 11 to 20 ft. away | 6 × the number of charges in the staff | -| 21 to 30 ft. away | 4 × the number of charges in the staff | -| | | - -### Staff of the Python - -*Staff, uncommon (requires attunement by a cleric, druid, or warlock)* - -You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. - -On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. - -If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. - -### Staff of the Woodlands - -*Staff, rare (requires attunement by a druid)* - -This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. - -The staff has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. - -***Spells***. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: *animal friendship* (1 charge), *awaken* (5 charges), *barkskin* (2 charges), *locate animals or plants* (2 charges), *speak with animals* (1 charge), *speak with plants* (3 charges), or *wall of thorns* (6 charges). - -You can also use an action to cast the *pass without trace* spell from the staff without using any charges. - -***Tree Form***. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot diameter trunk, and its branches at the top spread out in a 20-foot radius. - -The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by *detect magic*. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. - -### Staff of Thunder and Lightning - -*Staff, very rare (requires attunement)* - -This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. - -***Lightning***. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. - -***Thunder***. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. - -***Lightning Strike***. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. - -***Thunderclap***. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. - -***Thunder and Lightning***. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. - -### Staff of Withering - -*Staff, rare (requires attunement by a cleric, druid, or warlock)* - -This staff has 3 charges and regains 1d3 expended charges daily at dawn. - -The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. - -### Stone of Controlling Earth Elementals - -*Wondrous item, rare* - -If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the *conjure elemental* spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds. - -### Stone of Good Luck (Luckstone) - -*Wondrous item, uncommon (requires attunement)* - -While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. - -### Sun Blade - -*Weapon (longsword), rare (requires attunement)* - -This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the *sun blade*. - -You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. - -The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. - -### Sword of Life Stealing - -*Weapon (any sword), rare (requires attunement)* - -When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt. - -### Sword of Sharpness - -*Weapon (any sword that deals slashing damage), very rare (requires attunement)* - -When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. - -When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. - -In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. - -### Sword of Wounding - -*Weapon (any sword), rare (requires attunement)* - -Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. - -Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. - -# Magic Items (T) - -### Talisman of Pure Good - -*Wondrous item, legendary (requires attunement by a creature of good alignment)* - -This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. - -If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. - -The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed. - -### Talisman of the Sphere - -*Wondrous item, legendary (requires attunement)* - -When you make an Intelligence (Arcana) check to control a *sphere of annihilation* while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a *sphere of annihilation*, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier. - -### Talisman of Ultimate Evil - -*Wondrous item, legendary (requires attunement by a creature of evil alignment)* - -This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. - -If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. - -The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed. - -### Tome of Clear Thought - -*Wondrous item, very rare* - -This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - -### Tome of Leadership and Influence - -*Wondrous item, very rare* - -This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - -### Tome of Understanding - -*Wondrous item, very rare* - -This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - -### Trident of Fish Command - -*Weapon (trident), uncommon (requires attunement)* - -This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast *dominate beast* (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. - -# Magic Items (U) - -### Universal Solvent - -*Wondrous item, legendary* - -This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including *sovereign glue.* - -# Magic Items (V) - -### Vicious Weapon - -*Weapon (any), rare* - -When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type. - -### Vorpal Sword - -*Weapon (any sword that deals slashing damage), legendary (requires attunement)* - -You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. - -When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. - -# Magic Items (W) - -### Wand of Binding - -*Wand, rare (requires attunement by a spellcaster)* - -This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -***Spells***. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): *hold monster* (5 charges) or *hold person* (2 charges). - -***Assisted Escape***. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. - -### Wand of Enemy Detection - -*Wand, rare (requires attunement)* - -This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -### Wand of Fear - -*Wand, rare (requires attunement)* - -This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -***Command***. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the *command* spell (save DC 15). - -***Cone of Fear***. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. - -### Wand of Fireballs - -*Wand, rare (requires attunement by a spellcaster)* - -This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *fireball* spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -### Wand of Lightning Bolts - -*Wand, rare (requires attunement by a spellcaster)* - -This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *lightning bolt* spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -### Wand of Magic Detection - -*Wand, uncommon* - -This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the *detect magic* spell from it. The wand regains 1d3 expended charges daily at dawn. - -### Wand of Magic Missiles - -*Wand, uncommon* - -This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *magic missile* spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -### Wand of Paralysis - -*Wand, rare (requires attunement by a spellcaster)* - -This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -### Wand of Polymorph - -*Wand, very rare (requires attunement by a spellcaster)* - -This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *polymorph* spell (save DC 15) from it. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -### Wand of Secrets - -*Wand, uncommon* - -The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. - -### Wand of the War Mage, +1, +2, or +3 - -*Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster)* - -While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack. - -### Wand of Web - -*Wand, uncommon (requires attunement by a spellcaster)* - -This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *web* spell (save DC 15) from it. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -### Wand of Wonder - -*Wand, rare (requires attunement by a spellcaster)* - -This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. - -If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. - -If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. - -**Table- Wand of Wonder** - -| d100 | Effect | -|--------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| 01-05 | You cast slow. 06-10 You cast faerie fire. | -| 11-15 | You are stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast gust of wind. | -| 21-25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. | -| 26-30 | You cast stinking cloud. | -| 31-33 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. | -| 34-36 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. | -| 37-46 | You cast lightning bolt. | -| 47-49 | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. | -| 50-53 | You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target. | -| 54-58 | You cast darkness. | -| 59-62 | Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. | -| 63-65 | An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. | -| 66-69 | You shrink yourself as if you had cast enlarge/reduce on yourself. | -| 70-79 | You cast fireball. | -| 80-84 | You cast invisibility on yourself. | -| 85-87 | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. | -| 88-90 | A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. | -| 91-95 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. | -| 96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. | -| 98-100 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. | -| | | - -### Weapon, +1, +2, or +3 - -*Weapon (any), uncommon (+1), rare (+2), or very rare (+3)* - -You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. - -### Well of Many Worlds - -*Wondrous item, legendary* - -This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. - -You can use an action to unfold and place the *well of many worlds* on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once *well of many worlds* has opened a portal, it can't do so again for 1d8 hours. - -### Wind Fan - -*Wondrous item, uncommon* - -While holding this fan, you can use an action to cast the *gust of wind* spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. - -### Winged Boots - -*Wondrous item, uncommon (requires attunement)* - -While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. - -The boots regain 2 hours of flying capability for every 12 hours they aren't in use. - -### Wings of Flying - -*Wondrous item, rare (requires attunement)* - -While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours. - -# Magic Items (X) - -# Magic Items (Y) - -# Magic Items (Z) - -# Sentient Magic - -Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side. - -Most sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient. - -Sentient magic items function as NPCs under the GM's control. Any activated property of the item is under the item's control, not its wielder's. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder. - -### Creating Sentient Magic Items - -When you decide to make a magic item sentient, you create the item's persona in the same way you would create an NPC, with a few exceptions described here. - -#### Abilities - -A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item's abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest. - -#### Communication - -A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table. - -**Table- Sentient Magic Items: Communication** - -| d100 | Communication | -|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| 01-60 | The item communicates by transmitting emotion to the creature carrying or wielding it. | -| 61-90 | The item can speak, read, and understand one or more languages. | -| 91-100 | The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it. | -| | | - -#### Senses - -With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table. - -**Table- Sentient Magic Items: Senses** - -| d4 | Senses | -|----|--------------------------------------------| -| 1 | Hearing and normal vision out to 30 feet. | -| 2 | Hearing and normal vision out to 60 feet | -| 3 | Hearing and normal vision out to 120 feet. | -| 4 | Hearing and darkvision out to 120 feet. | -| | | - -#### Alignment - -A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table. - -**Table- Sentient Magic Items: Alignment** - -| d100 | Alignment | -|--------|-----------------| -| 01-15 | Lawful good | -| 16-35 | Neutral good | -| 36-50 | Chaotic good | -| 51-63 | Lawful neutral | -| 64-73 | Neutral | -| 74-85 | Chaotic neutral | -| 86-89 | Lawful evil | -| 90-96 | Neutral evil | -| 97-100 | Chaotic evil | -| | | - -#### Special Purpose - -You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table. - -**Table- Sentient Magic Items: Special Purpose** - -| d10 | Purpose | -|-----|----------------------------------------------------------------------------------------------------------------------------------------| -| 1 | Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.) | -| 2 | Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards. | -| 3 | Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids. | -| 4 | Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity. | -| 5 | Templar: The item seeks to defend the servants and interests of a particular deity. | -| 6 | Destroyer: The item craves destruction and goads its user to fight arbitrarily. | -| 7 | Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure. | -| 8 | Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy. | -| 9 | Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events. | -| 10 | Creator Seeker: The item seeks its creator and wants to understand why it was created. | -| | | - -#### Conflict - -A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder's Charisma check. If the item wins the contest, it makes one or more of the following demands: - -- The item insists on being carried or worn at all times. -- The item demands that its wielder dispose of anything the item finds repugnant. -- The item demands that its wielder pursue the item's goals to the exclusion of all other goals. -- The item demands to be given to someone else. If its wielder refuses to comply with the item's wishes, the item can do any or all of the following: -- Make it impossible for its wielder to attune to it. -- Suppress one or more of its activated properties. -- Attempt to take control of its wielder. - -If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12+the item's Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item's commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can't use this power again until the next dawn. - -# Artifacts - -### Orb of Dragonkind - -*Wondrous item, artifact (requires attunement)* - -Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five *Orbs of Dragonkind* (or *Dragon Orbs*) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic. - -As the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons. - -Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb. - -An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. - -While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it. - -While you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts *suggestion* on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides. - -***Random Properties***. An *Orb of Dragonkind* has the following random properties: - -- 2 minor beneficial properties -- 1 minor detrimental property -- 1 major detrimental property - -***Spells***. The orb has 7 charges and regains 1d4+3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: *cure wounds* (5th-level version, 3 charges), *daylight* (1 charge), *death ward* (2 charges), or *scrying* (3 charges). - -You can also use an action to cast the *detect magic* spell from the orb without using any charges. - -***Call Dragons***. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour. - -***Destroying an Orb***. An *Orb of Dragonkind* appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A *disintegrate* spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however. - -# MONSTERS - -# Monster Statistics - -## Type - -A monster's type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an *arrow of dragon slaying* deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns. - -The game includes the following monster types, which have no rules of their own. - -**Aberrations** are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi. - -**Beasts** are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals. - -**Celestials** are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi. - -**Constructs** are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures. - -**Dragons** are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons. - -**Elementals** are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds. - -**Fey** are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs. - -**Fiends** are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths. - -**Giants** tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants. - -**Humanoids** are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds. - -**Monstrosities** are monsters in the strictest sense-frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any other type. - -**Oozes** are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes. - -**Plants** in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category. - -**Undead** are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. - -#### Tags - -A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the *humanoid (orc)* type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag. - -## Alignment - -A monster's alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might be willing to negotiate. See the *Player's Handbook* for descriptions of the different alignments. - -The alignment specified in a monster's stat block is the default. Feel free to depart from it and change a monster's alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, there's nothing stopping you. - -Some creatures can have **any alignment**. In other words, you choose the monster's alignment. Some monster's alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature. - -Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don't make moral or ethical choices, but rather act on instinct. These creatures are **unaligned**, which means they don't have an alignment. - -## Armor Class - -A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster's AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value. - -## Hit Points - -A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the *Player's Handbook*. - -A monster's hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 × 4½). - -A monster's size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table. - -**Table- Hit Dice by Size** - -| Monster Size | Hit Die | Average HP per Die | -|--------------|---------|--------------------| -| Tiny | d4 | 2 1/2 | -| Small | d6 | 3 1/2 | -| Medium | d8 | 4 1/2 | -| Large | d10 | 5 1/2 | -| Huge | d12 | 6 1/2 | -| Gargantuan | d20 | 10 1/2 | -| | | | - -A monster's Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8+2 hit points (average 11). - -## Speed - -A monster's speed tells you how far it can move on its turn. For more information on speed, see the *Player's Handbook*. - -All creatures have a walking speed, simply called the monster's speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet. - -Some creatures have one or more of the following additional movement modes. - -### Burrow - -A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can't burrow through solid rock unless it has a special trait that allows it to do so. - -### Climb - -A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn't need to spend extra movement to climb. - -### Fly - -A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to **hover**, which makes them hard to knock out of the air (as explained in the rules on flying in the *Player's Handbook*). Such a monster stops hovering when it dies. - -### Swim - -A monster that has a swimming speed doesn't need to spend extra movement to swim. - -## Ability Scores - -Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. For more information on ability scores and how they're used in play, see the *Player's Handbook*. - -## Saving Throws - -The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn't easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don't have special saving throw bonuses, in which case this section is absent. - -A saving throw bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). - -**Table- Proficiency Bonus by Challenge Rating** - -| Challenge | Proficiency Bonus | -|-----------|-------------------| -| 0 | +2 | -| 1/8 | +2 | -| 1/4 | +2 | -| 1/2 | +2 | -| 1 | +2 | -| 2 | +2 | -| 3 | +2 | -| 4 | +2 | -| 5 | +3 | -| 6 | +3 | -| 7 | +3 | -| 8 | +3 | -| 9 | +4 | -| 10 | +4 | -| 11 | +4 | -| 12 | +4 | -| 13 | +5 | -| 14 | +5 | -| 15 | +5 | -| 16 | +5 | -| 17 | +6 | -| 18 | +6 | -| 19 | +6 | -| 20 | +6 | -| 21 | +7 | -| 22 | +7 | -| 23 | +7 | -| 24 | +7 | -| 25 | +8 | -| 26 | +8 | -| 27 | +8 | -| 28 | +8 | -| 29 | +9 | -| 30 | +9 | -| | | - -## Skills - -The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. - -A skill bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise. - -***Armor, Weapon, and Tool Proficiencies*** - -*Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.* - -*For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither.* - -*See the Player's Handbook for rules on using armor or weapons without proficiency.* - -## Vulnerabilities, Resistances, and Immunities - -Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions. - -## Senses - -The Senses entry notes a monster's passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below. - -### Blindsight - -A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius. - -Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons. - -If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception. - -### Darkvision - -A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can't discern color in darkness, only shades of gray. Many creatures that live underground have this special sense. - -### Tremorsense - -A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense. - -### Truesight - -A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range. - -## Languages - -The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can't speak it, and this is noted in its entry. A "-" indicates that a creature neither speaks nor understands any language. - -### Telepathy - -Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn't need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation. - -A telepathic monster doesn't need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can't initiate telepathic contact, and any current contact is terminated. - -A creature within the area of an *antimagic field* or in any other location where magic doesn't function can't send or receive telepathic messages. - -## Challenge - -A monster's **Challenge rating** tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one. - -Monsters that are significantly weaker than 1st- level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no experience points, while those that have attacks are worth 10 XP each. - -Some monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill. - -### Experience Points - -The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the GM may also award XP for neutralizing the threat posed by the monster in some other manner. - -Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block. - -**Table- Experience Points by Challenge Rating** - -| Challenge | XP | -|-----------|---------| -| 0 | 0 or 10 | -| 1/8 | 25 | -| 1/4 | 50 | -| 1/2 | 100 | -| 1 | 200 | -| 2 | 450 | -| 3 | 700 | -| 4 | 1,100 | -| 5 | 1,800 | -| 6 | 2,300 | -| 7 | 2,900 | -| 8 | 3,900 | -| 14 | 11,500 | -| 15 | 13,000 | -| 16 | 15,000 | -| 17 | 18,000 | -| 18 | 20,000 | -| 19 | 22,000 | -| 20 | 25,000 | -| 21 | 33,000 | -| 22 | 41,000 | -| 23 | 50,000 | -| 24 | 62,000 | -| 25 | 75,000 | -| | | - -## Special Traits - -Special traits (which appear after a monster's challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation. - -### Innate Spellcasting - -A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can't be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster's challenge rating. - -An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the *levitate* spell, but the spell has a "self only" restriction, which means that the spell affects only the drow mage. - -A monster's innate spells can't be swapped out with other spells. If a monster's innate spells don't require attack rolls, no attack bonus is given for them. - -### Spellcasting - -A monster with the Spellcasting special trait has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the *Player's Handbook*). The spellcaster level is also used for any cantrips included in the feature. - -The monster has a list of spells known or prepared from a specific class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list. - -A monster can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level *lightning bolt* spell can cast it as a 5th-level spell by using one of its 5th-level greater or lesser threat than suggested by its challenge rating. - -### Psionics - -A monster that casts spells using only the power of its mind has the psionics tag added to its Spellcasting or Innate Spellcasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn't require any components to cast its spells. - -## Actions - -When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the *Player's Handbook*. - -### Melee and Ranged Attacks - -The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the "weapon" might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the *Player's Handbook*. - -***Creature vs Target***. The target of a melee or ranged attack is usually either one creature or one target, the difference being that a "target" can be a creature or an object. - -***Hit***. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the "Hit" notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented. - -***Miss***. If an attack has an effect that occurs on a miss, that information is presented after the "Miss:" notation. - -***Grapple Rules for Monsters*** - -*Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn't need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise.* - -*A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster's stat block. If no escape DC is given, assume the DC is 10+the monster's Strength (Athletics) modifier.* - -### Multiattack - -A creature that can make multiple attacks on its turn has the Multiattack action. A creature can't use Multiattack when making an opportunity attack, which must be a single melee attack. - -### Ammunition - -A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow. - -## Reactions - -If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent. - -## Limited Usage - -Some special abilities have restrictions on the number of times they can be used. - -***X/Day***. The notation "X/Day" means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, "1/Day" means a special ability can be used once and that the monster must finish a long rest to use it again. - -***Recharge X-Y***. The notation "Recharge X-Y" means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster's turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest. - -For example, "Recharge 5-6" means a monster can use the special ability once. Then, at the start of the monster's turn, it regains the use of that ability if it rolls a 5 or 6 on a d6. - -***Recharge after a Short or Long Rest***. This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again. - -## Equipment - -A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately. - -You can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster's equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance. - -If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block. - -# Legendary Creatures - -A legendary creature can do things that ordinary creatures can't. It can take special actions outside its turn, and it might exert magical influence for miles around. - -If a creature assumes the form of a legendary creature, such as through a spell, it doesn't gain that form's legendary actions, lair actions, or regional effects. - -## Legendary Actions - -A legendary creature can take a certain number of special actions-called legendary actions-outside its turn. Only one legendary action option can be used at a time and only at the end of another creature's turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can't use them while incapacitated or otherwise unable to take actions. If surprised, it can't use them until after its first turn in the combat. - -## A Legendary Creature's Lair - -A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair. - -### Lair Actions - -If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can't do so while incapacitated or otherwise unable to take actions. If surprised, it can't use one until after its first turn in the combat. - -### Regional Effects - -The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies. - -# Monsters (A) - -## Aboleth - -*Large aberration, lawful evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 135 (18d10+36) - -**Speed** 10 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|---------|---------|---------| -| 21 (+5) | 9 (-1) | 15 (+2) | 18 (+4) | 15 (+2) | 18 (+4) | - -**Saving Throws** Con +6, Int +8, Wis +6 - -**Skills** History +12, Perception +10 - -**Senses** darkvision 120 ft., passive Perception 20 - -**Languages** Deep Speech, telepathy 120 ft. - -**Challenge** 10 (5,900 XP) - -***Amphibious***. The aboleth can breathe air and water. - -***Mucous Cloud***. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. - -***Probing Telepathy***. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature. - -###### Actions - -***Multiattack***. The aboleth makes three tentacle attacks. - -***Tentacle***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 12 (2d6+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by *heal* or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. - -***Tail***. *Melee Weapon Attack:* +9 to hit, reach 10 ft. one target. *Hit:* 15 (3d6+5) bludgeoning damage. - -***Enslave (3/Day)***. The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. - -Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. - -###### Legendary Actions - -The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn. - -**Detect**. The aboleth makes a Wisdom (Perception) check. - -**Tail Swipe**. The aboleth makes one tail attack. - -**Psychic Drain (Costs 2 Actions)**. One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes. - -## Angels - -### Deva - -*Medium celestial, lawful good* - -**Armor Class** 17 (natural armor) - -**Hit Points** 136 (16d8+64) - -**Speed** 30 ft., fly 90 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 18 (+4) | 18 (+4) | 17 (+3) | 20 (+5) | 20 (+5) | - -**Saving Throws** Wis +9, Cha +9 - -**Skills** Insight +9, Perception +9 - -**Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** charmed, exhaustion, frightened - -**Senses** darkvision 120 ft., passive Perception 19 - -**Languages** all, telepathy 120 ft. - -**Challenge** 10 (5,900 XP) - -***Angelic Weapons***. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). - -***Innate Spellcasting***. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal Components - -At will: *detect evil and good* - -1/day each: *commune*, *raise dead* - -***Magic Resistance***. The deva has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The deva makes two melee attacks. - -***Mace***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+4) bludgeoning damage plus 18 (4d8) radiant damage. - -***Healing Touch (3/Day)***. The deva touches another creature. The target magically regains 20 (4d8+2) hit points and is freed from any curse, disease, poison, blindness, or deafness. - -***Change Shape***. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). - -In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. - -### Planetar - -*Large celestial, lawful good* - -**Armor Class** 19 (natural armor) - -**Hit Points** 200 (16d10+112) - -**Speed** 40 ft., fly 120 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 24 (+7) | 20 (+5) | 24 (+7) | 19 (+4) | 22 (+6) | 25 (+7) | - -**Saving Throws** Con +12, Wis +11, Cha +12 - -**Skills** Perception +11 - -**Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** charmed, exhaustion, frightened - -**Senses** truesight 120 ft., passive Perception 21 - -**Languages** all, telepathy 120 ft. - -**Challenge** 16 (15,000 XP) - -***Angelic Weapons***. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). - -***Divine Awareness***. The planetar knows if it hears a lie. - -***Innate Spellcasting***. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material Components - -At will: *detect evil and good*, *invisibility* (self only) - -3/day each: *blade barrier*, *dispel evil and good*, *flame strike*, *raise dead* - -1/day each: *commune*, *control weather*, *insect plague* - -***Magic Resistance***. The planetar has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The planetar makes two melee attacks. - -***Greatsword***. *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 21 (4d6+7) slashing damage plus 22 (5d8) radiant damage. - -***Healing Touch (4/Day)***. The planetar touches another creature. The target magically regains 30 (6d8+3) hit points and is freed from any curse, disease, poison, blindness, or deafness. - -### Solar - -*Large celestial, lawful good* - -**Armor Class** 21 (natural armor) - -**Hit Points** 243 (18d10+144) - -**Speed** 50 ft., fly 150 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|----------| -| 26 (+8) | 22 (+6) | 26 (+8) | 25 (+7) | 25 (+7) | 30 (+10) | - -**Saving Throws** Int +14, Wis +14, Cha +17 - -**Skills** Perception +14 - -**Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** necrotic, poison - -**Condition Immunities** charmed, exhaustion, frightened, poisoned - -**Senses** truesight 120 ft., passive Perception 24 - -**Languages** all, telepathy 120 ft. - -**Challenge** 21 (33,000 XP) - -***Angelic Weapons***. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). - -***Divine Awareness***. The solar knows if it hears a lie. - -***Innate Spellcasting***. The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material Components - -At will: *detect evil and good*, *invisibility* (self only) - -3/day each: *blade barrier*, *dispel evil and good*, *resurrection* - -1/day each: *commune*, *control weather* - -***Magic Resistance***. The solar has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The solar makes two greatsword attacks. - -***Greatsword***. *Melee Weapon Attack:* +15 to hit, reach 5 ft., one target. *Hit:* 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage. - -***Slaying Longbow***. *Ranged Weapon Attack:* +13 to hit, range 150/600 ft., one target. *Hit:* 15 (2d8+6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die. - -***Flying Sword***. The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies. - -***Healing Touch (4/Day)***. The solar touches another creature. The target magically regains 40 (8d8+4) hit points and is freed from any curse, disease, poison, blindness, or deafness. - -###### Legendary Actions - -The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn. - -**Teleport**. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - -**Searing Burst (Costs 2 Actions)**. The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. - -**Blinding Gaze (Costs 3 Actions)**. The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the *lesser restoration* spell removes the blindness. - -## Animated Objects - -### Animated Armor - -*Medium construct, unaligned* - -**Armor Class** 18 (natural armor) - -**Hit Points** 33 (6d8+6) - -**Speed** 25 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 14 (+2) | 11 (+0) | 13 (+1) | 1 (-5) | 3 (-4) | 1 (-5) | - -**Damage Immunities** poison, psychic - -**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 6 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Antimagic Susceptibility***. The armor is incapacitated while in the area of an *antimagic field*. If targeted by *dispel magic*, the armor must succeed on a - -Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. - -***False Appearance***. While the armor remains motionless, it is indistinguishable from a normal suit of armor. - -###### Actions - -***Multiattack***. The armor makes two melee attacks. - -***Slam***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) bludgeoning damage. - -### Flying Sword - -*Small construct, unaligned* - -**Armor Class** 17 (natural armor) - -**Hit Points** 17 (5d6) - -**Speed** 0 ft., fly 50 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 12 (+1) | 15 (+2) | 11 (+0) | 1 (-5) | 5 (-3) | 1 (-5) | - -**Saving Throws** Dex +4 - -**Damage Immunities** poison, psychic - -**Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 7 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Antimagic Susceptibility***. The sword is incapacitated while in the area of an *antimagic field*. If targeted by *dispel magic*, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. - -***False Appearance***. While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword. - -###### Actions - -***Longsword***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8+1) slashing damage. - -### Rug of Smothering - -*Large construct, unaligned* - -**Armor Class** 12 - -**Hit Points** 33 (6d10) - -**Speed** 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 17 (+3) | 14 (+2) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) | - -**Damage Immunities** poison, psychic - -**Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 6 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Antimagic Susceptibility***. The rug is incapacitated while in the area of an *antimagic field*. If targeted by *dispel magic*, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. - -***Damage Transfer***. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. - -***False Appearance***. While the rug remains motionless, it is indistinguishable from a normal rug. - -###### Actions - -***Smother***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one Medium or smaller creature. *Hit:* The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6+3) bludgeoning damage. - -## Ankheg - -*Large monstrosity, unaligned* - -**Armor Class** 14 (natural armor), 11 while prone - -**Hit Points** 39 (6d10+6) - -**Speed** 30 ft., burrow 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 11 (+0) | 13 (+1) | 1 (-5) | 13 (+1) | 6 (-2) | - -**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 11 - -**Languages** - - -**Challenge** 2 (450 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. - -***Acid Spray (Recharge 6)***. The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. - -## Azer - -*Medium elemental, lawful neutral* - -**Armor Class** 17 (natural armor, shield) - -**Hit Points** 39 (6d8+12) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 17 (+3) | 12 (+1) | 15 (+2) | 12 (+1) | 13 (+1) | 10 (+0) | - -**Saving Throws** Con +4 - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** passive Perception 11 - -**Languages** Ignan - -**Challenge** 2 (450 XP) - -***Heated Body***. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. - -***Heated Weapons***. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). - -***Illumination***. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - -###### Actions - -***Warhammer***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. - -# Monsters (B) - -## Basilisk - -*Medium monstrosity, unaligned* - -**Armor Class** 15 (natural armor) - -**Hit Points** 52 (8d8+16) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 16 (+3) | 8 (-1) | 15 (+2) | 2 (-4) | 8 (-1) | 7 (-2) | - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** - - -**Challenge** 3 (700 XP) - -**Petrifying Gaze**. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the *greater restoration* spell or other magic. - -A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. - -If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage plus 7 (2d6) poison damage. - -## Behir - -*Huge monstrosity, neutral evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 168 (16d12+64) - -**Speed** 50 ft., climb 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 23 (+6) | 16 (+3) | 18 (+4) | 7 (-2) | 14 (+2) | 12 (+1) | - -**Skills** Perception +6, Stealth +7 - -**Damage Immunities** lightning - -**Senses** darkvision 90 ft., passive Perception 16 - -**Languages** Draconic - -**Challenge** 11 (7,200 XP) - -###### Actions - -***Multiattack***. The behir makes two attacks: one with its bite and one to constrict. - -***Bite***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 22 (3d10+6) piercing damage. - -***Constrict***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one Large or smaller creature. *Hit:* 17 (2d10+6) bludgeoning damage plus 17 (2d10+6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. - -***Lightning Breath (Recharge 5-6)***. The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. - -***Swallow***. The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. - -If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. - -## Bugbear - -*Medium humanoid (goblinoid), chaotic evil* - -**Armor Class** 16 (hide armor, shield) - -**Hit Points** 27 (5d8+5) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 14 (+2) | 13 (+1) | 8 (-1) | 11 (+0) | 9 (-1) | - -**Skills** Stealth +6, Survival +2 - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Common, Goblin - -**Challenge** 1 (200 XP) - -***Brute***. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). - -***Surprise Attack***. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. - -###### Actions - -***Morningstar***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 11 (2d8+2) piercing damage. - -***Javelin***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range. - -## Bulette - -*Large monstrosity, unaligned* - -**Armor Class** 17 (natural armor) - -**Hit Points** 94 (9d10+45) - -**Speed** 40 ft., burrow 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 19 (+4) | 11 (+0) | 21 (+5) | 2 (-4) | 10 (+0) | 5 (-3) | - -**Skills** Perception +6 - -**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 16 - -**Languages** - - -**Challenge** 5 (1,800 XP) - -***Standing Leap***. The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 30 (4d12+4) piercing damage. - -***Deadly Leap***. If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6+4) bludgeoning damage plus 14 (3d6+4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space. - -# Monsters (C) - -## Centaur - -*Large monstrosity, neutral good* - -**Armor Class** 12 - -**Hit Points** 45 (6d10+12) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 18 (+4) | 14 (+2) | 14 (+2) | 9 (-1) | 13 (+1) | 11 (+0) | - -**Skills** Athletics +6, Perception +3, Survival +3 - -**Senses** passive Perception 13 - -**Languages** Elvish, Sylvan - -**Challenge** 2 (450 XP) - -***Charge***. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. - -###### Actions - -***Multiattack***. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. - -***Pike***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 9 (1d10+4) piercing damage. - -***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. - -***Longbow***. *Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage. - -## Chimera - -*Large monstrosity, chaotic evil* - -**Armor Class** 14 (natural armor) - -**Hit Points** 114 (12d10+48) - -**Speed** 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 19 (+4) | 11 (+0) | 19 (+4) | 3 (-4) | 14 (+2) | 10 (+0) | - -**Skills** Perception +8 - -**Senses** darkvision 60 ft., passive Perception 18 - -**Languages** understands Draconic but can't speak - -**Challenge** 6 (2,300 XP) - -###### Actions - -***Multiattack***. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) piercing damage. - -***Horns***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 10 (1d12+4) bludgeoning damage. - -***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -***Fire Breath (Recharge 5-6)***. The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. - -## Chuul - -*Large aberration, chaotic evil* - -**Armor Class** 16 (natural armor) - -**Hit Points** 93 (11d10+33) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 19 (+4) | 10 (+0) | 16 (+3) | 5 (-3) | 11 (+0) | 5 (-3) | - -**Skills** Perception +4 - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** understands Deep Speech but can't speak - -**Challenge** 4 (1,100 XP) - -***Amphibious***. The chuul can breathe air and water. - -***Sense Magic***. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the *detect magic* spell but isn't itself magical. - -###### Actions - -***Multiattack***. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. - -***Pincer***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled. - -***Tentacles***. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -## Cloaker - -*Large aberration, chaotic neutral* - -**Armor Class** 14 (natural armor) - -**Hit Points** 78 (12d10+12) - -**Speed** 10 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 17 (+3) | 15 (+2) | 12 (+1) | 13 (+1) | 12 (+1) | 14 (+2) | - -**Skills** Stealth +5 - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** Deep Speech, Undercommon - -**Challenge** 8 (3,900 XP) - -***Damage Transfer***. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half. - -***False Appearance***. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak. - -***Light Sensitivity***. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Multiattack***. The cloaker makes two attacks: one with its bite and one with its tail. - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 10 (2d6+3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check. - -***Tail***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one creature. *Hit:* 7 (1d8+3) slashing damage. - -***Moan***. Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours - -***Phantasms (Recharges after a Short or Long Rest)***. The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. - -Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. - -A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. - -## Cockatrice - -*Small monstrosity, unaligned* - -**Armor Class** 11 - -**Hit Points** 27 (6d6+6) - -**Speed** 20 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 6 (-2) | 12 (+1) | 12 (+1) | 2 (-4) | 13 (+1) | 5 (-3) | - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d4+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. - -## Couatl - -*Medium celestial, lawful good* - -**Armor Class** 19 (natural armor) - -**Hit Points** 97 (13d8+39) - -**Speed** 30 ft., fly 90 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 20 (+5) | 17 (+3) | 18 (+4) | 20 (+5) | 18 (+4) | - -**Saving Throws** Con +5, Wis +7, Cha +6 - -**Damage Resistances** radiant - -**Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks - -**Senses** truesight 120 ft., passive Perception 15 - -**Languages** all, telepathy 120 ft. - -**Challenge** 4 (1,100 XP) - -***Innate Spellcasting***. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal Components - -At will: *detect evil and good*, *detect magic*, *detect thoughts* - -3/day each: *bless*, *create food and water*, *cure wounds*, *lesser restoration*, *protection from poison*, *sanctuary*, *shield* - -1/day each: *dream*, *greater restoration*, *scrying* - -***Magic Weapons***. The couatl's weapon attacks are magical. - -***Shielded Mind***. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 8 (1d6+5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. - -***Constrict***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one Medium or smaller creature. *Hit:* 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target. - -***Change Shape***. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). - -In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form. - -# Monsters (D) - -## Darkmantle - -*Small monstrosity, unaligned* - -**Armor Class** 11 - -**Hit Points** 22 (5d6+5) - -**Speed** 10 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 12 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | - -**Skills** Stealth +3 - -**Senses** blindsight 60 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Echolocation***. The darkmantle can't use its blindsight while deafened. - -***False Appearance***. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. - -###### Actions - -***Crush***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 6 (1d6+3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. - -While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. - -A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement. - -***Darkness Aura (1/Day)***. A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. - -## Demons - -### Balor - -*Huge fiend (demon), chaotic evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 262 (21d12+126) - -**Speed** 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 26 (+8) | 15 (+2) | 22 (+6) | 20 (+5) | 16 (+3) | 22 (+6) | - -**Saving Throws** Str +14, Con +12, Wis +9, Cha +12 - -**Damage Resistances** cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** truesight 120 ft., passive Perception 13 - -**Languages** Abyssal, telepathy 120 ft. - -**Challenge** 19 (22,000 XP) - -***Death Throes***. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons. - -***Fire Aura***. At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. - -***Magic Resistance***. The balor has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The balor's weapon attacks are magical. - -###### Actions - -***Multiattack***. The balor makes two attacks: one with its longsword and one with its whip. - -***Longsword***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 21 (3d8+8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. - -***Whip***. *Melee Weapon Attack:* +14 to hit, reach 30 ft., one target. *Hit:* 15 (2d6+8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. - -***Teleport***. The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - -### Dretch - -*Small fiend (demon), chaotic evil* - -**Armor Class** 11 (natural armor) - -**Hit Points** 18 (4d6+4) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 11 (+0) | 11 (+0) | 12 (+1) | 5 (-3) | 8 (-1) | 3 (-4) | - -**Damage Resistances** cold, fire, lightning - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Multiattack***. The dretch makes two attacks: one with its bite and one with its claws. - -***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 5 (2d4) slashing damage. - -***Fetid Cloud (1/Day)***. A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. - -### Glabrezu - -*Large fiend (demon), chaotic evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 157 (15d10+75) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 20 (+5) | 15 (+2) | 21 (+5) | 19 (+4) | 17 (+3) | 16 (+3) | - -**Saving Throws** Str +9, Con +9, Wis +7, Cha +7 - -**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** truesight 120 ft., passive Perception 13 - -**Languages** Abyssal, telepathy 120 ft. - -**Challenge** 9 (5,000 XP) - -***Innate Spellcasting***. The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material Components - -At will: *darkness*, *detect magic*, *dispel magic* - -1/day each: *confusion*, *fly*, *power word stun* - -***Magic Resistance***. The glabrezu has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell. - -***Pincer***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 16 (2d10+5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target. - -***Fist***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) bludgeoning damage. - -### Hezrou - -*Large fiend (demon), chaotic evil* - -**Armor Class** 16 (natural armor) - -**Hit Points** 136 (13d10+65) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 19 (+4) | 17 (+3) | 20 (+5) | 5 (-3) | 12 (+1) | 13 (+1) | - -**Saving Throws** Str +7, Con +8, Wis +4 - -**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 11 - -**Languages** Abyssal, telepathy 120 ft. - -**Challenge** 8 (3,900 XP) - -***Magic Resistance***. The hezrou has advantage on saving throws against spells and other magical effects. - -***Stench***. Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours. - -###### Actions - -***Multiattack***. The hezrou makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 15 (2d10+4) piercing damage. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -### Marilith - -*Large fiend (demon), chaotic evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 189 (18d10+90) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 20 (+5) | 20 (+5) | 18 (+4) | 16 (+3) | 20 (+5) | - -**Saving Throws** Str +9, Con +10, Wis +8, Cha +10 - -**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** truesight 120 ft., passive Perception 13 - -**Languages** Abyssal, telepathy 120 ft. - -**Challenge** 16 (15,000 XP) - -***Magic Resistance***. The marilith has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The marilith's weapon attacks are magical. - -***Reactive***. The marilith can take one reaction on every turn in a combat. - -###### Actions - -***Multiattack***. The marilith makes seven attacks: six with its longswords and one with its tail. - -***Longsword***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. - -***Tail***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one creature. *Hit:* 15 (2d10+4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets. - -***Teleport***. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - -###### Reactions - -***Parry***. The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon. - -### Nalfeshnee - -*Large fiend (demon), chaotic evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 184 (16d10+96) - -**Speed** 20 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 21 (+5) | 10 (+0) | 22 (+6) | 19 (+4) | 12 (+1) | 15 (+2) | - -**Saving Throws** Con +11, Int +9, Wis +6, Cha +7 - -**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** truesight 120 ft., passive Perception 11 - -**Languages** Abyssal, telepathy 120 ft. - -**Challenge** 13 (10,000 XP) - -***Magic Resistance***. The nalfeshnee has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 32 (5d10+5) piercing damage. - -***Claw***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 15 (3d6+5) slashing damage. - -***Horror Nimbus (Recharge 5-6)***. The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours. - -***Teleport***. The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - -### Quasit - -*Tiny fiend (demon, shapechanger), chaotic evil* - -**Armor Class** 13 - -**Hit Points** 7 (3d4) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|---------| -| 5 (-3) | 17 (+3) | 10 (+0) | 7 (-2) | 10 (+0) | 10 (+0) | - -**Skills** Stealth +5 - -**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 10 - -**Languages** Abyssal, Common - -**Challenge** 1 (200 XP) - -***Shapechanger***. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Magic Resistance***. The quasit has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Claws (Bite in Beast Form)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Scare (1/Day)***. One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success. - -***Invisibility***. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it. - -### Vrock - -*Large fiend (demon), chaotic evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 104 (11d10+44) - -**Speed** 40 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 15 (+2) | 18 (+4) | 8 (-1) | 13 (+1) | 8 (-1) | - -**Saving Throws** Dex +5, Wis +4, Cha +2 - -**Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 11 - -**Languages** Abyssal, telepathy 120 ft. - -**Challenge** 6 (2,300 XP) - -***Magic Resistance***. The vrock has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The vrock makes two attacks: one with its beak and one with its talons. - -***Beak***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage. - -***Talons***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 14 (2d10+3) slashing damage. - -***Spores (Recharge 6)***. A 15-foot radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. - -***Stunning Screech (1/Day)***. The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn. - -## Devils - -### Barbed Devil - -*Medium fiend (devil), lawful evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 110 (13d8+52) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 17 (+3) | 18 (+4) | 12 (+1) | 14 (+2) | 14 (+2) | - -**Saving Throws** Str +6, Con +7, Wis +5, Cha +5 - -**Skills** Deception +5, Insight +5, Perception +8 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 18 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 5 (1,800 XP) - -***Barbed Hide***. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. - -***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. - -***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. - -***Claw***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) piercing damage. - -***Tail***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage. - -***Hurl Flame***. *Ranged Spell Attack:* +5 to hit, range 150 ft., one target. *Hit:* 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. - -### Bearded Devil - -*Medium fiend (devil), lawful evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 52 (8d8+16) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 16 (+3) | 15 (+2) | 15 (+2) | 9 (-1) | 11 (+0) | 11 (+0) | - -**Saving Throws** Str +5, Con +4, Wis +2 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 10 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 3 (700 XP) - -***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. - -***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. - -***Steadfast***. The devil can't be frightened while it can see an allied creature within 30 feet of it. - -###### Actions - -***Multiattack***. The devil makes two attacks: one with its beard and one with its glaive. - -***Beard***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Glaive***. *Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 8 (1d10+3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. - -### Bone Devil - -*Large fiend (devil), lawful evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 142 (15d10+60) - -**Speed** 40 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 16 (+3) | 18 (+4) | 13 (+1) | 14 (+2) | 16 (+3) | - -**Saving Throws** Int +5, Wis +6, Cha +7 - -**Skills** Deception +7, Insight +6 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 12 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 9 (5,000 XP) - -***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. - -***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The devil makes three attacks: two with its claws and one with its sting. - -***Claw***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 8 (1d8+4) slashing damage. - -***Sting***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 13 (2d8+4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -### Chain Devil - -*Medium fiend (devil), lawful evil* - -**Armor Class** 16 (natural armor) - -**Hit Points** 85 (10d8+40) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 15 (+2) | 18 (+4) | 11 (+0) | 12 (+1) | 14 (+2) | - -**Saving Throws** Con +7, Wis +4, Cha +5 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 11 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 8 (3,900 XP) - -***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. - -***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The devil makes two attacks with its chains. - -***Chain***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. - -***Animate Chains (Recharges after a Short or Long Rest)***. Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. - -Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. - -###### Reactions - -***Unnerving Mask***. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn. - -### Erinyes - -*Medium fiend (devil), lawful evil* - -**Armor Class** 18 (plate) - -**Hit Points** 153 (18d8+72) - -**Speed** 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 16 (+3) | 18 (+4) | 14 (+2) | 14 (+2) | 18 (+4) | - -**Saving Throws** Dex +7, Con +8, Wis +6, Cha +8 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** truesight 120 ft., passive Perception 12 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 12 (8,400 XP) - -***Hellish Weapons***. The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). - -***Magic Resistance***. The erinyes has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The erinyes makes three attacks. - -***Longsword***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands, plus 13 (3d8) poison damage. - -***Longbow***. *Ranged Weapon Attack:* +7 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the *lesser restoration* spell or similar magic. - -###### Reactions - -***Parry***. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon. - -### Horned Devil - -*Large fiend (devil), lawful evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 148 (17d10+55) - -**Speed** 20 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 22 (+6) | 17 (+3) | 21 (+5) | 12 (+1) | 16 (+3) | 17 (+3) | - -**Saving Throws** Str +10, Dex +7, Wis +7, Cha +7 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 13 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 11 (7,200 XP) - -***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. - -***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. - -***Fork***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 15 (2d8+6) piercing damage. - -***Tail***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 10 (1d8+6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. - -***Hurl Flame***. *Ranged Spell Attack:* +7 to hit, range 150 ft., one target. *Hit:* 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. - -### Ice Devil - -*Large fiend (devil), lawful evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 180 (19d10+76) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 21 (+5) | 14 (+2) | 18 (+4) | 18 (+4) | 15 (+2) | 18 (+4) | - -**Saving Throws** Dex +7, Con +9, Wis +7, Cha +9 - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** cold, fire, poison - -**Condition Immunities** poisoned - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 12 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 14 (11,500 XP) - -***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision. - -***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Multiattack***. The devil makes three attacks: one with its bite, one with its claws, and one with its tail. - -***Bite***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) piercing damage plus 10 (3d6) cold damage. - -***Claws.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 10 (2d4+5) slashing damage plus 10 (3d6) cold damage. - -***Tail***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 12 (2d6+5) bludgeoning damage plus 10 (3d6) cold damage. - -***Wall of Ice (Recharge 6)***. The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. - -When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. - -The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. - -### Imp - -*Tiny fiend (devil, shapechanger), lawful evil* - -**Armor Class** 13 - -**Hit Points** 10 (3d4+3) - -**Speed** 20 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 6 (-2) | 17 (+3) | 13 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | - -**Skills** Deception +4, Insight +3, Persuasion +4, Stealth +5 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 120 ft., passive Perception 11 - -**Languages** Infernal, Common - -**Challenge** 1 (200 XP) - -***Shapechanger***. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Devil's Sight***. Magical darkness doesn't impede the imp's darkvision. - -***Magic Resistance***. The imp has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Sting (Bite in Beast Form)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. - -***Invisibility***. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it. - -### Lemure - -*Medium fiend (devil), lawful evil* - -**Armor Class** 7 - -**Hit Points** 13 (3d8) - -**Speed** 15 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 10 (+0) | 5 (-3) | 11 (+0) | 1 (-5) | 11 (+0) | 3 (-4) | - -**Damage Resistances** cold - -**Damage Immunities** fire, poison - -**Condition Immunities** charmed, frightened, poisoned - -**Senses** darkvision 120 ft., passive Perception 10 - -**Languages** understands Infernal but can't speak - -**Challenge** 0 (10 XP) - -***Devil's Sight***. Magical darkness doesn't impede the lemure's darkvision. - -***Hellish Rejuvenation***. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a *bless* spell cast on that creature or its remains are sprinkled with holy water. - -###### Actions - -***Fist***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage. - -### Pit Fiend - -*Large fiend (devil), lawful evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 300 (24d10+168) - -**Speed** 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 26 (+8) | 14 (+2) | 24 (+7) | 22 (+6) | 18 (+4) | 24 (+7) | - -**Saving Throws** Dex +8, Con +13, Wis +10 - -**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** truesight 120 ft., passive Perception 14 - -**Languages** Infernal, telepathy 120 ft. - -**Challenge** 20 (25,000 XP) - -***Fear Aura***. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours. - -***Magic Resistance***. The pit fiend has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The pit fiend's weapon attacks are magical. - -***Innate Spellcasting***. The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material Components - -At will: *detect magic*, *fireball* - -3/day each: *hold monster*, *wall of fire* - -###### Actions - -***Multiattack***. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. - -***Bite***. *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 22 (4d6+8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Claw***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 17 (2d8+8) slashing damage. - -***Mace***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) bludgeoning damage plus 21 (6d6) fire damage. - -***Tail***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 24 (3d10+8) bludgeoning damage. - -## Dinosaurs - -### Plesiosaurus - -*Large beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 68 (8d10+24) - -**Speed** 20 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 15 (+2) | 16 (+3) | 2 (-4) | 12 (+1) | 5 (-3) | - -**Skills** Perception +3, Stealth +4 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Hold Breath***. The plesiosaurus can hold its breath for 1 hour. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 14 (3d6+4) piercing damage. - -### Triceratops - -*Huge beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 95 (10d12+30) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 22 (+6) | 9 (-1) | 17 (+3) | 2 (-4) | 11 (+0) | 5 (-3) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 5 (1,800 XP) - -***Trampling Charge***. If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. - -If the target is prone, the triceratops can make one stomp attack against it as a bonus action. - -###### Actions - -***Gore***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 24 (4d8+6) piercing damage. - -***Stomp***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one prone creature. *Hit:* 22 (3d10+6) bludgeoning damage. - -### Tyrannosaurus Rex - -*Huge beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 136 (13d12+52) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 25 (+7) | 10 (+0) | 19 (+4) | 2 (-4) | 12 (+1) | 9 (-1) | - -**Skills** Perception +4 - -**Senses** passive Perception 14 - -**Languages** - - -**Challenge** 8 (3,900 XP) - -###### Actions - -***Multiattack***. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. - -***Bite***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 33 (4d12+7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target. - -***Tail***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 20 (3d8+7) bludgeoning damage. - -## Doppelganger - -*Medium monstrosity (shapechanger), neutral* - -**Armor Class** 14 - -**Hit Points** 52 (8d8+16) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 18 (+4) | 14 (+2) | 11 (+0) | 12 (+1) | 14 (+2) | - -**Skills** Deception +6, Insight +3 - -**Condition Immunities** charmed - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** Common - -**Challenge** 3 (700 XP) - -***Shapechanger***. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Ambusher***. The doppelganger has advantage on attack rolls against any creature it has surprised. - -***Surprise Attack***. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. - -###### Actions - -***Multiattack***. The doppelganger makes two melee attacks. - -***Slam***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+4) bludgeoning damage. - -***Read Thoughts***. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. - -## Dragons, Chromatic - -### Black Dragon - -#### Ancient Black Dragon - -*Gargantuan dragon, chaotic evil* - -**Armor Class** 22 (natural armor) - -**Hit Points** 367 (21d20+147) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 14 (+2) | 25 (+7) | 16 (+3) | 15 (+2) | 19 (+4) | - -**Saving Throws** Dex +9, Con +14, Wis +9, Cha +11 - -**Skills** Perception +16, Stealth +9 - -**Damage Immunities** acid - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 - -**Languages** Common, Draconic - -**Challenge** 21 (33,000 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage plus 9 (2d8) acid damage. - -***Claw***. *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Acid Breath (Recharge 5-6)***. The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Black Dragon - -Huge dragon, chaotic evil - -**Armor Class** 19 (natural armor) - -**Hit Points** 195 (17d12+85) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 23 (+6) | 14 (+2) | 21 (+5) | 14 (+2) | 13 (+1) | 17 (+3) | - -**Saving Throws** Dex +7, Con +10, Wis +6, Cha +8 - -**Skills** Perception +11, Stealth +7 - -**Damage Immunities** acid - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 - -**Languages** Common, Draconic - -**Challenge** 14 (11,500 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage plus 4 (1d8) acid damage. - -***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Acid Breath (Recharge 5-6)***. The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Black Dragon - -*Large dragon, chaotic evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 127 (15d10+45) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 14 (+2) | 17 (+3) | 12 (+1) | 11 (+0) | 15 (+2) | - -**Saving Throws** Dex +5, Con +6, Wis +3, Cha +5 - -**Skills** Perception +6, Stealth +5 - -**Damage Immunities** acid - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 - -**Languages** Common, Draconic - -**Challenge** 7 (2,900 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) piercing damage plus 4 (1d8) acid damage. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -***Acid Breath (Recharge 5-6)***. The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. - -#### Black Dragon Wyrmling - -*Medium dragon, chaotic evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 33 (6d8+6) - -**Speed** 30 ft., fly 60 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 14 (+2) | 13 (+1) | 10 (+0) | 11 (+0) | 13 (+1) | - -**Saving Throws** Dex +4, Con +3, Wis +2, Cha +3 - -**Skills** Perception +4, Stealth +4 - -**Damage Immunities** acid - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 2 (450 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage plus 2 (1d4) acid damage. - -***Acid Breath (Recharge 5-6)***. The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. - -### Blue Dragon - -#### Ancient Blue Dragon - -*Gargantuan dragon, lawful evil* - -**Armor Class** 22 (natural armor) - -**Hit Points** 481 (26d20+208) - -**Speed** 40 ft., burrow 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 29 (+9) | 10 (+0) | 27 (+8) | 18 (+4) | 17 (+3) | 21 (+5) | - -**Saving Throws** Dex +7, Con +15, Wis +10, Cha +12 - -**Skills** Perception +17, Stealth +7 - -**Damage Immunities** lightning - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 - -**Languages** Common, Draconic - -**Challenge** 23 (50,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage. - -***Claw***. *Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 16 (2d6+9) slashing damage. - -***Tail***. *Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:* 18 (2d8+9) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Lightning Breath (Recharge 5-6)***. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Blue Dragon - -*Huge dragon, lawful evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 225 (18d12+108) - -**Speed** 40 ft., burrow 30 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 25 (+7) | 10 (+0) | 23 (+6) | 16 (+3) | 15 (+2) | 19 (+4) | - -**Saving Throws** Dex +5, Con +11, Wis +7, Cha +9 - -**Skills** Perception +12, Stealth +5 - -**Damage Immunities** lightning - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 - -**Languages** Common, Draconic - -**Challenge** 16 (15,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage. - -***Claw***. *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 14 (2d6+7) slashing damage. - -***Tail***. *Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 16 (2d8+7) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Lightning Breath (Recharge 5-6)***. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Blue Dragon - -*Large dragon, lawful evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 152 (16d10+64) - -**Speed** 40 ft., burrow 20 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 21 (+5) | 10 (+0) | 19 (+4) | 14 (+2) | 13 (+1) | 17 (+3) | - -**Saving Throws** Dex +4, Con +8, Wis +5, Cha +7 - -**Skills** Perception +9, Stealth +4 - -**Damage Immunities** lightning - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19 - -**Languages** Common, Draconic - -**Challenge** 9 (5,000 XP) - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 16 (2d10+5) piercing damage plus 5 (1d10) lightning damage. - -***Claw***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage. - -***Lightning Breath (Recharge 5-6)***. The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. - -#### Blue Dragon Wyrmling - -*Medium dragon, lawful evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 52 (8d8+16) - -**Speed** 30 ft., burrow 15 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 17 (+3) | 10 (+0) | 15 (+2) | 12 (+1) | 11 (+0) | 15 (+2) | - -**Saving Throws** Dex +2, Con +4, Wis +2, Cha +4 - -**Skills** Perception +4, Stealth +2 - -**Damage Immunities** lightning - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 3 (700 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage plus 3 (1d6) lightning damage. - -***Lightning Breath (Recharge 5-6)***. The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. - -### Green Dragon - -#### Adult Green Dragon - -*Huge dragon, lawful evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 207 (18d12+90) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 23 (+6) | 12 (+1) | 21 (+5) | 18 (+4) | 15 (+2) | 17 (+3) | - -**Saving Throws** Dex +6, Con +10, Wis +7, Cha +8 - -**Skills** Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6 - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 - -**Languages** Common, Draconic - -**Challenge** 15 (13,000 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage plus 7 (2d6) poison damage. - -***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Poison Breath (Recharge 5-6)***. The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Green Dragon - -*Large dragon, lawful evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 136 (16d10+48) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 12 (+1) | 17 (+3) | 16 (+3) | 13 (+1) | 15 (+2) | - -**Saving Throws** Dex +4, Con +6, Wis +4, Cha +5 - -**Skills** Deception +5, Perception +7, Stealth +4 - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 - -**Languages** Common, Draconic - -**Challenge** 8 (3,900 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) piercing damage plus 7 (2d6) poison damage. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -***Poison Breath (Recharge 5-6)***. The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. - -#### Green Dragon Wyrmling - -*Medium dragon, lawful evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 38 (7d8+7) - -**Speed** 30 ft., fly 60 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 12 (+1) | 13 (+1) | 14 (+2) | 11 (+0) | 13 (+1) | - -**Saving Throws** Dex +3, Con +3, Wis +2, Cha +3 - -**Skills** Perception +4, Stealth +3 - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 2 (450 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage plus 3 (1d6) poison damage. - -***Poison Breath (Recharge 5-6)***. The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. - -### Red Dragon - -#### Ancient Red Dragon - -*Gargantuan dragon, chaotic evil* - -**Armor Class** 22 (natural armor) - -**Hit Points** 546 (28d20+252) - -**Speed** 40 ft., climb 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|----------|---------|---------|---------|---------|---------| -| 30 (+10) | 10 (+0) | 29 (+9) | 18 (+4) | 15 (+2) | 23 (+6) | - -**Saving Throws** Dex +7, Con +16, Wis +9, Cha +13 - -**Skills** Perception +16, Stealth +7 - -**Damage Immunities** fire - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 - -**Languages** Common, Draconic - -**Challenge** 24 (62,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10+10) piercing damage plus 14 (4d6) fire damage. - -***Claw***. *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6+10) slashing damage. - -***Tail***. *Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8+10) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Fire Breath (Recharge 5-6)***. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Red Dragon - -*Huge dragon, chaotic evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 256 (19d12+133) - -**Speed** 40 ft., climb 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 10 (+0) | 25 (+7) | 16 (+3) | 13 (+1) | 21 (+5) | - -**Saving Throws** Dex +6, Con +13, Wis +7, Cha +11 - -**Skills** Perception +13, Stealth +6 - -**Damage Immunities** fire - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23 - -**Languages** Common, Draconic - -**Challenge** 17 (18,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (2d10+8) piercing damage plus 7 (2d6) fire damage. - -***Claw***. *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (2d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Fire Breath (Recharge 5-6)***. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Red Dragon - -Large dragon, chaotic evil - -**Armor Class** 18 (natural armor) - -**Hit Points** 178 (17d10+85) - -**Speed** 40 ft., climb 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 11 (+0) | 19 (+4) | - -**Saving Throws** Dex +4, Con +9, Wis +4, Cha +8 - -**Skills** Perception +8, Stealth +4 - -**Damage Immunities** fire - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 18 - -**Languages** Common, Draconic - -**Challenge** 10 (5,900 XP) - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage plus 3 (1d6) fire damage. - -***Claw***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Fire Breath (Recharge 5-6)***. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. - -#### Red Dragon Wyrmling - -*Medium dragon, chaotic evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 75 (10d8+30) - -**Speed** 30 ft., climb 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 10 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | 15 (+2) | - -**Saving Throws** Dex +2, Con +5, Wis +2, Cha +4 - -**Skills** Perception +4, Stealth +2 - -**Damage Immunities** fire - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 4 (1,100 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10+4) piercing damage plus 3 (1d6) fire damage. - -***Fire Breath (Recharge 5-6)***. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. - -### White Dragon - -#### Ancient White Dragon - -*Gargantuan dragon, chaotic evil* - -**Armor Class** 20 (natural armor) - -**Hit Points** 333 (18d20+144) - -**Speed** 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 26 (+8) | 10 (+0) | 26 (+8) | 10 (+0) | 13 (+1) | 14 (+2) | - -**Saving Throws** Dex +6, Con +14, Wis +7, Cha +8 - -**Skills** Perception +13, Stealth +6 - -**Damage Immunities** cold - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23 - -**Languages** Common, Draconic - -**Challenge** 20 (25,000 XP) - -***Ice Walk***. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage plus 9 (2d8) cold damage. - -***Claw***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Cold Breath (Recharge 5-6)***. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult White Dragon - -*Huge dragon, chaotic evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 200 (16d12+96) - -**Speed** 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 22 (+6) | 10 (+0) | 22 (+6) | 8 (-1) | 12 (+1) | 12 (+1) | - -**Saving Throws** Dex +5, Con +11, Wis +6, Cha +6 - -**Skills** Perception +11, Stealth +5 - -**Damage Immunities** cold - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 - -**Languages** Common, Draconic - -**Challenge** 13 (10,000 XP) - -***Ice Walk***. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage plus 4 (1d8) cold damage. - -***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Cold Breath (Recharge 5-6)***. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young White Dragon - -*Large dragon, chaotic evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 133 (14d10+56) - -**Speed** 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 18 (+4) | 10 (+0) | 18 (+4) | 6 (-2) | 11 (+0) | 12 (+1) | - -**Saving Throws** Dex +3, Con +7, Wis +3, Cha +4 - -**Skills** Perception +6, Stealth +3 - -**Damage Immunities** cold - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 - -**Languages** Common, Draconic - -**Challenge** 6 (2,300 XP) - -***Ice Walk***. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) piercing damage plus 4 (1d8) cold damage. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -***Cold Breath (Recharge 5-6)***. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. - -#### White Dragon Wyrmling - -*Medium dragon, chaotic evil* - -**Armor Class** 16 (natural armor) - -**Hit Points** 32 (5d8+10) - -**Speed** 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 14 (+2) | 10 (+0) | 14 (+2) | 5 (-3) | 10 (+0) | 11 (+0) | - -**Saving Throws** Dex +2, Con +4, Wis +2, Cha +2 - -**Skills** Perception +4, Stealth +2 - -**Damage Immunities** cold - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 2 (450 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage plus 2 (1d4) cold damage. - -***Cold Breath (Recharge 5-6)***. The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. - -## Dragons, Metallic - -### Brass Dragon - -#### Ancient Brass Dragon - -*Gargantuan dragon, chaotic good* - -**Armor Class** 20 (natural armor) - -**Hit Points** 297 (17d20+119) - -**Speed** 40 ft., burrow 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 10 (+0) | 25 (+7) | 16 (+3) | 15 (+2) | 19 (+4) | - -**Saving Throws** Dex +6, Con +13, Wis +8, Cha +10 - -**Skills** History +9, Perception +14, Persuasion +10, Stealth +6 - -**Damage Immunities** fire - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24 - -**Languages** Common, Draconic - -**Challenge** 20 (25,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage. - -***Claw***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons: - -**Fire Breath**. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. - -**Sleep Breath**. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Brass Dragon - -*Huge dragon, chaotic good* - -**Armor Class** 18 (natural armor) - -**Hit Points** 172 (15d12+75) - -**Speed** 40 ft., burrow 30 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 13 (+1) | 17 (+3) | - -**Saving Throws** Dex +5, Con +10, Wis +6, Cha +8 - -**Skills** History +7, Perception +11, Persuasion +8, Stealth +5 - -**Damage Immunities** fire - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 - -**Languages** Common, Draconic - -**Challenge** 13 (10,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage. - -***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Fire Breath**. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. - -**Sleep Breath**. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Brass Dragon - -*Large dragon, chaotic good* - -**Armor Class** 17 (natural armor) - -**Hit Points** 110 (13d10+39) - -**Speed** 40 ft., burrow 20 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 10 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | 15 (+2) | - -**Saving Throws** Dex +3, Con +6, Wis +3, Cha +5 - -**Skills** Perception +6, Persuasion +5, Stealth +3 - -**Damage Immunities** fire - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 - -**Languages** Common, Draconic - -**Challenge** 6 (2,300 XP) - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) piercing damage. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Fire Breath**. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. - -**Sleep Breath**. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - -#### Brass Dragon Wyrmling - -*Medium dragon, chaotic good* - -**Armor Class** 16 (natural armor) - -**Hit Points** 16 (3d8+3) - -**Speed** 30 ft., burrow 15 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 10 (+0) | 13 (+1) | 10 (+0) | 11 (+0) | 13 (+1) | - -**Saving Throws** Dex +2, Con +3, Wis +2, Cha +3 - -**Skills** Perception +4, Stealth +2 - -**Damage Immunities** fire - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 1 (200 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Fire Breath**. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. - -**Sleep Breath**. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - -### Bronze Dragon - -#### Ancient Bronze Dragon - -*Gargantuan dragon, lawful good* - -**Armor Class** 22 (natural armor) - -**Hit Points** 444 (24d20+192) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 29 (+9) | 10 (+0) | 27 (+8) | 18 (+4) | 17 (+3) | 21 (+5) | - -**Saving Throws** Dex +7, Con +15, Wis +10, Cha +12 - -**Skills** Insight +10, Perception +17, Stealth +7 - -**Damage Immunities** lightning - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 - -**Languages** Common, Draconic - -**Challenge** 22 (41,000 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 20 (2d10+9) piercing damage. - -***Claw***. *Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 16 (2d6+9) slashing damage. - -***Tail***. *Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:* 18 (2d8+9) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Lightning Breath**. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. - -**Repulsion Breath**. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Bronze Dragon - -*Huge dragon, lawful good* - -**Armor Class** 19 (natural armor) - -**Hit Points** 212 (17d12+102) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 25 (+7) | 10 (+0) | 23 (+6) | 16 (+3) | 15 (+2) | 19 (+4) | - -**Saving Throws** Dex +5, Con +11, Wis +7, Cha +9 - -**Skills** Insight +7, Perception +12, Stealth +5 - -**Damage Immunities** lightning - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 - -**Languages** Common, Draconic - -**Challenge** 15 (13,000 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 18 (2d10+7) piercing damage. - -***Claw***. *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 14 (2d6+7) slashing damage. - -***Tail***. *Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 16 (2d8+7) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Lightning Breath**. The dragon exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. - -**Repulsion Breath**. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Bronze Dragon - -*Large dragon, lawful good* - -**Armor Class** 18 (natural armor) - -**Hit Points** 142 (15d10+60) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 21 (+5) | 10 (+0) | 19 (+4) | 14 (+2) | 13 (+1) | 17 (+3) | - -**Saving Throws** Dex +3, Con +7, Wis +4, Cha +6 - -**Skills** Insight +4, Perception +7, Stealth +3 - -**Damage Immunities** lightning - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 - -**Languages** Common, Draconic - -**Challenge** 8 (3,900 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 16 (2d10+5) piercing damage. - -***Claw***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Lightning Breath**. The dragon exhales lightning in a 60- foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. - -**Repulsion Breath**. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon. - -#### Bronze Dragon Wyrmling - -*Medium dragon, lawful good* - -**Armor Class** 17 (natural armor) - -**Hit Points** 32 (5d8+10) - -**Speed** 30 ft., fly 60 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 17 (+3) | 10 (+0) | 15 (+2) | 12 (+1) | 11 (+0) | 15 (+2) | - -**Saving Throws** Dex +2, Con +4, Wis +2, Cha +4 - -**Skills** Perception +4, Stealth +2 - -**Damage Immunities** lightning - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 2 (450 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Lightning Breath**. The dragon exhales lightning in a 40- foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. - -**Repulsion Breath**. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon. - -### Copper Dragon - -#### Ancient Copper Dragon - -*Gargantuan dragon, chaotic good* - -**Armor Class** 21 (natural armor) - -**Hit Points** 350 (20d20+140) - -**Speed** 40 ft., climb 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 12 (+1) | 25 (+7) | 20 (+5) | 17 (+3) | 19 (+4) | - -**Saving Throws** Dex +8, Con +14, Wis +10, Cha +11 - -**Skills** Deception +11, Perception +17, Stealth +8 - -**Damage Immunities** acid - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 - -**Languages** Common, Draconic - -**Challenge** 21 (33,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage. - -***Claw***. *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Acid Breath**. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. - -**Slowing Breath**. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Copper Dragon - -*Huge dragon, chaotic good* - -**Armor Class** 18 (natural armor) - -**Hit Points** 184 (16d12+80) - -**Speed** 40 ft., climb 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 23 (+6) | 12 (+1) | 21 (+5) | 18 (+4) | 15 (+2) | 17 (+3) | - -**Saving Throws** Dex +6, Con +10, Wis +7, Cha +8 - -**Skills** Deception +8, Perception +12, Stealth +6 - -**Damage Immunities** acid - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22 - -**Languages** Common, Draconic - -**Challenge** 14 (11,500 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage. - -***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Acid Breath**. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. - -**Slowing Breath**. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Copper Dragon - -*Large dragon, chaotic good* - -**Armor Class** 17 (natural armor) - -**Hit Points** 119 (14d10+42) - -**Speed** 40 ft., climb 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 12 (+1) | 17 (+3) | 16 (+3) | 13 (+1) | 15 (+2) | - -**Saving Throws** Dex +4, Con +6, Wis +4, Cha +5 - -**Skills** Deception +5, Perception +7, Stealth +4 - -**Damage Immunities** acid - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17 - -**Languages** Common, Draconic - -**Challenge** 7 (2,900 XP) - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) piercing damage. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Acid Breath**. The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. - -**Slowing Breath**. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - -#### Copper Dragon Wyrmling - -*Medium dragon, chaotic good* - -**Armor Class** 16 (natural armor) - -**Hit Points** 22 (4d8+4) - -**Speed** 30 ft., climb 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 12 (+1) | 13 (+1) | 14 (+2) | 11 (+0) | 13 (+1) | - -**Saving Throws** Dex +3, Con +3, Wis +2, Cha +3 - -**Skills** Perception +4, Stealth +3 - -**Damage Immunities** acid - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 1 (200 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Acid Breath**. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. - -**Slowing Breath**. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - -### Gold Dragon - -#### Ancient Gold Dragon - -*Gargantuan dragon, lawful good* - -**Armor Class** 22 (natural armor) - -**Hit Points** 546 (28d20+252) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|----------|---------|---------|---------|---------|---------| -| 30 (+10) | 14 (+2) | 29 (+9) | 18 (+4) | 17 (+3) | 28 (+9) | - -**Saving Throws** Dex +9, Con +16, Wis +10, Cha +16 - -**Skills** Insight +10, Perception +17, Persuasion +16, Stealth +9 - -**Damage Immunities** fire - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27 - -**Languages** Common, Draconic - -**Challenge** 24 (62,000 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10+10) piercing damage. - -***Claw***. *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6+10) slashing damage. - -***Tail***. *Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8+10) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Fire Breath**. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. - -**Weakening Breath**. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Gold Dragon - -*Huge dragon, lawful good* - -**Armor Class** 19 (natural armor) - -**Hit Points** 256 (19d12+133) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 14 (+2) | 25 (+7) | 16 (+3) | 15 (+2) | 24 (+7) | - -**Saving Throws** Dex +8, Con +13, Wis +8, Cha +13 - -**Skills** Insight +8, Perception +14, Persuasion +13, Stealth +8 - -**Damage Immunities** fire - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24 - -**Languages** Common, Draconic - -**Challenge** 17 (18,000 XP) - -***Amphibious***. The dragon can breathe air and water. - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (2d10+8) piercing damage. - -***Claw***. *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (2d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Fire Breath**. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. - -**Weakening Breath**. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Gold Dragon - -*Large dragon, lawful good* - -**Armor Class** 18 (natural armor) - -**Hit Points** 178 (17d10+85) - -**Speed** 40 ft., fly 80 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 23 (+6) | 14 (+2) | 21 (+5) | 16 (+3) | 13 (+1) | 20 (+5) | - -**Saving Throws** Dex +6, Con +9, Wis +5, Cha +9 - -**Skills** Insight +5, Perception +9, Persuasion +9, Stealth +6 - -**Damage Immunities** fire - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19 - -**Languages** Common, Draconic - -**Challenge** 10 (5,900 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage. - -***Claw***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Fire Breath**. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. - -**Weakening Breath**. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -#### Gold Dragon Wyrmling - -*Medium dragon, lawful good* - -**Armor Class** 17 (natural armor) - -**Hit Points** 60 (8d8+24) - -**Speed** 30 ft., fly 60 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 14 (+2) | 17 (+3) | 14 (+2) | 11 (+0) | 16 (+3) | - -**Saving Throws** Dex +4, Con +5, Wis +2, Cha +5 - -**Skills** Perception +4, Stealth +4 - -**Damage Immunities** fire - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 3 (700 XP) - -***Amphibious***. The dragon can breathe air and water. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10+4) piercing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Fire Breath**. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. - -**Weakening Breath**. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -### Silver Dragon - -#### Ancient Silver Dragon - -*Gargantuan dragon, lawful good* - -**Armor Class** 22 (natural armor) - -**Hit Points** 487 (25d20+225) - -**Speed** 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|----------|---------|---------|---------|---------|---------| -| 30 (+10) | 10 (+0) | 29 (+9) | 18 (+4) | 15 (+2) | 23 (+6) | - -**Saving Throws** Dex +7, Con +16, Wis +9, Cha +13 - -**Skills** Arcana +11, History +11, Perception +16, Stealth +7 - -**Damage Immunities** cold - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26 - -**Languages** Common, Draconic - -**Challenge** 23 (50,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10+10) piercing damage. - -***Claw***. *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6+10) slashing damage. - -***Tail***. *Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8+10) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Cold Breath**. The dragon exhales an icy blast in a 90- foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. - -**Paralyzing Breath**. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Adult Silver Dragon - -*Huge dragon, lawful good* - -**Armor Class** 19 (natural armor) - -**Hit Points** 243 (18d12+126) - -**Speed** 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 10 (+0) | 25 (+7) | 16 (+3) | 13 (+1) | 21 (+5) | - -**Saving Throws** Dex +5, Con +12, Wis +6, Cha +10 - -**Skills** Arcana +8, History +8, Perception +11, Stealth +5 - -**Damage Immunities** cold - -**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21 - -**Languages** Common, Draconic - -**Challenge** 16 (15,000 XP) - -***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead. - -###### Actions - -***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 19 (2d10+8) piercing damage. - -***Claw***. *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 15 (2d6+8) slashing damage. - -***Tail***. *Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage. - -***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Cold Breath**. The dragon exhales an icy blast in a 60- foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. - -**Paralyzing Breath**. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - -###### Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. - -**Detect**. The dragon makes a Wisdom (Perception) check. - -**Tail Attack**. The dragon makes a tail attack. - -**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - -#### Young Silver Dragon - -*Large dragon, lawful good* - -**Armor Class** 18 (natural armor) - -**Hit Points** 168 (16d10+80) - -**Speed** 40 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 11 (+0) | 19 (+4) | - -**Saving Throws** Dex +4, Con +9, Wis +4, Cha +8 - -**Skills** Arcana +6, History +6, Perception +8, Stealth +4 - -**Damage Immunities** cold - -**Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 18 - -**Languages** Common, Draconic - -**Challenge** 9 (5,000 XP) - -###### Actions - -***Multiattack***. The dragon makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage. - -***Claw***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Cold Breath**. The dragon exhales an icy blast in a 30- foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. - -**Paralyzing Breath**. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -#### Silver Dragon Wyrmling - -*Medium dragon, lawful good* - -**Armor Class** 17 (natural armor) - -**Hit Points** 45 (6d8+18) - -**Speed** 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 10 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | 15 (+2) | - -**Saving Throws** Dex +2, Con +5, Wis +2, Cha +4 - -**Skills** Perception +4, Stealth +2 - -**Damage Immunities** cold - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -**Languages** Draconic - -**Challenge** 2 (450 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10+4) piercing damage. - -***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons. - -**Cold Breath**. The dragon exhales an icy blast in a 15- foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. - -**Paralyzing Breath**. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -## Dragon Turtle - -*Gargantuan dragon, neutral* - -**Armor Class** 20 (natural armor) - -**Hit Points** 341 (22d20+110) - -**Speed** 20 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 25 (+7) | 10 (+0) | 20 (+5) | 10 (+0) | 12 (+1) | 12 (+1) | - -**Saving Throws** Dex +6, Con +11, Wis +7 - -**Damage Resistances** fire - -**Senses** darkvision 120 ft., passive Perception 11 - -**Languages** Aquan, Draconic - -**Challenge** 17 (18,000 XP) - -***Amphibious***. The dragon turtle can breathe air and water. - -###### Actions - -***Multiattack***. The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. - -***Bite***. *Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12+7) piercing damage. - -***Claw***. *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 16 (2d8+7) slashing damage. - -***Tail***. *Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone. - -***Steam Breath (Recharge 5-6)***. The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. - -## Drider - -*Large monstrosity, chaotic evil* - -**Armor Class** 19 (natural armor) - -**Hit Points** 123 (13d10+52) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 16 (+3) | 18 (+4) | 13 (+1) | 14 (+2) | 12 (+1) | - -**Skills** Perception +5, Stealth +9 - -**Senses** darkvision 120 ft., passive Perception 15 - -**Languages** Elvish, Undercommon - -**Challenge** 6 (2,300 XP) - -***Fey Ancestry***. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. - -***Innate Spellcasting***. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material Components - -At will: *dancing lights* - -1/day each: *darkness*, *faerie fire* - -***Spider Climb***. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Sunlight Sensitivity***. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -***Web Walker***. The drider ignores movement restrictions caused by webbing. - -###### Actions - -***Multiattack***. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack. - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 2 (1d4) piercing damage plus 9 (2d8) poison damage. - -***Longsword***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. - -***Longbow***. *Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8+3) piercing damage plus 4 (1d8) poison damage. - -## Dryad - -*Medium fey, neutral* - -**Armor Class** 11 (16 with *barkskin*) - -**Hit Points** 22 (5d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 12 (+1) | 11 (+0) | 14 (+2) | 15 (+2) | 18 (+4) | - -**Skills** Perception +4, Stealth +5 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Elvish, Sylvan - -**Challenge** 1 (200 XP) - -***Innate Spellcasting***. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material Components - -At will: *druidcraft* - -3/day each: *entangle*, *goodberry* - -1/day each: *barkskin*, *pass without trace*, *shillelagh* - -***Magic Resistance***. The dryad has advantage on saving throws against spells and other magical effects. - -***Speak with Beasts and Plants***. The dryad can communicate with beasts and plants as if they shared a language. - -***Tree Stride***. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. - -###### Actions - -***Club***. *Melee Weapon Attack:* +2 to hit (+6 to hit with *shillelagh*), reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage with *shillelagh*. - -***Fey Charm***. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. - -Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. - -The dryad can have no more than one humanoid and up to three beasts charmed at a time. - -## Duergar - -*Medium humanoid (dwarf), lawful evil* - -**Armor Class** 16 (scale mail, shield) - -**Hit Points** 26 (4d8+8) - -**Speed** 25 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 14 (+2) | 11 (+0) | 14 (+2) | 11 (+0) | 10 (+0) | 9 (-1) | - -**Damage Resistances** poison - -**Senses** darkvision 120 ft., passive Perception 10 - -**Languages** Dwarvish, Undercommon - -**Challenge** 1 (200 XP) - -***Duergar Resilience***. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. - -***Sunlight Sensitivity***. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Enlarge (Recharges after a Short or Long Rest)***. For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. - -***War Pick***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage, or 11 (2d8+2) piercing damage while enlarged. - -***Javelin***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged. - -***Invisibility (Recharges after a Short or Long Rest)***. The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. - -# Monsters (E) - -## Elementals - -### Air Elemental - -*Large elemental, neutral* - -**Armor Class** 15 - -**Hit Points** 90 (12d10+24) - -**Speed** 0 ft., fly 90 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 20 (+5) | 14 (+2) | 6 (-2) | 10 (+0) | 6 (-2) | - -**Damage Resistances** lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Auran - -**Challenge** 5 (1,800 XP) - -***Air Form***. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. - -###### Actions - -***Multiattack***. The elemental makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) bludgeoning damage. - -***Whirlwind (Recharge 4-6)***. Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8+2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. - -If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. - -### Earth Elemental - -*Large elemental, neutral* - -**Armor Class** 17 (natural armor) - -**Hit Points** 126 (12d10+60) - -**Speed** 30 ft., burrow 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 20 (+5) | 8 (-1) | 20 (+5) | 5 (-3) | 10 (+0) | 5 (-3) | - -**Damage Vulnerabilities** thunder - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, paralyzed, petrified, poisoned, unconscious - -**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10 - -**Languages** Terran - -**Challenge** 5 (1,800 XP) - -***Earth Glide***. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. - -***Siege Monster***. The elemental deals double damage to objects and structures. - -###### Actions - -***Multiattack***. The elemental makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 14 (2d8+5) bludgeoning damage. - -### Fire Elemental - -*Large elemental, neutral* - -**Armor Class** 13 - -**Hit Points** 102 (12d10+36) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 10 (+0) | 17 (+3) | 16 (+3) | 6 (-2) | 10 (+0) | 7 (-2) | - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** fire, poison - -**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Ignan - -**Challenge** 5 (1,800 XP) - -***Fire Form***. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. - -***Illumination***. The elemental sheds bright light in a 30- foot radius and dim light in an additional 30 feet. - -***Water Susceptibility***. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. - -###### Actions - -***Multiattack***. The elemental makes two touch attacks. - -***Touch***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. - -### Water Elemental - -*Large elemental, neutral* - -**Armor Class** 14 (natural armor) - -**Hit Points** 114 (12d10+48) - -**Speed** 30 ft., swim 90 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 14 (+2) | 18 (+4) | 5 (-3) | 10 (+0) | 8 (-1) | - -**Damage Resistances** acid; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Aquan - -**Challenge** 5 (1,800 XP) - -***Water Form***. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. - -***Freeze***. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. - -###### Actions - -***Multiattack***. The elemental makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. - -***Whelm (Recharge 4-6)***. Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8+4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. - -The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8+4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding. - -## Elf, Drow - -*Medium humanoid (elf), neutral evil* - -**Armor Class** 15 (chain shirt) - -**Hit Points** 13 (3d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 14 (+2) | 10 (+0) | 11 (+0) | 11 (+0) | 12 (+1) | - -**Skills** Perception +2, Stealth +4 - -**Senses** darkvision 120 ft., passive Perception 12 - -**Languages** Elvish, Undercommon - -**Challenge** 1/4 (50 XP) - -***Fey Ancestry***. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. - -***Innate Spellcasting***. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material Components - -At will: *dancing lights* - -1/day each: *darkness*, *faerie fire* - -***Sunlight Sensitivity***. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Shortsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Hand Crossbow***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6+2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. - -## Ettercap - -*Medium monstrosity, neutral evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 44 (8d8+8) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 15 (+2) | 13 (+1) | 7 (-2) | 12 (+1) | 8 (-1) | - -**Skills** Perception +3, Stealth +4, Survival +3 - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Spider Climb***. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Web Sense***. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. - -***Web Walker***. The ettercap ignores movement restrictions caused by webbing. - -###### Actions - -***Multiattack***. The ettercap makes two attacks: one with its bite and one with its claws. - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8+2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) slashing damage. - -***Web (Recharge 5-6)***. *Ranged Weapon Attack:* +4 to hit, range 30/60 ft., one Large or smaller creature. *Hit:* The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. - -## Ettin - -*Large giant, chaotic evil* - -**Armor Class** 12 (natural armor) - -**Hit Points** 85 (10d10+30) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 21 (+5) | 8 (-1) | 17 (+3) | 6 (-2) | 10 (+0) | 8 (-1) | - -**Skills** Perception +4 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Giant, Orc - -**Challenge** 4 (1,100 XP) - -***Two Heads***. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. - -***Wakeful***. When one of the ettin's heads is asleep, its other head is awake. - -###### Actions - -***Multiattack***. The ettin makes two attacks: one with its battleaxe and one with its morningstar. - -***Battleaxe***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) slashing damage. - -***Morningstar***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) piercing damage. - -# Monsters (F) - -## Fungi - -### Shrieker - -*Medium plant, unaligned* - -**Armor Class** 5 - -**Hit Points** 13 (3d8) - -**Speed** 0 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|--------|---------|--------|--------|--------| -| 1 (-5) | 1 (-5) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) | - -**Condition Immunities** blinded, deafened, frightened - -**Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6 - -**Languages** - - -**Challenge** 0 (10 XP) - -***False Appearance***. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus. - -###### Reactions - -***Shriek***. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward. - -### Violet Fungus - -*Medium plant, unaligned* - -**Armor Class** 5 - -**Hit Points** 18 (4d8) - -**Speed** 5 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|--------|---------|--------|--------|--------| -| 3 (-4) | 1 (-5) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) | - -**Condition Immunities** blinded, deafened, frightened - -**Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***False Appearance***. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus. - -###### Actions - -***Multiattack***. The fungus makes 1d4 Rotting Touch attacks. - -***Rotting Touch***. *Melee Weapon Attack:* +2 to hit, reach 10 ft., one creature. *Hit:* 4 (1d8) necrotic damage. - -# Monsters (G) - -## Gargoyle - -*Medium elemental, chaotic evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 52 (7d8+21) - -**Speed** 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 11 (+0) | 16 (+3) | 6 (-2) | 11 (+0) | 7 (-2) | - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, petrified, poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Terran - -**Challenge** 2 (450 XP) - -***False Appearance***. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. - -###### Actions - -***Multiattack***. The gargoyle makes two attacks: one with its bite and one with its claws. - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) slashing damage. - -## Genies - -### Djinni - -*Large elemental, chaotic good* - -**Armor Class** 17 (natural armor) - -**Hit Points** 161 (14d10+84) - -**Speed** 30 ft., fly 90 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 21 (+5) | 15 (+2) | 22 (+6) | 15 (+2) | 16 (+3) | 20 (+5) | - -**Saving Throws** Dex +6, Wis +7, Cha +9 - -**Damage Immunities** lightning, thunder - -**Senses** darkvision 120 ft., passive Perception 13 - -**Languages** Auran - -**Challenge** 11 (7,200 XP) - -***Elemental Demise***. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. - -***Innate Spellcasting***. The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material Components - -At will: *detect evil and good*, *detect magic*, *thunderwave* - -3/day each: *create food and water* (can create wine instead of water), *tongues*, *wind walk* - -1/day each: *conjure elemental* (air elemental only), *creation*, *gaseous form*, *invisibility*, *major image*, *plane shift* - -###### Actions - -***Multiattack***. The djinni makes three scimitar attacks. - -***Scimitar***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice). - -***Create Whirlwind***. A 5-foot radius, 30-foot tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. - -A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. - -### Efreeti - -*Large elemental, lawful evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 200 (16d10+112) - -**Speed** 40 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 22 (+6) | 12 (+1) | 24 (+7) | 16 (+3) | 15 (+2) | 16 (+3) | - -**Saving Throws** Int +7, Wis +6, Cha +7 - -**Damage Immunities** fire - -**Senses** darkvision 120 ft., passive Perception 12 - -**Languages** Ignan - -**Challenge** 11 (7,200 XP) - -***Elemental Demise***. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying. - -***Innate Spellcasting***. The efreeti's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material Components - -At will: *detect magic* - -3/day each: *enlarge/reduce*, *tongues* - -1/day each: *conjure elemental* (fire elemental only), *gaseous form*, *invisibility*, *major image*, *plane shift*, *wall of fire* - -###### Actions - -***Multiattack***. The efreeti makes two scimitar attacks or uses its Hurl Flame twice. - -***Scimitar***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage plus 7 (2d6) fire damage. - -***Hurl Flame***. *Ranged Spell Attack:* +7 to hit, range 120 ft., one target. *Hit:* 17 (5d6) fire damage. - -## Ghost - -*Medium undead, any alignment* - -**Armor Class** 11 - -**Hit Points** 45 (10d8) - -**Speed** 0 ft., fly 40 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 7 (-2) | 13 (+1) | 10 (+0) | 10 (+0) | 12 (+1) | 17 (+3) | - -**Damage Resistances** acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** cold, necrotic, poison - -**Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** any languages it knew in life - -**Challenge** 4 (1,100 XP) - -***Ethereal Sight***. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. - -***Incorporeal Movement***. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - -###### Actions - -***Withering Touch***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 17 (4d6+3) necrotic damage. - -***Etherealness***. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. - -***Horrifying Visage***. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a *greater restoration* spell, but only within 24 hours of it occurring. - -***Possession (Recharge 6)***. One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. - -The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the *dispel evil and good* spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. - -## Ghouls - -### Ghast - -*Medium undead, chaotic evil* - -**Armor Class** 13 - -**Hit Points** 36 (8d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 16 (+3) | 17 (+3) | 10 (+0) | 11 (+0) | 10 (+0) | 8 (-1) | - -**Damage Resistances** necrotic - -**Damage Immunities** poison - -**Condition Immunities** charmed, exhaustion, poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Common - -**Challenge** 2 (450 XP) - -***Stench***. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. - -***Turning Defiance***. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 12 (2d8+3) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -### Ghoul - -*Medium undead, chaotic evil* - -**Armor Class** 12 - -**Hit Points** 22 (5d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 13 (+1) | 15 (+2) | 10 (+0) | 7 (-2) | 10 (+0) | 6 (-2) | - -**Damage Immunities** poison - -**Condition Immunities** charmed, exhaustion, poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Common - -**Challenge** 1 (200 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6+2) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -## Giants - -### Cloud Giant - -*Huge giant, neutral good (50%) or neutral evil (50%)* - -**Armor Class** 14 (natural armor) - -**Hit Points** 200 (16d12+96) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 27 (+8) | 10 (+0) | 22 (+6) | 12 (+1) | 16 (+3) | 16 (+3) | - -**Saving Throws** Con +10, Wis +7, Cha +7 - -**Skills** Insight +7, Perception +7 - -**Senses** passive Perception 17 - -**Languages** Common, Giant - -**Challenge** 9 (5,000 XP) - -***Keen Smell***. The giant has advantage on Wisdom (Perception) checks that rely on smell. - -***Innate Spellcasting***. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material Components - -At will: *detect magic*, *fog cloud*, *light* - -3/day each: *feather fall*, *fly*, *misty step*, *telekinesis* - -1/day each: *control weather*, *gaseous form* - -###### Actions - -***Multiattack***. The giant makes two morningstar attacks. - -***Morningstar***. *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 21 (3d8+8) piercing damage. - -***Rock***. *Ranged Weapon Attack:* +12 to hit, range 60/240 ft., one target. *Hit:* 30 (4d10+8) bludgeoning damage. - -### Fire Giant - -*Huge giant, lawful evil* - -**Armor Class** 18 (plate) - -**Hit Points** 162 (13d12+78) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|---------|---------|---------| -| 25 (+7) | 9 (-1) | 23 (+6) | 10 (+0) | 14 (+2) | 13 (+1) | - -**Saving Throws** Dex +3, Con +10, Cha +5 - -**Skills** Athletics +11, Perception +6 - -**Damage Immunities** fire - -**Senses** passive Perception 16 - -**Languages** Giant - -**Challenge** 9 (5,000 XP) - -###### Actions - -***Multiattack***. The giant makes two greatsword attacks. - -***Greatsword***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 28 (6d6+7) slashing damage. - -***Rock***. *Ranged Weapon Attack:* +11 to hit, range 60/240 ft., one target. *Hit:* 29 (4d10+7) bludgeoning damage. - -### Frost Giant - -*Huge giant, neutral evil* - -**Armor Class** 15 (patchwork armor) - -**Hit Points** 138 (12d12+60) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|---------| -| 23 (+6) | 9 (-1) | 21 (+5) | 9 (-1) | 10 (+0) | 12 (+1) | - -**Saving Throws** Con +8, Wis +3, Cha +4 - -**Skills** Athletics +9, Perception +3 - -**Damage Immunities** cold - -**Senses** passive Perception 13 - -**Languages** Giant - -**Challenge** 8 (3,900 XP) - -###### Actions - -***Multiattack***. The giant makes two greataxe attacks. - -***Greataxe***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 25 (3d12+6) slashing damage. - -***Rock***. *Ranged Weapon Attack:* +9 to hit, range 60/240 ft., one target. *Hit:* 28 (4d10+6) bludgeoning damage. - -### Hill Giant - -*Huge giant, chaotic evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 105 (10d12+40) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 21 (+5) | 8 (-1) | 19 (+4) | 5 (-3) | 9 (-1) | 6 (-2) | - -**Skills** Perception +2 - -**Senses** passive Perception 12 - -**Languages** Giant - -**Challenge** 5 (1,800 XP) - -###### Actions - -***Multiattack***. The giant makes two greatclub attacks. - -***Greatclub***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 18 (3d8+5) bludgeoning damage. - -***Rock***. *Ranged Weapon Attack:* +8 to hit, range 60/240 ft., one target. *Hit:* 21 (3d10+5) bludgeoning damage. - -### Stone Giant - -*Huge giant, neutral* - -**Armor Class** 17 (natural armor) - -**Hit Points** 126 (11d12+55) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 23 (+6) | 15 (+2) | 20 (+5) | 10 (+0) | 12 (+1) | 9 (-1) | - -**Saving Throws** Dex +5, Con +8, Wis +4 - -**Skills** Athletics +12, Perception +4 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Giant - -**Challenge** 7 (2,900 XP) - -***Stone Camouflage.*** The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - -###### Actions - -***Multiattack***. The giant makes two greatclub attacks. - -***Greatclub***. *Melee Weapon Attack:* +9 to hit, reach 15 ft., one target. *Hit:* 19 (3d8+6) bludgeoning damage. - -***Rock***. *Ranged Weapon Attack:* +9 to hit, range 60/240 ft., one target. *Hit:* 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. - -###### Reactions - -***Rock Catching***. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. - -### Storm Giant - -*Huge giant, chaotic good* - -**Armor Class** 16 (scale mail) - -**Hit Points** 230 (20d12+100) - -**Speed** 50 ft., swim 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 29 (+9) | 14 (+2) | 20 (+5) | 16 (+3) | 18 (+4) | 18 (+4) | - -**Saving Throws** Str +14, Con +10, Wis +9, Cha +9 - -**Skills** Arcana +8, Athletics +14, History +8, Perception +9 - -**Damage Resistances** cold - -**Damage Immunities** lightning, thunder - -**Senses** passive Perception 19 - -**Languages** Common, Giant - -**Challenge** 13 (10,000 XP) - -***Amphibious***. The giant can breathe air and water. - -***Innate Spellcasting***. The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components - -At will: *detect magic*, *feather fall*, *levitate*, *light* - -3/day each: *control weather*, *water breathing* - -###### Actions - -***Multiattack***. The giant makes two greatsword attacks. - -***Greatsword***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 30 (6d6+9) slashing damage. - -***Rock***. *Ranged Weapon Attack:* +14 to hit, range 60/240 ft., one target. *Hit:* 35 (4d12+9) bludgeoning damage. - -***Lightning Strike (Recharge 5-6)***. The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. - -## Gibbering Mouther - -*Medium aberration, neutral* - -**Armor Class** 9 - -**Hit Points** 67 (9d8+27) - -**Speed** 10 ft., swim 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 10 (+0) | 8 (-1) | 16 (+3) | 3 (-4) | 10 (+0) | 6 (-2) | - -**Condition Immunities** prone - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Aberrant Ground***. The ground in a 10-foot radius around the mouther is dough-like difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. - -***Gibbering***. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. - -###### Actions - -***Multiattack***. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. - -***Bites***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther. - -***Blinding Spittle (Recharge 5-6)***. The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn. - -## Gnoll - -*Medium humanoid (gnoll), chaotic evil* - -**Armor Class** 15 (hide armor, shield) - -**Hit Points** 22 (5d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 12 (+1) | 11 (+0) | 6 (-2) | 10 (+0) | 7 (-2) | - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Gnoll - -**Challenge** 1/2 (100 XP) - -***Rampage***. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage. - -***Spear***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. - -***Longbow***. *Ranged Weapon Attack:* +3 to hit, range 150/600 ft., one target. *Hit:* 5 (1d8+1) piercing damage. - -## Gnome, Deep (Svirfneblin) - -*Small humanoid (gnome), neutral good* - -**Armor Class** 15 (chain shirt) - -**Hit Points** 16 (3d6+6) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 15 (+2) | 14 (+2) | 14 (+2) | 12 (+1) | 10 (+0) | 9 (-1) | - -**Skills** Investigation +3, Perception +2, Stealth +4 - -**Senses** darkvision 120 ft., passive Perception 12 - -**Languages** Gnomish, Terran, Undercommon - -**Challenge** 1/2 (100 XP) - -***Stone Camouflage***. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - -***Gnome Cunning***. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. - -***Innate Spellcasting***. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material Components - -At will: *nondetection* (self only) - -1/day each: *blindness/deafness*, *blur*, *disguise self* - -###### Actions - -***War Pick***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage. - -***Poisoned Dart***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one creature. *Hit:* 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -## Goblin - -*Small humanoid (goblinoid), neutral evil* - -**Armor Class** 15 (leather armor, shield) - -**Hit Points** 7 (2d6) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|--------|--------| -| 8 (-1) | 14 (+2) | 10 (+0) | 10 (+0) | 8 (-1) | 8 (-1) | - -**Skills** Stealth +6 - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** Common, Goblin - -**Challenge** 1/4 (50 XP) - -***Nimble Escape***. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. - -###### Actions - -***Scimitar***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) slashing damage. - -***Shortbow***. *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -## Golems - -### Clay Golem - -*Large construct, unaligned* - -**Armor Class** 14 (natural armor) - -**Hit Points** 133 (14d10+56) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 20 (+5) | 9 (-1) | 18 (+4) | 3 (-4) | 8 (-1) | 1 (-5) | - -**Damage Immunities** acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** understands the languages of its creator but can't speak - -**Challenge** 9 (5,000 XP) - -***Acid Absorption***. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. - -***Berserk***. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. - -***Immutable Form***. The golem is immune to any spell or effect that would alter its form. - -***Magic Resistance***. The golem has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The golem's weapon attacks are magical. - -###### Actions - -***Multiattack***. The golem makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 16 (2d10+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the *greater restoration* spell or other magic. - -***Haste (Recharge 5-6)***. Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action. - -### Flesh Golem - -*Medium construct, neutral* - -**Armor Class** 9 - -**Hit Points** 93 (11d8+44) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 19 (+4) | 9 (-1) | 18 (+4) | 6 (-2) | 10 (+0) | 5 (-3) | - -**Damage Immunities** lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** understands the languages of its creator but can't speak - -**Challenge** 5 (1,800 XP) - -***Berserk***. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. - -The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. - -***Aversion of Fire***. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. - -***Immutable Form***. The golem is immune to any spell or effect that would alter its form. - -***Lightning Absorption***. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. - -***Magic Resistance***. The golem has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The golem's weapon attacks are magical. - -###### Actions - -***Multiattack***. The golem makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. - -### Iron Golem - -*Large construct, unaligned* - -**Armor Class** 20 (natural armor) - -**Hit Points** 210 (20d10+100) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 24 (+7) | 9 (-1) | 20 (+5) | 3 (-4) | 11 (+0) | 1 (-5) | - -**Damage Immunities** fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned - -**Senses** darkvision 120 ft., passive Perception 10 - -**Languages** understands the languages of its creator but can't speak - -**Challenge** 16 (15,000 XP) - -***Fire Absorption***. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. - -***Immutable Form***. The golem is immune to any spell or effect that would alter its form. - -***Magic Resistance***. The golem has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The golem's weapon attacks are magical. - -###### Actions - -***Multiattack***. The golem makes two melee attacks. - -***Slam***. *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 20 (3d8+7) bludgeoning damage. - -***Sword***. *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 23 (3d10+7) slashing damage. - -***Poison Breath (Recharge 6)***. The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. - -### Stone Golem - -*Large construct, unaligned* - -**Armor Class** 17 (natural armor) - -**Hit Points** 178 (17d10+85) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 22 (+6) | 9 (-1) | 20 (+5) | 3 (-4) | 11 (+0) | 1 (-5) | - -**Damage Immunities** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned - -**Senses** darkvision 120 ft., passive Perception 10 - -**Languages** understands the languages of its creator but can't speak - -**Challenge** 10 (5,900 XP) - -***Immutable Form***. The golem is immune to any spell or effect that would alter its form. - -***Magic Resistance***. The golem has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The golem's weapon attacks are magical. - -###### Actions - -***Multiattack***. The golem makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 19 (3d8+6) bludgeoning damage. - -***Slow (Recharge 5-6)***. The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -## Gorgon - -*Large monstrosity, unaligned* - -**Armor Class** 19 (natural armor) - -**Hit Points** 114 (12d10+48) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 20 (+5) | 11 (+0) | 18 (+4) | 2 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +4 - -**Condition Immunities** petrified - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** - - -**Challenge** 5 (1,800 XP) - -***Trampling Charge***. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action. - -###### Actions - -***Gore***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 18 (2d12+5) piercing damage. - -***Hooves***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 16 (2d10+5) bludgeoning damage. - -***Petrifying Breath (Recharge 5-6)***. The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the *greater restoration* spell or other magic. - -## Grick - -*Medium monstrosity, neutral* - -**Armor Class** 14 (natural armor) - -**Hit Points** 27 (6d8) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 14 (+2) | 11 (+0) | 3 (-4) | 14 (+2) | 5 (-3) | - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Senses** darkvision 60 ft., passive Perception 12 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Stone Camouflage***. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - -###### Actions - -***Multiattack***. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target. - -***Tentacles***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6+2) slashing damage. - -***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -## Griffon - -*Large monstrosity, unaligned* - -**Armor Class** 12 - -**Hit Points** 59 (7d10+21) - -**Speed** 30 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 15 (+2) | 16 (+3) | 2 (-4) | 13 (+1) | 8 (-1) | - -**Skills** Perception +5 - -**Senses** darkvision 60 ft., passive Perception 15 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Keen Sight***. The griffon has advantage on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Multiattack***. The griffon makes two attacks: one with its beak and one with its claws. - -***Beak***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -## Grimlock - -*Medium humanoid (grimlock), neutral evil* - -**Armor Class** 11 - -**Hit Points** 11 (2d8+2) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 16 (+3) | 12 (+1) | 12 (+1) | 9 (-1) | 8 (-1) | 6 (-2) | - -**Skills** Athletics +5, Perception +3, Stealth +3 - -**Condition Immunities** blinded - -**Senses** blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13 - -**Languages** Undercommon - -**Challenge** 1/4 (50 XP) - -***Blind Senses***. The grimlock can't use its blindsight while deafened and unable to smell. - -***Keen Hearing and Smell***. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -***Stone Camouflage***. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - -###### Actions - -***Spiked Bone Club***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) bludgeoning damage plus 2 (1d4) piercing damage. - -# Monsters (H) - -## Hags - -### Green Hag - -*Medium fey, neutral evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 82 (11d8+33) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 12 (+1) | 16 (+3) | 13 (+1) | 14 (+2) | 14 (+2) | - -**Skills** Arcana +3, Deception +4, Perception +4, Stealth +3 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Common, Draconic, Sylvan - -**Challenge** 3 (700 XP) - -***Amphibious***. The hag can breathe air and water. - -***Innate Spellcasting***. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material Components - -At will: *dancing lights*, *minor illusion*, *vicious mockery* - -***Mimicry***. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. - -###### Actions - -***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. - -***Illusory Appearance***. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. - -The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. - -***Invisible Passage***. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. - -### Night Hag - -*Medium fiend, neutral evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 112 (15d8+45) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 15 (+2) | 16 (+3) | 16 (+3) | 14 (+2) | 16 (+3) | - -**Skills** Deception +7, Insight +6, Perception +6, Stealth +6 - -**Damage Resistances** cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Condition Immunities** charmed - -**Senses** darkvision 120 ft., passive Perception 16 - -**Languages** Abyssal, Common, Infernal, Primordial - -**Challenge** 5 (1,800 XP) - -***Innate Spellcasting***. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material Components - -At will: *detect magic*, *magic missile* - -2/day each: *plane shift* (self only), *ray of enfeeblement*, *sleep* - -***Magic Resistance***. The hag has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Claws (Hag Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. - -***Change Shape***. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. - -***Etherealness***. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a *heartstone* in her possession. - -***Nightmare Haunting (1/Day)***. While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A *protection from evil and good* spell cast on the target prevents this contact, as does a *magic circle*. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's *soul bag*. The reduction to the target's hit point maximum lasts until removed by the *greater restoration* spell or similar magic. - -### Sea Hag - -*Medium fey, chaotic evil* - -**Armor Class** 14 (natural armor) - -**Hit Points** 52 (7d8+21) - -**Speed** 30 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 13 (+1) | 16 (+3) | 12 (+1) | 12 (+1) | 13 (+1) | - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** Aquan, Common, Giant - -**Challenge** 2 (450 XP) - -***Amphibious***. The hag can breathe air and water. - -***Horrific Appearance***. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. - -Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. - -###### Actions - -***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. - -***Death Glare***. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. - -***Illusory Appearance***. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. - -The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised. - -## Half-Dragon Template - -A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its statistics, except as follows. - -***Challenge***. To avoid recalculating the creature's challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, recalculate the rating after you apply the template. - -**Senses**. The half-dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 feet. - -***Resistances***. The half-dragon gains resistance to a type of damage based on its color. - -**Table- 114** - Monsters: Half-Dragon Template (Damage Resistance) - -| Color | Damage Resistance | -|---------------------|-------------------| -| Black or copper | Acid | -| Blue or bronze | Lightning | -| Brass, gold, or red | Fire | -| Green | Poison | -| Silver or white | Cold | -| | | - -**Languages**. The half-dragon speaks Draconic in addition to any other languages it knows. - -***New Action: Breath Weapon***. The half-dragon has the breath weapon of its dragon half. The half- dragon's size determines how this action functions. - -**Table- 115** - Monsters: Half-Dragon Template (Size) - -| Size | Breath Weapon | Optional Prerequisite | -|------------------|--------------------|-----------------------| -| Large or smaller | As a wyrmling | Challenge 2 or higher | -| Huge | As a young dragon | Challenge 7 or higher | -| Gargantuan | As an adult dragon | Challenge 8 or higher | -| | | | - -### Half-Red Dragon Veteran - -*Medium humanoid (human), any alignment* - -**Armor Class** 18 (plate) - -**Hit Points** 65 (10d8+20) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | - -**Skills** Athletics +5, Perception +2 - -**Damage Resistances** fire - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 12 - -**Languages** Common, Draconic - -**Challenge** 5 (1,800 XP) - -###### Actions - -***Multiattack***. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. - -***Longsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. - -***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) piercing damage. - -***Heavy Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 100/400 ft., one target. *Hit:* 6 (1d10+1) piercing damage. - -***Fire Breath (Recharge 5-6)***. The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. - -## Harpy - -*Medium monstrosity, chaotic evil* - -**Armor Class** 11 - -**Hit Points** 38 (7d8+7) - -**Speed** 20 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 12 (+1) | 13 (+1) | 12 (+1) | 7 (-2) | 10 (+0) | 13 (+1) | - -**Senses** passive Perception 10 - -**Languages** Common - -**Challenge** 1 (200 XP) - -###### Actions - -***Multiattack***. The harpy makes two attacks: one with its claws and one with its club. - -***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4+1) slashing damage. - -***Club***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) bludgeoning damage. - -***Luring Song***. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. - -While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. - -A target that successfully saves is immune to this harpy's song for the next 24 hours. - -## Hell Hound - -*Medium fiend, lawful evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 45 (7d8+14) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 12 (+1) | 14 (+2) | 6 (-2) | 13 (+1) | 6 (-2) | - -**Skills** Perception +5 - -**Damage Immunities** fire - -**Senses** darkvision 60 ft., passive Perception 15 - -**Languages** understands Infernal but can't speak it - -**Challenge** 3 (700 XP) - -***Keen Hearing and Smell***. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -***Pack Tactics***. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage plus 7 (2d6) fire damage. - -***Fire Breath (Recharge 5-6)***. The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. - -## Hippogriff - -*Large monstrosity, unaligned* - -**Armor Class** 11 - -**Hit Points** 19 (3d10+3) - -**Speed** 40 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 13 (+1) | 13 (+1) | 2 (-4) | 12 (+1) | 8 (-1) | - -**Skills** Perception +5 - -**Senses** passive Perception 15 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Keen Sight***. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Multiattack***. The hippogriff makes two attacks: one with its beak and one with its claws. - -***Beak***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. - -## Hobgoblin - -*Medium humanoid (goblinoid), lawful evil* - -**Armor Class** 18 (chain mail, shield) - -**Hit Points** 11 (2d8+2) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 9 (-1) | - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Common, Goblin - -**Challenge** 1/2 (100 XP) - -***Martial Advantage***. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated. - -###### Actions - -***Longsword***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands. - -***Longbow***. *Ranged Weapon Attack:* +3 to hit, range 150/600 ft., one target. *Hit:* 5 (1d8+1) piercing damage. - -## Homunculus - -*Tiny construct, neutral* - -**Armor Class** 13 (natural armor) - -**Hit Points** 5 (2d4) - -**Speed** 20 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|--------| -| 4 (-3) | 15 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 7 (-2) | - -**Damage Immunities** poison - -**Condition Immunities** charmed, poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** understands the languages of its creator but can't speak - -**Challenge** 0 (10 XP) - -***Telepathic Bond***. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way. - -## Hydra - -*Huge monstrosity, unaligned* - -**Armor Class** 15 (natural armor) - -**Hit Points** 172 (15d12+75) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 20 (+5) | 12 (+1) | 20 (+5) | 2 (-4) | 10 (+0) | 7 (-2) | - -**Skills** Perception +6 - -**Senses** darkvision 60 ft., passive Perception 16 - -**Languages** - - -**Challenge** 8 (3,900 XP) - -***Hold Breath***. The hydra can hold its breath for 1 hour. - -***Multiple Heads***. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. - -Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. - -At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. - -***Reactive Heads***. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. - -***Wakeful***. While the hydra sleeps, at least one of its heads is awake. - -###### Actions - -***Multiattack***. The hydra makes as many bite attacks as it has heads. - -***Bite***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 10 (1d10+5) piercing damage. - -# Monsters (I) - -## Invisible Stalker - -*Medium elemental, neutral* - -**Armor Class** 14 - -**Hit Points** 104 (16d8+32) - -**Speed** 50 ft., fly 50 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 19 (+4) | 14 (+2) | 10 (+0) | 15 (+2) | 11 (+0) | - -**Skills** Perception +8, Stealth +10 - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - -**Senses** darkvision 60 ft., passive Perception 18 - -**Languages** Auran, understands Common but doesn't speak it - -**Challenge** 6 (2,300 XP) - -***Invisibility***. The stalker is invisible. - -***Faultless Tracker***. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner. - -###### Actions - -***Multiattack***. The stalker makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) bludgeoning damage. - -# Monsters (K) - -## Kobold - -*Small humanoid (kobold), lawful evil* - -**Armor Class** 12 - -**Hit Points** 5 (2d6-2) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|--------|--------| -| 7 (-2) | 15 (+2) | 9 (-1) | 8 (-1) | 7 (-2) | 8 (-1) | - -**Senses** darkvision 60 ft., passive Perception 8 - -**Languages** Common, Draconic - -**Challenge** 1/8 (25 XP) - -***Sunlight Sensitivity***. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -***Pack Tactics***. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Dagger***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. - -***Sling***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 4 (1d4+2) bludgeoning damage. - -## Kraken - -*Gargantuan monstrosity (titan), chaotic evil* - -**Armor Class** 18 (natural armor) - -**Hit Points** 472 (27d20+189) - -**Speed** 20 ft., swim 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|----------|---------|---------|---------|---------|---------| -| 30 (+10) | 11 (+0) | 25 (+7) | 22 (+6) | 18 (+4) | 20 (+5) | - -**Saving Throws** Str +17, Dex +7, Con +14, Int +13, Wis +11 - -**Damage Immunities** lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** frightened, paralyzed - -**Senses** truesight 120 ft., passive Perception 14 - -**Languages** understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft. - -**Challenge** 23 (50,000 XP) - -***Amphibious***. The kraken can breathe air and water. - -***Freedom of Movement***. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. - -***Siege Monster***. The kraken deals double damage to objects and structures. - -###### Actions - -***Multiattack***. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. - -***Bite***. *Melee Weapon Attack:* +17 to hit, reach 5 ft., one target. *Hit:* 23 (3d8+10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. - -If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. - -***Tentacle***. *Melee Weapon Attack:* +17 to hit, reach 30 ft., one target. *Hit:* 20 (3d6+10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. - -***Fling***. One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. - -***Lightning Storm***. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. - -###### Legendary Actions - -The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn. - -**Tentacle Attack or Fling**. The kraken makes one tentacle attack or uses its Fling. - -**Lightning Storm (Costs 2 Actions)**. The kraken uses Lightning Storm. - -**Ink Cloud (Costs 3 Actions)**. While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn. - -# Monsters (L) - -## Lamia - -*Large monstrosity, chaotic evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 97 (13d10+26) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 13 (+1) | 15 (+2) | 14 (+2) | 15 (+2) | 16 (+3) | - -**Skills** Deception +7, Insight +4, Stealth +3 - -**Senses** darkvision 60 ft., passive Perception 12 - -**Languages** Abyssal, Common - -**Challenge** 4 (1,100 XP) - -***Innate Spellcasting***. The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. - -At will: *disguise self* (any humanoid form), *major image* - -3/day each: *charm person*, *mirror image*, *scrying*, *suggestion* - -1/day: *geas* - -###### Actions - -***Multiattack***. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch. - -***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 14 (2d10+3) slashing damage. - -***Dagger***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) piercing damage. - -***Intoxicating Touch***. *Melee Spell Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. - -## Lich - -*Medium undead, any evil alignment* - -**Armor Class** 17 (natural armor) - -**Hit Points** 135 (18d8+54) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 16 (+3) | 16 (+3) | 20 (+5) | 14 (+2) | 16 (+3) | - -**Saving Throws** Con +10, Int +12, Wis +9 - -**Skills** Arcana +19, History +12, Insight +9, Perception +9 - -**Damage Resistances** cold, lightning, necrotic - -**Damage Immunities** poison; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned - -**Senses** truesight 120 ft., passive Perception 19 - -**Languages** Common plus up to five other languages - -**Challenge** 21 (33,000 XP) - -***Legendary Resistance (3/Day)***. If the lich fails a saving throw, it can choose to succeed instead. - -***Rejuvenation***. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. - -***Spellcasting***. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: - -Cantrips (at will): *mage hand*, *prestidigitation*, *ray of frost* -1st level (4 slots): *detect magic*, *magic missile*, *shield*, *thunderwave* -2nd level (3 slots): *acid arrow*, *detect thoughts*, *invisibility*, *mirror image* -3rd level (3 slots): *animate dead*, *counterspell*, *dispel magic*, *fireball* -4th level (3 slots): *blight*, *dimension door* -5th level (3 slots): *cloudkill*, *scrying* -6th level (1 slot): *disintegrate*, *globe of invulnerability* -7th level (1 slot): *finger of death*, *plane shift* -8th level (1 slot): *dominate monster*, *power word stun* -9th level (1 slot): *power word kill* - -***Turn Resistance***. The lich has advantage on saving throws against any effect that turns undead. - -###### Actions - -***Paralyzing Touch***. *Melee Spell Attack:* +12 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -###### Legendary Actions - -The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn. - -**Cantrip**. The lich casts a cantrip. - -**Paralyzing Touch (Costs 2 Actions)**. The lich uses its Paralyzing Touch. - -**Frightening Gaze (Costs 2 Actions)**. The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. - -**Disrupt Life (Costs 3 Actions)**. Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. - -## Lizardfolk - -*Medium humanoid (lizardfolk), neutral* - -**Armor Class** 15 (natural armor, shield) - -**Hit Points** 22 (4d8+4) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 10 (+0) | 13 (+1) | 7 (-2) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3, Stealth +4, Survival +5 - -**Senses** passive Perception 13 - -**Languages** Draconic - -**Challenge** 1/2 (100 XP) - -***Hold Breath***. The lizardfolk can hold its breath for 15 minutes. - -###### Actions - -***Multiattack***. The lizardfolk makes two melee attacks, each one with a different weapon. - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Heavy Club***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) bludgeoning damage. - -***Javelin***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Spiked Shield***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -## Lycanthropes - -### Werebear - -*Medium humanoid (human, shapechanger), neutral good* - -**Armor Class** 10 in humanoid form, 11 (natural armor) in bear and hybrid form - -**Hit Points** 135 (18d8+54) - -**Speed** 30 ft. (40 ft., climb 30 ft. in bear or hybrid form) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 10 (+0) | 17 (+3) | 11 (+0) | 12 (+1) | 12 (+1) | - -**Skills** Perception +7 - -**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Senses** passive Perception 17 - -**Languages** Common (can't speak in bear form) - -**Challenge** 5 (1,800 XP) - -***Shapechanger***. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Keen Smell***. The werebear has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Multiattack***. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid. - -***Bite (Bear or Hybrid Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 15 (2d10+4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy. - -***Claw (Bear or Hybrid Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. - -***Greataxe (Humanoid or Hybrid Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 10 (1d12+4) slashing damage. - -### Wereboar - -*Medium humanoid (human, shapechanger), neutral evil* - -**Armor Class** 10 in humanoid form, 11 (natural armor) in boar or hybrid form - -**Hit Points** 78 (12d8+24) - -**Speed** 30 ft. (40 ft. in boar form) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 17 (+3) | 10 (+0) | 15 (+2) | 10 (+0) | 11 (+0) | 8 (-1) | - -**Skills** Perception +2 - -**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Senses** passive Perception 12 - -**Languages** Common (can't speak in boar form) - -**Challenge** 4 (1,100 XP) - -***Shapechanger***. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Charge (Boar or Hybrid Form Only)***. If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -***Relentless (Recharges after a Short or Long Rest)***. If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. - -###### Actions - -***Multiattack (Humanoid or Hybrid Form Only)***. The wereboar makes two attacks, only one of which can be with its tusks. - -***Maul (Humanoid or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) bludgeoning damage. - -***Tusks (Boar or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy. - -### Wererat - -*Medium humanoid (human, shapechanger), lawful evil* - -**Armor Class** 12 - -**Hit Points** 33 (6d8+6) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 10 (+0) | 15 (+2) | 12 (+1) | 11 (+0) | 10 (+0) | 8 (-1) | - -**Skills** Perception +2, Stealth +4 - -**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Senses** darkvision 60 ft. (rat form only), passive Perception 12 - -**Languages** Common (can't speak in rat form) - -**Challenge** 2 (450 XP) - -***Shapechanger***. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Keen Smell***. The wererat has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Multiattack (Humanoid or Hybrid Form Only)***. The wererat makes two attacks, only one of which can be a bite. - -***Bite (Rat or Hybrid Form Only)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. - -***Shortsword (Humanoid or Hybrid Form Only)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Hand Crossbow (Humanoid or Hybrid Form Only)***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -### Weretiger - -*Medium humanoid (human, shapechanger), neutral* - -**Armor Class** 12 - -**Hit Points** 120 (16d8+48) - -**Speed** 30 ft. (40 ft. in tiger form) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 17 (+3) | 15 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 11 (+0) | - -**Skills** Perception +5, Stealth +4 - -**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Senses** darkvision 60 ft., passive Perception 15 - -**Languages** Common (can't speak in tiger form) - -**Challenge** 4 (1,100 XP) - -***Shapechanger***. The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Keen Hearing and Smell***. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -***Pounce (Tiger or Hybrid Form Only)***. If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action. - -###### Actions - -***Multiattack (Humanoid or Hybrid Form Only)***. In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks. - -***Bite (Tiger or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy. - -***Claw (Tiger or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage. - -***Scimitar (Humanoid or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage. - -***Longbow (Humanoid or Hybrid Form Only)***. *Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage. - -### Werewolf - -*Medium humanoid (human, shapechanger), chaotic evil* - -**Armor Class** 11 in humanoid form, 12 (natural armor) in wolf or hybrid form - -**Hit Points** 58 (9d8+18) - -**Speed** 30 ft. (40 ft. in wolf form) - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | - -**Skills** Perception +4, Stealth +3 - -**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -**Senses** passive Perception 14 - -**Languages** Common (can't speak in wolf form) - -**Challenge** 3 (700 XP) - -***Shapechanger***. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Keen Hearing and Smell***. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -###### Actions - -***Multiattack (Humanoid or Hybrid Form Only)***. The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form). - -***Bite (Wolf or Hybrid Form Only)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. - -***Claws (Hybrid Form Only)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (2d4+2) slashing damage. - -***Spear (Humanoid Form Only)***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit:* 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. - -# Monsters (M) - -## Magmin - -*Small elemental, chaotic neutral* - -**Armor Class** 14 (natural armor) - -**Hit Points** 9 (2d6+2) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|---------| -| 7 (-2) | 15 (+2) | 12 (+1) | 8 (-1) | 11 (+0) | 10 (+0) | - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** fire - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Ignan - -**Challenge** 1/2 (100 XP) - -***Death Burst***. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited. - -***Ignited Illumination***. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - -###### Actions - -***Touch***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns. - -## Manticore - -*Large monstrosity, lawful evil* - -**Armor Class** 14 (natural armor) - -**Hit Points** 68 (8d10+24) - -**Speed** 30 ft., fly 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 16 (+3) | 17 (+3) | 7 (-2) | 12 (+1) | 8 (-1) | - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** Common - -**Challenge** 3 (700 XP) - -***Tail Spike Regrowth***. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. - -###### Actions - -***Multiattack***. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage. - -***Claw***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage. - -***Tail Spike***. *Ranged Weapon Attack:* +5 to hit, range 100/200 ft., one target. *Hit:* 7 (1d8+3) piercing damage. - -## Medusa - -*Medium monstrosity, lawful evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 127 (17d8+51) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 15 (+2) | 16 (+3) | 12 (+1) | 13 (+1) | 15 (+2) | - -**Skills** Deception +5, Insight +4, Perception +4, Stealth +5 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Common - -**Challenge** 6 (2,300 XP) - -***Petrifying Gaze***. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the *greater restoration* spell or other magic. - -Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. - -If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. - -###### Actions - -***Multiattack***. The medusa makes either three melee attacks-one with its snake hair and two with its shortsword-or two ranged attacks with its longbow. - -***Snake Hair***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage plus 14 (4d6) poison damage. - -***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Longbow***. *Ranged Weapon Attack:* +5 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage plus 7 (2d6) poison damage. - -## Mephits - -### Dust Mephit - -*Small elemental, neutral evil* - -**Armor Class** 12 - -**Hit Points** 17 (5d6) - -**Speed** 30 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|---------| -| 5 (-3) | 14 (+2) | 10 (+0) | 9 (-1) | 11 (+0) | 10 (+0) | - -**Skills** Perception +2, Stealth +4 - -**Damage Vulnerabilities** Fire - -**Damage Immunities** Poison - -**Condition Immunities** Poisoned - -**Senses** Darkvision 60 ft., passive Perception 12 - -**Languages** Auran, Terran - -**Challenge** 1/2 (100 XP) - -***Death Burst***. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. - -***Innate Spellcasting (1/Day)***. The mephit can innately cast *sleep*, requiring no material components. Its innate spellcasting ability is Charisma. - -###### Actions - -***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) slashing damage. - -***Blinding Breath (Recharge 6)***. The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -### Ice Mephit - -*Small elemental, neutral evil* - -**Armor Class** 11 - -**Hit Points** 21 (6d6) - -**Speed** 30 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|---------| -| 7 (-2) | 13 (+1) | 10 (+0) | 9 (-1) | 11 (+0) | 12 (+1) | - -**Skills** Perception +2, Stealth +3 - -**Damage Vulnerabilities** bludgeoning, fire - -**Damage Immunities** cold, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 60 ft., passive Perception 12 - -**Languages** Aquan, Auran - -**Challenge** 1/2 (100 XP) - -***Death Burst***. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one. - -***False Appearance***. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. - -***Innate Spellcasting (1/Day)***. The mephit can innately cast *fog cloud*, requiring no material components. Its innate spellcasting ability is Charisma. - -###### Actions - -***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d4+1) slashing damage plus 2 (1d4) cold damage. - -***Frost Breath (Recharge 6)***. The mephit exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. - -### Magma Mephit - -*Small elemental, neutral evil* - -**Armor Class** 11 - -**Hit Points** 22 (5d6+5) - -**Speed** 30 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|---------| -| 8 (-1) | 12 (+1) | 12 (+1) | 7 (-2) | 10 (+0) | 10 (+0) | - -**Skills** Stealth +3 - -**Damage Vulnerabilities** cold - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Ignan, Terran - -**Challenge** 1/2 (100 XP) - -***Death Burst***. When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. - -***False Appearance***. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma. - -***Innate Spellcasting (1/Day)***. The mephit can innately cast *heat metal* (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma. - -###### Actions - -***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d4+1) slashing damage plus 2 (1d4) fire damage. - -***Fire Breath (Recharge 6)***. The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. - -### Steam Mephit - -*Small elemental, neutral evil* - -**Armor Class** 10 - -**Hit Points** 21 (6d6) - -**Speed** 30 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 5 (-3) | 11 (+0) | 10 (+0) | 11 (+0) | 10 (+0) | 12 (+1) | - -**Damage Immunities** fire, poison - -**Condition Immunities** poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Aquan, Ignan - -**Challenge** 1/4 (50 XP) - -***Death Burst***. When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. - -***Innate Spellcasting (1/Day)***. The mephit can innately cast *blur*, requiring no material components. Its innate spellcasting ability is Charisma. - -###### Actions - -***Claws.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 2 (1d4) slashing damage plus 2 (1d4) fire damage. - -***Steam Breath (Recharge 6)***. The mephit exhales a 15- foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one. - -## Merfolk - -*Medium humanoid (merfolk), neutral* - -**Armor Class** 11 - -**Hit Points** 11 (2d8+2) - -**Speed** 10 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 13 (+1) | 12 (+1) | 11 (+0) | 11 (+0) | 12 (+1) | - -**Skills** Perception +2 - -**Senses** passive Perception 12 - -**Languages** Aquan, Common - -**Challenge** 1/8 (25 XP) - -***Amphibious***. The merfolk can breathe air and water. - -###### Actions - -***Spear***. *Melee or Ranged Weapon Attack:* +2 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. - -## Merrow - -*Large monstrosity, chaotic evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 45 (6d10+12) - -**Speed** 10 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 10 (+0) | 15 (+2) | 8 (-1) | 10 (+0) | 9 (-1) | - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Abyssal, Aquan - -**Challenge** 2 (450 XP) - -***Amphibious***. The merrow can breathe air and water. - -###### Actions - -***Multiattack***. The merrow makes two attacks: one with its bite and one with its claws or harpoon. - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4+4) slashing damage. - -***Harpoon***. *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 11 (2d6+3) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow. - -## Mimic - -*Medium monstrosity (shapechanger), neutral* - -**Armor Class** 12 (natural armor) - -**Hit Points** 58 (9d8+18) - -**Speed** 15 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 12 (+1) | 15 (+2) | 5 (-3) | 13 (+1) | 8 (-1) | - -**Skills** Stealth +5 - -**Damage Immunities** acid - -**Condition Immunities** prone - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Shapechanger***. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -***Adhesive (Object Form Only)***. The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. - -***False Appearance (Object Form Only)***. While the mimic remains motionless, it is indistinguishable from an ordinary object. - -***Grappler***. The mimic has advantage on attack rolls against any creature grappled by it. - -###### Actions - -***Pseudopod***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage plus 4 (1d8) acid damage. - -## Minotaur - -*Large monstrosity, chaotic evil* - -**Armor Class** 14 (natural armor) - -**Hit Points** 76 (9d10+27) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 11 (+0) | 16 (+3) | 6 (-2) | 16 (+3) | 9 (-1) | - -**Skills** Perception +7 - -**Senses** darkvision 60 ft., passive Perception 17 - -**Languages** Abyssal - -**Challenge** 3 (700 XP) - -***Charge***. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. - -***Labyrinthine Recall***. The minotaur can perfectly recall any path it has traveled. - -***Reckless***. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. - -###### Actions - -***Greataxe***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 17 (2d12+4) slashing damage. - -***Gore***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) piercing damage. - -## Mummies - -### Mummy - -*Medium undead, lawful evil* - -**Armor Class** 11 (natural armor) - -**Hit Points** 58 (9d8+18) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|---------| -| 16 (+3) | 8 (-1) | 15 (+2) | 6 (-2) | 10 (+0) | 12 (+1) | - -Saving Throws Wis +2 - -**Damage Vulnerabilities** fire - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** necrotic, poison - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** the languages it knew in life - -**Challenge** 3 (700 XP) - -###### Actions - -***Multiattack***. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. - -***Rotting Fist***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the *remove curse* spell or other magic. - -***Dreadful Glare***. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. - -### Mummy Lord - -*Medium undead, lawful evil* - -**Armor Class** 17 (natural armor) - -**Hit Points** 97 (13d8+39) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 10 (+0) | 17 (+3) | 11 (+0) | 18 (+4) | 16 (+3) | - -**Saving Throws** Con +8, Int +5, Wis +9, Cha +8 - -**Skills** History +5, Religion +5 - -**Damage Vulnerabilities** fire - -**Damage Immunities** necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** the languages it knew in life - -**Challenge** 15 (13,000 XP) - -***Magic Resistance***. The mummy lord has advantage on saving throws against spells and other magical effects. - -***Rejuvenation***. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart. - -***Spellcasting***. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: - -Cantrips (at will): *sacred flame*, *thaumaturgy* -1st level (4 slots): *command*, *guiding bolt*, *shield of faith* -2nd level (3 slots): *hold person*, *silence*, *spiritual weapon* -3rd level (3 slots): *animate dead*, *dispel magic* -4th level (3 slots): *divination*, *guardian of faith* -5th level (2 slots): *contagion*, *insect plague* -6th level (1 slot): *harm* - -###### Actions - -***Multiattack***. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. - -***Rotting Fist***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 14 (3d6+4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the *remove curse* spell or other magic. - -***Dreadful Glare***. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours. - -###### Legendary Actions - -The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn. - -**Attack**. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. - -**Blinding Dust**. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn. - -**Blasphemous Word (Costs 2 Actions)**. The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn. - -**Channel Negative Energy (Costs 2 Actions)**. The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn. - -**Whirlwind of Sand (Costs 2 Actions)**. The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession. - -# Monsters (N) - -## Nagas - -### Guardian Naga - -*Large monstrosity, lawful good* - -**Armor Class** 18 (natural armor) - -**Hit Points** 127 (15d10+45) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 18 (+4) | 16 (+3) | 16 (+3) | 19 (+4) | 18 (+4) | - -**Saving Throws** Dex +6, Con +5, Wis +5, Cha +6 - -**Saving Throws** Dex +8, Con +7, Int +7, Wis +8, Cha +8 - -**Damage Immunities** poison - -**Condition Immunities** charmed, poisoned - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Celestial, Common - -**Challenge** 10 (5,900 XP) - -***Rejuvenation***. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a *wish* spell can prevent this trait from functioning. - -***Spellcasting***. The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: - -Cantrips (at will): *mending*, *sacred flame*, *thaumaturgy* -1st level (4 slots): *command*, *cure wounds*, *shield of faith* -2nd level (3 slots): *calm emotions*, *hold person* -3rd level (3 slots): *bestow curse*, *clairvoyance* -4th level (3 slots): *banishment*, *freedom of movement* -5th level (2 slots): *flame strike*, *geas* -6th level (1 slot): *true seeing* - -###### Actions - -***Bite***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one creature. *Hit:* 8 (1d8+4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. - -***Spit Poison***. *Ranged Weapon Attack:* +8 to hit, range 15/30 ft., one creature. *Hit:* The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. - -### Spirit Naga - -*Large monstrosity, chaotic evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 75 (10d10+20) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 17 (+3) | 14 (+2) | 16 (+3) | 15 (+2) | 16 (+3) | - -**Damage Immunities** poison - -**Condition Immunities** charmed, poisoned - -**Senses** darkvision 60 ft., passive Perception 12 - -**Languages** Abyssal, Common - -**Challenge** 8 (3,900 XP) - -***Rejuvenation***. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a *wish* spell can prevent this trait from functioning. - -***Spellcasting***. The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: - -Cantrips (at will): *mage hand*, *minor illusion*, *ray of frost* -1st level (4 slots): *charm person*, *detect magic*, *sleep* -2nd level (3 slots): *detect thoughts*, *hold person* -3rd level (3 slots): *lightning bolt*, *water breathing* -4th level (3 slots): *blight*, *dimension door* -5th level (2 slots): *dominate person* - -###### Actions - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 7 (1d6+4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. - -## Nightmare - -*Large fiend, neutral evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 68 (8d10+24) - -**Speed** 60 ft., fly 90 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) | - -**Damage Immunities** fire - -**Senses** passive Perception 11 - -**Languages** understands Abyssal, Common, and Infernal but can't speak - -**Challenge** 3 (700 XP) - -***Confer Fire Resistance***. The nightmare can grant resistance to fire damage to anyone riding it. - -***Illumination***. The nightmare sheds bright light in a 10- foot radius and dim light for an additional 10 feet. - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage plus 7 (2d6) fire damage. - -***Ethereal Stride***. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. - -# Monsters (O) - -## Ogre - -*Large giant, chaotic evil* - -**Armor Class** 11 (hide armor) - -**Hit Points** 59 (7d10+21) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 19 (+4) | 8 (-1) | 16 (+3) | 5 (-3) | 7 (-2) | 7 (-2) | - -**Senses** darkvision 60 ft., passive Perception 8 - -**Languages** Common, Giant - -**Challenge** 2 (450 XP) - -###### Actions - -***Greatclub***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. - -***Javelin***. *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 11 (2d6+4) piercing damage. - -## Oni - -*Large giant, lawful evil* - -**Armor Class** 16 (chain mail) - -**Hit Points** 110 (13d10+39) - -**Speed** 30 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 19 (+4) | 11 (+0) | 16 (+3) | 14 (+2) | 12 (+1) | 15 (+2) | - -**Saving Throws** Dex +3, Con +6, Wis +4, Cha +5 - -**Skills** Arcana +5, Deception +8, Perception +4 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Common, Giant - -**Challenge** 7 (2,900 XP) - -***Innate Spellcasting***. The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material Components - -At will: *darkness*, *invisibility* - -1/day each: *charm person*, *cone of cold*, *gaseous form*, *sleep* - -***Magic Weapons***. The oni's weapon attacks are magical. - -***Regeneration***. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. - -###### Actions - -***Multiattack***. The oni makes two attacks, either with its claws or its glaive. - -***Claw (Oni Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) slashing damage. - -***Glaive***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) slashing damage, or 9 (1d10+4) slashing damage in Small or Medium form. - -***Change Shape***. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size. - -## Oozes - -### Black Pudding - -*Large ooze, unaligned* - -**Armor Class** 7 - -**Hit Points** 85 (10d10+30) - -**Speed** 20 ft., climb 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 16 (+3) | 5 (-3) | 16 (+3) | 1 (-5) | 6 (-2) | 1 (-5) | - -**Damage Immunities** acid, cold, lightning, slashing - -**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 - -**Languages** - - -**Challenge** 4 (1,100 XP) - -***Amorphous***. The pudding can move through a space as narrow as 1 inch wide without squeezing. - -***Corrosive Form***. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. - -The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. - -***Spider Climb***. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -###### Actions - -***Pseudopod***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. - -###### Reactions - -***Split***. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding. - -### Gelatinous Cube - -*Large ooze, unaligned* - -**Armor Class** 6 - -**Hit Points** 84 (8d10+40) - -**Speed** 15 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 14 (+2) | 3 (-4) | 20 (+5) | 1 (-5) | 6 (-2) | 1 (-5) | - -**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Ooze Cube***. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. - -Creatures inside the cube can be seen but have total cover. - -A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. - -The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. - -***Transparent***. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube. - -###### Actions - -***Pseudopod***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) acid damage. - -***Engulf***. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. - -On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. - -On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. - -An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. - -### Gray Ooze - -*Medium ooze, unaligned* - -**Armor Class** 8 - -**Hit Points** 22 (3d8+9) - -**Speed** 10 ft., climb 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 12 (+1) | 6 (-2) | 16 (+3) | 1 (-5) | 6 (-2) | 2 (-4) | - -**Skills** Stealth +2 - -**Damage Resistances** acid, cold, fire - -**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Amorphous***. The ooze can move through a space as narrow as 1 inch wide without squeezing. - -***Corrode Metal***. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. - -The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. - -***False Appearance***. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. - -###### Actions - -***Pseudopod***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. - -### Ochre Jelly - -*Large ooze, unaligned* - -**Armor Class** 8 - -**Hit Points** 45 (6d10+12) - -**Speed** 10 ft., climb 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 15 (+2) | 6 (-2) | 14 (+2) | 2 (-4) | 6 (-2) | 1 (-5) | - -**Damage Resistances** acid - -**Damage Immunities** lightning, slashing - -**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Amorphous***. The jelly can move through a space as narrow as 1 inch wide without squeezing. - -***Spider Climb***. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -###### Actions - -***Pseudopod***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6+2) bludgeoning damage plus 3 (1d6) acid damage. - -###### Reactions - -***Split***. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly. - -## Orc - -*Medium humanoid (orc), chaotic evil* - -**Armor Class** 13 (hide armor) - -**Hit Points** 15 (2d8+6) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 16 (+3) | 12 (+1) | 16 (+3) | 7 (-2) | 11 (+0) | 10 (+0) | - -**Skills** Intimidation +2 - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** Common, Orc - -**Challenge** 1/2 (100 XP) - -***Aggressive***. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. - -###### Actions - -***Greataxe***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (1d12+3) slashing damage. - -***Javelin***. *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 6 (1d6+3) piercing damage. - -## Otyugh - -*Large aberration, neutral* - -**Armor Class** 14 (natural armor) - -**Hit Points** 114 (12d10+48) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 11 (+0) | 19 (+4) | 6 (-2) | 13 (+1) | 6 (-2) | - -Saving Throws Con +7 - -**Senses** darkvision 120 ft., passive Perception 11 - -**Languages** Otyugh - -**Challenge** 5 (1,800 XP) - -***Limited Telepathy***. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. - -###### Actions - -***Multiattack***. The otyugh makes three attacks: one with its bite and two with its tentacles. - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12 (2d8+3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. - -***Tentacle***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 7 (1d8+3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target. - -***Tentacle Slam***. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6+3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. - -## Owlbear - -*Large monstrosity, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 59 (7d10+21) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 20 (+5) | 12 (+1) | 17 (+3) | 3 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** - - -**Challenge** 3 (700 XP) - -***Keen Sight and Smell***. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. - -###### Actions - -***Multiattack***. The owlbear makes two attacks: one with its beak and one with its claws. - -***Beak***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 10 (1d10+5) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) slashing damage. - -# Monsters (P) - -## Pegasus - -*Large celestial, chaotic good* - -**Armor Class** 12 - -**Hit Points** 59 (7d10+21) - -**Speed** 60 ft., fly 90 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 15 (+2) | 13 (+1) | - -**Saving Throws** Dex +4, Wis +4, Cha +3 - -**Skills** Perception +6 - -**Senses** passive Perception 16 - -**Languages** understands Celestial, Common, Elvish, and Sylvan but can't speak - -**Challenge** 2 (450 XP) - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. - -## Pseudodragon - -*Tiny dragon, neutral good* - -**Armor Class** 13 (natural armor) - -**Hit Points** 7 (2d4+2) - -**Speed** 15 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 6 (-2) | 15 (+2) | 13 (+1) | 10 (+0) | 12 (+1) | 10 (+0) | - -**Skills** Perception +3, Stealth +4 - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 13 - -**Languages** understands Common and Draconic but can't speak - -**Challenge** 1/4 (50 XP) - -***Keen Senses***. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. - -***Magic Resistance***. The pseudodragon has advantage on saving throws against spells and other magical effects. - -***Limited Telepathy***. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. - -***Sting***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake. - -## Purple Worm - -*Gargantuan monstrosity, unaligned* - -**Armor Class** 18 (natural armor) - -**Hit Points** 247 (15d20+90) - -**Speed** 50 ft., burrow 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 28 (+9) | 7 (-2) | 22 (+6) | 1 (-5) | 8 (-1) | 4 (-3) | - -**Saving Throws** Con +11, Wis +4 - -**Senses** blindsight 30 ft., tremorsense 60 ft., passive Perception 9 - -**Languages** - - -**Challenge** 15 (13,000 XP) - -***Tunneler***. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake. - -###### Actions - -***Multiattack***. The worm makes two attacks: one with its bite and one with its stinger. - -***Bite***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 22 (3d8+9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. - -If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. - -***Tail Stinger***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one creature. *Hit:* 19 (3d6+9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. - -# Monsters (R) - -## Rakshasa - -*Medium fiend, lawful evil* - -**Armor Class** 16 (natural armor) - -**Hit Points** 110 (13d8+52) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 14 (+2) | 17 (+3) | 18 (+4) | 13 (+1) | 16 (+3) | 20 (+5) | - -**Skills** Deception +10, Insight +8 - -**Damage Vulnerabilities** piercing from magic weapons wielded by good creatures - -**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** Common, Infernal - -**Challenge** 13 (10,000 XP) - -***Limited Magic Immunity***. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. - -***Innate Spellcasting***. The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material Components - -At will: *detect thoughts*, *disguise self*, *mage hand*, *minor illusion* - -3/day each: *charm person*, *detect magic*, *invisibility*, *major image*, *suggestion* - -1/day each: *dominate person*, *fly*, *plane shift*, *true seeing* - -###### Actions - -***Multiattack***. The rakshasa makes two claw attacks. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (2d6+2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a *remove curse* spell or similar magic. - -## Remorhaz - -*Huge monstrosity, unaligned* - -**Armor Class** 17 (natural armor) - -**Hit Points** 195 (17d12+85) - -**Speed** 30 ft., burrow 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 24 (+7) | 13 (+1) | 21 (+5) | 4 (-3) | 10 (+0) | 5 (-3) | - -**Damage Immunities** cold, fire - -**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10 - -**Languages** - - -**Challenge** 11 (7,200 XP) - -***Heated Body***. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 40 (6d10+7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target. - -***Swallow***. The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. - -If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. - -## Roc - -*Gargantuan monstrosity, unaligned* - -**Armor Class** 15 (natural armor) - -**Hit Points** 248 (16d20+80) - -**Speed** 20 ft., fly 120 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 28 (+9) | 10 (+0) | 20 (+5) | 3 (-4) | 10 (+0) | 9 (-1) | - -**Saving Throws** Dex +4, Con +9, Wis +4, Cha +3 - -**Skills** Perception +4 - -**Senses** passive Perception 14 - -**Languages** - - -**Challenge** 11 (7,200 XP) - -***Keen Sight***. The roc has advantage on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Multiattack***. The roc makes two attacks: one with its beak and one with its talons. - -***Beak***. *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 27 (4d8+9) piercing damage. - -***Talons***. *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 23 (4d6+9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target. - -## Roper - -*Large monstrosity, neutral evil* - -**Armor Class** 20 (natural armor) - -**Hit Points** 93 (11d10+33) - -**Speed** 10 ft., climb 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 18 (+4) | 8 (-1) | 17 (+3) | 7 (-2) | 16 (+3) | 6 (-2) | - -**Skills** Perception +6, Stealth +5 - -**Senses** darkvision 60 ft., passive Perception 16 - -**Languages** - - -**Challenge** 5 (1,800 XP) - -***False Appearance***. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. - -***Grasping Tendrils***. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. - -***Spider Climb***. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -###### Actions - -***Multiattack***. The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 22 (4d8+4) piercing damage. - -***Tendril***. *Melee Weapon Attack:* +7 to hit, reach 50 ft., one creature. *Hit:* The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target. - -***Reel***. The roper pulls each creature grappled by it up to 25 feet straight toward it. - -## Rust Monster - -*Medium monstrosity, unaligned* - -**Armor Class** 14 (natural armor) - -**Hit Points** 27 (5d8+5) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 13 (+1) | 12 (+1) | 13 (+1) | 2 (-4) | 13 (+1) | 6 (-2) | - -**Senses** darkvision 60 ft., passive Perception 11 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Iron Scent***. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it. - -***Rust Metal***. Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8+1) piercing damage. - -***Antennae***. The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. - -If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait. - -# Monsters (S) - -## Sahuagin - -*Medium humanoid (sahuagin), lawful evil* - -**Armor Class** 12 (natural armor) - -**Hit Points** 22 (4d8+4) - -**Speed** 30 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|--------| -| 13 (+1) | 11 (+0) | 12 (+1) | 12 (+1) | 13 (+1) | 9 (-1) | - -**Skills** Perception +5 - -**Senses** darkvision 120 ft., passive Perception 15 - -**Languages** Sahuagin - -**Challenge** 1/2 (100 XP) - -***Blood Frenzy***. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. - -***Limited Amphibiousness***. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. - -***Shark Telepathy***. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. - -###### Actions - -***Multiattack***. The sahuagin makes two melee attacks: one with its bite and one with its claws or spear. - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) slashing damage. - -***Spear***. *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack. - -## Salamander - -*Large elemental, neutral evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 90 (12d10+24) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 10 (+0) | 12 (+1) | - -**Damage Vulnerabilities** cold - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** fire - -**Sense**s darkvision 60 ft., passive Perception 10 - -**Languages** Ignan - -**Challenge** 5 (1,800 XP) - -***Heated Body***. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. - -***Heated Weapons***. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). - -###### Actions - -***Multiattack***. The salamander makes two attacks: one with its spear and one with its tail. - -***Spear***. *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. *Hit:* 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. - -***Tail***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets. - -## Satyr - -*Medium fey, chaotic neutral* - -**Armor Class** 14 (leather armor) - -**Hit Points** 31 (7d8) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 12 (+1) | 16 (+3) | 11 (+0) | 12 (+1) | 10 (+0) | 14 (+2) | - -**Skills** Perception +2, Performance +6, Stealth +5 - -**Sense**s passive Perception 12 - -**Languages** Common, Elvish, Sylvan - -**Challenge** 1/2 (100 XP) - -***Magic Resistance***. The satyr has advantage on saving throws against spells and other magical effects. - -###### Actions - -***Ram***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4+1) bludgeoning damage. - -***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) piercing damage. - -***Shortbow***. *Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:* 6 (1d6+3) piercing damage. - -## Shadow - -*Medium undead, chaotic evil* - -**Armor Class** 12 - -**Hit Points** 16 (3d8+3) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 6 (-2) | 14 (+2) | 13 (+1) | 6 (-2) | 10 (+0) | 8 (-1) | - -**Skills** Stealth +4 (+6 in dim light or darkness) - -**Damage Vulnerabilities** radiant - -**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** necrotic, poison - -**Condition Immunities** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Amorphous***. The shadow can move through a space as narrow as 1 inch wide without squeezing. - -***Shadow Stealth***. While in dim light or darkness, the shadow can take the Hide action as a bonus action. - -***Sunlight Weakness***. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. - -###### Actions - -***Strength Drain***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6+2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. - -If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. - -## Shambling Mound - -*Large plant, unaligned* - -**Armor Class** 15 (natural armor) - -**Hit Points** 136 (16d10+48) - -**Speed** 20 ft., swim 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 18 (+4) | 8 (-1) | 16 (+3) | 5 (-3) | 10 (+0) | 5 (-3) | - -**Skills** Stealth +2 - -**Damage Resistances** cold, fire - -**Damage Immunities** lightning - -**Condition Immunities** blinded, deafened, exhaustion - -**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 10 - -**Languages** - - -**Challenge** 5 (1,800 XP) - -***Lightning Absorption***. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. - -###### Actions - -***Multiattack***. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it. - -***Slam***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. - -***Engulf***. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8+4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time. - -## Shield Guardian - -*Large construct, unaligned* - -**Armor Class** 17 (natural armor) - -**Hit Points** 142 (15d10+60) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 18 (+4) | 8 (-1) | 18 (+4) | 7 (-2) | 10 (+0) | 3 (-4) | - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10 - -**Damage Immunities** poison - -**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned - -**Languages** understands commands given in any language but can't speak - -**Challenge** 7 (2,900 XP) - -***Bound***. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. - -***Regeneration***. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point. - -***Spell Storing***. A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. - -###### Actions - -***Multiattack***. The guardian makes two fist attacks. - -***Fist***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. - -###### Reactions - -***Shield***. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer. - -## Skeletons - -### Skeleton - -*Medium undead, lawful evil* - -**Armor Class** 13 (armor scraps) - -**Hit Points** 13 (2d8+4) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 10 (+0) | 14 (+2) | 15 (+2) | 6 (-2) | 8 (-1) | 5 (-3) | - -**Damage Vulnerabilities** bludgeoning - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, poisoned - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** understands all languages it knew in life but can't speak - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Shortsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Shortbow***. *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -### Minotaur Skeleton - -*Large undead, lawful evil* - -**Armor Class** 12 (natural armor) - -**Hit Points** 67 (9d10+18) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 18 (+4) | 11 (+0) | 15 (+2) | 6 (-2) | 8 (-1) | 5 (-3) | - -**Damage Vulnerabilities** bludgeoning - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, poisoned - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** understands Abyssal but can't speak - -**Challenge** 2 (450 XP) - -***Charge***. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. - -###### Actions - -***Greataxe***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 17 (2d12+4) slashing damage. - -***Gore***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) piercing damage. - -### Warhorse Skeleton - -*Large undead, lawful evil* - -**Armor Class** 13 (barding scraps) - -**Hit Points** 22 (3d10+6) - -**Speed** 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 18 (+4) | 12 (+1) | 15 (+2) | 2 (-4) | 8 (-1) | 5 (-3) | - -**Damage Vulnerabilities** bludgeoning - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, poisoned - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. - -## Specter - -*Medium undead, chaotic evil* - -**Armor Class** 12 - -**Hit Points** 22 (5d8) - -**Speed** 0 ft., fly 50 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 1 (-5) | 14 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 11 (+0) | - -**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** necrotic, poison - -**Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** understands all languages it knew in life but can't speak - -**Challenge** 1 (200 XP) - -***Incorporeal Movement***. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - -***Sunlight Sensitivity***. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Life Drain***. *Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - -## Sphinxes - -### Androsphinx - -*Large monstrosity, lawful neutral* - -**Armor Class** 17 (natural armor) - -**Hit Points** 199 (19d10+95) - -**Speed** 40 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 22 (+6) | 10 (+0) | 20 (+5) | 16 (+3) | 18 (+4) | 23 (+6) | - -**Saving Throws** Dex +6, Con +11, Int +9, Wis +10 - -**Skills** Arcana +9, Perception +10, Religion +15 - -**Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** charmed, frightened - -**Senses** truesight 120 ft., passive Perception 20 - -**Languages** Common, Sphinx - -**Challenge** 17 (18,000 XP) - -***Inscrutable***. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. - -***Magic Weapons***. The sphinx's weapon attacks are magical. - -***Spellcasting***. The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: - -Cantrips (at will): *sacred flame*, *spare the dying*, *thaumaturgy* -1st level (4 slots): *command*, *detect evil and good*, *detect magic* -2nd level (3 slots): *lesser restoration*, *zone of truth* -3rd level (3 slots): *dispel magic*, *tongues* -4th level (3 slots): *banishment*, *freedom of movement* -5th level (2 slots): *flame strike*, *greater restoration* -6th level (1 slot): *heroes' feast* - -###### Actions - -***Multiattack***. The sphinx makes two claw attacks. - -***Claw***. *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 17 (2d10+6) slashing damage. - -***Roar (3/Day)***. The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. - -**First Roar**. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -**Second Roar**. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -**Third Roar**. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. - -###### Legendary Actions - -The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn. - -**Claw Attack**. The sphinx makes one claw attack. - -**Teleport (Costs 2 Actions)**. The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - -**Cast a Spell (Costs 3 Actions)**. The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. - -### Gynosphinx - -*Large monstrosity, lawful neutral* - -**Armor Class** 17 (natural armor) - -**Hit Points** 136 (16d10+48) - -**Speed** 40 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 15 (+2) | 16 (+3) | 18 (+4) | 18 (+4) | 18 (+4) | - -**Skills** Arcana +12, History +12, Perception +8, Religion +8 - -**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks - -**Damage Immunities** psychic - -**Condition Immunities** charmed, frightened - -**Senses** truesight 120 ft., passive Perception 18 - -**Languages** Common, Sphinx - -**Challenge** 11 (7,200 XP) - -***Inscrutable***. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. - -***Magic Weapons***. The sphinx's weapon attacks are magical. - -***Spellcasting***. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: - -Cantrips (at will): *mage hand*, *minor illusion*, *prestidigitation* -1st level (4 slots): *detect magic*, *identify*, *shield* -2nd level (3 slots): *darkness*, *locate object*, *suggestion* -3rd level (3 slots): *dispel magic*, *remove curse*, *tongues* -4th level (3 slots): *banishment*, *greater invisibility* -5th level (1 slot): *legend lore* - -###### Actions - -***Multiattack***. The sphinx makes two claw attacks. - -***Claw***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. - -###### Legendary Actions - -The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn. - -**Claw Attack**. The sphinx makes one claw attack. - -**Teleport (Costs 2 Actions)**. The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - -**Cast a Spell (Costs 3 Actions)**. The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. - -## Sprite - -*Tiny fey, neutral good* - -**Armor Class** 15 (leather armor) - -**Hit Points** 2 (1d4) - -**Speed** 10 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 3 (-4) | 18 (+4) | 10 (+0) | 14 (+2) | 13 (+1) | 11 (+0) | - -**Skills** Perception +3, Stealth +8 - -**Senses** passive Perception 13 - -**Languages** Common, Elvish, Sylvan - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Longsword***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage. - -***Shortbow***. *Ranged Weapon Attack:* +6 to hit, range 40/160 ft., one target. *Hit:* 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. - -***Heart Sight***. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. - -***Invisibility***. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. - -## Stirge - -*Tiny beast, unaligned* - -**Armor Class** 14 (natural armor) - -**Hit Points** 2 (1d4) - -**Speed** 10 ft., fly 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|--------|--------| -| 4 (-3) | 16 (+3) | 11 (+0) | 2 (-4) | 8 (-1) | 6 (-2) | - -**Senses** darkvision 60 ft., passive Perception 9 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -###### Actions - -***Blood Drain***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 5 (1d4+3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4+3) hit points due to blood loss. - -The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge. - -## Succubus/Incubus - -*Medium fiend (shapechanger), neutral evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 66 (12d8+12) - -**Speed** 30 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 8 (-1) | 17 (+3) | 13 (+1) | 15 (+2) | 12 (+1) | 20 (+5) | - -**Skills** Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 - -**Damage Resistances** cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks - -**Senses** darkvision 60 ft., passive Perception 15 - -**Languages** Abyssal, Common, Infernal, telepathy 60 ft. - -**Challenge** 4 (1,100 XP) - -***Telepathic Bond***. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence. - -***Shapechanger***. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - -###### Actions - -***Claw (Fiend Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage. - -***Charm***. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. - -The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. - -***Draining Kiss***. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 - -Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - -***Etherealness***. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa. - -# Monsters (T) - -## Tarrasque - -*Gargantuan monstrosity (titan), unaligned* - -**Armor Class** 25 (natural armor) - -**Hit Points** 676 (33d20+330) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|----------|---------|----------|--------|---------|---------| -| 30 (+10) | 11 (+0) | 30 (+10) | 3 (-4) | 11 (+0) | 11 (+0) | - -**Saving Throws** Int +5, Wis +9, Cha +9 - -**Damage Immunities** fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** charmed, frightened, paralyzed, poisoned - -**Senses** blindsight 120 ft., passive Perception 10 - -**Languages** - - -**Challenge** 30 (155,000 XP) - -***Legendary Resistance (3/Day)***. If the tarrasque fails a saving throw, it can choose to succeed instead. - -***Magic Resistance***. The tarrasque has advantage on saving throws against spells and other magical effects. - -***Reflective Carapace***. Any time the tarrasque is targeted by a *magic missile* spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target. - -***Siege Monster***. The tarrasque deals double damage to objects and structures. - -###### Actions - -***Multiattack***. The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite. - -***Bite***. *Melee Weapon Attack:* +19 to hit, reach 10 ft., one target. *Hit:* 36 (4d12+10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target. - -***Claw***. *Melee Weapon Attack:* +19 to hit, reach 15 ft., one target. *Hit:* 28 (4d8+10) slashing damage. - -***Horns***. *Melee Weapon Attack:* +19 to hit, reach 10 ft., one target. *Hit:* 32 (4d10+10) piercing damage. - -***Tail***. *Melee Weapon Attack:* +19 to hit, reach 20 ft., one target. *Hit:* 24 (4d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. - -***Frightful Presence***. Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours. - -***Swallow***. The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns. - -If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. - -###### Legendary Actions - -The tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tarrasque regains spent legendary actions at the start of its turn. - -**Attack**. The tarrasque makes one claw attack or tail attack. - -**Move**. The tarrasque moves up to half its speed. - -**Chomp (Costs 2 Actions)**. The tarrasque makes one bite attack or uses its Swallow. - -## Treant - -*Huge plant, chaotic good* - -**Armor Class** 16 (natural armor) - -**Hit Points** 138 (12d12+60) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|---------|---------|---------| -| 23 (+6) | 8 (-1) | 21 (+5) | 12 (+1) | 16 (+3) | 12 (+1) | - -**Damage Resistances** bludgeoning, piercing - -**Damage Vulnerabilities** fire - -**Senses** passive Perception 13 - -**Languages** Common, Druidic, Elvish, Sylvan - -**Challenge** 9 (5,000 XP) - -***False Appearance***. While the treant remains motionless, it is indistinguishable from a normal tree. - -***Siege Monster***. The treant deals double damage to objects and structures. - -###### Actions - -***Multiattack***. The treant makes two slam attacks. - -***Slam***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 16 (3d6+6) bludgeoning damage. - -***Rock***. *Ranged Weapon Attack:* +10 to hit, range 60/180 ft., one target. *Hit:* 28 (4d10+6) bludgeoning damage. - -***Animate Trees (1/Day)***. The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. - -## Troll - -*Large giant, chaotic evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 84 (8d10+40) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 18 (+4) | 13 (+1) | 20 (+5) | 7 (-2) | 9 (-1) | 7 (-2) | - -**Skills** Perception +2 - -**Senses** darkvision 60 ft., passive Perception 12 - -**Languages** Giant - -**Challenge** 5 (1,800 XP) - -***Keen Smell***. The troll has advantage on Wisdom (Perception) checks that rely on smell. - -***Regeneration***. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. - -###### Actions - -***Multiattack***. The troll makes three attacks: one with its bite and two with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+4) piercing damage. - -***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -# Monsters (U) - -## Unicorn - -*Large celestial, lawful good* - -**Armor Class** 12 - -**Hit Points** 67 (9d10+18) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) | - -**Damage Immunities** poison - -**Condition Immunities** charmed, paralyzed, poisoned - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** Celestial, Elvish, Sylvan, telepathy 60 ft. - -**Challenge** 5 (1,800 XP) - -***Charge***. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. - -***Innate Spellcasting***. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no Components - -At will: *detect evil and good*, *druidcraft*, *pass without trace* - -1/day each: *calm emotions*, *dispel evil and good*, *entangle* - -***Magic Resistance***. The unicorn has advantage on saving throws against spells and other magical effects. - -***Magic Weapons***. The unicorn's weapon attacks are magical. - -###### Actions - -***Multiattack***. The unicorn makes two attacks: one with its hooves and one with its horn. - -***Hooves***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. - -***Horn***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) piercing damage. - -***Healing Touch (3/Day)***. The unicorn touches another creature with its horn. The target magically regains 11 (2d8+2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. - -***Teleport (1/Day)***. The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away. - -###### Legendary Actions - -The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn. - -**Hooves**. The unicorn makes one attack with its hooves. - -**Shimmering Shield (Costs 2 Actions)**. The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn. - -**Heal Self (Costs 3 Actions)**. The unicorn magically regains 11 (2d8+2) hit points. - -# Monsters (V) - -## Vampires - -### Vampire - -*Medium undead (shapechanger), lawful evil* - -**Armor Class** 16 (natural armor) - -**Hit Points** 144 (17d8+68) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 18 (+4) | 18 (+4) | 17 (+3) | 15 (+2) | 18 (+4) | - -**Saving Throws** Dex +9, Wis +7, Cha +9 - -**Skills** Perception +7, Stealth +9 - -**Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks - -**Senses** darkvision 120 ft., passive Perception 17 - -**Languages** the languages it knew in life - -**Challenge** 13 (10,000 XP) - -***Shapechanger***. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. - -While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. - -While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. - -***Legendary Resistance (3/Day)***. If the vampire fails a saving throw, it can choose to succeed instead. - -***Misty Escape***. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. - -While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. - -***Regeneration***. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. - -***Spider Climb***. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Vampire Weaknesses***. The vampire has the following flaws: - -*Forbiddance*. The vampire can't enter a residence without an invitation from one of the occupants. - -*Harmed by Running Water*. The vampire takes 20 acid damage if it ends its turn in running water. - -*Stake to the Heart*. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. - -*Sunlight Hypersensitivity*. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. - -###### Actions - -***Multiattack (Vampire Form Only)***. The vampire makes two attacks, only one of which can be a bite attack. - -***Unarmed Strike (Vampire Form Only)***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one creature. *Hit:* 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). - -***Bite (Bat or Vampire Form Only)***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. *Hit:* 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. - -***Charm***. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. - -Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. - -***Children of the Night (1/Day)***. The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. - -###### Legendary Actions - -The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn. - -**Move**. The vampire moves up to its speed without provoking opportunity attacks. - -**Unarmed Strike**. The vampire makes one unarmed strike. - -**Bite (Costs 2 Actions)**. The vampire makes one bite attack. - -### Vampire Spawn - -*Medium undead, neutral evil* - -**Armor Class** 15 (natural armor) - -**Hit Points** 82 (11d8+33) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 16 (+3) | 16 (+3) | 11 (+0) | 10 (+0) | 12 (+1) | - -**Saving Throws** Dex +6, Wis +3 - -**Skills** Perception +3, Stealth +6 - -**Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** the languages it knew in life - -**Challenge** 5 (1,800 XP) - -***Regeneration***. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. - -***Spider Climb***. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Vampire Weaknesses***. The vampire has the following flaws: - -*Forbiddance*. The vampire can't enter a residence without an invitation from one of the occupants. - -*Harmed by Running Water*. The vampire takes 20 acid damage when it ends its turn in running water. - -*Stake to the Heart*. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. - -*Sunlight Hypersensitivity*. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. - -###### Actions - -***Multiattack***. The vampire makes two attacks, only one of which can be a bite attack. - -***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 8 (2d4+3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. *Hit:* 6 (1d6+3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - -# Monsters (W) - -## Wight - -*Medium undead, neutral evil* - -**Armor Class** 14 (studded leather) - -**Hit Points** 45 (6d8+18) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 14 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) | - -**Skills** Perception +3, Stealth +4 - -**Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** poison - -**Condition Immunities** exhaustion, poisoned - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** the languages it knew in life - -**Challenge** 3 (700 XP) - -***Sunlight Sensitivity***. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Multiattack***. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. - -***Life Drain***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6+2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - -A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. - -***Longsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands. - -***Longbow***. *Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage. - -## Will-o'-Wisp - -*Tiny undead, chaotic evil* - -**Armor Class** 19 - -**Hit Points** 22 (9d4) - -**Speed** 0 ft., fly 50 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 1 (-5) | 28 (+9) | 10 (+0) | 13 (+1) | 14 (+2) | 11 (+0) | - -**Damage Immunities** lightning, poison - -**Damage Resistances** acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - -**Condition Immunities** exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious - -**Senses** darkvision 120 ft., passive Perception 12 - -**Languages** the languages it knew in life - -**Challenge** 2 (450 XP) - -***Consume Life***. As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points. - -***Ephemeral***. The will-o'-wisp can't wear or carry anything. - -***Incorporeal Movement***. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - -***Variable Illumination***. The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action. - -###### Actions - -***Shock***. *Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d8) lightning damage. - -***Invisibility***. The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell). - -## Wraith - -*Medium undead, neutral evil* - -**Armor Class** 13 - -**Hit Points** 67 (9d8+27) - -**Speed** 0 ft., fly 60 ft. (hover) - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 6 (-2) | 16 (+3) | 16 (+3) | 12 (+1) | 14 (+2) | 15 (+2) | - -**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - -**Damage Immunities** necrotic, poison - -**Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained - -**Senses** darkvision 60 ft., passive Perception 12 - -**Languages** the languages it knew in life - -**Challenge** 5 (1,800 XP) - -***Incorporeal Movement***. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - -***Sunlight Sensitivity***. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Life Drain***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 21 (4d8+3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - -***Create Specter***. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time. - -## Wyvern - -*Large dragon, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 110 (13d10+39) - -**Speed** 20 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 19 (+4) | 10 (+0) | 16 (+3) | 5 (-3) | 12 (+1) | 6 (-2) | - -**Skills** Perception +4 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** - - -**Challenge** 6 (2,300 XP) - -###### Actions - -***Multiattack***. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6+4) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage. - -***Stinger***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6+4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - -# Monsters (X) - -## Xorn - -*Medium elemental, neutral* - -**Armor Class** 19 (natural armor) - -**Hit Points** 73 (7d8+42) - -**Speed** 20 ft., burrow 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 17 (+3) | 10 (+0) | 22 (+6) | 11 (+0) | 10 (+0) | 11 (+0) | - -**Skills** Perception +6, Stealth +3 - -**Damage Resistances** piercing and slashing from nonmagical attacks that aren't adamantine - -**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 16 - -**Languages** Terran - -**Challenge** 5 (1,800 XP) - -***Earth Glide***. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. - -***Stone Camouflage***. The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - -***Treasure Sense***. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. - -###### Actions - -***Multiattack***. The xorn makes three claw attacks and one bite attack. - -***Claw***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage. - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (3d6+3) piercing damage. - -# Monsters (Z) - -## Zombies - -### Zombie - -*Medium undead, neutral evil* - -**Armor Class** 8 - -**Hit Points** 22 (3d8+9) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 13 (+1) | 6 (-2) | 16 (+3) | 3 (-4) | 6 (-2) | 5 (-3) | - -Saving Throws Wis +0 - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** darkvision 60 ft., passive Perception 8 - -**Languages** understands the languages it knew in life but can't speak - -**Challenge** 1/4 (50 XP) - -***Undead Fortitude***. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. - -###### Actions - -***Slam***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage. - -### Ogre Zombie - -*Large undead, neutral evil* - -**Armor Class** 8 - -**Hit Points** 85 (9d10+36) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 19 (+4) | 6 (-2) | 18 (+4) | 3 (-4) | 6 (-2) | 5 (-3) | - -Saving Throws Wis +0 - -**Damage Immunities** poison - -**Condition Immunities** poisoned - -**Senses** darkvision 60 ft., passive Perception 8 - -**Languages** understands Common and Giant but can't speak - -**Challenge** 2 (450 XP) - -***Undead Fortitude***. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. - -###### Actions - -***Morningstar***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage. - -# CREATURES - -This section contains statistics for various animals, vermin, and other critters. The stat blocks are organized alphabetically by creature name. - -# Creatures (A-C) - -## Ape - -*Medium beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 19 (3d8+6) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 14 (+2) | 14 (+2) | 6 (-2) | 12 (+1) | 7 (-2) | - -**Skills** Athletics +5, Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -###### Actions - -***Multiattack***. The ape makes two fist attacks. - -***Fist***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage. - -***Rock***. *Ranged Weapon Attack:* +5 to hit, range 25/50 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage. - -## Awakened Shrub - -*Small plant, unaligned* - -**Armor Class** 9 - -**Hit Points** 10 (3d6) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|--------|---------|---------|---------|--------| -| 3 (-4) | 8 (-1) | 11 (+0) | 10 (+0) | 10 (+0) | 6 (-2) | - -**Damage Vulnerabilities** fire - -**Damage Resistances** piercing - -**Senses** passive Perception 10 - -**Languages** one language known by its creator - -**Challenge** 0 (10 XP) - -***False Appearance***. While the shrub remains motionless, it is indistinguishable from a normal shrub. - -###### Actions - -***Rake***. *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4-1) slashing damage. - -An **awakened shrub** is an ordinary shrub given sentience and mobility by the *awaken* spell or similar magic. - -## Awakened Tree - -*Huge plant, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 59 (7d12+14) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|---------|---------|--------| -| 19 (+4) | 6 (-2) | 15 (+2) | 10 (+0) | 10 (+0) | 7 (-2) | - -**Damage Vulnerabilities** fire - -**Damage Resistances** bludgeoning, piercing - -**Senses** passive Perception 10 - -**Languages** one language known by its creator - -**Challenge** 2 (450 XP) - -***False Appearance***. While the tree remains motionless, it is indistinguishable from a normal tree. - -###### Actions - -***Slam***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 14 (3d6+4) bludgeoning damage. - -An **awakened tree** is an ordinary tree given sentience and mobility by the *awaken* spell or similar magic. - -## Axe Beak - -*Large beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 19 (3d10+3) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 12 (+1) | 12 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) slashing damage. - -An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close. - -## Baboon - -*Small beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 3 (1d6) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 8 (-1) | 14 (+2) | 11 (+0) | 4 (-3) | 12 (+1) | 6 (-2) | - -**Senses** passive Perception 11 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Pack Tactics***. The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4-1) piercing damage. - -## Badger - -*Tiny beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 3 (1d4+1) - -**Speed** 20 ft., burrow 5 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 4 (-3) | 11 (+0) | 12 (+1) | 2 (-4) | 12 (+1) | 5 (-3) | - -**Senses** darkvision 30 ft., passive Perception 11 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Smell***. The badger has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. - -## Bat - -*Tiny beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 1 (1d4-1) - -**Speed** 5 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 2 (-4) | 15 (+2) | 8 (-1) | 2 (-4) | 12 (+1) | 4 (-3) | - -**Senses** blindsight 60 ft., passive Perception 11 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Echolocation***. The bat can't use its blindsight while deafened. - -***Keen Hearing***. The bat has advantage on Wisdom (Perception) checks that rely on hearing. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage. - -## Black Bear - -*Medium beast, unaligned* - -**Armor Class** 11 (natural armor) - -**Hit Points** 19 (3d8+6) - -**Speed** 40 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 10 (+0) | 14 (+2) | 2 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Keen Smell***. The bear has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Multiattack***. The bear makes two attacks: one with its bite and one with its claws. - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) slashing damage. - -## Blink Dog - -*Medium fey, lawful good* - -**Armor Class** 13 - -**Hit Points** 22 (4d8+4) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 12 (+1) | 17 (+3) | 12 (+1) | 10 (+0) | 13 (+1) | 11 (+0) | - -**Skills** Perception +3, Stealth +5 - -**Senses** passive Perception 13 - -**Languages** Blink Dog, understands Sylvan but can't speak it - -**Challenge** 1/4 (50 XP) - -***Keen Hearing and Smell***. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) piercing damage. - -***Teleport (Recharge 4-6)***. The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. - -A **blink dog** takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long- standing hatred for displacer beasts and attack them on sight. - -## Blood Hawk - -*Small beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 7 (2d6) - -**Speed** 10 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 6 (-2) | 14 (+2) | 10 (+0) | 3 (-4) | 14 (+2) | 5 (-3) | - -**Skills** Perception +4 - -**Senses** passive Perception 14 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -***Keen Sight***. The hawk has advantage on Wisdom (Perception) checks that rely on sight. - -***Pack Tactics***. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. - -Taking its name from its crimson feathers and aggressive nature, the **blood hawk** fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey. - -## Boar - -*Medium beast, unaligned* - -**Armor Class** 11 (natural armor) - -**Hit Points** 11 (2d8+2) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 13 (+1) | 11 (+0) | 12 (+1) | 2 (-4) | 9 (-1) | 5 (-3) | - -**Senses** passive Perception 9 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Charge***. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - -***Relentless (Recharges after a Short or Long Rest)***. If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. - -###### Actions - -***Tusk***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) slashing damage. - -## Brown Bear - -*Large beast, unaligned* - -**Armor Class** 11 (natural armor) - -**Hit Points** 34 (4d10+12) - -**Speed** 40 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 19 (+4) | 10 (+0) | 16 (+3) | 2 (-4) | 13 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Keen Smell***. The bear has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Multiattack***. The bear makes two attacks: one with its bite and one with its claws. - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage. - -## Camel - -*Large beast, unaligned* - -**Armor Class** 9 - -**Hit Points** 15 (2d10+4) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|--------|--------| -| 16 (+3) | 8 (-1) | 14 (+2) | 2 (-4) | 8 (-1) | 5 (-3) | - -**Senses** passive Perception 9 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage. - -## Cat - -*Tiny beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 2 (1d4) - -**Speed** 40 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 3 (-4) | 15 (+2) | 10 (+0) | 3 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3, Stealth +4 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Smell***. The cat has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Claws.*** *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage. - -## Constrictor Snake - -*Large beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 13 (2d10+2) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 14 (+2) | 12 (+1) | 1 (-5) | 10 (+0) | 3 (-4) | - -**Senses** blindsight 10 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6+2) piercing damage. - -***Constrict***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. - -## Crab - -*Tiny beast, unaligned* - -**Armor Class** 11 (natural armor) - -**Hit Points** 2 (1d4) - -**Speed** 20 ft., swim 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|--------|--------| -| 2 (-4) | 11 (+0) | 10 (+0) | 1 (-5) | 8 (-1) | 2 (-4) | - -**Skills** Stealth +2 - -**Senses** blindsight 30 ft., passive Perception 9 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Amphibious***. The crab can breathe air and water. - -###### Actions - -***Claw***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 bludgeoning damage. - -## Crocodile - -*Large beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 19 (3d10+3) - -**Speed** 20 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | - -**Skills** Stealth +2 - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Hold Breath***. The crocodile can hold its breath for 15 minutes. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (1d10+2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. - -# Creatures (D-F) - -## Death Dog - -*Medium monstrosity, neutral evil* - -**Armor Class** 12 - -**Hit Points** 39 (6d8+12) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 14 (+2) | 14 (+2) | 3 (-4) | 13 (+1) | 6 (-2) | - -**Skills** Perception +5, Stealth +4 - -**Senses** darkvision 120 ft., passive Perception 15 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Two-Headed***. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. - -###### Actions - -***Multiattack***. The dog makes two bite attacks. - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. - -A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone. - -## Deer - -*Medium beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 4 (1d8) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 11 (+0) | 16 (+3) | 11 (+0) | 2 (-4) | 14 (+2) | 5 (-3) | - -**Senses** passive Perception 12 - -**Languages** - - -**Challenge** 0 (10 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage. - -## Dire Wolf - -*Large beast, unaligned* - -**Armor Class** 14 (natural armor) - -**Hit Points** 37 (5d10+10) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 15 (+2) | 15 (+2) | 3 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3, Stealth +4 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Keen Hearing and Smell***. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -***Pack Tactics***. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -## Draft Horse - -*Large beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 19 (3d10+3) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 10 (+0) | 12 (+1) | 2 (-4) | 11 (+0) | 7 (-2) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4+4) bludgeoning damage. - -## Eagle - -*Small beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 3 (1d6) - -**Speed** 10 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 6 (-2) | 15 (+2) | 10 (+0) | 2 (-4) | 14 (+2) | 7 (-2) | - -**Skills** Perception +4 - -**Senses** passive Perception 14 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Sight***. The eagle has advantage on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Talons***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) slashing damage. - -## Elephant - -*Huge beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 76 (8d12+24) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 22 (+6) | 9 (-1) | 17 (+3) | 3 (-4) | 11 (+0) | 6 (-2) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 4 (1,100 XP) - -***Trampling Charge***. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action. - -###### Actions - -***Gore***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 19 (3d8+6) piercing damage. - -***Stomp***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one prone creature. *Hit:* 22 (3d10+6) bludgeoning damage. - -## Elk - -*Large beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 13 (2d10+2) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 10 (+0) | 12 (+1) | 2 (-4) | 10 (+0) | 6 (-2) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Charge***. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -###### Actions - -***Ram***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage. - -***Hooves***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one prone creature. *Hit:* 8 (2d4+3) bludgeoning damage. - -## Flying Snake - -*Tiny beast, unaligned* - -**Armor Class** 14 - -**Hit Points** 5 (2d4) - -**Speed** 30 ft., fly 60 ft., swim 30 ft - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 4 (-3) | 18 (+4) | 11 (+0) | 2 (-4) | 12 (+1) | 5 (-3) | - -**Senses** blindsight 10 ft., passive Perception 11 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -***Flyby***. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage plus 7 (3d4) poison damage. - -A **flying snake** is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils. - -## Frog - -*Tiny beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 1 (1d4-1) - -**Speed** 20 ft., swim 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|--------|--------| -| 1 (-5) | 13 (+1) | 8 (-1) | 1 (-5) | 8 (-1) | 3 (-4) | - -**Skills** Perception +1, Stealth +3 - -**Senses** darkvision 30 ft., passive Perception 11 - -**Languages** - - -**Challenge** 0 (0 XP) - -***Amphibious***. The frog can breathe air and water. - -***Standing Leap***. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. - -A **frog** has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog's statistics can also be used to represent a **toad**. - -# Creatures (G-I) - -## Giant Ape - -*Huge beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 157 (15d12+60) - -**Speed** 40 ft., climb 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 23 (+6) | 14 (+2) | 18 (+4) | 7 (-2) | 12 (+1) | 7 (-2) | - -**Skills** Athletics +9, Perception +4 - -**Senses** passive Perception 14 - -**Languages** - - -**Challenge** 7 (2,900 XP) - -###### Actions - -***Multiattack***. The ape makes two fist attacks. - -***Fist***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 22 (3d10+6) bludgeoning damage. - -***Rock***. *Ranged Weapon Attack:* +9 to hit, range 50/100 ft., one target. *Hit:* 30 (7d6+6) bludgeoning damage. - -## Giant Badger - -*Medium beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 13 (2d8+4) - -**Speed** 30 ft., burrow 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 13 (+1) | 10 (+0) | 15 (+2) | 2 (-4) | 12 (+1) | 5 (-3) | - -**Senses** darkvision 30 ft., passive Perception 11 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Keen Smell***. The badger has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Multiattack***. The badger makes two attacks: one with its bite and one with its claws. - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4+1) slashing damage. - -## Giant Bat - -*Large beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 22 (4d10) - -**Speed** 10 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 16 (+3) | 11 (+0) | 2 (-4) | 12 (+1) | 6 (-2) | - -**Senses** blindsight 60 ft., passive Perception 11 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Echolocation***. The bat can't use its blindsight while deafened. - -***Keen Hearing***. The bat has advantage on Wisdom (Perception) checks that rely on hearing. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6+2) piercing damage. - -## Giant Boar - -*Large beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 42 (5d10+15) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 17 (+3) | 10 (+0) | 16 (+3) | 2 (-4) | 7 (-2) | 5 (-3) | - -**Senses** passive Perception 8 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Charge***. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -***Relentless (Recharges after a Short or Long Rest)***. If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. - -###### Actions - -***Tusk***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. - -## Giant Centipede - -*Small beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 4 (1d6+1) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|--------|--------| -| 5 (-3) | 14 (+2) | 12 (+1) | 1 (-5) | 7 (-2) | 3 (-4) | - -**Senses** blindsight 30 ft., passive Perception 8 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - -## Giant Constrictor Snake - -*Huge beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 60 (8d12+8) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 19 (+4) | 14 (+2) | 12 (+1) | 1 (-5) | 10 (+0) | 3 (-4) | - -**Skills** Perception +2 - -**Senses** blindsight 10 ft., passive Perception 12 - -**Languages** - - -**Challenge** 2 (450 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6+4) piercing damage. - -***Constrict***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. - -## Giant Crab - -*Medium beast, unaligned* - -**Armor Class** 15 (natural armor) - -**Hit Points** 13 (3d8) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 13 (+1) | 15 (+2) | 11 (+0) | 1 (-5) | 9 (-1) | 3 (-4) | - -**Skills** Stealth +4 - -**Senses** blindsight 30 ft., passive Perception 9 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -***Amphibious***. The crab can breathe air and water. - -###### Actions - -***Claw***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target. - -## Giant Crocodile - -*Huge beast, unaligned* - -**Armor Class** 14 (natural armor) - -**Hit Points** 85 (9d12+27) - -**Speed** 30 ft., swim 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 21 (+5) | 9 (-1) | 17 (+3) | 2 (-4) | 10 (+0) | 7 (-2) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 5 (1,800 XP) - -***Hold Breath***. The crocodile can hold its breath for 30 minutes. - -###### Actions - -***Multiattack***. The crocodile makes two attacks: one with its bite and one with its tail. - -***Bite***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 21 (3d10+5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. - -***Tail***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target not grappled by the crocodile. *Hit:* 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. - -## Giant Eagle - -*Large beast, neutral good* - -**Armor Class** 13 - -**Hit Points** 26 (4d10+4) - -**Speed** 10 ft., fly 80 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 16 (+3) | 17 (+3) | 13 (+1) | 8 (-1) | 14 (+2) | 10 (+0) | - -**Skills** Perception +4 - -**Senses** passive Perception 14 - -**Languages** Giant Eagle, understands Common and Auran but can't speak them - -**Challenge** 1 (200 XP) - -***Keen Sight***. The eagle has advantage on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Multiattack***. The eagle makes two attacks: one with its beak and one with its talons. - -***Beak***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) piercing damage. - -***Talons***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. - -A **giant eagle** is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles). - -## Giant Elk - -*Huge beast, unaligned* - -**Armor Class** 14 (natural armor) - -**Hit Points** 42 (5d12+10) - -**Speed** 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 19 (+4) | 16 (+3) | 14 (+2) | 7 (-2) | 14 (+2) | 10 (+0) | - -**Skills** Perception +4 - -**Senses** passive Perception 14 - -**Languages** Giant Elk, understands Common, Elvish, and Sylvan but can't speak them - -**Challenge** 2 (450 XP) - -***Charge***. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. - -###### Actions - -***Ram***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. - -***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one prone creature. *Hit:* 22 (4d8+4) bludgeoning damage. - -The majestic **giant elk** is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath. - -## Giant Fire Beetle - -*Small beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 4 (1d6+1) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|--------|--------| -| 8 (-1) | 10 (+0) | 12 (+1) | 1 (-5) | 7 (-2) | 3 (-4) | - -**Senses** blindsight 30 ft., passive Perception 8 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Illumination***. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 2 (1d6-1) slashing damage. - -A **giant fire beetle** is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle's glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests. - -## Giant Frog - -*Medium beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 18 (4d8) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 12 (+1) | 13 (+1) | 11 (+0) | 2 (-4) | 10 (+0) | 3 (-4) | - -**Skills** Perception +2, Stealth +3 - -**Senses** darkvision 30 ft., passive Perception 12 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Amphibious***. The frog can breathe air and water. - -***Standing Leap***. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target. - -***Swallow***. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. - -If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. - -## Giant Goat - -*Large beast, unaligned* - -**Armor Class** 11 (natural armor) - -**Hit Points** 19 (3d10+3) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 11 (+0) | 12 (+1) | 3 (-4) | 12 (+1) | 6 (-2) | - -**Senses** passive Perception 11 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Charge***. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -***Sure-Footed***. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. - -###### Actions - -***Ram***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4+3) bludgeoning damage. - -## Giant Hyena - -*Large beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 45 (6d10+12) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 14 (+2) | 14 (+2) | 2 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Rampage***. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage. - -## Giant Lizard - -*Large beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 19 (3d10+3) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 12 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | - -**Senses** darkvision 30 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage. - -A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others. - -## Giant Octopus - -*Large beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 52 (8d10+8) - -**Speed** 10 ft., swim 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 13 (+1) | 13 (+1) | 4 (-3) | 10 (+0) | 4 (-3) | - -**Skills** Perception +4, Stealth +5 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Hold Breath***. While out of water, the octopus can hold its breath for 1 hour. - -***Underwater Camouflage***. The octopus has advantage on Dexterity (Stealth) checks made while underwater. - -***Water Breathing***. The octopus can breathe only underwater. - -###### Actions - -***Tentacles***. *Melee Weapon Attack:* +5 to hit, reach 15 ft., one target. *Hit:* 10 (2d6+3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target. - -***Ink Cloud (Recharges after a Short or Long Rest)***. A 20- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. - -## Giant Owl - -*Large beast, neutral* - -**Armor Class** 12 - -**Hit Points** 19 (3d10+3) - -**Speed** 5 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|---------| -| 13 (+1) | 15 (+2) | 12 (+1) | 8 (-1) | 13 (+1) | 10 (+0) | - -**Skills** Perception +5, Stealth +4 - -**Senses** darkvision 120 ft., passive Perception 15 - -**Languages** Giant Owl, understands Common, Elvish, and Sylvan but can't speak them - -**Challenge** 1/4 (50 XP) - -***Flyby***. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. - -***Keen Hearing and Sight***. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. - -###### Actions - -***Talons***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 8 (2d6+1) slashing damage. - -**Giant owls** often befriend fey and other sylvan creatures and are guardians of their woodland realms. - -## Giant Poisonous Snake - -*Medium beast, unaligned* - -**Armor Class** 14 - -**Hit Points** 11 (2d8+2) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 10 (+0) | 18 (+4) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) | - -**Skills** Perception +2 - -**Senses** blindsight 10 ft., passive Perception 12 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 6 (1d4+4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. - -## Giant Rat - -*Small beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 7 (2d6) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 7 (-2) | 15 (+2) | 11 (+0) | 2 (-4) | 10 (+0) | 4 (-3) | - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -***Keen Smell***. The rat has advantage on Wisdom (Perception) checks that rely on smell. - -***Pack Tactics***. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. - ->**Variant: Diseased Giant Rats** -> ->Some giant rats carry vile diseases that they spread with their bites. A diseased giant rat has a challenge rating of 1/8 (25 XP) and the following action instead of its normal bite attack. -> ->***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies. - -## Giant Scorpion - -*Large beast, unaligned* - -**Armor Class** 15 (natural armor) - -**Hit Points** 52 (7d10+14) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|--------|--------| -| 15 (+2) | 13 (+1) | 15 (+2) | 1 (-5) | 9 (-1) | 3 (-4) | - -**Senses** blindsight 60 ft., passive Perception 9 - -**Languages** - - -**Challenge** 3 (700 XP) - -###### Actions - -***Multiattack***. The scorpion makes three attacks: two with its claws and one with its sting. - -***Claw***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target. - -***Sting***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (1d10+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. - -## Giant Sea Horse - -*Large beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 16 (3d10) - -**Speed** 0 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 12 (+1) | 15 (+2) | 11 (+0) | 2 (-4) | 12 (+1) | 5 (-3) | - -**Senses** passive Perception 11 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Charge***. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - -***Water Breathing***. The sea horse can breathe only underwater. - -###### Actions - -***Ram***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage. - -Like their smaller kin, **giant sea horses** are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts. - -## Giant Shark - -*Huge beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 126 (11d12+55) - -**Speed** 0 ft., swim 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 23 (+6) | 11 (+0) | 21 (+5) | 1 (-5) | 10 (+0) | 5 (-3) | - -**Skills** Perception +3 - -**Senses** blindsight 60 ft., passive Perception 13 - -**Languages** - - -**Challenge** 5 (1,800 XP) - -***Blood Frenzy***. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. - -***Water Breathing***. The shark can breathe only underwater. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 22 (3d10+6) piercing damage. - -A **giant shark** is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships. - -## Giant Spider - -*Large beast, unaligned* - -**Armor Class** 14 (natural armor) - -**Hit Points** 26 (4d10+4) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 16 (+3) | 12 (+1) | 2 (-4) | 11 (+0) | 4 (-3) | - -**Skills** Stealth +7 - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Web Sense***. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. - -***Web Walker***. The spider ignores movement restrictions caused by webbing. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 7 (1d8+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - -***Web (Recharge 5-6)***. *Ranged Weapon Attack:* +5 to hit, range 30/60 ft., one creature. *Hit:* The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). - -To snare its prey, a **giant spider** spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims. - -## Giant Toad - -*Large beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 39 (6d10+6) - -**Speed** 20 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 13 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) | - -**Senses** darkvision 30 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Amphibious***. The toad can breathe air and water. - -***Standing Leap***. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target. - -***Swallow***. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. - -If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. - -## Giant Vulture - -*Large beast, neutral evil* - -**Armor Class** 10 - -**Hit Points** 22 (3d10+6) - -**Speed** 10 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 10 (+0) | 15 (+2) | 6 (-2) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** understands Common but can't speak - -**Challenge** 1 (200 XP) - -***Keen Sight and Smell***. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. - -***Pack Tactics***. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Multiattack***. The vulture makes two attacks: one with its beak and one with its talons. - -***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) piercing damage. - -***Talons***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6+2) slashing damage. - -A **giant vulture** has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering. - -## Giant Wasp - -*Medium beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 13 (3d8) - -**Speed** 10 ft., fly 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 10 (+0) | 14 (+2) | 10 (+0) | 1 (-5) | 10 (+0) | 3 (-4) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -###### Actions - -***Sting***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - -## Giant Weasel - -*Medium beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 9 (2d8) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 11 (+0) | 16 (+3) | 10 (+0) | 4 (-3) | 12 (+1) | 5 (-3) | - -**Skills** Perception +3, Stealth +5 - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -***Keen Hearing and Smell***. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) piercing damage. - -## Giant Wolf Spider - -*Medium beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 11 (2d8+2) - -**Speed** 40 ft., climb 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 12 (+1) | 16 (+3) | 13 (+1) | 3 (-4) | 12 (+1) | 4 (-3) | - -**Skills** Perception +3, Stealth +7 - -**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 13 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Web Sense***. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. - -***Web Walker***. The spider ignores movement restrictions caused by webbing. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 4 (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - -Smaller than a giant spider, a **giant wolf spider** hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris. - -## Goat - -*Medium beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 4 (1d8) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 12 (+1) | 10 (+0) | 11 (+0) | 2 (-4) | 10 (+0) | 5 (-3) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Charge***. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. - -***Sure-Footed***. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. - -###### Actions - -***Ram***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) bludgeoning damage. - -## Hawk - -*Tiny beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 1 (1d4-1) - -**Speed** 10 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 5 (-3) | 16 (+3) | 8 (-1) | 2 (-4) | 14 (+2) | 6 (-2) | - -**Skills** Perception +4 - -**Senses** passive Perception 14 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Sight***. The hawk has advantage on Wisdom (Perception) checks that rely on sight. - -###### Actions - -***Talons***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage. - -## Hunter Shark - -*Large beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 45 (6d10+12) - -**Speed** 0 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 13 (+1) | 15 (+2) | 1 (-5) | 10 (+0) | 4 (-3) | - -**Skills** Perception +2 - -**Senses** blindsight 30 ft., passive Perception 12 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Blood Frenzy***. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. - -***Water Breathing***. The shark can breathe only underwater. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) piercing damage. - -Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter shark** haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long. - -## Hyena - -*Medium beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 5 (1d8+1) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 11 (+0) | 13 (+1) | 12 (+1) | 2 (-4) | 12 (+1) | 5 (-3) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Pack Tactics***. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) piercing damage. - -# Creatures (J-L) - -## Jackal - -*Small beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 3 (1d6) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 8 (-1) | 15 (+2) | 11 (+0) | 3 (-4) | 12 (+1) | 6 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Hearing and Smell***. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -***Pack Tactics***. The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4-1) piercing damage. - -## Killer Whale - -*Huge beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 90 (12d12+12) - -**Speed** 0 ft., swim 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 19 (+4) | 10 (+0) | 13 (+1) | 3 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** blindsight 120 ft., passive Perception 13 - -**Languages** - - -**Challenge** 3 (700 XP) - -***Echolocation***. The whale can't use its blindsight while deafened. - -***Hold Breath***. The whale can hold its breath for 30 minutes. - -***Keen Hearing***. The whale has advantage on Wisdom (Perception) checks that rely on hearing. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 21 (5d6+4) piercing damage. - -## Lion - -*Large beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 26 (4d10+4) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 15 (+2) | 13 (+1) | 3 (-4) | 12 (+1) | 8 (-1) | - -**Skills** Perception +3, Stealth +6 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Keen Smell***. The lion has advantage on Wisdom (Perception) checks that rely on smell. - -***Pack Tactics***. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated. - -***Pounce***. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. - -***Running Leap***. With a 10-foot running start, the lion can long jump up to 25 feet. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage. - -***Claw***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage. - -## Lizard - -*Tiny beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 2 (1d4) - -**Speed** 20 ft., climb 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|--------|--------| -| 2 (-4) | 11 (+0) | 10 (+0) | 1 (-5) | 8 (-1) | 3 (-4) | - -**Senses** darkvision 30 ft., passive Perception 9 - -**Languages** - - -**Challenge** 0 (10 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. - -# Creatures (M-O) - -## Mammoth - -*Huge beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 126 (11d12+55) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 24 (+7) | 9 (-1) | 21 (+5) | 3 (-4) | 11 (+0) | 6 (-2) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 6 (2,300 XP) - -***Trampling Charge***. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action. - -###### Actions - -***Gore***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 25 (4d8+7) piercing damage. - -***Stomp***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one prone creature. *Hit:* 29 (4d10+7) bludgeoning damage. - -A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical. - -## Mastiff - -*Medium beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 5 (1d8+1) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 13 (+1) | 14 (+2) | 12 (+1) | 3 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -***Keen Hearing and Smell***. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - -**Mastiffs** are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts. - -## Mule - -*Medium beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 11 (2d8+2) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -***Beast of Burden***. The mule is considered to be a Large animal for the purpose of determining its carrying capacity. - -***Sure-Footed***. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) bludgeoning damage. - -## Octopus - -*Small beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 3 (1d6) - -**Speed** 5 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 4 (-3) | 15 (+2) | 11 (+0) | 3 (-4) | 10 (+0) | 4 (-3) | - -**Skills** Perception +2, Stealth +4 - -**Senses** darkvision 30 ft., passive Perception 12 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Hold Breath***. While out of water, the octopus can hold its breath for 30 minutes. - -***Underwater Camouflage***. The octopus has advantage on Dexterity (Stealth) checks made while underwater. - -***Water Breathing***. The octopus can breathe only underwater. - -###### Actions - -***Tentacles***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target. - -***Ink Cloud (Recharges after a Short or Long Rest)***. A 5- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. - -## Owl - -*Tiny beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 1 (1d4-1) - -**Speed** 5 ft., fly 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 3 (-4) | 13 (+1) | 8 (-1) | 2 (-4) | 12 (+1) | 7 (-2) | - -**Skills** Perception +3, Stealth +3 - -**Senses** darkvision 120 ft., passive Perception 13 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Flyby***. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. - -***Keen Hearing and Sight***. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. - -###### Actions - -***Talons***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage. - -# Creatures (P-R) - -## Panther - -*Medium beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 13 (3d8) - -**Speed** 50 ft., climb 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 15 (+2) | 10 (+0) | 3 (-4) | 14 (+2) | 7 (-2) | - -**Skills** Perception +4, Stealth +6 - -**Senses** passive Perception 14 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Keen Smell***. The panther has advantage on Wisdom (Perception) checks that rely on smell. - -***Pounce***. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. - -***Claw***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) slashing damage. - -## Phase Spider - -*Large monstrosity, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 32 (5d10+5) - -**Speed** 30 ft., climb 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 15 (+2) | 12 (+1) | 6 (-2) | 10 (+0) | 6 (-2) | - -**Skills** Stealth +6 - -**Senses** darkvision 60 ft., passive Perception 10 - -**Languages** - - -**Challenge** 3 (700 XP) - -***Ethereal Jaunt***. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. - -***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Web Walker***. The spider ignores movement restrictions caused by webbing. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (1d10+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - -A **phase spider** possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport. - -## Poisonous Snake - -*Tiny beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 2 (1d4) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 2 (-4) | 16 (+3) | 11 (+0) | 1 (-5) | 10 (+0) | 3 (-4) | - -**Senses** blindsight 10 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. - -## Polar Bear - -*Large beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 42 (5d10+15) - -**Speed** 40 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 20 (+5) | 10 (+0) | 16 (+3) | 2 (-4) | 13 (+1) | 7 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Keen Smell***. The bear has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Multiattack***. The bear makes two attacks: one with its bite and one with its claws. - -***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (1d8+5) piercing damage. - -***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage. - -## Pony - -*Medium beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 11 (2d8+2) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 15 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 11 (+0) | 7 (-2) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/8 (25 XP) - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) bludgeoning damage. - -## Quipper - -*Tiny beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 1 (1d4-1) - -**Speed** 0 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|--------|--------| -| 2 (-4) | 16 (+3) | 9 (-1) | 1 (-5) | 7 (-2) | 2 (-4) | - -**Senses** darkvision 60 ft., passive Perception 8 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Blood Frenzy***. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points. - -***Water Breathing***. The quipper can breathe only underwater. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. - -A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix. - -## Rat - -*Tiny beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 1 (1d4-1) - -**Speed** 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 2 (-4) | 11 (+0) | 9 (-1) | 2 (-4) | 10 (+0) | 4 (-3) | - -**Senses** darkvision 30 ft., passive Perception 10 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Smell***. The rat has advantage on Wisdom (Perception) checks that rely on smell. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. - -## Raven - -*Tiny beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 1 (1d4-1) - -**Speed** 10 ft., fly 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 2 (-4) | 14 (+2) | 8 (-1) | 2 (-4) | 12 (+1) | 6 (-2) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Mimicry***. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. - -###### Actions - -***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. - -## Reef Shark - -*Medium beast, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 22 (4d8+4) - -**Speed** 0 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 14 (+2) | 13 (+1) | 13 (+1) | 1 (-5) | 10 (+0) | 4 (-3) | - -**Skills** Perception +2 - -**Senses** blindsight 30 ft., passive Perception 12 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Pack Tactics***. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated. - -***Water Breathing***. The shark can breathe only underwater. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage. - -Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long. - -## Rhinoceros - -*Large beast, unaligned* - -**Armor Class** 11 (natural armor) - -**Hit Points** 45 (6d10+12) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|--------|---------|--------|---------|--------| -| 21 (+5) | 8 (-1) | 15 (+2) | 2 (-4) | 12 (+1) | 6 (-2) | - -**Senses** passive Perception 11 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Charge***. If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. - -###### Actions - -***Gore***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) bludgeoning damage. - -## Riding Horse - -*Large beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 13 (2d10+2) - -**Speed** 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 10 (+0) | 12 (+1) | 2 (-4) | 11 (+0) | 7 (-2) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4+3) bludgeoning damage. - -# Creatures (S-U) - -## Saber-Toothed Tiger - -*Large beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 52 (7d10+14) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 14 (+2) | 15 (+2) | 3 (-4) | 12 (+1) | 8 (-1) | - -**Skills** Perception +3, Stealth +6 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Keen Smell***. The tiger has advantage on Wisdom (Perception) checks that rely on smell. - -***Pounce***. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (1d10+5) piercing damage. - -***Claw***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage. - -## Scorpion - -*Tiny beast, unaligned* - -**Armor Class** 11 (natural armor) - -**Hit Points** 1 (1d4-1) - -**Speed** 10 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|--------|--------| -| 2 (-4) | 11 (+0) | 8 (-1) | 1 (-5) | 8 (-1) | 2 (-4) | - -**Senses** blindsight 10 ft., passive Perception 9 - -**Languages** - - -**Challenge** 0 (10 XP) - -###### Actions - -***Sting***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. - -## Sea Horse - -*Tiny beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 1 (1d4-1) - -**Speed** 0 ft., swim 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 1 (-5) | 12 (+1) | 8 (-1) | 1 (-5) | 10 (+0) | 2 (-4) | - -**Senses** passive Perception 10 - -**Languages** - - -**Challenge** 0 (0 XP) - -***Water Breathing***. The sea horse can breathe only underwater. - -## Spider - -*Tiny beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 1 (1d4-1) - -**Speed** 20 ft., climb 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 2 (-4) | 14 (+2) | 8 (-1) | 1 (-5) | 10 (+0) | 2 (-4) | - -**Skills** Stealth +4 - -**Senses** darkvision 30 ft., passive Perception 10 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -***Web Sense***. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. - -***Web Walker***. The spider ignores movement restrictions caused by webbing. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage. - -## Swarm of Bats - -*Medium swarm of Tiny beasts, unaligned* - -**Armor Class** 12 - -**Hit Points** 22 (5d8) - -**Speed** 0 ft., fly 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 5 (-3) | 15 (+2) | 10 (+0) | 2 (-4) | 12 (+1) | 4 (-3) | - -**Damage Resistances** bludgeoning, piercing, slashing - -**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -**Senses** blindsight 60 ft., passive Perception 11 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Echolocation***. The swarm can't use its blindsight while deafened. - -***Keen Hearing***. The swarm has advantage on Wisdom (Perception) checks that rely on hearing. - -***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points. - -###### Actions - -***Bites***. *Melee Weapon Attack:* +4 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer. - -## Swarm of Insects - -*Medium swarm of Tiny beasts, unaligned* - -**Armor Class** 12 (natural armor) - -**Hit Points** 22 (5d8) - -**Speed** 20 ft., climb 20 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|--------|--------| -| 3 (-4) | 13 (+1) | 10 (+0) | 1 (-5) | 7 (-2) | 1 (-5) | - -**Damage Resistances** bludgeoning, piercing, slashing - -**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -**Senses** blindsight 10 ft., passive Perception 8 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. - -###### Actions - -***Bites***. *Melee Weapon Attack:* +3 to hit, reach 0 ft., one target in the swarm's space. *Hit:* 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. - ->**Variant: Insect Swarms** -> ->Different kinds of insects can gather in swarms, and each swarm has the special characteristics described below. -> ->**Swarm of Beetles**. A swarm of beetles gains a burrowing speed of 5 feet. -> ->**Swarm of Centipedes**. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way. -> ->**Swarm of Spiders**. A swarm of spiders has the following additional traits. -> ->Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. -> ->Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. -> ->Web Walker. The swarm ignores movement restrictions caused by webbing. -> ->**Swarm of Wasps**. A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed. - -## Swarm of Poisonous Snakes - -*Medium swarm of Tiny beasts, unaligned* - -**Armor Class** 14 - -**Hit Points** 36 (8d8) - -**Speed** 30 ft., swim 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 8 (-1) | 18 (+4) | 11 (+0) | 1 (-5) | 10 (+0) | 3 (-4) | - -**Damage Resistances** bludgeoning, piercing, slashing - -**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -**Senses** blindsight 10 ft., passive Perception 10 - -**Languages** - - -**Challenge** 2 (450 XP) - -***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points. - -###### Actions - -***Bites***. *Melee Weapon Attack:* +6 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. - -## Swarm of Quippers - -*Medium swarm of Tiny beasts, unaligned* - -**Armor Class** 13 - -**Hit Points** 28 (8d8-8) - -**Speed** 0 ft., swim 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|--------|--------|--------|--------| -| 13 (+1) | 16 (+3) | 9 (-1) | 1 (-5) | 7 (-2) | 2 (-4) | - -**Damage Resistances** bludgeoning, piercing, slashing - -**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -**Senses** darkvision 60 ft., passive Perception 8 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Blood Frenzy***. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. - -***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points. - -***Water Breathing***. The swarm can breathe only underwater. - -###### Actions - -***Bites***. *Melee Weapon Attack:* +5 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. - -## Swarm of Rats - -*Medium swarm of Tiny beasts, unaligned* - -**Armor Class** 10 - -**Hit Points** 24 (7d8-7) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 9 (-1) | 11 (+0) | 9 (-1) | 2 (-4) | 10 (+0) | 3 (-4) | - -**Damage Resistances** bludgeoning, piercing, slashing - -**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -**Senses** darkvision 30 ft., passive Perception 10 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Keen Smell***. The swarm has advantage on Wisdom (Perception) checks that rely on smell. - -***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points. - -###### Actions - -***Bites***. *Melee Weapon Attack:* +2 to hit, reach 0 ft., one target in the swarm's space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. - -## Swarm of Ravens - -*Medium swarm of Tiny beasts, unaligned* - -**Armor Class** 12 - -**Hit Points** 24 (7d8-7) - -**Speed** 10 ft., fly 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 6 (-2) | 14 (+2) | 8 (-1) | 3 (-4) | 12 (+1) | 6 (-2) | - -**Skills** Perception +5 - -**Damage Resistances** bludgeoning, piercing, slashing - -**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -**Senses** passive Perception 15 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points. - -###### Actions - -***Beaks***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target in the swarm's space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. - -## Tiger - -*Large beast, unaligned* - -**Armor Class** 12 - -**Hit Points** 37 (5d10+10) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 17 (+3) | 15 (+2) | 14 (+2) | 3 (-4) | 12 (+1) | 8 (-1) | - -**Skills** Perception +3, Stealth +6 - -**Senses** darkvision 60 ft., passive Perception 13 - -**Languages** - - -**Challenge** 1 (200 XP) - -***Keen Smell***. The tiger has advantage on Wisdom (Perception) checks that rely on smell. - -***Pounce***. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage. - -***Claw***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage. - -# Creatures (V-Z) - -## Vulture - -*Medium beast, unaligned* - -**Armor Class** 10 - -**Hit Points** 5 (1d8+1) - -**Speed** 10 ft., fly 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|--------|---------|--------| -| 7 (-2) | 10 (+0) | 13 (+1) | 2 (-4) | 12 (+1) | 4 (-3) | - -**Skills** Perception +3 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Sight and Smell***. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. - -***Pack Tactics***. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Beak***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage. - -## Warhorse - -*Large beast, unaligned* - -**Armor Class** 11 - -**Hit Points** 19 (3d10+3) - -**Speed** 60 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 12 (+1) | 13 (+1) | 2 (-4) | 12 (+1) | 7 (-2) | - -**Senses** passive Perception 11 - -**Languages** - - -**Challenge** 1/2 (100 XP) - -***Trampling Charge***. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. - -###### Actions - -***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. - -## Weasel - -*Tiny beast, unaligned* - -**Armor Class** 13 - -**Hit Points** 1 (1d4-1) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|--------|--------|---------|--------| -| 3 (-4) | 16 (+3) | 8 (-1) | 2 (-4) | 12 (+1) | 3 (-4) | - -**Skills** Perception +3, Stealth +5 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 0 (10 XP) - -***Keen Hearing and Smell***. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. - -## Winter Wolf - -*Large monstrosity, neutral evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 75 (10d10+20) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 18 (+4) | 13 (+1) | 14 (+2) | 7 (-2) | 12 (+1) | 8 (-1) | - -**Skills** Perception +5, Stealth +3 - -**Damage Immunities** cold - -**Senses** passive Perception 15 - -**Languages** Common, Giant, Winter Wolf - -**Challenge** 3 (700 XP) - -***Keen Hearing and Smell***. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -***Pack Tactics***. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. - -***Snow Camouflage***. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. - -***Cold Breath (Recharge 5-6)***. The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. - -The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations. - -## Wolf - -*Medium beast, unaligned* - -**Armor Class** 13 (natural armor) - -**Hit Points** 11 (2d8+2) - -**Speed** 40 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 12 (+1) | 15 (+2) | 12 (+1) | 3 (-4) | 12 (+1) | 6 (-2) | - -**Skills** Perception +3, Stealth +4 - -**Senses** passive Perception 13 - -**Languages** - - -**Challenge** 1/4 (50 XP) - -***Keen Hearing and Smell***. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -***Pack Tactics***. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - -## Worg - -*Large monstrosity, neutral evil* - -**Armor Class** 13 (natural armor) - -**Hit Points** 26 (4d10+4) - -**Speed** 50 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 13 (+1) | 13 (+1) | 7 (-2) | 11 (+0) | 8 (-1) | - -**Skills** Perception +4 - -**Senses** darkvision 60 ft., passive Perception 14 - -**Languages** Goblin, Worg - -**Challenge** 1/2 (100 XP) - -***Keen Hearing and Smell***. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -###### Actions - -***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -A **worg** is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well. - -# NPCs - -This section contains statistics for various humanoid non-player characters (NPCs) that adventurers might encounter during a campaign, including lowly commoners and mighty archmages. These stat blocks can be used to represent both human and nonhuman NPCs. - -# Customizing NPCs - -There are many easy ways to customize the NPCs in this appendix for your home campaign. - -***Racial Traits***. You can add racial traits to an NPC. For example, a halfling druid might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesn't alter its challenge rating. For more on racial traits, see the *Player's Handbook*. - -***Spell Swaps***. One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC's spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn't alter an NPC's challenge rating. - -***Armor and Weapon Swaps***. You can upgrade or downgrade an NPC's armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC's challenge rating. - -***Magic Items***. The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating. - -# Acolyte - -*Medium humanoid (any race), any alignment* - -**Armor Class** 10 - -**Hit Points** 9 (2d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 14 (+2) | 11 (+0) | - -**Skills** Medicine +4, Religion +2 - -**Senses** passive Perception 12 - -**Languages** any one language (usually Common) - -**Challenge** 1/4 (50 XP) - -***Spellcasting***. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: - -Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* -1st level (3 slots): *bless*, *cure wounds*, *sanctuary* - -###### Actions - -***Club***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage. - -**Acolytes** are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities. - -# Archmage - -*Medium humanoid (any race), any alignment* - -**Armor Class** 12 (15 with *mage armor*) - -**Hit Points** 99 (18d8 + 18) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) | - -**Saving Throws** Int +9, Wis +6 - -**Skills** Arcana +13, History +13 - -**Damage Resistance** damage from spells; nonmagical bludgeoning, piercing, and slashing (from *stoneskin*) - -**Senses** passive Perception 12 - -**Languages** any six languages - -**Challenge** 12 (8,400 XP) - -***Magic Resistance***. The archmage has advantage on saving throws against spells and other magical effects. - -***Spellcasting***. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast *disguise self* and *invisibility* at will and has the following wizard spells prepared: - -Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation*, *shocking grasp* -1st level (4 slots): *detect magic*, *identify*, *mage armor*, *magic missile* -2nd level (3 slots): *detect thoughts*, *mirror image*, *misty step* -3rd level (3 slots): *counterspell*, *fly*, *lightning bolt* -4th level (3 slots): *banishment*, *fire shield*, *stoneskin* -5th level (3 slots): *cone of cold*, *scrying*, *wall of force* -6th level (1 slot): *globe of invulnerability* -7th level (1 slot): *teleport* -8th level (1 slot): *mind blank** -9th level (1 slot): *time stop* -\* The archmage casts these spells on itself before combat. - -###### Actions - -***Dagger***. *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage. - -**Archmages** are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. - -An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers. - -# Assassin - -*Medium humanoid (any race), any non-good alignment* - -**Armor Class** 15 (studded leather) - -**Hit Points** 78 (12d8 + 24) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 16 (+3) | 14 (+2) | 13 (+1) | 11 (+0) | 10 (+0) | - -**Saving Throws** Dex +6, Int +4 - -**Skills** Acrobatics +6, Deception +3, Perception +3, Stealth +9 - -**Damage Resistances** poison - -**Senses** passive Perception 13 - -**Languages** Thieves' cant plus any two languages - -**Challenge** 8 (3,900 XP) - -***Assassinate***. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. - -***Evasion***. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. - -***Sneak Attack***. Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. - -###### Actions - -***Multiattack***. The assassin makes two shortsword attacks. - -***Shortsword***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - -***Light Crossbow***. *Ranged Weapon Attack:* +6 to hit, range 80/320 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - -Trained in the use of poison, **assassins** are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. - -# Bandit - -*Medium humanoid (any race), any non-lawful alignment* - -**Armor Class** 12 (leather armor) - -**Hit Points** 11 (2d8 + 2) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 10 (+0) | - -**Senses** passive Perception 10 - -**Languages** any one language (usually Common) - -**Challenge** 1/8 (25 XP) - -###### Actions - -***Scimitar***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) slashing damage. - -***Light Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 80 ft./320 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage. - -**Bandits** rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. - -**Pirates** are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels. - -# Bandit Captain - -*Medium humanoid (any race), any non-lawful alignment* - -**Armor Class** 15 (studded leather) - -**Hit Points** 65 (10d8 + 20) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 16 (+3) | 14 (+2) | 14 (+2) | 11 (+0) | 14 (+2) | - -**Saving Throws** Str +4, Dex +5, Wis +2 - -**Skills** Athletics +4, Deception +4 - -**Senses** passive Perception 10 - -**Languages** any two languages - -**Challenge** 2 (450 XP) - -###### Actions - -***Multiattack***. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. - -***Scimitar***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage. - -***Dagger***. *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d4 + 2) piercing damage. - -###### Reactions - -***Parry***. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. - -It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The **bandit captain** has these qualities in spades. - -In addition to managing a crew of selfish malcontents, the **pirate captain** is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. - -More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation. - -# Berserker - -*Medium humanoid (any race), any chaotic alignment* - -**Armor Class** 13 (hide armor) - -**Hit Points** 67 (9d8 + 27) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 16 (+3) | 12 (+1) | 17 (+3) | 9 (-1) | 11 (+0) | 9 (-1) | - -**Senses** passive Perception 10 - -**Languages** any one language (usually Common) - -**Challenge** 2 (450 XP) - -***Reckless***. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. - -###### Actions - -***Greataxe***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (1d12 + 3) slashing damage. - -Hailing from uncivilized lands, unpredictable **berserkers** come together in war parties and seek conflict wherever they can find it. - -# Commoner - -*Medium humanoid (any race), any alignment* - -**Armor Class** 10 - -**Hit Points** 4 (1d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | - -**Senses** passive Perception 10 - -**Languages** any one language (usually Common) - -**Challenge** 0 (10 XP) - -###### Actions - -***Club***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage. - -**Commoners** include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. - -# Cultist - -*Medium humanoid (any race), any non-good alignment* - -**Armor Class** 12 (leather armor) - -**Hit Points** 9 (2d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 12 (+1) | 10 (+0) | 10 (+0) | 11 (+0) | 10 (+0) | - -**Skills** Deception +2, Religion +2 - -**Senses** passive Perception 10 - -**Languages** any one language (usually Common) - -**Challenge** 1/8 (25 XP) - -***Dark Devotion***. The cultist has advantage on saving throws against being charmed or frightened. - -###### Actions - -***Scimitar***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 4 (1d6 + 1) slashing damage. - -**Cultists** swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. - -# Cult Fanatic - -*Medium humanoid (any race), any non-good alignment* - -**Armor Class** 13 (leather armor) - -**Hit Points** 33 (6d8 + 6) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 14 (+2) | 12 (+1) | 10 (+0) | 13 (+1) | 14 (+2) | - -**Skills** Deception +4, Persuasion +4, Religion +2 - -**Senses** passive Perception 11 - -**Languages** any one language (usually Common) - -**Challenge** 2 (450 XP) - -***Dark Devotion***. The fanatic has advantage on saving throws against being charmed or frightened. - -***Spellcasting***. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: - -Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* -1st level (4 slots): *command*, *inflict wounds*, *shield of faith* -2nd level (3 slots): *hold person*, *spiritual weapon* - -###### Actions - -***Multiattack***. The fanatic makes two melee attacks. - -***Dagger***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit:* 4 (1d4 + 2) piercing damage. - -**Fanatics** are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. - -# Druid - -*Medium humanoid (any race), any alignment* - -**Armor Class** 11 (16 with *barkskin*) - -**Hit Points** 27 (5d8 + 5) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 12 (+1) | 13 (+1) | 12 (+1) | 15 (+2) | 11 (+0) | - -**Skills** Medicine +4, Nature +3, Perception +4 - -**Senses** passive Perception 14 - -**Languages** Druidic plus any two languages - -**Challenge** 2 (450 XP) - -***Spellcasting***. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: - -Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* -1st level (4 slots): *entangle*, *longstrider*, *speak with animals*, *thunderwave* -2nd level (3 slots): *animal messenger*, *barkskin* - -###### Actions - -***Quarterstaff***. *Melee Weapon Attack:* +2 to hit (+4 to hit with *shillelagh*), reach 5 ft., one target. *Hit:* 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with *shillelagh*. - -**Druids** dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are **tribal shamans** who heal the sick, pray to animal spirits, and provide spiritual guidance. - -# Gladiator - -*Medium humanoid (any race), any alignment* - -**Armor Class** 16 (studded leather, shield) - -**Hit Points** 112 (15d8 + 45) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 12 (+1) | 15 (+2) | - -**Saving Throws** Str +7, Dex +5, Con +6 - -**Skills** Athletics +10, Intimidation +5 - -**Senses** passive Perception 11 - -**Languages** any one language (usually Common) - -**Challenge** 5 (1,800 XP) - -***Brave***. The gladiator has advantage on saving throws against being frightened. - -***Brute***. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). - -###### Actions - -***Multiattack***. The gladiator makes three melee attacks or two ranged attacks. - -***Spear***. *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. and range 20/60 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. - -***Shield Bash***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. - -###### Reactions - -***Parry***. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon. - -**Gladiators** battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death. - -# Guard - -*Medium humanoid (any race), any alignment* - -**Armor Class** 16 (chain shirt, shield) - -**Hit Points** 11 (2d8 + 2) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 11 (+0) | 10 (+0) | - -**Skills** Perception +2 - -**Senses** passive Perception 12 - -**Languages** any one language (usually Common) - -**Challenge** 1/8 (25 XP) - -###### Actions - -***Spear***. *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. - -**Guards** include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. - -# Knight - -*Medium humanoid (any race), any alignment* - -**Armor Class** 18 (plate) - -**Hit Points** 52 (8d8 + 16) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) | - -**Saving Throws** Con +4, Wis +2 - -**Senses** passive Perception 10 - -**Languages** any one language (usually Common) - -**Challenge** 3 (700 XP) - -***Brave***. The knight has advantage on saving throws against being frightened. - -###### Actions - -***Multiattack***. The knight makes two melee attacks. - -***Greatsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage. - -***Heavy Crossbow***. *Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. *Hit:* 5 (1d10) piercing damage. - -***Leadership (Recharges after a Short or Long Rest)***. For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. - -###### Reactions - -***Parry***. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. - -**Knights** are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners. - -# Mage - -*Medium humanoid (any race), any alignment* - -**Armor Class** 12 (15 with *mage armor*) - -**Hit Points** 40 (9d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|--------|---------|---------|---------|---------|---------| -| 9 (-1) | 14 (+2) | 11 (+0) | 17 (+3) | 12 (+1) | 11 (+0) | - -**Saving Throws** Int +6, Wis +4 - -**Skills** Arcana +6, History +6 - -**Senses** passive Perception 11 - -**Languages** any four languages - -**Challenge** 6 (2,300 XP) - -***Spellcasting***. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: - -Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation* -1st level (4 slots): *detect magic*, *mage armor*, *magic missile*, *shield* -2nd level (3 slots): *misty step*, *suggestion* -3rd level (3 slots): *counterspell*, *fireball*, *fly* -4th level (3 slots): *greater invisibility*, *ice storm* -5th level (1 slot): *cone of cold* - -###### Actions - -***Dagger***. *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d4 + 1) piercing damage. - -**Mages** spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference. - -# Noble - -*Medium humanoid (any race), any alignment* - -**Armor Class** 15 (breastplate) - -**Hit Points** 9 (2d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 12 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | 16 (+3) | - -**Skills** Deception +5, Insight +4, Persuasion +5 - -**Senses** passive Perception 12 - -**Languages** any two languages - -**Challenge** 1/8 (25 XP) - -###### Actions - -***Rapier***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage. - -###### Reactions - -***Parry***. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. - -**Nobles** wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. - -The noble's statistics can also be used to represent **courtiers** who aren't of noble birth. - -# Priest - -*Medium humanoid (any race), any alignment* - -**Armor Class** 13 (chain shirt) - -**Hit Points** 27 (5d8 + 5) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) | 13 (+1) | - -**Skills** Medicine +7, Persuasion +3, Religion +5 - -**Senses** passive Perception 13 - -**Languages** any two languages - -**Challenge** 2 (450 XP) - -***Divine Eminence***. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. - -***Spellcasting***. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: - -Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* -1st level (4 slots): *cure wounds*, *guiding bolt*, *sanctuary* -2nd level (3 slots): *lesser restoration*, *spiritual weapon* -3rd level (2 slots): *dispel magic*, *spirit guardians* - -###### Actions - -***Mace***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) bludgeoning damage. - -**Priests** bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. - -A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties. - -# Scout - -*Medium humanoid (any race), any alignment* - -**Armor Class** 13 (leather armor) - -**Hit Points** 16 (3d8 + 3) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 11 (+0) | 14 (+2) | 12 (+1) | 11 (+0) | 13 (+1) | 11 (+0) | - -**Skills** Nature +4, Perception +5, Stealth +6, Survival +5 - -**Senses** passive Perception 15 - -**Languages** any one language (usually Common) - -**Challenge** 1/2 (100 XP) - -***Keen Hearing and Sight***. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. - -###### Actions - -***Multiattack***. The scout makes two melee attacks or two ranged attacks. - -***Shortsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. - -***Longbow***. *Ranged Weapon Attack:* +4 to hit, ranged 150/600 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage. - -**Scouts** are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. - -# Spy - -*Medium humanoid (any race), any alignment* - -**Armor Class** 12 - -**Hit Points** 27 (6d8) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 10 (+0) | 15 (+2) | 10 (+0) | 12 (+1) | 14 (+2) | 16 (+3) | - -**Skills** Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 - -**Senses** passive Perception 16 - -**Languages** any two languages - -**Challenge** 1 (200 XP) - -***Cunning Action***. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. - -***Sneak Attack (1/Turn)***. The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. - -###### Actions - -***Multiattack***. The spy makes two melee attacks. - -***Shortsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. - -***Hand Crossbow***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. - -Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spies** to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers. - -# Thug - -*Medium humanoid (any race), any non-good alignment* - -**Armor Class** 11 (leather armor) - -**Hit Points** 32 (5d8 + 10) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 15 (+2) | 11 (+0) | 14 (+2) | 10 (+0) | 10 (+0) | 11 (+0) | - -**Skills** Intimidation +2 - -**Senses** passive Perception 10 - -**Languages** any one language (usually Common) - -**Challenge** 1/2 (100 XP) - -***Pack Tactics***. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Multiattack***. The thug makes two melee attacks. - -***Mace***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6 + 2) bludgeoning damage. - -***Heavy Crossbow***. *Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. *Hit:* 5 (1d10) piercing damage. - -**Thugs** are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. - -# Tribal Warrior - -*Medium humanoid (any race), any alignment* - -**Armor Class** 12 (hide armor) - -**Hit Points** 11 (2d8 + 2) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|--------|---------|--------| -| 13 (+1) | 11 (+0) | 12 (+1) | 8 (-1) | 11 (+0) | 8 (-1) | - -**Senses** passive Perception 10 - -**Languages** any one language - -**Challenge** 1/8 (25 XP) - -***Pack Tactics***. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated. - -###### Actions - -***Spear***. *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. - -**Tribal warriors** live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods. - -# Veteran - -*Medium humanoid (any race), any alignment* - -**Armor Class** 17 (splint) - -**Hit Points** 58 (9d8 + 18) - -**Speed** 30 ft. - -| STR | DEX | CON | INT | WIS | CHA | -|---------|---------|---------|---------|---------|---------| -| 16 (+3) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | - -**Skills** Athletics +5, Perception +2 - -**Senses** passive Perception 12 - -**Languages** any one language (usually Common) - -**Challenge** 3 (700 XP) - -###### Actions - -***Multiattack***. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. - -***Longsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. - -***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage. - -***Heavy Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 100/400 ft., one target. *Hit:* 6 (1d10 + 1) piercing damage. - -**Veterans** are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves. - -# Legal - ---- - -### Licensing - -Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.1 ("SRD5") is granted solely through the use of the Open Gaming License, Version 1.0a. - -This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material. - -The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself. - -The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Player's Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Underdark, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever- Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar'ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti. - -All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of the License. - -The terms of the Open Gaming License Version 1.0a are as follows: - -### OPEN GAME LICENSE Version 1.0a - -The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. - -1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. - -2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. - -3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. - -4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. - -5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. - -6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. - -7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. - -8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. - -9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. - -10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. - -11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. - -12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. - -13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. - -14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. - -15. COPYRIGHT NOTICE. - -Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. - -System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. \ No newline at end of file diff --git a/downloads/mediawiki/D&D 5E SRD Full Compile-v0.4.4.mediawiki b/downloads/mediawiki/D&D 5E SRD Full Compile-v0.4.4.mediawiki deleted file mode 100644 index 93088bd..0000000 --- a/downloads/mediawiki/D&D 5E SRD Full Compile-v0.4.4.mediawiki +++ /dev/null @@ -1,40068 +0,0 @@ - -= D&D 5E SRD Full Compile-v0.4.4 = - - -= RACES = - - -== Racial Traits == - -The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races. - - -=== Ability Score Increase === - -Every race increases one or more of a character’s ability scores. - - -=== Age === - -The age entry notes the age when a member of the race is considered an adult, as well as the race’s expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom. - - -=== Alignment === - -Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character. - - -=== Size === - -Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons. - - -=== Speed === - -Your speed determines how far you can move when traveling and fighting. - - -=== Languages === - -By virtue of your race, your character can speak, read, and write certain languages. - - -=== Subraces === - -Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world. - - -= Dwarf = - - -=== Dwarf Traits === - -Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature. - -'''''Ability Score Increase'''''. Your Constitution score increases by 2. - -'''''Age'''''. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. - -'''''Alignment'''''. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. - -'''''Size'''''. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. - -'''''Speed'''''. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. - -'''''Darkvision'''''. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. - -'''''Dwarven Resilience'''''. You have advantage on saving throws against poison, and you have resistance against poison damage. - -'''''Dwarven Combat Training'''''. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. - -'''''Tool Proficiency'''''. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. - -'''''Stonecunning'''''. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. - -'''''Languages'''''. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. - - -== Hill Dwarf == - -As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. - -'''''Ability Score Increase'''''. Your Wisdom score increases by 1. - -'''''Dwarven Toughness'''''. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. - - -= Elf = - - -=== Elf Traits === - -Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement. - -'''''Ability Score Increase'''''. Your Dexterity score increases by 2. - -'''''Age'''''. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. - -'''''Alignment'''''. Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile has made them vicious and dangerous. Drow are more often evil than not. - -'''''Size'''''. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. - -'''''Speed'''''. Your base walking speed is 30 feet. - -'''''Darkvision'''''. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. - -'''''Keen Senses'''''. You have proficiency in the Perception skill. - -'''''Fey Ancestry'''''. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. - -'''''Trance'''''. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. - -After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. - -'''''Languages'''''. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - -== High Elf == - -As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races. - -'''''Ability Score Increase'''''. Your Intelligence score increases by 1. - -'''''Elf Weapon Training'''''. You have proficiency with the longsword, shortsword, shortbow, and longbow. - -'''''Cantrip'''''. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. - -'''''Extra Language'''''. You can speak, read, and write one extra language of your choice. - - -= Halfling = - - -=== Halfling Traits === - -Your halfling character has a number of traits in common with all other halflings. - -'''''Ability Score Increase'''''. Your Dexterity score increases by 2. - -'''''Age'''''. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. - -'''''Alignment'''''. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. - -'''''Size'''''. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. - -'''''Speed'''''. Your base walking speed is 25 feet. - -'''''Lucky'''''. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. - -'''''Brave'''''. You have advantage on saving throws against being frightened. - -'''''Halfling Nimbleness'''''. You can move through the space of any creature that is of a size larger than yours. - -'''''Languages'''''. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. - - -== Lightfoot == - -As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. - -Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. - -'''''Ability Score Increase'''''. Your Charisma score increases by 1. - -'''''Naturally Stealthy'''''. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. - - -= Human = - - -=== Human Traits === - -It’s hard to make generalizations about humans, but your human character has these traits. - -'''''Ability Score Increase'''''. Your ability scores each increase by 1. - -'''''Age'''''. Humans reach adulthood in their late teens and live less than a century. - -'''''Alignment'''''. Humans tend toward no particular alignment. The best and the worst are found among them. - -'''''Size'''''. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. - -'''''Speed'''''. Your base walking speed is 30 feet. - -'''''Languages'''''. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. - - -= Dragonborn = - - -=== Dragonborn Traits === - -Your draconic heritage manifests in a variety of traits you share with other dragonborn. - -'''''Ability Score Increase'''''. Your Strength score increases by 2, and your Charisma score increases by 1. - -'''''Age'''''. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. - -'''''Alignment'''''. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains. - -'''''Size'''''. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. - -'''''Speed'''''. Your base walking speed is 30 feet. - -'''Table- Draconic Ancestry''' - -{| -! Dragon -! Damage Type -! Breath Weapon -|- -| Black -| Acid -| 5 by 30 ft. line (Dex. save) -|- -| Blue -| Lightning -| 5 by 30 ft. line (Dex. save) -|- -| Brass -| Fire -| 5 by 30 ft. line (Dex. save) -|- -| Bronze -| Lightning -| 5 by 30 ft. line (Dex. save) -|- -| Copper -| Acid -| 5 by 30 ft. line (Dex. save) -|- -| Gold -| Fire -| 15 ft. cone (Dex. save) -|- -| Green -| Poison -| 15 ft. cone (Con. save) -|- -| Red -| Fire -| 15 ft. cone (Dex. save) -|- -| Silver -| Cold -| 15 ft. cone (Con. save) -|- -| White -| Cold -| 15 ft. cone (Con. save) -|- -| -| -| -|} - -'''''Draconic Ancestry'''''. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. - -'''''Breath Weapon'''''. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. - -When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. - -After you use your breath weapon, you can’t use it again until you complete a short or long rest. - -'''''Damage Resistance'''''. You have resistance to the damage type associated with your draconic ancestry. - -'''''Languages'''''. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - -= Gnome = - - -=== Gnome Traits === - -Your gnome character has certain characteristics in common with all other gnomes. - -'''''Ability Score Increase'''''. Your Intelligence score increases by 2. - -'''''Age'''''. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. - -'''''Alignment'''''. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. - -'''''Size'''''. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. - -'''''Speed'''''. Your base walking speed is 25 feet. - -'''''Darkvision'''''. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. - -'''''Gnome Cunning'''''. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. - -'''''Languages'''''. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. - - -== Rock Gnome == - -As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. - -'''''Ability Score Increase'''''. Your Constitution score increases by 1. - -'''''Artificer’s Lore'''''. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. - -'''''Tinker'''''. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. - -When you create a device, choose one of the following options: - -'''''Clockwork Toy'''''. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. - -'''''Fire Starter'''''. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. - -'''''Music Box'''''. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed. - - -= Half-Elf = - - -=== Half-Elf Traits === - -Your half-elf character has some qualities in common with elves and some that are unique to half-elves. - -'''''Ability Score Increase'''''. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1. - -'''''Age'''''. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. - -'''''Alignment'''''. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable. - -'''''Size'''''. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. - -'''''Speed'''''. Your base walking speed is 30 feet. - -'''''Darkvision'''''. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. - -'''''Fey Ancestry'''''. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. - -'''''Skill Versatility'''''. You gain proficiency in two skills of your choice. - -'''''Languages'''''. You can speak, read, and write Common, Elvish, and one extra language of your choice. - - -= Half-Orc = - - -=== Half-Orc Traits === - -Your half-orc character has certain traits deriving from your orc ancestry. - -'''''Ability Score Increase'''''. Your Strength score increases by 2, and your Constitution score increases by 1. - -'''''Age'''''. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. - -'''''Alignment'''''. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil. - -'''''Size'''''. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. - -'''''Speed'''''. Your base walking speed is 30 feet. - -'''''Darkvision'''''. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. - -'''''Menacing'''''. You gain proficiency in the Intimidation skill. - -'''''Relentless Endurance'''''. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. - -'''''Savage Attacks'''''. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. - -'''''Languages'''''. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. - - -= Tiefling = - - -=== Tiefling Traits === - -Tieflings share certain racial traits as a result of their infernal descent. - -'''''Ability Score Increase'''''. Your Intelligence score increases by 1, and your Charisma score increases by 2. - -'''''Age'''''. Tieflings mature at the same rate as humans but live a few years longer. - -'''''Alignment'''''. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. - -'''''Size'''''. Tieflings are about the same size and build as humans. Your size is Medium. - -'''''Speed'''''. Your base walking speed is 30 feet. - -'''''Darkvision'''''. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. - -'''''Hellish Resistance'''''. You have resistance to fire damage. - -'''''Infernal Legacy'''''. You know the ''thaumaturgy'' cantrip. When you reach 3rd level, you can cast the ''hellish rebuke'' spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the ''darkness'' spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. - -'''''Languages'''''. You can speak, read, and write Common and Infernal. - - -= CLASSES = - - -= Barbarian = - - -=== Class Features === - -As a barbarian, you gain the following class features. - - -==== Hit Points ==== - -'''Hit Dice:''' 1d12 per barbarian level - -'''Hit Points at 1st Level:''' 12 + your Constitution modifier - -'''Hit Points at Higher Levels:''' 1d12 (or 7) + your Constitution modifier per barbarian level after 1st - - -==== Proficiencies ==== - -'''Armor:''' Light armor, medium armor, shields - -'''Weapons:''' Simple weapons, martial weapons - -'''Tools:''' None - -'''Saving Throws:''' Strength, Constitution - -'''Skills:''' Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival - - -==== Equipment ==== - -You start with the following equipment, in addition to the equipment granted by your background: - -* (''a'') a greataxe or (''b'') any martial melee weapon -* (''a'') two handaxes or (''b'') any simple weapon -* An explorer’s pack and four javelins - -'''Table- The Barbarian''' - -{| -!width="8%"| Level -!width="23%"| Proficiency Bonus -!width="38%"| Features -!width="13%"| Rages -!width="16%"| Rage Damage -|- -| 1st -| +2 -| Rage, Unarmored Defense -| 2 -| +2 -|- -| 2nd -| +2 -| Reckless Attack, Danger Sense -| 2 -| +2 -|- -| 3rd -| +2 -| Primal Path -| 3 -| +2 -|- -| 4th -| +2 -| Ability Score Improvement -| 3 -| +2 -|- -| 5th -| +3 -| Extra Attack, Fast Movement -| 3 -| +2 -|- -| 6th -| +3 -| Path feature -| 4 -| +2 -|- -| 7th -| +3 -| Feral Instinct -| 4 -| +2 -|- -| 8th -| +3 -| Ability Score Improvement -| 4 -| +2 -|- -| 9th -| +4 -| Brutal Critical (1 die) -| 4 -| +3 -|- -| 10th -| +4 -| Path feature -| 4 -| +3 -|- -| 11th -| +4 -| Relentless -| 4 -| +3 -|- -| 12th -| +4 -| Ability Score Improvement -| 5 -| +3 -|- -| 13th -| +5 -| Brutal Critical (2 dice) -| 5 -| +3 -|- -| 14th -| +5 -| Path feature -| 5 -| +3 -|- -| 15th -| +5 -| Persistent Rage -| 5 -| +3 -|- -| 16th -| +5 -| Ability Score Improvement -| 5 -| +4 -|- -| 17th -| +6 -| Brutal Critical (3 dice) -| 6 -| +4 -|- -| 18th -| +6 -| Indomitable Might -| 6 -| +4 -|- -| 19th -| +6 -| Ability Score Improvement -| 6 -| +4 -|- -| 20th -| +6 -| Primal Champion -| Unlimited -| +4 -|- -| -| -| -| -| -|} - - -=== Rage === - -In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. - -While raging, you gain the following benefits if you aren’t wearing heavy armor: - -* You have advantage on Strength checks and Strength saving throws. -* When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. -* You have resistance to bludgeoning, piercing, and slashing damage. - -If you are able to cast spells, you can’t cast them or concentrate on them while raging. - -Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. - -Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. - - -=== Unarmored Defense === - -While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. - - -=== Reckless Attack === - -Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. - - -=== Danger Sense === - -At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. - -You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. - - -=== Primal Path === - -At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. - - -=== Ability Score Improvement === - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -=== Extra Attack === - -Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - -=== Fast Movement === - -Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor. - - -=== Feral Instinct === - -By 7th level, your instincts are so honed that you have advantage on initiative rolls. - -Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. - - -=== Brutal Critical === - -Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. - -This increases to two additional dice at 13th level and three additional dice at 17th level. - - -=== Relentless Rage === - -Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. - -Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. - - -=== Persistent Rage === - -Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. - - -=== Indomitable Might === - -Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total. - - -=== Primal Champion === - -At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. - - -== Barbarian Paths == - - -=== Path of the Berserker === - -For some barbarians, rage is a means to an end- that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being. - - -==== Frenzy ==== - -Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A). - - -==== Mindless Rage ==== - -Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. - - -==== Intimidating Presence ==== - -Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. - -If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. - - -==== Retaliation ==== - -Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. - - -= Bard = - - -=== Class Features === - -As a bard, you gain the following class features. - - -==== Hit Points ==== - -'''Hit Dice:''' 1d8 per bard level - -'''Hit Points at 1st Level:''' 8 + your Constitution modifier - -'''Hit Points at Higher Levels:''' 1d8 (or 5) + your Constitution modifier per bard level after 1st - - -==== Proficiencies ==== - -'''Armor:''' Light armor - -'''Weapons:''' Simple weapons, hand crossbows, longswords, rapiers, shortswords - -'''Tools:''' Three musical instruments of your choice - -'''Saving Throws:''' Dexterity, Charisma - -'''Skills:''' Choose any three - - -==== Equipment ==== - -You start with the following equipment, in addition to the equipment granted by your background: - -* (''a'') a rapier, (''b'') a longsword, or (''c'') any simple weapon -* (''a'') a diplomat’s pack or (''b'') an entertainer’s pack -* (''a'') a lute or (''b'') any other musical instrument -* Leather armor and a dagger - -'''Table- The Bard''' - -{| -!width="4%"| Level -!width="12%"| Proficiency Bonus -!width="34%"| Features -!width="9%"| Spells Known -!width="10%"| Cantrips Known -!width="3%"| 1st -!width="3%"| 2nd -!width="3%"| 3rd -!width="3%"| 4th -!width="3%"| 5th -!width="3%"| 6th -!width="3%"| 7th -!width="3%"| 8th -!width="3%"| 9th -|- -| 1st -| +2 -| Spellcasting, Bardic Inspiration (d6) -| 2 -| 4 -| 2 -| - -| - -| - -| - -| - -| - -| - -| - -|- -| 2nd -| +2 -| Jack of All Trades, Song of Rest (d6) -| 2 -| 5 -| 3 -| - -| - -| - -| - -| - -| - -| - -| - -|- -| 3rd -| +2 -| Bard College, Expertise -| 2 -| 6 -| 4 -| 2 -| - -| - -| - -| - -| - -| - -| - -|- -| 4th -| +2 -| Ability Score Improvement -| 3 -| 7 -| 4 -| 3 -| - -| - -| - -| - -| - -| - -| - -|- -| 5th -| +3 -| Bardic Inspiration (d8), Font of Inspiration -| 3 -| 8 -| 4 -| 3 -| 2 -| - -| - -| - -| - -| - -| - -|- -| 6th -| +3 -| Countercharm, Bard College Feature -| 3 -| 9 -| 4 -| 3 -| 3 -| - -| - -| - -| - -| - -| - -|- -| 7th -| +3 -| - -| 3 -| 10 -| 4 -| 3 -| 3 -| 1 -| - -| - -| - -| - -| - -|- -| 8th -| +3 -| Ability Score Improvement -| 3 -| 11 -| 4 -| 3 -| 3 -| 2 -| - -| - -| - -| - -| - -|- -| 9th -| +4 -| Song of Rest (d8) -| 3 -| 12 -| 4 -| 3 -| 3 -| 3 -| 1 -| - -| - -| - -| - -|- -| 10th -| +4 -| Bardic Inspiration (d10), Expertise, Magical Secrets -| 4 -| 14 -| 4 -| 3 -| 3 -| 3 -| 2 -| - -| - -| - -| - -|- -| 11th -| +4 -| - -| 4 -| 15 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| - -| - -| - -|- -| 12th -| +4 -| Ability Score Improvement -| 4 -| 15 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| - -| - -| - -|- -| 13th -| +5 -| Song of Rest (d10) -| 4 -| 16 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| - -| - -|- -| 14th -| +5 -| Magical Secrets, Bard College Feature -| 4 -| 18 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| - -| - -|- -| 15th -| +5 -| Bardic Inspiration (d12) -| 4 -| 19 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -| - -|- -| 16th -| +5 -| Ability Score Improvement -| 4 -| 19 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -| - -|- -| 17th -| +6 -| Song of Rest (d12) -| 4 -| 20 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -| 1 -|- -| 18th -| +6 -| Magical Secrets -| 4 -| 22 -| 4 -| 3 -| 3 -| 3 -| 3 -| 1 -| 1 -| 1 -| 1 -|- -| 19th -| +6 -| Ability Score Improvement -| 4 -| 22 -| 4 -| 3 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -|- -| 20th -| +6 -| Superior Inspiration -| 4 -| 22 -| 4 -| 3 -| 3 -| 3 -| 3 -| 2 -| 2 -| 1 -| 1 -|- -| -| -| -| -| -| -| -| -| -| -| -| -| -| -|} - - -=== Spellcasting === - -You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. - -Your spells are part of your vast repertoire, magic that you can tune to different situations. - - -==== Cantrips ==== - -You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. - - -==== Spell Slots ==== - -The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - -For example, if you know the 1st-level spell ''cure wounds'' and have a 1st-level and a 2nd-level spell slot available, you can cast ''cure wounds'' using either slot. - - -==== Spells Known of 1st Level and Higher ==== - -You know four 1st-level spells of your choice from the bard spell list. - -The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. - -Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. - - -==== Spellcasting Ability ==== - -Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. - -'''Spell save DC''' = 8 + your proficiency bonus + your Charisma modifier - -'''Spell attack modifier''' = your proficiency bonus + your Charisma modifier - - -==== Ritual Casting ==== - -You can cast any bard spell you know as a ritual if that spell has the ritual tag. - - -==== Spellcasting Focus ==== - -You can use a musical instrument as a spellcasting focus for your bard spells. - - -=== Bardic Inspiration === - -You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. - -Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. - -You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. - -Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. - - -=== Jack of All Trades === - -Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. - - -=== Song of Rest === - -Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. - -The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. - - -=== Bard College === - -At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level. - - -=== Expertise === - -At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. - -At 10th level, you can choose another two skill proficiencies to gain this benefit. - - -=== Ability Score Improvement === - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -=== Font of Inspiration === - -Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. - - -=== Countercharm === - -At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). - - -=== Magical Secrets === - -By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. - -The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. - -You learn two additional spells from any classes at 14th level and again at 18th level. - - -=== Superior Inspiration === - -At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use. - - -== Bard Colleges == - - -=== College of Lore === - -Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. - -The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. - -The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. - - -==== Bonus Proficiencies ==== - -When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. - - -==== Cutting Words ==== - -Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. - - -==== Additional Magical Secrets ==== - -At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know. - - -==== Peerless Skill ==== - -Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail. - - -= Cleric = - - -=== Class Features === - -As a cleric, you gain the following class features. - - -==== Hit Points ==== - -'''Hit Dice:''' 1d8 per cleric level - -'''Hit Points at 1st Level:''' 8 + your Constitution modifier - -'''Hit Points at Higher Levels:''' 1d8 (or 5) + your Constitution modifier per cleric level after 1st - - -==== Proficiencies ==== - -'''Armor:''' Light armor, medium armor, shields - -'''Weapons:''' Simple weapons - -'''Tools:''' None - -'''Saving Throws:''' Wisdom, Charisma - -'''Skills:''' Choose two from History, Insight, Medicine, Persuasion, and Religion - - -==== Equipment ==== - -You start with the following equipment, in addition to the equipment granted by your background: - -* (''a'') a mace or (''b'') a warhammer (if proficient) -* (''a'') scale mail, (''b'') leather armor, or (''c'') chain mail (if proficient) -* (''a'') a light crossbow and 20 bolts or (''b'') any simple weapon -* (''a'') a priest’s pack or (''b'') an explorer’s pack -* A shield and a holy symbol - -'''Table- The Cleric''' - -{| -!width="4%"| Level -!width="11%"| Proficiency Bonus -!width="45%"| Features -!width="10%"| Cantrips Known -!width="3%"| 1st -!width="3%"| 2nd -!width="3%"| 3rd -!width="3%"| 4th -!width="3%"| 5th -!width="3%"| 6th -!width="3%"| 7th -!width="3%"| 8th -!width="3%"| 9th -|- -| 1st -| +2 -| Spellcasting, Divine Domain -| 3 -| 2 -| - -| - -| - -| - -| - -| - -| - -| - -|- -| 2nd -| +2 -| Channel Divinity (1/rest), Divine Domain Feature -| 3 -| 3 -| - -| - -| - -| - -| - -| - -| - -| - -|- -| 3rd -| +2 -| - -| 3 -| 4 -| 2 -| - -| - -| - -| - -| - -| - -| - -|- -| 4th -| +2 -| Ability Score Improvement -| 4 -| 4 -| 3 -| - -| - -| - -| - -| - -| - -| - -|- -| 5th -| +3 -| Destroy Undead (CR 1/2) -| 4 -| 4 -| 3 -| 2 -| - -| - -| - -| - -| - -| - -|- -| 6th -| +3 -| Channel Divinity (2/rest), Divine Domain Feature -| 4 -| 4 -| 3 -| 3 -| - -| - -| - -| - -| - -| - -|- -| 7th -| +3 -| - -| 4 -| 4 -| 3 -| 3 -| 1 -| - -| - -| - -| - -| - -|- -| 8th -| +3 -| Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature -| 4 -| 4 -| 3 -| 3 -| 2 -| - -| - -| - -| - -| - -|- -| 9th -| +4 -| - -| 4 -| 4 -| 3 -| 3 -| 3 -| 1 -| - -| - -| - -| - -|- -| 10th -| +4 -| Divine Intervention -| 5 -| 4 -| 3 -| 3 -| 3 -| 2 -| - -| - -| - -| - -|- -| 11th -| +4 -| Destroy Undead (CR 2) -| 5 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| - -| - -| - -|- -| 12th -| +4 -| Ability Score Improvement -| 5 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| - -| - -| - -|- -| 13th -| +5 -| - -| 5 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| - -| - -|- -| 14th -| +5 -| Destroy Undead (CR 3) -| 5 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| - -| - -|- -| 15th -| +5 -| - -| 5 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -| - -|- -| 16th -| +5 -| Ability Score Improvement -| 5 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -| - -|- -| 17th -| +6 -| Destroy Undead (CR 4), Divine Domain Feature -| 5 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -| 1 -|- -| 18th -| +6 -| Channel Divinity (3/rest) -| 5 -| 4 -| 3 -| 3 -| 3 -| 3 -| 1 -| 1 -| 1 -| 1 -|- -| 19th -| +6 -| Ability Score Improvement -| 5 -| 4 -| 3 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -|- -| 20th -| +6 -| Divine Intervention improvement -| 5 -| 4 -| 3 -| 3 -| 3 -| 3 -| 2 -| 2 -| 1 -| 1 -|- -| -| -| -| -| -| -| -| -| -| -| -| -| -|} - - -=== Spellcasting === - -As a conduit for divine power, you can cast cleric spells. - - -==== Cantrips ==== - -At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. - - -==== Preparing and Casting Spells ==== - -The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - -You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. - -For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell ''cure wounds'', you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. - -You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. - - -==== Spellcasting Ability ==== - -Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. - -'''Spell save DC''' = 8 + your proficiency bonus + your Wisdom modifier - -'''Spell attack modifier''' = your proficiency bonus + your Wisdom modifier - - -==== Ritual Casting ==== - -You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. - - -==== Spellcasting Focus ==== - -You can use a holy symbol as a spellcasting focus for your cleric spells. - - -=== Divine Domain === - -Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. - - -==== Domain Spells ==== - -Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. - -If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you. - - -=== Channel Divinity === - -At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. - -When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. - -Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. - -Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. - - -==== Channel Divinity: Turn Undead ==== - -As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. - -A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. - - -=== Ability Score Improvement === - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -=== Destroy Undead === - -Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. - -'''Table- Destroy Undead''' - -{| -! Cleric Level -! Destroys Undead of CR … -|- -| 5th -| 1/2 or lower -|- -| 8th -| 1 or lower -|- -| 11th -| 2 or lower -|- -| 14th -| 3 or lower -|- -| 17th -| 4 or lower -|- -| -| -|} - - -=== Divine Intervention === - -Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. - -Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. - -If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. - -At 20th level, your call for intervention succeeds automatically, no roll required. - - -== Cleric Domains == - - -=== Life Domain === - -The Life domain focuses on the vibrant positive energy-one of the fundamental forces of the universe-that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). - -'''Table- Life Domain Spells''' - -{| -! Cleric Level -! Spells -|- -| 1st -| bless, cure wounds -|- -| 3rd -| lesser restoration, spiritual weapon -|- -| 5th -| beacon of hope, revivify -|- -| 7th -| death ward, guardian of faith -|- -| 9th -| mass cure wounds, raise dead -|- -| -| -|} - - -==== Bonus Proficiency ==== - -When you choose this domain at 1st level, you gain proficiency with heavy armor. - - -==== Disciple of Life ==== - -Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. - - -==== Channel Divinity: Preserve Life ==== - -Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. - -As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct. - - -==== Blessed Healer ==== - -Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level. - - -==== Divine Strike ==== - -At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. - - -==== Supreme Healing ==== - -Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. - - -= Druid = - - -=== Class Features === - -As a druid, you gain the following class features. - - -==== Hit Points ==== - -'''Hit Dice:''' 1d8 per druid level - -'''Hit Points at 1st Level:''' 8 + your Constitution modifier - -'''Hit Points at Higher Levels:''' 1d8 (or 5) + your Constitution modifier per druid level after 1st - - -==== Proficiencies ==== - -'''Armor:''' Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) - -'''Weapons:''' Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears - -'''Tools:''' Herbalism kit - -'''Saving Throws:''' Intelligence, Wisdom - -'''Skills:''' Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival - - -==== Equipment ==== - -You start with the following equipment, in addition to the equipment granted by your background: - -* (''a'') a wooden shield or (''b'') any simple weapon -* (''a'') a scimitar or (''b'') any simple melee weapon -* Leather armor, an explorer’s pack, and a druidic focus - -'''Table- The Druid''' - -{| -!width="5%"| Level -!width="13%"| Proficiency Bonus -!width="36%"| Features -!width="11%"| Cantrips Known -!width="3%"| 1st -!width="3%"| 2nd -!width="3%"| 3rd -!width="3%"| 4th -!width="3%"| 5th -!width="3%"| 6th -!width="3%"| 7th -!width="3%"| 8th -!width="3%"| 9th -|- -| 1st -| +2 -| Druidic, Spellcasting -| 2 -| 2 -| - -| - -| - -| - -| - -| - -| - -| - -|- -| 2nd -| +2 -| Wild Shape, Druid Circle -| 2 -| 3 -| - -| - -| - -| - -| - -| - -| - -| - -|- -| 3rd -| +2 -| - -| 2 -| 4 -| 2 -| - -| - -| - -| - -| - -| - -| - -|- -| 4th -| +2 -| Wild Shape Improvement, Ability Score Improvement -| 3 -| 4 -| 3 -| - -| - -| - -| - -| - -| - -| - -|- -| 5th -| +3 -| - -| 3 -| 4 -| 3 -| 2 -| - -| - -| - -| - -| - -| - -|- -| 6th -| +3 -| Druid Circle feature -| 3 -| 4 -| 3 -| 3 -| - -| - -| - -| - -| - -| - -|- -| 7th -| +3 -| - -| 3 -| 4 -| 3 -| 3 -| 1 -| - -| - -| - -| - -| - -|- -| 8th -| +3 -| Wild Shape Improvement, Ability Score Improvement -| 3 -| 4 -| 3 -| 3 -| 2 -| - -| - -| - -| - -| - -|- -| 9th -| +4 -| - -| 3 -| 4 -| 3 -| 3 -| 3 -| 1 -| - -| - -| - -| - -|- -| 10th -| +4 -| Druid Circle feature -| 4 -| 4 -| 3 -| 3 -| 3 -| 2 -| - -| - -| - -| - -|- -| 11th -| +4 -| - -| 4 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| - -| - -| - -|- -| 12th -| +4 -| Ability Score Improvement -| 4 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| - -| - -| - -|- -| 13th -| +5 -| - -| 4 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| - -| - -|- -| 14th -| +5 -| Druid Circle feature -| 4 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| - -| - -|- -| 15th -| +5 -| - -| 4 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -| - -|- -| 16th -| +5 -| Ability Score Improvement -| 4 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -| - -|- -| 17th -| +6 -| - -| 4 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -| 1 -|- -| 18th -| +6 -| Timeless Body, Beast Spells -| 4 -| 4 -| 3 -| 3 -| 3 -| 3 -| 1 -| 1 -| 1 -| 1 -|- -| 19th -| +6 -| Ability Score Improvement -| 4 -| 4 -| 3 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -|- -| 20th -| +6 -| Archdruid -| 4 -| 4 -| 3 -| 3 -| 3 -| 3 -| 2 -| 2 -| 1 -| 1 -|- -| -| -| -| -| -| -| -| -| -| -| -| -| -|} - - -=== Druidic === - -You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. - - -=== Spellcasting === - -Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. - - -==== Cantrips ==== - -At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. - - -==== Preparing and Casting Spells ==== - -The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - -You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. - -For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell ''cure wounds'', you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. - -You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. - - -=== Spellcasting Ability === - -Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. - -'''Spell save DC''' = 8 + your proficiency bonus + your Wisdom modifier - -'''Spell attack modifier''' = your proficiency bonus + your Wisdom modifier - - -=== Ritual Casting === - -You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. - - -==== Spellcasting Focus ==== - -You can use a druidic focus as a spellcasting focus for your druid spells. - - -=== Wild Shape === - -Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. - -Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed. - -'''Table- Beast Shapes''' - -{| -! Level -! Max. CR -! Limitations -! Example -|- -| 2nd -| 1/4 -| No flying or swimming speed -| Wolf -|- -| 4th -| 1/2 -| No flying speed -| Crocodile -|- -| 8th -| 1 -| - -| Giant eagle -|- -| -| -| -| -|} - -You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. - -While you are transformed, the following rules apply: - -* Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them. -* When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. -* You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. -* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense. -* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. - - -=== Druid Circle === - -At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. - - -=== Ability Score Improvement === - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -=== Timeless Body === - -Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. - - -=== Beast Spells === - -Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components. - - -=== Archdruid === - -At 20th level, you can use your Wild Shape an unlimited number of times. - -Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape. - - -== Druid Circles == - - -=== Circle of the Land === - -The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. - - -==== Bonus Cantrip ==== - -When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. - - -==== Natural Recovery ==== - -Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. - -For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. - - -==== Circle Spells ==== - -Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land-arctic, coast, desert, forest, grassland, mountain, or swamp-and consult the associated list of spells. - -Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. - -'''Table- Arctic Circle Spells''' - -{| -! Druid Level -! Circle Spells -|- -| 3rd -| hold person, spike growth -|- -| 5th -| sleet storm, slow -|- -| 7th -| freedom of movement, ice storm -|- -| 9th -| commune with nature, cone of cold -|- -| -| -|} - -'''Table- Coast Circle Spells''' - -{| -! Druid Level -! Circle Spells -|- -| 3rd -| mirror image, misty step -|- -| 5th -| water breathing, water walk -|- -| 7th -| control water, freedom of movement -|- -| 9th -| conjure elemental, scrying -|- -| -| -|} - -'''Table- Desert Circle Spells''' - -{| -! Druid Level -! Circle Spells -|- -| 3rd -| blur, silence -|- -| 5th -| create food and water, protection from energy -|- -| 7th -| blight, hallucinatory terrain -|- -| 9th -| insect plague, wall of stone -|- -| -| -|} - -'''Table- Forest Circle Spells''' - -{| -! Druid Level -! Circle Spells -|- -| 3rd -| barkskin, spider climb -|- -| 5th -| call lightning, plant growth -|- -| 7th -| divination, freedom of movement -|- -| 9th -| commune with nature, tree stride -|- -| -| -|} - -'''Table- Grassland Circle Spells''' - -{| -! Druid Level -! Circle Spells -|- -| 3rd -| invisibility, pass without trace -|- -| 5th -| daylight, haste -|- -| 7th -| divination, freedom of movement -|- -| 9th -| dream, insect plague -|- -| -| -|} - -'''Table- Mountain Circle Spells''' - -{| -! Druid Level -! Circle Spells -|- -| 3rd -| spider climb, spike growth -|- -| 5th -| lightning bolt, meld into stone -|- -| 7th -| stone shape, stoneskin -|- -| 9th -| passwall, wall of stone -|- -| -| -|} - -'''Table- Swamp Circle Spells''' - -{| -! Druid Level -! Circle Spells -|- -| 3rd -| acid arrow, darkness -|- -| 5th -| water walk, stinking cloud -|- -| 7th -| freedom of movement, locate creature -|- -| 9th -| insect plague, scrying -|- -| -| -|} - - -==== Land’s Stride ==== - -Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. - -In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the ''entangle'' spell. - - -==== Nature’s Ward ==== - -When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease. - - -==== Nature’s Sanctuary ==== - -When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. - -The creature is aware of this effect before it makes its attack against you. - -
'''Sacred Plants and Wood''' - -A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe. - -Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins. - -Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants. - -'''Druids and the Gods''' - -Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples. -
- -= Fighter = - - -=== Class Features === - -As a fighter, you gain the following class features. - - -==== Hit Points ==== - -'''Hit Dice:''' 1d10 per fighter level - -'''Hit Points at 1st Level:''' 10 + your Constitution modifier - -'''Hit Points at Higher Levels:''' 1d10 (or 6) + your Constitution modifier per fighter level after 1st - - -==== Proficiencies ==== - -'''Armor:''' All armor, shields - -'''Weapons:''' Simple weapons, martial weapons - -'''Tools:''' None - -'''Saving Throws:''' Strength, Constitution - -'''Skills:''' Choose two skills from Acrobatics, Animal, Handling, Athletics, History, Insight, Intimidation, Perception, and Survival - - -==== Equipment ==== - -You start with the following equipment, in addition to the equipment granted by your background: - -* (''a'') chain mail or (''b'') leather armor, longbow, and 20 arrows -* (''a'') a martial weapon and a shield or (''b'') two martial weapons -* (''a'') a light crossbow and 20 bolts or (''b'') two handaxes -* (''a'') a dungeoneer’s pack or (''b'') an explorer’s pack - -'''Table- The Fighter''' - -{| -!width="9%"| Level -!width="24%"| Proficiency Bonus -!width="66%"| Features -|- -| 1st -| +2 -| Fighting Style, Second Wind -|- -| 2nd -| +2 -| Action Surge (one use) -|- -| 3rd -| +2 -| Martial Archetype -|- -| 4th -| +2 -| Ability Score Improvement -|- -| 5th -| +3 -| Extra Attack -|- -| 6th -| +3 -| Ability Score Improvement -|- -| 7th -| +3 -| Martial Archetype Feature -|- -| 8th -| +3 -| Ability Score Improvement -|- -| 9th -| +4 -| Indomitable (one use) -|- -| 10th -| +4 -| Martial Archetype Feature -|- -| 11th -| +4 -| Extra Attack (2) -|- -| 12th -| +4 -| Ability Score Improvement -|- -| 13th -| +5 -| Indomitable (two uses) -|- -| 14th -| +5 -| Ability Score Improvement -|- -| 15th -| +5 -| Martial Archetype Feature -|- -| 16th -| +5 -| Ability Score Improvement -|- -| 17th -| +6 -| Action Surge (two uses), Indomitable (three uses) -|- -| 18th -| +6 -| Martial Archetype Feature -|- -| 19th -| +6 -| Ability Score Improvement -|- -| 20th -| +6 -| Extra Attack (3) -|- -| -| -| -|} - - -=== Fighting Style === - -You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. - - -==== Archery ==== - -You gain a +2 bonus to attack rolls you make with ranged weapons. - - -==== Defense ==== - -While you are wearing armor, you gain a +1 bonus to AC. - - -==== Dueling ==== - -When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - - -==== Great Weapon Fighting ==== - -When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - - -==== Protection ==== - -When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. - - -==== Two-Weapon Fighting ==== - -When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. - - -=== Second Wind === - -You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - - -=== Action Surge === - -Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. - -Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - - -=== Martial Archetype === - -At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. - - -=== Ability Score Improvement === - -When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -=== Extra Attack === - -Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - -The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. - - -=== Indomitable === - -Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. - -You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. - - -== Martial Archetypes == - -Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. - - -=== Champion === - -The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. - - -==== Improved Critical ==== - -Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. - - -==== Remarkable Athlete ==== - -Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. - -In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. - - -==== Additional Fighting Style ==== - -At 10th level, you can choose a second option from the Fighting Style class feature. - - -==== Superior Critical ==== - -Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. - - -==== Survivor ==== - -At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. - - -= Monk = - - -=== Class Features === - -As a monk, you gain the following class features. - - -==== Hit Points ==== - -'''Hit Dice:''' 1d8 per monk level - -'''Hit Points at 1st Level:''' 8 + your Constitution modifier - -'''Hit Points at Higher Levels:''' 1d8 (or 5) + your Constitution modifier per monk level after 1st - - -==== Proficiencies ==== - -'''Armor:''' None - -'''Weapons:''' Simple weapons, shortswords - -'''Tools:''' Choose one type of artisan’s tools or one musical instrument - -'''Saving Throws:''' Strength, Dexterity - -'''Skills:''' Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth - - -==== Equipment ==== - -You start with the following equipment, in addition to the equipment granted by your background: - -* (''a'') a shortsword or (''b'') any simple weapon -* (''a'') a dungeoneer’s pack or (''b'') an explorer’s pack -* 10 darts - -'''Table- The Monk''' - -{| -!width="5%"| Level -!width="15%"| Proficiency Bonus -!width="11%"| Martial Arts -!width="9%"| Ki Points -!width="16%"| Unarmored Movement -!width="41%"| Features -|- -| 1st -| +2 -| 1d4 -| - -| - -| Unarmored Defense, Martial Arts -|- -| 2nd -| +2 -| 1d4 -| 2 -| +10 ft. -| Ki, Unarmored Movement -|- -| 3rd -| +2 -| 1d4 -| 3 -| +10 ft. -| Monastic Tradition, Deflect Missiles -|- -| 4th -| +2 -| 1d4 -| 4 -| +10 ft. -| Ability Score Improvement, Slow Fall -|- -| 5th -| +3 -| 1d6 -| 5 -| +10 ft. -| Extra Attack, Stunning Strike -|- -| 6th -| +3 -| 1d6 -| 6 -| +15 ft. -| Ki-Empowered Strikes, Monastic Tradition Feature -|- -| 7th -| +3 -| 1d6 -| 7 -| +15 ft. -| Evasion, Stillness of Mind -|- -| 8th -| +3 -| 1d6 -| 8 -| +15 ft. -| Ability Score Improvement -|- -| 9th -| +4 -| 1d6 -| 9 -| +15 ft. -| Unarmored Movement improvement -|- -| 10th -| +4 -| 1d6 -| 10 -| +20 ft. -| Purity of Body -|- -| 11th -| +4 -| 1d8 -| 11 -| +20 ft. -| Monastic Tradition Feature -|- -| 12th -| +4 -| 1d8 -| 12 -| +20 ft. -| Ability Score Improvement -|- -| 13th -| +5 -| 1d8 -| 13 -| +20 ft. -| Tongue of the Sun and Moon -|- -| 14th -| +5 -| 1d8 -| 14 -| +25 ft. -| Diamond Soul -|- -| 15th -| +5 -| 1d8 -| 15 -| +25 ft. -| Timeless Body -|- -| 16th -| +5 -| 1d8 -| 16 -| +25 ft. -| Ability Score Improvement -|- -| 17th -| +6 -| 1d10 -| 17 -| +25 ft. -| Monastic Tradition Feature -|- -| 18th -| +6 -| 1d10 -| 18 -| +30 ft. -| Empty Body -|- -| 19th -| +6 -| 1d10 -| 19 -| +30 ft. -| Ability Score Improvement -|- -| 20th -| +6 -| 1d10 -| 20 -| +30 ft. -| Perfect Self -|- -| -| -| -| -| -| -|} - - -=== Unarmored Defense === - -Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. - - -=== Martial Arts === - -At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two- handed or heavy property. - -You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield: - -* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. -* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. -* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. - -Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon. - - -=== Ki === - -Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. - -You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. - -When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. - -Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: - -'''Ki save DC''' = 8 + your proficiency bonus + your Wisdom modifier - - -==== Flurry of Blows ==== - -Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. - - -==== Patient Defense ==== - -You can spend 1 ki point to take the Dodge action as a bonus action on your turn. - - -==== Step of the Wind ==== - -You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. - - -=== Unarmored Movement === - -Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. - -At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. - - -=== Monastic Tradition === - -When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. - - -=== Deflect Missiles === - -Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. - -If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. - - -=== Ability Score Improvement === - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -=== Slow Fall === - -Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. - - -=== Extra Attack === - -Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - -=== Stunning Strike === - -Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. - - -=== Ki-Empowered Strikes === - -Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - - -=== Evasion === - -At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a ''fireball'' spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. - - -=== Stillness of Mind === - -Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. - - -=== Purity of Body === - -At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. - - -=== Tongue of the Sun and Moon === - -Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. - - -=== Diamond Soul === - -Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. - -Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. - - -=== Timeless Body === - -At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water. - - -=== Empty Body === - -Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. - -Additionally, you can spend 8 ki points to cast the ''astral projection'' spell, without needing material components. When you do so, you can’t take any other creatures with you. - - -=== Perfect Self === - -At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. - - -== Monastic Traditions == - -Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level. - - -=== Way of the Open Hand === - -Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. - - -==== Open Hand Technique ==== - -Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: - -* It must succeed on a Dexterity saving throw or be knocked prone. -* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. -* It can’t take reactions until the end of your next turn. - - -==== Wholeness of Body ==== - -At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. - - -==== Tranquility ==== - -Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a ''sanctuary'' spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. - - -==== Quivering Palm ==== - -At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. - -You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. - - -= Paladin = - - -=== Class Features === - -As a paladin, you gain the following class features. - - -==== Hit Points ==== - -'''Hit Dice:''' 1d10 per paladin level - -'''Hit Points at 1st Level:''' 10 + your Constitution modifier - -'''Hit Points at Higher Levels:''' 1d10 (or 6) + your Constitution modifier per paladin level after 1st - - -==== Proficiencies ==== - -'''Armor:''' All armor, shields - -'''Weapons:''' Simple weapons, martial weapons - -'''Tools:''' None - -'''Saving Throws:''' Wisdom, Charisma - -'''Skills:''' Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion - - -==== Equipment ==== - -You start with the following equipment, in addition to the equipment granted by your background: - -* (''a'') a martial weapon and a shield or (''b'') two martial weapons -* (''a'') five javelins or (''b'') any simple melee weapon -* (''a'') a priest’s pack or (''b'') an explorer’s pack -* Chain mail and a holy symbol - -'''Table- The Paladin''' - -{| -!width="7%"| Level -!width="20%"| Proficiency Bonus -!width="46%"| Features -!width="5%"| 1st -!width="5%"| 2nd -!width="5%"| 3rd -!width="5%"| 4th -!width="5%"| 5th -|- -| 1st -| +2 -| Divine Sense, Lay on Hands -| - -| - -| - -| - -| - -|- -| 2nd -| +2 -| Fighting Style, Spellcasting, Divine Smite -| 2 -| - -| - -| - -| - -|- -| 3rd -| +2 -| Divine Health, Sacred Oath -| 3 -| - -| - -| - -| - -|- -| 4th -| +2 -| Ability Score Improvement -| 3 -| - -| - -| - -| - -|- -| 5th -| +3 -| Extra Attack -| 4 -| 2 -| - -| - -| - -|- -| 6th -| +3 -| Aura of Protection -| 4 -| 2 -| - -| - -| - -|- -| 7th -| +3 -| Sacred Oath feature -| 4 -| 3 -| - -| - -| - -|- -| 8th -| +3 -| Ability Score Improvement -| 4 -| 3 -| - -| - -| - -|- -| 9th -| +4 -| - -| 4 -| 3 -| 2 -| - -| - -|- -| 10th -| +4 -| Aura of Courage -| 4 -| 3 -| 2 -| - -| - -|- -| 11th -| +4 -| Improved Divine Smite -| 4 -| 3 -| 3 -| - -| - -|- -| 12th -| +4 -| Ability Score Improvement -| 4 -| 3 -| 3 -| - -| - -|- -| 13th -| +5 -| - -| 4 -| 3 -| 3 -| 1 -| - -|- -| 14th -| +5 -| Cleansing Touch -| 4 -| 3 -| 3 -| 1 -| - -|- -| 15th -| +5 -| Sacred Oath feature -| 4 -| 3 -| 3 -| 2 -| - -|- -| 16th -| +5 -| Ability Score Improvement -| 4 -| 3 -| 3 -| 2 -| - -|- -| 17th -| +6 -| - -| 4 -| 3 -| 3 -| 3 -| 1 -|- -| 18th -| +6 -| Aura improvements -| 4 -| 3 -| 3 -| 3 -| 1 -|- -| 19th -| +6 -| Ability Score Improvement -| 4 -| 3 -| 3 -| 3 -| 2 -|- -| 20th -| +6 -| Sacred Oath feature -| 4 -| 3 -| 3 -| 3 -| 2 -|- -| -| -| -| -| -| -| -| -|} - - -=== Divine Sense === - -The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the ''hallow'' spell. - -You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. - - -=== Lay on Hands === - -Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. - -As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. - -Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. - -This feature has no effect on undead and constructs. - - -=== Fighting Style === - -At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. - - -==== Defense ==== - -While you are wearing armor, you gain a +1 bonus to AC. - - -==== Dueling ==== - -When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - - -==== Great Weapon Fighting ==== - -When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. - - -==== Protection ==== - -When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. - - -=== Spellcasting === - -By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. - - -==== Preparing and Casting Spells ==== - -The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - -You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. - -For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell ''cure wounds'', you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesn’t remove it from your list of prepared spells. - -You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. - - -==== Spellcasting Ability ==== - -Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. - -'''Spell save DC''' = 8 + your proficiency bonus + your Charisma modifier - -'''Spell attack modifier''' = your proficiency bonus + your Charisma modifier - - -==== Spellcasting Focus ==== - -You can use a holy symbol as a spellcasting focus for your paladin spells. - - -=== Divine Smite === - -Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. - - -=== Divine Health === - -By 3rd level, the divine magic flowing through you makes you immune to disease. - - -=== Sacred Oath === - -When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. - -Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. - - -==== Oath Spells ==== - -Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day. - -If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you. - - -==== Channel Divinity ==== - -Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. - -When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. - -Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. - - -=== Ability Score Improvement === - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -=== Extra Attack === - -Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - -=== Aura of Protection === - -Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. - -At 18th level, the range of this aura increases to 30 feet. - - -=== Aura of Courage === - -Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. - -At 18th level, the range of this aura increases to 30 feet. - - -=== Improved Divine Smite === - -By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite. - - -=== Cleansing Touch === - -Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. - -You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. - - -== Sacred Oaths == - -Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart. - - -=== Oath of Devotion === - -The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels-the perfect servants of good-as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. - - -==== Tenets of Devotion ==== - -Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. - -'''''Honesty'''''. Don’t lie or cheat. Let your word be your promise. - -'''''Courage'''''. Never fear to act, though caution is wise. - -'''''Compassion'''''. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. - -'''''Honor'''''. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. - -'''''Duty'''''. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. - - -==== Oath Spells ==== - -You gain oath spells at the paladin levels listed. - -'''Table- Oath of Devotion Spells''' - -{| -! Level -! Paladin Spells -|- -| 3rd -| protection from evil and good, sanctuary -|- -| 5th -| lesser restoration, zone of truth -|- -| 9th -| beacon of hope, dispel magic -|- -| 13th -| freedom of movement, guardian of faith -|- -| 17th -| commune, flame strike -|- -| -| -|} - - -==== Channel Divinity ==== - -When you take this oath at 3rd level, you gain the following two Channel Divinity options. - -'''''Sacred Weapon'''''. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. - -You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. - -'''''Turn the Unholy'''''. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. - -A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. - - -==== Aura of Devotion ==== - -Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. - -At 18th level, the range of this aura increases to 30 feet. - - -===== Purity of Spirit ===== - -Beginning at 15th level, you are always under the effects of a ''protection from evil and good'' spell. - - -==== Holy Nimbus ==== - -At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. - -Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. - -In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. - -Once you use this feature, you can’t use it again until you finish a long rest. - -
'''Breaking Your Oath''' - -A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. - -A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all- night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. - -If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another. -
- -= Ranger = - - -=== Class Features === - -As a ranger, you gain the following class features. - - -==== Hit Points ==== - -'''Hit Dice:''' 1d10 per ranger level - -'''Hit Points at 1st Level:''' 10 + your Constitution modifier - -'''Hit Points at Higher Levels:''' 1d10 (or 6) + your Constitution modifier per ranger level after 1st - - -==== Proficiencies ==== - -'''Armor:''' Light armor, medium armor, shields - -'''Weapons:''' Simple weapons, martial weapons - -'''Tools:''' None - -'''Saving Throws:''' Strength, Dexterity - -'''Skills:''' Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival - - -==== Equipment ==== - -You start with the following equipment, in addition to the equipment granted by your background: - -* (''a'') scale mail or (''b'') leather armor -* (''a'') two shortswords or (''b'') two simple melee weapons -* (''a'') a dungeoneer’s pack or (''b'') an explorer’s pack -* A longbow and a quiver of 20 arrows - -'''Table- The Ranger''' - -{| -!width="6%"| Level -!width="16%"| Proficiency Bonus -!width="43%"| Features -!width="12%"| Spells Known -!width="4%"| 1st -!width="4%"| 2nd -!width="4%"| 3rd -!width="4%"| 4th -!width="4%"| 5th -|- -| 1st -| +2 -| Favored Enemy, Natural Explorer -| - -| - -| - -| - -| - -| - -|- -| 2nd -| +2 -| Fighting Style, Spellcasting -| 2 -| 2 -| - -| - -| - -| - -|- -| 3rd -| +2 -| Ranger Archetype, Primeval Awareness -| 3 -| 3 -| - -| - -| - -| - -|- -| 4th -| +2 -| Ability Score Improvement -| 3 -| 3 -| - -| - -| - -| - -|- -| 5th -| +3 -| Extra Attack -| 4 -| 4 -| 2 -| - -| - -| - -|- -| 6th -| +3 -| Favored Enemy and Natural Explorer improvements -| 4 -| 4 -| 2 -| - -| - -| - -|- -| 7th -| +3 -| Ranger Archetype feature -| 5 -| 4 -| 3 -| - -| - -| - -|- -| 8th -| +3 -| Ability Score Improvement, Land’s Stride -| 5 -| 4 -| 3 -| - -| - -| - -|- -| 9th -| +4 -| - -| 6 -| 4 -| 3 -| 2 -| - -| - -|- -| 10th -| +4 -| Natural Explorer improvement, Hide in Plain Sight -| 6 -| 4 -| 3 -| 2 -| - -| - -|- -| 11th -| +4 -| Ranger Archetype feature -| 7 -| 4 -| 3 -| 3 -| - -| - -|- -| 12th -| +4 -| Ability Score Improvement -| 7 -| 4 -| 3 -| 3 -| - -| - -|- -| 13th -| +5 -| - -| 8 -| 4 -| 3 -| 3 -| 1 -| - -|- -| 14th -| +5 -| Favored Enemy improvement, Vanish -| 8 -| 4 -| 3 -| 3 -| 1 -| - -|- -| 15th -| +5 -| Ranger Archetype feature -| 9 -| 4 -| 3 -| 3 -| 2 -| - -|- -| 16th -| +5 -| Ability Score Improvement -| 9 -| 4 -| 3 -| 3 -| 2 -| - -|- -| 17th -| +6 -| - -| 10 -| 4 -| 3 -| 3 -| 3 -| 1 -|- -| 18th -| +6 -| Feral Senses -| 10 -| 4 -| 3 -| 3 -| 3 -| 1 -|- -| 19th -| +6 -| Ability Score Improvement -| 11 -| 4 -| 3 -| 3 -| 3 -| 2 -|- -| 20th -| +6 -| Foe Slayer -| 11 -| 4 -| 3 -| 3 -| 3 -| 2 -|- -| -| -| -| -| -| -| -| -| -|} - - -=== Favored Enemy === - -Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. - -Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. - -You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. - -When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. - -You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. - - -=== Natural Explorer === - -You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. - -While traveling for an hour or more in your favored terrain, you gain the following benefits: - -* Difficult terrain doesn’t slow your group’s travel. -* Your group can’t become lost except by magical means. -* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. -* If you are traveling alone, you can move stealthily at a normal pace. -* When you forage, you find twice as much food as you normally would. -* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. - -You choose additional favored terrain types at 6th and 10th level. - - -=== Fighting Style === - -At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. - - -==== Archery ==== - -You gain a +2 bonus to attack rolls you make with ranged weapons. - - -==== Defense ==== - -While you are wearing armor, you gain a +1 bonus to AC. - - -==== Dueling ==== - -When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - - -==== Two-Weapon Fighting ==== - -When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. - - -=== Spellcasting === - -By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See the general rules for spellcasting and the ranger spell list. - - -==== Spell Slots ==== - -The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - -For example, if you know the 1st-level spell ''animal friendship'' and have a 1st-level and a 2nd-level spell slot available, you can cast ''animal friendship'' using either slot. - - -==== Spells Known of 1st Level and Higher ==== - -You know two 1st-level spells of your choice from the ranger spell list. - -The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. - -Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. - - -==== Spellcasting Ability ==== - -Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. - -'''Spell save DC''' = 8 + your proficiency bonus + your Wisdom modifier - -'''Spell attack modifier''' = your proficiency bonus + your Wisdom modifier - - -=== Ranger Archetype === - -At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. - - -=== Primeval Awareness === - -Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. - - -=== Ability Score Improvement === - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -=== Extra Attack === - -Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - -=== Land’s Stride === - -Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. - -In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the ''entangle'' spell. - - -=== Hide in Plain Sight === - -Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. - -Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. - - -=== Vanish === - -Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. - - -=== Feral Senses === - -At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. - -You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. - - -=== Foe Slayer === - -At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. - - -== Ranger Archetypes == - -The ideal of the ranger has two classic expressions: the Hunter and the Beast Master. - - -=== Hunter === - -Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. - - -==== Hunter’s Prey ==== - -At 3rd level, you gain one of the following features of your choice. - -'''''Colossus Slayer'''''. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. - -'''''Giant Killer'''''. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. - -'''''Horde Breaker'''''. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. - - -==== Defensive Tactics ==== - -At 7th level, you gain one of the following features of your choice. - -'''''Escape the Horde'''''. Opportunity attacks against you are made with disadvantage. - -'''''Multiattack Defense'''''. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. - -'''''Steel Will'''''. You have advantage on saving throws against being frightened. - - -==== Multiattack ==== - -At 11th level, you gain one of the following features of your choice. - -'''''Volley'''''. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. - -'''''Whirlwind Attack'''''. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. - - -==== Superior Hunter’s Defense ==== - -At 15th level, you gain one of the following features of your choice. - -'''''Evasion'''''. When you are subjected to an effect, such as a red dragon’s fiery breath or a ''lightning bolt'' spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. - -'''''Stand Against the Tide'''''. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. - -'''''Uncanny Dodge'''''. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. - - -= Rogue = - - -=== Class Features === - -As a rogue, you have the following class features. - - -==== Hit Points ==== - -'''Hit Dice:''' 1d8 per rogue level - -'''Hit Points at 1st Level:''' 8 + your Constitution modifier - -'''Hit Points at Higher Levels:''' 1d8 (or 5) + your Constitution modifier per rogue level after 1st - - -==== Proficiencies ==== - -'''Armor:''' Light armor - -'''Weapons:''' Simple weapons, hand crossbows, longswords, rapiers, shortswords - -'''Tools:''' Thieves’ tools - -'''Saving Throws:''' Dexterity, Intelligence - -'''Skills:''' Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth - - -==== Equipment ==== - -You start with the following equipment, in addition to the equipment granted by your background: - -* (''a'') a rapier or (''b'') a shortsword -* (''a'') a shortbow and quiver of 20 arrows or (''b'') a shortsword -* (''a'') a burglar’s pack, (''b'') a dungeoneer’s pack, or (''c'') an explorer’s pack -* Leather armor, two daggers, and thieves’ tools - -'''Table- The Rogue''' - -{| -!width="8%"| Level -!width="23%"| Proficiency Bonus -!width="17%"| Sneak Attack -!width="50%"| Features -|- -| 1st -| +2 -| 1d6 -| Expertise, Sneak Attack, Thieves’ Cant -|- -| 2nd -| +2 -| 1d6 -| Cunning Action -|- -| 3rd -| +2 -| 2d6 -| Roguish Archetype -|- -| 4th -| +2 -| 2d6 -| Ability Score Improvement -|- -| 5th -| +3 -| 3d6 -| Uncanny Dodge -|- -| 6th -| +3 -| 3d6 -| Expertise -|- -| 7th -| +3 -| 4d6 -| Evasion -|- -| 8th -| +3 -| 4d6 -| Ability Score Improvement -|- -| 9th -| +4 -| 5d6 -| Roguish Archetype feature -|- -| 10th -| +4 -| 5d6 -| Ability Score Improvement -|- -| 11th -| +4 -| 6d6 -| Reliable Talent -|- -| 12th -| +4 -| 6d6 -| Ability Score Improvement -|- -| 13th -| +5 -| 7d6 -| Roguish Archetype Feature -|- -| 14th -| +5 -| 7d6 -| Blindsense -|- -| 15th -| +5 -| 8d6 -| Slippery Mind -|- -| 16th -| +5 -| 8d6 -| Ability Score Improvement -|- -| 17th -| +6 -| 9d6 -| Roguish Archetype Feature -|- -| 18th -| +6 -| 9d6 -| Elusive -|- -| 19th -| +6 -| 10d6 -| Ability Score Improvement -|- -| 20th -| +6 -| 10d6 -| Stroke of Luck -|- -| -| -| -| -|} - - -=== Expertise === - -At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. - -At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. - - -=== Sneak Attack === - -Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. - -You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. - -The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. - - -=== Thieves’ Cant === - -During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. - -In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. - - -=== Cunning Action === - -Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. - - -=== Roguish Archetype === - -At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. - - -=== Ability Score Improvement === - -When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -=== Uncanny Dodge === - -Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. - - -=== Evasion === - -Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ''ice storm'' spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. - - -=== Reliable Talent === - -By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. - - -=== Blindsense === - -Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. - - -=== Slippery Mind === - -By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. - - -=== Elusive === - -Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated. - - -=== Stroke of Luck === - -At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. - -Once you use this feature, you can’t use it again until you finish a short or long rest. - - -== Roguish Archetypes == - -Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus-not necessarily an indication of your chosen profession, but a description of your preferred techniques. - - -=== Thief === - -You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ. - - -==== Fast Hands ==== - -Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. - - -==== Second-Story Work ==== - -When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. - -In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. - - -==== Supreme Sneak ==== - -Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. - - -==== Use Magic Device ==== - -By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. - - -==== Thief’s Reflexes ==== - -When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised. - - -= Sorcerer = - - -=== Class Features === - -As a sorcerer, you gain the following class features. - - -==== Hit Points ==== - -'''Hit Dice:''' 1d6 per sorcerer level - -'''Hit Points at 1st Level:''' 6 + your Constitution modifier - -'''Hit Points at Higher Levels:''' 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st - - -==== Proficiencies ==== - -'''Armor:''' None - -'''Weapons:''' Daggers, darts, slings, quarterstaffs, light crossbows - -'''Tools:''' None - -'''Saving Throws:''' Constitution, Charisma - -'''Skills:''' Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion - - -==== Equipment ==== - -You start with the following equipment, in addition to the equipment granted by your background: - -* (''a'') a light crossbow and 20 bolts or (''b'') any simple weapon -* (''a'') a component pouch or (''b'') an arcane focus -* (''a'') a dungeoneer’s pack or (''b'') an explorer’s pack -* Two daggers - -'''Table- The Sorcerer''' - -{| -!width="4%"| Level -!width="12%"| Proficiency Bonus -!width="10%"| Sorcery Points -!width="21%"| Features -!width="10%"| Cantrips Known -!width="9%"| Spells Known -!width="3%"| 1st -!width="3%"| 2nd -!width="3%"| 3rd -!width="3%"| 4th -!width="3%"| 5th -!width="3%"| 6th -!width="3%"| 7th -!width="3%"| 8th -!width="3%"| 9th -|- -| 1st -| +2 -| - -| Spellcasting, Sorcerous Origin -| 4 -| 2 -| 2 -| - -| - -| - -| - -| - -| - -| - -| - -|- -| 2nd -| +2 -| 2 -| Font of Magic -| 4 -| 3 -| 3 -| - -| - -| - -| - -| - -| - -| - -| - -|- -| 3rd -| +2 -| 3 -| Metamagic -| 4 -| 4 -| 4 -| 2 -| - -| - -| - -| - -| - -| - -| - -|- -| 4th -| +2 -| 4 -| Ability Score Improvement -| 5 -| 5 -| 4 -| 3 -| - -| - -| - -| - -| - -| - -| - -|- -| 5th -| +3 -| 5 -| - -| 5 -| 6 -| 4 -| 3 -| 2 -| - -| - -| - -| - -| - -| - -|- -| 6th -| +3 -| 6 -| Sorcerous Origin Feature -| 5 -| 7 -| 4 -| 3 -| 3 -| - -| - -| - -| - -| - -| - -|- -| 7th -| +3 -| 7 -| - -| 5 -| 8 -| 4 -| 3 -| 3 -| 1 -| - -| - -| - -| - -| - -|- -| 8th -| +3 -| 8 -| Ability Score Improvement -| 5 -| 9 -| 4 -| 3 -| 3 -| 2 -| - -| - -| - -| - -| - -|- -| 9th -| +4 -| 9 -| - -| 5 -| 10 -| 4 -| 3 -| 3 -| 3 -| 1 -| - -| - -| - -| - -|- -| 10th -| +4 -| 10 -| Metamagic -| 6 -| 11 -| 4 -| 3 -| 3 -| 3 -| 2 -| - -| - -| - -| - -|- -| 11th -| +4 -| 11 -| - -| 6 -| 12 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| - -| - -| - -|- -| 12th -| +4 -| 12 -| Ability Score Improvement -| 6 -| 12 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| - -| - -| - -|- -| 13th -| +5 -| 13 -| - -| 6 -| 13 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| - -| - -|- -| 14th -| +5 -| 14 -| Sorcerous Origin Feature -| 6 -| 13 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| - -| - -|- -| 15th -| +5 -| 15 -| - -| 6 -| 14 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -| - -|- -| 16th -| +5 -| 16 -| Ability Score Improvement -| 6 -| 14 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -| - -|- -| 17th -| +6 -| 17 -| Metamagic -| 6 -| 15 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -| 1 -|- -| 18th -| +6 -| 18 -| Sorcerous Origin Feature -| 6 -| 15 -| 4 -| 3 -| 3 -| 3 -| 3 -| 1 -| 1 -| 1 -| 1 -|- -| 19th -| +6 -| 19 -| Ability Score Improvement -| 6 -| 15 -| 4 -| 3 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -|- -| 20th -| +6 -| 20 -| Sorcerous Restoration -| 6 -| 15 -| 4 -| 3 -| 3 -| 3 -| 3 -| 2 -| 2 -| 1 -| 1 -|- -| -| -| -| -| -| -| -| -| -| -| -| -| -| -| -|} - - -=== Spellcasting === - -An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. - - -==== Cantrips ==== - -At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. - - -==== Spell Slots ==== - -The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - -For example, if you know the 1st-level spell ''burning hands'' and have a 1st-level and a 2nd-level spell slot available, you can cast ''burning hands'' using either slot. - - -==== Spells Known of 1st Level and Higher ==== - -You know two 1st-level spells of your choice from the sorcerer spell list. - -The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. - -Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. - - -==== Spellcasting Ability ==== - -Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. - -'''Spell save DC''' = 8 + your proficiency bonus + your Charisma modifier - -'''Spell attack modifier''' = your proficiency bonus + your Charisma modifier - - -==== Spellcasting Focus ==== - -You can use an arcane focus as a spellcasting focus for your sorcerer spells. - - -=== Sorcerous Origin === - -Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. - -Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. - - -=== Font of Magic === - -At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. - - -==== Sorcery Points ==== - -You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. - - -==== Flexible Casting ==== - -You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Any spell slot you create with this feature vanishes when you finish a long rest. - -'''''Creating Spell Slots'''''. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. - -Any spell slot you create with this feature vanishes when you finish a long rest. - -'''Table- Creating Spell Slots''' - -{| -! Spell Slot Level -! Sorcery Point Cost -|- -| 1st -| 2 -|- -| 2nd -| 3 -|- -| 3rd -| 5 -|- -| 4th -| 6 -|- -| 5th -| 7 -|- -| -| -|} - -'''''Converting a Spell Slot to Sorcery Points'''''. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level. - - -=== Metamagic === - -At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. - -You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. - - -==== Careful Spell ==== - -When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. - - -==== Distant Spell ==== - -When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. - -When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. - - -==== Empowered Spell ==== - -When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. - -You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. - - -==== Extended Spell ==== - -When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. - - -==== Heightened Spell ==== - -When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. - - -==== Quickened Spell ==== - -When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. - - -==== Subtle Spell ==== - -When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. - - -==== Twinned Spell ==== - -When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). - -To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, ''magic missile'' and ''scorching ray'' aren’t eligible, but ''ray of frost'' and ''chromatic orb'' are. - - -=== Ability Score Improvement === - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -=== Sorcerous Restoration === - -At 20th level, you regain 4 expended sorcery points whenever you finish a short rest. - - -== Sorcerous Origins == - -Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic. - - -=== Draconic Bloodline === - -Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. - - -==== Dragon Ancestor ==== - -At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. - -'''Table- Draconic Ancestry''' - -{| -! Dragon -! Damage Type -|- -| Black -| Acid -|- -| Blue -| Lightning -|- -| Brass -| Fire -|- -| Bronze -| Lightning -|- -| Copper -| Acid -|- -| Gold -| Fire -|- -| Green -| Poison -|- -| Red -| Fire -|- -| Silver -| Cold -|- -| White -| Cold -|- -| -| -|} - -You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. - - -==== Draconic Resilience ==== - -As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. - -Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. - - -==== Elemental Affinity ==== - -Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour. - - -==== Dragon Wings ==== - -At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. - -You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. - - -==== Draconic Presence ==== - -Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. - - -= Warlock = - - -=== Class Features === - -As a warlock, you gain the following class features. - - -==== Hit Points ==== - -'''Hit Dice:''' 1d8 per warlock level - -'''Hit Points at 1st Level:''' 8 + your Constitution modifier - -'''Hit Points at Higher Levels:''' 1d8 (or 5) + your Constitution modifier per warlock level after 1st - - -==== Proficiencies ==== - -'''Armor:''' Light armor - -'''Weapons:''' Simple weapons - -'''Tools:''' None - -'''Saving Throws:''' Wisdom, Charisma - -'''Skills:''' Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion - - -==== Equipment ==== - -You start with the following equipment, in addition to the equipment granted by your background: - -* (''a'') a light crossbow and 20 bolts or (''b'') any simple weapon -* (''a'') a component pouch or (''b'') an arcane focus -* (''a'') a scholar’s pack or (''b'') a dungeoneer’s pack -* Leather armor, any simple weapon, and two daggers - -'''Table- The Warlock''' - -{| -!width="5%"| Level -!width="14%"| Proficiency Bonus -!width="24%"| Features -!width="12%"| Cantrips Known -!width="10%"| Spells Known -!width="9%"| Spell Slots -!width="9%"| Slot Level -!width="14%"| Invocations Known -|- -| 1st -| +2 -| Otherworldly Patron, Pact Magic -| 2 -| 2 -| 1 -| 1st -| - -|- -| 2nd -| +2 -| Eldritch Invocations -| 2 -| 3 -| 2 -| 1st -| 2 -|- -| 3rd -| +2 -| Pact Boon -| 2 -| 4 -| 2 -| 2nd -| 2 -|- -| 4th -| +2 -| Ability Score Improvement -| 3 -| 5 -| 2 -| 2nd -| 2 -|- -| 5th -| +3 -| - -| 3 -| 6 -| 2 -| 3rd -| 3 -|- -| 6th -| +3 -| Otherworldly Patron feature -| 3 -| 7 -| 2 -| 3rd -| 3 -|- -| 7th -| +3 -| - -| 3 -| 8 -| 2 -| 4th -| 4 -|- -| 8th -| +3 -| Ability Score Improvement -| 3 -| 9 -| 2 -| 4th -| 4 -|- -| 9th -| +4 -| - -| 3 -| 10 -| 2 -| 5th -| 5 -|- -| 10th -| +4 -| Otherworldly Patron feature -| 4 -| 10 -| 2 -| 5th -| 5 -|- -| 11th -| +4 -| Mystic Arcanum (6th level) -| 4 -| 11 -| 3 -| 5th -| 5 -|- -| 12th -| +4 -| Ability Score Improvement -| 4 -| 11 -| 3 -| 5th -| 6 -|- -| 13th -| +5 -| Mystic Arcanum (7th level) -| 4 -| 12 -| 3 -| 5th -| 6 -|- -| 14th -| +5 -| Otherworldly Patron feature -| 4 -| 12 -| 3 -| 5th -| 6 -|- -| 15th -| +5 -| Mystic Arcanum (8th level) -| 4 -| 13 -| 3 -| 5th -| 7 -|- -| 16th -| +5 -| Ability Score Improvement -| 4 -| 13 -| 3 -| 5th -| 7 -|- -| 17th -| +6 -| Mystic Arcanum (9th level) -| 4 -| 14 -| 4 -| 5th -| 7 -|- -| 18th -| +6 -| - -| 4 -| 14 -| 4 -| 5th -| 8 -|- -| 19th -| +6 -| Ability Score Improvement -| 4 -| 15 -| 4 -| 5th -| 8 -|- -| 20th -| +6 -| Eldritch Master -| 4 -| 15 -| 4 -| 5th -| 8 -|- -| -| -| -| -| -| -| -| -|} - - -=== Otherworldly Patron === - -At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. - - -=== Pact Magic === - -Your arcane research and the magic bestowed on you by your patron have given you facility with spells. - - -==== Cantrips ==== - -You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. - - -==== Spell Slots ==== - -The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. - -For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell ''witch bolt'', you must spend one of those slots, and you cast it as a 3rd-level spell. - - -==== Spells Known of 1st Level and Higher ==== - -At 1st level, you know two 1st-level spells of your choice from the warlock spell list. - -The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. - -Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. - - -==== Spellcasting Ability ==== - -Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. - -'''Spell save DC''' = 8 + your proficiency bonus + your Charisma modifier - -'''Spell attack modifier''' = your proficiency bonus + your Charisma modifier - - -==== Spellcasting Focus ==== - -You can use an arcane focus as a spellcasting focus for your warlock spells. - - -=== Eldritch Invocations === - -In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. - -At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. - -Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. - - -=== Pact Boon === - -At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. - - -==== Pact of the Chain ==== - -You learn the ''find familiar'' spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. - -When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. - -Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. - - -==== Pact of the Blade ==== - -You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - -Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. - -You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. - - -==== Pact of the Tome ==== - -Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you. - -If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. - - -=== Ability Score Improvement === - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -=== Mystic Arcanum === - -At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum. - -You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. - -At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest. - - -=== Eldritch Master === - -At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. - - -=== Eldritch Invocations === - -If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. - - -==== Agonizing Blast ==== - -''Prerequisite: Eldritch Blast cantrip'' - -When you cast ''eldritch blast'', add your Charisma modifier to the damage it deals on a hit. - - -==== Armor of Shadows ==== - -You can cast ''mage armor'' on yourself at will, without expending a spell slot or material components. - - -==== Ascendant Step ==== - -''Prerequisite: 9th level'' - -You can cast ''levitate'' on yourself at will, without expending a spell slot or material components. - - -==== Beast Speech ==== - -You can cast ''speak with animals'' at will, without expending a spell slot. - - -==== Beguiling Influence ==== - -You gain proficiency in the Deception and Persuasion skills. - - -==== Bewitching Whispers ==== - -''Prerequisite: 7th level'' - -You can cast ''compulsion'' once using a warlock spell slot. You can’t do so again until you finish a long rest. - - -==== Book of Ancient Secrets ==== - -''Prerequisite: Pact of the Tome feature'' - -You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. - -On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. - - -==== Chains of Carceri ==== - -''Prerequisite: 15th level, Pact of the Chain feature'' - -You can cast ''hold monster'' at will-targeting a celestial, fiend, or elemental-without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again. - - -==== Devil’s Sight ==== - -You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. - - -==== Dreadful Word ==== - -''Prerequisite: 7th level'' - -You can cast ''confusion'' once using a warlock spell slot. You can’t do so again until you finish a long rest. - - -==== Eldritch Sight ==== - -You can cast ''detect magic'' at will, without expending a spell slot. - - -==== Eldritch Spear ==== - -''Prerequisite: Eldritch Blast cantrip'' - -When you cast ''eldritch blast'', its range is 300 feet. - - -==== Eyes of the Rune Keeper ==== - -You can read all writing. - - -==== Fiendish Vigor ==== - -You can cast ''false life'' on yourself at will as a 1st-level spell, without expending a spell slot or material components. - - -==== Gaze of Two Minds ==== - -You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. - - -==== Lifedrinker ==== - -''Prerequisite: 12th level, Pact of the Blade feature'' - -When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). - - -==== Mask of Many Faces ==== - -You can cast ''disguise self'' at will, without expending a spell slot. - - -==== Master of Myriad Forms ==== - -''Prerequisite: 15th level'' - -You can cast ''alter self'' at will, without expending a spell slot. - - -==== Minions of Chaos ==== - -''Prerequisite: 9th level'' - -You can cast ''conjure elemental'' once using a warlock spell slot. You can’t do so again until you finish a long rest. - - -==== Mire the Mind ==== - -''Prerequisite: 5th level'' - -You can cast ''slow'' once using a warlock spell slot. You can’t do so again until you finish a long rest. - - -==== Misty Visions ==== - -You can cast ''silent image'' at will, without expending a spell slot or material components. - - -==== One with Shadows ==== - -''Prerequisite: 5th level'' - -When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. - - -==== Otherworldly Leap ==== - -''Prerequisite: 9th level'' - -You can cast ''jump'' on yourself at will, without expending a spell slot or material components. - - -==== Repelling Blast ==== - -''Prerequisite: Eldritch Blast cantrip'' - -When you hit a creature with ''eldritch blast'', you can push the creature up to 10 feet away from you in a straight line. - - -==== Sculptor of Flesh ==== - -''Prerequisite: 7th level'' - -You can cast ''polymorph'' once using a warlock spell slot. You can’t do so again until you finish a long rest. - - -==== Sign of Ill Omen ==== - -''Prerequisite: 5th level'' - -You can cast ''bestow curse'' once using a warlock spell slot. You can’t do so again until you finish a long rest. - - -==== Thief of Five Fates ==== - -You can cast ''bane'' once using a warlock spell slot. You can’t do so again until you finish a long rest. - - -==== Thirsting Blade ==== - -''Prerequisite: 5th level, Pact of the Blade feature'' - -You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. - - -==== Visions of Distant Realms ==== - -''Prerequisite: 15th level'' - -You can cast ''arcane eye'' at will, without expending a spell slot. - - -==== Voice of the Chain Master ==== - -''Prerequisite: Pact of the Chain feature'' - -You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. - - -==== Whispers of the Grave ==== - -''Prerequisite: 9th level'' - -You can cast ''speak with dead'' at will, without expending a spell slot. - - -==== Witch Sight ==== - -''Prerequisite: 15th level'' - -You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. - - -== Otherworldly Patrons == - -The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence-not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. - -Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals. - - -=== The Fiend === - -You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths. - - -==== Expanded Spell List ==== - -The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. - -'''Table- Fiend Expanded Spells''' - -{| -! Spell Level -! Spells -|- -| 1st -| burning hands, command -|- -| 2nd -| blindness/deafness, scorching ray -|- -| 3rd -| fireball, stinking cloud -|- -| 4th -| fire shield, wall of fire -|- -| 5th -| flame strike, hallow -|- -| -| -|} - - -==== Dark One’s Blessing ==== - -Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). - - -==== Dark One’s Own Luck ==== - -Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. - -Once you use this feature, you can’t use it again until you finish a short or long rest. - - -==== Fiendish Resilience ==== - -Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. - - -==== Hurl Through Hell ==== - -Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. - -At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. - -Once you use this feature, you can’t use it again until you finish a long rest. - -
'''Your Pact Boon''' - -Each Pact Boon option produces a special creature or an object that reflects your patron’s nature. - -'''''Pact of the Chain'''''. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s nature is inscrutable, any familiar form is suitable for it. - -'''''Pact of the Blade'''''. If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye. - -'''''Pact of the Tome'''''. Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast. -
- -= Wizard = - - -=== Class Features === - -As a wizard, you gain the following class features. - - -==== Hit Points ==== - -'''Hit Dice:''' 1d6 per wizard level - -'''Hit Points at 1st Level:''' 6 + your Constitution modifier - -'''Hit Points at Higher Levels:''' 1d6 (or 4) + your Constitution modifier per wizard level after 1st - - -==== Proficiencies ==== - -'''Armor:''' None - -'''Weapons:''' Daggers, darts, slings, quarterstaffs, light crossbows - -'''Tools:''' None - -'''Saving Throws:''' Intelligence, Wisdom - -'''Skills:''' Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion - - -==== Equipment ==== - -You start with the following equipment, in addition to the equipment granted by your background: - -* (''a'') a quarterstaff or (''b'') a dagger -* (''a'') a component pouch or (''b'') an arcane focus -* (''a'') a scholar’s pack or (''b'') an explorer’s pack -* A spellbook - -'''Table- The Wizard''' - -{| -!width="5%"| Level -!width="16%"| Proficiency Bonus -!width="26%"| Features -!width="13%"| Cantrips Known -!width="4%"| 1st -!width="4%"| 2nd -!width="4%"| 3rd -!width="4%"| 4th -!width="4%"| 5th -!width="4%"| 6th -!width="4%"| 7th -!width="4%"| 8th -!width="4%"| 9th -|- -| 1st -| +2 -| Spellcasting, Arcane Recovery -| 3 -| 2 -| - -| - -| - -| - -| - -| - -| - -| - -|- -| 2nd -| +2 -| Arcane Tradition -| 3 -| 3 -| - -| - -| - -| - -| - -| - -| - -| - -|- -| 3rd -| +2 -| - -| 3 -| 4 -| 2 -| - -| - -| - -| - -| - -| - -| - -|- -| 4th -| +2 -| Ability Score Improvement -| 4 -| 4 -| 3 -| - -| - -| - -| - -| - -| - -| - -|- -| 5th -| +3 -| - -| 4 -| 4 -| 3 -| 2 -| - -| - -| - -| - -| - -| - -|- -| 6th -| +3 -| Arcane Tradition Feature -| 4 -| 4 -| 3 -| 3 -| - -| - -| - -| - -| - -| - -|- -| 7th -| +3 -| - -| 4 -| 4 -| 3 -| 3 -| 1 -| - -| - -| - -| - -| - -|- -| 8th -| +3 -| Ability Score Improvement -| 4 -| 4 -| 3 -| 3 -| 2 -| - -| - -| - -| - -| - -|- -| 9th -| +4 -| - -| 4 -| 4 -| 3 -| 3 -| 3 -| 1 -| - -| - -| - -| - -|- -| 10th -| +4 -| Arcane Tradition Feature -| 5 -| 4 -| 3 -| 3 -| 3 -| 2 -| - -| - -| - -| - -|- -| 11th -| +4 -| - -| 5 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| - -| - -| - -|- -| 12th -| +4 -| Ability Score Improvement -| 5 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| - -| - -| - -|- -| 13th -| +5 -| - -| 5 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| - -| - -|- -| 14th -| +5 -| Arcane Tradition Feature -| 5 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| - -| - -|- -| 15th -| +5 -| - -| 5 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -| - -|- -| 16th -| +5 -| Ability Score Improvement -| 5 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -| - -|- -| 17th -| +6 -| - -| 5 -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -| 1 -|- -| 18th -| +6 -| Spell Mastery -| 5 -| 4 -| 3 -| 3 -| 3 -| 3 -| 1 -| 1 -| 1 -| 1 -|- -| 19th -| +6 -| Ability Score Improvement -| 5 -| 4 -| 3 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -|- -| 20th -| +6 -| Signature Spell -| 5 -| 4 -| 3 -| 3 -| 3 -| 3 -| 2 -| 2 -| 1 -| 1 -|- -| -| -| -| -| -| -| -| -| -| -| -| -| -|} - - -=== Spellcasting === - -As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. - - -==== Cantrips ==== - -At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. - - -==== Spellbook ==== - -At 1st level, you have a spellbook containing six 1st- level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. - - -==== Preparing and Casting Spells ==== - -The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - -You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. - -For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell ''magic missile'', you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. - -You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. - - -==== Spellcasting Ability ==== - -Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. - -'''Spell save DC''' = 8 + your proficiency bonus + your Intelligence modifier - -'''Spell attack modifier''' = your proficiency bonus + your Intelligence modifier - - -==== Ritual Casting ==== - -You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. - - -==== Spellcasting Focus ==== - -You can use an arcane focus as a spellcasting focus for your wizard spells. - - -==== Learning Spells of 1st Level and Higher ==== - -Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook. - - -=== Arcane Recovery === - -You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. - -For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. - - -=== Arcane Tradition === - -When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. - -Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. - - -=== Ability Score Improvement === - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - -=== Spell Mastery === - -At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. - -By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels. - - -=== Signature Spells === - -When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest. - -If you want to cast either spell at a higher level, you must expend a spell slot as normal. - - -== Arcane Traditions == - -The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study. - -The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques. - - -=== School of Evocation === - -You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. - - -==== Evocation Savant ==== - -Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. - - -==== Sculpt Spells ==== - -Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. - - -==== Potent Cantrip ==== - -Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. - - -==== Empowered Evocation ==== - -Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast. - - -==== Overchannel ==== - -Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. - -The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. - -
'''Your Spellbook''' - -The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. - -'''''Copying a Spell into the Book'''''. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. - -Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. - -For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. - -'''''Replacing the Book'''''. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. - -*If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. - -'''''The Book’s Appearance'''''. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. -
- -= CUSTOMIZATION = - - -= Multiclassing = - -Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options. - -With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you’re a 5th-level character. - -As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus in exchange for versatility. - - -== Prerequisites == - -To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher- than-average ability scores. - -'''Table- Multiclassing Prerequisites''' - -{| -! Class -! Ability Score Min. -|- -| Barbarian -| Strength 13 -|- -| Bard -| Charisma 13 -|- -| Cleric -| Wisdom 13 -|- -| Druid -| Wisdom 13 -|- -| Fighter -| Strength 13 or Dexterity 13 -|- -| Monk -| Dexterity 13 and Wisdom 13 -|- -| Paladin -| Strength 13 and Charisma 13 -|- -| Ranger -| Dexterity 13 and Wisdom 13 -|- -| Rogue -| Dexterity 13 -|- -| Sorcerer -| Charisma 13 -|- -| Warlock -| Charisma 13 -|- -| Wizard -| Intelligence 13 -|- -| -| -|} - - -== Experience Points == - -The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric. - - -== Hit Points and Hit Dice == - -You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character. - -You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice. - - -== Proficiency Bonus == - -Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th- level character, which is +3. - - -== Proficiencies == - -When you gain your first level in a class other than your initial class, you gain only some of new class’s starting proficiencies, as shown in the Multiclassing Proficiencies table. - -'''Table- Multiclassing Proficiencies''' - -{| -!width="9%"| Class -!width="90%"| Proficiencies Gained -|- -| Barbarian -| Shields, simple weapons, martial weapons -|- -| Bard -| Light armor, one skill of your choice, one musical instrument of your choice -|- -| Cleric -| Light armor, medium armor, shields -|- -| Druid -| Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) -|- -| Fighter -| Light armor, medium armor, shields, simple weapons, martial weapons -|- -| Monk -| Simple weapons, shortswords -|- -| Paladin -| Light armor, medium armor, shields, simple weapons, martial weapons -|- -| Ranger -| Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill list -|- -| Rogue -| Light armor, one skill from the class’s skill list, thieves’ tools -|- -| Sorcerer -| - -|- -| Warlock -| Light armor, simple weapons -|- -| Wizard -| - -|- -| -| -|} - - -= Class Features = - -When you gain a new level in a class, you get its features for that level. You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting. - - -== Channel Divinity == - -If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn’t give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes. - - -== Extra Attack == - -If you gain the Extra Attack class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the fighter’s version of Extra Attack does). Similarly, the warlock’s eldritch invocation Thirsting Blade doesn’t give you additional attacks if you also have Extra Attack. - - -== Unarmored Defense == - -If you already have the Unarmored Defense feature, you can’t gain it again from another class. - - -== Spellcasting == - -Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. - -'''''Spells Known and Prepared'''''. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook. - -Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus. - -If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class - -'''''Spell Slots'''''. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. - -If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like ''burning hands'', has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don’t have any spells of that higher level. - -For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don’t know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know-and potentially enhance their effects. - -'''''Pact Magic'''''. If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know. - -'''Table- Multiclass Spellcaster: Spell Slots per Spell Level''' - -{| -! Level -! 1st -! 2nd -! 3rd -! 4th -! 5th -! 6th -! 7th -! 8th -! 9th -|- -| 1st -| 2 -| - -| - -| - -| - -| - -| - -| - -| - -|- -| 2nd -| 3 -| - -| - -| - -| - -| - -| - -| - -| - -|- -| 3rd -| 4 -| 2 -| - -| - -| - -| - -| - -| - -| - -|- -| 4th -| 4 -| 3 -| - -| - -| - -| - -| - -| - -| - -|- -| 5th -| 4 -| 3 -| 2 -| - -| - -| - -| - -| - -| - -|- -| 6th -| 4 -| 3 -| 3 -| - -| - -| - -| - -| - -| - -|- -| 7th -| 4 -| 3 -| 3 -| 1 -| - -| - -| - -| - -| - -|- -| 8th -| 4 -| 3 -| 3 -| 2 -| - -| - -| - -| - -| - -|- -| 9th -| 4 -| 3 -| 3 -| 3 -| 1 -| - -| - -| - -| - -|- -| 10th -| 4 -| 3 -| 3 -| 3 -| 2 -| - -| - -| - -| - -|- -| 11th -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| - -| - -| - -|- -| 12th -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| - -| - -| - -|- -| 13th -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| - -| - -|- -| 14th -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| - -| - -|- -| 15th -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -| - -|- -| 16th -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -| - -|- -| 17th -| 4 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -| 1 -|- -| 18th -| 4 -| 3 -| 3 -| 3 -| 3 -| 1 -| 1 -| 1 -| 1 -|- -| 19th -| 4 -| 3 -| 3 -| 3 -| 3 -| 2 -| 1 -| 1 -| 1 -|- -| 20th -| 4 -| 3 -| 3 -| 3 -| 3 -| 2 -| 2 -| 1 -| 1 -|- -| -| -| -| -| -| -| -| -| -| -|} - - -= Feats = - -A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. - -At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise. - -You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow-perhaps by a withering curse-you can’t benefit from the Grappler feat until your Strength is restored. - - -== Grappler == - -''Prerequisite: Strength 13 or higher'' - -You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: - -* You have advantage on attack rolls against a creature you are grappling. -* You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends. - - -= PERSONILIZATION = - - -= Alignment = - -A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations. - -These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment. - -'''Lawful good''' (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good. - -'''Neutral good''' (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good. - -'''Chaotic good''' (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good. - -'''Lawful neutral''' (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral. - -'''Neutral''' (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral. - -'''Chaotic neutral''' (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral. - -'''Lawful evil''' (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil. - -'''Neutral evil''' (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil. - -'''Chaotic evil''' (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil. - - -== Alignment in the Multiverse == - -For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery. - -The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god’s influence.) - -Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn’t tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil. - -Most creatures that lack the capacity for rational thought do not have alignments-they are '''unaligned'''. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment. - - -= Languages = - -Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet. - -Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM’s permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves’ cant or the tongue of druids. - -Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another. - -'''Table- Standard Languages''' - -{| -! Language -! Typical Speakers -! Script -|- -| Common -| Humans -| Common -|- -| Dwarvish -| Dwarves -| Dwarvish -|- -| Elvish -| Elves -| Elvish -|- -| Giant -| Ogres, giants -| Dwarvish -|- -| Gnomish -| Gnomes -| Dwarvish -|- -| Goblin -| Goblinoids -| Dwarvish -|- -| Halfling -| Halflings -| Common -|- -| Orc -| Orcs -| Dwarvish -|- -| -| -| -|} - -'''Table- Exotic Languages''' - -{| -! Language -! Typical Speakers -! Script -|- -| Abyssal -| Demons -| Infernal -|- -| Celestial -| Celestials -| Celestial -|- -| Draconic -| Dragons, dragonborn -| Draconic -|- -| Deep Speech -| Aboleths, cloakers -| - -|- -| Infernal -| Devils -| Infernal -|- -| Primordial -| Elementals -| Dwarvish -|- -| Sylvan -| Fey creatures -| Elvish -|- -| Undercommon -| Underworld traders -| Elvish -|- -| -| -| -|} - - -= Inspiration = - -Inspiration is a rule the game master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you. - - -== Gaining Inspiration == - -Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game. - -You either have inspiration or you don’t - you can’t stockpile multiple “inspirations” for later use. - - -== Using Inspiration == - -If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll. - -Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration. - - -= Backgrounds = - -Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester. - -Choosing a background provides you with important story cues about your character’s identity. The most important question to ask about your background is ''what changed''? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don’t you have ''more'' money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background? - -The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions. - - -=== Proficiencies === - -Each background gives a character proficiency in two skills (described in “Using Ability Scores”). - -In addition, most backgrounds give a character proficiency with one or more tools (detailed in “Equipment”). - -If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead. - - -=== Languages === - -Some backgrounds also allow characters to learn additional languages beyond those given by race. See “Languages.” - - -=== Equipment === - -Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background. - - -=== Suggested Characteristics === - -A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation. - - -=== Customizing a Background === - -You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in the equipment section. (If you spend coin, you can’t also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can’t find a feature that matches your desired background, work with your GM to create one. - - -== Acolyte == - -You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric - performing sacred rites is not the same thing as channeling divine power. - -Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in “Fantasy-Historical Pantheons” or those specified by your GM, and work with your GM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. - -'''Skill Proficiencies:''' Insight, Religion - -'''Languages:''' Two of your choice - -'''Equipment:''' A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp - - -=== Feature: Shelter of the Faithful === - -As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. - -You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. - - -=== Suggested Characteristics === - -Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. - -'''Table- Suggested Acolyte Characteristics''' - -{| -!width="6%"| d8 -!width="93%"| Personality Trait -|- -| 1 -| I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example. -|- -| 2 -| I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. -|- -| 3 -| I see omens in every event and action. The gods try to speak to us, we just need to listen -|- -| 4 -| Nothing can shake my optimistic attitude. -|- -| 5 -| I quote (or misquote) sacred texts and proverbs in almost every situation. -|- -| 6 -| I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. -|- -| 7 -| I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me. -|- -| 8 -| I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world. -|- -| '''d6''' -| '''Ideal''' -|- -| 1 -| '''Tradition'''. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) -|- -| 2 -| '''Charity'''. I always try to help those in need, no matter what the personal cost. (Good) -|- -| 3 -| '''Change'''. We must help bring about the changes the gods are constantly working in the world. (Chaotic) -|- -| 4 -| '''Power'''. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful) -|- -| 5 -| '''Faith'''. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) -|- -| 6 -| '''Aspiration'''. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any) -|- -| '''d6''' -| '''Bond''' -|- -| 1 -| I would die to recover an ancient relic of my faith that was lost long ago. -|- -| 2 -| I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. -|- -| 3 -| I owe my life to the priest who took me in when my parents died. -|- -| 4 -| Everything I do is for the common people. -|- -| 5 -| I will do anything to protect the temple where I served. -|- -| 6 -| I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. -|- -| '''d6''' -| '''Flaw''' -|- -| 1 -| I judge others harshly, and myself even more severely. -|- -| 2 -| I put too much trust in those who wield power within my temple’s hierarchy. -|- -| 3 -| My piety sometimes leads me to blindly trust those that profess faith in my god. -|- -| 4 -| I am inflexible in my thinking. -|- -| 5 -| I am suspicious of strangers and expect the worst of them. -|- -| 6 -| Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. -|- -| -| -|} - - -= EQUIPMENT = - - -== Coinage == - -Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). - -With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The old piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don’t usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. - -One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer’s work for half a day, a flask of lamp oil, or a night’s rest in a poor inn. - -One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. - -In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. - -A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. - -'''Table- Standard Exchange Rates''' - -{| -! Coin -! CP -! SP -! EP -! GP -! PP -|- -| Copper (cp) -| 1 -| 1/10 -| 1/50 -| 1/100 -| 1/1,000 -|- -| Silver (sp) -| 10 -| 1 -| 1/5 -| 1/10 -| 1/100 -|- -| Electrum (ep) -| 50 -| 5 -| 1 -| 1/2 -| 1/20 -|- -| Gold (gp) -| 100 -| 10 -| 2 -| 1 -| 1/10 -|- -| Platinum (pp) -| 1,000 -| 100 -| 20 -| 10 -| 1 -|- -| -| -| -| -| -| -|} - - -== Selling Treasure == - -Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot. - -'''''Arms, Armor, and Other Equipment'''''. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell. - -'''''Magic Items'''''. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such. - -'''''Gems, Jewelry, and Art Objects'''''. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first. - -'''''Trade Goods'''''. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods-bars of iron, bags of salt, livestock, and so on-retain their full value in the market and can be used as currency. - - -= Armor = - -Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield. - -The Armor table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds. - -'''''Armor Proficiency'''''. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells. - -'''''Armor Class (AC)'''''. Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. - -'''''Heavy Armor'''''. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. - -'''''Stealth'''''. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks. - -'''''Shields'''''. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. - - -== Light Armor == - -Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class. - -'''''Padded'''''. Padded armor consists of quilted layers of cloth and batting. - -'''''Leather'''''. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. - -'''''Studded Leather'''''. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. - - -== Medium Armor == - -Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class. - -'''''Hide'''''. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. - -'''''Chain Shirt'''''. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. - -'''''Scale Mail'''''. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. - -'''''Breastplate'''''. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered. - -'''''Half Plate'''''. Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps. - - -== Heavy Armor == - -Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. - -Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative. - -'''''Ring Mail'''''. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it’s usually worn only by those who can’t afford better armor. - -'''''Chain Mail'''''. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. - -'''''Splint'''''. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. - -'''''Plate'''''. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. - -'''Table- Armor''' - -{| -!width="20%"| Armor -!width="11%"| Cost -!width="31%"| Armor Class (AC) -!width="11%"| Strength -!width="16%"| Stealth -!width="9%"| Weight -|- -| '''Light Armor''' -| -| -| -| -| -|- -| Padded -| 5 gp -| 11 + Dex modifier -| - -| Disadvantage -| 8 lb. -|- -| Leather -| 10 gp -| 11 + Dex modifier -| - -| - -| 10 lb. -|- -| Studded leather -| 45 gp -| 12 + Dex modifier -| - -| - -| 13 lb. -|- -| '''Medium Armor''' -| -| -| -| -| -|- -| Hide -| 10 gp -| 12 + Dex modifier (max 2) -| - -| - -| 12 lb. -|- -| Chain shirt -| 50 gp -| 13 + Dex modifier (max 2) -| - -| - -| 20 lb. -|- -| Scale mail -| 50 gp -| 14 + Dex modifier (max 2) -| - -| Disadvantage -| 45 lb. -|- -| Breastplate -| 400 gp -| 14 + Dex modifier (max 2) -| - -| - -| 20 lb. -|- -| Half plate -| 750 gp -| 15 + Dex modifier (max 2) -| - -| Disadvantage -| 40 lb. -|- -| '''Heavy Armor''' -| -| -| -| -| -|- -| Ring mail -| 30 gp -| 14 -| - -| Disadvantage -| 40 lb. -|- -| Chain mail -| 75 gp -| 16 -| Str 13 -| Disadvantage -| 55 lb. -|- -| Splint -| 200 gp -| 17 -| Str 15 -| Disadvantage -| 60 lb. -|- -| Plate -| 1,500 gp -| 18 -| Str 15 -| Disadvantage -| 65 lb. -|- -| Shield -| -| -| -| -| -|- -| Shield -| 10 gp -| +2 -| - -| - -| 6 lb. -|- -| -| -| -| -| -| -|} - - -== Getting Into and Out of Armor == - -The time it takes to don or doff armor depends on the armor’s category. - -'''''Don'''''. This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor. - -'''''Doff'''''. This is the time it takes to take off armor. If you have help, reduce this time by half. - -'''Table- Donning and Doffing Armor''' - -{| -! Category -! Don -! Doff -|- -| Light Armor -| 1 minute -| 1 minute -|- -| Medium Armor -| 5 minutes -| 1 minute -|- -| Heavy Armor -| 10 minutes -| 5 minutes -|- -| Shield -| 1 action -| 1 action -|- -| -| -| -|} - - -= Weapons = - -Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring. - -The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A '''melee weapon''' is used to attack a target within 5 feet of you, whereas a '''ranged weapon''' is used to attack a target at a distance. - - -== Weapon Proficiency == - -Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are '''simple''' and '''martial'''. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use. - -Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll. - - -== Weapon Properties == - -Many weapons have special properties related to their use, as shown in the Weapons table. - -'''''Ammunition'''''. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. - -If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. - -'''''Finesse'''''. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - -'''''Heavy'''''. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. - -'''''Light'''''. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - -'''''Loading'''''. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. - -'''''Range'''''. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. - -'''''Reach'''''. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - -'''''Special'''''. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section). - -'''''Thrown'''''. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - -'''''Two-Handed'''''. This weapon requires two hands when you attack with it. - -'''''Versatile'''''. This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack. - - -=== Improvised Weapons === - -Sometimes characters don’t have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. - -Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus. - -An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet. - - -==== Silvered Weapons ==== - -Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective. - - -==== Special Weapons ==== - -Weapons with special rules are described here. - -'''''Lance'''''. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. - -'''''Net'''''. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. - -When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. - -'''Table- Weapons''' - -{| -!width="23%"| Name -!width="5%"| Cost -!width="14%"| Damage -!width="7%"| Weight -!width="47%"| Properties -|- -| '''Simple Melee Weapons''' -| -| -| -| -|- -| Club -| 1 sp -| 1d4 bludgeoning -| 2 lb. -| Light -|- -| Dagger -| 2 gp -| 1d4 piercing -| 1 lb. -| Finesse, light, thrown (range 20/60) -|- -| Greatclub -| 2 sp -| 1d8 bludgeoning -| 10 lb. -| Two-handed -|- -| Handaxe -| 5 gp -| 1d6 slashing -| 2 lb. -| Light, thrown (range 20/60) -|- -| Javelin -| 5 sp -| 1d6 piercing -| 2 lb. -| Thrown (range 30/120) -|- -| Light hammer -| 2 gp -| 1d4 bludgeoning -| 2 lb. -| Light, thrown (range 20/60) -|- -| Mace -| 5 gp -| 1d6 bludgeoning -| 4 lb. -| - -|- -| Quarterstaff -| 2 sp -| 1d6 bludgeoning -| 4 lb. -| Versatile (1d8) -|- -| Sickle -| 1 gp -| 1d4 slashing -| 2 lb. -| Light -|- -| Spear -| 1 gp -| 1d6 piercing -| 3 lb. -| Thrown (range 20/60), versatile (1d8) -|- -| '''Simple Ranged Weapons''' -| -| -| -| -|- -| Crossbow, light -| 25 gp -| 1d8 piercing -| 5 lb. -| Ammunition (range 80/320), loading, two-handed -|- -| Dart -| 5 cp -| 1d4 piercing -| 1/4 lb. -| Finesse, thrown (range 20/60) -|- -| Shortbow -| 25 gp -| 1d6 piercing -| 2 lb. -| Ammunition (range 80/320), two-handed -|- -| Sling -| 1 sp -| 1d4 bludgeoning -| - -| Ammunition (range 30/120) -|- -| '''Martial Melee Weapons''' -| -| -| -| -|- -| Battleaxe -| 10 gp -| 1d8 slashing -| 4 lb. -| Versatile (1d10) -|- -| Flail -| 10 gp -| 1d8 bludgeoning -| 2 lb. -| - -|- -| Glaive -| 20 gp -| 1d10 slashing -| 6 lb. -| Heavy, reach, two-handed -|- -| Greataxe -| 30 gp -| 1d12 slashing -| 7 lb. -| Heavy, two-handed -|- -| Greatsword -| 50 gp -| 2d6 slashing -| 6 lb. -| Heavy, two-handed -|- -| Halberd -| 20 gp -| 1d10 slashing -| 6 lb. -| Heavy, reach, two-handed -|- -| Lance -| 10 gp -| 1d12 piercing -| 6 lb. -| Reach, special -|- -| Longsword -| 15 gp -| 1d8 slashing -| 3 lb. -| Versatile (1d10) -|- -| Maul -| 10 gp -| 2d6 bludgeoning -| 10 lb. -| Heavy, two-handed -|- -| Morningstar -| 15 gp -| 1d8 piercing -| 4 lb. -| - -|- -| Pike -| 5 gp -| 1d10 piercing -| 18 lb. -| Heavy, reach, two-handed -|- -| Rapier -| 25 gp -| 1d8 piercing -| 2 lb. -| Finesse -|- -| Scimitar -| 25 gp -| 1d6 slashing -| 3 lb. -| Finesse, light -|- -| Shortsword -| 10 gp -| 1d6 piercing -| 2 lb. -| Finesse, light -|- -| Trident -| 5 gp -| 1d6 piercing -| 4 lb. -| Thrown (range 20/60), versatile (1d8) -|- -| War pick -| 5 gp -| 1d8 piercing -| 2 lb. -| - -|- -| Warhammer -| 15 gp -| 1d8 bludgeoning -| 2 lb. -| Versatile (1d10) -|- -| Whip -| 2 gp -| 1d4 slashing -| 3 lb. -| Finesse, reach -|- -| '''Martial Ranged Weapons''' -| -| -| -| -|- -| Blowgun -| 10 gp -| 1 piercing -| 1 lb. -| Ammunition (range 25/100), loading -|- -| Crossbow, hand -| 75 gp -| 1d6 piercing -| 3 lb. -| Ammunition (range 30/120), light, loading -|- -| Crossbow, heavy -| 50 gp -| 1d10 piercing -| 18 lb. -| Ammunition (range 100/400), heavy, loading, two-handed -|- -| Longbow -| 50 gp -| 1d8 piercing -| 2 lb. -| Ammunition (range 150/600), heavy, two-handed -|- -| Net -| 1 gp -| - -| 3 lb. -| Special, thrown (range 5/15) -|- -| -| -| -| -| -|} - - -= Adventuring Gear = - -This section describes items that have special rules or require further explanation. - -'''''Acid'''''. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. - -'''''Alchemist’s Fire'''''. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. - -'''''Antitoxin'''''. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. - -'''''Arcane Focus'''''. An arcane focus is a special item-an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item- designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. - -'''''Ball Bearings'''''. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save. - -'''''Block and Tackle'''''. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift. - -'''''Book'''''. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section). - -'''''Caltrops'''''. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save. - -'''''Candle'''''. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. - -'''''Case, Crossbow Bolt'''''. This wooden case can hold up to twenty crossbow bolts. - -'''''Case, Map or Scroll'''''. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. - -'''''Chain'''''. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. - -'''''Climber’s Kit'''''. A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor. - -'''''Component Pouch'''''. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell’s description). - -'''''Crowbar'''''. Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied. - -'''''Druidic Focus'''''. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. - -'''''Fishing Tackle'''''. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Healer’s Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. - -'''''Holy Symbol'''''. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B “Fantasy-Historical Pantheons” lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. - -'''''Holy Water'''''. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. - -'''''Hunting Trap'''''. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. - -'''''Lamp'''''. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. - -'''''Lock'''''. A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. - -'''''Magnifying Glass'''''. This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. - -'''''Manacles'''''. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. - -'''''Mess Kit'''''. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. - -'''''Oil'''''. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. - -'''''Poison, Basic'''''. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. - -'''''Potion of Healing'''''. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. - -'''''Pouch'''''. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section). Quiver. A quiver can hold up to 20 arrows. Ram, Portable. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. - -'''''Rations'''''. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. - -'''''Rope'''''. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. - -'''''Scale, Merchant’s'''''. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. - -'''''Spellbook'''''. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. - -'''''Spyglass'''''. Objects viewed through a spyglass are magnified to twice their size. - -'''''Tent'''''. A simple and portable canvas shelter, a tent sleeps two. - -'''''Tinderbox'''''. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch-or anything else with abundant, exposed fuel-takes an action. Lighting any other fire takes 1 minute. - -'''''Torch'''''. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. - -'''Equipment Packs''' - -The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually. - -'''''Burglar’s Pack (16 gp)'''''. Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. - -'''''Diplomat’s Pack (39 gp)'''''. Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap. - -'''''Dungeoneer’s Pack (12 gp)'''''. Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. - -'''''Entertainer’s Pack (40 gp)'''''. Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit. - -'''''Explorer’s Pack (10 gp)'''''. Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. - -'''''Priest’s Pack (19 gp)'''''. Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin. - -'''''Scholar’s Pack (40 gp)'''''. Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife. - -'''Table- Adventuring Gear''' - -{| -! Item -! Cost -! Weight -|- -| Abacus -| 2 gp -| 2 lb. -|- -| Acid (vial) -| 25 gp -| 1 lb. -|- -| Alchemist’s fire (flask) -| 50 gp -| 1 lb. -|- -| ''Ammunition'' -| -| -|- -| ~ Arrows (20) -| 1 gp -| 1 lb. -|- -| ~ Blowgun needles (50) -| 1 gp -| 1 lb. -|- -| ~ Crossbow bolts (20) -| 1 gp -| 1½ lb. -|- -| ~ Sling bullets (20) -| 4 cp -| 1½ lb. -|- -| Antitoxin (vial) -| 50 gp -| - -|- -| ''Arcane focus'' -| -| -|- -| ~ Crystal -| 10 gp -| 1 lb. -|- -| ~ Orb -| 20 gp -| 3 lb. -|- -| ~ Rod -| 10 gp -| 2 lb. -|- -| ~ Staff -| 5 gp -| 4 lb. -|- -| ~ Wand -| 10 gp -| 1 lb. -|- -| Backpack -| 2 gp -| 5 lb. -|- -| Ball bearings (bag of 1,000) -| 1 gp -| 2 lb. -|- -| Barrel -| 2 gp -| 70 lb. -|- -| Basket -| 4 sp -| 2 lb. -|- -| Bedroll -| 1 gp -| 7 lb. -|- -| Bell -| 1 gp -| - -|- -| Blanket -| 5 sp -| 3 lb. -|- -| Block and tackle -| 1 gp -| 5 lb. -|- -| Book -| 25 gp -| 5 lb. -|- -| Bottle, glass -| 2 gp -| 2 lb. -|- -| Bucket -| 5 cp -| 2 lb. -|- -| Caltrops (bag of 20) -| 1 gp -| 2 lb. -|- -| Candle -| 1 cp -| - -|- -| Case, crossbow bolt -| 1 gp -| 1 lb. -|- -| Case, map or scroll -| 1 gp -| 1 lb. -|- -| Chain (10 feet) -| 5 gp -| 10 lb. -|- -| Chalk (1 piece) -| 1 cp -| - -|- -| Chest -| 5 gp -| 25 lb. -|- -| Climber’s kit -| 25 gp -| 12 lb. -|- -| Clothes, common -| 5 sp -| 3 lb. -|- -| Clothes, costume -| 5 gp -| 4 lb. -|- -| Clothes, fine -| 15 gp -| 6 lb. -|- -| Clothes, traveler’s -| 2 gp -| 4 lb. -|- -| Component pouch -| 25 gp -| 2 lb. -|- -| Crowbar -| 2 gp -| 5 lb. -|- -| ''Druidic focus'' -| -| -|- -| ~ Sprig of mistletoe -| 1 gp -| - -|- -| ~ Totem -| 1 gp -| - -|- -| ~ Wooden staff -| 5 gp -| 4 lb. -|- -| ~ Yew wand -| 10 gp -| 1 lb. -|- -| Fishing tackle -| 1 gp -| 4 lb. -|- -| Flask or tankard -| 2 cp -| 1 lb. -|- -| Grappling hook -| 2 gp -| 4 lb. -|- -| Hammer -| 1 gp -| 3 lb. -|- -| Hammer, sledge -| 2 gp -| 10 lb. -|- -| Healer’s kit -| 5 gp -| 3 lb. -|- -| ''Holy symbol'' -| -| -|- -| ~ Amulet -| 5 gp -| 1 lb. -|- -| ~ Emblem -| 5 gp -| - -|- -| ~ Reliquary -| 5 gp -| 2 lb. -|- -| Holy water (flask) -| 25 gp -| 1 lb. -|- -| Hourglass -| 25 gp -| 1 lb. -|- -| Hunting trap -| 5 gp -| 25 lb. -|- -| Ink (1 ounce bottle) -| 10 gp -| - -|- -| Ink pen -| 2 cp -| - -|- -| Jug or pitcher -| 2 cp -| 4 lb. -|- -| Ladder (10-foot) -| 1 sp -| 25 lb. -|- -| Lamp -| 5 sp -| 1 lb. -|- -| Lantern, bullseye -| 10 gp -| 2 lb. -|- -| Lantern, hooded -| 5 gp -| 2 lb. -|- -| Lock -| 10 gp -| 1 lb. -|- -| Magnifying glass -| 100 gp -| - -|- -| Manacles -| 2 gp -| 6 lb. -|- -| Mess kit -| 2 sp -| 1 lb. -|- -| Mirror, steel -| 5 gp -| 1/2 lb. -|- -| Oil (flask) -| 1 sp -| 1 lb. -|- -| Paper (one sheet) -| 2 sp -| - -|- -| Parchment (one sheet) -| 1 sp -| - -|- -| Perfume (vial) -| 5 gp -| - -|- -| Pick, miner’s -| 2 gp -| 10 lb. -|- -| Piton -| 5 cp -| 1/4 lb. -|- -| Poison, basic (vial) -| 100 gp -| - -|- -| Pole (10-foot) -| 5 cp -| 7 lb. -|- -| Pot, iron -| 2 gp -| 10 lb. -|- -| Potion of healing 5 -| 0 gp -| 1/2 lb. -|- -| Pouch -| 5 sp -| 1 lb. -|- -| Quiver -| 1 gp -| 1 lb. -|- -| Ram, portable -| 4 gp -| 35 lb. -|- -| Rations (1 day) -| 5 sp -| 2 lb. -|- -| Robes -| 1 gp -| 4 lb. -|- -| Rope, hempen (50 feet) -| 1 gp -| 10 lb. -|- -| Rope, silk (50 feet) -| 10 gp -| 5 lb. -|- -| Sack -| 1 cp -| 1/2 lb. -|- -| Scale, merchant’s -| 5 gp -| 3 lb. -|- -| Sealing wax -| 5 sp -| - -|- -| Shovel -| 2 gp -| 5 lb. -|- -| Signal whistle -| 5 cp -| - -|- -| Signet ring -| 5 gp -| - -|- -| Soap -| 2 cp -| - -|- -| Spellbook -| 50 gp -| 3 lb. -|- -| Spikes, iron (10) -| 1 gp -| 5 lb. -|- -| Spyglass -| 1,000 gp -| 1 lb. -|- -| Tent, two-person -| 2 gp -| 20 lb. -|- -| Tinderbox -| 5 sp -| 1 lb. -|- -| Torch -| 1 cp -| 1 lb. -|- -| Vial -| 1 gp -| - -|- -| Waterskin -| 2 sp -| 5 lb. (full) -|- -| Whetstone -| 1 cp -| 1 lb. -|- -| -| -| -|} - -'''Table- Container Capacity''' - -{| -! Container -! Capacity -|- -| Backpack* -| 1 cubic foot/30 pounds of gear -|- -| Barrel -| 40 gallons liquid, 4 cubic feet solid -|- -| Basket -| 2 cubic feet/40 pounds of gear -|- -| Bottle -| 1½ pints liquid -|- -| Bucket -| 3 gallons liquid, 1/2 cubic foot solid -|- -| Chest -| 12 cubic feet/300 pounds of gear -|- -| Flask or tankard -| 1 pint liquid -|- -| Jug or pitcher -| 1 gallon liquid -|- -| Pot, iron -| 1 gallon liquid -|- -| Pouch -| 1/5 cubic foot/6 pounds of gear -|- -| Sack -| 1 cubic foot/30 pounds of gear -|- -| Vial -| 4 ounces liquid -|- -| Waterskin -| 4 pints liquid -|- -| -| -|} - -* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. - - -= Tools = - -A tool helps you to do something you couldn’t otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the GM might ask you to make a Dexterity check to carve a fine detail with your woodcarver’s tools, or a Strength check to make something out of particularly hard wood. - -'''Table- Tools''' - -{| -! Item -! Cost -! Weight -|- -| ''Artisan’s tools'' -| -| -|- -| ~ Alchemist’s supplies -| 50 gp -| 8 lb. -|- -| ~ Brewer’s supplies -| 20 gp -| 9 lb. -|- -| ~ Calligrapher’s supplies -| 10 gp -| 5 lb. -|- -| ~ Carpenter’s tools -| 8 gp -| 6 lb. -|- -| ~ Cartographer’s tools -| 15 gp -| 6 lb. -|- -| ~ Cobbler’s tools -| 5 gp -| 5 lb. -|- -| ~ Cook’s utensils -| 1 gp -| 8 lb. -|- -| ~ Glassblower’s tools -| 30 gp -| 5 lb. -|- -| ~ Jeweler’s tools -| 25 gp -| 2 lb. -|- -| ~ Leatherworker’s tools -| 5 gp -| 5 lb. -|- -| ~ Mason’s tools -| 10 gp -| 8 lb. -|- -| ~ Painter’s supplies -| 10 gp -| 5 lb. -|- -| ~ Potter’s tools -| 10 gp -| 3 lb. -|- -| ~ Smith’s tools -| 20 gp -| 8 lb. -|- -| ~ Tinker’s tools -| 50 gp -| 10 lb. -|- -| ~ Weaver’s tools -| 1 gp -| 5 lb. -|- -| ~ Woodcarver’s tools -| 1 gp -| 5 lb. -|- -| Disguise kit -| 25 gp -| 3 lb. -|- -| Forgery kit -| 15 gp -| 5 lb. -|- -| ''Gaming set'' -| -| -|- -| ~ Dice set -| 1 sp -| - -|- -| ~ Playing card set -| 5 sp -| - -|- -| Herbalism kit -| 5 gp -| 3 lb. -|- -| ''Musical instrument'' -| -| -|- -| ~ Bagpipes -| 30 gp -| 6 lb. -|- -| ~ Drum -| 6 gp -| 3 lb. -|- -| ~ Dulcimer -| 25 gp -| 10 lb. -|- -| ~ Flute -| 2 gp -| 1 lb. -|- -| ~ Lute -| 35 gp -| 2 lb. -|- -| ~ Lyre -| 30 gp -| 2 lb. -|- -| ~ Horn -| 3 gp -| 2 lb. -|- -| ~ Pan flute -| 12 gp -| 2 lb. -|- -| ~ Shawm -| 2 gp -| 1 lb. -|- -| ~ Viol -| 30 gp -| 1 lb. -|- -| Navigator’s tools -| 25 gp -| 2 lb. -|- -| Poisoner’s kit -| 50 gp -| 2 lb. -|- -| Thieves’ tools -| 25 gp -| 1 lb. -|- -| Vehicles (land or water) -| * -| * -|- -| -| -| -|} - -* See the “Mounts and Vehicles” section. - -'''''Artisan’s Tools'''''. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency. - -'''''Disguise Kit'''''. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. - -'''''Forgery Kit'''''. This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. - -'''''Gaming Set'''''. This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. - -'''''Herbalism Kit'''''. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. - -'''''Musical Instrument'''''. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. - -'''''Navigator’s Tools'''''. This set of instruments is used for navigation at sea. Proficiency with navigator’s tools lets you chart a ship’s course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea. - -'''''Poisoner’s Kit'''''. A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons. - -'''''Thieves’ Tools'''''. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. - - -= Mounts and Vehicles = - -A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity. - -An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together. - -Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself. - -'''''Barding'''''. Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. - -'''''Saddles'''''. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount. - -'''''Vehicle Proficiency'''''. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. - -'''''Rowed Vessels'''''. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land. - -'''Table- Mounts and Other Animals''' - -{| -! Item -! Cost -! Speed -! Carrying Capacity -|- -| Camel -| 50 gp -| 50 ft. -| 480 lb. -|- -| Donkey or mule -| 8 gp -| 40 ft. -| 420 lb. -|- -| Elephant -| 200 gp -| 40 ft. -| 1,320 lb. -|- -| Horse, draft -| 50 gp -| 40 ft. -| 540 lb. -|- -| Horse, riding -| 75 gp -| 60 ft. -| 480 lb. -|- -| Mastiff -| 25 gp -| 40 ft. -| 195 lb. -|- -| Pony -| 30 gp -| 40 ft. -| 225 lb. -|- -| Warhorse -| 400 gp -| 60 ft. -| 540 lb. -|- -| -| -| -| -|} - -'''Table- Tack, Harness, and Drawn Vehicles''' - -{| -! Item -! Cost -! Weight -|- -| Barding -| ×4 -| ×2 -|- -| Bit and bridle -| 2 gp -| 1 lb. -|- -| Carriage -| 100 gp -| 600 lb. -|- -| Cart -| 15 gp -| 200 lb. -|- -| Chariot -| 250 gp -| 100 lb. -|- -| Feed (per day) -| 5 cp -| 10 lb. -|- -| ''Saddle'' -| -| -|- -| ~ Exotic -| 60 gp -| 40 lb. -|- -| ~ Military -| 20 gp -| 30 lb. -|- -| ~ Pack -| 5 gp -| 15 lb. -|- -| ~ Riding -| 10 gp -| 25 lb. -|- -| Saddlebags -| 4 gp -| 8 lb. -|- -| Sled -| 20 gp -| 300 lb. -|- -| Stabling (per day) -| 5 sp -| - -|- -| Wagon -| 35 gp -| 400 lb. -|- -| -| -| -|} - -'''Table- Waterborne Vehicles''' - -{| -! Item -! Cost -! Speed -|- -| Galley -| 30,000 gp -| 4 mph -|- -| Keelboat -| 3,000 gp -| 1 mph -|- -| Longship -| 10,000 gp -| 3 mph -|- -| Rowboat -| 50 gp -| 1½ mph -|- -| Sailing ship -| 10,000 gp -| 2 mph -|- -| Warship -| 25,000 gp -| 2½ mph -|- -| -| -| -|} - - -= Trade Goods = - -Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). - -Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods. - -'''Table- Cost of Trade Goods''' - -{| -! Cost -! Goods -|- -| 1 cp -| 1 lb. of wheat -|- -| 2 cp -| 1 lb. of flour or one chicken -|- -| 5 cp -| 1 lb. of salt -|- -| 1 sp -| 1 lb. of iron or 1 sq. yd. of canvas -|- -| 5 sp -| 1 lb. of copper or 1 sq. yd. of cotton cloth -|- -| 1 gp -| 1 lb. of ginger or one goat -|- -| 2 gp -| 1 lb. of cinnamon or pepper, or one sheep -|- -| 3 gp -| 1 lb. of cloves or one pig -|- -| 5 gp -| 1 lb. of silver or 1 sq. yd. of linen -|- -| 10 gp -| 1 sq. yd. of silk or one cow -|- -| 15 gp -| 1 lb. of saffron or one ox -|- -| 50 gp -| 1 lb. of gold -|- -| 500 gp -| 1 lb. of platinum -|- -| -| -|} - - -= Expenses = - -When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others. - - -== Lifestyle Expenses == - -Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. - -At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career. - -Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections. - -'''Table- Lifestyle Expenses''' - -{| -! Lifestyle -! Price/Day -|- -| Wretched -| - -|- -| Squalid -| 1 sp -|- -| Poor -| 2 sp -|- -| Modest -| 1 gp -|- -| Comfortable -| 2 gp -|- -| Wealthy -| 4 gp -|- -| Aristocratic -| 10 gp minimum -|- -| -| -|} - -'''''Wretched'''''. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people. - -'''''Squalid'''''. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease. - -'''''Poor'''''. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types. - -'''''Modest'''''. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like. - -'''''Comfortable'''''. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers. - -'''''Wealthy'''''. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. - -'''''Aristocratic'''''. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant. - - -== Food, Drink, and Lodging == - -The Food, Drink, and Lodging table gives prices for individual food items and a single night’s lodging. These prices are included in your total lifestyle expenses. - -'''Table- Food, Drink, and Lodging''' - -{| -! Item -! Cost -|- -| ''Ale'' -| -|- -| ~ Gallon -| 2 sp -|- -| ~ Mug -| 4 cp -|- -| Banquet (per person) -| 10 gp -|- -| Bread, loaf -| 2 cp -|- -| Cheese, hunk -| 1 sp -|- -| ''Inn stay (per day)'' -| -|- -| ~ Squalid -| 7 cp -|- -| ~ Poor -| 1 sp -|- -| ~ Modest -| 5 sp -|- -| ~ Comfortable -| 8 sp -|- -| ~ Wealthy -| 2 gp -|- -| ~ Aristocratic -| 4 gp -|- -| ''Meals (per day)'' -| -|- -| ~ Squalid -| 3 cp -|- -| ~ Poor -| 6 cp -|- -| ~ Modest -| 3 sp -|- -| ~ Comfortable -| 5 sp -|- -| ~ Wealthy -| 8 sp -|- -| ~ Aristocratic -| 2 gp -|- -| Meat, chunk -| 3 sp -|- -| ''Wine'' -| -|- -| ~ Common (pitcher) -| 2 sp -|- -| ~ Fine (bottle) -| 10 gp -|- -| -| -|} - -
'''Self-Sufficiency''' - -The expenses and lifestyles described here assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford-paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear. - -Maintaining this kind of lifestyle doesn’t require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle. -
- -== Services == - -Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills. - -Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the ''secret chest'' spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke. - -Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation. - -Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers. - -'''Table- Services''' - -{| -! Service Pay -! Pay -|- -| ''Coach cab'' -| -|- -| ~ Between towns -| 3 cp per mile -|- -| ~ Within a city -| 1 cp -|- -| ''Hireling'' -| -|- -| ~ Skilled -| 2 gp per day -|- -| ~ Untrained -| 2 sp per day -|- -| Messenger -| 2 cp per mile -|- -| Road or gate toll -| 1 cp -|- -| Ship’s passage -| 1 sp per mile -|- -| -| -|} - - -== Spellcasting Services == - -People who are able to cast spells don’t fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs. - -Hiring someone to cast a relatively common spell of 1st or 2nd level, such as ''cure wounds'' or ''identify'', is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment-the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement. - - -= ABILITIES = - -Six abilities provide a quick description of every creature’s physical and mental characteristics: - -* '''Strength''', measuring physical power -* '''Dexterity''', measuring agility -* '''Constitution''', measuring endurance -* '''Intelligence''', measuring reasoning and memory -* '''Wisdom''', measuring perception and insight -* '''Charisma''', measuring force of personality - -Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities-a creature’s assets as well as weaknesses. - -The three main rolls of the game-the ability check, the saving throw, and the attack roll-rely on the six ability scores. The book’s introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number. - - -== Ability Scores and Modifiers == - -Each of a creature’s abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature’s training and competence in activities related to that ability. - -A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. - -Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30. - -'''Table- Ability Scores and Modifiers''' - -{| -! Score -! Modifier -|- -| 1 -| -5 -|- -| 2-3 -| -4 -|- -| 4-5 -| -3 -|- -| 6-7 -| -2 -|- -| 8-9 -| -1 -|- -| 10-11 -| +0 -|- -| 12-13 -| +1 -|- -| 14-15 -| +2 -|- -| 16-17 -| +3 -|- -| 18-19 -| +4 -|- -| 20-21 -| +5 -|- -| 22-23 -| +6 -|- -| 24-25 -| +7 -|- -| 26-27 -| +8 -|- -| 28-29 -| +9 -|- -| 30 -| +10 -|- -| -| -|} - -To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down). - -Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores. - - -= Advantage and Disadvantage = - -Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17. - -If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don’t roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20. - -If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage. - -When you have advantage or disadvantage and something in the game, such as the halfling’s Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1. - -You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The - -GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result. - - -= Proficiency Bonus = - -Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls. - -Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save. - -Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue’s Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once. - -By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn’t normally benefit from your proficiency bonus, you still don’t add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks. - -In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply. - - -= Ability Checks = - -An ability check tests a character’s or monster’s innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results. - -For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. - -The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs. - -'''Table- Difficulty Classes''' - -{| -! Task Difficulty -! DC -|- -| Very easy -| 5 -|- -| Easy -| 10 -|- -| Medium -| 15 -|- -| Hard -| 20 -|- -| Very hard -| 25 -|- -| Nearly impossible -| 30 -|- -| -| -|} - -To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success-the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM. - - -== Contests == - -Sometimes one character’s or monster’s efforts are directly opposed to another’s. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal- for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest. - -Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding. - -If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut. - - -== Skills == - -Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual’s proficiency in a skill demonstrates a focus on that aspect. (A character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in the monster’s stat block.) - -For example, a Dexterity check might reflect a character’s attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding. - -The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability’s description in the later sections of this section for examples of how to use a skill associated with an ability. - -'''Table- Related Skills''' - -{| -!width="14%"| Strength -!width="22%"| Dexterity -!width="20%"| Intelligence -!width="22%"| Wisdom -!width="18%"| Charisma -|- -| Athletics -| Acrobatics -| Arcana -| Animal Handling -| Deception -|- -| -| Sleight of Hand -| History -| Insight -| Intimidation -|- -| -| Stealth -| Investigation -| Medicine -| Performance -|- -| -| -| Nature -| Perception -| Persuasion -|- -| -| -| Religion -| Survival -| -|} - -Sometimes, the GM might ask for an ability check using a specific skill-for example, “Make a Wisdom (Perception) check.” At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check. - -For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character’s proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check. - - -=== Variant: Skills with Different Abilities === - -Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you’re proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma. - - -== Passive Checks == - -A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster. - -Here’s how to determine a character’s total for a passive check: - -10 + all modifiers that normally apply to the check - -If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a '''score'''. - -For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14. - -The rules on hiding in the “Dexterity” section below rely on passive checks, as do the exploration rules. - - -== Working Together == - -Sometimes two or more characters team up to attempt a task. The character who’s leading the effort-or the one with the highest ability modifier-can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action. - -A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves’ tools, so a character who lacks that proficiency can’t help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help. - - -=== Group Checks === - -When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren’t. - -To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails. - -Group checks don’t come up very often, and they’re most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards. - - -== Using Each Ability == - -Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game. - - -=== Strength === - -Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force. - - -==== Strength Checks ==== - -A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. - -'''''Athletics'''''. Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: - -* You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off. -* You try to jump an unusually long distance or pull off a stunt midjump. -* You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. - -'''''Other Strength Checks'''''. The GM might also call for a Strength check when you try to accomplish tasks like the following: - -* Force open a stuck, locked, or barred door -* Break free of bonds -* Push through a tunnel that is too small -* Hang on to a wagon while being dragged behind it -* Tip over a statue -* Keep a boulder from rolling - - -==== Attack Rolls and Damage ==== - -You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack. - - -==== Lifting and Carrying ==== - -Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. - -'''''Carrying Capacity'''''. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it. - -'''''Push, Drag, or Lift'''''. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. - -'''''Size and Strength'''''. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights. - - -==== Variant: Encumbrance ==== - -The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table. - -If you carry weight in excess of 5 times your Strength score, you are '''encumbered''', which means your speed drops by 10 feet. - -If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead '''heavily encumbered''', which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. - - -=== Dexterity === - -Dexterity measures agility, reflexes, and balance. - - -==== Dexterity Checks ==== - -A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks. - -'''''Acrobatics'''''. Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips. - -'''''Sleight of Hand'''''. Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket. - -'''''Stealth'''''. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard. - -'''''Other Dexterity Checks'''''. The GM might call for a Dexterity check when you try to accomplish tasks like the following: - -* Control a heavily laden cart on a steep descent -* Steer a chariot around a tight turn -* Pick a lock -* Disable a trap -* Securely tie up a prisoner -* Wriggle free of bonds -* Play a stringed instrument -* Craft a small or detailed object - - -==== Attack Rolls and Damage ==== - -You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier. - - -==== Armor Class ==== - -Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class. - - -==== Initiative ==== - -At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures’ turns in combat. - -
'''Hiding''' - -The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence. - -You can’t hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. - -An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet. - -In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen. - -'''''Passive Perception'''''. When you hide, there’s a chance someone will notice you even if they aren’t searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals 10 + the creature’s Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14. - -'''''What Can You See?''''' One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be '''lightly''' or '''heavily obscured''', as explained in the “Adventuring” section. -
- -=== Constitution === - -Constitution measures health, stamina, and vital force. - - -==== Constitution Checks ==== - -Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however. - -The GM might call for a Constitution check when you try to accomplish tasks like the following: - -* Hold your breath -* March or labor for hours without rest -* Go without sleep -* Survive without food or water -* Quaff an entire stein of ale in one go - - -==== Hit Points ==== - -Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points. - -If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you’re 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7. - - -=== Intelligence === - -Intelligence measures mental acuity, accuracy of recall, and the ability to reason. - - -==== Intelligence Checks ==== - -An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks. - -'''''Arcana'''''. Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes. - -'''''History'''''. Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations. - -'''''Investigation'''''. When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check. - -'''''Nature'''''. Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles. - -'''''Religion'''''. Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. - -'''''Other Intelligence Checks'''''. The GM might call for an Intelligence check when you try to accomplish tasks like the following: - -* Communicate with a creature without using words -* Estimate the value of a precious item -* Pull together a disguise to pass as a city guard -* Forge a document -* Recall lore about a craft or trade -* Win a game of skill - - -==== Spellcasting Ability ==== - -Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. - - -=== Wisdom === - -Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition. - - -==== Wisdom Checks ==== - -A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks. - -'''''Animal Handling'''''. When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver. - -'''''Insight'''''. Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms. - -'''''Medicine'''''. A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness. - -'''''Perception'''''. Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door. - -'''''Survival'''''. The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards. - -'''''Other Wisdom Checks'''''. The GM might call for a Wisdom check when you try to accomplish tasks like the following: - -* Get a gut feeling about what course of action to follow -* Discern whether a seemingly dead or living creature is undead - - -==== Spellcasting Ability ==== - -Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. - - -=== Charisma === - -Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality. - - -==== Charisma Checks ==== - -A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. - -'''''Deception'''''. Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie. - -'''''Intimidation'''''. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision. - -'''''Performance'''''. Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. - -'''''Persuasion'''''. When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk. - -'''''Other Charisma Checks'''''. The GM might call for a Charisma check when you try to accomplish tasks like the following: - -* Find the best person to talk to for news, rumors, and gossip -* Blend into a crowd to get the sense of key topics of conversation - - -==== Spellcasting Ability ==== - -Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. - - -= Saving Throws = - -A saving throw-also called a save-represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm. - -To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw. - -A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM. - -Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well. - -The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus. - -The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect. - - -= ADVENTURING = - - -= Time = - -In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers’ movement happens on a scale of '''minutes'''. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable. - -In a city or wilderness, a scale of '''hours''' is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours’ time. - -For long journeys, a scale of '''days''' works best. - -Following the road from Baldur’s Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. - -In combat and other fast-paced situations, the game relies on '''rounds''', a 6-second span of time. - - -= Movement = - -Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope-all sorts of movement play a key role in fantasy gaming adventures. - -The GM can summarize the adventurers’ movement without calculating exact distances or travel times: “You travel through the forest and find the dungeon entrance late in the evening of the third day.” Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: “After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.” - -Sometimes it’s important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they’re moving over. - - -== Speed == - -Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation. - -The following rules determine how far a character or monster can move in a minute, an hour, or a day. - - -=== Travel Pace === - -While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully. - -'''''Forced March'''''. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion. - -For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion (see appendix ##). - -'''''Mounts and Vehicles'''''. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas. - -Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. - -Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a ''carpet of flying'', allow you to travel more swiftly. - -'''Table- Travel Pace''' - -'''Distance Traveled Per …''' - -{| -!width="9%"| Pace -!width="11%"| Minute -!width="10%"| Hour -!width="11%"| Day -!width="57%"| Effect -|- -| Fast -| 400 feet -| 4 miles -| 30 miles -| -5 penalty to passive Wisdom (Perception) scores -|- -| Normal -| 300 feet -| 3 miles -| 18 miles -| - -|- -| Slow -| 200 feet -| 2 miles -| 24 miles -| Able to use stealth -|- -| -| -| -| -| -|} - - -=== Difficult Terrain === - -The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground-all considered difficult terrain. - -You move at half speed in difficult terrain- moving 1 foot in difficult terrain costs 2 feet of speed-so you can cover only half the normal distance in a minute, an hour, or a day. - - -== Special Types of Movement == - -Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go. - - -=== Climbing, Swimming, and Crawling === - -While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check. - - -=== Jumping === - -Your Strength determines how far you can jump. - -'''''Long Jump'''''. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement. - -This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it. - -When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone. - -'''''High Jump'''''. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can. - -You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height. - - -= The Environment = - -By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places. - - -== Falling == - -A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall. - - -== Suffocating == - -A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). - -When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again. - -For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points. - - -== Vision and Light == - -The most fundamental tasks of adventuring- noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few-rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance. - -A given area might be lightly or heavily obscured. In a '''lightly obscured''' area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. - -A '''heavily obscured''' area-such as darkness, opaque fog, or dense foliage-blocks vision entirely. A creature effectively suffers from the blinded condition (see appendix ##) when trying to see something in that area. - -The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness. - -'''Bright light''' lets most creatures see normally. - -Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. - -'''Dim light''', also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. - -'''Darkness''' creates a heavily obscured area. - -Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness. - - -=== Blindsight === - -A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense. - - -=== Darkvision === - -Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray. - - -=== Truesight === - -A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane. - - -== Food and Water == - -Characters who don’t eat or drink suffer the effects of exhaustion (see appendix ##). Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount. - - -=== Food === - -A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. - -A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion. - -A normal day of eating resets the count of days without food to zero. - - -=== Water === - -A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day. - -If the character already has one or more levels of exhaustion, the character takes two levels in either case. - - -== Interacting with Objects == - -A character’s interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as moving a lever, and the GM describes what, if anything, happens. - -For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task. - -Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The GM determines an object’s Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It’s hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks. - -A character can also attempt a Strength check to break an object. The GM sets the DC for any such check. - - -= Resting = - -Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure. - -Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day. - - -== Short Rest == - -A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. - -A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below. - - -== Long Rest == - -A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity-at least 1 hour of walking, fighting, casting spells, or similar adventuring activity-the characters must begin the rest again to gain any benefit from it. - -At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. - -A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits. - - -= Between Adventures = - -Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold. - -In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion. - - -== Lifestyle Expenses == - -Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle. - -Living a particular lifestyle doesn’t have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty. - - -== Downtime Activities == - -Between adventures, the GM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity. - -Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM. - - -=== Crafting === - -You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan’s tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith’s tools needs a forge in order to craft a sword or suit of armor. - -For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5 gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself. - -Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp. - -While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost. - - -=== Practicing a Profession === - -You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long you continue to practice your profession. - -If you are a member of an organization that can provide gainful employment, such as a temple or a thieves’ guild, you earn enough to support a comfortable lifestyle instead. - -If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead. - - -=== Recuperating === - -You can use downtime between adventures to recover from a debilitating injury, disease, or poison. - -After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results: - -* End one effect on you that prevents you from regaining hit points. -* For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you. - - -=== Researching === - -The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips. - -When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The GM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone’s aid. Once those conditions are met, you learn the information if it is available. - -For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses. - - -=== Training === - -You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options. - -First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required. - -The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool. - - -= COMBAT = - -A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A '''round''' represents about 6 seconds in the game world. During a round, each participant in a battle takes a '''turn'''. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. - -
-= Combat Step by Step = - -# '''Determine surprise.''' The GM determines whether anyone involved in the combat encounter is surprised. -# '''Establish positions.''' The GM decides where all the characters and monsters are located. Given the adventurers’ marching order or their stated positions in the room or other location, the GM figures out where the adversaries are̶how far away and in what direction. -# '''Roll initiative.''' Everyone involved in the combat encounter rolls initiative, determining the order of combatants’ turns. -# '''Take turns.''' Each participant in the battle takes a turn in initiative order. -# '''Begin the next round.''' When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops. -
- -== Surprise == - -A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other. - -The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn’t notice a threat is surprised at the start of the encounter. - -If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be surprised even if the other members aren’t. - - -== Initiative == - -Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time. - -The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round. - -If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. The GM can decide the order if the tie is between a monster and a player character. Optionally, the GM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first. - - -== Your Turn == - -On your turn, you can '''move''' a distance up to your speed and '''take one action'''. You decide whether to move first or take your action first. Your speed- sometimes called your walking speed-is noted on your character sheet. - -The most common actions you can take are described in the “Actions in Combat” section later in this chapter. Many class features and other abilities provide additional options for your action. - -The “Movement and Position” section later in this chapter gives the rules for your move. - -You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do on your turn, consider taking the Dodge or Ready action, as described in “Actions in Combat.” - - -== Bonus Actions == - -Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don’t have a bonus action to take. - -You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available. - -You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action. - - -== Other Activity on Your Turn == - -Your turn can include a variety of flourishes that require neither your action nor your move. - -You can communicate however you are able, through brief utterances and gestures, as you take your turn. - -You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack. - -If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions. - -The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge. - - -= Reactions = - -Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. The opportunity attack, described later in this chapter, is the most common type of reaction. - -When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction. - - -= Movement and Position = - -In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand. - -On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here. - -Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving. - - -== Breaking Up Your Move == - -You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet. - - -=== Moving between Attacks === - -If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again. - - -=== Using Different Speeds === - -If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you’ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move. - -For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the ''fly'' spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more. - - -== Difficult Terrain == - -Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases-the setting of a typical fight contains difficult terrain. - -Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain. - -Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain. - - -== Being Prone == - -Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in appendix A. - -You can '''drop prone''' without using any of your speed. '''Standing up''' takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend - -15 feet of movement to stand up. You can’t stand up if you don’t have enough movement left or if your speed is 0. - -To move while prone, you must '''crawl''' or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement. - -
'''Interacting with Objects Around You''' - -Here are a few examples of the sorts of thing you can do in tandem with your movement and action: - -* draw or sheathe a sword -* open or close a door -* withdraw a potion from your backpack -* pick up a dropped axe -* take a bauble from a table -* remove a ring from your finger -* stuff some food into your mouth -* plant a banner in the ground -* fish a few coins from your belt pouch -* drink all the ale in a flagon -* throw a lever or a switch -* pull a torch from a sconce -* take a book from a shelf you can reach -* extinguish a small flame -* don a mask -* pull the hood of your cloak up and over your head -* put your ear to a door -* kick a small stone -* turn a key in a lock -* tap the floor with a 10-foot pole -* hand an item to another character -
- -== Moving Around Other Creatures == - -You can move through a nonhostile creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is difficult terrain for you. - -Whether a creature is a friend or an enemy, you can’t willingly end your move in its space. - -If you leave a hostile creature’s reach during your move, you provoke an opportunity attack, as explained later in the chapter. - - -== Flying Movement == - -Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the ''fly'' spell. - - -== Creature Size == - -Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories. - -'''Table- Creature Size''' - -{| -! Size -! Space -|- -| Tiny -| 2 1/2 by 2 1/2 ft. -|- -| Small -| 5 by 5 ft. -|- -| Medium -| 5 by 5 ft. -|- -| Large -| 10 by 10 ft. -|- -| Huge -| 15 by 15 ft. -|- -| Gargantuan -| 20 by 20 ft. or larger -|- -| -| -|} - - -=== Space === - -A creature’s space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn’t 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot wide doorway, other creatures can’t get through unless the hobgoblin lets them. - -A creature’s space also reflects the area it needs to fight effectively. For that reason, there’s a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one. - -Because larger creatures take up more space, fewer of them can surround a creature. If four Large creatures crowd around a Medium or smaller one, there’s little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one. - - -==== Squeezing into a Smaller Space ==== - -A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space. - - -= Actions in Combat = - -When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks. - -When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure. - - -== Attack == - -The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. - -With this action, you make one melee or ranged attack. See the “Making an Attack” section for the rules that govern attacks. - -Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action. - - -== Cast a Spell == - -Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. - - -== Dash == - -When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash. - -Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash. - - -== Disengage == - -If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn. - - -== Dodge == - -When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix A) or if your speed drops to 0. - - -== Help == - -You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn. - -Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage. - - -== Hide == - -When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section later in this chapter. - - -== Ready == - -Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn. - -First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, I’ll pull the lever that opens it,” and “If the goblin steps next to me, I move away.” - -When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round. - -When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell’s magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the ''web'' spell and ready ''magic missile'', your ''web'' spell ends, and if you take damage before you release ''magic missile'' with your reaction, your concentration might be broken. - - -== Search == - -When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check. - - -== Use an Object == - -You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn. - - -= Making an Attack = - -Whether you’re striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure. - -* '''Choose a target'''. Pick a target within your attack’s '''Range:''' a creature, an object, or a location. -* '''Determine modifiers'''. The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll. -* '''Resolve the attack'''. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage. - -If there’s ever any question whether something you’re doing counts as an attack, the rule is simple: if you’re making an attack roll, you’re making an attack. - - -== Attack Rolls == - -When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target’s Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block. - - -=== Modifiers to the Roll === - -When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character’s proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block. - -'''''Ability Modifier.''''' The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule. - -Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster. - -'''''Proficiency Bonus.''''' You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell. - - -=== Rolling 1 or 20 === - -Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss. - -If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. This is called a critical hit, which is explained later in this chapter. - -If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s AC. - - -== Unseen Attackers and Targets == - -Combatants often try to escape their foes’ notice by hiding, casting the invisibility spell, or lurking in darkness. - -When you attack a target that you can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target’s location correctly. - -When a creature can’t see you, you have advantage on attack rolls against it. If you are hidden-both unseen and unheard-when you make an attack, you give away your location when the attack hits or misses. - - -== Ranged Attacks == - -When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack. - - -=== Range === - -You can make ranged attacks only against targets within a specified range. - -If a ranged attack, such as one made with a spell, has a single range, you can’t attack a target beyond this range. - -Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can’t attack a target beyond the long range. - - -=== Ranged Attacks in Close Combat === - -Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated. - - -== Melee Attacks == - -Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack. - -Most creatures have a 5-foot '''reach''' and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions. - -Instead of using a weapon to make a melee weapon attack, you can use an '''unarmed strike''': a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes. - -
'''''Contests in Combat''''' - -Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others. -
- -==== Opportunity Attacks ==== - -In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack. - -You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach. - -You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy. - - -=== Two-Weapon Fighting === - -When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. - -If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it. - - -=== Grappling === - -When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. - -The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition (see appendix ##). The condition specifies the things that end it, and you can release the target whenever you like (no action required). - -'''''Escaping a Grapple'''''. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check. - -'''''Moving a Grappled Creature'''''. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you. - - -=== Shoving a Creature === - -Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. - -The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you. - - -== Cover == - -Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. - -There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover. - -A target with '''half cover''' has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend. - -A target with '''three-quarters cover''' has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk. - -A target with '''total cover''' can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle. - - -== Damage and Healing == - -Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a ''fireball'' spell all have the potential to damage, or even kill, the hardiest of creatures. - - -=== Hit Points === - -Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile. - -A creature’s current hit points (usually just called hit points) can be any number from the creature’s hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing. - -Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature’s capabilities until the creature drops to 0 hit points. - - -=== Damage Rolls === - -Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage. - -When attacking with a '''weapon''', you add your ability modifier-the same modifier used for the attack roll-to the damage. A '''spell''' tells you which dice to roll for damage and whether to add any modifiers. - -If a spell or other effect deals damage to '''more than one target''' at the same time, roll the damage once for all of them. For example, when a wizard casts ''fireball'' or a cleric casts ''flame strike'', the spell’s damage is rolled once for all creatures caught in the blast. - - -=== Critical Hits === - -When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once. - -For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well. - - -=== Damage Types === - -Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types. - -The damage types follow, with examples to help a GM assign a damage type to a new effect. - -'''''Acid'''''. The corrosive spray of a black dragon’s breath and the dissolving enzymes secreted by a black pudding deal acid damage. - -'''''Bludgeoning'''''. Blunt force attacks-hammers, falling, constriction, and the like-deal bludgeoning damage. - -'''''Cold'''''. The infernal chill radiating from an ice devil’s spear and the frigid blast of a white dragon’s breath deal cold damage. - -'''''Fire'''''. Red dragons breathe fire, and many spells conjure flames to deal fire damage. - -'''''Force'''''. Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including ''magic missile'' and ''spiritual weapon''. - -'''''Lightning'''''. A ''lightning bolt'' spell and a blue dragon’s breath deal lightning damage. - -'''''Necrotic'''''. Necrotic damage, dealt by certain undead and a spell such as ''chill touch'', withers matter and even the soul. - -'''''Piercing'''''. Puncturing and impaling attacks, including spears and monsters’ bites, deal piercing damage. - -'''''Poison'''''. Venomous stings and the toxic gas of a green dragon’s breath deal poison damage. - -'''''Psychic'''''. Mental abilities such as a mind flayer’s psionic blast deal psychic damage. - -'''''Radiant'''''. Radiant damage, dealt by a cleric’s ''flame strike'' spell or an angel’s smiting weapon, sears the flesh like fire and overloads the spirit with power. - -'''''Slashing'''''. Swords, axes, and monsters’ claws deal slashing damage. - -'''''Thunder'''''. A concussive burst of sound, such as the effect of the ''thunderwave'' spell, deals thunder damage. - - -=== Damage Resistance and Vulnerability === - -Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage. - -If a creature or an object has '''resistance''' to a damage type, damage of that type is halved against it. If a creature or an object has '''vulnerability''' to a damage type, damage of that type is doubled against it. - -Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage. - -Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters. - - -=== Healing === - -Unless it results in death, damage isn’t permanent. Even death is reversible through powerful magic. Rest can restore a creature’s hit points, and magical methods such as a ''cure wounds'' spell or a ''potion of healing'' can remove damage in an instant. - -When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8. - -A creature that has died can’t regain hit points until magic such as the ''revivify'' spell has restored it to life. - - -=== Dropping to 0 Hit Points === - -When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections. - - -=== Instant Death === - -Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. - -For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies. - - -=== Falling Unconscious === - -If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix ##). This unconsciousness ends if you regain any hit points. - - -=== Death Saving Throws === - -Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw. - -Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable. - -'''''Rolling 1 or 20'''''. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point. - -'''''Damage at 0 Hit Points'''''. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death. - - -==== Stabilizing a Creature ==== - -The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw. - -You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check. - -A '''stable''' creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 1d4 hours. - - -=== Monsters and Death === - -Most GMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws. - -Mighty villains and special nonplayer characters are common exceptions; the GM might have them fall unconscious and follow the same rules as player characters. - - -== Knocking a Creature Out == - -Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable. - - -== Temporary Hit Points == - -Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren’t actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury. - -When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage. - -Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points. - -Healing can’t restore temporary hit points, and they can’t be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22. - -If you have 0 hit points, receiving temporary hit points doesn’t restore you to consciousness or stabilize you. They can still absorb damage directed at you while you’re in that state, but only true healing can save you. - -Unless a feature that grants you temporary hit points has a duration, they last until they’re depleted or you finish a long rest. - - -= Mounted Combat = - -A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide. - -A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules. - - -== Mounting and Dismounting == - -Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0. - -If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw. - -If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it. - - -== Controlling a Mount == - -While you’re mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently. - -You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. - -An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes. - -In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount. - - -= Underwater Combat = - -When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply. - -When making a '''melee weapon attack''', a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident. - -A '''ranged weapon attack''' automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart). - -Creatures and objects that are fully immersed in water have resistance to fire damage. - - -= SPELLCASTING = - -Magic permeates fantasy gaming worlds and often appears in the form of a spell. - -This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here. - - -= What Is a Spell? = - -A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect-in most cases, all in the span of seconds. - -Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see appendix ##), drain life energy away, and restore life to the dead. - -Uncounted thousands of spells have been created over the course of the multiverse’s history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so. - - -== Spell Level == - -Every spell has a level from 0 to 9. A spell’s level is a general indicator of how powerful it is, with the lowly (but still impressive) ''magic missile'' at 1st level and the earth-shaking ''wish'' at 9th. Cantrips-simple but powerful spells that characters can cast almost by rote-are level 0. The higher a spell’s level, the higher level a spellcaster must be to use that spell. - -Spell level and character level don’t correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell. - - -== Known and Prepared Spells == - -Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions. - -In every case, the number of spells a caster can have fixed in mind at any given time depends on the character’s level. - - -== Spell Slots == - -Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher level spells are even more so. Thus, each spellcasting class’s description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots. - -When a character casts a spell, he or she expends a slot of that spell’s level or higher, effectively “filling” a slot with the spell. You can think of a spell slot as a groove of a certain size-small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts ''magic missile'', a 1st-level spell, she spends one of her four 1st-level slots and has three remaining. - -Finishing a long rest restores any expended spell slots. - -Some characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way. - - -=== Casting a Spell at a Higher Level === - -When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts ''magic missile'' using one of her 2nd-level slots, that ''magic missile'' is 2nd level. Effectively, the spell expands to fill the slot it is put into. - -Some spells, such as ''magic missile'' and ''cure wounds'', have more powerful effects when cast at a higher level, as detailed in a spell’s description. - -
'''Casting in Armor''' - -Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting. -
- -= Cantrips = - -A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. A cantrip’s spell level is 0. - - -= Rituals = - -Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn’t expend a spell slot, which means the ritual version of a spell can’t be cast at a higher level. - -To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character’s ritual feature specifies otherwise, as the wizard’s does. - -
'''''The Schools of Magic''''' - -Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity. - -The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools. - -'''Abjuration''' spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence. - -'''Conjuration''' spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing. - -'''Divination''' spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places. - -'''Enchantment''' spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet. - -'''Evocation''' spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds. - -'''Illusion''' spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature. - -'''Necromancy''' spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. - -Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. - -'''Transmutation''' spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury. -
- -= Casting a Spell = - -When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects. - -Each spell description begins with a block of information, including the spell’s name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect. - - -== Casting Time == - -Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast. - - -=== Bonus Action === - -A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action. - - -=== Reactions === - -Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so. - - -=== Longer Casting Times === - -Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the spell fails, but you don’t expend a spell slot. If you want to try casting the spell again, you must start over. - - -== Spell Range == - -The target of a spell must be within the spell’s range. For a spell like ''magic missile'', the target is a creature. For a spell like ''fireball'', the target is the point in space where the ball of fire erupts. - -Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the ''shield'' spell, affect only you. These spells have a range of self. - -Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell’s effect must be you (see “Areas of Effect” later in the this chapter). - -Once a spell is cast, its effects aren’t limited by its range, unless the spell’s description says otherwise. - - -== Components == - -A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a spell’s components, you are unable to cast the spell. - - -=== Verbal (V) === - -Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the ''silence'' spell, can’t cast a spell with a verbal component. - - -=== Somatic (S) === - -Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. - - -=== Material (M) === - -Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a '''component pouch''' or a '''spellcasting focus''' (found in “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell. - -If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. - -A spellcaster must have a hand free to access a spell’s material components-or to hold a spellcasting focus-but it can be the same hand that he or she uses to perform somatic components. - - -== Duration == - -A spell’s duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed. - - -=== Instantaneous === - -Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can’t be dispelled, because its magic exists only for an instant. - - -=== Concentration === - -Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. - -If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required). - -Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration: - -* '''Casting another spell that requires concentration.''' You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once. -* '''Taking damage.''' Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage. -* '''Being incapacitated or killed.''' You lose concentration on a spell if you are incapacitated or if you die. - -The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell. - - -== Targets == - -A typical spell requires you to pick one or more targets to be affected by the spell’s magic. A spell’s description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below). - -Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a spell says otherwise. - - -=== A Clear Path to the Target === - -To target something, you must have a clear path to it, so it can’t be behind total cover. - -If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction. - - -=== Targeting Yourself === - -If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself. - - -== Areas of Effect == - -Spells such as ''burning hands'' and ''cone of cold'' cover an area, allowing them to affect multiple creatures at once. - -A spell’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a '''point of origin''', a location from which the spell’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object. - -A spell’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the spell’s area. To block one of these imaginary lines, an obstruction must provide total cover. - - -=== Cone === - -A cone extends in a direction you choose from its point of origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length. - -A cone’s point of origin is not included in the cone’s area of effect, unless you decide otherwise. - - -=== Cube === - -You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side. - -A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise. - - -=== Cylinder === - -A cylinder’s point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell’s effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder. - -A cylinder’s point of origin is included in the cylinder’s area of effect. - - -=== Line === - -A line extends from its point of origin in a straight path up to its length and covers an area defined by its width. - -A line’s point of origin is not included in the line’s area of effect, unless you decide otherwise. - - -=== Sphere === - -You select a sphere’s point of origin, and the sphere extends outward from that point. The sphere’s size is expressed as a radius in feet that extends from the point. - -A sphere’s point of origin is included in the sphere’s area of effect. - - -= Spell Saving Throws = - -Many spells specify that a target can make a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. - -The DC to resist one of your spells = 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers. - - -= Spell Attack Rolls = - -Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus. - -Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated. - - -= Combining Magical Effects = - -The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect-such as the highest bonus-from those castings applies while their durations overlap. - -For example, if two clerics cast ''bless'' on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice. - - -= SPELLS = - - -== Bard Spells == - - -==== Cantrips (0 Level) ==== - -* Dancing Lights -* Light -* Mage Hand -* Mending -* Message -* Minor Illusion -* Prestidigitation -* True Strike -* Vicious Mockery - - -==== 1st Level ==== - -* Animal Friendship -* Bane -* Charm Person -* Comprehend Languages -* Cure Wounds -* Detect Magic -* Disguise Self -* Faerie Fire -* Feather Fall -* Healing Word -* Heroism -* Hideous Laughter -* Identify -* Illusory Script -* Longstrider -* Silent Image -* Sleep -* Speak with Animals -* Thunderwave -* Unseen Servant - - -==== 2nd Level ==== - -* Animal Messenger -* Blindness/Deafness -* Calm Emotions -* Detect Thoughts -* Enhance Ability -* Enthrall -* Heat Metal -* Hold Person -* Invisibility -* Knock -* Lesser Restoration -* Locate Animals or Plants -* Locate Object -* Magic Mouth -* See Invisibility -* Shatter -* Silence -* Suggestion -* Zone of Truth - - -==== 3rd Level ==== - -* Bestow Curse -* Clairvoyance -* Dispel Magic -* Fear -* Glyph of Warding -* Hypnotic Pattern -* Major Image -* Nondetection -* Plant Growth -* Sending -* Speak with Dead -* Speak with Plants -* Stinking Cloud -* Tiny Hut -* Tongues - - -==== 4th Level ==== - -* Compulsion -* Confusion -* Dimension Door -* Freedom of Movement -* Greater Invisibility -* Hallucinatory Terrain -* Locate Creature -* Polymorph - - -==== 5th Level ==== - -* Animate Objects -* Awaken -* Dominate Person -* Dream -* Geas -* Greater Restoration -* Hold Monster -* Legend Lore -* Mass Cure Wounds -* Mislead -* Modify Memory -* Planar Binding -* Raise Dead -* Scrying -* Seeming -* Teleportation Circle - - -==== 6th Level ==== - -* Eyebite -* Find the Path -* Guards and Wards -* Irresistible Dance -* Mass Suggestion -* Programmed Illusion -* True Seeing - - -==== 7th Level ==== - -* Arcane Sword -* Etherealness -* Forcecage -* Magnificent Mansion -* Mirage Arcane -* Project Image -* Regenerate -* Resurrection -* Symbol -* Teleport - - -==== 8th Level ==== - -* Dominate Monster -* Feeblemind -* Glibness -* Mind Blank -* Power Word Stun - - -==== 9th Level ==== - -* Foresight -* Power Word Kill -* True Polymorph - - -== Cleric Spells == - - -==== Cantrips (0 Level) ==== - -* Guidance -* Light -* Mending -* Resistance -* Sacred Flame -* Spare the Dying -* Thaumaturgy - - -==== 1st Level ==== - -* Bane -* Bless -* Command -* Create or Destroy Water -* Cure Wounds -* Detect Evil and Good -* Detect Magic -* Detect Poison and Disease -* Guiding Bolt -* Healing Word -* Inflict Wounds -* Protection from Evil and Good -* Purify Food and Drink -* Sanctuary -* Shield of Faith - - -==== 2nd Level ==== - -* Aid -* Augury -* Blindness/Deafness -* Calm Emotions -* Continual Flame -* Enhance Ability -* Find Traps -* Gentle Repose -* Hold Person -* Lesser Restoration -* Locate Object -* Prayer of Healing -* Protection from Poison -* Silence -* Spiritual Weapon -* Warding Bond -* Zone of Truth - - -==== 3rd Level ==== - -* Animate Dead -* Beacon of Hope -* Bestow Curse -* Clairvoyance -* Create Food and Water -* Daylight -* Dispel Magic -* Glyph of Warding -* Magic Circle -* Mass Healing Word -* Meld into Stone -* Protection from Energy -* Remove Curse -* Revivify -* Sending -* Speak with Dead -* Spirit Guardians -* Tongues -* Water Walk - - -==== 4th Level ==== - -* Banishment -* Control Water -* Death Ward -* Divination -* Freedom of Movement -* Guardian of Faith -* Locate Creature -* Stone Shape - - -==== 5th Level ==== - -* Commune -* Contagion -* Dispel Evil and Good -* Flame Strike -* Geas -* Greater Restoration -* Hallow -* Insect Plague -* Legend Lore -* Mass Cure Wounds -* Planar Binding -* Raise Dead -* Scrying - - -==== 6th Level ==== - -* Blade Barrier -* Create Undead -* Find the Path -* Forbiddance -* Harm -* Heal -* Heroes’ Feast -* Planar Ally -* True Seeing -* Word of Recall - - -==== 7th Level ==== - -* Conjure Celestial -* Divine Word -* Etherealness -* Fire Storm -* Plane Shift -* Regenerate -* Resurrection -* Symbol - - -==== 8th Level ==== - -* Antimagic Field -* Control Weather -* Earthquake -* Holy Aura - - -==== 9th Level ==== - -* Astral Projection -* Gate -* Mass Heal -* True Resurrection - - -== Druid Spells == - - -==== Cantrips (0 Level) ==== - -* Driudcraft -* Guidance -* Mending -* Poison Spray -* Produce Flame -* Resistance -* Shillelagh - - -==== 1st Level ==== - -* Animal Friendship -* Charm Person -* Create or Destroy Water -* Cure Wounds -* Detect Magic -* Detect Poison and Disease -* Entangle -* Faerie Fire -* Fog Cloud -* Goodberry -* Healing Word -* Jump -* Longstrider -* Purify Food and Drink -* Speak with Animals -* Thunderwave - - -==== 2nd Level ==== - -* Animal Messenger -* Barkskin -* Darkvision -* Enhance Ability -* Find Traps -* Flame Blade -* Flaming Sphere -* Gust of Wind -* Heat Metal -* Hold Person -* Lesser Restoration -* Locate Animals or Plants -* Locate Object -* Moonbeam -* Pass without Trace -* Protection from Poison -* Spike Growth - - -==== 3rd Level ==== - -* Call Lightning -* Conjure Animals -* Daylight -* Dispel Magic -* Meld into Stone -* Plant Growth -* Protection from Energy -* Sleet Storm -* Speak with Plants -* Water Breathing -* Water Walk -* Wind Wall - - -==== 4th Level ==== - -* Blight -* Confusion -* Conjure Minor Elementals -* Conjure Woodland Beings -* Control Water -* Dominate Beast -* Freedom of Movement -* Giant Insect -* Hallucinatory Terrain -* Ice Storm -* Locate Creature -* Polymorph -* Stone Shape -* Stoneskin -* Wall of Fire - - -==== 5th Level ==== - -* Antilife Shell -* Awaken -* Commune with Nature -* Conjure Elemental -* Contagion -* Geas -* Greater Restoration -* Insect Plague -* Mass Cure Wounds -* Planar Binding -* Reincarnate -* Scrying -* Tree Stride -* Wall of Stone - - -==== 6th Level ==== - -* Conjure Fey -* Find the Path -* Heal -* Heroes’ Feast -* Move Earth -* Sunbeam -* Transport via Plants -* Wall of Thorns -* Wind Walk - - -==== 7th Level ==== - -* Fire Storm -* Mirage Arcane -* Plane Shift -* Regenerate -* Reverse Gravity - - -==== 8th Level ==== - -* Animal Shapes -* Antipathy/Sympathy -* Control Weather -* Earthquake -* Feeblemind -* Sunburst - - -==== 9th Level ==== - -* Foresight -* Shapechange -* Storm of Vengeance -* True Resurrection - - -== Paladin Spells == - - -==== 1st Level ==== - -* Bless -* Command -* Cure Wounds -* Detect Evil and Good -* Detect Magic -* Detect Poison and Disease -* Divine Favor -* Heroism -* Protection from Evil and Good -* Purify Food and Drink -* Shield of Faith - - -==== 2nd Level ==== - -* Aid -* Branding Smite -* Find Steed -* Lesser Restoration -* Locate Object -* Magic Weapon -* Protection from Poison -* Zone of Truth - - -==== 3rd Level ==== - -* Create Food and Water -* Daylight -* Dispel Magic -* Magic Circle -* Remove Curse -* Revivify - - -==== 4th Level ==== - -* Banishment -* Death Ward -* Locate Creature - - -==== 5th Level ==== - -* Dispel Evil and Good -* Geas -* Raise Dead - - -== Ranger Spells == - - -==== 1st Level ==== - -* Alarm -* Animal Friendship -* Cure Wounds -* Detect Magic -* Detect Poison and Disease -* Fog Cloud -* Goodberry -* Hunter’s Mark -* Jump -* Longstrider -* Speak with Animals - - -==== 2nd Level ==== - -* Animal Messenger -* Barkskin -* Darkvision -* Find Traps -* Lesser Restoration -* Locate Animals or Plants -* Locate Object -* Pass without Trace -* Protection from Poison -* Silence -* Spike Growth - - -==== 3rd Level ==== - -* Conjure Animals -* Daylight -* Nondetection -* Plant Growth -* Protection from Energy -* Speak with Plants -* Water Breathing -* Water Walk -* Wind Wall - - -==== 4th Level ==== - -* Conjure Woodland Beings -* Freedom of Movement -* Locate Creature -* Stoneskin - - -==== 5th Level ==== - -* Commune with Nature -* Tree Stride - - -== Sorcerer Spells == - - -==== Cantrips (0 Level) ==== - -* Acid Splash -* Chill Touch -* Dancing Lights -* Fire Bolt -* Light -* Mage Hand -* Mending -* Message -* Minor Illusion -* Poison Spray -* Prestidigitation -* Ray of Frost -* Shocking Grasp -* True Strike - - -==== 1st Level ==== - -* Burning Hands -* Charm Person -* Color Spray -* Comprehend Languages -* Detect Magic -* Disguise Self -* Expeditious Retreat -* False Life -* Feather Fall -* Fog Cloud -* Jump -* Mage Armor -* Magic Missile -* Shield -* Silent Image -* Sleep -* Thunderwave - - -==== 2nd Level ==== - -* Alter Self -* Blindness/Deafness -* Blur -* Darkness -* Darkvision -* Detect Thoughts -* Enhance Ability -* Enlarge/Reduce -* Gust of Wind -* Hold Person -* Invisibility -* Knock -* Levitate -* Mirror Image -* Misty Step -* Scorching Ray -* See Invisibility -* Shatter -* Spider Climb -* Suggestion -* Web - - -==== 3rd Level ==== - -* Blink -* Clairvoyance -* Counterspell -* Daylight -* Dispel Magic -* Fear -* Fireball -* Fly -* Gaseous Form -* Haste -* Hypnotic Pattern -* Lightning Bolt -* Major Image -* Protection from Energy -* Sleet Storm -* Slow -* Stinking Cloud -* Tongues -* Water Breathing -* Water Walk - - -==== 4th Level ==== - -* Banishment -* Blight -* Confusion -* Dimension Door -* Dominate Beast -* Greater Invisibility -* Ice Storm -* Polymorph -* Stoneskin -* Wall of Fire - - -==== 5th Level ==== - -* Animate Objects -* Cloudkill -* Cone of Cold -* Creation -* Dominate Person -* Hold Monster -* Insect Plague -* Seeming -* Telekinesis -* Teleportation Circle -* Wall of Stone - - -==== 6th Level ==== - -* Chain Lightning -* Circle of Death -* Disintegrate -* Eyebite -* Globe of Invulnerability -* Mass Suggestion -* Move Earth -* Sunbeam -* True Seeing - - -==== 7th Level ==== - -* Delayed Blast Fireball -* Etherealness -* Finger of Death -* Fire Storm -* Plane Shift -* Prismatic Spray -* Reverse Gravity -* Teleport - - -==== 8th Level ==== - -* Dominate Monster -* Earthquake -* Incendiary Cloud -* Power Word Stun -* Sunburst - - -==== 9th Level ==== - -* Gate -* Meteor Swarm -* Power Word Kill -* Time Stop -* Wish - - -== Warlock Spells == - - -==== Cantrips (0 Level) ==== - -* Chill Touch -* Eldritch Blast -* Mage Hand -* Minor Illusion -* Poison Spray -* Prestidigitation -* True Strike - - -==== 1st Level ==== - -* Charm Person -* Comprehend Languages -* Expeditious Retreat -* Hellish Rebuke -* Illusory Script -* Protection from Evil and Good -* Unseen Servant - - -==== 2nd Level ==== - -* Darkness -* Enthrall -* Hold Person -* Invisibility -* Mirror Image -* Misty Step -* Ray of Enfeeblement -* Shatter -* Spider Climb -* Suggestion - - -==== 3rd Level ==== - -* Counterspell -* Dispel Magic -* Fear -* Fly -* Gaseous Form -* Hypnotic Pattern -* Magic Circle -* Major Image -* Remove Curse -* Tongues -* Vampiric Touch - - -==== 4th Level ==== - -* Banishment -* Blight -* Dimension Door -* Hallucinatory Terrain - - -==== 5th Level ==== - -* Contact Other Plane -* Dream -* Hold Monster -* Scrying - - -==== 6th Level ==== - -* Circle of Death -* Conjure Fey -* Create Undead -* Eyebite -* Flesh to Stone -* Mass Suggestion -* True Seeing - - -==== 7th Level ==== - -* Etherealness -* Finger of Death -* Forcecage -* Plane Shift - - -==== 8th Level ==== - -* Demiplane -* Dominate Monster -* Feeblemind -* Glibness -* Power Word Stun - - -==== 9th Level ==== - -* Astral Projection -* Foresight -* Imprisonment -* Power Word Kill -* True Polymorph - - -== Wizard Spells == - - -==== Cantrips (0 Level) ==== - -* Acid Splash -* Chill Touch -* Dancing Lights -* Fire Bolt -* Light -* Mage Hand -* Mending -* Message -* Minor Illusion -* Poison Spray -* Prestidigitation -* Ray of Frost -* Shocking Grasp -* True Strike - - -==== 1st Level ==== - -* Alarm -* Burning Hands -* Charm Person -* Color Spray -* Comprehend Languages -* Detect Magic -* Disguise Self -* Expeditious Retreat -* False Life -* Feather Fall -* Find Familiar -* Floating Disk -* Fog Cloud -* Grease -* Hideous Laughter -* Identify -* Illusory Script -* Jump -* Longstrider -* Mage Armor -* Magic Missile -* Protection from Evil and Good -* Shield -* Silent Image -* Sleep -* Thunderwave -* Unseen Servant - - -==== 2nd Level ==== - -* Acid Arrow -* Alter Self -* Arcane Lock -* Arcanist’s Magic Aura -* Blindness/Deafness -* Blur -* Continual Flame -* Darkness -* Darkvision -* Detect Thoughts -* Enlarge/Reduce -* Flaming Sphere -* Gentle Repose -* Gust of Wind -* Hold Person -* Invisibility -* Knock -* Levitate -* Locate Object -* Magic Mouth -* Magic Weapon -* Mirror Image -* Misty Step -* Ray of Enfeeblement -* Rope Trick -* Scorching Ray -* See Invisibility -* Shatter -* Spider Climb -* Suggestion -* Web - - -==== 3rd Level ==== - -* Animate Dead -* Bestow Curse -* Blink -* Clairvoyance -* Counterspell -* Dispel Magic -* Fear -* Fireball -* Fly -* Gaseous Form -* Glyph of Warding -* Haste -* Hypnotic Pattern -* Lightning Bolt -* Magic Circle -* Major Image -* Nondetection -* Phantom Steed -* Protection from Energy -* Remove Curse -* Sending -* Sleet Storm -* Slow -* Stinking Cloud -* Tiny Hut -* Tongues -* Vampiric Touch -* Water Breathing - - -==== 4th Level ==== - -* Arcane Eye -* Banishment -* Black Tentacles -* Blight -* Confusion -* Conjure Minor Elementals -* Control Water -* Dimension Door -* Fabricate -* Faithful Hound -* Fire Shield -* Greater Invisibility -* Hallucinatory Terrain -* Ice Storm -* Locate Creature -* Phantasmal Killer -* Polymorph -* Private Sanctum -* Resilient Sphere -* Secret Chest -* Stone Shape -* Stoneskin -* Wall of Fire - - -==== 5th Level ==== - -* Animate Objects -* Arcane Hand -* Cloudkill -* Cone of Cold -* Conjure Elemental -* Contact Other Plane -* Creation -* Dominate Person -* Dream -* Geas -* Hold Monster -* Legend Lore -* Mislead -* Modify Memory -* Passwall -* Planar Binding -* Scrying -* Seeming -* Telekinesis -* Telepathic Bond -* Teleportation Circle -* Wall of Force -* Wall of Stone - - -==== 6th Level ==== - -* Chain Lightning -* Circle of Death -* Contingency -* Create Undead -* Disintegrate -* Eyebite -* Flesh to Stone -* Freezing Sphere -* Globe of Invulnerability -* Guards and Wards -* Instant Summons -* Irresistible Dance -* Magic Jar -* Mass Suggestion -* Move Earth -* Programmed Illusion -* Sunbeam -* True Seeing -* Wall of Ice - - -==== 7th Level ==== - -* Arcane Sword -* Delayed Blast Fireball -* Etherealness -* Finger of Death -* Forcecage -* Magnificent Mansion -* Mirage Arcane -* Plane Shift -* Prismatic Spray -* Project Image -* Reverse Gravity -* Sequester -* Simulacrum -* Symbol -* Teleport - - -==== 8th Level ==== - -* Antimagic Field -* Antipathy/Sympathy -* Clone -* Control Weather -* Demiplane -* Dominate Monster -* Feeblemind -* Incendiary Cloud -* Maze -* Mind Blank -* Power Word Stun -* Sunburst - - -==== 9th Level ==== - -* Astral Projection -* Foresight -* Gate -* Imprisonment -* Meteor Swarm -* Power Word Kill -* Prismatic Wall -* Shapechange -* Time Stop -* True Polymorph -* Weird -* Wish - - -= Spells (A) = - - -==== Acid Arrow ==== - -''2nd-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 90 feet - -'''Components:''' V, S, M (powdered rhubarb leaf and an adder’s stomach) - -'''Duration:''' Instantaneous - -A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. - - -==== Acid Splash ==== - -''Conjuration cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. - -This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). - - -==== Aid ==== - -''2nd-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a tiny strip of white cloth) - -'''Duration:''' 8 hours - -Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd. - - -==== Alarm ==== - -''1st-level abjuration (ritual)'' - -'''Casting Time:''' 1 minute - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a tiny bell and a piece of fine silver wire) - -'''Duration:''' 8 hours - -You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. - -A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. - -An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. - - -==== Alter Self ==== - -''2nd-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 hour - -You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. - -'''''Aquatic Adaptation'''''. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. - -'''''Change Appearance'''''. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. - -'''''Natural Weapons'''''. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. - - -==== Animal Friendship ==== - -''1st-­level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a morsel of food) - -'''Duration:''' 24 hours - -This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends. - -'''''At Higher Levels'''''. When you cast this spell using a  spell slot of 2nd level or higher, you can affect one additional beast t level above 1st. - - -==== Animal Messenger ==== - -''2nd-level enchantment (ritual)'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a morsel of food) - -'''Duration:''' 24 hours - -By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. - -When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. - -'''''At Higher Levels'''''. If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd. - - -==== Animal Shapes ==== - -''8th-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 24 hours - -Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. - -The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells. - -The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment. - - -==== Animate Dead ==== - -''3rd-level necromancy'' - -'''Casting Time:''' 1 minute - -'''Range:''' 10 feet - -'''Components:''' V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) - -'''Duration:''' Instantaneous - -This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature’s game statistics). - -On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. - -The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. - - -==== Animate Objects ==== - -''5th-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 minute - -Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. - -As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. - -'''Table- Animate Object Stats''' - -{| -! Size -! HP -! AC -! Attack -! Str -! Dex -|- -| Tiny -| 20 -| 18 -| +8 to hit, 1d4 + 4 damage -| 4 -| 18 -|- -| Small -| 25 -| 16 -| +6 to hit, 1d8 + 2 damage -| 6 -| 14 -|- -| Medium -| 40 -| 13 -| +5 to hit, 2d6 + 1 damage -| 10 -| 12 -|- -| Large -| 50 -| 10 -| +6 to hit, 2d10 + 2 damage -| 14 -| 10 -|- -| Huge -| 80 -| 10 -| +8 to hit, 2d12 + 4 damage -| 18 -| 6 -|- -| -| -| -| -| -| -|} - -An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is - -30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. - -If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form. - -'''''At Higher Levels'''''. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. - - -==== Antilife Shell ==== - -''5th-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Self (10-foot radius) - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 hour - -A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. - -The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. - -If you move so that an affected creature is forced to pass through the barrier, the spell ends. - - -==== Antimagic Field ==== - -''8th-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Self (10-foot radius sphere) - -'''Components:''' V, S, M (a pinch of powdered iron or iron filings) - -'''Duration:''' Concentration, up to 1 hour - -A 10-foot radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. - -Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. - -'''''Targeted Effects'''''. Spells and other magical effects, such as ''magic missile'' and ''charm person'', that target a creature or an object in the sphere have no effect on that target. - -'''''Areas of Magic'''''. The area of another spell or magical effect, such as ''fireball'', can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a ''wall of fire'' are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. - -'''''Spells'''''. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. - -'''''Magic Items'''''. The properties and powers of magic items are suppressed in the sphere. For example, a ''+1 longsword'' in the sphere functions as a nonmagical longsword. - -A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. - -'''''Magical Travel'''''. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the ''rope trick'' spell, temporarily closes while in the sphere. - -'''''Creatures and Objects'''''. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. - -'''''Dispel Magic'''''. Spells and magical effects such as ''dispel magic'' have no effect on the sphere. Likewise, the spheres created by different ''antimagic field'' spells don’t nullify each other. - - -==== Antipathy/Sympathy ==== - -''8th-level enchantment'' - -'''Casting Time:''' 1 hour - -'''Range:''' 60 feet - -'''Components:''' V, S, M (either a lump of alum soaked in vinegar for the ''antipathy'' effect or a drop of honey for the ''sympathy'' effect) - -'''Duration:''' 10 days - -This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect. - -'''''Antipathy'''''. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. - -'''''Sympathy'''''. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. - -If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. - -'''''Ending the Effect'''''. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. - -A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again. - - -==== Arcane Eye ==== - -''4th-level divination'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a bit of bat fur) - -'''Duration:''' Concentration, up to 1 hour - -You create an invisible, magical eye within range that hovers in the air for the duration. - -You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. - -As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter. - - -==== Arcane Hand ==== - -''5th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S, M (an eggshell and a snakeskin glove) - -'''Duration:''' Concentration, up to 1 minute - -You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. - -The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space. - -When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it. - -'''''Clenched Fist'''''. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. - -'''''Forceful Hand'''''. The hand attempts to push a creature within 5 feet of it in a direction you choose. - -Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. - -'''''Grasping Hand'''''. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. - -'''''Interposing Hand'''''. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. - - -==== Arcane Lock ==== - -''2nd-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (gold dust worth at least 25 gp, which the spell consumes) - -'''Duration:''' Until dispelled - -You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting ''knock'' on the object suppresses ''arcane lock'' for 10 minutes. - -While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10. - - -==== Arcane Sword ==== - -''7th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp) - -'''Duration:''' Concentration, up to 1 minute - -You create a sword-shaped plane of force that hovers within range. It lasts for the duration. - -When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. - - -==== Arcanist’s Magic Aura ==== - -''2nd-level illusion'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (a small square of silk) - -'''Duration:''' 24 hours - -You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature. - -When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. - -'''''False Aura'''''. You change the way the target appears to spells and magical effects, such as ''detect magic'', that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. - -'''''Mask'''''. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a ''symbol'' spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment. - - -==== Astral Projection ==== - -''9th-level necromancy'' - -'''Casting Time:''' 1 hour - -'''Range:''' 10 feet - -'''Components:''' V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes) - -'''Duration:''' Special - -You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age. - -Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. - -Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. - -The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. - -The spell might also end early for you or one of your companions. A successful ''dispel magic'' spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. - -If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points. - - -==== Augury ==== - -''2nd-level divination (ritual)'' - -'''Casting Time:''' 1 minute - -'''Range:''' Self - -'''Components:''' V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) - -'''Duration:''' Instantaneous - -By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens: - -* ''Weal'', for good results -* ''Woe'', for bad results -* ''Weal and woe'', for both good and bad results -* ''Nothing'', for results that aren’t especially good or bad - -The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. - -If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret. - - -==== Awaken ==== - -''5th-level transmutation'' - -'''Casting Time:''' 8 hours - -'''Range:''' Touch - -'''Components:''' V, S, M (an agate worth at least 1,000 gp, which the spell consumes) - -'''Duration:''' Instantaneous - -After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. - -The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed. - - -= Spells (B) = - - -==== Bane ==== - -''1st-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a drop of blood) - -'''Duration:''' Concentration, up to 1 minute - -Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. - - -==== Banishment ==== - -''4th-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S, M (an item distasteful to the target) - -'''Duration:''' Concentration, up to 1 minute - -You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. - -If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. - -If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. - - -==== Barkskin ==== - -''2nd-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (a handful of oak bark) - -'''Duration:''' Concentration, up to 1 hour - -You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing. - - -==== Beacon of Hope ==== - -''3rd-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 minute - -This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. - - -==== Bestow Curse ==== - -''3rd-level necromancy'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 minute - -You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: - -* Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. -* While cursed, the target has disadvantage on attack rolls against you. -* While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. -* While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. - -A ''remove curse'' spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect. - -'''''At Higher Levels'''''. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration. - - -==== Black Tentacles ==== - -''4th-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 90 feet - -'''Components:''' V, S, M (a piece of tentacle from a giant octopus or a giant squid) - -'''Duration:''' Concentration, up to 1 minute - -Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. - -When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. - -A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. - - -==== Blade Barrier ==== - -''6th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 90 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 10 minutes - -You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. - -When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage. - - -==== Bless ==== - -''1st-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a sprinkling of holy water) - -'''Duration:''' Concentration, up to 1 minute - -You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. - - -==== Blight ==== - -''4th-level necromancy'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. - -If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. - -If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. - - -==== Blindness/Deafness ==== - -''2nd-level necromancy'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V - -'''Duration:''' 1 minute - -You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. - - -==== Blink ==== - -''3rd-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S - -'''Duration:''' 1 minute - -Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. - -While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so. - - -==== Blur ==== - -''2nd-level illusion'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V - -'''Duration:''' Concentration, up to 1 minute - -Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. - - -==== Branding Smite ==== - -''2nd-­level evocation'' - -'''Casting Time:''' 1 bonus action - -'''Range:''' Self - -'''Components:''' V - -'''Duration:''' Concentration, up to 1 minute - -The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it’s invisible, and the target sheds dim light in a 5-­foot radius and can’t become invisible until the spell ends. - -'''''At Higher Levels'''''. When you cast this spell using a  spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. - - -==== Burning Hands ==== - -''1st-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' Self (15-foot cone) - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. - -The fire ignites any flammable objects in the area that aren’t being worn or carried. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. - - -= Spells (C) = - - -==== Call Lightning ==== - -''3rd-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 10 minutes - -A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). - -When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. - -If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd. - - -==== Calm Emotions ==== - -''2nd-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 minute - -You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. - -You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. - -Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise. - - -==== Chain Lightning ==== - -''6th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 150 feet - -'''Components:''' V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) - -'''Duration:''' Instantaneous - -You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. - -A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. - - -==== Charm Person ==== - -''1st-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S - -'''Duration:''' 1 hour - -You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. - - -==== Chill Touch ==== - -''Necromancy cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S - -'''Duration:''' 1 round - -You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. - -If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. - -This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - - -==== Circle of Death ==== - -''6th-level necromancy'' - -'''Casting Time:''' 1 action - -'''Range:''' 150 feet - -'''Components:''' V, S, M (the powder of a crushed black pearl worth at least 500 gp) - -'''Duration:''' Instantaneous - -A sphere of negative energy ripples out in a 60-foot radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. - - -==== Clairvoyance ==== - -''3rd-level divination'' - -'''Casting Time:''' 10 minutes - -'''Range:''' 1 mile - -'''Components:''' V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) - -'''Duration:''' Concentration, up to 10 minutes - -You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. - -When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. - -A creature that can see the sensor (such as a creature benefiting from ''see invisibility'' or truesight) sees a luminous, intangible orb about the size of your fist. - - -==== Clone ==== - -''8th-level necromancy'' - -'''Casting Time:''' 1 hour - -'''Range:''' Touch - -'''Components:''' V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water) - -'''Duration:''' Instantaneous - -This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. - -At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. - -The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere. - - -==== Cloudkill ==== - -''5th-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 10 minutes - -You create a 20-foot radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. - -When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. - -The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. - - -==== Color Spray ==== - -''1st-level illusion'' - -'''Casting Time:''' 1 action - -'''Range:''' Self (15-foot cone) - -'''Components:''' V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) - -'''Duration:''' 1 round - -A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). - -Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. - - -==== Command ==== - -''1st-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V - -'''Duration:''' 1 round - -You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. - -Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends. - -'''''Approach'''''. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. - -'''''Drop'''''. The target drops whatever it is holding and then ends its turn. - -'''''Flee'''''. The target spends its turn moving away from you by the fastest available means. - -'''''Grovel'''''. The target falls prone and then ends its turn. - -'''''Halt'''''. The target doesn’t move and takes no actions. - -A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. - - -==== Commune ==== - -''5th-level divination (ritual)'' - -'''Casting Time:''' 1 minute - -'''Range:''' Self - -'''Components:''' V, S, M (incense and a vial of holy or unholy water) - -'''Duration:''' 1 minute - -You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. - -Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the GM might offer a short phrase as an answer instead. - -If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret. - - -==== Commune with Nature ==== - -''5th-level divination (ritual)'' - -'''Casting Time:''' 1 minute - -'''Range:''' Self - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns. - -You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: - -* terrain and bodies of water -* prevalent plants, minerals, animals, or peoples -* powerful celestials, fey, fiends, elementals, or undead -* influence from other planes of existence -* buildings - -For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns. - - -==== Comprehend Languages ==== - -''1st-level divination (ritual)'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S, M (a pinch of soot and salt) - -'''Duration:''' 1 hour - -For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. - -This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. - - -==== Compulsion ==== - -''4th-­level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 minute - -Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. - -A target isn’t compelled to move into an obviously  deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. - - -==== Cone of Cold ==== - -''5th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' Self (60-foot cone) - -'''Components:''' V, S, M (a small crystal or glass cone) - -'''Duration:''' Instantaneous - -A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. - -A creature killed by this spell becomes a frozen statue until it thaws. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. - - -==== Confusion ==== - -''4th-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 90 feet - -'''Components:''' V, S, M (three nut shells) - -'''Duration:''' Concentration, up to 1 minute - -This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. - -An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. - -'''Table- Confusion Behavior''' - -{| -!width="3%"| d10 -!width="96%"| Behavior -|- -| 1 -| The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. -|- -| 2-6 -| The creature doesn’t move or take actions this turn. -|- -| 7-8 -| The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. -|- -| 9-10 -| The creature can act and move normally. -|- -| -| -|} - -At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th. - - -==== Conjure Animals ==== - -''3rd-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 hour - -You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: - -* One beast of challenge rating 2 or lower -* Two beasts of challenge rating 1 or lower -* Four beasts of challenge rating 1/2 or lower -* Eight beasts of challenge rating 1/4 or lower - -Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. - -The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. - -The GM has the creatures’ statistics. - -'''''At Higher Levels'''''. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. - - -==== Conjure Celestial ==== - -''7th-level conjuration'' - -'''Casting Time:''' 1 minute - -'''Range:''' 90 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 hour - -You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. - -The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. - -The GM has the celestial’s statistics. - -'''''At Higher Levels'''''. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower. - - -==== Conjure Elemental ==== - -''5th-level conjuration'' - -'''Casting Time:''' 1 minute - -'''Range:''' 90 feet - -'''Components:''' V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water) - -'''Duration:''' Concentration, up to 1 hour - -You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. - -The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. - -If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. - -The GM has the elemental’s statistics. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. - - -==== Conjure Fey ==== - -''6th-level conjuration'' - -'''Casting Time:''' 1 minute - -'''Range:''' 90 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 hour - -You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. - -The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. - -If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can’t be dismissed by you, and it disappears 1 hour after you summoned it. - -The GM has the fey creature’s statistics. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th. - - -==== Conjure Minor Elementals ==== - -''4th-level conjuration'' - -'''Casting Time:''' 1 minute - -'''Range:''' 90 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 hour - -You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: - -* One elemental of challenge rating 2 or lower -* Two elementals of challenge rating 1 or lower -* Four elementals of challenge rating 1/2 or lower -* Eight elementals of challenge rating 1/4 or lower - -An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. - -The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. - -The GM has the creatures’ statistics. - -'''''At Higher Levels'''''. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. - - -==== Conjure Woodland Beings ==== - -''4th-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S, M (one holly berry per creature summoned) - -'''Duration:''' Concentration, up to 1 hour - -You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: - -* One fey creature of challenge rating 2 or lower -* Two fey creatures of challenge rating 1 or lower -* Four fey creatures of challenge rating 1/2 or lower -* Eight fey creatures of challenge rating 1/4 or lower - -A summoned creature disappears when it drops to 0 hit points or when the spell ends. - -The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. - -The GM has the creatures’ statistics. - -'''''At Higher Levels'''''. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. - - -==== Contact Other Plane ==== - -''5th-level divination (ritual)'' - -'''Casting Time:''' 1 minute - -'''Range:''' Self - -'''Components:''' V - -'''Duration:''' 1 minute - -You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A ''greater restoration'' spell cast on you ends this effect. - -On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer. - - -==== Contagion ==== - -''5th-level necromancy'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch '''Component:''' V, S - -'''Duration:''' 7 days - -Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned. - -At the end of each of the poisoned target’s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell’s duration. - -Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. - -'''''Blinding Sickness'''''. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. - -'''''Filth Fever'''''. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. - -'''''Flesh Rot'''''. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. - -'''''Mindfire'''''. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the ''confusion'' spell during combat. - -'''''Seizure'''''. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. - -'''''Slimy Doom'''''. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. - - -==== Contingency ==== - -''6th-level evocation'' - -'''Casting Time:''' 10 minutes - -'''Range:''' Self - -'''Components:''' V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) - -'''Duration:''' 10 days - -Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell-called the contingent spell-as part of casting ''contingency'', expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a ''contingency'' cast with ''water breathing'' might stipulate that ''water breathing'' comes into effect when you are engulfed in water or a similar liquid. - -The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then ''contingency'' ends. - -The contingent spell takes effect only on you, even if it can normally target others. You can use only one ''contingency'' spell at a time. If you cast this spell again, the effect of another ''contingency'' spell on you ends. Also, ''contingency'' ends on you if its material component is ever not on your person. - - -==== Continual Flame ==== - -''2nd-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (ruby dust worth 50 gp, which the spell consumes) - -'''Duration:''' Until dispelled - -A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A ''continual flame'' can be covered or hidden but not smothered or quenched. - - -==== Control Water ==== - -''4th-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' 300 feet - -'''Components:''' V, S, M (a drop of water and a pinch of dust) - -'''Duration:''' Concentration, up to 10 minutes - -Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. - -'''''Flood'''''. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. - -If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. - -The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. - -'''''Part Water'''''. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. - -'''''Redirect Flow'''''. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. - -'''''Whirlpool'''''. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. - -When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. - -The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex. - - -==== Control Weather ==== - -''8th-level transmutation'' - -'''Casting Time:''' 10 minutes - -'''Range:''' Self (5-mile radius) - -'''Components:''' V, S, M (burning incense and bits of earth and wood mixed in water) - -'''Duration:''' Concentration, up to 8 hours - -You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early. - -When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. - -When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. - -'''Table- Control Weather (Precipitation)''' - -{| -! Stage -! Condition -|- -| 1 -| Clear -|- -| 2 -| Light clouds -|- -| 3 -| Overcast or ground fog -|- -| 4 -| Rain, hail, or snow -|- -| 5 -| Torrential rain, driving hail, or blizzard -|- -| -| -|} - -'''Table- Control Weather (Temperature)''' - -{| -! Stage -! Condition -|- -| 1 -| Unbearable heat -|- -| 2 -| Hot -|- -| 3 -| Warm -|- -| 4 -| Cool -|- -| 5 -| Cold -|- -| 6 -| Arctic cold -|- -| -| -|} - -'''Table- Control Weather (Wind)''' - -{| -! Stage -! Condition -|- -| 1 -| Calm -|- -| 2 -| Moderate wind -|- -| 3 -| Strong wind -|- -| 4 -| Gale -|- -| 5 -| Storm -|- -| -| -|} - - -==== Counterspell ==== - -''3rd-­level abjuration'' - -'''Casting Time:''' 1 reaction, which you take when you see a creature within 60 feet of you casting a spell - -'''Range:''' 60 feet - -'''Components:''' S - -'''Duration:''' Instantaneous - -You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. - - -==== Create Food and Water ==== - -''3rd-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad. - - -==== Create or Destroy Water ==== - -''1st-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a drop of water if creating water or a few grains of sand if destroying it) - -'''Duration:''' Instantaneous - -You either create or destroy water. - -'''''Create Water'''''. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. - -'''''Destroy Water'''''. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. - - -==== Create Undead ==== - -''6th-level necromancy'' - -'''Casting Time:''' 1 minute - -'''Range:''' 10 feet - -'''Components:''' V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse) - -'''Duration:''' Instantaneous - -You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.) - -As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. - -The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. - -'''''At Higher Levels'''''. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies. - - -==== Creation ==== - -''5th-level illusion'' - -'''Casting Time:''' 1 minute - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a tiny piece of matter of the same type of the item you plan to create) - -'''Duration:''' Special - -You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within '''Range:''' soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. - -The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration. - -'''Table- Creation Duration''' - -{| -! Material -! Duration -|- -| Vegetable matter -| 1 day -|- -| Stone or crystal -| 12 hours -|- -| Precious metals -| 1 hour -|- -| Gems -| 10 minutes -|- -| Adamantine or mithral -| 1 minute -|- -| -| -|} - -Using any material created by this spell as another spell’s material component causes that spell to fail. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th. - - -==== Cure Wounds ==== - -''1st-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. - - -= Spells (D) = - - -==== Dancing Lights ==== - -''Evocation cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S, M (a bit of phosphorus or wychwood, or a glowworm) - -'''Duration:''' Concentration, up to 1 minute - -You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. - -As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range. - - -==== Darkness ==== - -''2nd-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, M (bat fur and a drop of pitch or piece of coal) - -'''Duration:''' Concentration, up to 10 minutes - -Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. - -If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. - -If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. - - -==== Darkvision ==== - -''2nd-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (either a pinch of dried carrot or an agate) - -'''Duration:''' 8 hours - -You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet. - - -==== Daylight ==== - -''3rd-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' 1 hour - -A 60-foot radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. - -If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. - -If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. - - -==== Death Ward ==== - -''4th-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S - -'''Duration:''' 8 hours - -You touch a creature and grant it a measure of protection from death. - -The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. - -If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends. - - -==== Delayed Blast Fireball ==== - -''7th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 150 feet - -'''Components:''' V, S, M (a tiny ball of bat guano and sulfur) - -'''Duration:''' Concentration, up to 1 minute - -A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. - -The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. - -If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. - -The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th. - - -==== Demiplane ==== - -''8th-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' S - -'''Duration:''' 1 hour - -You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. - -Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead. - - -==== Detect Evil and Good ==== - -''1st-level divination'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 10 minutes - -For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. - -The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. - - -==== Detect Magic ==== - -''1st-level divination (ritual)'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 10 minutes - -For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. - -The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. - - -==== Detect Poison and Disease ==== - -''1st-level divination (ritual)'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S, M (a yew leaf) - -'''Duration:''' Concentration, up to 10 minutes - -For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. - -The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. - - -==== Detect Thoughts ==== - -''2nd-level divination'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S, M (a copper piece) - -'''Duration:''' Concentration, up to 1 minute - -For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. - -You initially learn the surface thoughts of the creature-what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. - -Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. - -You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. - -Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range. - - -==== Dimension Door ==== - -''4th-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 500 feet - -'''Components:''' V - -'''Duration:''' Instantaneous - -You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” - -You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. - -If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. - - -==== Disguise Self ==== - -''1st-level illusion'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S - -'''Duration:''' 1 hour - -You make yourself-including your clothing, armor, weapons, and other belongings on your person- look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. - -The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. - -To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. - - -==== Disintegrate ==== - -''6th-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S, M (a lodestone and a pinch of dust) - -'''Duration:''' Instantaneous - -A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by ''wall of force''. - -A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points. - -A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a ''true resurrection'' or a ''wish'' spell. - -This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot cube portion of it. A magic item is unaffected by this spell. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. - - -==== Dispel Evil and Good ==== - -''5th-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S, M (holy water or powdered silver and iron) - -'''Duration:''' Concentration, up to 1 minute - -Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. - -You can end the spell early by using either of the following special functions. - -'''''Break Enchantment'''''. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures. - -'''''Dismissal'''''. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild. - - -==== Dispel Magic ==== - -''3rd-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used. - - -==== Divination ==== - -''4th-level divination (ritual)'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes) - -'''Duration:''' Instantaneous - -Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. - -The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. - -If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret. - - -==== Divine Favor ==== - -''1st-level evocation'' - -'''Casting Time:''' 1 bonus action - -'''Range:''' Self - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 minute - -Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. - - -==== Divine Word ==== - -''7th-level evocation'' - -'''Casting Time:''' 1 bonus action - -'''Range:''' 30 feet - -'''Components:''' V - -'''Duration:''' Instantaneous - -You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: - -* 50 hit points or fewer: deafened for 1 minute -* 40 hit points or fewer: deafened and blinded for 10 minutes -* 30 hit points or fewer: blinded, deafened, and stunned for 1 hour -* 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a ''wish'' spell. - - -==== Dominate Beast ==== - -''4th-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 minute - -You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. - -While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. - -You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. - -Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. - -'''''At Higher Levels'''''. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours. - - -==== Dominate Monster ==== - -''8th-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 hour - -You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. - -While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. - -You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. - -Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. - -'''''At Higher Levels'''''. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. - - -==== Dominate Person ==== - -''5th-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 minute - -You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. - -While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. - -You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. - -Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. - -'''''At Higher Levels'''''. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. - - -==== Dream ==== - -''5th-level illusion'' - -'''Casting Time:''' 1 minute - -'''Range:''' Special - -'''Components:''' V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) - -'''Duration:''' 8 hours - -This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. - -If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. - -You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. - -If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage. - - -==== Druidcraft ==== - -''Transmutation cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -Whispering to the spirits of nature, you create one of the following effects within range: - -* You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. -* You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. -* You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. -* You instantly light or snuff out a candle, a torch, or a small campfire. - - -= Spells (E) = - - -==== Earthquake ==== - -''8th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 500 feet - -'''Components:''' V, S, M (a pinch of dirt, a piece of rock, and a lump of clay) - -'''Duration:''' Concentration, up to 1 minute - -You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. - -The ground in the area becomes difficult terrain. - -Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. - -When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. - -This spell can have additional effects depending on the terrain in the area, as determined by the GM. - -'''''Fissures'''''. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. - -A fissure that opens beneath a structure causes it to automatically collapse (see below). - -'''''Structures'''''. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried. - - -==== Eldritch Blast ==== - -''Evocation cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. - -The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. - - -==== Enhance Ability ==== - -''2nd-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (fur or a feather from a beast) - -'''Duration:''' Concentration, up to 1 hour. - -You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. - -'''''Bear’s Endurance'''''. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. - -'''''Bull’s Strength'''''. The target has advantage on Strength checks, and his or her carrying capacity doubles. - -'''''Cat’s Grace'''''. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. - -'''''Eagle’s Splendor'''''. The target has advantage on Charisma checks. - -'''''Fox’s Cunning'''''. The target has advantage on Intelligence checks. - -'''''Owl’s Wisdom'''''. The target has advantage on Wisdom checks. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. - - -==== Enlarge/Reduce ==== - -''2nd-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a pinch of powdered iron) - -'''Duration:''' Concentration, up to 1 minute - -You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. - -If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. - -'''''Enlarge'''''. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category- from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage. - -'''''Reduce'''''. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category-from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1). - - -==== Entangle ==== - -''1st-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 90 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 minute - -Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. - -A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. - -When the spell ends, the conjured plants wilt away. - - -==== Enthrall ==== - -''2nd-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' 1 minute - -You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. - - -==== Etherealness ==== - -''7th-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S - -'''Duration:''' Up to 8 hours - -You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away. - -While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so. - -You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. - -When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. - -This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell. - - -==== Expeditious Retreat ==== - -''1st-level transmutation'' - -'''Casting Time:''' 1 bonus action - -'''Range:''' Self - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 10 minutes - -This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. - - -==== Eyebite ==== - -''6th-level necromancy'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 minute - -For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of ''eyebite''. - -'''''Asleep'''''. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. - -'''''Panicked'''''. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. - -'''''Sickened'''''. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends. - - -= Spells (F) = - - -==== Fabricate ==== - -''4th-level transmutation'' - -'''Casting Time:''' 10 minutes - -'''Range:''' 120 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. - -Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. - -Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects. - - -==== Faerie Fire ==== - -''1st-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V - -'''Duration:''' Concentration, up to 1 minute - -Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. - -Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. - - -==== Faithful Hound ==== - -''4th-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a tiny silver whistle, a piece of bone, and a thread) - -'''Duration:''' 8 hours - -You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. - -The hound is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. - -At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage. - - -==== False Life ==== - -''1st-level necromancy'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S, M (a small amount of alcohol or distilled spirits) - -'''Duration:''' 1 hour - -Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. - - -==== Fear ==== - -''3rd-level illusion'' - -'''Casting Time:''' 1 action - -'''Range:''' Self (30-foot cone) - -'''Components:''' V, S, M (a white feather or the heart of a hen) - -'''Duration:''' Concentration, up to 1 minute - -You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. - -While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. - - -==== Feather Fall ==== - -''1st-level transmutation'' - -'''Casting Time:''' 1 reaction, which you take when you or a creature within 60 feet of you falls - -'''Range:''' 60 feet - -'''Components:''' V, M (a small feather or piece of down) - -'''Duration:''' 1 minute - -Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. - - -==== Feeblemind ==== - -''8th-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 150 feet - -'''Components:''' V, S, M (a handful of clay, crystal, glass, or mineral spheres) - -'''Duration:''' Instantaneous - -You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. - -On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. - -At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. - -The spell can also be ended by ''greater restoration'', ''heal'', or ''wish''. - - -==== Find Familiar ==== - -''1st-­level conjuration (ritual)'' - -'''Casting Time:''' 1 hour - -'''Range:''' 10 feet - -'''Components:''' V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) - -'''Duration:''' Instantaneous - -You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. - -Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. - -When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. - -While your familiar is within 100 feet of you, you  can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. - -As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. - -You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. - -Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. - - -==== Find Steed ==== - -''2nd-level conjuration'' - -'''Casting Time:''' 10 minutes - -'''Range:''' 30 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. - -Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. - -When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. - -While your steed is within 1 mile of you, you can communicate with each other telepathically. - -You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. - - -==== Find the Path ==== - -''6th-level divination'' - -'''Casting Time:''' 1 minute - -'''Range:''' Self - -'''Components:''' V, S, M (a set of divinatory tools- such as bones, ivory sticks, cards, teeth, or carved runes-worth 100 gp and an object from the location you wish to find) - -'''Duration:''' Concentration, up to 1 day - -This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails. - -For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination. - - -==== Find Traps ==== - -''2nd-level divination'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the ''alarm'' spell, a ''glyph of warding'', or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. - -This spell merely reveals that a trap is present. - -You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense. - - -==== Finger of Death ==== - -''7th-level necromancy'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. - -A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. - - -==== Fireball ==== - -''3rd-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 150 feet - -'''Components:''' V, S, M (a tiny ball of bat guano and sulfur) - -'''Duration:''' Instantaneous - -A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. - -The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. - - -==== Fire Bolt ==== - -''Evocation cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. - -This spell’s damage increases by 1d10 when you  reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). - - -==== Fire Shield ==== - -''4th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S, M (a bit of phosphorus or a firefly) - -'''Duration:''' 10 minutes - -Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. - -The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. - -In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield. - - -==== Fire Storm ==== - -''7th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 150 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. - -The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell. - - -==== Flame Blade ==== - -''2nd-level evocation'' - -'''Casting Time:''' 1 bonus action - -'''Range:''' Self - -'''Components:''' V, S, M (leaf of sumac) - -'''Duration:''' Concentration, up to 10 minutes - -You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. - -You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. - -The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. - - -==== Flame Strike ==== - -''5th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S, M (pinch of sulfur) - -'''Duration:''' Instantaneous - -A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. - - -==== Flaming Sphere ==== - -''2nd-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) - -'''Duration:''' Concentration, up to 1 minute - -A 5-foot diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. - -As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. - -When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. - - -==== Flesh to Stone ==== - -''6th-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S, M (a pinch of lime, water, and earth) - -'''Duration:''' Concentration, up to 1 minute - -You attempt to turn one creature that you can see within range into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected. - -A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. - -If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. - -If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed. - - -==== Floating Disk ==== - -''1st-level conjuration (ritual)'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a drop of mercury) - -'''Duration:''' 1 hour - -This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. - -The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot deep pit, nor could it leave such a pit if it was created at the bottom. - -If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends. - - -==== Fly ==== - -''3rd-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (a wing feather from any bird) - -'''Duration:''' Concentration, up to 10 minutes - -You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. - - -==== Fog Cloud ==== - -''1st-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 hour - -You create a 20-foot radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. - - -==== Forbiddance ==== - -''6th-level abjuration (ritual)'' - -'''Casting Time:''' 10 minutes - -'''Range:''' Touch - -'''Components:''' V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp) - -'''Duration:''' 1 day - -You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the ''gate'' spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the ''plane shift'' spell. - -In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). - -When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. - -The spell’s area can’t overlap with the area of another ''forbiddance'' spell. If you cast ''forbiddance'' every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting. - - -==== Forcecage ==== - -''7th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 100 feet - -'''Components:''' V, S, M (ruby dust worth 1,500 gp) - -'''Duration:''' 1 hour - -An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. - -A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. - -A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. - -When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. - -A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. - -This spell can’t be dispelled by ''dispel magic''. - - -==== Foresight ==== - -''9th-level divination'' - -'''Casting Time:''' 1 minute - -'''Range:''' Touch - -'''Components:''' V, S, M (a hummingbird feather) - -'''Duration:''' 8 hours - -You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. - -This spell immediately ends if you cast it again before its duration ends. - - -==== Freedom of Movement ==== - -''4th-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (a leather strap, bound around the arm or a similar appendage) - -'''Duration:''' 1 hour - -You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. - -The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks. - - -==== Freezing Sphere ==== - -''6th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 300 feet - -'''Components:''' V, S, M (a small crystal sphere) - -'''Duration:''' Instantaneous - -A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. - -If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. - -You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. - - -= Spells (G) = - - -==== Gaseous Form ==== - -''3rd-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (a bit of gauze and a wisp of smoke) - -'''Duration:''' Concentration, up to 1 hour - -You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected. - -While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated. - -While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells. - - -==== Gate ==== - -''9th-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S, M (a diamond worth at least 5,000 gp) - -'''Duration:''' Concentration, up to 1 minute - -You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. - -The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. - -Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. - -When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you. - - -==== Geas ==== - -''5th-level enchantment'' - -'''Casting Time:''' 1 minute - -'''Range:''' 60 feet - -'''Components:''' V - -'''Duration:''' 30 days - -You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. - -You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. - -You can end the spell early by using an action to dismiss it. A ''remove curse'', ''greater restoration'', or ''wish'' spell also ends it. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. - - -==== Gentle Repose ==== - -''2nd-level necromancy (ritual)'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration) - -'''Duration:''' 10 days - -You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead. - -The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as ''raise dead''. - - -==== Giant Insect ==== - -''4th-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 10 minutes - -You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. - -Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement. - -A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. - -The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp. - - -==== Glibness ==== - -''8th-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V - -'''Duration:''' 1 hour - -Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful. - - -==== Globe of Invulnerability ==== - -''6th-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Self (10-foot radius) - -'''Components:''' V, S, M (a glass or crystal bead that shatters when the spell ends) - -'''Duration:''' Concentration, up to 1 minute - -An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. - -Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th. - - -==== Glyph of Warding ==== - -''3rd-level abjuration'' - -'''Casting Time:''' 1 hour - -'''Range:''' Touch - -'''Components:''' V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) - -'''Duration:''' Until dispelled or triggered - -When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. - -The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. - -You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. - -You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. - -When you inscribe the glyph, choose ''explosive runes'' or a ''spell glyph''. - -'''''Explosive Runes'''''. When triggered, the glyph erupts with magical energy in a 20-foot radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. - -'''''Spell Glyph'''''. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 4th level or higher, the damage of an ''explosive runes'' glyph increases by 1d8 for each slot level above 3rd. If you create a ''spell glyph'', you can store any spell of up to the same level as the slot you use for the ''glyph of warding''. - - -==== Goodberry ==== - -''1st-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (a sprig of mistletoe) - -'''Duration:''' Instantaneous - -Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. - -The berries lose their potency if they have not  been consumed within 24 hours of the casting of this spell. - - -==== Grease ==== - -''1st-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S, M (a bit of pork rind or butter) - -'''Duration:''' 1 minute - -Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. - -When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. - - -==== Greater Invisibility ==== - -''4th-level illusion'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 minute - -You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. - - -==== Greater Restoration ==== - -''5th-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (diamond dust worth at least 100 gp, which the spell consumes) - -'''Duration:''' Instantaneous - -You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target: - -* One effect that charmed or petrified the target -* One curse, including the target’s attunement to a cursed magic item -* Any reduction to one of the target’s ability scores -* One effect reducing the target’s hit point maximum - - -==== Guards and Wards ==== - -''6th-level abjuration'' - -'''Casting Time:''' 10 minutes - -'''Range:''' Touch - -'''Components:''' V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp) - -'''Duration:''' 24 hours - -You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. - -When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. - -''Guards and wards'' creates the following effects within the warded area. - -'''''Corridors'''''. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. - -'''''Doors'''''. All doors in the warded area are magically locked, as if sealed by an ''arcane lock'' spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the ''minor illusion'' spell) to make them appear as plain sections of wall. - -'''''Stairs'''''. Webs fill all stairs in the warded area from top to bottom, as the ''web'' spell. These strands regrow in 10 minutes if they are burned or torn away while ''guards and wards'' lasts. - -'''''Other Spell Effect'''''. You can place your choice of one of the following magical effects within the warded area of the stronghold. - -* Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. -* Place magic mouth in two locations. -* Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. -* Place a constant gust of wind in one corridor or room. -* Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. - -The whole warded area radiates magic. A ''dispel magic'' cast on a specific effect, if successful, removes only that effect. - -You can create a permanently guarded and warded structure by casting this spell there every day for one year. - - -==== Guidance ==== - -''Divination cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 minute - -You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. - - -==== Guiding Bolt ==== - -''1st-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S - -'''Duration:''' 1 round - -A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. - - -==== Gust of Wind ==== - -''2nd-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' Self (60-foot line) - -'''Components:''' V, S, M (a legume seed) - -'''Duration:''' Concentration, up to 1 minute - -A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. - -Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. - -The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. - -As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. - - -= Spells (H) = - - -==== Hallow ==== - -''5th-level evocation'' - -'''Casting Time:''' 24 hours - -'''Range:''' Touch - -'''Components:''' V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes) - -'''Duration:''' Until dispelled - -You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a ''hallow'' spell. The affected area is subject to the following effects. - -First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. - -Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. - -'''''Courage'''''. Affected creatures can’t be frightened while in the area. - -'''''Darkness'''''. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can’t illuminate the area. - -'''''Daylight'''''. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can’t extinguish the light. - -'''''Energy Protection'''''. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. - -'''''Energy Vulnerability'''''. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. - -'''''Everlasting Rest'''''. Dead bodies interred in the area can’t be turned into undead. - -'''''Extradimensional Interference'''''. Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means. - -'''''Fear'''''. Affected creatures are frightened while in the area. - -'''''Silence'''''. No sound can emanate from within the area, and no sound can reach into it. - -'''''Tongues'''''. Affected creatures can communicate with any other creature in the area, even if they don’t share a common language. - - -==== Hallucinatory Terrain ==== - -''4th-level illusion'' - -'''Casting Time:''' 10 minutes - -'''Range:''' 300 feet - -'''Components:''' V, S, M (a stone, a twig, and a bit of green plant) - -'''Duration:''' 24 hours - -You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance. - -The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. - - -==== Harm ==== - -''6th-level necromancy'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes. - - -==== Haste ==== - -''3rd-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a shaving of licorice root) - -'''Duration:''' Concentration, up to 1 minute - -Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. - -When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. - - -==== Heal ==== - -''6th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th. - - -==== Healing Word ==== - -''1st-level evocation'' - -'''Casting Time:''' 1 bonus action - -'''Range:''' 60 feet - -'''Components:''' V - -'''Duration:''' Instantaneous - -A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. - - -==== Heat Metal ==== - -''2nd-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S, M (a piece of iron and a flame) - -'''Duration:''' Concentration, up to 1 minute - -Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. - -If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. - - -==== Hellish Rebuke ==== - -''1st-­level evocation'' - -'''Casting Time:''' 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. - -'''''At Higher Levels'''''. When you cast this spell using a  spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. - - -==== Heroes’ Feast ==== - -''6th-level conjuration'' - -'''Casting Time:''' 10 minutes - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes) - -'''Duration:''' Instantaneous - -You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast. - -A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours. - - -==== Heroism ==== - -''1st-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 minute - -A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. - - -==== Hideous Laughter ==== - -''1st-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S, M (tiny tarts and a feather that is waved in the air) - -'''Duration:''' Concentration, up to 1 minute - -A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. - -At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends. - - -==== Hold Monster ==== - -''5th-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 90 feet - -'''Components:''' V, S, M (a small, straight piece of iron) - -'''Duration:''' Concentration, up to 1 minute - -Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. - - -==== Hold Person ==== - -''2nd-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S, M (a small, straight piece of iron) - -'''Duration:''' Concentration, up to 1 minute - -Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. - - -==== Holy Aura ==== - -''8th-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text) - -'''Duration:''' Concentration, up to 1 minute - -Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends. - - -==== Hunter’s Mark ==== - -''1st-­level divination'' - -'''Casting Time:''' 1 bonus action - -'''Range:''' 90 feet - -'''Components:''' V - -'''Duration:''' Concentration, up to 1 hour - -You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. - -'''''At Higher Levels'''''. When you cast this spell using a  spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. - - -==== Hypnotic Pattern ==== - -''3rd-level illusion'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material) - -'''Duration:''' Concentration, up to 1 minute - -You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. - -The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. - - -= Spells (I) = - - -==== Ice Storm ==== - -''4th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 300 feet - -'''Components:''' V, S, M (a pinch of dust and a few drops of water) - -'''Duration:''' Instantaneous - -A hail of rock-hard ice pounds to the ground in a 20-foot radius, 40-foot high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. - -Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. - - -==== Identify ==== - -''1st-level divination (ritual)'' - -'''Casting Time:''' 1 minute - -'''Range:''' Touch - -'''Components:''' V, S, M (a pearl worth at least 100 gp and an owl feather) - -'''Duration:''' Instantaneous - -You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. - -If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. - - -==== Illusory Script ==== - -''1st-level illusion (ritual)'' - -'''Casting Time:''' 1 minute - -'''Range:''' Touch - -'''Components:''' S, M (a lead-based ink worth at least 10 gp, which the spell consumes) - -'''Duration:''' 10 days - -You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. - -To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. - -Should the spell be dispelled, the original script and the illusion both disappear. - -A creature with truesight can read the hidden message. - - -==== Imprisonment ==== - -''9th-level abjuration'' - -'''Casting Time:''' 1 minute - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) - -'''Duration:''' Until dispelled - -You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. - -When you cast the spell, you choose one of the following forms of imprisonment. - -'''''Burial'''''. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. - -The special component for this version of the spell is a small mithral orb. - -'''''Chaining'''''. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. - -The special component for this version of the spell is a fine chain of precious metal. - -'''''Hedged Prison'''''. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. - -The special component for this version of the spell is a miniature representation of the prison made from jade. - -'''''Minimus Containment'''''. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect. - -The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. - -'''''Slumber'''''. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs. - -'''''Ending the Spell'''''. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. - -A ''dispel magic'' spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. - -You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding. - - -==== Incendiary Cloud ==== - -''8th-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 150 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 minute - -A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. - -When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. - -The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. - - -==== Inflict Wounds ==== - -''1st-level necromancy'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. - - -==== Insect Plague ==== - -''5th-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 300 feet - -'''Components:''' V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat) - -'''Duration:''' Concentration, up to 10 minutes - -Swarming, biting locusts fill a 20-foot radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain. - -When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. - - -==== Instant Summons ==== - -''6th-level conjuration (ritual)'' - -'''Casting Time:''' 1 minute - -'''Range:''' Touch - -'''Components:''' V, S, M (a sapphire worth 1,000 gp) - -'''Duration:''' Until dispelled - -You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. - -At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. - -If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. - -''Dispel magic'' or a similar effect successfully applied to the sapphire ends this spell’s effect. - - -==== Invisibility ==== - -''2nd-level illusion'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (an eyelash encased in gum arabic) - -'''Duration:''' Concentration, up to 1 hour - -A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. - - -==== Irresistible Dance ==== - -''6th-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V - -'''Duration:''' Concentration, up to 1 minute - -Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell. - -A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends. - - -= Spells (J) = - - -==== Jump ==== - -''1st-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (a grasshopper’s hind leg) - -'''Duration:''' 1 minute - -You touch a creature. The creature’s jump distance is tripled until the spell ends. - - -= Spells (K) = - - -==== Knock ==== - -''2nd-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V - -'''Duration:''' Instantaneous - -Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. - -A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. - -If you choose a target that is held shut with ''arcane lock'', that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. - -When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object. - - -= Spells (L) = - - -==== Legend Lore ==== - -''5th-level divination'' - -'''Casting Time:''' 10 minutes - -'''Range:''' Self - -'''Components:''' V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each) - -'''Duration:''' Instantaneous - -Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. - -The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word ''Rudnogg'' on the lips.” - - -==== Lesser Restoration ==== - -''2nd-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. - - -==== Levitate ==== - -''2nd-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end) - -'''Duration:''' Concentration, up to 10 minutes - -One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. - -The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range. - -When the spell ends, the target floats gently to the ground if it is still aloft. - - -==== Light ==== - -''Evocation cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, M (a firefly or phosphorescent moss) - -'''Duration:''' 1 hour - -You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. - -If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. - - -==== Lightning Bolt ==== - -''3rd-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' Self (100-foot line) - -'''Components:''' V, S, M (a bit of fur and a rod of amber, crystal, or glass) - -'''Duration:''' Instantaneous - -A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. - -The lightning ignites flammable objects in the area that aren’t being worn or carried. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. - - -==== Locate Animals or Plants ==== - -''2nd-level divination (ritual)'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S, M (a bit of fur from a bloodhound) - -'''Duration:''' Instantaneous - -Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. - - -==== Locate Creature ==== - -''4th-level divination'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S, M (a bit of fur from a bloodhound) - -'''Duration:''' Concentration, up to 1 hour - -Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. - -The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close-within 30 feet-at least once. If the creature you described or named is in a different form, such as being under the effects of a ''polymorph'' spell, this spell doesn’t locate the creature. - -This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. - - -==== Locate Object ==== - -''2nd-level divination'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S, M (a forked twig) - -'''Duration:''' Concentration, up to 10 minutes - -Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. - -The spell can locate a specific object known to you, as long as you have seen it up close-within 30 feet-at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. - -This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. - - -==== Longstrider ==== - -''1st-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (a pinch of dirt) - -'''Duration:''' 1 hour - -You touch a creature. The target’s speed increases by 10 feet until the spell ends. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. - - -= Spells (M) = - - -==== Mage Armor ==== - -''1st-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (a piece of cured leather) - -'''Duration:''' 8 hours - -You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. - - -==== Mage Hand ==== - -''Conjuration cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S - -'''Duration:''' 1 minute - -A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. - -You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. - -The hand can’t attack, activate magic items, or carry more than 10 pounds. - - -==== Magic Circle ==== - -''3rd-level abjuration'' - -'''Casting Time:''' 1 minute - -'''Range:''' 10 feet - -'''Components:''' V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) - -'''Duration:''' 1 hour - -You create a 10-foot radius, 20-foot tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. - -Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: - -* The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. -* The creature has disadvantage on attack rolls against targets within the cylinder. -* Targets within the cylinder can’t be charmed, frightened, or possessed by the creature. - -When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. - - -==== Magic Jar ==== - -''6th-level necromancy'' - -'''Casting Time:''' 1 minute - -'''Range:''' Self - -'''Components:''' V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) - -'''Duration:''' Until dispelled - -Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. - -You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a ''protection from evil and good'' or ''magic circle'' spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours. - -Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features. - -Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all. - -While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. - -If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. - -When the spell ends, the container is destroyed. - - -==== Magic Missile ==== - -''1st-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. - - -==== Magic Mouth ==== - -''2nd-level illusion (ritual)'' - -'''Casting Time:''' 1 minute - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) - -'''Duration:''' Until dispelled - -You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. - -When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. - -The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it. - - -==== Magic Weapon ==== - -''2nd-level transmutation'' - -'''Casting Time:''' 1 bonus action - -'''Range:''' Touch - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 hour - -You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. - - -==== Magnificent Mansion ==== - -''7th-level conjuration'' - -'''Casting Time:''' 1 minute - -'''Range:''' 300 feet - -'''Components:''' V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp) - -'''Duration:''' 24 hours - -You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. - -Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. - -You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance. - - -==== Major Image ==== - -''3rd-level illusion'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S, M (a bit of fleece) - -'''Duration:''' Concentration, up to 10 minutes - -You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). - -As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. - -Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. - - -==== Mass Cure Wounds ==== - -''5th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. - - -==== Mass Heal ==== - -''9th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs. - - -==== Mass Healing Word ==== - -''3rd-level evocation'' - -'''Casting Time:''' 1 bonus action - -'''Range:''' 60 feet - -'''Components:''' V - -'''Duration:''' Instantaneous - -As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. - - -==== Mass Suggestion ==== - -''6th-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) - -'''Duration:''' 24 hours - -You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. - -Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. - -You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed. - -If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. - -'''''At Higher Levels'''''. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day. - - -==== Maze ==== - -''8th-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 10 minutes - -You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. - -The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). - -When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. - - -==== Meld into Stone ==== - -''3rd-level transmutation (ritual)'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S - -'''Duration:''' 8 hours - -You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. - -While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move. - -Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered. - - -==== Mending ==== - -''Transmutation cantrip'' - -'''Casting Time:''' 1 minute - -'''Range:''' Touch - -'''Components:''' V, S, M (two lodestones) - -'''Duration:''' Instantaneous - -This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. - -This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. - - -==== Message ==== - -''Transmutation cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S, M (a short piece of copper wire) - -'''Duration:''' 1 round - -You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. - -You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings. - - -==== Meteor Swarm ==== - -''9th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 1 mile - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. - -The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried. - - -==== Mind Blank ==== - -''8th-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S - -'''Duration:''' 24 hours - -Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils ''wish'' spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target. - - -==== Minor Illusion ==== - -''Illusion cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' S, M (a bit of fleece) - -'''Duration:''' 1 minute - -You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. - -If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. - -If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. - -If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. - - -==== Mirage Arcane ==== - -''7th-level illusion'' - -'''Casting Time:''' 10 minutes - -'''Range:''' Sight - -'''Components:''' V, S - -'''Duration:''' 10 days - -You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. - -Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures. - -The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. - -Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion. - - -==== Mirror Image ==== - -''2nd-level illusion'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S - -'''Duration:''' 1 minute - -Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. - -Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. - -If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. - -A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. - -A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. - - -==== Mislead ==== - -''5th-level illusion'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' S - -'''Duration:''' Concentration, up to 1 hour - -You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. - -You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. - -You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. - - -==== Misty Step ==== - -''2nd-level conjuration'' - -'''Casting Time:''' 1 bonus action - -'''Range:''' Self - -'''Components:''' V - -'''Duration:''' Instantaneous - -Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. - - -==== Modify Memory ==== - -''5th-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 minute - -You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified. - -While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. - -You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends. - -A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. - -A ''remove curse'' or ''greater restoration'' spell cast on the target restores the creature’s true memory. - -'''''At Higher Levels'''''. If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level). - - -==== Moonbeam ==== - -''2nd-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) - -'''Duration:''' Concentration, up to 1 minute - -A silvery beam of pale light shines down in a 5-foot radius, 40-foot high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. - -When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. - -A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light. - -On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. - - -==== Move Earth ==== - -''6th-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S, M (an iron blade and a small bag containing a mixture of soils-clay, loam, and sand) - -'''Duration:''' Concentration, up to 2 hours - -Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. - -At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. - -Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement. - -This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. - -Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it. - - -= Spells (N) = - - -==== Nondetection ==== - -''3rd-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes) - -'''Duration:''' 8 hours - -For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors. - - -= Spells (O) = - - -= Spells (P) = - - -==== Pass without Trace ==== - -''2nd-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) - -'''Duration:''' Concentration, up to 1 hour - -A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. - - -==== Passwall ==== - -''5th-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a pinch of sesame seeds) - -'''Duration:''' 1 hour - -A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. - -When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell. - - -==== Phantasmal Killer ==== - -''4th-level illusion'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 minute - -You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. - - -==== Phantom Steed ==== - -''3rd-level illusion (ritual)'' - -'''Casting Time:''' 1 minute - -'''Range:''' 30 feet - -'''Components:''' V, S - -'''Duration:''' 1 hour - -A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. - -For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage. - - -==== Planar Ally ==== - -''6th-level conjuration'' - -'''Casting Time:''' 10 minutes - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM’s choice). - -When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. - -Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. - -As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. - -After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane. - -A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded. - - -==== Planar Binding ==== - -''5th-level abjuration'' - -'''Casting Time:''' 1 hour - -'''Range:''' 60 feet - -'''Components:''' V, S, M (a jewel worth at least 1,000 gp, which the spell consumes) - -'''Duration:''' 24 hours - -With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted ''magic circle'' in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell. - -A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot. - - -==== Plane Shift ==== - -''7th-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence) - -'''Duration:''' Instantaneous - -You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion. - -Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. - -You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence. - - -==== Plant Growth ==== - -''3rd-level transmutation'' - -'''Casting Time:''' 1 action or 8 hours - -'''Range:''' 150 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. - -If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. - -You can exclude one or more areas of any size within the spell’s area from being affected. - -If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. - - -==== Poison Spray ==== - -''Conjuration cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' 10 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. - -This spell’s damage increases by 1d12 when you  reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). - - -==== Polymorph ==== - -''4th-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S, M (a caterpillar cocoon) - -'''Duration:''' Concentration, up to 1 hour - -This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. - -The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. - -The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. - -The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech. - -The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. - - -==== Power Word Kill ==== - -''9th-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V - -'''Duration:''' Instantaneous - -You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect. - - -==== Power Word Stun ==== - -''8th-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V - -'''Duration:''' Instantaneous - -You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. - -The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. - - -==== Prayer of Healing ==== - -''2nd-level evocation'' - -'''Casting Time:''' 10 minutes - -'''Range:''' 30 feet - -'''Components:''' V - -'''Duration:''' Instantaneous - -Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. - - -==== Prestidigitation ==== - -''Transmutation cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' 10 feet - -'''Components:''' V, S - -'''Duration:''' Up to 1 hour - -This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within Range: - -* You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. -* You instantaneously light or snuff out a candle, a torch, or a small campfire. -* You instantaneously clean or soil an object no larger than 1 cubic foot. -* You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. -* You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. -* You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. - -If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. - - -==== Prismatic Spray ==== - -''7th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' Self (60-foot cone) - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. - -* '''''Red'''''. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. -* '''''Orange'''''. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. -* '''''Yellow'''''. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. -* '''''Green'''''. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. -* '''''Blue'''''. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. -* '''''Indigo'''''. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. -* '''''Violet'''''. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) -* '''''Special'''''. The target is struck by two rays. Roll twice more, rerolling any 8. - - -==== Prismatic Wall ==== - -''9th-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' 10 minutes - -The spell no longer refers to a rod of cancellation, and the text clarifies that dispel magic works only against the violet layer. - -A shimmering, multicolored plane of light forms a vertical opaque wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. - -The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute. - -The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below. - -The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An ''antimagic field'' has no effect on it. - -* '''''Red'''''. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. -* '''''Orange'''''. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind. -* '''''Yellow'''''. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. -* '''''Green'''''. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A ''passwall'' spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. -* '''''Blue'''''. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. -* '''''Indigo'''''. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a ''daylight'' spell or a similar spell of equal or higher level. -* '''''Violet'''''. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a ''dispel magic'' spell or a similar spell of equal or higher level that can end spells and magical effects. - - -==== Private Sanctum ==== - -''4th-level abjuration'' - -'''Casting Time:''' 10 minutes - -'''Range:''' 120 feet - -'''Components:''' V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite) - -'''Duration:''' 24 hours - -You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. - -When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: - -* Sound can’t pass through the barrier at the edge of the warded area. -* The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. -* Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter. -* Creatures in the area can’t be targeted by divination spells. -* Nothing can teleport into or out of the warded area. -* Planar travel is blocked within the warded area. Casting this spell on the same spot every day for a year makes this effect permanent. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level. - - -==== Produce Flame ==== - -''Conjuration cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S - -'''Duration:''' 10 minutes - -A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. - -You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. - -This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - - -==== Programmed Illusion ==== - -''6th-level illusion'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S, M (a bit of fleece and jade dust worth at least 25 gp) - -'''Duration:''' Until dispelled - -You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. - -When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. - -The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. - -Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. - - -==== Project Image ==== - -''7th-level illusion'' - -'''Casting Time:''' 1 action - -'''Range:''' 500 miles - -'''Components:''' V, S, M (a small replica of you made from materials worth at least 5 gp) - -'''Duration:''' Concentration, up to 1 day - -You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. - -You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. - -You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. - -Physical interaction with the image reveals it to be an illusion, because things can pass through it. A - -creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. - - -==== Protection from Energy ==== - -''3rd-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 hour - -For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. - - -==== Protection from Evil and Good ==== - -''1st-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (holy water or powdered silver and iron, which the spell consumes) - -'''Duration:''' Concentration up to 10 minutes - -Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. - -The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. - - -==== Protection from Poison ==== - -''2nd-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S - -'''Duration:''' 1 hour - -You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. - -For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. - - -==== Purify Food and Drink ==== - -''1st-level transmutation (ritual)'' - -'''Casting Time:''' 1 action - -'''Range:''' 10 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. - - -= Spells (Q) = - - -= Spells (R) = - - -==== Raise Dead ==== - -''5th-level necromancy'' - -'''Casting Time:''' 1 hour - -'''Range:''' Touch - -'''Components:''' V, S, M (a diamond worth at least 500 gp, which the spell consumes) - -'''Duration:''' Instantaneous - -You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. - -This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. - -This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival-its head, for instance-the spell automatically fails. - -Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. - - -==== Ray of Enfeeblement ==== - -''2nd-level necromancy'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 minute - -A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. - -At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends. - - -==== Ray of Frost ==== - -''Evocation cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. - -The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - - -==== Regenerate ==== - -''7th-level transmutation'' - -'''Casting Time:''' 1 minute - -'''Range:''' Touch - -'''Components:''' V, S, M (a prayer wheel and holy water) - -'''Duration:''' 1 hour - -You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). - -The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. - - -==== Reincarnate ==== - -''5th-level transmutation'' - -'''Casting Time:''' 1 hour - -'''Range:''' Touch - -'''Components:''' V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes) - -'''Duration:''' Instantaneous - -You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. - -If the target’s soul isn’t free or willing to do so, the spell fails. - -The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form. - -'''Table- Reincarnate Race''' - -{| -! d100 -! Race -|- -| 01-04 -| Dragonborn -|- -| 05-13 -| Dwarf, hill -|- -| 14-21 -| Dwarf, mountain -|- -| 22-25 -| Elf, dark -|- -| 26-34 -| Elf, high -|- -| 35-42 -| Elf, wood -|- -| 43-46 -| Gnome, forest -|- -| 47-52 -| Gnome, rock -|- -| 53-56 -| Half-elf -|- -| 57-60 -| Half-orc -|- -| 61-68 -| Halfling, lightfoot -|- -| 69-76 -| Halfling, stout -|- -| 77-96 -| Human -|- -| 97-00 -| Tiefling -|- -| -| -|} - -The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly. - - -==== Remove Curse ==== - -''3rd-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded. - - -==== Resilient Sphere ==== - -''4th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic) - -'''Duration:''' Concentration, up to 1 minute - -A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. - -Nothing-not physical objects, energy, or other spell effects-can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. - -The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. - -A ''disintegrate'' spell targeting the globe destroys it without harming anything inside it. - - -==== Resistance ==== - -''Abjuration cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (a miniature cloak) - -'''Duration:''' Concentration, up to 1 minute - -You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends. - - -==== Resurrection ==== - -''7th-level necromancy'' - -'''Casting Time:''' 1 hour - -'''Range:''' Touch - -'''Components:''' V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) - -'''Duration:''' Instantaneous - -You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points. - -This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting the spell, they afflict the target on its return to life. - -This spell closes all mortal wounds and restores any missing body parts. - -Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. - -Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws. - - -==== Reverse Gravity ==== - -''7th-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' 100 feet - -'''Components:''' V, S, M (a lodestone and iron filings) - -'''Duration:''' Concentration, up to 1 minute - -This spell reverses gravity in a 50-foot radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. - -If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. - -At the end of the duration, affected objects and creatures fall back down. - - -==== Revivify ==== - -''3rd-level necromancy'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (diamonds worth 300 gp, which the spell consumes) - -'''Duration:''' Instantaneous - -You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts. - - -==== Rope Trick ==== - -''2nd-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (powdered corn extract and a twisted loop of parchment) - -'''Duration:''' 1 hour - -You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. - -The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. - -Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. - -Anything inside the extradimensional space drops out when the spell ends. - - -= Spells (S) = - - -==== Sacred Flame ==== - -''Evocation cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. - -The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - - -==== Sanctuary ==== - -''1st-level abjuration'' - -'''Casting Time:''' 1 bonus action - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a small silver mirror) - -'''Duration:''' 1 minute - -You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. - -If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. - - -==== Scorching Ray ==== - -''2nd-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. - -Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. - - -==== Scrying ==== - -''5th-level divination'' - -'''Casting Time:''' 10 minutes - -'''Range:''' Self - -'''Components:''' V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water) - -'''Duration:''' Concentration, up to 10 minutes - -You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed. - -'''Table- Scrying Save Modifier''' - -{| -! Knowledge -! Save Modifier -|- -| Secondhand (you have heard of the target) -| +5 -|- -| Firsthand (you have met the target) -| +0 -|- -| Familiar (you know the target well) -| -5 -|- -| Connection -| Save Modifier -|- -| Likeness or picture -| -2 -|- -| Possession or garment -| -4 -|- -| Body part, lock of hair, bit of nail, or the like -| -10 -|- -| -| -|} - -On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. - -On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. - -Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move. - - -==== Secret Chest ==== - -''4th-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) - -'''Duration:''' Instantaneous - -You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). - -While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. - -After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. - - -==== See Invisibility ==== - -''2nd-level divination'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S, M (a pinch of talc and a small sprinkling of powdered silver) - -'''Duration:''' 1 hour - -For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. - - -==== Seeming ==== - -''5th-level illusion'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S - -'''Duration:''' 8 hours - -This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. - -The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. - -The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. - -A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised. - - -==== Sending ==== - -''3rd-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' Unlimited - -'''Components:''' V, S, M (a short piece of fine copper wire) - -'''Duration:''' 1 round - -You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. - -You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. - - -==== Sequester ==== - -''7th-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes) - -'''Duration:''' Until dispelled - -By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by divination spells or perceived through scrying sensors created by divination spells. - -If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older. - -You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage. - - -==== Shapechange ==== - -''9th-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell) - -'''Duration:''' Concentration, up to 1 hour - -You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. - -Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form. - -You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. - -You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. - -When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. - -During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value. - - -==== Shatter ==== - -''2nd-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S, M (a chip of mica) - -'''Duration:''' Instantaneous - -A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. - -A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. - - -==== Shield ==== - -''1st-level abjuration'' - -'''Casting Time:''' 1 reaction, which you take when you are hit by an attack or targeted by the ''magic missile'' spell - -'''Range:''' Self - -'''Components:''' V, S - -'''Duration:''' 1 round - -An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from ''magic missile''. - - -==== Shield of Faith ==== - -''1st-level abjuration'' - -'''Casting Time:''' 1 bonus action - -'''Range:''' 60 feet - -'''Components:''' V, S, M (a small parchment with a bit of holy text written on it) - -'''Duration:''' Concentration, up to 10 minutes - -A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. - - -==== Shillelagh ==== - -''Transmutation cantrip'' - -'''Casting Time:''' 1 bonus action - -'''Range:''' Touch - -'''Components:''' V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) - -'''Duration:''' 1 minute - -The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon. - - -==== Shocking Grasp ==== - -''Evocation cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. - -The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - - -==== Silence ==== - -''2nd-level illusion (ritual)'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 10 minutes - -For the duration, no sound can be created within or pass through a 20-foot radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. - - -==== Silent Image ==== - -''1st-level illusion'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S, M (a bit of fleece) - -'''Duration:''' Concentration, up to 10 minutes - -You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. - -You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. - -Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. - - -==== Simulacrum ==== - -''7th-level illusion'' - -'''Casting Time:''' 12 hours - -'''Range:''' Touch - -'''Components:''' V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell) - -'''Duration:''' Until dispelled - -You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. - -The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. - -If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. - -If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed. - - -==== Sleep ==== - -''1st-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 90 feet - -'''Components:''' V, S, M (a pinch of fine sand, rose petals, or a cricket) - -'''Duration:''' 1 minute - -This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). - -Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. - -Undead and creatures immune to being charmed aren’t affected by this spell. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. - - -==== Sleet Storm ==== - -''3rd-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 150 feet - -'''Components:''' V, S, M (a pinch of dust and a few drops of water) - -'''Duration:''' Concentration, up to 1 minute - -Until the spell ends, freezing rain and sleet fall in a 20-foot tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. - -The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. - -If a creature starts its turn in the spell’s area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. - - -==== Slow ==== - -''3rd-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S, M (a drop of molasses) - -'''Duration:''' Concentration, up to 1 minute - -You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. - -An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. - -If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. - -A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it. - - -==== Spare the Dying ==== - -''Necromancy cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. - - -==== Speak with Animals ==== - -''1st-level divination (ritual)'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S - -'''Duration:''' 10 minutes - -You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion. - - -==== Speak with Dead ==== - -''3rd-level necromancy'' - -'''Casting Time:''' 1 action - -'''Range:''' 10 feet - -'''Components:''' V, S, M (burning incense) - -'''Duration:''' 10 minutes - -You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days. - -Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events. - - -==== Speak with Plants ==== - -''3rd-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' Self (30-foot radius) - -'''Components:''' V, S - -'''Duration:''' 10 minutes - -You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. - -You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. - -Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. - -If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. - -This spell can cause the plants created by the ''entangle'' spell to release a restrained creature. - - -==== Spider Climb ==== - -''2nd-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (a drop of bitumen and a spider) - -'''Duration:''' Concentration, up to 1 hour - -Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. - - -==== Spike Growth ==== - -''2nd-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' 150 feet - -'''Components:''' V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) - -'''Duration:''' Concentration, up to 10 minutes - -The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. - -The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. - - -==== Spirit Guardians ==== - -''3rd-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Self (15-foot radius) - -'''Components:''' V, S, M (a holy symbol) - -'''Duration:''' Concentration, up to 10 minutes - -You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. - -When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. - - -==== Spiritual Weapon ==== - -''2nd-level evocation'' - -'''Casting Time:''' 1 bonus action - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' 1 minute - -You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. - -As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. - -The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd. - - -==== Stinking Cloud ==== - -''3rd-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 90 feet - -'''Components:''' V, S, M (a rotten egg or several skunk cabbage leaves) - -'''Duration:''' Concentration, up to 1 minute - -You create a 20-foot radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. - -Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. - -A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. - - -==== Stone Shape ==== - -''4th-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object) - -'''Duration:''' Instantaneous - -You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible. - - -==== Stoneskin ==== - -''4th-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (diamond dust worth 100 gp, which the spell consumes) - -'''Duration:''' Concentration, up to 1 hour - -This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. - - -==== Storm of Vengeance ==== - -''9th-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Sight - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 minute - -A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. - -Each round you maintain concentration on this spell, the storm produces different effects on your turn. - -'''''Round 2'''''. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. - -'''''Round 3'''''. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. - -'''''Round 4'''''. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. - -'''''Round 5-10'''''. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical. - - -==== Suggestion ==== - -''2nd-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) - -'''Duration:''' Concentration, up to 8 hours - -You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. - -The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. - -You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. - -If you or any of your companions damage the target, the spell ends. - - -==== Sunbeam ==== - -''6th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' Self (60-foot line) - -'''Components:''' V, S, M (a magnifying glass) - -'''Duration:''' Concentration, up to 1 minute - -A beam of brilliant light flashes out from your hand in a 5-foot wide, 60-foot long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. - -You can create a new line of radiance as your action on any turn until the spell ends. - -For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. - - -==== Sunburst ==== - -''8th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 150 feet - -'''Components:''' V, S, M (fire and a piece of sunstone) - -'''Duration:''' Instantaneous - -Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. - -A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. - -This spell dispels any darkness in its area that was created by a spell. - - -==== Symbol ==== - -''7th-level abjuration'' - -'''Casting Time:''' 1 minute - -'''Range:''' Touch - -'''Components:''' V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes) - -'''Duration:''' Until dispelled or triggered - -When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. - -The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. - -You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. - -You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password. - -When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. - -'''''Death'''''. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. - -'''''Discord'''''. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. - -'''''Fear'''''. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. - -'''''Hopelessness'''''. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects. - -'''''Insanity'''''. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic. - -'''''Pain'''''. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. - -'''''Sleep'''''. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. - -'''''Stunning'''''. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save. - - -= Spells (T) = - - -==== Telekinesis ==== - -''5th-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 10 minutes - -You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. - -'''''Creature'''''. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. - -On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. - -'''''Object'''''. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. - -If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. - -You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. - - -==== Telepathic Bond ==== - -''5th-level divination (ritual)'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S, M (pieces of eggshell from two different kinds of creatures) - -'''Duration:''' 1 hour - -You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell. - -Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence. - - -==== Teleport ==== - -''7th-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 10 feet - -'''Components:''' V - -'''Duration:''' Instantaneous - -This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. - -The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table. - -'''Table- Teleport Familiarity''' - -{| -! Familiarity -! Mishap -! Similar Area -! Off Target -! On Target -|- -| Permanent circle -| - -| - -| - -| 01-100 -|- -| Associated object -| - -| - -| - -| 01-100 -|- -| Very familiar -| 01-05 -| 06-13 -| 14-24 -| 25-100 -|- -| Seen casually -| 01-33 -| 34-43 -| 44-53 -| 54-100 -|- -| Viewed once -| 01-43 -| 44-53 -| 54-73 -| 74-100 -|- -| Description -| 01-43 -| 44-53 -| 54-73 -| 74-100 -|- -| False destination -| 01-50 -| 51-100 -| - -| - -|- -| -| -| -| -| -|} - -'''''Familiarity'''''. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb. - -“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map. - -“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. - -'''''On Target'''''. You and your group (or the target object) appear where you want to. - -'''''Off Target'''''. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. - -'''''Similar Area'''''. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. - -'''''Mishap'''''. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). - - -==== Teleportation Circle ==== - -''5th-level conjuration'' - -'''Casting Time:''' 1 minute - -'''Range:''' 10 feet - -'''Components:''' V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes) - -'''Duration:''' 1 round - -As you cast the spell, you draw a 10-foot diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. - -Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence-a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. - -You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. - - -==== Thaumaturgy ==== - -''Transmutation cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V - -'''Duration:''' Up to 1 minute - -You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within Range: - -* Your voice booms up to three times as loud as normal for 1 minute. -* You cause flames to flicker, brighten, dim, or change color for 1 minute. -* You cause harmless tremors in the ground for 1 minute. -* You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. -* You instantaneously cause an unlocked door or window to fly open or slam shut. -* You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. - - -==== Thunderwave ==== - -''1st-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' Self (15-foot cube) - -'''Components:''' V, S - -'''Duration:''' Instantaneous - -A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. - -In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. - - -==== Time Stop ==== - -''9th-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V - -'''Duration:''' Instantaneous - -You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. - -This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it. - - -==== Tiny Hut ==== - -''3rd-level evocation (ritual)'' - -'''Casting Time:''' 1 minute - -'''Range:''' Self (10-foot radius hemisphere) - -'''Components:''' V, S, M (a small crystal bead) - -'''Duration:''' 8 hours - -A 10-foot radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. - -Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. - -Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. - - -==== Tongues ==== - -''3rd-level divination'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, M (a small clay model of a ziggurat) - -'''Duration:''' 1 hour - -This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says. - - -==== Transport via Plants ==== - -''6th-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 10 feet - -'''Components:''' V, S - -'''Duration:''' 1 round - -This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement. - - -==== Tree Stride ==== - -''5th-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 minute - -You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. - -You can use this transportation ability once per round for the duration. You must end each turn outside a tree. - - -==== True Polymorph ==== - -''9th-level transmutation'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) - -'''Duration:''' Concentration, up to 1 hour - -Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. - -This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell. - -'''''Creature into Creature'''''. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. - -The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. - -The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions. - -The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. - -'''''Object into Creature'''''. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature’s statistics and resolves all of its actions and movement. - -If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. - -'''''Creature into Object'''''. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object’s size is no larger than the creature’s size. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. - - -==== True Resurrection ==== - -''9th-level necromancy'' - -'''Casting Time:''' 1 hour - -'''Range:''' Touch - -'''Components:''' V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) - -'''Duration:''' Instantaneous - -You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points. - -This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. - -The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you. - - -==== True Seeing ==== - -''6th-level divination'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell) - -'''Duration:''' 1 hour - -This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. - - -==== True Strike ==== - -''Divination cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' S - -'''Duration:''' Concentration, up to 1 round - -You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended. - - -= Spells (U) = - - -==== Unseen Servant ==== - -''1st-level conjuration (ritual)'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S, M (a piece of string and a bit of wood) - -'''Duration:''' 1 hour - -This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. - -Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. - -If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. - - -= Spells (V) = - - -==== Vampiric Touch ==== - -''3rd-level necromancy'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V, S - -'''Duration:''' Concentration, up to 1 minute - -The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. - - -==== Vicious Mockery ==== - -''Enchantment cantrip'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V - -'''Duration:''' Instantaneous - -You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. - -This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). - - -= Spells (W) = - - -==== Wall of Fire ==== - -''4th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S, M (a small piece of phosphorus) - -'''Duration:''' Concentration, up to 1 minute - -You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. - -When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. - -One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. - - -==== Wall of Force ==== - -''5th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S, M (a pinch of powder made by crushing a clear gemstone) - -'''Duration:''' Concentration, up to 10 minutes - -An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side). - -Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by ''dispel magic''. A ''disintegrate'' spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. - - -==== Wall of Ice ==== - -''6th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S, M (a small piece of quartz) - -'''Duration:''' Concentration, up to 10 minutes - -You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. - -If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. - -The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th. - - -==== Wall of Stone ==== - -''5th-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S, M (a small block of granite) - -'''Duration:''' Concentration, up to 10 minutes - -A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. - -If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. - -The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. - -If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. - -The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM’s discretion. - -If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends. - - -==== Wall of Thorns ==== - -''6th-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S, M (a handful of thorns) - -'''Duration:''' Concentration, up to 10 minutes - -You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. - -When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. - -A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. - -'''''At Higher Levels'''''. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th. - - -==== Warding Bond ==== - -''2nd-level abjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Touch - -'''Components:''' V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration) - -'''Duration:''' 1 hour - -This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. - -The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. - - -==== Water Breathing ==== - -''3rd-level transmutation (ritual)'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a short reed or piece of straw) - -'''Duration:''' 24 hours - -This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. - - -==== Water Walk ==== - -''3rd-level transmutation (ritual)'' - -'''Casting Time:''' 1 action - -'''Range:''' 30 feet - -'''Components:''' V, S, M (a piece of cork) - -'''Duration:''' 1 hour - -This spell grants the ability to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. - -If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round. - - -==== Web ==== - -''2nd-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S, M (a bit of spiderweb) - -'''Duration:''' Concentration, up to 1 hour - -You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. - -If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. - -Each creature that starts its turn in the webs or that enters them during its turn must make a - -Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. - -A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. - -The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. - - -==== Weird ==== - -''9th-level illusion'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S - -'''Duration:''' Concentration, up to one minute - -Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature. - - -==== Wind Walk ==== - -''6th-level transmutation'' - -'''Casting Time:''' 1 minute - -'''Range:''' 30 feet - -'''Components:''' V, S, M (fire and holy water) - -'''Duration:''' 8 hours - -You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. - -If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance. - - -==== Wind Wall ==== - -''3rd-level evocation'' - -'''Casting Time:''' 1 action - -'''Range:''' 120 feet - -'''Components:''' V, S, M (a tiny fan and a feather of exotic origin) - -'''Duration:''' Concentration, up to 1 minute - -A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. - -When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. - -The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it. - - -==== Wish ==== - -''9th-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' Self - -'''Components:''' V - -'''Duration:''' Instantaneous - -''Wish'' is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. - -The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect. - -Alternatively, you can create one of the following effects of your choice: - -* You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. -* You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the ''greater restoration'' spell. -* You grant up to ten creatures that you can see resistance to a damage type you choose. -* You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack. -* You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a ''wish'' spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll. - -You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner. - -The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast ''wish'' ever again if you suffer this stress. - - -==== Word of Recall ==== - -''6th-level conjuration'' - -'''Casting Time:''' 1 action - -'''Range:''' 5 feet - -'''Components:''' V - -'''Duration:''' Instantaneous - -You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. - -You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect. - - -= Spells (X) = - - -= Spells (Y) = - - -= Spells (Z) = - - -==== Zone of Truth ==== - -''2nd-level enchantment'' - -'''Casting Time:''' 1 action - -'''Range:''' 60 feet - -'''Components:''' V, S - -'''Duration:''' 10 minutes - -You create a magical zone that guards against deception in a 15-foot radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. - -An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. - - -= GAMEMASTERING = - - -= Conditions = - -Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster’s attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous. - -A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. - -If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse. A creature either has a condition or doesn’t. - -The following definitions specify what happens to a creature while it is subjected to a condition. - - -== Blinded == - -* A blinded creature can’t see and automatically fails any ability check that requires sight. -* Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. - - -== Charmed == - -* A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. -* The charmer has advantage on any ability check to interact socially with the creature. - - -== Deafened == - -* A deafened creature can’t hear and automatically fails any ability check that requires hearing. - - -== Exhaustion == - -Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description. - -'''Table- Exhaustion Effects''' - -{| -! Level -! Effect -|- -| 1 -| Disadvantage on ability checks -|- -| 2 -| Speed halved -|- -| 3 -| Disadvantage on attack rolls and saving throws -|- -| 4 -| Hit point maximum halved -|- -| 5 -| Speed reduced to 0 -|- -| 6 -| Death -|- -| -| -|} - -If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description. - -A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. - -An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1. - -Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1. - - -== Frightened == - -* A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. -* The creature can’t willingly move closer to the source of its fear. - - -== Grappled == - -* A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. -* The condition ends if the grappler is incapacitated (see the condition). -* The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the ''thunder-wave'' spell. - - -== Incapacitated == - -* An incapacitated creature can’t take actions or reactions. - - -== Invisible == - -* An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves. -* Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage. - - -== Paralyzed == - -* A paralyzed creature is incapacitated (see the condition) and can’t move or speak. -* The creature automatically fails Strength and Dexterity saving throws. -* Attack rolls against the creature have advantage. -* Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - - -== Petrified == - -* A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. -* The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings. -* Attack rolls against the creature have advantage. -* The creature automatically fails Strength and Dexterity saving throws. -* The creature has resistance to all damage. -* The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. - - -== Poisoned == - -* A poisoned creature has disadvantage on attack rolls and ability checks. - - -== Prone == - -* A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition. -* The creature has disadvantage on attack rolls. -* An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - -== Restrained == - -* A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. -* Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. -* The creature has disadvantage on Dexterity saving throws. - - -== Stunned == - -* A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. -* The creature automatically fails Strength and Dexterity saving throws. -* Attack rolls against the creature have advantage. - - -== Unconscious == - -* An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings -* The creature drops whatever it’s holding and falls prone. -* The creature automatically fails Strength and Dexterity saving throws. -* Attack rolls against the creature have advantage. -* Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - - -= Pantheons = - -The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our world’s ancient times. They include deities that are most appropriate for use in a game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game. - - -== The Celtic Pantheon == - -It’s said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak-and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being. - -The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere. - -'''Table- Celtic Deities''' - -{| -!width="43%"| Deity -!width="9%"| Alignment -!width="16%"| Suggested Domains -!width="30%"| Symbol -|- -| The Daghdha, god of weather and crops -| CG -| Nature, Trickery -| Bubbling cauldron or shield -|- -| Arawn, god of life and death -| NE -| Life, Death -| Black star on gray background -|- -| Belenus, god of sun, light, and warmth -| NG -| Light -| Solar disk and standing stones -|- -| Brigantia, goddess of rivers and livestock -| NG -| Life -| Footbridge -|- -| Diancecht, god of medicine and healing -| LG -| Life -| Crossed oak and mistletoe branches -|- -| Dunatis, god of mountains and peaks -| N -| Nature -| Red sun-capped mountain peak -|- -| Goibhniu, god of smiths and healing -| NG -| Knowledge, Life -| Giant mallet over sword -|- -| Lugh, god of arts, travel, and commerce -| CN -| Knowledge, Life -| Pair of long hands -|- -| Manannan mac Lir, god of oceans and sea creatures -| LN -| Nature, Tempest -| Wave of white water on green -|- -| Math Mathonwy, god of magic -| NE -| Knowledge -| Staff -|- -| Morrigan, goddess of battle -| CE -| War -| Two crossed spears -|- -| Nuada, god of war and warriors -| N -| War -| Silver hand on black background -|- -| Oghma, god of speech and writing -| NG -| Knowledge -| Unfurled scroll -|- -| Silvanus, god of nature and forests -| N -| Nature -| Summer oak tree -|- -| -| -| -| -|} - - -== The Greek Pantheon == - -The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they’ve made a place for themselves inside the human heart, too. - -'''Table- Greek Deities''' - -{| -!width="37%"| Deity -!width="9%"| Alignment -!width="20%"| Suggested Domains -!width="33%"| Symbol -|- -| Zeus, god of the sky, ruler of the gods -| N -| Tempest -| Fist full of lightning bolts -|- -| Aphrodite, goddess of love and beauty -| CG -| Light -| Sea shell -|- -| Apollo, god of light, music, and healing -| CG -| Knowledge, Life, Light -| Lyre -|- -| Ares, god of war and strife -| CE -| War -| Spear -|- -| Artemis, goddess of hunting and childbirth -| NG -| Life, Nature -| Bow and arrow on lunar disk -|- -| Athena, goddess of wisdom and civilization -| LG -| Knowledge, War -| Owl -|- -| Demeter, goddess of agriculture -| NG -| Life -| Mare’s head -|- -| Dionysus, god of mirth and wine -| CN -| Life -| Thyrsus (staff tipped with pine cone) -|- -| Hades, god of the underworld -| LE -| Death -| Black ram -|- -| Hecate, goddess of magic and the moon -| CE -| Knowledge, Trickery -| Setting moon -|- -| Hephaestus, god of smithing and craft -| NG -| Knowledge -| Hammer and anvil -|- -| Hera, goddess of marriage and intrigue -| CN -| Trickery -| Fan of peacock feathers -|- -| Hercules, god of strength and adventure -| CG -| Tempest, War -| Lion’s head -|- -| Hermes, god of travel and commerce -| CG -| Trickery -| Caduceus (winged staff and serpents) -|- -| Hestia, goddess of home and family -| NG -| Life -| Hearth -|- -| Nike, goddess of victory -| LN -| War -| Winged woman -|- -| Pan, god of nature -| CN -| Nature -| Syrinx (pan pipes) -|- -| Poseidon, god of the sea and earthquakes -| CN -| Tempest -| Trident -|- -| Tyche, goddess of good fortune -| N -| Trickery -| Red pentagram -|- -| -| -| -| -|} - - -== The Egyptian Pantheon == - -These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma’at-the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe. - -The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning. - -'''Table- Egyptian Deities''' - -{| -!width="39%"| Deity -!width="8%"| Alignment -!width="21%"| Suggested Domains -!width="30%"| Symbol -|- -| Re-Horakhty, god of the sun, ruler of the gods -| LG -| Life, Light -| Solar disk encircled by serpent -|- -| Anubis, god of judgment and death -| LN -| Death -| Black jackal -|- -| Apep, god of evil, fire, and serpents -| NE -| Trickery -| Flaming snake -|- -| Bast, goddess of cats and vengeance -| CG -| War -| Cat -|- -| Bes, god of luck and music -| CN -| Trickery -| Image of the misshapen deity -|- -| Hathor, goddess of love, music, and motherhood -| NG -| Life, Light -| Horned cowʼs head with lunar disk -|- -| Imhotep, god of crafts and medicine -| NG -| Knowledge -| Step pyramid -|- -| Isis, goddess of fertility and magic -| NG -| Knowledge, Life -| Ankh and star -|- -| Nephthys, goddess of death and grief -| CG -| Death -| Horns around a lunar disk -|- -| Osiris, god of nature and the underworld -| LG -| Life, Nature -| Crook and flail -|- -| Ptah, god of crafts, knowledge, and secrets -| LN -| Knowledge -| Bull -|- -| Set, god of darkness and desert storms -| CE -| Death, Tempest, Trickery -| Coiled cobra -|- -| Sobek, god of water and crocodiles -| LE -| Nature, Tempest -| Crocodile head with horns and plumes -|- -| Thoth, god of knowledge and wisdom -| N -| Knowledge -| Ibis -|- -| -| -| -| -|} - - -== The Norse Pantheon == - -Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring-this is the land of the Vikings, the home of the Norse pantheon. It’s a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven’t been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it’s surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse. - -The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym). - -'''Table- Norse Deities''' - -{| -!width="39%"| Deity -!width="10%"| Alignment -!width="17%"| Suggested Domains -!width="32%"| Symbol -|- -| Odin, god of knowledge and war -| NG -| Knowledge, War -| Watching blue eye -|- -| Aegir, god of the sea and storms -| NE -| Tempest -| Rough ocean waves -|- -| Balder, god of beauty and poetry -| NG -| Life, Light -| Gem-encrusted silver chalice -|- -| Forseti, god of justice and law -| N -| Light -| Head of a bearded man -|- -| Frey, god of fertility and the sun -| NG -| Life, Light -| Ice-blue greatsword -|- -| Freya, goddess of fertility and love -| NG -| Life -| Falcon -|- -| Frigga, goddess of birth and fertility -| N -| Life, Light -| Cat -|- -| Heimdall, god of watchfulness and loyalty -| LG -| Light, War -| Curling musical horn -|- -| Hel, goddess of the underworld -| NE -| Death -| Woman’s face, rotting on one side -|- -| Hermod, god of luck -| CN -| Trickery -| Winged scroll -|- -| Loki, god of thieves and trickery -| CE -| Trickery -| Flame -|- -| Njord, god of sea and wind -| NG -| Nature, Tempest -| Gold coin -|- -| Odur, god of light and the sun -| CG -| Light -| Solar disk -|- -| Sif, goddess of war -| CG -| War -| Upraised sword -|- -| Skadi, god of earth and mountains -| N -| Nature -| Mountain peak -|- -| Surtur, god of fire giants and war -| LE -| War -| Flaming sword -|- -| Thor, god of storms and thunder -| CG -| Tempest, War -| Hammer -|- -| Thrym, god of frost giants and cold -| CE -| War -| White double-bladed axe -|- -| Tyr, god of courage and strategy -| LN -| Knowledge, War -| Sword -|- -| Uller, god of hunting and winter -| CN -| Nature -| Longbow -|- -| -| -| -| -|} - - -= Planes = - -The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the '''planes of existence'''. It encompasses every world where GMs run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods. - -Many spells and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn. - - -== The Material Plane == - -The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane. - -The worlds of the Material Plane are infinitely diverse, for they reflect the creative imagination of the GMs who set their games there, as well as the players whose heroes adventure there. They include magic-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned. - - -== Beyond the Material == - -Beyond the Material Plane, the various planes of existence are realms of myth and mystery. They’re not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world. - - -=== Planar Travel === - -When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come. - -Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal. - -'''''Spells'''''. A number of spells allow direct or indirect access to other planes of existence. ''Plane shift'' and ''gate'' can transport adventurers directly to any other plane of existence, with different degrees of precision. ''Etherealness'' allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches-such as the Elemental Planes. And the ''astral projection'' spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes. - -'''''Portals'''''. A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog- shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations- circles of standing stones, soaring towers, sailing ships, or even whole towns-that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water). - - -=== Transitive Planes === - -The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells such as ''etherealness'' and ''astral projection'' allow characters to enter these planes and traverse them to reach the planes beyond. - -The '''Ethereal Plane''' is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Certain creatures can see into the Border Ethereal, and the ''see invisibility'' and ''true seeing'' spell grant that ability. Some magical effects also extend from the Material Plane into the Border Ethereal, particularly effects that use force energy such as ''forcecage'' and ''wall of force''. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs. - -The '''Astral Plane''' is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain. - - -=== Inner Planes === - -The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four '''Elemental Planes''' - Air, Earth, Fire, and Water - form a ring around the Material Plane, suspended within the churning '''Elemental Chaos'''. - -At their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form-great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos. - - -=== Outer Planes === - -If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities. - -When discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes are not literally “places” at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience. - -Even in those perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whims of the powerful forces that live on the Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs. - -Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to take a guided tour of the Nine Hells, from the first layer to the ninth, in a single day-if the powers of the Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer. - -The most well-known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them. - - -==== Outer Planes ==== - -The planes with some element of good in their nature are called the '''Upper Planes'''. Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the '''Lower Planes'''. Fiends such as demons and devils dwell in the Lower Planes. A plane’s alignment is its essence, and a character whose alignment doesn’t match the plane’s experiences a profound sense of dissonance there. When a good creature visits Elysium, for example (a neutral good Upper Plane), it feels in tune with the plane, but an evil creature feels out of tune and more than a little uncomfortable. - - -==== Demiplanes ==== - -Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don’t seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as ''demiplane'', or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a ''plane shift'' spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The ''gate'' spell is more reliable, assuming the caster knows of the demiplane. - - -= Situational Rules = - - -== Traps == - -Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts. - -A trap can be either mechanical or magical in nature. '''Mechanical traps''' include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. '''Magic traps''' are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as ''glyph of warding'' and ''symbol'' that function as traps. - - -=== Traps in Play === - -When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it. - - -==== Triggering a Trap ==== - -Most traps are triggered when a creature goes somewhere or touches something that the trap’s creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the ''glyph of warding'' spell) have more complicated trigger conditions, including a password that prevents the trap from activating. - - -==== Detecting and Disabling a Trap ==== - -Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap’s presence. - -A trap’s description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap’s DC. You can also compare the DC to detect the trap with each character’s passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves’ tools to perform the necessary sabotage. - -Any character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap’s description. The DCs are the same regardless of the check used. In addition, ''dispel magic'' has a chance of disabling most magic traps. A magic trap’s description provides the DC for the ability check made when you use ''dispel magic''. - -In most cases, a trap’s description is clear enough that you can adjudicate whether a character’s actions locate or foil the trap. As with many situations, you shouldn’t allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap’s description to determine what happens. No trap’s design can anticipate every possible action that the characters might attempt. - -You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap’s presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required. - -Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it’s trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield. - -Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap. - - -==== Trap Effects ==== - -The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap’s description specifies what happens when it is triggered. - -The attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap’s severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity. - -A trap intended to be a '''setback''' is unlikely to kill or seriously harm characters of the indicated levels, whereas a '''dangerous''' trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A '''deadly''' trap is likely to kill characters of the indicated levels. - -'''Table- Trap Dangers''' - -{| -! Trap Danger -! Save DC -! Attack Bonus -|- -| Setback -| 10-11 -| +3 to +5 -|- -| Dangerous -| 12-15 -| +6 to +8 -|- -| Deadly -| 16-20 -| +9 to +12 -|- -| -| -| -|} - -'''Table- Trap Severity''' - -{| -! Character Level -! Setback -! Dangerous -! Deadly -|- -| 1st-4th -| 1d10 -| 2d10 -| 4d10 -|- -| 5th-10th -| 2d10 -| 4d10 -| 10d10 -|- -| 11th-16th -| 4d10 -| 10d10 -| 18d10 -|- -| 17th-20th -| 10d10 -| 18d10 -| 24d10 -|- -| -| -| -| -|} - - -==== Complex Traps ==== - -Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter. - -When a complex trap activates, it rolls initiative. The trap’s description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways. - -For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap’s turn, the water level rises. After several rounds, the room is completely flooded. - - -=== Sample Traps === - -The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order. - - -==== Collapsing Roof ==== - -''Mechanical trap'' - -This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place. - -The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves’ tools disables the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. - -Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger. - -The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it’s in danger of collapse. - -When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain. - - -==== Falling Net ==== - -''Mechanical trap'' - -This trap uses a trip wire to release a net suspended from the ceiling. - -The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves’ tools breaks the trip wire harmlessly. A character without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. - -When the trap is triggered, the net is released, covering a 10-foot square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10 - -Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot square section of it, freeing any creature trapped in that section. - - -==== Fire-Breathing Statue ==== - -''Magic trap'' - -This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell. - -The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as ''detect magic'', reveals an aura of evocation magic around the statue. - -The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. - -Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful ''dispel magic'' (DC 13) cast on the statue destroys the trap. - - -==== Pits ==== - -''Mechanical trap'' - -Four basic pit traps are presented here. - -'''''Simple Pit'''''. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit’s edge and camouflaged with dirt and debris. - -The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit’s depth (usually 10 feet, but some pits are deeper). - -'''''Hidden Pit'''''. This pit has a cover constructed from material identical to the floor around it. - -A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit’s cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit. - -When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper. - -Once the pit trap is detected, an iron spike or similar object can be wedged between the pit’s cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the ''arcane lock'' spell or similar magic. - -'''''Locking Pit'''''. This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside. - -A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves’ tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit. - -'''''Spiked Pit'''''. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. - - -==== Poison Darts ==== - -''Mechanical trap'' - -When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts. - -The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching. - -The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8 - -bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don’t hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. - - -==== Poison Needle ==== - -''Mechanical trap'' - -A poisoned needle is hidden within a treasure chest’s lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison. - -When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. - -A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap’s presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves’ tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap. - - -==== Rolling Sphere ==== - -''Mechanical trap'' - -When 20 or more pounds of pressure are placed on this trap’s pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot diameter rolling sphere of solid stone. - -With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate’s presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. - -Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures’ spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature’s space or a creature enters its space while it’s rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone. - -The sphere stops when it hits a wall or similar barrier. It can’t go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving. - -As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere’s speed is reduced by 15 feet. If the sphere’s speed drops to 0, it stops moving and is no longer a threat. - - -==== Sphere of Annihilation ==== - -''Magic trap'' - -Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated. - -A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a ''sphere of annihilation'' that can’t be controlled or moved. It is otherwise identical to a normal ''sphere of annihilation''. - -Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the sympathy aspect of the ''antipathy/sympathy'' spell. A successful ''dispel magic'' (DC 18) removes this enchantment. - - -== Diseases == - -A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells. - -A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of ''lesser restoration''. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences. - -A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren’t bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell. - - -=== Sample Diseases === - -The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign. - - -==== Cackle Fever ==== - -This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: “the shrieks.” - -Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can’t be removed until the disease is cured. - -Any event that causes the infected creature great stress-including entering combat, taking damage, experiencing fear, or having a nightmare-forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success. - -Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours. - -At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later in this chapter. - - -==== Sewer Plague ==== - -Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs. - -When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected. - -It takes 1d4 days for sewer plague’s symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest. - -At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease. - - -==== Sight Rot ==== - -This painful infection causes bleeding from the eyes and eventually blinds the victim. - -A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature’s vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is blinded until its sight is restored by magic such as ''lesser restoration'' or ''heal''. - -Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely. - - -== Madness == - -In a typical campaign, characters aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face. - - -=== Going Mad === - -Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as ''contact other plane'' and ''symbol'', can cause insanity, and you can use the madness rules here instead of the spell effects of those spells. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them. - -Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. - - -=== Madness Effects === - -Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness. - -A character afflicted with '''short-term madness''' is subjected to an effect from the Short-Term Madness table for 1d10 minutes. - -A character afflicted with '''long-term madness''' is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours. - -A character afflicted with '''indefinite madness''' gains a new character flaw from the Indefinite Madness table that lasts until cured. - -'''Table- Madness Short-Term Effects''' - -{| -!width="5%"| d100 -!width="94%"| Effect (lasts 1d10 minutes) -|- -| 01-20 -| The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. -|- -| 21-30 -| The character becomes incapacitated and spends the duration screaming, laughing, or weeping. -|- -| 31-40 -| The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. -|- -| 41-50 -| The character begins babbling and is incapable of normal speech or spellcasting. -|- -| 51-60 -| The character must use his or her action each round to attack the nearest creature. -|- -| 61-70 -| The character experiences vivid hallucinations and has disadvantage on ability checks. -|- -| 71-75 -| The character does whatever anyone tells him or her to do that isn’t obviously self- destructive. -|- -| 76-80 -| The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. -|- -| 81-90 -| The character is stunned. -|- -| 91-100 -| The character falls unconscious. -|- -| -| -|} - -'''Table- Madness Long-Term Effects''' - -{| -!width="3%"| d100 -!width="96%"| Effect (lasts 1d10 × 10 hours) -|- -| 01-10 -| The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. -|- -| 11-20 -| The character experiences vivid hallucinations and has disadvantage on ability checks. -|- -| 21-30 -| The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. -|- -| 31-40 -| The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell. -|- -| 41-45 -| The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects. -|- -| 46-55 -| The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. -|- -| 56-65 -| The character is blinded (25%) or deafened (75%). -|- -| 66-75 -| The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. -|- -| 76-85 -| The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn’t recognize other people or remember anything that happened before the madness took effect. -|- -| 86-90 -| Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. -|- -| 91-95 -| The character loses the ability to speak. -|- -| 96-100 -| The character falls unconscious. No amount of jostling or damage can wake the character. -|- -| -| -|} - -'''Table- Madness Indefinite Flaws''' - -{| -!width="5%"| d100 -!width="94%"| Flaw (lasts until cured) -|- -| 01-15 -| “Being drunk keeps me sane.” -|- -| 16-25 -| “I keep whatever I find.” -|- -| 26-30 -| “I try to become more like someone else I know-adopting his or her style of dress, mannerisms, and name.” -|- -| 31-35 -| “I must bend the truth, exaggerate, or outright lie to be interesting to other people.” -|- -| 36-45 -| “Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.” -|- -| 46-50 -| “I find it hard to care about anything that goes on around me.” -|- -| 51-55 -| “I don’t like the way people judge me all the time.” -|- -| 56-70 -| “I am the smartest, wisest, strongest, fastest, and most beautiful person I know.” -|- -| 71-80 -| “I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.” -|- -| 81-85 -| “There’s only one person I can trust. And only I can see this special friend.” -|- -| 86-95 -| “I can’t take anything seriously. The more serious the situation, the funnier I find it.” -|- -| 96-100 -| “I’ve discovered that I really like killing people.” -|- -| -| -|} - - -=== Curing Madness === - -A ''calm emotions'' spell can suppress the effects of madness, while a ''lesser restoration'' spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, ''remove curse'' or ''dispel evil'' might also prove effective. A ''greater restoration'' spell or more powerful magic is required to rid a character of indefinite madness. - - -== Objects == - -When characters need to saw through ropes, shatter a window, or smash a vampire’s coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character’s success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does. - -For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects. - - -=== Statistics for Objects === - -When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage. - -'''''Armor Class'''''. An object’s Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances. - -'''Table- Object’s Armor Class''' - -{| -! Substance -! AC -|- -| Cloth, paper, rope -| 11 -|- -| Crystal, glass, ice -| 13 -|- -| Wood, bone -| 15 -|- -| Stone -| 17 -|- -| Iron, steel -| 19 -|- -| Mithral -| 21 -|- -| Adamantine -| 23 -|- -| -| -|} - -'''''Hit Points'''''. An object’s hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller. - -'''Table- Object’s Hit Points''' - -{| -! Size -! Fragile -! Resilient -|- -| Tiny (bottle, lock) -| 2 (1d4) -| 5 (2d4) -|- -| Small (chest, lute) -| 3 (1d6) -| 10 (3d6) -|- -| Medium (barrel, chandelier) -| 4 (1d8) -| 18 (4d8) -|- -| Large (cart, 10-ft-by-10-ft window) -| 5 (1d10) -| 27 (5d10) -|- -| -| -| -|} - -'''''Huge and Gargantuan Objects'''''. Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an ''earthquake'' spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object’s hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section’s hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points. - -'''''Objects and Damage Types'''''. Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can’t effectively cut down a tree. As always, use your best judgment. - -'''''Damage Threshold'''''. Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object’s damage threshold is considered superficial and doesn’t reduce the object’s hit points. - - -== Poisons == - -Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures. - -Poisons come in the following four types. - -'''''Contact'''''. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. - -'''''Ingested'''''. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. - -'''''Inhaled'''''. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. - -'''''Injury'''''. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. - -'''Table- List of Poisons''' - -{| -! Item -! Type -! Price/Dose -|- -| Assassin’s blood -| Ingested -| 150 gp -|- -| Burnt othur fumes -| Inhaled -| 500 gp -|- -| Crawler mucus -| Contact -| 200 gp -|- -| Drow poison -| Injury -| 200 gp -|- -| Essence of ether -| Inhaled -| 300 gp -|- -| Malice -| Inhaled -| 250 gp -|- -| Midnight tears -| Ingested -| 1,500 gp -|- -| Oil of taggit -| Contact -| 400 gp -|- -| Pale tincture -| Ingested -| 250 gp -|- -| Purple worm poison -| Injury -| 2,000 gp -|- -| Serpent venom -| Injury -| 200 gp -|- -| Torpor -| Ingested -| 600 gp -|- -| Truth serum -| Ingested -| 150 gp -|- -| Wyvern poison -| Injury -| 1,200 gp -|- -| -| -| -|} - - -=== Sample Poisons === - -Each type of poison has its own debilitating effects. - -'''''Assassin’s Blood (Ingested)'''''. A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned. - -'''''Burnt Othur Fumes (Inhaled)'''''. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends. - -'''''Crawler Mucus (Contact)'''''. This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -'''''Drow Poison (Injury)'''''. This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. - -'''''Essence of Ether (Inhaled)'''''. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. - -'''''Malice (Inhaled)'''''. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded. - -'''''Midnight Tears (Ingested)'''''. A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. - -'''''Oil of Taggit (Contact)'''''. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage. - -'''''Pale Tincture (Ingested)'''''. A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. - -'''''Purple Worm Poison (Injury)'''''. This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. - -'''''Serpent Venom (Injury)'''''. This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. - -'''''Torpor (Ingested)'''''. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated. - -'''''Truth Serum (Ingested)'''''. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a ''zone of truth'' spell. - -'''''Wyvern Poison (Injury)'''''. This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - - -= TREASURE = - -Magic items are presented in alphabetical order. A magic item’s description gives the item’s name, its category, its rarity, and its magical properties. - - -= Magic Items (A) = - - -=== Adamantine Armor === - -''Armor (medium or heavy, but not hide), uncommon'' - -This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit. - - -=== Ammunition, +1, +2, or +3 === - -''Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)'' - -You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. - - -=== Amulet of Health === - -''Wondrous item, rare (requires attunement)'' - -Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher. - - -=== Amulet of Proof against Detection and Location === - -''Wondrous item, uncommon (requires attunement)'' - -While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors. - - -=== Amulet of the Planes === - -''Wondrous item, very rare (requires attunement)'' - -While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the ''plane shift'' spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence. - - -=== Animated Shield === - -''Armor (shield), very rare (requires attunement)'' - -While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. - - -=== Apparatus of the Crab === - -''Wondrous item, legendary'' - -This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. - -The apparatus of the Crab is a Large object with the following statistics: - -'''Armor Class''' 20 - -'''Hit Points''' 200 - -'''Speed''' 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren’t extended) - -'''Damage Immunities''' poison, psychic - -To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. - -The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. - -A creature in the compartment can use an action to move as many as two of the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table. - -'''Table- Apparatus of the Crab''' - -{| -!width="2%"| Lever -!width="46%"| Up -!width="50%"| Down -|- -| 1 -| Legs and tail extend, allowing the apparatus to walk and swim. -| Legs and tail retract, reducing the apparatus’s speed to 0 and making it unable to benefit from bonuses to speed. -|- -| 2 -| Forward window shutter opens. -| Forward window shutter closes. -|- -| 3 -| Side window shutters open (two per side). -| Side window shutters close (two per side). -|- -| 4 -| Two claws extend from the front sides of the apparatus. -| The claws retract. -|- -| 5 -| Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. -| Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). -|- -| 6 -| The apparatus walks or swims forward. -| The apparatus walks or swims backward. -|- -| 7 -| The apparatus turns 90 degrees left. -| The apparatus turns 90 degrees right. -|- -| 8 -| Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. -| The light turns off. -|- -| 9 -| The apparatus sinks as much as 20 feet in liquid. -| The apparatus rises up to 20 feet in liquid. -|- -| 10 -| The rear hatch unseals and opens. -| The rear hatch closes and seals. -|- -| -| -| -|} - - -=== Armor, +1, +2, or +3 === - -''Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)'' - -You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. - - -=== Armor of Invulnerability === - -''Armor (plate), legendary (requires attunement)'' - -You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can’t be used again until the next dawn. - - -=== Armor of Resistance === - -''Armor (light, medium, or heavy), rare (requires attunement)'' - -You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. - -'''Table- Armor of Resistance''' - -{| -! d10 -! Damage Type -|- -| 1 -| Acid -|- -| 2 -| Cold -|- -| 3 -| Fire -|- -| 4 -| Force -|- -| 5 -| Lightning -|- -| 6 -| Necrotic -|- -| 7 -| Poison -|- -| 8 -| Psychic -|- -| 9 -| Radiant -|- -| 10 -| Thunder -|- -| -| -|} - - -=== Armor of Vulnerability === - -''Armor (plate), rare (requires attunement)'' - -While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. - -'''''Curse'''''. This armor is cursed, a fact that is revealed only when an ''identify'' spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the ''remove curse'' spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). - - -=== Arrow-Catching Shield === - -''Armor (shield), rare (requires attunement)'' - -You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. - - -=== Arrow of Slaying === - -''Weapon (arrow), very rare'' - -An ''arrow of slaying'' is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both ''arrows of dragon slaying'' and ''arrows of blue dragon slaying''. If a creature belonging to the type, race, or group associated with an ''arrow of slaying'' takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. - -Once an ''arrow of slaying'' deals its extra damage to a creature, it becomes a nonmagical arrow. - -Other types of magic ammunition of this kind exist, such as ''bolts of slaying'' meant for a crossbow, though arrows are most common. - - -= Magic Items (B) = - - -=== Bag of Beans === - -''Wondrous item, rare'' - -Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. - -If you dump the bag’s contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. - -If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect. - -'''Table- Bag of Beans''' - -{| -!width="1%"| d100 -!width="98%"| Effect -|- -| 01 -| 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. -|- -| 02-10 -| A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM’s choice) 30 feet into the air for 1d12 rounds. -|- -| 11-20 -| A treant sprouts. There’s a 50 percent chance that the treant is chaotic evil and attacks. -|- -| 21-30 -| An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. -|- -| 31-40 -| A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). -|- -| 41-50 -| 1d6+6 shriekers sprout. -|- -| 51-60 -| 1d4+8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM’s choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. -|- -| 61-70 -| A hungry bulette burrows up and attacks. 71-80 A fruit tree grows. It has 1d10+20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM’s choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. -|- -| 81-90 -| A nest of 1d4+3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. -|- -| 91-99 -| A pyramid with a 60-foot square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord’s lair, and its sarcophagus contains treasure of the GM’s choice. -|- -| 100 -| A giant beanstalk sprouts, growing to a height of the GM’s choice. The top leads where the GM chooses, such as to a great view, a cloud giant’s castle, or a different plane of existence. -|- -| -| -|} - - -=== Bag of Devouring === - -''Wondrous item, very rare'' - -This bag superficially resembles a ''bag of holding'' but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. - -The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn’t pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. - -Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane. - -If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. - - -=== Bag of Holding === - -''Wondrous item, uncommon'' - -This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. - -If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. - -Placing a ''bag of holding'' inside an extradimensional space created by a ''handy haversack'', ''portable hole'', or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. - - -=== Bag of Tricks === - -''Wondrous item, uncommon'' - -This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. - -You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. - -The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. - -Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. - -'''Table- Gray Bag of Tricks''' - -{| -! d8 -! Creature -|- -| 1 -| Weasel -|- -| 2 -| Giant rat -|- -| 3 -| Badger -|- -| 4 -| Boar -|- -| 5 -| Panther -|- -| 6 -| Giant badger -|- -| 7 -| Dire wolf -|- -| 8 -| Giant elk -|- -| -| -|} - -'''Table- Rust Bag of Tricks''' - -{| -! d8 -! Creature -|- -| 1 -| Rat -|- -| 2 -| Owl -|- -| 3 -| Mastiff -|- -| 4 -| Goat -|- -| 5 -| Giant goat -|- -| 6 -| Giant boar -|- -| 7 -| Lion -|- -| 8 -| Brown bear -|- -| -| -|} - -'''Table- Tan Bag of Tricks''' - -{| -! d8 -! Creature -|- -| 1 -| Jackal -|- -| 2 -| Ape -|- -| 3 -| Baboon -|- -| 4 -| Axe beak -|- -| 5 -| Black bear -|- -| 6 -| Giant weasel -|- -| 7 -| Giant hyena -|- -| 8 -| Tiger -|- -| -| -|} - - -=== Bead of Force === - -''Wondrous item, rare'' - -This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4+4 ''beads of force'' are found together. - -You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or other effect can. - -An enclosed creature can use its action to push against the sphere’s wall, moving the sphere up to half the creature’s walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. - - -=== Belt of Dwarvenkind === - -''Wondrous item, rare (requires attunement)'' - -While wearing this belt, you gain the following benefits: - -* Your Constitution score increases by 2, to a maximum of 20. -* You have advantage on Charisma (Persuasion) checks made to interact with dwarves. - -In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one. - -If you aren’t a dwarf, you gain the following additional benefits while wearing the belt: - -* You have advantage on saving throws against poison, and you have resistance against poison damage. -* You have darkvision out to a range of 60 feet. -* You can speak, read, and write Dwarvish. - - -=== Belt of Giant Strength === - -''Wondrous item, rarity varies (requires attunement)'' - -While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt’s score, the item has no effect on you. - -Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The ''belt of stone giant strength'' and the ''belt of frost giant strength'' look different, but they have the same effect. - -'''Table- Belt of Strength''' - -{| -! Type -! Strength -! Rarity -|- -| Hill giant -| 21 -| Rare -|- -| Stone/frost giant -| 23 -| Very rare -|- -| Fire giant -| 25 -| Very rare -|- -| Cloud giant -| 27 -| Legendary -|- -| Storm giant -| 29 -| Legendary -|- -| -| -| -|} - - -=== Berserker Axe === - -''Weapon (any axe), rare (requires attunement)'' - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. - -'''''Curse'''''. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. - -Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. - - -=== Boots of Elvenkind === - -''Wondrous item, uncommon'' - -While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. - - -=== Boots of Levitation === - -''Wondrous item, rare (requires attunement)'' - -While you wear these boots, you can use an action to cast the ''levitate'' spell on yourself at will. - - -=== Boots of Speed === - -''Wondrous item, rare (requires attunement)'' - -While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. - -When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. - - -=== Boots of Striding and Springing === - -''Wondrous item, uncommon (requires attunement)'' - -While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. - - -=== Boots of the Winterlands === - -''Wondrous item, uncommon (requires attunement)'' - -These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: - -* You have resistance to cold damage. -* You ignore difficult terrain created by ice or snow. -* You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit. - - -=== Bowl of Commanding Water Elementals === - -''Wondrous item, rare'' - -While this bowl is filled with water, you can use an action to speak the bowl’s command word and summon a water elemental, as if you had cast the ''conjure elemental'' spell. The bowl can’t be used this way again until the next dawn. - -The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. - - -=== Bracers of Archery === - -''Wondrous item, uncommon (requires attunement)'' - -While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. - - -=== Bracers of Defense === - -''Wondrous item, rare (requires attunement)'' - -While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. - - -=== Brazier of Commanding Fire Elementals === - -''Wondrous item, rare'' - -While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the ''conjure elemental'' spell. The brazier can’t be used this way again until the next dawn. - -The brazier weighs 5 pounds. - - -=== Brooch of Shielding === - -''Wondrous item, uncommon (requires attunement)'' - -While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the ''magic missile'' spell. - - -=== Broom of Flying === - -''Wondrous item, uncommon'' - -This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. - -You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. - - -= Magic Items (C) = - - -=== Candle of Invocation === - -''Wondrous item, very rare (requires attunement)'' - -This slender taper is dedicated to a deity and shares that deity’s alignment. The candle’s alignment can be detected with the ''detect evil and good'' spell. The GM chooses the god and associated alignment or determines the alignment randomly. - -'''Table- Candle of Invocation''' - -{| -! d20 -! Alignment -|- -| 1-2 -| Chaotic evil -|- -| 3-4 -| Chaotic neutral -|- -| 5-7 -| Chaotic good -|- -| 8-9 -| Neutral evil -|- -| 10-11 -| Neutral -|- -| 12-13 -| Neutral good -|- -| 14-15 -| Lawful evil -|- -| 16-17 -| Lawful neutral -|- -| 18-20 -| Lawful good -|- -| -| -|} - -The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time. - -While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle’s can cast 1st-level spells he or she has prepared without expending spell slots, though the spell’s effect is as if cast with a 1st-level slot. - -Alternatively, when you light the candle for the first time, you can cast the ''gate'' spell with it. Doing so destroys the candle. - - -=== Cape of the Mountebank === - -''Wondrous item, rare'' - -This cape smells faintly of brimstone. While wearing it, you can use it to cast the ''dimension door'' spell as an action. This property of the cape can’t be used again until the next dawn. - -When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. - - -=== Carpet of Flying === - -''Wondrous item, very rare'' - -You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. - -Four sizes of ''carpet of flying'' exist. The GM chooses the size of a given carpet or determines it randomly. - -'''Table- Carpet of Flying''' - -{| -! d100 -! Size -! Capacity -! Flying Speed -|- -| 01-20 -| 3 ft. × 5 ft. -| 200 lb. -| 80 feet -|- -| 21-55 -| 4 ft. × 6 ft. -| 400 lb. -| 60 feet -|- -| 56-80 -| 5 ft. × 7 ft. -| 600 lb. -| 40 feet -|- -| 81-100 -| 6 ft. × 9 ft. -| 800 lb. -| 30 feet -|- -| -| -| -| -|} - -A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. - - -=== Censer of Controlling Air Elementals === - -''Wondrous item, rare'' - -While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the ''conjure elemental'' spell. The censer can’t be used this way again until the next dawn. - -This 6-inch-wide, 1-foot high vessel resembles a chalice with a decorated lid. It weighs 1 pound. - - -=== Chime of Opening === - -''Wondrous item, rare'' - -This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. - -The chime can be used ten times. After the tenth time, it cracks and becomes useless. - - -=== Circlet of Blasting === - -''Wondrous item, uncommon'' - -While wearing this circlet, you can use an action to cast the ''scorching ray'' spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn. - - -=== Cloak of Arachnida === - -''Wondrous item, very rare (requires attunement)'' - -This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: - -* You have resistance to poison damage. -* You have a climbing speed equal to your walking speed. -* You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. -* You can’t be caught in webs of any sort and can move through webs as if they were difficult terrain. -* You can use an action to cast the ''web'' spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can’t be used again until the next dawn. - - -=== Cloak of Displacement === - -''Wondrous item, rare (requires attunement)'' - -While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. - - -=== Cloak of Elvenkind === - -''Wondrous item, uncommon (requires attunement)'' - -While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action. - - -=== Cloak of Protection === - -''Wondrous item, uncommon (requires attunement)'' - -You gain a +1 bonus to AC and saving throws while you wear this cloak. - - -=== Cloak of the Bat === - -''Wondrous item, rare (requires attunement)'' - -While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. - -While wearing the cloak in an area of dim light or darkness, you can use your action to cast ''polymorph'' on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn. - - -=== Cloak of the Manta Ray === - -''Wondrous item, uncommon'' - -While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. - - -=== Crystal Ball === - -''Wondrous item, very rare or legendary (requires attunement)'' - -The typical ''crystal ball'', a very rare item, is about 6 inches in diameter. While touching it, you can cast the ''scrying'' spell (save DC 17) with it. - -The following ''crystal ball'' variants are legendary items and have additional properties. - -'''''Crystal Ball of Mind Reading'''''. You can use an action to cast the ''detect thoughts'' spell (save DC 17) while you are scrying with the ''crystal ball'', targeting creatures you can see within 30 feet of the spell’s sensor. You don’t need to concentrate on this ''detect thoughts'' to maintain it during its duration, but it ends if ''scrying'' ends. - -'''''Crystal Ball of Telepathy'''''. While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell’s sensor. You can also use an action to cast the ''suggestion'' spell (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this ''suggestion'' to maintain it during its duration, but it ends if ''scrying'' ends. Once used, the ''suggestion'' power of the ''crystal ball'' can’t be used again until the next dawn. - -'''''Crystal Ball of True Seeing'''''. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. - - -=== Cube of Force === - -''Wondrous item, rare (requires attunement)'' - -This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. - -You can use an action to press one of the cube’s faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube’s sixth face, or the cube runs out of charges. You can change the barrier’s effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. - -If your movement causes the barrier to come into contact with a solid object that can’t pass through the cube, you can’t move any closer to that object as long as the barrier remains. - -'''Table- Cube of Force Effects''' - -{| -!width="4%"| Face -!width="6%"| Charges -!width="88%"| Effect -|- -| 1 -| 1 -| Gases, wind, and fog can’t pass through the barrier. -|- -| 2 -| 2 -| Nonliving matter can’t pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. -|- -| 3 -| 3 -| Living matter can’t pass through the barrier. -|- -| 4 -| 4 -| Spell effects can’t pass through the barrier. -|- -| 5 -| 5 -| Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. -|- -| 6 -| 0 -| The barrier deactivates. -|- -| -| -| -|} - -The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. - -'''Table- Cube of Force Charges Lost''' - -{| -! Spell or Item -! Charges Lost -|- -| Disintegrate -| 1d12 -|- -| Horn of blasting -| 1d10 -|- -| Passwall -| 1d6 -|- -| Prismatic spray -| 1d20 -|- -| Wall of fire -| 1d4 -|- -| -| -|} - - -=== Cubic Gate === - -''Wondrous item, legendary'' - -This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM. - -You can use an action to press one side of the cube to cast the ''gate'' spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the ''plane shift'' spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. - -The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. - - -= Magic Items (D) = - - -=== Dagger of Venom === - -''Weapon (dagger), rare'' - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. - -You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. - - -=== Dancing Sword === - -''Weapon (any sword), very rare (requires attunement)'' - -You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. - -While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. - -After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. - - -=== Decanter of Endless Water === - -''Wondrous item, uncommon'' - -This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. - -You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: - -* “Stream” produces 1 gallon of water. -* “Fountain” produces 5 gallons of water. -* “Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. - - -=== Deck of Illusions === - -''Wondrous item, uncommon'' - -This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20-1 cards. - -The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. - -An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. - -The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can’t be used again. - -'''Table- Deck of Illusions''' - -{| -! Playing Card -! Illusion -|- -| Ace of hearts -| Red dragon -|- -| King of hearts -| Knight and four guards -|- -| Queen of hearts -| Succubus or incubus -|- -| Jack of hearts -| Druid -|- -| Ten of hearts -| Cloud giant -|- -| Nine of hearts -| Ettin -|- -| Eight of hearts -| Bugbear -|- -| Two of hearts -| Goblin -|- -| Ace of diamonds -| Beholder -|- -| King of diamonds -| Archmage and mage apprentice -|- -| Queen of diamonds -| Night hag -|- -| Jack of diamonds -| Assassin -|- -| Ten of diamonds -| Fire giant -|- -| Nine of diamonds -| Ogre mage -|- -| Eight of diamonds -| Gnoll -|- -| Two of diamonds -| Kobold -|- -| Ace of spades -| Lich -|- -| King of spades -| Priest and two acolytes -|- -| Queen of spades -| Medusa -|- -| Jack of spades -| Veteran -|- -| Ten of spades -| Frost giant -|- -| Nine of spades -| Troll -|- -| Eight of spades -| Hobgoblin -|- -| Two of spades -| Goblin -|- -| Ace of clubs -| Iron golem -|- -| King of clubs -| Bandit captain and three bandits -|- -| Queen of clubs -| Erinyes -|- -| Jack of clubs -| Berserker -|- -| Ten of clubs -| Hill giant -|- -| Nine of clubs -| Ogre -|- -| Eight of clubs -| Orc -|- -| Two of clubs -| Kobold -|- -| Jokers (2) -| You (the deck’s owner) -|- -| -| -|} - - -=== Deck of Many Things === - -''Wondrous item, legendary'' - -Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. - -Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. - -Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice. - -'''Table- Deck of Many Things''' - -{| -! Playing Card -! Card -|- -| Ace of diamonds -| Vizier* -|- -| King of diamonds -| Sun -|- -| Queen of diamonds -| Moon -|- -| Jack of diamonds -| Star -|- -| Two of diamonds -| Comet* -|- -| Ace of hearts -| The Fates* -|- -| King of hearts -| Throne -|- -| Queen of hearts -| Key -|- -| Jack of hearts -| Knight -|- -| Two of hearts -| Gem* -|- -| Ace of clubs -| Talons* -|- -| King of clubs -| The Void -|- -| Queen of clubs -| Flames -|- -| Jack of clubs -| Skull -|- -| Two of clubs -| Idiot* -|- -| Ace of spades -| Donjon* -|- -| King of spades -| Ruin -|- -| Queen of spades -| Euryale -|- -| Jack of spades -| Rogue -|- -| Two of spades -| Balance* -|- -| Joker (with TM) -| Fool* -|- -| Joker (without TM) -| Jester -|- -| -| -|} - -* Found only in a deck with twenty-two cards - -'''''Balance'''''. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. - -'''''Comet'''''. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect. - -'''''Donjon'''''. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any divination magic, but a ''wish'' spell can reveal the location of your prison. You draw no more cards. - -'''''Euryale'''''. The card’s medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse. - -'''''The Fates'''''. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as you draw the card or at any other time before you die. - -'''''Flames'''''. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. - -'''''Fool'''''. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level. - -'''''Gem'''''. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet. - -'''''Idiot'''''. Permanently reduce your Intelligence by 1d4+1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. - -'''''Jester'''''. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. - -'''''Key'''''. A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon. - -'''''Knight'''''. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character. - -'''''Moon'''''. You are granted the ability to cast the ''wish'' spell 1d3 times. - -'''''Rogue'''''. A nonplayer character of the GM’s choice becomes hostile toward you. The identity of your new enemy isn’t known until the NPC or someone else reveals it. Nothing less than a ''wish'' spell or divine intervention can end the NPC’s hostility toward you. - -'''''Ruin'''''. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. - -'''''Skull'''''. You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM’s choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can’t be restored to life. - - -==== Avatar of Death ==== - -''Medium undead, neutral evil'' - -'''Armor Class''' 20 - -'''Hit Points''' half the hit point maximum of its summoner - -'''Speed''' 60 ft., fly 60 ft. (hover) - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 16 (+3) -| 16 (+3) -| 16 (+3) -| 16 (+3) -| 16 (+3) -|} - -'''Damage Immunities''' necrotic, poison - -'''Condition Immunities''' charmed, frightened, paralyzed, petrified, poisoned, unconscious - -'''Senses''' darkvision 60 ft., truesight 60 ft., passive Perception 13 - -'''Languages''' all languages known to its summoner - -'''Challenge''' - (0 XP) - -'''''Incorporeal Movement'''''. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - -'''''Turning Immunity'''''. The avatar is immune to features that turn undead. - - -====== Actions ====== - -'''''Reaping Scythe'''''. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8+3) slashing damage plus 4 (1d8) necrotic damage. - -'''''Star'''''. Increase one of your ability scores by 2. The score can exceed 20 but can’t exceed 24. - -'''''Sun'''''. You gain 50,000 XP, and a wondrous item (which the GM determines randomly) appears in your hands. - -'''''Talons'''''. Every magic item you wear or carry disintegrates. Artifacts in your possession aren’t destroyed but do vanish. - -'''''Throne'''''. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours. - -'''''Vizier'''''. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it. - -'''''The Void'''''. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM’s choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A ''wish'' spell can’t restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards. - - -=== Defender === - -''Weapon (any sword), legendary (requires attunement)'' - -You gain a +3 bonus to attack and damage rolls made with this magic weapon. - -The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. - - -=== Demon Armor === - -''Armor (plate), very rare (requires attunement)'' - -While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. - -'''''Curse'''''. Once you don this cursed armor, you can’t doff it unless you are targeted by the ''remove curse'' spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. - - -=== Dimensional Shackles === - -''Wondrous item, rare'' - -You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal. - -You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. - - -=== Dragon Scale Mail === - -''Armor (scale mail), very rare (requires attunement)'' - -Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. - -While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). - -Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn. - -'''Table- Dragon Scale Mail''' - -{| -! Dragon -! Resistance -|- -| Black -| Acid -|- -| Blue -| Lightning -|- -| Brass -| Fire -|- -| Bronze -| Lightning -|- -| Copper -| Acid -|- -| Gold -| Fire -|- -| Green -| Poison -|- -| Red -| Fire -|- -| Silver -| Cold -|- -| White -| Cold -|- -| -| -|} - - -=== Dragon Slayer === - -''Weapon (any sword), rare'' - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. - -When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns. - - -=== Dust of Disappearance === - -''Wondrous item, uncommon'' - -Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. - - -=== Dust of Dryness === - -''Wondrous item, uncommon'' - -This small packet contains 1d6+4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet’s weight is negligible. - -Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic. - -An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. - - -=== Dust of Sneezing and Choking === - -''Wondrous item, uncommon'' - -Found in a small container, this powder resembles very fine sand. It appears to be ''dust of disappearance'', and an ''identify'' spell reveals it to be such. There is enough of it for one use. - -When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The ''lesser restoration'' spell can also end the effect on a creature. - - -=== Dwarven Plate === - -''Armor (plate), very rare'' - -While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. - - -=== Dwarven Thrower === - -''Weapon (warhammer), very rare (requires attunement by a dwarf)'' - -You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. - - -= Magic Items (E) = - - -=== Efficient Quiver === - -''Wondrous item, uncommon'' - -Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. - -You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. - - -=== Efreeti Bottle === - -''Wondrous item, very rare'' - -This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. - -The first time the bottle is opened, the GM rolls to determine what happens. - -'''Table- Efreeti Bottle''' - -{| -!width="2%"| d100 -!width="97%"| Effect -|- -| 01-10 -| The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. -|- -| 11-90 -| The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can’t be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. -|- -| 91-100 -| The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. -|- -| -| -|} - - -=== Elemental Gem === - -''Wondrous item, uncommon'' - -This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the ''conjure elemental'' spell, and the gem’s magic is lost. The type of gem determines the elemental summoned by the spell. - -'''Table- Elemental Gem''' - -{| -! Gem -! Summoned Elemental -|- -| Blue sapphire -| Air elemental -|- -| Yellow diamond -| Earth elemental -|- -| Red corundum -| Fire elemental -|- -| Emerald -| Water elemental -|- -| -| -|} - - -=== Elven Chain === - -''Armor (chain shirt), rare'' - -You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. - - -=== Eversmoking Bottle === - -''Wondrous item, uncommon'' - -Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud’s area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. - -The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. - - -=== Eyes of Charming === - -''Wondrous item, uncommon (requires attunement)'' - -These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the ''charm person'' spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn. - - -=== Eyes of Minute Seeing === - -''Wondrous item, uncommon'' - -These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. - - -=== Eyes of the Eagle === - -''Wondrous item, uncommon (requires attunement)'' - -These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. - - -= Magic Items (F) = - - -=== Feather Token === - -''Wondrous item, rare'' - -This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly. - -'''Table- Feather Token''' - -{| -! d100 -! Feather Token -|- -| 01-20 -| Anchor -|- -| 21-35 -| Bird -|- -| 36-50 -| Fan -|- -| 51-65 -| Swan boat -|- -| 66-90 -| Tree -|- -| 91-100 -| Whip -|- -| -| -|} - -'''''Anchor'''''. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. - -'''''Bird'''''. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can’t attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. - -'''''Fan'''''. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. - -'''''Swan Boat'''''. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot long, 20-foot wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. - -'''''Tree'''''. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot diameter trunk, and its branches at the top spread out in a 20-foot radius. - -'''''Whip'''''. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6+5 force damage. - -As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die. - - -=== Figurine of Wondrous Power === - -''Wondrous item, rarity by figurine'' - -A ''figurine of wondrous power'' is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. - -The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. - -The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. - -'''''Bronze Griffon (Rare)'''''. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. - -'''''Ebony Fly (Rare)'''''. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed. - - -==== Giant Fly ==== - -''Large beast, unaligned'' - -'''Armor Class''' 11 - -'''Hit Points''' 19 (3d10+3) - -'''Speed''' 30 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 14 (+2) -| 13 (+1) -| 13 (+1) -| 2 (-4) -| 10 (+0) -| 3 (-4) -|} - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' - - -'''''Golden Lions (Rare)'''''. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed. - -'''''Ivory Goats (Rare)'''''. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: - -* The ''goat of traveling'' can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. -* The ''goat of travail'' becomes a giant goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed. -* The ''goat of terror'' becomes a giant goat for up to 3 hours. The goat can’t attack, but you can remove its horns and use them as weapons. One horn becomes a ''+1 lance'', and the other becomes a ''+2 longsword''. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat’s aura for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed. - -'''''Marble Elephant (Rare)'''''. This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can’t be used again until 7 days have passed. - -'''''Obsidian Steed (Very Rare)'''''. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed. - -If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. - -'''''Onyx Dog (Rare)'''''. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can’t be used again until 7 days have passed. - -'''''Serpentine Owl (Rare)'''''. This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. - -'''''Silver Raven (Uncommon)'''''. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the ''animal messenger'' spell on it at will. - - -=== Flame Tongue === - -''Weapon (any sword), rare (requires attunement)'' - -You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. - - -=== Folding Boat === - -''Wondrous item, rare'' - -This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. - -One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. - -The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. - -When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. - -The third command word causes the ''folding boat'' to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. - - -=== Frost Brand === - -''Weapon (any sword), very rare (requires attunement)'' - -When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. - -In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - -When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. - - -= Magic Items (G) = - - -=== Gauntlets of Ogre Power === - -''Wondrous item, uncommon (requires attunement)'' - -Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher. - - -=== Gem of Brightness === - -''Wondrous item, uncommon'' - -This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: - -* The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. -* The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. -* The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. - -When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp. - - -=== Gem of Seeing === - -''Wondrous item, rare (requires attunement)'' - -This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. - -The gem regains 1d3 expended charges daily at dawn. - - -=== Giant Slayer === - -''Weapon (any axe or sword), rare'' - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. - -When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls. - - -=== Glamoured Studded Leather === - -''Armor (studded leather), rare'' - -While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. - - -=== Gloves of Missile Snaring === - -''Wondrous item, uncommon (requires attunement)'' - -These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you’re wearing them, you can use your reaction to reduce the damage by 1d10+your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. - - -=== Gloves of Swimming and Climbing === - -''Wondrous item, uncommon (requires attunement)'' - -While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. - - -=== Goggles of Night === - -''Wondrous item, uncommon'' - -While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. - - -= Magic Items (H) = - - -=== Hammer of Thunderbolts === - -''Weapon (maul), legendary'' - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. - -'''''Giant’s Bane (Requires Attunement)'''''. You must be wearing a ''belt of giant strength'' (any variety) and ''gauntlets of ogre power'' to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. - -The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4+1 expended charges daily at dawn. - - -=== Handy Haversack === - -''Wondrous item, rare'' - -This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. - -Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. - -The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. - -Placing the haversack inside an extradimensional space created by a ''bag of holding'', ''portable hole'', or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. - - -=== Hat of Disguise === - -''Wondrous item, uncommon (requires attunement)'' - -While wearing this hat, you can use an action to cast the ''disguise self'' spell from it at will. The spell ends if the hat is removed. - - -=== Headband of Intellect === - -''Wondrous item, uncommon (requires attunement)'' - -Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. - - -=== Helm of Brilliance === - -''Wondrous item, very rare (requires attunement)'' - -This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. - -You gain the following benefits while wearing it: - -* You can use an action to cast one of the following spells (save DC 18), using one of the helm’s gems of the specified type as a component: ''daylight'' (opal), ''fireball'' (fire opal), ''prismatic spray'' (diamond), or ''wall of fire'' (ruby). The gem is destroyed when the spell is cast and disappears from the helm. -* As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. -* As long as the helm has at least one ruby, you have resistance to fire damage. -* As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. - -Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. - - -=== Helm of Comprehending Languages === - -''Wondrous item, uncommon'' - -While wearing this helm, you can use an action to cast the ''comprehend languages'' spell from it at will. - - -=== Helm of Telepathy === - -''Wondrous item, uncommon (requires attunement)'' - -While wearing this helm, you can use an action to cast the ''detect thoughts'' spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. - -While focusing on a creature with ''detect thoughts'', you can use an action to cast the ''suggestion'' spell (save DC 13) from the helm on that creature. Once used, the ''suggestion'' property can’t be used again until the next dawn. - - -=== Helm of Teleportation === - -''Wondrous item, rare (requires attunement)'' - -This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the ''teleport'' spell from it. The helm regains 1d3 expended charges daily at dawn. - - -=== Holy Avenger === - -''Weapon (any sword), legendary (requires attunement by a paladin)'' - -You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. - -While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. - - -=== Horn of Blasting === - -''Wondrous item, rare'' - -You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. - -Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. - - -=== Horn of Valhalla === - -''Wondrous item, rare (silver or brass), very rare (bronze), or legendary (iron)'' - -You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. - -Four types of ''horn of Valhalla'' are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn’s type or determines it randomly. - -'''Table- Horn of Valhalla''' - -{| -!width="9%"| d100 -!width="14%"| Horn Type -!width="27%"| Berserkers Summoned -!width="49%"| Requirement -|- -| 01-40 -| Silver -| 2d4+2 -| None -|- -| 41-75 -| Brass -| 3d4+3 -| Proficiency with all simple weapons -|- -| 76-90 -| Bronze -| 4d4+4 -| Proficiency with all medium armor -|- -| 91-00 -| Iron -| 5d4+5 -| Proficiency with all martial weapons -|- -| -| -| -| -|} - -If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. - - -=== Horseshoes of a Zephyr === - -''Wondrous item, very rare'' - -These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march. - - -=== Horseshoes of Speed === - -''Wondrous item, rare'' - -These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature’s walking speed by 30 feet. - - -= Magic Items (I) = - - -=== Immovable Rod === - -''Rod, uncommon'' - -This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. - - -=== Instant Fortress === - -''Wondrous item, rare'' - -You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. - -The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the ''knock'' spell and similar magic, such as that of a ''chime of opening''. - -Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically. - -The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, - -immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a ''wish'' spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of ''wish'' causes the roof, the door, or one wall to regain 50 hit points. - - -=== Ioun Stone === - -''Wondrous item, rarity varies (requires attunement)'' - -An ''Ioun stone'' is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of ''Ioun stone'' exist, each type a distinct combination of shape and color. - -When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. - -A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. - -'''''Absorption (Very Rare)'''''. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. - -Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it. - -'''''Agility (Very Rare)'''''. Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. - -'''''Awareness (Rare)'''''. You can’t be surprised while this dark blue rhomboid orbits your head. - -'''''Fortitude (Very Rare)'''''. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. - -'''''Greater Absorption (Legendary)'''''. While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. - -Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it. - -'''''Insight (Very Rare)'''''. Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. - -'''''Intellect (Very Rare)'''''. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. - -'''''Leadership (Very Rare)'''''. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. - -'''''Mastery (Legendary)'''''. Your proficiency bonus increases by 1 while this pale green prism orbits your head. - -'''''Protection (Rare)'''''. You gain a +1 bonus to AC while this dusty rose prism orbits your head. - -'''''Regeneration (Legendary)'''''. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. - -'''''Reserve (Rare)'''''. This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4-1 levels of stored spells chosen by the GM. - -Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. - -While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. - -'''''Strength (Very Rare)'''''. Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. - -'''''Sustenance (Rare)'''''. You don’t need to eat or drink while this clear spindle orbits your head. - - -=== Iron Bands of Binding === - -''Wondrous item, rare'' - -This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. - -Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. - -A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. - -Once the bands are used, they can’t be used again until the next dawn. - - -=== Iron Flask === - -''Wondrous item, legendary'' - -This iron bottle has a brass stopper. You can use an action to speak the flask’s command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you’re on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t need to breathe, eat, or drink and doesn’t age. - -You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. - -An ''identify'' spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly. - -'''Table- Iron Flask''' - -{| -! d100 -! Contents -|- -| 1‒50 -| Empty -|- -| 51‒54 -| Demon (type 1) -|- -| 55‒58 -| Demon (type 2) -|- -| 59‒62 -| Demon (type 3) -|- -| 63‒64 -| Demon (type 4) -|- -| 65 -| Demon (type 5) -|- -| 66 -| Demon (type 6) -|- -| 67 -| Deva -|- -| 68‒69 -| Devil (greater) -|- -| 70‒73 -| Devil (lesser) -|- -| 74‒75 -| Djinni -|- -| 76‒77 -| Efreeti -|- -| 78‒83 -| Elemental (any) -|- -| 84‒86 -| Invisible stalker -|- -| 87‒90 -| Night hag -|- -| 91 -| Planetar -|- -| 92‒95 -| Salamander -|- -| 96 -| Solar -|- -| 97‒99 -| Succubus/incubus -|- -| 100 -| Xorn -|- -| -| -|} - - -= Magic Items (J) = - - -=== Javelin of Lightning === - -''Weapon (javelin), uncommon'' - -This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. - -The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. - - -= Magic Items (K) = - - -= Magic Items (L) = - - -=== Lantern of Revealing === - -''Wondrous item, uncommon'' - -While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. - - -=== Luck Blade === - -''Weapon (any sword), legendary (requires attunement)'' - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. - -'''''Luck'''''. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn. - -'''''Wish'''''. The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the ''wish'' spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges. - - -= Magic Items (M) = - - -=== Mace of Disruption === - -''Weapon (mace), rare (requires attunement)'' - -When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. - -While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. - - -=== Mace of Smiting === - -''Weapon (mace), rare'' - -You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. - -When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. - - -=== Mace of Terror === - -''Weapon (mace), rare (requires attunement)'' - -This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. - -The mace regains 1d3 expended charges daily at dawn. - - -=== Mantle of Spell Resistance === - -''Wondrous item, rare (requires attunement)'' - -You have advantage on saving throws against spells while you wear this cloak. - - -=== Manual of Bodily Health === - -''Wondrous item, very rare'' - -This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - - -=== Manual of Gainful Exercise === - -''Wondrous item, very rare'' - -This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - - -=== Manual of Golems === - -''Wondrous item, very rare'' - -This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can’t use a ''manual of golems'' and attempts to read it takes 6d6 psychic damage. - -'''Table- Manual of Golems''' - -{| -! d20 -! Golem -! Time -! Cost -|- -| 1-5 -| Clay -| 30 days -| 65,000 gp -|- -| 6-17 -| Flesh -| 60 days -| 50,000 gp -|- -| 18 -| Iron -| 120 days -| 100,000 gp -|- -| 19-20 -| Stone -| 90 days -| 80,000 gp -|- -| -| -| -| -|} - -To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. - -Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. - - -=== Manual of Quickness of Action === - -''Wondrous item, very rare'' - -This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - - -=== Marvelous Pigments === - -''Wondrous item, very rare'' - -Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. - -Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons - that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. - -When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. - -Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. - -If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. - - -=== Medallion of Thoughts === - -''Wondrous item, uncommon (requires attunement)'' - -The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the ''detect thoughts'' spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. - - -=== Mirror of Life Trapping === - -''Wondrous item, very rare'' - -When this 4-foot tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. - -If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. - -Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror’s nature, and constructs succeed on the saving throw automatically. - -An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror’s cells don’t age, and they don’t need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. - -If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. - -While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate normally. - -In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it. - - -=== Mithral Armor === - -''Armor (medium or heavy, but not hide), uncommon'' - -Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. - - -= Magic Items (N) = - - -=== Necklace of Adaptation === - -''Wondrous item, uncommon (requires attunement)'' - -While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as ''cloudkill'' and ''stinking cloud'' effects, inhaled poisons, and the breath weapons of some dragons). - - -=== Necklace of Fireballs === - -''Wondrous item, rare'' - -This necklace has 1d6+3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level ''fireball'' spell (save DC 15). - -You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the ''fireball'' by 1 for each bead beyond the first. - - -=== Necklace of Prayer Beads === - -''Wondrous item, rare (requires attunement by a cleric, druid, or paladin)'' - -This necklace has 1d4+2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. - -Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. - -'''Table- Necklace of Prayer Beads''' - -{| -! d20 -! Bead of … -! Spell -|- -| 1-6 -| Blessing -| Bless -|- -| 7-12 -| Curing -| Cure wounds (2nd level) or lesser restoration -|- -| 13-16 -| Favor -| Greater restoration -|- -| 17-18 -| Smiting -| Branding smite -|- -| 19 -| Summons -| Planar ally -|- -| 20 -| Wind walking -| Wind walk -|- -| -| -| -|} - - -=== Nine Lives Stealer === - -''Weapon (any sword), very rare (requires attunement)'' - -You gain a +2 bonus to attack and damage rolls made with this magic weapon. - -The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. - - -= Magic Items (O) = - - -=== Oathbow === - -''Weapon (longbow), very rare (requires attunement)'' - -When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. - -When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. - -While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. - - -=== Oil of Etherealness === - -''Potion, rare'' - -Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the ''etherealness'' spell for 1 hour. - - -=== Oil of Sharpness === - -''Potion, very rare'' - -This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. - - -=== Oil of Slipperiness === - -''Potion, uncommon'' - -This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a ''freedom of movement'' spell for 8 hours. - -Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the ''grease'' spell in that area for 8 hours. - - -= Magic Items (P) = - - -=== Pearl of Power === - -''Wondrous item, uncommon (requires attunement by a spellcaster)'' - -While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can’t be used again until the next dawn. - - -=== Periapt of Health === - -''Wondrous item, uncommon'' - -You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. - - -=== Periapt of Proof against Poison === - -''Wondrous item, rare'' - -This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. - - -=== Periapt of Wound Closure === - -''Wondrous item, uncommon (requires attunement)'' - -While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. - - -=== Philter of Love === - -''Potion, uncommon'' - -The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. - - -=== Pipes of Haunting === - -''Wondrous item, uncommon'' - -You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. - - -=== Pipes of the Sewers === - -''Wondrous item, uncommon (requires attunement)'' - -You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. - -The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. - -Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. - - -=== Plate Armor of Etherealness === - -''Armor (plate), legendary (requires attunement)'' - -While you’re wearing this armor, you can speak its command word as an action to gain the effect of the ''etherealness'' spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can’t be used again until the next dawn. - - -=== Portable Hole === - -''Wondrous item, rare'' - -This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. - -You can use an action to unfold a ''portable hole'' and place it on or against a solid surface, whereupon the ''portable hole'' creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open ''portable hole'' can exit the hole by climbing out of it. - -You can use an action to close a ''portable hole'' by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. - -If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the ''portable hole'' or the creature carrying it. A breathing creature within a closed ''portable hole'' can survive for up to 10 minutes, after which time it begins to suffocate. - -Placing a ''portable hole'' inside an extradimensional space created by a ''bag of holding'', ''handy haversack'', or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. - - -=== Potion of Animal Friendship === - -''Potion, uncommon'' - -When you drink this potion, you can cast the ''animal friendship'' spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. - - -=== Potion of Clairvoyance === - -''Potion, rare'' - -When you drink this potion, you gain the effect of the ''clairvoyance'' spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. - - -=== Potion of Climbing === - -''Potion, common'' - -When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. - - -=== Potion of Diminution === - -''Potion, rare'' - -When you drink this potion, you gain the “reduce” effect of the ''enlarge/reduce'' spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. - - -=== Potion of Flying === - -''Potion, very rare'' - -When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it. - - -=== Potion of Gaseous Form === - -''Potion, rare'' - -When you drink this potion, you gain the effect of the ''gaseous form'' spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion’s container seems to hold fog that moves and pours like water. - - -=== Potion of Giant Strength === - -''Potion, rarity varies'' - -When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. - -This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The ''potion of frost giant strength'' and the ''potion of stone giant strength'' have the same effect. - -'''Table- Potion of Giant Strength''' - -{| -! Type of Giant -! Strength -! Rarity -|- -| Hill giant -| 21 -| Uncommon -|- -| Frost/stone giant -| 23 -| Rare -|- -| Fire giant -| 25 -| Rare -|- -| Cloud giant -| 27 -| Very rare -|- -| Storm giant -| 29 -| Legendary -|- -| -| -| -|} - - -=== Potion of Growth === - -''Potion, uncommon'' - -When you drink this potion, you gain the “enlarge” effect of the ''enlarge/reduce'' spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. - - -=== Potion of Healing === - -''Potion, rarity varies'' - -You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated. - -'''Table- Potions of Healing''' - -{| -! Potion of … -! Rarity -! HP Regained -|- -| Healing -| Common -| 2d4+2 -|- -| Greater healing -| Uncommon -| 4d4+4 -|- -| Superior healing -| Rare -| 8d4+8 -|- -| Supreme healing -| Very rare -| 10d4+20 -|- -| -| -| -|} - - -=== Potion of Heroism === - -''Potion, rare'' - -For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the ''bless'' spell (no concentration required). This blue potion bubbles and steams as if boiling. - - -=== Potion of Invisibility === - -''Potion, very rare'' - -This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. - - -=== Potion of Mind Reading === - -''Potion, rare'' - -When you drink this potion, you gain the effect of the ''detect thoughts'' spell (save DC 13). The potion’s dense, purple liquid has an ovoid cloud of pink floating in it. - - -=== Potion of Poison === - -''Potion, uncommon'' - -This concoction looks, smells, and tastes like a ''potion of healing'' or other beneficial potion. However, it is actually poison masked by illusion magic. An ''identify'' spell reveals its true nature. - -If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. - - -=== Potion of Resistance === - -''Potion, uncommon'' - -When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below. - -'''Table- Potion of Resistance''' - -{| -! d10 -! Damage Type -|- -| 1 -| Acid -|- -| 2 -| Cold -|- -| 3 -| Fire -|- -| 4 -| Force -|- -| 5 -| Lightning -|- -| 6 -| Necrotic -|- -| 7 -| Poison -|- -| 8 -| Psychic -|- -| 9 -| Radiant -|- -| 10 -| Thunder -|- -| -| -|} - - -=== Potion of Speed === - -''Potion, very rare'' - -When you drink this potion, you gain the effect of the ''haste'' spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own. - - -=== Potion of Water Breathing === - -''Potion, uncommon'' - -You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. - - -= Magic Items (Q) = - - -= Magic Items (R) = - - -=== Restorative Ointment === - -''Wondrous item, uncommon'' - -This glass jar, 3 inches in diameter, contains 1d4+1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. - -As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8+2 hit points, ceases to be poisoned, and is cured of any disease. - - -=== Ring of Animal Influence === - -''Ring, rare'' - -This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: - -* Animal friendship (save DC 13) -* Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower -* Speak with animals - - -=== Ring of Djinni Summoning === - -''Ring, legendary (requires attunement)'' - -While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane. - -While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. - -After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. - - -=== Ring of Elemental Command === - -''Ring, legendary (requires attunement)'' - -This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. - -While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane. - -The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. - -'''''Ring of Air Elemental Command'''''. You can expend 2 of the ring’s charges to cast ''dominate monster'' on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. - -If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties: - -* You have resistance to lightning damage. -* You have a flying speed equal to your walking speed and can hover. -* You can cast the following spells from the ring, expending the necessary number of charges: ''chain lightning'' (3 charges), ''gust of wind'' (2 charges), or ''wind wall'' (1 charge). - -'''''Ring of Earth Elemental Command'''''. You can expend 2 of the ring’s charges to cast ''dominate monster'' on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. - -If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: - -* You have resistance to acid damage. -* You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. -* You can cast the following spells from the ring, expending the necessary number of charges: ''stone shape'' (2 charges), ''stoneskin'' (3 charges), or ''wall of stone'' (3 charges). - -'''''Ring of Fire Elemental Command'''''. You can expend 2 of the ring’s charges to cast ''dominate monster'' on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan. - -If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties: - -* You are immune to fire damage. -* You can cast the following spells from the ring, expending the necessary number of charges: ''burning hands'' (1 charge), ''fireball'' (2 charges), and ''wall of fire'' (3 charges). - -'''''Ring of Water Elemental Command'''''. You can expend 2 of the ring’s charges to cast ''dominate monster'' on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. - -If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: - -* You can breathe underwater and have a swimming speed equal to your walking speed. -* You can cast the following spells from the ring, expending the necessary number of charges: ''create or destroy water'' (1 charge), ''control water'' (3 charges), ''ice storm'' (2 charges), or ''wall of ice'' (3 charges). - - -=== Ring of Evasion === - -''Ring, rare (requires attunement)'' - -This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. - - -=== Ring of Feather Falling === - -''Ring, rare (requires attunement)'' - -When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. - - -=== Ring of Free Action === - -''Ring, rare (requires attunement)'' - -While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. - - -=== Ring of Invisibility === - -''Ring, legendary (requires attunement)'' - -While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. - - -=== Ring of Jumping === - -''Ring, uncommon (requires attunement)'' - -While wearing this ring, you can cast the ''jump'' spell from it as a bonus action at will, but can target only yourself when you do so. - - -=== Ring of Mind Shielding === - -''Ring, uncommon (requires attunement)'' - -While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. - -You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. - -If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. - - -=== Ring of Protection === - -''Ring, rare (requires attunement)'' - -You gain a +1 bonus to AC and saving throws while wearing this ring. - - -=== Ring of Regeneration === - -''Ring, very rare (requires attunement)'' - -While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6+1 days if you have at least 1 hit point the whole time. - - -=== Ring of Resistance === - -''Ring, rare (requires attunement)'' - -You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly. - -'''Table- Ring of Resistance''' - -{| -! d10 -! Damage Type -! Gem -|- -| 1 -| Acid -| Pearl -|- -| 2 -| Cold -| Tourmaline -|- -| 3 -| Fire -| Garnet -|- -| 4 -| Force -| Sapphire -|- -| 5 -| Lightning -| Citrine -|- -| 6 -| Necrotic -| Jet -|- -| 7 -| Poison -| Amethyst -|- -| 8 -| Psychic -| Jade -|- -| 9 -| Radiant -| Topaz -|- -| 10 -| Thunder -| Spinel -|- -| -| -| -|} - - -=== Ring of Shooting Stars === - -''Ring, very rare (requires attunement outdoors at night)'' - -While wearing this ring in dim light or darkness, you can cast ''dancing lights'' and ''light'' from the ring at will. Casting either spell from the ring requires an action. - -The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. - -'''''Faerie Fire'''''. You can expend 1 charge as an action to cast ''faerie fire'' from the ring. - -'''''Ball Lightning'''''. You can expend 2 charges as an action to create one to four 3-foot diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. - -Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. - -As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. - -'''Table- Ring of Shooting Stars''' - -{| -! Spheres -! Lightning Damage -|- -| 4 -| 2d4 -|- -| 3 -| 2d6 -|- -| 2 -| 5d4 -|- -| 1 -| 4d12 -|- -| -| -|} - -'''''Shooting Stars'''''. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. - - -=== Ring of Spell Storing === - -''Ring, rare (requires attunement)'' - -This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM. - -Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. - -While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. - - -=== Ring of Spell Turning === - -''Ring, legendary (requires attunement)'' - -While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. - - -=== Ring of Swimming === - -''Ring, uncommon'' - -You have a swimming speed of 40 feet while wearing this ring. - - -=== Ring of Telekinesis === - -''Ring, very rare (requires attunement)'' - -While wearing this ring, you can cast the ''telekinesis'' spell at will, but you can target only objects that aren’t being worn or carried. - - -=== Ring of the Ram === - -''Ring, rare (requires attunement)'' - -This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. - -Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. - - -=== Ring of Three Wishes === - -''Ring, legendary'' - -While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the ''wish'' spell from it. The ring becomes nonmagical when you use the last charge. - - -=== Ring of Warmth === - -''Ring, uncommon (requires attunement)'' - -While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit. - - -=== Ring of Water Walking === - -''Ring, uncommon'' - -While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. - - -=== Ring of X-ray Vision === - -''Ring, rare (requires attunement)'' - -While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. - -Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. - - -=== Robe of Eyes === - -''Wondrous item, rare (requires attunement)'' - -This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: - -* The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. -* You have darkvision out to a range of 120 feet. -* You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet. - -The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. - -A ''light'' spell cast on the robe or a ''daylight'' spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for ''light'' or DC 15 for ''daylight''), ending the blindness on a success. - - -=== Robe of Scintillating Colors === - -''Wondrous item, very rare (requires attunement)'' - -This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. - - -=== Robe of Stars === - -''Wondrous item, very rare (requires attunement)'' - -This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. - -Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast ''magic missile'' as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. - -While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. - - -=== Robe of the Archmagi === - -''Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)'' - -This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe’s color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can’t attune to a ''robe of the archmagi'' that doesn’t correspond to your alignment. - -You gain these benefits while wearing the robe: - -* If you aren’t wearing armor, your base Armor Class is 15+your Dexterity modifier. -* You have advantage on saving throws against spells and other magical effects. -* Your spell save DC and spell attack bonus each increase by 2. - - -=== Robe of Useful Items === - -''Wondrous item, uncommon'' - -This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. - -The robe has two of each of the following patches: - -* Dagger -* Bullseye lantern (filled and lit) -* Steel mirror -* 10-foot pole -* Hempen rope (50 feet, coiled) -* Sack - -In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly. - -'''Table- Robe of Useful Items''' - -{| -!width="3%"| d100 -!width="96%"| Patch -|- -| 01-08 -| Bag of 100 gp -|- -| 09-15 -| Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp -|- -| 16-22 -| Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself -|- -| 23-30 -| 10 gems worth 100 gp each -|- -| 31-44 -| Wooden ladder (24 feet long) 45-51 A riding horse with saddle bags -|- -| 52-59 -| Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you -|- -| 60-68 -| 4 potions of healing -|- -| 69-75 -| Rowboat (12 feet long) -|- -| 76-83 -| Spell scroll containing one spell of 1st to 3rd level -|- -| 84-90 -| 2 mastiffs -|- -| 91-96 -| Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach -|- -| 97-100 -| Portable ram -|- -| -| -|} - - -=== Rod of Absorption === - -''Rod, very rare (requires attunement)'' - -While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell’s effect is canceled, and the spell’s energy-not the spell itself-is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no effect on that spell. - -When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. - -If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. - -A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. - - -=== Rod of Alertness === - -''Rod, very rare (requires attunement)'' - -This rod has a flanged head and the following properties. - -'''''Alertness'''''. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. - -'''''Spells'''''. While holding the rod, you can use an action to cast one of the following spells from it: ''detect evil and good'', ''detect magic'', ''detect poison and disease'', or ''see invisibility.'' - -'''''Protective Aura'''''. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. - -The rod’s head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn. - - -=== Rod of Lordly Might === - -''Rod, legendary (requires attunement)'' - -This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. - -'''''Six Buttons'''''. You can press one of the rod’s six buttons as a bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. - -If you press '''button 1''', the rod becomes a ''flame tongue'', as a fiery blade sprouts from the end opposite the rod’s flanged head (you choose the type of sword). - -If you press '''button 2''', the rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. - -If you press '''button 3''', the rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it. - -If you press '''button 4''', the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. - -If you press '''button 5''', the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. - -If you press '''button 6''', the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. - -'''''Drain Life'''''. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can’t be used again until the next dawn. - -'''''Paralyze'''''. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can’t be used again until the next dawn. - -'''''Terrify'''''. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can’t be used again until the next dawn. - - -=== Rod of Rulership === - -''Rod, rare (requires attunement)'' - -You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can’t be used again until the next dawn. - - -=== Rod of Security === - -''Rod, very rare'' - -While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. - -For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). - -When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can’t be used again until ten days have passed. - - -=== Rope of Climbing === - -''Wondrous item, uncommon'' - -This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. - -If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. - -The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. - - -=== Rope of Entanglement === - -''Wondrous item, rare'' - -This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. - -You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. - -The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. - - -= Magic Items (S) = - - -=== Scarab of Protection === - -''Wondrous item, legendary (requires attunement)'' - -If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: - -* You have advantage on saving throws against spells. -* The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. - - -=== Scimitar of Speed === - -''Weapon (scimitar), very rare (requires attunement)'' - -You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. - - -=== Shield, +1, +2, or +3 === - -''Armor (shield), uncommon (+1), rare (+2), or very rare (+3)'' - -While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC. - - -=== Shield of Missile Attraction === - -''Armor (shield), rare (requires attunement)'' - -While holding this shield, you have resistance to damage from ranged weapon attacks. - -'''''Curse'''''. This shield is cursed. Attuning to it curses you until you are targeted by the ''remove curse'' spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. - - -=== Slippers of Spider Climbing === - -''Wondrous item, uncommon (requires attunement)'' - -While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil. - - -=== Sovereign Glue === - -''Wondrous item, legendary'' - -This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with ''oil of slipperiness''. When found, a container contains 1d6+1 ounces. - -One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of ''universal solvent'' or ''oil of etherealness'', or with a ''wish'' spell. - - -=== Spell Scroll === - -''Scroll, varies'' - -A ''spell scroll'' bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell’s components. Otherwise, the scroll is unintelligible. - -If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10+the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. - -The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table. - -'''Table- Spell Scroll''' - -{| -! Spell Level -! Rarity -! Save DC -! Attack Bonus -|- -| Cantrip -| Common -| 13 -| +5 -|- -| 1st -| Common -| 13 -| +5 -|- -| 2nd -| Uncommon -| 13 -| +5 -|- -| 3rd -| Uncommon -| 15 -| +7 -|- -| 4th -| Rare -| 15 -| +7 -|- -| 5th -| Rare -| 17 -| +9 -|- -| 6th -| Very rare -| 17 -| +9 -|- -| 7th -| Very rare -| 18 -| +10 -|- -| 8th -| Very rare -| 18 -| +10 -|- -| 9th -| Legendary -| 19 -| +11 -|- -| -| -| -| -|} - -A wizard spell on a ''spell scroll'' can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10+the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the ''spell scroll'' is destroyed. - - -=== Spellguard Shield === - -''Armor (shield), very rare (requires attunement)'' - -While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. - - -=== Sphere of Annihilation === - -''Wondrous item, legendary'' - -This 2-foot diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. - -The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a ''sphere of annihilation'', it passes through the sphere unscathed. Anything else that touches the sphere but isn’t wholly engulfed and obliterated by it takes 4d10 force damage. - -The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage. - -If you attempt to control a sphere that is under another creature’s control, you make an Intelligence (Arcana) check contested by the other creature’s Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal. - -If the sphere comes into contact with a planar portal, such as that created by the ''gate'' spell, or an extradimensional space, such as that within a ''portable hole'', the GM determines randomly what happens, using the following table. - -'''Table- Sphere of Annihilation''' - -{| -!width="5%"| d100 -!width="94%"| Result -|- -| 01-50 -| The sphere is destroyed. -|- -| 51-85 -| The sphere moves through the portal or into the extradimensional space. -|- -| 86-00 -| A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. -|- -| -| -|} - - -=== Staff of Charming === - -''Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)'' - -While holding this staff, you can use an action to expend 1 of its 10 charges to cast ''charm person'', ''command'', ''or comprehend languages'' from it using your spell save DC. The staff can also be used as a magic quarterstaff. - -If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. - -The staff regains 1d8+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. - - -=== Staff of Fire === - -''Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)'' - -You have resistance to fire damage while you hold this staff. - -The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: ''burning hands'' (1 charge), ''fireball'' (3 charges), or ''wall of fire'' (4 charges). - -The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. - - -=== Staff of Frost === - -''Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)'' - -You have resistance to cold damage while you hold this staff. - -The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: ''cone of cold'' (5 charges), ''fog cloud'' (1 charge), ''ice storm'' (4 charges), or ''wall of ice'' (4 charges). - -The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. - - -=== Staff of Healing === - -''Staff, rare (requires attunement by a bard, cleric, or druid)'' - -This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: ''cure wounds'' (1 charge per spell level, up to 4th), ''lesser restoration'' (2 charges), or ''mass cure wounds'' (5 charges). - -The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. - - -=== Staff of Power === - -''Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)'' - -This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. - -The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8+2 charges. - -'''''Power Strike'''''. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. - -'''''Spells'''''. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: ''cone of cold'' (5 charges), ''fireball'' (5th-level version, 5 charges), ''globe of invulnerability'' (6 charges), ''hold monster'' (5 charges), ''levitate'' (2 charges), ''lightning bolt'' (5th-level version, 5 charges), ''magic missile'' (1 charge), ''ray of enfeeblement'' (1 charge), or ''wall of force'' (5 charges). - -'''''Retributive Strike'''''. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot radius sphere centered on it. - -You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. - -'''Table- Staff of Power''' - -{| -! Distance from Origin -! Damage -|- -| 10 ft. away or closer -| 8 × the number of charges in the staff -|- -| 11 to 20 ft. away -| 6 × the number of charges in the staff -|- -| 21 to 30 ft. away -| 4 × the number of charges in the staff -|- -| -| -|} - - -=== Staff of Striking === - -''Staff, very rare (requires attunement)'' - -This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. - -The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. - - -=== Staff of Swarming Insects === - -''Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)'' - -This staff has 10 charges and regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. - -'''''Spells'''''. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: ''giant insect'' (4 charges) or ''insect plague'' (5 charges). - -'''''Insect Cloud'''''. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. - - -=== Staff of the Magi === - -''Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)'' - -This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. - -The staff has 50 charges for the following properties. It regains 4d6+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12+1 charges. - -'''''Spell Absorption'''''. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). - -'''''Spells'''''. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: ''conjure elemental'' (7 charges), ''dispel magic'' (3 charges), ''fireball'' (7th-level version, 7 charges), ''flaming sphere'' (2 charges), ''ice storm'' (4 charges), ''invisibility'' (2 charges), ''knock'' (2 charges), ''lightning bolt'' (7th-level version, 7 charges), ''passwall'' (5 charges), ''plane shift'' (7 charges), ''telekinesis'' (5 charges), ''wall of fire'' (4 charges), or ''web'' (2 charges). - -You can also use an action to cast one of the following spells from the staff without using any charges: ''arcane lock'', ''detect magic'', ''enlarge/reduce'', ''light'', ''mage hand'', or ''protection from evil and good.'' - -'''''Retributive Strike'''''. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot radius sphere centered on it. - -You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. - -'''Table- Staff of the Magi''' - -{| -! Distance from Origin -! Damage -|- -| 10 ft. away or closer -| 8 × the number of charges in the staff -|- -| 11 to 20 ft. away -| 6 × the number of charges in the staff -|- -| 21 to 30 ft. away -| 4 × the number of charges in the staff -|- -| -| -|} - - -=== Staff of the Python === - -''Staff, uncommon (requires attunement by a cleric, druid, or warlock)'' - -You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. - -On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. - -If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. - - -=== Staff of the Woodlands === - -''Staff, rare (requires attunement by a druid)'' - -This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. - -The staff has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. - -'''''Spells'''''. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: ''animal friendship'' (1 charge), ''awaken'' (5 charges), ''barkskin'' (2 charges), ''locate animals or plants'' (2 charges), ''speak with animals'' (1 charge), ''speak with plants'' (3 charges), or ''wall of thorns'' (6 charges). - -You can also use an action to cast the ''pass without trace'' spell from the staff without using any charges. - -'''''Tree Form'''''. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot diameter trunk, and its branches at the top spread out in a 20-foot radius. - -The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by ''detect magic''. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. - - -=== Staff of Thunder and Lightning === - -''Staff, very rare (requires attunement)'' - -This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can’t be used again until the next dawn. - -'''''Lightning'''''. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. - -'''''Thunder'''''. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. - -'''''Lightning Strike'''''. You can use an action to cause a bolt of lightning to leap from the staff’s tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. - -'''''Thunderclap'''''. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn’t deafened. - -'''''Thunder and Lightning'''''. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one. - - -=== Staff of Withering === - -''Staff, rare (requires attunement by a cleric, druid, or warlock)'' - -This staff has 3 charges and regains 1d3 expended charges daily at dawn. - -The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. - - -=== Stone of Controlling Earth Elementals === - -''Wondrous item, rare'' - -If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the ''conjure elemental'' spell. The stone can’t be used this way again until the next dawn. The stone weighs 5 pounds. - - -=== Stone of Good Luck (Luckstone) === - -''Wondrous item, uncommon (requires attunement)'' - -While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. - - -=== Sun Blade === - -''Weapon (longsword), rare (requires attunement)'' - -This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the ''sun blade''. - -You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. - -The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. - - -=== Sword of Life Stealing === - -''Weapon (any sword), rare (requires attunement)'' - -When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn’t a construct or an undead. You gain temporary hit points equal to the extra damage dealt. - - -=== Sword of Sharpness === - -''Weapon (any sword that deals slashing damage), very rare (requires attunement)'' - -When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. - -When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. - -In addition, you can speak the sword’s command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. - - -=== Sword of Wounding === - -''Weapon (any sword), rare (requires attunement)'' - -Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. - -Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. - - -= Magic Items (T) = - - -=== Talisman of Pure Good === - -''Wondrous item, legendary (requires attunement by a creature of good alignment)'' - -This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. - -If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. - -The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed. - - -=== Talisman of the Sphere === - -''Wondrous item, legendary (requires attunement)'' - -When you make an Intelligence (Arcana) check to control a ''sphere of annihilation'' while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a ''sphere of annihilation'', you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier. - - -=== Talisman of Ultimate Evil === - -''Wondrous item, legendary (requires attunement by a creature of evil alignment)'' - -This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. - -If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. - -The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed. - - -=== Tome of Clear Thought === - -''Wondrous item, very rare'' - -This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - - -=== Tome of Leadership and Influence === - -''Wondrous item, very rare'' - -This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - - -=== Tome of Understanding === - -''Wondrous item, very rare'' - -This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. - - -=== Trident of Fish Command === - -''Weapon (trident), uncommon (requires attunement)'' - -This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast ''dominate beast'' (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. - - -= Magic Items (U) = - - -=== Universal Solvent === - -''Wondrous item, legendary'' - -This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including ''sovereign glue.'' - - -= Magic Items (V) = - - -=== Vicious Weapon === - -''Weapon (any), rare'' - -When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon’s type. - - -=== Vorpal Sword === - -''Weapon (any sword that deals slashing damage), legendary (requires attunement)'' - -You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. - -When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. - - -= Magic Items (W) = - - -=== Wand of Binding === - -''Wand, rare (requires attunement by a spellcaster)'' - -This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -'''''Spells'''''. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): ''hold monster'' (5 charges) or ''hold person'' (2 charges). - -'''''Assisted Escape'''''. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. - - -=== Wand of Enemy Detection === - -''Wand, rare (requires attunement)'' - -This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - -=== Wand of Fear === - -''Wand, rare (requires attunement)'' - -This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -'''''Command'''''. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the ''command'' spell (save DC 15). - -'''''Cone of Fear'''''. While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. - - -=== Wand of Fireballs === - -''Wand, rare (requires attunement by a spellcaster)'' - -This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the ''fireball'' spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - -=== Wand of Lightning Bolts === - -''Wand, rare (requires attunement by a spellcaster)'' - -This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the ''lightning bolt'' spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - -=== Wand of Magic Detection === - -''Wand, uncommon'' - -This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the ''detect magic'' spell from it. The wand regains 1d3 expended charges daily at dawn. - - -=== Wand of Magic Missiles === - -''Wand, uncommon'' - -This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the ''magic missile'' spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - -=== Wand of Paralysis === - -''Wand, rare (requires attunement by a spellcaster)'' - -This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - -=== Wand of Polymorph === - -''Wand, very rare (requires attunement by a spellcaster)'' - -This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the ''polymorph'' spell (save DC 15) from it. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - -=== Wand of Secrets === - -''Wand, uncommon'' - -The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. - - -=== Wand of the War Mage, +1, +2, or +3 === - -''Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster)'' - -While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack. - - -=== Wand of Web === - -''Wand, uncommon (requires attunement by a spellcaster)'' - -This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the ''web'' spell (save DC 15) from it. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - - -=== Wand of Wonder === - -''Wand, rare (requires attunement by a spellcaster)'' - -This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. - -If the effect causes you to cast a spell from the wand, the spell’s save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn’t already. - -If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. - -'''Table- Wand of Wonder''' - -{| -!width="1%"| d100 -!width="98%"| Effect -|- -| 01-05 -| You cast slow. 06-10 You cast faerie fire. -|- -| 11-15 -| You are stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast gust of wind. -|- -| 21-25 -| You cast detect thoughts on the target you chose. If you didn’t target a creature, you instead take 1d6 psychic damage. -|- -| 26-30 -| You cast stinking cloud. -|- -| 31-33 -| Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. -|- -| 34-36 -| An animal appears in the unoccupied space nearest the target. The animal isn’t under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. -|- -| 37-46 -| You cast lightning bolt. -|- -| 47-49 -| A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. -|- -| 50-53 -| You enlarge the target as if you had cast enlarge/reduce. If the target can’t be affected by that spell, or if you didn’t target a creature, you become the target. -|- -| 54-58 -| You cast darkness. -|- -| 59-62 -| Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. -|- -| 63-65 -| An object of the GM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. -|- -| 66-69 -| You shrink yourself as if you had cast enlarge/reduce on yourself. -|- -| 70-79 -| You cast fireball. -|- -| 80-84 -| You cast invisibility on yourself. -|- -| 85-87 -| Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. -|- -| 88-90 -| A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand’s tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. -|- -| 91-95 -| A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. -|- -| 96-97 -| The target’s skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. -|- -| 98-100 -| If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn’t target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. -|- -| -| -|} - - -=== Weapon, +1, +2, or +3 === - -''Weapon (any), uncommon (+1), rare (+2), or very rare (+3)'' - -You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. - - -=== Well of Many Worlds === - -''Wondrous item, legendary'' - -This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. - -You can use an action to unfold and place the ''well of many worlds'' on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once ''well of many worlds'' has opened a portal, it can’t do so again for 1d8 hours. - - -=== Wind Fan === - -''Wondrous item, uncommon'' - -While holding this fan, you can use an action to cast the ''gust of wind'' spell (save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. - - -=== Winged Boots === - -''Wondrous item, uncommon (requires attunement)'' - -While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. - -The boots regain 2 hours of flying capability for every 12 hours they aren’t in use. - - -=== Wings of Flying === - -''Wondrous item, rare (requires attunement)'' - -While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can’t use them again for 1d12 hours. - - -= Magic Items (X) = - - -= Magic Items (Y) = - - -= Magic Items (Z) = - - -= Sentient Magic = - -Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side. - -Most sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient. - -Sentient magic items function as NPCs under the GM’s control. Any activated property of the item is under the item’s control, not its wielder’s. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder. - - -=== Creating Sentient Magic Items === - -When you decide to make a magic item sentient, you create the item’s persona in the same way you would create an NPC, with a few exceptions described here. - - -==== Abilities ==== - -A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item’s abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest. - - -==== Communication ==== - -A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table. - -'''Table- Sentient Magic Items: Communication''' - -{| -!width="4%"| d100 -!width="95%"| Communication -|- -| 01-60 -| The item communicates by transmitting emotion to the creature carrying or wielding it. -|- -| 61-90 -| The item can speak, read, and understand one or more languages. -|- -| 91-100 -| The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it. -|- -| -| -|} - - -==== Senses ==== - -With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table. - -'''Table- Sentient Magic Items: Senses''' - -{| -! d4 -! Senses -|- -| 1 -| Hearing and normal vision out to 30 feet. -|- -| 2 -| Hearing and normal vision out to 60 feet -|- -| 3 -| Hearing and normal vision out to 120 feet. -|- -| 4 -| Hearing and darkvision out to 120 feet. -|- -| -| -|} - - -==== Alignment ==== - -A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table. - -'''Table- Sentient Magic Items: Alignment''' - -{| -! d100 -! Alignment -|- -| 01-15 -| Lawful good -|- -| 16-35 -| Neutral good -|- -| 36-50 -| Chaotic good -|- -| 51-63 -| Lawful neutral -|- -| 64-73 -| Neutral -|- -| 74-85 -| Chaotic neutral -|- -| 86-89 -| Lawful evil -|- -| 90-96 -| Neutral evil -|- -| 97-100 -| Chaotic evil -|- -| -| -|} - - -==== Special Purpose ==== - -You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder’s use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table. - -'''Table- Sentient Magic Items: Special Purpose''' - -{| -!width="3%"| d10 -!width="96%"| Purpose -|- -| 1 -| Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.) -|- -| 2 -| Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards. -|- -| 3 -| Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids. -|- -| 4 -| Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity. -|- -| 5 -| Templar: The item seeks to defend the servants and interests of a particular deity. -|- -| 6 -| Destroyer: The item craves destruction and goads its user to fight arbitrarily. -|- -| 7 -| Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure. -|- -| 8 -| Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy. -|- -| 9 -| Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events. -|- -| 10 -| Creator Seeker: The item seeks its creator and wants to understand why it was created. -|- -| -| -|} - - -==== Conflict ==== - -A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item’s alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder’s Charisma check. If the item wins the contest, it makes one or more of the following demands: - -* The item insists on being carried or worn at all times. -* The item demands that its wielder dispose of anything the item finds repugnant. -* The item demands that its wielder pursue the item’s goals to the exclusion of all other goals. -* The item demands to be given to someone else. If its wielder refuses to comply with the item’s wishes, the item can do any or all of the following: -* Make it impossible for its wielder to attune to it. -* Suppress one or more of its activated properties. -* Attempt to take control of its wielder. - -If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12+the item’s Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can’t use this power again until the next dawn. - - -= Artifacts = - - -=== Orb of Dragonkind === - -''Wondrous item, artifact (requires attunement)'' - -Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five ''Orbs of Dragonkind'' (or ''Dragon Orbs'') to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic. - -As the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons. - -Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb. - -An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. - -While attuned to an orb, you can use an action to peer into the orb’s depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it. - -While you are charmed by the orb, you can’t voluntarily end your attunement to it, and the orb casts ''suggestion'' on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides. - -'''''Random Properties'''''. An ''Orb of Dragonkind'' has the following random properties: - -* 2 minor beneficial properties -* 1 minor detrimental property -* 1 major detrimental property - -'''''Spells'''''. The orb has 7 charges and regains 1d4+3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: ''cure wounds'' (5th-level version, 3 charges), ''daylight'' (1 charge), ''death ward'' (2 charges), or ''scrying'' (3 charges). - -You can also use an action to cast the ''detect magic'' spell from the orb without using any charges. - -'''''Call Dragons'''''. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can’t be used again for 1 hour. - -'''''Destroying an Orb'''''. An ''Orb of Dragonkind'' appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A ''disintegrate'' spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however. - - -= MONSTERS = - - -= Monster Statistics = - - -== Type == - -A monster’s type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an ''arrow of dragon slaying'' deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns. - -The game includes the following monster types, which have no rules of their own. - -'''Aberrations''' are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi. - -'''Beasts''' are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals. - -'''Celestials''' are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi. - -'''Constructs''' are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures. - -'''Dragons''' are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons. - -'''Elementals''' are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds. - -'''Fey''' are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs. - -'''Fiends''' are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths. - -'''Giants''' tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants. - -'''Humanoids''' are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds. - -'''Monstrosities''' are monsters in the strictest sense-frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don’t fit into any other type. - -'''Oozes''' are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes. - -'''Plants''' in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category. - -'''Undead''' are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. - - -==== Tags ==== - -A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the ''humanoid (orc)'' type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag. - - -== Alignment == - -A monster’s alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might be willing to negotiate. See the ''Player’s Handbook'' for descriptions of the different alignments. - -The alignment specified in a monster’s stat block is the default. Feel free to depart from it and change a monster’s alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, there’s nothing stopping you. - -Some creatures can have '''any alignment'''. In other words, you choose the monster’s alignment. Some monster’s alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature. - -Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don’t make moral or ethical choices, but rather act on instinct. These creatures are '''unaligned''', which means they don’t have an alignment. - - -== Armor Class == - -A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster’s AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value. - - -== Hit Points == - -A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the ''Player’s Handbook''. - -A monster’s hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 × 4½). - -A monster’s size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table. - -'''Table- Hit Dice by Size''' - -{| -! Monster Size -! Hit Die -! Average HP per Die -|- -| Tiny -| d4 -| 2 1/2 -|- -| Small -| d6 -| 3 1/2 -|- -| Medium -| d8 -| 4 1/2 -|- -| Large -| d10 -| 5 1/2 -|- -| Huge -| d12 -| 6 1/2 -|- -| Gargantuan -| d20 -| 10 1/2 -|- -| -| -| -|} - -A monster’s Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8+2 hit points (average 11). - - -== Speed == - -A monster’s speed tells you how far it can move on its turn. For more information on speed, see the ''Player’s Handbook''. - -All creatures have a walking speed, simply called the monster’s speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet. - -Some creatures have one or more of the following additional movement modes. - - -=== Burrow === - -A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can’t burrow through solid rock unless it has a special trait that allows it to do so. - - -=== Climb === - -A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn’t need to spend extra movement to climb. - - -=== Fly === - -A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to '''hover''', which makes them hard to knock out of the air (as explained in the rules on flying in the ''Player’s Handbook''). Such a monster stops hovering when it dies. - - -=== Swim === - -A monster that has a swimming speed doesn’t need to spend extra movement to swim. - - -== Ability Scores == - -Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. For more information on ability scores and how they’re used in play, see the ''Player’s Handbook''. - - -== Saving Throws == - -The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn’t easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don’t have special saving throw bonuses, in which case this section is absent. - -A saving throw bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). - -'''Table- Proficiency Bonus by Challenge Rating''' - -{| -! Challenge -! Proficiency Bonus -|- -| 0 -| +2 -|- -| 1/8 -| +2 -|- -| 1/4 -| +2 -|- -| 1/2 -| +2 -|- -| 1 -| +2 -|- -| 2 -| +2 -|- -| 3 -| +2 -|- -| 4 -| +2 -|- -| 5 -| +3 -|- -| 6 -| +3 -|- -| 7 -| +3 -|- -| 8 -| +3 -|- -| 9 -| +4 -|- -| 10 -| +4 -|- -| 11 -| +4 -|- -| 12 -| +4 -|- -| 13 -| +5 -|- -| 14 -| +5 -|- -| 15 -| +5 -|- -| 16 -| +5 -|- -| 17 -| +6 -|- -| 18 -| +6 -|- -| 19 -| +6 -|- -| 20 -| +6 -|- -| 21 -| +7 -|- -| 22 -| +7 -|- -| 23 -| +7 -|- -| 24 -| +7 -|- -| 25 -| +8 -|- -| 26 -| +8 -|- -| 27 -| +8 -|- -| 28 -| +8 -|- -| 29 -| +9 -|- -| 30 -| +9 -|- -| -| -|} - - -== Skills == - -The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. - -A skill bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise. - -'''''Armor, Weapon, and Tool Proficiencies''''' - -''Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.'' - -''For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither.'' - -''See the Player’s Handbook for rules on using armor or weapons without proficiency.'' - - -== Vulnerabilities, Resistances, and Immunities == - -Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions. - - -== Senses == - -The Senses entry notes a monster’s passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below. - - -=== Blindsight === - -A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius. - -Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons. - -If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception. - - -=== Darkvision === - -A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can’t discern color in darkness, only shades of gray. Many creatures that live underground have this special sense. - - -=== Tremorsense === - -A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense. - - -=== Truesight === - -A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range. - - -== Languages == - -The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can’t speak it, and this is noted in its entry. A “-” indicates that a creature neither speaks nor understands any language. - - -=== Telepathy === - -Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation. - -A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated. - -A creature within the area of an ''antimagic field'' or in any other location where magic doesn’t function can’t send or receive telepathic messages. - - -== Challenge == - -A monster’s '''Challenge rating''' tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one. - -Monsters that are significantly weaker than 1st- level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no experience points, while those that have attacks are worth 10 XP each. - -Some monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill. - - -=== Experience Points === - -The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the GM may also award XP for neutralizing the threat posed by the monster in some other manner. - -Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block. - -'''Table- Experience Points by Challenge Rating''' - -{| -! Challenge -! XP -|- -| 0 -| 0 or 10 -|- -| 1/8 -| 25 -|- -| 1/4 -| 50 -|- -| 1/2 -| 100 -|- -| 1 -| 200 -|- -| 2 -| 450 -|- -| 3 -| 700 -|- -| 4 -| 1,100 -|- -| 5 -| 1,800 -|- -| 6 -| 2,300 -|- -| 7 -| 2,900 -|- -| 8 -| 3,900 -|- -| 14 -| 11,500 -|- -| 15 -| 13,000 -|- -| 16 -| 15,000 -|- -| 17 -| 18,000 -|- -| 18 -| 20,000 -|- -| 19 -| 22,000 -|- -| 20 -| 25,000 -|- -| 21 -| 33,000 -|- -| 22 -| 41,000 -|- -| 23 -| 50,000 -|- -| 24 -| 62,000 -|- -| 25 -| 75,000 -|- -| -| -|} - - -== Special Traits == - -Special traits (which appear after a monster’s challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation. - - -=== Innate Spellcasting === - -A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can’t be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster’s challenge rating. - -An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the ''levitate'' spell, but the spell has a “self only” restriction, which means that the spell affects only the drow mage. - -A monster’s innate spells can’t be swapped out with other spells. If a monster’s innate spells don’t require attack rolls, no attack bonus is given for them. - - -=== Spellcasting === - -A monster with the Spellcasting special trait has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the ''Player’s Handbook''). The spellcaster level is also used for any cantrips included in the feature. - -The monster has a list of spells known or prepared from a specific class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list. - -A monster can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level ''lightning bolt'' spell can cast it as a 5th-level spell by using one of its 5th-level greater or lesser threat than suggested by its challenge rating. - - -=== Psionics === - -A monster that casts spells using only the power of its mind has the psionics tag added to its Spellcasting or Innate Spellcasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn’t require any components to cast its spells. - - -== Actions == - -When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the ''Player’s Handbook''. - - -=== Melee and Ranged Attacks === - -The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the “weapon” might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the ''Player’s Handbook''. - -'''''Creature vs Target'''''. The target of a melee or ranged attack is usually either one creature or one target, the difference being that a “target” can be a creature or an object. - -'''''Hit'''''. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the “Hit” notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented. - -'''''Miss'''''. If an attack has an effect that occurs on a miss, that information is presented after the “Miss:” notation. - -'''''Grapple Rules for Monsters''''' - -''Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn’t need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise.'' - -''A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster’s stat block. If no escape DC is given, assume the DC is 10+the monster’s Strength (Athletics) modifier.'' - - -=== Multiattack === - -A creature that can make multiple attacks on its turn has the Multiattack action. A creature can’t use Multiattack when making an opportunity attack, which must be a single melee attack. - - -=== Ammunition === - -A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow. - - -== Reactions == - -If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent. - - -== Limited Usage == - -Some special abilities have restrictions on the number of times they can be used. - -'''''X/Day'''''. The notation “X/Day” means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, “1/Day” means a special ability can be used once and that the monster must finish a long rest to use it again. - -'''''Recharge X-Y'''''. The notation “Recharge X-Y” means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster’s turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest. - -For example, “Recharge 5-6” means a monster can use the special ability once. Then, at the start of the monster’s turn, it regains the use of that ability if it rolls a 5 or 6 on a d6. - -'''''Recharge after a Short or Long Rest'''''. This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again. - - -== Equipment == - -A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately. - -You can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster’s equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance. - -If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block. - - -= Legendary Creatures = - -A legendary creature can do things that ordinary creatures can’t. It can take special actions outside its turn, and it might exert magical influence for miles around. - -If a creature assumes the form of a legendary creature, such as through a spell, it doesn’t gain that form’s legendary actions, lair actions, or regional effects. - - -== Legendary Actions == - -A legendary creature can take a certain number of special actions-called legendary actions-outside its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can’t use them while incapacitated or otherwise unable to take actions. If surprised, it can’t use them until after its first turn in the combat. - - -== A Legendary Creature’s Lair == - -A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair. - - -=== Lair Actions === - -If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat. - - -=== Regional Effects === - -The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies. - - -= Monsters (A) = - - -== Aboleth == - -''Large aberration, lawful evil'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 135 (18d10+36) - -'''Speed''' 10 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 21 (+5) -| 9 (-1) -| 15 (+2) -| 18 (+4) -| 15 (+2) -| 18 (+4) -|} - -'''Saving Throws''' Con +6, Int +8, Wis +6 - -'''Skills''' History +12, Perception +10 - -'''Senses''' darkvision 120 ft., passive Perception 20 - -'''Languages''' Deep Speech, telepathy 120 ft. - -'''Challenge''' 10 (5,900 XP) - -'''''Amphibious'''''. The aboleth can breathe air and water. - -'''''Mucous Cloud'''''. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. - -'''''Probing Telepathy'''''. If a creature communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires if the aboleth can see the creature. - - -====== Actions ====== - -'''''Multiattack'''''. The aboleth makes three tentacle attacks. - -'''''Tentacle'''''. ''Melee Weapon Attack:'' +9 to hit, reach 10 ft., one target. ''Hit:'' 12 (2d6+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by ''heal'' or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. - -'''''Tail'''''. ''Melee Weapon Attack:'' +9 to hit, reach 10 ft. one target. ''Hit:'' 15 (3d6+5) bludgeoning damage. - -'''''Enslave (3/Day)'''''. The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth’s control and can’t take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. - -Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. - - -====== Legendary Actions ====== - -The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The aboleth regains spent legendary actions at the start of its turn. - -'''Detect'''. The aboleth makes a Wisdom (Perception) check. - -'''Tail Swipe'''. The aboleth makes one tail attack. - -'''Psychic Drain (Costs 2 Actions)'''. One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes. - - -== Angels == - - -=== Deva === - -''Medium celestial, lawful good'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 136 (16d8+64) - -'''Speed''' 30 ft., fly 90 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 18 (+4) -| 18 (+4) -| 17 (+3) -| 20 (+5) -| 20 (+5) -|} - -'''Saving Throws''' Wis +9, Cha +9 - -'''Skills''' Insight +9, Perception +9 - -'''Damage Resistances''' radiant; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Condition Immunities''' charmed, exhaustion, frightened - -'''Senses''' darkvision 120 ft., passive Perception 19 - -'''Languages''' all, telepathy 120 ft. - -'''Challenge''' 10 (5,900 XP) - -'''''Angelic Weapons'''''. The deva’s weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). - -'''''Innate Spellcasting'''''. The deva’s spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal Components - -At will: ''detect evil and good'' - -1/day each: ''commune'', ''raise dead'' - -'''''Magic Resistance'''''. The deva has advantage on saving throws against spells and other magical effects. - - -====== Actions ====== - -'''''Multiattack'''''. The deva makes two melee attacks. - -'''''Mace'''''. ''Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d6+4) bludgeoning damage plus 18 (4d8) radiant damage. - -'''''Healing Touch (3/Day)'''''. The deva touches another creature. The target magically regains 20 (4d8+2) hit points and is freed from any curse, disease, poison, blindness, or deafness. - -'''''Change Shape'''''. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva’s choice). - -In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. - - -=== Planetar === - -''Large celestial, lawful good'' - -'''Armor Class''' 19 (natural armor) - -'''Hit Points''' 200 (16d10+112) - -'''Speed''' 40 ft., fly 120 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 24 (+7) -| 20 (+5) -| 24 (+7) -| 19 (+4) -| 22 (+6) -| 25 (+7) -|} - -'''Saving Throws''' Con +12, Wis +11, Cha +12 - -'''Skills''' Perception +11 - -'''Damage Resistances''' radiant; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Condition Immunities''' charmed, exhaustion, frightened - -'''Senses''' truesight 120 ft., passive Perception 21 - -'''Languages''' all, telepathy 120 ft. - -'''Challenge''' 16 (15,000 XP) - -'''''Angelic Weapons'''''. The planetar’s weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). - -'''''Divine Awareness'''''. The planetar knows if it hears a lie. - -'''''Innate Spellcasting'''''. The planetar’s spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material Components - -At will: ''detect evil and good'', ''invisibility'' (self only) - -3/day each: ''blade barrier'', ''dispel evil and good'', ''flame strike'', ''raise dead'' - -1/day each: ''commune'', ''control weather'', ''insect plague'' - -'''''Magic Resistance'''''. The planetar has advantage on saving throws against spells and other magical effects. - - -====== Actions ====== - -'''''Multiattack'''''. The planetar makes two melee attacks. - -'''''Greatsword'''''. ''Melee Weapon Attack:'' +12 to hit, reach 5 ft., one target. ''Hit:'' 21 (4d6+7) slashing damage plus 22 (5d8) radiant damage. - -'''''Healing Touch (4/Day)'''''. The planetar touches another creature. The target magically regains 30 (6d8+3) hit points and is freed from any curse, disease, poison, blindness, or deafness. - - -=== Solar === - -''Large celestial, lawful good'' - -'''Armor Class''' 21 (natural armor) - -'''Hit Points''' 243 (18d10+144) - -'''Speed''' 50 ft., fly 150 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 26 (+8) -| 22 (+6) -| 26 (+8) -| 25 (+7) -| 25 (+7) -| 30 (+10) -|} - -'''Saving Throws''' Int +14, Wis +14, Cha +17 - -'''Skills''' Perception +14 - -'''Damage Resistances''' radiant; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Damage Immunities''' necrotic, poison - -'''Condition Immunities''' charmed, exhaustion, frightened, poisoned - -'''Senses''' truesight 120 ft., passive Perception 24 - -'''Languages''' all, telepathy 120 ft. - -'''Challenge''' 21 (33,000 XP) - -'''''Angelic Weapons'''''. The solar’s weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). - -'''''Divine Awareness'''''. The solar knows if it hears a lie. - -'''''Innate Spellcasting'''''. The solar’s spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material Components - -At will: ''detect evil and good'', ''invisibility'' (self only) - -3/day each: ''blade barrier'', ''dispel evil and good'', ''resurrection'' - -1/day each: ''commune'', ''control weather'' - -'''''Magic Resistance'''''. The solar has advantage on saving throws against spells and other magical effects. - - -====== Actions ====== - -'''''Multiattack'''''. The solar makes two greatsword attacks. - -'''''Greatsword'''''. ''Melee Weapon Attack:'' +15 to hit, reach 5 ft., one target. ''Hit:'' 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage. - -'''''Slaying Longbow'''''. ''Ranged Weapon Attack:'' +13 to hit, range 150/600 ft., one target. ''Hit:'' 15 (2d8+6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die. - -'''''Flying Sword'''''. The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar’s hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies. - -'''''Healing Touch (4/Day)'''''. The solar touches another creature. The target magically regains 40 (8d8+4) hit points and is freed from any curse, disease, poison, blindness, or deafness. - - -====== Legendary Actions ====== - -The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The solar regains spent legendary actions at the start of its turn. - -'''Teleport'''. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - -'''Searing Burst (Costs 2 Actions)'''. The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. - -'''Blinding Gaze (Costs 3 Actions)'''. The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the ''lesser restoration'' spell removes the blindness. - - -== Animated Objects == - - -=== Animated Armor === - -''Medium construct, unaligned'' - -'''Armor Class''' 18 (natural armor) - -'''Hit Points''' 33 (6d8+6) - -'''Speed''' 25 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 14 (+2) -| 11 (+0) -| 13 (+1) -| 1 (-5) -| 3 (-4) -| 1 (-5) -|} - -'''Damage Immunities''' poison, psychic - -'''Condition Immunities''' blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned - -'''Senses''' blindsight 60 ft. (blind beyond this radius), passive Perception 6 - -'''Languages''' - - -'''Challenge''' 1 (200 XP) - -'''''Antimagic Susceptibility'''''. The armor is incapacitated while in the area of an ''antimagic field''. If targeted by ''dispel magic'', the armor must succeed on a - -Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. - -'''''False Appearance'''''. While the armor remains motionless, it is indistinguishable from a normal suit of armor. - - -====== Actions ====== - -'''''Multiattack'''''. The armor makes two melee attacks. - -'''''Slam'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6+2) bludgeoning damage. - - -=== Flying Sword === - -''Small construct, unaligned'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 17 (5d6) - -'''Speed''' 0 ft., fly 50 ft. (hover) - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 12 (+1) -| 15 (+2) -| 11 (+0) -| 1 (-5) -| 5 (-3) -| 1 (-5) -|} - -'''Saving Throws''' Dex +4 - -'''Damage Immunities''' poison, psychic - -'''Condition Immunities''' blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned - -'''Senses''' blindsight 60 ft. (blind beyond this radius), passive Perception 7 - -'''Languages''' - - -'''Challenge''' 1/4 (50 XP) - -'''''Antimagic Susceptibility'''''. The sword is incapacitated while in the area of an ''antimagic field''. If targeted by ''dispel magic'', the sword must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. - -'''''False Appearance'''''. While the sword remains motionless and isn’t flying, it is indistinguishable from a normal sword. - - -====== Actions ====== - -'''''Longsword'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d8+1) slashing damage. - - -=== Rug of Smothering === - -''Large construct, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 33 (6d10) - -'''Speed''' 10 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 17 (+3) -| 14 (+2) -| 10 (+0) -| 1 (-5) -| 3 (-4) -| 1 (-5) -|} - -'''Damage Immunities''' poison, psychic - -'''Condition Immunities''' blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned - -'''Senses''' blindsight 60 ft. (blind beyond this radius), passive Perception 6 - -'''Languages''' - - -'''Challenge''' 2 (450 XP) - -'''''Antimagic Susceptibility'''''. The rug is incapacitated while in the area of an ''antimagic field''. If targeted by ''dispel magic'', the rug must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. - -'''''Damage Transfer'''''. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. - -'''''False Appearance'''''. While the rug remains motionless, it is indistinguishable from a normal rug. - - -====== Actions ====== - -'''''Smother'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one Medium or smaller creature. ''Hit:'' The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can’t smother another target. In addition, at the start of each of the target’s turns, the target takes 10 (2d6+3) bludgeoning damage. - - -== Ankheg == - -''Large monstrosity, unaligned'' - -'''Armor Class''' 14 (natural armor), 11 while prone - -'''Hit Points''' 39 (6d10+6) - -'''Speed''' 30 ft., burrow 10 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 17 (+3) -| 11 (+0) -| 13 (+1) -| 1 (-5) -| 13 (+1) -| 6 (-2) -|} - -'''Senses''' darkvision 60 ft., tremorsense 60 ft., passive Perception 11 - -'''Languages''' - - -'''Challenge''' 2 (450 XP) - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6+3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. - -'''''Acid Spray (Recharge 6)'''''. The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. - - -== Azer == - -''Medium elemental, lawful neutral'' - -'''Armor Class''' 17 (natural armor, shield) - -'''Hit Points''' 39 (6d8+12) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 17 (+3) -| 12 (+1) -| 15 (+2) -| 12 (+1) -| 13 (+1) -| 10 (+0) -|} - -'''Saving Throws''' Con +4 - -'''Damage Immunities''' fire, poison - -'''Condition Immunities''' poisoned - -'''Senses''' passive Perception 11 - -'''Languages''' Ignan - -'''Challenge''' 2 (450 XP) - -'''''Heated Body'''''. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. - -'''''Heated Weapons'''''. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). - -'''''Illumination'''''. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - - -====== Actions ====== - -'''''Warhammer'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. - - -= Monsters (B) = - - -== Basilisk == - -''Medium monstrosity, unaligned'' - -'''Armor Class''' 15 (natural armor) - -'''Hit Points''' 52 (8d8+16) - -'''Speed''' 20 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 8 (-1) -| 15 (+2) -| 2 (-4) -| 8 (-1) -| 7 (-2) -|} - -'''Senses''' darkvision 60 ft., passive Perception 9 - -'''Languages''' - - -'''Challenge''' 3 (700 XP) - -'''Petrifying Gaze'''. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn’t incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the ''greater restoration'' spell or other magic. - -A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. - -If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6+3) piercing damage plus 7 (2d6) poison damage. - - -== Behir == - -''Huge monstrosity, neutral evil'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 168 (16d12+64) - -'''Speed''' 50 ft., climb 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 23 (+6) -| 16 (+3) -| 18 (+4) -| 7 (-2) -| 14 (+2) -| 12 (+1) -|} - -'''Skills''' Perception +6, Stealth +7 - -'''Damage Immunities''' lightning - -'''Senses''' darkvision 90 ft., passive Perception 16 - -'''Languages''' Draconic - -'''Challenge''' 11 (7,200 XP) - - -====== Actions ====== - -'''''Multiattack'''''. The behir makes two attacks: one with its bite and one to constrict. - -'''''Bite'''''. ''Melee Weapon Attack:'' +10 to hit, reach 10 ft., one target. ''Hit:'' 22 (3d10+6) piercing damage. - -'''''Constrict'''''. ''Melee Weapon Attack:'' +10 to hit, reach 5 ft., one Large or smaller creature. ''Hit:'' 17 (2d10+6) bludgeoning damage plus 17 (2d10+6) slashing damage. The target is grappled (escape DC 16) if the behir isn’t already constricting a creature, and the target is restrained until this grapple ends. - -'''''Lightning Breath (Recharge 5-6)'''''. The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. - -'''''Swallow'''''. The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir’s turns. A behir can have only one creature swallowed at a time. - -If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. - - -== Bugbear == - -''Medium humanoid (goblinoid), chaotic evil'' - -'''Armor Class''' 16 (hide armor, shield) - -'''Hit Points''' 27 (5d8+5) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 14 (+2) -| 13 (+1) -| 8 (-1) -| 11 (+0) -| 9 (-1) -|} - -'''Skills''' Stealth +6, Survival +2 - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' Common, Goblin - -'''Challenge''' 1 (200 XP) - -'''''Brute'''''. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). - -'''''Surprise Attack'''''. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. - - -====== Actions ====== - -'''''Morningstar'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d8+2) piercing damage. - -'''''Javelin'''''. ''Melee or Ranged Weapon Attack:'' +4 to hit, reach 5 ft. or range 30/120 ft., one target. ''Hit:'' 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range. - - -== Bulette == - -''Large monstrosity, unaligned'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 94 (9d10+45) - -'''Speed''' 40 ft., burrow 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 11 (+0) -| 21 (+5) -| 2 (-4) -| 10 (+0) -| 5 (-3) -|} - -'''Skills''' Perception +6 - -'''Senses''' darkvision 60 ft., tremorsense 60 ft., passive Perception 16 - -'''Languages''' - - -'''Challenge''' 5 (1,800 XP) - -'''''Standing Leap'''''. The bulette’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 30 (4d12+4) piercing damage. - -'''''Deadly Leap'''''. If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 14 (3d6+4) bludgeoning damage plus 14 (3d6+4) slashing damage. On a successful save, the creature takes only half the damage, isn’t knocked prone, and is pushed 5 feet out of the bulette’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the bulette’s space. - - -= Monsters (C) = - - -== Centaur == - -''Large monstrosity, neutral good'' - -'''Armor Class''' 12 - -'''Hit Points''' 45 (6d10+12) - -'''Speed''' 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 14 (+2) -| 14 (+2) -| 9 (-1) -| 13 (+1) -| 11 (+0) -|} - -'''Skills''' Athletics +6, Perception +3, Survival +3 - -'''Senses''' passive Perception 13 - -'''Languages''' Elvish, Sylvan - -'''Challenge''' 2 (450 XP) - -'''''Charge'''''. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. - - -====== Actions ====== - -'''''Multiattack'''''. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. - -'''''Pike'''''. ''Melee Weapon Attack:'' +6 to hit, reach 10 ft., one target. ''Hit:'' 9 (1d10+4) piercing damage. - -'''''Hooves'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6+4) bludgeoning damage. - -'''''Longbow'''''. ''Ranged Weapon Attack:'' +4 to hit, range 150/600 ft., one target. ''Hit:'' 6 (1d8+2) piercing damage. - - -== Chimera == - -''Large monstrosity, chaotic evil'' - -'''Armor Class''' 14 (natural armor) - -'''Hit Points''' 114 (12d10+48) - -'''Speed''' 30 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 11 (+0) -| 19 (+4) -| 3 (-4) -| 14 (+2) -| 10 (+0) -|} - -'''Skills''' Perception +8 - -'''Senses''' darkvision 60 ft., passive Perception 18 - -'''Languages''' understands Draconic but can’t speak - -'''Challenge''' 6 (2,300 XP) - - -====== Actions ====== - -'''''Multiattack'''''. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. - -'''''Bite'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6+4) piercing damage. - -'''''Horns'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 10 (1d12+4) bludgeoning damage. - -'''''Claws.''''' ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6+4) slashing damage. - -'''''Fire Breath (Recharge 5-6)'''''. The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. - - -== Chuul == - -''Large aberration, chaotic evil'' - -'''Armor Class''' 16 (natural armor) - -'''Hit Points''' 93 (11d10+33) - -'''Speed''' 30 ft., swim 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 10 (+0) -| 16 (+3) -| 5 (-3) -| 11 (+0) -| 5 (-3) -|} - -'''Skills''' Perception +4 - -'''Damage Immunities''' poison - -'''Condition Immunities''' poisoned - -'''Senses''' darkvision 60 ft., passive Perception 14 - -'''Languages''' understands Deep Speech but can’t speak - -'''Challenge''' 4 (1,100 XP) - -'''''Amphibious'''''. The chuul can breathe air and water. - -'''''Sense Magic'''''. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the ''detect magic'' spell but isn’t itself magical. - - -====== Actions ====== - -'''''Multiattack'''''. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. - -'''''Pincer'''''. ''Melee Weapon Attack:'' +6 to hit, reach 10 ft., one target. ''Hit:'' 11 (2d6+4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn’t have two other creatures grappled. - -'''''Tentacles'''''. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -== Cloaker == - -''Large aberration, chaotic neutral'' - -'''Armor Class''' 14 (natural armor) - -'''Hit Points''' 78 (12d10+12) - -'''Speed''' 10 ft., fly 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 17 (+3) -| 15 (+2) -| 12 (+1) -| 13 (+1) -| 12 (+1) -| 14 (+2) -|} - -'''Skills''' Stealth +5 - -'''Senses''' darkvision 60 ft., passive Perception 11 - -'''Languages''' Deep Speech, Undercommon - -'''Challenge''' 8 (3,900 XP) - -'''''Damage Transfer'''''. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half. - -'''''False Appearance'''''. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak. - -'''''Light Sensitivity'''''. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. - - -====== Actions ====== - -'''''Multiattack'''''. The cloaker makes two attacks: one with its bite and one with its tail. - -'''''Bite'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one creature. ''Hit:'' 10 (2d6+3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target’s head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check. - -'''''Tail'''''. ''Melee Weapon Attack:'' +6 to hit, reach 10 ft., one creature. ''Hit:'' 7 (1d8+3) slashing damage. - -'''''Moan'''''. Each creature within 60 feet of the cloaker that can hear its moan and that isn’t an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker’s next turn. If a creature’s saving throw is successful, the creature is immune to the cloaker’s moan for the next 24 hours - -'''''Phantasms (Recharges after a Short or Long Rest)'''''. The cloaker magically creates three illusory duplicates of itself if it isn’t in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. - -Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can’t see or if it relies on senses other than sight. - -A duplicate has the cloaker’s AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. - - -== Cockatrice == - -''Small monstrosity, unaligned'' - -'''Armor Class''' 11 - -'''Hit Points''' 27 (6d6+6) - -'''Speed''' 20 ft., fly 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 6 (-2) -| 12 (+1) -| 12 (+1) -| 2 (-4) -| 13 (+1) -| 5 (-3) -|} - -'''Senses''' darkvision 60 ft., passive Perception 11 - -'''Languages''' - - -'''Challenge''' 1/2 (100 XP) - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one creature. ''Hit:'' 3 (1d4+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. - - -== Couatl == - -''Medium celestial, lawful good'' - -'''Armor Class''' 19 (natural armor) - -'''Hit Points''' 97 (13d8+39) - -'''Speed''' 30 ft., fly 90 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 20 (+5) -| 17 (+3) -| 18 (+4) -| 20 (+5) -| 18 (+4) -|} - -'''Saving Throws''' Con +5, Wis +7, Cha +6 - -'''Damage Resistances''' radiant - -'''Damage Immunities''' psychic; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Senses''' truesight 120 ft., passive Perception 15 - -'''Languages''' all, telepathy 120 ft. - -'''Challenge''' 4 (1,100 XP) - -'''''Innate Spellcasting'''''. The couatl’s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal Components - -At will: ''detect evil and good'', ''detect magic'', ''detect thoughts'' - -3/day each: ''bless'', ''create food and water'', ''cure wounds'', ''lesser restoration'', ''protection from poison'', ''sanctuary'', ''shield'' - -1/day each: ''dream'', ''greater restoration'', ''scrying'' - -'''''Magic Weapons'''''. The couatl’s weapon attacks are magical. - -'''''Shielded Mind'''''. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +8 to hit, reach 5 ft., one creature. ''Hit:'' 8 (1d6+5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. - -'''''Constrict'''''. ''Melee Weapon Attack:'' +6 to hit, reach 10 ft., one Medium or smaller creature. ''Hit:'' 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can’t constrict another target. - -'''''Change Shape'''''. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl’s choice). - -In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form. - - -= Monsters (D) = - - -== Darkmantle == - -''Small monstrosity, unaligned'' - -'''Armor Class''' 11 - -'''Hit Points''' 22 (5d6+5) - -'''Speed''' 10 ft., fly 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 12 (+1) -| 13 (+1) -| 2 (-4) -| 10 (+0) -| 5 (-3) -|} - -'''Skills''' Stealth +3 - -'''Senses''' blindsight 60 ft., passive Perception 10 - -'''Languages''' - - -'''Challenge''' 1/2 (100 XP) - -'''''Echolocation'''''. The darkmantle can’t use its blindsight while deafened. - -'''''False Appearance'''''. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. - - -====== Actions ====== - -'''''Crush'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one creature. ''Hit:'' 6 (1d6+3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target’s head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. - -While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it moves with the target. - -A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement. - -'''''Darkness Aura (1/Day)'''''. A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. - - -== Demons == - - -=== Balor === - -''Huge fiend (demon), chaotic evil'' - -'''Armor Class''' 19 (natural armor) - -'''Hit Points''' 262 (21d12+126) - -'''Speed''' 40 ft., fly 80 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 26 (+8) -| 15 (+2) -| 22 (+6) -| 20 (+5) -| 16 (+3) -| 22 (+6) -|} - -'''Saving Throws''' Str +14, Con +12, Wis +9, Cha +12 - -'''Damage Resistances''' cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Damage Immunities''' fire, poison - -'''Condition Immunities''' poisoned - -'''Senses''' truesight 120 ft., passive Perception 13 - -'''Languages''' Abyssal, telepathy 120 ft. - -'''Challenge''' 19 (22,000 XP) - -'''''Death Throes'''''. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried, and it destroys the balor’s weapons. - -'''''Fire Aura'''''. At the start of each of the balor’s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. - -'''''Magic Resistance'''''. The balor has advantage on saving throws against spells and other magical effects. - -'''''Magic Weapons'''''. The balor’s weapon attacks are magical. - - -====== Actions ====== - -'''''Multiattack'''''. The balor makes two attacks: one with its longsword and one with its whip. - -'''''Longsword'''''. ''Melee Weapon Attack:'' +14 to hit, reach 10 ft., one target. ''Hit:'' 21 (3d8+8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. - -'''''Whip'''''. ''Melee Weapon Attack:'' +14 to hit, reach 30 ft., one target. ''Hit:'' 15 (2d6+8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. - -'''''Teleport'''''. The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - - -=== Dretch === - -''Small fiend (demon), chaotic evil'' - -'''Armor Class''' 11 (natural armor) - -'''Hit Points''' 18 (4d6+4) - -'''Speed''' 20 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 11 (+0) -| 11 (+0) -| 12 (+1) -| 5 (-3) -| 8 (-1) -| 3 (-4) -|} - -'''Damage Resistances''' cold, fire, lightning - -'''Damage Immunities''' poison - -'''Condition Immunities''' poisoned - -'''Senses''' darkvision 60 ft., passive Perception 9 - -'''Languages''' Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) - -'''Challenge''' 1/4 (50 XP) - - -====== Actions ====== - -'''''Multiattack'''''. The dretch makes two attacks: one with its bite and one with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 3 (1d6) piercing damage. - -'''''Claws.''''' ''Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 5 (2d4) slashing damage. - -'''''Fetid Cloud (1/Day)'''''. A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can’t take reactions. - - -=== Glabrezu === - -''Large fiend (demon), chaotic evil'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 157 (15d10+75) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 20 (+5) -| 15 (+2) -| 21 (+5) -| 19 (+4) -| 17 (+3) -| 16 (+3) -|} - -'''Saving Throws''' Str +9, Con +9, Wis +7, Cha +7 - -'''Damage Resistances''' cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Damage Immunities''' poison - -'''Condition Immunities''' poisoned - -'''Senses''' truesight 120 ft., passive Perception 13 - -'''Languages''' Abyssal, telepathy 120 ft. - -'''Challenge''' 9 (5,000 XP) - -'''''Innate Spellcasting'''''. The glabrezu’s spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material Components - -At will: ''darkness'', ''detect magic'', ''dispel magic'' - -1/day each: ''confusion'', ''fly'', ''power word stun'' - -'''''Magic Resistance'''''. The glabrezu has advantage on saving throws against spells and other magical effects. - - -====== Actions ====== - -'''''Multiattack'''''. The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell. - -'''''Pincer'''''. ''Melee Weapon Attack:'' +9 to hit, reach 10 ft., one target. ''Hit:'' 16 (2d10+5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target. - -'''''Fist'''''. ''Melee Weapon Attack:'' +9 to hit, reach 5 ft., one target. ''Hit:'' 7 (2d4+2) bludgeoning damage. - - -=== Hezrou === - -''Large fiend (demon), chaotic evil'' - -'''Armor Class''' 16 (natural armor) - -'''Hit Points''' 136 (13d10+65) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 17 (+3) -| 20 (+5) -| 5 (-3) -| 12 (+1) -| 13 (+1) -|} - -'''Saving Throws''' Str +7, Con +8, Wis +4 - -'''Damage Resistances''' cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Damage Immunities''' poison - -'''Condition Immunities''' poisoned - -'''Senses''' darkvision 120 ft., passive Perception 11 - -'''Languages''' Abyssal, telepathy 120 ft. - -'''Challenge''' 8 (3,900 XP) - -'''''Magic Resistance'''''. The hezrou has advantage on saving throws against spells and other magical effects. - -'''''Stench'''''. Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou’s stench for 24 hours. - - -====== Actions ====== - -'''''Multiattack'''''. The hezrou makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 15 (2d10+4) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6+4) slashing damage. - - -=== Marilith === - -''Large fiend (demon), chaotic evil'' - -'''Armor Class''' 18 (natural armor) - -'''Hit Points''' 189 (18d10+90) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 20 (+5) -| 20 (+5) -| 18 (+4) -| 16 (+3) -| 20 (+5) -|} - -'''Saving Throws''' Str +9, Con +10, Wis +8, Cha +10 - -'''Damage Resistances''' cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Damage Immunities''' poison - -'''Condition Immunities''' poisoned - -'''Senses''' truesight 120 ft., passive Perception 13 - -'''Languages''' Abyssal, telepathy 120 ft. - -'''Challenge''' 16 (15,000 XP) - -'''''Magic Resistance'''''. The marilith has advantage on saving throws against spells and other magical effects. - -'''''Magic Weapons'''''. The marilith’s weapon attacks are magical. - -'''''Reactive'''''. The marilith can take one reaction on every turn in a combat. - - -====== Actions ====== - -'''''Multiattack'''''. The marilith makes seven attacks: six with its longswords and one with its tail. - -'''''Longsword'''''. ''Melee Weapon Attack:'' +9 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d8+4) slashing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +9 to hit, reach 10 ft., one creature. ''Hit:'' 15 (2d10+4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can’t make tail attacks against other targets. - -'''''Teleport'''''. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - - -====== Reactions ====== - -'''''Parry'''''. The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon. - - -=== Nalfeshnee === - -''Large fiend (demon), chaotic evil'' - -'''Armor Class''' 18 (natural armor) - -'''Hit Points''' 184 (16d10+96) - -'''Speed''' 20 ft., fly 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 21 (+5) -| 10 (+0) -| 22 (+6) -| 19 (+4) -| 12 (+1) -| 15 (+2) -|} - -'''Saving Throws''' Con +11, Int +9, Wis +6, Cha +7 - -'''Damage Resistances''' cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Damage Immunities''' poison - -'''Condition Immunities''' poisoned - -'''Senses''' truesight 120 ft., passive Perception 11 - -'''Languages''' Abyssal, telepathy 120 ft. - -'''Challenge''' 13 (10,000 XP) - -'''''Magic Resistance'''''. The nalfeshnee has advantage on saving throws against spells and other magical effects. - - -====== Actions ====== - -'''''Multiattack'''''. The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +10 to hit, reach 5 ft., one target. ''Hit:'' 32 (5d10+5) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +10 to hit, reach 10 ft., one target. ''Hit:'' 15 (3d6+5) slashing damage. - -'''''Horror Nimbus (Recharge 5-6)'''''. The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee’s Horror Nimbus for the next 24 hours. - -'''''Teleport'''''. The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - - -=== Quasit === - -''Tiny fiend (demon, shapechanger), chaotic evil'' - -'''Armor Class''' 13 - -'''Hit Points''' 7 (3d4) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 5 (-3) -| 17 (+3) -| 10 (+0) -| 7 (-2) -| 10 (+0) -| 10 (+0) -|} - -'''Skills''' Stealth +5 - -'''Damage Resistances''' cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Damage Immunities''' poison - -'''Condition Immunities''' poisoned - -'''Senses''' darkvision 120 ft., passive Perception 10 - -'''Languages''' Abyssal, Common - -'''Challenge''' 1 (200 XP) - -'''''Shapechanger'''''. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. - -'''''Magic Resistance'''''. The quasit has advantage on saving throws against spells and other magical effects. - - -====== Actions ====== - -'''''Claws (Bite in Beast Form)'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d4+3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -'''''Scare (1/Day)'''''. One creature of the quasit’s choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success. - -'''''Invisibility'''''. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it. - - -=== Vrock === - -''Large fiend (demon), chaotic evil'' - -'''Armor Class''' 15 (natural armor) - -'''Hit Points''' 104 (11d10+44) - -'''Speed''' 40 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 17 (+3) -| 15 (+2) -| 18 (+4) -| 8 (-1) -| 13 (+1) -| 8 (-1) -|} - -'''Saving Throws''' Dex +5, Wis +4, Cha +2 - -'''Damage Resistances''' cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Damage Immunities''' poison - -'''Condition Immunities''' poisoned - -'''Senses''' darkvision 120 ft., passive Perception 11 - -'''Languages''' Abyssal, telepathy 120 ft. - -'''Challenge''' 6 (2,300 XP) - -'''''Magic Resistance'''''. The vrock has advantage on saving throws against spells and other magical effects. - - -====== Actions ====== - -'''''Multiattack'''''. The vrock makes two attacks: one with its beak and one with its talons. - -'''''Beak'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6+3) piercing damage. - -'''''Talons'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 14 (2d10+3) slashing damage. - -'''''Spores (Recharge 6)'''''. A 15-foot radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. - -'''''Stunning Screech (1/Day)'''''. The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn’t a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock’s next turn. - - -== Devils == - - -=== Barbed Devil === - -''Medium fiend (devil), lawful evil'' - -'''Armor Class''' 15 (natural armor) - -'''Hit Points''' 110 (13d8+52) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 17 (+3) -| 18 (+4) -| 12 (+1) -| 14 (+2) -| 14 (+2) -|} - -'''Saving Throws''' Str +6, Con +7, Wis +5, Cha +5 - -'''Skills''' Deception +5, Insight +5, Perception +8 - -'''Damage Resistances''' cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered - -'''Damage Immunities''' fire, poison - -'''Condition Immunities''' poisoned - -'''Senses''' darkvision 120 ft., passive Perception 18 - -'''Languages''' Infernal, telepathy 120 ft. - -'''Challenge''' 5 (1,800 XP) - -'''''Barbed Hide'''''. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. - -'''''Devil’s Sight'''''. Magical darkness doesn’t impede the devil’s darkvision. - -'''''Magic Resistance'''''. The devil has advantage on saving throws against spells and other magical effects. - - -====== Actions ====== - -'''''Multiattack'''''. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. - -'''''Claw'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6+3) piercing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6+3) piercing damage. - -'''''Hurl Flame'''''. ''Ranged Spell Attack:'' +5 to hit, range 150 ft., one target. ''Hit:'' 10 (3d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire. - - -=== Bearded Devil === - -''Medium fiend (devil), lawful evil'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 52 (8d8+16) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 15 (+2) -| 15 (+2) -| 9 (-1) -| 11 (+0) -| 11 (+0) -|} - -'''Saving Throws''' Str +5, Con +4, Wis +2 - -'''Damage Resistances''' cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered - -'''Damage Immunities''' fire, poison - -'''Condition Immunities''' poisoned - -'''Senses''' darkvision 120 ft., passive Perception 10 - -'''Languages''' Infernal, telepathy 120 ft. - -'''Challenge''' 3 (700 XP) - -'''''Devil’s Sight'''''. Magical darkness doesn’t impede the devil’s darkvision. - -'''''Magic Resistance'''''. The devil has advantage on saving throws against spells and other magical effects. - -'''''Steadfast'''''. The devil can’t be frightened while it can see an allied creature within 30 feet of it. - - -====== Actions ====== - -'''''Multiattack'''''. The devil makes two attacks: one with its beard and one with its glaive. - -'''''Beard'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one creature. ''Hit:'' 6 (1d8+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can’t regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -'''''Glaive'''''. ''Melee Weapon Attack:'' +5 to hit, reach 10 ft., one target. ''Hit:'' 8 (1d10+3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. - - -=== Bone Devil === - -''Large fiend (devil), lawful evil'' - -'''Armor Class''' 19 (natural armor) - -'''Hit Points''' 142 (15d10+60) - -'''Speed''' 40 ft., fly 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 16 (+3) -| 18 (+4) -| 13 (+1) -| 14 (+2) -| 16 (+3) -|} - -'''Saving Throws''' Int +5, Wis +6, Cha +7 - -'''Skills''' Deception +7, Insight +6 - -'''Damage Resistances''' cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered - -'''Damage Immunities''' fire, poison - -'''Condition Immunities''' poisoned - -'''Senses''' darkvision 120 ft., passive Perception 12 - -'''Languages''' Infernal, telepathy 120 ft. - -'''Challenge''' 9 (5,000 XP) - -'''''Devil’s Sight'''''. Magical darkness doesn’t impede the devil’s darkvision. - -'''''Magic Resistance'''''. The devil has advantage on saving throws against spells and other magical effects. - - -====== Actions ====== - -'''''Multiattack'''''. The devil makes three attacks: two with its claws and one with its sting. - -'''''Claw'''''. ''Melee Weapon Attack:'' +8 to hit, reach 10 ft., one target. ''Hit:'' 8 (1d8+4) slashing damage. - -'''''Sting'''''. ''Melee Weapon Attack:'' +8 to hit, reach 10 ft., one target. ''Hit:'' 13 (2d8+4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -=== Chain Devil === - -''Medium fiend (devil), lawful evil'' - -'''Armor Class''' 16 (natural armor) - -'''Hit Points''' 85 (10d8+40) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 15 (+2) -| 18 (+4) -| 11 (+0) -| 12 (+1) -| 14 (+2) -|} - -'''Saving Throws''' Con +7, Wis +4, Cha +5 - -'''Damage Resistances''' cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered - -'''Damage Immunities''' fire, poison - -'''Condition Immunities''' poisoned - -'''Senses''' darkvision 120 ft., passive Perception 11 - -'''Languages''' Infernal, telepathy 120 ft. - -'''Challenge''' 8 (3,900 XP) - -'''''Devil’s Sight'''''. Magical darkness doesn’t impede the devil’s darkvision. - -'''''Magic Resistance'''''. The devil has advantage on saving throws against spells and other magical effects. - - -====== Actions ====== - -'''''Multiattack'''''. The devil makes two attacks with its chains. - -'''''Chain'''''. ''Melee Weapon Attack:'' +8 to hit, reach 10 ft., one target. ''Hit:'' 11 (2d6+4) slashing damage. The target is grappled (escape DC 14) if the devil isn’t already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. - -'''''Animate Chains (Recharges after a Short or Long Rest)'''''. Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil’s control, provided that the chains aren’t being worn or carried. - -Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can’t make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. - - -====== Reactions ====== - -'''''Unnerving Mask'''''. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature’s departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn. - - -=== Erinyes === - -''Medium fiend (devil), lawful evil'' - -'''Armor Class''' 18 (plate) - -'''Hit Points''' 153 (18d8+72) - -'''Speed''' 30 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 16 (+3) -| 18 (+4) -| 14 (+2) -| 14 (+2) -| 18 (+4) -|} - -'''Saving Throws''' Dex +7, Con +8, Wis +6, Cha +8 - -'''Damage Resistances''' cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered - -'''Damage Immunities''' fire, poison - -'''Condition Immunities''' poisoned - -'''Senses''' truesight 120 ft., passive Perception 12 - -'''Languages''' Infernal, telepathy 120 ft. - -'''Challenge''' 12 (8,400 XP) - -'''''Hellish Weapons'''''. The erinyes’s weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). - -'''''Magic Resistance'''''. The erinyes has advantage on saving throws against spells and other magical effects. - - -====== Actions ====== - -'''''Multiattack'''''. The erinyes makes three attacks. - -'''''Longsword'''''. ''Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands, plus 13 (3d8) poison damage. - -'''''Longbow'''''. ''Ranged Weapon Attack:'' +7 to hit, range 150/600 ft., one target. ''Hit:'' 7 (1d8+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the ''lesser restoration'' spell or similar magic. - - -====== Reactions ====== - -'''''Parry'''''. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon. - - -=== Horned Devil === - -''Large fiend (devil), lawful evil'' - -'''Armor Class''' 18 (natural armor) - -'''Hit Points''' 148 (17d10+55) - -'''Speed''' 20 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 22 (+6) -| 17 (+3) -| 21 (+5) -| 12 (+1) -| 16 (+3) -| 17 (+3) -|} - -'''Saving Throws''' Str +10, Dex +7, Wis +7, Cha +7 - -'''Damage Resistances''' cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -'''Damage Immunities''' fire, poison - -'''Condition Immunities''' poisoned - -'''Senses''' darkvision 120 ft., passive Perception 13 - -'''Languages''' Infernal, telepathy 120 ft. - -'''Challenge''' 11 (7,200 XP) - -'''''Devil’s Sight'''''. Magical darkness doesn’t impede the devil’s darkvision. - -'''''Magic Resistance'''''. The devil has advantage on saving throws against spells and other magical effects. - - -====== Actions ====== - -'''''Multiattack'''''. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. - -'''''Fork'''''. ''Melee Weapon Attack:'' +10 to hit, reach 10 ft., one target. ''Hit:'' 15 (2d8+6) piercing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +10 to hit, reach 10 ft., one target. ''Hit:'' 10 (1d8+6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. - -'''''Hurl Flame'''''. ''Ranged Spell Attack:'' +7 to hit, range 150 ft., one target. ''Hit:'' 14 (4d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire. - - -=== Ice Devil === - -''Large fiend (devil), lawful evil'' - -'''Armor Class''' 18 (natural armor) - -'''Hit Points''' 180 (19d10+76) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 21 (+5) -| 14 (+2) -| 18 (+4) -| 18 (+4) -| 15 (+2) -| 18 (+4) -|} - -'''Saving Throws''' Dex +7, Con +9, Wis +7, Cha +9 - -'''Damage Resistances''' bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered - -'''Damage Immunities''' cold, fire, poison - -'''Condition Immunities''' poisoned - -'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Perception 12 - -'''Languages''' Infernal, telepathy 120 ft. - -'''Challenge''' 14 (11,500 XP) - -'''''Devil’s Sight'''''. Magical darkness doesn’t impede the devil’s darkvision. - -'''''Magic Resistance'''''. The devil has advantage on saving throws against spells and other magical effects. - - -====== Actions ====== - -'''''Multiattack'''''. The devil makes three attacks: one with its bite, one with its claws, and one with its tail. - -'''''Bite'''''. ''Melee Weapon Attack:'' +10 to hit, reach 5 ft., one target. ''Hit:'' 12 (2d6+5) piercing damage plus 10 (3d6) cold damage. - -'''''Claws.''''' ''Melee Weapon Attack:'' +10 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d4+5) slashing damage plus 10 (3d6) cold damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +10 to hit, reach 10 ft., one target. ''Hit:'' 12 (2d6+5) bludgeoning damage plus 10 (3d6) cold damage. - -'''''Wall of Ice (Recharge 6)'''''. The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it’s a hemispherical dome up to 20 feet in diameter. - -When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. - -The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. - - -=== Imp === - -''Tiny fiend (devil, shapechanger), lawful evil'' - -'''Armor Class''' 13 - -'''Hit Points''' 10 (3d4+3) - -'''Speed''' 20 ft., fly 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 6 (-2) -| 17 (+3) -| 13 (+1) -| 11 (+0) -| 12 (+1) -| 14 (+2) -|} - -'''Skills''' Deception +4, Insight +3, Persuasion +4, Stealth +5 - -'''Damage Resistances''' cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -'''Damage Immunities''' fire, poison - -'''Condition Immunities''' poisoned - -'''Senses''' darkvision 120 ft., passive Perception 11 - -'''Languages''' Infernal, Common - -'''Challenge''' 1 (200 XP) - -'''''Shapechanger'''''. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. - -'''''Devil’s Sight'''''. Magical darkness doesn’t impede the imp’s darkvision. - -'''''Magic Resistance'''''. The imp has advantage on saving throws against spells and other magical effects. - - -====== Actions ====== - -'''''Sting (Bite in Beast Form)'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d4+3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. - -'''''Invisibility'''''. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it. - - -=== Lemure === - -''Medium fiend (devil), lawful evil'' - -'''Armor Class''' 7 - -'''Hit Points''' 13 (3d8) - -'''Speed''' 15 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 10 (+0) -| 5 (-3) -| 11 (+0) -| 1 (-5) -| 11 (+0) -| 3 (-4) -|} - -'''Damage Resistances''' cold - -'''Damage Immunities''' fire, poison - -'''Condition Immunities''' charmed, frightened, poisoned - -'''Senses''' darkvision 120 ft., passive Perception 10 - -'''Languages''' understands Infernal but can’t speak - -'''Challenge''' 0 (10 XP) - -'''''Devil’s Sight'''''. Magical darkness doesn’t impede the lemure’s darkvision. - -'''''Hellish Rejuvenation'''''. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a ''bless'' spell cast on that creature or its remains are sprinkled with holy water. - - -====== Actions ====== - -'''''Fist'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 2 (1d4) bludgeoning damage. - - -=== Pit Fiend === - -''Large fiend (devil), lawful evil'' - -'''Armor Class''' 19 (natural armor) - -'''Hit Points''' 300 (24d10+168) - -'''Speed''' 30 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 26 (+8) -| 14 (+2) -| 24 (+7) -| 22 (+6) -| 18 (+4) -| 24 (+7) -|} - -'''Saving Throws''' Dex +8, Con +13, Wis +10 - -'''Damage Resistances''' cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered - -'''Damage Immunities''' fire, poison - -'''Condition Immunities''' poisoned - -'''Senses''' truesight 120 ft., passive Perception 14 - -'''Languages''' Infernal, telepathy 120 ft. - -'''Challenge''' 20 (25,000 XP) - -'''''Fear Aura'''''. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the pit fiend’s Fear Aura for the next 24 hours. - -'''''Magic Resistance'''''. The pit fiend has advantage on saving throws against spells and other magical effects. - -'''''Magic Weapons'''''. The pit fiend’s weapon attacks are magical. - -'''''Innate Spellcasting'''''. The pit fiend’s spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material Components - -At will: ''detect magic'', ''fireball'' - -3/day each: ''hold monster'', ''wall of fire'' - - -====== Actions ====== - -'''''Multiattack'''''. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. - -'''''Bite'''''. ''Melee Weapon Attack:'' +14 to hit, reach 5 ft., one target. ''Hit:'' 22 (4d6+8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -'''''Claw'''''. ''Melee Weapon Attack:'' +14 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d8+8) slashing damage. - -'''''Mace'''''. ''Melee Weapon Attack:'' +14 to hit, reach 10 ft., one target. ''Hit:'' 15 (2d6+8) bludgeoning damage plus 21 (6d6) fire damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +14 to hit, reach 10 ft., one target. ''Hit:'' 24 (3d10+8) bludgeoning damage. - - -== Dinosaurs == - - -=== Plesiosaurus === - -''Large beast, unaligned'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 68 (8d10+24) - -'''Speed''' 20 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 15 (+2) -| 16 (+3) -| 2 (-4) -| 12 (+1) -| 5 (-3) -|} - -'''Skills''' Perception +3, Stealth +4 - -'''Senses''' passive Perception 13 - -'''Languages''' - - -'''Challenge''' 2 (450 XP) - -'''''Hold Breath'''''. The plesiosaurus can hold its breath for 1 hour. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +6 to hit, reach 10 ft., one target. ''Hit:'' 14 (3d6+4) piercing damage. - - -=== Triceratops === - -''Huge beast, unaligned'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 95 (10d12+30) - -'''Speed''' 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 22 (+6) -| 9 (-1) -| 17 (+3) -| 2 (-4) -| 11 (+0) -| 5 (-3) -|} - -'''Senses''' passive Perception 10 - -'''Languages''' - - -'''Challenge''' 5 (1,800 XP) - -'''''Trampling Charge'''''. If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. - -If the target is prone, the triceratops can make one stomp attack against it as a bonus action. - - -====== Actions ====== - -'''''Gore'''''. ''Melee Weapon Attack:'' +9 to hit, reach 5 ft., one target. ''Hit:'' 24 (4d8+6) piercing damage. - -'''''Stomp'''''. ''Melee Weapon Attack:'' +9 to hit, reach 5 ft., one prone creature. ''Hit:'' 22 (3d10+6) bludgeoning damage. - - -=== Tyrannosaurus Rex === - -''Huge beast, unaligned'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 136 (13d12+52) - -'''Speed''' 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 25 (+7) -| 10 (+0) -| 19 (+4) -| 2 (-4) -| 12 (+1) -| 9 (-1) -|} - -'''Skills''' Perception +4 - -'''Senses''' passive Perception 14 - -'''Languages''' - - -'''Challenge''' 8 (3,900 XP) - - -====== Actions ====== - -'''''Multiattack'''''. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can’t make both attacks against the same target. - -'''''Bite'''''. ''Melee Weapon Attack:'' +10 to hit, reach 10 ft., one target. ''Hit:'' 33 (4d12+7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can’t bite another target. - -'''''Tail'''''. ''Melee Weapon Attack:'' +10 to hit, reach 10 ft., one target. ''Hit:'' 20 (3d8+7) bludgeoning damage. - - -== Doppelganger == - -''Medium monstrosity (shapechanger), neutral'' - -'''Armor Class''' 14 - -'''Hit Points''' 52 (8d8+16) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 11 (+0) -| 18 (+4) -| 14 (+2) -| 11 (+0) -| 12 (+1) -| 14 (+2) -|} - -'''Skills''' Deception +6, Insight +3 - -'''Condition Immunities''' charmed - -'''Senses''' darkvision 60 ft., passive Perception 11 - -'''Languages''' Common - -'''Challenge''' 3 (700 XP) - -'''''Shapechanger'''''. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. - -'''''Ambusher'''''. The doppelganger has advantage on attack rolls against any creature it has surprised. - -'''''Surprise Attack'''''. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. - - -====== Actions ====== - -'''''Multiattack'''''. The doppelganger makes two melee attacks. - -'''''Slam'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d6+4) bludgeoning damage. - -'''''Read Thoughts'''''. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. - - -== Dragons, Chromatic == - - -=== Black Dragon === - - -==== Ancient Black Dragon ==== - -''Gargantuan dragon, chaotic evil'' - -'''Armor Class''' 22 (natural armor) - -'''Hit Points''' 367 (21d20+147) - -'''Speed''' 40 ft., fly 80 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 27 (+8) -| 14 (+2) -| 25 (+7) -| 16 (+3) -| 15 (+2) -| 19 (+4) -|} - -'''Saving Throws''' Dex +9, Con +14, Wis +9, Cha +11 - -'''Skills''' Perception +16, Stealth +9 - -'''Damage Immunities''' acid - -'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Perception 26 - -'''Languages''' Common, Draconic - -'''Challenge''' 21 (33,000 XP) - -'''''Amphibious'''''. The dragon can breathe air and water. - -'''''Legendary Resistance (3/Day)'''''. If the dragon fails a saving throw, it can choose to succeed instead. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +15 to hit, reach 15 ft., one target. ''Hit:'' 19 (2d10+8) piercing damage plus 9 (2d8) acid damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +15 to hit, reach 10 ft., one target. ''Hit:'' 15 (2d6+8) slashing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +15 to hit, reach 20 ft., one target. ''Hit:'' 17 (2d8+8) bludgeoning damage. - -'''''Frightful Presence'''''. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - -'''''Acid Breath (Recharge 5-6)'''''. The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. - - -====== Legendary Actions ====== - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - -'''Detect'''. The dragon makes a Wisdom (Perception) check. - -'''Tail Attack'''. The dragon makes a tail attack. - -'''Wing Attack (Costs 2 Actions)'''. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -==== Adult Black Dragon ==== - -Huge dragon, chaotic evil - -'''Armor Class''' 19 (natural armor) - -'''Hit Points''' 195 (17d12+85) - -'''Speed''' 40 ft., fly 80 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 23 (+6) -| 14 (+2) -| 21 (+5) -| 14 (+2) -| 13 (+1) -| 17 (+3) -|} - -'''Saving Throws''' Dex +7, Con +10, Wis +6, Cha +8 - -'''Skills''' Perception +11, Stealth +7 - -'''Damage Immunities''' acid - -'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Perception 21 - -'''Languages''' Common, Draconic - -'''Challenge''' 14 (11,500 XP) - -'''''Amphibious'''''. The dragon can breathe air and water. - -'''''Legendary Resistance (3/Day)'''''. If the dragon fails a saving throw, it can choose to succeed instead. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +11 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d10+6) piercing damage plus 4 (1d8) acid damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +11 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d6+6) slashing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +11 to hit, reach 15 ft., one target. ''Hit:'' 15 (2d8+6) bludgeoning damage. - -'''''Frightful Presence'''''. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - -'''''Acid Breath (Recharge 5-6)'''''. The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. - - -====== Legendary Actions ====== - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - -'''Detect'''. The dragon makes a Wisdom (Perception) check. - -'''Tail Attack'''. The dragon makes a tail attack. - -'''Wing Attack (Costs 2 Actions)'''. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -==== Young Black Dragon ==== - -''Large dragon, chaotic evil'' - -'''Armor Class''' 18 (natural armor) - -'''Hit Points''' 127 (15d10+45) - -'''Speed''' 40 ft., fly 80 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 14 (+2) -| 17 (+3) -| 12 (+1) -| 11 (+0) -| 15 (+2) -|} - -'''Saving Throws''' Dex +5, Con +6, Wis +3, Cha +5 - -'''Skills''' Perception +6, Stealth +5 - -'''Damage Immunities''' acid - -'''Senses''' blindsight 30 ft., darkvision 120 ft., passive Perception 16 - -'''Languages''' Common, Draconic - -'''Challenge''' 7 (2,900 XP) - -'''''Amphibious'''''. The dragon can breathe air and water. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +7 to hit, reach 10 ft., one target. ''Hit:'' 15 (2d10+4) piercing damage plus 4 (1d8) acid damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6+4) slashing damage. - -'''''Acid Breath (Recharge 5-6)'''''. The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. - - -==== Black Dragon Wyrmling ==== - -''Medium dragon, chaotic evil'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 33 (6d8+6) - -'''Speed''' 30 ft., fly 60 ft., swim 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 14 (+2) -| 13 (+1) -| 10 (+0) -| 11 (+0) -| 13 (+1) -|} - -'''Saving Throws''' Dex +4, Con +3, Wis +2, Cha +3 - -'''Skills''' Perception +4, Stealth +4 - -'''Damage Immunities''' acid - -'''Senses''' blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -'''Languages''' Draconic - -'''Challenge''' 2 (450 XP) - -'''''Amphibious'''''. The dragon can breathe air and water. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d10+2) piercing damage plus 2 (1d4) acid damage. - -'''''Acid Breath (Recharge 5-6)'''''. The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. - - -=== Blue Dragon === - - -==== Ancient Blue Dragon ==== - -''Gargantuan dragon, lawful evil'' - -'''Armor Class''' 22 (natural armor) - -'''Hit Points''' 481 (26d20+208) - -'''Speed''' 40 ft., burrow 40 ft., fly 80 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 29 (+9) -| 10 (+0) -| 27 (+8) -| 18 (+4) -| 17 (+3) -| 21 (+5) -|} - -'''Saving Throws''' Dex +7, Con +15, Wis +10, Cha +12 - -'''Skills''' Perception +17, Stealth +7 - -'''Damage Immunities''' lightning - -'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Perception 27 - -'''Languages''' Common, Draconic - -'''Challenge''' 23 (50,000 XP) - -'''''Legendary Resistance (3/Day)'''''. If the dragon fails a saving throw, it can choose to succeed instead. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +16 to hit, reach 15 ft., one target. ''Hit:'' 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +16 to hit, reach 10 ft., one target. ''Hit:'' 16 (2d6+9) slashing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +16 to hit, reach 20 ft., one target. ''Hit:'' 18 (2d8+9) bludgeoning damage. - -'''''Frightful Presence'''''. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - -'''''Lightning Breath (Recharge 5-6)'''''. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. - - -====== Legendary Actions ====== - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - -'''Detect'''. The dragon makes a Wisdom (Perception) check. - -'''Tail Attack'''. The dragon makes a tail attack. - -'''Wing Attack (Costs 2 Actions)'''. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -==== Adult Blue Dragon ==== - -''Huge dragon, lawful evil'' - -'''Armor Class''' 19 (natural armor) - -'''Hit Points''' 225 (18d12+108) - -'''Speed''' 40 ft., burrow 30 ft., fly 80 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 25 (+7) -| 10 (+0) -| 23 (+6) -| 16 (+3) -| 15 (+2) -| 19 (+4) -|} - -'''Saving Throws''' Dex +5, Con +11, Wis +7, Cha +9 - -'''Skills''' Perception +12, Stealth +5 - -'''Damage Immunities''' lightning - -'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Perception 22 - -'''Languages''' Common, Draconic - -'''Challenge''' 16 (15,000 XP) - -'''''Legendary Resistance (3/Day)'''''. If the dragon fails a saving throw, it can choose to succeed instead. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +12 to hit, reach 10 ft., one target. ''Hit:'' 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +12 to hit, reach 5 ft., one target. ''Hit:'' 14 (2d6+7) slashing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +12 to hit, reach 15 ft., one target. ''Hit:'' 16 (2d8+7) bludgeoning damage. - -'''''Frightful Presence'''''. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - -'''''Lightning Breath (Recharge 5-6)'''''. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. - - -====== Legendary Actions ====== - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - -'''Detect'''. The dragon makes a Wisdom (Perception) check. - -'''Tail Attack'''. The dragon makes a tail attack. - -'''Wing Attack (Costs 2 Actions)'''. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -==== Young Blue Dragon ==== - -''Large dragon, lawful evil'' - -'''Armor Class''' 18 (natural armor) - -'''Hit Points''' 152 (16d10+64) - -'''Speed''' 40 ft., burrow 20 ft., fly 80 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 21 (+5) -| 10 (+0) -| 19 (+4) -| 14 (+2) -| 13 (+1) -| 17 (+3) -|} - -'''Saving Throws''' Dex +4, Con +8, Wis +5, Cha +7 - -'''Skills''' Perception +9, Stealth +4 - -'''Damage Immunities''' lightning - -'''Senses''' blindsight 30 ft., darkvision 120 ft., passive Perception 19 - -'''Languages''' Common, Draconic - -'''Challenge''' 9 (5,000 XP) - - -====== Actions ====== - -'''''Multiattack'''''. The dragon makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +9 to hit, reach 10 ft., one target. ''Hit:'' 16 (2d10+5) piercing damage plus 5 (1d10) lightning damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +9 to hit, reach 5 ft., one target. ''Hit:'' 12 (2d6+5) slashing damage. - -'''''Lightning Breath (Recharge 5-6)'''''. The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. - - -==== Blue Dragon Wyrmling ==== - -''Medium dragon, lawful evil'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 52 (8d8+16) - -'''Speed''' 30 ft., burrow 15 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 17 (+3) -| 10 (+0) -| 15 (+2) -| 12 (+1) -| 11 (+0) -| 15 (+2) -|} - -'''Saving Throws''' Dex +2, Con +4, Wis +2, Cha +4 - -'''Skills''' Perception +4, Stealth +2 - -'''Damage Immunities''' lightning - -'''Senses''' blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -'''Languages''' Draconic - -'''Challenge''' 3 (700 XP) - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 8 (1d10+3) piercing damage plus 3 (1d6) lightning damage. - -'''''Lightning Breath (Recharge 5-6)'''''. The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. - - -=== Green Dragon === - - -==== Adult Green Dragon ==== - -''Huge dragon, lawful evil'' - -'''Armor Class''' 19 (natural armor) - -'''Hit Points''' 207 (18d12+90) - -'''Speed''' 40 ft., fly 80 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 23 (+6) -| 12 (+1) -| 21 (+5) -| 18 (+4) -| 15 (+2) -| 17 (+3) -|} - -'''Saving Throws''' Dex +6, Con +10, Wis +7, Cha +8 - -'''Skills''' Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6 - -'''Damage Immunities''' poison - -'''Condition Immunities''' poisoned - -'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Perception 22 - -'''Languages''' Common, Draconic - -'''Challenge''' 15 (13,000 XP) - -'''''Amphibious'''''. The dragon can breathe air and water. - -'''''Legendary Resistance (3/Day)'''''. If the dragon fails a saving throw, it can choose to succeed instead. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +11 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d10+6) piercing damage plus 7 (2d6) poison damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +11 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d6+6) slashing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +11 to hit, reach 15 ft., one target. ''Hit:'' 15 (2d8+6) bludgeoning damage. - -'''''Frightful Presence'''''. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - -'''''Poison Breath (Recharge 5-6)'''''. The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. - - -====== Legendary Actions ====== - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - -'''Detect'''. The dragon makes a Wisdom (Perception) check. - -'''Tail Attack'''. The dragon makes a tail attack. - -'''Wing Attack (Costs 2 Actions)'''. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -==== Young Green Dragon ==== - -''Large dragon, lawful evil'' - -'''Armor Class''' 18 (natural armor) - -'''Hit Points''' 136 (16d10+48) - -'''Speed''' 40 ft., fly 80 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 12 (+1) -| 17 (+3) -| 16 (+3) -| 13 (+1) -| 15 (+2) -|} - -'''Saving Throws''' Dex +4, Con +6, Wis +4, Cha +5 - -'''Skills''' Deception +5, Perception +7, Stealth +4 - -'''Damage Immunities''' poison - -'''Condition Immunities''' poisoned - -'''Senses''' blindsight 30 ft., darkvision 120 ft., passive Perception 17 - -'''Languages''' Common, Draconic - -'''Challenge''' 8 (3,900 XP) - -'''''Amphibious'''''. The dragon can breathe air and water. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +7 to hit, reach 10 ft., one target. ''Hit:'' 15 (2d10+4) piercing damage plus 7 (2d6) poison damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6+4) slashing damage. - -'''''Poison Breath (Recharge 5-6)'''''. The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. - - -==== Green Dragon Wyrmling ==== - -''Medium dragon, lawful evil'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 38 (7d8+7) - -'''Speed''' 30 ft., fly 60 ft., swim 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 12 (+1) -| 13 (+1) -| 14 (+2) -| 11 (+0) -| 13 (+1) -|} - -'''Saving Throws''' Dex +3, Con +3, Wis +2, Cha +3 - -'''Skills''' Perception +4, Stealth +3 - -'''Damage Immunities''' poison - -'''Condition Immunities''' poisoned - -'''Senses''' blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -'''Languages''' Draconic - -'''Challenge''' 2 (450 XP) - -'''''Amphibious'''''. The dragon can breathe air and water. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d10+2) piercing damage plus 3 (1d6) poison damage. - -'''''Poison Breath (Recharge 5-6)'''''. The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. - - -=== Red Dragon === - - -==== Ancient Red Dragon ==== - -''Gargantuan dragon, chaotic evil'' - -'''Armor Class''' 22 (natural armor) - -'''Hit Points''' 546 (28d20+252) - -'''Speed''' 40 ft., climb 40 ft., fly 80 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 30 (+10) -| 10 (+0) -| 29 (+9) -| 18 (+4) -| 15 (+2) -| 23 (+6) -|} - -'''Saving Throws''' Dex +7, Con +16, Wis +9, Cha +13 - -'''Skills''' Perception +16, Stealth +7 - -'''Damage Immunities''' fire - -'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Perception 26 - -'''Languages''' Common, Draconic - -'''Challenge''' 24 (62,000 XP) - -'''''Legendary Resistance (3/Day)'''''. If the dragon fails a saving throw, it can choose to succeed instead. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +17 to hit, reach 15 ft., one target. ''Hit:'' 21 (2d10+10) piercing damage plus 14 (4d6) fire damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +17 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d6+10) slashing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +17 to hit, reach 20 ft., one target. ''Hit:'' 19 (2d8+10) bludgeoning damage. - -'''''Frightful Presence'''''. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - -'''''Fire Breath (Recharge 5-6)'''''. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. - - -====== Legendary Actions ====== - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - -'''Detect'''. The dragon makes a Wisdom (Perception) check. - -'''Tail Attack'''. The dragon makes a tail attack. - -'''Wing Attack (Costs 2 Actions)'''. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -==== Adult Red Dragon ==== - -''Huge dragon, chaotic evil'' - -'''Armor Class''' 19 (natural armor) - -'''Hit Points''' 256 (19d12+133) - -'''Speed''' 40 ft., climb 40 ft., fly 80 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 27 (+8) -| 10 (+0) -| 25 (+7) -| 16 (+3) -| 13 (+1) -| 21 (+5) -|} - -'''Saving Throws''' Dex +6, Con +13, Wis +7, Cha +11 - -'''Skills''' Perception +13, Stealth +6 - -'''Damage Immunities''' fire - -'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Perception 23 - -'''Languages''' Common, Draconic - -'''Challenge''' 17 (18,000 XP) - -'''''Legendary Resistance (3/Day)'''''. If the dragon fails a saving throw, it can choose to succeed instead. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +14 to hit, reach 10 ft., one target. ''Hit:'' 19 (2d10+8) piercing damage plus 7 (2d6) fire damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +14 to hit, reach 5 ft., one target. ''Hit:'' 15 (2d6+8) slashing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +14 to hit, reach 15 ft., one target. ''Hit:'' 17 (2d8+8) bludgeoning damage. - -'''''Frightful Presence'''''. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - -'''''Fire Breath (Recharge 5-6)'''''. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. - - -====== Legendary Actions ====== - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - -'''Detect'''. The dragon makes a Wisdom (Perception) check. - -'''Tail Attack'''. The dragon makes a tail attack. - -'''Wing Attack (Costs 2 Actions)'''. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -==== Young Red Dragon ==== - -Large dragon, chaotic evil - -'''Armor Class''' 18 (natural armor) - -'''Hit Points''' 178 (17d10+85) - -'''Speed''' 40 ft., climb 40 ft., fly 80 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 23 (+6) -| 10 (+0) -| 21 (+5) -| 14 (+2) -| 11 (+0) -| 19 (+4) -|} - -'''Saving Throws''' Dex +4, Con +9, Wis +4, Cha +8 - -'''Skills''' Perception +8, Stealth +4 - -'''Damage Immunities''' fire - -'''Senses''' blindsight 30 ft., darkvision 120 ft., passive Perception 18 - -'''Languages''' Common, Draconic - -'''Challenge''' 10 (5,900 XP) - - -====== Actions ====== - -'''''Multiattack'''''. The dragon makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +10 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d10+6) piercing damage plus 3 (1d6) fire damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +10 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d6+6) slashing damage. - -'''''Fire Breath (Recharge 5-6)'''''. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. - - -==== Red Dragon Wyrmling ==== - -''Medium dragon, chaotic evil'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 75 (10d8+30) - -'''Speed''' 30 ft., climb 30 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 10 (+0) -| 17 (+3) -| 12 (+1) -| 11 (+0) -| 15 (+2) -|} - -'''Saving Throws''' Dex +2, Con +5, Wis +2, Cha +4 - -'''Skills''' Perception +4, Stealth +2 - -'''Damage Immunities''' fire - -'''Senses''' blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -'''Languages''' Draconic - -'''Challenge''' 4 (1,100 XP) - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 9 (1d10+4) piercing damage plus 3 (1d6) fire damage. - -'''''Fire Breath (Recharge 5-6)'''''. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. - - -=== White Dragon === - - -==== Ancient White Dragon ==== - -''Gargantuan dragon, chaotic evil'' - -'''Armor Class''' 20 (natural armor) - -'''Hit Points''' 333 (18d20+144) - -'''Speed''' 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 26 (+8) -| 10 (+0) -| 26 (+8) -| 10 (+0) -| 13 (+1) -| 14 (+2) -|} - -'''Saving Throws''' Dex +6, Con +14, Wis +7, Cha +8 - -'''Skills''' Perception +13, Stealth +6 - -'''Damage Immunities''' cold - -'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Perception 23 - -'''Languages''' Common, Draconic - -'''Challenge''' 20 (25,000 XP) - -'''''Ice Walk'''''. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment. - -'''''Legendary Resistance (3/Day)'''''. If the dragon fails a saving throw, it can choose to succeed instead. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +14 to hit, reach 15 ft., one target. ''Hit:'' 19 (2d10+8) piercing damage plus 9 (2d8) cold damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +14 to hit, reach 10 ft., one target. ''Hit:'' 15 (2d6+8) slashing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +14 to hit, reach 20 ft., one target. ''Hit:'' 17 (2d8+8) bludgeoning damage. - -'''''Frightful Presence'''''. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - -'''''Cold Breath (Recharge 5-6)'''''. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one. - - -====== Legendary Actions ====== - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - -'''Detect'''. The dragon makes a Wisdom (Perception) check. - -'''Tail Attack'''. The dragon makes a tail attack. - -'''Wing Attack (Costs 2 Actions)'''. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -==== Adult White Dragon ==== - -''Huge dragon, chaotic evil'' - -'''Armor Class''' 18 (natural armor) - -'''Hit Points''' 200 (16d12+96) - -'''Speed''' 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 22 (+6) -| 10 (+0) -| 22 (+6) -| 8 (-1) -| 12 (+1) -| 12 (+1) -|} - -'''Saving Throws''' Dex +5, Con +11, Wis +6, Cha +6 - -'''Skills''' Perception +11, Stealth +5 - -'''Damage Immunities''' cold - -'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Perception 21 - -'''Languages''' Common, Draconic - -'''Challenge''' 13 (10,000 XP) - -'''''Ice Walk'''''. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment. - -'''''Legendary Resistance (3/Day)'''''. If the dragon fails a saving throw, it can choose to succeed instead. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +11 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d10+6) piercing damage plus 4 (1d8) cold damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +11 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d6+6) slashing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +11 to hit, reach 15 ft., one target. ''Hit:'' 15 (2d8+6) bludgeoning damage. - -'''''Frightful Presence'''''. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - -'''''Cold Breath (Recharge 5-6)'''''. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. - - -====== Legendary Actions ====== - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - -'''Detect'''. The dragon makes a Wisdom (Perception) check. - -'''Tail Attack'''. The dragon makes a tail attack. - -'''Wing Attack (Costs 2 Actions)'''. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -==== Young White Dragon ==== - -''Large dragon, chaotic evil'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 133 (14d10+56) - -'''Speed''' 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 10 (+0) -| 18 (+4) -| 6 (-2) -| 11 (+0) -| 12 (+1) -|} - -'''Saving Throws''' Dex +3, Con +7, Wis +3, Cha +4 - -'''Skills''' Perception +6, Stealth +3 - -'''Damage Immunities''' cold - -'''Senses''' blindsight 30 ft., darkvision 120 ft., passive Perception 16 - -'''Languages''' Common, Draconic - -'''Challenge''' 6 (2,300 XP) - -'''''Ice Walk'''''. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +7 to hit, reach 10 ft., one target. ''Hit:'' 15 (2d10+4) piercing damage plus 4 (1d8) cold damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6+4) slashing damage. - -'''''Cold Breath (Recharge 5-6)'''''. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. - - -==== White Dragon Wyrmling ==== - -''Medium dragon, chaotic evil'' - -'''Armor Class''' 16 (natural armor) - -'''Hit Points''' 32 (5d8+10) - -'''Speed''' 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 14 (+2) -| 10 (+0) -| 14 (+2) -| 5 (-3) -| 10 (+0) -| 11 (+0) -|} - -'''Saving Throws''' Dex +2, Con +4, Wis +2, Cha +2 - -'''Skills''' Perception +4, Stealth +2 - -'''Damage Immunities''' cold - -'''Senses''' blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -'''Languages''' Draconic - -'''Challenge''' 2 (450 XP) - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d10+2) piercing damage plus 2 (1d4) cold damage. - -'''''Cold Breath (Recharge 5-6)'''''. The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. - - -== Dragons, Metallic == - - -=== Brass Dragon === - - -==== Ancient Brass Dragon ==== - -''Gargantuan dragon, chaotic good'' - -'''Armor Class''' 20 (natural armor) - -'''Hit Points''' 297 (17d20+119) - -'''Speed''' 40 ft., burrow 40 ft., fly 80 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 27 (+8) -| 10 (+0) -| 25 (+7) -| 16 (+3) -| 15 (+2) -| 19 (+4) -|} - -'''Saving Throws''' Dex +6, Con +13, Wis +8, Cha +10 - -'''Skills''' History +9, Perception +14, Persuasion +10, Stealth +6 - -'''Damage Immunities''' fire - -'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Perception 24 - -'''Languages''' Common, Draconic - -'''Challenge''' 20 (25,000 XP) - -'''''Legendary Resistance (3/Day)'''''. If the dragon fails a saving throw, it can choose to succeed instead. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +14 to hit, reach 15 ft., one target. ''Hit:'' 19 (2d10+8) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +14 to hit, reach 10 ft., one target. ''Hit:'' 15 (2d6+8) slashing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +14 to hit, reach 20 ft., one target. ''Hit:'' 17 (2d8+8) bludgeoning damage. - -'''''Frightful Presence'''''. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - -'''''Breath Weapons (Recharge 5-6)'''''. The dragon uses one of the following breath weapons: - -'''Fire Breath'''. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. - -'''Sleep Breath'''. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - -'''''Change Shape'''''. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - - -====== Legendary Actions ====== - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - -'''Detect'''. The dragon makes a Wisdom (Perception) check. - -'''Tail Attack'''. The dragon makes a tail attack. - -'''Wing Attack (Costs 2 Actions)'''. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -==== Adult Brass Dragon ==== - -''Huge dragon, chaotic good'' - -'''Armor Class''' 18 (natural armor) - -'''Hit Points''' 172 (15d12+75) - -'''Speed''' 40 ft., burrow 30 ft., fly 80 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 23 (+6) -| 10 (+0) -| 21 (+5) -| 14 (+2) -| 13 (+1) -| 17 (+3) -|} - -'''Saving Throws''' Dex +5, Con +10, Wis +6, Cha +8 - -'''Skills''' History +7, Perception +11, Persuasion +8, Stealth +5 - -'''Damage Immunities''' fire - -'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Perception 21 - -'''Languages''' Common, Draconic - -'''Challenge''' 13 (10,000 XP) - -'''''Legendary Resistance (3/Day)'''''. If the dragon fails a saving throw, it can choose to succeed instead. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +11 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d10+6) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +11 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d6+6) slashing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +11 to hit, reach 15 ft., one target. ''Hit:'' 15 (2d8+6) bludgeoning damage. - -'''''Frightful Presence'''''. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - -'''''Breath Weapons (Recharge 5-6)'''''. The dragon uses one of the following breath weapons. - -'''Fire Breath'''. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. - -'''Sleep Breath'''. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - - -====== Legendary Actions ====== - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - -'''Detect'''. The dragon makes a Wisdom (Perception) check. - -'''Tail Attack'''. The dragon makes a tail attack. - -'''Wing Attack (Costs 2 Actions)'''. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -==== Young Brass Dragon ==== - -''Large dragon, chaotic good'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 110 (13d10+39) - -'''Speed''' 40 ft., burrow 20 ft., fly 80 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 10 (+0) -| 17 (+3) -| 12 (+1) -| 11 (+0) -| 15 (+2) -|} - -'''Saving Throws''' Dex +3, Con +6, Wis +3, Cha +5 - -'''Skills''' Perception +6, Persuasion +5, Stealth +3 - -'''Damage Immunities''' fire - -'''Senses''' blindsight 30 ft., darkvision 120 ft., passive Perception 16 - -'''Languages''' Common, Draconic - -'''Challenge''' 6 (2,300 XP) - - -====== Actions ====== - -'''''Multiattack'''''. The dragon makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +7 to hit, reach 10 ft., one target. ''Hit:'' 15 (2d10+4) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6+4) slashing damage. - -'''''Breath Weapons (Recharge 5-6)'''''. The dragon uses one of the following breath weapons. - -'''Fire Breath'''. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. - -'''Sleep Breath'''. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - - -==== Brass Dragon Wyrmling ==== - -''Medium dragon, chaotic good'' - -'''Armor Class''' 16 (natural armor) - -'''Hit Points''' 16 (3d8+3) - -'''Speed''' 30 ft., burrow 15 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 10 (+0) -| 13 (+1) -| 10 (+0) -| 11 (+0) -| 13 (+1) -|} - -'''Saving Throws''' Dex +2, Con +3, Wis +2, Cha +3 - -'''Skills''' Perception +4, Stealth +2 - -'''Damage Immunities''' fire - -'''Senses''' blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -'''Languages''' Draconic - -'''Challenge''' 1 (200 XP) - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d10+2) piercing damage. - -'''''Breath Weapons (Recharge 5-6)'''''. The dragon uses one of the following breath weapons. - -'''Fire Breath'''. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. - -'''Sleep Breath'''. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - - -=== Bronze Dragon === - - -==== Ancient Bronze Dragon ==== - -''Gargantuan dragon, lawful good'' - -'''Armor Class''' 22 (natural armor) - -'''Hit Points''' 444 (24d20+192) - -'''Speed''' 40 ft., fly 80 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 29 (+9) -| 10 (+0) -| 27 (+8) -| 18 (+4) -| 17 (+3) -| 21 (+5) -|} - -'''Saving Throws''' Dex +7, Con +15, Wis +10, Cha +12 - -'''Skills''' Insight +10, Perception +17, Stealth +7 - -'''Damage Immunities''' lightning - -'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Perception 27 - -'''Languages''' Common, Draconic - -'''Challenge''' 22 (41,000 XP) - -'''''Amphibious'''''. The dragon can breathe air and water. - -'''''Legendary Resistance (3/Day)'''''. If the dragon fails a saving throw, it can choose to succeed instead. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +16 to hit, reach 15 ft., one target. ''Hit:'' 20 (2d10+9) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +16 to hit, reach 10 ft., one target. ''Hit:'' 16 (2d6+9) slashing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +16 to hit, reach 20 ft., one target. ''Hit:'' 18 (2d8+9) bludgeoning damage. - -'''''Frightful Presence'''''. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - -'''''Breath Weapons (Recharge 5-6)'''''. The dragon uses one of the following breath weapons. - -'''Lightning Breath'''. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. - -'''Repulsion Breath'''. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. - -'''''Change Shape'''''. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - - -====== Legendary Actions ====== - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - -'''Detect'''. The dragon makes a Wisdom (Perception) check. - -'''Tail Attack'''. The dragon makes a tail attack. - -'''Wing Attack (Costs 2 Actions)'''. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -==== Adult Bronze Dragon ==== - -''Huge dragon, lawful good'' - -'''Armor Class''' 19 (natural armor) - -'''Hit Points''' 212 (17d12+102) - -'''Speed''' 40 ft., fly 80 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 25 (+7) -| 10 (+0) -| 23 (+6) -| 16 (+3) -| 15 (+2) -| 19 (+4) -|} - -'''Saving Throws''' Dex +5, Con +11, Wis +7, Cha +9 - -'''Skills''' Insight +7, Perception +12, Stealth +5 - -'''Damage Immunities''' lightning - -'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Perception 22 - -'''Languages''' Common, Draconic - -'''Challenge''' 15 (13,000 XP) - -'''''Amphibious'''''. The dragon can breathe air and water. - -'''''Legendary Resistance (3/Day)'''''. If the dragon fails a saving throw, it can choose to succeed instead. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +12 to hit, reach 10 ft., one target. ''Hit:'' 18 (2d10+7) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +12 to hit, reach 5 ft., one target. ''Hit:'' 14 (2d6+7) slashing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +12 to hit, reach 15 ft., one target. ''Hit:'' 16 (2d8+7) bludgeoning damage. - -'''''Frightful Presence'''''. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - -'''''Breath Weapons (Recharge 5-6)'''''. The dragon uses one of the following breath weapons. - -'''Lightning Breath'''. The dragon exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. - -'''Repulsion Breath'''. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. - -'''''Change Shape'''''. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - - -====== Legendary Actions ====== - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - -'''Detect'''. The dragon makes a Wisdom (Perception) check. - -'''Tail Attack'''. The dragon makes a tail attack. - -'''Wing Attack (Costs 2 Actions)'''. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -==== Young Bronze Dragon ==== - -''Large dragon, lawful good'' - -'''Armor Class''' 18 (natural armor) - -'''Hit Points''' 142 (15d10+60) - -'''Speed''' 40 ft., fly 80 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 21 (+5) -| 10 (+0) -| 19 (+4) -| 14 (+2) -| 13 (+1) -| 17 (+3) -|} - -'''Saving Throws''' Dex +3, Con +7, Wis +4, Cha +6 - -'''Skills''' Insight +4, Perception +7, Stealth +3 - -'''Damage Immunities''' lightning - -'''Senses''' blindsight 30 ft., darkvision 120 ft., passive Perception 17 - -'''Languages''' Common, Draconic - -'''Challenge''' 8 (3,900 XP) - -'''''Amphibious'''''. The dragon can breathe air and water. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +8 to hit, reach 10 ft., one target. ''Hit:'' 16 (2d10+5) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 12 (2d6+5) slashing damage. - -'''''Breath Weapons (Recharge 5-6)'''''. The dragon uses one of the following breath weapons. - -'''Lightning Breath'''. The dragon exhales lightning in a 60- foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. - -'''Repulsion Breath'''. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon. - - -==== Bronze Dragon Wyrmling ==== - -''Medium dragon, lawful good'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 32 (5d8+10) - -'''Speed''' 30 ft., fly 60 ft., swim 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 17 (+3) -| 10 (+0) -| 15 (+2) -| 12 (+1) -| 11 (+0) -| 15 (+2) -|} - -'''Saving Throws''' Dex +2, Con +4, Wis +2, Cha +4 - -'''Skills''' Perception +4, Stealth +2 - -'''Damage Immunities''' lightning - -'''Senses''' blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -'''Languages''' Draconic - -'''Challenge''' 2 (450 XP) - -'''''Amphibious'''''. The dragon can breathe air and water. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 8 (1d10+3) piercing damage. - -'''''Breath Weapons (Recharge 5-6)'''''. The dragon uses one of the following breath weapons. - -'''Lightning Breath'''. The dragon exhales lightning in a 40- foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. - -'''Repulsion Breath'''. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon. - - -=== Copper Dragon === - - -==== Ancient Copper Dragon ==== - -''Gargantuan dragon, chaotic good'' - -'''Armor Class''' 21 (natural armor) - -'''Hit Points''' 350 (20d20+140) - -'''Speed''' 40 ft., climb 40 ft., fly 80 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 27 (+8) -| 12 (+1) -| 25 (+7) -| 20 (+5) -| 17 (+3) -| 19 (+4) -|} - -'''Saving Throws''' Dex +8, Con +14, Wis +10, Cha +11 - -'''Skills''' Deception +11, Perception +17, Stealth +8 - -'''Damage Immunities''' acid - -'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Perception 27 - -'''Languages''' Common, Draconic - -'''Challenge''' 21 (33,000 XP) - -'''''Legendary Resistance (3/Day)'''''. If the dragon fails a saving throw, it can choose to succeed instead. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +15 to hit, reach 15 ft., one target. ''Hit:'' 19 (2d10+8) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +15 to hit, reach 10 ft., one target. ''Hit:'' 15 (2d6+8) slashing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +15 to hit, reach 20 ft., one target. ''Hit:'' 17 (2d8+8) bludgeoning damage. - -'''''Frightful Presence'''''. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - -'''''Breath Weapons (Recharge 5-6)'''''. The dragon uses one of the following breath weapons. - -'''Acid Breath'''. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. - -'''Slowing Breath'''. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - -'''''Change Shape'''''. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - - -====== Legendary Actions ====== - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - -'''Detect'''. The dragon makes a Wisdom (Perception) check. - -'''Tail Attack'''. The dragon makes a tail attack. - -'''Wing Attack (Costs 2 Actions)'''. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -==== Adult Copper Dragon ==== - -''Huge dragon, chaotic good'' - -'''Armor Class''' 18 (natural armor) - -'''Hit Points''' 184 (16d12+80) - -'''Speed''' 40 ft., climb 40 ft., fly 80 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 23 (+6) -| 12 (+1) -| 21 (+5) -| 18 (+4) -| 15 (+2) -| 17 (+3) -|} - -'''Saving Throws''' Dex +6, Con +10, Wis +7, Cha +8 - -'''Skills''' Deception +8, Perception +12, Stealth +6 - -'''Damage Immunities''' acid - -'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Perception 22 - -'''Languages''' Common, Draconic - -'''Challenge''' 14 (11,500 XP) - -'''''Legendary Resistance (3/Day)'''''. If the dragon fails a saving throw, it can choose to succeed instead. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +11 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d10+6) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +11 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d6+6) slashing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +11 to hit, reach 15 ft., one target. ''Hit:'' 15 (2d8+6) bludgeoning damage. - -'''''Frightful Presence'''''. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - -'''''Breath Weapons (Recharge 5-6)'''''. The dragon uses one of the following breath weapons. - -'''Acid Breath'''. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. - -'''Slowing Breath'''. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - - -====== Legendary Actions ====== - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - -'''Detect'''. The dragon makes a Wisdom (Perception) check. - -'''Tail Attack'''. The dragon makes a tail attack. - -'''Wing Attack (Costs 2 Actions)'''. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -==== Young Copper Dragon ==== - -''Large dragon, chaotic good'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 119 (14d10+42) - -'''Speed''' 40 ft., climb 40 ft., fly 80 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 12 (+1) -| 17 (+3) -| 16 (+3) -| 13 (+1) -| 15 (+2) -|} - -'''Saving Throws''' Dex +4, Con +6, Wis +4, Cha +5 - -'''Skills''' Deception +5, Perception +7, Stealth +4 - -'''Damage Immunities''' acid - -'''Senses''' blindsight 30 ft., darkvision 120 ft., passive Perception 17 - -'''Languages''' Common, Draconic - -'''Challenge''' 7 (2,900 XP) - - -====== Actions ====== - -'''''Multiattack'''''. The dragon makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +7 to hit, reach 10 ft., one target. ''Hit:'' 15 (2d10+4) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6+4) slashing damage. - -'''''Breath Weapons (Recharge 5-6)'''''. The dragon uses one of the following breath weapons. - -'''Acid Breath'''. The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. - -'''Slowing Breath'''. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - - -==== Copper Dragon Wyrmling ==== - -''Medium dragon, chaotic good'' - -'''Armor Class''' 16 (natural armor) - -'''Hit Points''' 22 (4d8+4) - -'''Speed''' 30 ft., climb 30 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 12 (+1) -| 13 (+1) -| 14 (+2) -| 11 (+0) -| 13 (+1) -|} - -'''Saving Throws''' Dex +3, Con +3, Wis +2, Cha +3 - -'''Skills''' Perception +4, Stealth +3 - -'''Damage Immunities''' acid - -'''Senses''' blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -'''Languages''' Draconic - -'''Challenge''' 1 (200 XP) - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d10+2) piercing damage. - -'''''Breath Weapons (Recharge 5-6)'''''. The dragon uses one of the following breath weapons. - -'''Acid Breath'''. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. - -'''Slowing Breath'''. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - - -=== Gold Dragon === - - -==== Ancient Gold Dragon ==== - -''Gargantuan dragon, lawful good'' - -'''Armor Class''' 22 (natural armor) - -'''Hit Points''' 546 (28d20+252) - -'''Speed''' 40 ft., fly 80 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 30 (+10) -| 14 (+2) -| 29 (+9) -| 18 (+4) -| 17 (+3) -| 28 (+9) -|} - -'''Saving Throws''' Dex +9, Con +16, Wis +10, Cha +16 - -'''Skills''' Insight +10, Perception +17, Persuasion +16, Stealth +9 - -'''Damage Immunities''' fire - -'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Perception 27 - -'''Languages''' Common, Draconic - -'''Challenge''' 24 (62,000 XP) - -'''''Amphibious'''''. The dragon can breathe air and water. - -'''''Legendary Resistance (3/Day)'''''. If the dragon fails a saving throw, it can choose to succeed instead. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +17 to hit, reach 15 ft., one target. ''Hit:'' 21 (2d10+10) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +17 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d6+10) slashing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +17 to hit, reach 20 ft., one target. ''Hit:'' 19 (2d8+10) bludgeoning damage. - -'''''Frightful Presence'''''. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - -'''''Breath Weapons (Recharge 5-6)'''''. The dragon uses one of the following breath weapons. - -'''Fire Breath'''. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. - -'''Weakening Breath'''. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -'''''Change Shape'''''. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - - -====== Legendary Actions ====== - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - -'''Detect'''. The dragon makes a Wisdom (Perception) check. - -'''Tail Attack'''. The dragon makes a tail attack. - -'''Wing Attack (Costs 2 Actions)'''. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -==== Adult Gold Dragon ==== - -''Huge dragon, lawful good'' - -'''Armor Class''' 19 (natural armor) - -'''Hit Points''' 256 (19d12+133) - -'''Speed''' 40 ft., fly 80 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 27 (+8) -| 14 (+2) -| 25 (+7) -| 16 (+3) -| 15 (+2) -| 24 (+7) -|} - -'''Saving Throws''' Dex +8, Con +13, Wis +8, Cha +13 - -'''Skills''' Insight +8, Perception +14, Persuasion +13, Stealth +8 - -'''Damage Immunities''' fire - -'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Perception 24 - -'''Languages''' Common, Draconic - -'''Challenge''' 17 (18,000 XP) - -'''''Amphibious'''''. The dragon can breathe air and water. - -'''''Legendary Resistance (3/Day)'''''. If the dragon fails a saving throw, it can choose to succeed instead. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +14 to hit, reach 10 ft., one target. ''Hit:'' 19 (2d10+8) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +14 to hit, reach 5 ft., one target. ''Hit:'' 15 (2d6+8) slashing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +14 to hit, reach 15 ft., one target. ''Hit:'' 17 (2d8+8) bludgeoning damage. - -'''''Frightful Presence'''''. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - -'''''Breath Weapons (Recharge 5-6)'''''. The dragon uses one of the following breath weapons. - -'''Fire Breath'''. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. - -'''Weakening Breath'''. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -'''''Change Shape'''''. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - - -====== Legendary Actions ====== - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - -'''Detect'''. The dragon makes a Wisdom (Perception) check. - -'''Tail Attack'''. The dragon makes a tail attack. - -'''Wing Attack (Costs 2 Actions)'''. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -==== Young Gold Dragon ==== - -''Large dragon, lawful good'' - -'''Armor Class''' 18 (natural armor) - -'''Hit Points''' 178 (17d10+85) - -'''Speed''' 40 ft., fly 80 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 23 (+6) -| 14 (+2) -| 21 (+5) -| 16 (+3) -| 13 (+1) -| 20 (+5) -|} - -'''Saving Throws''' Dex +6, Con +9, Wis +5, Cha +9 - -'''Skills''' Insight +5, Perception +9, Persuasion +9, Stealth +6 - -'''Damage Immunities''' fire - -'''Senses''' blindsight 30 ft., darkvision 120 ft., passive Perception 19 - -'''Languages''' Common, Draconic - -'''Challenge''' 10 (5,900 XP) - -'''''Amphibious'''''. The dragon can breathe air and water. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +10 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d10+6) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +10 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d6+6) slashing damage. - -'''''Breath Weapons (Recharge 5-6)'''''. The dragon uses one of the following breath weapons. - -'''Fire Breath'''. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. - -'''Weakening Breath'''. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -==== Gold Dragon Wyrmling ==== - -''Medium dragon, lawful good'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 60 (8d8+24) - -'''Speed''' 30 ft., fly 60 ft., swim 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 14 (+2) -| 17 (+3) -| 14 (+2) -| 11 (+0) -| 16 (+3) -|} - -'''Saving Throws''' Dex +4, Con +5, Wis +2, Cha +5 - -'''Skills''' Perception +4, Stealth +4 - -'''Damage Immunities''' fire - -'''Senses''' blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -'''Languages''' Draconic - -'''Challenge''' 3 (700 XP) - -'''''Amphibious'''''. The dragon can breathe air and water. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 9 (1d10+4) piercing damage. - -'''''Breath Weapons (Recharge 5-6)'''''. The dragon uses one of the following breath weapons. - -'''Fire Breath'''. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. - -'''Weakening Breath'''. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -=== Silver Dragon === - - -==== Ancient Silver Dragon ==== - -''Gargantuan dragon, lawful good'' - -'''Armor Class''' 22 (natural armor) - -'''Hit Points''' 487 (25d20+225) - -'''Speed''' 40 ft., fly 80 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 30 (+10) -| 10 (+0) -| 29 (+9) -| 18 (+4) -| 15 (+2) -| 23 (+6) -|} - -'''Saving Throws''' Dex +7, Con +16, Wis +9, Cha +13 - -'''Skills''' Arcana +11, History +11, Perception +16, Stealth +7 - -'''Damage Immunities''' cold - -'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Perception 26 - -'''Languages''' Common, Draconic - -'''Challenge''' 23 (50,000 XP) - -'''''Legendary Resistance (3/Day)'''''. If the dragon fails a saving throw, it can choose to succeed instead. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +17 to hit, reach 15 ft., one target. ''Hit:'' 21 (2d10+10) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +17 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d6+10) slashing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +17 to hit, reach 20 ft., one target. ''Hit:'' 19 (2d8+10) bludgeoning damage. - -'''''Frightful Presence'''''. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - -'''''Breath Weapons (Recharge 5-6)'''''. The dragon uses one of the following breath weapons. - -'''Cold Breath'''. The dragon exhales an icy blast in a 90- foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. - -'''Paralyzing Breath'''. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -'''''Change Shape'''''. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - - -====== Legendary Actions ====== - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - -'''Detect'''. The dragon makes a Wisdom (Perception) check. - -'''Tail Attack'''. The dragon makes a tail attack. - -'''Wing Attack (Costs 2 Actions)'''. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -==== Adult Silver Dragon ==== - -''Huge dragon, lawful good'' - -'''Armor Class''' 19 (natural armor) - -'''Hit Points''' 243 (18d12+126) - -'''Speed''' 40 ft., fly 80 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 27 (+8) -| 10 (+0) -| 25 (+7) -| 16 (+3) -| 13 (+1) -| 21 (+5) -|} - -'''Saving Throws''' Dex +5, Con +12, Wis +6, Cha +10 - -'''Skills''' Arcana +8, History +8, Perception +11, Stealth +5 - -'''Damage Immunities''' cold - -'''Senses''' blindsight 60 ft., darkvision 120 ft., passive Perception 21 - -'''Languages''' Common, Draconic - -'''Challenge''' 16 (15,000 XP) - -'''''Legendary Resistance (3/Day)'''''. If the dragon fails a saving throw, it can choose to succeed instead. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +13 to hit, reach 10 ft., one target. ''Hit:'' 19 (2d10+8) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +13 to hit, reach 5 ft., one target. ''Hit:'' 15 (2d6+8) slashing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +13 to hit, reach 15 ft., one target. ''Hit:'' 17 (2d8+8) bludgeoning damage. - -'''''Frightful Presence'''''. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. - -'''''Breath Weapons (Recharge 5-6)'''''. The dragon uses one of the following breath weapons. - -'''Cold Breath'''. The dragon exhales an icy blast in a 60- foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. - -'''Paralyzing Breath'''. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -'''''Change Shape'''''. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. - - -====== Legendary Actions ====== - -The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. - -'''Detect'''. The dragon makes a Wisdom (Perception) check. - -'''Tail Attack'''. The dragon makes a tail attack. - -'''Wing Attack (Costs 2 Actions)'''. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - -==== Young Silver Dragon ==== - -''Large dragon, lawful good'' - -'''Armor Class''' 18 (natural armor) - -'''Hit Points''' 168 (16d10+80) - -'''Speed''' 40 ft., fly 80 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 23 (+6) -| 10 (+0) -| 21 (+5) -| 14 (+2) -| 11 (+0) -| 19 (+4) -|} - -'''Saving Throws''' Dex +4, Con +9, Wis +4, Cha +8 - -'''Skills''' Arcana +6, History +6, Perception +8, Stealth +4 - -'''Damage Immunities''' cold - -'''Senses''' blindsight 30 ft., darkvision 120 ft., passive Perception 18 - -'''Languages''' Common, Draconic - -'''Challenge''' 9 (5,000 XP) - - -====== Actions ====== - -'''''Multiattack'''''. The dragon makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +10 to hit, reach 10 ft., one target. ''Hit:'' 17 (2d10+6) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +10 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d6+6) slashing damage. - -'''''Breath Weapons (Recharge 5-6)'''''. The dragon uses one of the following breath weapons. - -'''Cold Breath'''. The dragon exhales an icy blast in a 30- foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. - -'''Paralyzing Breath'''. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -==== Silver Dragon Wyrmling ==== - -''Medium dragon, lawful good'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 45 (6d8+18) - -'''Speed''' 30 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 10 (+0) -| 17 (+3) -| 12 (+1) -| 11 (+0) -| 15 (+2) -|} - -'''Saving Throws''' Dex +2, Con +5, Wis +2, Cha +4 - -'''Skills''' Perception +4, Stealth +2 - -'''Damage Immunities''' cold - -'''Senses''' blindsight 10 ft., darkvision 60 ft., passive Perception 14 - -'''Languages''' Draconic - -'''Challenge''' 2 (450 XP) - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 9 (1d10+4) piercing damage. - -'''''Breath Weapons (Recharge 5-6)'''''. The dragon uses one of the following breath weapons. - -'''Cold Breath'''. The dragon exhales an icy blast in a 15- foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. - -'''Paralyzing Breath'''. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -== Dragon Turtle == - -''Gargantuan dragon, neutral'' - -'''Armor Class''' 20 (natural armor) - -'''Hit Points''' 341 (22d20+110) - -'''Speed''' 20 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 25 (+7) -| 10 (+0) -| 20 (+5) -| 10 (+0) -| 12 (+1) -| 12 (+1) -|} - -'''Saving Throws''' Dex +6, Con +11, Wis +7 - -'''Damage Resistances''' fire - -'''Senses''' darkvision 120 ft., passive Perception 11 - -'''Languages''' Aquan, Draconic - -'''Challenge''' 17 (18,000 XP) - -'''''Amphibious'''''. The dragon turtle can breathe air and water. - - -====== Actions ====== - -'''''Multiattack'''''. The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. - -'''''Bite'''''. ''Melee Weapon Attack:'' +13 to hit, reach 15 ft., one target. ''Hit:'' 26 (3d12+7) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +13 to hit, reach 10 ft., one target. ''Hit:'' 16 (2d8+7) slashing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +13 to hit, reach 15 ft., one target. ''Hit:'' 26 (3d12+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone. - -'''''Steam Breath (Recharge 5-6)'''''. The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage. - - -== Drider == - -''Large monstrosity, chaotic evil'' - -'''Armor Class''' 19 (natural armor) - -'''Hit Points''' 123 (13d10+52) - -'''Speed''' 30 ft., climb 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 16 (+3) -| 18 (+4) -| 13 (+1) -| 14 (+2) -| 12 (+1) -|} - -'''Skills''' Perception +5, Stealth +9 - -'''Senses''' darkvision 120 ft., passive Perception 15 - -'''Languages''' Elvish, Undercommon - -'''Challenge''' 6 (2,300 XP) - -'''''Fey Ancestry'''''. The drider has advantage on saving throws against being charmed, and magic can’t put the drider to sleep. - -'''''Innate Spellcasting'''''. The drider’s innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material Components - -At will: ''dancing lights'' - -1/day each: ''darkness'', ''faerie fire'' - -'''''Spider Climb'''''. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -'''''Sunlight Sensitivity'''''. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -'''''Web Walker'''''. The drider ignores movement restrictions caused by webbing. - - -====== Actions ====== - -'''''Multiattack'''''. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack. - -'''''Bite'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one creature. ''Hit:'' 2 (1d4) piercing damage plus 9 (2d8) poison damage. - -'''''Longsword'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. - -'''''Longbow'''''. ''Ranged Weapon Attack:'' +6 to hit, range 150/600 ft., one target. ''Hit:'' 7 (1d8+3) piercing damage plus 4 (1d8) poison damage. - - -== Dryad == - -''Medium fey, neutral'' - -'''Armor Class''' 11 (16 with ''barkskin'') - -'''Hit Points''' 22 (5d8) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 10 (+0) -| 12 (+1) -| 11 (+0) -| 14 (+2) -| 15 (+2) -| 18 (+4) -|} - -'''Skills''' Perception +4, Stealth +5 - -'''Senses''' darkvision 60 ft., passive Perception 14 - -'''Languages''' Elvish, Sylvan - -'''Challenge''' 1 (200 XP) - -'''''Innate Spellcasting'''''. The dryad’s innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material Components - -At will: ''druidcraft'' - -3/day each: ''entangle'', ''goodberry'' - -1/day each: ''barkskin'', ''pass without trace'', ''shillelagh'' - -'''''Magic Resistance'''''. The dryad has advantage on saving throws against spells and other magical effects. - -'''''Speak with Beasts and Plants'''''. The dryad can communicate with beasts and plants as if they shared a language. - -'''''Tree Stride'''''. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. - - -====== Actions ====== - -'''''Club'''''. ''Melee Weapon Attack:'' +2 to hit (+6 to hit with ''shillelagh''), reach 5 ft., one target. ''Hit:'' 2 (1d4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage with ''shillelagh''. - -'''''Fey Charm'''''. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can. - -Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours. - -The dryad can have no more than one humanoid and up to three beasts charmed at a time. - - -== Duergar == - -''Medium humanoid (dwarf), lawful evil'' - -'''Armor Class''' 16 (scale mail, shield) - -'''Hit Points''' 26 (4d8+8) - -'''Speed''' 25 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 14 (+2) -| 11 (+0) -| 14 (+2) -| 11 (+0) -| 10 (+0) -| 9 (-1) -|} - -'''Damage Resistances''' poison - -'''Senses''' darkvision 120 ft., passive Perception 10 - -'''Languages''' Dwarvish, Undercommon - -'''Challenge''' 1 (200 XP) - -'''''Duergar Resilience'''''. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. - -'''''Sunlight Sensitivity'''''. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - -====== Actions ====== - -'''''Enlarge (Recharges after a Short or Long Rest)'''''. For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. - -'''''War Pick'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d8+2) piercing damage, or 11 (2d8+2) piercing damage while enlarged. - -'''''Javelin'''''. ''Melee or Ranged Weapon Attack:'' +4 to hit, reach 5 ft. or range 30/120 ft., one target. ''Hit:'' 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged. - -'''''Invisibility (Recharges after a Short or Long Rest)'''''. The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. - - -= Monsters (E) = - - -== Elementals == - - -=== Air Elemental === - -''Large elemental, neutral'' - -'''Armor Class''' 15 - -'''Hit Points''' 90 (12d10+24) - -'''Speed''' 0 ft., fly 90 ft. (hover) - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 14 (+2) -| 20 (+5) -| 14 (+2) -| 6 (-2) -| 10 (+0) -| 6 (-2) -|} - -'''Damage Resistances''' lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Damage Immunities''' poison - -'''Condition Immunities''' exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' Auran - -'''Challenge''' 5 (1,800 XP) - -'''''Air Form'''''. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. - - -====== Actions ====== - -'''''Multiattack'''''. The elemental makes two slam attacks. - -'''''Slam'''''. ''Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 14 (2d8+5) bludgeoning damage. - -'''''Whirlwind (Recharge 4-6)'''''. Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8+2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. - -If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone. - - -=== Earth Elemental === - -''Large elemental, neutral'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 126 (12d10+60) - -'''Speed''' 30 ft., burrow 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 20 (+5) -| 8 (-1) -| 20 (+5) -| 5 (-3) -| 10 (+0) -| 5 (-3) -|} - -'''Damage Vulnerabilities''' thunder - -'''Damage Resistances''' bludgeoning, piercing, and slashing from nonmagical attacks - -'''Damage Immunities''' poison - -'''Condition Immunities''' exhaustion, paralyzed, petrified, poisoned, unconscious - -'''Senses''' darkvision 60 ft., tremorsense 60 ft., passive Perception 10 - -'''Languages''' Terran - -'''Challenge''' 5 (1,800 XP) - -'''''Earth Glide'''''. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through. - -'''''Siege Monster'''''. The elemental deals double damage to objects and structures. - - -====== Actions ====== - -'''''Multiattack'''''. The elemental makes two slam attacks. - -'''''Slam'''''. ''Melee Weapon Attack:'' +8 to hit, reach 10 ft., one target. ''Hit:'' 14 (2d8+5) bludgeoning damage. - - -=== Fire Elemental === - -''Large elemental, neutral'' - -'''Armor Class''' 13 - -'''Hit Points''' 102 (12d10+36) - -'''Speed''' 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 10 (+0) -| 17 (+3) -| 16 (+3) -| 6 (-2) -| 10 (+0) -| 7 (-2) -|} - -'''Damage Resistances''' bludgeoning, piercing, and slashing from nonmagical attacks - -'''Damage Immunities''' fire, poison - -'''Condition Immunities''' exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' Ignan - -'''Challenge''' 5 (1,800 XP) - -'''''Fire Form'''''. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. - -'''''Illumination'''''. The elemental sheds bright light in a 30- foot radius and dim light in an additional 30 feet. - -'''''Water Susceptibility'''''. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. - - -====== Actions ====== - -'''''Multiattack'''''. The elemental makes two touch attacks. - -'''''Touch'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. - - -=== Water Elemental === - -''Large elemental, neutral'' - -'''Armor Class''' 14 (natural armor) - -'''Hit Points''' 114 (12d10+48) - -'''Speed''' 30 ft., swim 90 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 14 (+2) -| 18 (+4) -| 5 (-3) -| 10 (+0) -| 8 (-1) -|} - -'''Damage Resistances''' acid; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Damage Immunities''' poison - -'''Condition Immunities''' exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' Aquan - -'''Challenge''' 5 (1,800 XP) - -'''''Water Form'''''. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. - -'''''Freeze'''''. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. - - -====== Actions ====== - -'''''Multiattack'''''. The elemental makes two slam attacks. - -'''''Slam'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d8+4) bludgeoning damage. - -'''''Whelm (Recharge 4-6)'''''. Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8+4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space. - -The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8+4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding. - - -== Elf, Drow == - -''Medium humanoid (elf), neutral evil'' - -'''Armor Class''' 15 (chain shirt) - -'''Hit Points''' 13 (3d8) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 10 (+0) -| 14 (+2) -| 10 (+0) -| 11 (+0) -| 11 (+0) -| 12 (+1) -|} - -'''Skills''' Perception +2, Stealth +4 - -'''Senses''' darkvision 120 ft., passive Perception 12 - -'''Languages''' Elvish, Undercommon - -'''Challenge''' 1/4 (50 XP) - -'''''Fey Ancestry'''''. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. - -'''''Innate Spellcasting'''''. The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material Components - -At will: ''dancing lights'' - -1/day each: ''darkness'', ''faerie fire'' - -'''''Sunlight Sensitivity'''''. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - -====== Actions ====== - -'''''Shortsword'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6+2) piercing damage. - -'''''Hand Crossbow'''''. ''Ranged Weapon Attack:'' +4 to hit, range 30/120 ft., one target. ''Hit:'' 5 (1d6+2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. - - -== Ettercap == - -''Medium monstrosity, neutral evil'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 44 (8d8+8) - -'''Speed''' 30 ft., climb 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 14 (+2) -| 15 (+2) -| 13 (+1) -| 7 (-2) -| 12 (+1) -| 8 (-1) -|} - -'''Skills''' Perception +3, Stealth +4, Survival +3 - -'''Senses''' darkvision 60 ft., passive Perception 13 - -'''Languages''' - - -'''Challenge''' 2 (450 XP) - -'''''Spider Climb'''''. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -'''''Web Sense'''''. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. - -'''''Web Walker'''''. The ettercap ignores movement restrictions caused by webbing. - - -====== Actions ====== - -'''''Multiattack'''''. The ettercap makes two attacks: one with its bite and one with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 6 (1d8+2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -'''''Claws.''''' ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 7 (2d4+2) slashing damage. - -'''''Web (Recharge 5-6)'''''. ''Ranged Weapon Attack:'' +4 to hit, range 30/60 ft., one Large or smaller creature. ''Hit:'' The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. - - -== Ettin == - -''Large giant, chaotic evil'' - -'''Armor Class''' 12 (natural armor) - -'''Hit Points''' 85 (10d10+30) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 21 (+5) -| 8 (-1) -| 17 (+3) -| 6 (-2) -| 10 (+0) -| 8 (-1) -|} - -'''Skills''' Perception +4 - -'''Senses''' darkvision 60 ft., passive Perception 14 - -'''Languages''' Giant, Orc - -'''Challenge''' 4 (1,100 XP) - -'''''Two Heads'''''. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. - -'''''Wakeful'''''. When one of the ettin’s heads is asleep, its other head is awake. - - -====== Actions ====== - -'''''Multiattack'''''. The ettin makes two attacks: one with its battleaxe and one with its morningstar. - -'''''Battleaxe'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 14 (2d8+5) slashing damage. - -'''''Morningstar'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 14 (2d8+5) piercing damage. - - -= Monsters (F) = - - -== Fungi == - - -=== Shrieker === - -''Medium plant, unaligned'' - -'''Armor Class''' 5 - -'''Hit Points''' 13 (3d8) - -'''Speed''' 0 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 1 (-5) -| 1 (-5) -| 10 (+0) -| 1 (-5) -| 3 (-4) -| 1 (-5) -|} - -'''Condition Immunities''' blinded, deafened, frightened - -'''Senses''' blindsight 30 ft. (blind beyond this radius), passive Perception 6 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - -'''''False Appearance'''''. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus. - - -====== Reactions ====== - -'''''Shriek'''''. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward. - - -=== Violet Fungus === - -''Medium plant, unaligned'' - -'''Armor Class''' 5 - -'''Hit Points''' 18 (4d8) - -'''Speed''' 5 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 3 (-4) -| 1 (-5) -| 10 (+0) -| 1 (-5) -| 3 (-4) -| 1 (-5) -|} - -'''Condition Immunities''' blinded, deafened, frightened - -'''Senses''' blindsight 30 ft. (blind beyond this radius), passive Perception 6 - -'''Languages''' - - -'''Challenge''' 1/4 (50 XP) - -'''''False Appearance'''''. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus. - - -====== Actions ====== - -'''''Multiattack'''''. The fungus makes 1d4 Rotting Touch attacks. - -'''''Rotting Touch'''''. ''Melee Weapon Attack:'' +2 to hit, reach 10 ft., one creature. ''Hit:'' 4 (1d8) necrotic damage. - - -= Monsters (G) = - - -== Gargoyle == - -''Medium elemental, chaotic evil'' - -'''Armor Class''' 15 (natural armor) - -'''Hit Points''' 52 (7d8+21) - -'''Speed''' 30 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 11 (+0) -| 16 (+3) -| 6 (-2) -| 11 (+0) -| 7 (-2) -|} - -'''Damage Resistances''' bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine - -'''Damage Immunities''' poison - -'''Condition Immunities''' exhaustion, petrified, poisoned - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' Terran - -'''Challenge''' 2 (450 XP) - -'''''False Appearance'''''. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. - - -====== Actions ====== - -'''''Multiattack'''''. The gargoyle makes two attacks: one with its bite and one with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6+2) piercing damage. - -'''''Claws.''''' ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6+2) slashing damage. - - -== Genies == - - -=== Djinni === - -''Large elemental, chaotic good'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 161 (14d10+84) - -'''Speed''' 30 ft., fly 90 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 21 (+5) -| 15 (+2) -| 22 (+6) -| 15 (+2) -| 16 (+3) -| 20 (+5) -|} - -'''Saving Throws''' Dex +6, Wis +7, Cha +9 - -'''Damage Immunities''' lightning, thunder - -'''Senses''' darkvision 120 ft., passive Perception 13 - -'''Languages''' Auran - -'''Challenge''' 11 (7,200 XP) - -'''''Elemental Demise'''''. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. - -'''''Innate Spellcasting'''''. The djinni’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material Components - -At will: ''detect evil and good'', ''detect magic'', ''thunderwave'' - -3/day each: ''create food and water'' (can create wine instead of water), ''tongues'', ''wind walk'' - -1/day each: ''conjure elemental'' (air elemental only), ''creation'', ''gaseous form'', ''invisibility'', ''major image'', ''plane shift'' - - -====== Actions ====== - -'''''Multiattack'''''. The djinni makes three scimitar attacks. - -'''''Scimitar'''''. ''Melee Weapon Attack:'' +9 to hit, reach 5 ft., one target. ''Hit:'' 12 (2d6+5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni’s choice). - -'''''Create Whirlwind'''''. A 5-foot radius, 30-foot tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. - -A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. - - -=== Efreeti === - -''Large elemental, lawful evil'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 200 (16d10+112) - -'''Speed''' 40 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 22 (+6) -| 12 (+1) -| 24 (+7) -| 16 (+3) -| 15 (+2) -| 16 (+3) -|} - -'''Saving Throws''' Int +7, Wis +6, Cha +7 - -'''Damage Immunities''' fire - -'''Senses''' darkvision 120 ft., passive Perception 12 - -'''Languages''' Ignan - -'''Challenge''' 11 (7,200 XP) - -'''''Elemental Demise'''''. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying. - -'''''Innate Spellcasting'''''. The efreeti’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material Components - -At will: ''detect magic'' - -3/day each: ''enlarge/reduce'', ''tongues'' - -1/day each: ''conjure elemental'' (fire elemental only), ''gaseous form'', ''invisibility'', ''major image'', ''plane shift'', ''wall of fire'' - - -====== Actions ====== - -'''''Multiattack'''''. The efreeti makes two scimitar attacks or uses its Hurl Flame twice. - -'''''Scimitar'''''. ''Melee Weapon Attack:'' +10 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d6+6) slashing damage plus 7 (2d6) fire damage. - -'''''Hurl Flame'''''. ''Ranged Spell Attack:'' +7 to hit, range 120 ft., one target. ''Hit:'' 17 (5d6) fire damage. - - -== Ghost == - -''Medium undead, any alignment'' - -'''Armor Class''' 11 - -'''Hit Points''' 45 (10d8) - -'''Speed''' 0 ft., fly 40 ft. (hover) - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 7 (-2) -| 13 (+1) -| 10 (+0) -| 10 (+0) -| 12 (+1) -| 17 (+3) -|} - -'''Damage Resistances''' acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Damage Immunities''' cold, necrotic, poison - -'''Condition Immunities''' charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained - -'''Senses''' darkvision 60 ft., passive Perception 11 - -'''Languages''' any languages it knew in life - -'''Challenge''' 4 (1,100 XP) - -'''''Ethereal Sight'''''. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. - -'''''Incorporeal Movement'''''. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - - -====== Actions ====== - -'''''Withering Touch'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 17 (4d6+3) necrotic damage. - -'''''Etherealness'''''. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane. - -'''''Horrifying Visage'''''. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a ''greater restoration'' spell, but only within 24 hours of it occurring. - -'''''Possession (Recharge 6)'''''. One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn’t deprive the target of awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. - -The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the ''dispel evil and good'' spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends. - - -== Ghouls == - - -=== Ghast === - -''Medium undead, chaotic evil'' - -'''Armor Class''' 13 - -'''Hit Points''' 36 (8d8) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 17 (+3) -| 10 (+0) -| 11 (+0) -| 10 (+0) -| 8 (-1) -|} - -'''Damage Resistances''' necrotic - -'''Damage Immunities''' poison - -'''Condition Immunities''' charmed, exhaustion, poisoned - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' Common - -'''Challenge''' 2 (450 XP) - -'''''Stench'''''. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast’s Stench for 24 hours. - -'''''Turning Defiance'''''. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one creature. ''Hit:'' 12 (2d8+3) piercing damage. - -'''''Claws.''''' ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6+3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -=== Ghoul === - -''Medium undead, chaotic evil'' - -'''Armor Class''' 12 - -'''Hit Points''' 22 (5d8) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 13 (+1) -| 15 (+2) -| 10 (+0) -| 7 (-2) -| 10 (+0) -| 6 (-2) -|} - -'''Damage Immunities''' poison - -'''Condition Immunities''' charmed, exhaustion, poisoned - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' Common - -'''Challenge''' 1 (200 XP) - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +2 to hit, reach 5 ft., one creature. ''Hit:'' 9 (2d6+2) piercing damage. - -'''''Claws.''''' ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 7 (2d4+2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -== Giants == - - -=== Cloud Giant === - -''Huge giant, neutral good (50%) or neutral evil (50%)'' - -'''Armor Class''' 14 (natural armor) - -'''Hit Points''' 200 (16d12+96) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 27 (+8) -| 10 (+0) -| 22 (+6) -| 12 (+1) -| 16 (+3) -| 16 (+3) -|} - -'''Saving Throws''' Con +10, Wis +7, Cha +7 - -'''Skills''' Insight +7, Perception +7 - -'''Senses''' passive Perception 17 - -'''Languages''' Common, Giant - -'''Challenge''' 9 (5,000 XP) - -'''''Keen Smell'''''. The giant has advantage on Wisdom (Perception) checks that rely on smell. - -'''''Innate Spellcasting'''''. The giant’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material Components - -At will: ''detect magic'', ''fog cloud'', ''light'' - -3/day each: ''feather fall'', ''fly'', ''misty step'', ''telekinesis'' - -1/day each: ''control weather'', ''gaseous form'' - - -====== Actions ====== - -'''''Multiattack'''''. The giant makes two morningstar attacks. - -'''''Morningstar'''''. ''Melee Weapon Attack:'' +12 to hit, reach 10 ft., one target. ''Hit:'' 21 (3d8+8) piercing damage. - -'''''Rock'''''. ''Ranged Weapon Attack:'' +12 to hit, range 60/240 ft., one target. ''Hit:'' 30 (4d10+8) bludgeoning damage. - - -=== Fire Giant === - -''Huge giant, lawful evil'' - -'''Armor Class''' 18 (plate) - -'''Hit Points''' 162 (13d12+78) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 25 (+7) -| 9 (-1) -| 23 (+6) -| 10 (+0) -| 14 (+2) -| 13 (+1) -|} - -'''Saving Throws''' Dex +3, Con +10, Cha +5 - -'''Skills''' Athletics +11, Perception +6 - -'''Damage Immunities''' fire - -'''Senses''' passive Perception 16 - -'''Languages''' Giant - -'''Challenge''' 9 (5,000 XP) - - -====== Actions ====== - -'''''Multiattack'''''. The giant makes two greatsword attacks. - -'''''Greatsword'''''. ''Melee Weapon Attack:'' +11 to hit, reach 10 ft., one target. ''Hit:'' 28 (6d6+7) slashing damage. - -'''''Rock'''''. ''Ranged Weapon Attack:'' +11 to hit, range 60/240 ft., one target. ''Hit:'' 29 (4d10+7) bludgeoning damage. - - -=== Frost Giant === - -''Huge giant, neutral evil'' - -'''Armor Class''' 15 (patchwork armor) - -'''Hit Points''' 138 (12d12+60) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 23 (+6) -| 9 (-1) -| 21 (+5) -| 9 (-1) -| 10 (+0) -| 12 (+1) -|} - -'''Saving Throws''' Con +8, Wis +3, Cha +4 - -'''Skills''' Athletics +9, Perception +3 - -'''Damage Immunities''' cold - -'''Senses''' passive Perception 13 - -'''Languages''' Giant - -'''Challenge''' 8 (3,900 XP) - - -====== Actions ====== - -'''''Multiattack'''''. The giant makes two greataxe attacks. - -'''''Greataxe'''''. ''Melee Weapon Attack:'' +9 to hit, reach 10 ft., one target. ''Hit:'' 25 (3d12+6) slashing damage. - -'''''Rock'''''. ''Ranged Weapon Attack:'' +9 to hit, range 60/240 ft., one target. ''Hit:'' 28 (4d10+6) bludgeoning damage. - - -=== Hill Giant === - -''Huge giant, chaotic evil'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 105 (10d12+40) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 21 (+5) -| 8 (-1) -| 19 (+4) -| 5 (-3) -| 9 (-1) -| 6 (-2) -|} - -'''Skills''' Perception +2 - -'''Senses''' passive Perception 12 - -'''Languages''' Giant - -'''Challenge''' 5 (1,800 XP) - - -====== Actions ====== - -'''''Multiattack'''''. The giant makes two greatclub attacks. - -'''''Greatclub'''''. ''Melee Weapon Attack:'' +8 to hit, reach 10 ft., one target. ''Hit:'' 18 (3d8+5) bludgeoning damage. - -'''''Rock'''''. ''Ranged Weapon Attack:'' +8 to hit, range 60/240 ft., one target. ''Hit:'' 21 (3d10+5) bludgeoning damage. - - -=== Stone Giant === - -''Huge giant, neutral'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 126 (11d12+55) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 23 (+6) -| 15 (+2) -| 20 (+5) -| 10 (+0) -| 12 (+1) -| 9 (-1) -|} - -'''Saving Throws''' Dex +5, Con +8, Wis +4 - -'''Skills''' Athletics +12, Perception +4 - -'''Senses''' darkvision 60 ft., passive Perception 14 - -'''Languages''' Giant - -'''Challenge''' 7 (2,900 XP) - -'''''Stone Camouflage.''''' The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - - -====== Actions ====== - -'''''Multiattack'''''. The giant makes two greatclub attacks. - -'''''Greatclub'''''. ''Melee Weapon Attack:'' +9 to hit, reach 15 ft., one target. ''Hit:'' 19 (3d8+6) bludgeoning damage. - -'''''Rock'''''. ''Ranged Weapon Attack:'' +9 to hit, range 60/240 ft., one target. ''Hit:'' 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. - - -====== Reactions ====== - -'''''Rock Catching'''''. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. - - -=== Storm Giant === - -''Huge giant, chaotic good'' - -'''Armor Class''' 16 (scale mail) - -'''Hit Points''' 230 (20d12+100) - -'''Speed''' 50 ft., swim 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 29 (+9) -| 14 (+2) -| 20 (+5) -| 16 (+3) -| 18 (+4) -| 18 (+4) -|} - -'''Saving Throws''' Str +14, Con +10, Wis +9, Cha +9 - -'''Skills''' Arcana +8, Athletics +14, History +8, Perception +9 - -'''Damage Resistances''' cold - -'''Damage Immunities''' lightning, thunder - -'''Senses''' passive Perception 19 - -'''Languages''' Common, Giant - -'''Challenge''' 13 (10,000 XP) - -'''''Amphibious'''''. The giant can breathe air and water. - -'''''Innate Spellcasting'''''. The giant’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components - -At will: ''detect magic'', ''feather fall'', ''levitate'', ''light'' - -3/day each: ''control weather'', ''water breathing'' - - -====== Actions ====== - -'''''Multiattack'''''. The giant makes two greatsword attacks. - -'''''Greatsword'''''. ''Melee Weapon Attack:'' +14 to hit, reach 10 ft., one target. ''Hit:'' 30 (6d6+9) slashing damage. - -'''''Rock'''''. ''Ranged Weapon Attack:'' +14 to hit, range 60/240 ft., one target. ''Hit:'' 35 (4d12+9) bludgeoning damage. - -'''''Lightning Strike (Recharge 5-6)'''''. The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. - - -== Gibbering Mouther == - -''Medium aberration, neutral'' - -'''Armor Class''' 9 - -'''Hit Points''' 67 (9d8+27) - -'''Speed''' 10 ft., swim 10 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 10 (+0) -| 8 (-1) -| 16 (+3) -| 3 (-4) -| 10 (+0) -| 6 (-2) -|} - -'''Condition Immunities''' prone - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' - - -'''Challenge''' 2 (450 XP) - -'''''Aberrant Ground'''''. The ground in a 10-foot radius around the mouther is dough-like difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. - -'''''Gibbering'''''. The mouther babbles incoherently while it can see any creature and isn’t incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack. - - -====== Actions ====== - -'''''Multiattack'''''. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. - -'''''Bites'''''. ''Melee Weapon Attack:'' +2 to hit, reach 5 ft., one creature. ''Hit:'' 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther. - -'''''Blinding Spittle (Recharge 5-6)'''''. The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther’s next turn. - - -== Gnoll == - -''Medium humanoid (gnoll), chaotic evil'' - -'''Armor Class''' 15 (hide armor, shield) - -'''Hit Points''' 22 (5d8) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 14 (+2) -| 12 (+1) -| 11 (+0) -| 6 (-2) -| 10 (+0) -| 7 (-2) -|} - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' Gnoll - -'''Challenge''' 1/2 (100 XP) - -'''''Rampage'''''. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 4 (1d4+2) piercing damage. - -'''''Spear'''''. ''Melee or Ranged Weapon Attack:'' +4 to hit, reach 5 ft. or range 20/60 ft., one target. ''Hit:'' 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. - -'''''Longbow'''''. ''Ranged Weapon Attack:'' +3 to hit, range 150/600 ft., one target. ''Hit:'' 5 (1d8+1) piercing damage. - - -== Gnome, Deep (Svirfneblin) == - -''Small humanoid (gnome), neutral good'' - -'''Armor Class''' 15 (chain shirt) - -'''Hit Points''' 16 (3d6+6) - -'''Speed''' 20 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 14 (+2) -| 14 (+2) -| 12 (+1) -| 10 (+0) -| 9 (-1) -|} - -'''Skills''' Investigation +3, Perception +2, Stealth +4 - -'''Senses''' darkvision 120 ft., passive Perception 12 - -'''Languages''' Gnomish, Terran, Undercommon - -'''Challenge''' 1/2 (100 XP) - -'''''Stone Camouflage'''''. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - -'''''Gnome Cunning'''''. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. - -'''''Innate Spellcasting'''''. The gnome’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material Components - -At will: ''nondetection'' (self only) - -1/day each: ''blindness/deafness'', ''blur'', ''disguise self'' - - -====== Actions ====== - -'''''War Pick'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d8+2) piercing damage. - -'''''Poisoned Dart'''''. ''Ranged Weapon Attack:'' +4 to hit, range 30/120 ft., one creature. ''Hit:'' 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -== Goblin == - -''Small humanoid (goblinoid), neutral evil'' - -'''Armor Class''' 15 (leather armor, shield) - -'''Hit Points''' 7 (2d6) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 8 (-1) -| 14 (+2) -| 10 (+0) -| 10 (+0) -| 8 (-1) -| 8 (-1) -|} - -'''Skills''' Stealth +6 - -'''Senses''' darkvision 60 ft., passive Perception 9 - -'''Languages''' Common, Goblin - -'''Challenge''' 1/4 (50 XP) - -'''''Nimble Escape'''''. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. - - -====== Actions ====== - -'''''Scimitar'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6+2) slashing damage. - -'''''Shortbow'''''. ''Ranged Weapon Attack:'' +4 to hit, range 80/320 ft., one target. ''Hit:'' 5 (1d6+2) piercing damage. - - -== Golems == - - -=== Clay Golem === - -''Large construct, unaligned'' - -'''Armor Class''' 14 (natural armor) - -'''Hit Points''' 133 (14d10+56) - -'''Speed''' 20 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 20 (+5) -| 9 (-1) -| 18 (+4) -| 3 (-4) -| 8 (-1) -| 1 (-5) -|} - -'''Damage Immunities''' acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine - -'''Condition Immunities''' charmed, exhaustion, frightened, paralyzed, petrified, poisoned - -'''Senses''' darkvision 60 ft., passive Perception 9 - -'''Languages''' understands the languages of its creator but can’t speak - -'''Challenge''' 9 (5,000 XP) - -'''''Acid Absorption'''''. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. - -'''''Berserk'''''. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. - -'''''Immutable Form'''''. The golem is immune to any spell or effect that would alter its form. - -'''''Magic Resistance'''''. The golem has advantage on saving throws against spells and other magical effects. - -'''''Magic Weapons'''''. The golem’s weapon attacks are magical. - - -====== Actions ====== - -'''''Multiattack'''''. The golem makes two slam attacks. - -'''''Slam'''''. ''Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 16 (2d10+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the ''greater restoration'' spell or other magic. - -'''''Haste (Recharge 5-6)'''''. Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action. - - -=== Flesh Golem === - -''Medium construct, neutral'' - -'''Armor Class''' 9 - -'''Hit Points''' 93 (11d8+44) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 9 (-1) -| 18 (+4) -| 6 (-2) -| 10 (+0) -| 5 (-3) -|} - -'''Damage Immunities''' lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine - -'''Condition Immunities''' charmed, exhaustion, frightened, paralyzed, petrified, poisoned - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' understands the languages of its creator but can’t speak - -'''Challenge''' 5 (1,800 XP) - -'''''Berserk'''''. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. - -The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. - -'''''Aversion of Fire'''''. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. - -'''''Immutable Form'''''. The golem is immune to any spell or effect that would alter its form. - -'''''Lightning Absorption'''''. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. - -'''''Magic Resistance'''''. The golem has advantage on saving throws against spells and other magical effects. - -'''''Magic Weapons'''''. The golem’s weapon attacks are magical. - - -====== Actions ====== - -'''''Multiattack'''''. The golem makes two slam attacks. - -'''''Slam'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d8+4) bludgeoning damage. - - -=== Iron Golem === - -''Large construct, unaligned'' - -'''Armor Class''' 20 (natural armor) - -'''Hit Points''' 210 (20d10+100) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 24 (+7) -| 9 (-1) -| 20 (+5) -| 3 (-4) -| 11 (+0) -| 1 (-5) -|} - -'''Damage Immunities''' fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine - -'''Condition Immunities''' charmed, exhaustion, frightened, paralyzed, petrified, poisoned - -'''Senses''' darkvision 120 ft., passive Perception 10 - -'''Languages''' understands the languages of its creator but can’t speak - -'''Challenge''' 16 (15,000 XP) - -'''''Fire Absorption'''''. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. - -'''''Immutable Form'''''. The golem is immune to any spell or effect that would alter its form. - -'''''Magic Resistance'''''. The golem has advantage on saving throws against spells and other magical effects. - -'''''Magic Weapons'''''. The golem’s weapon attacks are magical. - - -====== Actions ====== - -'''''Multiattack'''''. The golem makes two melee attacks. - -'''''Slam'''''. ''Melee Weapon Attack:'' +13 to hit, reach 5 ft., one target. ''Hit:'' 20 (3d8+7) bludgeoning damage. - -'''''Sword'''''. ''Melee Weapon Attack:'' +13 to hit, reach 10 ft., one target. ''Hit:'' 23 (3d10+7) slashing damage. - -'''''Poison Breath (Recharge 6)'''''. The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. - - -=== Stone Golem === - -''Large construct, unaligned'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 178 (17d10+85) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 22 (+6) -| 9 (-1) -| 20 (+5) -| 3 (-4) -| 11 (+0) -| 1 (-5) -|} - -'''Damage Immunities''' poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine - -'''Condition Immunities''' charmed, exhaustion, frightened, paralyzed, petrified, poisoned - -'''Senses''' darkvision 120 ft., passive Perception 10 - -'''Languages''' understands the languages of its creator but can’t speak - -'''Challenge''' 10 (5,900 XP) - -'''''Immutable Form'''''. The golem is immune to any spell or effect that would alter its form. - -'''''Magic Resistance'''''. The golem has advantage on saving throws against spells and other magical effects. - -'''''Magic Weapons'''''. The golem’s weapon attacks are magical. - - -====== Actions ====== - -'''''Multiattack'''''. The golem makes two slam attacks. - -'''''Slam'''''. ''Melee Weapon Attack:'' +10 to hit, reach 5 ft., one target. ''Hit:'' 19 (3d8+6) bludgeoning damage. - -'''''Slow (Recharge 5-6)'''''. The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -== Gorgon == - -''Large monstrosity, unaligned'' - -'''Armor Class''' 19 (natural armor) - -'''Hit Points''' 114 (12d10+48) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 20 (+5) -| 11 (+0) -| 18 (+4) -| 2 (-4) -| 12 (+1) -| 7 (-2) -|} - -'''Skills''' Perception +4 - -'''Condition Immunities''' petrified - -'''Senses''' darkvision 60 ft., passive Perception 14 - -'''Languages''' - - -'''Challenge''' 5 (1,800 XP) - -'''''Trampling Charge'''''. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action. - - -====== Actions ====== - -'''''Gore'''''. ''Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 18 (2d12+5) piercing damage. - -'''''Hooves'''''. ''Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 16 (2d10+5) bludgeoning damage. - -'''''Petrifying Breath (Recharge 5-6)'''''. The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the ''greater restoration'' spell or other magic. - - -== Grick == - -''Medium monstrosity, neutral'' - -'''Armor Class''' 14 (natural armor) - -'''Hit Points''' 27 (6d8) - -'''Speed''' 30 ft., climb 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 14 (+2) -| 14 (+2) -| 11 (+0) -| 3 (-4) -| 14 (+2) -| 5 (-3) -|} - -'''Damage Resistances''' bludgeoning, piercing, and slashing from nonmagical attacks - -'''Senses''' darkvision 60 ft., passive Perception 12 - -'''Languages''' - - -'''Challenge''' 2 (450 XP) - -'''''Stone Camouflage'''''. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - - -====== Actions ====== - -'''''Multiattack'''''. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target. - -'''''Tentacles'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 9 (2d6+2) slashing damage. - -'''''Beak'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6+2) piercing damage. - - -== Griffon == - -''Large monstrosity, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 59 (7d10+21) - -'''Speed''' 30 ft., fly 80 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 15 (+2) -| 16 (+3) -| 2 (-4) -| 13 (+1) -| 8 (-1) -|} - -'''Skills''' Perception +5 - -'''Senses''' darkvision 60 ft., passive Perception 15 - -'''Languages''' - - -'''Challenge''' 2 (450 XP) - -'''''Keen Sight'''''. The griffon has advantage on Wisdom (Perception) checks that rely on sight. - - -====== Actions ====== - -'''''Multiattack'''''. The griffon makes two attacks: one with its beak and one with its claws. - -'''''Beak'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 8 (1d8+4) piercing damage. - -'''''Claws.''''' ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6+4) slashing damage. - - -== Grimlock == - -''Medium humanoid (grimlock), neutral evil'' - -'''Armor Class''' 11 - -'''Hit Points''' 11 (2d8+2) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 12 (+1) -| 12 (+1) -| 9 (-1) -| 8 (-1) -| 6 (-2) -|} - -'''Skills''' Athletics +5, Perception +3, Stealth +3 - -'''Condition Immunities''' blinded - -'''Senses''' blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13 - -'''Languages''' Undercommon - -'''Challenge''' 1/4 (50 XP) - -'''''Blind Senses'''''. The grimlock can’t use its blindsight while deafened and unable to smell. - -'''''Keen Hearing and Smell'''''. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -'''''Stone Camouflage'''''. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - - -====== Actions ====== - -'''''Spiked Bone Club'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d4+3) bludgeoning damage plus 2 (1d4) piercing damage. - - -= Monsters (H) = - - -== Hags == - - -=== Green Hag === - -''Medium fey, neutral evil'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 82 (11d8+33) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 12 (+1) -| 16 (+3) -| 13 (+1) -| 14 (+2) -| 14 (+2) -|} - -'''Skills''' Arcana +3, Deception +4, Perception +4, Stealth +3 - -'''Senses''' darkvision 60 ft., passive Perception 14 - -'''Languages''' Common, Draconic, Sylvan - -'''Challenge''' 3 (700 XP) - -'''''Amphibious'''''. The hag can breathe air and water. - -'''''Innate Spellcasting'''''. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material Components - -At will: ''dancing lights'', ''minor illusion'', ''vicious mockery'' - -'''''Mimicry'''''. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. - - -====== Actions ====== - -'''''Claws.''''' ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d8+4) slashing damage. - -'''''Illusory Appearance'''''. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. - -The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. - -'''''Invisible Passage'''''. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. - - -=== Night Hag === - -''Medium fiend, neutral evil'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 112 (15d8+45) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 15 (+2) -| 16 (+3) -| 16 (+3) -| 14 (+2) -| 16 (+3) -|} - -'''Skills''' Deception +7, Insight +6, Perception +6, Stealth +6 - -'''Damage Resistances''' cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -'''Condition Immunities''' charmed - -'''Senses''' darkvision 120 ft., passive Perception 16 - -'''Languages''' Abyssal, Common, Infernal, Primordial - -'''Challenge''' 5 (1,800 XP) - -'''''Innate Spellcasting'''''. The hag’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material Components - -At will: ''detect magic'', ''magic missile'' - -2/day each: ''plane shift'' (self only), ''ray of enfeeblement'', ''sleep'' - -'''''Magic Resistance'''''. The hag has advantage on saving throws against spells and other magical effects. - - -====== Actions ====== - -'''''Claws (Hag Form Only)'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d8+4) slashing damage. - -'''''Change Shape'''''. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies. - -'''''Etherealness'''''. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a ''heartstone'' in her possession. - -'''''Nightmare Haunting (1/Day)'''''. While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A ''protection from evil and good'' spell cast on the target prevents this contact, as does a ''magic circle''. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target’s hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag’s ''soul bag''. The reduction to the target’s hit point maximum lasts until removed by the ''greater restoration'' spell or similar magic. - - -=== Sea Hag === - -''Medium fey, chaotic evil'' - -'''Armor Class''' 14 (natural armor) - -'''Hit Points''' 52 (7d8+21) - -'''Speed''' 30 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 13 (+1) -| 16 (+3) -| 12 (+1) -| 12 (+1) -| 13 (+1) -|} - -'''Senses''' darkvision 60 ft., passive Perception 11 - -'''Languages''' Aquan, Common, Giant - -'''Challenge''' 2 (450 XP) - -'''''Amphibious'''''. The hag can breathe air and water. - -'''''Horrific Appearance'''''. Any humanoid that starts its turn within 30 feet of the hag and can see the hag’s true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Appearance for the next 24 hours. - -Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. - - -====== Actions ====== - -'''''Claws.''''' ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6+3) slashing damage. - -'''''Death Glare'''''. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. - -'''''Illusory Appearance'''''. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. - -The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised. - - -== Half-Dragon Template == - -A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its statistics, except as follows. - -'''''Challenge'''''. To avoid recalculating the creature’s challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, recalculate the rating after you apply the template. - -'''Senses'''. The half-dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 feet. - -'''''Resistances'''''. The half-dragon gains resistance to a type of damage based on its color. - -'''Table- 114''' - Monsters: Half-Dragon Template (Damage Resistance) - -{| -! Color -! Damage Resistance -|- -| Black or copper -| Acid -|- -| Blue or bronze -| Lightning -|- -| Brass, gold, or red -| Fire -|- -| Green -| Poison -|- -| Silver or white -| Cold -|- -| -| -|} - -'''Languages'''. The half-dragon speaks Draconic in addition to any other languages it knows. - -'''''New Action: Breath Weapon'''''. The half-dragon has the breath weapon of its dragon half. The half- dragon’s size determines how this action functions. - -'''Table- 115''' - Monsters: Half-Dragon Template (Size) - -{| -! Size -! Breath Weapon -! Optional Prerequisite -|- -| Large or smaller -| As a wyrmling -| Challenge 2 or higher -|- -| Huge -| As a young dragon -| Challenge 7 or higher -|- -| Gargantuan -| As an adult dragon -| Challenge 8 or higher -|- -| -| -| -|} - - -=== Half-Red Dragon Veteran === - -''Medium humanoid (human), any alignment'' - -'''Armor Class''' 18 (plate) - -'''Hit Points''' 65 (10d8+20) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 13 (+1) -| 14 (+2) -| 10 (+0) -| 11 (+0) -| 10 (+0) -|} - -'''Skills''' Athletics +5, Perception +2 - -'''Damage Resistances''' fire - -'''Senses''' blindsight 10 ft., darkvision 60 ft., passive Perception 12 - -'''Languages''' Common, Draconic - -'''Challenge''' 5 (1,800 XP) - - -====== Actions ====== - -'''''Multiattack'''''. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. - -'''''Longsword'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. - -'''''Shortsword'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6+3) piercing damage. - -'''''Heavy Crossbow'''''. ''Ranged Weapon Attack:'' +3 to hit, range 100/400 ft., one target. ''Hit:'' 6 (1d10+1) piercing damage. - -'''''Fire Breath (Recharge 5-6)'''''. The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. - - -== Harpy == - -''Medium monstrosity, chaotic evil'' - -'''Armor Class''' 11 - -'''Hit Points''' 38 (7d8+7) - -'''Speed''' 20 ft., fly 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 12 (+1) -| 13 (+1) -| 12 (+1) -| 7 (-2) -| 10 (+0) -| 13 (+1) -|} - -'''Senses''' passive Perception 10 - -'''Languages''' Common - -'''Challenge''' 1 (200 XP) - - -====== Actions ====== - -'''''Multiattack'''''. The harpy makes two attacks: one with its claws and one with its club. - -'''''Claws.''''' ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 6 (2d4+1) slashing damage. - -'''''Club'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 3 (1d4+1) bludgeoning damage. - -'''''Luring Song'''''. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. - -While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. - -A target that successfully saves is immune to this harpy’s song for the next 24 hours. - - -== Hell Hound == - -''Medium fiend, lawful evil'' - -'''Armor Class''' 15 (natural armor) - -'''Hit Points''' 45 (7d8+14) - -'''Speed''' 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 17 (+3) -| 12 (+1) -| 14 (+2) -| 6 (-2) -| 13 (+1) -| 6 (-2) -|} - -'''Skills''' Perception +5 - -'''Damage Immunities''' fire - -'''Senses''' darkvision 60 ft., passive Perception 15 - -'''Languages''' understands Infernal but can’t speak it - -'''Challenge''' 3 (700 XP) - -'''''Keen Hearing and Smell'''''. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -'''''Pack Tactics'''''. The hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d8+3) piercing damage plus 7 (2d6) fire damage. - -'''''Fire Breath (Recharge 5-6)'''''. The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. - - -== Hippogriff == - -''Large monstrosity, unaligned'' - -'''Armor Class''' 11 - -'''Hit Points''' 19 (3d10+3) - -'''Speed''' 40 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 17 (+3) -| 13 (+1) -| 13 (+1) -| 2 (-4) -| 12 (+1) -| 8 (-1) -|} - -'''Skills''' Perception +5 - -'''Senses''' passive Perception 15 - -'''Languages''' - - -'''Challenge''' 1 (200 XP) - -'''''Keen Sight'''''. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. - - -====== Actions ====== - -'''''Multiattack'''''. The hippogriff makes two attacks: one with its beak and one with its claws. - -'''''Beak'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 8 (1d10+3) piercing damage. - -'''''Claws.''''' ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6+3) slashing damage. - - -== Hobgoblin == - -''Medium humanoid (goblinoid), lawful evil'' - -'''Armor Class''' 18 (chain mail, shield) - -'''Hit Points''' 11 (2d8+2) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 13 (+1) -| 12 (+1) -| 12 (+1) -| 10 (+0) -| 10 (+0) -| 9 (-1) -|} - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' Common, Goblin - -'''Challenge''' 1/2 (100 XP) - -'''''Martial Advantage'''''. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated. - - -====== Actions ====== - -'''''Longsword'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands. - -'''''Longbow'''''. ''Ranged Weapon Attack:'' +3 to hit, range 150/600 ft., one target. ''Hit:'' 5 (1d8+1) piercing damage. - - -== Homunculus == - -''Tiny construct, neutral'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 5 (2d4) - -'''Speed''' 20 ft., fly 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 4 (-3) -| 15 (+2) -| 11 (+0) -| 10 (+0) -| 10 (+0) -| 7 (-2) -|} - -'''Damage Immunities''' poison - -'''Condition Immunities''' charmed, poisoned - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' understands the languages of its creator but can’t speak - -'''Challenge''' 0 (10 XP) - -'''''Telepathic Bond'''''. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way. - - -== Hydra == - -''Huge monstrosity, unaligned'' - -'''Armor Class''' 15 (natural armor) - -'''Hit Points''' 172 (15d12+75) - -'''Speed''' 30 ft., swim 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 20 (+5) -| 12 (+1) -| 20 (+5) -| 2 (-4) -| 10 (+0) -| 7 (-2) -|} - -'''Skills''' Perception +6 - -'''Senses''' darkvision 60 ft., passive Perception 16 - -'''Languages''' - - -'''Challenge''' 8 (3,900 XP) - -'''''Hold Breath'''''. The hydra can hold its breath for 1 hour. - -'''''Multiple Heads'''''. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. - -Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. - -At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. - -'''''Reactive Heads'''''. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. - -'''''Wakeful'''''. While the hydra sleeps, at least one of its heads is awake. - - -====== Actions ====== - -'''''Multiattack'''''. The hydra makes as many bite attacks as it has heads. - -'''''Bite'''''. ''Melee Weapon Attack:'' +8 to hit, reach 10 ft., one target. ''Hit:'' 10 (1d10+5) piercing damage. - - -= Monsters (I) = - - -== Invisible Stalker == - -''Medium elemental, neutral'' - -'''Armor Class''' 14 - -'''Hit Points''' 104 (16d8+32) - -'''Speed''' 50 ft., fly 50 ft. (hover) - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 19 (+4) -| 14 (+2) -| 10 (+0) -| 15 (+2) -| 11 (+0) -|} - -'''Skills''' Perception +8, Stealth +10 - -'''Damage Resistances''' bludgeoning, piercing, and slashing from nonmagical attacks - -'''Damage Immunities''' poison - -'''Condition Immunities''' exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - -'''Senses''' darkvision 60 ft., passive Perception 18 - -'''Languages''' Auran, understands Common but doesn’t speak it - -'''Challenge''' 6 (2,300 XP) - -'''''Invisibility'''''. The stalker is invisible. - -'''''Faultless Tracker'''''. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner. - - -====== Actions ====== - -'''''Multiattack'''''. The stalker makes two slam attacks. - -'''''Slam'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6+3) bludgeoning damage. - - -= Monsters (K) = - - -== Kobold == - -''Small humanoid (kobold), lawful evil'' - -'''Armor Class''' 12 - -'''Hit Points''' 5 (2d6-2) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 7 (-2) -| 15 (+2) -| 9 (-1) -| 8 (-1) -| 7 (-2) -| 8 (-1) -|} - -'''Senses''' darkvision 60 ft., passive Perception 8 - -'''Languages''' Common, Draconic - -'''Challenge''' 1/8 (25 XP) - -'''''Sunlight Sensitivity'''''. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - -'''''Pack Tactics'''''. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -====== Actions ====== - -'''''Dagger'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d4+2) piercing damage. - -'''''Sling'''''. ''Ranged Weapon Attack:'' +4 to hit, range 30/120 ft., one target. ''Hit:'' 4 (1d4+2) bludgeoning damage. - - -== Kraken == - -''Gargantuan monstrosity (titan), chaotic evil'' - -'''Armor Class''' 18 (natural armor) - -'''Hit Points''' 472 (27d20+189) - -'''Speed''' 20 ft., swim 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 30 (+10) -| 11 (+0) -| 25 (+7) -| 22 (+6) -| 18 (+4) -| 20 (+5) -|} - -'''Saving Throws''' Str +17, Dex +7, Con +14, Int +13, Wis +11 - -'''Damage Immunities''' lightning; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Condition Immunities''' frightened, paralyzed - -'''Senses''' truesight 120 ft., passive Perception 14 - -'''Languages''' understands Abyssal, Celestial, Infernal, and Primordial but can’t speak, telepathy 120 ft. - -'''Challenge''' 23 (50,000 XP) - -'''''Amphibious'''''. The kraken can breathe air and water. - -'''''Freedom of Movement'''''. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. - -'''''Siege Monster'''''. The kraken deals double damage to objects and structures. - - -====== Actions ====== - -'''''Multiattack'''''. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. - -'''''Bite'''''. ''Melee Weapon Attack:'' +17 to hit, reach 5 ft., one target. ''Hit:'' 23 (3d8+10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken’s turns. - -If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. - -'''''Tentacle'''''. ''Melee Weapon Attack:'' +17 to hit, reach 30 ft., one target. ''Hit:'' 20 (3d6+10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. - -'''''Fling'''''. One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. - -'''''Lightning Storm'''''. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. - - -====== Legendary Actions ====== - -The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The kraken regains spent legendary actions at the start of its turn. - -'''Tentacle Attack or Fling'''. The kraken makes one tentacle attack or uses its Fling. - -'''Lightning Storm (Costs 2 Actions)'''. The kraken uses Lightning Storm. - -'''Ink Cloud (Costs 3 Actions)'''. While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken’s next turn. - - -= Monsters (L) = - - -== Lamia == - -''Large monstrosity, chaotic evil'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 97 (13d10+26) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 13 (+1) -| 15 (+2) -| 14 (+2) -| 15 (+2) -| 16 (+3) -|} - -'''Skills''' Deception +7, Insight +4, Stealth +3 - -'''Senses''' darkvision 60 ft., passive Perception 12 - -'''Languages''' Abyssal, Common - -'''Challenge''' 4 (1,100 XP) - -'''''Innate Spellcasting'''''. The lamia’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. - -At will: ''disguise self'' (any humanoid form), ''major image'' - -3/day each: ''charm person'', ''mirror image'', ''scrying'', ''suggestion'' - -1/day: ''geas'' - - -====== Actions ====== - -'''''Multiattack'''''. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch. - -'''''Claws.''''' ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 14 (2d10+3) slashing damage. - -'''''Dagger'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d4+3) piercing damage. - -'''''Intoxicating Touch'''''. ''Melee Spell Attack:'' +5 to hit, reach 5 ft., one creature. ''Hit:'' The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. - - -== Lich == - -''Medium undead, any evil alignment'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 135 (18d8+54) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 11 (+0) -| 16 (+3) -| 16 (+3) -| 20 (+5) -| 14 (+2) -| 16 (+3) -|} - -'''Saving Throws''' Con +10, Int +12, Wis +9 - -'''Skills''' Arcana +19, History +12, Insight +9, Perception +9 - -'''Damage Resistances''' cold, lightning, necrotic - -'''Damage Immunities''' poison; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Condition Immunities''' charmed, exhaustion, frightened, paralyzed, poisoned - -'''Senses''' truesight 120 ft., passive Perception 19 - -'''Languages''' Common plus up to five other languages - -'''Challenge''' 21 (33,000 XP) - -'''''Legendary Resistance (3/Day)'''''. If the lich fails a saving throw, it can choose to succeed instead. - -'''''Rejuvenation'''''. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. - -'''''Spellcasting'''''. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: - -Cantrips (at will): ''mage hand'', ''prestidigitation'', ''ray of frost'' 1st level (4 slots): ''detect magic'', ''magic missile'', ''shield'', ''thunderwave'' 2nd level (3 slots): ''acid arrow'', ''detect thoughts'', ''invisibility'', ''mirror image'' 3rd level (3 slots): ''animate dead'', ''counterspell'', ''dispel magic'', ''fireball'' 4th level (3 slots): ''blight'', ''dimension door'' 5th level (3 slots): ''cloudkill'', ''scrying'' 6th level (1 slot): ''disintegrate'', ''globe of invulnerability'' 7th level (1 slot): ''finger of death'', ''plane shift'' 8th level (1 slot): ''dominate monster'', ''power word stun'' 9th level (1 slot): ''power word kill'' - -'''''Turn Resistance'''''. The lich has advantage on saving throws against any effect that turns undead. - - -====== Actions ====== - -'''''Paralyzing Touch'''''. ''Melee Spell Attack:'' +12 to hit, reach 5 ft., one creature. ''Hit:'' 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -====== Legendary Actions ====== - -The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn. - -'''Cantrip'''. The lich casts a cantrip. - -'''Paralyzing Touch (Costs 2 Actions)'''. The lich uses its Paralyzing Touch. - -'''Frightening Gaze (Costs 2 Actions)'''. The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the lich’s gaze for the next 24 hours. - -'''Disrupt Life (Costs 3 Actions)'''. Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. - - -== Lizardfolk == - -''Medium humanoid (lizardfolk), neutral'' - -'''Armor Class''' 15 (natural armor, shield) - -'''Hit Points''' 22 (4d8+4) - -'''Speed''' 30 ft., swim 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 10 (+0) -| 13 (+1) -| 7 (-2) -| 12 (+1) -| 7 (-2) -|} - -'''Skills''' Perception +3, Stealth +4, Survival +5 - -'''Senses''' passive Perception 13 - -'''Languages''' Draconic - -'''Challenge''' 1/2 (100 XP) - -'''''Hold Breath'''''. The lizardfolk can hold its breath for 15 minutes. - - -====== Actions ====== - -'''''Multiattack'''''. The lizardfolk makes two melee attacks, each one with a different weapon. - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6+2) piercing damage. - -'''''Heavy Club'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6+2) bludgeoning damage. - -'''''Javelin'''''. ''Melee or Ranged Weapon Attack:'' +4 to hit, reach 5 ft. or range 30/120 ft., one target. ''Hit:'' 5 (1d6+2) piercing damage. - -'''''Spiked Shield'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6+2) piercing damage. - - -== Lycanthropes == - - -=== Werebear === - -''Medium humanoid (human, shapechanger), neutral good'' - -'''Armor Class''' 10 in humanoid form, 11 (natural armor) in bear and hybrid form - -'''Hit Points''' 135 (18d8+54) - -'''Speed''' 30 ft. (40 ft., climb 30 ft. in bear or hybrid form) - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 10 (+0) -| 17 (+3) -| 11 (+0) -| 12 (+1) -| 12 (+1) -|} - -'''Skills''' Perception +7 - -'''Damage Immunities''' bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -'''Senses''' passive Perception 17 - -'''Languages''' Common (can’t speak in bear form) - -'''Challenge''' 5 (1,800 XP) - -'''''Shapechanger'''''. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. - -'''''Keen Smell'''''. The werebear has advantage on Wisdom (Perception) checks that rely on smell. - - -====== Actions ====== - -'''''Multiattack'''''. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid. - -'''''Bite (Bear or Hybrid Form Only)'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 15 (2d10+4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy. - -'''''Claw (Bear or Hybrid Form Only)'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d8+4) slashing damage. - -'''''Greataxe (Humanoid or Hybrid Form Only)'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 10 (1d12+4) slashing damage. - - -=== Wereboar === - -''Medium humanoid (human, shapechanger), neutral evil'' - -'''Armor Class''' 10 in humanoid form, 11 (natural armor) in boar or hybrid form - -'''Hit Points''' 78 (12d8+24) - -'''Speed''' 30 ft. (40 ft. in boar form) - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 17 (+3) -| 10 (+0) -| 15 (+2) -| 10 (+0) -| 11 (+0) -| 8 (-1) -|} - -'''Skills''' Perception +2 - -'''Damage Immunities''' bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -'''Senses''' passive Perception 12 - -'''Languages''' Common (can’t speak in boar form) - -'''Challenge''' 4 (1,100 XP) - -'''''Shapechanger'''''. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. - -'''''Charge (Boar or Hybrid Form Only)'''''. If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -'''''Relentless (Recharges after a Short or Long Rest)'''''. If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. - - -====== Actions ====== - -'''''Multiattack (Humanoid or Hybrid Form Only)'''''. The wereboar makes two attacks, only one of which can be with its tusks. - -'''''Maul (Humanoid or Hybrid Form Only)'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6+3) bludgeoning damage. - -'''''Tusks (Boar or Hybrid Form Only)'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6+3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy. - - -=== Wererat === - -''Medium humanoid (human, shapechanger), lawful evil'' - -'''Armor Class''' 12 - -'''Hit Points''' 33 (6d8+6) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 10 (+0) -| 15 (+2) -| 12 (+1) -| 11 (+0) -| 10 (+0) -| 8 (-1) -|} - -'''Skills''' Perception +2, Stealth +4 - -'''Damage Immunities''' bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -'''Senses''' darkvision 60 ft. (rat form only), passive Perception 12 - -'''Languages''' Common (can’t speak in rat form) - -'''Challenge''' 2 (450 XP) - -'''''Shapechanger'''''. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. - -'''''Keen Smell'''''. The wererat has advantage on Wisdom (Perception) checks that rely on smell. - - -====== Actions ====== - -'''''Multiattack (Humanoid or Hybrid Form Only)'''''. The wererat makes two attacks, only one of which can be a bite. - -'''''Bite (Rat or Hybrid Form Only)'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d4+2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. - -'''''Shortsword (Humanoid or Hybrid Form Only)'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6+2) piercing damage. - -'''''Hand Crossbow (Humanoid or Hybrid Form Only)'''''. ''Ranged Weapon Attack:'' +4 to hit, range 30/120 ft., one target. ''Hit:'' 5 (1d6+2) piercing damage. - - -=== Weretiger === - -''Medium humanoid (human, shapechanger), neutral'' - -'''Armor Class''' 12 - -'''Hit Points''' 120 (16d8+48) - -'''Speed''' 30 ft. (40 ft. in tiger form) - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 17 (+3) -| 15 (+2) -| 16 (+3) -| 10 (+0) -| 13 (+1) -| 11 (+0) -|} - -'''Skills''' Perception +5, Stealth +4 - -'''Damage Immunities''' bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -'''Senses''' darkvision 60 ft., passive Perception 15 - -'''Languages''' Common (can’t speak in tiger form) - -'''Challenge''' 4 (1,100 XP) - -'''''Shapechanger'''''. The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. - -'''''Keen Hearing and Smell'''''. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -'''''Pounce (Tiger or Hybrid Form Only)'''''. If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action. - - -====== Actions ====== - -'''''Multiattack (Humanoid or Hybrid Form Only)'''''. In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks. - -'''''Bite (Tiger or Hybrid Form Only)'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 8 (1d10+3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy. - -'''''Claw (Tiger or Hybrid Form Only)'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d8+3) slashing damage. - -'''''Scimitar (Humanoid or Hybrid Form Only)'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6+3) slashing damage. - -'''''Longbow (Humanoid or Hybrid Form Only)'''''. ''Ranged Weapon Attack:'' +4 to hit, range 150/600 ft., one target. ''Hit:'' 6 (1d8+2) piercing damage. - - -=== Werewolf === - -''Medium humanoid (human, shapechanger), chaotic evil'' - -'''Armor Class''' 11 in humanoid form, 12 (natural armor) in wolf or hybrid form - -'''Hit Points''' 58 (9d8+18) - -'''Speed''' 30 ft. (40 ft. in wolf form) - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 13 (+1) -| 14 (+2) -| 10 (+0) -| 11 (+0) -| 10 (+0) -|} - -'''Skills''' Perception +4, Stealth +3 - -'''Damage Immunities''' bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons - -'''Senses''' passive Perception 14 - -'''Languages''' Common (can’t speak in wolf form) - -'''Challenge''' 3 (700 XP) - -'''''Shapechanger'''''. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. - -'''''Keen Hearing and Smell'''''. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - -====== Actions ====== - -'''''Multiattack (Humanoid or Hybrid Form Only)'''''. The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form). - -'''''Bite (Wolf or Hybrid Form Only)'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d8+2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. - -'''''Claws (Hybrid Form Only)'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 7 (2d4+2) slashing damage. - -'''''Spear (Humanoid Form Only)'''''. ''Melee or Ranged Weapon Attack:'' +4 to hit, reach 5 ft. or range 20/60 ft., one creature. ''Hit:'' 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. - - -= Monsters (M) = - - -== Magmin == - -''Small elemental, chaotic neutral'' - -'''Armor Class''' 14 (natural armor) - -'''Hit Points''' 9 (2d6+2) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 7 (-2) -| 15 (+2) -| 12 (+1) -| 8 (-1) -| 11 (+0) -| 10 (+0) -|} - -'''Damage Resistances''' bludgeoning, piercing, and slashing from nonmagical attacks - -'''Damage Immunities''' fire - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' Ignan - -'''Challenge''' 1/2 (100 XP) - -'''''Death Burst'''''. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren’t being worn or carried in that area are ignited. - -'''''Ignited Illumination'''''. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - - -====== Actions ====== - -'''''Touch'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns. - - -== Manticore == - -''Large monstrosity, lawful evil'' - -'''Armor Class''' 14 (natural armor) - -'''Hit Points''' 68 (8d10+24) - -'''Speed''' 30 ft., fly 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 17 (+3) -| 16 (+3) -| 17 (+3) -| 7 (-2) -| 12 (+1) -| 8 (-1) -|} - -'''Senses''' darkvision 60 ft., passive Perception 11 - -'''Languages''' Common - -'''Challenge''' 3 (700 XP) - -'''''Tail Spike Regrowth'''''. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. - - -====== Actions ====== - -'''''Multiattack'''''. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. - -'''''Bite'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d8+3) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6+3) slashing damage. - -'''''Tail Spike'''''. ''Ranged Weapon Attack:'' +5 to hit, range 100/200 ft., one target. ''Hit:'' 7 (1d8+3) piercing damage. - - -== Medusa == - -''Medium monstrosity, lawful evil'' - -'''Armor Class''' 15 (natural armor) - -'''Hit Points''' 127 (17d8+51) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 10 (+0) -| 15 (+2) -| 16 (+3) -| 12 (+1) -| 13 (+1) -| 15 (+2) -|} - -'''Skills''' Deception +5, Insight +4, Perception +4, Stealth +5 - -'''Senses''' darkvision 60 ft., passive Perception 14 - -'''Languages''' Common - -'''Challenge''' 6 (2,300 XP) - -'''''Petrifying Gaze'''''. When a creature that can see the medusa’s eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the ''greater restoration'' spell or other magic. - -Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. - -If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. - - -====== Actions ====== - -'''''Multiattack'''''. The medusa makes either three melee attacks-one with its snake hair and two with its shortsword-or two ranged attacks with its longbow. - -'''''Snake Hair'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one creature. ''Hit:'' 4 (1d4+2) piercing damage plus 14 (4d6) poison damage. - -'''''Shortsword'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6+2) piercing damage. - -'''''Longbow'''''. ''Ranged Weapon Attack:'' +5 to hit, range 150/600 ft., one target. ''Hit:'' 6 (1d8+2) piercing damage plus 7 (2d6) poison damage. - - -== Mephits == - - -=== Dust Mephit === - -''Small elemental, neutral evil'' - -'''Armor Class''' 12 - -'''Hit Points''' 17 (5d6) - -'''Speed''' 30 ft., fly 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 5 (-3) -| 14 (+2) -| 10 (+0) -| 9 (-1) -| 11 (+0) -| 10 (+0) -|} - -'''Skills''' Perception +2, Stealth +4 - -'''Damage Vulnerabilities''' Fire - -'''Damage Immunities''' Poison - -'''Condition Immunities''' Poisoned - -'''Senses''' Darkvision 60 ft., passive Perception 12 - -'''Languages''' Auran, Terran - -'''Challenge''' 1/2 (100 XP) - -'''''Death Burst'''''. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. - -'''''Innate Spellcasting (1/Day)'''''. The mephit can innately cast ''sleep'', requiring no material components. Its innate spellcasting ability is Charisma. - - -====== Actions ====== - -'''''Claws.''''' ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 4 (1d4+2) slashing damage. - -'''''Blinding Breath (Recharge 6)'''''. The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - -=== Ice Mephit === - -''Small elemental, neutral evil'' - -'''Armor Class''' 11 - -'''Hit Points''' 21 (6d6) - -'''Speed''' 30 ft., fly 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 7 (-2) -| 13 (+1) -| 10 (+0) -| 9 (-1) -| 11 (+0) -| 12 (+1) -|} - -'''Skills''' Perception +2, Stealth +3 - -'''Damage Vulnerabilities''' bludgeoning, fire - -'''Damage Immunities''' cold, poison - -'''Condition Immunities''' poisoned - -'''Senses''' darkvision 60 ft., passive Perception 12 - -'''Languages''' Aquan, Auran - -'''Challenge''' 1/2 (100 XP) - -'''''Death Burst'''''. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one. - -'''''False Appearance'''''. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. - -'''''Innate Spellcasting (1/Day)'''''. The mephit can innately cast ''fog cloud'', requiring no material components. Its innate spellcasting ability is Charisma. - - -====== Actions ====== - -'''''Claws.''''' ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one creature. ''Hit:'' 3 (1d4+1) slashing damage plus 2 (1d4) cold damage. - -'''''Frost Breath (Recharge 6)'''''. The mephit exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. - - -=== Magma Mephit === - -''Small elemental, neutral evil'' - -'''Armor Class''' 11 - -'''Hit Points''' 22 (5d6+5) - -'''Speed''' 30 ft., fly 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 8 (-1) -| 12 (+1) -| 12 (+1) -| 7 (-2) -| 10 (+0) -| 10 (+0) -|} - -'''Skills''' Stealth +3 - -'''Damage Vulnerabilities''' cold - -'''Damage Immunities''' fire, poison - -'''Condition Immunities''' poisoned - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' Ignan, Terran - -'''Challenge''' 1/2 (100 XP) - -'''''Death Burst'''''. When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. - -'''''False Appearance'''''. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma. - -'''''Innate Spellcasting (1/Day)'''''. The mephit can innately cast ''heat metal'' (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma. - - -====== Actions ====== - -'''''Claws.''''' ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one creature. ''Hit:'' 3 (1d4+1) slashing damage plus 2 (1d4) fire damage. - -'''''Fire Breath (Recharge 6)'''''. The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. - - -=== Steam Mephit === - -''Small elemental, neutral evil'' - -'''Armor Class''' 10 - -'''Hit Points''' 21 (6d6) - -'''Speed''' 30 ft., fly 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 5 (-3) -| 11 (+0) -| 10 (+0) -| 11 (+0) -| 10 (+0) -| 12 (+1) -|} - -'''Damage Immunities''' fire, poison - -'''Condition Immunities''' poisoned - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' Aquan, Ignan - -'''Challenge''' 1/4 (50 XP) - -'''''Death Burst'''''. When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. - -'''''Innate Spellcasting (1/Day)'''''. The mephit can innately cast ''blur'', requiring no material components. Its innate spellcasting ability is Charisma. - - -====== Actions ====== - -'''''Claws.''''' ''Melee Weapon Attack:'' +2 to hit, reach 5 ft., one creature. ''Hit:'' 2 (1d4) slashing damage plus 2 (1d4) fire damage. - -'''''Steam Breath (Recharge 6)'''''. The mephit exhales a 15- foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one. - - -== Merfolk == - -''Medium humanoid (merfolk), neutral'' - -'''Armor Class''' 11 - -'''Hit Points''' 11 (2d8+2) - -'''Speed''' 10 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 10 (+0) -| 13 (+1) -| 12 (+1) -| 11 (+0) -| 11 (+0) -| 12 (+1) -|} - -'''Skills''' Perception +2 - -'''Senses''' passive Perception 12 - -'''Languages''' Aquan, Common - -'''Challenge''' 1/8 (25 XP) - -'''''Amphibious'''''. The merfolk can breathe air and water. - - -====== Actions ====== - -'''''Spear'''''. ''Melee or Ranged Weapon Attack:'' +2 to hit, reach 5 ft. or range 20/60 ft., one target. ''Hit:'' 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. - - -== Merrow == - -''Large monstrosity, chaotic evil'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 45 (6d10+12) - -'''Speed''' 10 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 10 (+0) -| 15 (+2) -| 8 (-1) -| 10 (+0) -| 9 (-1) -|} - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' Abyssal, Aquan - -'''Challenge''' 2 (450 XP) - -'''''Amphibious'''''. The merrow can breathe air and water. - - -====== Actions ====== - -'''''Multiattack'''''. The merrow makes two attacks: one with its bite and one with its claws or harpoon. - -'''''Bite'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 8 (1d8+4) piercing damage. - -'''''Claws.''''' ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 9 (2d4+4) slashing damage. - -'''''Harpoon'''''. ''Melee or Ranged Weapon Attack:'' +6 to hit, reach 5 ft. or range 20/60 ft., one target. ''Hit:'' 11 (2d6+3) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow. - - -== Mimic == - -''Medium monstrosity (shapechanger), neutral'' - -'''Armor Class''' 12 (natural armor) - -'''Hit Points''' 58 (9d8+18) - -'''Speed''' 15 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 17 (+3) -| 12 (+1) -| 15 (+2) -| 5 (-3) -| 13 (+1) -| 8 (-1) -|} - -'''Skills''' Stealth +5 - -'''Damage Immunities''' acid - -'''Condition Immunities''' prone - -'''Senses''' darkvision 60 ft., passive Perception 11 - -'''Languages''' - - -'''Challenge''' 2 (450 XP) - -'''''Shapechanger'''''. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. - -'''''Adhesive (Object Form Only)'''''. The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. - -'''''False Appearance (Object Form Only)'''''. While the mimic remains motionless, it is indistinguishable from an ordinary object. - -'''''Grappler'''''. The mimic has advantage on attack rolls against any creature grappled by it. - - -====== Actions ====== - -'''''Pseudopod'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d8+3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. - -'''''Bite'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d8+3) piercing damage plus 4 (1d8) acid damage. - - -== Minotaur == - -''Large monstrosity, chaotic evil'' - -'''Armor Class''' 14 (natural armor) - -'''Hit Points''' 76 (9d10+27) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 11 (+0) -| 16 (+3) -| 6 (-2) -| 16 (+3) -| 9 (-1) -|} - -'''Skills''' Perception +7 - -'''Senses''' darkvision 60 ft., passive Perception 17 - -'''Languages''' Abyssal - -'''Challenge''' 3 (700 XP) - -'''''Charge'''''. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. - -'''''Labyrinthine Recall'''''. The minotaur can perfectly recall any path it has traveled. - -'''''Reckless'''''. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. - - -====== Actions ====== - -'''''Greataxe'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 17 (2d12+4) slashing damage. - -'''''Gore'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d8+4) piercing damage. - - -== Mummies == - - -=== Mummy === - -''Medium undead, lawful evil'' - -'''Armor Class''' 11 (natural armor) - -'''Hit Points''' 58 (9d8+18) - -'''Speed''' 20 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 8 (-1) -| 15 (+2) -| 6 (-2) -| 10 (+0) -| 12 (+1) -|} - -Saving Throws Wis +2 - -'''Damage Vulnerabilities''' fire - -'''Damage Resistances''' bludgeoning, piercing, and slashing from nonmagical attacks - -'''Damage Immunities''' necrotic, poison - -'''Condition Immunities''' charmed, exhaustion, frightened, paralyzed, poisoned - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' the languages it knew in life - -'''Challenge''' 3 (700 XP) - - -====== Actions ====== - -'''''Multiattack'''''. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. - -'''''Rotting Fist'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6+3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the ''remove curse'' spell or other magic. - -'''''Dreadful Glare'''''. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. - - -=== Mummy Lord === - -''Medium undead, lawful evil'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 97 (13d8+39) - -'''Speed''' 20 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 10 (+0) -| 17 (+3) -| 11 (+0) -| 18 (+4) -| 16 (+3) -|} - -'''Saving Throws''' Con +8, Int +5, Wis +9, Cha +8 - -'''Skills''' History +5, Religion +5 - -'''Damage Vulnerabilities''' fire - -'''Damage Immunities''' necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Condition Immunities''' charmed, exhaustion, frightened, paralyzed, poisoned - -'''Senses''' darkvision 60 ft., passive Perception 14 - -'''Languages''' the languages it knew in life - -'''Challenge''' 15 (13,000 XP) - -'''''Magic Resistance'''''. The mummy lord has advantage on saving throws against spells and other magical effects. - -'''''Rejuvenation'''''. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord’s heart. - -'''''Spellcasting'''''. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: - -Cantrips (at will): ''sacred flame'', ''thaumaturgy'' 1st level (4 slots): ''command'', ''guiding bolt'', ''shield of faith'' 2nd level (3 slots): ''hold person'', ''silence'', ''spiritual weapon'' 3rd level (3 slots): ''animate dead'', ''dispel magic'' 4th level (3 slots): ''divination'', ''guardian of faith'' 5th level (2 slots): ''contagion'', ''insect plague'' 6th level (1 slot): ''harm'' - - -====== Actions ====== - -'''''Multiattack'''''. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. - -'''''Rotting Fist'''''. ''Melee Weapon Attack:'' +9 to hit, reach 5 ft., one target. ''Hit:'' 14 (3d6+4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the ''remove curse'' spell or other magic. - -'''''Dreadful Glare'''''. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours. - - -====== Legendary Actions ====== - -The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The mummy lord regains spent legendary actions at the start of its turn. - -'''Attack'''. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. - -'''Blinding Dust'''. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature’s next turn. - -'''Blasphemous Word (Costs 2 Actions)'''. The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord’s next turn. - -'''Channel Negative Energy (Costs 2 Actions)'''. The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can’t regain hit points until the end of the mummy lord’s next turn. - -'''Whirlwind of Sand (Costs 2 Actions)'''. The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession. - - -= Monsters (N) = - - -== Nagas == - - -=== Guardian Naga === - -''Large monstrosity, lawful good'' - -'''Armor Class''' 18 (natural armor) - -'''Hit Points''' 127 (15d10+45) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 18 (+4) -| 16 (+3) -| 16 (+3) -| 19 (+4) -| 18 (+4) -|} - -'''Saving Throws''' Dex +6, Con +5, Wis +5, Cha +6 - -'''Saving Throws''' Dex +8, Con +7, Int +7, Wis +8, Cha +8 - -'''Damage Immunities''' poison - -'''Condition Immunities''' charmed, poisoned - -'''Senses''' darkvision 60 ft., passive Perception 14 - -'''Languages''' Celestial, Common - -'''Challenge''' 10 (5,900 XP) - -'''''Rejuvenation'''''. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a ''wish'' spell can prevent this trait from functioning. - -'''''Spellcasting'''''. The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: - -Cantrips (at will): ''mending'', ''sacred flame'', ''thaumaturgy'' 1st level (4 slots): ''command'', ''cure wounds'', ''shield of faith'' 2nd level (3 slots): ''calm emotions'', ''hold person'' 3rd level (3 slots): ''bestow curse'', ''clairvoyance'' 4th level (3 slots): ''banishment'', ''freedom of movement'' 5th level (2 slots): ''flame strike'', ''geas'' 6th level (1 slot): ''true seeing'' - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +8 to hit, reach 10 ft., one creature. ''Hit:'' 8 (1d8+4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. - -'''''Spit Poison'''''. ''Ranged Weapon Attack:'' +8 to hit, range 15/30 ft., one creature. ''Hit:'' The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. - - -=== Spirit Naga === - -''Large monstrosity, chaotic evil'' - -'''Armor Class''' 15 (natural armor) - -'''Hit Points''' 75 (10d10+20) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 17 (+3) -| 14 (+2) -| 16 (+3) -| 15 (+2) -| 16 (+3) -|} - -'''Damage Immunities''' poison - -'''Condition Immunities''' charmed, poisoned - -'''Senses''' darkvision 60 ft., passive Perception 12 - -'''Languages''' Abyssal, Common - -'''Challenge''' 8 (3,900 XP) - -'''''Rejuvenation'''''. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a ''wish'' spell can prevent this trait from functioning. - -'''''Spellcasting'''''. The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: - -Cantrips (at will): ''mage hand'', ''minor illusion'', ''ray of frost'' 1st level (4 slots): ''charm person'', ''detect magic'', ''sleep'' 2nd level (3 slots): ''detect thoughts'', ''hold person'' 3rd level (3 slots): ''lightning bolt'', ''water breathing'' 4th level (3 slots): ''blight'', ''dimension door'' 5th level (2 slots): ''dominate person'' - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +7 to hit, reach 10 ft., one creature. ''Hit:'' 7 (1d6+4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. - - -== Nightmare == - -''Large fiend, neutral evil'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 68 (8d10+24) - -'''Speed''' 60 ft., fly 90 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 15 (+2) -| 16 (+3) -| 10 (+0) -| 13 (+1) -| 15 (+2) -|} - -'''Damage Immunities''' fire - -'''Senses''' passive Perception 11 - -'''Languages''' understands Abyssal, Common, and Infernal but can’t speak - -'''Challenge''' 3 (700 XP) - -'''''Confer Fire Resistance'''''. The nightmare can grant resistance to fire damage to anyone riding it. - -'''''Illumination'''''. The nightmare sheds bright light in a 10- foot radius and dim light for an additional 10 feet. - - -====== Actions ====== - -'''''Hooves'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d8+4) bludgeoning damage plus 7 (2d6) fire damage. - -'''''Ethereal Stride'''''. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. - - -= Monsters (O) = - - -== Ogre == - -''Large giant, chaotic evil'' - -'''Armor Class''' 11 (hide armor) - -'''Hit Points''' 59 (7d10+21) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 8 (-1) -| 16 (+3) -| 5 (-3) -| 7 (-2) -| 7 (-2) -|} - -'''Senses''' darkvision 60 ft., passive Perception 8 - -'''Languages''' Common, Giant - -'''Challenge''' 2 (450 XP) - - -====== Actions ====== - -'''''Greatclub'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d8+4) bludgeoning damage. - -'''''Javelin'''''. ''Melee or Ranged Weapon Attack:'' +6 to hit, reach 5 ft. or range 30/120 ft., one target. ''Hit:'' 11 (2d6+4) piercing damage. - - -== Oni == - -''Large giant, lawful evil'' - -'''Armor Class''' 16 (chain mail) - -'''Hit Points''' 110 (13d10+39) - -'''Speed''' 30 ft., fly 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 11 (+0) -| 16 (+3) -| 14 (+2) -| 12 (+1) -| 15 (+2) -|} - -'''Saving Throws''' Dex +3, Con +6, Wis +4, Cha +5 - -'''Skills''' Arcana +5, Deception +8, Perception +4 - -'''Senses''' darkvision 60 ft., passive Perception 14 - -'''Languages''' Common, Giant - -'''Challenge''' 7 (2,900 XP) - -'''''Innate Spellcasting'''''. The oni’s innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material Components - -At will: ''darkness'', ''invisibility'' - -1/day each: ''charm person'', ''cone of cold'', ''gaseous form'', ''sleep'' - -'''''Magic Weapons'''''. The oni’s weapon attacks are magical. - -'''''Regeneration'''''. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. - - -====== Actions ====== - -'''''Multiattack'''''. The oni makes two attacks, either with its claws or its glaive. - -'''''Claw (Oni Form Only)'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 8 (1d8+4) slashing damage. - -'''''Glaive'''''. ''Melee Weapon Attack:'' +7 to hit, reach 10 ft., one target. ''Hit:'' 15 (2d10+4) slashing damage, or 9 (1d10+4) slashing damage in Small or Medium form. - -'''''Change Shape'''''. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size. - - -== Oozes == - - -=== Black Pudding === - -''Large ooze, unaligned'' - -'''Armor Class''' 7 - -'''Hit Points''' 85 (10d10+30) - -'''Speed''' 20 ft., climb 20 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 5 (-3) -| 16 (+3) -| 1 (-5) -| 6 (-2) -| 1 (-5) -|} - -'''Damage Immunities''' acid, cold, lightning, slashing - -'''Condition Immunities''' blinded, charmed, deafened, exhaustion, frightened, prone - -'''Senses''' blindsight 60 ft. (blind beyond this radius), passive Perception 8 - -'''Languages''' - - -'''Challenge''' 4 (1,100 XP) - -'''''Amorphous'''''. The pudding can move through a space as narrow as 1 inch wide without squeezing. - -'''''Corrosive Form'''''. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. - -The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. - -'''''Spider Climb'''''. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - -====== Actions ====== - -'''''Pseudopod'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6+3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. - - -====== Reactions ====== - -'''''Split'''''. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding’s, rounded down. New puddings are one size smaller than the original pudding. - - -=== Gelatinous Cube === - -''Large ooze, unaligned'' - -'''Armor Class''' 6 - -'''Hit Points''' 84 (8d10+40) - -'''Speed''' 15 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 14 (+2) -| 3 (-4) -| 20 (+5) -| 1 (-5) -| 6 (-2) -| 1 (-5) -|} - -'''Condition Immunities''' blinded, charmed, deafened, exhaustion, frightened, prone - -'''Senses''' blindsight 60 ft. (blind beyond this radius), passive Perception 8 - -'''Languages''' - - -'''Challenge''' 2 (450 XP) - -'''''Ooze Cube'''''. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube’s Engulf and has disadvantage on the saving throw. - -Creatures inside the cube can be seen but have total cover. - -A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. - -The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. - -'''''Transparent'''''. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube’s space while unaware of the cube is surprised by the cube. - - -====== Actions ====== - -'''''Pseudopod'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 10 (3d6) acid damage. - -'''''Engulf'''''. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the cube enters a creature’s space, the creature must make a DC 12 Dexterity saving throw. - -On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. - -On a failed save, the cube enters the creature’s space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed creature moves with it. - -An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. - - -=== Gray Ooze === - -''Medium ooze, unaligned'' - -'''Armor Class''' 8 - -'''Hit Points''' 22 (3d8+9) - -'''Speed''' 10 ft., climb 10 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 12 (+1) -| 6 (-2) -| 16 (+3) -| 1 (-5) -| 6 (-2) -| 2 (-4) -|} - -'''Skills''' Stealth +2 - -'''Damage Resistances''' acid, cold, fire - -'''Condition Immunities''' blinded, charmed, deafened, exhaustion, frightened, prone - -'''Senses''' blindsight 60 ft. (blind beyond this radius), passive Perception 8 - -'''Languages''' - - -'''Challenge''' 1/2 (100 XP) - -'''''Amorphous'''''. The ooze can move through a space as narrow as 1 inch wide without squeezing. - -'''''Corrode Metal'''''. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. - -The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. - -'''''False Appearance'''''. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. - - -====== Actions ====== - -'''''Pseudopod'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d6+1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. - - -=== Ochre Jelly === - -''Large ooze, unaligned'' - -'''Armor Class''' 8 - -'''Hit Points''' 45 (6d10+12) - -'''Speed''' 10 ft., climb 10 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 6 (-2) -| 14 (+2) -| 2 (-4) -| 6 (-2) -| 1 (-5) -|} - -'''Damage Resistances''' acid - -'''Damage Immunities''' lightning, slashing - -'''Condition Immunities''' blinded, charmed, deafened, exhaustion, frightened, prone - -'''Senses''' blindsight 60 ft. (blind beyond this radius), passive Perception 8 - -'''Languages''' - - -'''Challenge''' 2 (450 XP) - -'''''Amorphous'''''. The jelly can move through a space as narrow as 1 inch wide without squeezing. - -'''''Spider Climb'''''. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - -====== Actions ====== - -'''''Pseudopod'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 9 (2d6+2) bludgeoning damage plus 3 (1d6) acid damage. - - -====== Reactions ====== - -'''''Split'''''. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly’s, rounded down. New jellies are one size smaller than the original jelly. - - -== Orc == - -''Medium humanoid (orc), chaotic evil'' - -'''Armor Class''' 13 (hide armor) - -'''Hit Points''' 15 (2d8+6) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 12 (+1) -| 16 (+3) -| 7 (-2) -| 11 (+0) -| 10 (+0) -|} - -'''Skills''' Intimidation +2 - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' Common, Orc - -'''Challenge''' 1/2 (100 XP) - -'''''Aggressive'''''. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. - - -====== Actions ====== - -'''''Greataxe'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 9 (1d12+3) slashing damage. - -'''''Javelin'''''. ''Melee or Ranged Weapon Attack:'' +5 to hit, reach 5 ft. or range 30/120 ft., one target. ''Hit:'' 6 (1d6+3) piercing damage. - - -== Otyugh == - -''Large aberration, neutral'' - -'''Armor Class''' 14 (natural armor) - -'''Hit Points''' 114 (12d10+48) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 11 (+0) -| 19 (+4) -| 6 (-2) -| 13 (+1) -| 6 (-2) -|} - -Saving Throws Con +7 - -'''Senses''' darkvision 120 ft., passive Perception 11 - -'''Languages''' Otyugh - -'''Challenge''' 5 (1,800 XP) - -'''''Limited Telepathy'''''. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn’t allow the receiving creature to telepathically respond. - - -====== Actions ====== - -'''''Multiattack'''''. The otyugh makes three attacks: one with its bite and two with its tentacles. - -'''''Bite'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 12 (2d8+3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured. - -'''''Tentacle'''''. ''Melee Weapon Attack:'' +6 to hit, reach 10 ft., one target. ''Hit:'' 7 (1d8+3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target. - -'''''Tentacle Slam'''''. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6+3) bludgeoning damage and be stunned until the end of the otyugh’s next turn. On a successful save, the target takes half the bludgeoning damage and isn’t stunned. - - -== Owlbear == - -''Large monstrosity, unaligned'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 59 (7d10+21) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 20 (+5) -| 12 (+1) -| 17 (+3) -| 3 (-4) -| 12 (+1) -| 7 (-2) -|} - -'''Skills''' Perception +3 - -'''Senses''' darkvision 60 ft., passive Perception 13 - -'''Languages''' - - -'''Challenge''' 3 (700 XP) - -'''''Keen Sight and Smell'''''. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. - - -====== Actions ====== - -'''''Multiattack'''''. The owlbear makes two attacks: one with its beak and one with its claws. - -'''''Beak'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one creature. ''Hit:'' 10 (1d10+5) piercing damage. - -'''''Claws.''''' ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 14 (2d8+5) slashing damage. - - -= Monsters (P) = - - -== Pegasus == - -''Large celestial, chaotic good'' - -'''Armor Class''' 12 - -'''Hit Points''' 59 (7d10+21) - -'''Speed''' 60 ft., fly 90 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 15 (+2) -| 16 (+3) -| 10 (+0) -| 15 (+2) -| 13 (+1) -|} - -'''Saving Throws''' Dex +4, Wis +4, Cha +3 - -'''Skills''' Perception +6 - -'''Senses''' passive Perception 16 - -'''Languages''' understands Celestial, Common, Elvish, and Sylvan but can’t speak - -'''Challenge''' 2 (450 XP) - - -====== Actions ====== - -'''''Hooves'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6+4) bludgeoning damage. - - -== Pseudodragon == - -''Tiny dragon, neutral good'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 7 (2d4+2) - -'''Speed''' 15 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 6 (-2) -| 15 (+2) -| 13 (+1) -| 10 (+0) -| 12 (+1) -| 10 (+0) -|} - -'''Skills''' Perception +3, Stealth +4 - -'''Senses''' blindsight 10 ft., darkvision 60 ft., passive Perception 13 - -'''Languages''' understands Common and Draconic but can’t speak - -'''Challenge''' 1/4 (50 XP) - -'''''Keen Senses'''''. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. - -'''''Magic Resistance'''''. The pseudodragon has advantage on saving throws against spells and other magical effects. - -'''''Limited Telepathy'''''. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d4+2) piercing damage. - -'''''Sting'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake. - - -== Purple Worm == - -''Gargantuan monstrosity, unaligned'' - -'''Armor Class''' 18 (natural armor) - -'''Hit Points''' 247 (15d20+90) - -'''Speed''' 50 ft., burrow 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 28 (+9) -| 7 (-2) -| 22 (+6) -| 1 (-5) -| 8 (-1) -| 4 (-3) -|} - -'''Saving Throws''' Con +11, Wis +4 - -'''Senses''' blindsight 30 ft., tremorsense 60 ft., passive Perception 9 - -'''Languages''' - - -'''Challenge''' 15 (13,000 XP) - -'''''Tunneler'''''. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake. - - -====== Actions ====== - -'''''Multiattack'''''. The worm makes two attacks: one with its bite and one with its stinger. - -'''''Bite'''''. ''Melee Weapon Attack:'' +14 to hit, reach 10 ft., one target. ''Hit:'' 22 (3d8+9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm’s turns. - -If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. - -'''''Tail Stinger'''''. ''Melee Weapon Attack:'' +14 to hit, reach 10 ft., one creature. ''Hit:'' 19 (3d6+9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. - - -= Monsters (R) = - - -== Rakshasa == - -''Medium fiend, lawful evil'' - -'''Armor Class''' 16 (natural armor) - -'''Hit Points''' 110 (13d8+52) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 14 (+2) -| 17 (+3) -| 18 (+4) -| 13 (+1) -| 16 (+3) -| 20 (+5) -|} - -'''Skills''' Deception +10, Insight +8 - -'''Damage Vulnerabilities''' piercing from magic weapons wielded by good creatures - -'''Damage Immunities''' bludgeoning, piercing, and slashing from nonmagical attacks - -'''Senses''' darkvision 60 ft., passive Perception 13 - -'''Languages''' Common, Infernal - -'''Challenge''' 13 (10,000 XP) - -'''''Limited Magic Immunity'''''. The rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. - -'''''Innate Spellcasting'''''. The rakshasa’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material Components - -At will: ''detect thoughts'', ''disguise self'', ''mage hand'', ''minor illusion'' - -3/day each: ''charm person'', ''detect magic'', ''invisibility'', ''major image'', ''suggestion'' - -1/day each: ''dominate person'', ''fly'', ''plane shift'', ''true seeing'' - - -====== Actions ====== - -'''''Multiattack'''''. The rakshasa makes two claw attacks. - -'''''Claw'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 9 (2d6+2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target’s thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a ''remove curse'' spell or similar magic. - - -== Remorhaz == - -''Huge monstrosity, unaligned'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 195 (17d12+85) - -'''Speed''' 30 ft., burrow 20 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 24 (+7) -| 13 (+1) -| 21 (+5) -| 4 (-3) -| 10 (+0) -| 5 (-3) -|} - -'''Damage Immunities''' cold, fire - -'''Senses''' darkvision 60 ft., tremorsense 60 ft., passive Perception 10 - -'''Languages''' - - -'''Challenge''' 11 (7,200 XP) - -'''''Heated Body'''''. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +11 to hit, reach 10 ft., one target. ''Hit:'' 40 (6d10+7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can’t bite another target. - -'''''Swallow'''''. The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite’s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz’s turns. - -If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. - - -== Roc == - -''Gargantuan monstrosity, unaligned'' - -'''Armor Class''' 15 (natural armor) - -'''Hit Points''' 248 (16d20+80) - -'''Speed''' 20 ft., fly 120 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 28 (+9) -| 10 (+0) -| 20 (+5) -| 3 (-4) -| 10 (+0) -| 9 (-1) -|} - -'''Saving Throws''' Dex +4, Con +9, Wis +4, Cha +3 - -'''Skills''' Perception +4 - -'''Senses''' passive Perception 14 - -'''Languages''' - - -'''Challenge''' 11 (7,200 XP) - -'''''Keen Sight'''''. The roc has advantage on Wisdom (Perception) checks that rely on sight. - - -====== Actions ====== - -'''''Multiattack'''''. The roc makes two attacks: one with its beak and one with its talons. - -'''''Beak'''''. ''Melee Weapon Attack:'' +13 to hit, reach 10 ft., one target. ''Hit:'' 27 (4d8+9) piercing damage. - -'''''Talons'''''. ''Melee Weapon Attack:'' +13 to hit, reach 5 ft., one target. ''Hit:'' 23 (4d6+9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can’t use its talons on another target. - - -== Roper == - -''Large monstrosity, neutral evil'' - -'''Armor Class''' 20 (natural armor) - -'''Hit Points''' 93 (11d10+33) - -'''Speed''' 10 ft., climb 10 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 8 (-1) -| 17 (+3) -| 7 (-2) -| 16 (+3) -| 6 (-2) -|} - -'''Skills''' Perception +6, Stealth +5 - -'''Senses''' darkvision 60 ft., passive Perception 16 - -'''Languages''' - - -'''Challenge''' 5 (1,800 XP) - -'''''False Appearance'''''. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. - -'''''Grasping Tendrils'''''. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. - -'''''Spider Climb'''''. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - -====== Actions ====== - -'''''Multiattack'''''. The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. - -'''''Bite'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 22 (4d8+4) piercing damage. - -'''''Tendril'''''. ''Melee Weapon Attack:'' +7 to hit, reach 50 ft., one creature. ''Hit:'' The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can’t use the same tendril on another target. - -'''''Reel'''''. The roper pulls each creature grappled by it up to 25 feet straight toward it. - - -== Rust Monster == - -''Medium monstrosity, unaligned'' - -'''Armor Class''' 14 (natural armor) - -'''Hit Points''' 27 (5d8+5) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 13 (+1) -| 12 (+1) -| 13 (+1) -| 2 (-4) -| 13 (+1) -| 6 (-2) -|} - -'''Senses''' darkvision 60 ft., passive Perception 11 - -'''Languages''' - - -'''Challenge''' 1/2 (100 XP) - -'''''Iron Scent'''''. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it. - -'''''Rust Metal'''''. Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d8+1) piercing damage. - -'''''Antennae'''''. The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn’t being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster’s touch. - -If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait. - - -= Monsters (S) = - - -== Sahuagin == - -''Medium humanoid (sahuagin), lawful evil'' - -'''Armor Class''' 12 (natural armor) - -'''Hit Points''' 22 (4d8+4) - -'''Speed''' 30 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 13 (+1) -| 11 (+0) -| 12 (+1) -| 12 (+1) -| 13 (+1) -| 9 (-1) -|} - -'''Skills''' Perception +5 - -'''Senses''' darkvision 120 ft., passive Perception 15 - -'''Languages''' Sahuagin - -'''Challenge''' 1/2 (100 XP) - -'''''Blood Frenzy'''''. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points. - -'''''Limited Amphibiousness'''''. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. - -'''''Shark Telepathy'''''. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. - - -====== Actions ====== - -'''''Multiattack'''''. The sahuagin makes two melee attacks: one with its bite and one with its claws or spear. - -'''''Bite'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 3 (1d4+1) piercing damage. - -'''''Claws.''''' ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 3 (1d4+1) slashing damage. - -'''''Spear'''''. ''Melee or Ranged Weapon Attack:'' +3 to hit, reach 5 ft. or range 20/60 ft., one target. ''Hit:'' 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack. - - -== Salamander == - -''Large elemental, neutral evil'' - -'''Armor Class''' 15 (natural armor) - -'''Hit Points''' 90 (12d10+24) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 14 (+2) -| 15 (+2) -| 11 (+0) -| 10 (+0) -| 12 (+1) -|} - -'''Damage Vulnerabilities''' cold - -'''Damage Resistances''' bludgeoning, piercing, and slashing from nonmagical attacks - -'''Damage Immunities''' fire - -'''Sense'''s darkvision 60 ft., passive Perception 10 - -'''Languages''' Ignan - -'''Challenge''' 5 (1,800 XP) - -'''''Heated Body'''''. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. - -'''''Heated Weapons'''''. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). - - -====== Actions ====== - -'''''Multiattack'''''. The salamander makes two attacks: one with its spear and one with its tail. - -'''''Spear'''''. ''Melee or Ranged Weapon Attack:'' +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. ''Hit:'' 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +7 to hit, reach 10 ft., one target. ''Hit:'' 11 (2d6+4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can’t make tail attacks against other targets. - - -== Satyr == - -''Medium fey, chaotic neutral'' - -'''Armor Class''' 14 (leather armor) - -'''Hit Points''' 31 (7d8) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 12 (+1) -| 16 (+3) -| 11 (+0) -| 12 (+1) -| 10 (+0) -| 14 (+2) -|} - -'''Skills''' Perception +2, Performance +6, Stealth +5 - -'''Sense'''s passive Perception 12 - -'''Languages''' Common, Elvish, Sylvan - -'''Challenge''' 1/2 (100 XP) - -'''''Magic Resistance'''''. The satyr has advantage on saving throws against spells and other magical effects. - - -====== Actions ====== - -'''''Ram'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 6 (2d4+1) bludgeoning damage. - -'''''Shortsword'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6+3) piercing damage. - -'''''Shortbow'''''. ''Ranged Weapon Attack:'' +5 to hit, range 80/320 ft., one target. ''Hit:'' 6 (1d6+3) piercing damage. - - -== Shadow == - -''Medium undead, chaotic evil'' - -'''Armor Class''' 12 - -'''Hit Points''' 16 (3d8+3) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 6 (-2) -| 14 (+2) -| 13 (+1) -| 6 (-2) -| 10 (+0) -| 8 (-1) -|} - -'''Skills''' Stealth +4 (+6 in dim light or darkness) - -'''Damage Vulnerabilities''' radiant - -'''Damage Resistances''' acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Damage Immunities''' necrotic, poison - -'''Condition Immunities''' exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' - - -'''Challenge''' 1/2 (100 XP) - -'''''Amorphous'''''. The shadow can move through a space as narrow as 1 inch wide without squeezing. - -'''''Shadow Stealth'''''. While in dim light or darkness, the shadow can take the Hide action as a bonus action. - -'''''Sunlight Weakness'''''. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. - - -====== Actions ====== - -'''''Strength Drain'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 9 (2d6+2) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. - -If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. - - -== Shambling Mound == - -''Large plant, unaligned'' - -'''Armor Class''' 15 (natural armor) - -'''Hit Points''' 136 (16d10+48) - -'''Speed''' 20 ft., swim 20 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 8 (-1) -| 16 (+3) -| 5 (-3) -| 10 (+0) -| 5 (-3) -|} - -'''Skills''' Stealth +2 - -'''Damage Resistances''' cold, fire - -'''Damage Immunities''' lightning - -'''Condition Immunities''' blinded, deafened, exhaustion - -'''Senses''' blindsight 60 ft. (blind beyond this radius), passive Perception 10 - -'''Languages''' - - -'''Challenge''' 5 (1,800 XP) - -'''''Lightning Absorption'''''. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. - - -====== Actions ====== - -'''''Multiattack'''''. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it. - -'''''Slam'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d8+4) bludgeoning damage. - -'''''Engulf'''''. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound’s turns or take 13 (2d8+4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time. - - -== Shield Guardian == - -''Large construct, unaligned'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 142 (15d10+60) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 8 (-1) -| 18 (+4) -| 7 (-2) -| 10 (+0) -| 3 (-4) -|} - -'''Senses''' blindsight 10 ft., darkvision 60 ft., passive Perception 10 - -'''Damage Immunities''' poison - -'''Condition Immunities''' charmed, exhaustion, frightened, paralyzed, poisoned - -'''Languages''' understands commands given in any language but can’t speak - -'''Challenge''' 7 (2,900 XP) - -'''''Bound'''''. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet’s wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet’s wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. - -'''''Regeneration'''''. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point. - -'''''Spell Storing'''''. A spellcaster who wears the shield guardian’s amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. - - -====== Actions ====== - -'''''Multiattack'''''. The guardian makes two fist attacks. - -'''''Fist'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6+4) bludgeoning damage. - - -====== Reactions ====== - -'''''Shield'''''. When a creature makes an attack against the wearer of the guardian’s amulet, the guardian grants a +2 bonus to the wearer’s AC if the guardian is within 5 feet of the wearer. - - -== Skeletons == - - -=== Skeleton === - -''Medium undead, lawful evil'' - -'''Armor Class''' 13 (armor scraps) - -'''Hit Points''' 13 (2d8+4) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 10 (+0) -| 14 (+2) -| 15 (+2) -| 6 (-2) -| 8 (-1) -| 5 (-3) -|} - -'''Damage Vulnerabilities''' bludgeoning - -'''Damage Immunities''' poison - -'''Condition Immunities''' exhaustion, poisoned - -'''Senses''' darkvision 60 ft., passive Perception 9 - -'''Languages''' understands all languages it knew in life but can’t speak - -'''Challenge''' 1/4 (50 XP) - - -====== Actions ====== - -'''''Shortsword'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6+2) piercing damage. - -'''''Shortbow'''''. ''Ranged Weapon Attack:'' +4 to hit, range 80/320 ft., one target. ''Hit:'' 5 (1d6+2) piercing damage. - - -=== Minotaur Skeleton === - -''Large undead, lawful evil'' - -'''Armor Class''' 12 (natural armor) - -'''Hit Points''' 67 (9d10+18) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 11 (+0) -| 15 (+2) -| 6 (-2) -| 8 (-1) -| 5 (-3) -|} - -'''Damage Vulnerabilities''' bludgeoning - -'''Damage Immunities''' poison - -'''Condition Immunities''' exhaustion, poisoned - -'''Senses''' darkvision 60 ft., passive Perception 9 - -'''Languages''' understands Abyssal but can’t speak - -'''Challenge''' 2 (450 XP) - -'''''Charge'''''. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. - - -====== Actions ====== - -'''''Greataxe'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 17 (2d12+4) slashing damage. - -'''''Gore'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d8+4) piercing damage. - - -=== Warhorse Skeleton === - -''Large undead, lawful evil'' - -'''Armor Class''' 13 (barding scraps) - -'''Hit Points''' 22 (3d10+6) - -'''Speed''' 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 12 (+1) -| 15 (+2) -| 2 (-4) -| 8 (-1) -| 5 (-3) -|} - -'''Damage Vulnerabilities''' bludgeoning - -'''Damage Immunities''' poison - -'''Condition Immunities''' exhaustion, poisoned - -'''Senses''' darkvision 60 ft., passive Perception 9 - -'''Languages''' - - -'''Challenge''' 1/2 (100 XP) - - -====== Actions ====== - -'''''Hooves'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6+4) bludgeoning damage. - - -== Specter == - -''Medium undead, chaotic evil'' - -'''Armor Class''' 12 - -'''Hit Points''' 22 (5d8) - -'''Speed''' 0 ft., fly 50 ft. (hover) - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 1 (-5) -| 14 (+2) -| 11 (+0) -| 10 (+0) -| 10 (+0) -| 11 (+0) -|} - -'''Damage Resistances''' acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Damage Immunities''' necrotic, poison - -'''Condition Immunities''' charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' understands all languages it knew in life but can’t speak - -'''Challenge''' 1 (200 XP) - -'''''Incorporeal Movement'''''. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - -'''''Sunlight Sensitivity'''''. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - -====== Actions ====== - -'''''Life Drain'''''. ''Melee Spell Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - - -== Sphinxes == - - -=== Androsphinx === - -''Large monstrosity, lawful neutral'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 199 (19d10+95) - -'''Speed''' 40 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 22 (+6) -| 10 (+0) -| 20 (+5) -| 16 (+3) -| 18 (+4) -| 23 (+6) -|} - -'''Saving Throws''' Dex +6, Con +11, Int +9, Wis +10 - -'''Skills''' Arcana +9, Perception +10, Religion +15 - -'''Damage Immunities''' psychic; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Condition Immunities''' charmed, frightened - -'''Senses''' truesight 120 ft., passive Perception 20 - -'''Languages''' Common, Sphinx - -'''Challenge''' 17 (18,000 XP) - -'''''Inscrutable'''''. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage. - -'''''Magic Weapons'''''. The sphinx’s weapon attacks are magical. - -'''''Spellcasting'''''. The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: - -Cantrips (at will): ''sacred flame'', ''spare the dying'', ''thaumaturgy'' 1st level (4 slots): ''command'', ''detect evil and good'', ''detect magic'' 2nd level (3 slots): ''lesser restoration'', ''zone of truth'' 3rd level (3 slots): ''dispel magic'', ''tongues'' 4th level (3 slots): ''banishment'', ''freedom of movement'' 5th level (2 slots): ''flame strike'', ''greater restoration'' 6th level (1 slot): ''heroes’ feast'' - - -====== Actions ====== - -'''''Multiattack'''''. The sphinx makes two claw attacks. - -'''''Claw'''''. ''Melee Weapon Attack:'' +12 to hit, reach 5 ft., one target. ''Hit:'' 17 (2d10+6) slashing damage. - -'''''Roar (3/Day)'''''. The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. - -'''First Roar'''. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -'''Second Roar'''. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - -'''Third Roar'''. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. - - -====== Legendary Actions ====== - -The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of its turn. - -'''Claw Attack'''. The sphinx makes one claw attack. - -'''Teleport (Costs 2 Actions)'''. The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - -'''Cast a Spell (Costs 3 Actions)'''. The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. - - -=== Gynosphinx === - -''Large monstrosity, lawful neutral'' - -'''Armor Class''' 17 (natural armor) - -'''Hit Points''' 136 (16d10+48) - -'''Speed''' 40 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 15 (+2) -| 16 (+3) -| 18 (+4) -| 18 (+4) -| 18 (+4) -|} - -'''Skills''' Arcana +12, History +12, Perception +8, Religion +8 - -'''Damage Resistances''' bludgeoning, piercing, and slashing from nonmagical attacks - -'''Damage Immunities''' psychic - -'''Condition Immunities''' charmed, frightened - -'''Senses''' truesight 120 ft., passive Perception 18 - -'''Languages''' Common, Sphinx - -'''Challenge''' 11 (7,200 XP) - -'''''Inscrutable'''''. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage. - -'''''Magic Weapons'''''. The sphinx’s weapon attacks are magical. - -'''''Spellcasting'''''. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: - -Cantrips (at will): ''mage hand'', ''minor illusion'', ''prestidigitation'' 1st level (4 slots): ''detect magic'', ''identify'', ''shield'' 2nd level (3 slots): ''darkness'', ''locate object'', ''suggestion'' 3rd level (3 slots): ''dispel magic'', ''remove curse'', ''tongues'' 4th level (3 slots): ''banishment'', ''greater invisibility'' 5th level (1 slot): ''legend lore'' - - -====== Actions ====== - -'''''Multiattack'''''. The sphinx makes two claw attacks. - -'''''Claw'''''. ''Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d8+4) slashing damage. - - -====== Legendary Actions ====== - -The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of its turn. - -'''Claw Attack'''. The sphinx makes one claw attack. - -'''Teleport (Costs 2 Actions)'''. The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - -'''Cast a Spell (Costs 3 Actions)'''. The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. - - -== Sprite == - -''Tiny fey, neutral good'' - -'''Armor Class''' 15 (leather armor) - -'''Hit Points''' 2 (1d4) - -'''Speed''' 10 ft., fly 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 3 (-4) -| 18 (+4) -| 10 (+0) -| 14 (+2) -| 13 (+1) -| 11 (+0) -|} - -'''Skills''' Perception +3, Stealth +8 - -'''Senses''' passive Perception 13 - -'''Languages''' Common, Elvish, Sylvan - -'''Challenge''' 1/4 (50 XP) - - -====== Actions ====== - -'''''Longsword'''''. ''Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 1 slashing damage. - -'''''Shortbow'''''. ''Ranged Weapon Attack:'' +6 to hit, range 40/160 ft., one target. ''Hit:'' 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. - -'''''Heart Sight'''''. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw. - -'''''Invisibility'''''. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. - - -== Stirge == - -''Tiny beast, unaligned'' - -'''Armor Class''' 14 (natural armor) - -'''Hit Points''' 2 (1d4) - -'''Speed''' 10 ft., fly 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 4 (-3) -| 16 (+3) -| 11 (+0) -| 2 (-4) -| 8 (-1) -| 6 (-2) -|} - -'''Senses''' darkvision 60 ft., passive Perception 9 - -'''Languages''' - - -'''Challenge''' 1/8 (25 XP) - - -====== Actions ====== - -'''''Blood Drain'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one creature. ''Hit:'' 5 (1d4+3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 5 (1d4+3) hit points due to blood loss. - -The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge. - - -== Succubus/Incubus == - -''Medium fiend (shapechanger), neutral evil'' - -'''Armor Class''' 15 (natural armor) - -'''Hit Points''' 66 (12d8+12) - -'''Speed''' 30 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 8 (-1) -| 17 (+3) -| 13 (+1) -| 15 (+2) -| 12 (+1) -| 20 (+5) -|} - -'''Skills''' Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 - -'''Damage Resistances''' cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Senses''' darkvision 60 ft., passive Perception 15 - -'''Languages''' Abyssal, Common, Infernal, telepathy 60 ft. - -'''Challenge''' 4 (1,100 XP) - -'''''Telepathic Bond'''''. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don’t even need to be on the same plane of existence. - -'''''Shapechanger'''''. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. - - -====== Actions ====== - -'''''Claw (Fiend Form Only)'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6+3) slashing damage. - -'''''Charm'''''. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours. - -The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. - -'''''Draining Kiss'''''. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 - -Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - -'''''Etherealness'''''. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa. - - -= Monsters (T) = - - -== Tarrasque == - -''Gargantuan monstrosity (titan), unaligned'' - -'''Armor Class''' 25 (natural armor) - -'''Hit Points''' 676 (33d20+330) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 30 (+10) -| 11 (+0) -| 30 (+10) -| 3 (-4) -| 11 (+0) -| 11 (+0) -|} - -'''Saving Throws''' Int +5, Wis +9, Cha +9 - -'''Damage Immunities''' fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Condition Immunities''' charmed, frightened, paralyzed, poisoned - -'''Senses''' blindsight 120 ft., passive Perception 10 - -'''Languages''' - - -'''Challenge''' 30 (155,000 XP) - -'''''Legendary Resistance (3/Day)'''''. If the tarrasque fails a saving throw, it can choose to succeed instead. - -'''''Magic Resistance'''''. The tarrasque has advantage on saving throws against spells and other magical effects. - -'''''Reflective Carapace'''''. Any time the tarrasque is targeted by a ''magic missile'' spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target. - -'''''Siege Monster'''''. The tarrasque deals double damage to objects and structures. - - -====== Actions ====== - -'''''Multiattack'''''. The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite. - -'''''Bite'''''. ''Melee Weapon Attack:'' +19 to hit, reach 10 ft., one target. ''Hit:'' 36 (4d12+10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can’t bite another target. - -'''''Claw'''''. ''Melee Weapon Attack:'' +19 to hit, reach 15 ft., one target. ''Hit:'' 28 (4d8+10) slashing damage. - -'''''Horns'''''. ''Melee Weapon Attack:'' +19 to hit, reach 10 ft., one target. ''Hit:'' 32 (4d10+10) piercing damage. - -'''''Tail'''''. ''Melee Weapon Attack:'' +19 to hit, reach 20 ft., one target. ''Hit:'' 24 (4d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. - -'''''Frightful Presence'''''. Each creature of the tarrasque’s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the tarrasque’s Frightful Presence for the next 24 hours. - -'''''Swallow'''''. The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque’s turns. - -If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. - - -====== Legendary Actions ====== - -The tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The tarrasque regains spent legendary actions at the start of its turn. - -'''Attack'''. The tarrasque makes one claw attack or tail attack. - -'''Move'''. The tarrasque moves up to half its speed. - -'''Chomp (Costs 2 Actions)'''. The tarrasque makes one bite attack or uses its Swallow. - - -== Treant == - -''Huge plant, chaotic good'' - -'''Armor Class''' 16 (natural armor) - -'''Hit Points''' 138 (12d12+60) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 23 (+6) -| 8 (-1) -| 21 (+5) -| 12 (+1) -| 16 (+3) -| 12 (+1) -|} - -'''Damage Resistances''' bludgeoning, piercing - -'''Damage Vulnerabilities''' fire - -'''Senses''' passive Perception 13 - -'''Languages''' Common, Druidic, Elvish, Sylvan - -'''Challenge''' 9 (5,000 XP) - -'''''False Appearance'''''. While the treant remains motionless, it is indistinguishable from a normal tree. - -'''''Siege Monster'''''. The treant deals double damage to objects and structures. - - -====== Actions ====== - -'''''Multiattack'''''. The treant makes two slam attacks. - -'''''Slam'''''. ''Melee Weapon Attack:'' +10 to hit, reach 5 ft., one target. ''Hit:'' 16 (3d6+6) bludgeoning damage. - -'''''Rock'''''. ''Ranged Weapon Attack:'' +10 to hit, range 60/180 ft., one target. ''Hit:'' 28 (4d10+6) bludgeoning damage. - -'''''Animate Trees (1/Day)'''''. The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. - - -== Troll == - -''Large giant, chaotic evil'' - -'''Armor Class''' 15 (natural armor) - -'''Hit Points''' 84 (8d10+40) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 13 (+1) -| 20 (+5) -| 7 (-2) -| 9 (-1) -| 7 (-2) -|} - -'''Skills''' Perception +2 - -'''Senses''' darkvision 60 ft., passive Perception 12 - -'''Languages''' Giant - -'''Challenge''' 5 (1,800 XP) - -'''''Keen Smell'''''. The troll has advantage on Wisdom (Perception) checks that rely on smell. - -'''''Regeneration'''''. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. - - -====== Actions ====== - -'''''Multiattack'''''. The troll makes three attacks: one with its bite and two with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d6+4) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6+4) slashing damage. - - -= Monsters (U) = - - -== Unicorn == - -''Large celestial, lawful good'' - -'''Armor Class''' 12 - -'''Hit Points''' 67 (9d10+18) - -'''Speed''' 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 14 (+2) -| 15 (+2) -| 11 (+0) -| 17 (+3) -| 16 (+3) -|} - -'''Damage Immunities''' poison - -'''Condition Immunities''' charmed, paralyzed, poisoned - -'''Senses''' darkvision 60 ft., passive Perception 13 - -'''Languages''' Celestial, Elvish, Sylvan, telepathy 60 ft. - -'''Challenge''' 5 (1,800 XP) - -'''''Charge'''''. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. - -'''''Innate Spellcasting'''''. The unicorn’s innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no Components - -At will: ''detect evil and good'', ''druidcraft'', ''pass without trace'' - -1/day each: ''calm emotions'', ''dispel evil and good'', ''entangle'' - -'''''Magic Resistance'''''. The unicorn has advantage on saving throws against spells and other magical effects. - -'''''Magic Weapons'''''. The unicorn’s weapon attacks are magical. - - -====== Actions ====== - -'''''Multiattack'''''. The unicorn makes two attacks: one with its hooves and one with its horn. - -'''''Hooves'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6+4) bludgeoning damage. - -'''''Horn'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 8 (1d8+4) piercing damage. - -'''''Healing Touch (3/Day)'''''. The unicorn touches another creature with its horn. The target magically regains 11 (2d8+2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. - -'''''Teleport (1/Day)'''''. The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away. - - -====== Legendary Actions ====== - -The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The unicorn regains spent legendary actions at the start of its turn. - -'''Hooves'''. The unicorn makes one attack with its hooves. - -'''Shimmering Shield (Costs 2 Actions)'''. The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn’s next turn. - -'''Heal Self (Costs 3 Actions)'''. The unicorn magically regains 11 (2d8+2) hit points. - - -= Monsters (V) = - - -== Vampires == - - -=== Vampire === - -''Medium undead (shapechanger), lawful evil'' - -'''Armor Class''' 16 (natural armor) - -'''Hit Points''' 144 (17d8+68) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 18 (+4) -| 18 (+4) -| 17 (+3) -| 15 (+2) -| 18 (+4) -|} - -'''Saving Throws''' Dex +9, Wis +7, Cha +9 - -'''Skills''' Perception +7, Stealth +9 - -'''Damage Resistances''' necrotic; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Senses''' darkvision 120 ft., passive Perception 17 - -'''Languages''' the languages it knew in life - -'''Challenge''' 13 (10,000 XP) - -'''''Shapechanger'''''. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. - -While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. - -While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. - -'''''Legendary Resistance (3/Day)'''''. If the vampire fails a saving throw, it can choose to succeed instead. - -'''''Misty Escape'''''. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed. - -While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. - -'''''Regeneration'''''. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn. - -'''''Spider Climb'''''. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -'''''Vampire Weaknesses'''''. The vampire has the following flaws: - -''Forbiddance''. The vampire can’t enter a residence without an invitation from one of the occupants. - -''Harmed by Running Water''. The vampire takes 20 acid damage if it ends its turn in running water. - -''Stake to the Heart''. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. - -''Sunlight Hypersensitivity''. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. - - -====== Actions ====== - -'''''Multiattack (Vampire Form Only)'''''. The vampire makes two attacks, only one of which can be a bite attack. - -'''''Unarmed Strike (Vampire Form Only)'''''. ''Melee Weapon Attack:'' +9 to hit, reach 5 ft., one creature. ''Hit:'' 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). - -'''''Bite (Bat or Vampire Form Only)'''''. ''Melee Weapon Attack:'' +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. ''Hit:'' 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control. - -'''''Charm'''''. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack. - -Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. - -'''''Children of the Night (1/Day)'''''. The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. - - -====== Legendary Actions ====== - -The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn. - -'''Move'''. The vampire moves up to its speed without provoking opportunity attacks. - -'''Unarmed Strike'''. The vampire makes one unarmed strike. - -'''Bite (Costs 2 Actions)'''. The vampire makes one bite attack. - - -=== Vampire Spawn === - -''Medium undead, neutral evil'' - -'''Armor Class''' 15 (natural armor) - -'''Hit Points''' 82 (11d8+33) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 16 (+3) -| 16 (+3) -| 11 (+0) -| 10 (+0) -| 12 (+1) -|} - -'''Saving Throws''' Dex +6, Wis +3 - -'''Skills''' Perception +3, Stealth +6 - -'''Damage Resistances''' necrotic; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Senses''' darkvision 60 ft., passive Perception 13 - -'''Languages''' the languages it knew in life - -'''Challenge''' 5 (1,800 XP) - -'''''Regeneration'''''. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn. - -'''''Spider Climb'''''. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -'''''Vampire Weaknesses'''''. The vampire has the following flaws: - -''Forbiddance''. The vampire can’t enter a residence without an invitation from one of the occupants. - -''Harmed by Running Water''. The vampire takes 20 acid damage when it ends its turn in running water. - -''Stake to the Heart''. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. - -''Sunlight Hypersensitivity''. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. - - -====== Actions ====== - -'''''Multiattack'''''. The vampire makes two attacks, only one of which can be a bite attack. - -'''''Claws.''''' ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one creature. ''Hit:'' 8 (2d4+3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). - -'''''Bite'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. ''Hit:'' 6 (1d6+3) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - - -= Monsters (W) = - - -== Wight == - -''Medium undead, neutral evil'' - -'''Armor Class''' 14 (studded leather) - -'''Hit Points''' 45 (6d8+18) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 14 (+2) -| 16 (+3) -| 10 (+0) -| 13 (+1) -| 15 (+2) -|} - -'''Skills''' Perception +3, Stealth +4 - -'''Damage Resistances''' necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered - -'''Damage Immunities''' poison - -'''Condition Immunities''' exhaustion, poisoned - -'''Senses''' darkvision 60 ft., passive Perception 13 - -'''Languages''' the languages it knew in life - -'''Challenge''' 3 (700 XP) - -'''''Sunlight Sensitivity'''''. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - -====== Actions ====== - -'''''Multiattack'''''. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. - -'''''Life Drain'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 5 (1d6+2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - -A humanoid slain by this attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. - -'''''Longsword'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands. - -'''''Longbow'''''. ''Ranged Weapon Attack:'' +4 to hit, range 150/600 ft., one target. ''Hit:'' 6 (1d8+2) piercing damage. - - -== Will-o’-Wisp == - -''Tiny undead, chaotic evil'' - -'''Armor Class''' 19 - -'''Hit Points''' 22 (9d4) - -'''Speed''' 0 ft., fly 50 ft. (hover) - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 1 (-5) -| 28 (+9) -| 10 (+0) -| 13 (+1) -| 14 (+2) -| 11 (+0) -|} - -'''Damage Immunities''' lightning, poison - -'''Damage Resistances''' acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - -'''Condition Immunities''' exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious - -'''Senses''' darkvision 120 ft., passive Perception 12 - -'''Languages''' the languages it knew in life - -'''Challenge''' 2 (450 XP) - -'''''Consume Life'''''. As a bonus action, the will-o’-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o’-wisp regains 10 (3d6) hit points. - -'''''Ephemeral'''''. The will-o’-wisp can’t wear or carry anything. - -'''''Incorporeal Movement'''''. The will-o’-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - -'''''Variable Illumination'''''. The will-o’-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action. - - -====== Actions ====== - -'''''Shock'''''. ''Melee Spell Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 9 (2d8) lightning damage. - -'''''Invisibility'''''. The will-o’-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell). - - -== Wraith == - -''Medium undead, neutral evil'' - -'''Armor Class''' 13 - -'''Hit Points''' 67 (9d8+27) - -'''Speed''' 0 ft., fly 60 ft. (hover) - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 6 (-2) -| 16 (+3) -| 16 (+3) -| 12 (+1) -| 14 (+2) -| 15 (+2) -|} - -'''Damage Resistances''' acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered - -'''Damage Immunities''' necrotic, poison - -'''Condition Immunities''' charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained - -'''Senses''' darkvision 60 ft., passive Perception 12 - -'''Languages''' the languages it knew in life - -'''Challenge''' 5 (1,800 XP) - -'''''Incorporeal Movement'''''. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - -'''''Sunlight Sensitivity'''''. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - -====== Actions ====== - -'''''Life Drain'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one creature. ''Hit:'' 21 (4d8+3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - -'''''Create Specter'''''. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can have no more than seven specters under its control at one time. - - -== Wyvern == - -''Large dragon, unaligned'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 110 (13d10+39) - -'''Speed''' 20 ft., fly 80 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 10 (+0) -| 16 (+3) -| 5 (-3) -| 12 (+1) -| 6 (-2) -|} - -'''Skills''' Perception +4 - -'''Senses''' darkvision 60 ft., passive Perception 14 - -'''Languages''' - - -'''Challenge''' 6 (2,300 XP) - - -====== Actions ====== - -'''''Multiattack'''''. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. - -'''''Bite'''''. ''Melee Weapon Attack:'' +7 to hit, reach 10 ft., one creature. ''Hit:'' 11 (2d6+4) piercing damage. - -'''''Claws.''''' ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d8+4) slashing damage. - -'''''Stinger'''''. ''Melee Weapon Attack:'' +7 to hit, reach 10 ft., one creature. ''Hit:'' 11 (2d6+4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - - -= Monsters (X) = - - -== Xorn == - -''Medium elemental, neutral'' - -'''Armor Class''' 19 (natural armor) - -'''Hit Points''' 73 (7d8+42) - -'''Speed''' 20 ft., burrow 20 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 17 (+3) -| 10 (+0) -| 22 (+6) -| 11 (+0) -| 10 (+0) -| 11 (+0) -|} - -'''Skills''' Perception +6, Stealth +3 - -'''Damage Resistances''' piercing and slashing from nonmagical attacks that aren’t adamantine - -'''Senses''' darkvision 60 ft., tremorsense 60 ft., passive Perception 16 - -'''Languages''' Terran - -'''Challenge''' 5 (1,800 XP) - -'''''Earth Glide'''''. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn’t disturb the material it moves through. - -'''''Stone Camouflage'''''. The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - -'''''Treasure Sense'''''. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. - - -====== Actions ====== - -'''''Multiattack'''''. The xorn makes three claw attacks and one bite attack. - -'''''Claw'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6+3) slashing damage. - -'''''Bite'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 13 (3d6+3) piercing damage. - - -= Monsters (Z) = - - -== Zombies == - - -=== Zombie === - -''Medium undead, neutral evil'' - -'''Armor Class''' 8 - -'''Hit Points''' 22 (3d8+9) - -'''Speed''' 20 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 13 (+1) -| 6 (-2) -| 16 (+3) -| 3 (-4) -| 6 (-2) -| 5 (-3) -|} - -Saving Throws Wis +0 - -'''Damage Immunities''' poison - -'''Condition Immunities''' poisoned - -'''Senses''' darkvision 60 ft., passive Perception 8 - -'''Languages''' understands the languages it knew in life but can’t speak - -'''Challenge''' 1/4 (50 XP) - -'''''Undead Fortitude'''''. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. - - -====== Actions ====== - -'''''Slam'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d6+1) bludgeoning damage. - - -=== Ogre Zombie === - -''Large undead, neutral evil'' - -'''Armor Class''' 8 - -'''Hit Points''' 85 (9d10+36) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 6 (-2) -| 18 (+4) -| 3 (-4) -| 6 (-2) -| 5 (-3) -|} - -Saving Throws Wis +0 - -'''Damage Immunities''' poison - -'''Condition Immunities''' poisoned - -'''Senses''' darkvision 60 ft., passive Perception 8 - -'''Languages''' understands Common and Giant but can’t speak - -'''Challenge''' 2 (450 XP) - -'''''Undead Fortitude'''''. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. - - -====== Actions ====== - -'''''Morningstar'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d8+4) bludgeoning damage. - - -= CREATURES = - -This section contains statistics for various animals, vermin, and other critters. The stat blocks are organized alphabetically by creature name. - - -= Creatures (A-C) = - - -== Ape == - -''Medium beast, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 19 (3d8+6) - -'''Speed''' 30 ft., climb 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 14 (+2) -| 14 (+2) -| 6 (-2) -| 12 (+1) -| 7 (-2) -|} - -'''Skills''' Athletics +5, Perception +3 - -'''Senses''' passive Perception 13 - -'''Languages''' - - -'''Challenge''' 1/2 (100 XP) - - -====== Actions ====== - -'''''Multiattack'''''. The ape makes two fist attacks. - -'''''Fist'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6+3) bludgeoning damage. - -'''''Rock'''''. ''Ranged Weapon Attack:'' +5 to hit, range 25/50 ft., one target. ''Hit:'' 6 (1d6+3) bludgeoning damage. - - -== Awakened Shrub == - -''Small plant, unaligned'' - -'''Armor Class''' 9 - -'''Hit Points''' 10 (3d6) - -'''Speed''' 20 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 3 (-4) -| 8 (-1) -| 11 (+0) -| 10 (+0) -| 10 (+0) -| 6 (-2) -|} - -'''Damage Vulnerabilities''' fire - -'''Damage Resistances''' piercing - -'''Senses''' passive Perception 10 - -'''Languages''' one language known by its creator - -'''Challenge''' 0 (10 XP) - -'''''False Appearance'''''. While the shrub remains motionless, it is indistinguishable from a normal shrub. - - -====== Actions ====== - -'''''Rake'''''. ''Melee Weapon Attack:'' +1 to hit, reach 5 ft., one target. ''Hit:'' 1 (1d4-1) slashing damage. - -An '''awakened shrub''' is an ordinary shrub given sentience and mobility by the ''awaken'' spell or similar magic. - - -== Awakened Tree == - -''Huge plant, unaligned'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 59 (7d12+14) - -'''Speed''' 20 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 6 (-2) -| 15 (+2) -| 10 (+0) -| 10 (+0) -| 7 (-2) -|} - -'''Damage Vulnerabilities''' fire - -'''Damage Resistances''' bludgeoning, piercing - -'''Senses''' passive Perception 10 - -'''Languages''' one language known by its creator - -'''Challenge''' 2 (450 XP) - -'''''False Appearance'''''. While the tree remains motionless, it is indistinguishable from a normal tree. - - -====== Actions ====== - -'''''Slam'''''. ''Melee Weapon Attack:'' +6 to hit, reach 10 ft., one target. ''Hit:'' 14 (3d6+4) bludgeoning damage. - -An '''awakened tree''' is an ordinary tree given sentience and mobility by the ''awaken'' spell or similar magic. - - -== Axe Beak == - -''Large beast, unaligned'' - -'''Armor Class''' 11 - -'''Hit Points''' 19 (3d10+3) - -'''Speed''' 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 14 (+2) -| 12 (+1) -| 12 (+1) -| 2 (-4) -| 10 (+0) -| 5 (-3) -|} - -'''Senses''' passive Perception 10 - -'''Languages''' - - -'''Challenge''' 1/4 (50 XP) - - -====== Actions ====== - -'''''Beak'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d8+2) slashing damage. - -An '''axe beak''' is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close. - - -== Baboon == - -''Small beast, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 3 (1d6) - -'''Speed''' 30 ft., climb 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 8 (-1) -| 14 (+2) -| 11 (+0) -| 4 (-3) -| 12 (+1) -| 6 (-2) -|} - -'''Senses''' passive Perception 11 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - -'''''Pack Tactics'''''. The baboon has advantage on an attack roll against a creature if at least one of the baboon’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +1 to hit, reach 5 ft., one target. ''Hit:'' 1 (1d4-1) piercing damage. - - -== Badger == - -''Tiny beast, unaligned'' - -'''Armor Class''' 10 - -'''Hit Points''' 3 (1d4+1) - -'''Speed''' 20 ft., burrow 5 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 4 (-3) -| 11 (+0) -| 12 (+1) -| 2 (-4) -| 12 (+1) -| 5 (-3) -|} - -'''Senses''' darkvision 30 ft., passive Perception 11 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - -'''''Keen Smell'''''. The badger has advantage on Wisdom (Perception) checks that rely on smell. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 1 piercing damage. - - -== Bat == - -''Tiny beast, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 1 (1d4-1) - -'''Speed''' 5 ft., fly 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 2 (-4) -| 15 (+2) -| 8 (-1) -| 2 (-4) -| 12 (+1) -| 4 (-3) -|} - -'''Senses''' blindsight 60 ft., passive Perception 11 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - -'''''Echolocation'''''. The bat can’t use its blindsight while deafened. - -'''''Keen Hearing'''''. The bat has advantage on Wisdom (Perception) checks that rely on hearing. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +0 to hit, reach 5 ft., one creature. ''Hit:'' 1 piercing damage. - - -== Black Bear == - -''Medium beast, unaligned'' - -'''Armor Class''' 11 (natural armor) - -'''Hit Points''' 19 (3d8+6) - -'''Speed''' 40 ft., climb 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 10 (+0) -| 14 (+2) -| 2 (-4) -| 12 (+1) -| 7 (-2) -|} - -'''Skills''' Perception +3 - -'''Senses''' passive Perception 13 - -'''Languages''' - - -'''Challenge''' 1/2 (100 XP) - -'''''Keen Smell'''''. The bear has advantage on Wisdom (Perception) checks that rely on smell. - - -====== Actions ====== - -'''''Multiattack'''''. The bear makes two attacks: one with its bite and one with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6+2) piercing damage. - -'''''Claws.''''' ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 7 (2d4+2) slashing damage. - - -== Blink Dog == - -''Medium fey, lawful good'' - -'''Armor Class''' 13 - -'''Hit Points''' 22 (4d8+4) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 12 (+1) -| 17 (+3) -| 12 (+1) -| 10 (+0) -| 13 (+1) -| 11 (+0) -|} - -'''Skills''' Perception +3, Stealth +5 - -'''Senses''' passive Perception 13 - -'''Languages''' Blink Dog, understands Sylvan but can’t speak it - -'''Challenge''' 1/4 (50 XP) - -'''''Keen Hearing and Smell'''''. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d6+1) piercing damage. - -'''''Teleport (Recharge 4-6)'''''. The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. - -A '''blink dog''' takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long- standing hatred for displacer beasts and attack them on sight. - - -== Blood Hawk == - -''Small beast, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 7 (2d6) - -'''Speed''' 10 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 6 (-2) -| 14 (+2) -| 10 (+0) -| 3 (-4) -| 14 (+2) -| 5 (-3) -|} - -'''Skills''' Perception +4 - -'''Senses''' passive Perception 14 - -'''Languages''' - - -'''Challenge''' 1/8 (25 XP) - -'''''Keen Sight'''''. The hawk has advantage on Wisdom (Perception) checks that rely on sight. - -'''''Pack Tactics'''''. The hawk has advantage on an attack roll against a creature if at least one of the hawk’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -====== Actions ====== - -'''''Beak'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d4+2) piercing damage. - -Taking its name from its crimson feathers and aggressive nature, the '''blood hawk''' fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey. - - -== Boar == - -''Medium beast, unaligned'' - -'''Armor Class''' 11 (natural armor) - -'''Hit Points''' 11 (2d8+2) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 13 (+1) -| 11 (+0) -| 12 (+1) -| 2 (-4) -| 9 (-1) -| 5 (-3) -|} - -'''Senses''' passive Perception 9 - -'''Languages''' - - -'''Challenge''' 1/4 (50 XP) - -'''''Charge'''''. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - -'''''Relentless (Recharges after a Short or Long Rest)'''''. If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. - - -====== Actions ====== - -'''''Tusk'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d6+1) slashing damage. - - -== Brown Bear == - -''Large beast, unaligned'' - -'''Armor Class''' 11 (natural armor) - -'''Hit Points''' 34 (4d10+12) - -'''Speed''' 40 ft., climb 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 10 (+0) -| 16 (+3) -| 2 (-4) -| 13 (+1) -| 7 (-2) -|} - -'''Skills''' Perception +3 - -'''Senses''' passive Perception 13 - -'''Languages''' - - -'''Challenge''' 1 (200 XP) - -'''''Keen Smell'''''. The bear has advantage on Wisdom (Perception) checks that rely on smell. - - -====== Actions ====== - -'''''Multiattack'''''. The bear makes two attacks: one with its bite and one with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 8 (1d8+4) piercing damage. - -'''''Claws.''''' ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6+4) slashing damage. - - -== Camel == - -''Large beast, unaligned'' - -'''Armor Class''' 9 - -'''Hit Points''' 15 (2d10+4) - -'''Speed''' 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 8 (-1) -| 14 (+2) -| 2 (-4) -| 8 (-1) -| 5 (-3) -|} - -'''Senses''' passive Perception 9 - -'''Languages''' - - -'''Challenge''' 1/8 (25 XP) - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 2 (1d4) bludgeoning damage. - - -== Cat == - -''Tiny beast, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 2 (1d4) - -'''Speed''' 40 ft., climb 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 3 (-4) -| 15 (+2) -| 10 (+0) -| 3 (-4) -| 12 (+1) -| 7 (-2) -|} - -'''Skills''' Perception +3, Stealth +4 - -'''Senses''' passive Perception 13 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - -'''''Keen Smell'''''. The cat has advantage on Wisdom (Perception) checks that rely on smell. - - -====== Actions ====== - -'''''Claws.''''' ''Melee Weapon Attack:'' +0 to hit, reach 5 ft., one target. ''Hit:'' 1 slashing damage. - - -== Constrictor Snake == - -''Large beast, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 13 (2d10+2) - -'''Speed''' 30 ft., swim 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 14 (+2) -| 12 (+1) -| 1 (-5) -| 10 (+0) -| 3 (-4) -|} - -'''Senses''' blindsight 10 ft., passive Perception 10 - -'''Languages''' - - -'''Challenge''' 1/4 (50 XP) - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 5 (1d6+2) piercing damage. - -'''''Constrict'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target. - - -== Crab == - -''Tiny beast, unaligned'' - -'''Armor Class''' 11 (natural armor) - -'''Hit Points''' 2 (1d4) - -'''Speed''' 20 ft., swim 20 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 2 (-4) -| 11 (+0) -| 10 (+0) -| 1 (-5) -| 8 (-1) -| 2 (-4) -|} - -'''Skills''' Stealth +2 - -'''Senses''' blindsight 30 ft., passive Perception 9 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - -'''''Amphibious'''''. The crab can breathe air and water. - - -====== Actions ====== - -'''''Claw'''''. ''Melee Weapon Attack:'' +0 to hit, reach 5 ft., one target. ''Hit:'' 1 bludgeoning damage. - - -== Crocodile == - -''Large beast, unaligned'' - -'''Armor Class''' 12 (natural armor) - -'''Hit Points''' 19 (3d10+3) - -'''Speed''' 20 ft., swim 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 10 (+0) -| 13 (+1) -| 2 (-4) -| 10 (+0) -| 5 (-3) -|} - -'''Skills''' Stealth +2 - -'''Senses''' passive Perception 10 - -'''Languages''' - - -'''Challenge''' 1/2 (100 XP) - -'''''Hold Breath'''''. The crocodile can hold its breath for 15 minutes. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 7 (1d10+2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target. - - -= Creatures (D-F) = - - -== Death Dog == - -''Medium monstrosity, neutral evil'' - -'''Armor Class''' 12 - -'''Hit Points''' 39 (6d8+12) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 14 (+2) -| 14 (+2) -| 3 (-4) -| 13 (+1) -| 6 (-2) -|} - -'''Skills''' Perception +5, Stealth +4 - -'''Senses''' darkvision 120 ft., passive Perception 15 - -'''Languages''' - - -'''Challenge''' 1 (200 XP) - -'''''Two-Headed'''''. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. - - -====== Actions ====== - -'''''Multiattack'''''. The dog makes two bite attacks. - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. - -A '''death dog''' is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog’s heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim’s flesh to slowly rot off the bone. - - -== Deer == - -''Medium beast, unaligned'' - -'''Armor Class''' 13 - -'''Hit Points''' 4 (1d8) - -'''Speed''' 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 11 (+0) -| 16 (+3) -| 11 (+0) -| 2 (-4) -| 14 (+2) -| 5 (-3) -|} - -'''Senses''' passive Perception 12 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 2 (1d4) piercing damage. - - -== Dire Wolf == - -''Large beast, unaligned'' - -'''Armor Class''' 14 (natural armor) - -'''Hit Points''' 37 (5d10+10) - -'''Speed''' 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 17 (+3) -| 15 (+2) -| 15 (+2) -| 3 (-4) -| 12 (+1) -| 7 (-2) -|} - -'''Skills''' Perception +3, Stealth +4 - -'''Senses''' passive Perception 13 - -'''Languages''' - - -'''Challenge''' 1 (200 XP) - -'''''Keen Hearing and Smell'''''. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -'''''Pack Tactics'''''. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - - -== Draft Horse == - -''Large beast, unaligned'' - -'''Armor Class''' 10 - -'''Hit Points''' 19 (3d10+3) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 10 (+0) -| 12 (+1) -| 2 (-4) -| 11 (+0) -| 7 (-2) -|} - -'''Senses''' passive Perception 10 - -'''Languages''' - - -'''Challenge''' 1/4 (50 XP) - - -====== Actions ====== - -'''''Hooves'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 9 (2d4+4) bludgeoning damage. - - -== Eagle == - -''Small beast, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 3 (1d6) - -'''Speed''' 10 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 6 (-2) -| 15 (+2) -| 10 (+0) -| 2 (-4) -| 14 (+2) -| 7 (-2) -|} - -'''Skills''' Perception +4 - -'''Senses''' passive Perception 14 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - -'''''Keen Sight'''''. The eagle has advantage on Wisdom (Perception) checks that rely on sight. - - -====== Actions ====== - -'''''Talons'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d4+2) slashing damage. - - -== Elephant == - -''Huge beast, unaligned'' - -'''Armor Class''' 12 (natural armor) - -'''Hit Points''' 76 (8d12+24) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 22 (+6) -| 9 (-1) -| 17 (+3) -| 3 (-4) -| 11 (+0) -| 6 (-2) -|} - -'''Senses''' passive Perception 10 - -'''Languages''' - - -'''Challenge''' 4 (1,100 XP) - -'''''Trampling Charge'''''. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action. - - -====== Actions ====== - -'''''Gore'''''. ''Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 19 (3d8+6) piercing damage. - -'''''Stomp'''''. ''Melee Weapon Attack:'' +8 to hit, reach 5 ft., one prone creature. ''Hit:'' 22 (3d10+6) bludgeoning damage. - - -== Elk == - -''Large beast, unaligned'' - -'''Armor Class''' 10 - -'''Hit Points''' 13 (2d10+2) - -'''Speed''' 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 10 (+0) -| 12 (+1) -| 2 (-4) -| 10 (+0) -| 6 (-2) -|} - -'''Senses''' passive Perception 10 - -'''Languages''' - - -'''Challenge''' 1/4 (50 XP) - -'''''Charge'''''. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - - -====== Actions ====== - -'''''Ram'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6+3) bludgeoning damage. - -'''''Hooves'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one prone creature. ''Hit:'' 8 (2d4+3) bludgeoning damage. - - -== Flying Snake == - -''Tiny beast, unaligned'' - -'''Armor Class''' 14 - -'''Hit Points''' 5 (2d4) - -'''Speed''' 30 ft., fly 60 ft., swim 30 ft - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 4 (-3) -| 18 (+4) -| 11 (+0) -| 2 (-4) -| 12 (+1) -| 5 (-3) -|} - -'''Senses''' blindsight 10 ft., passive Perception 11 - -'''Languages''' - - -'''Challenge''' 1/8 (25 XP) - -'''''Flyby'''''. The snake doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 1 piercing damage plus 7 (3d4) poison damage. - -A '''flying snake''' is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils. - - -== Frog == - -''Tiny beast, unaligned'' - -'''Armor Class''' 11 - -'''Hit Points''' 1 (1d4-1) - -'''Speed''' 20 ft., swim 20 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 1 (-5) -| 13 (+1) -| 8 (-1) -| 1 (-5) -| 8 (-1) -| 3 (-4) -|} - -'''Skills''' Perception +1, Stealth +3 - -'''Senses''' darkvision 30 ft., passive Perception 11 - -'''Languages''' - - -'''Challenge''' 0 (0 XP) - -'''''Amphibious'''''. The frog can breathe air and water. - -'''''Standing Leap'''''. The frog’s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. - -A '''frog''' has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog’s statistics can also be used to represent a '''toad'''. - - -= Creatures (G-I) = - - -== Giant Ape == - -''Huge beast, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 157 (15d12+60) - -'''Speed''' 40 ft., climb 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 23 (+6) -| 14 (+2) -| 18 (+4) -| 7 (-2) -| 12 (+1) -| 7 (-2) -|} - -'''Skills''' Athletics +9, Perception +4 - -'''Senses''' passive Perception 14 - -'''Languages''' - - -'''Challenge''' 7 (2,900 XP) - - -====== Actions ====== - -'''''Multiattack'''''. The ape makes two fist attacks. - -'''''Fist'''''. ''Melee Weapon Attack:'' +9 to hit, reach 10 ft., one target. ''Hit:'' 22 (3d10+6) bludgeoning damage. - -'''''Rock'''''. ''Ranged Weapon Attack:'' +9 to hit, range 50/100 ft., one target. ''Hit:'' 30 (7d6+6) bludgeoning damage. - - -== Giant Badger == - -''Medium beast, unaligned'' - -'''Armor Class''' 10 - -'''Hit Points''' 13 (2d8+4) - -'''Speed''' 30 ft., burrow 10 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 13 (+1) -| 10 (+0) -| 15 (+2) -| 2 (-4) -| 12 (+1) -| 5 (-3) -|} - -'''Senses''' darkvision 30 ft., passive Perception 11 - -'''Languages''' - - -'''Challenge''' 1/4 (50 XP) - -'''''Keen Smell'''''. The badger has advantage on Wisdom (Perception) checks that rely on smell. - - -====== Actions ====== - -'''''Multiattack'''''. The badger makes two attacks: one with its bite and one with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d6+1) piercing damage. - -'''''Claws.''''' ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 6 (2d4+1) slashing damage. - - -== Giant Bat == - -''Large beast, unaligned'' - -'''Armor Class''' 13 - -'''Hit Points''' 22 (4d10) - -'''Speed''' 10 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 16 (+3) -| 11 (+0) -| 2 (-4) -| 12 (+1) -| 6 (-2) -|} - -'''Senses''' blindsight 60 ft., passive Perception 11 - -'''Languages''' - - -'''Challenge''' 1/4 (50 XP) - -'''''Echolocation'''''. The bat can’t use its blindsight while deafened. - -'''''Keen Hearing'''''. The bat has advantage on Wisdom (Perception) checks that rely on hearing. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 5 (1d6+2) piercing damage. - - -== Giant Boar == - -''Large beast, unaligned'' - -'''Armor Class''' 12 (natural armor) - -'''Hit Points''' 42 (5d10+15) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 17 (+3) -| 10 (+0) -| 16 (+3) -| 2 (-4) -| 7 (-2) -| 5 (-3) -|} - -'''Senses''' passive Perception 8 - -'''Languages''' - - -'''Challenge''' 2 (450 XP) - -'''''Charge'''''. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -'''''Relentless (Recharges after a Short or Long Rest)'''''. If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. - - -====== Actions ====== - -'''''Tusk'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6+3) slashing damage. - - -== Giant Centipede == - -''Small beast, unaligned'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 4 (1d6+1) - -'''Speed''' 30 ft., climb 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 5 (-3) -| 14 (+2) -| 12 (+1) -| 1 (-5) -| 7 (-2) -| 3 (-4) -|} - -'''Senses''' blindsight 30 ft., passive Perception 8 - -'''Languages''' - - -'''Challenge''' 1/4 (50 XP) - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - - -== Giant Constrictor Snake == - -''Huge beast, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 60 (8d12+8) - -'''Speed''' 30 ft., swim 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 14 (+2) -| 12 (+1) -| 1 (-5) -| 10 (+0) -| 3 (-4) -|} - -'''Skills''' Perception +2 - -'''Senses''' blindsight 10 ft., passive Perception 12 - -'''Languages''' - - -'''Challenge''' 2 (450 XP) - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +6 to hit, reach 10 ft., one creature. ''Hit:'' 11 (2d6+4) piercing damage. - -'''''Constrict'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one creature. ''Hit:'' 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target. - - -== Giant Crab == - -''Medium beast, unaligned'' - -'''Armor Class''' 15 (natural armor) - -'''Hit Points''' 13 (3d8) - -'''Speed''' 30 ft., swim 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 13 (+1) -| 15 (+2) -| 11 (+0) -| 1 (-5) -| 9 (-1) -| 3 (-4) -|} - -'''Skills''' Stealth +4 - -'''Senses''' blindsight 30 ft., passive Perception 9 - -'''Languages''' - - -'''Challenge''' 1/8 (25 XP) - -'''''Amphibious'''''. The crab can breathe air and water. - - -====== Actions ====== - -'''''Claw'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target. - - -== Giant Crocodile == - -''Huge beast, unaligned'' - -'''Armor Class''' 14 (natural armor) - -'''Hit Points''' 85 (9d12+27) - -'''Speed''' 30 ft., swim 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 21 (+5) -| 9 (-1) -| 17 (+3) -| 2 (-4) -| 10 (+0) -| 7 (-2) -|} - -'''Senses''' passive Perception 10 - -'''Languages''' - - -'''Challenge''' 5 (1,800 XP) - -'''''Hold Breath'''''. The crocodile can hold its breath for 30 minutes. - - -====== Actions ====== - -'''''Multiattack'''''. The crocodile makes two attacks: one with its bite and one with its tail. - -'''''Bite'''''. ''Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 21 (3d10+5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target. - -'''''Tail'''''. ''Melee Weapon Attack:'' +8 to hit, reach 10 ft., one target not grappled by the crocodile. ''Hit:'' 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. - - -== Giant Eagle == - -''Large beast, neutral good'' - -'''Armor Class''' 13 - -'''Hit Points''' 26 (4d10+4) - -'''Speed''' 10 ft., fly 80 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 17 (+3) -| 13 (+1) -| 8 (-1) -| 14 (+2) -| 10 (+0) -|} - -'''Skills''' Perception +4 - -'''Senses''' passive Perception 14 - -'''Languages''' Giant Eagle, understands Common and Auran but can’t speak them - -'''Challenge''' 1 (200 XP) - -'''''Keen Sight'''''. The eagle has advantage on Wisdom (Perception) checks that rely on sight. - - -====== Actions ====== - -'''''Multiattack'''''. The eagle makes two attacks: one with its beak and one with its talons. - -'''''Beak'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6+3) piercing damage. - -'''''Talons'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6+3) slashing damage. - -A '''giant eagle''' is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles). - - -== Giant Elk == - -''Huge beast, unaligned'' - -'''Armor Class''' 14 (natural armor) - -'''Hit Points''' 42 (5d12+10) - -'''Speed''' 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 16 (+3) -| 14 (+2) -| 7 (-2) -| 14 (+2) -| 10 (+0) -|} - -'''Skills''' Perception +4 - -'''Senses''' passive Perception 14 - -'''Languages''' Giant Elk, understands Common, Elvish, and Sylvan but can’t speak them - -'''Challenge''' 2 (450 XP) - -'''''Charge'''''. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. - - -====== Actions ====== - -'''''Ram'''''. ''Melee Weapon Attack:'' +6 to hit, reach 10 ft., one target. ''Hit:'' 11 (2d6+4) bludgeoning damage. - -'''''Hooves'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one prone creature. ''Hit:'' 22 (4d8+4) bludgeoning damage. - -The majestic '''giant elk''' is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath. - - -== Giant Fire Beetle == - -''Small beast, unaligned'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 4 (1d6+1) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 8 (-1) -| 10 (+0) -| 12 (+1) -| 1 (-5) -| 7 (-2) -| 3 (-4) -|} - -'''Senses''' blindsight 30 ft., passive Perception 8 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - -'''''Illumination'''''. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +1 to hit, reach 5 ft., one target. ''Hit:'' 2 (1d6-1) slashing damage. - -A '''giant fire beetle''' is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle’s glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests. - - -== Giant Frog == - -''Medium beast, unaligned'' - -'''Armor Class''' 11 - -'''Hit Points''' 18 (4d8) - -'''Speed''' 30 ft., swim 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 12 (+1) -| 13 (+1) -| 11 (+0) -| 2 (-4) -| 10 (+0) -| 3 (-4) -|} - -'''Skills''' Perception +2, Stealth +3 - -'''Senses''' darkvision 30 ft., passive Perception 12 - -'''Languages''' - - -'''Challenge''' 1/4 (50 XP) - -'''''Amphibious'''''. The frog can breathe air and water. - -'''''Standing Leap'''''. The frog’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d6+1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can’t bite another target. - -'''''Swallow'''''. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog’s turns. The frog can have only one target swallowed at a time. - -If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. - - -== Giant Goat == - -''Large beast, unaligned'' - -'''Armor Class''' 11 (natural armor) - -'''Hit Points''' 19 (3d10+3) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 17 (+3) -| 11 (+0) -| 12 (+1) -| 3 (-4) -| 12 (+1) -| 6 (-2) -|} - -'''Senses''' passive Perception 11 - -'''Languages''' - - -'''Challenge''' 1/2 (100 XP) - -'''''Charge'''''. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -'''''Sure-Footed'''''. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. - - -====== Actions ====== - -'''''Ram'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 8 (2d4+3) bludgeoning damage. - - -== Giant Hyena == - -''Large beast, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 45 (6d10+12) - -'''Speed''' 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 14 (+2) -| 14 (+2) -| 2 (-4) -| 12 (+1) -| 7 (-2) -|} - -'''Skills''' Perception +3 - -'''Senses''' passive Perception 13 - -'''Languages''' - - -'''Challenge''' 1 (200 XP) - -'''''Rampage'''''. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6+3) piercing damage. - - -== Giant Lizard == - -''Large beast, unaligned'' - -'''Armor Class''' 12 (natural armor) - -'''Hit Points''' 19 (3d10+3) - -'''Speed''' 30 ft., climb 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 12 (+1) -| 13 (+1) -| 2 (-4) -| 10 (+0) -| 5 (-3) -|} - -'''Senses''' darkvision 30 ft., passive Perception 10 - -'''Languages''' - - -'''Challenge''' 1/4 (50 XP) - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d8+2) piercing damage. - -A '''giant lizard''' can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others. - - -== Giant Octopus == - -''Large beast, unaligned'' - -'''Armor Class''' 11 - -'''Hit Points''' 52 (8d10+8) - -'''Speed''' 10 ft., swim 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 17 (+3) -| 13 (+1) -| 13 (+1) -| 4 (-3) -| 10 (+0) -| 4 (-3) -|} - -'''Skills''' Perception +4, Stealth +5 - -'''Senses''' darkvision 60 ft., passive Perception 14 - -'''Languages''' - - -'''Challenge''' 1 (200 XP) - -'''''Hold Breath'''''. While out of water, the octopus can hold its breath for 1 hour. - -'''''Underwater Camouflage'''''. The octopus has advantage on Dexterity (Stealth) checks made while underwater. - -'''''Water Breathing'''''. The octopus can breathe only underwater. - - -====== Actions ====== - -'''''Tentacles'''''. ''Melee Weapon Attack:'' +5 to hit, reach 15 ft., one target. ''Hit:'' 10 (2d6+3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can’t use its tentacles on another target. - -'''''Ink Cloud (Recharges after a Short or Long Rest)'''''. A 20- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. - - -== Giant Owl == - -''Large beast, neutral'' - -'''Armor Class''' 12 - -'''Hit Points''' 19 (3d10+3) - -'''Speed''' 5 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 13 (+1) -| 15 (+2) -| 12 (+1) -| 8 (-1) -| 13 (+1) -| 10 (+0) -|} - -'''Skills''' Perception +5, Stealth +4 - -'''Senses''' darkvision 120 ft., passive Perception 15 - -'''Languages''' Giant Owl, understands Common, Elvish, and Sylvan but can’t speak them - -'''Challenge''' 1/4 (50 XP) - -'''''Flyby'''''. The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. - -'''''Keen Hearing and Sight'''''. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. - - -====== Actions ====== - -'''''Talons'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 8 (2d6+1) slashing damage. - -'''Giant owls''' often befriend fey and other sylvan creatures and are guardians of their woodland realms. - - -== Giant Poisonous Snake == - -''Medium beast, unaligned'' - -'''Armor Class''' 14 - -'''Hit Points''' 11 (2d8+2) - -'''Speed''' 30 ft., swim 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 10 (+0) -| 18 (+4) -| 13 (+1) -| 2 (-4) -| 10 (+0) -| 3 (-4) -|} - -'''Skills''' Perception +2 - -'''Senses''' blindsight 10 ft., passive Perception 12 - -'''Languages''' - - -'''Challenge''' 1/4 (50 XP) - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +6 to hit, reach 10 ft., one target. ''Hit:'' 6 (1d4+4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. - - -== Giant Rat == - -''Small beast, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 7 (2d6) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 7 (-2) -| 15 (+2) -| 11 (+0) -| 2 (-4) -| 10 (+0) -| 4 (-3) -|} - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' - - -'''Challenge''' 1/8 (25 XP) - -'''''Keen Smell'''''. The rat has advantage on Wisdom (Perception) checks that rely on smell. - -'''''Pack Tactics'''''. The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d4+2) piercing damage. - -
'''Variant: Diseased Giant Rats''' - -Some giant rats carry vile diseases that they spread with their bites. A diseased giant rat has a challenge rating of 1/8 (25 XP) and the following action instead of its normal bite attack. - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies. -
- -== Giant Scorpion == - -''Large beast, unaligned'' - -'''Armor Class''' 15 (natural armor) - -'''Hit Points''' 52 (7d10+14) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 13 (+1) -| 15 (+2) -| 1 (-5) -| 9 (-1) -| 3 (-4) -|} - -'''Senses''' blindsight 60 ft., passive Perception 9 - -'''Languages''' - - -'''Challenge''' 3 (700 XP) - - -====== Actions ====== - -'''''Multiattack'''''. The scorpion makes three attacks: two with its claws and one with its sting. - -'''''Claw'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target. - -'''''Sting'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 7 (1d10+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. - - -== Giant Sea Horse == - -''Large beast, unaligned'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 16 (3d10) - -'''Speed''' 0 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 12 (+1) -| 15 (+2) -| 11 (+0) -| 2 (-4) -| 12 (+1) -| 5 (-3) -|} - -'''Senses''' passive Perception 11 - -'''Languages''' - - -'''Challenge''' 1/2 (100 XP) - -'''''Charge'''''. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - -'''''Water Breathing'''''. The sea horse can breathe only underwater. - - -====== Actions ====== - -'''''Ram'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d6+1) bludgeoning damage. - -Like their smaller kin, '''giant sea horses''' are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts. - - -== Giant Shark == - -''Huge beast, unaligned'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 126 (11d12+55) - -'''Speed''' 0 ft., swim 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 23 (+6) -| 11 (+0) -| 21 (+5) -| 1 (-5) -| 10 (+0) -| 5 (-3) -|} - -'''Skills''' Perception +3 - -'''Senses''' blindsight 60 ft., passive Perception 13 - -'''Languages''' - - -'''Challenge''' 5 (1,800 XP) - -'''''Blood Frenzy'''''. The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points. - -'''''Water Breathing'''''. The shark can breathe only underwater. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +9 to hit, reach 5 ft., one target. ''Hit:'' 22 (3d10+6) piercing damage. - -A '''giant shark''' is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships. - - -== Giant Spider == - -''Large beast, unaligned'' - -'''Armor Class''' 14 (natural armor) - -'''Hit Points''' 26 (4d10+4) - -'''Speed''' 30 ft., climb 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 14 (+2) -| 16 (+3) -| 12 (+1) -| 2 (-4) -| 11 (+0) -| 4 (-3) -|} - -'''Skills''' Stealth +7 - -'''Senses''' blindsight 10 ft., darkvision 60 ft., passive Perception 10 - -'''Languages''' - - -'''Challenge''' 1 (200 XP) - -'''''Spider Climb'''''. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -'''''Web Sense'''''. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. - -'''''Web Walker'''''. The spider ignores movement restrictions caused by webbing. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one creature. ''Hit:'' 7 (1d8+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - -'''''Web (Recharge 5-6)'''''. ''Ranged Weapon Attack:'' +5 to hit, range 30/60 ft., one creature. ''Hit:'' The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). - -To snare its prey, a '''giant spider''' spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims. - - -== Giant Toad == - -''Large beast, unaligned'' - -'''Armor Class''' 11 - -'''Hit Points''' 39 (6d10+6) - -'''Speed''' 20 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 13 (+1) -| 13 (+1) -| 2 (-4) -| 10 (+0) -| 3 (-4) -|} - -'''Senses''' darkvision 30 ft., passive Perception 10 - -'''Languages''' - - -'''Challenge''' 1 (200 XP) - -'''''Amphibious'''''. The toad can breathe air and water. - -'''''Standing Leap'''''. The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can’t bite another target. - -'''''Swallow'''''. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time. - -If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. - - -== Giant Vulture == - -''Large beast, neutral evil'' - -'''Armor Class''' 10 - -'''Hit Points''' 22 (3d10+6) - -'''Speed''' 10 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 10 (+0) -| 15 (+2) -| 6 (-2) -| 12 (+1) -| 7 (-2) -|} - -'''Skills''' Perception +3 - -'''Senses''' passive Perception 13 - -'''Languages''' understands Common but can’t speak - -'''Challenge''' 1 (200 XP) - -'''''Keen Sight and Smell'''''. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. - -'''''Pack Tactics'''''. The vulture has advantage on an attack roll against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -====== Actions ====== - -'''''Multiattack'''''. The vulture makes two attacks: one with its beak and one with its talons. - -'''''Beak'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 7 (2d4+2) piercing damage. - -'''''Talons'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 9 (2d6+2) slashing damage. - -A '''giant vulture''' has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering. - - -== Giant Wasp == - -''Medium beast, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 13 (3d8) - -'''Speed''' 10 ft., fly 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 10 (+0) -| 14 (+2) -| 10 (+0) -| 1 (-5) -| 10 (+0) -| 3 (-4) -|} - -'''Senses''' passive Perception 10 - -'''Languages''' - - -'''Challenge''' 1/2 (100 XP) - - -====== Actions ====== - -'''''Sting'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 5 (1d6+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - - -== Giant Weasel == - -''Medium beast, unaligned'' - -'''Armor Class''' 13 - -'''Hit Points''' 9 (2d8) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 11 (+0) -| 16 (+3) -| 10 (+0) -| 4 (-3) -| 12 (+1) -| 5 (-3) -|} - -'''Skills''' Perception +3, Stealth +5 - -'''Senses''' darkvision 60 ft., passive Perception 13 - -'''Languages''' - - -'''Challenge''' 1/8 (25 XP) - -'''''Keen Hearing and Smell'''''. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d4+3) piercing damage. - - -== Giant Wolf Spider == - -''Medium beast, unaligned'' - -'''Armor Class''' 13 - -'''Hit Points''' 11 (2d8+2) - -'''Speed''' 40 ft., climb 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 12 (+1) -| 16 (+3) -| 13 (+1) -| 3 (-4) -| 12 (+1) -| 4 (-3) -|} - -'''Skills''' Perception +3, Stealth +7 - -'''Senses''' blindsight 10 ft., darkvision 60 ft., passive Perception 13 - -'''Languages''' - - -'''Challenge''' 1/4 (50 XP) - -'''''Spider Climb'''''. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -'''''Web Sense'''''. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. - -'''''Web Walker'''''. The spider ignores movement restrictions caused by webbing. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one creature. ''Hit:'' 4 (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - -Smaller than a giant spider, a '''giant wolf spider''' hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris. - - -== Goat == - -''Medium beast, unaligned'' - -'''Armor Class''' 10 - -'''Hit Points''' 4 (1d8) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 12 (+1) -| 10 (+0) -| 11 (+0) -| 2 (-4) -| 10 (+0) -| 5 (-3) -|} - -'''Senses''' passive Perception 10 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - -'''''Charge'''''. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. - -'''''Sure-Footed'''''. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. - - -====== Actions ====== - -'''''Ram'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 3 (1d4+1) bludgeoning damage. - - -== Hawk == - -''Tiny beast, unaligned'' - -'''Armor Class''' 13 - -'''Hit Points''' 1 (1d4-1) - -'''Speed''' 10 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 5 (-3) -| 16 (+3) -| 8 (-1) -| 2 (-4) -| 14 (+2) -| 6 (-2) -|} - -'''Skills''' Perception +4 - -'''Senses''' passive Perception 14 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - -'''''Keen Sight'''''. The hawk has advantage on Wisdom (Perception) checks that rely on sight. - - -====== Actions ====== - -'''''Talons'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 1 slashing damage. - - -== Hunter Shark == - -''Large beast, unaligned'' - -'''Armor Class''' 12 (natural armor) - -'''Hit Points''' 45 (6d10+12) - -'''Speed''' 0 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 13 (+1) -| 15 (+2) -| 1 (-5) -| 10 (+0) -| 4 (-3) -|} - -'''Skills''' Perception +2 - -'''Senses''' blindsight 30 ft., passive Perception 12 - -'''Languages''' - - -'''Challenge''' 2 (450 XP) - -'''''Blood Frenzy'''''. The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points. - -'''''Water Breathing'''''. The shark can breathe only underwater. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d8+4) piercing damage. - -Smaller than a giant shark but larger and fiercer than a reef shark, a '''hunter shark''' haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long. - - -== Hyena == - -''Medium beast, unaligned'' - -'''Armor Class''' 11 - -'''Hit Points''' 5 (1d8+1) - -'''Speed''' 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 11 (+0) -| 13 (+1) -| 12 (+1) -| 2 (-4) -| 12 (+1) -| 5 (-3) -|} - -'''Skills''' Perception +3 - -'''Senses''' passive Perception 13 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - -'''''Pack Tactics'''''. The hyena has advantage on an attack roll against a creature if at least one of the hyena’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 3 (1d6) piercing damage. - - -= Creatures (J-L) = - - -== Jackal == - -''Small beast, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 3 (1d6) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 8 (-1) -| 15 (+2) -| 11 (+0) -| 3 (-4) -| 12 (+1) -| 6 (-2) -|} - -'''Skills''' Perception +3 - -'''Senses''' passive Perception 13 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - -'''''Keen Hearing and Smell'''''. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -'''''Pack Tactics'''''. The jackal has advantage on an attack roll against a creature if at least one of the jackal’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +1 to hit, reach 5 ft., one target. ''Hit:'' 1 (1d4-1) piercing damage. - - -== Killer Whale == - -''Huge beast, unaligned'' - -'''Armor Class''' 12 (natural armor) - -'''Hit Points''' 90 (12d12+12) - -'''Speed''' 0 ft., swim 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 19 (+4) -| 10 (+0) -| 13 (+1) -| 3 (-4) -| 12 (+1) -| 7 (-2) -|} - -'''Skills''' Perception +3 - -'''Senses''' blindsight 120 ft., passive Perception 13 - -'''Languages''' - - -'''Challenge''' 3 (700 XP) - -'''''Echolocation'''''. The whale can’t use its blindsight while deafened. - -'''''Hold Breath'''''. The whale can hold its breath for 30 minutes. - -'''''Keen Hearing'''''. The whale has advantage on Wisdom (Perception) checks that rely on hearing. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 21 (5d6+4) piercing damage. - - -== Lion == - -''Large beast, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 26 (4d10+4) - -'''Speed''' 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 17 (+3) -| 15 (+2) -| 13 (+1) -| 3 (-4) -| 12 (+1) -| 8 (-1) -|} - -'''Skills''' Perception +3, Stealth +6 - -'''Senses''' passive Perception 13 - -'''Languages''' - - -'''Challenge''' 1 (200 XP) - -'''''Keen Smell'''''. The lion has advantage on Wisdom (Perception) checks that rely on smell. - -'''''Pack Tactics'''''. The lion has advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - -'''''Pounce'''''. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. - -'''''Running Leap'''''. With a 10-foot running start, the lion can long jump up to 25 feet. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d8+3) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6+3) slashing damage. - - -== Lizard == - -''Tiny beast, unaligned'' - -'''Armor Class''' 10 - -'''Hit Points''' 2 (1d4) - -'''Speed''' 20 ft., climb 20 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 2 (-4) -| 11 (+0) -| 10 (+0) -| 1 (-5) -| 8 (-1) -| 3 (-4) -|} - -'''Senses''' darkvision 30 ft., passive Perception 9 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +0 to hit, reach 5 ft., one target. ''Hit:'' 1 piercing damage. - - -= Creatures (M-O) = - - -== Mammoth == - -''Huge beast, unaligned'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 126 (11d12+55) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 24 (+7) -| 9 (-1) -| 21 (+5) -| 3 (-4) -| 11 (+0) -| 6 (-2) -|} - -'''Senses''' passive Perception 10 - -'''Languages''' - - -'''Challenge''' 6 (2,300 XP) - -'''''Trampling Charge'''''. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action. - - -====== Actions ====== - -'''''Gore'''''. ''Melee Weapon Attack:'' +10 to hit, reach 10 ft., one target. ''Hit:'' 25 (4d8+7) piercing damage. - -'''''Stomp'''''. ''Melee Weapon Attack:'' +10 to hit, reach 5 ft., one prone creature. ''Hit:'' 29 (4d10+7) bludgeoning damage. - -A '''mammoth''' is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical. - - -== Mastiff == - -''Medium beast, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 5 (1d8+1) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 13 (+1) -| 14 (+2) -| 12 (+1) -| 3 (-4) -| 12 (+1) -| 7 (-2) -|} - -'''Skills''' Perception +3 - -'''Senses''' passive Perception 13 - -'''Languages''' - - -'''Challenge''' 1/8 (25 XP) - -'''''Keen Hearing and Smell'''''. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d6+1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - -'''Mastiffs''' are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts. - - -== Mule == - -''Medium beast, unaligned'' - -'''Armor Class''' 10 - -'''Hit Points''' 11 (2d8+2) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 14 (+2) -| 10 (+0) -| 13 (+1) -| 2 (-4) -| 10 (+0) -| 5 (-3) -|} - -'''Senses''' passive Perception 10 - -'''Languages''' - - -'''Challenge''' 1/8 (25 XP) - -'''''Beast of Burden'''''. The mule is considered to be a Large animal for the purpose of determining its carrying capacity. - -'''''Sure-Footed'''''. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. - - -====== Actions ====== - -'''''Hooves'''''. ''Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d4+2) bludgeoning damage. - - -== Octopus == - -''Small beast, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 3 (1d6) - -'''Speed''' 5 ft., swim 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 4 (-3) -| 15 (+2) -| 11 (+0) -| 3 (-4) -| 10 (+0) -| 4 (-3) -|} - -'''Skills''' Perception +2, Stealth +4 - -'''Senses''' darkvision 30 ft., passive Perception 12 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - -'''''Hold Breath'''''. While out of water, the octopus can hold its breath for 30 minutes. - -'''''Underwater Camouflage'''''. The octopus has advantage on Dexterity (Stealth) checks made while underwater. - -'''''Water Breathing'''''. The octopus can breathe only underwater. - - -====== Actions ====== - -'''''Tentacles'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can’t use its tentacles on another target. - -'''''Ink Cloud (Recharges after a Short or Long Rest)'''''. A 5- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. - - -== Owl == - -''Tiny beast, unaligned'' - -'''Armor Class''' 11 - -'''Hit Points''' 1 (1d4-1) - -'''Speed''' 5 ft., fly 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 3 (-4) -| 13 (+1) -| 8 (-1) -| 2 (-4) -| 12 (+1) -| 7 (-2) -|} - -'''Skills''' Perception +3, Stealth +3 - -'''Senses''' darkvision 120 ft., passive Perception 13 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - -'''''Flyby'''''. The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. - -'''''Keen Hearing and Sight'''''. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. - - -====== Actions ====== - -'''''Talons'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 1 slashing damage. - - -= Creatures (P-R) = - - -== Panther == - -''Medium beast, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 13 (3d8) - -'''Speed''' 50 ft., climb 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 14 (+2) -| 15 (+2) -| 10 (+0) -| 3 (-4) -| 14 (+2) -| 7 (-2) -|} - -'''Skills''' Perception +4, Stealth +6 - -'''Senses''' passive Perception 14 - -'''Languages''' - - -'''Challenge''' 1/4 (50 XP) - -'''''Keen Smell'''''. The panther has advantage on Wisdom (Perception) checks that rely on smell. - -'''''Pounce'''''. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6+2) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d4+2) slashing damage. - - -== Phase Spider == - -''Large monstrosity, unaligned'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 32 (5d10+5) - -'''Speed''' 30 ft., climb 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 15 (+2) -| 12 (+1) -| 6 (-2) -| 10 (+0) -| 6 (-2) -|} - -'''Skills''' Stealth +6 - -'''Senses''' darkvision 60 ft., passive Perception 10 - -'''Languages''' - - -'''Challenge''' 3 (700 XP) - -'''''Ethereal Jaunt'''''. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. - -'''''Spider Climb'''''. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -'''''Web Walker'''''. The spider ignores movement restrictions caused by webbing. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 7 (1d10+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - -A '''phase spider''' possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport. - - -== Poisonous Snake == - -''Tiny beast, unaligned'' - -'''Armor Class''' 13 - -'''Hit Points''' 2 (1d4) - -'''Speed''' 30 ft., swim 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 2 (-4) -| 16 (+3) -| 11 (+0) -| 1 (-5) -| 10 (+0) -| 3 (-4) -|} - -'''Senses''' blindsight 10 ft., passive Perception 10 - -'''Languages''' - - -'''Challenge''' 1/8 (25 XP) - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. - - -== Polar Bear == - -''Large beast, unaligned'' - -'''Armor Class''' 12 (natural armor) - -'''Hit Points''' 42 (5d10+15) - -'''Speed''' 40 ft., swim 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 20 (+5) -| 10 (+0) -| 16 (+3) -| 2 (-4) -| 13 (+1) -| 7 (-2) -|} - -'''Skills''' Perception +3 - -'''Senses''' passive Perception 13 - -'''Languages''' - - -'''Challenge''' 2 (450 XP) - -'''''Keen Smell'''''. The bear has advantage on Wisdom (Perception) checks that rely on smell. - - -====== Actions ====== - -'''''Multiattack'''''. The bear makes two attacks: one with its bite and one with its claws. - -'''''Bite'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 9 (1d8+5) piercing damage. - -'''''Claws.''''' ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 12 (2d6+5) slashing damage. - - -== Pony == - -''Medium beast, unaligned'' - -'''Armor Class''' 10 - -'''Hit Points''' 11 (2d8+2) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 10 (+0) -| 13 (+1) -| 2 (-4) -| 11 (+0) -| 7 (-2) -|} - -'''Senses''' passive Perception 10 - -'''Languages''' - - -'''Challenge''' 1/8 (25 XP) - - -====== Actions ====== - -'''''Hooves'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 7 (2d4+2) bludgeoning damage. - - -== Quipper == - -''Tiny beast, unaligned'' - -'''Armor Class''' 13 - -'''Hit Points''' 1 (1d4-1) - -'''Speed''' 0 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 2 (-4) -| 16 (+3) -| 9 (-1) -| 1 (-5) -| 7 (-2) -| 2 (-4) -|} - -'''Senses''' darkvision 60 ft., passive Perception 8 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - -'''''Blood Frenzy'''''. The quipper has advantage on melee attack rolls against any creature that doesn’t have all its hit points. - -'''''Water Breathing'''''. The quipper can breathe only underwater. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 1 piercing damage. - -A '''quipper''' is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix. - - -== Rat == - -''Tiny beast, unaligned'' - -'''Armor Class''' 10 - -'''Hit Points''' 1 (1d4-1) - -'''Speed''' 20 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 2 (-4) -| 11 (+0) -| 9 (-1) -| 2 (-4) -| 10 (+0) -| 4 (-3) -|} - -'''Senses''' darkvision 30 ft., passive Perception 10 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - -'''''Keen Smell'''''. The rat has advantage on Wisdom (Perception) checks that rely on smell. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +0 to hit, reach 5 ft., one target. ''Hit:'' 1 piercing damage. - - -== Raven == - -''Tiny beast, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 1 (1d4-1) - -'''Speed''' 10 ft., fly 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 2 (-4) -| 14 (+2) -| 8 (-1) -| 2 (-4) -| 12 (+1) -| 6 (-2) -|} - -'''Skills''' Perception +3 - -'''Senses''' passive Perception 13 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - -'''''Mimicry'''''. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. - - -====== Actions ====== - -'''''Beak'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 1 piercing damage. - - -== Reef Shark == - -''Medium beast, unaligned'' - -'''Armor Class''' 12 (natural armor) - -'''Hit Points''' 22 (4d8+4) - -'''Speed''' 0 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 14 (+2) -| 13 (+1) -| 13 (+1) -| 1 (-5) -| 10 (+0) -| 4 (-3) -|} - -'''Skills''' Perception +2 - -'''Senses''' blindsight 30 ft., passive Perception 12 - -'''Languages''' - - -'''Challenge''' 1/2 (100 XP) - -'''''Pack Tactics'''''. The shark has advantage on an attack roll against a creature if at least one of the shark’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - -'''''Water Breathing'''''. The shark can breathe only underwater. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d8+2) piercing damage. - -Smaller than giant sharks and hunter sharks, '''reef sharks''' inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long. - - -== Rhinoceros == - -''Large beast, unaligned'' - -'''Armor Class''' 11 (natural armor) - -'''Hit Points''' 45 (6d10+12) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 21 (+5) -| 8 (-1) -| 15 (+2) -| 2 (-4) -| 12 (+1) -| 6 (-2) -|} - -'''Senses''' passive Perception 11 - -'''Languages''' - - -'''Challenge''' 2 (450 XP) - -'''''Charge'''''. If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. - - -====== Actions ====== - -'''''Gore'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 14 (2d8+5) bludgeoning damage. - - -== Riding Horse == - -''Large beast, unaligned'' - -'''Armor Class''' 10 - -'''Hit Points''' 13 (2d10+2) - -'''Speed''' 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 10 (+0) -| 12 (+1) -| 2 (-4) -| 11 (+0) -| 7 (-2) -|} - -'''Senses''' passive Perception 10 - -'''Languages''' - - -'''Challenge''' 1/4 (50 XP) - - -====== Actions ====== - -'''''Hooves'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 8 (2d4+3) bludgeoning damage. - - -= Creatures (S-U) = - - -== Saber-Toothed Tiger == - -''Large beast, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 52 (7d10+14) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 14 (+2) -| 15 (+2) -| 3 (-4) -| 12 (+1) -| 8 (-1) -|} - -'''Skills''' Perception +3, Stealth +6 - -'''Senses''' passive Perception 13 - -'''Languages''' - - -'''Challenge''' 2 (450 XP) - -'''''Keen Smell'''''. The tiger has advantage on Wisdom (Perception) checks that rely on smell. - -'''''Pounce'''''. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 10 (1d10+5) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 12 (2d6+5) slashing damage. - - -== Scorpion == - -''Tiny beast, unaligned'' - -'''Armor Class''' 11 (natural armor) - -'''Hit Points''' 1 (1d4-1) - -'''Speed''' 10 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 2 (-4) -| 11 (+0) -| 8 (-1) -| 1 (-5) -| 8 (-1) -| 2 (-4) -|} - -'''Senses''' blindsight 10 ft., passive Perception 9 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - - -====== Actions ====== - -'''''Sting'''''. ''Melee Weapon Attack:'' +2 to hit, reach 5 ft., one creature. ''Hit:'' 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. - - -== Sea Horse == - -''Tiny beast, unaligned'' - -'''Armor Class''' 11 - -'''Hit Points''' 1 (1d4-1) - -'''Speed''' 0 ft., swim 20 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 1 (-5) -| 12 (+1) -| 8 (-1) -| 1 (-5) -| 10 (+0) -| 2 (-4) -|} - -'''Senses''' passive Perception 10 - -'''Languages''' - - -'''Challenge''' 0 (0 XP) - -'''''Water Breathing'''''. The sea horse can breathe only underwater. - - -== Spider == - -''Tiny beast, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 1 (1d4-1) - -'''Speed''' 20 ft., climb 20 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 2 (-4) -| 14 (+2) -| 8 (-1) -| 1 (-5) -| 10 (+0) -| 2 (-4) -|} - -'''Skills''' Stealth +4 - -'''Senses''' darkvision 30 ft., passive Perception 10 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - -'''''Spider Climb'''''. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -'''''Web Sense'''''. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. - -'''''Web Walker'''''. The spider ignores movement restrictions caused by webbing. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage. - - -== Swarm of Bats == - -''Medium swarm of Tiny beasts, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 22 (5d8) - -'''Speed''' 0 ft., fly 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 5 (-3) -| 15 (+2) -| 10 (+0) -| 2 (-4) -| 12 (+1) -| 4 (-3) -|} - -'''Damage Resistances''' bludgeoning, piercing, slashing - -'''Condition Immunities''' charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -'''Senses''' blindsight 60 ft., passive Perception 11 - -'''Languages''' - - -'''Challenge''' 1/4 (50 XP) - -'''''Echolocation'''''. The swarm can’t use its blindsight while deafened. - -'''''Keen Hearing'''''. The swarm has advantage on Wisdom (Perception) checks that rely on hearing. - -'''''Swarm'''''. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain hit points or gain temporary hit points. - - -====== Actions ====== - -'''''Bites'''''. ''Melee Weapon Attack:'' +4 to hit, reach 0 ft., one creature in the swarm’s space. ''Hit:'' 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer. - - -== Swarm of Insects == - -''Medium swarm of Tiny beasts, unaligned'' - -'''Armor Class''' 12 (natural armor) - -'''Hit Points''' 22 (5d8) - -'''Speed''' 20 ft., climb 20 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 3 (-4) -| 13 (+1) -| 10 (+0) -| 1 (-5) -| 7 (-2) -| 1 (-5) -|} - -'''Damage Resistances''' bludgeoning, piercing, slashing - -'''Condition Immunities''' charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -'''Senses''' blindsight 10 ft., passive Perception 8 - -'''Languages''' - - -'''Challenge''' 1/2 (100 XP) - -'''''Swarm'''''. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points. - - -====== Actions ====== - -'''''Bites'''''. ''Melee Weapon Attack:'' +3 to hit, reach 0 ft., one target in the swarm’s space. ''Hit:'' 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. - -
'''Variant: Insect Swarms''' - -Different kinds of insects can gather in swarms, and each swarm has the special characteristics described below. - -'''Swarm of Beetles'''. A swarm of beetles gains a burrowing speed of 5 feet. - -'''Swarm of Centipedes'''. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way. - -'''Swarm of Spiders'''. A swarm of spiders has the following additional traits. - -Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - -Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. - -Web Walker. The swarm ignores movement restrictions caused by webbing. - -'''Swarm of Wasps'''. A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed. -
- -== Swarm of Poisonous Snakes == - -''Medium swarm of Tiny beasts, unaligned'' - -'''Armor Class''' 14 - -'''Hit Points''' 36 (8d8) - -'''Speed''' 30 ft., swim 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 8 (-1) -| 18 (+4) -| 11 (+0) -| 1 (-5) -| 10 (+0) -| 3 (-4) -|} - -'''Damage Resistances''' bludgeoning, piercing, slashing - -'''Condition Immunities''' charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -'''Senses''' blindsight 10 ft., passive Perception 10 - -'''Languages''' - - -'''Challenge''' 2 (450 XP) - -'''''Swarm'''''. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can’t regain hit points or gain temporary hit points. - - -====== Actions ====== - -'''''Bites'''''. ''Melee Weapon Attack:'' +6 to hit, reach 0 ft., one creature in the swarm’s space. ''Hit:'' 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. - - -== Swarm of Quippers == - -''Medium swarm of Tiny beasts, unaligned'' - -'''Armor Class''' 13 - -'''Hit Points''' 28 (8d8-8) - -'''Speed''' 0 ft., swim 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 13 (+1) -| 16 (+3) -| 9 (-1) -| 1 (-5) -| 7 (-2) -| 2 (-4) -|} - -'''Damage Resistances''' bludgeoning, piercing, slashing - -'''Condition Immunities''' charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -'''Senses''' darkvision 60 ft., passive Perception 8 - -'''Languages''' - - -'''Challenge''' 1 (200 XP) - -'''''Blood Frenzy'''''. The swarm has advantage on melee attack rolls against any creature that doesn’t have all its hit points. - -'''''Swarm'''''. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can’t regain hit points or gain temporary hit points. - -'''''Water Breathing'''''. The swarm can breathe only underwater. - - -====== Actions ====== - -'''''Bites'''''. ''Melee Weapon Attack:'' +5 to hit, reach 0 ft., one creature in the swarm’s space. ''Hit:'' 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. - - -== Swarm of Rats == - -''Medium swarm of Tiny beasts, unaligned'' - -'''Armor Class''' 10 - -'''Hit Points''' 24 (7d8-7) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 9 (-1) -| 11 (+0) -| 9 (-1) -| 2 (-4) -| 10 (+0) -| 3 (-4) -|} - -'''Damage Resistances''' bludgeoning, piercing, slashing - -'''Condition Immunities''' charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -'''Senses''' darkvision 30 ft., passive Perception 10 - -'''Languages''' - - -'''Challenge''' 1/4 (50 XP) - -'''''Keen Smell'''''. The swarm has advantage on Wisdom (Perception) checks that rely on smell. - -'''''Swarm'''''. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points. - - -====== Actions ====== - -'''''Bites'''''. ''Melee Weapon Attack:'' +2 to hit, reach 0 ft., one target in the swarm’s space. ''Hit:'' 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. - - -== Swarm of Ravens == - -''Medium swarm of Tiny beasts, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 24 (7d8-7) - -'''Speed''' 10 ft., fly 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 6 (-2) -| 14 (+2) -| 8 (-1) -| 3 (-4) -| 12 (+1) -| 6 (-2) -|} - -'''Skills''' Perception +5 - -'''Damage Resistances''' bludgeoning, piercing, slashing - -'''Condition Immunities''' charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - -'''Senses''' passive Perception 15 - -'''Languages''' - - -'''Challenge''' 1/4 (50 XP) - -'''''Swarm'''''. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can’t regain hit points or gain temporary hit points. - - -====== Actions ====== - -'''''Beaks'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target in the swarm’s space. ''Hit:'' 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. - - -== Tiger == - -''Large beast, unaligned'' - -'''Armor Class''' 12 - -'''Hit Points''' 37 (5d10+10) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 17 (+3) -| 15 (+2) -| 14 (+2) -| 3 (-4) -| 12 (+1) -| 8 (-1) -|} - -'''Skills''' Perception +3, Stealth +6 - -'''Senses''' darkvision 60 ft., passive Perception 13 - -'''Languages''' - - -'''Challenge''' 1 (200 XP) - -'''''Keen Smell'''''. The tiger has advantage on Wisdom (Perception) checks that rely on smell. - -'''''Pounce'''''. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 8 (1d10+3) piercing damage. - -'''''Claw'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d8+3) slashing damage. - - -= Creatures (V-Z) = - - -== Vulture == - -''Medium beast, unaligned'' - -'''Armor Class''' 10 - -'''Hit Points''' 5 (1d8+1) - -'''Speed''' 10 ft., fly 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 7 (-2) -| 10 (+0) -| 13 (+1) -| 2 (-4) -| 12 (+1) -| 4 (-3) -|} - -'''Skills''' Perception +3 - -'''Senses''' passive Perception 13 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - -'''''Keen Sight and Smell'''''. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. - -'''''Pack Tactics'''''. The vulture has advantage on an attack roll against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -====== Actions ====== - -'''''Beak'''''. ''Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 2 (1d4) piercing damage. - - -== Warhorse == - -''Large beast, unaligned'' - -'''Armor Class''' 11 - -'''Hit Points''' 19 (3d10+3) - -'''Speed''' 60 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 12 (+1) -| 13 (+1) -| 2 (-4) -| 12 (+1) -| 7 (-2) -|} - -'''Senses''' passive Perception 11 - -'''Languages''' - - -'''Challenge''' 1/2 (100 XP) - -'''''Trampling Charge'''''. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. - - -====== Actions ====== - -'''''Hooves'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6+4) bludgeoning damage. - - -== Weasel == - -''Tiny beast, unaligned'' - -'''Armor Class''' 13 - -'''Hit Points''' 1 (1d4-1) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 3 (-4) -| 16 (+3) -| 8 (-1) -| 2 (-4) -| 12 (+1) -| 3 (-4) -|} - -'''Skills''' Perception +3, Stealth +5 - -'''Senses''' passive Perception 13 - -'''Languages''' - - -'''Challenge''' 0 (10 XP) - -'''''Keen Hearing and Smell'''''. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 1 piercing damage. - - -== Winter Wolf == - -''Large monstrosity, neutral evil'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 75 (10d10+20) - -'''Speed''' 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 13 (+1) -| 14 (+2) -| 7 (-2) -| 12 (+1) -| 8 (-1) -|} - -'''Skills''' Perception +5, Stealth +3 - -'''Damage Immunities''' cold - -'''Senses''' passive Perception 15 - -'''Languages''' Common, Giant, Winter Wolf - -'''Challenge''' 3 (700 XP) - -'''''Keen Hearing and Smell'''''. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -'''''Pack Tactics'''''. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - -'''''Snow Camouflage'''''. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6+4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. - -'''''Cold Breath (Recharge 5-6)'''''. The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. - -The arctic-dwelling '''winter wolf''' is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves’ deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations. - - -== Wolf == - -''Medium beast, unaligned'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 11 (2d8+2) - -'''Speed''' 40 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 12 (+1) -| 15 (+2) -| 12 (+1) -| 3 (-4) -| 12 (+1) -| 6 (-2) -|} - -'''Skills''' Perception +3, Stealth +4 - -'''Senses''' passive Perception 13 - -'''Languages''' - - -'''Challenge''' 1/4 (50 XP) - -'''''Keen Hearing and Smell'''''. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - -'''''Pack Tactics'''''. The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - - -== Worg == - -''Large monstrosity, neutral evil'' - -'''Armor Class''' 13 (natural armor) - -'''Hit Points''' 26 (4d10+4) - -'''Speed''' 50 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 13 (+1) -| 13 (+1) -| 7 (-2) -| 11 (+0) -| 8 (-1) -|} - -'''Skills''' Perception +4 - -'''Senses''' darkvision 60 ft., passive Perception 14 - -'''Languages''' Goblin, Worg - -'''Challenge''' 1/2 (100 XP) - -'''''Keen Hearing and Smell'''''. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - -====== Actions ====== - -'''''Bite'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - -A '''worg''' is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well. - - -= NPCs = - -This section contains statistics for various humanoid non-player characters (NPCs) that adventurers might encounter during a campaign, including lowly commoners and mighty archmages. These stat blocks can be used to represent both human and nonhuman NPCs. - - -= Customizing NPCs = - -There are many easy ways to customize the NPCs in this appendix for your home campaign. - -'''''Racial Traits'''''. You can add racial traits to an NPC. For example, a halfling druid might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesn’t alter its challenge rating. For more on racial traits, see the ''Player’s Handbook''. - -'''''Spell Swaps'''''. One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC’s spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn’t alter an NPC’s challenge rating. - -'''''Armor and Weapon Swaps'''''. You can upgrade or downgrade an NPC’s armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC’s challenge rating. - -'''''Magic Items'''''. The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating. - - -= Acolyte = - -''Medium humanoid (any race), any alignment'' - -'''Armor Class''' 10 - -'''Hit Points''' 9 (2d8) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 10 (+0) -| 10 (+0) -| 10 (+0) -| 10 (+0) -| 14 (+2) -| 11 (+0) -|} - -'''Skills''' Medicine +4, Religion +2 - -'''Senses''' passive Perception 12 - -'''Languages''' any one language (usually Common) - -'''Challenge''' 1/4 (50 XP) - -'''''Spellcasting'''''. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: - -Cantrips (at will): ''light'', ''sacred flame'', ''thaumaturgy'' 1st level (3 slots): ''bless'', ''cure wounds'', ''sanctuary'' - - -====== Actions ====== - -'''''Club'''''. ''Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 2 (1d4) bludgeoning damage. - -'''Acolytes''' are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities. - - -= Archmage = - -''Medium humanoid (any race), any alignment'' - -'''Armor Class''' 12 (15 with ''mage armor'') - -'''Hit Points''' 99 (18d8 + 18) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 10 (+0) -| 14 (+2) -| 12 (+1) -| 20 (+5) -| 15 (+2) -| 16 (+3) -|} - -'''Saving Throws''' Int +9, Wis +6 - -'''Skills''' Arcana +13, History +13 - -'''Damage Resistance''' damage from spells; nonmagical bludgeoning, piercing, and slashing (from ''stoneskin'') - -'''Senses''' passive Perception 12 - -'''Languages''' any six languages - -'''Challenge''' 12 (8,400 XP) - -'''''Magic Resistance'''''. The archmage has advantage on saving throws against spells and other magical effects. - -'''''Spellcasting'''''. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast ''disguise self'' and ''invisibility'' at will and has the following wizard spells prepared: - -Cantrips (at will): ''fire bolt'', ''light'', ''mage hand'', ''prestidigitation'', ''shocking grasp'' 1st level (4 slots): ''detect magic'', ''identify'', ''mage armor'', ''magic missile'' 2nd level (3 slots): ''detect thoughts'', ''mirror image'', ''misty step'' 3rd level (3 slots): ''counterspell'', ''fly'', ''lightning bolt'' 4th level (3 slots): ''banishment'', ''fire shield'', ''stoneskin'' 5th level (3 slots): ''cone of cold'', ''scrying'', ''wall of force'' 6th level (1 slot): ''globe of invulnerability'' 7th level (1 slot): ''teleport'' 8th level (1 slot): *mind blank** 9th level (1 slot): ''time stop'' * The archmage casts these spells on itself before combat. - - -====== Actions ====== - -'''''Dagger'''''. ''Melee or Ranged Weapon Attack:'' +6 to hit, reach 5 ft. or range 20/60 ft., one target. ''Hit:'' 4 (1d4 + 2) piercing damage. - -'''Archmages''' are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. - -An archmage typically has one or more apprentice mages, and an archmage’s abode has numerous magical wards and guardians to discourage interlopers. - - -= Assassin = - -''Medium humanoid (any race), any non-good alignment'' - -'''Armor Class''' 15 (studded leather) - -'''Hit Points''' 78 (12d8 + 24) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 11 (+0) -| 16 (+3) -| 14 (+2) -| 13 (+1) -| 11 (+0) -| 10 (+0) -|} - -'''Saving Throws''' Dex +6, Int +4 - -'''Skills''' Acrobatics +6, Deception +3, Perception +3, Stealth +9 - -'''Damage Resistances''' poison - -'''Senses''' passive Perception 13 - -'''Languages''' Thieves’ cant plus any two languages - -'''Challenge''' 8 (3,900 XP) - -'''''Assassinate'''''. During its first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. - -'''''Evasion'''''. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. - -'''''Sneak Attack'''''. Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll. - - -====== Actions ====== - -'''''Multiattack'''''. The assassin makes two shortsword attacks. - -'''''Shortsword'''''. ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - -'''''Light Crossbow'''''. ''Ranged Weapon Attack:'' +6 to hit, range 80/320 ft., one target. ''Hit:'' 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - -Trained in the use of poison, '''assassins''' are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. - - -= Bandit = - -''Medium humanoid (any race), any non-lawful alignment'' - -'''Armor Class''' 12 (leather armor) - -'''Hit Points''' 11 (2d8 + 2) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 11 (+0) -| 12 (+1) -| 12 (+1) -| 10 (+0) -| 10 (+0) -| 10 (+0) -|} - -'''Senses''' passive Perception 10 - -'''Languages''' any one language (usually Common) - -'''Challenge''' 1/8 (25 XP) - - -====== Actions ====== - -'''''Scimitar'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d6 + 1) slashing damage. - -'''''Light Crossbow'''''. ''Ranged Weapon Attack:'' +3 to hit, range 80 ft./320 ft., one target. ''Hit:'' 5 (1d8 + 1) piercing damage. - -'''Bandits''' rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. - -'''Pirates''' are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels. - - -= Bandit Captain = - -''Medium humanoid (any race), any non-lawful alignment'' - -'''Armor Class''' 15 (studded leather) - -'''Hit Points''' 65 (10d8 + 20) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 16 (+3) -| 14 (+2) -| 14 (+2) -| 11 (+0) -| 14 (+2) -|} - -'''Saving Throws''' Str +4, Dex +5, Wis +2 - -'''Skills''' Athletics +4, Deception +4 - -'''Senses''' passive Perception 10 - -'''Languages''' any two languages - -'''Challenge''' 2 (450 XP) - - -====== Actions ====== - -'''''Multiattack'''''. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. - -'''''Scimitar'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6 + 3) slashing damage. - -'''''Dagger'''''. ''Melee or Ranged Weapon Attack:'' +5 to hit, reach 5 ft. or range 20/60 ft., one target. ''Hit:'' 5 (1d4 + 2) piercing damage. - - -====== Reactions ====== - -'''''Parry'''''. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. - -It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The '''bandit captain''' has these qualities in spades. - -In addition to managing a crew of selfish malcontents, the '''pirate captain''' is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. - -More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation. - - -= Berserker = - -''Medium humanoid (any race), any chaotic alignment'' - -'''Armor Class''' 13 (hide armor) - -'''Hit Points''' 67 (9d8 + 27) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 12 (+1) -| 17 (+3) -| 9 (-1) -| 11 (+0) -| 9 (-1) -|} - -'''Senses''' passive Perception 10 - -'''Languages''' any one language (usually Common) - -'''Challenge''' 2 (450 XP) - -'''''Reckless'''''. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. - - -====== Actions ====== - -'''''Greataxe'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 9 (1d12 + 3) slashing damage. - -Hailing from uncivilized lands, unpredictable '''berserkers''' come together in war parties and seek conflict wherever they can find it. - - -= Commoner = - -''Medium humanoid (any race), any alignment'' - -'''Armor Class''' 10 - -'''Hit Points''' 4 (1d8) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 10 (+0) -| 10 (+0) -| 10 (+0) -| 10 (+0) -| 10 (+0) -| 10 (+0) -|} - -'''Senses''' passive Perception 10 - -'''Languages''' any one language (usually Common) - -'''Challenge''' 0 (10 XP) - - -====== Actions ====== - -'''''Club'''''. ''Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 2 (1d4) bludgeoning damage. - -'''Commoners''' include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. - - -= Cultist = - -''Medium humanoid (any race), any non-good alignment'' - -'''Armor Class''' 12 (leather armor) - -'''Hit Points''' 9 (2d8) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 11 (+0) -| 12 (+1) -| 10 (+0) -| 10 (+0) -| 11 (+0) -| 10 (+0) -|} - -'''Skills''' Deception +2, Religion +2 - -'''Senses''' passive Perception 10 - -'''Languages''' any one language (usually Common) - -'''Challenge''' 1/8 (25 XP) - -'''''Dark Devotion'''''. The cultist has advantage on saving throws against being charmed or frightened. - - -====== Actions ====== - -'''''Scimitar'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one creature. ''Hit:'' 4 (1d6 + 1) slashing damage. - -'''Cultists''' swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. - - -= Cult Fanatic = - -''Medium humanoid (any race), any non-good alignment'' - -'''Armor Class''' 13 (leather armor) - -'''Hit Points''' 33 (6d8 + 6) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 11 (+0) -| 14 (+2) -| 12 (+1) -| 10 (+0) -| 13 (+1) -| 14 (+2) -|} - -'''Skills''' Deception +4, Persuasion +4, Religion +2 - -'''Senses''' passive Perception 11 - -'''Languages''' any one language (usually Common) - -'''Challenge''' 2 (450 XP) - -'''''Dark Devotion'''''. The fanatic has advantage on saving throws against being charmed or frightened. - -'''''Spellcasting'''''. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: - -Cantrips (at will): ''light'', ''sacred flame'', ''thaumaturgy'' 1st level (4 slots): ''command'', ''inflict wounds'', ''shield of faith'' 2nd level (3 slots): ''hold person'', ''spiritual weapon'' - - -====== Actions ====== - -'''''Multiattack'''''. The fanatic makes two melee attacks. - -'''''Dagger'''''. ''Melee or Ranged Weapon Attack:'' +4 to hit, reach 5 ft. or range 20/60 ft., one creature. ''Hit:'' 4 (1d4 + 2) piercing damage. - -'''Fanatics''' are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. - - -= Druid = - -''Medium humanoid (any race), any alignment'' - -'''Armor Class''' 11 (16 with ''barkskin'') - -'''Hit Points''' 27 (5d8 + 5) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 10 (+0) -| 12 (+1) -| 13 (+1) -| 12 (+1) -| 15 (+2) -| 11 (+0) -|} - -'''Skills''' Medicine +4, Nature +3, Perception +4 - -'''Senses''' passive Perception 14 - -'''Languages''' Druidic plus any two languages - -'''Challenge''' 2 (450 XP) - -'''''Spellcasting'''''. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: - -Cantrips (at will): ''druidcraft'', ''produce flame'', ''shillelagh'' 1st level (4 slots): ''entangle'', ''longstrider'', ''speak with animals'', ''thunderwave'' 2nd level (3 slots): ''animal messenger'', ''barkskin'' - - -====== Actions ====== - -'''''Quarterstaff'''''. ''Melee Weapon Attack:'' +2 to hit (+4 to hit with ''shillelagh''), reach 5 ft., one target. ''Hit:'' 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with ''shillelagh''. - -'''Druids''' dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are '''tribal shamans''' who heal the sick, pray to animal spirits, and provide spiritual guidance. - - -= Gladiator = - -''Medium humanoid (any race), any alignment'' - -'''Armor Class''' 16 (studded leather, shield) - -'''Hit Points''' 112 (15d8 + 45) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 18 (+4) -| 15 (+2) -| 16 (+3) -| 10 (+0) -| 12 (+1) -| 15 (+2) -|} - -'''Saving Throws''' Str +7, Dex +5, Con +6 - -'''Skills''' Athletics +10, Intimidation +5 - -'''Senses''' passive Perception 11 - -'''Languages''' any one language (usually Common) - -'''Challenge''' 5 (1,800 XP) - -'''''Brave'''''. The gladiator has advantage on saving throws against being frightened. - -'''''Brute'''''. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). - - -====== Actions ====== - -'''''Multiattack'''''. The gladiator makes three melee attacks or two ranged attacks. - -'''''Spear'''''. ''Melee or Ranged Weapon Attack:'' +7 to hit, reach 5 ft. and range 20/60 ft., one target. ''Hit:'' 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. - -'''''Shield Bash'''''. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one creature. ''Hit:'' 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. - - -====== Reactions ====== - -'''''Parry'''''. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon. - -'''Gladiators''' battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death. - - -= Guard = - -''Medium humanoid (any race), any alignment'' - -'''Armor Class''' 16 (chain shirt, shield) - -'''Hit Points''' 11 (2d8 + 2) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 13 (+1) -| 12 (+1) -| 12 (+1) -| 10 (+0) -| 11 (+0) -| 10 (+0) -|} - -'''Skills''' Perception +2 - -'''Senses''' passive Perception 12 - -'''Languages''' any one language (usually Common) - -'''Challenge''' 1/8 (25 XP) - - -====== Actions ====== - -'''''Spear'''''. ''Melee or Ranged Weapon Attack:'' +3 to hit, reach 5 ft. or range 20/60 ft., one target. ''Hit:'' 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. - -'''Guards''' include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. - - -= Knight = - -''Medium humanoid (any race), any alignment'' - -'''Armor Class''' 18 (plate) - -'''Hit Points''' 52 (8d8 + 16) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 11 (+0) -| 14 (+2) -| 11 (+0) -| 11 (+0) -| 15 (+2) -|} - -'''Saving Throws''' Con +4, Wis +2 - -'''Senses''' passive Perception 10 - -'''Languages''' any one language (usually Common) - -'''Challenge''' 3 (700 XP) - -'''''Brave'''''. The knight has advantage on saving throws against being frightened. - - -====== Actions ====== - -'''''Multiattack'''''. The knight makes two melee attacks. - -'''''Greatsword'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6 + 3) slashing damage. - -'''''Heavy Crossbow'''''. ''Ranged Weapon Attack:'' +2 to hit, range 100/400 ft., one target. ''Hit:'' 5 (1d10) piercing damage. - -'''''Leadership (Recharges after a Short or Long Rest)'''''. For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. - - -====== Reactions ====== - -'''''Parry'''''. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. - -'''Knights''' are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners. - - -= Mage = - -''Medium humanoid (any race), any alignment'' - -'''Armor Class''' 12 (15 with ''mage armor'') - -'''Hit Points''' 40 (9d8) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 9 (-1) -| 14 (+2) -| 11 (+0) -| 17 (+3) -| 12 (+1) -| 11 (+0) -|} - -'''Saving Throws''' Int +6, Wis +4 - -'''Skills''' Arcana +6, History +6 - -'''Senses''' passive Perception 11 - -'''Languages''' any four languages - -'''Challenge''' 6 (2,300 XP) - -'''''Spellcasting'''''. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: - -Cantrips (at will): ''fire bolt'', ''light'', ''mage hand'', ''prestidigitation'' 1st level (4 slots): ''detect magic'', ''mage armor'', ''magic missile'', ''shield'' 2nd level (3 slots): ''misty step'', ''suggestion'' 3rd level (3 slots): ''counterspell'', ''fireball'', ''fly'' 4th level (3 slots): ''greater invisibility'', ''ice storm'' 5th level (1 slot): ''cone of cold'' - - -====== Actions ====== - -'''''Dagger'''''. ''Melee or Ranged Weapon Attack:'' +5 to hit, reach 5 ft. or range 20/60 ft., one target. ''Hit:'' 4 (1d4 + 1) piercing damage. - -'''Mages''' spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference. - - -= Noble = - -''Medium humanoid (any race), any alignment'' - -'''Armor Class''' 15 (breastplate) - -'''Hit Points''' 9 (2d8) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 11 (+0) -| 12 (+1) -| 11 (+0) -| 12 (+1) -| 14 (+2) -| 16 (+3) -|} - -'''Skills''' Deception +5, Insight +4, Persuasion +5 - -'''Senses''' passive Perception 12 - -'''Languages''' any two languages - -'''Challenge''' 1/8 (25 XP) - - -====== Actions ====== - -'''''Rapier'''''. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d8 + 1) piercing damage. - - -====== Reactions ====== - -'''''Parry'''''. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. - -'''Nobles''' wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. - -The noble’s statistics can also be used to represent '''courtiers''' who aren’t of noble birth. - - -= Priest = - -''Medium humanoid (any race), any alignment'' - -'''Armor Class''' 13 (chain shirt) - -'''Hit Points''' 27 (5d8 + 5) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 10 (+0) -| 10 (+0) -| 12 (+1) -| 13 (+1) -| 16 (+3) -| 13 (+1) -|} - -'''Skills''' Medicine +7, Persuasion +3, Religion +5 - -'''Senses''' passive Perception 13 - -'''Languages''' any two languages - -'''Challenge''' 2 (450 XP) - -'''''Divine Eminence'''''. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. - -'''''Spellcasting'''''. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: - -Cantrips (at will): ''light'', ''sacred flame'', ''thaumaturgy'' 1st level (4 slots): ''cure wounds'', ''guiding bolt'', ''sanctuary'' 2nd level (3 slots): ''lesser restoration'', ''spiritual weapon'' 3rd level (2 slots): ''dispel magic'', ''spirit guardians'' - - -====== Actions ====== - -'''''Mace'''''. ''Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 3 (1d6) bludgeoning damage. - -'''Priests''' bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. - -A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties. - - -= Scout = - -''Medium humanoid (any race), any alignment'' - -'''Armor Class''' 13 (leather armor) - -'''Hit Points''' 16 (3d8 + 3) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 11 (+0) -| 14 (+2) -| 12 (+1) -| 11 (+0) -| 13 (+1) -| 11 (+0) -|} - -'''Skills''' Nature +4, Perception +5, Stealth +6, Survival +5 - -'''Senses''' passive Perception 15 - -'''Languages''' any one language (usually Common) - -'''Challenge''' 1/2 (100 XP) - -'''''Keen Hearing and Sight'''''. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. - - -====== Actions ====== - -'''''Multiattack'''''. The scout makes two melee attacks or two ranged attacks. - -'''''Shortsword'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6 + 2) piercing damage. - -'''''Longbow'''''. ''Ranged Weapon Attack:'' +4 to hit, ranged 150/600 ft., one target. ''Hit:'' 6 (1d8 + 2) piercing damage. - -'''Scouts''' are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. - - -= Spy = - -''Medium humanoid (any race), any alignment'' - -'''Armor Class''' 12 - -'''Hit Points''' 27 (6d8) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 10 (+0) -| 15 (+2) -| 10 (+0) -| 12 (+1) -| 14 (+2) -| 16 (+3) -|} - -'''Skills''' Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 - -'''Senses''' passive Perception 16 - -'''Languages''' any two languages - -'''Challenge''' 1 (200 XP) - -'''''Cunning Action'''''. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. - -'''''Sneak Attack (1/Turn)'''''. The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll. - - -====== Actions ====== - -'''''Multiattack'''''. The spy makes two melee attacks. - -'''''Shortsword'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6 + 2) piercing damage. - -'''''Hand Crossbow'''''. ''Ranged Weapon Attack:'' +4 to hit, range 30/120 ft., one target. ''Hit:'' 5 (1d6 + 2) piercing damage. - -Rulers, nobles, merchants, guildmasters, and other wealthy individuals use '''spies''' to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers. - - -= Thug = - -''Medium humanoid (any race), any non-good alignment'' - -'''Armor Class''' 11 (leather armor) - -'''Hit Points''' 32 (5d8 + 10) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 15 (+2) -| 11 (+0) -| 14 (+2) -| 10 (+0) -| 10 (+0) -| 11 (+0) -|} - -'''Skills''' Intimidation +2 - -'''Senses''' passive Perception 10 - -'''Languages''' any one language (usually Common) - -'''Challenge''' 1/2 (100 XP) - -'''''Pack Tactics'''''. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -====== Actions ====== - -'''''Multiattack'''''. The thug makes two melee attacks. - -'''''Mace'''''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one creature. ''Hit:'' 5 (1d6 + 2) bludgeoning damage. - -'''''Heavy Crossbow'''''. ''Ranged Weapon Attack:'' +2 to hit, range 100/400 ft., one target. ''Hit:'' 5 (1d10) piercing damage. - -'''Thugs''' are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. - - -= Tribal Warrior = - -''Medium humanoid (any race), any alignment'' - -'''Armor Class''' 12 (hide armor) - -'''Hit Points''' 11 (2d8 + 2) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 13 (+1) -| 11 (+0) -| 12 (+1) -| 8 (-1) -| 11 (+0) -| 8 (-1) -|} - -'''Senses''' passive Perception 10 - -'''Languages''' any one language - -'''Challenge''' 1/8 (25 XP) - -'''''Pack Tactics'''''. The warrior has advantage on an attack roll against a creature if at least one of the warrior’s allies is within 5 feet of the creature and the ally isn’t incapacitated. - - -====== Actions ====== - -'''''Spear'''''. ''Melee or Ranged Weapon Attack:'' +3 to hit, reach 5 ft. or range 20/60 ft., one target. ''Hit:'' 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. - -'''Tribal warriors''' live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods. - - -= Veteran = - -''Medium humanoid (any race), any alignment'' - -'''Armor Class''' 17 (splint) - -'''Hit Points''' 58 (9d8 + 18) - -'''Speed''' 30 ft. - -{| -! STR -! DEX -! CON -! INT -! WIS -! CHA -|- -| 16 (+3) -| 13 (+1) -| 14 (+2) -| 10 (+0) -| 11 (+0) -| 10 (+0) -|} - -'''Skills''' Athletics +5, Perception +2 - -'''Senses''' passive Perception 12 - -'''Languages''' any one language (usually Common) - -'''Challenge''' 3 (700 XP) - - -====== Actions ====== - -'''''Multiattack'''''. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. - -'''''Longsword'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. - -'''''Shortsword'''''. ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6 + 3) piercing damage. - -'''''Heavy Crossbow'''''. ''Ranged Weapon Attack:'' +3 to hit, range 100/400 ft., one target. ''Hit:'' 6 (1d10 + 1) piercing damage. - -'''Veterans''' are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves. - - -= Legal = - - ------ - - -=== Licensing === - -Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.1 (“SRD5”) is granted solely through the use of the Open Gaming License, Version 1.0a. - -This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material. - -The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself. - -The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Underdark, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever- Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti. - -All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of the License. - -The terms of the Open Gaming License Version 1.0a are as follows: - - -=== OPEN GAME LICENSE Version 1.0a === - -The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. - -# Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. -# The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. -# Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. -# Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. -# Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. -# Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. -# Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. -# Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. -# Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. -# Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. -# Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. -# Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. -# Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. -# Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. -# COPYRIGHT NOTICE. - -Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. - -System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. diff --git a/downloads/odt/D&D 5E SRD Full Compile-v0.4.4.odt b/downloads/odt/D&D 5E SRD Full Compile-v0.4.4.odt deleted file mode 100644 index 3fc3602fec2311b671f637b4f072c44ed3cae625..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 527220 zcmeFZ2Ut_vwm)hIQ9wn&2Iy8nML?t}Rm6r0s0fIZNS79RLQPbfh=N;GN(5Az)KC*3 zkSGX9ml{F{ks3-8dIAX{Z=w6_v$yA*_b&JU?tA;5?|k26WsW+>m}SkuPsxpI8#nD< zw}E%vI$`x&w=HW=ZZDrl8yd1q` z-Q4ZKwr(~)u6AH=S#LXE?;F24BeVfbah>fu{VF*xqZ9`YHkh@I-le#G~$}RLarPQYty{EmI-%cBkFFE{a zTSo7W#Ecc=JIBcy+|4^Bt&c1Js_#CY8#D6e-f@+X(`vz|~RSD&Rz(%SUcEJh+f@+C1?vxb*ZZ zrS%4b@sk2qN{b6df+M-xWVgDR@qY#dKClnRZih0}L=9{>N-gxSLY*RCk#1_kWiv%(I)V%?QP&MqeNzmFMNo&3rrf z>E5R^PuxIG^%1$B5vY3b7EU}9x9N6x5tO<~p71~kE)6=nvGZL?PgmeU!-_ebqU?(E z&If;ev+XtIltpjOvtz+mm3426zc?bJBiOS=!}r_^=gK!%V!>ATS`lJ4CT|M_o>Ux+ zGARr1&U#cU?v%&sH_bg39Vvtw8GdK}{@No2nS1u`d1Jz2&a!8OaCIYBnD~hY^BXO< z86V%F%f$#j$wl}ql3BU?JRaF#*W+#3Pyfz2DJxn{PXN-Jv!abnc>~5OFVL`0eW96N0zoEWIq&@^5O9KQtLzC3-UMF* z_Q=?cJ1IH|C1Xo_X?Zw54r_FDwCkClk*h2yTfG&;#)?GZH#F*tk9LUo8TiEY(fnl&wWBgXJ8@xPxzz-Qta!VV(=CVGOx zWZGle<^H!IJY2KFSB*QC&P8i+79kL$yeC7EqS3fTmx6x!lMW4|21qp~&y78JLtzm6%k8FA`H%2x1sFP(>yKaj`6ZxvauZzHFhY%X(>mT4)}N z2qhI{J6VFe(UzW-J6T;of zxWuJaCtQd@=ZG~X8y+-yZTW*`C$fB@JWbr3sO)NK9_T+wH1X2XOvcQXpwdvV6OQ|(O74wWo4ZCZLC!$e1R6(JUHtF zoy`;sq9?j4O3>kcH)UeG^v-Ijp)WU9)}Ykn^shR=ivy75n!Bfoq8%nP)3|FI3cR}jY{^X%^!dySuYK2@47EhNEw=Nh*+14Ax(BBh2n^nkdOGcJ zV4~FpX>^e0)3Ad}4bIgns_eEZ#_v76yf>VsKy((n5|F6yIoTs$i+P8~<3rcWy(>>` zIPv@_dch~npl94k!%jUz(w5BQw^ihGHM;a}I2-r~2@Tv<(LSW_BeWan$gg((#))}3 zU}K`99Q24o@Pc!9C_ zJhBjPflkC$pz}K?b-M(nJnc4G+ldc|bT#A7ULfuZs|h>?GP$^#0MPlJbHr}3r%NWK zod1^L2e9?3_qW|iK-^WpSm#$W0Xo*Jo!>dftLyT>XS-aVC!F^Y>HxfNDgh=-e&_0> z4g#~b+7SXezjJi=YC?R9!V{^=7mN;JA{^=U;717og+S0!7$A*8APp%Dkj5W4KpGmD zMV7}Us1UkQSfT^9Qrq_dmZwmu%Mw6(L9{{U}2zS8y z4#4~g(1`;&zjJgOrrU}ThcNuNjJ|-aSHpR`Y9(0(ct5{74A24c{sZTD_2pLZPJ-+6 ztn(0|j=mVuCMBlrYL*ZnZ`;+pAwb@L-~f61Ln7B2li7L5{?x4Jq|b_gckN~k0DF53>GiL`u{Z%ly6XLgmjMv>05H~})l7g6a4i1L0ggqA z1NseB`N|sBP7O1De615@Xp7d);sbJ9ji(csUSNv?(LDxozqpz*(D|JMY}zq`Ud$S^ zP|;cI%>J_0nH5=UOz4oc&8!9{ZLRYp6Y!KoeWxj>5?x44<}`{-Hb!^8j&v$I0m+z> zQN|Q8Ydk?LkmhY9c7<;~R6b7=Wszl|U-Ih4%?~IYai^@@xc*t^6RXbiju zU2A~%;NLl`??Kn*mupSrKgauj@A1B9xYm=A{$;K2X34d_o5R++123-mD6KiBt!sS^ zUR(2hacQk@HP5xJ9hE9#u-2duzpQof64ttSd)Jo5JXK`Pw_e;@V>-I#4Rv&_^R#!Z z8>(?_YgbTYc6!Z0Jz48SIj(i_?AQAGFuSnUV`074m|j0$V*!F*^Brlo<_#sarVUls z0v=y;Q2)8O|MywId01e&+xv&N5x34Y*dNy;bCC8YI0N0R~V2o$y{oC!hd20kBs)f8zk?#1Ir6 zx7L`BdZV=`_(*!!SG{-kcdQ}{z*vtvR!+RHy^+ zzNv%>#JzJhfk7aX)s7I*`JDp*MKEaN+SaZOgV3ORqYteq4ZXEat%@FWe`?-W01pK+ z&|Y1T>mfisp{uh6bO12w4;%moAd|MQHSfr=HSSrn>uZf^*IKvW>-M#7!KZ88f+K6& zf@35-gSBmt{~YfB)rUKNty@s#;#!Y|;#!ZY!rJyM@Y-DS^&-F4n69n)^>KBr^K^R6 zuaAy3y*^T)==*C9YWG?vs$;E-*Zg%&SpfI&vhO?`T5ldE>aD1{b@nV4{cCw%B&^6(2x-$DsdO{D4C}pm1P8Kx#0Gei@X;DG# z*sraI%l^uNGB`HuIFH#Ry>VdMYv#`6&oARS@xX!2;!)@F7biZVWg>( z-QmrBJs=p{+9J2Hm3*A3Un5s)sEMS)D^2FB1y~mb;Hc!`-uOAEm3Kh|`O=o&T3S!B z7^;)XCMsbf?(A1>!#7rbI)h zIfE-$(19xEH5MDD%S)CEYGJZLjIKO)jjuEZSg2X$*CC{ekJhMm+bk|e#gYo`BIIgW z?rwBls*p=sfZpraA>h(aW;UK*gy|n(u^##D0OhylH7h=L>#?C++T0dk*gDZ4$Ul?i zPhI?Q&_6G$E-#wz{S-hh10-_7l$0z5t3Jp=X4S!>_}=qmCv|l!?K^GE?Ad%v+uM4f zh;BO@bkJe3&pj8JJu2;gBQFSAYGu348y&e3t(qFV z2NNgGzNGrNAacAd+wAMNqD9Hbw{XZ=}h z;TTBrv4=ya4YGBUJpHNvOF5y>r3w=Tb9RsRKraO`o~?dp@WpN&Wa;*$xW^yN`{lC+ zpULhEf|~RK1EI}r84&^0jtkoJj)R&RzC3>*#o3BCcLXJr)@kbPzK|^WllF_>#HoPz z03aR*oB`Il{?v}ofU{Mx2VkArx*z{&tmB9V!*TE+OHnsEDB;XwO}%!TWJ!Vd1~KzJ z84$6w*q2DPlhgFy()eISpP1j&=!F)+JP~2fia4K5Ox6}&z)hAm-GUtownNEPMyVdmU`kBkgJUDVQp_`fB^#- zxK&0Ez;FQ=NdTjDmC*|@Tmc3aV31cCeE)Xc-g`(0OZ>y6 zur{1u|JAPsoG2@AcYljHzkQbkGw?>q8CKpN{uWGtl*qupS|vUGE!Y4lNAb(n(ppdp zYil0&Nu)UL;k=>b&M$X5Xos}5j{E3Q&WZcZR2U^Dv&5>$DD&kouY=LBF|W-I!e6Q- zSmxEHn`alpHBCH>AF8h#^qV~M-Bs(jSB<@J?Z)-Dlbw~bPl?o;1m*SSRNdJJS||e- z@!5C;c2OFdPdpu&>6+^X!zQ5HQ<6ILfjnW&ZF^ zXh8+WzklE7)zs#%C82w#4RJPmI4>x<(#xNx_SAY3vRZ{hjP_jP&DO;4Ft$4ROAgEY zB4GA3f5J=5O1SoXRaWb(RfVm9!Y)8T5>U_s6y5*|8i2whKtVVZP~Za;b^{7000kpJ zAqP;f02HcLJ*+Bh0~AC61zAABVl^^AAqY^|Pz`tp0~EFc3VQ&B(}02|IwIk7ZhH37Y8wvZ3Tg^Y!Bb!}PQ9YumH31?-rH8-tD0n=WjKSKD)KdbO-a1U z)Iruk_GK6A%+MDss?Iv-;V3yRL$Y;U^8qdPh8;(5UT@9FX}KP2*gYT6P+K+uxgVfm z7o!-V`ijo16u+BR{)(RbNR}kA`V%Zm;vVoGUkUh{#+Dyz=Nt!q&VFkrZG7&|GPv2w z$v8RQKJ%1C(@Jyfw)-Nq&V|J4?JdjO6my zdE^yCd^;eRxLXcm8(3V!yKys}#{nlkG8Q;a1~?4^O&r{I2fDq0zQ>xxwD%8u$ocgg z?=>fCc0)-G+{TO4nfCJ4~wYX$KgNZyXY@;@t$hQ%NT* zaT+~&X_IIk;_Be{Fu>sAE~|qF(}2MP@>d5JM6C|~2_j9ZJevr5TlZSq-(_zq@L}(4 z8(sX-fY?x3_5t**XZX2IjE#MJAEK1C8S*&6dQ?PD9&_X|!T9aC@!KWiFPXPm`;SKJ zJ@KD_exmLgzW&l->P6k?8}$XuJ;>JC!S*6(y-n<|Ni2&~m?N8-Z|!NhwWqZlx7+>9 zgB0=LyeP58Gtro@AN;R>RTVKfdV=N|-})M9@;TzVqF(t+xqE82gNCdUpz-T7{JV9O zy8JS-@I?~o9vPE!Sq@s%eJ3?GzE7}EAEHmj?&xsr&SV@4Umm;X_jE&fm}ffXYl(l; zo^oT2l=MXXXLa-Mon;O5GU}x#cl3uCMmUj7T z(!9yUVv6&aX-55ilrM+zKur`$&K^sQ#827Hx718BRsHJ*56L}#yZ>2TUW~UGu+AfO zc{p!Z#lg~!Wm{=!c^yMw?Cx zK?|%&b0;>8cY0_0a+3C(NPr}4ObM{O{FY6hEKz&)L0{ZC5M0KwL&jb=-4r?`tH;y17ulv9?A-?)FQc@`wfzBw1ct@fk)K ziI>-Y10CX&0yN%GC4_iiX;ky>v$9_qD_(&coibQS{IPb4wUo-%u*f0(l1d7}{X|!m zP~L*Nm~3NV6fkjj?#M7Do&+hMNz9 zkE%pB?+KW-*CZjnKPUZH`)c2xk$$UvqVJ&n`O*~PJ^Gk(oLV{m=+1qTA^WTOM{C`K z%jEmil|6pJ`Ou(bg=?p-P-R5^`i~s51A_{#5vn<@oH{TM?IK{QQ7E7 zkTBc1SdVyEOkEE$P}Be!+?I^On0Lr)fNoqL(r1<=B*`6{$dng@f?6BJA*7%ntsG$A z*0;kP!FDTnKP$Jz5}qGO0BFfn08Ul3XsKUv7W=JFw4w~(Fv zyoW1xUh+-Z@lmeo0VrfWj&~!h%|>Nd!$aXvsa1$aHSbW^&RYJI9ityE$DN(nX&>c3 z-_vn1xio%9k8D-GMTiyVSjdRX;ilQwJMH}%kA-OagzUY2IS%+Zz^@e$tFBB9T77Z6 z*ipN8r~R9qR<(O?@@@>_RXF$f)W(oA-?|b8lT4f&I`qHpU{>BWRDXu~>fSf!q}MQ( z)5u|av}P-;RpHTFYUH|dhGL_oB0UsdkLiN*5yxDA6E}dA08b_ zN|r~?78_=yQ^K31B%{CuCn^Gx(hXK~x znV2{9)5M`sscdHpICY zhnQ4iJaI1A;nfpN$v$0jZW!G=8MJEy;pm>iYo}~u)gj5PK=_ZAkM3Ezc4{{E9{8B9 zc);`sz?ya zR+EOtar@&*iuWF0Wm}d=MyMV2ZWXXg*UhlgYfn1V0O41CX5X=6bT~Ec?Ahb?`uh8( zA02TdZ+kIT+W7QaF=gS(iz^NmvXbeCcy*ra4BLHpyCbhxvmGmYDcoomYK8mJCegs zJ#Li`UOb=xd_>27kwECLd~Oao$9Fbtx99fb!*Ql$Ki<>7+SvY5_vJ#=uMz4Y+JRAf zKU3an2MQ31P)y;Ec_nENsAg!f&n-qBJ8IidyWdtm+N+D9-J3Ay)$ugr``TZ#y`f9- zTbhK+01F$bGI{#B$H=7UsCWOkvZ)fkRZD@)<_|44_F{m^uFZ42H z6*q3OH^C;gYO9$~-Tt_vHXZQpwL?J_7->t$kCAp|9rrxNWALbMi=S9)agL46a?iJd zIitc<8=C{uG#tu3sFnSsyw72v0q@mx*)&#I>m{G{mF#mmcQ@~A&pH@Z%%_-Y^!8Bh zd4Y>Z1ys`k$Eu8l238|*4uZnRpxuWi4Uj4NdngW5kvv&!H8Sh+x3L+-_JUy zV;EXyK8^~`REpN<=Zq6Sbtde{tM0w^z=?nKY7S8#z5AYh1TYm&{Pszuz{obMBkyZ6 zvPX+u&#l)kk>u%0IAG}Py`%fB_V*?c&@$42-k7PxDxh4_3{s1`D-=?5|M~a!b$-J$ zzb~PyUXR_#-D=$%vPBQ^^{t~21W-%SF1Zx!^lVF4!ols=ga6iSz>DrcQ2Ux>B(CyU z1?;o^-V`k^2B&BD0AcBE%2Lwq$=E_zZ7`RSiVQa%Lucz7xe-8Yy!*Qk{zKF5$=^cw zxd~K-DSi35`Rq{6(f+x)Jj%D)Som`j3gO@X{O5)^=+g7xAKE6X>MgcEHy~8yga6Qg zP}dWFZdYZQ04nOC=d~ko%IpqVJt^Q0u zbUCwu;J!QLZ}K1X55t=~ln?xo{>{-}!tsF+{yHEdZRG>OE@!q7+_x7F?6Ix(03!Y) zE&nCV<~e^I5b+QBZ}bmC9;@m<(LW6T5{{*Sh&L1tY_hH1`Xx;0Ilt7w{rcyW-vAr! zPxJ$qGwTWNyF&gZ|3UvS)ZL-{=8yDmhJOji`$G6LfQ+=2-#l_Tvzg$|S2(cSw%QSh z_>c7QFJXqy`7?lsf5?BMe;97Ds{RxG!|*TR*a3)mOX0wF+v>ev!W5qKI~?5K0xTYI z^8Q2vCu<|YT_ogh@*ngMLsMWX{z(63_?K`j9>PxnG6EJ4I50c}cY(rz1Gd$EK*WEf z&wdH>dd^P)BK{%&js9T>oV-8LKMel@j-T>RI`S&JTw9;11Xg=|cL){y;g22Q=6l3X zT)jza!$^=*C0lH&!N5HiTwtZa|0xW(rvJcMy-h#$l-hTDM7Zyd<#HTrwV zS%A)OobR`LZPO4Caw(sF+^rg2;DLe14-2dkV)W1tPQU|=o|FMAj zw<$;dc>(qBQjYwK0_xwT9Qo%3)W1hL^3Mw>d1aUM?=?bdcPZ_l(=(#L`#*Mo-=M#j zF#lK&H2^j!ZJWzBCP|6^IB{IALy#E(ks=QO^A{m&E$ z|9{sr|06|0H&7(}pFku3r}a$FUlJPmZ`Ct@z;dD<<^Kb&0{pfHRJ4D`SpXWqRRA32 z81Hx7<#+lAAd_=k`iCI^zOCXe zKLIp<3CH@t9RG}~05}PN!TlX)`5iYo!uuU}`JMh@7z0cNfV=z*(EKGFD*_S!gsT8J zNe2+|?>NifaT8$i0Nmy8^bbS+s_(eVPXNtd!f^{Q$3NpLz{%QH^#_~@^{<>SUdoC`8)l?P_XJd?(!2r z^A~WuXMfaxuWCv8=XF4B*#9cQf6A6S|8;ER->__H?r>RDL1srr)-;KeIeB-5F*VdC zoCBK(U(}n61^#>Tz+wmRU2hI>PwvvF(;#<<>~0KSlxVQV-T|!u-xHSY+Pj>b%>kF) ziFIh44Jun^g!<1AStN?l0@%o`C}CY!~;GAG?DYLnfN&_4oOAB}N~^&$Y51kSp?V_sC>#!={E@_Qzyw zz+5%aK$JDz+baDAR_e~u4K>@{SVT&{L!CI!0$qnOaK6R)XmSAhE1tQH!>+N%cwNNG zD%Xspmtuk7l93Jd6@4wrk&~qNcMY;4bxoV{B*6~XMJ5TJZd}z&E!SJ{UR$UURk9}i zP0vty;S|9r#;8nHPQ{D~;hHcRCPL_$NT;$KFcq87V@oWpkj_IkS}PoZ8j}IOIQW$m?B;7h4!|~M*3KsV4_@0W`(P99DUcg<$mnj<(g4; zVc=QQMNvH}krrMK?=@^+A(^N$HS{$x{XKSszzS|tD3QeY)?@FAJE`0#C=`%q&`(z$ zVR=GFQ1i9)1(G$IX*YLqnp~xvS+g8ekW`l9(PJ-P#I=}Oh8~kNiENY(=%rC-OwC_2 z(!c?5GZ#viQ>iM=-%i>LAJ`0r`=-K@v6T3dWrOg8Z_I_KTrc#t=3_oWMY9psHqlRM z8Y~VO*2}OH8m2&!d$p+MK?@EMg4QNQF6KQ#_MX@~7>yxlk=pEtu2_-TS@M*CRAd05 zxhtIYt(C?DS~MKb`anGdA4j|ATyr*i5P5MRy0gaCw6CWY=huNMv_rp|?mp{fN$;y4 z=(pWSgIGvVdEG?0^r5j_&QwOUGrPe-yj>;SA`p`{7d~Pz5?BBts3(*f6kr@pER7il za?I{QcbhY&7>L=_CDLs+kZ#Mxyv;3=qIQlr(*kpBAwo^DE|kM*u9vE`AedZ-*)chK zjvcp%%W*`R1O3aB%67(f1z^pbTxSHQurDbLpITa)e|8*ZsW-Zf9jq}2Z7i?tB6}2+ z=TR|u*D-?s9XIOkwNyGmqei(7N7MPR?#C~$xL*kkBNr5@huaIvieo{6KTo>y87<&Q42|Ofe3I4Ww-_s-6|rw%`DWS;~qD^r+7b1X(`j3rP;u6@~CuWab2w>r?%~f znh{?U&_o*t9b3xSGr;Nmh9g z2&<2VmZdV@K?z9UUm6Je8>5kVi2 zL6{XqLb5!((4znN7beWXMM@f{Ah0o_D!EI!g=&fIMY`BnKuJ^ytseQO5=j!5)O}j} z8M&g@xEo?4P|w_W^dYfz9VRijo*`?@3PVM1(nLm7dD{~&vqMsnN&1>S9&AoNb>*2L zXTpq3WIm)c$3iV)%P%|P(p(oBm{=Z6PtI$JiGHvn9EY-~w}^27n?sFVC#J~rT0yws z;3+*cXRI+R0bPBLxM13271?~A$Z;RIori`|%y&oXDO@R>IytdRvGZp6rx*KwCH6zd z8=Z)Fl-ThyBneO$9T?RGd_!0tc)4kSp{3b6F9ZyH3f?+ zJ@Xc6b`d17be z7Ti7rTxh;bNE&6dI18F-2Bzx?2b`Bhp}55;ySu#`k}EhPsdtH9ZQaX$8dvi5s>8)0 zkPgM=+hEr)HIY&iyNSe!AS+5oGd;J8QbTt#B=yMoJ7VCBlNEU)L??@>$JL+mb#g-0 z%*>%f-IG)m3qtb(^Hu-tY_I*t@(7m1cGz%$h1&_Djwg9pN6bXi`UweaDuV0zhAkx5 za#Qj|Olq7)7Hgr2PxLs4SJalxjT-Ag(HAiwU$mTrY{gtkF49s~EqjFVwJ6!bh@SAp z7E_4SSRpB|N6eLW z_8V-VHK~R%(KP_d6LZHW_MyvWjqRb9B`C-Ig{jiMDHnqVSY@tT{{)SmcK|D{iiAYV z+Jn`H823j6Car0;2T(Okp0YwUH?KX~z4n##<-Fyylx>{&!!Z=lrSigy>T281u6*NL z4v}x5K{bkqTvE3htq#$1O7ZHXA0F`n-gHN`mn> z3NFkT!6UduLh5*5%^PpCL*0C-rq~lO(;P;&TAEYu6e$se=d{&>3uZH5VwjrGCK;c$ zG>)|6vm{w?<(czDw)g^BCaUD-mynyB8$!@g8q+zOUDB_m2uEtAkdC$^f3JP$? zjKIvsFoWz$*JBi)jpJKvR{Ux0MrqGXyj7mC9!a$^8KTN+#B9Cl=vO$i@*r=&5oiNy z?}#NRs7KZwQpeg^ESQ}YC3xED%mvtj21Lu>Q|yY$BQFyHWZ#FGLQham zaWHOaM!|)$QoG=s6~SNZahEAT;18KQ2SYl-T@ z2xRA~z3Q{fH}an}d*s@6PG`K=Uuyz|dA~P-oxPpz|474>PbzX@N3TUtukzug)vq8d zdP~cq_NDQXPr12@=F3zkI#)mrf=D?;W!&<&0F&ld^NAY${TrztVYILp3qDWFG*VaW zR&Gt^%qtvSDInZgip0c?w~V|JTkJGB-%r$x(J-8xLC}7A$tWf4f|J3N;h_emrENm= z{&kxsf{Q)UvL1GsOzTpeqNXTEpts+OzmvVjEu7<6?>)vF=l_kJ7RJQvkNq{OveC7p z)q4SI0p%qJeRJoUs&R1`*svKnIBuJjg>bF|K)Vz|rETxUw;(u5Xwh`UlEb|3TE6;y}~^ea_XMbj#q+1v1#6Oy7e zj0T<(aw^x1_65Z*Vd~{MSGmMktXNMrS`#hrGA~b6yjg0rAE{}Vtib&;Du=*sv7EFze_paBpHD|#i!0J*lJyJ1r|8$}bvW9G zroiYN&Mk&mqn*5)lHEX57NXliMiV}0A-b-#Le)9!7Ti51U0e*Bh)p4WB|}RLcvdcI z%!6dQ^#r@)`&wG1Fzy^M28zbio9gG<>MwhjilbVUx|fx4zS+kuE?v%JnltNF z7LKHo^ppyo!8HV&8m9ZjYH&H%@F@(Vp{)FjNxDujf6)lc*jrgMqjOWm;7W*S0m_|N{G zH*v$Mw_s%+eKM#6VHf)DFT24Ytwrks$6Fxy$35~jMkR#A6?R2=CKDI%D`!1uQ6)4o zdy>5whK2~8$Ad4$!fV6`c?x~6xb`zs;4d~Eoe)fHB#quh3%)1a6Fzz#?|D{wB0VLs zcf7axqM!y@0#-nyr@F4wl;)D4vK*q|PJec`p#4pgn%S!67qjC%%j{ph)&1&jD0aa{ zBNR(QgLd80m|l^+)di-Do8&UX%eoexCfAhnSF(D`hCGw4Xp&gls35;+Rl2U*%@LVz zgv47>c}MG#=qUJ*e@2TJYQc_&S=eQ*33}}liT1&l_v!b)2IrsgfIg$CXl%!6Dk%-Q zKQNGV@YO5;5sidZn&(E^?(~6L@?6MHCfynv@sBW#uhfvn;0I>JXW6&#sLj59!{H^Q z&0U4_!RwMCT|UlN_%|)VIPHw~iOfl`e@!8n?W&P`xua$_4Vn(o{8)v3>*U`HR2|n! z;wSAf9(h-%@R8~4Z*nhXakM{1r9 zs%}Md+V6C<^nZ*tW)wl8mxk$8IaA5t6KI5Fmd1ovK*N$5ze~6)TDnh|(4e=$3DGs$ z`(gjfr0wMB>Sn!h^q5M?2Vu_uRwglw;^?u!Tvi2b%+a; znu$PDP2Y&gGl^wlW^BWm@()uI?uQ>j+5g4+n0a2q z{0uclC;EOtZbVJ`VtQX!2a}%aWYj4tl(5yVgsr4axB%i5Xfj<&NM&DLFK6ctC>~bO zx(gwb$jKgiuCQsP7l@tA#b!ifu}Rl6Ox$8S%@?<{Z;WIlqE$jpYbhv&L5s=#uX~iQ zGxX@gZtO9&%jsT1Eb}F${!da{x^+QWRoO_ z65{dwFjkW6&_s2Z0Gk=7isBC5&69>s#Y$-AkSfnG-miKsf@4_)R_4E`0pfxKfUnU))$ zERZaR#vhmEiD7SpcQuV4B;fa|5bWVJ|BS8%aaMe?GxMkeKQYFqz(RNlv)H1d>+>*QF}4IgYGE%BN!Q47l4)F1gRc%XD>@y2dJ zl|nCdwQTKeWr zgh_}7P6-B1yk{eV!7lb)F&yMoxJ5_neW++EsGEPFOeQTzTP?RT%Pb!wT0#oC5(|-7 zJlvkp=~I&H<}l0CCU-9%>*97o$TJb+1!a27sok!r&WWwAc|An(rR!yg#i1haBb3Qv zetw=NE*GbRPzb2|Ep-`>x1c+BX{)*LY5G50;zvX1rjSA!%-)jbOObZIXCV6_gPe<{am8a7!Owg6hTaH_KymFmy~ z{=mPfUxpZfHWx>A@XAiK)Po@-m#+wT^j@RL7IFgjneb;%GU(OT@6#RVyH?_dFsNi3 z#15vg!Kv=zn3rxUGhnUHdfNKwM5Vde!tr~0tordb#Ys)S##fR1iCuFh;gaFwqT!8t zQTjpXAj|F)8stVB#LAdIcLUl*>*r|!O=@~gsHK@S?uVHA-;oy62;mn20i$b3a zJiKJSluZh|DsNNiEXH{?hHrnLK_<)QPHrmQ`inrU*haKYENXvX9Chg)b6{BiEH1{G zug!{l5^s>Kja$qGZKE~O22^Dv5`=tM?_il~TyAqAv^l*GXW>kNLnn16aEoc3`u(Jn zg^V_pQl)82I0FG=zEP?48`DEsH#auN8{+Mi$~thpAPJGp6$>}>s)B}tSH7Va4SnWn zv12u76bIV12yWjcm% z{h_GIEwRFsIog@1Ct~SQspXMbT3syiWzRct=iha|SLs^tDcf6TWo2^gBj3D1m*){4 zJN4YSCqd2eMj&W2;pK?`0iIzbY;%&w%LU^Rzaje%uxGC*880%cJN;_WftWj3iEH7M z=KHKK+Qzx0jWYI_&n6LXsh&^VP4|qh5V= zEQ-GiG7I4oV1ZeAEKaX3h4WKdijPATu5iYlnqn*=ON~Ya^OH4ng2CDoL^f-BRX$i!3uWNcYjTUHZ^zR+9vUe|vrdb`Q z!~KJm<{J*6k3vmnmx}ikfV#7U0$7H2t6SkDPZ>)yzxI9F+o1&v-}EFgkD-0c-3kF z8#D}OR@ZMhMOTWn2%5Z6^q`pQH6qR`nB!S!Ad8}B&?am<8P=WPx~ZaMfkV^3UQyMJ z7)8~07*^+A&@@|AQsFecjPA^vwl_w_FHOWHt<3DD8^>EHY^~SYou$ck!B^`IXtaEo zmv(YNV2)FFx=KkKpfEu}DmRKYRkunB$s;^z_Nr><@C3$~*0e3^z1&cYq*{NFL#$sE z%nX{&LbukHV)jg2c3WWV-|AQSCuaUs`I_JqK;iLw_c zp^XM^I(I}C9{HNZ-a?rbV2dfw;k>V&iI_16ueerfn5@^KY`it6Uk2fAO3l)%94ult z_j2Y7TBjQ~cZYha;J{bWuwpawF%k;aZxnR+F2QB0N_pcpyd~ER_#Oa`#cL_@{ zY?*4-an95VRKR3sX6SMYO^eG`R_f{}1^eeLq3%_ay=9f(VlR7HAVM00{fh%n;Q zWdW7=P6L+(w7pwHiR-C^%d$(9qSr;)B{*$6O1UG<4&$FYmK#uLUXUZpvGR!&B6u_n zykR{p6z#{I=X9Azf4s_;+>^PN0O>E zRIRIhC1^z2*Js6zj*=sLvYp(DsO?-k%ic@fJ|}wFqok}L%zmio=jx#qGeK?lNP|AO z{UhRSj_oEis%c@NF#PtiUjYnSsy;i`?!c5toXJikf1FXl0YE9mRqSzIK&Se-p=$ZJ zE;OT+sC}TKE^kjinm!!5EoQ%H`3i36rN3@?LJqaes&TwK2PG91aN}YTMheHGHy?qG zqoAD0OKKBZO#+=B1t8$-Cdj}qPZzb}B_OuhX^!jdjI`dD_?jxM8i#?p@~OU#O^`Z0 z^!{SxVhNI0g}FF!-^~kuA&2uM1_RFt7^ibZXz?KA-+_~HEHjrKKdDwfOpJy$HnU*e zMU@&|waevYNH-gUM-3WHo!uLd88KSjf#XRsMk;A5J4X={{zdn@^Jby?Vv3y_4;o0K zcQr4FkxaxbOT$acx6FgDzIo${@}}>+15WPMZhbG?Q&V_H%zw9pzHcwok;C6bH}S$b znb_4?!jP>`x)y4xWOj9=e;F`T9w9Tq?>aiXwsS+d!(de6avp00=4G8-YK9%NbN#rI zXO8H^Ef#cl%k3`4n!kn}?P1NE8O^mv*OD;^|9#OuQ~9)(g>D=YHdsJHX+JXhOSBS`a#Zi!uy^tej!Vg-U4J0$yAJiAwr z$_HGirS@Yh=rU&96=+&J%5p_p97@d2S4Ub%jE)GIRPQaWzOObPuGs@pE|T)bCP26M zS`{bzp{vKb$$p;UGYqyGbdNNe(He}ugir#x94_;P-`~Fc$!BWZ?ZkRmbFAFKP(j89 z8cYqc0rBcONx>Wf4FF@ejp6%CiQBv>aZh@c-pV%GJ6%RB>x~^|K9q+q;RP>$*|YC zWyIP)FC%wHf1Qb}+TL|Bd)s85C^0EDV7D`7 z-nMer8`?r&u5@@tMWXuj$(7IT?$ip>WJMXPw#AGGcLHBS{UrTH5aN?(o<+RbZf!Zg zw5}+*Aq`&mo)oE-Lt*nIZD61~Lak`NE?U`~0RO<#v~J|ma8;dfyCW5b&J^sL`PKXt z)Wc_1oj9u6NUOdrmp~U6=sGh&+8Zt!S%R51oj=<=?K;!1w4c1x^$jgSknlM?Zd_Yp z)Mw#T?i4#BD=CdJYpkZ);o@T^`M@QMLRm=A=*@!ov@_5xLzXw2hz=s12D7fo;})Rx znGQYWd3I{}`S<$fl2XuQE5v(~rYpsrX?K^S()fy-k;MMA+`Ho zJkPyQR$iO4T!P^EaE_Fj#7Oj2g`f=Xp_zsK-4zv#{k>g=S_0cf+$Ni;0-GH*)6blu zd2Ah7uUcIvHhVMACH9i0_*Dp4VysVmSL#t8h-Y#MhWo9m6;+b#7aWGk@0+)pwqw}@ zxWG@!MG`i4j!CpoS`Y@{dgXM;l``f{KR;(_nhr-_LVj4zV6RF^8P*|#29y{XmYNJx zljfwpmlQS>&9I(xKS$m*u}}e~B0$FAaAm=}9tx+-QwZjAYU=u^%2|s2r`uqSiE8zD zp7L(!|HafjMOW6eZJ>^gj_q{Pv2EM7ZQD*dwpMK0M#r`~w(acn`~7?DJ)VQiF=|$= zs+pY3tL|0lQS|PFKWXSu)WRTmW_)%ez+M*1NmJ*W?fv2y41;W1bgPXyv(~V-p&N8L z*m{57TyNp){BXv&-haqhw({{snvRP8_?z#W@aJlcfLCWi>k6yf>*8rrgDI)Xt?X@b z|7p?=P-|w_)iJ)mG=R{0=YFy$&G6-M(fj6PHyw$;B{8c6(CXx>z{~S>ys^Di`6k2E+t?cATVi_LAkdXn?PmJ>+1RC-H2#9F3w*l1afN%{0_#R%Z=~US^D;RVy`HJp z3wzU$+2h>- zVjt0Vt=JEu->sv<SN>%o?Zl2p@E?flYhbz$(rpMm#D%rbMR>qcM`AMcRMcvR zr{qnS#?mF$)|1quQAd)`TLP1toKQ!`h*t{+Y-<_><{5&)(@e2D3KKP#6H&v80>h4no9W%nw@*3%=~|f1XKuuv35-ZFC;XVg(D!X} zs}`Nvza0@we!J--OgFQ1N!QX~Pa>O~%ahWn4oU3TVhla)N^}QhkiI{ZPL>qk3o;q% z0MUh;d!tV#-SWeUu_OY3Fuix!g8~jjF-0NYmenh3s^{V^r6)B@Mm_Ee11-Jo>wha5 z-$%+0u^gL^8|YO)y*uN2LY?NhFM4r3iFZhHBkg!N=0*UKqmzm*NYncpVJ_-K z98(y%fdg*Yb3ZR08bGo-s`uA}9q__HQbxRo0}*5V$Jgg*%l&ZhcVXmv(?)BN|AtKy z-)6@Z*@9rK@n2t`lE3a`{ojrD)R-}FzfXj5ryJ9ZaSuA#(3y>}VPlNR{d|sg+)YRR z^`GT=a@gT>x+QOEonw#WN$7fe$oAh$$7V{PWW2>c5r4c@b0a>zk&eNVK(n}9_Hk0F ztj1_j8-Zz=`RdfAwZ7AdIoP_mmK)e{#p8qil0a0>*6KO+0^gT$&}c`S>AcwTy~tj~ zTUYx$^nm61bl~Bj+Zfo@Wwi=y8NZaPKEv(!#kM%{eTb3FXFV_P@_d1ebEa3--8O*yWI4|pADNr z{WTj(p&3H%^~x)S8X&bEuX6?*L$ALt4QjmiDPX=gh2HBcm%6)k=*A`|zQ*|+Jv6L8 z8j!DejCb-Fv)>P$5iLYqdhYfF7JM(dT27qJm~gx-pLM!D~ATdIJF zjOM8Cj0E2}&(`69!@+|b&A4x6&}F)}NJEx89y!<3`(ZJMmi4--buDP4h3W%mg&fD< zp4P6JWfGm}w=2KHJdd-;!`Q(op5F(T4GP`^=F_u78or}CKDk#^YL=Nash@S# z-HzF;Z-`Be)h8QU7Ix%!UpZYZ>yGQ9k79Zu<7$tQ3r05uP5g&ZI zPSEjj!OSA&Q1vF0i@wnxAYYK{a*n5<+bxCYS~P6!9!O#|Nc?s3zuwE`OUIN#fz(?< zhW|KfHKAAEJ{QB&N4CdU!~yk`g(XHP2)Aty57SI*+O}qcELg89eediE4)lVb>GZ=H z##kaF$rmV}Ls*GV!rQ~#pA-*9)T$a_iGaI2%K)OvOd)}qy+xd z-)S}nbEMNZ*�vK#NQU+CUs3=1e!P8)eXqug3|W0#0Vqu?bq}rZkX{TZRHjANOC()m9 zj382)6u#BU^>Rg{@*{TDq9g1h#||y865;dn1~x$H;=QNF(tWwZJ-owx)~Aoo^+T8| zIK7#;!>HyPKzm_sG$~t=mU9}aehU@lbvYv=ra7@;8zicyxK{l1tmhb#$SE3x0X!7^ zX!@dCrHaOzu`e#|sSJd5OXZgT0`O@%4q*Ch03)HSV=pQQ&D^YRV4?Tihhf?SBhzmh6$5nqX07CWokNOwZS6rdBQafV-f0|J}|zORmTQG1T$Th>(1r2_@85GKI;# zWAXCxRDS6Ab!z)3Q(=)u{}%PpT*=mK-q57a68gcBven*zp^ODcQNzK&6iuU(VhJJW z6OE;G9}{V8MA<0-UgfpTf&3#~s} zsg8U-OFlhanxQzY(Q1X;7AclWzMh&bZH^J$sJ^|bR7S+;o^BOM<^u1^uBXr3%4PC_Dly$><9%MA)@c2i8}$QUTee^m9LfCSF? zA)FUvu?g=|WynC``Kgx`96A6^iTyQl_&RJte2RQp&MXgY836{^YD;* z11gXd)wI|A2y3??D&woYU2bA#df}wYRaJi&;Q;0JOc_gwt$6KXq}nxiQ#RD?(E&B3 zheAWQ^@YV&yK?&sQlA~8a6ljXyjlkkn%Ad5YpKg)Zkb2~BDzS4p69$o7wupfD{LOb zL8%)-+`UHzh_HOqV($VhyP32JUkGVyoHX$`sq2dzvpa&H!O|A6R#k|zV!)#OP@a)m zH>c<>H|cJ40Vq6g4w#Ep2i>JY%JzCZfn^cMH>7oP6|1(TW&QH9{O#IkC)=AniU7yH z)W9G;>VEppM=GEblgH!OSXBd%NO*gP=O#; z@{HdVh~(i2YAPB%+u6lLul52v8Nf=Pa>}!pISH@UY2JXnl7!DuW&7rrP%T}-F0_py z^F482%%ThL9A}h>)NgI;c1Le(7*y~pAXD*(lym>qx>)L|%t?8iz^ZI7<5~W*4FvF(6;ZrO7n{#7g;3Wm+fs>wfI$NN8O`F)doE}>Z@5^8yboF*H**@oK zDE~bQ0iFrMQek>)uMJ7X0YWqO@e&-c6~~~&0Ly%#&g-j2{0N7Z`NBxb-cj#P!4Y`P zSOfJJq3hYtTEs}3le1s;=N{{ZVx%I!o5v~VhknQ1{s9++NyFD16V^YL+7_=^A#okj zVhOy6{1JT^fcgLxbsFNba)V6el`Kc*p%#=&8mb*N4;!2&(0pz*U@61zQu{zK9ghuE z{6gX+>G@D6iM`As`JOyXEiYnrlFM-U(bke>v9b!_k7SuuDQg#LXVexSR*CxD#}16$ z#c=bua;qn20_GV`05PM{6G0iBFD%}BnseV~6PEdQq0)Ha$zFg zJ#O?iB)v-qX+C8}Q_v{@3B>n%rb1)$Fer$lpGuBtk!>mlLajh!%vKxZdO8A_M|)NP z&Y<>A(+KM=PI0su2E*Zey;hDc*-?8OuTi(JPKHIS!qo0iV{2_aqxVH}tVm~$Po_LV zA%$H+b7rG)w9O0j?Zzz{OzN~LO3m%wYG?65sViW1M$}k58Auc>)agV-tNYPJp0>6p zGqUQI(;4~2m(IdR+H=PZba6UFlW=(QL z?cSI@mrG{fc%wg;N@l}&qkT{2kFR{NKh{cS?Y@6(mCW+BW77apkDy)+WyE;34ON|j zUY_~p;v=@w`X<8eq0i^)mZw`Zf242?KZTygqPZPTA5Yz1!o#SA*#-OMQ=#_NMCg)l zA^AaLvZ_$&jn=#Xap%2oM|2jvh@28kR^e{p&uonOoC8l*1=sz%tUCF=5$aMbGvJPKY=@ZWKRv6_JRL?=K!Cu5$z+N#IXPB z1ycmw^~@4swN*YpTu*$7yT9f?{8vVV^CW|doCvM|b!Y5;@>(0|;^6u2D55jqrq=V5yzCs#9LZ|P#tIMra z?LF`@d3OU?gJ<7p*a4ygpRS?s2~~Y>_M*8B-f{RwaQ&CJLva3Eg7-#mg^SgGH{%w@ zwoBRf0fPJ#XdKd8c)!}I6@5Fy$j?9f5E&s`AD~9P#kJP{&BEvBJW12?0%FZWaLUL_&p6u(~mUX55JEI4BX_OtGUmpGu` zqNPm_%4j^ho;1s@>zdXR|(X~`L zPR1S}$YesYb7JAh-*-%W-=R;7$dJmny3Nz4y?Jwe6l8T)YRI)u>=WFpPw3>Y0h%5g zFaZhK@ILx+2|a;r*a(qzfXBrn0P(%*DeMt%IAdP+tOL0@H@QHk3D9td+4}{uwY0CMgpq#Tk^LK@?%SO zGFmASsBC@!c{oer3ju;oEYxb`74ux;PtJDhcW- zbWE1q2eS$>p!l?WJ;x8U#5YfwT%aGJfX|;havea3DiL=OF{l=?U`?jP4;-MNA)C@* z5#QkDsOKtoIsTCd8|)8O4JSKY^wH_1SV3dUkf#=*3%RNZS=|%pwj($|32j=YJNH|b z!3>FkGdy{83dCAA|3~;Q#SuEBJEiqkkZQUGZ=!jBb|cXM`T&h%m%zDzpjJ0TUzzK5 z`9Cj=eYV$PV;RC$7shvjS6r-hQ_^*ZfpX7B@G07>)kk1H)m_XEV_?^a;S80;09fpx z;PfTaP$mmTQ!fq^W;B#%fNu5@&h((h^=k7>EnM2H=$a_WDF(VJ`bZ6xw}`-A8+2aD z=TpzupA}md&HKpy_^~#B4>bOtY^e&-#}9&J%>B|ob0Kr@Fbg&WqK(7O0-oqw-zifn zFjLxy+Zy`egZne@3fFJi!*{4bry8!+t$OH7 zwQ?T-=;)hk>l1HL@nq5_g70f>d*o8*b)Z>JYmjMKHPNL;P_2{VX0xk2g2^-M<3gg% zI7>~vOj>HHwQ`0yGwzb#$zQ-qX3>}($zWkTTL(%_mE@;R_z~Pjh`{Q0d;%Uf)Rl;> zMh0bMAWd=qj!?4CJV_O&Yn=J}H+7DP_5BW$!&dN1JT>4VCKY?TEP*1b zH6H7M->bIuFjhYv%#JRCAfGal`YQBqdIsGPS~TK-X*yI*pz?qd>1r)Df?hC}Tf-eW zItv!+bxUf~$9YX(<~En_qDpxmr4l1FTc0v{n*(2?yS>=GhAy+HgY#CxaEE3mMF!EkqSHT0&6$%Z!ekIq{j_U*`iOZ5t z98p6m2cfG$|Ljj{c)8X8wf|ljfAd?JIyZiKIw(D9N(z`Wz0z(i{Th}KC{=V8B@jy} z+ikxw3bmI3Nw@}4ZT)KyZz>_Uf-XQWX!K6MEP*@GKk0fr5T-Eh5&9in)TDttvelwH ztABm>>KsGRauWfM*4Uk;{E~&l*wtna#2CCIf%*9|T3{K(cOp?bAQE6g5Az<8T{{*& zl>=ItLBttjTuOYZIA6%2zByE90bn345S?=gkokP%ifbkUvMrInjmqSPD>9Zy572=e zM22mN4H^mYU=%FhsZsy_qFVlEDAVcxkF$6k5*<%y@W{unW>Yo-IGL%bv^@%JO?<}X?7_Q zQj38XE?WAuRM@zs>H7;?oApg8Ih!|V3sUX$WON-1+q`o1aQ9|#iD>=2eNq-A%p4L_ zfuy1g1Oq$NQs`lX_!P32zh9pO>X-}@F2S^i^iw2lCgF)PF~GoL&H2AkGD`PtSAs~e zX}n~IrX8yjjNi0#iRm>94s%+pag09%hpE*0mMKx{USmy;*JOW)M+FukA2fQvIAauI z(H(DNY|YI;1gvHj^?pL#XDGQ9H?0=2c#T`egZ~;&hKQQjhRyXA;pHeXV$i1lNp3DE znREV}^g&9H`=J#Q1Eb+CVjo01x*c%64ZMIB?n@t`s}_23w6z1E91P;_52wEd<~$MG z{|auJK`iReqpQOAR9F^zN3qJklBu@}93QT#PXk zzKQ-=#5uY@#3(FE_=77obd%m&)u4iY;lqOO)A5V<~0UoCxE zxZfJ16ca3B8of$Ie}KF@){YGF*&Sm$&hR%=X zWm$>Uc`Lcq7scf+Ivm2Os&ckfLsWfuv*#z4PbsPMu*Y{)$u7&iAET24peul>(FF^Z zA&Dv$8$53Qb!bc&GI4u5>M-(7rTd`Pa?yY^ka3XOi08u6$VWLcTqbxX2*P56!Je?1 z8ydTF*p<2IDh353CSR4D-Lbr)%!GCU(7&$ggf>iJ4lom+u3ksgri5UH5Gjt~H|VGe z@-JR;$^r!@em)=VQ>qmeV`xUv&PQ7yHsquA%~NSu`lT%8d~g%=7Tser*T4BOO&ww= ze@qLQF=2tI510f}5mECTx2~npe=zmPci)Hw#lIU%+_Ya;A0mQ9HNu{qDWLoAY0S!#-QS%{3w988>eN?Vf!3q0VQLs z?TwNMSKd11PcF5x-+*lCvDB?~wsI-pBhtcue2F;S6pZ=Tgqj3Z{q^-y#Qy-K9GT+y0+Wu5j0#$29^C^$cNIC_ zc6d1v2rG!7FM|Hw3THgh@8o;Fu8N{FuC@@e1d*u5YFE8ws9}ziYTm_1!Pj?FzAZ;j z&Aq*hJvV+w3K?rHV82FBDd|P<6!jB|Q9zxIuKZZoCa1g%I&_eq8=1Ir>NbYDKW|+--jNp~feZ^UIJYE#L%*NeCDc(d4(G_75b!yID2}EP&nH zr8Qg+LiqUX3k7xoKN8A6(kctiGC)>pR5+;lyGuiKNbD?yvs_xF59W6GchSJy&~|c@ zaC<`;!M|Q$RTmJKM`(y|iHRuzGPIGFG9=>%2KJGpoEo=*ly;r;ztkPC2}zJB+QF2v zR@7^BFu?_@CtgE{B@D1IW`GT;oi%hN+8EtI8tr{aID^3jkQfX|f!xP>zZBr2hknzN znpZiwLxF)Gz^rrvnTYhmd0k0@Vqc;>NoP{h;YRj4gU}xt%yg6%m-TWq%+l5Zj(>|G zDNjl8Yd}Ve`x~X-co1IMlr2fwVgtJ>rw><;AX%UjCl48y)I;Gp$ifO{aEy<5_UuaO2C ztD>#!IE|OmCKc6vTlW*N-pBH#$4#rQwM8pe{y^~s+4#5P5%hw?oXtZNIgkcz5(r!1 zEYY%JQnU!;&M0`1d|D~Hkgbw<1%AY<=WmWpE6c?lH_e3Y%0^rNZjCN2%xMv7MS2(^ z7hjL*RIoWv+D)CGe-IBME}wSrS0?%#DVam_vqVCb=lLpj57bNpZGd0^@1ci)SqK6p zPJ@^Ui>M5PQWiRivtx;Mq;mFm*E(sz;fb(VC?FE$^D$_q)lYErWRrui$q7zDZcLq?v%t z#c^?c{-gYWvt>uaHli{dm&)dnK4n7t+P2PGwBS;uBo(z4MkPywSZcJIxm8Q$5Ac$W z>xM-=Ss%P#M2WW0=^Of~u_on$Yg;Gt0G}@RS7Qhk+K)P}2D}`mBKM`YE#H>dUDvm6 z7`O|hL;it1U2INoxQkG(RZhK9>j@;J_fSm0P5kH9WVUGsAZr!l^CDlww=%@r2x=H+ zFh^sIbLTkz=qI`OOKXRsi)7@F7b$ocZ4(ZQXs)Qxn)yMt=Cp4JxLbMKj(@(&tdZ+2z(xD^b-rJII52p!wwUOi1 z?{`{di!?S3rhzEzqD2*o8E-e90Xg-h{yt`)>Tg(#<0eDgnW40D5-Wqh`_aW}($nSL zpYFRsVw5~uBqdaL;KD0dP{L&b>i_+MJjCRzyz3(*U+twOn@O`wtP_5K9Msf@Or4~r zN`-04x4gA;sWk zdv_56VS3l6de5xDqYJ?nWKSN!i)HCNv& z&Kq<4`TVg>j_B1Zv*+KE*}t#MuQMgHbl=?AC0C&L#{60(SMayvTOIdDP??z0V~7qY*d5W__kd`!hNrMiMQQ^yL+gNpC$~-I-coF8atdsui4Mp7 z+!sC9+(tr6?->W>HJeW3K^?&Q7Vs{LWp6%n2#)dFJR)olCBv!7iD`w z?rl7ue;aex1DZGxB#rou)vjN-Fh8nyeRLQ$>)V-3UOJ4zNRUwdf1U?t>=|sS ziGTjDmwYt2;?|j=^65+aPiy_h4|mq?=rE z9N+b#zAZ)Nd(qAK$tBku*n*6GCUfnVARhV4-Sb6^{$>1yi7)&K49)!;+>p;AbgtuA z!~f0tO|n>Qy9jN>_n!>9TR?Va@%i^+$ZZFb8+#Iu0pecbTx0&<`$~&l7Qa7W3qyG? z0@thl%jO)?)clwK_>f|0=oa=pTX#TB z(ko%$GMV6eRuF*mCeZXC0`qS=ofq0?#EKiw))T%xz@GEh!QZjvihF^o8{fvo9=Rvz z$UV0D&50ddW4{s;^dlrZOO8DP&R{8`P zru07AbT&G*<{)}+$WDS?JN^%UoqB1%kq)@S8|UPje72gLtAhNWRYGPl#(C(C;@Xe> zqt?5=9aKNZQ_uPaggRV6EGiebu6^*sXM5KfY81b_dQ z#hJdJ%?VNA4f%XEd0es1;W2nB$8FF%a1VDso*UsE()Yw&Hv%U9MC!du0M4L&v0{=S z-gnnkS-;miin}2Un!dG{>g1Pj>KUlVnQ#hW$Pk8JwQ|f2C4#&yFMv6&90D9|Gc~q(NoMW2I$50h zwhA^dpj{2ub6E6Y#pZQt^IA^^OLn~^OyRUkIeSK^Rj3GI3l_)oP66K^0)Ykh4R`${ z^~05fs$^WSpWr%!iiHw{`Qmx-REAF*&7Z>G876NcrQ(6#AO;`}Ggh^JDA*$oq|YpU zc0zbZ<6s?m1Z{2!M~Rawl*zrKNz(DcM&w1*tn35?n^(Z^2>0_>z|da+kIiML>GaQy zZB&L8uxq(m)X`zt{0J9QaRl^TO^EbEmA(cQ9qf^JLC0e}518q|>E`HAv|%RWLYqP4 z=7}A(7nhJL8gpT`#QTM>&!;cUbsB1wWvVe1$|Fn_Dt}p9+5+s=vk+C98}yM1!pxDr8Rn_pYvX4$Z-Ai)>}NXvrX2TLf^iw7TULKSJ_ zWPRwI9Yz)K%mvIgBRS)czBs~A6|mI5yCG1)Lgcl*L6@?WJjViSmL5w3BV;=@XxdKdDsv=&sPk^Qo7)){osOM zSz%D0{c%VMyFz zuhv#7tsk~()hkb4LN$6~Oyy_w3yJ^f_QlUG=O8fMHbUE9VGDhV+6<&X3KPQaXoc7S zt%7clXzyps^)ltDoZ4Q(GGy_}^5pHBKAaYbN=5kMkOYZV=wi;%=(oJSAg=r=$9#s! zf?HM8twk6a6^P8MR@2OPfxjF>9bPJ~O;>IBUn-k;*tg^}mpgU#B|j_sd#Hnnh?@CK z0}U)A-Xd)VPR{KLK1?|$WWp}JV*e84zEFN_BusMz)Q7|XGuWjl*|cdZ(J`;F(zs(1 zylHJ&@5PX`M}*Spc4RbXx>Ysvq`Qt1qW6(KfopQ0V-fmi7=Fc1w5y9c`3LuuVSRAv z0Xcs{Zsy>C=NvfxM3VA@kkuV^W)hsa6Y)2=MsTxQ=Q@{+p8yIUfFeBmHS}z{)c)`A%JEtQY1M|wDy@6V znfmM-m0pN%AY zXBe$x=|27Ig)?ggn5}KT=O4PbO{y=W%s>sbhBs^LNo))NEgLUMTa|M3#(uodMkX$V zIK78ee5Uaz=vrcRmVW6tb5xSE<=P7>Mi2CNCTNqQ*fmTzMPX@0{tWEFKV{|shUfg? zSE3aZLfMr>14ButIpm88ShJ29$MC^JdwRoYLgETp*1IB7sY+GF!tiRYsvQNBFNKjh z;eL!-LK&y92F^!gNtS&ywwUus5<49uw9A_{m;3KCE7UaRl1=DfNn?1SqyP^d{gQG= zIL}nc1`wI*XwE`W@ho%}{pSrcqts#eDTdX8Gw6=2LCv8%>4<};FJ+pnt9$g&p6=wz$(nW1k;NGaH^%`a1V7>Ty9my+i#Q{D4wE98|7^EpUk>ag$;MQgMnq; z$7W`DjQAl&*-IW)i$*PBpXr;H&R@~V*=iv}ivkeVlj0*D#FzEm1$}=yfGg>5^5scO z12}`SBkKI)zw}wcP;B&lXV-tPBO?UCz>}Q~IRVKtHhjY9w&)Lx&vmHlQ0_w(;?Xpf zT0y8U{7@|AWfM#fL<`~u!RnQ%v={F)Td7x(HiRU>a%2?+NwP!y>J7mu$PL%+i@U-b z?a$fy>nt>Q;?EtF%VX9H3H+;Ih2UCBq?1w~!n=6WyUOs#Acr(~Q>g9?K633oXPY{) z_A+ocIW;1{R9)$qn2g!-DEm+TP$>##sPgaLAyGua>1}v>{h2F66U0(UJdp;tz#xI- z;%hIEI{v222IaXn&=sQR)jC7v99c1Nq})F3I@ByUKXybw9~JGMr2X+TuG;D&4m}sf z6+rjR6DHeK8d|ZNx`|2vI4o{-p;t5h`s%Fz{5h{GN+s}4e^LU{K79YsgP1VViSdV) z3{w6=M)MSL-o-w3E5C$zYCbLitmzmsS@ApJCo;?Dr`t=ezO{7EnLRX3VL_?c0w^?% zJy@{ZblT!0(s7mZQIRECEpGKyzjL)3?pMyEDC-v+pBN4Vqutx{M-re}VdGz5D*zZM zMH)r?`B6p~iK@{`h^d6Nr(Y{nh-GB@1AIj$|8drdWLEBp;;u?35A}?}7EaYAL{*G> zfX#YA{HN~zVxmnvX$_#U|N5NcwHd+;;}=92>uXyDl67UgGy~9(GgvR`jz1*Wu=n@- z1(Z{#L~emjn4E7t`9V+K`H~QR%b)uVoZTu^Eb@ljUD_|Ge_L`_GJgxX{O{{UnA8K>lkg|;WHxbN&nd=5K6VWj$ zS3G&)Ny%cOdL-&XsKIimnF4~Sv@zn~xhl4M)Snk4qYB9i;HlR9^M8F?@cm*+#aHN? z#HJRZKm4A#GjtR&^&C9Jh}gZx_Xy$PN_y1|9QSCkW$y`S$v&KeP?*tZWTAXv_tJCrt8h`m+DMj-TCBu=4Y<~%ggtu4*8k)<^jOk)nwv;3fq_R;iuHN)GY=vV*H1$A+zSo6GNQm?C_67l> zQ3QR16%jljD_{~8_%p>cdX^5tn+xn4L_{Q&y;D1bgV$k@+kwh}??$VbJ&kd1hJ;$$ zPZjexz^}`lfXESwHpHSO-zg@jnUt)OMCs@oUy&V72L&;XSCF`u3NEEZKilyCogsE3&HiPT*OBPMyBmoh(fL4AMLb1#L+iE3`5hkW8hEu`Wq$Q z?Pk|-G+~QBMf*fx1}Vs%sw|E zzqH}Lw+E0!It_L^MN>zl*iN-#S?8{OxgMSz1ahKL?9IQ!{e*0VF*74unAGhnkhmdR zK1CK6E|YS^i?Ke0)(_=edU$ z7!+qwim)haprQG#;dTHTbWTqi&f{~c=@|EGQ^8rFvA^xTJoPwg{qi`$7>Z;E$JzB4 zoOVGkC&ud>RPfHWqEd81bt5%y_EDdk4#q`~4j5&KQ}J?rT9GT1B@G|v(#!Qg#axS?~`XS!P((Nl*YVpK@-@~b3z|B2v>PG<#5jiqk@Z9sZnY&2+& zmhDYL@75KuoU5j`{VB|A<0WkfMr9>QC1aMlrE4zDETozP-?9WvAs&VLK>7+uzfjrNvU_?tu!F73KgmgmfEP@e{~aq}kL z;WmYz{rDj*c?Xddli|lV!o9Uw>*6~s+{zKrEvZUwXWXbVT+5~vYYi+*1~M>_M*p2E&)SlmPHn7u!x+a9AICUvzkqoe)=CgxKd&2*&rbU)E?)21?vR%+P00q{D~*F{=f) z_o1zjP-fqEzpbYo*od|{HT00^oho1}>DbN++R{xxL{LNBv^lIXZ@Q9;TD0{G)~V_| z=Aa~xi^bo-5qF}y(x`GuG!uY1j+@5Yy#H_geliU}2s&?$WT5D5(l zPOdg5ESk?o(|pXN#iz6ys8VmIy3E_(M``3r!|5%d&fQ@1YuY)&`*$xGx=o@a^yThaOcC09Dd{1XWwreJqnnf2Z zimm8~b)>`uQb?ZzT0ewHp^NpQ)O+5C4`%mM5H1@yDLqiTcYo6Kx&(Sru}^qc3{7|F zIlPYt`zw}hYjSqexh~>|5P<$7G z$NNnUzj4OA$)=XoB-hSX>~9sa)Tz|Y|I^bV$hi2@u}LOo(Z(41 zIt&UNWgf4NG}iXsg>;x5i$6E{AKG3aN}b6{!Y$r;MZXU=yO!+SKS`BZSmM&dzQ2g{ zlgmeBiAV?SAX_~I7p^%o;hR9WPL6{Or5Oz2PQAeHyn9&Ej^2cVJi4z?ChmOP=%>3y zQ+=?zF6NJQzSZ*^IJI&_3BJ{{NUosg$>QEBN3`d`;{Hu29Quw4v(hmMb7m*s&F*{u z*qfvi5W2y2s|DLbR|AY4qTC`abLelDQ>+ zAr$k<3nlF-o7`o8tG)Jy-TcC>oRxZpYH zAasyOzoBVWu!rXmPk9XL$%l#v5@i2>TB+OFHg^H*dGlYAQ0m+Nf-?al-$BEF1*BB| z=1&)a;~hXzlvt!mV2o-_hqpUq<*~bT4YuUoKN(h-_&?YrfUUeCvsiZ1ONo|k4nwH8~Sij>Ls1z!n5+MEee;@iCL;Q{r;`-i@lV4i# z9pk=J$Hsk6Xz6=GCI23tXSmY4MC2K?>`P?|W6CfX-;OJ01c00f|}uVmqzX@3oUU*`vZ6d&cTbeT+t(!TL%J zhy-Iqz7sB^5N<=K1FUuag&L*ht|Q5f5!?^Nubeoi;7R^hn@91S$_^J)&x!Xh`Bfi$ z;z$BdrC)m7J2@_ZAe*_ok}Q5 z>&7^V#siOzd1~AUJe&ouKvr&MoNbe$FR|-Oo1eZMe(-+rULyOA@6Y#4E&z|C1X%36)lXB$MmZh zt-)-Bo;_0j^sSHU-%>v3OBbg0&BrprA5bcBdY}ixV(Egl@{N;`9;z#bm^G&l2?l*s0Ty0;*YMWpRF^Gh1Vz;Sp*oUjmL2T@p@{{kAa~s zD3WsV{rgkj$;jxr^)0!%;-&G&O%E}B$>#q zsk~Dk1p9c^!bL*`f29#Ezf@W<2YUxL%kg<}vY@lZl$?Ns=8MoW1Jfx7@& zAygv$(HeU+V{!|-@fp}Q-d8zj)FW_$B>UN8w+|MUL*qdE=o6IUe|gvH3U*~tt{CwT zWrO!zTPcea6{c7iU8bS^UNHS(-A-hyYL!hMA2l{$=4WZGU3+vyDwfX(G=C%til2ps zU7{{es60pSFMgn?heAkfurZY8O9fGeRtLQLEp-VU8a@9smE~JgH@iL+)uCVjh~Jvp z@~x?b|1=drUNr^zkvOBAz@a080>lxy*Kvdit8$y70|7Q56=XlVXF=ixSJUsjb$ z@Ympt+aOk{2BTB~^4$beo#e*-&|twGQD-^P7{yU}D+=#wZKf)Njdxr#V*a4-oZ8*J z9=qD#!cZ>uhPwCxh!z14g}W?)6#iu)42iJ)F%t|@OVC&B8BSN93|QAx)l7%E=}>y_ z@%sZ*UZtN~vNX8juh^~-#&sTcmfQvsfA{{Y)H8k22{ul)u73O?aqyV+K6)stDD zkQUN&Srs;IDm)~-L=XlU9A$fqKV$(L3F$uK7zI;H)ZB)Ej25)|rG0+(g!{=vS< zWn&X|0!Rc4vt~CGHUm7{1wOzkN(u4Z&T6Ow??`4c1+*b~;nDk;f+JZf5(6&+J8F{Y zw)tx>Y#=|3HFSfE8gFM+NZs8nVb%&G7bLd;(BfDkMoR_F86w`lyyW*^!@ft)me7${ zFM?UTp@(5#U9061KZAUC=!siz668M}*H}>9BC6w+4pHlet$1MHJlW=(ees=FtVZJuQ0 z`I{0+7DzGoK%l>M@XJFS>81fa2YRPWCN^|BW$k?Sps-`QJVIRPJguA^E<`-*I4Ml= zAWBAH`md8`>_ExTSCXQWJuBSmiB6Y-PE3|To=}nrbU(Or-Gt(4$Sp&MyQOEQ^x5p_ zQHnH1=lgV19D1?;*Se0}nE`Z|*chH#gpTdno-xkw$T&|zFmghrb2EZB)+-$Nd9YAf zu+j=v=LpeXqZ7YAa$M7UWBZ@rQkozn{ z_ZfTcVl_|jRAz){X9iufIr`oc(B+(`dQEw%aDmH8BCtLPAFVJ6*`SVWzdVN6VOnTk^-3X zSvIOsj`D|{{b2h#3oZ=%rLE-F$*rF7N4Yy@tt!;kJ6mnVt*#P~YV?ekI`R$#>t7Z5 zt;FJu+!<6_93f+L9>sG4lZg*FL+;c7{nEw3KPi57a@>zS z0Oqw^1`e(8^oEW)sPB;tE5*1JiVm7DGE{7%;tZrc@*T~TRn5HI6FE~%CrpIh$W0}P zB#c2jjDl34>WBB|-QU1ZA;;mCXEbujhmw-QI{1{r1gpiy*u9&kF6JO#P3EeuEb*oi zM1qQ~V22TravXj9nR6~>j}=SugmzFGd@Raram zHjl&o?RSbVj`(aWvthX_iU$verB8pBP@uuft<}`2ojoPisL~z{M*U8y77pN|z6g4cRhd9%`~oL!dw!jrbHAt8zR_hRX2c-8f?1g zI1U?YjVO4DY&BqN#~X{!0WoY4kZ(ZU+s%DNK!xET5RMIvL*)3_$#_p-)JFFs`)bKK zcXGbjvM1wzmUERP9h|R)9WSc@s}_7~qoH|Et{8|c&t>3I>F`;}lwkv!-t4WRwF}cU zg=r4;as?|D)hi+5YE0XjTr5o&SLviEOc{cXAP}gLVEaI%AX8QA{dBt5CI28zTVw*+ zty!yWZn334Z_j5X#MR9WswF_g)^;k5Z(Q6xLclMIn?LcUqK4;*wxRKMrV0630jSS< zN8m63sQ z`PSLXEiOiNphpmhr2yTLukh>T#yU^QB}s^Xq2bd^&U2BX&4JECa-ysOQre5BDXb_% zzRP@$(Dj;bMy2R_PX(_Mx_;xXNWqX&^0iJ7LL)-FC}C%bh)X4YNYM?ML}V6cn!*Y- zDo2A?8SHk+w`EB|+gr4J(T95@18l8e??ej*7d+ojMP+H7OW{IEysn|7;Z+GsZJ8(R zOyL+p9T%>af5ON2f&e;lNT%1+k%++L)@fnRqVGGkK4ygXGaX+MY!a4?;-G-(998cM zD14h)oTG2K@Lb0>yxzJ5*Z4spl>(I+S;$%awQ(vzdFb5m{G2ShnY_Sbdk>O!dvXig z>y3N1`)1qQqHAYgmAvi<*yXF71e~{A=WO8Mlkt)+gNS&X$`IYNggyVk-vxiz?{;&v ztB1P@dA6a)u-BC)hmCm#n^UIq4GObSe7i&?mHSHUHsgf{zmWy(?!mmx?ae5TS;ko9 zn(5qmJu<`N7JA{zy+8XK(rP1o`F5Lh<}59DRXH}qV+phn=;UM18DhSA#@1O<-U+RY zIF)E1cVG6bA9Pd#yV(pZ9V^GU>{)Z>7m?w7H4&`P_SHn5TVf{e5~yj`+TLPD4; znbof*{;Sc0dp43k#d{+BLNyX_LrOA=Y! z7$_7!><5JbSh(OS2MA=ngfb;Bw!MRa!SgRtn8R1-Hu&E84hq)+b;fQ6O3*<4@cX;# zqD)MA(9qa~rZU7cMQgmA1(#0O5#?F{^}xPPFKCjnN@*ckX^<-`ku2w72t`uP_Q<)~Xu?glNnej>3cuGY2);$_vipCDE%^y#{s5REI=qsrALWk?;t z7o^APcBZ|%b7$8XE@=9L`l9M_t>K5Q*BX8}^jgCYeXce9(0#4Jx61}>H~D$xpi71x zO%Ob2aX%vd$Wr21nGxt1bw%e(>zjptdKA$5%9nsv6Qi9C#xtH7qPO^gO@ueaK4+FxwZ z%;<3QmPB+jpO@&Gx*ra#^GF4*m z8qO*f^BhAv>_uY=oxAsQ@;G7Udy0fO0?a($4l~aWhMDKRVCMM%Gru+M1I+Y6Pfta9 zWv&z-kpo|YFjmXyz1PqW6>m1~p2PN;WDhfJ!5ergGxOfh#p48)zuQY&N5GXYx8ur} z2jj|@y>R8r0at!&+6P?egNCkpEr)A9_kqyDeHl!3oMGO?*ye=r8qMJ1HcJ&bjJ|L?>;P&CV|?RMP&Xtc5fx z%cP6w8eRZt(Mhe8k}2|W*;g!zk(AZg`Njd)KoE&q<*~3i&(v}yF|Bf;ZmGxyr}T8K zY<|w2X3dKyKjE#vq^yKTMvP6*+vLHW=8}|VyavV>c_cYk=ok3v25BTKjeAOaBkTR7 zow=DS(_mg!fd!9nR%R*sw`9WHF78lLhS-_h6g72dUKPhEVODIdj7=>WDT9gWPtIy1 zk}%6fC2uG5`;+_rW=yYjb0p4J3Jy5*P!vV8IYTkIV;pgbn4(NjB|TwclT;>Htt!N{ zp9^VJhVhe_yDrNxNi`;z;{sVOn>m&Yq9Dtn9vDALD$ExDDSo25B}*!cWXr78OQpHx z-OQzpPs!lz< z4FS3V)Ar5sxN8_p>RU)A<@mH!Q!okN`Ae=>c(^+J+!#ZwMOs!Nv_sfZVu~4QsKA?h zpOSqy8T{k-`yDu+IGyuH*0(4eU$l{B98FJm@tb`Fa^UO{wMh>*mO|dp+ijB{$~!#9>2z960yuQmU9wd?|@th*j?5N zOBq`2BG+e}U>X+*=pxG1O51@YNSJ1QD@@9Xf;!V-PF4Iuovt*N*n%%(nar~VtvJoK zzhDSTez^i|N8cA@-E?L?@!pE><`O+p)=(mI4U=HFoDeJ~u34q0e}a5eibt)bSW(F& zOm4lv(i51>6$nGoD)Vnr0BD4nA2|KD1U6%SQKM}SRH_V+}*;SA;p^a=DzFak>tU6@7JfU%mfvO$K?HvqnfjV`%3zazaM){Ki|T*wPC%V_8| z%)4~2SSdah=TrLq-=JXuQh_p`&FZQ63szj99CgtqR9a*NEnY3hl2BYn3PdVt4;{gP zH1waKFkp+hkpjS(wvtF3OXa*Qvqp6RsG0~%C71S@0v(jKmB3Pn_$9F-P%bB`J%{kg zBD9=T8)gee4I!w|r4uVIS;2SYd3^iUWB?EW8&HRWql3978th=k4tFe7W7*&;SpE%W zzlWarggckbOMi{`O3|XW#j8Tz6zxuj7}v=78qq8k<5*((1=|w!ZX~a@g^raR&{S2# z_7F)telb87rprmi|bo=yQQ|3_lN zN4<&<&M!ad23M2);A%!_Fhwl%oQ6BH{Qu$@I0VrCb~=qlb*uf@%q_L3fqhfV7rFT@WQ8(!dkUu7O0QauXf8~N9#Kh$BPs+b)C%@ zh)?kAk;5oQpYksZTI%Bh(p*)s)DrPG8jSqK(TVu1byLFrQ9HXo(m0>kwERr2qsA*+ ztU0O)^6@Fair|f*U0(gQ=7QlC_+5mlo}w)Z6L3Mbmq)<|#NBj{@giG*@jyR*P?%*F ztb$))*QdbqUy=+^USy-6KT5zkEB=gI`=>m;R)FMAwE&AEro4QL%A>m%UZYjdMThQD zCa6-{)NPBE`mT){>{LgysE|r^GTA%DWwQW?h_1ue>c``*SPxJPbOX7|mL zpPugXJBq3#JwvY=7G4pGYLM)0J*~Hn(d5HA9;|Y(2+7o0$mh@b=(cuZYd_znmT-@k z6b*gE71FGR?DO8Z^0unDZ}*lI_7{K_FlLIbFrEbr0W^Kz676>JRo;u&i}GYHLCedO ze5NZjZF{^HJSM-cVlZ;bes;fJ<(s<+ZbBo?nJ#^TnqF@YYI=QeP}A#PK~1l_gPQiX zx_k(sP<{qMm7sPLP)RoL-k>m^A6W!f%^14RaS-2~`#~ouUqpDH@VQa&NroB^Dpc~& z!kf--_D0{HP+vsnf{#DJMw-juDY|)cBcDAmsqrRc)EBAw-C7S=7+Yd*4@_WQ`Vy(< zi@;pi;*Os}Je~Pvi6!12;=Ocl0;0cr;Rl`XDE{w)!aE+Ath^p%Wl%B?I>z4@!D+!6 zcdq@w1n12lID^LN^Pb+^T>0*$A9VhbL>i+A;fDunbz?NVAG6_$)I64bYBCul=kCm? z;OY5;Q#I#}#o{h+fRHc_A)3`MV^p9S6*e31CZA6K#`67^_yF@Jo?o=DDP*~QNN z@h5vCId!k#i~GMxosN;;dZZ3E*S@;zE8jC4Qaq-fi_7Unkns)fsMlKmSO5ELBGRiY z5S6Sb0X4%b{B9sjKS6iZ%u0r^jb@uOch9hrx}dxYr|Ev6De{R?nx>5N^3-3{KFVnY zD2afk+!4UZ1QUee74(?0OU@-F3UbMJ@Lu}KuAU1-4V+NvfNm>IfyFM{vR zgDGCXsH90sHQwt)-cb4yx{R2LWR3|&_{Q1ESQE(^W_-d|eajzrv!?QVPu6@{s8|*m zyx@IPl2E>7xT)}MQu6KM@^lQzF*(be7{VX-Fr<9GH$!Z)F5(AXTO@{HVt?tbUE`Hh zT&fGY-3b3B+U9gAu4Qk!Mb4(}W0AAhUPWe`os6q8!GN8pZ$m-3Wh(kV*NCf7t-sa31rQi39;Sp?@cCk&H8z1ZxGbfbKXBXgQP%swMBT!{dP zS26{Jj4y~Zfza5jA<*?yCUT~-lL-n?lX22Ho0`G?wKp$ArPXcZK$IEQ-250>Can`T zRh(UXwBr%aaK;rcFks!QU?wG{2cs-^uBY6k*2A=X?smCau5d?;l&K}QtmL7?Y399{ zW^`K95`5A5Wb=bk)UotF!`BBb;w}B$b_vU5j{HOEEe0rHP&pAIig+S~wGN9ECHA_% zUH29l8NM;b({UiH`-4m#bqt7%l5ke9t?guOqunhK45wQSVod2q*u<665KEPaQq3Vt zqg1Q|mT0>giNi+5GtOXvDLyHCA~7CTSW;gY!tPn+%19;Yp@qr=KKts00`Uf zSj;u0gt719C{Tr+Gb zx_oWeWAWy^1{n2c!S|T32;)lO-&goA{)%T2RyCeXd-0|^Ht2F4tJ3Al$$PeYWOr+} z-M!u#{8OgnN}}W%YhNQf-wED<1@9TogKeSi1N)Sp~ABzJTM17&rV47*kZ-R4@ zrB+ik7ivvSN81TzQMH=4o?5%;2UkUn0x<>dVFsDpaDL@dH$_7=v z&$d$<+HHFZz|V57lEf3P3m$~T03U)SFjJ&j0GR3s+ENxPyrB5H8T1!}( zgdSYNvQ89HK|QIQ#h3-$TEBLvlP&Mi;wVayYd`O1f3-zVrdQDwu*i+esoHTvWlSC6 zTWHSl2Z|QW+0|lWxMT{jIt><-xg33}zzaa+Zf+RDA*a_1jjjY4SF%TQ|LCPF<_0k* zFfK^dT&EiSv{>4u@DUcny1eG0w4)-hyawpWY2~M}UZ3uyz#^__47inQB9MZ%Uj~=< z%ROqktB+eN>tYjg@?Ph*XqpOXkt)z`rWO(fjw*6FkpGwTJxIgk2XYEOKN+`EiQm)l zrl91Ww6Fb9d}~vF?%5W*dpUwnpu>nopV~si7M-pt`N!BYe@ZzrgM9UjPQsE+CClnt z7+(VOH-v&~$%A1QtL}E%Y$GiV@0lV7;1X?0&uVMjTUH$^WXqN%NpqGt+UEYum#dL= z+;i6af*YYmP*|cgfa#(FB<%`SHBYQ->CaEbW0S*fp>$f)e4p%>H`Jb;eH>viPwHk*ANBZVd_vu5 zC}puunT7m$ALq&zw-CNJb>Tz)*zEc%*os8RQ5OJy!P2H(8-AUV!w4*Nb_DUuz*A&z zIa?krLwh2)!|DBMcXo9fZb44_L{~yGNGrRcDjmmiW^2Ypn$>CR+^^Q@^Gf5B6@Xak zilYeZcp>$3-7r^(^{u8@}+vhZlW#L!}Ckq2IFL z!<&0s@8J!Vdw6w&at|dBzjdvLSGTJ5aF1GR*paX?t&2QN)Ws1KKvnL zH81NtWKzV{5b?WRdu73fSG~$S+-AMqlQIu)`jmP2p-=Msa?SS3nZLn0aHSTg2D;nN zx2Xrv>y^G)J%B#1H+jz0{dV_U`R48_4G>JOu%IfdWqf=`nSt-Oml<&NN~(eQyHo#v z->b~P_r1yteBWJWU~j9py;{BN)$09F2w^CM(Dx0>6RXTW;(t}n-t&#}|C7+21b_g) zcitHE;1z}v8u$E)p)U!_Cy^(KxyA#TMLk-NOs92i~9_s;4|st>Fnj zzXLmSR*m_(&&2+!M!`M^<-N)nO6NRQmElPWcCS>%?>Z4CQ(^Eq6)yhfEe9+Hzbj)@ z+%#ppS0Mf*${ZBPk!RiyGQCnDTW=PPf={tt2k%83KQIO2Prg)7cFalSNqQZ8>iljnZW`Q5ok4%3f0-h)ExvKM>;5uV^6&wbbfd4kx%rk5=%@a_(|svEnsxwPsHe; zDvmw%e$eTas`#w1^qVmc(gEsEjHoA~?T@bTH1v+SoqtCq`bb6&J9*c2u?oSBl zpg4{`_kPgnmE!owW$=PeGM?RgU2!@l4kP(IQiqV%zPjt;LbPzsfGY@7fVpl;1qL_Xe`Dcp7cdn%-eWfMt8K%fjKEuiV5sy#(X7?|I1L33Lv4#V}) z%hC~e3RaYnab+60su&dy!w8>g_J5=kmlv5?|=gB2TBGR-#qY8iKwy0WFqOhYc+ zd&0nlBGD;W20@U)Yc2MD8MN(`4ZQXt1(!w>Wai9jYeFa5Z`&v z)KtDXP}5$5I9r7evUm)g>)vz2r()?=a`L=eXLl(i$i z#ae@O;>xA2)>=m(h)Duynkx_4(mp8LK+n@q#4-GUg=7=>>MDQ6Qejkhh1Gj_W~hlw zN62@%K3E?JICj#4mBQ27*yidDq_CS z19o|yYInX;xU>GMcJIXeRL}jlS~2xJsn?S(>URs=gjfM(8YDWU2*(BYkm`jkOg!|N*HZ9QA005D7r zP{cj=#yTS`+apTQmn_8+S1-24Re{{u(lSr;bMIm7VBeb3?VN> zgWLnv{E{+yv zu!4XWRCXLJBArj;3Lfh*1IKV)E$tan-FH<~gSesds@lsPpf{KsAW9`6SRDpdKVU6P zS}S3*sk;!!i?!DuU~N*KwzAi?Ljft3eh*6{V~2@)3*>c?1wYj5)fc`JVUPMy1p;dU zFCef0J0PR_x+YI&V3u1KPnc>zr?G;aI5IW)BZC8^BbWi;Kn_HC%A2dCeoyC{v*A(W z%!NnUit&x0sXczW&R%-T+n4%mzeuYhhpxCKKtG4Va3VzD#t(||e`I|nHcoZ@6SPS1 z0j6bC{pHg_M0!06>{72h{~o96T}+Dy#VaQB0HCIf8VC|Ua*g;%nlM!>b`ku`S~oW6 zjEdqiJ}&WcR=yoe49OXM{ThoUV-gKkR2UV?kDW{~BCZ}WUfSvrIH9eI5<7*WtA`_~ zpr$-n)0&nRN{p*XY=_6G4Mi4mF=I}o2U4B2Bzj&VCmuUL^+zZ2G?S919(|XNY#B-dPs0) zS4y%IR4kWy!Yd8?{S(cyP~=q2TVU~GGy{398g#%oNwHQO!wF?-Lsg855!q{L6x)QN zG+~yETD5y#uT>6*I>&`ic%r)z zpXOnRW+e6;Txt*umE|@MgnX+t#n+ev2@i7>shpM-z1W=& zt2mA;>VTqF^68&^q>4*Au@vzsZ2iE_BKFd}X&y0Te7YWQ0ONw)&Jw{o#O($2NTS`o zYtPjy>LF_!LoiZncIq0=z*;}yE@A5pp!aiG_)eQe2=?q09eo^O`G3Cy5S0cq=~2M7 zc8={{%T5-1>JAo_aWMzbVoISSE;MMC(up}J=aVsgMLAUIm;}vW^!V4as_tZWyY(&N z%bqt@ejyJb4L`5+!>*QpN)O2)9#n!dQTevOYQgy~&d?5HVhA zR*gGyLha=9?p}`|-tYJz!7yo%c;^q(XRQ++6`w!J7n+9{CJ#?XKZv%239RU z&u;%+qvcUTUtextCNM=6Cu#LW7xzP)mWt-@aa4X0u`3q3+BD3Ku2XSxX2A}!8|J2x zg7OsmW(u>#$Pk$fKq-$;=bFiELKV_y9Isr@v9f!awp-sqAHHf#G%(Eo*avLG^IKhh zCWkF2MeJB;mstv|XGM+joe!3gG)><89k-oVRUf|{MvW#9~ zNDyK~ib}4PQ5ckimc+!y!<+?g-7yy)p@6*c02KO2{^W{ffq*kELRzPIR;JTXZZjng zT>kYn{igmBp|G(q`*5_tIKdco6{2KSBuA_O>QQmjhmwUazeJ(J=vm+t8{?*Z$WWE@ zjDtcqLESVrY@5TAr^8!(Uule>kkD53{?cx&)o9sYvz%9uR(UXtN*F~=;UR!vn+qr) zp@PL-PH!rg9B??Yj$v{FzuXanwVRpe-ON1ibM$Ju&tCUklIZTICx<^%tYFy{U661j z0b({e?sci8gIHZ0w^svxO^D7P^n2J7aC!hXLYNh>ClF0xI9#Pgc^f0Cj2+0YVGITb zFcelSY5)<;NK*EcjynGpyQ^(;EA&g7m50Jjz>QczTlj+D8ID9&H*UQ5wUQ*q=@7y zLmyaYl?F&-=7TI96fGyet{hqr=KTV^J}qj&|QPF9OEe;%2(If`ffqp z)>BVO#R!ig!m^7R5>xyJMGv*EMVqE|>4)$4kUk+5TiCSLQAR$?jk7C?8AoYa zFPf?qj;7MW$qF;P6p30==qa=LR;D9YB zV^54+^64`g;wK9fE9P%pa06$uWc_FN^=^^a($8&e!eU>ri;6Ek6zi%xil8!89R8cg z<%XPWFmpwZE-;-Q(d&e_?!uBFA9}-kUV*jFCrXA62M16`tzhiJr@v(XYXun>x3#Q$ zFmQ6gKJ}a4slw|tJucx)p8WJnm*0Mi@$I`m04v2(NH^^m7UF8QxUo3ywZNeBytlj(P~1Q$ zE*`)-m}w5kuiOVJ&*(WE;ba;dv|;k^oVY@Mg7VKjUV?hNqu861w!Mj0cj$f=UmR=g zfd=%Y&e4yDE!@37k*9+0>%d|HoOw};(-YN8AT{Z59`D%=j!q2h$yqMaP21FC%3{D6 z)kVyluPx(JCZ5t0)R^Bo0@RvfsJ@H-c-DRS!X40YTYCxo&6ZmaTW?96Oxi$VV28v* z@Rf*{C^-MG`zH7Z-|UvTcI#U>roP{=B8;T%AO-P}1y;!}6+HBsLXg)lyI>OO+R*@JAqz zT!eWNTV%8CcnHxZ^r5R>3K#EIJ<*@anx(Xg1>+a_6}BZ1KUv{gp$DA~rg&P%#OkiT zH8h~HvvWYBi@(GO$ciF&&sy-pk7slYGkK12nu!FX6^-4#jwa`WB;Ny>aERWDH=+Z9 zhT5s`11Lqfzm)Dw2V;v_sLr9AKN!fln)sBi*w+qR=9BJaKDo&ioEUrIt2gv<-<6x< z`R0ngD|412wZ|?5d;A*5zNF}Fn-+ABx23CnUu}d3`j!O^WmJNEjw~;3cb-aN!-5&} zg5g*E0IP&=xb9|8vt3Wt?7I<&0r`R*fm~1+eu-Yk@o%|yzt4c^i@NvS)e{vzuKc++O6+M z953)jQ=QG|L!^sNBYU^W9DT~aaN30WxSu$uOp$@c`MK;DM}=D-BEA}JE1a5as08bRNQ>YOS>hnHM3`g(vdYDfl z)~QU3e(vDiE-Bs35)2_LXA2E>f!QplI^I28|D->Aw+KoENT#Q=3M#CrF4!_jpv_Ha zJHgMBH&3=DEQFt0i7;&*maQ$$E>MXb-0J6EtuA}DdfThjyI!r{_iFXGUadZKwOYW& zCR0ooX*$wX7HLfnNMreddORR=>rHaE+Wq&*Prubo3)_B6>dkvY^~Z__@MrV@diMr} zmF^qiHM7YRn$MHSJDOjl{?Xj3LF)m{tzwuvG7opAt*(99Q2+Nc|9xu-Z++o!Oz3y# ze$e?=fl)7mPn>V=H$eeb7(ZhCpnp7&IgsfyncbTCUMk-f7P+sC_eJ@>M<*p;V&7oC z-A@=wfT8ac9PL!|Qe`))l=to5#}l?cB=s?n`AC&<%gDN~jQ2$uTXhT8Rg4LUK8XM8Xw*Y8NVu0^*l(fEkJGeN22T5-=lT zx333wd&jD-yCL_1?~m(lg5AS~dtkZ)H;Wp~h?wrT1Jk`*I9uLaf0HW?z$4+hk&wY- zVrP+n84=fgGjQF(t2^-CfvG(fFeBo<-$lcFBjE~>&~YT#jD*Jy&X0k|ZeI^}NQeXT zu`pTh%YAF$AG5)wFtFT*3g*CazYNPgA6V|)!s)ySX@u7!BEfJZj5iW62gdtl81Kcv zcn4?hz|u zGR!xgyJ)ZDfOGKWeudm?0Q2PjkC>QjJXg;mVX~B&s~g2Ol5*w)(;dKks9-)irW?e%k-FgJW@_|n7r(uRZAd30D8 z_ZOSHxWCxn#XY4fh+~V*^RT0CyO~~ZY_F4hf23nGH*MvP4V@RIf@ur9ktrfsE4iyi%_M>~DZicDWAAw^;S)TV}CQ&WzpRrSIwRXMFQF*7C=h<*3+T*+%y zWGj)^RwvjPp5{}sv}fYdVrOkhl}tzYgGk_Svrz6Wxs;_Ul(pDIK2=!rRMA9 zf(ib!r~q7QFAqS#Dri^%>ldKJxH+#1v!r)2lSpbw4=-ZFa-aoeu@n19Of^g}!q(t* zk;48`e|rG-^>a{&ROP0IS!5-&1q4)LqTmJC8B@tjBw($UXX20c=a3e~(;Xjq<^h=~ z%p6_Ljcx4-e$R4m#YtV!Cv|0oPC>k&rTi4XaV_(O27~#nsf$W{tV%gg#WgJP|B+xo z>tsGcTmjmF0AbQ+XW}z23iPTx1geD218)gWmyk%%z0| zz?LNjfK5tSfhq~_q{{yVBw`7nG$~W*_SWljnPq0_sG6FL3yaOo&Kh~TT@1qmr1ObM zS5JQU!x2;sXoW>vuiGL8*ZD-1xUNd)K-lV^HS8i#*}3?JiRkTImfGf0=}TEgzCOa0S5M!k7#<0e{CMKx~A`s#J?i zA(~-#mLBnyB>of7&g9GkaIS`l;ID?Znh$8R;d71eYS7V|U8fyiaC>_}=obIq|0`bI zoa8ohG)9CJU}ZT11mvfsT)G8MOOx|~Lwo={4fGq~hBs)*e!h{Y7yM9(T>h!^Iu|l0 zmQbo3ND^`DSucL$h=pY!4+>zPfSXmbGA48Jstp~jCVZ;By#Qi@%O~zA%Na9P19C6b zR!K{|rBF4nu}uF<(JwHm1rnCiDOSA3byQ43_<5Qwud_-6vG_?Wp|>?nc!B3~yhsYn z*N3Ob9srE?SsA&7;rCiAvkFPQ0t^sWRT6d;V7xgtKef3LGSI>ZMJq%QoCv~IAWyBz zI;l>_L#D2?Mh`?cH7Hx~b(jW@s12m_zyJL|m1i&A)w)+f4iM#{f&wBDC{f__Gqer$!9JxWC=Q?9e1r#;0 z1g(y?qRde*#K$ZT#W&|-Vv3qL*X7&OA*EKxcN|jqk3C3fk2o4BPFfL8w91H$fFc2! zAR%c1)T9fdOO&_Fu8c51p{4uXcF}jypf8oVoPpW~lpK^Q5CuH!WSE_yIZ!oc@BODcNh$y%Bi9Xq|=f>I}>P!xlhm=q#2QbTpCixSepj(!h-Zg zAy$HcR8}m4NGUQ*C#2#|z+Reyh&&Y`EJ7;^-mg|`ik(~DA9tI5ZYfqC{}wimch#Z_ z=yVM_V8p`P#+)s2wudu&KJnyLE(_;wJa*6C&NaSqb1&46fU%@ zlMW}abNu(oB)V<&h918_Y`42b@7|~Nu}ALIkE^~cCrZyiW)x&AutE%2WCsVF#FBC-eqrsq~+5SL2W19@`HuTHwmiuvT z1>O{9)S0#fXK$gzUho}xEp_9y=7&z=YhBHcaeCkPWJk zOka)|Lt%q?(^J266c4&cvO0BN>ykKX91X`q@^qzA%!l#l$9ce8&rD|Q`3zuwl1Igc+>qvPM&X#UW^#&&Q1#1z*$X<7O~n+w1oDFJ@*EbzvaU>BD*Fwadu z!pVixoC0+OH{bfif!PwVT2(d2N?!9nOOUkh-m(?af1X$G)NSbb=#m~4O? z<%8PESuUP1#UQK-VC=Z#|3kd-UUE?5r#jK9NLJ27-R3^OC-@vLdSCHy-V(->9Mh>u zYP;c(zQ^Y`IHIk2j(6S%lShIYn1Kqo$|ojc#kzA6=xf^!>&Yw|9}C4ouI(r)6?Wb2 z=;@6-5@jC|B082GS7ne-=sa$jr<)uLOu=g|^`LIC9!vpH(CIK-2L`8iVmPNi8@Q}w zIJV?};;)eE%wt%4Q`EWF%>oShB7NidP+tSV&yU0+gY7*D&vii4B7p)x1S*KhuMQ z$gLTBycPYT3}nXcrIxikb>3}nHG7X1+iyD0>w;*;MM_TRfuID#v5~y^R=(jL2G<>T zYiA%4ZVQ1FV@J0&p%OpCW*eyJDdUVdpXY8s`-YfS3ZCdpLkHG=c2jscXZ!NBb%M z`?5euS6NCkX#em}ID2~IjwJY>C@_iNoD={$7`+5H?E(U;qD(pjoD;I zGnKA|W1Wxve-}{-?8L)#XMOcN6(U?wH#}k=bW^fifx#y{^&t+2gZmY+rzb$qkgbH~ z%GWV0*`jz#jc59k+N^oyu$dx zbx7!YU)D+XWSkY)s~-P*(sAOAvn*HW5PB0gU05Wk0D)5*%_9nlp_DlY6_d@a;*q%KZua-pWKUy zY?IkY49A;}WIm?E6RdwbAf`tjBP(kT`J!p1ly2AK0w3NqyaVW+&3A)qVmxnUY|=8D zY?fP_OK-|rgDg6in(b9tI~VJqlr1eY;;puQ%qqvl=60by(qU2St!Cz`V8@t;D^tos zDz@K4k(c^#N(X6^GRhuX}kXGj~6I}2Mi>qMRCRR_(9 z23cLP6UL$F1P+&li6K*uw$^x|g=g-J4@1_jc(FtYLx-5Zo(~deE2IN%=0oxQR*m^@ zIRG5ET(nTGKuBlxJHTZ97pg?Q;d|?E{VHVNgbe*T{1r+Rx#Pd3h$*7oh8r^x zlPZCN7Ch4l|)!Q^w(Y@bcqN^@EUqNo)~2ouhR z51iXHgkbD2!7nef;1wST5R5X4(>Ir{LEcm zJ`&YzAWC*H8Z9iXftPkg+j3`R7>9(TVGuv~6Oj2y^FDmHhtP42;@UWIw9c5sg%AC& zi-ANlrsNov@>xzjx&^T%J z9kp^!$-$|^c)5}~9x#x}pki=?y%a-iDwHA$)2hfvm7K%rL@ESw6LUh-n==8R;1EOp z*6oG7#|wk(JF{B{gIYkbOdLr^Ytxkf^jOTUI!n!EV>9c);!ns zl>EtcF)s~l>M6SKvVJyfgZz@{<6MBq+-xL6R#^xiB!tb_L!6|ho*S=dV%S^=SJms+ z`?ctr$`@$jw%JNz$t=Sc-0S)IBBWPxY${CJb+Bv%-yfeHWE+%jy>eDdwup&K?seXS zYb1oP!-YPZ%usHefDN{&$w|5J}%aQ(F$sqn3mfBN;cFn0z1`}cCMgs5Jt?XY`9`$?Of96ovndEeH+^P z-6#em;s(&aVU3Wowh+^V;FKKKCLN@U^qh?4&L#f!f{H||#F$)?BHIHA zExV5tx4QA>U@El*IB63~om@vlr+(2ZPzhawJB@rX+HBe1nY7GJ-i6Z?; zp}=wwDWzrOt6?XuH+dg8hz8!)Cw-6Q^imGah1I4#rg<$`?p;vvBm-G1EzfWYjT~<{dsJ*km z6VYjhRUx>FB1V+W+wJEKXcjl1#7hrzk#c9$Ku!$;M2PK_P9#m6bt>{oLo;`*XH}vb zst7gUB#*E6FTdb5sk23UM^Fb`srNdkiRJjo|>W~og?47@y7wdT_$7}xj$R~sE;asz4J zxF!zk|E4_O&;0`ESv>0g%3TT$@Rfr|Pvu;dzlzU1CwZ^Y4`df1cWKT@IYL5=a%s@N z2l-N-*VTXw$*w4z2tFTkR=+q`%kM`)D;JT^9h)KZ`xf%K8g;W>qc%ZnLFPCVrj$Bp z=Q6szcMV%$9Nd$QObzJSQ zYV~Q>eqjXB<90yfP}gDawww!nK>Hx#5w>l*Vq+o1DvVBVwi0mxa zZR&EH!?JpKO0Fq&909eZa{$`31XP8tT$eVRi_#67$^8N<<^Nj=yJ*J=Ysx(py7 zSg~)qg=L=tRPHK-rImI4_?0FZ6UzK{3;p4@rxd6O$U7S=LzgOk4uT90X~SW?n?o+Z|>fh}|nAc>gGNB@F&pKdIii zyw7CI2G1|0S?N7M`GV~|`hRa13O)_vgr|G=L-)Cd<}AjfxaR~g`eO)1DJ}P2bE^~x zfLbi|4w3Wj03W%Ru>=Ko3cR-}&c7%ll|wJiXeS5n)??W}BEPO)m~jzk4;01?Mj3RK z7W9>PB|d{+34P4rGFf^*@*o_L96!0#eNr)4q~1m@9oEwF{S1-lUu7!+c&2%Fd?_g5 zYLe4r7e>e8V7&Hil_Fp)khS)t3vRu+^48yfhbO&kC+JYL#=C*Tp{&ol{=8Ai!+Gp@ zUqm(~jki_O_9cO68|nE+AFm>ydv_i$|N1_JGM@0#IJ zQQ{7IoQ<@1F0VL5S8c5j3`YJyw|C2mos#|h&a|1`QfL{CH1ZRKOBbaNk+Y`uLGd~A ztgdQ@LrT}4DqB8#@&4_Vlf*LW!_#AbX8E1XU~b$72WYE80oW$@;x2ET8I%JFz0RZR zG_PFfcylV@>I5bU1d16q*BDrFy@N9=SBu$LR^}0W)ObsjBCJFYXSJi-2&eC?Si~YO zwrg8KyyWdaS5LG&n!LkE50&A5ZQz}HD3pfY9Y_F*9cR_-MVA9ShEKHhwX~ebg_?&< zgqPTMW*tIwFGH7OH^mm5Yn#U5arc?#rG(zZu;X-7)*=?|;ksCs8-w}uU8dm6VYxUX z7X5BA`uJs--d)A{kIxW_--!yM#Mj!-(V^+p${R%nX*>o~7^QxA9g<$hhie^(A&$N3u|Jv=un7=DCs7&z@edx13- zc12!(ED4QxH3tzXRXY=R;_MKq3lN9LflP}HuYu9`DOM!R&|0VyhkP!LoM23+%CaWr zP2yCe?`YK?PjD#RS09T6ob>O3(TANc(3r`Hz0D`&MYX8wIubzM73=pT0(@X#Xabz9 zQ5F_fIzGu1Z|#@6q9s@0|8xLwybbwXrkJlWb0I*vX|$MuDE;AYHFq9_8a_gS7=sO& z7PyPv8>MS6tYl7y+BX*~_nKM#m;Z+nmYygcK0fZ!$gu0TqS_32g zZ|cT<)%=6vpMP9{mt)`J49=Qj-AV~#OknDb;&9+lCIwu)FxLL^j>Zsh&OxaT0h$sw z!iR^2flLYrdto5_We5w~8z00c>b5<``VBkkm64G!!?b2c7*Q%ZC~jvE@E9MuTabR{ z0N`P6EWoW=U5pUAosEREF6<{^^^z*a`%W16rqH(Cu50z!N!9vH?Q3geD=FShYuYCOW-W?c+1I8(yyz}o}+E_P5K zz_AeM1OAGdbU%L1#bP`};0qL;ke71sm1~D*89bcBp4Fi-a9W`DYF&<7wX_%^8lfw3 zwix0gR?y)8E)7)^7ThPy>G)k6{vsM4o31@HAL5aD)GGs6|!pd*2EQxq-u{f?mEhkaFr==3&^#0 z7~jN{L`CAt8U_-W;~z{)0(rSCoo-yvq2LhDgGK+y_&T$(j8G;|PX3ndzICHH6pSmX zt|Pk;lS-~bed9H2uSrh)`GM(CHp$+7K!z8f>%Te0%tI@&1pV=MF1a0%9vI*Ial|yK ztZoe8i+)4<-XT2Dlc6{#1TA1kO4TSH2Lb@#u11gd<2KlXhP3{fhu}}Ehj{CpHZgFb z%vtA5hqf51q}MQo^e>UVWb#_p#q;_&M*kSNDVDAQ)aC$gMA>g>E*~3Oh;??a+B@V% z8q+3GLuHG6Mi!v^(8D7Tmf}vl{h^ege0d=i`F+GmPtVf0{P0M5#*ODle^tKfg3L%RtS4nPUxvq)>pQsa9m+Yqd+3s2c zG_Qo;bh{b#u~ZL_FSQDyuGDxoWeVA5?1__xcaTew>?#x|aweKI2f$1^mzYqbV6pK=sEPW6l(so|V9~|ABIo^P`8Dbgk(3ruXLKwr;r~(O)Fca8*g%5z>sll| zxbg3m{(Rm12snLk?9QT&(8FYxqvil&wYG8ufd5R+QB_7>Mcz(|_Ki|ANo5%UjW}0O zeR$(#NN-r;^)M|bk9TD>m|);d>+!tpWs7E)OjE)k>C3GF(JMhh&(d!; z%r8PyqEB6LTV=9d?_|&50*>MB36YON_=QVK!+I^ND?=d?Tj-bk)~s^k!nMcxx50_| z@@4BD7b6Y}BQS1G#yynr+xjKVtQ&t}hzAMpZVh+CWZ;#Eu)FL;7zIcATF&ES_uxv4YUH3^d@{;{@_1 z5Jk&!BEOCYFxON&xzMDHq68tRpE_`gD+Dp3Vv@^LO%sZLksRs^;|O3-zTC}@^L2Z^ z!G9V15Mbv;GUOK8)VOQE5DoQ|DD#*r1amjE(rmEH{F^`_CL7|{D%%=~PiRA$}1?&qJ z#w|J(i%hDN7zw5a#fBdIyv52BO|mKGBSbvCosw>w5^gT%?SN1+6SM!kAEH-gk2B&d z$cD$h?)pVr#&SF4^7g%NWt%ua7BZPwNN7!()H#Uf-!N+(yZXlnVtF1qK+38vbM3+V z%MkFkF+_g@W?r?#7a7{D0Y;LAbfd>0bc?X!%RzsfntcU|M{?lxjt%&yt?Pq(LOpue z_-m`fiO%#**<8PbFkgAam&dQTRzvlo0zpxoOu6oya9jbgkGwb9Cz#~VwWg;WMr2*act zkXAhj=F`HO_F<>9)=4PoaT(Rx%?ZzqYk7fX$vuI@aXEvfb=W=99+;4MEaoUP1AbUT{j-{U!y07JDFx{UVhl$TeaEdcuJO=qDVHA#WTB z=vj?|&q5f=zDr7*TVcC^bLme-5ML-HUElS*BE&OIl{vSB%KMBT4Is#F&k5W^T7L!- zEtlH`5dH4@=f!4gp}5`S5v$)hHg5Y)gptM{*EV9TU!iV9-D}4&Kc+;m*N~i{;oEB5 zNi6}l-IE~OM|F?MmbbT$|5h$}gECFox2K*8E?2>}?UcjleZz7fCcX7}l#f{2GrQ6F zl%(M}zGBf4(Rw7JKB57Z_*2U(_}LUGhKi3*Rpfa1NJF9li;ETy*9!_Ugc*9(*q2s7 zjmJ1J{7izQLtB#5Md2m)wJigBlt0zPtQCFHkx=bjfc1f4_tG(>yhKhaLJHNC4WUa{o1ogd%qdH<1;LTvS-D3*-`Qmnnlt9LN<;-~1 z>2fmWf8^=x8EVeVHexVsAvbs~One&~c%RKY@D05YM@m&A1gLIRfpm?B!3Sy}d;lUT z_K3m#vW5PT6`Ip+(QG?lv{cZ=^pM%U)+co9+`joBb8W4oZiUM#)QvK{ylh7d5=Yn?Vh zkS?+3-*3I4+IQ~`P~37(ohA6MWxkq6h|rKIFIN={O<8?DwlZD!UA4RUeO03F3!|Re`x1rYEpx6%l;RNWKbLlDDEo5bbh=!vrbdiF0hPgp^ zr;!|7jw=Z}&?uJ^vV~T$?A*n>48_(rlSb>WfLuZvF8QBU@L`Q1?LMVa&ZeHuSUmN4 zSgNaDw2r0n7~4n^Qi26XX?V2isC&IA8ttLF%7jAx*vlqY_)Q|5JomO&LKUL(cz(%~ zH$-TZaE>#L9VaS$VoRu?9e_5YVrxDA5N+9>v$rNbwoE#LKkf(*XhA`pNec83G#*@p zPs;F2g?(q8S*oy_1d#CoDv2iKJqKx`K!kF90*%X6F!YR@`Dz+brYK&<+e7N}V~|Rm zCjhx~h_RTl{8}OsKG$DAiv7ZbB6CDUXUv zx)bM}AD!XGWQ{Q&mC2Ae7-JPcsg#ooSVKnQ1V2iK!`jw|)0hI7UGJ8TmxhVk?S;l2 zKai5Yz@~tv0dc%P5}9=bO)8^Lb6_@S=LV9i`PZ>Ghpur?!^>&k^6G~%TD*d$Y=p0D z5nGVLSm9He&q?sZT~GqpB*vX94#>Ko*OWK2=3uFrc%H;tZFfg1Jv)3Qz5UKb1-7fe zkG>tYMO@rRB$iam&S>q#HI1Zs6XY-eH6pJL1y<|*n%h!WuMIQmz5~{#Nf?zOs3H;16Q}5Ah)vfSE)!wJWpc6(7o=t zxaV=+YtmbVcZe>G{+3D zI=&8wo~opebfG!Xg;1_wB(9d|dhE!MsZD!x^UQ+H zo#(~ACE9V5@Dp}K&a~@x7Mlf{esheg9O+Ra9t_yw+cQN_T9G$6|LTD|yIGn(EANa{RL3J|kz>4>R(N6F9{kR9S-t<+eds518*K^$)Mu zxEi46T#~0V4v^&NY*Ecr z{0ip{qeaf3u~a%8xvy3lhC4EacZ>9zW8g~3>22VdL*NI z^E$)qSp@;4;0(B%6NC+O;0<*I|9k&%(#r1C4QRs+E5FlkHK~P^X*nQdwY;ByxeA&^ zxgrkI5_QyufesNllH{Y_vD2@X-mL~pU#uD%Ikl~NT@zX?%KJCV@Ts7dSIEKNQnL!^ zkkfrvASfq5kl&R--szF=pJV?WJa@bIKNO!GvEVqbAv_3o;*1B?EWU7h2<>xpb%mDE z1D*KgehntE65*uVTLXUhWUE^y@PV2V!ArSU70 zqjH6;d+lPkHW)gFIPJlj*SB^|H6&yC?5TFo$*(AE;ZKMMy(fhh9XN}69Cf?Xg;ekz zok|BZWpoPK9pu7EcX1ONYg?yze;utx_>-%PrmB7o>2iNE!o9s=)xI?_x`f$3e!1)& z$x4M!O_*xpXyG;q6%3+p;dr4HpW{#MLkOz#WHv>%*fGxOh7RuT`8dkdF+?I?U%mKW%cR;gaEaS=$q+IH4M76n}6U1U5W zjXuu%a5i$QNi;vP24m48@VUS95z!)qhH^HkuK>V2oK}&EK?+aINl3*d9b>>RBgaif z`zTs@7&Mkbf{h$$DG3p{sKK!+Yzc9)g@u@P??CI(ju|sKfdde34h|kA4KzuiOnjE~ zcO8#He1Hm}<)28OfJ-yAPh9aS?=n-bdkKYeo%A~XLJeR`b8J12R(AJLJ`XOCi zcr%|frI2WlpNx=Hc}5pH-5^Gm4wJAL42uWH=bF99F8^rsR`@k_F`ZcxRdhlP`8k7* z%Gy{_HT&UKt4!!fn)S_zNzHW<=yC5%qRqhB3uS0bL8ktql-Hs^wz(}^sammKF-9{- z!*;hDb`(scw`3&OcZ@yr&riQT4SQ4_>EWzv3>`t-&)O#QEkOLw8)ArEA$Yo+EQt zgZ&TwKPft5@Fiy59?eL-yolMU;HaLI_f`pGO?-xU>#@(pFV)fAWSpIY8(TWqKa%+x z?a$sPSW~Ito|*3o2R2>D)yz7DvXVwuAj&BSCfcjT6bvG$s-Pc{7<7(Gs-KV3`JcwW zQr*HvFHw)B+rMb3~k&bI8pX>1nDBb{FG^+AiaTXYm6C_wQUp8rB(F~y$( zVfjVd2d9;&%Y%r= zBr*trIWwco4Mj0DF zHZ*&n#!Dz*K_kpamcJ)M;rgqOrAQZ7Md+%I*K8~re0ax{!oc$ek8r9oA?f@Z~Gsi>`Tth*D?*mD(GlP=;_`hf7P<*np zsi1hK>LxVOc5vdah+&T4=5j`;62Kw{R-(GWzvnjf`?eP>S13lxDys6JfQ&|(qn5d! zCEJx$ju$1pzIu5uO>NIKpN*>V>svb8ocouEZF|vTUv7*4lLK$DSi~j{r>qmK*^(z< zU)<{!INHs%7{*#e<16ZKMRF4_z**>v-ch`I?c@K-cLshC`!gck5)cczY<1O|b^yrh z1_ulB`D0BjzvI5j#Rk_1lUl z@YT+m8v-tIizb3O^8E+Icf_x|>J9gh#C;nNL!*ZryuMqD7XezM&^<7DAfp{UHnLt% zbiv6c?-G1bkeLw57X>C*Y~Juvgc`Y>X{^`QMqDQd;Hsy$@@YD`GqT6VR7Bk|S zn2Q(H!-r}1K}~W-FVgf&hZz}HV&qt@PX0ARZP3hsml29Dwv_CPe;*i$FJf>89I?k} zfg2U^r(>L%7bVyD83OXd5dX3!skR4m`->10(H8|gYiC$+{{r*%W2D@F1St<&{L>cj z3&9F{T@@upOlaXQh?pq+$JO9czDR5@3)VoQQAv(I9=v6ZcBLSm z$ocysGF`EuE6Xy7at0;;D{9lKOx3BNi!j=QWT)Ku=z&o+mk03+mWlH{x8)}ylMfoMmU^&bIW@&p6ZrRQ|4e6e6-iLVq;pC_OnP{ zEnP;#8oqBk*wX@i&W0t%@~YMJsrTU#atl**F3VNuzM#0B8succuyVoik};m8;19R6 zgBkf?7%bw4!iB0yk`c3a);xXz&cZ4Q!-hmz+kW!^<44{hD$X9JZf*^i6dFVj=3gvZ0COP$Ze=8RC`_Rj?gbjNP#oz&i`BrMI^ z+*wQnt{kd9+vp#JE#gX>F|9TU;tNd0Y=6RuvDtiG7(*OY6W`^I$BsMoM_?>>%FQ_= zbKqWt_o{G}{YN}BaWu97QGO6gY!N;xwnwdHktNM{<&$p4;e(Lzs zTV94`a)@48KaOiu!A-Tcw?5x^s&BE6>0lwMxLAG|H7hyd;y9z$mH^j0m|H(14sfXT zKQmBhosMxbe3iJhBAebi&Ls$~B0~wjp7WC3x|?|!n*%^gQQ$jBoDaL^{9Y|txGD?l&){+u`zv*%y z0eLOG>0DkM%+!_Ai>u6AnJ)$@49dIpu8y7u`|4QUd$;CHT3zI;Wge0g=E7yl_FdN0 zMS)BdGEUq4Rc4otBE7^2aKQACjEhZR$0~_~5LL28Quf@@ac41Cx&vaQp&;?0V(&N0 z&3f1QX|a8r)0&|uN_8WihZ2FqvE~Nj5vPTuNi?);U9FwAa;y_}U4k2DLx%`b9F!Yw zxTS2Are{Unm~uXqbn^}K!pSxb8!+!jPs%(-oNy`jpVgJ*TiA)DyjL$uf1p~p^{{uV zqKX90LS8U#*Lbk53`y|PanfR4dNNX+ZopX<@lwRlYME5JZ(1#?$E$&elA#aR#mz4f z^J`qq`m8A8X4lrzg!qjvL#}Y+nM$z)DRN7_`8I23y(6WYxc88__pEPEfgf)i_|L6& z8zjw@Lf*|Qot>(`F-=r-VIjYN^ahI<>vSKnMl+Gh#FRYMO(!xLvdD&dM>5>%s7{TaKaKxD z9hqK*H1!8JllHfrKvK{6s>v5}nS*rie{8?>y+7*?TQn~cgqvN;XaB{4JxA!$owxuw zY8cH3)B+v?1;Ivy2UGs7k+3I{A+Pk?Xau74@L?qkm*%KOct5Xpzg(9&tV;(=JMJy< zX50EL%;G<98*B3U`qaZ@1!;>9dQ&kuoHRR&Z2_j*vWdAmNmqHr$HWZ;G%;J|Tw5w# zaY|)6hz*=S$PSz@ydmktY@=U3Ct*iq7j<&nJjQ(7IVH*D_t&Mz zG_1dkck~TxHFmMSyFu6O@MMQ$d6qVydZ^&*&MEAJP+uFHi%Z7rk7tGJW$|8nFK((z zc=+0Ph?z$=1&+<&xa>KvLMr3R7lX*~1`??NdDaWFQ3QexFEq9|0$V9OQs4QL9@?hU_0rqLGaZZGCKIuNQ&S>8^crV z(p#NT9CizjB-HH00B4zu>KeE>`@bia^UZ~S5S4Ap_--Z`fWstR;zz8+Ly7k4O(bCX z1d8LEKa&%&cMlJqp?{2QTTbeG}Syr;Z!XjZa65IzN6X3I= zn7Dw+FYZjVyitJ#g=eeDhnSdwTt2)qAHhtiZnkET>@yEPv^YXq@2DH?9w?>@RBx5C`G6j@zp$>u1cIp(de2b3RYG0@@1>?Gz&uU*$IyXfvuW*BT7& z7*ku*3568`TphY2U0;Goa{j2R`yexbg1iH7vVycSzPKiBZjWwj~E@=@{qQ|%% zAcj4eW0I;4$&KM3hpb<&ekgRB0Vl#Lk^dFo^ESXcqLLX!gF5?9x(1y4rW#dRdE*kg z${$0gn>{*9sfJJ)7qKmWpB>jtPBo|mi;>7}yU%$TeCx*6+-J^f?gt0vSIc(`PzlEa>wxh+`18dx-1TA7ii|2(^5(X5l+#TA{AKOI9?P=drT(jflYjjVYbRdUdDRROLf)%vL zE|C$16uUD6AH7pBUMA9MKG`LfQ{KbJkcK-fi9pv!>)0L7fj=#^H+t5+Epn3l!TPKt z;sR66po}2=fWi3cKF*!{vXz{=I*y-FB-md0yN-jjjfiXzG_z1CCyWcDIU*z?Gf)xo zeh3GMGLqp{3q^3V0dXX7!m^xY8`3XbDcU@1)d{AiBf7q@@7V6SKi4_9d7I9qt(oe} zZ!K6ZZa~(!9S!SlL@Ts023D^3i#fs(R=T_abqjpKb6M~gqo|ZlH!U7!Zzq$F*Cl{L$ zHtZdrw^Jh#$)8KEV-K`$G_AA#U{c*_zTEIwH?tJTA(5T;eQeQq-uk$1;CAAI^N8#b zH0^y|kFs{Q^i56EFaJ)(tf9zXAbOH=+4ug^=ep}Ik?o{|J008@I!Lu0{@AL@xZ5UU zu{9t5U{l)kE?kM$aoc%A4WaO07wtDK8;jzf?Au9#W6w5Z(q)7ba^2<%wGq16^6cx2 z@#(M;#0_t8gao2bb%pDDcIhZ%wr|mqPEQDJT(N1H5(x$%8flR2I{x4>k{Q^ziLp%d z%yfK`Uq9^TtdO~G8EMqH!WCM-i~Lmx)}OaF*XQ}KyI@^E!?3*EXf?_3SjOie0h70K zKnJ!_iP8Mwp-giT|GopStAx3-jn!W7a_tCy^0r*xxX$T%I{e051B=WHj(EPau3oS? zHSw(LO1&D2_FU7&UYdB`FVk&C6ML%fTHTy*x%vNNKSyN>KPw7_-yVx)da;;K8^4z> zi)A~Z*P}wNhlL$PNDsR1;QZFRJB@tzfq>X_56K<|Lwe8+)CIslM5ZVsP@kHPXTKoO z1spcuq}7xjk)L~&r7Z}3jfzP0@0_-TRD|A6)d6~-w3Uc?5r7BHtvZ}wLsr$pGww@^ zez*qMr3`US9g{4ql>CUI%v*L?dWl%cq9Nsk_=h5W(Sw`foU=g85AQb?;rSpU#QtcI zN%83wfaCu)A@W@}Ar5=>%s@Igb81WjV*PG5?Zc>gs{;TIL{Rz!+o^cJx3t0j|9yG| zz*HD&SM%}kKVArw9w9px5)ZF|B*Y4uP6Z= zAXVV>zh+WPQ(d3{Mij69>sUNSi&%2!KUgQ~@Q+A=>@NqEGydOJuZ`UgCxPoP&Xxf2 zDE{HZE%)4rdnjWD5yD0oz1Ufa|D6fKx$jBf_y0VC-KzfBEgqyw97>KTV*>C%wfF({ z&FhEJv+c@o>aAA_2Je2qlLrU;z6)@y_6seEna_fQ(;uvW>j@Xa4JSaNLZ(I^_6`-i zh}2&MZnOEl$@gJDcGtj9iVw~fE`01;03$|jqlKGCcR=mt!NQ*Z&o;+-us*^1zc;D* zF>aXtg9WgnKxV|?w5VNlh{2S;N8qHT!dC-gl2c;ljC`vBF9i^MJq7 zvHwEA<4p_XW&h8gm(#mG_ZPq68~~vO1Y=V0TSixJ;P?N9(gQeI))yu56Ise4PL0V= z+$9jw*eig8z1a8PVF~#Ep2?zst{nH2z<=w{U>So#|IfkiiPQaln0auVgfXR7;>4J} zBE&jEm@m6K$yL%6R5lUp{INlZU^>5pZK1*Fdjx-@1|N@Wd8ohEusG+y-5Dfp^1hFU26ZQ32=%j%qbCK%1+Tvh+$cE3Lc$L(P_sX{yP zudd2i~K@4&(aQ20}d+L;BdUfS5-Zpz7lly|BLMJcdB_H9j^`lKEx4#01`e}w+a zl(?j6oElhMs>LiC=uO4wQ_DJ54ogqf7r zAUHU7)$=IP%gw_2KBSduudm;7Wby{qJL1)iwl0+dhX2X>oQD~fg%yxYZ=KZEbgzIz zp>#g>zD+I!HIjnvfYtd7Xtn12$d~M#*3ZYzkI~kr{p{DHI7e}Y#Hu|c{)2t8i)w8a z73Y&-1+>jxQRHOr7@faT<<&bW5g;x;7#XR~FKWZ%rTsX^NQcgUnjcjp36h!f>D-O{bYYieAFz3Ss zGL3~&C%Q)RI%p&tj6wJ}v?@IU2xtW0Fv+#U$@%TXh4{+?od3rHFgee*#Bf{tg1oC| z@Op1XNo}VopJlZ$G)De#pu$f>H5_0sK(S^$q0XA^lci5;nPut~EO7q?%2?qJE^NrM za^tv7T4vxux{+uG=J12ZV~IEJ{hE1NC%Mr(2acA13+=e#T_QDbOR|VXEND9f0*h^<{V;_iW3OVz| zKyZcd%(^hn`PJ}e!Czh{=@^gluY+?rQxU0K6cUY0dNK8(Wgd|SkzaU{_<5O=r$$9N zC5>zw$|uvERG|?=cC}pAFP_pwnZ8_AVGdTn?LPGbk}2HjDK#4B?P0v%f)dXx6F)%} z0LZJO!q|pb?EexrxM#lkDSVA=i6)mNY7#%b({%;W^aF1<$Tpot4zp^ii83ZBEv=yS zGk}SE4aplC`3nzZwFKP}let+YtjFk8XYahceu9;@u*}dDQ8Q{2n-ViMADQbiLm9u& z-#*xoy@hPvqMA0tEyt{-5pzFZyI%I~hhW4U`w&-rT8Kh)hED_#sjyN!fw-Yh_{&jSnLCe)>#CNg!~MNAO)xqx95C@BjjWGpXfu2F$~P;Y>$I zI_)PMmVZ0~xi3$p58=^#K`m>tCz_7`&Pl_JMOw!9GFf6WC5HZx?5zGp5Jc9*9 zY!s-jBh6>Y{39syF<(Bq92Mb3T@xqPR}XLi1ab`t6vsfNXdp9-Q4PbvE&OAuclii> zZoD{DO_WZIEV>|l{lP#y3nHM(4C);kTY)?R#%u}?jq!a>8}zjUJk$xcbb-Z`@fE&a z{QfLCK?OVoox=ojnc8O_bRy!NjuC{m@w}r>#wmA3vVaiIfgL3$d0J>mKI6Jdy0Ua^ zQS>($FDpRgq_FG>1mxes`VQTytztuNrpK!7%z~@J81H0WkcNDF&-F4Z`C2+0*VpC~ zo#%wNgu2PIP1%DR){&fJ9%7jdH+I@aYw%C2Qu#j>Aaxult})j#Id7DXh)yb2n{TqJ zHzVz*w_d&$rD;91k&z@w(~Zpf!|iVW<8t}9R6d&)@FHX%9bDh;Oc7nl3WYL`13jM> z(P6%>prs8Y5&?HH9s&EsUn{PwFJxr z7QbE4l=L@h(GttjAuMgZE5l=p&H$!TCJD*844G9Ew`~;=zckCZ1CziCEwW*c`6@aR zGW*eE3perZMYi()k()w~KkZn3?7DY=8$Y z5;0`6_d?*5ej8loFWp@HM;1_dd2dGfNQmEt53-UmRYoTqQbGz_F;*!fSichskP)BK zay=agd_k{EwX#RQah;;fg|+nV-)?lC-G)Xwi%PaueS(bN*hi$r{1G8!je|hb9pG8w zWOsG(A<&OK%5;L8&O9;i%qzju7uev0N3RAmegb=kswjKuan2?V8u`Fj5L3$%0pK9v z&93ru<3nmH69%GsHdh*39=rUnd9& zYjj_&f;{9vWQ@jp3n=y{z%Uw==&Kx;qZ7$F6raR}?fA;Yk4i`wDUu4;hzY=d(m^uOu(Bz8x%*FO7JyP7(3zF#)GW z*7t5V=v}G$*<2u)zL*sh(3ZImFQo4P?yVUXL}dP{qg-L$D>>~>WXGt?9BaH|$(dun zNmg24*csThNExQh%zb>Uw>Ay4-9Q@_3!`PRkdKc?LnS|HJx4ISJoA!vjxqa!O6eMb z3<4{ALXQZlQy=cs^7nxG_uMAg>UOR>-w&}+>!XmnU#S)MLpigR)5)~$#f>swqf9w~ zV?vM(uINIq+=&hmJSfnK)xBrw1bi78$|U;iYy3B_G2A=RjRP>OzS?w5zC1Ry)+`O+ zvQqq&zYQ-S6FUQbJd{&@)}KOs9aNn0&p|lYzO(h!j#5ig%;q{wEFL_4iRgOJG?L_* zC%ATO)6vJ4BYisIn|2Uh({0ea^1(cjgM5I%^qw=r%Cv)Y&+F$#If(YD59VC8c7un@ zuuG>vj&aHbCTSOR(8jk*6CGj){~Y4|RuH}%^KpWFd`GlQ6}vNuU!LzEU^Uwc>w{LL z)-=h=%DH46mSnxryU+%RJ(H-iSld|)Sh#Uxs)Fq4n+ua3W*;DG4W5t-I|BqHj;|z< zmznHA{_WFxFdFlsM0W3$i`#W$0{xo1$J4Z{2~wb(oUUubd{G9}OQ_rr?Qv&?fZ(>{ z*v8k*KhA*E6{h!N2;%VjDRxX!TYi3OUEV3eIiy+#$G`66@P=ACed72**vXMUYT3C1>=>jr+uwWX&k%1W}u`xA|F&f6gi4 zfWVEh^9xotHBq1Qd^bfmVCM>~ZUHXdb(*p0$M_Nin?YJ~rwuSoo{(k-q#^qgnoF6W zsQ*8*zA-qICfYW(ZTrNwZQD*xY}>YN+qP}n$%)OI@80+CRae*a^tATW)YQ!GwboAU zt+t*WvhA|gr;E`XnkVtO6E(cY*{uic=&Q0TN`u@f(4WMlnNdlcjcvCA)y*v%L+DGi z$f5x&l;j-onukhd6jJIua9A((Iy>i`|XDfJI;MtJc`nq#sJaDhx|q{$YG+eu!@08x)G^-#p!GAGb;=<^SQYlRc6qZaag>@KDP+v#7U;d(#o zcaNZJJ*DjFvd=k~EWAh261Wq>=KKtQbRUyfcLs|1R zMhE*g7d*VT465%)60(~_IwNE6nHlnUt3k-LcNZiKrc19pig0XYxv~ylCmN2z^|+cm zjLMe@c5iZ~)S(m|uMZnD6hO_@md`oiEzV3f0!VvEBFx&BAJ`o{1U7=)c8_sx*F>jG zGxfskE)s_mgOG;W1a^}$wg$A0e49{2jIBsgwp|{E=@MHBg+us7cOS!epL(a#u7p=< zUkAulKGe%g5h@X-e-p#OG*SM#c3L-A5`iC^RLyE{xkz;vdP|060mPvyG7V4jB3O9O z?MwXKX!OO`nGg+E2#58{Nlct37}<)2Mvk>)QR)vqgKJ5i;PjP9!GgSjF3%l!n4nfB zt*A>e$f{M7Zq9Qfq+XolW==;mVv6QsA&B#%Ex+6pHErZ>B~T9*gMqYd_C~_|N_Bbt z7TyjsnE}&FHW?#y7$9B{CuB?L`cFCH5h(eNuJy|<{i0}zEM&uzl-p+7K${D&FoJkW zrxumK!){k%twln44|lL_PO-52vKZ74#O`#v@yK=MWF06=+9BDq9lAXBbKsor_Cyk5X2+6ewOa}VdOY@!DzNbpVYW&5! znQ#}Kx96xpfuBR$5xHFWOQSUFTsbv?XkSWlIv40EytF#2+$@VF&I1mjw#NnCj6$z2 zdv!OfaOxFEv<^AVZ?EAocOc!tmF`wnR9qmX`z6eX58FNnqfU8$+`M5myj-maC2u2e zlz{@LiC`kuX?5UrV&BYKNuMn{$`QalK$1L*+U;LCF!jEU#=rts+fBD$n#W0s^eA#K zbf^A#k0$!k$`^A$Juv8J^+Ok}@}502YD6-zEpwJFug~d6?5<);xq1ojs-5vJ}u|R0Ou>?sXX8}kP zyWIc6x=^)Q7ofHnQNmLF(J)!m{14KB5%9c0jgL8> zmP`~j*j{qWF5#z&NHeIF`W@%f%rA{`P%F)sKzx>yokFOv-fi!mUwLxHckDH3*YE6D z>K)#Ew@dHX;aiF|Ti2g|f3ly@&nKP@RV#~g*B{%4fW{m^R=Ou&u>13cU}0fq^!RH| zIi1zud?{-La2J_gPIto+8#}&SJ4)ta%C{Q%_Hvtb<==U8LvlZNJ#hfK4Mxp68V;7V zgDsAcdPvRtZ0zKAR`Y9&VzXiydw%wi|Nb zPi=EPZ=H5k5Y|hw%+6+r$l{VlHp2f3{NiY)2BO}v!@H4XJ&+Hw>z)~GKZdq@x&CmD z6AflF(<541DcesCaH0<54>eGiU8GZ=*DMM)FgPDNhd0rhLe&*!gkKvt_XhZc0qwpK zt)2y~!`{~^&zM$h1@8aHDosK;#ZdZ%Ss=!Yr+PQ@=shn-KbYv@CewXbI`&-cDA@kG zj<3rU_;6V+zJ5K(4!`VDe4!cpEKmi$CL$}of z;sBnV`$>J!^dTLRF2sHAl)rHE%6i{q2`(?aO8Iiw_%r(4@`QAU(Qc+l|Qlu}YUq>l4QH}?E^kOA-&V?W3JQ6QP~^gE*~ zfW#T1F!l7h3y!|bp*o{)_j{rN%m3-0Lb4Xlx8Py7Mwfg@Qg69aoW*M8m^wD{f-z<~|} znFVLz{k+$Q`*hvwkUl#uVoS&x+nmMuW@( zgX6K^7Vh<(*6Z`4!F_H{7>cP^ASs<5SWq~>Q^UOy3p}`!u=NntQ-Fbe7N5Nmp-qhr z_z}B4iUu6}|M+BozT}Y%q`lrms?-0-kZ9a{gT8JG0QTSy6T-2BgK^XEWjo=>#4(|P zaliV3!*Sc~`2*uikIw%$*_N9BE)3P}*P4xeA0}kle4T$F?ZVKI-(mX#8YD2DS0C^X z?(0pTFMQFVTTPRQLuhX;fG-m1LG8APkVY7irdC>2+TqA>iLRe9HCA69||MD5<5gQ-_ zui~~{4<2>=Klds8r4%-t?&-Wi_K}{|HOY^mFS+~T1T797MJEE+n~gZ<)%4O|nqCvU zQBRuQXOm?4_bj1nDuRK!2H^Eqtr1d{<%G9S=-}%+zDx}UOih#BX z#GdNBpE3XGj@^M~CVBX0H_i;?S1Avk^U-{0fuScHFy@5)QXT?ZS@UW*9A0 z&_*?t@ILs8>INn(DISNcm9p8LSwmc-$~i+XlTG1Iu&9VHF+tPaVkMTp(VngICE;g?_@(2e9%_w)4Gq%(=ucO~G2Rdyy~^p!k(5|1D~khzXe+xc13jnn3&O??pEE#qs7 zHwH0OzdbP3jwH@-cmCkpo;X2#s*BmT&b(-?x6$^cN=dc#q;%I3Djp}2vKi4P6 z%ET_>E*OK1j<*pu=yEGN;XfL4{(kBGDJ3U_5cJq;5`T$IA7CJH!zq2cQj}9gix&N`sc%ShfIiZq zUsQK+GX3PV1AmFMv(E%>>mO;4;r_BcZCGMWHOFUem>)dqnTxY_#TNrYh;6GjXgz33p7qC|4y_DpEn6?nC;__<=+#b9+hgOW|pN zBm#kqH61%f_4iAWBHbTe=<^f~ZsNuVaIDav@H zg>ZV(Qu>to_JIcc+8C_KK_IH$#>0XbiuHMICw$792{(L74{DUJf>VdEkxfF;j9^~i zxfNxt1Hb}Onh^E-qu|Lqu7;j)WJp2)z*x>H1Bi(~J*nI&gbWY^g)?_)$TuJnj2)FI z71q6uoaeNo-Kkn$w6&QQsjAG`I-sp|l>J8fA%Gs*2cG3U^Ua;tmBjNGmDHsebKQlx z74|)nwgb1@vA$K1N=$vaNcHERGj36N)3g6sNC~TRibrwv!Kq#!Bp4rhKe#AQ#!F}4 zXWAibM4n4b8Wm@c%;||C9maicdX8#=F1xLIAyFnOLb}RvbE(_T?24?6fNCabz06I@ z6>gH!IG!L*ni;?{dpd9$;5pn<>+3DR(aULD@SMTHVC)UkR4Eog`UFl|`W2L?YG&N) zc~w)jt-fNj6C9=w4a)?Y{+qJ+m&h=l!Ob4!g%^++=-hr30HcMi&k}GilnsO#s5ReQ zFr}l!Gye`!wNJM>xpfg`8r!_j)(ZhF8gYGHg{%yen<(m2ZgW!yk<=tD0KV&JJC*ye zPr1~}kRNk^VpJqZnrX>lo?y;|CAP&nlG?l$1^0}-F3t%v_kj`C5dl^n2|~|Mc)Bs8 z$`|qjF)#P$P!Pv8zYK8`1MiqrxIZd?df!cWal%+-)1t6)4*;|UoLG>%awJH4)1yy!q$$n39b}PcM`&`qXULErlQ(Y!NZ-3pNpoh-%^UrvXbC%?C zXe62o2Z2#wW%9aNq{P22Q~?4s&`$oq5zaZQpjbY2uLCFooAyV+wM9rdcmg-Rc14B# zMitfC)P5=&`K4{FLkWbn)cW_Rb}pb<#*}JTP`5+}+5mej`cU7|wSjl)_2hY6`K?5d zAF`74Mp$pT2K+SwG(>d3z)wx|K0i`VvznA!5%fbI%ha#!tx zut1TPqH^Bg(37|yIaMS?z*bAj{jx{VfnwnC^X6gWeJgi-Lv50oR&qSvT>^ zN~3ok7>F43F`eb;{YwEXUhOg?#)z(9fuv>h4b(oZ>8q5yhEBNv&KXFvt%{kDWMh@u z*^DwpV7_G?7h7ddq5m>nO&tB@{z2yE$~ykQv_Yim+ zct8z!wWn2@)A$fo%506oI?fs^a6 zoV`7C+i`~mqrjK;Xn(%+7%g#wmMl3TAm;Kk2eYYsX37XHbLcI3-eE(_BvTj||^&LoKf)K!tD8ys^$_9g^4JBr((Ly;%Ns~F3*#&g_*4Yew^=NHn^)#z=qJBpA6&3HDb z3TRo`caW{uGBew!2>(nxH>%!5yv0?ZP-eBr`Whay0-sp~!Iu0HA@GDl1F%Mw%7yUQ zFB<_kJRtbaug~WfL%9%By0E1G83H$=05_#uB8?CVK4dUX;82yA4HeD#%#;7U$$P=D zdnM91{R)S3Z2yz2wrvz!>)pEFY?~RBpsOfqtrgm&#-h)|X5=Y3(%pID*r7LfH_`bA zJe1=o^KKNMyNh?>G}D4IRe*S21dt>k-0qm=PKNi{4glR$LV4ij&0XBhmfv(=QDN z<&{zV_Q(&fIeblwPhF4(VvKIk1s9p!1^X`eEPk7&Ynz@7=|yV|$huQ;fh$}i6+P1w z9Y9BKB})59Z#n^}!fdN`u!87OGn!8G*%{lk{gj&JKm@t4!dO=zMA64iKPs{0?Ca6j?G9*~J#RRaNG z0>sf5t5oxR7-F`K=H#{xy~}pkXKCnVFZ8&uC*JgS%Y|vws{s&r{Y3rd1z#6+&y{xe z(x^TlId3~Ua$$@e99b8`L=0{=4Q>+tk|x^uH>zm5h*0A9W` zQ>f_ZaT2zp@7$m@{q*EZCIb$_jh+MOdDu(ONqW&$T#N%O z_&WNO%fq33h~XC35WaPwVcB2iM?T#d$zMZ6kfSP(uJXMgq2c}99x4dI}4cvMjVu`U%>d5E^D;h+t{+D$K?5VLTg z(EGskhnfu+Ws0q~WK`{j^uMyglmBQm;Q*t+pLp%UhWBNyE*CYlL2PJm>^yI6aXohy z!lmmD*7pq+feD!N&^KK}=de$qMZ9m_a~2P*jBiEmT^9j#GV!s~GF#tDq8wkz_ucX7 z6d?v8M*y`VwK808J0AebN#&t9#Vkdd;q;}2%nkrLzLc(Mv*K)>5F_{ake$6FdK_!L zGzuQT!MYBr>jyB)K+sCYwdKt*m*SF)1R#E2w5QPsN(zP3pB+pryvgIxKk;YHofKrz zL|)Oyn*do-Y^N86wjH#7+RYx1%Q$8QCAaXD{tf@@I-v%S)SEOBmsy}9R9u)A1Ngx- zyb3NH05~jZ^lFS%BRt3iLp5&Ym9=h%tmZLBZ&7-L2J2cv9TMm6z!)Lj-!O5tcCntN z&31EZ+mjI#>yl{bdrK3IROv;eD@x@6l}n9cdLZkE&5F4UAe`vHT<}UxmS*RGL{_2A zUFsFONQn4Mo4vv>S|SY@dF}rS1OL2N$M<|^IXT?qV?5ztXB^=m*Z!;CV_5X*))C_i6Mgep7%IwiCuWYHJ;k!z*5ZP{k>Vx3HkfM$f>S ziSS^7P#xohTI@1D0bHe|KeDQCWrbj^{i0@OJoSD2^Mxo#8x9C}D&kon%lY!x9>4&{ zWkChz&f^u2JEV4!MS}sopiypp3|3YjCiRZN@`HYI%K0T7mR|I{-5dM12GpOqpq&m4 z4&i@_;V(ZLP|W>h^|cg-KjNu4R6sKe_FY1%r5K9=dlnVg@pR%ahfyD9^fLKem7Hz2 zETrcmr^zU`LE4d#nZ-9bPBPhwdSJe*Ra;)lJaM+HVW%p<7NjHt(*3V>qtWtQEgwe+9(UdGU?3PPrKJ&7D_?r4y#$ee(_yvd(a^rG~hs z<;DlX=l)yYgk|DhspB1c@+H`X@o5t~!WwffA7d5>jveoN>sK(?5(Dn8Cnxlyv#T(` zPmQ&lHIS_9siHHu!{!B8oW7n7*T(itfPtS2hpsXN#F}96dXmC6yXA1$Ze^PDq04G; zk%!wX!6f3e&fRo=r`N-@rKAXNAY0~8KW^l(Ry>s4H4WRZ7EIR9QbrdKRu`(~Q0CYn z?bpZBg&U1!zpO6mlqc^&{|&*G=}*+7I{BjJ)@HWLHhrgle8qR+HE+~7Up$ixC2(GZ z`LoT(Nh0Gu_i`5HP%I<_&>nPT0|4`%=EwW#yU6EW&PAvF!$^ynCHm&m4} zk`>G`olvwq5_>^N-}Cfp%cN(Wxl<3cgHEh=P@+AF6~Aoo5OtPgID)^Av^?+%GHd(k z?L+bjHS-kLAA~`q1Y|1!=((jp`i-#@22s(js>C_)t{GiQP$r)I5fmGan0NWX!@DB` zrFFs)%*Y!*OuQMN08J9o!Ik@2C`9%0yE(nVz&6d11_ zSt_n=a4r94>Vn%sD~Aw;giG@=unbW5s*_=f1fq^RrLL2Ja^8;pqI}C2rNc%t|%jDS|4wJQ##F zRlY}S5KNGvCE8$f=1;Xasi>xR)Cw1f%c$wBaBss_3dDJfT#G|w`7DqQ`UX42(ST9h zL&l{qm6cvW=@+^+7btx^G}Xxrd>}5nEgLZ$1d{9L;UBD*X)?Tn9sa**ey4Ieq4E`^)O35NfHoO$CD!fI)}UWBFzs~~@j;yD%(1ZA zLUP>+3VH%i3o+P8aQVk!SKT?Dtk~f8GM=qnI9)|!!$RI|XX1z76sUy#`ADA2S zrn2m}*EDN(#Mpu$k{z0)i!#LQ_!QB1peS7Ybsylor$C^zkB1drt+&awSi^FJUd*~) zKQ>=&wx@mz5qI>YEwtXSa}r%Eik;x6Ef2_9;=mW^LZ6?vo8yyAJ{&ON{P|9Q4b$+v z4lA8_r?)qpXwZG7hh7e>%=Tt0K2knPX)|+HwRoIr97$R(|MS;zq^wEW)D2qzHS5l_ zjNMM1C3c|VmSZX>9cknim+{X|ey=`g#BwaV;k@M1Cd4haq^nD8 zduIHr$_=!xRr)C!QLs3$6XdG(v`Uc^WXynXEL|$=Dv#&CBoAH69<7b?7?~H&J4K}n zn{DgzC>JM_(QGJ`G4BgqPM67l2irDE1sOd>HMkX-a6jI6@8d0a<-ZUnK7-W({mZaM zsjX4$*mwKIG7kAFs`}1~?YV6hC)OT;)z$x~yG~ZTMP`j$>OHYjwKUEyhy+^;wa*6q zHt?VyKUP;m3T)s+Bhu* zbnq0#-A2#jy#@5ZY$i}0>3aT(!ty-w%5cSlA`!G@;X z?tdCzYP1|S#XHU_?cP$IIHgpRX~sM$e!pm=^P>mI#&T2y9_aBNyrozq+;WV|b5uL57ht;gRO;X#CgucxyOhi+e~mw{xjs@1lTZH%8Z?o<@LCJwc{74!MKm z)GrpG&1qpL)`1V2Dz2ASzbY5WRnqF5$OLr!H#sS65e)+5ECiXhLiDfg zydmPc8>sHh`wO)VZh&UuHR{~7+sF^g?578gwHd(!=!x~Gkt;L^UhJQj$AGK5LL6S# zq#oUlmO1+@Gi3u1HMTTRJ^lO*-6y90-+2P(!{@v9Bcn)_D~(wy>T(i|mVa8=_}49( zL-nlBch|M*F8eoUt@lUJEwoY!Qu>P#Di?fbyF+=M*&#D1n`llP-B-bd-kjT&@^%hL zatEH$P*|_n3P?=pbpXCavT04tTZf`QQ|>#QDsXznpl%fI17%e%J5ayFWaNCt8};*( z_pNfJE}E^5S~rFAB{($UIwrD# zv#)|b20wcpc+SMVlCoO0C89qBPFkkhE$++b3Q>8Q^U9Na?Td$MNxF;`>!fZ$=a@%G z;%Se@%&MT1Ep8=oKR~cfwNe!XrM+EyA}>-B@|1P#miYmVYX$z(@uzmj!CbI0CJyBoado2~I(;IjBCaUAzCc6F78} zW?-=LDC|o}!oFwsRWH>fV!h4Wb=Zkqo}^ zRD9AolT#d^t3B}E=8soUgq&$;9QVt7VJbzZWrpg)m$vzNih;+U=^+g2&UPXAu>!aE zTR{Lem-%1`u+xlIsQ?{x0A!4RLO<)nL2dsYvg*%N$`TYcFV|FGmH zw&m^}a0=$E9GAw&YqC{=n=-vCUALAxoBTsj`?BTsEUH+M_^0~3r(WP2MweAR{ZeCP zXX{S;X4;FHsWLo0JNrczg8Wjk)Ob08d%YC27I!t2QFY=HERYlL1@Ax8ig}PX!%!&NLS1-Y!`FTBej0z<#KxN6In|?ItM!ItneP);--;=`%X$MttK{(q48yQd8-#Z&NpQ^XaHKypoN}`|0qvxP4yf`diHX&3eCi@waL>bZL=2QI_wK zGwe$~`Csyb+|3l!ub2gEpPuA8UgoEoMt1VNe{XynHsBQYdG#-2EdCAix40hvUy&aJ zaB7w~=q(e%;QKeU_m78j+Gr<9F6LY>&M+Xko`mFa!o6^TGv}L1>2i5Zt<&JaB;CFQ zj=rcM0yuHn|0M-~%z2g)b6Wio!vXffW25RLb85IU;(ARYK*wC;b%>Myk~aVoQ6*`{ z1xUR*&3~~=-+wG{^kbSh0{%;w=xK=Ql=CS6!iS~Z_akI+O550t~GhA_6s*SY?;y}RC2s=4IWmx(gyi~P^8Bs57AW;i$kBy_ZXjJ_zWsj%sUsN%cM z_N)3-(h~}ro*(HiDU1P{2#^UW;g@RWy@2rF%3V>X!m3iEFD+c14~^<|f5oK5AAL!F zP0Nh;bI14(Q}F(~a??lCiIM2X&W^kKG)g0?NeELb7XcFe7%`3i#wdJS(3%ys&-lIU z8!l`lA~+g26dyDEGq-H^p7l5d9!!{l8g>(_R3lx*PQl%KbmM;n+vn zC(TQv^moAN|C^S{lHRC6>3}i-J3QN=Ybfg`+1jZ)0{Cd&v^`YQ1>^xQpk402W6uWl zopMj~kSXSD$bUntu>M-wk0T^RoHoBnCw8Yi6g}j_!TOMJ14D}A9S(dpZ`mFSW%b_x znBmJvkZFa>4nmi2UR-Q5%>SF5Qq4AqBEVzMY$Uzo zE|s!>KGfuT-gSF&RF@_4FA{+_%R1s+O%R}GNmW|%zgH-8 zgF`(cXFQB7HvvwHE0()dCx_K`d+Wj_trks-2F>x2Nt-dDSlG@!I6T-)8EtwMf8OU}Gq*k0mCsm922zF$HByprb0-F;-Rv zyxdNG3N5E!*(P9ba!dM@5;|00Fe;=kP0P3Y-gMnT&_FZkooVjXB?@bZDyOFD26Gf6y_D$`-Jl?bhoaA>7D3BW+dd=xS1C+$*5r+c$n(O95D zY5U|&T=hwjX!Q3Z=N$(666dpp?YzQ5ZfXyNrp9&?SMb%$vo;3F5cEN*)ZlEccUfAA zLC7QnfUF^*i{%mG_%G)<`LdB;M6 zVrCcw@&jcJ>gdz>sV$W=a@<@-<$)pC+_(ufP}MJkbSY@msjZ_aA<1J8)>CW4a)|xR zC(ISjzrJzZcinGIIZG7Olrb_fG0*9NVI)j@@^c$RwDeK;fyTbZ_1$4xgCZ-5COYT= zdKfhDgLKpMe6#lC-#wD6P&@KSz)V62(z8;#E1H3OODrJsGgW~Vln~dRR7u82{)pg{ z5nYDF>A<~!J-&GneH_@I-eR_79zjXOF_TOA1#iYRK{{m2L5m^a)k|oiDk)Kw5sj3R zCTs>Yi;Z*XUit-ffI_}D1iMJcTU`@jDp|$FnK!N+^~j^_eCxVE%`ugxlUdL}XYQbY zbYIwFST7e6gab7qnpkQfiDDTh78F#M_IEsGHQIODBM)}UA8YGHB}cBYpG&M1Et#Fx znaD^Rodp&#fYv6#@L+iT@oF21S(+lQ2A2M2- zxzYEI>ld7b%TL@0vEtM5%p|i*QytR3ucPYRe(ib=QKOZ-CxYwIU>ikFWw3{B^!jCz zXIS=)j6B~S?>jWQDRh=(kPS_~I-y35+JJ~(by%K81|@|`r~o$r8$6EtA<|KmHhV;F zfd((=uI|Vad1Rh%fDv}XswY5XqyB;E^1dZlN{6qq;fzr!y_dV+Oi-h9f3q}ajnpQ% zA9Qd7AX2Uu3S-7j&LMG57CJ~6BdNCYmhF)@$9+OuZ@C_#=|6imvPOfygzaevR1e2a5c?VjHD~1#*7Q(kp^$7Pw}RTLlNHURQE^&J{d-fo`1b+ z<;dwl`>*WkQ}w6rP!SbdAkjEo45f;TWC-dN(dpW}Dofo)Ly;v~N2$YaNU6hjq#6m` z&QbheP&mu%gler?KUKB#C$*O|Lx=VIuiQPE9k&vGM5CGhW|e&4m32r0LJ2f69&(x{ z&e=FnT}1{qrsfSp5oFQJkm<9W9|F8{Ro4u_1Lx-~(HHC<=X|2OuqIb7%yr{t(AH)_ zf*D5Cy-cr`X*JT!s8icic=D-E6Lj7)842ajESS`%vpyM*V!6y=v|5zJ&S?USdg|M9 z5R62o4K>qFf3^3I4YLh;xw2|qYP3MaRh^-Kx-T@2Vuz6^FKfgov^_|^FrsVm0zMBQ z+KsJCj>DLQv`I)!nrR7BKf#({-|8z=)=?lJL;25meuebYij#(YTRvjEv%8xcZ!dI} z4IhWe9I!Dzmq;;Ifk*c5hfR{(53cUAIqct0jk4pBs>bZHep(wn3uxAdJ3^aQs77Tu1LPbD#VZ}S!z2iMVK+APYQVw1j{rf_OP=@d1Al@^%LoBZJ5l)3 zQ4ynAkU!Zi6qq`n@-476J&?FWP7tg^4XtC?#O%@pSiyDL5b_I1tQsLwd;;L+@1qL1 ze;rjS#>TD778L6dM0zpf|0fLOnEgYdE|KnJSWIHg(RFVL{o-@%oH$_lXtN6#<~*j|E>&sym+WC_l|I>L?2 z3pp*ZVg|OzO~8#*j+!au3xT)=Aaj5uZ(S`jy<VJnH=!veJCgyJsI>bsz|fNsaEccLX*3Zxe3}i zXsHSu%hY$#m;u9;=id~4QCB3t)+KE&(^As1t_&m0AJTBMDo=xh0YXCmH;jPuHK7;Bb<0XONMY2`2$O z6)^XaLbvy_Y0CL6>EgaN>#N1{`bQsf_olZh8TSqiax7^*FGOghSG~3n1S|Wu;g91osBn zSLs~pS17AhW&q5bzij4MRbSEQS$#sw@^17A$=<;_U$5|;UEZ18Flz~B4d$w`TE^F1 z;ZQqztO0ZRS57lMn0VTa*`%;Q8FRtKq$HlJQ!4Uki{`BF8HWt-fl!Ts=rH_cWUN$U z0=|iUX8xM8b&Ee~s^x@(j~JigQapgec0-DZbrq@rfXb?U=L#(N42-jyIuHBUVA)YtvWr>C+U3xO(;WcS4|nYuKo!YlpVKw~B& zcudPsmMPvWqk^DbZvM(DWA8v&`Ue5JJJFl#mdMR5UjNFLd5nv)l0=C_x;d+I;jpn{ zn#t_X=`~GEbLWdb-+0qXgQrNz%;{umm7UgEpNYML4+-C0cw4Hmu#HzYu?Ze9tytPD z_>4KtX3(ynYJD6`{31ZCpiF5p;-Q0P>#rOYilH+}`G6SS<_ckc?$AEN_N)V{07?%S zRrOv%?xd8o9b7AX7=&`Whd5OXi3-=DG73?=?nIN{O0j0A0&lJjh5GurmAP)$b8M|; zNfy(LOjyO>XlA~8mWpm%Uf>|jy*LgQdu@rKvRkLO4w^g1)A}yY?0{;fXowo7jfI z!lI#eCE#4?6_f_p?ez1iS`|AjQl_F936nC+sH?i+68m)!15$J$@;C|M3UD0offasD zxv)oL{WtjlG(cR-05_(G1bF(h-Vlf^BSYb85Kk?l+G{BFcRMFHcSVfcG-p>jk9B>u z?EF*>T$sq}->?VI6eC?+!ZlCSFS35n&T|ptoAwe|7AmIJ8$n(Q4q)tZhf~Fxm}m;j zKv#*B)@R{|p}Kqa`HWe6O|<-!=1wH@A_^n`9=eQTD=Yg}%~AmNqfl1Cui{E{T#VHh z(pR`1DGfzOUX}@QBVv{s#l_HMnHoP{Jr!>z8R;%rtc`QmM(9Aqa<-a@wJuCa{Jp&- z#CjBOZA{noVtiGIqH?r%qSmQWf7hXeo(wZ+js&2#?et@mT;975_?|3|ryv_=f?(TE zrdpUCN|YLpx`2fj_Pf*mfV#LBeu_RSzO-<1l8SBf4<1b*CBFwPmp2SO2Td8u+%m7R z!e{t)9*!TAw?>TwpTtdmZEYIL5n~Hmj>qn$6Z>x*g3_gQTZ$ zXPCt%zAbRzLZkqJlCUCZ6Z;0TrWOGP*cz9;;sD^A-+WiVj`C!EKVXYhCex$S_z+nB z?xaGpa>omJ;g#5N79OGJ2K;NBlsxrhGI3~O>0jbefg*BBYenkuJC_4t>5v4tPvP+=+8*R8~-FwsJD!u~g^(s^kRHnDQc}Sy$ENl8 zwC6WN*tBUTFpfS0|2W_Wk59LAV{V38~tEx?Ip5`}jOacKs9JSuKDLPQqR7DlL-lUM)y+pvQK8Dvx)EUN~zHznOHp|>vX zfkB`V5rPg_JE1_HhOE#&jARjxJNZ$OKb3)T*WWB1M$pqaPFU-iDjKEJ(-Y&2fEQW& zVl`KF()J?Q1xEG@KDNehQgTFxAOJK=4#qEgH)b|>$2=xp$cijj?nAv6O?<0TyCwiI zdUK}gH9W`56V$r9#T3R9Z7D&0`mTqGP@pgXxi_zBIxX|P0fN?l8P|vVE-!btQ0U_l zC(6N{2!pQUKQ5nlsV_I*vyrhkK5uUc(8rg%HC*wnpv>3}SpuPk5X^TU-+__-JFhNc zv##`{4POW=j!1d7kB3EowFw?^MSKWvl@WAW#NA64R|8&1y?&1MTaYzH*KM`JZxvgg zfl3bOP%a4g8A)Ez85{!Yp%92yho7(<7yrmN1#xe`JY)r{*njLov3+~P82|}aPC8PF zf+dWVr8!((Cspjgvb&Pc2W9@;70a%FJ$$h3CrTEiJAx&YX=**}8j3$v*-}08fa9F6DvgiUS z;QnKv6`2bHsTKN?QWUOQ)+jx6MiJc)=M1tjwsjx6EoN=NmUkABJvjVX7j;J-mQ-f~Tcnr~h*I&wZT4{5(NwUrV;!w_29<8HWT`=!%tbZ91N*(eh{h3e1x7%oKLi~Z~SG}uy$HuTao z$$qn`2uQUw*ePmK*2;ara`CBCypW45r|12HB#w#p!PT3wobB)7rnJ|64sJ@TJMf$l ztf%KU(5Vsf22Qti@GHPze72ulkt3=MpNSAZ>>rp~WEVxV^u51lQu8-)#2?g*{|XmQ zx8Dy-;g)puNmP4=J#KChf<8}go_uJiXz>M(=BDzV1TO0_e(uHP8IBZR8BU53uIiB^ zcoOcq8t(^nK1KX!wR=BVuhPBpaBw`wU?1ZJ^+G+($X8^^wqmA|8Ogh6)O_zDg}shm zoG}IfIoB4yw(GUOaFf?Leu`56QeOiz4}tREzQMgezHY)?k98EEy-FK4-Toa3V~wZrg%mkZHoHUgyKyQJw2Vf8S+7W9LsV{B;$V4oNL4l_33|R8v6`p-z6}|MtQur zwFmXb9ZAggzv?RXx6L%;v&C&R1G(DvN3uj{ad#OY&~aA?9j1P)XzsZ9*#@_~Z;uYx z`Mz2L-yU#VLo4dQwNX`LwmKE-`S$irMz6I-*0Q-;lPkJ;C}Y*mK8h0;)sWvd9gKqz zxCMCMIzr&X3seKG@~4aKb-5di6IclMxP<36e(sN;5rXEQ_ioL_;ZN>SqNZnmtmbji zYNJrvON}3Oc}r&}tdEf& z6&j>?`}JmL$zLyjHB2hDg={YL>RFluA)%QO`734t4xf<-4TdmogtRf|Dj5{f@^L`zSk1mdaky*e~$ zQakjg;ObM+!$ll9y_nuk2O_K@`@6vV$6*y(-T;n0X@Bl>&r5y zMuhL+SuGcMS$k4{xyFp!QM4<{0w&Kr^4KasI?bP>X>axn=G+9UT;f5$5Jq--3n_~3 zhPbjcrFXVz}F`5p01O!U^bxI6O##n2<{gNV+4E0Veqyg+k&hN zj77Nq-XBkZ;#~+;JqKFvUHfc+wTk~?aCD}OWdM1tqyqt;ED7a;E~xY$kYk>=N&Y9{ zhR`dA?Fg^nMe_-^YN^{-W##I9$hMOla(`M)qZ2yMQuEGct)G`|8t*pHegKYL;X{K| z!mKme_K+W~aSdeb&%v(hb(HwIfZ#uvSE8ZG!t#plY*gwA&e|`tzjK_4i5}&l+TyNg zA0HbjzvBev$)wR{yyJtyC^W*-j(w}M9c>#kyA_Z8RFlsMM-3X7s>6h+1J7$F; za3!eqK+lm60g~a;DS);9Z%6I4ioQe;;kXLp-P$ok0$SnjyOMq3Kk(K^@0a358kj#r ztAky^9e*+A&A;;4_9*4pPS9h?C2Q<^w+|L0i_~(&SvI~)c*3cBnbyPAZx8*NXrP99 zV~=unXy9kIev!G&vtA-@D?%`}6=bN_HaH}55({l(b{NYe^qZ4UV3M8ll@!1;ZPCle zHz`s;(jc&}$c(l;&-rbq5n~V1GO*itLaeyAj?y6j@zF?^Z)*?j8^ifJso!0k{r5Ao zxk80r_0)R=d7Z!<_u-VzoaUf9fq>n{oQDpL?O8wtf%FQl*gGpHw9T{&Cblwbg?)&Yz44yD$xew0YJGN;m6&NfL{pOCrD`Uqq7K+=tO z`<7NGVy!LW1>1{!K86X*yTVRo%?lMPVT1wN$KDYyV9AA8g^U-wiIA1$K^`KxH!VEE z&8Gl9CHtG9?$IppvWcZS-G*{X?L}N1CTgVR(#B3?g7=}49svT&ud?iq&@Bt^R_5s7 zk@U8FmsFQdG-v9UqKaR0YX!lNmgp;j$3i1(uE_0!=bD(!MYAh(3|{lD^m{p0I9G-C zdtECKKsVU(U~80;J*0g56_}R8B`yE9S!wRR%KK8b3COxGrHeqX_vZ16=2mIMwhklq zbDHu8Wz()!yFxhA{0krITu@lojW#{Krt-wL2kZP04(=!&&XUvGD9coZcY!t$v6o3t zU$1&Y-OAbrS7r;oA$i+>DdlW^+^y<|*%2C5JxdrLW)8EGaHcymJm@z2HF^|x_ip6M zPBF97*b}5-)lFq@TTO{dd5&+r0Jst$v#3Nq3u81oQ{t|&ZxUUBms9V*J63^tuD+9EuuN0SD^rkY9jt$mLqd^;C|zrO z?In=m=*^l+F4u|CsYk+{%41sIM!h5E+A0sz zRx0UpkTSPnXr;*AG!s^NKT#cZZI3{_|2bP@SjCRrSaP^s#r8dSX*t9AS_$8L?K(=C ztNQ9(8lhO9RrAGcIi2CCCta~rscQ;Is7*%0Th0xpjr2s)z;xmy9MTQLryyS(8iz!& z+eUjA@{rmtcHLCmd<+$7$93)|L53n>>|Ts*n{mJD=<(Hl?xsg@47_%<_YkcA3#7j_ z(Xh{gzKIj38uR0kNK z=Uk(Q9_X@R41S8^6HF_t%#D);yjV6xARU^c4!-k=Wb{R%9NK@=33ck>p89ruwiP8^ zS@JFz&>8BJUbqAJ|1-K-4J1;)x_06>mt*^s2AUX=4+Ro${x5V8+JYL>S&jF_hQ##i zmji_J_h4mUB2&`9qeT4{{>gr86q9lN9}0oGCf4})Tg)#W#3dL&o&ImU)z))3C0w44 z#>1Wcr)7&6e&6C-YsX0(T$dE;sm2qesquz6G{iT!Og_gQ=nglKD5>YLBl=zs5#|a% zgma8e+&7jG2Up#e7h7%q{mfsX>_MLD1Ni?v;oA>Y(vU!akbT8BrQw?=p!{zwIEAA; z`2YKpCq?5}z&{wXcic0JKN?TJN55}{dj|MkNEI;}lkuX4f<&wEq`kyPUA?^eMI^1!s={y`6|NpD5z%#td8%Cr4 z?@8Y;NhFp%t-C#)<$p`~{~dd+Y8nnldNB09fdG{01x);b7(HWxSa!zC((C{4n-?{F zLmz)MIGgk4+MM@f{~K-mOIU_19%BBDVp=wnb!}RvY<%RaJL6hIAO6~^WRYb`=+@t^WLJ~KthJKY6#D*OP+uC}+UaX6?zt&C9{*ZlfShHmh(g*` zS~J!yIzA5{(GXf-vu>5XOYmSfnZ2seFTqB
C43Vt=5;p zu?ZY1|fkbS5s zf;P_xmY7RznP>#a%SjZwX8rSl6hW>R%W@L0woXbZD6>T0_T!aOQ`PQrG)24*NGnOk zMi`>umao>Lyn>sqg13QitEhb_-nUOHI7+WJHLglhn|jOtV+-)K(DKckuJY1bV8|Qa zpovLfd;gAu^#EFGL*|H!n`C7ya)=4WC;i-*8y zT5ljCP{&x9TbJD3=(mMn>)&1PdM}gQ+{y`4+sw@UrFX`S63PA~=$Fz>BE6ii(g1;W zeHSmbasTVWGJCs*zpUD%P#$!`QTfbin=T-9h_c`@G;=A;v;OQ7QS`@(X7-|2IZxf} zb#Lu=ZsIIbL;|*zR7h75^Bh7ezJVYwk{+=V=0!1Zu*;XmQ1_XoAv&ZkzOi7sNrI+vO)Bujfy|M!vxM=Jb!fH{J1E z2QiaG!~7}=65Jn+lt1Tel}=MKuze;ypU3--JTG79v*9UMh>xJ^Bs zO?zt>RBukpSgZt#%DxSLc{2A~>tEPhCE!>ntx^-d#R(tX%Q>kn4{yVpuHE0T%8wH= zmxPwPma;4k6j_#+C`H637gbqup`@Nue_G%!H8W`@)$>R?7adh)WF@uXN0oC|C*dUe zscu|FaKdK9=!IIj?hTT9GS$(L>iSyU!b0d(Y8NfO?~p4tCip?CW#s=jkzK}Vkg{S! z3`MTuDNZNaKebs|3@{l`jg^8XLwBdwVo4j8)&@(A8KiXhm)0H|SCcF<{S zCXj83hi??L43Eu2ZNm}+T?My6of&XIC`(VhjVCNrmTR1yr#UYE4kMJu@+L(PGAf)# zSWBrTMb$|7v`A7Ocb8$DKTI~Tf|-$59%|Lh7IE_{n}a#PGyx}vG4wA}_K6@;UWZ)g zq9>yU3v$aI$zElw)Z_5;ExR0WyU6WQ^h~Pwh(yf|hAW|BGrg=0_}+fK(bycu9SuvbZ?SPcmtf^1w%$ zD}&A#$S*pTZqpILr6?)X{AX9xIs;8FibD=d_gu!%Y?#>;zQ7pU=Sjm#asm;)4?-wr z&**!0Prhb}AHhrz>oGZSqM-(4a)ePPNTknnfaAfwHk5iyUm>O%Hn1Qm&kHZmj zku;z@&InR@VK8_SoD;}Smcx|J-eefpRGymj=?Q#<7m#ieMa=OeMO~j3!V{|0){``j z8mrk&4&9XZ2tNH71}zLV4sljuAlX6P_4yvy{krI5SFYA9bFize;xb>H|3Ws5gKAB# zZ;u3sBE&DB12BAq>jyjC1$s|N{MFF+l35g&;8tAn&|{Oe>HjdPvVV+GwfVZT+w;G$ zdddppCxb$7uHO=%_p4~^1pq%vv9m15f~Cn0hCR&wG?Mcv+g$&U^p>!+#~H z%UVxN9>oEHtSM%4v5!{XG}Q_aKZ19kwtlRz$hLYHto6-GHks4j2!Mc-;OYILD5P30 zYFqC*(T2HooCBjwIM0F<#bN*L&3YP0yPF&Iv~yI=L#aKswV)|%5KTepkysoFs-8@E z&}dAOq(d4RpVUTYMY(;Lb?@591y2`4D|#zkI{R82ANtAOC%j&So@g@94vz&kzb(|- zPBuL73_c#xw8WVih1njWOZ&Pn1hP`#y_jmiq8AgQWuX;l9OnSZPo;5)#(rqS#ycN! zZBmIaPtHwEQAPUOvj6a<5ifva{E*F|XMKWkr!;Af1oc#4zcCeoTTQFw4$`JTmiITQ zb}nan0LyTP*c)ycY48TBZUbP z_CSM)@~q@iLWUyiNK(LPLgy`;a2x1xZmW>S}TY zt8ntF3Ud=>OJ+NA<`xZ1iE>2U+!Qnb%%u#&XRkgHksCrVz54eqoMNHDMToM-n910a zlhURt3jJ7pM|-MoZT@`V56}{&Y!!b;9I3vtR2p>vWYGE`PBuiL9<=*6S^+}u2WYi6 z%7Lj?Eq$)oNp;d9iG62{KV$<%mOBkC`16unYwFp{j2k_-DKa_~dC2O1~}Su9NDlHrR%= zB_XPg2AeBU9M_PV@Av*!hZLX4_s_q9_cA}c2Q`cw1B!LZf1C9~pP(`Er6A4(J`YY6 zQeg(oO~-7yA5#gI5si>q5cC_9#Z`d(#;(xOqx|U}PR4nq>CibcfThHL#RZrua+tvD zX^y2#Fxg<`IWCWl0W?o;6!CpU|6(N01AHtaf8*Uw8|v^zRJvrr!*&w}usD{$aU0Jm zGCi`TOPUTh`E(yljDDuQ%lD8RUhwB%*!hA`T?tE=TVQeA&U;k`_H%CUuV9N^*%NP! zn#LoEVKjuU`1N|e`edCaH*kdr#$+8AH_~8?sG!~>wXqRKdPg_&Q)hg*RvoXc5@NK1 zq)bF(pI^AaMg-Y1kFO688{0-(6CxngA6z4zZej_$v%elireI9@)WC*&4w{yO^A5f30Z z5Ll<4^les7d9#Rd^8ejGM&+LJ`x1L8wS@%p0Z`2|yAch(;(j0tJXm()AO*iHon!jm zw1aL+Rvc<=;GwQ{SE*{H{zTjRN}YpE+cz)~kN|&9ZR7rVy5I#nBvPIj!m2M@t>X;k zkfp9YUDyTp)Z22<9*6dMJ3l#-!ey|fd{;JA9Sx3H=NqR-Zh|gXf9f^GqjykFgNC<* z$Pn`)Hp?ZnJtg|lmzoJ!ib$INVNfX?h?lnTgFR7kE*(khZ_o9!?G_z#scsgJN}4C| z!}DewrW;0l`!p62(-4B(}`~X9Gj=-ZH7O??NZfW})UkKPb%&Zo8iadCJz-feKp)r}n?ld{%zgCDtSx!F9D6sK zmL&YnNIu7-DB72u$r2qzb=eIc96m+w3egO@>Z~wrTT?nk)&_&$Az0(q`0St-S-ee?$#4og}jW-P(P2 z1o}2<+JAKnL0zsU-8(z&$A0`AzZPKVs>%{{y--@4Y`)U@2vi<2bP9K`#8M@FMjMywPWig9IfZam7 z@3gXYQo60Hu|I5i852~@TqyEDI_9byS=iMGl?b_*?d0YsQwU)28xXBr1gl(@alSmE?CmSD6ie+W875 z2LW_MIm%o!c(>$ewALuBRFg))Nldfl1s#hbz*OCd7E#F$!PB<n7zuxDUE8)C;HeC2zN(bmFzY44|_~z>r z23Qge1`ko{3^ae8C%u+x3;b0@+tYH32j{TPc292j6kV48#f!|>gxAcX!A#HMz~ zWR7#IDt5f5jCj(Jo^}lp4g);Ba~i3A&i!Teko>!U=wruq zklpItGeet0K~^R)Dc98>IY_@wpVmY>xbot!v(O=S6k6xYt-6y3rm_S{%@>VIpIBus zmpD|DrjthI(RfK?yPbIvn-ehDmlmA!5i#igRb3}Ivy>?_Hv9~f4B$EDfQ0c{`;f?4 z@cfOv_g;kR9-qQ}1|5Ny;a9_WkdDsh{r=e1jada6eycciX zORA+MWB!}DT4;*)^6Wf^h)s9efIvDsLu7^$A=D5X0B#3ghUa4$4tU|j*ol&P3K zidJ2iL`)w)?_yT42d6<;*~P34EV0 zF7R}E%5$u|JM7fzX@+epM26k=u@Krebrj$}Y$e8z8o53Ee{fh8UyzEHZc`-@0*X>D zOGS28svDu8g`jzghq=*ro+yd|S&9t*x!76tR`2bL3l_2Cdg-#ZBBh-V7u5^f-TYdlFKm&s!z*W{$L1td8LU;{mnKaf9 z5#u}*7qjz=Rk}tT>q*9F@8}{(^Qc?xNmcc@{c=>O{gEnLT}mfFeoTp`^p}vlchG#n zX-Grpx^##xEKdQ937YyiBd~lpVcxoF=@9~@ZmSEv{o+xA1le+)$t<%CF$eJSxw(Xg zGW8=unyQVYIR?OY^;wO{A|?ij$}Esp&H0NU*#%7`>Rwzx-~vkl?^60!N{Mr58ikZL zoI5e?&0<95_uSYQIS!CQ{#3CvA(lud|750<=tQ`M%)>;*@C9TJr{+w1cw&8pO!Ag) zk*jck7LU5zKGpnQ2VMIb+c%_dvED~Urkb zpA#q{6@4CzMVgyOdQ4?vm?4}?v_X+UW3=Tp@0G%gD0C;#6kUv;`wX_^*&>_j4E^22 z1k*HdZiGNH8?VM?1`Dc0wj#M#u*y1tx9UW&MkkI4LRSHr$yywT;YnKa z-kj3$N~jf}f!+pP8(t|s_l8>}6~DqA$b)vr2jRzqVwz$BiP#VpBAMgZPw(@(`i`kq zwDb%@En#_vCA9V`<3o?E1Ne*hf0g!>uFr0@mli~haEXm(LObj6_$r4Ux%Ne5$u5-A zwX{UjMgkBQk&-D*kD9PaTL+VtSrT!EoWG2S&CXe=21jtr!~U6|{W_$`fzpemgjFc7 z0ogEBMZ%yf=c?aU)k)pn(Q7Y!6LzWPPgGi3!NeU6#E96kkJpZMtR5)Wl#D(BeK-iF zRkC_28>00GB&Us&tAA!7B>33}%%&M8N4PJz>1-$SDgjioLjCsbZI{eQ#=DrDMn}OE z(mVgMMveq>o*>54ykMDxPZhRIpN+(10N{(QRg+1e=PBSPQd7f0<#?500_*L61O$m5 zYm1{!)qiv`<(Ri<(9=30o==troP^nG`3O25cy}$-fh`;}s1Ogp8@uHbEsh zKCct!>H_Koxxe7vlCAX({Tr7sA1OEL>c`x0_}@4>wKs{p22$c-$~N2Jx71H1zfGro zei@ZdQcy*T+K3Y77{QJ(NH?5nhaZElNN#k^(?$_+!{&BC4e_9_9mAOlc1}u&x#<6+ z!Wwo;w;ZxCwx0?$d23+2opfwoPZ%qQp9Lj0t;h-;KJnePC;8O$3-eousB*x~XfD#Q z%K5s$iOL@iGLq><$HAc(OJO^TBEedEe#F3+_!^&aWjXUclZ7NGq>EL`}4^v6eMp)fQBn=(qbAN zsDySzUD(G?#FJ=)3Cy2Slgo?pOL?CZ{?5kh3G|#n3?Fx)d6Yl&!^3nsa9B<9RC0C4 zez#=8PjE*Qa`}izkI;4SDaAIL)QQQg)k@Dflej(7P1@--&*-ItO7Xnu!P@GWGI3nX z+6G+%>Z*xx#gex>SUxXs!dwvyWACH%f#UxXzXlGXzJmUGw*vpJE&x(N45;>>lto z!d{GeyK3OFX+xHxICfL1ze(UcEj+vx(lng`Xh>5ec3*m&vH4l|q$x{bqMXx;oX-nd zmwH*Sh5gEGlE}OJe!0IhHWI4Os_i3(b(PYfe)A1 z<#F7>=0@@h$LkvnyR~J=6%|>13(J$_!>1%73!8a6X6T++UOQ&+v1Iy7;cx%j zGbNdt&WOt`aAVDY=jiH=K$Jn*I8na%uE)5~f-jiD=vFlqqa8qL$cxnVwxMJ$k$g7B z8U50{m0~@CrCZ=Or}!gM<~mQ-XEtP~Dz1z;Haxo@%MPTH^ZtJ3RyAVWDG);b4p5!h zy7F=swBp&~t|mv$0Cv=r>6CV+U`8`RXTYis>GC%LE!J2_vY}QtD`l>v{ZTo#X=?p% zl!g~J=o-SM8i3&uQ9rRAs*jlcJXgh9gdJYR%QL*OLZ{2f>h~kbUAlS~%^@2}dRC=b z(&ky!+2KkPNf5m|QE5Iht-9X(zXexnNb4ewZ0h_0 zg!xw7^>>_Z6Xyk>?OKy-gC#yQ79-pQp_9!e0qpQ8Q2!uan~}quMq~~#Yh;Tf1Bs@; zd+U@`M)tWZ9OCH--&kNQTXft6OQ#5;G(Qhz%-oz6pbqFAU5(cP?efk)#mDpc<;}Dv z_1YJ=WG?ImlG`l_DHuyaux)YFQTpj!KB$)g`2R%pzuK$K1R+35^-^f@H~HCCu%YN! zH8$0Jf+%njlTH|5 z$U!n!UJ*n}qWH&`Q}C@T#b%^13gSX1%|*1)EmsW`>icytr%G5l$P5{7E^Zx$k;MqG zd$k)hJ+7r?2tl|sT=D}QU1K4`_X8U|5|%qhB3jrF(kSe94*2ww!R$VUH8p2*HdVxc zc9yqr4$|6=x0Et>trW?%=!PgxTL-8jSwEubFm2~(l_9EkSFq(S#+`qoHb{?vHgb-q z)NBk+vGw@;h;V~#(01#iKWVGtaF(=Gud$b~5!;aV>!{QvVHNNSeM?XcMZ}+X$57QR zgeu^4EFJ9Q4{Vo?rQb)0JPTs_L-2)$H0c@v?qxoYVl8$N1%?P@CXUGKUM(aM9ebUo zHP4bL?_&7cI_ODn!sRn-6I?ae^FVo14_dEZ~J9qAGTqM;Ut#%=<5Jbl;= z$f9V7qN4-)<;g7~LUl+%@6IG=1C5e;)l)1{BO`$V(*X&R_!bf3kfVeC-}%L^e6AL^SL*wU(1%+0>`nZGq(E#bm+I_oq z7$tSDBcH!?)%wGwjL*6y`?`MlVvzQ)Kp4r#38c+G!F=M^(|HmASzBV2S@j(IGGuq1 z?V8zZ0yDG&qJ_wRvE@Yc!my=AI_DlJey~1!hls2`OldvE{pu^FP^2)`Eux*2U)`Co z?b{0rgSErs*ltOl2@1m}%o;JjTCpOhEu#*JQP0q2hHmjE!#c1U$S}-a30K-&elb~| z=0dHwsU`n*Xu3EEsLH~Vhvj-deZyu?V$pNydVn9=X747zm=#hlFagNSE{iH_niQH; zDLR`p+pT#6b;_+ts7xhtZX(<;PD_*+XSoZ0OODD06KJ1u-$(mJG(sV z;!bneB?H87Na^HUQ}&w7e{vX2lrJx>YDy}1!eTIrcY1}o+gNxWL8X2&V6(6hr#x-} z{-u&1-Oyj4C9M9MP&gFJ$GQKbqytdmIY!Nz^?_2cM;s(HXD|o2$dYmAL=m^R)$h(f zM%YWW65F2LGHFt=_}mIy`v2+0Yi9SENo959Lbn)jCDQrexJTS&NW|jzy)e+A)=Vvt%zY7co%vJW-(64QjKbzVc_xdKH<(r7CzW_%Nwk~SDFxB>P z+>(zrSnM)k)Rla?@E6HUwA}$Dm#7d5_&>QOZb4o$a=^97PVA}UAO=IAxj5Ks~9S#}Qu_ju!JANoS%mDQXJ{$6lXenUt=z?$!R3HvJO!;h zZmZ&pmCGXTgayf-p~0spaUQ;`t{GaDtLHeFtc^j~V+-32EMM2&`BN7PWI~Foz#LXp zU|AJ?TP?cv*zaBtvaK?yusyJ&2a4fWzXS%ZCWh+G#vaNG4qk2JNR#JIM?^^P5&9Lk zNSFlP`kB^+gW6S1HcKG4OD*3?v=by*z#F;Kl;F80?aKogV>5MRsp+aLa6H;Cly7)T zx>pq^%ZW1&;@Nw)JPemx*j;5^+{bS;vtO>Lg8*lOC8PfyuObzXsq=DW0^cdFMHG1F zP0=oA*`&FN*vffde@Knr<*}5G@o!>OC>da`Z${TZb4^+rC}eJB)qbPgIiJv~=E&_D zanCwYYlj;%d8qU?8Xy-Zb&~3=(^!$L-h6;NVhH`3K9h;TGTvg@O>y40-{W(=doaYl ze^&=s3^$DovlZO~;TZF1<&X!O$$gCt4#tft5_O@oClg=<#KHoK~0Bo>3dPuJivy zF68C**?r}H>&xG!6BD+BSWPP2y@PdB7kfcAO(m0SGhrkITSsni zOox*TL8Xj|iZA&=GaF`C5*HX{s(y+irJk3l$`R&TEXk?WR0_UlEAFPzLIlBjNx5>b z&h)<0yRq=@P4uXT0O^h#5=(iK6D^~V`#|E#`P&eEOY1Eyn|*T&y~=Uaf9S(yP&w;( z7fb^^s-uZaFERqBsx+`+C{~*lXxC1*Q8YOZ*ZcV7qFI(^%lxpYxsDFKvx7SrjlW%x zkWKlD4AC?j#>O~@uc+fbF8!v2R>N%~3sC#C!&x_-YWdk5gu8juM*`!ImhCxYEnj9( zJc=_lFb5PyS8HM2aj1*~?lL;xmNJ`1H8qAGXBL6y+WwQx>8@kzl$m*z z%6&F(S#b%LT5E;~Om#^dQbZs@IklBMO8edFTF0|uIqXldizL)xo8j=Jg|PD!`a!6i znzf`41Jugm&^}rhe7ll$foV2Cn0ALr-uEZoI$m;;;FT5Cz>iCoL5=B#t-~y$!tvbm-c%oqF2$(oPO-- z)=bTJFeHAY;1SfL=~VBCF87Xms9oJDcD_a-blRH&7x0LwsuEz z00nLo`p;s#v-)p4YJB|G)-VdOM*8M6?hV(DXLtt*`DOWC23 zUD%Y8U#FeD|##Isd zZ?dUKibGn4L*TjIK2yh`&Rhs#9#43r8#n&;s$vUh+o#O0c&*b@Z=p@<%+%l-y-5-Ht;*dcKEEy{4)G|uGOX}7nKO9RQ44t!II##(pY~6g%Op{;C z)sKauw46)k8g%VvKte~%)hww?{z<}UZ~d)nNlsbcgV>Lcpe2QaSD4Nl&$_j7ZoJ?Wh_noRvQ(SI-T?DpX%u^GDx76OhH6a)c7h?b-Mu370iLAZ^lX?Y#eiAJ(G)a9c^hM6 zNTJ1)(V%L=VShk1$PgE(sx*U;eblVUozd;tTs{A zIUPejsu-Q%sJe-2TxT%hUOz&T6FaaYU4eJ+(=0K?ZS7Qutu^?IioImgD-XMwK6~iK z+b$n`IlLFn!9Ss!mvF2UBDyn`fO)RM4Sx#43+~(0wW<2D8Zr4qd5SjK`sd!m%}*}g z90)kMu_@0YoO7%Ce5O-7tpHT>SzO z;M0DWQurwT+51af`q^(@*0_Wce;pz41qe;YsCaillaF1$$VYFOpec}K`C`XUxo|1Q zdZ6#FCkUnErn;Ym^Hz_0<5{<`pL)_A+<^y5Vpz|egmQ!!r^-$kQsQ}%7^>t3Xw2vN z0={bp38R6b=BQHfl*RWy1`txa9~HeMja(NfT(%s^hspW!;s%ZRgjPeIPn!5s$g7d z!GZXpL+2<3vLb2hq2tUwEzCcoD9m3u+|vEbys^c1h-2APGac2-!qL%ik6DXly>Okr zoJx9OZ;|7Rx?xOgwu>bGKyokzko}t)BR>ZpzN?ij* zbX1(_)XEi{grDe2@&=krFfKM;!l?=}61@3es6k_}gDixBLek>7k}e;xob;um;`*q{ z_Wapww(Kd5qs8-DGTlU)sI8d%G;FTMvM3Sx3pL(rosd!_3Lho>7D+PCs3$!kSvfcn ze2uqR6BF*1J^u_BSy(qmPv^|hHOhmt5|FOwmiq=(2y!&sVw2c7`2ONDf=Fp!J5NYb z#Rk|XR}1#P((}1`c^P@i)9-rTzRQie;{RLuJ-HZpGNQG8T4cVTr{U6X|BKVl>xqg! z9r$u3SJ*fsV&c9jDIg1{+`2GqTnB0^X7`l_f9;NsI)_hcga7Z6ddsGaW80OFFD}{+ zAbyC7DzD-=D(1y^MbvD(dD1lP!kU=8h3A-W`Mqg_|2pA(IT~3=*nZ<3<$s;=wH9~b zwivgboCgBsAp5++)c%BNpLR?>@qvV6n5nL7sk8lU`?q^Y(sHI98z#y9fD(v1HR>V&{Q;RQ=4v2TMz@d~ zYbCVz7@(dOo{zn(U26Zh@Bb9rcI;o?tN>}dULb6^8jfS>n-q6keB?n88(JDlGzH!~ zDzgork=vYlLjqr-Iv?@|F@Z2e1GK1w%6$K2tueUx#U;V{1(FI3LGYo!ZDqvSx)tT6 ze%C?x&V$RO;j@RbmWa_LUqmp92pn>YUcH(bk8LDAtfLndtXWEh3)1gIbL#Fq^-_9( zb<|3=JqBB|hhe1eRsX~pr9%1THZvaiWtxN{f2hBJ(akAo%{_j$vtuu1T@qc(e^Gj2 zuI8BDYAyT*36Zb_FZ!}asHggVKf3z+wHrE$uhvn>Kl*ex%#U<56eDu_=e+WKOR0H7 zAa3sqYc#g_LRy*m5O2pWuYa&BSYZg%NX*f7seVdxkGYp~=Q6tJS43D_@e{KzEBIdc z5P?E}9VRL{k$3$A1sONblRd2MsRGyH?q}}eUsQ8G!?0fy)mphYK)D7^*13xLtTT)r zYvs_7U-^7Milz|U1P(hHlpOmex&*%dX^YV)iR2b6!-(bm)IrvuLy-6&B!9^?i9KBY zQ2CN$)m&>$sK>6AMP#@!zCnvdF4-mFI4H|gu?!6#H@m@KMQpnFVYvfY-2yXQ6AiSd zBN|D%Nulf(DjP$%5jiW;R&cs3wyTBvfu)T9@jBmN)$Z|^{?~gS>}u(wk723vj_74d z>fJ>jR_qDeRbM^kMv{TJxk01m+FF$bU76iZ`yJwMM4S@QuvbK9Y$VHrfSiSjl)fJ* z?5+8*#JVaH7Fl0>ZgLhvmD*lNub)NREFs#&)!|~TgKOQY^0YtGK#0DZ5fi)p_Oge5 zckis=V;}2JY{hJ7@djo-DE)rnYFDOh{X5R|!(LECUbDYb2f^<`3=Sruu75B`8WYsI-V-3;qNbYU zz0!BSn5xutg~PuL;ONNrH-Na0>QWMhzIgpXS{t(pP#xh;(jn)d&&I|zQ8_76L^qFk z?)$fEnTphmusNYMrz(eMSqr_`LUHAl29+^c#n8@6QE`NoZoBBteqB z@*a<{>Zmz|GO33Pxg70?Whk_{$rIfih|^|`QJ0;uosct3?wsie<mE@yUW5E&U zj%oTA`8c2cKNf2xmxyrC)7&c%A+?;8c0NP`EY*l@J6knPHQm2kMw4U}4W6veSRi!NlI(U`h!i$f7jCNdeR~#Guvxqi-O_ zvCku%tqN{C$IfAd%IU>mrV~zce*QY#dGnXruO8ih^|^kPj@$|8h1&737&wkIcz!k# zrKeBduU?H4dv_zc9~=;X*(^S?8?`fT<^67Z=I2`@^zv}>JT7!LLh|~BlZ`YzG7x@I zeE!3i3jl}MG*v|FBnO4!^=Xz`A*7boyVez*z;!d*n6{EMj&~jY2>j6IHttVaA=kC% z?@p#HO9=zQw1;K%$6slBs>(Fzs)lzl{8_1iMC$^Hh5mEF4=OT<7SxQJ*j@e;H+4QEVxYP8hQ5G#$t12{CH&!;jnF4>EU;@3QgAOaSR2XaF zvXZDyf=@+k5*PG#>Ior_>iUK1)Gh@MeqIh<_I22GXHkl(Nop(p-924XWszmLCCT!r z*UH+k@9NUCl?7Mwk>kC_w1B|*=~}__MaR3FT;Zcjm!h{gVv($7* zPFhBS?FpCn7_3>h7~vogR&pt7uusy;kA?WAhbh0iK&rAK>9l5tDiM+iBl+B%E;`d? z1PO2DY|7n~bDaKo!MY8;a6}}1nEcLV;2D-6nEQFCbluAxaveD|JNyEp**P>sclVDQ zaEfyz#@53H&O1dye*1E)IQCPj~CmVCX2Maxz~<#I@+>1v~ap{kvP*8S4*Rl_M_D(Lte zw;Ez>0<-dVycHDT+8N}r{9PsdcHoO=68)E%6Ks|S{^)ZX4!a?6s9|e;|7^t!;HuX!-UmqnE;{ISS)?dS*6E>Dy91;<=M`l^=3csZ@*8rMJC$Jt zt3>}70G2>$zaRz`2Or8E=10nz5U)rhVT5OiC97(Ie|n87td500c!Aj;iVnk^;sXul zfE*z0S_n83oL%^%6t`iLc|zM8scKaGU36dLG@an3rU^ zL7JBrd6~Dw%)={}xc&05B2i({ zPgK|!mV7I@CUIaPqPqXt^AK!~1LD{W*n6Qc|5Kgn+(dE#{#iuo@_A%-ZA9Gpaln>O z9)Ep!w0C?d#hw#>1Ugs<0gq5B~2~)yP$B z)OtzCyNZFBqCO)p-X^Hw_DAyIF#C4jwBxZ!Px46g<6%Vl@#z@&8BZ>+!G^f~7033+ z#D%d1c%H<=g&((gj+5kcua)H$)6;&Ht5#!v+Fs8T5#7G5D{HyhW`0%O`Q?E=iYXlO zZDfk($~_{#Jg8kgHm_{Hef;&4BWRmks_jg09cw=i=3l8g5_Wx-q|tC|bop#wM-(p! z8EyCAY~grO)eR}uI4~2HMvcvNizt9{fkxe1MS7e^LrLQujW2(;_T|CcWYYaiqPZ-l z;)|z`cmD3dOcBxT4_r?=nxyH7y0s&k64&8bMBdrpH2ZMxw8@)XnLG|mM8=WP*?AE; zWc!xx^&@fNX(WpAC?+-}nGu&}d>#)IavO$;ln&eDKnUNyjmB(!5*2qIMaG@qM8}=` z&6eB^E)IM=i-$3fqPv9~pVr)4zI?0lsg8vyM_YE}%KK!?_G>`jag0P2?IA-puEY0; zSo2rmNjvBTwKojuo4m(?i^G@_Vq!ZKiRdoFo*#<5SM7KvavNS{bY~(l6i6 z9URf&B@To{rY+;LU?WN)*tgTl59TBiCo(1mBvlg^2OfSK4-4Lt_|C5iBoqfqqPkoW zn|6#Sm&aXy+A~f(PEBE=u~eht#n=ufBZ}(`i|g+jOXBWfOu^Q8VmssQ!;vX>tcp{c zjQ$k|CgRePaWP~>@tpfu$>}#$6G5dXabPGWMjc(tG4OhICXA_geq`q#(H%}k#EE;J zF!0;LL_+9sHMAH5J-6*s@`=cvapP4hWQ=7;@54+H5$+FpbvAD!>01_4crr2jX#0+$h4edm@)3*EH$o@bE<6bG^*x-dK@ zuYG2=B?bHSQ&zGINo?Ey!rr(k6;0vbsCaigfcTu8`wYj0J z%SLcav+&SwVZ%43whdrks#?u!wOk;j#@NK_lvQP>ZCabDwuxzUVTm^ty2hVsUj!hj z+nj!_>ZI0xw5Ha{tgV}ct`q%fnX6J^n4SbWUn0;0Kr*ee)g|W!w4*Ol6?;0V8?3(1o$hzyA5(HX*{&L;MI?H6}eFOG{-7Z4FV; zEN=-WGbhW8fIM615_D5xQNW9-&qJ)o2MszS6rWrfBk%t#1_tY#f#P?;2aZ(vW5EXj z!taP^AhN?*ApYMF!4f>BrH$x-!w#?n!1~v%t2yIHU zN@x+ZZu*^`&_}ItTtb^!XnPCfQ8uQjKACcjYr8eEXvqj;C$`U@vm`fvfJhicL^-Fb zY_MKho>ixU7NP|kkhrXjr5|U6!NX)xwM0Yj8nFLN*ET7uWU5O&BdVa)w`A?B49KS6 zNmI0Ga~q4V31K>UQ>Cq4TR%~V{5Zpp2`yU%(F&1!Kx0<*bi$;$BJ#-b&$`Mc-HZ9E zgPy35JC)<-GxB8)azpsfbvbXCp3W+KO6#>%LF8r%ldD>0g0Lq}6xK`05h``gG_kDC zNPyAD4pf>p&zT@?Rj0bv^@QfC^C~^zq0h`eRGl%Aww7LRiIl-0Gzs&H3_t>rnTi*F z^LzdS?Mw0lsY2XSznZErIj@&MCcsunp=r01DUCyXURMQvGd1l7)`KmoPH9_I!g`)0 z&L6FUFd%vsS|(f`K6ZKpg20+g4=BEaHbKL59Cr-b-}Ecn^|)Un?s9O-w+soNx@LSm?3FL z#HgE^6e`Kfrm9U!1gp}tYD=uvlrsRynqaAGe86-7gJ+4vi?jvv&y3D97PM7OCQ4>t z2^N+&sjQ%v>HB$E70?lwnCwK1X_?vo4k}esGJ5HQ6^y5OqI2uyId*EQ$u?Zp#8)N6 zlPD>y44*Ge3L3Rxebvm#mmmxCoPT)WZP6^r6)^xUPxOSdRUh6w5?-pjsjKA`#Rn)7 z6sG1_MC!inONwnG;@PHzAlWn2irBc?c8t4SGCaFLG7xnvJ2_y)rf_UPOx~T!d;5@h z@+7?MEDVxNZR)te1ISj;nacTP5hP@Yc)3S(X!61PG>B8=4GB(C0npKgm3G<0Ahll7 zrmf4WH^J0kJKGOrms^r^H^P)gxCJ#XaK2YdQ1LO% zmgigGOjqP_XCnWIs)EC{0W>WJL+I>)9uS7K_=8KegoOiHNKVQ2H|lgz(2{Rqi3_#G zEXG43bhaS^gIFf97lT{HjxmuWWO z@BMsYK>BIkk^~RN?ULL9sE{d`p)pJP=R7Al2`w#ZT-8X7e3bm|By4Miuh)lGJ$cN^ ztxOk$N)pVq)%on-#I1y!&Z;1P)Ttz^d^h6Yiim$qT81f5~&)0=}w(d{QFd4#l98g3kwIfJ!zFj z31690Rc!Nf+PfN5EjHdAXAZ87R%eRB1i{ML-_%> z<9}l-2u>aUn2^cETN2z`TKkZNts_Lyru-EH5BHuzf{oLlp zlH)EviW@6N>QvA`8W0i`F_T<36^B-cHu9DCQQ1HNQi&1@vg$ePrrB;$<&Z$ceO2P) z(xmFFq;084-GYzcqLL;RyP?*a4OB9U`M@3!1Vl4OhiN?Pp~Y8R*$NvSTq_n9%>s-!)oE=@_(vVII? z27qWLGSL~CgwPLV{TJKDZ07a+#k|b_dgZ5QPM&`TKoD{6}O*g|&o_`YBwsw{n zeY_v0C2ugghiCw=Bxw-c{v_JX8`_p617V7ZP|`=XPm^ymOP0k*Rcknp~pnoW-vFy&V-+3Tz=%ULf$eVS%xD-2CrMMvbjrX#tST~ z`omfp?J5&;jGle*s#2XVbN64q${bsNXmu>#!ec387Va3#bCCxyniaQ_z zVcqfJ$=jEcTSxFI!%vr7IPb=goh43T`L0LUJL10&IKF>tz(pMOH;cHq`mSOv>W&ZN zSab99nzG_^xqJWhr0>_~4LEUD&NFc=k1)h800Wzk*t4~1KHGMp}?J^ zJ2XV!T-}&lgrj^8@dY+VK{&l{!~!#6cp*9oDscxd%4NnLM>-EK;Kzl?)kvQ2GbKj~ zSg4xh#Mcts6h=>cUfzLO^r{iT^S&~RA?JMv`aCui>xP~352v97T;SxOTcIe3wZ9ysJ);8IcyrdZCaJYTAP8Bc9?9p z@c6cSiO#O@5{WM;d%W%ql7qN&A@OAC^^+Pbv&G3XrVr=vn%nm91!+bco1$k}mheQV z9MD`sC|uOVDfn?rvZH#nfMln=a3(S$FN^7ejd&QC;nL98*_tvv;<0J8j10NHuDLFm z@X$))aYbioKTKZYtBIj?%ru-vTR!)j&a_0=4kTFMVtv8w@0p*>e6g-143j^Bm+*N+g&%@Z*FtAub@3=qITiawL?97^vP+v{Y=g|ekZ3Ibbt2a zhJ#LqLmb+TZPQJ82b@}_8}W^EyMj#Mb2bZl8IO@JCb6%&IIHq@HR?-gx`#}CXVs|! z@lOX7>45)EQ)9i41_IC&IT$zywAFJq@S=-G4+m70{P>2C=8VqWOl9uaLJ{GI`Gg(& z7bFchK7|FF5iw!s&;frJ5%o7_TDZxI^Mi;R{1*F<#HkMfE+ST5dLC|h4ktQ0cS2~4 ztpXfexo15U)DTs+8Iu}YH?_=Z0%J^%1011zT5{3?tGbROIX{7mRGW7yN9pst8}JkZ z?(_^{JJW6=`sACU+}3dU`@8P0=7$C4M0*Z*H#zdu_ab!{>sn zMOFZthi#4odn9mfFBX+?-imbt1*~qP+98;uG?lf_!7VkP4|lQpg(2l}W7QG8mcTU; zmJS@4vEmtWth>DnBZS@B%)7HFdFfNL2vT9LkMGuKi;H<te;_NEQN#fQ zuZZ3UTe93XVwt^Xwow+SIG7QSCIox0(7Z!tcoM7UJ9n=r5tHRQYv5z`cg86}c zFHJQuq+dC4oXh<4Kqb7O)3{C(eu=7XtlJN#z}DP#!Fqa-#X~|SU$7hTd;=13to-lfBxwjO)a+`6z$I7N@wz|amgcaFFJA@z*0*)MlNKqDyTunyB+C>kNqCwk+Ho zOnh4?GcTbrRO^w3VJg5WT6l8U0r_P$r?5YHg#0kzez3zo=NQDi#2ooSoZaL@xKv}E z2BCyZUow%{R;Jl7`5@j2;cJjuz$fc4-rCDfBY0mm3C(!1x5e5N4Sk&iUOhH3oSR>*G0@kraLYH+L&5i%U_8Y*kNIW z8k-!=R7X%#+w_rk%@F93oyz&ooW<$GhQaQm!&&SKb{q%AaBhunROhiDiH}19C=wL= zrgP`Lt;`ZW;?$K0fx`%6sX}~0FjeL{pNt4@CYQ6TMw|gol1%EQOT$8VlIFKR)b|~*cE`aFzLfxd)<`(Y#dRgAV(Acd)#^JVl9cFa3FKwk36+3}Oq6xDbNHZqHKXVi;GssUl zi+xFo0IL?_(;+qcfmoSDe9|G1E-AjEkQgJ8di4v@N0JH0>@n?U7>jrs6KfibCln4% z8k-+)=!~6HiZpgPpu|O_;WE+G?tr`)`})%JgnE`nNFEh?g|(6mck=1Y+{vfGo%~wN zR8@WFmRKoRoGRag0VbougJ1>$D(L&Si0cmWbZP`3)07s?`Ng;*)Wb_E< z3?K1Y$TR9nYUmi|%3i*~B2V#&re6C|msmIAOi}iV%eu~GHU%rZ_&1@c z<41TNw~~1+4I9^n(m&)bG;`AIyx6rwaV0(-DT_NGSW^IY+S&o*p6<-JS2G=bWD#rE zxru&YUZWXz>=p%wy~OSj<)BBg$B%a3>NW#cG0T;{rp5Myjr?Q_Wjd+^GG)%Agq2hL z?qHH17buMy@WdW7#Nq2X5pr|+TfT^w72d)r+!r+`SBshfjbKZ_V@}iW$?$=|rODE% z#ebYi8J`zPliC95UMArW6*5%4WTE5AYpHn$hAgScX5amwHE>dkccn-rT5YLMVNvV& zCOt+y=MSn?%nJQEnLc-*$T1Yhak7D2afw3L;cFw3fLlk3${s%OmhRwlUMx28-Vfb0>`6pCSU#2Ytj*i zs5_U#w0tpxeoiMybc6n2H+zX)0g1B}<>+@;u-caiN%oY4URy=-g(FkN)2Lx*Jids) z>j3qW9Kj;k2?p%*4>+a{u7}7kn*cpWY;#7!J~0879w7T%spOvZaYVQ4wV!sqKKGj< zTG(HcryLtkj!t)LdiD8-91k4oAxeT@lV`(ZkmTseJ?GqW&Mutud;p7bFLLf;r2qY2 z2gy3`23cwGaL(f-z2}_IY4-$#&8Up!h^(DMYhiq?rPBi@y|;CuT3RR|3>F*5&Wfsk z;o+Seza~Fd<2cBF8V{%J+lNcqGlYj}DSm z{CO-bHXkQG5>`1#p(4cqaV$VQ=g+qX$tw4Jav#FEhDW4sCJy31iRR=vMAz-JwZ><0 ztVBGbP^~nGezqYSM`GmRJ(o4v|wr56;$u z8%;uFJi5za@=dQ#=NC@@lV~K&p&8K9UUbmJG>(OcN4Okf9QwI7m=ZM2^xma=&o(=; zjWje;2(w7kn0PGflS7Ox63^t?>Bpuv5}vtNXg(ji*mVq?FO~H12$s`B^w~Whwo#8} zC1PQklY_LX1K6kZ(T!sz?gNis2+J_OXB;aLkDNKgl7N=enl6j4a|&@^8#&B8`f4;D{M@X*-g|1?uXkQc5_XR$*S;m5yaS~0%=|QS6Kbd(X!vaFZ1rb`iOFPaeg?HHT(WzcGbL za~lb##FGGbh#(nntdA)3?eyL@`kcJts;WeKZEa)ef*6mEd-A(O)N+4zd0dGM@wn*@ zQNp}63wUijHaGku(R#G`5;FbDJDpIFm=hE%7Ka z2gfZgJs%}=SKI>#-jR3l0QDGG$Ag3%OD@C7?+!7W;ce-BiFl*&E{*C)x_9w@POiyq zY#A`|NSZ_J9sjnhM~SOqIhO7fn9t2Et}Fm!IkSe*TAswQ8u1)Shw1Qr8xLakeWKmx zoYTKH?jn|a?|4vs4v|xSG4oNfC@X$z9Lw-H8iqML#ANSZ473-InzhWVqA`zRIgSod zZ~3Jh$C5A=&uMgs{<>evg&mPqG+)>vIeHRR-`;pQ=OB%0VIA+#yf-q&iN~xyM1AI+ ziKbQ{8Xxarx?kR(m`r1Zd#Z;SEWki9Z17wsxIunTtHy#!D&@AW= z=tAPpT{L=1EGG}!Ldnsj$#<*ti-~7uw)S;dMB?qgKZI^~PM?l?pZiT)$UOLp{=95; ze{hwrvAPRWnQ3Jfvuk=vo|0n6uSviU20#SKbF(n1t3yw*wGNYgDkuSZQ$PFutIMcD zKW*?!TIS8XxcrWXPrpijck{cRZM$n`4Ou&&r{A)kE$7}~onP@2Z?G$O*_U`I-_tJ0 zaBE)9pI^?%hYWP>z_-hl-(9hIU*-w*%%tZu^Yi~1i`-9}u}c$_dH?S0QL-qTBJ-%r zoLaL}^;AUK!!uJ=v80wfew0j2o}4go6hP47OBpU z$7+%n!~(YJra`}?rn;^adA5mD`U31ZF0<9nVMf^_dqfr=Ke{xsNI%^$M)>&A zK9NPbYinfj+Pj_~LOk*{Nr?DDk>$EWE`mXSu#gY`XwlOv1;`m4eI%#6DLO&7U5b1O zYSL#_$iCF|{WW=-(^)iko}oiX8CfiH7Yi_2L`8JpMUl^SQ|5VA*`=yEadFORJe>3W zL2}M>vLzhbPf_yEJwDoJ=bvgppZhje9Lw=tG>mhI-H(}Z>as6*BI2Escpyj)lzGZA zeH$I$#KSfRdRUd^IrB_IUwIb`+r(3fcbL}IkMQM>^Ku!V#5udyk3TQ({2wyRBRr{2 z<2kAh5l#5lM+l#_pXRhCys}04zdT-ugM2%F5=^xc$|NS zsoH$ll0_QFdfao)=bY0E=cf&F%gna{sH9$)hZr-i6{zwhyv!il;9uD z9F+{d1;x0}1&(83e@$M{(|QZ{g>SBtXaGPD4Jr25|WR15rT^2|&ZZV^kYFQSa5!_2*X zLEAhQ`p3d4hj?-jr!;x$=CR}**iiT6p;t?wc znn}B=VqukdRNKR3l~-jI2{hZ;J*RwLzpE*dNj&PxNj&<>Ve-qnnOR0+HOIp$hpF2B z(Up;awML|`93rdy!CbhhsmtgR(<1V;9O7y8wsgKMG@mh^Fkn2w<`9|Y{mj`5>xpOX zCC&W_wJYwtow+o(J~_%wkpX&l2?X?=n(u!8(MQs$aHnB@R;Kyf(fCjIrY&S1e05_8 z_;=PaF81I5_8)J`27ubwNMT?7{cr!7c$?O)EN&T-`eXNe9=_C0a$m7uU=Osv-}`gjl|D@YOZ+T+=~MbnwP##(sDj8 zX`r+a@`HeRTa(U!LVn=@4y^C2Y)(>U2wcuD-3qAgEhBxKbpYKYx3xg5-wm!x{>9bni|ssGq|kV2sA=ivwst8k zzzhia*~*TXFa6xm)}k>kdgMzhi;-vga4&%K>C6;Ut8|^MB#Fo@7MA8&q;|_v)ffY* ztGBT*z>b$;ndHLxhTa{IA z6e}Y9!WQzSE6&jn!kS$E#wT#y(tI2x(=yNGTbEzhib!WBvQ*srpe^&KeVSVD4UMuR z4UOl5b~GNwtq&?Ed#_!t&L?jE+U$Z>By>4ys{)l3cx_m#^j`H!FFj4ctN^fu6l46T6pwdSTdQ%5LAc;O*@@wo8TV zmNCuU0{eJG$5~aIO7^q$b*`e5g{ze_X!0qIQ!NH_;%;A%mkAKh1qP+H42XzTUN`S=Qgp^su`8NT*_N7NFovWZ3O5YRFc7 zy)|3)A#HP#k|w`W^_XvDyn5a<&|ZqL{Y0TLoi@{MubH{n+BgMGVTvse-+8-Ty>z_g z_~~J3Z0{wIDPxon;5}#nW44S$8V-@hm*=VRwVVrS<(Zi?z4!#GF7-8<=@Mb>5eit`jM1 zunw>Wq+?dwm!Mh-KDo2eWUOP6Q1DlB(1 zBRvwmyB3w3W51D2zbK_$m~`WU{XqAig{J6qOLSZ7HCppQgk^MCitXQ{%g?;CpBD7= zpu7gB08SXgKL|eA!dkIx#)cltua-Kvg-MAuZocuJ7W#aeRn8Wa;m0~NMLRcI;}MH! zhep6Yx6;sU$$B}+$y8i&bE2eKfF2XHd8-|?c@S;;K>KC^lUtsk3W%;dD-ZJ~uiXM# zh0+J(yq~H{MFaBk@nfzB!$AxkL!l8bjX!4?shuC82LEt3&3( zxSUsz^t%bEdd9DULcc7lJX3z+;o^ph@1hk&=eeS+Ac|JK$3VCf!_gXe8{AL9;WWv4 zda`4ZqlKLs@5ubE++;#xc$ClyyeRok6;9sG>A6)P<^%rHLIpE_Y3T4s+lNgZ4IZas zG9%FjLvGS_t%Eg|Lb+i(g_V8XV&$ZUK4(nT+m=5v=&EBGj!2mlS`H0tf`dgiC7uB-;=<&t-SXq+CKFbhHFHyto}~OjY65Rf zx^2nUyQdAA&TgNw?`YfR)~_o{bDVgPxt@Pd#%MDsbEwEHt41u(oi@2Vw{{_CDDiF0 zCpi6=*6yNZ45F8*YnClF8z15Dy}(|D`=a2pc2j*M+Y=0_>H(ICc0-9Rqhsq^dmv>c z-dR4mb#tK?W^d2lJ{k3h?W-I^l3rtug-)Dsn1KIOysk&GZepEnQWE}ys?6o6Tz?b2 zJadRbklasFSEbFIR1GvozI|%_LQ(~4i6?2X#(Mu^Z9XoIp3tQ1=^vF9O9?&ZX*&8d z@lhqV?zCi27wuQFuB@4l!g-`;x1Mk$7%S|)BiiWD@k!*Lf!XPS3p!wCM9~MKlkMQf z_GpxoAZSQf3vTX8(xBp58Hi7qIJ5*1M~+AeiLP(%okFb;$?15fLtF+9A56x&eK>ek z{*W-LVAwwmR0$H|T~)bl8oDklHh2llX|Cwrq4gt$KM@dLG6pOIJX?DnKyYPg(~rM z<$D|xf1e&Af4|J_VrGg+@|RB^#Us08;_Z{s*+FvmD>xfRVtK}~5)mmUF){d)#|O;b z;u?%&A-;{LnBbd;`1>%G?>EShnM~qXf{4mwVv^h^-yb6G^xLvn#XXTz)>(kRi zWa|&6;`n|XYw$QCYceKfBo<}+a~HZD;+t-{cyGrD?R$gVmsdtp>=3DaQJH1YB?;~m zsy)3tRC{{kQ0?hnq1w~ELba#cL$&uo*H19$D1)vaIAQW1EoM2)zx%=u)&KARK8|Ie zr(gWZe?vZTwIozlE{i1wcn?7KIp_3TbKWCafvD`DIBbg>^GhW0sfha3ogOBuNcl`8 zOAt{w^W-4eq+Qs_ZZ;EJ9e@$L; zc~Knu>YI3ujYxdmH|3T$S}GUEBAmv)U2W5ApoVu<+Hl0*feE<^7xU35M+j6$fF3;IIyK&Ce*ZG#^YA55Jr~ ziHlz%5i_6LC-micpYE#f0Qb{72FgG833!h`lOOTt)qMum?)%^S^%r;pfbFF&vDB0QOPnuw;@sk&8PM0d$%k{@~`Qx<59Kf$58q)=R4~t8zt?TG2bF4H^rE zzJ`IA-P0SJ&o)Z;XP5jw`fNXJ!}m%qQBa z)6#fnql8|Xmmp?RHLj4TRE~%W+H4{)=tE0wT(d-TW^LWc4=K{BH0cb#Wi%y)OYODQ zoS0Pmn9rLcGbGOGxw)$yf>JNh+S#F#z4W54(QH&2QIE*RDA8D3o7SRJw@cBKm|nrR zCn3m4)<<5$8u5*%?SgKs5-?+9-f6R8w6w<`Ub+sGA!Ao`S&nembe8yXj&|7-%Oq|u zs;sor=FZwT?N)!foq0~LXP$N-$9<;wDSVsk#!%azvL|bGFAonxQ{4-faf9s8q1QV! z;3hsW6*ga{E z7=EI$Yo0ipyZp4!l^6>$g3OR+$oOi4-oIUYX_`6@G;@AYdXux5<37;*_`nacHl{Be z=&K4c17UKVD{YgML=bmRPl;%@x;Y=L%~DpIxsJ!168jTR+CswlJ$5yk;j!AF5xS3e zy{(ZxIhDLGgr)-x#56ikvTDs zlMgWKixMFM@$}&DtOvvO_t^ArYm#U z?xt?bFUVNOPwHAhfmDXglcmnC=dD;&)`Kq-GiE1o zon&zCR5YnSx-z%y(aoH<#;a?0)^LK*q|EbjDL$$Gtfu9|+1x#+FE`UX}tl z$y^&ThlflCa?9R~lXW9t3)7e+r)6GYxWuy~6z4SA@gyhZ)q>el75 z7)j~Q1=pP%y8;VF*N#i+bVSV6cz!nKxhyM8Pu-ZfUEa^`tH6A%qtfOU-qoHbs2e9K zbPEf1<25NKB(#zXW`sJi#Rc*!aqkFMGq?MsB4!fDR?8>CBeJe@=XKd`utsug>oJ_z zB~fr{ayY*0;FU_=bT=eix8r<|wb|#dBxq2hL*(OF0}-QgW7N>tdTi2jb$yH5Y-}+N z;={3pgVa>#aK`$?essA;WaMc=Po47Z^Hk5UQHFY&EXs1=jkTumwBa~Bq{Tzx4Q9QN z_Vk5uIXF(%R=AJLgqp(DtB1)ui5aw>{k+T&Y(o9j4BqxJ7AwSZWKEiawqxef@T?#N zQG?dxwZ5r=uy@QT>ei%%8`CW-Jb*TXH~0-vfyzP1sH=GxbLf`DBvnb&mas)$E`d)yV5XCfHgzHA^#7DS<#V>+zz)P)oE!gEd;$k>k7^0ZUOo_VC z`$P!kDZK*I|hY9b(5l|VHo zv4$Q>-j}Jv6}%v!>J;ms`;;p+egAZtE3Uq3wp(J7TG@s1~Dd)t;krApj^sQMp%l8k>kLq8{ZKp>*7~XOF58_rx)cIwBSvo<-xsG>jz7@ zG`JE$RSJ(Fyp_yoFvJ4BNfAIs_$e&Ghy&FZtSF(T7AmUB6@8U#Zj5PJu+ob=NMR60 z8Kaz*o@sqgC91HJdW3anUgH~%pAnBOOv**ZP~nAxSkdkaAJNbHTfjH2w%fQ%Lu^84 z9T(A-v~#4~$)xUpd$!od>$+*jAq%K@E7_AWC%J51%En7w1tdq(K^7c$&Qu9ktt~_i zRRH#mWmPp=+S`w??VwL~lqW4(~2W1DUEo8=;ZYyk7&V9HB)b@2p?+nzJLT);2 z=@*p0o2HT-O=d}mF7w#K4#(6d#?MI33xksKRH_myTBNQN!m*m+Qic#s(;CH*szqC~b`rRC`&hn$*# z1_>W*oYGZw$o7~aJ4kaFurEo^=DyBs`05;pF7#*Rri~R0gN2dh#`4n?Y0C8{%LIZ} ze9XBn$28?*3Ad*Fy~FI+}~ zPPBfKSgM;LgQ%G1*l~0)a6W|&F(h&6W1s@59>dTTyaDR6rbp%*nM!w-I&kS4?2|z7 z&E*LM-`qHX;G4Y?2);Rt1cHMHjXjjKfh)J!87U86a$mTJ0u;X{0J@C@ZvFs+)W0Tg znn+p{J>C)aAR_8NGsRyTTT5>a`rnsDB<(qNE~<-ZHQ>}8kzQveaV)~F@GKFn!Sk85 z8Y79M&E5f~ja{exyeEbIo59uk^C_! zp=XDv{zRvQ9;7J{l@fZ8WpHiQtV0}O;V)1i48FP|8}RMv+4V_)?`%Ffeiy2Y($#j+ zc=bDwKH0*OarIMIrvVVZ%8gN+XDj5Q`etssng*mma$atWSysC_mt8JxADv9nb-7Z7 zYq7%Ro`#=rM-@|Zk$!@qL2 z^C%#l31pR>(~K`{o4ve5lJa7!GYWTWD>>u`88G-_>=R z?T_7Byz|MDs{_L$=k=X_zB+xnf5-pcFJby=4;>R!UvLMvVv(Db?P1Arsy=ObCs3Pn zuJlN2Ex9Is9NU?p4a{{RXh&!3mB92@X){MjvH-<#aRHDrXT)APXYWfjD=~MDVi_$O z<3;ma?+mm)#=B$@GdG@xBkNU}NzFs4YOR>&G8bIPb(8^Kj{Dyk+KF~pR4uQ$c|tbJ z2CY%xf(gL`wA>Qx3z=a};4tFhm-Zf-@3*9ZMIKLgpqt_j4}kDDmd04HJj3z~O)=jMrx> zr7tZep#4a)!=t#Vt=+>cXvoci-iN=HtX$(kGXsctTc?#Z`xGb&yL5aKAWsPDLP}UouQpb$ZixSvS7t*bf;04&?&n37BjXjT1(k#t1AwpS$(jCwBJpnL-Pb!G7 zfcx1I!uYQG3uMqzepEn_?#AlI9zsovzP8FCfSR_;+Y=bVU||v$C95=YpoatbNFKu_ z`HXIXR;Hx@YCx60K%BAwe(-w~tOf=hL7F?yNFc0m4zw~xg{2LNUY`Xt5EF1?{+IBE zZi8+TL6_l8LbpCl{tc9;v$;Rjz}6XWV_k0&2In$0eTZj76E3`Ja-+jE=H1-kUOfEvD`dNBpjL(0r~2pH%d3CBy>a!=w|iCpe0vzxKe`Ob+udO} zznHP#V9eW1`@^dNdJcej+U?_e&*QDQyPm0K$QFAX?k;2>Fb+A%@ts1IQ7y;^Q8)}6 z4{<2FsXxk;JlaV*IJp3CoMZoxPp3*+JQie({uM0?{4)Lga(YVRx#1TQu` zk@TeFK~SjoL$YIp=(1<+87_L;g&p8A133iS7jYfD%eOd!6F_>k?cP!nUDJ}0;kqbK z>wbHfyskTB%SGwE(ZIk`#kJ8nQd%1^a@RdY}!&^Es(WFi7E--ZsHVNTq_$Qvd^QQ>*V@jj8 zlihVTNQxNFvP2`RK@^6bcHONGIF4>I$Wa)9P`og!%<1jv;~kQg>WXZPdNvdUb8hy@G1M>#1_11eA|;lc$QB>(jF0oI^&9tvRO7 z6^ams$7U$$$P`0%7oAc|9LD^wIah?+8!J(WFazq{GWv2-m3iLckxuD)K1q#^Go9J= zT+d~5A-Q#AF?2}OrmhW%YdqzcRZqyZ}L`#`g{HdN9O4xG(W~_v~QZ1nVSHUl+IoUWaGABX}~4l7}hA@-!4ogomB?1fNIJk{86YEvhKb1`trK`BOoZ{j3BT`hZeRZ7J&*F2h#6|e zTAy#*(|yLsuKZRcS_wTxJ(DdU3qLp0!T|(bmJ6`T0lD^RFRRq#=UbiWzVgUrP{V zfOT*GF1$D3|H{Nv%C;EUg8z$q*OX~NN>*m{0zgdv^8PHc-tf3_!UZJW*m73N6?dOK zx;aUi4+ER#~andxG)oL$4h(ZLX9z`()pIcX{^B zcQ?+y`EIZ5o9_-J`vyxAUEWRLo`1CDo0B-)>BmpLcpv%=V`s-_kx>5efl>bPZoKsQ z2f7=FL`3;-j=znB@}~zz`R|UukA(6&oktN-{^Zf|NhD|N*N+a3_NT`uk({z$9~|F5 zK0b-$oc;RHr2WY^$0w1Tv|k^Zj&t(e@ku0S?bnB<*`Gc-K8@w9Jve*z^!PNEv-X=q zqy6LK(^$^hozA70X#dUeX)I^$cZWv%?~YGnIcs+sXGF9=+sRn`{Nw!k<5*A{P9AkJ(P6|>Gd&6p-Ddq1iSa5q zO^zx~iOI@k@!;kW$Y(Y+Kt|b&fttz00%;}Z$hGAE^^#3S>nSP>JupmB*?49O0EK3O zcsKxnBpq1*Eb5sFP(Qui*P6NV$x<;hKzW#{<;;xC`SuG=`v`yVTwnBly(a17%BSv| zy@^a#Hx~pG1(z{hOK?dWt~p_zLAC;nnl!|2X96^r-hdd9rPx^7wT0EVe8&tAlMjLc zWYF1sflO$@+0s-YZ;AUeWDE&d5cfg{0F1O0#{>S&+kOVTrVG`}QWK=yWXte{>l(c^ zM+&FBvVV1deru3Jmt7|L2r~AQZx#6IiA*WH?MVwp7LuXYNZUSx_CMVtIX8azkdtq3 zzGdmHa|jaDNqAQ`+Uh#&R~3Wp1 zRO1r)@q_j1Q)AS^4nlO3rjM#EK=D?(R4{O+!SJUhL_t z1kIN-CtGDxKA3h?lFM`x$=Qkk23m5LCO6*pg>Ke4Eh z?6E15O)nolL_3ON@Ft7}RUCt3h12*9r;GYgd&Ho!s_+X}F}n$jCi1?fjDpz9-|dOu z_cMFrnf&;sdv->{%Cxv-Z3`6>(gl$-s9W8M#L8S{CDBzAyGq##v>Sh_A7;E!o-dFY zLlUB-1)_`z!jW$o=?-)Z3077M2KLKTQaC`R(OQr5GCgn8nDHjMo_IA}#~I6>H)4Mm z($o9uizXcRw3j_{xc>y?(ao6?i}Im4<|9mw3rOQ)3iMNFlOUOd|1=G^f4ZhyL=X;F z(x3ssMyx86^rStvxV4!=p>7U{-!H`nYdRcmE}+%ZNODw3;VE@XSrwV7-J-D3gZ9A| zOjG0eOwU)N%f{Q5XzCg1Y$lQlmQR)(Wo0wY?3OLx8M|8GLr`7`xP_^%EQ^q)v z*F5BcM9W$|QBv)#PFccIxw^MToaHMNTXpmrT(gI1xavkwm*=+7^Ds~fR1G#Fsop+- z`L+YOWWvl)#7vUuy>?xVAp;j2L626c_ zgkOEha7o6Ha)I+qgv_MHR16cvL>@uZAs1ZtG~Fcwc_i4&J6R>=l}G z1b|wZ5ue;eIV3^14m_4tK@$GGlJ@Op?iWxcNBZUmfuV1%bptWFu$9S&Cd73N!Aaab zam>m^Ut;Utx{mR(l9bGm)~d+HVOhzN;1ic~u8xI@{c@4#{LO9!BHi749@I}ab{0#b zo=V075LlFQGHX!~*KX8;SF^-98gxR1RHaRf%Nt<7eh7%fw0t~9C<=uN z?on$4^gMTbEU#^t$34R z!|6%GY=N6`*$Ac%Fma1olrEFJ=q`Mo8^33r8XrpSJGmgspAVo4fVlkPxh(v9g@;~$ zcfg}&P*vZ7S}Rn*i|2O-Qo1>my$UA2zr0`~lrHyO%~zK`e7{%0#P^3$F!3H--K|P= zr4uin|DzR6{1Ji;xEXQ8zz!|f!Du`*zGsO) zi--P)#`=G-2F+^N56xxAaje5`Su*#@C%2k>!j7EHkbQ^IA>M9vgS9s1dTs_I(J^3{ z*xR^~oiQVIq_V3=up(N|gMzRH=R>fSwd>K+d3f7uLBa^Wfe>k!TT`_6Z#p7CRq4f1mD5T< z#H3dXoC@PVBbs!h$BP(p}Bs~bw6;0sgJ_ss%87G?@$9C1ym2WrCn7jSnbd0AFE z$~FuyL9gKH=OK6D=(!{agaI!q{hu3$-{b@$qk!MmI!?&AY!nxTAx zgAl#a66Lf#!V_3?X_ey^oERZ^j`BQ}i-Qmi7N9B@l@pX>4J|73u?K6V!Vbuy{fjRV zehmBBAt8z!Y!m!C6eAUIt4&E6fS=IWaap#ZBxyp_PECYK&*`QfU4FyT1wp2iq`Nt$ zu|=$D3Wzei4{Zuf8yi>V^V_&j@1ptbm5|dLV(_%eiV-ap;Hup&l?61G?{+S2Ge=~g ze>B3kHem#Rcst8ipqYdcml{?HZzkT%?8G39AM%#^JqVp0a#6SajqG|l_PcF9YLjX@ zYLoOEdk#Ck?mwt)P}$p>VaNA(rTBXLo3gvE?FhzK$_^a~0o(ITSCp>^RP?jvrb!FG z0bH0n9x|FRf4T-fxV?JMQ)YlTltMGWVLz?_Xx^gt456sHZejBFfVMQ)G2J@hgc$c? z!PxQ)-^8uCTEBanhl%cn2A>ofc9_jO3M&ja*bA4DJ|tk8!$_df$7hy@A&|kO#FQz= z=5@&YmWRpF)3xK37p0wG@7XvE_>k>{^*~gxip6PTlB?7|q_;jxnosH;8(iHcY&?8$ zV`;J07P5uNRJkWRyRws95*~+>*Tb8S(uN_3Wfjt@9Mj}d8d_7-BmUjwbNnU>-AG`7 zF?1kDXPKpS4#;W}R1}J{(C!AsQK({&wG2}IK6x5mNlf=Hw>)aP^OXV8E(rXNPL8~u zA$r3PW&mY01|D!Du$=LZEx}@afUb@6z1DHa_~P!x^*a3q5Nf`#Arg;nb^A$o99O!R zdXKjKt*NQ(l?{#cR9h+$!NvP?hQmJkLm8fAxPfQ;v_2T=!w1Pb+qZgn;rocS`gq)p zM$eM9ChG{jOq0QSnv--@Ethzeq>5_my>3-Sqc8RcoZB&E^@~ng<>wyZswa;w4Oh`m zHw-*Id9+WsitgGPuDbTF=X>4tVz0Yi9zsBE4dFPVNSYlYAICHDEx^O^41NGb9M7=V zpo#xsqOVWuS#F_2#Nh+(be>4YTakWmA{lGpfJzJfvDcdK3m^0gtI+26v4MSCLJdua zIF?rKG@FL|)Fo4d^1@2TIir^IlMWyLQn*}l`Am;Cb&8JRPwDcomxYd!q?-~KasT5HHw zM_?FaWzfY>2jwQ40jDl>5M1Ayu24%jf=lLJ7a@k68YBT+61I|P zS-t8oX3vqXw(%kU;8#2(S_rPrmavG{&f#Nk0FtR=LUWhFd-kmP8Q=u;YTZK_6M8!4 zZa$Xek*az5nHcDok4&~_|ZV42qz4pADg`v;3hoR4|4?|y=3jM&2C75)K*v)ZULw!7G zpZG_)^!FNYkvPwbw%+<_xc2Hu_6=URXQ=xRS_-?Rc)GXs!mi~ECn-M(;Qh2h$I$reIBP?s_UCIqg;mO+OwE*kWas13O{+Kw}jKMcAPK%Auo z@pGw=9m>`sX$l^^Cg+*Z)3R+;RAfP9(A``e+dhv+EfTXWx0e*5!Cck`-77HOiZz75 z>(YhprWnk`&!nkV&Xs<$7m>b^bF?@NLwnOAKS^fV4~w>GL5a6^_&x~5+RSP4T%nEA z#Ay}t#8gbyTJq|=U4I)F*@hZhnfx{eZ23lV2imn5jBtxYdspgENkCQha$(lh^k0s3 zfO&4Ai1a9vI$^FY@5;)vatERN&dnW%)JJUrHRBIVj>{@d#-`Hs4e{qq%)h&Z#{k;!YH3C9|*19 z+=cBGG{2Q^b}EP7ynEkr=tLhi$S&3##jS!-c1KoPFIDV82SJg4fbt-b_f8O(tn{b zCbyvxpZHq4n6J${7&2()_e8R4hlfdL;Pe$sxi`#ln=#b&2z8dD1)B)L$*q97Bj zO;>=a6*7p%7H4DVyE>pg3@{(k&+W%WUMfZwzv7e0-(^`Lzw5Xzr@Y@GLqEuO$$S0o zY8kxk3BS1}0ExGyLLc=LaIKlcSOPO^9-oLy;rBsO9E*WmXe31DOzz_V@dX(-$eZ?? zWiQ8&oLft1G~KJ)dzx<;UN*D&A~a2JYdXqdGO%dG&^iqg4rdJV@R!C_TDtNI&yeKn zecG4y@-`VYh?p>Rap%#w4j=;OU0J9B-EAm=o@*(cZzAArWGN%1vztYK+bXdgv8JcB zp?gY{5Bbe(#_c9#i=M@U*P4&MrK@SL!VYhUb8rfd22baHrnsG{AxB}4(>iYenR&Vi z0$ZzQNY7~$a0r9r2FVu|YU*4_>HC<4m9n2n3OY17U9|$RBI@M>_%9FWlNr9#s%#cL zed$O1y_2rBe&?Qh{DV}WC=L?$1MY}Etj+1_S$et#%Xl8krRE*~x^Bj9MZa8AZoqt; zg9>X;l$?R%i?<5%52unRg50WiF>~&5s)QQ7ZNnZ3ZVa|&K*i*X#Cx()6emDPKzlO2 zW(%ZuPpImUS<|5N^rjx7?zH(rROHJ)T$-Px63%PiAaCbHTwGm6a&NZ+g(X^TfiT9DnwsrHR3%vzVcsn5B@MmlJ-={d>DphQ42>4=L3)Xa7jA1}AqD(tQ_=pN+U4 zhy4{}(wok^Gk?@osIo5%=Sva*iQ%R(a5qSGP8q~js7tS!+Um`UwyLMUc7ku+lA&OW z)p*n{!AqF&!5bhw;Rs^!yzbe)-CB>6&9q*zxf8~fz1$TUD%?6mwq9{A*p&3>vMEH* zc0d?M^oc3_=Vrd(4^aJ=Zazn)Px3NUzerJ>T`S6gZF0eaWy7n2dY#Rw{d5}YOTsnB zj#weYbT1*@+tVk4Ro&woiJKXiDI#5c?iLHkUk#qg@f(g*nXacjDaZcOD66G;P&Vo0 ztR{vLZTZ>`kGx-geO{D;1q!G9!+x+@KMy9g=RE6*-AP!JUVMVMnJh4P*Azb%1-Wer zo7An*;gaFDyBZmZh-Ny?yAVZLNkN>MT~_nsy7cUWG#6Gt z!VTg(T6jft_0}vc>dJqvItwr0I<&>=kQVLaxm`k$(WWgdN4Q1bTTbmWDWL+>1w)y*kT?1@@o=UnVSzE|fWtyJR#O7#Ql;7>!oj2>rUYqqB z_Vsme0>qfGWZ)S&uD*jIymt$YF>obsWAES{ z|AKOML+jV%w7Vr1ssV-@Z{54nxCCzYm}5QCy~oT$Hy}YQ{zck5pdk?dbPc@k<wF^Hm|@g931y(=JGEF_N4teqQ?mm5ozOS>QtIT zO9Ww;Qd<&CoUt{P98aARh&xeTJ&~xP>8{4WCHzQ(zI`1zP>;w+7C=`h+Sio>y%^&G z*FZS0wostgP=HMDlPA62Jg}673`b~8hIVRR5vIdT`8B;R6^JL0vaKCcfCbNZ#+^SV z_``x?7t%hKWyLVjaK^YjyouM*>@6EwFNhga3` z*k+pqKcd^u9!b*SHqt);9yg9Jypl0gDmlYg&a^KCBA91Yar=8TPr@(Y7|g12!Sduu zGO_j!==je4)hb5ApuAeC_>-xoJ=N8>n@2n}GAnjZvi|$tkx@LnnCF+E^M<-K;nMPW zYf5_Vv=lBOrV$X*Q2_SuBcX8wY;!?^A47M!t1nw{d9xV~ZzP>H)axfRxvAH0f2kVM z=*W<5=Hm)x&>%q2YxT)F8YJOF z2NiO&a7#|(54j#a?;i1Z_r4&#aUBvP`hG_iMnx8UialXQI|*UBh4`1-R$bC)if+@v zj1o630;E!BdkA)dx+kAjb9i6iVBQP+NyI1^e%pS3a=Gm2dazxWz#!`kGW2)q5bke7 zfZ!x}w5J5Qc3LM_$i$HfR{m*jKDv1`zeMCIV+qRGbyS#Ha{(vkzSKAsYP8+#HajD3 z>8{l8-LcsRR0F+WyFi0c2T8-SXn^hVsl3uz7y`sXhedIvP#N5_rzq*rcv{c2nKD5& z$KYcK9*s?Iwsr2gE7{x5uIC@_M!SoHdD|2A_Asx*K3(c!p5vG-+{DHPRJF6DI;raSN{uVXLt73J>r zN8NR6ZslMp2EwxAuhe{3mJ0&dCnW2I*@I;md{q+Z?VPGrBLH09t4EjV$w`FDv&-U+_=oKds77- zY}CpFQc(BpBzKEDSl;b80J_FF-jPZmCq_u<;VwG3A-ANiW{d|YptS|^;dvo#)yq9y z&|(O3T2ytRcG4pLC<>ef{gCf(BmByD&Hg73sRFZ#HQtmpxc_4)-G` zvO2sP-sTe#dB`c{; zExEFbo_hNP61V!sd33p7eJc~)y-)pgFQ59iUokQ>i42S(opv{;{m^^MeiUY(6csfDI}oYcJb-=Fw^;9nMxc0VeE0a?7WSFe|~p^ z8pJ7DWOf$daC&>rQ6J?a-hW+4hwai(VQ&t9>Hy~%tsdb+~Z&LCAAWO?2Gbu~4I zckOGbN~PD>PF=w+Iyl}qQ!qrbxN*I-BM_OtPw5Z!)La z)5*+%Gk?G==9h9*O{cmC8%Q5VESSoJbk zI4e|voVAcoeYoCDi!Qn$C4#$kWoCM+AeH(Er1xqQ;Nh#en}wDB*J*C0WHtEm(85@> zd>KMX20WLGPP&f3Mac=lZ7Cwu`;bso6)N93MT$R5hQNjKyHDgPKp`$1w>9cUFK2}0 zt9DC{%3Gxx+Ki&S3g>_bCTXucww;w?I2(dXHoG!w_z>6+wDSmiB|8$;YvVSO2$drX zbg-n7QY~F0SY_s_m*7-j;VJf{7L{>=Aj6B%gfu$7G$4sYylJvF<^ZZccLEpf{VeC-S5ASItwxhZ$}s* zw5io~8<VBjLD}k#m8!cHh90RZw^`Uv8|UlO2iqz~j|~0NPVB*LR+8>qL%I|1 ze!$W`r(Yq*-&y<5eb!BW?g|0eLx&dgDEFq1{m|dKZ)@V%IM=P+wa2Q0OU_9hHLrEJ ziQS#DZ|R0MBE({2e0`WL$A$SI69X^YH7-?-J*?%ms1z-R7CCek3V;9Ge>~N?9-4cv z=Jt~Xh|*qEN;_w@e_yRuuHU(*VmUyvXoE#F?HQqX9&+qmxcZYlWx0US=G9@|w}1jv&lcXNk8 z#Z0t{{i@`5M54J%H|yD6Zr1O~rYUoEE1(Kxhyi;W4lR1c8z>H(WMjrCVT5G^XMBgF zLH5NRy!XeleS^=fy>)Nr_W{MPbNx@yV}|C($@zEizJG0u^zT7l4K&KyIstFW`5c2f zH!Z&y58=$!$BWXDFgQLrg%o>5D*apj;%XtdapP}E{u~}0!94@JwsPa9mLdxQF{0tg zYe~snEl|^zhqRO6t=s;z(BKCXeBo^8$u*bGWCnxFkJjGPCDO?6LC+mY ztv)AfN>YpD#}#(jJ(KNe(n}Lw?CscHl|j+T=D;Mww3T*TACo*LZB}&L){nV;Hm-o` z2GyI#@bw93`}Jv91qQFWWTM@?r2m#a5ffBvdW@jl*QX4#6;}1Ew=~^yO~6eIX<%jC zzO9HXWM$V@m2d54DQIhaO`ot_>eC1K`gTAUb}iBw2z50_Wv0KBzVIM3=aT-|q}$e^ zB>?ieF69nJ;lLBv!Sn4W(*krd&qXCX}km!)pN8zE9}h?S|gd5eGBcMc2IKIs1Bki)1i@kW4cV1@sI9*UAMz zgmAV3N{ESF^K$CaQ377nJes+kmzCrzWmcg_l+;~v5_c>aCE8(OlnmhEN68=5mxM(N z2*Ec>RN9=yo!lm>4~tZ+84HzE{ug>GQ#hhl^`Z(kO1ls3I$RZk(2;8v7Q?_ z`%WF1{qC<)p?v$q+143h-5ZDm>yXJX;ey~sJNdH5TlX2tlg0+Mt89s3Mft)}=NmU` zyZvbJ_BICbr#5t!$vMT12+OpC9St6v&~_4W3R@L&{Ii_pwwjU_hwGO-crLvOP=y-m z%-{?l_EwP*T$GXp4h)%a_(|ekuZB^epTxR#nm3f^X5sBaQdp~yzRSgry7oThI5nOn zzR|&KCL|Vdmf*|tqFm-SYkl==NnJY;^46JU&^O@njU<=tv5$!O6$3JI5}m@Ja?7Rw z$z$0WpdJXtgh^NFHaNK7Jli#J_{--TF5F|rnbnrMBvnIq>xJMyo<`dEUR13A;Jh=(w3fct96<=!}5!~SP&yIW8gt|@ZPsT4QNr_7>;+^ zz;NS^zursk2UkjQ0^}VGfsDr~Le*KB-bK0B7vp+ijV~pogiC2fY#o2c7&*OPc0-N2{8@Wi3Ll)nl;E@-ND#?Va#hlQWstfd zIs-&HzjnO$OKg%C&qZ>w(ko$1JnEB~wo4A6F|??37rm0Y-PLX$)ui3n ztPMRYS}zGVfI5o$$G_3PJ(vALLw=81fq%b9Fm|2_i}0iauKo+War59!~zarN+-QW+c~@52Zd>ffu~5; zl?_L&EB=gFp=RH!^*ii=3G3HOt!-#IHX4L{xmrh2{cdCh_o;Cg_V3nSo_*Ve^B1^m zv_J+66l4Yh8ODH9w6M>Bhk(;&j;m5edl$`fBt=gqky2o`Fz8^E5|0J3lxFt}&vR6m z@8i{Lt6A3@E%c&3A#}brpMf>R+W&mm!DjpQTE4((@KPGd!``TJFr;z%b7asJw%IF+ zb-iWTZwcAgp2H0EiZJqCrrThFhElt(nqHN#*HB-Z|1+qg>TuxYbkCh2LRDb&wn!&z zwSvaUm2eM}7p43dAnScH&8^`S0x^D>4c2xr3PEwyz_X#6d2pixchHdKh{geTuoc#N z1uCsud2|$h50uVr?fdFBi5(o5e`SSB>SqJ!C0oVLObZ4{B#Dye5c78cyKqTP(tu+& z^9S3h&|a)ZTsbouB3yxe(prrq$rqeDwd^U^B-)F`n)14D_iX0V}V49HPr z2$AF(g_@xd<@R7>=3vQ@Lf(ibg&?_%)Ea~oHUe6$;H8h_)hGzKq00n^4FmqQSi6_w>)w^qV5pVt zRCqSfsqWHG@MJGP0Zr{kRQuCP)t=Y3BJzS3FiPDq%QRO0j;r9z>EzHrLF3q`(;|{1KzdU{IefV^C?+&lU{i+9^|T^Zvc9 z-S)+Odlz5X4LR+KN#0lmWVKj5HWg*HMjMxhV3C_+5xlCQH78uNzC>$_6(D_{&$Z6F zS;wvqKno>zsagXzeqmc9x8MDX&EL??T9~41>U$##cu1i;I91yjY|)w9mmjrPb(U6J z5w&3rx75v7QYNED7ZPT*aVe>*W3I5^J~36u3aa#o3+U@vc&$Kx7i?3Imdur10usPx z6ls&82aPa9rv=Z)ZrbRkXP2Lta)M`(3(&jdT=ij`TO{TdJ!3*b^SCzoIUm%d;fyd* zu6nFsqt#HcEAF~wJKSti(Z=E;;c>TU0Kh+BH*WBY(`f*YdEc1yji+((a9A)+43Hn_ zF_Hi)(7s4jXO7`IVZ*cP;VXw3n`E3D1j{kyyD-!{-oGRQ+)IexkTzi?$PLbtwJx9-?@OAEhk@Z0U8FDh6)ypbhvtcVnCb@`|-OMvWd zYqe46?lCHI*ew+5#OTu$IHZ z7w)f`09aY%ZacAW-~jP^bu!w)xDEpCN=ebXZi}qgsD#MWK!fGhWRAIlxqVKgNk^#a zVhPH=76G_kDN_p~1{Zd*Oku^I`{UcVC>sw8%3;gLZaf*vz; zLWUhaMRISUzNwu#y&GkR@G?v-g{Haa4kan+7MB)@6MpN&ILK_aH@K% z5;QHV3Vw#?>$=uX7VMgybeA^lH+$Kzr(gZk4^DkqV@`MxP#+w+I5VZS1aeZ5mC($~kf1az zNjbai9C-}qS#BkaRJO~D+DR)e4R)__k_-;(a)H(qsORoE(!OkC_TxydW~V_x!~*E3tm> z-d0qfB*$%*7s5~Y$sYG2tx_o*jwkvSQoslSM+(n_e;1`={4iEfE%&2lLFA;vYs5omv=;J) z(&Cju=ki^K-5`2bTU(9`h9$+Ow;x+S47YvQ&^mGeWh%$y zl9M?`Owz7I#ILn3AEbF;Gtk{n)t-`8MBQsSHEw+rLlSeSs9zQc9)Y3C(UVL1p$~Cb z=O(kN_7A!q2F~I#3+;5-#$p&qVK9=xutSZ_eszQ|LLZ}*z{Mz+4qoTBExT5XDCh;( zt-E@?btzu(eA^=#)}Uom2%zn6fk4-G)7#F9jdF9Q`<{J=r9U`ZVZ9E2+5pjJ8#G~I z+X7{2JgQF?o}>>47p?2R39`g!_y+u@fWV=rU2v}ZX2PANi;|@s%i&NtBVUMdS?GH| z+1Y2h!f*ypdhy4Xe|Z0Izr6m#k5`|2Yxk|6dUrKkpg`k&@9E#G2N3jTD`m(a}@WmU5?NiDrKY?ONgB77g z-y;ckPYm}Wq|Cx$?a;6XIRm4c(3nf02fz_Hy(T=fatH=RCuOgvt2NW$Z!$V*bgJgE z{iSWmha7^IpCnTtnKj&QL!gJHtYhNnl}t@>yd_*0fG|9Y{R5*i} z8U9SqDeUTIM9R!+NF%hV_H5YhGnBT63yzr5WFoPjnLKOcT>H@odwxLuc1HZXvAb~e zF<%jBnu05YaBgH$UCMAj;8FORL)HYdUDYh=U}-5S_ToFiV(LZv*&U9SkXcXKX%kyy zCZqDe@&>z(*qjVAAUD?Pn_~~ZW|r`cDk4AG*%kyDj)6D&`RYTXf5)B&$2;wr*MW3b z+N-5<3_Zo@zxX?(8md?(jj?hWl6<<>i~at9oWBS6na|6GJvJO?sHASL71;{`8-+il zDy6J{0;S)tu%P_Vz>a%rS9C%#_DwS<0wPoFsuLtsN6>_zAG7czr82GC#*AKb>`}zb zEgpUkxSBt)S4_Utph8a)F)(=WQ+20WEoELgwqa1>Xjo2Q1o_;ZxhlhUdk7Gmmkd?a zTY^zflg~j$Mj&b5z{+oGIK8HZENPGTAwk;N2d`z@NmM5HbOM_LW=jw!9Eoyl)$8e{ zbJ5J}P&Jkl5p^5uN008`C4Z(Trf{gnPAFuT`hO74!iqh@7 zXK)+@LfX`+DXCZhK+WQP}sP#8PhdLV$& z7g^5$QW!fiAW%C(s%d@)tq6Y*hcN>?ZN|+usNL>b#h7hLpi&po`#Z&i5_!)LTD6VZ zu#Rfb@go?uYZQ*!;DfdwXQuJ{ZRfVKeOYTWK+e85V-c1N4`H>u%Fjrq^gj)N=@7#=txg=PceZ zlZY)nTqp7{`5ElJ#jiFRh_B%O!r3i=H3O0-M+gA3w;^*MlmGEQ9^64`1XM6d)&HZV zQzl<`QT)JomN*&kg>N_Ok+c_60s8F~fdX2soR zJ#uhfA%ZI`jHYleF2vg)j*%eCnJt*4OQ+}ujA`3(iFjmNLBSxS6H+^7@>Ye0zM%Et zy(C!L-(fzqwyX?}27JhgU*N@Dx-xcZI&%v=^UQSPM*l?fJ3O<(i_oxbQ47{);TgNH zTtM%Kq6F-fn=kA0Zg8%U4$c@d@&L?KQvk%4%^AE=mzE|~a-oXILgQ8BKTL)XG=jD^ zF3F~*o4p5?5?TpDNJv<#)Ae+h$YpKC{i+R}372<}uj{MBc_2{!#-wpf0K=>qMXk_& zm~6nwhe4_S$ZahG9O@m=_d89A77+e zzXySj`{z`DM7RFB7h$K%3oWOhk`?*?UiMZD@AqHSJy%eU+ALPYG6H@)H~ z{!%WV(?wq)o0O#d?-}0VxLz$_d2!R2ufmhB$d=&;f~{1i2gY|gz%Ah0f44riFKp0n z*qn)O*wD|S8}tjaif+s=**MyD*u(F2iw?hB+tu6m^v;vN!L+ZRG@6(p-G>Ye5M<~NFP6vuD6klR#f0P27C4>rqLchY4ej5E9lDR3p>qf`*!{!ckCb7+K6MR&Z640 zXEE)9lkZ|0?eT$a!gp)M)n6{&)3JDOkpATdZH&L%P5J3)dH<%{ zf72G$8GLou;lnKCEgx%W9KM$}nK^kcUtS$b-1>|?1Bx8m6Xza#eI>EIjl^6QpF*mX z3C#)}vZh0*|M#3N22VABdbl-{xUIRX;70n7f0#T&44@agl*B%+2WG#z=D`4a0$G!O zY32(q$Qok_CyuK|sz%CqxX*RS9nxYR2gG)5=Q!n9Ag2?B3RIvCwF{uLxVa;h!J9SW zIy3o1o#+S-tUvrXBtan7RMuOsq0u2+e=3;(r9ST1m%WO01TM+~_3C&ZmPw=Vl0RZu5tvJtNZ5lyChoi&err z%CRkG8hhk9FveSB#c3K2h+F;KR0&~(Zj)*5=Hn4?SeN+-?tDp_|8p~6gmfUu%H|ME z=m#(@KOH0r28h}(uNi;bbehMjN%7D1icu1h0%iL>*K4jp=(zUzzbR!RJf7n-?eI9v z%X_e&RVZ8UB%!BQMt(jz4S!)fZriXA0A>O1! zGk~O%4kwt|J+r9FaFQ_CQ%xU7kA7;Zw779Ue)6(eIsix+6WVyy>4W`013ieL z?n&-fY=mIT-Omh0DMfe{E{2dJHn)UNH?0v#867M4tGAqFx?MigE2_}TY`IKlK;k>O zryy@^a1MN{N929QX6ts%jnp;2YF%$hfYE+6dMlJHOqmF$*jF#Ma5Ckmoabcgp!Y$t zp#;#n3)7Jt0-gz@Lgb54Pgr8*OC+#XaUhsK@Sth1a3o8rNr0qMF0h@BVBp*V?!pr% zH763lSKKn}KY4P&2<;*Q$mPUMqx)d=q+qIhZa|J?^w+gJOtKqn{@4MV`KR$17Q+8g zu~B!)X{c{o3%YEtQc#?ExgUyzO)~|B=cdO^Q zrsx#|Fwgwtw#pIbb%CFSL%{<N2-pA97!fv zA5XnBTUUmjmo@mjSl3~eCB4Z%BN^~=bNemP7E*p%SGm(}FaPiVOVSbIKAbIa#r5SP z%F-jO)^+b~_~-z%cKi9hv=AGXi#Ot$DC;w5_p?+gv09m~X&SM{&JyHFc(XwiU?5Am zV>f`zWdiV@q^w-*PSz|&=hNZr z-l9xrDIN%N8Nu01!FiIKKL3OK^ZvDse&3sFVopvP!JgefHMet+2}CoVSSj^ue6a9B zh%Ow>tXJ9*&J^=Oi>XD}R@0hKI~I!k;hQG_OSGf=3a2_~gjwL#bP z^JlYb*&V)VlH$t6HuY=;Y#*5=OSy?D_@O;+(dOl~-Dp|Hq;m-pWefzoI%k8IX zN{>fAuEYNDSjRZVZ|@^3?BXSxxs1<)G{G$aSya+rh(4(e*4Y zpexeZQ6?ylyWUOu=Mi9@GqQ5PGI!GE)N zi+mk2r`};MWM1k~v`0B7Fz}z--1|IZ=w_-l?VGo=oyJ>I>(QA)(mEWiKk+jz*3Ya} zaPPU?)xsmZ%@nh9H(`m^4;A*WD1imeA1V7GvJ98$m?@B=WJV?MknEO8Q3`Txrb{xQ zNan9%mJ?<>S?zQcv*@GbZ^Nf^cTqvpU8Kn^IOAzZc$_%xpNNIGP61qY6Xol^2qIfD zS&X1u=;KE+d6Jz`QROC$ISRPr_FlL_G54_#k&bxkC5y%I&|D#*DD|UJCVS;YI0V7< zE$CydoN~M@Sb(!^DKA7SX)^#oK)=6TY~0xqhC>vUuaKEKFY}BXJRwDpF3*^t2lKtR z(t*w=*9R#bJ2lfIChH)_KxekLhJE2jtxJy(NAlNo>IZGn3Xb?A~!;qSv<8mlR2& z|M_i-$uw)P2U8S|=1pFfP9Tx+0H+^0FzumZJ2}&=tlVBl_0$A9JK|Pz_;1INbg7+T zHr<{}-fhD9gn)<>D2`SrWDsb?LgC>!Vct?=oX^#ohx+0Y{_> zMUj-l*=?oFyIwf!1ah1v-m-+6C6YLi1pG8|U|B1tUl<)-YfFa}=t{Pp0wKyIlGv=> zfKDd?7Y%c!3Xc8>hzR67VNTq|DPPo2$F^UU$Y-8uv1B*4HGkNmAE?(8y8DXMeSe#* z^F~QfeflO;c&)^|S8fayXP|_xO(lBe|GHnDYCrXOD~HN$XjD`U+@i1&GU}{R?H;43 zz+I$iS6T&auOJz{_A=3)PB(E@Q(6AaWYx6wQ_?Pk0>-xl}Nx2I*FlgUpZ~7z1FGL^4PYT!c$^>rm3VIoAz77pUg~N`{)i)>gY;$vecsF z(Q_!91h4S+^-v2NfMq~O^;(>~K$#b4vOkq~Dd}Zm_6cuxT3PI=+k92r-?6+D*OZ7I zH|6J~4p^uD;D5G14$%fg&zwkD_%<m$zQrKTOyst(-tShKofN^YZFdeZv)ZgNVseA1Q zch5gmIz7URT9z{!_oLpH5(R-qB63s2=J12moAtYoTr8aL$YPSnJC0m9%n_?K;+z~W( zHd%mC*t#8Ft;ZdHKMMr`esFoO$cSOHsVUN)T9@H5ev>0Oh~PYE0%4?1K)$Ss1A|so zqP0)n3f~n!Ogb+R+9~&jpjGSd@S$lH_-P;0zRfgnQ??r1a+J~igZ{a$uv=UV*zZE6Co}KI-%>b={Q@ z0x8*t&ZW^|lrh@0yV8E`1dbMMnkEmn8v5VM7IK9L8ikAi4jHy&FtBpC3=OGfeVFeLF z(&EGFzYM0KamsOVE6+qCOvCk*#Zg#wa*Ts&6t-g{^nH9BDKHIDYYwFXR%?>)YriA} zzZA0v^TEhjm1M%qQdZ5>{XQe1ix3`HC7iwGXr4n3bMkp4h391@POnh*Rqj!#cB*(Q zJx1)oh~Tuk5!m^vtTQ_+LO8fR62lR*ssVY>-zh90BH`a(!rS9#JZ1*ETuk-VzMAjc z&y9vxI_xnNo)6kzSVq8JY@|o>j!9CB=oI!SPXce0mr32D2+r#^C6ExLO9g*Xz84{+2P zA=@els9pYQ^yHm%!A&?f-ju}HsJLW7+G)O?v-!yL&-LRbgh*HktmLCWM zi_e*HgkE2u2ZSJT4A_=@L!e8qsl;KS#!%Fd++fAt5&MupsD}l#Nit-_az;C zT$qrtrWdqy1KtRRdJBfSH5bw3w!p0I=eakujtgvZd74~yMsSKxgWP;KOhZl7HvVm)wpc@HQ(qCI-8kE$mdK4_N93AuyM^%ov+ft%-+h33pK z@<+Up1jDfx1GqN~m463lj<*zSjK0!>5ub-42hn1$yy%K6dQSA6bM%h?vMNWS6-zI) z_F8;T_*Of#u=I{h(i^>Ig#7+SOK9@H&~21WQh+jja!b1C-FWNoI6g3Ua)h!Y@LuP{ zQ+M;nt##5&;I%xES&Yl4qo|zkkU1hK!gILsTXF-!*U7D?o$^&Mf}`HSp(1$a&?!bt zoLo*deSoveLLEm7ibvld>bH+pGi-i3pTd!Z+57yP3nAp?KD81z9Ts33Ch=yqHM2X( z<6Hd>v%N(Gs4|tFO>0(c%S9+tK`4PDUc5qfz)7^bmA*L;`tqjA#N_d*&(u8=6nGBt zIIGo=-ex%QvDz)p1=WS+d{yamy&^DBV|Z1%(yEH80~2x_bl4Gt;c=@xYwKD;0oJ^V zP_^NRC=FtATDg0YyB9*1`vw;9*q$;^c|z=vsNAY9u}?5oFHk2P`~hX&BSzsfloDbd zsDNx2(hAT$fsjt8kpHxc^Ne-1=SeYV=)6+T7m<=`t#Wh8AuZCoFlinCjpn2~1tU)^ z6qfU#T3IA*DZ&MmL}L&bn`KcqKk#RqfQ_1 zfT==#3>Z+p{utr9$f%{~!)A?SYZ!G+$2LzfLopkb7K$gu{Ls!@mOEoCgXuKcJe5YB zRz=W@)Ry?!J|Df+&kyK1d)j&AF%L3B)5!vpv@i3Bt11&G8+su}H_=LmrPzW?w|g2* z9oHb3_V?k(<>yQtzEK~1b5T~UNc+)Zed7xlT280mc;af~XQ2r?T&&_@3adajBQWN- z*=!B2b5?praRn+`(?-*xJD065YmMqN0!z#4rkuieFb%JyugIgc-R)$RRrN51qU*xr zG10;`oMO7wa4l-?W}b<|eTC$(=6qJQslXSi!DVvMywQ(GFa5^{U{br=IpI!jNfRqM zze_CnxPxl%QE*oyt+i7Cg7mE#Rqu7p=`xguNyqVf&payD=$)3ENIk8vam} zL{FR4(nrwkuI8(%PuB>EgVCx-j!W*o!*Ss;mW0S?Y2!x0&5f;F> zivTqm6Wq3zq(7<#n&x~yA{f=CNcp1wK0xgfJ<*?FLr9O%l$(^of*~GbmKD={O{Fb1 zHF4%v3|+Da4J#tT=&Q60xE++J0JB7T$}+EoD0-=At_tmd7dt<$aX_#Q!qfKjc-IYDv~2#SbBG!uz)B7DIs~x~DUmdg=Z@ z^hJRXNTo-?H^gb3BgaRE6gx9p&>o-TnTPr+}Cv-%}FLd!v3wuXHYAE4G)E~rL9+}UVusI?102C z*ouV#xoo2+t*0-?SI?fgS3XtP1PF2c{ligBHlBIl;YbQ;Ipy4GH7u5DS@4R;FjI~P3+|0j}vOtdS zO{%J2xPvq#{kC0a2!)58!NYuEu9@r~T)Z4jl-Z4ymCJXL<|{8IFu8kHPLrl0MCI-g zv_@%22$a8NebXtj6tlFBj?wNdfueD`?qjLTBfHiE-}L~Fe||p!aS3QFg$LAdrcs~!zj*nA+8t`oRYHa0;}T=xMl!+ z@L##!fAC-3e_h_w-Xm{M?D>#R6{*XK73cH(D34h!EkkIoJzz))`J_Wn3wXNSu@=vb zj5bws-4C}HqRg&l*X`6)Yj_i@o21D8CTS=FXwZCI#8{wTgSjkq2eI5po$x55EG5#3 z`_J71Zdb78>&-f|a-{GKjnYD*(C#8%uK@MgyItWnbK9=>__joy3a$^LKuR?=lv@=u z-HhMW*4N6rtA-DM6k;6r4(yIhy_+KjHPo5&jzkYR2!9{K9kic(#c~&>u!}|I83$4y%zq!DLX+*($Cga1`Zr{As zkaWu%BuCzvZQ>rpCtM2&dx+J)gO`D1!CO7((WxKQ%%*SK>XMDsu8))8cc;8al!yBx zY>&}&T~%&4ur(x$T+Z-;{zsn-e?-Nj9za3%=Rsgl{M=)BjrW{MMtFq?2C+4iC9($uL-cnPjrqy~mVd3n0Dp&%{OpV ztUSv=2CwL<2O7k4z)8H8w?~*dkIwZ7#26Inu3OwhlrUHetJgRd=RS!?yYh?P4zhxO z;c~Gcy7|JQ#&P-Mf5nC&rz)F@{akkXIC^4Ne4$38pjW>z9WKg+3m)My*JT{r6PZ)E}#kQ7|wJMx_cgfUa4+OvtlQuammnFnoJeYHkGKJ;`Pe{Pashyn8kZ!MZxj*pm}h#rEow zJ11V_N0ggY4?@^wfdG=WJylS;F>#W(+7>BMjg-cX6iPQRjpsU5%OR*V{@L@Thl;?_ zveNwbq2$o;#3S_>nZkV%ldBs-i+NJqtP`RBv_6<~rWU$#8r$@FZE-M0I41wF@SFC5 z>SIjNR^Zv7aCL`&jr#SJ8+yPSZX^bAwn5SmJ~UC>mZfK;EnM~=VV(p_B<#nu;wM6k zC5Z9oSL&7#q^VF+$3~Xud%=&^_7!vjxmtog-E@y@cRi_vg6NBO($d0x~_R7yfi0*$CwWuuDes+-YN!PLdpe@I-L~ z8kban;wx0}#c#o03Nw5h(gzeZC0i2tGiI-*9*9`-GSqHS4{_bufWbE~ztI=8t_l`m zK13P9XIgwARjP4~TFWwD8@pYc+9TWpUya@RCNF!L08 z-)6-9Oq|k8;ZGPG19o<1XNKyb5>j~IVR!vBN=w%qjBoyHg> ziHGKlq`#=|qPD02wR)*A@24SrxHY1Xo|s^&yV{&U0qBz{4Woa%+4qG zCp^9Q?=dH9tDWvK+h@#u+sl}{I)eAc_5mnPR!*_;+J$WCZ4qy>+^L6HXXSLA*$&@z z?yc$B$t}YpM)(#)iLS+k&*rN43=wGIT1!O0A>Q?oi}4Jm#{6^5m)^dt1Pr9;y-$ExwWk-&xfO4Jy~I|L6ZS!u;e; zlL<&|OVa2{C~<#{b@=E6Ml3H{Yw*^@#=-5>l{;gBq`TI%a3=l= zjs*zG(Kitng`uR~H|6TkT0YoK^BA^Xk#9oPEB`)_B@;c-Th*E*3crq^oppg!Ism3i z(H>xG(tF~Jt_(1=Zg zwu2LWT%^>?I6x*SN6SABvp}8*rM{3`T^{09&9|MASivq30lmKSe;=YxXg}9eUWM1i zXRUQ%i*=&GG)oNSjiMKaFi4LTAQ0c3OT8__!SNnB|29>=2u!dWY3o+?&PXFzxg02&=NM6eO5?Ak|lgt4LJRNe1AdAO38sntL$+jOgOAV zu79Ty?m0FUYze>1;xtA7po$Chln?-;ZZ#<^Sv!{KXpOo%WhE}bd=oAeaI*{jW7_RR z+o16YkhtHUKifJu(zmhSKK$toVW$+VXA@(Po&^6{Kf?nSx%>~@r@IdZ$n z@`;;SDr5>=kF{*{fb;j7t*AfBm`t6{w$lZW6PNa?4Aw3nl4#t?=31_0Fk@=gjJGTP z@%R6DIrWybIA{Lx_y6T9z~n>|S^~4{=!yqMSVGC+F>jGBii2ZfKrlnOL|%7wwp;pv zO=iDAyYBn4nRx#P^$Q#v0_p2Ta7pPK-yN)Z|Jq6bwU){mG`4~$UZWDC_EJ6*q9DTG zP@yL}Bp%1@DMf8(CPaVE%GS@vzL>1Nkcx1r<(+}~%Nc(gk^RWADPXYC(q{?WpwKnwFXAO`!)SS=?3(2xUUnwmTGR+p(;@XgdMe*psUhtSJw7d3 z#+VU1#SMwJ)$Pxk-ze0elWD?>q<>ub-$SySlu_8Zpe=ZubY6=t(W;MrDfs$~85~(1 zn3XkM$ApcTp{X;mZl&CsFBut?7?F;sP#~ya8@*(bt-ajm5*pl5mcO;RD2t1ho2uA5i1>S6uh8=*ZIuY??`(WpFycxDFX(+ha@S)z964P;5ng{84^B3 z0hGWj^O=KFhX$IiDxP9uxp@?OLv$@iq&Ek_67cJ0J2k%5?L*E5sB$N5BTgi14yIG^@NH(ge zCb-+TAuJ7N7VCrf0=BYyfc3z!h}@A_dyvjMZD8WABVc(nb8D-I?gL|5Y}V5+vg1k> z7vKy}3Mm=uPAD)`*i!C1I@Rus+-i}A_0j$~1fzVsR`y!+RNJ~r)>X`c-@8o^px3E? zS}R(b9%em+H`2Q+v)a%*3GvD`s21f+!e@PRBTgx@DS%$k$e|#&=o)D&eXNo0^WxIH zCaO(=1%$H;X`vkWaio~94U05l`%CEbwh3G9BiFL~p)?n7xs};F5`nVK# zJB8$a-S6lL77oRz(vX&{*r6;Xwhz@YR4ZozZG-rgAwM8E0e}qXrMXmLwqhL*HI9Xw zD$kIAsC;phi5}6%MQBmlvBd&t8y2UWIq3w^36fP zyQj6jl6T(r2~9)JpNfRK<3cdQKsA8P{o8^uQR7-g$(Z(_1tjn3jyt*8#DHk60H1gT zAgNJ0`>@s9Uz#e>DfH%+ppi>WI`?(CEqb2~OF%W1Ub=n!C`U@y?ZvM-4`A+uP^c<}`q8Wk zu(8{LJMerwPsXc%!Rm`yA>fHO_VMVme0+fAX?H7qZBao{R0%5q3&7B$AtubgD9dH7 z7N3etI%-K}>xA(uEJ<2jfZp^DcId5?T6M;JQeB|VddkxXs_QY(Wls4@D?}yS1Z5Su z`$$<@r%m9gu$+N_4rlb=4}PSB?^Qy!+Av|DrH-!DRet|YGs0wlMLWzV0oSTlu0zDT2JWIw9QYj~VD|tF+*kP;d&w6;S6;g6Xo*La>e&mPNY+5CEd26*` zX4mGZH;u4y7Y}@kiCBSq1o@p&<=o|h8Qd1(ukFiAd3=}bA4}TvoYg9&k*~K_;+Tp0 z@b&d!6#c#`R->1KaC3_s&(E>1{mCb8yRP50ggtLuaz*hEW2w>5H~e63E2Ybb46o%j z6ASQY=85lmB`dvvm`LuFQ=7HFl|${+i4N{fj8?ceO>-e?MZjW!*I+(5D3q>}SdMo) z!FX|(?Uw;wyFvjLfK6F*X9Z*Gmvn&lSgb!;gPupZS;*Bhz{{jGDLnf=gF#{4;I|y$ zg>|!@Ym`I_aGDd>T^!9~h;_^1#b(w<5!lpj;zZL^zHW}BI1v`p5(;;;Inx|$E>0E? z@LnluYZ-P4sgGz~qF(tB+mz~(mY5R~2eJEySVF00*OcJL&=XO!==Ol;&*`=PU5hmL zs5{|49N@+7LwD-dvVZC&tJ&r5>mfD^^O%-NJ&2%O>n2>3!i_6H*1QzACE)^|2*X`U zL!3g-E|w;h#ApY)jK1Jju;r?opp2h%OG?E5OS(~(opO*Hu1Qvs5tx^y)n*-CKD(fX zw<-s@fEJ0;Vz}RPq0B>Td8SG_n7A!C7j$g^$%|bsz>8h6=Dqu?rL+@5^?$M+~#w3-Tav-ge*JRgkeTk7g{T%T3#ztYj|0^jL`p zPMH>Pk*V#A+j8?J1qF7^x^VG!ee%*ffb2_&wCqBav?^*vz>?I%`OoEM5-<3LSxBrv zFTNc^P27Kic0Awn%;;-F>C&|LOSuvDFDt_%7OVlJ!L3iv5KVO{(wZiD2%623Lg7L4 zgu8@M3h(-lH=4Pq)B%8qnrt5_;y7DR1(x@W0sgFx5!8a+_0_K<*sg4d)`3J%YL6Mt zB!9f~*rHV3P9pep>47&G^;SxuW2S#0gq$=}xmTFtY-)CFT z_S|J}TN%URS`*{a2N#1YP31CN$>`zewL7Udr6fv|#I;@^1HcEyL@q`Wi~)hDW(hh! z(hR&>&_0qEYEF}ot7Ks^0#fBU|MrK=vqN5-<|dsJ$S2+&1{>_cDI@w>E=+UtxFf z!`2)0E74WL^B2=HUoVUOPki+fOa0)dUhR4c8n3(F!K7&lQuM9+SU&B(D<#L^&NuzU z7C)AEuicM+=N8-Dh3WU?RKEZQ@W1~Kc;w>dch>SfN*No(dg)2~-M>Uju<~8|eYbDF zwNB#%9NX*m=eh#z4?Bytd&!O-`vXROc+9WeF$N6T9iFV%w8y-6#J_S+pN}qo{~VWv z{9_)wf%o@&_d5M1m*NxD+5a4CafNlb`Y*T!@6%bfUjF}!@T(5&XIOauIo9Cv85RK$ znE!IC@YDJ~%_8t5T>e))3O^=b&urF7@t!YF3 zt2F*dnnoS?UTfC>wx<>Qa*scbegyXoOiM=m1?Svo`Gf2hP`PdUbIfvC@UQ)XgHTR*OwdINQuwrA5u`z)>K^mAgLnq=;8ep&xhIteZ6tr%fijThJ4>np{BsarZ45n_Vtm4Kf( zv0zZXi>jZuhwC5Z24eYgDnjv4oMf2!UfbX!PdNR5Vcs=`iDaglyK0$(9gjUypIDsQ z_503=@=f=2)ZN~On`!5~-7l%W*)6HQIYLtXb)BYvgWDD;fQ#fphkg-6nEk@Ir9bK9 z93$Hfw*F|LC-cbn#Icb`h-4b$FzA?64~>`t)u+}9e`LhSu1VnC-Zpz)XeGPxN^Ta0 zU?SNEfIi{|eonf*9mlMN=uCzvmR$Jeq+1s$t?c?mrhtSO8cY!CZ zRa)jN%Pi4fYN45y<6409zI6esWioCnm8Y}0JLoc0-lwKDyX|%nDBrgTbnf4@JKN~F zPut16F-=6dGr`i6U|IY?yB^BQ+B(O?1UC{q3Mdz0$`L?_CRlsk8i}68xld>!TapV3 zf{f%*J{47#TKlZrP|~@~$;Z1Qum*rdU^GEo{4phCeBt=eNhl<aRR-sz_U#Al-U0Yk;0kLe2hM&sZp`L_k3Y8 z%9zH?iYrN`GB@1~LU)Bv_?Z$=^|PfYSRwd{wMG#3^NBaLd;%aXo}zR=<> z8MnA1oYX>TS{^B8`bb@PR7A48HVFWaUhAt9?NC;?K;%;NUFuC|C@@#}gy#39=qwoh zth8*qcqrJPm%e{>X)n=17`*`!3_}%k&rV^I#yTy_b>_hJEU6dFcXR(ekm9DlJc;T+ z%0QHuiDeg=9z;3xuy&I}mOUv{AD>A^3;oS)5hjDwQM$xf)6OLSsiXPJq+w(69xkIr&RylCLBfSz8lJ6$h5%y=ch?Q z5<>CBAiuFXR$Jr5)fT}%e1`PAMK82t`1U+|ad7OzC2Ts?@y6-tlBTJD97@lOp6R)P z<7|6wUu!eo!%;#;pkFt{)HYly6fs05rd@YC8O;WpP7rr;D)Em4(`dgvoeUstXeaO_%jBx!((hceGo z=h$OuD!kPilq4|btu%3o=q!|Ob|*h^_GBh}WlvhrxmL#C)9sWnWQ_2_+fED{YOA2U zJ68WE_uu03xr^ME`inBsx3(L4?sr?u1;8b7 zFOi}ZEl)#ZWmH;~@aU@`#wseP%G2xK?N=BRVcP!K_=#uUcdZQ&9EmoSVdXxWtA}4P zx!bHoB7WE)*D+Xwpu%$=&8Td9QJVbc7=imPBt8;Ri)LOpO2v3+0mG z%AwRzlO{{OQkKDwkmnom2Ft0nq)_o7hue&WI!t?b>P-9PO;Bi?fNij__@}Sgd@sTINRL6n*O(atve5)+(gWq z5&#nVFR3OpFNIYy$r^PJM?lSKR!!GSWljmF2Ajeu)}?SPcU*XAJ|_0=xckJQW1LA_ z(p2${lp)rKhLCPiP1KmSe1(!a*)4*j?Ey<+WhGZ^b&pns`7VVkIk+rk!hKQZtZ30S zO2rvzG?21t8)d9Q$2r~YHsGOuYpKA-=;ls=a?cQs~$(q|gG5J;s^A5ekj^&?DNEMR2`!hx?sU<2h-)i=F*A_owtwX)LvphwUn* zQwVNkze&1Wi`K$CD}=EaSISLc8%e+J=5}-((8|*7U$SC>x?aUeyhs(Mp~Se%<&8D3 zbyV7x63Yk)FUowzfU^^L)y>9^i?or`+6&G=-^IJ#Q^+Ga;ZSBmxUGH-dQ1-bD6szM zk1$+lz?BW~?v>PjCAnn~dzvB!DCfhj;MT`P@mJ2g(aTnPyv3c^4gZ(GfQtv(NUc%ESYZgn)IxB< zmsC)K2gYe)Zgfu>s1{>r-V4Gw(n&X2Qw!U8YnQcVDJr_*;}A^y1A4|iJ74FaYr9F* z+p!I!q>n4NoGT8!6gJYtSSy*E+KC<=NJrh#LjU7!F*q$V=&r~wKBksv=u5aRLqIN& zUrI=firO-i%!$mycyrkO9)6;flo_rryn8)ub_GoLu&#XltQYIbw}%s*UW>w+s6`xK z5MPZxNK&~P%WBM<@MG-HUH^yP@DcO&ee3249)fW=I1-ijb&*eA0r!Z>2=%hP55yef&U)9PI<}DH=p3S&TZWfk>^${cp;-n_o_t=exS1>+4rV!wGsqC}O z=&x&B{bB=fAB3yT%RIUB0-ImNdu#p}R_39U`d$@K<>KBY^TzwXKQk2Mf5h6;uBr^Ra-y)M z8tqd5Q$s~;VU@4z@I#A-(!QDsBG*eHZnT$`(=0}>395SX^7Yekx9=hyU%r+LFw_eK zErJc4g@eOayafy*gAk^mXS4~ch?&)%yuhQY&dBDiGj!3E;5OxU5ta>`IyH!~;|{TF z>}l&UJ1?GUt&`i?FkHyHvV~w;c6%?oN{i!Y$ijZ)tD*WgaYwlQHqWM+Gd(tPtC%Y6 zS8jKIvPR$y@VQZZ`S)aXh;|%a^2a54I|cToj?07a8w74_*6wRWaaLQcc+a|M?ma@x-Wa*J$JTjv_?A?$a^TKOG8!aEs;b-6okyKK7~a!g=3!8f-q`#wp~Z z(IqzA^JfPl7TeE1I(9L~y*7bbCu%I*nyd-#(=^6Z)hxDDI59F!CGynxqj;OLKpZ{R z?wakzgF_+}clpMZ!^6Q%-0W;!jqU*5B-M;cDSZbKvPkQrw65CMp&Yj_1~qlkfGI{) zd1X6gduVg+iD;c-gqN)WioWvjA)d`I#fadA!7^%=Fp{oFEroj`h6lV>2U_mA>9@G1 zn~E$rX+2F=R_A_RrnQ?%KoPOeCmW5Sj)NbcaJSp6&Q!RD`ly$ z^DMy0hgb{XoUV^SS(b5F?w$sh{R_l>ho4x8I$1a6GU4%b<~9z5Cu1TWUy=jeSAStf z3u+Nc^sjS@W&$mZT?QO(I@>$iX<1dyBF#5F7cgn%^w@IY)#IHmi*62$x-2pe9TWsh zHk-MVF>yxqNKOe))w;l(&o1unF_~EPnn6UlX#GfiY-_i@bhgkvHMY1A&qvYWjwskVG)jY_GDenNqM=S1=*Ld6@i?hLXyp@2b&dr=P$lm*wIqqO&wr zkN{Fid>Iuazj}3_A&h!~q^x>HJC}(JEQyz7xu(^`nxzv^bpM$9pp$rTHjM{w^=o;= z5}tw!5ewHEuI9^mH=x`k=66j(#bkM`*WJFgQ!L`a^p5~@Is3@fk3E6nSpH)$RtBz zSdU3HJluNU{8%Y9-r4bl@gYVQxH`4qJY-uIAT5L{-YaHp2U^f5iBzlzy|_%1qCQ>$ zig68F_{nYROj#J)w@xwvETZ>VOH<6!GT>vJ%e8QjGG)c8cmP^Hc zK?nLJjhQ4mKD71=t@N|p%L*dLH9O6dJ7i;(EZo$%T?2$cTCf;&9d7y&L@k3Oc;{S7 zkL|yegMiNNE!e1&CsnbB!KqQdzTDd*E;9t_%l;S!bNC-Gdoff???2 zldzm}+vrWept?{PJk_dqQA>v8m;AO=w~9RE%LxMFb;2s+??TL}<8v~U^iDTrK-6in z+@UpC7fH2r-InbZFUI$PiLMLaSinF&CXf1svwb9-TRRbq(A&JMrUWlckc#=F(Clul zOl=jlq?7g2IJU={=JDG}Y3r`hd_B8K%L1cTaFnm_b2<7aIj!c4^{xnsCu-p&alkbZ z4yyg8qZZ`D*WVp>Ig-n$ZsP3wJzS#qz2#M+#e?A!&?8!pR+-dVGk@hBJTM`WoCLtE zlVx9xK1sgd6xGAr+@zA%6;kUb8~W7PUp2)IGVRNQHl1|nsSQu5T7t8?@Xw`p42mOj*i@7B3Dr`AIxcfnnXuXbm+j|O`2^V!}_iRo!hPB<5rl@k0 zjN)ZGKk=T$p)#eFzL;8o51|-S{Kp6dSt5bU$5rE6$&q6Z#Vlh0ehU-4iAts2-$PPb z(0yK#-wQqw>4NSQDt{5Ny(H7QgLcbwu7s+d>Wd&T$MIK(GU8?{i0}ZOD99rwssA8?u~=+FnU}(z*kNExfpcG}1G(Pbf6syzhZ)q!~ za}zeLbCY*RX#;I?!;ksKIV2slo|PQT9uO|ZtzLe zT}k-bs(9fx&r^{znhV*9F=d@dRmaP-Gm)}h3m80lP(_r^(=4hY`vjVk&n5qF|Lv*h zFX0D)iAAJKhC0a+_)6da+v&(+8sjx~I z?YRo>QD5nYWk;O^B}gNws!eBy#i`*EW}H}!G+(yX8K<|{wGoatu1y24J_3Iv!DRiW zt*TAux|!61y-0kSEG8^@yVg(Jy?52_R(g9qO^ff`2Ah^mwe$X=L|sTF&H&N3yvtIm z0%4c4ED&wNb-iHrA_BHXzW1BIyH0vnz1voowo%eH>;E6PXLP&BUWuOG+B52ka?D78En4O$1NEJ-!I%{xLX5Ok{gS}3q zR<(9UND9~P4W@`J&TLU=ujAn9BI99HAyT_zIE@|{%b>i2(#>NdTp-%E|0Ppnoc8k1 zVx#GcU01wSN2046B5}48k9Tw`>A0YPW2vRqe8>h$xCsDlD!#-&dma53 zHPrvyCnp03aOdnaX5A^*@hVHFT=Dt3Dl$zs8x=ya8P;KJ@EE)ATCAz9>Wk(ZU$>6ife3aUShU!vJK8iRo)QBQRpp}#+HEeRa(JdnkM=7dYq3C5UDV|o-gdhpXAf~ zui4$L^bUpmWnFDNny1R@FU-wzr+HzV5sZm&B9kJJIwRzZ;0JxftWa4rNxd1}B*c^4 zl~q1dJdryd>)KL&ePrJ){{%pG8 z0`HS{Lex`}2%zRD7o0EhLCqiNi5yB;Vue=eEG4f`Im)wJ1#snS;t4#CAf)3j!dtQP zwiPz44|Y^(v@TNAVb^nWH805&_W<^(;xV zyWcXFYhPc9@b`K`iaH~ghb9sxMdUzUO4>s-nG1qFydE7Rt!4h58D;6)qqXOz^nD6c zjq%&gbx>6l``lO+Tq3G~rJmj7k>`R_@uqsWy5nfY_Ki^@tg12;@c9~FND^E1C)nZdvvZBe7`1oQ`G1b8AxjhP+NrDX711W5ZMV;9Wv!yUMt zG}r+{UbKQ}P>T-rhI^%TS;plMfH#_HVwg{Fngu<@tN!Koj_8TEmbakSyV~v#PvVi`wz2KyrAyVn)QE zBGym5Vv?JDZp8yt4r9gRGyXnG@$gUfJU4Gb-FwSDVasF-Q~sTBrJFipyfD0*1IUD( zi6~)4Ivn|&wwu!tg^eaIC?vPKyh3aH*qZ7>I}w)|>%MWG^H`$gezB2R+&5wB9n02E zjbaqOWwK!dq6swMO~HNdALPa96p=e~WSpL~VVcdhNtuuaS=P{f>Q$9FY>AG`x@ zX^GXT$&5fMIPnR9Z_=G1vcDC7+aS%nMkxi4gOvtW>luADT-(IGzPEmLXl$4)&T%y%qLR?I;s?(XLW z%x08I6sk^ff)pc&npt|AC|46XPV|<{l%7PcbFg1reKXd*e@WqBF(H6Qec7t z53-khAgb5mHYV!COy&sKqUi`#>g8nca~{(E_Op~?77smLuQGQX1O2~ki=2K=e}-Fo z`-~niO%E&hG%?hU`8Ov4!70!loPFw58T5v}Y-46$7c&IG zWe74HyRr_=iwK3LT(=W_YKz1houW%PB&;|VXc{IN3r}$kSNe{@mheNF)ty5y`cqnz%W@4uB_g#6VDPI$^poJ}Th2-C*RRkRD5u zgLU~MF0!J-nyDXd9~HBR57TDeV-E*^0-{F6O{!PsGUJ8nU1r>dyo{XUwh(}wFakh% zy-lmUOqAtK#HXlwtMYCL(xp#sO%_|{>JvgH(5HVfM_GJkn9C^ZSnK11E#&6~| z=m@N>YwDGgbtURY4GQ>n8A5aNih*`$WgB_dozwoe7j~?kA^p+50T1o>_0|QWakuN- zsRwG2#_nMMGcMkr;-4MoB|h+;N6H0YZV+47ij$RzPESV2$Q`UBJmTg09+{!yh#1swK$}VxsV|vtD zwSJwNmFr2~?$v|mwX+%NR%vxj=nV<`nOU(vNK#4Cj|maYT5makqA4PUY~qruXfpFV$jC06Xaca77)|elXaC?#wF_V)f|l#3fPRUq#^f?;4+n> zMpnlUKMHeYpxe4^2cjf6cKNLLhJSBpEvpmA;}gxFo8|UGNx5PXs@|y`dl`Jnu&>f# zZSR6=-Lr0y@fFkXwSRgfQ4Q+ipHrM^WN@?R+|o@i-_dJau#cx2Mrkl+o2!SdsMcAO{_`-A?W;e;Yn^3 zEVE-1MD&pC{vJZJ%K_GnuN#*i>VuEt@HXiFgwPigs%S}}px6QyP?Op{;~sD&cXB(p zZs-B2l3Q$czMs`!r%F56MA!m!EHCSB)fjgnRcqAjtH`jYlrGii+qm^G{od`aKZ6Ll z{AL$=LZZ{P5Epdd53W6QP*+mfy-#!NEF;dc4@DimnKiTr~_{{=9 z5HC!u*&f=i?)YW5*?hBOyQ{FpiNm@IR%U)iRkkWu$nyd7%d?9BAfo=N-wD3rSP;^E zEj~6%hqk+Dj~1MsXoYnnDdS}&DaY#qKHq8P412PRv?_tp`11w#l*QqE_le4+3yNw? z(L2T4y}<|f&-B)_J*W45BF38vONdWEtvIilQ6gv>lMk$jGNqZ_&$>svA!a>`0x?TB zy%kgT9O$4$ z0d9ZEh>}&XiAiLgI*_hLq}8i5?$nUb0`N;I>Bp$7J|X3Krq2VMCg5mPvKB zq}A6Rt^;3EBdB{?@z>eCtWSHh0J0;>b^B`chejz=?IeNW^rd`X*K$W^x!Iio3yK7Q zrcU!Yd9GwrEV625PfBx>bjoCchUt?$m6O!n+S`DktC%ruzR~UA*6OVt}ktiO%IX+o@Z)-hoDxBU4d?YNhUSbhrAIbJ* z#T@*S7P9$|&0Ro6A-Q#HheJGWdlJb;Wr=+gIq4V)827Xuau#UUp{E!S2b%#ni>*!8 zpBBp#dqq@1vnA>UH!K{?>hGCea4ikVk4FiNti-t=&L~u9@Wmh#lgMyPy?Kp$#cF$k zQgZ5cRBtwiBS6uVscl!1Pc$e~opH*(?K!T;7Imk4Efa^rww@2PeaT7?O92GjtR}6Vl2_&&DCgUQUnZIPd6;_)y212iItYp^bN*zqBi}?E|r0wU9hHbH7A_S3?4q zvu{Rjpl5WvTFjFnFmLg`*H1N-^PtJRyOq9nGk`unzV}?MmTdv+wppZJj$+Ao<*Brx zt_xW|WS@7f4e__`-gZ4A4RDTZMz>CKaCONssd{u#7As-}LKUl8^8iU=iCaW?SS2OA zU6Pl8<(<734@(GB2$&PaK)Y`{TQ(+{7uwgug=+=-;a~Nu=(ZXCVSRw1`=0h55ula2 zKHirA#xiRBi!68D8I<4~s>jpko-fYQM&%5Pc(b8F?m) z5F}kUF`=XWP}w9|ey1dcIyx(D6^Njaj$Fk4s<$>+R_{}ZhuS~5(aI{RHXR@5XZ!qU zkLkXa9uwD(Y{ji?D;P6WAbn4x#bz`*qT}54n?L|DC7v*RMX8`MWOv<(+NoaMARM4cyo7Yp3WO#9x=aZ zRk3{Rt@sb9H)#cf*lD;cVS@dzON($D~%~^??bEwgD0Q&4oiC<g`bP)mzbuSYV9HkYRU&qX;b&Igh^X@=39=EfT4g|Z+nn_>$7c2a3e!L)@3ybIYQvGkXo#o6)8r(&~;@>go?_WnqDfT zIw;4r2s=pZ#9fq42PZ@W|A{&KlnEy++0NOJ;41R)jUmhpl2}ilKE2U8$0?aHW?Bmj z#WJ(nYQ=CaA9$Bu?!HSek5TT|;8l;RnY@=zj;f8a{dCWp^QBW_sLetM-3YBM+?72<<0K}Ejoq6u> zh`CT;U)xK!RrZ5C-mq7tS6_|Zu=IHi(aAajZt z3kz6ycJ|7;?qQm>@St?A5Y&8V%|=XzD$cLnxXH7wo8TF#3;OA1RIwWXbPtr+2Kj zwS8Or!`G23wMx&(Jje>n(XNE;Iub4dx0?m^Ol9#U z-KeQxwSFSpJ#6K=UN5Cd&LoG(_Yhns$)V167vd7?6t=eM%r1Oo2_lDVBW1L!NPo8z z6soRgqt>x1Mcu#ezmUh?lr!-xZ}*Is(yfL9+?(hq zw^VFI`h7JL-^quoEJeHrw4o|(=;DM3CfAt7+T+=*xOA^lQO9&GN2_(ia5VH_%@+3T zo{9b$HZw~EIPvIbP$yUhT&t9FGHAhoXQN(Il#Ma6QK2oZ!1@~1Rx1$CxusR@6v`QP zBlBZt;_qwKB*oO)r9<(j?|Zm#4#zgBqL&2^ljN zz~dZvG}qJG_!0{#-c>KM)tx)!!s0p4#AmUrQ*vYQ%A4n939rR$T_Dq9RF&mYtw&z| z@&^9Y%3=v6z-{L4%_TwS(fsXD;)N!vr!&vf`5p@5?Wp9|PM7T}#=(7{VVwFdTQ1e0 za})AJk3xZG5(3m|gGa?uyl1rUto$}F>keQs=l%)c8}3cOIh%x}J41aN7vByKfiwY>GQjP`|$w!V(Z!7&}3lkk=K%vUVA6Y zs7x;l{sEGSlwJ?)u9nI>y4uCha|GiH!&J!%3#0B7*?J<<=B(ck`+uAg=!tD2Uv{4G z&{%0(_ka*?-=WOC>tXJ?U6^xWRl%vQzL2bHG3r zi?f={Hi7Viwms)9V{vbHy{U^0wo>+>2Uh0AxW#`&Zn!OOXgnVxfzdE znJBRcv<3Y*VZ~dd`zEMn2vP~A$~XGk+iX$^FHKx;eTuyoadl}e8+`^v6bgJGeol9Y zP`5^>_aZB_Qf5Mf3C6e{U|w4AcBZJQ(?ga06lkU==?LqPun=NXmN-$KlCrE~8vHwV zeCjAbAcR$(U)5<}CDqz&xk40bxlLLb@rji{ntx#$7{BmOViLO~P;hv!_f*dioebq-JzkH`+C$adCGnau*h2OB`w( z)^oSb@0!I|qt{Lesj^jlQD<;RO0BO5NvT{trGnK{|PCzsYMX#Yn4{}o6G z#ZYM9Tf)$vqN%Qp1)ZUo-X@aX&T%jODt4PkLmbd9cd8Q;X zc9xu6$J_#_J=ZlK9IjlpuNgUW7Z08Iz`#ce`p5P6h?d0?{x3m2Zs{FFuSrL?tr@S0ZciGjmL z(RSeywB{2B71M^=I|bR2N8(@geo%k9gP1z=9a-mPQ(t@&Zplyh;Fw!7da~!qYg<{k zs)S~C^kCsbv4r~ND&`@blWQ7jW&my-64(s5Ugo)`8sKkv^z5siSs z`EA+m>_{HZgs<}aL0wHPO4Sns%pGvI#{c;Hf6N8-@sGd%FKff=X>$AeupT7rm&mmu zzoxc$QS@tnB_#|9#qhk`)@5Di-mI%jvL35GGVT8GU2;9e)7 ztStpXo{_j-(f-;s0Lw)}X0pb|v9j+~L&xor%6io@n<7V3VbQ3zc9P#izWh|k0q>Fe zPHdMr6+FDlY)(lHkamTuJ zCGH(xXwb!;tv@GbrMjQH>3y3M15%F#$OY-bXRPd_?bbA(RT)C4pbwuCNN1HUMk}BV zP|_>_z5WfE#6NjI0~z+CL16n!Z7Zj%n@KlYOx zx+Cn(qu%kTfLKSXjpUy02|f4b->1-NT~LIjc>xyHNzkBsy=_+sA$`)ABThD(ac40c zdJ^fNLx_Yx=dREyJN;kaX5=|AF(N25i!o7l>s=ZT2uu|Yfi-Wlm+Iy zK9=V8aU92cxTVy>pmO3Zb)#sexEE`)>Fk~@)jT%KBmL!=x%u$TvjbVkPV2P;>0b4+ za@~ywaqK$`vTuGo;f5t=wM7@EfD7C>>Cfntl@aI0kCn9u`{nF*XUohpam;zGAVDWR zs_ITL6v29rvm(tqgQx^l|gnE z)m++zEz6(wALTL+gBXm!z7%tEqlfRqZjrMMRt3R2xgCY%Gx5zSJFL}!mCCk${Kk0i zRr;NX&7sy`c+=^o`6&Oqf9<2+_gwhbrZ`7l`#^WnBsbrWIcW)u?&b2xVu$ zUx)_U+P0Pc zY;1U9B+C_99tS`B@Xh5h?9=J!6IAt_dLE$x556B+8zq^g%S5Qijv{xF7(Cm>NIXo8BP=sMp*HXSz%k9zG$q=F?hq0JnMRH2oCspR&Cye&%8A~#=7Pqte?kpfSOWmG4 zdX?y7?M#A{yAge8Vk)1eg5FoYr(F?Peo>`!kr+*Q(P_4jQ?Fi5{-TLd+fQCPg@>R(Vp$WTwA>iQ~w+T}MsPYt~=cJ4aejOQ5?>vef{9`jW7oKOD|S-*0Y2 zSUI^G(?S15)39tmS=LhgEo@B3MPDMW?Lbw9husJ?Vj|icegvSF7|W$mel0 zXwIx%^S88s!dA7TNKsEZ$Q?U8r2JS(O%b86%Y-A}SK`q)TWv83)N0KrX2V-Zl_bXd z$;SLn_v@}9&n#^mH%(g9B5yjo$D@E?QtRdhjZvym#t6_^&=HmLT$OZTZ2csBy+HA< z6?U`}jzyU<5GV=URk~y#we_^nBrXUjLarSr-k(MjS=L|%sFJ<6*tFTDT;IhxF0gx~ zs1;6@l1n4Bh)bp+ZFZCoEnagwWa{HLvWQcy8OtcS{W#r0nB3Z^v>Oe12M{H&Q<5?P z=CZBBtmT9Yt>X#my-Fe#e3D1lP+F9X5mHMzUE2qBZ1av^OKqocx+jL<6qu3$_;=Df z@0%(@h^-kd9u+4HtDmRvGZt=ArDHGL@-^B8(0;=eFuEyACZ=eSMg&7pR!#+*VoRgR z3zf%Dw#c8MJS^AEUV$X}OdKWhhn+pFtDHpBFITk8d7O#xIY7afV1zYyLVRPvA}Cz6 zbV5@Tr)XN{LhW?1;s)%W%^RN810yJtl~El^nk zqCki{`^hRpmJiT!w^llS4-Lw2-maEge@CF;L1BT%2LZN1pBC~R2P{zP{Fqw8=@S3r? zq{S%m#@E>6g|(oyq*1tixGIa(bCeh(g!*t&s}iX(0H=s-yaiY9oQm_Mzv}+Mc;e0X z+5LUo&a)>UL+s|2Z#u^V0z9N4<85-0){zYp9+0Z_rt~E~g;}9haBGoQ2FMz1?rh;f z_U%IYgPD58zP{w&_s?0h%$5lt8_t5p4+P9D~G*}RcJ0-argZfiYYN#BxD z>RpaL@~7z=N={)}%SvRWlmvv}cSF?wKm_qBAIV8)YHAy8R-U3H0@JoQ3!OF(|_V+*Ec3k_-D zrfxaxcbzf|N+1}~mFi^`EqRBhB<8^-a*Tq;Hys2`B0o0L45xBp@IuaBI(^Uy0C9r_ z;%IIZNg4Ua-~Z!v{40R5jMLm$Guq9-qg$0<($+3zB?GygVqTOTF&58Hc9#hAN+Yn* z_OOgmHcSe)AH#I##e7o135d^+`12UVr+@Ad4A7dm8fi`z9oJmew&JAOuRlbnHoA5m z0Vr!iFS3}mv&UQDq?x$e^}ZL-{31sm&o60FSlgu`!?5%yAi@^b|pL5StdZq_r>M2WRMQmg+UX0^vHiz-f#vwG@1N2x)o zrJ#hFM^T`2C!)vcZ<{E%c}D6VGuwpm$NoA*^bKP?q(t>qkE1V zNrljicMf~C8#4-1LTY3dME%#28cnn4rjfwes(v~+^Tgvf@ zC|ymTEenBXTBb5l)5$CfQ!~%loFFU)*U1KTlH>+-9K=f~g^Fu~9dI|XG_Ussc9f;i zPBzC~AJWFI`=f1CwzXG12Y#QPZ4>IDyP#D06i(m)Z7Y7NuVomgjCi2pQaNat4gxC> z4toUBZ^*jEbQn?MS?v?NO}PAO(b%k+mcIpg&ZV1h+paiy#;Ng<9C=L?uNP=lwZ9JJnK%vu4`FZQcyTbkG)Sjn- zTfw}~;cg9sj}l+L8ogRKT9cW_i=Eg*8doOe#Bm2Ct-Ko@!Jo)iivzuEqMc)8%am?G&wTSPPKI};QKzuySJnKsI zSJy4IVS8}(g~V?cW$rEP){eQ*0x;@k@@~RKpv?6Pv#uo|WWr=iI-QRc*Fp!Z7iid^ zdqqk7#0j)fYt9VP+z02xH5A~EK!w&)OW8l9v)!^MD^(}dnKTwJQi$Ddz#`PaCh;_F zyls>PR8X5iW2 z9ybNr2Oj&d`n=orzgcHfNptAFlv`s?hRi?_hRt9CP1FldU}X21$2lX{n5eotjw*O$Nhm;Y@v3ctAkUj#m~4|k$S zo*$nt)eggPvAx#W9$`ys`}dt&REwpGZ)qL{6^?#MJ5Jc%D98ynaR|Gih23@Y@%!yr z8erl+Yw5Tar=Uzqt0r$$A}0!0NJTI|VqafYG`Vh(-q*6P)gmJESjcP#He@%x zd2LlJwaP45=ZUJ4URf_SRfIiP`h=|3{Ev3&&bUf9S*}QdKrcn)52o#JB~24$o2EK~ zlh7>2aV1n=1*cux({$C~0@)&QJll%DN+q!{6b++NA_XLS9t*k8J1rU$e|Bh?(I-7Z zF~0PiWD!Y?9MJ$QjXNO1oTOa2ZSC&5B8isRX$>H4s}jkLFKyRvlNcwc$5<^dnvyCc z2zAHZ`*H_?|8ZM?-!z}EmKg&nQoc<7dB5@z{l2$)-w01s*AJs}>Aw5Ya@y)EjYEo> zcgKcQvy53eE%RY#z}}Zr@|V56BI26&ZVH;+J`AE^5mg(_MX2GBCkCUMS=_bI=q)GzaIHFn{lcoC9KFc3&hL^r}1;d3?6tpHH(WADR zQa`x`GT7)egy3a8X`)`lA~RHah4ZxweUwBRX0{tm*ysl3P}ha)c{YWrzHSfxQGuBL zx_NRj1t;sp3gzyb^1^lCLM9Wt{^jU3z8!r)Jx=oXS=4Lt*{SP^?9GR7Upxb~>q-Q);j+ z%9>29l8H=5rSMKg?`eE7Q^wTa#af4C)V8-*gv&6kJ@hV=9H@52--o(f(Z~9toL@*M zDL&fK@dGkr`}xO2RqCUuI3{bMq=tL4?d?8_ibHu#rey~)G1VM@F5XxY_7rMFuGPd) z1*(}xrBb%+rH6TWw}brNyw4=k9c?B{Jr5VvBJqq(^Nc*+#^eW9=(PTxaE$S2x}M?I*X!p1Ptye0mN9r zV7$8%eh*4?=4+MWH0kuBL;Bg3zQifDK}6fIX}PBK!nj)qt#WvLr|0i+8$svY=x@+9 zl-z+9C1@H?@U%7DcSr$s(v2v7m;>>H$Sxwg*S_ba#;#wg2szf>fx?VsKg_%bhXGJe zha854=iOqImR?X;&9xGE6J!>P!0^5dWSX#~9W{clYh-m%sd@3byCh;vtH;r`&%J>?!?a&pic~iPI{m zt4PKJMV zpW}02>9>wg{QLG1I$zdECYR~Y*`aIKe%bqEY->k5E?1@5vkgX%g73C&#rg7D?z4vITD|NU=K1d7EW$rAY2p*#uu^(k&aX>IpC7^1Aa0&P#Y z0iyJZ9bHqBObYn+c3y*ticHHFkOp=uR>;zfY*ft9WEGjs3V?q ziA8+o$H!#PY_)R&I7kapHt#O&PAi-FIIm?fvy=ZSGjcU?GUS|p(EkiwOOwE5EeLMQ6 z=o4QPO8dVoXBbpvKl0?9(~Tyt{*$H2lQGbK|4`J}W4E6`5H3Ks6Yaj2Qs3`md9Y;0 z?p98Sb%|hy49N+{LtKCmY<RW@6(>);Yq(vgQ>km( zPXEX!5~9%OW6EHX0_37{CaI6sl6T}wp(=ETP`tf|b9wf+`H0j-PhmEX9hVA3nIY_R zBU@X7-$Yn=Ml|ZiWk_g)>Xj!eH5Nk49?}{m_j^Y!(}<(uK^P~R?u0DJv5{)C88eG?IH;)-2BZUcIFo+N%Zb9sccm{A z!{HwEszWPm*HrDC)E1EA+7;}Ne`PnJdYY;pR@fzsce~v3?oU-*dDcF@;+}$T_ zKC5rmC@=8|aGBG$|3l&wy>#SM>>)PL4=GcjM?VBkj#D=OlkyGzxvWlpkFoix%|k0A@QQac@T$)b$mxDf4o;uXSng?qv8-=xXB2nPKrU-CN1m!r2rSTRKV zdKZ6INcI44c&q%kFU5s9$QznPHNbUw#p}{3Dru7p(l}DYhfx);Q2ZCf{DV#UzZTA@ z8KB*tabl~{M^>dA#O%XMN^*keod9>)2N0bPvHkT`e;`(IfcB|HI}3B&ECy)(Q<{zj z-bkMoNEaDGK!0j6?VPmb^$po(2HBkdheiTFR|nVhj2C_t-QHhUM_u?;j|=~**M)zL z%tn+m8odUt|I~}(ntz=qS#?`(k^wfx+PSurOJNmfouocz39LxTPVe#{|En`@-#7c=Tu0|*P(Jnya1k5zehdij41`9FwX z`nqMBIraJEzKHf4hPmDGjwUOZL;pH2*Fy~Ab5?9dKdn!$IiTsXxLF@^AD;1su^Q~S zF1~S#cEk-6KXU91bKUEPc_F^nbv{I_gN>tP>M(7;$(CusLYZ&M^5pk`d%+J?n$Akr z9(!NjrcrgSQ@-U#k^xnN>Z9&8KRHWsJq7C|{B@tx3YCBcc#j$euNB@hz#Bf4`DR&G ztKW_iY3Ef623$StkngTCuuFfl;GZ_1@GJrCnlz#H6d zJ-K(^wfke53^CItG6wV}e5-z(_aON=y&3y0JR&!Y_m!s?65m4mt?SW%@jkpFtMdU= zJhTir|XFOL7;L71=uzIXGr2IT@KUoXRXpI z$*!-NA@tk3zMkVIx_;pG_52~%*SEc{ukU{MFK;*L#QpZvOXFJpA=7*f@SP0M{*PXzxvLwQE7Vcp#K^t z@M|2V7Y{svUq9poe%I#&UOjW_T{TS#H*M3>%GqKv5Gy>_(rO^?`HtYwX!8Y`^awxM!~(vS)jd{a!ui{o_=$ z(a`+@vT=NGhyDhcnxEd%tyt1>_N zjWBGo2%3La%=64m)nFUSS?Y?s5$2bnch-k>g>b|Vu60@XDm%S>fwTs9l{V|->Z^1zgXhuuiMk`Atrbda5VSE1GQ&HD69eU1c%tAP_3*nWwc zq#$w|L<1Z=fdOw|WaV>}tcIANAJYOf{U6g+dHOqO&@6_lbEE@Y4UEx8`yZ-gBeaKl zqYm;}m`<;W|K_3latl5Xy#KJPvlo2- z>N=pV27p3bF*_icN)73s%GJsD?y%_xSHq?suz9f{z2Z8E{fIP&WRnl!y&5)y;%fL* zhpTJL{{o$_!sWXi+Uu_+I~ zhLHZYPsYHv4-wM6G6t@`Ll_{LrK49#Rb{7Fk-qcJg+CUv0oHuryacviR+DTt2%6_R zNV@9O33Y5XJvn8OG+UKv{g1!@&(RO=dO5km_??$OFZ2B5w(&!98hW)(WT8`ZKc>@z zbX32F5c;l9(!_TU5kkF^Ca#}RpZg2$wbyBmw3(A{Uc7_mR62z3>w4I{3^WhAQFzr( zE-lbF4jt^9Y<}t^eLZAC!}YKU4cA8|H2fMz`SMwxv;%qS$isZqEAQa?62Y8?g+`~N z9{?sf^|D+>ZXIFE9pDXb-OMlkx=v1Ro1yWa%6v0=xvrAm;KsV_lN)gPkSO6*ujGL1 z=Wb)6B3wSw46Ff8ynDxw1IVf8QTSzmwyD(|F9;vJt@%meF(6YjCKdq|d)b<3Mugcka znht_JyB;!g0*yO;FVE9Fx%urtRq7@_FAvQ-c+es1m3MG`hUyg8!4h_(@VnWWXp(a+bzCO4q@|FK>UAsB`$ z^KgBp1cvK#)MdDSNL_|A-fuo3;d!4dh6mkmy|NgthcBIgSG;ngtiPO`RuN6VaZQ6C z^7QxS;Hd!DL#6_-aYmdO?-{6d2vjXHe)<>uxUN|n_Rptho46jb*2DFnSrXUh$db4| zU(tl?ffF*&{`;~lCZ}hzMAIMO=fTb9E(aXs(_3!mO7^&xl#DOwQS{e?2%1{d!p1{p)j~-0>n5UTcO4 zE1rRY|JsADU%{cV80MrM3+wLJc*b;_-y&Mz@_8T3_~nD-YcJ6F^$X@M4j8v!^r}BQQ$B|&{|cCwf!;J2!XE8=61!IeAdarj0))p~e#~%V2>f(_ z=Fd^J0PlG>9SDUoIFA4N_=*U<+CDl*pnvN_xJ+K)f^)hm@-q%Ph<}x9=<8m!A|Ar^ zd(|t!;rd%ay5!j$>z6W%2Bh)Zw5k!>NNx{Ca(|Uwd)*7*{}9TC>s|o=7ndF)Kx6mR(&U9E5Uktpq~r2OaHR$oUsn=b_PkaWxn+ zk4+DU%tP}7a@?Z%0ZCh>`C~|1e-*3v+g@0$hY(C%_rk)yxE_$;6O9i>z=_5mgh=^S z*8RI);E0EC`ds(I=)HJx79K^sW`Gzynmv}M?u=fF3eKM@ax;A72S@oRww^t^i{hI; zE{cc5Y_EI4cwPWylb@c2jqMJcDvoyy=&bm5STDl=%ig;!w~-ucqxbtMI((%GgEB#h z6lwqA2#qwS{g3R4k-R2++2}41Z8o|weIN&O<+s?eBi0|G7g#T${U&~ronL018fXwi z3k8yrF6k)hBBGD5iHNR;0Evj)_`^*^JUJfX+&bBX>-5DSDAf7*P>FWv zDSVz9dI_6^g&yvh%5*O~Z9K%CcCrik>5D<&qVtnOWbB-u?2uS+K)+XAR*9-Q-mACz zqdWP&dY(U&_iK#^^x0nMM0bg2y%>btIe$iX#DvLO^SIu-_6N!a^pnxMvQ0v?{yHua z#KW0`WAEblnMQ7ZUFLfi!qoPUAJX<>t%0tiqf-ZhgL})Ql^A#l>Yy z(ka9o1q{A$^I3h_BFOnx<r%Y{Cq^KhGr`IZ;1}G;bowR#Dz?ywG z(1?SD{J3$^wC`qR8{)bcoH|%~$m8l#{pn|gk`w_t2*|&C9+V;%t^ZJ9^8}mx|6R~M zCP2F+`*61lv7B$Rs>1CzgwEpT=_6ze>|Jqzmo_P@1Ywrw=lvV_XkV!)@Q!&qi<|w! z!_S4Zmy|jgmf3s~qWSjn5^jee$MhGqWylA#M5>Nav1{~tCre}yw)*@`jD@|+9ncHs zaaLWI%K(|c+UVLi;5Ybo z|I8?8{`3cJ#X3zb7*^Yc)DB6rv$-DFOMO&jYeCp9kbiK7a6h$tQ#Ol23L* zlnhF=IyVVX7B0SbHH361D9)>F|E8`m4RdDvt8)KAgmaxf9zfomd*UdJf9+g*@7|O} z9l)m%n9CULzg3`8+q=~Qre2jRl0zuu8>n^Ahw{b=lURTL@CkuW1`z_E?2=&cVo;{l z`2`~#vLaY5DDHum9qYr{@Bw;wO*Tf+sLKFsoM`@=rJ7_xTK+CCCpi>*l`~(J_b}_+%&V?x5VH3uF$dJYK34B|E9*Ku$b# z^bJrhD$WDMZZDYSn0X2U38;&ZJjxeAd5*dDDyzvT&XOQ-wToTJjtBK%%#a6oz6bFr zpX|b;d_E|7=wj@d@Uqpt+7u z25}vq?80??J}4dO;sgbc-p!%~R zNc^2n<{%{gML59u1>>okSrx$D5)|ru5fd2E_LAW~!p+O+ri?C?ci?EQ>i!hMWiy*kri?F!Ri}3i(i?g5< z=odlJn`k{C!TLoobRt^*uXw)5Dw_B^T%GU5)i;R1{bUyc_wzyc!Hbai!HZD%!Hdus zKXmXt8Ha5G2R?2i?^IRA50cbs5J&vUE*$aag8*R{rg(eOM1SWrdk(bid!+z>s`ek* zz6c9?y0~lk@cY8Aq+4qb3~E0N*aj_s zo2#1kUU?Uo*q{!=LToM`I#%V`cnDVI*)H^i=Yy~+ebf!6e4Vz)7fiwg_MwNaJBa7~Ds&V$Iz8cX>7ma_V-)U);;i zeKrIn@oblThl@cViShBtAO8BXZmKwseyYlU1!3vtPC}KP=Ei@RFDk@616=>O{ji7( z?t+#29kY#g-ohUNpvZoYtJKF&@CSE;Ppm$>x|I)xo;ckLdSVwm?ZqJU#P~QUqb)Zd z4xPcx2j#To9zv1Ya^oRbZMor4s1j*B2(PVfIs~z;G#wHQ!#xBke8%>=seSU@0(~#Itau8%#DL3 zV(*b!Zu$ExZuYVY)A z(t0RjY-znp5JLHJ|5UrKd3r*ZT85l@*;a9gu7Y!X>t6Ow^3Cl6w2>7pDx2r@afmJg z;ks?xL72p)^`KPZ+(l5PZ|(u>3ZwV!0x{hXJ$y%+Emw50S(E_`)Ua&j+Z!l@bUHj zv5egQ*RL;Dtf1o-j@g1 zzo9Zmx#du$CrsmPe?|Ea42%)Su>lq zdGtM9m-eq4UKnE9Fd^c@lmX#>2IM*q>nK#g5pG=jk2%A#4G`COp-t7ep2s<-GlV&H zp(>|H<5hNzS$Z26Nz(>dho4nVI~CZ5KmjIHfKf?B=IX1N3V`i36=vvU$BQt-4^+U0 z8-LgpY@VGCAuM>dQwqr-!h-Q}@DeuCh1h*TG8zJw$dSgw)yOgJv-M={ra+wpW~GpB z!W8`Bw!>EZkuCzTYH-8fsW`~F3P{(%?fFrVa*%U z;D>Fy^Ii;t7lRnbb^@0TV;mbFTR+L$o3h%w${Qc5{2uodk~?i2o;z(Ek~Z!SP#FbEWoWiOcC61zbGBwf$NS5SdU^zMB#0X zp1j;be(FE7Dn&zy{5Z+dqZqUw=+z?uxpk!7r&h<>vqIlyq~|cwMNBv8DqhUY(CS58 ztpEPqvp;|+MP4LQ*TCmFIge-l>Xv$AukYvsbUG>1<(B?v|GbK8CiKGj`m^6tG>+mG zHM6HKe};_c_H}U_O_gf)|90hkL1ui>)ZPC6YZSd5MQ@@fi}EH_l}e*()=uJT66GqM zva6q(j8poK`A_PmoX5%RtGy5KbzAWocZa8=0c60JZM}1!FQa;v&F8AZx?WZw2jX2z zZ&9iEs*alS2F%KF)POjniEc6^Bt#X~h2NbGv^t{C;;4r21imtC|EJNL_=2q!~N@I9WA`F>~@mGY z_p!8$LrJ5_XnX~|cGR?0q5GLdNaI?<&nsNu|%?oL;Ps=54|`fB0cm zWKBkfmg$!IE6TeJV!xXM7u_cMo@_C)4cH*9{XOzD`ejB7yDZx%iFwkqS}#XiW8q`{ zSDly4{DG8c5iEFbZdT?>zuA*XNi$+Mq9Jr_uf3ouWR8k*kwGZ5ov_aMd}g-HG<9n)D`(K#X6 zI++N#LImooSy|TfccG$0Bk}dAE}~kgj&L5~>?ZO+b5q&}>Wxp(2`7;iSN79WULkbP zN4SIw>S^@Sh{rj2g6cL&6iN3ILiIJh2&s~08P)MMwpcTRY^8xfjFUh(^QH9eLhzjx zT&!u0GUy7Ov*^Z1yNbsRJhVujCnxFISEFb=cAq@sPawj^FWjfk>C?kWrz~Zul%-pw zk^C;WF&R&cIQk64(6jrpCdr~g@+;^_7dT=!WckpsCN+65)A2l-m1MmQkx-Sk7$#*7 zzb*@vDvI+wqhrW+Qv((^L}mGKk=!ZsYh^`Py8x<)#Dh|vWb&oa)94!OdE(!)c{}HpleVf5+_c};RvrwLl%~hOGhFfWv@i0dLu_dBwtWQsrl2l|{a=Xbd&3zAt4 zPgyyYOEVAhX@r@K^SU%fDh-vBhU`x;5t6CI^VOz6BknG}Uz$eNCx`F%v=`}QW`(FQ z#1W%x%HMmYFpjBM;%k$`Mk%)u-;kACNZVc$HOQjr`vF5Q%xmkxFRBv6rLsgdGOzh^ z5Y5;VgRKCmKR%}UPDS-OIIvn3j27-eAqk z1%{=4jfxsfNcxDqPqrE3BUdd{(+IbYZXtS{w8t~GlfCR;M9C?GwIxaH+nXJN&IWe5yY2iyjVYATKMBTk-BIUgT=`8ld8DRDv8sM;8-Rh#6Ic_ zks^q@%StBrMolL8??g2>N@+1ZW!Ppd9buLxOr=8?524qGK;lMXaa`YIbEa*k879H5 zeg#E0jfdO1iSsM_-TtTQ6~{rNmy3lWDdwQ|-b}Hi!XDJuEc;XWI#o%QLV?CSol#Em zHOjLqHNpiUZz0d+$(cgDenfL7|DDDOJh)S>vqw&+@XxQyETKkbaYkl?DlVHD?R6A6 z(nk$5m}V^7+N@^o)?`K_OW*~fj}vM!Lx^PQ7Ge%h5L${054+68>Mn^`0?>GF;-%QD``^WX!}P|vrf9C$_b`rYl;rVEjcr$4 zVzVufV@dm~tRNs^}_&6(P37b=+z?3G@J5fD_vFm#Re8 z+X$D9D&c=o7d5>3*s0<@9P$2GkbGHG2q=kLLap}Bb3P*>Z}$kBcJ$aZOPG&?jmc%t zpq@tGW^^OZm!rOhVdF9c(lk4Zuc3SXI3}T3w6z(JiJKKR##NP&gm{FHlz0=e1KN0? zbI6aTRfg-wEL*Ut#~()D+7Gu_e0^;My#0UpA000*a8eo%1oSBze)o9qpO=vHe9Mc{dUmd8SXqPH`i!r%_P)RJ!@g+C)942i zLQxVqo3tv5xwxflB-ODrMN7cRY*6g?l;g9|B zUL3L?-uHN9KfH$_|KUB2^uv3Y@*mzqJAQc2gZl8ECFzIv@rU;-u2~c&T64{s^^MuI z=UMRFuzDkO+^-~v4lShTs;(6*VoyfDF`wN@M0Z*Uk7si7`TiZWUj+5T6VzWXS^Cyu z8XKW4rxA8B4y0^zvY%3wXW|2$OWkNsQoj?&G*0Q}NO}#(58or|U)!vzR1Rk@*_bN& zSG?4g>m+W((xss!;Dm|kB9`czlHB%LX+RFMkq6$vMx`U|60hi~g_x4Fl5Dz$y|Qsc zLSMmPOjXSV7r8w%qW}E+zv-=L&@_ab68}gmoYXYZxBj-s_~NLq5KVbgM3+cX|Ifew z4<6zMDwQ7Ll1GoFH*qzEaau`miUUpbIjORzc*Nea=q=+bH>K!62lZ~~9hOH^n(_$w zr8Qin7E`4KViiLy-+t3E*faeB&1pshadVoGFqKhGNH9jH$Lyo6qXjLs*;w2|98Ghu z&_q^<@sgdK>Id)}xp2y!8K9EbHH3lME`TeeDZmZ5F*{I)NzIgL)82XFjlCdCJ;C0n z)FKCor>JPvcR`o=bsh7{(8(xr@u|2DcvG2{y#2(TUdD*eYSY8DmX@lPYptLu;6X}} zQ(wr6O%zR^@1BxiglU8U8a1t2-N;7wEE0zHp*`G7C%E3waBq;$+ZQiAblg^3Hg}BL z_L&BocXkJ|^8DP}s}CSzD+-@|AGK#MFlfKNld<5Q4P+^to0OW*&WV2?Cc=IC@dsN7 z>>m=>3J|xoNO(Xd*dGTUx-$dF1}IwNeZ0x&ss&eOHgBG+}%DhFGU&LkcnIyjDg z#5e4SqLY%VN()0BizKr*ho@CVmB@U0hA(?L@_rb*T(^@NY1oB8iR)V(f^JxHKOqI` zUW-Rps2d*L0Hw!j-E<&Qj$;$+YTZgUa|bNpCNn{7Jy~g0F4*67>_c4WmuaRvPkv&9 z>Yeb+Y99`$$T!wY8o%!~hW8G-HBRK7%d**ht)(@){0dnj>xlM-T&V`pe^z2K-Oo8( z!D`OGv5)jsTNL0cx)CG6DykDC&~>aM2|dYm*`EUgAD5+)b{OTDVGP$C(WZ&xA7L$W z{X70zw!iUf+HLN`h+vVXMwMrcTUC{^BJ{dpGnmHR=B)UzXdL`rS+@}%D)n0e1eo?% zCNPPBG=MR_K3rNc7z)s?G6UVGeM1C6@Q&@oYwWePKAa4|3VHqt6&z{V+af88I?2jb zuYxs{V6kNLtZ{a<94VeEY(lazxf{K63L9KlUnhA&P!Mc01DA^m=Sa~myL_itAMAPZY4;&=fhYUmyrn*N;Ma(p?)b6IoSf+`>=*cqmIDKX6+DD z5pBB};yoG23VCK~!qI#u6>eXaq3%h9u!FYjHx5N?Fu8%K1j6Sv$w)Z((Xg zvzB&fnWgL2i$U{d^GVy60!6Z<&1r|tv!r5ykY`g8A61;`pp!-&=#d&Rx^nSH2$X#& zS1MNxVqa4iSMy)u_i{eTRQGH9YELk_@7|EYs@FBZik4r;@NZoLGO#4sLEo@@OsrT( z=A4x!05iI7(<{y;A#mBv(3r=m(zs~1#@V!c|Ib$OT6z@G6EhW>4rETsH(TT$+Rly8 zA418HY;DZUO+p%?*c@mkrAYRM^(^3H^EADbOhci*S_c`JH}?k*t69=Kv~ePq1b@th zyT}-n&En<3vF(%-?R~;y;8;9rHcOw}@|H<&_RF#k>gCicG)FOGWmO&e~YnBDLNLz`%%I>0RE8%Bs5h z?BHf*DP<{qOVd=UxRbHzJs-&4JpF9FUgML`%{ zqwm|k-!Nv;{K)!)P%CslzNnE+mm$R{8-|XNLT$1 z12F&fih=1&ySS64=FNhj5tG!mZpGyi`i|JJSH->1+1 zpg-(%q`wl%BlrAKQs(Wv*!;xPmr%qzKlSyXr(O+u>h++fz8Un?w|!5|$b3@OQB~g5 zhCj;tmOhqGSNr17e1A{hbBjNhH?QbNe?Z1pmZ(2p$9b!cn&pCi22gBq`3KYTEu2-{ zAhx5n@<0&V z!xb6SFM;m-<~zLe_BRIkE^Y==ro8*k8{hbzM|yJnIL0|Xe;nid<2ej0CM5%%)gPnh zIvn{phX4F=4D)Wgp!A{i1X}mO#bu7Vq`pf9OL}ssTCO~=^2TP@uLzM~PL z660_)_ob)D+*8jc?R>N&yy<1(&~_T6kum53wc)BZ(P-nBuSVTG5)SRqKi)Q#=Ac64 z-*JtnivBUr3Q6Qa@Efd7;Mb@DuBn@>X&FaAy^*OTIT}y-?j{C;GV|stI%dKXjB=7^MaqT447|LG)2yvm$D8S&MiaFxIdeE}m~KoM zvuw)s>Za<=BOCRkN|jZ132G+upv&0-sHIXszB;C;-t?uuCU%Efm{em6sWHuAGI{%t z%r2NqO%-51b7WZOO0CvZiG8rl3XwlBy+4@L>lkEMbMv^YMPdHb5F|{$YH^4EIzn|DGS4{H^C^JjP#rRL*=`y`c;##xJ@j8 zSgnF<4c2ZmruMX%9S{lIWWWm^)ic%_f8z3~j39iAPqyJ;SDy|JgZ->36@b1qdNS5T z&>}MTpVstn0kMPlTs!rxCM>||q><&o;LTR2IWmL~lvv%_W$6b@VQty{MxI(om@Zo+ zlpyQD;gw#pG^3^+`n`0S1R74y`qXdpUa=z3h98VW2LP6;FzK5{peHO;`Uit!m!G+B7YEATr9qij#4lb*Yt2 z-%vB2Pz}(iCN@5`l#i@Kdo+gfM6GTGg${ezLP8 zB;_OKUs%BMMXrb>B&Vj*Ox0v`Gi)?zucCYSNQxb_i$#}#OpjmRKzZU8RY{63RYF*h zF;@p$zUnvJdPPdJW{Ldtt@?+l065KUBV?N$Z?oG`{U= zCIv+@X5AI}BRNMVvBpb!sJxqOcQbJ6Wl@?{;~Wp$Mu1x$G94i}-e3m0)BBD~fRe=U zc*k|3>grVAeWs^br6vvnrsv6Qf3ZIuTZc@F^~xAIM{+2S7qzVvLj&aTh*&^oipjI& zuTAY3rp5C}ZKSo%!FU>diwoy(F>*tsxoI9F1Mhd&_EtCrnFQ^e27T*!n_t3@7QuHtJ`3`lx>GWC~0r}N=_+V-W~F<&n6 z5A$&?wGzBnp=(TyOgz{6S0iUd*$T+CEyxyOE<+|(^Cyeet1hJ`Nd~c(4M~W+)261) z@Qyh}SN65a)uOBCbq0JArr>QOHZ>_H^L%D(|7}6BxEbJSqn|P1^ef> z1_tw76}7k)X$BJIQW~KgJmHQpZ#$ki4m9q}=GDmI)bt3n?(`;cl_4KBFR}h2)w)}I z@5}wln%G!QlcC?0-hEQl+URBFPlRR&^j_vBE3U*hp2*N_$No)Kn#B{ zuqNjC#L23-Pm*?#NoWMs-byB0UDK5NpTE}`7O>9}@(j%t6Z6h?Pb!ViR~zp&_}pav zm|ZEyS1+G-Y!Sy6v26tIYRImT^_@$Gysk-CkPHP+vsc{skPe?k+{~8sa?bxXE+78m zPjB_7+r2((jRg1mJcQC2gFFiZ+&=eFqntfFbf4xRaFn-mCOnJjAEZm;D>1sRX}evL z8Z%DfyPOKyQGR#kF!B{%Gpo<+2JRYj$2wvxjm%jgO-=UVaqU8d+tiSyhXZdI4f` z&v(CGcgR>sbvaiJ`^md>@pko?$HJp})vBnhR<8`53tUg}&rbEvcL;ntlKHDl2*ERp zXKLZNHniZ~y9V)+Qh9-pX zRRKRihiptjU$yrGWAZf{#@Nefmo>(3=QX5lQolw__XPldfg28fP+k`B?ji1DDNkuy z@uKk*o3PZOJxhCLIaoV`v`!b-8T(o1LPi$5fmb#Hkmxh1F zn+_pG%QW*Y-!dbC%$PzBc8;B6cx{^Z?q)6 zxX~EZ6;^idph&AXdjimLa5ZKQmP${3;a8c@{s6KDH1*9WPn5_<dVEJGI-#Wfd8b_ zw&rQ;vTT~T5*MEJW}(0KX0S_UMg6NIwN!k&*RBLolLW9?MnL$ zU=F{oLBj$@&RMloJ*0(>;BJ)_va$5GZrHEEz!CBrgFm(=GEg(O6y1!Zv+&0AHT#9PtUJMyG#_BgWLw zd!`vpSaV2kpomcB&PMnw`PHz#p1bg5Z#e58|Q7J%lb&*g>kbsVq&5xx7K8W)a3TN zXxjA>wzf!%+@n{haz|42;L2PGjEr%9K@?O(N5k;BGo9$-rF^i`B7yYsRdgcRN?xTN z^=m7!L+;ytK|1iaY~IdIv7QYnFe~s@laLeJ)GDrWdlo(U2Q(-C>^Tmg$ zRI%D7^u_+q5WbXGIeaFxpT8v~x9(8kVVk=47-3ILvp2oxja;ZDHOM-+ks%Gem<;+}0^)<2KtLXFeT%Swv0qlQXzD4V}&awjRpBH)|HD5?3*P^XE&Yqr0 z5pch?T})Y#vK}yeJ-xJYCTGe_DT@_*lEBcbYVYoAzj^YqndOS>ljvqvTs>W13rPo8 z$wfyJMqUAf6jfok0;~29p-G#&q}^5{xA2&+Zjl!`9D2eQdCMppTPKV^wQ`5cy5fGT zOD*sQOSH<4Cs__rF)vd%{VH$8Jou`=r%LTq?%m3J-&)^Qam~fb?zpvJA%XsSJ(6>K zhTT7P72^J#!FAu{)ybySQc8EVr^Wxp`bvy~k@k%mGj8_V%i7FhUxX$V4x06`a^Rz6 z-{YE)=*bwg8%P+A?yz_EzWPY`trlgyWdmgTXUZ~lPgHZGluPpQgpHFVntPio>1O`C zb!%N{0{)eA0ry{nBDgC(`D?YP%IhrELR(JKET+*h-qUkfIXUvqt&6#6X|3o|U+nf2 zt11&m^~zoa22=4Bis{JRV&1aBwJFlqmLx|?Yqzw}*;r1cOHpXKR&II^a|MKRPu{EM zRREPcu3l9InPc=}Fxc@v3%c~Cm$Dl}4w&^dB*w0ok~*iWuB5*E1&2>ahnwBC`t+p{ zk@_rj9y@y|iK=q(g$uyDF#kw@-s!?@o(ptgJ}J`AF-PiM*(S5YUzab-JmnI908av{ zfNhBrb#fYAE{xaB-6wSJ$ib4MB(X<;ak)wd-J6?I2Q-1R#HFjOP`tB9%bO8d?+8E8 ziLV=1$`c;7YIzec?e*3KnRBUqx(>Aqeg|aNZL2AzS$*e?s)%aE#nAP|gd}y<*C?B#I}Ws&3K`5U zQE`91Yd{o*UMse_yrc{e0*rV!5hz0 z9B(-R;VzoPJ{d@Ly!b4At@j4AjB$W6vE&yy5|V(jWU-`~X)dd5p|e5ebH&+CNx4{X zup*6qr;R+)dgtWynDosj;G5<5KdNW(LZvPgBPZRDsCE6VKQw#eEwD%zSqY7%*A*o< zI=9wRak{|Geyt+OL$~?6o`GGn+oy#O=T5z;6W2G0m$Zixdp62 zGosb+%G+~eaOZjW67T-mSGO{#umwQlNT>+_=d?nXKIhw-WTd^MukIj!dm0OF!e@Ej z)}MzMz9$1d)-l-n*EW{){yNLA4kbtpyl9ZjBR2^5)!jS=qniJi9D_4>+8aRnsLPKU!4f zza+THCKi7f{bWDfVqEpL5y-N-us7U7B~>|(i)49kw$-8X2*>wz!L{!CPQXgsKI;|l z`GN&cs)U+EWB&{4k$$-1T^)~(k8$CZlf{}H9zrC8$JMoBpq{qn5T06nnx7q+s=@c| zqkRia5a)wzK!+|-n$oswi>(yW)`v_kf^zW4B1%CzVfkRp@#VYs6E`hjE2y21R&Q+N zSj7x9&~y*5qT`&pPnVWihwt$kxC0{6DwBSf{Dh>YP1G!tU~yYu1(K}P9Ec2`06;{{ z^S0J3O~PtQ)A^S!(^8?>!(6g~3CL|1Dl`Z-^3U#s0e4%g`6M?$gt^cvz+~p}=JT>P zMj!jZ>DHWQiLlP}!CthR2X0xIc(q|g$%-T+1!iy2iRFPXDG#EzWT&GzxAtmVo=Fa_ zd7)iWLL_|lKQ_62v2cdir! zndS)bqs*O?X*jhz=we~_;Hjkn=gO`i*GYHqW_yd#&}TX`H^$qB)!-x|Ef3^lj`}mJ zOd<1W1i*?2uk?I%cQel)gDWvYoLw=5AzVa6V>w5Xm}4fEF)BwgLa*i88+gO1mpA66 z*5;EL-p#tf@gG-(zQ%!MNr#_Z*vhvnfmm7UWSeyY2_Dd5wyfEP!^lPmIRTVHO)X7+ zkc(NlNgaYMde`yy@g35jGz?&rbO}%OjelJbL2ofNbWH>So5Rtp`Vspxdsd`BW^T5p9K*bp$A2XkivwmilXRxSLjc*;Yc-!vETGr?S5e z?xObGh)=4lp&9$?-fmO_15g9*RG{QN{DrEPn*wsHY0;64K&B&#lT7F_A=Id|d6t7> z4B&#g7nO3Td(97G7?EZsOMd4*zg}7s<5JC!vLcT&_rg^v2AGhFnD@`)rJ+BU3n8w9 zsZ5NTFY;2#lYnMI6h3cWIo74Vf|`Unc-H1hXVKvghIN1;Er;-L*c4{JIAkYX2ijcn zGCbE_0^h!H25S{;e0wlhSm3}}=kab8Gzahw8)${8X(5iK+9Bnf?;2(nGZbUEcIViM z&S8bD&GnDt zGOALo4{8$M@0bv8fnvJp9UNj6JZ*drx!hcl`Y6rT7o(Z3sFG9ZWYwjBQnj~071;)Ds6`4VJLOOjPdJC|}kdhlX?`riGv0c>sL5g9tq2TrxC zrQ(VZ;5Rw-f`2oQ3d;m*r3|mn)6GmmEf;3)s7yx0L{0GrdP0JSaWt?<;pY=tmUcFL0d$e6-((eE%Tb zk292B^0DN*mx&}>-wc>QK$(I+OuPvcN_6M3p5YjGD)F|Gp;b3DnIjJ_u%3N1;px*X zv0Y36->=wNqG{TSvRmm+vM>Z7(D?$@*YG(qJvvPa`&7@*$H$%DvDZL;%uWpLt&{*F z@S*^+(xzFvzSMdFaTZD!* z#jdkX63wNB@MG=S>HvVXbIy{fwHwPb`g|`jD5@4!hW%`y2_msHT(0RVEAP>@pVzah zokXjjHuM6+d^om=?gn8eE!dd^>C2SR4g$f%RW^62tk&-IDLXI4yNg!f;?ZRr94VD< zo(`_|iF@8GGb+dXq^H$VEZa1|X_e7~;`L(}xUB&PW(htMniV!{9QoW$Y+rCkoi^^* zY2)oWP0Wp>3G|d^&VBOrSGQ|6|Cv?Y7E1R{NT{K|uj#+HkIwuukk%cOmHBWeWIqei zA4BRo$>{>{IHAe^Scq4UWa36r*63C)2vLcQ$+5LueV(ye#F*kNN(=r)ixO{@@QP1N zrb*dssZ6%28EM=3nZ6D5Irx2L%}>)>Jr{k|PMBd$d=Zj_jbHd>j8?kskitFeB*qgE za%`%RX&}pm@~?HSNZrQNLy{~9yUI)eL!Lo&X`!nB+A3PTrveGs=bvY7w)@K-DWv)Z zmn5zmrR^ejz8|N=Wl)QdAP6m`2KaOViyNh_SJ$GC$7}Vf(xFxDmCwRV9LW(H0} zekMxKtXn>SvRGMyZi8kgm>exq(`ZnK2aA#uKP7f)&@*&b1a!rNUaZ7wwXQaYhG~(2 z>oCkI2bgI;ZPn}2xl`qp9=L`-y{!uNU=9ELfaC%b`V?eqqTl7;+qAoTB6zg-A-F6* zi>xF-@}bgcQ<*O4>JVs_`SPVpDG`J1S>YC{;i`C`54#avSkv9OW63I#?dY zQlF~BSi_ILeC1b5btE$5vk~*!S1EtS7+{i$rj`ZiRmSEpxRu&RIOAaFpF~hu9F^0f zS-B9`34eldeNUfkkp*i{2a*WSs?U;Tf21n5-D$B0_jYcYcfIMO!w-r zEIr1ze(1WCcl0yyMmjxCv^on2pO37E(_JuNDK$Uqem>HP&CcJi87;kGc{G?dhODt6 z%V?(J{IF62b9$5jULrCAe@CzI_cjU9eKNRwcmRnupR&2|D5XP(RmfK95C!hRT6eA; z#JhT(UC8n+NTS}RJB3XZ<|~w!YNs3S178Wj*$$|yXTwleBokh_JZ2M()KqtJ>6e%9 z+}^lGOICN}qIs6N8bu;@W#l|gmC4QmqNmf>-jPSo4I9v1hwr@4u1-d`0{sC-=A8Qd zTT&--irj{qVYLj8p-N^a|42s>8zFt{fCV{eAT7nWz){eEZ`$>AnD>?(0-krhUvwo) z0k28%*Jzxci>z<5#3WX9{E=J6JskY?a(gXV#X)<1p&rP;hVt9Q>Zj35S-!wP?P3xcVM+z*5(AQIh1*9_3Ra5?JF~M^98PG-6%}HKgT+qa08BYy zppH44&XkryS7D3O-RhOuK!MQjlXI?R zE)5yVj+K@!?6a;-KXKzW%7*A4cXeigAQKj7?1m&c@SdCQ*EVAmpf{n1vrBUl5=RY+ zlO%MtX44cOMeoc-S*#3s$S`KoSjS z$~0)I524r}1ESZ+hzHW`c$^fRk6Cx~2f0IIjBCs=5Q%Kb^B{pAfDG|U*Lkt4TkZj_ zFvRLrfMMUy(z8AqaE8%yvIf$f{lcGi?)su%oto|vKUo>HKf|V`hR%V%tusUN);HLX zDlB(fr-mlZw=_#*%(_w>l{d#yC*TR55X{S0zUf^Vy#?Io>sQ^%fNa|$rP=VAA5s^k z>PS~?(wc~FHebsJTlG-)*+5$8?6YLtybm38uS&$)v4cD%mK*b0RSiS9Zya+;m9vhi z;@`^(w3*eyusZNP-mpr6XQ)uswdK8+=8vfbw|4~f%DPEP6;Sie z!)!=L8UxU-U1&V4lEg?Q(R!~+QZG%vdeo8`J_nWd)oT@fbOzGVnl{1A(?)kG_bQKb zSqPM8#a(rSE(<5~X>=m%=^xua8h8uxuq5s3KLHi>9{9o*^iSw#gu zVbs9Kr7r$W?*fDj#5_e91oh#hs#J&a^3Ew2Bd|gUt;4*`YAFTp;SR*@l=WmTYU_!_ zIBlDz6>j8?0p&d**3NlP*rQytvLHX!%_8}sXH$V7J@TLvQmxrzoob7e!~%2BVvJRr z45>h`9oHstQm5&4=$l=(s7;16iQKBIFE~=@N9i0AOK0ROFp?QSg^LUgp}|@mxku?M zFVSI}_Jhlg4i*WHtcZ~QIOlI${us>`;`m73Z5jg27+Z|G-UKu&MrB0#!ZE$Sh=ax-yaMrkoE-`=BZUmH??-e*+ z#iA{!J{B+HWSBu<>hjW_)7`+mi&4DR{9A;}lJUuwZe0;6k}Rxl%CM?P%;P7r!tp zxSrgP#WR)+tr-UN+%0S1*Uy^aEnVuT(4H_aY@?^qFcJY51^oodtQp62X!=RWYR+BV zFkf7x@ueZb#%^t!LR(2>YNn=qOc&1fB%l&8)Q22(alMI8moQ&`uca=%x9RLR-tN*d{Ip8s8w9o(pR;RJvU z6o_3_kf>=m6mCK%O~9O%>RN@L!2!{RcwsRbwLnSQG2%`7nXl97a5 ztRz<=Xc%On3z+0LiNu_0WLxY<3@zJx%C`_b?hiyvMS9c+X?{@Sgn|AKu3w-rvQw!51-}`hHLG*+cPa z2+76~lI6uqtXVg{#|K-4@9MMRVIcP|c@HadqbK82fjB25Dff@TcmR%%k7RBY0XQpj zUB!j>qRG8$=aX8pB#kXM1yHVntc4!|ce_^W4NBo*RO&*4GGi$twz z627f-Q%$z0pGMzwO0=;6^cU_LWndN74cxFRLGA=+I*&wQ&!+3H zPTj5%;8_I+xq&Tu@0M`-t#&O-LDJu1)JGWk-t$ai2b|q6^#cVzl8~uCFH@lJ*}IP> zzuJFk^1fMW^}Op|ph~ zTf+@(FF>fj7ky!%etJSPbv-rjAbDkm-1vCkaFAvx4y=*B4;lu2uEj3%!Eh)?9XQAy z@yeQ!;z`R=jvMdPrK2tPiubK?Q@A(2%&w*EC?0Go)DFMadxc|IT;r&bN~CqecrneY zBUS?nCh`RTgZCICquda@p7`qAZ#;~TAGk5}TyofS+B7S~+l(OywvE;hsnmmAX=%64 zkJP;6wa`Y!Jo-j|u+_%sJ{vqH@p)x7+y~e1qjV>(lK8d@y0O+MWKp3Gk=df6cafyb zJn;)vl491Xipyb?nXdkP(y=k=5vIdLRiP$BM zaf9%8y;AMdST0TX5v%caA=56G5Gp$93bcbt35)Gu<{CF%9dJovBO@Js@WfTkAh|cK zpc(-TvsE=#e7b1Pv`x?GmQnj_j547_>Lbt$`mJy(Tgvp^&fhPb9J7+-42W>bo486f7TYzIC=0yk0_}9rD;4|3lsYjw z2?1}tR~kT3wLe1R>7?jLtz8bfj>zWfympHjZ?_qB< zE4O8Qbm!~x`tyO5+2@&pJwCm^EWJr4-paOu%(bi_F>=R7(Iwq!YMmLJR7=`fIbF@t zzv#dX!27zS@q*0T$5EoIlf}J$jnl5jq}FoBNwHnhULdV7J7}NJe}O`03v(|7zRr=y zBO#+$N|h+ihhVgi{GcA$dzZx3Sa(irZ_m0|FrBk39A9)Z^gzLY6m|1T3hjHf^=!J#uI2QMkJIx#UuGZnWvQ3=Y6Z~D+ZG$jFGA}ryTb#}mX5;k*=P?N1Jv>u|X@lX8sRwdMVGJJ&av${@w!fBBo!Itjbn|S}3(tx-N zZ5I7MY~`dBy^TO`c)pd91oYUE^}^gP@63R zu^dj?j%G zrrP_so53Zn@^ER?S1MPy_{?HQ-)HkR;No){Aok8h#`Fd~>sAFLy z)uZ)CorwN%>V?8k@dGkVa}b5tyu87jPEBW>G@Zq zXgqeGJmXI=i(_Z-KY31{9!@G}RYEP6(<83Jz>=9i!j!$nM_Z)x`t!lvLZ4Mm_x<^W zI3udONu}BbWL(R6WlRYiA%35)R&YP%`t6Uy1@zJcE$HP65{FC~t~pOg{V&)}+iLvr zS#P*Qv*k*hqbvE>AbbYR7T=ZFyUu!WEl&CUwp<`!;;=ky^^FuvUmn-7kmUei&2>FKwe%MNKc)2@;YR7BgiiM9C9oO451HoT7@h8j1SRBo#U#<||!^lbzky8EFgGrUBBm#aiozp-6L* z#t~pbWUmQ_Hz`C~D)!4(Hg0|`esZuYf2DDA@>ZszEB#Q0yqY|}W};72Cx~eyhBj4K zS3KP#`ppZ~%NC2=K6GiytuDx;)4uV7E(x%4uN>E%T>GqWY_6o;Y9AHmS`If*qZF!2BLbIh_K!F>li&6o-IYds$m_vs7`ABxoHF2k;a0{#B%Z&)%Cl&YQy$-hSMj z$YVOZ)a4l?yi`MKYLRCNbT;1w^X%F$94qrz$5VCLa=2VOV%R63K|8$aP>+XpF-uq>-E!QUeu^9` zu(sDeT@8@Mt_1E6ji;>f>gb*X9=q8AzNei*HU_+cam}pitm#O#>9;UX(-vW_%gK;D zrI!sOk~sTUUfI3OTzvi`gL=|rC0^(NREQ%{w`HqYou*85Ub=QxF=9Ly_<2@yeF$MI z&?SQD!J+lW-`Rmv!;9In20LWFjHu^A*z@(M?0c}fk88I&67glOP&$-qPQSEbg0(IG zi3(qZ2URfbNnNgA+iZb2u9#(ObH+b1qcdx0rg#|uctD500nwEUntS9jj?MNkHk(kf z@N(&@CS@hO%Xv11tjVOXz3O&rW}Pn0inAsTspZ@Bie61?dii6kws+42()g#JX)&lz zIU*CZ5=TEC85rg=BhkTD_EG`ZdvsahW-%=sy;^pj-lL)*Jn0I$U5~ zqpfc;W~;3s)ii-GH9UfnvDq#{q4q<(r}D z&n4)uua!&M1O1oH2j5tt)TLUDIL^fvVzxW@=WR9BVMu41%B)_;i?V`V6dW`5k7N!O z$j@VKbY*le9So4WX_u?CmB%o0d6pJ521ec?YpYx+!0;YAN9fu9$d*qJ=|V1Z6b@Qc z@sgD?{*2z@&n;@X`&@8n+-JsqcAwlCBU7$XU$RY94z)W>c|tDPnzOmdoMWQw#73Uv zZGaK)7kBZJj^*#ai*T!|c&X_#xa85uzM4=1aaEbi+N06{6ya&aN^|I1&R8cX8>(m?2 zlkBo6S;)2pJRu4Dsofa)p3&uY^b)WKBtgH0(0(fMV z-i&6o<-6Vn%81^!lZI(1J1w(e;!Tx>JIe}d)+^GjJky1}<#xET8pEii-^aD*XHTzo zWpH&&T#ANEt$x=fosiP#G(`zDtwsY$?X}shpeds zP5?R`qAmHK+cc&9{TBfFUKQoR^Kl=zQo|LMj#qp|$Bf2*bVF(&(%X;0eojc-mPFL8 ziPI^&+k-3T^ij@X6)C8@D<%Hs30p_&(JgDUmP{#lywMs@C{tp<->liP=)!Q>GTcxS zEDeHuu3hq$Tcisg-(7RT`_?QM?5fl4Tgq?Jt~zH|&w@lQ=Rzh}*Da?&nMslC7{gPY zsyeB%3BvG-eZdmHWTxYh$>2;;{c=tsN(>8cswN6#GQ*R!%}peWh>Uc#Ht%ZH=TDC@0o6_K6W<~s zw?qZ;a@wq?)^oo3gp<@YDZ0+d5f2!~16({ilK174<1u-(7)(Ol{Iv;`Rd+`(}9F01HCwh zciSN12Y{4@G-PpZE8%in;P5qZKdzbmSd`jm!!buo+?{KpwHtP#w3t=swfl0yd^R{WsEbu( zY91P?lvK&M+Jfu}pfjXSy7Mh@umr;%Nu-Juc9gX9HW%3c$*B}XLD9__>tMTEOaUPW z!q7o6!~6iv0%L<;Q}h(3Mc3w}p4fQ;ZaGEz>#$yt7VAwXi`s?W^puetxWDnocT!BN z?R-&EpN5ip6u2}lyk2FB%yI+1Da{@(Vp~s`a~iDxwD_*JV($$*NK{38sjQYP9T_B~ z*&qA)9M>Al1r#M#C#Mt`_9|{M!TmpSo&_EpseJa7NNkqmK!c5@d(?mh02Z@3W7kRO zK06kJ*7wo4o6eLJ2%ifP>xHWeGXb)pQj9QXH@q!M%#aHMb)>PUfWk4I0DGcthFp`d zDw(V+t;_o4`|5uhC(Rnqm*AW=^H!I7t!_0Vc&sZ>RVruJS6#xMZUTQ^9dMr2&H9*s z93PXk{J)~e{pg71d5(|Fhdrz!Kp(|X%Ox?5E0 zI?hcIJZM??nP>ws*e#p$KS(nPF<%{I2qmd8_~sIo!xG^xr)o+6mkBikeGYfF8H+dv zLkxwip1fs_H+F}}iQ*bLiLIC4#IMcN4M# z8%W{vm?6U}XCE(L$>dnpi}DH_a(Yj@D+p4f3yzNN>I~FbJqs> zn<;S8L6;R?wgzsH0;SVUGx$;5uA9fu*vwURmGrBOQM&HG2^L9{4*yg}i8TluFZI^oP zsX(&sIbF|e-MY^zwEYQlqwSY!+JUBa;mV9GkPY8*MP4hEHdCm1ED3Sjl<<&AZi$YO z>ms@RJkegFZDL4%|GtJZj=eZ|KfuW&#@Sc_A@0;z#He}-DIk1=6wyK;?GkSFbChRg zmHiF}Y_4;ZHP3_{mk$$Y#RJFSXiaR4P}H3HmuoU7Ye~DNmN-OZI4WGX>xh9L8ckeA z3xcoo>uA@T3IEcnu(M1DG`-ReBR%hWNi{j;%EHnOPh5{mt3wUP+dYi;;k``Ahxb~# ze|QfmsgR&Y-<2QUW4!cjfq%!vhxa-?JYRlzkL0zKu?oM(RqE#navdw&!a%`BU8qoyQj>J|OHP04hh4DJQ| zoG73LW^AZt?hR&K&rzSnB(~B%7xIZP;|as;GeIT}Lwq^u7m%Q;T{NqR;r>#4{sP>c ztY;;KvxgDX1%3P~EdFf0H2@(n5B~{6ZHn zjA&s%zg0~6f z&^%z0Z0t1gkOhz*0fWCOZO{Pn^u5BkmGLp-RI{>jxe5W0d$j-F0Tp)?Ss@pFtvlW% zR`B~jH-e?(f9tmJ?^B3e{;<=H{!0A(?s-_K?Y!9h#M76Mr8__Mb>CBTT}@SW1m+48 zT=2f7kLA#N zrq$OU{z}`%4{Pw#e_9>d0~_2ByPjt0j9GySH z)#79BxdCy&<)%DWxl*f4=jPDoOLx%IZjz?v2xRJPlSLzNy`tRw%av*oTu}qAMKRz$ z(Jgavw5r4(#hyt-_Ufb}I^zX^t$DtD`0I1H`MvYYcRt$DAMmpA6S3EB4WlUTy_Vb> zjghn$6MPxT>C;(-oF(Kg90Lml9Mr>fy2-<&FPsKoDEH2eze%UQZFV_5Kdj5?Uv&76 zG=xk$p72rhQa;-1ep-D#kQ2($Q-5B(U!PwgUKT{7c@xu7FoptOC-vb(jd}m zj-xqIOvlAHh6TzM;O5a5WsK;%xMxIP^@N>n`5}>`r52bwQ@ryJkwOHpebWB zh8+PQ%~MMT!(FRt;*$p0(=W^b0xzFOPi*=yT`_)bxlFbcocqdS1(2(%<`gKFUaQi~ zNTBPfnrbM+yjD391UL+7%0%1u5io%xdS{9DF?q~77s(L$bbRrM_|d-0l7|-NOC;}2 z+gsWiaCTYUp{e)8vg{9EEVH3C(pQbjPal>O@n-}n5@l=e>KsG|K0tpXoxmVTW-C8^ zvGP-NHDy3g->)w^zdpG2X94}b{rAdzcsC2M(?%d0@Wq4Temz|3*L?&cAGZw{yCjuf zP3-ir(GNxyN->aCV{n@-$es+_Q3#cJGhFoscF87`^J2DHx<`uBRIbCi;4@a;uvc)A@LR5xkY zDqG0{Hn#zc?RMp^yB<5PAe1ie z`h48(clTmCxbF9EI@qQUWjgF&3wUF@H(THb%Z2EjS|-M=kkU8m4%AO@GaKb8W1^Xb z5wD$NziW`3xd3-x)IfaA%XtKUJ!@^WLWk>bUO{+WNm)E3V7s>o^aLjBkP1Vx3w!T$cdFngQ1+uWtzF1ga zoCtSxA|RAx0SbLq$eHIy;EZAyd~&fTQ^-YvPw_3m8P^Una_V1an z#rht*W5S=Ohi;E_chw-1WbJi>SS6i-J|x4$AK2rvO*WQaA8wl*v<$npF;HK(avq%y z^5qS_bIzeVLSXt@44#nn#f14{!rW%Uxa}ya?jztX|Ln$A_l?-$Q{SdWB{+qdn0(O*Sh^H+B>?Rwh#EG)ZE8|BR5KOB}>nKOHE zRV_jG?bY_s;`OnH?mR&BN`1fw3wwSs%nUpiGjOZFE}#)~E|y?-vJY$wo@-<94uc43 z51t!)@Gj#xfJwM+Cw+D%;5Faavg(T!_{9qR^sPV?qB-L2a>T6Q+5+VIG=FDi!JqK) zR_m{?o#4Q)hr|{Asg}1mkU{rR1(n2ykuPm!rI_U9Ji9DyZAcC?a!3&&sUs$TuT7QB znrmV3W}h$XMpaxjn%V^Sq@b1xk2wEnqz{PAji&+8)}`;*P;5xdWS7jj&vs$M)eqp) zzb2tIsZh$4l@_R+HjA>6$r673DjJ_gKltr-GlnhUDo2Q zXWguq&RVI7r7K=-uZ?wBoq6e~2j!1D=tuKRaIILVgk)A+B+Jjh9r6xL`?m`UU%TB~ z)anI^;N_sAO_fv=K>fNrLp2||kRe$7Ghzv z7+1Z;m$lv2p;zk-?RKZFuYFv`)~^|Q1tIOZw)VSDJGyL>RIw7g06kxrr`&xOW9Esp z=%1Yz>@C3j{{4wek~U#hTT^z+bgS8dWSk?ut7=vfzW-KA%2vnr0UD;ehf?2p1|9AH zga>a5jnjQfF7`t}BinA1Uz3#Q;$?5MHVW|b)ocV&1@QfN}mN35w{l9>XLIa=!>e~~W$A;NHn9Kdb!@NJfpt?(_B zes>05Mx<#lkSUk?CY7pqGODt@oUKm^db`70zild2TvCtn-Xr%x=e2b%fXFTYlC)0+ z^!w(CAce)r$fo3*gJ=#d478x! zX7pH2=N_}4gd)3w%K0P?AW`0`?DzJzNya%QiCA%^MK;mvSqy64JIwKGYLnK3_KG<; z?vp#89Q#Osm(R2LGJ0K>^IP73qAqpm-AN8=V23x1C;45ZN5=y2cG^bEpq6^Qx-j~P z-O()0I(tu`pK|()ZBRFDQScZ|6%uX3bc=T!@{&P~&`~mZ0p`!`7Y*;Z;CTV}URmN; zyN!0YtRKAN%_}Csg$0^MnOZjtb57#w8o*unr?Ts^l9J)5=2dY?6c#y`YF@)F05>zB zq;Q3dN2kZf(dFV`Ro;$=-F-~9q~Qr);gXY##!d(po*rF_Y{sD-Q+OI)cQjybrbZ*h zrWOy|-dqgmpUx9U-*VSSNbFQvgP9X%zC#%x%^GfcyMxxU$Jv{xQKWubC^1vLSOwer zlM)%CxJ~p8!t=ziwm~f(Tu(B(C) z*T*cAX)n`-&#;LziF=F2!aid23Ol9LzNH0C?P1Gs(F?S3el*SL17|JKN71+V=q?sh z=lMWZ(@Bv&6szgb{@KGDO;tNt(hU%bgN>h47(64d{;CcQ(M_TyF@7jhNQxZNJxA*2 z?e1TVc$bodBkiH9oM(tBLb<`M#l8jlzY2`r^#V8GT2oT!KxS03chMP6>|NI63L=nl zIx974D0ahEiu4#MEZwm#)yJ19NuZmlSO5;r2w{Qx+wu}sZMR49>=BecR&;;CwIy+p zMs*n^Ql%-vs5B0UoqEoaQ@;BZmCk29ezTC$hc2{7tl*98LGIo!T-|=F!Cm%n%L738*x+7DH2PySHZ;CF7WZVSbn7z z$`pp8iLmBcW%@@P1953c;Xx$^w|l6|GWA!}OhH=Axp3&o=JGKc$_Tw<*VJ5OP;Kn;GMAZPyECCxUFI_eX`SYKcnU1Fkj3Snd)e zah01KMmq-_?0J$kGS~poMfA%PO_BsG5dH94?=0H;01(P{DY;~MYC~~mV(@RV!R-|% zsp5JDPhoijJx2TN`}UHq$2C ztqs>r)h1VxlqKy8LX}?j6s9(gHlV_MXNL!3QD?uy$2{nY}q*hS-?Azl`!IM$* zMCM$~T4mn0^13ifIdBEt&fsHFlZ>UivM`hB_tqVi*4NHXN^{0|@tDKQ8-iTQJ6kTR zHIgetL@cD_9i2v?IvD2em~s`DY-cZNa=koPTyc~?Y>uj(JpW^Kwgj9AJn>!R18wqMbOw#Q?)Jm6Y*t~&y|m5>V-Xcz+GF=x+hS1 zlAcEsGR7{IWF~k}UYd8>V}g_P2iV1-keW0M$hN*nF&?{R%fK|HuF8SDOm68J(Wcj#y&mSgtZf{bSmSHC zWg-6}=8>sf&T$v%M>Hl&Xwl!@c|W+113{1#FNb_|M?Z&qK9Hy5{9$=I4j!A1o}3=d zVI50pt^Io#cBTl1@R($R=MkP))+Mmp=h<&waO_^aA?KVoJP4dCsSqoSU3#Y*op}nV zpd@v2s>K>*o6QH9kN{|#v@9z&sMeeoZ%WY~@bND4SOTylcKu93eLZB%zT89gowL4L zn)C;&7vd@(fDT&CSWzZnMJzck3eIY!t=N(?^WkhrTS@@=rLK;pzUF@SrfY*Hc{b?l^RG-aO8>icaxab(#4)g#=vMa)`20w%)khkUnO4+?e{7 zV4AU4(yWsG%1pa+r*UaS!CvV$ai(k5z7r0c@=>BG6kiFCfPX2*j^g=Wo2-n%?523} z-X(ymobD^D=*dt1UfGy1=xRdtluFkf9koqfg zR_;3T|MjJk`XPt;3fk{3L+xLe2RZd8k7Me8WSmu!mu*^qVk_|Majd}K0XpZL*GiX8 zAXR?(iLJ%+$FUYaGuUeuXSrmW7uNUusVv0l<5-AyC0n_`uT{JzX_fJ1%C5~M&wl?s zuF?m;K8Ks)JHPz@`iL6pL(TYi?v6Lih(FtG#GmbK#Gef^;?KSq@n4MiFGhU-F#l0Z z$cpE~3yk4|m&>1|Isbk6sZIPNvEqM;tNAB3^N+-4f90?NpUTWX5+nUpnLm86k6$S?TtV)kQ{EsOcdGDohKsIXVxPbYy{M0r%6O~ie znM%)&ZK{F68fLD_=H6f70hHP~6c;TRfq)7#StU=S zhzv!er3(M`FKlD4ZEEdvy%&oyN+e~K%rsdutAlmwn#1EX&iFD)i2<6Tk0feM_ehY{@ zv%KDc2x3!P0rkV@SUK(4r&|;E<0ZOIQGR|JEr1wfnLRa|m}c%W&T}BzZ7QS&iEDtF zc635*&6yI#3W3dK8BOAYOOvuX zN)=ha<#J7)&@{Z3uXd0qeeDI3DdW0%NU2w!xKtVSam>(u=XH1a>r6N}RX0d4$>i+T zoX$Co^uFL+t%Fg~e7uy>3C?A~07AaClscY_6rm!^;EO`$4f)$tJD(Kky6wDld(7MF zG<$~OnhfLBiDW1%TgTb&mVkq2BP-ArSDjdD0)Y|hS57wOff%0wh#W|wA6ox`20l(b zt@jW9;7+>EJsU{Fojs)bI)^JZH@?qu!$}@5$sTQ(Y{pVrgU$(ggS34&{%BIg$rUP^ z=|cgvhaZob2olC)f|_H?-^kF!=k^>VWwof)$aRjIdX98gkEmNSj@Ci2VTtb42U z^o&oseoE9x^V#s`ZQf*yZi!Z#2kVUk##(NC8}rB~o)czfl!!IywEVGo8q81p)`j}Y zsM`e0FH%=pGj8~!zsWRxvgAf{4tdtd$IRlRYiD$dAB-$l4~<;ctBo!d>YCVExUTpd z4eGK51x(EJ=vl%fqRA|tPsB2%tyE=cSy`fFX|gD71>6;G65iEP2ABC(KzLxdVAjgu z>P+p+44h2tNJ@=2%8`}$pFBUBY2N1ybZoj@Azs!ofJtjGKWYWKoX!j|Gge1B*^-g=EjJy^5vpU)qz*u# ze}$<+8b6(fhgO$3j$XJ*zt#Zs%16p;;(VCN>Q2)X6URcg-riZKuJEAV;E9pm*sQ#v zLp=l09@qMYcDchSqKl6kM4kPn$1u|SV|5H8Gq`y>pJzRb9@K6%r6Bdc?_jMSst_cJ z^R?ngpQxF7k6svhd$K<>B@CQ%gvKnTo2c*Q!V1EyA>EFxk7~ip@xs@aL)n{e7i1a4 zy9ZBURDj`)4qUwuN75`#NnhHc0G7S$Eq^gpLP=?vFAGxNl5nXxv8at}b*VUHZ)Q!K zR0Gz(E~oI?marPCa)Ck?C8|H`>dsuf!_?kzx1HuAhI=@DmrzJ3diuNAGTybD4NTJfn0yy%(bO% zXVqB4fi8-9n1N!5h{(8Fn7R*cFj6Z{cWuMAh9*#qBX%=k^BY^&{2n})nyQ#9_bPg? z;l(QNij>weHhR4!w&gG*Js|1x%^>OXok7y)gFw>fp9V7nDgGbNpj0h~)G}g-Ik*vhYDxuydu^7x7R<^Zh`#Zhe{SSJ~OYw=V#CK}` zSf;;+1oV?wf|nqyh5wAj)0_d}a&wR`CUU6IFvw7#R`;vcnfV!Bdt`j*7RpRPn+ zZGDsuN!e3=j``Jf!DD-Q1B&v&dHuS<-m^_W$xU(ETf(%bJ(baexx3m*9o;ZIj6GiP z2>-%=ZgF~bp9>B_`chx-vxhXk?8f!D#vMx8F%Bw@idMo(re)3i_g$hcoH zjkgOXDL8z@@Q=6r@94?vuWlDg{xho*DU<+B<07F(j&crLpy$`}NyMy~Tg2%4(}5)E zH%5NKNlIqI;xmw=CX9a{5rj#`r*APUYx-Z+N@#1D%&ZSPjxO`^=BBLX_ggk_XhdfX zEy;0AE>n60pc;uC-qb62MqLg@01=A?80{HaK#u`Nk;h0ZDJ1@PskzF_YNAcT8HW!I z>@ll0Fz?$y02!7O+-HRQysgZbxWqU7Fs6&^__9TfCIgib7rn#M;Ef=AGaBZ#uG7`6 z6a|TyOF{A(VD4!)*MBpLaja2{QpaI;rO}Iw>8WtYSP#ytkvEmKIkPoqAcuu97QFnf*U%s7x|s44n%b)x^$&FAZuMKjDFEGss(vtMIDuVVp{%Zm zYWepzA?=8Thp$?@Ii;%>P{nrCeRk` zHLAdtBxKA_9xvSBF-G12Mq69}(5VAhjBKikK7xN$SF}FdnO?F)k@GD7 z-gcVZ6M;^$%kutWC4LeP(bY)qojsvv$9;C0)u_e-!#TQ(#U}=wZUu?h6*nV|asKtn zm3FFym`hsQbU^Q7I=FhmW}N%9y3D1V1i(ibTrs0XMboEjWj!LR$yzuNG}c^- zqq&OfRz&uKj6z*louw1+)sHS~%=N*6P9{NBws|U!4l=5a{rDKmDO8KkrT(`#XHA`G zuMMPRA@qe-YVjM}W*pYpD@{H04z6?a0Lg|6f;5y4zulOEn`T5nZ?nu*oG%yKU$VrK zm%idQWcW7nNP-;_63Q{vK`{5mabqcrYWvoOx@7TZa?{)}?)2{AWMLjJReChZNe~>- z;;Tt4G<2`!o9JtN6Md_{*(M`5wH8QTy1c2+$(%*H^1bG@Omt2v{GgX@T$EzrwfVHY z-7-DHUQU0x|RWWC>+3}B=Na}9Zs&)hj# zmUUgujpYX;E~?77k~kM6<8KT4316+JLLOouR{gG8$qe_X|KjMR_sW5R(|>hc=U8h5 zi6IFAU-X*Rimd2n8P&1Wx}H_#O~)N96`Ub*v?T6Q#5H9@f5b`B&fA;?vHlgV35*T{ z3tfDz{(tt~Zpm%z$Qr#rPr;ZgDa`6osik(?6EP8T|GB@+9PRCq=1XzRx0yKV# zO<&DhoST^ly}Pfw?#z{Iv1+(X&_&$H z80O2~4~?vE(V+?U$i|uwazoDAonD^V<@59_w$fOaH=a@4vmPFnqDo|2lfnPA6*9p- zL9D0iLo&WP+L`uNXx?a4g7`o5{F2D;I#IBTEE9PK>7c2aM``c)tsd;3cb-cBEtur1 zRhH&SOU@T8aJR+cII+Mm{0*57 zLLWLdX-!q+so%y8UtH(rd1k&&=`pRy7NxmI-S|$lh{}i8%CE|t6#|)o6&p9)FZr6u z?{3)me&m>>ulIo^d+*fXCAa~X^xHE6Cev({qtP?dFw6cp6j?>boG6$IZQ+lL0rFEN z^gS{)7@=|!Yv|oh(uyfFSmgpvpN3AhpNnLkh0ar0P$cem6N5Y+B(B)c8vfwp49Fq*FRgk*jcY2Mi748;;r$q>I4Y<0s(3DsmPM$1L4 zNXgA~|Dgo_veX5e5<*_Hhst4Ud+AAu^L&yR?%t?$-jwF4%a9(KTRVsLNQZ0ovX-M4 z;a3Jua!)MW`@tIoF-*9eZTipXQIP(*kV!1a6^xd5buRdP@|}Fn>G?rEKjde|&vbHh zehM0Z$Kr8bXT{=EOn2Tj25GnE>tB4O-qKnV8QQbj{brsOSp!XP*((>B(tAzC&Wq_- z^fV*RLWvUyGGrF4(>*9UAqY0}_8TdEqZDxftP_QP+1JXvY-S#46Qc{$cWCj5whRHU>K0e9lI0Gw_ zW?6t%Zj#72T=Ea$F7P+ABI{*F94}0iprE~*F^J{0HD1Ow#bVT@%6R~1Q1}~Rvd+$IuEmG zz2CCctb(ELY0H-HYgQ`@aG*mTR$ZK(VD7T%g?)}io0UjqLms9<-PIS>yt9K>v~#6m z4$HVAxF=^k5~cR`-VywCNk)*#k7X-E$gf<``=!Sq($;wO9vNx!h65>N5q2J))MsLL z5Y6|uvM}^{nIrKa`*w|DIYT~69v($}-HVN)P}Lk)8v1hHaw~|hDkL$!n7qZp>ipPgzbbbR7AJhYU#f9Eq z@+PfTgDS7;@loJTZ|6$oOd9KXwY(~7cvXqxp6CYPsjB^DtICkWAdxq|%)sl(sVgdA z8no(=M^pR6({}pbgX$dY<4DwB<5miQdM&>#fyYxfU{;Ycm-mlATa)kfQE>YdO$3rc zO<3^&B4g5&I>BxdqtZL*N-EuPZ+6Tx9jR(#3x|t@SD8fS#1vFs<*@f6snj9!>5XO1 zIgZ^Q{fl+x?wywRev|(14*5Iim&kLN@pY1rL1B7H44n&i$r=EE*({T_Ql+O}+Rh1J!OETsp?Wi`s!*}!9EzKL6A8u!|}UdR15 zysC#L-1z(V1;a@#uY`h-%sT9`$@}8Tekl3eA5=>;IhDT=II6q^>7EcbTH%W9w?1MV z3nd-&-N)2!4s7NIO0kC>gUA2hT$LrO@!fMdux?W93 z&Wom}teMyO4DSY@4AV(Q>i@-Xr4a9BF+NSR!eb99BAqNQccs<~)Y2H1yH6(H$|nb+ z@|~kkj>vyppoo{x&W$lWQwaXy;yPkgvUOFfW2WFpfQLH$3!g)vx8Az?{4Qk%(*t5Q z;cvihAy2s2nia2L-I|=JhacIgP6UHhl%n8SC6C+(*Ll+=Mg9*>A;jM}Qvq*I;T_=C zbIgaOKGe<9FSr2dfBy5op4(ag?k!<#mR6e*tuX)dpZ|?($Zxte{&sN7Ql@9Qfx#jQ z_QlJKG`oUGgWPl>pc7fMgeUg5lS&9QLX>jbx^WgWc4uDDb(-tPhKX@;KQI<=)qWDe1^cU{Ubum& z7=(6eLejIW-DFwWkN@XOwo~xpm>deLaFgfttCF-@w@x#|11)@NW0o}e9F`C#LZ(H# zpjR{Kg<+;Pd1JXEc?kABf$#SIF>^#SKW3|Lm7dqTki7u$j_rW@7Df@LNBgo}X}#Pw zWUY*A+lSvU+F86a7cGGe3-T)*HdPcg*zf0A7F^Q9$StEY{%O+vGm^vAjm=M3WRxEs5h=4g+;5yB{XsesfO0iu}nH z(gfyK{oe<@YVXJsIn|)!`q&t5?t>e{Dllw-p_YXbsRgndS?3Q!Z1t6((K)+H8eju0~!k?dI0NF0W9* z{pkXfrB_&xc$WqnOy}TQk@|)o0JBjKeRa7y5otE_LvVXrY_5a>nm@T zy`zrY*G8<{N!M18{G40uAWS^~xqo6cDB8D2oPayq+_Cq`S0%$zN+y5o^rWWe7ETnO z#$Ly0!4C&_8B5h;|7%AgihdP6{C>5v{}z4Zy?eji*Sj~?w)f?YZF^sxvu%$=H6u+H z{QSL|EcTq~M6u1w$4M%4Ke!UvqHR@Po=mXShFxouCNHjShnv?DnmjshIeK(G+Lu%0K}#XZMD$-W84gvUlHVl$OylkWwN!@RG`xaocxS-sxj_A z-{a9lO&(3$<*sIVMD|B@1!;h2mvnq}H|sOGu%IkPOzofn zH7t3c(&7{#Rr%G)qAU4woInra4>c;A-<3!+w3w{E0e{u26Hg;?jAVek(F!G!xdvL1 zGuA6?Y!@Va)2>Xe{6;Kz<9qHxPY$LjwB;oF$dafvCvhqngRmuxDyOIhvR7GsyAdz| z4#1~7pWtsb+2zHq_Drlrwkw$c54F-o=$7A+Q`LVu79%fnQ`C+iJ}LA4J%q>%*S8wQ zvRY+SA9+;!56&XsWl$l7+#c?sgl1MQx6N?Fz6sSB;Pfu2BhXY)Eb zhqEb+e|asdI|Z3xeft-BqTX-5&$gSqIAe3Bdi&6Mr18RSI*$fNo+v&DoS=^?KDZZc zj|Y*|_(t)SF*_~Z+GHGqywM$s;I$IZJ`1w!S{<6fX{5F7?te16y5-)Z;+qIa*Nxj^zG8bY4e*Ym| zR{?xP2#hl7&F8XlZi$@1PDOiW^LpN`6pv+qaUH7_xykg>wexB<$mvIvCJ~{wirGzU z^9+JNN@4+IuSisRLz40+IJ2YN?n92-4IRLW%y42+8b=ei$jiK0de2D?J`t*fWNTao)8T?e(g55GiKtP#+AV(*W2 z3|576Y6HN`XBUg)+Cg9O_vCy0eG7jS9eHw)(ft#v#*$^9q&Iqy$w2ytb)9VG1P+18_WvG+O^o5Za z+NN|HD8DUyqg9%07%jLe<`)yo4j^y|g2_AmNh4^6J|nP-LV#NhU@wo=vkd8Ia&fHm zA0?=p&O$#=;|?;=)U~@gXnv^U|9&{LMc%Z#ll!O3XJ7vlmGAwJE>MESNAAOsXY%vq zB!?5LVI%dR>gzLE)7<{>=ckL^euZ=^Nfs(4mewchU$eFDn@RCVP49k)2jvGN)f zTQfWQ8L}A)bVConQaHpVc?IQ1F8{q}=oezUjc2{-*QhZJA_0;K+lvyJoH_Iw-Z<^9 zK?9j)G!}mReuTc7DPLy4iUG^G%W*gW4{9G?2By4ex{TyGNvV{@y=tst)7=G;Gn|te z_X$)s6eV6~fA7#0_|)YXb8T>=mzbgJ4mq+}7PYi#T8)}rIobnMOb95Bq=*{jlilXO zS6ZL$i7igi_b1=|r7OvmpuT4sx&gn>T89zPx)B=vcDOv|CX=R9EfK0AWJ12I&gL0X zL5r?tqSf~&dVDRHQJO8X07A)-bkx~EbEZx3%-W}kwzp!?(KwHhb{D4hOlCrdF-PAR z5~OwI3m{rZiMPYC$^-LaD#qTMCWj&@jursxHD5)v$83aD`H=p2l)@k(+CWzf8p}1Kri-&NxJH<&YE$~(JA%~@A* z0cT}6xpT(b;y@3b-elFzmjH6{->L$$cioF0f6~ux89_#8I8hAw_2(G!k;ITkw~mfR zkO!%`9%T?2vx9w(BR|KHpX12SapWf(NB-{ki0|G)GNml&MPxtoqgw`K;rNrc-+Ye8 zKJ9qyu5)_JPF#DHr=KITI3f#8m!IRY&+*vjc;|n5X;jS1u;vWYBM)%v3hl%%2>vm)ua}3l{TVKzQ{ZB|DMIG;j7zc81i=~;- zlaz0a>}s;9bIy|3K3U-FqN6MZeUz;FBFom)#?I^XT%dk?MUFtDd+S1|S1evlq(0Yo z6X0FJEr7nf^x<9;Tj+sKXGE{!$SiM;tc;;ruG$YYolD~shp;6p$jI(sEwjw^AM7w- zAV4yh%?^F1?<1a0C_S&u0tA>lBKf(Z%NzFUHcf^`V^}@XhFMD#k5I$re?tuWCQ*)1 zj0P4E#IM#T4{9KFs_q^bUO2~3?ELi+tkb)EBsO#X(K*>zcMJS^^z=OgpG>QSe@zyk zf_CaCjLusVtc|Z0DC4}bk6XWViG%_9Xe6+G7#PB@tf&nFZVCx!9_j zED|bQ>Z6l6&^-r1Z11^ljt{sA_Z+*}goUyiJ0#vvR@bu6;ghL)5w~qt(`q9I z%vPNtrLmhTpI^wn)X?R`rZ0m_sUR(!9wtg^m|hr+D`| zQT}5MUmNlNi-Oh+U*b=vcr-!MmI1z96*Y~#G3}7c2}92VSnT8HIH2RrQ7)9|VTOj& zYK41hkdQ=eA8bZh%exsNx=UyQ2(9bX%$?WTuQvJ zj^snKq6)Uvv{j8A5}%dc+dNsV7kPbXZ10Wgza00amxq0+HaK6982Gg|J3smE>CK)r zK4$1gPv!IF1#g#s@8tEsRloCp-8|C%QKv_X-Fx@or>t%h5>J8UI7jH4r~+ls$ynXaDsZMSVVElYHzGU5lyox5y+iORE4&9}~0@SXX( z&tPw-rk%ZfW+ba*dw$^=V>Lo3|aqq1(_j_i~QC zA^?Sl>*~!hTpN2UDSVmQxF8oqO!0g96|yP4`(wZ8)QBd=CnkOt$5U3v*upoZN-nQ! zF&`g9e$1X)?yv(Bh>O9~Y;E~1N9?4_CcdGmipt41^5VP1DtI&QzC89lYUXt|D2usI z87;b(n7R(jn0tzoZ_ide?oPSY_(67)Yv5AWnywsknSP}~-=cS6nGzT118Pu7oEXi8 zb~DSQU#6GOCja06i-H^Vno_3I++UkKwIVK725Q;NX<(z2rB_)mw;1lqHe1ztjdYQG zEoZ@yL#wmIaPBcCCM%}xpYA4j56uWJWPFLT=`|r2O7BA28}3=q3Lcd;Oj9?(*4agQ z2fQ!M4|5F1u%)}3P^1Cx1bM84C^c_)wT9hT$-B>KHkbWpvKEK%1P%mJH=Cz-zkpwR z7tmkAOb@Fk0-Z%80f+2!I++<2vNa|P6Nd{objXjG$=Q=Kj;)=4BWT9ln}L_28I|*4 zA~l}dw64}fu{`VbHp@TV)EX|MqA;y8t@E}Tc>$Ap78Jpn-jXtBzDx?s?mGdxsy6_x zrKPI3-GPbKB<4$b)pwu6bjJYeD+`Cz)p_P8zwTx;?2Z%+p*8w%znMILHj#ypl~?k_ zp1f+8MJB7T@$xH?YBT0DW9h<^5wQf4{;jhIDW`LEhsKyV-L=}K*P#oe+GQ-o32XG@f3MJkVZzPy+f)^z=yeKPq&aj<23_vjOCpuTh4 zrbm=8{Y;&@-*wGU0VE?zGJjLVTUMBCo{q;`&frQ;;gas4YWJ?|i= z7@G71P>$JuynD+rynCygx#rzlRL|bMMfvRATX|aV-r}C$y@gkL_g4JOySK^_ZibAn zeDix^E@xV1Zqc%+U$AOS7j55MUWTv8;Y?*W|E=#D3?N8F4;mWKe&<044ygbM^+?iA z#@+b2ZZf>^*r*0Z_&_#?bDq!Ym8816FeoF)sBF&M68{Jz9+bgZxY25 z{2*TZJ)TzBoD3h;fCJW|ZWT$fLX!nmo{tG`j6jcol{v1=?aZGg|7@T22&Z~7j zT!}8-5_Nq5x3QS3BH_Ne8ZLW9fB5l83J|RrCj-_wBK#2x}21iI&!3v zb|JA{X>e`LG&+Rn;X;$;z2cT07~Hb5Q131<)sY&?tu#Bms&|wBBXgaIs*pknN2FNS zrjUhNg=snZ$yC}#CShgPfFb3HkP=5%;@!spYUTEMFh!qY1QvF&no12ziO12gVj&v< zVjIoe=EyP@ZN4sYy-|K_XeBH+%!$`~Buo<*kRMWgMq-_-s@`5`p!8Fg=G_X@K?%>P zdKT3?cWa5&G>w?DlGWe3LX5S8e%5>NmmDNYE3e>*lz?sJKlbofpwtm*Up z#9QJUcz?2e@SG?$I*fSjW}o~F39vPu=2I8^u9B4L3aW#FMka~pK%0Qs+)0Lt5lfEy z3ZL5`FzG>6+D*TP)6t=MU=8Y}ogjBp_&LNu$3HSku9gC$gx4 zcI2_;Ha}HCv44+ATaL1-O`EMXXe4+;siNxaO4$%J0p}L-00ID-{P%Za)wG^A<0RM~t^*bu&jXe9&&@$d9GjQ3D5rTq%+;wD*zAb=@2K z+y~4e16ldOMg84+*Fsw#N$H@^r1tn+5|wo&lO3jA3Z5`iq;^u-^lw*kwo;QMT)y@j zW+Ep|bsTsizbY$={uGV~L$T%t_rJv*Pn9;zq&XREU@5xR8FyBE=jX&uw0Cvg(e4Ci z&Q}t?Kz>)2Ku|Hd@#-NTYbw)b2;>aVja_d8!6E+)P%$3C7Tu;Q^3-L3BOXKtpL;^LD^vIQ|w9rKAtY=zJXb!AyJ}_1Q-7oj-SI*Wfum_Ja5* z$=RSFuK6B?Hx5~d8tP9MU21RM(;Ld<5;#^gQuHhjqPW`%Y|oj8W;^q*>aD&iCSPvsvD1T}A(S-~|uAKhaAaC^XA# zF3~|!&bObpoS)dcd~9ORRXRfZWvF@Zg_HH!xb`Q$)o-?wYcO)hO1j`cOI1r3d9D~m z(9iyvv;L~@taoyP@5ANY+X&snzB3rgE~MwrN7$NCx@0Y6m;G(ofb&p)6JfruxG!J0 zB%2+a{wvWC_gH^rF7Ik1@&4wig4sAX8vhdirkygdN+OO@KD=PJZ|I`Eyd{XqVi3r;xC%ktU|bur8|JBFn9mXl1DA z$NmQSB8>Sn`b_nVOj58o%C_Xba$O&heCJow%uIV&D{MUFu1ImkFr6$VCcbv;|Nbt0Vior;F)X~JV$NAnFbL(?4I>jL9z43Or|Qv=9JRY}8EY1a zT|mItl|)7>ph7z~`+A0r=xFjO#Lw`El@KZsF8>d-chjrOvz3}PV`nr+Da@TzhaRY~ zA_O7EtEJ~vl9XCJOj75}lT)gLZQ)n4J;|<+fYg@sMJwy7Y?gV%s{XfZlNI%L>L8!8 zP>KYgBRt%CRnQ;n9S>Ob-4MEu=B586BK>#h))g~%i+-{-*Y@Jto%K8NrFLJ z0Bspfs*|&rk{qq zkJCmOW?H8arpN(^RG-kZgiZU%BPO~6;^y+%PQocaqP-De^HKr)O)xafa1}*lce7ss zzudvWi0e^osg<@8ZFnMifd=!j9AM_@-@gpW?_5DNY+Zm2P{5=UUs+2C3RrEJaHn-R ztZs)=TI=tLhOL>*65Y9gQ{Bn7*bfM%_qW|=cJ(IQA=CQ!1}1G4deeBdu4CNKL8`v^ zmP{g)Nk}BJwfk(qA@wqzUDtoRti*Qdv-OBpo-=CVvce;hk`8GSx)NNL-6aE8Rhlny zdB(rdAH~}No+qZIqK+eW!!OdWVJ_-N&Y(I&*Gy_9{Yc; zP@ch$8BhO8)<55qq?lLBiiQi=etDf~>M3(^E)S;sN$-8JKgiy?Re6prrCy7LQ}T98 zsm zCQJVLfcZ%zT2N+%SRE~2nL67*mQq4MNTfi1&N#Q@EJZSjAJy%V6JXw;&JWVl#^51N zAax8L2Kk7J(jRUM73&_IvX}0i#&C!aEqwQD-7$kM zKz*4ghVi5H4U;w+R1T;%B9fQ=5__Yx#!*+6KAuR*{G9e0Q+Tnke$?;nrTzY37whoI zM*?dN;^InANDNd@2(#)@3XP+th@|->lhnO9HF5zy(}D(}^F^jd8hWdTs=HXAYsAqU zhOKtL8v1JI7jytD)#0wQ27U;^*@k;yw;+IWQYM1Ey!JhNL-km(@C(hT^pR~IepOa} zI1xiSY*j&}*^-tJ0|;5(kHj8jV)^B%Y4+Ctb;uUQN1ezLMOssjs;B<)<^82?BbjqZ zNkK(<+pvNkioCvZzlIk-+phP+0Vd@3=c|X6+m9X(C2B35X4;m`5`WixsdJKsx^6>g zDPqrDBOC)F$5bW-5;QP|R~;oZDzXHux>AuW*6EttXqaS0i|EcpBa}#kOIHp@?t~iEN;a zKC03AiTJQ#?0Q`4K4?9$3_Ih^=%(V38NMQTq$Y(;wOcxy9z20;M2r3r^6(EGw8@)3 z74+F0qL>DWu~&JKTV@5e;(PnxfLk0Md%_s~-T&FCXilEgdD|t$(|dE0N984tagq1s zA?3nXYh)Re{ttvH^9t@UN7|#YlBW2@nE|a_=OrNg-Adm$po4TnJgdd2;(z~J|5GQkDe@FolP7JJ zq)#EdyLmI66!|}rIu*+?Z>u%*c&m*}`nt-+*`hzRDdi$l2!SmpPyXKJYw^Q!aE+7J z;`zjHG?|1qRgGsPqf6mI0N(^nBLv>$2&H7*Q^@Uy1By`8`z64`DswGr0&|a3H61wI zF^*x6eD2s`vqCItj>WUcwj9g?KCBP5p#m=&hB(F4ZaAvcQ z6vbxucWdsgsvup{sAltt6a@$aA0uPy`Uh$Xu^Ibi` z&&|ZqEy-8e8xeSQ4GsPi)@|9;be4@C*vz0 zp4dMvdu|9BRxY4Mn-_}aw3y3G^o>_z+K{n$W z4T!H|xj7|kPy-c>)*T2+S9dOD4Oe)vTktN5-)B3&?B(Q+GGm-d*a~@3#jKBrOGQ== z7EHdAN&Dj6+aL91*m)Bpf{Fq#q^+r;M(%8DLg+BV@qH(0wQgBG-PqedCNWd5n!vTG z1wx3O6R;g#8_l-ruRV^$+{fOe(BY2NTwmgz+7@PjGh;$scsl%>zD>;rWp;G+);&8d z?@y6mXHg?8#XGGPGu;tR?cd}M4@GZ9IOb*jnPbIt31D*H>|DH$?g3x=kC8^I1GnoU z575o&fTKyj@i-M%y}?hlv_{p<&Y~2Tf^1*Ba z)ZYxEec8}-tE}5)Ph&4B0>1lO&T(QrmU`{AfXd6Q9~bsfWLzIdv;tb=y+~Tq@ zs9|za&hgU8PfdBc-q%ib{wr_Sue>xu#AgNrp4t@c26FW9wa+MYxb z6@t5D*HKYj!nQRWvsm#!ZKrWT$tjfWKDRgVaRxtBtlpOU^rej9U&I+5MaW`!H3b`BZOhs83+xs zXrUOmywSHJdY=0q;aP(#8R-Qk)5ljB`p@#gEkdmL*b_xrfqN*;ufb4wpRkJ~>-Y}| z*{k~wo9n9HYWL}dZ*)bA3hdl9zJnirL(XnecguQjms-V2YRJgco&5Mh6T{fnT&*?r z<<+hH7SMyB$oqkWCH+Kswg#9z5WO_nzV`t3a+@vO>*W|#reb-T)@d($*Pw_q<~X!p z0|4aw*DMXwG3b;9^I7R3?rp%{8L$9ylHR zSQGhVba~{HMS_st6HAPa(#n#Ao5a#wJ#Km# zbeq+HD;RbRhcUMmElk5mhPA0n@(FU#vO)ljm#3?Fun08CUp;k|XqMqPXL_+nex5Fw(hs)4wqwW8UFJyt~Y z({$^uUNh~w=pm$)Fju+J9BsLrc2ji)?9`&ji7Icp6x=ZEp#+008?TL7YO6h;4a$XV zU?euG=AO05Yk;O5E_IVM-o*Pn2jglbs9PewMsUo`MpXma()9!=bznM8h_}&B9~1WB zmxtcGq>w@O9-N1ZAH;bS+ck^Yn*`(_J=tWJ>d1h@qvKv9lIK&fVx5j2788{P(3*?i zZ94$PHnL$aDN(JiW>HjN31PlQRuvm6vs`67d7Wj>MTAT`7b3x7lrWO~d0)~%-i%0fOR%=Z94YvLpCoQaq>3H z$3*>fpOAPmnaoI5u>e$Ua@EP(qI9ucvFIKMZtoS?4^fP0AdK(^{DqAtGgMjzB)%#3 zseay&C&-3}%Gj6$9heo1s%ffKU!kh;VP;zuwSkgVa-*sJG=V@j|W5(E8lA>oO11VlwJ@MooR0mvIR^& z6hv$I{+F0GXipl#-el~HojwGw!^&Nwr#ErUtnA4kG%>3T!HKmcHX0Alad`^RXEWoV zI8dkO0~pk#>>XIK;kr0!dU?k_^xAeEkW<sHD9evy60hu(;GWx>!Sp)qPZ;X=jBr;TAy3ISz|T44K9UOn)K zYCm9;|06SLwPfv(eslT0Wuv(E1)#ZOgg?~1{!k&fs+?`-Rd(R#uEfsZoJ01%H4ONU zUh2_k>Ma`4&C?h`pl%qN{243YoVn zB?h#JXY-0eWtdzHL+&u{;Uk!5^r7Y69aTsYb+f@ctv{&wdP6*{9W8w!NsbjTvf*vQ{Q{sPZ;x=S8R2)h4AK%IoTZ zQgXj?dW!Nkuh3uNKpMWr7^QATI4(&G9y+<_Y zlEL>07I`(?uS9LZu!GV4=_CEp6)9}nR41$WM@A*%?r}Ql5za<)q+Kqf#D(r;Y*ZT7 z2<$qt_SX%D7zlX4_w?TP?_JU0Zeu!I(3z ztEK^fy$L&H{&bV4mP>R~wl{kPocn0b%I|6SZMmMm-bcdnkCI#(I2o1pPQ62QJ(UC4ES+xiILwWF4hiH@HNz`@|>ve z=S9R6Uy)g)LX%dSl{d*ig#Dx8id^O380fq|Sv0afmMP|T);pou? z^R@~`F@Wdqa0}y<;OLXp+w5=%+lf?l)fk7#*%KXNG;nfZ<;UQ2H`p`1pnl8-ysWLk zoCPFnsjh1zf}>;Ap&L6Ou1{)z*GW}odQu}y&E_5YH~wYvCd<|^e)Bh~9Vy$+KqF|$ z(|JV}Zg&^t%Y2iMc$33OgvD^7_=a`BJnHIA=D70wolo__$Wp2eQ|*%ADWn5dGASO= zM(RCP<|DD8#0cPNBjL|6zzGfapdSeZbk}7O*$u@_`<3Ay4d}DcXD#6n3AY1sW_bI< zRS+iM8YTH|B2YW0^RCDcb&=-H8};4#!Q@-{;E?Mc9D5?q9mG^VDw^g;p+HN~Cb0sm zte$uE`H*hMkzhw1t9^DXTYUJ@!-5_Y|lu@9d<@RdNo{1UioNFRU(I(SP zQ-eF6XC|UDbY-67zqTH4qqE=`sQTlal-}iW)ij&&=#*ln)96K(eTf}}27l5n7{j$rB|epAdmlcK-L*~> zOhKw>X3Xn*CY$;&ND9e`fy&MM0${yvY~`AiU1YJvZ{)4ZxT|tHV7vR1KzkT@muQ2b z-o*8!Oep>f4x&Zt)e()f9w|`60FFS=KCaZ=C|bh#ce`_L{6bFB?+iYYmb~ifVh+i6 z+PLa!@(untVCmvx&Kdka0&Djvx8?0g#~l^&6HUfYW^dy&qx`Fb@P%H{V!XH5)g>Aa znFZbgq-GMV$o`0E+kHqpr98rxpDu-VbXBF9iY?X?ClRGa_KC+v)6N$esUSEaa17OAsISP%8Uopt8YAyJj_QR5MI@@JWbJ}qxRANdB{Tcjyrj2Bbj|P z`H{0S%->sVD0U(*-xP*Skj?nk6*=mJ<>E-t%HtO5P8PVboQAi2`iz99=gY7hLsi1-c6Hi)XyY=I?y<6DJp>v+* zs1%c*k?)#LzT+9g-`{6jiT_hs&&wpOHVcm4Cil?IYYMGd=8JZB4nDARF>D}QZw$!w z=`F$p4CDqzR7_$e8O^Q)e`B;szYm=MvKr){(8uM!DFCp@Lw*eOOG#=TFd6E~=o4?k z&{@vo6LFEi0=8Yb*%^aq<*-&hs0f8)T&}(Pfr4pXqGQQn0IPb3^y*0u6|~1w@3zq2 z9!4@aRRkl+n*6F%!>~@8M$B8ZOp*JD&@*{78@4v#-9eXN8)~AVfXq#-R>)#^lumk(XFOLSI8g%M@ zn~@{<$pYeN1%H(jW$fG?^RZrR(UQT`{WWoba|T}XY%UAH!Y=*eV9*tgIZ?>;125_{ED9~_sn zi)$?CYcE8YfRlkcYs0x~P=GfbxS~ zc;-oscQC>77_b@(nRHSx^Z76uk>?ovCm;>*ta@KilExK`Abct2k zR+ada`pQTz+W12HQ}Wk$z<@@DK8{19Ym4PL7!Rh{n)CAGm$~bm_k$2hgURqQgcjPA zgQ=`a_X4l7#1KdQV6Fy^1+q<;2ivIlBoR2T>)vhvKh-O^3s1emp9Yl<4d!*{cadO* z8XD1B=O`%8K*f2rGOfQ>ge2>B;!-yOy(5%qM%I~0m~~ASz~l%_kkldO#USH629icH z?}|uwo3`PO#lI?<`$DJagXpc@P0X?oAl*jQU4N|8*2|KeF+9r1=WgMV{&6ro3dfu% zJo??^RN=X|G}N+Np-BogNmr>nS7h`xBcr>mL8?=Ptk?!^jA(R+4+wI1fXsLkArV$4 zF@kJ87oAoxck@Fr#4)_=O;;ldz`09P=S#2Av1#omLF*JL0K5ErnNh@uAkN6lHbd<{ zV=VEWk(4KBx8HY-5n{mI3hRg1IX_e47S+ry;)IFy_|G)ugmi?jU7QzbQD<3Ntw4JZ zOb9YEv~T(`JjqY?@c~OWex4KAycZ)`_(!lOyf>Ry7$T!Fc?jJN>840yy_Ico3`2}i zwM^x``^YzqH={FdvTcmb-BRCW^hxu@BA<6f8vt!IV!Gj=R3~TDMXws7F{M5!O(U|- z(r%s&ucVteIn* z$Bjf3rn>>PQ9)oO@%J2M*Q&>#$2fVZIZGG@*=5M~$4P`+I~$4mSqBo6i(Nf4nKH_x zAcEa8YGV(razfhYHMjp5G-%sLx9iZ}J^ti{&c~E>`|{qhZelxE3BlCc2B>L$zz>B! zV}X{CbaGWxGj2agENLnx%HJOo_bXq2o2yE%1Bl$vXia`i#!1S{50NZ3r+zhtLK*UI z4Duq!_jD!08qwvm^sAUxb6*=*?x>PRny-&;_tD8#{v2(+PPZzD#e_}GaQ^RIp88A^ zlAH5IwRSRd`!Sqv(pO(jR4DPfQAbFP0sz6mwoJNM^q>a>K|xq;+>d8BT{58&zR3M zr@gk0Zpi0hdbGE;9$w30EwAK`xb^V61eHftv<P~VP4 zUc36TKHX%2d$SCi`^w41Eh5UtS7tu!uo<$L{4MCrm}+ep+!)crys8ShQA zRlBH)E6D`$3Ar`QrxFg7;Kf=t3t-%~?qF-bbGGaw$Cdr|?vyXSdT%bA%kfz2@^GxB zvG&Ckf~40PcR%^z>CN#~e9SPgI#o<~B~vF}_hMn>#y{xa*nJ!zMIIjcxeww~*>D?M z&sEYH8)ZT^dGe~QsyAng3-1~}%mswyI+lsty3P31l#*%7qgJ_GH*gyhw9~%4y53TV z)97MWd4t3upz`}#x_!5VGuD0tXu)Jm`ivqUj7yPgMCo!~)$58?kUMP1SBdG|x}7mG zJ2?gx`Bs@YpR~8(&c~WXJn#Qt@2*8WrXA2MY0A*+A>;E{UkWzheb)SFHy=~#{h%7MsgGo6(3@FmEoWVes1y>G27DWWR3lQ4S>zpVve z>_jB$)cCbAEF!*RF;nABmY6Nd+!+iX_rfvsxF*LXLS8OV+hydn4ui0;rtQj7voV}z zd6DTe6Pf-T9rPczZrIhb(iksV{G)kz*;u|IJTEEpbypA#uLMEH{Z(!QGq&|E+6zYC zFFPH+u~7|A-k3GQ840LWY9PKxdE&|338IhArRC(A&1zc9kDV^95qrOwgBOr6c~CI^{l zq&JY;7E@Wap|#&br3?e57tUi&0B5F$3I^PGzl?!O5i>y8mQ{7mG;?(JlJ-hT)%t1+ zy;1BT=sPMMZl|Q5!-PcIcQQpS80xO8FjQwvIA~1AYHl z`!-W1nNadDxJ}&^*t*lhD~8K;3iMk80t*Z>B({ib)Z%AV5Phx?yK<|O9x{G8CQiF5_Au4aVRy)bp?Nd0wLCPJ+KW*)#(jRe;gi zif{{Lmw>}ENQ7@$lEsz}UuRan%SvYo1R>Q13CnA1;s}I~7F8lLCeKp^&*YLhKl}tH zhE;>5EI~+(yI@vmr3{9drffC7knt$_WmZs|{(KRJI2A@1^4|jyhW+wH5k^FVUV;## zWljIn#|fQ1!Z=ghV0{TkMF`}l!FIuRai(ytCg!#Z^8ien!aP&HvP~d%wyDITHCcU~ zt5NPHxcQ|e-IYA0R=grUyQcY3WOOQ~AU-_rnJl}wrsH4o1^|{G zU7cKUmd!B)c?0T|dKg@7j9UR4tlp&o)$JV?)pgh`v~ITZWoQs$D8LRRlDM{3vXYrD z#nNfmBA#02K>OD!wVLqZb;l_(nGi9Rf$jz2qMlkF|8Cch+gJ7HXiRbF==L5Lk>yR( zWeRDw^%F}UHA^%EGPw{Qu9kJkm?N$O=m?pTc~+AKE(OTsi^=OHzt>Uo3i4pZIi+Et z9^|FD^*tOVizt(R$l5Bm++>dB9ly5I!+nm{nhw`m?d}8V#SWbVC86E!C`0`!3H1Xg zImnHE?J5t`-s_3wd^y?5<9hEC|E_<=eZ5;UOZuKvWgkx6OyDL0#!3k!KX*Jvz>D$UePEpPY1g+XLWb0w$_f zT_&R!2}+W!qXV=ID8mVBS3bT|)@(B!bbd|Duyto}KnNlT&Bo)CXv%k?JLIybev@H{ z?*$ivwygrMXVHLSBFaV4>3(?;TT4f1%V?wzj*c$Aa7NG}_YV5O1nDD;>Rx&_uF$-F zk%O3*aO5A@%>5((K438iN1hzW{MbsX_d&FJuPNORq>%H4(;y6si{$GpRle++I(~Ud z?xY1UIh&+eH(HYcdjzZ?f~Q@EbS`#CU^Uoum}|)ENr{bx_QtM8B~HQ+%n~9ks%P`x zOc{e=TsyzfkEi4}Y1TVm<3p!O<43=94*TN$jc*?$Sk1C+qdPE}h*{WdI3_B#4bKwg zKHV}Cr%2sBdfB1=MVn&X5tL3Ge`$=rFs98lziA_}~r8#C^-$VV%ReV2? z?p;fjdC5ew%^kpDyL`7k5FRauPXoCY!tNa)o!cnkoCd!l5$j>RyCeDEhP?em?V4#;T zhfRLSgK2~R#-%2kL_W7x>X2JXQ94{fywNNG!NHlrjTqC`om?X?(|n$^F})FfsC^~; z$)Y=-AU6@C=%35W>#iuX+L|Es-8WqQkNxis*@FFNJbBm1qiW29VVFGWOMBk^2Kg3w zfU5#vDP-2IjbtWEQ1i9O3>5{TSL zPFzw{QQS6&kRknI@>(+{o~yy*wR+L&;F{4;wPF!2j1ai2qCil-TFGU!PZU<&x8>}f zjG5S9(VXHkFz(0ABraw!8?gsE_VMMlN1^oYj>);vxHO9#fvuY!VbAO?!Sx^Ft+wkW zd<&Q<z+Il#-Xrp26v#{>L+C3-I&gGng(J(r^ zv$-XWWdj`ztbLtdU198Zj2aSeGOu$IgYgA$P0mQL3`i`*j%y!yw>EuN?R(c}#|PJQPbaxVNynjXRFx*2 zUz<;@3(;`q#4SWUpFH_g1>3YRudj+Njk$y0N53T~EYUN%)gO=su9=})#K*+Icy~Ix zL{&yc%0F6vw|nMb_}WGDfaD_XZa57N-^dr#9ra!};|{_+W|_@stv)|~Q~yk2!*DZx zy-(vX=EL9>i>|hU+XB0B-Fovfsuks{U#NORwXnGa`Rduy_ zswPt2+>(jf-Cj~JGpT!t0kN_xzPY)H)?}YEd$X*N@`#?k=l?z4PkEOVUDgt;hXN}$ zur{bQ)LohNLSuCrhfbi6pBKHcK={E?{C9q&e;JO{3F*Y^-@W8n-K}k(6R290)?iE= z+Y~Kg`HO*XyixOFNL;Xwv|yhk{Hq~9!OQe(d0X;yN|J&p#o?za-K|i3?rZgR8`q2v z;JH0~*UC`u@ABzsHRcaJX7>3`e%M)0{*45vD$~ve*+67z*p&Aq!F5xfM~@HtOxHM` z6NC)nP0x}(Fs`An&*x^FXz(MIS4D&=tbBA7AEN;Xhnl(_bUqZBZ#nJhrvt}tqCAQko@UN)O4{;8*IQzr_Umwut^6c(T z72`n|v0Ui+&3;G+`xLxOgh(hj(vne%`%>n|t?`h>~}2*A>bh+jnpC1wWI20q^kct!$>>y#+9$ z3_27}w)cfH&U&B8`Cp&hc75*IK9lV-T9kEFznRq3^{Y{D zYR^Z(d~~t$b&*Rjsf$uGR+d`}TIRkOX|i31R20?JbahFx239wBXh-j$bQyLOI(Tbm zo@%7#?Uqm48N@8?T6=w2<9k;;NYZMEy)3icwx*$E5#mH`WQld0^m3YXdGBkU(~5y* z&l17`<6(_IKSrM)ws2!-IyqK3FN&^t9LDbaVcLU)V*JM_GobcgIK*zKfOI3+u^y{I z+=JoRo=6d6Tr_!nHrbq!ElP=k^D)X_D7cQ8zEi*AQ4e4IhW{mM?Yq?rJ~+>b-tU)> z6T5X!8!=ZBkA$`&8RCzlF8*N~HrRxGHDd?wh*{vyY+W@u8lGHI9XdT_s=TsvXu9Ka z0ycp(b&MH3`*oSfY+~=G>sb3Yrxq>5y_{Z?(i5-ujK=SWH(TUQyL-QXy1ab$PyhOV zO(x+-7kQhl@R9p)WSV}ye17>)|N7_Br*bv(X}#q#*mc&{`69QZstzfPNY4DvyVpB* z2y9WFMjXI{Nln_eD+9&5{yw!WHLi4ufdMVYXY4lO(W8sUW-=k@0g3x+?skUkA#pq- z6Xdu4GAF<0tM0&rM4z184aqJdZ7w7%C&o&<2>2Oy4nS!g>LwUD!y`ZrKL$PRne3W$ zx8`KCjazYLFduo{W_7+IVYGrib12wN-jr1f+$D&|Q9^Xbi973*#a;3I%dU6>IAfLi z9xnc_$qRsj>S_lLc6m9SC#&`n#KY8)}L4whvKoBM5ts(aMe|vr42S@UvUi? zF6;OKoF%uS@|x$1Et^8*W;*bY@xfvQeeM*pWCHI|IG^N#h=EM@5C~$I2&&CIz`ACd zHGpYgz6E*biuHTDWBE7KO;%m$DwU1D<{g(3#S%v@f=0jh+PGTlcn}pqxT7_A_tnmC zs=Ch8sveX%zpt()i<|;GMG=o;?tagSwY9XGEVJY~hiv7nk+23ZuAVYF@=jQt^5!xIxuEjvXzM0wq1H;Sz{B0e(ea+O7xfY!6SDZf7v z0Y#pv>ZP3Js)~sFsx^b?EFwbmPI15jaIAcbp7uhAm%G3M_eY^F`} z;e-4on>Bo!_%b#8#n>~|#a3}zXA&AzYVmI~FPm&O_VoTr`v#dPq3d!2MjN&qD zZc+VNL^1~2uIf_dYt?}qEY06!>4@dH`>Fmj-)_YzeMhr74ph?q$QW~F%^*8F*r9~j zxDoa&M&5Dn+}qww?&WctT#3DY=3S&>=P*(N&$x&dyf0^!!(Af)xhgfbYH|QF5m?C< zVr6inW#-OOXKR#aqu^rrICmc59qkMKed#7x;$AkBN?-s}K&-!3d8XV`UKY_1otU!R z?_8NN;B~Twc?&giOdS_h2=zGA|DtbFow1H$i>Lppu``0({uxxJF~5Aj&OYG@Q((wR z$+a8C)ErJ;8sCvFC?cM#YIV|)G~Lxzrr9RDyn6z=oSUp5T)6bFpSqrx{czvWu8-Ec zkPDI!BMbcZKEM`VpXJvsMhs&?rUu^iz`c*8A#S;m=LQ1={5|Ue04xJTz7w~h$lE9A ztRcFhMIDu{nl=(T1O%xy1US&R&YLC*j|Qy!jh(FbRf7GqoSDnqglp}dm7)=kD}sea zxH=8^C|v;{hX-|#v+itVh%SfaRm6n-`%u0o9C4yN&$nKr8WY~u`TBE>;d2#n$k~Q> zWmk`tEh{FOJY=4TiiWHZfJq{mq%YLKrkYAOstJ6lyy(nr#bVPAuB$N@`K0~n2&2gT z2#^Ax_*d9c_RkeVx?61V&#LTAb%gW0`ZY2$4@;bh0)9BpDyv) zrSf0B_tjoa77{rUB+cO7ONO=;Gmvp|WWPx07n7f~J%)d|4hKW=@5;TKR_8Krd&WZ> zXI`XVX-FfHW~^~UBO+suwdCdfPqXL(Xt~gHMW)I+0XTM^fYEkOFKNo05ARz01h-AA zB1`$o=H*I^i)jz`>XiXe@v*lSJTKF`(h?N=aYkb*#tK{ovfEH&s=JS0xreN4twd3T%$FrMkXuWc`3mJk2+}N@(WKHjET5~c1M{*Ki z7%rL9Os*1U7?>&YVk>fxT&>F+NI6UBn^I}7t!mIdSj|w$d&KEP{K!S37(bt(u-Li7 zm4?3?_BF%tCrEjeycQFN+yJD7@-1se;z;eJiU!Q=`4LY|DKE;-cYZ`1*`D9C*|+iV z<%Ol{W-a4NOdj(Fa48I4n{%t-E@L&^Ki*CacX>`V+$D)Vam7FKUpJ31{QBge$ouxI zM*|ifM81NaRD!`7_+|6LlkO^+&=4qM8h!VVkQ^`veL%*;HF)T4FC49|R!y}<#1zt( zl^De*B;mzBpQ?VACL28DgH*PO<0a7W!2J1;`v%SaUJBO^FglVZjKKuV1CzXyRzH~N z)pvAHp)c^bxt8#zGm4^W9AxnR2A=QzbTZEh%E6VLZNZF?d8%h+^Y^5C zs-5fH8fZvsMT~S&=wjMHa-teLH82bzd0!!U-$cLiEPcegNBxJ2{tU;PnyQ^4;<<}9 z!#SA&5T1c9<=`2}BgMOkp*o@XW>kAxWvrEGiB&_m=ytnS>`%BCgBgIN@5r?K>kPyw z!H3RrRzu*^>%^mDt7xp>Xh<0?Ko52ZD+N^z-n#{$IHM5|k}%pUApP*u7n9f3$`w@u zss?qlf^g(;yHRZOFMh@j7cCq(kuXo)HmnpRwf65h;k~0m9B%Ya7n;IO0W%V#f7KIk zlGoPFSoG=#J>>B6S&cM~i0>YMBOwtv!FwZgpBfe_ygdI_)hp`3$`A?C*f2xZcnE=J znIiekz(biBCyI6JJMGDs5+PL~xB2YGe_bvCxu^+-+UuSh;`vmlo4c>mlE^?xr zw~994EbZNMWUX3-P7#QEtcKCS(ZY78;x)>KOzvbktf|{DzrAUtoSqW;;04s=aw}mR zg=IZ5bE~c*z8sKuxT47pud?JAE#O0U`F)nu2XBU0@UuFI*K&oOY5uoLLWWLNtR~qi zp-om2%>W(KSQp`N8UMU?h}h~RB7%RFShgF|vyCqcQYdyM8T=iJb35Qro%C)dqQ%~N z&b?-t)Cw#jA)_pkt4?10vsD(bJ3?Pk(pL5M!n*cd`on)Q`Kx|$I2$s0t`j9kKAw*7 zvv%x!`Rx7}FxZZRrki$?U%AE_qs6$Y!Qlcs*FK0Y8g31o#+2i$P$G<%R??YwGrq*i zcTtd+n8wI5(JRV#=5ih?3+vn8nDXr4)W|n!y~emE5;3~ z@+)?iPnu1#T2CiptP5`3u7Su?7ay(}h&SMGR%{F)v7Ed1E7^#bJC|v)Y^CE*hJ?u9yL^q5h)(QI!Xh;Gh~HMFz@?Vi@xTZ&Ma+0yU7|(ay~uVbTwTYfEe-9& zvFlB%e+-CFN$1SIktt@OG4{%2 za-E2)m9>g6x9Qe0eXBK@z#X)}mhSmHVZBnvSFaBFIsN5{+*)Ww4Jx*epqPFiyiR9w zQy)%b(3L1XAp3fq*BzUK5Tf+gfZ2%|eZK*$J#Ra1WJXeCfsi+g zROc@NQ{ozJz3lw0`FC+H9gqFMZMDY96@maDn$fDwfI(MLCk}u(PJJ32MSO817iK5i5}8;-@dwiO<`8Z z@~^0$WJTY^QlE;)Kci7>+DxsY{Ns>WwBMe{E(RHu$41t9A7ZsG;9u&?L~P`|su2#> z645KlI5gI~fx zjuXW-9voxm3f-kiF@hO!l@NAfp+#-(+8x-5uOXI(rL8r6PF^XV^a+9QSwh7Z{RlsO zI-Ptg-bemdOj>zGGylgtRb&6}TH*S$mQD3yAHedrA5`B@#L;nCW2%;96b+BN_XyXi zhMF6Mu~@;GJZ5BUn@yIjCBVPt0q3)(SyIrL%6|{oQv2n}L(Kbzm3)pcKY|F;o5kCj z!&i{jQ6}~wh1Mn^bT8iQy0cD+$1?>3MmsQQli$Yj&ahd&dPUj_5^c`pO-oBwY11rO z=)YX=q6Jz`l&?>c)H~sh93cBSk%nkgR{AtGi1TRp1qK{g4?1c|dwX!k&6Z5l$I*l%!)q^AS?goCcJdScI%u<^qfXv_ z^Vqh=_s9mn&NHP&$!lzvSPEl*!2{nLui_#NSFRWJ3mTpJxos6y0kq3q@NrG(AOxej zmHjfQR~29L8{5c&c(7CB3B_o=Qa4M615yH$H!-2y7D;`e)8HU z9QO)Jj&Jtes0od}xnZN}W{uc+QaG`9gUBqsEu;tZ`mDFSzpegpF~H!0Ovf0i9a(jB z?*vG;*rW&7@s;w0fi9Vu&7mupSt)DqQ=k2i$i0^UiP~C~ z*QM9c9!p!Pb>3-d{m5NkPvq@z`{_-JRL@6bR!`^oiXv~87j-u4-e@{lKbic6pB(al z!=q0ax4-*8A4}v8sFE6H?GhpNG_qDOcUdELv&mF67iZ7~p!{=DX;rPG>x9(hzGFl` zRX_V6wgzxnTF0R!TIA@42t6+SjEZ~8YygF#G`m1*kU%zF%|07l1NP2XzoOR3`gZz& z7Uz$_>tW*`xxH$qpm(2&nXlS+Z`HoOdplxa-@S!}efL%-?A=?~SZGJ(&AYd>tMA^@ z%)Wb@ynFj$js7<#N6x#+sKskuEYN7Ch8BN|6P;C zDqG3pp4am3!$ee@;^S>g{BVmpV;H;88>I46JK?g9r2^zdF42LcP3)C2q@{ACQ6KRD zhgHx5KLT-`4E?dhpDHIcF?L5IO7R8vSWvIbui7`hKesNxuey@kdNpgANUzNYtuWel@A@Cw%$)WbS_ZE<<1XXCq)q@*JU2W z(KU!@yrzyPh1PHQBMoTcHb8u;jM6ycFL{&7_M=zgGz7KV3&4MkK_plZ=$US~w?TbW zAs{PHw}m}vufBjrJ9qcwjHK;%Skkka`n*{=D=+^%Y~Ahmr%!wn=hz}Vc?3zM&-{3| zv@$!eiJ+$gO)RMGnC9sWjWQ4|-H)7zO-?W*L+inJ+g|KUCbUlK?Pxyza3)NNO}86kDhcl*)z#)zU_r@EAgoK1tsh?QaVJ4hxj?b{BfwOEizf zgnfNfi#e@4n5>gI#M#U}bfq@CRH_1tS-eqg+lempnj)y;g?o9Sya!F=J24zf!4ZLZ zZ&$J7Z!~h{$3*vfXte`V4`^jI=~HUY&&ZthW_br*IK)P4#-7l{R{ZUiqo&Y{kFg^} zdYNal>s66ntWbwAn-0yNpY-no_Iz;UiEMd9(e$Wn`S0!#l)R#V6eK#xsnDy$K1|E~ z-VnTF%qchtWnmZFe^}c?-$EY7nTQoVWYFH*V%=nA`ZTj2c?|v47%=aHV`woi{R~Z` z&wJ(<#FwEuq|bwM?W^04Sa^(_@T5jtRgb;R{+WN?!eoczPL7s&To(Htu`-{s#a?zR zF>rZ$4;K5gHGV&+#m&~(KggR=7krTJw-3Y`Z!Z#AG-ivplUMS`K}#HtIguUy`XkcZ zJu_?geb`{;KA^o)7S3Oh^ohCLxmp8|z5J$~p_+K-ZM@%}#0_+YNb|gBV{Y$>QDI0Xe zRnHGk*{(}4o?NU!BUNi6$3C0xWaLj*<>Xr1O|A>VRyub^RZ-PO zu)c9r;gO1N4r17bGl>r{3-&4OKCky^D}8ZBA{dE%z`fgTTT&Cm^BiZcmfeB$VlCf~F?}ZaxfW5aqL| zYGrf;u1-vwtnhi;8X#(<*|xP{{X0fXpl$Uz`4=D?BY$P90TVdCxG*TbYq!V6WI~~4 z+ENa4oz-n_O+CwM1Gi+X3#+M@lFGqm`u8rUc0}8DrRs(1Z>Rp)6{2MX_*csAEFt?8 zF|&NEj1GEbcUJt`gl#B&(Btgl4dKM3jiyq9{K#j$`1K~~iR2`1GqH^>h5k3|eY0O4 zBNy@G!lYW87Uc)0lovs?#vWRKBuQ&`>*i$2+n#rI4LbF0Gy!L1B4m~XDhGEexbzs5JB@xI0XYynh~}@&)B2 zBEV^^kP+zsju6EQXzMFh$3b1YkbtlalVd?ID$345UfDYLJ_wjQOg&}smMY%A8k>Yy zI+mzr#djq(pLd@)`$LD2tDi25)y^Y|5Sj>GxtcSds_}?0FgZo%=GkyfIE%9fo9ExUp|k+>(W+}pE|go9>OGX|~F-u)~|R zNowp8JP@>}n@V1p_&qRHAb%DUu8?hMGTVy1Y*h)3!M0oyy2z?Vhs098Ld!B<+XbJz z7n$QPtS%72XwUdCq0**ipw8A1_$!@qto~FjsA}^OKm0fO*WEwmpJW)~MFEF^WgGTB z_1>ap3IC)D@{?u8IA2D4Ibp$$?@!}xKi^aXG+bpXmS?z~wr8Tr$S)>;^4o!4DcVv0`kw$XH z^NxmnR#y^4n!IjU1Iiad47k>%&bajG)u#6DCfvEY8;DW;62FRt?N(C>{*qM%V=L#b zyV>>x(!d4Tnf5L{B^gMXBFi-YA5CWxv-Xl(K( zBxn3-s#%lO*E%p$7^;XSE^=Qq5t|YY0GP960;=(Eli^I~MS?~;)@VHk*%4WnLx~05 zt!ZT2+sxUjXL>8n9Z>=*cLgN|{(Jx-L*ceGTpF~Wd8?Eu-d9;tbN3yj%2ZpqZQwC6 z?0@vY%3!oZ`97(~cH#a)yepVx8zAJbNUgyV((V>VV-lz5?ug_3nR^YCZuf(_!!)Y$16y>>I1<$U+gm;VC7QN~hlFXlznQ6%L@|Jmdle0CrYHgblOxBqmk&ZybswKC3OG2#_$Ru$y7msRT{M<${r+-fuE157f+6^*Yij9{!> zD&R1tiVlaDZq`U{``$bWl}cVkV_=9LfW=u{2iY@8z&u|0QK2ac*2%>bd9dtX+vCt?uzXY$ z_R^ZeQ<;=Gi~pNs8=6I}xPSx8=@N3&G3`SFZ|?? zlNla;a`3>TlG6TU`Ak0yjrEh-FKrUG@J}0+U1n;e=@2pwOY4JJ=KY9J&D@t@k00nm zf8^lNhsusG4@qp}#kxqYx=gJOKA8N>4-Off!LcW@IWHe+SbLuh1ZWnxs+nFxh}c~v zvYrX!d6P+;R`6r~z?X7YfPToQi{zfECyo~|c)dyL6#<7c#k3UFykp3T%+LD-y-|>{ z8~@sI;{kB*CoaV~40&Ct#X>JJPNZJw#mnI|Ax48%))2P;0dX$RdFwEDFYm)hr27IU za-C=OJVM<+x@h;TE^L%-??@N+@|;Z%8p2#O-3r{K=EU&PoMJ4m!U~9a}%En3r zUm2I0{xU8@7ur#sAo+fsH^{v!MMb4O4oz1tlDSqE+%LAMPtNOnW=+r-yUXfoCxzok zw(0lW4*GkK{q^}_Yr3O79Wh;N2f*Eot&8ucJvlZHB3v@y2?uEdN$)SfIZ z?~T7rUmMY~THQ6v-finNb3)A6AW;#rX&xa=dE+`Q3@_(pI77u$)=&$Ut0u_k+(3?W zn|=&OUbsg9a}LIrxS3?CHyG0U_Gkmt$^#n0I#4wUt!BCAkGQ9!>f^lDRU>}Jmk^vB zrX~lOqLc~TFhXKVCmy>Zxl+yTB&{{|-?8ug5=3Qt>O-pCY9)GWm<+LqKKUZoYEEwk z88U>m&Q-OiuzfmT$`_j|AL>ZM--o^{StbQm5+0x4h#UC)ImZnvg?`(`vj%aBMB}_-rU%SE~P@#o-?9 zE8laaXpa4H;MNEfrzpNMzt-r*ur*B{gdENhdQ~$3@G1_U4EOSquIqz|fCq8<=HRNK7R}6d_4()T;yz|9;XeyTzhl zDy^0HMw@XPJ{D_(Lvx@Z-ur!g5kad4cM%@YNRNOr8|yGQ1_y+Z_Y~N|?gC)Hwqd2w z^=a#UVpf2a#Gc9BnmnR;z+DabTgOYhrkxaVySjFWzK7Y@95G5Adzd#CtcR~6!X==7 zcc(#ln?}1qWFoLrk;e@*znt8_bXl?J6P_da7D%p+rg8mX>ZZTN)J^~EcGOLOJ12G1 z-@4Tr*ZW`c-DXpq{O7i4i*@d*sph=!k0-T+NWil_A@0_fY zw5UJ|&E6ype&P#TYav^Mx-w0)TgLS!YB!3idDm!BY1v_nH24u=W4tFPT(L+I^tMW% z<1UZkDyCb1*0h~|FiUD`16t;xEAdNk4s<1dGgVNd{>-!W*v&3k?krkZQCiK+EP1CK>#nl+=X{h5*u{nSZFoqOM z)WHRl4r1;jaPJE<-}{rrx}o4s}&kqT!&nKRiZ16VlGfTNM??UO*7xHiWr*V zi};(Bwx4PnAe+pTicJh19k&?stBPDdAQa6r?cQROXp_lK!7fE-K$%R^BF!?ieC8>d zfXG=Clp6XY@uI>|O{NjR4dp8~oR*js{FK>>vYO;2C>FdvCpyy!R`Q=JCsYAw*47d# z{W;KF1`lKZc%xaLG;0-^#G>cmeDXVTO5{hx8h;%*pHUAofa%!hfXb>q2;|AIDbsSz zBERBFybk0^UrfHo{QsJ)Bz~AWRt~*Ys()m)HpP<>G5M8=Bqgv4ubN(Kn`fjBV7bE& z@%NMe`Op9QrShU5*>zr|6-C<+PO#F=eWSq!YCh$2(k*Y56E{vReC6**T829|8OUvr2$IIYKKZTg1FaGC0|NC6k3qT68`T`6Nl^P~> zuK0BFm+A+s zXYr$aPcpey=KcXl7OPkyt4h*^+aikqHug{M+?gxaa?Y^LaK|ZBDsQuFboFwe40&0X z8NDY8id3FWX1ZEJS!3zt{Rm5tZz{t4sK-%dPZhoYmpGGIvtwExGZ|<--WaG#ngTHA zYfw5<2+cL_)ypV@>9G0jN<1Qxb`m_eQwH82P~>TDaSp;N#B;XxAQ0Cns1vA@WL1HB zqL-f2(223G9nw`~EXXAhkMlrd&12F!!7G|kyS6; z7x9k+o1**eiFU+qowf}I74e2oU@ttov#P~uvOs4DcQ;!KXmxu&y6oc>In|LJ3K$fi zk5**3qIpo@b0P z21IQ#$5#ZJp%)28uFOf?GR66OfZ(Rrfhs}`;nd6YmlZs2q%iDQ>;;4)6yz@6P@37I zT@-C=3Z)*-a&)@GtX)WFG0!0nlGA>ri5;149p%?-A07<==-X_nyOBR6fV-}X2*Q6} zqY1*u@uV(;^&|=T@8z3Yn9<(VC$gtOf$~#Q4MUtgd3N#AmMMnz!yB|)fKny}J(t<4 zvHIRd3B*!x!Hk?FB@e`xVB~rl5%jmn1c2@av0^{z5x7*)GP;`*IW)Tp+LpI}qn{Ct z7HdV=bx)IiKr<3jr+YNS_?V*@V7|`2j2iwRN@0E{U=xrqV0N=i7Yj1HsqJigQke=} zZ*qs^WHPtbN?Bm$i(`%@H%_1r4PbwLx9Zq0Z$Pb!VLP9#XEoF~t%^ljw&S`1U4yK9 zT7Bibeye}Od;Q429kBm5-0|eGrpKfpcHTYVf%gE#IKWk_vpLRvPs84S<1(c(x$$== zIRN6#E29dVFc)kkmfeduECnA`t=KiAM)K>*8*(1m+f~D3Ffy#MOcgDI-w@QxHUOj@ zpQokl4{g_rSg{3~fD(Jj2HG+IjZ&34$twmSjPm&0w!}3!G9eDJe=ExoUwYYCMZW9aq?aGqnF0yN!F?(G zv_M)+@Aps}lQpKlEk!Ta-%G@kx#jjT&_(QaH6z~oLLR!uy^gJ~rx=kplt*%>lXMAr z3E2&P&ewU_$dkm)stSue*R_V=)_J--N&<8LM&M_aoj9Z~rdLkM4SJ@g^N|u2iF^a{ zl(*gujzYiRXD^TgTGz;i)#y&(KOWi#de@z37x-LsdG?)PNx>bN$}&;U##edol;N<> zGD0>eyLmqhY3BJ>b(W7S+`5xb_uhOVcW2hUcfHLbuDAK&cJ(%kbJp7+dOc1XIfdY< zKOmO<7N2fzY5%H|o5jxv;Pco-!w-@{)&UI9WgNezal9Wgcnc;6YB^UQ;&_@kZ5?g# z68hRx)<^V3EL~)m@PgfZPy-7L^`hkMJ73g!@kR0*I=3Oax2Q95O7mtH#3904Wl%_B zGhzM={@~CKp%piR9!_d6P>V`ELI?V6&eHKBH*)wB zPg>4KL@r{OR9D_OHz{Iu3!?713en#zIuozWArdLv zBrN}--=ylvM_J1~pi{@?;|i_+ar@{6S$U*mJ)hy~dA?8?qr+RqHX*5$*6 zYdaN_ZgN?m`8BU6L#QSWD!oZ`0Shix+V}XHW&0-NnDHP6KsU2b+NJs3d1(C`NcP`)$i-DXwgPEbvWjIS+y6okx;F%!#W1$HzaMq$^+2_}2w6h*-mpXV@Rp%t-0d_WtA*pseocG3cpZQRi-?#xu~YHak)9e2ci!LShGlBqIP8P-&N6<3Zg zUx|yvl7D+u+Kx8Lsf--Ikp|X=>&-GFNP}U?(eZLbmc6c{j=UX@@i*&b@j$3aevJS0 zNFbZehwn#Axv@MF+@`u-Kc`Lb*#58da7->-b0S|YPzpZ+{lD}1Y7dpKzEr&h!`e4_ zS^Tm}8&%$>8kdovHMlD_<8XA^CcAlJiYKzg%0ErE-W4#XvU}E*tcJD=V(I9Ml~*vq z86127LAojQiJkp2f1D4cle@G?l#4e!p{VBRgrZLIT}QqwRL<^dXScASR<4R4vR>6~ zQ|=y?!htvEj{D57l&@98@l?( z+xV~8bMYR^^BxCxPh4%MPpD+fC=DTAAj}0-&*iEbR7j)0gSbqbV8nGUwk__e9A2`m zdEBRe?iCR$@x3kBd?qWfYvXY&tge0&P5&Lk?F#_0gkQbZq`}=M)L#I_#-qXfYabJAET6SsC!815;GU)5;X-SD)Dc(=166rTh9GDV%1EDN3Yflf<@XP)X( z(qD0pZ%4hsASZgYagd$C?e07RKgf}34FjvQBzWPyap0`OsuibKIkY^FVleCK|DjQM zPa>UK6C3KbOet-oSyD!VkKv8iogvaGO5+)`JHDzmHMAeKq-swcM%cfQ4-)UTXQS9Y zyE|=no7@(CLW}E0J3KVQ(RA&0IJwG+Hjesd*sO4bdR}|$CY$3=fqvf6oK4M-`{v!y zMA$l@OyV8;VT(>d+Im#=@8GE|fWWfoHwpwEmRUy*!9os{MaqI_eTTra=eym1Qk-^( z1m7I-57!`=qLP$!G=fbG-Bxs=1Ckx8USU!c?UvE@a+mRo_h&)4K6*_zxm@wM(Y`R00}E?#vdW$K8)<%nrsP0&b*0OIXUQEWUrIo$c#`Bh85SE ztx-=!U0`h#;`M-MUV*w4l-T<2<)-IKIxuQCS1H1I(e-6-aGFLGEq&}VT6<;Y?a094 zYx#2AXxOojLuua3np`-K3?e?>${f1uPF{!MbOj&2!1#ROt%pF7ScFTt?5u)tE`%gl zCl$(axQ@)QG8Y}nG(yG9i{uYQrL25eF0a1;nMP-s#?``AS(8%_jAX7;!bCxmO&?^; zY}($V-B0+j@w01?GE=d_rw3uaJp9N~#x@elB{(IEM$~)0#9T|yRVYkf0`Z6Ix?CBU zrCrun`LOuLa80eI?NV!jg^itxC03M}-InZ4{zuPdF+DV!q!+Vhvy(B;pWF94U#}w# zVq5D2@H-uLOLr4#w202}QTY*Xw0~C&$7@#X^c??$s?C^7Hny#1&D>n98#m94Ku`N! zn$*QV!4^QRq#;$&d;}TQNooc_fZ~4mC&TFz##V#a23IzA^29kglKk*TM+q~S@Mi~4XH|$8q^{^kHIMLIZ3RynxgVbJZfWBP-2FQE< z=2dii2Ehk6`|>U~`{JAijba`$wZ@B-#F1v#+}Ftu`t?Ecw(CA8vT|Q}guyf*`ag*? z*ux#dz!o-mfg3413Jn~TakGk z+qx=bY7w>}DE%MWIr0q+3j7N)F%zrX_UH-mm8<&%oK+vlp@|(eBReTBp-mQY3w^;e z(^hcM$Ng{K;|lPT$PuIi(jP$j1o-1Xi5mO(=S85`-suM#8iUtmqu!OUvEl{8_r3eR z^ZR^LTedsgkGr2Yle2o0tN)x-a_VZJjx(K;3KIk{xL$`U?H1r8&XtpADzm%-+%RwF zx;)ltvp637;PA^bkctFG>>xTLOjd62(rG}k=D!j-`sQUaT}_b6<8s8m?TGKDi|q0m zCX{)kufv=+86}WxFFt)3i^j@LeSF>!S%^PYARoKU-Sd2Ku zRKKip4N?Yx$}+Fz9D>lW>}s zQVxZ*y`o)^1tPA%YN<0ax>f%_Qk&GKbI`IjEP)cP*ktmg=bvS_o+LIHvv?Rg4d zofCC%rN!VR6$wr9NBbZ5?aF%NVW0WQK}=@7SpTV50hsWlJ1)NvXr6j41yxt z{B-{O2*u_;<5T2i>bO{t(%GIHfn3@pVZM36mRj*~TAYQsFi3Q_(M76H6EkkPC#Iza zvfJ2EapClsEX#+~NlL4U`S66@GLPPejMhqDP>rurbi?+9mWQTke5| zA9-|fZ$MCgruKi;PalssdI04&`7f)YF^yX$bHkQ-MrW~Y$KZh(uem7IW0aZv4#WC) zes{=i+`hw!e8-^5{V74&9zuxlNg&zY%1(66txcR62B@rld!3Sk!)tf=8ty(`t-os< zbV6O#w)nMoDwJD%(N|Qm@K0PSPHW94S$x1(M9}mSkH$Z@Ne=r*-iqw&w3|W!fW)OkS!y7oJvFwZNTu{OaY)$eN8v zYMl+^#7VkPVWkbC=@Vtz2v0bG7Jlb{i1u$q|5%1u$`M65>~Or%n4p>rmk2QvX$J}d zgH8B3oLe>ja!=!Wa&rSEHsGszW(P0zclq*`<|n?#$-{dOZ-&kdTsgZjdK#9uy@kbh38(SXyiF3Hn%j(Jy;^tk;i*6+;YGySltY6vLre#N@sA zU){ps^{+pXxeGiQh*!!YLA>s>-*pPVOUnqV^hzVdo%j|jjbs{^LAqUDz$kRq)JuHb zu9^KV$|nIuvFXdeCo|}9alk$Zi}kE576nqGWXpg$7z2L@3$N?v8s1ezV7ZY+J}X!J zyBgVUotM}7v3Azi4-lS>s5D6!krBWyVJ_plzMHqr&O`^USS(hRhYQW2OE&?2oWtsZb8W-SSgyGyRuOa|;+T|v1L0ea^SMj_f77=#Hzm3cWES&_4T z67#PejVSmC&8|s`>3&No_#RQq{H!Mg2GBkv1~j8!4W&u3cIzFmjy-@yIe04~Sq zy_!llHOe=^ILUCQ6}!?Bk8wVW>t}dK+?obD*`jjvN9Vr-axc$UUew zj2se{&W3UhMwO_>psiTH2+t-bvvT9G?1794sOU0t$PAtU>F%g6jlg2DB!ipUazKyaJ~*QMTkXm_}LC|rSF#F)QG{#+}}&$-1a4nEEOp5VZajy)VCOhgn- zI~;xoeAddLb}TR2BA4#W2JhY{ljAPuYm;ME;gL_$*a7v~kDz{AMwlgy9P7!x)?kA{ z$HHwGNLYYEg3XADt6k$R$5iR*HWdz+Jy8n{vEy61|f zZ@p@y@&kRDeVI(kRd$)zm68*=CNsYDlWR9)fi4u#Yv8lG8SD^d93mXzYNAE@dm8cP z-kXSMDv$K)u+%K0H<>#7wnHB)#C)ilAu{GeTz@o=K(WBPc zxMKNOfp^l>z@m!@li$kXxf&sOF4nKS&P~?cesYzwF17%q8HEURrd+0 zoHGor>y0K?+>MoG2)FPAO>+4?DxC*ma92Li)@70T`p>9h+)Lj3Gl#t#8co@Gt(KUC zV($qV&6*d<5AMt(zC4Mx&HN%~q6e3Y#HmG#M~NWPBBvljtbHD2(ZwWw;S1N-0Na@= zdgR3aIFilcPS&@OV?%gOJ) z^12zfC~{XDi_gh>d_H7o`&WL3!hT3wD=usK;T_gT5EZ(g&-nW?{U;+P&4g|p%G#4< zxmqBlX=hbabxXldAQm^A5DiMUAEwHrySKMMIjzbn{aP^6-l55T0>{p(dxYZEk@z42@89=%9`waVw1>tS z%`-e-#EM}3DV`}(T)9v#F9lQv7U}>~K&-zJv8*JkD_c#m*!QWNQR|A|G&QiWG8v=+ zmXXYwmC2z;{1~o|%(I8l?3&N2C{Ps1rxS8K*{RlMe9pK6EE74t<9Iqa)+J9SO$iHhS4?^KsfpFKYCh zUnFn&#i4C}aP5h9`2di8X!@|@!GTBY^zX66KgP3%L79)*)D;+#H;uZ=+-7mecf{I= zhb1kPbaUz-jGVzVOUc?Hdj7f0ClXObH5@I{2S~N)11yxTAGiTJI)8;dM3_t}H;m*= zwT8gJi{vjL2b>joshSumw$99mASVW1p~_pEFA$Cp)3i<(OSwaVW{MrS77M#YYliKv zn6AoBjUh2DxZF4Rt(-Y5m>fL@)MHKvLKa=y0{fq4^%|S`5(*VdQ~|kP$m~Ebmi5xH zdNuVF#-qvCRdPuHmHpNe)3yuQyykq(yKe?NNTmWZRiDyR(~&FERHA8FrX}8rt*D5k zLa>h*scv^PUaa-yib8cH;7Ln=D_VXP%vUF7K>(t2q0;iWzx)8*(Oc89JcgLUyZZOdJWTJuhaQ9?QBdtOQl;I2XQH;JQ_W zZl`#jE5m>4;fv-oEqCBb!)eF`7kcJ7wDQ=>Q37G()+cFI*cN@JEj#LQax`z?AZP4cXypf&RO+E^b*pb$EhZLd>nZWXBa37ttkme*d@O-faBa zcS?uB+Ck&O2sy?;fI&%NH#jEu8MU&v9Qu;GN%Y7d^XAo+k=UcAoVz)l1wH{>ncsIv z%hhBa@*8iIuC#c1FJ|uxdli@8A7nay`vrk-(Sh+szN&Utn3`~P1a=?US500PROmE_ zy}c5{JFUfQ%#R`=k$qP;;g&%P-R)^8Q3lEw-fBAZdd}z!v;e@UAHaVeasmABPqh2L zc{D+Rk9GHdsuEd7F6(7OdfJNI@igaOMH^|oA|}8S=Y7 zb8i(V3PDW@DMH>pit``c{P^U?obSd6-Bq26`x|<3)GGe3R{hm>cI> zsIm;PFXYOZ>%*@;Q&qQp+Z#?6-D4MzSij*HGp zPDn;aeWCmkSWhoHvIgf#!*l<6p?-zja*PT!v-UD`-^-_i20yy$oYZyK(gRCdk7u%hjqa20lkRmAs~>3T**+dO0iFvtwqk=I=_K4 z;~=%w_ffe34n{+&FA_^oE!!0eJEiVJ6j@Qdfy>xBSlL8`T$9 zyc!wQe6*OJLbTlv1=KY{OmD~)q9RwX{2C}E^TI5J3tRLR-90;!KgT*PtW2{e7P5|! zX*N1qZmscxBaYR7w>WuWJ*Q4{l$BOgL1(ka)QY^$0*_dKcP(BfHhR_t&IA61jKV>0DG&?xgr=Bl>E#_$* zv{-n-X_+$e!q~>Iuw0bxfg8yTDGa)o*8){vWJ;l5}B7JgILj2RhVa#jF! zX;qY$>C!{KqyEx}B3r!d6U>ERlHrAX;Lu3oGWVv=kZd)qpT&u%tfNC?1`|=Tzqnl7 zXx}^H1?LcDT5l82923XtKVlQ5KC2w~7nz8tFVclKXF-xTzIw`&_ag(qbj7@^(%Izh zegJWy)IkCCgKlt&MaY2~G8cBHEH0~so4gZ*%4Vos;3>S;Dy>1YL%6J1fDlOue53h} zma{&gmr%>ApBaCY!>&7oAq9ZBGA#g?Yh5%QGgVgS9MeY+hN)bp7&+MR?|v}ey$t#D zbgNstx`yq<36Jd$7~gbI9|AR2D2_r6QYkEt8P-F-nI>UDkKX3J9bS6;(6yH|Cr!-I zybXEQV1@0Ro(qW;z&j=aQ>@xm=O*2A_`Tz0DYkJ4yLQH{?MbG@m1(OQZ9cIsNqSi) z&-{a)j~pSN{^6_W4;RL@hws0RzBh~?16XG3dcD2GyFUA^zv7Iimb#kAn$ZJ`{`=5b zC0udxP{Aiv5BOlU*Db<`pS>FgV!sDhC}aRKEyuckVhX z7GB904ic?|-SkKryfoffyS#~Noddkb`ESZ=LmS1G6T(EakQfa``0^`wM0zL#2edeW zEMf$kSic;$6H}dg4Pnl_rt(2Ze^uNZ=teu%o|B<-Ml3EGpHFT)6sj zbxYfJ#jJmT&hs~(K9U4h!%;4GrW+5w?Vcd~414O14Z1JQ8A>R;3MXp&vBq@88aZho zQ-MPEE{xPeQ~dV*jW3#Pw?u=@vw=bbG~D+}G{`=8#*O|uAImE2=DO9(Ps>z}cV(R} zOjTa~^Prpmt0T){O+nDX&;xdSSl{#7Y?W>zMK&ZAaA7DHFBM}3yhvIp>j*lmSJiGd z&-4%?N`dWgq`!3vJh1$^WLc`a743U2tH(OT0!wv6A3~j$u0gbal;n-EYs&uIb@UF_ zsZ}89P9y$ZDetWZ=v?^#%^l=v-f1Jd?I`~hB)z)d_FBZwYr8;^^&)v+d#z)C&UXHj zV*VphViz9M_PAlTQGnGQ?dlM{O}|TEhI^O8&${%zGPre?=S!Q^bz;)r>U@N#qZ_0) zXhj2qW|W3UI29T`h2@pL&gqLrPb1~%GS})mH}_G#7sZ;Qp0g>PRQY;qR{Idg-5dG) zJP1Yik=SCfL(Q|1hRRO2Mm<1Jk<-t9H+xn9)dOah<2K8sYP>mVyU8YE`p|>Bq2TXJ zou<5;X;my&R0VM{FC(FC>>r*!jnnt9WD4TU@I?#?9A&poNkEi2y?gY&FYB0RcS;%PFz+2>ktBqdg_zjUw3o02U;UQ zXTZocG<(5c0tQ%O2+|D0w*Up{rwNqJily8o)-N~h6^1R~dKcckWzD<6@ zw>P(Z_gzjNSO27J{MpN{)WlP+%$PhTs|HBXGEZkDS1a014hywEd5fthA&2~9bv}lc z4+-9Wn_TBb$#yg+)74>t4Swqn5W=RxU zGYX*rCr=ZV)@vj!O=OkB2{r14Sy|W3^Io)2!%O>Es{RqI82(^f!CJ5B{L=Qn%v8To z`vw|^k@(~ai%uO=MjX>pSJriihS$h$&m5GMxG31ghaVzD<546*UWdzGBBBvc-oQxE zw(*pnij}l*QNO`HCS*KZXk$79*>e7~*81(iggdb=r=Mb@2WBB2q@wK4J~7vm*;t^k zQ$*g!SMuU{Lu2c|O#UaoJYaQq-Qz^&_w}b(x%VJxnkR{-fcfguNFJ*~*m99JPNAdk zuBChQsw3()SN(=~?MxQ2#hKM3f@#CTo~cpsQd;E9uamxXYgKeg)g&UtJH1BQxzE&UZxjI_!du-3u6owo`{cAx)5?ZsbK zXhK^kS&`yt-?uD$QR0yTuQ_XG8p9z0T9hNZ`09l213tF^Ma za(VrWm+tlYN+(QGm)2Porx}ku7hl--JaElm+Lf|ruQD&24RX6oGs3epLlMJeaqUVt z@P>^y364}pCR?{fF=8NtEf88n@vE#I;mN~Ntn=**Wm=`p7%$Czfgh8%^6|i~(7*2F zz^q45vVB(i&W~6*{eDH;%F!WCy9vdyI;w8U45#p_Ll}X!r7$a`njEf_41!OUu_XK# z$SUhhNh}MorCFiUO)3YD_uS}h{Pla=h@J@5yu zCEMj0vr_Sw6~h_v@y6Gjl9-BM5z1^uNa64*)dm~Yv+sUTHCArN_fc9Ox&saz&XPfd znGn}sm5$CaaFGx{;!D*4kqL;mw7u%z9P$%+V@S0&Z^)V{H<67?3otSBmgz!&*+kqpfQ-;NN@>E5JL0VOqjs&j0D5-5PQ?@I=v`r4H1FXSo=rpa zF~p33oct%7oz;~;#$TdxvTh>j%GSbovbkY>p%@)roicX1mFr6T7MegS)l+C?fUwdm z^?wO;792mE3K;@;4^tB2j(QhAf28Y*#?LJEk#wnXBIBJaD;z%p=0^h7RcXcAtHp#m zbvnya4`WzpQ|UuH2%z;KZeY{ffFkhBE|*vp_FMEnZyDc4YpVTCE=DiIW%wH$Alws*w-6dCV_VY?3s%`FCE$8yI)c^)(Y0*qq3l(&BwqkEU z)}iRwNKmz+BsJDD?-|!zjG_6KuE%t&QT+_TSk5_eNv~7DG$7Po&C`FT4JuFh6#4IF z=@nLW4l}ak;jZoK@=~pbw>mmYbDDf!nXyzP+;g}lTWd^W0AmnP=iZ9NZ`cP$!QLA&xZ8Owu5F zMTX9C^q>-a18}Xv2K=liR+AR<5;DPw8b zkseIunCLKrm6TX$lx}fH9>@HSAmW_1q2oN2%Wk@!wA;bA%+MujYckyi7HMZoA>Ld= z#~icY=$rK?k;xY;sbnZ^Xx$z=fun1QHG>4$k;6(477MS<7o9Iy`mn@7j$ukw^~gY~ zpr_J0xm>9Zc4@WzBU8-Fa&gz`O>xvB7wQtIW6=TI zpb#wbXF6>lu~C_xIi~X>zg8X}#3>Y#fGf6Vfh&Lj%yYX(okzvumYumhT?ojCSp)T8 zPo6stJ+viaA#Kli<=rUm{%|HBzZ&~O^nD^p+^t`alF)fUo*;hf`g3LylFTaAo>F#g3?+rPN@y7!YR`Fil1RLxFm zY$4n+sVm_pK@LY<0OuPab3Epl;R zlBUjvKHaM~>d}c0w5kk)702|p&Cj`fy!%JG$@9nXN6tNPSYZO1={k|Gu9A7m+!HA` z=m^mi6Qc^F?mFfsvm8R78Zq94q8Je4yBZS^ZJ3f3gc{nwv<0j7uF!DY@1Ydsc8zbH z|C#*gp8AJE3uH7zQd)ZUn?kydTdi$3IplX8=tB3vKSLVgk3pJ|bAEaaA1QL<*HmMFA*PLOS3}3xrQdgr0la~vC`WF$#oxYT9rP@Di+t`# z3x#Wj^^H<|%47xc`5~F%_+K9>SXTP*1KMvs|IP!x6l|P?-F8ZyB+}w%DOf(0J)IVc8(b_ zOnlxp%x-R}n`j>J*Ja&m^t7KXX=RH18e|i-QAaIM$2QVWkW84x*F4QuQ5b{EQ5U{Q z91TF^Pp=MVwah&RRhi(O)+CfMc-WXDYSVKVZ*fc+`k17Pu~&;uEn7B4 zJ_8Eo+-tXXw)_t+M9K)56?X${fvgVK1T;6#ayYO-i zo}OYCE81JRpaPXd>E4`geev>T%(~X2SL3dx_cG-Wx#3h(1*n?F8n1e$Zc%%a8w)9V z;#|4#wJ#g|CK6}iE&O4Ooo62P+;WB*n%QaNRLXyT;oMnBLhS)XJY})hc@T z4Rlyd?}UhQogpc~Uz&KXjeA$N)obSC&bJ5EMO#cT~jPSfz$HE=RIe?@yQu`RyS_0k*Ku>Xm3}Xv25y}mA=X0W2^et0vYbhG!*y( ziBm3iB{O4*&j_dH)$fQ0 z94H0j5&OC>H1VafmNDcUSox~9KNvw^%n{qi?K8mt65#=ZYaAz4K44wjCuApIgj|h_ zBsTSuiH^7x_+>^Zm!FKhj3`UTtW%L38T3T+T3PSPGDjC16`j^%D3TWEiJZZ-G-jHo z-}W80CVsUxG@z8Z#%hek89VHz{_#ROiD zG}!!N{ANEAiw^Y4L5rfNu<9cV@zXHHfQ|cp7C%s>~t6QO~xs+#m2s|vuADZH2C z#xBk{LwBZAuB$WubBDPqfOv{=CXRukzk1*CMgKs~k?%dY+eBeN3e_D7D;X z(T~VQrc6I_fLKgss>m9ZUC>A6a(}abx#PeltD@SWoOYW79V8Jj`aPpBU<;&~3Ce3L(|3{GSO(I=Jx#DB zh&XGV1|yhuV>MJB2+|uc-+0s&ZnytW7Z);*|3{L9AB|CDjj!C7J6`+8i&w7=st~By z;+6@hR%sN^-4h1`y!oT0p6HUh-0q6^3Otm@97n($^bG00gR zE8j_j|8x5_j(xM<`;;4#-b1{sVjEXff=w%O3Z*h@8i?pHp0D7@X}Va>iY7l>3#a0w zt0G@rlsE9%C)3rWm=dURvbIg<1%O5Cv{4p>S(#qfjZgT57HERFvI_kLGE;?yXl)gq ztci9gnAT<8jQpr!OL4=vSxoBEfmXG2$+}ekZbYGHXscH|lCFyENp+QXwjMkaV!>Fr zKlLGa>aeOz=l8_Z+b9EMhadh@0l0GXIq*i&H+S4y_dtsltFkM=sR5nINJyR;ADumN zV#`BhyspN*b>OWbgUh*+OyOn$jgI>{wkNelm2>uBmmDe78GRn0eZ}TSKq2?lt*}Dd z*Ppz+=D|;IXBG%Zo_%RBLpcJRphV>nxIXtg%6-f2k;|7BH3w17hQ~P*trdGSkMKWp z;sn3t0SS=GEX_B|YRE|=^lI8->s^m}oIiO@6zHKqCXIOBz zw*b>ca00Jlt+893D>$at1O@u{jX7F|z{aAr(g{AtzS7AuAk;z+DsgefuN@7UwlhTD zNt9)xt2~!^9M4;^C zA#3s(Lfcw~Tyuw>g3hrl4T9_#gK%%?pmT3DYnv6goiTr|>juha;8%3j)VS`NyGc?a zfqe`SQaeYfV?)xY-r3b#Z#%piwj2mo2H)ys`pYV(tkYP-Qol78biDe=i_57PIcq-> zs${VMalEVgZC{cT#dJM-0RKa;6pdy$KzqAX7M`V%(Kzi=2+86UyR-6cTOH3H{gb=9 z%ft#RKTpqNq`RxVdyY&#+iYOwAO*GBgQ=}l-d|3qBX-d z@W(fBNbC-CX=nR_UxjE zhA5iX?P&(+dT%G)0+HM$K=|gk0O6NM1_*;mI6;U|7L;dl^n>Ddkx`t`qFv35G^O=b z0y~$PHeByFoLiV9nZaBl9;#kcg~cTw{s4T75!e^L+%*UvEP#1n5biqy@iNmb93Q0n z*Cz=x+@hEFMNfD2@`sI|Dw6CDGxJO8kWKT4pPGBZu)F%~0|sJ~w+9Wa6AtcKSmQ3C zvlS7mGUP)1U)^~6bSp9TQ0Qf@zHfsPKy6fA%38CO{>Tkk8!ed!8Is)*<6R^2!D7aD zp1@*S7&#waf1=R&>qitiKWib(gNS91l=p-I zEm^Y~&JyQE<>iW8b8{Bcy)4Nvo67d05$n3^loxSY%KFwAcQ)SQ zqqQjl=(SRgxLzrZEo!(Zvco$;Z2peetm$eJ#S9TeY7H_g|9GQ8LYU`P!N!SI{%Y{B zveJ?w%VTzw-OMC`nB;&^=aG_h+i}&Vr~yXIC@>(0i$Ko~7JY0IX*E+{}6Z8sYl z*3z>e2b6w@sNEiu|K)MuPyDWTsE-RZ#Lf*v?3rtm}*& zIIEuLxOK|ACgtbec31Q`8XI^U5N=|^<|MBZl*Akz37Qo-+nP$>^P(qd(w}Qsqf4cx zHtJ~~Yey>MOcT}gsZ7O~?y<7LL}Z(B8xps*#tfN}9EbR>ow0*L#6fifsqC=e>7AEZ zoY{$3LDBw z^Jps2>0~o^>{*%>eHHCXI52aSPBw>L;*13WHTa9hvr;~)6U#4>Kj4c)F6`ji6FIP- zCUYoC0Y2kC@;-=SRu*C(sZYyU=lAls?nvD}{d-?8Xv_Um)IR_hmGMzyZKITucMH@{ z(Jgo6>x~_{M-F{BQEz$r;G@Q(@sUP+Tq$IN@!l@t&j6_$&;HEhsHq2d2~)l)5~n8R zoYfSytwV6dQkVOzvCgrRL|VsiJzTRa1tCYIb(0fAB?s20-#Q`9T9lmPCpb z5Qee`eZ(`0&qMt9IQrIDNKM1gTLtc3GkXVV>(^VHtzYk?Z2kI-jIB*ArWi!*W7hWh zVtDs;^1Xe1a6{O2pA&5hK@iJ5>=W1(9x|peDU{{B%n`-FjQu&yU`*R?TZ$>UT%IdR z@i!jeH5gfX(7_!oVJI%Q$z;-#T7?@2a7SAAyl^2{oC=|Ku#`nF-&S&IpT!JLq2nKH z)iy*53O+$XWLjg)r@j?PR4l|-hxoFJD!9By6@uuKd{}v%ipjLHG;vHrL8=ct>ux|SC#mIH=ZC}^ zg&8|S_x|AZyhxnzH4+X)A@v^OLS8muvSasmg4D%Hxm0&4^jwIkIq@#tsx$D)B6E}K z38yTs*ftAw_?hOF(`DjYC_i0goSXh3mSy3!!i^ zPkGQ9u>pmO-+9avwjP`2|=j0 zgCrF7Sqdv)*Vo2a6jdHQmL=@ICe?v!i?%m7hH#8hao@{}l;Znx(LMXVf*eM1N$dSQ zna=Y_t156NX#($?cZwnnt%cxO-l!WNEk{bjyY>vSc>!%2!d`qKwS@?yRyAl}oh5UY zZLZ?9P7=)ScTQgn8_t+*H7|@j5Z~jAgZ@|l+7o$RUww+6*PE9x;pGWZSGRDzH2VRv zaIq3*3T4{LPEO#e<1%T7e%LwPuswwPS-SZU9vS#XruA~u-v+VGg{EP|R{4+2dHXFs^fe5O{rUXc^xmBSc|In={zN zRy#RDY2l^Vcsj_&6^_5D0|`$HrW&znO8A8;5cOh<1t{-%WA(<0cA9?9gJ}rg z;L&;~cW&2bZ{`VjGsus~`;D<0#yD_X8tst#i>{Mz`Im$K&7QlR$k7S9nGX-0`KTqn zAJ#=Vih=PDTOv2i)(%B|RP-1)Xq4$RIqJk19qF_r$sw6H%Y48``(Lcd7!hqfV%T~V z>IYPNV-C95?P}Dst>){Z9E<%KU)FWDb5UQD9WYD2lONo1Z4d8#q9uOOcAuB{*-kRD z9c{$_>r{@)Biq`dyf&t-qQO#9>Z_<2wXP^h^dM&$XD5zNT>i~t)q}%6;_|=2UKDK% z*}H=RSUPRml>k`Of9c-uZ09;4(<0 zi3P3~cQ?MfozHzHC^kL8s;Xjl=pfU3+jdiLmb^Wgd0I8aY=azTMn5nE2QjS^|B(Cv zV%uo*H~7N=o+UwF1nIQ0vQ5;l3I4)@IJBb}imR;|r<A$t?=&g zFIa}}71RFg|9*b+I*zXyF5MHivx(dJ*W0zTxqCa0x0g*S12~2+kEi|>pOSCn)6FgI zUv(mL_{Qf8t9&ZXp=>Oh2Qz_3c^OZ_QL|hj*tdXJAEp9dzDzEc4}Y}2zxbT02!l`w zQb{{b&f>F_#VjAW`l-wZ`r+J6kl5p;p=MXrDqbR4*>0&!66)F3E3ME#?YTR(GxiP; zu$;V6xCPp#pKC)Ep~3t0kI_I)G+YEZsrvv@^*9_{OwAvvf!B=Jl&A1$?=h2aU>#4@ z)N69g5~eDeSx>>rDeJ$*-|DDhmRSd1+D3-xVm5~?EM|mZt|d(z#u)+&tPio zW+=5NYAQ8PeGQB+sgr+hREgM%Th<;hwx{c3*tH8GxOwGOxI%u(F1pX~Ov{?I2P8ft z8OWL`nvo`iyPl?W+u=L{065+h_ez%FLfckAW%>5>s{b>VF*TPdN%Xq>vN4$xW)WA- zb#a}RW7e6oFqMC*)Zrfo%aE?Rn&h4=)nxJf-FrX`7TboX4uc6iwxD-4=?40(wA{f? zohIYg$uh6fQdd^$A>JAt8ugDgmIyPkHKydGx4va9l#!wN2Y4J`suJJmZ(XVGdF1Lq zaSP);7Y4fQCE?F@5Ngs51QYX0{OO5C@^ptM7UJ9J>qA@p&ikA^Jo5~)?leW<$i;Dh9SCp*_=kDBH__?)*pDStv6>6UO)BRmKYfx|RH z(feBkPb@dPMG$mm8z)2E#>VXr_nyJrZ8*`Xry#%ofp z^06GOy4*29i77~78%|}ainydL;$w4R+*a{qCy!>e>uI`E?_jB9c&k?4q~ z{;U6Vz$EpqIynZr7h--evvi~z@RR~8DqfB`oGYp&pc&2;Jo$i0GQ}p#(P)LDTva&4 zALOX$gq!U&)jOQ20(P6crrh<#n@9^=t9knLIryZUS996W zIyd1^kJGoKy?B34JSm62Ja0drAJ=?u388`R#w$ zm%WGBpOh;rTtAl6%W6^Wzv9JP>i4^@LcBX~#t0ZYg0ASV^0j_Dd=}>Eo+tg0 zcl>L;ewRZ4tDemO-M&t7A_UIy|NM^@>e-k7;qH6`DHv~vA+t^SKmHrjEOfhF{-49P zJ+eke^X6cq``_CD^uHX8+3pd$^{e0Er4PUIyIKsWY;OPY-!Cu5FJJdxdhaVga8th# z$EmI+byMA@y}JkKagM>8@x>QUWDM46GaJcS#tRL6EQ4_Idi?6*Ne#lHURA)ecwwo2M}l-U2AKNf|HGcC%R)P&fQ%^s(9pTLv<2O%aE&MSpXX73R?Z+_!UyZ+f z`GiKGZl)jE2z+@l{_^XmGXf>6?U~j`MaIWA7{48V^@I$P4o2J6tB-9UzWQqX+ov)R z$YFeB-T&LK#=}VKW9|N*ik$1<(T~9SI`Gyn-}~y0Y383;tMAhzSzKG7skK6R=oU~l zLwN`CL;0^zR{?KSOQy31EUU)-G)RZF=iczA_Z6}@(!O5K?V9( zo(L=Onepi}(6a}@R>D7Y&xj=`TEb+-QY3(^qGT@WZb%po__Qz9v9C2^I zE7na~IM(`QUGer^@}A!vTJ_s^IMK=vGKsmvdVc~7|BHu{6PV|Vf}_eJK@XIfmLTSw zHk%eTaxCfszwMNQU3;#%TrCnA=}9qtV6xkzi(#z5A2NXRVzDrZ8)~(S?_i~ayX=fy z@h6HPs;pI`RKa;O0Ghu=QR5cb6e-=UXyhAdQBM8AxMJisn!eV+Y@37k&K+UGY~!l# zlBHuE)i(u?6$^uiiiuU&t%P*E#VQ&}-HqT_skocxw2%7JN_HL10&FM#G$&ZI@ztXI zD-{_Qt15R@i81ni=NOqdUqn@7x>yd8IvG0}!PQW%Hf;qBfTk($AY7&FQMm z2Q043RXZP4E}=o(1=p!l3htoH26$H76{!=SU=i1LQ8#KNUL^0e7P+)??aQ*BaN?UD_iky*Mni%tXIsPD}>fIn|?D76IlO{G6bQS35V)* zunDtcHk{HA(CT960qCd0dw;m1CZ>JWV>X4VPb^Xa5g~w52cuu0vhYKN=HBP)P)dlK! zSsvKS9)>9X-bahbuG`dY6PvrLG5w~eF+D=(>lc9TCesZSftsB>p@VoJwhqtCj^48< zn{mOp%?>)J5Cs*-ckW8l7;m7Qkc*o^%Q2b3lB||Wc)`slHD|4>m$B;OminlB>7GJi z#AmZRG>N82=S<`!X=rD~uX*OfOm-wf8%7!%O0Vl8bNe(JdsMk2gd1e)It?JFmLh_AfrVQ|h+w ziW8RGN_bX+1=rmUUcdb6_GG6qjp%@b(_OQ-3Gso~B}IzBoO#Rh&dF>;z0AjAPNyW9 z|EqjTe!`~%_Mvyxi7Z6mW&G3})dw;XUgT(6%fyx+KtR!Qh20vmdF*Kp@<6NX3IxM`9(%`eyjB5mg?m>!PJvIsJA7>!A=%JC)i1WinAKs4|L+)h@{d z5tL>>47(#DBzvCap*!%|7_yjx;>QRy1}+@l%LVb>#pDtaOSymcYeHu)i!Gs7Z= z2!!+{Z@?~gY0njt4}M5^^HH2d;IDlEMWaF21(1i9ZuXZQ;|*#~oRJ3&W%%$$Qx7uy zei+$U&GEb5+1XPiWat&vJb&`;8F1>K$!R&JR5+GC&03bXQ!H%_=JfsHO{8+&5AZ}0c%r<>@arN%djcvr z#UtVZrcQl)=Tx8K`zdo@RXdSCwf)l?5{?=PfLk9YnU91WePnE+tqfNE0)-UIw{6Q!}o>1j&IC9Z}z7&xX;_O>?D zq5;Y^QR@Bs!!@@o6?yf5YJ)Jl-jo(jn8e6xSFe^af$n>K`G8Vit0ynmSc*ZV2bp}}yOAoJbL z#|_lOUuW9 z9qsI9PS!c=tHcRxq! zT+QkV?i3?{biU3{biW%{ar{vJBRVM4xFTkmGA(3rP!V%xE%VX$?<*JW@p7?*t zloBIxd271gN7M3Mv*?o{D}JAg$;jp~D9^mbfJOA#GBp{``yI2lTORmzese3D)7^vj zD948$*I;-SdG`cI=2nzCPibV*MNt;wEj-(`Lu2cHA|o^Y*w)ND?*u)K0k~lUdh%oO zr{XHFP$Vv=iDfZ`SN${wWqd1w)F(6&Kh|w41Hou=lU$|^WrCl^Slo&^`w5N3?;Q?t zl$1462s7E)3psO73ZCaGIdyr(7o>on$T(d*{!RXTeRu1Z|3B`*L>Ei;G708$S>}ki z%1?)!4<%p@Mzvye!v{oN)(*HQ{F8yrSFecHBP3q zcNhuL?p_QhMuOR06uE`BUFS`o!9{<7`b`a`NB19DsRLpR+wCa2?IMS`T7{7!*SPRr zu3|yHZ3j(ElXA5vs(OWOa)PL_~2}z?&ox_dzY-i~} zNdCalqDs+N1S~b_vI?_a&5n<?%6B*FfT{TnBNtQumgYGvlOGXRS0m5hx#G(S(70P)~qd z6RC2iU=3(+LE?2e0}xRGI|^=5;7|08b2^5}W-G!kObXes_iljnRprOV-34b2x}CFL z9;!}UC)+*S(1)I8G$3yRl?8U}COl-%j4JrYqLCf0De`M^NjE?|osS_*oQ<)0P2?WX zy*U?C6uvvOKX2dRq={>XNfPg(v=)1xc6otc}*{^$NJiF0OGyEca-tz#h=((JW1rS3(TY_4_as@Ma zPMffBs22U_K??v_K&QXpet&XQOHr1q_S0DQ4*`%q)6)G~;~Pg*Cxp!%g3rp;<0KgI5=X{l{XfIc+{q$g#sNd37!7%dw)3P>7 zinLh(r?k#fnLS2Ml*ST16 zNrIA3@iPAcTfLS(8o8Q4`#U~4GZYGLJq}4bSSwbCk*kpmCP{qJLYyKPY6^tAGAt;b z=PamYjW)-Pv6G%yGeXz(r;UM(YAsgP#`{Siho5C`&Mh{|{MU4`#1?06@gRB$FnX4; zDxm9=ZgEs(>zM(b>h`xSj_7&nPN~&~oSrC1z@bECIh1-uj9{5mwNWZJ@wagm0iOsI zh=wTBqM?7jr`2J?Rp9*s&mVr7Ha6S@0o2Mm<67ppTo^C3hHA8vEt;$rOWpeU9gmj8 zYB37Apx#F!8w(EPvQCN&O}zWj>JVwO4Pk(vkv^HWrxLfmlO8B8iJp5VPQDyZic8MT z=Sn-~Bhs9jhSNn@@|$-?WY{-QlU&aF@MG4gi^lfi;oj7o5tWM?b?3kEpNISx|N9g9 zFM%EAQ>sDuTP3EnkbUbR4lmqjf>6P%fLcgRa)NcyXthD?)FPF6TG`o@R?J@N?#6a2(&oA+RW<~8mzi;;t3!01(+F#U z77@#B53;Nb2*qq*Bv~As72@YL@G=zY>~^JI0BtL3=1s0^TgdQ0f#Iw`%ePR`sYPxMwT555XB4qm(09 z#Rw_-F+P-ytjtn-I7GL3RMWnr>9@Nfedx|*?NwpENUz>;+0?UQ3hCYg>JYfdioeM` zZBRjFk*oXSVm>7wj<#{UH{5w+wWB^^uk<&i(n8wlH|nmUwZe3NDr=-^E8`~V#US-g zatpH!`m$|5h^-KkjZ6mV#4JS$fd*F3^59|gpY?^@GCI!Lh?a2B5aGN3Q9gcCO!KYh z1mBU2=$&7R#(=H*$Tm-mI+i!^*_P-@3U2J#M!%r)%m-@iNyHLCXsG0}1n=I`NEly6 zcU3kUC^Wa89%V|^LFqNrR_|!>i{x#q0uG+_CB8hkcdA>lb^Uf5EVQCmT~)QJ)>SY= z)1qD-;nDshtUb<5Bl|MLIrH?}aQ@jo+LaNdsAG*r`P0<y72YxX^fCF;8}3-b2r>#VxP_8B!bNID>$JDHitw=^mG~uU9m)# z$<0D$sjf;sD7|tXWG@n~gXDg43>M6$yPue&IO8XdE_;;?_IWQmUG%6>M{>w(E@N6% z_kNnzBF3#{x7kpK+&G$tRfG9^-`>ab7nXhmA53wrNYF{4{B% z9)eHQj%(9-K`!Qn7`~?g(0-e=D@O3jdL^q^Mh^p6)x;PqWmU~q*uS7XTj8s`SuH!; z=bf00bDdRza)4U-wgd(_FPE$$w7$~zpRif*N`xgMKeTz$jf%@^6% z@;4@7oFi3l6(WJ!30lA~JqSF;Ka5JMYT)FeClIWUIw08$FVm`+1}wPa)}av5$Pw&} zbXx$`j*1raRkuC>N9tPu)18`~g=l-af0LZGOxW3}kN}r7Q|CrIjHhJdRz>=Z`-Ydo zb{h$(3ZEi#SNwKE=GaHV+chupGSl4y|2njJxL==W?|4)^ut2$}`w~K3Bq#Qyzo|J6 z&`^)bLF3c_=D?xX<`Po1kaCC6_D30OeB`i$w{dOggocYpd1vip`A+jtU|402aMg&o zBGOr|x!QZ4zsdq!HRcraY?vm$d1Jv6afsi(8(GSMb|w;?7w7l#GFSO6V@`FkJkCpT z=gr!1r#yPro!R<~>)BW~$Zj6Y5W4FR`06(HsCWIRV3^KLQ2l_utyWohQ5qK`H@*Ur z0^-7C-4t@HsZ`zesWJqLTRaCQh%0=?br2gE$c>w@Zj>J1?*@;cO;~Xjp{PFj&8yhR z99GOb;i@moyi70Mg11ix*Lrl-iI(|Kafb21)iBPz&L0RQBRf!6=3SkW40N6@8gP@8 zc{+1N%d#0x;8*>!N`aY|88w?ddY*d3D%W+LX_j!;D+C|1F1gvG0&+1~InL86L?M@& z?Au+k)r+jPaT?9(C>Mc^;eFSrT$Wq^=C+a&LA?ixFw@z|%iR5-wSy1OcUt=p^vd;f ztds#sc#nuqvadCEtH09&p!=(NR3pPrdg72$Ok6eqMh;3`Jy%F5S4GPDvUWKfecl-@ zo6KAgxr@1JmulVg8;C`>%R?4!c=d^_+^4AbbAH?QBqDKtf-W1g$gE_&jFV||#l|IB zUKU6q5`e9h^^pUjiK30K19_1cZMzze9&3B=FcVSg=qacloXTTK_-&jpvLdu_D8}-! zF-E&?!*bT*`%~DR=zu$?dtb9FpSxDEC=hNbQ##BgG-6+0%a>uy^72 zCr?HAGPP%NP*|lNf%Gw(ypLJ=;zJ+3wjHag25!J01C!iib?t-&d~aODmnN?cCKz1m zB2K3F(iU%HI2hmy8d8^A6iv>ANF;0NDk0>=xTpx(;$O1z%aXqGID{VW8QiK!ckyW{{ayMTGG3r74fi;nnl!2XG%v$V2CEr#qu~`uA zVQf5vIHbvi>Bvr36Qd{8XGOeuFavcr5LlC?w7aZ3z6szsD_R$6l5DxZ>z(eVFd%7V zsuQikh1vzHKmu@!brKt=Qg(cK!4BNXGJ9geOM1RcR)tfGssZRx<5v+1WXHUZ`m`NNV7GT4{GYFd9+g-6S z4XG|y6zuL*e51FDDjrqb$)m;mdlzl|co$TTa_{%A4v$79E81z^RBfLx0fW8v?HT9* zIxdcwBA_^LO-KQHvT3tg=)USc9okjnt4?0U_|SXmt0UQ4o<#hDJ8E00C~rY=b3`x2 zW$b_}ZdWr!kar4lB;8_J%7wY)M^51g}z z<-WC+ETA_KYvAb#FDM-gl;lLqJep*_TBKE7WZrG)?fq_#(xXF=a6-Xg9gzU4ClH=8 zC`Y8~6+y~m0YfJ%0$$@!gyALK90Y8NP_1oxmBK^C(qF~sEwq)bdyBZ(CE^AeQ0e&1fP0yv$lOtz;*o4!=u%lC zifrv|YoY4r$f%UJ;C!1#7I;=}tbkx}q9o&T-WHb?K*Q+YdXjHiwe^%hYC4t|A)bEz59Te1+RBA5-SW|_WBK;*w#5p6() z9bduQ9|JwjXThOs@+Hb*iq5E0(^5Q=1s$+5oz!AOWPy(?T|;(YY5qj}6K+rw*nKZ( z0m(NSX0(5+c1H)p>(_WF=3-MX+a1Lyogt>8`=OkLKc#JEQ}VKFnVFJ3rQ96VTQ`uM zvdl~&*`?MLT}Sq)jlAj1`KsX-1dUq50xjzKoG&@PYWfKOIN)-*-<~{zA_{<{3l_mq>54CXqR9is@B;Hn7V*^5A}5wanm#4aB$z9Hy=< zSuyt_`72UBZ?dm{r}>*25N6aJise{fT}M?I11>}VD4u-j54=d;^@w!DXub-n3I}4c zGzH$TfW4Ko97(cd5Hf`X_RBw_wmp-bv1XPks)7s6J%XnDJuHQjhv>ToJx)K=27~o) zt4*T;BjIjBMJwitTOH-Vd@kO!7GQwjHZ#BGV$T+of@i7DO%rS+Z2im<)OVi`x%_G>wN#&$K zwpqS5r&+##1ZvjD?&*Kqxf{%yJpZR2IttZQ;Oy3dRTg2n94Q!Ylj%m*Se7>~{`$I~ zK)qAu6z3FF3DHf+(`zV1*OOK@KqoyVCo~dp&B|11o%EcDYnU08P3{<@{8K2xjc-{% zXXKjA=i9Y%?6^W$V}!CYgXE&(71G}@Bn|q^>|_)>W*@XW%AtH9W(IR$@fTdmBQmyD zSSUTnDk%XHvm;N3WW{aY$jjsnPRjktwr%+=Paw5yP?>hjX)SuMVe595e7Ts)G|XMy z*i*+B*4y6W_ljcqd+YaZ2;nQgN}I=zJ|~V)d=uS8>h+=RLw|YledAN(UV0GljO`rQ zA&6$HL1%G3R=*FsM=0M7bB{1isTxVWX(gSbttn7?;K#V)tcX}{)ad5vwT@EmW+_>~;y#e>xl<=b~Ob-Rsm zy9G}~rqrVoX{((b9l1a`eqwYH;pD}zL0nXTNM=XPBRO;DmuZvnOjGX&c>Cxli;7t} zR&@EI9mNf!@nw9K$08j56a^~RaPTq*>dcfd!nOP8P-#R|C9PR%h>>RuccgHvT7yKz zh3^7ARwUW0m%8m$$;HL6h}X0NJl6;F5JsI5PR6|siwgZ5O1{5S4G7B}PQx(>0UuH3 zT^^qASjVlmX>D$+zXdC`>K5gnn3bL-xi2c)TzfS_OPYON~ z)*{`0-Q&vjF~FC-u+~qp?Qvx{EoFaS#Kfe1N}$>?29mnLWfixxTBlo{d3rU5`5u#* zwrq8Ug7%6={jGj`Xp!!^%gJ*k5uNWRggF0bNd)eP<-BwRc2QOu+k2DGDQqDBQ&csG z=4u3V6*IwEPF%)5q$R`#)AdSBpBC$P5VZ^y0t-b*Ps0GUwQxI6EI>I4|VXLh_9@$m?>zl&X(A{r*Q+v zfF4Ei#iVp{b3g*>xiyB;YUyCzEZYOj1*s$dQ@pS#sNgA7$)K@;O+rl9F~ak%8W5ni zlyR#pWR1>;6wTdb@(@9=_dP#ZA)q2^DXA zPxLxK^=C*C>fps!pgWYNVoYMItWB>jSLvn7jNylr|*iBUL(>oov4*p zNEyK^HWRwo;oA3Ic!!)-N?S`e6{N~{@Yq1^?5w(Lq^^Hm_U|^8kWtjMW7N}wt0@GrTBx+wJxZ{Y^btmREA6SZSUj8XrKu<*{r1f9TFUDI>Za!l z?kxI?=ZYY!8!>fYj(7Ltd+n=G`%B~ZR?C$Ru3odU)^$JrDSgFC*NV!d!`9#Mv=Lto z!*ETuYP5fXim&!I)zFf&UhDWA|CH#mwEN$|xW0J~Ma6CKlC|ZxGp5y?y-*7I9 zT%@qSsYIRYBk0a88|L+8Ikb6sox7vpwQXQ}!t|#ovS4d9cxQ5niMB0Efh|@YG&!wOz~>T>NxybwqnSBO!K1DN;@TkD05Be;VcB| zpO#iy?Y|RH#vZQC0i&5LH$5&P&+U=1xZX;M^-t%tAXoWVT?4ZqSF)w?^Fa&JyYjOI z`OrbN2LocZRHDUJ4y1YAsIZWI%Ls9|E-oD~p1CMNqQ~U)d{t zkbY^+=WfNlThT5w_)uJ#RnZQO;Fm7Dxa}qHk>rdpfiP*U^XTJ4jrwdJJ@YDijhf(Q z8W_CPZx+k9N#5vT4!>?v0MU=bbb9R@JvkX9#&st$Ba3=9D^Z!pB117Oj>loZNeVC?!E}s2}B+2r2Gz99|S=>w?WJAFi)IVh?QP^Qs6Pyfc z{?BQzo1z29;x@?G+s`|hCK-nzqQ2>l5nOO7e#AtFoW3zF=)-7F^c1M5fL zlh`L!%ppMGoV`3h8+p8P$Nz+5@~p&JRPBxWg49SdiFF{@%+hTe*6%|w{gMQ2|i{NVj# z$o}v;R<6RY_Yy&Dn}vM1zbp>&6{r0gVrkkNpEBwK&G=2c!>Si!rp3ofU{-!}18@7H zmV=ZWb&h~_w*#zyk3%JTd2-$bYIgN;T!B1A7IWF*wd3y4Eyo4DeKS1Sk4KKtQwjBd zFOqkq99WbiC(E@oVLh+4V83naX%VPBQso;$M!j)QcqW_G`|icR|MhOw%_k7sm5BrJ zgdSBfjTWip{eGGogltYX0TLb0b=nLRFAX}2e9=PLP(4}xBi{{=(=X$RyIa@Mme@Xo zikU1LGUrbrD99brzL8lX-yGNvx32ztg#4g8;R8~sh=2S4v-fUGjw8pm;QRRsn4YRk z%-WrG>z4K&nN?Ty&8BbGRZ@@6TM!76p#%X6mt?V@^cQ2>>>M+F$UJG@<}>sqZE;2iV>-pwM&NtQMRq}I;jn<9p=H^Vg+fU3Cq` zcl}nMp0mzZPXPtj1rlW#s?2&^{_K_=)b%rHKbo&PDE*5)w0b3NOCqAuQ07(HCS7<^ zG^E5qzZ%ii@HewkLWhNwP~)^>j0RWpA+;R{Kx9CPX`2#JOKDsl)ka=R!%wnE=m>GT zoW}gfFc?nIk4uMc%*-W5cE)3&EUaqn@~Lw_LqX_sY0AfpE8x~*LYv<0o?do41V;Ei z+T8CJ^$dxd6DCs>C4Q8M=fU!?Q5W|gzwI?1g*>J zj3Y@1!Gpjz7nlYjS&+BdBVO75cozw=_c+=&$0ca-=A86ZrDc8V8s(f^wUq$E-RtgDu%4lV2qpY+N+K#ZUnKC@|epnkglm>L*kme%s)<&{9 z9Z!_LBE#7f@yBE0yt*HlOifmnm4Kg-hc`=>@HMznc_ZPk^`cb@Or8FSARPV^1N+3j zfQb%8<5@N7?Md?pjtL}l=o1ZcKgJDYwgDBdr)u}D9d1|3)?|?f8H-;Ikg)!m8<(&5 zpa)?fvgeXm=G&@1;$Q7L< z_o#2XO+NcfL&j5Ez(4K2`dAXEQM-|Y{OnzhwHam|pJp$Ue%C93*n1R`Z+8V-@P$v? z9~oolQt=@AY`AVA-Wr{Y-Eou260fQ$~Z%uyibLML2ASUf8WVlcM%_7kHSNz z{WF^PVJk}!9KA!s1@>FXd8N_oGW$o7`W?1%&-*L)Eh=rd%;O>ow(;pcv zH@yE|oSc5vf01umkB=NMUy^&Mb{L062ctg-E~(Uq+u_t@ z*XXm6qfCwGkRt+791!8>aEPCNhSU3EJ0jSRbo%%p4T`K*G!^%{&C!LX3LVi*UmKEk z;<~6MEt4s1;5RedB*`~s=C<>>RQ<7e8-Ckk*7mNtc?8EtMgRZo_H$O8u&N6>%bZIl z2{~^?{dy)p-`;RRci5l@ip14?l}x?n8LHpSvTMY5&2mY*GONvz z@AYDJ9uA--l;O0-Vd6{xhf?SY&K|_#Of4<7&a9FT#8Uww%K8ZD__7cZuUGY%Cv=GE z=E3oW2%<%Wr)00>Hxk7%i7?0~7{g zw2z29uLgt!!xcdG4jtY|Dn$#DO6^tytRCvN z>D?!6T;D-hbCOz)Q7_8Mv!ljbjy$OWb6U4zU(QIOvM1+BJ-|(3>N9z>to*>jY#^}Q z4D?flkn8I{NBAiryLmpB2JrZr$-7rm9?w4h`0HWhT`H3O;pQ8g(c(K2ZiEDSruwxu%q7~V{U zLqh-;o6dKTuBMnjwX?hE+i;O@(Yz?8)<|Ch`Ej3N5x##zR>jK@B)fZD=xvu$yi}A1 z7V%CBDQH_3bk-RK0)pvrB41vC@{Oaw(+V+iVBgsr4lyt0&4B~KCv#zZ9h{c3tX)Rp zDXa#Z4=l;h!}1hQXvK7WfvcC>h<)|=rrZ=E>u{}AMCa| zur23;^gd{?TJX=eswT+tX}q4m&-)dHzv6~8#TOr?rntLu>6z1zuj%^k(lT?rZXD>8 zFT(-$Cn(N>m>}_wX*07!H5h;NuTMFgBCvV6c7PP|s&n*OA)=t)Ig|kd{Uy-M<9O($ zb#76z5rDjy4B~@Wd!%1;Em$TJolMK?iViC)?v?3L`IrkF=^K;yTusaJo`2dS?ZdZk zNY;OTp8z&Tnx*3b*eq?8wrCW*T9h^YziKsJ9-5_l2o6htl?lBxq`~32$yr|0O^@1ahsMBR3mZ1oRi=TF%Db}nD{TF|T&`jvN7ws9~{o4HGe&9ISGq z2=a6eRG&M}zD?+D|K7Sv>H)|Iig=SBeOH_#csw_UbAQYnmu4L2q-8b*T@(i!^@Zzb zzSg^IDkb#CU#Y{v$a+UWW_?-WvdxNdXW{Jf^ubx{!^|#+}c{5qyPx=6Lh?1K5HwU&&qQ1X^viM__r>jgW;r{<(y3y=1`U_ zw;ykhHI(H|nljU-!j^gz46DVa=BIBVQP zdL-SOdPx?G!g<+T|d;8>vjL7dZ?qeaLbWiKyUx=~yuI{-~Sg2n6 zOuqL%s*X^s)e&`EKcM6dfJJ>Q$yQUleV*h5&K-U`{Vb!IA98sdjRV4$Z{UqxjpP4; z@4VZ4);mnW5nO43Lp5);-MeQo4kx(pI=}G=EbJ}L#ECaZy2z}UxeoG1( zbvtm|58Sk*x?H_92l4ml^)w~0S4iIFOV3r1S$dFG#_rjs9)zH~4U$cHI%EDhzH7+Z z`!kR#&j02G^g{ge7#QPVkUHU~}UzyiM7tY#JCG#wsj2UGbfd>*FAPb4!= zXkX1q*KV_eg0MY26eu+c0R5L?iYe?2jSsXFheI2s=@fR&Lf{79{J@X`k`SV9a1sEm z^1d_BBNbfR^!nG~XEH=SP!jhC^&G%%JV;7EKIKb9pC2Gu0Bj6 z3OKqg5WGl%ei>LfJ49mKOmj_lFPKX_1Y*6)<$fnX*T7zDYmRM(>Ts?EJd^6l+^iTl zk9*y~95rnLy>>l{qsHC#YK^OfHcxklHct;~T|%pO(rCvLtmLD2kM{&PqicpC&YKFs zl8CcsNH01juYA}2dihuf*WFM=_QgkAQvQJ1yKaKja#xE(HtyoEirrmz!MPq3Qa6{7 zb+HlM#|7A~DrdXzhKG9E_n>y-%NWa6N-f5Y3J!J{FG7fRjXd}z5vf^KV3_ihPwZw# z(F6IEU%)JbX(FQ)=a_$%I&&Xz1sVdQGh)KQ&qoC~PYU_A-WQeUwbQF_}{wwTim z_+DWW*PaMQE>?7+r$FnFx0_Pq#{w+wwTz1k zbTvoW$M+1VV_Y3K(xuD%a`0z`RQ z+rPIcUK8?`?u?-~NqjI7WRrI6f@9Wdxt*i;aosKhyivxv0BDxAy8g}k6QBD7wr)T3 z!U4$Ii%m{>t(48?yFq5cW5hY4TS|Z_HC4s!-k52%SHZ$hBXe)x_B(L59Rq3YCsqby zmK3#LDLp)~$Mzuy*fa;7VC6HChm%&x;~~d^gXn&~v)+Ldd}H(b*Pc$|_`3Rltd>+A zcGEUID_wNCm#HwmnOIXYafzlDOyCeP{1`})YJ!r~bx0dDw5*y&p?R@OnLKRxl`Z0{ z5Nt0ytT(S+(P-(YNzUCZR!d=8Rt6+0CsSGx?Kza?O6h-##|+v zB+G`>AzKyBeFJw@Z_$RcfFS9p7{>zo*MElea5s%c==7mVQ1!xat)*4io#h7*=k* zG5ILqz7giq$&GM^5v{^DtV8qFD@n#Zu>fJSbLgmeVDvz`cL2hpRsh?wbXJgzSJO5m zZvrC3H;9OOdCpv;rH7nW;HGYdwua>B({^e-Cu>}zN*XX58uBQn7*51-kfz~#X*|OZ zT}ZWQ?DV%VIR8g=|2Rm(lCCG{G~~m6S(VJpl3WMF^cbvNn!&>};LDa=tl@>W^s_)Z zNRs(csyp9=RE#8QGZ2iiuK>6r7)3;FTz`g<&cZv~_9XFAHTk-Gxr<~OuJ~gkJAr@J zyW!`T2$l1Py$9)^{`5bRB)Z@H>El5|| z>ZB^yHU2jED}5}V4xh!OZM&cJE#L8%a{ZdV^gFb@C$aKJhRmKcn-!7`4ZNw}`8y}c z#rq03#KuyU{<}YI@0C>;;eQN=c+bZEg9GAfbi;nDBqFa!QjTu$Kh0*zJJv4a8+viY zk@r8>v)li0aNKtv_JiO53U9vuy9cVR_4N74)92$D>eCkw@F2dm$OW3ZMR

p%zb*+_Qxv*#zzM>5ps&re>AWT-Em zKfr_d7iZU8ZI_P38>D0SX>Z@e-u`?fL;d_A9>X`xDY@#W{qFNBd^(1oj^V>QhF_b! z?xp|6u@-a~UmUa)cR$n@2Zt5zeyk&j)EqR-J3WNAH*=q!bp21-v2}VMT_+UlbXOu; zarFQG$Nw58u>Spz|ILN;U};!|zj?fv0665Epv|b!sAcZ*M2Zelq3{8egm1nTo$u}* zkT`(dF~qRL@1rEMt1S2JIAaJ&)Gati2@<-+Ea~_z>JEJ^d`cesymr5tDr3xg?xvLi zr4|@r0JSUpm#T7uzSFI1JbWl!pa(Vg%c!PYN6%l(UAo|V)i$k|uw*&CI{1WUs24uP z>@YnBQz-H5FoJQ4&<;0oFJ~m7CfnagO=TG?gZj>l3m16!-PZ!(=^{=b8cZ*Qq=P~I z>)>HEz7{vlK^vY{no?_BwBUIZGkPAsBR?o|kuQ2@en`pSO9f_b5-IKC0(ibnWa1BQ zBU>{sBLWC%Yh~g+8bGAJ$k&ps!poX*8DD|$68rm{G(hy z{)7t#&aYNCg*>{ha*aoK1LOlkAVE~{qfH*FWKN5=N**bwS@C$Y0ba!ve)6x|V}(h>l;59!9+e0dCgcg7UTG)VBbi0A7s(wr&K1A_Qm;yD)jdzdrL= zLI(MtekQ1I5lL&$0TsQ)bd#LE@MGuwd-{buF~9;NJfXapuMmoEBU45)1chs*Cr!$} z5ZY(bF!MsnbWWi<3N$jEBu~T7AU>JU*y(rqk*Om}E}WNYQ7-fZEp6>5n41jLbywBM zJ)rcMbqrf2-4C2vfJ-uY1>cS~jek#ONJj@{v_a}RBu|BpiJm^a32K!cNUAIEZ|)LB zf96fw6?6n*RhC@mPV`M8_vq^Ed_yR0G~sc#ba9wch_QvTs?9{Sq3hHVR>8EaOjAP5 zZ?%|SD!jNGozm0AMnbp&6G1R%oXJxfAhWO3?P`TFF3Ob>&q=-4CNM3UrIdOJvk;el zEx8!W*GG3xc#?cWlDv{uTl`)k7{FVmNX)V zy1pg9q7<%_Y1&p3bhczkql_Y4r-O3w$G2V@!rJ3R4EMN9M6}9l!LIf1bwSC<@J=^W zKJwyTm5RurJX_V%M`@0oaDDU@qfR%e)|EceQEv%wPK;m zYc$1ld8TaKVn3isXNC6>9j#pam#=nAPYXYE9f&*S^&Hw&6(~dZe4HHM&{WY z6MKWvN>mvB-Fk*y`-1_aEDi5x?A%Fb)(7s8Z+_^gALJQPf0p5+wC9;HUS#Jq{U{;p zZh-nvkajVh%iwTf>3}C|HdNTf=3pXW)WqvAOVR^ckK9I5E+t(fo8&NZqIC4n05)lG2gJY(*3%} zNaOd@k`#Wz z?PiM&+jr*Z+g?eCMDS7Uh`-nfjgP9bGoPL){il~FOyMrPc1mBYaX!9H=IW)ZYhCQZ zQ|g(B7In`IMW5Wf0l~X(O|LEnMEG@|0nxkeh75>Pnv##NU7j>nJ$=!UAlzW&T#CW&V_$a4;n>s8m-1n+6~g&*jk2i~ehro6I))h}4a|DZC=R8hG6Vx_ss{m8b@C^sWv>kZ9iGw4)r;?X}NT>El z0xx^}9@{6!zC(MAepjOiOfTb3%;!^xGt(Iu<~HpM#_)26{l@D-hn&#j&tA!Jl(-F zd1H!%L?(S&u2_wr5y@NnWseexuel)=@`sO>^BHR7!MUIxrZiwglBZ*53;^PkB)lQA zWuZr~Y56cAKm^AUnM2r?HO=IcMeJFDFqq@@V6wR->XgW7jW8=zV2E&C_o>3DJ$wd5c-!<7n+DmKCF?MR`- zJ=%4N@g{P_NzIeQ5GY(M4Wkvpwv$X2g3Tk1`WKT)AFHE2EuM#72mx{#@Ip~1J*Kzq zn&~kt&W8mDo%MFKn!7pCS!_4J)ZrIQ@Og}pKA1tbT$WRa$PC~UGz%4reFaGZ z2?m?V_Jqjs0O31mZx!vQ9ObLD0cp(f--)!MH=LNTl(TIS3A0+{ zGKPyx(m*Ti5uZrpRMvuA?iKnC44MVS4}oz%B?*qEDUhzvlio>^TRlm%cS)BC9ENI# zw4o7usce~w`^3tyyZd4)O|vYuEnYO|A*V?W$_!Z}cmxb)1LUc)b5ms;ZdARvMl(Cm zqqYt1ab1k9n<$&+y%&cpFSk4>we1Xougq7=y&=(PTV9P{9eLT6LFzInFCFBBV}{5g zbFj7}EfnyRbSo1QNyEspa08jB+tYMqflhX;=;X&edanEajjOqi)A}Ru4Q{K8)D>P;f9LqSI3*b4P zBtMW)2c`0)>lmu2Jn6kQ={Le-YaGayx@$QIi#gocw+X=Q@iVtyjXIiW(v222hBUSmm?Hox9GUi5$$XSEbEuU*CapAq3ftZ zs1oU9vn`yM3?h;tNLyR7m8_ID^gB`YWDpliHFhP2dn9A@p7bs>tY&wKhJ0u0%auAH zn{OU@ivr0a4q1^YByz|idWm26iJ#te9|gkqp~f%ox?$aifNFLD4jDp12q*GE zRPV@fR>YI8tH^0I?;Yd|_oDY$Q=dUezAV94PT#Eq^?B~jeKX`BOTt~)IgZ%R+w(Oj0ZBQs)K??8CWZLdD8MZ(pS{_pRj0aZS@W!XFTouVov?8rhowk_``n8c z?6=G9X^qyNtjc_|EGv@ZtT@Oy|Ji@CPj?Kj{*(Z_W(9I*{hAE-i|0dVtF%R+3GK`B zTt1w)%Y@c%>QZe4N(Zmzztl@|4sXj3zCaHhY@f@ECspy8F%9 z^n<=3b&%F^r&$;vCJ(A#dZ|q~hfoQRM%U~&+`yY8eky1>8?=4oTo9*DayKv7w!xMF zS{5ZQ^nl|!0r^tun(OrV(ec5Qbd4X3Y(oy+IgIMuqF)m%>?X!|F9+g^hR@&t^`DD& zImJPl#ZN+v&}8bAv)%5GGw27to5c?lbTQWh<1UaXD=ngrkD560_C0WA9$6&9t(LxS z+XJW5Su?E#p26j8y{o(ZK}KSm_InWXc8Kn^J)G#gl7Y`~v6M2 zZYE3O5zsn5mhtmAYh_kOf#QNEmT`Z`ewL#Ndw*&3tnOkr-LdLTo_||LJ)4GI4vUfu zx>^wGcug{45H>38%*T7Q$RBTnw_fcG>3lf5NTkj8^zUYwTlDq67ot6JYx?`Vw~5)4 z)#l_9&I^*%Q#bi<`8;3m`dz~L4=j~Y=`xslhvEW9oA0oW2F_wyNP@KP>Hx)a?U;6a@8Nj7JTt;#A&`OLbfS6^4aK?ev*1Yxu5!b1-E0>U z=$cK1U9Gz>Hx%NYdO;ar39xOIUy23~K`!>)n$Eiq&p^&gm8P70(|GaL-}l4)ynEMg zosRw<9&Q;;bW6mfj9YY1whoN9C$+}ZWAxAhz6s@)I`o;3)8=jEa9fcs#f{}s%&%7wi+#0A9NU7sG;tfvXT&S?q=%6 zLia(oM850?r4*UTi0{fYS7cWfwk1KIlYFiD<>)Cjy!%veSn&AC0z+MZ$Waj-TWEENQRe3IfV3@M_n)hL~x+mXa=7UeFCy2~=+g1IrZNI~Zp^*%X zv<5TiSviCNYl~qc_R%Ha`fzaF4`y6bKnVDSl!bqk7z%t#Vd z953;)L$0D_QJR*B5k7rEI_5udfR`rI{2`r>MTG*ZRk`NM<(gzmCEx%$&8GQJU)!dt zDC<>njR@!E&Nb|_6_UIV?uD2(4*0xQGkSxKB+PwgH>6_AC-G3=kUN?a;n6B0fkrrcQ-ce4_xsoa_EBoP04 zhy)7P-H-%&6Xeb(zLFc0KzEF^I1cdzL)8i@UFb87mL>@AgGpwN?FwN9P-@vYv87;l zj~?X!Z9tO0V2)IyF$e=eiUEvDDVArps1cO;sTfd)NeG0|A0|784L;|b5PwU!s7%wC z^o*%o$@)d0yonw#@g|d+&rL6tqey(P)m~9LobHwmr~9RYgi%jg9C0lcc=YGTmrI8D znxR;@DJh0ZXj_m)RAJunKhVg9f3lG9lQHFuGrVG~S`_u4%kgX|Go z%o`4*Kix|Eh)nf~x1Cx0VQuQw-P@lEd5P_KzVF#kv_8<@l^01`734iposplwrc{KR z=)o5O2q%?DbT18N`0#Rn{^LAZZz+WXB3ZOcHbM2<%%q%^9qG}`Ht9kOhG`uqNt#8t6wdqCIJo|sopkhcd@KxCMLb9 z2zyd=VSVQFuTyZ7`7DN7^#Ld0IWD@(l$3pKoT5BB1+C9LD(xXSkDV*%SHS47nUtRA zn%9<7IKDXWc>C%b zuUxwaA^K0K@cV@d=WIWRC%oz)6`hsqlXb=Qt(mwl95ZmM1t4LFWsBBkNx?~d)@uvI z5cnPvi++;)AXuy=seCU<)X(rP#sKBz)F-K+&6Lz=0nYshU*sw0U&?-N=(xqC^AL%s z)}>oT$d~|YV)`Qv#Vl!%EW!u3VUl@LX_wdMGR%zc6TQ$SdUyw;+cl+#ua#8jIjQw4 zkP5xLgj9&+&aK6Y&K;wFPL==!RZLa;7x^gpK|b0ejJL19A!+Qa_%+(XD$| zqe*E3&Sh#OH9J~yl8oG?L(q*vg5OS?9K`Tp_tX+V>IIs2W2L|A!81dpFD`i0EIfNd z$7tQvA=6hLb6!p|U4oevxb6;oZGg0a&1h9`$cRs4hB*eyWUlUopaf6$z8`>cLZ(-H zBqJvr1bij9H&2Owl&|`)e+HtsfBjR&_pg5j!S=6zPB;JhC%wYI{)v?5zy3*+@UMTe zLP}l)>Gww!-G%yM4erscdQ*Yl*DoxoSa zbAMGx7zxxp!TsTtHzcK>hy3El#3$-gJa+6vz{gi?VP>2BgL zb46&xvhQ9J;Ng38>@p1N*jcu6b-DbjXR_dDC`e)=mgUex2;4_8>*^c2ovpY;;Hs3X zFTjn7rSWbAOy3+}-=+<1QpjqMC_mna|I8ZD5Yi~#`zxbq)j@cwDJhM8v3vp$|oHz%F|l2(@_u=23;FQLj7l^br}a+3?mKPmkUz9p2e#U`qq z^Y+T=e>_ikAFC}xGj@U9;(cYlGHsc=OUMJw00+F1uGpdggS|2Y0V`{{5SMD8jQLdn~sLD-bWCWg%394~W!4e<0ye<`lQ(p{po1$F_ zX3hFPXcOkG8M|#I?D{JByF(SQyHWM~@{{_#Td(-`ou21f=hfKbX8Jg z73_`ZsmSBLR`2>cwc5}L->>DkxbrAiz4u`8K~F!+UV^?hyB%*m4tsPZ!Ge1iqsy1Q z2m}KyML1T>1@|3%=qdmGS&y&-3`Sv7+0@hKWm*Vx-sb3GuFbL|Xa7m^3kv7O`X1bX zA!8WtkR2o_P$x(prng3bec>3%L@OvUff*`b=o1&(!OE@(%NcsU#sPw58CKFO&RuuB zG%|2t6P?*Nit}5mQ%rb4snK zh86KO#4Sh|y=32+!@u4x5tjT_2?oUL@#JG->YlOm3auPbXhR2O6Vc;~9T`3KY452? z=r>jt94j676?%R~})cT#;D>@aVN_N?v4 z6SZh|@Mv9Xtf}Ihcy=5RH^MN41teTHJtQ&y1R5LkWtS(4r4!ZK7F^Ms#V_#zMq6ms z$%N``<8PSaq;|rV<-rd=;=#7frb~3ldYXQlqN;~_7F`=SjTlD3eHyyRokrq#nPB+4 z3b=P#Iv;crfJF#o0Ot%QXmuWBwXtC6M%AuBh$&OVhZ>8*2Oi^TBZyj{(G&v$gQ{FM zS4ysW$(@wEKUSIL>UapUzYEL6IsX=F??bXNXQ=$7E1f2TOtII}6J;irgNOaVUz(ArX_}nLWwhwM#>u-bZ-D(oF5kduKF~LagrfHm zUR>ZK_z*nHu7b{6&jARtb*Z^8+&0pwmxOO2$wn_LOBm0&S=Fo^8s_wonle|Tob*_y zlULf%fQ$!rrm+&-K}!e`v0jwwLp z{8U99Tc_{%lf%r@?&=$l_I+G*;&*AG0&LB0C{sn#`i|8&-5Kj^pl&D0DtCtK!WzzC zktRbj5z47>>`OyccQ54G_IbRUa@dv4t_dS7;0Ku#z;;#>thE|ksZ*%t_8SFE;fC3g2} zV9>_x$~xqY$)^^Cuz9%#^8yORNLzs#cOx7O+~w29W=${TWw(=S5nL90amn)?JnLV# z6|@uTuO`EASoDA)tY#mEX5eQWvTols(dyK6P!`?ld~`vyDfcSatfVWz0IjnhtaH2Z ztqM0enU+N+1_b|}d`Z9WGavd_-jMO|wD3h|X8IA?4tK^3w?Z@)Fdg_jMY~KS^fMrX zdjTRi-oBHlr?3wIYk>gE4bVVtsm$@zp<|cV%$I*59S^$>T}P%3SSP(}1mDEBW!f=A zyGzi2<(AIT*IY19UiLV=SVeIC8$I~-BC6nTsmms0oYH^l0?l0L%jsFoj4j+U^W2;m?Tt?6D>EckOYW5*At7b>dDNYKel#~3 zDf5PV?VcNLRq2pUfVmW-A~601UHte-^59b?S3K)b}WlMW=ErCYaC&LU;f zI8G)v=5+C0JYs4E!O8mInVL|#E}S=(ZbGwQ(S|N;w7%noc=p)!{UDH++n-8g^PI zGYG9N;GDM8Ah(PtgWyzyArav7rVK1 z_fFqe+eMx{s3;b!s7;<>UTqUsXfCnz+|$E-LX3Hh=X=sYKNnS*UA6Q^~&Au0?mWL5fg_Q_oZ>R?r1um7vSi`5;^I>gq zubKB{yAIdgqAB1i34h~2f*h@Mu<0+S!*pO zD`0C^z=X{>jg7|C?4YdT24fz}C3$q-S7>k4c^V;R0ftrjwy$4h%%d3dONAOmjiKmK z&(ucH+88aENwsscB=q*09=#0X4nCkgXY3(Z`ib~{H3p|HpgY}GT;3hSxR9GxxS8TG*i4CL6Y=5 zJN<0HlGI04`o#B;hf`-M!fW21z@=^0g{4q9azIonzUIcEO8296^^qcCOtC075TqZV z??ZK44%rt+2A}_`*{7pI&eGczQrgrYdy`tk?S9Pys&Qh@qFpx&_cSlt%%=!_5QsnY zZRz@rJ>WfX=RJW-(;c3D<~e$qNo|-5jKfrMS%5XG(gUYhD};`VeQ*qmq_|Ta+m?8> zH_T3_#bw;?RXWJ-Z2bBQ|A~d2RO{(cn0T*4dyox~E{^Mx%*v#$;Ur*;>qMCFA~w#! zTXZ9f=T@GnfqrePiW{At$lwM|uaEL+hc6QiK$_jiat7F`cD|Ok==nyOty32BTOl^y zZGJ{OhbT9E6M0J~{g=^c#{$44Zit`CoJ#<>17f!_y{FGu#o{CJ!x#>v`|Q@$OdhM5 z{4h0>-%9S|Q^nTp#Qf;>H?$`UrQ4rzo{w|;_B~VfO24*oa>Tvrsm%u3+a(7o%iGk3hBE;IFj*riSaA6EwLcKZ_Cl4ATY z9_)Qvh4*UwI43457qvMnSbNTWEz1hDX+5U^=)fn*mmBFtvyq0a?4ZF!@5&`j?mL4s z;J+)-tOW*SIAaeTn5HD0q)LTjV^U9gR3~3c0=XtTru9wE17^Z8Bs6PRISH&rN?5ga zm;X-R{vt-P=j9p{SWw+r*{?-iir={L?vK!iv$tm&&nrp}7%4Q?0%hGuXCU2Eal2og zL{Wp{#T=1_xwNReECTdkR_63xOwq-Ust57NKMo(AySmwa`uC@&U;OS*|07AdFP*r? zF7c87aL1s3K7IO!UMUlgOo~1Oolt17jR`$Bd8-K$rv<@AyZPaH>W9l6v_=$d>jU03 zc=>8-WhAPKIwpoWq<^r+FM6G=qD7)N{*Uc>ICg3bR>;Rx*0f#X05#7`Q9DSLik%)@Iup;Hi z?_#FqdFc2?3&jFBqADayGhJ}xojcKFf>Mx9Yd1ATbbg|@t}L8D?j+v8UIa_16d6^P z+ZQ0418Iw&xj0;14hB;JtFB12PUQ0Y@}H1Sc#J@rs2f@a_+Yhy6Ljtp<-2J7_W@Hbdi)RQ3FD7G0aVnzf(#ggifc>9dN@Q zu7;d}<}~BKMqW{m&rO-7bmoLOAS)K1x4g7M)j74B(j!gMausx*RFml{(#d&?kf`=m zqV@71y>EViQ@Nte=xT5w;1|Fd842)CzJNF}i@^kCK~0-+jJIl~$`*16>O-`N0BnkI zNdHrnhv#yz{PfAzr@1?`xuXTp*09|R&Jl=Q!#~A^gCadTxPBxG5-qd_TaZoVT3({K5v`)61&B6-~ z&JaG5KmbQz&Rw2E-Y~v2BY#XEPu?JyPjNqbHhY{n?+A0V%vzB@OcSKxU%HjQQ4bSB zM;=E?W`b=aL}7(ljc*--LbUg2V~8sX3(603#>Xxvua#`qY7?0rd?2gF&CtDZsZE5H zK~)0a;MmamD1OKab69jRP~1fhdRtWxedW3!i}Tp9g%#{us!my-sD$P-Yf~|Lbz_K% zVJpcS#nLP_Hj39|+LOVA*8tkTVM-ZIJt%CYV#1oPQYsXU`WjIQtn+-k!f|UJj$FZx zi0Y_Lk-r_b4nwS7E%I4pUF-hWFGYkE6?i$U2+?;6Q6gciPSE8`e=ySti(@+(hPSNE607< zeLg3BHSz7+eC~k6Q_1cW&vj;F@;N^iNMvkcE@EbCmE_qoOeL#XG(7ShV!3`yVl66G zdF8IG<}4%h*bLRGG?gE+3we*+UPOij5C}bJs(i`=?j^0vFZ{`#D9zT@H=bkvxZ*W0 zK6NhJmr9?Zh3FV`S`xED(YA|x z0OKKnp!^PUC#56s_leOxFxSW$I5w*CSI?^zUL$@GcWu~Kwz^2rajB-YJk;9I1H}p= z1BruBLRnX7)*(m9PH`rmY9NesK$s13%INwgi0PAR>*x~&4tYvSSZ@wwjuPvN{3q6{r$ zAp6{|80p0-;q=8dpo9;AZVgIQlF*)0bi%%NV#87d@gsU{;tSHd_0n7gp6tCeP8V_M zPVT0b>mPH+-C8`9&*}t;jdE6$>kx_RBM*Ev2nLPE`l_S;u&$m>q1PA|wzC_xX8zll zEW`KmW->~1UZSkCsL4^p4uA<_a_wPm;H6F!Zx- zwk1yKR-n%K3?*8P0W~p`drvsuTVSq5R&Wkr(xoHRC`^7RNfLB#+8MZ0n&S+i zM4S`11c#Dx#7^6W;b!aZ%b`2i#P9DAj3&3`s8TdPB*i}|aZLbrGRtP8*9eWG-2i%O%Xy z-4f>MehH(e1%l#B`SEhu5`BLtST4-c|KX@C{j<+-ob-7+G`O`p@L!^U5l!%93{up| z`#<2sheVs#lUL*ccm2*g1FVO|mYU&y#%rtc$;7wW>ac$G9M?_lo)l~xvKwB@k9#yz z_x(e6&(qJ2+dZc&jOBUTyGJLOC!W7kNePz_W<;N|MTDP`9PJcdIn0aK*T0=kMb7w< zumtNer^T*aUILRz=4^_LUF!Hq@EgQC?EY+@%$gZ$@30@<=+BpLp!kY|chKo^JLoBP zkbmIz7Fr+{d8`ClNIB8{Sql4pVOn++FtuNW-!5N{{#8d>ns1pZ5PH+ZM+{SI$vh+L z2=*Hw2THW$BR)oAt!VMmNB*rv;x0r_tZKqt5mYTcDaJ>mUNVNDCo8-WhDXfZd9O%{Lrs;W-sB3Y zgYb9e?y;R!=i)*mEs_O-YIU3`w=Z(>4jH+V_(i{xS-mLqgzx{ckvty%toOptFR?rM z!`@@`PjW=N>rc`$Z5R0ZK{da$2vgBBH@b&*O9Naw{ zwd|ckhu!~N*P#F5VA*yr+QBb>h1cHy(&Roj@H&6@r_=rmU--IrJj^$dfyvfIti9?( z-eLEG-ODw3I*v7Y%XPxsP$zp}EAVU_E3kDcdj8#z*7C1W6WZ_QNl$&j>H%E1o&L=&(` zr+0Vsfeb5IAU7MP;-c>=SzR3jFk{)0)2qMf*9?;uTw6d&hqv1|0`%3HAhUJu1cz_7 z!r;o%PEW9WMi}KkL&X6jlWDondKR+Y>(C{oF55~HdpH0y#%l%~z(tMDt|?&tOatb_ zNUefcK@Wf;9BxKi1(@j8fbUOG7Fva5A@7H8^yfWDh3JZdchIxrcF=R|ApgK&$7IX0 zN4Nk#3w5qtkwjr<^gEwr#L7droFK`se|tRF?GZw{aoZVvk7}E>iXp+h?DOMW7+bF| zjtN@FE1YP^(a{Z}v5Gkk!>f^Ym7lxP>n@hg(C9wlm6B&LrL5W)`*4cQg4=bRtj)Qn z&N;j;_ZCl9Z;5eOzKcJ&{ETf~d+>Y+*!HP^Q*&pZe|d`6nNYU&}B}$@ATlo zy^4Kr-Nu;#m8yTTL>ENnmxDuD7)Teo~b>ZU9#YSuuE zZM70S3Jw7hpEjj*P_!NMOe)`?5$#2z95+Yr1{-v*(3$L(IFry~y9f|?b{5)-i8s(0 z^+sOc?$7>k7VnQ}9FFYLcBZ$oy8@-micBEI1(B_RU5=v&iw!;5{hx(^gj+%TsI3+@ z)SDUv3yjg_!g-wKq6Gg|OXoXxzwPx=Z&O!`5QpZCbh=!%0y<#Bvl&;G!oQXjY{ z(lku4UKp{x>lp`XpQjr??3ru--Ge9kILP#KhD>WcL2ODh-HLBjpOh<)Swj(TW!CwG zq$)SnbB&Z6a0^eh$}3CygF_J)6%Jg_dB*6sq{(Ib<3>jCs`reG1bz&~y|Rs!{DfIu zyIOg=v4w2EpF<%X$#$(Z{^3!w{!IUgZJ`r@bl*kKiB7dhy^_fg?Li*%DQ02HGP~Ex&EE; z^uF4wJg3)d&fnr*Z3_^erQlP+{`+(H>*afPaNWWC_PE62^JlC>qley_`*-czWtdPD zaxRqiG1run1pcDTGf$``oi^A4yZ+rf9M1hYSI_Q&n=Bh|d?B*qtHW0`lMAb5-aq?a z_Qjr~YlfoWK$H_U;cJ`I6i$+_<{R=ROfgBmsjSsw`Xj1vlkh0%Xo+R7H&URss%+D- za4#IVe0f1Co4YxG&Q=)HW0qAeY@?<~9sC!NMF@TMMhUJha|k(49fjvDQ6Fwr;Bc%Q zf@Y|c<{qF0_j_7`0m+?%tF*(ExGEkDdR@?b1U?9h-b)ybuw)fZc>NG;2(K#ifVMjK zG_K4HG3y8(ZwrG$4+P4M7U{%~4olvxUE+7lBBjM`6fz=yhnDKc@n;}~(cccYt zJ=j#by#2JIRS;Y`$#Jus=%y5E&xH+W9ZkpAUfSypE6rJO4yKm$!^Zz*U6vX5l#*r~ zD_hVBDJyg@v!Tgr&GgQIV^vAU^k^%lOu%~j8R5pqOv4(8J#s6I4rt!&NqNtiGG=O~ zQ(gi-bo_SwO0+mU7c)72^vSZe`8hL5Fk5gx8hs#S?cHFeAqEUi9|*AdO!CBKRqHZl zECG31PWvFOC!UXH!&fmx2)wi;jWFGzhL#7+2fBz@ZuE}asO*TAFPDNUx+*+jblAHq0LE8o3HkrV%oo|hOrQazRk}2n;}{6s zw{cW&y#8h!{VsfMK}!HTZ1#A zhZYCj{TuxF)i}oaJJO1WS<7qbiLH zM$w+Dn2%$TzW=oCuiNLU${GcxK8V^ydZ(2^gW`v#3Es5m*4bG_TszLZ&3JueT}R?A z|2UFiva>vnvHpUJ?6x>bL1CMPt--tEfgOWyN;h2;uI;>orE3=T_*BAJETR9iDA&2o zfMgqwcK8PU;}g*30}=rEM~yCB59};_-_94|9H0Ti1jQ`pHdho`xm==y+c=i&^+@!> zD9^*s#&IzbS2rz?S$<$g;RjQgg8oNmKBaZ3!m%h*Yt%-nZC5cr5?kr}ksOMUSpZ9K zJ(57uuYkBA>$GrZiPDU0={b0JXLIF7X%OJX5thj9$|ZDVG$ zhql+tii4)Ti0RZcO+J!Ec|DT7{;R3RG0=BwRL)7f2>A5sp;?0Q9bY}CiGETIe#u@ zLXK9asCao`TOSAA#CQn>J9C8-1H?aRfR8mX@U~rYw=8qUc>jC9^KWk+Kb|M;SkT@_ zw^7@Kn9A8!X%iQrU7@mR`!4@=d`%n|oshKrDc>wtZ7qF@quLfU5iYt~k~tly+$OnM ziHUt~`-PMB0-`o5_BVAX^iiHo@O^VxCzq_W8NFhSS|)HVbN*Ji1Dl0|rB<5i#1%7v zwxb}ZyLoL9Ybyc$IZ2V-0F^dMt6XNK!Zop=a_*XTx++L z=tC-Po?l#P<5@uCgLQcw%k!fuZJr-hY4iN3N}K1ODsAp=)SoJC?(hvh%1WF6X(Q)= z^~c#}l2k3TOlz@od00m9?q6mkPQs`XVPAt(WY*@nl%32MO#whP9hJje#}PTpuU2Gn zWv;Qk>_86k5*RsBhCPl|8%x#Mm`V$*Aw%9ixDe5+Rhj2yR9VKgG|RRIDah!Mb7R@~ z1EdiCJDQX5{pPR`*O(3gca9$9$Z)^0fVe*8g|A!OBNzPOc6no$S|;Gln?+kRp7ShS zxICM>>Qe#bO;i+*DL3$CxfagmiZ(A&#Ccn2VdXBoLH7)vGKf`@fDGj+pG6zBZZ= z&{)#G3jG;T%=3F!77sNPL`Ps5JHX73GDdoovF!d)se#ufYg3Dm(3);xnN4&yQ?`(5 zg)cq0fDp;10iEcgTxz+PS-N~AOE(tJU_9Z`Z&9joPy}m4+xGpqZB?6FoHTSda~4+3llp zWq;u+a&+q*LtgjxX7S^B(vAh~eRLZ{4^}%2Z*e{N*27nzd)Rre|2mrS!M8ExMx)85 zY>Ro4Z35h^-{4NB ztG226ohHeWTPf&bf6m{#2nhY1ZaS>!9so z+k!jI9MLAVx8{BUr6qh@xAahY!XorJx4Jf!tyg7HJKC+xEWxeMCS=g13&Ck+ZZ@+O z7RmTJ`ua)os%WR^=PT{QX{zudg>9RP9uygfX4cp$XQcjmQPSjQb6fjn#Cd4_Oi#_8 zByVk_4agU!L@!r+?!w)cEtX+I61Q5IRh>-9EKnC{HTcyTd##)~VHXS_IyJmbYt%z?xdJWj3y!wPVS#j1FJ^H~NoxXwbq}E4vC?9v;CYnYl_i@;qi> z9IG^zo(kiN!+o8bC0xI{FlP^qLgPzQH@(<%Y8nZBoZDh<5%d_xB8>%2HJZHoYxB^o zn=d2OVBV(MWfYW2BUzD=m^I^)?%yp@MW7zv($)3Ckj5u-cPpAQ`UCJS+C^1cJb69d zuqB5!7iBq;TGBCr21n)jep^ba|pg{9~`axTib-4pPA~c zfFUH=-d8auCKsw;U#>GTQ`J1IzV=_Z-|t*kN>q2%Qnr7ht;Wig+Y!02R^StsoZ zZ65TxDT-?1FVAz6I$P26=q{*YS(_@8+92ChWOjI z(tmMh^k?#jxg#uiX7mp-%YN3LB;Pg6KxL9?)uNIq&D~PH=d!R;@01$6IqGZlOF1g5 z=F&EI4T?Xyseb^EVqwndv7~9~rA=m5jeq-vspA5dbSrK9#ME>R7NeG-W-j9iK?C1%jrFYT zEJv?jKTP~kM-ztm!5HY&qCauYuzW6Y6JIW+=c7MfikZT_TUk%wnytQXCIv*8M%f@! zE1SS16-vk^+z6OE1^e2v-7S(edPoP3QFI<#uX|I&DNB}1(Y@+rd1mEtQ>mHay}u~i zV{6y?`;(rN<}JD_H|vsX{G>Y2S>4*NY)!N9$WKGmVJZXPQn7g)UhOZYz*l|$>3;HT zRh9M1R`l!RC&^DJBD95F`p3|S@O=MhE@dQ{fOgWg&FKy~eVoO8sp(1JIioj-?~}|O zy;z+*lGpOPi-+{Kt!Q`gVBRgN&GPY$RiDWee@N-s%Zp3TUS7HM?B!9VXD^Q`J$rdn z>DkLqrDu0H>QAL-clZV$W$D>Z^zs)u&SSv^j}T!o8qD>trb(I8eM+}W?B=0W8@#e} zSM4Nt8dG9nG*vcZilhEgwsZ0wQcEW0ntZeSA49rgve4w2?e@O3B^L*wBxigi*`Bco z|IwkXzp={`TclOXR$c9K^02`olDoqSutszezJ`<7xTwmQ332!=VX zu7SpTtf?{!*zrRnbp5)r9p^+pOr#7H<5;UtYT%}lXQ@45+kcMme7!EKhgNEUBVaD6 zH9$eyIM!-RhhQ8d{o3T|gKORPb>-&s{*Ir9-nC)xk7I#GWA%(o>_5C(`){pVW+u;L z_*}Y}wRu34=H$YN6O)fw;IV0yD+)2oL!hejFG-HW)j;N&U zSM)1kK*-F14Y(?$d2LxRI;M8nLyP;MZ(Eu57+A)!RG)ZPZsY(sY0s8c<%27u`Mx}J zQJTxybE|yfqgtY|RM3oT<%61q7&ukl6l$3hk{qF_!(8U4Wa`&&2bd9tH{tc_)pk0xyM=T&7~4eR{@W~knt znXI$kx$~ehBeq4e4Ys|nYcvw4bxgD;Kj;ofR@OW?;m$=O9XP>Np{8V1@Z_-+yN^cJ z2ln#^DC*yNI$ZWz8G@`PJV)rqu|Q+7ZUVu{Xtw^hX1P3U7mRApSDR%g=c}@AVnLsl zV@XPlB|15p?f&b+H8#o07SEsN1{h59{-K2`-)%aPpO$T9v;d24X&O5pNf3E-lx`yu z`)?nhrSs=JkE&0|yy0ZC2I-s8m^vfb^<#2szh_2~gUT-Mbid!;{Czx6+OeR$j}D{k zIo(a!bGo0hXO)}6)?h&RnSZ*Rny35re;r51^R8>|-B?S$9@F2LWZCA8Yub$YMi`b= z$0RJvP2~)kLOIFF!oWmwOIy@TG6T{VYk=ULFqw^Tu_XKWGUQb_zW5%bGhLf4rpo|% z4*E@&%ay5X`l2wf@X(as=bInuq-uTNZNRy;)nQlcGZY+!TTIMI?ErNzQWZ!_5r7c{F9l{&S z^XL@rH`*@pR-_{jFV2A$fu< zNx0Q~C4^cttBua&@XLXvZALqHMsB~UH_2Q=d@B0*Hn9llztn_o0SYiWK$7dm(%|=1 zNv0(8PAw5sNDWCZH}^+7NGKuqs<88X*Dc6jl5jOon7nj`mlN65F`Nx#)s+PSvx><} z?v#GKxm`ieC*hETd5cFi;g@25teAO=g#mc990W=sBh~vtJg*mJQd>{jM03o`%Ce$Q z@r7mGKo-yyHHbv35_mB`V_q=4!vK`FN@Uo{+Hk$FvNQAU&^V5(L6>%tl?@+K78~;F z6F&vAA4M3F@R~YoEm4WtIXXY$sHBUc%*(kHXYnSiA+J^|Ss?=&sw_uF_-zB=>MOW< zy$1vyDi%q?gJ)!mD-T;@rt~pgo!y%Fn6j2TiO)Yyeo%hh&bVBFTyUQwCCHA)`!k2n z&Q0Y?5+pmU2Nla+@h&$$X}O`lR~y+p|Nh5+Grd@o)NZ+={VhVpZwqkaWo|a3MWb{4 z_ZDW2QlCvN%{U)}r4?4Yc}Yj3&}P^xSCRd+CCWe~n7UPt%{)bXg%w61KO`@kPK~!~ zuDJBib}#+2!;DT-oru!)wx_9*cl^PA6SQ~jkqiCn0-7|o0>lJh4#=LUj~7`v`mofT zpJ+r58&dys8YrgnZzXsH={spv*0mDxk*r;mD)hP?0|G_fD0KXV(oQ5;IJFxX50G#4 zO_-v&Z9F;P-&?xiN%FQ$VL$tas?I?s2Nv!nU3|FUUa0{@|=Q%k>}Rc3z4Xx16-R; z{YRXv)YKBF5%ZN_eUr4cd?ve*^e#00HIw?0_x6@8=DuI@Dk;d=pzVnnREwHT+RRlv zu@$|8{!DKMy>Qu%esZ~|M5kHis$RHR6OV*fZr`S7TMD}aW z=1BB1`faBAtZja7Bi`Fra>K1R(?9>zViI(e*S^_*79Q5&ZkMwK$!3x{TtxbXhOuOM zVPN~>%^`U?jH)LxEsH|tMC^FdP-nFq;?&JZ-sWYh=AxAQ$VOv{yz@Jz;0;L<7h-Lt zoUu>@xjTcO3~paEFEdG+gO(N0YcL1%C}-vTgpN>Ewn*t9q+miH8!-fEbFWq+qAMn1 zqTOO?i>Hn3lKAChRh}e2i8087(4p2RByy`Xm-9fAQ!o>04a*RYbZIJn2(#GI@5XWU zADC%t9;*edE?L3g1})cgKb}5uNJuuaqdEd$l!iUKr z0ll5~_yFg7mvG#YE0v7{bz37=Hw#~b7fU;0CLtg8anyR@T?yO7!p5anbD-+2S#L)H zoeTFO?LpCB2@AU^H|h&vT3IjpQcWknaqz>*;7uzxg)_sVo!QX&WFhuS-&~X& zOpUh6m%=9Qhe7g+CL=eiopA)+df$;A@Hz|fPevlq+`i~2yQyCAkkYcE5v)oPp+h;- zpNuETYj^`B;kp1NY#p$92lcu&esiFrm%E&kX)}$vDh}U(P1SSn;lqzjWXwzBkbQ?XjrK#trn~wn>dMf#% z)XeRbXJm~aJ>WOEL*M3jwT?4F= zvoFiSrJO-=;b>2kQV#_8My9ehumYy#xm@QvEkMVIXCMg8*NT{vI0+Vdd zt=SR|QZh0DVySt#1u?wx1B{3Gp=i>e&0aaLHA4m41!5j+VADkj0Z%IS+y(Oeexj^y zr`QT4WmtC64uFu6^ic?yN|z7ERbILcsegV?`pt{>PZ~8Vj~Y7 z6zXPo>HvKbSjWsZGk(9Es6{orR4X-fc zEtysuIve?k`mPwUyi!}#t#-h06;EDmRo{8{7pcke1DzQMB|F2d{H-?%m=So^2O8L~UWk=xbUyysRN|Q!_C*TPV&3-JXlM3BqN#u6*KdO^}xe z(L~}n4%u8T$cI-RDagOuUIpGJUL0?s6~qEu(gvu}OsSuZoNUFN!p$UJNISwGD6wj2 zu~(&-lVU}Zgdt_yYNMT3Y062DdA>mw6{rNV9=V^7^eNhYUhR#WfJO+(7XJx7YhGrw zbNvUJt=t~@6g!sBN{C5xC=5>aTwNglIyi9jR?R{~8YIFbTq-x0`J~~@TcB=RR1hw4 z&d6Q?kbw_hLkn3}kh;F<5&5Mpb3-jdgPg{TX}aX!|M*{$Q2h5l{x>2*%sK{>$G*1+ ztk0yKlgq4;)!sQZabBWZPnm4SWOzu&me8EAix0C)^1zznw-r>2gGyLw+-KM7lKd&< zuRTEnb%v&rEMB--Q@8G3{*het>4lI=gQ7w@g9I;0eGai-c}2fM5Y7dsGvERnU5<{7OPkLy8&k`Yi^e~5Vl>jpz(M9V zWmjM1H%_flc9PCr)pXjA4U)R{=F!FTvtw@zvJT~pUIf1XGWmN8AF5u4^T}2YrivYV z_*4x^OhJ3BCBg=T7JESo%Gj`9CkUr0mXu`9l#QpP!EBSe*Sd_AYFqiC{D?F8E#hsH z&McZidnAmz@Pe1#oBOoEGOWcY%gpA)McXI59^X#)M*<1)Q-zp$N}g&aLs?sUCavwn zsnyWhQioZ!mK{WT>ocFN4Ugqv9p|jGMT|`;Hqo}A!?R2D4J3=qk#wQu(Y2C}d?D=Q zr^O1hg>RNrCy(rV-(#$>EnG=7H|w}B7A8}j;*h&uq`zBe=PTHAmj}~m-&ntA@ZzqqeoYE1>xLHrLo+;~ z?hh}%52xzzleC=ldlkZs{qwq(c#Ia3$;?{r6-v%Q z(cw&ej1XcK(HyKtc%EDWa0P@{t8t5E$?FC2t6mg29;B#dNG_60y|qJ1%j`PC|4sPq z^5faR>d2$nJ&boR>n507l?k~6IR7h#t3{Yz2-dc6e{V_cwRtaTv~p+&8sWm#PAFwt zu_h$JI&)a4jl?Wyd1$Xhg8}|T+(8Cj0rO!P{bi-kD7&apB9oWeW3fch9U8+9^B5mR z@hLdnjoYdWc1D2CsEN>+R9<;IG zT4kv^6h+7@uR>slPE;dlWW*Kr&HU;DWQ$})f?brFitPEG4Pm;$2TKa#XvJ|KOWU$Y z0aYc73oqo|K|1SBGURRdVe$(;yj%e7yvI-u-5C0vFh)9b*K2W)%Q)(gIkJe-YIVBaj=)nyr!IwyYkSTX)fZkf>`WDh1B zSH2q^0YPjQASi}|3?bNo@9C7Z#Tx#5jFrNab60LL#JQG)E(cQAa#Li8=A7GFBYlK# zYRhGE6KnDkwd8~3R}FAAc{5dWgsb?90pCGPI+l7%3s;+i;{g0?s+JaB4A?yoINIVr zbT{A~+Rq#+%6&zK64IO`#pPQQeoxsgWqO9)g1Ep5oML*zsw|hXgQ`5+!HwVbe_}c5jc(YX(Tzx!73bv$!d&x>MSzxCxWCL&lT_mQW z?l~;t#826-BH?I=w9@f9zmMz5Y~zbp`2I$`eDYg30tW$mUOMD7Z_WDG_oMrq7~twx zvReK_nkX#Yz7^YXk0V#@2Pn4gD0R~>hpzLg=BUwuBP@m?=35OzMj1&6+=rWSLv|tg z@)9|&qLEc6yA6v%p1O2(*C*CN1_o>~2ql3kr_ z#g0r6b&N2RU@kd57T%>R0Ed?3+3QY}iLpigm-LN9#uP5yEH`t;8v9Tt*?NqV9-JB^ z(Mma(W2$o(gat-@Tngt^cN0N6u2?iEwp?oONH^H@OyX;AUe~OKL?r1D9Sz;91}Cop zYyb@5xHegH86^mpbc8k;C|89_c6}&$DX;by`Zr1a1ac1snhcVu(MW>y0GdM)yM` z1`t>Oa6k|kz|rC$xAK(N-hCC zXFPy7C?yFvppgym7>&%F+!FB!S(JkOj)o+nn{#gI(Ral;Lc?_w?@&*aZ3Kodm&TAE}U#G>OOH0A>(c3Wkh%+yUnbn-XG_=Lc z{Fp6YY@%WJw%+i?Usd#HMo*>#3HUNHh9XxSYamf4z zX7piY=cKjrs4AuOjw2;2a)fCI{8;ubaq~i^ zr68&2R(M~*u7|{{iK?6i{)UJjJ%m?Z&A*1(@}wC9spLp>OK>L$f8;onoB*Tl?Myf0 z&t$x7zAx{C9FfvAmrFt(CS<~ijQa)baDKA1_WaE7RKdW@QU>g?$MMm^dr?w2AJ594AYr4 zjH45y(TALQyu$mU_0luDR@prn?pltYG>&6w{PGUB<}IP~@+A4iuw>xmnXjZ@*`j-z z>U4zU5$aqplS+TE3Ky#v(HQwAKrkt6Jhh>^+0m6GCPXceI;~mCO*%V7#_XNPE-m2a z(NCbvFTL*)dWS=&n&+2c9#!_-^9e<6cxITez#5d5v)pI_5v&N-xXALLwwd{k_$|G{ z26VlsC4!-xL{WT<9pC_524>#SHk6Qxug03wzGK5k08MhK-?f+t-6>j-s%7o+H4$R$ zL2BTa#j;2LsC6ul?j~PqLoGSN4SU(%6cgc~&Ltpld>4)+MCfZ)BexfSF{={|Ec!rM z@|FC)KTZ~3`2p|W2z_bB^F5?5;O8Py3Yy-Xlabtl@ zoIy~ijvUcW1{#2{`7C`bDifs^q_Fyo2sIwtFq?9RLQEGTTVtEcICs+Kf z6>2EvjpvP#F{J`Kny^@XtfVcFcyF0stTXDpUhoNsJzia`%*6_GO)rRe9HxkLxFLNs zEsM79Ty|eZbMDG34vdQgX=Q zi{!05Q2f?cGO{l*GH8bYBxEC1p7~bq0|(`M%LV29HNoi8ywqaQO%3pxU;)JOHyNojlmWg2`mAj19nfevrWRS3z zXA0w}CHn^Z#*yJ1l630lH+;~h8%#F{+4jjJR&gcp@r(xL;XXcKblB;8N5vvw&yaY2 z4tU=6vI)@Wn4IxMHtZXozuxS{&+FJ0mEDA5E{lt=c=8Hz z`pQ>*dDK;}cU`rhRkIbCChHwcmw`R>3JjRv@*S_hjd}<>s%loTZFB+q1gRHucix+^ ztDqd+xMP`q=-_uV)BeXLTkn3-G{5c1{CmzEeEQkR>FGFz`uk^42fu%D?^%wo_F8WS zs`;L;!s*kK(}R}a?uYvOm%L%VcxW3Ywwmtw5}dv~dHUHnhWh(I@NPMMdhfT(T{Di~ zKW_5_!xUGs_`Sz@l*#|a#U}q3S2p>-ILhSz;wY2hFUtj@^VdOhh@xym;PV466d9xUYT0hNBM`D0H9nDCeA2`wx8PzYE#mVVsW7*UX zZ>!w>NKZd|c)R-a6x;gcShn>8+${HCs9!w5ef>G@>!+g;*AH>G-2G6Wj=~JN>k!IA zeA1y|p_{_n2o=!#lTelWT0Te)sN~(c_DIN$f21OzP!BFtqabYOT5u_~wC|PvC$(L< zp+MX0dz-ePM2!l0Ju;RN_zY*_Qi14UTzpjfa`jY!&p?E@(8(j9CCaEqg7JzxM#H!p zBkl286c`;zS!Vhp^Y2$P%LV|sq5P6Lt=?UPrqwbnu4(En5U>miqZto__m04N;bBtx zFj3@O(?M6Y<|U9FF>O%Yaz_o^ULZMjD4n4Bs%R7dp9vX+v_zRneFT81OpH}aJv2D5 z2W2U=9*pugNw%RmLrbUyH+-90rTWL$6fPN0T%iAIq#qn3rvw+*!}NK4Jku;PHt!fv zYmd26wiLgeVf>Hb0$>KC*x|L1-zl~B|IgmrF1K-H*`lvfaU*U7bqs0< zQl#ZR6ZeKJ`9m|7t!t^B`Oqm@t%lea_kjv+*otbdER^x41)esZKeOBTOORWRAy;f=? zX*&E8)fee<9*-1UBO*-RljTPOV^eyL8aP?uscLNhQS`HXbeGP)@%)~XdsiXFT0#A` z;KNQE?c+SreCNpaRVay5dL)j?Qz|XNM^Z+Y&Mi%S)uNK10NORFvhAFvq$ims@$Q$5 z*z`oYcoq>Nrer=P>-iekW&@NXD}iB;t#aR8`7BuxQb&q=<~PP>{(lfU^^qarFv*H6*6h}lQ}QB3KxGvNTjQy7zmEbI4J_ygrAH+ z#84^!6m46rEDT$bC zvdlI=Z0$>e!u({=Yuo04b@4t6lmkpq5kcq>Zlh>dN?YZ6`H{jlh0n|1Rf=hPR35LLeYL zQqWOp&Pql=^mor(jFIVa4zTvj*6UedR;$p@uM6(~u|82N9KQ z1|ZFrf>d-?RJ!v>15;Z;t@f(X%~%FhyWmdgOD_YaEZe^Kq=mlNI)Fw~E7J)*%))W2 zcJ{q65(soc8ClxOxY+gcJmKzb9qOlcabtS#Vwu>c-HxOm(go(dypSE$eTZGlMo&;0?uP5%Gx& zz+rNR3@(oU_701D8W6#{z%LV-9o1N|NcwN^hpo}D?sw40_JlG&?g6qCb+VI@*(#t;t*AS65;JUy&#)sE*Uw(9Wk!axy^3A_(fC{Yq_RO%0`fLhJ; zx`-7L*fW+Xra-H{(biHC?|*d4>1>yGmKw8UvXLhRYigZ% zYcN!I!y|Pqn7!dFjyR*wxFh|7+Ml}hQ6ows@#L z7V=luhxZ7y(+RznGMVlEQ-Jgv-yNkcAX)6Bp7}jEv&aLq1;3+D_KFy8gs4g5Vn%u> zR@RR}^w{VIyOYCKRbiA3G!gGTp6BL_L{`2-xsfW)7Si>EvcW+$0 zwgXuKlf)I79)zQC&hq#WiG?G<0x-w zh&srGu#Ru^MlCg!2o3sNsf#K`&-M?x`6DyfdZBSf-b%pND7J_X_@Rpv0vfiD>R>c- zCne+sXyjh`9F3(!w^vKNWq7A5gQ>3q7fJ8iitHtUmR(a{bfSlfiAT*x&aXAghVb~+_N(3=N>uPJYX ztk|TrP=kUG(BOkChu}UQGEdv-CXH5XUSJ!Oeh!OncY&PDy-#2s9+m-qtZ5`1t==K% zoZPJkd#L-ub_b@J4k7nmPhmM=-t#(~DyT)}2_1l%USh zfaSI4li#4D>X9oA9S{_9i;^W;z!r5ohqNzs>59^W_nd$= zB${3+-ZL_`_9GIY11FKqxdBL*_+g`RT-!ZuQX6QSMNTN@Vbp#yl_B1qO{9DBEsWhcc!|ckq0uYPsN;5vVK7!$EJR#617C+l~sp zfnzn~(rh`6Yq^_$LR9a;{e+F{nf%SV2hn@uI#S9MWl`ZsjZl&NrC<&N~c1C173TGT*qh6MV_a6A25nldr{dAe+^p8 z<{7Q#%49`H`txVNDANvVibKio^+1;cZ8&*x^EhXw*p^&^yN}A2nb6yFQo$Kp2j!3a zV5gI^dA0{f<*SB_M*H20lAA=wYq+Dl{KD+y0w!52E4U$YX`Q}$%IPiRC%x#J#g6>X zCcqsSvo6U(s`zn?JF;Iq7kJr_pASThgJ{QM#gn{j5$ilgoSI$0?FBk2BqcDo%+b|V zV{0lu!>b$NS;bE@TYBTB+p={A`|U_3`?_X_sm=O)YGR=G^QkYPaEtuP%c=>$+7kaYYhEWd zkX?}z#f@Gj=xgY-ClPt_ScpMcAD2sFMqmh}zZX!FRJ7hwooQC7(Qv8GnCOZO>}#K%F0yIm0do z9dDa_*usa5vFG&KcZ+QN(`ywtjUm0Uv?i%YfKf&lW)Lfjw?8nU#5&DGA{Tj!UodnK zN?I9T^&D(^e&ZP;nd7Ge+ANj%(Bn->qoe|MA@-xa@B~TWB?^3tCN=+Lok}UZ(My<` zN4DDs=BWy%(7h6LnZgJ+)%m#?>L=SWbTv12Ek|vyJDN>`i2brbE1omd$V+-V7BGs7 zB0(7JEuF-?dCYPj*c;2;KA@hL3mi$4Izz|hlO&xOomO5fbFlh>+O~pYb6giXewL-t z2Wfdj2GG3@TJHM{Y*_@3^vvF4)2yeoui0+rom*W?W?O!7lsG9D+$wANy>IyJE!(oC zGFus!+O&xs#Dw{gFqo)mhuV>V{eR=7T?~Gbf7H9z{y|jmLirnHaS#gE@cRdhh z@luN|>uRo%UOf({P&nhbxT2epu`ujURjB&w1lN17c!L$foLHzzF;~Y)Aqp`rNHS7t zJYJ3_XB=8^V?k1kvq*G7nu0di+uRo4u|!WRu|VLzau#9>DpE@_P|QlEq*0nwN@V>A z_mD1?kT)@!I1(qvJY08zZG%cP$Yoo`I&o5;)JGjSa%>$3fVzrtKuxG7!O&6p^3JtT zW|kL=`0g~UyL)s0DJ9=u2*8+zvzlM^OrugLgLz(&Bd+U}Yb4SV7d5BXAn@DAHE8ci zG$=2V(`W+g6WF0^u}rHuLhehF zNKJQ(g3EI7xqtBu+zf_4XwuxvXL`rvnTA0%Q+!W-ygzNV^bkpv4D7tIf8VZi+fVGN zWnV#pX0@1<@s%CvV!p^&Pb7n7 zC!Papfl7VMW1D`6p7_|P6(=x~G3iRPC;Kkl-e_Cmb<*ErT_!>kO{o){H0FR2d0Df~2#(KoAi}CvInnY(rFO#RWx!S0fMZxG^!%bvbd(0>2r1waJl`2rExYtQ^2$VQWL4MgA`r6}qFI780NYI7Ra`WDqDs}SNm2-a+C}UV+aJ}L zp{6AFRWT4G(=R6M`u047&EpdlS@?xpc|4&TyIkS+5HdL#mr&mTf>EQqm;<)}^OQQI zDCq4T-2nlJvgl55r;IDJfw+2hKo-~Jnp^o`&!&=vN5&v%>urM}*iGSYc>WW>2z)aN zHvp3o+R#i&cwn4}KiPw?%OHD@A-Z9FMzOr&dGsyJ2^1J{@zcuRNfbyXlPQdp;p7ElEiw^Cf;Y8{ zUiQOGYc7h1Xvqs0Dse+ls?W5H=!n5*szOCUL1E9Y^SCY>Gop19QTq~wk(DuGhPf$K z_wPsR>XTR-pqFZMZ}AV->6YbjQ_{tYp;o*DIcO~<9xz8sU>Ic#k4@$LwotJ;F=XLn z%|*~fr1Qda|F%zp-EzCSMXwr>?zY589ei&Zk}I#rbGiO^+-_QuE<=l#@i?ipicZN! z8|k#jo7{Km%1-W10cqiu&hDq(`cwVP=~<^)K-1u3MPiU4zyJ!` zsbcz?GDL+`F3g8P9p;0Pojy{BfecZ`pU|zcVVDquQ_~82O#4k~AmemFe#?#XN(cFU zHbd)j+iZxyEo{?4@$ziL`~U~=6{JBOqA@Q+-3d~^Bs`dt3-!HkI;}hI%g$yjoMmi> z7;IR>S8GCu9nGp7=bBTz{i4#;s88W(L!eCbo`HQP*5MTK4lXt9Q&xj|LmOiY$f~;Dtd=f~I{Y2I=ihf&bZbxUX%FZN&D3Uk@=Wfn1stR@m3HA86?u%J zt;)?{1!G#(*7u%#GtQ_3*f9oDr>Lo)JA&S66fmA;u%646*j@JFO0@A@%?xCqz_f$k zDk~Rqsa1D*<9yPa7fX4$V#pXl236UV+ln1pnn8FiQoAqSLA*gZ%JhuTsm!iS9eEuy zlu~x@ph(ZN2#h~tv|31ZmuAhtPpo--`E)9mReq-qT8_QbTxTzBR;a_fGD$kRbPqQ0 zkVh_-(FFEA2_IWhq+twiN%0^zV=BouD!AuSu)BgmCFTbx!oECru4Y^U@0^2M8E>^ztB`VXOF6mKDJ6#A1K59@`| zw@AQNV=1H*+-jNLcD!`i+*{VHwlhIR2Jc@Y)1i3=z}6dVowEAvi#)ZVI;ajuFovsY9#?1_~Ix@L;hOnQ&A8|%XFk- z0o}6qt=B#>LS=~xQ{1YUkYcZ1JYd?M{Y`wdHZ~5KaKOLQx#x71MYJb6Hdi6M0$B*S;eH< z-Dt~jSbb+WkKGm#0);3)S-i^(dFaG<`p?_7XzTZT>d?1LpuS!*)a#vwgLZ%-_|!>6 zp7Gjb=G#0kid>UMuQli&${ph(Q@(l!z*Yv5S~^Pp)u08KWlUFeVGz$FgJo(5&P?2^ zJlAx5sxRaR$Whzzd0Op1&^@FP?IhXUa0vZkX~mkBat-a%cj&BpDqzAv%xe z-C`-NC%<{WhRksh=Y=f2MnUj4geam+m8g$bGmoXb5jC7{f;D|CSNkkSs;rC^^70-2 zh(yY6m$1$=d&=0~ViJ7^{3Rd$8LQPt+3+hs|6?m`ZV-}kZ;*rTwJUIpTD)<0AR>P) zQBS%U^O@`DZAk5%sSVeQQQlGA0}g=J1`+|}E>K;oRSqHZ$ZO_`;oy8cj4q|JYQ^@n zmc0`fgSNB4Y6yk+Nfc0q35aQ*rm^@Kn3cciC2}rQ@S-^rM}0ef#-6_oIKUDb!MQR&@-g z$bd(#{gZj*-o^AhdY6~9>zG_CGrXv?31At#@Fj~SB{nqHc%{_nNSP{tJN4gLs>yh= z`kYHNU${njhK(Rfy>1L!YYe10ISwyxiI7(;Te3kL z7LyIUvR`fImHq18ys}^I#Vh;OW?tF8alMLsuW<+UfNoSpCpuF3ZEK!qyN+c8bxtoi zNKb~nAr}AG@p%@m(rX8A;P95gM}?4OVi?ulID>VNUjOC{2hY?u(*=|1nkUu#LfN&) zO4(&e=x4 zMXy(NN*5k;gG0GB!;sCkj++D?B-YTY)sSm3IVp8*)FI}~hSEtmQx0s^Uks1Wd%Ef~ zSe~PJG)h~wQM$EZu*srXj1PrXV+LC3F0hp6LtDx7;qgT;SMrvP+TEKLSz+`R$YNzv znR#f7c`-cxvX_e)QvXnpom?doMBG!jpsX~TIqY%S<+y-O?nKEBZ9Tt~^*rz6da~AG zCHHj8b5*cDI9+ACF8p={C`fMkK&1vl^3fH1+DQF%>GW8^#OpE3(hqHMFOFaKezRI# zA1j{Pb$v_#4gf*E^vQeD0p2}`$~4elB9rOR*7xP`_^V#7FZ_;Gon;-L+CePISHt5Q zKBIoDiJ}nK87i5^(2$@1(mdV7?mYO;M-K@SaMN4dc;-LBS^VY6R%fw%bx*hNmnZu; zi{+_5oyDJ#v$z$|`6D`vhyB#v&ZWvo?U*^nG#D2D#G&|B!JlxK2?PU5#^8;nmC>`! zW97O=@u`8@Wiz6u$JgH3NJ@4swMw!coE7(*++kk>2Y+634=Xa@YYF7R!hxShzR2<< zwv6BKyG=`K`7>DYkU(>o%iG%!0ZKp$L-x>%Y#@;6y7?`|;hE+}AR!$ze}%iM(^6|n z81GX^f~HI-V9)r#pl3wBfk|_N@9-c5tlHXO+zw4{&M%HH zdMP)pqM4)9^Z)x9#9`v%DMQXjU&<$kwp14vJq=s5^*ViR1oXpG0G3^#CIflj$v9-+ zT6*rM?q#cqzRJ@p*T9C#y8=Y)p~(oMAH9?jZ}U^l689laqj({w`Axh3GE+sJch7jG zs8=XT`DLQu=ZTe}k5gh_Sp~b+^B|t40Wy@O&a&h;k43d~Ig#FAttx(4U;#1f0#$z* z$qc7@Ry2hZRi0m(opEUL_41-O(U%S)^?E*_2ghjyXj^fsT_`tDL47yR8i4Z-nI!Bz>>A2J}=lN0%$|M;)3S$sb!>g$tn-mxULc;DOgNejiv)!&o76)DXa18InFaV zDM7BKVB$WX#AR-g7^TA85<2}MDKd~0Q9L7DU+mAx6+y7xin4tkvFTFbhTXO7bI=;b zl_rfI{=R-W>`j1CyRAym3Ts~bIKBk-v8GgazIRmTm+?6l6ZB)B6E)86e<#0D!Xt9r$J z528bRmHifoxyTEpC3Tr7>35H=qJ4?UJQj-JxGoHk(*wW0<|olkc(FI1{?~mu67R&^ zjMGKr7ECMcVyY?DC69%ANxpGKQfvvQyRw9ty?(!PSX?vg)r& z%D)&{q09ItSjz#9Ssjv9o+Hbz)kSOxA{XS>3h3og3`X!qb4H#=e=S`@qKJ9{5`TC` z8pUJnk|Y@I0SKa)0-yjkp~2VW@th{gyfY@bqbD{j4aC32CQWL0<0~&$c`^BaqaSl) zBgdbZ032tjy5I>-+sYy1;l z7Nm`-+(HlAX00cAj&eEleGow&2YOg>X%b}<kZ{SO6=S$&E~bZ}?D{NWXE9{D*G_dKmkVlw9EBN-FaA76dPjv#}@hy{gm96`JRi z7<;3yu!J?jgYX8x-a{aU4(0f6#@JT(q$<`SaUZv*g0r@8acQXLpkJLNu%U>ZHrKAz``Pzo;+|gatfZ^`Vs04vK;#$)AMzbPpCfNr?umD6<eJJP8w7DA7bSc$#E$ym}qc)KeL}GDz~W9@(lq8Z7Hi8|QPcY?{;U*)*s3&Zart zE1Tx@FtTYr_;v4HO3ka+f3)P8*J+M0>oQ)V${ZF{KW^c};b(uFzUM*|*RpBSK{SH~ z6DwzZ`+T-5adu!U@k^f5bjPgdZo16zT2 zav3k;p3MH~p&i4oaJ@p1wI>Sb^z%P``w~@nh)NH+{)6)MJzW~N-TqsS4}b5+rJvku zcEk6Ce+V9$%Pq}Iz25_z5q^@oKu()R9a7mBkp_z7{|QOl3%j z0LWomK97Eg0ov)GqN}BHik-Z@iE;t|9~u}$b%sEJx(L;8so$bH)_WHkhn~_Dm5oCk ze}rf0iJ0f~!^z(rheR{K+x-!3n%%qzBh`}I^%(W*(QxvjC!IZyj!t*%Y>y1u4?KjAK;&GB?9`R($#R@Qb}o9-+2Kiabhcw} zdn7#X+yoS+N29nXT*?q?HgTeZi=M2@3kcE6o^*EjGCF#(V{dyTL~2$ajbp(54^NJ# z)$!>1nE$Y-eNWcs9Ktj_=}B)-zl@H~ckS*U+Cgx*u84Z3m)`GW3&vSh%MX2mNXIwv zqmo^%T)ZRzv1TEp2@FosD|sX!roe1!)-Kb77Ve?k0Q0g0hgKC=wF6kS@q^giP+nn~ zILLuRlE{^dMtPlzMUE>!*hAuEGGHQnl^4=5S(WPoDNgJ~6)%x7V$|UB>PPEYc zKkN9in_YczCSDZvNLHuGM5zh@yICKk^EW19-N%zmnGAzmC63l-#+1oo znIbi8oJ`aMgbc~HuY~w6Ni|1AebN-C>r$bqX^w13WRQ%NzuT57sh&q~^|jjFHK$1P zjzKg547H}!fXs5;5#kfaEW1XVBfpk?u|C|=K}su!9QQYx0;dU{mgYq=YikoQ<>^GG zIMMV^(OyZ>B>x~y%>5e6G@<6DJ<}>yn#?w@MKUd2v&xqQL*q0dFUDRAubGZ4b+b|v zEV0(~ahX~Iq&Mz)%Uq&3>X=P{ z=*mJ_e8>`FvJ)Dl|E}e2GbxD`y>48mvCnGb!uu2s_46_5tz27-QHtWgoJorIx>a6W zmLi+7m!>}HG70GP1hGTX-IUbhRppV!eDWqUgk6l6J&)caC4n&ZNKpvhIvwxGg&ePx zvowXwV2)CJ-|7<*b(e|AD>jnM-ZF|&->BJ-=#Vec2y-L*aZI$m71T^sIJ5zms5}Qh zr^v2sDqyO~{GmV+RFDrZGhR;Sg)8TII_b*F*U2nQiC4KGCrmXb6A5l&2dL{-9xLMD z_#6Y18kynJYek`sgS7Z}wY=3nIduIe%qFuWJm!Wn6I6d>uHdAKJe_R|!^(a`&|>wQ5^s6lbc9JuDi_Cw~q;e^AuuA9eYvjF(6 z)Vgy=$#=gJQm@gD)NMCL&(zSYlud^O?XnhG6@!2%kRpU_q(&YmYt7xFYaT0QTh$1Y zJm2d-Z_g2J{eI7+(C?TrttE;Hriw{{oE{mF?6QpDmIKppruXE$nK7oJC97pVP8@SM zu~%7EE^Bs`7f5?Y&NUr>t zO+z*Nttnqw5i{g2ZN-ECws)%K5tQUOCzCtXnMxpMA}ND%>&VpO<+A^flr)h1@w`tw z_{H{k@QZuLgJ0|w4}P&%Jov?7#Dm{fZqd8ADz2iv>-76VTKktbdAW1f4<#D>%1m87 zno_Yv`r(jXv)n%O-VV=CqS^AZ_nqHwP+!*tF5%T&?kv-K5gbsT`C4@C&d5D_3NH8Z(b}L0f4LltWL`f(UT#?>RZWED zcGBka=%=;J%t4c(e!-f;(`UZjR$g3qnLLGxiPIO+Jg-rP!S)OX8i?WACJCTJE*x8L zr-y2jnw9R`efVkC41=GTVel<73^2=dc<(#OH%RW!wof(E{g`L!>#@7jYE(#QwQx%p zS2q)E{b!Y-*09RSiif1Lna;k}KIsA=6|}Rq9U^X92rFjqc1I>*s&x&8bL;C_4%*p> zvNs+X?Zv`DhLa+>)Yz6x*0>ttop>)()g{IR`bwD|8EUZ(LF0*-`i5G>e| zmvzQUt0!Gss6Q4p-dG?lWDL^Wd8I{H_IKiA-nF zUivd@>wavlNH3>dW6z((WcwYmb*@J#NJAds*bgDqj|i#mVp%D{0)JL^X2VwzWw}?S zS`nbfa*N>PnP-@*C)!rpxWLS|#vNyi;Mul1QSKFG+Kw+us1`9Q_ zVRND!s0;u(5bJ^W11k~s5MW73youopgI zcMo@%`OO#A&uro~I`jzoZx0*i#pL47)1$Mlk1!pKetbam;}PcM7OC0K?(_N>3)WV)}beAGi^01?Y;$33*x%f(!-y;^ylZksa;I#x?jctW;>H~fS~aR2EYi@a|I9;YA@plPeyOpU<(`%k57;D;`of>(t;fLVkrNAO3nDi z*&TATxwS_UonI7*?Fh5mytyST(a{$}`LlrjI{M=D8OOkDmwj~h?33gP*dxSwia}bW zfOUqaM6ew_I*J^qP;~hk)Ima+1a%my(rmh~wuCm9l!1>_?`kAHrGE5M*?#aR_#hK( z89{6JFVs_YxoQU`ktTNC1N*Qcr5wK zvq^#b2z0m?Bclce3v5+q4hUqQEJVec0W;3knwA^n$}1J>6O|pEg6DD$d1A>X@_}C} zaTP)l%>9X2MZ$YkO&HOv7-nQ`>06awU?_ZX=< zQ9VTLB-LCZNn)0bU2@ezjPW*`7=VPI1i^A%JRNCov)rQmj+ZIWf4U+CrTCto?I}9rd#l1-@j6ws&`GPzP+3$(`v&#xycYAARfme62L%nxQQ|@ z+h8(^*(d#-I+Y}Yc@@!ABIQDUjr}CHqHU<>(a&N6;OaX(Ik7hmk1tLJ+nx>cYd~Z= z1pFAonphJT!((Z0TO-7_4YtFEC3v#EsFdN8V_5>1PPh&2qv!)ax?>04eExB-BKn?Z zPqF*v26x8Yr|)fcpZbb;L6$Ru7{s83Czzeuht0-R#%V-lL;`fe)R5Fhf$h316=Im? zU{WXvIG}oYkD^PEu(?{o8Ww@k7`_%A@c4$hJR-1`g;i1hq zIbk4v%rx(D3*@+-Y|ku-;#`;h;29V3h&#uB;m@$w^2HtdXIooObA+W%H2Ng&g5T|T zb4P=K8wPmta>;PFEEz!a3|+d^pjJ|d=qPc9$gG&T5K)xHF0t0;zP9fb8`2CR(YoXL zAmG^&kZ(%)Feu*EQ6z`f=}Gs{I(nPI)tStwyr20)?B@=gBHsa=-h6z?SM%?FM$1o`C4r^;(^OLy## z(~}2()n-aNdDFwc>ci4?;Yg#ilW1B!A4KIUS=b-Zk&Imb1*Ja%ns}mXLm+rYj>YtX zxEK`pub@6`Vmc4kVE|M>tG@&Fert}9E&{wo1qL4H{r>VtJp_r@^ZCk2E2&!-|6oR7 zvoDi0ue{r^^E*YVreXlvb()8r1msUSD`0<6vXi1>@(-;8Ky_D|n)7k(w=gv12+b7F zGb!{CKGAp{_KO0o%3ko41i{~w)r%3(MO(k=z`#=3eBy?krg@B<^h^gq*9P=269;Fx z#>iF*MV>Q;w5*s2`ju#P7~;>PuN_c_aUs!}vK6p2mD9<^Ce(c3+^Zp?mtX`r5I4F1 zcv^8Q1FCLM|HjJ{^(n$k^k0@#@ZPJ}kp$DJZJn!`8r0g-F6bHfBbh7Ub;AK^(5dU{ z{CUKp0RDQQgHGL)c4Gn2kjcB9s5&fXOV_n6gA+&C`d-lO;J>QPg zdVX)5*7Ln^TF>{wX+1v-oK}iUw^V9-z0haV>%T60*X1{|b9e3Z=CZW@0krPKiT?X{ z^M{V{qc%_5((jtgIe0}hq6FLOc^}7EI8YbK=|U9#8-wIAS1z4r1Y)s}CT=9iLiSgX zk;~jvKH<4VPk~;1_~=d()1$K8(|#=Uw>h!j2%e${}9TO?I9;*uz1u7+LDPLxWoh$o5X>P!~) z3j}KrI+#r8!;e$O*AVvT$0R^LbtEdAppQE+ar~-3E753*GRZE>Q0XN9Jyo%SNE*Lp zABR;Wr537-DY)N=dL($mlm0AGffV++CBT#{NoQ(hk6eXo!%!EY`sOj7&tJNpZeoA$ zH*J{a&PR`)#D~P6ZdDaNxnDumjW!-P_chfV0IkLwgmS#5h-%o)i}giSAM&iZWnY^k^RA-n!F zA?ZoG`D&c(1km53dvQ;)XI|&&q0M|x5=_L}*ohRZM>F4(T#Ii3wsK%o-;)f4A7CdV zCE&oOzbBFHAKkdft9E_SLCk(n0>1BeCcx>@-1j67`hLBz?jR<=CsDtj`Y}zmw1Y2~mSIs&&2HBWh{WP41=#C>PNv|I*G> z9RL`w81rAqlS|_g1;=~1N*{r<2Z4k3?0FoTz2Pou|r1Dy+;5Sr6*mdOF=(GfMmO62pa||e)fbR7}0viL?7bc?^7}8Y{M;DXfNw9u) z$EVkaACi-T`3s*qX-YVQ{F_b(iQeMpi-{0z^y`p@!KU}C5nq275c|;$5c{w10b;)q zHSV#FlTkdwQ7{5C5#IZCJj3jNjlXa2^7@mHb%fkRhyJ9)<1LYtR6v=$g5*+BUosrZ z&e`OJsLJbTq+CskVK-BNyD}R7%c;WKMa#6tpD*lBYJ60};W=g=frc!}_8`Q3tB{D3 zda*Q!x*08_vAH@TS!I7IQCvmp$7|VY%QT-jt#lZ6Djfz^=?9$`bgK>Vn+^zT;%_@H z9su)EE{z5~IoQAm@&?TkD1D>WJ(tOxiedU7JRn>PwwBC9(>UN+iPnM7!Z7E`cJK9K z7$DC^4jo$MMTU2dMO!5MQ0Lg<*p)2SHGWab* zd-`<%7U-lNE4QQJjC=IXDCN(?TMSHdMY}@Yvy#c?} zQlD@VRCzopt2|GUvMV~QTEBR>SQ$0^?*=6GAg#+Jaf-(+>U%Qb=SGo8-MAO~8rdh$ zCl_}!Pj*Piv=?M=T<-?`4Qx`3m1SNamm54Z1V=90t$g-jihGLT>2Y7;M6aTmyDkCi zSk%kPii*UDt4ckV2cXvF{}!@(f3FkVdMj8%B0X*v%U3HUEh?fsNu#6h-l=&u&*i7j ze9dSV1)M8C8JICF|tcU1prew3r^5OTh-Iy@mXJ1HS@st15}*kBY30b3;`uYC5MX(;QJ^O&*WC2 z<*S6iRp;@QD@Jk3=mw9WhB}PL6s&&W@GH|ge1i1#MLZ`m2elwyC>h_#!alJ^(CChs z%l#u)U{w*D)Uf(deqQkAqSYuXG^c>;Q+Q7r>FRU@7gf6fmhr-E;GOXA*3q+XpvNrj z)?keogMiMEcM&C-O=T1l{x+~#ADDQb4Ub>+MZD!cw^;J-OJ6G;y14y1no`m%jSG5V z#du-$f18M$2;mxpOsK--o$^qflyf&ZIQ*R#!{hUwEbMS{@x?_{&WprdV&9uxd|(T5 z4jP`mEXa#5UV7k=Ws+U$ZNxYqxW|-=K|_%I78|O{>+#%*4qNOCGy(%LLc=Gqz`aD_ z-YYt6S|+3_W&aD$>(Zrjp%-bAl%Al2F27|xohpEQ)BAFfU+#uT)+2ek7#@Gw6M1?S z&FgFie=<0~v#;>0uYeusUM;8xy1W_7~ypQptW@iG3gkM``wfzZbtx z#+T%u#sExgfe!~axQ5`atv8Tmxh75G>w_~YUJj4H>Wye-AljA1hSEEW+-%lZ6ZP_W z^on%4=9}R?NG;ky6JO~ zl(lno9SsMKywlT7856ZRi`;+Ks8PqG`unm)Ko>#}otUylpNA)ti-;t}oj^3Vh=@8M zp?vI=!Im=VL>Lc3g1-_8?n%P+t7v&$#ET>lM_pLZs}uo%l!y>P;g%HyniznQ#s8QC zQpUwNU(VxMUHW((g-B$3v4Hp#7Etl8!9mY>$RynD!Y`FWBuCo^bND^V9*@61=oiv)6F z$wISaCYuT_TVzR1l7-7kMR;t|`aaf0=5wa;CZ*hBvW3BqF^yT<-H(ZD>)Z7jFjrm< z-vN@7%1?o9B1aDHn+XH`V~{WUG#36AwpxO;SsCq>n>os~m@4E~uqReBZ#1r&5dy~v z;^frPn8Hsf6NXnA-yjkpG3RlVCbZ|8Jdsvcn%svNglbCw&1nXHnJ*kJ8$^i?JZ3)g zp|ErK7O#8feRY~{8hSfcv^yWb{@AGujP;dL!lJ@I3k;=X5rc?~GpZm9Z>` zcWrLGFp9_4I)do6CNXh%R)lI0O>#_VnQvvi>~Um#qo2#?tb~bIC<*iB> z28NP_295d1UMWSb>1S%H670$hWdn2Ah9ywzQpRKyfofJ-5^j>&&*_3%=0&9{Wh>?N ztCF;J?>F}Rkq<-DpXL~>GtDS{m{V}>JueXF+;c+9YC=8>QQvZ@ zfYY$h#PUSb{wTcR0D*S}sju?e(*VCZN#wOq`=&q_@|cDNUg&Qo&Mlj~#<1HI$F-sF z9YmmYe+l;xZJ01EwFH>c|5@;vTZi#>@y?;)P(_!-rRKU{wvq-m?vzb#yZ<6>b@Q7 zw$ao)0XhweGD^+E3}Ktc#R4yeW#e0+%SCkOQa)23@5tf2Hl({Q%H8wm>#anhT^pk= zu97Qf5)ikTNIftg{VDizc(R?gw0XyoJeSDDIQXld4a`-j8lDQ18LJ~VOL%OS^>hl= zw1@hX$sVhKeuDjI)8eZH+BTZ)OuP1vu6KA5n9Z+QNLQ5c__F<`!JQ97Ytwv_e!A|X ztx7-c7X+wdy39;cOC$ef(s{uAg#nBc*ld!nkYe-lTd{0qF=DKDb92p^5h|~;9Md(^ zlSk#6nPKP9@FWyjRsIzy39IQOhFcIx`$@I?@zivc(GQ~yYd%fL_j|mGueAge<8R?V z77mlK!G?L{V@|Z(__Cc_|B)Z;bjUT&_U(+z3zik zdq6COI<5TOR+S4c1LM4qd0UDMl&y=W6&s}ao&@pjE8A3#_-vB$!o{2u=?~LzNZXvL z5u<0T2BdOJ)4^%^JnGD})r2omWw3~kR5sQ1K%JyUKzhjK6hz|{; zswY^eU&oVK4-l&EnQhsVxzFQ6oB5uAp}rTLGe0=7?+FyDYW&e5DxRLep}t|(ex6Pb zZ2EhGh^iaFrI(-m^!Fu4<{?~<&5i$O#56wr#{bp!8~<1LzVUyx*Ny+HKX3eh-uRzX zxAo-4|MS7!H+yp3|7mq-ewLnG^xws0l}r!K;_Jyx|GWI)^i5B0`f6*>4sZVZb=f~W zPghT_`adLp@}B%Y-TYc64Eb+8ko-U9HUFc0|H-%fmnU0q`SR60@9Qs5_POQDQ-9v_ z|GectrEcrVE&t!*@nw8y_syPM^k1!0{`P+2dvekLIv(W*XY=*sp8x7sLMMOzft`cA z>wldh5w;f=_W|GaSBIEP*OS}6uE6}-W$}S6Ku<3HACo>Lwe;n_|7c}U(g0Ocp|KD}NBwf^kC_Jd@EB~YwFibgyq%Oy+d77G1SMrZ%>f~88R0482Qt8N!% zD_Wxju=83g&##w2odPEVz`9;Uch))*f<|63ZLz=`cNAHxz#viOGsgrR|?~Eqbku_oW+v(b!#=Z>%=5hSGdk>q9Ay_UXhKXZVJeETQK1_bC$FK z;a_whzyL5|%ZFM<7S_iE;?ZBR7|~@dj1aPqwDB4@0Wla9nL_wpIX`^VMWrGKps>^d zhZeQ0f4OXzU_#8;x98F8P=BjH4?1uix_^se2?1^m1ZM1^6HU;Y^~;*?A0Sz7EV zE8JcxdSbn7YRwfaaU9nQg-7~KCxJJ>SN!VIig-nc|`uFKIga+#ZoK>TI>O=(hAH(&O{@a)W- z;r>Tt7V~DumOj28zIZ{!UaSE*5^%A>WE@>brvt6pUc|q$&R-Vv^rQnqX8-QId(ZA@ z@nSr=5^LM2pg0Hhj^4YXtYcK_KU0*PQfrM-NC|C)gN5)qDnI2Noosz_Psv)N zD8&M+xHOPXVTpA>8&Hothz+niP-cmV_2_eQqM*7M7jDrGgn<{uLjAF%R&D(@&pc|} zRZ=Fv5)mOIPip(|C{ATb4X9v04#NhHUJFNK&hvDuB>O1>!K(?iO;)oTbf$Kf^%wie z`uR5DY8wR&4S*u!4txRg4GQk=@4V^o;9H{I>xrmKtS{ga>IO$)rVuS=ay?cL2pqC> z@g>fm*Z@*iVpTcS?MXSm|6Y6S!-&v|^0mThwa+8H%X`4B-HxQ2tv%VP1mpEe{sXX; zCq15u29!+C1!%6BGdN5Ah|Jy%LJXeu#1*Z_0sLnAC&0^)TUMErh2K$iwsxw(7&g>@}uV*f8KoT$=Ms+*E7R2AS81Z;a#EU?gTS~hy zRnMqYlC9Ui;}vf!Bm94!5R(lLv~06!jZ@3 z0<`Xa*wDqDlLdy`lLdzNP8JyMl`JsaoGftXQ?Cyp#o*)hdQ`FpNd{{Y*Po96OhxoZ z%Z>ORm}yjJ{cu^I_9U6(=XgEO<}>uH-)~4CaF+f{>j3P>N}Tp26XI`cDA9)^Hs7Lr zw@>oYll*~0m6z8Ih<`s8;_8;6#F5+=FK>GGXmP0j@J{+T`eJD4nhnM! z$!V1Y3y`7~SfT%mJ~E9?uGm>(V6MkMJW*{Y4k8cgBj!#F?C2qw)QL0=8AoSagp1sY zpHzx_|G++|p`75gtaE!};j@Fg@>fEdj`6iQyh)kMz(zC11fD}tK@&{|;Li>I^m+8E zWPBWGq8N#?Gj35{F%@V(Mb0P7T6H(3Cd^gkHl zDRYY!BxNVeVXLf5%jR`mN{h3b16Dzmfeg$5bC%13a2o8z7Y)oade78@YabtQ;|c3FztdT##8F*@g!& zFWzB)wpv5l0N-VK16+i{QfvGSci>+^6b&{zgTrkvYan;V)R9-u0gBu+L_%ad8w;Va zZI_O#FhX>vlF3?ovPo6w^od}uzCR5+7zdNV)fPq^Ia+s5(Hnqiq!(h!b_PQ zOm{M(BNo3ZO`0ux1ALQ}p?sTU7GXv$i3Gn_g&h!pb%I3bnmmS2l)FbeSn|9o5fyT2 zJKX`FqL1ICyJb6UY~^XfN)Lkl{Y%jNh#x`Dz`%!5nZ7S8w=7k>Wm(H@87yU8OaZ&^ zHKIvyJT64c)>T_auQl0SM;|H|r`0@U22e-}q*lrAti@9L3k3bA7ZiCUsfc#pk(3|8 z$2*Ejx19q>jM*wZn==lf%}7SYFMU&(5nw-08HosDpPF?A3V$g6w_-{0atZG&3Q$3`x7B8B$s_pP3@|-4(Kq7kROE|MZ&T@AYD7dp^3KYMtQHG@-D^w#;sJAW z&-cq$yl7?qwek*0gOW}jE#c5!o6It#b|En+8OxPVep?iDT{OH{pj!n)Ro2-G58Dsy z>MBoNLADgPSmIww*+!;#{O9=mB$~LH?D{hLHkRF=&7FBlkS9sET9bz=M_}cYUd|uJ zTy@nhGL{8}O7POhBXYjUkpJ+k82|2q6E`h|&k z--MstrBZf!PfrTEelaf-asx3lpf*a#q@%7gjO>;>3NvNR^jf7xu%zTgtGrP5-Lj_s zi?y*ROcP0U6Yp}F?0(-F=h@$3w1$>$UVN+~3nN8E$>l8vqO{>WWVA*T7LLv58ni0TCoxL9}BjVBZrh7oirw!~cSSMo=bcJIR#r%kw` z6QhvPFa>@R+@?*`f}~vL$`e&xW-^D7a6FF ztW-W-9JU2&L~X#k9kBY_JI+|X>M4&{TlFV9W$k@-ZhA)MC)^HsKAzJ{!hPr+FZ`IE z7yt2HqQ0@6gF7H8>KJP4c-CcMVy6d5fe(AY_B|KBd4c z2=$O&w}geYrQh)_LUaqq6>DuG$&Pi z2?i0~Zw9b(U|aYBU>&ivlf;ELlH*FLxZ4BQ2^%rEZ@C42?E1zy)4Y!ETg3!dI(N3( z3=y~z6>2Ls4dtFnVYpc-4DVJ7R8Dk}l*eOi>37stZ%J={^!nNDD&fY{>k8qqbeV|E zL|PPOlw?=7nt1W?H^Dd{oA6WGcX67`GW11vg3ea=8?U=Skv*=wzh;+{QJ;w1l_*qnVJ7N%n|b%$ zyJ$Sm0|3k{S94Qr*L<9CJWYq>q7wMJ4KF5qrwK9}vJoDtuyUga?o(WOy1lsa^xnml zr+XDwo*oDi^XWJ~Uebu>IV9`>ZF`^SS+M8nhLVNZ&r{Wds2 zRWy8YJnTv7@elE8S|6q^x;P&8Sd4-Pa=IUfpr9=&4y7J{hoeUP^3YE#ZWFfEf-R1-XSJ z+zeWi%<-r;yk{hhv(g$M;ER!czmRVLh09cevkq|d8YpwXL6)KFGb@(THO{$3T#e`6 z327O&_BtyGXq8kBx;T>N%pWBwJepRIq*!vkJYX${IgZAuD?}jRFD&Y0;^QuNb*?kL z8hR7?#dU=DYCCT_J{Tt@R{(gpmY{A}SY@ z>}i~!q7M@>Dv|{;6n#>+kGLmQHR7rP z`5+IN2J(yFDyTtPE@j|4zRMJfLxXt=UMgnOcB4oU)6)Y9&Ro#z-nIG`GK84|RtmLOu4+nsV}F zk5lSfzBBnvA!P5&8Vk#>3);~iM4jCjRYdzF4T)xQ8fJb{y79#1NrH%L;=4}(@oakl z@$B9K#IwBuh-Z7Dvz~26XT9^OHwO`{9G>(qTKPdXPVYJ`wp={E2cqj|({a@aR=fTO z3lE7kS{Gb0Bo#P+<=reNu(os)3`%+Dc&)%ta&m|ZhpZCPg|H4c7MSmpx zMV}=6;vgmb{Nng!PjvXXm+&w9BjFc)lJFM?Dd8`N$2ZLQ&vgYZyoi6*9}$1qClNpE ziHQH+vA;un(*wsdUwN0*dcjY%N|Y$oGgFrH9PD-)(Bi9nB~Ua?6Ls_w1Hhnx7?nhe z_->Ia5?98;A%pW7+jaTr{JN;Zwi?{5Ld=g)P{}&L#cTdf%YDP|qF2f8NE*AosVDIo z4a6iFhlQY_4_5n{UmfpG#lHH}+iQI@^36VBt*>_KiAsH?&5L7jNFT3~iR_}GhPZ*T z6Iy-UWykMq5noQb28%8esbh~MuEEtB&moD>B5`2b@ z^OJsd$1d5>LQi%CS8+~Asc7Ml4^h>l7Fl=)Dn;R=8;)?lQcV_z=>1Er_-ut!28yz+ zu}`LRi2fb@-Hii;^zd{8q^?y@VNL;vNC*wqdm`>RfYgv^G|k7CCj4Bqq%3Qdx0DE4 zgpfw3Q7(xe^C6@x_(Q<@f)|w@K8`^TqAB~mq%hab?+MvN&S~UR_%`Luiqtk}H!X(+ z;63?<{fg>!Y&Ipjr(NdJwl(pF=b31Sxn&^W*eVphIcw@#2_CA$U-oLI7(v# zYjuO^$5`;M?c+Q4*yeVgW}7`AK5?h+-Ujs$2(zH56d@rkX}!u3{iRGW)dgR%b3nR`Q4ha4*X2Rb z3orIVFZ^;Vdf_7zCbwUV<0x5-8k~VZJbM$U^wD}kbbnbvxf%^*d#`+*KatHLWK}Yj zP8k5Yo*VVD1c(EEO~`?n*q8}!0j1~KKvEC-t_Z?_?u@2|d%XET;i)u}yQ>`sB&9KQgfZT>%}}IRM_YzS!{$ zSa0j;to^4zT!v+WkLR9V=Q0xjq722^3$0 zG$MPLxM^Lm^Ie!@T7c&PKed8UdKISM2nw3^@~a;`zhYK!n1c-F4uA->%?-7In0C}eX#rA((! zrd6pY$|A3)Dca@McwZZ#6B6!q7|h(mk-njhY>{A#n3+-G{% zsn@&_f0xuP^YnU=7t49ajBoM(41n#HmD9Xf=)4h$O146q7eH+dyG$1gzq<0Pf${o* zoKQRXR_^Sg`)7`16MAy#8T5KCQ&28sp~rdQ499M>jsH1%a#%5hopW5o*EdwnJA4!U z9Nz(ey}h-bdlk1>E?#~|u(Ic{L?>dCDtvs`E{V!jvRHIL6)(IV_*|`t;#xjS<={X} zS_DG>mSZPP?+}BvC!gA-htPqi3w|65lBl{~(zA1CoY5u?Q_+4YNi`0d{spc+ z2z<1V^u5BW@>-qJ?V`7P__T`~H7e^~k1wAE*Y;jh(>Nseot)@O_FkMBwM(;LAE9L*thRcg!Z%Uuy(JTpxyo+DT680!rZF7bDcV8m@V$^ zporUrQ)xfZSi{xXCgi+XXw?mSlrAelRMjz_2zyd5M3TOT^Mq$m5&bUDLH`o48Gg+Yc^WA6@E}a+X|oB}@1IjRkHmU`re1 zgpeL9v5mF|WtAE+!>2DPo*`rBCq&ok*$kDY-NSm5kb74%yTeXEY!G{9A7RIa5j~v5 zZRy`r3R~BMy!VtY^OdG7eTqtW%-ZIA?~$T*(Ff;l=--`p36GCTnkf~2LGx!6NrE63 zK6?UUqfB+#=I!ug##lXKJ`925X^kPN1Vx+p;0|+a{n=jo02CnrqYw5{Opua!AQb)v zc_m~VRycF81IiEJUoRLG%(;2nIWgvewp&|0G6%N7dYoM#*Gi7WGSsnyX6gMhUI5vFW_#2t0daC3=Rp?8gUmQdLGe?)_hYDG5#DL2w2wi2f~W)mfx6`L&wcj2prUJ6O~rNs#1bt(t>YKFDUy zToUYY8>eM-tuNByHfzBJY6%HP&`1Y9=GH91lz2l@7;SM?<$vlAxBH9oTZ;e%j!i_T ztOnjM0FP)Snq_)eSMfL~4-JC-NWGUoI)#sP*ItRVh`p=yS~;O^p!6z@ly zBheq`t=k=y%!fAiS{3)5z4Z;(vD~H;oBZt!W%n<(m)*a(ciH`my~^%i>{WLEVsqJj z-wNoV7rV6_dNdfU`@0@TO1nCdsihGlkDA}A94X*rWe&7u!!=1b+J+g?t z&x_3JXtl<@FAK4gjnt!scrTXts>u@h>=$4sQ@T&{&unv0A(qPqpy0D#hTRZ#d$bO} zSXRL*ICIy@xzvzE?6n27`?yd&xfk4t7WPxtp0@t*4$Q%`2p5KU`MV zna_VW90hoRkeo->kY$`Mu>yM20t;#8irKYsl_bA1!KW$FV(JTkzL2$a>8=ACeaMtq zrm^NzwGxOd!%CUClG18mP)jB+e2)k8eJnz@H!@c}$u9K`Y_)9290GE{ckdo0AB>n1 z?Lprs8TWRkq(NjTTqr)zi%L;8SPIUm3$x1H8qKd-V|uazwY&OHB!xZ78nhp**WIbK zp_3HF3Neh!?&fdWzmTMfnd3L+fy7Bb7-g+z@JBepAg<`yNS-!xl-|!IZpVy_-hn=v&I zZx~+=3@FI}h3IxOz9{*^XK>oLmax}J&4hPwx`IWqU-P(OfHkzwdT zGZwWdpt2s1ou-Dy)FS5q|CGyTRkP#mx^ZT80x;uLE__`yq!wnJec>jZ9_x^Fi9hF( z(Mg<*fmvDtoKrUqKZriygS)oO+Ov*7=J%B7grZq6UUB&6ON*+U`QXD!SwL!c+I?H&T zdl*rXt@Ac{mRePO8Pj&PO1r^~=`dlk@;O@MVp~~SZ(E7%TU*`?mxEj@8^1Z*szsXW z`_61o$z^7?E%Rza*%J{yUct~TnldQqUFSt@BSn>#?_{GzJ9E8ha_>DM4J;+6g5|^t zk!#Bvcr#_0+OU-yxI> z-=MX2G2pR8apfbqe$`_{T2Po~uVj=TQ=`bTuu;jJfusDyVPMr*`Qai$ddbBK$Swc?LYF`piNWYAJ!IyWa z+1uKDnrq>Ml;ZPNSXTLR$>NM@8kd)#o-OA-h*!?#w9PyWG~^^_aUKp!R!#Fv^|NRw zyQhk>yN5>FYPyICqOf?*_qV0eL%ojdosMoN;-3tyUK+MFIa}#XlGACfV;}=&oL2VN zQA=e%!$68qI>McgIWpKf{vO>a`8!rV)s^Sn+=|fknlyzC!E;m4ofDnu9srYH?gudW z^8fmO{`rsp`cR4TT>SGN{~P7qlNu#RLor&VGmHS}0=GR`|N0Qfg8J@nu@E9howuLc z+sj9P{dew~Q0T3fi;`M@yIx0UHMfJPe%#h!q|W$sP-_8X+CZmQdP6VQ&rYo-pXX_) z5b_(RIql*^Wx`%TWSelt-Cj=2bM<4mVsA07&mt^)Hj}YzG^~e{7jgrrCo`ARCDAgj zaVlWGGO}-%m1t*W*z_H2hGAW3V6!=sN$HJl){ipMR2Wmi#7>_$psHti>j(jvnJE=@ z3>i#y8M%bU#$}d|;TqzRB&{y7Y7;w>eSunY0AaFjm#x+(PjEyL)y0DqmUc7|9_Fq8 z@XjOYW*dDwibnab%>fgOoKvu+XXClmwiOV7SJAW!%iW~64Lcb0#Rk-fi-5d}^zOw(eV3CW1|qGeoaI5&IqXs` zk(}7VFVpy16Z+5sK>CtJof34wUia)4NDRCUTQjEh>fag89KJ+%9Cp82^Ic0bRuKFx zn&$qtbqkDB+TfX8=niiH6Hr)M>K>-E5S`0x5O7kPBSNp|B&tqRR2BQi^P&aGsTiNA zgawg>Et7m$FauQRQ837%mA!HieOJRFhPHSL>?#LOk<4RdoHE$7!Io%zJX_UDmz)!yt= zA-YS9eUl41a>MEk;AP>ZOqFoiO&Z0e_CvmKSm4z>*K2KO99N0$L|MwE9uBRGoE)CA zy3<7InXw?gcfMj3M_O5m3NUX`8#63AdYfGVq+u4ffG*9w8?aho*?Q@qdpfOAp}e0K z2vV)}%PO0G`Uy=g>o)QA$l=%WMN5Ex@fmaBd-$i-7m+LsZZ9+%Na`(x*XnkQ$qm02 z-C2*81b6d{+9&tzVtek}#l3UiF80cOyEu&8xA%5rycSXDUFw?`qCZ;N+babUkiHhx zTGjC9n&I#>%oH&f*B9$EOmw*4!2X@L@O~}Ezh?y5(Q4bekozhO#sgcJ|F3o~>)XnF z5KE;V)l6_tGXC?xmgV1KH30gwDsPH9nH<(RmnP3SML`n+&TKSLO=4@o5wqqZuMw6{9U78tMRHVW5k;d zY%xCeac6v+6z-sJ9Q|63pJoMPsE2lLgnLK7mgBoD->urTM@wP%j(#n~zvm;dcMohO z?B-D}gT!+KP2P%fvtkSbM$E$-Xn+F(y3)T$KyP`u6FBuk5(pJHu|(Q@7$y= z;{#g>f6wUCLi`P7uE2E>+XZ=_Nl!YGoI#1GB=BvyVJN5o|U6!Yt(47b0`RJ)i!549M zeM~}+PBHj904{yx$Geq-ueI~9J%X(Kt5u0=F*ku1P#=!k{=6Q~2a5Q_LgrS@c#CS4 zb<;#vLp|&jN=W5lS&6h>JdfVNQG4{|d9-u|ia(!Og>I>vrc_uSmT}9AiVAloHmL;U zO7L1%#&x}t7G$DV`Tc7xzjo8yz#Upe+gb-q3ii+ZSzKRxPTjj{`J<55rNmK9b z0etwE{A*!_-!g~?DK~!=-mcZ`vMMNwE)5S<*2CuCV;XtN;x^-O8I?KkD9ZIQcgxcU ztasHKdq7i^p|Sr6GlOS|Jj%yAh!I1XFJNf}NT+4tt`Z0-o(kYg(>O`P{IzJCbsPg* zXQNWSAzi?~>ekdN`Eyc0;p%z-Rl~@H0iXeT+-$rDz$Mx0<4{%11uz@xGo0b=!e z^w%s6{K)nQ{{3y9r@j{X-$Z`>82OvR`KoAR($IBS#ANlBS1t2W`Jvl0M({2^Pkhlw zuQqNg!F}qDzuaDL?D2HkC&TTP!(Z-IZ~Wz-^~S$@=kL?$%{EbQYmNJr5B0a?x5O3y z?X$OC_w$qYYb`$1hZZ{OX_o)H{NRf3`wMv=LpvmThz$Zrq;J6_ zacFDNM{JOfbHFto*h2IY3*_J3P83o-T82Jie<)VYfh|NIi|gIu(2j@xrJ#L`fp&ao z>(ImeGnh<&%MT8esE>JO-=^}-pJ`^ldzU|4)(4ll-@jarx0574)H`*ba`xZk+28Z* z&=#VP#i&2m2Uk1M%gWPl>f$<156!dD$I{cE^I3gp>(IlpuCL=X&c^Q0&Il%6Mn{DH z|M;#a*_X(%IpBo=$5n6ELUWux`^D%>-s_GDqyH`XmRXz1f`imeCdVn`NXV7cB)W%9 z7aImu*v<`O&R_u|*hy5@U?xYd=&Eqp7ho&B)CoRnNo44$t)xH5STCLaR#pF zAL13*N0e-~#K(D+j0e#y&nMwica@~d&T$3uPcUo7A?pz7oK;bSUbe1^I8`=XzRXQ5 zvy~ZjM(b$#gL$?e_s(52#@K0hzO18|3Hd3gDcwZYa^j}W`0dDOH_yuotTziV_A2uh z7=)HMKJ7D2^OTte<(ua^Bg-!6wTpzbEuuwIA^luK~=JdeHs zlP+_%IaQ=0TFKiIqnQI?8q@CNCD$dmixN$cW-{h79&0jjJ|5Rg5UZ^Mzpd{#7-ujL zO>B*l#j-HMWM!}MB5FKZ%DhAtn~?14J8J|~o^&S7$1$i!MinMZJ zLI%P0dzB{~o9JgyPKibk0m!O`sw;C>OgIE|HX);!ATO170S5`baCyuSMhD>+@*b2)K)?VL6)4qBMqE! z%5tKt07F|Tc{a*xb$`Yn+8od2-O(zq(~0p_oAk1Gv7TWAtJqNDO#LQM(z2n{k%W#) zAC}VJQR84oqO>pVT{^e41?92$;FJ7az@zZmOs%zPawUg!;=q(D)ADz>aw#a;NQ!#O z*`F=76hlN|noLDhW^Pg1FNU38_`|c!X8qtJq3^momiMk$h?dDJ(V4QGwH}m3mq1QV zuHodx7sKcX+6N|MvZxovy)Hu^wpbS_Rgjc;GD#{u#VLIwcb$vWZIYe`A86->)7lxd zpjta4F9NloDm{Sdb^BdDX~&zCn4t6uSRK+){I@WLEvC=XvlYrgDDvaYlVy?1T_@pb z(A2F2f_0;c{q7xVdUA4>&z&{*2%~AImaH!WEhbm+CP2#E7u8&=0%fnrW8lu7=j~C% zElW(1IOwJZPm0reMkir71@J9K?=k;>_@nMrk~-l1r<- z=E(w!!-Fwz3>Z}36?tkZcOHXZvP0ecKr`G*d2Y=w1VL_{8LUnce2x+r8@#W@rCwF` zG&hHnGg<(TAp32vX^{Rb&rpTuie?u5a(?%YCXCXO2V=nBzN&l$trNsSIW%EO2KMol z8V!Mi`7%R+nyx-x@Zo? z1C_nucy)lfoMDI$zZgwW$FGHS)3|7-&=@J1QuV;n`xi!$qX5qgMa+omE7ZV(m$SeH zrL4kMc`qj+Tq#gna_^NfUCEUY+~Uupui#+@5Ky`dAAJeWTP6V6$eg z=)O>*Th0~kMoxrZ3pOYDxP}Wu?@D|?y5JQ-Ij7lz*0K1u%GUAbsx5Mmw|GY%ei7Oc z|JL>{YfwwmQo4$(m>YuH>R4_)5D(E|^IDE|TocMmm%0kFl*V=uuVB>T5F4ckt`zym zbuZCSv~El%OgWZoH^|MaO`3S)PV_9l9i7Y<$a~|l8s!67sUlN9Q>p?}HsZue)|DL+ zBY8|j1esY*_p%L}8oq4Z&&9|luNz&8Toz;my!EgDuI(N`#dMCeM0f&tI*9i_~`a}`VG(j>*LhYzjKpB?9Dop7s=(tI|y;H zYVVGR-G8Sbc3Frxy_Wl3=PDYVo;>)gz88UfPbuxZX&$G##ex)zM*Wr6w-H*aM7G`e z57eU%OXnt?&RocjuAUEA;jRCUj^-dHf7X6^;~?KqXZ&(|o$YKfu`t}g&r$2oBxf_|<9tiqu`uygb|IxcXzy9gR-u3zIj~{#2=U?7_ z=v|**fB$ONK5vc?_YVbNco7|aan_Rn{-2%wv$F@>*#}O%xXaLe6O*&??P5`9NtJZN zPI3TQK&HRh7#Et#Am(@31{ioCJ6onm9nRZ&0LRw?DG<|wE={IGV0`KIZ~Ui|RhcII zXRa~pf!vkGa!(xt-09(O1}-bt`Z$sM;Z=g5eYhncm!l+LrvGFK*1s!ayAY&)(Z@xosp_qpyPXT}jIDz!w-! zM=(u%cGh_zLFjz+dpxd6jVqfQ7J|Hp5~zkcg*%}r!X%@ANC?R;gBQbSc={5)!m+tk z7MFyj<17-_iFpMeA7v6T;3x0dL+rg47n3fm#mdo0Ot)|kNxUX@2}AV;svjsZVfNe`^b(mbup;DSHDbn01u+=CCc;WDu>unb?IzzZ8q zupt)4L`!)6&SYdHNJ>Zk=W!fI!PzMRKh^_iuU_n->vd0Th_ScJCIm{qY;fnZRR%94 zrYNpmGb3h|&)|!9%!w~o1Q#EE1v4MF{T0N5d4UB*goQ-fNgyIJTaht5jBr;7CA=xB zWD-J?+3te0FD|)Xg+(kg5yi&5$rtd8oB4@yjYaGO667&Zbf?AzaK{UaUo-nUw z`6)>iLP>{rUc=9(K(FS(QJ&SnYZ%*syq#qH6r?G18e4%NyI{A6K%|iYkPYc^&B~ig zc($Bj4<*_HK@qyrZ4dAAB8|Qde$4LxJQ9yN?-X2BA@~BlnWEx@AqQRzo1Xu1%Gs?v;bo4|BlKy8#*MK3)f=-@>W|E*4FYgd)AJ+bm%`jfWx>T#P$ z7<_fEn*f$0!>)q)6B7zG;M%)FQnsK)+pk=K+!TnBTLr1_)i=a41W*%#iBro726ovf zNV6ESauN&dg5XochbK(~Tzc-?*n}6S8#pwfd8RHcZpUqimLP~I}c~glW*Rtu^a)#2s;D6z^qctd1jLu8VrgEdV^W{ zEIkG&7+FU*-mZzY=#8^Y7zq6ih}!GX%==rHW|uz+F+s94fn4Bxty`U~=k~NfMQ~os z!Rc+*CJjsC?H+z@ir%+53tVvgI?wV7Av@k=HFh4c+fY_!d^P*P=;`oN@Mg3q%dl(9 zapyd#3zHJ@V!ood5N3A)znYxKv8miD#Nx2rushkWr) z?iVH)3r;OpJ5*{i*zb~kt!*SaFN=C1?5(o*(9M-pzB9(GziXcG%uhc(QktMA_8&g;qy+Ko}=FWyvBvsWbJ@}>9?&?cM!^%$is2JPV* znSXpjxrJDOgz8BtTirgK5;3dR*be15H0>J0Dy0VD#o!tjgI~7^Y>%KxgEQ;U9a4WgLlpY_a2|k5+_ib1(BoH7;`gH zHfAE}eZH01Z z0_Z)!%-5@dnXk77X1?ADnECp76o8TWI6BPN2d6gvY|yW7;W$1H5Y3zMvtva4Hr+yT~Gqz>m37*>w6it4^6Q2TOUOzWpwQq|&`{SQ0;8DNpZ9boGMu_$JeSL;ozz-W1 zM}GXCK12QULlMUt(YHQ+SKoI4xX)tzKg9o({m1&G>mVTDJ2ws5j2|R}wy1JMHb7?E9+s6O#_y3W$|MB<#4T_jtrWgP} zy5?X=wil*lKcHwY*F|N+7IzD?J!A)rT-6MnoH%9*xZ^0uh}nXb!T({6K(A`+FcEO% zA0e&gi{x4ebA@k&vFW*y=eSb3(|LXu#RcLW@oa=CW6*2@5}ne_9^<@#C_4&OW*8tZ zg;9~ZBpTBTvbLfP49tkU)FhYDh(efXvOo=wHi%B?+8 z-I7uUr_3DUCdYAWR^6z~ixIx?yPQPExvVaU!!{o*_^|DRu4cDQV@WOmb|2el6wHJy z%FUt;gvOuccYBdd=B8wa*D_@m$A6gCPRvZ6jHfw1%U3zq`a5U(t^B^3{#n)X z5hbUsyU}_~Wu)WYvT*#5(B!skZA-!pIBDgFb`l|yN_%C5aJq?U zvAZF?!W0P!%%$*8wzEsPs*Q+6GP1;xtf0=6rOkyFN3!a$z%N%XaI9FhYw8TAJntO? zW$Cu^Em`Rx#!Stfixyj&Gex{Cn5EPgfv47!2~$$C8`DA=q`BY`6K4i7?S0@II>M4Z zw>TS}^=%!b7gi-psK}TJwQer@O?= zct{b(RHINt=A{cNZ#G26hkClK6o-DYz;r1|V9fb?j$8Era&T$k%2Fqc%F9Q&w3)1Q-gXK&WzGPrf z^4xD%DlS3GtD_C^E=%I+a;rQqOd{DKo@-|qy>b>@F;Ef-O`d?V4uhK{1g`tc-S{=w z8saE1OBrPxCe}!n*A6`YkU2eos&jxG>&aYAm}6RNjgI5j`v zLh$1Im-mbM($if*-`5(AC(00hVnqB_7TNdqTJRsdc7NCVS~wzG_4}|n&&UUet8oha zI?hIBz_8$HOk`w0p);|sJdI>ykZ(8zkhf`*P-mp%Wwp^R_7iO35~yo@4caghdRNrZ!Vt365L zmBx6SM)Awvkxc<#!m5^_Il4XbTQc1e?UGxM6-;LsY9n^^Z?$=f8Eun^c6dh`CZww$0gM*Nhsg3MgP|;m`@FSH_Df()YoK{({-=2zX|TX- z66Gxa6vO9a)+xv(R0YV($nW5t16*#hrZw@|hBDf2iW6i);(m~HF-34<%m#Pz)R}2< zX9FJY3Q>s$=`UmOr8(Hm#}V8GEE@FClo}0Oy(8B*G%yss23=RDU*<`swgw*qN)R3YPdtpM@&E zhVtKNSX%R>?Z*xbciCmY6R&0z+NT;l+r+t4lQE&E32%M9$&efoCT2K1d3}V_>{Zdh ztPYJOSeq?aEG@0J1IyjUWwX|F7qJAD)RieSZK=snr$zVl#*hQ!%*ST4Z`V`MvW$qW zUa%u-u?l;}T`mcS_iT@hxLU8$hkrZ{=5?X8j9-( zMVfqLwptSSl+-;d$3zjKi4+i{8^*T{B?2!sm_*Pf3C@db29bO!Lc2&abi;AyZ*Y) zDx!wX@9!|x60}{;Qp43}so~aVso_p%sp0cDOEoiaJV&W(E3Mym*2bUaScUY{02}vo z!}Ny7@A8|ZSkh%r*Erbj+x{BEjc#nI(8%SHB*uIn!u)@(Gx7mkQh8y{==JP4<^zdJ z&vrV#pT$LZEa{TJ5mb0QQ}NG(46qmDsj=nd7z5nKTl~515Yu{YzbGHRCMeB*UF|V< z=FM9T)H-tc1_9I*Sq9iFiC9b3E4 z0`Sy}J2qE0i#_(Xazv-tYex1`Ww6U7aBTjJPSm+boOE4HUDlBwqqIo&y@V>~@Le)g zN%_1wJ(=Wr6##=!d!4lb%#T8NRSQM3k)@?9z&9+=`k{*LBKKFWRJsZA9&}NY@xH}Brj&~97m!>`M@2dnB_;X= zpRaiMPMg%8H%5w#svxx^sMcN#hj{s!sYUT&Mj{xGQM$r391-4>|m$stkE6J{(GCzY|Xc#3@|7lMztaDS(lo;}Q( zc^Kqnm1GO6zEbmn#+*)=*{NUkb?}{IQ->#mGO51>{Nhr`)d#XyD=@O5V2Al_I)H}%xds14>ZA1?UxAbW3p2R6@eUiaaj)^7 zmm(`lkJOwhe{1pz2;GleUWqi)AhaL8%%Er0tRKR%^m?VlSw4}A;!Qi9b~%M`fRf;3 zR;N{Bj)Xa4l%oViKS}n6P?nY(Mnn9?vILZ;p>BddQQ&&<(Cm@!IW-qCtzB5!n3@ZB$&TRddJd+i$29Mg$7>)01>p!@-s zd?on=zyFSQLpp5wg?A(*0g8%zP6)v%$rI+enc1=t2lMDGQ32rlT4BZqm&?Z9Q?dMM z;V7ajqAshio5P8n?@E_tMg*@xW|mK`e$ zeysZ+%aY6=MGMgIGuv#~w6(kSD;qSiUjg=vYfpAbDK=tQBg%83caxfy@IFKQ*2=id zVPEFFPP*_W-6zpW)<`BnRp)Wc|dp_iGYr zawuRU?(=0OVS7O#W>*x2=U4utl9|P6tQj?qEXh%Ews@Y~J!AqOcLT8r9dWa&@;Z%_(}hSwyC<0`B2>u>&gVr#fFx&xO1VSjFr|Ye@0#e***@Os za+JrVJvozc^Bz9P&7hR_ixR*|6C?XZ)d-iGEh<|G!BYn80*`!Ve978`gA{*H!|bLG zZyXSzIYZ95BiJ*fn{}f;>e%eS?w3wE=_sD?Y;QIRV>I$`Dtg#FBEu^Jv%@CY`e<(P zr9H!0)^!$moq#w!mw>h%{w_mMHEp=sJ6{0S*g|N-u+zB-G_RU*5WO41=4T^LX8i9t zMydpDwRGq!5lgeOj+MmsmNaF&-HLEM;?o1!t}ULWC?cxBFP{={IGm)Y?DRs z&dA@&5s7(AYe2@J>vWTd!yt(CWt^tQ){iHk`CS?y^#d%tAsU`}2O7CMD3U0O<XQeHW(5O%_LA zWLT_2+DHP=+q5Y+Dt5$h_~5Vl(FnwQs?7GAUI#DEqv7dS=Pw`pmDliEwB82HbM^Ir zf_}w+Z;T~6UyUU?-x^DFz7v+{ydO)n_Nli!J@wsAPkq1BQ}3PwM(X+?^4`FM1F{_UshqwDkAAK(1hfPTY^;Kf&GFWaB}RM7^*bJN-3KRdez zykYR-Pg>4~Y_idCR<+mVFzUqYIK)@=VR!0S{M+Ib=1NF@euo z`aq`k&(`DA>dwi7pNUbJ+#E4~X5LQ!u^6dEH{fD-$6}s-Q$7Npc$nVd=qWL5o|NZd z;>YOV$U(fiak>`BF`fc~QKway#d%%g6wS2l);St)@sH3NB;^@df8Fk!{LKLz4L{xH z#Ul8D(f!q9n((gnpxy`~pm$KqxYA6wB93*eaKEOs)LHVkS}HV7>P)rDVT3F>=e7Kp01mOA%#yK3WHXYff+^IXqHSdE^62`3aNhN+DvT-EkRNa?I45~B7 z=I&ZZR(V)`7}I78VBpw1CFQte&N0aXGy~gL*81<(JRf4}!=%k>*tl}V*T#DrO>zEZ z{>byw`}D*kjY3=$Z4~3igMioEDDuMtxCt!I3Zv3?VB*cf$iz=6Fot*r(UhVz9MhP$ zc<*2L5nl}vMd_0`aMmI*!?2kFQm<~ zIx0JY-m2>cJ^ad8&HW)O{ot$4+w3M`U4+fNdSpD%!>XYW#(3k`c%B;lB7qL!_8`6w z9@)~>b8}!dw7;s_ohJA$*SSNK3%9r%~A4l;>q zOI%sk!DGhaewuj10%qOh<`sy)fa_qeygEYQcjh=zA?<%k;4v3HBdazTEEqY{3W$Fe zVwfRP@7K5wU2K>{RM1I%s#;5dGJspPM)b}aY*_tx60nMVOVa z8EuJS$?i6?KMpN43eV5Yrbt}Lk6|QuNejhjT3)GHA6}NT#pmF={ATq!&v8cw5EGdP zS^_*X*04Ev^hJjuz4qs+Ks8&eC8ohwE; zCjw)YLc%$kRw@OT&uGK>n5#ocotS=gEWN zfFFSGN2z`s?wfg4#srO#n*Lcf`B@y6v;vI2)dPy;0bSWYkq9Kd0(U8j<2elx2~nCGM&pi*x33>keLc5t5io#NT{pZ1nYP@v&PkDbz)U2<&Y=^HAQWDNe?(O*@1Bs z-kg>wW2L+5QJ?v?4DujpBbrcW0rxU$7xG6lX3ESZBj)mZ@R5iFAV9z@Hcg@kLT2a= z)OfUc6{vP@CJjk%o$MvAIBaj`5kAQ15rm0$AXLJu${37h+YJm7@^Do12If_FV6M6Y z!-wP$6vgn#75N>jx0+8egEK*}$@>0vyo@}>F{Qy==!_rQFdZEwnH@!psLd%YQIj_I zMwD-NBRWYY9Px)8PKU$ApfyfDNp%+JEf-Yfe&iCR#iUe-nikCj$K(%JeRNT27B%b( zfNm=$3Mb9$Y(|;86z<5$iyXPt;;=T~Ko#$(llv$FY(}0nzTNuz+@%i%l)O2(;J9g8 zG8+k757=d7hD=?PFgosq%$sdYId85#OiZqj;R%jDlZ+#XltWp#r5vxr+9 z{tUjwpKErw_Hzfc^ITEkJs5jEW$m+`g7%)N*OLtvHr4H~jK~}Dbd~FUA9v%irt)y+ zjYleJKFubQ(|u9wo?d2Njkhy*b>@-W={q-t9)8g}OP? z5@hfRi;*c7#4L%Gb=FJi#<_}vi zV)k+X?@M*ugvMA;&EAUKxBRAvo4mIl>`$10U(HXOq|)8f-eK(LJ#x(c6=v3TRhV-= zkQ?J%0wlxN%T*+Z7_md)b9x&|ZGtt-lhP{Wu3a4HQe+J;(6U*Wh#JI)s~B+;&oFnQ zL6GP{S%}Hh@vXbKMhg1cIPCm?`59_nB;|}|>E&sciQUF1r)tz7QFbM*hMY@san1D{ zaKztaAwn8)6bK617J1nMjPiOXFv{hrUt4~am4~{B_@sWPMmM~>W|KL$P7TRCl6BGK zKPs_(=#V7lTnYa~xz<79#Z+4#((+BnJW1T$;)PtiH=aE>*uf5P-?2(Qwe(2*v%X=c z^$=p<)0E!oQ5?<$iiQ!!i6QfH{d|V?-fUSdCt~kk6)At4XJwUCwWLli#mni&9T_zf zX+>rmB=0nTm}vLDrmg4nV`uHsRV7$4ZE2`!`Z7%Tke*dD=JGd-D#?UPfqq5c9|RTX zg7TWuiQ744N}bRiP}Wf`tD*)6g48Lcv{*b{0}or4$Gt_{X&u7oYu1_gS?%~SV^>N& z4BQYl2WHP!{5`%ihcMGy^BG1#-^>raLpB8)ba&jO=)=;phx01#g>_$x17nx;%9Xrn zfsLFRntLUHm)z?DIBeH4>F~@om3F-Im67mRsyJvI)D|9UXe;J1YXB6&RIsGpw{U^r zTP;Lz7@a?rvLupATBhMbO?Pe%*Zg~vEY#-71NZ>K&xAkwA)hY}?(`IQvwSI;J-P>l zF{yCwk7BQSo45hwi24PmUHBSo2$_vrjv2YsaVj7#qn)zUHS7Qv1xrwqI%~yt+#EqV zTk!;%)f|vBZ{f`AVxE_=t7~Qt_%dQ~la86|J#AmBi$$DCH8v9hpKIg@|`v3|eD+*CjF+yie&nmsBl(m5YvgwE+)X3-Trf7oU`zDoZ0ECuK$fk!3@o zK9;cJkHNM4xNh0p)8^58d^Gh(hQ`=zwC2Nf2LJjjwoxzoZ>FK}p<3^!;Bsb~!=Tu# zNY$_1oDhB&w~_TKm=#s5DwGA8S_m7ef7Fd?Mce9*f>Mp3Kj5w3neU0oEH%p`kg*hf zW!V&@2FXzh+FaPCTGDBg( z6Z86$ahl9VORL~oZ{g~HtG8^r7FM=@^ebYiewJGwgTQ_$hs+KERsy{_NDHD2hzSH8 zC{S4CpmMv?WwR?eOXtO#YMRE#UUEgaXve{GhPR4AnJioNdy}R7<|dWNCQOyWBiA53 zf5Eji($dqy5xGeF1Ob>-t-a)A+{p zC@dC7dzM_As4T}dV{v~AnD2`ZR=2l*`Z|--{_wloCsQYXv($gS>DMOzR?* zsZcjIA>dj$7@w6j$0|j2>3PlVD?W*CD7C|T_nfL>)`c-X@cLo)Nzkg3(K%41HcrEN z5Sp_k@+fpSJ3np0SPn%(XC_fDU7Fr=pQd-W866>;q0TV$O$wrhPAIzcmLhN>ebVn~ z9G4eHxjhlrB~Ac~6KwZIX=XvTA9E@A(Oz1&?<_rkOh8?L-sY4(!XJ_SRTw#*lM$V+ zwYxkZw2YTxi-rYh?=%?;TtMB5QDU@XDWO$T&1&GNdAti8J#*DEOnWns^Cw|Cpb`_k zCOgJ0$kt?81><^T_P9pgQ=!9e^}F+ySKdPq-&cKaRdlNz4kdq3l<}oLFrW+~A5QaaTLW?_D946okuGS;9X^jJkE0d*f5jn>4kA zjImXbFXG5)?&e0%veNnIM^S z2lK)%z0QEjFs{^RE_RJlQtR#5@CG_U?YcJW!n$YYg7hZ9r$g9~vu;w7f)$+0%w@c) z0G7h+BdHF|u$-fOvN7k7*Qbm4O-X(E9vOQ|PJv%-^gk}WJXpl}`6}SMb$UI#F+JoR zj)eaD2z&)xbM^RB9Jz>SBIZgI&+{@-s-2bTx+^+fL0OGcRC@NVGF>)4xkKqB*%G2nAleS z`n|YV2$zn9Bb{0aiETCe*s$1XoLWpPv3Fz99_Fe7WA*AfLFjAcFjBD3oC}_1qVSJD zcy7m6N;xnELm(c-x=A^W_%r-jm@@%v3{Z6ourZ&9sS=M};3EH)jSaY)d4W;_jUA1b zjEj0UN+lOJGA5J_w`r}o8*afQkdPXbaECNzqHBixmKOgrrtSjUzdpIZ_ui4Bryy6Sl!Utvm(w;dV12%srzT83goKNJ3YOVE_{I zaQSI|%j||ZVbeS06*y|}b)Hk@p5#EL(lN=-g5~Z{5ArXJe{=jubtiDk7~_>%F_UffI;T5TNtDS3}F5yh31 z5``Jx{?nm>Qpq!f9k0#%<;pe*S&M*1{@Ilj}64Rw0Eypu_?Uc+fdQY=e5)Xqv1 zYR55M+RALF*TgRWX z8%YlN(fl2}k-ygnROiV9 z60SIST(3ll^=giU7@jYu+Or6{^Djft1)c1wNkWWEAvNOZA@EYIJUzFZZUukiDhI(< zyF`oX1r#TlC45Qr{YtbBdhFhVtrRb2^7UW!fC`sU!)?^9(d%=W3s670H6Oy{u{JiS zq4QQp9-|aIwwpQgpr-31ML) z;e;%NZEAvFJ<@>Oa+H?K9&%c*|=C3Ax;(H zo|LWCyv&PWy(`1hPNLoB4t#_nP%1nDvg*Wb{7^!0zc+FDOfn& zo>}ZrYhL9&lqCyWl*KP=#B9=0T$FL~34j>hrv*$*pPJSQY8tw_MmF}c5D#mo8oQpE znw(CnDi6Sd{ti7vIE^2-PB5ljiS_Mk2*Rff$Z4+B1Pr5u6xxKQ0Os5hU z)x$ZrFbWiU(ai7+7N#3<=)Dq)nG}^ZTq)&1isrzPEbCg0Pa2)XP$Fx#RHgC5FGj`W zxn)mjznh_3_xhw#fYL5(ocE68nK>e{+Fr1v0#>Y*rW{{Sk>`umMV>FVF7kY_Q<3M3 zor*kP>{R6WqQA)Vu@zo62L`XA;gM9TrM!ML%^Y3Nzio8LH5G>|vVJ_@@S)LcoA&+R zo=Lsn)8WZQXSuBW?S?!m-r_s)EC2(Z!V8x^uLA8 ze;i#sH!^*G99?~1m$+Q-||d*9DThoGJkO# zUG0_mnUq2xS4z7v$L0I}S&d=5oO zThjNPjDc20DRN1%?$$DI^^ya?szkzGIgd5K*e+oSw|cm6D;*irQnf1nJPm6it0exx zTG~kLHKIJ8KGKroS1hl$Yh2!DvAK4RB#i#(i_9V@T5`tF$6c6y(#$N$d*2OT@i63O z$r8EQPg{_iC5I$8OU$l$t9v&^@h5vB_>iv==A~!%B*vyA4_U8dk^+hWAvWFC;Qgqs zDuM9=a}h%YuMFDG3+BxrD9@)X8pNw-fQAv?m68t)t%wM|Su12G_&WGcm$X8(mOzl4 z{$z9QSJ&m#d$R;m2kwA4WtlxDsS4G!O~DRxE8Zq9gi4^D+l-n3!RX0!BhhhC8ac#{ST|nY zoN&N+^)$p3!6WAL5*Xq)#OrCfLpxvsr?LebyQON@XN~dkC@De48w;h5tYP!(r&2gL z5}Wj^uY^H1n^!y52=$wBwKXeXdIpYzO{7_vT_VSShW!139=Z!aoyru$mS^f`jTA^_ zl$bg1qyiZTt9(v?@J}qqh^#Dt2w=borLnLi-68WZ&rvB<`QcJy%Yg!|&X^|_GWUUL zjLa3!0ZPjR!ynHqvlSm96$SE5VK>gBoFJOe<~oX|$R{@OTy=#lDM)aWsAAzm=JOWl zg&~;;5soXyBR7ySMkrIN)@jU6XuGC{=z1?*f*BPku8V^54s5k^6u1#K=Cc+_xkLwWf>M;a)o)#b|llaDki==PulyK4oP!?xl-Ea@w<2HH`|@rCV#@1?SZRd+P0G=c-sB9JyD?SWfVokc(Si8TCmUg2!si-b)MX z6}a>!(6pt#w(P9-^ie-HdRY=cP~pkLc;GNWUzn*PujGJhFs4x#S*&7js(2Qz>m zn&jjy_mDO8CR;nn93FmlYpRXZ;hsowm$(Zs>zkaoWndDG5>;J;#4=+f1GZ_Fwp{Hd-^k~+w`hY8`3^&qp5d}$<#3+fZEn-|=d*OTTzCF7i?66#}^DKwHMiA2NB4GJ)N8#RM^&;*8vWV&CWxz_?@I2ROZX z`^ySl@5)HiJ~NYqy}XF^TtGt|?|R#z>|9_H(hc{YauA6V`eQT}s9TxH=@6 z*KDSc`mINZuOo=oMJ&0c48R?k%;oz5rYGf@@Kv-~B;v^p_(mUGsT;be`LNq+MasG2ge&gIjIf<9B^_jz#4u>TtUqMpD1AN5$A_sj6)%S{xwYOqr zYiBjb7ISQb(m7POKVZmXCCa&P0;~^XcwoK{!z zvvhyM=7szC{xU9ZsuM`e+adszsW@l0- zE~b9>iC@H$RI3Z^Ofxb`Yeb#Ll3&7a8`wvLg311={tc?Cfej0$sdbo!BRL-Fz$oW` z%6`Bn1IIp?^D$+2;7_l#>_ONtq-4y4 ztBIzDsDQoT^?#fq;eC~& zKb*h2$g>lWvlGTOO6Vq|>l?6=Z$m{+d@Db!@q({v>qrm*+`^p7!Q{)QPgg2$% z+>F>XyXQD(GhB-dJu5Du3bUJ(u4Mr|jC%3FYlrfeR`ECA``cmQ730n^rLL%89L&>N zSI3fNtGq5#TTMt=ds#mMl}nPQXqu}YxFsnsgHkEsde|Vo%Ngg(8M$H=WLpl3!^#gE z_yI2tqCyS;Mb+bxV5&lQc7R#|CDSgh=>}fdltSlLlf~XR4Ay~{&br_w+75*s8!ihG zi58nqy9SlVw{Ih}-cQ7r~@1XvCNy1z<%($h6CR?ypvmn$PQe zpIs;>mo{>ohVz|BIh=Pz<}oZhLdB=Zh)6v=NyGA!Q{?aP*9O|#J#`qB{V*k5skcQm zbKr(75)wJGFn;E900%Zu%KZ8z>a2n1qVvh3>;Y_z8dl+M)DmKiw@Q&ZM^Po71`(m8 z`^C50bpg97@f~LJRqWN)TeVDG4M5YpIRx;7yIsWSjo=NiH|s%&H*1lyfh!hpAD5Lf z>1aDGsx6Cn^E;x8MpbR(nAOcM4%kT_DbFfy^*6^o52V@mp&qK#T4z#F4e>z~Kyr2( z$*J7UJCO&j6gMeM(vdfnQjH*{OUQ8VBkUozlkAWz(+KvZ{0Ji&-44Q87B9+n@(*tj zSYa)$4(Iy4Ntl??+-mORHIg;jHDkk=Y4RzS&L}NB4 z{k5=!Br+{0lXjI6IlTe*5T**N3tRK)Rea;r%Q;b$0$fF*0F&%VTGlX$lP0Zp%uTTI z{1yMktbjWduuIJ0OMn-uJ7@HU+rmpKY<|bO-jNnfQ?!4MCT~C6g`MegH9OPg*6d7| zJFzoe_OmnnlQHQ4owkXwyYgq^{JG7<)j4M32({D2vzv({p;7TC z;quu{!qxFj!qu~zgl~>z5^lriHuSHs9lSo8@lVp=#f>0CpW7<<=G08ZH%G#ss8fMz zoX>D3E-(|vvOWKvWLfguX5b1la3tHp_lRv)&u$8^GrT$yb@aVZ2!tsMV?8&0^a}du z)sa}LKV`Q`$#Oxcg!5@LKJH_hjBm_j91D}~Ul`(-Kz4#b&(R)wvynF0Jf?KvvQIbGl!oa zCxejgg!Ct@r6IQi!m}Gzl(eRQ4n#wX~HQGEP@rR6skX``ce5I)&MrjO@ z%ulVICrI#|#t~KMsGy^Si@#k6+g5f5Ogx$C9TTZjZz<%%)G>Dljr*%9`tFyEMoNjj z12h<*DwT9!Ddu2RynF=}h~K$;k{g7Eq!M;=vuPD^RF7?Pkn|fEV)qgJ%uD|(50vX!J8S(bjn4BitZC9)V~eL0>yb}t_1$koUt z7dzQ$M}P3q{H?>fscGUIN@VK@@4^0v?=N9md^^} zQrcURalhO6d0&@m4Qan2;fq&V1pCpCVFS&UjEP^iFeYY)G$v-@IL7{OB)_OhuqAyL zy2{q~pPO_?;ILuR~^&$+; z%;^IAELc+U+q=S{3y! zWUx*h2&FBAhna*eu7gg;8->vEKeV*LGWR@flZ)P;WRK&4!2cYm5by7ub%>wLfADpI zx?FkTFN=@7ve~L=o<8br=VMpmIhW_#+i+M_T_eupwFrYda3mnFmIK#yGFmM@p61Co z?mZ31^kbqI&WpMA9z;fr0Oe-HN+?@-gEvVkcER-DxEzD9TuRDiw$dJLj-_%6Qiq7z z!5PLy5lwrnAc@%@DWdKx-7lN`cq*HmlUIG3mY>>yQ(E zZ(XE~ysp&x!pB#VFWnKC=^8Q$FOjk<2W9C%4U9C_;(2L$(h!G>%EPZ(i_dH&AKb6& z)Zcxr9>$TkCsp`YM|S9QPPF_J&hf8Ies|7ryaU^o5^v?yE|VO0-$quehNn%DXiPWNK1+Gd(|A^P zq?p$>mR;Av(MfCtquc3Wvjjnr;|>j^FR%Ewu@_?)VxgFx3MDY#P@$4CHdtk!;b4dm z{O}9T47sJklRFBZ{}u6lOBxe=1fk71nNO7rsX4o2pa;#VVia3GT_I6bVnNG;jDmod z)l`JRa<-; zw=0fdLz0{&Dc*%D=V~=o&ehgbIafPTAfr5vo&r67JaRoeeXfH2`lM^0Kh-(7_R8o! z@vgo;CfR;M*O9R~qbsqe`@%RYjgU zPyv5Jj5e}K0gjWsoadj+`z+u3BRIzYRwv_62w>n3iTt;{^{)i$#>k2hLrw~wKZZ%?YGEZ)1+@LAmdNp{jSJ%mOUn@r? z$cwqHpMx4!n2cd`5zO<-)gb`rIWrm%8C58?@>xSJ!KkQ>!hOLiSP&_#gGE4AUWMsP zYF^ao)WI>^L8=)RmD|6nX%WXKk=d!t>j=oT*-=L3=0-@YHlMNKJ7z7(y{fT!lhNS- zg1B5x>702DqFPckA})~|qRm5=iI_wAB~)jsVw+Wx>=vRSaLx=I)~0j`6$$H!l&z|y z4ipygkal4Cw;Bq-!o`4gDkkALX0^L9DoR({Lm4NdT68b6|6LFjD~;mcfY@q;Tanhhnvk>rpbcS#373 zH9S>pUg>>Y`_sMvVT1^+mBuQ zvqjAS51GZq%_6YhI!Ra^+UErj@Fed-t)kHE?f9+;1?A=<6-IC5ke2ekg%IUxh#M1P zMl5Q!;B+2t6OALYPRtw-cs)ghLET5~4@7V44{Ns4Rc#$M33)G2ZshLU0qKQt1EshV zjC}c|F0V{T!GXqSu$jJJ*N*4p}J!*r{X8>qCtr(a? zrC(f1?JjLitDs(Lo}$+)P=wv^>UQ=^;$SyRXX z#!pOzNB4dJb)WVQYm2lRi))mD%9AKhr!US9fuWN}))` z@=qc(lQmDd)sMu_PHS-K$)ue`@hQVH>bxw|f~`!Ywy9dBKL*`YiFT#aohsG!ej2He zFl+FgRrr3RYm8V;k~EE*#8wn%&2MDZWx18YTH%)N&=Ov}bu<^9LX6(`b5LEqY^Izk zVbP+miuOQiGl~h9#__zj-lNJ^DBp#3rwKAOtMp1Hm1M^Ne`v-VB{%_HEI_35b?~b# zK-kHH5trd4Q8S;v;T5tFrI76x>Kc4Q>1WNbEPS;_EU9^Hy}o=ruIGu?rnT*&b0sC- zj*?$IQ?Qq`8^^SLqEJoDEWQioX7QOP3k)_t(tB2o)+Cc8X#4JVCRE96+tyO!cNyi$ z6OqffN-CH6+~{6a`m)ATk39tmOV;DYGbZ~+-N|kR$#RzfU&Svw9Y#IH)#&%8vupJ{ z2Q-{f>$K{ZdJ80}L{EXOqORJ|S_+#vmu2;Agz0D%|3t$)Md_F{>rH;)!*;$xS?n{f zXsfp>bzc+Ty(JK9<#ExO2T7?jqll_lOKR?-kbYuzS29cRh0NPqGm4=l-dNf)Apk1} zw)sXaD%&f`t$l>5AumgFIE063V4GQzbI4RIVGK`p*`*#4Kb$#ic8oARF-Jnpp_L24 z8(dgt`gWe(lflcb1TTz$CiM)`JB`EJg`Dm)W2#P*D1IpBKl}M4{o^4V&an71DVJF4 z9vV)+97h?bu4z(mMWRY@S(%NZimk)P$X%vE9jz!kPGKFDPKj~!+}befZBGBUIo`MO z*BV#*i|dLhP%nj%hJHP%WbG0%^h}DgsMYY&VPlq-ddzO#?J5{Q3h7C6g*biuWeMf*3|Yy9|poA zh_hQ1X&2$O$EI}&owTm4^Aip(f9*zFlr9{&NN-guos!lW6UrZl6_>xc{Hpva&o2T zT-X6hG25Xu)f9S~`b7wrcU~+Mu7F0(D~!Fb9^o)JFCxurS~q5PUhZ}CT`tSt#?|e~ zlRK-^Dw(I!SqUS7c!2%Co91ckDTz=HB9=qI1$iQ4;pGDtXcl@xexq(_JAJCLmxqi? zlbwKLDKQx~Ie`>D%G#S3;UX?hI9}c5_nyB6-{QB;S75irN6z%e$eV*~YAl;E4(@dl zQ7-0TilKY}PL$5dz4+=(5BIWuoA6Kgw>q3*!$J%w1vd|j{gmCQ@_G12!_I-GX4tB{ zAYr$;5~#@1#dSiQ#?Ww{NBn6JjFU>_J!rn$=n z5*yGM)Pc09#E&>6<9$p96$X^Jo%q=pAWa99u!b!)o&i;M9K41&vaGCL7lkVPQL55k zh^I*LSIiq#O_?w{k3SMG6ZR$8(%=a8hEh(_b9JrZh5iIS7C~f_9=cNB?2;z>&FVDK zZ?;Yo{br{$(QkH26aA(?P4u4$pZo9gx4Pi}@%R7l==x4Vo;Wbc=C8jOcCqt5|VE$PCBTbmqZQE zPliXLe%^(*`9@{U9>1$UC@Sw6%Z*V*N0LZt8GnzWv)|%uheHymhc`+QJSL$zn)-ck z@*hdg<9h*FARO?_#N}ABd4Ed~Ef3RAN26t2kDt86Ja$g$)5~7nn-iV4C%4FOL9{$3 zKH)FOOZpjCgKN3E#&O=;%D!CYJ+*@zws+69gU-H;Tz@BsyI*bQ)mL7%8Jo_?j6$H? z5<$|kpoT_x!wxqenvtwV`ihZMR7y7=?$V-CMtC*-Oxqt{vP%@Iu1Z%**iUtV4my?_y5iG_7 z{YH^IN#2Df$lZP`UglLZBS)%v1fW|+$fYjFmxY7eeDn>z)F|neCvmE{+u^|qybii3 zWzc?V%IRnxxlV*63mGjoGA&JPH3H^|4*Z+~No>^X79oVpS)%OP(7C9NrM{uj>-?++ zcqdtNVSra7Ye?f6qSD&c;Dq0xcuyvt--ZYe&K>*~hWF`t!=wRrC zJRv1RjF%gW2&@cLkqH49-+PzWsLTF#_M|%B=OS!h3!L28TF=&zBD2@3%OF&kuPBCm52jRnXDk&F^uAa5P-GzuU`CKY_#wLA-he zDIOxzLOeShntLi?ZyijO@!Xo_woQi?<3h8YRf!v=+7D+g-AXZIDt@m;fAHPX)uHH5dE1O^JI)>Lt z+?T@T1WK&2kQZfeT9kz6_Z3!y#F)dabM*Ro$w{VLl2V3gI|EM{J2FN44zelM^LYVy zOQcSp&TC`$)<=+&d66Th+UG4T@I zdZ*GC$bGBaKnIX0;=4}3Y-Mbojwt;`!{@F1wy_K?wfF?K%7@q)dsUBYiDrPoNb!e| zwUUd?sw3gWv_(ic5!Ok}%H(YqX6tdS^ZcXPyuM4cbS^h7KOPn3^(a;H1m@|Zd9Ug+ z^S*$#>S4Iun|PV=GUf=GjEs3qsgg@%L^7Aw2-EWO$8m5}D}vm|l#4j_;Bgm< z%bhGEF1=O1UL;HF6C)Nkvn+Yw0JKedt}1It`2jv*cLe#dX0P7FmKB)N=@MqmQo*K6 zrV)8FWUYuaVMXM%sN(<=;%$nSNOmR%TXdg8%7bZST0Vg{A8AtAf+2YsLN>xHia}{B*EA>#Q`_nWFC_xcpBE3Eq4Dt(G;d1_2L>i z?rY=7j5C`6Wh?{BCQ5_qE+O42qR~RwSmoB}Chh86T>}f*^E}?Um1(W>RM@&_D=Fuc zc03DWv)v$AhhxMj(PGX<*LQ1(_twVNI6njK6^~;19abQhna{#>A79gQt-(o{q~$WNlUE)aOMG2n?Trg&FTGzoTUv_SE}2!^ zZfbc+tRQhv&o0!_A;i19uKVE=;skU{-gN(@1dOC?DGq$&H7{?dI@;|Vy(#s@D&@D< z)+60=^jN$H8LwbNXKX^*$8TWs>z^bSj}mN1!j0UlGPo_w0fAI7>WQZ_AtPa{s1E9& zOqf!H-g&kgYDq-6s~s)3tLj3%tL=Pjd12bAq#!P{iqrhtH9R246X^v&Kr6A4yHJQ@ zIWC+6uKdnY8epPs6I|eejx!K>HiM};b{eM4E>=oiW!fIae6i(3O2F(`PMP!yMt7UO z>-c|v_~oTFWQw>^iT*n+v34jQpg|VJIF;}mRWL^0%4>N~Nk_7sYO>hWB@$<~I>gkB z2?&+KTcb1pDm12x(ckptyFM(}Q;@(pnA;vkDQyIg@MLS3-pl!Wrg2$V~6-V5!c91mTMa08=uZyYvOzf_HT=32%dQ^2 z6_VR#WqX3553}JC&kwF1in?A1el!=>2zU3{V{%Tjo{9LK$=+wqu=#{8mNH2{4Y1!# z@)Rb6KvN_-VT+E4KL-`DKE=g&n#2<_${4`6Za zPQJ7xlk(~fg8FvW0?b-#r4W5fY7i+@fgRFe^UFL<8-T7i)mwfdoq6hVZDIfb)F3Qym>+BML6$i7?i9%|3!nf&thv6k8x3&J+l2Uz;R04EMQ8PNu`AukV`@yWk8Ww*U+d- zgne(wFD|?38*{7qFr)|Tv7Nu>MRJn}L{>x;&+{^=#7Pobdh`?$L5AJzzK#=UCu+^RO6*R2!gYs)k#r&(3OZW|c4&J$+*BOKNwtEa=!-kL&VL*)m=50^k z#>IAI6oO_HdLV@Dayu@72)7ixpGKf>lF9-Xfmp7iXkmkPBOJ7lq*zrjA6T>wW+$q; z{3{FgmD8X!MiTbcU|P?N3cML5aJ%Jz(Q=DI1Tziq22zEq#Nn`rjpY?4heO;ql4H7( z6u0>TB{SQ?_}2SnQ#tIm_SExG)`{Pa2V;L2mSqr1Gl&aA|D6lK4Ia7R%RDCIfM^j|hZtjYVT-{t;npXBKDhJS2ng#BT6lSu`t``4|64v)IoxGGWhE6tH1SpF9 z&U9X|Vsac{5>^U|N;vb&cs63-WJK2~Qba(y`Ze-$KH0;Cu{)p+HP&iuXYifUQIqC} z^d~y8GBzAcPi28`#Pd6MeNzE#xAbhZ*+2gNKT=Q#8N6Hi{IV3$oPUw$SLKgI>P!w^ z(DQCfy-F=R$-&TU{i3ND;(=#8kc=7sye^FuXR)#B!AC-r&jB81Qb#G$qNu4o6Ct_E zHW*4g0jHw-B-oW@4{WYK!~2Jq zHa;XSbPGpGilt5Vj>q+UGLiRBLe`*iA#v(wufpjp4z=JwC85JG%_r3|I;>tZ>9)N7Aip3raJH$` zc3XQkns>`YC>=Ts!@a4x_vzVouqD<|qIP77kGn@yoe-8Wd<$lw(HZG#(;<4Jb?&M2 z30b@g`+V&OkV698OEr=@l1LzoHJ~<@#ibVaFO2}m- z;^KJSE})~fRGVdzA;a2(%3I40q zB>1nkCc%HT6AAvSok;LsJr5H6kE#(km2JYnW1y68i{9~c`~$a!O}pL09(a^w_&)-c zdb2EPE5G}(IZB7e(a-;Ed+?tw;pdi|;Mht3#oPRjV>ZstkE5R-n#0nwkr;DOIx11Q zJdS=oLs5AP2h35)$~VW+&;RQ951)&`Tvy1~I3|HP5<>o;EyViC3(Vn0@Uh?2GtB>X zNWOB22>53z%{G4S$M5Zh5u1x=CN|eKIP&r%lbcQ5myh4mS4L(ws=Rqz zGE>B}__#!7D=+5bcXxP-J!+$pivRSW9pp_<$AdPFi##c3UFQQYZti?=Z9H`d=Q|H6 z+$N?>D$j*BJT(o?P;JI6bkEN~Y+6Hgq2Rf9>X;(FDyqc`HgNnxLRPdrE_9Uk*KS$k za6`Q@Ba9Z1Cq$Ei+(cc*nNZ41f>EBNeW}^|m$@XnP09pxvelw3ct3f+Y$|=-){X)J zzZ!mo7O2IoG45P6*QPJA{ZneS=g7=lVtoyu$|xe#Me0}X<5W~SECl7Vrsv^2$=W0R-L z9%_=0FpEa&7LHN1$2$0b%=UahZV2qnm&K!Cl`}xwKn4 z1_iUxzSMjclR~m4A4R9Io38T1FIwMK5>({w!p~blVE_`17!AUZG8s+g5hM@^tnS#NZqcyg1v!GC)psKP$i?`x1+9(*VgF{F zM4R;Vh}^OpMYJBjn{UlY_?eCTk>m#eO#jSAexq>Q<9G8NI0v8E&>u;r!_O#%l5H5K zI-=pfI*#H0i#fy@yL$Z0M*m1sH`E38yvBZ`aQfqS^L@D(PoJIOA4v+z2XheHFt6u` z2ETg}eyXGYamx7VlOO$mLJF*dlAK&^FXuHbZR+53&mTo3cTYjLDIzXCp$fnF-ul!V zFAOKFqroIa_zfhHRS}1uZ1HHR*FcQGT~eg3lwE$%iWyb{NGo;X_{`g~^c$h6-`XEH zm8zaLkHL3t%MM7#6->f!X|dk*6f(z!eKvVYOKVIH1083AIC;brJE|$9e zVT*1T+jo2SMJSb&%{<@6C%`fR#!#;sXbOE-rG-+y2mY)($ z!fV$*E#h&U+-ks$`88#57QOoFtX0N)?BcIp>{_DWz#r6wRG3Ajk|-&0^TBo=7*`&_ zev%m#8Eb&`12kU4+W(XNZH@5X)8d{M06O|mHJnINjlICDt|^k~CU}G5k6OvJDP0z` z;ZAkWtgo=ArAF0uk^c*18KhSQcaoDuT{vLPlKR)~m!?TsEr0CK!;7ItP3=uov({K& zF-Gr)muF@vbxRMlkWc;*MgQGuewR1C12)fp$-o>R%#d&&X4#98St%BoDm>zu5z@*G zNpb^;!+4!zF=JI1`{?5}i?-2>6mc)_e~WkJPzyWyJ;}1+>cP{{+QFW$~+6Yv3TC zg`bmI%}TUlZVwu=T~rh;^0~l@yzP!%AR9pu3uXz717`fD0Ohh^+Ag(mF-dP5Q)jx54zo!Bm(6CHJ5ku@vpt^Bx|ChKkUXjNHbz9hh_W}n1-Z5a+`O?0$S zxdbUQlHssp9V%pP^@|qq3SGNg2t=XvMUGR0T|{om%0{pHy>hZFg~nh{uWwWor};68 zlE!@{JtAh4)tjaID#++ZVJUdkFCUYScGbb;y!0x?`{pLjR_hGTYnp;$E4q=4iHIzg%DJ@dnU-^JdfSsNKq$*NWL|)-{9%Fa>G5m7%us za?KR<9JwB1NB1<|_r_wGK1H1uvtz5Yo;~2OHaWd|2)@-R)^|}z=q6+?3an_>P&Iun z=nx+mWjIEr3{dAuQE6VKu{iHgT{FuII199$O;qAX-1wPH9< zqP;1^i$?Wm!FnlVDrLH5SYaIIh?kXeC}06-~JG@Qq)HRnc+z-_%+g>RyKQ4Y#h+E~@n zqibN&TR%Ak98A!y`_ymG0_QU}^K8A|{OKlp7`55y>|-j;i`|swr7T*glVmolv!&sD za5ZuHxN2f#6ser=vZ!2P9Ie+A7@^UUb>(Xs$l0cPVv-b3S4{|f;_2xL!8EM1(`3QZ zvZFn0biugDOGhVL*2To^kEPq1Y)Es^uMyGT>>@k(fRuR% zz(&Noa+k0e_WA?l!|S1|M?Nx=GEWjv%c{s1GVeQUB$62CXdv%0AL>%Aw29p&01m;aKX`oxQ1a~dh zwxvI?fqp6hvr0Az_Iqpyf|~JP18=nvl!FIfCRBaJi8?ub!Fne@1@Gji%>=Bcy<-%# z-+ae$M+Q3Kjolr}2cPRAj!#5XTk~u#2XDsfi;J&l=Q!urGKY{T%A3+Ix}CHM1}4cax8307-WQ5In&&6@ifY^nzr!{6)Kyt5Yt$QWqEl%S((pttOOT$>znfaq?w4(^4rE6p+ zP)`cS#@Q%Kz+Ks(otkYFV^g#7w+1|murI@4S3z*uHc*$h- zyfMZG$?G(TQ7Wk9iKfoL%1T9$Vy+iJj{z_g^47++BW2%)EtvL1+~eHwX7!rZte7X1yk{FCSW4&5InIlO5~( zy}P=ZmTI?hjJEe*okKAAYN)%8St@VdN~)fBDlS)@ybeBh1&qsB@)7;n``}&QZ2r0} z?R5rSHt3-@87+Y|jIMm9>6rZ)o@%P6*+q;r-zIRF7B?f$Z| zUwqr$GzZgNGCO>JPn$Zi5zNgf82ei}R<+U-c4cmuIA6%7xJsiCD|-{qTAQ1(2)O|@ zY>dDZCgUmpZX;_wK&=JY?v07DXO>qCU6U){$HO?hhlg>vJrCn>Hy*~}E;ZBe*s~~_ z_9vlld@_CiA)am8=YQ+v-uNfwoUG0~kCn+S)j2-jwd-~CwcxRxB ze{RHv&y3CU@q7A1SY+{Y_o8Z~!CM(a7)b;Uu z`|rihVe{g}_gKc1PKJVOHF z$M5X*+!(S?-`#e&;d|^i^$c_C(xF11dx_QyJ-|$8AsEFp1C+&O*})jDO@#}yF`8pL?Ucn$k_`D+>!~);jiM31 z4&Iv1;DQ3HJrtw6w;4=_z}+Fw#N+O{a!DK(;nbvH3ErzoTaz%d_QU3)T&>GRdDt-V z@c;Z@@4~o9;^18;XLBhB(&lb0k=|`I=@WU&Qf6ptJ|6z#zC}t#*Bi4c$I}k@(g$j4 znu3A9czlr?<`01rT)xy!qxMYMwT93yFI+`kU|&X&_SDm_I*@YngN z40vI7gnAc#ye??D!+hcoy>#we20%c~nVEJFUyx%j^oA$A3$?T+M~SIGVS_x(n@41j zz^JD~eCY-_)HjPvXfL9qwDQ=HAhE2h`Hy=66eh^cWP&kG{;w>oOIWFt)V*AhxTd9P zk=zzXURl}(bW57TE*Vps0jvz2e*tiha|?S^nU zdmfcWuSE!s4)WnPi$H)Ye>VKbk%Z#TqK!IwMDBniiIks38^u+QXyA_o%yRkcB>qUC zW*5A(opC(^ol0^8-XOHD?+R@$0cu!H zadtE|cmj(0u=rH+M6jvdk6H?(q%pe1C&^OcGXFSW#%UUY#=JDGn|}K@lB}XEafHo# z*pK(_*~6jo1SBs>JF$~w$VNi=!-jsnZd-eG>+PNS1Rr7=E)3!$WMN(Nm8CuWUm z3qmqj&@~}_2DfAuj24S&I5lkes48IOKJgMH zu@>aOj)oE$U+XEsB{&4LTGHLkXYR!R4}9LOK#Pr3=kyB&|_&Sz7Er zzi40|5i)c8r?ME(%_B5FygpVxa46&wuJDtn)|CA~87nw?63uD8OOVYgz6+&NlWzN? z=J&FPaXsPe!$}4Qq4#xz0IVpu#jGEW@+0ZYO1J};b>>I;VH=(4wY68B`DoM~%cTk0 z>8Gy1hm&aT)xw2PIx+;*tgO@%3(8y!x-8k39c~zvITR@{>Ixo54JnjT*y5kj|&t(RF+qT~^nr_AS{6yeMl7>vk=aJHeaG|wNmjsKWc3VE_# zW-qjKQkfS*+TcL!4jA(y2MJm!R{FRqjFo2Qip0BcqRSzdF)6&+tLCHZAHi4O$cChm zttpKzob`F;ZjSn;ob;KoErKthuCr*!{dVk*#9F3vUL!tfgLm!l-}Xn7)a->BE5xRY zX1te%x0iXi8>OxaRz3qkEy#Rz@va|tTj1fo#obJejCyEJ)kYoMR2a;7{K*abr3P77 zj`btx2`~^Edwv?XcNbg_e&h8`HAcIo!1}N& z4oRsg#gq!8z_3}?nVIXEQL=El#IrdFa7gt<$jKf4cXD|eL@}zlm%+QxtjlZ~Z(Wi7 zA*93T?-S+qZVL%OLBGilo61V3t*3v;SYI{OC#xsUM#<`NMs5?lGUij5A%p@vEm2i@n;*`L_sqkx zw2mKiwQ-MYr|?l`8;u1HHw+lhvGsEX=0bv)64>=cZ_nZ?RJK*Yo;myMF3%%dUW*@& z(y?aEj6~&@!6-!?rpmqh|7Y*rmfSX$w9)(h6o_@z3Xz&-pCoxECPJ3HY)9B*g{3u~ zweLUzBx^MYaBygvzM8j~n}0vbzS;98^CUaJ%&bBIJhPirlh(yrR)avHP?eSE{IY|C z1QcR;-tnoVt;kTxGRW|)z^%cu8xmQ(-;CPTkB6Bgi19Va2?QXqY%fQmJTP+`k9vL8?!#g{l1%T)E8S%9_Y~jmZcHV zA55Tla$q|X-%kGxBeDxL)DY0;CFUMb)HtH(t-Jt~9rKf3TaRW!be~9TNNi&J{vCJw z_3wDCS=#uF1WryiN0{pX3lyhIU=r1SUheKCTOp#;fAKLUvv7*rUx@Xi4w5{E%Y?`o zoZ{*Gd%X6%ddR$2UZc&@zys3}Q>aZ&J=hd#o^7E`YXn#p_`+&w$uwtli9Gzjg{Q-(($6y$+^qH%6YcUN&CUvwJaBpkm*1>_ zt6qjv?H&BxMg1r9yS%bP2G@XTGHa1-HAQnFvR6~&3+8$ra&8?{qG?T-6E{lOtGW;Y zQZBc~#-CQ4JT+uH%_bOOM$$*H;KZSAivy*x0HZJ`&GJCD?r+Pn5V%dd`QSKdRor(t zhfJHA=p5+Ci&gKf%Dx#)E9{x&-gDsO^NsHcj#{yTOEw0qVzHW!qzbS)vUMc2lQ~}}pzodYM1*&Ob{pOS;fut!>04~2vt>=J z5z_zX^tn@75ZC9^HUD5$p$5;!V$s(Zu9^^S9GC+$o5n9PXE=|tERyN*pJ`m-Ac}@2 zbLH6NgQ;6pu+1mSE@tSaUCcc)vqaNiTYPx@USRf9T{BSksr&UHvECHo1lEhPtc?fF zb9?8?>;0T7Z(J`Cmm%UfT0Y5g?IVI(Q96@!A$U)$rvRb#ZeQ|mb$0qBi_Fk862zX! zck#wgirSpTXET_g8FSvQ4Nr>BRvc=Ac{9DP&ZleS*@-c1Qk(~nz&yBmM*T;XrIMH$ zRtdkqp=kb%uLnQk`gY8@J<@TQ^OMBLniivQQL@MeV*v|zpo4-p7UOWL-ZQb6=|99j zjdrbBlA*I+5sBiG-6gehrZ4TV-6-RFU5Yp%S`tPwuh|ltv{T|;sDwf;&Ao;!C^4{#n^42KKNQ|?0p7f=k%9zyaiOKWqARpCJzrZw0;zNx81M&pY0N5(Q z#jS;I7-XnmI?RF*FFurSy5Yhoed@o7ZY+$9kh*AAUUL!esJ9x8aGlTLyNxVk@_V5% zT(3c6xZWL&;d(zbhU@b{V~Bc}r`I{;Bj|YBSud}?Jw5z|%U<{LM1V%W4LL1_NGljk zx0&(@)uvy*?ePqW@W|afewxVL!~!NYqvD*7~lobx`6TVm+X#@0pR#)phs!L_k@I zFh- zGV!%lZ9(@Zz)~9(XSR2@SKZqa0mJ@CT<;) zc_;>4GO1WBT;z~iya0=fk_Fd!B#GE(wq0*-x^GWJ*}DoRKvNhF&rL&k+v~nPkv2`g znKVKosWPzsJh)LWvzTsroz3f&`a+0Yrjp}`w(hB6jh)-}zV0sg9iQv|ek4N*S5avG z?6=`~i@5d2H!dAM#2g_m9QKPW=SmETFLM^_J9lwYaCylX2Z}8Jiky_gLx$9lZX9%u zngL?=6M@axATfV>-$9`%4uAq7h&rH{MezIpwn)nS+rUKecb2UTgore+CPY(R^QXDRGHCCSLRaa`Ej zUOInnj!HJIr%=k0L1is;Xsl$Fqi8b`S`cd4{ZqZA4{HD`nxY4j*gR6CHgnmJ&cp|J zlS(H5V?dn0P2@?kvIbAkv?7<+KFwp)oN}QNR*tkqINTFu|hq?%wH2X-iLwdDl*CA#9qsW0kj*71NDR72&p-~^cn(a>5E zR(}sC)1;NJa&6zRaKI(&m+THd>zCiVPf=7F&yu-7PdX~>0p4W=Ni{YyOlTXTIT8-> ztSc9&f&KIVH-=!!)q^NkB$IbJ;>8iOW<}y9M7F3u@`a|oww=uMM>tiHshL^ImV#k| z+QX>E7iy&z)opv8Hg%#07$Cd&-uKv~uciEFr{Yw_V31lFB)<|NmWEM>p8i|dv#|Y# zEKOe1azvN9R_}tcPsNe>W^*wfiBJ^SJeY)+0m;Gs+&bHiz(;kjC#T%E)i!EDx@L2j zElLW#T3g0aeDx^0-?W1t^9&Ow>ImLddDz^_cOK|e$G2}&VgKWBSlV(j%gv4NCx>Yq z=W#W4l^IbD>$R$?>~6QJvO8NYC|sR+J`*7hfJGMYgP1ZQsmEe}T(vS~w_k%jLW>w1D=H zgc?alDZ(wJ*r3(ch^u!O%Yp2MI~ZKWZxO%_<)CxF%9_!L1xTWnY>NJv-lI;>JbP7tL{E4jjfk~4iu3WUDk z<#l~@G?Sf=v4HD|Y~mUYHZhH7r{U$b^rhDn*}!ngn--e8Ob-VD2$pC0b54M+(!DyN{IWt@D;B#wTom$dwSpXNMv3bO3 z^VS>yv!3j2oXIk5N<`J!^_pVVPRwPdZkvjtI2RTeel zV+lB&W?VYuZ&*XiykPmsiMxV8IiKEve=k$Tf_nl z{<>Ve5XoAg*#H+Q(1LUXR0(_TDSis|q^zP(%pi%w-yh8{jO*>?D zJW{dGmu6Z!$DGin3km#MfZ8OT!miz&=tJOQ+bpt7;1m}4X8EagpXgR#keErI4YMrq z+;%Rw+_8-*0U&FJa|Q;`m<#jDahS8C0Sm$vjo2sP8L5x0pV5RS7LqK6zLwn=_E*xQ z=qEb6;={ruUIjm7x%mUZ)C8G&z=zP}OBOqz2}ZhcTaVn5qGR#FLKJ2*O6^3Uv^bGS z1R;MVL_r@rDW7}OxxBojUn;-{1V3k7N^E=cN=5rn;m>5MhI>jpGd_L0?T+ItjAL5E zJ_B0dWAacoNQoNrr?1OdQ@^aqyNOk+WbL4GEs7g=P?j7^GYBJ#>LF?YUybuUjQ@Ss zT{*eJJ0KRpU#wGE96p4bbf{TC4r22e}YVfp>Qg4_% zs>n4gw?Z^@R-l|E!+b>DTdm<=IIWG1m=PI~h4T=T1~sbPi1hkA``t|74U}reil&ni+(dU|HVw#fr>zhcUL%IVZn5=ZCI<%^<5J9C+V!tb00V+ zT#9~$)2`rG9;8$q?y2#lp3km*j){2==Z|v=$_~Yio@q<4&97V7=B;g9g3#06#L(Nq zA-iAVG`9FiZGk~ z*1GCiymRrl0On@>I5G%>Dh@}3?3*pVBaNC=L`@b9OAVzhbYP;Q3*m(*vgz{!r{h{wO!JenlG|C04)uzzkqZydZpf;a>w4uK~}-wf&9XBi8Cd@QHbIc zz+dPZ5{%$=>AZ{)CXxEdeex;w@xn^uf%&nrC4#ON&O(1&WgARtm^ zU?bnv;8^^A7jEw}cx;^0zFNPpVLVlllpJMwn;rVD>t!`aXLq$5pR-%+`#54z`#-whC-BJM2%XldzlL-5A#9j%cctVg^ zKb#06@n65!Ynvp|;s^&4MF#`+v4LrE(6YbHB=-VC!oD~-0mVb-V#D0cRdN0s9z69F z@$ZQBG{Wf9*a0gp>9rtvbak(Vj{g+=RTmCY=eML)L$8nZIFgS(#Y9}OA|~uM*5NWSlyHv?d+Il9`6C)Fx|h%B zD~l2q)mzS@dYf4k$DjqgvCA35KXXu;p}~TSPcPQ9rG=;4{OC}ewIF#M_Q4USnh_}_ zLZA3LPU%N?ef=k_8tFKk^^h52J{M)TOrIDS-K!ZPlQ<$X3WwOJDmWG=0DS104jQsg zW{{hyG&@i$Tio8RN)kb8uHjcLPq0|U`M_t1Ru=Z807SMRafR@$Had;-B1^Z&h| zi8Xa#n$040Kl%L6mWCC6gHeY3*Tx;s2T`{en2Di_?72l3ci}^Fk$u0oxQPiZ8RJkK zC=QX|ePQ4E;;@w*e%FPoU9y^(Wl4(EjHkS$XQ^v11T9gA)Rd^jl*{Gz>(PvXVr=3h z>h`)<-7N23GnMeAPVllv|GQ$-^X2shN?9D`Ky)H-;1}}37k(q#m%SG@Aoud>1y9?f zpqJNAUM*YbI@Q%RjZ}Y!qv~`+d4M%dniQ%sBqS?O83_U?CE0>W?-|Y5@!oN4Dj`0g z9XGl})_GVfIQ%yE8Agtm`i%7@EK(!2dE`` zk7C+prp4!ard*1RJ79@nS@=sbEu*zP*=lE5yAl~hylFQC4P3_aCsHd91xbY@R7iaU zmFNMR^`P^Fyf3Ufo=r9>5>CZ5c3nxsrR(aNSky|4TAfQ#x;ow)+O6pvI=W2?q2ZP_ zQa#vVO$-|O6e70Kh^XN(|D->Q5`dq#^uBKx_qdMugB@1CcMol@6pR()EcSZ`f?BI- z$EIteCQQ0ix3OBZx6zd2eUb{#w)r47Finb%+8bn^KPb?qSUgB1iZ%SJ!o}q;vo2O= z;qf!t1zdhZUhxdXE@Wyqu8!QHIMO9MvA7g0@$J@9D}08eVw%$QJeE9hMKK7|_6-fH>m)yemy@TzhAm znux$OZ6VoU+?_fiVn%spAMUk&T+U*Y=cRLLjv&of*(heWVL$dt+QZ-qTn!_jldjm^oJ$WF8AXDjZ`<8fRe}k9)(e3Kfm1$F91aplWSNwb&k_ccc_H#_V5VcuwW~2ZJQvvj4Vt9Dkbi=Y zV@@fN7z`_#T$e#fmwGxK^t&;I8-NVlB1^e3Nf2@u=C+O9M>zqh~up80gY67(1Ppx0js`Y;52 zBE1`5_O|L7bwU*V<|{>irRcMw=(ndr(Lc44^`7~3dneK``DL&7>?!(qYxn1Q(~=Es zT-q_w?p-i5f1pg>CF^WXPF$G}r>U5OjPZ5;f!wRGusvgp_QUEkjC12w%~B1$JSG`J zF`)!qg|6g_h4^Xkqb8v-THnRHoQ4jy_l`}sw24`aF18{yOS94BIekOXX{J~CDPR8F zIV)@NY0mRSAw_4a!i|;d`bB^(cs8SoXrn7NAubV=F9uSjv_&>(dyE66gtm*2j@<2W zv3_manqv>;+SXM|f}a9lYezRJSdy`kDd>i`qoFY8c*KDmXKqE7riNC7v#h&4p%MJX zP0hUDHWA9|@eV{UhpQ>Ll8pDr&<()d>oXR-d?NQ30_8ZIw@HnuK>ir_f@p5SK<~(PRnR#L)y~P8 z^$lFb(7FY{kMHu*48sAih;j?ir_Iq`1%FE!#*mwt%5B173%;YDEEMomJ{E;O1kXh{`GTo{fR$RjdFEx?T$yqy(mv z(gCU9jwhfMyYF;bC(}}}&v>6%=i+(W=4Zf+09JztB>S~m6u{4DX1ylWuhYKpKwNmG zt4ju5OE;kLnMqUGZ&3qz$UuO5>{qyibN&i%U4Jh*f(Vq6O@p&Hnx z%z@&L0?`&=uC~ZeFjTo%Y3mZ+5#8L-0JWM#Ff3!BoJIx!v(j&miLmuXJ>Q#|=G69G zhfr$rN=)_ppZ%QuoYpp*5SN=t;TpHF=y;(1b*o4o^nm&HOO=ehGVgEKWZvKIo_T+} zU*`So^33~F%Y`Rq)pE71wwa&Jq<@VI(!&01`Pi4e?(J4?(Jw#Mrn0ll7=ETMupP4^ zdfhiCl9BSctuFcMw8+4KTOBL(%5tG~ZX5XKuG?mR&vgUeVFyY>JCU1ViH^BZ(du&{ z77Rn|THKB|wY^X)MIH26ODfkn#a?B7T~r3vj#yqZEIhQm=fC%-;_E$_m!}MeLxu?Iir zbGcd{zVWB`70NtU8rBYpPkTI&{ile5t~>jtrQp?8sKusIzwt?di{0%Z=?62-<1r?V zPMj4Ps*S>Y+cbWm@LE6xKfG52K_)MU2kvn9>*mG)l7Nkk8}~Pb^JecWc`buuuESy^ z<13}5O-m*xnZEdj7@epP{0W9Mvb)O=iu|=(U??i&FZ+|KLXl)#lPSw|Wv(k*;aE3M z!~MW--RC>lx>e)~APBe_u=y_VCiymAPX?$|}Nb#oy9HWpaFh#OMW5SE=lKp2AP>QbFdy^i;x zbqC}$ORX<=Em0qwzYmE~Hh4R6-%Z#*?Pm|m)7M9Hgs~r-mH&M?${bd}da7p*_NvC@ z-IG(*#L1|!mo;i^Q>2)6&>*!a$w^Naj|m^AmOSx#o7XNJjZZ1#?yTh8-)xi*eLC2N zo1T)E*^mksmLI&>EM>6J{je1ry|}g?BQTX4p>+_rfcMxm0q=v08#mC?aFV;1HwWe< z2rRJ!t_iq1FmU2(`0&dFj~#c&v!ZOW7F^kux7eruyv$_)Hu9CZtk+m&d@NP-MBjR> zVIy+vKdK?4#?AXb(=LvOQOdGY!hI_Z*8XUysZZykJJgjGnKn7Z~A?TZOyah8r za)b6X$?}EZRB&;%8&{Zw1tSM9pYrXgv4)2*HN{xM{vl&wGGsgB!=ke$4K&Qqb0R-J zmzbg}WrIh2#FZ^MgnRnSt1O4pRXkRqiJUX!BCYn*h;zXUJx zTCUf&Pl`bw!^CA-fEPA$Z)_(4@smCMM{LBabFuIt{Q6>KMzjt)2U0F4)CurF(_i9zz1K(tNy;~$o6yF zNLIKi!)NoMyH8^VhOe6`6j@@T8c&{>GeF8&4+g_`6DW8BzT{~%V8Z#;=7J(1qFDx}08_DM|k!1`}5@r@V|JExwJ zMkjd&16~_$Ch`A}85i(zAJuHag)wlO+{0=3!e)`T+mr-#MadmfPs?T#ZDq8Y95|(g0#1gE*JWE#hftudPTx$6G<5SxZ^jslq6%2*MzJEj@Ij>`(YtFGR|i7c+MSq zwLzN;$VewddPtgzEduMdv-}zfz6fTmn9(>)h8S#uOvQbZS+~s)Y-;a&Wd`1@$qc;P zJu~obzs$h9^T-VRV7;15XTLCMom{5i2PWD-Tc#iq(8&m6UV%_Q41~P72+uXm>CJY$ z`Pt_p?YLn*2&Sug+fHM%wiKjiwpmxaS=XnwSvP00SzojK)OE?$LOVY4NiS~c{`ANA zk{-}6?BBfJ(ZBhm@!PGOVSW%ty+snc4-Mv=G{DR`eX2;{J8D8TQcS|iclUrdtznqQk@(JrZ+Nvu>s;Z z?d)gBqCvNxFydmv7@rUT}!7@+702_zR_Xj0|yAUDj0@5!*Nf zWdwMJM%57=f^v?7_wCe@oi_t?v?N}^4O4vrMCLb_)(?}pUD+q9=lk^T zE+kNc-(x~Q)5R_Myg$Za`MU$e_)|rgU2@%;5cAWAkZ-pQA^%u9S$0FR?CCSrS4DPv zS1)^q3++k+t#^H*r)fJ?W&@wx4Qq!Mr0xp8u3llrfK)9M1QvIN!>L+YFyWRw%KViK z@ojzKKSI2Ile`XQLH3|1=7n-7rr444!f=V1?IIA&g!v6|w1{lw+83K4&5DIH!cFuK zPaok2$_!BmIa2N1NUq3^6r zUE3;b{tr-LEWy#R75RR>L&TP4WFnNfI-7pK2>k2CVDc_g8z$jI78Fs${o~zRWaDnu z7#~bwmL&k}GLid~1mj`i_K#d@03pp5GbnZ$fy1oD*bLh<+hLHB2>KrIB4%Y;6~oRbRneikuUEM)TqZfY*?exUaM=O8m*u;A{r9iczl8XQd^FU zeYWLn#6!V$8HOpCWx1GMf<)w5d~#$)4F2u#*=l&UI?C3{gOGSC!qY@*gOWb4NMS<= z@~>bnTXbOHd=J>W%@&_1^`(3$KE2=hh>kF_Ohki(B6V+f*ziGC&>ZkHm2@ zewCp0!iJhitdj8p`R_PKm~k+uxJQIS>hd@2ZXW!i*i4v2?G+aHD))GhS-UsD)h+hV zB7io#z|+X$O9_gTNe3a#oQroNG3cXsU=VqNd2E-;jc<*y2qB1^v5O@@8dbRs4=~h| z%s9*4q)ky&f^{5>VpJ|AcKRMPu#1NASJQ116LX&mY3dNdL&Vj}`{N|bGQm9nzfXjB zUUD)L8;S)(ut&yaW{{C9!D)P%kN`H>r(MpJD8>vnUo7GX1dTU)Bi5r4`JX@9If11McG% z#>6i1lRj~g;@+%5so3bVhvdM5+*3o@{w)dBgZ5#*+M1&l-7Y;6KEm zW8yO7RY`KR2x-BJfd4Fq008Mzju94!HTHpjLBp`B9aKRcc+4W^w$8$v^#PId((Famisx#v#TQ^BalRR}pt8WBCeCtVjwKAF?WT z63aV5y$;^P0b|OFdEsI+C@9i2lPXQ=v6@g+07DggMdRHoqlPn#*3chPJDlnRCz$0uM6?YA`-Yy|m z*{MdvoVI02L|W0cn>gNwqV+)%PIuahru1Y7Q3!;iVJy2+54%9rcaEr=YrWj>bwRS- z>jFWSUM$&&l{CLqh631%&e$%#Z*UjPgajWCw~rv`XZh$=j-syWZqGdW27FJ3UU%>=>>U!zVB)+|d;0 z5}N@2Gacu7-wM|43OyCmc#vl$y?iOOTeDKYQ+JjN^xO3UeX(t?a4D`>;^MBk!!VWR ziHOVigRp?B;CQ2>9;YMe%HY5Bh$oNEIrntYZlNeVW&6A9a?{myt;+HH`bH8bFx0)iLE^l?Zgo1Vnr1w% z-auMzXq1LK&9-bD76?cHTGOedetH&@D1+KJWqjM?(=w8MyGb>;=l|o&4HEvIeh+@4 zpMr~@>%`ABSYuM!cV*w~;id$r2#?vT0i~WoH^%l_o^ZYPz0hn)_T&gi)h{ z>v)t?Z6U44(qW{lyv$;t5m)P>pjemfV6V4BX2} zEGI4~Mqf}&E%U+;E!MS=58w<$tQk(#6byzPmYSzsOtk?zhihCmHUc&r9;X+{!w{xC zN#}ZWKk;+iXxbF2UwHGk&K*>o)H?0F(H)yE4$Z(oC1WQ-G0yUmpXb1a8?ET9d}JFA zOXMR{Zm9ixg$>Y%#>tXkH#WJgN-9FphRfjtZgV0C+LouW2Av4iChSFu( zbNTgdJ@<|dgI4t^|9g@C!106v*OeJ^cg0-OB&481rbDZ&Q*KU-j05$G0F6c4D^9}S zxvM!nbbVR>$`v4iZFx>V_PigD$5OE|5P*pp#$C{m>%YKfk>>Ri{X!b;R$UlYj&@+q z3+4R4oY$QqduW>u7oU~Mc@?Wo!t_^{HXF=KK3IG5uA{rQ`O^UhdoU4eZZ>u$4_jYI zs99sxpww36a@fUD!5jz;=Cd4;s5-Z%S*I)$P{smob3`NtOF#vgg;TKq1}T2BSGOd? z#wf=kLD?MP(k)*6;;`|U1rkmD=CD467S1SP8=hH|`9n+Wm3%D$piI}6s(IG;VGht! z9Gx3FItxPZGu|#kYLJstXH=tb?-GHKWK(4R`ne_YDiL93(l0u-4xv~85WVm^Cs_ek zXBne{uTFpb{%4m4=e`@7PMYz6tXT;NfIowfJ2gWjX{kHb(n|Y1G60uhE7U2VwU}-g zuMKCl2vE!xw!{+2eYuxFxId$2fgq`9m#QxK#{G7I(av!j!$J!%@7O?5<;{wR9>EMXk3AJ@@LtoNJ^a zI$U`y$+SY$%-=d9{A_9FBo5O(ayWj0!2{4DN#vb1)aVxT0#P@^mo06eK5o3z4L{~P z*RwTeHX`bw@Cv>go?d;O1mw`Si(Rk6`g+mLg0FOFF#!=tz{}~$hk87)eMyLs9=P~8 zFA}uIS=vE})0N#i-iH(%=6}-uNE6cIWY~zm(Z?pl8BT2C&QyAvnF`ZP7Z!fe<;IFXGZFoW z3&F+b4gRc!r`xRLP`t1tO}`+P%?*}l&)A`c34GQc80Q_E2`}CHk61a@alCQcz-l?t zq_4v4i2BVaeIoac{eGCRun}$)r-S06--`Fxv?# z%eW&YspUhcrhJI}^e~+X(zs-#R!sKIZlioBlPfaebFIN7q$xop7Wp;%qSMIWaL|A_ z>C7g3qjWXQ^ZCNN_Hp}LM^PxtCs965lMNG`k*2r6f1O0VXi|2g>S)(i@MK=&P!bn8 z$D;(}Y|qp~J1=OM4(X-gK*M`<1$S#3=r;#9;sF_qGX$SG#$fl5lxwPs#?74SYgKvYJoQ|3tJ3`%@c@>C}oQc0OJBoU31 zIM37iMj@y3wcmI|WT~JisqgUvEf)Wp0TD1xOyx*YSm{ zXK>==B%Wk6H1;UT;8TfzkMn_HVzH%Rl0SeWD-D9 zJ->IvTIZaFFpSXI~nlkAysjvV(UH|0n;dT7c-m@KvuY1FZQ+rK9Oa%7Rq{>echnbU8ZLF3G4e;`YCuXKW(7r)#DvFW~y&~anNL4@&4<=n7Z^rB8Xi5+NcZhTVk+j zw#KSh*_(#c-Hj#X8HozG6Z&ZA(gahmp!vPq7tSTjNX{NL=w;FDZjKl!C&9N8!I z1P7|>i+{5~AENttkQh3*k*z(3sm6d)gN$wp*rHnpb-`XtPEk>QZxe*@noJNY6v^A# z+&QOoYHljOyT-b%tx9R`*9!_%O(A}tNnAY|#|5z55bcMr2STK-VpDr(kW+5qWp{?|>7y zHtcQd$>)(-ddNtXU%#+Z=hOufSyHvBIiJL%GR!$gn~~C0o3s)+pEB*VR!(fMI`~q@ zt~g@1j8xXUsJ zja`bJW;8hz%=+inQg*zeaxQ+&09b+gFn&#kSEeQ^5rGBgW=TG)!ekb8Ho8BpGRuO# z8Hx9yluy@UCA&)PMSc~0ViZgtHbTl;S{c4~(VOqaJdRY#uEI-v`sIFCKo$}ueOC;^X}tToH+v>72`$4>KRev zEu;JnKLsD`PunrfCF6Y=#(5AvxeAGQYj4zY@C4~^?{EnOHb_RkPZe=JqVF5nIvKe& z1VMVWHl#lZ{-K2a8z4#IE@gxydU@1nYvW+rh3#^1J=L6qDZPVZa_H);FQ_{zvtEQ9 zh!JFo0ra2^3lnHxrWjSG(Bm>TQ4~vSrWt1}6pH9Wlbj|vFNKt{ey+3DB~L@0*g&yt z^Md^n8fNW=?9W-E9hw6SiH`hZ|5y5ZyR&YeJfj2tRS|NM*~TlLL=$QVN6Y#adK)9@ zB$3vEqdX%*7H+XEl)+$e#+n`FJMj;(QliW8$$66HavE2M>k|Ek9bRD#4tb{qi36QS z$O)ec46p>HFqS)4fk@fV-Eut0A=g7P$erTuHL>pGlWl)KcQ3zKz<3(ScQOh7Xq%6R z2+>>t8_{0VB3h10gp!-0_((WTzNIv(}JDxN&MUiSOHKzashIgGt_Fw%*PyabpiK3i3f6I^Tv;xaDZFut1{@ja9*+y37u=Si=lsW3VuJfqbYP!+D zz7A>Gbc6c0ph&V(deLLO!TntIsFxM5GOCu?U)9S;A5({F+XW(TS0`-#^ds6%YPW|ByricJvP|8SkLS*CsPP;n`fsPFi+07wn#5&qgY% zx?T7!RBU}hi*lbh!|17qX<~|kmaSN%rJwbeT}a6v?bImg%X4`NTU#%@ zqpU~}Wmzr`@Nnw2sBXI4J?fZNNudOxaC#~*pbXj&w?wp0!^Q!G3khymCvmsez3OIp z_u8j3eB5tg4wHwD&PzHfFRwU2{_=V|+FSXCqflaS@v`S&6<=OSvr><3zr22N4Bp+2 ztSKjNK>V+RNLYj~b*zoP!!Q0(Q;{JBj zq|Y6RcK$p5Ja6-@bw&a&o_MHfIH3#nAE2H(&b<$C73nC?^INd;ht?yG zxkY7CnkntjG%GkIkj#4C@}gr4Ea)4fY=SC5D~}6p0+QjM44}jV?vvs4eAr}!wLEaj z))jp)&OL`2;f?&2_va|7hC+%GCv{XNS! z@LBFruh;FJ&>lgEEq2j%SorfsAMFka{KUlUEJyi}bb|lU%* zqFMz}rP*LmO$`x%)CahDLz@=lacgr6D69a1Sio|WvkVZu;Dml>=FhS!iPV`9iaUcF zfvd5rwr+EJYE523;vr8zClw$Y#CcZOJN{XMj7zV6D(RdK6Tp`Y z4cL4bT<el_?>|uoRyvJHX9$CV&>1!Nwe#4Ex81v| z)7Xpe^ROsTG(0O>T>*B{`|040cpyNNN?;{mU<1x*l+l4g6{p-uLeOYM*9#yr1Vc-J z`&o|Qk+hjdd1f?ncip`^5x>kk*DP4GaK8UpaE-?qIsiwesOTz22woY-C{K9EV! zC+CdM$(!5mo7bnYH$RbW8jJSiH)3)+k&9F;r0EEVQ!UdH8L61&0QGcZxe699p;tgK zFxso&Z)rm6Gj5%8v}|ey_lz$xl#B`;mYa3;S*3#Tm^rrjv zM8Y8Nq>yO>RRB6IF2aV6OvS_AKIdB`++K~+CGRL_+ zI<{S#WY0_#E4mH6Krw@RsH%!aahCchu%V{$lvzotToaoaljE!$^I(t@#61y_4KxwV z^u$9uQ@1gub#6rVw%2`oDr$Vtr&BIH|FR^@hZPxLV>6k=+<`99PAMg0$2qtlCa9+K zPAXFwsBalY61(r1OWB&cJuB+iW78+9i56?>wgTa?B@wH^eD%Kh^AzNp| zN|NY3$c)jh`izn#^`J~15iw0PDIyxbo?O!zwSDHOk-N0p+Rut z7x7>Sz8}Uwj5T~%c({ht)oz$0xXwVr(Dk@7I!hg@oOgEvPtF^Yzi&G}%Fa7K?`n{7 z*Bc%moG|QX2h?9a%;UQDXoQ`M1z|YLEJafjP&0u{nOqdyA=B^j&i8tltz1%9m@P3RiyHF_MQRU z@sZ6oIE>08n59*Hb?+6e>pNO)649f;)THw+89qrQ<;Hxffp|mw@i)G_i4vBMb0}&! zSeL3Hths)I9Udek7{~(5h8#~VOmg30o|q-jk)=-*cF%dhxd~NB6q82xaXuKEc*wY& zRXXIpS5k}?3`{<#z$=R}Y{Wa~PLB*tt6b8_ek(#zL4#z0%iBHnSpGk zzp^S%vcyET#a1U^5K!)fZWQesl`%m%%ep{BosvzB9*LR5)8%ow(>S6QY%p}%u| z&@o?b3@@#&LmkQ0=Gf*Z4umw3-YzRwgd0+J-FD2l#EQ9#Ebg&)fC!cpZ4bkAO&Q|W)wX`>dt>+8Ww+NJRw0vD#rX7GR|qqIjD$Uxuz??y zG-@4=bw()_s}GX^9((uq<6)*9+dCG}ml#wvA^udN_0iQOnr$Eyjfygb*atvA(XbSh z^PY$7)nNWcqr*?yp}SHRf;jdeGKh{!tD`vT_TjrzdPUROZ}Im=nr%FJT)I5~gnZqa zbcWXRw9^H5%Ppk`u2pY_$=ujppyFOsJPTsfVRG+&YckeytYZl%`kYyl2uAgDci1}_ z!Uh?zbppQt?PHE)gfa0sSYGT6v))%gY6zHk2oDr@-G!%C-BGnGHmbx1akeJ6Yn1O` z$OHc-6iQ-U<)cYp46yOYHATiLQ?>QsPGRD3R)(A=Jdo_&#X*)wYCD4~+uL|(CprkH zp@x|lRF0L`p1se;8sw-OUi70LqJr_Kd8+mt@$CP~mo^`z*7L_XO$TbmASY?2ypH7p z=>*~Z8p*J#k%~4%WfXZ)EpVG?httsHSmJ(&@By!P9`sEf*}t?6WFI=JIBG#GxT~gD z&$r;exdHI0NHsj@2)v%pP?HmIwkaPAcsJxs&Fdr-_vw;xE*xRfP*W@|f015rzc2KH z`;Q%Z!Tr8_FSw_f_IzR5f8Sx+^Di~+KNhC_fA28uKaM%=g1CV}3v-?U-uy|g2*~UD zX)iv#Cu92r-=}yAco7(b06}Jb!$6Ytq}^GVFyN2$W=zE>nut?AwhzYKFOv8`?OP~F z?ip!e%MrTT_`g$oS9Wia$cf zHTlwQ!jCj;p%HYEi*^fD5ucDj~w48pNi&#+`P0A3`x=4Z(!A zPtmp#!FOyg`e8gHdtneyw#H2pr=_kma_D6)Vj<%W5!mCsRZhY$e z3mZ;Z``O2Ds@qNmY_Jw6!Dg1Vn)VFd4&{mFp{l&JL# z$wnH0#fqWJ1Gj&@65Q9FQpp{pCi=GdZYu5jnNIEhnz9=T5Y>)zZayig}!vB`j{ z@7~vV1@Y7lJV91q4;zw@1UeXSO>hg4(ljcPt#kxt*R9sRQ@-2e>(>x;cM# z%|A@cC`IN^_liR(_RkF=l;%@U9zsD-(!K)u;e~jPq$O1^w?_~w_)>r|(-K~J$epW#5Oss%Ybegvb=ucw`T%Hbu{7>NwCGN=1 zc=l3pM|n?Pd4vi2&PM73myz z;q~c6^(|96iEa3^d(nz%JTPI>omTlYD`F0$%cbC>T-p#(UwnQ~pPCJNbGcgBile(; ztrABM=ygSfiqC1BkHe`eY>9s#B$fDchg_W+CuncAy!L>Tl~LH{mo~7Yt+0g$f{@S4 zpBjmmOC|IW#d>mKLN3#K18b#ek+LxuCKm>70Lrd31J}z9-@&`j}^ELYn2PwmprS z+na}iCW38dj9mvRX}3I19<;bDugv*v?1>~&yw9rwa&Yx=?x1Y?K2AGL9v;(u`9qkN zi$^<(n*e!dv7aa6O#B>ArnCoZj%j1-LT+t@E=I+lWg}0-5B5P$TH|C6az=3ALs%&i z0BztX3nQs^C&Mvkq$f5~!@O@wz*Qz^w}~f$*8P2w<#V!&TG)C$ z!uPcG3D7GUajk(k3skBsVfWc&UeM(^H$=%9(laJKs_Y1q6h=xIuX{d)s}>HTaXdJ? zvwkAcBQR`}E;;S&J4_!;I>7G28)*bY-3P&8l)w9U4#!>0;+n+x92{U+alRpY2hUDR zZhNAh>*l`K{LdAv+;}OX4CThk6{GvQ^2gbDj*Xv%dh024Quwn6R;+_x@Id6>o1j4I zCmx@dTxTQ`qY!*zkQ%8C>MCInFay4^JTQX|0l z*~%_(;$j{Q-ISXmR^UOg>+9dM!GPgKU62C+LHH5}Lo*<0bs6Wq8MnyO(73y8h~E6VLX*|P<_GXS097y(hO!58%3jrTrkD*E|W64itenPO@^v+2AX zTNoaGYRFh=c|5H~X_%H@Xo?asY?3KiKgsIQp+K4QJx7{z2FyFeKLubko5Y|-31PO5 zVjd5xLZm%o@Xec0Y5aLJ0O$F~2U6%c0LtU2tOk4Xo z6ntWq_km#@(ecPqgd6bkU-CXk|AV`@e&S2V*i(I5n=G-2g>BdD0C?E%&>UkLLNk(J z3lzg~MMnb-uSVR-qKruo0W+V4xkJH3(pMmhQPi-~+7N^+9vs~$%lKR}y&`Q=19U{u zXbO^z zoJSiajXiY$Qf39=0I(~KjSngt{+97w+7Uly`g5WIP1 z0sNoM@L(7`n1OZR5t&*La9Lb=bj%ZBX3ssvbc(733B+n@V>SAKy+<&9?WVPxfo)4! zHU-Q3)?f%b(4bja$sEjTEj(5J@Onnf2_tU6hL7O(K(bg_3WVTs9&_tV3s}g@Rpk$y zo%NXsN&KWRj`~QwqQ#qP`?qpt*q+E9lsTh2Mg?4;4)N!m%L03H2Yh+mHgD=twyEyoHb zy`nP#QvXE%!6!GHJ+_SHUp#FEhn+9$oRmQI<*a;#b$+FEC_rMQ|54KHrdI8|@w7{1 zORw8y#j!AM+{hgoYC$WLsCzu~spF=Lo8*aBfVUt=wFyMP zEg~A7gWjM!o`^hd<(aW~wA`N$IF2;89VSvHmT4HP_p{^Sjst*|YlsN*mBR_wqcpK% z3%>Y9)YCLIv|iF_r5)y-#@RF>eVBVm5WEu zcC}kcfR8=Xb9)CY1@IY#{<`*(k2 zm2v;}bchlU)N*P}PTJG?e4B*>lppQXrBIopL-5-7a6$^7Y@Lc)MsG>byc)JN!kNYp z&IKI5p@##?TDs`D^hS}FDf>esl9-~Yv-WXwNjxio4E@ftYjHCpH3BIpVgDJI4xK%y>`&Ng16E71=B%NIoF@G6Bb_H&xOHA z9~r#Vc?aHYKE0+us@(|f?3SEfpbHVF=JqLL+6g|*VL&p&?^MivPbvgcjjF9SCDWQ5 zW3t8{c5Ywthz3(=F;Co{drSTDZ=XJY_v@$i-ZuY<-Moa4o+W-LNh2@=nXg<8KDnz~ z&Ac_rZr^aV{2Q(|e*?nic;9FG@A`S#JNJ%2>xZ&YiowJjEo|$iA&LG_wK2iNdKJ7U z9s*t=nnlNNT+|5$Nm#%`B*g&g>0t+ei@F{+F3YP=hf<(0?hPP z@K>}O`8}MlO%rZrA7P$nv-&ItMG`JZf9`(;Ig^LBsW|#0iL)wmG6lSaWxRY_W2Ute zj^|k?!rO~gUM8wD&gOK2_i-70u9pxzEN&Yqy01Kg0zIJ(&4J}Xngw~4xT&JW;gV>> zqe}(f_2XO`el}G{7K`XX3uQPV-X?K!VyxWZTqZSjtvCqqG7F)NX+5cw+k}Npp#&2{V!4nVrSwhAw8m`1>OU#~M ze$|j@$@zhau!svh{hEFo!&9-aoN1P_vp+MDM~SR3@ucPC!kz-3u@*u|hq{;t@gPgG z5xUty7iuiOUH7TFxIy$RKSi}MuK$o^xpAv@>|v3S%qlr*ZQ#4cTBmlNrZPH#^p>b%O~+h!n4 z`hBWzuBXoLWhH}D&(zlBxa=VQ!GH$gtFRV_&kJsrzaN3gEk>_SO7f(pe zjS#(;y8Wf^z$Ol|Dl8M-!YNtE#R1O6doVjB$}jHMB#dHdao5lCRH+<4kTOg{a8kPx zO>Q&$3NPFo28Druq21%7V^WurFKm^5Vi_RoZ6^IHjzoMlJ4bSR;Y3mx(kN!<09S!? z*yC03J#iN8UdS?8yH{f4@bir$>%W@N;F zQs(dgM=%6<+Qjkm%Eimt)&P_KBrXvl8aTOc-Nx*?9ncY^rK*3H#T}Cgm&}7Udt8uc zWJ*AT-~-NvA(;%QB51N1GA2sm8Z;nxMbz}Y#>Byw(dganMo0eiW+3N}uPRrsDMNJ- zIiW>dMcLkgtW8__T@s5jxjkcz?IVuG@eyumTt>B5rVCS&ekJtDqMzjiuX<7VdJjE4 zRgemO%K{bDuVFSYXY(C>+1-a|kI_Q*w{IX#t&TCl9t_#MW{yyQOPt0zgzjfPajJ{Z zMzKt&rx5*v2u7TL@Y$CfMW59E2;^wxAdg^Rh$77&s;ej-#NygXKh*kq{e6yc|G~1} zq(E8*!$M^4-l;Y-j`_}L`Jw~R$6w?55)LlwSx9NuMh(8Yf9cW75L$!Wx;<9iHF9X z#Nj)K+|FKw`Y+71MQP}G_DwSPWID!rmy`60L&tttnMx${iDu$9FUsd3ram>l8*6

%m5)!hA4}z^Y}xqnNBBqydmjwobw+vIVq064qYf^*b)A2_BG=^|~3e%0@|& zflZhxKk1tYr9F_m|1*p9W}?>Hgv~Re}x66__^2CtwSl6X$E0p%Ruf zO=US{-8fpGe)8@4K~2HMqbcNTQjG(vTg4iJqi_O|V`~sIIABDmXtqreKD4~1-d=~k zdL>)H7LfQy*tes>?YV5RwG2f$ru}C71jpZSTKa0^|3b-yPmDEurK`7;&#_}lo1wnw z==A!A)La$ILM;3|axUnMJNsFLv0beU{Fm=5D#L{+92#I-zwSs@e4{HtM{^eD4{X;Z z50(Ls!(^CM0KT8fF<=Gia$IZ0E z^&;=pY3zDM12(4AR_#UH9p;eZq$;7fV$s{d-a7Rqh~Y;(AembqNMk_-W2R4IjeOIP z*EBAOCV5pY1tR{cp=l0bjle#_8ENbn?x4>SySC2pSyL04oKZCp4~)&mMClA@x;|70 zyO(f#C?5~gZfRaveI_2xt)-yaUPo*Dg?;iGvE+=UT$pYijJt5RI0J*@NX?atGKmHa zk@%mMT6G}aGx%DcoCbc${#dg2BX0bj;#{;QNP-h87_$!IS>|_SoI`qeq6K?O_Y_qh z%S#$Xn07=1)Kr#1XjQ+cN=LCZ=!S93E1#uWsL_$ColKxG>X}q&QVs5rS0rhL8BMrU zIz{v?B#r)Cc7si;NSem6=gRx4s;}%NoMdWaFe&EoARDE$rR*cX;ynGDL(6IjZfAU= zvg&s^K@Tx~70<(cd8cu#f?<;7;j7?hOx*W!g_Az1uOu7iDkklTqUB7@Lk5Po)XzFi z1f;?$eq$Ob5jQr}Wvlj*h(SqG@K@TshDBh{p9B`@?n~ ze)`q^8!4q>v_Rs}@4AV3XtJ+be}1`M@I-TNkAG- zlXws`F!Z2geX&@KW06>PX=j^aT267fpr>9mmGZfANB1@fe(=ml7Cj&d)^=nKla^Q! zDWRdh+PlZ&@d&GfNn)hcd4OKTucngFiyL-y5sCXsbs0E{tPA|DNI2{W`emr?U+Lt= z8Zd-9#Gyq-A}s|HMaw@q51zp|Irq{gONjZX0Wu6{S6eJZ`n(+pcK=Xs-QnnZuf9mv zPZs^H-TX=$tUV-EY>8LOMvcoy8)q{llJw&-i&d^P2B^VQ!m5E}tMmcNYRZaqPZwI}Gw4NDsplhy)9Ivo-{d^e#!-@N{uV@d7`=J0IgA1i%z)df^RlX0xv^ zqkBd)l@N(NpW=9{!}pO50bacyXiC_v#t9q>kk%kK)6xd5n9L0FYuPbu7k$qVaJ^}K z8is}|EpWKJorMqy`bkFXWGtNzLt0iikK%;WfhEC&1B99#D25p$^tHyTU&_TAMj}wD zRK5)*<9a|_9I{%iiH@AEEN+i(C@7LB5kmQjgvA+AK?uP!uh|W!kzLY3#v&B6=~VNo zcVD)a`xs^;v$9R{oNFtVHPB+uq3FuU+%GicO}YV#g12Pt)ZSRWuJpeg7I38P?vW0M zc+o&gfi(zfbHkEw*5Q)`V~*CBwN@Tj<26L!-KGoj8LVG_G4L9vbleSk zibN^)4(V5skvgSLMok_Fr5Y4+gOnyNpot5gfS}ZEqMa&LlK1Jx zW@Sv`P%3`v>4}-+x0*YeJj!WRx}3$+?MX!_T?pRe!ls(g){~FctXMS9IH!*X=dIPg z@1zZkQR{2l_<7R|F5bO=ArDI#Fqe$u_l`a!*2xE&O$>LeTD*e+85^a>NM@$s6XT!H zckjVJ`yt{vAPE|_9>W$zOD9oHxX`zXM@#&|?&~n|)_vZ$c9wl?M{E|utWY?;r$`3j z5aVK6G*bp(IU3oFP1&7hw2rj*H`x3iNGg2f3+t(7;lW2!O;uE^6h=l+M@`|CBhFAu zg=(8T6BznSPQjEJ2)h)Zfz-R+K`HE0C{%QXnFo|2|8aM>R+7~rjCO^3c3jw&E0 zSUpYqT$0e>Y_@9BN9?;L8SLt@dUX}O@!thXed}My>ftV~g8%vN;O77PfA>h1Z+={1 z{)lUMG}Ti~T|`R^8o{wLW(xOr2L}Hb2zzR1fc8GXF7D5RPZ*WG83#kdZ@+F;DR+%# zv<&$EdJXXX_3ps;*ZTqAUoQu~-~8D7bHK}YS;F-$o(^!nkm2dg`<-%}f3jLK~y!I?>xRq>~@2(;<@+>8f*ghGg!eAf&8#&wf>J$}b7b+DsFf&e4r84X$Jxq}m($SppE{?aX?wfF=CtUIy{q8j zWzS9U1-}d4M>~~{eibghyz;;H!g?Tky+zmKq1@aI9UF&X|2ql*NVY zPZ~RPR7SS~J0m(jC^}c37Mh$yF%UDRNyu%DGzh0@fvNp6z5Ga7^MXED z+E3UuL^2S4H@<<(S8RaS9Fdt8Gc#eGfd0EdCD1#cl5{ZUq$Zy24;UUiUSf$5WVaZg z-jXv*lte%Al?}-y3s3L4g5MFH%o|!MYR2qok>P`jPh}pbBghz+;L&L)ubtpWFCnQD z{AP+M)9&vUo%MzGg3nQBoC(Cd)pU#1%2{hJHq#RMLA0wDRT`-ubW{$f#2rk9X5{@Y zBkyaX&?f=o|IC**oS(&~_ap?!q{fSF(p|x5$~j<;mlVoynFG*!1A$#OTxI4GrSG|W z3h_ooJ6cS5)!}R!vz*j8EC3E^v26jGtyNC3O>|{=Hqx20v?{EYFI3lPW>9EZh6fhF>BvSm)mR+HE-(d1@LqRGwfi6%GuC7RqUPc%8Tj1jjbCzp1yKw*Ejtcw%z|Gs?w zzTX`k+W&MSQQtFM`4dUsIm4Adk)9>*saUONxA3Q8ww~R>pNieO6@i@6!k>!adUgwcDwgZH zE&Qnz_MP9tpNi$Wl`J}?g+CR`_3Re@R4muCTliD4T+eRdPsMWGO6@(Rg+CR`_3Re@ zR4muCTliD4T+eRdPsMWGYMv*w@Yknexjz4eKi<-9{qc=U2d}ccH%Vg4EBW6W>MFha z|K$+{l|0OfN=jFx?g}Yg86P*%@)0v+J}XhGZ4VeO=AFhlcQb#8wKroNCgphUH|Eg_ zM-)A4&E&;LeJV>|w9w!$KFJ6#g26Z*-0#tuUXI)%mTD{LEXz0ovwg5LewK2 z6vo`yiaSDZ&ua8e08+vTA2Ud*{;S~cXwkx*p?LPq@%ZcL_|P$#geK7rqWpCDd(3oB zOj=t>+HJ9YW|u4!;Q2e2zj0qttS@8Nq_M%j54&=sP@?*HygLvxZhZbt9H;Jn00* z4@)PgG)r9%UT(Gp?6shIiQxfK`$rTfB#d*BN};sl?X()c@zIo~Np`3rt4Jij;C4zD zAgd!i44X5r=jr;>0bYY!Y#k5B0*zL!hQ6`dN`t=aez$0e|hUj?A0W1FlAK1o<=Lv1X+ zh1~M?H;RX@H_asc-AqWQ&$&aM-aB=t?P!M~qN@)E-F^gW@`L+({b6W7_cVv09+eLR z(23O8z%Q!_y@3(uJsFuvknq~;qu&0|78@)(aWi5@eMZcYn_W+Ayfg*YU-Mo!>cV>& zDkm}pNfwBegv}Z^43s!@m>!3bc3jWV^SRZsj_C*@kh}KgfOry&z>P~L4=vIA*3IW;Lmyo#bsn`#&;_QCY?P`YTYBBGA%TpHC!*}m0+ z*ou;2(d)cHS+QVEqD0F-nI#^ePf{RJZmC@LMFS(sX?}xXPS*XZ^ph0+j_C+pmPrEp zt*e!IYA8&v=eBE=o8FIO?IkW?z2hpmryIUJNma2YPCwf}HxX3hsiz_+9TZ#9VT3~N zrR|XjvFVOwD=84y#IUpKXMM)y9&oXK($GCY0{wpg*NYfTRb~Kf6OpN#P0v&`6j_p0 zVQhPO+QvaFEdv`!U9KH5jBw#tPIstjpN6w=wxM*qm!7O_pe^Ew0mC#c@Pw$}{B`J< zoMyrWwp|FIrxtIt9NshENXUlL#=FUM9QIY;$nprC_F&kRX5wq=g76990A>=gYfRq6tw$|4 zkvEvqVsN*5KSJSPLjdTv|NCG6r~AME_5XNHW80o0bv4MS7$*0oAf|ww#ql^uoW#?x z9M745*grP#5C55cH`k8AmTPUzTGUhz0@(99bH`cO+*sfM9xrh^NlR+6X5DhPr4;R% z93ECVRL%hG)jqHUxO2>KgEetDskCBBd{XI)X5rkr=%kq~DL#{`VEF`ZE}rwrkJObo zEJ}7!IT|3MYJ3dyRJU%R;5-&?g)tQ5lJ#r7iMTFNeZl9)Cu;*=38o8g7(1}>N9aFC z%Y!Dz;ZjX{3;(-6h1I~rG2XglCm6RA&8SsrXikjvgHXE2<6Jj3lsm-c*?pXHTgois z|MDQStmVf@vmnWsl`E|{Qz8yY@(VpdaTvB|;n;}0R2qNUp5ko^RH|FLDEP`9x5Lqb zItx>@NM=_J_INfnNu%pE7KAjPa2gIwNdt>{wm=GtORVlyXx5}0@rTt*?B*HmLmllE zVjyF>#zHm?Hn~&7l(wCHSwnc1eNU+9c|2>`K4%$oGkSG_)ucGAQo+}BEI$@K(;lrQ zXX$9t*9DLmjNBm|u4T@RXCABCu|sPUV&?l+n5(fJ&1MPg!3SlJ`5#Rxr4y1Onw4kM z93)AMokIiDIFcv=4F%6HI0X>7=b)A$dfkW71Cb}uQ_k@<1Qk3!8^y!8p*#3U>+KL7 zy%9L{(piId${n|&!U2~f2ZfV}VlhD4oY-|9$#yfcESOw9!=YilqoG7EnGg+ijrsJs zVM3NO>$f+_kte|i{zDW;OGXl8kCyKXkzrEhQ>g89)Fi5NFAJ9jy`t;}3m>Hc#)avV z1a}Vt8CT!4=4&t267*(33k;_Y4mL+HwPi~2&oppWs8l9qE-ob&i0UZEP`qgTGoq7* z8`#^<#g$HLRS%iupgvQ*f!IfaY8YtLvK&VmSVi@?joVS&(k1B0u}a;!8Y zv;~Pl_eF`wy`l|1zkF4%dh8k`15Isl-ek4S)Pll_$ErY(E;8j{l|<5yrjOQphMrR{-ckO%q&cJ2;*b%5^;% z6zJ_LUQTM|Po#M2_WWr6L<%)~muI*1r?K!?XSeVtLh(0e$81idH2L+}QT&NW*IwuR zxcrF}C-*vU&Ti>Xq&)embA5J8ehc^H|3qLxuCC5-@lOTR^6DIU{;2?4UZ113 zb1LALH@$OQ{1fpa-=3quJr$74yR#IyCt~5gJ`I6;yye^a;~SR_jus*HncXrEP01)B z7Ea+aU)g{ivGDZ2?1?d=FO`9U3qg_!r_(shgK)@&vgZ@x%HA$?(na;QfiP*`gB*EGQyLq+6@7j@Sl}I$}sXo$h^nID77Ay9joS%ylW>v6XCDfY(TV zYr$m)xNFJ0T@5i4$E!f|X(iLu&!A21J2Yo@h@5;)$*+^VkxiV;!g(R@M{z1j8nPMZ zc4vhY*UD2`Z)Gc}?E|45i|=CKsycmF3n++oax>NHn!0FW5|*5jj*(Gj#TRKxBl8fa z9n@%VgiG6_u&A{%k}CfYyOmX(C7c!TEIBR3kZQ4k&+U#{il3CbG&?|=QDB2I=3ZGZ|=Z*mrEZW4!SQ5V(A(;=5T6atCB2oHAR z`_yFlTj8%_;Zp`M%TSMldKjko%vQ7}ifk6H87RtRAj?b?t|-sw#}3FuFF4pfrWVd; zM~U{)c#Y2-x^GojY{_31pM5&kvYJ~cCApW|Gb{D)Of5x{l{I!Dss{y+k;$5~=w*`{ z>;#W14*+-}Gk%6U)S|sjM_~!znSUx?Na^O{w3&GonP52#8LMh;c@38{CRJ3=Vkp&w zyHmZ7Jt8ZJN^&fLF2;Qdv_^XWG>?I06A2`j2Wv1$!a~tg_*n&I#N>6Fb}W5zXz~0~ zInO*mjWvPq`CuMsk%JG}1lU^k0fo#MBqY)Y7Rc^HUYRI(Z*scazB9saO@I|z*8%<0 zM2rqbXEnBEE%jW$%Na_nO1X+7!@IQB)PoRf=mmw2RE$X$=&s0M*t@|1f=r9*gc`9{ zkKj_wnMF+LfV{daf6OxBrQkDG{MJW;D+DvrYu1PXcL3{pzKt>fWWej!&ysRc64W0+ zvtr7-b#-2HLw~M|&aj1oZdBi6i^np2Ur}(4oz_$W8KD}Dq)?JZSz3B@ELJ)N3scVZYONJzxagAAe(;P9j}4!1SfFm1pV zy4+`g0$`v)nCB*jR@YWaWD3M?L`e|Aiju#=p65}BLPF**c{~*G0Sx|bv9h(a@2f$@ z>Y8UKe!)|-$&?5T1x<^x;An-;YPd+1-aGkYJ(V<`*pp0tV?I|eUU*OYz}T&-dr6%< z9i9yJq0C_z7iKCpm-0ECZ&1WiNv=Ct7o`dRjO{_@Vt0Ked(yh;<|G zNgyIQi;^KevefNb3yWrE*llvJ_*HB|!_c0%?~obUx?)?m3)<>CWnOEJ9qOyS(ox$A zyGxdW{0K8aI04s%Pr|es((Ecobr#NyO{BPdI-rMV1=&1f6$0qG#njx#BK{cr+oXUm zQar)b1Gcya4j*GQ*r^o?Z2Qz?_h`6i3&R*Z6v1cIj5lPkC`Bb-S4?o;D_Dm9RzY8~ zxY!EbgG21#D>C_81`=E+yIO;ow#I=PvXLjZVe53~!^TK-O~9?5el>nDt!`>_U7)D4G z416xg-v`KK)3X0;ilVvhKQ@++q2+YNy#;3^Xd+1iyFg&Yyc21Pddkfu#_PUmEb^0o z(f2vv=HuX3)>*Lp7Sh50&Zm7Xu@8pmYr-5@?aA`Z8Zk;R)k&U`mNU4glRMH$)3VK9 z1udyRhOA})9hUx!kVO-)`LM=E_Da;bS%C!}Aa^?pMWdswt;E5{6nL8U{I+2)NvSB9^PIUd@6|%{bp0?M*Bf!=lp&}8#H9{Do=Kfq?*q{ovpWNGyYN8v09{2$83qZ_HYY`v@x;1qM zls8?ao(7_s^(unE{9D=kFi|N$B4Iks@={>d?a5T1sKrwYVA3T{-{PB&rpSg0J)fm) zySTqLm@kc|9&P4Yt1|xo*?Y6*#*J)i^snGi3Q=xiBzaE67g4Tix9di`+t=m3KHnoq zLLyF)02@Qe>R*5N-kBH)l0XUrQPi6n+ZPRLwq@3jI_1}UzdPg&SH^;IZYFyLHP zF}5h*7k1e>zLtdJgWSQ1jn-gUX@M|RWZu^sZsv`JD2TaiW+MqHp;%x{)Jy$ZiJI_Md?{&H}jQ6 zW;ekW9A(M~=ewk$3dHn9;k(ytagWe-{|m7H`O7Ew^>izft@v;mNQck{kw_!A_CS>a zYX5Wc3_0an@({wA_Q?S2c+u1qhKLt58Eyp-6g{B89kj%1cpk zLpWa!woG9QhyH8*H`M$^;j#aD{J)ngzkFo*f$K}E(<(T9>_QCH3phOiQ#hJRpaL-y z(T>>taF*DnBu+=tm8g>K{X4}?J6Fzr;>ZNNgE@yt12EURd^%ZM;maIWskrY#G~A(y zgw)^h8$T}NSzM4UTcSl-Eo4FgAL_6BNhji}|^&XtJtNrL)YS)J6pq8bF!KG-e@|!B1R?>}iOHK>6z&VBk6vcUBDVL>exu?Og^4}0X@#TW z<86lWPQ!~+?Ru>!(#C7_-R-Coxw#Kqv6-lKtVblFVSYQQ^~ZXT`$79>z;ujH4$f$T z@@|3YNyE;Cxr5-Te2wL?WpCXVAYW!xUUk`Wi%(%ea$3@pwOdhQKBAy+J%>EPpzsta zsjc%B;(_Z9S7h093I?HHEe$eOnALC=stCg*P9u1Y#x)`L{L*QVpkpSzp|FHc*qjWR z%K~%QMqo5@|FK~Te8jOvh?#aeqf!(79S*nxqFuajpFO=|qMJb^oan;Frnn=TJTjLf z-up8)EsG?esGUNiA15%*E3T=ZVYebW8J&)N*nPa>4~$6Utj`bH7n<_&av*l^ds!H0 z*f>wJxeq&b;loPIU$*bhUbOfWqhY6bv&saARoHHBtDX54*sY8Sn0xKzd5YQZI*|}mFf~^v&>`xg~^$9vN6~0_8|+Y!@YFzJK|0EmD`oVze+{Qf>5%# zhuNkfXgJW^g2fnUY7y^1+57pCk28kb@^|)M*>~6A+tVw&C0fMG8D)mgGE587|Fr3$_N+;x;5QNSPN#Qiw-k7P4~ z+aVhCIf~Ly$gSVm=|X(5o$coyT_U=&-QC@X`zuUW<-B^s4faM`hkMxI(d&!-dF4e_ z952|nu93NaXW$I1y&{gc?cJBB6neuqe?J_JY;a$8?IXteR-#<>g?5+4AJJy^zV}=I z3{w<$1E}2Dw6!~Zxz*)};RKTu^^^ zx~soCV(RZsv-(>{uw_DSrtzlxpq(|b_1|ML59)hyHVNu4)S=1+h9AL+{c@t^;Y zuFRkR@w;?o{^Ro(>B{`^=MQbm+??$#pGkwEYj+R!ef6<#H5q@U-974(lvRgS%7YEBSZwO0Fz;q4e5=Gt)i?iT1FZX@9^*^ug(WrH#&G z)jR*}$4Lmg)Cb*|X}_XbGed+Q%Kj{U-5#yHtG7psYP6+>JL(2s^&es9gUC&(G)Di0 zDV&$f<@w}!N6b6(HoKWtSi|zN^3j2aY;{YN3=>{>HkNYs)Rtxk8!ER*gOZT4f7#>zcglf=YKBXur zjI+*c!Wr&&NH=MGO1>vyy4i6aEW1>g<@xyxSms`e<>*(A0djX$TYK_6&RDQ$3KqqV z!O*&eqd89eB&DufHb^Jz($$_^f1hTyEm>&Kp(C1~qgOWTEM#B-tZ-zuP2)<^_Z z7gg1NGyNKc1k4wX)+cEgrIHl}&aqbby%yHerP{By>fUoB9-~vCmsoagoRFy^aQ!|^yEC>9EY-F3 zKHWZhA!VPl{HHv0kLPKT=X$}RHzsaenH+E$T6-G|n9as|W#ngZ#yq=;rU*>1PLsmk zoAiec;Wr+GggHLMpYXUN960=HFf$VCkX<6nwX01sEGOivAMm2ZY?|Gt8?szQEsVW? zc&$xk8O_0CS)pYzXHTA?<5P{5r}iSBj6H1aX=r|fN4nOEumh~1vn&me@zwm&j~f=& znQQ$xH1AZjet1$-eSXfEbquNBQXmp9Jvt%s%sL6W3p?DjF9REbN-)6o2Eff-vRCprH%3IV)^#!T z2BQFViYP-{V2ncmq%gm?kG5bw1kzkW6|)hE@gpOhA4 z-oH~6)d@=~0M%s=-D14Zw&2;@Q_RQ*`s>OzDnGhgpn`aO%+~uxff1kJ-^*pojvOdH z;TLb~rw45V??Kp3xcfXl;W-Q|ILdbspMcA5XS;lGtTDn9OuoH*g86#YF*;#!Av$5v zJvw0_7M-vVi%wXGMJFu8q7xQk(FqF`ouHx<+Lu{HC#dKI6`dd{FRcnYm?<0-)|8~M z82m3yL`{dn-b{D`g(IwH+Q*#>|Bexs@HvPnLkRC$j!NkN=AYP}_ct%*P+_$o5xffA zAo=ey)I38Wo@hgVF$%IM03<`yD5^!{74IkLmW6xMed(Sb0Czu`noLs$o55d&Da;|4brRv$o4@tYk3KU0qe4-S)nJil)i4Xp+v_2 zx=NUB34^6X6`G#jj0ov}*}AVpuUx-5BWWtVe|Ghx$i*x==urbAR~QjNTzE0lH}?@H z475cL9}-Hfvh;B-rO5RZ2)QSaKAZK$Qrq7ieqweGKQX5YKcRZ&u_rHKCDLkuu#;ch zdRxDp*k0C%ZM%nvlLZD3IIu@(;I*~mK8-cpL%>XXUz=(N&^LzJofd-_E_a^#rgqFi z>gr@wmD|pl>WqZIg)ltJgK=NxBPhQgtv$Tl8U#i4(+GuFcm&4`4`%AbP{?gSd@3en zdhQc`7(o1bM_Hv`c5V}k#Cvo0fX8tEdI+QA4#id|eLNHMVXQrSXSkWg%!wgcPRVd9 z3dRWMUIus#Qqm5%dqNVWOw)r>mm_42liVC6|B>rkQ4%VtRhQ&*h$coUBJRI{>X)yS zhEJk}VYFr$&+9M>yo`eiycc%iyQKVf-RwfxEeX8jKO;S!U36BgL?SQAg(S$Z0i|oW z1)EDLxw$VGOv&z7=JtR`fA~1lFnov}@(^xOVJTCkofUeyv&_?n1O{SS%F@y(@{W6$ zIymbV7P@LhDY+a4>(SU#YlXv<@m%%r&ifOWz1+v;DfcC4;F{2T#z3qX%i6sqQfxI9DQ3WC14%J`{-Eo|7_^vG zqQx4vSC@IQkJsRiwHzWb$moTb{dc2)^)r|qDR}|&4 zwhnASidAcwc*U)hJpu7*ogrTH1{EY<&AE1m2{Y#KDc-4o#U1VLVJQoSFBRb+Rn4|%M^s@u6&80w5Bgj#;)!%(bt@yDtc-YC zj7~gRig+r@e1>%jyiF7){wCWx-yH9i73`)Mu>O124KiT3PdCl!7%&1x+S6ZjcxUd* zxoz%?J=ARxUq!ogX1(nD+&)opUGJIeiaZp+W_D%La#j-%Pka)Sly$N@vrhI@tP`u~ zf^vG!IUy-|CwmCq$zZ(G@*MB9Af9G;-s#KUrHrq?hr#nYeCbwszhQRV_Hyl+MeR{8 zoo>(n;>>#y>b6m+d-;F@hJRFGO!-cq$|cEwhIa77BnF&%Frw|2sfMbh_cjhu}!1>L0*gO9%UVV zy85j4Bj(~U!D4uk@a#ECgItFJv=!G%g(4xFlOFLen+qo6(cIgY>=v-oaCe4mwsy0| zB&%`qQOyLk^99w;CAnQ*YJ|K9(je&NOX zF-6ztD{{g`4R{BveO?bZG--njo8##D^#|>*xU|V%gS@F&Qa8O8;Dz}36ov`CO<~5a z+20sukyu@M_06zH<0svsCC@#YU3*n^gY1_YSP*8WIasT(&7~=0=fV!p#rs2f%Lj6W zbqv3NG0=al|A;deKFHtP|9Dxgn^$XH%pIV*M9GfzlZqI;&@u$ZKh42#3bO)WP9ZT? zr^_68uC2sSoWR4ej}~HXeH+RRHkgA4yI?-)kEkc@Bc`!^4A=jgxsiY1-)aA3-(A^7 zHC&-S!4DPUl;4{|cq(P5z@L^S&(9tx`YF?*#_krSxK>I7ScNZC%QRH##tTW!hYGK?M-xz<>zx#M|_|4-;kv7o%jlrU95}%dr8zT?@iw<70TL_m1-~a84n7!VEiBAhojLT~g;3HLu)JB`36q1txTAbd%$s)E=X| z9c+W`T-zTUqSZP<)cXkJYoMWw&RE{7!GEXyaeUB}dKgEd;G*09dbh%1h;5V}fr4XU z*ots+=cC-~`K%EluygfzIZThx4}}*|1j@Tk2sCySjx{E{_EkK~jGoVPu4Mk~0!04P zO@Yy>Ic>sw$#O$N{3u7^pM?Wbx|gbttdK%9y?Ay{ZTNW(T$5ek$E>j+N+}Jj);%c1 z4qXm62KH+~TIZN?fNpMw@<`&;4y^xy5CgiyTF(?ryYg7E5Cg2)a2&L5Bl;8<`@k=6 zjeJy|iTxYb#<8PUuxYvN+`8EdZ)bXD<+qvL`7c&$$`J8ygZ>yh3okarffRT`V{m@> zA^ChqC~t$eX`(g2v3%MA3P#W4X7N1G zD3!MlTrR-@XmHuV8%V}+>jU;lDC28tYG(649MHX3Ey`iq zD0U(Cz}jpbg^?jx9cE$q{{@wkLVn~=s-6=KW}tDZ_v6P{-wI??k5(4UatvmuXdBZM z#YA6qrPbT<9hO^>AdNjWD$ku&6+=d?P*#Y> z9xsnaP!1t4^sC*a5l{%FHDEQCPD8pRkn%dkkm+uj$|x29QN-b=mW8l4gc3gLIIvbI zoIW`tf9xPYm3Uz54VsRroaRQr5|xQ{@Iezmk=;MNGuh2f2sx*J(}iV1httyG{vG(l zIFVE83dIkR%(^cX!q=nAqh2UrI*_XSbx!vECKCDaLM!WJ|Mq}pvq^@@GX1tUV(iBS zN$n^T1K05h=Qx+rU1Li52Ul4}UqgZ@^|mY}A(~$c4ObJgT5uar>MdpHvzGfNy}0W@ zSMANw=OM4}%HMB;Ddc(WaIRVf5kK3!V`e9Jlxm9nEhN-M4Q?Hu@@(sHujqnpp!LTK zwbJGHn6Xu_qXc)sK3w--pf6X}Z9f^Ss@D#9pfA%>FVm{nl}z}np}+g$m94s54z1=F zmDU|${NgIJjR7Llef*ghhcWDC^`#A}!|8|rQ4NwJY)Df%lQv-?AbljxU%saj2tu=; zFa;hmM`dZP*mB-|Z1ZtN&S}zeWdr17g6`Dt<15+)p$LRwpST5l5cg`ud=SAnlAzD3 zgcc%+dgnj2k|q<@x%A+XKC5)TPYY*&+vMIfOmfa&y6=-(I4fo+C{nt(Qy5*1 zw%3tSXYVW7qn}{b+s@cNy+nO2|ZVs`=75g3*_gfHOI{T zs7>`=7JYdr#-P4+(lKA+L5Y>{9)k2|ikcm7*7^X6V_R~8vP-C$ra00d+dkYmC?6jx|OT>3h zRz&AkviIU_UijRl*fJy~_cHjbQub1KH}{Ua2=d*Akc0!YxP~7-L4lP-vy8qI!CxRAF(B%>ZyRs8DO{z_dGBlh19wg!Y*%L%r z4Q?DA@A{L!%O1N77f+kn5M}!J%^k6mlb_=s(%vlwpJLa2OMOd8pMka9w{1hAppoST z;R`aB@EJzEf;=KuV82-G^ukHDzmdy?fW#f4O_L*HsKUX0(B2_9fXyaKg4D@wd_?yi z*{oAcRgH~Eo;87Pw=N5>k}md913kZoEsyaTySsh%bmbi`INe?0qiqD?7WTVn>(kA* z{XluP(lskTZmt>k-IM<-;`t-~+q*sMh&4o1)RtOrHb?4W{#TlIE?*3-j5yU|4^Z&> zR=&I@98B|Y-hY9PR*^UNb7tks0))`f{t&Uph{#h_1riqf_ZbNZ!H1({7@vc|wjcb% zVd`AshV2fFzBPc_L2KKqO+t{x06s0&6eZ!~Pezf|VA0Il5c}PBl+a7Jqki1(*tTZc zi|=r+m4Xm@=Gb^H>DH$N1+Ou!Os@w5XU@V<^!C=QXvE@{jAq(&QZxEn znoktc^V*1z(#T^rYdJDXsEqy^1kYWZaq_#;h**uTyB-I$%+luIb5;=#ofhuCt2C@# z(fxjE$3e#^XJOVlDE*sz_Po1A#&-l(yBR6ulMUcnRB;x=w>-a7rM=I_CB{c0y!tSQ zq9CMl(Cwjoaosw%lT$sZ#OQe07*-Wx=YcoV*2&tLe4_F$HgSMzxiYS4T+&TcFbQ8^ zX^*XnC9SB>$ygT&asH}%>0IvaGf*PWw(j72!T)LGcx z5dq6E3Qp+lX1aV3fcbFGd$Kh$!>QxRoh!udJH%h3m$p_93Y^AY`sigyFk9}v^MMO} zjyGF9BIviXc0Lkl7!7Q&?&aOO_8!`7;vB@54I5XofdAKNh)6~p?tdVd0rU3~NRwJZ z>Hngse!8e6M>4^%q5)lJ^-`X(0MwSz?GnaHt%icDL6cE2_TIO5Z)a=m00zRW^e1w` zwU+Fsx!(TqBLO)f5GD)LDD_E{q|S~wG2WExgVM3BpnfEhoM|1#4wu%nZ2Lh1JTB%A zVagF@lfkA*#&mec%)M_CG_ueziF$*+RG-JStAGxx!gXiCDfH;B#g; z=__)LIU=%Z#0615W}zN+YjzPP6b@Cs5}P)m?&h&9Tj|Kq1(uM2 z4rhqKPEV@mr{>cZ=laWD*AJ3QI`JZ9r8_5p)SED6WZcjdT7W3eK)gE=J=c|*?9dQsEy}Dft`CDN9@tSjp7}j?? zamXv}B@?I3&dXdc ze2v{p8y{h~;|mr60u}h}?{$;tVIDJAQ?t-k(gTG*p(Fgt%7|_IzyqKJk_3G|{IH!z zZleH-g1**Ha(wXB)M(1k+h9lvN9i{*rXH;!x-d?L(8)v#bJ1B6O!}=74x^-RRV$4Pnc{N=Op7K7W42V{uwj)rN( zFq~l|(owL2WMT59^`js*8mxxNR~j#z*&>)UqJ0WzTR&yThKA9Kse?DFGG^guLxOWD zVh4RKk=0>SkXO7bSZVuyR$Pkd_}X>taR;wP*ga>bSn*okD@!Dso`Fa8F@goRm-G0> z=62`0<{2>|%+M?_q3=cvyp6oNgxggWGfJ4+VM12sH9D#e#WoF!b_Z#N5Dqmz*+{p6 zzfFS{TZr<4U^uW0O_H%xaRWZPrbfloDsavTL_EC1v5ib(0|*x+bY*YnHW$Eg(Ze{p zgDy%-b)T!MgD$KkAy*L9jfya~A7fu#S`&Z&9rzce0}VN1$p$4p%_ipbi_&L$PQ)7S z7`uWAsbTufskjn3kwXO44EfC^VzaTE(GV#E=Q~UwjiLXe zQqtdmJeJW_Ef@<+70593E0Q@i{r+tu#{b>%eLTwT zcDVA{`mE>j81ImaD@f79Oa4*@#$vonS74wX3L0Kr>8g_E_&$@ZxEm|0wHyEi$Zb zDB~w+POlL4o0xw#F&MS#CaDD++KZ`0P<~}`FVP&U*#!^@LKUt{WxCB?F4|4`#(gix zJzq!kVAtp$uyF(k+3Sx$%yux@2L4*V#NnT(mbhSQrkPm2uwN~?c+meRCN+`KfC1g9JP&|ASZ>jxrLI(h zC7aH)hX7o&Yn1ngorj zZ)hS*hI8RGdXqJN%iZ!lbK9w%OmB9w*& z{WAUd%t3W8A&5byj)!VC%8ST9$!@8ji*iF5Dtm=gpHKc`2_}zJ@h3tm9aY&P3LM6# zs7IT6AX-&=Uh~|(v|DXLj-yYLX3Iu@Kft38+^5DBfC?rGeDQRkgrx{|tHG{`*~6jG z*j!t_mO(|~ooCR?+!Ha_r{@t5?CQA;wen;k<7y z?I=yh?(+{(JDE}D6C|y|6;jEWnMnl`^uJKks{m2jNY(H!hmls%tH_GWRW6@XY)@#O z-N@;wQWQLIpcvBZW~^fL^kn8f`Lds2T77#E!Mw?=eX#}Ry6!#K6d28MU9`IZ^}H#c zGlYvzKLa%f@#6UZ`>r@$BXjDj-KZoJaq_F?@5p^eehWZggUltPOol;y~st=;MQ=JJOgGs zTy6u|{Leqt^zTMuh-RxhhB0C)KQDaqC?>A_ySeUmRR*tWXEu0^L(~@^mG=92N*;wE zC zz=76I5r}XNfEtJ){)>DdBXFYDpYKH+x?dI0AxN~Q1eoK*(Y?`F(hY-(Lyt212A_+Y z2NdUTxdvM(`6Y1>WdPAR+|wYFtL>PeIoSu=FZN?Ab|jyP`S<@{7Zd?521%1uRZM#@j1;e&~24~q{36G?Iay@Tw=Juec z42D~KRzDew=?@QaVr;COAXjXny^J6NJGa;H?`b)m%$&dCc3B8yN^cgG1>9Ubex0Ak5Rw?JqfJBw zNa&RHpI^5J^gIjN%q%zTrwpe#vNE{thdMRGZlC`Yj*MNE-8r!HLssO&SE_vsZenKtOi9#ajqyh>~5wpSVpDyIl}r^nfq zT!9omJW!`)YaJ;JHh>aLgD%ZPrtWyS9l%v<_mXT3?P_%nIiZt`nyspJsi&>!Kzx}j zN#cyDTk+J#@gKL+@Dpvv?(MimQ%oCVHM%xr?GX9x{RYOI45UDtke676?(o3aO+nY9n zb84RU(_oLlv(aSQcc1P;8f8eqs`H!Efp4aeo#a|L%jaB;dlB1(?@p#k^UruFjC|Bz z$3xaKm5M%*(=mFldl==TTkQZL+S`n~H|OvtS%B|&Kia?Uk$O@eY}L&si*p}*MOIL9 zHY>8vx{Xh=$6~X($tM#Y-54k<8zu`}4P;q08p{;xMAopAP~zD1bVwfBj5(o8c5n`SV(0!fG|*z-i)yZ;aqAse@-O6lPxPG_pj4#lu(F-f==PH66f0Tv=&FklTiJ7hLg2^3dX! zwOjhe!qhOu&9Th=zsCH&FH*|hI#f`DUQo8&^S~H=Dx^PO@Voa*Kx#pwfk^pR_8W3! zWe{nv`#g@v_UNr09BAz-wJTJMz6Is?lIl2Eu!1?(Vti7Dl0qJHZB0LhGLJ>ATVWfLRg4&fnAD_ zu|c!1KwpbIsGL(|^RWJ}Df{MXC&cIsAIAl@+UZnvz|>;(_o7W#xQ^w5_;-Czk>wE3 z4TWflL4k*U9*3`~{^g;@QGV+Mi^742<`pLYY7VUmJ4UJ+M&P7yL>pb`UjON;t;P^> z{tUq+Tmkgotp+DJJ`MRH!d!tg{F4wI+XrPV!|ilg{Za{$QaZ?dC3#h&i@pNgIN39* zp2S3W`eE0!Eoxib>o;deRm-?8rA-3`8kM?p=MDpr`LjFU7r*Z#Jg@ zbL6ZlGkG@;P1X7GH)W-5*+P(HZ(Va~A8A8Nj0ZJ)XFg$L;JM5y)jc4B>#3pUH``u( z_X?l2{=lqk4gj8Bn=fzBynSeSY!X8U08w7dck+!>Q>_CUKrPfv(vq`$>kZNT;{a5b z83?yyGuBYV`aP4e2M|C#!wIZ7TW1>`_yra^<-c5q3^7W{qhI+z8jH5`hW3*ZIji(z z(_DuZ*!HxCQkv4b(dxqql?s>bv8s7hpO^x2hJ#x`Zi2O67|MGVe{~}Lx_RE(*khGN zUo$p6`W4$1q$u|h)v+TJ{Bv8~AcQTiTh-@V+XPPymQoxe->=eB40Y36W2{><5z z)NbEOUuO;)m8S4RioUbN-ytrh3pmDLQXN&E%S#-CJpz&&Th!*7Q3)->RR0A!c{SD9 zPoXrash|j*oSu@LUInXLIsZ&?_+!#2*P)a78&i39ikU+N#Y?~FycjOlNBtz-QkuX{58q-qI5(U_c*i7(J?E(Ldv{%;BX< zpir*0SgP6X|3Hi#8j;coW_D z%7_9v`cWsDpzwr2?U8osRt3L7E3oQ09KU}4M}dxLemDU2`J>ivF3EZzZZ#WmYfK`G zZ?LPecHzQ{6^RdVNPGoFkL9Ip#hal+BXbcU!HM^ZI+*(D}uS*$^67}SX58G z@8P`<2&qTJb;^fMm@*;ZHNXsTrgVf3Z|3G$^Q9q7p{`Zfo%=*wFD3D1xyTYf&2pnt zE0~NJCIEtvP1zO}lA;qb@0Ht2af3-c9OTP}hBJ-@Z$`e_GSnI)ve&2ZA%-a;(h0;w z^kt26>~qDim)iqSK#n2gIX1jTXpd0RQ+_n-D==ZbToZT5^l^VWgFDT}UW*~5O&_t= zrrKUz3p?<lGbILreaYMMK`5O*vR0NYxCH@1Q{yP#~o`u%u{Q zG9VMJ_EfYBAtF(p+5Du3=u-lcUygiet>D{5O+#`@*TpG~O`iBHU}Xc=`57dfzU~i2 zF$2pqQn(=ur*|Vjtvif+nq*>(=r~}fY_#C0!JK0DCqlATsvmK#w&t*E$rD$9$)+(|3g@+%zGm3pEK4dj1VXB8@T9s9mSsHA|Yl+0ZsStZ6KVp<4XxDAG ztUWQ(xER)2j>hKbE~7@$394mv`loksQ}AVDs_NQ%JInT_WFKXTYTGB zF)RIhhP0$`S!}cD{@>w2e;bwvYO9VJ&MF>acS1g9r#q+1=1tcK;Y)5 z_NyHM-2GGgb)|-QU_hU%^!vYdwLmS12l^bXd0U6F25g5kduPI!tvCZ^;S)6msbRNT z1BNP(xxUK%mIhq#vkOSJv6R*e0g`2MgZyx=K3_8=K;6t3I4K_)Q^t>PkgYjX@Tk9x z`)Bd-b)_0g9T<$zl^+55mwJkT*1tk6{J?df`0dfN^z7WaNR=rHxSYRjjT@5-J%yk% z$n0`#FnuwJY;Ftp-MpqmH^IWi@NhG*8e8tfmNYt4wbmnWyus$m^1@@NM`UyJp~n&G zqG~>F0VN`y!MstvX{@^{b-u-Acc=~JuLigS)A6x+C6~D(FUdB`zZaTtNEQjz;vovM zToUs%1En%6v!8j!lYnR660+caThVT_HS%Pi8=n}Sqwxrv=m_!HopHXGdglS)w{*O3 z^lGJ+3mAUHiwc+#9rBC816AnMWIq$Jl>5K&H#u!0 z+tuxk4aU=90n8W?^=)W|zVQvGJ9Rf=)RDz5rZcLb3K%Q@v>^mGYpA9$(=dLsKZjlr zcW6b5GcM*O>}zBSyHxWDyL@Y)22_O0T)`xUS8TW|NR1HA52|&SiI2`+UB9&RqWk1D zGX-`?vK>j8h=OycQZ*Vd1Nlr0DL-)1-HeXc#1$wyl`t)k^cqk}VE2fgrx{86?D^^v zgdef?FzUH;X5T_vMLm)uq!-wc8SRL`R{M>uBbl4*mLk(_hJC^2%(2 zj;^a@+#grEx4&N-IE9U8-^p~3e)aDXxML!=w_U3@9%!%?;GA*6M>LfT{Y!7lW2fts zJ+;bC|C+06YeDumhu@_WWL$PR&|#MZ^3uW($WY+w#D`IB?i2F zYpAK#Q?i6bO0?fHLQZ9-fA+b1_Y<|xj)OBiUO~u+g=c8pq?y(3pmV0rFC9Rqj!#tn z0uD40@}2&@{$9CuCrfYKX^2fN-CfrJo$l{7c+@t-cZF@N$X+Y-eNlJ9!}3PIK`-#t z9dPO`)`@_T?G0W3wYXomT#bEo!EEW_@~fQ8I)20ZU-xH9!^6wb8o-Awg3|6;PNxf& z2hsAA@U?U@T7?&Y%=@|hMmKNR@32l>V2bu`QfRcZ$(-5umobjd!}YH?CaJd*^Z!8f zjp}cycRKo6p#-7mn*_}YYpTRQ9h!HO_5`USDM~ZOZD-aZL{iTO?DHZtDTx?GA;qj& zP0rjKifW)eHE%xR6D2*=JE>8+4pz*_^0Y`r@6s~kFGnm<{i4r7{;CD_`&Bi*$L-Fl(MfGqcwDaq~;EU>__gwnU`)nRB*J`B=7cJ&SBACwid5dOnq&OKH zNuI_?fr4KXlS9rq)$dVQ8_F|Ki+K+3Dm-zxc)U}2apjOpo?2~$qeer6X}L6um8;uC z@7v&4iMk9=bhyuK7%IBU*0WcA>WZC6B};^)<9}+Ibe9t)|4UzC{V~J{;8Znr%!eS0 z!Qq~_RubR08tPU0{e(*4rR|IP63mxUV3IiWiJY-|uQ zJq-nyZ7giNaFJnRX0U@7bFJw|I>3Qr{vQmpQ`O}Eypff>Hi%*NF=`FcM7wz9E-2;8 zLOK%+MHQ>iftYDFuV8u~-r6C@=Q=gdI`quERWSYJg0K77nmK5~!9o473EN|&CT>Hb zuU&xow+~DUlZd}wEZbAs3MIf&Lg*CoU2Qdp&=u!0TG*-OVGebVItl^KJF;t)yN@ow zVbk&@3IcXJr7#OkbkwEgnKh_c@9r*kdwJoSZhJ1X+gBZPG|tlmrDJ11>}8l=8A08U ziUvItsDO=ae1`2t?ox$wZg^tKf=Vn>wu$|7 z4nZTJwmsDJ5Q14J$Fo2z4J81)DmifhR1?cVxOiEsAi~WN06?YhTo9QAHYd5GU%rl$ z@8^3Wg^$h6OSfEo*+>Vo#9}q{w(MVTm90Swhv0$F$5zVKUH(@fT|UK>-mUoZ=uY)Q z!IMt2)r9>u`?TB{%&(7US{oP%Y$`TllMs+|6U5YhNME>>*) zD8T;MjqPb)6V0Y)|Ksg@k1&<;@aM8n7Ktm9Q%4ENNi)0)l7+S-O~9gaA2^dROT&bM zZ{*I`k3hyL!TKMNu%YGuU#omhJ}88Qjf@=H$RR#ODhOucjY@_~$kR3O40fZ(V3dMw zrbO23?rV|Ya?0P|R2nPdKprpD!JtjdHE-=?DvM4(AP>r2@K(hY$%|d32CVWNRe00m zE%3z0I>BXKcn@;S*RS(2dX`)GlxsSj;EP&-Kd5HmOC;t>%yM|YLG~Ex3{f{m|1kNU z;9LWdkZsGy3uaIxQZKADtr4{(D2Z|}mkECO62uOIxR>dC&GYy82m~(0N8Jn5W7Eu=Pv4jtW)G6HdbvC!znSmlhj(~HJ~xroO%I9vq+~!41arLD+egs6 zWCa5~B@eLbQdv;U)5;*TyRne)j#pak9#^N`H;i0zA6*QbtDs-oJBQJ#*XMxn%ViNT zbiB7eMX=A(6f$}unqy*Cy9+zWWN^2K zfmc?93Zm`LW-ruo74;`4PhFhp8^FQayF+B2ZxmyX+)oBjGq!j7WamV4Z*VDWZuKt0 zJ@ED|n#DnXa?rRiMHnix%|HI5;GQUELe{eose25b-eF zb4O(;(#iGTJ?tcAXynZHCt`vt{pATmpGg6o=fPumUE5j4%0XPolc0zl5I~F8gMaDm zWHiiFY0EwfPRgoFU*$jYg#$uD0TIbt!_11Pkb8zDJY3xXVT@_EKD8&C<(GGX=iB_% zD>6@8I`&(?nU;3JWQLp7`Z9?+?U(A3ad~}%hi|sMp$_tNfZ=+mcK|D7$KIu`=^twT z%M-SBOa7~T5j&D9t;4uIoPZFa!qWM+_Ag#FqZ8W5nAK_%pFz6b>L>8hjN^>@$c%nN z_N{BtMr+v&>*po{E?dC^3%OfqNFleu$8Qo?6=KU}0@ZT>7Pu(FSc(`GvpVkYwM)H^ z0~s*@h=!+4Q#BIyWu&UK*yrX=B z@_#`~B8-gvqrnY>6E&hD5mqD-uCPK%hv`h9#uZ7G+^O)^w~ZXFS<0Y>Q}#0TS$bcqtt;D!KTvlrb~21``qAbw-4;%rgb;b(n2qD&*yj$3c*)d&yUR$ z^5mUbqYLGXorOEyN(cU=Nb?79a?C%mL7%wa3}~@QpvZn-pFg=Pzr%~|gFQ0pYtWP> z8f!)8^OFWRQ`3`{m;IhskKn<(F`Drr8@u5hGy9Bw+nK{J#?(zAFO1DZNz91*5(19W zXu7d$5LSzzKL(1&*oSzRNwP^;bHA#k?Y1Nw(GmQad41q964N5Xc@NJUTMaY!#l3nr zlsLqnv>ondp290UDgZr+@w8~W)-~9{K)D?68k*W?X-~2VOAE2ow0lvtD~(*aKO%JJ zpl;l*Mcz&8S`1*0jcYK5sbpeEaS5#gf-}9**|_YYLyyd!I7O@K;z(pYm_>ERMf5Pr z>J@Rlg_A!z_(wk{2{3|nS^FgoII8kDOUZy(iLRro97hqO1ASxUROh^}CvWTUh~U7K zz%1oH+YgIph{5_FkZ7Zw{ryRrP6|blB-&)t_Hhx!2^A*B3C#(#o<-id-Pp^)R+Cr# z){~5;(R5N8q%j6wXa@_h2MheJZk17pm$O&>mka18jQ}C3257%n4 zYGT9C>|E-x(8=G#zSP63>u}o=HGPOBqGXlt-jO%(I^q!*`WHAc2ly8UVct0UyE;+5Tuj;%NP}fDaP}+E~EfCRG|0Mc;ar=*u#J$7ma* zmh~E>V2Zx@1kda7XiFf=_t5obRAGvIPKcV<@QZ%gf)p|AzX49!2Gl`^j8J1JAdf3p zB{Lw%I-)!VCgUYN+%>OeB7a}c8CuCrpVe2vn$*_i-Q|!Bt$d<;*d8JJ``V$(6)rQl>-D*L3qgXby*I$tv&BC> zBT2zD3MsNOzpNnRK2l4QZes$R(~Dnjy$DJz9J4(cM@OM#SV^Aw^&d{H6}ljkH&%=G z?nn&!+?6vSe%IMV3b`5ff%m+k#q}ICk4+{pQsSsMcc@W`4&RelugOsTlWnl{c@bs#NT7?n4jbm7K^=bNq_Cb6lVY&BqG+!h z@%~c^8uq5X2H5K+u&~i^8hM0>p}UmX*s*S6ayBuxk*zeOkQIFJph3E%g8~W`4K;Xa z0Fnto6p8P8Q+!>z|*9g9NHS6+sQ#C~lMNG80H zU+O+q%w#?89ohW~Gz=j+iJ-;L{)#&F!12`bgwz<%25e#i?9K4P2bCYWF4JfStBDzw z9`+Y;_Zerp5DOgo&)*lh4itwUlW`Rt0!9`3Z-C)5hw%EJI1Sy21hOyKwLQnWF-Mt5 ziD$9J7`8j_#@L+ofepTQZ?yTGWdyobg@z(|cZ(h?aYbuSN@-m?quFT(%OY98-gLG znBW@Oq3PQuMSQ8xu|U#@^|=mx=|cCw$|%SVQVTCcvwoNVy1I7WFV(H`=wz(sdX&On zss@WAQc>$aMGRb8QEMuT!k;@xbAB1TsP*Akr9U-F3>{Owbj=xr$;4^`nre+Sb~#qf zllPNJ8N37T{7GZh0g;U%a~ja{?xq-$0orMbWtq_?#E#jBFz>AEtbNn;J##N%0;mp5 znCEgw)}H3p02|Ei>HpdJs#iM z7nD@GJ7{5igk+v$CJ{2FuN)3(UWm%Hjw32;ixYmoFe5R3VYZLASpCA(=r?X^cjNxY zpO)+is=Xrq-P*)`;r*w5u%=>HiqG~BcBJx*!iQ9CE8l1>ojr^Wac=|Ga9?*}Y8Ws7 zY zr8KUW8QbOM9XeA47SUse>#89Z=P3E-hY>j{Y4c3J!Ao9%*;WSPSo$ z=9%8r{>g;9j*p;iubP&71Rt-U-_V|h1+H+NA^mdxAXeUGAw!WJD;72K;@~c^;EwJGm9{v@5bp_T8 zSYoXqkay~jLH*JI&?)r_i-4uaJ&P5&TglZ-(n4x|T;SvYF7G4PN4RjF4~Q`7zpsfcvU-b_&)E56%m>Je&da8NgzVJX`4W3*iOPt(p~ zAjhz&#{ZthOx-$Z4Ixt3XP_#^pjFyJAb`*MX%R)9IFRWrd?=)po{~w zAvP?*wkcpxeG{*Kug<3{8-$lR-YdRPVL-lb-X=TRdd`aeb-e0F+SvE!<{Ob;gdZuq z5Z6dyx=44|h50{QXh%F*bSOx$@!k9X4W4@K5>9iCcu22rD+Vatvlx$H`o?~RdGKGTd6n$5{wVnVrAN#vdzr|#a;$F^vMt6*QyY|Z63ZF5`s3WxpLxnX>ORk!Q<%6rnCFIW z9B>Nn(`+R!zm-E)Q&F(&B1qmt4RiVePtD@d?cknk>vH+8*;Y+LGb*cjf6GFdnEV5Z z$Ml3u^Fu0++P&9~(lqL!@5!BS-RT0#tzsx~;5T%~`8O|K82=GAz0F@0Nt>5~7J;Au z90ne#7%Sx$F3z0p*yprso2Ey2k7;@)4u-rR&pQ2%>WS>10B3xkb|vmN!^(7ttUpKx zeX~>U%hUHUHC(QDdhn40zRX4I-1B&>HHnnm6ZkxtY*mu)DG@|^VJ1x zfy15OH1trw&D@O@m-dyQSG`5t7BcKPr8daR}av9mCJ$!5kmYM05cN2sHWs>-D z&83H#yD}JCB>VJp#uA{8u6uhs943Z)E48P5_Y?ka@ZFuBZK8N=t3 zuOR)EVIW}xIxU(i*-_K81~i&mKD4cuCk4Q5R<1X`3h1}+yW13b`^mV$gV0Ud-VAX3 zdnQAOA=*WDS%L%P)eBNdWL<=rHo%DyPs;O_r&L&6r`^=U3!$uCg%^ayKIJzb*Vvkl=BsWJq@j|;CM9fNCju6DCOQ>R~W_R|49;JZ5r z1jL`#b@bUxiH&%7Xa6FbiFMuXWwFY1LLK>P^mkYMXxGR#H8&8mY_U_F6p)bF>J0yxE@K=beO^kfM6a= z-qT;(mAZRJ4|O^aqT+It5MQo6O!yi_SOH%%9YHaGiFoIth3qy}wmsa7EGlpi=K2NQ z?m6W4&3(c)@mb+4xmMF{N76seau=iH;_<5g;<}2P$-ptFyE;$c+pbUEf3y8njv~z; z^=D(3x0>*=9=s9!Pfl4gd_7WGt)5Mbs#VE&3s3EM%JY4LqtuPcudt{sB9#!R&~PU$ z!))gw+vww!3j5Dy7&RzEOpJqs-iwhx`^EG6G+gb~)k<+0L@5~m$qKyGc_bTca? zc^36OimL-pg&|JHT2_RKOUn8dif6Nabom8Z?@Q>+fb24O!rHkki>3itBe~drQ7mC1 z%JQS`B}qpguaYp~gywF?lQL>3`~9a>Q2NI*5R|=cDiSTjoO{ld>?VNbII)!Zb^?a` zGEV)oKVq~1ubF$2AjIYaoB5eAo@IlbXsCFaI^Q*D4wXpS)Xv}La8fLGqV+gC-{r>) zDgTb-*2D^hC$<^`%6L<`y(ipH&O~q1H6}Aas!!01Nyzxy=&H-VE+JP5Jh>_j+s}q4 z?Vh;~rIVD$K-W+F^7=N69wK(t;C}!^pl}-&AZ}AV1w#-ILJ&{$;sNd{qwzGX814iJ zju|WJvF|*U;Px}1s}8LPg4v{>N&yuW`6g%&CFPP;&^vatPW?;|W=(AgIW-D47&uHv zr*z+CefXUUvX*!|9Nl7!N>>9d6)#T~+^2$&Ge~v6X;c8Ng_VY_uh8^Zd`rLD`y;L> zqgMvuhu-?z1F?5Zi{}#+w8-B`X$met%GEV2zB~FALRk*q$)gw`3Fn4&C9OlfYWvbXmp#^pjbY3CbV4dmK>ag zGx1!WtTrAO3{TQKs*4}`iN?45^Y};E{bA7&63_>+nB%-#Z9)QJg4-JA&xy&zRLTu; z9Hy@qgY`cc=tF~820oF;O8dVkrI4^i!~$Az{HQ=Nm91Y*(O-`x7^*qc+Ll(ttf4Ni zo(*P1Xe*_zHM=@Pp|yV=r;z)Pp>*=upEa&~tCd6YuDDANib!<&j)qOifW>9v{U8k= z?$8C8v^agP?m?!&!=9N?s9!8HV5NGn-DYDxyueJ_(eGP9@fd`4lj58&tOqd7tAsIB z4E86(xX%*duW$QbkXO1|fC7#XuW*xQPZ5H>J~Gg3O+l46@#VfQLMHv-{0xVY4z zU5$4Z+FNOVQy88^Ry^?Grb zU+BM5N3$V3d*mIP86gvPB3T|xQVBMR9wf!#g6RxrVaK2{r@~K*BHDQeESM|8$$he3 zGTlao=@PR6D7t?xzafK<{y(a|F-p$oX*=tzleIT%+s@jyZQHi9wr$(CZO+(ViSY}E&fAv+@7 zJVzetG9xs->@hwsuW1G+;G|p_mDPqP~9cv39~@(D=(~gL(XLJKGK+ctkplb@P9@aG>W5b)4*&FhARZ z*|<_(2uaMjGqpWGMnxL9RBU8|lTo~-Ve{nsQMRAp4LX{N3H7%=sdz7wPnidDJssHCE$bzBZz!OYOy*~02;eWt zF4naSf9`w}rMuBnBf*>8kw5hODK&e7Zgxc06|{$TyjF$JZ;k!>Y%c&Z25BL5&E5Xl zCn?v7jo`x4&Nk_HvCG4I;ek(>5KyG2kgR-z7ZZD9Z(4#3m+S;q!Nup-#$_;&B7O9+ zXNqyqi70=@#>_|GTG}nz_gud8h+(!MlzfrR~&}6ctzUm-GSEBUrbj}54j~3Vbs*494IFnbdD=Tsj5@z z2;WiyZACZKp$c-HqA(F{az}2|E1Hzie672rOT&ecBW2o*gDOTx?#PUTJ#;Sg?vot- zRwRNdE)vusdXR{iZD{;M43*3E+I zt+XRO1V?;?k*uDlfktSB!YMX?bE*Bg1uZ^8r&9>+inkH=zgIk-Aj}_@W0>%Gf9Y~I zSKcjN88!S-f6^TNkt$7Je1)suyy&MV-D#1E2a%^&%ZZBp)ZD7`wPd{LG5d^qdJms` z%bxFgvOFBZV@CLCLY&;U=C7?p4|XhY8YfVyCJNt60EdKXyCPWjuJ`i>*WAuCNkfVI zz94UBPc${_j;3y zaoUIQNC!-wnNqSY6Up(CUztF!SBmy1A6ZRoXo^5tq3ddw^&62>><$znXi@yeMIqLz9c=C@HSRhjL!75*f>+`co@-5e*q5 zCofII2N6#SWoA`iYG$*$&M~BMIJ79R1yOfa#_g}fg3+gu&o9k#k5-+veK+T(K|Z5X zPdf|e@1|>7N&cfzA(Fx-)nSK-*u*78ymfq&q(NV}rF?Pj=WF@{XnHm>Sm>U_GT)wc z3B7n&AwQW>U=>MchBiCfe);Ov=tIn1@rE!o`o}px-Xl+8t!Jql7Vy|=H3^W;r*alF} z1L<>Mr%`gs-6#3f@>{c@`aOvwaD`ENRP$HO z2_vi-vek5T4#KT7ZO`*K>hA_s=(uk+^OsO$Hy3!NZwC`@2BT{V9qS}k-1ZGF?`Ylj zSLorhWiht@M($W#y6+!Vz|{d5>}~P2N#jSPe~YL$g^L*n4hi-R55z|(xf~sf8^2Uh z1)fa?iy5;^2PuUt2>l-+ZahNCM%zS~l1f26ZrnlRc~sbY{1A>dMX6kgu<evz~{wL`#PE>hBSoC`HB=x$$Qf89vdT)3nlA^LIcWw0a2_!MT*ws1KCT zxj`$OVi4Ch_KZeNwa$0pEdHeB@648T#Bpn6;zrs;;gzT&04Xt~@W5u{+{ar03+IJB zuF699;@2*pRyN9vj^(e1BMI`@!f$BtszXiDbH(iuSQZXkU`e+mMve|6CDca^Py#Ds(YjgQ@XuMBBPuAM$g%{IOfY zl2{VQ8@eRG^kBYwz1%x%N=Kh#^Zfn(bVZN%0V+*_@q%WU^`@QneZ5deQZr-R{n4JO zvqBp16kH}fv7gg6{oBqcum~9b*jN08fNNbzq5z4&xsGuUNc~v^0^jcApO9F34rBU8(w8CY4%=tvVO*NJq(UK5Fk615*A-fB`ZU}%NKc|3Vj8>T!} zziYTav8PB7h!v8-=l@V*E4&uogfKxyYis8O+o{)+_V&@03Q&Nk%~sK*1L;A4)z=;? zM^UOt@}V|PmZC6w?4pF|E0dr&c}fiU%AV0OK#^y-XUHBsS<*hrgbmM&CrnUtdg~_UQoe=;U zF>)zBb+P``v7tK&Zj~eH~g`)mw)dMv|l{|gj8s<$1$5%QuvbWQ1_N<3!w)-M4RXR@&6E;{`Cn`Jq= zX?)lc(6t;qR*oKQ{*L9Vo@^}z-32Jtb!cDeza4MdMr;L_Jy5rBF|%3Ba5)xSBto~% zUHjc@!KdVu&FBk1&{E8J6g~D|V#1L$it2H{11#lQnne4D+eB7ZS3QpskXdbS&Byd- z(xoM1vYTDZ&AaD+i&;z+8at3XGsdC`DWq%w0(r~DVMpW}-@S{&taD+E9-k2hN@4bIXod%1Fh`6>SRh2Fxv zFYBoFe(88c@RR=fmI2|7(ltW%S$tc;Dwv;z2DL6Gi%9f zl6-=&GG3Ei6St247?kzIX#^6N!D{yBz<)u0HMbuU=&#ieguzx?%`KFmV>5U!B` zBod;YQCdb7C77Q~T4HfdF!c7x>cqg)nyw%F@tdfHw6`O8#VE2(BTVTFnHpi-V!Sb2 z;ChNq_3NE4Ea-IBur)6<&cBphMKkz}<47HpsBV}Su{%Lvu(pE@gec%3or(vNBb){X z?a;ctR5?OE74O`NrpE%w%z4V{bPQ~z(LB#b%UPY~qdm${Gs@sOcB*`bnXXgnH@I8wZ)T3OOw5d9rIEwbF4#TBDrja>pwrSlzaS7P+PXS6b^I zmU8#W4D;(Dh;`4otS6nYxoud6bx#5jPr5;~>tKw_F1f~*{4U_nH@6+}q|(?@2+Gbl zx9vcJEpCiUl+^gAl7bBORx+;w0;Z z&(xX(q>iVZ&g#W9Y=(rjxmmX>!}l#q$MzKuUnkqHevdsC=a6&_qS`KRN9AI2RpX}J za_YcL`r^a#!MX#+ZOu6WO0W?cLg{(|28N45 zVB@2a#x8aE>g`xqPi%W7`Tv;h;jeKHBo5wTLP7Cx0J6TE>d7hbWQgf(3xGufmi=Cb zScjvEw=O;h+6kJQc`(}BzlBt{2j)>R&;zM0LaGOQfz%clKxzv?RTwyBJu~10rC0LL zgMpi>!$KC`a5n!#l16+4AEl%tuAoLjEdNu~ zS_e`n=VSEzufJ!K*_kfGc`>Luykv)CR3CBrb_aR<7Vbi05_!CsES3<;DX~N|V(;>- zdm{DtDw{y_XspI}+5HbP<-`l~=tnXlfL!nxMWj*A4ntxW!zKXI*m#J+GeQ;aC z_Ba=jqdO8TqsbuaTLS~H|0^g~RvB1prl{97M>Hu{TK7@pDa|M#flATNqm>N>69+33 zim~Z|IBOPKUws-bcltVcJIya=&Mt_8&Nus_eHM#pW<}|unp26bb8d-iipDjw39c_E zSiR-_Qq64C)`??{kFCcgqzI?r=TOshKx!t-DoxQ)r|)-p?Ye8Ck3i9VmwDBYzsFL$ z*4?wjP4K$dfzs_b3$D?o=vKLH+M&?h*lro7ufA&<;sj{VHci?WOEfdCq&GWRFQ9^x zrI!;)gWN@cztDg;&h zGMl$PAYX68(RKk{rR@8*-`s+=d~F)yRQZu$15SpYw#*4P6Ug87rO%?jPpvdxs7GG! znV%E84}g3w?^iVJ3*M87Yyad-#1zc3nK`%D{I?vhMx(B74}x8ojI%!TF&!~f{gk93 z7KI@b+OdT=%KcxaATlb{@-RUSMQ!70=Wq;&*%}p6IoXV9E#v(m)oeSo_>->~y`}0P zBC=g7>tF@L5PFLz2vJxDy`=<@|Ajn1d59=rb~UI7Dt)=1yf}QjF{lWD@g#Y?RfJMc zNhQ!G5UjvuN~g%zsy?tQ;`Ym5-q>CskD_)b;}p3sZ{o`CM03%uxEC!8B)1;51(m}T zzztKo3L8RtL2RHiFe``S$UqQ8YD0Jj+BHNa{PO9aqd5e%JX497kXI#i_B=Bww9ePp zMg<@AzEzkv>cyyQoB(l;eGj!&KO7aQRq|8hD;rY8p~kp^2*XV08`#v9UM>YBWV*rs z0T?(XJ-vSuRnFfZ29Da`6^BHrz(S=uJxQXpSn%W2+TXuTE?OD69Fs@NK_LrE%_rv4 zt?~1OX7)PMg(G@w^Ug|cOT4Hdg)50E$rwuz68b8Q9AELI2 z_y_qRxqR-w9Os)Kk|#^NR%vsr+!s`h^|ANx764Kmls4W?dTty+sgU78BXV4;>4R^q zMH{n`^5Eb2%h~x~!O86o1@;i=R~}+3x?CZ0lwBvEX)qtXgL)|;a&V^c#Jm9M0f>$Z zttHO^T6y&Y&!|Jx8b2N|Amunmm5UUx*G(Vgi}7eiC-lL=Us60EU@||J+K(_&-3{jyksmj9NQU z5o#f9hvi(BbNF3u@)wc%0k0@8rf7WDTz7S2zwI*Wc$s77(k{EhxA+xnrYgnFM)P*l z8K?$kX6&~yR0`)%WdnOY?>479nPx6KAgl7 zbDZ+OK0K4vsCFo(tSQppyB0R{V_4qGA*QSkm^EX`;**b--}Bm>g&nEV-?@s~Ha3=f zKOCZuXwhh{1CC6JnVbXCF;^N(+A?Ywe@uBVZJHQmdor?!W-+$YY}&6X-fW8Ka<_Q< zA2)a0Z#HAhSV!Le7ykD_|2dy*h8(G~J9hVyCAQ?3F8==GA^><4xLpMtvvSOI?J~D; zB()YO8nnI3YIk!acT}89|J8?L8*&&JG@6tevUfdbg*pyI*M>`} z_vCL>)HrL=(eAR#Om7wQ>n|`o0atHrC4AiKSj;0q6^O;F5|8@KogisepMWyEcU3+z;i)JehtHAM;xG7dHS>>R_rBMYf0Yq7&03F~rbUNgO2#2L@J}l; z?078@O=)R+(;~0zjs)PQwZi(+U>VpQ2_Q{r2X`lf1DH@V{}Jy_E7=tXFu@k(2iG5B zmYU4nc@T)}$2BF76nAx{y}+ZmEO83GHQ!8bUW^|49mRvCzj?t4-J9~s^q(kus!f$g z$f0=y4Oo+$V`NSOX}zdzWdaN8&UrQoT;zXt54(!>IY1)G6(fo6CKy{Nmi9Lc}`EC6a6K|l`f*b)24o~ zV4Ifp|1JnxtcHbX(=6PN_wU>js$QE$rE6)yyaIU&EKqQS8#2+l!586aJ7<6L#z|#GZ9m(a}`86C(sPN)nv*nB< zVi}9d8I?P}QsbrKsgK@m>29ONA5?ftXovd)m*-=h zZZ4IOkC)%iZfK&;!pKJ`?d>6B_GK(>C~RVpu4?eBeOtHwJWnH%hq~i^Z1kc&9WS-x z0Z;pDo80QM2>XLUvg3S(PCok%Sagq}B~Q465coeB8^=nFQPZKkB3p))G^&B68FR6$ zo0C8pdL7Vaz!OCh8k zNF2?OtPVq$+Nvj^s8m`DA=jjdy{?OVqm6-aeZA_}ej^J8AJEP$ zwnNvXUKiHYiF6?l7QO!z>2PYWxBTvvK(lTvWV3S-y5TEX+qD1WxsF6-qx;&uh0!vD zvvF3*eeZ2KbIGP_{L7|i?b({s!IyJ~4g67G8-z>75r!jDai`_!@aqh;t>;YUs%CKX zGYO-u2Z`ue)!^_;B5G5Y!a+Cg9k?csdJA7sIp`8^d;x1RAh+%KFLeQ(0j|VAmw*J| zaaqUnpn3Fj@_eeyz3WjnPxsk_YT@-MXxSEd_I3QN%3(ut*)}j?&&8E-Qw7pgFk#aW zJ9Dhhe&WjTN&AOW`VtwRsW#x4UVPZC=R=FFqa9gp6KVJOVx#DIue+ zdHL@MwfGU$wdGX%YV_pdX6o2cdBG1AI9b!a(G)V7a)1Aa1IPl0uQMI|%aL6goH2Ak z=>G`(M=*@G+9nWbRHIt_NAcyS5)f&UNlhfmQ$V2wc$9)jGmUXEnVPHiO??Z&y(H}& zO)9{>df-J+xrGhm3g#FuFz-(&4HaqCp2a6rSn2Q7a zX<$hy1_;@DlNd~1oPN^rEbOEI?e#T_1wTjsqu0fSR2fOo*N*XjKp+4WX%o2KLaT_? z3IxD@(!yoyj0KdB1*wh$>RS^jLUf929}qy@TY|yq7>$`T1pCP2h9|$hj~HV2?#_S+ zikx<%+BXVAW9dY}!C%)&rHXPh@@^_4RsHp7E5oqZjMRA3i#Pk?%F}x06RkDu38!lRR zcf4|5l@8S>1`=(Wz{Z)UvRR;Fl0b%nnddzco#tjU$;RChJ=q3UnWVm@z&)00n^rta z9&Zm_(jh6uO?&@hc~o@RCv|WJyd3|5m>FzB%0D_#CvR#aw#tmJWefq8^PUt>}uyOxlQ+NRnFo*R3Q2rg(1bUIb#HGg2?z z_*pN#2&T9#O%KcPPiY(pVzK%tmXu;mvQFVI8pttPqv#@zQ>w1Thyeq0v>i+8=x(_> zX3AufJGJzs5BYOh$lXkJ6+DRp_QHyC0dox)uu3KJXqY1TJmwu?^5`vD@+nQH2W4_; zJ~~8H2_|WBX-{2QwKiSYB8n&LYr;fQ$HU6tUZdgcDnavUEz?}N^zx?T!#d`PG2-#D zxLy&bp)^TU2}7OlMGPIG^Qi`T%*ATt(G+MBh7rO4U;W>+fNO|=`TrjLQ+_(NyH+81 zeiV>uF@};wnDpW4iJP?nQ#9tqgU%g4ydTH>i7l!VQCL?V#~cYQ%~JwXczSm6I<0K3 zhioye!Wc9MhZjqJ!x1i?Q#bL9AU|R59z^X&tOiSRv z2N3=QJx+AC_CsY|qSGi$QHS0$PSM`ZOE(Zd5jFoRINiYlA8C zbNS}ctM*G}f$K|%;CoUw%CCE>%bOpjH7q|iH+NNG7S#T6^1@3#j?tT9Us4?zsaZs0 zp>_j#q@4w$+&p*Jy1#L6Z26mN!nrjM`TZAAZz}zcfrGiX0W=#}F}$p%Sn8%!X+6p8 z2dS)!pOR5{B~0Xml>Qv2J@wK^Z#JKMaAm$vUxO0|Big0ShxOl?nhS{x8&AmCkgQUU z%>I3@6=toIEqN<#b1WGDIYBe5<)3dpPG>6IXI>QMi?8NQ4@gnA4XyV@mH8o$8mA+_ zoce^|Q+BFK_awrxDCGxQh%Rg6tt4gl$`i=TzBR#lHbQhsymAz~lxS*VTquQP7`=Dj zpjoP?&Ddm42y_pDEcW6mWWI# zKWCl;EvWMUv!kY4n8uhtMW!qkDYvaV4e-VQ0xeLW!5##{go5peRjCVgKWV| zOS7uaev;FkNZmft_G9b7DfY^KFy9lW?gUR1*!45=|Es851^J%9kVN6<(i1$?EuylC z5~VpFg)wtlV};U0N_|z8IZ?96tF*s=FS<@+4#eiG-Khq@feHOWO(HC7dfWXbuP%9X zT3!Q#x~BVCETkHSi&A!kB(YTEh#uIM-ImZ6Z)kG0Ni0FgBPKEFl-sUIU~m5>@;oxB z!!??--pMuPzLUL{23I~sCHJ)5bZjY`9ihqZO|MeTqfpHw;=O_=*!Hv;Wf{92fjFVm z`Xu#sw(h7#6V1+@hT|{ucDClYsESpV#PEEP=GBnRgA7q1mYWk!7 zOES3~_;$;vEL#~eTV*6|;D#2HR-O%8)0vxN_?h3nx2zKt==#7dFag_}51b+gUr1Rd z{(#bStUl%O2z}DMVJambBw$3YYjQl6|CNE9FC@EI?IHnRu&0rk)SJ?(CSLVP8PAjW z1A`Q5jA{h8gCR<`q{d1I_3fw=L+NO|-+FG}gVNFXocEiFH~u$8K!nvsGoQ6=HmJLx ztTd3yeLf6c^H|BQ&_S5hI0c8rJOxL)UNRA_VOvbD_bqra z1p=0TNGQFeW;woT_gCD};}k@KWg0A;RE5C|j9LMUqQ5#lDo)8#r440j76aQOOng9~r3>{r@M)4vcshQ=XvC;yspOKTsx^Jlfc47K19L z!b}EArJJA^2Pmd7XY{;IVL~Y(Nw1q3z*L;8fr~uSfEHvIRpB&!i!ULxF3Ou%VTFi~ zCgrd9VNeG|eVkI_nj(eJRre?_q{sn9^o&svF>$Xv{$Tjt>`k5NXR^>g>1`+UKS`d}$kss( zS2_T1e=c}r6Te7B-MKSXR;UPea=2ssPrF0ax%aN=n+3=y^u~vdaUE}ykZX@D1&tr6 zJ1)a3vu_kqF{+Foy*8~@ru%OX`Umi!LGA3una3dy*4C#Z)MmM_Ki7l5k332v7?KE) z8*`WmhTV{BnLj9%}@t(d-ms5On@b z!pK7+@;Y~b)k&=^_y3vF$5_VT2rW!E{4BM{lbgXBW7)nXjb)POteZ+^nC@*TGxzht zA5;xTFqR$X(XteE%0*zpr>Rp+N!a0GpnqS$+DH~Y*EKlsLZMKd^bRXohp+PqZvF%G zH{e|9l~cJ}h9Yl5ok<{tiNvWah&EQ@!TP)Q^5_ajH@Q>V27wQ%L<;xZQ63dy(Rt<7 zsG>`B@}?V18E4I9Zy@#oRd8htS*=r!VX@2>^ZQ{h6MnYKuK&)NN5y2Q0s^;PdK4I9 zCh0*hSjiasO|LoQzb=Pec?9mHiAo%|M6g(g-LXyBS#*PCWZf{I*K57sH;rV$mnr?m zIRaI4UAYFpf9Y?Q`hHKsVAV9zbCwLKs^W9jfKXNe*flQGao2(u(%iP^wG-;HN7Y~! z1`UVeHkWSj^K@bN^R$rr^=8!bv_8EPlMbchUKi7O#k~wR!@ickb3oF(>`GQa_qI- z<8q0|)kJkdnk!iITydZ6K!@Y%#1zN%;Vp)%J@X)j_PDiR0@&s7|J7<7*Te%E;3OTv z1+*66xH9&DCJtmj3_|DY#&DHJ@Lq}QzXMtq$Vhw*)!MK(lMkka*smsocc#@|E}7}9 z9jC32e=%Hko-{Gda9lFiKsq_fa5>*EvhFCg02;vrExjn^FRfoM8n5mdtFG@EmCYSB zpMe)sC9V00`diD2y2%3;=7W|4hm{WbNXM*3;Wa5&EGg@H9%D#+c$ThjHx*5TJq)r} zO6vPmoy>r$ZyYYVqnH^?AWD;bo@Wv?XLG_E`SB7D6y{qnFuQp~wAx7 zDt5~n<`lr0M?K9;K+MMDvn}^kwGGKhDIi8-R$gRw4uh5OWR#AmjYBaYW~wtZG55ec zG?x_uSDA7-vP>;jTbCTu5_cr!?!58vDIclcfsl!j;Szzwh=sJ}>V}c?;D)jM`i3#y z(G7EqqciFdM@Pf~fsTkHG$qc#O&)=63AjG!Bo0J6xSg6KEbF{>l;TuMjMpXSA6vh6 zL?Qd43%+znA^E20r+m>iWOhvGbE@zhU(S2UnO}ElKh$h&KpazhS9WS2c50gptZ&mc zw0u(rT*iAALvEr=CEYYiG?fOG7<&toa9j5-2TNKjrBwc(`$!dEX=JqF~EZaG8 z*k>i72BQC}t%NY*$cQ>NXWAA_{gh^EZ(PtV8QIHozD9x;x!wMj+T&^Az& zr|9-g6xnpoA7z{tcWND_RzC#AN}lr)dU)fxP(k%(xGET6Wk%W1+LV5{Q@vWvofPx_?;G=s%|1GYx1MS>FO5N;T2$ zy*~)bS=xI&gyYUx3_V8XaN~^&{4dDgX!YHn8LI%n5n{$O{h&eirc;-LHyRH@=Lt4j zHN~!n#?2;k^mdKAv^wr!;pL5@ZTwbTDKprVOC>zktfFyxRyg z8-SqXzmOf#`v{%6k5tB|1FWvN<|Ds-7TiT+$0>gJ=)^ChDY=pgagQEZ=K#9=!XsH~ ztSq`+eRziV7i^>RYUzyLe72IMseNS1<&qkQkCxlg-{VFaSW1qJx1TxQ#Si!SpN-H3 zo~53Xm#*qUhnDohN@uu8)MxSwa>U*O%RBZ@_#&-BCD`$S`IxuIe!*tMQ7XgSm6Xy~ z&eM`;8}3>+bc#U+rGGneR*_I1ZQSMI3YmCLVlRSB2^)@uto*kIF1QoMR_stq_H;`= z;(3(i>2=e5ilK0D)3E$pp#z!_ley^M`^wS3@|~c`5mS;Sl{gA5#mP+olkg3cR~wK; zs~MXMltn*11E0VKs7CNEuui>8)_7s%(<$b6A@=fwl*;cd;>x84g(GF)ik{rsz=RKT zarm?e569+c^6aaJ>-tDxKW4+9O2Lg@;~ExMD;#loeY!4~IER0plcv*;h@{vINv^C> z59%(xzFffJ=PVr`FmdqmCLH`16uq==Z-FBU2=+rGp6RZIs=-;0W5yk_nA&e71P&cu zADw*H?8h@)JtR_FUioPbQlAO1Me2x+zI!3g;`_+Bc@~A@U=1X4pG+H;v1XBB0p6HC zy<5~NKFzxNinK2G?qWZRJMJMaPvT6iQm0VE#7(jGC@;@j?1@uhwb7DdwTGLhn384j ztVGiwH`rFRH3(pob3EAR>zrS1^{-x(a@L>~JLwjY2#tIQTx)3BY+SZ= zlco{k%09_lK=ZP?_#gIqyI%u)*52?YSX-AY4;bcM=-qmHMh~qfh=k7bXFT#eSGr5S zwws?0uhjs}eUT#(lX`Zyl}Qk&19v8MXt|Jgtu#&BP@A(kI3S7CVa*@Sfpp-LQaHnX z;~M#u%?C7FseW3W@Oy4kPp)_|2_%m6?KlYh34w@PJBCs3fo}nQ?&hMFf-V?2bWf#S zESW}Gqwc|;s5$pFO$SKCa6@^4ALK)Qwp{x9AFvx@yNaRHWf6uLUlhWCKZ2uvanwyB z{>W2&SGrbtpT=!;)a+}i(+!~xC+ow$#)Z`QyAQ|T!_SI@16Ct>xEBpTte3h7Y?O9> zu(f9s#GEw_g0jt~3dZl1wM{+hQ(t`eDZM4op_MArQriir^WHy;+Pm9x_+Uz^-L3x_ zzT&kZB6wgtLW$aBN7$Hcw!yJTWP?c%d6oG-WHIsbU^$RJ)0hf+>s_uR8}WgWkzRSz{em z^x?ipXEl4v#CC1d3JjlC-FmQ&2GcqSax&tw27APZ&Mds zu;P|FV8JyhXYA>ZD0owyoe-v!hP_FE6}uw`_O#aY|5uaXMc3?r*2|h*;y)?T(epj{ zGAT&BW|DB}QN<>=c1ha3#du)MvYy$NmBV(R4T2?cFzCL~Rky0Tk`1G0EB>-LKMAb4 zSvd;Fyna-WY2<|0wTM@ZBVe^I#lMNt=x>ELUqeVR7~Xe}Oii=b2{eR7KkeFFGdIg6 zB*o^E9xWN1hB6Q$m`dZRW4M)Bo5`l^6n#!rY+b8Rx29?eGM=V->*yGrt&^No0{isdM<_EqEB_bDP)=Hnh$RBxt0d zWpKCs+%)4tkz@fE7?vQ_emV<>54Pq6nr}D8W9kV8PvfZFfv0}{Ce|&4_w?->g7Q4R zZBZ=|AEl)a(4?jD zH(z?czq=R)5WKLFW=im?5at5zm%S52!UrQ9aegGIlbBpfAi7O3G4mbH#e%E;$WTN^ zts$fZI1>)IwI1#L(P#ZN)o)~nL7a$_DMMHS7Oclb47Wg{FR+$Kn5pX4H-xW_18>5H za6!*zE-&*y?#Gqyr?fkpdV8C0*~%r;fCqu3PixS5Q4nc6ckIlt816YDM=s@Jon46I zg6n@h?!OWe`ZU)3ooRO`GuHLDi`C`LOZQ+9*2f1Eq4?)vs|MR{U-Xki&W>~S* z9mX5pCUfXFJVL-0j#qF);dDKu%n0gO!Y%Q+ZvF$qd5f|AY3;BuFYWB-H*8>$gac$x zI>hXQWbe9KF-Vbg=1#5x9XL9NNKwPvSadkgwcE?|r+Lbb23M8Zc3ET|Ejn^bP%e(t zB|8tt+@8J+zcv?Fv`%OWlWX7rlEDdD ze~c2^XELaQ!{e;Bki_|S9|inASq-5ZK6hG75(RU@6LqS^degJa%^MJG=VN>upaxUqLsBE)#6uODZ~$A(92PwL8@3G4HNSoy;)Cy1FaL|VB- zNVH#9BB?aKHL0+n7>9H20p+Nyr1P0b4Q~j1m;~n_z~a_IYGOIGd6q{i42r zPAfG9MT?MnP4dBhM_KR*CHW2hv_8)4hBb2m8YnO6rkeqdFxii(p{6AHw}xh_hngd* zTVHj0QIzN#Wuw@M%G&`yl(~wJ0&#_Y)dy7mTnH^A;;Xxy387Tzd+UTu zvEH;9eB#?%^ARu z)(G$R(7Uo_fFUBJK`<;-v z=15YO&iC{*Mc1QHb2#9}zdrPX^lSdgr=9Qb5mmP9%aP^8`Zqy@^92XN&U4vQ-Qx)j z?g}0Csk{1g)MR9tn?KuWDkw6!MZ(>+)$H6YB%09AE@IbC0JYL1?O(E~0!Ot>%kWXO z%p%%qf(~gl#}Dcqn(sB0rQ<1=dJ}NOZ6jS*lK&^2k_}(0+9dKWQCr>OzbP#1tcjMZURbY*hM^TCP%H2|lzxbAJG=bJ z|2};OtbTF#eD6hfdyCHXHjI9LjI7#XwB>KogbNBsb`{xvXCEdCC+F$i;rz3rnDpDr zXf9P1&YPHVp=@a^-|oJ6vY_tJHWKUEgw}R~W*FW1xX>d8R90{jfd}^F`nb*kc-Wn! zSKC4tmwRkK*}l0YK4)yk7^eM>>U6$+qVN}58p;_CNtucspM)2VcV5-us@#30U;SA~ zdQ3<_Q?npP6Y&%IhwS9)j%wUt`ZC+RR1L{k5=*=sU_Ea(zsa1=cnVpo%RHgC5+dOn zt<8_OSV_e{%(gV@T>c%7xxPm3ydt9Ryb=!1hwJog$uY>mDH@sdlM=*7xtkQ>qV3;* z^{QDWVDm}@NQ|oCSWvN%vIt5*d1W$_oa-lgf*12J*RIR-mfoin%KxmsRpX_jK&+P4 zal3Q!y|ra`_CvU{yi)54R7b3P9Dn@G-KCkqA0XZkJY~u);f}h|%NdT>AB;tf*hnc% z{|ONAb%}*~H!d?B70P6tDPun169}yTb_pMPOQNRr^Qu<=)k3GXr8xcPj6B1*-wHOs zw9i(Sl{Z#okH;?^7jNH-f5TuM?n?)K>_PTLS-D!<;fsyGxnxChgi&1XxiG;BAkLXA zEOj2@p`kN8%O2Pk{g%4%XJ9h~=ZN)?zJ(yP4W47tntZZ~-WBK%076Uu<|pw;!#MBK z3Y}#QB^s+0V%M1C0@=8BmqCqS+g~mh9yGh?VnGwC8yC%>HxxZp`Yr^io}k&9nTZ0w zK1hZ^L)(BnUz0vn&^eB>mmwY`e$Jy4gXi>{8>EPcEG2Yxe8JQ ziSkm83Sm7ss>7+Km|Ev6W2vM$w9Lo%Boq-;(;Zsp69`S1^ z{8wS@m14CeAZbHEzl7&;{1TCQkY;(8bT;p9Aju>wC%dZ#i~tFzbU*A}#Z}{y;ogqO zw`DXo#WIgIa|`C_*fL5(7QB(hT98>ZtmdZniwO5YsoibT(Q12vTyi$@X>5TyBQ{bn zjN;VrgCoI4bjqNWPaC`oMsk{ztXn9G_xjAWeb#BD2vr_+@A>Z!g3r7jeH=yT9+7GA zpJr>k5gV||?gTLkrz!$eX>v#wC`3pF8t`qu_+js$X|3XMW0|3+A3N=)tdyvKG2qjl z3SQ+N0WXbSeF`CJQDQjyo3f;@{#1_bF$x@Xz}F#NaLU??G5tshBIHXiVQ&MaJD|}XvVRy`ldH?4tDWM17ejP zu}-v_b9*OEbisOuejtJRs5Ck7dOw@SkpU1x)zNHQHW3tKxUCnlE;3c~t-ay8)Md6; z4|SXyYOB~)+MJzSLUSnr(I7tdvMK$(Ejj&{boBki!e`LUQf6NimlOogY!6{u@jhM6 z#|d&G_RR1#4ksCZO#i!2a@qr!J%gndZlVJhM0*c7jX7Lhpo6L1wli}V$U zAs5zR2d)Cra6savb)neiPwkAKj{y=*evcbpFimjgrG}kO(ee^k|aunIw0Y@S*3U zo*>&k(oTi{6VZpgPs~itd_2J}c@_EQJueHC7DEMjWu+eHz#^_CSy+3+_tZj-#Vnd! z&M*9&zP|@=FTT{Fe@7ht55WAT`q1r~{0B8RzI^HyJvY8J7R{<-LY~TMU@)EukbWiT zBhHbqr#P?Prf_=CL)7T3y4NDO$fphB!qG8*9%QeU6e7Aq!)-R>H`xCjt}nv_zG-`JRfvPTV8J|gd7 zj;Eo$hy%er6{>8HNPaHKx5)V9q1&?1#=gIWf00F;3j3BOb?KFXWD(N1eN8x=#frrI zfWF6=*?fVDISp?kG<8G=kvPR2-3|~Bsp9bs3{!LkpE#g7+LT&rv$F`*>}v_7+%uNB z-@~G45u87zb3WkR_5<=2;L}vm>{;Euf=*3m&CyO3Q)kZ}>j!j0BwFiCba{hY{`01< zlv%#dJF`Zv+j%-b+Q^;_T!!OpW{>v$7sy+ycK^AafzTYV!2=jN;6+`olwzsTT|FBo z2ktrWT0pYg?MmBsh(_z9IaaTjKvk%6aGzF!ne(Fwg_t&c&VcpVI#C*i%aSTEI-=E~ zKGNbrfU=c7^xj=`%;he7n0C+)pbw(n&JSV1CaOkabu;vY&DwC8&Mch7Q7_{YE|fTX z5${=GqI0P;kr?^XvQIOSCQJ|SMXlt*0orh0qj;Q(tNDim#aKg+TiDfU1)W>&Ih}Yv znD;HUZ4K_P$N|Y>it*j?OYSY*N*}&bP`!M4)YQ&AuN-PIWYTr7**q$9}{uS(2ytU|-mh45rEfQUQF^AK#ln13} zGGPEcD8TS{nFLA5WZ9kF`b$$#JS!Qw{nZw(={ecw@P##jt9An5(6#5eM=f!se=v&r zEe3`{A?3G|w;KEEHQK?62|-T_!r}7;M_w6ieDgecWJ=tV8-DZiiVx@aj)viHWP&aK zr}T-L`Vr3Qu^qd>umK{N(-DJQ5_kunS=LRum1zYTf-~u4&=F)4(2))^qTP{ZqhGt) zH*0m=Cx!GVAK%XoJd!~UG?M)>u~tJ0fA5HYP0C9<_C7>$=xOZW&?hlLNdYE76geDw zmHr=9=M-jFxOD5bnYPomZ6j&hSZzCP+qRLkZQHifwr!l1z0bwJuimQ5_00LK`F*2C zRZaajP39I#|5vI>2T%GJ)pf*p#NP5eQUgq@7jBb5J{CRCZ8X8#Txe{rAlo!xc$O*TXeT$SFnPgY=% z;^bmb>)lNQ&^`5b@xFFnq$d{B?zpW*7hi)b4VyKPeJj%?=_p|rhk1z2+`Mc;_Yr?| zy?}%HZ=m}L&N6;Oia_jft{0HutcIBS(yLE&@Fs=IRx;Fj~W zUmF;z7Ycm8Dde-WcS`GD`F>FhE1Nm~4`svSM#3Iwaf6 zq-t689?wEjcEC}zh~KsufhVq+?w33Tkyx$!B3P4fLYa+Mg~fuS?7dOGKfcmIShl^a zHp%UJ0Ph=Uhhe2b^$tU4P(~9ZY5ZUNCazxHzTDB=qo)&SvqlIqZdR(Dj^L=sq+R+e z2g={t;%b8sFqD;|vb`K(Wb`+GOb46lM_61l`T-2Clt;N1dj;bydxK%ZAN%hz6?mDP zNSG_KVz*-XkmDan@ev8i<@`K!>P1H7n&n}TytFmE{4=#_>%llXK{)k~ z1fHSB%6g(tYv4Ah?B~&2EL35dNZNKhHG1_t2JMulYZSfB>Si0WM#cD@>{yJ6eP2;6 z7JVM~4%#}|bc5H~E|5*|pG8mlB?@X1nXF>z!QtRKQUn*AW{FNy%RUvRbzepKwR`K4 zmj^sQNd$5k%|4@CMpZNTPcgyxhL_>4@$uIFqMJb8Gvuiie6%<|^-*@R?97E0!(zRw zVI3WdQujd?kD@Se$%feXTCfDc%Ow))*k_RFMA)k`)c*r@-=Z?}px!}!dWnYoB7B*& zr3*r<&pwTgZ{3VPBFbSa_jeihbOKa~{=K_7H_|@LoGV2ZybbVcdd}%>0Av(pbFF=K z_$5-s&7U^65VWM2NN{%KJce1}M-!Vt;$`DCmSf0U3Xw0fS1Y7`}&DtXZ1-pRA&ADiL z>Y1OSH&~>RchH<`z2dU9vtDBKso6@2UT*ZMqqRz^QDGZC-r~VZ3B$0&uR#e6yh=UO ze^9k<$YpWs1Z#z&uuH%HUDH{%s;6jXq~Y%OOGYxcrDWCY8#^tXo3F8cgKHuvT%pBP z5x7ifWoM>q6bH3=bp5J1fzjGSOzG}w$DJ^NY_u<)%L`o(WMIJ0GdAdslKx-HnClFljf+@#S~6=z)X&rV5Tn_Ski&uaS)7 zSaSphfLr(xE&2j3R*wDXcT;V|^rv+&!kusRyMgkR%y9oQ6j9B?)P}~_kj~CCLxn4e z#IvDJLw&>)yXsj}(hqO#pP94QW;WEj?BD6At=zoLcji{PuI(>cl?B6j*=!inoAc=` z^6K_~i#aEn)w7H`+vn0xU$fJg&g}QJZ+P0YJ_6Xiw*qQ|<)eKovwH@q%QaeK*PcNs zmZikP5ZIhXzCx%67E?SUY+>yg5MAv-J=Xi!NGIN}QwDIp?~nRZh0FV(`m;KXDB(b8 zQ4x-OKTj~UPza~WN3pDm<%GS%5*fD;TT)H~OJ(YY2FR`wjnPEfq^ESK`T z*S8-zEH-|_VQcbu_j#ahVFawW zA53Bn=#%qQTG7)i?^5I4o=jU3a7RsF7-`@@Eo!tFE@GDv@RA;4Dl2*W+@8q zyd$^DFztODhogSt{qv_tX8y)f+}V1sTcxg=oU@%CJdk9?@yN-N*oe1SvM8xiUc9EE7mso`r&8MUR>7CL*URuLDok*Oko zXbM%9kWtVYm#c3Sxcb{_uvLF;O~h$z`cI-JKru^ewxwgA9Q&W#s~5b=O26C++0(_< zTq;MKJJ;pG-wtG9*;TolY8DE#d(w?_S|ihI$fOa^y~szBW**kkGx}7B`HOP}Nm-uJ z#&r&k-AMP#?E&wk2%oqvX?s!gAMrES|Fl5!SuXjPN!FyT3i%gV?lHSDMIYsu+f2u# zt)#;DqJsB`TXn|zf1n*>B=&LqsN2nG<&5jre_idQvCg&TZ!u|=9q|>`9ns<`Nk_!1 z6#hXsF1T4Buu$6yf*E&B7G8C^ZCM~X-iTqXU`kajkQAPP%x2wEDJ>#46LtA%_v%I` z50MM@>>78Makhf*C|6tZl5Nn+4#C-Jdkg>bvBS+e^burPliiMxra2+c{7%SjT6n3$t2K67>5a*<=J0f}hoA zgmok9w-+dbkLvIT&km)f#x-n$LUJ!7%Bw;t2t zS|6!N*sASxkAvzAeZEX~8`4Wry|Z@bw3Y;K-1RI={jK-OgSFM5GhDqbWEGvsm<@r4FN~ z9q$;3CMJoY8&_NB>?y7TF9fv>dsPt)Q=~ zuU=7>tv9CR|x0)<8kNKUC+K= z{UCD#-5_HA7;-ovsN+7}e5-Kq+0`sV^BFR+&X7aJ3S9h&*3hBLFlo{u{R4KSLx5pL-Q62%6oH zsW^f+AjNWj!u6eL+@+3l!Du<4Joh65ASK2t+XZnL2=kSceEFCmd_u=`hVjPl2r^wS zj?GQJ{}h;le91b0D8&-~(YQPyoau``gjvCCZ7z_YkMKh0Gy~f4r!lxw+*q7s zDR8*cplz|oHL)sEH7S>ipDLIuNIrKTE+E?Ijc(s5WwObi)X;qZamR8A$waPH6e|VG zd5nacC3|Cl&?K%wkdG&K*UhefkhjYDrjblV#iBM&)6lwN)9tCnHe$$#3wTX8^ z^>l*_u8*+q^cdDsm$c|(6ky>AoHUiIR8sJAH@i&H3*YXb1*dlAi60;Rsz0oMu1Z(t z$dFgv^|eono1sIu51-iEZF-7f?v*@eY3#nE_3#aZ!oRQp)cbxwx-2w>x$)q3|G2m& z)CD+B%93-H7dc^*e;0r`;qmA;*fim(+UIU#>l(79s;Is`DR@!E_ijPArDZsGw;>+_ zoYgt3oX&B1ec-cAMn-4VAZDUn*e*p|tW@A!u=5x}6D~G`$L^o^kaF{0OHCp1CDi{n zHGx)h*#afAC6p9m zlY=0NQhioNp+A+gK8CB+DOfuY4hqrvro{DP_mVT0X?-qsCE3fI3sc%`3r+EBLwq*b z-lB6>RZASAZ`OkK>kWntgts%_@3=Z;4GkyK?BpgQ*QpKIV4@~&wtg7N2ba>^i15@n z9hNvLhx`EDmQN!&Lp*L)&`C>H8qx7*_LW9&exZ6&X3>L^aQ{m-NRXS~viFMaN+;HD5tWOCpGpUUs|ACS}D(~5>T~%z&~I1Z-FbKNz1TZX=q2g)wQ`} z^5&{Q92nr{CozWj_mAxnXA3N2-S%a&;>C% znbqaiXV4XFB0BDJTStB_mJsLHp9{Rx0&^!aa$}yCWrAUkQNSYl2ySe@x&G=J7D)Dz zz8tu}_yx0deA@Rh)c*1t{*tq7^n=2zW$U-VQ|5?6cR2q4VAm(&O_j0!AE+-=smBUM z_bVt-{-_T~ng}Zp4)ZUbhRzkbT?iAN9}d3e>ftZ*%b@k#t?cMJmOb(PCckoXTB^RS{O#+nHlj0ZxxWwni>JVg$?g+g zE?-{18Y}Zx%HQ7>P9Z+#(=(Y0)|}24Qw?S{oEBR-H^sgya;Xut&gbQ7@YJjFAy?6g zXsSj?ikUx&4FB#ApdT1t9PDt@@R=gKo1rgN`%Oif{Sun0&RKLR`fH=>mh1{O_yBu; z=!};Cd{2=LC^pM`ZV*7v9TUDO#s41!?7~F=j|%@lOO=zq?hrdyF-031s^47^vPwy@ zNofV%W^g}D-qu$CGRbs9w2F0+%{{Wh#eCy{CG*a#)s8@py))#28Yz$4{bfToLr;1$ zDQLwV-i-maCBVT-R+H{PyAoyW)}KwZa-mqSKj+DYG&3ae#oc<8p zC^Nl{BwJtaPJ3(}^=aC&bw$gY*&H%u3YINf6*0BMRBZ-vPWrA2nT0WZ>X)gjZ#Uba z#?~Y-KvpV>FJ74W+w_ig!CEgjWAdP6RVU_upvWpd2|Nh@13LQ|i(-U z@-wEwlf|@n&}tK1NmDk$t?#TXA;syaKsg`|Ta?-qqIi^v6etJa0Of!Q7`a4%gnfpg zL<9~{4)_OZ(*=3?ay^qvrV#!D2mSK5xd(V{0*Aj*<-pk~G0@_v{jV|wHSh%WT3bJOyB~051&refAP^@r!soBc%x{s1E6Po44+gvGpHpt!u`tn}x-a!Pp%Kw1Ictag7n70Zf z;08n0n2QXI!DmPBY55;Aen#VF&)}bN*{5e42cd#6e}p*}g8z)ylL4QuUod8MWTt=r z1}}mIylD$JFxK2sDD-v9sn$1+{5nY@*nyaUZwzuK0EgsBN zF@(DO3UVOEtkZi1@NhcM{~RzSup zvpAO;#kNL3;Qt)zVC%Xil#p>?Ls=R>^|f24PFWYB*<(lFKAAb!qOgU*|C$&0%Pufo zYQ=zp(J07Nh?4Y9>@bF@3!4*567R3a$B#T8+rl0r#TSc6WRrL2` zG{uUplfy@fKP={za}9R}M68}c=Kh35Qv2C9hyzA?odjN@AEirF3PD@xqqP7B+9*2ZiIh8^Y(DK!K(J z?w+5=OIx89nRY9-0c6wPp+xhY@>Y2NO?`iSAXu@o65hM4vinW=LouJLHukNoc82S39 zrG&g@-BKUOVdh(WN?Ig6JUckr1fk~=3Yk3>?e~MArf%wn0oS!F*a2cn;|>Kanif8c z>?~E~t-q0#qT=vgsn;p8KVi%PFdQ+%d3|&wT208R7Q-r=`{CjMD$U8`JUZu&BQ$BO z;pkdCS)`aq7(CCeA!%v3xvtPazprSMNI=`1!TVe^=O^vDkkPK}4J(l_(?VWZp8tHp zI@3=u2`tp7+}%Ml=%=F<+#zs(z*IT=8P1Rjc6Q4paZA6Fg9^g(v|#gLg_wGwDRBfA ziD{s1&y{oVbxdiHMZWCS6?{>!b5s~$U>)B7t}na}>h4@vZ5@2ms7BYv&!aB2~R>bD)I2>xNhw0Hnnr#uBF@V$w?7 z%F*?8*d+9e=jV0;d2r?n_g-!5lD(qi@{CV155^?rOA8ZF>!|lvpQje>Yq|d1p-gSg za_>v~o)H5FGHk|(l0_VG#a`Ev>oePIN`CFNLDlh<+r1qMzvQ>S;zAE{=4RyHWn|^* z-2bLMBLwW%L06M9!=30?Dg!n~_OJ7iEbm`5GtCsBcanDesvcfdtq*iGK@>GxqP2K)O}pw4xVLt5 z&P;X^h7sEmC(=aBd4)5Pw0{1?2@`2P#)+u{*@U}YAFToT`pg^)|EqH|S% z=b*}4(5J2X$g2imKk;d-Z^XT+#Vbrx1&tXh0|o6;Pfd$+DsNty&kiDk~SFc={zeW_TzWSZ;jie(>=3g-R;o3 z(z7e1A)0nk6_E>vyPj~AW?;NmTHy^xk`9?EIhbUDgEyIoY_;1X-elWL9c(_8FC0Um zk?wWXJI`1Kd;Hj-8a^tL*(%_jxhOWs6wu9E@mXHTu!SLV+J7yJDX*F-Ym2#}DMGE~ z1zq{2t3GT7^4KEKLpTn4UW@-f09%1G03Of(f!6P@ynmP;@s5Dvk{(8ryl#_+W_4_} zG7tYrnq2Np;)M=+hTUUZ!7NjL<8SjD{V6C{GQnVJD{YB_6K+;4^$oYL;~)hw!#4lN zcra9P6<@bwF!(P5o89&&hsDr`T3o?m@`}d>XAU{CquEtu?@=ox$K*O8QuULdqAGSXC8e+3LSpnZc z2K@?oJ6O~FB+W%IiMzyYeG_l%E!yA9xgyv6A=a0za-2wutktr3Pf`rYyc&tyRFdBW zxb`|9UyBgUAvVIuOTf9i_Nny z(N@?WB_kV>5sRo*#uby-w(59>SIs)KEV|?@qOJ;!IDqC}{Utd^vBJ66PP&_jSc5o? zHfA(8bCONw4qJvDkYqt-oDll^8D=r}1AT4>_fBD&D_NkY=q@1$VDjWY{<1Iy{@Jtc zSE;b*Iy&M{_rZ-?F+k1a@Z4vnU5AD&_ZLEWm|JgxN^Rq@aR#d_R3~&Uq!|94pQi;< zvl%s_L9?@Y+YKR+CX_(%t+yzuEmC-U`<%ASVY)N0wxaJLS`V66&?P@acfu+3AjEQ= zO@DXmS~h81(xYrbQef)<>F>sL`fCUyguzQ@jG!jG>J*Wm=x*J4s)ony?WRLamWzTC zT2Y^FuYJBWHp6}S=&KU)2n$r7qv^a}RS#v0$NXcWCj28BLMA6nWePQ6fCThZM<&o|}?xes>~$ zUpz@m^i=gnTY-j_4o_Nj=I&-NXfz81Igif(dxmc%Ox;LI{I6W-b)T!)d>qrjNtpZ5 zLbR#DXA?Phte={L2+sC;(k|cg?=x8;ywOTO56$m;!@_5eF$oHa&8!9HUpaD1vnI`G z%N#S`~f88l$_+w1M1gFhsqGG*_kC`!P><#Avs zA3=cA^!h|b@#Tnuk3zJ26`e@1k0Th6yM1A z6{CCr(uRQrmZt!Td5kld%xWk`doY?2ykt{5V~v^dANV4NqV2nisMdU_#?HqVMV*@U zajRcW^Z;RXG~tYP!GTUM`LK)MBPpLhXROog4$139EYav(*T@AcS?2#3RCI{;Sx0>E z@T^`rb;LOa^S@dAjTispKJ)@pm}IJCPU9v`xZ)`Wc};Qy9k2v&ho>izUWbKWU=bej zF?{>6;1m=#t0+;IG9Udojqqeu*Wnh)%&%M608kX{aML#ZWfIpBAv_nyB!xTno!Tlc zs|gUtHv64BklrPozm7IB4((abboB+oSCttCW7=|*(AmgA_*lm)yX8B0xIeSlUZVj1 zW_3sF0Se8mjAy{cn=#p` z>VRr4SfEF;RDE&0@W_~o@r*2X#1z~nt+e7)sHPnw4-Dv?w%;MKr)`AEVbwb3&^b|n z+V%s@_F@u9^P zSDr;Vy!c!|dzDu?`QwKI@HN$k8l&K|)2o%i?A)Bv_t6 z7LVTlVB#q3cF9)*|n^6ZrE9r)VvA!Q-<6P$vxdsapW@3-U z2`ZTHRvTjBm9h>H8Rle0E!{P6VtoJVb>D(IST0sq{>qrjOO$oEo*Zh1c{wus{?#F{ zpF1x6*^2)^2zZD4SDN|<+L7E^bD2}_6Id42IDKIs$d|3Iz!sPnj7@d7ZbmoXur>X= zl;bXu4LApNkquJV0sc0Ofxm)VhS(4ETv*fGJ2}o`ExNw0YT-vt3^I^J)W3%VHBI)Q zH7OREu=bJ%XihXM63}34GN+?6NL!WT$6vpvmSTVYP8s+U=C+{azpmBVP{MXo=!o0| z{csJ6bt4=U!b&!=S^dmG9%$+UhY?H|);DksD_(*qA2Zf()*x^1l-d0k+I_N=trgzM z&2oy322OM~=35&X7JiQid4PT)yQ))~u`%M0os;ihXM4*TAM9?A;*aX@&OU2nF}BGT zc3~E8`Dho_a*apog==YYqLe$0vlZ}V{AH4jlRFk=h~10gEr$vbmi-niDtK~<`D^wW z2#X=}#w8qCMI}uIYsupk{}5sMgx2*4Z~pjWd*m2xNkUXcKMHStY)p~B=prGin%nZ# zc7fkXj@xng{y8f`;cig@DVB)Gu%|Kt)ElW{a%r&g4H}GHTq3b7eETvD!dXFA%L&I2 zLeu~o+XB-fSL|~N?mX)!$1F;VUnpIq6w;4V4YyuCn4K0tzY?P903vsu)9+gT*_;9p z8aM`*lIl)_wa6nz{q1WTp%`CDmd*Q*?_b7Y0x*mFAcz>r&aPgc8(_G-${ngzt*~Ug zDMEF7nDOU~pZVyM>)htF1y`)!yg3!_Ka@;Yn$O~umrukSvzGhpHfK}y@I5;Q*H*Djvui1cdAqO^Nw&=-CL`i{z{)NjX;-2g)F)3T2* zD1EUgS}l(oOWFsd$!AW#%j@H0unjI`I7i&0Qu+7xW~FtE1TW0f7!X8$HA4k}o4ttO zV+-o^^o-WhD;ngR>G$+3t2A`$85)6OuA;T0y<0^z?*4N-wlPc<`9MLPJpgJLpaXw# zV^@s#8t5WHojEdTs55Ew{wrqyVE`G(S{K4Y(K*X~r3!cxtMWY9+bGtvKeK#FXEb*3 z|A5Lp#4~IiQXg{s&pkbK|MvSPavF#IfmSG4Dh%AE?X*cnyJv)gw2^o2h=AQT9 z7J~f$%U?-9w40InDZkA)IkF3?l-XW}Y7Hej1k|Q5z(W>Da1A00YcV{t=@tTQv=bgb z?x2cdqF{xNN{ZcCg_V|yG!IK4Q@ACQxcxb0-aH@$jq^b`b;->|cU2w3-J8R9)M$6& zMg{f697b=pqNGjl?Ap=pZ4g9*j3E&^rNNpVpVlfUd|9WiISU1RS@)kaiHElkxIaxt zZa76_x^W`9sXx_#wFn@Jp0x#ap&lG!N8sDYI?6-zs`OX%xQ#OS9fz`1)dpMW%_eRT z6&nu6Zx@vsd|3`H>bF#g9q5A$YYdDK)is4K-;%#zC1-hAk{hSB(3X@N>b<$!EwGUU+ z(AlO3sTS)W;=GzH73&w_f3O@Jr&3FH%W%J%jLkAC&oYX417+KPK>s+UEId&~v8;w$ zr#zWE6*_q}$-bxh_5u{j=^Rt?A8q-l@|c|RV24SbH~2`}&=rw)k7JTe=p^yBASgGJe=J?N}UUzIR}JX?QpYI7pASjGkdHWj7VP{*b!pe z9@^%S%*&tfeXR|MHVf%#rBV8u0pPyy|T|4^1^F0TvrHh}XMocXqIx?G;Nfg9Wj%79Bp zKTQJnN;=+v8yV)jKts|AToR59fuA1&W(B+cNv<-y>D|~S633)eOb<&ZVB2J6w)5-& z>l-vlH|WA31sZLUf`)Rro}Zxxk8{DlBFAz8v?ZjdVfS9s(xV;ZIz0CRE)6ENxESWR zD9IY7C^t0L2(X?+ez1L0WWDU3&)MdA)_KRh)a!>=h&vr~)%6Ws-Ys=SAp$mGhY5Rh zHT6Qf8g#>d0M0z=*3;CggC$kco&R1j-cqjLh7q@pxWiYnwzypm-55+GHHY_u*Vd08 zb@51_BdtNH(gb>YT7&Y_XGho5Z5FOPaJYdu^O%7*623Bz4FRxZI{Wmz(^^Dj&=P*0 zpbASkP9&O!*Hfv(cET@N%fCcy&!L9*28UmoG5lqJOjaB#6?7L{hurK0>&}+GUU!dt zZxY;0rf|(I-`0J3ghd$6Bsy;#zQAnLcL!rSUHznWTxEYJqR8t-vT=V4gTv}$Mmkvj zNk=423nL|^bU!DCM2fT7(eLDIyuj$3Z`M=c|09I2$~+AT(N|oOk2RLK2|l}9(}644 z%4*zAcz!%lt*~F!vi2VJ@5%R0=U{>ov{j>64q30+*`B6`qG*;)^SKkr;ZH3Lf2T%thYG;&#EW&3%TWx8~AE4lhAC4W z1>rX5JJacmz=A)P1HJsF@D<(Z?^b>Ld$&=@?Zz*x^q=$XNXH=z^$Pr};}72-Pghii z4I8XqM0;-pvPGmxj&W)*z49>wC>o)HE!4W@I7JXR}40vRG}|>FMmYxC@Dy5GC4^w(^R6jK0Bn8*1tDHlj1z z!X97c9CCb&uFd*yO8XX4X9pCZ>+GohMfVF``DDl{fH%{v621E6X1o0;+E$N&<#*E20bw&gWVjD3kbZ?{cn zS6|=OW6%wx#JYYE1ExJv%<`x6{PC40T~_o(TMquzyK&O5FE7I1bf9=wraHj?56U2_ zNXpi$O%G#)Gws-CZX2!GhW1#6Qs5m|;*G#lsdjG5RyN~tBjeuR`a4s-=6a-%_gTBA zTdDOj*KnVa_S*c=E_bC8@E;@KPYB`e3H*Y2(Ozw)gm6^7NzIGg8;oy=IUXXl!4yeh zS)9EKUk2Ym{BXlt(8U<6JB%{AhF;i_VOuTbPfn=vq_DX}jGs3gq;r49K42v&DxUZ- zbL_oFXs~jkV6`0`GajKQqZ&~9uY9F9N$&YoFKOvo*xBwh?Pc}rz3J~+Nzqq>M{bRE z&x6g!VyH~C^BH*vo8_K~=|cMI=wj`v$m@`-YhDDk%)R_wI_9^&%n6XxY&B6&HX?o{ zdG1fV2Xe5p5YH{hEj12+Py>g8D6n1Wd#OYE3|#nhXwKLRC0^HGVYzea^Ui?f$N9^x z8|vTJFcwrgoD>#u$q+GJtP5Z?uW5UnKuA9sj0l8eob6eLK9M@u*uZ~)LuqPAxrSch z;91T{2tss~$g-_yjwINzVG)5y{7kt~SzhwNN3RmUBGWmdOB+_J@hE8P#TJnX8Ggb5 z+M#^b3aG&{P9p35VFOvf*KQJuR|{7tz1cEaZorM z1=s866*q7ijbl;ro(qG`72ABem{ez~w&}q}@SLuipG&`0t_KJ`YwsCwNLxW!4ALx` zUd{va>m78Y8NTv5xS5RA3|Bl2mrRrmE}v5n{jm=qw55nPh1J=>_2?mYR)kRRHHUGJ zccxa&3o|f#M{y#ze|L%7lbE4qjc7tpI%4*QXZ<&&ip;Bn0k$62!O;AR9v9FT%3HGZ z7OkrdM?F+mPQ9C~BJ-TB74P7xDP_dJ!s!`V(LZ)IsJ~y;D!d>LVtC&N_V{o5%+V7O zo5JOd*k!nk63Yi-K@+ZK;m30Ph!QuSk}APW!OJB#t^lE6iTP0yJGU24+FV7cNbY{u z3oN1>mqo=~Oi=V=nUR;0wxU^R#$>6BAIT* zx2TlwWgn^og2V^7OxWLzmXGH9sxic86RZ!~BcoTCJ9mcU8wy-njzYa*fo*$doDNnx z%*ROPUx7L{$VDfxC>ZBos7G>|;XdYDH`N1;2GDAS4VL~|$#HN>c!(fCZ&Om*Lc;w^ z|CC4h5lMx?F4#*rJ90mE`h0IH_WkYyWIevv8NrLi_TU?DpQvu{??2LM z4fkD;VvYHRe~?=@I#&H*&m^<98ufK(xd6Sp^1XMlhegc|t`s|%Tm^C3FZR9;bf05+2b0xl@th9swszy zhJ<%-HZ(3w>#!0$n#>7>U&Xwa2`Upd`1r~}t<#GtW~Elj=m~CY72YG|`An1{<9I<&cgtw{`1#cgicJ2R6uGO;n4*LxXP=#*JX^8C_q zgj3o$v!E&RBL)l=ant-s=OeBkMNdu&Hv>e3+lT@*bk>9oV%N8xmDWWwmoXdm@avlh z!b#~ZMP@QO^REWBQcZHXCm4JI9oej|4gt<`28Da2EnhY-; z9+%{V6wbNmCeeuzU&iasZcV|A9d)k{_jK21^?6KxjK0&0bP+DE``glm^(uXPjV-lP z9)3%BCCf|6i?1EteErf2{<1I12(CWG8twj!E+TqRtN3+aL1%S$PCx@KdlJEwR3Cl4 zUY|-5@>5(2y~v!s)9!^hL`bF%GU|Nf^4Q^P_ln#e-|O2h!{a+^MX)4Ob8xsuC&X&; za7+0{`mU9&kT66jK)iS824(w&7pWbBMQf07c#Gb)f9R`llj9tAOvmVmowxojV{yxU za^FRdmHVhqv(*W(#bLc-+__$z9NqVs^!Wsl_z~Z4ytNi{r`~XSeJ(gc_*Qoy20m;{ zWW5pbmVJiBE#9929FZRKSF3UDa`yJ#=zSxRo%&Z^CsCnA%4W_7mCI6ik-iP(E2Jse zc%)%DrA>e?Z0cYw-a`Z9q{l*PRi}J=CjmekVAX&ImzJ&Js_%eo>|UDwEN^OMcyzP% zUJRGAdwbTn!<-b{`lk!c_5Q?1=uK_>S5BvBY0yx!J!Rmg=^BB}5)Zsfrh(rHO5xv- zW-51X!FuTI<*mS}gU39lR{mohh8`ORtZj}|c>Bz95KfG3;LVYyr!teJ9Hd##KEWp# z@BmEJ`=Ugt&TANh7vEG?PTALMD=X;!s5iLaP;++TVVN*Q4=pcY{iaukWDH#5W4vQX zX$w0k$39&4N>-63UV64Uiv)Vs{uoJ#onX^ToV;VU$M=(_$4u54jx&l77i7yP$nH!b zpNm-}^vU8g%oj(8e-<2aO}kvm5{O1 z!U~c+mEtU?)4bs9i5NOFP%N8U6GWAo_r`rCacB^gIR#)y%<6<|*jvr&FmZNVHX{2I zg~0o&S37D~Z;PMPEF*>BUl^*B@Qi=&t+Q5`c1a=H(AT$Th z8@JGBQS<{hMGe|uG*{}F{)6hqV>y<4n}6S9sVPAIJrDctSG)D{%3~TJWp)%$>|94m zQEKHn)EM@gT9|Co3iZd@(4pJ!ytpkiBw{29z+;kZ;B7Q|cMKN2xl}{GlW`OH5Q1mW zMDd3Vfx^6OeIG~JfEbd5YQi|nl2+wAZX(!hqJ9o4oTm#6bP)HC0z{{sxh)I9&bsfE zqmr8V3TEWgEo9Uh?7`oqQ+$kimA+i z54+C|weD*m4Lg{UFBEfd067MW)x-HY76KsEKy%wXnp(0DD(4qpk81eyO@S9EO9N{>{5zQ! zjzIgy&`}!`;iFZ8;Hu^uU3LVOklb>lliXJ_d9rj}RD5?m7_U0PX$mr zcy#++T#XrsB%^>QQXeNv@QLeQ)&+ZdeBbtmK$!Zqi$sgmabEfrICx}}-ZRBVd|YAY zUziXndx$mdmGRkaOXb1YV{=V0BTcp1tjNlnd6i+20NAFV@^*l}ND!xKWmzSRLY8!Rwrv4u^obF6a5md z8D=kS^a;^Adnj#WkgWX0ZCN?4Xr&vYb>_IBrM{r0cm~wdfUpv;WG&;kNNje<6|%4H zh^F)|Sn{sZRjFP%d&52Ij2w=x{uAta6aIdy%Z;UePiFghGp@;RjjHK4wNx`GH#dfs z;U_DAiZCZ0Q0XekMHI5s@aO#Y%Xng50FK`2H>Et@@e4T@>eJ*fY#Zcm`?%JRW8Kg! zdWbaY&7&TLl0Tttfro%&qLQo^oR{r7nT4{BXEow8kuurbL^T&R%}4cIvxBgNGgKu1 zM@KGZ>hIP2J@+CS%}Ei#4TF%dywjNL&5KcF*6f9tHtd4NaD1E>Xj!cqL@n)>+MGx? zX29{Z_ia8k9dDe+kXAbP0gH|8KLk4svM-i=k+K#ewhdpGAzL)K%E?5eG3b zv@3uuYCx!1*A`pX%Bz&B2eSkFIu+%|)@b|q0wX$QLszO+4aJc+s!BHd7qjg$^MA=x z^(oX1%e&^?rp4S7RQ2Q!eZ#l(V$a>FC}8A9VnjhpeMZ!_Io|sM;XDK98>dETAf)?b zr--&e^m>UjBQnto^Cb7x>Ct;}TKiQxZp`;Wu(S7p=(Zwkr&mP}EiQ}inkPKYynHz^ ziA0`*fd0@SEIS?V9uk!P@FR^{vQLKlo9S3QlX6T@x+B?y3YkoN4e*Tsf=RsZb=1mZ zQ0P^4MQ>31skG)UQyehIVE#8G61hSDnWBQ!@nN%v4D_O=e9NHyM5F34&99WC{FwkP z$BvnV5vjx9zV2J5G+b3Z4is~KiZ;4NX=JoLcD~F>`q|H*^*g4~8wRCMSb4^Xs{yX1 z`{QrR^l*ow6iqx-u-P88m)dBs)*Ke7nT-^Qs}dEDX>axfq1B1%N^-N;S}f@rnb{*k zF`-wK(IY~psvfXFJ*9@DwmIrA*FFmE%h|WVvE0RPL$BvY!Cr2iL6`#trJ@Z@kK_gbd|fts?DIqdj3LNr5Z+ITQQ9GZ*TDwgdNo zl8|z8(&!+--71o&e^_slCb-vxuio60d)ZC!lT^zGVqt$t;E*1|S*TOCKgRJ0?>>Le@eZ#>D4!kgdoV7Orh z?oVgf#FxnXNoSiqH-~|-*QuhWtL0||VZ3EZb0h8mjug`W3pEH?)CSxnF;q738FXRk{w);AD9->= zj{~{I@{9{r^xq`rh$s#4igAf}BI=W=2W|fGtQS-G6WWf9Z^!LTaiTOz2ym*-v5?asj8StIwRGry-?dk-SY zE&VzAH}W!+fRb@{x|{q-sHHg?xz_kTGIGt~ou~Gwj!6a=i?){*#yB}E>52xl5K}y% zF~rIm_M0(zFUdBuf)db1=HWE`nMj=IMSrm>h!vrHUIFX|cW0xkR>llYmp1DWbBSe} z90_oc=iPF8x=$nLCe83|>CV$syYYuIL^7J64`MJ{x3?!lO8W&_;%Nn)+6JbT^CRzI zb+NCsRKT5#eabB@)nrGE&ceVJF7LA6Y-9+p1M!xh_xqLy+GlbL7+LkgjW$2s!>wMC z{-w!)p(cs|*9zc2N_Fn#^i#vGdniFAebR+n%T!-5`TKrX4T#+*^^20{u6_=qJJ7({ z_m^Y|r)?Q(X*R{vgmYHW%-)kLpo(8uc2Z6xeVF@5;q%{Qt{MsIjd#A?oGjsu#MdxS zlF$}P$NvGG1MPq=P__o562)~0p3?iP9 zX%jeApE^tB%Q!y}DSjM$BTG7(SE{)dpR*`GC8=!wu9M8J(g4&3<6-FCLa{^;=_brS zgud(7Xe;L0*55B#BAolR;h`(V%Pe&jU^zc)d`#5dT zN?%_CYA6Z;fSffPya>p_eto`x>ubbm{&NK+EWFQMG}&Dcx~kw8e`f7Uj3V0}zC7PR zO?rlw?^stdrQY@H?VoeI=_TreyDrF{N8f5(edt#*Rm>=|V3j|M_*1?h)a`IDz*R#RL}`Jd^P?a z!?*fsye}Bov5`el3!g_8kZ>mRfiL}jDjtu;$oK+ePGB?#j^r9ni@2%5QEf+LFB2(~ zYTNVBpoBS2D|QtT$uX}(MMVVHQ}>;qU|4cp9H_oL9Z=c%Zrn#CI884|n;QG}Zk36$ z{(n-dqQ?(!amDSax+%~Tse0;%gF3MqUURsNU&q)mgiToJik9 z(JySJO$^>;(?>d%rivqen*+o3Ou;s)c{P&WNvMu7bgAyPKJqP{1_Mm*+5Pd650g=hjT(eD! z?w;40xAd|O|770~FBD@Eq9`^b9UP*4IT8%u+voa0WUp^!VHB866fhHz8m@AcBz6wj zk5%f*27nKx;h_4TK~BQG>|~GxFakGhb}?4EDF@Kv;#8z0_vO}A6Go3K26#gEobSCJ z#jktg+HA9F1Pn+0pL4wEP*VQ7%^fUB0wbzaO~RLIv)MrPMo2q&wh~#4{@Z);4*)_u zkS(U?&Fcm^Zdd?(h?VJ$Gm&JNS&hAg&FbulTs1Hop@~#B!Ed=eH2Um*eE{;8A=x=B zGP^*`E5lt7wOvy83)>>nq-ioX3A|(j_8M7N8|dxgze90~GvybB>Vk92m)}jPwpi?Z z;*S)rR%WfT%+4T9E>$JsVzKPV?RYp3Omz#spv&j;Xf-TTE~KV(Sb(5&VIWpyx5fs& zTc+4*MBH!n_*JIFfY7c9g*DZn{RX35_^AiCh!to6)szTSqB0Drn|iM;uo_|^t+VIW zEuR9$Em1mbD#l87hW&31FqA$2bFfotuplyLYgKY4K!_9aV?7dOyy6SZUM9>+@hnoCrUn#x;#Ya?-D{M81Sob*qv6iniIF22qwWgx zwCU2N@Vb+ftx&Eo(`3VLXa}5N&y{81gBJMTd-=MD5bKC!Al|B~2=}yGrF%IyfmG)#60FrXE=WUDcJHp{ZL!Q@JKXS4h zJ&c2`U(6E@#^GmNnNPK~N#{p^*4M-NTAC}jmd#n_(e3B8%vSGLC*P$3va*C@i(52o zM?z7En5?GhdPy;q7bTziPNr3fk?1E(TksE6IgEkzT>^Cii6t zGWqb)m&1XS+|}s=+;+Ktrh%47ze0-5g)J{FX6MimSfMR@iWbry$C5<*0G1+Hq6{dU ze)udV7={@98psWeO)dr+SF5Tue&VW?p#d;UdP&!flH;37X$jiTfQzd?$C;X*$TAzC zGTmKxrPd(W8)ZD)XW_kE2*>Dm*#$a^n+FiT>7Ip-VGZ0Zu|~^{mX{Z`9NUShj@F~Gf5iS5qu%t zm=bB-{pwbf>w@O9=(fqOMc#MbYIBk&xD^-qe}Wi)#Am`beDRu(v}` z#}ug#B`6uYEkB^h<{ml~JrTQMXgTJlBD-@v;d&c996hq9vj6ZH%uS5$Ct+u>8jy;8 zBermJ`}y}zyXs?rC%=-EPa8+b#I-pIigtOf)6@svm_O>S=y>!ps%S_sq;mOu_h{;@c zo5`H^7?U~e9yW8_1AOw3JLt$USHS5IvzR;R=T+?iPBD#th`FFt!dx#l%I}Fvu|lWO z{4+v$1X^k|nyFP>i=#%B%qq+Rf2QzY8;dB-(0Qp>R-U)i-P{k(R6Xk#BnZIu$k!j4 z;J1^Z9v3pgwYJxGvj|b3;4Z471_BPl102CGQ`0tvc!LA*?fYU%HfNCr*uvMdp3A8q zxZxo$X!&NK32jJmZnD=cE890mwHm!XS!jhCVqi~(?ujw*dt;xJ& z6Ec3*RH3fz!kfG*Ib@~aSzke*(>2$A!Eu>D1WaYQ9vpeCuO-Rs+!4vUBEyx-uZf+O zqDr2F3TQacvvf=@;?4-(($-ohoByC3+a7x zEqZN%i>XH%6FL<_;gH%?U5|vdA=7S(vBbR3m#+`9U){g@aV&ahtJLAM8+rb0)fbu0 zNZ7}hc5+dI{!-uEw#$sU1Yb5<pHkb^<%^S15~SPGi|GGSdjm?LDdC6kJH zO>wOmjsNn=S)&|TbtdP55tFUgIZmob9wIkuRc@=fQjS)&?W)h2_gMH@iyp}jGbS;G zE4mq^q=~>4$`WYNgyx#v+HFPzZ~HUFu=3kErxIk>2Gk$6pfD=lxSo|sf5+-&nBi)||7jq+nx1Pq@3f*JLc3s)oETam@Ix3Z6x#({piK~Q!P!O9 zj-{)q*H`gi=HL9Pvn8Qes<+K`;>EG7CHF8B|eO}RNg_$qu3C%At8Q3t8PS)Z= zdpe)3tpi)deFANv7yuDkdWHv}uF$#>xfi`CsP7_KqZz1UcG_94ecqth?Drg;FR^@7 z;T|njHki{GLg*rp@?fa%l~0bz$vCvA{!&ut6bxUBT=IqemtV6rIu(JVbVsT>32O}4 za+=|e?E_|6*FPNwaL(+j|J887aM&4huKzKJ3Q_6EV-4ged~%{Qr%-R+z*goO5{KQU zTN!MqmBu7r0!E*=Yf83Cy7=PU>>e`@gNLMn#E$!O6z}8u33iIhPZz5b2e#xOwp99C zM3V!>9!{-Ep}P1;TJm&QpHl<1tS>`)bEh41c<@L)zDQ8w1DAVnYFJGH1-;bShE^eS z;}O1HYX9HYG)7x;)v0X9XIw)y0<2$zEU;#qI3@wiJwgcX1@w>EaqxTaYT^3;p7;7f zDhY><7>kwUlE=yy&t~lN2y^T^eZeyP9!vN>BHX=UHdl`sT0Xuwqi5=40tId zIwvi(!w@OJKhuZ6LO0vi9_}Pm>Y8b6hw36jUhoFnjA~|=Baqa1y@GKoko;;p5KrOz ztK(KdEo1Jw>;?Mn0P3{tqFpfrL8}51vmZ01{kLUf>_R8ZSA}pVMOeq!h=x3SHAf{ zb=-HhL!Gne>iD@nPvG2) zC4_n>DBlt#l#jH|c20yu;XFOpecu_1@>P)z;m)_K&iXd#C3oS@hzuAl)a_cRj1))e zTzx3VeJcCWt3{5=iGA@jZ^~#E}-b?AU3DudqBngWY)AAMHx}bq$z$L`;s8 zZ1pmC>Z|%ce@J=r>dk#%>HrzO{q(ul>JG8Ql;aZ&FIS&oKI^%(xrP7D1`>|&_wVEy zs?!33Swu@`AAOO+joJ;zmZ6pxuS5;|wA!Xj6TGt)z%r%lD#%gJx!qW&?9GaJ-B=G= z>IsH(;5e?VM;y$AV!5y*xu~wRe>9OlsBCcpzdhm^Q(dFG;=WX{x9c|Scn8h3LV0Q$ zxo_~0tEjK7unSiR`8N|Xh9*qsyrC9)%E~@v#S30XNMY9nJ}nx!g{nAHs+Cp*Cq+a; z5q8qzggv1dcp}&O`M~fZ!}>Nb3T-)03UNe`l3*zZHj(VCn{YSwho5K3={q?LYq9J@}A9&*Y|_I$D2We zl-``pP}=?QxaTXjU7ew#ADGqoX=2kf&hP5ZyOnoJY z(F#5!*HE$VNMnN!^S+^MQsB>$02eNp3nbf0yEWt{3>+I^3W@&iW=XK)2K55p2#Rau z1H`u$VTMnC2n$-89q@Ci z5i#8n99RhxGC3gMGb1H{|9_$~jCM6};KRFrm6+el-@zj1LU@-TlV-JVOBWzIhd^95 zc;uV^m=zPL4#5BFVLC5#?P--xU+3K$)%Ga}rbjT;Ju zyrzMou4|N`mQtuLVx}LH*y=z2Jw(7{`9?VJKWi=@^tQmi!#drx98o0J8tuT|;~1-w z7X`f@(?3mFR65J;T;$?ZmZb5BAWPB(gG2ol%j1@8D%Z8t>Na=+bApM(L5bTqPN&9< zkwKAwxWC@cMVeq()Z_b%VR=Y{Z*QQ;pqO#jI^i+rUXS6#qB474LWJsh8IW{aY3j-* zBn)wpFr2L;=Px`CIOx~1M@aopFzouH@lN^SbXo&~{8;Dt@>~pTc)OV9!>=dSBCeGU zds-K-it*R@*Ki4@53L%-DXfY=w9EYvzbr*`$C=v`D$Ip6F>1clut)LpEOsf|{kMG5 zQZ!_wKwCr?L9{<4{r`@R2;U<80Nmu)w^=WCG`t>w+H@8QzR(Yt5`u0qCX>+Y zOrO>9tQ`pi>B|8G=_ewPq@GBD5xT+ph3NmA`UL04Atu{7;Srn=f&L^#<}FGyol1hw zv;xnvF{@Lekab%uJ`MST4Lt$Vf|V;ko$N}KL@$KN4QRKMMh>UtSr90DqD`oB{O_}; zRfSOQwIo4MHK!r!eNk4g1h(_SiM@Gr#r8DqzpkZ@6Jd_9ZajR4Z!qlyQJ<_aso1Rj zbH^V1P|$ibu#qk#jOrW+}ENM3q3uf06t-kZ!*XsLnFqeV=&uhp7$B zQZrjtVM=IAu~JSN;dR~}#S`*+8+NhIyKvI7_ft}OTgvBwZ-PLs{WNyK?&RCNstEi( z1!&z~Ruja*NA&n(O(w@*OEqiZMb%@3io^L}=ky_8^nO;@C_N6_7Pd&D(F ze34#88Mb_%MZJ>6d1qlFm<@ISpP(OQ=W1JQXCiYSI zmTn`&(!!IWr!)(bhR5^S>S<5>){J{zQg`5sJl=*Qq=$)toY;dWqAydG6$_$?7=v8j zY$M?G`3pgUrW~^Ewc)36>myQMCQ};W+%2bFiUoa@oa6dT5u+E+GKE-j%QEOTl(Ns| zsNbOfwQ#A$GOX1|E@}AZdy*tKb5kxYW7J$0yYneZv&9w%lBul!+O(gO(13|!&lU%2 z-N_CYqVMMT+@Z!jZauVjhm11VryUfneuULZ**GhN$CYTkl7c%hm40jjTV(cRjtYF% z6g|+q{!E}DLl@De6kRy$6l~Vi^MBJNh}k!M%~#fEfd=02pM(=D?M(T>c&;S(QW^15 zF0;o;PoP19G+fn>;*ie?v5MSK)eoc2aG>&Kza%vk1!6+KDtDV&TU1SpQ8RR17czA> z&kLl=lgPx`D-$M}1usa$azH=T4I^lDGd_tq{rVIyV*PhDNr0g`1F7dg5;4hGITp9b zlsDP8R`fr}6*i@;hI0Dx>qvPQMzVcwahplM@FBr{1~d%V<_-Y|e@(hJ#zYU1{@s+v7F_y}``d(^Z z*7W5(IIV0GYD76L?IS;xZ$^NxPsfM%$hF&tyLm++r}M$mV|mHLdi~JZ8E8I(NiDJAqdtz3{Z^6qyLaLT|UDyjQPYPFqTv2 z|EAX1J9?d2YD`vUkuP@0>!u=wy}B^ap?{aSu@h{A*Gk-^Fv zAX*gM17Y<5vvD8HZ2zJn+Ued~LvpTe5eIHEv}px6*^`YL<>M`zY?AE{*l(%pNLq zOYMFXn8;`(Soiv~rM*_4tD~r9NFHxSlZagHoH>34r!JVP!J~(`QTe+CoR;aGd4Sfh zpiLmy0fbh+pfku5l#M8j$^BMWKUF>}B?f|?1%9Z3a70`CS4PwszEc4NBf97R0nf;V zfa%Y3hF=en@e}{)R4BsT^Euek>nN2eBfG^q~-tV$(Ee-D#ulDrJjR$_{v+W&!r$V2I=%j*OK=SQ zhxhh+i1waTkmj-W{u2hl(vx1v^t5#G-6k$~%?m_+Qat~S@!XHcgMZ#xUU$n$-MJqw z%$VIuSVOV~W3;mkwi-^!c=a~*-AZzy2-N3RU$f}NAc9_@PPTB5?M~-Jqpm&(nu3Wn zkmj6Jp|!W0TvIPY(I~Iur%l$gkK!re zl&`|cg;9pi^rc5@(td0giV?IIWC{=19^i+59Gpdng12X!46dP_N%+nfJfvMHO)FPm zaDe_LzCnJ`34#)@$g3e1!%;5}2NA|gf9C*FgVTW48A#H`bOdz;L!SG>yec}X)h3R# zHdrk@DSMRH=vEW}u(7qeOk5KbbS6a$Tdb#;aMQo-Q^T1JhI1O>=>>2&QNHbCtUGpM zsq?LldLz_-^8o3;iX!}SY{5Ttc9DFd+YW*WfPr=e+Mp+M8y@M!groU$Y_43yFsvpW z&bz$$8^grea&$!!{@gwrz|9(wYD>|ok$l>{am&aShv;{~m}5uO8k(28wEqzmo`org zj7q96-quV#dF0ky69U8bOSGw>LRF~A6Wwn@M!H2FiAo)$=}BLDaNl;A2UdaIooy*~ z5;_%@S@2n+J}NCHQs>1)b%b+-4j80ALj6Ki&=tf!$O3;nAiVp?Yui2G@d|u4K0%b( z*ty<3{6ZNM+MxO_rME_u^-_oXu#d2BxVOG`V~3fYFfp-IZcLRY-kO6|S+Ysl^&D;m zNB-V7^r#U7*FD6kcU7`^XetVHl#YzNXwyNBe;msxO#Dh4J&=+{HB04bZBk4*^LaXz zh!QPY4_<~1VMTU$NwEc7-Sf4E?9r2{>%8CnI7YnX)$Wy>BvHiyN z;DxD7InQZR`B(|o8Z-%t_M20)|EvXEjTgU-AItD^V!{3MAxGE!`^{9%-tj~WU1Pgw zh6d_~nFL=5tR}-5kDpz8l%C7(Bu}z{9JRHp61A0b{02|7ZQRe?RE-yMQFTlE>O-sQ zNDDpqIe+mf;9xBw0`90#x@Olaw%sgf%54NX+60(a>;1#j6q8YQ{$S764d51?vV zg4;tiig6!o>2(KN<>;QA+*~F)G404wa@=mI`@Uvpy9M<_Ft74>2_}J=p)z#!^{%(8 zK~eOK=kQ@10UsKY8hX+6?kGehGs{!52Ib{80&_NrplEE+zJ>G{q?|{g4|N-cef~7B zS8QSLUe*gkTh3E=4@HaHDKc>VZdmEykD5GdSXn3o2D zK$*5KYc?=7oAKNzILXc4nDw<_kXf5>AQ(#FVU<&)g^dZD3`+mG-8nbUSYd5}SN&?U zFal#l=(pXGTnkvU`Z8Pr#5oEVz3Y1w0yUB8fUNI}_B^Qv+T1&rCi%My`}r0h>lqEa z5BvA8R6)5ZNzt(VNpL2M+DoQnKk_Wv0;{F4lnMF82#OW;tWh%Zc$>@9UY(~CCw}^2 z>UsU(=^UUNS22H{0O$mq&i*$ZAKJ>6|8t+tb9J8|+Oh`MIZfu~N`_o1LuX5B_{$om zngUh3fP)ok zp=ok#7;%di;n!&qiaxLSX!9)gEY1Ve)Or?Ifg>KLZMa)ltEPG_t&d&gebl6kl)^Q8 zVAfedGH=0bwV)O7u3wi079P9zoV9d$x_0yR*3hazXg> z6U#8g%0gLj4Jy3ncKT!&nh0+GC<~06C3U1Bn^~N>7yzZu61Eapk=lX0<^KxTCxHHz z#fCw$7^XNBb(G@zw%!$H!#F%M97=;IO|^wmh{foSr3-DrD@uB+CY7qLq>AyvhMWuH zj;#fTBWtp zw1a6|R5WAMx-}0K6aLHA-bqP1>u@X_rXutFKj8Uy;bHPqIds$=r~Jg^AE(K9!f7at zo4~0#mKU4A<5r=FHa&e@H@N1F+{Le(z+Kv{i`=!YO4O1Q zQZWQ_&=Mb3$B6UamuF+AdaU=fAZEQu^gKbQm=m3it!DI_`t&z4H>Ptb*Q>HXMHXRWGA@+Ool-^l9jg}WphsVeN`He8 z)1icFib=#783Cklqh;0fzfov6kqI@-@e>Cx$EKCONAK>%k(5(ju4A-&UsJFd&lWc9 zY?QymAH{0+H|+9HptIG&uCxs~>%k)n=!`qBC13_;uoJXcX33-+551fyn=88Id{g)T zalosu@I5;5QzT?`V&=sX?H8fAju{n!&NBMO>Yf0Dmh#u(C-}le3!WZ3Vf56&IV}&B zQGYCY_Fg>6Lx~18xX;ku$#0@w-qeW+l~cpL0&-O6W7dNrua+7kDE1K4;te}&>KUtH z6`278Lu&2 zU)J;I9@RkJOw9#aR1p^Ea^Vz14RV`g_0t&$+rUlXd3(X8M7@w0k~|e#5MW1s-@ zF&lR|e)RPFPGMj2W1V)>)RMnKl2%m_ac<1iUcR6GzVi^L%wB=rOyF~eAXn7Tf{805 zvxLM%fl?(`tMJS_omiv6kNWNEw0sAczK*;?T5A`k(Jp?|Tb3Q-^~FdZ^-E51*RiEb z;uwA&J57jRUhjMvILZ%5=k9>hnsNyX{sqx}06}Km@E9Y&;p;O{F{I8O{vwQ~>9F5* zSWuloL&ED_$v4X1haP{md^KPawHG6eQ{!UTe-~H#q+A!{h&}JF$TNn>%`wA2N<~ep8$^^!P573T{nau-0)t2$1}3ym3&J(&dRP0E>NsTNK-`mV17og0dxRHr%_%WOQ(PF=e&`iBwx$nWE#r^>88QT@KoF;`wjf z10tX0JAR69@-3lTK%|?p(Rw-PvPM`RTs^G{{F&nL*1w@A$JG0eSaXL@n^y8On+VLf zm@p3^6YH&{eT}bmz5vv_ca$!??!tWyb9Y#tFX<9~WJn@i)(DizNGNbhC7}n!4g7Y0 zJBGwRnnN%Md$8)nhEN2db^?51{DO1cf=LAm0VE|+WgN{RgdJ3cT*Adk%ARi4&Eke! zwGsoawVH8h@xr4rZX;IdF(Q8zwb6~-xlyY#aXr9` z@@F9{ZfFogkwQY@zNC0ely}$8bkT_$-P3rJfkh|A$sZCXwDz_(5rOgq7TW_cDtOY3 zD#m8E6)1{wDa7A7b3Rc*M?q0N_Nk?E$Q*=KyRC`hRR_Q?@w(^0{|!=Wl@r=|B+C|F zYL+$cl&Ls0jMY?N{RX8{C*w4sp8S*~-@)E5m~}m86ku2Wat{eDUB`<%8#?Rkr$BH3 zL0HamGuIu#d4<RJF-J$oxGdx>(m7#R3jzE$M5fKXM76pm zd5SJEZKloJp*lEIsdDA}Z@mBj{QPSCV73F3F^St#S%F7$o(nzW`D~vCJ z1A?dtJu(n893vJPaoxiVhqzz)c;9U#F^JzDw|a=beQ#F*DjvD*)qdV;C2y0+VoE{m znQTsj{7;EWKcky`F2wkcgMuX-HDHO*giH$f>=(nH=weR+D|KzG{GGECzP91R;wvS= zh-oboOM6P?6h_Gn<7n_dw~kL^{^KL=anQnS(dLQhpgI@i;uA`To1yn(S^vI@Wub!n z=YWAldqFBk>WM;$@gUsWleT-~Uyk}_VZ#iF3`7J?TpS&&*jY%CaiV7jR_xhhV9DvH z*CHM?Pe1H=$?6oQ^0axFi%zud`$JpRf1WNhHuzx_5lnKXo`9<{ZIa5LK1Tvjq`$#R z%)pL&gVnQ!Ep1#<`?fM8OnXMZ0dP=m+~aiMM=&>Ah)G(w_9nT|A`&unc@8T!>EJxQ z6d~Wqo=yMDA9V2C2s%ml4vd3P?X&t_=v6#Nlr`^h#<(%*e8{wcmPG8_#48^xdQM9M zG^5{?Z5bRi8zU6C=HrXT5%nC2WQ=g5#FS^k0U`Hb^TK;A_46IP=F%Z#NuiVPd!}|e5fF#oy)S;xJ#^28i$z;}&fk!cVJ9;E9-gV1* zpmWo9V5e#119(Nh{XF85eLVu^=>96bl>kcg&J_L|Psv?n4?iWI(p&D_b8=Ua{3%I=lHD?UF)@iR3`=o-sg-v6R!ABH;%rI)r-%k-D+9kRh|yg z-44Im_W<{E$iZgJYVHQ*gnZ)W_ht1Syr1h0-z!XjUo=V9es2wd#P`48hB^H;4y>@6 zgM~7}s3b*976oAfo-(Ca$o-ru1>Y_I<1wsDQ(NJ2|`b6J~t$WL_i-iv5f? zzQ0XFvNGd!)FL}}FX`o{2wG$K6XWflug6&mJMPLq^&k zw-BW3*VdCVjHWTqkLTIKTPI{nj(W~Y@8p1GOB@-+j^e80Uwtu-HC7*!7(!)`@QLTf zq?$xF%t6>8DCt8<+#ZKp;CxYM->K1C+PHrK$QgQ3`vd(AU7^*lQDiuNAM<$tfIIA5 z1>fo$C~;rkzW-g(R%dOysN{K(Y1#%?dxkYg*(CJ#;y55{?%~F~SPO&VCUqy5WCj^p zK@-(#MC%Zy^%dyFc<8hA>MM%!2yR$L+o>atq!=1 z)S+{=-3djih3xaHBf8-oR- zve$m#p=>LeZ=fiG7W$0`m7)b~Mc=me<5@;B#`kDyK_zV|lHmY$&73ylc^`0>Ae!&J z05KK?IDrEnOOpW|BSRq{!pU^{`6U7s=Nu+^`ir!B|$x z9E;{3iF);S{@n`9Ljx*K?%wdUd7xb0&k8r}l3bl*_@Y-tF02uDNQRPi4D8W}R$91K9}AQ;{R9VAiWnV`d5f8k78DM-)h`Zt@RXEui(6ZF-nCSt|M)9$%) z6`1J{)4461v^h_sMiAt*0C>;D^Q}iBAYi}H^PU%09OYcHr4#UP96oI2{r-Mm74VT| zzX~~j49I;2!?c51KIC;`yAztixSs<9UZ-Zy9+zH#@@_{H-4E-v-Zk3$M02$k9Q%*G zuiW8s%p*3zb2V<-Zn<OeceMZYHUv3N#X_CKN8s+h@($avK7!um>C?kwFPZEh);KhOv zX|$;xgTqC|T;dg`VEw3JsRw|}#2h{RP~FqlyV;xQal39bMp z3l6jWDY7uk`ca;Yx~fm3~oZ&3AQCic{j>w{wv%s63t$?}}N z&-8}+`2hdOUmf3Zy91a_)OPx*XfqH#K>S)Z`i$2tW9HL@hun{$rlZNeD2{km*2ZIa zR+|ZIi~|-c=ft{hI)a?M-bMzi9ukfq!4j1oGIOM_XRKU#x&OrncdMj;OoeGeORUI< z5kR${k`o)S;f4@jlorJYZ+eCp|BI*IJkljtr6TqUF{a$nbd|7qB1;*1jJX`X;GrPq ztFar(TIHuCF$y_QrXV(Z>^9M}9T8+Pt|rcMTFe(QN}L>j8_eQ@{|HeDp%==4)EVz* zsNH0Bz>Z7_7TP!9RA(h7=BDd?Pe;*8B8OcKM5-ayjWU!JmMdin(sDtBZlH+RikOof zbg%r|yWUB4H;0DVKtiN_;NAtTpqN37DX%HUJ1d+%W;1^EM@^fNk#%wn#jWO7mxi|d z2Fc8<8iCx&>OX3AjTt%b_8`nNskMl*Vr+sGH)Y-Ht_2S*QH8?Dvl@7*H|xl5{2p{v zx;9&pJR1+KpwUDx)OANu*gs_xTD@&!&t;A=zkNWdz^&lABZR25vpS~0g&)8 z3?^R#g89M=!$#K6Z|ZTD{4Kk)$uK`66z*g`;>P=_n&pb<{Vo}$0rwgxgaX~TLwMWJ`_nszP68-?bKrw< zdUwk=l=YS34`S%yUw=4f@lKIG69E4W1-S>WLcO1IboM&JSMGsJ^5MIf{23l=okHl* z;WRSMZD!@p=&3r~m&kS*jJ`8GJBud4$vFdRCVmBJ7)8ey#P4C5`eyeX+)8mU6w`3H zlCH72#*$}94cQo@(B1(&8pm}uo#VBJWChM>Tx>tp-AfpmU3qWX^#SV^L7Wu$6!e@` zfBj`PNG=dqX>K1p3Xbpu)uR_vc#59cU;blM-3fjf2;ob72olHbFRQ>aGkg8v$PDs^ zj|ta8W{_rNMJblM)f)cRTSk$I%%;E9Qn1PqhLt2Ot%k`|`PqSy>&FtGsvo}@8+gzO zW-h_h;A=>~d?rvxmj46_Pu!eN>}Gl?rrTijF(S8p`a_qb?3>*5oyM8rGu53r+ZRu5 z^S_(Q{$DXQYi_%{9_YE-V{JD#tUB&5QO2I#o!UbFx2Z96-RM8QnqG*vnM3{H;LhVG zc5T9y(I?X#VnEj~z*pF6!#+kl8*EGc|BWjLy}0+W=GI{!o~v^QJ+@DNw4r__GkUo+ z^KBH)CMuhdxQ4Q7{Ovm%8_Y+GDD`u;XbvOQ!u)l)7nk|pTG*HfNfrcJR=MXB%q>%u z0@e4(gy8E@sySj@kI32IwL4#JsPnZZ(>-ZU5giwOynQ|FR~`>T;JGGeVy~guCgj^gpcdsc2hS$pwmW++y7Xteg0n}ikin8l z|2k0;-8!t)fB91itXaMBqWwn4%x6Ei#3}KK%SSp)K$FfL>lR<$@!Fx2Q4=M+-<=RO zzjf1E8*@l@og}?8#&auMdYvk+6ijf;q`=^^@aT{}Hsy{APv7lS85F=>Hp;Do9e}8Z zedD3lsMt<|fwtAZX0Z6gJ$h5+!~89|s7=C%d^}uR*#I!h#U?LMH2ecjDPmMEgO;6u zvlksM13qEUl)u>;m>nv$Mu^W=xn4Z1>s{iZe!H1MJOkQZ!b6el9IkgFEAl{@`r31|gCvjegXOysOEB0iQ zz0qi3Y~N>)q#=ymWH!-?(2-iZ1>Si zFu51JXiM&|P(E#_{DF1Vq|vkWooa3j61nyf0!UD@FRrh?m$Hw+!=c=Zb@L5~c2j-f zuESP3-gX(x5f3ecT#-F@F5AIdR(R#L+;*LEzm&LpX}STA(#3slrB3!~Wx6S*#i)Df z$G!ha8{+OC9CCl!#rxbo*=2F}&P-UdBq?TPoJ+y6Ij+T3_3)!+l`mzX&$R_Y$?QijVS1uJrHX>*5tGgu`>v9(By4z8>H5O zCOsqFbe^mEms?YHm{@nOs=tz8{21Yuo7si{OuR_{?#P)3{D_9W%m=ofco1r|;Tq0{ zi(Uq__H_~wX=dd{h`joX9jv_-%qhduNuT~SM$_yHOGG9RcvRA7aT5RGCSZOOSKJ!JjCFfcb%|$ir=FYfb+rH}qA*2w&2cgYzHpwRVYDd1o4ftDTafL%ao6lg- zgD~M?^+D9hELBB?N=N6#-A~!lcea1vp3fLrHsZkP*+=jS`aJW+II@XpO~|a$ggKdC zU_`iWQLKsH(SUW0@cv+a!b9#8w8TXXN>QsBJ zpXAYZN zbh9@MOc2(}ZDo7cp4c$l4n7f~UpZe0`re-~VPIv1YL|xN!F8X9TOYal;}h*1(*Bqb7NRn@Z%(?7b?FSU?_TQ#z~Uv{82<2b|mRdyBqo5g4ofN7th9qid1=(Y4I~=vp3tv6y~zE&oZ+|9`rc%?Wi3 zYy>$Si8{=J0$a5}P#^yNrO!1-{vrf|g^jWGP{b*&jE+qE!UcKX{oEayk8~AKiZ!J5 z0EIZ!3KZV(#e#AVire*p!emyg_}V%b&@?tz!s-dpe(XMNgT`I zj4q_?p}9=Z4Q@M~{a$d67tFwa?@xT$#UNxeI<-iS5!|Jf*924W5;c^E+@jhNE67R- zkdUp6y~)0CQNgadqC?2c$QwrcwrQxAi+m)Fmk8PtBZ<-y--9}N3l(dnBDJl9GhgK?)I~2seG(Nu_p4!$c@21uRtZbg+g)%wf98i+#}DPoUX7wK zLEv_=0Om+86t(~zp0)eTA?B=#+Tb8=l*qs!Uht7ADhDtiJY=`^JtimsNis9Wabsfn z&~d`;HRM9AV_IS1URrywY*7X?EbB`#!c?q;a1(SQq@??Va5d$izh+Om=P0d~c^;`d z`lyz&fBW*;b^Xd_kN*r>AxeE7nyZY|>o4`cr1Yza|A~G3bl#cUBCNMB?f0>7*uq8a z#x^jdJ7Ne8Q{y%8<)U;TJKsH&l`ZIpI}Xf#RKrjbR(gNA<S4))N}`ICL(evH zSd!NyIrS^0tMnFY7hR8n`WB_zsISR2ddcDyak^9DV95Q8<<~fInbD(p^jOgtCG==R zA_9EM4P+6#&e3$&S_AqRRAoQ%kQjM*(4gz>=ab|MX}g?IK-SCQAv_`5qaSuo#749z zyBE5hCIcRmlLdw8U_DcpCyH4$`e4Snh{KVmLUya}|EA9h*}RcTU6Vd2WpR5C z3fZ=r94^p1&lVJ)_!uehTunHG6!ssU@EM1_YU^1FmvoDiP^2`d?z}Li32O;H6BS3Q zTdbxgzHEYKflKqcH`wp7PP#kF-G*y@3S&|c3rXIxp&b*|$5|-aN9@AcMmOB-<>QnI?sH^7>xqvmsYZC7!6zH?q8T`8uwR5~){u7cG~(=3ZlgHi zSKPT} z3W-PgRbtD4Q%%MQUjCyeQhmAafagvSOom;)nD1UcT|m3o`{(K7ca_4yC`u92(M=3T zn_p~4OHTs&BFCLz91-0E`+vhTcEjo5=YN;OaXP^(wsODD?|sM>iolg}vXJ|_!$*sY z1@ejoJ0En_CXzHyptUnbaXRUm3}O#hrj+jOePA@L(_$|4TO!B8v=m&Oxg8RX?xeS| zcTZ6@5;q4T%1AIS?Qm~WtBtymS|>C4Gq2e>L8)3p2%Q_k)JgfqDPfZG`bcm+@7^(D zT5oPFBz7^^&sQJ00q%mTM%8w?a*3^6=H^$KS8*CFpzR6n9I-!oYll(}va6GGKuKfb zr$&R@yX$fF09v8_3$k7UsL?qC`foh-G(j}|G*>~^0V_Xo(c1!Tc{0~x{XMP1jI2r? zAl3Hbva$Q8rMlS`OEUhpME7fn?wrdyf@R3W=N9IAI^WR80}A8uC;D4scG_4FYP7AMc+dh3UDsOD4^3sC}N_rEga0dZf~$&3Z_Nj9P-yXHHePZNZJ} z5K*Bgb97frBIToIFZ|mYyGQnvzmv9eep8Mn^P|+{PoJVal3lq%=uv2qg1RP6P;Sh{ z{m7hO!;qD<+JZ7Py$-}7A;eH6{O6QFm2=PBtOKc{SrD2IP|?|vE&@tC@EXFdBYeOn zOlf0glC5ry@fPp=BXH@&muzzFV^|=UTLk(Ztqww}or8J2mYb8OFl_^itqWgrYohAN zP==s~;wC;e?jM?46g8TLg+G6tUEBAy6>L-jk%uMFE;OM0BArN?KHe-vD=t1GY*%2^ zG&c9CgvBgtIf$HrBhtL86U`2N3>@7i(9~y=LbTFi$g;zXYz5U02SKKG=HayKK+0YT zRpK<3!}*`V$4xjlyMZF(^cs{2V!o#2CG<+{;8I!!DXg&~?H9Hfe<4v2!^7mJsFrhf z_U}J9ykk~^*z$MfpV~8|tr3h_$yt9y*(KLgI}@#WZ%#9IkKh+21+j-r(@s+oRE|$$ zb4hmm(K)N1WjWjrt@=8?ih9`z*-yI|J~qv{9mzz?siusEsDSB&D2&Ds%*?J5rl9>ls@^fU zvT*C#?l>LWwrzIIj&0kvZQHhO?bx<$JDo4*JoQzb_t&`RT2=e+Uh|$~T+h8Yj|p4kt$ z6Oxv9QZ`Cz2aPh>LEpd8m&-lLDt~<%_-qgCQW3!4gD4+InNXi))AE(5>GzfKWL6oH z5yEBdg2#Cm0IiX;2VPcmq8jf!I7Vfw>z=k8`B-``_x$dGBd^Tlo5rqG3E{xhQLM4x z(6yb+ys~!xC;B16f6WkYAA07@czbkah9)ca@a{zNZwUCVX)yh%@*TYjFE+K*$fx%J za}5QsQI9Sq3@rO5`*v`oV$x!pwBP@b`&*5ti-rC(_yJqL>z!HR8e{`di*D)WLrYE6 zH3t^NUJ-LE>H%q66#BoiNZf_Dm;7Vezx4=OA?`{FrQs?gt)XUdl7hB0|*| zA#UsiR324HoLrBmfO$dqzw#npEJnqv(B8`Sb3zs`R^+VqotHi1HnS=XlT1~T&%R%u z7%KobU%QgPwj);jAf7(zU|v#!^GA3g*t{dGvwBr)wgu;zydfJF5>gf{nmj+Wk!Y8F z&U{Hms`RgqPu74q0jSjWr0FtlaVsL0oue8njtM8^L$zX&B_uJ+?`vq8rBts>!ePs? zB#S%DXp8eLZ5=CNj`84A>gCRAQG_R8%QR4?i8< zr$~Q_$MJ_WSORR&u%&B)y{maYXYrb&fz<#x&pfM0O~t-gy@UL<3>%+5u!I}AyLf%f zBt*y?A7h5vn^0RZWN9Y+&Z2|t6Z+VnE*0Cjs)(qxmFF^??S6LTONiIP@Ov_k2>&Y{ zK^w%IKVJ@rHnDb|L78MN1ynX`he5+a_cUnfyk0kPxuM-kDUDeu6QLDz zyP2jFrIKI=SBDk0OE0GoJel;9m!0xE@@=DC)A>nIVAlUs=4ObN2ksEiso>nt-os@2 z2DbnNKv+qb5@K3<0x}A=q^Otu{4~NbrwSFl} zf%6OxKxZGy1K%tNzz%la8bd+UFRO>P3+wPvSmX;gAQ6aq>@n^9HN^$drn)D7+rDR? z)vHb}_Ormm6*1M+_+6YgNUYhtE>Mib3Pm3t3zJ>H%Dp*wCC{WhHEdWP;v4ISsW62>^+gdSLXNi)#pibMRU_7G`nWC!C1Dhk0K=N4=?bc0CI6 zrWBms6TSQ1fNfGm5NV@z@OCc1r~9S2=Jg~fHBxfxt>=wcC!?YCr1Ry~p1sD4Rq#CC z<9szx4iRE{b%(cI6ZLlK0w|nK0>&R%P#IcQwk9t{KmBat%FaEXdn?ELUon?G@#Ol? zZFu(0nV0N|A|3Zxf?2ziOw5)8$Y~Nzmz2#fR4;AY+PZ&zNdC>7I2iceW0N~H7QT)D z2zmwoe}iv(zGs#Uo-Z46B!PcfeJQ=W{-yRYXM(n#i@BtHhQ+BEQgKcbVGvChp)&Z9R?DIz*~}#F%WgtyMKX*%)}Ju8-dtwD!h{ zw7hfxMZ-Is%l?AkE1qK^K=rIHGzf2rDW^nhy(|zFS7+~S1LFef&9>ix*+JS`)?$d= zU3r6J)Sk;#vyE_}nh}ojrH(5)fSfh=6!=2tgPK7L?ht{X!Yo``+N+U3bga8wK=pqA z7+2bG(A*`54s9mmOEq`gLQw0CLPk%NOqI8+0Y`&iwqI#$r%Lc*mGmp5C#O%(ybF~I zWp4AZ&!AVx-AbZ@7TP2*UeNs>{13Qyt50okoC^PyzmkGqTtTLO#ss+^DQlq_-yrR7rH)-!s{Bii?$>4dk5#`)`A|Lgjj7#MT zacGELcygO^q)z2o-Mk2k^xL|MpW?aDrw8d{>~c=-^5o=n+9GDk7VS&DAj|wZt&ly^ z9D6U0j}I$p zz#y!75%Qiij=2~v1R*~jzq?iSy9{=7$s{OMRddP2!sb$EF zghi0CF?BShl=A`=7@Na(q)Zo}Uwl%i2~nzPVb@_iVx_8w!Wsw8h*>bdgER0kP(QG? z>OPmwt(8O=FBRsuqo;Z$*Y}w>bc!*b&fmlOub679bR%z72PP&aZOT53QJcvsaW_-i zHeQ}#>38!?ooV?1Jwc7VBZ)l#n-H6XTo$R6Icd6;z?)=6efC9SrNVIc5QieS(1=Z{ zr!(G^*aV~0Ob;nkd;xquXX5!$^T0J@Iem&kEHBz9v28*p(+&y0G^8l;kZw8IEdefa zpegT6n>2SQ`Y*W7{Ci1)oDp~gXLXkUJOP z*j{hLk^jtv8ZbLppi+vrLNrVURxH=!6KC$1o3AwN5vU5Lo^oGjq%(_^xsMZ3b{TAX z=kvO~op|t7#6}!)GsSuGLu^`Ww%;*OvVE3! ztMVz@vTxHnhZ%|)UZOd0Q0B+b2E9+H3VLHKGS0+;PQa)dl%($YI7-`%084=Fg<5LK zS#Ka54d(c1q@?7F{k7LOI<=*51zQ~ zdWf|hIXdW5h^*@&7vd(vJNEVi9nqDwHvITh8d`_p#g!KEivaF4145g3*Suc$|6uvQ zXCn>7a*KVLwTzJiMwH=d#93YT^=!2??UP1YharaWJ_(rZ4jefcdd0CesBZ>^lKBjcQvOpUBqm}!58So!6strl?HMFB~ zY>RaM8i85P=>HNzM*|^h4L_W*7PM-2+^ZgQi`Csoy)OI2an;hQA%-`0>Bo8php4vo zMC_UEhb7m}8GPZ>iJsC*QY(<229R7Jctp>I5UNgh`xrpId+lHz5^Zi57*?>=&X#Zy%@kP*~0Sq&pc+GG4RrmNauw_-1O$Zb|hw=IqwlWM8IvonC*6V`R%1HF@7q*57Iv|{I7Vz>=?fOd`vQW#qRx_ z|DuCBF8;(E%1yl)#0FNGCWBPUn-BDd3G@ADJl;P6$j9{i*}kJ( ziBhi4hS0IR<2A)-3Ck&2cms)2$99x($aZEaZ)N;B5?-iOO7%0;-|$G%z0LRN$QJ>*g)3i*>ymbEu&H7{?Sntk)C% zV~Demh6X6LlcGez%|W%uC2g!~`^h{|UrRt=^cL3W6e-@OlDsO~VsjxXx9jZwfrRbK zVh`~Nn1A#%3Mk?)yqyKbT{9?l>OVWble%xo#Nj zax%w?yMm6EIqslnmuKt?!nUNEA2n$A;t@xr3xD5k z#VbB%!Yi(Cy{kR)beA=Aell@2c|AuXyDiK>WzWPrbmG+&cpg`n8Gl4VvJ9*q)9nw~ z-ckWfPVBi)!uVE>E2Rq2PQrAa>6xtlg9p&<|w>D-oBCrb`r8R1k6cBB7(3c(v)=XroRQ8!#>S zbDph5NZDGybeew-4(jr(b^t%ojS%`Eu_e8P28&qTLgOaDfrEwj1N7f)P4_p>f*T%M zy`?~)+(er5_$%=1yBO%`0sJ`h4%227PQ&+%PLe{b36UE2{tB%Y=_WPLa7ZS%(2B<( zFN&RZP|+J}xU>TZ6yNgC?OnCew8Tj1Hujpk<9;9E-|$!*jykkV0%*O-k<*aA_TN#l zXCKo=s8O+C=LxJ5IbYi!hogao;h#_#-dqQuqSxeZQ3DfsL-nhTuJ6ODGiQ#FoG4s}=DoLp){!kQlO z{AK!!h$lKhPU1H>k?2DiYD72{8D_+B2{OJ}wovHFE8*t743(p<{xv-jV%nFwq8o-~JNDwwubdDv*U@bj6W_pM7KqD z6P$>l$sO`t8Kk)5g&@=RPlOPVjIxY{isq}3ANQ|XP-BqDxNWxCrY%Biypi59&ADqI zNCA^FFdw-H&pG&^?1?=~%a6{nONHFq2~1q(WLlUX+=u45(L_UUQqc~U6|||B#xJ~D zISO<0P^7`~YaOgw{EYKjkd$lJ^z~M;BZW*yP(IjxVfWDRLdikUf?P7DgxI0En$6bZ zXzQ&Mo?m(tjns&F{6E6mdA;WRW6ZkjFkSgMml?H4p^a?~^#9xyWgDy<9njJ?UQo}U z&Heh8cpfRku^!~&jy(}Z;`^d3vO^g2wd|5)pZo3bBX=c^iD9d|S9r{Y|6F?LQ zyjfNhah}Fxd4oac7G1XpGGlVp4n|(}n7SO-J$Bw5F9)y5Vhf|@SKpvJRW%)r7O!-d zOvyk9ejq^c#N%*&nQBV!5l}yF1GA=go{YGube8%pn01COI1st#dLWN0-Qab?B6`G@ zGWZg7bXrQSMYqz5lvF*&)HaD+Q9Zlku=*mgQR(|rE4&#dNG}> zJXET{wXYN=Lr!<^I}K8&>L6Kt-l%jc$%o32Hbm+5GAw%F824NY5IebYuo$KlBWWpS`HH@6U9qk6~HV`d61 zsXkD<-+@smWtcQo#>87G2`{qx#9uZOfm(QbnvF-{WE5qVyDt!O>PBD%m}# zdCF9uMh5X6(e)$ePWH51cROMA{22}@eJ$lnOgk>>;P;#3|Eo~Q|P9|^-+ZwbRx5DWIe@k zlgU#^MagsE7BHAPq_7hhY#p}6xL)fNFU57xs7NmEPvxkhT#&zIPxIBS|;<> zqf_wYxs*1v6+@){s5VOXPF2mlcq@g^Mae??-Z%kx$>|(s#kxndlW2^X)DqTjkocZ7XTRRR{gXASmv-3+Io_K2So{JROJ&%TCi^%9k@m6O z!z+aaDJ~Ix8L2}+OC`NfD#7`!ppRVE0_sBR`lC%WJA?O=T5&G_K&przunpFLe#nQx zPjujR?HP)*CL622X9T@vompVUlI1c}SAls^gGWqro{f4JHCh>=U<6aT^zp{RCh)4b(`c0x|*5-fCFSwcJ zmtCoH>U9QYWr^ZlT)L*sT{Q?&^o~i@=sFVxf|k^3#Rt<)|8gG6TDGpvEO}S`Nt4D zijL-0hKTBlupejH?hzEbkrfO~C3d!q#KLuh*5P^_B)F(}Fj$kn0n&zK} z$HHpQFfIuyvG(oFZC2PRGZWdccQ$(7#-JXEm4Hcxwf)H09HdujF%dH}>=D?sMHDJQ z9NknwwzU{Jy#B@}7A^fq2=L7*)_<5{@%xi)#T^7=b@;%S(#IHc*NE_NQ!juFF#n>R zHOG~i>mLk8$QpWSSdSUZkRL8uJB%v-u#r&e=IE9KXRc-KnL8U>CL%-IPSGw@N3su_|>#}Qrx z7p_QGvAcu_!BJ|{HCx5br;?B>8fZN%!4n3-eXGIW&796 z^Ytf(MNhYWm$VACU8TKE4OQGfGxmjsWuG@v6X2PUnF;Q(Oqar{?4PqYc_$r zAjH4N#NYHt^<&@`SdpVkja}}0R~zaSXOxE zR4fL^H3|od@w2yp<`6dFEJ@}A`PA$j^1qzCsW(|Ae^!>C+|5M#6;pJ-Dtye7gmi;P z%#_x>*deW)sEr@2Y|51t=w2!^5%w#Uguk;G+&HNeN*8Z3dsfr%gi${@zp}mr zld4EX3M6)xzwxrlDuGgGH$S-!wkKS^Gu6pe5d)zCqadFDH&e;!*jihp1yeaVB9iFQ zn)|cg$5ssF^y$=oImic55emmK2zYp?s)zFR6&b!`j^q;qGp5&WS&C?mCY9-)Ez9%lf|~?=CwvlN6U;g)e&b%i zmQmHrcpp(?bV@cyx$hSY2YxV(L_zBxRx@J4v^8fskKu@a{p~>#Jv0mk+4x&owFC6C zxhPBlB7rSBR9?s>2j9DjaS8++`CRptY-_+F@q}|+9f1=R6Q`gk+DLb9Vt7~0oLfHT zcSc=S1mka~=cHqG2*VlR$C)8i#{0N1P>#oKEPTU$tm2#WK{3NA{a-`Jsq=^ld(jfw zMBaN`r~T#A3wm3gI2{aMJso?5JEXm~TCb9!@`Q^efve_m9=~xha8=c&RVU!@xZDiX z(ClUgHC|5Nehb0=gZKT|LWQHThCkc&4U(9yLqbxg29L66#W2G30y)|g59Er$DvIgd z)%x@!77yi-+?c6Q@4Q1;5r`F9e4oTi6cZyFm`rM+U)F@9Pr}{@`WrDsu(YbNvuWKV z!bq;%l}eXo)ILG{>RFSgZbc8>7`rKSkbTO7=k7SbSJO1{_w!}B<|YDm+R=PF5ch|@pKc~Ik|KX`&K;S7mRkNOwXuI!$Umc(gZq`iK&i(!wygc zvDMXSgm+AqmMqY#pP&RO>$#bhM?mvreD2Z6mFZ{ORIk3T-cA&IBaja?wym_Io>$P# z2>S$30P?HISJv%Y@n25tlalMcl`CHe?h zB3M2gBUys7k=tQ^93WGyE6kb`QKU#4sH;yLu1nw<=a`dfN!mgGcYLwA(H0t4NhG92 zw8+j5Ss5x;1To=Wm8Khe!82qgSpLy)v0)uR>Gwb}7>iAWo%iZAEPO+o3)=JYOrbB} ztpYT0U#oT4xya?WC7Keq)Zgcj3UYmk?8JSEH&5$+D`@rvAL9ui!cX)wdOQDwh-;8* z)E#nnY%mw5`&q!RR4oy6W1Fr`LG63uU=*Xj1fs@qEofO2fB*prYl6*e3!rv;5aF6R zY~=*2Dc;zddi@rNk-DW8H4;cX%gMJMhuoe}LZmiseV$#pP}9kS7ghU)I;$$7rsrMu zH6J{!9b`>P{hPg0GVL8q6PYHFoM(qodIBOPt1R8?FDOu_~ZQCh)Ewq}z5xKT8R#O}^7KmjWjF?h% z)%|4$Hym8vsCfe;)Qq|Y1}r-q#;$EY=RS;So6{(3fzi3Nl4#6i8<@WcEX#JiN?GLe z7+V~^rqSx_IEfjG1+3U;c4T_;Y|Cb!_P@i~@q4i?hi-;jD+o)__L>6HuGBw{slvKL z3onEb>5u5s3Xf?xW*PI`p<`q>q4Y>!uLGUkcswIlQ_h`+YcWKBad)%&^g+XI(H6eY z#V8}IT1_SH67rrdoaRSm9k?`%>Kyh-M@8CIunVcix%h$A$<1=((_E%p=zAshBWq+c z|5g}2Y7cqy$gEg$v%glzGPue*gV{BqEp#HIsiyIIAV=S=?x<`;&Nozu;EDXc{75#}`k7 zRBc`(H@Vt*8DMvBV5CwN+{IxGB0EZ{yyw?$jnxfXIVUv~XLi%dRzvGNiJA(&xYx^b z*=_8)WtF#hm$FS+f7?dy)YV&Za^6*Y$5n5W7xN{C-_;RR$0~dSG(ampsbjnf4iT4* z4CB=CSW6}2MvC{_>o}~4&D^i!6zZI@zbWCVkGWLr+#+(T3n}?De8YWhlROx5xucGe zxf&xB(~YzqheaKbgt9>&`Z>^l^Atc;alfHfrEKqb&6Cw9W-o;}eWEh&K5X>6>y4R$ zoDJEnd@j~~cI8F&SlGuL;_=vP>$?Fx4=$+WRx@aQU-q{`Ji*x={S9FeKFgE_LB^EQ zc5K@XeZg7cE_Bn&_Vp_T>kw*YCPMXKAvborQ}hV6J$>bHH7>WnfyV*(3D^-#mf`G( zp8Hcndy6sbT$-IIAZkyPya3_A1T1|G1h515p3oLwDeyA%Y=bmF))x~1N897j;GtCq z`y>0FRnq&m$r0-6qNMoQ0tHskLTmsJ%_s4k9_^Yc@$r*>cXS0DzMMA;JmtJwc~4<_ zu}t4Kd(Rs<1MynNxeH($sjPsfd#n>E%3>Rxn+Hn&JS{JUW%9I^tA(Z7Io82mv<&pH zmScBD%VwHCKVtJXtYmGmww`qth~dP-;P1p}=N$DlI^vA1;xe5};yBSdzu*mbkUR_X zpp@eSY5s@kD62s56L5pin4rE&{?mTi?-BQ z-cz^}*#c%w$RM?=H^1CCIuL^Jl;H(q9|LBIy9pk}=^=UNq5oSJ@xUccMVe~Svrmgc&`B0m|g{BVt?{JtV0%PaFiKf69CkyY6FAcvXfr#`9#fqROazYFy`wO&3+lN<~4z|b5mH< z5{txn>;jec$I%3RD^1@p_C}q6xjG@R47{2)%F9G+@a&Z73U>NTm?_f3@5eLQU}N=I zh1BR~2duCJeyU1+M)TOZO7I+<{o^u{`!@3j0Fk{jL;Z^Qg=0WzCTb)#u~Ag)=BvQ; z1_)(e))K{H)aQm`&}T)XQ^T9rS$av&%$!mR((I@QR<(NgT~^=8!a8yf%I_*U;i&6H zl5Y#^#%6dpD@fAjGAF1BN3DK3QCARWyGJ%g-N%+?M7zARfj=X>=dhJc*pr5h8G6l= z5>uqM^v91~NX+p7*5=oX^(izbT5;rS;3LV*Cm3fvKK}0A4|)wEiTNu=NqtBwo5hT(XHUj$uEg2;L94B0>%2*al9ENHLqH{*Tt6U12qOUXfnl{dKQgS@fDJH%*qQcstf;AM&58`7Cg`Qj&G0uRC&WUzN1a}rxd~r66|Xnhkaf0*o-GEy4mm@ZTx0- z@yX=Ab7MCjldC^(egmhuKWw;`As}5#PdM>B%B)}{jLhTz5nkeRO!=9x>*}eW6DaZd zJUY9_jB_ZWvn1s*WoWj1s7H%ndEJKPEnl5*K#rB8kt_TJ_xnTMENj zD0UJ2Kg~^LX}f=Sxo!2>j4JQdwG%C|eNXQnUMDL;75z=leZ0D1-py->;snF|tL!ttz5 z)Egdue}E$cXY*vteii5KY1N`AX5+rVY2sb7on8(w3OPczqV~rNV*UqSw&^Uc(-h!N z#$H4RL*xYhyXBNT(1gY8aIcqQm~4g$5!(iKXMeRBn16W(t2h3gHi%4$GUp={C1oxb z;@wfZP{HTvi^pr3P(!bMydX(UZ8oCHk@;XC~@`%c0nJ+TO zvhLJ9kS6244Bw|n^PTt^t|S@1_=+u}xEZVjGA9djertHCl|py(_~Ve>%!4P8sZp?4 zeFVTYJO~5CN9>l3wro#OZYj!Irb1Ed>Rc751+=d_qUHvGBeI5@vrhw~jwJI*t7)ik zO6Ewhj(~(t5O1X9X=*BNz~q6Dh{b4cxezZT-1J2#P06K1v@Zb_)_C1Je6$w;Z8Lfl z3P?;i_>;y7OsjVNUQ`uCc$Akuc$C$)+aXe-d7488tc!0`&6t5vw+xnn=SpQNLBt)evd0#7!AkdR9ahf=l zOv$vLhP}gPm}`OMqc|)LYM**ID=J<=XZ#}WxO20R$9D529BYx0;$h%NQ}t|y{ul8D z1kUQMx`P!{GOpU0B!sM|mjA8b0dBPKe5DE!=m+aFcj3;$*Edk+Uk5S~Al?0Q6aX&2m09c%@r9JXTfgkO&&bf73i{= z=YWM0kGrOFo&PJJ@0$2>RDNPPJk_zKPj^j=3&8HZYpB+Cr9qQh=j$@*nNH>yoAs5! zL%_L+(1$yf{O?Rr&)iM?bM%H{hUnD1UG!mK zw!a_S24EK&0B~x-RZk_Os-YFhbyta82~<%xa;LXXHrk=EI!Rz=-Ge5DU`Na2<_@=|d@amWi>? zK4^akiP01%`zmPH=B*~gXZ-UAu#DgQ`S6q-vGPX6mSmiQ+aRj-ezIYh)HMyz!nXvf&;|Bw#J7Wt* z6ivwMLni9PI|@N5M^-U%DD3jj(BRJ~gR}EkIfvYiMRQw0b6UWH-}#POs3InKPTL`|@+SUXd2hZ_Mgv=jFa7Yt zQ0Sj4XrGpx94Ls0840GrfJp{egW?*ZF;Op#%=NlQEqV#f8Opvso@@ViU-dZmk=P7zN}4 zsNr$HQRh<|5$k9X@zke=3HKF{ zp8u`3E&WaSp;SPyXaza5KJ4!ge$9Z>{hW7E7v7+f=65`~TU||YsL{I`jlYv+NlPcc zO|`*jgu#UEV@hWcE>5ph)Kh%ze$uHKmFpE^EQSGZ;*Y`1o_64*A$3hoNItKJu}g?c zTn&XkqH41CiwRejp_%chiChL(9Rfb8d7{za69nJ9ZA;+#4sl!dhsu(FN=_$bPD+tk zrM0Vc{O1}$${3VpOE=-?XA)&%Pkc+p(v80<0;A{`@{jj-j3>MTxd`Dfa`$I1t()mAq0@vlJLM%J->hZ3C{IA^jJHuD~^luQ$ymi<9&SI65u48*G z0q_@B*xdBm8mG_J+Ab7U@;$nm!%JW~UFsuS^4MW*MVQuK)|4f~{CllRQdSt2&oF4P z^?TodUBx$dXpld@ILl zMQQZ7PAVB`X2#~G00Oygn4MY-kg>8x##olRO$Nn6bKJKCMI3y7PLgm+iQOD|rTKOe z27x$YS~YXs_$KKR;6wTWSEduV{b@5fR;oh zfXyMwH1_Vcqd5(?IU!JGcu+T42WT{(XoGBx@dfM8>eZtyv~T5QYetI&Yed`;_uT`^ zZ&Kf`&GE_SXajk-as%LHSX;fm*}=`Cjd1r1UvEy!Vly5Z%5sM}@ZZ@gB>9ohBu?_# zL3EGer-HHnD+T2FyuWFG%s)ZTBu(V`xTN`sbjdU4O4YS8oX9Q}eA@2$ch*gvrd7X+ zmvq1M>YBjzqOBmL_Scq$yU*CQb*4QVHT0tewUpwzar{YwS(a3rB)M7`3^$PS5v3X^ z7VxKtgnC+mA)GDey#ytuyqIeLFqMx7<@2j1AZL|-1~)bI9RO>C^z?Je?eaLFVYw)s zP=RjEmK+zx;<*nqcYNi;>r_n7+=?#U1^H;V2aaCqi37fXYB>;p@ri>7RJ94Ja=K6A zMmB}ttEv4PRUq|S#%Ziq?q-}p1~KLf>%HTI+H{?Tr39kbLA(*9(t7w(<~pv6^V07z z(BO^AG7Mm9^8roT+3;_MtGo)Wgo*xJH3|+wTWeG61vqvsa}pMJ`zo-W*uavmI1~X? zI^U^um-O!XXq@WL6$(A*VE_=!F$_O=ojwsINTP~%IhetF6L)}ZjMPK_Fi2PRKgp?e4H3pH-)0P7xn^2!48r87s=4>50dTweJL+qs9~ zEgQ@!^w)TI8BF+cBL=EwDVo=tYL8N);x{jVD0;@tzT#w<)T8E7sK7b6f2C_+cgGkNTz5kW!>hT4 z`*Cx`@t@}Z#ab$w9ke#b?ax$9u+%G}Vb2Mao*dI+%?kbzFo7-OBg+q6%>!&s?AX%# zG^cP(cB)X5g_peQkHC_L8agBm%1aZ}&dW(sJgCBpbN;V4Owe<;-%CL7zRz6s&)Ds{!>6#rfDqysHFI#dYdwbk#z;B?oa)zKI1!`1n}3A&lDHo+~&VdmEf`IIw*bcJ3# zFUxKblv(1@yuCuL;a24dVBP@^AY3RCd~#}j%GAo7DDL@ATW#Tku>HvDkSVNsz9iI@ zS;&jX?Lu=&`IWr#%tHo+Kzu!V)a*Q?hS}9$LZl0^D`bd4z^?#1O2YF655iwpTj z{5gA1p*K`3&Cw7GTT0ErqWDqxWh{St`g;q#V96ExTv-+z+?(uaiL-pv?m{dU-Nxi1 z=$V=Omju%_k)t7?zX_~YnWS2!k$fgqN`{#D+>q3i^k!G-V)ddff&VQ5-ldZ`{}vv- zH^{sYF-Ih_4fAEgsod^CWCsvgz{WcgtmwZvlRA2|rvRkXnfT0@Ss}!S$b*5%zi`D| zMH?Pd6K;!B^*%#{=AR<3lRO&|Ol0wEwTcX-gX+t}wQ&q3l;TZ1y6g69?EwS31jdnM)0}37FUDc4s2eV*!GH|#rJzlLSZWX0X6aL&6gZgf62_pOgZV&!N`K! z7iF6kt#<(=KAz<{Hnr1>W_Iv9^DYeLjB0x}swbY=DuSD!IVZ1M=AQVeVp!k(#9bOz;x z17kiUI3;X05OJDaXo;Y*#0z7e=K0Fa?>m*v%(HUo8O$4t9}f?UkfP3lo?=aOuB?4a zQbm;)?@Zl3U}d-As+3BKi;^@a@_n`(W#}(ue(A>eXt3~bYqGmZSGko=mMz@iWKpV} zW=9-xn&yCtb>h@MTjakE7`YoHDJ*@_1!SYt2Jz$ngspA`U~Ov|=HWo$KMO`wAFscK=ItI{7lHOw504`Z&Geg?l#?V0N9 zA3SES%Qs9}JuO}?u+ybvj4_NQv9P1ZPN{WZ!26~W9F?%|stI$(nUN!^jmgGHH@_?q zZukd&c5ufjOC8MTIcJRaVd2HAB70Qwlew|9@0HI=@lhtA&s9H7{epA9zdf!JRUo^9ZnC)Hi^$8_-PeWCt34`O^nF1*V9@i@)-M#HFtz_v z%-`jpN0}^518f|JcpTp-M+A(x(=I-MIxn77j*swUDBK(D_m)5G`9b5vV+V~3;AsSi z4DaFX!ydWq!Zt}JJ8t*eh3pAB%@3+>r2gegmg#}i?FtM;VZpWamoS2XV6DNDM5+Xz zPa%e=>$&$UlHfQz{5vX0Pp$5^-`*#ic~>z)m>ft>XxDNBHEr-f8%5dy43T|+Iu7{o zn{R1SdV_{W4skB=@=Qj$=p`K69CX4qYE6+6(K_d`4a{{9{tG$!>sth3ct#v8PXluz zcK!nF<9L9ee+HXqZS5kDs}d*d2An^`P9%s8h1N*^Xn|E5& zqQrtKI&xs>c2+P@;2|{o+8idk*}fN0%`LV^SP9*Ct0YM%~xu{UzHHgGc+ zOMAA;fVE>esam+sv(u#?@M$;K5BO9ybj#`SyiT)L_2%jP2eEOn)NA*Sd!Ek{m! z%&m1tOdD{{caKdsz|IU$Qt0L-;6(>qVZvr8TIgs6=x+~b0i;Aqa5sIj7HPk|Dd)YSBrYCtv&y4mQ8+or)_KcVH zR8-fpuKHX(wCMJxHh-^V?&}=%t2+c?(DE=@+zfgk@$Kn*4Or}e}unaqj?LIKRSeI$;JSg6WsUFmK zP2ZR(3UoohPI{^wUMCAp_8oH@KQ-oRQ_yHauC_TS{=g_OQFa(=@taF;(n#!?kBJ~; z$oOT0D*kJ89Vv;8%|}1`+9in;+}UC$HCavCo0x{;v2GPA@?r#<#LfceMk!dF( zLC=jjSK__aD|Bf64T=17`W#(ojmhcgEHi$s>x#_-0L_E^gjT-^UFr_GDC8^jX>CBO)IDQXq<>hvp&G(ik8 z3-tKw9+kZ#f7x|ozh{&cnp7f2soGjfPsLi7I2+tlzpCy_@jBEV6pqh2;PEtZy_>g4 z(xvQI*&&WEXiv0R^KMK*Xul)f3VXGC=Ie4IIifoslkFB~Wq#9W)NF6D*u6C$^HAkI z!@JHTCEI+^Va{aY@6R;h8*~;rZESMo_%bfTVP(0i=Gc z97yt7GB`COc+n7l=Rf;Lpzl(haNYUkmI4%hrn-|szJ%HRJmmXeg@%~cOe{}1ET6*c z8@MoM?MMGSQc|z5Hahh6CwDj*JX=U*iv6Gsg*dzClRVXruirZsHql`n)#09V$v*%| zT@zluh6);fgWlq?bi~(^-4GC zv*iG*Q<2_`p^KzDuCO}^%e}qGm^e?3YB@)D!a+X_>Rk5Tq+o6O%j)wQH+s7)Aj`je-3vXD&RF)AH+<_^;V&l9x$h znBs9i&;dvIT-1&nv@ENNgnu+ekTpf-BFRP%zy6iUys=EQ9(NCl3H#$5-;4D+sPBsu zXng`SLnB8HrPQ!LK4harV#vmQ;mZ5vMV@&$@Xi~dIDS4h$mH?CvTZ9H($Hd}xDyz> z3VLNm+*4j7t$QUgYl*-j-|_wGlCq6E9PQ!SUyRy!jfEfx9|6h&W08rlXLo}JJY%5= z)t>HZMoKKv%ZWY=9<@#Z1GWY_y;qj;sICrk@HxN9b4I@Z8KKS*m6mNwsIBq8DtAdD z>@t=7$f|scR&f-a%t4vbH$amdH>7AqKa)B^Z_Fbbk?o`zDHHf*;4{gfi!xi%!w~m& zu|y#FmMN`it{3R|_&_1^qpmQ4E0nc4U|tuS@R7oX~#!x7Fk z_G@*rPMjJx?gH^U;Ba@N2khPJ@J%Hh_6qjS?Q~l;aR<%KooHW`UrQKaPD^?jN9uaX z0NB~op&e>F8Syh{bJcv1F>zA=%=k;$NUD2VSnZ4~-o`F#9J(-uV4D8QO7pUy5&95w9N;WWnd2cx_fm-{ELKmBuskQb=(jyk~hrST~kS zQ-Vr1F*%rPr9G?%DM$ChnQhT_yeN`k$E!I_F(ll8uorzP($kMSSLK$yNgc z!*KSKpxjJ~V18TkCnL37rw(qOmV@7I^uTEwZfDzxJSQ!rU+Z|ktekawX8xgi_8I9y zW@S@c3lpgZ0;o^qxX}kTHY<^N)#?R7kpfEgD&;hUm*t%;U8LhA7zyThpx32tTFO5 zNm4dtaFSrF3ZBxvqUN*BU5iHf9qCR*xn>e1sH81oJKzQhe=gEx&xuR_J-OGBiWIZ3 zRRmPSABNzZ!biX!1-v?6PL^3aX}rDgSws8$80C914NSPnRH#J+#Jja_ljX&TjWWRc;R*0}EJ! zkX)t{N6SnlQUOvV3qLfgu!%2u}T*Rm?+d`sc>T*wk>(`m$|o48MkkIG9Ei&s;f zMp?Jn^7SDdCFEW3}Ad^j!>X+ml*WR z##ZbhMFogc)ldUhw<*qy6Tnkd!j2NRCFOpy44F@7#R73Jyf9DTzJ~`}TW>OnGL!NR zIIPlzhDXiV=VIrqY)e}X3bqyK0;BV{Re;Oq8spt;iDVarsue%$C6x)8I+JeH zHjJSR&i5m8cBBtnG^k@mto8h&emEd(8uwStAn*KovW96Va{WqZ)E2)Y_lx?Qm?+3X{W=?hb4Qjc_cI8YRKH+oY&p$p_ zTQla9EyELTIafW}ap;6im(mKy)nRJBx;i_V&#s&0e~UL{<|@{mo9*;`r&F9r$vyd4 zroc0yKOEQ6>|8jx$Ec?rftAAEWiP5;IQdpNJQ6EW= zC{53tknUhu`Z|B{T0OlmE6wQ*DM@Hu7r1tL=Zfy>-Dj`C|K#FTqx{-F>zKH;T=`L7BlN3IRHikJ)?$GPnLj=F4U@^pvd zw2mWVCsv}R9*uj3qyd-qzIOc)lO~XAE|-Ut$}?D3`a!vJ>DmfTXHU9f-kXfa}- zF!-z!89&&JI5~RAJ#ENaG9k?*c$tKl9%s;#UsYM~?nfG0dJY}c__&F&0fulX?V6q- zvZ>THM}zRz!=jJv=GNq~5KJiDNa)qg^7n2ZqzYu@hVEVl!;Ev6LAg>&FNDPYXwGL| z@7pqOCb}(tprrI%g^9=n*;uLlur7~@!(^8c1?}5uxM9kZw1B;lSaZgEK?U2PcdWKg z5T|8eMZS&r#%T$HYJX<0>N2h5`OjK@pn)&jIli&R;eba9bPhW-=V1`WM4%}P9el=E zEuA^#Kz(jH0%#z^#3DtdW9A=iT~qR%MT= z0#{RAX0gO3YlyX0-r)2n62P=l3}tnIxG`e*G!z)nTKT3n_;A&f&hRBtm>c=&PhzV} zL~p+1n`RkJe)bOplxz*v`YE;K9nq6~1)P{zCYO0c8bsIQ7BDqYaPB5-K($an zC(Hg$GRfB(1a5be(LP$?0b0bG(?^YeVCz(5E&5r;Mqk8ZMN>GU1gEPr759_bcV4e~ zL&NX!5*J9{$90Z`JL2|Tt$qmyxTzAehSOdAf_n8P$ozL}6lK*P-T&SQN#UN9Vxq2$ z$g4jGK{X7<6Z86;g2lYa^~GmBZY}#`_LEP&z1l_rsNRJ@N&a72coNxd{rEMNBp4uH zswudNc-ZZNh`SwR-P?xFOTg9ecX5jHyiV7#KqQXX6}qs5kK4Io25+pr{kNEp^6Z(8 zs_#NXq@U*;zs2o}MX@NTwmOaCEmVJ?G;l*P9}tI8e--@64P!Vih@ylPn1&Z<4wFwZ zT6M1>j6y*iriiO61&*IQH+#O8_j3PQj-lPYYTcNDQ1~vMzHCCgX`=TY3Vy~JjNQHeq|T4Whz6IC+okQ^W7``h;C z2hoZF%9FYnQ=a<c>GNLBZ=9X^g^^b~3ozDP&Gg2*I_lBPu9^TdyqVTrL*9#TrpX zuvw-!gXO)%s!j-oV+JVFNI~k3ID-iT#3_I;b!=Z|aYT&bw9XoaiKX;WiXilpM*|gS z+Z7d2lE0`@P)n3eXSj4vXHb$gjg9)*6V{JVXzwU#Lk;vBG2C|KxX&hRUWmOxX3}#l z>Er`HnUOhKbpkuOAewQc^ds{OSNhMPw6u}c3IkONQ-6rQ@KcHU-50?rFG3cL9vuTz zfyGjY9S{mDQ>Y>IKq_l)5rYX5I4vZF700mtr7$5fxM(Wdsu?^5ssO4aI9Zi?Mg>WT zf(3H$Gmlwf>1p^BbVl6TniN@b{g)9CYwGupUpOK^s&Gkj9)9aX7y0@>SQ z-8X&}FpIpp1i|F=V(WD_)N>zavGHkyb?FA=M3Fy@Nih4~+GporWB{6Aq`;2C_z8vn z2Gsn1{gZHQRHGuUeozeOhQG|xaM2Xk@?PGEQv%VjeBfoml};7GLzQ6&!+I81o4HuEWrYNcLYf*mR+UtX#@K*X1NdM4IE zG2-e~EO8;;RIj+}n!VMC@Q<6 zCy8qU-Z@5~x@msSRR8gxCwRIYIPzljMB9MZt-UHJkzT1-DAqbCYB+>gSc>b`?UTq>N@TxKLF!DHsYa8MJlv;ZU@hRK@i5JYe+A{&MVeCc1o> zJ$h{B$Y;zF6bD7K&G91}aie65R{xaF_cTV}9FIV*17ghK$gy=f&v zyI46d>ATC_C7ACP*U*cFw3G(FwSA`aXNk*$#Wy?bsq<6^OInLcEkbKHI_EI5%FK`9 zGfi6Cegh&tcfV0D72(179eMw)4~9oJ-A4C9eNtT!?^|a?^#)tEex}wF%li)7%{=5_ z=&o~#OJC{^u5S}&U~K>xyWsXGi3yRVb&JHhRAWk$-aDfzJ4Zbijd$y@U!Dm(@1uP{ z?`#i#7_Z_n^tzf`NSC)`JZ;K<15m;t;j?rrK>xvKH}fXr9_CCi`d`dN$+337_$-0I zKlQXw=~SJ7_mkSvw2WLw$pUMmI#q#vr=bS=eof%IsmRJGOeqT~*$M}Wr~xI4OD|9R zJFbSCwU-PitnrPsmw_@W-gdB|`+!U7Wh)vj^?zWkgH=Oh-L%;N1$teQ} z`r39J=JJw~v`A1Xjn}6g#{<_um(fJ~>C0bV&UuE>ESbn!%<0v|+#!RnRgW1r_5HzY zcrbl7%E<;sTRUq9Cf(&{KXN`P&z;tIGVhCYbf@;ggyhUK1nvm$ed9fg{Wr z(n*>qUH5t;Vbkh^fU$!FTs6F^%@r~}c*Rf%u#i#G1RFX;BC|0k@Vp(g-4Apqa1_rF z()JlQ;zsu0I>++oSSBU0in9^2hgGGYu+d;yCjaGb1pi zD7fj_`<*~k(2ADE8_bZ1{H=YaiRniYQP<;^@-5AHRSiwvm-?2<#~_~rP4EmIqN?YS z;LGKwF-R4CJKL+;sHITCHx3ayv@sFfP7}QXsf*N{Pvsm(+dTM%oSDUyh?P9(8hr;Y zZ91;kSqzwViT_ih$v9YTVmVlgY6CZUw}MB^#H)%YP^JeZ!Rx4Ute!b&-u=n^uSBNt zuW?GubBnnwKAHWMd6Ag^pyAt8Hk(&_6Tj6%;TNw!iH`!B1wm@)WM*ZmcV&u)LJWpQ zSrfzqUAyVBsLk}Xl1fT8W{TYKGN18g#Y!YaQ6K?RHZu!hqrT!oNo6E6DqIE$(s)zv zGQtPZ&gNg}&(iMC=Jjr$xy292G$&G;uOyq7T6)sYp+L9!|i zB&&q~$*M7s&H@csBos-iUhrFikV2_pd5e`C@r5Q?w*+le(E`mJbU4aeirm145e9QOwo z_C*rWWn@81QAQS(pzK0EDor?2Qp7c4*foL5%L_;P!aW6=`tK1kxosQzM5P~pcB8?g z;jYpzQ3J>VU;snL=$OM@Avsgg%T0_Bp6p_#R4f*gO8E(WOFf=uw82V7nD()oH^zt6 zT&pmvMErGr!DYzshlVYPL6YeR4~TVR=D>{vq05U0xqTz8JNpTdox8BfU?;8x{FU%c z>N>#FBSiODi}x!}YDHVq-x4q8iR)odar{a+cO!NnX9}RRZht45;;S7Ux4Y3;AHMVe zKB664XB+5tb1#7ERG_XAq>t23MhTKS7b`kXd2w65S7FpjmwuhmuMmuPA;jov`kQeX z%$So}5h8G3a4ynD8zojo_{3KHA~<<(6j8TqJN}0@OfwX1&~l}&w8(~GKDziIgPPxg zEs|FN#W7`XhyqE`@{VwyR;?nD&A<(7T%&R;TtbOEQb$na{7_^tg^aWrfLeDD7Dg{F zV$DrzXhoVI9!5#pvScPBl0-~uIi``6k3fT4NdrBsoB`c(_T*qgdCQ-~^0d=T_Gc|8 zzt?CRb)QRA@K!xZeiVX}f=p#CYls4*T(uiRlqN(M{GGDkzWasiVJmNe!- z^{1>#nVFGV#q~n&MERi@%Rs`Ay;|*IbUD(C+D>ZJIM-?RMkTsJf3Nl`bSlh*KZI8r_4XRuk8!qE zd~N|-qn`5I_Bh&$K0=v@k{gq0%mOJ9z@4@~+D9&qM9J;QG!`Eu851grN68NM1&`7q zt%+uIm*Ul=KbeJTLZ|)|b*WEZMS7fMi46%05~SXK6>3QM z{n$}YI-M5!nVp`;dkkl8MHkRKyj2#}0!m%@ya(R6d>my@mU?Hr>b znwDeLba{xF#BSKSL%*cd#`pz_M#mH_qjMo=O+zf+T!`84-~#4e2YualZ$i^Kv_v$r zGP!PgbtvA5kD@%W?l3zs#!QQ35kxlKyrZMs)gFCLK6V)!C^Bsab8(P~1~sO11c<$# zZ4{KFOO)U@pj_oaHsOJ+2meoAzwVYYD#4tr6WFCHJAPIHH8}`%S=g%G&00?MYX~5n z7aWJXSJ?IrArgDM{NIU)4U>LVa9v?=3BK%WE*bv19PQTBVhuol*-o5I>~+uQyMVnZ zU_doSG=u8uEu#P#unAp<9Xw*6j)pJR`E)rNTgMl8GPM|u|ZVbMt zVSP37=1Txg-uyzSTf4nG6hhUrQCuMZnR0u2ZgsGzLFRgt+xpwRb?Dkp8TBJJ1NceS zcI`)w{Smw0{~53SB#;3ADbDk@yxW8HX;(GF^QK1jMpTBOKwGq^Sk@plmZN;Tv82+Z z+ef&isZxbhB&)0n-#u!dKd1D-O3}QzyymR8HRl^^tR5mJ@C|r+D-bo|S>)l@n_3Cr351{>Iir;twH?$YiHP92`nIF0ROFXuv1LceIjzq9scoq-$$DP zCIj1AQK^7r!9n@4Uc4b>m$-M3Y9{WRbmt#9iQ$AFEUG|>Lpyuw^)D=c7+CbFPz?}z z01TcLoiELvgU|DSa(@T=%FMF7$%ty;4V+222bu|1WHSbooBb-8XGrSjfiEuAT82!t zJf<_k$NV{NK3#~wO=&X9Of4KEiR<`tJkCfl)KoD;l6?m$L(+n>C_O1dw~7YVz&Sf6 z8yZh)6ECTJbl$_|T3a$d`%Jhr>oH4MzOJK^R9;IrN%5ZIn9li|Yh7o{iC~g<#UZW@ zF{Ks+^C|&pam{7DP1;<@$hiDMQN1NelG--qrZG?@YNCQ*lKia&*wA2oj|a^WN# zu?fdl#bQ7l%YlCq_1D6m+{7m1;M7Wx)QE+6KfWRsvc=8)D2GYASW8x~-d1b+X{$VU zOEpxW4BQ{g%CzOoBdCnRCd>Jn$4Tj-U_ROzc4XRy!rUW5 zMXgzt&ow0^u!*tQv5FUuAtLO=@+X7~>)kD$CB(ap1SBbYYkv3vU|;@Fnbxg`z{WU~ z(i&C}OQYauD*p~250Uz7k2n2|pW z^_ludID4P{n~NuxD7|o`D~CC&jv-K_S|o5xj!jq(NC)chpB4_a;iY2iC@l0aQa5^o zMhuY+aTsJ6t!_f{OxKKhvVX1M$cB%c_@x~#5C2}Gzj6=Rdcvl&#;?{OKlake1aDb4 z+?pwKPG~uiSv57!C9T?JMPmUHMuc^)zRXVAYBMGfqk@3 zGwhD=2;3R&a@V!kzl82Z43BWgD8)$)mm~bJ68@xpLdXW&?g~8WyS5u*}!&nkM zm3R)vW6W71+zcS7KLEYC#evq`JjN5VBwF(%GC({OFc}~l!JM;s1xy_Vi=5)Px;izc zk`MO&*`o@zL7ddXT+X~`FLm!57p{53$uhwa8*;yOUEhAAhti`|c3yCT*-Bo*ks3w} zOt52AG_f-!WN~oOS=f{hon`iX%EP@@?PD{AXda)kcZ9oHF>4ShwEe@1CGI_JyWvaJ271b`HHA z6yV<4ob6-9N^_Mhk~w;I`Z!RUi{rB9n;*#i##) zja^Zxq#&s-S`l->nI~QLn^(L2d zv$1x~lU6{=97}w={D)1Aj5ytCN@vqLc7L{@f`o(3%&};`+zkn^z7tN{P!V= zQVBdlJbpp&RpupdlPrK7xm^I0RC$t1diodbZP-V*b zo%aEz?p#c+?4il&0<%H*M*Zj|w+1jh$Dk%;21@;qi- z??uszX7mMcODvYtnqrQXCgdaki$aY^Q~Hdi4b2>OD}|t@Qe^~P`mtCkeF=)Cd_~1f zsfZkOZIid*S~&jPi=Hgp(15B%R_TWQXLjf*q+~d?QtOA8zZ6KR9Ek1-wH-CyVr0ng z*(JQ8pf--AFuQqVJ-N)YYT1QE(|TCUQrANXUfja0YmD&)E=kaYk!`6{D8VGV?!9LL zlr#2T^Vd(3-QcVDI32OG)KnokU}`%u=&)OCCvluULEP&ccBlFE_#fR&q82S@aGs`2 zUGJEWQqv-O5iO_wC0!2$vnAs71MP?}#yZjbnB}d6zZ08|)Q#Dp6#l@Wu-hW#4?7ZD z(tZ73R0<}2QNR<~1pW9hMF^3_*rXcJT7eL$oKRe9Y+i*1Y}XM!lNyr~JzUiiR>F+P znGOiJ{|&$iXXSR^v#&9JXd5>fL+w`9rw1BcBt`5}#!~-1cvOF?DwL z9m<*0ix{r|QuxKVqJLrga!AG1Tqhu1;I8(Y?})l1_Eb5fW<^ij`+%?g2eLtN>@1|` z#y9y@%uu^tB}z6 zt?ewkR+nE$+qd7|wG!g8?tAv+?=yUoXi$RBr%wL{9du;<>CeFRbpOkc3A?OzEsl`j79+2?slkO`VxQiRl54 zFsK}M3d-pq3=vQ;2n9A{><2kW&c%b|9B2TK)FMoo2*W(AkR%~g!V*u2)&##W0XtGUmwgyGSNWrb!g-wX@eI5mTg*xMsh5b$1TGCdWWRo}X2>vKWB*xDV@Ih|C3ZY% zt;a_&)`y;nHFVn?9pfpjU~4yO9%UK_(|*_-$qa#;%V@L@R~Ts;$I*T`E{HWWlofB< zoXg3|XUSd+mdl7#=(oZ1_eT-Mu{Lq)fSHRF_Zl^$u6MZ3y{}PPeT7M`%)($54Q!F(}*P^CzKobm z>-s!*pwLEt-}(NOEa$TKYvS2-&M-^oRY@_cD>Go9>p7%cd9U*Y&L`+>>mHLOCSsA5 zt74N1B!$R`3rgxkvd6hK#&zc+t)Ac*t8ME5ZaL!;mtVa#zK+gW~ix_>9MJg{5hc)Ky{85!|FRuEZ*idu5NRkNV?onii{$D#l@W0)VfiU7$nQ|@$4tyAJ%oRZ85j(a88U!iG?W@Rw z+qReMT3ysVv_$tB?BLgan1E3Zq6Dn3n%~hgx@UQe1-t3y_Zb*_YYBj;H=-*3-rTZe zD;a)syUuGzlaCnzVqw}Lv-dxP$8Q}h=6Ga30bN|$mm^ae= zC|CrrX*%Z4CO}4~0L(#!cM2%J;?X1Gv71+JoBhK=u7Uy)V^L|T6z@-p28W_AszJl} zU!(i(s3*Dnk#*mUNrEL~Gj|TwdT)4|phI z-hV4PHgb?^zFMgqTHYGlm{qw7T`dJfVcUgNix&q2Ecm;J^`}5hVzc@*@4$t4yPZGB z5*Kn7q2v1qTPZh7B9EDA%He}SagJ8aR$6s6BhIXNH7z!voq{H^P@x|~M4m^zeV2K( z8S0cn@^xwjmFx*HTTWRet8de+k&57tS4}1?$Lzs>P>KMd~{y9Y`}&eLB66 zg9VC^=D3yowP)R*VM={qcL)?Di|^m8^8nBroK>~bqkx@K=Zb$>*n?F=P!}6AejoG= zDZ`AUKKFzv*5AJN#C-L;6^39#amplcdGh;w^-I{JVpZ3DXCiY9eUv+?_9qE3*dX`7 zopN?7@Zgu@KZxa#dJUo9y)sGCZ-VsRLbaBUQ-k@)Hhjs1vok!HdD4h$X)OEftq4~J z@FmM*be0e0-l`Jxm1LF&=>HYXjAD-8&#dv-QI7jo!tLR>KblA;o(-5-trCLY7f zoxy8yTR1ika_keoQH&;P`im49YZO@$n(KABjbt-mOasm>i5u-!oFKdn)PWgaxZI(i zJe@?@qI*`(tI0@oR8XN1r0_8W-Cgtu6{f@D_OLIjW!-?sLMVM4pOY!HP^6^nHS$ji zZ#k6Ky8`q`9AjhaKg?f=*@pZ`#>Lb1uo8yDgkETK+v1@z@To%&+vzWft=`Q#r(bGX zg3c zz|Ml6l>KgwoA|dkSTlt+hc*mroY~W_WVQG_&IW&n=75`%W}G*AEM`%AD*YNMI~TiQ zCTOzQ6m!yOM7ILL64!XHVRG@Am*ywiJ1PX4nvJKR^X?uby7(!&Rr=@ToT^PPJ0-5d z#ypijiU$ryovDC7fsX$HUb>~RCg`;eLV0{y{zo8O zD@VRay0Z9XAm&&%4y^9?^%j4Gi)6-H-T3EM&wePMj!))@xpx$qUKG45GR6@bI|t() zASLg^{FLrCdUJ5i1^q1b6XMD5B?T<^y+-?=)ycEGDY>;qO)ME5wQzv>zv3mmcqi?f zbA>~pz)PfW@4<{`*M&A6ZeU4keq62$%jio(BoO2S=Rw5mRVLrdi6sgSp)AP7cFWSn2{z_P+#MQOM*H~okR4(s%!6?`~>QN(eRd8$EP zWg(1K=|ZD6D5PNn*{NAy!08bgeR5E8_WWFvN)zg0c!r~4o*z0DUhs2-2VZhDO=jC{vl}l-WP?Z zKdb;lM1`3^o7`T8k)}Y6k7ir*>bY_EGMAkJ8;)#;_$y0J;v9grf;?pqU|xViSKCqU z#2so^y}aC3d1gcr_}Zl_&qHlicjdt=BB+!?94>@(ICKdZ()gG|V5eW>D$Auz zJX|m)6_=rO{0}lR%q{cF#z6C@gw9?Xt_Z6@695BBby`Nc1j+oOQpxv#E_#sla~tRQ z64#s*H&qL<`d4M{2C-DfHv%HoM;uE57=cX`h}ozfaoEo)C82t2u98-+ZKKHD8x}}gY&(Ltfkkdf4V%;~J9-5H3+3%6iH`A z>6dc0`O$Y8=~nq-Oe5)&D1r`ycL09_qhL~By3YZt6goZNKH)eU8TtEg2Z7G{EXxGu!|eh3Bq?Vnf(6pdd>JBT)_vT`+a0O7+7@c) ziRB*djW3Adhu6Ejv%xbNdmXz$7_-5qEF$O`V<<8p+m|gb9RW1(Z~8Pq*>wMAF}yfq zLnd;`SwnWQ*xKjKQ%ho=nq=yM*^qsXZ4$0{m0yo&M`*q}1Y0xBO}|_$!J3 zGy{~R`vw$aSb4oOJR0%73#gErlMnlP1^7^GpJ_XHz{wK$9cgwLtM1UO^k0OlYE^|S zQxde{{#(yzjUbe9!L;xg&?JM`s2p^Mi(gwUsUI|5~%c^_^xr=E+AQFFqIOtk707n-8DgD`0y^nsF>FP9_M1fsgc z2q&BRt1Y*7n9q_JVj7M)!I!Mt%=Oz5$SY*N^1#$zD{A8B=f##%&7XW;NIAPfYzeau zKW225R2a%*%Vvdv}In~U()3NR=Vg`{Cp z4O+(t{p7|l9M1#g_=Ti7QVk{vlN5`Q;DwlDID+<7R3fk#irbM-FFq>Ll7)&U-(`fh zbZiTqJ@?j~l7!d;=EJ`LljvflTL(u@lb@8i8`@8kp&nPeZx1=ys9r)5j8hiQna^n+ zzs8bHs*YDwCU*|KKUe=C><{bQ;X98O5wVw%*V~7mcMzb%j3~jo9kPYn0$aD!x60GI z{r`4QM_}+s3Yc`Wp?(>>IFpt=1-E$Zc2u6rv+buGr`X1=+Cx`P@5Ud(b;XRXHl0`h z*x7_5emy2P=4JXA&U0vVJ3fc7H_8x=c7riEu?cjs7on3Nu}9eA4-Zjb^LO+X%#D+0 zh>)vzE*o9l?B%zr^=waQPMVX| z=jMx$3c0yIc)xkjYWod_Fba+3aZVfl*<#Y+hA!1$$8V8^|8lDG1T(kh%wLOgCF)$V9kr^0 z)3sthYDxjrH0`@rQH)s8bL(1--DpbRX--*zj{N)sdyPs`KzZR8B`f3A&8`9oy>D5SIHf@qW1`o@GC9qczT)#67&jDYPYWK-IYK(kv0AO-3qwauUR?tb%6&!=W{)+Y0~;$e?azH&$^E{YxtRKLwc<&<*k4;r zevR^sBn*Kk`uOo$*^e0Ac_;Pl_lt}B&sgs_o-PzV6NsU#e!*H45WBm%7#)J9Tnt2%Ge+~fx20* z>|%{YG>uP8+y$dM&hMEYel&yx1&0L=VU@*GkhVZ*9O!CSI#1^38XRZQ=xT%vvCE4# z1L=g;NM2e&QoCQjqJxzn*edUga10ZqPq&d6S2$Sp+x{GxOC}dV@ zAe1d{hwn{}2LtU-rd{;nxd!BxnW839Dx?-AkfS3EtT(R1WeU?Sz~Nrnki*(*J`lv< z&l^n<{Q9;rXPq(>HmtaeEWh$pGb!_qYaMY0rDC(9DuXF1|7vPjTh5p2j?-N^)F0tW z;82^x65WS@e$&1S@&iXsGDEl#HPV#&`m+w{CgY6^VgT??`|4?ABmDqwtV46GVhwf3 ztvro1Q-h2U8xok)%FqaZ=%#BlS5?fsWT||nqI!3`)DV@|bd8J8>XhU>+>6J9c3z~z zU}hY*!9U&b`J+Yx!@O^I!65=eB_rvr(tCJC#v8_|(fGEm;f+ZJt+e2^_IgxhDdc(` z8x2+{j65~#`8s50;0(YX-H< zpjlo0VNV1@(c`KNR!6xt>aW$h25OR#TV%q0XU{aBtk!P{j(g9oz?t^-O1a-wr16Xm zjs)P}4jSviH){j^5Hs&;K)yfT_|5;q@}uZk4RoFfgw#X5?`irK@Vel;AP=hNq5q2a$V^EtzGWaY_js13fJA=-4&508dMlZK?p z3x+Gj-`{A6ICoxW?-0lL(pgc!PzV}TYif1m|K&z=FnA3;QraRwij7rfb`6@!`Ryq)(dTMLUM)QT(`|lA z$Llc}baH<(>-D1HAY=Z5)*Dlh$ZDE%BTWO@50}4@<*55Y2S)R!zW3uY%0qh6(4H&i za&_bGbgG>|qB|{iF=HUO_9iGZtjwqTtV@GpscjE^BL|-xwLEgj2#*U(*9;k%z=p}? zjg<%S17E8$?auC;0$zv^dz+t0*NF(rp84Bn^z%d!)d~Vp5?fJ_cT5;{qZCI&h`G49^Yh;B4?^9KFLpWwj5Fdpbj<&(i58ufKSYsN)jy1>r z`mkK*)+BOO;d5PQY9$wkavwpL_L{LHLeq`BrOR{YolhV8vo@s3Y<6jEfEWR(TaKwz zzWbN<@y%M&pJ9fDak_?0WKhY;I{ONofG8%c^;pt_YkVM80F8zN6o4?R(EE@?P*=E(a?1=vR7-?y4pJZ^Kw4a#QBvd#1>Omy+2zo^pS zEMxr*tn@WM%=O{{bP42D0@pWmzw#r6vtFcOMgPup6eyKp2G@5GTxH)I&=YF{PPm2B zgI^6z25k@TGEr!gHzNLD^kJ%@VpxSY2cPK!D7W(3$S&6Mx5q1RTP(#$?hTEBP-`dcK8}&8)kF0do0x-@ z{{{Q{f^`FU&z!YVgUl4iqH!jT0)3H~YpJ4+YqH4RJ^YrQ-o%C%!zVlXqhwiPA^F?0 z5GkSJ3}z!aD8Ie!zWOhcny9EfT9na~Pcer(VQF_hKNmqjE8NMNzO6=5o})F#-=_Q%GnZ41f=n@CRgcCDiVGDIn10ZX&^zxP@j(;lq&_ zud}xhVE7Xud^_}%6TL1&PaW^Bb7sYy88T-)Hh5+Bn$%q{C@TmO-wAXV!RtjUV$7{S zp7uC`i%s?Du-E}9od1WccZ#kg+S%QBd^vvaj!=uLkk1vHa7|f&0y|2F^WbLe;zr-g3_Aw_i)t#-HB(iPa}V5 zD-@EvSfs&*In8eRNl0xyfX6Mo`cNO0Unnhnt*a#BjtE@9Mh0F2QJDxldomCWSou)~ zR(_;_${yf^RbsJlGz2y0Zwq+krEk=)!UD z8&4o(ipFt~qz^r=L*ICi9V*YbP4AKm69 zMn_kZGk47E5hD^tesxgO#86KvgiBQ*Ta3En&tfTXJy^@+UFZ%?BQOT4zATL*tV1;# zpqp8UIcvvt(=n-S+PPeB^iQ}$@pwZnpjs+6pO+hNqEk|e;&#X&qEY{x0X8F# zYEy~(UT-G^c4z|M4)7Hy%9L^_NjQbh0{fw~0KiXM#ZF3UMr6hWA=*S`1Dl*4u1B!U z>M}GGIFiDxsz0%ExL;}3Ki&99P)fZVw*bNVA<6JtFp|ru!V3S*GTSuBeYyVf&k(QgK+f|CsCz z>bs8LMKnEcvDnVLqYG(lrJx=@Ake48L9jA>?47hG7)uKfl|(KXOUG?&I*Cjw8;_;s zJTmcXL<*HuKK7qz8;e>v_Dr(npENGJiy5w#hD?E4zciUr^TQjmoxG~~EpZ_aMD>F3 zxelZ{@92}6dC>DNjp0qhkT@O;)``cIcxyGmBPrHWw*~(yHpsMbY4m9lM1UMaq+yM; zuWvvMLEC*q;!y@ue}gt>D=gAzE3mUe{_T7}w-Cbr2)-%4Xh9aoI9@inwcob3v5D3* zYAZKm)wyRR{eZj;kFn{FXIc7O z@<+TyPCHfpxpt%!{tACS{Ub zAz{`M1}wlZuxi9@rj@MJDw|{+t{RV6DJn~M*8#&td&O)dt4(~;Gm$aP z?#2N3O8J-tVBK6(iR~OX3a3hAg_=XR7T{72KtI92CFmNNzfOR?u3c>-wRTtWvXC&y zjOE)JBlKB7W3Q#Hma;vz{(mw0>o*JB8G2ug@=gfbNtBDICA#Si;b*~V!xu`p;$^;pibilV3z{fdBZ)vc_$r znIzJm3OS2odB;B-{KGvW*7_>6B}(9CIP4X2q})?%$tC}dU#Ze6=pVAFFF@{-MA8?nr8C%6e#un@ zv0RU3{tDzT--IVB{Nh?-DR8v~PrklWK|sP%Bkk>}#)$w!*6?GiUun=Bh)Ruvc(34^w2M>}}>x zu>6PXUp{qRgHx_qFpjt(xKHx;<3zR=+YKv&AlC>sqf^ZX{ zBd?TD@%Gu7jGZM@Gzi(tg2;LrDY<4Rz3=RTZCpQU-_~c`Jq`sJk*ULS%6WAwe`q`i_RgyD0SRZxETxY^~oJ=oJ~N0EfGMIB-Af;YPq$zY{F>ejm;?i^krZo`0#>0uxr19I@nTO8`@^! zd!y4?OQ0q1 zPOUcpDthq=m_ehVR?Fh9bP2)YM)Yt<8$RYek4UUX9 zoaGt?tBUqalCA~wZ^(E|=Ea7)^_0xc^v|YIy!s*uizc)^vmI&_wif{a2JAgdojyq2 zWu0<70av!(n{oa3%bZ)9=3tF1fL9vzc#RylzS-0bjY_;mmUGY4Qjg4CHH4hV9Sxv{ ztw9;}J9V0KISRBYjjVE+*6zT-@8-8f64vFL1&<*Jo7ui;+|s|wZFv2K6MW?Co{dut$H5(UK^ZrJj-=Ku^kGoXA=}+4LEIXO z<;*2g+y`0_L6aSqxjXo{?K8iUr1mm;e3ZFW%M?lvQ2=Iuy1@wW4RgZ&USkhBeP2%U z6Dsv_AK9Q<*pmH_RUN#bDf^1YfHfVjpy}{Aw(KSLm^FLupT4m`DR^$R z^wK&_+Zzrc@k#)auC;V0HeJqVHhRJ!Be{bF8+_t`RrD~2e zq(35H!+F#+u{%AyRI~K$T@q?1bqVuvR8L}!&k<3Dsz0sEb0o~2>Xf0NO-B!Hfk;W4 zd4r(rgY`L&hjDB}P;H`-ug6%m>143HT4Sq(N)kkz8^5^Hq0zRhxzG>C%wxaAO|A%H zLm8Ae3nTxHW|yG*U~)#!DcOwQ_j%+Kx!gan({sZPE7sfDRq#>`PCkYh1syF^ms&95 zcg4fp9_t&5820@KZGn!!C$?q3EUT`{HxL#t=-JIMZ9vX91qH38O>eCPzf%vMi^ z7FtaY-&Mx#W~z4)_oFc?kPTjkfcRL9@N(CX`Mkp+^pU5%r-zsX?{O=Z=|r~!8neR~ zG+jtd@Zxjm=2Fxz>iaz#d<-~=+7mCvNv%t|fy%!`pIoRx;5 zR5y2c%Mnv4eFU)`H=Nb9k(3UC=sJ$5HJlbuSO7#7b7}TB8S=d}8S@>Ps1aA?0~^wC zb8%W9X-7IGso~mzLF5q%e$`%Dwrdk&ZvXHj+{=+l-2f%p{mg`A7~s+Q!+sP29c5Ih;80iz74dH6<3 zm{Mz;hT4La@PyAZpy$uR*Ttue9pOjM!(Q4sjLKjoaovdMCk4=w$kOU9K5<#zjO~#k zZ`hy_7)OU`U7&y2WN)3S8q!v9w>cj+rjbU};c?p@O&HNiBIt1A=vdjR0iO|wvZl1+ zwK$o{6IEp|YH>!j?4Q-awB2C!;eLTNDv8y8TidNFv_@w`@{eAJgeIUDoI1^VX=oA^Kqr)rbN%{stUXb*>`(7jfKj?NP9LcBx z`+9_jdUb+Dmc0!WSfzVq+{N_+U-@R!2=rWs)!aMyBd(nv@&5xC0l*7T*8LA`Cn{)p z)XQ3FuBs2TJo^0>)ar=+nGrUS7d{$i>$iMG_x>+b$7VIzq4YcWZeT zp1k@(#e%t@7}><<<~N$_H5wrW&Z#J^A+*1sqb~WbUN{8B2>Xj&*&|9^As~754)_i0 zd**iFYgR|a`wtSGW0|Hah=y9_CwMqv5H-Y{T*ApdyzJ3UT*u^_(Xu6(=(ivw9RNBM zDgJ@awS>^=2$=PE53(lA<>QCGBA*o^`7tmrAnFec zk*(t7`lLgpys#H26y0eM1)D&VaQX9!U8A?MOF|9AMxg$?wMEE9Bs4)RG|q$SZHh~PIx5GGzX?> zJ$^EnT$(kibq+J>BXSvckfX0`Qtn0>QvQ<_w*oxEbeIX4G9!%gGjUzWc0EOow)UQh zq$9kLZ5!ui}>V_@ja(*FvroA*q%fv{2 zR+@Zi+D@HldU#>bJEc}UFA*DDA@+egg8WiJJI987w~*T_2j?1PsaD!ly?%pnmBr+l zN`4~?)kp57-!@Ko{tX`Jv)M-)?jve7a`E?lZa_O_-oKzweG1^HI%p*c;J%QGUyMKG z`fspREa$cXeE@(^chP2Nm5MmOEMfT_L(_>ZVsHg)i>^i~uWN9*z+EH=S)?A3BsfxK zIlvEEjDAJkN~wziTg#@BXvD)ZjCBX;#sFEPn(-;1FW-$Q+*i759`KMUc z%O{#CF!AhGvrQDvcs3;C|BYhq^kYrn?)e|GO{lZoE78W4q1&lOn^cwAw;0B&Bhp%a zm5a-nNEzakh|1lmgesWWr6e%OrAm}W52F1%*pKTSefgStUzWil{xG<)co3(v+ff?$ zB1o}+t=-a4Z)A&or$js<4S24#%H;J*jD9c5k~>5Mn34ooQlP$wvSv*XX8)Nmko@Gi z?QatJJ7EwtVNjK*NG?AiRxtYwO*!^+YA_0v#id3gztmWMTvVy@>ggWG3gNH6o@)2eL9wxYdqPGr5m!kXV`{!L+Z1& zXZ>*%=NNu@Cm`pT1GC&k_ZiW^qyp&I#Qy-uW9R4s`d8Sheyxq`(;)OxJWN&>a;m#{ zn@ld?%EoVNI^T~amjEpfdYjmK7w#n%bAZc0Ij77#ZdqicvH*#-n|je9WgW|(pq-X4 zthTNZrL@|zk3QWEPw<*DcUAmP&Y7&&a3UjjLkki1F=ifq^>(84H8Y)y=yQYJS_~|ZY zqK<&zD}+_!QH#%H6PB`^fw+u;fq`^j5`BXua;W0d5ognFA$D9zgv;*j3`AkWW*J$b zyUbd1Y`NNq``lh?xzT=s%hOnciLIMkwD|}tn|^%WmOI>hnwd=}zGyAG$SVAwWC@6J z>~)2AV=C2evgB$>%JDPWAP<*hKOWGe$8d)=@Y73zLB|v!Q}-;sC%P{X=@hG7AxLI< zNx`bjkf&!#*l<2(=CFo>aED3ZNcE@EhUXW1{$)W61Gdm=V1*j)73%izl)=c)Tb-(( z8($DF;uhTR(0k`_qCqflzvAo`RUvRlr*%-$sFr9>8YNi4fyRw7l*z1CW@bA-!cl(0 z-u_c+0g_jveSOS93o)5kAFGDRAv!0yA7gE12JA zgr_|M4PWm@n;h-25I<6_aX82r6u_OFvQaT5<2$&3C50qXhIl+Dr^CpYlBk$}wS|AN zjgwMv2bEcHZK}RFHA^9yv(hAybcS^o{h{$YxX9$L%qAwthO}DDL^?%_kvYHRB(pzr!)>=xtJ))bDW8B~*HjR{{?O zVh@#)-fuacIex?KHHy14{@dTDPXW^7L05aolak)j2zRAc2p63wVdf-B1Sh%V0eK7!BvSHbD*Zt|^3;qkzo4BoZC9`h`-zWN zYih%fZle`Q&k~qGPHTi~3FmJPWRU-j((m~Yp1|+tKj7?IVNYEo<^bbQa!B&DF}1SW z8*)L?gPwwg!#LvBW`yOfgQO@hf-KiaNrFXEpQ4qLZ+Cn!RE;{g$5SD7>?+tJ$Yi8o zoJNi+6jcT0Y%$Yl_JP>W&r=jvd5E^?FQ?!P?sP=kn-8FuMyv`7yG&`vk*n#JMEcu} zhX-4HTNmi2!QI_*6_S^~r4!d}?htlIbV8BMTu#ctN5;_&jW_Y+Vvhz!G!gy>A<*y? zY?&RvrZJ`>u*@IS6n-Vi$-qabk}g!P&XqCU=O>dM-25Z4>ar$)H6$Jls?&nxFHY8d z+smgF{@H~zY~Swx_WeAkmfr3d`JC=LV{wf5yp$v~j}6fX=pt|~#t@n}5!Q&>iR4a# zIi%nURU@j2KeVk~;09GA2351v?3U(i@^5w(7r`h&#iXs1$^A{RIsw!iQKSsmSuE69 z&9;CWTf|$)#H0g zy6Jjpn}gVVtdf+F{2#H&@c$<^!A@%*dzEGYo3}JT&X{7xKX=Sg1bw?W-t_kfu^=eu zbw*m2w4@Hk7M0c1#p(%kldfdg?J|dcT6GQi$a#&EoogvX#};H;iH_vJw-WcRuUP6; zJ!G<|5n&1jL1I%IbLAUuMg$}MNc!1|%Xn4t^06deH8D@x7u3G#aXkiZ?+z?Y_@=MC zDMaUAIBMVed*Y1}b3dF!o_|5VboI@?rto&E-CDBxSRRaaMGU7xgyzED9! zYf8VTe&@J0#@$2c!~{N0s-SrbgoO$+W@teL5V%^l1!_k4T$A#R>EaOV?|9bNeES+= zMdS$hRe;B^vRNS*HVSD3xl%zPogLP_TB)L|IrWaMzB|;e4pTjp@w`0$Ct{6+hH4f1 zTc8l58#<-K};CTj?skNn|6Cd6TRiB@_G#;wU8(jEio?DqZfp+NgFze2(K%@r*`Sse5nU^S5 zFy_fxWb7BgHmOBVI;}#&<_$ZGz}sM@P=bWZz2!uaq$mPEj`Qh4qG&=mo;Mqt_tI$- zFuDOksYH?;5Jw+Yn4)~DM2>Ipfugx`W%J>*e0T$&G7d9Wbdv*`AO%XmlT5QsMurL{ zB&}dB{M?T%`gTkIUSNOTZS=a5>&4vF z|2WqFSk(7);zCf;caNRHf7T~t;;O>m=_)!Tv}i@KKUOl`#OqMhb;P;@Z#fvjJ#O;s ze`^7K=gAWDL2a$(g;ckJ8E6ddc#9OtE@4rve|-h4Fl8ZZ7WA`ZS6AZl7?$)ean@JOr*{K(;523%$e=#K+)DIs1HoQ@ zkCf$?$<{H&Q5CUgUQdB07`SWx&qgj)VOhy9R}`1C?{ z2+-ni)m*seAPoI6&~WI2B)iWYS+?$yI6Re>cNQk8x^R0Rf&}|8G+w|SfJ8#`oKF}1 z9Tsp@jdcoZrlN>O7o+s8J;3bK8vN;+py#dsC5OF8&x`O1>36Gv>|3s_mt5mzpW-lB zv75W7wuRa}PYrin^Py!Px#V9uZf%Rn1s>V>-&)zft+ZDHCoHuqtn$j;tYv~C=C#z` z@hNDWeuP=($^1OZaU)!AtUoF&`eo2M#Iy&POkc}eOR{|FCW_{JG?^I|iWpTw8aN^2lZzU$^McPp^+Z+#vjoOvS-bBDk&`}6v=ht{kWfD(l-V~H?JMNu zaW$9H2a4OQHJARN##}}oKr?uUXVL7IAQ7&&_}4is;`AHj{C+I(%sYr@x{%m@_FpOh zy7<}v^PVMJx$NuCwF~Jcacy`uEk~Lq^y4^o033E3VDH{PEY&K>lawc~0;>gTQ@Lue zpa!^HmcLh7ZG075bGz6q$e$L+$v0VAwM_J`7Qvog^?w-GR^C;S2A$(AC+4jcl!!9& zjL}|qVQR)9M&kFW<*cD!>=3v9ZRk)gSem6;)^Nr_;j0MV+l(@L;=1SZG;o~R9BM{4l)s|JJ)8RX z2$vU4y6q&zE-h83D_YBrhB=9%=A}N?b^kI_~(SkW8-6h%Q&mu=WX9^%Uo|=e*(HjHjArht9D% zC=Wrs?yW1BQ17 zgI~l5WyU5}ciJ=1Ks&;+=A-)*R?ZH6%rw-5WsI1bAR!kw`OM2MH-Ba9$V;ylW%6VC zqkv1c|DWB*SI<`i;xg-d<-;D{RWx^>>30H5#Fv8oxwH86wk!2%58TtH_Ea57Im3hB ztv)3%5Zu~dACEKtT|Sap3YLl z{7pjgK}z9G@Sq`&BQnWE(!0r_saqEuD{g4;pkk4S4hBSL$%ww#SL2rqT{k^>I#+8Q zN{tlo>`aM|GTY{!@pkf=Y^lUd=?Jo8N}RGbtr;V~MGj54*Q)GoB!7w2=5`-S7Dv*X zKu@?2x1cfG_RGl8^O=tNcw_IHO)I3-?kn-x#U-Htt0D2+uT^-gfSaewB7#ZiZrG$g5lY?7a=%8W@X}Z&*0b+w^yZA^a`33d zu@QG{K&@OfLM$Y8HVDAf5{50Mha+W@n1!tD=T5x zDm)v&=h{G6P#EvjuJB>Zs|@S@%Om^u!T-vr#oS=iEENFy^rOwq|3_a$o#%N4u6qU} z&4z4O=#CT!!C=4RPiQ+F6Yf4BpDr~G>D{+wFXMZ(8h=2oLYOHem4@Cv@`f|LYvBnc5vo7CX;yu zLH^?N_RmeYXOp!G8%*2x?-c^=_QF_n?g*9*oZ^{%4yPhDmehxKgf}TdHB^liN zij;0YP=E|(JYAKwB#fbxYdUGRgytXQ^&L>x%8n+k5a_uE!_YY%oC1}-Qk_X|?bzF$ z9RfxFE6{Rn!jaI(+3zriE}qvI@P5M@5~d9$aPvqTTBsEq;S&st7pX6A^gTF!w{sYR z2@>dsFdHB?4{^^Myw`{c&Rj_8@(dHqOL3Dyi-ncxs%jFFUiWF}Exf>ZaA)87B99%R z7nc#^=G}vt=?*cCtIos}3!`bz7I74gN5^?+*hvgI4bQDqLl^&ivoy-DT{M+p0*Y#Cc+r63w zDs747@Pd@<#oc4Hr}iF|H2x^St1Gm6Bwc%d4fH2VL}XiB1b@~P0E!O)V{XP_pG1IEB(gJF69H9ZVY|X!BWG2y6Tfy>y$1YF@RTTZ$162dh?{%!s zPUG0PnznL%Xt#tR-V0O;T)`YYo0q5)7>h1Qoh@o5Ym6(yYWqVL@hDt*tFRQDddMLk zoy3uURlxXn)ZOD!feHf#Xt8~qpCck^`RL6j6fgkh<`z~C>wuilFNO^`$pf(k04-fF zMDDi^2H#QNlEaJ^%z?gjal6OiF(Ld?ns}YE$FuuX(w1l@eX&v#=mU&HiNoFVh@9bw zx`IL9v+P$<=><9`=(3L)Zy@4O^v~d?#z%yIlwu06xa?)nUYc-82*rnaD$SEKJ?>>j z+U*qsxDgA}5DhHxkZIjPy$ScJDPb@Didz{cA56%&#e%e35VR5*vqTiq8&aR!VSV&S zk>aJd+Zg#}rCfgNU;`Z4Wv}}_1^fLv8rf>ybj;wo%#fXZddFvRC ziJk3ftUu&;%AisI1$J;1(M&XKWFp)We&i`J93N+;zmLE{)up@3FP{Pp9=|Hj0Z*bk zwP1>JIRj@wtlOJ8Y?myAxylyolj*JS7F-{Lxw`f_RXjw3O7E9Cxs9oDK7GmW{=!qR z9&*oq^1KQ18RE3cbV-5R=FSNnuj7RED^a<9WGm$FoHe-L?N=dnQxGq_{T2C+{>Wp& ztFN0yA8w;VV_PX?g5PI9RSE5-Hvt`gixx1!&m9@_7WD!3aTrhtN?Uu+039q{`*$>} zK#|7t4!m`IGFttMoAs`OZ&W4E;OE+%#Q7WQ+xY?-zl+eZIA6f~0R-3F&7#(g4Yc;& zI-PfGtnsVW&-RM%n-RvVjDBAq672;1Wv|dY(JJN+p6hcFnnnXR9qt;CD|=Vhb?_<{ z0mp~KNroj^IrBfrfNx?4t5T8=FN_Ng8+R!cN+1r4j zGF{`<2+X?sLb3NoBxP?tv|P{UkvIHkgDuK{F@J@Z+mRH*Y^54YfQjl;j6XD`@hjPN z!A*M~W9Y+?R!3>?YllY9H5aMIbq=KeZs8Nt8=if?FGS0`T}E23n%Frw#@7qpQ&0FF z4w@kT>L9WP@<(6=vAp?x>MQD7&KHS)%mV!3z64j+XyT5~X4!+yiq>=f3`m1@=byi@ zvw7l!6h}{9z~W&C+F+`-YfaeBr+w#eD;S2}r;*S!jMaftxxtB&iGx`yC0TgCFsA-+ zwP&p*dqAz_B)@vgApxzna{@Yj=XiAbrir+$p!!k*`q$TEpWURL?%J(i9|$ud>e1HE zZr3^*kCCWryYAlht&66u?gKs%GBP7facfZ1v}MH;(OI#XfSHY%f?UQdUFgKFbeUpt zy>;IvH56zvduT(mzj`qI)p3QFYbsMONs^(*w41Jb4mG} zu9_RZu?M-HX(u{^=tMvKpvge}sklT0ClKkN176FS_e}iABLc_SzmJo~M?&q-O7iZuqVwwlb36{GpVR6Z;wnUtNp~kFSkN-tvIX0cxcO1v8iw$8*F&91`)=A?f zubs++shesjuI+cIaZaNiZJ#iDxWG!%*_XA>INlO$)&yl$JrI~Nn*8R@s{Jx-C3+~M zIrgZJ4cSB%2p^{&*wP;;Vp2Rq#BB14W6mdj29-;%bsoNc(^?vx#kvY3$D}X@UUtB=}GM$koCGz{a{cSMdaMoZ`+U9{#0D9VWQre zF{K+t1h|X7*V<)gQh%=cEa&ULrTkQliVYEOoad!!8qWZo^bdZb^qHHm{8Zne>KV(U zY%G&qg6j1eWE6zCE0wN2uZyqgWy>R?uzgqoL2dJCc=`^P$#&ybqM}q8<-({VSi*<( z_j}l~P|Ax?5cW~zxCL_q-XAN0@5_dT!LI1MRXCHgM;^rBfWNLSw3+faVgB=?;`l8f zRtD@+8+-^>C(4b4#9W#LI%Y*}!*auab?B2$f#<6F=!{3sIm>JMt{H7J=n8jHMPQHl zH+&^h@F9!|d_#8>jB+1YlNGx2=NaF#Zx|dFSS}(6J`Q)Ci{E{wg0{#1XlO}^2>h7+ zJ>XxdtgT@0c0mz^VCAwBVil#JGdR`eoxnDunQ|PD!LAcizB~H}w{z|a#&YN?2|B8Y zn}Ss|E=%^b(PJgNkXJpLWRrs;f9*uvGvS_MjC8?e*~5i3VW6*BEShcYVUrx&icfFS ztpgR`DsKUYe$jFKJD**wJ@!1vqBmPs^k*GXP!_`leL}x0W1i?I5wk30>$co0g=~M= z^)S_+?%kkgh8SZ_L3Ot`wWwe#3zd`+y4kqD?BE|}a9wW#_yP7`x0p^UHDu}YOp64`2T%LqL(zfy zUw%IhNf=axGiV6zlffsCMnSQEfW2VjFexEv-@R!1ol@&aN0Z zIFWvJ(=YY5FjEwuRPMdYZr*qk%8iYBY<;EiKV{FYY6BVTVy9RiAoH7q6Rdo0%~rg< z{xKVob4K4G`v?%*7^=Un0I=Pdm8Q+LVi9%kkxkLFGmdX2?Yy-Eu7y6-56ul}XuRi;+e>fNo7#EP;1v?6bEq)S8ij|d zSYlj}IapDLm&}_-kmE%ZD&QJ^AiuTm_I0MXPZp{pt)c%6?x6kqr2&})TR#N9o_sdbYuUrG(0;WpUN7>N#W_>#2JvfEc7gWquy^3;~yu7MRH8DI> zn%oF^^xcr65{mCc>QUUdqhJq<{@m!U8a*P$NREMj$WO9Ka9v~4PtemVc&YFx3GYor zAM>e;^@Bv43pTGfY`fP=SE1beUQD`M5owpuA+BB(1w4r`W7STnMY2*;U29WLk#jik zfhRRJTJwewPilr4sst@^&PX#!FHH5CK{Rm{!G;4*ZYeKuJh!!kH%j3(OC=Z!%d?1P zR!wTRWIow5{DuxXygWF=?uQ~#G2hDgvS|Lm=kppFo-MV_3ca}ya@7-c%mv-J7U>H- z_iG!1Ro=maRlXrNt6XDNZjsia{7)L|;{8;Xm3M1aImesXHX$^}M& zm(ggBrtnsg=DY~NwxI?2sJQKOwyCq?T5?+746BL=ub&nO(LfUlAqeSRE4}F#;&=fg z)S-Yd#9lB%f=hctQBQDg-4LjETFC!he+%#0nqc5!eUBJT~aIP(Lv z{2O_l=sJWmT(Iaj`N=?6c7AZccu~v~R6p(@GOu{-W}Qh+^nIW(t43DVWq*T!HR+0z z$r0dAJqa1WAC&HSOgj$Pk%VegE@fPm&&$i(d%d_&`u1sAx5k(D#>MK&b5t*d36u3h zFcFO^#A~Y(_HIu|o3s=|#A7B_Foh~cG=o}X)S3^SS#q+e{}DefNZaJ08l&F_X961K zea4aRX3DP_KA-dJ(Ieq6{sMS6B){9A!rp0>k;i%tLm!Q96CaJE#@-s|)onFy+pB84 zHV-v~jqd8EUYv~${bQVsntyk1i>wHFfsGbN!G7vP`RD|_eslS;u#YE8Of`bt#vc4S z>fj@vHo8rVN~O7!?iPcnZ$wqo3Gj9V!{eRg3_O3Ep;Qx0^)rN68WN5UPaWPn6AmV* z$j9J}y&=a>`25emrnLC@>CU$Nmd`U1v#|4{4C01mF<{GCVnM%rJEs}d_oTIuLv_Uc z@4N)3rieGIrP+SF&wom@b@3)zs+D-}Z41SX6G=z_zoZzY-7@7VP%wQzHdDE#J4d>{tX zE+c>HQ+UJbn`0%y1g~qs-}b#T;}$_PvoPOomgc4buGmUaSVS<~hJ}W2+nRtGz{@4+ zJK}um&B}B}0RPP_v5oYV8s=TA?#8pv%6cU9=BYJq*AR;=-O!d-avxJ?YXX!^%0V8l zN@l3k?9{{5yW-1h%rSzOE065)qsJT~4js$#XDZr6?3QWrk*e-2>uRMD#)A4%hI+>7 zEMim)VRjZ|qNs0^(GTqyKhb1aNpjZ2gFmb{Am*Ska*y$e<}7>9D07Ji2F@7Yu}K*q z!Ptkvws;DfGV?3IL4*z4v83#-$wO0O(22%GN2H^jgQd=z-e6O>6)v52WxTGg57-!m z62+jKKd{&*@rri#W>8xM(unm2(xcuJBx6zTuJ9%akYi0nD4$GlN!Ry{OGVub5f8T0 zIy#)pBWqOHM0FjQM0Kz1!#fx({{L4!0I3z*82Hg*6|)Pk1Rz;NpBJR9TrOijoX2%| zdUN3WD5ytX@V2=#34lW$L@2#DgtG}&?YeVc(dx~r%&Ej|P*s)+x9I*5L3@&Y48!9Q zv(5JlrMTx)XqA#g;SoWV7}L%ApwpYvEaoR3uDz#IaBHE_k^9Men>?IDZ!eQcZ%;GA zumb{{WRPKLs({)nsXm>^G5;~}Bq)o&=cgc_G8)uZ(*G4mSR5<5QP@BMp*nM^|4t>4 zHFqnXheT!~RJf!s#;~~5pAnv#YLu9)a!BPSt2i1GX$=wk+O{2tw09qmw4X8(<2+(2&T+!iJkiF`p1nm1t zqy&_}2k^{=+;>u7fH*lqzoYEUC;+ZO>=ufcH=1#Ac`@O3>?4%oE6`8lpNhZPH-D1; z-5~&h2hhh|>m}D8cI|PodBo|-7qb+|8y-t6YCI>~pPR$kGm=6;Ea}mx?+t#Kt!DsG zG?mht{3VI#W>6{e*vyD2`f@B{{?2XFhB7ZkV_6@PAEd5jHlSwUY?2^@%gdb+4dAkf z;9=Zmu!~h%`bASQ7nK}~7GENr`#fenC(g^kqj>+25GeCZl`|XhXD>|X2F=|sXW_Rt z{kD=HK5s&JjP9ItRs+L=0Pe!(rYcw9T7vTfy?+!6$Hi)vd`qo@I`lSX(py=OSLQNI zJRjPfA*L=yz(tG6ysUG8rvT)mF>qxu2+Tk~u|$8r;qq#{sNsdP-{rl=kM6xjp8bi7 zqt+vuNYe!r>h~r-m`yt9VD^zvqd7NHtro)n4cVd8LkxMp;s1y1Q11DGLs~bL%aM9{ z3-6`aXB@$X_zJUjtO|%T0r}r3e!tH$HNk)`69kRC1KMDu&Np6`ZsEXGPll6O4SrDK zbF&!=*bTDYAiz1hltHbnAP=KpxW*c>U|_!Uo`4_ml>o-zf}QC^FTX32KAE;|AgOUm zCF171Q7DJ|?`G6yVu{nLh0S?f=4!B^NhsEKd_%>k+ohZ%6z?U89rab@Pj*PvZ(?B* z@*{aQZ|7W0ni&f`2#1X|D3)Fvfgcr@T&0q}z)1F)E#D%W_o~%Q9xd8x+9Guf`Cg49 zg>yK%j1}PpyROr2nEJyh9^F<_nqvJlwIx2`bu;v@Y645UOyNwONs{z&jpNu$hY-1! zzgT!)UL;&UI>Ju!)OF4iUqW-exsKDs%?Ko!Yhx02gi@SKY)HZmN6^Xj6bN8^=#F zLbwtH`SRfk+n-)>2{{=%n~Rdcr3tZOi(zeRF1+_9^nX;o);7fR2SdKE)X_REnC*7? zL=U*xfI4oi<9FDnf!6CB1^!j%-tAID_`e~$qaNtW#|$cX2$DzpaUVSN$4lH@Fe)W=13+WSpG*q}5N*zPtDVDFtb*$aEk*+QDex z`xN)uhQoSo#((z4pa=TMqZJ?g;Jh4^6oUVKCrWyV?uQwY0WZmdDp^E~qZRc4CPDlS z)4EbHRaC?ew>=W5cKC@iAtEyP$Olac-l5Syk*rtSi@q=Jm8;T3V-u^mh#q!RJWL1I zTu$9!3Y+yvl%ECIQPrpX+*qlD7VS}n6@Jc2lBqgOijUaPJLdhzZb{d1xny<#2N6VF zXEgM#bVEpN?zaAsjzggp1bqFwTh120uU!_0@R&CfPsHUqlV=uMPb!y7szPV<356wFGemMG)*d=_64Yn~FLLDH70dR>V@ z*L2Ygf5V>P9!0;+C9p@N>J(W2Bt1LxY|@$-W4_hj9y;4?`z~p%aJ0uB%}Va2@ZEX< zUzuy>Tvqgq+B2UJZh=5THBt`MT+BD;t4T|buIJ8=WTQ7tZWn&_7<>_ z?aJ10I1^50!pzLf%uJI^n3Sl^6oCX z)pk{Rxy6PB$8v*1V!f>sxY_zDTBCVvXYs;dK+~bW;%SIY%v%@mf#jb3~5z8^u z?dezO%hTae6l`zQ*_gTRU5YVOmZPhiUEb!zP`l*NWeTZO3b9vhDj;W~pa`AOeNY_9 zJn4vfM4%*Ycl!3_amOU*P(#x-cyKx-*Mt0P1Su7ZlcZ*LvewhwWaC9Q+?hYH9BPs3 z=8H~@t~RUwVnN+RgWu#$1`8h4BBGUylWMXFwz(H^%U*tL6qMhbsU2jl&2zlDY}oPw zBF~?}*87&O5GM&EEbHwngC`@6tbXs+9*(EN_2?G4ea6vP7y)ute3_x4iQ?3TA3z+o zr-n!#*nuy=NFA(Yd04QmN13UVPhMCZi^b9M6Sj9yOagw3G6nmOr0OSReBTr@d~t}) z6$#IKCMuV>|MO5ZDEM=yEA2@Ff7~dCYM{R==d8(*C>T*a{s{HN&^~X&W~6+>M4d>U zTn2^aQYjuphtb>*bI4>4F5%^dLslc-MZg^oD zmprO~pR#LeX=tmqd`-*(Qhwz89RCcipRi%D_U}97h*%S%BT0A@tKkBum04eem|qyT zCS4jZLiB>499*-cJpN7uTi5Evrs~I*^fZpnY&4FeX{ekB(lA-}MM1J0bArX0W_d~( zsOEFMkBm!2L8}e&0A=Vxeff@sCKKgrnga=Qs{IdMRE^OWN)BsmmtTL2J9n!Fh}@;h z2$&{~Y|Eb8(1>Bxtd(n0gc!1Zh$U;)G@pn%vM zXa>m9Uhdwm=^iqD(VYGQ_uNtzGkZKXXh_x2-Wn)0m4dq6t-V0yjh$sr8-rZw)ES>6 zxeTT$W9l@qZ0NH&TQLU8yh!S)*PP28t_{u$$c(u2iO0o zdt5Akl=is(n!H?PLjG}3fsZzEs^z27->E-cssH{6t0ku6=DfMpSeft>2lmJ;BBH#n z&7y7XbkmciTrA(6WV&Rtwgb!S3OADeo+cB(OQ+u}qV{LQqe??S-D!JsQmIzUDVh2d zD?P-eAzMb@3c!w4>C@y3cXT_+B)iCC!y{nVLJf$M}T3f{ad3fAUO5~|KD%~PG6pQbV~KTcv|xi?o5vNB)RK3tub z&%gvIeu0~z5yd8ZSHA+DenNRT$wCy@-_G!8*&jgCz+D~RJ_}80U{c~MX$#5ffnZ2g z-J4j=^-ELf4Y2dbh68V;B22EY|3Ir0Z6_=rG`=)Gq7Gx9&)6uqza34;~PKL_l zf=g$NDZ1EuRW-}Jdcd2-4jXdIMe55C=9*as}ggko2ADhcUkPq7zI-t&gg zMghXWJrHMI%L4YxQ=it zEB1Ne&#$otmc7@&a;j{{-6xy|TuCed9-x?GC-;!_XMw*gi^cb_QL09qu|()r#({`o z#HS}@V(ho;;&P{YF7LQ)pnu>)q~jAa(nTQpBx3BW!Q>7 zKjBNe%Hm!zOSb?XjMD1ABt9kn7rF46Y`_9yq29!(c7^x!a9aL@QvXvOB@;obhC{=7 zT+p*ytZmI`7B^+-CDsvfNZi|1`8DM1`}CAk(DW1;R6zmkeLd4zA1`+Ek`g<1pHs8a zq*Jq``7xxXOBU8CE{}_rU-3@MnC^^X84D?o@xIzHH4X^`EBUvgJ>U!08h!~bxhg+Y z!vrXPHeVVz28jxAAIfnlNzrp6tZ@7=g9C_Jr|%uJX+(k0==suv`w(jV2V}L(J;OcD zLMT*3M9!ej8_mZdXK}sw7;^0H=J?neVxS}pxnf^^H>qk|xKCYP4LT8FJ(t6%iv(jB z5X&BXbx@*lW(wPf6}n>nI=2RWNW^IpW_DGiT|{mMWf4R$nh5ue9QZxwV4f7x#J6#L zR@$}o#a(iNwVmAz9`u2=P9(INn{5fw8ZMo{#vPkD#vQbfOxh^{7}aAvkxK`so7jnQi0Igw)%y}(B#6#Mpn7c607temGwfy zB+OEK$Od4$ae4HDKtUvY^xiM6UZGV<%yoI#|5>|ir=iojcO>7&!1Jrxp=t#-4&> z0k+crglQHqBMJ^9f__^5NaYN^Kcb;pq!7A4|I(liAC6nF1vcj%$#TCKrU(AU^<1Z= znoG2P6=*M$!o|)$r`@;%vhSjiKTb6CSYwo#?K0M-@A)xA41OPZ6$fpR z^+vv3$R9#tO>_O4%(>C42O-b?u(m=#vPaPWvzyju)O5Ck?lA#tPG;)WvZ4zp8?UxX zlmAE2z%xJV1B~9qkkwat4ZO*Dl&6Xgjj7RBTa~%(3Tcw!F|j&xujc`zX7}ntw~(W$ zQioDdgW;p`b+glKqE&)Nog1_I-)uf$9EKvWgg&a2s0~nzrv6+{M@INdev_U9S_cwS ze&;LC+({_lF0UuGt>Nl-xEy9NNwY*^7W{F@v#5UlxpgsyTO^%hMBcJR-hGMaEV?HOrvE`XB~aDhvUNTIZhiTrm$_F$ivEO7Zh! z6S$-x|20=T?Qns)h5V5qWI|L;6p+W>irz;_Hj!9F_&!kBL_dWcE!rbn1j{5_6yqCt z*?RRuf88f^4kF}mQ^KCKfetVD$4RqRZT+JW1%OwX3Y2Wt!f0C<;M>U*uTJv&angt> zTd~t$X;ih-|F^{SfUwC+u>tkXLxsmfW%)=gZ`22VGSKA)hnzK}?%4^~=A0&ulDYp# z{6(03*F+OtK@?a*r8~6)2fEc~aDVPL*g8ByMI?2voZ7gW9&(UIpS){uvMXgSP0g92 z3GOP9#VKvRLj5+yID{5&fks=3%RF>xRWYKZ{kiOm>GI`r1zNuD*N8^UVQ9o*jE?wz z;kd0%$Fps36BFGz)#TR`v5T|lC!3)S8*R~8GPGo?Zr@hO@s!n6Jm+%;V)j%Xjm|JdIluOOfa=@ z&Ex{WmXU&Z`_b zxW6Z2liese3-U4+t#c=@nYSk;7&Ft!A(>iR1EpuQgHBA?^E=dIPp?x$GP8{V|D!^r zTjaU{{JFWUe@QRWwQKdaRonnltqS=Yz&tdx#jlJs|@&cZ?X%slD(w<+x96NTI67nAvQ@p~jAK(e_>;GHg z^P;~2{CZ?%bC-5^Pg;lFRqA!$qIsAjT~|{#d+<9T@63NjZoi!E;tFu`yZ*8phj*_3+PNj3KwAg-;G<{G=PB) zrqTI&&`==j79;+olZrbRUO5(g#YPLbNAjDA$(YsuS%~&WcT8E0wyy%vPs|;e?83F- z%EPxyI5<;bfQ3OJL0w=)i-=xPX1p0g5>-OL!LKbwho>sJ`T@tgGlvO!j;gvxH#*>8 zPhIe~6=?sS;%*`^&2G&l=EeqcE>;w&hqE}wyWBf;Vtaaj3Uku(Yf0yPu{A4dYf#u| zd2ox*Te*PaSM_koE!ToSHctUX%=E2k z9MX((yqK>adP?;G-U6S*>A?2%V!mn>DyrcFzv57|Q$6!KDicfPBta~qtk1Q%N4`tB z;4rBLc(<@y)Y&5m4iX>t6MIqpDhZiyd9AmL3B{VkEDv$Zz?yDg{gV2ZoT);qJ4bh_ zAAjhb^zy0u4^?HgFRVi1b`MQb7`BGfUL1rPyde^dExg_|Qr+#Hq5QBwaoylcJl*O1 z>GCH`0%FwPPFPeQs0qpS-VVSiA!Yc3-I;@QG%V9T)yBVB5v8D))F3I^b1|>IOK#Da}~^4fWU@(J1ft({K5FLV%C2SdeKX^+99OYlPe?`kiqWQ)wg`Gocl| z=-BI8hwyc|?D*0*Iv@^n^xIpnhv#xf0`in~ZOD5j`UhlIg(29>W`ca=yX9Q!(aXyeI9>cFQ;ep*sYy4Bn8oXf9bJ2+!@T1ZPyJSSB;_qLKcDmMaX*$i zEeEbsJXn~3`dK6sj<+&xRg+#~>I*R>q0XHb*d@jdDx+v#*L{Q-al}bT*K0vVzZBf+ z=J4sFD#CGNl19ujK{)0VGzBjQs23O^raL_!U6orES8Xd0hF7 zXV3j2(NScS;wyK|^7WBU%NLhPX~F_=0jc6nAkKA-p`~*_7x6Kdn58R-slDB8UDA?U$mM>#qU2r>4kEaXgGM z-J~2Mz9mFg$S=L9{!QFswDqpj(3()&UyX+xD#sWR!RSP(;rl6zgGefy*Fg_#f6QuX zy*cCREuJZZlKFbyYyo+~lChgc*U(m?8tb&wR_nn5NW%4YKcUI>3HtRumtkt&dgQ%? z1ZNOw3%X@SxATd(le&S}B|3KlhV#TKIK-azTCh|iul{W^JmVFKW>F@&>r)MZW#Z(C zF|&c(E61hl+*h-(i`ko4<)URTJZl(skNTvA&;Ho@nqU@A{*xgM=kUFW_5|~O8_RR| zwrh9#L0Y%ht2ZMVxsGd~dOSgV&9PD7Dr18iKx1-DG4B=a!#ji2m+pi)wRt|Fu}QD~7L3W2APX7?s6Lj2i(u*+v6D39H!(4A<09C0 zXMxO6F9r#iFLX|Wv+geu$yxFo53S(K;~5|+yve8MRGHvoP(}W2k2WQCCAJoLoEJvJ ztz+Ba5Uc0*8pQ2L|MV8T6W#sLuMRSJ8zzIWHNx)**O5CaJ1D16EyIEKf?0x{=q=jR zmmm&(Nz-dTcvItS6}-9GsBv?O;@*J_eZ3Nfrx%z;Uhj$Hd+Q;xU(<)&Nnd!-D~(eS z;t32fR0dt`4s{o1bCwxS5O>7epR3Ni2U$3JL4 zS3Qq>rMs2{P%(KfD;bc>dRxEPQobvS=c3G4zrMz1zq? z%>W%>YUdbBEOOWuUFfUnoyR7R!xi;GEOw)>Ty-`ze(PkOytC~GT~(BOHV2+uNyv$D~$i_Ab#Co;vE zzcY1L;G=)IerHt#H>&S!|7!YOYUJj8EoiX?c_9^^IP%=$X;f~Y(l@$w*2ORUiaE>6 z3uRz=8sTg7zTb>va{n^js2(bM`hMJVHjXZZ&- z#$6Ol)PQJ0kpu%U&L@6U*GOEyy|xwq*+B%Q7|gS}YK7z(1w<)mY+nZ5;egy-d+kzA zIokD4BNE!+^`pTr7W$}e+-3q3h$hCNiWIC@QM(NW5|hx zZK3lzlC89)TYtnFeI~gnd~<-k$hF?BEjli) znC33y(cxOe^z{!KOUy}@Vn;o_R_|@>8#fSg>s;^L>C>NrXWZdlZgy8#+cJDk`k|%= zs|{vKEsH;O(nRO2(ZgzDuP^_eO7*U{9dw~X%U!Y*ZGs}>3geoZ!GEi!C>87yb>vvz zgFpVq4yvuDsl}`UCs~$V3UkO{YF#&s$MUyg@M7xbgZ5s5Rrf@?Yz}Bnr=ynckL(Fll~5bq}e?EHaJ&)9yyMlYd&fRBbVD z)+O`g?|~%Kjgk5uIi*50TS^6yFUsdQdh(P>e;U`IQiPYwngbNuf=7U!jbLpFu;=7y(c zS59zc%#r;h>#uOO2U}R&DYq{0zBi*k{%p;gFu`&o*?Y=hBBj9_SYNK)++NGnD5kzT zEwys4jrA-YYaZ-h`Sblx#N3uA>3~GRvi`hk1-#T-{t{-i1m~d@IQU!=|3Ha&$M6&+ z(|{s2=?X*l7C*Gm?CFJhp+pd`4&tM z^8zxg;DfP_X$z8J8me;rU&`OGc&;5jhdFC@R4VvP@&;I)yp9pJ&cI6b-8%1@f8%du zLw1xLNe`VhqFChYnkUIAxv< zCesDCtlmn*>CtiBVu_G*m%UH#{F2owL*f^*e)=?coNdc8Ot|s>$c`&Ff*hELF8O@t z^(twSbVv0#wHJ{U@p-xuj6^{9)4`LWcZwG+xytT4~au zNu3pq!TC&faR&R7BseORKhigmk&-0OEkrHRL_4?lFod3ue%zb_A1q_ry4-(&{*p)g ziJ`7`sZ|Hn1N`&o(**n?j^6iVcYMRo2j8h-cH@(U$`nDxn~DN=d|Afd(P4{&!u=@b zkp$;^F*mc9NMSAKpAf-E&~03oBC@ezzIMYms|n*nc(yXnNUsR^-*&vEgvAhYQn18t zO%)3@m>b`3HYHs?sUOEZ=!e-fhsHOZtPJKPt>u9E>r9nGQO@Cq-!nt(=h{-K8Zl|w z9R+;~;#+N;nVqXZd|W1tJ4`z~hXcSLC$r#|GuEeQ(I~ASS%1DKbkS+t2+Y-Zb|VE% zYWU+Ju!>x33Xs%q@&;^wJreF^N|o7BX>ob%BZF8^Y(5jbwGMwvx#o{tmGmex z1DMZ7#Z4Pes5skcTMO4XSC^Zp@X~Q^%mWH@DBE1DDLHhKgJ{@bEvM>#le?zham#fO z_AId5iNg*yM1OX$An+bmeTh(-(FemHGN#TqK8#9qWC`c1K3R4ovd8<@VPkob4&@`u65ae zXMJ3gS{LjtcM0G-_F>^+>$(b^Vf3-^g;|=AY8=C` z-ZDAp)iww8C^Ru86sCr6G>bRgc^#W+6s#O00_`R@v^;5keO$Q8iQ6(|;l>P&*s%(@ zvau|lJtQ_8L$9T2BI?CRaXccs$I76}MujoR7$L+0sePnYl*HrVup&wcfqpCb#nQ1R z;nBZQ1&rx|P}5*zyYt)4B)S7omY;xz|MZZSpDZ=ReN8RdIOudkuC%6F0#jnO``t4d znAP$Lk}D-Sg|d;WF3mr@Fn?;q@-~Iz)k@)`_Ft&jVYxa7vvbb-i5^5!Bu#JQILs+y z){C%3TgouNB9f*NYPsNEhPj-+=N7IuYhvxSd-BU z?A3_R&1VL;LXzRr&=s2SYeK6dT}2;?sjx!+ znn>)x=^_H^@?f__WI_H>bVHcL-Lfeppv#hJMzQO4#kEoT~d^&c5?KPUV-$t>5c(D>2 zRkZxr1+r$$OGR>Es)U|JMWpokiB_aHA1k#Om=F77yFHP;hqS|7xSat8 zPY?v5?>L>)IAI9BY%Ig<&ReG0UYZaloy!)6kZvdCggPvp3)a8WB4!U>EoI+?rklA+ zZ&$H+{dWe@$4?>P9frUU23hx7ewQDYegV;#3q*m!?Oix$Kl*-QRBaJHOcRUbLjoox z{_5yJ8S&g!F*R>Y`T`7>2IK8->kJzJehOx(EOxO%u{&6(NnF5@sw5sXMe`clL9G@> zu8=^W(XFAb>;120_=KS{573&P? zTuaosvQ(}-2KnMc_!B>h1-^c^AY(JapcWVNnH-cQ&j3s6*ChCD`_UWr2Yzo2pPJ|7 zVo^Ci$!^cDS#gArbRDyZR~x$m@}n~#$+0@dg?PdJGj7hgXb=_FJd!m53=Tcp#B+*$94R~V0Z%@P*R*?{d$ys_9ayU%nB0C36 z^2uajs|h=^#ru`OSHnN7mG-Zc#!T%j;KHQB^VK`-l|>H%IFsnt2WaLZBW z^_X1)_tWv{<_68FxRhmvep-fcXj6FpYrUtzKX@?vKyx!vvMvj(tyn`L0LM&1jgpl$ z(O{_V8R;1Eg-@dA&{-oIbH%zb7@5zb@E`_ycEJ{h2hY@MP?+&ZA&iY15U@U>dAk5a;Uk@|*BP}2avp6mn0kTU?IaP0Bg7gO}P2f=}`he;wQ zrEJ!uMqTk3m|tzYXvPte5tZPUli;?E(<4NVg%re3mN<_>%SGofK|naq9fQF08y4>X z7FUVBW*dt64Gh;6ab1`AwR>ffH4))t(S2b@2t15djuW!InOP_YMtp4WcDbgw)oMj2 zvVQT7WBUjabS>39x+hIEy06>T&z}z=B4_a$lXHB0N`swE3h(fEqbENJbbzJ;uP`!D z1^W?7#B!4(Ng~+v8z0J>)J%L41yiZ=l>>;BC%bbtRT6jYV1lf|0gMZp-tt^KUEXZM zMZ=&M{$)b&hV3ikm++ju+>j43H` z*!(a%+Dsz1RDzB|Qs8HPsO>Pf>ySB`kpH@)A!6TaNv1$FJ#Xg<{*;+4zMz-@@nr_| zLQJel;35NKt!tupFiSg}1*PGy`YyertohuXK@=Q@7qd*Qts%4`XPz zsdK_jA~e*~D7HXQ&EA?j>%K`8#`BJ5J=F!^ZRwjbhB7wZZLt@8 zVLSGRML93h+c;VM!F-D=TBHS9NZ4QS)>>OeJG7e?&(j@C_A5we=k0T=-_;eW->Z+_ zV2kWT7+selRO7C~-2Fr|Q_9To0t(zHB@~jF6@9&i4SS~^SHgKsn)a*7ne!$@#M0K4 za9mZ97A79rSYF6Lcw)UOlpe>iSu&d@F?s0V8`Qrjs1w!?_fjGwie4z7!`i*3mxI2S zeIeyA7h-bMU(VTCnP&GeRj?u}tQVuxnfbRN+pH95kOJMN*88vnTQHu@uZi`YHNqSs1* zmXM6pYJdtMJ)x}7^)~9wr$72NvJhufk{|xO9a$Q-a4?!J_ABKfO$5IJJZy-#qIgAs zc?5s41)Bz^$=hdLDS@s&B|6n@v(2oix?Yx+Yu7)eVo%*VM(fa&WFo2VF>D~dy_4Gz zPb=hnAgk!Cff;+ohrxKH>skkl1Z2B^%Sc>{0w=~p$C-iig~g65F8UzKGwcAjlyR`1 z9)!_ezJK{9gevRfiCa?DFeg-K_%NQ=o08FAgpA-xErdyoV=scxTq` z%2BcmWGDmJODCBeZXtFPzMHxBoFM~7u#D5*1$M+q_wxr699Y}TY=|Jl*uN~ zsDp{a(X%l%nL_0KP<}S`s{QR`(qIeUlzZn=RKVD$WUJMcLtcc|c#KJN0|D z+bX15+fn(>{@|#}B`mkIkDwm}l!2B9^aMAB+MHr`NPg#SnJ$^3c>6dmmU zg^~Ony%JC-%9a5T76yjZ)y?<4g;dcB4rV(vr%{b2_0MT+q>dstJe3DOF-_h64DNnA zmuhn9j=;z2z@yPALE4=vKKPD4;XZ4x6mDN+V@@GHMna$dRFDZn!I|VKtSF*R>le2` z)tfQaNDzQTV<#Yp_r5`rQ2}o zH)F}DGeNB1#4t0lBB%gpXQmBO^e(KBj>Mji2Gq%+kdh_^Xr!bymo6%vMGd`8_(m|l zeFUKhH!Y>vGlcZ$p#Erh?B%A<$e^RHL-XZ%_s@l_sqM$0d!=q=Bxk+QR$LYtgE$1f!WlxZAkiS_)nzXLMsuyE{*~ zRJ|?#?k+o4Tzu!=r&zgp?Bg(`&b#N{S5nQ^kD;Vw@6@}wFsxXG$w1@1Tx`#Bn_>K` z=Xzn-lQp5OH4cay(Kh253)`ynbhPB&vud0d8KbSQ@9kxqZl@ zcr><#Ru=cU*e=Sb5GLQKuR!=9WN-8*a)U=W zY#w3cVLjdhznDEfAW_^amzh-Y3WOIf-ixvz+2zD7X#NHB!-%rL=dN*Wz{9CvfkZa)#(R->IG^*buhV@ zc1_nqshB!1VfR_w3c-QA`%2{QTz-gS0&&%C|${N0iln!xq^J=i* zt$Vo@`M*WrM?`zcuMnu`K@4u* zqY(`Jz^RU5Tch3SO%HuU3)6&m){23%$Hi<1-r6LhRx!@X;h77PP?Qm(;m;c@YR7@p zB{Ro;dQcjgUT%S}%Ll!e2tJ3}=HD8rEiF4=EZ58&cJNBIP-Y{rnNP*8hrAZFlQ3^DrbW2b`Vd2?QQNZuKado1D@KL8CY>74~@X{ zdi!hoQD`lGQ>28A3X7GA*SEj9b55lJOiO1Xjy1*?treNA&C7!RvYOxX6pn3F`2B9y^a6O zOoNg^AHL!+JdmIELhj4+b63R4D2zD%qi?vb5OY&G5 z7Ggf|EV=ta_IJyeO2oE6@awxj^srPnU%#Co6n!(F5-vJUq&6~ANkev3Ss}Xrow2>1 z$fDJ-UOI{Lm5jb$gbig#Jp+*3vJ^fH? z3wW7guy|c?!h>&7vpWZJId@d?*RSybMgi8aXYg@E_i0j1Avo`tLAJwR?<*>?$ z=+)Ilxc8J8yU)rdEeI)YW+tKQ%j)n(dJgVLWWf`Uy}h-S1ZxJ(UfA@I7{=!e;3>{_ zSX}q~HL$ynk$6aM6Y$zzzYS&>ij;DUiV#-cLM^(AYQbxNt1SqhHf)2 zed%;*X^F+f<;^tIe(-3hZ8Y2a0vbsNdj+j-fZgQC#3ZHh{A=5=epoe+10j8l-LiSB zV}*VAGt(ZlHfmzzuuf~$ik}v13Okuj0S3PF>5OaZmgp=WH<}Fv^DcTT#>Qb z>b+5Uqi4b$=e-@KhF{^S*3r^Vs{g=v_O!E|d8qfPqK&}7qqF7k550xqgdsi3b-|WK z0;k7dj*`qvjmfs8(ll=w`gU6}l{zh!!55`wKWYR<75Zr4#NN8jrHpFsrP=Q>GpX39 zkk~3PcX;D=lQ1sT5m7(pZdcABqBvM`s05sp5>~J7B*B%R-*H+~_~b${XT=P$*D=~o zZu|zR&rKlJZq~&AvkKv11ygBGAa2mUIla7YQ`EDpBJ*i))+kTF$@Su)-oO0ngyGva zIAJXjG-&FN?tvvMlB>reB^+;G#2Z)G3EF~i48eUqV5QTG(FVnUt@zNi_0E*zo3^PU z{7csTJ|XROrg~E*IMgzA|EWSUKB5U14Ih=$6je0UhckUq$kN)g%RZ)1AC6FQzJeQM z?BB{=fP;%znw${Q(D=LhAenU(t)4A6imgt>tWlq&i=-REO1RyY6~(TJ{Y;0263X6r zlCHPy&3lUs0!9#7nn_f=j@M_Tb&Z1kgKGGZdaQHG^_jMqVTJdZhB!+Vm3>{tYbbsi zLGGoFU{5M@kE)>{=Ru&lH97IVoV`t?Y46lR65vqszSFYBrd?I0ThO220lh zp8#?JlHq~MTozG=VR0&bAtTe$?|3K`f>P|p1CMKj5d?w~W#+3kyPljlaX8(BdWHDj z#f?y-meQ@CN9ka;g~Rz3@<`@^Dv7HzdD`f`4i&&=o5=aRMv~ddExr_LiErkz++V54 zS7tLu^eCa2mNhOq%G#ccz6>%`A2NPvABykK>o-w7&}h5f)bqUd-1CJmpz8DF{gC`^ z$2Vt*KSI@dziqBh#MXPD>Z|orLk%RdTXshmO`A&n53XPCt1GG2CQ)hpRGHK)Zt*ma z!fXY+8c10=J#K)67q%$XXv3Z^E78qCP>?A6#t;-tDI@7|T{&nkq@|Ji^q>WZ9bw0@ z;Of*6N>8%kZv<-h{8g#!k5p-xXMZJ|bNIwccrLx-?<0fw97Mg~B(D^H%;ED*ExVkK zfv&FG8ln;L`W~avpWR?4T!s`##mR}L*qeuIbmH9zN?PNR-a@?h`cbdIq0DirgK-pxZRf3}; zS-Y@AxSuEI=Q)@AibgAoK6}%D;gMLeS}h4}vjl93HX*_OEG6fe2o+ylv5Q(L?eDth zSFiRKkGz0k@{>Y9OeWTs$r4ym6MHx`yP#pK7=w;tuao)Yh+7Q09N}Hkc1+cb%SZI~ z73@9Q;&;FZn#$hscm#LD=K^Vr*>i!~Fe+CJ;$gJ_eg(eL9aP*QI>xd-BHyqnYd4H} z+t4j(dEu=y6<+aIJQq;;N%k^w_=z>F;rXD&<^J@7Q9x1x-YSFm0Y8=uAvXTfN+s&9qko7*ldtTY?97Pb)O zVMpiTu+uPqAVKWQ=9kh942mYWvjo_ms>{zB4yo~%*)t{vnD8%ey@uFFPIlS|F14<3WJzVSxq;{L{4)wZ{IKtkN36C$M@IwnA42p{*|JsHMOtjw@eHv zPVRQmFeI^#bRcO`mM-B(E{Mi1S2F=^{eS{?Gk6NPWdE^Q@a}@i?UU1^x=D&WC?I($ zU=V=e06{MxAQV8*OM8$J_Aj&jRRC50^|CUvGIDgYHTpN|+utaWTC|-(K&Xrs?7vYm zfEEB4y?<={uV?*(l9R&ofdQa`0VtIJcoGNTGs%c33(!c&iqid0-0kmf`p+i#{Hbj- zPa%N}Ayj~1{-X&OK-U@ASUdht|Na~Je+Bpcjpe?C{EtxI|NgFjA^$th^>3ub73BYl zdi^)#=QW41Nz_dlYb-s?;-tf{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.0864}} - >{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.2346}} - >{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.3827}} - >{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.1358}} - >{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.1605}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Level -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Proficiency Bonus -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Features -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Rages -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Rage Damage -\end{minipage} \\ -\midrule -\endhead -1st & +2 & Rage, Unarmored Defense & 2 & +2 \\ -2nd & +2 & Reckless Attack, Danger Sense & 2 & +2 \\ -3rd & +2 & Primal Path & 3 & +2 \\ -4th & +2 & Ability Score Improvement & 3 & +2 \\ -5th & +3 & Extra Attack, Fast Movement & 3 & +2 \\ -6th & +3 & Path feature & 4 & +2 \\ -7th & +3 & Feral Instinct & 4 & +2 \\ -8th & +3 & Ability Score Improvement & 4 & +2 \\ -9th & +4 & Brutal Critical (1 die) & 4 & +3 \\ -10th & +4 & Path feature & 4 & +3 \\ -11th & +4 & Relentless & 4 & +3 \\ -12th & +4 & Ability Score Improvement & 5 & +3 \\ -13th & +5 & Brutal Critical (2 dice) & 5 & +3 \\ -14th & +5 & Path feature & 5 & +3 \\ -15th & +5 & Persistent Rage & 5 & +3 \\ -16th & +5 & Ability Score Improvement & 5 & +4 \\ -17th & +6 & Brutal Critical (3 dice) & 6 & +4 \\ -18th & +6 & Indomitable Might & 6 & +4 \\ -19th & +6 & Ability Score Improvement & 6 & +4 \\ -20th & +6 & Primal Champion & Unlimited & +4 \\ -& & & & \\ -\bottomrule -\end{longtable} - -\hypertarget{rage}{% -\subsubsection{Rage}\label{rage}} - -In battle, you fight with primal ferocity. On your turn, you can enter a -rage as a bonus action. - -While raging, you gain the following benefits if you aren't wearing -heavy armor: - -\begin{itemize} -\tightlist -\item - You have advantage on Strength checks and Strength saving throws. -\item - When you make a melee weapon attack using Strength, you gain a bonus - to the damage roll that increases as you gain levels as a barbarian, - as shown in the Rage Damage column of the Barbarian table. -\item - You have resistance to bludgeoning, piercing, and slashing damage. -\end{itemize} - -If you are able to cast spells, you can't cast them or concentrate on -them while raging. - -Your rage lasts for 1 minute. It ends early if you are knocked -unconscious or if your turn ends and you haven't attacked a hostile -creature since your last turn or taken damage since then. You can also -end your rage on your turn as a bonus action. - -Once you have raged the number of times shown for your barbarian level -in the Rages column of the Barbarian table, you must finish a long rest -before you can rage again. - -\hypertarget{unarmored-defense}{% -\subsubsection{Unarmored Defense}\label{unarmored-defense}} - -While you are not wearing any armor, your Armor Class equals 10 + your -Dexterity modifier + your Constitution modifier. You can use a shield -and still gain this benefit. - -\hypertarget{reckless-attack}{% -\subsubsection{Reckless Attack}\label{reckless-attack}} - -Starting at 2nd level, you can throw aside all concern for defense to -attack with fierce desperation. When you make your first attack on your -turn, you can decide to attack recklessly. Doing so gives you advantage -on melee weapon attack rolls using Strength during this turn, but attack -rolls against you have advantage until your next turn. - -\hypertarget{danger-sense}{% -\subsubsection{Danger Sense}\label{danger-sense}} - -At 2nd level, you gain an uncanny sense of when things nearby aren't as -they should be, giving you an edge when you dodge away from danger. - -You have advantage on Dexterity saving throws against effects that you -can see, such as traps and spells. To gain this benefit, you can't be -blinded, deafened, or incapacitated. - -\hypertarget{primal-path}{% -\subsubsection{Primal Path}\label{primal-path}} - -At 3rd level, you choose a path that shapes the nature of your rage. -Choose the Path of the Berserker or the Path of the Totem Warrior, both -detailed at the end of the class description. Your choice grants you -features at 3rd level and again at 6th, 10th, and 14th levels. - -\hypertarget{ability-score-improvement}{% -\subsubsection{Ability Score -Improvement}\label{ability-score-improvement}} - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, -you can increase one ability score of your choice by 2, or you can -increase two ability scores of your choice by 1. As normal, you can't -increase an ability score above 20 using this feature. - -\hypertarget{extra-attack}{% -\subsubsection{Extra Attack}\label{extra-attack}} - -Beginning at 5th level, you can attack twice, instead of once, whenever -you take the Attack action on your turn. - -\hypertarget{fast-movement}{% -\subsubsection{Fast Movement}\label{fast-movement}} - -Starting at 5th level, your speed increases by 10 feet while you aren't -wearing heavy armor. - -\hypertarget{feral-instinct}{% -\subsubsection{Feral Instinct}\label{feral-instinct}} - -By 7th level, your instincts are so honed that you have advantage on -initiative rolls. - -Additionally, if you are surprised at the beginning of combat and aren't -incapacitated, you can act normally on your first turn, but only if you -enter your rage before doing anything else on that turn. - -\hypertarget{brutal-critical}{% -\subsubsection{Brutal Critical}\label{brutal-critical}} - -Beginning at 9th level, you can roll one additional weapon damage die -when determining the extra damage for a critical hit with a melee -attack. - -This increases to two additional dice at 13th level and three additional -dice at 17th level. - -\hypertarget{relentless-rage}{% -\subsubsection{Relentless Rage}\label{relentless-rage}} - -Starting at 11th level, your rage can keep you fighting despite grievous -wounds. If you drop to 0 hit points while you're raging and don't die -outright, you can make a DC 10 Constitution saving throw. If you -succeed, you drop to 1 hit point instead. - -Each time you use this feature after the first, the DC increases by 5. -When you finish a short or long rest, the DC resets to 10. - -\hypertarget{persistent-rage}{% -\subsubsection{Persistent Rage}\label{persistent-rage}} - -Beginning at 15th level, your rage is so fierce that it ends early only -if you fall unconscious or if you choose to end it. - -\hypertarget{indomitable-might}{% -\subsubsection{Indomitable Might}\label{indomitable-might}} - -Beginning at 18th level, if your total for a Strength check is less than -your Strength score, you can use that score in place of the total. - -\hypertarget{primal-champion}{% -\subsubsection{Primal Champion}\label{primal-champion}} - -At 20th level, you embody the power of the wilds. Your Strength and -Constitution scores increase by 4. Your maximum for those scores is now -24. - -\hypertarget{barbarian-paths}{% -\subsection{Barbarian Paths}\label{barbarian-paths}} - -\hypertarget{path-of-the-berserker}{% -\subsubsection{Path of the Berserker}\label{path-of-the-berserker}} - -For some barbarians, rage is a means to an end- that end being violence. -The Path of the Berserker is a path of untrammeled fury, slick with -blood. As you enter the berserker's rage, you thrill in the chaos of -battle, heedless of your own health or well-being. - -\hypertarget{frenzy}{% -\paragraph{Frenzy}\label{frenzy}} - -Starting when you choose this path at 3rd level, you can go into a -frenzy when you rage. If you do so, for the duration of your rage you -can make a single melee weapon attack as a bonus action on each of your -turns after this one. When your rage ends, you suffer one level of -exhaustion (as described in appendix A). - -\hypertarget{mindless-rage}{% -\paragraph{Mindless Rage}\label{mindless-rage}} - -Beginning at 6th level, you can't be charmed or frightened while raging. -If you are charmed or frightened when you enter your rage, the effect is -suspended for the duration of the rage. - -\hypertarget{intimidating-presence}{% -\paragraph{Intimidating Presence}\label{intimidating-presence}} - -Beginning at 10th level, you can use your action to frighten someone -with your menacing presence. When you do so, choose one creature that -you can see within 30 feet of you. If the creature can see or hear you, -it must succeed on a Wisdom saving throw (DC equal to 8 + your -proficiency bonus + your Charisma modifier) or be frightened of you -until the end of your next turn. On subsequent turns, you can use your -action to extend the duration of this effect on the frightened creature -until the end of your next turn. This effect ends if the creature ends -its turn out of line of sight or more than 60 feet away from you. - -If the creature succeeds on its saving throw, you can't use this feature -on that creature again for 24 hours. - -\hypertarget{retaliation}{% -\paragraph{Retaliation}\label{retaliation}} - -Starting at 14th level, when you take damage from a creature that is -within 5 feet of you, you can use your reaction to make a melee weapon -attack against that creature. - -\hypertarget{bard}{% -\section{Bard}\label{bard}} - -\hypertarget{class-features-1}{% -\subsubsection{Class Features}\label{class-features-1}} - -As a bard, you gain the following class features. - -\hypertarget{hit-points-1}{% -\paragraph{Hit Points}\label{hit-points-1}} - -\textbf{Hit Dice:} 1d8 per bard level - -\textbf{Hit Points at 1st Level:} 8 + your Constitution modifier - -\textbf{Hit Points at Higher Levels:} 1d8 (or 5) + your Constitution -modifier per bard level after 1st - -\hypertarget{proficiencies-1}{% -\paragraph{Proficiencies}\label{proficiencies-1}} - -\textbf{Armor:} Light armor - -\textbf{Weapons:} Simple weapons, hand crossbows, longswords, rapiers, -shortswords - -\textbf{Tools:} Three musical instruments of your choice - -\textbf{Saving Throws:} Dexterity, Charisma - -\textbf{Skills:} Choose any three - -\hypertarget{equipment-1}{% -\paragraph{Equipment}\label{equipment-1}} - -You start with the following equipment, in addition to the equipment -granted by your background: - -\begin{itemize} -\tightlist -\item - (\emph{a}) a rapier, (\emph{b}) a longsword, or (\emph{c}) any simple - weapon -\item - (\emph{a}) a diplomat's pack or (\emph{b}) an entertainer's pack -\item - (\emph{a}) a lute or (\emph{b}) any other musical instrument -\item - Leather armor and a dagger -\end{itemize} - -\textbf{Table- The Bard} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0452}} - >{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.1226}} - >{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.3484}} - >{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0903}} - >{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.1032}} - >{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0323}} - >{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0323}} - >{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0323}} - >{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0323}} - >{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0323}} - >{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0323}} - >{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0323}} - >{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0323}} - >{\raggedright\arraybackslash}p{(\columnwidth - 26\tabcolsep) * \real{0.0323}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Level -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Proficiency Bonus -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Features -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Spells Known -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Cantrips Known -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -1st -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -2nd -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -3rd -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -4th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -5th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -6th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -7th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -8th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -9th -\end{minipage} \\ -\midrule -\endhead -1st & +2 & Spellcasting, Bardic Inspiration (d6) & 2 & 4 & 2 & - & - & - -& - & - & - & - & - \\ -2nd & +2 & Jack of All Trades, Song of Rest (d6) & 2 & 5 & 3 & - & - & - -& - & - & - & - & - \\ -3rd & +2 & Bard College, Expertise & 2 & 6 & 4 & 2 & - & - & - & - & - & -- & - \\ -4th & +2 & Ability Score Improvement & 3 & 7 & 4 & 3 & - & - & - & - & - -& - & - \\ -5th & +3 & Bardic Inspiration (d8), Font of Inspiration & 3 & 8 & 4 & 3 -& 2 & - & - & - & - & - & - \\ -6th & +3 & Countercharm, Bard College Feature & 3 & 9 & 4 & 3 & 3 & - & -- & - & - & - & - \\ -7th & +3 & - & 3 & 10 & 4 & 3 & 3 & 1 & - & - & - & - & - \\ -8th & +3 & Ability Score Improvement & 3 & 11 & 4 & 3 & 3 & 2 & - & - & -- & - & - \\ -9th & +4 & Song of Rest (d8) & 3 & 12 & 4 & 3 & 3 & 3 & 1 & - & - & - & -- \\ -10th & +4 & Bardic Inspiration (d10), Expertise, Magical Secrets & 4 & -14 & 4 & 3 & 3 & 3 & 2 & - & - & - & - \\ -11th & +4 & - & 4 & 15 & 4 & 3 & 3 & 3 & 2 & 1 & - & - & - \\ -12th & +4 & Ability Score Improvement & 4 & 15 & 4 & 3 & 3 & 3 & 2 & 1 & -- & - & - \\ -13th & +5 & Song of Rest (d10) & 4 & 16 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & - -& - \\ -14th & +5 & Magical Secrets, Bard College Feature & 4 & 18 & 4 & 3 & 3 & -3 & 2 & 1 & 1 & - & - \\ -15th & +5 & Bardic Inspiration (d12) & 4 & 19 & 4 & 3 & 3 & 3 & 2 & 1 & -1 & 1 & - \\ -16th & +5 & Ability Score Improvement & 4 & 19 & 4 & 3 & 3 & 3 & 2 & 1 & -1 & 1 & - \\ -17th & +6 & Song of Rest (d12) & 4 & 20 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1 -& 1 \\ -18th & +6 & Magical Secrets & 4 & 22 & 4 & 3 & 3 & 3 & 3 & 1 & 1 & 1 & -1 \\ -19th & +6 & Ability Score Improvement & 4 & 22 & 4 & 3 & 3 & 3 & 3 & 2 & -1 & 1 & 1 \\ -20th & +6 & Superior Inspiration & 4 & 22 & 4 & 3 & 3 & 3 & 3 & 2 & 2 & -1 & 1 \\ -& & & & & & & & & & & & & \\ -\bottomrule -\end{longtable} - -\hypertarget{spellcasting}{% -\subsubsection{Spellcasting}\label{spellcasting}} - -You have learned to untangle and reshape the fabric of reality in -harmony with your wishes and music. - -Your spells are part of your vast repertoire, magic that you can tune to -different situations. - -\hypertarget{cantrips}{% -\paragraph{Cantrips}\label{cantrips}} - -You know two cantrips of your choice from the bard spell list. You learn -additional bard cantrips of your choice at higher levels, as shown in -the Cantrips Known column of the Bard table. - -\hypertarget{spell-slots}{% -\paragraph{Spell Slots}\label{spell-slots}} - -The Bard table shows how many spell slots you have to cast your bard -spells of 1st level and higher. To cast one of these spells, you must -expend a slot of the spell's level or higher. You regain all expended -spell slots when you finish a long rest. - -For example, if you know the 1st-level spell \emph{cure wounds} and have -a 1st-level and a 2nd-level spell slot available, you can cast -\emph{cure wounds} using either slot. - -\hypertarget{spells-known-of-1st-level-and-higher}{% -\paragraph{Spells Known of 1st Level and -Higher}\label{spells-known-of-1st-level-and-higher}} - -You know four 1st-level spells of your choice from the bard spell list. - -The Spells Known column of the Bard table shows when you learn more bard -spells of your choice. Each of these spells must be of a level for which -you have spell slots, as shown on the table. For instance, when you -reach 3rd level in this class, you can learn one new spell of 1st or 2nd -level. - -Additionally, when you gain a level in this class, you can choose one of -the bard spells you know and replace it with another spell from the bard -spell list, which also must be of a level for which you have spell -slots. - -\hypertarget{spellcasting-ability}{% -\paragraph{Spellcasting Ability}\label{spellcasting-ability}} - -Charisma is your spellcasting ability for your bard spells. Your magic -comes from the heart and soul you pour into the performance of your -music or oration. You use your Charisma whenever a spell refers to your -spellcasting ability. In addition, you use your Charisma modifier when -setting the saving throw DC for a bard spell you cast and when making an -attack roll with one. - -\textbf{Spell save DC} = 8 + your proficiency bonus + your Charisma -modifier - -\textbf{Spell attack modifier} = your proficiency bonus + your Charisma -modifier - -\hypertarget{ritual-casting}{% -\paragraph{Ritual Casting}\label{ritual-casting}} - -You can cast any bard spell you know as a ritual if that spell has the -ritual tag. - -\hypertarget{spellcasting-focus}{% -\paragraph{Spellcasting Focus}\label{spellcasting-focus}} - -You can use a musical instrument as a spellcasting focus for your bard -spells. - -\hypertarget{bardic-inspiration}{% -\subsubsection{Bardic Inspiration}\label{bardic-inspiration}} - -You can inspire others through stirring words or music. To do so, you -use a bonus action on your turn to choose one creature other than -yourself within 60 feet of you who can hear you. That creature gains one -Bardic Inspiration die, a d6. - -Once within the next 10 minutes, the creature can roll the die and add -the number rolled to one ability check, attack roll, or saving throw it -makes. The creature can wait until after it rolls the d20 before -deciding to use the Bardic Inspiration die, but must decide before the -GM says whether the roll succeeds or fails. Once the Bardic Inspiration -die is rolled, it is lost. A creature can have only one Bardic -Inspiration die at a time. - -You can use this feature a number of times equal to your Charisma -modifier (a minimum of once). You regain any expended uses when you -finish a long rest. - -Your Bardic Inspiration die changes when you reach certain levels in -this class. The die becomes a d8 at 5th level, a d10 at 10th level, and -a d12 at 15th level. - -\hypertarget{jack-of-all-trades}{% -\subsubsection{Jack of All Trades}\label{jack-of-all-trades}} - -Starting at 2nd level, you can add half your proficiency bonus, rounded -down, to any ability check you make that doesn't already include your -proficiency bonus. - -\hypertarget{song-of-rest}{% -\subsubsection{Song of Rest}\label{song-of-rest}} - -Beginning at 2nd level, you can use soothing music or oration to help -revitalize your wounded allies during a short rest. If you or any -friendly creatures who can hear your performance regain hit points at -the end of the short rest by spending one or more Hit Dice, each of -those creatures regains an extra 1d6 hit points. - -The extra hit points increase when you reach certain levels in this -class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th -level. - -\hypertarget{bard-college}{% -\subsubsection{Bard College}\label{bard-college}} - -At 3rd level, you delve into the advanced techniques of a bard college -of your choice: the College of Lore or the College of Valor, both -detailed at the end of the class description. Your choice grants you -features at 3rd level and again at 6th and 14th level. - -\hypertarget{expertise}{% -\subsubsection{Expertise}\label{expertise}} - -At 3rd level, choose two of your skill proficiencies. Your proficiency -bonus is doubled for any ability check you make that uses either of the -chosen proficiencies. - -At 10th level, you can choose another two skill proficiencies to gain -this benefit. - -\hypertarget{ability-score-improvement-1}{% -\subsubsection{Ability Score -Improvement}\label{ability-score-improvement-1}} - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, -you can increase one ability score of your choice by 2, or you can -increase two ability scores of your choice by 1. As normal, you can't -increase an ability score above 20 using this feature. - -\hypertarget{font-of-inspiration}{% -\subsubsection{Font of Inspiration}\label{font-of-inspiration}} - -Beginning when you reach 5th level, you regain all of your expended uses -of Bardic Inspiration when you finish a short or long rest. - -\hypertarget{countercharm}{% -\subsubsection{Countercharm}\label{countercharm}} - -At 6th level, you gain the ability to use musical notes or words of -power to disrupt mind-influencing effects. As an action, you can start a -performance that lasts until the end of your next turn. During that -time, you and any friendly creatures within 30 feet of you have -advantage on saving throws against being frightened or charmed. A -creature must be able to hear you to gain this benefit. The performance -ends early if you are incapacitated or silenced or if you voluntarily -end it (no action required). - -\hypertarget{magical-secrets}{% -\subsubsection{Magical Secrets}\label{magical-secrets}} - -By 10th level, you have plundered magical knowledge from a wide spectrum -of disciplines. Choose two spells from any classes, including this one. -A spell you choose must be of a level you can cast, as shown on the Bard -table, or a cantrip. - -The chosen spells count as bard spells for you and are included in the -number in the Spells Known column of the Bard table. - -You learn two additional spells from any classes at 14th level and again -at 18th level. - -\hypertarget{superior-inspiration}{% -\subsubsection{Superior Inspiration}\label{superior-inspiration}} - -At 20th level, when you roll initiative and have no uses of Bardic -Inspiration left, you regain one use. - -\hypertarget{bard-colleges}{% -\subsection{Bard Colleges}\label{bard-colleges}} - -\hypertarget{college-of-lore}{% -\subsubsection{College of Lore}\label{college-of-lore}} - -Bards of the College of Lore know something about most things, -collecting bits of knowledge from sources as diverse as scholarly tomes -and peasant tales. Whether singing folk ballads in taverns or elaborate -compositions in royal courts, these bards use their gifts to hold -audiences spellbound. When the applause dies down, the audience members -might find themselves questioning everything they held to be true, from -their faith in the priesthood of the local temple to their loyalty to -the king. - -The loyalty of these bards lies in the pursuit of beauty and truth, not -in fealty to a monarch or following the tenets of a deity. A noble who -keeps such a bard as a herald or advisor knows that the bard would -rather be honest than politic. - -The college's members gather in libraries and sometimes in actual -colleges, complete with classrooms and dormitories, to share their lore -with one another. They also meet at festivals or affairs of state, where -they can expose corruption, unravel lies, and poke fun at self-important -figures of authority. - -\hypertarget{bonus-proficiencies}{% -\paragraph{Bonus Proficiencies}\label{bonus-proficiencies}} - -When you join the College of Lore at 3rd level, you gain proficiency -with three skills of your choice. - -\hypertarget{cutting-words}{% -\paragraph{Cutting Words}\label{cutting-words}} - -Also at 3rd level, you learn how to use your wit to distract, confuse, -and otherwise sap the confidence and competence of others. When a -creature that you can see within 60 feet of you makes an attack roll, an -ability check, or a damage roll, you can use your reaction to expend one -of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and -subtracting the number rolled from the creature's roll. You can choose -to use this feature after the creature makes its roll, but before the GM -determines whether the attack roll or ability check succeeds or fails, -or before the creature deals its damage. The creature is immune if it -can't hear you or if it's immune to being charmed. - -\hypertarget{additional-magical-secrets}{% -\paragraph{Additional Magical -Secrets}\label{additional-magical-secrets}} - -At 6th level, you learn two spells of your choice from any class. A -spell you choose must be of a level you can cast, as shown on the Bard -table, or a cantrip. The chosen spells count as bard spells for you but -don't count against the number of bard spells you know. - -\hypertarget{peerless-skill}{% -\paragraph{Peerless Skill}\label{peerless-skill}} - -Starting at 14th level, when you make an ability check, you can expend -one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the -number rolled to your ability check. You can choose to do so after you -roll the die for the ability check, but before the GM tells you whether -you succeed or fail. - -\hypertarget{cleric}{% -\section{Cleric}\label{cleric}} - -\hypertarget{class-features-2}{% -\subsubsection{Class Features}\label{class-features-2}} - -As a cleric, you gain the following class features. - -\hypertarget{hit-points-2}{% -\paragraph{Hit Points}\label{hit-points-2}} - -\textbf{Hit Dice:} 1d8 per cleric level - -\textbf{Hit Points at 1st Level:} 8 + your Constitution modifier - -\textbf{Hit Points at Higher Levels:} 1d8 (or 5) + your Constitution -modifier per cleric level after 1st - -\hypertarget{proficiencies-2}{% -\paragraph{Proficiencies}\label{proficiencies-2}} - -\textbf{Armor:} Light armor, medium armor, shields - -\textbf{Weapons:} Simple weapons - -\textbf{Tools:} None - -\textbf{Saving Throws:} Wisdom, Charisma - -\textbf{Skills:} Choose two from History, Insight, Medicine, Persuasion, -and Religion - -\hypertarget{equipment-2}{% -\paragraph{Equipment}\label{equipment-2}} - -You start with the following equipment, in addition to the equipment -granted by your background: - -\begin{itemize} -\tightlist -\item - (\emph{a}) a mace or (\emph{b}) a warhammer (if proficient) -\item - (\emph{a}) scale mail, (\emph{b}) leather armor, or (\emph{c}) chain - mail (if proficient) -\item - (\emph{a}) a light crossbow and 20 bolts or (\emph{b}) any simple - weapon -\item - (\emph{a}) a priest's pack or (\emph{b}) an explorer's pack -\item - A shield and a holy symbol -\end{itemize} - -\textbf{Table- The Cleric} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0438}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.1188}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.4562}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.1000}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0312}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0312}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0312}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0312}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0312}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0312}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0312}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0312}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0312}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Level -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Proficiency Bonus -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Features -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Cantrips Known -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -1st -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -2nd -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -3rd -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -4th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -5th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -6th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -7th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -8th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -9th -\end{minipage} \\ -\midrule -\endhead -1st & +2 & Spellcasting, Divine Domain & 3 & 2 & - & - & - & - & - & - & -- & - \\ -2nd & +2 & Channel Divinity (1/rest), Divine Domain Feature & 3 & 3 & - -& - & - & - & - & - & - & - \\ -3rd & +2 & - & 3 & 4 & 2 & - & - & - & - & - & - & - \\ -4th & +2 & Ability Score Improvement & 4 & 4 & 3 & - & - & - & - & - & - -& - \\ -5th & +3 & Destroy Undead (CR 1/2) & 4 & 4 & 3 & 2 & - & - & - & - & - & -- \\ -6th & +3 & Channel Divinity (2/rest), Divine Domain Feature & 4 & 4 & 3 -& 3 & - & - & - & - & - & - \\ -7th & +3 & - & 4 & 4 & 3 & 3 & 1 & - & - & - & - & - \\ -8th & +3 & Ability Score Improvement, Destroy Undead (CR 1), Divine -Domain Feature & 4 & 4 & 3 & 3 & 2 & - & - & - & - & - \\ -9th & +4 & - & 4 & 4 & 3 & 3 & 3 & 1 & - & - & - & - \\ -10th & +4 & Divine Intervention & 5 & 4 & 3 & 3 & 3 & 2 & - & - & - & -- \\ -11th & +4 & Destroy Undead (CR 2) & 5 & 4 & 3 & 3 & 3 & 2 & 1 & - & - & -- \\ -12th & +4 & Ability Score Improvement & 5 & 4 & 3 & 3 & 3 & 2 & 1 & - & -- & - \\ -13th & +5 & - & 5 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & - & - \\ -14th & +5 & Destroy Undead (CR 3) & 5 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & - & -- \\ -15th & +5 & - & 5 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1 & - \\ -16th & +5 & Ability Score Improvement & 5 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & -1 & - \\ -17th & +6 & Destroy Undead (CR 4), Divine Domain Feature & 5 & 4 & 3 & 3 -& 3 & 2 & 1 & 1 & 1 & 1 \\ -18th & +6 & Channel Divinity (3/rest) & 5 & 4 & 3 & 3 & 3 & 3 & 1 & 1 & -1 & 1 \\ -19th & +6 & Ability Score Improvement & 5 & 4 & 3 & 3 & 3 & 3 & 2 & 1 & -1 & 1 \\ -20th & +6 & Divine Intervention improvement & 5 & 4 & 3 & 3 & 3 & 3 & 2 -& 2 & 1 & 1 \\ -& & & & & & & & & & & & \\ -\bottomrule -\end{longtable} - -\hypertarget{spellcasting-1}{% -\subsubsection{Spellcasting}\label{spellcasting-1}} - -As a conduit for divine power, you can cast cleric spells. - -\hypertarget{cantrips-1}{% -\paragraph{Cantrips}\label{cantrips-1}} - -At 1st level, you know three cantrips of your choice from the cleric -spell list. You learn additional cleric cantrips of your choice at -higher levels, as shown in the Cantrips Known column of the Cleric -table. - -\hypertarget{preparing-and-casting-spells}{% -\paragraph{Preparing and Casting -Spells}\label{preparing-and-casting-spells}} - -The Cleric table shows how many spell slots you have to cast your cleric -spells of 1st level and higher. To cast one of these spells, you must -expend a slot of the spell's level or higher. You regain all expended -spell slots when you finish a long rest. - -You prepare the list of cleric spells that are available for you to -cast, choosing from the cleric spell list. When you do so, choose a -number of cleric spells equal to your Wisdom modifier + your cleric -level (minimum of one spell). The spells must be of a level for which -you have spell slots. - -For example, if you are a 3rd-level cleric, you have four 1st-level and -two 2nd-level spell slots. With a Wisdom of 16, your list of prepared -spells can include six spells of 1st or 2nd level, in any combination. -If you prepare the 1st-level spell \emph{cure wounds}, you can cast it -using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it -from your list of prepared spells. - -You can change your list of prepared spells when you finish a long rest. -Preparing a new list of cleric spells requires time spent in prayer and -meditation: at least 1 minute per spell level for each spell on your -list. - -\hypertarget{spellcasting-ability-1}{% -\paragraph{Spellcasting Ability}\label{spellcasting-ability-1}} - -Wisdom is your spellcasting ability for your cleric spells. The power of -your spells comes from your devotion to your deity. You use your Wisdom -whenever a cleric spell refers to your spellcasting ability. In -addition, you use your Wisdom modifier when setting the saving throw DC -for a cleric spell you cast and when making an attack roll with one. - -\textbf{Spell save DC} = 8 + your proficiency bonus + your Wisdom -modifier - -\textbf{Spell attack modifier} = your proficiency bonus + your Wisdom -modifier - -\hypertarget{ritual-casting-1}{% -\paragraph{Ritual Casting}\label{ritual-casting-1}} - -You can cast a cleric spell as a ritual if that spell has the ritual tag -and you have the spell prepared. - -\hypertarget{spellcasting-focus-1}{% -\paragraph{Spellcasting Focus}\label{spellcasting-focus-1}} - -You can use a holy symbol as a spellcasting focus for your cleric -spells. - -\hypertarget{divine-domain}{% -\subsubsection{Divine Domain}\label{divine-domain}} - -Choose one domain related to your deity: Knowledge, Life, Light, Nature, -Tempest, Trickery, or War. Each domain is detailed at the end of the -class description, and each one provides examples of gods associated -with it. Your choice grants you domain spells and other features when -you choose it at 1st level. It also grants you additional ways to use -Channel Divinity when you gain that feature at 2nd level, and additional -benefits at 6th, 8th, and 17th levels. - -\hypertarget{domain-spells}{% -\paragraph{Domain Spells}\label{domain-spells}} - -Each domain has a list of spells - its domain spells - that you gain at -the cleric levels noted in the domain description. Once you gain a -domain spell, you always have it prepared, and it doesn't count against -the number of spells you can prepare each day. - -If you have a domain spell that doesn't appear on the cleric spell list, -the spell is nonetheless a cleric spell for you. - -\hypertarget{channel-divinity}{% -\subsubsection{Channel Divinity}\label{channel-divinity}} - -At 2nd level, you gain the ability to channel divine energy directly -from your deity, using that energy to fuel magical effects. You start -with two such effects: Turn Undead and an effect determined by your -domain. Some domains grant you additional effects as you advance in -levels, as noted in the domain description. - -When you use your Channel Divinity, you choose which effect to create. -You must then finish a short or long rest to use your Channel Divinity -again. - -Some Channel Divinity effects require saving throws. When you use such -an effect from this class, the DC equals your cleric spell save DC. - -Beginning at 6th level, you can use your Channel Divinity twice between -rests, and beginning at 18th level, you can use it three times between -rests. When you finish a short or long rest, you regain your expended -uses. - -\hypertarget{channel-divinity-turn-undead}{% -\paragraph{Channel Divinity: Turn -Undead}\label{channel-divinity-turn-undead}} - -As an action, you present your holy symbol and speak a prayer censuring -the undead. Each undead that can see or hear you within 30 feet of you -must make a Wisdom saving throw. If the creature fails its saving throw, -it is turned for 1 minute or until it takes any damage. - -A turned creature must spend its turns trying to move as far away from -you as it can, and it can't willingly move to a space within 30 feet of -you. It also can't take reactions. For its action, it can use only the -Dash action or try to escape from an effect that prevents it from -moving. If there's nowhere to move, the creature can use the Dodge -action. - -\hypertarget{ability-score-improvement-2}{% -\subsubsection{Ability Score -Improvement}\label{ability-score-improvement-2}} - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, -you can increase one ability score of your choice by 2, or you can -increase two ability scores of your choice by 1. As normal, you can't -increase an ability score above 20 using this feature. - -\hypertarget{destroy-undead}{% -\subsubsection{Destroy Undead}\label{destroy-undead}} - -Starting at 5th level, when an undead fails its saving throw against -your Turn Undead feature, the creature is instantly destroyed if its -challenge rating is at or below a certain threshold, as shown in the -Destroy Undead table. - -\textbf{Table- Destroy Undead} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Cleric Level & Destroys Undead of CR \ldots{} \\ -\midrule -\endhead -5th & 1/2 or lower \\ -8th & 1 or lower \\ -11th & 2 or lower \\ -14th & 3 or lower \\ -17th & 4 or lower \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{divine-intervention}{% -\subsubsection{Divine Intervention}\label{divine-intervention}} - -Beginning at 10th level, you can call on your deity to intervene on your -behalf when your need is great. - -Imploring your deity's aid requires you to use your action. Describe the -assistance you seek, and roll percentile dice. If you roll a number -equal to or lower than your cleric level, your deity intervenes. The GM -chooses the nature of the intervention; the effect of any cleric spell -or cleric domain spell would be appropriate. - -If your deity intervenes, you can't use this feature again for 7 days. -Otherwise, you can use it again after you finish a long rest. - -At 20th level, your call for intervention succeeds automatically, no -roll required. - -\hypertarget{cleric-domains}{% -\subsection{Cleric Domains}\label{cleric-domains}} - -\hypertarget{life-domain}{% -\subsubsection{Life Domain}\label{life-domain}} - -The Life domain focuses on the vibrant positive energy-one of the -fundamental forces of the universe-that sustains all life. The gods of -life promote vitality and health through healing the sick and wounded, -caring for those in need, and driving away the forces of death and -undeath. Almost any non-evil deity can claim influence over this domain, -particularly agricultural deities (such as Chauntea, Arawai, and -Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of -healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), -and gods of home and community (such as Hestia, Hathor, and Boldrei). - -\textbf{Table- Life Domain Spells} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Cleric Level & Spells \\ -\midrule -\endhead -1st & bless, cure wounds \\ -3rd & lesser restoration, spiritual weapon \\ -5th & beacon of hope, revivify \\ -7th & death ward, guardian of faith \\ -9th & mass cure wounds, raise dead \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{bonus-proficiency}{% -\paragraph{Bonus Proficiency}\label{bonus-proficiency}} - -When you choose this domain at 1st level, you gain proficiency with -heavy armor. - -\hypertarget{disciple-of-life}{% -\paragraph{Disciple of Life}\label{disciple-of-life}} - -Also starting at 1st level, your healing spells are more effective. -Whenever you use a spell of 1st level or higher to restore hit points to -a creature, the creature regains additional hit points equal to 2 + the -spell's level. - -\hypertarget{channel-divinity-preserve-life}{% -\paragraph{Channel Divinity: Preserve -Life}\label{channel-divinity-preserve-life}} - -Starting at 2nd level, you can use your Channel Divinity to heal the -badly injured. - -As an action, you present your holy symbol and evoke healing energy that -can restore a number of hit points equal to five times your cleric -level. Choose any creatures within 30 feet of you, and divide those hit -points among them. This feature can restore a creature to no more than -half of its hit point maximum. You can't use this feature on an undead -or a construct. - -\hypertarget{blessed-healer}{% -\paragraph{Blessed Healer}\label{blessed-healer}} - -Beginning at 6th level, the healing spells you cast on others heal you -as well. When you cast a spell of 1st level or higher that restores hit -points to a creature other than you, you regain hit points equal to 2 + -the spell's level. - -\hypertarget{divine-strike}{% -\paragraph{Divine Strike}\label{divine-strike}} - -At 8th level, you gain the ability to infuse your weapon strikes with -divine energy. Once on each of your turns when you hit a creature with a -weapon attack, you can cause the attack to deal an extra 1d8 radiant -damage to the target. When you reach 14th level, the extra damage -increases to 2d8. - -\hypertarget{supreme-healing}{% -\paragraph{Supreme Healing}\label{supreme-healing}} - -Starting at 17th level, when you would normally roll one or more dice to -restore hit points with a spell, you instead use the highest number -possible for each die. For example, instead of restoring 2d6 hit points -to a creature, you restore 12. - -\hypertarget{druid}{% -\section{Druid}\label{druid}} - -\hypertarget{class-features-3}{% -\subsubsection{Class Features}\label{class-features-3}} - -As a druid, you gain the following class features. - -\hypertarget{hit-points-3}{% -\paragraph{Hit Points}\label{hit-points-3}} - -\textbf{Hit Dice:} 1d8 per druid level - -\textbf{Hit Points at 1st Level:} 8 + your Constitution modifier - -\textbf{Hit Points at Higher Levels:} 1d8 (or 5) + your Constitution -modifier per druid level after 1st - -\hypertarget{proficiencies-3}{% -\paragraph{Proficiencies}\label{proficiencies-3}} - -\textbf{Armor:} Light armor, medium armor, shields (druids will not wear -armor or use shields made of metal) - -\textbf{Weapons:} Clubs, daggers, darts, javelins, maces, quarterstaffs, -scimitars, sickles, slings, spears - -\textbf{Tools:} Herbalism kit - -\textbf{Saving Throws:} Intelligence, Wisdom - -\textbf{Skills:} Choose two from Arcana, Animal Handling, Insight, -Medicine, Nature, Perception, Religion, and Survival - -\hypertarget{equipment-3}{% -\paragraph{Equipment}\label{equipment-3}} - -You start with the following equipment, in addition to the equipment -granted by your background: - -\begin{itemize} -\tightlist -\item - (\emph{a}) a wooden shield or (\emph{b}) any simple weapon -\item - (\emph{a}) a scimitar or (\emph{b}) any simple melee weapon -\item - Leather armor, an explorer's pack, and a druidic focus -\end{itemize} - -\textbf{Table- The Druid} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0507}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.1377}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.3696}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.1159}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0362}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0362}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0362}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0362}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0362}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0362}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0362}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0362}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0362}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Level -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Proficiency Bonus -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Features -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Cantrips Known -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -1st -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -2nd -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -3rd -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -4th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -5th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -6th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -7th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -8th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -9th -\end{minipage} \\ -\midrule -\endhead -1st & +2 & Druidic, Spellcasting & 2 & 2 & - & - & - & - & - & - & - & -- \\ -2nd & +2 & Wild Shape, Druid Circle & 2 & 3 & - & - & - & - & - & - & - -& - \\ -3rd & +2 & - & 2 & 4 & 2 & - & - & - & - & - & - & - \\ -4th & +2 & Wild Shape Improvement, Ability Score Improvement & 3 & 4 & 3 -& - & - & - & - & - & - & - \\ -5th & +3 & - & 3 & 4 & 3 & 2 & - & - & - & - & - & - \\ -6th & +3 & Druid Circle feature & 3 & 4 & 3 & 3 & - & - & - & - & - & -- \\ -7th & +3 & - & 3 & 4 & 3 & 3 & 1 & - & - & - & - & - \\ -8th & +3 & Wild Shape Improvement, Ability Score Improvement & 3 & 4 & 3 -& 3 & 2 & - & - & - & - & - \\ -9th & +4 & - & 3 & 4 & 3 & 3 & 3 & 1 & - & - & - & - \\ -10th & +4 & Druid Circle feature & 4 & 4 & 3 & 3 & 3 & 2 & - & - & - & -- \\ -11th & +4 & - & 4 & 4 & 3 & 3 & 3 & 2 & 1 & - & - & - \\ -12th & +4 & Ability Score Improvement & 4 & 4 & 3 & 3 & 3 & 2 & 1 & - & -- & - \\ -13th & +5 & - & 4 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & - & - \\ -14th & +5 & Druid Circle feature & 4 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & - & -- \\ -15th & +5 & - & 4 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1 & - \\ -16th & +5 & Ability Score Improvement & 4 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & -1 & - \\ -17th & +6 & - & 4 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1 & 1 \\ -18th & +6 & Timeless Body, Beast Spells & 4 & 4 & 3 & 3 & 3 & 3 & 1 & 1 -& 1 & 1 \\ -19th & +6 & Ability Score Improvement & 4 & 4 & 3 & 3 & 3 & 3 & 2 & 1 & -1 & 1 \\ -20th & +6 & Archdruid & 4 & 4 & 3 & 3 & 3 & 3 & 2 & 2 & 1 & 1 \\ -& & & & & & & & & & & & \\ -\bottomrule -\end{longtable} - -\hypertarget{druidic}{% -\subsubsection{Druidic}\label{druidic}} - -You know Druidic, the secret language of druids. You can speak the -language and use it to leave hidden messages. You and others who know -this language automatically spot such a message. Others spot the -message's presence with a successful DC 15 Wisdom (Perception) check but -can't decipher it without magic. - -\hypertarget{spellcasting-2}{% -\subsubsection{Spellcasting}\label{spellcasting-2}} - -Drawing on the divine essence of nature itself, you can cast spells to -shape that essence to your will. - -\hypertarget{cantrips-2}{% -\paragraph{Cantrips}\label{cantrips-2}} - -At 1st level, you know two cantrips of your choice from the druid spell -list. You learn additional druid cantrips of your choice at higher -levels, as shown in the Cantrips Known column of the Druid table. - -\hypertarget{preparing-and-casting-spells-1}{% -\paragraph{Preparing and Casting -Spells}\label{preparing-and-casting-spells-1}} - -The Druid table shows how many spell slots you have to cast your druid -spells of 1st level and higher. To cast one of these druid spells, you -must expend a slot of the spell's level or higher. You regain all -expended spell slots when you finish a long rest. - -You prepare the list of druid spells that are available for you to cast, -choosing from the druid spell list. When you do so, choose a number of -druid spells equal to your Wisdom modifier + your druid level (minimum -of one spell). The spells must be of a level for which you have spell -slots. - -For example, if you are a 3rd-level druid, you have four 1st-level and -two 2nd-level spell slots. With a Wisdom of 16, your list of prepared -spells can include six spells of 1st or 2nd level, in any combination. -If you prepare the 1st-level spell \emph{cure wounds}, you can cast it -using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it -from your list of prepared spells. - -You can also change your list of prepared spells when you finish a long -rest. Preparing a new list of druid spells requires time spent in prayer -and meditation: at least 1 minute per spell level for each spell on your -list. - -\hypertarget{spellcasting-ability-2}{% -\subsubsection{Spellcasting Ability}\label{spellcasting-ability-2}} - -Wisdom is your spellcasting ability for your druid spells, since your -magic draws upon your devotion and attunement to nature. You use your -Wisdom whenever a spell refers to your spellcasting ability. In -addition, you use your Wisdom modifier when setting the saving throw DC -for a druid spell you cast and when making an attack roll with one. - -\textbf{Spell save DC} = 8 + your proficiency bonus + your Wisdom -modifier - -\textbf{Spell attack modifier} = your proficiency bonus + your Wisdom -modifier - -\hypertarget{ritual-casting-2}{% -\subsubsection{Ritual Casting}\label{ritual-casting-2}} - -You can cast a druid spell as a ritual if that spell has the ritual tag -and you have the spell prepared. - -\hypertarget{spellcasting-focus-2}{% -\paragraph{Spellcasting Focus}\label{spellcasting-focus-2}} - -You can use a druidic focus as a spellcasting focus for your druid -spells. - -\hypertarget{wild-shape}{% -\subsubsection{Wild Shape}\label{wild-shape}} - -Starting at 2nd level, you can use your action to magically assume the -shape of a beast that you have seen before. You can use this feature -twice. You regain expended uses when you finish a short or long rest. - -Your druid level determines the beasts you can transform into, as shown -in the Beast Shapes table. At 2nd level, for example, you can transform -into any beast that has a challenge rating of 1/4 or lower that doesn't -have a flying or swimming speed. - -\textbf{Table- Beast Shapes} - -\begin{longtable}[]{@{}llll@{}} -\toprule -Level & Max. CR & Limitations & Example \\ -\midrule -\endhead -2nd & 1/4 & No flying or swimming speed & Wolf \\ -4th & 1/2 & No flying speed & Crocodile \\ -8th & 1 & - & Giant eagle \\ -& & & \\ -\bottomrule -\end{longtable} - -You can stay in a beast shape for a number of hours equal to half your -druid level (rounded down). You then revert to your normal form unless -you expend another use of this feature. You can revert to your normal -form earlier by using a bonus action on your turn. You automatically -revert if you fall unconscious, drop to 0 hit points, or die. - -While you are transformed, the following rules apply: - -\begin{itemize} -\tightlist -\item - Your game statistics are replaced by the statistics of the beast, but - you retain your alignment, personality, and Intelligence, Wisdom, and - Charisma scores. You also retain all of your skill and saving throw - proficiencies, in addition to gaining those of the creature. If the - creature has the same proficiency as you and the bonus in its stat - block is higher than yours, use the creature's bonus instead of yours. - If the creature has any legendary or lair actions, you can't use them. -\item - When you transform, you assume the beast's hit points and Hit Dice. - When you revert to your normal form, you return to the number of hit - points you had before you transformed. However, if you revert as a - result of dropping to 0 hit points, any excess damage carries over to - your normal form. For example, if you take 10 damage in animal form - and have only 1 hit point left, you revert and take 9 damage. As long - as the excess damage doesn't reduce your normal form to 0 hit points, - you aren't knocked unconscious. -\item - You can't cast spells, and your ability to speak or take any action - that requires hands is limited to the capabilities of your beast form. - Transforming doesn't break your concentration on a spell you've - already cast, however, or prevent you from taking actions that are - part of a spell, such as call lightning, that you've already cast. -\item - You retain the benefit of any features from your class, race, or other - source and can use them if the new form is physically capable of doing - so. However, you can't use any of your special senses, such as - darkvision, unless your new form also has that sense. -\item - You choose whether your equipment falls to the ground in your space, - merges into your new form, or is worn by it. Worn equipment functions - as normal, but the GM decides whether it is practical for the new form - to wear a piece of equipment, based on the creature's shape and size. - Your equipment doesn't change size or shape to match the new form, and - any equipment that the new form can't wear must either fall to the - ground or merge with it. Equipment that merges with the form has no - effect until you leave the form. -\end{itemize} - -\hypertarget{druid-circle}{% -\subsubsection{Druid Circle}\label{druid-circle}} - -At 2nd level, you choose to identify with a circle of druids: the Circle -of the Land or the Circle of the Moon, both detailed at the end of the -class description. Your choice grants you features at 2nd level and -again at 6th, 10th, and 14th level. - -\hypertarget{ability-score-improvement-3}{% -\subsubsection{Ability Score -Improvement}\label{ability-score-improvement-3}} - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, -you can increase one ability score of your choice by 2, or you can -increase two ability scores of your choice by 1. As normal, you can't -increase an ability score above 20 using this feature. - -\hypertarget{timeless-body}{% -\subsubsection{Timeless Body}\label{timeless-body}} - -Starting at 18th level, the primal magic that you wield causes you to -age more slowly. For every 10 years that pass, your body ages only 1 -year. - -\hypertarget{beast-spells}{% -\subsubsection{Beast Spells}\label{beast-spells}} - -Beginning at 18th level, you can cast many of your druid spells in any -shape you assume using Wild Shape. You can perform the somatic and -verbal components of a druid spell while in a beast shape, but you -aren't able to provide material components. - -\hypertarget{archdruid}{% -\subsubsection{Archdruid}\label{archdruid}} - -At 20th level, you can use your Wild Shape an unlimited number of times. - -Additionally, you can ignore the verbal and somatic components of your -druid spells, as well as any material components that lack a cost and -aren't consumed by a spell. You gain this benefit in both your normal -shape and your beast shape from Wild Shape. - -\hypertarget{druid-circles}{% -\subsection{Druid Circles}\label{druid-circles}} - -\hypertarget{circle-of-the-land}{% -\subsubsection{Circle of the Land}\label{circle-of-the-land}} - -The Circle of the Land is made up of mystics and sages who safeguard -ancient knowledge and rites through a vast oral tradition. These druids -meet within sacred circles of trees or standing stones to whisper primal -secrets in Druidic. The circle's wisest members preside as the chief -priests of communities that hold to the Old Faith and serve as advisors -to the rulers of those folk. As a member of this circle, your magic is -influenced by the land where you were initiated into the circle's -mysterious rites. - -\hypertarget{bonus-cantrip}{% -\paragraph{Bonus Cantrip}\label{bonus-cantrip}} - -When you choose this circle at 2nd level, you learn one additional druid -cantrip of your choice. - -\hypertarget{natural-recovery}{% -\paragraph{Natural Recovery}\label{natural-recovery}} - -Starting at 2nd level, you can regain some of your magical energy by -sitting in meditation and communing with nature. During a short rest, -you choose expended spell slots to recover. The spell slots can have a -combined level that is equal to or less than half your druid level -(rounded up), and none of the slots can be 6th level or higher. You -can't use this feature again until you finish a long rest. - -For example, when you are a 4th-level druid, you can recover up to two -levels worth of spell slots. You can recover either a 2nd-level slot or -two 1st-level slots. - -\hypertarget{circle-spells}{% -\paragraph{Circle Spells}\label{circle-spells}} - -Your mystical connection to the land infuses you with the ability to -cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to -circle spells connected to the land where you became a druid. Choose -that land-arctic, coast, desert, forest, grassland, mountain, or -swamp-and consult the associated list of spells. - -Once you gain access to a circle spell, you always have it prepared, and -it doesn't count against the number of spells you can prepare each day. -If you gain access to a spell that doesn't appear on the druid spell -list, the spell is nonetheless a druid spell for you. - -\textbf{Table- Arctic Circle Spells} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Druid Level & Circle Spells \\ -\midrule -\endhead -3rd & hold person, spike growth \\ -5th & sleet storm, slow \\ -7th & freedom of movement, ice storm \\ -9th & commune with nature, cone of cold \\ -& \\ -\bottomrule -\end{longtable} - -\textbf{Table- Coast Circle Spells} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Druid Level & Circle Spells \\ -\midrule -\endhead -3rd & mirror image, misty step \\ -5th & water breathing, water walk \\ -7th & control water, freedom of movement \\ -9th & conjure elemental, scrying \\ -& \\ -\bottomrule -\end{longtable} - -\textbf{Table- Desert Circle Spells} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Druid Level & Circle Spells \\ -\midrule -\endhead -3rd & blur, silence \\ -5th & create food and water, protection from energy \\ -7th & blight, hallucinatory terrain \\ -9th & insect plague, wall of stone \\ -& \\ -\bottomrule -\end{longtable} - -\textbf{Table- Forest Circle Spells} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Druid Level & Circle Spells \\ -\midrule -\endhead -3rd & barkskin, spider climb \\ -5th & call lightning, plant growth \\ -7th & divination, freedom of movement \\ -9th & commune with nature, tree stride \\ -& \\ -\bottomrule -\end{longtable} - -\textbf{Table- Grassland Circle Spells} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Druid Level & Circle Spells \\ -\midrule -\endhead -3rd & invisibility, pass without trace \\ -5th & daylight, haste \\ -7th & divination, freedom of movement \\ -9th & dream, insect plague \\ -& \\ -\bottomrule -\end{longtable} - -\textbf{Table- Mountain Circle Spells} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Druid Level & Circle Spells \\ -\midrule -\endhead -3rd & spider climb, spike growth \\ -5th & lightning bolt, meld into stone \\ -7th & stone shape, stoneskin \\ -9th & passwall, wall of stone \\ -& \\ -\bottomrule -\end{longtable} - -\textbf{Table- Swamp Circle Spells} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Druid Level & Circle Spells \\ -\midrule -\endhead -3rd & acid arrow, darkness \\ -5th & water walk, stinking cloud \\ -7th & freedom of movement, locate creature \\ -9th & insect plague, scrying \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{lands-stride}{% -\paragraph{Land's Stride}\label{lands-stride}} - -Starting at 6th level, moving through nonmagical difficult terrain costs -you no extra movement. You can also pass through nonmagical plants -without being slowed by them and without taking damage from them if they -have thorns, spines, or a similar hazard. - -In addition, you have advantage on saving throws against plants that are -magically created or manipulated to impede movement, such those created -by the \emph{entangle} spell. - -\hypertarget{natures-ward}{% -\paragraph{Nature's Ward}\label{natures-ward}} - -When you reach 10th level, you can't be charmed or frightened by -elementals or fey, and you are immune to poison and disease. - -\hypertarget{natures-sanctuary}{% -\paragraph{Nature's Sanctuary}\label{natures-sanctuary}} - -When you reach 14th level, creatures of the natural world sense your -connection to nature and become hesitant to attack you. When a beast or -plant creature attacks you, that creature must make a Wisdom saving -throw against your druid spell save DC. On a failed save, the creature -must choose a different target, or the attack automatically misses. On a -successful save, the creature is immune to this effect for 24 hours. - -The creature is aware of this effect before it makes its attack against -you. - -\begin{quote} -\textbf{Sacred Plants and Wood} - -A druid holds certain plants to be sacred, particularly alder, ash, -birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and -yew. Druids often use such plants as part of a spellcasting focus, -incorporating lengths of oak or yew or sprigs of mistletoe. - -Similarly, a druid uses such woods to make other objects, such as -weapons and shields. Yew is associated with death and rebirth, so weapon -handles for scimitars or sickles might be fashioned from it. Ash is -associated with life and oak with strength. These woods make excellent -hafts or whole weapons, such as clubs or quarterstaffs, as well as -shields. Alder is associated with air, and it might be used for thrown -weapons, such as darts or javelins. - -Druids from regions that lack the plants described here have chosen -other plants to take on similar uses. For instance, a druid of a desert -region might value the yucca tree and cactus plants. - -\textbf{Druids and the Gods} - -Some druids venerate the forces of nature themselves, but most druids -are devoted to one of the many nature deities worshiped in the -multiverse (the lists of gods in appendix B include many such deities). -The worship of these deities is often considered a more ancient -tradition than the faiths of clerics and urbanized peoples. -\end{quote} - -\hypertarget{fighter}{% -\section{Fighter}\label{fighter}} - -\hypertarget{class-features-4}{% -\subsubsection{Class Features}\label{class-features-4}} - -As a fighter, you gain the following class features. - -\hypertarget{hit-points-4}{% -\paragraph{Hit Points}\label{hit-points-4}} - -\textbf{Hit Dice:} 1d10 per fighter level - -\textbf{Hit Points at 1st Level:} 10 + your Constitution modifier - -\textbf{Hit Points at Higher Levels:} 1d10 (or 6) + your Constitution -modifier per fighter level after 1st - -\hypertarget{proficiencies-4}{% -\paragraph{Proficiencies}\label{proficiencies-4}} - -\textbf{Armor:} All armor, shields - -\textbf{Weapons:} Simple weapons, martial weapons - -\textbf{Tools:} None - -\textbf{Saving Throws:} Strength, Constitution - -\textbf{Skills:} Choose two skills from Acrobatics, Animal, Handling, -Athletics, History, Insight, Intimidation, Perception, and Survival - -\hypertarget{equipment-4}{% -\paragraph{Equipment}\label{equipment-4}} - -You start with the following equipment, in addition to the equipment -granted by your background: - -\begin{itemize} -\tightlist -\item - (\emph{a}) chain mail or (\emph{b}) leather armor, longbow, and 20 - arrows -\item - (\emph{a}) a martial weapon and a shield or (\emph{b}) two martial - weapons -\item - (\emph{a}) a light crossbow and 20 bolts or (\emph{b}) two handaxes -\item - (\emph{a}) a dungeoneer's pack or (\emph{b}) an explorer's pack -\end{itemize} - -\textbf{Table- The Fighter} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 4\tabcolsep) * \real{0.0909}} - >{\raggedright\arraybackslash}p{(\columnwidth - 4\tabcolsep) * \real{0.2468}} - >{\raggedright\arraybackslash}p{(\columnwidth - 4\tabcolsep) * \real{0.6623}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Level -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Proficiency Bonus -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Features -\end{minipage} \\ -\midrule -\endhead -1st & +2 & Fighting Style, Second Wind \\ -2nd & +2 & Action Surge (one use) \\ -3rd & +2 & Martial Archetype \\ -4th & +2 & Ability Score Improvement \\ -5th & +3 & Extra Attack \\ -6th & +3 & Ability Score Improvement \\ -7th & +3 & Martial Archetype Feature \\ -8th & +3 & Ability Score Improvement \\ -9th & +4 & Indomitable (one use) \\ -10th & +4 & Martial Archetype Feature \\ -11th & +4 & Extra Attack (2) \\ -12th & +4 & Ability Score Improvement \\ -13th & +5 & Indomitable (two uses) \\ -14th & +5 & Ability Score Improvement \\ -15th & +5 & Martial Archetype Feature \\ -16th & +5 & Ability Score Improvement \\ -17th & +6 & Action Surge (two uses), Indomitable (three uses) \\ -18th & +6 & Martial Archetype Feature \\ -19th & +6 & Ability Score Improvement \\ -20th & +6 & Extra Attack (3) \\ -& & \\ -\bottomrule -\end{longtable} - -\hypertarget{fighting-style}{% -\subsubsection{Fighting Style}\label{fighting-style}} - -You adopt a particular style of fighting as your specialty. Choose one -of the following options. You can't take a Fighting Style option more -than once, even if you later get to choose again. - -\hypertarget{archery}{% -\paragraph{Archery}\label{archery}} - -You gain a +2 bonus to attack rolls you make with ranged weapons. - -\hypertarget{defense}{% -\paragraph{Defense}\label{defense}} - -While you are wearing armor, you gain a +1 bonus to AC. - -\hypertarget{dueling}{% -\paragraph{Dueling}\label{dueling}} - -When you are wielding a melee weapon in one hand and no other weapons, -you gain a +2 bonus to damage rolls with that weapon. - -\hypertarget{great-weapon-fighting}{% -\paragraph{Great Weapon Fighting}\label{great-weapon-fighting}} - -When you roll a 1 or 2 on a damage die for an attack you make with a -melee weapon that you are wielding with two hands, you can reroll the -die and must use the new roll, even if the new roll is a 1 or a 2. The -weapon must have the two-handed or versatile property for you to gain -this benefit. - -\hypertarget{protection}{% -\paragraph{Protection}\label{protection}} - -When a creature you can see attacks a target other than you that is -within 5 feet of you, you can use your reaction to impose disadvantage -on the attack roll. You must be wielding a shield. - -\hypertarget{two-weapon-fighting}{% -\paragraph{Two-Weapon Fighting}\label{two-weapon-fighting}} - -When you engage in two-weapon fighting, you can add your ability -modifier to the damage of the second attack. - -\hypertarget{second-wind}{% -\subsubsection{Second Wind}\label{second-wind}} - -You have a limited well of stamina that you can draw on to protect -yourself from harm. On your turn, you can use a bonus action to regain -hit points equal to 1d10 + your fighter level. Once you use this -feature, you must finish a short or long rest before you can use it -again. - -\hypertarget{action-surge}{% -\subsubsection{Action Surge}\label{action-surge}} - -Starting at 2nd level, you can push yourself beyond your normal limits -for a moment. On your turn, you can take one additional action on top of -your regular action and a possible bonus action. - -Once you use this feature, you must finish a short or long rest before -you can use it again. Starting at 17th level, you can use it twice -before a rest, but only once on the same turn. - -\hypertarget{martial-archetype}{% -\subsubsection{Martial Archetype}\label{martial-archetype}} - -At 3rd level, you choose an archetype that you strive to emulate in your -combat styles and techniques. Choose Champion, Battle Master, or -Eldritch Knight, all detailed at the end of the class description. The -archetype you choose grants you features at 3rd level and again at 7th, -10th, 15th, and 18th level. - -\hypertarget{ability-score-improvement-4}{% -\subsubsection{Ability Score -Improvement}\label{ability-score-improvement-4}} - -When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and -19th level, you can increase one ability score of your choice by 2, or -you can increase two ability scores of your choice by 1. As normal, you -can't increase an ability score above 20 using this feature. - -\hypertarget{extra-attack-1}{% -\subsubsection{Extra Attack}\label{extra-attack-1}} - -Beginning at 5th level, you can attack twice, instead of once, whenever -you take the Attack action on your turn. - -The number of attacks increases to three when you reach 11th level in -this class and to four when you reach 20th level in this class. - -\hypertarget{indomitable}{% -\subsubsection{Indomitable}\label{indomitable}} - -Beginning at 9th level, you can reroll a saving throw that you fail. If -you do so, you must use the new roll, and you can't use this feature -again until you finish a long rest. - -You can use this feature twice between long rests starting at 13th level -and three times between long rests starting at 17th level. - -\hypertarget{martial-archetypes}{% -\subsection{Martial Archetypes}\label{martial-archetypes}} - -Different fighters choose different approaches to perfecting their -fighting prowess. The martial archetype you choose to emulate reflects -your approach. - -\hypertarget{champion}{% -\subsubsection{Champion}\label{champion}} - -The archetypal Champion focuses on the development of raw physical power -honed to deadly perfection. Those who model themselves on this archetype -combine rigorous training with physical excellence to deal devastating -blows. - -\hypertarget{improved-critical}{% -\paragraph{Improved Critical}\label{improved-critical}} - -Beginning when you choose this archetype at 3rd level, your weapon -attacks score a critical hit on a roll of 19 or 20. - -\hypertarget{remarkable-athlete}{% -\paragraph{Remarkable Athlete}\label{remarkable-athlete}} - -Starting at 7th level, you can add half your proficiency bonus (round -up) to any Strength, Dexterity, or Constitution check you make that -doesn't already use your proficiency bonus. - -In addition, when you make a running long jump, the distance you can -cover increases by a number of feet equal to your Strength modifier. - -\hypertarget{additional-fighting-style}{% -\paragraph{Additional Fighting Style}\label{additional-fighting-style}} - -At 10th level, you can choose a second option from the Fighting Style -class feature. - -\hypertarget{superior-critical}{% -\paragraph{Superior Critical}\label{superior-critical}} - -Starting at 15th level, your weapon attacks score a critical hit on a -roll of 18-20. - -\hypertarget{survivor}{% -\paragraph{Survivor}\label{survivor}} - -At 18th level, you attain the pinnacle of resilience in battle. At the -start of each of your turns, you regain hit points equal to 5 + your -Constitution modifier if you have no more than half of your hit points -left. You don't gain this benefit if you have 0 hit points. - -\hypertarget{monk}{% -\section{Monk}\label{monk}} - -\hypertarget{class-features-5}{% -\subsubsection{Class Features}\label{class-features-5}} - -As a monk, you gain the following class features. - -\hypertarget{hit-points-5}{% -\paragraph{Hit Points}\label{hit-points-5}} - -\textbf{Hit Dice:} 1d8 per monk level - -\textbf{Hit Points at 1st Level:} 8 + your Constitution modifier - -\textbf{Hit Points at Higher Levels:} 1d8 (or 5) + your Constitution -modifier per monk level after 1st - -\hypertarget{proficiencies-5}{% -\paragraph{Proficiencies}\label{proficiencies-5}} - -\textbf{Armor:} None - -\textbf{Weapons:} Simple weapons, shortswords - -\textbf{Tools:} Choose one type of artisan's tools or one musical -instrument - -\textbf{Saving Throws:} Strength, Dexterity - -\textbf{Skills:} Choose two from Acrobatics, Athletics, History, -Insight, Religion, and Stealth - -\hypertarget{equipment-5}{% -\paragraph{Equipment}\label{equipment-5}} - -You start with the following equipment, in addition to the equipment -granted by your background: - -\begin{itemize} -\tightlist -\item - (\emph{a}) a shortsword or (\emph{b}) any simple weapon -\item - (\emph{a}) a dungeoneer's pack or (\emph{b}) an explorer's pack -\item - 10 darts -\end{itemize} - -\textbf{Table- The Monk} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.0579}} - >{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.1570}} - >{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.1157}} - >{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.0909}} - >{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.1653}} - >{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.4132}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Level -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Proficiency Bonus -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Martial Arts -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Ki Points -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Unarmored Movement -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Features -\end{minipage} \\ -\midrule -\endhead -1st & +2 & 1d4 & - & - & Unarmored Defense, Martial Arts \\ -2nd & +2 & 1d4 & 2 & +10 ft. & Ki, Unarmored Movement \\ -3rd & +2 & 1d4 & 3 & +10 ft. & Monastic Tradition, Deflect Missiles \\ -4th & +2 & 1d4 & 4 & +10 ft. & Ability Score Improvement, Slow Fall \\ -5th & +3 & 1d6 & 5 & +10 ft. & Extra Attack, Stunning Strike \\ -6th & +3 & 1d6 & 6 & +15 ft. & Ki-Empowered Strikes, Monastic Tradition -Feature \\ -7th & +3 & 1d6 & 7 & +15 ft. & Evasion, Stillness of Mind \\ -8th & +3 & 1d6 & 8 & +15 ft. & Ability Score Improvement \\ -9th & +4 & 1d6 & 9 & +15 ft. & Unarmored Movement improvement \\ -10th & +4 & 1d6 & 10 & +20 ft. & Purity of Body \\ -11th & +4 & 1d8 & 11 & +20 ft. & Monastic Tradition Feature \\ -12th & +4 & 1d8 & 12 & +20 ft. & Ability Score Improvement \\ -13th & +5 & 1d8 & 13 & +20 ft. & Tongue of the Sun and Moon \\ -14th & +5 & 1d8 & 14 & +25 ft. & Diamond Soul \\ -15th & +5 & 1d8 & 15 & +25 ft. & Timeless Body \\ -16th & +5 & 1d8 & 16 & +25 ft. & Ability Score Improvement \\ -17th & +6 & 1d10 & 17 & +25 ft. & Monastic Tradition Feature \\ -18th & +6 & 1d10 & 18 & +30 ft. & Empty Body \\ -19th & +6 & 1d10 & 19 & +30 ft. & Ability Score Improvement \\ -20th & +6 & 1d10 & 20 & +30 ft. & Perfect Self \\ -& & & & & \\ -\bottomrule -\end{longtable} - -\hypertarget{unarmored-defense-1}{% -\subsubsection{Unarmored Defense}\label{unarmored-defense-1}} - -Beginning at 1st level, while you are wearing no armor and not wielding -a shield, your AC equals 10 + your Dexterity modifier + your Wisdom -modifier. - -\hypertarget{martial-arts}{% -\subsubsection{Martial Arts}\label{martial-arts}} - -At 1st level, your practice of martial arts gives you mastery of combat -styles that use unarmed strikes and monk weapons, which are shortswords -and any simple melee weapons that don't have the two- handed or heavy -property. - -You gain the following benefits while you are unarmed or wielding only -monk weapons and you aren't wearing armor or wielding a shield: - -\begin{itemize} -\tightlist -\item - You can use Dexterity instead of Strength for the attack and damage - rolls of your unarmed strikes and monk weapons. -\item - You can roll a d4 in place of the normal damage of your unarmed strike - or monk weapon. This die changes as you gain monk levels, as shown in - the Martial Arts column of the Monk table. -\item - When you use the Attack action with an unarmed strike or a monk weapon - on your turn, you can make one unarmed strike as a bonus action. For - example, if you take the Attack action and attack with a quarterstaff, - you can also make an unarmed strike as a bonus action, assuming you - haven't already taken a bonus action this turn. -\end{itemize} - -Certain monasteries use specialized forms of the monk weapons. For -example, you might use a club that is two lengths of wood connected by a -short chain (called a nunchaku) or a sickle with a shorter, straighter -blade (called a kama). Whatever name you use for a monk weapon, you can -use the game statistics provided for the weapon. - -\hypertarget{ki}{% -\subsubsection{Ki}\label{ki}} - -Starting at 2nd level, your training allows you to harness the mystic -energy of ki. Your access to this energy is represented by a number of -ki points. Your monk level determines the number of points you have, as -shown in the Ki Points column of the Monk table. - -You can spend these points to fuel various ki features. You start -knowing three such features: Flurry of Blows, Patient Defense, and Step -of the Wind. You learn more ki features as you gain levels in this -class. - -When you spend a ki point, it is unavailable until you finish a short or -long rest, at the end of which you draw all of your expended ki back -into yourself. You must spend at least 30 minutes of the rest meditating -to regain your ki points. - -Some of your ki features require your target to make a saving throw to -resist the feature's effects. The saving throw DC is calculated as -follows: - -\textbf{Ki save DC} = 8 + your proficiency bonus + your Wisdom modifier - -\hypertarget{flurry-of-blows}{% -\paragraph{Flurry of Blows}\label{flurry-of-blows}} - -Immediately after you take the Attack action on your turn, you can spend -1 ki point to make two unarmed strikes as a bonus action. - -\hypertarget{patient-defense}{% -\paragraph{Patient Defense}\label{patient-defense}} - -You can spend 1 ki point to take the Dodge action as a bonus action on -your turn. - -\hypertarget{step-of-the-wind}{% -\paragraph{Step of the Wind}\label{step-of-the-wind}} - -You can spend 1 ki point to take the Disengage or Dash action as a bonus -action on your turn, and your jump distance is doubled for the turn. - -\hypertarget{unarmored-movement}{% -\subsubsection{Unarmored Movement}\label{unarmored-movement}} - -Starting at 2nd level, your speed increases by 10 feet while you are not -wearing armor or wielding a shield. This bonus increases when you reach -certain monk levels, as shown in the Monk table. - -At 9th level, you gain the ability to move along vertical surfaces and -across liquids on your turn without falling during the move. - -\hypertarget{monastic-tradition}{% -\subsubsection{Monastic Tradition}\label{monastic-tradition}} - -When you reach 3rd level, you commit yourself to a monastic tradition: -the Way of the Open Hand, the Way of Shadow, or the Way of the Four -Elements, all detailed at the end of the class description. Your -tradition grants you features at 3rd level and again at 6th, 11th, and -17th level. - -\hypertarget{deflect-missiles}{% -\subsubsection{Deflect Missiles}\label{deflect-missiles}} - -Starting at 3rd level, you can use your reaction to deflect or catch the -missile when you are hit by a ranged weapon attack. When you do so, the -damage you take from the attack is reduced by 1d10 + your Dexterity -modifier + your monk level. - -If you reduce the damage to 0, you can catch the missile if it is small -enough for you to hold in one hand and you have at least one hand free. -If you catch a missile in this way, you can spend 1 ki point to make a -ranged attack with the weapon or piece of ammunition you just caught, as -part of the same reaction. You make this attack with proficiency, -regardless of your weapon proficiencies, and the missile counts as a -monk weapon for the attack, which has a normal range of 20 feet and a -long range of 60 feet. - -\hypertarget{ability-score-improvement-5}{% -\subsubsection{Ability Score -Improvement}\label{ability-score-improvement-5}} - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, -you can increase one ability score of your choice by 2, or you can -increase two ability scores of your choice by 1. As normal, you can't -increase an ability score above 20 using this feature. - -\hypertarget{slow-fall}{% -\subsubsection{Slow Fall}\label{slow-fall}} - -Beginning at 4th level, you can use your reaction when you fall to -reduce any falling damage you take by an amount equal to five times your -monk level. - -\hypertarget{extra-attack-2}{% -\subsubsection{Extra Attack}\label{extra-attack-2}} - -Beginning at 5th level, you can attack twice, instead of once, whenever -you take the Attack action on your turn. - -\hypertarget{stunning-strike}{% -\subsubsection{Stunning Strike}\label{stunning-strike}} - -Starting at 5th level, you can interfere with the flow of ki in an -opponent's body. When you hit another creature with a melee weapon -attack, you can spend 1 ki point to attempt a stunning strike. The -target must succeed on a Constitution saving throw or be stunned until -the end of your next turn. - -\hypertarget{ki-empowered-strikes}{% -\subsubsection{Ki-Empowered Strikes}\label{ki-empowered-strikes}} - -Starting at 6th level, your unarmed strikes count as magical for the -purpose of overcoming resistance and immunity to nonmagical attacks and -damage. - -\hypertarget{evasion}{% -\subsubsection{Evasion}\label{evasion}} - -At 7th level, your instinctive agility lets you dodge out of the way of -certain area effects, such as a blue dragon's lightning breath or a -\emph{fireball} spell. When you are subjected to an effect that allows -you to make a Dexterity saving throw to take only half damage, you -instead take no damage if you succeed on the saving throw, and only half -damage if you fail. - -\hypertarget{stillness-of-mind}{% -\subsubsection{Stillness of Mind}\label{stillness-of-mind}} - -Starting at 7th level, you can use your action to end one effect on -yourself that is causing you to be charmed or frightened. - -\hypertarget{purity-of-body}{% -\subsubsection{Purity of Body}\label{purity-of-body}} - -At 10th level, your mastery of the ki flowing through you makes you -immune to disease and poison. - -\hypertarget{tongue-of-the-sun-and-moon}{% -\subsubsection{Tongue of the Sun and -Moon}\label{tongue-of-the-sun-and-moon}} - -Starting at 13th level, you learn to touch the ki of other minds so that -you understand all spoken languages. Moreover, any creature that can -understand a language can understand what you say. - -\hypertarget{diamond-soul}{% -\subsubsection{Diamond Soul}\label{diamond-soul}} - -Beginning at 14th level, your mastery of ki grants you proficiency in -all saving throws. - -Additionally, whenever you make a saving throw and fail, you can spend 1 -ki point to reroll it and take the second result. - -\hypertarget{timeless-body-1}{% -\subsubsection{Timeless Body}\label{timeless-body-1}} - -At 15th level, your ki sustains you so that you suffer none of the -frailty of old age, and you can't be aged magically. You can still die -of old age, however. In addition, you no longer need food or water. - -\hypertarget{empty-body}{% -\subsubsection{Empty Body}\label{empty-body}} - -Beginning at 18th level, you can use your action to spend 4 ki points to -become invisible for 1 minute. During that time, you also have -resistance to all damage but force damage. - -Additionally, you can spend 8 ki points to cast the \emph{astral -projection} spell, without needing material components. When you do so, -you can't take any other creatures with you. - -\hypertarget{perfect-self}{% -\subsubsection{Perfect Self}\label{perfect-self}} - -At 20th level, when you roll for initiative and have no ki points -remaining, you regain 4 ki points. - -\hypertarget{monastic-traditions}{% -\subsection{Monastic Traditions}\label{monastic-traditions}} - -Three traditions of monastic pursuit are common in the monasteries -scattered across the multiverse. Most monasteries practice one tradition -exclusively, but a few honor the three traditions and instruct each monk -according to his or her aptitude and interest. All three traditions rely -on the same basic techniques, diverging as the student grows more adept. -Thus, a monk need choose a tradition only upon reaching 3rd level. - -\hypertarget{way-of-the-open-hand}{% -\subsubsection{Way of the Open Hand}\label{way-of-the-open-hand}} - -Monks of the Way of the Open Hand are the ultimate masters of martial -arts combat, whether armed or unarmed. They learn techniques to push and -trip their opponents, manipulate ki to heal damage to their bodies, and -practice advanced meditation that can protect them from harm. - -\hypertarget{open-hand-technique}{% -\paragraph{Open Hand Technique}\label{open-hand-technique}} - -Starting when you choose this tradition at 3rd level, you can manipulate -your enemy's ki when you harness your own. Whenever you hit a creature -with one of the attacks granted by your Flurry of Blows, you can impose -one of the following effects on that target: - -\begin{itemize} -\tightlist -\item - It must succeed on a Dexterity saving throw or be knocked prone. -\item - It must make a Strength saving throw. If it fails, you can push it up - to 15 feet away from you. -\item - It can't take reactions until the end of your next turn. -\end{itemize} - -\hypertarget{wholeness-of-body}{% -\paragraph{Wholeness of Body}\label{wholeness-of-body}} - -At 6th level, you gain the ability to heal yourself. As an action, you -can regain hit points equal to three times your monk level. You must -finish a long rest before you can use this feature again. - -\hypertarget{tranquility}{% -\paragraph{Tranquility}\label{tranquility}} - -Beginning at 11th level, you can enter a special meditation that -surrounds you with an aura of peace. At the end of a long rest, you gain -the effect of a \emph{sanctuary} spell that lasts until the start of -your next long rest (the spell can end early as normal). The saving -throw DC for the spell equals 8 + your Wisdom modifier + your -proficiency bonus. - -\hypertarget{quivering-palm}{% -\paragraph{Quivering Palm}\label{quivering-palm}} - -At 17th level, you gain the ability to set up lethal vibrations in -someone's body. When you hit a creature with an unarmed strike, you can -spend 3 ki points to start these imperceptible vibrations, which last -for a number of days equal to your monk level. The vibrations are -harmless unless you use your action to end them. To do so, you and the -target must be on the same plane of existence. When you use this action, -the creature must make a Constitution saving throw. If it fails, it is -reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. - -You can have only one creature under the effect of this feature at a -time. You can choose to end the vibrations harmlessly without using an -action. - -\hypertarget{paladin}{% -\section{Paladin}\label{paladin}} - -\hypertarget{class-features-6}{% -\subsubsection{Class Features}\label{class-features-6}} - -As a paladin, you gain the following class features. - -\hypertarget{hit-points-6}{% -\paragraph{Hit Points}\label{hit-points-6}} - -\textbf{Hit Dice:} 1d10 per paladin level - -\textbf{Hit Points at 1st Level:} 10 + your Constitution modifier - -\textbf{Hit Points at Higher Levels:} 1d10 (or 6) + your Constitution -modifier per paladin level after 1st - -\hypertarget{proficiencies-6}{% -\paragraph{Proficiencies}\label{proficiencies-6}} - -\textbf{Armor:} All armor, shields - -\textbf{Weapons:} Simple weapons, martial weapons - -\textbf{Tools:} None - -\textbf{Saving Throws:} Wisdom, Charisma - -\textbf{Skills:} Choose two from Athletics, Insight, Intimidation, -Medicine, Persuasion, and Religion - -\hypertarget{equipment-6}{% -\paragraph{Equipment}\label{equipment-6}} - -You start with the following equipment, in addition to the equipment -granted by your background: - -\begin{itemize} -\tightlist -\item - (\emph{a}) a martial weapon and a shield or (\emph{b}) two martial - weapons -\item - (\emph{a}) five javelins or (\emph{b}) any simple melee weapon -\item - (\emph{a}) a priest's pack or (\emph{b}) an explorer's pack -\item - Chain mail and a holy symbol -\end{itemize} - -\textbf{Table- The Paladin} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.0737}} - >{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.2000}} - >{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.4632}} - >{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.0526}} - >{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.0526}} - >{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.0526}} - >{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.0526}} - >{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.0526}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Level -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Proficiency Bonus -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Features -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -1st -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -2nd -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -3rd -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -4th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -5th -\end{minipage} \\ -\midrule -\endhead -1st & +2 & Divine Sense, Lay on Hands & - & - & - & - & - \\ -2nd & +2 & Fighting Style, Spellcasting, Divine Smite & 2 & - & - & - & -- \\ -3rd & +2 & Divine Health, Sacred Oath & 3 & - & - & - & - \\ -4th & +2 & Ability Score Improvement & 3 & - & - & - & - \\ -5th & +3 & Extra Attack & 4 & 2 & - & - & - \\ -6th & +3 & Aura of Protection & 4 & 2 & - & - & - \\ -7th & +3 & Sacred Oath feature & 4 & 3 & - & - & - \\ -8th & +3 & Ability Score Improvement & 4 & 3 & - & - & - \\ -9th & +4 & - & 4 & 3 & 2 & - & - \\ -10th & +4 & Aura of Courage & 4 & 3 & 2 & - & - \\ -11th & +4 & Improved Divine Smite & 4 & 3 & 3 & - & - \\ -12th & +4 & Ability Score Improvement & 4 & 3 & 3 & - & - \\ -13th & +5 & - & 4 & 3 & 3 & 1 & - \\ -14th & +5 & Cleansing Touch & 4 & 3 & 3 & 1 & - \\ -15th & +5 & Sacred Oath feature & 4 & 3 & 3 & 2 & - \\ -16th & +5 & Ability Score Improvement & 4 & 3 & 3 & 2 & - \\ -17th & +6 & - & 4 & 3 & 3 & 3 & 1 \\ -18th & +6 & Aura improvements & 4 & 3 & 3 & 3 & 1 \\ -19th & +6 & Ability Score Improvement & 4 & 3 & 3 & 3 & 2 \\ -20th & +6 & Sacred Oath feature & 4 & 3 & 3 & 3 & 2 \\ -& & & & & & & \\ -\bottomrule -\end{longtable} - -\hypertarget{divine-sense}{% -\subsubsection{Divine Sense}\label{divine-sense}} - -The presence of strong evil registers on your senses like a noxious -odor, and powerful good rings like heavenly music in your ears. As an -action, you can open your awareness to detect such forces. Until the end -of your next turn, you know the location of any celestial, fiend, or -undead within 60 feet of you that is not behind total cover. You know -the type (celestial, fiend, or undead) of any being whose presence you -sense, but not its identity (the vampire Count Strahd von Zarovich, for -instance). Within the same radius, you also detect the presence of any -place or object that has been consecrated or desecrated, as with the -\emph{hallow} spell. - -You can use this feature a number of times equal to 1 + your Charisma -modifier. When you finish a long rest, you regain all expended uses. - -\hypertarget{lay-on-hands}{% -\subsubsection{Lay on Hands}\label{lay-on-hands}} - -Your blessed touch can heal wounds. You have a pool of healing power -that replenishes when you take a long rest. With that pool, you can -restore a total number of hit points equal to your paladin level × 5. - -As an action, you can touch a creature and draw power from the pool to -restore a number of hit points to that creature, up to the maximum -amount remaining in your pool. - -Alternatively, you can expend 5 hit points from your pool of healing to -cure the target of one disease or neutralize one poison affecting it. -You can cure multiple diseases and neutralize multiple poisons with a -single use of Lay on Hands, expending hit points separately for each -one. - -This feature has no effect on undead and constructs. - -\hypertarget{fighting-style-1}{% -\subsubsection{Fighting Style}\label{fighting-style-1}} - -At 2nd level, you adopt a style of fighting as your specialty. Choose -one of the following options. You can't take a Fighting Style option -more than once, even if you later get to choose again. - -\hypertarget{defense-1}{% -\paragraph{Defense}\label{defense-1}} - -While you are wearing armor, you gain a +1 bonus to AC. - -\hypertarget{dueling-1}{% -\paragraph{Dueling}\label{dueling-1}} - -When you are wielding a melee weapon in one hand and no other weapons, -you gain a +2 bonus to damage rolls with that weapon. - -\hypertarget{great-weapon-fighting-1}{% -\paragraph{Great Weapon Fighting}\label{great-weapon-fighting-1}} - -When you roll a 1 or 2 on a damage die for an attack you make with a -melee weapon that you are wielding with two hands, you can reroll the -die and must use the new roll. The weapon must have the two-handed or -versatile property for you to gain this benefit. - -\hypertarget{protection-1}{% -\paragraph{Protection}\label{protection-1}} - -When a creature you can see attacks a target other than you that is -within 5 feet of you, you can use your reaction to impose disadvantage -on the attack roll. You must be wielding a shield. - -\hypertarget{spellcasting-3}{% -\subsubsection{Spellcasting}\label{spellcasting-3}} - -By 2nd level, you have learned to draw on divine magic through -meditation and prayer to cast spells as a cleric does. - -\hypertarget{preparing-and-casting-spells-2}{% -\paragraph{Preparing and Casting -Spells}\label{preparing-and-casting-spells-2}} - -The Paladin table shows how many spell slots you have to cast your -paladin spells. To cast one of your paladin spells of 1st level or -higher, you must expend a slot of the spell's level or higher. You -regain all expended spell slots when you finish a long rest. - -You prepare the list of paladin spells that are available for you to -cast, choosing from the paladin spell list. When you do so, choose a -number of paladin spells equal to your Charisma modifier + half your -paladin level, rounded down (minimum of one spell). The spells must be -of a level for which you have spell slots. - -For example, if you are a 5th-level paladin, you have four 1st-level and -two 2nd-level spell slots. With a Charisma of 14, your list of prepared -spells can include four spells of 1st or 2nd level, in any combination. -If you prepare the 1st-level spell \emph{cure wounds}, you can cast it -using a 1st-level or a 2nd- level slot. Casting the spell doesn't remove -it from your list of prepared spells. - -You can change your list of prepared spells when you finish a long rest. -Preparing a new list of paladin spells requires time spent in prayer and -meditation: at least 1 minute per spell level for each spell on your -list. - -\hypertarget{spellcasting-ability-3}{% -\paragraph{Spellcasting Ability}\label{spellcasting-ability-3}} - -Charisma is your spellcasting ability for your paladin spells, since -their power derives from the strength of your convictions. You use your -Charisma whenever a spell refers to your spellcasting ability. In -addition, you use your Charisma modifier when setting the saving throw -DC for a paladin spell you cast and when making an attack roll with one. - -\textbf{Spell save DC} = 8 + your proficiency bonus + your Charisma -modifier - -\textbf{Spell attack modifier} = your proficiency bonus + your Charisma -modifier - -\hypertarget{spellcasting-focus-3}{% -\paragraph{Spellcasting Focus}\label{spellcasting-focus-3}} - -You can use a holy symbol as a spellcasting focus for your paladin -spells. - -\hypertarget{divine-smite}{% -\subsubsection{Divine Smite}\label{divine-smite}} - -Starting at 2nd level, when you hit a creature with a melee weapon -attack, you can expend one spell slot to deal radiant damage to the -target, in addition to the weapon's damage. The extra damage is 2d8 for -a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, -to a maximum of 5d8. The damage increases by 1d8 if the target is an -undead or a fiend, to a maximum of 6d8. - -\hypertarget{divine-health}{% -\subsubsection{Divine Health}\label{divine-health}} - -By 3rd level, the divine magic flowing through you makes you immune to -disease. - -\hypertarget{sacred-oath}{% -\subsubsection{Sacred Oath}\label{sacred-oath}} - -When you reach 3rd level, you swear the oath that binds you as a paladin -forever. Up to this time you have been in a preparatory stage, committed -to the path but not yet sworn to it. Now you choose the Oath of -Devotion, the Oath of the Ancients, or the Oath of Vengeance, all -detailed at the end of the class description. - -Your choice grants you features at 3rd level and again at 7th, 15th, and -20th level. Those features include oath spells and the Channel Divinity -feature. - -\hypertarget{oath-spells}{% -\paragraph{Oath Spells}\label{oath-spells}} - -Each oath has a list of associated spells. You gain access to these -spells at the levels specified in the oath description. Once you gain -access to an oath spell, you always have it prepared. Oath spells don't -count against the number of spells you can prepare each day. - -If you gain an oath spell that doesn't appear on the paladin spell list, -the spell is nonetheless a paladin spell for you. - -\hypertarget{channel-divinity-1}{% -\paragraph{Channel Divinity}\label{channel-divinity-1}} - -Your oath allows you to channel divine energy to fuel magical effects. -Each Channel Divinity option provided by your oath explains how to use -it. - -When you use your Channel Divinity, you choose which option to use. You -must then finish a short or long rest to use your Channel Divinity -again. - -Some Channel Divinity effects require saving throws. When you use such -an effect from this class, the DC equals your paladin spell save DC. - -\hypertarget{ability-score-improvement-6}{% -\subsubsection{Ability Score -Improvement}\label{ability-score-improvement-6}} - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, -you can increase one ability score of your choice by 2, or you can -increase two ability scores of your choice by 1. As normal, you can't -increase an ability score above 20 using this feature. - -\hypertarget{extra-attack-3}{% -\subsubsection{Extra Attack}\label{extra-attack-3}} - -Beginning at 5th level, you can attack twice, instead of once, whenever -you take the Attack action on your turn. - -\hypertarget{aura-of-protection}{% -\subsubsection{Aura of Protection}\label{aura-of-protection}} - -Starting at 6th level, whenever you or a friendly creature within 10 -feet of you must make a saving throw, the creature gains a bonus to the -saving throw equal to your Charisma modifier (with a minimum bonus of -+1). You must be conscious to grant this bonus. - -At 18th level, the range of this aura increases to 30 feet. - -\hypertarget{aura-of-courage}{% -\subsubsection{Aura of Courage}\label{aura-of-courage}} - -Starting at 10th level, you and friendly creatures within 10 feet of you -can't be frightened while you are conscious. - -At 18th level, the range of this aura increases to 30 feet. - -\hypertarget{improved-divine-smite}{% -\subsubsection{Improved Divine Smite}\label{improved-divine-smite}} - -By 11th level, you are so suffused with righteous might that all your -melee weapon strikes carry divine power with them. Whenever you hit a -creature with a melee weapon, the creature takes an extra 1d8 radiant -damage. If you also use your Divine Smite with an attack, you add this -damage to the extra damage of your Divine Smite. - -\hypertarget{cleansing-touch}{% -\subsubsection{Cleansing Touch}\label{cleansing-touch}} - -Beginning at 14th level, you can use your action to end one spell on -yourself or on one willing creature that you touch. - -You can use this feature a number of times equal to your Charisma -modifier (a minimum of once). You regain expended uses when you finish a -long rest. - -\hypertarget{sacred-oaths}{% -\subsection{Sacred Oaths}\label{sacred-oaths}} - -Becoming a paladin involves taking vows that commit the paladin to the -cause of righteousness, an active path of fighting wickedness. The final -oath, taken when he or she reaches 3rd level, is the culmination of all -the paladin's training. Some characters with this class don't consider -themselves true paladins until they have reached 3rd level and made this -oath. For others, the actual swearing of the oath is a formality, an -official stamp on what has always been true in the paladin's heart. - -\hypertarget{oath-of-devotion}{% -\subsubsection{Oath of Devotion}\label{oath-of-devotion}} - -The Oath of Devotion binds a paladin to the loftiest ideals of justice, -virtue, and order. Sometimes called cavaliers, white knights, or holy -warriors, these paladins meet the ideal of the knight in shining armor, -acting with honor in pursuit of justice and the greater good. They hold -themselves to the highest standards of conduct, and some, for better or -worse, hold the rest of the world to the same standards. Many who swear -this oath are devoted to gods of law and good and use their gods' tenets -as the measure of their devotion. They hold angels-the perfect servants -of good-as their ideals, and incorporate images of angelic wings into -their helmets or coats of arms. - -\hypertarget{tenets-of-devotion}{% -\paragraph{Tenets of Devotion}\label{tenets-of-devotion}} - -Though the exact words and strictures of the Oath of Devotion vary, -paladins of this oath share these tenets. - -\textbf{\emph{Honesty}}. Don't lie or cheat. Let your word be your -promise. - -\textbf{\emph{Courage}}. Never fear to act, though caution is wise. - -\textbf{\emph{Compassion}}. Aid others, protect the weak, and punish -those who threaten them. Show mercy to your foes, but temper it with -wisdom. - -\textbf{\emph{Honor}}. Treat others with fairness, and let your -honorable deeds be an example to them. Do as much good as possible while -causing the least amount of harm. - -\textbf{\emph{Duty}}. Be responsible for your actions and their -consequences, protect those entrusted to your care, and obey those who -have just authority over you. - -\hypertarget{oath-spells-1}{% -\paragraph{Oath Spells}\label{oath-spells-1}} - -You gain oath spells at the paladin levels listed. - -\textbf{Table- Oath of Devotion Spells} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Level & Paladin Spells \\ -\midrule -\endhead -3rd & protection from evil and good, sanctuary \\ -5th & lesser restoration, zone of truth \\ -9th & beacon of hope, dispel magic \\ -13th & freedom of movement, guardian of faith \\ -17th & commune, flame strike \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{channel-divinity-2}{% -\paragraph{Channel Divinity}\label{channel-divinity-2}} - -When you take this oath at 3rd level, you gain the following two Channel -Divinity options. - -\textbf{\emph{Sacred Weapon}}. As an action, you can imbue one weapon -that you are holding with positive energy, using your Channel Divinity. -For 1 minute, you add your Charisma modifier to attack rolls made with -that weapon (with a minimum bonus of +1). The weapon also emits bright -light in a 20-foot radius and dim light 20 feet beyond that. If the -weapon is not already magical, it becomes magical for the duration. - -You can end this effect on your turn as part of any other action. If you -are no longer holding or carrying this weapon, or if you fall -unconscious, this effect ends. - -\textbf{\emph{Turn the Unholy}}. As an action, you present your holy -symbol and speak a prayer censuring fiends and undead, using your -Channel Divinity. Each fiend or undead that can see or hear you within -30 feet of you must make a Wisdom saving throw. If the creature fails -its saving throw, it is turned for 1 minute or until it takes damage. - -A turned creature must spend its turns trying to move as far away from -you as it can, and it can't willingly move to a space within 30 feet of -you. It also can't take reactions. For its action, it can use only the -Dash action or try to escape from an effect that prevents it from -moving. If there's nowhere to move, the creature can use the Dodge -action. - -\hypertarget{aura-of-devotion}{% -\paragraph{Aura of Devotion}\label{aura-of-devotion}} - -Starting at 7th level, you and friendly creatures within 10 feet of you -can't be charmed while you are conscious. - -At 18th level, the range of this aura increases to 30 feet. - -\hypertarget{purity-of-spirit}{% -\subparagraph{Purity of Spirit}\label{purity-of-spirit}} - -Beginning at 15th level, you are always under the effects of a -\emph{protection from evil and good} spell. - -\hypertarget{holy-nimbus}{% -\paragraph{Holy Nimbus}\label{holy-nimbus}} - -At 20th level, as an action, you can emanate an aura of sunlight. For 1 -minute, bright light shines from you in a 30-foot radius, and dim light -shines 30 feet beyond that. - -Whenever an enemy creature starts its turn in the bright light, the -creature takes 10 radiant damage. - -In addition, for the duration, you have advantage on saving throws -against spells cast by fiends or undead. - -Once you use this feature, you can't use it again until you finish a -long rest. - -\begin{quote} -\textbf{Breaking Your Oath} - -A paladin tries to hold to the highest standards of conduct, but even -the most virtuous paladin is fallible. Sometimes the right path proves -too demanding, sometimes a situation calls for the lesser of two evils, -and sometimes the heat of emotion causes a paladin to transgress his or -her oath. - -A paladin who has broken a vow typically seeks absolution from a cleric -who shares his or her faith or from another paladin of the same order. -The paladin might spend an all- night vigil in prayer as a sign of -penitence, or undertake a fast or similar act of self-denial. After a -rite of confession and forgiveness, the paladin starts fresh. - -If a paladin willfully violates his or her oath and shows no sign of -repentance, the consequences can be more serious. At the GM's -discretion, an impenitent paladin might be forced to abandon this class -and adopt another. -\end{quote} - -\hypertarget{ranger}{% -\section{Ranger}\label{ranger}} - -\hypertarget{class-features-7}{% -\subsubsection{Class Features}\label{class-features-7}} - -As a ranger, you gain the following class features. - -\hypertarget{hit-points-7}{% -\paragraph{Hit Points}\label{hit-points-7}} - -\textbf{Hit Dice:} 1d10 per ranger level - -\textbf{Hit Points at 1st Level:} 10 + your Constitution modifier - -\textbf{Hit Points at Higher Levels:} 1d10 (or 6) + your Constitution -modifier per ranger level after 1st - -\hypertarget{proficiencies-7}{% -\paragraph{Proficiencies}\label{proficiencies-7}} - -\textbf{Armor:} Light armor, medium armor, shields - -\textbf{Weapons:} Simple weapons, martial weapons - -\textbf{Tools:} None - -\textbf{Saving Throws:} Strength, Dexterity - -\textbf{Skills:} Choose three from Animal Handling, Athletics, Insight, -Investigation, Nature, Perception, Stealth, and Survival - -\hypertarget{equipment-7}{% -\paragraph{Equipment}\label{equipment-7}} - -You start with the following equipment, in addition to the equipment -granted by your background: - -\begin{itemize} -\tightlist -\item - (\emph{a}) scale mail or (\emph{b}) leather armor -\item - (\emph{a}) two shortswords or (\emph{b}) two simple melee weapons -\item - (\emph{a}) a dungeoneer's pack or (\emph{b}) an explorer's pack -\item - A longbow and a quiver of 20 arrows -\end{itemize} - -\textbf{Table- The Ranger} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 16\tabcolsep) * \real{0.0603}} - >{\raggedright\arraybackslash}p{(\columnwidth - 16\tabcolsep) * \real{0.1638}} - >{\raggedright\arraybackslash}p{(\columnwidth - 16\tabcolsep) * \real{0.4397}} - >{\raggedright\arraybackslash}p{(\columnwidth - 16\tabcolsep) * \real{0.1207}} - >{\raggedright\arraybackslash}p{(\columnwidth - 16\tabcolsep) * \real{0.0431}} - >{\raggedright\arraybackslash}p{(\columnwidth - 16\tabcolsep) * \real{0.0431}} - >{\raggedright\arraybackslash}p{(\columnwidth - 16\tabcolsep) * \real{0.0431}} - >{\raggedright\arraybackslash}p{(\columnwidth - 16\tabcolsep) * \real{0.0431}} - >{\raggedright\arraybackslash}p{(\columnwidth - 16\tabcolsep) * \real{0.0431}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Level -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Proficiency Bonus -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Features -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Spells Known -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -1st -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -2nd -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -3rd -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -4th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -5th -\end{minipage} \\ -\midrule -\endhead -1st & +2 & Favored Enemy, Natural Explorer & - & - & - & - & - & - \\ -2nd & +2 & Fighting Style, Spellcasting & 2 & 2 & - & - & - & - \\ -3rd & +2 & Ranger Archetype, Primeval Awareness & 3 & 3 & - & - & - & -- \\ -4th & +2 & Ability Score Improvement & 3 & 3 & - & - & - & - \\ -5th & +3 & Extra Attack & 4 & 4 & 2 & - & - & - \\ -6th & +3 & Favored Enemy and Natural Explorer improvements & 4 & 4 & 2 & -- & - & - \\ -7th & +3 & Ranger Archetype feature & 5 & 4 & 3 & - & - & - \\ -8th & +3 & Ability Score Improvement, Land's Stride & 5 & 4 & 3 & - & - -& - \\ -9th & +4 & - & 6 & 4 & 3 & 2 & - & - \\ -10th & +4 & Natural Explorer improvement, Hide in Plain Sight & 6 & 4 & -3 & 2 & - & - \\ -11th & +4 & Ranger Archetype feature & 7 & 4 & 3 & 3 & - & - \\ -12th & +4 & Ability Score Improvement & 7 & 4 & 3 & 3 & - & - \\ -13th & +5 & - & 8 & 4 & 3 & 3 & 1 & - \\ -14th & +5 & Favored Enemy improvement, Vanish & 8 & 4 & 3 & 3 & 1 & - \\ -15th & +5 & Ranger Archetype feature & 9 & 4 & 3 & 3 & 2 & - \\ -16th & +5 & Ability Score Improvement & 9 & 4 & 3 & 3 & 2 & - \\ -17th & +6 & - & 10 & 4 & 3 & 3 & 3 & 1 \\ -18th & +6 & Feral Senses & 10 & 4 & 3 & 3 & 3 & 1 \\ -19th & +6 & Ability Score Improvement & 11 & 4 & 3 & 3 & 3 & 2 \\ -20th & +6 & Foe Slayer & 11 & 4 & 3 & 3 & 3 & 2 \\ -& & & & & & & & \\ -\bottomrule -\end{longtable} - -\hypertarget{favored-enemy}{% -\subsubsection{Favored Enemy}\label{favored-enemy}} - -Beginning at 1st level, you have significant experience studying, -tracking, hunting, and even talking to a certain type of enemy. - -Choose a type of favored enemy: aberrations, beasts, celestials, -constructs, dragons, elementals, fey, fiends, giants, monstrosities, -oozes, plants, or undead. Alternatively, you can select two races of -humanoid (such as gnolls and orcs) as favored enemies. - -You have advantage on Wisdom (Survival) checks to track your favored -enemies, as well as on Intelligence checks to recall information about -them. - -When you gain this feature, you also learn one language of your choice -that is spoken by your favored enemies, if they speak one at all. - -You choose one additional favored enemy, as well as an associated -language, at 6th and 14th level. As you gain levels, your choices should -reflect the types of monsters you have encountered on your adventures. - -\hypertarget{natural-explorer}{% -\subsubsection{Natural Explorer}\label{natural-explorer}} - -You are particularly familiar with one type of natural environment and -are adept at traveling and surviving in such regions. Choose one type of -favored terrain: arctic, coast, desert, forest, grassland, mountain, or -swamp. When you make an Intelligence or Wisdom check related to your -favored terrain, your proficiency bonus is doubled if you are using a -skill that you're proficient in. - -While traveling for an hour or more in your favored terrain, you gain -the following benefits: - -\begin{itemize} -\tightlist -\item - Difficult terrain doesn't slow your group's travel. -\item - Your group can't become lost except by magical means. -\item - Even when you are engaged in another activity while traveling (such as - foraging, navigating, or tracking), you remain alert to danger. -\item - If you are traveling alone, you can move stealthily at a normal pace. -\item - When you forage, you find twice as much food as you normally would. -\item - While tracking other creatures, you also learn their exact number, - their sizes, and how long ago they passed through the area. -\end{itemize} - -You choose additional favored terrain types at 6th and 10th level. - -\hypertarget{fighting-style-2}{% -\subsubsection{Fighting Style}\label{fighting-style-2}} - -At 2nd level, you adopt a particular style of fighting as your -specialty. Choose one of the following options. You can't take a -Fighting Style option more than once, even if you later get to choose -again. - -\hypertarget{archery-1}{% -\paragraph{Archery}\label{archery-1}} - -You gain a +2 bonus to attack rolls you make with ranged weapons. - -\hypertarget{defense-2}{% -\paragraph{Defense}\label{defense-2}} - -While you are wearing armor, you gain a +1 bonus to AC. - -\hypertarget{dueling-2}{% -\paragraph{Dueling}\label{dueling-2}} - -When you are wielding a melee weapon in one hand and no other weapons, -you gain a +2 bonus to damage rolls with that weapon. - -\hypertarget{two-weapon-fighting-1}{% -\paragraph{Two-Weapon Fighting}\label{two-weapon-fighting-1}} - -When you engage in two-weapon fighting, you can add your ability -modifier to the damage of the second attack. - -\hypertarget{spellcasting-4}{% -\subsubsection{Spellcasting}\label{spellcasting-4}} - -By the time you reach 2nd level, you have learned to use the magical -essence of nature to cast spells, much as a druid does. See the general -rules for spellcasting and the ranger spell list. - -\hypertarget{spell-slots-1}{% -\paragraph{Spell Slots}\label{spell-slots-1}} - -The Ranger table shows how many spell slots you have to cast your ranger -spells of 1st level and higher. To cast one of these spells, you must -expend a slot of the spell's level or higher. You regain all expended -spell slots when you finish a long rest. - -For example, if you know the 1st-level spell \emph{animal friendship} -and have a 1st-level and a 2nd-level spell slot available, you can cast -\emph{animal friendship} using either slot. - -\hypertarget{spells-known-of-1st-level-and-higher-1}{% -\paragraph{Spells Known of 1st Level and -Higher}\label{spells-known-of-1st-level-and-higher-1}} - -You know two 1st-level spells of your choice from the ranger spell list. - -The Spells Known column of the Ranger table shows when you learn more -ranger spells of your choice. Each of these spells must be of a level -for which you have spell slots. For instance, when you reach 5th level -in this class, you can learn one new spell of 1st or 2nd level. - -Additionally, when you gain a level in this class, you can choose one of -the ranger spells you know and replace it with another spell from the -ranger spell list, which also must be of a level for which you have -spell slots. - -\hypertarget{spellcasting-ability-4}{% -\paragraph{Spellcasting Ability}\label{spellcasting-ability-4}} - -Wisdom is your spellcasting ability for your ranger spells, since your -magic draws on your attunement to nature. You use your Wisdom whenever a -spell refers to your spellcasting ability. In addition, you use your -Wisdom modifier when setting the saving throw DC for a ranger spell you -cast and when making an attack roll with one. - -\textbf{Spell save DC} = 8 + your proficiency bonus + your Wisdom -modifier - -\textbf{Spell attack modifier} = your proficiency bonus + your Wisdom -modifier - -\hypertarget{ranger-archetype}{% -\subsubsection{Ranger Archetype}\label{ranger-archetype}} - -At 3rd level, you choose an archetype that you strive to emulate: Hunter -or Beast Master, both detailed at the end of the class description. Your -choice grants you features at 3rd level and again at 7th, 11th, and 15th -level. - -\hypertarget{primeval-awareness}{% -\subsubsection{Primeval Awareness}\label{primeval-awareness}} - -Beginning at 3rd level, you can use your action and expend one ranger -spell slot to focus your awareness on the region around you. For 1 -minute per level of the spell slot you expend, you can sense whether the -following types of creatures are present within 1 mile of you (or within -up to 6 miles if you are in your favored terrain): aberrations, -celestials, dragons, elementals, fey, fiends, and undead. This feature -doesn't reveal the creatures' location or number. - -\hypertarget{ability-score-improvement-7}{% -\subsubsection{Ability Score -Improvement}\label{ability-score-improvement-7}} - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, -you can increase one ability score of your choice by 2, or you can -increase two ability scores of your choice by 1. As normal, you can't -increase an ability score above 20 using this feature. - -\hypertarget{extra-attack-4}{% -\subsubsection{Extra Attack}\label{extra-attack-4}} - -Beginning at 5th level, you can attack twice, instead of once, whenever -you take the Attack action on your turn. - -\hypertarget{lands-stride-1}{% -\subsubsection{Land's Stride}\label{lands-stride-1}} - -Starting at 8th level, moving through nonmagical difficult terrain costs -you no extra movement. You can also pass through nonmagical plants -without being slowed by them and without taking damage from them if they -have thorns, spines, or a similar hazard. - -In addition, you have advantage on saving throws against plants that are -magically created or manipulated to impede movement, such those created -by the \emph{entangle} spell. - -\hypertarget{hide-in-plain-sight}{% -\subsubsection{Hide in Plain Sight}\label{hide-in-plain-sight}} - -Starting at 10th level, you can spend 1 minute creating camouflage for -yourself. You must have access to fresh mud, dirt, plants, soot, and -other naturally occurring materials with which to create your -camouflage. - -Once you are camouflaged in this way, you can try to hide by pressing -yourself up against a solid surface, such as a tree or wall, that is at -least as tall and wide as you are. You gain a +10 bonus to Dexterity -(Stealth) checks as long as you remain there without moving or taking -actions. Once you move or take an action or a reaction, you must -camouflage yourself again to gain this benefit. - -\hypertarget{vanish}{% -\subsubsection{Vanish}\label{vanish}} - -Starting at 14th level, you can use the Hide action as a bonus action on -your turn. Also, you can't be tracked by nonmagical means, unless you -choose to leave a trail. - -\hypertarget{feral-senses}{% -\subsubsection{Feral Senses}\label{feral-senses}} - -At 18th level, you gain preternatural senses that help you fight -creatures you can't see. When you attack a creature you can't see, your -inability to see it doesn't impose disadvantage on your attack rolls -against it. - -You are also aware of the location of any invisible creature within 30 -feet of you, provided that the creature isn't hidden from you and you -aren't blinded or deafened. - -\hypertarget{foe-slayer}{% -\subsubsection{Foe Slayer}\label{foe-slayer}} - -At 20th level, you become an unparalleled hunter of your enemies. Once -on each of your turns, you can add your Wisdom modifier to the attack -roll or the damage roll of an attack you make against one of your -favored enemies. You can choose to use this feature before or after the -roll, but before any effects of the roll are applied. - -\hypertarget{ranger-archetypes}{% -\subsection{Ranger Archetypes}\label{ranger-archetypes}} - -The ideal of the ranger has two classic expressions: the Hunter and the -Beast Master. - -\hypertarget{hunter}{% -\subsubsection{Hunter}\label{hunter}} - -Emulating the Hunter archetype means accepting your place as a bulwark -between civilization and the terrors of the wilderness. As you walk the -Hunter's path, you learn specialized techniques for fighting the threats -you face, from rampaging ogres and hordes of orcs to towering giants and -terrifying dragons. - -\hypertarget{hunters-prey}{% -\paragraph{Hunter's Prey}\label{hunters-prey}} - -At 3rd level, you gain one of the following features of your choice. - -\textbf{\emph{Colossus Slayer}}. Your tenacity can wear down the most -potent foes. When you hit a creature with a weapon attack, the creature -takes an extra 1d8 damage if it's below its hit point maximum. You can -deal this extra damage only once per turn. - -\textbf{\emph{Giant Killer}}. When a Large or larger creature within 5 -feet of you hits or misses you with an attack, you can use your reaction -to attack that creature immediately after its attack, provided that you -can see the creature. - -\textbf{\emph{Horde Breaker}}. Once on each of your turns when you make -a weapon attack, you can make another attack with the same weapon -against a different creature that is within 5 feet of the original -target and within range of your weapon. - -\hypertarget{defensive-tactics}{% -\paragraph{Defensive Tactics}\label{defensive-tactics}} - -At 7th level, you gain one of the following features of your choice. - -\textbf{\emph{Escape the Horde}}. Opportunity attacks against you are -made with disadvantage. - -\textbf{\emph{Multiattack Defense}}. When a creature hits you with an -attack, you gain a +4 bonus to AC against all subsequent attacks made by -that creature for the rest of the turn. - -\textbf{\emph{Steel Will}}. You have advantage on saving throws against -being frightened. - -\hypertarget{multiattack}{% -\paragraph{Multiattack}\label{multiattack}} - -At 11th level, you gain one of the following features of your choice. - -\textbf{\emph{Volley}}. You can use your action to make a ranged attack -against any number of creatures within 10 feet of a point you can see -within your weapon's range. You must have ammunition for each target, as -normal, and you make a separate attack roll for each target. - -\textbf{\emph{Whirlwind Attack}}. You can use your action to make a -melee attack against any number of creatures within 5 feet of you, with -a separate attack roll for each target. - -\hypertarget{superior-hunters-defense}{% -\paragraph{Superior Hunter's Defense}\label{superior-hunters-defense}} - -At 15th level, you gain one of the following features of your choice. - -\textbf{\emph{Evasion}}. When you are subjected to an effect, such as a -red dragon's fiery breath or a \emph{lightning bolt} spell, that allows -you to make a Dexterity saving throw to take only half damage, you -instead take no damage if you succeed on the saving throw, and only half -damage if you fail. - -\textbf{\emph{Stand Against the Tide}}. When a hostile creature misses -you with a melee attack, you can use your reaction to force that -creature to repeat the same attack against another creature (other than -itself) of your choice. - -\textbf{\emph{Uncanny Dodge}}. When an attacker that you can see hits -you with an attack, you can use your reaction to halve the attack's -damage against you. - -\hypertarget{rogue}{% -\section{Rogue}\label{rogue}} - -\hypertarget{class-features-8}{% -\subsubsection{Class Features}\label{class-features-8}} - -As a rogue, you have the following class features. - -\hypertarget{hit-points-8}{% -\paragraph{Hit Points}\label{hit-points-8}} - -\textbf{Hit Dice:} 1d8 per rogue level - -\textbf{Hit Points at 1st Level:} 8 + your Constitution modifier - -\textbf{Hit Points at Higher Levels:} 1d8 (or 5) + your Constitution -modifier per rogue level after 1st - -\hypertarget{proficiencies-8}{% -\paragraph{Proficiencies}\label{proficiencies-8}} - -\textbf{Armor:} Light armor - -\textbf{Weapons:} Simple weapons, hand crossbows, longswords, rapiers, -shortswords - -\textbf{Tools:} Thieves' tools - -\textbf{Saving Throws:} Dexterity, Intelligence - -\textbf{Skills:} Choose four from Acrobatics, Athletics, Deception, -Insight, Intimidation, Investigation, Perception, Performance, -Persuasion, Sleight of Hand, and Stealth - -\hypertarget{equipment-8}{% -\paragraph{Equipment}\label{equipment-8}} - -You start with the following equipment, in addition to the equipment -granted by your background: - -\begin{itemize} -\tightlist -\item - (\emph{a}) a rapier or (\emph{b}) a shortsword -\item - (\emph{a}) a shortbow and quiver of 20 arrows or (\emph{b}) a - shortsword -\item - (\emph{a}) a burglar's pack, (\emph{b}) a dungeoneer's pack, or - (\emph{c}) an explorer's pack -\item - Leather armor, two daggers, and thieves' tools -\end{itemize} - -\textbf{Table- The Rogue} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.0875}} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.2375}} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.1750}} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.5000}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Level -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Proficiency Bonus -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Sneak Attack -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Features -\end{minipage} \\ -\midrule -\endhead -1st & +2 & 1d6 & Expertise, Sneak Attack, Thieves' Cant \\ -2nd & +2 & 1d6 & Cunning Action \\ -3rd & +2 & 2d6 & Roguish Archetype \\ -4th & +2 & 2d6 & Ability Score Improvement \\ -5th & +3 & 3d6 & Uncanny Dodge \\ -6th & +3 & 3d6 & Expertise \\ -7th & +3 & 4d6 & Evasion \\ -8th & +3 & 4d6 & Ability Score Improvement \\ -9th & +4 & 5d6 & Roguish Archetype feature \\ -10th & +4 & 5d6 & Ability Score Improvement \\ -11th & +4 & 6d6 & Reliable Talent \\ -12th & +4 & 6d6 & Ability Score Improvement \\ -13th & +5 & 7d6 & Roguish Archetype Feature \\ -14th & +5 & 7d6 & Blindsense \\ -15th & +5 & 8d6 & Slippery Mind \\ -16th & +5 & 8d6 & Ability Score Improvement \\ -17th & +6 & 9d6 & Roguish Archetype Feature \\ -18th & +6 & 9d6 & Elusive \\ -19th & +6 & 10d6 & Ability Score Improvement \\ -20th & +6 & 10d6 & Stroke of Luck \\ -& & & \\ -\bottomrule -\end{longtable} - -\hypertarget{expertise-1}{% -\subsubsection{Expertise}\label{expertise-1}} - -At 1st level, choose two of your skill proficiencies, or one of your -skill proficiencies and your proficiency with thieves' tools. Your -proficiency bonus is doubled for any ability check you make that uses -either of the chosen proficiencies. - -At 6th level, you can choose two more of your proficiencies (in skills -or with thieves' tools) to gain this benefit. - -\hypertarget{sneak-attack}{% -\subsubsection{Sneak Attack}\label{sneak-attack}} - -Beginning at 1st level, you know how to strike subtly and exploit a -foe's distraction. Once per turn, you can deal an extra 1d6 damage to -one creature you hit with an attack if you have advantage on the attack -roll. The attack must use a finesse or a ranged weapon. - -You don't need advantage on the attack roll if another enemy of the -target is within 5 feet of it, that enemy isn't incapacitated, and you -don't have disadvantage on the attack roll. - -The amount of the extra damage increases as you gain levels in this -class, as shown in the Sneak Attack column of the Rogue table. - -\hypertarget{thieves-cant}{% -\subsubsection{Thieves' Cant}\label{thieves-cant}} - -During your rogue training you learned thieves' cant, a secret mix of -dialect, jargon, and code that allows you to hide messages in seemingly -normal conversation. Only another creature that knows thieves' cant -understands such messages. It takes four times longer to convey such a -message than it does to speak the same idea plainly. - -In addition, you understand a set of secret signs and symbols used to -convey short, simple messages, such as whether an area is dangerous or -the territory of a thieves' guild, whether loot is nearby, or whether -the people in an area are easy marks or will provide a safe house for -thieves on the run. - -\hypertarget{cunning-action}{% -\subsubsection{Cunning Action}\label{cunning-action}} - -Starting at 2nd level, your quick thinking and agility allow you to move -and act quickly. You can take a bonus action on each of your turns in -combat. This action can be used only to take the Dash, Disengage, or -Hide action. - -\hypertarget{roguish-archetype}{% -\subsubsection{Roguish Archetype}\label{roguish-archetype}} - -At 3rd level, you choose an archetype that you emulate in the exercise -of your rogue abilities: Thief, Assassin, or Arcane Trickster, all -detailed at the end of the class description. Your archetype choice -grants you features at 3rd level and then again at 9th, 13th, and 17th -level. - -\hypertarget{ability-score-improvement-8}{% -\subsubsection{Ability Score -Improvement}\label{ability-score-improvement-8}} - -When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th -level, you can increase one ability score of your choice by 2, or you -can increase two ability scores of your choice by 1. As normal, you -can't increase an ability score above 20 using this feature. - -\hypertarget{uncanny-dodge}{% -\subsubsection{Uncanny Dodge}\label{uncanny-dodge}} - -Starting at 5th level, when an attacker that you can see hits you with -an attack, you can use your reaction to halve the attack's damage -against you. - -\hypertarget{evasion-1}{% -\subsubsection{Evasion}\label{evasion-1}} - -Beginning at 7th level, you can nimbly dodge out of the way of certain -area effects, such as a red dragon's fiery breath or an \emph{ice storm} -spell. When you are subjected to an effect that allows you to make a -Dexterity saving throw to take only half damage, you instead take no -damage if you succeed on the saving throw, and only half damage if you -fail. - -\hypertarget{reliable-talent}{% -\subsubsection{Reliable Talent}\label{reliable-talent}} - -By 11th level, you have refined your chosen skills until they approach -perfection. Whenever you make an ability check that lets you add your -proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. - -\hypertarget{blindsense}{% -\subsubsection{Blindsense}\label{blindsense}} - -Starting at 14th level, if you are able to hear, you are aware of the -location of any hidden or invisible creature within 10 feet of you. - -\hypertarget{slippery-mind}{% -\subsubsection{Slippery Mind}\label{slippery-mind}} - -By 15th level, you have acquired greater mental strength. You gain -proficiency in Wisdom saving throws. - -\hypertarget{elusive}{% -\subsubsection{Elusive}\label{elusive}} - -Beginning at 18th level, you are so evasive that attackers rarely gain -the upper hand against you. No attack roll has advantage against you -while you aren't incapacitated. - -\hypertarget{stroke-of-luck}{% -\subsubsection{Stroke of Luck}\label{stroke-of-luck}} - -At 20th level, you have an uncanny knack for succeeding when you need -to. If your attack misses a target within range, you can turn the miss -into a hit. Alternatively, if you fail an ability check, you can treat -the d20 roll as a 20. - -Once you use this feature, you can't use it again until you finish a -short or long rest. - -\hypertarget{roguish-archetypes}{% -\subsection{Roguish Archetypes}\label{roguish-archetypes}} - -Rogues have many features in common, including their emphasis on -perfecting their skills, their precise and deadly approach to combat, -and their increasingly quick reflexes. But different rogues steer those -talents in varying directions, embodied by the rogue archetypes. Your -choice of archetype is a reflection of your focus-not necessarily an -indication of your chosen profession, but a description of your -preferred techniques. - -\hypertarget{thief}{% -\subsubsection{Thief}\label{thief}} - -You hone your skills in the larcenous arts. Burglars, bandits, -cutpurses, and other criminals typically follow this archetype, but so -do rogues who prefer to think of themselves as professional treasure -seekers, explorers, delvers, and investigators. In addition to improving -your agility and stealth, you learn skills useful for delving into -ancient ruins, reading unfamiliar languages, and using magic items you -normally couldn't employ. - -\hypertarget{fast-hands}{% -\paragraph{Fast Hands}\label{fast-hands}} - -Starting at 3rd level, you can use the bonus action granted by your -Cunning Action to make a Dexterity (Sleight of Hand) check, use your -thieves' tools to disarm a trap or open a lock, or take the Use an -Object action. - -\hypertarget{second-story-work}{% -\paragraph{Second-Story Work}\label{second-story-work}} - -When you choose this archetype at 3rd level, you gain the ability to -climb faster than normal; climbing no longer costs you extra movement. - -In addition, when you make a running jump, the distance you cover -increases by a number of feet equal to your Dexterity modifier. - -\hypertarget{supreme-sneak}{% -\paragraph{Supreme Sneak}\label{supreme-sneak}} - -Starting at 9th level, you have advantage on a Dexterity (Stealth) check -if you move no more than half your speed on the same turn. - -\hypertarget{use-magic-device}{% -\paragraph{Use Magic Device}\label{use-magic-device}} - -By 13th level, you have learned enough about the workings of magic that -you can improvise the use of items even when they are not intended for -you. You ignore all class, race, and level requirements on the use of -magic items. - -\hypertarget{thiefs-reflexes}{% -\paragraph{Thief's Reflexes}\label{thiefs-reflexes}} - -When you reach 17th level, you have become adept at laying ambushes and -quickly escaping danger. You can take two turns during the first round -of any combat. You take your first turn at your normal initiative and -your second turn at your initiative minus 10. You can't use this feature -when you are surprised. - -\hypertarget{sorcerer}{% -\section{Sorcerer}\label{sorcerer}} - -\hypertarget{class-features-9}{% -\subsubsection{Class Features}\label{class-features-9}} - -As a sorcerer, you gain the following class features. - -\hypertarget{hit-points-9}{% -\paragraph{Hit Points}\label{hit-points-9}} - -\textbf{Hit Dice:} 1d6 per sorcerer level - -\textbf{Hit Points at 1st Level:} 6 + your Constitution modifier - -\textbf{Hit Points at Higher Levels:} 1d6 (or 4) + your Constitution -modifier per sorcerer level after 1st - -\hypertarget{proficiencies-9}{% -\paragraph{Proficiencies}\label{proficiencies-9}} - -\textbf{Armor:} None - -\textbf{Weapons:} Daggers, darts, slings, quarterstaffs, light crossbows - -\textbf{Tools:} None - -\textbf{Saving Throws:} Constitution, Charisma - -\textbf{Skills:} Choose two from Arcana, Deception, Insight, -Intimidation, Persuasion, and Religion - -\hypertarget{equipment-9}{% -\paragraph{Equipment}\label{equipment-9}} - -You start with the following equipment, in addition to the equipment -granted by your background: - -\begin{itemize} -\tightlist -\item - (\emph{a}) a light crossbow and 20 bolts or (\emph{b}) any simple - weapon -\item - (\emph{a}) a component pouch or (\emph{b}) an arcane focus -\item - (\emph{a}) a dungeoneer's pack or (\emph{b}) an explorer's pack -\item - Two daggers -\end{itemize} - -\textbf{Table- The Sorcerer} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0470}} - >{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.1275}} - >{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.1074}} - >{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.2148}} - >{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.1074}} - >{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0940}} - >{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0336}} - >{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0336}} - >{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0336}} - >{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0336}} - >{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0336}} - >{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0336}} - >{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0336}} - >{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0336}} - >{\raggedright\arraybackslash}p{(\columnwidth - 28\tabcolsep) * \real{0.0336}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Level -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Proficiency Bonus -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Sorcery Points -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Features -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Cantrips Known -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Spells Known -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -1st -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -2nd -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -3rd -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -4th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -5th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -6th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -7th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -8th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -9th -\end{minipage} \\ -\midrule -\endhead -1st & +2 & - & Spellcasting, Sorcerous Origin & 4 & 2 & 2 & - & - & - & -- & - & - & - & - \\ -2nd & +2 & 2 & Font of Magic & 4 & 3 & 3 & - & - & - & - & - & - & - & -- \\ -3rd & +2 & 3 & Metamagic & 4 & 4 & 4 & 2 & - & - & - & - & - & - & - \\ -4th & +2 & 4 & Ability Score Improvement & 5 & 5 & 4 & 3 & - & - & - & - -& - & - & - \\ -5th & +3 & 5 & - & 5 & 6 & 4 & 3 & 2 & - & - & - & - & - & - \\ -6th & +3 & 6 & Sorcerous Origin Feature & 5 & 7 & 4 & 3 & 3 & - & - & - -& - & - & - \\ -7th & +3 & 7 & - & 5 & 8 & 4 & 3 & 3 & 1 & - & - & - & - & - \\ -8th & +3 & 8 & Ability Score Improvement & 5 & 9 & 4 & 3 & 3 & 2 & - & - -& - & - & - \\ -9th & +4 & 9 & - & 5 & 10 & 4 & 3 & 3 & 3 & 1 & - & - & - & - \\ -10th & +4 & 10 & Metamagic & 6 & 11 & 4 & 3 & 3 & 3 & 2 & - & - & - & -- \\ -11th & +4 & 11 & - & 6 & 12 & 4 & 3 & 3 & 3 & 2 & 1 & - & - & - \\ -12th & +4 & 12 & Ability Score Improvement & 6 & 12 & 4 & 3 & 3 & 3 & 2 -& 1 & - & - & - \\ -13th & +5 & 13 & - & 6 & 13 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & - & - \\ -14th & +5 & 14 & Sorcerous Origin Feature & 6 & 13 & 4 & 3 & 3 & 3 & 2 & -1 & 1 & - & - \\ -15th & +5 & 15 & - & 6 & 14 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1 & - \\ -16th & +5 & 16 & Ability Score Improvement & 6 & 14 & 4 & 3 & 3 & 3 & 2 -& 1 & 1 & 1 & - \\ -17th & +6 & 17 & Metamagic & 6 & 15 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1 & -1 \\ -18th & +6 & 18 & Sorcerous Origin Feature & 6 & 15 & 4 & 3 & 3 & 3 & 3 & -1 & 1 & 1 & 1 \\ -19th & +6 & 19 & Ability Score Improvement & 6 & 15 & 4 & 3 & 3 & 3 & 3 -& 2 & 1 & 1 & 1 \\ -20th & +6 & 20 & Sorcerous Restoration & 6 & 15 & 4 & 3 & 3 & 3 & 3 & 2 -& 2 & 1 & 1 \\ -& & & & & & & & & & & & & & \\ -\bottomrule -\end{longtable} - -\hypertarget{spellcasting-5}{% -\subsubsection{Spellcasting}\label{spellcasting-5}} - -An event in your past, or in the life of a parent or ancestor, left an -indelible mark on you, infusing you with arcane magic. This font of -magic, whatever its origin, fuels your spells. - -\hypertarget{cantrips-3}{% -\paragraph{Cantrips}\label{cantrips-3}} - -At 1st level, you know four cantrips of your choice from the sorcerer -spell list. You learn additional sorcerer cantrips of your choice at -higher levels, as shown in the Cantrips Known column of the Sorcerer -table. - -\hypertarget{spell-slots-2}{% -\paragraph{Spell Slots}\label{spell-slots-2}} - -The Sorcerer table shows how many spell slots you have to cast your -sorcerer spells of 1st level and higher. To cast one of these sorcerer -spells, you must expend a slot of the spell's level or higher. You -regain all expended spell slots when you finish a long rest. - -For example, if you know the 1st-level spell \emph{burning hands} and -have a 1st-level and a 2nd-level spell slot available, you can cast -\emph{burning hands} using either slot. - -\hypertarget{spells-known-of-1st-level-and-higher-2}{% -\paragraph{Spells Known of 1st Level and -Higher}\label{spells-known-of-1st-level-and-higher-2}} - -You know two 1st-level spells of your choice from the sorcerer spell -list. - -The Spells Known column of the Sorcerer table shows when you learn more -sorcerer spells of your choice. Each of these spells must be of a level -for which you have spell slots. For instance, when you reach 3rd level -in this class, you can learn one new spell of 1st or 2nd level. - -Additionally, when you gain a level in this class, you can choose one of -the sorcerer spells you know and replace it with another spell from the -sorcerer spell list, which also must be of a level for which you have -spell slots. - -\hypertarget{spellcasting-ability-5}{% -\paragraph{Spellcasting Ability}\label{spellcasting-ability-5}} - -Charisma is your spellcasting ability for your sorcerer spells, since -the power of your magic relies on your ability to project your will into -the world. You use your Charisma whenever a spell refers to your -spellcasting ability. In addition, you use your Charisma modifier when -setting the saving throw DC for a sorcerer spell you cast and when -making an attack roll with one. - -\textbf{Spell save DC} = 8 + your proficiency bonus + your Charisma -modifier - -\textbf{Spell attack modifier} = your proficiency bonus + your Charisma -modifier - -\hypertarget{spellcasting-focus-4}{% -\paragraph{Spellcasting Focus}\label{spellcasting-focus-4}} - -You can use an arcane focus as a spellcasting focus for your sorcerer -spells. - -\hypertarget{sorcerous-origin}{% -\subsubsection{Sorcerous Origin}\label{sorcerous-origin}} - -Choose a sorcerous origin, which describes the source of your innate -magical power: Draconic Bloodline or Wild Magic, both detailed at the -end of the class description. - -Your choice grants you features when you choose it at 1st level and -again at 6th, 14th, and 18th level. - -\hypertarget{font-of-magic}{% -\subsubsection{Font of Magic}\label{font-of-magic}} - -At 2nd level, you tap into a deep wellspring of magic within yourself. -This wellspring is represented by sorcery points, which allow you to -create a variety of magical effects. - -\hypertarget{sorcery-points}{% -\paragraph{Sorcery Points}\label{sorcery-points}} - -You have 2 sorcery points, and you gain more as you reach higher levels, -as shown in the Sorcery Points column of the Sorcerer table. You can -never have more sorcery points than shown on the table for your level. -You regain all spent sorcery points when you finish a long rest. - -\hypertarget{flexible-casting}{% -\paragraph{Flexible Casting}\label{flexible-casting}} - -You can use your sorcery points to gain additional spell slots, or -sacrifice spell slots to gain additional sorcery points. You learn other -ways to use your sorcery points as you reach higher levels. Any spell -slot you create with this feature vanishes when you finish a long rest. - -\textbf{\emph{Creating Spell Slots}}. You can transform unexpended -sorcery points into one spell slot as a bonus action on your turn. The -Creating Spell Slots table shows the cost of creating a spell slot of a -given level. You can create spell slots no higher in level than 5th. - -Any spell slot you create with this feature vanishes when you finish a -long rest. - -\textbf{Table- Creating Spell Slots} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Spell Slot Level & Sorcery Point Cost \\ -\midrule -\endhead -1st & 2 \\ -2nd & 3 \\ -3rd & 5 \\ -4th & 6 \\ -5th & 7 \\ -& \\ -\bottomrule -\end{longtable} - -\textbf{\emph{Converting a Spell Slot to Sorcery Points}}. As a bonus -action on your turn, you can expend one spell slot and gain a number of -sorcery points equal to the slot's level. - -\hypertarget{metamagic}{% -\subsubsection{Metamagic}\label{metamagic}} - -At 3rd level, you gain the ability to twist your spells to suit your -needs. You gain two of the following Metamagic options of your choice. -You gain another one at 10th and 17th level. - -You can use only one Metamagic option on a spell when you cast it, -unless otherwise noted. - -\hypertarget{careful-spell}{% -\paragraph{Careful Spell}\label{careful-spell}} - -When you cast a spell that forces other creatures to make a saving -throw, you can protect some of those creatures from the spell's full -force. To do so, you spend 1 sorcery point and choose a number of those -creatures up to your Charisma modifier (minimum of one creature). A -chosen creature automatically succeeds on its saving throw against the -spell. - -\hypertarget{distant-spell}{% -\paragraph{Distant Spell}\label{distant-spell}} - -When you cast a spell that has a range of 5 feet or greater, you can -spend 1 sorcery point to double the range of the spell. - -When you cast a spell that has a range of touch, you can spend 1 sorcery -point to make the range of the spell 30 feet. - -\hypertarget{empowered-spell}{% -\paragraph{Empowered Spell}\label{empowered-spell}} - -When you roll damage for a spell, you can spend 1 sorcery point to -reroll a number of the damage dice up to your Charisma modifier (minimum -of one). You must use the new rolls. - -You can use Empowered Spell even if you have already used a different -Metamagic option during the casting of the spell. - -\hypertarget{extended-spell}{% -\paragraph{Extended Spell}\label{extended-spell}} - -When you cast a spell that has a duration of 1 minute or longer, you can -spend 1 sorcery point to double its duration, to a maximum duration of -24 hours. - -\hypertarget{heightened-spell}{% -\paragraph{Heightened Spell}\label{heightened-spell}} - -When you cast a spell that forces a creature to make a saving throw to -resist its effects, you can spend 3 sorcery points to give one target of -the spell disadvantage on its first saving throw made against the spell. - -\hypertarget{quickened-spell}{% -\paragraph{Quickened Spell}\label{quickened-spell}} - -When you cast a spell that has a casting time of 1 action, you can spend -2 sorcery points to change the casting time to 1 bonus action for this -casting. - -\hypertarget{subtle-spell}{% -\paragraph{Subtle Spell}\label{subtle-spell}} - -When you cast a spell, you can spend 1 sorcery point to cast it without -any somatic or verbal components. - -\hypertarget{twinned-spell}{% -\paragraph{Twinned Spell}\label{twinned-spell}} - -When you cast a spell that targets only one creature and doesn't have a -range of self, you can spend a number of sorcery points equal to the -spell's level to target a second creature in range with the same spell -(1 sorcery point if the spell is a cantrip). - -To be eligible, a spell must be incapable of targeting more than one -creature at the spell's current level. For example, \emph{magic missile} -and \emph{scorching ray} aren't eligible, but \emph{ray of frost} and -\emph{chromatic orb} are. - -\hypertarget{ability-score-improvement-9}{% -\subsubsection{Ability Score -Improvement}\label{ability-score-improvement-9}} - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, -you can increase one ability score of your choice by 2, or you can -increase two ability scores of your choice by 1. As normal, you can't -increase an ability score above 20 using this feature. - -\hypertarget{sorcerous-restoration}{% -\subsubsection{Sorcerous Restoration}\label{sorcerous-restoration}} - -At 20th level, you regain 4 expended sorcery points whenever you finish -a short rest. - -\hypertarget{sorcerous-origins}{% -\subsection{Sorcerous Origins}\label{sorcerous-origins}} - -Different sorcerers claim different origins for their innate magic. -Although many variations exist, most of these origins fall into two -categories: a draconic bloodline and wild magic. - -\hypertarget{draconic-bloodline}{% -\subsubsection{Draconic Bloodline}\label{draconic-bloodline}} - -Your innate magic comes from draconic magic that was mingled with your -blood or that of your ancestors. Most often, sorcerers with this origin -trace their descent back to a mighty sorcerer of ancient times who made -a bargain with a dragon or who might even have claimed a dragon parent. -Some of these bloodlines are well established in the world, but most are -obscure. Any given sorcerer could be the first of a new bloodline, as a -result of a pact or some other exceptional circumstance. - -\hypertarget{dragon-ancestor}{% -\paragraph{Dragon Ancestor}\label{dragon-ancestor}} - -At 1st level, you choose one type of dragon as your ancestor. The damage -type associated with each dragon is used by features you gain later. - -\textbf{Table- Draconic Ancestry} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Dragon & Damage Type \\ -\midrule -\endhead -Black & Acid \\ -Blue & Lightning \\ -Brass & Fire \\ -Bronze & Lightning \\ -Copper & Acid \\ -Gold & Fire \\ -Green & Poison \\ -Red & Fire \\ -Silver & Cold \\ -White & Cold \\ -& \\ -\bottomrule -\end{longtable} - -You can speak, read, and write Draconic. Additionally, whenever you make -a Charisma check when interacting with dragons, your proficiency bonus -is doubled if it applies to the check. - -\hypertarget{draconic-resilience}{% -\paragraph{Draconic Resilience}\label{draconic-resilience}} - -As magic flows through your body, it causes physical traits of your -dragon ancestors to emerge. At 1st level, your hit point maximum -increases by 1 and increases by 1 again whenever you gain a level in -this class. - -Additionally, parts of your skin are covered by a thin sheen of -dragon-like scales. When you aren't wearing armor, your AC equals 13 + -your Dexterity modifier. - -\hypertarget{elemental-affinity}{% -\paragraph{Elemental Affinity}\label{elemental-affinity}} - -Starting at 6th level, when you cast a spell that deals damage of the -type associated with your draconic ancestry, you can add your Charisma -modifier to one damage roll of that spell. At the same time, you can -spend 1 sorcery point to gain resistance to that damage type for 1 hour. - -\hypertarget{dragon-wings}{% -\paragraph{Dragon Wings}\label{dragon-wings}} - -At 14th level, you gain the ability to sprout a pair of dragon wings -from your back, gaining a flying speed equal to your current speed. You -can create these wings as a bonus action on your turn. They last until -you dismiss them as a bonus action on your turn. - -You can't manifest your wings while wearing armor unless the armor is -made to accommodate them, and clothing not made to accommodate your -wings might be destroyed when you manifest them. - -\hypertarget{draconic-presence}{% -\paragraph{Draconic Presence}\label{draconic-presence}} - -Beginning at 18th level, you can channel the dread presence of your -dragon ancestor, causing those around you to become awestruck or -frightened. As an action, you can spend 5 sorcery points to draw on this -power and exude an aura of awe or fear (your choice) to a distance of 60 -feet. For 1 minute or until you lose your concentration (as if you were -casting a concentration spell), each hostile creature that starts its -turn in this aura must succeed on a Wisdom saving throw or be charmed -(if you chose awe) or frightened (if you chose fear) until the aura -ends. A creature that succeeds on this saving throw is immune to your -aura for 24 hours. - -\hypertarget{warlock}{% -\section{Warlock}\label{warlock}} - -\hypertarget{class-features-10}{% -\subsubsection{Class Features}\label{class-features-10}} - -As a warlock, you gain the following class features. - -\hypertarget{hit-points-10}{% -\paragraph{Hit Points}\label{hit-points-10}} - -\textbf{Hit Dice:} 1d8 per warlock level - -\textbf{Hit Points at 1st Level:} 8 + your Constitution modifier - -\textbf{Hit Points at Higher Levels:} 1d8 (or 5) + your Constitution -modifier per warlock level after 1st - -\hypertarget{proficiencies-10}{% -\paragraph{Proficiencies}\label{proficiencies-10}} - -\textbf{Armor:} Light armor - -\textbf{Weapons:} Simple weapons - -\textbf{Tools:} None - -\textbf{Saving Throws:} Wisdom, Charisma - -\textbf{Skills:} Choose two skills from Arcana, Deception, History, -Intimidation, Investigation, Nature, and Religion - -\hypertarget{equipment-10}{% -\paragraph{Equipment}\label{equipment-10}} - -You start with the following equipment, in addition to the equipment -granted by your background: - -\begin{itemize} -\tightlist -\item - (\emph{a}) a light crossbow and 20 bolts or (\emph{b}) any simple - weapon -\item - (\emph{a}) a component pouch or (\emph{b}) an arcane focus -\item - (\emph{a}) a scholar's pack or (\emph{b}) a dungeoneer's pack -\item - Leather armor, any simple weapon, and two daggers -\end{itemize} - -\textbf{Table- The Warlock} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.0526}} - >{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.1429}} - >{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.2481}} - >{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.1203}} - >{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.1053}} - >{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.0977}} - >{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.0902}} - >{\raggedright\arraybackslash}p{(\columnwidth - 14\tabcolsep) * \real{0.1429}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Level -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Proficiency Bonus -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Features -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Cantrips Known -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Spells Known -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Spell Slots -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Slot Level -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Invocations Known -\end{minipage} \\ -\midrule -\endhead -1st & +2 & Otherworldly Patron, Pact Magic & 2 & 2 & 1 & 1st & - \\ -2nd & +2 & Eldritch Invocations & 2 & 3 & 2 & 1st & 2 \\ -3rd & +2 & Pact Boon & 2 & 4 & 2 & 2nd & 2 \\ -4th & +2 & Ability Score Improvement & 3 & 5 & 2 & 2nd & 2 \\ -5th & +3 & - & 3 & 6 & 2 & 3rd & 3 \\ -6th & +3 & Otherworldly Patron feature & 3 & 7 & 2 & 3rd & 3 \\ -7th & +3 & - & 3 & 8 & 2 & 4th & 4 \\ -8th & +3 & Ability Score Improvement & 3 & 9 & 2 & 4th & 4 \\ -9th & +4 & - & 3 & 10 & 2 & 5th & 5 \\ -10th & +4 & Otherworldly Patron feature & 4 & 10 & 2 & 5th & 5 \\ -11th & +4 & Mystic Arcanum (6th level) & 4 & 11 & 3 & 5th & 5 \\ -12th & +4 & Ability Score Improvement & 4 & 11 & 3 & 5th & 6 \\ -13th & +5 & Mystic Arcanum (7th level) & 4 & 12 & 3 & 5th & 6 \\ -14th & +5 & Otherworldly Patron feature & 4 & 12 & 3 & 5th & 6 \\ -15th & +5 & Mystic Arcanum (8th level) & 4 & 13 & 3 & 5th & 7 \\ -16th & +5 & Ability Score Improvement & 4 & 13 & 3 & 5th & 7 \\ -17th & +6 & Mystic Arcanum (9th level) & 4 & 14 & 4 & 5th & 7 \\ -18th & +6 & - & 4 & 14 & 4 & 5th & 8 \\ -19th & +6 & Ability Score Improvement & 4 & 15 & 4 & 5th & 8 \\ -20th & +6 & Eldritch Master & 4 & 15 & 4 & 5th & 8 \\ -& & & & & & & \\ -\bottomrule -\end{longtable} - -\hypertarget{otherworldly-patron}{% -\subsubsection{Otherworldly Patron}\label{otherworldly-patron}} - -At 1st level, you have struck a bargain with an otherworldly being of -your choice: the Archfey, the Fiend, or the Great Old One, each of which -is detailed at the end of the class description. Your choice grants you -features at 1st level and again at 6th, 10th, and 14th level. - -\hypertarget{pact-magic}{% -\subsubsection{Pact Magic}\label{pact-magic}} - -Your arcane research and the magic bestowed on you by your patron have -given you facility with spells. - -\hypertarget{cantrips-4}{% -\paragraph{Cantrips}\label{cantrips-4}} - -You know two cantrips of your choice from the warlock spell list. You -learn additional warlock cantrips of your choice at higher levels, as -shown in the Cantrips Known column of the Warlock table. - -\hypertarget{spell-slots-3}{% -\paragraph{Spell Slots}\label{spell-slots-3}} - -The Warlock table shows how many spell slots you have to cast your -warlock spells of 1st through 5th level. The table also shows what the -level of those slots is; all of your spell slots are the same level. To -cast one of your warlock spells of 1st level or higher, you must expend -a spell slot. You regain all expended spell slots when you finish a -short or long rest. - -For example, when you are 5th level, you have two 3rd-level spell slots. -To cast the 1st-level spell \emph{witch bolt}, you must spend one of -those slots, and you cast it as a 3rd-level spell. - -\hypertarget{spells-known-of-1st-level-and-higher-3}{% -\paragraph{Spells Known of 1st Level and -Higher}\label{spells-known-of-1st-level-and-higher-3}} - -At 1st level, you know two 1st-level spells of your choice from the -warlock spell list. - -The Spells Known column of the Warlock table shows when you learn more -warlock spells of your choice of 1st level and higher. A spell you -choose must be of a level no higher than what's shown in the table's -Slot Level column for your level. When you reach 6th level, for example, -you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. - -Additionally, when you gain a level in this class, you can choose one of -the warlock spells you know and replace it with another spell from the -warlock spell list, which also must be of a level for which you have -spell slots. - -\hypertarget{spellcasting-ability-6}{% -\paragraph{Spellcasting Ability}\label{spellcasting-ability-6}} - -Charisma is your spellcasting ability for your warlock spells, so you -use your Charisma whenever a spell refers to your spellcasting ability. -In addition, you use your Charisma modifier when setting the saving -throw DC for a warlock spell you cast and when making an attack roll -with one. - -\textbf{Spell save DC} = 8 + your proficiency bonus + your Charisma -modifier - -\textbf{Spell attack modifier} = your proficiency bonus + your Charisma -modifier - -\hypertarget{spellcasting-focus-5}{% -\paragraph{Spellcasting Focus}\label{spellcasting-focus-5}} - -You can use an arcane focus as a spellcasting focus for your warlock -spells. - -\hypertarget{eldritch-invocations}{% -\subsubsection{Eldritch Invocations}\label{eldritch-invocations}} - -In your study of occult lore, you have unearthed eldritch invocations, -fragments of forbidden knowledge that imbue you with an abiding magical -ability. - -At 2nd level, you gain two eldritch invocations of your choice. Your -invocation options are detailed at the end of the class description. -When you gain certain warlock levels, you gain additional invocations of -your choice, as shown in the Invocations Known column of the Warlock -table. - -Additionally, when you gain a level in this class, you can choose one of -the invocations you know and replace it with another invocation that you -could learn at that level. - -\hypertarget{pact-boon}{% -\subsubsection{Pact Boon}\label{pact-boon}} - -At 3rd level, your otherworldly patron bestows a gift upon you for your -loyal service. You gain one of the following features of your choice. - -\hypertarget{pact-of-the-chain}{% -\paragraph{Pact of the Chain}\label{pact-of-the-chain}} - -You learn the \emph{find familiar} spell and can cast it as a ritual. -The spell doesn't count against your number of spells known. - -When you cast the spell, you can choose one of the normal forms for your -familiar or one of the following special forms: imp, pseudodragon, -quasit, or sprite. - -Additionally, when you take the Attack action, you can forgo one of your -own attacks to allow your familiar to make one attack with its reaction. - -\hypertarget{pact-of-the-blade}{% -\paragraph{Pact of the Blade}\label{pact-of-the-blade}} - -You can use your action to create a pact weapon in your empty hand. You -can choose the form that this melee weapon takes each time you create -it. You are proficient with it while you wield it. This weapon counts as -magical for the purpose of overcoming resistance and immunity to -nonmagical attacks and damage. - -Your pact weapon disappears if it is more than 5 feet away from you for -1 minute or more. It also disappears if you use this feature again, if -you dismiss the weapon (no action required), or if you die. - -You can transform one magic weapon into your pact weapon by performing a -special ritual while you hold the weapon. You perform the ritual over -the course of 1 hour, which can be done during a short rest. You can -then dismiss the weapon, shunting it into an extradimensional space, and -it appears whenever you create your pact weapon thereafter. You can't -affect an artifact or a sentient weapon in this way. The weapon ceases -being your pact weapon if you die, if you perform the 1-hour ritual on a -different weapon, or if you use a 1-hour ritual to break your bond to -it. The weapon appears at your feet if it is in the extradimensional -space when the bond breaks. - -\hypertarget{pact-of-the-tome}{% -\paragraph{Pact of the Tome}\label{pact-of-the-tome}} - -Your patron gives you a grimoire called a Book of Shadows. When you gain -this feature, choose three cantrips from any class's spell list (the -three needn't be from the same list). While the book is on your person, -you can cast those cantrips at will. They don't count against your -number of cantrips known. If they don't appear on the warlock spell -list, they are nonetheless warlock spells for you. - -If you lose your Book of Shadows, you can perform a 1-hour ceremony to -receive a replacement from your patron. This ceremony can be performed -during a short or long rest, and it destroys the previous book. The book -turns to ash when you die. - -\hypertarget{ability-score-improvement-10}{% -\subsubsection{Ability Score -Improvement}\label{ability-score-improvement-10}} - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, -you can increase one ability score of your choice by 2, or you can -increase two ability scores of your choice by 1. As normal, you can't -increase an ability score above 20 using this feature. - -\hypertarget{mystic-arcanum}{% -\subsubsection{Mystic Arcanum}\label{mystic-arcanum}} - -At 11th level, your patron bestows upon you a magical secret called an -arcanum. Choose one 6th- level spell from the warlock spell list as this -arcanum. - -You can cast your arcanum spell once without expending a spell slot. You -must finish a long rest before you can do so again. - -At higher levels, you gain more warlock spells of your choice that can -be cast in this way: one 7th- level spell at 13th level, one 8th-level -spell at 15th level, and one 9th-level spell at 17th level. You regain -all uses of your Mystic Arcanum when you finish a long rest. - -\hypertarget{eldritch-master}{% -\subsubsection{Eldritch Master}\label{eldritch-master}} - -At 20th level, you can draw on your inner reserve of mystical power -while entreating your patron to regain expended spell slots. You can -spend 1 minute entreating your patron for aid to regain all your -expended spell slots from your Pact Magic feature. Once you regain spell -slots with this feature, you must finish a long rest before you can do -so again. - -\hypertarget{eldritch-invocations-1}{% -\subsubsection{Eldritch Invocations}\label{eldritch-invocations-1}} - -If an eldritch invocation has prerequisites, you must meet them to learn -it. You can learn the invocation at the same time that you meet its -prerequisites. A level prerequisite refers to your level in this class. - -\hypertarget{agonizing-blast}{% -\paragraph{Agonizing Blast}\label{agonizing-blast}} - -\emph{Prerequisite: Eldritch Blast cantrip} - -When you cast \emph{eldritch blast}, add your Charisma modifier to the -damage it deals on a hit. - -\hypertarget{armor-of-shadows}{% -\paragraph{Armor of Shadows}\label{armor-of-shadows}} - -You can cast \emph{mage armor} on yourself at will, without expending a -spell slot or material components. - -\hypertarget{ascendant-step}{% -\paragraph{Ascendant Step}\label{ascendant-step}} - -\emph{Prerequisite: 9th level} - -You can cast \emph{levitate} on yourself at will, without expending a -spell slot or material components. - -\hypertarget{beast-speech}{% -\paragraph{Beast Speech}\label{beast-speech}} - -You can cast \emph{speak with animals} at will, without expending a -spell slot. - -\hypertarget{beguiling-influence}{% -\paragraph{Beguiling Influence}\label{beguiling-influence}} - -You gain proficiency in the Deception and Persuasion skills. - -\hypertarget{bewitching-whispers}{% -\paragraph{Bewitching Whispers}\label{bewitching-whispers}} - -\emph{Prerequisite: 7th level} - -You can cast \emph{compulsion} once using a warlock spell slot. You -can't do so again until you finish a long rest. - -\hypertarget{book-of-ancient-secrets}{% -\paragraph{Book of Ancient Secrets}\label{book-of-ancient-secrets}} - -\emph{Prerequisite: Pact of the Tome feature} - -You can now inscribe magical rituals in your Book of Shadows. Choose two -1st-level spells that have the ritual tag from any class's spell list -(the two needn't be from the same list). The spells appear in the book -and don't count against the number of spells you know. With your Book of -Shadows in hand, you can cast the chosen spells as rituals. You can't -cast the spells except as rituals, unless you've learned them by some -other means. You can also cast a warlock spell you know as a ritual if -it has the ritual tag. - -On your adventures, you can add other ritual spells to your Book of -Shadows. When you find such a spell, you can add it to the book if the -spell's level is equal to or less than half your warlock level (rounded -up) and if you can spare the time to transcribe the spell. For each -level of the spell, the transcription process takes 2 hours and costs 50 -gp for the rare inks needed to inscribe it. - -\hypertarget{chains-of-carceri}{% -\paragraph{Chains of Carceri}\label{chains-of-carceri}} - -\emph{Prerequisite: 15th level, Pact of the Chain feature} - -You can cast \emph{hold monster} at will-targeting a celestial, fiend, -or elemental-without expending a spell slot or material components. You -must finish a long rest before you can use this invocation on the same -creature again. - -\hypertarget{devils-sight}{% -\paragraph{Devil's Sight}\label{devils-sight}} - -You can see normally in darkness, both magical and nonmagical, to a -distance of 120 feet. - -\hypertarget{dreadful-word}{% -\paragraph{Dreadful Word}\label{dreadful-word}} - -\emph{Prerequisite: 7th level} - -You can cast \emph{confusion} once using a warlock spell slot. You can't -do so again until you finish a long rest. - -\hypertarget{eldritch-sight}{% -\paragraph{Eldritch Sight}\label{eldritch-sight}} - -You can cast \emph{detect magic} at will, without expending a spell -slot. - -\hypertarget{eldritch-spear}{% -\paragraph{Eldritch Spear}\label{eldritch-spear}} - -\emph{Prerequisite: Eldritch Blast cantrip} - -When you cast \emph{eldritch blast}, its range is 300 feet. - -\hypertarget{eyes-of-the-rune-keeper}{% -\paragraph{Eyes of the Rune Keeper}\label{eyes-of-the-rune-keeper}} - -You can read all writing. - -\hypertarget{fiendish-vigor}{% -\paragraph{Fiendish Vigor}\label{fiendish-vigor}} - -You can cast \emph{false life} on yourself at will as a 1st-level spell, -without expending a spell slot or material components. - -\hypertarget{gaze-of-two-minds}{% -\paragraph{Gaze of Two Minds}\label{gaze-of-two-minds}} - -You can use your action to touch a willing humanoid and perceive through -its senses until the end of your next turn. As long as the creature is -on the same plane of existence as you, you can use your action on -subsequent turns to maintain this connection, extending the duration -until the end of your next turn. While perceiving through the other -creature's senses, you benefit from any special senses possessed by that -creature, and you are blinded and deafened to your own surroundings. - -\hypertarget{lifedrinker}{% -\paragraph{Lifedrinker}\label{lifedrinker}} - -\emph{Prerequisite: 12th level, Pact of the Blade feature} - -When you hit a creature with your pact weapon, the creature takes extra -necrotic damage equal to your Charisma modifier (minimum 1). - -\hypertarget{mask-of-many-faces}{% -\paragraph{Mask of Many Faces}\label{mask-of-many-faces}} - -You can cast \emph{disguise self} at will, without expending a spell -slot. - -\hypertarget{master-of-myriad-forms}{% -\paragraph{Master of Myriad Forms}\label{master-of-myriad-forms}} - -\emph{Prerequisite: 15th level} - -You can cast \emph{alter self} at will, without expending a spell slot. - -\hypertarget{minions-of-chaos}{% -\paragraph{Minions of Chaos}\label{minions-of-chaos}} - -\emph{Prerequisite: 9th level} - -You can cast \emph{conjure elemental} once using a warlock spell slot. -You can't do so again until you finish a long rest. - -\hypertarget{mire-the-mind}{% -\paragraph{Mire the Mind}\label{mire-the-mind}} - -\emph{Prerequisite: 5th level} - -You can cast \emph{slow} once using a warlock spell slot. You can't do -so again until you finish a long rest. - -\hypertarget{misty-visions}{% -\paragraph{Misty Visions}\label{misty-visions}} - -You can cast \emph{silent image} at will, without expending a spell slot -or material components. - -\hypertarget{one-with-shadows}{% -\paragraph{One with Shadows}\label{one-with-shadows}} - -\emph{Prerequisite: 5th level} - -When you are in an area of dim light or darkness, you can use your -action to become invisible until you move or take an action or a -reaction. - -\hypertarget{otherworldly-leap}{% -\paragraph{Otherworldly Leap}\label{otherworldly-leap}} - -\emph{Prerequisite: 9th level} - -You can cast \emph{jump} on yourself at will, without expending a spell -slot or material components. - -\hypertarget{repelling-blast}{% -\paragraph{Repelling Blast}\label{repelling-blast}} - -\emph{Prerequisite: Eldritch Blast cantrip} - -When you hit a creature with \emph{eldritch blast}, you can push the -creature up to 10 feet away from you in a straight line. - -\hypertarget{sculptor-of-flesh}{% -\paragraph{Sculptor of Flesh}\label{sculptor-of-flesh}} - -\emph{Prerequisite: 7th level} - -You can cast \emph{polymorph} once using a warlock spell slot. You can't -do so again until you finish a long rest. - -\hypertarget{sign-of-ill-omen}{% -\paragraph{Sign of Ill Omen}\label{sign-of-ill-omen}} - -\emph{Prerequisite: 5th level} - -You can cast \emph{bestow curse} once using a warlock spell slot. You -can't do so again until you finish a long rest. - -\hypertarget{thief-of-five-fates}{% -\paragraph{Thief of Five Fates}\label{thief-of-five-fates}} - -You can cast \emph{bane} once using a warlock spell slot. You can't do -so again until you finish a long rest. - -\hypertarget{thirsting-blade}{% -\paragraph{Thirsting Blade}\label{thirsting-blade}} - -\emph{Prerequisite: 5th level, Pact of the Blade feature} - -You can attack with your pact weapon twice, instead of once, whenever -you take the Attack action on your turn. - -\hypertarget{visions-of-distant-realms}{% -\paragraph{Visions of Distant Realms}\label{visions-of-distant-realms}} - -\emph{Prerequisite: 15th level} - -You can cast \emph{arcane eye} at will, without expending a spell slot. - -\hypertarget{voice-of-the-chain-master}{% -\paragraph{Voice of the Chain Master}\label{voice-of-the-chain-master}} - -\emph{Prerequisite: Pact of the Chain feature} - -You can communicate telepathically with your familiar and perceive -through your familiar's senses as long as you are on the same plane of -existence. Additionally, while perceiving through your familiar's -senses, you can also speak through your familiar in your own voice, even -if your familiar is normally incapable of speech. - -\hypertarget{whispers-of-the-grave}{% -\paragraph{Whispers of the Grave}\label{whispers-of-the-grave}} - -\emph{Prerequisite: 9th level} - -You can cast \emph{speak with dead} at will, without expending a spell -slot. - -\hypertarget{witch-sight}{% -\paragraph{Witch Sight}\label{witch-sight}} - -\emph{Prerequisite: 15th level} - -You can see the true form of any shapechanger or creature concealed by -illusion or transmutation magic while the creature is within 30 feet of -you and within line of sight. - -\hypertarget{otherworldly-patrons}{% -\subsection{Otherworldly Patrons}\label{otherworldly-patrons}} - -The beings that serve as patrons for warlocks are mighty inhabitants of -other planes of existence-not gods, but almost godlike in their power. -Various patrons give their warlocks access to different powers and -invocations, and expect significant favors in return. - -Some patrons collect warlocks, doling out mystic knowledge relatively -freely or boasting of their ability to bind mortals to their will. Other -patrons bestow their power only grudgingly, and might make a pact with -only one warlock. Warlocks who serve the same patron might view each -other as allies, siblings, or rivals. - -\hypertarget{the-fiend}{% -\subsubsection{The Fiend}\label{the-fiend}} - -You have made a pact with a fiend from the lower planes of existence, a -being whose aims are evil, even if you strive against those aims. Such -beings desire the corruption or destruction of all things, ultimately -including you. Fiends powerful enough to forge a pact include demon -lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils -such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and -balors that are especially mighty; and ultroloths and other lords of the -yugoloths. - -\hypertarget{expanded-spell-list}{% -\paragraph{Expanded Spell List}\label{expanded-spell-list}} - -The Fiend lets you choose from an expanded list of spells when you learn -a warlock spell. The following spells are added to the warlock spell -list for you. - -\textbf{Table- Fiend Expanded Spells} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Spell Level & Spells \\ -\midrule -\endhead -1st & burning hands, command \\ -2nd & blindness/deafness, scorching ray \\ -3rd & fireball, stinking cloud \\ -4th & fire shield, wall of fire \\ -5th & flame strike, hallow \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{dark-ones-blessing}{% -\paragraph{Dark One's Blessing}\label{dark-ones-blessing}} - -Starting at 1st level, when you reduce a hostile creature to 0 hit -points, you gain temporary hit points equal to your Charisma modifier + -your warlock level (minimum of 1). - -\hypertarget{dark-ones-own-luck}{% -\paragraph{Dark One's Own Luck}\label{dark-ones-own-luck}} - -Starting at 6th level, you can call on your patron to alter fate in your -favor. When you make an ability check or a saving throw, you can use -this feature to add a d10 to your roll. You can do so after seeing the -initial roll but before any of the roll's effects occur. - -Once you use this feature, you can't use it again until you finish a -short or long rest. - -\hypertarget{fiendish-resilience}{% -\paragraph{Fiendish Resilience}\label{fiendish-resilience}} - -Starting at 10th level, you can choose one damage type when you finish a -short or long rest. You gain resistance to that damage type until you -choose a different one with this feature. Damage from magical weapons or -silver weapons ignores this resistance. - -\hypertarget{hurl-through-hell}{% -\paragraph{Hurl Through Hell}\label{hurl-through-hell}} - -Starting at 14th level, when you hit a creature with an attack, you can -use this feature to instantly transport the target through the lower -planes. The creature disappears and hurtles through a nightmare -landscape. - -At the end of your next turn, the target returns to the space it -previously occupied, or the nearest unoccupied space. If the target is -not a fiend, it takes 10d10 psychic damage as it reels from its horrific -experience. - -Once you use this feature, you can't use it again until you finish a -long rest. - -\begin{quote} -\textbf{Your Pact Boon} - -Each Pact Boon option produces a special creature or an object that -reflects your patron's nature. - -\textbf{\emph{Pact of the Chain}}. Your familiar is more cunning than a -typical familiar. Its default form can be a reflection of your patron, -with sprites and pseudodragons tied to the Archfey and imps and quasits -tied to the Fiend. Because the Great Old One's nature is inscrutable, -any familiar form is suitable for it. - -\textbf{\emph{Pact of the Blade}}. If your patron is the Archfey, your -weapon might be a slender blade wrapped in leafy vines. If you serve the -Fiend, your weapon could be an axe made of black metal and adorned with -decorative flames. If your patron is the Great Old One, your weapon -might be an ancient-looking spear, with a gemstone embedded in its head, -carved to look like a terrible unblinking eye. - -\textbf{\emph{Pact of the Tome}}. Your Book of Shadows might be a fine, -gilt-edged tome with spells of enchantment and illusion, gifted to you -by the lordly Archfey. It could be a weighty tome bound in demon hide -studded with iron, holding spells of conjuration and a wealth of -forbidden lore about the sinister regions of the cosmos, a gift of the -Fiend. Or it could be the tattered diary of a lunatic driven mad by -contact with the Great Old One, holding scraps of spells that only your -own burgeoning insanity allows you to understand and cast. -\end{quote} - -\hypertarget{wizard}{% -\section{Wizard}\label{wizard}} - -\hypertarget{class-features-11}{% -\subsubsection{Class Features}\label{class-features-11}} - -As a wizard, you gain the following class features. - -\hypertarget{hit-points-11}{% -\paragraph{Hit Points}\label{hit-points-11}} - -\textbf{Hit Dice:} 1d6 per wizard level - -\textbf{Hit Points at 1st Level:} 6 + your Constitution modifier - -\textbf{Hit Points at Higher Levels:} 1d6 (or 4) + your Constitution -modifier per wizard level after 1st - -\hypertarget{proficiencies-11}{% -\paragraph{Proficiencies}\label{proficiencies-11}} - -\textbf{Armor:} None - -\textbf{Weapons:} Daggers, darts, slings, quarterstaffs, light crossbows - -\textbf{Tools:} None - -\textbf{Saving Throws:} Intelligence, Wisdom - -\textbf{Skills:} Choose two from Arcana, History, Insight, -Investigation, Medicine, and Religion - -\hypertarget{equipment-11}{% -\paragraph{Equipment}\label{equipment-11}} - -You start with the following equipment, in addition to the equipment -granted by your background: - -\begin{itemize} -\tightlist -\item - (\emph{a}) a quarterstaff or (\emph{b}) a dagger -\item - (\emph{a}) a component pouch or (\emph{b}) an arcane focus -\item - (\emph{a}) a scholar's pack or (\emph{b}) an explorer's pack -\item - A spellbook -\end{itemize} - -\textbf{Table- The Wizard} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0593}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.1610}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.2627}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.1356}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0424}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0424}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0424}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0424}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0424}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0424}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0424}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0424}} - >{\raggedright\arraybackslash}p{(\columnwidth - 24\tabcolsep) * \real{0.0424}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Level -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Proficiency Bonus -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Features -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Cantrips Known -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -1st -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -2nd -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -3rd -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -4th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -5th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -6th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -7th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -8th -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -9th -\end{minipage} \\ -\midrule -\endhead -1st & +2 & Spellcasting, Arcane Recovery & 3 & 2 & - & - & - & - & - & - -& - & - \\ -2nd & +2 & Arcane Tradition & 3 & 3 & - & - & - & - & - & - & - & - \\ -3rd & +2 & - & 3 & 4 & 2 & - & - & - & - & - & - & - \\ -4th & +2 & Ability Score Improvement & 4 & 4 & 3 & - & - & - & - & - & - -& - \\ -5th & +3 & - & 4 & 4 & 3 & 2 & - & - & - & - & - & - \\ -6th & +3 & Arcane Tradition Feature & 4 & 4 & 3 & 3 & - & - & - & - & - -& - \\ -7th & +3 & - & 4 & 4 & 3 & 3 & 1 & - & - & - & - & - \\ -8th & +3 & Ability Score Improvement & 4 & 4 & 3 & 3 & 2 & - & - & - & - -& - \\ -9th & +4 & - & 4 & 4 & 3 & 3 & 3 & 1 & - & - & - & - \\ -10th & +4 & Arcane Tradition Feature & 5 & 4 & 3 & 3 & 3 & 2 & - & - & - -& - \\ -11th & +4 & - & 5 & 4 & 3 & 3 & 3 & 2 & 1 & - & - & - \\ -12th & +4 & Ability Score Improvement & 5 & 4 & 3 & 3 & 3 & 2 & 1 & - & -- & - \\ -13th & +5 & - & 5 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & - & - \\ -14th & +5 & Arcane Tradition Feature & 5 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & - -& - \\ -15th & +5 & - & 5 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1 & - \\ -16th & +5 & Ability Score Improvement & 5 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & -1 & - \\ -17th & +6 & - & 5 & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1 & 1 \\ -18th & +6 & Spell Mastery & 5 & 4 & 3 & 3 & 3 & 3 & 1 & 1 & 1 & 1 \\ -19th & +6 & Ability Score Improvement & 5 & 4 & 3 & 3 & 3 & 3 & 2 & 1 & -1 & 1 \\ -20th & +6 & Signature Spell & 5 & 4 & 3 & 3 & 3 & 3 & 2 & 2 & 1 & 1 \\ -& & & & & & & & & & & & \\ -\bottomrule -\end{longtable} - -\hypertarget{spellcasting-6}{% -\subsubsection{Spellcasting}\label{spellcasting-6}} - -As a student of arcane magic, you have a spellbook containing spells -that show the first glimmerings of your true power. - -\hypertarget{cantrips-5}{% -\paragraph{Cantrips}\label{cantrips-5}} - -At 1st level, you know three cantrips of your choice from the wizard -spell list. You learn additional wizard cantrips of your choice at -higher levels, as shown in the Cantrips Known column of the Wizard -table. - -\hypertarget{spellbook}{% -\paragraph{Spellbook}\label{spellbook}} - -At 1st level, you have a spellbook containing six 1st- level wizard -spells of your choice. Your spellbook is the repository of the wizard -spells you know, except your cantrips, which are fixed in your mind. - -\hypertarget{preparing-and-casting-spells-3}{% -\paragraph{Preparing and Casting -Spells}\label{preparing-and-casting-spells-3}} - -The Wizard table shows how many spell slots you have to cast your wizard -spells of 1st level and higher. To cast one of these spells, you must -expend a slot of the spell's level or higher. You regain all expended -spell slots when you finish a long rest. - -You prepare the list of wizard spells that are available for you to -cast. To do so, choose a number of wizard spells from your spellbook -equal to your Intelligence modifier + your wizard level (minimum of one -spell). The spells must be of a level for which you have spell slots. - -For example, if you're a 3rd-level wizard, you have four 1st-level and -two 2nd-level spell slots. With an Intelligence of 16, your list of -prepared spells can include six spells of 1st or 2nd level, in any -combination, chosen from your spellbook. If you prepare the 1st-level -spell \emph{magic missile}, you can cast it using a 1st-level or a -2nd-level slot. Casting the spell doesn't remove it from your list of -prepared spells. - -You can change your list of prepared spells when you finish a long rest. -Preparing a new list of wizard spells requires time spent studying your -spellbook and memorizing the incantations and gestures you must make to -cast the spell: at least 1 minute per spell level for each spell on your -list. - -\hypertarget{spellcasting-ability-7}{% -\paragraph{Spellcasting Ability}\label{spellcasting-ability-7}} - -Intelligence is your spellcasting ability for your wizard spells, since -you learn your spells through dedicated study and memorization. You use -your Intelligence whenever a spell refers to your spellcasting ability. -In addition, you use your Intelligence modifier when setting the saving -throw DC for a wizard spell you cast and when making an attack roll with -one. - -\textbf{Spell save DC} = 8 + your proficiency bonus + your Intelligence -modifier - -\textbf{Spell attack modifier} = your proficiency bonus + your -Intelligence modifier - -\hypertarget{ritual-casting-3}{% -\paragraph{Ritual Casting}\label{ritual-casting-3}} - -You can cast a wizard spell as a ritual if that spell has the ritual tag -and you have the spell in your spellbook. You don't need to have the -spell prepared. - -\hypertarget{spellcasting-focus-6}{% -\paragraph{Spellcasting Focus}\label{spellcasting-focus-6}} - -You can use an arcane focus as a spellcasting focus for your wizard -spells. - -\hypertarget{learning-spells-of-1st-level-and-higher}{% -\paragraph{Learning Spells of 1st Level and -Higher}\label{learning-spells-of-1st-level-and-higher}} - -Each time you gain a wizard level, you can add two wizard spells of your -choice to your spellbook for free. Each of these spells must be of a -level for which you have spell slots, as shown on the Wizard table. On -your adventures, you might find other spells that you can add to your -spellbook. - -\hypertarget{arcane-recovery}{% -\subsubsection{Arcane Recovery}\label{arcane-recovery}} - -You have learned to regain some of your magical energy by studying your -spellbook. Once per day when you finish a short rest, you can choose -expended spell slots to recover. The spell slots can have a combined -level that is equal to or less than half your wizard level (rounded up), -and none of the slots can be 6th level or higher. - -For example, if you're a 4th-level wizard, you can recover up to two -levels worth of spell slots. You can recover either a 2nd-level spell -slot or two 1st-level spell slots. - -\hypertarget{arcane-tradition}{% -\subsubsection{Arcane Tradition}\label{arcane-tradition}} - -When you reach 2nd level, you choose an arcane tradition, shaping your -practice of magic through one of eight schools: Abjuration, Conjuration, -Divination, Enchantment, Evocation, Illusion, Necromancy, or -Transmutation, all detailed at the end of the class description. - -Your choice grants you features at 2nd level and again at 6th, 10th, and -14th level. - -\hypertarget{ability-score-improvement-11}{% -\subsubsection{Ability Score -Improvement}\label{ability-score-improvement-11}} - -When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, -you can increase one ability score of your choice by 2, or you can -increase two ability scores of your choice by 1. As normal, you can't -increase an ability score above 20 using this feature. - -\hypertarget{spell-mastery}{% -\subsubsection{Spell Mastery}\label{spell-mastery}} - -At 18th level, you have achieved such mastery over certain spells that -you can cast them at will. Choose a 1st-level wizard spell and a -2nd-level wizard spell that are in your spellbook. You can cast those -spells at their lowest level without expending a spell slot when you -have them prepared. If you want to cast either spell at a higher level, -you must expend a spell slot as normal. - -By spending 8 hours in study, you can exchange one or both of the spells -you chose for different spells of the same levels. - -\hypertarget{signature-spells}{% -\subsubsection{Signature Spells}\label{signature-spells}} - -When you reach 20th level, you gain mastery over two powerful spells and -can cast them with little effort. Choose two 3rd-level wizard spells in -your spellbook as your signature spells. You always have these spells -prepared, they don't count against the number of spells you have -prepared, and you can cast each of them once at 3rd level without -expending a spell slot. When you do so, you can't do so again until you -finish a short or long rest. - -If you want to cast either spell at a higher level, you must expend a -spell slot as normal. - -\hypertarget{arcane-traditions}{% -\subsection{Arcane Traditions}\label{arcane-traditions}} - -The study of wizardry is ancient, stretching back to the earliest mortal -discoveries of magic. It is firmly established in fantasy gaming worlds, -with various traditions dedicated to its complex study. - -The most common arcane traditions in the multiverse revolve around the -schools of magic. Wizards through the ages have cataloged thousands of -spells, grouping them into eight categories called schools. In some -places, these traditions are literally schools; a wizard might study at -the School of Illusion while another studies across town at the School -of Enchantment. In other institutions, the schools are more like -academic departments, with rival faculties competing for students and -funding. Even wizards who train apprentices in the solitude of their own -towers use the division of magic into schools as a learning device, -since the spells of each school require mastery of different techniques. - -\hypertarget{school-of-evocation}{% -\subsubsection{School of Evocation}\label{school-of-evocation}} - -You focus your study on magic that creates powerful elemental effects -such as bitter cold, searing flame, rolling thunder, crackling -lightning, and burning acid. Some evokers find employment in military -forces, serving as artillery to blast enemy armies from afar. Others use -their spectacular power to protect the weak, while some seek their own -gain as bandits, adventurers, or aspiring tyrants. - -\hypertarget{evocation-savant}{% -\paragraph{Evocation Savant}\label{evocation-savant}} - -Beginning when you select this school at 2nd level, the gold and time -you must spend to copy an evocation spell into your spellbook is halved. - -\hypertarget{sculpt-spells}{% -\paragraph{Sculpt Spells}\label{sculpt-spells}} - -Beginning at 2nd level, you can create pockets of relative safety within -the effects of your evocation spells. When you cast an evocation spell -that affects other creatures that you can see, you can choose a number -of them equal to 1 + the spell's level. The chosen creatures -automatically succeed on their saving throws against the spell, and they -take no damage if they would normally take half damage on a successful -save. - -\hypertarget{potent-cantrip}{% -\paragraph{Potent Cantrip}\label{potent-cantrip}} - -Starting at 6th level, your damaging cantrips affect even creatures that -avoid the brunt of the effect. When a creature succeeds on a saving -throw against your cantrip, the creature takes half the cantrip's damage -(if any) but suffers no additional effect from the cantrip. - -\hypertarget{empowered-evocation}{% -\paragraph{Empowered Evocation}\label{empowered-evocation}} - -Beginning at 10th level, you can add your Intelligence modifier to one -damage roll of any wizard evocation spell you cast. - -\hypertarget{overchannel}{% -\paragraph{Overchannel}\label{overchannel}} - -Starting at 14th level, you can increase the power of your simpler -spells. When you cast a wizard spell of 1st through 5th level that deals -damage, you can deal maximum damage with that spell. - -The first time you do so, you suffer no adverse effect. If you use this -feature again before you finish a long rest, you take 2d12 necrotic -damage for each level of the spell, immediately after you cast it. Each -time you use this feature again before finishing a long rest, the -necrotic damage per spell level increases by 1d12. This damage ignores -resistance and immunity. - -\begin{quote} -\textbf{Your Spellbook} - -The spells that you add to your spellbook as you gain levels reflect the -arcane research you conduct on your own, as well as intellectual -breakthroughs you have had about the nature of the multiverse. You might -find other spells during your adventures. You could discover a spell -recorded on a scroll in an evil wizard's chest, for example, or in a -dusty tome in an ancient library. - -\textbf{\emph{Copying a Spell into the Book}}. When you find a wizard -spell of 1st level or higher, you can add it to your spellbook if it is -of a spell level you can prepare and if you can spare the time to -decipher and copy it. - -Copying that spell into your spellbook involves reproducing the basic -form of the spell, then deciphering the unique system of notation used -by the wizard who wrote it. You must practice the spell until you -understand the sounds or gestures required, then transcribe it into your -spellbook using your own notation. - -For each level of the spell, the process takes 2 hours and costs 50 gp. -The cost represents material components you expend as you experiment -with the spell to master it, as well as the fine inks you need to record -it. Once you have spent this time and money, you can prepare the spell -just like your other spells. - -\textbf{\emph{Replacing the Book}}. You can copy a spell from your own -spellbook into another book-for example, if you want to make a backup -copy of your spellbook. This is just like copying a new spell into your -spellbook, but faster and easier, since you understand your own notation -and already know how to cast the spell. You need spend only 1 hour and -10 gp for each level of the copied spell. - -*If you lose your spellbook, you can use the same procedure to -transcribe the spells that you have prepared into a new spellbook. -Filling out the remainder of your spellbook requires you to find new -spells to do so, as normal. For this reason, many wizards keep backup -spellbooks in a safe place. - -\textbf{\emph{The Book's Appearance}}. Your spellbook is a unique -compilation of spells, with its own decorative flourishes and margin -notes. It might be a plain, functional leather volume that you received -as a gift from your master, a finely bound gilt-edged tome you found in -an ancient library, or even a loose collection of notes scrounged -together after you lost your previous spellbook in a mishap. -\end{quote} - -\hypertarget{customization}{% -\section{CUSTOMIZATION}\label{customization}} - -\hypertarget{multiclassing}{% -\section{Multiclassing}\label{multiclassing}} - -Multiclassing allows you to gain levels in multiple classes. Doing so -lets you mix the abilities of those classes to realize a character -concept that might not be reflected in one of the standard class -options. - -With this rule, you have the option of gaining a level in a new class -whenever you advance in level, instead of gaining a level in your -current class. Your levels in all your classes are added together to -determine your character level. For example, if you have three levels in -wizard and two in fighter, you're a 5th-level character. - -As you advance in levels, you might primarily remain a member of your -original class with just a few levels in another class, or you might -change course entirely, never looking back at the class you left behind. -You might even start progressing in a third or fourth class. Compared to -a single-class character of the same level, you'll sacrifice some focus -in exchange for versatility. - -\hypertarget{prerequisites}{% -\subsection{Prerequisites}\label{prerequisites}} - -To qualify for a new class, you must meet the ability score -prerequisites for both your current class and your new one, as shown in -the Multiclassing Prerequisites table. For example, a barbarian who -decides to multiclass into the druid class must have both Strength and -Wisdom scores of 13 or higher. Without the full training that a -beginning character receives, you must be a quick study in your new -class, having a natural aptitude that is reflected by higher- -than-average ability scores. - -\textbf{Table- Multiclassing Prerequisites} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Class & Ability Score Min. \\ -\midrule -\endhead -Barbarian & Strength 13 \\ -Bard & Charisma 13 \\ -Cleric & Wisdom 13 \\ -Druid & Wisdom 13 \\ -Fighter & Strength 13 or Dexterity 13 \\ -Monk & Dexterity 13 and Wisdom 13 \\ -Paladin & Strength 13 and Charisma 13 \\ -Ranger & Dexterity 13 and Wisdom 13 \\ -Rogue & Dexterity 13 \\ -Sorcerer & Charisma 13 \\ -Warlock & Charisma 13 \\ -Wizard & Intelligence 13 \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{experience-points}{% -\subsection{Experience Points}\label{experience-points}} - -The experience point cost to gain a level is always based on your total -character level, as shown in the Character Advancement table, not your -level in a particular class. So, if you are a cleric 6/fighter 1, you -must gain enough XP to reach 8th level before you can take your second -level as a fighter or your seventh level as a cleric. - -\hypertarget{hit-points-and-hit-dice}{% -\subsection{Hit Points and Hit Dice}\label{hit-points-and-hit-dice}} - -You gain the hit points from your new class as described for levels -after 1st. You gain the 1st-level hit points for a class only when you -are a 1st-level character. - -You add together the Hit Dice granted by all your classes to form your -pool of Hit Dice. If the Hit Dice are the same die type, you can simply -pool them together. For example, both the fighter and the paladin have a -d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If -your classes give you Hit Dice of different types, keep track of them -separately. If you are a paladin 5/cleric 5, for example, you have five -d10 Hit Dice and five d8 Hit Dice. - -\hypertarget{proficiency-bonus}{% -\subsection{Proficiency Bonus}\label{proficiency-bonus}} - -Your proficiency bonus is always based on your total character level, as -shown in the Character Advancement table in chapter 1, not your level in -a particular class. For example, if you are a fighter 3/rogue 2, you -have the proficiency bonus of a 5th- level character, which is +3. - -\hypertarget{proficiencies-12}{% -\subsection{Proficiencies}\label{proficiencies-12}} - -When you gain your first level in a class other than your initial class, -you gain only some of new class's starting proficiencies, as shown in -the Multiclassing Proficiencies table. - -\textbf{Table- Multiclassing Proficiencies} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0924}} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9076}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Class -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Proficiencies Gained -\end{minipage} \\ -\midrule -\endhead -Barbarian & Shields, simple weapons, martial weapons \\ -Bard & Light armor, one skill of your choice, one musical instrument of -your choice \\ -Cleric & Light armor, medium armor, shields \\ -Druid & Light armor, medium armor, shields (druids will not wear armor -or use shields made of metal) \\ -Fighter & Light armor, medium armor, shields, simple weapons, martial -weapons \\ -Monk & Simple weapons, shortswords \\ -Paladin & Light armor, medium armor, shields, simple weapons, martial -weapons \\ -Ranger & Light armor, medium armor, shields, simple weapons, martial -weapons, one skill from the class's skill list \\ -Rogue & Light armor, one skill from the class's skill list, thieves' -tools \\ -Sorcerer & - \\ -Warlock & Light armor, simple weapons \\ -Wizard & - \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{class-features-12}{% -\section{Class Features}\label{class-features-12}} - -When you gain a new level in a class, you get its features for that -level. You don't, however, receive the class's starting equipment, and a -few features have additional rules when you're multiclassing: Channel -Divinity, Extra Attack, Unarmored Defense, and Spellcasting. - -\hypertarget{channel-divinity-3}{% -\subsection{Channel Divinity}\label{channel-divinity-3}} - -If you already have the Channel Divinity feature and gain a level in a -class that also grants the feature, you gain the Channel Divinity -effects granted by that class, but getting the feature again doesn't -give you an additional use of it. You gain additional uses only when you -reach a class level that explicitly grants them to you. For example, if -you are a cleric 6/paladin 4, you can use Channel Divinity twice between -rests because you are high enough level in the cleric class to have more -uses. Whenever you use the feature, you can choose any of the Channel -Divinity effects available to you from your two classes. - -\hypertarget{extra-attack-5}{% -\subsection{Extra Attack}\label{extra-attack-5}} - -If you gain the Extra Attack class feature from more than one class, the -features don't add together. You can't make more than two attacks with -this feature unless it says you do (as the fighter's version of Extra -Attack does). Similarly, the warlock's eldritch invocation Thirsting -Blade doesn't give you additional attacks if you also have Extra Attack. - -\hypertarget{unarmored-defense-2}{% -\subsection{Unarmored Defense}\label{unarmored-defense-2}} - -If you already have the Unarmored Defense feature, you can't gain it -again from another class. - -\hypertarget{spellcasting-7}{% -\subsection{Spellcasting}\label{spellcasting-7}} - -Your capacity for spellcasting depends partly on your combined levels in -all your spellcasting classes and partly on your individual levels in -those classes. Once you have the Spellcasting feature from more than one -class, use the rules below. If you multiclass but have the Spellcasting -feature from only one class, you follow the rules as described in that -class. - -\textbf{\emph{Spells Known and Prepared}}. You determine what spells you -know and can prepare for each class individually, as if you were a -single-classed member of that class. If you are a ranger 4/wizard 3, for -example, you know three 1st-level ranger spells based on your levels in -the ranger class. As 3rd-level wizard, you know three wizard cantrips, -and your spellbook contains ten wizard spells, two of which (the two you -gained when you reached 3rd level as a wizard) can be 2nd-level spells. -If your Intelligence is 16, you can prepare six wizard spells from your -spellbook. - -Each spell you know and prepare is associated with one of your classes, -and you use the spellcasting ability of that class when you cast the -spell. Similarly, a spellcasting focus, such as a holy symbol, can be -used only for the spells from the class associated with that focus. - -If a cantrip of yours increases in power at higher levels, the increase -is based on your character level, not your level in a particular class - -\textbf{\emph{Spell Slots}}. You determine your available spell slots by -adding together all your levels in the bard, cleric, druid, sorcerer, -and wizard classes, and half your levels (rounded down) in the paladin -and ranger classes. Use this total to determine your spell slots by -consulting the Multiclass Spellcaster table. - -If you have more than one spellcasting class, this table might give you -spell slots of a level that is higher than the spells you know or can -prepare. You can use those slots, but only to cast your lower-level -spells. If a lower-level spell that you cast, like \emph{burning hands}, -has an enhanced effect when cast using a higher-level slot, you can use -the enhanced effect, even though you don't have any spells of that -higher level. - -For example, if you are the aforementioned ranger 4/wizard 3, you count -as a 5th-level character when determining your spell slots: you have -four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. -However, you don't know any 3rd-level spells, nor do you know any -2nd-level ranger spells. You can use the spell slots of those levels to -cast the spells you do know-and potentially enhance their effects. - -\textbf{\emph{Pact Magic}}. If you have both the Spellcasting class -feature and the Pact Magic class feature from the warlock class, you can -use the spell slots you gain from the Pact Magic feature to cast spells -you know or have prepared from classes with the Spellcasting class -feature, and you can use the spell slots you gain from the Spellcasting -class feature to cast warlock spells you know. - -\textbf{Table- Multiclass Spellcaster: Spell Slots per Spell Level} - -\begin{longtable}[]{@{}llllllllll@{}} -\toprule -Level & 1st & 2nd & 3rd & 4th & 5th & 6th & 7th & 8th & 9th \\ -\midrule -\endhead -1st & 2 & - & - & - & - & - & - & - & - \\ -2nd & 3 & - & - & - & - & - & - & - & - \\ -3rd & 4 & 2 & - & - & - & - & - & - & - \\ -4th & 4 & 3 & - & - & - & - & - & - & - \\ -5th & 4 & 3 & 2 & - & - & - & - & - & - \\ -6th & 4 & 3 & 3 & - & - & - & - & - & - \\ -7th & 4 & 3 & 3 & 1 & - & - & - & - & - \\ -8th & 4 & 3 & 3 & 2 & - & - & - & - & - \\ -9th & 4 & 3 & 3 & 3 & 1 & - & - & - & - \\ -10th & 4 & 3 & 3 & 3 & 2 & - & - & - & - \\ -11th & 4 & 3 & 3 & 3 & 2 & 1 & - & - & - \\ -12th & 4 & 3 & 3 & 3 & 2 & 1 & - & - & - \\ -13th & 4 & 3 & 3 & 3 & 2 & 1 & 1 & - & - \\ -14th & 4 & 3 & 3 & 3 & 2 & 1 & 1 & - & - \\ -15th & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1 & - \\ -16th & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1 & - \\ -17th & 4 & 3 & 3 & 3 & 2 & 1 & 1 & 1 & 1 \\ -18th & 4 & 3 & 3 & 3 & 3 & 1 & 1 & 1 & 1 \\ -19th & 4 & 3 & 3 & 3 & 3 & 2 & 1 & 1 & 1 \\ -20th & 4 & 3 & 3 & 3 & 3 & 2 & 2 & 1 & 1 \\ -& & & & & & & & & \\ -\bottomrule -\end{longtable} - -\hypertarget{feats}{% -\section{Feats}\label{feats}} - -A feat represents a talent or an area of expertise that gives a -character special capabilities. It embodies training, experience, and -abilities beyond what a class provides. - -At certain levels, your class gives you the Ability Score Improvement -feature. Using the optional feats rule, you can forgo taking that -feature to take a feat of your choice instead. You can take each feat -only once, unless the feat's description says otherwise. - -You must meet any prerequisite specified in a feat to take that feat. If -you ever lose a feat's prerequisite, you can't use that feat until you -regain the prerequisite. For example, the Grappler feat requires you to -have a Strength of 13 or higher. If your Strength is reduced below 13 -somehow-perhaps by a withering curse-you can't benefit from the Grappler -feat until your Strength is restored. - -\hypertarget{grappler}{% -\subsection{Grappler}\label{grappler}} - -\emph{Prerequisite: Strength 13 or higher} - -You've developed the skills necessary to hold your own in close-quarters -grappling. You gain the following benefits: - -\begin{itemize} -\tightlist -\item - You have advantage on attack rolls against a creature you are - grappling. -\item - You can use your action to try to pin a creature grappled by you. To - do so, make another grapple check. If you succeed, you and the - creature are both restrained until the grapple ends. -\end{itemize} - -\hypertarget{personilization}{% -\section{PERSONILIZATION}\label{personilization}} - -\hypertarget{alignment-1}{% -\section{Alignment}\label{alignment-1}} - -A typical creature in the game world has an alignment, which broadly -describes its moral and personal attitudes. Alignment is a combination -of two factors: one identifies morality (good, evil, or neutral), and -the other describes attitudes toward society and order (lawful, chaotic, -or neutral). Thus, nine distinct alignments define the possible -combinations. - -These brief summaries of the nine alignments describe the typical -behavior of a creature with that alignment. Individuals might vary -significantly from that typical behavior, and few people are perfectly -and consistently faithful to the precepts of their alignment. - -\textbf{Lawful good} (LG) creatures can be counted on to do the right -thing as expected by society. Gold dragons, paladins, and most dwarves -are lawful good. - -\textbf{Neutral good} (NG) folk do the best they can to help others -according to their needs. Many celestials, some cloud giants, and most -gnomes are neutral good. - -\textbf{Chaotic good} (CG) creatures act as their conscience directs, -with little regard for what others expect. Copper dragons, many elves, -and unicorns are chaotic good. - -\textbf{Lawful neutral} (LN) individuals act in accordance with law, -tradition, or personal codes. Many monks and some wizards are lawful -neutral. - -\textbf{Neutral} (N) is the alignment of those who prefer to steer clear -of moral questions and don't take sides, doing what seems best at the -time. Lizardfolk, most druids, and many humans are neutral. - -\textbf{Chaotic neutral} (CN) creatures follow their whims, holding -their personal freedom above all else. Many barbarians and rogues, and -some bards, are chaotic neutral. - -\textbf{Lawful evil} (LE) creatures methodically take what they want, -within the limits of a code of tradition, loyalty, or order. Devils, -blue dragons, and hobgoblins are lawful evil. - -\textbf{Neutral evil} (NE) is the alignment of those who do whatever -they can get away with, without compassion or qualms. Many drow, some -cloud giants, and goblins are neutral evil. - -\textbf{Chaotic evil} (CE) creatures act with arbitrary violence, -spurred by their greed, hatred, or bloodlust. Demons, red dragons, and -orcs are chaotic evil. - -\hypertarget{alignment-in-the-multiverse}{% -\subsection{Alignment in the -Multiverse}\label{alignment-in-the-multiverse}} - -For many thinking creatures, alignment is a moral choice. Humans, -dwarves, elves, and other humanoid races can choose whether to follow -the paths of good or evil, law or chaos. According to myth, the good- -aligned gods who created these races gave them free will to choose their -moral paths, knowing that good without free will is slavery. - -The evil deities who created other races, though, made those races to -serve them. Those races have strong inborn tendencies that match the -nature of their gods. Most orcs share the violent, savage nature of the -orc gods, and are thus inclined toward evil. Even if an orc chooses a -good alignment, it struggles against its innate tendencies for its -entire life. (Even half-orcs feel the lingering pull of the orc god's -influence.) - -Alignment is an essential part of the nature of celestials and fiends. A -devil does not choose to be lawful evil, and it doesn't tend toward -lawful evil, but rather it is lawful evil in its essence. If it somehow -ceased to be lawful evil, it would cease to be a devil. - -Most creatures that lack the capacity for rational thought do not have -alignments-they are \textbf{unaligned}. Such a creature is incapable of -making a moral or ethical choice and acts according to its bestial -nature. Sharks are savage predators, for example, but they are not evil; -they have no alignment. - -\hypertarget{languages-1}{% -\section{Languages}\label{languages-1}} - -Your race indicates the languages your character can speak by default, -and your background might give you access to one or more additional -languages of your choice. Note these languages on your character sheet. - -Choose your languages from the Standard Languages table, or choose one -that is common in your campaign. With your GM's permission, you can -instead choose a language from the Exotic Languages table or a secret -language, such as thieves' cant or the tongue of druids. - -Some of these languages are actually families of languages with many -dialects. For example, the Primordial language includes the Auran, -Aquan, Ignan, and Terran dialects, one for each of the four elemental -planes. Creatures that speak different dialects of the same language can -communicate with one another. - -\textbf{Table- Standard Languages} - -\begin{longtable}[]{@{}lll@{}} -\toprule -Language & Typical Speakers & Script \\ -\midrule -\endhead -Common & Humans & Common \\ -Dwarvish & Dwarves & Dwarvish \\ -Elvish & Elves & Elvish \\ -Giant & Ogres, giants & Dwarvish \\ -Gnomish & Gnomes & Dwarvish \\ -Goblin & Goblinoids & Dwarvish \\ -Halfling & Halflings & Common \\ -Orc & Orcs & Dwarvish \\ -& & \\ -\bottomrule -\end{longtable} - -\textbf{Table- Exotic Languages} - -\begin{longtable}[]{@{}lll@{}} -\toprule -Language & Typical Speakers & Script \\ -\midrule -\endhead -Abyssal & Demons & Infernal \\ -Celestial & Celestials & Celestial \\ -Draconic & Dragons, dragonborn & Draconic \\ -Deep Speech & Aboleths, cloakers & - \\ -Infernal & Devils & Infernal \\ -Primordial & Elementals & Dwarvish \\ -Sylvan & Fey creatures & Elvish \\ -Undercommon & Underworld traders & Elvish \\ -& & \\ -\bottomrule -\end{longtable} - -\hypertarget{inspiration}{% -\section{Inspiration}\label{inspiration}} - -Inspiration is a rule the game master can use to reward you for playing -your character in a way that's true to his or her personality traits, -ideal, bond, and flaw. By using inspiration, you can draw on your -personality trait of compassion for the downtrodden to give you an edge -in negotiating with the Beggar Prince. Or inspiration can let you call -on your bond to the defense of your home village to push past the effect -of a spell that has been laid on you. - -\hypertarget{gaining-inspiration}{% -\subsection{Gaining Inspiration}\label{gaining-inspiration}} - -Your GM can choose to give you inspiration for a variety of reasons. -Typically, GMs award it when you play out your personality traits, give -in to the drawbacks presented by a flaw or bond, and otherwise portray -your character in a compelling way. Your GM will tell you how you can -earn inspiration in the game. - -You either have inspiration or you don't - you can't stockpile multiple -``inspirations'' for later use. - -\hypertarget{using-inspiration}{% -\subsection{Using Inspiration}\label{using-inspiration}} - -If you have inspiration, you can expend it when you make an attack roll, -saving throw, or ability check. Spending your inspiration gives you -advantage on that roll. - -Additionally, if you have inspiration, you can reward another player for -good roleplaying, clever thinking, or simply doing something exciting in -the game. When another player character does something that really -contributes to the story in a fun and interesting way, you can give up -your inspiration to give that character inspiration. - -\hypertarget{backgrounds}{% -\section{Backgrounds}\label{backgrounds}} - -Every story has a beginning. Your character's background reveals where -you came from, how you became an adventurer, and your place in the -world. Your fighter might have been a courageous knight or a grizzled -soldier. Your wizard could have been a sage or an artisan. Your rogue -might have gotten by as a guild thief or commanded audiences as a -jester. - -Choosing a background provides you with important story cues about your -character's identity. The most important question to ask about your -background is \emph{what changed}? Why did you stop doing whatever your -background describes and start adventuring? Where did you get the money -to purchase your starting gear, or, if you come from a wealthy -background, why don't you have \emph{more} money? How did you learn the -skills of your class? What sets you apart from ordinary people who share -your background? - -The sample backgrounds in this chapter provide both concrete benefits -(features, proficiencies, and languages) and roleplaying suggestions. - -\hypertarget{proficiencies-13}{% -\subsubsection{Proficiencies}\label{proficiencies-13}} - -Each background gives a character proficiency in two skills (described -in ``Using Ability Scores''). - -In addition, most backgrounds give a character proficiency with one or -more tools (detailed in ``Equipment''). - -If a character would gain the same proficiency from two different -sources, he or she can choose a different proficiency of the same kind -(skill or tool) instead. - -\hypertarget{languages-2}{% -\subsubsection{Languages}\label{languages-2}} - -Some backgrounds also allow characters to learn additional languages -beyond those given by race. See ``Languages.'' - -\hypertarget{equipment-12}{% -\subsubsection{Equipment}\label{equipment-12}} - -Each background provides a package of starting equipment. If you use the -optional rule to spend coin on gear, you do not receive the starting -equipment from your background. - -\hypertarget{suggested-characteristics}{% -\subsubsection{Suggested -Characteristics}\label{suggested-characteristics}} - -A background contains suggested personal characteristics based on your -background. You can pick characteristics, roll dice to determine them -randomly, or use the suggestions as inspiration for characteristics of -your own creation. - -\hypertarget{customizing-a-background}{% -\subsubsection{Customizing a -Background}\label{customizing-a-background}} - -You might want to tweak some of the features of a background so it -better fits your character or the campaign setting. To customize a -background, you can replace one feature with any other one, choose any -two skills, and choose a total of two tool proficiencies or languages -from the sample backgrounds. You can either use the equipment package -from your background or spend coin on gear as described in the equipment -section. (If you spend coin, you can't also take the equipment package -suggested for your class.) Finally, choose two personality traits, one -ideal, one bond, and one flaw. If you can't find a feature that matches -your desired background, work with your GM to create one. - -\hypertarget{acolyte}{% -\subsection{Acolyte}\label{acolyte}} - -You have spent your life in the service of a temple to a specific god or -pantheon of gods. You act as an intermediary between the realm of the -holy and the mortal world, performing sacred rites and offering -sacrifices in order to conduct worshipers into the presence of the -divine. You are not necessarily a cleric - performing sacred rites is -not the same thing as channeling divine power. - -Choose a god, a pantheon of gods, or some other quasi-divine being from -among those listed in ``Fantasy-Historical Pantheons'' or those -specified by your GM, and work with your GM to detail the nature of your -religious service. Were you a lesser functionary in a temple, raised -from childhood to assist the priests in the sacred rites? Or were you a -high priest who suddenly experienced a call to serve your god in a -different way? Perhaps you were the leader of a small cult outside of -any established temple structure, or even an occult group that served a -fiendish master that you now deny. - -\textbf{Skill Proficiencies:} Insight, Religion - -\textbf{Languages:} Two of your choice - -\textbf{Equipment:} A holy symbol (a gift to you when you entered the -priesthood), a prayer book or prayer wheel, 5 sticks of incense, -vestments, a set of common clothes, and a pouch containing 15 gp - -\hypertarget{feature-shelter-of-the-faithful}{% -\subsubsection{Feature: Shelter of the -Faithful}\label{feature-shelter-of-the-faithful}} - -As an acolyte, you command the respect of those who share your faith, -and you can perform the religious ceremonies of your deity. You and your -adventuring companions can expect to receive free healing and care at a -temple, shrine, or other established presence of your faith, though you -must provide any material components needed for spells. Those who share -your religion will support you (but only you) at a modest lifestyle. - -You might also have ties to a specific temple dedicated to your chosen -deity or pantheon, and you have a residence there. This could be the -temple where you used to serve, if you remain on good terms with it, or -a temple where you have found a new home. While near your temple, you -can call upon the priests for assistance, provided the assistance you -ask for is not hazardous and you remain in good standing with your -temple. - -\hypertarget{suggested-characteristics-1}{% -\subsubsection{Suggested -Characteristics}\label{suggested-characteristics-1}} - -Acolytes are shaped by their experience in temples or other religious -communities. Their study of the history and tenets of their faith and -their relationships to temples, shrines, or hierarchies affect their -mannerisms and ideals. Their flaws might be some hidden hypocrisy or -heretical idea, or an ideal or bond taken to an extreme. - -\textbf{Table- Suggested Acolyte Characteristics} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0606}} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9394}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -d8 -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Personality Trait -\end{minipage} \\ -\midrule -\endhead -1 & I idolize a particular hero of my faith, and constantly refer to -that person's deeds and example. \\ -2 & I can find common ground between the fiercest enemies, empathizing -with them and always working toward peace. \\ -3 & I see omens in every event and action. The gods try to speak to us, -we just need to listen \\ -4 & Nothing can shake my optimistic attitude. \\ -5 & I quote (or misquote) sacred texts and proverbs in almost every -situation. \\ -6 & I am tolerant (or intolerant) of other faiths and respect (or -condemn) the worship of other gods. \\ -7 & I've enjoyed fine food, drink, and high society among my temple's -elite. Rough living grates on me. \\ -8 & I've spent so long in the temple that I have little practical -experience dealing with people in the outside world. \\ -\textbf{d6} & \textbf{Ideal} \\ -1 & \textbf{Tradition}. The ancient traditions of worship and sacrifice -must be preserved and upheld. (Lawful) \\ -2 & \textbf{Charity}. I always try to help those in need, no matter what -the personal cost. (Good) \\ -3 & \textbf{Change}. We must help bring about the changes the gods are -constantly working in the world. (Chaotic) \\ -4 & \textbf{Power}. I hope to one day rise to the top of my faith's -religious hierarchy. (Lawful) \\ -5 & \textbf{Faith}. I trust that my deity will guide my actions. I have -faith that if I work hard, things will go well. (Lawful) \\ -6 & \textbf{Aspiration}. I seek to prove myself worthy of my god's favor -by matching my actions against his or her teachings. (Any) \\ -\textbf{d6} & \textbf{Bond} \\ -1 & I would die to recover an ancient relic of my faith that was lost -long ago. \\ -2 & I will someday get revenge on the corrupt temple hierarchy who -branded me a heretic. \\ -3 & I owe my life to the priest who took me in when my parents died. \\ -4 & Everything I do is for the common people. \\ -5 & I will do anything to protect the temple where I served. \\ -6 & I seek to preserve a sacred text that my enemies consider heretical -and seek to destroy. \\ -\textbf{d6} & \textbf{Flaw} \\ -1 & I judge others harshly, and myself even more severely. \\ -2 & I put too much trust in those who wield power within my temple's -hierarchy. \\ -3 & My piety sometimes leads me to blindly trust those that profess -faith in my god. \\ -4 & I am inflexible in my thinking. \\ -5 & I am suspicious of strangers and expect the worst of them. \\ -6 & Once I pick a goal, I become obsessed with it to the detriment of -everything else in my life. \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{equipment-13}{% -\section{EQUIPMENT}\label{equipment-13}} - -\hypertarget{coinage}{% -\subsection{Coinage}\label{coinage}} - -Common coins come in several different denominations based on the -relative worth of the metal from which they are made. The three most -common coins are the gold piece (gp), the silver piece (sp), and the -copper piece (cp). - -With one gold piece, a character can buy a bedroll, 50 feet of good -rope, or a goat. A skilled (but not exceptional) artisan can earn one -gold piece a day. The old piece is the standard unit of measure for -wealth, even if the coin itself is not commonly used. When merchants -discuss deals that involve goods or services worth hundreds or thousands -of gold pieces, the transactions don't usually involve the exchange of -individual coins. Rather, the gold piece is a standard measure of value, -and the actual exchange is in gold bars, letters of credit, or valuable -goods. - -One gold piece is worth ten silver pieces, the most prevalent coin among -commoners. A silver piece buys a laborer's work for half a day, a flask -of lamp oil, or a night's rest in a poor inn. - -One silver piece is worth ten copper pieces, which are common among -laborers and beggars. A single copper piece buys a candle, a torch, or a -piece of chalk. - -In addition, unusual coins made of other precious metals sometimes -appear in treasure hoards. The electrum piece (ep) and the platinum -piece (pp) originate from fallen empires and lost kingdoms, and they -sometimes arouse suspicion and skepticism when used in transactions. An -electrum piece is worth five silver pieces, and a platinum piece is -worth ten gold pieces. - -A standard coin weighs about a third of an ounce, so fifty coins weigh a -pound. - -\textbf{Table- Standard Exchange Rates} - -\begin{longtable}[]{@{}llllll@{}} -\toprule -Coin & CP & SP & EP & GP & PP \\ -\midrule -\endhead -Copper (cp) & 1 & 1/10 & 1/50 & 1/100 & 1/1,000 \\ -Silver (sp) & 10 & 1 & 1/5 & 1/10 & 1/100 \\ -Electrum (ep) & 50 & 5 & 1 & 1/2 & 1/20 \\ -Gold (gp) & 100 & 10 & 2 & 1 & 1/10 \\ -Platinum (pp) & 1,000 & 100 & 20 & 10 & 1 \\ -& & & & & \\ -\bottomrule -\end{longtable} - -\hypertarget{selling-treasure}{% -\subsection{Selling Treasure}\label{selling-treasure}} - -Opportunities abound to find treasure, equipment, weapons, armor, and -more in the dungeons you explore. Normally, you can sell your treasures -and trinkets when you return to a town or other settlement, provided -that you can find buyers and merchants interested in your loot. - -\textbf{\emph{Arms, Armor, and Other Equipment}}. As a general rule, -undamaged weapons, armor, and other equipment fetch half their cost when -sold in a market. Weapons and armor used by monsters are rarely in good -enough condition to sell. - -\textbf{\emph{Magic Items}}. Selling magic items is problematic. Finding -someone to buy a potion or a scroll isn't too hard, but other items are -out of the realm of most but the wealthiest nobles. Likewise, aside from -a few common magic items, you won't normally come across magic items or -spells to purchase. The value of magic is far beyond simple gold and -should always be treated as such. - -\textbf{\emph{Gems, Jewelry, and Art Objects}}. These items retain their -full value in the marketplace, and you can either trade them in for coin -or use them as currency for other transactions. For exceptionally -valuable treasures, the GM might require you to find a buyer in a large -town or larger community first. - -\textbf{\emph{Trade Goods}}. On the borderlands, many people conduct -transactions through barter. Like gems and art objects, trade goods-bars -of iron, bags of salt, livestock, and so on-retain their full value in -the market and can be used as currency. - -\hypertarget{armor}{% -\section{Armor}\label{armor}} - -Fantasy gaming worlds are a vast tapestry made up of many different -cultures, each with its own technology level. For this reason, -adventurers have access to a variety of armor types, ranging from -leather armor to chain mail to costly plate armor, with several other -kinds of armor in between. The Armor table collects the most commonly -available types of armor found in the game and separates them into three -categories: light armor, medium armor, and heavy armor. Many warriors -supplement their armor with a shield. - -The Armor table shows the cost, weight, and other properties of the -common types of armor worn in fantasy gaming worlds. - -\textbf{\emph{Armor Proficiency}}. Anyone can put on a suit of armor or -strap a shield to an arm. Only those proficient in the armor's use know -how to wear it effectively, however. Your class gives you proficiency -with certain types of armor. If you wear armor that you lack proficiency -with, you have disadvantage on any ability check, saving throw, or -attack roll that involves Strength or Dexterity, and you can't cast -spells. - -\textbf{\emph{Armor Class (AC)}}. Armor protects its wearer from -attacks. The armor (and shield) you wear determines your base Armor -Class. - -\textbf{\emph{Heavy Armor}}. Heavier armor interferes with the wearer's -ability to move quickly, stealthily, and freely. If the Armor table -shows ``Str 13'' or ``Str 15'' in the Strength column for an armor type, -the armor reduces the wearer's speed by 10 feet unless the wearer has a -Strength score equal to or higher than the listed score. - -\textbf{\emph{Stealth}}. If the Armor table shows ``Disadvantage'' in -the Stealth column, the wearer has disadvantage on Dexterity (Stealth) -checks. - -\textbf{\emph{Shields}}. A shield is made from wood or metal and is -carried in one hand. Wielding a shield increases your Armor Class by 2. -You can benefit from only one shield at a time. - -\hypertarget{light-armor}{% -\subsection{Light Armor}\label{light-armor}} - -Made from supple and thin materials, light armor favors agile -adventurers since it offers some protection without sacrificing -mobility. If you wear light armor, you add your Dexterity modifier to -the base number from your armor type to determine your Armor Class. - -\textbf{\emph{Padded}}. Padded armor consists of quilted layers of cloth -and batting. - -\textbf{\emph{Leather}}. The breastplate and shoulder protectors of this -armor are made of leather that has been stiffened by being boiled in -oil. The rest of the armor is made of softer and more flexible -materials. - -\textbf{\emph{Studded Leather}}. Made from tough but flexible leather, -studded leather is reinforced with close-set rivets or spikes. - -\hypertarget{medium-armor}{% -\subsection{Medium Armor}\label{medium-armor}} - -Medium armor offers more protection than light armor, but it also -impairs movement more. If you wear medium armor, you add your Dexterity -modifier, to a maximum of +2, to the base number from your armor type to -determine your Armor Class. - -\textbf{\emph{Hide}}. This crude armor consists of thick furs and pelts. -It is commonly worn by barbarian tribes, evil humanoids, and other folk -who lack access to the tools and materials needed to create better -armor. - -\textbf{\emph{Chain Shirt}}. Made of interlocking metal rings, a chain -shirt is worn between layers of clothing or leather. This armor offers -modest protection to the wearer's upper body and allows the sound of the -rings rubbing against one another to be muffled by outer layers. - -\textbf{\emph{Scale Mail}}. This armor consists of a coat and leggings -(and perhaps a separate skirt) of leather covered with overlapping -pieces of metal, much like the scales of a fish. The suit includes -gauntlets. - -\textbf{\emph{Breastplate}}. This armor consists of a fitted metal chest -piece worn with supple leather. Although it leaves the legs and arms -relatively unprotected, this armor provides good protection for the -wearer's vital organs while leaving the wearer relatively unencumbered. - -\textbf{\emph{Half Plate}}. Half plate consists of shaped metal plates -that cover most of the wearer's body. It does not include leg protection -beyond simple greaves that are attached with leather straps. - -\hypertarget{heavy-armor}{% -\subsection{Heavy Armor}\label{heavy-armor}} - -Of all the armor categories, heavy armor offers the best protection. -These suits of armor cover the entire body and are designed to stop a -wide range of attacks. Only proficient warriors can manage their weight -and bulk. - -Heavy armor doesn't let you add your Dexterity modifier to your Armor -Class, but it also doesn't penalize you if your Dexterity modifier is -negative. - -\textbf{\emph{Ring Mail}}. This armor is leather armor with heavy rings -sewn into it. The rings help reinforce the armor against blows from -swords and axes. Ring mail is inferior to chain mail, and it's usually -worn only by those who can't afford better armor. - -\textbf{\emph{Chain Mail}}. Made of interlocking metal rings, chain mail -includes a layer of quilted fabric worn underneath the mail to prevent -chafing and to cushion the impact of blows. The suit includes gauntlets. - -\textbf{\emph{Splint}}. This armor is made of narrow vertical strips of -metal riveted to a backing of leather that is worn over cloth padding. -Flexible chain mail protects the joints. - -\textbf{\emph{Plate}}. Plate consists of shaped, interlocking metal -plates to cover the entire body. A suit of plate includes gauntlets, -heavy leather boots, a visored helmet, and thick layers of padding -underneath the armor. Buckles and straps distribute the weight over the -body. - -\textbf{Table- Armor} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.2069}} - >{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.1149}} - >{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.3103}} - >{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.1149}} - >{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.1609}} - >{\raggedright\arraybackslash}p{(\columnwidth - 10\tabcolsep) * \real{0.0920}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Armor -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Cost -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Armor Class (AC) -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Strength -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Stealth -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Weight -\end{minipage} \\ -\midrule -\endhead -\textbf{Light Armor} & & & & & \\ -Padded & 5 gp & 11 + Dex modifier & - & Disadvantage & 8 lb. \\ -Leather & 10 gp & 11 + Dex modifier & - & - & 10 lb. \\ -Studded leather & 45 gp & 12 + Dex modifier & - & - & 13 lb. \\ -\textbf{Medium Armor} & & & & & \\ -Hide & 10 gp & 12 + Dex modifier (max 2) & - & - & 12 lb. \\ -Chain shirt & 50 gp & 13 + Dex modifier (max 2) & - & - & 20 lb. \\ -Scale mail & 50 gp & 14 + Dex modifier (max 2) & - & Disadvantage & 45 -lb. \\ -Breastplate & 400 gp & 14 + Dex modifier (max 2) & - & - & 20 lb. \\ -Half plate & 750 gp & 15 + Dex modifier (max 2) & - & Disadvantage & 40 -lb. \\ -\textbf{Heavy Armor} & & & & & \\ -Ring mail & 30 gp & 14 & - & Disadvantage & 40 lb. \\ -Chain mail & 75 gp & 16 & Str 13 & Disadvantage & 55 lb. \\ -Splint & 200 gp & 17 & Str 15 & Disadvantage & 60 lb. \\ -Plate & 1,500 gp & 18 & Str 15 & Disadvantage & 65 lb. \\ -Shield & & & & & \\ -Shield & 10 gp & +2 & - & - & 6 lb. \\ -& & & & & \\ -\bottomrule -\end{longtable} - -\hypertarget{getting-into-and-out-of-armor}{% -\subsection{Getting Into and Out of -Armor}\label{getting-into-and-out-of-armor}} - -The time it takes to don or doff armor depends on the armor's category. - -\textbf{\emph{Don}}. This is the time it takes to put on armor. You -benefit from the armor's AC only if you take the full time to don the -suit of armor. - -\textbf{\emph{Doff}}. This is the time it takes to take off armor. If -you have help, reduce this time by half. - -\textbf{Table- Donning and Doffing Armor} - -\begin{longtable}[]{@{}lll@{}} -\toprule -Category & Don & Doff \\ -\midrule -\endhead -Light Armor & 1 minute & 1 minute \\ -Medium Armor & 5 minutes & 1 minute \\ -Heavy Armor & 10 minutes & 5 minutes \\ -Shield & 1 action & 1 action \\ -& & \\ -\bottomrule -\end{longtable} - -\hypertarget{weapons}{% -\section{Weapons}\label{weapons}} - -Your class grants proficiency in certain weapons, reflecting both the -class's focus and the tools you are most likely to use. Whether you -favor a longsword or a longbow, your weapon and your ability to wield it -effectively can mean the difference between life and death while -adventuring. - -The Weapons table shows the most common weapons used in the fantasy -gaming worlds, their price and weight, the damage they deal when they -hit, and any special properties they possess. Every weapon is classified -as either melee or ranged. A \textbf{melee weapon} is used to attack a -target within 5 feet of you, whereas a \textbf{ranged weapon} is used to -attack a target at a distance. - -\hypertarget{weapon-proficiency}{% -\subsection{Weapon Proficiency}\label{weapon-proficiency}} - -Your race, class, and feats can grant you proficiency with certain -weapons or categories of weapons. The two categories are \textbf{simple} -and \textbf{martial}. Most people can use simple weapons with -proficiency. These weapons include clubs, maces, and other weapons often -found in the hands of commoners. Martial weapons, including swords, -axes, and polearms, require more specialized training to use -effectively. Most warriors use martial weapons because these weapons put -their fighting style and training to best use. - -Proficiency with a weapon allows you to add your proficiency bonus to -the attack roll for any attack you make with that weapon. If you make an -attack roll using a weapon with which you lack proficiency, you do not -add your proficiency bonus to the attack roll. - -\hypertarget{weapon-properties}{% -\subsection{Weapon Properties}\label{weapon-properties}} - -Many weapons have special properties related to their use, as shown in -the Weapons table. - -\textbf{\emph{Ammunition}}. You can use a weapon that has the ammunition -property to make a ranged attack only if you have ammunition to fire -from the weapon. Each time you attack with the weapon, you expend one -piece of ammunition. Drawing the ammunition from a quiver, case, or -other container is part of the attack (you need a free hand to load a -one-handed weapon). At the end of the battle, you can recover half your -expended ammunition by taking a minute to search the battlefield. - -If you use a weapon that has the ammunition property to make a melee -attack, you treat the weapon as an improvised weapon (see ``Improvised -Weapons'' later in the section). A sling must be loaded to deal any -damage when used in this way. - -\textbf{\emph{Finesse}}. When making an attack with a finesse weapon, -you use your choice of your Strength or Dexterity modifier for the -attack and damage rolls. You must use the same modifier for both rolls. - -\textbf{\emph{Heavy}}. Small creatures have disadvantage on attack rolls -with heavy weapons. A heavy weapon's size and bulk make it too large for -a Small creature to use effectively. - -\textbf{\emph{Light}}. A light weapon is small and easy to handle, -making it ideal for use when fighting with two weapons. - -\textbf{\emph{Loading}}. Because of the time required to load this -weapon, you can fire only one piece of ammunition from it when you use -an action, bonus action, or reaction to fire it, regardless of the -number of attacks you can normally make. - -\textbf{\emph{Range}}. A weapon that can be used to make a ranged attack -has a range in parentheses after the ammunition or thrown property. The -range lists two numbers. The first is the weapon's normal range in feet, -and the second indicates the weapon's long range. When attacking a -target beyond normal range, you have disadvantage on the attack roll. -You can't attack a target beyond the weapon's long range. - -\textbf{\emph{Reach}}. This weapon adds 5 feet to your reach when you -attack with it, as well as when determining your reach for opportunity -attacks with it. - -\textbf{\emph{Special}}. A weapon with the special property has unusual -rules governing its use, explained in the weapon's description (see -``Special Weapons'' later in this section). - -\textbf{\emph{Thrown}}. If a weapon has the thrown property, you can -throw the weapon to make a ranged attack. If the weapon is a melee -weapon, you use the same ability modifier for that attack roll and -damage roll that you would use for a melee attack with the weapon. For -example, if you throw a handaxe, you use your Strength, but if you throw -a dagger, you can use either your Strength or your Dexterity, since the -dagger has the finesse property. - -\textbf{\emph{Two-Handed}}. This weapon requires two hands when you -attack with it. - -\textbf{\emph{Versatile}}. This weapon can be used with one or two -hands. A damage value in parentheses appears with the property-the -damage when the weapon is used with two hands to make a melee attack. - -\hypertarget{improvised-weapons}{% -\subsubsection{Improvised Weapons}\label{improvised-weapons}} - -Sometimes characters don't have their weapons and have to attack with -whatever is at hand. An improvised weapon includes any object you can -wield in one or two hands, such as broken glass, a table leg, a frying -pan, a wagon wheel, or a dead goblin. - -Often, an improvised weapon is similar to an actual weapon and can be -treated as such. For example, a table leg is akin to a club. At the GM's -option, a character proficient with a weapon can use a similar object as -if it were that weapon and use his or her proficiency bonus. - -An object that bears no resemblance to a weapon deals 1d4 damage (the GM -assigns a damage type appropriate to the object). If a character uses a -ranged weapon to make a melee attack, or throws a melee weapon that does -not have the thrown property, it also deals 1d4 damage. An improvised -thrown weapon has a normal range of 20 feet and a long range of 60 feet. - -\hypertarget{silvered-weapons}{% -\paragraph{Silvered Weapons}\label{silvered-weapons}} - -Some monsters that have immunity or resistance to nonmagical weapons are -susceptible to silver weapons, so cautious adventurers invest extra coin -to plate their weapons with silver. You can silver a single weapon or -ten pieces of ammunition for 100 gp. This cost represents not only the -price of the silver, but the time and expertise needed to add silver to -the weapon without making it less effective. - -\hypertarget{special-weapons}{% -\paragraph{Special Weapons}\label{special-weapons}} - -Weapons with special rules are described here. - -\textbf{\emph{Lance}}. You have disadvantage when you use a lance to -attack a target within 5 feet of you. Also, a lance requires two hands -to wield when you aren't mounted. - -\textbf{\emph{Net}}. A Large or smaller creature hit by a net is -restrained until it is freed. A net has no effect on creatures that are -formless, or creatures that are Huge or larger. A creature can use its -action to make a DC 10 Strength check, freeing itself or another -creature within its reach on a success. Dealing 5 slashing damage to the -net (AC 10) also frees the creature without harming it, ending the -effect and destroying the net. - -When you use an action, bonus action, or reaction to attack with a net, -you can make only one attack regardless of the number of attacks you can -normally make. - -\textbf{Table- Weapons} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.2393}} - >{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.0598}} - >{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.1453}} - >{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.0769}} - >{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.4786}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Name -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Cost -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Damage -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Weight -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Properties -\end{minipage} \\ -\midrule -\endhead -\textbf{Simple Melee Weapons} & & & & \\ -Club & 1 sp & 1d4 bludgeoning & 2 lb. & Light \\ -Dagger & 2 gp & 1d4 piercing & 1 lb. & Finesse, light, thrown (range -20/60) \\ -Greatclub & 2 sp & 1d8 bludgeoning & 10 lb. & Two-handed \\ -Handaxe & 5 gp & 1d6 slashing & 2 lb. & Light, thrown (range 20/60) \\ -Javelin & 5 sp & 1d6 piercing & 2 lb. & Thrown (range 30/120) \\ -Light hammer & 2 gp & 1d4 bludgeoning & 2 lb. & Light, thrown (range -20/60) \\ -Mace & 5 gp & 1d6 bludgeoning & 4 lb. & - \\ -Quarterstaff & 2 sp & 1d6 bludgeoning & 4 lb. & Versatile (1d8) \\ -Sickle & 1 gp & 1d4 slashing & 2 lb. & Light \\ -Spear & 1 gp & 1d6 piercing & 3 lb. & Thrown (range 20/60), versatile -(1d8) \\ -\textbf{Simple Ranged Weapons} & & & & \\ -Crossbow, light & 25 gp & 1d8 piercing & 5 lb. & Ammunition (range -80/320), loading, two-handed \\ -Dart & 5 cp & 1d4 piercing & 1/4 lb. & Finesse, thrown (range 20/60) \\ -Shortbow & 25 gp & 1d6 piercing & 2 lb. & Ammunition (range 80/320), -two-handed \\ -Sling & 1 sp & 1d4 bludgeoning & - & Ammunition (range 30/120) \\ -\textbf{Martial Melee Weapons} & & & & \\ -Battleaxe & 10 gp & 1d8 slashing & 4 lb. & Versatile (1d10) \\ -Flail & 10 gp & 1d8 bludgeoning & 2 lb. & - \\ -Glaive & 20 gp & 1d10 slashing & 6 lb. & Heavy, reach, two-handed \\ -Greataxe & 30 gp & 1d12 slashing & 7 lb. & Heavy, two-handed \\ -Greatsword & 50 gp & 2d6 slashing & 6 lb. & Heavy, two-handed \\ -Halberd & 20 gp & 1d10 slashing & 6 lb. & Heavy, reach, two-handed \\ -Lance & 10 gp & 1d12 piercing & 6 lb. & Reach, special \\ -Longsword & 15 gp & 1d8 slashing & 3 lb. & Versatile (1d10) \\ -Maul & 10 gp & 2d6 bludgeoning & 10 lb. & Heavy, two-handed \\ -Morningstar & 15 gp & 1d8 piercing & 4 lb. & - \\ -Pike & 5 gp & 1d10 piercing & 18 lb. & Heavy, reach, two-handed \\ -Rapier & 25 gp & 1d8 piercing & 2 lb. & Finesse \\ -Scimitar & 25 gp & 1d6 slashing & 3 lb. & Finesse, light \\ -Shortsword & 10 gp & 1d6 piercing & 2 lb. & Finesse, light \\ -Trident & 5 gp & 1d6 piercing & 4 lb. & Thrown (range 20/60), versatile -(1d8) \\ -War pick & 5 gp & 1d8 piercing & 2 lb. & - \\ -Warhammer & 15 gp & 1d8 bludgeoning & 2 lb. & Versatile (1d10) \\ -Whip & 2 gp & 1d4 slashing & 3 lb. & Finesse, reach \\ -\textbf{Martial Ranged Weapons} & & & & \\ -Blowgun & 10 gp & 1 piercing & 1 lb. & Ammunition (range 25/100), -loading \\ -Crossbow, hand & 75 gp & 1d6 piercing & 3 lb. & Ammunition (range -30/120), light, loading \\ -Crossbow, heavy & 50 gp & 1d10 piercing & 18 lb. & Ammunition (range -100/400), heavy, loading, two-handed \\ -Longbow & 50 gp & 1d8 piercing & 2 lb. & Ammunition (range 150/600), -heavy, two-handed \\ -Net & 1 gp & - & 3 lb. & Special, thrown (range 5/15) \\ -& & & & \\ -\bottomrule -\end{longtable} - -\hypertarget{adventuring-gear}{% -\section{Adventuring Gear}\label{adventuring-gear}} - -This section describes items that have special rules or require further -explanation. - -\textbf{\emph{Acid}}. As an action, you can splash the contents of this -vial onto a creature within 5 feet of you or throw the vial up to 20 -feet, shattering it on impact. In either case, make a ranged attack -against a creature or object, treating the acid as an improvised weapon. -On a hit, the target takes 2d6 acid damage. - -\textbf{\emph{Alchemist's Fire}}. This sticky, adhesive fluid ignites -when exposed to air. As an action, you can throw this flask up to 20 -feet, shattering it on impact. Make a ranged attack against a creature -or object, treating the alchemist's fire as an improvised weapon. On a -hit, the target takes 1d4 fire damage at the start of each of its turns. -A creature can end this damage by using its action to make a DC 10 -Dexterity check to extinguish the flames. - -\textbf{\emph{Antitoxin}}. A creature that drinks this vial of liquid -gains advantage on saving throws against poison for 1 hour. It confers -no benefit to undead or constructs. - -\textbf{\emph{Arcane Focus}}. An arcane focus is a special item-an orb, -a crystal, a rod, a specially constructed staff, a wand-like length of -wood, or some similar item- designed to channel the power of arcane -spells. A sorcerer, warlock, or wizard can use such an item as a -spellcasting focus. - -\textbf{\emph{Ball Bearings}}. As an action, you can spill these tiny -metal balls from their pouch to cover a level, square area that is 10 -feet on a side. A creature moving across the covered area must succeed -on a DC 10 Dexterity saving throw or fall prone. A creature moving -through the area at half speed doesn't need to make the save. - -\textbf{\emph{Block and Tackle}}. A set of pulleys with a cable threaded -through them and a hook to attach to objects, a block and tackle allows -you to hoist up to four times the weight you can normally lift. - -\textbf{\emph{Book}}. A book might contain poetry, historical accounts, -information pertaining to a particular field of lore, diagrams and notes -on gnomish contraptions, or just about anything else that can be -represented using text or pictures. A book of spells is a spellbook -(described later in this section). - -\textbf{\emph{Caltrops}}. As an action, you can spread a bag of caltrops -to cover a square area that is 5 feet on a side. Any creature that -enters the area must succeed on a DC 15 Dexterity saving throw or stop -moving this turn and take 1 piercing damage. Taking this damage reduces -the creature's walking speed by 10 feet until the creature regains at -least 1 hit point. A creature moving through the area at half speed -doesn't need to make the save. - -\textbf{\emph{Candle}}. For 1 hour, a candle sheds bright light in a -5-foot radius and dim light for an additional 5 feet. - -\textbf{\emph{Case, Crossbow Bolt}}. This wooden case can hold up to -twenty crossbow bolts. - -\textbf{\emph{Case, Map or Scroll}}. This cylindrical leather case can -hold up to ten rolled-up sheets of paper or five rolled-up sheets of -parchment. - -\textbf{\emph{Chain}}. A chain has 10 hit points. It can be burst with a -successful DC 20 Strength check. - -\textbf{\emph{Climber's Kit}}. A climber's kit includes special pitons, -boot tips, gloves, and a harness. You can use the climber's kit as an -action to anchor yourself; when you do, you can't fall more than 25 feet -from the point where you anchored yourself, and you can't climb more -than 25 feet away from that point without undoing the anchor. - -\textbf{\emph{Component Pouch}}. A component pouch is a small, -watertight leather belt pouch that has compartments to hold all the -material components and other special items you need to cast your -spells, except for those components that have a specific cost (as -indicated in a spell's description). - -\textbf{\emph{Crowbar}}. Using a crowbar grants advantage to Strength -checks where the crowbar's leverage can be applied. - -\textbf{\emph{Druidic Focus}}. A druidic focus might be a sprig of -mistletoe or holly, a wand or scepter made of yew or another special -wood, a staff drawn whole out of a living tree, or a totem object -incorporating feathers, fur, bones, and teeth from sacred animals. A -druid can use such an object as a spellcasting focus. - -\textbf{\emph{Fishing Tackle}}. This kit includes a wooden rod, silken -line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and -narrow netting. Healer's Kit. This kit is a leather pouch containing -bandages, salves, and splints. The kit has ten uses. As an action, you -can expend one use of the kit to stabilize a creature that has 0 hit -points, without needing to make a Wisdom (Medicine) check. - -\textbf{\emph{Holy Symbol}}. A holy symbol is a representation of a god -or pantheon. It might be an amulet depicting a symbol representing a -deity, the same symbol carefully engraved or inlaid as an emblem on a -shield, or a tiny box holding a fragment of a sacred relic. Appendix -PH-B ``Fantasy-Historical Pantheons'' lists the symbols commonly -associated with many gods in the multiverse. A cleric or paladin can use -a holy symbol as a spellcasting focus. To use the symbol in this way, -the caster must hold it in hand, wear it visibly, or bear it on a -shield. - -\textbf{\emph{Holy Water}}. As an action, you can splash the contents of -this flask onto a creature within 5 feet of you or throw it up to 20 -feet, shattering it on impact. In either case, make a ranged attack -against a target creature, treating the holy water as an improvised -weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. -A cleric or paladin may create holy water by performing a special -ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered -silver, and requires the caster to expend a 1st-level spell slot. - -\textbf{\emph{Hunting Trap}}. When you use your action to set it, this -trap forms a saw-toothed steel ring that snaps shut when a creature -steps on a pressure plate in the center. The trap is affixed by a heavy -chain to an immobile object, such as a tree or a spike driven into the -ground. A creature that steps on the plate must succeed on a DC 13 -Dexterity saving throw or take 1d4 piercing damage and stop moving. -Thereafter, until the creature breaks free of the trap, its movement is -limited by the length of the chain (typically 3 feet long). A creature -can use its action to make a DC 13 Strength check, freeing itself or -another creature within its reach on a success. Each failed check deals -1 piercing damage to the trapped creature. - -\textbf{\emph{Lamp}}. A lamp casts bright light in a 15-foot radius and -dim light for an additional 30 feet. Once lit, it burns for 6 hours on a -flask (1 pint) of oil. Lantern, Bullseye. A bullseye lantern casts -bright light in a 60-foot cone and dim light for an additional 60 feet. -Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, -Hooded. A hooded lantern casts bright light in a 30-foot radius and dim -light for an additional 30 feet. Once lit, it burns for 6 hours on a -flask (1 pint) of oil. As an action, you can lower the hood, reducing -the light to dim light in a 5-foot radius. - -\textbf{\emph{Lock}}. A key is provided with the lock. Without the key, -a creature proficient with thieves' tools can pick this lock with a -successful DC 15 Dexterity check. Your GM may decide that better locks -are available for higher prices. - -\textbf{\emph{Magnifying Glass}}. This lens allows a closer look at -small objects. It is also useful as a substitute for flint and steel -when starting fires. Lighting a fire with a magnifying glass requires -light as bright as sunlight to focus, tinder to ignite, and about 5 -minutes for the fire to ignite. A magnifying glass grants advantage on -any ability check made to appraise or inspect an item that is small or -highly detailed. - -\textbf{\emph{Manacles}}. These metal restraints can bind a Small or -Medium creature. Escaping the manacles requires a successful DC 20 -Dexterity check. Breaking them requires a successful DC 20 Strength -check. Each set of manacles comes with one key. Without the key, a -creature proficient with thieves' tools can pick the manacles' lock with -a successful DC 15 Dexterity check. Manacles have 15 hit points. - -\textbf{\emph{Mess Kit}}. This tin box contains a cup and simple -cutlery. The box clamps together, and one side can be used as a cooking -pan and the other as a plate or shallow bowl. - -\textbf{\emph{Oil}}. Oil usually comes in a clay flask that holds 1 -pint. As an action, you can splash the oil in this flask onto a creature -within 5 feet of you or throw it up to 20 feet, shattering it on impact. -Make a ranged attack against a target creature or object, treating the -oil as an improvised weapon. On a hit, the target is covered in oil. If -the target takes any fire damage before the oil dries (after 1 minute), -the target takes an additional 5 fire damage from the burning oil. You -can also pour a flask of oil on the ground to cover a 5-foot square -area, provided that the surface is level. If lit, the oil burns for 2 -rounds and deals 5 fire damage to any creature that enters the area or -ends its turn in the area. A creature can take this damage only once per -turn. - -\textbf{\emph{Poison, Basic}}. You can use the poison in this vial to -coat one slashing or piercing weapon or up to three pieces of -ammunition. Applying the poison takes an action. A creature hit by the -poisoned weapon or ammunition must make a DC 10 Constitution saving -throw or take 1d4 poison damage. Once applied, the poison retains -potency for 1 minute before drying. - -\textbf{\emph{Potion of Healing}}. A character who drinks the magical -red fluid in this vial regains 2d4 + 2 hit points. Drinking or -administering a potion takes an action. - -\textbf{\emph{Pouch}}. A cloth or leather pouch can hold up to 20 sling -bullets or 50 blowgun needles, among other things. A compartmentalized -pouch for holding spell components is called a component pouch -(described earlier in this section). Quiver. A quiver can hold up to 20 -arrows. Ram, Portable. You can use a portable ram to break down doors. -When doing so, you gain a +4 bonus on the Strength check. One other -character can help you use the ram, giving you advantage on this check. - -\textbf{\emph{Rations}}. Rations consist of dry foods suitable for -extended travel, including jerky, dried fruit, hardtack, and nuts. - -\textbf{\emph{Rope}}. Rope, whether made of hemp or silk, has 2 hit -points and can be burst with a DC 17 Strength check. - -\textbf{\emph{Scale, Merchant's}}. A scale includes a small balance, -pans, and a suitable assortment of weights up to 2 pounds. With it, you -can measure the exact weight of small objects, such as raw precious -metals or trade goods, to help determine their worth. - -\textbf{\emph{Spellbook}}. Essential for wizards, a spellbook is a -leather-bound tome with 100 blank vellum pages suitable for recording -spells. - -\textbf{\emph{Spyglass}}. Objects viewed through a spyglass are -magnified to twice their size. - -\textbf{\emph{Tent}}. A simple and portable canvas shelter, a tent -sleeps two. - -\textbf{\emph{Tinderbox}}. This small container holds flint, fire steel, -and tinder (usually dry cloth soaked in light oil) used to kindle a -fire. Using it to light a torch-or anything else with abundant, exposed -fuel-takes an action. Lighting any other fire takes 1 minute. - -\textbf{\emph{Torch}}. A torch burns for 1 hour, providing bright light -in a 20-foot radius and dim light for an additional 20 feet. If you make -a melee attack with a burning torch and hit, it deals 1 fire damage. - -\textbf{Equipment Packs} - -The starting equipment you get from your class includes a collection of -useful adventuring gear, put together in a pack. The contents of these -packs are listed here. If you are buying your starting equipment, you -can purchase a pack for the price shown, which might be cheaper than -buying the items individually. - -\textbf{\emph{Burglar's Pack (16 gp)}}. Includes a backpack, a bag of -1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a -hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a -tinderbox, and a waterskin. The pack also has 50 feet of hempen rope -strapped to the side of it. - -\textbf{\emph{Diplomat's Pack (39 gp)}}. Includes a chest, 2 cases for -maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a -lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing -wax, and soap. - -\textbf{\emph{Dungeoneer's Pack (12 gp)}}. Includes a backpack, a -crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of -rations, and a waterskin. The pack also has 50 feet of hempen rope -strapped to the side of it. - -\textbf{\emph{Entertainer's Pack (40 gp)}}. Includes a backpack, a -bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a -disguise kit. - -\textbf{\emph{Explorer's Pack (10 gp)}}. Includes a backpack, a bedroll, -a mess kit, a tinderbox, 10 torches, 10 days of rations, and a -waterskin. The pack also has 50 feet of hempen rope strapped to the side -of it. - -\textbf{\emph{Priest's Pack (19 gp)}}. Includes a backpack, a blanket, -10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, -vestments, 2 days of rations, and a waterskin. - -\textbf{\emph{Scholar's Pack (40 gp)}}. Includes a backpack, a book of -lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag -of sand, and a small knife. - -\textbf{Table- Adventuring Gear} - -\begin{longtable}[]{@{}lll@{}} -\toprule -Item & Cost & Weight \\ -\midrule -\endhead -Abacus & 2 gp & 2 lb. \\ -Acid (vial) & 25 gp & 1 lb. \\ -Alchemist's fire (flask) & 50 gp & 1 lb. \\ -\emph{Ammunition} & & \\ -\textasciitilde{} Arrows (20) & 1 gp & 1 lb. \\ -\textasciitilde{} Blowgun needles (50) & 1 gp & 1 lb. \\ -\textasciitilde{} Crossbow bolts (20) & 1 gp & 1½ lb. \\ -\textasciitilde{} Sling bullets (20) & 4 cp & 1½ lb. \\ -Antitoxin (vial) & 50 gp & - \\ -\emph{Arcane focus} & & \\ -\textasciitilde{} Crystal & 10 gp & 1 lb. \\ -\textasciitilde{} Orb & 20 gp & 3 lb. \\ -\textasciitilde{} Rod & 10 gp & 2 lb. \\ -\textasciitilde{} Staff & 5 gp & 4 lb. \\ -\textasciitilde{} Wand & 10 gp & 1 lb. \\ -Backpack & 2 gp & 5 lb. \\ -Ball bearings (bag of 1,000) & 1 gp & 2 lb. \\ -Barrel & 2 gp & 70 lb. \\ -Basket & 4 sp & 2 lb. \\ -Bedroll & 1 gp & 7 lb. \\ -Bell & 1 gp & - \\ -Blanket & 5 sp & 3 lb. \\ -Block and tackle & 1 gp & 5 lb. \\ -Book & 25 gp & 5 lb. \\ -Bottle, glass & 2 gp & 2 lb. \\ -Bucket & 5 cp & 2 lb. \\ -Caltrops (bag of 20) & 1 gp & 2 lb. \\ -Candle & 1 cp & - \\ -Case, crossbow bolt & 1 gp & 1 lb. \\ -Case, map or scroll & 1 gp & 1 lb. \\ -Chain (10 feet) & 5 gp & 10 lb. \\ -Chalk (1 piece) & 1 cp & - \\ -Chest & 5 gp & 25 lb. \\ -Climber's kit & 25 gp & 12 lb. \\ -Clothes, common & 5 sp & 3 lb. \\ -Clothes, costume & 5 gp & 4 lb. \\ -Clothes, fine & 15 gp & 6 lb. \\ -Clothes, traveler's & 2 gp & 4 lb. \\ -Component pouch & 25 gp & 2 lb. \\ -Crowbar & 2 gp & 5 lb. \\ -\emph{Druidic focus} & & \\ -\textasciitilde{} Sprig of mistletoe & 1 gp & - \\ -\textasciitilde{} Totem & 1 gp & - \\ -\textasciitilde{} Wooden staff & 5 gp & 4 lb. \\ -\textasciitilde{} Yew wand & 10 gp & 1 lb. \\ -Fishing tackle & 1 gp & 4 lb. \\ -Flask or tankard & 2 cp & 1 lb. \\ -Grappling hook & 2 gp & 4 lb. \\ -Hammer & 1 gp & 3 lb. \\ -Hammer, sledge & 2 gp & 10 lb. \\ -Healer's kit & 5 gp & 3 lb. \\ -\emph{Holy symbol} & & \\ -\textasciitilde{} Amulet & 5 gp & 1 lb. \\ -\textasciitilde{} Emblem & 5 gp & - \\ -\textasciitilde{} Reliquary & 5 gp & 2 lb. \\ -Holy water (flask) & 25 gp & 1 lb. \\ -Hourglass & 25 gp & 1 lb. \\ -Hunting trap & 5 gp & 25 lb. \\ -Ink (1 ounce bottle) & 10 gp & - \\ -Ink pen & 2 cp & - \\ -Jug or pitcher & 2 cp & 4 lb. \\ -Ladder (10-foot) & 1 sp & 25 lb. \\ -Lamp & 5 sp & 1 lb. \\ -Lantern, bullseye & 10 gp & 2 lb. \\ -Lantern, hooded & 5 gp & 2 lb. \\ -Lock & 10 gp & 1 lb. \\ -Magnifying glass & 100 gp & - \\ -Manacles & 2 gp & 6 lb. \\ -Mess kit & 2 sp & 1 lb. \\ -Mirror, steel & 5 gp & 1/2 lb. \\ -Oil (flask) & 1 sp & 1 lb. \\ -Paper (one sheet) & 2 sp & - \\ -Parchment (one sheet) & 1 sp & - \\ -Perfume (vial) & 5 gp & - \\ -Pick, miner's & 2 gp & 10 lb. \\ -Piton & 5 cp & 1/4 lb. \\ -Poison, basic (vial) & 100 gp & - \\ -Pole (10-foot) & 5 cp & 7 lb. \\ -Pot, iron & 2 gp & 10 lb. \\ -Potion of healing 5 & 0 gp & 1/2 lb. \\ -Pouch & 5 sp & 1 lb. \\ -Quiver & 1 gp & 1 lb. \\ -Ram, portable & 4 gp & 35 lb. \\ -Rations (1 day) & 5 sp & 2 lb. \\ -Robes & 1 gp & 4 lb. \\ -Rope, hempen (50 feet) & 1 gp & 10 lb. \\ -Rope, silk (50 feet) & 10 gp & 5 lb. \\ -Sack & 1 cp & 1/2 lb. \\ -Scale, merchant's & 5 gp & 3 lb. \\ -Sealing wax & 5 sp & - \\ -Shovel & 2 gp & 5 lb. \\ -Signal whistle & 5 cp & - \\ -Signet ring & 5 gp & - \\ -Soap & 2 cp & - \\ -Spellbook & 50 gp & 3 lb. \\ -Spikes, iron (10) & 1 gp & 5 lb. \\ -Spyglass & 1,000 gp & 1 lb. \\ -Tent, two-person & 2 gp & 20 lb. \\ -Tinderbox & 5 sp & 1 lb. \\ -Torch & 1 cp & 1 lb. \\ -Vial & 1 gp & - \\ -Waterskin & 2 sp & 5 lb. (full) \\ -Whetstone & 1 cp & 1 lb. \\ -& & \\ -\bottomrule -\end{longtable} - -\textbf{Table- Container Capacity} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Container & Capacity \\ -\midrule -\endhead -Backpack* & 1 cubic foot/30 pounds of gear \\ -Barrel & 40 gallons liquid, 4 cubic feet solid \\ -Basket & 2 cubic feet/40 pounds of gear \\ -Bottle & 1½ pints liquid \\ -Bucket & 3 gallons liquid, 1/2 cubic foot solid \\ -Chest & 12 cubic feet/300 pounds of gear \\ -Flask or tankard & 1 pint liquid \\ -Jug or pitcher & 1 gallon liquid \\ -Pot, iron & 1 gallon liquid \\ -Pouch & 1/5 cubic foot/6 pounds of gear \\ -Sack & 1 cubic foot/30 pounds of gear \\ -Vial & 4 ounces liquid \\ -Waterskin & 4 pints liquid \\ -& \\ -\bottomrule -\end{longtable} - -* You can also strap items, such as a bedroll or a coil of rope, to the -outside of a backpack. - -\hypertarget{tools}{% -\section{Tools}\label{tools}} - -A tool helps you to do something you couldn't otherwise do, such as -craft or repair an item, forge a document, or pick a lock. Your race, -class, background, or feats give you proficiency with certain tools. -Proficiency with a tool allows you to add your proficiency bonus to any -ability check you make using that tool. Tool use is not tied to a single -ability, since proficiency with a tool represents broader knowledge of -its use. For example, the GM might ask you to make a Dexterity check to -carve a fine detail with your woodcarver's tools, or a Strength check to -make something out of particularly hard wood. - -\textbf{Table- Tools} - -\begin{longtable}[]{@{}lll@{}} -\toprule -Item & Cost & Weight \\ -\midrule -\endhead -\emph{Artisan's tools} & & \\ -\textasciitilde{} Alchemist's supplies & 50 gp & 8 lb. \\ -\textasciitilde{} Brewer's supplies & 20 gp & 9 lb. \\ -\textasciitilde{} Calligrapher's supplies & 10 gp & 5 lb. \\ -\textasciitilde{} Carpenter's tools & 8 gp & 6 lb. \\ -\textasciitilde{} Cartographer's tools & 15 gp & 6 lb. \\ -\textasciitilde{} Cobbler's tools & 5 gp & 5 lb. \\ -\textasciitilde{} Cook's utensils & 1 gp & 8 lb. \\ -\textasciitilde{} Glassblower's tools & 30 gp & 5 lb. \\ -\textasciitilde{} Jeweler's tools & 25 gp & 2 lb. \\ -\textasciitilde{} Leatherworker's tools & 5 gp & 5 lb. \\ -\textasciitilde{} Mason's tools & 10 gp & 8 lb. \\ -\textasciitilde{} Painter's supplies & 10 gp & 5 lb. \\ -\textasciitilde{} Potter's tools & 10 gp & 3 lb. \\ -\textasciitilde{} Smith's tools & 20 gp & 8 lb. \\ -\textasciitilde{} Tinker's tools & 50 gp & 10 lb. \\ -\textasciitilde{} Weaver's tools & 1 gp & 5 lb. \\ -\textasciitilde{} Woodcarver's tools & 1 gp & 5 lb. \\ -Disguise kit & 25 gp & 3 lb. \\ -Forgery kit & 15 gp & 5 lb. \\ -\emph{Gaming set} & & \\ -\textasciitilde{} Dice set & 1 sp & - \\ -\textasciitilde{} Playing card set & 5 sp & - \\ -Herbalism kit & 5 gp & 3 lb. \\ -\emph{Musical instrument} & & \\ -\textasciitilde{} Bagpipes & 30 gp & 6 lb. \\ -\textasciitilde{} Drum & 6 gp & 3 lb. \\ -\textasciitilde{} Dulcimer & 25 gp & 10 lb. \\ -\textasciitilde{} Flute & 2 gp & 1 lb. \\ -\textasciitilde{} Lute & 35 gp & 2 lb. \\ -\textasciitilde{} Lyre & 30 gp & 2 lb. \\ -\textasciitilde{} Horn & 3 gp & 2 lb. \\ -\textasciitilde{} Pan flute & 12 gp & 2 lb. \\ -\textasciitilde{} Shawm & 2 gp & 1 lb. \\ -\textasciitilde{} Viol & 30 gp & 1 lb. \\ -Navigator's tools & 25 gp & 2 lb. \\ -Poisoner's kit & 50 gp & 2 lb. \\ -Thieves' tools & 25 gp & 1 lb. \\ -Vehicles (land or water) & * & * \\ -& & \\ -\bottomrule -\end{longtable} - -* See the ``Mounts and Vehicles'' section. - -\textbf{\emph{Artisan's Tools}}. These special tools include the items -needed to pursue a craft or trade. The table shows examples of the most -common types of tools, each providing items related to a single craft. -Proficiency with a set of artisan's tools lets you add your proficiency -bonus to any ability checks you make using the tools in your craft. Each -type of artisan's tools requires a separate proficiency. - -\textbf{\emph{Disguise Kit}}. This pouch of cosmetics, hair dye, and -small props lets you create disguises that change your physical -appearance. Proficiency with this kit lets you add your proficiency -bonus to any ability checks you make to create a visual disguise. - -\textbf{\emph{Forgery Kit}}. This small box contains a variety of papers -and parchments, pens and inks, seals and sealing wax, gold and silver -leaf, and other supplies necessary to create convincing forgeries of -physical documents. Proficiency with this kit lets you add your -proficiency bonus to any ability checks you make to create a physical -forgery of a document. - -\textbf{\emph{Gaming Set}}. This item encompasses a wide range of game -pieces, including dice and decks of cards (for games such as -Three-Dragon Ante). A few common examples appear on the Tools table, but -other kinds of gaming sets exist. If you are proficient with a gaming -set, you can add your proficiency bonus to ability checks you make to -play a game with that set. Each type of gaming set requires a separate -proficiency. - -\textbf{\emph{Herbalism Kit}}. This kit contains a variety of -instruments such as clippers, mortar and pestle, and pouches and vials -used by herbalists to create remedies and potions. Proficiency with this -kit lets you add your proficiency bonus to any ability checks you make -to identify or apply herbs. Also, proficiency with this kit is required -to create antitoxin and potions of healing. - -\textbf{\emph{Musical Instrument}}. Several of the most common types of -musical instruments are shown on the table as examples. If you have -proficiency with a given musical instrument, you can add your -proficiency bonus to any ability checks you make to play music with the -instrument. A bard can use a musical instrument as a spellcasting focus. -Each type of musical instrument requires a separate proficiency. - -\textbf{\emph{Navigator's Tools}}. This set of instruments is used for -navigation at sea. Proficiency with navigator's tools lets you chart a -ship's course and follow navigation charts. In addition, these tools -allow you to add your proficiency bonus to any ability check you make to -avoid getting lost at sea. - -\textbf{\emph{Poisoner's Kit}}. A poisoner's kit includes the vials, -chemicals, and other equipment necessary for the creation of poisons. -Proficiency with this kit lets you add your proficiency bonus to any -ability checks you make to craft or use poisons. - -\textbf{\emph{Thieves' Tools}}. This set of tools includes a small file, -a set of lock picks, a small mirror mounted on a metal handle, a set of -narrow-bladed scissors, and a pair of pliers. Proficiency with these -tools lets you add your proficiency bonus to any ability checks you make -to disarm traps or open locks. - -\hypertarget{mounts-and-vehicles}{% -\section{Mounts and Vehicles}\label{mounts-and-vehicles}} - -A good mount can help you move more quickly through the wilderness, but -its primary purpose is to carry the gear that would otherwise slow you -down. The Mounts and Other Animals table shows each animal's speed and -base carrying capacity. - -An animal pulling a carriage, cart, chariot, sled, or wagon can move -weight up to five times its base carrying capacity, including the weight -of the vehicle. If multiple animals pull the same vehicle, they can add -their carrying capacity together. - -Mounts other than those listed here are available in fantasy gaming -worlds, but they are rare and not normally available for purchase. These -include flying mounts (pegasi, griffons, hippogriffs, and similar -animals) and even aquatic mounts (giant sea horses, for example). -Acquiring such a mount often means securing an egg and raising the -creature yourself, making a bargain with a powerful entity, or -negotiating with the mount itself. - -\textbf{\emph{Barding}}. Barding is armor designed to protect an -animal's head, neck, chest, and body. Any type of armor shown on the -Armor table can be purchased as barding. The cost is four times the -equivalent armor made for humanoids, and it weighs twice as much. - -\textbf{\emph{Saddles}}. A military saddle braces the rider, helping you -keep your seat on an active mount in battle. It gives you advantage on -any check you make to remain mounted. An exotic saddle is required for -riding any aquatic or flying mount. - -\textbf{\emph{Vehicle Proficiency}}. If you have proficiency with a -certain kind of vehicle (land or water), you can add your proficiency -bonus to any check you make to control that kind of vehicle in difficult -circumstances. - -\textbf{\emph{Rowed Vessels}}. Keelboats and rowboats are used on lakes -and rivers. If going downstream, add the speed of the current (typically -3 miles per hour) to the speed of the vehicle. These vehicles can't be -rowed against any significant current, but they can be pulled upstream -by draft animals on the shores. A rowboat weighs 100 pounds, in case -adventurers carry it over land. - -\textbf{Table- Mounts and Other Animals} - -\begin{longtable}[]{@{}llll@{}} -\toprule -Item & Cost & Speed & Carrying Capacity \\ -\midrule -\endhead -Camel & 50 gp & 50 ft. & 480 lb. \\ -Donkey or mule & 8 gp & 40 ft. & 420 lb. \\ -Elephant & 200 gp & 40 ft. & 1,320 lb. \\ -Horse, draft & 50 gp & 40 ft. & 540 lb. \\ -Horse, riding & 75 gp & 60 ft. & 480 lb. \\ -Mastiff & 25 gp & 40 ft. & 195 lb. \\ -Pony & 30 gp & 40 ft. & 225 lb. \\ -Warhorse & 400 gp & 60 ft. & 540 lb. \\ -& & & \\ -\bottomrule -\end{longtable} - -\textbf{Table- Tack, Harness, and Drawn Vehicles} - -\begin{longtable}[]{@{}lll@{}} -\toprule -Item & Cost & Weight \\ -\midrule -\endhead -Barding & ×4 & ×2 \\ -Bit and bridle & 2 gp & 1 lb. \\ -Carriage & 100 gp & 600 lb. \\ -Cart & 15 gp & 200 lb. \\ -Chariot & 250 gp & 100 lb. \\ -Feed (per day) & 5 cp & 10 lb. \\ -\emph{Saddle} & & \\ -\textasciitilde{} Exotic & 60 gp & 40 lb. \\ -\textasciitilde{} Military & 20 gp & 30 lb. \\ -\textasciitilde{} Pack & 5 gp & 15 lb. \\ -\textasciitilde{} Riding & 10 gp & 25 lb. \\ -Saddlebags & 4 gp & 8 lb. \\ -Sled & 20 gp & 300 lb. \\ -Stabling (per day) & 5 sp & - \\ -Wagon & 35 gp & 400 lb. \\ -& & \\ -\bottomrule -\end{longtable} - -\textbf{Table- Waterborne Vehicles} - -\begin{longtable}[]{@{}lll@{}} -\toprule -Item & Cost & Speed \\ -\midrule -\endhead -Galley & 30,000 gp & 4 mph \\ -Keelboat & 3,000 gp & 1 mph \\ -Longship & 10,000 gp & 3 mph \\ -Rowboat & 50 gp & 1½ mph \\ -Sailing ship & 10,000 gp & 2 mph \\ -Warship & 25,000 gp & 2½ mph \\ -& & \\ -\bottomrule -\end{longtable} - -\hypertarget{trade-goods}{% -\section{Trade Goods}\label{trade-goods}} - -Most wealth is not in coins. It is measured in livestock, grain, land, -rights to collect taxes, or rights to resources (such as a mine or a -forest). - -Guilds, nobles, and royalty regulate trade. Chartered companies are -granted rights to conduct trade along certain routes, to send merchant -ships to various ports, or to buy or sell specific goods. Guilds set -prices for the goods or services that they control, and determine who -may or may not offer those goods and services. Merchants commonly -exchange trade goods without using currency. The Trade Goods table shows -the value of commonly exchanged goods. - -\textbf{Table- Cost of Trade Goods} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Cost & Goods \\ -\midrule -\endhead -1 cp & 1 lb. of wheat \\ -2 cp & 1 lb. of flour or one chicken \\ -5 cp & 1 lb. of salt \\ -1 sp & 1 lb. of iron or 1 sq. yd. of canvas \\ -5 sp & 1 lb. of copper or 1 sq. yd. of cotton cloth \\ -1 gp & 1 lb. of ginger or one goat \\ -2 gp & 1 lb. of cinnamon or pepper, or one sheep \\ -3 gp & 1 lb. of cloves or one pig \\ -5 gp & 1 lb. of silver or 1 sq. yd. of linen \\ -10 gp & 1 sq. yd. of silk or one cow \\ -15 gp & 1 lb. of saffron or one ox \\ -50 gp & 1 lb. of gold \\ -500 gp & 1 lb. of platinum \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{expenses}{% -\section{Expenses}\label{expenses}} - -When not descending into the depths of the earth, exploring ruins for -lost treasures, or waging war against the encroaching darkness, -adventurers face more mundane realities. Even in a fantastical world, -people require basic necessities such as shelter, sustenance, and -clothing. These things cost money, although some lifestyles cost more -than others. - -\hypertarget{lifestyle-expenses}{% -\subsection{Lifestyle Expenses}\label{lifestyle-expenses}} - -Lifestyle expenses provide you with a simple way to account for the cost -of living in a fantasy world. They cover your accommodations, food and -drink, and all your other necessities. Furthermore, expenses cover the -cost of maintaining your equipment so you can be ready when adventure -next calls. - -At the start of each week or month (your choice), choose a lifestyle -from the Expenses table and pay the price to sustain that lifestyle. The -prices listed are per day, so if you wish to calculate the cost of your -chosen lifestyle over a thirty-day period, multiply the listed price by -30. Your lifestyle might change from one period to the next, based on -the funds you have at your disposal, or you might maintain the same -lifestyle throughout your character's career. - -Your lifestyle choice can have consequences. Maintaining a wealthy -lifestyle might help you make contacts with the rich and powerful, -though you run the risk of attracting thieves. Likewise, living frugally -might help you avoid criminals, but you are unlikely to make powerful -connections. - -\textbf{Table- Lifestyle Expenses} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Lifestyle & Price/Day \\ -\midrule -\endhead -Wretched & - \\ -Squalid & 1 sp \\ -Poor & 2 sp \\ -Modest & 1 gp \\ -Comfortable & 2 gp \\ -Wealthy & 4 gp \\ -Aristocratic & 10 gp minimum \\ -& \\ -\bottomrule -\end{longtable} - -\textbf{\emph{Wretched}}. You live in inhumane conditions. With no place -to call home, you shelter wherever you can, sneaking into barns, -huddling in old crates, and relying on the good graces of people better -off than you. A wretched lifestyle presents abundant dangers. Violence, -disease, and hunger follow you wherever you go. Other wretched people -covet your armor, weapons, and adventuring gear, which represent a -fortune by their standards. You are beneath the notice of most people. - -\textbf{\emph{Squalid}}. You live in a leaky stable, a mud-floored hut -just outside town, or a vermin-infested boarding house in the worst part -of town. You have shelter from the elements, but you live in a desperate -and often violent environment, in places rife with disease, hunger, and -misfortune. You are beneath the notice of most people, and you have few -legal protections. Most people at this lifestyle level have suffered -some terrible setback. They might be disturbed, marked as exiles, or -suffer from disease. - -\textbf{\emph{Poor}}. A poor lifestyle means going without the comforts -available in a stable community. Simple food and lodgings, threadbare -clothing, and unpredictable conditions result in a sufficient, though -probably unpleasant, experience. Your accommodations might be a room in -a flophouse or in the common room above a tavern. You benefit from some -legal protections, but you still have to contend with violence, crime, -and disease. People at this lifestyle level tend to be unskilled -laborers, costermongers, peddlers, thieves, mercenaries, and other -disreputable types. - -\textbf{\emph{Modest}}. A modest lifestyle keeps you out of the slums -and ensures that you can maintain your equipment. You live in an older -part of town, renting a room in a boarding house, inn, or temple. You -don't go hungry or thirsty, and your living conditions are clean, if -simple. Ordinary people living modest lifestyles include soldiers with -families, laborers, students, priests, hedge wizards, and the like. - -\textbf{\emph{Comfortable}}. Choosing a comfortable lifestyle means that -you can afford nicer clothing and can easily maintain your equipment. -You live in a small cottage in a middle-class neighborhood or in a -private room at a fine inn. You associate with merchants, skilled -tradespeople, and military officers. - -\textbf{\emph{Wealthy}}. Choosing a wealthy lifestyle means living a -life of luxury, though you might not have achieved the social status -associated with the old money of nobility or royalty. You live a -lifestyle comparable to that of a highly successful merchant, a favored -servant of the royalty, or the owner of a few small businesses. You have -respectable lodgings, usually a spacious home in a good part of town or -a comfortable suite at a fine inn. You likely have a small staff of -servants. - -\textbf{\emph{Aristocratic}}. You live a life of plenty and comfort. You -move in circles populated by the most powerful people in the community. -You have excellent lodgings, perhaps a townhouse in the nicest part of -town or rooms in the finest inn. You dine at the best restaurants, -retain the most skilled and fashionable tailor, and have servants -attending to your every need. You receive invitations to the social -gatherings of the rich and powerful, and spend evenings in the company -of politicians, guild leaders, high priests, and nobility. You must also -contend with the highest levels of deceit and treachery. The wealthier -you are, the greater the chance you will be drawn into political -intrigue as a pawn or participant. - -\hypertarget{food-drink-and-lodging}{% -\subsection{Food, Drink, and Lodging}\label{food-drink-and-lodging}} - -The Food, Drink, and Lodging table gives prices for individual food -items and a single night's lodging. These prices are included in your -total lifestyle expenses. - -\textbf{Table- Food, Drink, and Lodging} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Item & Cost \\ -\midrule -\endhead -\emph{Ale} & \\ -\textasciitilde{} Gallon & 2 sp \\ -\textasciitilde{} Mug & 4 cp \\ -Banquet (per person) & 10 gp \\ -Bread, loaf & 2 cp \\ -Cheese, hunk & 1 sp \\ -\emph{Inn stay (per day)} & \\ -\textasciitilde{} Squalid & 7 cp \\ -\textasciitilde{} Poor & 1 sp \\ -\textasciitilde{} Modest & 5 sp \\ -\textasciitilde{} Comfortable & 8 sp \\ -\textasciitilde{} Wealthy & 2 gp \\ -\textasciitilde{} Aristocratic & 4 gp \\ -\emph{Meals (per day)} & \\ -\textasciitilde{} Squalid & 3 cp \\ -\textasciitilde{} Poor & 6 cp \\ -\textasciitilde{} Modest & 3 sp \\ -\textasciitilde{} Comfortable & 5 sp \\ -\textasciitilde{} Wealthy & 8 sp \\ -\textasciitilde{} Aristocratic & 2 gp \\ -Meat, chunk & 3 sp \\ -\emph{Wine} & \\ -\textasciitilde{} Common (pitcher) & 2 sp \\ -\textasciitilde{} Fine (bottle) & 10 gp \\ -& \\ -\bottomrule -\end{longtable} - -\begin{quote} -\textbf{Self-Sufficiency} - -The expenses and lifestyles described here assume that you are spending -your time between adventures in town, availing yourself of whatever -services you can afford-paying for food and shelter, paying townspeople -to sharpen your sword and repair your armor, and so on. Some characters, -though, might prefer to spend their time away from civilization, -sustaining themselves in the wild by hunting, foraging, and repairing -their own gear. - -Maintaining this kind of lifestyle doesn't require you to spend any -coin, but it is time-consuming. If you spend your time between -adventures practicing a profession, you can eke out the equivalent of a -poor lifestyle. Proficiency in the Survival skill lets you live at the -equivalent of a comfortable lifestyle. -\end{quote} - -\hypertarget{services}{% -\subsection{Services}\label{services}} - -Adventurers can pay nonplayer characters to assist them or act on their -behalf in a variety of circumstances. Most such hirelings have fairly -ordinary skills, while others are masters of a craft or art, and a few -are experts with specialized adventuring skills. - -Some of the most basic types of hirelings appear on the Services table. -Other common hirelings include any of the wide variety of people who -inhabit a typical town or city, when the adventurers pay them to perform -a specific task. For example, a wizard might pay a carpenter to -construct an elaborate chest (and its miniature replica) for use in the -\emph{secret chest} spell. A fighter might commission a blacksmith to -forge a special sword. A bard might pay a tailor to make exquisite -clothing for an upcoming performance in front of the duke. - -Other hirelings provide more expert or dangerous services. Mercenary -soldiers paid to help the adventurers take on a hobgoblin army are -hirelings, as are sages hired to research ancient or esoteric lore. If a -high-level adventurer establishes a stronghold of some kind, he or she -might hire a whole staff of servants and agents to run the place, from a -castellan or steward to menial laborers to keep the stables clean. These -hirelings often enjoy a long-term contract that includes a place to live -within the stronghold as part of the offered compensation. - -Skilled hirelings include anyone hired to perform a service that -involves a proficiency (including weapon, tool, or skill): a mercenary, -artisan, scribe, and so on. The pay shown is a minimum; some expert -hirelings require more pay. Untrained hirelings are hired for menial -work that requires no particular skill and can include laborers, -porters, maids, and similar workers. - -\textbf{Table- Services} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Service Pay & Pay \\ -\midrule -\endhead -\emph{Coach cab} & \\ -\textasciitilde{} Between towns & 3 cp per mile \\ -\textasciitilde{} Within a city & 1 cp \\ -\emph{Hireling} & \\ -\textasciitilde{} Skilled & 2 gp per day \\ -\textasciitilde{} Untrained & 2 sp per day \\ -Messenger & 2 cp per mile \\ -Road or gate toll & 1 cp \\ -Ship's passage & 1 sp per mile \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{spellcasting-services}{% -\subsection{Spellcasting Services}\label{spellcasting-services}} - -People who are able to cast spells don't fall into the category of -ordinary hirelings. It might be possible to find someone willing to cast -a spell in exchange for coin or favors, but it is rarely easy and no -established pay rates exist. As a rule, the higher the level of the -desired spell, the harder it is to find someone who can cast it and the -more it costs. - -Hiring someone to cast a relatively common spell of 1st or 2nd level, -such as \emph{cure wounds} or \emph{identify}, is easy enough in a city -or town, and might cost 10 to 50 gold pieces (plus the cost of any -expensive material components). Finding someone able and willing to cast -a higher-level spell might involve traveling to a large city, perhaps -one with a university or prominent temple. Once found, the spellcaster -might ask for a service instead of payment-the kind of service that only -adventurers can provide, such as retrieving a rare item from a dangerous -locale or traversing a monster-infested wilderness to deliver something -important to a distant settlement. - -\hypertarget{abilities}{% -\section{ABILITIES}\label{abilities}} - -Six abilities provide a quick description of every creature's physical -and mental characteristics: - -\begin{itemize} -\tightlist -\item - \textbf{Strength}, measuring physical power -\item - \textbf{Dexterity}, measuring agility -\item - \textbf{Constitution}, measuring endurance -\item - \textbf{Intelligence}, measuring reasoning and memory -\item - \textbf{Wisdom}, measuring perception and insight -\item - \textbf{Charisma}, measuring force of personality -\end{itemize} - -Is a character muscle-bound and insightful? Brilliant and charming? -Nimble and hardy? Ability scores define these qualities-a creature's -assets as well as weaknesses. - -The three main rolls of the game-the ability check, the saving throw, -and the attack roll-rely on the six ability scores. The book's -introduction describes the basic rule behind these rolls: roll a d20, -add an ability modifier derived from one of the six ability scores, and -compare the total to a target number. - -\hypertarget{ability-scores-and-modifiers}{% -\subsection{Ability Scores and -Modifiers}\label{ability-scores-and-modifiers}} - -Each of a creature's abilities has a score, a number that defines the -magnitude of that ability. An ability score is not just a measure of -innate capabilities, but also encompasses a creature's training and -competence in activities related to that ability. - -A score of 10 or 11 is the normal human average, but adventurers and -many monsters are a cut above average in most abilities. A score of 18 -is the highest that a person usually reaches. Adventurers can have -scores as high as 20, and monsters and divine beings can have scores as -high as 30. - -Each ability also has a modifier, derived from the score and ranging -from -5 (for an ability score of 1) to +10 (for a score of 30). The -Ability Scores and Modifiers table notes the ability modifiers for the -range of possible ability scores, from 1 to 30. - -\textbf{Table- Ability Scores and Modifiers} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Score & Modifier \\ -\midrule -\endhead -1 & -5 \\ -2-3 & -4 \\ -4-5 & -3 \\ -6-7 & -2 \\ -8-9 & -1 \\ -10-11 & +0 \\ -12-13 & +1 \\ -14-15 & +2 \\ -16-17 & +3 \\ -18-19 & +4 \\ -20-21 & +5 \\ -22-23 & +6 \\ -24-25 & +7 \\ -26-27 & +8 \\ -28-29 & +9 \\ -30 & +10 \\ -& \\ -\bottomrule -\end{longtable} - -To determine an ability modifier without consulting the table, subtract -10 from the ability score and then divide the total by 2 (round down). - -Because ability modifiers affect almost every attack roll, ability -check, and saving throw, ability modifiers come up in play more often -than their associated scores. - -\hypertarget{advantage-and-disadvantage}{% -\section{Advantage and Disadvantage}\label{advantage-and-disadvantage}} - -Sometimes a special ability or spell tells you that you have advantage -or disadvantage on an ability check, a saving throw, or an attack roll. -When that happens, you roll a second d20 when you make the roll. Use the -higher of the two rolls if you have advantage, and use the lower roll if -you have disadvantage. For example, if you have disadvantage and roll a -17 and a 5, you use the 5. If you instead have advantage and roll those -numbers, you use the 17. - -If multiple situations affect a roll and each one grants advantage or -imposes disadvantage on it, you don't roll more than one additional d20. -If two favorable situations grant advantage, for example, you still roll -only one additional d20. - -If circumstances cause a roll to have both advantage and disadvantage, -you are considered to have neither of them, and you roll one d20. This -is true even if multiple circumstances impose disadvantage and only one -grants advantage or vice versa. In such a situation, you have neither -advantage nor disadvantage. - -When you have advantage or disadvantage and something in the game, such -as the halfling's Lucky trait, lets you reroll or replace the d20, you -can reroll or replace only one of the dice. You choose which one. For -example, if a halfling has advantage or disadvantage on an ability check -and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll -the 1. - -You usually gain advantage or disadvantage through the use of special -abilities, actions, or spells. Inspiration can also give a character -advantage. The - -GM can also decide that circumstances influence a roll in one direction -or the other and grant advantage or impose disadvantage as a result. - -\hypertarget{proficiency-bonus-1}{% -\section{Proficiency Bonus}\label{proficiency-bonus-1}} - -Characters have a proficiency bonus determined by level. Monsters also -have this bonus, which is incorporated in their stat blocks. The bonus -is used in the rules on ability checks, saving throws, and attack rolls. - -Your proficiency bonus can't be added to a single die roll or other -number more than once. For example, if two different rules say you can -add your proficiency bonus to a Wisdom saving throw, you nevertheless -add the bonus only once when you make the save. - -Occasionally, your proficiency bonus might be multiplied or divided -(doubled or halved, for example) before you apply it. For example, the -rogue's Expertise feature doubles the proficiency bonus for certain -ability checks. If a circumstance suggests that your proficiency bonus -applies more than once to the same roll, you still add it only once and -multiply or divide it only once. - -By the same token, if a feature or effect allows you to multiply your -proficiency bonus when making an ability check that wouldn't normally -benefit from your proficiency bonus, you still don't add the bonus to -the check. For that check your proficiency bonus is 0, given the fact -that multiplying 0 by any number is still 0. For instance, if you lack -proficiency in the History skill, you gain no benefit from a feature -that lets you double your proficiency bonus when you make Intelligence -(History) checks. - -In general, you don't multiply your proficiency bonus for attack rolls -or saving throws. If a feature or effect allows you to do so, these same -rules apply. - -\hypertarget{ability-checks}{% -\section{Ability Checks}\label{ability-checks}} - -An ability check tests a character's or monster's innate talent and -training in an effort to overcome a challenge. The GM calls for an -ability check when a character or monster attempts an action (other than -an attack) that has a chance of failure. When the outcome is uncertain, -the dice determine the results. - -For every ability check, the GM decides which of the six abilities is -relevant to the task at hand and the difficulty of the task, represented -by a Difficulty Class. - -The more difficult a task, the higher its DC. The Typical Difficulty -Classes table shows the most common DCs. - -\textbf{Table- Difficulty Classes} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Task Difficulty & DC \\ -\midrule -\endhead -Very easy & 5 \\ -Easy & 10 \\ -Medium & 15 \\ -Hard & 20 \\ -Very hard & 25 \\ -Nearly impossible & 30 \\ -& \\ -\bottomrule -\end{longtable} - -To make an ability check, roll a d20 and add the relevant ability -modifier. As with other d20 rolls, apply bonuses and penalties, and -compare the total to the DC. If the total equals or exceeds the DC, the -ability check is a success-the creature overcomes the challenge at hand. -Otherwise, it's a failure, which means the character or monster makes no -progress toward the objective or makes progress combined with a setback -determined by the GM. - -\hypertarget{contests}{% -\subsection{Contests}\label{contests}} - -Sometimes one character's or monster's efforts are directly opposed to -another's. This can occur when both of them are trying to do the same -thing and only one can succeed, such as attempting to snatch up a magic -ring that has fallen on the floor. This situation also applies when one -of them is trying to prevent the other one from accomplishing a goal- -for example, when a monster tries to force open a door that an -adventurer is holding closed. In situations like these, the outcome is -determined by a special form of ability check, called a contest. - -Both participants in a contest make ability checks appropriate to their -efforts. They apply all appropriate bonuses and penalties, but instead -of comparing the total to a DC, they compare the totals of their two -checks. The participant with the higher check total wins the contest. -That character or monster either succeeds at the action or prevents the -other one from succeeding. - -If the contest results in a tie, the situation remains the same as it -was before the contest. Thus, one contestant might win the contest by -default. If two characters tie in a contest to snatch a ring off the -floor, neither character grabs it. In a contest between a monster trying -to open a door and an adventurer trying to keep the door closed, a tie -means that the door remains shut. - -\hypertarget{skills}{% -\subsection{Skills}\label{skills}} - -Each ability covers a broad range of capabilities, including skills that -a character or a monster can be proficient in. A skill represents a -specific aspect of an ability score, and an individual's proficiency in -a skill demonstrates a focus on that aspect. (A character's starting -skill proficiencies are determined at character creation, and a -monster's skill proficiencies appear in the monster's stat block.) - -For example, a Dexterity check might reflect a character's attempt to -pull off an acrobatic stunt, to palm an object, or to stay hidden. Each -of these aspects of Dexterity has an associated skill: Acrobatics, -Sleight of Hand, and Stealth, respectively. So a character who has -proficiency in the Stealth skill is particularly good at Dexterity -checks related to sneaking and hiding. - -The skills related to each ability score are shown in the following -list. (No skills are related to Constitution.) See an ability's -description in the later sections of this section for examples of how to -use a skill associated with an ability. - -\textbf{Table- Related Skills} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.1486}} - >{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.2297}} - >{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.2027}} - >{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.2297}} - >{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.1892}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Strength -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Dexterity -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Intelligence -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Wisdom -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Charisma -\end{minipage} \\ -\midrule -\endhead -Athletics & Acrobatics & Arcana & Animal Handling & Deception \\ -& Sleight of Hand & History & Insight & Intimidation \\ -& Stealth & Investigation & Medicine & Performance \\ -& & Nature & Perception & Persuasion \\ -& & Religion & Survival & \\ -\bottomrule -\end{longtable} - -Sometimes, the GM might ask for an ability check using a specific -skill-for example, ``Make a Wisdom (Perception) check.'' At other times, -a player might ask the GM if proficiency in a particular skill applies -to a check. In either case, proficiency in a skill means an individual -can add his or her proficiency bonus to ability checks that involve that -skill. Without proficiency in the skill, the individual makes a normal -ability check. - -For example, if a character attempts to climb up a dangerous cliff, the -GM might ask for a Strength (Athletics) check. If the character is -proficient in Athletics, the character's proficiency bonus is added to -the Strength check. If the character lacks that proficiency, he or she -just makes a Strength check. - -\hypertarget{variant-skills-with-different-abilities}{% -\subsubsection{Variant: Skills with Different -Abilities}\label{variant-skills-with-different-abilities}} - -Normally, your proficiency in a skill applies only to a specific kind of -ability check. Proficiency in Athletics, for example, usually applies to -Strength checks. In some situations, though, your proficiency might -reasonably apply to a different kind of check. In such cases, the GM -might ask for a check using an unusual combination of ability and skill, -or you might ask your GM if you can apply a proficiency to a different -check. For example, if you have to swim from an offshore island to the -mainland, your GM might call for a Constitution check to see if you have -the stamina to make it that far. In this case, your GM might allow you -to apply your proficiency in Athletics and ask for a Constitution -(Athletics) check. So if you're proficient in Athletics, you apply your -proficiency bonus to the Constitution check just as you would normally -do for a Strength (Athletics) check. Similarly, when your half-orc -barbarian uses a display of raw strength to intimidate an enemy, your GM -might ask for a Strength (Intimidation) check, even though Intimidation -is normally associated with Charisma. - -\hypertarget{passive-checks}{% -\subsection{Passive Checks}\label{passive-checks}} - -A passive check is a special kind of ability check that doesn't involve -any die rolls. Such a check can represent the average result for a task -done repeatedly, such as searching for secret doors over and over again, -or can be used when the GM wants to secretly determine whether the -characters succeed at something without rolling dice, such as noticing a -hidden monster. - -Here's how to determine a character's total for a passive check: - -10 + all modifiers that normally apply to the check - -If the character has advantage on the check, add 5. For disadvantage, -subtract 5. The game refers to a passive check total as a -\textbf{score}. - -For example, if a 1st-level character has a Wisdom of 15 and proficiency -in Perception, he or she has a passive Wisdom (Perception) score of 14. - -The rules on hiding in the ``Dexterity'' section below rely on passive -checks, as do the exploration rules. - -\hypertarget{working-together}{% -\subsection{Working Together}\label{working-together}} - -Sometimes two or more characters team up to attempt a task. The -character who's leading the effort-or the one with the highest ability -modifier-can make an ability check with advantage, reflecting the help -provided by the other characters. In combat, this requires the Help -action. - -A character can only provide help if the task is one that he or she -could attempt alone. For example, trying to open a lock requires -proficiency with thieves' tools, so a character who lacks that -proficiency can't help another character in that task. Moreover, a -character can help only when two or more individuals working together -would actually be productive. Some tasks, such as threading a needle, -are no easier with help. - -\hypertarget{group-checks}{% -\subsubsection{Group Checks}\label{group-checks}} - -When a number of individuals are trying to accomplish something as a -group, the GM might ask for a group ability check. In such a situation, -the characters who are skilled at a particular task help cover those who -aren't. - -To make a group ability check, everyone in the group makes the ability -check. If at least half the group succeeds, the whole group succeeds. -Otherwise, the group fails. - -Group checks don't come up very often, and they're most useful when all -the characters succeed or fail as a group. For example, when adventurers -are navigating a swamp, the GM might call for a group Wisdom (Survival) -check to see if the characters can avoid the quicksand, sinkholes, and -other natural hazards of the environment. If at least half the group -succeeds, the successful characters are able to guide their companions -out of danger. Otherwise, the group stumbles into one of these hazards. - -\hypertarget{using-each-ability}{% -\subsection{Using Each Ability}\label{using-each-ability}} - -Every task that a character or monster might attempt in the game is -covered by one of the six abilities. This section explains in more -detail what those abilities mean and the ways they are used in the game. - -\hypertarget{strength}{% -\subsubsection{Strength}\label{strength}} - -Strength measures bodily power, athletic training, and the extent to -which you can exert raw physical force. - -\hypertarget{strength-checks}{% -\paragraph{Strength Checks}\label{strength-checks}} - -A Strength check can model any attempt to lift, push, pull, or break -something, to force your body through a space, or to otherwise apply -brute force to a situation. The Athletics skill reflects aptitude in -certain kinds of Strength checks. - -\textbf{\emph{Athletics}}. Your Strength (Athletics) check covers -difficult situations you encounter while climbing, jumping, or swimming. -Examples include the following activities: - -\begin{itemize} -\tightlist -\item - You attempt to climb a sheer or slippery cliff, avoid hazards while - scaling a wall, or cling to a surface while something is trying to - knock you off. -\item - You try to jump an unusually long distance or pull off a stunt - midjump. -\item - You struggle to swim or stay afloat in treacherous currents, - storm-tossed waves, or areas of thick seaweed. Or another creature - tries to push or pull you underwater or otherwise interfere with your - swimming. -\end{itemize} - -\textbf{\emph{Other Strength Checks}}. The GM might also call for a -Strength check when you try to accomplish tasks like the following: - -\begin{itemize} -\tightlist -\item - Force open a stuck, locked, or barred door -\item - Break free of bonds -\item - Push through a tunnel that is too small -\item - Hang on to a wagon while being dragged behind it -\item - Tip over a statue -\item - Keep a boulder from rolling -\end{itemize} - -\hypertarget{attack-rolls-and-damage}{% -\paragraph{Attack Rolls and Damage}\label{attack-rolls-and-damage}} - -You add your Strength modifier to your attack roll and your damage roll -when attacking with a melee weapon such as a mace, a battleaxe, or a -javelin. You use melee weapons to make melee attacks in hand-to-hand -combat, and some of them can be thrown to make a ranged attack. - -\hypertarget{lifting-and-carrying}{% -\paragraph{Lifting and Carrying}\label{lifting-and-carrying}} - -Your Strength score determines the amount of weight you can bear. The -following terms define what you can lift or carry. - -\textbf{\emph{Carrying Capacity}}. Your carrying capacity is your -Strength score multiplied by 15. This is the weight (in pounds) that you -can carry, which is high enough that most characters don't usually have -to worry about it. - -\textbf{\emph{Push, Drag, or Lift}}. You can push, drag, or lift a -weight in pounds up to twice your carrying capacity (or 30 times your -Strength score). While pushing or dragging weight in excess of your -carrying capacity, your speed drops to 5 feet. - -\textbf{\emph{Size and Strength}}. Larger creatures can bear more -weight, whereas Tiny creatures can carry less. For each size category -above Medium, double the creature's carrying capacity and the amount it -can push, drag, or lift. For a Tiny creature, halve these weights. - -\hypertarget{variant-encumbrance}{% -\paragraph{Variant: Encumbrance}\label{variant-encumbrance}} - -The rules for lifting and carrying are intentionally simple. Here is a -variant if you are looking for more detailed rules for determining how a -character is hindered by the weight of equipment. When you use this -variant, ignore the Strength column of the Armor table. - -If you carry weight in excess of 5 times your Strength score, you are -\textbf{encumbered}, which means your speed drops by 10 feet. - -If you carry weight in excess of 10 times your Strength score, up to -your maximum carrying capacity, you are instead \textbf{heavily -encumbered}, which means your speed drops by 20 feet and you have -disadvantage on ability checks, attack rolls, and saving throws that use -Strength, Dexterity, or Constitution. - -\hypertarget{dexterity}{% -\subsubsection{Dexterity}\label{dexterity}} - -Dexterity measures agility, reflexes, and balance. - -\hypertarget{dexterity-checks}{% -\paragraph{Dexterity Checks}\label{dexterity-checks}} - -A Dexterity check can model any attempt to move nimbly, quickly, or -quietly, or to keep from falling on tricky footing. The Acrobatics, -Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of -Dexterity checks. - -\textbf{\emph{Acrobatics}}. Your Dexterity (Acrobatics) check covers -your attempt to stay on your feet in a tricky situation, such as when -you're trying to run across a sheet of ice, balance on a tightrope, or -stay upright on a rocking ship's deck. The GM might also call for a -Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, -including dives, rolls, somersaults, and flips. - -\textbf{\emph{Sleight of Hand}}. Whenever you attempt an act of -legerdemain or manual trickery, such as planting something on someone -else or concealing an object on your person, make a Dexterity (Sleight -of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) -check to determine whether you can lift a coin purse off another person -or slip something out of another person's pocket. - -\textbf{\emph{Stealth}}. Make a Dexterity (Stealth) check when you -attempt to conceal yourself from enemies, slink past guards, slip away -without being noticed, or sneak up on someone without being seen or -heard. - -\textbf{\emph{Other Dexterity Checks}}. The GM might call for a -Dexterity check when you try to accomplish tasks like the following: - -\begin{itemize} -\tightlist -\item - Control a heavily laden cart on a steep descent -\item - Steer a chariot around a tight turn -\item - Pick a lock -\item - Disable a trap -\item - Securely tie up a prisoner -\item - Wriggle free of bonds -\item - Play a stringed instrument -\item - Craft a small or detailed object -\end{itemize} - -\hypertarget{attack-rolls-and-damage-1}{% -\paragraph{Attack Rolls and Damage}\label{attack-rolls-and-damage-1}} - -You add your Dexterity modifier to your attack roll and your damage roll -when attacking with a ranged weapon, such as a sling or a longbow. You -can also add your Dexterity modifier to your attack roll and your damage -roll when attacking with a melee weapon that has the finesse property, -such as a dagger or a rapier. - -\hypertarget{armor-class}{% -\paragraph{Armor Class}\label{armor-class}} - -Depending on the armor you wear, you might add some or all of your -Dexterity modifier to your Armor Class. - -\hypertarget{initiative}{% -\paragraph{Initiative}\label{initiative}} - -At the beginning of every combat, you roll initiative by making a -Dexterity check. Initiative determines the order of creatures' turns in -combat. - -\begin{quote} -\textbf{Hiding} - -The DM decides when circumstances are appropriate for hiding. When you -try to hide, make a Dexterity (Stealth) check. Until you are discovered -or you stop hiding, that check's total is contested by the Wisdom -(Perception) check of any creature that actively searches for signs of -your presence. - -You can't hide from a creature that can see you clearly, and you give -away your position if you make noise, such as shouting a warning or -knocking over a vase. - -An invisible creature can always try to hide. Signs of its passage might -still be noticed, and it does have to stay quiet. - -In combat, most creatures stay alert for signs of danger all around, so -if you come out of hiding and approach a creature, it usually sees you. -However, under certain circumstances, the DM might allow you to stay -hidden as you approach a creature that is distracted, allowing you to -gain advantage on an attack roll before you are seen. - -\textbf{\emph{Passive Perception}}. When you hide, there's a chance -someone will notice you even if they aren't searching. To determine -whether such a creature notices you, the DM compares your Dexterity -(Stealth) check with that creature's passive Wisdom (Perception) score, -which equals 10 + the creature's Wisdom modifier, as well as any other -bonuses or penalties. If the creature has advantage, add 5. For -disadvantage, subtract 5. For example, if a 1st-level character (with a -proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and -proficiency in Perception, he or she has a passive Wisdom (Perception) -of 14. - -\textbf{\emph{What Can You See?}} One of the main factors in determining -whether you can find a hidden creature or object is how well you can see -in an area, which might be \textbf{lightly} or \textbf{heavily -obscured}, as explained in the ``Adventuring'' section. -\end{quote} - -\hypertarget{constitution}{% -\subsubsection{Constitution}\label{constitution}} - -Constitution measures health, stamina, and vital force. - -\hypertarget{constitution-checks}{% -\paragraph{Constitution Checks}\label{constitution-checks}} - -Constitution checks are uncommon, and no skills apply to Constitution -checks, because the endurance this ability represents is largely passive -rather than involving a specific effort on the part of a character or -monster. A Constitution check can model your attempt to push beyond -normal limits, however. - -The GM might call for a Constitution check when you try to accomplish -tasks like the following: - -\begin{itemize} -\tightlist -\item - Hold your breath -\item - March or labor for hours without rest -\item - Go without sleep -\item - Survive without food or water -\item - Quaff an entire stein of ale in one go -\end{itemize} - -\hypertarget{hit-points-12}{% -\paragraph{Hit Points}\label{hit-points-12}} - -Your Constitution modifier contributes to your hit points. Typically, -you add your Constitution modifier to each Hit Die you roll for your hit -points. - -If your Constitution modifier changes, your hit point maximum changes as -well, as though you had the new modifier from 1st level. For example, if -you raise your Constitution score when you reach 4th level and your -Constitution modifier increases from +1 to +2, you adjust your hit point -maximum as though the modifier had always been +2. So you add 3 hit -points for your first three levels, and then roll your hit points for -4th level using your new modifier. Or if you're 7th level and some -effect lowers your Constitution score so as to reduce your Constitution -modifier by 1, your hit point maximum is reduced by 7. - -\hypertarget{intelligence}{% -\subsubsection{Intelligence}\label{intelligence}} - -Intelligence measures mental acuity, accuracy of recall, and the ability -to reason. - -\hypertarget{intelligence-checks}{% -\paragraph{Intelligence Checks}\label{intelligence-checks}} - -An Intelligence check comes into play when you need to draw on logic, -education, memory, or deductive reasoning. The Arcana, History, -Investigation, Nature, and Religion skills reflect aptitude in certain -kinds of Intelligence checks. - -\textbf{\emph{Arcana}}. Your Intelligence (Arcana) check measures your -ability to recall lore about spells, magic items, eldritch symbols, -magical traditions, the planes of existence, and the inhabitants of -those planes. - -\textbf{\emph{History}}. Your Intelligence (History) check measures your -ability to recall lore about historical events, legendary people, -ancient kingdoms, past disputes, recent wars, and lost civilizations. - -\textbf{\emph{Investigation}}. When you look around for clues and make -deductions based on those clues, you make an Intelligence -(Investigation) check. You might deduce the location of a hidden object, -discern from the appearance of a wound what kind of weapon dealt it, or -determine the weakest point in a tunnel that could cause it to collapse. -Poring through ancient scrolls in search of a hidden fragment of -knowledge might also call for an Intelligence (Investigation) check. - -\textbf{\emph{Nature}}. Your Intelligence (Nature) check measures your -ability to recall lore about terrain, plants and animals, the weather, -and natural cycles. - -\textbf{\emph{Religion}}. Your Intelligence (Religion) check measures -your ability to recall lore about deities, rites and prayers, religious -hierarchies, holy symbols, and the practices of secret cults. - -\textbf{\emph{Other Intelligence Checks}}. The GM might call for an -Intelligence check when you try to accomplish tasks like the following: - -\begin{itemize} -\tightlist -\item - Communicate with a creature without using words -\item - Estimate the value of a precious item -\item - Pull together a disguise to pass as a city guard -\item - Forge a document -\item - Recall lore about a craft or trade -\item - Win a game of skill -\end{itemize} - -\hypertarget{spellcasting-ability-8}{% -\paragraph{Spellcasting Ability}\label{spellcasting-ability-8}} - -Wizards use Intelligence as their spellcasting ability, which helps -determine the saving throw DCs of spells they cast. - -\hypertarget{wisdom}{% -\subsubsection{Wisdom}\label{wisdom}} - -Wisdom reflects how attuned you are to the world around you and -represents perceptiveness and intuition. - -\hypertarget{wisdom-checks}{% -\paragraph{Wisdom Checks}\label{wisdom-checks}} - -A Wisdom check might reflect an effort to read body language, understand -someone's feelings, notice things about the environment, or care for an -injured person. The Animal Handling, Insight, Medicine, Perception, and -Survival skills reflect aptitude in certain kinds of Wisdom checks. - -\textbf{\emph{Animal Handling}}. When there is any question whether you -can calm down a domesticated animal, keep a mount from getting spooked, -or intuit an animal's intentions, the GM might call for a Wisdom (Animal -Handling) check. You also make a Wisdom (Animal Handling) check to -control your mount when you attempt a risky maneuver. - -\textbf{\emph{Insight}}. Your Wisdom (Insight) check decides whether you -can determine the true intentions of a creature, such as when searching -out a lie or predicting someone's next move. Doing so involves gleaning -clues from body language, speech habits, and changes in mannerisms. - -\textbf{\emph{Medicine}}. A Wisdom (Medicine) check lets you try to -stabilize a dying companion or diagnose an illness. - -\textbf{\emph{Perception}}. Your Wisdom (Perception) check lets you -spot, hear, or otherwise detect the presence of something. It measures -your general awareness of your surroundings and the keenness of your -senses. For example, you might try to hear a conversation through a -closed door, eavesdrop under an open window, or hear monsters moving -stealthily in the forest. Or you might try to spot things that are -obscured or easy to miss, whether they are orcs lying in ambush on a -road, thugs hiding in the shadows of an alley, or candlelight under a -closed secret door. - -\textbf{\emph{Survival}}. The GM might ask you to make a Wisdom -(Survival) check to follow tracks, hunt wild game, guide your group -through frozen wastelands, identify signs that owlbears live nearby, -predict the weather, or avoid quicksand and other natural hazards. - -\textbf{\emph{Other Wisdom Checks}}. The GM might call for a Wisdom -check when you try to accomplish tasks like the following: - -\begin{itemize} -\tightlist -\item - Get a gut feeling about what course of action to follow -\item - Discern whether a seemingly dead or living creature is undead -\end{itemize} - -\hypertarget{spellcasting-ability-9}{% -\paragraph{Spellcasting Ability}\label{spellcasting-ability-9}} - -Clerics, druids, and rangers use Wisdom as their spellcasting ability, -which helps determine the saving throw DCs of spells they cast. - -\hypertarget{charisma}{% -\subsubsection{Charisma}\label{charisma}} - -Charisma measures your ability to interact effectively with others. It -includes such factors as confidence and eloquence, and it can represent -a charming or commanding personality. - -\hypertarget{charisma-checks}{% -\paragraph{Charisma Checks}\label{charisma-checks}} - -A Charisma check might arise when you try to influence or entertain -others, when you try to make an impression or tell a convincing lie, or -when you are navigating a tricky social situation. The Deception, -Intimidation, Performance, and Persuasion skills reflect aptitude in -certain kinds of Charisma checks. - -\textbf{\emph{Deception}}. Your Charisma (Deception) check determines -whether you can convincingly hide the truth, either verbally or through -your actions. This deception can encompass everything from misleading -others through ambiguity to telling outright lies. Typical situations -include trying to fast-talk a guard, con a merchant, earn money through -gambling, pass yourself off in a disguise, dull someone's suspicions -with false assurances, or maintain a straight face while telling a -blatant lie. - -\textbf{\emph{Intimidation}}. When you attempt to influence someone -through overt threats, hostile actions, and physical violence, the GM -might ask you to make a Charisma (Intimidation) check. Examples include -trying to pry information out of a prisoner, convincing street thugs to -back down from a confrontation, or using the edge of a broken bottle to -convince a sneering vizier to reconsider a decision. - -\textbf{\emph{Performance}}. Your Charisma (Performance) check -determines how well you can delight an audience with music, dance, -acting, storytelling, or some other form of entertainment. - -\textbf{\emph{Persuasion}}. When you attempt to influence someone or a -group of people with tact, social graces, or good nature, the GM might -ask you to make a Charisma (Persuasion) check. Typically, you use -persuasion when acting in good faith, to foster friendships, make -cordial requests, or exhibit proper etiquette. Examples of persuading -others include convincing a chamberlain to let your party see the king, -negotiating peace between warring tribes, or inspiring a crowd of -townsfolk. - -\textbf{\emph{Other Charisma Checks}}. The GM might call for a Charisma -check when you try to accomplish tasks like the following: - -\begin{itemize} -\tightlist -\item - Find the best person to talk to for news, rumors, and gossip -\item - Blend into a crowd to get the sense of key topics of conversation -\end{itemize} - -\hypertarget{spellcasting-ability-10}{% -\paragraph{Spellcasting Ability}\label{spellcasting-ability-10}} - -Bards, paladins, sorcerers, and warlocks use Charisma as their -spellcasting ability, which helps determine the saving throw DCs of -spells they cast. - -\hypertarget{saving-throws}{% -\section{Saving Throws}\label{saving-throws}} - -A saving throw-also called a save-represents an attempt to resist a -spell, a trap, a poison, a disease, or a similar threat. You don't -normally decide to make a saving throw; you are forced to make one -because your character or monster is at risk of harm. - -To make a saving throw, roll a d20 and add the appropriate ability -modifier. For example, you use your Dexterity modifier for a Dexterity -saving throw. - -A saving throw can be modified by a situational bonus or penalty and can -be affected by advantage and disadvantage, as determined by the GM. - -Each class gives proficiency in at least two saving throws. The wizard, -for example, is proficient in Intelligence saves. As with skill -proficiencies, proficiency in a saving throw lets a character add his or -her proficiency bonus to saving throws made using a particular ability -score. Some monsters have saving throw proficiencies as well. - -The Difficulty Class for a saving throw is determined by the effect that -causes it. For example, the DC for a saving throw allowed by a spell is -determined by the caster's spellcasting ability and proficiency bonus. - -The result of a successful or failed saving throw is also detailed in -the effect that allows the save. Usually, a successful save means that a -creature suffers no harm, or reduced harm, from an effect. - -\hypertarget{adventuring}{% -\section{ADVENTURING}\label{adventuring}} - -\hypertarget{time}{% -\section{Time}\label{time}} - -In situations where keeping track of the passage of time is important, -the GM determines the time a task requires. The GM might use a different -time scale depending on the context of the situation at hand. In a -dungeon environment, the adventurers' movement happens on a scale of -\textbf{minutes}. It takes them about a minute to creep down a long -hallway, another minute to check for traps on the door at the end of the -hall, and a good ten minutes to search the chamber beyond for anything -interesting or valuable. - -In a city or wilderness, a scale of \textbf{hours} is often more -appropriate. Adventurers eager to reach the lonely tower at the heart of -the forest hurry across those fifteen miles in just under four hours' -time. - -For long journeys, a scale of \textbf{days} works best. - -Following the road from Baldur's Gate to Waterdeep, the adventurers -spend four uneventful days before a goblin ambush interrupts their -journey. - -In combat and other fast-paced situations, the game relies on -\textbf{rounds}, a 6-second span of time. - -\hypertarget{movement}{% -\section{Movement}\label{movement}} - -Swimming across a rushing river, sneaking down a dungeon corridor, -scaling a treacherous mountain slope-all sorts of movement play a key -role in fantasy gaming adventures. - -The GM can summarize the adventurers' movement without calculating exact -distances or travel times: ``You travel through the forest and find the -dungeon entrance late in the evening of the third day.'' Even in a -dungeon, particularly a large dungeon or a cave network, the GM can -summarize movement between encounters: ``After killing the guardian at -the entrance to the ancient dwarven stronghold, you consult your map, -which leads you through miles of echoing corridors to a chasm bridged by -a narrow stone arch.'' - -Sometimes it's important, though, to know how long it takes to get from -one spot to another, whether the answer is in days, hours, or minutes. -The rules for determining travel time depend on two factors: the speed -and travel pace of the creatures moving and the terrain they're moving -over. - -\hypertarget{speed-1}{% -\subsection{Speed}\label{speed-1}} - -Every character and monster has a speed, which is the distance in feet -that the character or monster can walk in 1 round. This number assumes -short bursts of energetic movement in the midst of a life-threatening -situation. - -The following rules determine how far a character or monster can move in -a minute, an hour, or a day. - -\hypertarget{travel-pace}{% -\subsubsection{Travel Pace}\label{travel-pace}} - -While traveling, a group of adventurers can move at a normal, fast, or -slow pace, as shown on the Travel Pace table. The table states how far -the party can move in a period of time and whether the pace has any -effect. A fast pace makes characters less perceptive, while a slow pace -makes it possible to sneak around and to search an area more carefully. - -\textbf{\emph{Forced March}}. The Travel Pace table assumes that -characters travel for 8 hours in day. They can push on beyond that -limit, at the risk of exhaustion. - -For each additional hour of travel beyond 8 hours, the characters cover -the distance shown in the Hour column for their pace, and each character -must make a Constitution saving throw at the end of the hour. The DC is -10 + 1 for each hour past 8 hours. On a failed saving throw, a character -suffers one level of exhaustion (see appendix \#\#). - -\textbf{\emph{Mounts and Vehicles}}. For short spans of time (up to an -hour), many animals move much faster than humanoids. A mounted character -can ride at a gallop for about an hour, covering twice the usual -distance for a fast pace. If fresh mounts are available every 8 to 10 -miles, characters can cover larger distances at this pace, but this is -very rare except in densely populated areas. - -Characters in wagons, carriages, or other land vehicles choose a pace as -normal. Characters in a waterborne vessel are limited to the speed of -the vessel, and they don't suffer penalties for a fast pace or gain -benefits from a slow pace. Depending on the vessel and the size of the -crew, ships might be able to travel for up to 24 hours per day. - -Certain special mounts, such as a pegasus or griffon, or special -vehicles, such as a \emph{carpet of flying}, allow you to travel more -swiftly. - -\textbf{Table- Travel Pace} - -\textbf{Distance Traveled Per \ldots{}} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.0920}} - >{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.1149}} - >{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.1034}} - >{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.1149}} - >{\raggedright\arraybackslash}p{(\columnwidth - 8\tabcolsep) * \real{0.5747}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Pace -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Minute -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Hour -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Day -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Effect -\end{minipage} \\ -\midrule -\endhead -Fast & 400 feet & 4 miles & 30 miles & -5 penalty to passive Wisdom -(Perception) scores \\ -Normal & 300 feet & 3 miles & 18 miles & - \\ -Slow & 200 feet & 2 miles & 24 miles & Able to use stealth \\ -& & & & \\ -\bottomrule -\end{longtable} - -\hypertarget{difficult-terrain}{% -\subsubsection{Difficult Terrain}\label{difficult-terrain}} - -The travel speeds given in the Travel Pace table assume relatively -simple terrain: roads, open plains, or clear dungeon corridors. But -adventurers often face dense forests, deep swamps, rubble-filled ruins, -steep mountains, and ice-covered ground-all considered difficult -terrain. - -You move at half speed in difficult terrain- moving 1 foot in difficult -terrain costs 2 feet of speed-so you can cover only half the normal -distance in a minute, an hour, or a day. - -\hypertarget{special-types-of-movement}{% -\subsection{Special Types of Movement}\label{special-types-of-movement}} - -Movement through dangerous dungeons or wilderness areas often involves -more than simply walking. Adventurers might have to climb, crawl, swim, -or jump to get where they need to go. - -\hypertarget{climbing-swimming-and-crawling}{% -\subsubsection{Climbing, Swimming, and -Crawling}\label{climbing-swimming-and-crawling}} - -While climbing or swimming, each foot of movement costs 1 extra foot (2 -extra feet in difficult terrain), unless a creature has a climbing or -swimming speed. At the GM's option, climbing a slippery vertical surface -or one with few handholds requires a successful Strength (Athletics) -check. Similarly, gaining any distance in rough water might require a -successful Strength (Athletics) check. - -\hypertarget{jumping}{% -\subsubsection{Jumping}\label{jumping}} - -Your Strength determines how far you can jump. - -\textbf{\emph{Long Jump}}. When you make a long jump, you cover a number -of feet up to your Strength score if you move at least 10 feet on foot -immediately before the jump. When you make a standing long jump, you can -leap only half that distance. Either way, each foot you clear on the -jump costs a foot of movement. - -This rule assumes that the height of your jump doesn't matter, such as a -jump across a stream or chasm. At your GM's option, you must succeed on -a DC 10 Strength (Athletics) check to clear a low obstacle (no taller -than a quarter of the jump's distance), such as a hedge or low wall. -Otherwise, you hit it. - -When you land in difficult terrain, you must succeed on a DC 10 -Dexterity (Acrobatics) check to land on your feet. Otherwise, you land -prone. - -\textbf{\emph{High Jump}}. When you make a high jump, you leap into the -air a number of feet equal to 3 + your Strength modifier if you move at -least 10 feet on foot immediately before the jump. When you make a -standing high jump, you can jump only half that distance. Either way, -each foot you clear on the jump costs a foot of movement. In some -circumstances, your GM might allow you to make a Strength (Athletics) -check to jump higher than you normally can. - -You can extend your arms half your height above yourself during the -jump. Thus, you can reach above you a distance equal to the height of -the jump plus 1½ times your height. - -\hypertarget{the-environment}{% -\section{The Environment}\label{the-environment}} - -By its nature, adventuring involves delving into places that are dark, -dangerous, and full of mysteries to be explored. The rules in this -section cover some of the most important ways in which adventurers -interact with the environment in such places. - -\hypertarget{falling}{% -\subsection{Falling}\label{falling}} - -A fall from a great height is one of the most common hazards facing an -adventurer. At the end of a fall, a creature takes 1d6 bludgeoning -damage for every 10 feet it fell, to a maximum of 20d6. The creature -lands prone, unless it avoids taking damage from the fall. - -\hypertarget{suffocating}{% -\subsection{Suffocating}\label{suffocating}} - -A creature can hold its breath for a number of minutes equal to 1 + its -Constitution modifier (minimum of 30 seconds). - -When a creature runs out of breath or is choking, it can survive for a -number of rounds equal to its Constitution modifier (minimum of 1 -round). At the start of its next turn, it drops to 0 hit points and is -dying, and it can't regain hit points or be stabilized until it can -breathe again. - -For example, a creature with a Constitution of 14 can hold its breath -for 3 minutes. If it starts suffocating, it has 2 rounds to reach air -before it drops to 0 hit points. - -\hypertarget{vision-and-light}{% -\subsection{Vision and Light}\label{vision-and-light}} - -The most fundamental tasks of adventuring- noticing danger, finding -hidden objects, hitting an enemy in combat, and targeting a spell, to -name just a few-rely heavily on a character's ability to see. Darkness -and other effects that obscure vision can prove a significant hindrance. - -A given area might be lightly or heavily obscured. In a \textbf{lightly -obscured} area, such as dim light, patchy fog, or moderate foliage, -creatures have disadvantage on Wisdom (Perception) checks that rely on -sight. - -A \textbf{heavily obscured} area-such as darkness, opaque fog, or dense -foliage-blocks vision entirely. A creature effectively suffers from the -blinded condition (see appendix \#\#) when trying to see something in -that area. - -The presence or absence of light in an environment creates three -categories of illumination: bright light, dim light, and darkness. - -\textbf{Bright light} lets most creatures see normally. - -Even gloomy days provide bright light, as do torches, lanterns, fires, -and other sources of illumination within a specific radius. - -\textbf{Dim light}, also called shadows, creates a lightly obscured -area. An area of dim light is usually a boundary between a source of -bright light, such as a torch, and surrounding darkness. The soft light -of twilight and dawn also counts as dim light. A particularly brilliant -full moon might bathe the land in dim light. - -\textbf{Darkness} creates a heavily obscured area. - -Characters face darkness outdoors at night (even most moonlit nights), -within the confines of an unlit dungeon or a subterranean vault, or in -an area of magical darkness. - -\hypertarget{blindsight}{% -\subsubsection{Blindsight}\label{blindsight}} - -A creature with blindsight can perceive its surroundings without relying -on sight, within a specific radius. Creatures without eyes, such as -oozes, and creatures with echolocation or heightened senses, such as -bats and true dragons, have this sense. - -\hypertarget{darkvision}{% -\subsubsection{Darkvision}\label{darkvision}} - -Many creatures in fantasy gaming worlds, especially those that dwell -underground, have darkvision. Within a specified range, a creature with -darkvision can see in darkness as if the darkness were dim light, so -areas of darkness are only lightly obscured as far as that creature is -concerned. However, the creature can't discern color in darkness, only -shades of gray. - -\hypertarget{truesight}{% -\subsubsection{Truesight}\label{truesight}} - -A creature with truesight can, out to a specific range, see in normal -and magical darkness, see invisible creatures and objects, automatically -detect visual illusions and succeed on saving throws against them, and -perceives the original form of a shapechanger or a creature that is -transformed by magic. Furthermore, the creature can see into the -Ethereal Plane. - -\hypertarget{food-and-water}{% -\subsection{Food and Water}\label{food-and-water}} - -Characters who don't eat or drink suffer the effects of exhaustion (see -appendix \#\#). Exhaustion caused by lack of food or water can't be -removed until the character eats and drinks the full required amount. - -\hypertarget{food}{% -\subsubsection{Food}\label{food}} - -A character needs one pound of food per day and can make food last -longer by subsisting on half rations. Eating half a pound of food in a -day counts as half a day without food. - -A character can go without food for a number of days equal to 3 + his or -her Constitution modifier (minimum 1). At the end of each day beyond -that limit, a character automatically suffers one level of exhaustion. - -A normal day of eating resets the count of days without food to zero. - -\hypertarget{water}{% -\subsubsection{Water}\label{water}} - -A character needs one gallon of water per day, or two gallons per day if -the weather is hot. A character who drinks only half that much water -must succeed on a DC 15 Constitution saving throw or suffer one level of -exhaustion at the end of the day. A character with access to even less -water automatically suffers one level of exhaustion at the end of the -day. - -If the character already has one or more levels of exhaustion, the -character takes two levels in either case. - -\hypertarget{interacting-with-objects}{% -\subsection{Interacting with Objects}\label{interacting-with-objects}} - -A character's interaction with objects in an environment is often simple -to resolve in the game. The player tells the GM that his or her -character is doing something, such as moving a lever, and the GM -describes what, if anything, happens. - -For example, a character might decide to pull a lever, which might, in -turn, raise a portcullis, cause a room to flood with water, or open a -secret door in a nearby wall. If the lever is rusted in position, -though, a character might need to force it. In such a situation, the GM -might call for a Strength check to see whether the character can wrench -the lever into place. The GM sets the DC for any such check based on the -difficulty of the task. - -Characters can also damage objects with their weapons and spells. -Objects are immune to poison and psychic damage, but otherwise they can -be affected by physical and magical attacks much like creatures can. The -GM determines an object's Armor Class and hit points, and might decide -that certain objects have resistance or immunity to certain kinds of -attacks. (It's hard to cut a rope with a club, for example.) Objects -always fail Strength and Dexterity saving throws, and they are immune to -effects that require other saves. When an object drops to 0 hit points, -it breaks. - -A character can also attempt a Strength check to break an object. The GM -sets the DC for any such check. - -\hypertarget{resting}{% -\section{Resting}\label{resting}} - -Heroic though they might be, adventurers can't spend every hour of the -day in the thick of exploration, social interaction, and combat. They -need rest-time to sleep and eat, tend their wounds, refresh their minds -and spirits for spellcasting, and brace themselves for further -adventure. - -Adventurers can take short rests in the midst of an adventuring day and -a long rest to end the day. - -\hypertarget{short-rest}{% -\subsection{Short Rest}\label{short-rest}} - -A short rest is a period of downtime, at least 1 hour long, during which -a character does nothing more strenuous than eating, drinking, reading, -and tending to wounds. - -A character can spend one or more Hit Dice at the end of a short rest, -up to the character's maximum number of Hit Dice, which is equal to the -character's level. For each Hit Die spent in this way, the player rolls -the die and adds the character's Constitution modifier to it. The -character regains hit points equal to the total (minimum of 0). The -player can decide to spend an additional Hit Die after each roll. A -character regains some spent Hit Dice upon finishing a long rest, as -explained below. - -\hypertarget{long-rest}{% -\subsection{Long Rest}\label{long-rest}} - -A long rest is a period of extended downtime, at least 8 hours long, -during which a character sleeps for at least 6 hours and performs no -more than 2 hours of light activity, such as reading, talking, eating, -or standing watch. If the rest is interrupted by a period of strenuous -activity-at least 1 hour of walking, fighting, casting spells, or -similar adventuring activity-the characters must begin the rest again to -gain any benefit from it. - -At the end of a long rest, a character regains all lost hit points. The -character also regains spent Hit Dice, up to a number of dice equal to -half of the character's total number of them (minimum of one die). For -example, if a character has eight Hit Dice, he or she can regain four -spent Hit Dice upon finishing a long rest. - -A character can't benefit from more than one long rest in a 24-hour -period, and a character must have at least 1 hit point at the start of -the rest to gain its benefits. - -\hypertarget{between-adventures}{% -\section{Between Adventures}\label{between-adventures}} - -Between trips to dungeons and battles against ancient evils, adventurers -need time to rest, recuperate, and prepare for their next adventure. -Many adventurers also use this time to perform other tasks, such as -crafting arms and armor, performing research, or spending their -hard-earned gold. - -In some cases, the passage of time is something that occurs with little -fanfare or description. When starting a new adventure, the GM might -simply declare that a certain amount of time has passed and allow you to -describe in general terms what your character has been doing. At other -times, the GM might want to keep track of just how much time is passing -as events beyond your perception stay in motion. - -\hypertarget{lifestyle-expenses-1}{% -\subsection{Lifestyle Expenses}\label{lifestyle-expenses-1}} - -Between adventures, you choose a particular quality of life and pay the -cost of maintaining that lifestyle. - -Living a particular lifestyle doesn't have a huge effect on your -character, but your lifestyle can affect the way other individuals and -groups react to you. For example, when you lead an aristocratic -lifestyle, it might be easier for you to influence the nobles of the -city than if you live in poverty. - -\hypertarget{downtime-activities}{% -\subsection{Downtime Activities}\label{downtime-activities}} - -Between adventures, the GM might ask you what your character is doing -during his or her downtime. Periods of downtime can vary in duration, -but each downtime activity requires a certain number of days to complete -before you gain any benefit, and at least 8 hours of each day must be -spent on the downtime activity for the day to count. The days do not -need to be consecutive. If you have more than the minimum amount of days -to spend, you can keep doing the same thing for a longer period of time, -or switch to a new downtime activity. - -Downtime activities other than the ones presented below are possible. If -you want your character to spend his or her downtime performing an -activity not covered here, discuss it with your GM. - -\hypertarget{crafting}{% -\subsubsection{Crafting}\label{crafting}} - -You can craft nonmagical objects, including adventuring equipment and -works of art. You must be proficient with tools related to the object -you are trying to create (typically artisan's tools). You might also -need access to special materials or locations necessary to create it. -For example, someone proficient with smith's tools needs a forge in -order to craft a sword or suit of armor. - -For every day of downtime you spend crafting, you can craft one or more -items with a total market value not exceeding 5 gp, and you must expend -raw materials worth half the total market value. If something you want -to craft has a market value greater than 5 gp, you make progress every -day in 5 gp increments until you reach the market value of the item. For -example, a suit of plate armor (market value 1,500 gp) takes 300 days to -craft by yourself. - -Multiple characters can combine their efforts toward the crafting of a -single item, provided that the characters all have proficiency with the -requisite tools and are working together in the same place. Each -character contributes 5 gp worth of effort for every day spent helping -to craft the item. For example, three characters with the requisite tool -proficiency and the proper facilities can craft a suit of plate armor in -100 days, at a total cost of 750 gp. - -While crafting, you can maintain a modest lifestyle without having to -pay 1 gp per day, or a comfortable lifestyle at half the normal cost. - -\hypertarget{practicing-a-profession}{% -\subsubsection{Practicing a Profession}\label{practicing-a-profession}} - -You can work between adventures, allowing you to maintain a modest -lifestyle without having to pay 1 gp per day. This benefit lasts as long -you continue to practice your profession. - -If you are a member of an organization that can provide gainful -employment, such as a temple or a thieves' guild, you earn enough to -support a comfortable lifestyle instead. - -If you have proficiency in the Performance skill and put your -performance skill to use during your downtime, you earn enough to -support a wealthy lifestyle instead. - -\hypertarget{recuperating}{% -\subsubsection{Recuperating}\label{recuperating}} - -You can use downtime between adventures to recover from a debilitating -injury, disease, or poison. - -After three days of downtime spent recuperating, you can make a DC 15 -Constitution saving throw. On a successful save, you can choose one of -the following results: - -\begin{itemize} -\tightlist -\item - End one effect on you that prevents you from regaining hit points. -\item - For the next 24 hours, gain advantage on saving throws against one - disease or poison currently affecting you. -\end{itemize} - -\hypertarget{researching}{% -\subsubsection{Researching}\label{researching}} - -The time between adventures is a great chance to perform research, -gaining insight into mysteries that have unfurled over the course of the -campaign. Research can include poring over dusty tomes and crumbling -scrolls in a library or buying drinks for the locals to pry rumors and -gossip from their lips. - -When you begin your research, the GM determines whether the information -is available, how many days of downtime it will take to find it, and -whether there are any restrictions on your research (such as needing to -seek out a specific individual, tome, or location). The GM might also -require you to make one or more ability checks, such as an Intelligence -(Investigation) check to find clues pointing toward the information you -seek, or a Charisma (Persuasion) check to secure someone's aid. Once -those conditions are met, you learn the information if it is available. - -For each day of research, you must spend 1 gp to cover your expenses. -This cost is in addition to your normal lifestyle expenses. - -\hypertarget{training}{% -\subsubsection{Training}\label{training}} - -You can spend time between adventures learning a new language or -training with a set of tools. Your GM might allow additional training -options. - -First, you must find an instructor willing to teach you. The GM -determines how long it takes, and whether one or more ability checks are -required. - -The training lasts for 250 days and costs 1 gp per day. After you spend -the requisite amount of time and money, you learn the new language or -gain proficiency with the new tool. - -\hypertarget{combat}{% -\section{COMBAT}\label{combat}} - -A typical combat encounter is a clash between two sides, a flurry of -weapon swings, feints, parries, footwork, and spellcasting. The game -organizes the chaos of combat into a cycle of rounds and turns. A -\textbf{round} represents about 6 seconds in the game world. During a -round, each participant in a battle takes a \textbf{turn}. The order of -turns is determined at the beginning of a combat encounter, when -everyone rolls initiative. Once everyone has taken a turn, the fight -continues to the next round if neither side has defeated the other. - -\begin{quote} -\hypertarget{combat-step-by-step}{% -\section{Combat Step by Step}\label{combat-step-by-step}} - -\begin{enumerate} -\def\labelenumi{\arabic{enumi}.} -\tightlist -\item - \textbf{Determine surprise.} The GM determines whether anyone involved - in the combat encounter is surprised. -\item - \textbf{Establish positions.} The GM decides where all the characters - and monsters are located. Given the adventurers' marching order or - their stated positions in the room or other location, the GM figures - out where the adversaries are̶how far away and in what direction. -\item - \textbf{Roll initiative.} Everyone involved in the combat encounter - rolls initiative, determining the order of combatants' turns. -\item - \textbf{Take turns.} Each participant in the battle takes a turn in - initiative order. -\item - \textbf{Begin the next round.} When everyone involved in the combat - has had a turn, the round ends. Repeat step 4 until the fighting - stops. -\end{enumerate} -\end{quote} - -\hypertarget{surprise}{% -\subsection{Surprise}\label{surprise}} - -A band of adventurers sneaks up on a bandit camp, springing from the -trees to attack them. A gelatinous cube glides down a dungeon passage, -unnoticed by the adventurers until the cube engulfs one of them. In -these situations, one side of the battle gains surprise over the other. - -The GM determines who might be surprised. If neither side tries to be -stealthy, they automatically notice each other. Otherwise, the GM -compares the Dexterity (Stealth) checks of anyone hiding with the -passive Wisdom (Perception) score of each creature on the opposing side. -Any character or monster that doesn't notice a threat is surprised at -the start of the encounter. - -If you're surprised, you can't move or take an action on your first turn -of the combat, and you can't take a reaction until that turn ends. A -member of a group can be surprised even if the other members aren't. - -\hypertarget{initiative-1}{% -\subsection{Initiative}\label{initiative-1}} - -Initiative determines the order of turns during combat. When combat -starts, every participant makes a Dexterity check to determine their -place in the initiative order. The GM makes one roll for an entire group -of identical creatures, so each member of the group acts at the same -time. - -The GM ranks the combatants in order from the one with the highest -Dexterity check total to the one with the lowest. This is the order -(called the initiative order) in which they act during each round. The -initiative order remains the same from round to round. - -If a tie occurs, the GM decides the order among tied GM-controlled -creatures, and the players decide the order among their tied characters. -The GM can decide the order if the tie is between a monster and a player -character. Optionally, the GM can have the tied characters and monsters -each roll a d20 to determine the order, highest roll going first. - -\hypertarget{your-turn}{% -\subsection{Your Turn}\label{your-turn}} - -On your turn, you can \textbf{move} a distance up to your speed and -\textbf{take one action}. You decide whether to move first or take your -action first. Your speed- sometimes called your walking speed-is noted -on your character sheet. - -The most common actions you can take are described in the ``Actions in -Combat'' section later in this chapter. Many class features and other -abilities provide additional options for your action. - -The ``Movement and Position'' section later in this chapter gives the -rules for your move. - -You can forgo moving, taking an action, or doing anything at all on your -turn. If you can't decide what to do on your turn, consider taking the -Dodge or Ready action, as described in ``Actions in Combat.'' - -\hypertarget{bonus-actions}{% -\subsection{Bonus Actions}\label{bonus-actions}} - -Various class features, spells, and other abilities let you take an -additional action on your turn called a bonus action. The Cunning Action -feature, for example, allows a rogue to take a bonus action. You can -take a bonus action only when a special ability, spell, or other feature -of the game states that you can do something as a bonus action. You -otherwise don't have a bonus action to take. - -You can take only one bonus action on your turn, so you must choose -which bonus action to use when you have more than one available. - -You choose when to take a bonus action during your turn, unless the -bonus action's timing is specified, and anything that deprives you of -your ability to take actions also prevents you from taking a bonus -action. - -\hypertarget{other-activity-on-your-turn}{% -\subsection{Other Activity on Your -Turn}\label{other-activity-on-your-turn}} - -Your turn can include a variety of flourishes that require neither your -action nor your move. - -You can communicate however you are able, through brief utterances and -gestures, as you take your turn. - -You can also interact with one object or feature of the environment for -free, during either your move or your action. For example, you could -open a door during your move as you stride toward a foe, or you could -draw your weapon as part of the same action you use to attack. - -If you want to interact with a second object, you need to use your -action. Some magic items and other special objects always require an -action to use, as stated in their descriptions. - -The GM might require you to use an action for any of these activities -when it needs special care or when it presents an unusual obstacle. For -instance, the GM could reasonably expect you to use an action to open a -stuck door or turn a crank to lower a drawbridge. - -\hypertarget{reactions}{% -\section{Reactions}\label{reactions}} - -Certain special abilities, spells, and situations allow you to take a -special action called a reaction. A reaction is an instant response to a -trigger of some kind, which can occur on your turn or on someone else's. -The opportunity attack, described later in this chapter, is the most -common type of reaction. - -When you take a reaction, you can't take another one until the start of -your next turn. If the reaction interrupts another creature's turn, that -creature can continue its turn right after the reaction. - -\hypertarget{movement-and-position}{% -\section{Movement and Position}\label{movement-and-position}} - -In combat, characters and monsters are in constant motion, often using -movement and position to gain the upper hand. - -On your turn, you can move a distance up to your speed. You can use as -much or as little of your speed as you like on your turn, following the -rules here. - -Your movement can include jumping, climbing, and swimming. These -different modes of movement can be combined with walking, or they can -constitute your entire move. However you're moving, you deduct the -distance of each part of your move from your speed until it is used up -or until you are done moving. - -\hypertarget{breaking-up-your-move}{% -\subsection{Breaking Up Your Move}\label{breaking-up-your-move}} - -You can break up your movement on your turn, using some of your speed -before and after your action. For example, if you have a speed of 30 -feet, you can move 10 feet, take your action, and then move 20 feet. - -\hypertarget{moving-between-attacks}{% -\subsubsection{Moving between Attacks}\label{moving-between-attacks}} - -If you take an action that includes more than one weapon attack, you can -break up your movement even further by moving between those attacks. For -example, a fighter who can make two attacks with the Extra Attack -feature and who has a speed of 25 feet could move 10 feet, make an -attack, move 15 feet, and then attack again. - -\hypertarget{using-different-speeds}{% -\subsubsection{Using Different Speeds}\label{using-different-speeds}} - -If you have more than one speed, such as your walking speed and a flying -speed, you can switch back and forth between your speeds during your -move. Whenever you switch, subtract the distance you've already moved -from the new speed. The result determines how much farther you can move. -If the result is 0 or less, you can't use the new speed during the -current move. - -For example, if you have a speed of 30 and a flying speed of 60 because -a wizard cast the \emph{fly} spell on you, you could fly 20 feet, then -walk 10 feet, and then leap into the air to fly 30 feet more. - -\hypertarget{difficult-terrain-1}{% -\subsection{Difficult Terrain}\label{difficult-terrain-1}} - -Combat rarely takes place in bare rooms or on featureless plains. -Boulder-strewn caverns, briar-choked forests, treacherous staircases-the -setting of a typical fight contains difficult terrain. - -Every foot of movement in difficult terrain costs 1 extra foot. This -rule is true even if multiple things in a space count as difficult -terrain. - -Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs -are examples of difficult terrain. The space of another creature, -whether hostile or not, also counts as difficult terrain. - -\hypertarget{being-prone}{% -\subsection{Being Prone}\label{being-prone}} - -Combatants often find themselves lying on the ground, either because -they are knocked down or because they throw themselves down. In the -game, they are prone, a condition described in appendix A. - -You can \textbf{drop prone} without using any of your speed. -\textbf{Standing up} takes more effort; doing so costs an amount of -movement equal to half your speed. For example, if your speed is 30 -feet, you must spend - -15 feet of movement to stand up. You can't stand up if you don't have -enough movement left or if your speed is 0. - -To move while prone, you must \textbf{crawl} or use magic such as -teleportation. Every foot of movement while crawling costs 1 extra foot. -Crawling 1 foot in difficult terrain, therefore, costs 3 feet of -movement. - -\begin{quote} -\textbf{Interacting with Objects Around You} - -Here are a few examples of the sorts of thing you can do in tandem with -your movement and action: - -\begin{itemize} -\tightlist -\item - draw or sheathe a sword -\item - open or close a door -\item - withdraw a potion from your backpack -\item - pick up a dropped axe -\item - take a bauble from a table -\item - remove a ring from your finger -\item - stuff some food into your mouth -\item - plant a banner in the ground -\item - fish a few coins from your belt pouch -\item - drink all the ale in a flagon -\item - throw a lever or a switch -\item - pull a torch from a sconce -\item - take a book from a shelf you can reach -\item - extinguish a small flame -\item - don a mask -\item - pull the hood of your cloak up and over your head -\item - put your ear to a door -\item - kick a small stone -\item - turn a key in a lock -\item - tap the floor with a 10-foot pole -\item - hand an item to another character -\end{itemize} -\end{quote} - -\hypertarget{moving-around-other-creatures}{% -\subsection{Moving Around Other -Creatures}\label{moving-around-other-creatures}} - -You can move through a nonhostile creature's space. In contrast, you can -move through a hostile creature's space only if the creature is at least -two sizes larger or smaller than you. Remember that another creature's -space is difficult terrain for you. - -Whether a creature is a friend or an enemy, you can't willingly end your -move in its space. - -If you leave a hostile creature's reach during your move, you provoke an -opportunity attack, as explained later in the chapter. - -\hypertarget{flying-movement}{% -\subsection{Flying Movement}\label{flying-movement}} - -Flying creatures enjoy many benefits of mobility, but they must also -deal with the danger of falling. If a flying creature is knocked prone, -has its speed reduced to 0, or is otherwise deprived of the ability to -move, the creature falls, unless it has the ability to hover or it is -being held aloft by magic, such as by the \emph{fly} spell. - -\hypertarget{creature-size}{% -\subsection{Creature Size}\label{creature-size}} - -Each creature takes up a different amount of space. The Size Categories -table shows how much space a creature of a particular size controls in -combat. Objects sometimes use the same size categories. - -\textbf{Table- Creature Size} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Size & Space \\ -\midrule -\endhead -Tiny & 2 1/2 by 2 1/2 ft. \\ -Small & 5 by 5 ft. \\ -Medium & 5 by 5 ft. \\ -Large & 10 by 10 ft. \\ -Huge & 15 by 15 ft. \\ -Gargantuan & 20 by 20 ft. or larger \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{space}{% -\subsubsection{Space}\label{space}} - -A creature's space is the area in feet that it effectively controls in -combat, not an expression of its physical dimensions. A typical Medium -creature isn't 5 feet wide, for example, but it does control a space -that wide. If a Medium hobgoblin stands in a 5-foot wide doorway, other -creatures can't get through unless the hobgoblin lets them. - -A creature's space also reflects the area it needs to fight effectively. -For that reason, there's a limit to the number of creatures that can -surround another creature in combat. Assuming Medium combatants, eight -creatures can fit in a 5-foot radius around another one. - -Because larger creatures take up more space, fewer of them can surround -a creature. If four Large creatures crowd around a Medium or smaller -one, there's little room for anyone else. In contrast, as many as twenty -Medium creatures can surround a Gargantuan one. - -\hypertarget{squeezing-into-a-smaller-space}{% -\paragraph{Squeezing into a Smaller -Space}\label{squeezing-into-a-smaller-space}} - -A creature can squeeze through a space that is large enough for a -creature one size smaller than it. Thus, a Large creature can squeeze -through a passage that's only 5 feet wide. While squeezing through a -space, a creature must spend 1 extra foot for every foot it moves there, -and it has disadvantage on attack rolls and Dexterity saving throws. -Attack rolls against the creature have advantage while it's in the -smaller space. - -\hypertarget{actions-in-combat}{% -\section{Actions in Combat}\label{actions-in-combat}} - -When you take your action on your turn, you can take one of the actions -presented here, an action you gained from your class or a special -feature, or an action that you improvise. Many monsters have action -options of their own in their stat blocks. - -When you describe an action not detailed elsewhere in the rules, the GM -tells you whether that action is possible and what kind of roll you need -to make, if any, to determine success or failure. - -\hypertarget{attack}{% -\subsection{Attack}\label{attack}} - -The most common action to take in combat is the Attack action, whether -you are swinging a sword, firing an arrow from a bow, or brawling with -your fists. - -With this action, you make one melee or ranged attack. See the ``Making -an Attack'' section for the rules that govern attacks. - -Certain features, such as the Extra Attack feature of the fighter, allow -you to make more than one attack with this action. - -\hypertarget{cast-a-spell}{% -\subsection{Cast a Spell}\label{cast-a-spell}} - -Spellcasters such as wizards and clerics, as well as many monsters, have -access to spells and can use them to great effect in combat. Each spell -has a casting time, which specifies whether the caster must use an -action, a reaction, minutes, or even hours to cast the spell. Casting a -spell is, therefore, not necessarily an action. Most spells do have a -casting time of 1 action, so a spellcaster often uses his or her action -in combat to cast such a spell. - -\hypertarget{dash}{% -\subsection{Dash}\label{dash}} - -When you take the Dash action, you gain extra movement for the current -turn. The increase equals your speed, after applying any modifiers. With -a speed of 30 feet, for example, you can move up to 60 feet on your turn -if you dash. - -Any increase or decrease to your speed changes this additional movement -by the same amount. If your speed of 30 feet is reduced to 15 feet, for -instance, you can move up to 30 feet this turn if you dash. - -\hypertarget{disengage}{% -\subsection{Disengage}\label{disengage}} - -If you take the Disengage action, your movement doesn't provoke -opportunity attacks for the rest of the turn. - -\hypertarget{dodge}{% -\subsection{Dodge}\label{dodge}} - -When you take the Dodge action, you focus entirely on avoiding attacks. -Until the start of your next turn, any attack roll made against you has -disadvantage if you can see the attacker, and you make Dexterity saving -throws with advantage. You lose this benefit if you are incapacitated -(as explained in appendix A) or if your speed drops to 0. - -\hypertarget{help}{% -\subsection{Help}\label{help}} - -You can lend your aid to another creature in the completion of a task. -When you take the Help action, the creature you aid gains advantage on -the next ability check it makes to perform the task you are helping -with, provided that it makes the check before the start of your next -turn. - -Alternatively, you can aid a friendly creature in attacking a creature -within 5 feet of you. You feint, distract the target, or in some other -way team up to make your ally's attack more effective. If your ally -attacks the target before your next turn, the first attack roll is made -with advantage. - -\hypertarget{hide}{% -\subsection{Hide}\label{hide}} - -When you take the Hide action, you make a Dexterity (Stealth) check in -an attempt to hide, following the rules for hiding. If you succeed, you -gain certain benefits, as described in the ``Unseen Attackers and -Targets'' section later in this chapter. - -\hypertarget{ready}{% -\subsection{Ready}\label{ready}} - -Sometimes you want to get the jump on a foe or wait for a particular -circumstance before you act. To do so, you can take the Ready action on -your turn, which lets you act using your reaction before the start of -your next turn. - -First, you decide what perceivable circumstance will trigger your -reaction. Then, you choose the action you will take in response to that -trigger, or you choose to move up to your speed in response to it. -Examples include ``If the cultist steps on the trapdoor, I'll pull the -lever that opens it,'' and ``If the goblin steps next to me, I move -away.'' - -When the trigger occurs, you can either take your reaction right after -the trigger finishes or ignore the trigger. Remember that you can take -only one reaction per round. - -When you ready a spell, you cast it as normal but hold its energy, which -you release with your reaction when the trigger occurs. To be readied, a -spell must have a casting time of 1 action, and holding onto the spell's -magic requires concentration. If your concentration is broken, the spell -dissipates without taking effect. For example, if you are concentrating -on the \emph{web} spell and ready \emph{magic missile}, your \emph{web} -spell ends, and if you take damage before you release \emph{magic -missile} with your reaction, your concentration might be broken. - -\hypertarget{search}{% -\subsection{Search}\label{search}} - -When you take the Search action, you devote your attention to finding -something. Depending on the nature of your search, the GM might have you -make a Wisdom (Perception) check or an Intelligence (Investigation) -check. - -\hypertarget{use-an-object}{% -\subsection{Use an Object}\label{use-an-object}} - -You normally interact with an object while doing something else, such as -when you draw a sword as part of an attack. When an object requires your -action for its use, you take the Use an Object action. This action is -also useful when you want to interact with more than one object on your -turn. - -\hypertarget{making-an-attack}{% -\section{Making an Attack}\label{making-an-attack}} - -Whether you're striking with a melee weapon, firing a weapon at range, -or making an attack roll as part of a spell, an attack has a simple -structure. - -\begin{itemize} -\tightlist -\item - \textbf{Choose a target}. Pick a target within your attack's - \textbf{Range:} a creature, an object, or a location. -\item - \textbf{Determine modifiers}. The GM determines whether the target has - cover and whether you have advantage or disadvantage against the - target. In addition, spells, special abilities, and other effects can - apply penalties or bonuses to your attack roll. -\item - \textbf{Resolve the attack}. You make the attack roll. On a hit, you - roll damage, unless the particular attack has rules that specify - otherwise. Some attacks cause special effects in addition to or - instead of damage. -\end{itemize} - -If there's ever any question whether something you're doing counts as an -attack, the rule is simple: if you're making an attack roll, you're -making an attack. - -\hypertarget{attack-rolls}{% -\subsection{Attack Rolls}\label{attack-rolls}} - -When you make an attack, your attack roll determines whether the attack -hits or misses. To make an attack roll, roll a d20 and add the -appropriate modifiers. If the total of the roll plus modifiers equals or -exceeds the target's Armor Class (AC), the attack hits. The AC of a -character is determined at character creation, whereas the AC of a -monster is in its stat block. - -\hypertarget{modifiers-to-the-roll}{% -\subsubsection{Modifiers to the Roll}\label{modifiers-to-the-roll}} - -When a character makes an attack roll, the two most common modifiers to -the roll are an ability modifier and the character's proficiency bonus. -When a monster makes an attack roll, it uses whatever modifier is -provided in its stat block. - -\textbf{\emph{Ability Modifier.}} The ability modifier used for a melee -weapon attack is Strength, and the ability modifier used for a ranged -weapon attack is Dexterity. Weapons that have the finesse or thrown -property break this rule. - -Some spells also require an attack roll. The ability modifier used for a -spell attack depends on the spellcasting ability of the spellcaster. - -\textbf{\emph{Proficiency Bonus.}} You add your proficiency bonus to -your attack roll when you attack using a weapon with which you have -proficiency, as well as when you attack with a spell. - -\hypertarget{rolling-1-or-20}{% -\subsubsection{Rolling 1 or 20}\label{rolling-1-or-20}} - -Sometimes fate blesses or curses a combatant, causing the novice to hit -and the veteran to miss. - -If the d20 roll for an attack is a 20, the attack hits regardless of any -modifiers or the target's AC. This is called a critical hit, which is -explained later in this chapter. - -If the d20 roll for an attack is a 1, the attack misses regardless of -any modifiers or the target's AC. - -\hypertarget{unseen-attackers-and-targets}{% -\subsection{Unseen Attackers and -Targets}\label{unseen-attackers-and-targets}} - -Combatants often try to escape their foes' notice by hiding, casting the -invisibility spell, or lurking in darkness. - -When you attack a target that you can't see, you have disadvantage on -the attack roll. This is true whether you're guessing the target's -location or you're targeting a creature you can hear but not see. If the -target isn't in the location you targeted, you automatically miss, but -the GM typically just says that the attack missed, not whether you -guessed the target's location correctly. - -When a creature can't see you, you have advantage on attack rolls -against it. If you are hidden-both unseen and unheard-when you make an -attack, you give away your location when the attack hits or misses. - -\hypertarget{ranged-attacks}{% -\subsection{Ranged Attacks}\label{ranged-attacks}} - -When you make a ranged attack, you fire a bow or a crossbow, hurl a -handaxe, or otherwise send projectiles to strike a foe at a distance. A -monster might shoot spines from its tail. Many spells also involve -making a ranged attack. - -\hypertarget{range}{% -\subsubsection{Range}\label{range}} - -You can make ranged attacks only against targets within a specified -range. - -If a ranged attack, such as one made with a spell, has a single range, -you can't attack a target beyond this range. - -Some ranged attacks, such as those made with a longbow or a shortbow, -have two ranges. The smaller number is the normal range, and the larger -number is the long range. Your attack roll has disadvantage when your -target is beyond normal range, and you can't attack a target beyond the -long range. - -\hypertarget{ranged-attacks-in-close-combat}{% -\subsubsection{Ranged Attacks in Close -Combat}\label{ranged-attacks-in-close-combat}} - -Aiming a ranged attack is more difficult when a foe is next to you. When -you make a ranged attack with a weapon, a spell, or some other means, -you have disadvantage on the attack roll if you are within 5 feet of a -hostile creature who can see you and who isn't incapacitated. - -\hypertarget{melee-attacks}{% -\subsection{Melee Attacks}\label{melee-attacks}} - -Used in hand-to-hand combat, a melee attack allows you to attack a foe -within your reach. A melee attack typically uses a handheld weapon such -as a sword, a warhammer, or an axe. A typical monster makes a melee -attack when it strikes with its claws, horns, teeth, tentacles, or other -body part. A few spells also involve making a melee attack. - -Most creatures have a 5-foot \textbf{reach} and can thus attack targets -within 5 feet of them when making a melee attack. Certain creatures -(typically those larger than Medium) have melee attacks with a greater -reach than 5 feet, as noted in their descriptions. - -Instead of using a weapon to make a melee weapon attack, you can use an -\textbf{unarmed strike}: a punch, kick, head-butt, or similar forceful -blow (none of which count as weapons). On a hit, an unarmed strike deals -bludgeoning damage equal to 1 + your Strength modifier. You are -proficient with your unarmed strikes. - -\begin{quote} -\textbf{\emph{Contests in Combat}} - -Battle often involves pitting your prowess against that of your foe. -Such a challenge is represented by a contest. This section includes the -most common contests that require an action in combat: grappling and -shoving a creature. The GM can use these contests as models for -improvising others. -\end{quote} - -\hypertarget{opportunity-attacks}{% -\paragraph{Opportunity Attacks}\label{opportunity-attacks}} - -In a fight, everyone is constantly watching for a chance to strike an -enemy who is fleeing or passing by. Such a strike is called an -opportunity attack. - -You can make an opportunity attack when a hostile creature that you can -see moves out of your reach. To make the opportunity attack, you use -your reaction to make one melee attack against the provoking creature. -The attack occurs right before the creature leaves your reach. - -You can avoid provoking an opportunity attack by taking the Disengage -action. You also don't provoke an opportunity attack when you teleport -or when someone or something moves you without using your movement, -action, or reaction. For example, you don't provoke an opportunity -attack if an explosion hurls you out of a foe's reach or if gravity -causes you to fall past an enemy. - -\hypertarget{two-weapon-fighting-2}{% -\subsubsection{Two-Weapon Fighting}\label{two-weapon-fighting-2}} - -When you take the Attack action and attack with a light melee weapon -that you're holding in one hand, you can use a bonus action to attack -with a different light melee weapon that you're holding in the other -hand. You don't add your ability modifier to the damage of the bonus -attack, unless that modifier is negative. - -If either weapon has the thrown property, you can throw the weapon, -instead of making a melee attack with it. - -\hypertarget{grappling}{% -\subsubsection{Grappling}\label{grappling}} - -When you want to grab a creature or wrestle with it, you can use the -Attack action to make a special melee attack, a grapple. If you're able -to make multiple attacks with the Attack action, this attack replaces -one of them. - -The target of your grapple must be no more than one size larger than you -and must be within your reach. Using at least one free hand, you try to -seize the target by making a grapple check instead of an attack roll: a -Strength (Athletics) check contested by the target's Strength -(Athletics) or Dexterity (Acrobatics) check (the target chooses the -ability to use). You succeed automatically if the target is -incapacitated. If you succeed, you subject the target to the grappled -condition (see appendix \#\#). The condition specifies the things that -end it, and you can release the target whenever you like (no action -required). - -\textbf{\emph{Escaping a Grapple}}. A grappled creature can use its -action to escape. To do so, it must succeed on a Strength (Athletics) or -Dexterity (Acrobatics) check contested by your Strength (Athletics) -check. - -\textbf{\emph{Moving a Grappled Creature}}. When you move, you can drag -or carry the grappled creature with you, but your speed is halved, -unless the creature is two or more sizes smaller than you. - -\hypertarget{shoving-a-creature}{% -\subsubsection{Shoving a Creature}\label{shoving-a-creature}} - -Using the Attack action, you can make a special melee attack to shove a -creature, either to knock it prone or push it away from you. If you're -able to make multiple attacks with the Attack action, this attack -replaces one of them. - -The target must be no more than one size larger than you and must be -within your reach. Instead of making an attack roll, you make a Strength -(Athletics) check contested by the target's Strength (Athletics) or -Dexterity (Acrobatics) check (the target chooses the ability to use). -You succeed automatically if the target is incapacitated. If you -succeed, you either knock the target prone or push it 5 feet away from -you. - -\hypertarget{cover}{% -\subsection{Cover}\label{cover}} - -Walls, trees, creatures, and other obstacles can provide cover during -combat, making a target more difficult to harm. A target can benefit -from cover only when an attack or other effect originates on the -opposite side of the cover. - -There are three degrees of cover. If a target is behind multiple sources -of cover, only the most protective degree of cover applies; the degrees -aren't added together. For example, if a target is behind a creature -that gives half cover and a tree trunk that gives three-quarters cover, -the target has three-quarters cover. - -A target with \textbf{half cover} has a +2 bonus to AC and Dexterity -saving throws. A target has half cover if an obstacle blocks at least -half of its body. The obstacle might be a low wall, a large piece of -furniture, a narrow tree trunk, or a creature, whether that creature is -an enemy or a friend. - -A target with \textbf{three-quarters cover} has a +5 bonus to AC and -Dexterity saving throws. A target has three-quarters cover if about -three-quarters of it is covered by an obstacle. The obstacle might be a -portcullis, an arrow slit, or a thick tree trunk. - -A target with \textbf{total cover} can't be targeted directly by an -attack or a spell, although some spells can reach such a target by -including it in an area of effect. A target has total cover if it is -completely concealed by an obstacle. - -\hypertarget{damage-and-healing}{% -\subsection{Damage and Healing}\label{damage-and-healing}} - -Injury and the risk of death are constant companions of those who -explore fantasy gaming worlds. The thrust of a sword, a well-placed -arrow, or a blast of flame from a \emph{fireball} spell all have the -potential to damage, or even kill, the hardiest of creatures. - -\hypertarget{hit-points-13}{% -\subsubsection{Hit Points}\label{hit-points-13}} - -Hit points represent a combination of physical and mental durability, -the will to live, and luck. Creatures with more hit points are more -difficult to kill. Those with fewer hit points are more fragile. - -A creature's current hit points (usually just called hit points) can be -any number from the creature's hit point maximum down to 0. This number -changes frequently as a creature takes damage or receives healing. - -Whenever a creature takes damage, that damage is subtracted from its hit -points. The loss of hit points has no effect on a creature's -capabilities until the creature drops to 0 hit points. - -\hypertarget{damage-rolls}{% -\subsubsection{Damage Rolls}\label{damage-rolls}} - -Each weapon, spell, and harmful monster ability specifies the damage it -deals. You roll the damage die or dice, add any modifiers, and apply the -damage to your target. Magic weapons, special abilities, and other -factors can grant a bonus to damage. With a penalty, it is possible to -deal 0 damage, but never negative damage. - -When attacking with a \textbf{weapon}, you add your ability modifier-the -same modifier used for the attack roll-to the damage. A \textbf{spell} -tells you which dice to roll for damage and whether to add any -modifiers. - -If a spell or other effect deals damage to \textbf{more than one target} -at the same time, roll the damage once for all of them. For example, -when a wizard casts \emph{fireball} or a cleric casts \emph{flame -strike}, the spell's damage is rolled once for all creatures caught in -the blast. - -\hypertarget{critical-hits}{% -\subsubsection{Critical Hits}\label{critical-hits}} - -When you score a critical hit, you get to roll extra dice for the -attack's damage against the target. Roll all of the attack's damage dice -twice and add them together. Then add any relevant modifiers as normal. -To speed up play, you can roll all the damage dice at once. - -For example, if you score a critical hit with a dagger, roll 2d4 for the -damage, rather than 1d4, and then add your relevant ability modifier. If -the attack involves other damage dice, such as from the rogue's Sneak -Attack feature, you roll those dice twice as well. - -\hypertarget{damage-types}{% -\subsubsection{Damage Types}\label{damage-types}} - -Different attacks, damaging spells, and other harmful effects deal -different types of damage. Damage types have no rules of their own, but -other rules, such as damage resistance, rely on the types. - -The damage types follow, with examples to help a GM assign a damage type -to a new effect. - -\textbf{\emph{Acid}}. The corrosive spray of a black dragon's breath and -the dissolving enzymes secreted by a black pudding deal acid damage. - -\textbf{\emph{Bludgeoning}}. Blunt force attacks-hammers, falling, -constriction, and the like-deal bludgeoning damage. - -\textbf{\emph{Cold}}. The infernal chill radiating from an ice devil's -spear and the frigid blast of a white dragon's breath deal cold damage. - -\textbf{\emph{Fire}}. Red dragons breathe fire, and many spells conjure -flames to deal fire damage. - -\textbf{\emph{Force}}. Force is pure magical energy focused into a -damaging form. Most effects that deal force damage are spells, including -\emph{magic missile} and \emph{spiritual weapon}. - -\textbf{\emph{Lightning}}. A \emph{lightning bolt} spell and a blue -dragon's breath deal lightning damage. - -\textbf{\emph{Necrotic}}. Necrotic damage, dealt by certain undead and a -spell such as \emph{chill touch}, withers matter and even the soul. - -\textbf{\emph{Piercing}}. Puncturing and impaling attacks, including -spears and monsters' bites, deal piercing damage. - -\textbf{\emph{Poison}}. Venomous stings and the toxic gas of a green -dragon's breath deal poison damage. - -\textbf{\emph{Psychic}}. Mental abilities such as a mind flayer's -psionic blast deal psychic damage. - -\textbf{\emph{Radiant}}. Radiant damage, dealt by a cleric's \emph{flame -strike} spell or an angel's smiting weapon, sears the flesh like fire -and overloads the spirit with power. - -\textbf{\emph{Slashing}}. Swords, axes, and monsters' claws deal -slashing damage. - -\textbf{\emph{Thunder}}. A concussive burst of sound, such as the effect -of the \emph{thunderwave} spell, deals thunder damage. - -\hypertarget{damage-resistance-and-vulnerability}{% -\subsubsection{Damage Resistance and -Vulnerability}\label{damage-resistance-and-vulnerability}} - -Some creatures and objects are exceedingly difficult or unusually easy -to hurt with certain types of damage. - -If a creature or an object has \textbf{resistance} to a damage type, -damage of that type is halved against it. If a creature or an object has -\textbf{vulnerability} to a damage type, damage of that type is doubled -against it. - -Resistance and then vulnerability are applied after all other modifiers -to damage. For example, a creature has resistance to bludgeoning damage -and is hit by an attack that deals 25 bludgeoning damage. The creature -is also within a magical aura that reduces all damage by 5. The 25 -damage is first reduced by 5 and then halved, so the creature takes 10 -damage. - -Multiple instances of resistance or vulnerability that affect the same -damage type count as only one instance. For example, if a creature has -resistance to fire damage as well as resistance to all nonmagical -damage, the damage of a nonmagical fire is reduced by half against the -creature, not reduced by three-quarters. - -\hypertarget{healing}{% -\subsubsection{Healing}\label{healing}} - -Unless it results in death, damage isn't permanent. Even death is -reversible through powerful magic. Rest can restore a creature's hit -points, and magical methods such as a \emph{cure wounds} spell or a -\emph{potion of healing} can remove damage in an instant. - -When a creature receives healing of any kind, hit points regained are -added to its current hit points. A creature's hit points can't exceed -its hit point maximum, so any hit points regained in excess of this -number are lost. For example, a druid grants a ranger 8 hit points of -healing. If the ranger has 14 current hit points and has a hit point -maximum of 20, the ranger regains 6 hit points from the druid, not 8. - -A creature that has died can't regain hit points until magic such as the -\emph{revivify} spell has restored it to life. - -\hypertarget{dropping-to-0-hit-points}{% -\subsubsection{Dropping to 0 Hit -Points}\label{dropping-to-0-hit-points}} - -When you drop to 0 hit points, you either die outright or fall -unconscious, as explained in the following sections. - -\hypertarget{instant-death}{% -\subsubsection{Instant Death}\label{instant-death}} - -Massive damage can kill you instantly. When damage reduces you to 0 hit -points and there is damage remaining, you die if the remaining damage -equals or exceeds your hit point maximum. - -For example, a cleric with a maximum of 12 hit points currently has 6 -hit points. If she takes 18 damage from an attack, she is reduced to 0 -hit points, but 12 damage remains. Because the remaining damage equals -her hit point maximum, the cleric dies. - -\hypertarget{falling-unconscious}{% -\subsubsection{Falling Unconscious}\label{falling-unconscious}} - -If damage reduces you to 0 hit points and fails to kill you, you fall -unconscious (see appendix \#\#). This unconsciousness ends if you regain -any hit points. - -\hypertarget{death-saving-throws}{% -\subsubsection{Death Saving Throws}\label{death-saving-throws}} - -Whenever you start your turn with 0 hit points, you must make a special -saving throw, called a death saving throw, to determine whether you -creep closer to death or hang onto life. Unlike other saving throws, -this one isn't tied to any ability score. You are in the hands of fate -now, aided only by spells and features that improve your chances of -succeeding on a saving throw. - -Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you -fail. A success or failure has no effect by itself. On your third -success, you become stable (see below). On your third failure, you die. -The successes and failures don't need to be consecutive; keep track of -both until you collect three of a kind. The number of both is reset to -zero when you regain any hit points or become stable. - -\textbf{\emph{Rolling 1 or 20}}. When you make a death saving throw and -roll a 1 on the d20, it counts as two failures. If you roll a 20 on the -d20, you regain 1 hit point. - -\textbf{\emph{Damage at 0 Hit Points}}. If you take any damage while you -have 0 hit points, you suffer a death saving throw failure. If the -damage is from a critical hit, you suffer two failures instead. If the -damage equals or exceeds your hit point maximum, you suffer instant -death. - -\hypertarget{stabilizing-a-creature}{% -\paragraph{Stabilizing a Creature}\label{stabilizing-a-creature}} - -The best way to save a creature with 0 hit points is to heal it. If -healing is unavailable, the creature can at least be stabilized so that -it isn't killed by a failed death saving throw. - -You can use your action to administer first aid to an unconscious -creature and attempt to stabilize it, which requires a successful DC 10 -Wisdom (Medicine) check. - -A \textbf{stable} creature doesn't make death saving throws, even though -it has 0 hit points, but it does remain unconscious. The creature stops -being stable, and must start making death saving throws again, if it -takes any damage. A stable creature that isn't healed regains 1 hit -point after 1d4 hours. - -\hypertarget{monsters-and-death}{% -\subsubsection{Monsters and Death}\label{monsters-and-death}} - -Most GMs have a monster die the instant it drops to 0 hit points, rather -than having it fall unconscious and make death saving throws. - -Mighty villains and special nonplayer characters are common exceptions; -the GM might have them fall unconscious and follow the same rules as -player characters. - -\hypertarget{knocking-a-creature-out}{% -\subsection{Knocking a Creature Out}\label{knocking-a-creature-out}} - -Sometimes an attacker wants to incapacitate a foe, rather than deal a -killing blow. When an attacker reduces a creature to 0 hit points with a -melee attack, the attacker can knock the creature out. The attacker can -make this choice the instant the damage is dealt. The creature falls -unconscious and is stable. - -\hypertarget{temporary-hit-points}{% -\subsection{Temporary Hit Points}\label{temporary-hit-points}} - -Some spells and special abilities confer temporary hit points to a -creature. Temporary hit points aren't actual hit points; they are a -buffer against damage, a pool of hit points that protect you from -injury. - -When you have temporary hit points and take damage, the temporary hit -points are lost first, and any leftover damage carries over to your -normal hit points. For example, if you have 5 temporary hit points and -take 7 damage, you lose the temporary hit points and then take 2 damage. - -Because temporary hit points are separate from your actual hit points, -they can exceed your hit point maximum. A character can, therefore, be -at full hit points and receive temporary hit points. - -Healing can't restore temporary hit points, and they can't be added -together. If you have temporary hit points and receive more of them, you -decide whether to keep the ones you have or to gain the new ones. For -example, if a spell grants you 12 temporary hit points when you already -have 10, you can have 12 or 10, not 22. - -If you have 0 hit points, receiving temporary hit points doesn't restore -you to consciousness or stabilize you. They can still absorb damage -directed at you while you're in that state, but only true healing can -save you. - -Unless a feature that grants you temporary hit points has a duration, -they last until they're depleted or you finish a long rest. - -\hypertarget{mounted-combat}{% -\section{Mounted Combat}\label{mounted-combat}} - -A knight charging into battle on a warhorse, a wizard casting spells -from the back of a griffon, or a cleric soaring through the sky on a -pegasus all enjoy the benefits of speed and mobility that a mount can -provide. - -A willing creature that is at least one size larger than you and that -has an appropriate anatomy can serve as a mount, using the following -rules. - -\hypertarget{mounting-and-dismounting}{% -\subsection{Mounting and Dismounting}\label{mounting-and-dismounting}} - -Once during your move, you can mount a creature that is within 5 feet of -you or dismount. Doing so costs an amount of movement equal to half your -speed. For example, if your speed is 30 feet, you must spend 15 feet of -movement to mount a horse. Therefore, you can't mount it if you don't -have 15 feet of movement left or if your speed is 0. - -If an effect moves your mount against its will while you're on it, you -must succeed on a DC 10 Dexterity saving throw or fall off the mount, -landing prone in a space within 5 feet of it. If you're knocked prone -while mounted, you must make the same saving throw. - -If your mount is knocked prone, you can use your reaction to dismount it -as it falls and land on your feet. Otherwise, you are dismounted and -fall prone in a space within 5 feet it. - -\hypertarget{controlling-a-mount}{% -\subsection{Controlling a Mount}\label{controlling-a-mount}} - -While you're mounted, you have two options. You can either control the -mount or allow it to act independently. Intelligent creatures, such as -dragons, act independently. - -You can control a mount only if it has been trained to accept a rider. -Domesticated horses, donkeys, and similar creatures are assumed to have -such training. The initiative of a controlled mount changes to match -yours when you mount it. It moves as you direct it, and it has only -three action options: Dash, Disengage, and Dodge. A controlled mount can -move and act even on the turn that you mount it. - -An independent mount retains its place in the initiative order. Bearing -a rider puts no restrictions on the actions the mount can take, and it -moves and acts as it wishes. It might flee from combat, rush to attack -and devour a badly injured foe, or otherwise act against your wishes. - -In either case, if the mount provokes an opportunity attack while you're -on it, the attacker can target you or the mount. - -\hypertarget{underwater-combat}{% -\section{Underwater Combat}\label{underwater-combat}} - -When adventurers pursue sahuagin back to their undersea homes, fight off -sharks in an ancient shipwreck, or find themselves in a flooded dungeon -room, they must fight in a challenging environment. Underwater the -following rules apply. - -When making a \textbf{melee weapon attack}, a creature that doesn't have -a swimming speed (either natural or granted by magic) has disadvantage -on the attack roll unless the weapon is a dagger, javelin, shortsword, -spear, or trident. - -A \textbf{ranged weapon attack} automatically misses a target beyond the -weapon's normal range. Even against a target within normal range, the -attack roll has disadvantage unless the weapon is a crossbow, a net, or -a weapon that is thrown like a javelin (including a spear, trident, or -dart). - -Creatures and objects that are fully immersed in water have resistance -to fire damage. - -\hypertarget{spellcasting-8}{% -\section{SPELLCASTING}\label{spellcasting-8}} - -Magic permeates fantasy gaming worlds and often appears in the form of a -spell. - -This chapter provides the rules for casting spells. Different character -classes have distinctive ways of learning and preparing their spells, -and monsters use spells in unique ways. Regardless of its source, a -spell follows the rules here. - -\hypertarget{what-is-a-spell}{% -\section{What Is a Spell?}\label{what-is-a-spell}} - -A spell is a discrete magical effect, a single shaping of the magical -energies that suffuse the multiverse into a specific, limited -expression. In casting a spell, a character carefully plucks at the -invisible strands of raw magic suffusing the world, pins them in place -in a particular pattern, sets them vibrating in a specific way, and then -releases them to unleash the desired effect-in most cases, all in the -span of seconds. - -Spells can be versatile tools, weapons, or protective wards. They can -deal damage or undo it, impose or remove conditions (see appendix \#\#), -drain life energy away, and restore life to the dead. - -Uncounted thousands of spells have been created over the course of the -multiverse's history, and many of them are long forgotten. Some might -yet lie recorded in crumbling spellbooks hidden in ancient ruins or -trapped in the minds of dead gods. Or they might someday be reinvented -by a character who has amassed enough power and wisdom to do so. - -\hypertarget{spell-level}{% -\subsection{Spell Level}\label{spell-level}} - -Every spell has a level from 0 to 9. A spell's level is a general -indicator of how powerful it is, with the lowly (but still impressive) -\emph{magic missile} at 1st level and the earth-shaking \emph{wish} at -9th. Cantrips-simple but powerful spells that characters can cast almost -by rote-are level 0. The higher a spell's level, the higher level a -spellcaster must be to use that spell. - -Spell level and character level don't correspond directly. Typically, a -character has to be at least 17th level, not 9th level, to cast a -9th-level spell. - -\hypertarget{known-and-prepared-spells}{% -\subsection{Known and Prepared Spells}\label{known-and-prepared-spells}} - -Before a spellcaster can use a spell, he or she must have the spell -firmly fixed in mind, or must have access to the spell in a magic item. -Members of a few classes, including bards and sorcerers, have a limited -list of spells they know that are always fixed in mind. The same thing -is true of many magic-using monsters. Other spellcasters, such as -clerics and wizards, undergo a process of preparing spells. This process -varies for different classes, as detailed in their descriptions. - -In every case, the number of spells a caster can have fixed in mind at -any given time depends on the character's level. - -\hypertarget{spell-slots-4}{% -\subsection{Spell Slots}\label{spell-slots-4}} - -Regardless of how many spells a caster knows or prepares, he or she can -cast only a limited number of spells before resting. Manipulating the -fabric of magic and channeling its energy into even a simple spell is -physically and mentally taxing, and higher level spells are even more -so. Thus, each spellcasting class's description (except that of the -warlock) includes a table showing how many spell slots of each spell -level a character can use at each character level. For example, the -3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level -slots. - -When a character casts a spell, he or she expends a slot of that spell's -level or higher, effectively ``filling'' a slot with the spell. You can -think of a spell slot as a groove of a certain size-small for a -1st-level slot, larger for a spell of higher level. A 1st-level spell -fits into a slot of any size, but a 9th-level spell fits only in a -9th-level slot. So when Umara casts \emph{magic missile}, a 1st-level -spell, she spends one of her four 1st-level slots and has three -remaining. - -Finishing a long rest restores any expended spell slots. - -Some characters and monsters have special abilities that let them cast -spells without using spell slots. For example, a monk who follows the -Way of the Four Elements, a warlock who chooses certain eldritch -invocations, and a pit fiend from the Nine Hells can all cast spells in -such a way. - -\hypertarget{casting-a-spell-at-a-higher-level}{% -\subsubsection{Casting a Spell at a Higher -Level}\label{casting-a-spell-at-a-higher-level}} - -When a spellcaster casts a spell using a slot that is of a higher level -than the spell, the spell assumes the higher level for that casting. For -instance, if Umara casts \emph{magic missile} using one of her 2nd-level -slots, that \emph{magic missile} is 2nd level. Effectively, the spell -expands to fill the slot it is put into. - -Some spells, such as \emph{magic missile} and \emph{cure wounds}, have -more powerful effects when cast at a higher level, as detailed in a -spell's description. - -\begin{quote} -\textbf{Casting in Armor} - -Because of the mental focus and precise gestures required for -spellcasting, you must be proficient with the armor you are wearing to -cast a spell. You are otherwise too distracted and physically hampered -by your armor for spellcasting. -\end{quote} - -\hypertarget{cantrips-6}{% -\section{Cantrips}\label{cantrips-6}} - -A cantrip is a spell that can be cast at will, without using a spell -slot and without being prepared in advance. Repeated practice has fixed -the spell in the caster's mind and infused the caster with the magic -needed to produce the effect over and over. A cantrip's spell level is -0. - -\hypertarget{rituals}{% -\section{Rituals}\label{rituals}} - -Certain spells have a special tag: ritual. Such a spell can be cast -following the normal rules for spellcasting, or the spell can be cast as -a ritual. The ritual version of a spell takes 10 minutes longer to cast -than normal. It also doesn't expend a spell slot, which means the ritual -version of a spell can't be cast at a higher level. - -To cast a spell as a ritual, a spellcaster must have a feature that -grants the ability to do so. The cleric and the druid, for example, have -such a feature. The caster must also have the spell prepared or on his -or her list of spells known, unless the character's ritual feature -specifies otherwise, as the wizard's does. - -\begin{quote} -\textbf{\emph{The Schools of Magic}} - -Academies of magic group spells into eight categories called schools of -magic. Scholars, particularly wizards, apply these categories to all -spells, believing that all magic functions in essentially the same way, -whether it derives from rigorous study or is bestowed by a deity. - -The schools of magic help describe spells; they have no rules of their -own, although some rules refer to the schools. - -\textbf{Abjuration} spells are protective in nature, though some of them -have aggressive uses. They create magical barriers, negate harmful -effects, harm trespassers, or banish creatures to other planes of -existence. - -\textbf{Conjuration} spells involve the transportation of objects and -creatures from one location to another. Some spells summon creatures or -objects to the caster's side, whereas others allow the caster to -teleport to another location. Some conjurations create objects or -effects out of nothing. - -\textbf{Divination} spells reveal information, whether in the form of -secrets long forgotten, glimpses of the future, the locations of hidden -things, the truth behind illusions, or visions of distant people or -places. - -\textbf{Enchantment} spells affect the minds of others, influencing or -controlling their behavior. Such spells can make enemies see the caster -as a friend, force creatures to take a course of action, or even control -another creature like a puppet. - -\textbf{Evocation} spells manipulate magical energy to produce a desired -effect. Some call up blasts of fire or lightning. Others channel -positive energy to heal wounds. - -\textbf{Illusion} spells deceive the senses or minds of others. They -cause people to see things that are not there, to miss things that are -there, to hear phantom noises, or to remember things that never -happened. Some illusions create phantom images that any creature can -see, but the most insidious illusions plant an image directly in the -mind of a creature. - -\textbf{Necromancy} spells manipulate the energies of life and death. -Such spells can grant an extra reserve of life force, drain the life -energy from another creature, create the undead, or even bring the dead -back to life. - -Creating the undead through the use of necromancy spells such as animate -dead is not a good act, and only evil casters use such spells -frequently. - -\textbf{Transmutation} spells change the properties of a creature, -object, or environment. They might turn an enemy into a harmless -creature, bolster the strength of an ally, make an object move at the -caster's command, or enhance a creature's innate healing abilities to -rapidly recover from injury. -\end{quote} - -\hypertarget{casting-a-spell}{% -\section{Casting a Spell}\label{casting-a-spell}} - -When a character casts any spell, the same basic rules are followed, -regardless of the character's class or the spell's effects. - -Each spell description begins with a block of information, including the -spell's name, level, school of magic, casting time, range, components, -and duration. The rest of a spell entry describes the spell's effect. - -\hypertarget{casting-time}{% -\subsection{Casting Time}\label{casting-time}} - -Most spells require a single action to cast, but some spells require a -bonus action, a reaction, or much more time to cast. - -\hypertarget{bonus-action}{% -\subsubsection{Bonus Action}\label{bonus-action}} - -A spell cast with a bonus action is especially swift. You must use a -bonus action on your turn to cast the spell, provided that you haven't -already taken a bonus action this turn. You can't cast another spell -during the same turn, except for a cantrip with a casting time of 1 -action. - -\hypertarget{reactions-1}{% -\subsubsection{Reactions}\label{reactions-1}} - -Some spells can be cast as reactions. These spells take a fraction of a -second to bring about and are cast in response to some event. If a spell -can be cast as a reaction, the spell description tells you exactly when -you can do so. - -\hypertarget{longer-casting-times}{% -\subsubsection{Longer Casting Times}\label{longer-casting-times}} - -Certain spells (including spells cast as rituals) require more time to -cast: minutes or even hours. When you cast a spell with a casting time -longer than a single action or reaction, you must spend your action each -turn casting the spell, and you must maintain your concentration while -you do so (see ``Concentration'' below). If your concentration is -broken, the spell fails, but you don't expend a spell slot. If you want -to try casting the spell again, you must start over. - -\hypertarget{spell-range}{% -\subsection{Spell Range}\label{spell-range}} - -The target of a spell must be within the spell's range. For a spell like -\emph{magic missile}, the target is a creature. For a spell like -\emph{fireball}, the target is the point in space where the ball of fire -erupts. - -Most spells have ranges expressed in feet. Some spells can target only a -creature (including you) that you touch. Other spells, such as the -\emph{shield} spell, affect only you. These spells have a range of self. - -Spells that create cones or lines of effect that originate from you also -have a range of self, indicating that the origin point of the spell's -effect must be you (see ``Areas of Effect'' later in the this chapter). - -Once a spell is cast, its effects aren't limited by its range, unless -the spell's description says otherwise. - -\hypertarget{components}{% -\subsection{Components}\label{components}} - -A spell's components are the physical requirements you must meet in -order to cast it. Each spell's description indicates whether it requires -verbal (V), somatic (S), or material (M) components. If you can't -provide one or more of a spell's components, you are unable to cast the -spell. - -\hypertarget{verbal-v}{% -\subsubsection{Verbal (V)}\label{verbal-v}} - -Most spells require the chanting of mystic words. The words themselves -aren't the source of the spell's power; rather, the particular -combination of sounds, with specific pitch and resonance, sets the -threads of magic in motion. Thus, a character who is gagged or in an -area of silence, such as one created by the \emph{silence} spell, can't -cast a spell with a verbal component. - -\hypertarget{somatic-s}{% -\subsubsection{Somatic (S)}\label{somatic-s}} - -Spellcasting gestures might include a forceful gesticulation or an -intricate set of gestures. If a spell requires a somatic component, the -caster must have free use of at least one hand to perform these -gestures. - -\hypertarget{material-m}{% -\subsubsection{Material (M)}\label{material-m}} - -Casting some spells requires particular objects, specified in -parentheses in the component entry. A character can use a -\textbf{component pouch} or a \textbf{spellcasting focus} (found in -``Equipment'') in place of the components specified for a spell. But if -a cost is indicated for a component, a character must have that specific -component before he or she can cast the spell. - -If a spell states that a material component is consumed by the spell, -the caster must provide this component for each casting of the spell. - -A spellcaster must have a hand free to access a spell's material -components-or to hold a spellcasting focus-but it can be the same hand -that he or she uses to perform somatic components. - -\hypertarget{duration}{% -\subsection{Duration}\label{duration}} - -A spell's duration is the length of time the spell persists. A duration -can be expressed in rounds, minutes, hours, or even years. Some spells -specify that their effects last until the spells are dispelled or -destroyed. - -\hypertarget{instantaneous}{% -\subsubsection{Instantaneous}\label{instantaneous}} - -Many spells are instantaneous. The spell harms, heals, creates, or -alters a creature or an object in a way that can't be dispelled, because -its magic exists only for an instant. - -\hypertarget{concentration}{% -\subsubsection{Concentration}\label{concentration}} - -Some spells require you to maintain concentration in order to keep their -magic active. If you lose concentration, such a spell ends. - -If a spell must be maintained with concentration, that fact appears in -its Duration entry, and the spell specifies how long you can concentrate -on it. You can end concentration at any time (no action required). - -Normal activity, such as moving and attacking, doesn't interfere with -concentration. The following factors can break concentration: - -\begin{itemize} -\tightlist -\item - \textbf{Casting another spell that requires concentration.} You lose - concentration on a spell if you cast another spell that requires - concentration. You can't concentrate on two spells at once. -\item - \textbf{Taking damage.} Whenever you take damage while you are - concentrating on a spell, you must make a Constitution saving throw to - maintain your concentration. The DC equals 10 or half the damage you - take, whichever number is higher. If you take damage from multiple - sources, such as an arrow and a dragon's breath, you make a separate - saving throw for each source of damage. -\item - \textbf{Being incapacitated or killed.} You lose concentration on a - spell if you are incapacitated or if you die. -\end{itemize} - -The GM might also decide that certain environmental phenomena, such as a -wave crashing over you while you're on a storm-tossed ship, require you -to succeed on a DC 10 Constitution saving throw to maintain -concentration on a spell. - -\hypertarget{targets}{% -\subsection{Targets}\label{targets}} - -A typical spell requires you to pick one or more targets to be affected -by the spell's magic. A spell's description tells you whether the spell -targets creatures, objects, or a point of origin for an area of effect -(described below). - -Unless a spell has a perceptible effect, a creature might not know it -was targeted by a spell at all. An effect like crackling lightning is -obvious, but a more subtle effect, such as an attempt to read a -creature's thoughts, typically goes unnoticed, unless a spell says -otherwise. - -\hypertarget{a-clear-path-to-the-target}{% -\subsubsection{A Clear Path to the -Target}\label{a-clear-path-to-the-target}} - -To target something, you must have a clear path to it, so it can't be -behind total cover. - -If you place an area of effect at a point that you can't see and an -obstruction, such as a wall, is between you and that point, the point of -origin comes into being on the near side of that obstruction. - -\hypertarget{targeting-yourself}{% -\subsubsection{Targeting Yourself}\label{targeting-yourself}} - -If a spell targets a creature of your choice, you can choose yourself, -unless the creature must be hostile or specifically a creature other -than you. If you are in the area of effect of a spell you cast, you can -target yourself. - -\hypertarget{areas-of-effect}{% -\subsection{Areas of Effect}\label{areas-of-effect}} - -Spells such as \emph{burning hands} and \emph{cone of cold} cover an -area, allowing them to affect multiple creatures at once. - -A spell's description specifies its area of effect, which typically has -one of five different shapes: cone, cube, cylinder, line, or sphere. -Every area of effect has a \textbf{point of origin}, a location from -which the spell's energy erupts. The rules for each shape specify how -you position its point of origin. Typically, a point of origin is a -point in space, but some spells have an area whose origin is a creature -or an object. - -A spell's effect expands in straight lines from the point of origin. If -no unblocked straight line extends from the point of origin to a -location within the area of effect, that location isn't included in the -spell's area. To block one of these imaginary lines, an obstruction must -provide total cover. - -\hypertarget{cone}{% -\subsubsection{Cone}\label{cone}} - -A cone extends in a direction you choose from its point of origin. A -cone's width at a given point along its length is equal to that point's -distance from the point of origin. A cone's area of effect specifies its -maximum length. - -A cone's point of origin is not included in the cone's area of effect, -unless you decide otherwise. - -\hypertarget{cube}{% -\subsubsection{Cube}\label{cube}} - -You select a cube's point of origin, which lies anywhere on a face of -the cubic effect. The cube's size is expressed as the length of each -side. - -A cube's point of origin is not included in the cube's area of effect, -unless you decide otherwise. - -\hypertarget{cylinder}{% -\subsubsection{Cylinder}\label{cylinder}} - -A cylinder's point of origin is the center of a circle of a particular -radius, as given in the spell description. The circle must either be on -the ground or at the height of the spell effect. The energy in a -cylinder expands in straight lines from the point of origin to the -perimeter of the circle, forming the base of the cylinder. The spell's -effect then shoots up from the base or down from the top, to a distance -equal to the height of the cylinder. - -A cylinder's point of origin is included in the cylinder's area of -effect. - -\hypertarget{line}{% -\subsubsection{Line}\label{line}} - -A line extends from its point of origin in a straight path up to its -length and covers an area defined by its width. - -A line's point of origin is not included in the line's area of effect, -unless you decide otherwise. - -\hypertarget{sphere}{% -\subsubsection{Sphere}\label{sphere}} - -You select a sphere's point of origin, and the sphere extends outward -from that point. The sphere's size is expressed as a radius in feet that -extends from the point. - -A sphere's point of origin is included in the sphere's area of effect. - -\hypertarget{spell-saving-throws}{% -\section{Spell Saving Throws}\label{spell-saving-throws}} - -Many spells specify that a target can make a saving throw to avoid some -or all of a spell's effects. The spell specifies the ability that the -target uses for the save and what happens on a success or failure. - -The DC to resist one of your spells = 8 + your spellcasting ability -modifier + your proficiency bonus + any special modifiers. - -\hypertarget{spell-attack-rolls}{% -\section{Spell Attack Rolls}\label{spell-attack-rolls}} - -Some spells require the caster to make an attack roll to determine -whether the spell effect hits the intended target. Your attack bonus -with a spell attack equals your spellcasting ability modifier + your -proficiency bonus. - -Most spells that require attack rolls involve ranged attacks. Remember -that you have disadvantage on a ranged attack roll if you are within 5 -feet of a hostile creature that can see you and that isn't -incapacitated. - -\hypertarget{combining-magical-effects}{% -\section{Combining Magical Effects}\label{combining-magical-effects}} - -The effects of different spells add together while the durations of -those spells overlap. The effects of the same spell cast multiple times -don't combine, however. Instead, the most potent effect-such as the -highest bonus-from those castings applies while their durations overlap. - -For example, if two clerics cast \emph{bless} on the same target, that -character gains the spell's benefit only once; he or she doesn't get to -roll two bonus dice. - -\hypertarget{spells}{% -\section{SPELLS}\label{spells}} - -\hypertarget{bard-spells}{% -\subsection{Bard Spells}\label{bard-spells}} - -\hypertarget{cantrips-0-level}{% -\paragraph{Cantrips (0 Level)}\label{cantrips-0-level}} - -\begin{itemize} -\tightlist -\item - Dancing Lights -\item - Light -\item - Mage Hand -\item - Mending -\item - Message -\item - Minor Illusion -\item - Prestidigitation -\item - True Strike -\item - Vicious Mockery -\end{itemize} - -\hypertarget{st-level}{% -\paragraph{1st Level}\label{st-level}} - -\begin{itemize} -\tightlist -\item - Animal Friendship -\item - Bane -\item - Charm Person -\item - Comprehend Languages -\item - Cure Wounds -\item - Detect Magic -\item - Disguise Self -\item - Faerie Fire -\item - Feather Fall -\item - Healing Word -\item - Heroism -\item - Hideous Laughter -\item - Identify -\item - Illusory Script -\item - Longstrider -\item - Silent Image -\item - Sleep -\item - Speak with Animals -\item - Thunderwave -\item - Unseen Servant -\end{itemize} - -\hypertarget{nd-level}{% -\paragraph{2nd Level}\label{nd-level}} - -\begin{itemize} -\tightlist -\item - Animal Messenger -\item - Blindness/Deafness -\item - Calm Emotions -\item - Detect Thoughts -\item - Enhance Ability -\item - Enthrall -\item - Heat Metal -\item - Hold Person -\item - Invisibility -\item - Knock -\item - Lesser Restoration -\item - Locate Animals or Plants -\item - Locate Object -\item - Magic Mouth -\item - See Invisibility -\item - Shatter -\item - Silence -\item - Suggestion -\item - Zone of Truth -\end{itemize} - -\hypertarget{rd-level}{% -\paragraph{3rd Level}\label{rd-level}} - -\begin{itemize} -\tightlist -\item - Bestow Curse -\item - Clairvoyance -\item - Dispel Magic -\item - Fear -\item - Glyph of Warding -\item - Hypnotic Pattern -\item - Major Image -\item - Nondetection -\item - Plant Growth -\item - Sending -\item - Speak with Dead -\item - Speak with Plants -\item - Stinking Cloud -\item - Tiny Hut -\item - Tongues -\end{itemize} - -\hypertarget{th-level}{% -\paragraph{4th Level}\label{th-level}} - -\begin{itemize} -\tightlist -\item - Compulsion -\item - Confusion -\item - Dimension Door -\item - Freedom of Movement -\item - Greater Invisibility -\item - Hallucinatory Terrain -\item - Locate Creature -\item - Polymorph -\end{itemize} - -\hypertarget{th-level-1}{% -\paragraph{5th Level}\label{th-level-1}} - -\begin{itemize} -\tightlist -\item - Animate Objects -\item - Awaken -\item - Dominate Person -\item - Dream -\item - Geas -\item - Greater Restoration -\item - Hold Monster -\item - Legend Lore -\item - Mass Cure Wounds -\item - Mislead -\item - Modify Memory -\item - Planar Binding -\item - Raise Dead -\item - Scrying -\item - Seeming -\item - Teleportation Circle -\end{itemize} - -\hypertarget{th-level-2}{% -\paragraph{6th Level}\label{th-level-2}} - -\begin{itemize} -\tightlist -\item - Eyebite -\item - Find the Path -\item - Guards and Wards -\item - Irresistible Dance -\item - Mass Suggestion -\item - Programmed Illusion -\item - True Seeing -\end{itemize} - -\hypertarget{th-level-3}{% -\paragraph{7th Level}\label{th-level-3}} - -\begin{itemize} -\tightlist -\item - Arcane Sword -\item - Etherealness -\item - Forcecage -\item - Magnificent Mansion -\item - Mirage Arcane -\item - Project Image -\item - Regenerate -\item - Resurrection -\item - Symbol -\item - Teleport -\end{itemize} - -\hypertarget{th-level-4}{% -\paragraph{8th Level}\label{th-level-4}} - -\begin{itemize} -\tightlist -\item - Dominate Monster -\item - Feeblemind -\item - Glibness -\item - Mind Blank -\item - Power Word Stun -\end{itemize} - -\hypertarget{th-level-5}{% -\paragraph{9th Level}\label{th-level-5}} - -\begin{itemize} -\tightlist -\item - Foresight -\item - Power Word Kill -\item - True Polymorph -\end{itemize} - -\hypertarget{cleric-spells}{% -\subsection{Cleric Spells}\label{cleric-spells}} - -\hypertarget{cantrips-0-level-1}{% -\paragraph{Cantrips (0 Level)}\label{cantrips-0-level-1}} - -\begin{itemize} -\tightlist -\item - Guidance -\item - Light -\item - Mending -\item - Resistance -\item - Sacred Flame -\item - Spare the Dying -\item - Thaumaturgy -\end{itemize} - -\hypertarget{st-level-1}{% -\paragraph{1st Level}\label{st-level-1}} - -\begin{itemize} -\tightlist -\item - Bane -\item - Bless -\item - Command -\item - Create or Destroy Water -\item - Cure Wounds -\item - Detect Evil and Good -\item - Detect Magic -\item - Detect Poison and Disease -\item - Guiding Bolt -\item - Healing Word -\item - Inflict Wounds -\item - Protection from Evil and Good -\item - Purify Food and Drink -\item - Sanctuary -\item - Shield of Faith -\end{itemize} - -\hypertarget{nd-level-1}{% -\paragraph{2nd Level}\label{nd-level-1}} - -\begin{itemize} -\tightlist -\item - Aid -\item - Augury -\item - Blindness/Deafness -\item - Calm Emotions -\item - Continual Flame -\item - Enhance Ability -\item - Find Traps -\item - Gentle Repose -\item - Hold Person -\item - Lesser Restoration -\item - Locate Object -\item - Prayer of Healing -\item - Protection from Poison -\item - Silence -\item - Spiritual Weapon -\item - Warding Bond -\item - Zone of Truth -\end{itemize} - -\hypertarget{rd-level-1}{% -\paragraph{3rd Level}\label{rd-level-1}} - -\begin{itemize} -\tightlist -\item - Animate Dead -\item - Beacon of Hope -\item - Bestow Curse -\item - Clairvoyance -\item - Create Food and Water -\item - Daylight -\item - Dispel Magic -\item - Glyph of Warding -\item - Magic Circle -\item - Mass Healing Word -\item - Meld into Stone -\item - Protection from Energy -\item - Remove Curse -\item - Revivify -\item - Sending -\item - Speak with Dead -\item - Spirit Guardians -\item - Tongues -\item - Water Walk -\end{itemize} - -\hypertarget{th-level-6}{% -\paragraph{4th Level}\label{th-level-6}} - -\begin{itemize} -\tightlist -\item - Banishment -\item - Control Water -\item - Death Ward -\item - Divination -\item - Freedom of Movement -\item - Guardian of Faith -\item - Locate Creature -\item - Stone Shape -\end{itemize} - -\hypertarget{th-level-7}{% -\paragraph{5th Level}\label{th-level-7}} - -\begin{itemize} -\tightlist -\item - Commune -\item - Contagion -\item - Dispel Evil and Good -\item - Flame Strike -\item - Geas -\item - Greater Restoration -\item - Hallow -\item - Insect Plague -\item - Legend Lore -\item - Mass Cure Wounds -\item - Planar Binding -\item - Raise Dead -\item - Scrying -\end{itemize} - -\hypertarget{th-level-8}{% -\paragraph{6th Level}\label{th-level-8}} - -\begin{itemize} -\tightlist -\item - Blade Barrier -\item - Create Undead -\item - Find the Path -\item - Forbiddance -\item - Harm -\item - Heal -\item - Heroes' Feast -\item - Planar Ally -\item - True Seeing -\item - Word of Recall -\end{itemize} - -\hypertarget{th-level-9}{% -\paragraph{7th Level}\label{th-level-9}} - -\begin{itemize} -\tightlist -\item - Conjure Celestial -\item - Divine Word -\item - Etherealness -\item - Fire Storm -\item - Plane Shift -\item - Regenerate -\item - Resurrection -\item - Symbol -\end{itemize} - -\hypertarget{th-level-10}{% -\paragraph{8th Level}\label{th-level-10}} - -\begin{itemize} -\tightlist -\item - Antimagic Field -\item - Control Weather -\item - Earthquake -\item - Holy Aura -\end{itemize} - -\hypertarget{th-level-11}{% -\paragraph{9th Level}\label{th-level-11}} - -\begin{itemize} -\tightlist -\item - Astral Projection -\item - Gate -\item - Mass Heal -\item - True Resurrection -\end{itemize} - -\hypertarget{druid-spells}{% -\subsection{Druid Spells}\label{druid-spells}} - -\hypertarget{cantrips-0-level-2}{% -\paragraph{Cantrips (0 Level)}\label{cantrips-0-level-2}} - -\begin{itemize} -\tightlist -\item - Driudcraft -\item - Guidance -\item - Mending -\item - Poison Spray -\item - Produce Flame -\item - Resistance -\item - Shillelagh -\end{itemize} - -\hypertarget{st-level-2}{% -\paragraph{1st Level}\label{st-level-2}} - -\begin{itemize} -\tightlist -\item - Animal Friendship -\item - Charm Person -\item - Create or Destroy Water -\item - Cure Wounds -\item - Detect Magic -\item - Detect Poison and Disease -\item - Entangle -\item - Faerie Fire -\item - Fog Cloud -\item - Goodberry -\item - Healing Word -\item - Jump -\item - Longstrider -\item - Purify Food and Drink -\item - Speak with Animals -\item - Thunderwave -\end{itemize} - -\hypertarget{nd-level-2}{% -\paragraph{2nd Level}\label{nd-level-2}} - -\begin{itemize} -\tightlist -\item - Animal Messenger -\item - Barkskin -\item - Darkvision -\item - Enhance Ability -\item - Find Traps -\item - Flame Blade -\item - Flaming Sphere -\item - Gust of Wind -\item - Heat Metal -\item - Hold Person -\item - Lesser Restoration -\item - Locate Animals or Plants -\item - Locate Object -\item - Moonbeam -\item - Pass without Trace -\item - Protection from Poison -\item - Spike Growth -\end{itemize} - -\hypertarget{rd-level-2}{% -\paragraph{3rd Level}\label{rd-level-2}} - -\begin{itemize} -\tightlist -\item - Call Lightning -\item - Conjure Animals -\item - Daylight -\item - Dispel Magic -\item - Meld into Stone -\item - Plant Growth -\item - Protection from Energy -\item - Sleet Storm -\item - Speak with Plants -\item - Water Breathing -\item - Water Walk -\item - Wind Wall -\end{itemize} - -\hypertarget{th-level-12}{% -\paragraph{4th Level}\label{th-level-12}} - -\begin{itemize} -\tightlist -\item - Blight -\item - Confusion -\item - Conjure Minor Elementals -\item - Conjure Woodland Beings -\item - Control Water -\item - Dominate Beast -\item - Freedom of Movement -\item - Giant Insect -\item - Hallucinatory Terrain -\item - Ice Storm -\item - Locate Creature -\item - Polymorph -\item - Stone Shape -\item - Stoneskin -\item - Wall of Fire -\end{itemize} - -\hypertarget{th-level-13}{% -\paragraph{5th Level}\label{th-level-13}} - -\begin{itemize} -\tightlist -\item - Antilife Shell -\item - Awaken -\item - Commune with Nature -\item - Conjure Elemental -\item - Contagion -\item - Geas -\item - Greater Restoration -\item - Insect Plague -\item - Mass Cure Wounds -\item - Planar Binding -\item - Reincarnate -\item - Scrying -\item - Tree Stride -\item - Wall of Stone -\end{itemize} - -\hypertarget{th-level-14}{% -\paragraph{6th Level}\label{th-level-14}} - -\begin{itemize} -\tightlist -\item - Conjure Fey -\item - Find the Path -\item - Heal -\item - Heroes' Feast -\item - Move Earth -\item - Sunbeam -\item - Transport via Plants -\item - Wall of Thorns -\item - Wind Walk -\end{itemize} - -\hypertarget{th-level-15}{% -\paragraph{7th Level}\label{th-level-15}} - -\begin{itemize} -\tightlist -\item - Fire Storm -\item - Mirage Arcane -\item - Plane Shift -\item - Regenerate -\item - Reverse Gravity -\end{itemize} - -\hypertarget{th-level-16}{% -\paragraph{8th Level}\label{th-level-16}} - -\begin{itemize} -\tightlist -\item - Animal Shapes -\item - Antipathy/Sympathy -\item - Control Weather -\item - Earthquake -\item - Feeblemind -\item - Sunburst -\end{itemize} - -\hypertarget{th-level-17}{% -\paragraph{9th Level}\label{th-level-17}} - -\begin{itemize} -\tightlist -\item - Foresight -\item - Shapechange -\item - Storm of Vengeance -\item - True Resurrection -\end{itemize} - -\hypertarget{paladin-spells}{% -\subsection{Paladin Spells}\label{paladin-spells}} - -\hypertarget{st-level-3}{% -\paragraph{1st Level}\label{st-level-3}} - -\begin{itemize} -\tightlist -\item - Bless -\item - Command -\item - Cure Wounds -\item - Detect Evil and Good -\item - Detect Magic -\item - Detect Poison and Disease -\item - Divine Favor -\item - Heroism -\item - Protection from Evil and Good -\item - Purify Food and Drink -\item - Shield of Faith -\end{itemize} - -\hypertarget{nd-level-3}{% -\paragraph{2nd Level}\label{nd-level-3}} - -\begin{itemize} -\tightlist -\item - Aid -\item - Branding Smite -\item - Find Steed -\item - Lesser Restoration -\item - Locate Object -\item - Magic Weapon -\item - Protection from Poison -\item - Zone of Truth -\end{itemize} - -\hypertarget{rd-level-3}{% -\paragraph{3rd Level}\label{rd-level-3}} - -\begin{itemize} -\tightlist -\item - Create Food and Water -\item - Daylight -\item - Dispel Magic -\item - Magic Circle -\item - Remove Curse -\item - Revivify -\end{itemize} - -\hypertarget{th-level-18}{% -\paragraph{4th Level}\label{th-level-18}} - -\begin{itemize} -\tightlist -\item - Banishment -\item - Death Ward -\item - Locate Creature -\end{itemize} - -\hypertarget{th-level-19}{% -\paragraph{5th Level}\label{th-level-19}} - -\begin{itemize} -\tightlist -\item - Dispel Evil and Good -\item - Geas -\item - Raise Dead -\end{itemize} - -\hypertarget{ranger-spells}{% -\subsection{Ranger Spells}\label{ranger-spells}} - -\hypertarget{st-level-4}{% -\paragraph{1st Level}\label{st-level-4}} - -\begin{itemize} -\tightlist -\item - Alarm -\item - Animal Friendship -\item - Cure Wounds -\item - Detect Magic -\item - Detect Poison and Disease -\item - Fog Cloud -\item - Goodberry -\item - Hunter's Mark -\item - Jump -\item - Longstrider -\item - Speak with Animals -\end{itemize} - -\hypertarget{nd-level-4}{% -\paragraph{2nd Level}\label{nd-level-4}} - -\begin{itemize} -\tightlist -\item - Animal Messenger -\item - Barkskin -\item - Darkvision -\item - Find Traps -\item - Lesser Restoration -\item - Locate Animals or Plants -\item - Locate Object -\item - Pass without Trace -\item - Protection from Poison -\item - Silence -\item - Spike Growth -\end{itemize} - -\hypertarget{rd-level-4}{% -\paragraph{3rd Level}\label{rd-level-4}} - -\begin{itemize} -\tightlist -\item - Conjure Animals -\item - Daylight -\item - Nondetection -\item - Plant Growth -\item - Protection from Energy -\item - Speak with Plants -\item - Water Breathing -\item - Water Walk -\item - Wind Wall -\end{itemize} - -\hypertarget{th-level-20}{% -\paragraph{4th Level}\label{th-level-20}} - -\begin{itemize} -\tightlist -\item - Conjure Woodland Beings -\item - Freedom of Movement -\item - Locate Creature -\item - Stoneskin -\end{itemize} - -\hypertarget{th-level-21}{% -\paragraph{5th Level}\label{th-level-21}} - -\begin{itemize} -\tightlist -\item - Commune with Nature -\item - Tree Stride -\end{itemize} - -\hypertarget{sorcerer-spells}{% -\subsection{Sorcerer Spells}\label{sorcerer-spells}} - -\hypertarget{cantrips-0-level-3}{% -\paragraph{Cantrips (0 Level)}\label{cantrips-0-level-3}} - -\begin{itemize} -\tightlist -\item - Acid Splash -\item - Chill Touch -\item - Dancing Lights -\item - Fire Bolt -\item - Light -\item - Mage Hand -\item - Mending -\item - Message -\item - Minor Illusion -\item - Poison Spray -\item - Prestidigitation -\item - Ray of Frost -\item - Shocking Grasp -\item - True Strike -\end{itemize} - -\hypertarget{st-level-5}{% -\paragraph{1st Level}\label{st-level-5}} - -\begin{itemize} -\tightlist -\item - Burning Hands -\item - Charm Person -\item - Color Spray -\item - Comprehend Languages -\item - Detect Magic -\item - Disguise Self -\item - Expeditious Retreat -\item - False Life -\item - Feather Fall -\item - Fog Cloud -\item - Jump -\item - Mage Armor -\item - Magic Missile -\item - Shield -\item - Silent Image -\item - Sleep -\item - Thunderwave -\end{itemize} - -\hypertarget{nd-level-5}{% -\paragraph{2nd Level}\label{nd-level-5}} - -\begin{itemize} -\tightlist -\item - Alter Self -\item - Blindness/Deafness -\item - Blur -\item - Darkness -\item - Darkvision -\item - Detect Thoughts -\item - Enhance Ability -\item - Enlarge/Reduce -\item - Gust of Wind -\item - Hold Person -\item - Invisibility -\item - Knock -\item - Levitate -\item - Mirror Image -\item - Misty Step -\item - Scorching Ray -\item - See Invisibility -\item - Shatter -\item - Spider Climb -\item - Suggestion -\item - Web -\end{itemize} - -\hypertarget{rd-level-5}{% -\paragraph{3rd Level}\label{rd-level-5}} - -\begin{itemize} -\tightlist -\item - Blink -\item - Clairvoyance -\item - Counterspell -\item - Daylight -\item - Dispel Magic -\item - Fear -\item - Fireball -\item - Fly -\item - Gaseous Form -\item - Haste -\item - Hypnotic Pattern -\item - Lightning Bolt -\item - Major Image -\item - Protection from Energy -\item - Sleet Storm -\item - Slow -\item - Stinking Cloud -\item - Tongues -\item - Water Breathing -\item - Water Walk -\end{itemize} - -\hypertarget{th-level-22}{% -\paragraph{4th Level}\label{th-level-22}} - -\begin{itemize} -\tightlist -\item - Banishment -\item - Blight -\item - Confusion -\item - Dimension Door -\item - Dominate Beast -\item - Greater Invisibility -\item - Ice Storm -\item - Polymorph -\item - Stoneskin -\item - Wall of Fire -\end{itemize} - -\hypertarget{th-level-23}{% -\paragraph{5th Level}\label{th-level-23}} - -\begin{itemize} -\tightlist -\item - Animate Objects -\item - Cloudkill -\item - Cone of Cold -\item - Creation -\item - Dominate Person -\item - Hold Monster -\item - Insect Plague -\item - Seeming -\item - Telekinesis -\item - Teleportation Circle -\item - Wall of Stone -\end{itemize} - -\hypertarget{th-level-24}{% -\paragraph{6th Level}\label{th-level-24}} - -\begin{itemize} -\tightlist -\item - Chain Lightning -\item - Circle of Death -\item - Disintegrate -\item - Eyebite -\item - Globe of Invulnerability -\item - Mass Suggestion -\item - Move Earth -\item - Sunbeam -\item - True Seeing -\end{itemize} - -\hypertarget{th-level-25}{% -\paragraph{7th Level}\label{th-level-25}} - -\begin{itemize} -\tightlist -\item - Delayed Blast Fireball -\item - Etherealness -\item - Finger of Death -\item - Fire Storm -\item - Plane Shift -\item - Prismatic Spray -\item - Reverse Gravity -\item - Teleport -\end{itemize} - -\hypertarget{th-level-26}{% -\paragraph{8th Level}\label{th-level-26}} - -\begin{itemize} -\tightlist -\item - Dominate Monster -\item - Earthquake -\item - Incendiary Cloud -\item - Power Word Stun -\item - Sunburst -\end{itemize} - -\hypertarget{th-level-27}{% -\paragraph{9th Level}\label{th-level-27}} - -\begin{itemize} -\tightlist -\item - Gate -\item - Meteor Swarm -\item - Power Word Kill -\item - Time Stop -\item - Wish -\end{itemize} - -\hypertarget{warlock-spells}{% -\subsection{Warlock Spells}\label{warlock-spells}} - -\hypertarget{cantrips-0-level-4}{% -\paragraph{Cantrips (0 Level)}\label{cantrips-0-level-4}} - -\begin{itemize} -\tightlist -\item - Chill Touch -\item - Eldritch Blast -\item - Mage Hand -\item - Minor Illusion -\item - Poison Spray -\item - Prestidigitation -\item - True Strike -\end{itemize} - -\hypertarget{st-level-6}{% -\paragraph{1st Level}\label{st-level-6}} - -\begin{itemize} -\tightlist -\item - Charm Person -\item - Comprehend Languages -\item - Expeditious Retreat -\item - Hellish Rebuke -\item - Illusory Script -\item - Protection from Evil and Good -\item - Unseen Servant -\end{itemize} - -\hypertarget{nd-level-6}{% -\paragraph{2nd Level}\label{nd-level-6}} - -\begin{itemize} -\tightlist -\item - Darkness -\item - Enthrall -\item - Hold Person -\item - Invisibility -\item - Mirror Image -\item - Misty Step -\item - Ray of Enfeeblement -\item - Shatter -\item - Spider Climb -\item - Suggestion -\end{itemize} - -\hypertarget{rd-level-6}{% -\paragraph{3rd Level}\label{rd-level-6}} - -\begin{itemize} -\tightlist -\item - Counterspell -\item - Dispel Magic -\item - Fear -\item - Fly -\item - Gaseous Form -\item - Hypnotic Pattern -\item - Magic Circle -\item - Major Image -\item - Remove Curse -\item - Tongues -\item - Vampiric Touch -\end{itemize} - -\hypertarget{th-level-28}{% -\paragraph{4th Level}\label{th-level-28}} - -\begin{itemize} -\tightlist -\item - Banishment -\item - Blight -\item - Dimension Door -\item - Hallucinatory Terrain -\end{itemize} - -\hypertarget{th-level-29}{% -\paragraph{5th Level}\label{th-level-29}} - -\begin{itemize} -\tightlist -\item - Contact Other Plane -\item - Dream -\item - Hold Monster -\item - Scrying -\end{itemize} - -\hypertarget{th-level-30}{% -\paragraph{6th Level}\label{th-level-30}} - -\begin{itemize} -\tightlist -\item - Circle of Death -\item - Conjure Fey -\item - Create Undead -\item - Eyebite -\item - Flesh to Stone -\item - Mass Suggestion -\item - True Seeing -\end{itemize} - -\hypertarget{th-level-31}{% -\paragraph{7th Level}\label{th-level-31}} - -\begin{itemize} -\tightlist -\item - Etherealness -\item - Finger of Death -\item - Forcecage -\item - Plane Shift -\end{itemize} - -\hypertarget{th-level-32}{% -\paragraph{8th Level}\label{th-level-32}} - -\begin{itemize} -\tightlist -\item - Demiplane -\item - Dominate Monster -\item - Feeblemind -\item - Glibness -\item - Power Word Stun -\end{itemize} - -\hypertarget{th-level-33}{% -\paragraph{9th Level}\label{th-level-33}} - -\begin{itemize} -\tightlist -\item - Astral Projection -\item - Foresight -\item - Imprisonment -\item - Power Word Kill -\item - True Polymorph -\end{itemize} - -\hypertarget{wizard-spells}{% -\subsection{Wizard Spells}\label{wizard-spells}} - -\hypertarget{cantrips-0-level-5}{% -\paragraph{Cantrips (0 Level)}\label{cantrips-0-level-5}} - -\begin{itemize} -\tightlist -\item - Acid Splash -\item - Chill Touch -\item - Dancing Lights -\item - Fire Bolt -\item - Light -\item - Mage Hand -\item - Mending -\item - Message -\item - Minor Illusion -\item - Poison Spray -\item - Prestidigitation -\item - Ray of Frost -\item - Shocking Grasp -\item - True Strike -\end{itemize} - -\hypertarget{st-level-7}{% -\paragraph{1st Level}\label{st-level-7}} - -\begin{itemize} -\tightlist -\item - Alarm -\item - Burning Hands -\item - Charm Person -\item - Color Spray -\item - Comprehend Languages -\item - Detect Magic -\item - Disguise Self -\item - Expeditious Retreat -\item - False Life -\item - Feather Fall -\item - Find Familiar -\item - Floating Disk -\item - Fog Cloud -\item - Grease -\item - Hideous Laughter -\item - Identify -\item - Illusory Script -\item - Jump -\item - Longstrider -\item - Mage Armor -\item - Magic Missile -\item - Protection from Evil and Good -\item - Shield -\item - Silent Image -\item - Sleep -\item - Thunderwave -\item - Unseen Servant -\end{itemize} - -\hypertarget{nd-level-7}{% -\paragraph{2nd Level}\label{nd-level-7}} - -\begin{itemize} -\tightlist -\item - Acid Arrow -\item - Alter Self -\item - Arcane Lock -\item - Arcanist's Magic Aura -\item - Blindness/Deafness -\item - Blur -\item - Continual Flame -\item - Darkness -\item - Darkvision -\item - Detect Thoughts -\item - Enlarge/Reduce -\item - Flaming Sphere -\item - Gentle Repose -\item - Gust of Wind -\item - Hold Person -\item - Invisibility -\item - Knock -\item - Levitate -\item - Locate Object -\item - Magic Mouth -\item - Magic Weapon -\item - Mirror Image -\item - Misty Step -\item - Ray of Enfeeblement -\item - Rope Trick -\item - Scorching Ray -\item - See Invisibility -\item - Shatter -\item - Spider Climb -\item - Suggestion -\item - Web -\end{itemize} - -\hypertarget{rd-level-7}{% -\paragraph{3rd Level}\label{rd-level-7}} - -\begin{itemize} -\tightlist -\item - Animate Dead -\item - Bestow Curse -\item - Blink -\item - Clairvoyance -\item - Counterspell -\item - Dispel Magic -\item - Fear -\item - Fireball -\item - Fly -\item - Gaseous Form -\item - Glyph of Warding -\item - Haste -\item - Hypnotic Pattern -\item - Lightning Bolt -\item - Magic Circle -\item - Major Image -\item - Nondetection -\item - Phantom Steed -\item - Protection from Energy -\item - Remove Curse -\item - Sending -\item - Sleet Storm -\item - Slow -\item - Stinking Cloud -\item - Tiny Hut -\item - Tongues -\item - Vampiric Touch -\item - Water Breathing -\end{itemize} - -\hypertarget{th-level-34}{% -\paragraph{4th Level}\label{th-level-34}} - -\begin{itemize} -\tightlist -\item - Arcane Eye -\item - Banishment -\item - Black Tentacles -\item - Blight -\item - Confusion -\item - Conjure Minor Elementals -\item - Control Water -\item - Dimension Door -\item - Fabricate -\item - Faithful Hound -\item - Fire Shield -\item - Greater Invisibility -\item - Hallucinatory Terrain -\item - Ice Storm -\item - Locate Creature -\item - Phantasmal Killer -\item - Polymorph -\item - Private Sanctum -\item - Resilient Sphere -\item - Secret Chest -\item - Stone Shape -\item - Stoneskin -\item - Wall of Fire -\end{itemize} - -\hypertarget{th-level-35}{% -\paragraph{5th Level}\label{th-level-35}} - -\begin{itemize} -\tightlist -\item - Animate Objects -\item - Arcane Hand -\item - Cloudkill -\item - Cone of Cold -\item - Conjure Elemental -\item - Contact Other Plane -\item - Creation -\item - Dominate Person -\item - Dream -\item - Geas -\item - Hold Monster -\item - Legend Lore -\item - Mislead -\item - Modify Memory -\item - Passwall -\item - Planar Binding -\item - Scrying -\item - Seeming -\item - Telekinesis -\item - Telepathic Bond -\item - Teleportation Circle -\item - Wall of Force -\item - Wall of Stone -\end{itemize} - -\hypertarget{th-level-36}{% -\paragraph{6th Level}\label{th-level-36}} - -\begin{itemize} -\tightlist -\item - Chain Lightning -\item - Circle of Death -\item - Contingency -\item - Create Undead -\item - Disintegrate -\item - Eyebite -\item - Flesh to Stone -\item - Freezing Sphere -\item - Globe of Invulnerability -\item - Guards and Wards -\item - Instant Summons -\item - Irresistible Dance -\item - Magic Jar -\item - Mass Suggestion -\item - Move Earth -\item - Programmed Illusion -\item - Sunbeam -\item - True Seeing -\item - Wall of Ice -\end{itemize} - -\hypertarget{th-level-37}{% -\paragraph{7th Level}\label{th-level-37}} - -\begin{itemize} -\tightlist -\item - Arcane Sword -\item - Delayed Blast Fireball -\item - Etherealness -\item - Finger of Death -\item - Forcecage -\item - Magnificent Mansion -\item - Mirage Arcane -\item - Plane Shift -\item - Prismatic Spray -\item - Project Image -\item - Reverse Gravity -\item - Sequester -\item - Simulacrum -\item - Symbol -\item - Teleport -\end{itemize} - -\hypertarget{th-level-38}{% -\paragraph{8th Level}\label{th-level-38}} - -\begin{itemize} -\tightlist -\item - Antimagic Field -\item - Antipathy/Sympathy -\item - Clone -\item - Control Weather -\item - Demiplane -\item - Dominate Monster -\item - Feeblemind -\item - Incendiary Cloud -\item - Maze -\item - Mind Blank -\item - Power Word Stun -\item - Sunburst -\end{itemize} - -\hypertarget{th-level-39}{% -\paragraph{9th Level}\label{th-level-39}} - -\begin{itemize} -\tightlist -\item - Astral Projection -\item - Foresight -\item - Gate -\item - Imprisonment -\item - Meteor Swarm -\item - Power Word Kill -\item - Prismatic Wall -\item - Shapechange -\item - Time Stop -\item - True Polymorph -\item - Weird -\item - Wish -\end{itemize} - -\hypertarget{spells-a}{% -\section{Spells (A)}\label{spells-a}} - -\hypertarget{acid-arrow}{% -\paragraph{Acid Arrow}\label{acid-arrow}} - -\emph{2nd-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 90 feet - -\textbf{Components:} V, S, M (powdered rhubarb leaf and an adder's -stomach) - -\textbf{Duration:} Instantaneous - -A shimmering green arrow streaks toward a target within range and bursts -in a spray of acid. Make a ranged spell attack against the target. On a -hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at -the end of its next turn. On a miss, the arrow splashes the target with -acid for half as much of the initial damage and no damage at the end of -its next turn. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 3rd level or higher, the damage (both initial and later) -increases by 1d4 for each slot level above 2nd. - -\hypertarget{acid-splash}{% -\paragraph{Acid Splash}\label{acid-splash}} - -\emph{Conjuration cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -You hurl a bubble of acid. Choose one creature you can see within range, -or choose two creatures you can see within range that are within 5 feet -of each other. A target must succeed on a Dexterity saving throw or take -1d6 acid damage. - -This spell's damage increases by 1d6 when you reach 5th level (2d6), -11th level (3d6), and 17th level (4d6). - -\hypertarget{aid}{% -\paragraph{Aid}\label{aid}} - -\emph{2nd-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a tiny strip of white cloth) - -\textbf{Duration:} 8 hours - -Your spell bolsters your allies with toughness and resolve. Choose up to -three creatures within range. Each target's hit point maximum and -current hit points increase by 5 for the duration. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 3rd level or higher, a target's hit points increase by an -additional 5 for each slot level above 2nd. - -\hypertarget{alarm}{% -\paragraph{Alarm}\label{alarm}} - -\emph{1st-level abjuration (ritual)} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a tiny bell and a piece of fine silver -wire) - -\textbf{Duration:} 8 hours - -You set an alarm against unwanted intrusion. Choose a door, a window, or -an area within range that is no larger than a 20-foot cube. Until the -spell ends, an alarm alerts you whenever a Tiny or larger creature -touches or enters the warded area. When you cast the spell, you can -designate creatures that won't set off the alarm. You also choose -whether the alarm is mental or audible. - -A mental alarm alerts you with a ping in your mind if you are within 1 -mile of the warded area. This ping awakens you if you are sleeping. - -An audible alarm produces the sound of a hand bell for 10 seconds within -60 feet. - -\hypertarget{alter-self}{% -\paragraph{Alter Self}\label{alter-self}} - -\emph{2nd-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 hour - -You assume a different form. When you cast the spell, choose one of the -following options, the effects of which last for the duration of the -spell. While the spell lasts, you can end one option as an action to -gain the benefits of a different one. - -\textbf{\emph{Aquatic Adaptation}}. You adapt your body to an aquatic -environment, sprouting gills and growing webbing between your fingers. -You can breathe underwater and gain a swimming speed equal to your -walking speed. - -\textbf{\emph{Change Appearance}}. You transform your appearance. You -decide what you look like, including your height, weight, facial -features, sound of your voice, hair length, coloration, and -distinguishing characteristics, if any. You can make yourself appear as -a member of another race, though none of your statistics change. You -also can't appear as a creature of a different size than you, and your -basic shape stays the same; if you're bipedal, you can't use this spell -to become quadrupedal, for instance. At any time for the duration of the -spell, you can use your action to change your appearance in this way -again. - -\textbf{\emph{Natural Weapons}}. You grow claws, fangs, spines, horns, -or a different natural weapon of your choice. Your unarmed strikes deal -1d6 bludgeoning, piercing, or slashing damage, as appropriate to the -natural weapon you chose, and you are proficient with your unarmed -strikes. Finally, the natural weapon is magic and you have a +1 bonus to -the attack and damage rolls you make using it. - -\hypertarget{animal-friendship}{% -\paragraph{Animal Friendship}\label{animal-friendship}} - -\emph{1st-­level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a morsel of food) - -\textbf{Duration:} 24 hours - -This spell lets you convince a beast that you mean it no harm. Choose a -beast that you can see within range. It must see and hear you. If the -beast's Intelligence is 4 or higher, the spell fails. Otherwise, the -beast must succeed on a Wisdom saving throw or be charmed by you for the -spell's duration. If you or one of your companions harms the target, the -spells ends. - -\textbf{\emph{At~Higher~Levels}}.~When~you~cast~this~spell~using~a~ -spell slot of 2nd level or higher, you can affect one additional beast t -level above 1st. - -\hypertarget{animal-messenger}{% -\paragraph{Animal Messenger}\label{animal-messenger}} - -\emph{2nd-level enchantment (ritual)} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a morsel of food) - -\textbf{Duration:} 24 hours - -By means of this spell, you use an animal to deliver a message. Choose a -Tiny beast you can see within range, such as a squirrel, a blue jay, or -a bat. You specify a location, which you must have visited, and a -recipient who matches a general description, such as ``a man or woman -dressed in the uniform of the town guard'' or ``a red-haired dwarf -wearing a pointed hat.'' You also speak a message of up to twenty-five -words. The target beast travels for the duration of the spell toward the -specified location, covering about 50 miles per 24 hours for a flying -messenger, or 25 miles for other animals. - -When the messenger arrives, it delivers your message to the creature -that you described, replicating the sound of your voice. The messenger -speaks only to a creature matching the description you gave. If the -messenger doesn't reach its destination before the spell ends, the -message is lost, and the beast makes its way back to where you cast this -spell. - -\textbf{\emph{At Higher Levels}}. If you cast this spell using a spell -slot of 3nd level or higher, the duration of the spell increases by 48 -hours for each slot level above 2nd. - -\hypertarget{animal-shapes}{% -\paragraph{Animal Shapes}\label{animal-shapes}} - -\emph{8th-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 24 hours - -Your magic turns others into beasts. Choose any number of willing -creatures that you can see within range. You transform each target into -the form of a Large or smaller beast with a challenge rating of 4 or -lower. On subsequent turns, you can use your action to transform -affected creatures into new forms. - -The transformation lasts for the duration for each target, or until the -target drops to 0 hit points or dies. You can choose a different form -for each target. A target's game statistics are replaced by the -statistics of the chosen beast, though the target retains its alignment -and Intelligence, Wisdom, and Charisma scores. The target assumes the -hit points of its new form, and when it reverts to its normal form, it -returns to the number of hit points it had before it transformed. If it -reverts as a result of dropping to 0 hit points, any excess damage -carries over to its normal form. As long as the excess damage doesn't -reduce the creature's normal form to 0 hit points, it isn't knocked -unconscious. The creature is limited in the actions it can perform by -the nature of its new form, and it can't speak or cast spells. - -The target's gear melds into the new form. The target can't activate, -wield, or otherwise benefit from any of its equipment. - -\hypertarget{animate-dead}{% -\paragraph{Animate Dead}\label{animate-dead}} - -\emph{3rd-level necromancy} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} 10 feet - -\textbf{Components:} V, S, M (a drop of blood, a piece of flesh, and a -pinch of bone dust) - -\textbf{Duration:} Instantaneous - -This spell creates an undead servant. Choose a pile of bones or a corpse -of a Medium or Small humanoid within range. Your spell imbues the target -with a foul mimicry of life, raising it as an undead creature. The -target becomes a skeleton if you chose bones or a zombie if you chose a -corpse (the GM has the creature's game statistics). - -On each of your turns, you can use a bonus action to mentally command -any creature you made with this spell if the creature is within 60 feet -of you (if you control multiple creatures, you can command any or all of -them at the same time, issuing the same command to each one). You decide -what action the creature will take and where it will move during its -next turn, or you can issue a general command, such as to guard a -particular chamber or corridor. If you issue no commands, the creature -only defends itself against hostile creatures. Once given an order, the -creature continues to follow it until its task is complete. - -The creature is under your control for 24 hours, after which it stops -obeying any command you've given it. To maintain control of the creature -for another 24 hours, you must cast this spell on the creature again -before the current 24-hour period ends. This use of the spell reasserts -your control over up to four creatures you have animated with this -spell, rather than animating a new one. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 4th level or higher, you animate or reassert control over two -additional undead creatures for each slot level above 3rd. Each of the -creatures must come from a different corpse or pile of bones. - -\hypertarget{animate-objects}{% -\paragraph{Animate Objects}\label{animate-objects}} - -\emph{5th-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 minute - -Objects come to life at your command. Choose up to ten nonmagical -objects within range that are not being worn or carried. Medium targets -count as two objects, Large targets count as four objects, Huge targets -count as eight objects. You can't animate any object larger than Huge. -Each target animates and becomes a creature under your control until the -spell ends or until reduced to 0 hit points. - -As a bonus action, you can mentally command any creature you made with -this spell if the creature is within 500 feet of you (if you control -multiple creatures, you can command any or all of them at the same time, -issuing the same command to each one). You decide what action the -creature will take and where it will move during its next turn, or you -can issue a general command, such as to guard a particular chamber or -corridor. If you issue no commands, the creature only defends itself -against hostile creatures. Once given an order, the creature continues -to follow it until its task is complete. - -\textbf{Table- Animate Object Stats} - -\begin{longtable}[]{@{}llllll@{}} -\toprule -Size & HP & AC & Attack & Str & Dex \\ -\midrule -\endhead -Tiny & 20 & 18 & +8 to hit, 1d4 + 4 damage & 4 & 18 \\ -Small & 25 & 16 & +6 to hit, 1d8 + 2 damage & 6 & 14 \\ -Medium & 40 & 13 & +5 to hit, 2d6 + 1 damage & 10 & 12 \\ -Large & 50 & 10 & +6 to hit, 2d10 + 2 damage & 14 & 10 \\ -Huge & 80 & 10 & +8 to hit, 2d12 + 4 damage & 18 & 6 \\ -& & & & & \\ -\bottomrule -\end{longtable} - -An animated object is a construct with AC, hit points, attacks, -Strength, and Dexterity determined by its size. Its Constitution is 10 -and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed -is - -30 feet; if the object lacks legs or other appendages it can use for -locomotion, it instead has a flying speed of 30 feet and can hover. If -the object is securely attached to a surface or a larger object, such as -a chain bolted to a wall, its speed is 0. It has blindsight with a -radius of 30 feet and is blind beyond that distance. When the animated -object drops to 0 hit points, it reverts to its original object form, -and any remaining damage carries over to its original object form. - -If you command an object to attack, it can make a single melee attack -against a creature within 5 feet of it. It makes a slam attack with an -attack bonus and bludgeoning damage determined by its size. The GM might -rule that a specific object inflicts slashing or piercing damage based -on its form. - -\textbf{\emph{At Higher Levels}}. If you cast this spell using a spell -slot of 6th level or higher, you can animate two additional objects for -each slot level above 5th. - -\hypertarget{antilife-shell}{% -\paragraph{Antilife Shell}\label{antilife-shell}} - -\emph{5th-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self (10-foot radius) - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 hour - -A shimmering barrier extends out from you in a 10-foot radius and moves -with you, remaining centered on you and hedging out creatures other than -undead and constructs. The barrier lasts for the duration. - -The barrier prevents an affected creature from passing or reaching -through. An affected creature can cast spells or make attacks with -ranged or reach weapons through the barrier. - -If you move so that an affected creature is forced to pass through the -barrier, the spell ends. - -\hypertarget{antimagic-field}{% -\paragraph{Antimagic Field}\label{antimagic-field}} - -\emph{8th-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self (10-foot radius sphere) - -\textbf{Components:} V, S, M (a pinch of powdered iron or iron filings) - -\textbf{Duration:} Concentration, up to 1 hour - -A 10-foot radius invisible sphere of antimagic surrounds you. This area -is divorced from the magical energy that suffuses the multiverse. Within -the sphere, spells can't be cast, summoned creatures disappear, and even -magic items become mundane. Until the spell ends, the sphere moves with -you, centered on you. - -Spells and other magical effects, except those created by an artifact or -a deity, are suppressed in the sphere and can't protrude into it. A slot -expended to cast a suppressed spell is consumed. While an effect is -suppressed, it doesn't function, but the time it spends suppressed -counts against its duration. - -\textbf{\emph{Targeted Effects}}. Spells and other magical effects, such -as \emph{magic missile} and \emph{charm person}, that target a creature -or an object in the sphere have no effect on that target. - -\textbf{\emph{Areas of Magic}}. The area of another spell or magical -effect, such as \emph{fireball}, can't extend into the sphere. If the -sphere overlaps an area of magic, the part of the area that is covered -by the sphere is suppressed. For example, the flames created by a -\emph{wall of fire} are suppressed within the sphere, creating a gap in -the wall if the overlap is large enough. - -\textbf{\emph{Spells}}. Any active spell or other magical effect on a -creature or an object in the sphere is suppressed while the creature or -object is in it. - -\textbf{\emph{Magic Items}}. The properties and powers of magic items -are suppressed in the sphere. For example, a \emph{+1 longsword} in the -sphere functions as a nonmagical longsword. - -A magic weapon's properties and powers are suppressed if it is used -against a target in the sphere or wielded by an attacker in the sphere. -If a magic weapon or a piece of magic ammunition fully leaves the sphere -(for example, if you fire a magic arrow or throw a magic spear at a -target outside the sphere), the magic of the item ceases to be -suppressed as soon as it exits. - -\textbf{\emph{Magical Travel}}. Teleportation and planar travel fail to -work in the sphere, whether the sphere is the destination or the -departure point for such magical travel. A portal to another location, -world, or plane of existence, as well as an opening to an -extradimensional space such as that created by the \emph{rope trick} -spell, temporarily closes while in the sphere. - -\textbf{\emph{Creatures and Objects}}. A creature or object summoned or -created by magic temporarily winks out of existence in the sphere. Such -a creature instantly reappears once the space the creature occupied is -no longer within the sphere. - -\textbf{\emph{Dispel Magic}}. Spells and magical effects such as -\emph{dispel magic} have no effect on the sphere. Likewise, the spheres -created by different \emph{antimagic field} spells don't nullify each -other. - -\hypertarget{antipathysympathy}{% -\paragraph{Antipathy/Sympathy}\label{antipathysympathy}} - -\emph{8th-level enchantment} - -\textbf{Casting Time:} 1 hour - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S, M (either a lump of alum soaked in vinegar -for the \emph{antipathy} effect or a drop of honey for the -\emph{sympathy} effect) - -\textbf{Duration:} 10 days - -This spell attracts or repels creatures of your choice. You target -something within range, either a Huge or smaller object or creature or -an area that is no larger than a 200-foot cube. Then specify a kind of -intelligent creature, such as red dragons, goblins, or vampires. You -invest the target with an aura that either attracts or repels the -specified creatures for the duration. Choose antipathy or sympathy as -the aura's effect. - -\textbf{\emph{Antipathy}}. The enchantment causes creatures of the kind -you designated to feel an intense urge to leave the area and avoid the -target. When such a creature can see the target or comes within 60 feet -of it, the creature must succeed on a Wisdom saving throw or become -frightened. The creature remains frightened while it can see the target -or is within 60 feet of it. While frightened by the target, the creature -must use its movement to move to the nearest safe spot from which it -can't see the target. If the creature moves more than 60 feet from the -target and can't see it, the creature is no longer frightened, but the -creature becomes frightened again if it regains sight of the target or -moves within 60 feet of it. - -\textbf{\emph{Sympathy}}. The enchantment causes the specified creatures -to feel an intense urge to approach the target while within 60 feet of -it or able to see it. When such a creature can see the target or comes -within 60 feet of it, the creature must succeed on a Wisdom saving throw -or use its movement on each of its turns to enter the area or move -within reach of the target. When the creature has done so, it can't -willingly move away from the target. - -If the target damages or otherwise harms an affected creature, the -affected creature can make a Wisdom saving throw to end the effect, as -described below. - -\textbf{\emph{Ending the Effect}}. If an affected creature ends its turn -while not within 60 feet of the target or able to see it, the creature -makes a Wisdom saving throw. On a successful save, the creature is no -longer affected by the target and recognizes the feeling of repugnance -or attraction as magical. In addition, a creature affected by the spell -is allowed another Wisdom saving throw every 24 hours while the spell -persists. - -A creature that successfully saves against this effect is immune to it -for 1 minute, after which time it can be affected again. - -\hypertarget{arcane-eye}{% -\paragraph{Arcane Eye}\label{arcane-eye}} - -\emph{4th-level divination} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a bit of bat fur) - -\textbf{Duration:} Concentration, up to 1 hour - -You create an invisible, magical eye within range that hovers in the air -for the duration. - -You mentally receive visual information from the eye, which has normal -vision and darkvision out to 30 feet. The eye can look in every -direction. - -As an action, you can move the eye up to 30 feet in any direction. There -is no limit to how far away from you the eye can move, but it can't -enter another plane of existence. A solid barrier blocks the eye's -movement, but the eye can pass through an opening as small as 1 inch in -diameter. - -\hypertarget{arcane-hand}{% -\paragraph{Arcane Hand}\label{arcane-hand}} - -\emph{5th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S, M (an eggshell and a snakeskin glove) - -\textbf{Duration:} Concentration, up to 1 minute - -You create a Large hand of shimmering, translucent force in an -unoccupied space that you can see within range. The hand lasts for the -spell's duration, and it moves at your command, mimicking the movements -of your own hand. - -The hand is an object that has AC 20 and hit points equal to your hit -point maximum. If it drops to 0 hit points, the spell ends. It has a -Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill -its space. - -When you cast the spell and as a bonus action on your subsequent turns, -you can move the hand up to 60 feet and then cause one of the following -effects with it. - -\textbf{\emph{Clenched Fist}}. The hand strikes one creature or object -within 5 feet of it. Make a melee spell attack for the hand using your -game statistics. On a hit, the target takes 4d8 force damage. - -\textbf{\emph{Forceful Hand}}. The hand attempts to push a creature -within 5 feet of it in a direction you choose. - -Make a check with the hand's Strength contested by the Strength -(Athletics) check of the target. If the target is Medium or smaller, you -have advantage on the check. If you succeed, the hand pushes the target -up to 5 feet plus a number of feet equal to five times your spellcasting -ability modifier. The hand moves with the target to remain within 5 feet -of it. - -\textbf{\emph{Grasping Hand}}. The hand attempts to grapple a Huge or -smaller creature within 5 feet of it. You use the hand's Strength score -to resolve the grapple. If the target is Medium or smaller, you have -advantage on the check. While the hand is grappling the target, you can -use a bonus action to have the hand crush it. When you do so, the target -takes bludgeoning damage equal to 2d6 + your spellcasting ability -modifier. - -\textbf{\emph{Interposing Hand}}. The hand interposes itself between you -and a creature you choose until you give the hand a different command. -The hand moves to stay between you and the target, providing you with -half cover against the target. The target can't move through the hand's -space if its Strength score is less than or equal to the hand's Strength -score. If its Strength score is higher than the hand's Strength score, -the target can move toward you through the hand's space, but that space -is difficult terrain for the target. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 6th level or higher, the damage from the clenched fist option -increases by 2d8 and the damage from the grasping hand increases by 2d6 -for each slot level above 5th. - -\hypertarget{arcane-lock}{% -\paragraph{Arcane Lock}\label{arcane-lock}} - -\emph{2nd-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (gold dust worth at least 25 gp, which the -spell consumes) - -\textbf{Duration:} Until dispelled - -You touch a closed door, window, gate, chest, or other entryway, and it -becomes locked for the duration. You and the creatures you designate -when you cast this spell can open the object normally. You can also set -a password that, when spoken within 5 feet of the object, suppresses -this spell for 1 minute. Otherwise, it is impassable until it is broken -or the spell is dispelled or suppressed. Casting \emph{knock} on the -object suppresses \emph{arcane lock} for 10 minutes. - -While affected by this spell, the object is more difficult to break or -force open; the DC to break it or pick any locks on it increases by 10. - -\hypertarget{arcane-sword}{% -\paragraph{Arcane Sword}\label{arcane-sword}} - -\emph{7th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S, M (a miniature platinum sword with a grip and -pommel of copper and zinc, worth 250 gp) - -\textbf{Duration:} Concentration, up to 1 minute - -You create a sword-shaped plane of force that hovers within range. It -lasts for the duration. - -When the sword appears, you make a melee spell attack against a target -of your choice within 5 feet of the sword. On a hit, the target takes -3d10 force damage. Until the spell ends, you can use a bonus action on -each of your turns to move the sword up to 20 feet to a spot you can see -and repeat this attack against the same target or a different one. - -\hypertarget{arcanists-magic-aura}{% -\paragraph{Arcanist's Magic Aura}\label{arcanists-magic-aura}} - -\emph{2nd-level illusion} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a small square of silk) - -\textbf{Duration:} 24 hours - -You place an illusion on a creature or an object you touch so that -divination spells reveal false information about it. The target can be a -willing creature or an object that isn't being carried or worn by -another creature. - -When you cast the spell, choose one or both of the following effects. -The effect lasts for the duration. If you cast this spell on the same -creature or object every day for 30 days, placing the same effect on it -each time, the illusion lasts until it is dispelled. - -\textbf{\emph{False Aura}}. You change the way the target appears to -spells and magical effects, such as \emph{detect magic}, that detect -magical auras. You can make a nonmagical object appear magical, a -magical object appear nonmagical, or change the object's magical aura so -that it appears to belong to a specific school of magic that you choose. -When you use this effect on an object, you can make the false magic -apparent to any creature that handles the item. - -\textbf{\emph{Mask}}. You change the way the target appears to spells -and magical effects that detect creature types, such as a paladin's -Divine Sense or the trigger of a \emph{symbol} spell. You choose a -creature type and other spells and magical effects treat the target as -if it were a creature of that type or of that alignment. - -\hypertarget{astral-projection}{% -\paragraph{Astral Projection}\label{astral-projection}} - -\emph{9th-level necromancy} - -\textbf{Casting Time:} 1 hour - -\textbf{Range:} 10 feet - -\textbf{Components:} V, S, M (for each creature you affect with this -spell, you must provide one jacinth worth at least 1,000 gp and one -ornately carved bar of silver worth at least 100 gp, all of which the -spell consumes) - -\textbf{Duration:} Special - -You and up to eight willing creatures within range project your astral -bodies into the Astral Plane (the spell fails and the casting is wasted -if you are already on that plane). The material body you leave behind is -unconscious and in a state of suspended animation; it doesn't need food -or air and doesn't age. - -Your astral body resembles your mortal form in almost every way, -replicating your game statistics and possessions. The principal -difference is the addition of a silvery cord that extends from between -your shoulder blades and trails behind you, fading to invisibility after -1 foot. This cord is your tether to your material body. As long as the -tether remains intact, you can find your way home. If the cord is -cut-something that can happen only when an effect specifically states -that it does-your soul and body are separated, killing you instantly. - -Your astral form can freely travel through the Astral Plane and can pass -through portals there leading to any other plane. If you enter a new -plane or return to the plane you were on when casting this spell, your -body and possessions are transported along the silver cord, allowing you -to re-enter your body as you enter the new plane. Your astral form is a -separate incarnation. Any damage or other effects that apply to it have -no effect on your physical body, nor do they persist when you return to -it. - -The spell ends for you and your companions when you use your action to -dismiss it. When the spell ends, the affected creature returns to its -physical body, and it awakens. - -The spell might also end early for you or one of your companions. A -successful \emph{dispel magic} spell used against an astral or physical -body ends the spell for that creature. If a creature's original body or -its astral form drops to 0 hit points, the spell ends for that creature. -If the spell ends and the silver cord is intact, the cord pulls the -creature's astral form back to its body, ending its state of suspended -animation. - -If you are returned to your body prematurely, your companions remain in -their astral forms and must find their own way back to their bodies, -usually by dropping to 0 hit points. - -\hypertarget{augury}{% -\paragraph{Augury}\label{augury}} - -\emph{2nd-level divination (ritual)} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (specially marked sticks, bones, or similar -tokens worth at least 25 gp) - -\textbf{Duration:} Instantaneous - -By casting gem-inlaid sticks, rolling dragon bones, laying out ornate -cards, or employing some other divining tool, you receive an omen from -an otherworldly entity about the results of a specific course of action -that you plan to take within the next 30 minutes. The GM chooses from -the following possible omens: - -\begin{itemize} -\tightlist -\item - \emph{Weal}, for good results -\item - \emph{Woe}, for bad results -\item - \emph{Weal and woe}, for both good and bad results -\item - \emph{Nothing}, for results that aren't especially good or bad -\end{itemize} - -The spell doesn't take into account any possible circumstances that -might change the outcome, such as the casting of additional spells or -the loss or gain of a companion. - -If you cast the spell two or more times before completing your next long -rest, there is a cumulative 25 percent chance for each casting after the -first that you get a random reading. The GM makes this roll in secret. - -\hypertarget{awaken}{% -\paragraph{Awaken}\label{awaken}} - -\emph{5th-level transmutation} - -\textbf{Casting Time:} 8 hours - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (an agate worth at least 1,000 gp, which -the spell consumes) - -\textbf{Duration:} Instantaneous - -After spending the casting time tracing magical pathways within a -precious gemstone, you touch a Huge or smaller beast or plant. The -target must have either no Intelligence score or an Intelligence of 3 or -less. The target gains an Intelligence of 10. The target also gains the -ability to speak one language you know. If the target is a plant, it -gains the ability to move its limbs, roots, vines, creepers, and so -forth, and it gains senses similar to a human's. Your GM chooses -statistics appropriate for the awakened plant, such as the statistics -for the awakened shrub or the awakened tree. - -The awakened beast or plant is charmed by you for 30 days or until you -or your companions do anything harmful to it. When the charmed condition -ends, the awakened creature chooses whether to remain friendly to you, -based on how you treated it while it was charmed. - -\hypertarget{spells-b}{% -\section{Spells (B)}\label{spells-b}} - -\hypertarget{bane}{% -\paragraph{Bane}\label{bane}} - -\emph{1st-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a drop of blood) - -\textbf{Duration:} Concentration, up to 1 minute - -Up to three creatures of your choice that you can see within range must -make Charisma saving throws. Whenever a target that fails this saving -throw makes an attack roll or a saving throw before the spell ends, the -target must roll a d4 and subtract the number rolled from the attack -roll or saving throw. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 2nd level or higher, you can target one additional creature for -each slot level above 1st. - -\hypertarget{banishment}{% -\paragraph{Banishment}\label{banishment}} - -\emph{4th-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S, M (an item distasteful to the target) - -\textbf{Duration:} Concentration, up to 1 minute - -You attempt to send one creature that you can see within range to -another plane of existence. The target must succeed on a Charisma saving -throw or be banished. - -If the target is native to the plane of existence you're on, you banish -the target to a harmless demiplane. While there, the target is -incapacitated. The target remains there until the spell ends, at which -point the target reappears in the space it left or in the nearest -unoccupied space if that space is occupied. - -If the target is native to a different plane of existence than the one -you're on, the target is banished with a faint popping noise, returning -to its home plane. If the spell ends before 1 minute has passed, the -target reappears in the space it left or in the nearest unoccupied space -if that space is occupied. Otherwise, the target doesn't return. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 5th level or higher, you can target one additional creature for -each slot level above 4th. - -\hypertarget{barkskin}{% -\paragraph{Barkskin}\label{barkskin}} - -\emph{2nd-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a handful of oak bark) - -\textbf{Duration:} Concentration, up to 1 hour - -You touch a willing creature. Until the spell ends, the target's skin -has a rough, bark-like appearance, and the target's AC can't be less -than 16, regardless of what kind of armor it is wearing. - -\hypertarget{beacon-of-hope}{% -\paragraph{Beacon of Hope}\label{beacon-of-hope}} - -\emph{3rd-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 minute - -This spell bestows hope and vitality. Choose any number of creatures -within range. For the duration, each target has advantage on Wisdom -saving throws and death saving throws, and regains the maximum number of -hit points possible from any healing. - -\hypertarget{bestow-curse}{% -\paragraph{Bestow Curse}\label{bestow-curse}} - -\emph{3rd-level necromancy} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 minute - -You touch a creature, and that creature must succeed on a Wisdom saving -throw or become cursed for the duration of the spell. When you cast this -spell, choose the nature of the curse from the following options: - -\begin{itemize} -\tightlist -\item - Choose one ability score. While cursed, the target has disadvantage on - ability checks and saving throws made with that ability score. -\item - While cursed, the target has disadvantage on attack rolls against you. -\item - While cursed, the target must make a Wisdom saving throw at the start - of each of its turns. If it fails, it wastes its action that turn - doing nothing. -\item - While the target is cursed, your attacks and spells deal an extra 1d8 - necrotic damage to the target. -\end{itemize} - -A \emph{remove curse} spell ends this effect. At the GM's option, you -may choose an alternative curse effect, but it should be no more -powerful than those described above. The GM has final say on such a -curse's effect. - -\textbf{\emph{At Higher Levels}}. If you cast this spell using a spell -slot of 4th level or higher, the duration is concentration, up to 10 -minutes. If you use a spell slot of 5th level or higher, the duration is -8 hours. If you use a spell slot of 7th level or higher, the duration is -24 hours. If you use a 9th level spell slot, the spell lasts until it is -dispelled. Using a spell slot of 5th level or higher grants a duration -that doesn't require concentration. - -\hypertarget{black-tentacles}{% -\paragraph{Black Tentacles}\label{black-tentacles}} - -\emph{4th-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 90 feet - -\textbf{Components:} V, S, M (a piece of tentacle from a giant octopus -or a giant squid) - -\textbf{Duration:} Concentration, up to 1 minute - -Squirming, ebony tentacles fill a 20-foot square on ground that you can -see within range. For the duration, these tentacles turn the ground in -the area into difficult terrain. - -When a creature enters the affected area for the first time on a turn or -starts its turn there, the creature must succeed on a Dexterity saving -throw or take 3d6 bludgeoning damage and be restrained by the tentacles -until the spell ends. A creature that starts its turn in the area and is -already restrained by the tentacles takes 3d6 bludgeoning damage. - -A creature restrained by the tentacles can use its action to make a -Strength or Dexterity check (its choice) against your spell save DC. On -a success, it frees itself. - -\hypertarget{blade-barrier}{% -\paragraph{Blade Barrier}\label{blade-barrier}} - -\emph{6th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 90 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 10 minutes - -You create a vertical wall of whirling, razor-sharp blades made of -magical energy. The wall appears within range and lasts for the -duration. You can make a straight wall up to 100 feet long, 20 feet -high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 -feet high, and 5 feet thick. The wall provides three-quarters cover to -creatures behind it, and its space is difficult terrain. - -When a creature enters the wall's area for the first time on a turn or -starts its turn there, the creature must make a Dexterity saving throw. -On a failed save, the creature takes 6d10 slashing damage. On a -successful save, the creature takes half as much damage. - -\hypertarget{bless}{% -\paragraph{Bless}\label{bless}} - -\emph{1st-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a sprinkling of holy water) - -\textbf{Duration:} Concentration, up to 1 minute - -You bless up to three creatures of your choice within range. Whenever a -target makes an attack roll or a saving throw before the spell ends, the -target can roll a d4 and add the number rolled to the attack roll or -saving throw. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 2nd level or higher, you can target one additional creature for -each slot level above 1st. - -\hypertarget{blight}{% -\paragraph{Blight}\label{blight}} - -\emph{4th-level necromancy} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -Necromantic energy washes over a creature of your choice that you can -see within range, draining moisture and vitality from it. The target -must make a Constitution saving throw. The target takes 8d8 necrotic -damage on a failed save, or half as much damage on a successful one. -This spell has no effect on undead or constructs. - -If you target a plant creature or a magical plant, it makes the saving -throw with disadvantage, and the spell deals maximum damage to it. - -If you target a nonmagical plant that isn't a creature, such as a tree -or shrub, it doesn't make a saving throw; it simply withers and dies. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 5th level or higher, the damage increases by 1d8 for each slot -level above 4th. - -\hypertarget{blindnessdeafness}{% -\paragraph{Blindness/Deafness}\label{blindnessdeafness}} - -\emph{2nd-level necromancy} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V - -\textbf{Duration:} 1 minute - -You can blind or deafen a foe. Choose one creature that you can see -within range to make a Constitution saving throw. If it fails, the -target is either blinded or deafened (your choice) for the duration. At -the end of each of its turns, the target can make a Constitution saving -throw. On a success, the spell ends. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 3rd level or higher, you can target one additional creature for -each slot level above 2nd. - -\hypertarget{blink}{% -\paragraph{Blink}\label{blink}} - -\emph{3rd-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S - -\textbf{Duration:} 1 minute - -Roll a d20 at the end of each of your turns for the duration of the -spell. On a roll of 11 or higher, you vanish from your current plane of -existence and appear in the Ethereal Plane (the spell fails and the -casting is wasted if you were already on that plane). At the start of -your next turn, and when the spell ends if you are on the Ethereal -Plane, you return to an unoccupied space of your choice that you can see -within 10 feet of the space you vanished from. If no unoccupied space is -available within that range, you appear in the nearest unoccupied space -(chosen at random if more than one space is equally near). You can -dismiss this spell as an action. - -While on the Ethereal Plane, you can see and hear the plane you -originated from, which is cast in shades of gray, and you can't see -anything there more than 60 feet away. You can only affect and be -affected by other creatures on the Ethereal Plane. Creatures that aren't -there can't perceive you or interact with you, unless they have the -ability to do so. - -\hypertarget{blur}{% -\paragraph{Blur}\label{blur}} - -\emph{2nd-level illusion} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V - -\textbf{Duration:} Concentration, up to 1 minute - -Your body becomes blurred, shifting and wavering to all who can see you. -For the duration, any creature has disadvantage on attack rolls against -you. An attacker is immune to this effect if it doesn't rely on sight, -as with blindsight, or can see through illusions, as with truesight. - -\hypertarget{branding-smite}{% -\paragraph{Branding Smite}\label{branding-smite}} - -\emph{2nd-­level evocation} - -\textbf{Casting Time:} 1 bonus action - -\textbf{Range:} Self - -\textbf{Components:} V - -\textbf{Duration:} Concentration, up to 1 minute - -The next time you hit a creature with a weapon attack before this spell -ends, the weapon gleams with astral radiance as you strike. The attack -deals an extra 2d6 radiant damage to the target, which becomes visible -if it's invisible, and the target sheds dim light in a 5-­foot radius -and can't become invisible until the spell ends. - -\textbf{\emph{At~Higher~Levels}}.~When~you~cast~this~spell~using~a~ -spell slot of 3rd level or higher, the extra damage increases by 1d6 for -each slot level above 2nd. - -\hypertarget{burning-hands}{% -\paragraph{Burning Hands}\label{burning-hands}} - -\emph{1st-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self (15-foot cone) - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -As you hold your hands with thumbs touching and fingers spread, a thin -sheet of flames shoots forth from your outstretched fingertips. Each -creature in a 15-foot cone must make a Dexterity saving throw. A -creature takes 3d6 fire damage on a failed save, or half as much damage -on a successful one. - -The fire ignites any flammable objects in the area that aren't being -worn or carried. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 2nd level or higher, the damage increases by 1d6 for each slot -level above 1st. - -\hypertarget{spells-c}{% -\section{Spells (C)}\label{spells-c}} - -\hypertarget{call-lightning}{% -\paragraph{Call Lightning}\label{call-lightning}} - -\emph{3rd-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 10 minutes - -A storm cloud appears in the shape of a cylinder that is 10 feet tall -with a 60-foot radius, centered on a point you can see within range -directly above you. The spell fails if you can't see a point in the air -where the storm cloud could appear (for example, if you are in a room -that can't accommodate the cloud). - -When you cast the spell, choose a point you can see under the cloud. A -bolt of lightning flashes down from the cloud to that point. Each -creature within 5 feet of that point must make a Dexterity saving throw. -A creature takes 3d10 lightning damage on a failed save, or half as much -damage on a successful one. On each of your turns until the spell ends, -you can use your action to call down lightning in this way again, -targeting the same point or a different one. - -If you are outdoors in stormy conditions when you cast this spell, the -spell gives you control over the existing storm instead of creating a -new one. Under such conditions, the spell's damage increases by 1d10. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 4th or higher level, the damage increases by 1d10 for each slot -level above 3rd. - -\hypertarget{calm-emotions}{% -\paragraph{Calm Emotions}\label{calm-emotions}} - -\emph{2nd-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 minute - -You attempt to suppress strong emotions in a group of people. Each -humanoid in a 20-foot radius sphere centered on a point you choose -within range must make a Charisma saving throw; a creature can choose to -fail this saving throw if it wishes. If a creature fails its saving -throw, choose one of the following two effects. - -You can suppress any effect causing a target to be charmed or -frightened. When this spell ends, any suppressed effect resumes, -provided that its duration has not expired in the meantime. - -Alternatively, you can make a target indifferent about creatures of your -choice that it is hostile toward. This indifference ends if the target -is attacked or harmed by a spell or if it witnesses any of its friends -being harmed. When the spell ends, the creature becomes hostile again, -unless the GM rules otherwise. - -\hypertarget{chain-lightning}{% -\paragraph{Chain Lightning}\label{chain-lightning}} - -\emph{6th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 150 feet - -\textbf{Components:} V, S, M (a bit of fur; a piece of amber, glass, or -a crystal rod; and three silver pins) - -\textbf{Duration:} Instantaneous - -You create a bolt of lightning that arcs toward a target of your choice -that you can see within range. Three bolts then leap from that target to -as many as three other targets, each of which must be within 30 feet of -the first target. A target can be a creature or an object and can be -targeted by only one of the bolts. - -A target must make a Dexterity saving throw. The target takes 10d8 -lightning damage on a failed save, or half as much damage on a -successful one. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 7th level or higher, one additional bolt leaps from the first -target to another target for each slot level above 6th. - -\hypertarget{charm-person}{% -\paragraph{Charm Person}\label{charm-person}} - -\emph{1st-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S - -\textbf{Duration:} 1 hour - -You attempt to charm a humanoid you can see within range. It must make a -Wisdom saving throw, and does so with advantage if you or your -companions are fighting it. If it fails the saving throw, it is charmed -by you until the spell ends or until you or your companions do anything -harmful to it. The charmed creature regards you as a friendly -acquaintance. When the spell ends, the creature knows it was charmed by -you. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 2nd level or higher, you can target one additional creature for -each slot level above 1st. The creatures must be within 30 feet of each -other when you target them. - -\hypertarget{chill-touch}{% -\paragraph{Chill Touch}\label{chill-touch}} - -\emph{Necromancy cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S - -\textbf{Duration:} 1 round - -You create a ghostly, skeletal hand in the space of a creature within -range. Make a ranged spell attack against the creature to assail it with -the chill of the grave. On a hit, the target takes 1d8 necrotic damage, -and it can't regain hit points until the start of your next turn. Until -then, the hand clings to the target. - -If you hit an undead target, it also has disadvantage on attack rolls -against you until the end of your next turn. - -This spell's damage increases by 1d8 when you reach 5th level (2d8), -11th level (3d8), and 17th level (4d8). - -\hypertarget{circle-of-death}{% -\paragraph{Circle of Death}\label{circle-of-death}} - -\emph{6th-level necromancy} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 150 feet - -\textbf{Components:} V, S, M (the powder of a crushed black pearl worth -at least 500 gp) - -\textbf{Duration:} Instantaneous - -A sphere of negative energy ripples out in a 60-foot radius sphere from -a point within range. Each creature in that area must make a -Constitution saving throw. A target takes 8d6 necrotic damage on a -failed save, or half as much damage on a successful one. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 7th level or higher, the damage increases by 2d6 for each slot -level above 6th. - -\hypertarget{clairvoyance}{% -\paragraph{Clairvoyance}\label{clairvoyance}} - -\emph{3rd-level divination} - -\textbf{Casting Time:} 10 minutes - -\textbf{Range:} 1 mile - -\textbf{Components:} V, S, M (a focus worth at least 100 gp, either a -jeweled horn for hearing or a glass eye for seeing) - -\textbf{Duration:} Concentration, up to 10 minutes - -You create an invisible sensor within range in a location familiar to -you (a place you have visited or seen before) or in an obvious location -that is unfamiliar to you (such as behind a door, around a corner, or in -a grove of trees). The sensor remains in place for the duration, and it -can't be attacked or otherwise interacted with. - -When you cast the spell, you choose seeing or hearing. You can use the -chosen sense through the sensor as if you were in its space. As your -action, you can switch between seeing and hearing. - -A creature that can see the sensor (such as a creature benefiting from -\emph{see invisibility} or truesight) sees a luminous, intangible orb -about the size of your fist. - -\hypertarget{clone}{% -\paragraph{Clone}\label{clone}} - -\emph{8th-level necromancy} - -\textbf{Casting Time:} 1 hour - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a diamond worth at least 1,000 gp and at -least 1 cubic inch of flesh of the creature that is to be cloned, which -the spell consumes, and a vessel worth at least 2,000 gp that has a -sealable lid and is large enough to hold a Medium creature, such as a -huge urn, coffin, mud-filled cyst in the ground, or crystal container -filled with salt water) - -\textbf{Duration:} Instantaneous - -This spell grows an inert duplicate of a living creature as a safeguard -against death. This clone forms inside a sealed vessel and grows to full -size and maturity after 120 days; you can also choose to have the clone -be a younger version of the same creature. It remains inert and endures -indefinitely, as long as its vessel remains undisturbed. - -At any time after the clone matures, if the original creature dies, its -soul transfers to the clone, provided that the soul is free and willing -to return. - -The clone is physically identical to the original and has the same -personality, memories, and abilities, but none of the original's -equipment. The original creature's physical remains, if they still -exist, become inert and can't thereafter be restored to life, since the -creature's soul is elsewhere. - -\hypertarget{cloudkill}{% -\paragraph{Cloudkill}\label{cloudkill}} - -\emph{5th-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 10 minutes - -You create a 20-foot radius sphere of poisonous, yellow-green fog -centered on a point you choose within range. The fog spreads around -corners. It lasts for the duration or until strong wind disperses the -fog, ending the spell. Its area is heavily obscured. - -When a creature enters the spell's area for the first time on a turn or -starts its turn there, that creature must make a Constitution saving -throw. The creature takes 5d8 poison damage on a failed save, or half as -much damage on a successful one. Creatures are affected even if they -hold their breath or don't need to breathe. - -The fog moves 10 feet away from you at the start of each of your turns, -rolling along the surface of the ground. The vapors, being heavier than -air, sink to the lowest level of the land, even pouring down openings. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 6th level or higher, the damage increases by 1d8 for each slot -level above 5th. - -\hypertarget{color-spray}{% -\paragraph{Color Spray}\label{color-spray}} - -\emph{1st-level illusion} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self (15-foot cone) - -\textbf{Components:} V, S, M (a pinch of powder or sand that is colored -red, yellow, and blue) - -\textbf{Duration:} 1 round - -A dazzling array of flashing, colored light springs from your hand. Roll -6d10; the total is how many hit points of creatures this spell can -effect. Creatures in a 15-foot cone originating from you are affected in -ascending order of their current hit points (ignoring unconscious -creatures and creatures that can't see). - -Starting with the creature that has the lowest current hit points, each -creature affected by this spell is blinded until the end of your next -turn. Subtract each creature's hit points from the total before moving -on to the creature with the next lowest hit points. A creature's hit -points must be equal to or less than the remaining total for that -creature to be affected. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 2nd level or higher, roll an additional 2d10 for each slot level -above 1st. - -\hypertarget{command}{% -\paragraph{Command}\label{command}} - -\emph{1st-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V - -\textbf{Duration:} 1 round - -You speak a one-word command to a creature you can see within range. The -target must succeed on a Wisdom saving throw or follow the command on -its next turn. The spell has no effect if the target is undead, if it -doesn't understand your language, or if your command is directly harmful -to it. - -Some typical commands and their effects follow. You might issue a -command other than one described here. If you do so, the GM determines -how the target behaves. If the target can't follow your command, the -spell ends. - -\textbf{\emph{Approach}}. The target moves toward you by the shortest -and most direct route, ending its turn if it moves within 5 feet of you. - -\textbf{\emph{Drop}}. The target drops whatever it is holding and then -ends its turn. - -\textbf{\emph{Flee}}. The target spends its turn moving away from you by -the fastest available means. - -\textbf{\emph{Grovel}}. The target falls prone and then ends its turn. - -\textbf{\emph{Halt}}. The target doesn't move and takes no actions. - -A flying creature stays aloft, provided that it is able to do so. If it -must move to stay aloft, it flies the minimum distance needed to remain -in the air. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 2nd level or higher, you can affect one additional creature for -each slot level above 1st. The creatures must be within 30 feet of each -other when you target them. - -\hypertarget{commune}{% -\paragraph{Commune}\label{commune}} - -\emph{5th-level divination (ritual)} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (incense and a vial of holy or unholy -water) - -\textbf{Duration:} 1 minute - -You contact your deity or a divine proxy and ask up to three questions -that can be answered with a yes or no. You must ask your questions -before the spell ends. You receive a correct answer for each question. - -Divine beings aren't necessarily omniscient, so you might receive -``unclear'' as an answer if a question pertains to information that lies -beyond the deity's knowledge. In a case where a one-word answer could be -misleading or contrary to the deity's interests, the GM might offer a -short phrase as an answer instead. - -If you cast the spell two or more times before finishing your next long -rest, there is a cumulative 25 percent chance for each casting after the -first that you get no answer. The GM makes this roll in secret. - -\hypertarget{commune-with-nature}{% -\paragraph{Commune with Nature}\label{commune-with-nature}} - -\emph{5th-level divination (ritual)} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} Self - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -You briefly become one with nature and gain knowledge of the surrounding -territory. In the outdoors, the spell gives you knowledge of the land -within 3 miles of you. In caves and other natural underground settings, -the radius is limited to 300 feet. The spell doesn't function where -nature has been replaced by construction, such as in dungeons and towns. - -You instantly gain knowledge of up to three facts of your choice about -any of the following subjects as they relate to the area: - -\begin{itemize} -\tightlist -\item - terrain and bodies of water -\item - prevalent plants, minerals, animals, or peoples -\item - powerful celestials, fey, fiends, elementals, or undead -\item - influence from other planes of existence -\item - buildings -\end{itemize} - -For example, you could determine the location of powerful undead in the -area, the location of major sources of safe drinking water, and the -location of any nearby towns. - -\hypertarget{comprehend-languages}{% -\paragraph{Comprehend Languages}\label{comprehend-languages}} - -\emph{1st-level divination (ritual)} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (a pinch of soot and salt) - -\textbf{Duration:} 1 hour - -For the duration, you understand the literal meaning of any spoken -language that you hear. You also understand any written language that -you see, but you must be touching the surface on which the words are -written. It takes about 1 minute to read one page of text. - -This spell doesn't decode secret messages in a text or a glyph, such as -an arcane sigil, that isn't part of a written language. - -\hypertarget{compulsion}{% -\paragraph{Compulsion}\label{compulsion}} - -\emph{4th-­level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 minute - -Creatures of your choice that you can see within range and that can hear -you must make a Wisdom saving throw. A target automatically succeeds on -this saving throw if it can't be charmed. On a failed save, a target is -affected by this spell. Until the spell ends, you can use a bonus action -on each of your turns to designate a direction that is horizontal to -you. Each affected target must use as much of its movement as possible -to move in that direction on its next turn. It can take its action -before it moves. After moving in this way, it can make another Wisdom -saving to try to end the effect. - -A~target~isn't~compelled~to~move~into~an~obviously~ deadly hazard, such -as a fire or pit, but it will provoke opportunity attacks to move in the -designated direction. - -\hypertarget{cone-of-cold}{% -\paragraph{Cone of Cold}\label{cone-of-cold}} - -\emph{5th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self (60-foot cone) - -\textbf{Components:} V, S, M (a small crystal or glass cone) - -\textbf{Duration:} Instantaneous - -A blast of cold air erupts from your hands. Each creature in a 60-foot -cone must make a Constitution saving throw. A creature takes 8d8 cold -damage on a failed save, or half as much damage on a successful one. - -A creature killed by this spell becomes a frozen statue until it thaws. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 6th level or higher, the damage increases by 1d8 for each slot -level above 5th. - -\hypertarget{confusion}{% -\paragraph{Confusion}\label{confusion}} - -\emph{4th-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 90 feet - -\textbf{Components:} V, S, M (three nut shells) - -\textbf{Duration:} Concentration, up to 1 minute - -This spell assaults and twists creatures' minds, spawning delusions and -provoking uncontrolled action. Each creature in a 10-foot radius sphere -centered on a point you choose within range must succeed on a Wisdom -saving throw when you cast this spell or be affected by it. - -An affected target can't take reactions and must roll a d10 at the start -of each of its turns to determine its behavior for that turn. - -\textbf{Table- Confusion Behavior} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0302}} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9698}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -d10 -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Behavior -\end{minipage} \\ -\midrule -\endhead -1 & The creature uses all its movement to move in a random direction. To -determine the direction, roll a d8 and assign a direction to each die -face. The creature doesn't take an action this turn. \\ -2-6 & The creature doesn't move or take actions this turn. \\ -7-8 & The creature uses its action to make a melee attack against a -randomly determined creature within its reach. If there is no creature -within its reach, the creature does nothing this turn. \\ -9-10 & The creature can act and move normally. \\ -& \\ -\bottomrule -\end{longtable} - -At the end of each of its turns, an affected target can make a Wisdom -saving throw. If it succeeds, this effect ends for that target. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 5th level or higher, the radius of the sphere increases by 5 -feet for each slot level above 4th. - -\hypertarget{conjure-animals}{% -\paragraph{Conjure Animals}\label{conjure-animals}} - -\emph{3rd-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 hour - -You summon fey spirits that take the form of beasts and appear in -unoccupied spaces that you can see within range. Choose one of the -following options for what appears: - -\begin{itemize} -\tightlist -\item - One beast of challenge rating 2 or lower -\item - Two beasts of challenge rating 1 or lower -\item - Four beasts of challenge rating 1/2 or lower -\item - Eight beasts of challenge rating 1/4 or lower -\end{itemize} - -Each beast is also considered fey, and it disappears when it drops to 0 -hit points or when the spell ends. - -The summoned creatures are friendly to you and your companions. Roll -initiative for the summoned creatures as a group, which has its own -turns. They obey any verbal commands that you issue to them (no action -required by you). If you don't issue any commands to them, they defend -themselves from hostile creatures, but otherwise take no actions. - -The GM has the creatures' statistics. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using certain -higher-level spell slots, you choose one of the summoning options above, -and more creatures appear: twice as many with a 5th-level slot, three -times as many with a 7th-level slot, and four times as many with a -9th-level slot. - -\hypertarget{conjure-celestial}{% -\paragraph{Conjure Celestial}\label{conjure-celestial}} - -\emph{7th-level conjuration} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} 90 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 hour - -You summon a celestial of challenge rating 4 or lower, which appears in -an unoccupied space that you can see within range. The celestial -disappears when it drops to 0 hit points or when the spell ends. - -The celestial is friendly to you and your companions for the duration. -Roll initiative for the celestial, which has its own turns. It obeys any -verbal commands that you issue to it (no action required by you), as -long as they don't violate its alignment. If you don't issue any -commands to the celestial, it defends itself from hostile creatures but -otherwise takes no actions. - -The GM has the celestial's statistics. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a -9th-level spell slot, you summon a celestial of challenge rating 5 or -lower. - -\hypertarget{conjure-elemental}{% -\paragraph{Conjure Elemental}\label{conjure-elemental}} - -\emph{5th-level conjuration} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} 90 feet - -\textbf{Components:} V, S, M (burning incense for air, soft clay for -earth, sulfur and phosphorus for fire, or water and sand for water) - -\textbf{Duration:} Concentration, up to 1 hour - -You call forth an elemental servant. Choose an area of air, earth, fire, -or water that fills a 10-foot cube within range. An elemental of -challenge rating 5 or lower appropriate to the area you chose appears in -an unoccupied space within 10 feet of it. For example, a fire elemental -emerges from a bonfire, and an earth elemental rises up from the ground. -The elemental disappears when it drops to 0 hit points or when the spell -ends. - -The elemental is friendly to you and your companions for the duration. -Roll initiative for the elemental, which has its own turns. It obeys any -verbal commands that you issue to it (no action required by you). If you -don't issue any commands to the elemental, it defends itself from -hostile creatures but otherwise takes no actions. - -If your concentration is broken, the elemental doesn't disappear. -Instead, you lose control of the elemental, it becomes hostile toward -you and your companions, and it might attack. An uncontrolled elemental -can't be dismissed by you, and it disappears 1 hour after you summoned -it. - -The GM has the elemental's statistics. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 6th level or higher, the challenge rating increases by 1 for -each slot level above 5th. - -\hypertarget{conjure-fey}{% -\paragraph{Conjure Fey}\label{conjure-fey}} - -\emph{6th-level conjuration} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} 90 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 hour - -You summon a fey creature of challenge rating 6 or lower, or a fey -spirit that takes the form of a beast of challenge rating 6 or lower. It -appears in an unoccupied space that you can see within range. The fey -creature disappears when it drops to 0 hit points or when the spell -ends. - -The fey creature is friendly to you and your companions for the -duration. Roll initiative for the creature, which has its own turns. It -obeys any verbal commands that you issue to it (no action required by -you), as long as they don't violate its alignment. If you don't issue -any commands to the fey creature, it defends itself from hostile -creatures but otherwise takes no actions. - -If your concentration is broken, the fey creature doesn't disappear. -Instead, you lose control of the fey creature, it becomes hostile toward -you and your companions, and it might attack. An uncontrolled fey -creature can't be dismissed by you, and it disappears 1 hour after you -summoned it. - -The GM has the fey creature's statistics. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 7th level or higher, the challenge rating increases by 1 for -each slot level above 6th. - -\hypertarget{conjure-minor-elementals}{% -\paragraph{Conjure Minor Elementals}\label{conjure-minor-elementals}} - -\emph{4th-level conjuration} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} 90 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 hour - -You summon elementals that appear in unoccupied spaces that you can see -within range. You choose one the following options for what appears: - -\begin{itemize} -\tightlist -\item - One elemental of challenge rating 2 or lower -\item - Two elementals of challenge rating 1 or lower -\item - Four elementals of challenge rating 1/2 or lower -\item - Eight elementals of challenge rating 1/4 or lower -\end{itemize} - -An elemental summoned by this spell disappears when it drops to 0 hit -points or when the spell ends. - -The summoned creatures are friendly to you and your companions. Roll -initiative for the summoned creatures as a group, which has its own -turns. They obey any verbal commands that you issue to them (no action -required by you). If you don't issue any commands to them, they defend -themselves from hostile creatures, but otherwise take no actions. - -The GM has the creatures' statistics. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using certain -higher-level spell slots, you choose one of the summoning options above, -and more creatures appear: twice as many with a 6th-level slot and three -times as many with an 8th-level slot. - -\hypertarget{conjure-woodland-beings}{% -\paragraph{Conjure Woodland Beings}\label{conjure-woodland-beings}} - -\emph{4th-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S, M (one holly berry per creature summoned) - -\textbf{Duration:} Concentration, up to 1 hour - -You summon fey creatures that appear in unoccupied spaces that you can -see within range. Choose one of the following options for what appears: - -\begin{itemize} -\tightlist -\item - One fey creature of challenge rating 2 or lower -\item - Two fey creatures of challenge rating 1 or lower -\item - Four fey creatures of challenge rating 1/2 or lower -\item - Eight fey creatures of challenge rating 1/4 or lower -\end{itemize} - -A summoned creature disappears when it drops to 0 hit points or when the -spell ends. - -The summoned creatures are friendly to you and your companions. Roll -initiative for the summoned creatures as a group, which have their own -turns. They obey any verbal commands that you issue to them (no action -required by you). If you don't issue any commands to them, they defend -themselves from hostile creatures, but otherwise take no actions. - -The GM has the creatures' statistics. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using certain -higher-level spell slots, you choose one of the summoning options above, -and more creatures appear: twice as many with a 6th-level slot and three -times as many with an 8th-level slot. - -\hypertarget{contact-other-plane}{% -\paragraph{Contact Other Plane}\label{contact-other-plane}} - -\emph{5th-level divination (ritual)} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} Self - -\textbf{Components:} V - -\textbf{Duration:} 1 minute - -You mentally contact a demigod, the spirit of a long-dead sage, or some -other mysterious entity from another plane. Contacting this extraplanar -intelligence can strain or even break your mind. When you cast this -spell, make a DC 15 Intelligence saving throw. On a failure, you take -6d6 psychic damage and are insane until you finish a long rest. While -insane, you can't take actions, can't understand what other creatures -say, can't read, and speak only in gibberish. A \emph{greater -restoration} spell cast on you ends this effect. - -On a successful save, you can ask the entity up to five questions. You -must ask your questions before the spell ends. The GM answers each -question with one word, such as ``yes,'' ``no,'' ``maybe,'' ``never,'' -``irrelevant,'' or ``unclear'' (if the entity doesn't know the answer to -the question). If a one-word answer would be misleading, the GM might -instead offer a short phrase as an answer. - -\hypertarget{contagion}{% -\paragraph{Contagion}\label{contagion}} - -\emph{5th-level necromancy} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch \textbf{Component:} V, S - -\textbf{Duration:} 7 days - -Your touch inflicts disease. Make a melee spell attack against a -creature within your reach. On a hit, the target is poisoned. - -At the end of each of the poisoned target's turns, the target must make -a Constitution saving throw. If the target succeeds on three of these -saves, it is no longer poisoned, and the spell ends. If the target fails -three of these saves, the target is no longer poisoned, but choose one -of the diseases below. The target is subjected to the chosen disease for -the spell's duration. - -Since this spell induces a natural disease in its target, any effect -that removes a disease or otherwise ameliorates a disease's effects -apply to it. - -\textbf{\emph{Blinding Sickness}}. Pain grips the creature's mind, and -its eyes turn milky white. The creature has disadvantage on Wisdom -checks and Wisdom saving throws and is blinded. - -\textbf{\emph{Filth Fever}}. A raging fever sweeps through the -creature's body. The creature has disadvantage on Strength checks, -Strength saving throws, and attack rolls that use Strength. - -\textbf{\emph{Flesh Rot}}. The creature's flesh decays. The creature has -disadvantage on Charisma checks and vulnerability to all damage. - -\textbf{\emph{Mindfire}}. The creature's mind becomes feverish. The -creature has disadvantage on Intelligence checks and Intelligence saving -throws, and the creature behaves as if under the effects of the -\emph{confusion} spell during combat. - -\textbf{\emph{Seizure}}. The creature is overcome with shaking. The -creature has disadvantage on Dexterity checks, Dexterity saving throws, -and attack rolls that use Dexterity. - -\textbf{\emph{Slimy Doom}}. The creature begins to bleed uncontrollably. -The creature has disadvantage on Constitution checks and Constitution -saving throws. In addition, whenever the creature takes damage, it is -stunned until the end of its next turn. - -\hypertarget{contingency}{% -\paragraph{Contingency}\label{contingency}} - -\emph{6th-level evocation} - -\textbf{Casting Time:} 10 minutes - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (a statuette of yourself carved from ivory -and decorated with gems worth at least 1,500 gp) - -\textbf{Duration:} 10 days - -Choose a spell of 5th level or lower that you can cast, that has a -casting time of 1 action, and that can target you. You cast that -spell-called the contingent spell-as part of casting \emph{contingency}, -expending spell slots for both, but the contingent spell doesn't come -into effect. Instead, it takes effect when a certain circumstance -occurs. You describe that circumstance when you cast the two spells. For -example, a \emph{contingency} cast with \emph{water breathing} might -stipulate that \emph{water breathing} comes into effect when you are -engulfed in water or a similar liquid. - -The contingent spell takes effect immediately after the circumstance is -met for the first time, whether or not you want it to, and then -\emph{contingency} ends. - -The contingent spell takes effect only on you, even if it can normally -target others. You can use only one \emph{contingency} spell at a time. -If you cast this spell again, the effect of another \emph{contingency} -spell on you ends. Also, \emph{contingency} ends on you if its material -component is ever not on your person. - -\hypertarget{continual-flame}{% -\paragraph{Continual Flame}\label{continual-flame}} - -\emph{2nd-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (ruby dust worth 50 gp, which the spell -consumes) - -\textbf{Duration:} Until dispelled - -A flame, equivalent in brightness to a torch, springs forth from an -object that you touch. The effect looks like a regular flame, but it -creates no heat and doesn't use oxygen. A \emph{continual flame} can be -covered or hidden but not smothered or quenched. - -\hypertarget{control-water}{% -\paragraph{Control Water}\label{control-water}} - -\emph{4th-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 300 feet - -\textbf{Components:} V, S, M (a drop of water and a pinch of dust) - -\textbf{Duration:} Concentration, up to 10 minutes - -Until the spell ends, you control any freestanding water inside an area -you choose that is a cube up to 100 feet on a side. You can choose from -any of the following effects when you cast this spell. As an action on -your turn, you can repeat the same effect or choose a different one. - -\textbf{\emph{Flood}}. You cause the water level of all standing water -in the area to rise by as much as 20 feet. If the area includes a shore, -the flooding water spills over onto dry land. - -If you choose an area in a large body of water, you instead create a -20-foot tall wave that travels from one side of the area to the other -and then crashes down. Any Huge or smaller vehicles in the wave's path -are carried with it to the other side. Any Huge or smaller vehicles -struck by the wave have a 25 percent chance of capsizing. - -The water level remains elevated until the spell ends or you choose a -different effect. If this effect produced a wave, the wave repeats on -the start of your next turn while the flood effect lasts. - -\textbf{\emph{Part Water}}. You cause water in the area to move apart -and create a trench. The trench extends across the spell's area, and the -separated water forms a wall to either side. The trench remains until -the spell ends or you choose a different effect. The water then slowly -fills in the trench over the course of the next round until the normal -water level is restored. - -\textbf{\emph{Redirect Flow}}. You cause flowing water in the area to -move in a direction you choose, even if the water has to flow over -obstacles, up walls, or in other unlikely directions. The water in the -area moves as you direct it, but once it moves beyond the spell's area, -it resumes its flow based on the terrain conditions. The water continues -to move in the direction you chose until the spell ends or you choose a -different effect. - -\textbf{\emph{Whirlpool}}. This effect requires a body of water at least -50 feet square and 25 feet deep. You cause a whirlpool to form in the -center of the area. The whirlpool forms a vortex that is 5 feet wide at -the base, up to 50 feet wide at the top, and 25 feet tall. Any creature -or object in the water and within 25 feet of the vortex is pulled 10 -feet toward it. A creature can swim away from the vortex by making a -Strength (Athletics) check against your spell save DC. - -When a creature enters the vortex for the first time on a turn or starts -its turn there, it must make a Strength saving throw. On a failed save, -the creature takes 2d8 bludgeoning damage and is caught in the vortex -until the spell ends. On a successful save, the creature takes half -damage, and isn't caught in the vortex. A creature caught in the vortex -can use its action to try to swim away from the vortex as described -above, but has disadvantage on the Strength (Athletics) check to do so. - -The first time each turn that an object enters the vortex, the object -takes 2d8 bludgeoning damage; this damage occurs each round it remains -in the vortex. - -\hypertarget{control-weather}{% -\paragraph{Control Weather}\label{control-weather}} - -\emph{8th-level transmutation} - -\textbf{Casting Time:} 10 minutes - -\textbf{Range:} Self (5-mile radius) - -\textbf{Components:} V, S, M (burning incense and bits of earth and wood -mixed in water) - -\textbf{Duration:} Concentration, up to 8 hours - -You take control of the weather within 5 miles of you for the duration. -You must be outdoors to cast this spell. Moving to a place where you -don't have a clear path to the sky ends the spell early. - -When you cast the spell, you change the current weather conditions, -which are determined by the GM based on the climate and season. You can -change precipitation, temperature, and wind. It takes 1d4 × 10 minutes -for the new conditions to take effect. Once they do so, you can change -the conditions again. When the spell ends, the weather gradually returns -to normal. - -When you change the weather conditions, find a current condition on the -following tables and change its stage by one, up or down. When changing -the wind, you can change its direction. - -\textbf{Table- Control Weather (Precipitation)} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Stage & Condition \\ -\midrule -\endhead -1 & Clear \\ -2 & Light clouds \\ -3 & Overcast or ground fog \\ -4 & Rain, hail, or snow \\ -5 & Torrential rain, driving hail, or blizzard \\ -& \\ -\bottomrule -\end{longtable} - -\textbf{Table- Control Weather (Temperature)} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Stage & Condition \\ -\midrule -\endhead -1 & Unbearable heat \\ -2 & Hot \\ -3 & Warm \\ -4 & Cool \\ -5 & Cold \\ -6 & Arctic cold \\ -& \\ -\bottomrule -\end{longtable} - -\textbf{Table- Control Weather (Wind)} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Stage & Condition \\ -\midrule -\endhead -1 & Calm \\ -2 & Moderate wind \\ -3 & Strong wind \\ -4 & Gale \\ -5 & Storm \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{counterspell}{% -\paragraph{Counterspell}\label{counterspell}} - -\emph{3rd-­level abjuration} - -\textbf{Casting Time:} 1 reaction, which you take when you see a -creature within 60 feet of you casting a spell - -\textbf{Range:} 60 feet - -\textbf{Components:} S - -\textbf{Duration:} Instantaneous - -You attempt to interrupt a creature in the process of casting a spell. -If the creature is casting a spell of 3rd level or lower, its spell -fails and has no effect. If it is casting a spell of 4th level or -higher, make an ability check using your spellcasting ability. The DC -equals 10 + the spell's level. On a success, the creature's spell fails -and has no effect. - -\textbf{\emph{At~Higher~Levels}}.~When~you~cast~this~spell~using~a~spell -slot of 4th level or higher, the interrupted spell has no effect if its -level is less than or equal to the level of the spell slot you used. - -\hypertarget{create-food-and-water}{% -\paragraph{Create Food and Water}\label{create-food-and-water}} - -\emph{3rd-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -You create 45 pounds of food and 30 gallons of water on the ground or in -containers within range, enough to sustain up to fifteen humanoids or -five steeds for 24 hours. The food is bland but nourishing, and spoils -if uneaten after 24 hours. The water is clean and doesn't go bad. - -\hypertarget{create-or-destroy-water}{% -\paragraph{Create or Destroy Water}\label{create-or-destroy-water}} - -\emph{1st-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a drop of water if creating water or a few -grains of sand if destroying it) - -\textbf{Duration:} Instantaneous - -You either create or destroy water. - -\textbf{\emph{Create Water}}. You create up to 10 gallons of clean water -within range in an open container. Alternatively, the water falls as -rain in a 30-foot cube within range, extinguishing exposed flames in the -area. - -\textbf{\emph{Destroy Water}}. You destroy up to 10 gallons of water in -an open container within range. Alternatively, you destroy fog in a -30-foot cube within range. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 2nd level or higher, you create or destroy 10 additional gallons -of water, or the size of the cube increases by 5 feet, for each slot -level above 1st. - -\hypertarget{create-undead}{% -\paragraph{Create Undead}\label{create-undead}} - -\emph{6th-level necromancy} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} 10 feet - -\textbf{Components:} V, S, M (one clay pot filled with grave dirt, one -clay pot filled with brackish water, and one 150 gp black onyx stone for -each corpse) - -\textbf{Duration:} Instantaneous - -You can cast this spell only at night. Choose up to three corpses of -Medium or Small humanoids within range. Each corpse becomes a ghoul -under your control. (The GM has game statistics for these creatures.) - -As a bonus action on each of your turns, you can mentally command any -creature you animated with this spell if the creature is within 120 feet -of you (if you control multiple creatures, you can command any or all of -them at the same time, issuing the same command to each one). You decide -what action the creature will take and where it will move during its -next turn, or you can issue a general command, such as to guard a -particular chamber or corridor. If you issue no commands, the creature -only defends itself against hostile creatures. Once given an order, the -creature continues to follow it until its task is complete. - -The creature is under your control for 24 hours, after which it stops -obeying any command you have given it. To maintain control of the -creature for another 24 hours, you must cast this spell on the creature -before the current 24-hour period ends. This use of the spell reasserts -your control over up to three creatures you have animated with this -spell, rather than animating new ones. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a -7th-level spell slot, you can animate or reassert control over four -ghouls. When you cast this spell using an 8th-level spell slot, you can -animate or reassert control over five ghouls or two ghasts or wights. -When you cast this spell using a 9th-level spell slot, you can animate -or reassert control over six ghouls, three ghasts or wights, or two -mummies. - -\hypertarget{creation}{% -\paragraph{Creation}\label{creation}} - -\emph{5th-level illusion} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a tiny piece of matter of the same type of -the item you plan to create) - -\textbf{Duration:} Special - -You pull wisps of shadow material from the Shadowfell to create a -nonliving object of vegetable matter within \textbf{Range:} soft goods, -rope, wood, or something similar. You can also use this spell to create -mineral objects such as stone, crystal, or metal. The object created -must be no larger than a 5-foot cube, and the object must be of a form -and material that you have seen before. - -The duration depends on the object's material. If the object is composed -of multiple materials, use the shortest duration. - -\textbf{Table- Creation Duration} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Material & Duration \\ -\midrule -\endhead -Vegetable matter & 1 day \\ -Stone or crystal & 12 hours \\ -Precious metals & 1 hour \\ -Gems & 10 minutes \\ -Adamantine or mithral & 1 minute \\ -& \\ -\bottomrule -\end{longtable} - -Using any material created by this spell as another spell's material -component causes that spell to fail. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 6th level or higher, the cube increases by 5 feet for each slot -level above 5th. - -\hypertarget{cure-wounds}{% -\paragraph{Cure Wounds}\label{cure-wounds}} - -\emph{1st-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -A creature you touch regains a number of hit points equal to 1d8 + your -spellcasting ability modifier. This spell has no effect on undead or -constructs. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 2nd level or higher, the healing increases by 1d8 for each slot -level above 1st. - -\hypertarget{spells-d}{% -\section{Spells (D)}\label{spells-d}} - -\hypertarget{dancing-lights}{% -\paragraph{Dancing Lights}\label{dancing-lights}} - -\emph{Evocation cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S, M (a bit of phosphorus or wychwood, or a -glowworm) - -\textbf{Duration:} Concentration, up to 1 minute - -You create up to four torch-sized lights within range, making them -appear as torches, lanterns, or glowing orbs that hover in the air for -the duration. You can also combine the four lights into one glowing -vaguely humanoid form of Medium size. Whichever form you choose, each -light sheds dim light in a 10-foot radius. - -As a bonus action on your turn, you can move the lights up to 60 feet to -a new spot within range. A light must be within 20 feet of another light -created by this spell, and a light winks out if it exceeds the spell's -range. - -\hypertarget{darkness}{% -\paragraph{Darkness}\label{darkness}} - -\emph{2nd-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, M (bat fur and a drop of pitch or piece of coal) - -\textbf{Duration:} Concentration, up to 10 minutes - -Magical darkness spreads from a point you choose within range to fill a -15-foot radius sphere for the duration. The darkness spreads around -corners. A creature with darkvision can't see through this darkness, and -nonmagical light can't illuminate it. - -If the point you choose is on an object you are holding or one that -isn't being worn or carried, the darkness emanates from the object and -moves with it. Completely covering the source of the darkness with an -opaque object, such as a bowl or a helm, blocks the darkness. - -If any of this spell's area overlaps with an area of light created by a -spell of 2nd level or lower, the spell that created the light is -dispelled. - -\hypertarget{darkvision-1}{% -\paragraph{Darkvision}\label{darkvision-1}} - -\emph{2nd-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (either a pinch of dried carrot or an -agate) - -\textbf{Duration:} 8 hours - -You touch a willing creature to grant it the ability to see in the dark. -For the duration, that creature has darkvision out to a range of 60 -feet. - -\hypertarget{daylight}{% -\paragraph{Daylight}\label{daylight}} - -\emph{3rd-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} 1 hour - -A 60-foot radius sphere of light spreads out from a point you choose -within range. The sphere is bright light and sheds dim light for an -additional 60 feet. - -If you chose a point on an object you are holding or one that isn't -being worn or carried, the light shines from the object and moves with -it. Completely covering the affected object with an opaque object, such -as a bowl or a helm, blocks the light. - -If any of this spell's area overlaps with an area of darkness created by -a spell of 3rd level or lower, the spell that created the darkness is -dispelled. - -\hypertarget{death-ward}{% -\paragraph{Death Ward}\label{death-ward}} - -\emph{4th-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S - -\textbf{Duration:} 8 hours - -You touch a creature and grant it a measure of protection from death. - -The first time the target would drop to 0 hit points as a result of -taking damage, the target instead drops to 1 hit point, and the spell -ends. - -If the spell is still in effect when the target is subjected to an -effect that would kill it instantaneously without dealing damage, that -effect is instead negated against the target, and the spell ends. - -\hypertarget{delayed-blast-fireball}{% -\paragraph{Delayed Blast Fireball}\label{delayed-blast-fireball}} - -\emph{7th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 150 feet - -\textbf{Components:} V, S, M (a tiny ball of bat guano and sulfur) - -\textbf{Duration:} Concentration, up to 1 minute - -A beam of yellow light flashes from your pointing finger, then condenses -to linger at a chosen point within range as a glowing bead for the -duration. When the spell ends, either because your concentration is -broken or because you decide to end it, the bead blossoms with a low -roar into an explosion of flame that spreads around corners. Each -creature in a 20-foot radius sphere centered on that point must make a -Dexterity saving throw. A creature takes fire damage equal to the total -accumulated damage on a failed save, or half as much damage on a -successful one. - -The spell's base damage is 12d6. If at the end of your turn the bead has -not yet detonated, the damage increases by 1d6. - -If the glowing bead is touched before the interval has expired, the -creature touching it must make a Dexterity saving throw. On a failed -save, the spell ends immediately, causing the bead to erupt in flame. On -a successful save, the creature can throw the bead up to 40 feet. When -it strikes a creature or a solid object, the spell ends, and the bead -explodes. - -The fire damages objects in the area and ignites flammable objects that -aren't being worn or carried. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 8th level or higher, the base damage increases by 1d6 for each -slot level above 7th. - -\hypertarget{demiplane}{% -\paragraph{Demiplane}\label{demiplane}} - -\emph{8th-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} S - -\textbf{Duration:} 1 hour - -You create a shadowy door on a flat solid surface that you can see -within range. The door is large enough to allow Medium creatures to pass -through unhindered. When opened, the door leads to a demiplane that -appears to be an empty room 30 feet in each dimension, made of wood or -stone. When the spell ends, the door disappears, and any creatures or -objects inside the demiplane remain trapped there, as the door also -disappears from the other side. - -Each time you cast this spell, you can create a new demiplane, or have -the shadowy door connect to a demiplane you created with a previous -casting of this spell. Additionally, if you know the nature and contents -of a demiplane created by a casting of this spell by another creature, -you can have the shadowy door connect to its demiplane instead. - -\hypertarget{detect-evil-and-good}{% -\paragraph{Detect Evil and Good}\label{detect-evil-and-good}} - -\emph{1st-level divination} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 10 minutes - -For the duration, you know if there is an aberration, celestial, -elemental, fey, fiend, or undead within 30 feet of you, as well as where -the creature is located. Similarly, you know if there is a place or -object within 30 feet of you that has been magically consecrated or -desecrated. - -The spell can penetrate most barriers, but it is blocked by 1 foot of -stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood -or dirt. - -\hypertarget{detect-magic}{% -\paragraph{Detect Magic}\label{detect-magic}} - -\emph{1st-level divination (ritual)} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 10 minutes - -For the duration, you sense the presence of magic within 30 feet of you. -If you sense magic in this way, you can use your action to see a faint -aura around any visible creature or object in the area that bears magic, -and you learn its school of magic, if any. - -The spell can penetrate most barriers, but it is blocked by 1 foot of -stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood -or dirt. - -\hypertarget{detect-poison-and-disease}{% -\paragraph{Detect Poison and Disease}\label{detect-poison-and-disease}} - -\emph{1st-level divination (ritual)} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (a yew leaf) - -\textbf{Duration:} Concentration, up to 10 minutes - -For the duration, you can sense the presence and location of poisons, -poisonous creatures, and diseases within 30 feet of you. You also -identify the kind of poison, poisonous creature, or disease in each -case. - -The spell can penetrate most barriers, but it is blocked by 1 foot of -stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood -or dirt. - -\hypertarget{detect-thoughts}{% -\paragraph{Detect Thoughts}\label{detect-thoughts}} - -\emph{2nd-level divination} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (a copper piece) - -\textbf{Duration:} Concentration, up to 1 minute - -For the duration, you can read the thoughts of certain creatures. When -you cast the spell and as your action on each turn until the spell ends, -you can focus your mind on any one creature that you can see within 30 -feet of you. If the creature you choose has an Intelligence of 3 or -lower or doesn't speak any language, the creature is unaffected. - -You initially learn the surface thoughts of the creature-what is most on -its mind in that moment. As an action, you can either shift your -attention to another creature's thoughts or attempt to probe deeper into -the same creature's mind. If you probe deeper, the target must make a -Wisdom saving throw. If it fails, you gain insight into its reasoning -(if any), its emotional state, and something that looms large in its -mind (such as something it worries over, loves, or hates). If it -succeeds, the spell ends. Either way, the target knows that you are -probing into its mind, and unless you shift your attention to another -creature's thoughts, the creature can use its action on its turn to make -an Intelligence check contested by your Intelligence check; if it -succeeds, the spell ends. - -Questions verbally directed at the target creature naturally shape the -course of its thoughts, so this spell is particularly effective as part -of an interrogation. - -You can also use this spell to detect the presence of thinking creatures -you can't see. When you cast the spell or as your action during the -duration, you can search for thoughts within 30 feet of you. The spell -can penetrate barriers, but 2 feet of rock, 2 inches of any metal other -than lead, or a thin sheet of lead blocks you. You can't detect a -creature with an Intelligence of 3 or lower or one that doesn't speak -any language. - -Once you detect the presence of a creature in this way, you can read its -thoughts for the rest of the duration as described above, even if you -can't see it, but it must still be within range. - -\hypertarget{dimension-door}{% -\paragraph{Dimension Door}\label{dimension-door}} - -\emph{4th-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 500 feet - -\textbf{Components:} V - -\textbf{Duration:} Instantaneous - -You teleport yourself from your current location to any other spot -within range. You arrive at exactly the spot desired. It can be a place -you can see, one you can visualize, or one you can describe by stating -distance and direction, such as ``200 feet straight downward'' or -``upward to the northwest at a 45-degree angle, 300 feet.'' - -You can bring along objects as long as their weight doesn't exceed what -you can carry. You can also bring one willing creature of your size or -smaller who is carrying gear up to its carrying capacity. The creature -must be within 5 feet of you when you cast this spell. - -If you would arrive in a place already occupied by an object or a -creature, you and any creature traveling with you each take 4d6 force -damage, and the spell fails to teleport you. - -\hypertarget{disguise-self}{% -\paragraph{Disguise Self}\label{disguise-self}} - -\emph{1st-level illusion} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S - -\textbf{Duration:} 1 hour - -You make yourself-including your clothing, armor, weapons, and other -belongings on your person- look different until the spell ends or until -you use your action to dismiss it. You can seem 1 foot shorter or taller -and can appear thin, fat, or in between. You can't change your body -type, so you must adopt a form that has the same basic arrangement of -limbs. Otherwise, the extent of the illusion is up to you. - -The changes wrought by this spell fail to hold up to physical -inspection. For example, if you use this spell to add a hat to your -outfit, objects pass through the hat, and anyone who touches it would -feel nothing or would feel your head and hair. If you use this spell to -appear thinner than you are, the hand of someone who reaches out to -touch you would bump into you while it was seemingly still in midair. - -To discern that you are disguised, a creature can use its action to -inspect your appearance and must succeed on an Intelligence -(Investigation) check against your spell save DC. - -\hypertarget{disintegrate}{% -\paragraph{Disintegrate}\label{disintegrate}} - -\emph{6th-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S, M (a lodestone and a pinch of dust) - -\textbf{Duration:} Instantaneous - -A thin green ray springs from your pointing finger to a target that you -can see within range. The target can be a creature, an object, or a -creation of magical force, such as the wall created by \emph{wall of -force}. - -A creature targeted by this spell must make a Dexterity saving throw. On -a failed save, the target takes 10d6 + 40 force damage. The target is -disintegrated if this damage leaves it with 0 hit points. - -A disintegrated creature and everything it is wearing and carrying, -except magic items, are reduced to a pile of fine gray dust. The -creature can be restored to life only by means of a \emph{true -resurrection} or a \emph{wish} spell. - -This spell automatically disintegrates a Large or smaller nonmagical -object or a creation of magical force. If the target is a Huge or larger -object or creation of force, this spell disintegrates a 10-foot cube -portion of it. A magic item is unaffected by this spell. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 7th level or higher, the damage increases by 3d6 for each slot -level above 6th. - -\hypertarget{dispel-evil-and-good}{% -\paragraph{Dispel Evil and Good}\label{dispel-evil-and-good}} - -\emph{5th-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (holy water or powdered silver and iron) - -\textbf{Duration:} Concentration, up to 1 minute - -Shimmering energy surrounds and protects you from fey, undead, and -creatures originating from beyond the Material Plane. For the duration, -celestials, elementals, fey, fiends, and undead have disadvantage on -attack rolls against you. - -You can end the spell early by using either of the following special -functions. - -\textbf{\emph{Break Enchantment}}. As your action, you touch a creature -you can reach that is charmed, frightened, or possessed by a celestial, -an elemental, a fey, a fiend, or an undead. The creature you touch is no -longer charmed, frightened, or possessed by such creatures. - -\textbf{\emph{Dismissal}}. As your action, make a melee spell attack -against a celestial, an elemental, a fey, a fiend, or an undead you can -reach. On a hit, you attempt to drive the creature back to its home -plane. The creature must succeed on a Charisma saving throw or be sent -back to its home plane (if it isn't there already). If they aren't on -their home plane, undead are sent to the Shadowfell, and fey are sent to -the Feywild. - -\hypertarget{dispel-magic}{% -\paragraph{Dispel Magic}\label{dispel-magic}} - -\emph{3rd-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -Choose one creature, object, or magical effect within range. Any spell -of 3rd level or lower on the target ends. For each spell of 4th level or -higher on the target, make an ability check using your spellcasting -ability. The DC equals 10 + the spell's level. On a successful check, -the spell ends. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 4th level or higher, you automatically end the effects of a -spell on the target if the spell's level is equal to or less than the -level of the spell slot you used. - -\hypertarget{divination}{% -\paragraph{Divination}\label{divination}} - -\emph{4th-level divination (ritual)} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (incense and a sacrificial offering -appropriate to your religion, together worth at least 25 gp, which the -spell consumes) - -\textbf{Duration:} Instantaneous - -Your magic and an offering put you in contact with a god or a god's -servants. You ask a single question concerning a specific goal, event, -or activity to occur within 7 days. The GM offers a truthful reply. The -reply might be a short phrase, a cryptic rhyme, or an omen. - -The spell doesn't take into account any possible circumstances that -might change the outcome, such as the casting of additional spells or -the loss or gain of a companion. - -If you cast the spell two or more times before finishing your next long -rest, there is a cumulative 25 percent chance for each casting after the -first that you get a random reading. The GM makes this roll in secret. - -\hypertarget{divine-favor}{% -\paragraph{Divine Favor}\label{divine-favor}} - -\emph{1st-level evocation} - -\textbf{Casting Time:} 1 bonus action - -\textbf{Range:} Self - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 minute - -Your prayer empowers you with divine radiance. Until the spell ends, -your weapon attacks deal an extra 1d4 radiant damage on a hit. - -\hypertarget{divine-word}{% -\paragraph{Divine Word}\label{divine-word}} - -\emph{7th-level evocation} - -\textbf{Casting Time:} 1 bonus action - -\textbf{Range:} 30 feet - -\textbf{Components:} V - -\textbf{Duration:} Instantaneous - -You utter a divine word, imbued with the power that shaped the world at -the dawn of creation. Choose any number of creatures you can see within -range. Each creature that can hear you must make a Charisma saving -throw. On a failed save, a creature suffers an effect based on its -current hit points: - -\begin{itemize} -\tightlist -\item - 50 hit points or fewer: deafened for 1 minute -\item - 40 hit points or fewer: deafened and blinded for 10 minutes -\item - 30 hit points or fewer: blinded, deafened, and stunned for 1 hour -\item - 20 hit points or fewer: killed instantly Regardless of its current hit - points, a celestial, an elemental, a fey, or a fiend that fails its - save is forced back to its plane of origin (if it isn't there already) - and can't return to your current plane for 24 hours by any means short - of a \emph{wish} spell. -\end{itemize} - -\hypertarget{dominate-beast}{% -\paragraph{Dominate Beast}\label{dominate-beast}} - -\emph{4th-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 minute - -You attempt to beguile a beast that you can see within range. It must -succeed on a Wisdom saving throw or be charmed by you for the duration. -If you or creatures that are friendly to you are fighting it, it has -advantage on the saving throw. - -While the beast is charmed, you have a telepathic link with it as long -as the two of you are on the same plane of existence. You can use this -telepathic link to issue commands to the creature while you are -conscious (no action required), which it does its best to obey. You can -specify a simple and general course of action, such as ``Attack that -creature,'' ``Run over there,'' or ``Fetch that object.'' If the -creature completes the order and doesn't receive further direction from -you, it defends and preserves itself to the best of its ability. - -You can use your action to take total and precise control of the target. -Until the end of your next turn, the creature takes only the actions you -choose, and doesn't do anything that you don't allow it to do. During -this time, you can also cause the creature to use a reaction, but this -requires you to use your own reaction as well. - -Each time the target takes damage, it makes a new Wisdom saving throw -against the spell. If the saving throw succeeds, the spell ends. - -\textbf{\emph{At Higher Levels}}. When you cast this spell with a -5th-level spell slot, the duration is concentration, up to 10 minutes. -When you use a 6th-level spell slot, the duration is concentration, up -to 1 hour. When you use a spell slot of 7th level or higher, the -duration is concentration, up to 8 hours. - -\hypertarget{dominate-monster}{% -\paragraph{Dominate Monster}\label{dominate-monster}} - -\emph{8th-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 hour - -You attempt to beguile a creature that you can see within range. It must -succeed on a Wisdom saving throw or be charmed by you for the duration. -If you or creatures that are friendly to you are fighting it, it has -advantage on the saving throw. - -While the creature is charmed, you have a telepathic link with it as -long as the two of you are on the same plane of existence. You can use -this telepathic link to issue commands to the creature while you are -conscious (no action required), which it does its best to obey. You can -specify a simple and general course of action, such as ``Attack that -creature,'' ``Run over there,'' or ``Fetch that object.'' If the -creature completes the order and doesn't receive further direction from -you, it defends and preserves itself to the best of its ability. - -You can use your action to take total and precise control of the target. -Until the end of your next turn, the creature takes only the actions you -choose, and doesn't do anything that you don't allow it to do. During -this time, you can also cause the creature to use a reaction, but this -requires you to use your own reaction as well. - -Each time the target takes damage, it makes a new Wisdom saving throw -against the spell. If the saving throw succeeds, the spell ends. - -\textbf{\emph{At Higher Levels}}. When you cast this spell with a -9th-level spell slot, the duration is concentration, up to 8 hours. - -\hypertarget{dominate-person}{% -\paragraph{Dominate Person}\label{dominate-person}} - -\emph{5th-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 minute - -You attempt to beguile a humanoid that you can see within range. It must -succeed on a Wisdom saving throw or be charmed by you for the duration. -If you or creatures that are friendly to you are fighting it, it has -advantage on the saving throw. - -While the target is charmed, you have a telepathic link with it as long -as the two of you are on the same plane of existence. You can use this -telepathic link to issue commands to the creature while you are -conscious (no action required), which it does its best to obey. You can -specify a simple and general course of action, such as ``Attack that -creature,'' ``Run over there,'' or ``Fetch that object.'' If the -creature completes the order and doesn't receive further direction from -you, it defends and preserves itself to the best of its ability. - -You can use your action to take total and precise control of the target. -Until the end of your next turn, the creature takes only the actions you -choose, and doesn't do anything that you don't allow it to do. During -this time you can also cause the creature to use a reaction, but this -requires you to use your own reaction as well. - -Each time the target takes damage, it makes a new Wisdom saving throw -against the spell. If the saving throw succeeds, the spell ends. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a -6th-level spell slot, the duration is concentration, up to 10 minutes. -When you use a 7th-level spell slot, the duration is concentration, up -to 1 hour. When you use a spell slot of 8th level or higher, the -duration is concentration, up to 8 hours. - -\hypertarget{dream}{% -\paragraph{Dream}\label{dream}} - -\emph{5th-level illusion} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} Special - -\textbf{Components:} V, S, M (a handful of sand, a dab of ink, and a -writing quill plucked from a sleeping bird) - -\textbf{Duration:} 8 hours - -This spell shapes a creature's dreams. Choose a creature known to you as -the target of this spell. The target must be on the same plane of -existence as you. Creatures that don't sleep, such as elves, can't be -contacted by this spell. You, or a willing creature you touch, enters a -trance state, acting as a messenger. While in the trance, the messenger -is aware of his or her surroundings, but can't take actions or move. - -If the target is asleep, the messenger appears in the target's dreams -and can converse with the target as long as it remains asleep, through -the duration of the spell. The messenger can also shape the environment -of the dream, creating landscapes, objects, and other images. The -messenger can emerge from the trance at any time, ending the effect of -the spell early. The target recalls the dream perfectly upon waking. If -the target is awake when you cast the spell, the messenger knows it, and -can either end the trance (and the spell) or wait for the target to fall -asleep, at which point the messenger appears in the target's dreams. - -You can make the messenger appear monstrous and terrifying to the -target. If you do, the messenger can deliver a message of no more than -ten words and then the target must make a Wisdom saving throw. On a -failed save, echoes of the phantasmal monstrosity spawn a nightmare that -lasts the duration of the target's sleep and prevents the target from -gaining any benefit from that rest. In addition, when the target wakes -up, it takes 3d6 psychic damage. - -If you have a body part, lock of hair, clipping from a nail, or similar -portion of the target's body, the target makes its saving throw with -disadvantage. - -\hypertarget{druidcraft}{% -\paragraph{Druidcraft}\label{druidcraft}} - -\emph{Transmutation cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -Whispering to the spirits of nature, you create one of the following -effects within range: - -\begin{itemize} -\tightlist -\item - You create a tiny, harmless sensory effect that predicts what the - weather will be at your location for the next 24 hours. The effect - might manifest as a golden orb for clear skies, a cloud for rain, - falling snowflakes for snow, and so on. This effect persists for 1 - round. -\item - You instantly make a flower blossom, a seed pod open, or a leaf bud - bloom. -\item - You create an instantaneous, harmless sensory effect, such as falling - leaves, a puff of wind, the sound of a small animal, or the faint odor - of skunk. The effect must fit in a 5-foot cube. -\item - You instantly light or snuff out a candle, a torch, or a small - campfire. -\end{itemize} - -\hypertarget{spells-e}{% -\section{Spells (E)}\label{spells-e}} - -\hypertarget{earthquake}{% -\paragraph{Earthquake}\label{earthquake}} - -\emph{8th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 500 feet - -\textbf{Components:} V, S, M (a pinch of dirt, a piece of rock, and a -lump of clay) - -\textbf{Duration:} Concentration, up to 1 minute - -You create a seismic disturbance at a point on the ground that you can -see within range. For the duration, an intense tremor rips through the -ground in a 100-foot radius circle centered on that point and shakes -creatures and structures in contact with the ground in that area. - -The ground in the area becomes difficult terrain. - -Each creature on the ground that is concentrating must make a -Constitution saving throw. On a failed save, the creature's -concentration is broken. - -When you cast this spell and at the end of each turn you spend -concentrating on it, each creature on the ground in the area must make a -Dexterity saving throw. On a failed save, the creature is knocked prone. - -This spell can have additional effects depending on the terrain in the -area, as determined by the GM. - -\textbf{\emph{Fissures}}. Fissures open throughout the spell's area at -the start of your next turn after you cast the spell. A total of 1d6 -such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet -deep, 10 feet wide, and extends from one edge of the spell's area to the -opposite side. A creature standing on a spot where a fissure opens must -succeed on a Dexterity saving throw or fall in. A creature that -successfully saves moves with the fissure's edge as it opens. - -A fissure that opens beneath a structure causes it to automatically -collapse (see below). - -\textbf{\emph{Structures}}. The tremor deals 50 bludgeoning damage to -any structure in contact with the ground in the area when you cast the -spell and at the start of each of your turns until the spell ends. If a -structure drops to 0 hit points, it collapses and potentially damages -nearby creatures. A creature within half the distance of a structure's -height must make a Dexterity saving throw. On a failed save, the -creature takes 5d6 bludgeoning damage, is knocked prone, and is buried -in the rubble, requiring a DC 20 Strength (Athletics) check as an action -to escape. The GM can adjust the DC higher or lower, depending on the -nature of the rubble. On a successful save, the creature takes half as -much damage and doesn't fall prone or become buried. - -\hypertarget{eldritch-blast}{% -\paragraph{Eldritch Blast}\label{eldritch-blast}} - -\emph{Evocation cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -A beam of crackling energy streaks toward a creature within range. Make -a ranged spell attack against the target. On a hit, the target takes -1d10 force damage. - -The~spell~creates~more~than~one~beam~when~you~reach higher levels: two -beams at 5th level, three beams at 11th level, and four beams at 17th -level. You can direct the beams at the same target or at different ones. -Make a separate attack roll for each beam. - -\hypertarget{enhance-ability}{% -\paragraph{Enhance Ability}\label{enhance-ability}} - -\emph{2nd-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (fur or a feather from a beast) - -\textbf{Duration:} Concentration, up to 1 hour. - -You touch a creature and bestow upon it a magical enhancement. Choose -one of the following effects; the target gains that effect until the -spell ends. - -\textbf{\emph{Bear's Endurance}}. The target has advantage on -Constitution checks. It also gains 2d6 temporary hit points, which are -lost when the spell ends. - -\textbf{\emph{Bull's Strength}}. The target has advantage on Strength -checks, and his or her carrying capacity doubles. - -\textbf{\emph{Cat's Grace}}. The target has advantage on Dexterity -checks. It also doesn't take damage from falling 20 feet or less if it -isn't incapacitated. - -\textbf{\emph{Eagle's Splendor}}. The target has advantage on Charisma -checks. - -\textbf{\emph{Fox's Cunning}}. The target has advantage on Intelligence -checks. - -\textbf{\emph{Owl's Wisdom}}. The target has advantage on Wisdom checks. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 3rd level or higher, you can target one additional creature for -each slot level above 2nd. - -\hypertarget{enlargereduce}{% -\paragraph{Enlarge/Reduce}\label{enlargereduce}} - -\emph{2nd-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a pinch of powdered iron) - -\textbf{Duration:} Concentration, up to 1 minute - -You cause a creature or an object you can see within range to grow -larger or smaller for the duration. Choose either a creature or an -object that is neither worn nor carried. If the target is unwilling, it -can make a Constitution saving throw. On a success, the spell has no -effect. - -If the target is a creature, everything it is wearing and carrying -changes size with it. Any item dropped by an affected creature returns -to normal size at once. - -\textbf{\emph{Enlarge}}. The target's size doubles in all dimensions, -and its weight is multiplied by eight. This growth increases its size by -one category- from Medium to Large, for example. If there isn't enough -room for the target to double its size, the creature or object attains -the maximum possible size in the space available. Until the spell ends, -the target also has advantage on Strength checks and Strength saving -throws. The target's weapons also grow to match its new size. While -these weapons are enlarged, the target's attacks with them deal 1d4 -extra damage. - -\textbf{\emph{Reduce}}. The target's size is halved in all dimensions, -and its weight is reduced to one-eighth of normal. This reduction -decreases its size by one category-from Medium to Small, for example. -Until the spell ends, the target also has disadvantage on Strength -checks and Strength saving throws. The target's weapons also shrink to -match its new size. While these weapons are reduced, the target's -attacks with them deal 1d4 less damage (this can't reduce the damage -below 1). - -\hypertarget{entangle}{% -\paragraph{Entangle}\label{entangle}} - -\emph{1st-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 90 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 minute - -Grasping weeds and vines sprout from the ground in a 20-foot square -starting from a point within range. For the duration, these plants turn -the ground in the area into difficult terrain. - -A creature in the area when you cast the spell must succeed on a -Strength saving throw or be restrained by the entangling plants until -the spell ends. A creature restrained by the plants can use its action -to make a Strength check against your spell save DC. On a success, it -frees itself. - -When the spell ends, the conjured plants wilt away. - -\hypertarget{enthrall}{% -\paragraph{Enthrall}\label{enthrall}} - -\emph{2nd-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} 1 minute - -You weave a distracting string of words, causing creatures of your -choice that you can see within range and that can hear you to make a -Wisdom saving throw. Any creature that can't be charmed succeeds on this -saving throw automatically, and if you or your companions are fighting a -creature, it has advantage on the save. On a failed save, the target has -disadvantage on Wisdom (Perception) checks made to perceive any creature -other than you until the spell ends or until the target can no longer -hear you. The spell ends if you are incapacitated or can no longer -speak. - -\hypertarget{etherealness}{% -\paragraph{Etherealness}\label{etherealness}} - -\emph{7th-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S - -\textbf{Duration:} Up to 8 hours - -You step into the border regions of the Ethereal Plane, in the area -where it overlaps with your current plane. You remain in the Border -Ethereal for the duration or until you use your action to dismiss the -spell. During this time, you can move in any direction. If you move up -or down, every foot of movement costs an extra foot. You can see and -hear the plane you originated from, but everything there looks gray, and -you can't see anything more than 60 feet away. - -While on the Ethereal Plane, you can only affect and be affected by -other creatures on that plane. Creatures that aren't on the Ethereal -Plane can't perceive you and can't interact with you, unless a special -ability or magic has given them the ability to do so. - -You ignore all objects and effects that aren't on the Ethereal Plane, -allowing you to move through objects you perceive on the plane you -originated from. - -When the spell ends, you immediately return to the plane you originated -from in the spot you currently occupy. If you occupy the same spot as a -solid object or creature when this happens, you are immediately shunted -to the nearest unoccupied space that you can occupy and take force -damage equal to twice the number of feet you are moved. - -This spell has no effect if you cast it while you are on the Ethereal -Plane or a plane that doesn't border it, such as one of the Outer -Planes. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 8th level or higher, you can target up to three willing -creatures (including you) for each slot level above 7th. The creatures -must be within 10 feet of you when you cast the spell. - -\hypertarget{expeditious-retreat}{% -\paragraph{Expeditious Retreat}\label{expeditious-retreat}} - -\emph{1st-level transmutation} - -\textbf{Casting Time:} 1 bonus action - -\textbf{Range:} Self - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 10 minutes - -This spell allows you to move at an incredible pace. When you cast this -spell, and then as a bonus action on each of your turns until the spell -ends, you can take the Dash action. - -\hypertarget{eyebite}{% -\paragraph{Eyebite}\label{eyebite}} - -\emph{6th-level necromancy} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 minute - -For the spell's duration, your eyes become an inky void imbued with -dread power. One creature of your choice within 60 feet of you that you -can see must succeed on a Wisdom saving throw or be affected by one of -the following effects of your choice for the duration. On each of your -turns until the spell ends, you can use your action to target another -creature but can't target a creature again if it has succeeded on a -saving throw against this casting of \emph{eyebite}. - -\textbf{\emph{Asleep}}. The target falls unconscious. It wakes up if it -takes any damage or if another creature uses its action to shake the -sleeper awake. - -\textbf{\emph{Panicked}}. The target is frightened of you. On each of -its turns, the frightened creature must take the Dash action and move -away from you by the safest and shortest available route, unless there -is nowhere to move. If the target moves to a place at least 60 feet away -from you where it can no longer see you, this effect ends. - -\textbf{\emph{Sickened}}. The target has disadvantage on attack rolls -and ability checks. At the end of each of its turns, it can make another -Wisdom saving throw. If it succeeds, the effect ends. - -\hypertarget{spells-f}{% -\section{Spells (F)}\label{spells-f}} - -\hypertarget{fabricate}{% -\paragraph{Fabricate}\label{fabricate}} - -\emph{4th-level transmutation} - -\textbf{Casting Time:} 10 minutes - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -You convert raw materials into products of the same material. For -example, you can fabricate a wooden bridge from a clump of trees, a rope -from a patch of hemp, and clothes from flax or wool. - -Choose raw materials that you can see within range. You can fabricate a -Large or smaller object (contained within a 10-foot cube, or eight -connected 5-foot cubes), given a sufficient quantity of raw material. If -you are working with metal, stone, or another mineral substance, -however, the fabricated object can be no larger than Medium (contained -within a single 5-foot cube). The quality of objects made by the spell -is commensurate with the quality of the raw materials. - -Creatures or magic items can't be created or transmuted by this spell. -You also can't use it to create items that ordinarily require a high -degree of craftsmanship, such as jewelry, weapons, glass, or armor, -unless you have proficiency with the type of artisan's tools used to -craft such objects. - -\hypertarget{faerie-fire}{% -\paragraph{Faerie Fire}\label{faerie-fire}} - -\emph{1st-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V - -\textbf{Duration:} Concentration, up to 1 minute - -Each object in a 20-foot cube within range is outlined in blue, green, -or violet light (your choice). Any creature in the area when the spell -is cast is also outlined in light if it fails a Dexterity saving throw. -For the duration, objects and affected creatures shed dim light in a -10-foot radius. - -Any attack roll against an affected creature or object has advantage if -the attacker can see it, and the affected creature or object can't -benefit from being invisible. - -\hypertarget{faithful-hound}{% -\paragraph{Faithful Hound}\label{faithful-hound}} - -\emph{4th-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a tiny silver whistle, a piece of bone, -and a thread) - -\textbf{Duration:} 8 hours - -You conjure a phantom watchdog in an unoccupied space that you can see -within range, where it remains for the duration, until you dismiss it as -an action, or until you move more than 100 feet away from it. - -The hound is invisible to all creatures except you and can't be harmed. -When a Small or larger creature comes within 30 feet of it without first -speaking the password that you specify when you cast this spell, the -hound starts barking loudly. The hound sees invisible creatures and can -see into the Ethereal Plane. It ignores illusions. - -At the start of each of your turns, the hound attempts to bite one -creature within 5 feet of it that is hostile to you. The hound's attack -bonus is equal to your spellcasting ability modifier + your proficiency -bonus. On a hit, it deals 4d8 piercing damage. - -\hypertarget{false-life}{% -\paragraph{False Life}\label{false-life}} - -\emph{1st-level necromancy} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (a small amount of alcohol or distilled -spirits) - -\textbf{Duration:} 1 hour - -Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + -4 temporary hit points for the duration. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 2nd level or higher, you gain 5 additional temporary hit points -for each slot level above 1st. - -\hypertarget{fear}{% -\paragraph{Fear}\label{fear}} - -\emph{3rd-level illusion} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self (30-foot cone) - -\textbf{Components:} V, S, M (a white feather or the heart of a hen) - -\textbf{Duration:} Concentration, up to 1 minute - -You project a phantasmal image of a creature's worst fears. Each -creature in a 30-foot cone must succeed on a Wisdom saving throw or drop -whatever it is holding and become frightened for the duration. - -While frightened by this spell, a creature must take the Dash action and -move away from you by the safest available route on each of its turns, -unless there is nowhere to move. If the creature ends its turn in a -location where it doesn't have line of sight to you, the creature can -make a Wisdom saving throw. On a successful save, the spell ends for -that creature. - -\hypertarget{feather-fall}{% -\paragraph{Feather Fall}\label{feather-fall}} - -\emph{1st-level transmutation} - -\textbf{Casting Time:} 1 reaction, which you take when you or a creature -within 60 feet of you falls - -\textbf{Range:} 60 feet - -\textbf{Components:} V, M (a small feather or piece of down) - -\textbf{Duration:} 1 minute - -Choose up to five falling creatures within range. A falling creature's -rate of descent slows to 60 feet per round until the spell ends. If the -creature lands before the spell ends, it takes no falling damage and can -land on its feet, and the spell ends for that creature. - -\hypertarget{feeblemind}{% -\paragraph{Feeblemind}\label{feeblemind}} - -\emph{8th-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 150 feet - -\textbf{Components:} V, S, M (a handful of clay, crystal, glass, or -mineral spheres) - -\textbf{Duration:} Instantaneous - -You blast the mind of a creature that you can see within range, -attempting to shatter its intellect and personality. The target takes -4d6 psychic damage and must make an Intelligence saving throw. - -On a failed save, the creature's Intelligence and Charisma scores become -1. The creature can't cast spells, activate magic items, understand -language, or communicate in any intelligible way. The creature can, -however, identify its friends, follow them, and even protect them. - -At the end of every 30 days, the creature can repeat its saving throw -against this spell. If it succeeds on its saving throw, the spell ends. - -The spell can also be ended by \emph{greater restoration}, \emph{heal}, -or \emph{wish}. - -\hypertarget{find-familiar}{% -\paragraph{Find Familiar}\label{find-familiar}} - -\emph{1st-­level conjuration (ritual)} - -\textbf{Casting Time:} 1 hour - -\textbf{Range:} 10 feet - -\textbf{Components:} V, S, M (10 gp worth of charcoal, incense, and -herbs that must be consumed by fire in a brass brazier) - -\textbf{Duration:} Instantaneous - -You gain the service of a familiar, a spirit that takes an animal form -you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, -poisonous snake, fish (quipper), rat, raven, sea horse, spider, or -weasel. Appearing in an unoccupied space within range, the familiar has -the statistics of the chosen form, though it is a celestial, fey, or -fiend (your choice) instead of a beast. - -Your~familiar~acts~independently~of~you,~but~it~always obeys your -commands. In combat, it rolls its own initiative and acts on its own -turn. A familiar can't attack, but it can take other actions as normal. - -When~the~familiar~drops~to~0~hit~points,~it~disappears, leaving behind -no physical form. It reappears after you cast this spell again. - -While~your~familiar~is~within~100~feet~of~you,~you~ can communicate with -it telepathically. Additionally, as an action, you can see through your -familiar's eyes and hear what it hears until the start of your next -turn, gaining the benefits of any special senses that the familiar has. -During this time, you are deaf and blind with regard to your own senses. - -As~an~action,~you~can~temporarily~dismiss~your~familiar. It disappears -into a pocket dimension where it awaits your summons. Alternatively, you -can dismiss it forever. As an action while it is temporarily dismissed, -you can cause it to reappear in any unoccupied space within 30 feet of -you. - -You~can't~have~more~than~one~familiar~at~a~time.~If~you cast this spell -while you already have a familiar, you instead cause it to adopt a new -form. Choose one of the forms from the above list. Your familiar -transforms into the chosen creature. - -Finally,~when~you~cast~a~spell~with~a~range~of~touch,~your familiar can -deliver the spell as if it had cast the spell. Your familiar must be -within 100 feet of you, and it must use its reaction to deliver the -spell when you cast it. If the spell requires an attack roll, you use -your attack modifier for the roll. - -\hypertarget{find-steed}{% -\paragraph{Find Steed}\label{find-steed}} - -\emph{2nd-level conjuration} - -\textbf{Casting Time:} 10 minutes - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -You summon a spirit that assumes the form of an unusually intelligent, -strong, and loyal steed, creating a long-lasting bond with it. Appearing -in an unoccupied space within range, the steed takes on a form that you -choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM -might allow other animals to be summoned as steeds.) The steed has the -statistics of the chosen form, though it is a celestial, fey, or fiend -(your choice) instead of its normal type. Additionally, if your steed -has an Intelligence of 5 or less, its Intelligence becomes 6, and it -gains the ability to understand one language of your choice that you -speak. - -Your steed serves you as a mount, both in combat and out, and you have -an instinctive bond with it that allows you to fight as a seamless unit. -While mounted on your steed, you can make any spell you cast that -targets only you also target your steed. - -When the steed drops to 0 hit points, it disappears, leaving behind no -physical form. You can also dismiss your steed at any time as an action, -causing it to disappear. In either case, casting this spell again -summons the same steed, restored to its hit point maximum. - -While your steed is within 1 mile of you, you can communicate with each -other telepathically. - -You can't have more than one steed bonded by this spell at a time. As an -action, you can release the steed from its bond at any time, causing it -to disappear. - -\hypertarget{find-the-path}{% -\paragraph{Find the Path}\label{find-the-path}} - -\emph{6th-level divination} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (a set of divinatory tools- such as bones, -ivory sticks, cards, teeth, or carved runes-worth 100 gp and an object -from the location you wish to find) - -\textbf{Duration:} Concentration, up to 1 day - -This spell allows you to find the shortest, most direct physical route -to a specific fixed location that you are familiar with on the same -plane of existence. If you name a destination on another plane of -existence, a destination that moves (such as a mobile fortress), or a -destination that isn't specific (such as ``a green dragon's lair''), the -spell fails. - -For the duration, as long as you are on the same plane of existence as -the destination, you know how far it is and in what direction it lies. -While you are traveling there, whenever you are presented with a choice -of paths along the way, you automatically determine which path is the -shortest and most direct route (but not necessarily the safest route) to -the destination. - -\hypertarget{find-traps}{% -\paragraph{Find Traps}\label{find-traps}} - -\emph{2nd-level divination} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -You sense the presence of any trap within range that is within line of -sight. A trap, for the purpose of this spell, includes anything that -would inflict a sudden or unexpected effect you consider harmful or -undesirable, which was specifically intended as such by its creator. -Thus, the spell would sense an area affected by the \emph{alarm} spell, -a \emph{glyph of warding}, or a mechanical pit trap, but it would not -reveal a natural weakness in the floor, an unstable ceiling, or a hidden -sinkhole. - -This spell merely reveals that a trap is present. - -You don't learn the location of each trap, but you do learn the general -nature of the danger posed by a trap you sense. - -\hypertarget{finger-of-death}{% -\paragraph{Finger of Death}\label{finger-of-death}} - -\emph{7th-level necromancy} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -You send negative energy coursing through a creature that you can see -within range, causing it searing pain. The target must make a -Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed -save, or half as much damage on a successful one. - -A humanoid killed by this spell rises at the start of your next turn as -a zombie that is permanently under your command, following your verbal -orders to the best of its ability. - -\hypertarget{fireball}{% -\paragraph{Fireball}\label{fireball}} - -\emph{3rd-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 150 feet - -\textbf{Components:} V, S, M (a tiny ball of bat guano and sulfur) - -\textbf{Duration:} Instantaneous - -A bright streak flashes from your pointing finger to a point you choose -within range and then blossoms with a low roar into an explosion of -flame. Each creature in a 20-foot radius sphere centered on that point -must make a Dexterity saving throw. A target takes 8d6 fire damage on a -failed save, or half as much damage on a successful one. - -The fire spreads around corners. It ignites flammable objects in the -area that aren't being worn or carried. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 4th level or higher, the damage increases by 1d6 for each slot -level above 3rd. - -\hypertarget{fire-bolt}{% -\paragraph{Fire Bolt}\label{fire-bolt}} - -\emph{Evocation cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -You hurl a mote of fire at a creature or object within range. Make a -ranged spell attack against the target. On a hit, the target takes 1d10 -fire damage. A flammable object hit by this spell ignites if it isn't -being worn or carried. - -This~spell's~damage~increases~by~1d10~when~you~ reach 5th level (2d10), -11th level (3d10), and 17th level (4d10). - -\hypertarget{fire-shield}{% -\paragraph{Fire Shield}\label{fire-shield}} - -\emph{4th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (a bit of phosphorus or a firefly) - -\textbf{Duration:} 10 minutes - -Thin and wispy flames wreathe your body for the duration, shedding -bright light in a 10-foot radius and dim light for an additional 10 -feet. You can end the spell early by using an action to dismiss it. - -The flames provide you with a warm shield or a chill shield, as you -choose. The warm shield grants you resistance to cold damage, and the -chill shield grants you resistance to fire damage. - -In addition, whenever a creature within 5 feet of you hits you with a -melee attack, the shield erupts with flame. The attacker takes 2d8 fire -damage from a warm shield, or 2d8 cold damage from a cold shield. - -\hypertarget{fire-storm}{% -\paragraph{Fire Storm}\label{fire-storm}} - -\emph{7th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 150 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -A storm made up of sheets of roaring flame appears in a location you -choose within range. The area of the storm consists of up to ten 10-foot -cubes, which you can arrange as you wish. Each cube must have at least -one face adjacent to the face of another cube. Each creature in the area -must make a Dexterity saving throw. It takes 7d10 fire damage on a -failed save, or half as much damage on a successful one. - -The fire damages objects in the area and ignites flammable objects that -aren't being worn or carried. If you choose, plant life in the area is -unaffected by this spell. - -\hypertarget{flame-blade}{% -\paragraph{Flame Blade}\label{flame-blade}} - -\emph{2nd-level evocation} - -\textbf{Casting Time:} 1 bonus action - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (leaf of sumac) - -\textbf{Duration:} Concentration, up to 10 minutes - -You evoke a fiery blade in your free hand. The blade is similar in size -and shape to a scimitar, and it lasts for the duration. If you let go of -the blade, it disappears, but you can evoke the blade again as a bonus -action. - -You can use your action to make a melee spell attack with the fiery -blade. On a hit, the target takes 3d6 fire damage. - -The flaming blade sheds bright light in a 10-foot radius and dim light -for an additional 10 feet. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 4th level or higher, the damage increases by 1d6 for every two -slot levels above 2nd. - -\hypertarget{flame-strike}{% -\paragraph{Flame Strike}\label{flame-strike}} - -\emph{5th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S, M (pinch of sulfur) - -\textbf{Duration:} Instantaneous - -A vertical column of divine fire roars down from the heavens in a -location you specify. Each creature in a 10-foot radius, 40-foot high -cylinder centered on a point within range must make a Dexterity saving -throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a -failed save, or half as much damage on a successful one. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 6th level or higher, the fire damage or the radiant damage (your -choice) increases by 1d6 for each slot level above 5th. - -\hypertarget{flaming-sphere}{% -\paragraph{Flaming Sphere}\label{flaming-sphere}} - -\emph{2nd-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S, M (a bit of tallow, a pinch of brimstone, and -a dusting of powdered iron) - -\textbf{Duration:} Concentration, up to 1 minute - -A 5-foot diameter sphere of fire appears in an unoccupied space of your -choice within range and lasts for the duration. Any creature that ends -its turn within 5 feet of the sphere must make a Dexterity saving throw. -The creature takes 2d6 fire damage on a failed save, or half as much -damage on a successful one. - -As a bonus action, you can move the sphere up to 30 feet. If you ram the -sphere into a creature, that creature must make the saving throw against -the sphere's damage, and the sphere stops moving this turn. - -When you move the sphere, you can direct it over barriers up to 5 feet -tall and jump it across pits up to 10 feet wide. The sphere ignites -flammable objects not being worn or carried, and it sheds bright light -in a 20-foot radius and dim light for an additional 20 feet. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 3rd level or higher, the damage increases by 1d6 for each slot -level above 2nd. - -\hypertarget{flesh-to-stone}{% -\paragraph{Flesh to Stone}\label{flesh-to-stone}} - -\emph{6th-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S, M (a pinch of lime, water, and earth) - -\textbf{Duration:} Concentration, up to 1 minute - -You attempt to turn one creature that you can see within range into -stone. If the target's body is made of flesh, the creature must make a -Constitution saving throw. On a failed save, it is restrained as its -flesh begins to harden. On a successful save, the creature isn't -affected. - -A creature restrained by this spell must make another Constitution -saving throw at the end of each of its turns. If it successfully saves -against this spell three times, the spell ends. If it fails its saves -three times, it is turned to stone and subjected to the petrified -condition for the duration. The successes and failures don't need to be -consecutive; keep track of both until the target collects three of a -kind. - -If the creature is physically broken while petrified, it suffers from -similar deformities if it reverts to its original state. - -If you maintain your concentration on this spell for the entire possible -duration, the creature is turned to stone until the effect is removed. - -\hypertarget{floating-disk}{% -\paragraph{Floating Disk}\label{floating-disk}} - -\emph{1st-level conjuration (ritual)} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a drop of mercury) - -\textbf{Duration:} 1 hour - -This spell creates a circular, horizontal plane of force, 3 feet in -diameter and 1 inch thick, that floats 3 feet above the ground in an -unoccupied space of your choice that you can see within range. The disk -remains for the duration, and can hold up to 500 pounds. If more weight -is placed on it, the spell ends, and everything on the disk falls to the -ground. - -The disk is immobile while you are within 20 feet of it. If you move -more than 20 feet away from it, the disk follows you so that it remains -within 20 feet of you. It can move across uneven terrain, up or down -stairs, slopes and the like, but it can't cross an elevation change of -10 feet or more. For example, the disk can't move across a 10-foot deep -pit, nor could it leave such a pit if it was created at the bottom. - -If you move more than 100 feet from the disk (typically because it can't -move around an obstacle to follow you), the spell ends. - -\hypertarget{fly}{% -\paragraph{Fly}\label{fly}} - -\emph{3rd-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a wing feather from any bird) - -\textbf{Duration:} Concentration, up to 10 minutes - -You touch a willing creature. The target gains a flying speed of 60 feet -for the duration. When the spell ends, the target falls if it is still -aloft, unless it can stop the fall. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 4th level or higher, you can target one additional creature for -each slot level above 3rd. - -\hypertarget{fog-cloud}{% -\paragraph{Fog Cloud}\label{fog-cloud}} - -\emph{1st-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 hour - -You create a 20-foot radius sphere of fog centered on a point within -range. The sphere spreads around corners, and its area is heavily -obscured. It lasts for the duration or until a wind of moderate or -greater speed (at least 10 miles per hour) disperses it. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 2nd level or higher, the radius of the fog increases by 20 feet -for each slot level above 1st. - -\hypertarget{forbiddance}{% -\paragraph{Forbiddance}\label{forbiddance}} - -\emph{6th-level abjuration (ritual)} - -\textbf{Casting Time:} 10 minutes - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a sprinkling of holy water, rare incense, -and powdered ruby worth at least 1,000 gp) - -\textbf{Duration:} 1 day - -You create a ward against magical travel that protects up to 40,000 -square feet of floor space to a height of 30 feet above the floor. For -the duration, creatures can't teleport into the area or use portals, -such as those created by the \emph{gate} spell, to enter the area. The -spell proofs the area against planar travel, and therefore prevents -creatures from accessing the area by way of the Astral Plane, Ethereal -Plane, Feywild, Shadowfell, or the \emph{plane shift} spell. - -In addition, the spell damages types of creatures that you choose when -you cast it. Choose one or more of the following: celestials, -elementals, fey, fiends, and undead. When a chosen creature enters the -spell's area for the first time on a turn or starts its turn there, the -creature takes 5d10 radiant or necrotic damage (your choice when you -cast this spell). - -When you cast this spell, you can designate a password. A creature that -speaks the password as it enters the area takes no damage from the -spell. - -The spell's area can't overlap with the area of another -\emph{forbiddance} spell. If you cast \emph{forbiddance} every day for -30 days in the same location, the spell lasts until it is dispelled, and -the material components are consumed on the last casting. - -\hypertarget{forcecage}{% -\paragraph{Forcecage}\label{forcecage}} - -\emph{7th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 100 feet - -\textbf{Components:} V, S, M (ruby dust worth 1,500 gp) - -\textbf{Duration:} 1 hour - -An immobile, invisible, cube-shaped prison composed of magical force -springs into existence around an area you choose within range. The -prison can be a cage or a solid box, as you choose. - -A prison in the shape of a cage can be up to 20 feet on a side and is -made from 1/2-inch diameter bars spaced 1/2 inch apart. - -A prison in the shape of a box can be up to 10 feet on a side, creating -a solid barrier that prevents any matter from passing through it and -blocking any spells cast into or out from the area. - -When you cast the spell, any creature that is completely inside the -cage's area is trapped. Creatures only partially within the area, or -those too large to fit inside the area, are pushed away from the center -of the area until they are completely outside the area. - -A creature inside the cage can't leave it by nonmagical means. If the -creature tries to use teleportation or interplanar travel to leave the -cage, it must first make a Charisma saving throw. On a success, the -creature can use that magic to exit the cage. On a failure, the creature -can't exit the cage and wastes the use of the spell or effect. The cage -also extends into the Ethereal Plane, blocking ethereal travel. - -This spell can't be dispelled by \emph{dispel magic}. - -\hypertarget{foresight}{% -\paragraph{Foresight}\label{foresight}} - -\emph{9th-level divination} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a hummingbird feather) - -\textbf{Duration:} 8 hours - -You touch a willing creature and bestow a limited ability to see into -the immediate future. For the duration, the target can't be surprised -and has advantage on attack rolls, ability checks, and saving throws. -Additionally, other creatures have disadvantage on attack rolls against -the target for the duration. - -This spell immediately ends if you cast it again before its duration -ends. - -\hypertarget{freedom-of-movement}{% -\paragraph{Freedom of Movement}\label{freedom-of-movement}} - -\emph{4th-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a leather strap, bound around the arm or a -similar appendage) - -\textbf{Duration:} 1 hour - -You touch a willing creature. For the duration, the target's movement is -unaffected by difficult terrain, and spells and other magical effects -can neither reduce the target's speed nor cause the target to be -paralyzed or restrained. - -The target can also spend 5 feet of movement to automatically escape -from nonmagical restraints, such as manacles or a creature that has it -grappled. Finally, being underwater imposes no penalties on the target's -movement or attacks. - -\hypertarget{freezing-sphere}{% -\paragraph{Freezing Sphere}\label{freezing-sphere}} - -\emph{6th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 300 feet - -\textbf{Components:} V, S, M (a small crystal sphere) - -\textbf{Duration:} Instantaneous - -A frigid globe of cold energy streaks from your fingertips to a point of -your choice within range, where it explodes in a 60-foot radius sphere. -Each creature within the area must make a Constitution saving throw. On -a failed save, a creature takes 10d6 cold damage. On a successful save, -it takes half as much damage. - -If the globe strikes a body of water or a liquid that is principally -water (not including water-based creatures), it freezes the liquid to a -depth of 6 inches over an area 30 feet square. This ice lasts for 1 -minute. Creatures that were swimming on the surface of frozen water are -trapped in the ice. A trapped creature can use an action to make a -Strength check against your spell save DC to break free. - -You can refrain from firing the globe after completing the spell, if you -wish. A small globe about the size of a sling stone, cool to the touch, -appears in your hand. At any time, you or a creature you give the globe -to can throw the globe (to a range of 40 feet) or hurl it with a sling -(to the sling's normal range). It shatters on impact, with the same -effect as the normal casting of the spell. You can also set the globe -down without shattering it. After 1 minute, if the globe hasn't already -shattered, it explodes. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 7th level or higher, the damage increases by 1d6 for each slot -level above 6th. - -\hypertarget{spells-g}{% -\section{Spells (G)}\label{spells-g}} - -\hypertarget{gaseous-form}{% -\paragraph{Gaseous Form}\label{gaseous-form}} - -\emph{3rd-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a bit of gauze and a wisp of smoke) - -\textbf{Duration:} Concentration, up to 1 hour - -You transform a willing creature you touch, along with everything it's -wearing and carrying, into a misty cloud for the duration. The spell -ends if the creature drops to 0 hit points. An incorporeal creature -isn't affected. - -While in this form, the target's only method of movement is a flying -speed of 10 feet. The target can enter and occupy the space of another -creature. The target has resistance to nonmagical damage, and it has -advantage on Strength, Dexterity, and Constitution saving throws. The -target can pass through small holes, narrow openings, and even mere -cracks, though it treats liquids as though they were solid surfaces. The -target can't fall and remains hovering in the air even when stunned or -otherwise incapacitated. - -While in the form of a misty cloud, the target can't talk or manipulate -objects, and any objects it was carrying or holding can't be dropped, -used, or otherwise interacted with. The target can't attack or cast -spells. - -\hypertarget{gate}{% -\paragraph{Gate}\label{gate}} - -\emph{9th-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S, M (a diamond worth at least 5,000 gp) - -\textbf{Duration:} Concentration, up to 1 minute - -You conjure a portal linking an unoccupied space you can see within -range to a precise location on a different plane of existence. The -portal is a circular opening, which you can make 5 to 20 feet in -diameter. You can orient the portal in any direction you choose. The -portal lasts for the duration. - -The portal has a front and a back on each plane where it appears. Travel -through the portal is possible only by moving through its front. -Anything that does so is instantly transported to the other plane, -appearing in the unoccupied space nearest to the portal. - -Deities and other planar rulers can prevent portals created by this -spell from opening in their presence or anywhere within their domains. - -When you cast this spell, you can speak the name of a specific creature -(a pseudonym, title, or nickname doesn't work). If that creature is on a -plane other than the one you are on, the portal opens in the named -creature's immediate vicinity and draws the creature through it to the -nearest unoccupied space on your side of the portal. You gain no special -power over the creature, and it is free to act as the GM deems -appropriate. It might leave, attack you, or help you. - -\hypertarget{geas}{% -\paragraph{Geas}\label{geas}} - -\emph{5th-level enchantment} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} 60 feet - -\textbf{Components:} V - -\textbf{Duration:} 30 days - -You place a magical command on a creature that you can see within range, -forcing it to carry out some service or refrain from some action or -course of activity as you decide. If the creature can understand you, it -must succeed on a Wisdom saving throw or become charmed by you for the -duration. While the creature is charmed by you, it takes 5d10 psychic -damage each time it acts in a manner directly counter to your -instructions, but no more than once each day. A creature that can't -understand you is unaffected by the spell. - -You can issue any command you choose, short of an activity that would -result in certain death. Should you issue a suicidal command, the spell -ends. - -You can end the spell early by using an action to dismiss it. A -\emph{remove curse}, \emph{greater restoration}, or \emph{wish} spell -also ends it. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 7th or 8th level, the duration is 1 year. When you cast this -spell using a spell slot of 9th level, the spell lasts until it is ended -by one of the spells mentioned above. - -\hypertarget{gentle-repose}{% -\paragraph{Gentle Repose}\label{gentle-repose}} - -\emph{2nd-level necromancy (ritual)} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a pinch of salt and one copper piece -placed on each of the corpse's eyes, which must remain there for the -duration) - -\textbf{Duration:} 10 days - -You touch a corpse or other remains. For the duration, the target is -protected from decay and can't become undead. - -The spell also effectively extends the time limit on raising the target -from the dead, since days spent under the influence of this spell don't -count against the time limit of spells such as \emph{raise dead}. - -\hypertarget{giant-insect}{% -\paragraph{Giant Insect}\label{giant-insect}} - -\emph{4th-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 10 minutes - -You transform up to ten centipedes, three spiders, five wasps, or one -scorpion within range into giant versions of their natural forms for the -duration. A centipede becomes a giant centipede, a spider becomes a -giant spider, a wasp becomes a giant wasp, and a scorpion becomes a -giant scorpion. - -Each creature obeys your verbal commands, and in combat, they act on -your turn each round. The GM has the statistics for these creatures and -resolves their actions and movement. - -A creature remains in its giant size for the duration, until it drops to -0 hit points, or until you use an action to dismiss the effect on it. - -The GM might allow you to choose different targets. For example, if you -transform a bee, its giant version might have the same statistics as a -giant wasp. - -\hypertarget{glibness}{% -\paragraph{Glibness}\label{glibness}} - -\emph{8th-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V - -\textbf{Duration:} 1 hour - -Until the spell ends, when you make a Charisma check, you can replace -the number you roll with a 15. Additionally, no matter what you say, -magic that would determine if you are telling the truth indicates that -you are being truthful. - -\hypertarget{globe-of-invulnerability}{% -\paragraph{Globe of Invulnerability}\label{globe-of-invulnerability}} - -\emph{6th-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self (10-foot radius) - -\textbf{Components:} V, S, M (a glass or crystal bead that shatters when -the spell ends) - -\textbf{Duration:} Concentration, up to 1 minute - -An immobile, faintly shimmering barrier springs into existence in a -10-foot radius around you and remains for the duration. - -Any spell of 5th level or lower cast from outside the barrier can't -affect creatures or objects within it, even if the spell is cast using a -higher level spell slot. Such a spell can target creatures and objects -within the barrier, but the spell has no effect on them. Similarly, the -area within the barrier is excluded from the areas affected by such -spells. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 7th level or higher, the barrier blocks spells of one level -higher for each slot level above 6th. - -\hypertarget{glyph-of-warding}{% -\paragraph{Glyph of Warding}\label{glyph-of-warding}} - -\emph{3rd-level abjuration} - -\textbf{Casting Time:} 1 hour - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (incense and powdered diamond worth at -least 200 gp, which the spell consumes) - -\textbf{Duration:} Until dispelled or triggered - -When you cast this spell, you inscribe a glyph that harms other -creatures, either upon a surface (such as a table or a section of floor -or wall) or within an object that can be closed (such as a book, a -scroll, or a treasure chest) to conceal the glyph. The glyph can cover -an area no larger than 10 feet in diameter. If the surface or object is -moved more than 10 feet from where you cast this spell, the glyph is -broken, and the spell ends without being triggered. - -The glyph is nearly invisible and requires a successful Intelligence -(Investigation) check against your spell save DC to be found. - -You decide what triggers the glyph when you cast the spell. For glyphs -inscribed on a surface, the most typical triggers include touching or -standing on the glyph, removing another object covering the glyph, -approaching within a certain distance of the glyph, or manipulating the -object on which the glyph is inscribed. For glyphs inscribed within an -object, the most common triggers include opening that object, -approaching within a certain distance of the object, or seeing or -reading the glyph. Once a glyph is triggered, this spell ends. - -You can further refine the trigger so the spell activates only under -certain circumstances or according to physical characteristics (such as -height or weight), creature kind (for example, the ward could be set to -affect aberrations or drow), or alignment. You can also set conditions -for creatures that don't trigger the glyph, such as those who say a -certain password. - -When you inscribe the glyph, choose \emph{explosive runes} or a -\emph{spell glyph}. - -\textbf{\emph{Explosive Runes}}. When triggered, the glyph erupts with -magical energy in a 20-foot radius sphere centered on the glyph. The -sphere spreads around corners. Each creature in the area must make a -Dexterity saving throw. A creature takes 5d8 acid, cold, fire, -lightning, or thunder damage on a failed saving throw (your choice when -you create the glyph), or half as much damage on a successful one. - -\textbf{\emph{Spell Glyph}}. You can store a prepared spell of 3rd level -or lower in the glyph by casting it as part of creating the glyph. The -spell must target a single creature or an area. The spell being stored -has no immediate effect when cast in this way. When the glyph is -triggered, the stored spell is cast. If the spell has a target, it -targets the creature that triggered the glyph. If the spell affects an -area, the area is centered on that creature. If the spell summons -hostile creatures or creates harmful objects or traps, they appear as -close as possible to the intruder and attack it. If the spell requires -concentration, it lasts until the end of its full duration. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 4th level or higher, the damage of an \emph{explosive runes} -glyph increases by 1d8 for each slot level above 3rd. If you create a -\emph{spell glyph}, you can store any spell of up to the same level as -the slot you use for the \emph{glyph of warding}. - -\hypertarget{goodberry}{% -\paragraph{Goodberry}\label{goodberry}} - -\emph{1st-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a sprig of mistletoe) - -\textbf{Duration:} Instantaneous - -Up to ten berries appear in your hand and are infused with magic for the -duration. A creature can use its action to eat one berry. Eating a berry -restores 1 hit point, and the berry provides enough nourishment to -sustain a creature for one day. - -The~berries~lose~their~potency~if~they~have~not~ been consumed within 24 -hours of the casting of this spell. - -\hypertarget{grease}{% -\paragraph{Grease}\label{grease}} - -\emph{1st-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S, M (a bit of pork rind or butter) - -\textbf{Duration:} 1 minute - -Slick grease covers the ground in a 10-foot square centered on a point -within range and turns it into difficult terrain for the duration. - -When the grease appears, each creature standing in its area must succeed -on a Dexterity saving throw or fall prone. A creature that enters the -area or ends its turn there must also succeed on a Dexterity saving -throw or fall prone. - -\hypertarget{greater-invisibility}{% -\paragraph{Greater Invisibility}\label{greater-invisibility}} - -\emph{4th-level illusion} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 minute - -You or a creature you touch becomes invisible until the spell ends. -Anything the target is wearing or carrying is invisible as long as it is -on the target's person. - -\hypertarget{greater-restoration}{% -\paragraph{Greater Restoration}\label{greater-restoration}} - -\emph{5th-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (diamond dust worth at least 100 gp, which -the spell consumes) - -\textbf{Duration:} Instantaneous - -You imbue a creature you touch with positive energy to undo a -debilitating effect. You can reduce the target's exhaustion level by -one, or end one of the following effects on the target: - -\begin{itemize} -\tightlist -\item - One effect that charmed or petrified the target -\item - One curse, including the target's attunement to a cursed magic item -\item - Any reduction to one of the target's ability scores -\item - One effect reducing the target's hit point maximum -\end{itemize} - -\hypertarget{guards-and-wards}{% -\paragraph{Guards and Wards}\label{guards-and-wards}} - -\emph{6th-level abjuration} - -\textbf{Casting Time:} 10 minutes - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (burning incense, a small measure of -brimstone and oil, a knotted string, a small amount of umber hulk blood, -and a small silver rod worth at least 10 gp) - -\textbf{Duration:} 24 hours - -You create a ward that protects up to 2,500 square feet of floor space -(an area 50 feet square, or one hundred 5-foot squares or twenty-five -10-foot squares). The warded area can be up to 20 feet tall, and shaped -as you desire. You can ward several stories of a stronghold by dividing -the area among them, as long as you can walk into each contiguous area -while you are casting the spell. - -When you cast this spell, you can specify individuals that are -unaffected by any or all of the effects that you choose. You can also -specify a password that, when spoken aloud, makes the speaker immune to -these effects. - -\emph{Guards and wards} creates the following effects within the warded -area. - -\textbf{\emph{Corridors}}. Fog fills all the warded corridors, making -them heavily obscured. In addition, at each intersection or branching -passage offering a choice of direction, there is a 50 percent chance -that a creature other than you will believe it is going in the opposite -direction from the one it chooses. - -\textbf{\emph{Doors}}. All doors in the warded area are magically -locked, as if sealed by an \emph{arcane lock} spell. In addition, you -can cover up to ten doors with an illusion (equivalent to the illusory -object function of the \emph{minor illusion} spell) to make them appear -as plain sections of wall. - -\textbf{\emph{Stairs}}. Webs fill all stairs in the warded area from top -to bottom, as the \emph{web} spell. These strands regrow in 10 minutes -if they are burned or torn away while \emph{guards and wards} lasts. - -\textbf{\emph{Other Spell Effect}}. You can place your choice of one of -the following magical effects within the warded area of the stronghold. - -\begin{itemize} -\tightlist -\item - Place dancing lights in four corridors. You can designate a simple - program that the lights repeat as long as guards and wards lasts. -\item - Place magic mouth in two locations. -\item - Place stinking cloud in two locations. The vapors appear in the places - you designate; they return within 10 minutes if dispersed by wind - while guards and wards lasts. -\item - Place a constant gust of wind in one corridor or room. -\item - Place a suggestion in one location. You select an area of up to 5 feet - square, and any creature that enters or passes through the area - receives the suggestion mentally. -\end{itemize} - -The whole warded area radiates magic. A \emph{dispel magic} cast on a -specific effect, if successful, removes only that effect. - -You can create a permanently guarded and warded structure by casting -this spell there every day for one year. - -\hypertarget{guidance}{% -\paragraph{Guidance}\label{guidance}} - -\emph{Divination cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 minute - -You touch one willing creature. Once before the spell ends, the target -can roll a d4 and add the number rolled to one ability check of its -choice. It can roll the die before or after making the ability check. -The spell then ends. - -\hypertarget{guiding-bolt}{% -\paragraph{Guiding Bolt}\label{guiding-bolt}} - -\emph{1st-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S - -\textbf{Duration:} 1 round - -A flash of light streaks toward a creature of your choice within range. -Make a ranged spell attack against the target. On a hit, the target -takes 4d6 radiant damage, and the next attack roll made against this -target before the end of your next turn has advantage, thanks to the -mystical dim light glittering on the target until then. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 2nd level or higher, the damage increases by 1d6 for each slot -level above 1st. - -\hypertarget{gust-of-wind}{% -\paragraph{Gust of Wind}\label{gust-of-wind}} - -\emph{2nd-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self (60-foot line) - -\textbf{Components:} V, S, M (a legume seed) - -\textbf{Duration:} Concentration, up to 1 minute - -A line of strong wind 60 feet long and 10 feet wide blasts from you in a -direction you choose for the spell's duration. Each creature that starts -its turn in the line must succeed on a Strength saving throw or be -pushed 15 feet away from you in a direction following the line. - -Any creature in the line must spend 2 feet of movement for every 1 foot -it moves when moving closer to you. - -The gust disperses gas or vapor, and it extinguishes candles, torches, -and similar unprotected flames in the area. It causes protected flames, -such as those of lanterns, to dance wildly and has a 50 percent chance -to extinguish them. - -As a bonus action on each of your turns before the spell ends, you can -change the direction in which the line blasts from you. - -\hypertarget{spells-h}{% -\section{Spells (H)}\label{spells-h}} - -\hypertarget{hallow}{% -\paragraph{Hallow}\label{hallow}} - -\emph{5th-level evocation} - -\textbf{Casting Time:} 24 hours - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (herbs, oils, and incense worth at least -1,000 gp, which the spell consumes) - -\textbf{Duration:} Until dispelled - -You touch a point and infuse an area around it with holy (or unholy) -power. The area can have a radius up to 60 feet, and the spell fails if -the radius includes an area already under the effect a \emph{hallow} -spell. The affected area is subject to the following effects. - -First, celestials, elementals, fey, fiends, and undead can't enter the -area, nor can such creatures charm, frighten, or possess creatures -within it. Any creature charmed, frightened, or possessed by such a -creature is no longer charmed, frightened, or possessed upon entering -the area. You can exclude one or more of those types of creatures from -this effect. - -Second, you can bind an extra effect to the area. Choose the effect from -the following list, or choose an effect offered by the GM. Some of these -effects apply to creatures in the area; you can designate whether the -effect applies to all creatures, creatures that follow a specific deity -or leader, or creatures of a specific sort, such as orcs or trolls. When -a creature that would be affected enters the spell's area for the first -time on a turn or starts its turn there, it can make a Charisma saving -throw. On a success, the creature ignores the extra effect until it -leaves the area. - -\textbf{\emph{Courage}}. Affected creatures can't be frightened while in -the area. - -\textbf{\emph{Darkness}}. Darkness fills the area. Normal light, as well -as magical light created by spells of a lower level than the slot you -used to cast this spell, can't illuminate the area. - -\textbf{\emph{Daylight}}. Bright light fills the area. Magical darkness -created by spells of a lower level than the slot you used to cast this -spell can't extinguish the light. - -\textbf{\emph{Energy Protection}}. Affected creatures in the area have -resistance to one damage type of your choice, except for bludgeoning, -piercing, or slashing. - -\textbf{\emph{Energy Vulnerability}}. Affected creatures in the area -have vulnerability to one damage type of your choice, except for -bludgeoning, piercing, or slashing. - -\textbf{\emph{Everlasting Rest}}. Dead bodies interred in the area can't -be turned into undead. - -\textbf{\emph{Extradimensional Interference}}. Affected creatures can't -move or travel using teleportation or by extradimensional or interplanar -means. - -\textbf{\emph{Fear}}. Affected creatures are frightened while in the -area. - -\textbf{\emph{Silence}}. No sound can emanate from within the area, and -no sound can reach into it. - -\textbf{\emph{Tongues}}. Affected creatures can communicate with any -other creature in the area, even if they don't share a common language. - -\hypertarget{hallucinatory-terrain}{% -\paragraph{Hallucinatory Terrain}\label{hallucinatory-terrain}} - -\emph{4th-level illusion} - -\textbf{Casting Time:} 10 minutes - -\textbf{Range:} 300 feet - -\textbf{Components:} V, S, M (a stone, a twig, and a bit of green plant) - -\textbf{Duration:} 24 hours - -You make natural terrain in a 150-foot cube in range look, sound, and -smell like some other sort of natural terrain. Thus, open fields or a -road can be made to resemble a swamp, hill, crevasse, or some other -difficult or impassable terrain. A pond can be made to seem like a -grassy meadow, a precipice like a gentle slope, or a rock-strewn gully -like a wide and smooth road. Manufactured structures, equipment, and -creatures within the area aren't changed in appearance. - -The tactile characteristics of the terrain are unchanged, so creatures -entering the area are likely to see through the illusion. If the -difference isn't obvious by touch, a creature carefully examining the -illusion can attempt an Intelligence (Investigation) check against your -spell save DC to disbelieve it. A creature who discerns the illusion for -what it is, sees it as a vague image superimposed on the terrain. - -\hypertarget{harm}{% -\paragraph{Harm}\label{harm}} - -\emph{6th-level necromancy} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -You unleash a virulent disease on a creature that you can see within -range. The target must make a Constitution saving throw. On a failed -save, it takes 14d6 necrotic damage, or half as much damage on a -successful save. The damage can't reduce the target's hit points below -1. If the target fails the saving throw, its hit point maximum is -reduced for 1 hour by an amount equal to the necrotic damage it took. -Any effect that removes a disease allows a creature's hit point maximum -to return to normal before that time passes. - -\hypertarget{haste}{% -\paragraph{Haste}\label{haste}} - -\emph{3rd-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a shaving of licorice root) - -\textbf{Duration:} Concentration, up to 1 minute - -Choose a willing creature that you can see within range. Until the spell -ends, the target's speed is doubled, it gains a +2 bonus to AC, it has -advantage on Dexterity saving throws, and it gains an additional action -on each of its turns. That action can be used only to take the Attack -(one weapon attack only), Dash, Disengage, Hide, or Use an Object -action. - -When the spell ends, the target can't move or take actions until after -its next turn, as a wave of lethargy sweeps over it. - -\hypertarget{heal}{% -\paragraph{Heal}\label{heal}} - -\emph{6th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -Choose a creature that you can see within range. A surge of positive -energy washes through the creature, causing it to regain 70 hit points. -This spell also ends blindness, deafness, and any diseases affecting the -target. This spell has no effect on constructs or undead. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 7th level or higher, the amount of healing increases by 10 for -each slot level above 6th. - -\hypertarget{healing-word}{% -\paragraph{Healing Word}\label{healing-word}} - -\emph{1st-level evocation} - -\textbf{Casting Time:} 1 bonus action - -\textbf{Range:} 60 feet - -\textbf{Components:} V - -\textbf{Duration:} Instantaneous - -A creature of your choice that you can see within range regains hit -points equal to 1d4 + your spellcasting ability modifier. This spell has -no effect on undead or constructs. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 2nd level or higher, the healing increases by 1d4 for each slot -level above 1st. - -\hypertarget{heat-metal}{% -\paragraph{Heat Metal}\label{heat-metal}} - -\emph{2nd-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S, M (a piece of iron and a flame) - -\textbf{Duration:} Concentration, up to 1 minute - -Choose a manufactured metal object, such as a metal weapon or a suit of -heavy or medium metal armor, that you can see within range. You cause -the object to glow red-hot. Any creature in physical contact with the -object takes 2d8 fire damage when you cast the spell. Until the spell -ends, you can use a bonus action on each of your subsequent turns to -cause this damage again. - -If a creature is holding or wearing the object and takes the damage from -it, the creature must succeed on a Constitution saving throw or drop the -object if it can. If it doesn't drop the object, it has disadvantage on -attack rolls and ability checks until the start of your next turn. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 3rd level or higher, the damage increases by 1d8 for each slot -level above 2nd. - -\hypertarget{hellish-rebuke}{% -\paragraph{Hellish Rebuke}\label{hellish-rebuke}} - -\emph{1st-­level evocation} - -\textbf{Casting Time:} 1 reaction, which you take in response to being -damaged by a creature within 60 feet of you that you can see - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -You point your finger, and the creature that damaged you is momentarily -surrounded by hellish flames. The creature must make a Dexterity saving -throw. It takes 2d10 fire damage on a failed save, or half as much -damage on a successful one. - -\textbf{\emph{At~Higher~Levels}}.~When~you~cast~this~spell~using~a~ -spell slot of 2nd level or higher, the damage increases by 1d10 for each -slot level above 1st. - -\hypertarget{heroes-feast}{% -\paragraph{Heroes' Feast}\label{heroes-feast}} - -\emph{6th-level conjuration} - -\textbf{Casting Time:} 10 minutes - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a gem-encrusted bowl worth at least 1,000 -gp, which the spell consumes) - -\textbf{Duration:} Instantaneous - -You bring forth a great feast, including magnificent food and drink. The -feast takes 1 hour to consume and disappears at the end of that time, -and the beneficial effects don't set in until this hour is over. Up to -twelve creatures can partake of the feast. - -A creature that partakes of the feast gains several benefits. The -creature is cured of all diseases and poison, becomes immune to poison -and being frightened, and makes all Wisdom saving throws with advantage. -Its hit point maximum also increases by 2d10, and it gains the same -number of hit points. These benefits last for 24 hours. - -\hypertarget{heroism}{% -\paragraph{Heroism}\label{heroism}} - -\emph{1st-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 minute - -A willing creature you touch is imbued with bravery. Until the spell -ends, the creature is immune to being frightened and gains temporary hit -points equal to your spellcasting ability modifier at the start of each -of its turns. When the spell ends, the target loses any remaining -temporary hit points from this spell. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 2nd level or higher, you can target one additional creature for -each slot level above 1st. - -\hypertarget{hideous-laughter}{% -\paragraph{Hideous Laughter}\label{hideous-laughter}} - -\emph{1st-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (tiny tarts and a feather that is waved in -the air) - -\textbf{Duration:} Concentration, up to 1 minute - -A creature of your choice that you can see within range perceives -everything as hilariously funny and falls into fits of laughter if this -spell affects it. The target must succeed on a Wisdom saving throw or -fall prone, becoming incapacitated and unable to stand up for the -duration. A creature with an Intelligence score of 4 or less isn't -affected. - -At the end of each of its turns, and each time it takes damage, the -target can make another Wisdom saving throw. The target has advantage on -the saving throw if it's triggered by damage. On a success, the spell -ends. - -\hypertarget{hold-monster}{% -\paragraph{Hold Monster}\label{hold-monster}} - -\emph{5th-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 90 feet - -\textbf{Components:} V, S, M (a small, straight piece of iron) - -\textbf{Duration:} Concentration, up to 1 minute - -Choose a creature that you can see within range. The target must succeed -on a Wisdom saving throw or be paralyzed for the duration. This spell -has no effect on undead. At the end of each of its turns, the target can -make another Wisdom saving throw. On a success, the spell ends on the -target. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 6th level or higher, you can target one additional creature for -each slot level above 5th. The creatures must be within 30 feet of each -other when you target them. - -\hypertarget{hold-person}{% -\paragraph{Hold Person}\label{hold-person}} - -\emph{2nd-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S, M (a small, straight piece of iron) - -\textbf{Duration:} Concentration, up to 1 minute - -Choose a humanoid that you can see within range. The target must succeed -on a Wisdom saving throw or be paralyzed for the duration. At the end of -each of its turns, the target can make another Wisdom saving throw. On a -success, the spell ends on the target. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 3rd level or higher, you can target one additional humanoid for -each slot level above 2nd. The humanoids must be within 30 feet of each -other when you target them. - -\hypertarget{holy-aura}{% -\paragraph{Holy Aura}\label{holy-aura}} - -\emph{8th-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (a tiny reliquary worth at least 1,000 gp -containing a sacred relic, such as a scrap of cloth from a saint's robe -or a piece of parchment from a religious text) - -\textbf{Duration:} Concentration, up to 1 minute - -Divine light washes out from you and coalesces in a soft radiance in a -30-foot radius around you. Creatures of your choice in that radius when -you cast this spell shed dim light in a 5-foot radius and have advantage -on all saving throws, and other creatures have disadvantage on attack -rolls against them until the spell ends. In addition, when a fiend or an -undead hits an affected creature with a melee attack, the aura flashes -with brilliant light. The attacker must succeed on a Constitution saving -throw or be blinded until the spell ends. - -\hypertarget{hunters-mark}{% -\paragraph{Hunter's Mark}\label{hunters-mark}} - -\emph{1st-­level divination} - -\textbf{Casting Time:} 1 bonus action - -\textbf{Range:} 90 feet - -\textbf{Components:} V - -\textbf{Duration:} Concentration, up to 1 hour - -You choose a creature you can see within range and mystically mark it as -your quarry. Until the spell ends, you deal an extra 1d6 damage to the -target whenever you hit it with a weapon attack, and you have advantage -on any Wisdom (Perception) or Wisdom (Survival) check you make to find -it. If the target drops to 0 hit points before this spell ends, you can -use a bonus action on a subsequent turn of yours to mark a new creature. - -\textbf{\emph{At~Higher~Levels}}.~When~you~cast~this~spell~using~a~ -spell slot of 3rd or 4th level, you can maintain your concentration on -the spell for up to 8 hours. When you use a spell slot of 5th level or -higher, you can maintain your concentration on the spell for up to 24 -hours. - -\hypertarget{hypnotic-pattern}{% -\paragraph{Hypnotic Pattern}\label{hypnotic-pattern}} - -\emph{3rd-level illusion} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} S, M (a glowing stick of incense or a crystal vial -filled with phosphorescent material) - -\textbf{Duration:} Concentration, up to 1 minute - -You create a twisting pattern of colors that weaves through the air -inside a 30-foot cube within range. The pattern appears for a moment and -vanishes. Each creature in the area who sees the pattern must make a -Wisdom saving throw. On a failed save, the creature becomes charmed for -the duration. While charmed by this spell, the creature is incapacitated -and has a speed of 0. - -The spell ends for an affected creature if it takes any damage or if -someone else uses an action to shake the creature out of its stupor. - -\hypertarget{spells-i}{% -\section{Spells (I)}\label{spells-i}} - -\hypertarget{ice-storm}{% -\paragraph{Ice Storm}\label{ice-storm}} - -\emph{4th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 300 feet - -\textbf{Components:} V, S, M (a pinch of dust and a few drops of water) - -\textbf{Duration:} Instantaneous - -A hail of rock-hard ice pounds to the ground in a 20-foot radius, -40-foot high cylinder centered on a point within range. Each creature in -the cylinder must make a Dexterity saving throw. A creature takes 2d8 -bludgeoning damage and 4d6 cold damage on a failed save, or half as much -damage on a successful one. - -Hailstones turn the storm's area of effect into difficult terrain until -the end of your next turn. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 5th level or higher, the bludgeoning damage increases by 1d8 for -each slot level above 4th. - -\hypertarget{identify}{% -\paragraph{Identify}\label{identify}} - -\emph{1st-level divination (ritual)} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a pearl worth at least 100 gp and an owl -feather) - -\textbf{Duration:} Instantaneous - -You choose one object that you must touch throughout the casting of the -spell. If it is a magic item or some other magic-imbued object, you -learn its properties and how to use them, whether it requires attunement -to use, and how many charges it has, if any. You learn whether any -spells are affecting the item and what they are. If the item was created -by a spell, you learn which spell created it. - -If you instead touch a creature throughout the casting, you learn what -spells, if any, are currently affecting it. - -\hypertarget{illusory-script}{% -\paragraph{Illusory Script}\label{illusory-script}} - -\emph{1st-level illusion (ritual)} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} Touch - -\textbf{Components:} S, M (a lead-based ink worth at least 10 gp, which -the spell consumes) - -\textbf{Duration:} 10 days - -You write on parchment, paper, or some other suitable writing material -and imbue it with a potent illusion that lasts for the duration. - -To you and any creatures you designate when you cast the spell, the -writing appears normal, written in your hand, and conveys whatever -meaning you intended when you wrote the text. To all others, the writing -appears as if it were written in an unknown or magical script that is -unintelligible. Alternatively, you can cause the writing to appear to be -an entirely different message, written in a different hand and language, -though the language must be one you know. - -Should the spell be dispelled, the original script and the illusion both -disappear. - -A creature with truesight can read the hidden message. - -\hypertarget{imprisonment}{% -\paragraph{Imprisonment}\label{imprisonment}} - -\emph{9th-level abjuration} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a vellum depiction or a carved statuette -in the likeness of the target, and a special component that varies -according to the version of the spell you choose, worth at least 500 gp -per Hit Die of the target) - -\textbf{Duration:} Until dispelled - -You create a magical restraint to hold a creature that you can see -within range. The target must succeed on a Wisdom saving throw or be -bound by the spell; if it succeeds, it is immune to this spell if you -cast it again. While affected by this spell, the creature doesn't need -to breathe, eat, or drink, and it doesn't age. Divination spells can't -locate or perceive the target. - -When you cast the spell, you choose one of the following forms of -imprisonment. - -\textbf{\emph{Burial}}. The target is entombed far beneath the earth in -a sphere of magical force that is just large enough to contain the -target. Nothing can pass through the sphere, nor can any creature -teleport or use planar travel to get into or out of it. - -The special component for this version of the spell is a small mithral -orb. - -\textbf{\emph{Chaining}}. Heavy chains, firmly rooted in the ground, -hold the target in place. The target is restrained until the spell ends, -and it can't move or be moved by any means until then. - -The special component for this version of the spell is a fine chain of -precious metal. - -\textbf{\emph{Hedged Prison}}. The spell transports the target into a -tiny demiplane that is warded against teleportation and planar travel. -The demiplane can be a labyrinth, a cage, a tower, or any similar -confined structure or area of your choice. - -The special component for this version of the spell is a miniature -representation of the prison made from jade. - -\textbf{\emph{Minimus Containment}}. The target shrinks to a height of 1 -inch and is imprisoned inside a gemstone or similar object. Light can -pass through the gemstone normally (allowing the target to see out and -other creatures to see in), but nothing else can pass through, even by -means of teleportation or planar travel. The gemstone can't be cut or -broken while the spell remains in effect. - -The special component for this version of the spell is a large, -transparent gemstone, such as a corundum, diamond, or ruby. - -\textbf{\emph{Slumber}}. The target falls asleep and can't be awoken. -The special component for this version of the spell consists of rare -soporific herbs. - -\textbf{\emph{Ending the Spell}}. During the casting of the spell, in -any of its versions, you can specify a condition that will cause the -spell to end and release the target. The condition can be as specific or -as elaborate as you choose, but the GM must agree that the condition is -reasonable and has a likelihood of coming to pass. The conditions can be -based on a creature's name, identity, or deity but otherwise must be -based on observable actions or qualities and not based on intangibles -such as level, class, or hit points. - -A \emph{dispel magic} spell can end the spell only if it is cast as a -9th-level spell, targeting either the prison or the special component -used to create it. - -You can use a particular special component to create only one prison at -a time. If you cast the spell again using the same component, the target -of the first casting is immediately freed from its binding. - -\hypertarget{incendiary-cloud}{% -\paragraph{Incendiary Cloud}\label{incendiary-cloud}} - -\emph{8th-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 150 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 minute - -A swirling cloud of smoke shot through with white-hot embers appears in -a 20-foot radius sphere centered on a point within range. The cloud -spreads around corners and is heavily obscured. It lasts for the -duration or until a wind of moderate or greater speed (at least 10 miles -per hour) disperses it. - -When the cloud appears, each creature in it must make a Dexterity saving -throw. A creature takes 10d8 fire damage on a failed save, or half as -much damage on a successful one. A creature must also make this saving -throw when it enters the spell's area for the first time on a turn or -ends its turn there. - -The cloud moves 10 feet directly away from you in a direction that you -choose at the start of each of your turns. - -\hypertarget{inflict-wounds}{% -\paragraph{Inflict Wounds}\label{inflict-wounds}} - -\emph{1st-level necromancy} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -Make a melee spell attack against a creature you can reach. On a hit, -the target takes 3d10 necrotic damage. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 2nd level or higher, the damage increases by 1d10 for each slot -level above 1st. - -\hypertarget{insect-plague}{% -\paragraph{Insect Plague}\label{insect-plague}} - -\emph{5th-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 300 feet - -\textbf{Components:} V, S, M (a few grains of sugar, some kernels of -grain, and a smear of fat) - -\textbf{Duration:} Concentration, up to 10 minutes - -Swarming, biting locusts fill a 20-foot radius sphere centered on a -point you choose within range. The sphere spreads around corners. The -sphere remains for the duration, and its area is lightly obscured. The -sphere's area is difficult terrain. - -When the area appears, each creature in it must make a Constitution -saving throw. A creature takes 4d10 piercing damage on a failed save, or -half as much damage on a successful one. A creature must also make this -saving throw when it enters the spell's area for the first time on a -turn or ends its turn there. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 6th level or higher, the damage increases by 1d10 for each slot -level above 5th. - -\hypertarget{instant-summons}{% -\paragraph{Instant Summons}\label{instant-summons}} - -\emph{6th-level conjuration (ritual)} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a sapphire worth 1,000 gp) - -\textbf{Duration:} Until dispelled - -You touch an object weighing 10 pounds or less whose longest dimension -is 6 feet or less. The spell leaves an invisible mark on its surface and -invisibly inscribes the name of the item on the sapphire you use as the -material component. Each time you cast this spell, you must use a -different sapphire. - -At any time thereafter, you can use your action to speak the item's name -and crush the sapphire. The item instantly appears in your hand -regardless of physical or planar distances, and the spell ends. - -If another creature is holding or carrying the item, crushing the -sapphire doesn't transport the item to you, but instead you learn who -the creature possessing the object is and roughly where that creature is -located at that moment. - -\emph{Dispel magic} or a similar effect successfully applied to the -sapphire ends this spell's effect. - -\hypertarget{invisibility}{% -\paragraph{Invisibility}\label{invisibility}} - -\emph{2nd-level illusion} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (an eyelash encased in gum arabic) - -\textbf{Duration:} Concentration, up to 1 hour - -A creature you touch becomes invisible until the spell ends. Anything -the target is wearing or carrying is invisible as long as it is on the -target's person. The spell ends for a target that attacks or casts a -spell. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 3rd level or higher, you can target one additional creature for -each slot level above 2nd. - -\hypertarget{irresistible-dance}{% -\paragraph{Irresistible Dance}\label{irresistible-dance}} - -\emph{6th-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V - -\textbf{Duration:} Concentration, up to 1 minute - -Choose one creature that you can see within range. The target begins a -comic dance in place: shuffling, tapping its feet, and capering for the -duration. Creatures that can't be charmed are immune to this spell. - -A dancing creature must use all its movement to dance without leaving -its space and has disadvantage on Dexterity saving throws and attack -rolls. While the target is affected by this spell, other creatures have -advantage on attack rolls against it. As an action, a dancing creature -makes a Wisdom saving throw to regain control of itself. On a successful -save, the spell ends. - -\hypertarget{spells-j}{% -\section{Spells (J)}\label{spells-j}} - -\hypertarget{jump}{% -\paragraph{Jump}\label{jump}} - -\emph{1st-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a grasshopper's hind leg) - -\textbf{Duration:} 1 minute - -You touch a creature. The creature's jump distance is tripled until the -spell ends. - -\hypertarget{spells-k}{% -\section{Spells (K)}\label{spells-k}} - -\hypertarget{knock}{% -\paragraph{Knock}\label{knock}} - -\emph{2nd-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V - -\textbf{Duration:} Instantaneous - -Choose an object that you can see within range. The object can be a -door, a box, a chest, a set of manacles, a padlock, or another object -that contains a mundane or magical means that prevents access. - -A target that is held shut by a mundane lock or that is stuck or barred -becomes unlocked, unstuck, or unbarred. If the object has multiple -locks, only one of them is unlocked. - -If you choose a target that is held shut with \emph{arcane lock}, that -spell is suppressed for 10 minutes, during which time the target can be -opened and shut normally. - -When you cast the spell, a loud knock, audible from as far away as 300 -feet, emanates from the target object. - -\hypertarget{spells-l}{% -\section{Spells (L)}\label{spells-l}} - -\hypertarget{legend-lore}{% -\paragraph{Legend Lore}\label{legend-lore}} - -\emph{5th-level divination} - -\textbf{Casting Time:} 10 minutes - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (incense worth at least 250 gp, which the -spell consumes, and four ivory strips worth at least 50 gp each) - -\textbf{Duration:} Instantaneous - -Name or describe a person, place, or object. The spell brings to your -mind a brief summary of the significant lore about the thing you named. -The lore might consist of current tales, forgotten stories, or even -secret lore that has never been widely known. If the thing you named -isn't of legendary importance, you gain no information. The more -information you already have about the thing, the more precise and -detailed the information you receive is. - -The information you learn is accurate but might be couched in figurative -language. For example, if you have a mysterious magic axe on hand, the -spell might yield this information: ``Woe to the evildoer whose hand -touches the axe, for even the haft slices the hand of the evil ones. -Only a true Child of Stone, lover and beloved of Moradin, may awaken the -true powers of the axe, and only with the sacred word \emph{Rudnogg} on -the lips.'' - -\hypertarget{lesser-restoration}{% -\paragraph{Lesser Restoration}\label{lesser-restoration}} - -\emph{2nd-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -You touch a creature and can end either one disease or one condition -afflicting it. The condition can be blinded, deafened, paralyzed, or -poisoned. - -\hypertarget{levitate}{% -\paragraph{Levitate}\label{levitate}} - -\emph{2nd-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S, M (either a small leather loop or a piece of -golden wire bent into a cup shape with a long shank on one end) - -\textbf{Duration:} Concentration, up to 10 minutes - -One creature or loose object of your choice that you can see within -range rises vertically, up to 20 feet, and remains suspended there for -the duration. The spell can levitate a target that weighs up to 500 -pounds. An unwilling creature that succeeds on a Constitution saving -throw is unaffected. - -The target can move only by pushing or pulling against a fixed object or -surface within reach (such as a wall or a ceiling), which allows it to -move as if it were climbing. You can change the target's altitude by up -to 20 feet in either direction on your turn. If you are the target, you -can move up or down as part of your move. Otherwise, you can use your -action to move the target, which must remain within the spell's range. - -When the spell ends, the target floats gently to the ground if it is -still aloft. - -\hypertarget{light}{% -\paragraph{Light}\label{light}} - -\emph{Evocation cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, M (a firefly or phosphorescent moss) - -\textbf{Duration:} 1 hour - -You touch one object that is no larger than 10 feet in any dimension. -Until the spell ends, the object sheds bright light in a 20-foot radius -and dim light for an additional 20 feet. The light can be colored as you -like. Completely covering the object with something opaque blocks the -light. The spell ends if you cast it again or dismiss it as an action. - -If you target an object held or worn by a hostile creature, that -creature must succeed on a Dexterity saving throw to avoid the spell. - -\hypertarget{lightning-bolt}{% -\paragraph{Lightning Bolt}\label{lightning-bolt}} - -\emph{3rd-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self (100-foot line) - -\textbf{Components:} V, S, M (a bit of fur and a rod of amber, crystal, -or glass) - -\textbf{Duration:} Instantaneous - -A stroke of lightning forming a line 100 feet long and 5 feet wide -blasts out from you in a direction you choose. Each creature in the line -must make a Dexterity saving throw. A creature takes 8d6 lightning -damage on a failed save, or half as much damage on a successful one. - -The lightning ignites flammable objects in the area that aren't being -worn or carried. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 4th level or higher, the damage increases by 1d6 for each slot -level above 3rd. - -\hypertarget{locate-animals-or-plants}{% -\paragraph{Locate Animals or Plants}\label{locate-animals-or-plants}} - -\emph{2nd-level divination (ritual)} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (a bit of fur from a bloodhound) - -\textbf{Duration:} Instantaneous - -Describe or name a specific kind of beast or plant. Concentrating on the -voice of nature in your surroundings, you learn the direction and -distance to the closest creature or plant of that kind within 5 miles, -if any are present. - -\hypertarget{locate-creature}{% -\paragraph{Locate Creature}\label{locate-creature}} - -\emph{4th-level divination} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (a bit of fur from a bloodhound) - -\textbf{Duration:} Concentration, up to 1 hour - -Describe or name a creature that is familiar to you. You sense the -direction to the creature's location, as long as that creature is within -1,000 feet of you. If the creature is moving, you know the direction of -its movement. - -The spell can locate a specific creature known to you, or the nearest -creature of a specific kind (such as a human or a unicorn), so long as -you have seen such a creature up close-within 30 feet-at least once. If -the creature you described or named is in a different form, such as -being under the effects of a \emph{polymorph} spell, this spell doesn't -locate the creature. - -This spell can't locate a creature if running water at least 10 feet -wide blocks a direct path between you and the creature. - -\hypertarget{locate-object}{% -\paragraph{Locate Object}\label{locate-object}} - -\emph{2nd-level divination} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (a forked twig) - -\textbf{Duration:} Concentration, up to 10 minutes - -Describe or name an object that is familiar to you. You sense the -direction to the object's location, as long as that object is within -1,000 feet of you. If the object is in motion, you know the direction of -its movement. - -The spell can locate a specific object known to you, as long as you have -seen it up close-within 30 feet-at least once. Alternatively, the spell -can locate the nearest object of a particular kind, such as a certain -kind of apparel, jewelry, furniture, tool, or weapon. - -This spell can't locate an object if any thickness of lead, even a thin -sheet, blocks a direct path between you and the object. - -\hypertarget{longstrider}{% -\paragraph{Longstrider}\label{longstrider}} - -\emph{1st-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a pinch of dirt) - -\textbf{Duration:} 1 hour - -You touch a creature. The target's speed increases by 10 feet until the -spell ends. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 2nd level or higher, you can target one additional creature for -each slot level above 1st. - -\hypertarget{spells-m}{% -\section{Spells (M)}\label{spells-m}} - -\hypertarget{mage-armor}{% -\paragraph{Mage Armor}\label{mage-armor}} - -\emph{1st-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a piece of cured leather) - -\textbf{Duration:} 8 hours - -You touch a willing creature who isn't wearing armor, and a protective -magical force surrounds it until the spell ends. The target's base AC -becomes 13 + its Dexterity modifier. The spell ends if the target dons -armor or if you dismiss the spell as an action. - -\hypertarget{mage-hand}{% -\paragraph{Mage Hand}\label{mage-hand}} - -\emph{Conjuration cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S - -\textbf{Duration:} 1 minute - -A spectral, floating hand appears at a point you choose within range. -The hand lasts for the duration or until you dismiss it as an action. -The hand vanishes if it is ever more than 30 feet away from you or if -you cast this spell again. - -You can use your action to control the hand. You can use the hand to -manipulate an object, open an unlocked door or container, stow or -retrieve an item from an open container, or pour the contents out of a -vial. You can move the hand up to 30 feet each time you use it. - -The hand can't attack, activate magic items, or carry more than 10 -pounds. - -\hypertarget{magic-circle}{% -\paragraph{Magic Circle}\label{magic-circle}} - -\emph{3rd-level abjuration} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} 10 feet - -\textbf{Components:} V, S, M (holy water or powdered silver and iron -worth at least 100 gp, which the spell consumes) - -\textbf{Duration:} 1 hour - -You create a 10-foot radius, 20-foot tall cylinder of magical energy -centered on a point on the ground that you can see within range. Glowing -runes appear wherever the cylinder intersects with the floor or other -surface. - -Choose one or more of the following types of creatures: celestials, -elementals, fey, fiends, or undead. The circle affects a creature of the -chosen type in the following ways: - -\begin{itemize} -\tightlist -\item - The creature can't willingly enter the cylinder by nonmagical means. - If the creature tries to use teleportation or interplanar travel to do - so, it must first succeed on a Charisma saving throw. -\item - The creature has disadvantage on attack rolls against targets within - the cylinder. -\item - Targets within the cylinder can't be charmed, frightened, or possessed - by the creature. -\end{itemize} - -When you cast this spell, you can elect to cause its magic to operate in -the reverse direction, preventing a creature of the specified type from -leaving the cylinder and protecting targets outside it. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 4th level or higher, the duration increases by 1 hour for each -slot level above 3rd. - -\hypertarget{magic-jar}{% -\paragraph{Magic Jar}\label{magic-jar}} - -\emph{6th-level necromancy} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (a gem, crystal, reliquary, or some other -ornamental container worth at least 500 gp) - -\textbf{Duration:} Until dispelled - -Your body falls into a catatonic state as your soul leaves it and enters -the container you used for the spell's material component. While your -soul inhabits the container, you are aware of your surroundings as if -you were in the container's space. You can't move or use reactions. The -only action you can take is to project your soul up to 100 feet out of -the container, either returning to your living body (and ending the -spell) or attempting to possess a humanoids body. - -You can attempt to possess any humanoid within 100 feet of you that you -can see (creatures warded by a \emph{protection from evil and good} or -\emph{magic circle} spell can't be possessed). The target must make a -Charisma saving throw. On a failure, your soul moves into the target's -body, and the target's soul becomes trapped in the container. On a -success, the target resists your efforts to possess it, and you can't -attempt to possess it again for 24 hours. - -Once you possess a creature's body, you control it. Your game statistics -are replaced by the statistics of the creature, though you retain your -alignment and your Intelligence, Wisdom, and Charisma scores. You retain -the benefit of your own class features. If the target has any class -levels, you can't use any of its class features. - -Meanwhile, the possessed creature's soul can perceive from the container -using its own senses, but it can't move or take actions at all. - -While possessing a body, you can use your action to return from the host -body to the container if it is within 100 feet of you, returning the -host creature's soul to its body. If the host body dies while you're in -it, the creature dies, and you must make a Charisma saving throw against -your own spellcasting DC. On a success, you return to the container if -it is within 100 feet of you. Otherwise, you die. - -If the container is destroyed or the spell ends, your soul immediately -returns to your body. If your body is more than 100 feet away from you -or if your body is dead when you attempt to return to it, you die. If -another creature's soul is in the container when it is destroyed, the -creature's soul returns to its body if the body is alive and within 100 -feet. Otherwise, that creature dies. - -When the spell ends, the container is destroyed. - -\hypertarget{magic-missile}{% -\paragraph{Magic Missile}\label{magic-missile}} - -\emph{1st-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -You create three glowing darts of magical force. Each dart hits a -creature of your choice that you can see within range. A dart deals 1d4 -+ 1 force damage to its target. The darts all strike simultaneously, and -you can direct them to hit one creature or several. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 2nd level or higher, the spell creates one more dart for each -slot level above 1st. - -\hypertarget{magic-mouth}{% -\paragraph{Magic Mouth}\label{magic-mouth}} - -\emph{2nd-level illusion (ritual)} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a small bit of honeycomb and jade dust -worth at least 10 gp, which the spell consumes) - -\textbf{Duration:} Until dispelled - -You implant a message within an object in range, a message that is -uttered when a trigger condition is met. Choose an object that you can -see and that isn't being worn or carried by another creature. Then speak -the message, which must be 25 words or less, though it can be delivered -over as long as 10 minutes. Finally, determine the circumstance that -will trigger the spell to deliver your message. - -When that circumstance occurs, a magical mouth appears on the object and -recites the message in your voice and at the same volume you spoke. If -the object you chose has a mouth or something that looks like a mouth -(for example, the mouth of a statue), the magical mouth appears there so -that the words appear to come from the object's mouth. When you cast -this spell, you can have the spell end after it delivers its message, or -it can remain and repeat its message whenever the trigger occurs. - -The triggering circumstance can be as general or as detailed as you -like, though it must be based on visual or audible conditions that occur -within 30 feet of the object. For example, you could instruct the mouth -to speak when any creature moves within 30 feet of the object or when a -silver bell rings within 30 feet of it. - -\hypertarget{magic-weapon}{% -\paragraph{Magic Weapon}\label{magic-weapon}} - -\emph{2nd-level transmutation} - -\textbf{Casting Time:} 1 bonus action - -\textbf{Range:} Touch - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 hour - -You touch a nonmagical weapon. Until the spell ends, that weapon becomes -a magic weapon with a +1 bonus to attack rolls and damage rolls. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 4th level or higher, the bonus increases to +2. When you use a -spell slot of 6th level or higher, the bonus increases to +3. - -\hypertarget{magnificent-mansion}{% -\paragraph{Magnificent Mansion}\label{magnificent-mansion}} - -\emph{7th-level conjuration} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} 300 feet - -\textbf{Components:} V, S, M (a miniature portal carved from ivory, a -small piece of polished marble, and a tiny silver spoon, each item worth -at least 5 gp) - -\textbf{Duration:} 24 hours - -You conjure an extradimensional dwelling in range that lasts for the -duration. You choose where its one entrance is located. The entrance -shimmers faintly and is 5 feet wide and 10 feet tall. You and any -creature you designate when you cast the spell can enter the -extradimensional dwelling as long as the portal remains open. You can -open or close the portal if you are within 30 feet of it. While closed, -the portal is invisible. - -Beyond the portal is a magnificent foyer with numerous chambers beyond. -The atmosphere is clean, fresh, and warm. - -You can create any floor plan you like, but the space can't exceed 50 -cubes, each cube being 10 feet on each side. The place is furnished and -decorated as you choose. It contains sufficient food to serve a -nine-course banquet for up to 100 people. A staff of 100 -near-transparent servants attends all who enter. You decide the visual -appearance of these servants and their attire. They are completely -obedient to your orders. Each servant can perform any task a normal -human servant could perform, but they can't attack or take any action -that would directly harm another creature. Thus the servants can fetch -things, clean, mend, fold clothes, light fires, serve food, pour wine, -and so on. The servants can go anywhere in the mansion but can't leave -it. Furnishings and other objects created by this spell dissipate into -smoke if removed from the mansion. When the spell ends, any creatures -inside the extradimensional space are expelled into the open spaces -nearest to the entrance. - -\hypertarget{major-image}{% -\paragraph{Major Image}\label{major-image}} - -\emph{3rd-level illusion} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S, M (a bit of fleece) - -\textbf{Duration:} Concentration, up to 10 minutes - -You create the image of an object, a creature, or some other visible -phenomenon that is no larger than a 20-foot cube. The image appears at a -spot that you can see within range and lasts for the duration. It seems -completely real, including sounds, smells, and temperature appropriate -to the thing depicted. You can't create sufficient heat or cold to cause -damage, a sound loud enough to deal thunder damage or deafen a creature, -or a smell that might sicken a creature (like a troglodyte's stench). - -As long as you are within range of the illusion, you can use your action -to cause the image to move to any other spot within range. As the image -changes location, you can alter its appearance so that its movements -appear natural for the image. For example, if you create an image of a -creature and move it, you can alter the image so that it appears to be -walking. Similarly, you can cause the illusion to make different sounds -at different times, even making it carry on a conversation, for example. - -Physical interaction with the image reveals it to be an illusion, -because things can pass through it. A creature that uses its action to -examine the image can determine that it is an illusion with a successful -Intelligence (Investigation) check against your spell save DC. If a -creature discerns the illusion for what it is, the creature can see -through the image, and its other sensory qualities become faint to the -creature. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 6th level or higher, the spell lasts until dispelled, without -requiring your concentration. - -\hypertarget{mass-cure-wounds}{% -\paragraph{Mass Cure Wounds}\label{mass-cure-wounds}} - -\emph{5th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -A wave of healing energy washes out from a point of your choice within -range. Choose up to six creatures in a 30-foot radius sphere centered on -that point. Each target regains hit points equal to 3d8 + your -spellcasting ability modifier. This spell has no effect on undead or -constructs. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 6th level or higher, the healing increases by 1d8 for each slot -level above 5th. - -\hypertarget{mass-heal}{% -\paragraph{Mass Heal}\label{mass-heal}} - -\emph{9th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -A flood of healing energy flows from you into injured creatures around -you. You restore up to 700 hit points, divided as you choose among any -number of creatures that you can see within range. Creatures healed by -this spell are also cured of all diseases and any effect making them -blinded or deafened. This spell has no effect on undead or constructs. - -\hypertarget{mass-healing-word}{% -\paragraph{Mass Healing Word}\label{mass-healing-word}} - -\emph{3rd-level evocation} - -\textbf{Casting Time:} 1 bonus action - -\textbf{Range:} 60 feet - -\textbf{Components:} V - -\textbf{Duration:} Instantaneous - -As you call out words of restoration, up to six creatures of your choice -that you can see within range regain hit points equal to 1d4 + your -spellcasting ability modifier. This spell has no effect on undead or -constructs. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 4th level or higher, the healing increases by 1d4 for each slot -level above 3rd. - -\hypertarget{mass-suggestion}{% -\paragraph{Mass Suggestion}\label{mass-suggestion}} - -\emph{6th-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, M (a snake's tongue and either a bit of -honeycomb or a drop of sweet oil) - -\textbf{Duration:} 24 hours - -You suggest a course of activity (limited to a sentence or two) and -magically influence up to twelve creatures of your choice that you can -see within range and that can hear and understand you. Creatures that -can't be charmed are immune to this effect. The suggestion must be -worded in such a manner as to make the course of action sound -reasonable. Asking the creature to stab itself, throw itself onto a -spear, immolate itself, or do some other obviously harmful act -automatically negates the effect of the spell. - -Each target must make a Wisdom saving throw. On a failed save, it -pursues the course of action you described to the best of its ability. -The suggested course of action can continue for the entire duration. If -the suggested activity can be completed in a shorter time, the spell -ends when the subject finishes what it was asked to do. - -You can also specify conditions that will trigger a special activity -during the duration. For example, you might suggest that a group of -soldiers give all their money to the first beggar they meet. If the -condition isn't met before the spell ends, the activity isn't performed. - -If you or any of your companions damage a creature affected by this -spell, the spell ends for that creature. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a -7th-level spell slot, the duration is 10 days. When you use an 8th-level -spell slot, the duration is 30 days. When you use a 9th-level spell -slot, the duration is a year and a day. - -\hypertarget{maze}{% -\paragraph{Maze}\label{maze}} - -\emph{8th-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 10 minutes - -You banish a creature that you can see within range into a labyrinthine -demiplane. The target remains there for the duration or until it escapes -the maze. - -The target can use its action to attempt to escape. When it does so, it -makes a DC 20 Intelligence check. If it succeeds, it escapes, and the -spell ends (a minotaur or goristro demon automatically succeeds). - -When the spell ends, the target reappears in the space it left or, if -that space is occupied, in the nearest unoccupied space. - -\hypertarget{meld-into-stone}{% -\paragraph{Meld into Stone}\label{meld-into-stone}} - -\emph{3rd-level transmutation (ritual)} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S - -\textbf{Duration:} 8 hours - -You step into a stone object or surface large enough to fully contain -your body, melding yourself and all the equipment you carry with the -stone for the duration. Using your movement, you step into the stone at -a point you can touch. Nothing of your presence remains visible or -otherwise detectable by nonmagical senses. - -While merged with the stone, you can't see what occurs outside it, and -any Wisdom (Perception) checks you make to hear sounds outside it are -made with disadvantage. You remain aware of the passage of time and can -cast spells on yourself while merged in the stone. You can use your -movement to leave the stone where you entered it, which ends the spell. -You otherwise can't move. - -Minor physical damage to the stone doesn't harm you, but its partial -destruction or a change in its shape (to the extent that you no longer -fit within it) expels you and deals 6d6 bludgeoning damage to you. The -stone's complete destruction (or transmutation into a different -substance) expels you and deals 50 bludgeoning damage to you. If -expelled, you fall prone in an unoccupied space closest to where you -first entered. - -\hypertarget{mending}{% -\paragraph{Mending}\label{mending}} - -\emph{Transmutation cantrip} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (two lodestones) - -\textbf{Duration:} Instantaneous - -This spell repairs a single break or tear in an object you touch, such -as a broken chain link, two halves of a broken key, a torn cloak, or a -leaking wineskin. As long as the break or tear is no larger than 1 foot -in any dimension, you mend it, leaving no trace of the former damage. - -This spell can physically repair a magic item or construct, but the -spell can't restore magic to such an object. - -\hypertarget{message}{% -\paragraph{Message}\label{message}} - -\emph{Transmutation cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S, M (a short piece of copper wire) - -\textbf{Duration:} 1 round - -You point your finger toward a creature within range and whisper a -message. The target (and only the target) hears the message and can -reply in a whisper that only you can hear. - -You can cast this spell through solid objects if you are familiar with -the target and know it is beyond the barrier. Magical silence, 1 foot of -stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood -blocks the spell. The spell doesn't have to follow a straight line and -can travel freely around corners or through openings. - -\hypertarget{meteor-swarm}{% -\paragraph{Meteor Swarm}\label{meteor-swarm}} - -\emph{9th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 1 mile - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -Blazing orbs of fire plummet to the ground at four different points you -can see within range. Each creature in a 40-foot radius sphere centered -on each point you choose must make a Dexterity saving throw. The sphere -spreads around corners. A creature takes 20d6 fire damage and 20d6 -bludgeoning damage on a failed save, or half as much damage on a -successful one. A creature in the area of more than one fiery burst is -affected only once. - -The spell damages objects in the area and ignites flammable objects that -aren't being worn or carried. - -\hypertarget{mind-blank}{% -\paragraph{Mind Blank}\label{mind-blank}} - -\emph{8th-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S - -\textbf{Duration:} 24 hours - -Until the spell ends, one willing creature you touch is immune to -psychic damage, any effect that would sense its emotions or read its -thoughts, divination spells, and the charmed condition. The spell even -foils \emph{wish} spells and spells or effects of similar power used to -affect the target's mind or to gain information about the target. - -\hypertarget{minor-illusion}{% -\paragraph{Minor Illusion}\label{minor-illusion}} - -\emph{Illusion cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} S, M (a bit of fleece) - -\textbf{Duration:} 1 minute - -You create a sound or an image of an object within range that lasts for -the duration. The illusion also ends if you dismiss it as an action or -cast this spell again. - -If you create a sound, its volume can range from a whisper to a scream. -It can be your voice, someone else's voice, a lion's roar, a beating of -drums, or any other sound you choose. The sound continues unabated -throughout the duration, or you can make discrete sounds at different -times before the spell ends. - -If you create an image of an object-such as a chair, muddy footprints, -or a small chest-it must be no larger than a 5-foot cube. The image -can't create sound, light, smell, or any other sensory effect. Physical -interaction with the image reveals it to be an illusion, because things -can pass through it. - -If a creature uses its action to examine the sound or image, the -creature can determine that it is an illusion with a successful -Intelligence (Investigation) check against your spell save DC. If a -creature discerns the illusion for what it is, the illusion becomes -faint to the creature. - -\hypertarget{mirage-arcane}{% -\paragraph{Mirage Arcane}\label{mirage-arcane}} - -\emph{7th-level illusion} - -\textbf{Casting Time:} 10 minutes - -\textbf{Range:} Sight - -\textbf{Components:} V, S - -\textbf{Duration:} 10 days - -You make terrain in an area up to 1 mile square look, sound, smell, and -even feel like some other sort of terrain. The terrain's general shape -remains the same, however. Open fields or a road could be made to -resemble a swamp, hill, crevasse, or some other difficult or impassable -terrain. A pond can be made to seem like a grassy meadow, a precipice -like a gentle slope, or a rock-strewn gully like a wide and smooth road. - -Similarly, you can alter the appearance of structures, or add them where -none are present. The spell doesn't disguise, conceal, or add creatures. - -The illusion includes audible, visual, tactile, and olfactory elements, -so it can turn clear ground into difficult terrain (or vice versa) or -otherwise impede movement through the area. Any piece of the illusory -terrain (such as a rock or stick) that is removed from the spell's area -disappears immediately. - -Creatures with truesight can see through the illusion to the terrain's -true form; however, all other elements of the illusion remain, so while -the creature is aware of the illusion's presence, the creature can still -physically interact with the illusion. - -\hypertarget{mirror-image}{% -\paragraph{Mirror Image}\label{mirror-image}} - -\emph{2nd-level illusion} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S - -\textbf{Duration:} 1 minute - -Three illusory duplicates of yourself appear in your space. Until the -spell ends, the duplicates move with you and mimic your actions, -shifting position so it's impossible to track which image is real. You -can use your action to dismiss the illusory duplicates. - -Each time a creature targets you with an attack during the spell's -duration, roll a d20 to determine whether the attack instead targets one -of your duplicates. - -If you have three duplicates, you must roll a 6 or higher to change the -attack's target to a duplicate. With two duplicates, you must roll an 8 -or higher. With one duplicate, you must roll an 11 or higher. - -A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits -a duplicate, the duplicate is destroyed. A duplicate can be destroyed -only by an attack that hits it. It ignores all other damage and effects. -The spell ends when all three duplicates are destroyed. - -A creature is unaffected by this spell if it can't see, if it relies on -senses other than sight, such as blindsight, or if it can perceive -illusions as false, as with truesight. - -\hypertarget{mislead}{% -\paragraph{Mislead}\label{mislead}} - -\emph{5th-level illusion} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} S - -\textbf{Duration:} Concentration, up to 1 hour - -You become invisible at the same time that an illusory double of you -appears where you are standing. The double lasts for the duration, but -the invisibility ends if you attack or cast a spell. - -You can use your action to move your illusory double up to twice your -speed and make it gesture, speak, and behave in whatever way you choose. - -You can see through its eyes and hear through its ears as if you were -located where it is. On each of your turns as a bonus action, you can -switch from using its senses to using your own, or back again. While you -are using its senses, you are blinded and deafened in regard to your own -surroundings. - -\hypertarget{misty-step}{% -\paragraph{Misty Step}\label{misty-step}} - -\emph{2nd-level conjuration} - -\textbf{Casting Time:} 1 bonus action - -\textbf{Range:} Self - -\textbf{Components:} V - -\textbf{Duration:} Instantaneous - -Briefly surrounded by silvery mist, you teleport up to 30 feet to an -unoccupied space that you can see. - -\hypertarget{modify-memory}{% -\paragraph{Modify Memory}\label{modify-memory}} - -\emph{5th-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 minute - -You attempt to reshape another creature's memories. One creature that -you can see must make a Wisdom saving throw. If you are fighting the -creature, it has advantage on the saving throw. On a failed save, the -target becomes charmed by you for the duration. The charmed target is -incapacitated and unaware of its surroundings, though it can still hear -you. If it takes any damage or is targeted by another spell, this spell -ends, and none of the target's memories are modified. - -While this charm lasts, you can affect the target's memory of an event -that it experienced within the last 24 hours and that lasted no more -than 10 minutes. You can permanently eliminate all memory of the event, -allow the target to recall the event with perfect clarity and exacting -detail, change its memory of the details of the event, or create a -memory of some other event. - -You must speak to the target to describe how its memories are affected, -and it must be able to understand your language for the modified -memories to take root. Its mind fills in any gaps in the details of your -description. If the spell ends before you have finished describing the -modified memories, the creature's memory isn't altered. Otherwise, the -modified memories take hold when the spell ends. - -A modified memory doesn't necessarily affect how a creature behaves, -particularly if the memory contradicts the creature's natural -inclinations, alignment, or beliefs. An illogical modified memory, such -as implanting a memory of how much the creature enjoyed dousing itself -in acid, is dismissed, perhaps as a bad dream. The GM might deem a -modified memory too nonsensical to affect a creature in a significant -manner. - -A \emph{remove curse} or \emph{greater restoration} spell cast on the -target restores the creature's true memory. - -\textbf{\emph{At Higher Levels}}. If you cast this spell using a spell -slot of 6th level or higher, you can alter the target's memories of an -event that took place up to 7 days ago (6th level), 30 days ago (7th -level), 1 year ago (8th level), or any time in the creature's past (9th -level). - -\hypertarget{moonbeam}{% -\paragraph{Moonbeam}\label{moonbeam}} - -\emph{2nd-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S, M (several seeds of any moonseed plant and a -piece of opalescent feldspar) - -\textbf{Duration:} Concentration, up to 1 minute - -A silvery beam of pale light shines down in a 5-foot radius, 40-foot -high cylinder centered on a point within range. Until the spell ends, -dim light fills the cylinder. - -When a creature enters the spell's area for the first time on a turn or -starts its turn there, it is engulfed in ghostly flames that cause -searing pain, and it must make a Constitution saving throw. It takes -2d10 radiant damage on a failed save, or half as much damage on a -successful one. - -A shapechanger makes its saving throw with disadvantage. If it fails, it -also instantly reverts to its original form and can't assume a different -form until it leaves the spell's light. - -On each of your turns after you cast this spell, you can use an action -to move the beam up to 60 feet in any direction. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 3rd level or higher, the damage increases by 1d10 for each slot -level above 2nd. - -\hypertarget{move-earth}{% -\paragraph{Move Earth}\label{move-earth}} - -\emph{6th-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S, M (an iron blade and a small bag containing a -mixture of soils-clay, loam, and sand) - -\textbf{Duration:} Concentration, up to 2 hours - -Choose an area of terrain no larger than 40 feet on a side within range. -You can reshape dirt, sand, or clay in the area in any manner you choose -for the duration. You can raise or lower the area's elevation, create or -fill in a trench, erect or flatten a wall, or form a pillar. The extent -of any such changes can't exceed half the area's largest dimension. So, -if you affect a 40-foot square, you can create a pillar up to 20 feet -high, raise or lower the square's elevation by up to 20 feet, dig a -trench up to 20 feet deep, and so on. It takes 10 minutes for these -changes to complete. - -At the end of every 10 minutes you spend concentrating on the spell, you -can choose a new area of terrain to affect. - -Because the terrain's transformation occurs slowly, creatures in the -area can't usually be trapped or injured by the ground's movement. - -This spell can't manipulate natural stone or stone construction. Rocks -and structures shift to accommodate the new terrain. If the way you -shape the terrain would make a structure unstable, it might collapse. - -Similarly, this spell doesn't directly affect plant growth. The moved -earth carries any plants along with it. - -\hypertarget{spells-n}{% -\section{Spells (N)}\label{spells-n}} - -\hypertarget{nondetection}{% -\paragraph{Nondetection}\label{nondetection}} - -\emph{3rd-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a pinch of diamond dust worth 25 gp -sprinkled over the target, which the spell consumes) - -\textbf{Duration:} 8 hours - -For the duration, you hide a target that you touch from divination -magic. The target can be a willing creature or a place or an object no -larger than 10 feet in any dimension. The target can't be targeted by -any divination magic or perceived through magical scrying sensors. - -\hypertarget{spells-o}{% -\section{Spells (O)}\label{spells-o}} - -\hypertarget{spells-p}{% -\section{Spells (P)}\label{spells-p}} - -\hypertarget{pass-without-trace}{% -\paragraph{Pass without Trace}\label{pass-without-trace}} - -\emph{2nd-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (ashes from a burned leaf of mistletoe and -a sprig of spruce) - -\textbf{Duration:} Concentration, up to 1 hour - -A veil of shadows and silence radiates from you, masking you and your -companions from detection. For the duration, each creature you choose -within 30 feet of you (including you) has a +10 bonus to Dexterity -(Stealth) checks and can't be tracked except by magical means. A -creature that receives this bonus leaves behind no tracks or other -traces of its passage. - -\hypertarget{passwall}{% -\paragraph{Passwall}\label{passwall}} - -\emph{5th-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a pinch of sesame seeds) - -\textbf{Duration:} 1 hour - -A passage appears at a point of your choice that you can see on a -wooden, plaster, or stone surface (such as a wall, a ceiling, or a -floor) within range, and lasts for the duration. You choose the -opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. -The passage creates no instability in a structure surrounding it. - -When the opening disappears, any creatures or objects still in the -passage created by the spell are safely ejected to an unoccupied space -nearest to the surface on which you cast the spell. - -\hypertarget{phantasmal-killer}{% -\paragraph{Phantasmal Killer}\label{phantasmal-killer}} - -\emph{4th-level illusion} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 minute - -You tap into the nightmares of a creature you can see within range and -create an illusory manifestation of its deepest fears, visible only to -that creature. The target must make a Wisdom saving throw. On a failed -save, the target becomes frightened for the duration. At the end of each -of the target's turns before the spell ends, the target must succeed on -a Wisdom saving throw or take 4d10 psychic damage. On a successful save, -the spell ends. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 5th level or higher, the damage increases by 1d10 for each slot -level above 4th. - -\hypertarget{phantom-steed}{% -\paragraph{Phantom Steed}\label{phantom-steed}} - -\emph{3rd-level illusion (ritual)} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S - -\textbf{Duration:} 1 hour - -A Large quasi-real, horselike creature appears on the ground in an -unoccupied space of your choice within range. You decide the creature's -appearance, but it is equipped with a saddle, bit, and bridle. Any of -the equipment created by the spell vanishes in a puff of smoke if it is -carried more than 10 feet away from the steed. - -For the duration, you or a creature you choose can ride the steed. The -creature uses the statistics for a riding horse, except it has a speed -of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast -pace. When the spell ends, the steed gradually fades, giving the rider 1 -minute to dismount. The spell ends if you use an action to dismiss it or -if the steed takes any damage. - -\hypertarget{planar-ally}{% -\paragraph{Planar Ally}\label{planar-ally}} - -\emph{6th-level conjuration} - -\textbf{Casting Time:} 10 minutes - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -You beseech an otherworldly entity for aid. The being must be known to -you: a god, a primordial, a demon prince, or some other being of cosmic -power. That entity sends a celestial, an elemental, or a fiend loyal to -it to aid you, making the creature appear in an unoccupied space within -range. If you know a specific creature's name, you can speak that name -when you cast this spell to request that creature, though you might get -a different creature anyway (GM's choice). - -When the creature appears, it is under no compulsion to behave in any -particular way. You can ask the creature to perform a service in -exchange for payment, but it isn't obliged to do so. The requested task -could range from simple (fly us across the chasm, or help us fight a -battle) to complex (spy on our enemies, or protect us during our foray -into the dungeon). You must be able to communicate with the creature to -bargain for its services. - -Payment can take a variety of forms. A celestial might require a sizable -donation of gold or magic items to an allied temple, while a fiend might -demand a living sacrifice or a gift of treasure. Some creatures might -exchange their service for a quest undertaken by you. - -As a rule of thumb, a task that can be measured in minutes requires a -payment worth 100 gp per minute. A task measured in hours requires 1,000 -gp per hour. And a task measured in days (up to 10 days) requires 10,000 -gp per day. The GM can adjust these payments based on the circumstances -under which you cast the spell. If the task is aligned with the -creature's ethos, the payment might be halved or even waived. -Nonhazardous tasks typically require only half the suggested payment, -while especially dangerous tasks might require a greater gift. Creatures -rarely accept tasks that seem suicidal. - -After the creature completes the task, or when the agreed-upon duration -of service expires, the creature returns to its home plane after -reporting back to you, if appropriate to the task and if possible. If -you are unable to agree on a price for the creature's service, the -creature immediately returns to its home plane. - -A creature enlisted to join your group counts as a member of it, -receiving a full share of experience points awarded. - -\hypertarget{planar-binding}{% -\paragraph{Planar Binding}\label{planar-binding}} - -\emph{5th-level abjuration} - -\textbf{Casting Time:} 1 hour - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S, M (a jewel worth at least 1,000 gp, which the -spell consumes) - -\textbf{Duration:} 24 hours - -With this spell, you attempt to bind a celestial, an elemental, a fey, -or a fiend to your service. The creature must be within range for the -entire casting of the spell. (Typically, the creature is first summoned -into the center of an inverted \emph{magic circle} in order to keep it -trapped while this spell is cast.) At the completion of the casting, the -target must make a Charisma saving throw. On a failed save, it is bound -to serve you for the duration. If the creature was summoned or created -by another spell, that spell's duration is extended to match the -duration of this spell. - -A bound creature must follow your instructions to the best of its -ability. You might command the creature to accompany you on an -adventure, to guard a location, or to deliver a message. The creature -obeys the letter of your instructions, but if the creature is hostile to -you, it strives to twist your words to achieve its own objectives. If -the creature carries out your instructions completely before the spell -ends, it travels to you to report this fact if you are on the same plane -of existence. If you are on a different plane of existence, it returns -to the place where you bound it and remains there until the spell ends. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of a higher level, the duration increases to 10 days with a -6th-level slot, to 30 days with a 7th-level slot, to 180 days with an -8th-level slot, and to a year and a day with a 9th-level spell slot. - -\hypertarget{plane-shift}{% -\paragraph{Plane Shift}\label{plane-shift}} - -\emph{7th-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a forked, metal rod worth at least 250 gp, -attuned to a particular plane of existence) - -\textbf{Duration:} Instantaneous - -You and up to eight willing creatures who link hands in a circle are -transported to a different plane of existence. You can specify a target -destination in general terms, such as the City of Brass on the Elemental -Plane of Fire or the palace of Dispater on the second level of the Nine -Hells, and you appear in or near that destination. If you are trying to -reach the City of Brass, for example, you might arrive in its Street of -Steel, before its Gate of Ashes, or looking at the city from across the -Sea of Fire, at the GM's discretion. - -Alternatively, if you know the sigil sequence of a teleportation circle -on another plane of existence, this spell can take you to that circle. -If the teleportation circle is too small to hold all the creatures you -transported, they appear in the closest unoccupied spaces next to the -circle. - -You can use this spell to banish an unwilling creature to another plane. -Choose a creature within your reach and make a melee spell attack -against it. On a hit, the creature must make a Charisma saving throw. If -the creature fails this save, it is transported to a random location on -the plane of existence you specify. A creature so transported must find -its own way back to your current plane of existence. - -\hypertarget{plant-growth}{% -\paragraph{Plant Growth}\label{plant-growth}} - -\emph{3rd-level transmutation} - -\textbf{Casting Time:} 1 action or 8 hours - -\textbf{Range:} 150 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -This spell channels vitality into plants within a specific area. There -are two possible uses for the spell, granting either immediate or -long-term benefits. - -If you cast this spell using 1 action, choose a point within range. All -normal plants in a 100-foot radius centered on that point become thick -and overgrown. A creature moving through the area must spend 4 feet of -movement for every 1 foot it moves. - -You can exclude one or more areas of any size within the spell's area -from being affected. - -If you cast this spell over 8 hours, you enrich the land. All plants in -a half-mile radius centered on a point within range become enriched for -1 year. The plants yield twice the normal amount of food when harvested. - -\hypertarget{poison-spray}{% -\paragraph{Poison Spray}\label{poison-spray}} - -\emph{Conjuration cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 10 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -You extend your hand toward a creature you can see within range and -project a puff of noxious gas from your palm. The creature must succeed -on a Constitution saving throw or take 1d12 poison damage. - -This~spell's~damage~increases~by~1d12~when~you~ reach 5th level (2d12), -11th level (3d12), and 17th level (4d12). - -\hypertarget{polymorph}{% -\paragraph{Polymorph}\label{polymorph}} - -\emph{4th-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S, M (a caterpillar cocoon) - -\textbf{Duration:} Concentration, up to 1 hour - -This spell transforms a creature that you can see within range into a -new form. An unwilling creature must make a Wisdom saving throw to avoid -the effect. The spell has no effect on a shapechanger or a creature with -0 hit points. - -The transformation lasts for the duration, or until the target drops to -0 hit points or dies. The new form can be any beast whose challenge -rating is equal to or less than the target's (or the target's level, if -it doesn't have a challenge rating). The target's game statistics, -including mental ability scores, are replaced by the statistics of the -chosen beast. It retains its alignment and personality. - -The target assumes the hit points of its new form. When it reverts to -its normal form, the creature returns to the number of hit points it had -before it transformed. If it reverts as a result of dropping to 0 hit -points, any excess damage carries over to its normal form. As long as -the excess damage doesn't reduce the creature's normal form to 0 hit -points, it isn't knocked unconscious. - -The creature is limited in the actions it can perform by the nature of -its new form, and it can't speak, cast spells, or take any other action -that requires hands or speech. - -The target's gear melds into the new form. The creature can't activate, -use, wield, or otherwise benefit from any of its equipment. - -\hypertarget{power-word-kill}{% -\paragraph{Power Word Kill}\label{power-word-kill}} - -\emph{9th-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V - -\textbf{Duration:} Instantaneous - -You utter a word of power that can compel one creature you can see -within range to die instantly. If the creature you choose has 100 hit -points or fewer, it dies. Otherwise, the spell has no effect. - -\hypertarget{power-word-stun}{% -\paragraph{Power Word Stun}\label{power-word-stun}} - -\emph{8th-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V - -\textbf{Duration:} Instantaneous - -You speak a word of power that can overwhelm the mind of one creature -you can see within range, leaving it dumbfounded. If the target has 150 -hit points or fewer, it is stunned. Otherwise, the spell has no effect. - -The stunned target must make a Constitution saving throw at the end of -each of its turns. On a successful save, this stunning effect ends. - -\hypertarget{prayer-of-healing}{% -\paragraph{Prayer of Healing}\label{prayer-of-healing}} - -\emph{2nd-level evocation} - -\textbf{Casting Time:} 10 minutes - -\textbf{Range:} 30 feet - -\textbf{Components:} V - -\textbf{Duration:} Instantaneous - -Up to six creatures of your choice that you can see within range each -regain hit points equal to 2d8 + your spellcasting ability modifier. -This spell has no effect on undead or constructs. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 3rd level or higher, the healing increases by 1d8 for each slot -level above 2nd. - -\hypertarget{prestidigitation}{% -\paragraph{Prestidigitation}\label{prestidigitation}} - -\emph{Transmutation cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 10 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Up to 1 hour - -This spell is a minor magical trick that novice spellcasters use for -practice. You create one of the following magical effects within Range: - -\begin{itemize} -\tightlist -\item - You create an instantaneous, harmless sensory effect, such as a shower - of sparks, a puff of wind, faint musical notes, or an odd odor. -\item - You instantaneously light or snuff out a candle, a torch, or a small - campfire. -\item - You instantaneously clean or soil an object no larger than 1 cubic - foot. -\item - You chill, warm, or flavor up to 1 cubic foot of nonliving material - for 1 hour. -\item - You make a color, a small mark, or a symbol appear on an object or a - surface for 1 hour. -\item - You create a nonmagical trinket or an illusory image that can fit in - your hand and that lasts until the end of your next turn. -\end{itemize} - -If you cast this spell multiple times, you can have up to three of its -non-instantaneous effects active at a time, and you can dismiss such an -effect as an action. - -\hypertarget{prismatic-spray}{% -\paragraph{Prismatic Spray}\label{prismatic-spray}} - -\emph{7th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self (60-foot cone) - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -Eight multicolored rays of light flash from your hand. Each ray is a -different color and has a different power and purpose. Each creature in -a 60-foot cone must make a Dexterity saving throw. For each target, roll -a d8 to determine which color ray affects it. - -\begin{itemize} -\tightlist -\item - \textbf{\emph{Red}}. The target takes 10d6 fire damage on a failed - save, or half as much damage on a successful one. -\item - \textbf{\emph{Orange}}. The target takes 10d6 acid damage on a failed - save, or half as much damage on a successful one. -\item - \textbf{\emph{Yellow}}. The target takes 10d6 lightning damage on a - failed save, or half as much damage on a successful one. -\item - \textbf{\emph{Green}}. The target takes 10d6 poison damage on a failed - save, or half as much damage on a successful one. -\item - \textbf{\emph{Blue}}. The target takes 10d6 cold damage on a failed - save, or half as much damage on a successful one. -\item - \textbf{\emph{Indigo}}. On a failed save, the target is restrained. It - must then make a Constitution saving throw at the end of each of its - turns. If it successfully saves three times, the spell ends. If it - fails its save three times, it permanently turns to stone and is - subjected to the petrified condition. The successes and failures don't - need to be consecutive; keep track of both until the target collects - three of a kind. -\item - \textbf{\emph{Violet}}. On a failed save, the target is blinded. It - must then make a Wisdom saving throw at the start of your next turn. A - successful save ends the blindness. If it fails that save, the - creature is transported to another plane of existence of the GM's - choosing and is no longer blinded. (Typically, a creature that is on a - plane that isn't its home plane is banished home, while other - creatures are usually cast into the Astral or Ethereal planes.) -\item - \textbf{\emph{Special}}. The target is struck by two rays. Roll twice - more, rerolling any 8. -\end{itemize} - -\hypertarget{prismatic-wall}{% -\paragraph{Prismatic Wall}\label{prismatic-wall}} - -\emph{9th-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} 10 minutes - -The spell no longer refers to a rod of cancellation, and the text -clarifies that dispel magic works only against the violet layer. - -A shimmering, multicolored plane of light forms a vertical opaque -wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered on a -point you can see within range. Alternatively, you can shape the wall -into a sphere up to 30 feet in diameter centered on a point you choose -within range. The wall remains in place for the duration. If you -position the wall so that it passes through a space occupied by a -creature, the spell fails, and your action and the spell slot are -wasted. - -The wall sheds bright light out to a range of 100 feet and dim light for -an additional 100 feet. You and creatures you designate at the time you -cast the spell can pass through and remain near the wall without harm. -If another creature that can see the wall moves to within 20 feet of it -or starts its turn there, the creature must succeed on a Constitution -saving throw or become blinded for 1 minute. - -The wall consists of seven layers, each with a different color. When a -creature attempts to reach into or pass through the wall, it does so one -layer at a time through all the wall's layers. As it passes or reaches -through each layer, the creature must make a Dexterity saving throw or -be affected by that layer's properties as described below. - -The wall can be destroyed, also one layer at a time, in order from red -to violet, by means specific to each layer. Once a layer is destroyed, -it remains so for the duration of the spell. An \emph{antimagic field} -has no effect on it. - -\begin{itemize} -\tightlist -\item - \textbf{\emph{Red}}. The creature takes 10d6 fire damage on a failed - save, or half as much damage on a successful one. While this layer is - in place, nonmagical ranged attacks can't pass through the wall. The - layer can be destroyed by dealing at least 25 cold damage to it. -\item - \textbf{\emph{Orange}}. The creature takes 10d6 acid damage on a - failed save, or half as much damage on a successful one. While this - layer is in place, magical ranged attacks can't pass through the wall. - The layer is destroyed by a strong wind. -\item - \textbf{\emph{Yellow}}. The creature takes 10d6 lightning damage on a - failed save, or half as much damage on a successful one. This layer - can be destroyed by dealing at least 60 force damage to it. -\item - \textbf{\emph{Green}}. The creature takes 10d6 poison damage on a - failed save, or half as much damage on a successful one. A - \emph{passwall} spell, or another spell of equal or greater level that - can open a portal on a solid surface, destroys this layer. -\item - \textbf{\emph{Blue}}. The creature takes 10d6 cold damage on a failed - save, or half as much damage on a successful one. This layer can be - destroyed by dealing at least 25 fire damage to it. -\item - \textbf{\emph{Indigo}}. On a failed save, the creature is restrained. - It must then make a Constitution saving throw at the end of each of - its turns. If it successfully saves three times, the spell ends. If it - fails its save three times, it permanently turns to stone and is - subjected to the petrified condition. The successes and failures don't - need to be consecutive; keep track of both until the creature collects - three of a kind. While this layer is in place, spells can't be cast - through the wall. The layer is destroyed by bright light shed by a - \emph{daylight} spell or a similar spell of equal or higher level. -\item - \textbf{\emph{Violet}}. On a failed save, the creature is blinded. It - must then make a Wisdom saving throw at the start of your next turn. A - successful save ends the blindness. If it fails that save, the - creature is transported to another plane of the GM's choosing and is - no longer blinded. (Typically, a creature that is on a plane that - isn't its home plane is banished home, while other creatures are - usually cast into the Astral or Ethereal planes.) This layer is - destroyed by a \emph{dispel magic} spell or a similar spell of equal - or higher level that can end spells and magical effects. -\end{itemize} - -\hypertarget{private-sanctum}{% -\paragraph{Private Sanctum}\label{private-sanctum}} - -\emph{4th-level abjuration} - -\textbf{Casting Time:} 10 minutes - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S, M (a thin sheet of lead, a piece of opaque -glass, a wad of cotton or cloth, and powdered chrysolite) - -\textbf{Duration:} 24 hours - -You make an area within range magically secure. The area is a cube that -can be as small as 5 feet to as large as 100 feet on each side. The -spell lasts for the duration or until you use an action to dismiss it. - -When you cast the spell, you decide what sort of security the spell -provides, choosing any or all of the following properties: - -\begin{itemize} -\tightlist -\item - Sound can't pass through the barrier at the edge of the warded area. -\item - The barrier of the warded area appears dark and foggy, preventing - vision (including darkvision) through it. -\item - Sensors created by divination spells can't appear inside the protected - area or pass through the barrier at its perimeter. -\item - Creatures in the area can't be targeted by divination spells. -\item - Nothing can teleport into or out of the warded area. -\item - Planar travel is blocked within the warded area. Casting this spell on - the same spot every day for a year makes this effect permanent. -\end{itemize} - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 5th level or higher, you can increase the size of the cube by -100 feet for each slot level beyond 4th. Thus you could protect a cube -that can be up to 200 feet on one side by using a spell slot of 5th -level. - -\hypertarget{produce-flame}{% -\paragraph{Produce Flame}\label{produce-flame}} - -\emph{Conjuration cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S - -\textbf{Duration:} 10 minutes - -A flickering flame appears in your hand. The flame remains there for the -duration and harms neither you nor your equipment. The flame sheds -bright light in a 10-foot radius and dim light for an additional 10 -feet. The spell ends if you dismiss it as an action or if you cast it -again. - -You can also attack with the flame, although doing so ends the spell. -When you cast this spell, or as an action on a later turn, you can hurl -the flame at a creature within 30 feet of you. Make a ranged spell -attack. On a hit, the target takes 1d8 fire damage. - -This spell's damage increases by 1d8 when you reach 5th level (2d8), -11th level (3d8), and 17th level (4d8). - -\hypertarget{programmed-illusion}{% -\paragraph{Programmed Illusion}\label{programmed-illusion}} - -\emph{6th-level illusion} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S, M (a bit of fleece and jade dust worth at -least 25 gp) - -\textbf{Duration:} Until dispelled - -You create an illusion of an object, a creature, or some other visible -phenomenon within range that activates when a specific condition occurs. -The illusion is imperceptible until then. It must be no larger than a -30-foot cube, and you decide when you cast the spell how the illusion -behaves and what sounds it makes. This scripted performance can last up -to 5 minutes. - -When the condition you specify occurs, the illusion springs into -existence and performs in the manner you described. Once the illusion -finishes performing, it disappears and remains dormant for 10 minutes. -After this time, the illusion can be activated again. - -The triggering condition can be as general or as detailed as you like, -though it must be based on visual or audible conditions that occur -within 30 feet of the area. For example, you could create an illusion of -yourself to appear and warn off others who attempt to open a trapped -door, or you could set the illusion to trigger only when a creature says -the correct word or phrase. - -Physical interaction with the image reveals it to be an illusion, -because things can pass through it. A creature that uses its action to -examine the image can determine that it is an illusion with a successful -Intelligence (Investigation) check against your spell save DC. If a -creature discerns the illusion for what it is, the creature can see -through the image, and any noise it makes sounds hollow to the creature. - -\hypertarget{project-image}{% -\paragraph{Project Image}\label{project-image}} - -\emph{7th-level illusion} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 500 miles - -\textbf{Components:} V, S, M (a small replica of you made from materials -worth at least 5 gp) - -\textbf{Duration:} Concentration, up to 1 day - -You create an illusory copy of yourself that lasts for the duration. The -copy can appear at any location within range that you have seen before, -regardless of intervening obstacles. The illusion looks and sounds like -you but is intangible. If the illusion takes any damage, it disappears, -and the spell ends. - -You can use your action to move this illusion up to twice your speed, -and make it gesture, speak, and behave in whatever way you choose. It -mimics your mannerisms perfectly. - -You can see through its eyes and hear through its ears as if you were in -its space. On your turn as a bonus action, you can switch from using its -senses to using your own, or back again. While you are using its senses, -you are blinded and deafened in regard to your own surroundings. - -Physical interaction with the image reveals it to be an illusion, -because things can pass through it. A - -creature that uses its action to examine the image can determine that it -is an illusion with a successful Intelligence (Investigation) check -against your spell save DC. If a creature discerns the illusion for what -it is, the creature can see through the image, and any noise it makes -sounds hollow to the creature. - -\hypertarget{protection-from-energy}{% -\paragraph{Protection from Energy}\label{protection-from-energy}} - -\emph{3rd-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 hour - -For the duration, the willing creature you touch has resistance to one -damage type of your choice: acid, cold, fire, lightning, or thunder. - -\hypertarget{protection-from-evil-and-good}{% -\paragraph{Protection from Evil and -Good}\label{protection-from-evil-and-good}} - -\emph{1st-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (holy water or powdered silver and iron, -which the spell consumes) - -\textbf{Duration:} Concentration up to 10 minutes - -Until the spell ends, one willing creature you touch is protected -against certain types of creatures: aberrations, celestials, elementals, -fey, fiends, and undead. - -The protection grants several benefits. Creatures of those types have -disadvantage on attack rolls against the target. The target also can't -be charmed, frightened, or possessed by them. If the target is already -charmed, frightened, or possessed by such a creature, the target has -advantage on any new saving throw against the relevant effect. - -\hypertarget{protection-from-poison}{% -\paragraph{Protection from Poison}\label{protection-from-poison}} - -\emph{2nd-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S - -\textbf{Duration:} 1 hour - -You touch a creature. If it is poisoned, you neutralize the poison. If -more than one poison afflicts the target, you neutralize one poison that -you know is present, or you neutralize one at random. - -For the duration, the target has advantage on saving throws against -being poisoned, and it has resistance to poison damage. - -\hypertarget{purify-food-and-drink}{% -\paragraph{Purify Food and Drink}\label{purify-food-and-drink}} - -\emph{1st-level transmutation (ritual)} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 10 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -All nonmagical food and drink within a 5-foot radius sphere centered on -a point of your choice within range is purified and rendered free of -poison and disease. - -\hypertarget{spells-q}{% -\section{Spells (Q)}\label{spells-q}} - -\hypertarget{spells-r}{% -\section{Spells (R)}\label{spells-r}} - -\hypertarget{raise-dead}{% -\paragraph{Raise Dead}\label{raise-dead}} - -\emph{5th-level necromancy} - -\textbf{Casting Time:} 1 hour - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a diamond worth at least 500 gp, which the -spell consumes) - -\textbf{Duration:} Instantaneous - -You return a dead creature you touch to life, provided that it has been -dead no longer than 10 days. If the creature's soul is both willing and -at liberty to rejoin the body, the creature returns to life with 1 hit -point. - -This spell also neutralizes any poisons and cures nonmagical diseases -that affected the creature at the time it died. This spell doesn't, -however, remove magical diseases, curses, or similar effects; if these -aren't first removed prior to casting the spell, they take effect when -the creature returns to life. The spell can't return an undead creature -to life. - -This spell closes all mortal wounds, but it doesn't restore missing body -parts. If the creature is lacking body parts or organs integral for its -survival-its head, for instance-the spell automatically fails. - -Coming back from the dead is an ordeal. The target takes a -4 penalty to -all attack rolls, saving throws, and ability checks. Every time the -target finishes a long rest, the penalty is reduced by 1 until it -disappears. - -\hypertarget{ray-of-enfeeblement}{% -\paragraph{Ray of Enfeeblement}\label{ray-of-enfeeblement}} - -\emph{2nd-level necromancy} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 minute - -A black beam of enervating energy springs from your finger toward a -creature within range. Make a ranged spell attack against the target. On -a hit, the target deals only half damage with weapon attacks that use -Strength until the spell ends. - -At the end of each of the target's turns, it can make a Constitution -saving throw against the spell. On a success, the spell ends. - -\hypertarget{ray-of-frost}{% -\paragraph{Ray of Frost}\label{ray-of-frost}} - -\emph{Evocation cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -A frigid beam of blue-white light streaks toward a creature within -range. Make a ranged spell attack against the target. On a hit, it takes -1d8 cold damage, and its speed is reduced by 10 feet until the start of -your next turn. - -The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th -level (3d8), and 17th level (4d8). - -\hypertarget{regenerate}{% -\paragraph{Regenerate}\label{regenerate}} - -\emph{7th-level transmutation} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a prayer wheel and holy water) - -\textbf{Duration:} 1 hour - -You touch a creature and stimulate its natural healing ability. The -target regains 4d8 + 15 hit points. For the duration of the spell, the -target regains 1 hit point at the start of each of its turns (10 hit -points each minute). - -The target's severed body members (fingers, legs, tails, and so on), if -any, are restored after 2 minutes. If you have the severed part and hold -it to the stump, the spell instantaneously causes the limb to knit to -the stump. - -\hypertarget{reincarnate}{% -\paragraph{Reincarnate}\label{reincarnate}} - -\emph{5th-level transmutation} - -\textbf{Casting Time:} 1 hour - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (rare oils and unguents worth at least -1,000 gp, which the spell consumes) - -\textbf{Duration:} Instantaneous - -You touch a dead humanoid or a piece of a dead humanoid. Provided that -the creature has been dead no longer than 10 days, the spell forms a new -adult body for it and then calls the soul to enter that body. - -If the target's soul isn't free or willing to do so, the spell fails. - -The magic fashions a new body for the creature to inhabit, which likely -causes the creature's race to change. The GM rolls a d100 and consults -the following table to determine what form the creature takes when -restored to life, or the GM chooses a form. - -\textbf{Table- Reincarnate Race} - -\begin{longtable}[]{@{}ll@{}} -\toprule -d100 & Race \\ -\midrule -\endhead -01-04 & Dragonborn \\ -05-13 & Dwarf, hill \\ -14-21 & Dwarf, mountain \\ -22-25 & Elf, dark \\ -26-34 & Elf, high \\ -35-42 & Elf, wood \\ -43-46 & Gnome, forest \\ -47-52 & Gnome, rock \\ -53-56 & Half-elf \\ -57-60 & Half-orc \\ -61-68 & Halfling, lightfoot \\ -69-76 & Halfling, stout \\ -77-96 & Human \\ -97-00 & Tiefling \\ -& \\ -\bottomrule -\end{longtable} - -The reincarnated creature recalls its former life and experiences. It -retains the capabilities it had in its original form, except it -exchanges its original race for the new one and changes its racial -traits accordingly. - -\hypertarget{remove-curse}{% -\paragraph{Remove Curse}\label{remove-curse}} - -\emph{3rd-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -At your touch, all curses affecting one creature or object end. If the -object is a cursed magic item, its curse remains, but the spell breaks -its owner's attunement to the object so it can be removed or discarded. - -\hypertarget{resilient-sphere}{% -\paragraph{Resilient Sphere}\label{resilient-sphere}} - -\emph{4th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a hemispherical piece of clear crystal and -a matching hemispherical piece of gum arabic) - -\textbf{Duration:} Concentration, up to 1 minute - -A sphere of shimmering force encloses a creature or object of Large size -or smaller within range. An unwilling creature must make a Dexterity -saving throw. On a failed save, the creature is enclosed for the -duration. - -Nothing-not physical objects, energy, or other spell effects-can pass -through the barrier, in or out, though a creature in the sphere can -breathe there. The sphere is immune to all damage, and a creature or -object inside can't be damaged by attacks or effects originating from -outside, nor can a creature inside the sphere damage anything outside -it. - -The sphere is weightless and just large enough to contain the creature -or object inside. An enclosed creature can use its action to push -against the sphere's walls and thus roll the sphere at up to half the -creature's speed. Similarly, the globe can be picked up and moved by -other creatures. - -A \emph{disintegrate} spell targeting the globe destroys it without -harming anything inside it. - -\hypertarget{resistance}{% -\paragraph{Resistance}\label{resistance}} - -\emph{Abjuration cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a miniature cloak) - -\textbf{Duration:} Concentration, up to 1 minute - -You touch one willing creature. Once before the spell ends, the target -can roll a d4 and add the number rolled to one saving throw of its -choice. It can roll the die before or after making the saving throw. The -spell then ends. - -\hypertarget{resurrection}{% -\paragraph{Resurrection}\label{resurrection}} - -\emph{7th-level necromancy} - -\textbf{Casting Time:} 1 hour - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a diamond worth at least 1,000 gp, which -the spell consumes) - -\textbf{Duration:} Instantaneous - -You touch a dead creature that has been dead for no more than a century, -that didn't die of old age, and that isn't undead. If its soul is free -and willing, the target returns to life with all its hit points. - -This spell neutralizes any poisons and cures normal diseases afflicting -the creature when it died. It doesn't, however, remove magical diseases, -curses, and the like; if such effects aren't removed prior to casting -the spell, they afflict the target on its return to life. - -This spell closes all mortal wounds and restores any missing body parts. - -Coming back from the dead is an ordeal. The target takes a -4 penalty to -all attack rolls, saving throws, and ability checks. Every time the -target finishes a long rest, the penalty is reduced by 1 until it -disappears. - -Casting this spell to restore life to a creature that has been dead for -one year or longer taxes you greatly. Until you finish a long rest, you -can't cast spells again, and you have disadvantage on all attack rolls, -ability checks, and saving throws. - -\hypertarget{reverse-gravity}{% -\paragraph{Reverse Gravity}\label{reverse-gravity}} - -\emph{7th-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 100 feet - -\textbf{Components:} V, S, M (a lodestone and iron filings) - -\textbf{Duration:} Concentration, up to 1 minute - -This spell reverses gravity in a 50-foot radius, 100-foot high cylinder -centered on a point within range. All creatures and objects that aren't -somehow anchored to the ground in the area fall upward and reach the top -of the area when you cast this spell. A creature can make a Dexterity -saving throw to grab onto a fixed object it can reach, thus avoiding the -fall. - -If some solid object (such as a ceiling) is encountered in this fall, -falling objects and creatures strike it just as they would during a -normal downward fall. If an object or creature reaches the top of the -area without striking anything, it remains there, oscillating slightly, -for the duration. - -At the end of the duration, affected objects and creatures fall back -down. - -\hypertarget{revivify}{% -\paragraph{Revivify}\label{revivify}} - -\emph{3rd-level necromancy} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (diamonds worth 300 gp, which the spell -consumes) - -\textbf{Duration:} Instantaneous - -You touch a creature that has died within the last minute. That creature -returns to life with 1 hit point. This spell can't return to life a -creature that has died of old age, nor can it restore any missing body -parts. - -\hypertarget{rope-trick}{% -\paragraph{Rope Trick}\label{rope-trick}} - -\emph{2nd-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (powdered corn extract and a twisted loop -of parchment) - -\textbf{Duration:} 1 hour - -You touch a length of rope that is up to 60 feet long. One end of the -rope then rises into the air until the whole rope hangs perpendicular to -the ground. At the upper end of the rope, an invisible entrance opens to -an extradimensional space that lasts until the spell ends. - -The extradimensional space can be reached by climbing to the top of the -rope. The space can hold as many as eight Medium or smaller creatures. -The rope can be pulled into the space, making the rope disappear from -view outside the space. - -Attacks and spells can't cross through the entrance into or out of the -extradimensional space, but those inside can see out of it as if through -a 3-foot-by-5-foot window centered on the rope. - -Anything inside the extradimensional space drops out when the spell -ends. - -\hypertarget{spells-s}{% -\section{Spells (S)}\label{spells-s}} - -\hypertarget{sacred-flame}{% -\paragraph{Sacred Flame}\label{sacred-flame}} - -\emph{Evocation cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -Flame-like radiance descends on a creature that you can see within -range. The target must succeed on a Dexterity saving throw or take 1d8 -radiant damage. The target gains no benefit from cover for this saving -throw. - -The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th -level (3d8), and 17th level (4d8). - -\hypertarget{sanctuary}{% -\paragraph{Sanctuary}\label{sanctuary}} - -\emph{1st-level abjuration} - -\textbf{Casting Time:} 1 bonus action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a small silver mirror) - -\textbf{Duration:} 1 minute - -You ward a creature within range against attack. Until the spell ends, -any creature who targets the warded creature with an attack or a harmful -spell must first make a Wisdom saving throw. On a failed save, the -creature must choose a new target or lose the attack or spell. This -spell doesn't protect the warded creature from area effects, such as the -explosion of a fireball. - -If the warded creature makes an attack, casts a spell that affects an -enemy, or deals damage to another creature, this spell ends. - -\hypertarget{scorching-ray}{% -\paragraph{Scorching Ray}\label{scorching-ray}} - -\emph{2nd-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -You create three rays of fire and hurl them at targets within range. You -can hurl them at one target or several. - -Make a ranged spell attack for each ray. On a hit, the target takes 2d6 -fire damage. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 3rd level or higher, you create one additional ray for each slot -level above 2nd. - -\hypertarget{scrying}{% -\paragraph{Scrying}\label{scrying}} - -\emph{5th-level divination} - -\textbf{Casting Time:} 10 minutes - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (a focus worth at least 1,000 gp, such as a -crystal ball, a silver mirror, or a font filled with holy water) - -\textbf{Duration:} Concentration, up to 10 minutes - -You can see and hear a particular creature you choose that is on the -same plane of existence as you. The target must make a Wisdom saving -throw, which is modified by how well you know the target and the sort of -physical connection you have to it. If a target knows you're casting -this spell, it can fail the saving throw voluntarily if it wants to be -observed. - -\textbf{Table- Scrying Save Modifier} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Knowledge & Save Modifier \\ -\midrule -\endhead -Secondhand (you have heard of the target) & +5 \\ -Firsthand (you have met the target) & +0 \\ -Familiar (you know the target well) & -5 \\ -Connection & Save Modifier \\ -Likeness or picture & -2 \\ -Possession or garment & -4 \\ -Body part, lock of hair, bit of nail, or the like & -10 \\ -& \\ -\bottomrule -\end{longtable} - -On a successful save, the target isn't affected, and you can't use this -spell against it again for 24 hours. - -On a failed save, the spell creates an invisible sensor within 10 feet -of the target. You can see and hear through the sensor as if you were -there. The sensor moves with the target, remaining within 10 feet of it -for the duration. A creature that can see invisible objects sees the -sensor as a luminous orb about the size of your fist. - -Instead of targeting a creature, you can choose a location you have seen -before as the target of this spell. When you do, the sensor appears at -that location and doesn't move. - -\hypertarget{secret-chest}{% -\paragraph{Secret Chest}\label{secret-chest}} - -\emph{4th-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (an exquisite chest, 3 feet by 2 feet by 2 -feet, constructed from rare materials worth at least 5,000 gp, and a -Tiny replica made from the same materials worth at least 50 gp) - -\textbf{Duration:} Instantaneous - -You hide a chest, and all its contents, on the Ethereal Plane. You must -touch the chest and the miniature replica that serves as a material -component for the spell. The chest can contain up to 12 cubic feet of -nonliving material (3 feet by 2 feet by 2 feet). - -While the chest remains on the Ethereal Plane, you can use an action and -touch the replica to recall the chest. It appears in an unoccupied space -on the ground within 5 feet of you. You can send the chest back to the -Ethereal Plane by using an action and touching both the chest and the -replica. - -After 60 days, there is a cumulative 5 percent chance per day that the -spell's effect ends. This effect ends if you cast this spell again, if -the smaller replica chest is destroyed, or if you choose to end the -spell as an action. If the spell ends and the larger chest is on the -Ethereal Plane, it is irretrievably lost. - -\hypertarget{see-invisibility}{% -\paragraph{See Invisibility}\label{see-invisibility}} - -\emph{2nd-level divination} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (a pinch of talc and a small sprinkling of -powdered silver) - -\textbf{Duration:} 1 hour - -For the duration, you see invisible creatures and objects as if they -were visible, and you can see into the Ethereal Plane. Ethereal -creatures and objects appear ghostly and translucent. - -\hypertarget{seeming}{% -\paragraph{Seeming}\label{seeming}} - -\emph{5th-level illusion} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S - -\textbf{Duration:} 8 hours - -This spell allows you to change the appearance of any number of -creatures that you can see within range. You give each target you choose -a new, illusory appearance. An unwilling target can make a Charisma -saving throw, and if it succeeds, it is unaffected by this spell. - -The spell disguises physical appearance as well as clothing, armor, -weapons, and equipment. You can make each creature seem 1 foot shorter -or taller and appear thin, fat, or in between. You can't change a -target's body type, so you must choose a form that has the same basic -arrangement of limbs. Otherwise, the extent of the illusion is up to -you. The spell lasts for the duration, unless you use your action to -dismiss it sooner. - -The changes wrought by this spell fail to hold up to physical -inspection. For example, if you use this spell to add a hat to a -creature's outfit, objects pass through the hat, and anyone who touches -it would feel nothing or would feel the creature's head and hair. If you -use this spell to appear thinner than you are, the hand of someone who -reaches out to touch you would bump into you while it was seemingly -still in midair. - -A creature can use its action to inspect a target and make an -Intelligence (Investigation) check against your spell save DC. If it -succeeds, it becomes aware that the target is disguised. - -\hypertarget{sending}{% -\paragraph{Sending}\label{sending}} - -\emph{3rd-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Unlimited - -\textbf{Components:} V, S, M (a short piece of fine copper wire) - -\textbf{Duration:} 1 round - -You send a short message of twenty-five words or less to a creature with -which you are familiar. The creature hears the message in its mind, -recognizes you as the sender if it knows you, and can answer in a like -manner immediately. The spell enables creatures with Intelligence scores -of at least 1 to understand the meaning of your message. - -You can send the message across any distance and even to other planes of -existence, but if the target is on a different plane than you, there is -a 5 percent chance that the message doesn't arrive. - -\hypertarget{sequester}{% -\paragraph{Sequester}\label{sequester}} - -\emph{7th-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a powder composed of diamond, emerald, -ruby, and sapphire dust worth at least 5,000 gp, which the spell -consumes) - -\textbf{Duration:} Until dispelled - -By means of this spell, a willing creature or an object can be hidden -away, safe from detection for the duration. When you cast the spell and -touch the target, it becomes invisible and can't be targeted by -divination spells or perceived through scrying sensors created by -divination spells. - -If the target is a creature, it falls into a state of suspended -animation. Time ceases to flow for it, and it doesn't grow older. - -You can set a condition for the spell to end early. The condition can be -anything you choose, but it must occur or be visible within 1 mile of -the target. Examples include ``after 1,000 years'' or ``when the -tarrasque awakens.'' This spell also ends if the target takes any -damage. - -\hypertarget{shapechange}{% -\paragraph{Shapechange}\label{shapechange}} - -\emph{9th-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S, M (a jade circlet worth at least 1,500 gp, -which you must place on your head before you cast the spell) - -\textbf{Duration:} Concentration, up to 1 hour - -You assume the form of a different creature for the duration. The new -form can be of any creature with a challenge rating equal to your level -or lower. The creature can't be a construct or an undead, and you must -have seen the sort of creature at least once. You transform into an -average example of that creature, one without any class levels or the -Spellcasting trait. - -Your game statistics are replaced by the statistics of the chosen -creature, though you retain your alignment and Intelligence, Wisdom, and -Charisma scores. You also retain all of your skill and saving throw -proficiencies, in addition to gaining those of the creature. If the -creature has the same proficiency as you and the bonus listed in its -statistics is higher than yours, use the creature's bonus in place of -yours. You can't use any legendary actions or lair actions of the new -form. - -You assume the hit points and Hit Dice of the new form. When you revert -to your normal form, you return to the number of hit points you had -before you transformed. If you revert as a result of dropping to 0 hit -points, any excess damage carries over to your normal form. As long as -the excess damage doesn't reduce your normal form to 0 hit points, you -aren't knocked unconscious. - -You retain the benefit of any features from your class, race, or other -source and can use them, provided that your new form is physically -capable of doing so. You can't use any special senses you have (for -example, darkvision) unless your new form also has that sense. You can -only speak if the creature can normally speak. - -When you transform, you choose whether your equipment falls to the -ground, merges into the new form, or is worn by it. Worn equipment -functions as normal. The GM determines whether it is practical for the -new form to wear a piece of equipment, based on the creature's shape and -size. Your equipment doesn't change shape or size to match the new form, -and any equipment that the new form can't wear must either fall to the -ground or merge into your new form. Equipment that merges has no effect -in that state. - -During this spell's duration, you can use your action to assume a -different form following the same restrictions and rules for the -original form, with one exception: if your new form has more hit points -than your current one, your hit points remain at their current value. - -\hypertarget{shatter}{% -\paragraph{Shatter}\label{shatter}} - -\emph{2nd-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S, M (a chip of mica) - -\textbf{Duration:} Instantaneous - -A sudden loud ringing noise, painfully intense, erupts from a point of -your choice within range. Each creature in a 10-foot radius sphere -centered on that point must make a Constitution saving throw. A creature -takes 3d8 thunder damage on a failed save, or half as much damage on a -successful one. A creature made of inorganic material such as stone, -crystal, or metal has disadvantage on this saving throw. - -A nonmagical object that isn't being worn or carried also takes the -damage if it's in the spell's area. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 3rd level or higher, the damage increases by 1d8 for each slot -level above 2nd. - -\hypertarget{shield}{% -\paragraph{Shield}\label{shield}} - -\emph{1st-level abjuration} - -\textbf{Casting Time:} 1 reaction, which you take when you are hit by an -attack or targeted by the \emph{magic missile} spell - -\textbf{Range:} Self - -\textbf{Components:} V, S - -\textbf{Duration:} 1 round - -An invisible barrier of magical force appears and protects you. Until -the start of your next turn, you have a +5 bonus to AC, including -against the triggering attack, and you take no damage from \emph{magic -missile}. - -\hypertarget{shield-of-faith}{% -\paragraph{Shield of Faith}\label{shield-of-faith}} - -\emph{1st-level abjuration} - -\textbf{Casting Time:} 1 bonus action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S, M (a small parchment with a bit of holy text -written on it) - -\textbf{Duration:} Concentration, up to 10 minutes - -A shimmering field appears and surrounds a creature of your choice -within range, granting it a +2 bonus to AC for the duration. - -\hypertarget{shillelagh}{% -\paragraph{Shillelagh}\label{shillelagh}} - -\emph{Transmutation cantrip} - -\textbf{Casting Time:} 1 bonus action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (mistletoe, a shamrock leaf, and a club or -quarterstaff) - -\textbf{Duration:} 1 minute - -The wood of a club or quarterstaff you are holding is imbued with -nature's power. For the duration, you can use your spellcasting ability -instead of Strength for the attack and damage rolls of melee attacks -using that weapon, and the weapon's damage die becomes a d8. The weapon -also becomes magical, if it isn't already. The spell ends if you cast it -again or if you let go of the weapon. - -\hypertarget{shocking-grasp}{% -\paragraph{Shocking Grasp}\label{shocking-grasp}} - -\emph{Evocation cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -Lightning springs from your hand to deliver a shock to a creature you -try to touch. Make a melee spell attack against the target. You have -advantage on the attack roll if the target is wearing armor made of -metal. On a hit, the target takes 1d8 lightning damage, and it can't -take reactions until the start of its next turn. - -The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th -level (3d8), and 17th level (4d8). - -\hypertarget{silence}{% -\paragraph{Silence}\label{silence}} - -\emph{2nd-level illusion (ritual)} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 10 minutes - -For the duration, no sound can be created within or pass through a -20-foot radius sphere centered on a point you choose within range. Any -creature or object entirely inside the sphere is immune to thunder -damage, and creatures are deafened while entirely inside it. Casting a -spell that includes a verbal component is impossible there. - -\hypertarget{silent-image}{% -\paragraph{Silent Image}\label{silent-image}} - -\emph{1st-level illusion} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S, M (a bit of fleece) - -\textbf{Duration:} Concentration, up to 10 minutes - -You create the image of an object, a creature, or some other visible -phenomenon that is no larger than a 15-foot cube. The image appears at a -spot within range and lasts for the duration. The image is purely -visual; it isn't accompanied by sound, smell, or other sensory effects. - -You can use your action to cause the image to move to any spot within -range. As the image changes location, you can alter its appearance so -that its movements appear natural for the image. For example, if you -create an image of a creature and move it, you can alter the image so -that it appears to be walking. - -Physical interaction with the image reveals it to be an illusion, -because things can pass through it. A creature that uses its action to -examine the image can determine that it is an illusion with a successful -Intelligence (Investigation) check against your spell save DC. If a -creature discerns the illusion for what it is, the creature can see -through the image. - -\hypertarget{simulacrum}{% -\paragraph{Simulacrum}\label{simulacrum}} - -\emph{7th-level illusion} - -\textbf{Casting Time:} 12 hours - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (snow or ice in quantities sufficient to -made a life-size copy of the duplicated creature; some hair, fingernail -clippings, or other piece of that creature's body placed inside the snow -or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate -and consumed by the spell) - -\textbf{Duration:} Until dispelled - -You shape an illusory duplicate of one beast or humanoid that is within -range for the entire casting time of the spell. The duplicate is a -creature, partially real and formed from ice or snow, and it can take -actions and otherwise be affected as a normal creature. It appears to be -the same as the original, but it has half the creature's hit point -maximum and is formed without any equipment. Otherwise, the illusion -uses all the statistics of the creature it duplicates, except that it is -a construct. - -The simulacrum is friendly to you and creatures you designate. It obeys -your spoken commands, moving and acting in accordance with your wishes -and acting on your turn in combat. The simulacrum lacks the ability to -learn or become more powerful, so it never increases its level or other -abilities, nor can it regain expended spell slots. - -If the simulacrum is damaged, you can repair it in an alchemical -laboratory, using rare herbs and minerals worth 100 gp per hit point it -regains. The simulacrum lasts until it drops to 0 hit points, at which -point it reverts to snow and melts instantly. - -If you cast this spell again, any currently active duplicates you -created with this spell are instantly destroyed. - -\hypertarget{sleep}{% -\paragraph{Sleep}\label{sleep}} - -\emph{1st-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 90 feet - -\textbf{Components:} V, S, M (a pinch of fine sand, rose petals, or a -cricket) - -\textbf{Duration:} 1 minute - -This spell sends creatures into a magical slumber. Roll 5d8; the total -is how many hit points of creatures this spell can affect. Creatures -within 20 feet of a point you choose within range are affected in -ascending order of their current hit points (ignoring unconscious -creatures). - -Starting with the creature that has the lowest current hit points, each -creature affected by this spell falls unconscious until the spell ends, -the sleeper takes damage, or someone uses an action to shake or slap the -sleeper awake. Subtract each creature's hit points from the total before -moving on to the creature with the next lowest hit points. A creature's -hit points must be equal to or less than the remaining total for that -creature to be affected. - -Undead and creatures immune to being charmed aren't affected by this -spell. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 2nd level or higher, roll an additional 2d8 for each slot level -above 1st. - -\hypertarget{sleet-storm}{% -\paragraph{Sleet Storm}\label{sleet-storm}} - -\emph{3rd-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 150 feet - -\textbf{Components:} V, S, M (a pinch of dust and a few drops of water) - -\textbf{Duration:} Concentration, up to 1 minute - -Until the spell ends, freezing rain and sleet fall in a 20-foot tall -cylinder with a 40-foot radius centered on a point you choose within -range. The area is heavily obscured, and exposed flames in the area are -doused. - -The ground in the area is covered with slick ice, making it difficult -terrain. When a creature enters the spell's area for the first time on a -turn or starts its turn there, it must make a Dexterity saving throw. On -a failed save, it falls prone. - -If a creature starts its turn in the spell's area and is concentrating -on a spell, the creature must make a successful Constitution saving -throw against your spell save DC or lose concentration. - -\hypertarget{slow}{% -\paragraph{Slow}\label{slow}} - -\emph{3rd-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S, M (a drop of molasses) - -\textbf{Duration:} Concentration, up to 1 minute - -You alter time around up to six creatures of your choice in a 40-foot -cube within range. Each target must succeed on a Wisdom saving throw or -be affected by this spell for the duration. - -An affected target's speed is halved, it takes a -2 penalty to AC and -Dexterity saving throws, and it can't use reactions. On its turn, it can -use either an action or a bonus action, not both. Regardless of the -creature's abilities or magic items, it can't make more than one melee -or ranged attack during its turn. - -If the creature attempts to cast a spell with a casting time of 1 -action, roll a d20. On an 11 or higher, the spell doesn't take effect -until the creature's next turn, and the creature must use its action on -that turn to complete the spell. If it can't, the spell is wasted. - -A creature affected by this spell makes another Wisdom saving throw at -the end of each of its turns. On a successful save, the effect ends for -it. - -\hypertarget{spare-the-dying}{% -\paragraph{Spare the Dying}\label{spare-the-dying}} - -\emph{Necromancy cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -You touch a living creature that has 0 hit points. The creature becomes -stable. This spell has no effect on undead or constructs. - -\hypertarget{speak-with-animals}{% -\paragraph{Speak with Animals}\label{speak-with-animals}} - -\emph{1st-level divination (ritual)} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S - -\textbf{Duration:} 10 minutes - -You gain the ability to comprehend and verbally communicate with beasts -for the duration. The knowledge and awareness of many beasts is limited -by their intelligence, but at minimum, beasts can give you information -about nearby locations and monsters, including whatever they can -perceive or have perceived within the past day. You might be able to -persuade a beast to perform a small favor for you, at the GM's -discretion. - -\hypertarget{speak-with-dead}{% -\paragraph{Speak with Dead}\label{speak-with-dead}} - -\emph{3rd-level necromancy} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 10 feet - -\textbf{Components:} V, S, M (burning incense) - -\textbf{Duration:} 10 minutes - -You grant the semblance of life and intelligence to a corpse of your -choice within range, allowing it to answer the questions you pose. The -corpse must still have a mouth and can't be undead. The spell fails if -the corpse was the target of this spell within the last 10 days. - -Until the spell ends, you can ask the corpse up to five questions. The -corpse knows only what it knew in life, including the languages it knew. -Answers are usually brief, cryptic, or repetitive, and the corpse is -under no compulsion to offer a truthful answer if you are hostile to it -or it recognizes you as an enemy. This spell doesn't return the -creature's soul to its body, only its animating spirit. Thus, the corpse -can't learn new information, doesn't comprehend anything that has -happened since it died, and can't speculate about future events. - -\hypertarget{speak-with-plants}{% -\paragraph{Speak with Plants}\label{speak-with-plants}} - -\emph{3rd-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self (30-foot radius) - -\textbf{Components:} V, S - -\textbf{Duration:} 10 minutes - -You imbue plants within 30 feet of you with limited sentience and -animation, giving them the ability to communicate with you and follow -your simple commands. You can question plants about events in the -spell's area within the past day, gaining information about creatures -that have passed, weather, and other circumstances. - -You can also turn difficult terrain caused by plant growth (such as -thickets and undergrowth) into ordinary terrain that lasts for the -duration. Or you can turn ordinary terrain where plants are present into -difficult terrain that lasts for the duration, causing vines and -branches to hinder pursuers, for example. - -Plants might be able to perform other tasks on your behalf, at the GM's -discretion. The spell doesn't enable plants to uproot themselves and -move about, but they can freely move branches, tendrils, and stalks. - -If a plant creature is in the area, you can communicate with it as if -you shared a common language, but you gain no magical ability to -influence it. - -This spell can cause the plants created by the \emph{entangle} spell to -release a restrained creature. - -\hypertarget{spider-climb}{% -\paragraph{Spider Climb}\label{spider-climb}} - -\emph{2nd-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a drop of bitumen and a spider) - -\textbf{Duration:} Concentration, up to 1 hour - -Until the spell ends, one willing creature you touch gains the ability -to move up, down, and across vertical surfaces and upside down along -ceilings, while leaving its hands free. The target also gains a climbing -speed equal to its walking speed. - -\hypertarget{spike-growth}{% -\paragraph{Spike Growth}\label{spike-growth}} - -\emph{2nd-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 150 feet - -\textbf{Components:} V, S, M (seven sharp thorns or seven small twigs, -each sharpened to a point) - -\textbf{Duration:} Concentration, up to 10 minutes - -The ground in a 20-foot radius centered on a point within range twists -and sprouts hard spikes and thorns. The area becomes difficult terrain -for the duration. When a creature moves into or within the area, it -takes 2d4 piercing damage for every 5 feet it travels. - -The transformation of the ground is camouflaged to look natural. Any -creature that can't see the area at the time the spell is cast must make -a Wisdom (Perception) check against your spell save DC to recognize the -terrain as hazardous before entering it. - -\hypertarget{spirit-guardians}{% -\paragraph{Spirit Guardians}\label{spirit-guardians}} - -\emph{3rd-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self (15-foot radius) - -\textbf{Components:} V, S, M (a holy symbol) - -\textbf{Duration:} Concentration, up to 10 minutes - -You call forth spirits to protect you. They flit around you to a -distance of 15 feet for the duration. If you are good or neutral, their -spectral form appears angelic or fey (your choice). If you are evil, -they appear fiendish. - -When you cast this spell, you can designate any number of creatures you -can see to be unaffected by it. An affected creature's speed is halved -in the area, and when the creature enters the area for the first time on -a turn or starts its turn there, it must make a Wisdom saving throw. On -a failed save, the creature takes 3d8 radiant damage (if you are good or -neutral) or 3d8 necrotic damage (if you are evil). On a successful save, -the creature takes half as much damage. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 4th level or higher, the damage increases by 1d8 for each slot -level above 3rd. - -\hypertarget{spiritual-weapon}{% -\paragraph{Spiritual Weapon}\label{spiritual-weapon}} - -\emph{2nd-level evocation} - -\textbf{Casting Time:} 1 bonus action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} 1 minute - -You create a floating, spectral weapon within range that lasts for the -duration or until you cast this spell again. When you cast the spell, -you can make a melee spell attack against a creature within 5 feet of -the weapon. On a hit, the target takes force damage equal to 1d8 + your -spellcasting ability modifier. - -As a bonus action on your turn, you can move the weapon up to 20 feet -and repeat the attack against a creature within 5 feet of it. - -The weapon can take whatever form you choose. Clerics of deities who are -associated with a particular weapon (as St.~Cuthbert is known for his -mace and Thor for his hammer) make this spell's effect resemble that -weapon. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 3rd level or higher, the damage increases by 1d8 for every two -slot levels above 2nd. - -\hypertarget{stinking-cloud}{% -\paragraph{Stinking Cloud}\label{stinking-cloud}} - -\emph{3rd-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 90 feet - -\textbf{Components:} V, S, M (a rotten egg or several skunk cabbage -leaves) - -\textbf{Duration:} Concentration, up to 1 minute - -You create a 20-foot radius sphere of yellow, nauseating gas centered on -a point within range. The cloud spreads around corners, and its area is -heavily obscured. The cloud lingers in the air for the duration. - -Each creature that is completely within the cloud at the start of its -turn must make a Constitution saving throw against poison. On a failed -save, the creature spends its action that turn retching and reeling. -Creatures that don't need to breathe or are immune to poison -automatically succeed on this saving throw. - -A moderate wind (at least 10 miles per hour) disperses the cloud after 4 -rounds. A strong wind (at least 20 miles per hour) disperses it after 1 -round. - -\hypertarget{stone-shape}{% -\paragraph{Stone Shape}\label{stone-shape}} - -\emph{4th-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (soft clay, which must be worked into -roughly the desired shape of the stone object) - -\textbf{Duration:} Instantaneous - -You touch a stone object of Medium size or smaller or a section of stone -no more than 5 feet in any dimension and form it into any shape that -suits your purpose. So, for example, you could shape a large rock into a -weapon, idol, or coffer, or make a small passage through a wall, as long -as the wall is less than 5 feet thick. You could also shape a stone door -or its frame to seal the door shut. The object you create can have up to -two hinges and a latch, but finer mechanical detail isn't possible. - -\hypertarget{stoneskin}{% -\paragraph{Stoneskin}\label{stoneskin}} - -\emph{4th-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (diamond dust worth 100 gp, which the spell -consumes) - -\textbf{Duration:} Concentration, up to 1 hour - -This spell turns the flesh of a willing creature you touch as hard as -stone. Until the spell ends, the target has resistance to nonmagical -bludgeoning, piercing, and slashing damage. - -\hypertarget{storm-of-vengeance}{% -\paragraph{Storm of Vengeance}\label{storm-of-vengeance}} - -\emph{9th-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Sight - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 minute - -A churning storm cloud forms, centered on a point you can see and -spreading to a radius of 360 feet. Lightning flashes in the area, -thunder booms, and strong winds roar. Each creature under the cloud (no -more than 5,000 feet beneath the cloud) when it appears must make a -Constitution saving throw. On a failed save, a creature takes 2d6 -thunder damage and becomes deafened for 5 minutes. - -Each round you maintain concentration on this spell, the storm produces -different effects on your turn. - -\textbf{\emph{Round 2}}. Acidic rain falls from the cloud. Each creature -and object under the cloud takes 1d6 acid damage. - -\textbf{\emph{Round 3}}. You call six bolts of lightning from the cloud -to strike six creatures or objects of your choice beneath the cloud. A -given creature or object can't be struck by more than one bolt. A struck -creature must make a Dexterity saving throw. The creature takes 10d6 -lightning damage on a failed save, or half as much damage on a -successful one. - -\textbf{\emph{Round 4}}. Hailstones rain down from the cloud. Each -creature under the cloud takes 2d6 bludgeoning damage. - -\textbf{\emph{Round 5-10}}. Gusts and freezing rain assail the area -under the cloud. The area becomes difficult terrain and is heavily -obscured. Each creature there takes 1d6 cold damage. Ranged weapon -attacks in the area are impossible. The wind and rain count as a severe -distraction for the purposes of maintaining concentration on spells. -Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) -automatically disperse fog, mists, and similar phenomena in the area, -whether mundane or magical. - -\hypertarget{suggestion}{% -\paragraph{Suggestion}\label{suggestion}} - -\emph{2nd-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, M (a snake's tongue and either a bit of -honeycomb or a drop of sweet oil) - -\textbf{Duration:} Concentration, up to 8 hours - -You suggest a course of activity (limited to a sentence or two) and -magically influence a creature you can see within range that can hear -and understand you. Creatures that can't be charmed are immune to this -effect. The suggestion must be worded in such a manner as to make the -course of action sound reasonable. Asking the creature to stab itself, -throw itself onto a spear, immolate itself, or do some other obviously -harmful act ends the spell. - -The target must make a Wisdom saving throw. On a failed save, it pursues -the course of action you described to the best of its ability. The -suggested course of action can continue for the entire duration. If the -suggested activity can be completed in a shorter time, the spell ends -when the subject finishes what it was asked to do. - -You can also specify conditions that will trigger a special activity -during the duration. For example, you might suggest that a knight give -her warhorse to the first beggar she meets. If the condition isn't met -before the spell expires, the activity isn't performed. - -If you or any of your companions damage the target, the spell ends. - -\hypertarget{sunbeam}{% -\paragraph{Sunbeam}\label{sunbeam}} - -\emph{6th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self (60-foot line) - -\textbf{Components:} V, S, M (a magnifying glass) - -\textbf{Duration:} Concentration, up to 1 minute - -A beam of brilliant light flashes out from your hand in a 5-foot wide, -60-foot long line. Each creature in the line must make a Constitution -saving throw. On a failed save, a creature takes 6d8 radiant damage and -is blinded until your next turn. On a successful save, it takes half as -much damage and isn't blinded by this spell. Undead and oozes have -disadvantage on this saving throw. - -You can create a new line of radiance as your action on any turn until -the spell ends. - -For the duration, a mote of brilliant radiance shines in your hand. It -sheds bright light in a 30-foot radius and dim light for an additional -30 feet. This light is sunlight. - -\hypertarget{sunburst}{% -\paragraph{Sunburst}\label{sunburst}} - -\emph{8th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 150 feet - -\textbf{Components:} V, S, M (fire and a piece of sunstone) - -\textbf{Duration:} Instantaneous - -Brilliant sunlight flashes in a 60-foot radius centered on a point you -choose within range. Each creature in that light must make a -Constitution saving throw. On a failed save, a creature takes 12d6 -radiant damage and is blinded for 1 minute. On a successful save, it -takes half as much damage and isn't blinded by this spell. Undead and -oozes have disadvantage on this saving throw. - -A creature blinded by this spell makes another Constitution saving throw -at the end of each of its turns. On a successful save, it is no longer -blinded. - -This spell dispels any darkness in its area that was created by a spell. - -\hypertarget{symbol}{% -\paragraph{Symbol}\label{symbol}} - -\emph{7th-level abjuration} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (mercury, phosphorus, and powdered diamond -and opal with a total value of at least 1,000 gp, which the spell -consumes) - -\textbf{Duration:} Until dispelled or triggered - -When you cast this spell, you inscribe a harmful glyph either on a -surface (such as a section of floor, a wall, or a table) or within an -object that can be closed to conceal the glyph (such as a book, a -scroll, or a treasure chest). If you choose a surface, the glyph can -cover an area of the surface no larger than 10 feet in diameter. If you -choose an object, that object must remain in its place; if the object is -moved more than 10 feet from where you cast this spell, the glyph is -broken, and the spell ends without being triggered. - -The glyph is nearly invisible, requiring an Intelligence (Investigation) -check against your spell save DC to find it. - -You decide what triggers the glyph when you cast the spell. For glyphs -inscribed on a surface, the most typical triggers include touching or -stepping on the glyph, removing another object covering it, approaching -within a certain distance of it, or manipulating the object that holds -it. For glyphs inscribed within an object, the most common triggers are -opening the object, approaching within a certain distance of it, or -seeing or reading the glyph. - -You can further refine the trigger so the spell is activated only under -certain circumstances or according to a creature's physical -characteristics (such as height or weight), or physical kind (for -example, the ward could be set to affect hags or shapechangers). You can -also specify creatures that don't trigger the glyph, such as those who -say a certain password. - -When you inscribe the glyph, choose one of the options below for its -effect. Once triggered, the glyph glows, filling a 60-foot radius sphere -with dim light for 10 minutes, after which time the spell ends. Each -creature in the sphere when the glyph activates is targeted by its -effect, as is a creature that enters the sphere for the first time on a -turn or ends its turn there. - -\textbf{\emph{Death}}. Each target must make a Constitution saving -throw, taking 10d10 necrotic damage on a failed save, or half as much -damage on a successful save. - -\textbf{\emph{Discord}}. Each target must make a Constitution saving -throw. On a failed save, a target bickers and argues with other -creatures for 1 minute. During this time, it is incapable of meaningful -communication and has disadvantage on attack rolls and ability checks. - -\textbf{\emph{Fear}}. Each target must make a Wisdom saving throw and -becomes frightened for 1 minute on a failed save. While frightened, the -target drops whatever it is holding and must move at least 30 feet away -from the glyph on each of its turns, if able. - -\textbf{\emph{Hopelessness}}. Each target must make a Charisma saving -throw. On a failed save, the target is overwhelmed with despair for 1 -minute. During this time, it can't attack or target any creature with -harmful abilities, spells, or other magical effects. - -\textbf{\emph{Insanity}}. Each target must make an Intelligence saving -throw. On a failed save, the target is driven insane for 1 minute. An -insane creature can't take actions, can't understand what other -creatures say, can't read, and speaks only in gibberish. The GM controls -its movement, which is erratic. - -\textbf{\emph{Pain}}. Each target must make a Constitution saving throw -and becomes incapacitated with excruciating pain for 1 minute on a -failed save. - -\textbf{\emph{Sleep}}. Each target must make a Wisdom saving throw and -falls unconscious for 10 minutes on a failed save. A creature awakens if -it takes damage or if someone uses an action to shake or slap it awake. - -\textbf{\emph{Stunning}}. Each target must make a Wisdom saving throw -and becomes stunned for 1 minute on a failed save. - -\hypertarget{spells-t}{% -\section{Spells (T)}\label{spells-t}} - -\hypertarget{telekinesis}{% -\paragraph{Telekinesis}\label{telekinesis}} - -\emph{5th-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 10 minutes - -You gain the ability to move or manipulate creatures or objects by -thought. When you cast the spell, and as your action each round for the -duration, you can exert your will on one creature or object that you can -see within range, causing the appropriate effect below. You can affect -the same target round after round, or choose a new one at any time. If -you switch targets, the prior target is no longer affected by the spell. - -\textbf{\emph{Creature}}. You can try to move a Huge or smaller -creature. Make an ability check with your spellcasting ability contested -by the creature's Strength check. If you win the contest, you move the -creature up to 30 feet in any direction, including upward but not beyond -the range of this spell. Until the end of your next turn, the creature -is restrained in your telekinetic grip. A creature lifted upward is -suspended in mid-air. - -On subsequent rounds, you can use your action to attempt to maintain -your telekinetic grip on the creature by repeating the contest. - -\textbf{\emph{Object}}. You can try to move an object that weighs up to -1,000 pounds. If the object isn't being worn or carried, you -automatically move it up to 30 feet in any direction, but not beyond the -range of this spell. - -If the object is worn or carried by a creature, you must make an ability -check with your spellcasting ability contested by that creature's -Strength check. If you succeed, you pull the object away from that -creature and can move it up to 30 feet in any direction but not beyond -the range of this spell. - -You can exert fine control on objects with your telekinetic grip, such -as manipulating a simple tool, opening a door or a container, stowing or -retrieving an item from an open container, or pouring the contents from -a vial. - -\hypertarget{telepathic-bond}{% -\paragraph{Telepathic Bond}\label{telepathic-bond}} - -\emph{5th-level divination (ritual)} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (pieces of eggshell from two different -kinds of creatures) - -\textbf{Duration:} 1 hour - -You forge a telepathic link among up to eight willing creatures of your -choice within range, psychically linking each creature to all the others -for the duration. Creatures with Intelligence scores of 2 or less aren't -affected by this spell. - -Until the spell ends, the targets can communicate telepathically through -the bond whether or not they have a common language. The communication -is possible over any distance, though it can't extend to other planes of -existence. - -\hypertarget{teleport}{% -\paragraph{Teleport}\label{teleport}} - -\emph{7th-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 10 feet - -\textbf{Components:} V - -\textbf{Duration:} Instantaneous - -This spell instantly transports you and up to eight willing creatures of -your choice that you can see within range, or a single object that you -can see within range, to a destination you select. If you target an -object, it must be able to fit entirely inside a 10-foot cube, and it -can't be held or carried by an unwilling creature. - -The destination you choose must be known to you, and it must be on the -same plane of existence as you. Your familiarity with the destination -determines whether you arrive there successfully. The GM rolls d100 and -consults the table. - -\textbf{Table- Teleport Familiarity} - -\begin{longtable}[]{@{}lllll@{}} -\toprule -Familiarity & Mishap & Similar Area & Off Target & On Target \\ -\midrule -\endhead -Permanent circle & - & - & - & 01-100 \\ -Associated object & - & - & - & 01-100 \\ -Very familiar & 01-05 & 06-13 & 14-24 & 25-100 \\ -Seen casually & 01-33 & 34-43 & 44-53 & 54-100 \\ -Viewed once & 01-43 & 44-53 & 54-73 & 74-100 \\ -Description & 01-43 & 44-53 & 54-73 & 74-100 \\ -False destination & 01-50 & 51-100 & - & - \\ -& & & & \\ -\bottomrule -\end{longtable} - -\textbf{\emph{Familiarity}}. ``Permanent circle'' means a permanent -teleportation circle whose sigil sequence you know. ``Associated -object'' means that you possess an object taken from the desired -destination within the last six months, such as a book from a wizard's -library, bed linen from a royal suite, or a chunk of marble from a -lich's secret tomb. - -``Very familiar'' is a place you have been very often, a place you have -carefully studied, or a place you can see when you cast the spell. -``Seen casually'' is someplace you have seen more than once but with -which you aren't very familiar. ``Viewed once'' is a place you have seen -once, possibly using magic. ``Description'' is a place whose location -and appearance you know through someone else's description, perhaps from -a map. - -``False destination'' is a place that doesn't exist. Perhaps you tried -to scry an enemy's sanctum but instead viewed an illusion, or you are -attempting to teleport to a familiar location that no longer exists. - -\textbf{\emph{On Target}}. You and your group (or the target object) -appear where you want to. - -\textbf{\emph{Off Target}}. You and your group (or the target object) -appear a random distance away from the destination in a random -direction. Distance off target is 1d10 × 1d10 percent of the distance -that was to be traveled. For example, if you tried to travel 120 miles, -landed off target, and rolled a 5 and 3 on the two d10s, then you would -be off target by 15 percent, or 18 miles. The GM determines the -direction off target randomly by rolling a d8 and designating 1 as -north, 2 as northeast, 3 as east, and so on around the points of the -compass. If you were teleporting to a coastal city and wound up 18 miles -out at sea, you could be in trouble. - -\textbf{\emph{Similar Area}}. You and your group (or the target object) -wind up in a different area that's visually or thematically similar to -the target area. If you are heading for your home laboratory, for -example, you might wind up in another wizard's laboratory or in an -alchemical supply shop that has many of the same tools and implements as -your laboratory. Generally, you appear in the closest similar place, but -since the spell has no range limit, you could conceivably wind up -anywhere on the plane. - -\textbf{\emph{Mishap}}. The spell's unpredictable magic results in a -difficult journey. Each teleporting creature (or the target object) -takes 3d10 force damage, and the GM rerolls on the table to see where -you wind up (multiple mishaps can occur, dealing damage each time). - -\hypertarget{teleportation-circle}{% -\paragraph{Teleportation Circle}\label{teleportation-circle}} - -\emph{5th-level conjuration} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} 10 feet - -\textbf{Components:} V, M (rare chalks and inks infused with precious -gems with 50 gp, which the spell consumes) - -\textbf{Duration:} 1 round - -As you cast the spell, you draw a 10-foot diameter circle on the ground -inscribed with sigils that link your location to a permanent -teleportation circle of your choice whose sigil sequence you know and -that is on the same plane of existence as you. A shimmering portal opens -within the circle you drew and remains open until the end of your next -turn. Any creature that enters the portal instantly appears within 5 -feet of the destination circle or in the nearest unoccupied space if -that space is occupied. - -Many major temples, guilds, and other important places have permanent -teleportation circles inscribed somewhere within their confines. Each -such circle includes a unique sigil sequence-a string of magical runes -arranged in a particular pattern. When you first gain the ability to -cast this spell, you learn the sigil sequences for two destinations on -the Material Plane, determined by the GM. You can learn additional sigil -sequences during your adventures. You can commit a new sigil sequence to -memory after studying it for 1 minute. - -You can create a permanent teleportation circle by casting this spell in -the same location every day for one year. You need not use the circle to -teleport when you cast the spell in this way. - -\hypertarget{thaumaturgy}{% -\paragraph{Thaumaturgy}\label{thaumaturgy}} - -\emph{Transmutation cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V - -\textbf{Duration:} Up to 1 minute - -You manifest a minor wonder, a sign of supernatural power, within range. -You create one of the following magical effects within Range: - -\begin{itemize} -\tightlist -\item - Your voice booms up to three times as loud as normal for 1 minute. -\item - You cause flames to flicker, brighten, dim, or change color for 1 - minute. -\item - You cause harmless tremors in the ground for 1 minute. -\item - You create an instantaneous sound that originates from a point of your - choice within range, such as a rumble of thunder, the cry of a raven, - or ominous whispers. -\item - You instantaneously cause an unlocked door or window to fly open or - slam shut. -\item - You alter the appearance of your eyes for 1 minute. If you cast this - spell multiple times, you can have up to three of its 1-minute effects - active at a time, and you can dismiss such an effect as an action. -\end{itemize} - -\hypertarget{thunderwave}{% -\paragraph{Thunderwave}\label{thunderwave}} - -\emph{1st-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self (15-foot cube) - -\textbf{Components:} V, S - -\textbf{Duration:} Instantaneous - -A wave of thunderous force sweeps out from you. Each creature in a -15-foot cube originating from you must make a Constitution saving throw. -On a failed save, a creature takes 2d8 thunder damage and is pushed 10 -feet away from you. On a successful save, the creature takes half as -much damage and isn't pushed. - -In addition, unsecured objects that are completely within the area of -effect are automatically pushed 10 feet away from you by the spell's -effect, and the spell emits a thunderous boom audible out to 300 feet. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 2nd level or higher, the damage increases by 1d8 for each slot -level above 1st. - -\hypertarget{time-stop}{% -\paragraph{Time Stop}\label{time-stop}} - -\emph{9th-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V - -\textbf{Duration:} Instantaneous - -You briefly stop the flow of time for everyone but yourself. No time -passes for other creatures, while you take 1d4 + 1 turns in a row, -during which you can use actions and move as normal. - -This spell ends if one of the actions you use during this period, or any -effects that you create during this period, affects a creature other -than you or an object being worn or carried by someone other than you. -In addition, the spell ends if you move to a place more than 1,000 feet -from the location where you cast it. - -\hypertarget{tiny-hut}{% -\paragraph{Tiny Hut}\label{tiny-hut}} - -\emph{3rd-level evocation (ritual)} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} Self (10-foot radius hemisphere) - -\textbf{Components:} V, S, M (a small crystal bead) - -\textbf{Duration:} 8 hours - -A 10-foot radius immobile dome of force springs into existence around -and above you and remains stationary for the duration. The spell ends if -you leave its area. - -Nine creatures of Medium size or smaller can fit inside the dome with -you. The spell fails if its area includes a larger creature or more than -nine creatures. Creatures and objects within the dome when you cast this -spell can move through it freely. All other creatures and objects are -barred from passing through it. Spells and other magical effects can't -extend through the dome or be cast through it. The atmosphere inside the -space is comfortable and dry, regardless of the weather outside. - -Until the spell ends, you can command the interior to become dimly lit -or dark. The dome is opaque from the outside, of any color you choose, -but it is transparent from the inside. - -\hypertarget{tongues}{% -\paragraph{Tongues}\label{tongues}} - -\emph{3rd-level divination} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, M (a small clay model of a ziggurat) - -\textbf{Duration:} 1 hour - -This spell grants the creature you touch the ability to understand any -spoken language it hears. Moreover, when the target speaks, any creature -that knows at least one language and can hear the target understands -what it says. - -\hypertarget{transport-via-plants}{% -\paragraph{Transport via Plants}\label{transport-via-plants}} - -\emph{6th-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 10 feet - -\textbf{Components:} V, S - -\textbf{Duration:} 1 round - -This spell creates a magical link between a Large or larger inanimate -plant within range and another plant, at any distance, on the same plane -of existence. You must have seen or touched the destination plant at -least once before. For the duration, any creature can step into the -target plant and exit from the destination plant by using 5 feet of -movement. - -\hypertarget{tree-stride}{% -\paragraph{Tree Stride}\label{tree-stride}} - -\emph{5th-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 minute - -You gain the ability to enter a tree and move from inside it to inside -another tree of the same kind within 500 feet. Both trees must be living -and at least the same size as you. You must use 5 feet of movement to -enter a tree. You instantly know the location of all other trees of the -same kind within 500 feet and, as part of the move used to enter the -tree, can either pass into one of those trees or step out of the tree -you're in. You appear in a spot of your choice within 5 feet of the -destination tree, using another 5 feet of movement. If you have no -movement left, you appear within 5 feet of the tree you entered. - -You can use this transportation ability once per round for the duration. -You must end each turn outside a tree. - -\hypertarget{true-polymorph}{% -\paragraph{True Polymorph}\label{true-polymorph}} - -\emph{9th-level transmutation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a drop of mercury, a dollop of gum arabic, -and a wisp of smoke) - -\textbf{Duration:} Concentration, up to 1 hour - -Choose one creature or nonmagical object that you can see within range. -You transform the creature into a different creature, the creature into -a nonmagical object, or the object into a creature (the object must be -neither worn nor carried by another creature). The transformation lasts -for the duration, or until the target drops to 0 hit points or dies. If -you concentrate on this spell for the full duration, the transformation -lasts until it is dispelled. - -This spell has no effect on a shapechanger or a creature with 0 hit -points. An unwilling creature can make a Wisdom saving throw, and if it -succeeds, it isn't affected by this spell. - -\textbf{\emph{Creature into Creature}}. If you turn a creature into -another kind of creature, the new form can be any kind you choose whose -challenge rating is equal to or less than the target's (or its level, if -the target doesn't have a challenge rating). The target's game -statistics, including mental ability scores, are replaced by the -statistics of the new form. It retains its alignment and personality. - -The target assumes the hit points of its new form, and when it reverts -to its normal form, the creature returns to the number of hit points it -had before it transformed. If it reverts as a result of dropping to 0 -hit points, any excess damage carries over to its normal form. As long -as the excess damage doesn't reduce the creature's normal form to 0 hit -points, it isn't knocked unconscious. - -The creature is limited in the actions it can perform by the nature of -its new form, and it can't speak, cast spells, or take any other action -that requires hands or speech, unless its new form is capable of such -actions. - -The target's gear melds into the new form. The creature can't activate, -use, wield, or otherwise benefit from any of its equipment. - -\textbf{\emph{Object into Creature}}. You can turn an object into any -kind of creature, as long as the creature's size is no larger than the -object's size and the creature's challenge rating is 9 or lower. The -creature is friendly to you and your companions. It acts on each of your -turns. You decide what action it takes and how it moves. The GM has the -creature's statistics and resolves all of its actions and movement. - -If the spell becomes permanent, you no longer control the creature. It -might remain friendly to you, depending on how you have treated it. - -\textbf{\emph{Creature into Object}}. If you turn a creature into an -object, it transforms along with whatever it is wearing and carrying -into that form, as long as the object's size is no larger than the -creature's size. The creature's statistics become those of the object, -and the creature has no memory of time spent in this form, after the -spell ends and it returns to its normal form. - -\hypertarget{true-resurrection}{% -\paragraph{True Resurrection}\label{true-resurrection}} - -\emph{9th-level necromancy} - -\textbf{Casting Time:} 1 hour - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a sprinkle of holy water and diamonds -worth at least 25,000 gp, which the spell consumes) - -\textbf{Duration:} Instantaneous - -You touch a creature that has been dead for no longer than 200 years and -that died for any reason except old age. If the creature's soul is free -and willing, the creature is restored to life with all its hit points. - -This spell closes all wounds, neutralizes any poison, cures all -diseases, and lifts any curses affecting the creature when it died. The -spell replaces damaged or missing organs and limbs. If the creature was -undead, it is restored to its non-undead form. - -The spell can even provide a new body if the original no longer exists, -in which case you must speak the creature's name. The creature then -appears in an unoccupied space you choose within 10 feet of you. - -\hypertarget{true-seeing}{% -\paragraph{True Seeing}\label{true-seeing}} - -\emph{6th-level divination} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (an ointment for the eyes that costs 25 gp; -is made from mushroom powder, saffron, and fat; and is consumed by the -spell) - -\textbf{Duration:} 1 hour - -This spell gives the willing creature you touch the ability to see -things as they actually are. For the duration, the creature has -truesight, notices secret doors hidden by magic, and can see into the -Ethereal Plane, all out to a range of 120 feet. - -\hypertarget{true-strike}{% -\paragraph{True Strike}\label{true-strike}} - -\emph{Divination cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} S - -\textbf{Duration:} Concentration, up to 1 round - -You extend your hand and point a finger at a target in range. Your magic -grants you a brief insight into the target's defenses. On your next -turn, you gain advantage on your first attack roll against the target, -provided that this spell hasn't ended. - -\hypertarget{spells-u}{% -\section{Spells (U)}\label{spells-u}} - -\hypertarget{unseen-servant}{% -\paragraph{Unseen Servant}\label{unseen-servant}} - -\emph{1st-level conjuration (ritual)} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S, M (a piece of string and a bit of wood) - -\textbf{Duration:} 1 hour - -This spell creates an invisible, mindless, shapeless, Medium force that -performs simple tasks at your command until the spell ends. The servant -springs into existence in an unoccupied space on the ground within -range. It has AC 10, 1 hit point, and a Strength of 2, and it can't -attack. If it drops to 0 hit points, the spell ends. - -Once on each of your turns as a bonus action, you can mentally command -the servant to move up to 15 feet and interact with an object. The -servant can perform simple tasks that a human servant could do, such as -fetching things, cleaning, mending, folding clothes, lighting fires, -serving food, and pouring wine. Once you give the command, the servant -performs the task to the best of its ability until it completes the -task, then waits for your next command. - -If you command the servant to perform a task that would move it more -than 60 feet away from you, the spell ends. - -\hypertarget{spells-v}{% -\section{Spells (V)}\label{spells-v}} - -\hypertarget{vampiric-touch}{% -\paragraph{Vampiric Touch}\label{vampiric-touch}} - -\emph{3rd-level necromancy} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to 1 minute - -The touch of your shadow-wreathed hand can siphon life force from others -to heal your wounds. Make a melee spell attack against a creature within -your reach. On a hit, the target takes 3d6 necrotic damage, and you -regain hit points equal to half the amount of necrotic damage dealt. -Until the spell ends, you can make the attack again on each of your -turns as an action. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 4th level or higher, the damage increases by 1d6 for each slot -level above 3rd. - -\hypertarget{vicious-mockery}{% -\paragraph{Vicious Mockery}\label{vicious-mockery}} - -\emph{Enchantment cantrip} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V - -\textbf{Duration:} Instantaneous - -You unleash a string of insults laced with subtle enchantments at a -creature you can see within range. If the target can hear you (though it -need not understand you), it must succeed on a Wisdom saving throw or -take 1d4 psychic damage and have disadvantage on the next attack roll it -makes before the end of its next turn. - -This~spell's~damage~increases~by~1d4~when~you~reach 5th level (2d4), -11th level (3d4), and 17th level (4d4). - -\hypertarget{spells-w}{% -\section{Spells (W)}\label{spells-w}} - -\hypertarget{wall-of-fire}{% -\paragraph{Wall of Fire}\label{wall-of-fire}} - -\emph{4th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S, M (a small piece of phosphorus) - -\textbf{Duration:} Concentration, up to 1 minute - -You create a wall of fire on a solid surface within range. You can make -the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed -wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall -is opaque and lasts for the duration. - -When the wall appears, each creature within its area must make a -Dexterity saving throw. On a failed save, a creature takes 5d8 fire -damage, or half as much damage on a successful save. - -One side of the wall, selected by you when you cast this spell, deals -5d8 fire damage to each creature that ends its turn within 10 feet of -that side or inside the wall. A creature takes the same damage when it -enters the wall for the first time on a turn or ends its turn there. The -other side of the wall deals no damage. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 5th level or higher, the damage increases by 1d8 for each slot -level above 4th. - -\hypertarget{wall-of-force}{% -\paragraph{Wall of Force}\label{wall-of-force}} - -\emph{5th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S, M (a pinch of powder made by crushing a clear -gemstone) - -\textbf{Duration:} Concentration, up to 10 minutes - -An invisible wall of force springs into existence at a point you choose -within range. The wall appears in any orientation you choose, as a -horizontal or vertical barrier or at an angle. It can be free floating -or resting on a solid surface. You can form it into a hemispherical dome -or a sphere with a radius of up to 10 feet, or you can shape a flat -surface made up of ten 10-foot-by-10-foot panels. Each panel must be -contiguous with another panel. In any form, the wall is 1/4 inch thick. -It lasts for the duration. If the wall cuts through a creature's space -when it appears, the creature is pushed to one side of the wall (your -choice which side). - -Nothing can physically pass through the wall. It is immune to all damage -and can't be dispelled by \emph{dispel magic}. A \emph{disintegrate} -spell destroys the wall instantly, however. The wall also extends into -the Ethereal Plane, blocking ethereal travel through the wall. - -\hypertarget{wall-of-ice}{% -\paragraph{Wall of Ice}\label{wall-of-ice}} - -\emph{6th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S, M (a small piece of quartz) - -\textbf{Duration:} Concentration, up to 10 minutes - -You create a wall of ice on a solid surface within range. You can form -it into a hemispherical dome or a sphere with a radius of up to 10 feet, -or you can shape a flat surface made up of ten 10-foot square panels. -Each panel must be contiguous with another panel. In any form, the wall -is 1 foot thick and lasts for the duration. - -If the wall cuts through a creature's space when it appears, the -creature within its area is pushed to one side of the wall and must make -a Dexterity saving throw. On a failed save, the creature takes 10d6 cold -damage, or half as much damage on a successful save. - -The wall is an object that can be damaged and thus breached. It has AC -12 and 30 hit points per 10-foot section, and it is vulnerable to fire -damage. Reducing a 10-foot section of wall to 0 hit points destroys it -and leaves behind a sheet of frigid air in the space the wall occupied. -A creature moving through the sheet of frigid air for the first time on -a turn must make a Constitution saving throw. That creature takes 5d6 -cold damage on a failed save, or half as much damage on a successful -one. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 7th level or higher, the damage the wall deals when it appears -increases by 2d6, and the damage from passing through the sheet of -frigid air increases by 1d6, for each slot level above 6th. - -\hypertarget{wall-of-stone}{% -\paragraph{Wall of Stone}\label{wall-of-stone}} - -\emph{5th-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S, M (a small block of granite) - -\textbf{Duration:} Concentration, up to 10 minutes - -A nonmagical wall of solid stone springs into existence at a point you -choose within range. The wall is 6 inches thick and is composed of ten -10-foot-by-10-foot panels. Each panel must be contiguous with at least -one other panel. Alternatively, you can create 10-foot-by-20-foot panels -that are only 3 inches thick. - -If the wall cuts through a creature's space when it appears, the -creature is pushed to one side of the wall (your choice). If a creature -would be surrounded on all sides by the wall (or the wall and another -solid surface), that creature can make a Dexterity saving throw. On a -success, it can use its reaction to move up to its speed so that it is -no longer enclosed by the wall. - -The wall can have any shape you desire, though it can't occupy the same -space as a creature or object. The wall doesn't need to be vertical or -rest on any firm foundation. It must, however, merge with and be solidly -supported by existing stone. Thus, you can use this spell to bridge a -chasm or create a ramp. - -If you create a span greater than 20 feet in length, you must halve the -size of each panel to create supports. You can crudely shape the wall to -create crenellations, battlements, and so on. - -The wall is an object made of stone that can be damaged and thus -breached. Each panel has AC 15 and 30 hit points per inch of thickness. -Reducing a panel to 0 hit points destroys it and might cause connected -panels to collapse at the GM's discretion. - -If you maintain your concentration on this spell for its whole duration, -the wall becomes permanent and can't be dispelled. Otherwise, the wall -disappears when the spell ends. - -\hypertarget{wall-of-thorns}{% -\paragraph{Wall of Thorns}\label{wall-of-thorns}} - -\emph{6th-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S, M (a handful of thorns) - -\textbf{Duration:} Concentration, up to 10 minutes - -You create a wall of tough, pliable, tangled brush bristling with -needle-sharp thorns. The wall appears within range on a solid surface -and lasts for the duration. You choose to make the wall up to 60 feet -long, 10 feet high, and 5 feet thick or a circle that has a 20-foot -diameter and is up to 20 feet high and 5 feet thick. The wall blocks -line of sight. - -When the wall appears, each creature within its area must make a -Dexterity saving throw. On a failed save, a creature takes 7d8 piercing -damage, or half as much damage on a successful save. - -A creature can move through the wall, albeit slowly and painfully. For -every 1 foot a creature moves through the wall, it must spend 4 feet of -movement. Furthermore, the first time a creature enters the wall on a -turn or ends its turn there, the creature must make a Dexterity saving -throw. It takes 7d8 slashing damage on a failed save, or half as much -damage on a successful one. - -\textbf{\emph{At Higher Levels}}. When you cast this spell using a spell -slot of 7th level or higher, both types of damage increase by 1d8 for -each slot level above 6th. - -\hypertarget{warding-bond}{% -\paragraph{Warding Bond}\label{warding-bond}} - -\emph{2nd-level abjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Touch - -\textbf{Components:} V, S, M (a pair of platinum rings worth at least 50 -gp each, which you and the target must wear for the duration) - -\textbf{Duration:} 1 hour - -This spell wards a willing creature you touch and creates a mystic -connection between you and the target until the spell ends. While the -target is within 60 feet of you, it gains a +1 bonus to AC and saving -throws, and it has resistance to all damage. Also, each time it takes -damage, you take the same amount of damage. - -The spell ends if you drop to 0 hit points or if you and the target -become separated by more than 60 feet. It also ends if the spell is cast -again on either of the connected creatures. You can also dismiss the -spell as an action. - -\hypertarget{water-breathing}{% -\paragraph{Water Breathing}\label{water-breathing}} - -\emph{3rd-level transmutation (ritual)} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a short reed or piece of straw) - -\textbf{Duration:} 24 hours - -This spell grants up to ten willing creatures you can see within range -the ability to breathe underwater until the spell ends. Affected -creatures also retain their normal mode of respiration. - -\hypertarget{water-walk}{% -\paragraph{Water Walk}\label{water-walk}} - -\emph{3rd-level transmutation (ritual)} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (a piece of cork) - -\textbf{Duration:} 1 hour - -This spell grants the ability to move across any liquid surface-such as -water, acid, mud, snow, quicksand, or lava-as if it were harmless solid -ground (creatures crossing molten lava can still take damage from the -heat). Up to ten willing creatures you can see within range gain this -ability for the duration. - -If you target a creature submerged in a liquid, the spell carries the -target to the surface of the liquid at a rate of 60 feet per round. - -\hypertarget{web}{% -\paragraph{Web}\label{web}} - -\emph{2nd-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S, M (a bit of spiderweb) - -\textbf{Duration:} Concentration, up to 1 hour - -You conjure a mass of thick, sticky webbing at a point of your choice -within range. The webs fill a 20-foot cube from that point for the -duration. The webs are difficult terrain and lightly obscure their area. - -If the webs aren't anchored between two solid masses (such as walls or -trees) or layered across a floor, wall, or ceiling, the conjured web -collapses on itself, and the spell ends at the start of your next turn. -Webs layered over a flat surface have a depth of 5 feet. - -Each creature that starts its turn in the webs or that enters them -during its turn must make a - -Dexterity saving throw. On a failed save, the creature is restrained as -long as it remains in the webs or until it breaks free. - -A creature restrained by the webs can use its action to make a Strength -check against your spell save DC. If it succeeds, it is no longer -restrained. - -The webs are flammable. Any 5-foot cube of webs exposed to fire burns -away in 1 round, dealing 2d4 fire damage to any creature that starts its -turn in the fire. - -\hypertarget{weird}{% -\paragraph{Weird}\label{weird}} - -\emph{9th-level illusion} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S - -\textbf{Duration:} Concentration, up to one minute - -Drawing on the deepest fears of a group of creatures, you create -illusory creatures in their minds, visible only to them. Each creature -in a 30-foot radius sphere centered on a point of your choice within -range must make a Wisdom saving throw. On a failed save, a creature -becomes frightened for the duration. The illusion calls on the -creature's deepest fears, manifesting its worst nightmares as an -implacable threat. At the end of each of the frightened creature's -turns, it must succeed on a Wisdom saving throw or take 4d10 psychic -damage. On a successful save, the spell ends for that creature. - -\hypertarget{wind-walk}{% -\paragraph{Wind Walk}\label{wind-walk}} - -\emph{6th-level transmutation} - -\textbf{Casting Time:} 1 minute - -\textbf{Range:} 30 feet - -\textbf{Components:} V, S, M (fire and holy water) - -\textbf{Duration:} 8 hours - -You and up to ten willing creatures you can see within range assume a -gaseous form for the duration, appearing as wisps of cloud. While in -this cloud form, a creature has a flying speed of 300 feet and has -resistance to damage from nonmagical weapons. The only actions a -creature can take in this form are the Dash action or to revert to its -normal form. Reverting takes 1 minute, during which time a creature is -incapacitated and can't move. Until the spell ends, a creature can -revert to cloud form, which also requires the 1-minute transformation. - -If a creature is in cloud form and flying when the effect ends, the -creature descends 60 feet per round for 1 minute until it lands, which -it does safely. If it can't land after 1 minute, the creature falls the -remaining distance. - -\hypertarget{wind-wall}{% -\paragraph{Wind Wall}\label{wind-wall}} - -\emph{3rd-level evocation} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 120 feet - -\textbf{Components:} V, S, M (a tiny fan and a feather of exotic origin) - -\textbf{Duration:} Concentration, up to 1 minute - -A wall of strong wind rises from the ground at a point you choose within -range. You can make the wall up to 50 feet long, 15 feet high, and 1 -foot thick. You can shape the wall in any way you choose so long as it -makes one continuous path along the ground. The wall lasts for the -duration. - -When the wall appears, each creature within its area must make a -Strength saving throw. A creature takes 3d8 bludgeoning damage on a -failed save, or half as much damage on a successful one. - -The strong wind keeps fog, smoke, and other gases at bay. Small or -smaller flying creatures or objects can't pass through the wall. Loose, -lightweight materials brought into the wall fly upward. Arrows, bolts, -and other ordinary projectiles launched at targets behind the wall are -deflected upward and automatically miss. (Boulders hurled by giants or -siege engines, and similar projectiles, are unaffected.) Creatures in -gaseous form can't pass through it. - -\hypertarget{wish}{% -\paragraph{Wish}\label{wish}} - -\emph{9th-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} Self - -\textbf{Components:} V - -\textbf{Duration:} Instantaneous - -\emph{Wish} is the mightiest spell a mortal creature can cast. By simply -speaking aloud, you can alter the very foundations of reality in accord -with your desires. - -The basic use of this spell is to duplicate any other spell of 8th level -or lower. You don't need to meet any requirements in that spell, -including costly components. The spell simply takes effect. - -Alternatively, you can create one of the following effects of your -choice: - -\begin{itemize} -\tightlist -\item - You create one object of up to 25,000 gp in value that isn't a magic - item. The object can be no more than 300 feet in any dimension, and it - appears in an unoccupied space you can see on the ground. -\item - You allow up to twenty creatures that you can see to regain all hit - points, and you end all effects on them described in the \emph{greater - restoration} spell. -\item - You grant up to ten creatures that you can see resistance to a damage - type you choose. -\item - You grant up to ten creatures you can see immunity to a single spell - or other magical effect for 8 hours. For instance, you could make - yourself and all your companions immune to a lich's life drain attack. -\item - You undo a single recent event by forcing a reroll of any roll made - within the last round (including your last turn). Reality reshapes - itself to accommodate the new result. For example, a \emph{wish} spell - could undo an opponent's successful save, a foe's critical hit, or a - friend's failed save. You can force the reroll to be made with - advantage or disadvantage, and you can choose whether to use the - reroll or the original roll. -\end{itemize} - -You might be able to achieve something beyond the scope of the above -examples. State your wish to the GM as precisely as possible. The GM has -great latitude in ruling what occurs in such an instance; the greater -the wish, the greater the likelihood that something goes wrong. This -spell might simply fail, the effect you desire might only be partly -achieved, or you might suffer some unforeseen consequence as a result of -how you worded the wish. For example, wishing that a villain were dead -might propel you forward in time to a period when that villain is no -longer alive, effectively removing you from the game. Similarly, wishing -for a legendary magic item or artifact might instantly transport you to -the presence of the item's current owner. - -The stress of casting this spell to produce any effect other than -duplicating another spell weakens you. After enduring that stress, each -time you cast a spell until you finish a long rest, you take 1d10 -necrotic damage per level of that spell. This damage can't be reduced or -prevented in any way. In addition, your Strength drops to 3, if it isn't -3 or lower already, for 2d4 days. For each of those days that you spend -resting and doing nothing more than light activity, your remaining -recovery time decreases by 2 days. Finally, there is a 33 percent chance -that you are unable to cast \emph{wish} ever again if you suffer this -stress. - -\hypertarget{word-of-recall}{% -\paragraph{Word of Recall}\label{word-of-recall}} - -\emph{6th-level conjuration} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 5 feet - -\textbf{Components:} V - -\textbf{Duration:} Instantaneous - -You and up to five willing creatures within 5 feet of you instantly -teleport to a previously designated sanctuary. You and any creatures -that teleport with you appear in the nearest unoccupied space to the -spot you designated when you prepared your sanctuary (see below). If you -cast this spell without first preparing a sanctuary, the spell has no -effect. - -You must designate a sanctuary by casting this spell within a location, -such as a temple, dedicated to or strongly linked to your deity. If you -attempt to cast the spell in this manner in an area that isn't dedicated -to your deity, the spell has no effect. - -\hypertarget{spells-x}{% -\section{Spells (X)}\label{spells-x}} - -\hypertarget{spells-y}{% -\section{Spells (Y)}\label{spells-y}} - -\hypertarget{spells-z}{% -\section{Spells (Z)}\label{spells-z}} - -\hypertarget{zone-of-truth}{% -\paragraph{Zone of Truth}\label{zone-of-truth}} - -\emph{2nd-level enchantment} - -\textbf{Casting Time:} 1 action - -\textbf{Range:} 60 feet - -\textbf{Components:} V, S - -\textbf{Duration:} 10 minutes - -You create a magical zone that guards against deception in a 15-foot -radius sphere centered on a point of your choice within range. Until the -spell ends, a creature that enters the spell's area for the first time -on a turn or starts its turn there must make a Charisma saving throw. On -a failed save, a creature can't speak a deliberate lie while in the -radius. You know whether each creature succeeds or fails on its saving -throw. - -An affected creature is aware of the spell and can thus avoid answering -questions to which it would normally respond with a lie. Such a creature -can be evasive in its answers as long as it remains within the -boundaries of the truth. - -\hypertarget{gamemastering}{% -\section{GAMEMASTERING}\label{gamemastering}} - -\hypertarget{conditions}{% -\section{Conditions}\label{conditions}} - -Conditions alter a creature's capabilities in a variety of ways and can -arise as a result of a spell, a class feature, a monster's attack, or -other effect. Most conditions, such as blinded, are impairments, but a -few, such as invisible, can be advantageous. - -A condition lasts either until it is countered (the prone condition is -countered by standing up, for example) or for a duration specified by -the effect that imposed the condition. - -If multiple effects impose the same condition on a creature, each -instance of the condition has its own duration, but the condition's -effects don't get worse. A creature either has a condition or doesn't. - -The following definitions specify what happens to a creature while it is -subjected to a condition. - -\hypertarget{blinded}{% -\subsection{Blinded}\label{blinded}} - -\begin{itemize} -\tightlist -\item - A blinded creature can't see and automatically fails any ability check - that requires sight. -\item - Attack rolls against the creature have advantage, and the creature's - attack rolls have disadvantage. -\end{itemize} - -\hypertarget{charmed}{% -\subsection{Charmed}\label{charmed}} - -\begin{itemize} -\tightlist -\item - A charmed creature can't attack the charmer or target the charmer with - harmful abilities or magical effects. -\item - The charmer has advantage on any ability check to interact socially - with the creature. -\end{itemize} - -\hypertarget{deafened}{% -\subsection{Deafened}\label{deafened}} - -\begin{itemize} -\tightlist -\item - A deafened creature can't hear and automatically fails any ability - check that requires hearing. -\end{itemize} - -\hypertarget{exhaustion}{% -\subsection{Exhaustion}\label{exhaustion}} - -Some special abilities and environmental hazards, such as starvation and -the long-term effects of freezing or scorching temperatures, can lead to -a special condition called exhaustion. Exhaustion is measured in six -levels. An effect can give a creature one or more levels of exhaustion, -as specified in the effect's description. - -\textbf{Table- Exhaustion Effects} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Level & Effect \\ -\midrule -\endhead -1 & Disadvantage on ability checks \\ -2 & Speed halved \\ -3 & Disadvantage on attack rolls and saving throws \\ -4 & Hit point maximum halved \\ -5 & Speed reduced to 0 \\ -6 & Death \\ -& \\ -\bottomrule -\end{longtable} - -If an already exhausted creature suffers another effect that causes -exhaustion, its current level of exhaustion increases by the amount -specified in the effect's description. - -A creature suffers the effect of its current level of exhaustion as well -as all lower levels. For example, a creature suffering level 2 -exhaustion has its speed halved and has disadvantage on ability checks. - -An effect that removes exhaustion reduces its level as specified in the -effect's description, with all exhaustion effects ending if a creature's -exhaustion level is reduced below 1. - -Finishing a long rest reduces a creature's exhaustion level by 1, -provided that the creature has also ingested some food and drink. Also, -being raised from the dead reduces a creature's exhaustion level by 1. - -\hypertarget{frightened}{% -\subsection{Frightened}\label{frightened}} - -\begin{itemize} -\tightlist -\item - A frightened creature has disadvantage on ability checks and attack - rolls while the source of its fear is within line of sight. -\item - The creature can't willingly move closer to the source of its fear. -\end{itemize} - -\hypertarget{grappled}{% -\subsection{Grappled}\label{grappled}} - -\begin{itemize} -\tightlist -\item - A grappled creature's speed becomes 0, and it can't benefit from any - bonus to its speed. -\item - The condition ends if the grappler is incapacitated (see the - condition). -\item - The condition also ends if an effect removes the grappled creature - from the reach of the grappler or grappling effect, such as when a - creature is hurled away by the \emph{thunder-wave} spell. -\end{itemize} - -\hypertarget{incapacitated}{% -\subsection{Incapacitated}\label{incapacitated}} - -\begin{itemize} -\tightlist -\item - An incapacitated creature can't take actions or reactions. -\end{itemize} - -\hypertarget{invisible}{% -\subsection{Invisible}\label{invisible}} - -\begin{itemize} -\item - An invisible creature is impossible to see without the aid of magic or - a special sense. For the purpose of hiding, the creature is heavily - obscured. The creature's location can be detected by any noise it - makes or any tracks it leaves. -\item - Attack rolls against the creature have disadvantage, and the - creature's attack rolls have advantage. -\end{itemize} - -\hypertarget{paralyzed}{% -\subsection{Paralyzed}\label{paralyzed}} - -\begin{itemize} -\tightlist -\item - A paralyzed creature is incapacitated (see the condition) and can't - move or speak. -\item - The creature automatically fails Strength and Dexterity saving throws. -\item - Attack rolls against the creature have advantage. -\item - Any attack that hits the creature is a critical hit if the attacker is - within 5 feet of the creature. -\end{itemize} - -\hypertarget{petrified}{% -\subsection{Petrified}\label{petrified}} - -\begin{itemize} -\tightlist -\item - A petrified creature is transformed, along with any nonmagical object - it is wearing or carrying, into a solid inanimate substance (usually - stone). Its weight increases by a factor of ten, and it ceases aging. -\item - The creature is incapacitated (see the condition), can't move or - speak, and is unaware of its surroundings. -\item - Attack rolls against the creature have advantage. -\item - The creature automatically fails Strength and Dexterity saving throws. -\item - The creature has resistance to all damage. -\item - The creature is immune to poison and disease, although a poison or - disease already in its system is suspended, not neutralized. -\end{itemize} - -\hypertarget{poisoned}{% -\subsection{Poisoned}\label{poisoned}} - -\begin{itemize} -\tightlist -\item - A poisoned creature has disadvantage on attack rolls and ability - checks. -\end{itemize} - -\hypertarget{prone}{% -\subsection{Prone}\label{prone}} - -\begin{itemize} -\tightlist -\item - A prone creature's only movement option is to crawl, unless it stands - up and thereby ends the condition. -\item - The creature has disadvantage on attack rolls. -\item - An attack roll against the creature has advantage if the attacker is - within 5 feet of the creature. Otherwise, the attack roll has - disadvantage. -\end{itemize} - -\hypertarget{restrained}{% -\subsection{Restrained}\label{restrained}} - -\begin{itemize} -\tightlist -\item - A restrained creature's speed becomes 0, and it can't benefit from any - bonus to its speed. -\item - Attack rolls against the creature have advantage, and the creature's - attack rolls have disadvantage. -\item - The creature has disadvantage on Dexterity saving throws. -\end{itemize} - -\hypertarget{stunned}{% -\subsection{Stunned}\label{stunned}} - -\begin{itemize} -\tightlist -\item - A stunned creature is incapacitated (see the condition), can't move, - and can speak only falteringly. -\item - The creature automatically fails Strength and Dexterity saving throws. -\item - Attack rolls against the creature have advantage. -\end{itemize} - -\hypertarget{unconscious}{% -\subsection{Unconscious}\label{unconscious}} - -\begin{itemize} -\tightlist -\item - An unconscious creature is incapacitated (see the condition), can't - move or speak, and is unaware of its surroundings -\item - The creature drops whatever it's holding and falls prone. -\item - The creature automatically fails Strength and Dexterity saving throws. -\item - Attack rolls against the creature have advantage. -\item - Any attack that hits the creature is a critical hit if the attacker is - within 5 feet of the creature. -\end{itemize} - -\hypertarget{pantheons}{% -\section{Pantheons}\label{pantheons}} - -The Celtic, Egyptian, Greek, and Norse pantheons are fantasy -interpretations of historical religions from our world's ancient times. -They include deities that are most appropriate for use in a game, -divorced from their historical context in the real world and united into -pantheons that serve the needs of the game. - -\hypertarget{the-celtic-pantheon}{% -\subsection{The Celtic Pantheon}\label{the-celtic-pantheon}} - -It's said that something wild lurks in the heart of every soul, a space -that thrills to the sound of geese calling at night, to the whispering -wind through the pines, to the unexpected red of mistletoe on an oak-and -it is in this space that the Celtic gods dwell. They sprang from the -brook and stream, their might heightened by the strength of the oak and -the beauty of the woodlands and open moor. When the first forester dared -put a name to the face seen in the bole of a tree or the voice babbling -in a brook, these gods forced themselves into being. - -The Celtic gods are as often served by druids as by clerics, for they -are closely aligned with the forces of nature that druids revere. - -\textbf{Table- Celtic Deities} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.4359}} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.0940}} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.1624}} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.3077}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Deity -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Alignment -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Suggested Domains -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Symbol -\end{minipage} \\ -\midrule -\endhead -The Daghdha, god of weather and crops & CG & Nature, Trickery & Bubbling -cauldron or shield \\ -Arawn, god of life and death & NE & Life, Death & Black star on gray -background \\ -Belenus, god of sun, light, and warmth & NG & Light & Solar disk and -standing stones \\ -Brigantia, goddess of rivers and livestock & NG & Life & Footbridge \\ -Diancecht, god of medicine and healing & LG & Life & Crossed oak and -mistletoe branches \\ -Dunatis, god of mountains and peaks & N & Nature & Red sun-capped -mountain peak \\ -Goibhniu, god of smiths and healing & NG & Knowledge, Life & Giant -mallet over sword \\ -Lugh, god of arts, travel, and commerce & CN & Knowledge, Life & Pair of -long hands \\ -Manannan mac Lir, god of oceans and sea creatures & LN & Nature, Tempest -& Wave of white water on green \\ -Math Mathonwy, god of magic & NE & Knowledge & Staff \\ -Morrigan, goddess of battle & CE & War & Two crossed spears \\ -Nuada, god of war and warriors & N & War & Silver hand on black -background \\ -Oghma, god of speech and writing & NG & Knowledge & Unfurled scroll \\ -Silvanus, god of nature and forests & N & Nature & Summer oak tree \\ -& & & \\ -\bottomrule -\end{longtable} - -\hypertarget{the-greek-pantheon}{% -\subsection{The Greek Pantheon}\label{the-greek-pantheon}} - -The gods of Olympus make themselves known with the gentle lap of waves -against the shores and the crash of the thunder among the -cloud-enshrouded peaks. The thick boar-infested woods and the sere, -olive-covered hillsides hold evidence of their passing. Every aspect of -nature echoes with their presence, and they've made a place for -themselves inside the human heart, too. - -\textbf{Table- Greek Deities} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.3729}} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.0932}} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.2034}} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.3305}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Deity -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Alignment -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Suggested Domains -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Symbol -\end{minipage} \\ -\midrule -\endhead -Zeus, god of the sky, ruler of the gods & N & Tempest & Fist full of -lightning bolts \\ -Aphrodite, goddess of love and beauty & CG & Light & Sea shell \\ -Apollo, god of light, music, and healing & CG & Knowledge, Life, Light & -Lyre \\ -Ares, god of war and strife & CE & War & Spear \\ -Artemis, goddess of hunting and childbirth & NG & Life, Nature & Bow and -arrow on lunar disk \\ -Athena, goddess of wisdom and civilization & LG & Knowledge, War & -Owl \\ -Demeter, goddess of agriculture & NG & Life & Mare's head \\ -Dionysus, god of mirth and wine & CN & Life & Thyrsus (staff tipped with -pine cone) \\ -Hades, god of the underworld & LE & Death & Black ram \\ -Hecate, goddess of magic and the moon & CE & Knowledge, Trickery & -Setting moon \\ -Hephaestus, god of smithing and craft & NG & Knowledge & Hammer and -anvil \\ -Hera, goddess of marriage and intrigue & CN & Trickery & Fan of peacock -feathers \\ -Hercules, god of strength and adventure & CG & Tempest, War & Lion's -head \\ -Hermes, god of travel and commerce & CG & Trickery & Caduceus (winged -staff and serpents) \\ -Hestia, goddess of home and family & NG & Life & Hearth \\ -Nike, goddess of victory & LN & War & Winged woman \\ -Pan, god of nature & CN & Nature & Syrinx (pan pipes) \\ -Poseidon, god of the sea and earthquakes & CN & Tempest & Trident \\ -Tyche, goddess of good fortune & N & Trickery & Red pentagram \\ -& & & \\ -\bottomrule -\end{longtable} - -\hypertarget{the-egyptian-pantheon}{% -\subsection{The Egyptian Pantheon}\label{the-egyptian-pantheon}} - -These gods are a young dynasty of an ancient divine family, heirs to the -rulership of the cosmos and the maintenance of the divine principle of -Ma'at-the fundamental order of truth, justice, law, and order that puts -gods, mortal pharaohs, and ordinary men and women in their logical and -rightful place in the universe. - -The Egyptian pantheon is unusual in having three gods responsible for -death, each with different alignments. Anubis is the lawful neutral god -of the afterlife, who judges the souls of the dead. Set is a chaotic -evil god of murder, perhaps best known for killing his brother Osiris. -And Nephthys is a chaotic good goddess of mourning. - -\textbf{Table- Egyptian Deities} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.3902}} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.0894}} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.2114}} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.3089}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Deity -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Alignment -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Suggested Domains -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Symbol -\end{minipage} \\ -\midrule -\endhead -Re-Horakhty, god of the sun, ruler of the gods & LG & Life, Light & -Solar disk encircled by serpent \\ -Anubis, god of judgment and death & LN & Death & Black jackal \\ -Apep, god of evil, fire, and serpents & NE & Trickery & Flaming snake \\ -Bast, goddess of cats and vengeance & CG & War & Cat \\ -Bes, god of luck and music & CN & Trickery & Image of the misshapen -deity \\ -Hathor, goddess of love, music, and motherhood & NG & Life, Light & -Horned cowʼs head with lunar disk \\ -Imhotep, god of crafts and medicine & NG & Knowledge & Step pyramid \\ -Isis, goddess of fertility and magic & NG & Knowledge, Life & Ankh and -star \\ -Nephthys, goddess of death and grief & CG & Death & Horns around a lunar -disk \\ -Osiris, god of nature and the underworld & LG & Life, Nature & Crook and -flail \\ -Ptah, god of crafts, knowledge, and secrets & LN & Knowledge & Bull \\ -Set, god of darkness and desert storms & CE & Death, Tempest, Trickery & -Coiled cobra \\ -Sobek, god of water and crocodiles & LE & Nature, Tempest & Crocodile -head with horns and plumes \\ -Thoth, god of knowledge and wisdom & N & Knowledge & Ibis \\ -& & & \\ -\bottomrule -\end{longtable} - -\hypertarget{the-norse-pantheon}{% -\subsection{The Norse Pantheon}\label{the-norse-pantheon}} - -Where the land plummets from the snowy hills into the icy fjords below, -where the longboats draw up on to the beach, where the glaciers flow -forward and retreat with every fall and spring-this is the land of the -Vikings, the home of the Norse pantheon. It's a brutal clime, and one -that calls for brutal living. The warriors of the land have had to adapt -to the harsh conditions in order to survive, but they haven't been too -twisted by the needs of their environment. Given the necessity of -raiding for food and wealth, it's surprising the mortals turned out as -well as they did. Their powers reflect the need these warriors had for -strong leadership and decisive action. Thus, they see their deities in -every bend of a river, hear them in the crash of the thunder and the -booming of the glaciers, and smell them in the smoke of a burning -longhouse. - -The Norse pantheon includes two main families, the Aesir (deities of war -and destiny) and the Vanir (gods of fertility and prosperity). Once -enemies, these two families are now closely allied against their common -enemies, the giants (including the gods Surtur and Thrym). - -\textbf{Table- Norse Deities} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.3981}} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.1019}} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.1759}} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.3241}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Deity -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Alignment -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Suggested Domains -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Symbol -\end{minipage} \\ -\midrule -\endhead -Odin, god of knowledge and war & NG & Knowledge, War & Watching blue -eye \\ -Aegir, god of the sea and storms & NE & Tempest & Rough ocean waves \\ -Balder, god of beauty and poetry & NG & Life, Light & Gem-encrusted -silver chalice \\ -Forseti, god of justice and law & N & Light & Head of a bearded man \\ -Frey, god of fertility and the sun & NG & Life, Light & Ice-blue -greatsword \\ -Freya, goddess of fertility and love & NG & Life & Falcon \\ -Frigga, goddess of birth and fertility & N & Life, Light & Cat \\ -Heimdall, god of watchfulness and loyalty & LG & Light, War & Curling -musical horn \\ -Hel, goddess of the underworld & NE & Death & Woman's face, rotting on -one side \\ -Hermod, god of luck & CN & Trickery & Winged scroll \\ -Loki, god of thieves and trickery & CE & Trickery & Flame \\ -Njord, god of sea and wind & NG & Nature, Tempest & Gold coin \\ -Odur, god of light and the sun & CG & Light & Solar disk \\ -Sif, goddess of war & CG & War & Upraised sword \\ -Skadi, god of earth and mountains & N & Nature & Mountain peak \\ -Surtur, god of fire giants and war & LE & War & Flaming sword \\ -Thor, god of storms and thunder & CG & Tempest, War & Hammer \\ -Thrym, god of frost giants and cold & CE & War & White double-bladed -axe \\ -Tyr, god of courage and strategy & LN & Knowledge, War & Sword \\ -Uller, god of hunting and winter & CN & Nature & Longbow \\ -& & & \\ -\bottomrule -\end{longtable} - -\hypertarget{planes}{% -\section{Planes}\label{planes}} - -The cosmos teems with a multitude of worlds as well as myriad alternate -dimensions of reality, called the \textbf{planes of existence}. It -encompasses every world where GMs run their adventures, all within the -relatively mundane realm of the Material Plane. Beyond that plane are -domains of raw elemental matter and energy, realms of pure thought and -ethos, the homes of demons and angels, and the dominions of the gods. - -Many spells and magic items can draw energy from these planes, summon -the creatures that dwell there, communicate with their denizens, and -allow adventurers to travel there. As your character achieves greater -power and higher levels, you might walk on streets made of solid fire or -test your mettle on a battlefield where the fallen are resurrected with -each dawn. - -\hypertarget{the-material-plane}{% -\subsection{The Material Plane}\label{the-material-plane}} - -The Material Plane is the nexus where the philosophical and elemental -forces that define the other planes collide in the jumbled existence of -mortal life and mundane matter. All fantasy gaming worlds exist within -the Material Plane, making it the starting point for most campaigns and -adventures. The rest of the multiverse is defined in relation to the -Material Plane. - -The worlds of the Material Plane are infinitely diverse, for they -reflect the creative imagination of the GMs who set their games there, -as well as the players whose heroes adventure there. They include -magic-wasted desert planets and island-dotted water worlds, worlds where -magic combines with advanced technology and others trapped in an endless -Stone Age, worlds where the gods walk and places they have abandoned. - -\hypertarget{beyond-the-material}{% -\subsection{Beyond the Material}\label{beyond-the-material}} - -Beyond the Material Plane, the various planes of existence are realms of -myth and mystery. They're not simply other worlds, but different -qualities of being, formed and governed by spiritual and elemental -principles abstracted from the ordinary world. - -\hypertarget{planar-travel}{% -\subsubsection{Planar Travel}\label{planar-travel}} - -When adventurers travel into other planes of existence, they are -undertaking a legendary journey across the thresholds of existence to a -mythic destination where they strive to complete their quest. Such a -journey is the stuff of legend. Braving the realms of the dead, seeking -out the celestial servants of a deity, or bargaining with an efreeti in -its home city will be the subject of song and story for years to come. - -Travel to the planes beyond the Material Plane can be accomplished in -two ways: by casting a spell or by using a planar portal. - -\textbf{\emph{Spells}}. A number of spells allow direct or indirect -access to other planes of existence. \emph{Plane shift} and \emph{gate} -can transport adventurers directly to any other plane of existence, with -different degrees of precision. \emph{Etherealness} allows adventurers -to enter the Ethereal Plane and travel from there to any of the planes -it touches-such as the Elemental Planes. And the \emph{astral -projection} spell lets adventurers project themselves into the Astral -Plane and travel to the Outer Planes. - -\textbf{\emph{Portals}}. A portal is a general term for a stationary -interplanar connection that links a specific location on one plane to a -specific location on another. Some portals are like doorways, a clear -window, or a fog- shrouded passage, and simply stepping through it -effects the interplanar travel. Others are locations- circles of -standing stones, soaring towers, sailing ships, or even whole towns-that -exist in multiple planes at once or flicker from one plane to another in -turn. Some are vortices, typically joining an Elemental Plane with a -very similar location on the Material Plane, such as the heart of a -volcano (leading to the Plane of Fire) or the depths of the ocean (to -the Plane of Water). - -\hypertarget{transitive-planes}{% -\subsubsection{Transitive Planes}\label{transitive-planes}} - -The Ethereal Plane and the Astral Plane are called the Transitive -Planes. They are mostly featureless realms that serve primarily as ways -to travel from one plane to another. Spells such as \emph{etherealness} -and \emph{astral projection} allow characters to enter these planes and -traverse them to reach the planes beyond. - -The \textbf{Ethereal Plane} is a misty, fog-bound dimension that is -sometimes described as a great ocean. Its shores, called the Border -Ethereal, overlap the Material Plane and the Inner Planes, so that every -location on those planes has a corresponding location on the Ethereal -Plane. Certain creatures can see into the Border Ethereal, and the -\emph{see invisibility} and \emph{true seeing} spell grant that ability. -Some magical effects also extend from the Material Plane into the Border -Ethereal, particularly effects that use force energy such as -\emph{forcecage} and \emph{wall of force}. The depths of the plane, the -Deep Ethereal, are a region of swirling mists and colorful fogs. - -The \textbf{Astral Plane} is the realm of thought and dream, where -visitors travel as disembodied souls to reach the planes of the divine -and demonic. It is a great, silvery sea, the same above and below, with -swirling wisps of white and gray streaking among motes of light -resembling distant stars. Erratic whirlpools of color flicker in midair -like spinning coins. Occasional bits of solid matter can be found here, -but most of the Astral Plane is an endless, open domain. - -\hypertarget{inner-planes}{% -\subsubsection{Inner Planes}\label{inner-planes}} - -The Inner Planes surround and enfold the Material Plane and its echoes, -providing the raw elemental substance from which all the worlds were -made. The four \textbf{Elemental Planes} - Air, Earth, Fire, and Water - -form a ring around the Material Plane, suspended within the churning -\textbf{Elemental Chaos}. - -At their innermost edges, where they are closest to the Material Plane -(in a conceptual if not a literal geographical sense), the four -Elemental Planes resemble a world in the Material Plane. The four -elements mingle together as they do in the Material Plane, forming land, -sea, and sky. Farther from the Material Plane, though, the Elemental -Planes are both alien and hostile. Here, the elements exist in their -purest form-great expanses of solid earth, blazing fire, crystal-clear -water, and unsullied air. These regions are little-known, so when -discussing the Plane of Fire, for example, a speaker usually means just -the border region. At the farthest extents of the Inner Planes, the pure -elements dissolve and bleed together into an unending tumult of clashing -energies and colliding substance, the Elemental Chaos. - -\hypertarget{outer-planes}{% -\subsubsection{Outer Planes}\label{outer-planes}} - -If the Inner Planes are the raw matter and energy that makes up the -multiverse, the Outer Planes are the direction, thought and purpose for -such construction. Accordingly, many sages refer to the Outer Planes as -divine planes, spiritual planes, or godly planes, for the Outer Planes -are best known as the homes of deities. - -When discussing anything to do with deities, the language used must be -highly metaphorical. Their actual homes are not literally ``places'' at -all, but exemplify the idea that the Outer Planes are realms of thought -and spirit. As with the Elemental Planes, one can imagine the -perceptible part of the Outer Planes as a sort of border region, while -extensive spiritual regions lie beyond ordinary sensory experience. - -Even in those perceptible regions, appearances can be deceptive. -Initially, many of the Outer Planes appear hospitable and familiar to -natives of the Material Plane. But the landscape can change at the whims -of the powerful forces that live on the Outer Planes. The desires of the -mighty forces that dwell on these planes can remake them completely, -effectively erasing and rebuilding existence itself to better fulfill -their own needs. - -Distance is a virtually meaningless concept on the Outer Planes. The -perceptible regions of the planes often seem quite small, but they can -also stretch on to what seems like infinity. It might be possible to -take a guided tour of the Nine Hells, from the first layer to the ninth, -in a single day-if the powers of the Hells desire it. Or it could take -weeks for travelers to make a grueling trek across a single layer. - -The most well-known Outer Planes are a group of sixteen planes that -correspond to the eight alignments (excluding neutrality) and the shades -of distinction between them. - -\hypertarget{outer-planes-1}{% -\paragraph{Outer Planes}\label{outer-planes-1}} - -The planes with some element of good in their nature are called the -\textbf{Upper Planes}. Celestial creatures such as angels and pegasi -dwell in the Upper Planes. Planes with some element of evil are the -\textbf{Lower Planes}. Fiends such as demons and devils dwell in the -Lower Planes. A plane's alignment is its essence, and a character whose -alignment doesn't match the plane's experiences a profound sense of -dissonance there. When a good creature visits Elysium, for example (a -neutral good Upper Plane), it feels in tune with the plane, but an evil -creature feels out of tune and more than a little uncomfortable. - -\hypertarget{demiplanes}{% -\paragraph{Demiplanes}\label{demiplanes}} - -Demiplanes are small extradimensional spaces with their own unique -rules. They are pieces of reality that don't seem to fit anywhere else. -Demiplanes come into being by a variety of means. Some are created by -spells, such as \emph{demiplane}, or generated at the desire of a -powerful deity or other force. They may exist naturally, as a fold of -existing reality that has been pinched off from the rest of the -multiverse, or as a baby universe growing in power. A given demiplane -can be entered through a single point where it touches another plane. -Theoretically, a \emph{plane shift} spell can also carry travelers to a -demiplane, but the proper frequency required for the tuning fork is -extremely hard to acquire. The \emph{gate} spell is more reliable, -assuming the caster knows of the demiplane. - -\hypertarget{situational-rules}{% -\section{Situational Rules}\label{situational-rules}} - -\hypertarget{traps}{% -\subsection{Traps}\label{traps}} - -Traps can be found almost anywhere. One wrong step in an ancient tomb -might trigger a series of scything blades, which cleave through armor -and bone. The seemingly innocuous vines that hang over a cave entrance -might grasp and choke anyone who pushes through them. A net hidden among -the trees might drop on travelers who pass underneath. In a fantasy -game, unwary adventurers can fall to their deaths, be burned alive, or -fall under a fusillade of poisoned darts. - -A trap can be either mechanical or magical in nature. \textbf{Mechanical -traps} include pits, arrow traps, falling blocks, water-filled rooms, -whirling blades, and anything else that depends on a mechanism to -operate. \textbf{Magic traps} are either magical device traps or spell -traps. Magical device traps initiate spell effects when activated. Spell -traps are spells such as \emph{glyph of warding} and \emph{symbol} that -function as traps. - -\hypertarget{traps-in-play}{% -\subsubsection{Traps in Play}\label{traps-in-play}} - -When adventurers come across a trap, you need to know how the trap is -triggered and what it does, as well as the possibility for the -characters to detect the trap and to disable or avoid it. - -\hypertarget{triggering-a-trap}{% -\paragraph{Triggering a Trap}\label{triggering-a-trap}} - -Most traps are triggered when a creature goes somewhere or touches -something that the trap's creator wanted to protect. Common triggers -include stepping on a pressure plate or a false section of floor, -pulling a trip wire, turning a doorknob, and using the wrong key in a -lock. Magic traps are often set to go off when a creature enters an area -or touches an object. Some magic traps (such as the \emph{glyph of -warding} spell) have more complicated trigger conditions, including a -password that prevents the trap from activating. - -\hypertarget{detecting-and-disabling-a-trap}{% -\paragraph{Detecting and Disabling a -Trap}\label{detecting-and-disabling-a-trap}} - -Usually, some element of a trap is visible to careful inspection. -Characters might notice an uneven flagstone that conceals a pressure -plate, spot the gleam of light off a trip wire, notice small holes in -the walls from which jets of flame will erupt, or otherwise detect -something that points to a trap's presence. - -A trap's description specifies the checks and DCs needed to detect it, -disable it, or both. A character actively looking for a trap can attempt -a Wisdom (Perception) check against the trap's DC. You can also compare -the DC to detect the trap with each character's passive Wisdom -(Perception) score to determine whether anyone in the party notices the -trap in passing. If the adventurers detect a trap before triggering it, -they might be able to disarm it, either permanently or long enough to -move past it. You might call for an Intelligence (Investigation) check -for a character to deduce what needs to be done, followed by a Dexterity -check using thieves' tools to perform the necessary sabotage. - -Any character can attempt an Intelligence (Arcana) check to detect or -disarm a magic trap, in addition to any other checks noted in the trap's -description. The DCs are the same regardless of the check used. In -addition, \emph{dispel magic} has a chance of disabling most magic -traps. A magic trap's description provides the DC for the ability check -made when you use \emph{dispel magic}. - -In most cases, a trap's description is clear enough that you can -adjudicate whether a character's actions locate or foil the trap. As -with many situations, you shouldn't allow die rolling to override clever -play and good planning. Use your common sense, drawing on the trap's -description to determine what happens. No trap's design can anticipate -every possible action that the characters might attempt. - -You should allow a character to discover a trap without making an -ability check if an action would clearly reveal the trap's presence. For -example, if a character lifts a rug that conceals a pressure plate, the -character has found the trigger and no check is required. - -Foiling traps can be a little more complicated. Consider a trapped -treasure chest. If the chest is opened without first pulling on the two -handles set in its sides, a mechanism inside fires a hail of poison -needles toward anyone in front of it. After inspecting the chest and -making a few checks, the characters are still unsure if it's trapped. -Rather than simply open the chest, they prop a shield in front of it and -push the chest open at a distance with an iron rod. In this case, the -trap still triggers, but the hail of needles fires harmlessly into the -shield. - -Traps are often designed with mechanisms that allow them to be disarmed -or bypassed. Intelligent monsters that place traps in or around their -lairs need ways to get past those traps without harming themselves. Such -traps might have hidden levers that disable their triggers, or a secret -door might conceal a passage that goes around the trap. - -\hypertarget{trap-effects}{% -\paragraph{Trap Effects}\label{trap-effects}} - -The effects of traps can range from inconvenient to deadly, making use -of elements such as arrows, spikes, blades, poison, toxic gas, blasts of -fire, and deep pits. The deadliest traps combine multiple elements to -kill, injure, contain, or drive off any creature unfortunate enough to -trigger them. A trap's description specifies what happens when it is -triggered. - -The attack bonus of a trap, the save DC to resist its effects, and the -damage it deals can vary depending on the trap's severity. Use the Trap -Save DCs and Attack Bonuses table and the Damage Severity by Level table -for suggestions based on three levels of trap severity. - -A trap intended to be a \textbf{setback} is unlikely to kill or -seriously harm characters of the indicated levels, whereas a -\textbf{dangerous} trap is likely to seriously injure (and potentially -kill) characters of the indicated levels. A \textbf{deadly} trap is -likely to kill characters of the indicated levels. - -\textbf{Table- Trap Dangers} - -\begin{longtable}[]{@{}lll@{}} -\toprule -Trap Danger & Save DC & Attack Bonus \\ -\midrule -\endhead -Setback & 10-11 & +3 to +5 \\ -Dangerous & 12-15 & +6 to +8 \\ -Deadly & 16-20 & +9 to +12 \\ -& & \\ -\bottomrule -\end{longtable} - -\textbf{Table- Trap Severity} - -\begin{longtable}[]{@{}llll@{}} -\toprule -Character Level & Setback & Dangerous & Deadly \\ -\midrule -\endhead -1st-4th & 1d10 & 2d10 & 4d10 \\ -5th-10th & 2d10 & 4d10 & 10d10 \\ -11th-16th & 4d10 & 10d10 & 18d10 \\ -17th-20th & 10d10 & 18d10 & 24d10 \\ -& & & \\ -\bottomrule -\end{longtable} - -\hypertarget{complex-traps}{% -\paragraph{Complex Traps}\label{complex-traps}} - -Complex traps work like standard traps, except once activated they -execute a series of actions each round. A complex trap turns the process -of dealing with a trap into something more like a combat encounter. - -When a complex trap activates, it rolls initiative. The trap's -description includes an initiative bonus. On its turn, the trap -activates again, often taking an action. It might make successive -attacks against intruders, create an effect that changes over time, or -otherwise produce a dynamic challenge. Otherwise, the complex trap can -be detected and disabled or bypassed in the usual ways. - -For example, a trap that causes a room to slowly flood works best as a -complex trap. On the trap's turn, the water level rises. After several -rounds, the room is completely flooded. - -\hypertarget{sample-traps}{% -\subsubsection{Sample Traps}\label{sample-traps}} - -The magical and mechanical traps presented here vary in deadliness and -are presented in alphabetical order. - -\hypertarget{collapsing-roof}{% -\paragraph{Collapsing Roof}\label{collapsing-roof}} - -\emph{Mechanical trap} - -This trap uses a trip wire to collapse the supports keeping an unstable -section of a ceiling in place. - -The trip wire is 3 inches off the ground and stretches between two -support beams. The DC to spot the trip wire is 10. A successful DC 15 -Dexterity check using thieves' tools disables the trip wire harmlessly. -A character without thieves' tools can attempt this check with -disadvantage using any edged weapon or edged tool. On a failed check, -the trap triggers. - -Anyone who inspects the beams can easily determine that they are merely -wedged in place. As an action, a character can knock over a beam, -causing the trap to trigger. - -The ceiling above the trip wire is in bad repair, and anyone who can see -it can tell that it's in danger of collapse. - -When the trap is triggered, the unstable ceiling collapses. Any creature -in the area beneath the unstable section must succeed on a DC 15 -Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed -save, or half as much damage on a successful one. Once the trap is -triggered, the floor of the area is filled with rubble and becomes -difficult terrain. - -\hypertarget{falling-net}{% -\paragraph{Falling Net}\label{falling-net}} - -\emph{Mechanical trap} - -This trap uses a trip wire to release a net suspended from the ceiling. - -The trip wire is 3 inches off the ground and stretches between two -columns or trees. The net is hidden by cobwebs or foliage. The DC to -spot the trip wire and net is 10. A successful DC 15 Dexterity check -using thieves' tools breaks the trip wire harmlessly. A character -without thieves' tools can attempt this check with disadvantage using -any edged weapon or edged tool. On a failed check, the trap triggers. - -When the trap is triggered, the net is released, covering a 10-foot -square area. Those in the area are trapped under the net and restrained, -and those that fail a DC 10 Strength saving throw are also knocked -prone. A creature can use its action to make a DC 10 - -Strength check, freeing itself or another creature within its reach on a -success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage -to the net (AC 10) destroys a 5-foot square section of it, freeing any -creature trapped in that section. - -\hypertarget{fire-breathing-statue}{% -\paragraph{Fire-Breathing Statue}\label{fire-breathing-statue}} - -\emph{Magic trap} - -This trap is activated when an intruder steps on a hidden pressure -plate, releasing a magical gout of flame from a nearby statue. The -statue can be of anything, including a dragon or a wizard casting a -spell. - -The DC is 15 to spot the pressure plate, as well as faint scorch marks -on the floor and walls. A spell or other effect that can sense the -presence of magic, such as \emph{detect magic}, reveals an aura of -evocation magic around the statue. - -The trap activates when more than 20 pounds of weight is placed on the -pressure plate, causing the statue to release a 30-foot cone of fire. -Each creature in the fire must make a DC 13 Dexterity saving throw, -taking 22 (4d10) fire damage on a failed save, or half as much damage on -a successful one. - -Wedging an iron spike or other object under the pressure plate prevents -the trap from activating. A successful \emph{dispel magic} (DC 13) cast -on the statue destroys the trap. - -\hypertarget{pits}{% -\paragraph{Pits}\label{pits}} - -\emph{Mechanical trap} - -Four basic pit traps are presented here. - -\textbf{\emph{Simple Pit}}. A simple pit trap is a hole dug in the -ground. The hole is covered by a large cloth anchored on the pit's edge -and camouflaged with dirt and debris. - -The DC to spot the pit is 10. Anyone stepping on the cloth falls through -and pulls the cloth down into the pit, taking damage based on the pit's -depth (usually 10 feet, but some pits are deeper). - -\textbf{\emph{Hidden Pit}}. This pit has a cover constructed from -material identical to the floor around it. - -A successful DC 15 Wisdom (Perception) check discerns an absence of foot -traffic over the section of floor that forms the pit's cover. A -successful DC 15 Intelligence (Investigation) check is necessary to -confirm that the trapped section of floor is actually the cover of a -pit. - -When a creature steps on the cover, it swings open like a trapdoor, -causing the intruder to spill into the pit below. The pit is usually 10 -or 20 feet deep but can be deeper. - -Once the pit trap is detected, an iron spike or similar object can be -wedged between the pit's cover and the surrounding floor in such a way -as to prevent the cover from opening, thereby making it safe to cross. -The cover can also be magically held shut using the \emph{arcane lock} -spell or similar magic. - -\textbf{\emph{Locking Pit}}. This pit trap is identical to a hidden pit -trap, with one key exception: the trap door that covers the pit is -spring-loaded. After a creature falls into the pit, the cover snaps shut -to trap its victim inside. - -A successful DC 20 Strength check is necessary to pry the cover open. -The cover can also be smashed open. A character in the pit can also -attempt to disable the spring mechanism from the inside with a DC 15 -Dexterity check using thieves' tools, provided that the mechanism can be -reached and the character can see. In some cases, a mechanism (usually -hidden behind a secret door nearby) opens the pit. - -\textbf{\emph{Spiked Pit}}. This pit trap is a simple, hidden, or -locking pit trap with sharpened wooden or iron spikes at the bottom. A -creature falling into the pit takes 11 (2d10) piercing damage from the -spikes, in addition to any falling damage. Even nastier versions have -poison smeared on the spikes. In that case, anyone taking piercing -damage from the spikes must also make a DC 13 Constitution saving throw, -taking an 22 (4d10) poison damage on a failed save, or half as much -damage on a successful one. - -\hypertarget{poison-darts}{% -\paragraph{Poison Darts}\label{poison-darts}} - -\emph{Mechanical trap} - -When a creature steps on a hidden pressure plate, poison-tipped darts -shoot from spring-loaded or pressurized tubes cleverly embedded in the -surrounding walls. An area might include multiple pressure plates, each -one rigged to its own set of darts. - -The tiny holes in the walls are obscured by dust and cobwebs, or -cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the -walls. The DC to spot them is 15. With a successful DC 15 Intelligence -(Investigation) check, a character can deduce the presence of the -pressure plate from variations in the mortar and stone used to create -it, compared to the surrounding floor. Wedging an iron spike or other -object under the pressure plate prevents the trap from activating. -Stuffing the holes with cloth or wax prevents the darts contained within -from launching. - -The trap activates when more than 20 pounds of weight is placed on the -pressure plate, releasing four darts. Each dart makes a ranged attack -with a +8 - -bonus against a random target within 10 feet of the pressure plate -(vision is irrelevant to this attack roll). (If there are no targets in -the area, the darts don't hit anything.) A target that is hit takes 2 -(1d4) piercing damage and must succeed on a DC 15 Constitution saving -throw, taking 11 (2d10) poison damage on a failed save, or half as much -damage on a successful one. - -\hypertarget{poison-needle}{% -\paragraph{Poison Needle}\label{poison-needle}} - -\emph{Mechanical trap} - -A poisoned needle is hidden within a treasure chest's lock, or in -something else that a creature might open. Opening the chest without the -proper key causes the needle to spring out, delivering a dose of poison. - -When the trap is triggered, the needle extends 3 inches straight out -from the lock. A creature within range takes 1 piercing damage and 11 -(2d10) poison damage, and must succeed on a DC 15 Constitution saving -throw or be poisoned for 1 hour. - -A successful DC 20 Intelligence (Investigation) check allows a character -to deduce the trap's presence from alterations made to the lock to -accommodate the needle. A successful DC 15 Dexterity check using -thieves' tools disarms the trap, removing the needle from the lock. -Unsuccessfully attempting to pick the lock triggers the trap. - -\hypertarget{rolling-sphere}{% -\paragraph{Rolling Sphere}\label{rolling-sphere}} - -\emph{Mechanical trap} - -When 20 or more pounds of pressure are placed on this trap's pressure -plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot -diameter rolling sphere of solid stone. - -With a successful DC 15 Wisdom (Perception) check, a character can spot -the trapdoor and pressure plate. A search of the floor accompanied by a -successful DC 15 Intelligence (Investigation) check reveals variations -in the mortar and stone that betray the pressure plate's presence. The -same check made while inspecting the ceiling notes variations in the -stonework that reveal the trapdoor. Wedging an iron spike or other -object under the pressure plate prevents the trap from activating. - -Activation of the sphere requires all creatures present to roll -initiative. The sphere rolls initiative with a +8 bonus. On its turn, it -moves 60 feet in a straight line. The sphere can move through creatures' -spaces, and creatures can move through its space, treating it as -difficult terrain. Whenever the sphere enters a creature's space or a -creature enters its space while it's rolling, that creature must succeed -on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage -and be knocked prone. - -The sphere stops when it hits a wall or similar barrier. It can't go -around corners, but smart dungeon builders incorporate gentle, curving -turns into nearby passages that allow the sphere to keep moving. - -As an action, a creature within 5 feet of the sphere can attempt to slow -it down with a DC 20 Strength check. On a successful check, the sphere's -speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops -moving and is no longer a threat. - -\hypertarget{sphere-of-annihilation}{% -\paragraph{Sphere of Annihilation}\label{sphere-of-annihilation}} - -\emph{Magic trap} - -Magical, impenetrable darkness fills the gaping mouth of a stone face -carved into a wall. The mouth is 2 feet in diameter and roughly -circular. No sound issues from it, no light can illuminate the inside of -it, and any matter that enters it is instantly obliterated. - -A successful DC 20 Intelligence (Arcana) check reveals that the mouth -contains a \emph{sphere of annihilation} that can't be controlled or -moved. It is otherwise identical to a normal \emph{sphere of -annihilation}. - -Some versions of the trap include an enchantment placed on the stone -face, such that specified creatures feel an overwhelming urge to -approach it and crawl inside its mouth. This effect is otherwise like -the sympathy aspect of the \emph{antipathy/sympathy} spell. A successful -\emph{dispel magic} (DC 18) removes this enchantment. - -\hypertarget{diseases}{% -\subsection{Diseases}\label{diseases}} - -A plague ravages the kingdom, setting the adventurers on a quest to find -a cure. An adventurer emerges from an ancient tomb, unopened for -centuries, and soon finds herself suffering from a wasting illness. A -warlock offends some dark power and contracts a strange affliction that -spreads whenever he casts spells. - -A simple outbreak might amount to little more than a small drain on -party resources, curable by a casting of \emph{lesser restoration}. A -more complicated outbreak can form the basis of one or more adventures -as characters search for a cure, stop the spread of the disease, and -deal with the consequences. - -A disease that does more than infect a few party members is primarily a -plot device. The rules help describe the effects of the disease and how -it can be cured, but the specifics of how a disease works aren't bound -by a common set of rules. Diseases can affect any creature, and a given -illness might or might not pass from one race or kind of creature to -another. A plague might affect only constructs or undead, or sweep -through a halfling neighborhood but leave other races untouched. What -matters is the story you want to tell. - -\hypertarget{sample-diseases}{% -\subsubsection{Sample Diseases}\label{sample-diseases}} - -The diseases here illustrate the variety of ways disease can work in the -game. Feel free to alter the saving throw DCs, incubation times, -symptoms, and other characteristics of these diseases to suit your -campaign. - -\hypertarget{cackle-fever}{% -\paragraph{Cackle Fever}\label{cackle-fever}} - -This disease targets humanoids, although gnomes are strangely immune. -While in the grips of this disease, victims frequently succumb to fits -of mad laughter, giving the disease its common name and its morbid -nickname: ``the shrieks.'' - -Symptoms manifest 1d4 hours after infection and include fever and -disorientation. The infected creature gains one level of exhaustion that -can't be removed until the disease is cured. - -Any event that causes the infected creature great stress-including -entering combat, taking damage, experiencing fear, or having a -nightmare-forces the creature to make a DC 13 Constitution saving throw. -On a failed save, the creature takes 5 (1d10) psychic damage and becomes -incapacitated with mad laughter for 1 minute. The creature can repeat -the saving throw at the end of each of its turns, ending the mad -laughter and the incapacitated condition on a success. - -Any humanoid creature that starts its turn within 10 feet of an infected -creature in the throes of mad laughter must succeed on a DC 10 -Constitution saving throw or also become infected with the disease. Once -a creature succeeds on this save, it is immune to the mad laughter of -that particular infected creature for 24 hours. - -At the end of each long rest, an infected creature can make a DC 13 -Constitution saving throw. On a successful save, the DC for this save -and for the save to avoid an attack of mad laughter drops by 1d6. When -the saving throw DC drops to 0, the creature recovers from the disease. -A creature that fails three of these saving throws gains a randomly -determined form of indefinite madness, as described later in this -chapter. - -\hypertarget{sewer-plague}{% -\paragraph{Sewer Plague}\label{sewer-plague}} - -Sewer plague is a generic term for a broad category of illnesses that -incubate in sewers, refuse heaps, and stagnant swamps, and which are -sometimes transmitted by creatures that dwell in those areas, such as -rats and otyughs. - -When a humanoid creature is bitten by a creature that carries the -disease, or when it comes into contact with filth or offal contaminated -by the disease, the creature must succeed on a DC 11 Constitution saving -throw or become infected. - -It takes 1d4 days for sewer plague's symptoms to manifest in an infected -creature. Symptoms include fatigue and cramps. The infected creature -suffers one level of exhaustion, and it regains only half the normal -number of hit points from spending Hit Dice and no hit points from -finishing a long rest. - -At the end of each long rest, an infected creature must make a DC 11 -Constitution saving throw. On a failed save, the character gains one -level of exhaustion. On a successful save, the character's exhaustion -level decreases by one level. If a successful saving throw reduces the -infected creature's level of exhaustion below 1, the creature recovers -from the disease. - -\hypertarget{sight-rot}{% -\paragraph{Sight Rot}\label{sight-rot}} - -This painful infection causes bleeding from the eyes and eventually -blinds the victim. - -A beast or humanoid that drinks water tainted by sight rot must succeed -on a DC 15 Constitution saving throw or become infected. One day after -infection, the creature's vision starts to become blurry. The creature -takes a -1 penalty to attack rolls and ability checks that rely on -sight. At the end of each long rest after the symptoms appear, the -penalty worsens by 1. When it reaches -5, the victim is blinded until -its sight is restored by magic such as \emph{lesser restoration} or -\emph{heal}. - -Sight rot can be cured using a rare flower called Eyebright, which grows -in some swamps. Given an hour, a character who has proficiency with an -herbalism kit can turn the flower into one dose of ointment. Applied to -the eyes before a long rest, one dose of it prevents the disease from -worsening after that rest. After three doses, the ointment cures the -disease entirely. - -\hypertarget{madness}{% -\subsection{Madness}\label{madness}} - -In a typical campaign, characters aren't driven mad by the horrors they -face and the carnage they inflict day after day, but sometimes the -stress of being an adventurer can be too much to bear. If your campaign -has a strong horror theme, you might want to use madness as a way to -reinforce that theme, emphasizing the extraordinarily horrific nature of -the threats the adventurers face. - -\hypertarget{going-mad}{% -\subsubsection{Going Mad}\label{going-mad}} - -Various magical effects can inflict madness on an otherwise stable mind. -Certain spells, such as \emph{contact other plane} and \emph{symbol}, -can cause insanity, and you can use the madness rules here instead of -the spell effects of those spells. Diseases, poisons, and planar effects -such as psychic wind or the howling winds of Pandemonium can all inflict -madness. Some artifacts can also break the psyche of a character who -uses or becomes attuned to them. - -Resisting a madness-inducing effect usually requires a Wisdom or -Charisma saving throw. - -\hypertarget{madness-effects}{% -\subsubsection{Madness Effects}\label{madness-effects}} - -Madness can be short-term, long-term, or indefinite. Most relatively -mundane effects impose short-term madness, which lasts for just a few -minutes. More horrific effects or cumulative effects can result in -long-term or indefinite madness. - -A character afflicted with \textbf{short-term madness} is subjected to -an effect from the Short-Term Madness table for 1d10 minutes. - -A character afflicted with \textbf{long-term madness} is subjected to an -effect from the Long-Term Madness table for 1d10 × 10 hours. - -A character afflicted with \textbf{indefinite madness} gains a new -character flaw from the Indefinite Madness table that lasts until cured. - -\textbf{Table- Madness Short-Term Effects} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0597}} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9403}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -d100 -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Effect (lasts 1d10 minutes) -\end{minipage} \\ -\midrule -\endhead -01-20 & The character retreats into his or her mind and becomes -paralyzed. The effect ends if the character takes any damage. \\ -21-30 & The character becomes incapacitated and spends the duration -screaming, laughing, or weeping. \\ -31-40 & The character becomes frightened and must use his or her action -and movement each round to flee from the source of the fear. \\ -41-50 & The character begins babbling and is incapable of normal speech -or spellcasting. \\ -51-60 & The character must use his or her action each round to attack -the nearest creature. \\ -61-70 & The character experiences vivid hallucinations and has -disadvantage on ability checks. \\ -71-75 & The character does whatever anyone tells him or her to do that -isn't obviously self- destructive. \\ -76-80 & The character experiences an overpowering urge to eat something -strange such as dirt, slime, or offal. \\ -81-90 & The character is stunned. \\ -91-100 & The character falls unconscious. \\ -& \\ -\bottomrule -\end{longtable} - -\textbf{Table- Madness Long-Term Effects} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0336}} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9664}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -d100 -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Effect (lasts 1d10 × 10 hours) -\end{minipage} \\ -\midrule -\endhead -01-10 & The character feels compelled to repeat a specific activity over -and over, such as washing hands, touching things, praying, or counting -coins. \\ -11-20 & The character experiences vivid hallucinations and has -disadvantage on ability checks. \\ -21-30 & The character suffers extreme paranoia. The character has -disadvantage on Wisdom and Charisma checks. \\ -31-40 & The character regards something (usually the source of madness) -with intense revulsion, as if affected by the antipathy effect of the -antipathy/sympathy spell. \\ -41-45 & The character experiences a powerful delusion. Choose a potion. -The character imagines that he or she is under its effects. \\ -46-55 & The character becomes attached to a ``lucky charm,'' such as a -person or an object, and has disadvantage on attack rolls, ability -checks, and saving throws while more than 30 feet from it. \\ -56-65 & The character is blinded (25\%) or deafened (75\%). \\ -66-75 & The character experiences uncontrollable tremors or tics, which -impose disadvantage on attack rolls, ability checks, and saving throws -that involve Strength or Dexterity. \\ -76-85 & The character suffers from partial amnesia. The character knows -who he or she is and retains racial traits and class features, but -doesn't recognize other people or remember anything that happened before -the madness took effect. \\ -86-90 & Whenever the character takes damage, he or she must succeed on a -DC 15 Wisdom saving throw or be affected as though he or she failed a -saving throw against the confusion spell. The confusion effect lasts for -1 minute. \\ -91-95 & The character loses the ability to speak. \\ -96-100 & The character falls unconscious. No amount of jostling or -damage can wake the character. \\ -& \\ -\bottomrule -\end{longtable} - -\textbf{Table- Madness Indefinite Flaws} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0548}} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9452}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -d100 -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Flaw (lasts until cured) -\end{minipage} \\ -\midrule -\endhead -01-15 & ``Being drunk keeps me sane.'' \\ -16-25 & ``I keep whatever I find.'' \\ -26-30 & ``I try to become more like someone else I know-adopting his or -her style of dress, mannerisms, and name.'' \\ -31-35 & ``I must bend the truth, exaggerate, or outright lie to be -interesting to other people.'' \\ -36-45 & ``Achieving my goal is the only thing of interest to me, and -I'll ignore everything else to pursue it.'' \\ -46-50 & ``I find it hard to care about anything that goes on around -me.'' \\ -51-55 & ``I don't like the way people judge me all the time.'' \\ -56-70 & ``I am the smartest, wisest, strongest, fastest, and most -beautiful person I know.'' \\ -71-80 & ``I am convinced that powerful enemies are hunting me, and their -agents are everywhere I go. I am sure they're watching me all the -time.'' \\ -81-85 & ``There's only one person I can trust. And only I can see this -special friend.'' \\ -86-95 & ``I can't take anything seriously. The more serious the -situation, the funnier I find it.'' \\ -96-100 & ``I've discovered that I really like killing people.'' \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{curing-madness}{% -\subsubsection{Curing Madness}\label{curing-madness}} - -A \emph{calm emotions} spell can suppress the effects of madness, while -a \emph{lesser restoration} spell can rid a character of a short-term or -long-term madness. Depending on the source of the madness, \emph{remove -curse} or \emph{dispel evil} might also prove effective. A \emph{greater -restoration} spell or more powerful magic is required to rid a character -of indefinite madness. - -\hypertarget{objects}{% -\subsection{Objects}\label{objects}} - -When characters need to saw through ropes, shatter a window, or smash a -vampire's coffin, the only hard and fast rule is this: given enough time -and the right tools, characters can destroy any destructible object. Use -common sense when determining a character's success at damaging an -object. Can a fighter cut through a section of a stone wall with a -sword? No, the sword is likely to break before the wall does. - -For the purpose of these rules, an object is a discrete, inanimate item -like a window, door, sword, book, table, chair, or stone, not a building -or a vehicle that is composed of many other objects. - -\hypertarget{statistics-for-objects}{% -\subsubsection{Statistics for Objects}\label{statistics-for-objects}} - -When time is a factor, you can assign an Armor Class and hit points to a -destructible object. You can also give it immunities, resistances, and -vulnerabilities to specific types of damage. - -\textbf{\emph{Armor Class}}. An object's Armor Class is a measure of how -difficult it is to deal damage to the object when striking it (because -the object has no chance of dodging out of the way). The Object Armor -Class table provides suggested AC values for various substances. - -\textbf{Table- Object's Armor Class} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Substance & AC \\ -\midrule -\endhead -Cloth, paper, rope & 11 \\ -Crystal, glass, ice & 13 \\ -Wood, bone & 15 \\ -Stone & 17 \\ -Iron, steel & 19 \\ -Mithral & 21 \\ -Adamantine & 23 \\ -& \\ -\bottomrule -\end{longtable} - -\textbf{\emph{Hit Points}}. An object's hit points measure how much -damage it can take before losing its structural integrity. Resilient -objects have more hit points than fragile ones. Large objects also tend -to have more hit points than small ones, unless breaking a small part of -the object is just as effective as breaking the whole thing. The Object -Hit Points table provides suggested hit points for fragile and resilient -objects that are Large or smaller. - -\textbf{Table- Object's Hit Points} - -\begin{longtable}[]{@{}lll@{}} -\toprule -Size & Fragile & Resilient \\ -\midrule -\endhead -Tiny (bottle, lock) & 2 (1d4) & 5 (2d4) \\ -Small (chest, lute) & 3 (1d6) & 10 (3d6) \\ -Medium (barrel, chandelier) & 4 (1d8) & 18 (4d8) \\ -Large (cart, 10-ft-by-10-ft window) & 5 (1d10) & 27 (5d10) \\ -& & \\ -\bottomrule -\end{longtable} - -\textbf{\emph{Huge and Gargantuan Objects}}. Normal weapons are of -little use against many Huge and Gargantuan objects, such as a colossal -statue, towering column of stone, or massive boulder. That said, one -torch can burn a Huge tapestry, and an \emph{earthquake} spell can -reduce a colossus to rubble. You can track a Huge or Gargantuan object's -hit points if you like, or you can simply decide how long the object can -withstand whatever weapon or force is acting against it. If you track -hit points for the object, divide it into Large or smaller sections, and -track each section's hit points separately. Destroying one of those -sections could ruin the entire object. For example, a Gargantuan statue -of a human might topple over when one of its Large legs is reduced to 0 -hit points. - -\textbf{\emph{Objects and Damage Types}}. Objects are immune to poison -and psychic damage. You might decide that some damage types are more -effective against a particular object or substance than others. For -example, bludgeoning damage works well for smashing things but not for -cutting through rope or leather. Paper or cloth objects might be -vulnerable to fire and lightning damage. A pick can chip away stone but -can't effectively cut down a tree. As always, use your best judgment. - -\textbf{\emph{Damage Threshold}}. Big objects such as castle walls often -have extra resilience represented by a damage threshold. An object with -a damage threshold has immunity to all damage unless it takes an amount -of damage from a single attack or effect equal to or greater than its -damage threshold, in which case it takes damage as normal. Any damage -that fails to meet or exceed the object's damage threshold is considered -superficial and doesn't reduce the object's hit points. - -\hypertarget{poisons}{% -\subsection{Poisons}\label{poisons}} - -Given their insidious and deadly nature, poisons are illegal in most -societies but are a favorite tool among assassins, drow, and other evil -creatures. - -Poisons come in the following four types. - -\textbf{\emph{Contact}}. Contact poison can be smeared on an object and -remains potent until it is touched or washed off. A creature that -touches contact poison with exposed skin suffers its effects. - -\textbf{\emph{Ingested}}. A creature must swallow an entire dose of -ingested poison to suffer its effects. The dose can be delivered in food -or a liquid. You may decide that a partial dose has a reduced effect, -such as allowing advantage on the saving throw or dealing only half -damage on a failed save. - -\textbf{\emph{Inhaled}}. These poisons are powders or gases that take -effect when inhaled. Blowing the powder or releasing the gas subjects -creatures in a 5-foot cube to its effect. The resulting cloud dissipates -immediately afterward. Holding one's breath is ineffective against -inhaled poisons, as they affect nasal membranes, tear ducts, and other -parts of the body. - -\textbf{\emph{Injury}}. Injury poison can be applied to weapons, -ammunition, trap components, and other objects that deal piercing or -slashing damage and remains potent until delivered through a wound or -washed off. A creature that takes piercing or slashing damage from an -object coated with the poison is exposed to its effects. - -\textbf{Table- List of Poisons} - -\begin{longtable}[]{@{}lll@{}} -\toprule -Item & Type & Price/Dose \\ -\midrule -\endhead -Assassin's blood & Ingested & 150 gp \\ -Burnt othur fumes & Inhaled & 500 gp \\ -Crawler mucus & Contact & 200 gp \\ -Drow poison & Injury & 200 gp \\ -Essence of ether & Inhaled & 300 gp \\ -Malice & Inhaled & 250 gp \\ -Midnight tears & Ingested & 1,500 gp \\ -Oil of taggit & Contact & 400 gp \\ -Pale tincture & Ingested & 250 gp \\ -Purple worm poison & Injury & 2,000 gp \\ -Serpent venom & Injury & 200 gp \\ -Torpor & Ingested & 600 gp \\ -Truth serum & Ingested & 150 gp \\ -Wyvern poison & Injury & 1,200 gp \\ -& & \\ -\bottomrule -\end{longtable} - -\hypertarget{sample-poisons}{% -\subsubsection{Sample Poisons}\label{sample-poisons}} - -Each type of poison has its own debilitating effects. - -\textbf{\emph{Assassin's Blood (Ingested)}}. A creature subjected to -this poison must make a DC 10 Constitution saving throw. On a failed -save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a -successful save, the creature takes half damage and isn't poisoned. - -\textbf{\emph{Burnt Othur Fumes (Inhaled)}}. A creature subjected to -this poison must succeed on a DC 13 Constitution saving throw or take 10 -(3d6) poison damage, and must repeat the saving throw at the start of -each of its turns. On each successive failed save, the character takes 3 -(1d6) poison damage. After three successful saves, the poison ends. - -\textbf{\emph{Crawler Mucus (Contact)}}. This poison must be harvested -from a dead or incapacitated crawler. A creature subjected to this -poison must succeed on a DC 13 Constitution saving throw or be poisoned -for 1 minute. The poisoned creature is paralyzed. The creature can -repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. - -\textbf{\emph{Drow Poison (Injury)}}. This poison is typically made only -by the drow, and only in a place far removed from sunlight. A creature -subjected to this poison must succeed on a DC 13 Constitution saving -throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, -the creature is also unconscious while poisoned in this way. The -creature wakes up if it takes damage or if another creature takes an -action to shake it awake. - -\textbf{\emph{Essence of Ether (Inhaled)}}. A creature subjected to this -poison must succeed on a DC 15 Constitution saving throw or become -poisoned for 8 hours. The poisoned creature is unconscious. The creature -wakes up if it takes damage or if another creature takes an action to -shake it awake. - -\textbf{\emph{Malice (Inhaled)}}. A creature subjected to this poison -must succeed on a DC 15 Constitution saving throw or become poisoned for -1 hour. The poisoned creature is blinded. - -\textbf{\emph{Midnight Tears (Ingested)}}. A creature that ingests this -poison suffers no effect until the stroke of midnight. If the poison has -not been neutralized before then, the creature must succeed on a DC 17 -Constitution saving throw, taking 31 (9d6) poison damage on a failed -save, or half as much damage on a successful one. - -\textbf{\emph{Oil of Taggit (Contact)}}. A creature subjected to this -poison must succeed on a DC 13 Constitution saving throw or become -poisoned for 24 hours. The poisoned creature is unconscious. The -creature wakes up if it takes damage. - -\textbf{\emph{Pale Tincture (Ingested)}}. A creature subjected to this -poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) -poison damage and become poisoned. The poisoned creature must repeat the -saving throw every 24 hours, taking 3 (1d6) poison damage on a failed -save. Until this poison ends, the damage the poison deals can't be -healed by any means. After seven successful saving throws, the effect -ends and the creature can heal normally. - -\textbf{\emph{Purple Worm Poison (Injury)}}. This poison must be -harvested from a dead or incapacitated purple worm. A creature subjected -to this poison must make a DC 19 Constitution saving throw, taking 42 -(12d6) poison damage on a failed save, or half as much damage on a -successful one. - -\textbf{\emph{Serpent Venom (Injury)}}. This poison must be harvested -from a dead or incapacitated giant poisonous snake. A creature subjected -to this poison must succeed on a DC 11 Constitution saving throw, taking -10 (3d6) poison damage on a failed save, or half as much damage on a -successful one. - -\textbf{\emph{Torpor (Ingested)}}. A creature subjected to this poison -must succeed on a DC 15 Constitution saving throw or become poisoned for -4d6 hours. The poisoned creature is incapacitated. - -\textbf{\emph{Truth Serum (Ingested)}}. A creature subjected to this -poison must succeed on a DC 11 Constitution saving throw or become -poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, -as if under the effect of a \emph{zone of truth} spell. - -\textbf{\emph{Wyvern Poison (Injury)}}. This poison must be harvested -from a dead or incapacitated wyvern. A creature subjected to this poison -must make a DC 15 Constitution saving throw, taking 24 (7d6) poison -damage on a failed save, or half as much damage on a successful one. - -\hypertarget{treasure}{% -\section{TREASURE}\label{treasure}} - -Magic items are presented in alphabetical order. A magic item's -description gives the item's name, its category, its rarity, and its -magical properties. - -\hypertarget{magic-items-a}{% -\section{Magic Items (A)}\label{magic-items-a}} - -\hypertarget{adamantine-armor}{% -\subsubsection{Adamantine Armor}\label{adamantine-armor}} - -\emph{Armor (medium or heavy, but not hide), uncommon} - -This suit of armor is reinforced with adamantine, one of the hardest -substances in existence. While you're wearing it, any critical hit -against you becomes a normal hit. - -\hypertarget{ammunition-1-2-or-3}{% -\subsubsection{Ammunition, +1, +2, or +3}\label{ammunition-1-2-or-3}} - -\emph{Weapon (any ammunition), uncommon (+1), rare (+2), or very rare -(+3)} - -You have a bonus to attack and damage rolls made with this piece of -magic ammunition. The bonus is determined by the rarity of the -ammunition. Once it hits a target, the ammunition is no longer magical. - -\hypertarget{amulet-of-health}{% -\subsubsection{Amulet of Health}\label{amulet-of-health}} - -\emph{Wondrous item, rare (requires attunement)} - -Your Constitution score is 19 while you wear this amulet. It has no -effect on you if your Constitution is already 19 or higher. - -\hypertarget{amulet-of-proof-against-detection-and-location}{% -\subsubsection{Amulet of Proof against Detection and -Location}\label{amulet-of-proof-against-detection-and-location}} - -\emph{Wondrous item, uncommon (requires attunement)} - -While wearing this amulet, you are hidden from divination magic. You -can't be targeted by such magic or perceived through magical scrying -sensors. - -\hypertarget{amulet-of-the-planes}{% -\subsubsection{Amulet of the Planes}\label{amulet-of-the-planes}} - -\emph{Wondrous item, very rare (requires attunement)} - -While wearing this amulet, you can use an action to name a location that -you are familiar with on another plane of existence. Then make a DC 15 -Intelligence check. On a successful check, you cast the \emph{plane -shift} spell. On a failure, you and each creature and object within 15 -feet of you travel to a random destination. Roll a d100. On a 1-60, you -travel to a random location on the plane you named. On a 61-100, you -travel to a randomly determined plane of existence. - -\hypertarget{animated-shield}{% -\subsubsection{Animated Shield}\label{animated-shield}} - -\emph{Armor (shield), very rare (requires attunement)} - -While holding this shield, you can speak its command word as a bonus -action to cause it to animate. The shield leaps into the air and hovers -in your space to protect you as if you were wielding it, leaving your -hands free. The shield remains animated for 1 minute, until you use a -bonus action to end this effect, or until you are incapacitated or die, -at which point the shield falls to the ground or into your hand if you -have one free. - -\hypertarget{apparatus-of-the-crab}{% -\subsubsection{Apparatus of the Crab}\label{apparatus-of-the-crab}} - -\emph{Wondrous item, legendary} - -This item first appears to be a Large sealed iron barrel weighing 500 -pounds. The barrel has a hidden catch, which can be found with a -successful DC 20 Intelligence (Investigation) check. Releasing the catch -unlocks a hatch at one end of the barrel, allowing two Medium or smaller -creatures to crawl inside. Ten levers are set in a row at the far end, -each in a neutral position, able to move either up or down. When certain -levers are used, the apparatus transforms to resemble a giant lobster. - -The apparatus of the Crab is a Large object with the following -statistics: - -\textbf{Armor Class} 20 - -\textbf{Hit Points} 200 - -\textbf{Speed} 30 ft., swim 30 ft. (or 0 ft. for both if the legs and -tail aren't extended) - -\textbf{Damage Immunities} poison, psychic - -To be used as a vehicle, the apparatus requires one pilot. While the -apparatus's hatch is closed, the compartment is airtight and watertight. -The compartment holds enough air for 10 hours of breathing, divided by -the number of breathing creatures inside. - -The apparatus floats on water. It can also go underwater to a depth of -900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per -minute from pressure. - -A creature in the compartment can use an action to move as many as two -of the apparatus's levers up or down. After each use, a lever goes back -to its neutral position. Each lever, from left to right, functions as -shown in the Apparatus of the Crab Levers table. - -\textbf{Table- Apparatus of the Crab} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 4\tabcolsep) * \real{0.0252}} - >{\raggedright\arraybackslash}p{(\columnwidth - 4\tabcolsep) * \real{0.4676}} - >{\raggedright\arraybackslash}p{(\columnwidth - 4\tabcolsep) * \real{0.5072}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Lever -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Up -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Down -\end{minipage} \\ -\midrule -\endhead -1 & Legs and tail extend, allowing the apparatus to walk and swim. & -Legs and tail retract, reducing the apparatus's speed to 0 and making it -unable to benefit from bonuses to speed. \\ -2 & Forward window shutter opens. & Forward window shutter closes. \\ -3 & Side window shutters open (two per side). & Side window shutters -close (two per side). \\ -4 & Two claws extend from the front sides of the apparatus. & The claws -retract. \\ -5 & Each extended claw makes the following melee weapon attack: +8 to -hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. & Each -extended claw makes the following melee weapon attack: +8 to hit, reach -5 ft., one target. Hit: The target is grappled (escape DC 15). \\ -6 & The apparatus walks or swims forward. & The apparatus walks or swims -backward. \\ -7 & The apparatus turns 90 degrees left. & The apparatus turns 90 -degrees right. \\ -8 & Eyelike fixtures emit bright light in a 30-foot radius and dim light -for an additional 30 feet. & The light turns off. \\ -9 & The apparatus sinks as much as 20 feet in liquid. & The apparatus -rises up to 20 feet in liquid. \\ -10 & The rear hatch unseals and opens. & The rear hatch closes and -seals. \\ -& & \\ -\bottomrule -\end{longtable} - -\hypertarget{armor-1-2-or-3}{% -\subsubsection{Armor, +1, +2, or +3}\label{armor-1-2-or-3}} - -\emph{Armor (light, medium, or heavy), rare (+1), very rare (+2), or -legendary (+3)} - -You have a bonus to AC while wearing this armor. The bonus is determined -by its rarity. - -\hypertarget{armor-of-invulnerability}{% -\subsubsection{Armor of -Invulnerability}\label{armor-of-invulnerability}} - -\emph{Armor (plate), legendary (requires attunement)} - -You have resistance to nonmagical damage while you wear this armor. -Additionally, you can use an action to make yourself immune to -nonmagical damage for 10 minutes or until you are no longer wearing the -armor. Once this special action is used, it can't be used again until -the next dawn. - -\hypertarget{armor-of-resistance}{% -\subsubsection{Armor of Resistance}\label{armor-of-resistance}} - -\emph{Armor (light, medium, or heavy), rare (requires attunement)} - -You have resistance to one type of damage while you wear this armor. The -GM chooses the type or determines it randomly from the options below. - -\textbf{Table- Armor of Resistance} - -\begin{longtable}[]{@{}ll@{}} -\toprule -d10 & Damage Type \\ -\midrule -\endhead -1 & Acid \\ -2 & Cold \\ -3 & Fire \\ -4 & Force \\ -5 & Lightning \\ -6 & Necrotic \\ -7 & Poison \\ -8 & Psychic \\ -9 & Radiant \\ -10 & Thunder \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{armor-of-vulnerability}{% -\subsubsection{Armor of Vulnerability}\label{armor-of-vulnerability}} - -\emph{Armor (plate), rare (requires attunement)} - -While wearing this armor, you have resistance to one of the following -damage types: bludgeoning, piercing, or slashing. The GM chooses the -type or determines it randomly. - -\textbf{\emph{Curse}}. This armor is cursed, a fact that is revealed -only when an \emph{identify} spell is cast on the armor or you attune to -it. Attuning to the armor curses you until you are targeted by the -\emph{remove curse} spell or similar magic; removing the armor fails to -end the curse. While cursed, you have vulnerability to two of the three -damage types associated with the armor (not the one to which it grants -resistance). - -\hypertarget{arrow-catching-shield}{% -\subsubsection{Arrow-Catching Shield}\label{arrow-catching-shield}} - -\emph{Armor (shield), rare (requires attunement)} - -You gain a +2 bonus to AC against ranged attacks while you wield this -shield. This bonus is in addition to the shield's normal bonus to AC. In -addition, whenever an attacker makes a ranged attack against a target -within 5 feet of you, you can use your reaction to become the target of -the attack instead. - -\hypertarget{arrow-of-slaying}{% -\subsubsection{Arrow of Slaying}\label{arrow-of-slaying}} - -\emph{Weapon (arrow), very rare} - -An \emph{arrow of slaying} is a magic weapon meant to slay a particular -kind of creature. Some are more focused than others; for example, there -are both \emph{arrows of dragon slaying} and \emph{arrows of blue dragon -slaying}. If a creature belonging to the type, race, or group associated -with an \emph{arrow of slaying} takes damage from the arrow, the -creature must make a DC 17 Constitution saving throw, taking an extra -6d10 piercing damage on a failed save, or half as much extra damage on a -successful one. - -Once an \emph{arrow of slaying} deals its extra damage to a creature, it -becomes a nonmagical arrow. - -Other types of magic ammunition of this kind exist, such as \emph{bolts -of slaying} meant for a crossbow, though arrows are most common. - -\hypertarget{magic-items-b}{% -\section{Magic Items (B)}\label{magic-items-b}} - -\hypertarget{bag-of-beans}{% -\subsubsection{Bag of Beans}\label{bag-of-beans}} - -\emph{Wondrous item, rare} - -Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound -plus 1/4 pound for each bean it contains. - -If you dump the bag's contents out on the ground, they explode in a -10-foot radius, extending from the beans. Each creature in the area, -including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire -damage on a failed save, or half as much damage on a successful one. The -fire ignites flammable objects in the area that aren't being worn or -carried. - -If you remove a bean from the bag, plant it in dirt or sand, and then -water it, the bean produces an effect 1 minute later from the ground -where it was planted. The GM can choose an effect from the following -table, determine it randomly, or create an effect. - -\textbf{Table- Bag of Beans} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0191}} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9809}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -d100 -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Effect -\end{minipage} \\ -\midrule -\endhead -01 & 5d4 toadstools sprout. If a creature eats a toadstool, roll any -die. On an odd roll, the eater must succeed on a DC 15 Constitution -saving throw or take 5d6 poison damage and become poisoned for 1 hour. -On an even roll, the eater gains 5d6 temporary hit points for 1 hour. \\ -02-10 & A geyser erupts and spouts water, beer, berry juice, tea, -vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 -rounds. \\ -11-20 & A treant sprouts. There's a 50 percent chance that the treant is -chaotic evil and attacks. \\ -21-30 & An animate, immobile stone statue in your likeness rises. It -makes verbal threats against you. If you leave it and others come near, -it describes you as the most heinous of villains and directs the -newcomers to find and attack you. If you are on the same plane of -existence as the statue, it knows where you are. The statue becomes -inanimate after 24 hours. \\ -31-40 & A campfire with blue flames springs forth and burns for 24 hours -(or until it is extinguished). \\ -41-50 & 1d6+6 shriekers sprout. \\ -51-60 & 1d4+8 bright pink toads crawl forth. Whenever a toad is touched, -it transforms into a Large or smaller monster of the GM's choice. The -monster remains for 1 minute, then disappears in a puff of bright pink -smoke. \\ -61-70 & A hungry bulette burrows up and attacks. 71-80 A fruit tree -grows. It has 1d10+20 fruit, 1d8 of which act as randomly determined -magic potions, while one acts as an ingested poison of the GM's choice. -The tree vanishes after 1 hour. Picked fruit remains, retaining any -magic for 30 days. \\ -81-90 & A nest of 1d4+3 eggs springs up. Any creature that eats an egg -must make a DC 20 Constitution saving throw. On a successful save, a -creature permanently increases its lowest ability score by 1, randomly -choosing among equally low scores. On a failed save, the creature takes -10d6 force damage from an internal magical explosion. \\ -91-99 & A pyramid with a 60-foot square base bursts upward. Inside is a -sarcophagus containing a mummy lord. The pyramid is treated as the mummy -lord's lair, and its sarcophagus contains treasure of the GM's -choice. \\ -100 & A giant beanstalk sprouts, growing to a height of the GM's choice. -The top leads where the GM chooses, such as to a great view, a cloud -giant's castle, or a different plane of existence. \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{bag-of-devouring}{% -\subsubsection{Bag of Devouring}\label{bag-of-devouring}} - -\emph{Wondrous item, very rare} - -This bag superficially resembles a \emph{bag of holding} but is a -feeding orifice for a gigantic extradimensional creature. Turning the -bag inside out closes the orifice. - -The extradimensional creature attached to the bag can sense whatever is -placed inside the bag. Animal or vegetable matter placed wholly in the -bag is devoured and lost forever. When part of a living creature is -placed in the bag, as happens when someone reaches inside it, there is a -50 percent chance that the creature is pulled inside the bag. A creature -inside the bag can use its action to try to escape with a successful DC -15 Strength check. Another creature can use its action to reach into the -bag to pull a creature out, doing so with a successful DC 20 Strength -check (provided it isn't pulled inside the bag first). Any creature that -starts its turn inside the bag is devoured, its body destroyed. - -Inanimate objects can be stored in the bag, which can hold a cubic foot -of such material. However, once each day, the bag swallows any objects -inside it and spits them out into another plane of existence. The GM -determines the time and plane. - -If the bag is pierced or torn, it is destroyed, and anything contained -within it is transported to a random location on the Astral Plane. - -\hypertarget{bag-of-holding}{% -\subsubsection{Bag of Holding}\label{bag-of-holding}} - -\emph{Wondrous item, uncommon} - -This bag has an interior space considerably larger than its outside -dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The -bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. -The bag weighs 15 pounds, regardless of its contents. Retrieving an item -from the bag requires an action. - -If the bag is overloaded, pierced, or torn, it ruptures and is -destroyed, and its contents are scattered in the Astral Plane. If the -bag is turned inside out, its contents spill forth, unharmed, but the -bag must be put right before it can be used again. Breathing creatures -inside the bag can survive up to a number of minutes equal to 10 divided -by the number of creatures (minimum 1 minute), after which time they -begin to suffocate. - -Placing a \emph{bag of holding} inside an extradimensional space created -by a \emph{handy haversack}, \emph{portable hole}, or similar item -instantly destroys both items and opens a gate to the Astral Plane. The -gate originates where the one item was placed inside the other. Any -creature within 10 feet of the gate is sucked through it to a random -location on the Astral Plane. The gate then closes. The gate is one-way -only and can't be reopened. - -\hypertarget{bag-of-tricks}{% -\subsubsection{Bag of Tricks}\label{bag-of-tricks}} - -\emph{Wondrous item, uncommon} - -This ordinary bag, made from gray, rust, or tan cloth, appears empty. -Reaching inside the bag, however, reveals the presence of a small, fuzzy -object. The bag weighs 1/2 pound. - -You can use an action to pull the fuzzy object from the bag and throw it -up to 20 feet. When the object lands, it transforms into a creature you -determine by rolling a d8 and consulting the table that corresponds to -the bag's color. - -The creature is friendly to you and your companions, and it acts on your -turn. You can use a bonus action to command how the creature moves and -what action it takes on its next turn, or to give it general orders, -such as to attack your enemies. In the absence of such orders, the -creature acts in a fashion appropriate to its nature. - -Once three fuzzy objects have been pulled from the bag, the bag can't be -used again until the next dawn. - -\textbf{Table- Gray Bag of Tricks} - -\begin{longtable}[]{@{}ll@{}} -\toprule -d8 & Creature \\ -\midrule -\endhead -1 & Weasel \\ -2 & Giant rat \\ -3 & Badger \\ -4 & Boar \\ -5 & Panther \\ -6 & Giant badger \\ -7 & Dire wolf \\ -8 & Giant elk \\ -& \\ -\bottomrule -\end{longtable} - -\textbf{Table- Rust Bag of Tricks} - -\begin{longtable}[]{@{}ll@{}} -\toprule -d8 & Creature \\ -\midrule -\endhead -1 & Rat \\ -2 & Owl \\ -3 & Mastiff \\ -4 & Goat \\ -5 & Giant goat \\ -6 & Giant boar \\ -7 & Lion \\ -8 & Brown bear \\ -& \\ -\bottomrule -\end{longtable} - -\textbf{Table- Tan Bag of Tricks} - -\begin{longtable}[]{@{}ll@{}} -\toprule -d8 & Creature \\ -\midrule -\endhead -1 & Jackal \\ -2 & Ape \\ -3 & Baboon \\ -4 & Axe beak \\ -5 & Black bear \\ -6 & Giant weasel \\ -7 & Giant hyena \\ -8 & Tiger \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{bead-of-force}{% -\subsubsection{Bead of Force}\label{bead-of-force}} - -\emph{Wondrous item, rare} - -This small black sphere measures 3/4 of an inch in diameter and weighs -an ounce. Typically, 1d4+4 \emph{beads of force} are found together. - -You can use an action to throw the bead up to 60 feet. The bead explodes -on impact and is destroyed. Each creature within a 10-foot radius of -where the bead landed must succeed on a DC 15 Dexterity saving throw or -take 5d4 force damage. A sphere of transparent force then encloses the -area for 1 minute. Any creature that failed the save and is completely -within the area is trapped inside this sphere. Creatures that succeeded -on the save, or are partially within the area, are pushed away from the -center of the sphere until they are no longer inside it. Only breathable -air can pass through the sphere's wall. No attack or other effect can. - -An enclosed creature can use its action to push against the sphere's -wall, moving the sphere up to half the creature's walking speed. The -sphere can be picked up, and its magic causes it to weigh only 1 pound, -regardless of the weight of creatures inside. - -\hypertarget{belt-of-dwarvenkind}{% -\subsubsection{Belt of Dwarvenkind}\label{belt-of-dwarvenkind}} - -\emph{Wondrous item, rare (requires attunement)} - -While wearing this belt, you gain the following benefits: - -\begin{itemize} -\tightlist -\item - Your Constitution score increases by 2, to a maximum of 20. -\item - You have advantage on Charisma (Persuasion) checks made to interact - with dwarves. -\end{itemize} - -In addition, while attuned to the belt, you have a 50 percent chance -each day at dawn of growing a full beard if you're capable of growing -one, or a visibly thicker beard if you already have one. - -If you aren't a dwarf, you gain the following additional benefits while -wearing the belt: - -\begin{itemize} -\tightlist -\item - You have advantage on saving throws against poison, and you have - resistance against poison damage. -\item - You have darkvision out to a range of 60 feet. -\item - You can speak, read, and write Dwarvish. -\end{itemize} - -\hypertarget{belt-of-giant-strength}{% -\subsubsection{Belt of Giant Strength}\label{belt-of-giant-strength}} - -\emph{Wondrous item, rarity varies (requires attunement)} - -While wearing this belt, your Strength score changes to a score granted -by the belt. If your Strength is already equal to or greater than the -belt's score, the item has no effect on you. - -Six varieties of this belt exist, corresponding with and having rarity -according to the six kinds of true giants. The \emph{belt of stone giant -strength} and the \emph{belt of frost giant strength} look different, -but they have the same effect. - -\textbf{Table- Belt of Strength} - -\begin{longtable}[]{@{}lll@{}} -\toprule -Type & Strength & Rarity \\ -\midrule -\endhead -Hill giant & 21 & Rare \\ -Stone/frost giant & 23 & Very rare \\ -Fire giant & 25 & Very rare \\ -Cloud giant & 27 & Legendary \\ -Storm giant & 29 & Legendary \\ -& & \\ -\bottomrule -\end{longtable} - -\hypertarget{berserker-axe}{% -\subsubsection{Berserker Axe}\label{berserker-axe}} - -\emph{Weapon (any axe), rare (requires attunement)} - -You gain a +1 bonus to attack and damage rolls made with this magic -weapon. In addition, while you are attuned to this weapon, your hit -point maximum increases by 1 for each level you have attained. - -\textbf{\emph{Curse}}. This axe is cursed, and becoming attuned to it -extends the curse to you. As long as you remain cursed, you are -unwilling to part with the axe, keeping it within reach at all times. -You also have disadvantage on attack rolls with weapons other than this -one, unless no foe is within 60 feet of you that you can see or hear. - -Whenever a hostile creature damages you while the axe is in your -possession, you must succeed on a DC 15 Wisdom saving throw or go -berserk. While berserk, you must use your action each round to attack -the creature nearest to you with the axe. If you can make extra attacks -as part of the Attack action, you use those extra attacks, moving to -attack the next nearest creature after you fell your current target. If -you have multiple possible targets, you attack one at random. You are -berserk until you start your turn with no creatures within 60 feet of -you that you can see or hear. - -\hypertarget{boots-of-elvenkind}{% -\subsubsection{Boots of Elvenkind}\label{boots-of-elvenkind}} - -\emph{Wondrous item, uncommon} - -While you wear these boots, your steps make no sound, regardless of the -surface you are moving across. You also have advantage on Dexterity -(Stealth) checks that rely on moving silently. - -\hypertarget{boots-of-levitation}{% -\subsubsection{Boots of Levitation}\label{boots-of-levitation}} - -\emph{Wondrous item, rare (requires attunement)} - -While you wear these boots, you can use an action to cast the -\emph{levitate} spell on yourself at will. - -\hypertarget{boots-of-speed}{% -\subsubsection{Boots of Speed}\label{boots-of-speed}} - -\emph{Wondrous item, rare (requires attunement)} - -While you wear these boots, you can use a bonus action and click the -boots' heels together. If you do, the boots double your walking speed, -and any creature that makes an opportunity attack against you has -disadvantage on the attack roll. If you click your heels together again, -you end the effect. - -When the boots' property has been used for a total of 10 minutes, the -magic ceases to function until you finish a long rest. - -\hypertarget{boots-of-striding-and-springing}{% -\subsubsection{Boots of Striding and -Springing}\label{boots-of-striding-and-springing}} - -\emph{Wondrous item, uncommon (requires attunement)} - -While you wear these boots, your walking speed becomes 30 feet, unless -your walking speed is higher, and your speed isn't reduced if you are -encumbered or wearing heavy armor. In addition, you can jump three times -the normal distance, though you can't jump farther than your remaining -movement would allow. - -\hypertarget{boots-of-the-winterlands}{% -\subsubsection{Boots of the -Winterlands}\label{boots-of-the-winterlands}} - -\emph{Wondrous item, uncommon (requires attunement)} - -These furred boots are snug and feel quite warm. While you wear them, -you gain the following benefits: - -\begin{itemize} -\tightlist -\item - You have resistance to cold damage. -\item - You ignore difficult terrain created by ice or snow. -\item - You can tolerate temperatures as low as -50 degrees Fahrenheit without - any additional protection. If you wear heavy clothes, you can tolerate - temperatures as low as -100 degrees Fahrenheit. -\end{itemize} - -\hypertarget{bowl-of-commanding-water-elementals}{% -\subsubsection{Bowl of Commanding Water -Elementals}\label{bowl-of-commanding-water-elementals}} - -\emph{Wondrous item, rare} - -While this bowl is filled with water, you can use an action to speak the -bowl's command word and summon a water elemental, as if you had cast the -\emph{conjure elemental} spell. The bowl can't be used this way again -until the next dawn. - -The bowl is about 1 foot in diameter and half as deep. It weighs 3 -pounds and holds about 3 gallons. - -\hypertarget{bracers-of-archery}{% -\subsubsection{Bracers of Archery}\label{bracers-of-archery}} - -\emph{Wondrous item, uncommon (requires attunement)} - -While wearing these bracers, you have proficiency with the longbow and -shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made -with such weapons. - -\hypertarget{bracers-of-defense}{% -\subsubsection{Bracers of Defense}\label{bracers-of-defense}} - -\emph{Wondrous item, rare (requires attunement)} - -While wearing these bracers, you gain a +2 bonus to AC if you are -wearing no armor and using no shield. - -\hypertarget{brazier-of-commanding-fire-elementals}{% -\subsubsection{Brazier of Commanding Fire -Elementals}\label{brazier-of-commanding-fire-elementals}} - -\emph{Wondrous item, rare} - -While a fire burns in this brass brazier, you can use an action to speak -the brazier's command word and summon a fire elemental, as if you had -cast the \emph{conjure elemental} spell. The brazier can't be used this -way again until the next dawn. - -The brazier weighs 5 pounds. - -\hypertarget{brooch-of-shielding}{% -\subsubsection{Brooch of Shielding}\label{brooch-of-shielding}} - -\emph{Wondrous item, uncommon (requires attunement)} - -While wearing this brooch, you have resistance to force damage, and you -have immunity to damage from the \emph{magic missile} spell. - -\hypertarget{broom-of-flying}{% -\subsubsection{Broom of Flying}\label{broom-of-flying}} - -\emph{Wondrous item, uncommon} - -This wooden broom, which weighs 3 pounds, functions like a mundane broom -until you stand astride it and speak its command word. It then hovers -beneath you and can be ridden in the air. It has a flying speed of 50 -feet. It can carry up to 400 pounds, but its flying speed becomes 30 -feet while carrying over 200 pounds. The broom stops hovering when you -land. - -You can send the broom to travel alone to a destination within 1 mile of -you if you speak the command word, name the location, and are familiar -with that place. The broom comes back to you when you speak another -command word, provided that the broom is still within 1 mile of you. - -\hypertarget{magic-items-c}{% -\section{Magic Items (C)}\label{magic-items-c}} - -\hypertarget{candle-of-invocation}{% -\subsubsection{Candle of Invocation}\label{candle-of-invocation}} - -\emph{Wondrous item, very rare (requires attunement)} - -This slender taper is dedicated to a deity and shares that deity's -alignment. The candle's alignment can be detected with the \emph{detect -evil and good} spell. The GM chooses the god and associated alignment or -determines the alignment randomly. - -\textbf{Table- Candle of Invocation} - -\begin{longtable}[]{@{}ll@{}} -\toprule -d20 & Alignment \\ -\midrule -\endhead -1-2 & Chaotic evil \\ -3-4 & Chaotic neutral \\ -5-7 & Chaotic good \\ -8-9 & Neutral evil \\ -10-11 & Neutral \\ -12-13 & Neutral good \\ -14-15 & Lawful evil \\ -16-17 & Lawful neutral \\ -18-20 & Lawful good \\ -& \\ -\bottomrule -\end{longtable} - -The candle's magic is activated when the candle is lit, which requires -an action. After burning for 4 hours, the candle is destroyed. You can -snuff it out early for use at a later time. Deduct the time it burned in -increments of 1 minute from the candle's total burn time. - -While lit, the candle sheds dim light in a 30-foot radius. Any creature -within that light whose alignment matches that of the candle makes -attack rolls, saving throws, and ability checks with advantage. In -addition, a cleric or druid in the light whose alignment matches the -candle's can cast 1st-level spells he or she has prepared without -expending spell slots, though the spell's effect is as if cast with a -1st-level slot. - -Alternatively, when you light the candle for the first time, you can -cast the \emph{gate} spell with it. Doing so destroys the candle. - -\hypertarget{cape-of-the-mountebank}{% -\subsubsection{Cape of the Mountebank}\label{cape-of-the-mountebank}} - -\emph{Wondrous item, rare} - -This cape smells faintly of brimstone. While wearing it, you can use it -to cast the \emph{dimension door} spell as an action. This property of -the cape can't be used again until the next dawn. - -When you disappear, you leave behind a cloud of smoke, and you appear in -a similar cloud of smoke at your destination. The smoke lightly obscures -the space you left and the space you appear in, and it dissipates at the -end of your next turn. A light or stronger wind disperses the smoke. - -\hypertarget{carpet-of-flying}{% -\subsubsection{Carpet of Flying}\label{carpet-of-flying}} - -\emph{Wondrous item, very rare} - -You can speak the carpet's command word as an action to make the carpet -hover and fly. It moves according to your spoken directions, provided -that you are within 30 feet of it. - -Four sizes of \emph{carpet of flying} exist. The GM chooses the size of -a given carpet or determines it randomly. - -\textbf{Table- Carpet of Flying} - -\begin{longtable}[]{@{}llll@{}} -\toprule -d100 & Size & Capacity & Flying Speed \\ -\midrule -\endhead -01-20 & 3 ft. × 5 ft. & 200 lb. & 80 feet \\ -21-55 & 4 ft. × 6 ft. & 400 lb. & 60 feet \\ -56-80 & 5 ft. × 7 ft. & 600 lb. & 40 feet \\ -81-100 & 6 ft. × 9 ft. & 800 lb. & 30 feet \\ -& & & \\ -\bottomrule -\end{longtable} - -A carpet can carry up to twice the weight shown on the table, but it -flies at half speed if it carries more than its normal capacity. - -\hypertarget{censer-of-controlling-air-elementals}{% -\subsubsection{Censer of Controlling Air -Elementals}\label{censer-of-controlling-air-elementals}} - -\emph{Wondrous item, rare} - -While incense is burning in this censer, you can use an action to speak -the censer's command word and summon an air elemental, as if you had -cast the \emph{conjure elemental} spell. The censer can't be used this -way again until the next dawn. - -This 6-inch-wide, 1-foot high vessel resembles a chalice with a -decorated lid. It weighs 1 pound. - -\hypertarget{chime-of-opening}{% -\subsubsection{Chime of Opening}\label{chime-of-opening}} - -\emph{Wondrous item, rare} - -This hollow metal tube measures about 1 foot long and weighs 1 pound. -You can strike it as an action, pointing it at an object within 120 feet -of you that can be opened, such as a door, lid, or lock. The chime -issues a clear tone, and one lock or latch on the object opens unless -the sound can't reach the object. If no locks or latches remain, the -object itself opens. - -The chime can be used ten times. After the tenth time, it cracks and -becomes useless. - -\hypertarget{circlet-of-blasting}{% -\subsubsection{Circlet of Blasting}\label{circlet-of-blasting}} - -\emph{Wondrous item, uncommon} - -While wearing this circlet, you can use an action to cast the -\emph{scorching ray} spell with it. When you make the spell's attacks, -you do so with an attack bonus of +5. The circlet can't be used this way -again until the next dawn. - -\hypertarget{cloak-of-arachnida}{% -\subsubsection{Cloak of Arachnida}\label{cloak-of-arachnida}} - -\emph{Wondrous item, very rare (requires attunement)} - -This fine garment is made of black silk interwoven with faint silvery -threads. While wearing it, you gain the following benefits: - -\begin{itemize} -\tightlist -\item - You have resistance to poison damage. -\item - You have a climbing speed equal to your walking speed. -\item - You can move up, down, and across vertical surfaces and upside down - along ceilings, while leaving your hands free. -\item - You can't be caught in webs of any sort and can move through webs as - if they were difficult terrain. -\item - You can use an action to cast the \emph{web} spell (save DC 13). The - web created by the spell fills twice its normal area. Once used, this - property of the cloak can't be used again until the next dawn. -\end{itemize} - -\hypertarget{cloak-of-displacement}{% -\subsubsection{Cloak of Displacement}\label{cloak-of-displacement}} - -\emph{Wondrous item, rare (requires attunement)} - -While you wear this cloak, it projects an illusion that makes you appear -to be standing in a place near your actual location, causing any -creature to have disadvantage on attack rolls against you. If you take -damage, the property ceases to function until the start of your next -turn. This property is suppressed while you are incapacitated, -restrained, or otherwise unable to move. - -\hypertarget{cloak-of-elvenkind}{% -\subsubsection{Cloak of Elvenkind}\label{cloak-of-elvenkind}} - -\emph{Wondrous item, uncommon (requires attunement)} - -While you wear this cloak with its hood up, Wisdom (Perception) checks -made to see you have disadvantage, and you have advantage on Dexterity -(Stealth) checks made to hide, as the cloak's color shifts to camouflage -you. Pulling the hood up or down requires an action. - -\hypertarget{cloak-of-protection}{% -\subsubsection{Cloak of Protection}\label{cloak-of-protection}} - -\emph{Wondrous item, uncommon (requires attunement)} - -You gain a +1 bonus to AC and saving throws while you wear this cloak. - -\hypertarget{cloak-of-the-bat}{% -\subsubsection{Cloak of the Bat}\label{cloak-of-the-bat}} - -\emph{Wondrous item, rare (requires attunement)} - -While wearing this cloak, you have advantage on Dexterity (Stealth) -checks. In an area of dim light or darkness, you can grip the edges of -the cloak with both hands and use it to fly at a speed of 40 feet. If -you ever fail to grip the cloak's edges while flying in this way, or if -you are no longer in dim light or darkness, you lose this flying speed. - -While wearing the cloak in an area of dim light or darkness, you can use -your action to cast \emph{polymorph} on yourself, transforming into a -bat. While you are in the form of the bat, you retain your Intelligence, -Wisdom, and Charisma scores. The cloak can't be used this way again -until the next dawn. - -\hypertarget{cloak-of-the-manta-ray}{% -\subsubsection{Cloak of the Manta Ray}\label{cloak-of-the-manta-ray}} - -\emph{Wondrous item, uncommon} - -While wearing this cloak with its hood up, you can breathe underwater, -and you have a swimming speed of 60 feet. Pulling the hood up or down -requires an action. - -\hypertarget{crystal-ball}{% -\subsubsection{Crystal Ball}\label{crystal-ball}} - -\emph{Wondrous item, very rare or legendary (requires attunement)} - -The typical \emph{crystal ball}, a very rare item, is about 6 inches in -diameter. While touching it, you can cast the \emph{scrying} spell (save -DC 17) with it. - -The following \emph{crystal ball} variants are legendary items and have -additional properties. - -\textbf{\emph{Crystal Ball of Mind Reading}}. You can use an action to -cast the \emph{detect thoughts} spell (save DC 17) while you are scrying -with the \emph{crystal ball}, targeting creatures you can see within 30 -feet of the spell's sensor. You don't need to concentrate on this -\emph{detect thoughts} to maintain it during its duration, but it ends -if \emph{scrying} ends. - -\textbf{\emph{Crystal Ball of Telepathy}}. While scrying with the -crystal ball, you can communicate telepathically with creatures you can -see within 30 feet of the spell's sensor. You can also use an action to -cast the \emph{suggestion} spell (save DC 17) through the sensor on one -of those creatures. You don't need to concentrate on this -\emph{suggestion} to maintain it during its duration, but it ends if -\emph{scrying} ends. Once used, the \emph{suggestion} power of the -\emph{crystal ball} can't be used again until the next dawn. - -\textbf{\emph{Crystal Ball of True Seeing}}. While scrying with the -crystal ball, you have truesight with a radius of 120 feet centered on -the spell's sensor. - -\hypertarget{cube-of-force}{% -\subsubsection{Cube of Force}\label{cube-of-force}} - -\emph{Wondrous item, rare (requires attunement)} - -This cube is about an inch across. Each face has a distinct marking on -it that can be pressed. The cube starts with 36 charges, and it regains -1d20 expended charges daily at dawn. - -You can use an action to press one of the cube's faces, expending a -number of charges based on the chosen face, as shown in the Cube of -Force Faces table. Each face has a different effect. If the cube has -insufficient charges remaining, nothing happens. Otherwise, a barrier of -invisible force springs into existence, forming a cube 15 feet on a -side. The barrier is centered on you, moves with you, and lasts for 1 -minute, until you use an action to press the cube's sixth face, or the -cube runs out of charges. You can change the barrier's effect by -pressing a different face of the cube and expending the requisite number -of charges, resetting the duration. - -If your movement causes the barrier to come into contact with a solid -object that can't pass through the cube, you can't move any closer to -that object as long as the barrier remains. - -\textbf{Table- Cube of Force Effects} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 4\tabcolsep) * \real{0.0462}} - >{\raggedright\arraybackslash}p{(\columnwidth - 4\tabcolsep) * \real{0.0692}} - >{\raggedright\arraybackslash}p{(\columnwidth - 4\tabcolsep) * \real{0.8846}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -Face -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Charges -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Effect -\end{minipage} \\ -\midrule -\endhead -1 & 1 & Gases, wind, and fog can't pass through the barrier. \\ -2 & 2 & Nonliving matter can't pass through the barrier. Walls, floors, -and ceilings can pass through at your discretion. \\ -3 & 3 & Living matter can't pass through the barrier. \\ -4 & 4 & Spell effects can't pass through the barrier. \\ -5 & 5 & Nothing can pass through the barrier. Walls, floors, and -ceilings can pass through at your discretion. \\ -6 & 0 & The barrier deactivates. \\ -& & \\ -\bottomrule -\end{longtable} - -The cube loses charges when the barrier is targeted by certain spells or -comes into contact with certain spell or magic item effects, as shown in -the table below. - -\textbf{Table- Cube of Force Charges Lost} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Spell or Item & Charges Lost \\ -\midrule -\endhead -Disintegrate & 1d12 \\ -Horn of blasting & 1d10 \\ -Passwall & 1d6 \\ -Prismatic spray & 1d20 \\ -Wall of fire & 1d4 \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{cubic-gate}{% -\subsubsection{Cubic Gate}\label{cubic-gate}} - -\emph{Wondrous item, legendary} - -This cube is 3 inches across and radiates palpable magical energy. The -six sides of the cube are each keyed to a different plane of existence, -one of which is the Material Plane. The other sides are linked to planes -determined by the GM. - -You can use an action to press one side of the cube to cast the -\emph{gate} spell with it, opening a portal to the plane keyed to that -side. Alternatively, if you use an action to press one side twice, you -can cast the \emph{plane shift} spell (save DC 17) with the cube and -transport the targets to the plane keyed to that side. - -The cube has 3 charges. Each use of the cube expends 1 charge. The cube -regains 1d3 expended charges daily at dawn. - -\hypertarget{magic-items-d}{% -\section{Magic Items (D)}\label{magic-items-d}} - -\hypertarget{dagger-of-venom}{% -\subsubsection{Dagger of Venom}\label{dagger-of-venom}} - -\emph{Weapon (dagger), rare} - -You gain a +1 bonus to attack and damage rolls made with this magic -weapon. - -You can use an action to cause thick, black poison to coat the blade. -The poison remains for 1 minute or until an attack using this weapon -hits a creature. That creature must succeed on a DC 15 Constitution -saving throw or take 2d10 poison damage and become poisoned for 1 -minute. The dagger can't be used this way again until the next dawn. - -\hypertarget{dancing-sword}{% -\subsubsection{Dancing Sword}\label{dancing-sword}} - -\emph{Weapon (any sword), very rare (requires attunement)} - -You can use a bonus action to toss this magic sword into the air and -speak the command word. When you do so, the sword begins to hover, flies -up to 30 feet, and attacks one creature of your choice within 5 feet of -it. The sword uses your attack roll and ability score modifier to damage -rolls. - -While the sword hovers, you can use a bonus action to cause it to fly up -to 30 feet to another spot within 30 feet of you. As part of the same -bonus action, you can cause the sword to attack one creature within 5 -feet of it. - -After the hovering sword attacks for the fourth time, it flies up to 30 -feet and tries to return to your hand. If you have no hand free, it -falls to the ground at your feet. If the sword has no unobstructed path -to you, it moves as close to you as it can and then falls to the ground. -It also ceases to hover if you grasp it or move more than 30 feet away -from it. - -\hypertarget{decanter-of-endless-water}{% -\subsubsection{Decanter of Endless -Water}\label{decanter-of-endless-water}} - -\emph{Wondrous item, uncommon} - -This stoppered flask sloshes when shaken, as if it contains water. The -decanter weighs 2 pounds. - -You can use an action to remove the stopper and speak one of three -command words, whereupon an amount of fresh water or salt water (your -choice) pours out of the flask. The water stops pouring out at the start -of your next turn. Choose from the following options: - -\begin{itemize} -\tightlist -\item - ``Stream'' produces 1 gallon of water. -\item - ``Fountain'' produces 5 gallons of water. -\item - ``Geyser'' produces 30 gallons of water that gushes forth in a geyser - 30 feet long and 1 foot wide. As a bonus action while holding the - decanter, you can aim the geyser at a creature you can see within 30 - feet of you. The target must succeed on a DC 13 Strength saving throw - or take 1d4 bludgeoning damage and fall prone. Instead of a creature, - you can target an object that isn't being worn or carried and that - weighs no more than 200 pounds. The object is either knocked over or - pushed up to 15 feet away from you. -\end{itemize} - -\hypertarget{deck-of-illusions}{% -\subsubsection{Deck of Illusions}\label{deck-of-illusions}} - -\emph{Wondrous item, uncommon} - -This box contains a set of parchment cards. A full deck has 34 cards. A -deck found as treasure is usually missing 1d20-1 cards. - -The magic of the deck functions only if cards are drawn at random (you -can use an altered deck of playing cards to simulate the deck). You can -use an action to draw a card at random from the deck and throw it to the -ground at a point within 30 feet of you. - -An illusion of one or more creatures forms over the thrown card and -remains until dispelled. An illusory creature appears real, of the -appropriate size, and behaves as if it were a real creature except that -it can do no harm. While you are within 120 feet of the illusory -creature and can see it, you can use an action to move it magically -anywhere within 30 feet of its card. Any physical interaction with the -illusory creature reveals it to be an illusion, because objects pass -through it. Someone who uses an action to visually inspect the creature -identifies it as illusory with a successful DC 15 Intelligence -(Investigation) check. The creature then appears translucent. - -The illusion lasts until its card is moved or the illusion is dispelled. -When the illusion ends, the image on its card disappears, and that card -can't be used again. - -\textbf{Table- Deck of Illusions} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Playing Card & Illusion \\ -\midrule -\endhead -Ace of hearts & Red dragon \\ -King of hearts & Knight and four guards \\ -Queen of hearts & Succubus or incubus \\ -Jack of hearts & Druid \\ -Ten of hearts & Cloud giant \\ -Nine of hearts & Ettin \\ -Eight of hearts & Bugbear \\ -Two of hearts & Goblin \\ -Ace of diamonds & Beholder \\ -King of diamonds & Archmage and mage apprentice \\ -Queen of diamonds & Night hag \\ -Jack of diamonds & Assassin \\ -Ten of diamonds & Fire giant \\ -Nine of diamonds & Ogre mage \\ -Eight of diamonds & Gnoll \\ -Two of diamonds & Kobold \\ -Ace of spades & Lich \\ -King of spades & Priest and two acolytes \\ -Queen of spades & Medusa \\ -Jack of spades & Veteran \\ -Ten of spades & Frost giant \\ -Nine of spades & Troll \\ -Eight of spades & Hobgoblin \\ -Two of spades & Goblin \\ -Ace of clubs & Iron golem \\ -King of clubs & Bandit captain and three bandits \\ -Queen of clubs & Erinyes \\ -Jack of clubs & Berserker \\ -Ten of clubs & Hill giant \\ -Nine of clubs & Ogre \\ -Eight of clubs & Orc \\ -Two of clubs & Kobold \\ -Jokers (2) & You (the deck's owner) \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{deck-of-many-things}{% -\subsubsection{Deck of Many Things}\label{deck-of-many-things}} - -\emph{Wondrous item, legendary} - -Usually found in a box or pouch, this deck contains a number of cards -made of ivory or vellum. Most (75 percent) of these decks have only -thirteen cards, but the rest have twenty-two. - -Before you draw a card, you must declare how many cards you intend to -draw and then draw them randomly (you can use an altered deck of playing -cards to simulate the deck). Any cards drawn in excess of this number -have no effect. Otherwise, as soon as you draw a card from the deck, its -magic takes effect. You must draw each card no more than 1 hour after -the previous draw. If you fail to draw the chosen number, the remaining -number of cards fly from the deck on their own and take effect all at -once. - -Once a card is drawn, it fades from existence. Unless the card is the -Fool or the Jester, the card reappears in the deck, making it possible -to draw the same card twice. - -\textbf{Table- Deck of Many Things} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Playing Card & Card \\ -\midrule -\endhead -Ace of diamonds & Vizier* \\ -King of diamonds & Sun \\ -Queen of diamonds & Moon \\ -Jack of diamonds & Star \\ -Two of diamonds & Comet* \\ -Ace of hearts & The Fates* \\ -King of hearts & Throne \\ -Queen of hearts & Key \\ -Jack of hearts & Knight \\ -Two of hearts & Gem* \\ -Ace of clubs & Talons* \\ -King of clubs & The Void \\ -Queen of clubs & Flames \\ -Jack of clubs & Skull \\ -Two of clubs & Idiot* \\ -Ace of spades & Donjon* \\ -King of spades & Ruin \\ -Queen of spades & Euryale \\ -Jack of spades & Rogue \\ -Two of spades & Balance* \\ -Joker (with TM) & Fool* \\ -Joker (without TM) & Jester \\ -& \\ -\bottomrule -\end{longtable} - -* Found only in a deck with twenty-two cards - -\textbf{\emph{Balance}}. Your mind suffers a wrenching alteration, -causing your alignment to change. Lawful becomes chaotic, good becomes -evil, and vice versa. If you are true neutral or unaligned, this card -has no effect on you. - -\textbf{\emph{Comet}}. If you single-handedly defeat the next hostile -monster or group of monsters you encounter, you gain experience points -enough to gain one level. Otherwise, this card has no effect. - -\textbf{\emph{Donjon}}. You disappear and become entombed in a state of -suspended animation in an extradimensional sphere. Everything you were -wearing and carrying stays behind in the space you occupied when you -disappeared. You remain imprisoned until you are found and removed from -the sphere. You can't be located by any divination magic, but a -\emph{wish} spell can reveal the location of your prison. You draw no -more cards. - -\textbf{\emph{Euryale}}. The card's medusa-like visage curses you. You -take a -2 penalty on saving throws while cursed in this way. Only a god -or the magic of The Fates card can end this curse. - -\textbf{\emph{The Fates}}. Reality's fabric unravels and spins anew, -allowing you to avoid or erase one event as if it never happened. You -can use the card's magic as soon as you draw the card or at any other -time before you die. - -\textbf{\emph{Flames}}. A powerful devil becomes your enemy. The devil -seeks your ruin and plagues your life, savoring your suffering before -attempting to slay you. This enmity lasts until either you or the devil -dies. - -\textbf{\emph{Fool}}. You lose 10,000 XP, discard this card, and draw -from the deck again, counting both draws as one of your declared draws. -If losing that much XP would cause you to lose a level, you instead lose -an amount that leaves you with just enough XP to keep your level. - -\textbf{\emph{Gem}}. Twenty-five pieces of jewelry worth 2,000 gp each -or fifty gems worth 1,000 gp each appear at your feet. - -\textbf{\emph{Idiot}}. Permanently reduce your Intelligence by 1d4+1 (to -a minimum score of 1). You can draw one additional card beyond your -declared draws. - -\textbf{\emph{Jester}}. You gain 10,000 XP, or you can draw two -additional cards beyond your declared draws. - -\textbf{\emph{Key}}. A rare or rarer magic weapon with which you are -proficient appears in your hands. The GM chooses the weapon. - -\textbf{\emph{Knight}}. You gain the service of a 4th-level fighter who -appears in a space you choose within 30 feet of you. The fighter is of -the same race as you and serves you loyally until death, believing the -fates have drawn him or her to you. You control this character. - -\textbf{\emph{Moon}}. You are granted the ability to cast the -\emph{wish} spell 1d3 times. - -\textbf{\emph{Rogue}}. A nonplayer character of the GM's choice becomes -hostile toward you. The identity of your new enemy isn't known until the -NPC or someone else reveals it. Nothing less than a \emph{wish} spell or -divine intervention can end the NPC's hostility toward you. - -\textbf{\emph{Ruin}}. All forms of wealth that you carry or own, other -than magic items, are lost to you. Portable property vanishes. -Businesses, buildings, and land you own are lost in a way that alters -reality the least. Any documentation that proves you should own -something lost to this card also disappears. - -\textbf{\emph{Skull}}. You summon an avatar of death-a ghostly humanoid -skeleton clad in a tattered black robe and carrying a spectral scythe. -It appears in a space of the GM's choice within 10 feet of you and -attacks you, warning all others that you must win the battle alone. The -avatar fights until you die or it drops to 0 hit points, whereupon it -disappears. If anyone tries to help you, the helper summons its own -avatar of death. A creature slain by an avatar of death can't be -restored to life. - -\hypertarget{avatar-of-death}{% -\paragraph{Avatar of Death}\label{avatar-of-death}} - -\emph{Medium undead, neutral evil} - -\textbf{Armor Class} 20 - -\textbf{Hit Points} half the hit point maximum of its summoner - -\textbf{Speed} 60 ft., fly 60 ft. (hover) - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 16 (+3) & 16 (+3) & 16 (+3) & 16 (+3) & 16 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Immunities} necrotic, poison - -\textbf{Condition Immunities} charmed, frightened, paralyzed, petrified, -poisoned, unconscious - -\textbf{Senses} darkvision 60 ft., truesight 60 ft., passive Perception -13 - -\textbf{Languages} all languages known to its summoner - -\textbf{Challenge} - (0 XP) - -\textbf{\emph{Incorporeal Movement}}. The avatar can move through other -creatures and objects as if they were difficult terrain. It takes 5 -(1d10) force damage if it ends its turn inside an object. - -\textbf{\emph{Turning Immunity}}. The avatar is immune to features that -turn undead. - -Actions - -\textbf{\emph{Reaping Scythe}}. The avatar sweeps its spectral scythe -through a creature within 5 feet of it, dealing 7 (1d8+3) slashing -damage plus 4 (1d8) necrotic damage. - -\textbf{\emph{Star}}. Increase one of your ability scores by 2. The -score can exceed 20 but can't exceed 24. - -\textbf{\emph{Sun}}. You gain 50,000 XP, and a wondrous item (which the -GM determines randomly) appears in your hands. - -\textbf{\emph{Talons}}. Every magic item you wear or carry -disintegrates. Artifacts in your possession aren't destroyed but do -vanish. - -\textbf{\emph{Throne}}. You gain proficiency in the Persuasion skill, -and you double your proficiency bonus on checks made with that skill. In -addition, you gain rightful ownership of a small keep somewhere in the -world. However, the keep is currently in the hands of monsters, which -you must clear out before you can claim the keep as yours. - -\textbf{\emph{Vizier}}. At any time you choose within one year of -drawing this card, you can ask a question in meditation and mentally -receive a truthful answer to that question. Besides information, the -answer helps you solve a puzzling problem or other dilemma. In other -words, the knowledge comes with wisdom on how to apply it. - -\textbf{\emph{The Void}}. This black card spells disaster. Your soul is -drawn from your body and contained in an object in a place of the GM's -choice. One or more powerful beings guard the place. While your soul is -trapped in this way, your body is incapacitated. A \emph{wish} spell -can't restore your soul, but the spell reveals the location of the -object that holds it. You draw no more cards. - -\hypertarget{defender}{% -\subsubsection{Defender}\label{defender}} - -\emph{Weapon (any sword), legendary (requires attunement)} - -You gain a +3 bonus to attack and damage rolls made with this magic -weapon. - -The first time you attack with the sword on each of your turns, you can -transfer some or all of the sword's bonus to your Armor Class, instead -of using the bonus on any attacks that turn. For example, you could -reduce the bonus to your attack and damage rolls to +1 and gain a +2 -bonus to AC. The adjusted bonuses remain in effect until the start of -your next turn, although you must hold the sword to gain a bonus to AC -from it. - -\hypertarget{demon-armor}{% -\subsubsection{Demon Armor}\label{demon-armor}} - -\emph{Armor (plate), very rare (requires attunement)} - -While wearing this armor, you gain a +1 bonus to AC, and you can -understand and speak Abyssal. In addition, the armor's clawed gauntlets -turn unarmed strikes with your hands into magic weapons that deal -slashing damage, with a +1 bonus to attack rolls and damage rolls and a -damage die of 1d8. - -\textbf{\emph{Curse}}. Once you don this cursed armor, you can't doff it -unless you are targeted by the \emph{remove curse} spell or similar -magic. While wearing the armor, you have disadvantage on attack rolls -against demons and on saving throws against their spells and special -abilities. - -\hypertarget{dimensional-shackles}{% -\subsubsection{Dimensional Shackles}\label{dimensional-shackles}} - -\emph{Wondrous item, rare} - -You can use an action to place these shackles on an incapacitated -creature. The shackles adjust to fit a creature of Small to Large size. -In addition to serving as mundane manacles, the shackles prevent a -creature bound by them from using any method of extradimensional -movement, including teleportation or travel to a different plane of -existence. They don't prevent the creature from passing through an -interdimensional portal. - -You and any creature you designate when you use the shackles can use an -action to remove them. Once every 30 days, the bound creature can make a -DC 30 Strength (Athletics) check. On a success, the creature breaks free -and destroys the shackles. - -\hypertarget{dragon-scale-mail}{% -\subsubsection{Dragon Scale Mail}\label{dragon-scale-mail}} - -\emph{Armor (scale mail), very rare (requires attunement)} - -Dragon scale mail is made of the scales of one kind of dragon. Sometimes -dragons collect their cast-off scales and gift them to humanoids. Other -times, hunters carefully skin and preserve the hide of a dead dragon. In -either case, dragon scale mail is highly valued. - -While wearing this armor, you gain a +1 bonus to AC, you have advantage -on saving throws against the Frightful Presence and breath weapons of -dragons, and you have resistance to one damage type that is determined -by the kind of dragon that provided the scales (see the table). - -Additionally, you can focus your senses as an action to magically -discern the distance and direction to the closest dragon within 30 miles -of you that is of the same type as the armor. This special action can't -be used again until the next dawn. - -\textbf{Table- Dragon Scale Mail} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Dragon & Resistance \\ -\midrule -\endhead -Black & Acid \\ -Blue & Lightning \\ -Brass & Fire \\ -Bronze & Lightning \\ -Copper & Acid \\ -Gold & Fire \\ -Green & Poison \\ -Red & Fire \\ -Silver & Cold \\ -White & Cold \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{dragon-slayer}{% -\subsubsection{Dragon Slayer}\label{dragon-slayer}} - -\emph{Weapon (any sword), rare} - -You gain a +1 bonus to attack and damage rolls made with this magic -weapon. - -When you hit a dragon with this weapon, the dragon takes an extra 3d6 -damage of the weapon's type. For the purpose of this weapon, ``dragon'' -refers to any creature with the dragon type, including dragon turtles -and wyverns. - -\hypertarget{dust-of-disappearance}{% -\subsubsection{Dust of Disappearance}\label{dust-of-disappearance}} - -\emph{Wondrous item, uncommon} - -Found in a small packet, this powder resembles very fine sand. There is -enough of it for one use. When you use an action to throw the dust into -the air, you and each creature and object within 10 feet of you become -invisible for 2d4 minutes. The duration is the same for all subjects, -and the dust is consumed when its magic takes effect. If a creature -affected by the dust attacks or casts a spell, the invisibility ends for -that creature. - -\hypertarget{dust-of-dryness}{% -\subsubsection{Dust of Dryness}\label{dust-of-dryness}} - -\emph{Wondrous item, uncommon} - -This small packet contains 1d6+4 pinches of dust. You can use an action -to sprinkle a pinch of it over water. The dust turns a cube of water 15 -feet on a side into one marble-sized pellet, which floats or rests near -where the dust was sprinkled. The pellet's weight is negligible. - -Someone can use an action to smash the pellet against a hard surface, -causing the pellet to shatter and release the water the dust absorbed. -Doing so ends that pellet's magic. - -An elemental composed mostly of water that is exposed to a pinch of the -dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic -damage on a failed save, or half as much damage on a successful one. - -\hypertarget{dust-of-sneezing-and-choking}{% -\subsubsection{Dust of Sneezing and -Choking}\label{dust-of-sneezing-and-choking}} - -\emph{Wondrous item, uncommon} - -Found in a small container, this powder resembles very fine sand. It -appears to be \emph{dust of disappearance}, and an \emph{identify} spell -reveals it to be such. There is enough of it for one use. - -When you use an action to throw a handful of the dust into the air, you -and each creature that needs to breathe within 30 feet of you must -succeed on a DC 15 Constitution saving throw or become unable to -breathe, while sneezing uncontrollably. A creature affected in this way -is incapacitated and suffocating. As long as it is conscious, a creature -can repeat the saving throw at the end of each of its turns, ending the -effect on it on a success. The \emph{lesser restoration} spell can also -end the effect on a creature. - -\hypertarget{dwarven-plate}{% -\subsubsection{Dwarven Plate}\label{dwarven-plate}} - -\emph{Armor (plate), very rare} - -While wearing this armor, you gain a +2 bonus to AC. In addition, if an -effect moves you against your will along the ground, you can use your -reaction to reduce the distance you are moved by up to 10 feet. - -\hypertarget{dwarven-thrower}{% -\subsubsection{Dwarven Thrower}\label{dwarven-thrower}} - -\emph{Weapon (warhammer), very rare (requires attunement by a dwarf)} - -You gain a +3 bonus to attack and damage rolls made with this magic -weapon. It has the thrown property with a normal range of 20 feet and a -long range of 60 feet. When you hit with a ranged attack using this -weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 -damage. Immediately after the attack, the weapon flies back to your -hand. - -\hypertarget{magic-items-e}{% -\section{Magic Items (E)}\label{magic-items-e}} - -\hypertarget{efficient-quiver}{% -\subsubsection{Efficient Quiver}\label{efficient-quiver}} - -\emph{Wondrous item, uncommon} - -Each of the quiver's three compartments connects to an extradimensional -space that allows the quiver to hold numerous items while never weighing -more than 2 pounds. The shortest compartment can hold up to sixty -arrows, bolts, or similar objects. The midsize compartment holds up to -eighteen javelins or similar objects. The longest compartment holds up -to six long objects, such as bows, quarterstaffs, or spears. - -You can draw any item the quiver contains as if doing so from a regular -quiver or scabbard. - -\hypertarget{efreeti-bottle}{% -\subsubsection{Efreeti Bottle}\label{efreeti-bottle}} - -\emph{Wondrous item, very rare} - -This painted brass bottle weighs 1 pound. When you use an action to -remove the stopper, a cloud of thick smoke flows out of the bottle. At -the end of your turn, the smoke disappears with a flash of harmless -fire, and an efreeti appears in an unoccupied space within 30 feet of -you. - -The first time the bottle is opened, the GM rolls to determine what -happens. - -\textbf{Table- Efreeti Bottle} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0227}} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9773}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -d100 -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Effect -\end{minipage} \\ -\midrule -\endhead -01-10 & The efreeti attacks you. After fighting for 5 rounds, the -efreeti disappears, and the bottle loses its magic. \\ -11-90 & The efreeti serves you for 1 hour, doing as you command. Then -the efreeti returns to the bottle, and a new stopper contains it. The -stopper can't be removed for 24 hours. The next two times the bottle is -opened, the same effect occurs. If the bottle is opened a fourth time, -the efreeti escapes and disappears, and the bottle loses its magic. \\ -91-100 & The efreeti can cast the wish spell three times for you. It -disappears when it grants the final wish or after 1 hour, and the bottle -loses its magic. \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{elemental-gem}{% -\subsubsection{Elemental Gem}\label{elemental-gem}} - -\emph{Wondrous item, uncommon} - -This gem contains a mote of elemental energy. When you use an action to -break the gem, an elemental is summoned as if you had cast the -\emph{conjure elemental} spell, and the gem's magic is lost. The type of -gem determines the elemental summoned by the spell. - -\textbf{Table- Elemental Gem} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Gem & Summoned Elemental \\ -\midrule -\endhead -Blue sapphire & Air elemental \\ -Yellow diamond & Earth elemental \\ -Red corundum & Fire elemental \\ -Emerald & Water elemental \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{elven-chain}{% -\subsubsection{Elven Chain}\label{elven-chain}} - -\emph{Armor (chain shirt), rare} - -You gain a +1 bonus to AC while you wear this armor. You are considered -proficient with this armor even if you lack proficiency with medium -armor. - -\hypertarget{eversmoking-bottle}{% -\subsubsection{Eversmoking Bottle}\label{eversmoking-bottle}} - -\emph{Wondrous item, uncommon} - -Smoke leaks from the lead-stoppered mouth of this brass bottle, which -weighs 1 pound. When you use an action to remove the stopper, a cloud of -thick smoke pours out in a 60-foot radius from the bottle. The cloud's -area is heavily obscured. Each minute the bottle remains open and within -the cloud, the radius increases by 10 feet until it reaches its maximum -radius of 120 feet. - -The cloud persists as long as the bottle is open. Closing the bottle -requires you to speak its command word as an action. Once the bottle is -closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 -miles per hour) can also disperse the smoke after 1 minute, and a strong -wind (21 or more miles per hour) can do so after 1 round. - -\hypertarget{eyes-of-charming}{% -\subsubsection{Eyes of Charming}\label{eyes-of-charming}} - -\emph{Wondrous item, uncommon (requires attunement)} - -These crystal lenses fit over the eyes. They have 3 charges. While -wearing them, you can expend 1 charge as an action to cast the -\emph{charm person} spell (save DC 13) on a humanoid within 30 feet of -you, provided that you and the target can see each other. The lenses -regain all expended charges daily at dawn. - -\hypertarget{eyes-of-minute-seeing}{% -\subsubsection{Eyes of Minute Seeing}\label{eyes-of-minute-seeing}} - -\emph{Wondrous item, uncommon} - -These crystal lenses fit over the eyes. While wearing them, you can see -much better than normal out to a range of 1 foot. You have advantage on -Intelligence (Investigation) checks that rely on sight while searching -an area or studying an object within that range. - -\hypertarget{eyes-of-the-eagle}{% -\subsubsection{Eyes of the Eagle}\label{eyes-of-the-eagle}} - -\emph{Wondrous item, uncommon (requires attunement)} - -These crystal lenses fit over the eyes. While wearing them, you have -advantage on Wisdom (Perception) checks that rely on sight. In -conditions of clear visibility, you can make out details of even -extremely distant creatures and objects as small as 2 feet across. - -\hypertarget{magic-items-f}{% -\section{Magic Items (F)}\label{magic-items-f}} - -\hypertarget{feather-token}{% -\subsubsection{Feather Token}\label{feather-token}} - -\emph{Wondrous item, rare} - -This tiny object looks like a feather. Different types of feather tokens -exist, each with a different single-use effect. The GM chooses the kind -of token or determines it randomly. - -\textbf{Table- Feather Token} - -\begin{longtable}[]{@{}ll@{}} -\toprule -d100 & Feather Token \\ -\midrule -\endhead -01-20 & Anchor \\ -21-35 & Bird \\ -36-50 & Fan \\ -51-65 & Swan boat \\ -66-90 & Tree \\ -91-100 & Whip \\ -& \\ -\bottomrule -\end{longtable} - -\textbf{\emph{Anchor}}. You can use an action to touch the token to a -boat or ship. For the next 24 hours, the vessel can't be moved by any -means. Touching the token to the vessel again ends the effect. When the -effect ends, the token disappears. - -\textbf{\emph{Bird}}. You can use an action to toss the token 5 feet -into the air. The token disappears and an enormous, multicolored bird -takes its place. The bird has the statistics of a roc, but it obeys your -simple commands and can't attack. It can carry up to 500 pounds while -flying at its maximum speed (16 miles an hour for a maximum of 144 miles -per day, with a one-hour rest for every 3 hours of flying), or 1,000 -pounds at half that speed. The bird disappears after flying its maximum -distance for a day or if it drops to 0 hit points. You can dismiss the -bird as an action. - -\textbf{\emph{Fan}}. If you are on a boat or ship, you can use an action -to toss the token up to 10 feet in the air. The token disappears, and a -giant flapping fan takes its place. The fan floats and creates a wind -strong enough to fill the sails of one ship, increasing its speed by 5 -miles per hour for 8 hours. You can dismiss the fan as an action. - -\textbf{\emph{Swan Boat}}. You can use an action to touch the token to a -body of water at least 60 feet in diameter. The token disappears, and a -50-foot long, 20-foot wide boat shaped like a swan takes its place. The -boat is self-propelled and moves across water at a speed of 6 miles per -hour. You can use an action while on the boat to command it to move or -to turn up to 90 degrees. The boat can carry up to thirty-two Medium or -smaller creatures. A Large creature counts as four Medium creatures, -while a Huge creature counts as nine. The boat remains for 24 hours and -then disappears. You can dismiss the boat as an action. - -\textbf{\emph{Tree}}. You must be outdoors to use this token. You can -use an action to touch it to an unoccupied space on the ground. The -token disappears, and in its place a nonmagical oak tree springs into -existence. The tree is 60 feet tall and has a 5-foot diameter trunk, and -its branches at the top spread out in a 20-foot radius. - -\textbf{\emph{Whip}}. You can use an action to throw the token to a -point within 10 feet of you. The token disappears, and a floating whip -takes its place. You can then use a bonus action to make a melee spell -attack against a creature within 10 feet of the whip, with an attack -bonus of +9. On a hit, the target takes 1d6+5 force damage. - -As a bonus action on your turn, you can direct the whip to fly up to 20 -feet and repeat the attack against a creature within 10 feet of it. The -whip disappears after 1 hour, when you use an action to dismiss it, or -when you are incapacitated or die. - -\hypertarget{figurine-of-wondrous-power}{% -\subsubsection{Figurine of Wondrous -Power}\label{figurine-of-wondrous-power}} - -\emph{Wondrous item, rarity by figurine} - -A \emph{figurine of wondrous power} is a statuette of a beast small -enough to fit in a pocket. If you use an action to speak the command -word and throw the figurine to a point on the ground within 60 feet of -you, the figurine becomes a living creature. If the space where the -creature would appear is occupied by other creatures or objects, or if -there isn't enough space for the creature, the figurine doesn't become a -creature. - -The creature is friendly to you and your companions. It understands your -languages and obeys your spoken commands. If you issue no commands, the -creature defends itself but takes no other actions. - -The creature exists for a duration specific to each figurine. At the end -of the duration, the creature reverts to its figurine form. It reverts -to a figurine early if it drops to 0 hit points or if you use an action -to speak the command word again while touching it. When the creature -becomes a figurine again, its property can't be used again until a -certain amount of time has passed, as specified in the figurine's -description. - -\textbf{\emph{Bronze Griffon (Rare)}}. This bronze statuette is of a -griffon rampant. It can become a griffon for up to 6 hours. Once it has -been used, it can't be used again until 5 days have passed. - -\textbf{\emph{Ebony Fly (Rare)}}. This ebony statuette is carved in the -likeness of a horsefly. It can become a giant fly for up to 12 hours and -can be ridden as a mount. Once it has been used, it can't be used again -until 2 days have passed. - -\hypertarget{giant-fly}{% -\paragraph{Giant Fly}\label{giant-fly}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 11 - -\textbf{Hit Points} 19 (3d10+3) - -\textbf{Speed} 30 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -14 (+2) & 13 (+1) & 13 (+1) & 2 (-4) & 10 (+0) & 3 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} - - -\textbf{\emph{Golden Lions (Rare)}}. These gold statuettes of lions are -always created in pairs. You can use one figurine or both -simultaneously. Each can become a lion for up to 1 hour. Once a lion has -been used, it can't be used again until 7 days have passed. - -\textbf{\emph{Ivory Goats (Rare)}}. These ivory statuettes of goats are -always created in sets of three. Each goat looks unique and functions -differently from the others. Their properties are as follows: - -\begin{itemize} -\tightlist -\item - The \emph{goat of traveling} can become a Large goat with the same - statistics as a riding horse. It has 24 charges, and each hour or - portion thereof it spends in beast form costs 1 charge. While it has - charges, you can use it as often as you wish. When it runs out of - charges, it reverts to a figurine and can't be used again until 7 days - have passed, when it regains all its charges. -\item - The \emph{goat of travail} becomes a giant goat for up to 3 hours. - Once it has been used, it can't be used again until 30 days have - passed. -\item - The \emph{goat of terror} becomes a giant goat for up to 3 hours. The - goat can't attack, but you can remove its horns and use them as - weapons. One horn becomes a \emph{+1 lance}, and the other becomes a - \emph{+2 longsword}. Removing a horn requires an action, and the - weapons disappear and the horns return when the goat reverts to - figurine form. In addition, the goat radiates a 30-foot radius aura of - terror while you are riding it. Any creature hostile to you that - starts its turn in the aura must succeed on a DC 15 Wisdom saving - throw or be frightened of the goat for 1 minute, or until the goat - reverts to figurine form. The frightened creature can repeat the - saving throw at the end of each of its turns, ending the effect on - itself on a success. Once it successfully saves against the effect, a - creature is immune to the goat's aura for the next 24 hours. Once the - figurine has been used, it can't be used again until 15 days have - passed. -\end{itemize} - -\textbf{\emph{Marble Elephant (Rare)}}. This marble statuette is about 4 -inches high and long. It can become an elephant for up to 24 hours. Once -it has been used, it can't be used again until 7 days have passed. - -\textbf{\emph{Obsidian Steed (Very Rare)}}. This polished obsidian horse -can become a nightmare for up to 24 hours. The nightmare fights only to -defend itself. Once it has been used, it can't be used again until 5 -days have passed. - -If you have a good alignment, the figurine has a 10 percent chance each -time you use it to ignore your orders, including a command to revert to -figurine form. If you mount the nightmare while it is ignoring your -orders, you and the nightmare are instantly transported to a random -location on the plane of Hades, where the nightmare reverts to figurine -form. - -\textbf{\emph{Onyx Dog (Rare)}}. This onyx statuette of a dog can become -a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and -can speak Common. It also has darkvision out to a range of 60 feet and -can see invisible creatures and objects within that range. Once it has -been used, it can't be used again until 7 days have passed. - -\textbf{\emph{Serpentine Owl (Rare)}}. This serpentine statuette of an -owl can become a giant owl for up to 8 hours. Once it has been used, it -can't be used again until 2 days have passed. The owl can telepathically -communicate with you at any range if you and it are on the same plane of -existence. - -\textbf{\emph{Silver Raven (Uncommon)}}. This silver statuette of a -raven can become a raven for up to 12 hours. Once it has been used, it -can't be used again until 2 days have passed. While in raven form, the -figurine allows you to cast the \emph{animal messenger} spell on it at -will. - -\hypertarget{flame-tongue}{% -\subsubsection{Flame Tongue}\label{flame-tongue}} - -\emph{Weapon (any sword), rare (requires attunement)} - -You can use a bonus action to speak this magic sword's command word, -causing flames to erupt from the blade. These flames shed bright light -in a 40-foot radius and dim light for an additional 40 feet. While the -sword is ablaze, it deals an extra 2d6 fire damage to any target it -hits. The flames last until you use a bonus action to speak the command -word again or until you drop or sheathe the sword. - -\hypertarget{folding-boat}{% -\subsubsection{Folding Boat}\label{folding-boat}} - -\emph{Wondrous item, rare} - -This object appears as a wooden box that measures 12 inches long, 6 -inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be -opened to store items inside. This item also has three command words, -each requiring you to use an action to speak it. - -One command word causes the box to unfold into a boat 10 feet long, 4 -feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a -mast, and a lateen sail. The boat can hold up to four Medium creatures -comfortably. - -The second command word causes the box to unfold into a ship 24 feet -long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, -five sets of oars, a steering oar, an anchor, a deck cabin, and a mast -with a square sail. The ship can hold fifteen Medium creatures -comfortably. - -When the box becomes a vessel, its weight becomes that of a normal -vessel its size, and anything that was stored in the box remains in the -boat. - -The third command word causes the \emph{folding boat} to fold back into -a box, provided that no creatures are aboard. Any objects in the vessel -that can't fit inside the box remain outside the box as it folds. Any -objects in the vessel that can fit inside the box do so. - -\hypertarget{frost-brand}{% -\subsubsection{Frost Brand}\label{frost-brand}} - -\emph{Weapon (any sword), very rare (requires attunement)} - -When you hit with an attack using this magic sword, the target takes an -extra 1d6 cold damage. In addition, while you hold the sword, you have -resistance to fire damage. - -In freezing temperatures, the blade sheds bright light in a 10-foot -radius and dim light for an additional 10 feet. - -When you draw this weapon, you can extinguish all nonmagical flames -within 30 feet of you. This property can be used no more than once per -hour. - -\hypertarget{magic-items-g}{% -\section{Magic Items (G)}\label{magic-items-g}} - -\hypertarget{gauntlets-of-ogre-power}{% -\subsubsection{Gauntlets of Ogre Power}\label{gauntlets-of-ogre-power}} - -\emph{Wondrous item, uncommon (requires attunement)} - -Your Strength score is 19 while you wear these gauntlets. They have no -effect on you if your Strength is already 19 or higher. - -\hypertarget{gem-of-brightness}{% -\subsubsection{Gem of Brightness}\label{gem-of-brightness}} - -\emph{Wondrous item, uncommon} - -This prism has 50 charges. While you are holding it, you can use an -action to speak one of three command words to cause one of the following -effects: - -\begin{itemize} -\tightlist -\item - The first command word causes the gem to shed bright light in a - 30-foot radius and dim light for an additional 30 feet. This effect - doesn't expend a charge. It lasts until you use a bonus action to - repeat the command word or until you use another function of the gem. -\item - The second command word expends 1 charge and causes the gem to fire a - brilliant beam of light at one creature you can see within 60 feet of - you. The creature must succeed on a DC 15 Constitution saving throw or - become blinded for 1 minute. The creature can repeat the saving throw - at the end of each of its turns, ending the effect on itself on a - success. -\item - The third command word expends 5 charges and causes the gem to flare - with blinding light in a 30-foot cone originating from it. Each - creature in the cone must make a saving throw as if struck by the beam - created with the second command word. -\end{itemize} - -When all of the gem's charges are expended, the gem becomes a nonmagical -jewel worth 50 gp. - -\hypertarget{gem-of-seeing}{% -\subsubsection{Gem of Seeing}\label{gem-of-seeing}} - -\emph{Wondrous item, rare (requires attunement)} - -This gem has 3 charges. As an action, you can speak the gem's command -word and expend 1 charge. For the next 10 minutes, you have truesight -out to 120 feet when you peer through the gem. - -The gem regains 1d3 expended charges daily at dawn. - -\hypertarget{giant-slayer}{% -\subsubsection{Giant Slayer}\label{giant-slayer}} - -\emph{Weapon (any axe or sword), rare} - -You gain a +1 bonus to attack and damage rolls made with this magic -weapon. - -When you hit a giant with it, the giant takes an extra 2d6 damage of the -weapon's type and must succeed on a DC 15 Strength saving throw or fall -prone. For the purpose of this weapon, ``giant'' refers to any creature -with the giant type, including ettins and trolls. - -\hypertarget{glamoured-studded-leather}{% -\subsubsection{Glamoured Studded -Leather}\label{glamoured-studded-leather}} - -\emph{Armor (studded leather), rare} - -While wearing this armor, you gain a +1 bonus to AC. You can also use a -bonus action to speak the armor's command word and cause the armor to -assume the appearance of a normal set of clothing or some other kind of -armor. You decide what it looks like, including color, style, and -accessories, but the armor retains its normal bulk and weight. The -illusory appearance lasts until you use this property again or remove -the armor. - -\hypertarget{gloves-of-missile-snaring}{% -\subsubsection{Gloves of Missile -Snaring}\label{gloves-of-missile-snaring}} - -\emph{Wondrous item, uncommon (requires attunement)} - -These gloves seem to almost meld into your hands when you don them. When -a ranged weapon attack hits you while you're wearing them, you can use -your reaction to reduce the damage by 1d10+your Dexterity modifier, -provided that you have a free hand. If you reduce the damage to 0, you -can catch the missile if it is small enough for you to hold in that -hand. - -\hypertarget{gloves-of-swimming-and-climbing}{% -\subsubsection{Gloves of Swimming and -Climbing}\label{gloves-of-swimming-and-climbing}} - -\emph{Wondrous item, uncommon (requires attunement)} - -While wearing these gloves, climbing and swimming don't cost you extra -movement, and you gain a +5 bonus to Strength (Athletics) checks made to -climb or swim. - -\hypertarget{goggles-of-night}{% -\subsubsection{Goggles of Night}\label{goggles-of-night}} - -\emph{Wondrous item, uncommon} - -While wearing these dark lenses, you have darkvision out to a range of -60 feet. If you already have darkvision, wearing the goggles increases -its range by 60 feet. - -\hypertarget{magic-items-h}{% -\section{Magic Items (H)}\label{magic-items-h}} - -\hypertarget{hammer-of-thunderbolts}{% -\subsubsection{Hammer of Thunderbolts}\label{hammer-of-thunderbolts}} - -\emph{Weapon (maul), legendary} - -You gain a +1 bonus to attack and damage rolls made with this magic -weapon. - -\textbf{\emph{Giant's Bane (Requires Attunement)}}. You must be wearing -a \emph{belt of giant strength} (any variety) and \emph{gauntlets of -ogre power} to attune to this weapon. The attunement ends if you take -off either of those items. While you are attuned to this weapon and -holding it, your Strength score increases by 4 and can exceed 20, but -not 30. When you roll a 20 on an attack roll made with this weapon -against a giant, the giant must succeed on a DC 17 Constitution saving -throw or die. - -The hammer also has 5 charges. While attuned to it, you can expend 1 -charge and make a ranged weapon attack with the hammer, hurling it as if -it had the thrown property with a normal range of 20 feet and a long -range of 60 feet. If the attack hits, the hammer unleashes a thunderclap -audible out to 300 feet. The target and every creature within 30 feet of -it must succeed on a DC 17 Constitution saving throw or be stunned until -the end of your next turn. The hammer regains 1d4+1 expended charges -daily at dawn. - -\hypertarget{handy-haversack}{% -\subsubsection{Handy Haversack}\label{handy-haversack}} - -\emph{Wondrous item, rare} - -This backpack has a central pouch and two side pouches, each of which is -an extradimensional space. Each side pouch can hold up to 20 pounds of -material, not exceeding a volume of 2 cubic feet. The large central -pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack -always weighs 5 pounds, regardless of its contents. - -Placing an object in the haversack follows the normal rules for -interacting with objects. Retrieving an item from the haversack requires -you to use an action. When you reach into the haversack for a specific -item, the item is always magically on top. - -The haversack has a few limitations. If it is overloaded, or if a sharp -object pierces it or tears it, the haversack ruptures and is destroyed. -If the haversack is destroyed, its contents are lost forever, although -an artifact always turns up again somewhere. If the haversack is turned -inside out, its contents spill forth, unharmed, and the haversack must -be put right before it can be used again. If a breathing creature is -placed within the haversack, the creature can survive for up to 10 -minutes, after which time it begins to suffocate. - -Placing the haversack inside an extradimensional space created by a -\emph{bag of holding}, \emph{portable hole}, or similar item instantly -destroys both items and opens a gate to the Astral Plane. The gate -originates where the one item was placed inside the other. Any creature -within 10 feet of the gate is sucked through it and deposited in a -random location on the Astral Plane. The gate then closes. The gate is -one-way only and can't be reopened. - -\hypertarget{hat-of-disguise}{% -\subsubsection{Hat of Disguise}\label{hat-of-disguise}} - -\emph{Wondrous item, uncommon (requires attunement)} - -While wearing this hat, you can use an action to cast the \emph{disguise -self} spell from it at will. The spell ends if the hat is removed. - -\hypertarget{headband-of-intellect}{% -\subsubsection{Headband of Intellect}\label{headband-of-intellect}} - -\emph{Wondrous item, uncommon (requires attunement)} - -Your Intelligence score is 19 while you wear this headband. It has no -effect on you if your Intelligence is already 19 or higher. - -\hypertarget{helm-of-brilliance}{% -\subsubsection{Helm of Brilliance}\label{helm-of-brilliance}} - -\emph{Wondrous item, very rare (requires attunement)} - -This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire -opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. -When all the gems are removed or destroyed, the helm loses its magic. - -You gain the following benefits while wearing it: - -\begin{itemize} -\tightlist -\item - You can use an action to cast one of the following spells (save DC - 18), using one of the helm's gems of the specified type as a - component: \emph{daylight} (opal), \emph{fireball} (fire opal), - \emph{prismatic spray} (diamond), or \emph{wall of fire} (ruby). The - gem is destroyed when the spell is cast and disappears from the helm. -\item - As long as it has at least one diamond, the helm emits dim light in a - 30-foot radius when at least one undead is within that area. Any - undead that starts its turn in that area takes 1d6 radiant damage. -\item - As long as the helm has at least one ruby, you have resistance to fire - damage. -\item - As long as the helm has at least one fire opal, you can use an action - and speak a command word to cause one weapon you are holding to burst - into flames. The flames emit bright light in a 10-foot radius and dim - light for an additional 10 feet. The flames are harmless to you and - the weapon. When you hit with an attack using the blazing weapon, the - target takes an extra 1d6 fire damage. The flames last until you use a - bonus action to speak the command word again or until you drop or stow - the weapon. -\end{itemize} - -Roll a d20 if you are wearing the helm and take fire damage as a result -of failing a saving throw against a spell. On a roll of 1, the helm -emits beams of light from its remaining gems. Each creature within 60 -feet of the helm other than you must succeed on a DC 17 Dexterity saving -throw or be struck by a beam, taking radiant damage equal to the number -of gems in the helm. The helm and its gems are then destroyed. - -\hypertarget{helm-of-comprehending-languages}{% -\subsubsection{Helm of Comprehending -Languages}\label{helm-of-comprehending-languages}} - -\emph{Wondrous item, uncommon} - -While wearing this helm, you can use an action to cast the -\emph{comprehend languages} spell from it at will. - -\hypertarget{helm-of-telepathy}{% -\subsubsection{Helm of Telepathy}\label{helm-of-telepathy}} - -\emph{Wondrous item, uncommon (requires attunement)} - -While wearing this helm, you can use an action to cast the \emph{detect -thoughts} spell (save DC 13) from it. As long as you maintain -concentration on the spell, you can use a bonus action to send a -telepathic message to a creature you are focused on. It can reply-using -a bonus action to do so-while your focus on it continues. - -While focusing on a creature with \emph{detect thoughts}, you can use an -action to cast the \emph{suggestion} spell (save DC 13) from the helm on -that creature. Once used, the \emph{suggestion} property can't be used -again until the next dawn. - -\hypertarget{helm-of-teleportation}{% -\subsubsection{Helm of Teleportation}\label{helm-of-teleportation}} - -\emph{Wondrous item, rare (requires attunement)} - -This helm has 3 charges. While wearing it, you can use an action and -expend 1 charge to cast the \emph{teleport} spell from it. The helm -regains 1d3 expended charges daily at dawn. - -\hypertarget{holy-avenger}{% -\subsubsection{Holy Avenger}\label{holy-avenger}} - -\emph{Weapon (any sword), legendary (requires attunement by a paladin)} - -You gain a +3 bonus to attack and damage rolls made with this magic -weapon. When you hit a fiend or an undead with it, that creature takes -an extra 2d10 radiant damage. - -While you hold the drawn sword, it creates an aura in a 10-foot radius -around you. You and all creatures friendly to you in the aura have -advantage on saving throws against spells and other magical effects. If -you have 17 or more levels in the paladin class, the radius of the aura -increases to 30 feet. - -\hypertarget{horn-of-blasting}{% -\subsubsection{Horn of Blasting}\label{horn-of-blasting}} - -\emph{Wondrous item, rare} - -You can use an action to speak the horn's command word and then blow the -horn, which emits a thunderous blast in a 30-foot cone that is audible -600 feet away. Each creature in the cone must make a DC 15 Constitution -saving throw. On a failed save, a creature takes 5d6 thunder damage and -is deafened for 1 minute. On a successful save, a creature takes half as -much damage and isn't deafened. Creatures and objects made of glass or -crystal have disadvantage on the saving throw and take 10d6 thunder -damage instead of 5d6. - -Each use of the horn's magic has a 20 percent chance of causing the horn -to explode. The explosion deals 10d6 fire damage to the blower and -destroys the horn. - -\hypertarget{horn-of-valhalla}{% -\subsubsection{Horn of Valhalla}\label{horn-of-valhalla}} - -\emph{Wondrous item, rare (silver or brass), very rare (bronze), or -legendary (iron)} - -You can use an action to blow this horn. In response, warrior spirits -from the Valhalla appear within 60 feet of you. They use the statistics -of a berserker. They return to Valhalla after 1 hour or when they drop -to 0 hit points. Once you use the horn, it can't be used again until 7 -days have passed. - -Four types of \emph{horn of Valhalla} are known to exist, each made of a -different metal. The horn's type determines how many berserkers answer -its summons, as well as the requirement for its use. The GM chooses the -horn's type or determines it randomly. - -\textbf{Table- Horn of Valhalla} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.0909}} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.1429}} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.2727}} - >{\raggedright\arraybackslash}p{(\columnwidth - 6\tabcolsep) * \real{0.4935}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -d100 -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Horn Type -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Berserkers Summoned -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Requirement -\end{minipage} \\ -\midrule -\endhead -01-40 & Silver & 2d4+2 & None \\ -41-75 & Brass & 3d4+3 & Proficiency with all simple weapons \\ -76-90 & Bronze & 4d4+4 & Proficiency with all medium armor \\ -91-00 & Iron & 5d4+5 & Proficiency with all martial weapons \\ -& & & \\ -\bottomrule -\end{longtable} - -If you blow the horn without meeting its requirement, the summoned -berserkers attack you. If you meet the requirement, they are friendly to -you and your companions and follow your commands. - -\hypertarget{horseshoes-of-a-zephyr}{% -\subsubsection{Horseshoes of a Zephyr}\label{horseshoes-of-a-zephyr}} - -\emph{Wondrous item, very rare} - -These iron horseshoes come in a set of four. While all four shoes are -affixed to the hooves of a horse or similar creature, they allow the -creature to move normally while floating 4 inches above the ground. This -effect means the creature can cross or stand above nonsolid or unstable -surfaces, such as water or lava. The creature leaves no tracks and -ignores difficult terrain. In addition, the creature can move at normal -speed for up to 12 hours a day without suffering exhaustion from a -forced march. - -\hypertarget{horseshoes-of-speed}{% -\subsubsection{Horseshoes of Speed}\label{horseshoes-of-speed}} - -\emph{Wondrous item, rare} - -These iron horseshoes come in a set of four. While all four shoes are -affixed to the hooves of a horse or similar creature, they increase the -creature's walking speed by 30 feet. - -\hypertarget{magic-items-i}{% -\section{Magic Items (I)}\label{magic-items-i}} - -\hypertarget{immovable-rod}{% -\subsubsection{Immovable Rod}\label{immovable-rod}} - -\emph{Rod, uncommon} - -This flat iron rod has a button on one end. You can use an action to -press the button, which causes the rod to become magically fixed in -place. Until you or another creature uses an action to push the button -again, the rod doesn't move, even if it is defying gravity. The rod can -hold up to 8,000 pounds of weight. More weight causes the rod to -deactivate and fall. A creature can use an action to make a DC 30 -Strength check, moving the fixed rod up to 10 feet on a success. - -\hypertarget{instant-fortress}{% -\subsubsection{Instant Fortress}\label{instant-fortress}} - -\emph{Wondrous item, rare} - -You can use an action to place this 1-inch metal cube on the ground and -speak its command word. The cube rapidly grows into a fortress that -remains until you use an action to speak the command word that dismisses -it, which works only if the fortress is empty. - -The fortress is a square tower, 20 feet on a side and 30 feet high, with -arrow slits on all sides and a battlement atop it. Its interior is -divided into two floors, with a ladder running along one wall to connect -them. The ladder ends at a trapdoor leading to the roof. When activated, -the tower has a small door on the side facing you. The door opens only -at your command, which you can speak as a bonus action. It is immune to -the \emph{knock} spell and similar magic, such as that of a \emph{chime -of opening}. - -Each creature in the area where the fortress appears must make a DC 15 -Dexterity saving throw, taking 10d10 bludgeoning damage on a failed -save, or half as much damage on a successful one. In either case, the -creature is pushed to an unoccupied space outside but next to the -fortress. Objects in the area that aren't being worn or carried take -this damage and are pushed automatically. - -The tower is made of adamantine, and its magic prevents it from being -tipped over. The roof, the door, and the walls each have 100 hit points, - -immunity to damage from nonmagical weapons excluding siege weapons, and -resistance to all other damage. Only a \emph{wish} spell can repair the -fortress (this use of the spell counts as replicating a spell of 8th -level or lower). Each casting of \emph{wish} causes the roof, the door, -or one wall to regain 50 hit points. - -\hypertarget{ioun-stone}{% -\subsubsection{Ioun Stone}\label{ioun-stone}} - -\emph{Wondrous item, rarity varies (requires attunement)} - -An \emph{Ioun stone} is named after Ioun, a god of knowledge and -prophecy revered on some worlds. Many types of \emph{Ioun stone} exist, -each type a distinct combination of shape and color. - -When you use an action to toss one of these stones into the air, the -stone orbits your head at a distance of 1d3 feet and confers a benefit -to you. Thereafter, another creature must use an action to grasp or net -the stone to separate it from you, either by making a successful attack -roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. -You can use an action to seize and stow the stone, ending its effect. - -A stone has AC 24, 10 hit points, and resistance to all damage. It is -considered to be an object that is being worn while it orbits your head. - -\textbf{\emph{Absorption (Very Rare)}}. While this pale lavender -ellipsoid orbits your head, you can use your reaction to cancel a spell -of 4th level or lower cast by a creature you can see and targeting only -you. - -Once the stone has canceled 20 levels of spells, it burns out and turns -dull gray, losing its magic. If you are targeted by a spell whose level -is higher than the number of spell levels the stone has left, the stone -can't cancel it. - -\textbf{\emph{Agility (Very Rare)}}. Your Dexterity score increases by -2, to a maximum of 20, while this deep red sphere orbits your head. - -\textbf{\emph{Awareness (Rare)}}. You can't be surprised while this dark -blue rhomboid orbits your head. - -\textbf{\emph{Fortitude (Very Rare)}}. Your Constitution score increases -by 2, to a maximum of 20, while this pink rhomboid orbits your head. - -\textbf{\emph{Greater Absorption (Legendary)}}. While this marbled -lavender and green ellipsoid orbits your head, you can use your reaction -to cancel a spell of 8th level or lower cast by a creature you can see -and targeting only you. - -Once the stone has canceled 50 levels of spells, it burns out and turns -dull gray, losing its magic. If you are targeted by a spell whose level -is higher than the number of spell levels the stone has left, the stone -can't cancel it. - -\textbf{\emph{Insight (Very Rare)}}. Your Wisdom score increases by 2, -to a maximum of 20, while this incandescent blue sphere orbits your -head. - -\textbf{\emph{Intellect (Very Rare)}}. Your Intelligence score increases -by 2, to a maximum of 20, while this marbled scarlet and blue sphere -orbits your head. - -\textbf{\emph{Leadership (Very Rare)}}. Your Charisma score increases by -2, to a maximum of 20, while this marbled pink and green sphere orbits -your head. - -\textbf{\emph{Mastery (Legendary)}}. Your proficiency bonus increases by -1 while this pale green prism orbits your head. - -\textbf{\emph{Protection (Rare)}}. You gain a +1 bonus to AC while this -dusty rose prism orbits your head. - -\textbf{\emph{Regeneration (Legendary)}}. You regain 15 hit points at -the end of each hour this pearly white spindle orbits your head, -provided that you have at least 1 hit point. - -\textbf{\emph{Reserve (Rare)}}. This vibrant purple prism stores spells -cast into it, holding them until you use them. The stone can store up to -3 levels worth of spells at a time. When found, it contains 1d4-1 levels -of stored spells chosen by the GM. - -Any creature can cast a spell of 1st through 3rd level into the stone by -touching it as the spell is cast. The spell has no effect, other than to -be stored in the stone. If the stone can't hold the spell, the spell is -expended without effect. The level of the slot used to cast the spell -determines how much space it uses. - -While this stone orbits your head, you can cast any spell stored in it. -The spell uses the slot level, spell save DC, spell attack bonus, and -spellcasting ability of the original caster, but is otherwise treated as -if you cast the spell. The spell cast from the stone is no longer stored -in it, freeing up space. - -\textbf{\emph{Strength (Very Rare)}}. Your Strength score increases by -2, to a maximum of 20, while this pale blue rhomboid orbits your head. - -\textbf{\emph{Sustenance (Rare)}}. You don't need to eat or drink while -this clear spindle orbits your head. - -\hypertarget{iron-bands-of-binding}{% -\subsubsection{Iron Bands of Binding}\label{iron-bands-of-binding}} - -\emph{Wondrous item, rare} - -This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. -You can use an action to speak the command word and throw the sphere at -a Huge or smaller creature you can see within 60 feet of you. As the -sphere moves through the air, it opens into a tangle of metal bands. - -Make a ranged attack roll with an attack bonus equal to your Dexterity -modifier plus your proficiency bonus. On a hit, the target is restrained -until you take a bonus action to speak the command word again to release -it. Doing so, or missing with the attack, causes the bands to contract -and become a sphere once more. - -A creature, including the one restrained, can use an action to make a DC -20 Strength check to break the iron bands. On a success, the item is -destroyed, and the restrained creature is freed. If the check fails, any -further attempts made by that creature automatically fail until 24 hours -have elapsed. - -Once the bands are used, they can't be used again until the next dawn. - -\hypertarget{iron-flask}{% -\subsubsection{Iron Flask}\label{iron-flask}} - -\emph{Wondrous item, legendary} - -This iron bottle has a brass stopper. You can use an action to speak the -flask's command word, targeting a creature that you can see within 60 -feet of you. If the target is native to a plane of existence other than -the one you're on, the target must succeed on a DC 17 Wisdom saving -throw or be trapped in the flask. If the target has been trapped by the -flask before, it has advantage on the saving throw. Once trapped, a -creature remains in the flask until released. The flask can hold only -one creature at a time. A creature trapped in the flask doesn't need to -breathe, eat, or drink and doesn't age. - -You can use an action to remove the flask's stopper and release the -creature the flask contains. The creature is friendly to you and your -companions for 1 hour and obeys your commands for that duration. If you -give no commands or give it a command that is likely to result in its -death, it defends itself but otherwise takes no actions. At the end of -the duration, the creature acts in accordance with its normal -disposition and alignment. - -An \emph{identify} spell reveals that a creature is inside the flask, -but the only way to determine the type of creature is to open the flask. -A newly discovered bottle might already contain a creature chosen by the -GM or determined randomly. - -\textbf{Table- Iron Flask} - -\begin{longtable}[]{@{}ll@{}} -\toprule -d100 & Contents \\ -\midrule -\endhead -1‒50 & Empty \\ -51‒54 & Demon (type 1) \\ -55‒58 & Demon (type 2) \\ -59‒62 & Demon (type 3) \\ -63‒64 & Demon (type 4) \\ -65 & Demon (type 5) \\ -66 & Demon (type 6) \\ -67 & Deva \\ -68‒69 & Devil (greater) \\ -70‒73 & Devil (lesser) \\ -74‒75 & Djinni \\ -76‒77 & Efreeti \\ -78‒83 & Elemental (any) \\ -84‒86 & Invisible stalker \\ -87‒90 & Night hag \\ -91 & Planetar \\ -92‒95 & Salamander \\ -96 & Solar \\ -97‒99 & Succubus/incubus \\ -100 & Xorn \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{magic-items-j}{% -\section{Magic Items (J)}\label{magic-items-j}} - -\hypertarget{javelin-of-lightning}{% -\subsubsection{Javelin of Lightning}\label{javelin-of-lightning}} - -\emph{Weapon (javelin), uncommon} - -This javelin is a magic weapon. When you hurl it and speak its command -word, it transforms into a bolt of lightning, forming a line 5 feet wide -that extends out from you to a target within 120 feet. Each creature in -the line excluding you and the target must make a DC 13 Dexterity saving -throw, taking 4d6 lightning damage on a failed save, and half as much -damage on a successful one. The lightning bolt turns back into a javelin -when it reaches the target. Make a ranged weapon attack against the -target. On a hit, the target takes damage from the javelin plus 4d6 -lightning damage. - -The javelin's property can't be used again until the next dawn. In the -meantime, the javelin can still be used as a magic weapon. - -\hypertarget{magic-items-k}{% -\section{Magic Items (K)}\label{magic-items-k}} - -\hypertarget{magic-items-l}{% -\section{Magic Items (L)}\label{magic-items-l}} - -\hypertarget{lantern-of-revealing}{% -\subsubsection{Lantern of Revealing}\label{lantern-of-revealing}} - -\emph{Wondrous item, uncommon} - -While lit, this hooded lantern burns for 6 hours on 1 pint of oil, -shedding bright light in a 30-foot radius and dim light for an -additional 30 feet. Invisible creatures and objects are visible as long -as they are in the lantern's bright light. You can use an action to -lower the hood, reducing the light to dim light in a 5-foot radius. - -\hypertarget{luck-blade}{% -\subsubsection{Luck Blade}\label{luck-blade}} - -\emph{Weapon (any sword), legendary (requires attunement)} - -You gain a +1 bonus to attack and damage rolls made with this magic -weapon. While the sword is on your person, you also gain a +1 bonus to -saving throws. - -\textbf{\emph{Luck}}. If the sword is on your person, you can call on -its luck (no action required) to reroll one attack roll, ability check, -or saving throw you dislike. You must use the second roll. This property -can't be used again until the next dawn. - -\textbf{\emph{Wish}}. The sword has 1d4-1 charges. While holding it, you -can use an action to expend 1 charge and cast the \emph{wish} spell from -it. This property can't be used again until the next dawn. The sword -loses this property if it has no charges. - -\hypertarget{magic-items-m}{% -\section{Magic Items (M)}\label{magic-items-m}} - -\hypertarget{mace-of-disruption}{% -\subsubsection{Mace of Disruption}\label{mace-of-disruption}} - -\emph{Weapon (mace), rare (requires attunement)} - -When you hit a fiend or an undead with this magic weapon, that creature -takes an extra 2d6 radiant damage. If the target has 25 hit points or -fewer after taking this damage, it must succeed on a DC 15 Wisdom saving -throw or be destroyed. On a successful save, the creature becomes -frightened of you until the end of your next turn. - -While you hold this weapon, it sheds bright light in a 20-foot radius -and dim light for an additional 20 feet. - -\hypertarget{mace-of-smiting}{% -\subsubsection{Mace of Smiting}\label{mace-of-smiting}} - -\emph{Weapon (mace), rare} - -You gain a +1 bonus to attack and damage rolls made with this magic -weapon. The bonus increases to +3 when you use the mace to attack a -construct. - -When you roll a 20 on an attack roll made with this weapon, the target -takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's -a construct. If a construct has 25 hit points or fewer after taking this -damage, it is destroyed. - -\hypertarget{mace-of-terror}{% -\subsubsection{Mace of Terror}\label{mace-of-terror}} - -\emph{Weapon (mace), rare (requires attunement)} - -This magic weapon has 3 charges. While holding it, you can use an action -and expend 1 charge to release a wave of terror. Each creature of your -choice in a 30-foot radius extending from you must succeed on a DC 15 -Wisdom saving throw or become frightened of you for 1 minute. While it -is frightened in this way, a creature must spend its turns trying to -move as far away from you as it can, and it can't willingly move to a -space within 30 feet of you. It also can't take reactions. For its -action, it can use only the Dash action or try to escape from an effect -that prevents it from moving. If it has nowhere it can move, the -creature can use the Dodge action. At the end of each of its turns, a -creature can repeat the saving throw, ending the effect on itself on a -success. - -The mace regains 1d3 expended charges daily at dawn. - -\hypertarget{mantle-of-spell-resistance}{% -\subsubsection{Mantle of Spell -Resistance}\label{mantle-of-spell-resistance}} - -\emph{Wondrous item, rare (requires attunement)} - -You have advantage on saving throws against spells while you wear this -cloak. - -\hypertarget{manual-of-bodily-health}{% -\subsubsection{Manual of Bodily Health}\label{manual-of-bodily-health}} - -\emph{Wondrous item, very rare} - -This book contains health and diet tips, and its words are charged with -magic. If you spend 48 hours over a period of 6 days or fewer studying -the book's contents and practicing its guidelines, your Constitution -score increases by 2, as does your maximum for that score. The manual -then loses its magic, but regains it in a century. - -\hypertarget{manual-of-gainful-exercise}{% -\subsubsection{Manual of Gainful -Exercise}\label{manual-of-gainful-exercise}} - -\emph{Wondrous item, very rare} - -This book describes fitness exercises, and its words are charged with -magic. If you spend 48 hours over a period of 6 days or fewer studying -the book's contents and practicing its guidelines, your Strength score -increases by 2, as does your maximum for that score. The manual then -loses its magic, but regains it in a century. - -\hypertarget{manual-of-golems}{% -\subsubsection{Manual of Golems}\label{manual-of-golems}} - -\emph{Wondrous item, very rare} - -This tome contains information and incantations necessary to make a -particular type of golem. The GM chooses the type or determines it -randomly. To decipher and use the manual, you must be a spellcaster with -at least two 5th-level spell slots. A creature that can't use a -\emph{manual of golems} and attempts to read it takes 6d6 psychic -damage. - -\textbf{Table- Manual of Golems} - -\begin{longtable}[]{@{}llll@{}} -\toprule -d20 & Golem & Time & Cost \\ -\midrule -\endhead -1-5 & Clay & 30 days & 65,000 gp \\ -6-17 & Flesh & 60 days & 50,000 gp \\ -18 & Iron & 120 days & 100,000 gp \\ -19-20 & Stone & 90 days & 80,000 gp \\ -& & & \\ -\bottomrule -\end{longtable} - -To create a golem, you must spend the time shown on the table, working -without interruption with the manual at hand and resting no more than 8 -hours per day. You must also pay the specified cost to purchase -supplies. - -Once you finish creating the golem, the book is consumed in eldritch -flames. The golem becomes animate when the ashes of the manual are -sprinkled on it. It is under your control, and it understands and obeys -your spoken commands. - -\hypertarget{manual-of-quickness-of-action}{% -\subsubsection{Manual of Quickness of -Action}\label{manual-of-quickness-of-action}} - -\emph{Wondrous item, very rare} - -This book contains coordination and balance exercises, and its words are -charged with magic. If you spend 48 hours over a period of 6 days or -fewer studying the book's contents and practicing its guidelines, your -Dexterity score increases by 2, as does your maximum for that score. The -manual then loses its magic, but regains it in a century. - -\hypertarget{marvelous-pigments}{% -\subsubsection{Marvelous Pigments}\label{marvelous-pigments}} - -\emph{Wondrous item, very rare} - -Typically found in 1d4 pots inside a fine wooden box with a brush -(weighing 1 pound in total), these pigments allow you to create -three-dimensional objects by painting them in two dimensions. The paint -flows from the brush to form the desired object as you concentrate on -its image. - -Each pot of paint is sufficient to cover 1,000 square feet of a surface, -which lets you create inanimate objects or terrain features-such as a -door, a pit, flowers, trees, cells, rooms, or weapons - that are up to -10,000 cubic feet. It takes 10 minutes to cover 100 square feet. - -When you complete the painting, the object or terrain feature depicted -becomes a real, nonmagical object. Thus, painting a door on a wall -creates an actual door that can be opened to whatever is beyond. -Painting a pit on a floor creates a real pit, and its depth counts -against the total area of objects you create. - -Nothing created by the pigments can have a value greater than 25 gp. If -you paint an object of greater value (such as a diamond or a pile of -gold), the object looks authentic, but close inspection reveals it is -made from paste, bone, or some other worthless material. - -If you paint a form of energy such as fire or lightning, the energy -appears but dissipates as soon as you complete the painting, doing no -harm to anything. - -\hypertarget{medallion-of-thoughts}{% -\subsubsection{Medallion of Thoughts}\label{medallion-of-thoughts}} - -\emph{Wondrous item, uncommon (requires attunement)} - -The medallion has 3 charges. While wearing it, you can use an action and -expend 1 charge to cast the \emph{detect thoughts} spell (save DC 13) -from it. The medallion regains 1d3 expended charges daily at dawn. - -\hypertarget{mirror-of-life-trapping}{% -\subsubsection{Mirror of Life Trapping}\label{mirror-of-life-trapping}} - -\emph{Wondrous item, very rare} - -When this 4-foot tall mirror is viewed indirectly, its surface shows -faint images of creatures. The mirror weighs 50 pounds, and it has AC -11, 10 hit points, and vulnerability to bludgeoning damage. It shatters -and is destroyed when reduced to 0 hit points. - -If the mirror is hanging on a vertical surface and you are within 5 feet -of it, you can use an action to speak its command word and activate it. -It remains activated until you use an action to speak the command word -again. - -Any creature other than you that sees its reflection in the activated -mirror while within 30 feet of it must succeed on a DC 15 Charisma -saving throw or be trapped, along with anything it is wearing or -carrying, in one of the mirror's twelve extradimensional cells. This -saving throw is made with advantage if the creature knows the mirror's -nature, and constructs succeed on the saving throw automatically. - -An extradimensional cell is an infinite expanse filled with thick fog -that reduces visibility to 10 feet. Creatures trapped in the mirror's -cells don't age, and they don't need to eat, drink, or sleep. A creature -trapped within a cell can escape using magic that permits planar travel. -Otherwise, the creature is confined to the cell until freed. - -If the mirror traps a creature but its twelve extradimensional cells are -already occupied, the mirror frees one trapped creature at random to -accommodate the new prisoner. A freed creature appears in an unoccupied -space within sight of the mirror but facing away from it. If the mirror -is shattered, all creatures it contains are freed and appear in -unoccupied spaces near it. - -While within 5 feet of the mirror, you can use an action to speak the -name of one creature trapped in it or call out a particular cell by -number. The creature named or contained in the named cell appears as an -image on the mirror's surface. You and the creature can then communicate -normally. - -In a similar way, you can use an action to speak a second command word -and free one creature trapped in the mirror. The freed creature appears, -along with its possessions, in the unoccupied space nearest to the -mirror and facing away from it. - -\hypertarget{mithral-armor}{% -\subsubsection{Mithral Armor}\label{mithral-armor}} - -\emph{Armor (medium or heavy, but not hide), uncommon} - -Mithral is a light, flexible metal. A mithral chain shirt or breastplate -can be worn under normal clothes. If the armor normally imposes -disadvantage on Dexterity (Stealth) checks or has a Strength -requirement, the mithral version of the armor doesn't. - -\hypertarget{magic-items-n}{% -\section{Magic Items (N)}\label{magic-items-n}} - -\hypertarget{necklace-of-adaptation}{% -\subsubsection{Necklace of Adaptation}\label{necklace-of-adaptation}} - -\emph{Wondrous item, uncommon (requires attunement)} - -While wearing this necklace, you can breathe normally in any -environment, and you have advantage on saving throws made against -harmful gases and vapors (such as \emph{cloudkill} and \emph{stinking -cloud} effects, inhaled poisons, and the breath weapons of some -dragons). - -\hypertarget{necklace-of-fireballs}{% -\subsubsection{Necklace of Fireballs}\label{necklace-of-fireballs}} - -\emph{Wondrous item, rare} - -This necklace has 1d6+3 beads hanging from it. You can use an action to -detach a bead and throw it up to 60 feet away. When it reaches the end -of its trajectory, the bead detonates as a 3rd-level \emph{fireball} -spell (save DC 15). - -You can hurl multiple beads, or even the whole necklace, as one action. -When you do so, increase the level of the \emph{fireball} by 1 for each -bead beyond the first. - -\hypertarget{necklace-of-prayer-beads}{% -\subsubsection{Necklace of Prayer -Beads}\label{necklace-of-prayer-beads}} - -\emph{Wondrous item, rare (requires attunement by a cleric, druid, or -paladin)} - -This necklace has 1d4+2 magic beads made from aquamarine, black pearl, -or topaz. It also has many nonmagical beads made from stones such as -amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic -bead is removed from the necklace, that bead loses its magic. - -Six types of magic beads exist. The GM decides the type of each bead on -the necklace or determines it randomly. A necklace can have more than -one bead of the same type. To use one, you must be wearing the necklace. -Each bead contains a spell that you can cast from it as a bonus action -(using your spell save DC if a save is necessary). Once a magic bead's -spell is cast, that bead can't be used again until the next dawn. - -\textbf{Table- Necklace of Prayer Beads} - -\begin{longtable}[]{@{}lll@{}} -\toprule -d20 & Bead of \ldots{} & Spell \\ -\midrule -\endhead -1-6 & Blessing & Bless \\ -7-12 & Curing & Cure wounds (2nd level) or lesser restoration \\ -13-16 & Favor & Greater restoration \\ -17-18 & Smiting & Branding smite \\ -19 & Summons & Planar ally \\ -20 & Wind walking & Wind walk \\ -& & \\ -\bottomrule -\end{longtable} - -\hypertarget{nine-lives-stealer}{% -\subsubsection{Nine Lives Stealer}\label{nine-lives-stealer}} - -\emph{Weapon (any sword), very rare (requires attunement)} - -You gain a +2 bonus to attack and damage rolls made with this magic -weapon. - -The sword has 1d8+1 charges. If you score a critical hit against a -creature that has fewer than 100 hit points, it must succeed on a DC 15 -Constitution saving throw or be slain instantly as the sword tears its -life force from its body (a construct or an undead is immune). The sword -loses 1 charge if the creature is slain. When the sword has no charges -remaining, it loses this property. - -\hypertarget{magic-items-o}{% -\section{Magic Items (O)}\label{magic-items-o}} - -\hypertarget{oathbow}{% -\subsubsection{Oathbow}\label{oathbow}} - -\emph{Weapon (longbow), very rare (requires attunement)} - -When you nock an arrow on this bow, it whispers in Elvish, ``Swift -defeat to my enemies.'' When you use this weapon to make a ranged -attack, you can, as a command phrase, say, ``Swift death to you who have -wronged me.'' The target of your attack becomes your sworn enemy until -it dies or until dawn seven days later. You can have only one such sworn -enemy at a time. When your sworn enemy dies, you can choose a new one -after the next dawn. - -When you make a ranged attack roll with this weapon against your sworn -enemy, you have advantage on the roll. In addition, your target gains no -benefit from cover, other than total cover, and you suffer no -disadvantage due to long range. If the attack hits, your sworn enemy -takes an extra 3d6 piercing damage. - -While your sworn enemy lives, you have disadvantage on attack rolls with -all other weapons. - -\hypertarget{oil-of-etherealness}{% -\subsubsection{Oil of Etherealness}\label{oil-of-etherealness}} - -\emph{Potion, rare} - -Beads of this cloudy gray oil form on the outside of its container and -quickly evaporate. The oil can cover a Medium or smaller creature, along -with the equipment it's wearing and carrying (one additional vial is -required for each size category above Medium). Applying the oil takes 10 -minutes. The affected creature then gains the effect of the -\emph{etherealness} spell for 1 hour. - -\hypertarget{oil-of-sharpness}{% -\subsubsection{Oil of Sharpness}\label{oil-of-sharpness}} - -\emph{Potion, very rare} - -This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. -The oil can coat one slashing or piercing weapon or up to 5 pieces of -slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 -hour, the coated item is magical and has a +3 bonus to attack and damage -rolls. - -\hypertarget{oil-of-slipperiness}{% -\subsubsection{Oil of Slipperiness}\label{oil-of-slipperiness}} - -\emph{Potion, uncommon} - -This sticky black unguent is thick and heavy in the container, but it -flows quickly when poured. The oil can cover a Medium or smaller -creature, along with the equipment it's wearing and carrying (one -additional vial is required for each size category above Medium). -Applying the oil takes 10 minutes. The affected creature then gains the -effect of a \emph{freedom of movement} spell for 8 hours. - -Alternatively, the oil can be poured on the ground as an action, where -it covers a 10-foot square, duplicating the effect of the \emph{grease} -spell in that area for 8 hours. - -\hypertarget{magic-items-p}{% -\section{Magic Items (P)}\label{magic-items-p}} - -\hypertarget{pearl-of-power}{% -\subsubsection{Pearl of Power}\label{pearl-of-power}} - -\emph{Wondrous item, uncommon (requires attunement by a spellcaster)} - -While this pearl is on your person, you can use an action to speak its -command word and regain one expended spell slot. If the expended slot -was of 4th level or higher, the new slot is 3rd level. Once you use the -pearl, it can't be used again until the next dawn. - -\hypertarget{periapt-of-health}{% -\subsubsection{Periapt of Health}\label{periapt-of-health}} - -\emph{Wondrous item, uncommon} - -You are immune to contracting any disease while you wear this pendant. -If you are already infected with a disease, the effects of the disease -are suppressed you while you wear the pendant. - -\hypertarget{periapt-of-proof-against-poison}{% -\subsubsection{Periapt of Proof against -Poison}\label{periapt-of-proof-against-poison}} - -\emph{Wondrous item, rare} - -This delicate silver chain has a brilliant-cut black gem pendant. While -you wear it, poisons have no effect on you. You are immune to the -poisoned condition and have immunity to poison damage. - -\hypertarget{periapt-of-wound-closure}{% -\subsubsection{Periapt of Wound -Closure}\label{periapt-of-wound-closure}} - -\emph{Wondrous item, uncommon (requires attunement)} - -While you wear this pendant, you stabilize whenever you are dying at the -start of your turn. In addition, whenever you roll a Hit Die to regain -hit points, double the number of hit points it restores. - -\hypertarget{philter-of-love}{% -\subsubsection{Philter of Love}\label{philter-of-love}} - -\emph{Potion, uncommon} - -The next time you see a creature within 10 minutes after drinking this -philter, you become charmed by that creature for 1 hour. If the creature -is of a species and gender you are normally attracted to, you regard it -as your true love while you are charmed. This potion's rose-hued, -effervescent liquid contains one easy-to-miss bubble shaped like a -heart. - -\hypertarget{pipes-of-haunting}{% -\subsubsection{Pipes of Haunting}\label{pipes-of-haunting}} - -\emph{Wondrous item, uncommon} - -You must be proficient with wind instruments to use these pipes. They -have 3 charges. You can use an action to play them and expend 1 charge -to create an eerie, spellbinding tune. Each creature within 30 feet of -you that hears you play must succeed on a DC 15 Wisdom saving throw or -become frightened of you for 1 minute. If you wish, all creatures in the -area that aren't hostile toward you automatically succeed on the saving -throw. A creature that fails the saving throw can repeat it at the end -of each of its turns, ending the effect on itself on a success. A -creature that succeeds on its saving throw is immune to the effect of -these pipes for 24 hours. The pipes regain 1d3 expended charges daily at -dawn. - -\hypertarget{pipes-of-the-sewers}{% -\subsubsection{Pipes of the Sewers}\label{pipes-of-the-sewers}} - -\emph{Wondrous item, uncommon (requires attunement)} - -You must be proficient with wind instruments to use these pipes. While -you are attuned to the pipes, ordinary rats and giant rats are -indifferent toward you and will not attack you unless you threaten or -harm them. - -The pipes have 3 charges. If you play the pipes as an action, you can -use a bonus action to expend 1 to 3 charges, calling forth one swarm of -rats with each expended charge, provided that enough rats are within -half a mile of you to be called in this fashion (as determined by the -GM). If there aren't enough rats to form a swarm, the charge is wasted. -Called swarms move toward the music by the shortest available route but -aren't under your control otherwise. The pipes regain 1d3 expended -charges daily at dawn. - -Whenever a swarm of rats that isn't under another creature's control -comes within 30 feet of you while you are playing the pipes, you can -make a Charisma check contested by the swarm's Wisdom check. If you lose -the contest, the swarm behaves as it normally would and can't be swayed -by the pipes' music for the next 24 hours. If you win the contest, the -swarm is swayed by the pipes' music and becomes friendly to you and your -companions for as long as you continue to play the pipes each round as -an action. A friendly swarm obeys your commands. If you issue no -commands to a friendly swarm, it defends itself but otherwise takes no -actions. If a friendly swarm starts its turn and can't hear the pipes' -music, your control over that swarm ends, and the swarm behaves as it -normally would and can't be swayed by the pipes' music for the next 24 -hours. - -\hypertarget{plate-armor-of-etherealness}{% -\subsubsection{Plate Armor of -Etherealness}\label{plate-armor-of-etherealness}} - -\emph{Armor (plate), legendary (requires attunement)} - -While you're wearing this armor, you can speak its command word as an -action to gain the effect of the \emph{etherealness} spell, which last -for 10 minutes or until you remove the armor or use an action to speak -the command word again. This property of the armor can't be used again -until the next dawn. - -\hypertarget{portable-hole}{% -\subsubsection{Portable Hole}\label{portable-hole}} - -\emph{Wondrous item, rare} - -This fine black cloth, soft as silk, is folded up to the dimensions of a -handkerchief. It unfolds into a circular sheet 6 feet in diameter. - -You can use an action to unfold a \emph{portable hole} and place it on -or against a solid surface, whereupon the \emph{portable hole} creates -an extradimensional hole 10 feet deep. The cylindrical space within the -hole exists on a different plane, so it can't be used to create open -passages. Any creature inside an open \emph{portable hole} can exit the -hole by climbing out of it. - -You can use an action to close a \emph{portable hole} by taking hold of -the edges of the cloth and folding it up. Folding the cloth closes the -hole, and any creatures or objects within remain in the extradimensional -space. No matter what's in it, the hole weighs next to nothing. - -If the hole is folded up, a creature within the hole's extradimensional -space can use an action to make a DC 10 Strength check. On a successful -check, the creature forces its way out and appears within 5 feet of the -\emph{portable hole} or the creature carrying it. A breathing creature -within a closed \emph{portable hole} can survive for up to 10 minutes, -after which time it begins to suffocate. - -Placing a \emph{portable hole} inside an extradimensional space created -by a \emph{bag of holding}, \emph{handy haversack}, or similar item -instantly destroys both items and opens a gate to the Astral Plane. The -gate originates where the one item was placed inside the other. Any -creature within 10 feet of the gate is sucked through it and deposited -in a random location on the Astral Plane. The gate then closes. The gate -is one-way only and can't be reopened. - -\hypertarget{potion-of-animal-friendship}{% -\subsubsection{Potion of Animal -Friendship}\label{potion-of-animal-friendship}} - -\emph{Potion, uncommon} - -When you drink this potion, you can cast the \emph{animal friendship} -spell (save DC 13) for 1 hour at will. Agitating this muddy liquid -brings little bits into view: a fish scale, a hummingbird tongue, a cat -claw, or a squirrel hair. - -\hypertarget{potion-of-clairvoyance}{% -\subsubsection{Potion of Clairvoyance}\label{potion-of-clairvoyance}} - -\emph{Potion, rare} - -When you drink this potion, you gain the effect of the -\emph{clairvoyance} spell. An eyeball bobs in this yellowish liquid but -vanishes when the potion is opened. - -\hypertarget{potion-of-climbing}{% -\subsubsection{Potion of Climbing}\label{potion-of-climbing}} - -\emph{Potion, common} - -When you drink this potion, you gain a climbing speed equal to your -walking speed for 1 hour. During this time, you have advantage on -Strength (Athletics) checks you make to climb. The potion is separated -into brown, silver, and gray layers resembling bands of stone. Shaking -the bottle fails to mix the colors. - -\hypertarget{potion-of-diminution}{% -\subsubsection{Potion of Diminution}\label{potion-of-diminution}} - -\emph{Potion, rare} - -When you drink this potion, you gain the ``reduce'' effect of the -\emph{enlarge/reduce} spell for 1d4 hours (no concentration required). -The red in the potion's liquid continuously contracts to a tiny bead and -then expands to color the clear liquid around it. Shaking the bottle -fails to interrupt this process. - -\hypertarget{potion-of-flying}{% -\subsubsection{Potion of Flying}\label{potion-of-flying}} - -\emph{Potion, very rare} - -When you drink this potion, you gain a flying speed equal to your -walking speed for 1 hour and can hover. If you're in the air when the -potion wears off, you fall unless you have some other means of staying -aloft. This potion's clear liquid floats at the top of its container and -has cloudy white impurities drifting in it. - -\hypertarget{potion-of-gaseous-form}{% -\subsubsection{Potion of Gaseous Form}\label{potion-of-gaseous-form}} - -\emph{Potion, rare} - -When you drink this potion, you gain the effect of the \emph{gaseous -form} spell for 1 hour (no concentration required) or until you end the -effect as a bonus action. This potion's container seems to hold fog that -moves and pours like water. - -\hypertarget{potion-of-giant-strength}{% -\subsubsection{Potion of Giant -Strength}\label{potion-of-giant-strength}} - -\emph{Potion, rarity varies} - -When you drink this potion, your Strength score changes for 1 hour. The -type of giant determines the score (see the table below). The potion has -no effect on you if your Strength is equal to or greater than that -score. - -This potion's transparent liquid has floating in it a sliver of -fingernail from a giant of the appropriate type. The \emph{potion of -frost giant strength} and the \emph{potion of stone giant strength} have -the same effect. - -\textbf{Table- Potion of Giant Strength} - -\begin{longtable}[]{@{}lll@{}} -\toprule -Type of Giant & Strength & Rarity \\ -\midrule -\endhead -Hill giant & 21 & Uncommon \\ -Frost/stone giant & 23 & Rare \\ -Fire giant & 25 & Rare \\ -Cloud giant & 27 & Very rare \\ -Storm giant & 29 & Legendary \\ -& & \\ -\bottomrule -\end{longtable} - -\hypertarget{potion-of-growth}{% -\subsubsection{Potion of Growth}\label{potion-of-growth}} - -\emph{Potion, uncommon} - -When you drink this potion, you gain the ``enlarge'' effect of the -\emph{enlarge/reduce} spell for 1d4 hours (no concentration required). -The red in the potion's liquid continuously expands from a tiny bead to -color the clear liquid around it and then contracts. Shaking the bottle -fails to interrupt this process. - -\hypertarget{potion-of-healing}{% -\subsubsection{Potion of Healing}\label{potion-of-healing}} - -\emph{Potion, rarity varies} - -You regain hit points when you drink this potion. The number of hit -points depends on the potion's rarity, as shown in the Potions of -Healing table. Whatever its potency, the potion's red liquid glimmers -when agitated. - -\textbf{Table- Potions of Healing} - -\begin{longtable}[]{@{}lll@{}} -\toprule -Potion of \ldots{} & Rarity & HP Regained \\ -\midrule -\endhead -Healing & Common & 2d4+2 \\ -Greater healing & Uncommon & 4d4+4 \\ -Superior healing & Rare & 8d4+8 \\ -Supreme healing & Very rare & 10d4+20 \\ -& & \\ -\bottomrule -\end{longtable} - -\hypertarget{potion-of-heroism}{% -\subsubsection{Potion of Heroism}\label{potion-of-heroism}} - -\emph{Potion, rare} - -For 1 hour after drinking it, you gain 10 temporary hit points that last -for 1 hour. For the same duration, you are under the effect of the -\emph{bless} spell (no concentration required). This blue potion bubbles -and steams as if boiling. - -\hypertarget{potion-of-invisibility}{% -\subsubsection{Potion of Invisibility}\label{potion-of-invisibility}} - -\emph{Potion, very rare} - -This potion's container looks empty but feels as though it holds liquid. -When you drink it, you become invisible for 1 hour. Anything you wear or -carry is invisible with you. The effect ends early if you attack or cast -a spell. - -\hypertarget{potion-of-mind-reading}{% -\subsubsection{Potion of Mind Reading}\label{potion-of-mind-reading}} - -\emph{Potion, rare} - -When you drink this potion, you gain the effect of the \emph{detect -thoughts} spell (save DC 13). The potion's dense, purple liquid has an -ovoid cloud of pink floating in it. - -\hypertarget{potion-of-poison}{% -\subsubsection{Potion of Poison}\label{potion-of-poison}} - -\emph{Potion, uncommon} - -This concoction looks, smells, and tastes like a \emph{potion of -healing} or other beneficial potion. However, it is actually poison -masked by illusion magic. An \emph{identify} spell reveals its true -nature. - -If you drink it, you take 3d6 poison damage, and you must succeed on a -DC 13 Constitution saving throw or be poisoned. At the start of each of -your turns while you are poisoned in this way, you take 3d6 poison -damage. At the end of each of your turns, you can repeat the saving -throw. On a successful save, the poison damage you take on your -subsequent turns decreases by 1d6. The poison ends when the damage -decreases to 0. - -\hypertarget{potion-of-resistance}{% -\subsubsection{Potion of Resistance}\label{potion-of-resistance}} - -\emph{Potion, uncommon} - -When you drink this potion, you gain resistance to one type of damage -for 1 hour. The GM chooses the type or determines it randomly from the -options below. - -\textbf{Table- Potion of Resistance} - -\begin{longtable}[]{@{}ll@{}} -\toprule -d10 & Damage Type \\ -\midrule -\endhead -1 & Acid \\ -2 & Cold \\ -3 & Fire \\ -4 & Force \\ -5 & Lightning \\ -6 & Necrotic \\ -7 & Poison \\ -8 & Psychic \\ -9 & Radiant \\ -10 & Thunder \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{potion-of-speed}{% -\subsubsection{Potion of Speed}\label{potion-of-speed}} - -\emph{Potion, very rare} - -When you drink this potion, you gain the effect of the \emph{haste} -spell for 1 minute (no concentration required). The potion's yellow -fluid is streaked with black and swirls on its own. - -\hypertarget{potion-of-water-breathing}{% -\subsubsection{Potion of Water -Breathing}\label{potion-of-water-breathing}} - -\emph{Potion, uncommon} - -You can breathe underwater for 1 hour after drinking this potion. Its -cloudy green fluid smells of the sea and has a jellyfish-like bubble -floating in it. - -\hypertarget{magic-items-q}{% -\section{Magic Items (Q)}\label{magic-items-q}} - -\hypertarget{magic-items-r}{% -\section{Magic Items (R)}\label{magic-items-r}} - -\hypertarget{restorative-ointment}{% -\subsubsection{Restorative Ointment}\label{restorative-ointment}} - -\emph{Wondrous item, uncommon} - -This glass jar, 3 inches in diameter, contains 1d4+1 doses of a thick -mixture that smells faintly of aloe. The jar and its contents weigh 1/2 -pound. - -As an action, one dose of the ointment can be swallowed or applied to -the skin. The creature that receives it regains 2d8+2 hit points, ceases -to be poisoned, and is cured of any disease. - -\hypertarget{ring-of-animal-influence}{% -\subsubsection{Ring of Animal -Influence}\label{ring-of-animal-influence}} - -\emph{Ring, rare} - -This ring has 3 charges, and it regains 1d3 expended charges daily at -dawn. While wearing the ring, you can use an action to expend 1 of its -charges to cast one of the following spells: - -\begin{itemize} -\tightlist -\item - Animal friendship (save DC 13) -\item - Fear (save DC 13), targeting only beasts that have an Intelligence of - 3 or lower -\item - Speak with animals -\end{itemize} - -\hypertarget{ring-of-djinni-summoning}{% -\subsubsection{Ring of Djinni -Summoning}\label{ring-of-djinni-summoning}} - -\emph{Ring, legendary (requires attunement)} - -While wearing this ring, you can speak its command word as an action to -summon a particular djinni from the Elemental Plane of Air. The djinni -appears in an unoccupied space you choose within 120 feet of you. It -remains as long as you concentrate (as if concentrating on a spell), to -a maximum of 1 hour, or until it drops to 0 hit points. It then returns -to its home plane. - -While summoned, the djinni is friendly to you and your companions. It -obeys any commands you give it, no matter what language you use. If you -fail to command it, the djinni defends itself against attackers but -takes no other actions. - -After the djinni departs, it can't be summoned again for 24 hours, and -the ring becomes nonmagical if the djinni dies. - -\hypertarget{ring-of-elemental-command}{% -\subsubsection{Ring of Elemental -Command}\label{ring-of-elemental-command}} - -\emph{Ring, legendary (requires attunement)} - -This ring is linked to one of the four Elemental Planes. The GM chooses -or randomly determines the linked plane. - -While wearing this ring, you have advantage on attack rolls against -elementals from the linked plane, and they have disadvantage on attack -rolls against you. In addition, you have access to properties based on -the linked plane. - -The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. -Spells cast from the ring have a save DC of 17. - -\textbf{\emph{Ring of Air Elemental Command}}. You can expend 2 of the -ring's charges to cast \emph{dominate monster} on an air elemental. In -addition, when you fall, you descend 60 feet per round and take no -damage from falling. You can also speak and understand Auran. - -If you help slay an air elemental while attuned to the ring, you gain -access to the following additional properties: - -\begin{itemize} -\tightlist -\item - You have resistance to lightning damage. -\item - You have a flying speed equal to your walking speed and can hover. -\item - You can cast the following spells from the ring, expending the - necessary number of charges: \emph{chain lightning} (3 charges), - \emph{gust of wind} (2 charges), or \emph{wind wall} (1 charge). -\end{itemize} - -\textbf{\emph{Ring of Earth Elemental Command}}. You can expend 2 of the -ring's charges to cast \emph{dominate monster} on an earth elemental. In -addition, you can move in difficult terrain that is composed of rubble, -rocks, or dirt as if it were normal terrain. You can also speak and -understand Terran. - -If you help slay an earth elemental while attuned to the ring, you gain -access to the following additional properties: - -\begin{itemize} -\tightlist -\item - You have resistance to acid damage. -\item - You can move through solid earth or rock as if those areas were - difficult terrain. If you end your turn there, you are shunted out to - the nearest unoccupied space you last occupied. -\item - You can cast the following spells from the ring, expending the - necessary number of charges: \emph{stone shape} (2 charges), - \emph{stoneskin} (3 charges), or \emph{wall of stone} (3 charges). -\end{itemize} - -\textbf{\emph{Ring of Fire Elemental Command}}. You can expend 2 of the -ring's charges to cast \emph{dominate monster} on a fire elemental. In -addition, you have resistance to fire damage. You can also speak and -understand Ignan. - -If you help slay a fire elemental while attuned to the ring, you gain -access to the following additional properties: - -\begin{itemize} -\tightlist -\item - You are immune to fire damage. -\item - You can cast the following spells from the ring, expending the - necessary number of charges: \emph{burning hands} (1 charge), - \emph{fireball} (2 charges), and \emph{wall of fire} (3 charges). -\end{itemize} - -\textbf{\emph{Ring of Water Elemental Command}}. You can expend 2 of the -ring's charges to cast \emph{dominate monster} on a water elemental. In -addition, you can stand on and walk across liquid surfaces as if they -were solid ground. You can also speak and understand Aquan. - -If you help slay a water elemental while attuned to the ring, you gain -access to the following additional properties: - -\begin{itemize} -\tightlist -\item - You can breathe underwater and have a swimming speed equal to your - walking speed. -\item - You can cast the following spells from the ring, expending the - necessary number of charges: \emph{create or destroy water} (1 - charge), \emph{control water} (3 charges), \emph{ice storm} (2 - charges), or \emph{wall of ice} (3 charges). -\end{itemize} - -\hypertarget{ring-of-evasion}{% -\subsubsection{Ring of Evasion}\label{ring-of-evasion}} - -\emph{Ring, rare (requires attunement)} - -This ring has 3 charges, and it regains 1d3 expended charges daily at -dawn. When you fail a Dexterity saving throw while wearing it, you can -use your reaction to expend 1 of its charges to succeed on that saving -throw instead. - -\hypertarget{ring-of-feather-falling}{% -\subsubsection{Ring of Feather Falling}\label{ring-of-feather-falling}} - -\emph{Ring, rare (requires attunement)} - -When you fall while wearing this ring, you descend 60 feet per round and -take no damage from falling. - -\hypertarget{ring-of-free-action}{% -\subsubsection{Ring of Free Action}\label{ring-of-free-action}} - -\emph{Ring, rare (requires attunement)} - -While you wear this ring, difficult terrain doesn't cost you extra -movement. In addition, magic can neither reduce your speed nor cause you -to be paralyzed or restrained. - -\hypertarget{ring-of-invisibility}{% -\subsubsection{Ring of Invisibility}\label{ring-of-invisibility}} - -\emph{Ring, legendary (requires attunement)} - -While wearing this ring, you can turn invisible as an action. Anything -you are wearing or carrying is invisible with you. You remain invisible -until the ring is removed, until you attack or cast a spell, or until -you use a bonus action to become visible again. - -\hypertarget{ring-of-jumping}{% -\subsubsection{Ring of Jumping}\label{ring-of-jumping}} - -\emph{Ring, uncommon (requires attunement)} - -While wearing this ring, you can cast the \emph{jump} spell from it as a -bonus action at will, but can target only yourself when you do so. - -\hypertarget{ring-of-mind-shielding}{% -\subsubsection{Ring of Mind Shielding}\label{ring-of-mind-shielding}} - -\emph{Ring, uncommon (requires attunement)} - -While wearing this ring, you are immune to magic that allows other -creatures to read your thoughts, determine whether you are lying, know -your alignment, or know your creature type. Creatures can telepathically -communicate with you only if you allow it. - -You can use an action to cause the ring to become invisible until you -use another action to make it visible, until you remove the ring, or -until you die. - -If you die while wearing the ring, your soul enters it, unless it -already houses a soul. You can remain in the ring or depart for the -afterlife. As long as your soul is in the ring, you can telepathically -communicate with any creature wearing it. A wearer can't prevent this -telepathic communication. - -\hypertarget{ring-of-protection}{% -\subsubsection{Ring of Protection}\label{ring-of-protection}} - -\emph{Ring, rare (requires attunement)} - -You gain a +1 bonus to AC and saving throws while wearing this ring. - -\hypertarget{ring-of-regeneration}{% -\subsubsection{Ring of Regeneration}\label{ring-of-regeneration}} - -\emph{Ring, very rare (requires attunement)} - -While wearing this ring, you regain 1d6 hit points every 10 minutes, -provided that you have at least 1 hit point. If you lose a body part, -the ring causes the missing part to regrow and return to full -functionality after 1d6+1 days if you have at least 1 hit point the -whole time. - -\hypertarget{ring-of-resistance}{% -\subsubsection{Ring of Resistance}\label{ring-of-resistance}} - -\emph{Ring, rare (requires attunement)} - -You have resistance to one damage type while wearing this ring. The gem -in the ring indicates the type, which the GM chooses or determines -randomly. - -\textbf{Table- Ring of Resistance} - -\begin{longtable}[]{@{}lll@{}} -\toprule -d10 & Damage Type & Gem \\ -\midrule -\endhead -1 & Acid & Pearl \\ -2 & Cold & Tourmaline \\ -3 & Fire & Garnet \\ -4 & Force & Sapphire \\ -5 & Lightning & Citrine \\ -6 & Necrotic & Jet \\ -7 & Poison & Amethyst \\ -8 & Psychic & Jade \\ -9 & Radiant & Topaz \\ -10 & Thunder & Spinel \\ -& & \\ -\bottomrule -\end{longtable} - -\hypertarget{ring-of-shooting-stars}{% -\subsubsection{Ring of Shooting Stars}\label{ring-of-shooting-stars}} - -\emph{Ring, very rare (requires attunement outdoors at night)} - -While wearing this ring in dim light or darkness, you can cast -\emph{dancing lights} and \emph{light} from the ring at will. Casting -either spell from the ring requires an action. - -The ring has 6 charges for the following other properties. The ring -regains 1d6 expended charges daily at dawn. - -\textbf{\emph{Faerie Fire}}. You can expend 1 charge as an action to -cast \emph{faerie fire} from the ring. - -\textbf{\emph{Ball Lightning}}. You can expend 2 charges as an action to -create one to four 3-foot diameter spheres of lightning. The more -spheres you create, the less powerful each sphere is individually. - -Each sphere appears in an unoccupied space you can see within 120 feet -of you. The spheres last as long as you concentrate (as if concentrating -on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot -radius. - -As a bonus action, you can move each sphere up to 30 feet, but no -farther than 120 feet away from you. When a creature other than you -comes within 5 feet of a sphere, the sphere discharges lightning at that -creature and disappears. That creature must make a DC 15 Dexterity -saving throw. On a failed save, the creature takes lightning damage -based on the number of spheres you created. - -\textbf{Table- Ring of Shooting Stars} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Spheres & Lightning Damage \\ -\midrule -\endhead -4 & 2d4 \\ -3 & 2d6 \\ -2 & 5d4 \\ -1 & 4d12 \\ -& \\ -\bottomrule -\end{longtable} - -\textbf{\emph{Shooting Stars}}. You can expend 1 to 3 charges as an -action. For every charge you expend, you launch a glowing mote of light -from the ring at a point you can see within 60 feet of you. Each -creature within a 15-foot cube originating from that point is showered -in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire -damage on a failed save, or half as much damage on a successful one. - -\hypertarget{ring-of-spell-storing}{% -\subsubsection{Ring of Spell Storing}\label{ring-of-spell-storing}} - -\emph{Ring, rare (requires attunement)} - -This ring stores spells cast into it, holding them until the attuned -wearer uses them. The ring can store up to 5 levels worth of spells at a -time. When found, it contains 1d6 - 1 levels of stored spells chosen by -the GM. - -Any creature can cast a spell of 1st through 5th level into the ring by -touching the ring as the spell is cast. The spell has no effect, other -than to be stored in the ring. If the ring can't hold the spell, the -spell is expended without effect. The level of the slot used to cast the -spell determines how much space it uses. - -While wearing this ring, you can cast any spell stored in it. The spell -uses the slot level, spell save DC, spell attack bonus, and spellcasting -ability of the original caster, but is otherwise treated as if you cast -the spell. The spell cast from the ring is no longer stored in it, -freeing up space. - -\hypertarget{ring-of-spell-turning}{% -\subsubsection{Ring of Spell Turning}\label{ring-of-spell-turning}} - -\emph{Ring, legendary (requires attunement)} - -While wearing this ring, you have advantage on saving throws against any -spell that targets only you (not in an area of effect). In addition, if -you roll a 20 for the save and the spell is 7th level or lower, the -spell has no effect on you and instead targets the caster, using the -slot level, spell save DC, attack bonus, and spellcasting ability of the -caster. - -\hypertarget{ring-of-swimming}{% -\subsubsection{Ring of Swimming}\label{ring-of-swimming}} - -\emph{Ring, uncommon} - -You have a swimming speed of 40 feet while wearing this ring. - -\hypertarget{ring-of-telekinesis}{% -\subsubsection{Ring of Telekinesis}\label{ring-of-telekinesis}} - -\emph{Ring, very rare (requires attunement)} - -While wearing this ring, you can cast the \emph{telekinesis} spell at -will, but you can target only objects that aren't being worn or carried. - -\hypertarget{ring-of-the-ram}{% -\subsubsection{Ring of the Ram}\label{ring-of-the-ram}} - -\emph{Ring, rare (requires attunement)} - -This ring has 3 charges, and it regains 1d3 expended charges daily at -dawn. While wearing the ring, you can use an action to expend 1 to 3 of -its charges to attack one creature you can see within 60 feet of you. -The ring produces a spectral ram's head and makes its attack roll with a -+7 bonus. On a hit, for each charge you spend, the target takes 2d10 -force damage and is pushed 5 feet away from you. - -Alternatively, you can expend 1 to 3 of the ring's charges as an action -to try to break an object you can see within 60 feet of you that isn't -being worn or carried. The ring makes a Strength check with a +5 bonus -for each charge you spend. - -\hypertarget{ring-of-three-wishes}{% -\subsubsection{Ring of Three Wishes}\label{ring-of-three-wishes}} - -\emph{Ring, legendary} - -While wearing this ring, you can use an action to expend 1 of its 3 -charges to cast the \emph{wish} spell from it. The ring becomes -nonmagical when you use the last charge. - -\hypertarget{ring-of-warmth}{% -\subsubsection{Ring of Warmth}\label{ring-of-warmth}} - -\emph{Ring, uncommon (requires attunement)} - -While wearing this ring, you have resistance to cold damage. In -addition, you and everything you wear and carry are unharmed by -temperatures as low as -50 degrees Fahrenheit. - -\hypertarget{ring-of-water-walking}{% -\subsubsection{Ring of Water Walking}\label{ring-of-water-walking}} - -\emph{Ring, uncommon} - -While wearing this ring, you can stand on and move across any liquid -surface as if it were solid ground. - -\hypertarget{ring-of-x-ray-vision}{% -\subsubsection{Ring of X-ray Vision}\label{ring-of-x-ray-vision}} - -\emph{Ring, rare (requires attunement)} - -While wearing this ring, you can use an action to speak its command -word. When you do so, you can see into and through solid matter for 1 -minute. This vision has a radius of 30 feet. To you, solid objects -within that radius appear transparent and don't prevent light from -passing through them. The vision can penetrate 1 foot of stone, 1 inch -of common metal, or up to 3 feet of wood or dirt. Thicker substances -block the vision, as does a thin sheet of lead. - -Whenever you use the ring again before taking a long rest, you must -succeed on a DC 15 Constitution saving throw or gain one level of -exhaustion. - -\hypertarget{robe-of-eyes}{% -\subsubsection{Robe of Eyes}\label{robe-of-eyes}} - -\emph{Wondrous item, rare (requires attunement)} - -This robe is adorned with eyelike patterns. While you wear the robe, you -gain the following benefits: - -\begin{itemize} -\tightlist -\item - The robe lets you see in all directions, and you have advantage on - Wisdom (Perception) checks that rely on sight. -\item - You have darkvision out to a range of 120 feet. -\item - You can see invisible creatures and objects, as well as see into the - Ethereal Plane, out to a range of 120 feet. -\end{itemize} - -The eyes on the robe can't be closed or averted. Although you can close -or avert your own eyes, you are never considered to be doing so while -wearing this robe. - -A \emph{light} spell cast on the robe or a \emph{daylight} spell cast -within 5 feet of the robe causes you to be blinded for 1 minute. At the -end of each of your turns, you can make a Constitution saving throw (DC -11 for \emph{light} or DC 15 for \emph{daylight}), ending the blindness -on a success. - -\hypertarget{robe-of-scintillating-colors}{% -\subsubsection{Robe of Scintillating -Colors}\label{robe-of-scintillating-colors}} - -\emph{Wondrous item, very rare (requires attunement)} - -This robe has 3 charges, and it regains 1d3 expended charges daily at -dawn. While you wear it, you can use an action and expend 1 charge to -cause the garment to display a shifting pattern of dazzling hues until -the end of your next turn. During this time, the robe sheds bright light -in a 30-foot radius and dim light for an additional 30 feet. Creatures -that can see you have disadvantage on attack rolls against you. In -addition, any creature in the bright light that can see you when the -robe's power is activated must succeed on a DC 15 Wisdom saving throw or -become stunned until the effect ends. - -\hypertarget{robe-of-stars}{% -\subsubsection{Robe of Stars}\label{robe-of-stars}} - -\emph{Wondrous item, very rare (requires attunement)} - -This black or dark blue robe is embroidered with small white or silver -stars. You gain a +1 bonus to saving throws while you wear it. - -Six stars, located on the robe's upper front portion, are particularly -large. While wearing this robe, you can use an action to pull off one of -the stars and use it to cast \emph{magic missile} as a 5th-level spell. -Daily at dusk, 1d6 removed stars reappear on the robe. - -While you wear the robe, you can use an action to enter the Astral Plane -along with everything you are wearing and carrying. You remain there -until you use an action to return to the plane you were on. You reappear -in the last space you occupied, or if that space is occupied, the -nearest unoccupied space. - -\hypertarget{robe-of-the-archmagi}{% -\subsubsection{Robe of the Archmagi}\label{robe-of-the-archmagi}} - -\emph{Wondrous item, legendary (requires attunement by a sorcerer, -warlock, or wizard)} - -This elegant garment is made from exquisite cloth of white, gray, or -black and adorned with silvery runes. The robe's color corresponds to -the alignment for which the item was created. A white robe was made for -good, gray for neutral, and black for evil. You can't attune to a -\emph{robe of the archmagi} that doesn't correspond to your alignment. - -You gain these benefits while wearing the robe: - -\begin{itemize} -\tightlist -\item - If you aren't wearing armor, your base Armor Class is 15+your - Dexterity modifier. -\item - You have advantage on saving throws against spells and other magical - effects. -\item - Your spell save DC and spell attack bonus each increase by 2. -\end{itemize} - -\hypertarget{robe-of-useful-items}{% -\subsubsection{Robe of Useful Items}\label{robe-of-useful-items}} - -\emph{Wondrous item, uncommon} - -This robe has cloth patches of various shapes and colors covering it. -While wearing the robe, you can use an action to detach one of the -patches, causing it to become the object or creature it represents. Once -the last patch is removed, the robe becomes an ordinary garment. - -The robe has two of each of the following patches: - -\begin{itemize} -\tightlist -\item - Dagger -\item - Bullseye lantern (filled and lit) -\item - Steel mirror -\item - 10-foot pole -\item - Hempen rope (50 feet, coiled) -\item - Sack -\end{itemize} - -In addition, the robe has 4d4 other patches. The GM chooses the patches -or determines them randomly. - -\textbf{Table- Robe of Useful Items} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0394}} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9606}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -d100 -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Patch -\end{minipage} \\ -\midrule -\endhead -01-08 & Bag of 100 gp \\ -09-15 & Silver coffer (1 foot long, 6 inches wide and deep) worth 500 -gp \\ -16-22 & Iron door (up to 10 feet wide and 10 feet high, barred on one -side of your choice), which you can place in an opening you can reach; -it conforms to fit the opening, attaching and hinging itself \\ -23-30 & 10 gems worth 100 gp each \\ -31-44 & Wooden ladder (24 feet long) 45-51 A riding horse with saddle -bags \\ -52-59 & Pit (a cube 10 feet on a side), which you can place on the -ground within 10 feet of you \\ -60-68 & 4 potions of healing \\ -69-75 & Rowboat (12 feet long) \\ -76-83 & Spell scroll containing one spell of 1st to 3rd level \\ -84-90 & 2 mastiffs \\ -91-96 & Window (2 feet by 4 feet, up to 2 feet deep), which you can -place on a vertical surface you can reach \\ -97-100 & Portable ram \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{rod-of-absorption}{% -\subsubsection{Rod of Absorption}\label{rod-of-absorption}} - -\emph{Rod, very rare (requires attunement)} - -While holding this rod, you can use your reaction to absorb a spell that -is targeting only you and not with an area of effect. The absorbed -spell's effect is canceled, and the spell's energy-not the spell -itself-is stored in the rod. The energy has the same level as the spell -when it was cast. The rod can absorb and store up to 50 levels of energy -over the course of its existence. Once the rod absorbs 50 levels of -energy, it can't absorb more. If you are targeted by a spell that the -rod can't store, the rod has no effect on that spell. - -When you become attuned to the rod, you know how many levels of energy -the rod has absorbed over the course of its existence, and how many -levels of spell energy it currently has stored. - -If you are a spellcaster holding the rod, you can convert energy stored -in it into spell slots to cast spells you have prepared or know. You can -create spell slots only of a level equal to or lower than your own spell -slots, up to a maximum of 5th level. You use the stored levels in place -of your slots, but otherwise cast the spell as normal. For example, you -can use 3 levels stored in the rod as a 3rd-level spell slot. - -A newly found rod has 1d10 levels of spell energy stored in it already. -A rod that can no longer absorb spell energy and has no energy remaining -becomes nonmagical. - -\hypertarget{rod-of-alertness}{% -\subsubsection{Rod of Alertness}\label{rod-of-alertness}} - -\emph{Rod, very rare (requires attunement)} - -This rod has a flanged head and the following properties. - -\textbf{\emph{Alertness}}. While holding the rod, you have advantage on -Wisdom (Perception) checks and on rolls for initiative. - -\textbf{\emph{Spells}}. While holding the rod, you can use an action to -cast one of the following spells from it: \emph{detect evil and good}, -\emph{detect magic}, \emph{detect poison and disease}, or \emph{see -invisibility.} - -\textbf{\emph{Protective Aura}}. As an action, you can plant the haft -end of the rod in the ground, whereupon the rod's head sheds bright -light in a 60-foot radius and dim light for an additional 60 feet. While -in that bright light, you and any creature that is friendly to you gain -a +1 bonus to AC and saving throws and can sense the location of any -invisible hostile creature that is also in the bright light. - -The rod's head stops glowing and the effect ends after 10 minutes, or -when a creature uses an action to pull the rod from the ground. This -property can't be used again until the next dawn. - -\hypertarget{rod-of-lordly-might}{% -\subsubsection{Rod of Lordly Might}\label{rod-of-lordly-might}} - -\emph{Rod, legendary (requires attunement)} - -This rod has a flanged head, and it functions as a magic mace that -grants a +3 bonus to attack and damage rolls made with it. The rod has -properties associated with six different buttons that are set in a row -along the haft. It has three other properties as well, detailed below. - -\textbf{\emph{Six Buttons}}. You can press one of the rod's six buttons -as a bonus action. A button's effect lasts until you push a different -button or until you push the same button again, which causes the rod to -revert to its normal form. - -If you press \textbf{button 1}, the rod becomes a \emph{flame tongue}, -as a fiery blade sprouts from the end opposite the rod's flanged head -(you choose the type of sword). - -If you press \textbf{button 2}, the rod's flanged head folds down and -two crescent-shaped blades spring out, transforming the rod into a magic -battleaxe that grants a +3 bonus to attack and damage rolls made with -it. - -If you press \textbf{button 3}, the rod's flanged head folds down, a -spear point springs from the rod's tip, and the rod's handle lengthens -into a 6-foot haft, transforming the rod into a magic spear that grants -a +3 bonus to attack and damage rolls made with it. - -If you press \textbf{button 4}, the rod transforms into a climbing pole -up to 50 feet long, as you specify. In surfaces as hard as granite, a -spike at the bottom and three hooks at the top anchor the pole. -Horizontal bars 3 inches long fold out from the sides, 1 foot apart, -forming a ladder. The pole can bear up to 4,000 pounds. More weight or -lack of solid anchoring causes the rod to revert to its normal form. - -If you press \textbf{button 5}, the rod transforms into a handheld -battering ram and grants its user a +10 bonus to Strength checks made to -break through doors, barricades, and other barriers. - -If you press \textbf{button 6}, the rod assumes or remains in its normal -form and indicates magnetic north. (Nothing happens if this function of -the rod is used in a location that has no magnetic north.) The rod also -gives you knowledge of your approximate depth beneath the ground or your -height above it. - -\textbf{\emph{Drain Life}}. When you hit a creature with a melee attack -using the rod, you can force the target to make a DC 17 Constitution -saving throw. On a failure, the target takes an extra 4d6 necrotic -damage, and you regain a number of hit points equal to half that -necrotic damage. This property can't be used again until the next dawn. - -\textbf{\emph{Paralyze}}. When you hit a creature with a melee attack -using the rod, you can force the target to make a DC 17 Strength saving -throw. On a failure, the target is paralyzed for 1 minute. The target -can repeat the saving throw at the end of each of its turns, ending the -effect on a success. This property can't be used again until the next -dawn. - -\textbf{\emph{Terrify}}. While holding the rod, you can use an action to -force each creature you can see within 30 feet of you to make a DC 17 -Wisdom saving throw. On a failure, a target is frightened of you for 1 -minute. A frightened target can repeat the saving throw at the end of -each of its turns, ending the effect on itself on a success. This -property can't be used again until the next dawn. - -\hypertarget{rod-of-rulership}{% -\subsubsection{Rod of Rulership}\label{rod-of-rulership}} - -\emph{Rod, rare (requires attunement)} - -You can use an action to present the rod and command obedience from each -creature of your choice that you can see within 120 feet of you. Each -target must succeed on a DC 15 Wisdom saving throw or be charmed by you -for 8 hours. While charmed in this way, the creature regards you as its -trusted leader. If harmed by you or your companions, or commanded to do -something contrary to its nature, a target ceases to be charmed in this -way. The rod can't be used again until the next dawn. - -\hypertarget{rod-of-security}{% -\subsubsection{Rod of Security}\label{rod-of-security}} - -\emph{Rod, very rare} - -While holding this rod, you can use an action to activate it. The rod -then instantly transports you and up to 199 other willing creatures you -can see to a paradise that exists in an extraplanar space. You choose -the form that the paradise takes. It could be a tranquil garden, lovely -glade, cheery tavern, immense palace, tropical island, fantastic -carnival, or whatever else you can imagine. Regardless of its nature, -the paradise contains enough water and food to sustain its visitors. -Everything else that can be interacted with inside the extraplanar space -can exist only there. For example, a flower picked from a garden in the -paradise disappears if it is taken outside the extraplanar space. - -For each hour spent in the paradise, a visitor regains hit points as if -it had spent 1 Hit Die. Also, creatures don't age while in the paradise, -although time passes normally. Visitors can remain in the paradise for -up to 200 days divided by the number of creatures present (round down). - -When the time runs out or you use an action to end it, all visitors -reappear in the location they occupied when you activated the rod, or an -unoccupied space nearest that location. The rod can't be used again -until ten days have passed. - -\hypertarget{rope-of-climbing}{% -\subsubsection{Rope of Climbing}\label{rope-of-climbing}} - -\emph{Wondrous item, uncommon} - -This 60-foot length of silk rope weighs 3 pounds and can hold up to -3,000 pounds. If you hold one end of the rope and use an action to speak -the command word, the rope animates. As a bonus action, you can command -the other end to move toward a destination you choose. That end moves 10 -feet on your turn when you first command it and 10 feet on each of your -turns until reaching its destination, up to its maximum length away, or -until you tell it to stop. You can also tell the rope to fasten itself -securely to an object or to unfasten itself, to knot or unknot itself, -or to coil itself for carrying. - -If you tell the rope to knot, large knots appear at 1-foot intervals -along the rope. While knotted, the rope shortens to a 50-foot length and -grants advantage on checks made to climb it. - -The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 -minutes as long as it has at least 1 hit point. If the rope drops to 0 -hit points, it is destroyed. - -\hypertarget{rope-of-entanglement}{% -\subsubsection{Rope of Entanglement}\label{rope-of-entanglement}} - -\emph{Wondrous item, rare} - -This rope is 30 feet long and weighs 3 pounds. If you hold one end of -the rope and use an action to speak its command word, the other end -darts forward to entangle a creature you can see within 20 feet of you. -The target must succeed on a DC 15 Dexterity saving throw or become -restrained. - -You can release the creature by using a bonus action to speak a second -command word. A target restrained by the rope can use an action to make -a DC 15 Strength or Dexterity check (target's choice). On a success, the -creature is no longer restrained by the rope. - -The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 -minutes as long as it has at least 1 hit point. If the rope drops to 0 -hit points, it is destroyed. - -\hypertarget{magic-items-s}{% -\section{Magic Items (S)}\label{magic-items-s}} - -\hypertarget{scarab-of-protection}{% -\subsubsection{Scarab of Protection}\label{scarab-of-protection}} - -\emph{Wondrous item, legendary (requires attunement)} - -If you hold this beetle-shaped medallion in your hand for 1 round, an -inscription appears on its surface revealing its magical nature. It -provides two benefits while it is on your person: - -\begin{itemize} -\tightlist -\item - You have advantage on saving throws against spells. -\item - The scarab has 12 charges. If you fail a saving throw against a - necromancy spell or a harmful effect originating from an undead - creature, you can use your reaction to expend 1 charge and turn the - failed save into a successful one. The scarab crumbles into powder and - is destroyed when its last charge is expended. -\end{itemize} - -\hypertarget{scimitar-of-speed}{% -\subsubsection{Scimitar of Speed}\label{scimitar-of-speed}} - -\emph{Weapon (scimitar), very rare (requires attunement)} - -You gain a +2 bonus to attack and damage rolls made with this magic -weapon. In addition, you can make one attack with it as a bonus action -on each of your turns. - -\hypertarget{shield-1-2-or-3}{% -\subsubsection{Shield, +1, +2, or +3}\label{shield-1-2-or-3}} - -\emph{Armor (shield), uncommon (+1), rare (+2), or very rare (+3)} - -While holding this shield, you have a bonus to AC determined by the -shield's rarity. This bonus is in addition to the shield's normal bonus -to AC. - -\hypertarget{shield-of-missile-attraction}{% -\subsubsection{Shield of Missile -Attraction}\label{shield-of-missile-attraction}} - -\emph{Armor (shield), rare (requires attunement)} - -While holding this shield, you have resistance to damage from ranged -weapon attacks. - -\textbf{\emph{Curse}}. This shield is cursed. Attuning to it curses you -until you are targeted by the \emph{remove curse} spell or similar -magic. Removing the shield fails to end the curse on you. Whenever a -ranged weapon attack is made against a target within 10 feet of you, the -curse causes you to become the target instead. - -\hypertarget{slippers-of-spider-climbing}{% -\subsubsection{Slippers of Spider -Climbing}\label{slippers-of-spider-climbing}} - -\emph{Wondrous item, uncommon (requires attunement)} - -While you wear these light shoes, you can move up, down, and across -vertical surfaces and upside down along ceilings, while leaving your -hands free. You have a climbing speed equal to your walking speed. -However, the slippers don't allow you to move this way on a slippery -surface, such as one covered by ice or oil. - -\hypertarget{sovereign-glue}{% -\subsubsection{Sovereign Glue}\label{sovereign-glue}} - -\emph{Wondrous item, legendary} - -This viscous, milky-white substance can form a permanent adhesive bond -between any two objects. It must be stored in a jar or flask that has -been coated inside with \emph{oil of slipperiness}. When found, a -container contains 1d6+1 ounces. - -One ounce of the glue can cover a 1-foot square surface. The glue takes -1 minute to set. Once it has done so, the bond it creates can be broken -only by the application of \emph{universal solvent} or \emph{oil of -etherealness}, or with a \emph{wish} spell. - -\hypertarget{spell-scroll}{% -\subsubsection{Spell Scroll}\label{spell-scroll}} - -\emph{Scroll, varies} - -A \emph{spell scroll} bears the words of a single spell, written in a -mystical cipher. If the spell is on your class's spell list, you can use -an action to read the scroll and cast its spell without having to -provide any of the spell's components. Otherwise, the scroll is -unintelligible. - -If the spell is on your class's spell list but of a higher level than -you can normally cast, you must make an ability check using your -spellcasting ability to determine whether you cast it successfully. The -DC equals 10+the spell's level. On a failed check, the spell disappears -from the scroll with no other effect. Once the spell is cast, the words -on the scroll fade, and the scroll itself crumbles to dust. - -The level of the spell on the scroll determines the spell's saving throw -DC and attack bonus, as well as the scroll's rarity, as shown in the -Spell Scroll table. - -\textbf{Table- Spell Scroll} - -\begin{longtable}[]{@{}llll@{}} -\toprule -Spell Level & Rarity & Save DC & Attack Bonus \\ -\midrule -\endhead -Cantrip & Common & 13 & +5 \\ -1st & Common & 13 & +5 \\ -2nd & Uncommon & 13 & +5 \\ -3rd & Uncommon & 15 & +7 \\ -4th & Rare & 15 & +7 \\ -5th & Rare & 17 & +9 \\ -6th & Very rare & 17 & +9 \\ -7th & Very rare & 18 & +10 \\ -8th & Very rare & 18 & +10 \\ -9th & Legendary & 19 & +11 \\ -& & & \\ -\bottomrule -\end{longtable} - -A wizard spell on a \emph{spell scroll} can be copied just as spells in -spellbooks can be copied. When a spell is copied from a the copier must -succeed on an Intelligence (Arcana) check with a DC equal to 10+the -spell's level. If the check succeeds, the spell is successfully copied. -Whether the check succeeds or fails, the \emph{spell scroll} is -destroyed. - -\hypertarget{spellguard-shield}{% -\subsubsection{Spellguard Shield}\label{spellguard-shield}} - -\emph{Armor (shield), very rare (requires attunement)} - -While holding this shield, you have advantage on saving throws against -spells and other magical effects, and spell attacks have disadvantage -against you. - -\hypertarget{sphere-of-annihilation-1}{% -\subsubsection{Sphere of Annihilation}\label{sphere-of-annihilation-1}} - -\emph{Wondrous item, legendary} - -This 2-foot diameter black sphere is a hole in the multiverse, hovering -in space and stabilized by a magical field surrounding it. - -The sphere obliterates all matter it passes through and all matter that -passes through it. Artifacts are the exception. Unless an artifact is -susceptible to damage from a \emph{sphere of annihilation}, it passes -through the sphere unscathed. Anything else that touches the sphere but -isn't wholly engulfed and obliterated by it takes 4d10 force damage. - -The sphere is stationary until someone controls it. If you are within 60 -feet of an uncontrolled sphere, you can use an action to make a DC 25 -Intelligence (Arcana) check. On a success, the sphere levitates in one -direction of your choice, up to a number of feet equal to 5 × your -Intelligence modifier (minimum 5 feet). On a failure, the sphere moves -10 feet toward you. A creature whose space the sphere enters must -succeed on a DC 13 Dexterity saving throw or be touched by it, taking -4d10 force damage. - -If you attempt to control a sphere that is under another creature's -control, you make an Intelligence (Arcana) check contested by the other -creature's Intelligence (Arcana) check. The winner of the contest gains -control of the sphere and can levitate it as normal. - -If the sphere comes into contact with a planar portal, such as that -created by the \emph{gate} spell, or an extradimensional space, such as -that within a \emph{portable hole}, the GM determines randomly what -happens, using the following table. - -\textbf{Table- Sphere of Annihilation} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0504}} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9496}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -d100 -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Result -\end{minipage} \\ -\midrule -\endhead -01-50 & The sphere is destroyed. \\ -51-85 & The sphere moves through the portal or into the extradimensional -space. \\ -86-00 & A spatial rift sends each creature and object within 180 feet of -the sphere, including the sphere, to a random plane of existence. \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{staff-of-charming}{% -\subsubsection{Staff of Charming}\label{staff-of-charming}} - -\emph{Staff, rare (requires attunement by a bard, cleric, druid, -sorcerer, warlock, or wizard)} - -While holding this staff, you can use an action to expend 1 of its 10 -charges to cast \emph{charm person}, \emph{command}, \emph{or comprehend -languages} from it using your spell save DC. The staff can also be used -as a magic quarterstaff. - -If you are holding the staff and fail a saving throw against an -enchantment spell that targets only you, you can turn your failed save -into a successful one. You can't use this property of the staff again -until the next dawn. If you succeed on a save against an enchantment -spell that targets only you, with or without the staff's intervention, -you can use your reaction to expend 1 charge from the staff and turn the -spell back on its caster as if you had cast the spell. - -The staff regains 1d8+2 expended charges daily at dawn. If you expend -the last charge, roll a d20. On a 1, the staff becomes a nonmagical -quarterstaff. - -\hypertarget{staff-of-fire}{% -\subsubsection{Staff of Fire}\label{staff-of-fire}} - -\emph{Staff, very rare (requires attunement by a druid, sorcerer, -warlock, or wizard)} - -You have resistance to fire damage while you hold this staff. - -The staff has 10 charges. While holding it, you can use an action to -expend 1 or more of its charges to cast one of the following spells from -it, using your spell save DC: \emph{burning hands} (1 charge), -\emph{fireball} (3 charges), or \emph{wall of fire} (4 charges). - -The staff regains 1d6+4 expended charges daily at dawn. If you expend -the last charge, roll a d20. On a 1, the staff blackens, crumbles into -cinders, and is destroyed. - -\hypertarget{staff-of-frost}{% -\subsubsection{Staff of Frost}\label{staff-of-frost}} - -\emph{Staff, very rare (requires attunement by a druid, sorcerer, -warlock, or wizard)} - -You have resistance to cold damage while you hold this staff. - -The staff has 10 charges. While holding it, you can use an action to -expend 1 or more of its charges to cast one of the following spells from -it, using your spell save DC: \emph{cone of cold} (5 charges), \emph{fog -cloud} (1 charge), \emph{ice storm} (4 charges), or \emph{wall of ice} -(4 charges). - -The staff regains 1d6+4 expended charges daily at dawn. If you expend -the last charge, roll a d20. On a 1, the staff turns to water and is -destroyed. - -\hypertarget{staff-of-healing}{% -\subsubsection{Staff of Healing}\label{staff-of-healing}} - -\emph{Staff, rare (requires attunement by a bard, cleric, or druid)} - -This staff has 10 charges. While holding it, you can use an action to -expend 1 or more of its charges to cast one of the following spells from -it, using your spell save DC and spellcasting ability modifier: -\emph{cure wounds} (1 charge per spell level, up to 4th), \emph{lesser -restoration} (2 charges), or \emph{mass cure wounds} (5 charges). - -The staff regains 1d6+4 expended charges daily at dawn. If you expend -the last charge, roll a d20. On a 1, the staff vanishes in a flash of -light, lost forever. - -\hypertarget{staff-of-power}{% -\subsubsection{Staff of Power}\label{staff-of-power}} - -\emph{Staff, very rare (requires attunement by a sorcerer, warlock, or -wizard)} - -This staff can be wielded as a magic quarterstaff that grants a +2 bonus -to attack and damage rolls made with it. While holding it, you gain a +2 -bonus to Armor Class, saving throws, and spell attack rolls. - -The staff has 20 charges for the following properties. The staff regains -2d8+4 expended charges daily at dawn. If you expend the last charge, -roll a d20. On a 1, the staff retains its +2 bonus to attack and damage -rolls but loses all other properties. On a 20, the staff regains 1d8+2 -charges. - -\textbf{\emph{Power Strike}}. When you hit with a melee attack using the -staff, you can expend 1 charge to deal an extra 1d6 force damage to the -target. - -\textbf{\emph{Spells}}. While holding this staff, you can use an action -to expend 1 or more of its charges to cast one of the following spells -from it, using your spell save DC and spell attack bonus: \emph{cone of -cold} (5 charges), \emph{fireball} (5th-level version, 5 charges), -\emph{globe of invulnerability} (6 charges), \emph{hold monster} (5 -charges), \emph{levitate} (2 charges), \emph{lightning bolt} (5th-level -version, 5 charges), \emph{magic missile} (1 charge), \emph{ray of -enfeeblement} (1 charge), or \emph{wall of force} (5 charges). - -\textbf{\emph{Retributive Strike}}. You can use an action to break the -staff over your knee or against a solid surface, performing a -retributive strike. The staff is destroyed and releases its remaining -magic in an explosion that expands to fill a 30-foot radius sphere -centered on it. - -You have a 50 percent chance to instantly travel to a random plane of -existence, avoiding the explosion. If you fail to avoid the effect, you -take force damage equal to 16 × the number of charges in the staff. -Every other creature in the area must make a DC 17 Dexterity saving -throw. On a failed save, a creature takes an amount of damage based on -how far away it is from the point of origin, as shown in the following -table. On a successful save, a creature takes half as much damage. - -\textbf{Table- Staff of Power} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Distance from Origin & Damage \\ -\midrule -\endhead -10 ft. away or closer & 8 × the number of charges in the staff \\ -11 to 20 ft. away & 6 × the number of charges in the staff \\ -21 to 30 ft. away & 4 × the number of charges in the staff \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{staff-of-striking}{% -\subsubsection{Staff of Striking}\label{staff-of-striking}} - -\emph{Staff, very rare (requires attunement)} - -This staff can be wielded as a magic quarterstaff that grants a +3 bonus -to attack and damage rolls made with it. - -The staff has 10 charges. When you hit with a melee attack using it, you -can expend up to 3 of its charges. For each charge you expend, the -target takes an extra 1d6 force damage. The staff regains 1d6+4 expended -charges daily at dawn. If you expend the last charge, roll a d20. On a -1, the staff becomes a nonmagical quarterstaff. - -\hypertarget{staff-of-swarming-insects}{% -\subsubsection{Staff of Swarming -Insects}\label{staff-of-swarming-insects}} - -\emph{Staff, rare (requires attunement by a bard, cleric, druid, -sorcerer, warlock, or wizard)} - -This staff has 10 charges and regains 1d6+4 expended charges daily at -dawn. If you expend the last charge, roll a d20. On a 1, a swarm of -insects consumes and destroys the staff, then disperses. - -\textbf{\emph{Spells}}. While holding the staff, you can use an action -to expend some of its charges to cast one of the following spells from -it, using your spell save DC: \emph{giant insect} (4 charges) or -\emph{insect plague} (5 charges). - -\textbf{\emph{Insect Cloud}}. While holding the staff, you can use an -action and expend 1 charge to cause a swarm of harmless flying insects -to spread out in a 30-foot radius from you. The insects remain for 10 -minutes, making the area heavily obscured for creatures other than you. -The swarm moves with you, remaining centered on you. A wind of at least -10 miles per hour disperses the swarm and ends the effect. - -\hypertarget{staff-of-the-magi}{% -\subsubsection{Staff of the Magi}\label{staff-of-the-magi}} - -\emph{Staff, legendary (requires attunement by a sorcerer, warlock, or -wizard)} - -This staff can be wielded as a magic quarterstaff that grants a +2 bonus -to attack and damage rolls made with it. While you hold it, you gain a -+2 bonus to spell attack rolls. - -The staff has 50 charges for the following properties. It regains 4d6+2 -expended charges daily at dawn. If you expend the last charge, roll a -d20. On a 20, the staff regains 1d12+1 charges. - -\textbf{\emph{Spell Absorption}}. While holding the staff, you have -advantage on saving throws against spells. In addition, you can use your -reaction when another creature casts a spell that targets only you. If -you do, the staff absorbs the magic of the spell, canceling its effect -and gaining a number of charges equal to the absorbed spell's level. -However, if doing so brings the staff's total number of charges above -50, the staff explodes as if you activated its retributive strike (see -below). - -\textbf{\emph{Spells}}. While holding the staff, you can use an action -to expend some of its charges to cast one of the following spells from -it, using your spell save DC and spellcasting ability: \emph{conjure -elemental} (7 charges), \emph{dispel magic} (3 charges), \emph{fireball} -(7th-level version, 7 charges), \emph{flaming sphere} (2 charges), -\emph{ice storm} (4 charges), \emph{invisibility} (2 charges), -\emph{knock} (2 charges), \emph{lightning bolt} (7th-level version, 7 -charges), \emph{passwall} (5 charges), \emph{plane shift} (7 charges), -\emph{telekinesis} (5 charges), \emph{wall of fire} (4 charges), or -\emph{web} (2 charges). - -You can also use an action to cast one of the following spells from the -staff without using any charges: \emph{arcane lock}, \emph{detect -magic}, \emph{enlarge/reduce}, \emph{light}, \emph{mage hand}, or -\emph{protection from evil and good.} - -\textbf{\emph{Retributive Strike}}. You can use an action to break the -staff over your knee or against a solid surface, performing a -retributive strike. The staff is destroyed and releases its remaining -magic in an explosion that expands to fill a 30-foot radius sphere -centered on it. - -You have a 50 percent chance to instantly travel to a random plane of -existence, avoiding the explosion. If you fail to avoid the effect, you -take force damage equal to 16 × the number of charges in the staff. -Every other creature in the area must make a DC 17 Dexterity saving -throw. On a failed save, a creature takes an amount of damage based on -how far away it is from the point of origin, as shown in the following -table. On a successful save, a creature takes half as much damage. - -\textbf{Table- Staff of the Magi} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Distance from Origin & Damage \\ -\midrule -\endhead -10 ft. away or closer & 8 × the number of charges in the staff \\ -11 to 20 ft. away & 6 × the number of charges in the staff \\ -21 to 30 ft. away & 4 × the number of charges in the staff \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{staff-of-the-python}{% -\subsubsection{Staff of the Python}\label{staff-of-the-python}} - -\emph{Staff, uncommon (requires attunement by a cleric, druid, or -warlock)} - -You can use an action to speak this staff's command word and throw the -staff on the ground within 10 feet of you. The staff becomes a giant -constrictor snake under your control and acts on its own initiative -count. By using a bonus action to speak the command word again, you -return the staff to its normal form in a space formerly occupied by the -snake. - -On your turn, you can mentally command the snake if it is within 60 feet -of you and you aren't incapacitated. You decide what action the snake -takes and where it moves during its next turn, or you can issue it a -general command, such as to attack your enemies or guard a location. - -If the snake is reduced to 0 hit points, it dies and reverts to its -staff form. The staff then shatters and is destroyed. If the snake -reverts to staff form before losing all its hit points, it regains all -of them. - -\hypertarget{staff-of-the-woodlands}{% -\subsubsection{Staff of the Woodlands}\label{staff-of-the-woodlands}} - -\emph{Staff, rare (requires attunement by a druid)} - -This staff can be wielded as a magic quarterstaff that grants a +2 bonus -to attack and damage rolls made with it. While holding it, you have a +2 -bonus to spell attack rolls. - -The staff has 10 charges for the following properties. It regains 1d6+4 -expended charges daily at dawn. If you expend the last charge, roll a -d20. On a 1, the staff loses its properties and becomes a nonmagical -quarterstaff. - -\textbf{\emph{Spells}}. You can use an action to expend 1 or more of the -staff's charges to cast one of the following spells from it, using your -spell save DC: \emph{animal friendship} (1 charge), \emph{awaken} (5 -charges), \emph{barkskin} (2 charges), \emph{locate animals or plants} -(2 charges), \emph{speak with animals} (1 charge), \emph{speak with -plants} (3 charges), or \emph{wall of thorns} (6 charges). - -You can also use an action to cast the \emph{pass without trace} spell -from the staff without using any charges. - -\textbf{\emph{Tree Form}}. You can use an action to plant one end of the -staff in fertile earth and expend 1 charge to transform the staff into a -healthy tree. The tree is 60 feet tall and has a 5-foot diameter trunk, -and its branches at the top spread out in a 20-foot radius. - -The tree appears ordinary but radiates a faint aura of transmutation -magic if targeted by \emph{detect magic}. While touching the tree and -using another action to speak its command word, you return the staff to -its normal form. Any creature in the tree falls when it reverts to a -staff. - -\hypertarget{staff-of-thunder-and-lightning}{% -\subsubsection{Staff of Thunder and -Lightning}\label{staff-of-thunder-and-lightning}} - -\emph{Staff, very rare (requires attunement)} - -This staff can be wielded as a magic quarterstaff that grants a +2 bonus -to attack and damage rolls made with it. It also has the following -additional properties. When one of these properties is used, it can't be -used again until the next dawn. - -\textbf{\emph{Lightning}}. When you hit with a melee attack using the -staff, you can cause the target to take an extra 2d6 lightning damage. - -\textbf{\emph{Thunder}}. When you hit with a melee attack using the -staff, you can cause the staff to emit a crack of thunder, audible out -to 300 feet. The target you hit must succeed on a DC 17 Constitution -saving throw or become stunned until the end of your next turn. - -\textbf{\emph{Lightning Strike}}. You can use an action to cause a bolt -of lightning to leap from the staff's tip in a line that is 5 feet wide -and 120 feet long. Each creature in that line must make a DC 17 -Dexterity saving throw, taking 9d6 lightning damage on a failed save, or -half as much damage on a successful one. - -\textbf{\emph{Thunderclap}}. You can use an action to cause the staff to -issue a deafening thunderclap, audible out to 600 feet. Each creature -within 60 feet of you (not including you) must make a DC 17 Constitution -saving throw. On a failed save, a creature takes 2d6 thunder damage and -becomes deafened for 1 minute. On a successful save, a creature takes -half damage and isn't deafened. - -\textbf{\emph{Thunder and Lightning}}. You can use an action to use the -Lightning Strike and Thunderclap properties at the same time. Doing so -doesn't expend the daily use of those properties, only the use of this -one. - -\hypertarget{staff-of-withering}{% -\subsubsection{Staff of Withering}\label{staff-of-withering}} - -\emph{Staff, rare (requires attunement by a cleric, druid, or warlock)} - -This staff has 3 charges and regains 1d3 expended charges daily at dawn. - -The staff can be wielded as a magic quarterstaff. On a hit, it deals -damage as a normal quarterstaff, and you can expend 1 charge to deal an -extra 2d10 necrotic damage to the target. In addition, the target must -succeed on a DC 15 Constitution saving throw or have disadvantage for 1 -hour on any ability check or saving throw that uses Strength or -Constitution. - -\hypertarget{stone-of-controlling-earth-elementals}{% -\subsubsection{Stone of Controlling Earth -Elementals}\label{stone-of-controlling-earth-elementals}} - -\emph{Wondrous item, rare} - -If the stone is touching the ground, you can use an action to speak its -command word and summon an earth elemental, as if you had cast the -\emph{conjure elemental} spell. The stone can't be used this way again -until the next dawn. The stone weighs 5 pounds. - -\hypertarget{stone-of-good-luck-luckstone}{% -\subsubsection{Stone of Good Luck -(Luckstone)}\label{stone-of-good-luck-luckstone}} - -\emph{Wondrous item, uncommon (requires attunement)} - -While this polished agate is on your person, you gain a +1 bonus to -ability checks and saving throws. - -\hypertarget{sun-blade}{% -\subsubsection{Sun Blade}\label{sun-blade}} - -\emph{Weapon (longsword), rare (requires attunement)} - -This item appears to be a longsword hilt. While grasping the hilt, you -can use a bonus action to cause a blade of pure radiance to spring into -existence, or make the blade disappear. While the blade exists, this -magic longsword has the finesse property. If you are proficient with -shortswords or longswords, you are proficient with the \emph{sun blade}. - -You gain a +2 bonus to attack and damage rolls made with this weapon, -which deals radiant damage instead of slashing damage. When you hit an -undead with it, that target takes an extra 1d8 radiant damage. - -The sword's luminous blade emits bright light in a 15-foot radius and -dim light for an additional 15 feet. The light is sunlight. While the -blade persists, you can use an action to expand or reduce its radius of -bright and dim light by 5 feet each, to a maximum of 30 feet each or a -minimum of 10 feet each. - -\hypertarget{sword-of-life-stealing}{% -\subsubsection{Sword of Life Stealing}\label{sword-of-life-stealing}} - -\emph{Weapon (any sword), rare (requires attunement)} - -When you attack a creature with this magic weapon and roll a 20 on the -attack roll, that target takes an extra 3d6 necrotic damage, provided -that the target isn't a construct or an undead. You gain temporary hit -points equal to the extra damage dealt. - -\hypertarget{sword-of-sharpness}{% -\subsubsection{Sword of Sharpness}\label{sword-of-sharpness}} - -\emph{Weapon (any sword that deals slashing damage), very rare (requires -attunement)} - -When you attack an object with this magic sword and hit, maximize your -weapon damage dice against the target. - -When you attack a creature with this weapon and roll a 20 on the attack -roll, that target takes an extra 4d6 slashing damage. Then roll another -d20. If you roll a 20, you lop off one of the target's limbs, with the -effect of such loss determined by the GM. If the creature has no limb to -sever, you lop off a portion of its body instead. - -In addition, you can speak the sword's command word to cause the blade -to shed bright light in a 10-foot radius and dim light for an additional -10 feet. Speaking the command word again or sheathing the sword puts out -the light. - -\hypertarget{sword-of-wounding}{% -\subsubsection{Sword of Wounding}\label{sword-of-wounding}} - -\emph{Weapon (any sword), rare (requires attunement)} - -Hit points lost to this weapon's damage can be regained only through a -short or long rest, rather than by regeneration, magic, or any other -means. - -Once per turn, when you hit a creature with an attack using this magic -weapon, you can wound the target. At the start of each of the wounded -creature's turns, it takes 1d4 necrotic damage for each time you've -wounded it, and it can then make a DC 15 Constitution saving throw, -ending the effect of all such wounds on itself on a success. -Alternatively, the wounded creature, or a creature within 5 feet of it, -can use an action to make a DC 15 Wisdom (Medicine) check, ending the -effect of such wounds on it on a success. - -\hypertarget{magic-items-t}{% -\section{Magic Items (T)}\label{magic-items-t}} - -\hypertarget{talisman-of-pure-good}{% -\subsubsection{Talisman of Pure Good}\label{talisman-of-pure-good}} - -\emph{Wondrous item, legendary (requires attunement by a creature of -good alignment)} - -This talisman is a mighty symbol of goodness. A creature that is neither -good nor evil in alignment takes 6d6 radiant damage upon touching the -talisman. An evil creature takes 8d6 radiant damage upon touching the -talisman. Either sort of creature takes the damage again each time it -ends its turn holding or carrying the talisman. - -If you are a good cleric or paladin, you can use the talisman as a holy -symbol, and you gain a +2 bonus to spell attack rolls while you wear or -hold it. - -The talisman has 7 charges. If you are wearing or holding it, you can -use an action to expend 1 charge from it and choose one creature you can -see on the ground within 120 feet of you. If the target is of evil -alignment, a flaming fissure opens under it. The target must succeed on -a DC 20 Dexterity saving throw or fall into the fissure and be -destroyed, leaving no remains. The fissure then closes, leaving no trace -of its existence. When you expend the last charge, the talisman -disperses into motes of golden light and is destroyed. - -\hypertarget{talisman-of-the-sphere}{% -\subsubsection{Talisman of the Sphere}\label{talisman-of-the-sphere}} - -\emph{Wondrous item, legendary (requires attunement)} - -When you make an Intelligence (Arcana) check to control a \emph{sphere -of annihilation} while you are holding this talisman, you double your -proficiency bonus on the check. In addition, when you start your turn -with control over a \emph{sphere of annihilation}, you can use an action -to levitate it 10 feet plus a number of additional feet equal to 10 × -your Intelligence modifier. - -\hypertarget{talisman-of-ultimate-evil}{% -\subsubsection{Talisman of Ultimate -Evil}\label{talisman-of-ultimate-evil}} - -\emph{Wondrous item, legendary (requires attunement by a creature of -evil alignment)} - -This item symbolizes unrepentant evil. A creature that is neither good -nor evil in alignment takes 6d6 necrotic damage upon touching the -talisman. A good creature takes 8d6 necrotic damage upon touching the -talisman. Either sort of creature takes the damage again each time it -ends its turn holding or carrying the talisman. - -If you are an evil cleric or paladin, you can use the talisman as a holy -symbol, and you gain a +2 bonus to spell attack rolls while you wear or -hold it. - -The talisman has 6 charges. If you are wearing or holding it, you can -use an action to expend 1 charge from the talisman and choose one -creature you can see on the ground within 120 feet of you. If the target -is of good alignment, a flaming fissure opens under it. The target must -succeed on a DC 20 Dexterity saving throw or fall into the fissure and -be destroyed, leaving no remains. The fissure then closes, leaving no -trace of its existence. When you expend the last charge, the talisman -dissolves into foul-smelling slime and is destroyed. - -\hypertarget{tome-of-clear-thought}{% -\subsubsection{Tome of Clear Thought}\label{tome-of-clear-thought}} - -\emph{Wondrous item, very rare} - -This book contains memory and logic exercises, and its words are charged -with magic. If you spend 48 hours over a period of 6 days or fewer -studying the book's contents and practicing its guidelines, your -Intelligence score increases by 2, as does your maximum for that score. -The manual then loses its magic, but regains it in a century. - -\hypertarget{tome-of-leadership-and-influence}{% -\subsubsection{Tome of Leadership and -Influence}\label{tome-of-leadership-and-influence}} - -\emph{Wondrous item, very rare} - -This book contains guidelines for influencing and charming others, and -its words are charged with magic. If you spend 48 hours over a period of -6 days or fewer studying the book's contents and practicing its -guidelines, your Charisma score increases by 2, as does your maximum for -that score. The manual then loses its magic, but regains it in a -century. - -\hypertarget{tome-of-understanding}{% -\subsubsection{Tome of Understanding}\label{tome-of-understanding}} - -\emph{Wondrous item, very rare} - -This book contains intuition and insight exercises, and its words are -charged with magic. If you spend 48 hours over a period of 6 days or -fewer studying the book's contents and practicing its guidelines, your -Wisdom score increases by 2, as does your maximum for that score. The -manual then loses its magic, but regains it in a century. - -\hypertarget{trident-of-fish-command}{% -\subsubsection{Trident of Fish Command}\label{trident-of-fish-command}} - -\emph{Weapon (trident), uncommon (requires attunement)} - -This trident is a magic weapon. It has 3 charges. While you carry it, -you can use an action and expend 1 charge to cast \emph{dominate beast} -(save DC 15) from it on a beast that has an innate swimming speed. The -trident regains 1d3 expended charges daily at dawn. - -\hypertarget{magic-items-u}{% -\section{Magic Items (U)}\label{magic-items-u}} - -\hypertarget{universal-solvent}{% -\subsubsection{Universal Solvent}\label{universal-solvent}} - -\emph{Wondrous item, legendary} - -This tube holds milky liquid with a strong alcohol smell. You can use an -action to pour the contents of the tube onto a surface within reach. The -liquid instantly dissolves up to 1 square foot of adhesive it touches, -including \emph{sovereign glue.} - -\hypertarget{magic-items-v}{% -\section{Magic Items (V)}\label{magic-items-v}} - -\hypertarget{vicious-weapon}{% -\subsubsection{Vicious Weapon}\label{vicious-weapon}} - -\emph{Weapon (any), rare} - -When you roll a 20 on your attack roll with this magic weapon, your -critical hit deals an extra 2d6 damage of the weapon's type. - -\hypertarget{vorpal-sword}{% -\subsubsection{Vorpal Sword}\label{vorpal-sword}} - -\emph{Weapon (any sword that deals slashing damage), legendary (requires -attunement)} - -You gain a +3 bonus to attack and damage rolls made with this magic -weapon. In addition, the weapon ignores resistance to slashing damage. - -When you attack a creature that has at least one head with this weapon -and roll a 20 on the attack roll, you cut off one of the creature's -heads. The creature dies if it can't survive without the lost head. A -creature is immune to this effect if it is immune to slashing damage, -doesn't have or need a head, has legendary actions, or the GM decides -that the creature is too big for its head to be cut off with this -weapon. Such a creature instead takes an extra 6d8 slashing damage from -the hit. - -\hypertarget{magic-items-w}{% -\section{Magic Items (W)}\label{magic-items-w}} - -\hypertarget{wand-of-binding}{% -\subsubsection{Wand of Binding}\label{wand-of-binding}} - -\emph{Wand, rare (requires attunement by a spellcaster)} - -This wand has 7 charges for the following properties. It regains 1d6+1 -expended charges daily at dawn. If you expend the wand's last charge, -roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -\textbf{\emph{Spells}}. While holding the wand, you can use an action to -expend some of its charges to cast one of the following spells (save DC -17): \emph{hold monster} (5 charges) or \emph{hold person} (2 charges). - -\textbf{\emph{Assisted Escape}}. While holding the wand, you can use -your reaction to expend 1 charge and gain advantage on a saving throw -you make to avoid being paralyzed or restrained, or you can expend 1 -charge and gain advantage on any check you make to escape a grapple. - -\hypertarget{wand-of-enemy-detection}{% -\subsubsection{Wand of Enemy Detection}\label{wand-of-enemy-detection}} - -\emph{Wand, rare (requires attunement)} - -This wand has 7 charges. While holding it, you can use an action and -expend 1 charge to speak its command word. For the next minute, you know -the direction of the nearest creature hostile to you within 60 feet, but -not its distance from you. The wand can sense the presence of hostile -creatures that are ethereal, invisible, disguised, or hidden, as well as -those in plain sight. The effect ends if you stop holding the wand. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the -wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and -is destroyed. - -\hypertarget{wand-of-fear}{% -\subsubsection{Wand of Fear}\label{wand-of-fear}} - -\emph{Wand, rare (requires attunement)} - -This wand has 7 charges for the following properties. It regains 1d6+1 -expended charges daily at dawn. If you expend the wand's last charge, -roll a d20. On a 1, the wand crumbles into ashes and is destroyed. - -\textbf{\emph{Command}}. While holding the wand, you can use an action -to expend 1 charge and command another creature to flee or grovel, as -with the \emph{command} spell (save DC 15). - -\textbf{\emph{Cone of Fear}}. While holding the wand, you can use an -action to expend 2 charges, causing the wand's tip to emit a 60-foot -cone of amber light. Each creature in the cone must succeed on a DC 15 -Wisdom saving throw or become frightened of you for 1 minute. While it -is frightened in this way, a creature must spend its turns trying to -move as far away from you as it can, and it can't willingly move to a -space within 30 feet of you. It also can't take reactions. For its -action, it can use only the Dash action or try to escape from an effect -that prevents it from moving. If it has nowhere it can move, the -creature can use the Dodge action. At the end of each of its turns, a -creature can repeat the saving throw, ending the effect on itself on a -success. - -\hypertarget{wand-of-fireballs}{% -\subsubsection{Wand of Fireballs}\label{wand-of-fireballs}} - -\emph{Wand, rare (requires attunement by a spellcaster)} - -This wand has 7 charges. While holding it, you can use an action to -expend 1 or more of its charges to cast the \emph{fireball} spell (save -DC 15) from it. For 1 charge, you cast the 3rd-level version of the -spell. You can increase the spell slot level by one for each additional -charge you expend. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the -wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and -is destroyed. - -\hypertarget{wand-of-lightning-bolts}{% -\subsubsection{Wand of Lightning Bolts}\label{wand-of-lightning-bolts}} - -\emph{Wand, rare (requires attunement by a spellcaster)} - -This wand has 7 charges. While holding it, you can use an action to -expend 1 or more of its charges to cast the \emph{lightning bolt} spell -(save DC 15) from it. For 1 charge, you cast the 3rd-level version of -the spell. You can increase the spell slot level by one for each -additional charge you expend. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the -wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and -is destroyed. - -\hypertarget{wand-of-magic-detection}{% -\subsubsection{Wand of Magic Detection}\label{wand-of-magic-detection}} - -\emph{Wand, uncommon} - -This wand has 3 charges. While holding it, you can expend 1 charge as an -action to cast the \emph{detect magic} spell from it. The wand regains -1d3 expended charges daily at dawn. - -\hypertarget{wand-of-magic-missiles}{% -\subsubsection{Wand of Magic Missiles}\label{wand-of-magic-missiles}} - -\emph{Wand, uncommon} - -This wand has 7 charges. While holding it, you can use an action to -expend 1 or more of its charges to cast the \emph{magic missile} spell -from it. For 1 charge, you cast the 1st-level version of the spell. You -can increase the spell slot level by one for each additional charge you -expend. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the -wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and -is destroyed. - -\hypertarget{wand-of-paralysis}{% -\subsubsection{Wand of Paralysis}\label{wand-of-paralysis}} - -\emph{Wand, rare (requires attunement by a spellcaster)} - -This wand has 7 charges. While holding it, you can use an action to -expend 1 of its charges to cause a thin blue ray to streak from the tip -toward a creature you can see within 60 feet of you. The target must -succeed on a DC 15 Constitution saving throw or be paralyzed for 1 -minute. At the end of each of the target's turns, it can repeat the -saving throw, ending the effect on itself on a success. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the -wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and -is destroyed. - -\hypertarget{wand-of-polymorph}{% -\subsubsection{Wand of Polymorph}\label{wand-of-polymorph}} - -\emph{Wand, very rare (requires attunement by a spellcaster)} - -This wand has 7 charges. While holding it, you can use an action to -expend 1 of its charges to cast the \emph{polymorph} spell (save DC 15) -from it. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the -wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and -is destroyed. - -\hypertarget{wand-of-secrets}{% -\subsubsection{Wand of Secrets}\label{wand-of-secrets}} - -\emph{Wand, uncommon} - -The wand has 3 charges. While holding it, you can use an action to -expend 1 of its charges, and if a secret door or trap is within 30 feet -of you, the wand pulses and points at the one nearest to you. The wand -regains 1d3 expended charges daily at dawn. - -\hypertarget{wand-of-the-war-mage-1-2-or-3}{% -\subsubsection{Wand of the War Mage, +1, +2, or -+3}\label{wand-of-the-war-mage-1-2-or-3}} - -\emph{Wand, uncommon (+1), rare (+2), or very rare (+3) (requires -attunement by a spellcaster)} - -While holding this wand, you gain a bonus to spell attack rolls -determined by the wand's rarity. In addition, you ignore half cover when -making a spell attack. - -\hypertarget{wand-of-web}{% -\subsubsection{Wand of Web}\label{wand-of-web}} - -\emph{Wand, uncommon (requires attunement by a spellcaster)} - -This wand has 7 charges. While holding it, you can use an action to -expend 1 of its charges to cast the \emph{web} spell (save DC 15) from -it. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the -wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and -is destroyed. - -\hypertarget{wand-of-wonder}{% -\subsubsection{Wand of Wonder}\label{wand-of-wonder}} - -\emph{Wand, rare (requires attunement by a spellcaster)} - -This wand has 7 charges. While holding it, you can use an action to -expend 1 of its charges and choose a target within 120 feet of you. The -target can be a creature, an object, or a point in space. Roll d100 and -consult the following table to discover what happens. - -If the effect causes you to cast a spell from the wand, the spell's save -DC is 15. If the spell normally has a range expressed in feet, its range -becomes 120 feet if it isn't already. - -If an effect covers an area, you must center the spell on and include -the target. If an effect has multiple possible subjects, the GM randomly -determines which ones are affected. - -The wand regains 1d6+1 expended charges daily at dawn. If you expend the -wand's last charge, roll a d20. On a 1, the wand crumbles into dust and -is destroyed. - -\textbf{Table- Wand of Wonder} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0135}} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9865}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -d100 -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Effect -\end{minipage} \\ -\midrule -\endhead -01-05 & You cast slow. 06-10 You cast faerie fire. \\ -11-15 & You are stunned until the start of your next turn, believing -something awesome just happened. 16-20 You cast gust of wind. \\ -21-25 & You cast detect thoughts on the target you chose. If you didn't -target a creature, you instead take 1d6 psychic damage. \\ -26-30 & You cast stinking cloud. \\ -31-33 & Heavy rain falls in a 60-foot radius centered on the target. The -area becomes lightly obscured. The rain falls until the start of your -next turn. \\ -34-36 & An animal appears in the unoccupied space nearest the target. -The animal isn't under your control and acts as it normally would. Roll -a d100 to determine which animal appears. On a 01-25, a rhinoceros -appears; on a 26-50, an elephant appears; and on a 51-100, a rat -appears. \\ -37-46 & You cast lightning bolt. \\ -47-49 & A cloud of 600 oversized butterflies fills a 30-foot radius -centered on the target. The area becomes heavily obscured. The -butterflies remain for 10 minutes. \\ -50-53 & You enlarge the target as if you had cast enlarge/reduce. If the -target can't be affected by that spell, or if you didn't target a -creature, you become the target. \\ -54-58 & You cast darkness. \\ -59-62 & Grass grows on the ground in a 60-foot radius centered on the -target. If grass is already there, it grows to ten times its normal size -and remains overgrown for 1 minute. \\ -63-65 & An object of the GM's choice disappears into the Ethereal Plane. -The object must be neither worn nor carried, within 120 feet of the -target, and no larger than 10 feet in any dimension. \\ -66-69 & You shrink yourself as if you had cast enlarge/reduce on -yourself. \\ -70-79 & You cast fireball. \\ -80-84 & You cast invisibility on yourself. \\ -85-87 & Leaves grow from the target. If you chose a point in space as -the target, leaves sprout from the creature nearest to that point. -Unless they are picked off, the leaves turn brown and fall off after 24 -hours. \\ -88-90 & A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the -wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 -bludgeoning damage, and the total damage of the gems is divided equally -among all creatures in the line. \\ -91-95 & A burst of colorful shimmering light extends from you in a -30-foot radius. You and each creature in the area that can see must -succeed on a DC 15 Constitution saving throw or become blinded for 1 -minute. A creature can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. \\ -96-97 & The target's skin turns bright blue for 1d10 days. If you chose -a point in space, the creature nearest to that point is affected. \\ -98-100 & If you targeted a creature, it must make a DC 15 Constitution -saving throw. If you didn't target a creature, you become the target and -must make the saving throw. If the saving throw fails by 5 or more, the -target is instantly petrified. On any other failed save, the target is -restrained and begins to turn to stone. While restrained in this way, -the target must repeat the saving throw at the end of its next turn, -becoming petrified on a failure or ending the effect on a success. The -petrification lasts until the target is freed by the greater restoration -spell or similar magic. \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{weapon-1-2-or-3}{% -\subsubsection{Weapon, +1, +2, or +3}\label{weapon-1-2-or-3}} - -\emph{Weapon (any), uncommon (+1), rare (+2), or very rare (+3)} - -You have a bonus to attack and damage rolls made with this magic weapon. -The bonus is determined by the weapon's rarity. - -\hypertarget{well-of-many-worlds}{% -\subsubsection{Well of Many Worlds}\label{well-of-many-worlds}} - -\emph{Wondrous item, legendary} - -This fine black cloth, soft as silk, is folded up to the dimensions of a -handkerchief. It unfolds into a circular sheet 6 feet in diameter. - -You can use an action to unfold and place the \emph{well of many worlds} -on a solid surface, whereupon it creates a two-way portal to another -world or plane of existence. Each time the item opens a portal, the GM -decides where it leads. You can use an action to close an open portal by -taking hold of the edges of the cloth and folding it up. Once \emph{well -of many worlds} has opened a portal, it can't do so again for 1d8 hours. - -\hypertarget{wind-fan}{% -\subsubsection{Wind Fan}\label{wind-fan}} - -\emph{Wondrous item, uncommon} - -While holding this fan, you can use an action to cast the \emph{gust of -wind} spell (save DC 13) from it. Once used, the fan shouldn't be used -again until the next dawn. Each time it is used again before then, it -has a cumulative 20 percent chance of not working and tearing into -useless, nonmagical tatters. - -\hypertarget{winged-boots}{% -\subsubsection{Winged Boots}\label{winged-boots}} - -\emph{Wondrous item, uncommon (requires attunement)} - -While you wear these boots, you have a flying speed equal to your -walking speed. You can use the boots to fly for up to 4 hours, all at -once or in several shorter flights, each one using a minimum of 1 minute -from the duration. If you are flying when the duration expires, you -descend at a rate of 30 feet per round until you land. - -The boots regain 2 hours of flying capability for every 12 hours they -aren't in use. - -\hypertarget{wings-of-flying}{% -\subsubsection{Wings of Flying}\label{wings-of-flying}} - -\emph{Wondrous item, rare (requires attunement)} - -While wearing this cloak, you can use an action to speak its command -word. This turns the cloak into a pair of bat wings or bird wings on -your back for 1 hour or until you repeat the command word as an action. -The wings give you a flying speed of 60 feet. When they disappear, you -can't use them again for 1d12 hours. - -\hypertarget{magic-items-x}{% -\section{Magic Items (X)}\label{magic-items-x}} - -\hypertarget{magic-items-y}{% -\section{Magic Items (Y)}\label{magic-items-y}} - -\hypertarget{magic-items-z}{% -\section{Magic Items (Z)}\label{magic-items-z}} - -\hypertarget{sentient-magic}{% -\section{Sentient Magic}\label{sentient-magic}} - -Some magic items possess sentience and personality. Such an item might -be possessed, haunted by the spirit of a previous owner, or self-aware -thanks to the magic used to create it. In any case, the item behaves -like a character, complete with personality quirks, ideals, bonds, and -sometimes flaws. A sentient item might be a cherished ally to its -wielder or a continual thorn in the side. - -Most sentient items are weapons. Other kinds of items can manifest -sentience, but consumable items such as potions and scrolls are never -sentient. - -Sentient magic items function as NPCs under the GM's control. Any -activated property of the item is under the item's control, not its -wielder's. As long as the wielder maintains a good relationship with the -item, the wielder can access those properties normally. If the -relationship is strained, the item can suppress its activated properties -or even turn them against the wielder. - -\hypertarget{creating-sentient-magic-items}{% -\subsubsection{Creating Sentient Magic -Items}\label{creating-sentient-magic-items}} - -When you decide to make a magic item sentient, you create the item's -persona in the same way you would create an NPC, with a few exceptions -described here. - -\hypertarget{abilities-1}{% -\paragraph{Abilities}\label{abilities-1}} - -A sentient magic item has Intelligence, Wisdom, and Charisma scores. You -can choose the item's abilities or determine them randomly. To determine -them randomly, roll 4d6 for each one, dropping the lowest roll and -totaling the rest. - -\hypertarget{communication}{% -\paragraph{Communication}\label{communication}} - -A sentient item has some ability to communicate, either by sharing its -emotions, broadcasting its thoughts telepathically, or speaking aloud. -You can choose how it communicates or roll on the following table. - -\textbf{Table- Sentient Magic Items: Communication} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0465}} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9535}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -d100 -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Communication -\end{minipage} \\ -\midrule -\endhead -01-60 & The item communicates by transmitting emotion to the creature -carrying or wielding it. \\ -61-90 & The item can speak, read, and understand one or more -languages. \\ -91-100 & The item can speak, read, and understand one or more languages. -In addition, the item can communicate telepathically with any character -that carries or wields it. \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{senses}{% -\paragraph{Senses}\label{senses}} - -With sentience comes awareness. A sentient item can perceive its -surroundings out to a limited range. You can choose its senses or roll -on the following table. - -\textbf{Table- Sentient Magic Items: Senses} - -\begin{longtable}[]{@{}ll@{}} -\toprule -d4 & Senses \\ -\midrule -\endhead -1 & Hearing and normal vision out to 30 feet. \\ -2 & Hearing and normal vision out to 60 feet \\ -3 & Hearing and normal vision out to 120 feet. \\ -4 & Hearing and darkvision out to 120 feet. \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{alignment-2}{% -\paragraph{Alignment}\label{alignment-2}} - -A sentient magic item has an alignment. Its creator or nature might -suggest an alignment. If not, you can pick an alignment or roll on the -following table. - -\textbf{Table- Sentient Magic Items: Alignment} - -\begin{longtable}[]{@{}ll@{}} -\toprule -d100 & Alignment \\ -\midrule -\endhead -01-15 & Lawful good \\ -16-35 & Neutral good \\ -36-50 & Chaotic good \\ -51-63 & Lawful neutral \\ -64-73 & Neutral \\ -74-85 & Chaotic neutral \\ -86-89 & Lawful evil \\ -90-96 & Neutral evil \\ -97-100 & Chaotic evil \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{special-purpose}{% -\paragraph{Special Purpose}\label{special-purpose}} - -You can give a sentient item an objective it pursues, perhaps to the -exclusion of all else. As long as the wielder's use of the item aligns -with that special purpose, the item remains cooperative. Deviating from -this course might cause conflict between the wielder and the item, and -could even cause the item to prevent the use of its activated -properties. You can pick a special purpose or roll on the following -table. - -\textbf{Table- Sentient Magic Items: Special Purpose} - -\begin{longtable}[]{@{} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.0355}} - >{\raggedright\arraybackslash}p{(\columnwidth - 2\tabcolsep) * \real{0.9645}}@{}} -\toprule -\begin{minipage}[b]{\linewidth}\raggedright -d10 -\end{minipage} & \begin{minipage}[b]{\linewidth}\raggedright -Purpose -\end{minipage} \\ -\midrule -\endhead -1 & Aligned: The item seeks to defeat or destroy those of a -diametrically opposed alignment. (Such an item is never neutral.) \\ -2 & Bane: The item seeks to defeat or destroy creatures of a particular -kind, such as fiends, shapechangers, trolls, or wizards. \\ -3 & Protector: The item seeks to defend a particular race or kind of -creature, such as elves or druids. \\ -4 & Crusader: The item seeks to defeat, weaken, or destroy the servants -of a particular deity. \\ -5 & Templar: The item seeks to defend the servants and interests of a -particular deity. \\ -6 & Destroyer: The item craves destruction and goads its user to fight -arbitrarily. \\ -7 & Glory Seeker: The item seeks renown as the greatest magic item in -the world, by establishing its user as a famous or notorious figure. \\ -8 & Lore Seeker: The item craves knowledge or is determined to solve a -mystery, learn a secret, or unravel a cryptic prophecy. \\ -9 & Destiny Seeker: The item is convinced that it and its wielder have -key roles to play in future events. \\ -10 & Creator Seeker: The item seeks its creator and wants to understand -why it was created. \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{conflict}{% -\paragraph{Conflict}\label{conflict}} - -A sentient item has a will of its own, shaped by its personality and -alignment. If its wielder acts in a manner opposed to the item's -alignment or purpose, conflict can arise. When such a conflict occurs, -the item makes a Charisma check contested by the wielder's Charisma -check. If the item wins the contest, it makes one or more of the -following demands: - -\begin{itemize} -\tightlist -\item - The item insists on being carried or worn at all times. -\item - The item demands that its wielder dispose of anything the item finds - repugnant. -\item - The item demands that its wielder pursue the item's goals to the - exclusion of all other goals. -\item - The item demands to be given to someone else. If its wielder refuses - to comply with the item's wishes, the item can do any or all of the - following: -\item - Make it impossible for its wielder to attune to it. -\item - Suppress one or more of its activated properties. -\item - Attempt to take control of its wielder. -\end{itemize} - -If a sentient item attempts to take control of its wielder, the wielder -must make a Charisma saving throw, with a DC equal to 12+the item's -Charisma modifier. On a failed save, the wielder is charmed by the item -for 1d12 hours. While charmed, the wielder must try to follow the item's -commands. If the wielder takes damage, it can repeat the saving throw, -ending the effect on a success. Whether the attempt to control its user -succeeds or fails, the item can't use this power again until the next -dawn. - -\hypertarget{artifacts}{% -\section{Artifacts}\label{artifacts}} - -\hypertarget{orb-of-dragonkind}{% -\subsubsection{Orb of Dragonkind}\label{orb-of-dragonkind}} - -\emph{Wondrous item, artifact (requires attunement)} - -Ages past, elves and humans waged a terrible war against evil dragons. -When the world seemed doomed, powerful wizards came together and worked -their greatest magic, forging five \emph{Orbs of Dragonkind} (or -\emph{Dragon Orbs}) to help them defeat the dragons. One orb was taken -to each of the five wizard towers, and there they were used to speed the -war toward a victorious end. The wizards used the orbs to lure dragons -to them, then destroyed the dragons with powerful magic. - -As the wizard towers fell in later ages, the orbs were destroyed or -faded into legend, and only three are thought to survive. Their magic -has been warped and twisted over the centuries, so although their -primary purpose of calling dragons still functions, they also allow some -measure of control over dragons. - -Each orb contains the essence of an evil dragon, a presence that resents -any attempt to coax magic from it. Those lacking in force of personality -might find themselves enslaved to an orb. - -An orb is an etched crystal globe about 10 inches in diameter. When -used, it grows to about 20 inches in diameter, and mist swirls inside -it. - -While attuned to an orb, you can use an action to peer into the orb's -depths and speak its command word. You must then make a DC 15 Charisma -check. On a successful check, you control the orb for as long as you -remain attuned to it. On a failed check, you become charmed by the orb -for as long as you remain attuned to it. - -While you are charmed by the orb, you can't voluntarily end your -attunement to it, and the orb casts \emph{suggestion} on you at will -(save DC 18), urging you to work toward the evil ends it desires. The -dragon essence within the orb might want many things: the annihilation -of a particular people, freedom from the orb, to spread suffering in the -world, to advance the worship of Tiamat, or something else the GM -decides. - -\textbf{\emph{Random Properties}}. An \emph{Orb of Dragonkind} has the -following random properties: - -\begin{itemize} -\tightlist -\item - 2 minor beneficial properties -\item - 1 minor detrimental property -\item - 1 major detrimental property -\end{itemize} - -\textbf{\emph{Spells}}. The orb has 7 charges and regains 1d4+3 expended -charges daily at dawn. If you control the orb, you can use an action and -expend 1 or more charges to cast one of the following spells (save DC -18) from it: \emph{cure wounds} (5th-level version, 3 charges), -\emph{daylight} (1 charge), \emph{death ward} (2 charges), or -\emph{scrying} (3 charges). - -You can also use an action to cast the \emph{detect magic} spell from -the orb without using any charges. - -\textbf{\emph{Call Dragons}}. While you control the orb, you can use an -action to cause the artifact to issue a telepathic call that extends in -all directions for 40 miles. Evil dragons in range feel compelled to -come to the orb as soon as possible by the most direct route. Dragon -deities such as Tiamat are unaffected by this call. Dragons drawn to the -orb might be hostile toward you for compelling them against their will. -Once you have used this property, it can't be used again for 1 hour. - -\textbf{\emph{Destroying an Orb}}. An \emph{Orb of Dragonkind} appears -fragile but is impervious to most damage, including the attacks and -breath weapons of dragons. A \emph{disintegrate} spell or one good hit -from a +3 magic weapon is sufficient to destroy an orb, however. - -\hypertarget{monsters}{% -\section{MONSTERS}\label{monsters}} - -\hypertarget{monster-statistics}{% -\section{Monster Statistics}\label{monster-statistics}} - -\hypertarget{type}{% -\subsection{Type}\label{type}} - -A monster's type speaks to its fundamental nature. Certain spells, magic -items, class features, and other effects in the game interact in special -ways with creatures of a particular type. For example, an \emph{arrow of -dragon slaying} deals extra damage not only to dragons but also other -creatures of the dragon type, such as dragon turtles and wyverns. - -The game includes the following monster types, which have no rules of -their own. - -\textbf{Aberrations} are utterly alien beings. Many of them have innate -magical abilities drawn from the creature's alien mind rather than the -mystical forces of the world. The quintessential aberrations are -aboleths, beholders, mind flayers, and slaadi. - -\textbf{Beasts} are nonhumanoid creatures that are a natural part of the -fantasy ecology. Some of them have magical powers, but most are -unintelligent and lack any society or language. Beasts include all -varieties of ordinary animals, dinosaurs, and giant versions of animals. - -\textbf{Celestials} are creatures native to the Upper Planes. Many of -them are the servants of deities, employed as messengers or agents in -the mortal realm and throughout the planes. Celestials are good by -nature, so the exceptional celestial who strays from a good alignment is -a horrifying rarity. Celestials include angels, couatls, and pegasi. - -\textbf{Constructs} are made, not born. Some are programmed by their -creators to follow a simple set of instructions, while others are imbued -with sentience and capable of independent thought. Golems are the iconic -constructs. Many creatures native to the outer plane of Mechanus, such -as modrons, are constructs shaped from the raw material of the plane by -the will of more powerful creatures. - -\textbf{Dragons} are large reptilian creatures of ancient origin and -tremendous power. True dragons, including the good metallic dragons and -the evil chromatic dragons, are highly intelligent and have innate -magic. Also in this category are creatures distantly related to true -dragons, but less powerful, less intelligent, and less magical, such as -wyverns and pseudodragons. - -\textbf{Elementals} are creatures native to the elemental planes. Some -creatures of this type are little more than animate masses of their -respective elements, including the creatures simply called elementals. -Others have biological forms infused with elemental energy. The races of -genies, including djinn and efreet, form the most important -civilizations on the elemental planes. Other elemental creatures include -azers, invisible stalkers, and water weirds. - -\textbf{Fey} are magical creatures closely tied to the forces of nature. -They dwell in twilight groves and misty forests. In some worlds, they -are closely tied to the Feywild, also called the Plane of Faerie. Some -are also found in the Outer Planes, particularly the planes of Arborea -and the Beastlands. Fey include dryads, pixies, and satyrs. - -\textbf{Fiends} are creatures of wickedness that are native to the Lower -Planes. A few are the servants of deities, but many more labor under the -leadership of archdevils and demon princes. Evil priests and mages -sometimes summon fiends to the material world to do their bidding. If an -evil celestial is a rarity, a good fiend is almost inconceivable. Fiends -include demons, devils, hell hounds, rakshasas, and yugoloths. - -\textbf{Giants} tower over humans and their kind. They are humanlike in -shape, though some have multiple heads (ettins) or deformities -(fomorians). The six varieties of true giant are hill giants, stone -giants, frost giants, fire giants, cloud giants, and storm giants. -Besides these, creatures such as ogres and trolls are giants. - -\textbf{Humanoids} are the main peoples of a fantasy gaming world, both -civilized and savage, including humans and a tremendous variety of other -species. They have language and culture, few if any innate magical -abilities (though most humanoids can learn spellcasting), and a bipedal -form. The most common humanoid races are the ones most suitable as -player characters: humans, dwarves, elves, and halflings. Almost as -numerous but far more savage and brutal, and almost uniformly evil, are -the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, -gnolls, lizardfolk, and kobolds. - -\textbf{Monstrosities} are monsters in the strictest sense-frightening -creatures that are not ordinary, not truly natural, and almost never -benign. Some are the results of magical experimentation gone awry (such -as owlbears), and others are the product of terrible curses (including -minotaurs and yuan-ti). They defy categorization, and in some sense -serve as a catch-all category for creatures that don't fit into any -other type. - -\textbf{Oozes} are gelatinous creatures that rarely have a fixed shape. -They are mostly subterranean, dwelling in caves and dungeons and feeding -on refuse, carrion, or creatures unlucky enough to get in their way. -Black puddings and gelatinous cubes are among the most recognizable -oozes. - -\textbf{Plants} in this context are vegetable creatures, not ordinary -flora. Most of them are ambulatory, and some are carnivorous. The -quintessential plants are the shambling mound and the treant. Fungal -creatures such as the gas spore and the myconid also fall into this -category. - -\textbf{Undead} are once-living creatures brought to a horrifying state -of undeath through the practice of necromantic magic or some unholy -curse. Undead include walking corpses, such as vampires and zombies, as -well as bodiless spirits, such as ghosts and specters. - -\hypertarget{tags}{% -\paragraph{Tags}\label{tags}} - -A monster might have one or more tags appended to its type, in -parentheses. For example, an orc has the \emph{humanoid (orc)} type. The -parenthetical tags provide additional categorization for certain -creatures. The tags have no rules of their own, but something in the -game, such as a magic item, might refer to them. For instance, a spear -that is especially effective at fighting demons would work against any -monster that has the demon tag. - -\hypertarget{alignment-3}{% -\subsection{Alignment}\label{alignment-3}} - -A monster's alignment provides a clue to its disposition and how it -behaves in a roleplaying or combat situation. For example, a chaotic -evil monster might be difficult to reason with and might attack -characters on sight, whereas a neutral monster might be willing to -negotiate. See the \emph{Player's Handbook} for descriptions of the -different alignments. - -The alignment specified in a monster's stat block is the default. Feel -free to depart from it and change a monster's alignment to suit the -needs of your campaign. If you want a good-aligned green dragon or an -evil storm giant, there's nothing stopping you. - -Some creatures can have \textbf{any alignment}. In other words, you -choose the monster's alignment. Some monster's alignment entry indicates -a tendency or aversion toward law, chaos, good, or evil. For example, a -berserker can be any chaotic alignment (chaotic good, chaotic neutral, -or chaotic evil), as befits its wild nature. - -Many creatures of low intelligence have no comprehension of law or -chaos, good or evil. They don't make moral or ethical choices, but -rather act on instinct. These creatures are \textbf{unaligned}, which -means they don't have an alignment. - -\hypertarget{armor-class-1}{% -\subsection{Armor Class}\label{armor-class-1}} - -A monster that wears armor or carries a shield has an Armor Class (AC) -that takes its armor, shield, and Dexterity into account. Otherwise, a -monster's AC is based on its Dexterity modifier and natural armor, if -any. If a monster has natural armor, wears armor, or carries a shield, -this is noted in parentheses after its AC value. - -\hypertarget{hit-points-14}{% -\subsection{Hit Points}\label{hit-points-14}} - -A monster usually dies or is destroyed when it drops to 0 hit points. -For more on hit points, see the \emph{Player's Handbook}. - -A monster's hit points are presented both as a die expression and as an -average number. For example, a monster with 2d8 hit points has 9 hit -points on average (2 × 4½). - -A monster's size determines the die used to calculate its hit points, as -shown in the Hit Dice by Size table. - -\textbf{Table- Hit Dice by Size} - -\begin{longtable}[]{@{}lll@{}} -\toprule -Monster Size & Hit Die & Average HP per Die \\ -\midrule -\endhead -Tiny & d4 & 2 1/2 \\ -Small & d6 & 3 1/2 \\ -Medium & d8 & 4 1/2 \\ -Large & d10 & 5 1/2 \\ -Huge & d12 & 6 1/2 \\ -Gargantuan & d20 & 10 1/2 \\ -& & \\ -\bottomrule -\end{longtable} - -A monster's Constitution modifier also affects the number of hit points -it has. Its Constitution modifier is multiplied by the number of Hit -Dice it possesses, and the result is added to its hit points. For -example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit -Dice, it has 2d8+2 hit points (average 11). - -\hypertarget{speed-2}{% -\subsection{Speed}\label{speed-2}} - -A monster's speed tells you how far it can move on its turn. For more -information on speed, see the \emph{Player's Handbook}. - -All creatures have a walking speed, simply called the monster's speed. -Creatures that have no form of ground-based locomotion have a walking -speed of 0 feet. - -Some creatures have one or more of the following additional movement -modes. - -\hypertarget{burrow}{% -\subsubsection{Burrow}\label{burrow}} - -A monster that has a burrowing speed can use that speed to move through -sand, earth, mud, or ice. A monster can't burrow through solid rock -unless it has a special trait that allows it to do so. - -\hypertarget{climb}{% -\subsubsection{Climb}\label{climb}} - -A monster that has a climbing speed can use all or part of its movement -to move on vertical surfaces. The monster doesn't need to spend extra -movement to climb. - -\hypertarget{fly-1}{% -\subsubsection{Fly}\label{fly-1}} - -A monster that has a flying speed can use all or part of its movement to -fly. Some monsters have the ability to \textbf{hover}, which makes them -hard to knock out of the air (as explained in the rules on flying in the -\emph{Player's Handbook}). Such a monster stops hovering when it dies. - -\hypertarget{swim}{% -\subsubsection{Swim}\label{swim}} - -A monster that has a swimming speed doesn't need to spend extra movement -to swim. - -\hypertarget{ability-scores}{% -\subsection{Ability Scores}\label{ability-scores}} - -Every monster has six ability scores (Strength, Dexterity, Constitution, -Intelligence, Wisdom, and Charisma) and corresponding modifiers. For -more information on ability scores and how they're used in play, see the -\emph{Player's Handbook}. - -\hypertarget{saving-throws-1}{% -\subsection{Saving Throws}\label{saving-throws-1}} - -The Saving Throws entry is reserved for creatures that are adept at -resisting certain kinds of effects. For example, a creature that isn't -easily charmed or frightened might gain a bonus on its Wisdom saving -throws. Most creatures don't have special saving throw bonuses, in which -case this section is absent. - -A saving throw bonus is the sum of a monster's relevant ability modifier -and its proficiency bonus, which is determined by the monster's -challenge rating (as shown in the Proficiency Bonus by Challenge Rating -table). - -\textbf{Table- Proficiency Bonus by Challenge Rating} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Challenge & Proficiency Bonus \\ -\midrule -\endhead -0 & +2 \\ -1/8 & +2 \\ -1/4 & +2 \\ -1/2 & +2 \\ -1 & +2 \\ -2 & +2 \\ -3 & +2 \\ -4 & +2 \\ -5 & +3 \\ -6 & +3 \\ -7 & +3 \\ -8 & +3 \\ -9 & +4 \\ -10 & +4 \\ -11 & +4 \\ -12 & +4 \\ -13 & +5 \\ -14 & +5 \\ -15 & +5 \\ -16 & +5 \\ -17 & +6 \\ -18 & +6 \\ -19 & +6 \\ -20 & +6 \\ -21 & +7 \\ -22 & +7 \\ -23 & +7 \\ -24 & +7 \\ -25 & +8 \\ -26 & +8 \\ -27 & +8 \\ -28 & +8 \\ -29 & +9 \\ -30 & +9 \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{skills-1}{% -\subsection{Skills}\label{skills-1}} - -The Skills entry is reserved for monsters that are proficient in one or -more skills. For example, a monster that is very perceptive and stealthy -might have bonuses to Wisdom (Perception) and Dexterity (Stealth) -checks. - -A skill bonus is the sum of a monster's relevant ability modifier and -its proficiency bonus, which is determined by the monster's challenge -rating (as shown in the Proficiency Bonus by Challenge Rating table). -Other modifiers might apply. For instance, a monster might have a -larger-than-expected bonus (usually double its proficiency bonus) to -account for its heightened expertise. - -\textbf{\emph{Armor, Weapon, and Tool Proficiencies}} - -\emph{Assume that a creature is proficient with its armor, weapons, and -tools. If you swap them out, you decide whether the creature is -proficient with its new equipment.} - -\emph{For example, a hill giant typically wears hide armor and wields a -greatclub. You could equip a hill giant with chain mail and a greataxe -instead, and assume the giant is proficient with both, one or the other, -or neither.} - -\emph{See the Player's Handbook for rules on using armor or weapons -without proficiency.} - -\hypertarget{vulnerabilities-resistances-and-immunities}{% -\subsection{Vulnerabilities, Resistances, and -Immunities}\label{vulnerabilities-resistances-and-immunities}} - -Some creatures have vulnerability, resistance, or immunity to certain -types of damage. Particular creatures are even resistant or immune to -damage from nonmagical attacks (a magical attack is an attack delivered -by a spell, a magic item, or another magical source). In addition, some -creatures are immune to certain conditions. - -\hypertarget{senses-1}{% -\subsection{Senses}\label{senses-1}} - -The Senses entry notes a monster's passive Wisdom (Perception) score, as -well as any special senses the monster might have. Special senses are -described below. - -\hypertarget{blindsight-1}{% -\subsubsection{Blindsight}\label{blindsight-1}} - -A monster with blindsight can perceive its surroundings without relying -on sight, within a specific radius. - -Creatures without eyes, such as grimlocks and gray oozes, typically have -this special sense, as do creatures with echolocation or heightened -senses, such as bats and true dragons. - -If a monster is naturally blind, it has a parenthetical note to this -effect, indicating that the radius of its blindsight defines the maximum -range of its perception. - -\hypertarget{darkvision-2}{% -\subsubsection{Darkvision}\label{darkvision-2}} - -A monster with darkvision can see in the dark within a specific radius. -The monster can see in dim light within the radius as if it were bright -light, and in darkness as if it were dim light. The monster can't -discern color in darkness, only shades of gray. Many creatures that live -underground have this special sense. - -\hypertarget{tremorsense}{% -\subsubsection{Tremorsense}\label{tremorsense}} - -A monster with tremorsense can detect and pinpoint the origin of -vibrations within a specific radius, provided that the monster and the -source of the vibrations are in contact with the same ground or -substance. Tremorsense can't be used to detect flying or incorporeal -creatures. Many burrowing creatures, such as ankhegs and umber hulks, -have this special sense. - -\hypertarget{truesight-1}{% -\subsubsection{Truesight}\label{truesight-1}} - -A monster with truesight can, out to a specific range, see in normal and -magical darkness, see invisible creatures and objects, automatically -detect visual illusions and succeed on saving throws against them, and -perceive the original form of a shapechanger or a creature that is -transformed by magic. Furthermore, the monster can see into the Ethereal -Plane within the same range. - -\hypertarget{languages-3}{% -\subsection{Languages}\label{languages-3}} - -The languages that a monster can speak are listed in alphabetical order. -Sometimes a monster can understand a language but can't speak it, and -this is noted in its entry. A ``-'' indicates that a creature neither -speaks nor understands any language. - -\hypertarget{telepathy}{% -\subsubsection{Telepathy}\label{telepathy}} - -Telepathy is a magical ability that allows a monster to communicate -mentally with another creature within a specified range. The contacted -creature doesn't need to share a language with the monster to -communicate in this way with it, but it must be able to understand at -least one language. A creature without telepathy can receive and respond -to telepathic messages but can't initiate or terminate a telepathic -conversation. - -A telepathic monster doesn't need to see a contacted creature and can -end the telepathic contact at any time. The contact is broken as soon as -the two creatures are no longer within range of each other or if the -telepathic monster contacts a different creature within range. A -telepathic monster can initiate or terminate a telepathic conversation -without using an action, but while the monster is incapacitated, it -can't initiate telepathic contact, and any current contact is -terminated. - -A creature within the area of an \emph{antimagic field} or in any other -location where magic doesn't function can't send or receive telepathic -messages. - -\hypertarget{challenge}{% -\subsection{Challenge}\label{challenge}} - -A monster's \textbf{Challenge rating} tells you how great a threat the -monster is. An appropriately equipped and well-rested party of four -adventurers should be able to defeat a monster that has a challenge -rating equal to its level without suffering any deaths. For example, a -party of four 3rd-level characters should find a monster with a -challenge rating of 3 to be a worthy challenge, but not a deadly one. - -Monsters that are significantly weaker than 1st- level characters have a -challenge rating lower than 1. Monsters with a challenge rating of 0 are -insignificant except in large numbers; those with no effective attacks -are worth no experience points, while those that have attacks are worth -10 XP each. - -Some monsters present a greater challenge than even a typical 20th-level -party can handle. These monsters have a challenge rating of 21 or higher -and are specifically designed to test player skill. - -\hypertarget{experience-points-1}{% -\subsubsection{Experience Points}\label{experience-points-1}} - -The number of experience points (XP) a monster is worth is based on its -challenge rating. Typically, XP is awarded for defeating the monster, -although the GM may also award XP for neutralizing the threat posed by -the monster in some other manner. - -Unless something tells you otherwise, a monster summoned by a spell or -other magical ability is worth the XP noted in its stat block. - -\textbf{Table- Experience Points by Challenge Rating} - -\begin{longtable}[]{@{}ll@{}} -\toprule -Challenge & XP \\ -\midrule -\endhead -0 & 0 or 10 \\ -1/8 & 25 \\ -1/4 & 50 \\ -1/2 & 100 \\ -1 & 200 \\ -2 & 450 \\ -3 & 700 \\ -4 & 1,100 \\ -5 & 1,800 \\ -6 & 2,300 \\ -7 & 2,900 \\ -8 & 3,900 \\ -14 & 11,500 \\ -15 & 13,000 \\ -16 & 15,000 \\ -17 & 18,000 \\ -18 & 20,000 \\ -19 & 22,000 \\ -20 & 25,000 \\ -21 & 33,000 \\ -22 & 41,000 \\ -23 & 50,000 \\ -24 & 62,000 \\ -25 & 75,000 \\ -& \\ -\bottomrule -\end{longtable} - -\hypertarget{special-traits}{% -\subsection{Special Traits}\label{special-traits}} - -Special traits (which appear after a monster's challenge rating but -before any actions or reactions) are characteristics that are likely to -be relevant in a combat encounter and that require some explanation. - -\hypertarget{innate-spellcasting}{% -\subsubsection{Innate Spellcasting}\label{innate-spellcasting}} - -A monster with the innate ability to cast spells has the Innate -Spellcasting special trait. Unless noted otherwise, an innate spell of -1st level or higher is always cast at its lowest possible level and -can't be cast at a higher level. If a monster has a cantrip where its -level matters and no level is given, use the monster's challenge rating. - -An innate spell can have special rules or restrictions. For example, a -drow mage can innately cast the \emph{levitate} spell, but the spell has -a ``self only'' restriction, which means that the spell affects only the -drow mage. - -A monster's innate spells can't be swapped out with other spells. If a -monster's innate spells don't require attack rolls, no attack bonus is -given for them. - -\hypertarget{spellcasting-9}{% -\subsubsection{Spellcasting}\label{spellcasting-9}} - -A monster with the Spellcasting special trait has a spellcaster level -and spell slots, which it uses to cast its spells of 1st level and -higher (as explained in the \emph{Player's Handbook}). The spellcaster -level is also used for any cantrips included in the feature. - -The monster has a list of spells known or prepared from a specific -class. The list might also include spells from a feature in that class, -such as the Divine Domain feature of the cleric or the Druid Circle -feature of the druid. The monster is considered a member of that class -when attuning to or using a magic item that requires membership in the -class or access to its spell list. - -A monster can cast a spell from its list at a higher level if it has the -spell slot to do so. For example, a drow mage with the 3rd-level -\emph{lightning bolt} spell can cast it as a 5th-level spell by using -one of its 5th-level greater or lesser threat than suggested by its -challenge rating. - -\hypertarget{psionics}{% -\subsubsection{Psionics}\label{psionics}} - -A monster that casts spells using only the power of its mind has the -psionics tag added to its Spellcasting or Innate Spellcasting special -trait. This tag carries no special rules of its own, but other parts of -the game might refer to it. A monster that has this tag typically -doesn't require any components to cast its spells. - -\hypertarget{actions-1}{% -\subsection{Actions}\label{actions-1}} - -When a monster takes its action, it can choose from the options in the -Actions section of its stat block or use one of the actions available to -all creatures, such as the Dash or Hide action, as described in the -\emph{Player's Handbook}. - -\hypertarget{melee-and-ranged-attacks}{% -\subsubsection{Melee and Ranged -Attacks}\label{melee-and-ranged-attacks}} - -The most common actions that a monster will take in combat are melee and -ranged attacks. These can be spell attacks or weapon attacks, where the -``weapon'' might be a manufactured item or a natural weapon, such as a -claw or tail spike. For more information on different kinds of attacks, -see the \emph{Player's Handbook}. - -\textbf{\emph{Creature vs Target}}. The target of a melee or ranged -attack is usually either one creature or one target, the difference -being that a ``target'' can be a creature or an object. - -\textbf{\emph{Hit}}. Any damage dealt or other effects that occur as a -result of an attack hitting a target are described after the ``Hit'' -notation. You have the option of taking average damage or rolling the -damage; for this reason, both the average damage and the die expression -are presented. - -\textbf{\emph{Miss}}. If an attack has an effect that occurs on a miss, -that information is presented after the ``Miss:'' notation. - -\textbf{\emph{Grapple Rules for Monsters}} - -\emph{Many monsters have special attacks that allow them to quickly -grapple prey. When a monster hits with such an attack, it doesn't need -to make an additional ability check to determine whether the grapple -succeeds, unless the attack says otherwise.} - -\emph{A creature grappled by the monster can use its action to try to -escape. To do so, it must succeed on a Strength (Athletics) or Dexterity -(Acrobatics) check against the escape DC in the monster's stat block. If -no escape DC is given, assume the DC is 10+the monster's Strength -(Athletics) modifier.} - -\hypertarget{multiattack-1}{% -\subsubsection{Multiattack}\label{multiattack-1}} - -A creature that can make multiple attacks on its turn has the -Multiattack action. A creature can't use Multiattack when making an -opportunity attack, which must be a single melee attack. - -\hypertarget{ammunition}{% -\subsubsection{Ammunition}\label{ammunition}} - -A monster carries enough ammunition to make its ranged attacks. You can -assume that a monster has 2d4 pieces of ammunition for a thrown weapon -attack, and 2d10 pieces of ammunition for a projectile weapon such as a -bow or crossbow. - -\hypertarget{reactions-2}{% -\subsection{Reactions}\label{reactions-2}} - -If a monster can do something special with its reaction, that -information is contained here. If a creature has no special reaction, -this section is absent. - -\hypertarget{limited-usage}{% -\subsection{Limited Usage}\label{limited-usage}} - -Some special abilities have restrictions on the number of times they can -be used. - -\textbf{\emph{X/Day}}. The notation ``X/Day'' means a special ability -can be used X number of times and that a monster must finish a long rest -to regain expended uses. For example, ``1/Day'' means a special ability -can be used once and that the monster must finish a long rest to use it -again. - -\textbf{\emph{Recharge X-Y}}. The notation ``Recharge X-Y'' means a -monster can use a special ability once and that the ability then has a -random chance of recharging during each subsequent round of combat. At -the start of each of the monster's turns, roll a d6. If the roll is one -of the numbers in the recharge notation, the monster regains the use of -the special ability. The ability also recharges when the monster -finishes a short or long rest. - -For example, ``Recharge 5-6'' means a monster can use the special -ability once. Then, at the start of the monster's turn, it regains the -use of that ability if it rolls a 5 or 6 on a d6. - -\textbf{\emph{Recharge after a Short or Long Rest}}. This notation means -that a monster can use a special ability once and then must finish a -short or long rest to use it again. - -\hypertarget{equipment-14}{% -\subsection{Equipment}\label{equipment-14}} - -A stat block rarely refers to equipment, other than armor or weapons -used by a monster. A creature that customarily wears clothes, such as a -humanoid, is assumed to be dressed appropriately. - -You can equip monsters with additional gear and trinkets however you -like, and you decide how much of a monster's equipment is recoverable -after the creature is slain and whether any of that equipment is still -usable. A battered suit of armor made for a monster is rarely usable by -someone else, for instance. - -If a spellcasting monster needs material components to cast its spells, -assume that it has the material components it needs to cast the spells -in its stat block. - -\hypertarget{legendary-creatures}{% -\section{Legendary Creatures}\label{legendary-creatures}} - -A legendary creature can do things that ordinary creatures can't. It can -take special actions outside its turn, and it might exert magical -influence for miles around. - -If a creature assumes the form of a legendary creature, such as through -a spell, it doesn't gain that form's legendary actions, lair actions, or -regional effects. - -\hypertarget{legendary-actions}{% -\subsection{Legendary Actions}\label{legendary-actions}} - -A legendary creature can take a certain number of special actions-called -legendary actions-outside its turn. Only one legendary action option can -be used at a time and only at the end of another creature's turn. A -creature regains its spent legendary actions at the start of its turn. -It can forgo using them, and it can't use them while incapacitated or -otherwise unable to take actions. If surprised, it can't use them until -after its first turn in the combat. - -\hypertarget{a-legendary-creatures-lair}{% -\subsection{A Legendary Creature's -Lair}\label{a-legendary-creatures-lair}} - -A legendary creature might have a section describing its lair and the -special effects it can create while there, either by act of will or -simply by being present. Such a section applies only to a legendary -creature that spends a great deal of time in its lair. - -\hypertarget{lair-actions}{% -\subsubsection{Lair Actions}\label{lair-actions}} - -If a legendary creature has lair actions, it can use them to harness the -ambient magic in its lair. On initiative count 20 (losing all initiative -ties), it can use one of its lair action options. It can't do so while -incapacitated or otherwise unable to take actions. If surprised, it -can't use one until after its first turn in the combat. - -\hypertarget{regional-effects}{% -\subsubsection{Regional Effects}\label{regional-effects}} - -The mere presence of a legendary creature can have strange and wondrous -effects on its environment, as noted in this section. Regional effects -end abruptly or dissipate over time when the legendary creature dies. - -\hypertarget{monsters-a}{% -\section{Monsters (A)}\label{monsters-a}} - -\hypertarget{aboleth}{% -\subsection{Aboleth}\label{aboleth}} - -\emph{Large aberration, lawful evil} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 135 (18d10+36) - -\textbf{Speed} 10 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -21 (+5) & 9 (-1) & 15 (+2) & 18 (+4) & 15 (+2) & 18 (+4) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Con +6, Int +8, Wis +6 - -\textbf{Skills} History +12, Perception +10 - -\textbf{Senses} darkvision 120 ft., passive Perception 20 - -\textbf{Languages} Deep Speech, telepathy 120 ft. - -\textbf{Challenge} 10 (5,900 XP) - -\textbf{\emph{Amphibious}}. The aboleth can breathe air and water. - -\textbf{\emph{Mucous Cloud}}. While underwater, the aboleth is -surrounded by transformative mucus. A creature that touches the aboleth -or that hits it with a melee attack while within 5 feet of it must make -a DC 14 Constitution saving throw. On a failure, the creature is -diseased for 1d4 hours. The diseased creature can breathe only -underwater. - -\textbf{\emph{Probing Telepathy}}. If a creature communicates -telepathically with the aboleth, the aboleth learns the creature's -greatest desires if the aboleth can see the creature. - -Actions - -\textbf{\emph{Multiattack}}. The aboleth makes three tentacle attacks. - -\textbf{\emph{Tentacle}}. \emph{Melee Weapon Attack:} +9 to hit, reach -10 ft., one target. \emph{Hit:} 12 (2d6+5) bludgeoning damage. If the -target is a creature, it must succeed on a DC 14 Constitution saving -throw or become diseased. The disease has no effect for 1 minute and can -be removed by any magic that cures disease. After 1 minute, the diseased -creature's skin becomes translucent and slimy, the creature can't regain -hit points unless it is underwater, and the disease can be removed only -by \emph{heal} or another disease-curing spell of 6th level or higher. -When the creature is outside a body of water, it takes 6 (1d12) acid -damage every 10 minutes unless moisture is applied to the skin before 10 -minutes have passed. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +9 to hit, reach 10 -ft. one target. \emph{Hit:} 15 (3d6+5) bludgeoning damage. - -\textbf{\emph{Enslave (3/Day)}}. The aboleth targets one creature it can -see within 30 feet of it. The target must succeed on a DC 14 Wisdom -saving throw or be magically charmed by the aboleth until the aboleth -dies or until it is on a different plane of existence from the target. -The charmed target is under the aboleth's control and can't take -reactions, and the aboleth and the target can communicate telepathically -with each other over any distance. - -Whenever the charmed target takes damage, the target can repeat the -saving throw. On a success, the effect ends. No more than once every 24 -hours, the target can also repeat the saving throw when it is at least 1 -mile away from the aboleth. - -Legendary Actions - -The aboleth can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The aboleth regains spent -legendary actions at the start of its turn. - -\textbf{Detect}. The aboleth makes a Wisdom (Perception) check. - -\textbf{Tail Swipe}. The aboleth makes one tail attack. - -\textbf{Psychic Drain (Costs 2 Actions)}. One creature charmed by the -aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit -points equal to the damage the creature takes. - -\hypertarget{angels}{% -\subsection{Angels}\label{angels}} - -\hypertarget{deva}{% -\subsubsection{Deva}\label{deva}} - -\emph{Medium celestial, lawful good} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 136 (16d8+64) - -\textbf{Speed} 30 ft., fly 90 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 18 (+4) & 18 (+4) & 17 (+3) & 20 (+5) & 20 (+5) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Wis +9, Cha +9 - -\textbf{Skills} Insight +9, Perception +9 - -\textbf{Damage Resistances} radiant; bludgeoning, piercing, and slashing -from nonmagical attacks - -\textbf{Condition Immunities} charmed, exhaustion, frightened - -\textbf{Senses} darkvision 120 ft., passive Perception 19 - -\textbf{Languages} all, telepathy 120 ft. - -\textbf{Challenge} 10 (5,900 XP) - -\textbf{\emph{Angelic Weapons}}. The deva's weapon attacks are magical. -When the deva hits with any weapon, the weapon deals an extra 4d8 -radiant damage (included in the attack). - -\textbf{\emph{Innate Spellcasting}}. The deva's spellcasting ability is -Charisma (spell save DC 17). The deva can innately cast the following -spells, requiring only verbal Components - -At will: \emph{detect evil and good} - -1/day each: \emph{commune}, \emph{raise dead} - -\textbf{\emph{Magic Resistance}}. The deva has advantage on saving -throws against spells and other magical effects. - -Actions - -\textbf{\emph{Multiattack}}. The deva makes two melee attacks. - -\textbf{\emph{Mace}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (1d6+4) bludgeoning damage plus 18 (4d8) -radiant damage. - -\textbf{\emph{Healing Touch (3/Day)}}. The deva touches another -creature. The target magically regains 20 (4d8+2) hit points and is -freed from any curse, disease, poison, blindness, or deafness. - -\textbf{\emph{Change Shape}}. The deva magically polymorphs into a -humanoid or beast that has a challenge rating equal to or less than its -own, or back into its true form. It reverts to its true form if it dies. -Any equipment it is wearing or carrying is absorbed or borne by the new -form (the deva's choice). - -In a new form, the deva retains its game statistics and ability to -speak, but its AC, movement modes, Strength, Dexterity, and special -senses are replaced by those of the new form, and it gains any -statistics and capabilities (except class features, legendary actions, -and lair actions) that the new form has but that it lacks. - -\hypertarget{planetar}{% -\subsubsection{Planetar}\label{planetar}} - -\emph{Large celestial, lawful good} - -\textbf{Armor Class} 19 (natural armor) - -\textbf{Hit Points} 200 (16d10+112) - -\textbf{Speed} 40 ft., fly 120 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -24 (+7) & 20 (+5) & 24 (+7) & 19 (+4) & 22 (+6) & 25 (+7) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Con +12, Wis +11, Cha +12 - -\textbf{Skills} Perception +11 - -\textbf{Damage Resistances} radiant; bludgeoning, piercing, and slashing -from nonmagical attacks - -\textbf{Condition Immunities} charmed, exhaustion, frightened - -\textbf{Senses} truesight 120 ft., passive Perception 21 - -\textbf{Languages} all, telepathy 120 ft. - -\textbf{Challenge} 16 (15,000 XP) - -\textbf{\emph{Angelic Weapons}}. The planetar's weapon attacks are -magical. When the planetar hits with any weapon, the weapon deals an -extra 5d8 radiant damage (included in the attack). - -\textbf{\emph{Divine Awareness}}. The planetar knows if it hears a lie. - -\textbf{\emph{Innate Spellcasting}}. The planetar's spellcasting ability -is Charisma (spell save DC 20). The planetar can innately cast the -following spells, requiring no material Components - -At will: \emph{detect evil and good}, \emph{invisibility} (self only) - -3/day each: \emph{blade barrier}, \emph{dispel evil and good}, -\emph{flame strike}, \emph{raise dead} - -1/day each: \emph{commune}, \emph{control weather}, \emph{insect plague} - -\textbf{\emph{Magic Resistance}}. The planetar has advantage on saving -throws against spells and other magical effects. - -Actions - -\textbf{\emph{Multiattack}}. The planetar makes two melee attacks. - -\textbf{\emph{Greatsword}}. \emph{Melee Weapon Attack:} +12 to hit, -reach 5 ft., one target. \emph{Hit:} 21 (4d6+7) slashing damage plus 22 -(5d8) radiant damage. - -\textbf{\emph{Healing Touch (4/Day)}}. The planetar touches another -creature. The target magically regains 30 (6d8+3) hit points and is -freed from any curse, disease, poison, blindness, or deafness. - -\hypertarget{solar}{% -\subsubsection{Solar}\label{solar}} - -\emph{Large celestial, lawful good} - -\textbf{Armor Class} 21 (natural armor) - -\textbf{Hit Points} 243 (18d10+144) - -\textbf{Speed} 50 ft., fly 150 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -26 (+8) & 22 (+6) & 26 (+8) & 25 (+7) & 25 (+7) & 30 (+10) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Int +14, Wis +14, Cha +17 - -\textbf{Skills} Perception +14 - -\textbf{Damage Resistances} radiant; bludgeoning, piercing, and slashing -from nonmagical attacks - -\textbf{Damage Immunities} necrotic, poison - -\textbf{Condition Immunities} charmed, exhaustion, frightened, poisoned - -\textbf{Senses} truesight 120 ft., passive Perception 24 - -\textbf{Languages} all, telepathy 120 ft. - -\textbf{Challenge} 21 (33,000 XP) - -\textbf{\emph{Angelic Weapons}}. The solar's weapon attacks are magical. -When the solar hits with any weapon, the weapon deals an extra 6d8 -radiant damage (included in the attack). - -\textbf{\emph{Divine Awareness}}. The solar knows if it hears a lie. - -\textbf{\emph{Innate Spellcasting}}. The solar's spellcasting ability is -Charisma (spell save DC 25). It can innately cast the following spells, -requiring no material Components - -At will: \emph{detect evil and good}, \emph{invisibility} (self only) - -3/day each: \emph{blade barrier}, \emph{dispel evil and good}, -\emph{resurrection} - -1/day each: \emph{commune}, \emph{control weather} - -\textbf{\emph{Magic Resistance}}. The solar has advantage on saving -throws against spells and other magical effects. - -Actions - -\textbf{\emph{Multiattack}}. The solar makes two greatsword attacks. - -\textbf{\emph{Greatsword}}. \emph{Melee Weapon Attack:} +15 to hit, -reach 5 ft., one target. \emph{Hit:} 22 (4d6+8) slashing damage plus 27 -(6d8) radiant damage. - -\textbf{\emph{Slaying Longbow}}. \emph{Ranged Weapon Attack:} +13 to -hit, range 150/600 ft., one target. \emph{Hit:} 15 (2d8+6) piercing -damage plus 27 (6d8) radiant damage. If the target is a creature that -has 100 hit points or fewer, it must succeed on a DC 15 Constitution -saving throw or die. - -\textbf{\emph{Flying Sword}}. The solar releases its greatsword to hover -magically in an unoccupied space within 5 feet of it. If the solar can -see the sword, the solar can mentally command it as a bonus action to -fly up to 50 feet and either make one attack against a target or return -to the solar's hands. If the hovering sword is targeted by any effect, -the solar is considered to be holding it. The hovering sword falls if -the solar dies. - -\textbf{\emph{Healing Touch (4/Day)}}. The solar touches another -creature. The target magically regains 40 (8d8+4) hit points and is -freed from any curse, disease, poison, blindness, or deafness. - -Legendary Actions - -The solar can take 3 legendary actions, choosing from the options below. -Only one legendary action option can be used at a time and only at the -end of another creature's turn. The solar regains spent legendary -actions at the start of its turn. - -\textbf{Teleport}. The solar magically teleports, along with any -equipment it is wearing or carrying, up to 120 feet to an unoccupied -space it can see. - -\textbf{Searing Burst (Costs 2 Actions)}. The solar emits magical, -divine energy. Each creature of its choice in a 10-foot radius must make -a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 -(4d6) radiant damage on a failed save, or half as much damage on a -successful one. - -\textbf{Blinding Gaze (Costs 3 Actions)}. The solar targets one creature -it can see within 30 feet of it. If the target can see it, the target -must succeed on a DC 15 Constitution saving throw or be blinded until -magic such as the \emph{lesser restoration} spell removes the blindness. - -\hypertarget{animated-objects}{% -\subsection{Animated Objects}\label{animated-objects}} - -\hypertarget{animated-armor}{% -\subsubsection{Animated Armor}\label{animated-armor}} - -\emph{Medium construct, unaligned} - -\textbf{Armor Class} 18 (natural armor) - -\textbf{Hit Points} 33 (6d8+6) - -\textbf{Speed} 25 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -14 (+2) & 11 (+0) & 13 (+1) & 1 (-5) & 3 (-4) & 1 (-5) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Immunities} poison, psychic - -\textbf{Condition Immunities} blinded, charmed, deafened, exhaustion, -frightened, paralyzed, petrified, poisoned - -\textbf{Senses} blindsight 60 ft. (blind beyond this radius), passive -Perception 6 - -\textbf{Languages} - - -\textbf{Challenge} 1 (200 XP) - -\textbf{\emph{Antimagic Susceptibility}}. The armor is incapacitated -while in the area of an \emph{antimagic field}. If targeted by -\emph{dispel magic}, the armor must succeed on a - -Constitution saving throw against the caster's spell save DC or fall -unconscious for 1 minute. - -\textbf{\emph{False Appearance}}. While the armor remains motionless, it -is indistinguishable from a normal suit of armor. - -Actions - -\textbf{\emph{Multiattack}}. The armor makes two melee attacks. - -\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 5 (1d6+2) bludgeoning damage. - -\hypertarget{flying-sword}{% -\subsubsection{Flying Sword}\label{flying-sword}} - -\emph{Small construct, unaligned} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 17 (5d6) - -\textbf{Speed} 0 ft., fly 50 ft. (hover) - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -12 (+1) & 15 (+2) & 11 (+0) & 1 (-5) & 5 (-3) & 1 (-5) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +4 - -\textbf{Damage Immunities} poison, psychic - -\textbf{Condition Immunities} blinded, charmed, deafened, frightened, -paralyzed, petrified, poisoned - -\textbf{Senses} blindsight 60 ft. (blind beyond this radius), passive -Perception 7 - -\textbf{Languages} - - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{Antimagic Susceptibility}}. The sword is incapacitated -while in the area of an \emph{antimagic field}. If targeted by -\emph{dispel magic}, the sword must succeed on a Constitution saving -throw against the caster's spell save DC or fall unconscious for 1 -minute. - -\textbf{\emph{False Appearance}}. While the sword remains motionless and -isn't flying, it is indistinguishable from a normal sword. - -Actions - -\textbf{\emph{Longsword}}. \emph{Melee Weapon Attack:} +3 to hit, reach -5 ft., one target. \emph{Hit:} 5 (1d8+1) slashing damage. - -\hypertarget{rug-of-smothering}{% -\subsubsection{Rug of Smothering}\label{rug-of-smothering}} - -\emph{Large construct, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 33 (6d10) - -\textbf{Speed} 10 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -17 (+3) & 14 (+2) & 10 (+0) & 1 (-5) & 3 (-4) & 1 (-5) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Immunities} poison, psychic - -\textbf{Condition Immunities} blinded, charmed, deafened, frightened, -paralyzed, petrified, poisoned - -\textbf{Senses} blindsight 60 ft. (blind beyond this radius), passive -Perception 6 - -\textbf{Languages} - - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Antimagic Susceptibility}}. The rug is incapacitated while -in the area of an \emph{antimagic field}. If targeted by \emph{dispel -magic}, the rug must succeed on a Constitution saving throw against the -caster's spell save DC or fall unconscious for 1 minute. - -\textbf{\emph{Damage Transfer}}. While it is grappling a creature, the -rug takes only half the damage dealt to it, and the creature grappled by -the rug takes the other half. - -\textbf{\emph{False Appearance}}. While the rug remains motionless, it -is indistinguishable from a normal rug. - -Actions - -\textbf{\emph{Smother}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one Medium or smaller creature. \emph{Hit:} The creature is -grappled (escape DC 13). Until this grapple ends, the target is -restrained, blinded, and at risk of suffocating, and the rug can't -smother another target. In addition, at the start of each of the -target's turns, the target takes 10 (2d6+3) bludgeoning damage. - -\hypertarget{ankheg}{% -\subsection{Ankheg}\label{ankheg}} - -\emph{Large monstrosity, unaligned} - -\textbf{Armor Class} 14 (natural armor), 11 while prone - -\textbf{Hit Points} 39 (6d10+6) - -\textbf{Speed} 30 ft., burrow 10 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -17 (+3) & 11 (+0) & 13 (+1) & 1 (-5) & 13 (+1) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} darkvision 60 ft., tremorsense 60 ft., passive -Perception 11 - -\textbf{Languages} - - -\textbf{Challenge} 2 (450 XP) - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 10 (2d6+3) slashing damage plus 3 (1d6) -acid damage. If the target is a Large or smaller creature, it is -grappled (escape DC 13). Until this grapple ends, the ankheg can bite -only the grappled creature and has advantage on attack rolls to do so. - -\textbf{\emph{Acid Spray (Recharge 6)}}. The ankheg spits acid in a line -that is 30 feet long and 5 feet wide, provided that it has no creature -grappled. Each creature in that line must make a DC 13 Dexterity saving -throw, taking 10 (3d6) acid damage on a failed save, or half as much -damage on a successful one. - -\hypertarget{azer}{% -\subsection{Azer}\label{azer}} - -\emph{Medium elemental, lawful neutral} - -\textbf{Armor Class} 17 (natural armor, shield) - -\textbf{Hit Points} 39 (6d8+12) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -17 (+3) & 12 (+1) & 15 (+2) & 12 (+1) & 13 (+1) & 10 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Con +4 - -\textbf{Damage Immunities} fire, poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} passive Perception 11 - -\textbf{Languages} Ignan - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Heated Body}}. A creature that touches the azer or hits it -with a melee attack while within 5 feet of it takes 5 (1d10) fire -damage. - -\textbf{\emph{Heated Weapons}}. When the azer hits with a metal melee -weapon, it deals an extra 3 (1d6) fire damage (included in the attack). - -\textbf{\emph{Illumination}}. The azer sheds bright light in a 10-foot -radius and dim light for an additional 10 feet. - -Actions - -\textbf{\emph{Warhammer}}. \emph{Melee Weapon Attack:} +5 to hit, reach -5 ft., one target. \emph{Hit:} 7 (1d8+3) bludgeoning damage, or 8 -(1d10+3) bludgeoning damage if used with two hands to make a melee -attack, plus 3 (1d6) fire damage. - -\hypertarget{monsters-b}{% -\section{Monsters (B)}\label{monsters-b}} - -\hypertarget{basilisk}{% -\subsection{Basilisk}\label{basilisk}} - -\emph{Medium monstrosity, unaligned} - -\textbf{Armor Class} 15 (natural armor) - -\textbf{Hit Points} 52 (8d8+16) - -\textbf{Speed} 20 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 8 (-1) & 15 (+2) & 2 (-4) & 8 (-1) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} darkvision 60 ft., passive Perception 9 - -\textbf{Languages} - - -\textbf{Challenge} 3 (700 XP) - -\textbf{Petrifying Gaze}. If a creature starts its turn within 30 feet -of the basilisk and the two of them can see each other, the basilisk can -force the creature to make a DC 12 Constitution saving throw if the -basilisk isn't incapacitated. On a failed save, the creature magically -begins to turn to stone and is restrained. It must repeat the saving -throw at the end of its next turn. On a success, the effect ends. On a -failure, the creature is petrified until freed by the \emph{greater -restoration} spell or other magic. - -A creature that isn't surprised can avert its eyes to avoid the saving -throw at the start of its turn. If it does so, it can't see the basilisk -until the start of its next turn, when it can avert its eyes again. If -it looks at the basilisk in the meantime, it must immediately make the -save. - -If the basilisk sees its reflection within 30 feet of it in bright -light, it mistakes itself for a rival and targets itself with its gaze. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 10 (2d6+3) piercing damage plus 7 (2d6) -poison damage. - -\hypertarget{behir}{% -\subsection{Behir}\label{behir}} - -\emph{Huge monstrosity, neutral evil} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 168 (16d12+64) - -\textbf{Speed} 50 ft., climb 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -23 (+6) & 16 (+3) & 18 (+4) & 7 (-2) & 14 (+2) & 12 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +6, Stealth +7 - -\textbf{Damage Immunities} lightning - -\textbf{Senses} darkvision 90 ft., passive Perception 16 - -\textbf{Languages} Draconic - -\textbf{Challenge} 11 (7,200 XP) - -Actions - -\textbf{\emph{Multiattack}}. The behir makes two attacks: one with its -bite and one to constrict. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10 -ft., one target. \emph{Hit:} 22 (3d10+6) piercing damage. - -\textbf{\emph{Constrict}}. \emph{Melee Weapon Attack:} +10 to hit, reach -5 ft., one Large or smaller creature. \emph{Hit:} 17 (2d10+6) -bludgeoning damage plus 17 (2d10+6) slashing damage. The target is -grappled (escape DC 16) if the behir isn't already constricting a -creature, and the target is restrained until this grapple ends. - -\textbf{\emph{Lightning Breath (Recharge 5-6)}}. The behir exhales a -line of lightning that is 20 feet long and 5 feet wide. Each creature in -that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) -lightning damage on a failed save, or half as much damage on a -successful one. - -\textbf{\emph{Swallow}}. The behir makes one bite attack against a -Medium or smaller target it is grappling. If the attack hits, the target -is also swallowed, and the grapple ends. While swallowed, the target is -blinded and restrained, it has total cover against attacks and other -effects outside the behir, and it takes 21 (6d6) acid damage at the -start of each of the behir's turns. A behir can have only one creature -swallowed at a time. - -If the behir takes 30 damage or more on a single turn from the swallowed -creature, the behir must succeed on a DC 14 Constitution saving throw at -the end of that turn or regurgitate the creature, which falls prone in a -space within 10 feet of the behir. If the behir dies, a swallowed -creature is no longer restrained by it and can escape from the corpse by -using 15 feet of movement, exiting prone. - -\hypertarget{bugbear}{% -\subsection{Bugbear}\label{bugbear}} - -\emph{Medium humanoid (goblinoid), chaotic evil} - -\textbf{Armor Class} 16 (hide armor, shield) - -\textbf{Hit Points} 27 (5d8+5) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 14 (+2) & 13 (+1) & 8 (-1) & 11 (+0) & 9 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Stealth +6, Survival +2 - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} Common, Goblin - -\textbf{Challenge} 1 (200 XP) - -\textbf{\emph{Brute}}. A melee weapon deals one extra die of its damage -when the bugbear hits with it (included in the attack). - -\textbf{\emph{Surprise Attack}}. If the bugbear surprises a creature and -hits it with an attack during the first round of combat, the target -takes an extra 7 (2d6) damage from the attack. - -Actions - -\textbf{\emph{Morningstar}}. \emph{Melee Weapon Attack:} +4 to hit, -reach 5 ft., one target. \emph{Hit:} 11 (2d8+2) piercing damage. - -\textbf{\emph{Javelin}}. \emph{Melee or Ranged Weapon Attack:} +4 to -hit, reach 5 ft. or range 30/120 ft., one target. \emph{Hit:} 9 (2d6+2) -piercing damage in melee or 5 (1d6+2) piercing damage at range. - -\hypertarget{bulette}{% -\subsection{Bulette}\label{bulette}} - -\emph{Large monstrosity, unaligned} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 94 (9d10+45) - -\textbf{Speed} 40 ft., burrow 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 11 (+0) & 21 (+5) & 2 (-4) & 10 (+0) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +6 - -\textbf{Senses} darkvision 60 ft., tremorsense 60 ft., passive -Perception 16 - -\textbf{Languages} - - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Standing Leap}}. The bulette's long jump is up to 30 feet -and its high jump is up to 15 feet, with or without a running start. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 30 (4d12+4) piercing damage. - -\textbf{\emph{Deadly Leap}}. If the bulette jumps at least 15 feet as -part of its movement, it can then use this action to land on its feet in -a space that contains one or more other creatures. Each of those -creatures must succeed on a DC 16 Strength or Dexterity saving throw -(target's choice) or be knocked prone and take 14 (3d6+4) bludgeoning -damage plus 14 (3d6+4) slashing damage. On a successful save, the -creature takes only half the damage, isn't knocked prone, and is pushed -5 feet out of the bulette's space into an unoccupied space of the -creature's choice. If no unoccupied space is within range, the creature -instead falls prone in the bulette's space. - -\hypertarget{monsters-c}{% -\section{Monsters (C)}\label{monsters-c}} - -\hypertarget{centaur}{% -\subsection{Centaur}\label{centaur}} - -\emph{Large monstrosity, neutral good} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 45 (6d10+12) - -\textbf{Speed} 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 14 (+2) & 14 (+2) & 9 (-1) & 13 (+1) & 11 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Athletics +6, Perception +3, Survival +3 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} Elvish, Sylvan - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Charge}}. If the centaur moves at least 30 feet straight -toward a target and then hits it with a pike attack on the same turn, -the target takes an extra 10 (3d6) piercing damage. - -Actions - -\textbf{\emph{Multiattack}}. The centaur makes two attacks: one with its -pike and one with its hooves or two with its longbow. - -\textbf{\emph{Pike}}. \emph{Melee Weapon Attack:} +6 to hit, reach 10 -ft., one target. \emph{Hit:} 9 (1d10+4) piercing damage. - -\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 11 (2d6+4) bludgeoning damage. - -\textbf{\emph{Longbow}}. \emph{Ranged Weapon Attack:} +4 to hit, range -150/600 ft., one target. \emph{Hit:} 6 (1d8+2) piercing damage. - -\hypertarget{chimera}{% -\subsection{Chimera}\label{chimera}} - -\emph{Large monstrosity, chaotic evil} - -\textbf{Armor Class} 14 (natural armor) - -\textbf{Hit Points} 114 (12d10+48) - -\textbf{Speed} 30 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 11 (+0) & 19 (+4) & 3 (-4) & 14 (+2) & 10 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +8 - -\textbf{Senses} darkvision 60 ft., passive Perception 18 - -\textbf{Languages} understands Draconic but can't speak - -\textbf{Challenge} 6 (2,300 XP) - -Actions - -\textbf{\emph{Multiattack}}. The chimera makes three attacks: one with -its bite, one with its horns, and one with its claws. When its fire -breath is available, it can use the breath in place of its bite or -horns. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 11 (2d6+4) piercing damage. - -\textbf{\emph{Horns}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 10 (1d12+4) bludgeoning damage. - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage. - -\textbf{\emph{Fire Breath (Recharge 5-6)}}. The dragon head exhales fire -in a 15-foot cone. Each creature in that area must make a DC 15 -Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or -half as much damage on a successful one. - -\hypertarget{chuul}{% -\subsection{Chuul}\label{chuul}} - -\emph{Large aberration, chaotic evil} - -\textbf{Armor Class} 16 (natural armor) - -\textbf{Hit Points} 93 (11d10+33) - -\textbf{Speed} 30 ft., swim 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 10 (+0) & 16 (+3) & 5 (-3) & 11 (+0) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +4 - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 14 - -\textbf{Languages} understands Deep Speech but can't speak - -\textbf{Challenge} 4 (1,100 XP) - -\textbf{\emph{Amphibious}}. The chuul can breathe air and water. - -\textbf{\emph{Sense Magic}}. The chuul senses magic within 120 feet of -it at will. This trait otherwise works like the \emph{detect magic} -spell but isn't itself magical. - -Actions - -\textbf{\emph{Multiattack}}. The chuul makes two pincer attacks. If the -chuul is grappling a creature, the chuul can also use its tentacles -once. - -\textbf{\emph{Pincer}}. \emph{Melee Weapon Attack:} +6 to hit, reach 10 -ft., one target. \emph{Hit:} 11 (2d6+4) bludgeoning damage. The target -is grappled (escape DC 14) if it is a Large or smaller creature and the -chuul doesn't have two other creatures grappled. - -\textbf{\emph{Tentacles}}. One creature grappled by the chuul must -succeed on a DC 13 Constitution saving throw or be poisoned for 1 -minute. Until this poison ends, the target is paralyzed. The target can -repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. - -\hypertarget{cloaker}{% -\subsection{Cloaker}\label{cloaker}} - -\emph{Large aberration, chaotic neutral} - -\textbf{Armor Class} 14 (natural armor) - -\textbf{Hit Points} 78 (12d10+12) - -\textbf{Speed} 10 ft., fly 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -17 (+3) & 15 (+2) & 12 (+1) & 13 (+1) & 12 (+1) & 14 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Stealth +5 - -\textbf{Senses} darkvision 60 ft., passive Perception 11 - -\textbf{Languages} Deep Speech, Undercommon - -\textbf{Challenge} 8 (3,900 XP) - -\textbf{\emph{Damage Transfer}}. While attached to a creature, the -cloaker takes only half the damage dealt to it (rounded down), and that -creature takes the other half. - -\textbf{\emph{False Appearance}}. While the cloaker remains motionless -without its underside exposed, it is indistinguishable from a dark -leather cloak. - -\textbf{\emph{Light Sensitivity}}. While in bright light, the cloaker -has disadvantage on attack rolls and Wisdom (Perception) checks that -rely on sight. - -Actions - -\textbf{\emph{Multiattack}}. The cloaker makes two attacks: one with its -bite and one with its tail. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one creature. \emph{Hit:} 10 (2d6+3) piercing damage, and if the -target is Large or smaller, the cloaker attaches to it. If the cloaker -has advantage against the target, the cloaker attaches to the target's -head, and the target is blinded and unable to breathe while the cloaker -is attached. While attached, the cloaker can make this attack only -against the target and has advantage on the attack roll. The cloaker can -detach itself by spending 5 feet of its movement. A creature, including -the target, can take its action to detach the cloaker by succeeding on a -DC 16 Strength check. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +6 to hit, reach 10 -ft., one creature. \emph{Hit:} 7 (1d8+3) slashing damage. - -\textbf{\emph{Moan}}. Each creature within 60 feet of the cloaker that -can hear its moan and that isn't an aberration must succeed on a DC 13 -Wisdom saving throw or become frightened until the end of the cloaker's -next turn. If a creature's saving throw is successful, the creature is -immune to the cloaker's moan for the next 24 hours - -\textbf{\emph{Phantasms (Recharges after a Short or Long Rest)}}. The -cloaker magically creates three illusory duplicates of itself if it -isn't in bright light. The duplicates move with it and mimic its -actions, shifting position so as to make it impossible to track which -cloaker is the real one. If the cloaker is ever in an area of bright -light, the duplicates disappear. - -Whenever any creature targets the cloaker with an attack or a harmful -spell while a duplicate remains, that creature rolls randomly to -determine whether it targets the cloaker or one of the duplicates. A -creature is unaffected by this magical effect if it can't see or if it -relies on senses other than sight. - -A duplicate has the cloaker's AC and uses its saving throws. If an -attack hits a duplicate, or if a duplicate fails a saving throw against -an effect that deals damage, the duplicate disappears. - -\hypertarget{cockatrice}{% -\subsection{Cockatrice}\label{cockatrice}} - -\emph{Small monstrosity, unaligned} - -\textbf{Armor Class} 11 - -\textbf{Hit Points} 27 (6d6+6) - -\textbf{Speed} 20 ft., fly 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -6 (-2) & 12 (+1) & 12 (+1) & 2 (-4) & 13 (+1) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} darkvision 60 ft., passive Perception 11 - -\textbf{Languages} - - -\textbf{Challenge} 1/2 (100 XP) - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one creature. \emph{Hit:} 3 (1d4+1) piercing damage, and the target -must succeed on a DC 11 Constitution saving throw against being -magically petrified. On a failed save, the creature begins to turn to -stone and is restrained. It must repeat the saving throw at the end of -its next turn. On a success, the effect ends. On a failure, the creature -is petrified for 24 hours. - -\hypertarget{couatl}{% -\subsection{Couatl}\label{couatl}} - -\emph{Medium celestial, lawful good} - -\textbf{Armor Class} 19 (natural armor) - -\textbf{Hit Points} 97 (13d8+39) - -\textbf{Speed} 30 ft., fly 90 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 20 (+5) & 17 (+3) & 18 (+4) & 20 (+5) & 18 (+4) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Con +5, Wis +7, Cha +6 - -\textbf{Damage Resistances} radiant - -\textbf{Damage Immunities} psychic; bludgeoning, piercing, and slashing -from nonmagical attacks - -\textbf{Senses} truesight 120 ft., passive Perception 15 - -\textbf{Languages} all, telepathy 120 ft. - -\textbf{Challenge} 4 (1,100 XP) - -\textbf{\emph{Innate Spellcasting}}. The couatl's spellcasting ability -is Charisma (spell save DC 14). It can innately cast the following -spells, requiring only verbal Components - -At will: \emph{detect evil and good}, \emph{detect magic}, \emph{detect -thoughts} - -3/day each: \emph{bless}, \emph{create food and water}, \emph{cure -wounds}, \emph{lesser restoration}, \emph{protection from poison}, -\emph{sanctuary}, \emph{shield} - -1/day each: \emph{dream}, \emph{greater restoration}, \emph{scrying} - -\textbf{\emph{Magic Weapons}}. The couatl's weapon attacks are magical. - -\textbf{\emph{Shielded Mind}}. The couatl is immune to scrying and to -any effect that would sense its emotions, read its thoughts, or detect -its location. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5 -ft., one creature. \emph{Hit:} 8 (1d6+5) piercing damage, and the target -must succeed on a DC 13 Constitution saving throw or be poisoned for 24 -hours. Until this poison ends, the target is unconscious. Another -creature can use an action to shake the target awake. - -\textbf{\emph{Constrict}}. \emph{Melee Weapon Attack:} +6 to hit, reach -10 ft., one Medium or smaller creature. \emph{Hit:} 10 (2d6+3) -bludgeoning damage, and the target is grappled (escape DC 15). Until -this grapple ends, the target is restrained, and the couatl can't -constrict another target. - -\textbf{\emph{Change Shape}}. The couatl magically polymorphs into a -humanoid or beast that has a challenge rating equal to or less than its -own, or back into its true form. It reverts to its true form if it dies. -Any equipment it is wearing or carrying is absorbed or borne by the new -form (the couatl's choice). - -In a new form, the couatl retains its game statistics and ability to -speak, but its AC, movement modes, Strength, Dexterity, and other -actions are replaced by those of the new form, and it gains any -statistics and capabilities (except class features, legendary actions, -and lair actions) that the new form has but that it lacks. If the new -form has a bite attack, the couatl can use its bite in that form. - -\hypertarget{monsters-d}{% -\section{Monsters (D)}\label{monsters-d}} - -\hypertarget{darkmantle}{% -\subsection{Darkmantle}\label{darkmantle}} - -\emph{Small monstrosity, unaligned} - -\textbf{Armor Class} 11 - -\textbf{Hit Points} 22 (5d6+5) - -\textbf{Speed} 10 ft., fly 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 12 (+1) & 13 (+1) & 2 (-4) & 10 (+0) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Stealth +3 - -\textbf{Senses} blindsight 60 ft., passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Echolocation}}. The darkmantle can't use its blindsight -while deafened. - -\textbf{\emph{False Appearance}}. While the darkmantle remains -motionless, it is indistinguishable from a cave formation such as a -stalactite or stalagmite. - -Actions - -\textbf{\emph{Crush}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one creature. \emph{Hit:} 6 (1d6+3) bludgeoning damage, and the -darkmantle attaches to the target. If the target is Medium or smaller -and the darkmantle has advantage on the attack roll, it attaches by -engulfing the target's head, and the target is also blinded and unable -to breathe while the darkmantle is attached in this way. - -While attached to the target, the darkmantle can attack no other -creature except the target but has advantage on its attack rolls. The -darkmantle's speed also becomes 0, it can't benefit from any bonus to -its speed, and it moves with the target. - -A creature can detach the darkmantle by making a successful DC 13 -Strength check as an action. On its turn, the darkmantle can detach -itself from the target by using 5 feet of movement. - -\textbf{\emph{Darkness Aura (1/Day)}}. A 15-foot radius of magical -darkness extends out from the darkmantle, moves with it, and spreads -around corners. The darkness lasts as long as the darkmantle maintains -concentration, up to 10 minutes (as if concentrating on a spell). -Darkvision can't penetrate this darkness, and no natural light can -illuminate it. If any of the darkness overlaps with an area of light -created by a spell of 2nd level or lower, the spell creating the light -is dispelled. - -\hypertarget{demons}{% -\subsection{Demons}\label{demons}} - -\hypertarget{balor}{% -\subsubsection{Balor}\label{balor}} - -\emph{Huge fiend (demon), chaotic evil} - -\textbf{Armor Class} 19 (natural armor) - -\textbf{Hit Points} 262 (21d12+126) - -\textbf{Speed} 40 ft., fly 80 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -26 (+8) & 15 (+2) & 22 (+6) & 20 (+5) & 16 (+3) & 22 (+6) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Str +14, Con +12, Wis +9, Cha +12 - -\textbf{Damage Resistances} cold, lightning; bludgeoning, piercing, and -slashing from nonmagical attacks - -\textbf{Damage Immunities} fire, poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} truesight 120 ft., passive Perception 13 - -\textbf{Languages} Abyssal, telepathy 120 ft. - -\textbf{Challenge} 19 (22,000 XP) - -\textbf{\emph{Death Throes}}. When the balor dies, it explodes, and each -creature within 30 feet of it must make a DC 20 Dexterity saving throw, -taking 70 (20d6) fire damage on a failed save, or half as much damage on -a successful one. The explosion ignites flammable objects in that area -that aren't being worn or carried, and it destroys the balor's weapons. - -\textbf{\emph{Fire Aura}}. At the start of each of the balor's turns, -each creature within 5 feet of it takes 10 (3d6) fire damage, and -flammable objects in the aura that aren't being worn or carried ignite. -A creature that touches the balor or hits it with a melee attack while -within 5 feet of it takes 10 (3d6) fire damage. - -\textbf{\emph{Magic Resistance}}. The balor has advantage on saving -throws against spells and other magical effects. - -\textbf{\emph{Magic Weapons}}. The balor's weapon attacks are magical. - -Actions - -\textbf{\emph{Multiattack}}. The balor makes two attacks: one with its -longsword and one with its whip. - -\textbf{\emph{Longsword}}. \emph{Melee Weapon Attack:} +14 to hit, reach -10 ft., one target. \emph{Hit:} 21 (3d8+8) slashing damage plus 13 (3d8) -lightning damage. If the balor scores a critical hit, it rolls damage -dice three times, instead of twice. - -\textbf{\emph{Whip}}. \emph{Melee Weapon Attack:} +14 to hit, reach 30 -ft., one target. \emph{Hit:} 15 (2d6+8) slashing damage plus 10 (3d6) -fire damage, and the target must succeed on a DC 20 Strength saving -throw or be pulled up to 25 feet toward the balor. - -\textbf{\emph{Teleport}}. The balor magically teleports, along with any -equipment it is wearing or carrying, up to 120 feet to an unoccupied -space it can see. - -\hypertarget{dretch}{% -\subsubsection{Dretch}\label{dretch}} - -\emph{Small fiend (demon), chaotic evil} - -\textbf{Armor Class} 11 (natural armor) - -\textbf{Hit Points} 18 (4d6+4) - -\textbf{Speed} 20 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -11 (+0) & 11 (+0) & 12 (+1) & 5 (-3) & 8 (-1) & 3 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Resistances} cold, fire, lightning - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 9 - -\textbf{Languages} Abyssal, telepathy 60 ft. (works only with creatures -that understand Abyssal) - -\textbf{Challenge} 1/4 (50 XP) - -Actions - -\textbf{\emph{Multiattack}}. The dretch makes two attacks: one with its -bite and one with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5 -ft., one target. \emph{Hit:} 3 (1d6) piercing damage. - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +2 to hit, reach 5 -ft., one target. \emph{Hit:} 5 (2d4) slashing damage. - -\textbf{\emph{Fetid Cloud (1/Day)}}. A 10-foot radius of disgusting -green gas extends out from the dretch. The gas spreads around corners, -and its area is lightly obscured. It lasts for 1 minute or until a -strong wind disperses it. Any creature that starts its turn in that area -must succeed on a DC 11 Constitution saving throw or be poisoned until -the start of its next turn. While poisoned in this way, the target can -take either an action or a bonus action on its turn, not both, and can't -take reactions. - -\hypertarget{glabrezu}{% -\subsubsection{Glabrezu}\label{glabrezu}} - -\emph{Large fiend (demon), chaotic evil} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 157 (15d10+75) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -20 (+5) & 15 (+2) & 21 (+5) & 19 (+4) & 17 (+3) & 16 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Str +9, Con +9, Wis +7, Cha +7 - -\textbf{Damage Resistances} cold, fire, lightning; bludgeoning, -piercing, and slashing from nonmagical attacks - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} truesight 120 ft., passive Perception 13 - -\textbf{Languages} Abyssal, telepathy 120 ft. - -\textbf{Challenge} 9 (5,000 XP) - -\textbf{\emph{Innate Spellcasting}}. The glabrezu's spellcasting ability -is Intelligence (spell save DC 16). The glabrezu can innately cast the -following spells, requiring no material Components - -At will: \emph{darkness}, \emph{detect magic}, \emph{dispel magic} - -1/day each: \emph{confusion}, \emph{fly}, \emph{power word stun} - -\textbf{\emph{Magic Resistance}}. The glabrezu has advantage on saving -throws against spells and other magical effects. - -Actions - -\textbf{\emph{Multiattack}}. The glabrezu makes four attacks: two with -its pincers and two with its fists. Alternatively, it makes two attacks -with its pincers and casts one spell. - -\textbf{\emph{Pincer}}. \emph{Melee Weapon Attack:} +9 to hit, reach 10 -ft., one target. \emph{Hit:} 16 (2d10+5) bludgeoning damage. If the -target is a Medium or smaller creature, it is grappled (escape DC 15). -The glabrezu has two pincers, each of which can grapple only one target. - -\textbf{\emph{Fist}}. \emph{Melee Weapon Attack:} +9 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (2d4+2) bludgeoning damage. - -\hypertarget{hezrou}{% -\subsubsection{Hezrou}\label{hezrou}} - -\emph{Large fiend (demon), chaotic evil} - -\textbf{Armor Class} 16 (natural armor) - -\textbf{Hit Points} 136 (13d10+65) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 17 (+3) & 20 (+5) & 5 (-3) & 12 (+1) & 13 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Str +7, Con +8, Wis +4 - -\textbf{Damage Resistances} cold, fire, lightning; bludgeoning, -piercing, and slashing from nonmagical attacks - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} darkvision 120 ft., passive Perception 11 - -\textbf{Languages} Abyssal, telepathy 120 ft. - -\textbf{Challenge} 8 (3,900 XP) - -\textbf{\emph{Magic Resistance}}. The hezrou has advantage on saving -throws against spells and other magical effects. - -\textbf{\emph{Stench}}. Any creature that starts its turn within 10 feet -of the hezrou must succeed on a DC 14 Constitution saving throw or be -poisoned until the start of its next turn. On a successful saving throw, -the creature is immune to the hezrou's stench for 24 hours. - -Actions - -\textbf{\emph{Multiattack}}. The hezrou makes three attacks: one with -its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 15 (2d10+4) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage. - -\hypertarget{marilith}{% -\subsubsection{Marilith}\label{marilith}} - -\emph{Large fiend (demon), chaotic evil} - -\textbf{Armor Class} 18 (natural armor) - -\textbf{Hit Points} 189 (18d10+90) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 20 (+5) & 20 (+5) & 18 (+4) & 16 (+3) & 20 (+5) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Str +9, Con +10, Wis +8, Cha +10 - -\textbf{Damage Resistances} cold, fire, lightning; bludgeoning, -piercing, and slashing from nonmagical attacks - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} truesight 120 ft., passive Perception 13 - -\textbf{Languages} Abyssal, telepathy 120 ft. - -\textbf{Challenge} 16 (15,000 XP) - -\textbf{\emph{Magic Resistance}}. The marilith has advantage on saving -throws against spells and other magical effects. - -\textbf{\emph{Magic Weapons}}. The marilith's weapon attacks are -magical. - -\textbf{\emph{Reactive}}. The marilith can take one reaction on every -turn in a combat. - -Actions - -\textbf{\emph{Multiattack}}. The marilith makes seven attacks: six with -its longswords and one with its tail. - -\textbf{\emph{Longsword}}. \emph{Melee Weapon Attack:} +9 to hit, reach -5 ft., one target. \emph{Hit:} 13 (2d8+4) slashing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +9 to hit, reach 10 -ft., one creature. \emph{Hit:} 15 (2d10+4) bludgeoning damage. If the -target is Medium or smaller, it is grappled (escape DC 19). Until this -grapple ends, the target is restrained, the marilith can automatically -hit the target with its tail, and the marilith can't make tail attacks -against other targets. - -\textbf{\emph{Teleport}}. The marilith magically teleports, along with -any equipment it is wearing or carrying, up to 120 feet to an unoccupied -space it can see. - -Reactions - -\textbf{\emph{Parry}}. The marilith adds 5 to its AC against one melee -attack that would hit it. To do so, the marilith must see the attacker -and be wielding a melee weapon. - -\hypertarget{nalfeshnee}{% -\subsubsection{Nalfeshnee}\label{nalfeshnee}} - -\emph{Large fiend (demon), chaotic evil} - -\textbf{Armor Class} 18 (natural armor) - -\textbf{Hit Points} 184 (16d10+96) - -\textbf{Speed} 20 ft., fly 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -21 (+5) & 10 (+0) & 22 (+6) & 19 (+4) & 12 (+1) & 15 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Con +11, Int +9, Wis +6, Cha +7 - -\textbf{Damage Resistances} cold, fire, lightning; bludgeoning, -piercing, and slashing from nonmagical attacks - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} truesight 120 ft., passive Perception 11 - -\textbf{Languages} Abyssal, telepathy 120 ft. - -\textbf{Challenge} 13 (10,000 XP) - -\textbf{\emph{Magic Resistance}}. The nalfeshnee has advantage on saving -throws against spells and other magical effects. - -Actions - -\textbf{\emph{Multiattack}}. The nalfeshnee uses Horror Nimbus if it -can. It then makes three attacks: one with its bite and two with its -claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +10 to hit, reach 5 -ft., one target. \emph{Hit:} 32 (5d10+5) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10 -ft., one target. \emph{Hit:} 15 (3d6+5) slashing damage. - -\textbf{\emph{Horror Nimbus (Recharge 5-6)}}. The nalfeshnee magically -emits scintillating, multicolored light. Each creature within 15 feet of -the nalfeshnee that can see the light must succeed on a DC 15 Wisdom -saving throw or be frightened for 1 minute. A creature can repeat the -saving throw at the end of each of its turns, ending the effect on -itself on a success. If a creature's saving throw is successful or the -effect ends for it, the creature is immune to the nalfeshnee's Horror -Nimbus for the next 24 hours. - -\textbf{\emph{Teleport}}. The nalfeshnee magically teleports, along with -any equipment it is wearing or carrying, up to 120 feet to an unoccupied -space it can see. - -\hypertarget{quasit}{% -\subsubsection{Quasit}\label{quasit}} - -\emph{Tiny fiend (demon, shapechanger), chaotic evil} - -\textbf{Armor Class} 13 - -\textbf{Hit Points} 7 (3d4) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -5 (-3) & 17 (+3) & 10 (+0) & 7 (-2) & 10 (+0) & 10 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Stealth +5 - -\textbf{Damage Resistances} cold, fire, lightning; bludgeoning, -piercing, and slashing from nonmagical attacks - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} darkvision 120 ft., passive Perception 10 - -\textbf{Languages} Abyssal, Common - -\textbf{Challenge} 1 (200 XP) - -\textbf{\emph{Shapechanger}}. The quasit can use its action to polymorph -into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a -centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or -back into its true form. Its statistics are the same in each form, -except for the speed changes noted. Any equipment it is wearing or -carrying isn't transformed. It reverts to its true form if it dies. - -\textbf{\emph{Magic Resistance}}. The quasit has advantage on saving -throws against spells and other magical effects. - -Actions - -\textbf{\emph{Claws (Bite in Beast Form)}}. \emph{Melee Weapon Attack:} -+4 to hit, reach 5 ft., one target. \emph{Hit:} 5 (1d4+3) piercing -damage, and the target must succeed on a DC 10 Constitution saving throw -or take 5 (2d4) poison damage and become poisoned for 1 minute. The -target can repeat the saving throw at the end of each of its turns, -ending the effect on itself on a success. - -\textbf{\emph{Scare (1/Day)}}. One creature of the quasit's choice -within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be -frightened for 1 minute. The target can repeat the saving throw at the -end of each of its turns, with disadvantage if the quasit is within line -of sight, ending the effect on itself on a success. - -\textbf{\emph{Invisibility}}. The quasit magically turns invisible until -it attacks or uses Scare, or until its concentration ends (as if -concentrating on a spell). Any equipment the quasit wears or carries is -invisible with it. - -\hypertarget{vrock}{% -\subsubsection{Vrock}\label{vrock}} - -\emph{Large fiend (demon), chaotic evil} - -\textbf{Armor Class} 15 (natural armor) - -\textbf{Hit Points} 104 (11d10+44) - -\textbf{Speed} 40 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -17 (+3) & 15 (+2) & 18 (+4) & 8 (-1) & 13 (+1) & 8 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +5, Wis +4, Cha +2 - -\textbf{Damage Resistances} cold, fire, lightning; bludgeoning, -piercing, and slashing from nonmagical attacks - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} darkvision 120 ft., passive Perception 11 - -\textbf{Languages} Abyssal, telepathy 120 ft. - -\textbf{Challenge} 6 (2,300 XP) - -\textbf{\emph{Magic Resistance}}. The vrock has advantage on saving -throws against spells and other magical effects. - -Actions - -\textbf{\emph{Multiattack}}. The vrock makes two attacks: one with its -beak and one with its talons. - -\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 10 (2d6+3) piercing damage. - -\textbf{\emph{Talons}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 14 (2d10+3) slashing damage. - -\textbf{\emph{Spores (Recharge 6)}}. A 15-foot radius cloud of toxic -spores extends out from the vrock. The spores spread around corners. -Each creature in that area must succeed on a DC 14 Constitution saving -throw or become poisoned. While poisoned in this way, a target takes 5 -(1d10) poison damage at the start of each of its turns. A target can -repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. Emptying a vial of holy water on the -target also ends the effect on it. - -\textbf{\emph{Stunning Screech (1/Day)}}. The vrock emits a horrific -screech. Each creature within 20 feet of it that can hear it and that -isn't a demon must succeed on a DC 14 Constitution saving throw or be -stunned until the end of the vrock's next turn. - -\hypertarget{devils}{% -\subsection{Devils}\label{devils}} - -\hypertarget{barbed-devil}{% -\subsubsection{Barbed Devil}\label{barbed-devil}} - -\emph{Medium fiend (devil), lawful evil} - -\textbf{Armor Class} 15 (natural armor) - -\textbf{Hit Points} 110 (13d8+52) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 17 (+3) & 18 (+4) & 12 (+1) & 14 (+2) & 14 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Str +6, Con +7, Wis +5, Cha +5 - -\textbf{Skills} Deception +5, Insight +5, Perception +8 - -\textbf{Damage Resistances} cold; bludgeoning, piercing, and slashing -from nonmagical attacks that aren't silvered - -\textbf{Damage Immunities} fire, poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} darkvision 120 ft., passive Perception 18 - -\textbf{Languages} Infernal, telepathy 120 ft. - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Barbed Hide}}. At the start of each of its turns, the -barbed devil deals 5 (1d10) piercing damage to any creature grappling -it. - -\textbf{\emph{Devil's Sight}}. Magical darkness doesn't impede the -devil's darkvision. - -\textbf{\emph{Magic Resistance}}. The devil has advantage on saving -throws against spells and other magical effects. - -Actions - -\textbf{\emph{Multiattack}}. The devil makes three melee attacks: one -with its tail and two with its claws. Alternatively, it can use Hurl -Flame twice. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 6 (1d6+3) piercing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 10 (2d6+3) piercing damage. - -\textbf{\emph{Hurl Flame}}. \emph{Ranged Spell Attack:} +5 to hit, range -150 ft., one target. \emph{Hit:} 10 (3d6) fire damage. If the target is -a flammable object that isn't being worn or carried, it also catches -fire. - -\hypertarget{bearded-devil}{% -\subsubsection{Bearded Devil}\label{bearded-devil}} - -\emph{Medium fiend (devil), lawful evil} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 52 (8d8+16) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 15 (+2) & 15 (+2) & 9 (-1) & 11 (+0) & 11 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Str +5, Con +4, Wis +2 - -\textbf{Damage Resistances} cold; bludgeoning, piercing, and slashing -from nonmagical attacks that aren't silvered - -\textbf{Damage Immunities} fire, poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} darkvision 120 ft., passive Perception 10 - -\textbf{Languages} Infernal, telepathy 120 ft. - -\textbf{Challenge} 3 (700 XP) - -\textbf{\emph{Devil's Sight}}. Magical darkness doesn't impede the -devil's darkvision. - -\textbf{\emph{Magic Resistance}}. The devil has advantage on saving -throws against spells and other magical effects. - -\textbf{\emph{Steadfast}}. The devil can't be frightened while it can -see an allied creature within 30 feet of it. - -Actions - -\textbf{\emph{Multiattack}}. The devil makes two attacks: one with its -beard and one with its glaive. - -\textbf{\emph{Beard}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one creature. \emph{Hit:} 6 (1d8+2) piercing damage, and the target -must succeed on a DC 12 Constitution saving throw or be poisoned for 1 -minute. While poisoned in this way, the target can't regain hit points. -The target can repeat the saving throw at the end of each of its turns, -ending the effect on itself on a success. - -\textbf{\emph{Glaive}}. \emph{Melee Weapon Attack:} +5 to hit, reach 10 -ft., one target. \emph{Hit:} 8 (1d10+3) slashing damage. If the target -is a creature other than an undead or a construct, it must succeed on a -DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start -of each of its turns due to an infernal wound. Each time the devil hits -the wounded target with this attack, the damage dealt by the wound -increases by 5 (1d10). Any creature can take an action to stanch the -wound with a successful DC 12 Wisdom (Medicine) check. The wound also -closes if the target receives magical healing. - -\hypertarget{bone-devil}{% -\subsubsection{Bone Devil}\label{bone-devil}} - -\emph{Large fiend (devil), lawful evil} - -\textbf{Armor Class} 19 (natural armor) - -\textbf{Hit Points} 142 (15d10+60) - -\textbf{Speed} 40 ft., fly 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 16 (+3) & 18 (+4) & 13 (+1) & 14 (+2) & 16 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Int +5, Wis +6, Cha +7 - -\textbf{Skills} Deception +7, Insight +6 - -\textbf{Damage Resistances} cold; bludgeoning, piercing, and slashing -from nonmagical attacks that aren't silvered - -\textbf{Damage Immunities} fire, poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} darkvision 120 ft., passive Perception 12 - -\textbf{Languages} Infernal, telepathy 120 ft. - -\textbf{Challenge} 9 (5,000 XP) - -\textbf{\emph{Devil's Sight}}. Magical darkness doesn't impede the -devil's darkvision. - -\textbf{\emph{Magic Resistance}}. The devil has advantage on saving -throws against spells and other magical effects. - -Actions - -\textbf{\emph{Multiattack}}. The devil makes three attacks: two with its -claws and one with its sting. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +8 to hit, reach 10 -ft., one target. \emph{Hit:} 8 (1d8+4) slashing damage. - -\textbf{\emph{Sting}}. \emph{Melee Weapon Attack:} +8 to hit, reach 10 -ft., one target. \emph{Hit:} 13 (2d8+4) piercing damage plus 17 (5d6) -poison damage, and the target must succeed on a DC 14 Constitution -saving throw or become poisoned for 1 minute. The target can repeat the -saving throw at the end of each of its turns, ending the effect on -itself on a success. - -\hypertarget{chain-devil}{% -\subsubsection{Chain Devil}\label{chain-devil}} - -\emph{Medium fiend (devil), lawful evil} - -\textbf{Armor Class} 16 (natural armor) - -\textbf{Hit Points} 85 (10d8+40) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 15 (+2) & 18 (+4) & 11 (+0) & 12 (+1) & 14 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Con +7, Wis +4, Cha +5 - -\textbf{Damage Resistances} cold; bludgeoning, piercing, and slashing -from nonmagical attacks that aren't silvered - -\textbf{Damage Immunities} fire, poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} darkvision 120 ft., passive Perception 11 - -\textbf{Languages} Infernal, telepathy 120 ft. - -\textbf{Challenge} 8 (3,900 XP) - -\textbf{\emph{Devil's Sight}}. Magical darkness doesn't impede the -devil's darkvision. - -\textbf{\emph{Magic Resistance}}. The devil has advantage on saving -throws against spells and other magical effects. - -Actions - -\textbf{\emph{Multiattack}}. The devil makes two attacks with its -chains. - -\textbf{\emph{Chain}}. \emph{Melee Weapon Attack:} +8 to hit, reach 10 -ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage. The target is -grappled (escape DC 14) if the devil isn't already grappling a creature. -Until this grapple ends, the target is restrained and takes 7 (2d6) -piercing damage at the start of each of its turns. - -\textbf{\emph{Animate Chains (Recharges after a Short or Long Rest)}}. -Up to four chains the devil can see within 60 feet of it magically -sprout razor-edged barbs and animate under the devil's control, provided -that the chains aren't being worn or carried. - -Each animated chain is an object with AC 20, 20 hit points, resistance -to piercing damage, and immunity to psychic and thunder damage. When the -devil uses Multiattack on its turn, it can use each animated chain to -make one additional chain attack. An animated chain can grapple one -creature of its own but can't make attacks while grappling. An animated -chain reverts to its inanimate state if reduced to 0 hit points or if -the devil is incapacitated or dies. - -Reactions - -\textbf{\emph{Unnerving Mask}}. When a creature the devil can see starts -its turn within 30 feet of the devil, the devil can create the illusion -that it looks like one of the creature's departed loved ones or bitter -enemies. If the creature can see the devil, it must succeed on a DC 14 -Wisdom saving throw or be frightened until the end of its turn. - -\hypertarget{erinyes}{% -\subsubsection{Erinyes}\label{erinyes}} - -\emph{Medium fiend (devil), lawful evil} - -\textbf{Armor Class} 18 (plate) - -\textbf{Hit Points} 153 (18d8+72) - -\textbf{Speed} 30 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 16 (+3) & 18 (+4) & 14 (+2) & 14 (+2) & 18 (+4) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +7, Con +8, Wis +6, Cha +8 - -\textbf{Damage Resistances} cold; bludgeoning, piercing, and slashing -from nonmagical attacks that aren't silvered - -\textbf{Damage Immunities} fire, poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} truesight 120 ft., passive Perception 12 - -\textbf{Languages} Infernal, telepathy 120 ft. - -\textbf{Challenge} 12 (8,400 XP) - -\textbf{\emph{Hellish Weapons}}. The erinyes's weapon attacks are -magical and deal an extra 13 (3d8) poison damage on a hit (included in -the attacks). - -\textbf{\emph{Magic Resistance}}. The erinyes has advantage on saving -throws against spells and other magical effects. - -Actions - -\textbf{\emph{Multiattack}}. The erinyes makes three attacks. - -\textbf{\emph{Longsword}}. \emph{Melee Weapon Attack:} +8 to hit, reach -5 ft., one target. \emph{Hit:} 8 (1d8+4) slashing damage, or 9 (1d10+4) -slashing damage if used with two hands, plus 13 (3d8) poison damage. - -\textbf{\emph{Longbow}}. \emph{Ranged Weapon Attack:} +7 to hit, range -150/600 ft., one target. \emph{Hit:} 7 (1d8+3) piercing damage plus 13 -(3d8) poison damage, and the target must succeed on a DC 14 Constitution -saving throw or be poisoned. The poison lasts until it is removed by the -\emph{lesser restoration} spell or similar magic. - -Reactions - -\textbf{\emph{Parry}}. The erinyes adds 4 to its AC against one melee -attack that would hit it. To do so, the erinyes must see the attacker -and be wielding a melee weapon. - -\hypertarget{horned-devil}{% -\subsubsection{Horned Devil}\label{horned-devil}} - -\emph{Large fiend (devil), lawful evil} - -\textbf{Armor Class} 18 (natural armor) - -\textbf{Hit Points} 148 (17d10+55) - -\textbf{Speed} 20 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -22 (+6) & 17 (+3) & 21 (+5) & 12 (+1) & 16 (+3) & 17 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Str +10, Dex +7, Wis +7, Cha +7 - -\textbf{Damage Resistances} cold; bludgeoning, piercing, and slashing -from nonmagical attacks not made with silvered weapons - -\textbf{Damage Immunities} fire, poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} darkvision 120 ft., passive Perception 13 - -\textbf{Languages} Infernal, telepathy 120 ft. - -\textbf{Challenge} 11 (7,200 XP) - -\textbf{\emph{Devil's Sight}}. Magical darkness doesn't impede the -devil's darkvision. - -\textbf{\emph{Magic Resistance}}. The devil has advantage on saving -throws against spells and other magical effects. - -Actions - -\textbf{\emph{Multiattack}}. The devil makes three melee attacks: two -with its fork and one with its tail. It can use Hurl Flame in place of -any melee attack. - -\textbf{\emph{Fork}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10 -ft., one target. \emph{Hit:} 15 (2d8+6) piercing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10 -ft., one target. \emph{Hit:} 10 (1d8+6) piercing damage. If the target -is a creature other than an undead or a construct, it must succeed on a -DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start -of each of its turns due to an infernal wound. Each time the devil hits -the wounded target with this attack, the damage dealt by the wound -increases by 10 (3d6). Any creature can take an action to stanch the -wound with a successful DC 12 Wisdom (Medicine) check. The wound also -closes if the target receives magical healing. - -\textbf{\emph{Hurl Flame}}. \emph{Ranged Spell Attack:} +7 to hit, range -150 ft., one target. \emph{Hit:} 14 (4d6) fire damage. If the target is -a flammable object that isn't being worn or carried, it also catches -fire. - -\hypertarget{ice-devil}{% -\subsubsection{Ice Devil}\label{ice-devil}} - -\emph{Large fiend (devil), lawful evil} - -\textbf{Armor Class} 18 (natural armor) - -\textbf{Hit Points} 180 (19d10+76) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -21 (+5) & 14 (+2) & 18 (+4) & 18 (+4) & 15 (+2) & 18 (+4) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +7, Con +9, Wis +7, Cha +9 - -\textbf{Damage Resistances} bludgeoning, piercing, and slashing from -nonmagical attacks that aren't silvered - -\textbf{Damage Immunities} cold, fire, poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive -Perception 12 - -\textbf{Languages} Infernal, telepathy 120 ft. - -\textbf{Challenge} 14 (11,500 XP) - -\textbf{\emph{Devil's Sight}}. Magical darkness doesn't impede the -devil's darkvision. - -\textbf{\emph{Magic Resistance}}. The devil has advantage on saving -throws against spells and other magical effects. - -Actions - -\textbf{\emph{Multiattack}}. The devil makes three attacks: one with its -bite, one with its claws, and one with its tail. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +10 to hit, reach 5 -ft., one target. \emph{Hit:} 12 (2d6+5) piercing damage plus 10 (3d6) -cold damage. - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +10 to hit, reach 5 -ft., one target. \emph{Hit:} 10 (2d4+5) slashing damage plus 10 (3d6) -cold damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10 -ft., one target. \emph{Hit:} 12 (2d6+5) bludgeoning damage plus 10 (3d6) -cold damage. - -\textbf{\emph{Wall of Ice (Recharge 6)}}. The devil magically forms an -opaque wall of ice on a solid surface it can see within 60 feet of it. -The wall is 1 foot thick and up to 30 feet long and 10 feet high, or -it's a hemispherical dome up to 20 feet in diameter. - -When the wall appears, each creature in its space is pushed out of it by -the shortest route. The creature chooses which side of the wall to end -up on, unless the creature is incapacitated. The creature then makes a -DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed -save, or half as much damage on a successful one. - -The wall lasts for 1 minute or until the devil is incapacitated or dies. -The wall can be damaged and breached; each 10-foot section has AC 5, 30 -hit points, vulnerability to fire damage, and immunity to acid, cold, -necrotic, poison, and psychic damage. If a section is destroyed, it -leaves behind a sheet of frigid air in the space the wall occupied. -Whenever a creature finishes moving through the frigid air on a turn, -willingly or otherwise, the creature must make a DC 17 Constitution -saving throw, taking 17 (5d6) cold damage on a failed save, or half as -much damage on a successful one. The frigid air dissipates when the rest -of the wall vanishes. - -\hypertarget{imp}{% -\subsubsection{Imp}\label{imp}} - -\emph{Tiny fiend (devil, shapechanger), lawful evil} - -\textbf{Armor Class} 13 - -\textbf{Hit Points} 10 (3d4+3) - -\textbf{Speed} 20 ft., fly 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -6 (-2) & 17 (+3) & 13 (+1) & 11 (+0) & 12 (+1) & 14 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Deception +4, Insight +3, Persuasion +4, Stealth +5 - -\textbf{Damage Resistances} cold; bludgeoning, piercing, and slashing -from nonmagical attacks not made with silvered weapons - -\textbf{Damage Immunities} fire, poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} darkvision 120 ft., passive Perception 11 - -\textbf{Languages} Infernal, Common - -\textbf{Challenge} 1 (200 XP) - -\textbf{\emph{Shapechanger}}. The imp can use its action to polymorph -into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., -fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true -form. Its statistics are the same in each form, except for the speed -changes noted. Any equipment it is wearing or carrying isn't -transformed. It reverts to its true form if it dies. - -\textbf{\emph{Devil's Sight}}. Magical darkness doesn't impede the imp's -darkvision. - -\textbf{\emph{Magic Resistance}}. The imp has advantage on saving throws -against spells and other magical effects. - -Actions - -\textbf{\emph{Sting (Bite in Beast Form)}}. \emph{Melee Weapon Attack:} -+5 to hit, reach 5 ft., one target. \emph{Hit:} 5 (1d4+3) piercing -damage, and the target must make on a DC 11 Constitution saving throw, -taking 10 (3d6) poison damage on a failed save, or half as much damage -on a successful one. - -\textbf{\emph{Invisibility}}. The imp magically turns invisible until it -attacks or until its concentration ends (as if concentrating on a -spell). Any equipment the imp wears or carries is invisible with it. - -\hypertarget{lemure}{% -\subsubsection{Lemure}\label{lemure}} - -\emph{Medium fiend (devil), lawful evil} - -\textbf{Armor Class} 7 - -\textbf{Hit Points} 13 (3d8) - -\textbf{Speed} 15 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -10 (+0) & 5 (-3) & 11 (+0) & 1 (-5) & 11 (+0) & 3 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Resistances} cold - -\textbf{Damage Immunities} fire, poison - -\textbf{Condition Immunities} charmed, frightened, poisoned - -\textbf{Senses} darkvision 120 ft., passive Perception 10 - -\textbf{Languages} understands Infernal but can't speak - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{Devil's Sight}}. Magical darkness doesn't impede the -lemure's darkvision. - -\textbf{\emph{Hellish Rejuvenation}}. A lemure that dies in the Nine -Hells comes back to life with all its hit points in 1d10 days unless it -is killed by a good-aligned creature with a \emph{bless} spell cast on -that creature or its remains are sprinkled with holy water. - -Actions - -\textbf{\emph{Fist}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one target. \emph{Hit:} 2 (1d4) bludgeoning damage. - -\hypertarget{pit-fiend}{% -\subsubsection{Pit Fiend}\label{pit-fiend}} - -\emph{Large fiend (devil), lawful evil} - -\textbf{Armor Class} 19 (natural armor) - -\textbf{Hit Points} 300 (24d10+168) - -\textbf{Speed} 30 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -26 (+8) & 14 (+2) & 24 (+7) & 22 (+6) & 18 (+4) & 24 (+7) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +8, Con +13, Wis +10 - -\textbf{Damage Resistances} cold; bludgeoning, piercing, and slashing -from nonmagical attacks that aren't silvered - -\textbf{Damage Immunities} fire, poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} truesight 120 ft., passive Perception 14 - -\textbf{Languages} Infernal, telepathy 120 ft. - -\textbf{Challenge} 20 (25,000 XP) - -\textbf{\emph{Fear Aura}}. Any creature hostile to the pit fiend that -starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom -saving throw, unless the pit fiend is incapacitated. On a failed save, -the creature is frightened until the start of its next turn. If a -creature's saving throw is successful, the creature is immune to the pit -fiend's Fear Aura for the next 24 hours. - -\textbf{\emph{Magic Resistance}}. The pit fiend has advantage on saving -throws against spells and other magical effects. - -\textbf{\emph{Magic Weapons}}. The pit fiend's weapon attacks are -magical. - -\textbf{\emph{Innate Spellcasting}}. The pit fiend's spellcasting -ability is Charisma (spell save DC 21). The pit fiend can innately cast -the following spells, requiring no material Components - -At will: \emph{detect magic}, \emph{fireball} - -3/day each: \emph{hold monster}, \emph{wall of fire} - -Actions - -\textbf{\emph{Multiattack}}. The pit fiend makes four attacks: one with -its bite, one with its claw, one with its mace, and one with its tail. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +14 to hit, reach 5 -ft., one target. \emph{Hit:} 22 (4d6+8) piercing damage. The target must -succeed on a DC 21 Constitution saving throw or become poisoned. While -poisoned in this way, the target can't regain hit points, and it takes -21 (6d6) poison damage at the start of each of its turns. The poisoned -target can repeat the saving throw at the end of each of its turns, -ending the effect on itself on a success. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +14 to hit, reach 10 -ft., one target. \emph{Hit:} 17 (2d8+8) slashing damage. - -\textbf{\emph{Mace}}. \emph{Melee Weapon Attack:} +14 to hit, reach 10 -ft., one target. \emph{Hit:} 15 (2d6+8) bludgeoning damage plus 21 (6d6) -fire damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +14 to hit, reach 10 -ft., one target. \emph{Hit:} 24 (3d10+8) bludgeoning damage. - -\hypertarget{dinosaurs}{% -\subsection{Dinosaurs}\label{dinosaurs}} - -\hypertarget{plesiosaurus}{% -\subsubsection{Plesiosaurus}\label{plesiosaurus}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 68 (8d10+24) - -\textbf{Speed} 20 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 15 (+2) & 16 (+3) & 2 (-4) & 12 (+1) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3, Stealth +4 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Hold Breath}}. The plesiosaurus can hold its breath for 1 -hour. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 10 -ft., one target. \emph{Hit:} 14 (3d6+4) piercing damage. - -\hypertarget{triceratops}{% -\subsubsection{Triceratops}\label{triceratops}} - -\emph{Huge beast, unaligned} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 95 (10d12+30) - -\textbf{Speed} 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -22 (+6) & 9 (-1) & 17 (+3) & 2 (-4) & 11 (+0) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Trampling Charge}}. If the triceratops moves at least 20 -feet straight toward a creature and then hits it with a gore attack on -the same turn, that target must succeed on a DC 13 Strength saving throw -or be knocked prone. - -If the target is prone, the triceratops can make one stomp attack -against it as a bonus action. - -Actions - -\textbf{\emph{Gore}}. \emph{Melee Weapon Attack:} +9 to hit, reach 5 -ft., one target. \emph{Hit:} 24 (4d8+6) piercing damage. - -\textbf{\emph{Stomp}}. \emph{Melee Weapon Attack:} +9 to hit, reach 5 -ft., one prone creature. \emph{Hit:} 22 (3d10+6) bludgeoning damage. - -\hypertarget{tyrannosaurus-rex}{% -\subsubsection{Tyrannosaurus Rex}\label{tyrannosaurus-rex}} - -\emph{Huge beast, unaligned} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 136 (13d12+52) - -\textbf{Speed} 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -25 (+7) & 10 (+0) & 19 (+4) & 2 (-4) & 12 (+1) & 9 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +4 - -\textbf{Senses} passive Perception 14 - -\textbf{Languages} - - -\textbf{Challenge} 8 (3,900 XP) - -Actions - -\textbf{\emph{Multiattack}}. The tyrannosaurus makes two attacks: one -with its bite and one with its tail. It can't make both attacks against -the same target. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10 -ft., one target. \emph{Hit:} 33 (4d12+7) piercing damage. If the target -is a Medium or smaller creature, it is grappled (escape DC 17). Until -this grapple ends, the target is restrained, and the tyrannosaurus can't -bite another target. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10 -ft., one target. \emph{Hit:} 20 (3d8+7) bludgeoning damage. - -\hypertarget{doppelganger}{% -\subsection{Doppelganger}\label{doppelganger}} - -\emph{Medium monstrosity (shapechanger), neutral} - -\textbf{Armor Class} 14 - -\textbf{Hit Points} 52 (8d8+16) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -11 (+0) & 18 (+4) & 14 (+2) & 11 (+0) & 12 (+1) & 14 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Deception +6, Insight +3 - -\textbf{Condition Immunities} charmed - -\textbf{Senses} darkvision 60 ft., passive Perception 11 - -\textbf{Languages} Common - -\textbf{Challenge} 3 (700 XP) - -\textbf{\emph{Shapechanger}}. The doppelganger can use its action to -polymorph into a Small or Medium humanoid it has seen, or back into its -true form. Its statistics, other than its size, are the same in each -form. Any equipment it is wearing or carrying isn't transformed. It -reverts to its true form if it dies. - -\textbf{\emph{Ambusher}}. The doppelganger has advantage on attack rolls -against any creature it has surprised. - -\textbf{\emph{Surprise Attack}}. If the doppelganger surprises a -creature and hits it with an attack during the first round of combat, -the target takes an extra 10 (3d6) damage from the attack. - -Actions - -\textbf{\emph{Multiattack}}. The doppelganger makes two melee attacks. - -\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (1d6+4) bludgeoning damage. - -\textbf{\emph{Read Thoughts}}. The doppelganger magically reads the -surface thoughts of one creature within 60 feet of it. The effect can -penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 -inches of metal, or a thin sheet of lead blocks it. While the target is -in range, the doppelganger can continue reading its thoughts, as long as -the doppelganger's concentration isn't broken (as if concentrating on a -spell). While reading the target's mind, the doppelganger has advantage -on Wisdom (Insight) and Charisma (Deception, Intimidation, and -Persuasion) checks against the target. - -\hypertarget{dragons-chromatic}{% -\subsection{Dragons, Chromatic}\label{dragons-chromatic}} - -\hypertarget{black-dragon}{% -\subsubsection{Black Dragon}\label{black-dragon}} - -\hypertarget{ancient-black-dragon}{% -\paragraph{Ancient Black Dragon}\label{ancient-black-dragon}} - -\emph{Gargantuan dragon, chaotic evil} - -\textbf{Armor Class} 22 (natural armor) - -\textbf{Hit Points} 367 (21d20+147) - -\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -27 (+8) & 14 (+2) & 25 (+7) & 16 (+3) & 15 (+2) & 19 (+4) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +9, Con +14, Wis +9, Cha +11 - -\textbf{Skills} Perception +16, Stealth +9 - -\textbf{Damage Immunities} acid - -\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive -Perception 26 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 21 (33,000 XP) - -\textbf{\emph{Amphibious}}. The dragon can breathe air and water. - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a -saving throw, it can choose to succeed instead. - -Actions - -\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence. -It then makes three attacks: one with its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +15 to hit, reach 15 -ft., one target. \emph{Hit:} 19 (2d10+8) piercing damage plus 9 (2d8) -acid damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +15 to hit, reach 10 -ft., one target. \emph{Hit:} 15 (2d6+8) slashing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +15 to hit, reach 20 -ft., one target. \emph{Hit:} 17 (2d8+8) bludgeoning damage. - -\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice -that is within 120 feet of the dragon and aware of it must succeed on a -DC 19 Wisdom saving throw or become frightened for 1 minute. A creature -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. If a creature's saving throw is -successful or the effect ends for it, the creature is immune to the -dragon's Frightful Presence for the next 24 hours. - -\textbf{\emph{Acid Breath (Recharge 5-6)}}. The dragon exhales acid in a -90-foot line that is 10 feet wide. Each creature in that line must make -a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed -save, or half as much damage on a successful one. - -Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The dragon regains spent -legendary actions at the start of its turn. - -\textbf{Detect}. The dragon makes a Wisdom (Perception) check. - -\textbf{Tail Attack}. The dragon makes a tail attack. - -\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each -creature within 15 feet of the dragon must succeed on a DC 23 Dexterity -saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. -The dragon can then fly up to half its flying speed. - -\hypertarget{adult-black-dragon}{% -\paragraph{Adult Black Dragon}\label{adult-black-dragon}} - -Huge dragon, chaotic evil - -\textbf{Armor Class} 19 (natural armor) - -\textbf{Hit Points} 195 (17d12+85) - -\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -23 (+6) & 14 (+2) & 21 (+5) & 14 (+2) & 13 (+1) & 17 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +7, Con +10, Wis +6, Cha +8 - -\textbf{Skills} Perception +11, Stealth +7 - -\textbf{Damage Immunities} acid - -\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive -Perception 21 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 14 (11,500 XP) - -\textbf{\emph{Amphibious}}. The dragon can breathe air and water. - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a -saving throw, it can choose to succeed instead. - -Actions - -\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence. -It then makes three attacks: one with its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +11 to hit, reach 10 -ft., one target. \emph{Hit:} 17 (2d10+6) piercing damage plus 4 (1d8) -acid damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +11 to hit, reach 5 -ft., one target. \emph{Hit:} 13 (2d6+6) slashing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +11 to hit, reach 15 -ft., one target. \emph{Hit:} 15 (2d8+6) bludgeoning damage. - -\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice -that is within 120 feet of the dragon and aware of it must succeed on a -DC 16 Wisdom saving throw or become frightened for 1 minute. A creature -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. If a creature's saving throw is -successful or the effect ends for it, the creature is immune to the -dragon's Frightful Presence for the next 24 hours. - -\textbf{\emph{Acid Breath (Recharge 5-6)}}. The dragon exhales acid in a -60-foot line that is 5 feet wide. Each creature in that line must make a -DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed -save, or half as much damage on a successful one. - -Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The dragon regains spent -legendary actions at the start of its turn. - -\textbf{Detect}. The dragon makes a Wisdom (Perception) check. - -\textbf{Tail Attack}. The dragon makes a tail attack. - -\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each -creature within 10 feet of the dragon must succeed on a DC 19 Dexterity -saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. -The dragon can then fly up to half its flying speed. - -\hypertarget{young-black-dragon}{% -\paragraph{Young Black Dragon}\label{young-black-dragon}} - -\emph{Large dragon, chaotic evil} - -\textbf{Armor Class} 18 (natural armor) - -\textbf{Hit Points} 127 (15d10+45) - -\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 14 (+2) & 17 (+3) & 12 (+1) & 11 (+0) & 15 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +5, Con +6, Wis +3, Cha +5 - -\textbf{Skills} Perception +6, Stealth +5 - -\textbf{Damage Immunities} acid - -\textbf{Senses} blindsight 30 ft., darkvision 120 ft., passive -Perception 16 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 7 (2,900 XP) - -\textbf{\emph{Amphibious}}. The dragon can breathe air and water. - -Actions - -\textbf{\emph{Multiattack}}. The dragon makes three attacks: one with -its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 10 -ft., one target. \emph{Hit:} 15 (2d10+4) piercing damage plus 4 (1d8) -acid damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage. - -\textbf{\emph{Acid Breath (Recharge 5-6)}}. The dragon exhales acid in a -30-foot line that is 5 feet wide. Each creature in that line must make a -DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed -save, or half as much damage on a successful one. - -\hypertarget{black-dragon-wyrmling}{% -\paragraph{Black Dragon Wyrmling}\label{black-dragon-wyrmling}} - -\emph{Medium dragon, chaotic evil} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 33 (6d8+6) - -\textbf{Speed} 30 ft., fly 60 ft., swim 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 14 (+2) & 13 (+1) & 10 (+0) & 11 (+0) & 13 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +4, Con +3, Wis +2, Cha +3 - -\textbf{Skills} Perception +4, Stealth +4 - -\textbf{Damage Immunities} acid - -\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception -14 - -\textbf{Languages} Draconic - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Amphibious}}. The dragon can breathe air and water. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (1d10+2) piercing damage plus 2 (1d4) -acid damage. - -\textbf{\emph{Acid Breath (Recharge 5-6)}}. The dragon exhales acid in a -15-foot line that is 5 feet wide. Each creature in that line must make a -DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed -save, or half as much damage on a successful one. - -\hypertarget{blue-dragon}{% -\subsubsection{Blue Dragon}\label{blue-dragon}} - -\hypertarget{ancient-blue-dragon}{% -\paragraph{Ancient Blue Dragon}\label{ancient-blue-dragon}} - -\emph{Gargantuan dragon, lawful evil} - -\textbf{Armor Class} 22 (natural armor) - -\textbf{Hit Points} 481 (26d20+208) - -\textbf{Speed} 40 ft., burrow 40 ft., fly 80 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -29 (+9) & 10 (+0) & 27 (+8) & 18 (+4) & 17 (+3) & 21 (+5) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +7, Con +15, Wis +10, Cha +12 - -\textbf{Skills} Perception +17, Stealth +7 - -\textbf{Damage Immunities} lightning - -\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive -Perception 27 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 23 (50,000 XP) - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a -saving throw, it can choose to succeed instead. - -Actions - -\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence. -It then makes three attacks: one with its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +16 to hit, reach 15 -ft., one target. \emph{Hit:} 20 (2d10+9) piercing damage plus 11 (2d10) -lightning damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +16 to hit, reach 10 -ft., one target. \emph{Hit:} 16 (2d6+9) slashing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +16 to hit, reach 20 -ft., one target. \emph{Hit:} 18 (2d8+9) bludgeoning damage. - -\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice -that is within 120 feet of the dragon and aware of it must succeed on a -DC 20 Wisdom saving throw or become frightened for 1 minute. A creature -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. If a creature's saving throw is -successful or the effect ends for it, the creature is immune to the -dragon's Frightful Presence for the next 24 hours. - -\textbf{\emph{Lightning Breath (Recharge 5-6)}}. The dragon exhales -lightning in a 120-foot line that is 10 feet wide. Each creature in that -line must make a DC 23 Dexterity saving throw, taking 88 (16d10) -lightning damage on a failed save, or half as much damage on a -successful one. - -Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The dragon regains spent -legendary actions at the start of its turn. - -\textbf{Detect}. The dragon makes a Wisdom (Perception) check. - -\textbf{Tail Attack}. The dragon makes a tail attack. - -\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each -creature within 15 feet of the dragon must succeed on a DC 24 Dexterity -saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. -The dragon can then fly up to half its flying speed. - -\hypertarget{adult-blue-dragon}{% -\paragraph{Adult Blue Dragon}\label{adult-blue-dragon}} - -\emph{Huge dragon, lawful evil} - -\textbf{Armor Class} 19 (natural armor) - -\textbf{Hit Points} 225 (18d12+108) - -\textbf{Speed} 40 ft., burrow 30 ft., fly 80 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -25 (+7) & 10 (+0) & 23 (+6) & 16 (+3) & 15 (+2) & 19 (+4) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +5, Con +11, Wis +7, Cha +9 - -\textbf{Skills} Perception +12, Stealth +5 - -\textbf{Damage Immunities} lightning - -\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive -Perception 22 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 16 (15,000 XP) - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a -saving throw, it can choose to succeed instead. - -Actions - -\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence. -It then makes three attacks: one with its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +12 to hit, reach 10 -ft., one target. \emph{Hit:} 18 (2d10+7) piercing damage plus 5 (1d10) -lightning damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +12 to hit, reach 5 -ft., one target. \emph{Hit:} 14 (2d6+7) slashing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +12 to hit, reach 15 -ft., one target. \emph{Hit:} 16 (2d8+7) bludgeoning damage. - -\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice -that is within 120 feet of the dragon and aware of it must succeed on a -DC 17 Wisdom saving throw or become frightened for 1 minute. A creature -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. If a creature's saving throw is -successful or the effect ends for it, the creature is immune to the -dragon's Frightful Presence for the next 24 hours. - -\textbf{\emph{Lightning Breath (Recharge 5-6)}}. The dragon exhales -lightning in a 90-foot line that is 5 feet wide. Each creature in that -line must make a DC 19 Dexterity saving throw, taking 66 (12d10) -lightning damage on a failed save, or half as much damage on a -successful one. - -Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The dragon regains spent -legendary actions at the start of its turn. - -\textbf{Detect}. The dragon makes a Wisdom (Perception) check. - -\textbf{Tail Attack}. The dragon makes a tail attack. - -\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each -creature within 10 feet of the dragon must succeed on a DC 20 Dexterity -saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. -The dragon can then fly up to half its flying speed. - -\hypertarget{young-blue-dragon}{% -\paragraph{Young Blue Dragon}\label{young-blue-dragon}} - -\emph{Large dragon, lawful evil} - -\textbf{Armor Class} 18 (natural armor) - -\textbf{Hit Points} 152 (16d10+64) - -\textbf{Speed} 40 ft., burrow 20 ft., fly 80 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -21 (+5) & 10 (+0) & 19 (+4) & 14 (+2) & 13 (+1) & 17 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +4, Con +8, Wis +5, Cha +7 - -\textbf{Skills} Perception +9, Stealth +4 - -\textbf{Damage Immunities} lightning - -\textbf{Senses} blindsight 30 ft., darkvision 120 ft., passive -Perception 19 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 9 (5,000 XP) - -Actions - -\textbf{\emph{Multiattack}}. The dragon makes three attacks: one with -its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +9 to hit, reach 10 -ft., one target. \emph{Hit:} 16 (2d10+5) piercing damage plus 5 (1d10) -lightning damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +9 to hit, reach 5 -ft., one target. \emph{Hit:} 12 (2d6+5) slashing damage. - -\textbf{\emph{Lightning Breath (Recharge 5-6)}}. The dragon exhales -lightning in an 60-foot line that is 5 feet wide. Each creature in that -line must make a DC 16 Dexterity saving throw, taking 55 (10d10) -lightning damage on a failed save, or half as much damage on a -successful one. - -\hypertarget{blue-dragon-wyrmling}{% -\paragraph{Blue Dragon Wyrmling}\label{blue-dragon-wyrmling}} - -\emph{Medium dragon, lawful evil} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 52 (8d8+16) - -\textbf{Speed} 30 ft., burrow 15 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -17 (+3) & 10 (+0) & 15 (+2) & 12 (+1) & 11 (+0) & 15 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +2, Con +4, Wis +2, Cha +4 - -\textbf{Skills} Perception +4, Stealth +2 - -\textbf{Damage Immunities} lightning - -\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception -14 - -\textbf{Languages} Draconic - -\textbf{Challenge} 3 (700 XP) - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 8 (1d10+3) piercing damage plus 3 (1d6) -lightning damage. - -\textbf{\emph{Lightning Breath (Recharge 5-6)}}. The dragon exhales -lightning in a 30-foot line that is 5 feet wide. Each creature in that -line must make a DC 12 Dexterity saving throw, taking 22 (4d10) -lightning damage on a failed save, or half as much damage on a -successful one. - -\hypertarget{green-dragon}{% -\subsubsection{Green Dragon}\label{green-dragon}} - -\hypertarget{adult-green-dragon}{% -\paragraph{Adult Green Dragon}\label{adult-green-dragon}} - -\emph{Huge dragon, lawful evil} - -\textbf{Armor Class} 19 (natural armor) - -\textbf{Hit Points} 207 (18d12+90) - -\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -23 (+6) & 12 (+1) & 21 (+5) & 18 (+4) & 15 (+2) & 17 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +6, Con +10, Wis +7, Cha +8 - -\textbf{Skills} Deception +8, Insight +7, Perception +12, Persuasion +8, -Stealth +6 - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive -Perception 22 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 15 (13,000 XP) - -\textbf{\emph{Amphibious}}. The dragon can breathe air and water. - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a -saving throw, it can choose to succeed instead. - -Actions - -\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence. -It then makes three attacks: one with its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +11 to hit, reach 10 -ft., one target. \emph{Hit:} 17 (2d10+6) piercing damage plus 7 (2d6) -poison damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +11 to hit, reach 5 -ft., one target. \emph{Hit:} 13 (2d6+6) slashing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +11 to hit, reach 15 -ft., one target. \emph{Hit:} 15 (2d8+6) bludgeoning damage. - -\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice -that is within 120 feet of the dragon and aware of it must succeed on a -DC 16 Wisdom saving throw or become frightened for 1 minute. A creature -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. If a creature's saving throw is -successful or the effect ends for it, the creature is immune to the -dragon's Frightful Presence for the next 24 hours. - -\textbf{\emph{Poison Breath (Recharge 5-6)}}. The dragon exhales -poisonous gas in a 60-foot cone. Each creature in that area must make a -DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a -failed save, or half as much damage on a successful one. - -Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The dragon regains spent -legendary actions at the start of its turn. - -\textbf{Detect}. The dragon makes a Wisdom (Perception) check. - -\textbf{Tail Attack}. The dragon makes a tail attack. - -\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each -creature within 10 feet of the dragon must succeed on a DC 19 Dexterity -saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. -The dragon can then fly up to half its flying speed. - -\hypertarget{young-green-dragon}{% -\paragraph{Young Green Dragon}\label{young-green-dragon}} - -\emph{Large dragon, lawful evil} - -\textbf{Armor Class} 18 (natural armor) - -\textbf{Hit Points} 136 (16d10+48) - -\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 12 (+1) & 17 (+3) & 16 (+3) & 13 (+1) & 15 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +4, Con +6, Wis +4, Cha +5 - -\textbf{Skills} Deception +5, Perception +7, Stealth +4 - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} blindsight 30 ft., darkvision 120 ft., passive -Perception 17 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 8 (3,900 XP) - -\textbf{\emph{Amphibious}}. The dragon can breathe air and water. - -Actions - -\textbf{\emph{Multiattack}}. The dragon makes three attacks: one with -its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 10 -ft., one target. \emph{Hit:} 15 (2d10+4) piercing damage plus 7 (2d6) -poison damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage. - -\textbf{\emph{Poison Breath (Recharge 5-6)}}. The dragon exhales -poisonous gas in a 30-foot cone. Each creature in that area must make a -DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a -failed save, or half as much damage on a successful one. - -\hypertarget{green-dragon-wyrmling}{% -\paragraph{Green Dragon Wyrmling}\label{green-dragon-wyrmling}} - -\emph{Medium dragon, lawful evil} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 38 (7d8+7) - -\textbf{Speed} 30 ft., fly 60 ft., swim 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 12 (+1) & 13 (+1) & 14 (+2) & 11 (+0) & 13 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +3, Con +3, Wis +2, Cha +3 - -\textbf{Skills} Perception +4, Stealth +3 - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception -14 - -\textbf{Languages} Draconic - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Amphibious}}. The dragon can breathe air and water. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (1d10+2) piercing damage plus 3 (1d6) -poison damage. - -\textbf{\emph{Poison Breath (Recharge 5-6)}}. The dragon exhales -poisonous gas in a 15-foot cone. Each creature in that area must make a -DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a -failed save, or half as much damage on a successful one. - -\hypertarget{red-dragon}{% -\subsubsection{Red Dragon}\label{red-dragon}} - -\hypertarget{ancient-red-dragon}{% -\paragraph{Ancient Red Dragon}\label{ancient-red-dragon}} - -\emph{Gargantuan dragon, chaotic evil} - -\textbf{Armor Class} 22 (natural armor) - -\textbf{Hit Points} 546 (28d20+252) - -\textbf{Speed} 40 ft., climb 40 ft., fly 80 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -30 (+10) & 10 (+0) & 29 (+9) & 18 (+4) & 15 (+2) & 23 (+6) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +7, Con +16, Wis +9, Cha +13 - -\textbf{Skills} Perception +16, Stealth +7 - -\textbf{Damage Immunities} fire - -\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive -Perception 26 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 24 (62,000 XP) - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a -saving throw, it can choose to succeed instead. - -Actions - -\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence. -It then makes three attacks: one with its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +17 to hit, reach 15 -ft., one target. \emph{Hit:} 21 (2d10+10) piercing damage plus 14 (4d6) -fire damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +17 to hit, reach 10 -ft., one target. \emph{Hit:} 17 (2d6+10) slashing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +17 to hit, reach 20 -ft., one target. \emph{Hit:} 19 (2d8+10) bludgeoning damage. - -\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice -that is within 120 feet of the dragon and aware of it must succeed on a -DC 21 Wisdom saving throw or become frightened for 1 minute. A creature -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. If a creature's saving throw is -successful or the effect ends for it, the creature is immune to the -dragon's Frightful Presence for the next 24 hours. - -\textbf{\emph{Fire Breath (Recharge 5-6)}}. The dragon exhales fire in a -90-foot cone. Each creature in that area must make a DC 24 Dexterity -saving throw, taking 91 (26d6) fire damage on a failed save, or half as -much damage on a successful one. - -Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The dragon regains spent -legendary actions at the start of its turn. - -\textbf{Detect}. The dragon makes a Wisdom (Perception) check. - -\textbf{Tail Attack}. The dragon makes a tail attack. - -\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each -creature within 15 feet of the dragon must succeed on a DC 25 Dexterity -saving throw or take 17 (2d6+10) bludgeoning damage and be knocked -prone. The dragon can then fly up to half its flying speed. - -\hypertarget{adult-red-dragon}{% -\paragraph{Adult Red Dragon}\label{adult-red-dragon}} - -\emph{Huge dragon, chaotic evil} - -\textbf{Armor Class} 19 (natural armor) - -\textbf{Hit Points} 256 (19d12+133) - -\textbf{Speed} 40 ft., climb 40 ft., fly 80 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -27 (+8) & 10 (+0) & 25 (+7) & 16 (+3) & 13 (+1) & 21 (+5) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +6, Con +13, Wis +7, Cha +11 - -\textbf{Skills} Perception +13, Stealth +6 - -\textbf{Damage Immunities} fire - -\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive -Perception 23 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 17 (18,000 XP) - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a -saving throw, it can choose to succeed instead. - -Actions - -\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence. -It then makes three attacks: one with its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +14 to hit, reach 10 -ft., one target. \emph{Hit:} 19 (2d10+8) piercing damage plus 7 (2d6) -fire damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +14 to hit, reach 5 -ft., one target. \emph{Hit:} 15 (2d6+8) slashing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +14 to hit, reach 15 -ft., one target. \emph{Hit:} 17 (2d8+8) bludgeoning damage. - -\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice -that is within 120 feet of the dragon and aware of it must succeed on a -DC 19 Wisdom saving throw or become frightened for 1 minute. A creature -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. If a creature's saving throw is -successful or the effect ends for it, the creature is immune to the -dragon's Frightful Presence for the next 24 hours. - -\textbf{\emph{Fire Breath (Recharge 5-6)}}. The dragon exhales fire in a -60-foot cone. Each creature in that area must make a DC 21 Dexterity -saving throw, taking 63 (18d6) fire damage on a failed save, or half as -much damage on a successful one. - -Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The dragon regains spent -legendary actions at the start of its turn. - -\textbf{Detect}. The dragon makes a Wisdom (Perception) check. - -\textbf{Tail Attack}. The dragon makes a tail attack. - -\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each -creature within 10 feet of the dragon must succeed on a DC 22 Dexterity -saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. -The dragon can then fly up to half its flying speed. - -\hypertarget{young-red-dragon}{% -\paragraph{Young Red Dragon}\label{young-red-dragon}} - -Large dragon, chaotic evil - -\textbf{Armor Class} 18 (natural armor) - -\textbf{Hit Points} 178 (17d10+85) - -\textbf{Speed} 40 ft., climb 40 ft., fly 80 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -23 (+6) & 10 (+0) & 21 (+5) & 14 (+2) & 11 (+0) & 19 (+4) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +4, Con +9, Wis +4, Cha +8 - -\textbf{Skills} Perception +8, Stealth +4 - -\textbf{Damage Immunities} fire - -\textbf{Senses} blindsight 30 ft., darkvision 120 ft., passive -Perception 18 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 10 (5,900 XP) - -Actions - -\textbf{\emph{Multiattack}}. The dragon makes three attacks: one with -its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10 -ft., one target. \emph{Hit:} 17 (2d10+6) piercing damage plus 3 (1d6) -fire damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +10 to hit, reach 5 -ft., one target. \emph{Hit:} 13 (2d6+6) slashing damage. - -\textbf{\emph{Fire Breath (Recharge 5-6)}}. The dragon exhales fire in a -30-foot cone. Each creature in that area must make a DC 17 Dexterity -saving throw, taking 56 (16d6) fire damage on a failed save, or half as -much damage on a successful one. - -\hypertarget{red-dragon-wyrmling}{% -\paragraph{Red Dragon Wyrmling}\label{red-dragon-wyrmling}} - -\emph{Medium dragon, chaotic evil} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 75 (10d8+30) - -\textbf{Speed} 30 ft., climb 30 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 10 (+0) & 17 (+3) & 12 (+1) & 11 (+0) & 15 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +2, Con +5, Wis +2, Cha +4 - -\textbf{Skills} Perception +4, Stealth +2 - -\textbf{Damage Immunities} fire - -\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception -14 - -\textbf{Languages} Draconic - -\textbf{Challenge} 4 (1,100 XP) - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 9 (1d10+4) piercing damage plus 3 (1d6) -fire damage. - -\textbf{\emph{Fire Breath (Recharge 5-6)}}. The dragon exhales fire in a -15-foot cone. Each creature in that area must make a DC 13 Dexterity -saving throw, taking 24 (7d6) fire damage on a failed save, or half as -much damage on a successful one. - -\hypertarget{white-dragon}{% -\subsubsection{White Dragon}\label{white-dragon}} - -\hypertarget{ancient-white-dragon}{% -\paragraph{Ancient White Dragon}\label{ancient-white-dragon}} - -\emph{Gargantuan dragon, chaotic evil} - -\textbf{Armor Class} 20 (natural armor) - -\textbf{Hit Points} 333 (18d20+144) - -\textbf{Speed} 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -26 (+8) & 10 (+0) & 26 (+8) & 10 (+0) & 13 (+1) & 14 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +6, Con +14, Wis +7, Cha +8 - -\textbf{Skills} Perception +13, Stealth +6 - -\textbf{Damage Immunities} cold - -\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive -Perception 23 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 20 (25,000 XP) - -\textbf{\emph{Ice Walk}}. The dragon can move across and climb icy -surfaces without needing to make an ability check. Additionally, -difficult terrain composed of ice or snow doesn't cost it extra moment. - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a -saving throw, it can choose to succeed instead. - -Actions - -\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence. -It then makes three attacks: one with its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +14 to hit, reach 15 -ft., one target. \emph{Hit:} 19 (2d10+8) piercing damage plus 9 (2d8) -cold damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +14 to hit, reach 10 -ft., one target. \emph{Hit:} 15 (2d6+8) slashing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +14 to hit, reach 20 -ft., one target. \emph{Hit:} 17 (2d8+8) bludgeoning damage. - -\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice -that is within 120 feet of the dragon and aware of it must succeed on a -DC 16 Wisdom saving throw or become frightened for 1 minute. A creature -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. If a creature's saving throw is -successful or the effect ends for it, the creature is immune to the -dragon's Frightful Presence for the next 24 hours. - -\textbf{\emph{Cold Breath (Recharge 5-6)}}. The dragon exhales an icy -blast in a 90-foot cone. Each creature in that area must make a DC 22 -Constitution saving throw, taking 72 (16d8) cold damage on a failed -save, or half as much damage on a successful one. - -Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The dragon regains spent -legendary actions at the start of its turn. - -\textbf{Detect}. The dragon makes a Wisdom (Perception) check. - -\textbf{Tail Attack}. The dragon makes a tail attack. - -\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each -creature within 15 feet of the dragon must succeed on a DC 22 Dexterity -saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. -The dragon can then fly up to half its flying speed. - -\hypertarget{adult-white-dragon}{% -\paragraph{Adult White Dragon}\label{adult-white-dragon}} - -\emph{Huge dragon, chaotic evil} - -\textbf{Armor Class} 18 (natural armor) - -\textbf{Hit Points} 200 (16d12+96) - -\textbf{Speed} 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -22 (+6) & 10 (+0) & 22 (+6) & 8 (-1) & 12 (+1) & 12 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +5, Con +11, Wis +6, Cha +6 - -\textbf{Skills} Perception +11, Stealth +5 - -\textbf{Damage Immunities} cold - -\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive -Perception 21 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 13 (10,000 XP) - -\textbf{\emph{Ice Walk}}. The dragon can move across and climb icy -surfaces without needing to make an ability check. Additionally, -difficult terrain composed of ice or snow doesn't cost it extra moment. - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a -saving throw, it can choose to succeed instead. - -Actions - -\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence. -It then makes three attacks: one with its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +11 to hit, reach 10 -ft., one target. \emph{Hit:} 17 (2d10+6) piercing damage plus 4 (1d8) -cold damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +11 to hit, reach 5 -ft., one target. \emph{Hit:} 13 (2d6+6) slashing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +11 to hit, reach 15 -ft., one target. \emph{Hit:} 15 (2d8+6) bludgeoning damage. - -\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice -that is within 120 feet of the dragon and aware of it must succeed on a -DC 14 Wisdom saving throw or become frightened for 1 minute. A creature -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. If a creature's saving throw is -successful or the effect ends for it, the creature is immune to the -dragon's Frightful Presence for the next 24 hours. - -\textbf{\emph{Cold Breath (Recharge 5-6)}}. The dragon exhales an icy -blast in a 60-foot cone. Each creature in that area must make a DC 19 -Constitution saving throw, taking 54 (12d8) cold damage on a failed -save, or half as much damage on a successful one. - -Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The dragon regains spent -legendary actions at the start of its turn. - -\textbf{Detect}. The dragon makes a Wisdom (Perception) check. - -\textbf{Tail Attack}. The dragon makes a tail attack. - -\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each -creature within 10 feet of the dragon must succeed on a DC 19 Dexterity -saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. -The dragon can then fly up to half its flying speed. - -\hypertarget{young-white-dragon}{% -\paragraph{Young White Dragon}\label{young-white-dragon}} - -\emph{Large dragon, chaotic evil} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 133 (14d10+56) - -\textbf{Speed} 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 10 (+0) & 18 (+4) & 6 (-2) & 11 (+0) & 12 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +3, Con +7, Wis +3, Cha +4 - -\textbf{Skills} Perception +6, Stealth +3 - -\textbf{Damage Immunities} cold - -\textbf{Senses} blindsight 30 ft., darkvision 120 ft., passive -Perception 16 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 6 (2,300 XP) - -\textbf{\emph{Ice Walk}}. The dragon can move across and climb icy -surfaces without needing to make an ability check. Additionally, -difficult terrain composed of ice or snow doesn't cost it extra moment. - -Actions - -\textbf{\emph{Multiattack}}. The dragon makes three attacks: one with -its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 10 -ft., one target. \emph{Hit:} 15 (2d10+4) piercing damage plus 4 (1d8) -cold damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage. - -\textbf{\emph{Cold Breath (Recharge 5-6)}}. The dragon exhales an icy -blast in a 30-foot cone. Each creature in that area must make a DC 15 -Constitution saving throw, taking 45 (10d8) cold damage on a failed -save, or half as much damage on a successful one. - -\hypertarget{white-dragon-wyrmling}{% -\paragraph{White Dragon Wyrmling}\label{white-dragon-wyrmling}} - -\emph{Medium dragon, chaotic evil} - -\textbf{Armor Class} 16 (natural armor) - -\textbf{Hit Points} 32 (5d8+10) - -\textbf{Speed} 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -14 (+2) & 10 (+0) & 14 (+2) & 5 (-3) & 10 (+0) & 11 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +2, Con +4, Wis +2, Cha +2 - -\textbf{Skills} Perception +4, Stealth +2 - -\textbf{Damage Immunities} cold - -\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception -14 - -\textbf{Languages} Draconic - -\textbf{Challenge} 2 (450 XP) - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (1d10+2) piercing damage plus 2 (1d4) -cold damage. - -\textbf{\emph{Cold Breath (Recharge 5-6)}}. The dragon exhales an icy -blast of hail in a 15-foot cone. Each creature in that area must make a -DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed -save, or half as much damage on a successful one. - -\hypertarget{dragons-metallic}{% -\subsection{Dragons, Metallic}\label{dragons-metallic}} - -\hypertarget{brass-dragon}{% -\subsubsection{Brass Dragon}\label{brass-dragon}} - -\hypertarget{ancient-brass-dragon}{% -\paragraph{Ancient Brass Dragon}\label{ancient-brass-dragon}} - -\emph{Gargantuan dragon, chaotic good} - -\textbf{Armor Class} 20 (natural armor) - -\textbf{Hit Points} 297 (17d20+119) - -\textbf{Speed} 40 ft., burrow 40 ft., fly 80 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -27 (+8) & 10 (+0) & 25 (+7) & 16 (+3) & 15 (+2) & 19 (+4) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +6, Con +13, Wis +8, Cha +10 - -\textbf{Skills} History +9, Perception +14, Persuasion +10, Stealth +6 - -\textbf{Damage Immunities} fire - -\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive -Perception 24 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 20 (25,000 XP) - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a -saving throw, it can choose to succeed instead. - -Actions - -\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence. -It then makes three attacks: one with its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +14 to hit, reach 15 -ft., one target. \emph{Hit:} 19 (2d10+8) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +14 to hit, reach 10 -ft., one target. \emph{Hit:} 15 (2d6+8) slashing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +14 to hit, reach 20 -ft., one target. \emph{Hit:} 17 (2d8+8) bludgeoning damage. - -\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice -that is within 120 feet of the dragon and aware of it must succeed on a -DC 18 Wisdom saving throw or become frightened for 1 minute. A creature -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. If a creature's saving throw is -successful or the effect ends for it, the creature is immune to the -dragon's Frightful Presence for the next 24 hours. - -\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of -the following breath weapons: - -\textbf{Fire Breath}. The dragon exhales fire in an 90-foot line that is -10 feet wide. Each creature in that line must make a DC 21 Dexterity -saving throw, taking 56 (16d6) fire damage on a failed save, or half as -much damage on a successful one. - -\textbf{Sleep Breath}. The dragon exhales sleep gas in a 90-foot cone. -Each creature in that area must succeed on a DC 21 Constitution saving -throw or fall unconscious for 10 minutes. This effect ends for a -creature if the creature takes damage or someone uses an action to wake -it. - -\textbf{\emph{Change Shape}}. The dragon magically polymorphs into a -humanoid or beast that has a challenge rating no higher than its own, or -back into its true form. It reverts to its true form if it dies. Any -equipment it is wearing or carrying is absorbed or borne by the new form -(the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, -ability to speak, proficiencies, Legendary Resistance, lair actions, and -Intelligence, Wisdom, and Charisma scores, as well as this action. Its -statistics and capabilities are otherwise replaced by those of the new -form, except any class features or legendary actions of that form. - -Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The dragon regains spent -legendary actions at the start of its turn. - -\textbf{Detect}. The dragon makes a Wisdom (Perception) check. - -\textbf{Tail Attack}. The dragon makes a tail attack. - -\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each -creature within 15 feet of the dragon must succeed on a DC 22 Dexterity -saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. -The dragon can then fly up to half its flying speed. - -\hypertarget{adult-brass-dragon}{% -\paragraph{Adult Brass Dragon}\label{adult-brass-dragon}} - -\emph{Huge dragon, chaotic good} - -\textbf{Armor Class} 18 (natural armor) - -\textbf{Hit Points} 172 (15d12+75) - -\textbf{Speed} 40 ft., burrow 30 ft., fly 80 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -23 (+6) & 10 (+0) & 21 (+5) & 14 (+2) & 13 (+1) & 17 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +5, Con +10, Wis +6, Cha +8 - -\textbf{Skills} History +7, Perception +11, Persuasion +8, Stealth +5 - -\textbf{Damage Immunities} fire - -\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive -Perception 21 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 13 (10,000 XP) - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a -saving throw, it can choose to succeed instead. - -Actions - -\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence. -It then makes three attacks: one with its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +11 to hit, reach 10 -ft., one target. \emph{Hit:} 17 (2d10+6) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +11 to hit, reach 5 -ft., one target. \emph{Hit:} 13 (2d6+6) slashing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +11 to hit, reach 15 -ft., one target. \emph{Hit:} 15 (2d8+6) bludgeoning damage. - -\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice -that is within 120 feet of the dragon and aware of it must succeed on a -DC 16 Wisdom saving throw or become frightened for 1 minute. A creature -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. If a creature's saving throw is -successful or the effect ends for it, the creature is immune to the -dragon's Frightful Presence for the next 24 hours. - -\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of -the following breath weapons. - -\textbf{Fire Breath}. The dragon exhales fire in an 60-foot line that is -5 feet wide. Each creature in that line must make a DC 18 Dexterity -saving throw, taking 45 (13d6) fire damage on a failed save, or half as -much damage on a successful one. - -\textbf{Sleep Breath}. The dragon exhales sleep gas in a 60-foot cone. -Each creature in that area must succeed on a DC 18 Constitution saving -throw or fall unconscious for 10 minutes. This effect ends for a -creature if the creature takes damage or someone uses an action to wake -it. - -Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The dragon regains spent -legendary actions at the start of its turn. - -\textbf{Detect}. The dragon makes a Wisdom (Perception) check. - -\textbf{Tail Attack}. The dragon makes a tail attack. - -\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each -creature within 10 feet of the dragon must succeed on a DC 19 Dexterity -saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. -The dragon can then fly up to half its flying speed. - -\hypertarget{young-brass-dragon}{% -\paragraph{Young Brass Dragon}\label{young-brass-dragon}} - -\emph{Large dragon, chaotic good} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 110 (13d10+39) - -\textbf{Speed} 40 ft., burrow 20 ft., fly 80 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 10 (+0) & 17 (+3) & 12 (+1) & 11 (+0) & 15 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +3, Con +6, Wis +3, Cha +5 - -\textbf{Skills} Perception +6, Persuasion +5, Stealth +3 - -\textbf{Damage Immunities} fire - -\textbf{Senses} blindsight 30 ft., darkvision 120 ft., passive -Perception 16 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 6 (2,300 XP) - -Actions - -\textbf{\emph{Multiattack}}. The dragon makes three attacks: one with -its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 10 -ft., one target. \emph{Hit:} 15 (2d10+4) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage. - -\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of -the following breath weapons. - -\textbf{Fire Breath}. The dragon exhales fire in a 40-foot line that is -5 feet wide. Each creature in that line must make a DC 14 Dexterity -saving throw, taking 42 (12d6) fire damage on a failed save, or half as -much damage on a successful one. - -\textbf{Sleep Breath}. The dragon exhales sleep gas in a 30-foot cone. -Each creature in that area must succeed on a DC 14 Constitution saving -throw or fall unconscious for 5 minutes. This effect ends for a creature -if the creature takes damage or someone uses an action to wake it. - -\hypertarget{brass-dragon-wyrmling}{% -\paragraph{Brass Dragon Wyrmling}\label{brass-dragon-wyrmling}} - -\emph{Medium dragon, chaotic good} - -\textbf{Armor Class} 16 (natural armor) - -\textbf{Hit Points} 16 (3d8+3) - -\textbf{Speed} 30 ft., burrow 15 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 10 (+0) & 13 (+1) & 10 (+0) & 11 (+0) & 13 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +2, Con +3, Wis +2, Cha +3 - -\textbf{Skills} Perception +4, Stealth +2 - -\textbf{Damage Immunities} fire - -\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception -14 - -\textbf{Languages} Draconic - -\textbf{Challenge} 1 (200 XP) - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (1d10+2) piercing damage. - -\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of -the following breath weapons. - -\textbf{Fire Breath}. The dragon exhales fire in an 20-foot line that is -5 feet wide. Each creature in that line must make a DC 11 Dexterity -saving throw, taking 14 (4d6) fire damage on a failed save, or half as -much damage on a successful one. - -\textbf{Sleep Breath}. The dragon exhales sleep gas in a 15-foot cone. -Each creature in that area must succeed on a DC 11 Constitution saving -throw or fall unconscious for 1 minute. This effect ends for a creature -if the creature takes damage or someone uses an action to wake it. - -\hypertarget{bronze-dragon}{% -\subsubsection{Bronze Dragon}\label{bronze-dragon}} - -\hypertarget{ancient-bronze-dragon}{% -\paragraph{Ancient Bronze Dragon}\label{ancient-bronze-dragon}} - -\emph{Gargantuan dragon, lawful good} - -\textbf{Armor Class} 22 (natural armor) - -\textbf{Hit Points} 444 (24d20+192) - -\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -29 (+9) & 10 (+0) & 27 (+8) & 18 (+4) & 17 (+3) & 21 (+5) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +7, Con +15, Wis +10, Cha +12 - -\textbf{Skills} Insight +10, Perception +17, Stealth +7 - -\textbf{Damage Immunities} lightning - -\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive -Perception 27 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 22 (41,000 XP) - -\textbf{\emph{Amphibious}}. The dragon can breathe air and water. - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a -saving throw, it can choose to succeed instead. - -Actions - -\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence. -It then makes three attacks: one with its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +16 to hit, reach 15 -ft., one target. \emph{Hit:} 20 (2d10+9) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +16 to hit, reach 10 -ft., one target. \emph{Hit:} 16 (2d6+9) slashing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +16 to hit, reach 20 -ft., one target. \emph{Hit:} 18 (2d8+9) bludgeoning damage. - -\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice -that is within 120 feet of the dragon and aware of it must succeed on a -DC 20 Wisdom saving throw or become frightened for 1 minute. A creature -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. If a creature's saving throw is -successful or the effect ends for it, the creature is immune to the -dragon's Frightful Presence for the next 24 hours. - -\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of -the following breath weapons. - -\textbf{Lightning Breath}. The dragon exhales lightning in a 120-foot -line that is 10 feet wide. Each creature in that line must make a DC 23 -Dexterity saving throw, taking 88 (16d10) lightning damage on a failed -save, or half as much damage on a successful one. - -\textbf{Repulsion Breath}. The dragon exhales repulsion energy in a -30-foot cone. Each creature in that area must succeed on a DC 23 -Strength saving throw. On a failed save, the creature is pushed 60 feet -away from the dragon. - -\textbf{\emph{Change Shape}}. The dragon magically polymorphs into a -humanoid or beast that has a challenge rating no higher than its own, or -back into its true form. It reverts to its true form if it dies. Any -equipment it is wearing or carrying is absorbed or borne by the new form -(the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, -ability to speak, proficiencies, Legendary Resistance, lair actions, and -Intelligence, Wisdom, and Charisma scores, as well as this action. Its -statistics and capabilities are otherwise replaced by those of the new -form, except any class features or legendary actions of that form. - -Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The dragon regains spent -legendary actions at the start of its turn. - -\textbf{Detect}. The dragon makes a Wisdom (Perception) check. - -\textbf{Tail Attack}. The dragon makes a tail attack. - -\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each -creature within 15 feet of the dragon must succeed on a DC 24 Dexterity -saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. -The dragon can then fly up to half its flying speed. - -\hypertarget{adult-bronze-dragon}{% -\paragraph{Adult Bronze Dragon}\label{adult-bronze-dragon}} - -\emph{Huge dragon, lawful good} - -\textbf{Armor Class} 19 (natural armor) - -\textbf{Hit Points} 212 (17d12+102) - -\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -25 (+7) & 10 (+0) & 23 (+6) & 16 (+3) & 15 (+2) & 19 (+4) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +5, Con +11, Wis +7, Cha +9 - -\textbf{Skills} Insight +7, Perception +12, Stealth +5 - -\textbf{Damage Immunities} lightning - -\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive -Perception 22 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 15 (13,000 XP) - -\textbf{\emph{Amphibious}}. The dragon can breathe air and water. - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a -saving throw, it can choose to succeed instead. - -Actions - -\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence. -It then makes three attacks: one with its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +12 to hit, reach 10 -ft., one target. \emph{Hit:} 18 (2d10+7) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +12 to hit, reach 5 -ft., one target. \emph{Hit:} 14 (2d6+7) slashing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +12 to hit, reach 15 -ft., one target. \emph{Hit:} 16 (2d8+7) bludgeoning damage. - -\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice -that is within 120 feet of the dragon and aware of it must succeed on a -DC 17 Wisdom saving throw or become frightened for 1 minute. A creature -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. If a creature's saving throw is -successful or the effect ends for it, the creature is immune to the -dragon's Frightful Presence for the next 24 hours. - -\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of -the following breath weapons. - -\textbf{Lightning Breath}. The dragon exhales lightning in a 90- foot -line that is 5 feet wide. Each creature in that line must make a DC 19 -Dexterity saving throw, taking 66 (12d10) lightning damage on a failed -save, or half as much damage on a successful one. - -\textbf{Repulsion Breath}. The dragon exhales repulsion energy in a -30-foot cone. Each creature in that area must succeed on a DC 19 -Strength saving throw. On a failed save, the creature is pushed 60 feet -away from the dragon. - -\textbf{\emph{Change Shape}}. The dragon magically polymorphs into a -humanoid or beast that has a challenge rating no higher than its own, or -back into its true form. It reverts to its true form if it dies. Any -equipment it is wearing or carrying is absorbed or borne by the new form -(the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, -ability to speak, proficiencies, Legendary Resistance, lair actions, and -Intelligence, Wisdom, and Charisma scores, as well as this action. Its -statistics and capabilities are otherwise replaced by those of the new -form, except any class features or legendary actions of that form. - -Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The dragon regains spent -legendary actions at the start of its turn. - -\textbf{Detect}. The dragon makes a Wisdom (Perception) check. - -\textbf{Tail Attack}. The dragon makes a tail attack. - -\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each -creature within 10 feet of the dragon must succeed on a DC 20 Dexterity -saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. -The dragon can then fly up to half its flying speed. - -\hypertarget{young-bronze-dragon}{% -\paragraph{Young Bronze Dragon}\label{young-bronze-dragon}} - -\emph{Large dragon, lawful good} - -\textbf{Armor Class} 18 (natural armor) - -\textbf{Hit Points} 142 (15d10+60) - -\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -21 (+5) & 10 (+0) & 19 (+4) & 14 (+2) & 13 (+1) & 17 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +3, Con +7, Wis +4, Cha +6 - -\textbf{Skills} Insight +4, Perception +7, Stealth +3 - -\textbf{Damage Immunities} lightning - -\textbf{Senses} blindsight 30 ft., darkvision 120 ft., passive -Perception 17 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 8 (3,900 XP) - -\textbf{\emph{Amphibious}}. The dragon can breathe air and water. - -Actions - -\textbf{\emph{Multiattack}}. The dragon makes three attacks: one with -its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +8 to hit, reach 10 -ft., one target. \emph{Hit:} 16 (2d10+5) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5 -ft., one target. \emph{Hit:} 12 (2d6+5) slashing damage. - -\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of -the following breath weapons. - -\textbf{Lightning Breath}. The dragon exhales lightning in a 60- foot -line that is 5 feet wide. Each creature in that line must make a DC 15 -Dexterity saving throw, taking 55 (10d10) lightning damage on a failed -save, or half as much damage on a successful one. - -\textbf{Repulsion Breath}. The dragon exhales repulsion energy in a -30-foot cone. Each creature in that area must succeed on a DC 15 -Strength saving throw. On a failed save, the creature is pushed 40 feet -away from the dragon. - -\hypertarget{bronze-dragon-wyrmling}{% -\paragraph{Bronze Dragon Wyrmling}\label{bronze-dragon-wyrmling}} - -\emph{Medium dragon, lawful good} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 32 (5d8+10) - -\textbf{Speed} 30 ft., fly 60 ft., swim 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -17 (+3) & 10 (+0) & 15 (+2) & 12 (+1) & 11 (+0) & 15 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +2, Con +4, Wis +2, Cha +4 - -\textbf{Skills} Perception +4, Stealth +2 - -\textbf{Damage Immunities} lightning - -\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception -14 - -\textbf{Languages} Draconic - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Amphibious}}. The dragon can breathe air and water. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 8 (1d10+3) piercing damage. - -\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of -the following breath weapons. - -\textbf{Lightning Breath}. The dragon exhales lightning in a 40- foot -line that is 5 feet wide. Each creature in that line must make a DC 12 -Dexterity saving throw, taking 16 (3d10) lightning damage on a failed -save, or half as much damage on a successful one. - -\textbf{Repulsion Breath}. The dragon exhales repulsion energy in a -30-foot cone. Each creature in that area must succeed on a DC 12 -Strength saving throw. On a failed save, the creature is pushed 30 feet -away from the dragon. - -\hypertarget{copper-dragon}{% -\subsubsection{Copper Dragon}\label{copper-dragon}} - -\hypertarget{ancient-copper-dragon}{% -\paragraph{Ancient Copper Dragon}\label{ancient-copper-dragon}} - -\emph{Gargantuan dragon, chaotic good} - -\textbf{Armor Class} 21 (natural armor) - -\textbf{Hit Points} 350 (20d20+140) - -\textbf{Speed} 40 ft., climb 40 ft., fly 80 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -27 (+8) & 12 (+1) & 25 (+7) & 20 (+5) & 17 (+3) & 19 (+4) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +8, Con +14, Wis +10, Cha +11 - -\textbf{Skills} Deception +11, Perception +17, Stealth +8 - -\textbf{Damage Immunities} acid - -\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive -Perception 27 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 21 (33,000 XP) - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a -saving throw, it can choose to succeed instead. - -Actions - -\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence. -It then makes three attacks: one with its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +15 to hit, reach 15 -ft., one target. \emph{Hit:} 19 (2d10+8) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +15 to hit, reach 10 -ft., one target. \emph{Hit:} 15 (2d6+8) slashing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +15 to hit, reach 20 -ft., one target. \emph{Hit:} 17 (2d8+8) bludgeoning damage. - -\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice -that is within 120 feet of the dragon and aware of it must succeed on a -DC 19 Wisdom saving throw or become frightened for 1 minute. A creature -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. If a creature's saving throw is -successful or the effect ends for it, the creature is immune to the -dragon's Frightful Presence for the next 24 hours. - -\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of -the following breath weapons. - -\textbf{Acid Breath}. The dragon exhales acid in an 90-foot line that is -10 feet wide. Each creature in that line must make a DC 22 Dexterity -saving throw, taking 63 (14d8) acid damage on a failed save, or half as -much damage on a successful one. - -\textbf{Slowing Breath}. The dragon exhales gas in a 90-foot cone. Each -creature in that area must succeed on a DC 22 Constitution saving throw. -On a failed save, the creature can't use reactions, its speed is halved, -and it can't make more than one attack on its turn. In addition, the -creature can use either an action or a bonus action on its turn, but not -both. These effects last for 1 minute. The creature can repeat the -saving throw at the end of each of its turns, ending the effect on -itself with a successful save. - -\textbf{\emph{Change Shape}}. The dragon magically polymorphs into a -humanoid or beast that has a challenge rating no higher than its own, or -back into its true form. It reverts to its true form if it dies. Any -equipment it is wearing or carrying is absorbed or borne by the new form -(the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, -ability to speak, proficiencies, Legendary Resistance, lair actions, and -Intelligence, Wisdom, and Charisma scores, as well as this action. Its -statistics and capabilities are otherwise replaced by those of the new -form, except any class features or legendary actions of that form. - -Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The dragon regains spent -legendary actions at the start of its turn. - -\textbf{Detect}. The dragon makes a Wisdom (Perception) check. - -\textbf{Tail Attack}. The dragon makes a tail attack. - -\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each -creature within 15 feet of the dragon must succeed on a DC 23 Dexterity -saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. -The dragon can then fly up to half its flying speed. - -\hypertarget{adult-copper-dragon}{% -\paragraph{Adult Copper Dragon}\label{adult-copper-dragon}} - -\emph{Huge dragon, chaotic good} - -\textbf{Armor Class} 18 (natural armor) - -\textbf{Hit Points} 184 (16d12+80) - -\textbf{Speed} 40 ft., climb 40 ft., fly 80 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -23 (+6) & 12 (+1) & 21 (+5) & 18 (+4) & 15 (+2) & 17 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +6, Con +10, Wis +7, Cha +8 - -\textbf{Skills} Deception +8, Perception +12, Stealth +6 - -\textbf{Damage Immunities} acid - -\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive -Perception 22 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 14 (11,500 XP) - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a -saving throw, it can choose to succeed instead. - -Actions - -\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence. -It then makes three attacks: one with its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +11 to hit, reach 10 -ft., one target. \emph{Hit:} 17 (2d10+6) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +11 to hit, reach 5 -ft., one target. \emph{Hit:} 13 (2d6+6) slashing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +11 to hit, reach 15 -ft., one target. \emph{Hit:} 15 (2d8+6) bludgeoning damage. - -\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice -that is within 120 feet of the dragon and aware of it must succeed on a -DC 16 Wisdom saving throw or become frightened for 1 minute. A creature -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. If a creature's saving throw is -successful or the effect ends for it, the creature is immune to the -dragon's Frightful Presence for the next 24 hours. - -\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of -the following breath weapons. - -\textbf{Acid Breath}. The dragon exhales acid in an 60-foot line that is -5 feet wide. Each creature in that line must make a DC 18 Dexterity -saving throw, taking 54 (12d8) acid damage on a failed save, or half as -much damage on a successful one. - -\textbf{Slowing Breath}. The dragon exhales gas in a 60-foot cone. Each -creature in that area must succeed on a DC 18 Constitution saving throw. -On a failed save, the creature can't use reactions, its speed is halved, -and it can't make more than one attack on its turn. In addition, the -creature can use either an action or a bonus action on its turn, but not -both. These effects last for 1 minute. The creature can repeat the -saving throw at the end of each of its turns, ending the effect on -itself with a successful save. - -Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The dragon regains spent -legendary actions at the start of its turn. - -\textbf{Detect}. The dragon makes a Wisdom (Perception) check. - -\textbf{Tail Attack}. The dragon makes a tail attack. - -\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each -creature within 10 feet of the dragon must succeed on a DC 19 Dexterity -saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. -The dragon can then fly up to half its flying speed. - -\hypertarget{young-copper-dragon}{% -\paragraph{Young Copper Dragon}\label{young-copper-dragon}} - -\emph{Large dragon, chaotic good} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 119 (14d10+42) - -\textbf{Speed} 40 ft., climb 40 ft., fly 80 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 12 (+1) & 17 (+3) & 16 (+3) & 13 (+1) & 15 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +4, Con +6, Wis +4, Cha +5 - -\textbf{Skills} Deception +5, Perception +7, Stealth +4 - -\textbf{Damage Immunities} acid - -\textbf{Senses} blindsight 30 ft., darkvision 120 ft., passive -Perception 17 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 7 (2,900 XP) - -Actions - -\textbf{\emph{Multiattack}}. The dragon makes three attacks: one with -its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 10 -ft., one target. \emph{Hit:} 15 (2d10+4) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage. - -\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of -the following breath weapons. - -\textbf{Acid Breath}. The dragon exhales acid in an 40-foot line that is -5 feet wide. Each creature in that line must make a DC 14 Dexterity -saving throw, taking 40 (9d8) acid damage on a failed save, or half as -much damage on a successful one. - -\textbf{Slowing Breath}. The dragon exhales gas in a 30-foot cone. Each -creature in that area must succeed on a DC 14 Constitution saving throw. -On a failed save, the creature can't use reactions, its speed is halved, -and it can't make more than one attack on its turn. In addition, the -creature can use either an action or a bonus action on its turn, but not -both. These effects last for 1 minute. The creature can repeat the -saving throw at the end of each of its turns, ending the effect on -itself with a successful save. - -\hypertarget{copper-dragon-wyrmling}{% -\paragraph{Copper Dragon Wyrmling}\label{copper-dragon-wyrmling}} - -\emph{Medium dragon, chaotic good} - -\textbf{Armor Class} 16 (natural armor) - -\textbf{Hit Points} 22 (4d8+4) - -\textbf{Speed} 30 ft., climb 30 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 12 (+1) & 13 (+1) & 14 (+2) & 11 (+0) & 13 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +3, Con +3, Wis +2, Cha +3 - -\textbf{Skills} Perception +4, Stealth +3 - -\textbf{Damage Immunities} acid - -\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception -14 - -\textbf{Languages} Draconic - -\textbf{Challenge} 1 (200 XP) - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (1d10+2) piercing damage. - -\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of -the following breath weapons. - -\textbf{Acid Breath}. The dragon exhales acid in an 20-foot line that is -5 feet wide. Each creature in that line must make a DC 11 Dexterity -saving throw, taking 18 (4d8) acid damage on a failed save, or half as -much damage on a successful one. - -\textbf{Slowing Breath}. The dragon exhales gas in a 15-foot cone. Each -creature in that area must succeed on a DC 11 Constitution saving throw. -On a failed save, the creature can't use reactions, its speed is halved, -and it can't make more than one attack on its turn. In addition, the -creature can use either an action or a bonus action on its turn, but not -both. These effects last for 1 minute. The creature can repeat the -saving throw at the end of each of its turns, ending the effect on -itself with a successful save. - -\hypertarget{gold-dragon}{% -\subsubsection{Gold Dragon}\label{gold-dragon}} - -\hypertarget{ancient-gold-dragon}{% -\paragraph{Ancient Gold Dragon}\label{ancient-gold-dragon}} - -\emph{Gargantuan dragon, lawful good} - -\textbf{Armor Class} 22 (natural armor) - -\textbf{Hit Points} 546 (28d20+252) - -\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -30 (+10) & 14 (+2) & 29 (+9) & 18 (+4) & 17 (+3) & 28 (+9) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +9, Con +16, Wis +10, Cha +16 - -\textbf{Skills} Insight +10, Perception +17, Persuasion +16, Stealth +9 - -\textbf{Damage Immunities} fire - -\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive -Perception 27 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 24 (62,000 XP) - -\textbf{\emph{Amphibious}}. The dragon can breathe air and water. - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a -saving throw, it can choose to succeed instead. - -Actions - -\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence. -It then makes three attacks: one with its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +17 to hit, reach 15 -ft., one target. \emph{Hit:} 21 (2d10+10) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +17 to hit, reach 10 -ft., one target. \emph{Hit:} 17 (2d6+10) slashing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +17 to hit, reach 20 -ft., one target. \emph{Hit:} 19 (2d8+10) bludgeoning damage. - -\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice -that is within 120 feet of the dragon and aware of it must succeed on a -DC 24 Wisdom saving throw or become frightened for 1 minute. A creature -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. If a creature's saving throw is -successful or the effect ends for it, the creature is immune to the -dragon's Frightful Presence for the next 24 hours. - -\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of -the following breath weapons. - -\textbf{Fire Breath}. The dragon exhales fire in a 90-foot cone. Each -creature in that area must make a DC 24 Dexterity saving throw, taking -71 (13d10) fire damage on a failed save, or half as much damage on a -successful one. - -\textbf{Weakening Breath}. The dragon exhales gas in a 90-foot cone. -Each creature in that area must succeed on a DC 24 Strength saving throw -or have disadvantage on Strength-based attack rolls, Strength checks, -and Strength saving throws for 1 minute. A creature can repeat the -saving throw at the end of each of its turns, ending the effect on -itself on a success. - -\textbf{\emph{Change Shape}}. The dragon magically polymorphs into a -humanoid or beast that has a challenge rating no higher than its own, or -back into its true form. It reverts to its true form if it dies. Any -equipment it is wearing or carrying is absorbed or borne by the new form -(the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, -ability to speak, proficiencies, Legendary Resistance, lair actions, and -Intelligence, Wisdom, and Charisma scores, as well as this action. Its -statistics and capabilities are otherwise replaced by those of the new -form, except any class features or legendary actions of that form. - -Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The dragon regains spent -legendary actions at the start of its turn. - -\textbf{Detect}. The dragon makes a Wisdom (Perception) check. - -\textbf{Tail Attack}. The dragon makes a tail attack. - -\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each -creature within 15 feet of the dragon must succeed on a DC 25 Dexterity -saving throw or take 17 (2d6+10) bludgeoning damage and be knocked -prone. The dragon can then fly up to half its flying speed. - -\hypertarget{adult-gold-dragon}{% -\paragraph{Adult Gold Dragon}\label{adult-gold-dragon}} - -\emph{Huge dragon, lawful good} - -\textbf{Armor Class} 19 (natural armor) - -\textbf{Hit Points} 256 (19d12+133) - -\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -27 (+8) & 14 (+2) & 25 (+7) & 16 (+3) & 15 (+2) & 24 (+7) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +8, Con +13, Wis +8, Cha +13 - -\textbf{Skills} Insight +8, Perception +14, Persuasion +13, Stealth +8 - -\textbf{Damage Immunities} fire - -\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive -Perception 24 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 17 (18,000 XP) - -\textbf{\emph{Amphibious}}. The dragon can breathe air and water. - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a -saving throw, it can choose to succeed instead. - -Actions - -\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence. -It then makes three attacks: one with its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +14 to hit, reach 10 -ft., one target. \emph{Hit:} 19 (2d10+8) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +14 to hit, reach 5 -ft., one target. \emph{Hit:} 15 (2d6+8) slashing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +14 to hit, reach 15 -ft., one target. \emph{Hit:} 17 (2d8+8) bludgeoning damage. - -\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice -that is within 120 feet of the dragon and aware of it must succeed on a -DC 21 Wisdom saving throw or become frightened for 1 minute. A creature -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. If a creature's saving throw is -successful or the effect ends for it, the creature is immune to the -dragon's Frightful Presence for the next 24 hours. - -\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of -the following breath weapons. - -\textbf{Fire Breath}. The dragon exhales fire in a 60-foot cone. Each -creature in that area must make a DC 21 Dexterity saving throw, taking -66 (12d10) fire damage on a failed save, or half as much damage on a -successful one. - -\textbf{Weakening Breath}. The dragon exhales gas in a 60-foot cone. -Each creature in that area must succeed on a DC 21 Strength saving throw -or have disadvantage on Strength-based attack rolls, Strength checks, -and Strength saving throws for 1 minute. A creature can repeat the -saving throw at the end of each of its turns, ending the effect on -itself on a success. - -\textbf{\emph{Change Shape}}. The dragon magically polymorphs into a -humanoid or beast that has a challenge rating no higher than its own, or -back into its true form. It reverts to its true form if it dies. Any -equipment it is wearing or carrying is absorbed or borne by the new form -(the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, -ability to speak, proficiencies, Legendary Resistance, lair actions, and -Intelligence, Wisdom, and Charisma scores, as well as this action. Its -statistics and capabilities are otherwise replaced by those of the new -form, except any class features or legendary actions of that form. - -Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The dragon regains spent -legendary actions at the start of its turn. - -\textbf{Detect}. The dragon makes a Wisdom (Perception) check. - -\textbf{Tail Attack}. The dragon makes a tail attack. - -\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each -creature within 10 feet of the dragon must succeed on a DC 22 Dexterity -saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. -The dragon can then fly up to half its flying speed. - -\hypertarget{young-gold-dragon}{% -\paragraph{Young Gold Dragon}\label{young-gold-dragon}} - -\emph{Large dragon, lawful good} - -\textbf{Armor Class} 18 (natural armor) - -\textbf{Hit Points} 178 (17d10+85) - -\textbf{Speed} 40 ft., fly 80 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -23 (+6) & 14 (+2) & 21 (+5) & 16 (+3) & 13 (+1) & 20 (+5) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +6, Con +9, Wis +5, Cha +9 - -\textbf{Skills} Insight +5, Perception +9, Persuasion +9, Stealth +6 - -\textbf{Damage Immunities} fire - -\textbf{Senses} blindsight 30 ft., darkvision 120 ft., passive -Perception 19 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 10 (5,900 XP) - -\textbf{\emph{Amphibious}}. The dragon can breathe air and water. - -Actions - -\textbf{\emph{Multiattack}}. The dragon makes three attacks: one with -its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10 -ft., one target. \emph{Hit:} 17 (2d10+6) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +10 to hit, reach 5 -ft., one target. \emph{Hit:} 13 (2d6+6) slashing damage. - -\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of -the following breath weapons. - -\textbf{Fire Breath}. The dragon exhales fire in a 30-foot cone. Each -creature in that area must make a DC 17 Dexterity saving throw, taking -55 (10d10) fire damage on a failed save, or half as much damage on a -successful one. - -\textbf{Weakening Breath}. The dragon exhales gas in a 30-foot cone. -Each creature in that area must succeed on a DC 17 Strength saving throw -or have disadvantage on Strength-based attack rolls, Strength checks, -and Strength saving throws for 1 minute. A creature can repeat the -saving throw at the end of each of its turns, ending the effect on -itself on a success. - -\hypertarget{gold-dragon-wyrmling}{% -\paragraph{Gold Dragon Wyrmling}\label{gold-dragon-wyrmling}} - -\emph{Medium dragon, lawful good} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 60 (8d8+24) - -\textbf{Speed} 30 ft., fly 60 ft., swim 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 14 (+2) & 17 (+3) & 14 (+2) & 11 (+0) & 16 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +4, Con +5, Wis +2, Cha +5 - -\textbf{Skills} Perception +4, Stealth +4 - -\textbf{Damage Immunities} fire - -\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception -14 - -\textbf{Languages} Draconic - -\textbf{Challenge} 3 (700 XP) - -\textbf{\emph{Amphibious}}. The dragon can breathe air and water. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 9 (1d10+4) piercing damage. - -\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of -the following breath weapons. - -\textbf{Fire Breath}. The dragon exhales fire in a 15-foot cone. Each -creature in that area must make a DC 13 Dexterity saving throw, taking -22 (4d10) fire damage on a failed save, or half as much damage on a -successful one. - -\textbf{Weakening Breath}. The dragon exhales gas in a 15-foot cone. -Each creature in that area must succeed on a DC 13 Strength saving throw -or have disadvantage on Strength-based attack rolls, Strength checks, -and Strength saving throws for 1 minute. A creature can repeat the -saving throw at the end of each of its turns, ending the effect on -itself on a success. - -\hypertarget{silver-dragon}{% -\subsubsection{Silver Dragon}\label{silver-dragon}} - -\hypertarget{ancient-silver-dragon}{% -\paragraph{Ancient Silver Dragon}\label{ancient-silver-dragon}} - -\emph{Gargantuan dragon, lawful good} - -\textbf{Armor Class} 22 (natural armor) - -\textbf{Hit Points} 487 (25d20+225) - -\textbf{Speed} 40 ft., fly 80 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -30 (+10) & 10 (+0) & 29 (+9) & 18 (+4) & 15 (+2) & 23 (+6) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +7, Con +16, Wis +9, Cha +13 - -\textbf{Skills} Arcana +11, History +11, Perception +16, Stealth +7 - -\textbf{Damage Immunities} cold - -\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive -Perception 26 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 23 (50,000 XP) - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a -saving throw, it can choose to succeed instead. - -Actions - -\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence. -It then makes three attacks: one with its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +17 to hit, reach 15 -ft., one target. \emph{Hit:} 21 (2d10+10) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +17 to hit, reach 10 -ft., one target. \emph{Hit:} 17 (2d6+10) slashing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +17 to hit, reach 20 -ft., one target. \emph{Hit:} 19 (2d8+10) bludgeoning damage. - -\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice -that is within 120 feet of the dragon and aware of it must succeed on a -DC 21 Wisdom saving throw or become frightened for 1 minute. A creature -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. If a creature's saving throw is -successful or the effect ends for it, the creature is immune to the -dragon's Frightful Presence for the next 24 hours. - -\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of -the following breath weapons. - -\textbf{Cold Breath}. The dragon exhales an icy blast in a 90- foot -cone. Each creature in that area must make a DC 24 Constitution saving -throw, taking 67 (15d8) cold damage on a failed save, or half as much -damage on a successful one. - -\textbf{Paralyzing Breath}. The dragon exhales paralyzing gas in a -90-foot cone. Each creature in that area must succeed on a DC 24 -Constitution saving throw or be paralyzed for 1 minute. A creature can -repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. - -\textbf{\emph{Change Shape}}. The dragon magically polymorphs into a -humanoid or beast that has a challenge rating no higher than its own, or -back into its true form. It reverts to its true form if it dies. Any -equipment it is wearing or carrying is absorbed or borne by the new form -(the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, -ability to speak, proficiencies, Legendary Resistance, lair actions, and -Intelligence, Wisdom, and Charisma scores, as well as this action. Its -statistics and capabilities are otherwise replaced by those of the new -form, except any class features or legendary actions of that form. - -Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The dragon regains spent -legendary actions at the start of its turn. - -\textbf{Detect}. The dragon makes a Wisdom (Perception) check. - -\textbf{Tail Attack}. The dragon makes a tail attack. - -\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each -creature within 15 feet of the dragon must succeed on a DC 25 Dexterity -saving throw or take 17 (2d6+10) bludgeoning damage and be knocked -prone. The dragon can then fly up to half its flying speed. - -\hypertarget{adult-silver-dragon}{% -\paragraph{Adult Silver Dragon}\label{adult-silver-dragon}} - -\emph{Huge dragon, lawful good} - -\textbf{Armor Class} 19 (natural armor) - -\textbf{Hit Points} 243 (18d12+126) - -\textbf{Speed} 40 ft., fly 80 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -27 (+8) & 10 (+0) & 25 (+7) & 16 (+3) & 13 (+1) & 21 (+5) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +5, Con +12, Wis +6, Cha +10 - -\textbf{Skills} Arcana +8, History +8, Perception +11, Stealth +5 - -\textbf{Damage Immunities} cold - -\textbf{Senses} blindsight 60 ft., darkvision 120 ft., passive -Perception 21 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 16 (15,000 XP) - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the dragon fails a -saving throw, it can choose to succeed instead. - -Actions - -\textbf{\emph{Multiattack}}. The dragon can use its Frightful Presence. -It then makes three attacks: one with its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +13 to hit, reach 10 -ft., one target. \emph{Hit:} 19 (2d10+8) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +13 to hit, reach 5 -ft., one target. \emph{Hit:} 15 (2d6+8) slashing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +13 to hit, reach 15 -ft., one target. \emph{Hit:} 17 (2d8+8) bludgeoning damage. - -\textbf{\emph{Frightful Presence}}. Each creature of the dragon's choice -that is within 120 feet of the dragon and aware of it must succeed on a -DC 18 Wisdom saving throw or become frightened for 1 minute. A creature -can repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. If a creature's saving throw is -successful or the effect ends for it, the creature is immune to the -dragon's Frightful Presence for the next 24 hours. - -\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of -the following breath weapons. - -\textbf{Cold Breath}. The dragon exhales an icy blast in a 60- foot -cone. Each creature in that area must make a DC 20 Constitution saving -throw, taking 58 (13d8) cold damage on a failed save, or half as much -damage on a successful one. - -\textbf{Paralyzing Breath}. The dragon exhales paralyzing gas in a -60-foot cone. Each creature in that area must succeed on a DC 20 -Constitution saving throw or be paralyzed for 1 minute. A creature can -repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. - -\textbf{\emph{Change Shape}}. The dragon magically polymorphs into a -humanoid or beast that has a challenge rating no higher than its own, or -back into its true form. It reverts to its true form if it dies. Any -equipment it is wearing or carrying is absorbed or borne by the new form -(the dragon's choice). - -In a new form, the dragon retains its alignment, hit points, Hit Dice, -ability to speak, proficiencies, Legendary Resistance, lair actions, and -Intelligence, Wisdom, and Charisma scores, as well as this action. Its -statistics and capabilities are otherwise replaced by those of the new -form, except any class features or legendary actions of that form. - -Legendary Actions - -The dragon can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The dragon regains spent -legendary actions at the start of its turn. - -\textbf{Detect}. The dragon makes a Wisdom (Perception) check. - -\textbf{Tail Attack}. The dragon makes a tail attack. - -\textbf{Wing Attack (Costs 2 Actions)}. The dragon beats its wings. Each -creature within 10 feet of the dragon must succeed on a DC 21 Dexterity -saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. -The dragon can then fly up to half its flying speed. - -\hypertarget{young-silver-dragon}{% -\paragraph{Young Silver Dragon}\label{young-silver-dragon}} - -\emph{Large dragon, lawful good} - -\textbf{Armor Class} 18 (natural armor) - -\textbf{Hit Points} 168 (16d10+80) - -\textbf{Speed} 40 ft., fly 80 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -23 (+6) & 10 (+0) & 21 (+5) & 14 (+2) & 11 (+0) & 19 (+4) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +4, Con +9, Wis +4, Cha +8 - -\textbf{Skills} Arcana +6, History +6, Perception +8, Stealth +4 - -\textbf{Damage Immunities} cold - -\textbf{Senses} blindsight 30 ft., darkvision 120 ft., passive -Perception 18 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 9 (5,000 XP) - -Actions - -\textbf{\emph{Multiattack}}. The dragon makes three attacks: one with -its bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10 -ft., one target. \emph{Hit:} 17 (2d10+6) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +10 to hit, reach 5 -ft., one target. \emph{Hit:} 13 (2d6+6) slashing damage. - -\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of -the following breath weapons. - -\textbf{Cold Breath}. The dragon exhales an icy blast in a 30- foot -cone. Each creature in that area must make a DC 17 Constitution saving -throw, taking 54 (12d8) cold damage on a failed save, or half as much -damage on a successful one. - -\textbf{Paralyzing Breath}. The dragon exhales paralyzing gas in a -30-foot cone. Each creature in that area must succeed on a DC 17 -Constitution saving throw or be paralyzed for 1 minute. A creature can -repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. - -\hypertarget{silver-dragon-wyrmling}{% -\paragraph{Silver Dragon Wyrmling}\label{silver-dragon-wyrmling}} - -\emph{Medium dragon, lawful good} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 45 (6d8+18) - -\textbf{Speed} 30 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 10 (+0) & 17 (+3) & 12 (+1) & 11 (+0) & 15 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +2, Con +5, Wis +2, Cha +4 - -\textbf{Skills} Perception +4, Stealth +2 - -\textbf{Damage Immunities} cold - -\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception -14 - -\textbf{Languages} Draconic - -\textbf{Challenge} 2 (450 XP) - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 9 (1d10+4) piercing damage. - -\textbf{\emph{Breath Weapons (Recharge 5-6)}}. The dragon uses one of -the following breath weapons. - -\textbf{Cold Breath}. The dragon exhales an icy blast in a 15- foot -cone. Each creature in that area must make a DC 13 Constitution saving -throw, taking 18 (4d8) cold damage on a failed save, or half as much -damage on a successful one. - -\textbf{Paralyzing Breath}. The dragon exhales paralyzing gas in a -15-foot cone. Each creature in that area must succeed on a DC 13 -Constitution saving throw or be paralyzed for 1 minute. A creature can -repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. - -\hypertarget{dragon-turtle}{% -\subsection{Dragon Turtle}\label{dragon-turtle}} - -\emph{Gargantuan dragon, neutral} - -\textbf{Armor Class} 20 (natural armor) - -\textbf{Hit Points} 341 (22d20+110) - -\textbf{Speed} 20 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -25 (+7) & 10 (+0) & 20 (+5) & 10 (+0) & 12 (+1) & 12 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +6, Con +11, Wis +7 - -\textbf{Damage Resistances} fire - -\textbf{Senses} darkvision 120 ft., passive Perception 11 - -\textbf{Languages} Aquan, Draconic - -\textbf{Challenge} 17 (18,000 XP) - -\textbf{\emph{Amphibious}}. The dragon turtle can breathe air and water. - -Actions - -\textbf{\emph{Multiattack}}. The dragon turtle makes three attacks: one -with its bite and two with its claws. It can make one tail attack in -place of its two claw attacks. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +13 to hit, reach 15 -ft., one target. \emph{Hit:} 26 (3d12+7) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +13 to hit, reach 10 -ft., one target. \emph{Hit:} 16 (2d8+7) slashing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +13 to hit, reach 15 -ft., one target. \emph{Hit:} 26 (3d12+7) bludgeoning damage. If the -target is a creature, it must succeed on a DC 20 Strength saving throw -or be pushed up to 10 feet away from the dragon turtle and knocked -prone. - -\textbf{\emph{Steam Breath (Recharge 5-6)}}. The dragon turtle exhales -scalding steam in a 60-foot cone. Each creature in that area must make a -DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a -failed save, or half as much damage on a successful one. Being -underwater doesn't grant resistance against this damage. - -\hypertarget{drider}{% -\subsection{Drider}\label{drider}} - -\emph{Large monstrosity, chaotic evil} - -\textbf{Armor Class} 19 (natural armor) - -\textbf{Hit Points} 123 (13d10+52) - -\textbf{Speed} 30 ft., climb 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 16 (+3) & 18 (+4) & 13 (+1) & 14 (+2) & 12 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +5, Stealth +9 - -\textbf{Senses} darkvision 120 ft., passive Perception 15 - -\textbf{Languages} Elvish, Undercommon - -\textbf{Challenge} 6 (2,300 XP) - -\textbf{\emph{Fey Ancestry}}. The drider has advantage on saving throws -against being charmed, and magic can't put the drider to sleep. - -\textbf{\emph{Innate Spellcasting}}. The drider's innate spellcasting -ability is Wisdom (spell save DC 13). The drider can innately cast the -following spells, requiring no material Components - -At will: \emph{dancing lights} - -1/day each: \emph{darkness}, \emph{faerie fire} - -\textbf{\emph{Spider Climb}}. The drider can climb difficult surfaces, -including upside down on ceilings, without needing to make an ability -check. - -\textbf{\emph{Sunlight Sensitivity}}. While in sunlight, the drider has -disadvantage on attack rolls, as well as on Wisdom (Perception) checks -that rely on sight. - -\textbf{\emph{Web Walker}}. The drider ignores movement restrictions -caused by webbing. - -Actions - -\textbf{\emph{Multiattack}}. The drider makes three attacks, either with -its longsword or its longbow. It can replace one of those attacks with a -bite attack. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one creature. \emph{Hit:} 2 (1d4) piercing damage plus 9 (2d8) -poison damage. - -\textbf{\emph{Longsword}}. \emph{Melee Weapon Attack:} +6 to hit, reach -5 ft., one target. \emph{Hit:} 7 (1d8+3) slashing damage, or 8 (1d10+3) -slashing damage if used with two hands. - -\textbf{\emph{Longbow}}. \emph{Ranged Weapon Attack:} +6 to hit, range -150/600 ft., one target. \emph{Hit:} 7 (1d8+3) piercing damage plus 4 -(1d8) poison damage. - -\hypertarget{dryad}{% -\subsection{Dryad}\label{dryad}} - -\emph{Medium fey, neutral} - -\textbf{Armor Class} 11 (16 with \emph{barkskin}) - -\textbf{Hit Points} 22 (5d8) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -10 (+0) & 12 (+1) & 11 (+0) & 14 (+2) & 15 (+2) & 18 (+4) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +4, Stealth +5 - -\textbf{Senses} darkvision 60 ft., passive Perception 14 - -\textbf{Languages} Elvish, Sylvan - -\textbf{Challenge} 1 (200 XP) - -\textbf{\emph{Innate Spellcasting}}. The dryad's innate spellcasting -ability is Charisma (spell save DC 14). The dryad can innately cast the -following spells, requiring no material Components - -At will: \emph{druidcraft} - -3/day each: \emph{entangle}, \emph{goodberry} - -1/day each: \emph{barkskin}, \emph{pass without trace}, -\emph{shillelagh} - -\textbf{\emph{Magic Resistance}}. The dryad has advantage on saving -throws against spells and other magical effects. - -\textbf{\emph{Speak with Beasts and Plants}}. The dryad can communicate -with beasts and plants as if they shared a language. - -\textbf{\emph{Tree Stride}}. Once on her turn, the dryad can use 10 feet -of her movement to step magically into one living tree within her reach -and emerge from a second living tree within 60 feet of the first tree, -appearing in an unoccupied space within 5 feet of the second tree. Both -trees must be Large or bigger. - -Actions - -\textbf{\emph{Club}}. \emph{Melee Weapon Attack:} +2 to hit (+6 to hit -with \emph{shillelagh}), reach 5 ft., one target. \emph{Hit:} 2 (1d4) -bludgeoning damage, or 8 (1d8+4) bludgeoning damage with -\emph{shillelagh}. - -\textbf{\emph{Fey Charm}}. The dryad targets one humanoid or beast that -she can see within 30 feet of her. If the target can see the dryad, it -must succeed on a DC 14 Wisdom saving throw or be magically charmed. The -charmed creature regards the dryad as a trusted friend to be heeded and -protected. Although the target isn't under the dryad's control, it takes -the dryad's requests or actions in the most favorable way it can. - -Each time the dryad or its allies do anything harmful to the target, it -can repeat the saving throw, ending the effect on itself on a success. -Otherwise, the effect lasts 24 hours or until the dryad dies, is on a -different plane of existence from the target, or ends the effect as a -bonus action. If a target's saving throw is successful, the target is -immune to the dryad's Fey Charm for the next 24 hours. - -The dryad can have no more than one humanoid and up to three beasts -charmed at a time. - -\hypertarget{duergar}{% -\subsection{Duergar}\label{duergar}} - -\emph{Medium humanoid (dwarf), lawful evil} - -\textbf{Armor Class} 16 (scale mail, shield) - -\textbf{Hit Points} 26 (4d8+8) - -\textbf{Speed} 25 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -14 (+2) & 11 (+0) & 14 (+2) & 11 (+0) & 10 (+0) & 9 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Resistances} poison - -\textbf{Senses} darkvision 120 ft., passive Perception 10 - -\textbf{Languages} Dwarvish, Undercommon - -\textbf{Challenge} 1 (200 XP) - -\textbf{\emph{Duergar Resilience}}. The duergar has advantage on saving -throws against poison, spells, and illusions, as well as to resist being -charmed or paralyzed. - -\textbf{\emph{Sunlight Sensitivity}}. While in sunlight, the duergar has -disadvantage on attack rolls, as well as on Wisdom (Perception) checks -that rely on sight. - -Actions - -\textbf{\emph{Enlarge (Recharges after a Short or Long Rest)}}. For 1 -minute, the duergar magically increases in size, along with anything it -is wearing or carrying. While enlarged, the duergar is Large, doubles -its damage dice on Strength-based weapon attacks (included in the -attacks), and makes Strength checks and Strength saving throws with -advantage. If the duergar lacks the room to become Large, it attains the -maximum size possible in the space available. - -\textbf{\emph{War Pick}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 6 (1d8+2) piercing damage, or 11 (2d8+2) -piercing damage while enlarged. - -\textbf{\emph{Javelin}}. \emph{Melee or Ranged Weapon Attack:} +4 to -hit, reach 5 ft. or range 30/120 ft., one target. \emph{Hit:} 5 (1d6+2) -piercing damage, or 9 (2d6+2) piercing damage while enlarged. - -\textbf{\emph{Invisibility (Recharges after a Short or Long Rest)}}. The -duergar magically turns invisible until it attacks, casts a spell, or -uses its Enlarge, or until its concentration is broken, up to 1 hour (as -if concentrating on a spell). Any equipment the duergar wears or carries -is invisible with it. - -\hypertarget{monsters-e}{% -\section{Monsters (E)}\label{monsters-e}} - -\hypertarget{elementals}{% -\subsection{Elementals}\label{elementals}} - -\hypertarget{air-elemental}{% -\subsubsection{Air Elemental}\label{air-elemental}} - -\emph{Large elemental, neutral} - -\textbf{Armor Class} 15 - -\textbf{Hit Points} 90 (12d10+24) - -\textbf{Speed} 0 ft., fly 90 ft. (hover) - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -14 (+2) & 20 (+5) & 14 (+2) & 6 (-2) & 10 (+0) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Resistances} lightning, thunder; bludgeoning, piercing, -and slashing from nonmagical attacks - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} exhaustion, grappled, paralyzed, -petrified, poisoned, prone, restrained, unconscious - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} Auran - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Air Form}}. The elemental can enter a hostile creature's -space and stop there. It can move through a space as narrow as 1 inch -wide without squeezing. - -Actions - -\textbf{\emph{Multiattack}}. The elemental makes two slam attacks. - -\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5 -ft., one target. \emph{Hit:} 14 (2d8+5) bludgeoning damage. - -\textbf{\emph{Whirlwind (Recharge 4-6)}}. Each creature in the -elemental's space must make a DC 13 Strength saving throw. On a failure, -a target takes 15 (3d8+2) bludgeoning damage and is flung up 20 feet -away from the elemental in a random direction and knocked prone. If a -thrown target strikes an object, such as a wall or floor, the target -takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the -target is thrown at another creature, that creature must succeed on a DC -13 Dexterity saving throw or take the same damage and be knocked prone. - -If the saving throw is successful, the target takes half the bludgeoning -damage and isn't flung away or knocked prone. - -\hypertarget{earth-elemental}{% -\subsubsection{Earth Elemental}\label{earth-elemental}} - -\emph{Large elemental, neutral} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 126 (12d10+60) - -\textbf{Speed} 30 ft., burrow 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -20 (+5) & 8 (-1) & 20 (+5) & 5 (-3) & 10 (+0) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Vulnerabilities} thunder - -\textbf{Damage Resistances} bludgeoning, piercing, and slashing from -nonmagical attacks - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} exhaustion, paralyzed, petrified, -poisoned, unconscious - -\textbf{Senses} darkvision 60 ft., tremorsense 60 ft., passive -Perception 10 - -\textbf{Languages} Terran - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Earth Glide}}. The elemental can burrow through -nonmagical, unworked earth and stone. While doing so, the elemental -doesn't disturb the material it moves through. - -\textbf{\emph{Siege Monster}}. The elemental deals double damage to -objects and structures. - -Actions - -\textbf{\emph{Multiattack}}. The elemental makes two slam attacks. - -\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +8 to hit, reach 10 -ft., one target. \emph{Hit:} 14 (2d8+5) bludgeoning damage. - -\hypertarget{fire-elemental}{% -\subsubsection{Fire Elemental}\label{fire-elemental}} - -\emph{Large elemental, neutral} - -\textbf{Armor Class} 13 - -\textbf{Hit Points} 102 (12d10+36) - -\textbf{Speed} 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -10 (+0) & 17 (+3) & 16 (+3) & 6 (-2) & 10 (+0) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Resistances} bludgeoning, piercing, and slashing from -nonmagical attacks - -\textbf{Damage Immunities} fire, poison - -\textbf{Condition Immunities} exhaustion, grappled, paralyzed, -petrified, poisoned, prone, restrained, unconscious - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} Ignan - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Fire Form}}. The elemental can move through a space as -narrow as 1 inch wide without squeezing. A creature that touches the -elemental or hits it with a melee attack while within 5 feet of it takes -5 (1d10) fire damage. In addition, the elemental can enter a hostile -creature's space and stop there. The first time it enters a creature's -space on a turn, that creature takes 5 (1d10) fire damage and catches -fire; until someone takes an action to douse the fire, the creature -takes 5 (1d10) fire damage at the start of each of its turns. - -\textbf{\emph{Illumination}}. The elemental sheds bright light in a 30- -foot radius and dim light in an additional 30 feet. - -\textbf{\emph{Water Susceptibility}}. For every 5 feet the elemental -moves in water, or for every gallon of water splashed on it, it takes 1 -cold damage. - -Actions - -\textbf{\emph{Multiattack}}. The elemental makes two touch attacks. - -\textbf{\emph{Touch}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 10 (2d6+3) fire damage. If the target is a -creature or a flammable object, it ignites. Until a creature takes an -action to douse the fire, the target takes 5 (1d10) fire damage at the -start of each of its turns. - -\hypertarget{water-elemental}{% -\subsubsection{Water Elemental}\label{water-elemental}} - -\emph{Large elemental, neutral} - -\textbf{Armor Class} 14 (natural armor) - -\textbf{Hit Points} 114 (12d10+48) - -\textbf{Speed} 30 ft., swim 90 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 14 (+2) & 18 (+4) & 5 (-3) & 10 (+0) & 8 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Resistances} acid; bludgeoning, piercing, and slashing -from nonmagical attacks - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} exhaustion, grappled, paralyzed, -petrified, poisoned, prone, restrained, unconscious - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} Aquan - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Water Form}}. The elemental can enter a hostile creature's -space and stop there. It can move through a space as narrow as 1 inch -wide without squeezing. - -\textbf{\emph{Freeze}}. If the elemental takes cold damage, it partially -freezes; its speed is reduced by 20 feet until the end of its next turn. - -Actions - -\textbf{\emph{Multiattack}}. The elemental makes two slam attacks. - -\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 13 (2d8+4) bludgeoning damage. - -\textbf{\emph{Whelm (Recharge 4-6)}}. Each creature in the elemental's -space must make a DC 15 Strength saving throw. On a failure, a target -takes 13 (2d8+4) bludgeoning damage. If it is Large or smaller, it is -also grappled (escape DC 14). Until this grapple ends, the target is -restrained and unable to breathe unless it can breathe water. If the -saving throw is successful, the target is pushed out of the elemental's -space. - -The elemental can grapple one Large creature or up to two Medium or -smaller creatures at one time. At the start of each of the elemental's -turns, each target grappled by it takes 13 (2d8+4) bludgeoning damage. A -creature within 5 feet of the elemental can pull a creature or object -out of it by taking an action to make a DC 14 Strength and succeeding. - -\hypertarget{elf-drow}{% -\subsection{Elf, Drow}\label{elf-drow}} - -\emph{Medium humanoid (elf), neutral evil} - -\textbf{Armor Class} 15 (chain shirt) - -\textbf{Hit Points} 13 (3d8) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -10 (+0) & 14 (+2) & 10 (+0) & 11 (+0) & 11 (+0) & 12 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +2, Stealth +4 - -\textbf{Senses} darkvision 120 ft., passive Perception 12 - -\textbf{Languages} Elvish, Undercommon - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{Fey Ancestry}}. The drow has advantage on saving throws -against being charmed, and magic can't put the drow to sleep. - -\textbf{\emph{Innate Spellcasting}}. The drow's spellcasting ability is -Charisma (spell save DC 11). It can innately cast the following spells, -requiring no material Components - -At will: \emph{dancing lights} - -1/day each: \emph{darkness}, \emph{faerie fire} - -\textbf{\emph{Sunlight Sensitivity}}. While in sunlight, the drow has -disadvantage on attack rolls, as well as on Wisdom (Perception) checks -that rely on sight. - -Actions - -\textbf{\emph{Shortsword}}. \emph{Melee Weapon Attack:} +4 to hit, reach -5 ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage. - -\textbf{\emph{Hand Crossbow}}. \emph{Ranged Weapon Attack:} +4 to hit, -range 30/120 ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage, and -the target must succeed on a DC 13 Constitution saving throw or be -poisoned for 1 hour. If the saving throw fails by 5 or more, the target -is also unconscious while poisoned in this way. The target wakes up if -it takes damage or if another creature takes an action to shake it -awake. - -\hypertarget{ettercap}{% -\subsection{Ettercap}\label{ettercap}} - -\emph{Medium monstrosity, neutral evil} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 44 (8d8+8) - -\textbf{Speed} 30 ft., climb 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -14 (+2) & 15 (+2) & 13 (+1) & 7 (-2) & 12 (+1) & 8 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3, Stealth +4, Survival +3 - -\textbf{Senses} darkvision 60 ft., passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Spider Climb}}. The ettercap can climb difficult surfaces, -including upside down on ceilings, without needing to make an ability -check. - -\textbf{\emph{Web Sense}}. While in contact with a web, the ettercap -knows the exact location of any other creature in contact with the same -web. - -\textbf{\emph{Web Walker}}. The ettercap ignores movement restrictions -caused by webbing. - -Actions - -\textbf{\emph{Multiattack}}. The ettercap makes two attacks: one with -its bite and one with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one creature. \emph{Hit:} 6 (1d8+2) piercing damage plus 4 (1d8) -poison damage. The target must succeed on a DC 11 Constitution saving -throw or be poisoned for 1 minute. The creature can repeat the saving -throw at the end of each of its turns, ending the effect on itself on a -success. - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (2d4+2) slashing damage. - -\textbf{\emph{Web (Recharge 5-6)}}. \emph{Ranged Weapon Attack:} +4 to -hit, range 30/60 ft., one Large or smaller creature. \emph{Hit:} The -creature is restrained by webbing. As an action, the restrained creature -can make a DC 11 Strength check, escaping from the webbing on a success. -The effect also ends if the webbing is destroyed. The webbing has AC 10, -5 hit points, vulnerability to fire damage, and immunity to bludgeoning, -poison, and psychic damage. - -\hypertarget{ettin}{% -\subsection{Ettin}\label{ettin}} - -\emph{Large giant, chaotic evil} - -\textbf{Armor Class} 12 (natural armor) - -\textbf{Hit Points} 85 (10d10+30) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -21 (+5) & 8 (-1) & 17 (+3) & 6 (-2) & 10 (+0) & 8 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +4 - -\textbf{Senses} darkvision 60 ft., passive Perception 14 - -\textbf{Languages} Giant, Orc - -\textbf{Challenge} 4 (1,100 XP) - -\textbf{\emph{Two Heads}}. The ettin has advantage on Wisdom -(Perception) checks and on saving throws against being blinded, charmed, -deafened, frightened, stunned, and knocked unconscious. - -\textbf{\emph{Wakeful}}. When one of the ettin's heads is asleep, its -other head is awake. - -Actions - -\textbf{\emph{Multiattack}}. The ettin makes two attacks: one with its -battleaxe and one with its morningstar. - -\textbf{\emph{Battleaxe}}. \emph{Melee Weapon Attack:} +7 to hit, reach -5 ft., one target. \emph{Hit:} 14 (2d8+5) slashing damage. - -\textbf{\emph{Morningstar}}. \emph{Melee Weapon Attack:} +7 to hit, -reach 5 ft., one target. \emph{Hit:} 14 (2d8+5) piercing damage. - -\hypertarget{monsters-f}{% -\section{Monsters (F)}\label{monsters-f}} - -\hypertarget{fungi}{% -\subsection{Fungi}\label{fungi}} - -\hypertarget{shrieker}{% -\subsubsection{Shrieker}\label{shrieker}} - -\emph{Medium plant, unaligned} - -\textbf{Armor Class} 5 - -\textbf{Hit Points} 13 (3d8) - -\textbf{Speed} 0 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -1 (-5) & 1 (-5) & 10 (+0) & 1 (-5) & 3 (-4) & 1 (-5) \\ -\bottomrule -\end{longtable} - -\textbf{Condition Immunities} blinded, deafened, frightened - -\textbf{Senses} blindsight 30 ft. (blind beyond this radius), passive -Perception 6 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{False Appearance}}. While the shrieker remains motionless, -it is indistinguishable from an ordinary fungus. - -Reactions - -\textbf{\emph{Shriek}}. When bright light or a creature is within 30 -feet of the shrieker, it emits a shriek audible within 300 feet of it. -The shrieker continues to shriek until the disturbance moves out of -range and for 1d4 of the shrieker's turns afterward. - -\hypertarget{violet-fungus}{% -\subsubsection{Violet Fungus}\label{violet-fungus}} - -\emph{Medium plant, unaligned} - -\textbf{Armor Class} 5 - -\textbf{Hit Points} 18 (4d8) - -\textbf{Speed} 5 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -3 (-4) & 1 (-5) & 10 (+0) & 1 (-5) & 3 (-4) & 1 (-5) \\ -\bottomrule -\end{longtable} - -\textbf{Condition Immunities} blinded, deafened, frightened - -\textbf{Senses} blindsight 30 ft. (blind beyond this radius), passive -Perception 6 - -\textbf{Languages} - - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{False Appearance}}. While the violet fungus remains -motionless, it is indistinguishable from an ordinary fungus. - -Actions - -\textbf{\emph{Multiattack}}. The fungus makes 1d4 Rotting Touch attacks. - -\textbf{\emph{Rotting Touch}}. \emph{Melee Weapon Attack:} +2 to hit, -reach 10 ft., one creature. \emph{Hit:} 4 (1d8) necrotic damage. - -\hypertarget{monsters-g}{% -\section{Monsters (G)}\label{monsters-g}} - -\hypertarget{gargoyle}{% -\subsection{Gargoyle}\label{gargoyle}} - -\emph{Medium elemental, chaotic evil} - -\textbf{Armor Class} 15 (natural armor) - -\textbf{Hit Points} 52 (7d8+21) - -\textbf{Speed} 30 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 11 (+0) & 16 (+3) & 6 (-2) & 11 (+0) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Resistances} bludgeoning, piercing, and slashing from -nonmagical attacks that aren't adamantine - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} exhaustion, petrified, poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} Terran - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{False Appearance}}. While the gargoyle remains motionless, -it is indistinguishable from an inanimate statue. - -Actions - -\textbf{\emph{Multiattack}}. The gargoyle makes two attacks: one with -its bite and one with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage. - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 5 (1d6+2) slashing damage. - -\hypertarget{genies}{% -\subsection{Genies}\label{genies}} - -\hypertarget{djinni}{% -\subsubsection{Djinni}\label{djinni}} - -\emph{Large elemental, chaotic good} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 161 (14d10+84) - -\textbf{Speed} 30 ft., fly 90 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -21 (+5) & 15 (+2) & 22 (+6) & 15 (+2) & 16 (+3) & 20 (+5) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +6, Wis +7, Cha +9 - -\textbf{Damage Immunities} lightning, thunder - -\textbf{Senses} darkvision 120 ft., passive Perception 13 - -\textbf{Languages} Auran - -\textbf{Challenge} 11 (7,200 XP) - -\textbf{\emph{Elemental Demise}}. If the djinni dies, its body -disintegrates into a warm breeze, leaving behind only equipment the -djinni was wearing or carrying. - -\textbf{\emph{Innate Spellcasting}}. The djinni's innate spellcasting -ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It -can innately cast the following spells, requiring no material Components - -At will: \emph{detect evil and good}, \emph{detect magic}, -\emph{thunderwave} - -3/day each: \emph{create food and water} (can create wine instead of -water), \emph{tongues}, \emph{wind walk} - -1/day each: \emph{conjure elemental} (air elemental only), -\emph{creation}, \emph{gaseous form}, \emph{invisibility}, \emph{major -image}, \emph{plane shift} - -Actions - -\textbf{\emph{Multiattack}}. The djinni makes three scimitar attacks. - -\textbf{\emph{Scimitar}}. \emph{Melee Weapon Attack:} +9 to hit, reach 5 -ft., one target. \emph{Hit:} 12 (2d6+5) slashing damage plus 3 (1d6) -lightning or thunder damage (djinni's choice). - -\textbf{\emph{Create Whirlwind}}. A 5-foot radius, 30-foot tall cylinder -of swirling air magically forms on a point the djinni can see within 120 -feet of it. The whirlwind lasts as long as the djinni maintains -concentration (as if concentrating on a spell). Any creature but the -djinni that enters the whirlwind must succeed on a DC 18 Strength saving -throw or be restrained by it. The djinni can move the whirlwind up to 60 -feet as an action, and creatures restrained by the whirlwind move with -it. The whirlwind ends if the djinni loses sight of it. - -A creature can use its action to free a creature restrained by the -whirlwind, including itself, by succeeding on a DC 18 Strength check. If -the check succeeds, the creature is no longer restrained and moves to -the nearest space outside the whirlwind. - -\hypertarget{efreeti}{% -\subsubsection{Efreeti}\label{efreeti}} - -\emph{Large elemental, lawful evil} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 200 (16d10+112) - -\textbf{Speed} 40 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -22 (+6) & 12 (+1) & 24 (+7) & 16 (+3) & 15 (+2) & 16 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Int +7, Wis +6, Cha +7 - -\textbf{Damage Immunities} fire - -\textbf{Senses} darkvision 120 ft., passive Perception 12 - -\textbf{Languages} Ignan - -\textbf{Challenge} 11 (7,200 XP) - -\textbf{\emph{Elemental Demise}}. If the efreeti dies, its body -disintegrates in a flash of fire and puff of smoke, leaving behind only -equipment the efreeti was wearing or carrying. - -\textbf{\emph{Innate Spellcasting}}. The efreeti's innate spellcasting -ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It -can innately cast the following spells, requiring no material Components - -At will: \emph{detect magic} - -3/day each: \emph{enlarge/reduce}, \emph{tongues} - -1/day each: \emph{conjure elemental} (fire elemental only), -\emph{gaseous form}, \emph{invisibility}, \emph{major image}, -\emph{plane shift}, \emph{wall of fire} - -Actions - -\textbf{\emph{Multiattack}}. The efreeti makes two scimitar attacks or -uses its Hurl Flame twice. - -\textbf{\emph{Scimitar}}. \emph{Melee Weapon Attack:} +10 to hit, reach -5 ft., one target. \emph{Hit:} 13 (2d6+6) slashing damage plus 7 (2d6) -fire damage. - -\textbf{\emph{Hurl Flame}}. \emph{Ranged Spell Attack:} +7 to hit, range -120 ft., one target. \emph{Hit:} 17 (5d6) fire damage. - -\hypertarget{ghost}{% -\subsection{Ghost}\label{ghost}} - -\emph{Medium undead, any alignment} - -\textbf{Armor Class} 11 - -\textbf{Hit Points} 45 (10d8) - -\textbf{Speed} 0 ft., fly 40 ft. (hover) - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -7 (-2) & 13 (+1) & 10 (+0) & 10 (+0) & 12 (+1) & 17 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Resistances} acid, fire, lightning, thunder; bludgeoning, -piercing, and slashing from nonmagical attacks - -\textbf{Damage Immunities} cold, necrotic, poison - -\textbf{Condition Immunities} charmed, exhaustion, frightened, grappled, -paralyzed, petrified, poisoned, prone, restrained - -\textbf{Senses} darkvision 60 ft., passive Perception 11 - -\textbf{Languages} any languages it knew in life - -\textbf{Challenge} 4 (1,100 XP) - -\textbf{\emph{Ethereal Sight}}. The ghost can see 60 feet into the -Ethereal Plane when it is on the Material Plane, and vice versa. - -\textbf{\emph{Incorporeal Movement}}. The ghost can move through other -creatures and objects as if they were difficult terrain. It takes 5 -(1d10) force damage if it ends its turn inside an object. - -Actions - -\textbf{\emph{Withering Touch}}. \emph{Melee Weapon Attack:} +5 to hit, -reach 5 ft., one target. \emph{Hit:} 17 (4d6+3) necrotic damage. - -\textbf{\emph{Etherealness}}. The ghost enters the Ethereal Plane from -the Material Plane, or vice versa. It is visible on the Material Plane -while it is in the Border Ethereal, and vice versa, yet it can't affect -or be affected by anything on the other plane. - -\textbf{\emph{Horrifying Visage}}. Each non-undead creature within 60 -feet of the ghost that can see it must succeed on a DC 13 Wisdom saving -throw or be frightened for 1 minute. If the save fails by 5 or more, the -target also ages 1d4 × 10 years. A frightened target can repeat the -saving throw at the end of each of its turns, ending the frightened -condition on itself on a success. If a target's saving throw is -successful or the effect ends for it, the target is immune to this -ghost's Horrifying Visage for the next 24 hours. The aging effect can be -reversed with a \emph{greater restoration} spell, but only within 24 -hours of it occurring. - -\textbf{\emph{Possession (Recharge 6)}}. One humanoid that the ghost can -see within 5 feet of it must succeed on a DC 13 Charisma saving throw or -be possessed by the ghost; the ghost then disappears, and the target is -incapacitated and loses control of its body. The ghost now controls the -body but doesn't deprive the target of awareness. The ghost can't be -targeted by any attack, spell, or other effect, except ones that turn -undead, and it retains its alignment, Intelligence, Wisdom, Charisma, -and immunity to being charmed and frightened. It otherwise uses the -possessed target's statistics, but doesn't gain access to the target's -knowledge, class features, or proficiencies. - -The possession lasts until the body drops to 0 hit points, the ghost -ends it as a bonus action, or the ghost is turned or forced out by an -effect like the \emph{dispel evil and good} spell. When the possession -ends, the ghost reappears in an unoccupied space within 5 feet of the -body. The target is immune to this ghost's Possession for 24 hours after -succeeding on the saving throw or after the possession ends. - -\hypertarget{ghouls}{% -\subsection{Ghouls}\label{ghouls}} - -\hypertarget{ghast}{% -\subsubsection{Ghast}\label{ghast}} - -\emph{Medium undead, chaotic evil} - -\textbf{Armor Class} 13 - -\textbf{Hit Points} 36 (8d8) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 17 (+3) & 10 (+0) & 11 (+0) & 10 (+0) & 8 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Resistances} necrotic - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} charmed, exhaustion, poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} Common - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Stench}}. Any creature that starts its turn within 5 feet -of the ghast must succeed on a DC 10 Constitution saving throw or be -poisoned until the start of its next turn. On a successful saving throw, -the creature is immune to the ghast's Stench for 24 hours. - -\textbf{\emph{Turning Defiance}}. The ghast and any ghouls within 30 -feet of it have advantage on saving throws against effects that turn -undead. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one creature. \emph{Hit:} 12 (2d8+3) piercing damage. - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 10 (2d6+3) slashing damage. If the target -is a creature other than an undead, it must succeed on a DC 10 -Constitution saving throw or be paralyzed for 1 minute. The target can -repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. - -\hypertarget{ghoul}{% -\subsubsection{Ghoul}\label{ghoul}} - -\emph{Medium undead, chaotic evil} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 22 (5d8) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -13 (+1) & 15 (+2) & 10 (+0) & 7 (-2) & 10 (+0) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} charmed, exhaustion, poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} Common - -\textbf{Challenge} 1 (200 XP) - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5 -ft., one creature. \emph{Hit:} 9 (2d6+2) piercing damage. - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (2d4+2) slashing damage. If the target is -a creature other than an elf or undead, it must succeed on a DC 10 -Constitution saving throw or be paralyzed for 1 minute. The target can -repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. - -\hypertarget{giants}{% -\subsection{Giants}\label{giants}} - -\hypertarget{cloud-giant}{% -\subsubsection{Cloud Giant}\label{cloud-giant}} - -\emph{Huge giant, neutral good (50\%) or neutral evil (50\%)} - -\textbf{Armor Class} 14 (natural armor) - -\textbf{Hit Points} 200 (16d12+96) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -27 (+8) & 10 (+0) & 22 (+6) & 12 (+1) & 16 (+3) & 16 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Con +10, Wis +7, Cha +7 - -\textbf{Skills} Insight +7, Perception +7 - -\textbf{Senses} passive Perception 17 - -\textbf{Languages} Common, Giant - -\textbf{Challenge} 9 (5,000 XP) - -\textbf{\emph{Keen Smell}}. The giant has advantage on Wisdom -(Perception) checks that rely on smell. - -\textbf{\emph{Innate Spellcasting}}. The giant's innate spellcasting -ability is Charisma. It can innately cast the following spells, -requiring no material Components - -At will: \emph{detect magic}, \emph{fog cloud}, \emph{light} - -3/day each: \emph{feather fall}, \emph{fly}, \emph{misty step}, -\emph{telekinesis} - -1/day each: \emph{control weather}, \emph{gaseous form} - -Actions - -\textbf{\emph{Multiattack}}. The giant makes two morningstar attacks. - -\textbf{\emph{Morningstar}}. \emph{Melee Weapon Attack:} +12 to hit, -reach 10 ft., one target. \emph{Hit:} 21 (3d8+8) piercing damage. - -\textbf{\emph{Rock}}. \emph{Ranged Weapon Attack:} +12 to hit, range -60/240 ft., one target. \emph{Hit:} 30 (4d10+8) bludgeoning damage. - -\hypertarget{fire-giant}{% -\subsubsection{Fire Giant}\label{fire-giant}} - -\emph{Huge giant, lawful evil} - -\textbf{Armor Class} 18 (plate) - -\textbf{Hit Points} 162 (13d12+78) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -25 (+7) & 9 (-1) & 23 (+6) & 10 (+0) & 14 (+2) & 13 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +3, Con +10, Cha +5 - -\textbf{Skills} Athletics +11, Perception +6 - -\textbf{Damage Immunities} fire - -\textbf{Senses} passive Perception 16 - -\textbf{Languages} Giant - -\textbf{Challenge} 9 (5,000 XP) - -Actions - -\textbf{\emph{Multiattack}}. The giant makes two greatsword attacks. - -\textbf{\emph{Greatsword}}. \emph{Melee Weapon Attack:} +11 to hit, -reach 10 ft., one target. \emph{Hit:} 28 (6d6+7) slashing damage. - -\textbf{\emph{Rock}}. \emph{Ranged Weapon Attack:} +11 to hit, range -60/240 ft., one target. \emph{Hit:} 29 (4d10+7) bludgeoning damage. - -\hypertarget{frost-giant}{% -\subsubsection{Frost Giant}\label{frost-giant}} - -\emph{Huge giant, neutral evil} - -\textbf{Armor Class} 15 (patchwork armor) - -\textbf{Hit Points} 138 (12d12+60) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -23 (+6) & 9 (-1) & 21 (+5) & 9 (-1) & 10 (+0) & 12 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Con +8, Wis +3, Cha +4 - -\textbf{Skills} Athletics +9, Perception +3 - -\textbf{Damage Immunities} cold - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} Giant - -\textbf{Challenge} 8 (3,900 XP) - -Actions - -\textbf{\emph{Multiattack}}. The giant makes two greataxe attacks. - -\textbf{\emph{Greataxe}}. \emph{Melee Weapon Attack:} +9 to hit, reach -10 ft., one target. \emph{Hit:} 25 (3d12+6) slashing damage. - -\textbf{\emph{Rock}}. \emph{Ranged Weapon Attack:} +9 to hit, range -60/240 ft., one target. \emph{Hit:} 28 (4d10+6) bludgeoning damage. - -\hypertarget{hill-giant}{% -\subsubsection{Hill Giant}\label{hill-giant}} - -\emph{Huge giant, chaotic evil} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 105 (10d12+40) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -21 (+5) & 8 (-1) & 19 (+4) & 5 (-3) & 9 (-1) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +2 - -\textbf{Senses} passive Perception 12 - -\textbf{Languages} Giant - -\textbf{Challenge} 5 (1,800 XP) - -Actions - -\textbf{\emph{Multiattack}}. The giant makes two greatclub attacks. - -\textbf{\emph{Greatclub}}. \emph{Melee Weapon Attack:} +8 to hit, reach -10 ft., one target. \emph{Hit:} 18 (3d8+5) bludgeoning damage. - -\textbf{\emph{Rock}}. \emph{Ranged Weapon Attack:} +8 to hit, range -60/240 ft., one target. \emph{Hit:} 21 (3d10+5) bludgeoning damage. - -\hypertarget{stone-giant}{% -\subsubsection{Stone Giant}\label{stone-giant}} - -\emph{Huge giant, neutral} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 126 (11d12+55) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -23 (+6) & 15 (+2) & 20 (+5) & 10 (+0) & 12 (+1) & 9 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +5, Con +8, Wis +4 - -\textbf{Skills} Athletics +12, Perception +4 - -\textbf{Senses} darkvision 60 ft., passive Perception 14 - -\textbf{Languages} Giant - -\textbf{Challenge} 7 (2,900 XP) - -\textbf{\emph{Stone Camouflage.}} The giant has advantage on Dexterity -(Stealth) checks made to hide in rocky terrain. - -Actions - -\textbf{\emph{Multiattack}}. The giant makes two greatclub attacks. - -\textbf{\emph{Greatclub}}. \emph{Melee Weapon Attack:} +9 to hit, reach -15 ft., one target. \emph{Hit:} 19 (3d8+6) bludgeoning damage. - -\textbf{\emph{Rock}}. \emph{Ranged Weapon Attack:} +9 to hit, range -60/240 ft., one target. \emph{Hit:} 28 (4d10+6) bludgeoning damage. If -the target is a creature, it must succeed on a DC 17 Strength saving -throw or be knocked prone. - -Reactions - -\textbf{\emph{Rock Catching}}. If a rock or similar object is hurled at -the giant, the giant can, with a successful DC 10 Dexterity saving -throw, catch the missile and take no bludgeoning damage from it. - -\hypertarget{storm-giant}{% -\subsubsection{Storm Giant}\label{storm-giant}} - -\emph{Huge giant, chaotic good} - -\textbf{Armor Class} 16 (scale mail) - -\textbf{Hit Points} 230 (20d12+100) - -\textbf{Speed} 50 ft., swim 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -29 (+9) & 14 (+2) & 20 (+5) & 16 (+3) & 18 (+4) & 18 (+4) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Str +14, Con +10, Wis +9, Cha +9 - -\textbf{Skills} Arcana +8, Athletics +14, History +8, Perception +9 - -\textbf{Damage Resistances} cold - -\textbf{Damage Immunities} lightning, thunder - -\textbf{Senses} passive Perception 19 - -\textbf{Languages} Common, Giant - -\textbf{Challenge} 13 (10,000 XP) - -\textbf{\emph{Amphibious}}. The giant can breathe air and water. - -\textbf{\emph{Innate Spellcasting}}. The giant's innate spellcasting -ability is Charisma (spell save DC 17). It can innately cast the -following spells, requiring no material components - -At will: \emph{detect magic}, \emph{feather fall}, \emph{levitate}, -\emph{light} - -3/day each: \emph{control weather}, \emph{water breathing} - -Actions - -\textbf{\emph{Multiattack}}. The giant makes two greatsword attacks. - -\textbf{\emph{Greatsword}}. \emph{Melee Weapon Attack:} +14 to hit, -reach 10 ft., one target. \emph{Hit:} 30 (6d6+9) slashing damage. - -\textbf{\emph{Rock}}. \emph{Ranged Weapon Attack:} +14 to hit, range -60/240 ft., one target. \emph{Hit:} 35 (4d12+9) bludgeoning damage. - -\textbf{\emph{Lightning Strike (Recharge 5-6)}}. The giant hurls a -magical lightning bolt at a point it can see within 500 feet of it. Each -creature within 10 feet of that point must make a DC 17 Dexterity saving -throw, taking 54 (12d8) lightning damage on a failed save, or half as -much damage on a successful one. - -\hypertarget{gibbering-mouther}{% -\subsection{Gibbering Mouther}\label{gibbering-mouther}} - -\emph{Medium aberration, neutral} - -\textbf{Armor Class} 9 - -\textbf{Hit Points} 67 (9d8+27) - -\textbf{Speed} 10 ft., swim 10 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -10 (+0) & 8 (-1) & 16 (+3) & 3 (-4) & 10 (+0) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Condition Immunities} prone - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Aberrant Ground}}. The ground in a 10-foot radius around -the mouther is dough-like difficult terrain. Each creature that starts -its turn in that area must succeed on a DC 10 Strength saving throw or -have its speed reduced to 0 until the start of its next turn. - -\textbf{\emph{Gibbering}}. The mouther babbles incoherently while it can -see any creature and isn't incapacitated. Each creature that starts its -turn within 20 feet of the mouther and can hear the gibbering must -succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't -take reactions until the start of its next turn and rolls a d8 to -determine what it does during its turn. On a 1 to 4, the creature does -nothing. On a 5 or 6, the creature takes no action or bonus action and -uses all its movement to move in a randomly determined direction. On a 7 -or 8, the creature makes a melee attack against a randomly determined -creature within its reach or does nothing if it can't make such an -attack. - -Actions - -\textbf{\emph{Multiattack}}. The gibbering mouther makes one bite attack -and, if it can, uses its Blinding Spittle. - -\textbf{\emph{Bites}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5 -ft., one creature. \emph{Hit:} 17 (5d6) piercing damage. If the target -is Medium or smaller, it must succeed on a DC 10 Strength saving throw -or be knocked prone. If the target is killed by this damage, it is -absorbed into the mouther. - -\textbf{\emph{Blinding Spittle (Recharge 5-6)}}. The mouther spits a -chemical glob at a point it can see within 15 feet of it. The glob -explodes in a blinding flash of light on impact. Each creature within 5 -feet of the flash must succeed on a DC 13 Dexterity saving throw or be -blinded until the end of the mouther's next turn. - -\hypertarget{gnoll}{% -\subsection{Gnoll}\label{gnoll}} - -\emph{Medium humanoid (gnoll), chaotic evil} - -\textbf{Armor Class} 15 (hide armor, shield) - -\textbf{Hit Points} 22 (5d8) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -14 (+2) & 12 (+1) & 11 (+0) & 6 (-2) & 10 (+0) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} Gnoll - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Rampage}}. When the gnoll reduces a creature to 0 hit -points with a melee attack on its turn, the gnoll can take a bonus -action to move up to half its speed and make a bite attack. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one creature. \emph{Hit:} 4 (1d4+2) piercing damage. - -\textbf{\emph{Spear}}. \emph{Melee or Ranged Weapon Attack:} +4 to hit, -reach 5 ft. or range 20/60 ft., one target. \emph{Hit:} 5 (1d6+2) -piercing damage, or 6 (1d8+2) piercing damage if used with two hands to -make a melee attack. - -\textbf{\emph{Longbow}}. \emph{Ranged Weapon Attack:} +3 to hit, range -150/600 ft., one target. \emph{Hit:} 5 (1d8+1) piercing damage. - -\hypertarget{gnome-deep-svirfneblin}{% -\subsection{Gnome, Deep (Svirfneblin)}\label{gnome-deep-svirfneblin}} - -\emph{Small humanoid (gnome), neutral good} - -\textbf{Armor Class} 15 (chain shirt) - -\textbf{Hit Points} 16 (3d6+6) - -\textbf{Speed} 20 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 14 (+2) & 14 (+2) & 12 (+1) & 10 (+0) & 9 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Investigation +3, Perception +2, Stealth +4 - -\textbf{Senses} darkvision 120 ft., passive Perception 12 - -\textbf{Languages} Gnomish, Terran, Undercommon - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Stone Camouflage}}. The gnome has advantage on Dexterity -(Stealth) checks made to hide in rocky terrain. - -\textbf{\emph{Gnome Cunning}}. The gnome has advantage on Intelligence, -Wisdom, and Charisma saving throws against magic. - -\textbf{\emph{Innate Spellcasting}}. The gnome's innate spellcasting -ability is Intelligence (spell save DC 11). It can innately cast the -following spells, requiring no material Components - -At will: \emph{nondetection} (self only) - -1/day each: \emph{blindness/deafness}, \emph{blur}, \emph{disguise self} - -Actions - -\textbf{\emph{War Pick}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 6 (1d8+2) piercing damage. - -\textbf{\emph{Poisoned Dart}}. \emph{Ranged Weapon Attack:} +4 to hit, -range 30/120 ft., one creature. \emph{Hit:} 4 (1d4+2) piercing damage, -and the target must succeed on a DC 12 Constitution saving throw or be -poisoned for 1 minute. The target can repeat the saving throw at the end -of each of its turns, ending the effect on itself on a success. - -\hypertarget{goblin}{% -\subsection{Goblin}\label{goblin}} - -\emph{Small humanoid (goblinoid), neutral evil} - -\textbf{Armor Class} 15 (leather armor, shield) - -\textbf{Hit Points} 7 (2d6) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -8 (-1) & 14 (+2) & 10 (+0) & 10 (+0) & 8 (-1) & 8 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Stealth +6 - -\textbf{Senses} darkvision 60 ft., passive Perception 9 - -\textbf{Languages} Common, Goblin - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{Nimble Escape}}. The goblin can take the Disengage or Hide -action as a bonus action on each of its turns. - -Actions - -\textbf{\emph{Scimitar}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 5 (1d6+2) slashing damage. - -\textbf{\emph{Shortbow}}. \emph{Ranged Weapon Attack:} +4 to hit, range -80/320 ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage. - -\hypertarget{golems}{% -\subsection{Golems}\label{golems}} - -\hypertarget{clay-golem}{% -\subsubsection{Clay Golem}\label{clay-golem}} - -\emph{Large construct, unaligned} - -\textbf{Armor Class} 14 (natural armor) - -\textbf{Hit Points} 133 (14d10+56) - -\textbf{Speed} 20 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -20 (+5) & 9 (-1) & 18 (+4) & 3 (-4) & 8 (-1) & 1 (-5) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Immunities} acid, poison, psychic; bludgeoning, piercing, -and slashing from nonmagical attacks that aren't adamantine - -\textbf{Condition Immunities} charmed, exhaustion, frightened, -paralyzed, petrified, poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 9 - -\textbf{Languages} understands the languages of its creator but can't -speak - -\textbf{Challenge} 9 (5,000 XP) - -\textbf{\emph{Acid Absorption}}. Whenever the golem is subjected to acid -damage, it takes no damage and instead regains a number of hit points -equal to the acid damage dealt. - -\textbf{\emph{Berserk}}. Whenever the golem starts its turn with 60 hit -points or fewer, roll a d6. On a 6, the golem goes berserk. On each of -its turns while berserk, the golem attacks the nearest creature it can -see. If no creature is near enough to move to and attack, the golem -attacks an object, with preference for an object smaller than itself. -Once the golem goes berserk, it continues to do so until it is destroyed -or regains all its hit points. - -\textbf{\emph{Immutable Form}}. The golem is immune to any spell or -effect that would alter its form. - -\textbf{\emph{Magic Resistance}}. The golem has advantage on saving -throws against spells and other magical effects. - -\textbf{\emph{Magic Weapons}}. The golem's weapon attacks are magical. - -Actions - -\textbf{\emph{Multiattack}}. The golem makes two slam attacks. - -\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5 -ft., one target. \emph{Hit:} 16 (2d10+5) bludgeoning damage. If the -target is a creature, it must succeed on a DC 15 Constitution saving -throw or have its hit point maximum reduced by an amount equal to the -damage taken. The target dies if this attack reduces its hit point -maximum to 0. The reduction lasts until removed by the \emph{greater -restoration} spell or other magic. - -\textbf{\emph{Haste (Recharge 5-6)}}. Until the end of its next turn, -the golem magically gains a +2 bonus to its AC, has advantage on -Dexterity saving throws, and can use its slam attack as a bonus action. - -\hypertarget{flesh-golem}{% -\subsubsection{Flesh Golem}\label{flesh-golem}} - -\emph{Medium construct, neutral} - -\textbf{Armor Class} 9 - -\textbf{Hit Points} 93 (11d8+44) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 9 (-1) & 18 (+4) & 6 (-2) & 10 (+0) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Immunities} lightning, poison; bludgeoning, piercing, and -slashing from nonmagical attacks that aren't adamantine - -\textbf{Condition Immunities} charmed, exhaustion, frightened, -paralyzed, petrified, poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} understands the languages of its creator but can't -speak - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Berserk}}. Whenever the golem starts its turn with 40 hit -points or fewer, roll a d6. On a 6, the golem goes berserk. On each of -its turns while berserk, the golem attacks the nearest creature it can -see. If no creature is near enough to move to and attack, the golem -attacks an object, with preference for an object smaller than itself. -Once the golem goes berserk, it continues to do so until it is destroyed -or regains all its hit points. - -The golem's creator, if within 60 feet of the berserk golem, can try to -calm it by speaking firmly and persuasively. The golem must be able to -hear its creator, who must take an action to make a DC 15 Charisma -(Persuasion) check. If the check succeeds, the golem ceases being -berserk. If it takes damage while still at 40 hit points or fewer, the -golem might go berserk again. - -\textbf{\emph{Aversion of Fire}}. If the golem takes fire damage, it has -disadvantage on attack rolls and ability checks until the end of its -next turn. - -\textbf{\emph{Immutable Form}}. The golem is immune to any spell or -effect that would alter its form. - -\textbf{\emph{Lightning Absorption}}. Whenever the golem is subjected to -lightning damage, it takes no damage and instead regains a number of hit -points equal to the lightning damage dealt. - -\textbf{\emph{Magic Resistance}}. The golem has advantage on saving -throws against spells and other magical effects. - -\textbf{\emph{Magic Weapons}}. The golem's weapon attacks are magical. - -Actions - -\textbf{\emph{Multiattack}}. The golem makes two slam attacks. - -\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 13 (2d8+4) bludgeoning damage. - -\hypertarget{iron-golem}{% -\subsubsection{Iron Golem}\label{iron-golem}} - -\emph{Large construct, unaligned} - -\textbf{Armor Class} 20 (natural armor) - -\textbf{Hit Points} 210 (20d10+100) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -24 (+7) & 9 (-1) & 20 (+5) & 3 (-4) & 11 (+0) & 1 (-5) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Immunities} fire, poison, psychic; bludgeoning, piercing, -and slashing from nonmagical attacks that aren't adamantine - -\textbf{Condition Immunities} charmed, exhaustion, frightened, -paralyzed, petrified, poisoned - -\textbf{Senses} darkvision 120 ft., passive Perception 10 - -\textbf{Languages} understands the languages of its creator but can't -speak - -\textbf{Challenge} 16 (15,000 XP) - -\textbf{\emph{Fire Absorption}}. Whenever the golem is subjected to fire -damage, it takes no damage and instead regains a number of hit points -equal to the fire damage dealt. - -\textbf{\emph{Immutable Form}}. The golem is immune to any spell or -effect that would alter its form. - -\textbf{\emph{Magic Resistance}}. The golem has advantage on saving -throws against spells and other magical effects. - -\textbf{\emph{Magic Weapons}}. The golem's weapon attacks are magical. - -Actions - -\textbf{\emph{Multiattack}}. The golem makes two melee attacks. - -\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +13 to hit, reach 5 -ft., one target. \emph{Hit:} 20 (3d8+7) bludgeoning damage. - -\textbf{\emph{Sword}}. \emph{Melee Weapon Attack:} +13 to hit, reach 10 -ft., one target. \emph{Hit:} 23 (3d10+7) slashing damage. - -\textbf{\emph{Poison Breath (Recharge 6)}}. The golem exhales poisonous -gas in a 15-foot cone. Each creature in that area must make a DC 19 -Constitution saving throw, taking 45 (10d8) poison damage on a failed -save, or half as much damage on a successful one. - -\hypertarget{stone-golem}{% -\subsubsection{Stone Golem}\label{stone-golem}} - -\emph{Large construct, unaligned} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 178 (17d10+85) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -22 (+6) & 9 (-1) & 20 (+5) & 3 (-4) & 11 (+0) & 1 (-5) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Immunities} poison, psychic; bludgeoning, piercing, and -slashing from nonmagical attacks that aren't adamantine - -\textbf{Condition Immunities} charmed, exhaustion, frightened, -paralyzed, petrified, poisoned - -\textbf{Senses} darkvision 120 ft., passive Perception 10 - -\textbf{Languages} understands the languages of its creator but can't -speak - -\textbf{Challenge} 10 (5,900 XP) - -\textbf{\emph{Immutable Form}}. The golem is immune to any spell or -effect that would alter its form. - -\textbf{\emph{Magic Resistance}}. The golem has advantage on saving -throws against spells and other magical effects. - -\textbf{\emph{Magic Weapons}}. The golem's weapon attacks are magical. - -Actions - -\textbf{\emph{Multiattack}}. The golem makes two slam attacks. - -\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +10 to hit, reach 5 -ft., one target. \emph{Hit:} 19 (3d8+6) bludgeoning damage. - -\textbf{\emph{Slow (Recharge 5-6)}}. The golem targets one or more -creatures it can see within 10 feet of it. Each target must make a DC 17 -Wisdom saving throw against this magic. On a failed save, a target can't -use reactions, its speed is halved, and it can't make more than one -attack on its turn. In addition, the target can take either an action or -a bonus action on its turn, not both. These effects last for 1 minute. A -target can repeat the saving throw at the end of each of its turns, -ending the effect on itself on a success. - -\hypertarget{gorgon}{% -\subsection{Gorgon}\label{gorgon}} - -\emph{Large monstrosity, unaligned} - -\textbf{Armor Class} 19 (natural armor) - -\textbf{Hit Points} 114 (12d10+48) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -20 (+5) & 11 (+0) & 18 (+4) & 2 (-4) & 12 (+1) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +4 - -\textbf{Condition Immunities} petrified - -\textbf{Senses} darkvision 60 ft., passive Perception 14 - -\textbf{Languages} - - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Trampling Charge}}. If the gorgon moves at least 20 feet -straight toward a creature and then hits it with a gore attack on the -same turn, that target must succeed on a DC 16 Strength saving throw or -be knocked prone. If the target is prone, the gorgon can make one attack -with its hooves against it as a bonus action. - -Actions - -\textbf{\emph{Gore}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5 -ft., one target. \emph{Hit:} 18 (2d12+5) piercing damage. - -\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5 -ft., one target. \emph{Hit:} 16 (2d10+5) bludgeoning damage. - -\textbf{\emph{Petrifying Breath (Recharge 5-6)}}. The gorgon exhales -petrifying gas in a 30-foot cone. Each creature in that area must -succeed on a DC 13 Constitution saving throw. On a failed save, a target -begins to turn to stone and is restrained. The restrained target must -repeat the saving throw at the end of its next turn. On a success, the -effect ends on the target. On a failure, the target is petrified until -freed by the \emph{greater restoration} spell or other magic. - -\hypertarget{grick}{% -\subsection{Grick}\label{grick}} - -\emph{Medium monstrosity, neutral} - -\textbf{Armor Class} 14 (natural armor) - -\textbf{Hit Points} 27 (6d8) - -\textbf{Speed} 30 ft., climb 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -14 (+2) & 14 (+2) & 11 (+0) & 3 (-4) & 14 (+2) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Resistances} bludgeoning, piercing, and slashing from -nonmagical attacks - -\textbf{Senses} darkvision 60 ft., passive Perception 12 - -\textbf{Languages} - - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Stone Camouflage}}. The grick has advantage on Dexterity -(Stealth) checks made to hide in rocky terrain. - -Actions - -\textbf{\emph{Multiattack}}. The grick makes one attack with its -tentacles. If that attack hits, the grick can make one beak attack -against the same target. - -\textbf{\emph{Tentacles}}. \emph{Melee Weapon Attack:} +4 to hit, reach -5 ft., one target. \emph{Hit:} 9 (2d6+2) slashing damage. - -\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage. - -\hypertarget{griffon}{% -\subsection{Griffon}\label{griffon}} - -\emph{Large monstrosity, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 59 (7d10+21) - -\textbf{Speed} 30 ft., fly 80 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 15 (+2) & 16 (+3) & 2 (-4) & 13 (+1) & 8 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +5 - -\textbf{Senses} darkvision 60 ft., passive Perception 15 - -\textbf{Languages} - - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Keen Sight}}. The griffon has advantage on Wisdom -(Perception) checks that rely on sight. - -Actions - -\textbf{\emph{Multiattack}}. The griffon makes two attacks: one with its -beak and one with its claws. - -\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 8 (1d8+4) piercing damage. - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage. - -\hypertarget{grimlock}{% -\subsection{Grimlock}\label{grimlock}} - -\emph{Medium humanoid (grimlock), neutral evil} - -\textbf{Armor Class} 11 - -\textbf{Hit Points} 11 (2d8+2) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 12 (+1) & 12 (+1) & 9 (-1) & 8 (-1) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Athletics +5, Perception +3, Stealth +3 - -\textbf{Condition Immunities} blinded - -\textbf{Senses} blindsight 30 ft. or 10 ft. while deafened (blind beyond -this radius), passive Perception 13 - -\textbf{Languages} Undercommon - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{Blind Senses}}. The grimlock can't use its blindsight -while deafened and unable to smell. - -\textbf{\emph{Keen Hearing and Smell}}. The grimlock has advantage on -Wisdom (Perception) checks that rely on hearing or smell. - -\textbf{\emph{Stone Camouflage}}. The grimlock has advantage on -Dexterity (Stealth) checks made to hide in rocky terrain. - -Actions - -\textbf{\emph{Spiked Bone Club}}. \emph{Melee Weapon Attack:} +5 to hit, -reach 5 ft., one target. \emph{Hit:} 5 (1d4+3) bludgeoning damage plus 2 -(1d4) piercing damage. - -\hypertarget{monsters-h}{% -\section{Monsters (H)}\label{monsters-h}} - -\hypertarget{hags}{% -\subsection{Hags}\label{hags}} - -\hypertarget{green-hag}{% -\subsubsection{Green Hag}\label{green-hag}} - -\emph{Medium fey, neutral evil} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 82 (11d8+33) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 12 (+1) & 16 (+3) & 13 (+1) & 14 (+2) & 14 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Arcana +3, Deception +4, Perception +4, Stealth +3 - -\textbf{Senses} darkvision 60 ft., passive Perception 14 - -\textbf{Languages} Common, Draconic, Sylvan - -\textbf{Challenge} 3 (700 XP) - -\textbf{\emph{Amphibious}}. The hag can breathe air and water. - -\textbf{\emph{Innate Spellcasting}}. The hag's innate spellcasting -ability is Charisma (spell save DC 12). She can innately cast the -following spells, requiring no material Components - -At will: \emph{dancing lights}, \emph{minor illusion}, \emph{vicious -mockery} - -\textbf{\emph{Mimicry}}. The hag can mimic animal sounds and humanoid -voices. A creature that hears the sounds can tell they are imitations -with a successful DC 14 Wisdom (Insight) check. - -Actions - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 13 (2d8+4) slashing damage. - -\textbf{\emph{Illusory Appearance}}. The hag covers herself and anything -she is wearing or carrying with a magical illusion that makes her look -like another creature of her general size and humanoid shape. The -illusion ends if the hag takes a bonus action to end it or if she dies. - -The changes wrought by this effect fail to hold up to physical -inspection. For example, the hag could appear to have smooth skin, but -someone touching her would feel her rough flesh. Otherwise, a creature -must take an action to visually inspect the illusion and succeed on a DC -20 Intelligence (Investigation) check to discern that the hag is -disguised. - -\textbf{\emph{Invisible Passage}}. The hag magically turns invisible -until she attacks or casts a spell, or until her concentration ends (as -if concentrating on a spell). While invisible, she leaves no physical -evidence of her passage, so she can be tracked only by magic. Any -equipment she wears or carries is invisible with her. - -\hypertarget{night-hag}{% -\subsubsection{Night Hag}\label{night-hag}} - -\emph{Medium fiend, neutral evil} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 112 (15d8+45) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 15 (+2) & 16 (+3) & 16 (+3) & 14 (+2) & 16 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Deception +7, Insight +6, Perception +6, Stealth +6 - -\textbf{Damage Resistances} cold, fire; bludgeoning, piercing, and -slashing from nonmagical attacks not made with silvered weapons - -\textbf{Condition Immunities} charmed - -\textbf{Senses} darkvision 120 ft., passive Perception 16 - -\textbf{Languages} Abyssal, Common, Infernal, Primordial - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Innate Spellcasting}}. The hag's innate spellcasting -ability is Charisma (spell save DC 14, +6 to hit with spell attacks). -She can innately cast the following spells, requiring no material -Components - -At will: \emph{detect magic}, \emph{magic missile} - -2/day each: \emph{plane shift} (self only), \emph{ray of enfeeblement}, -\emph{sleep} - -\textbf{\emph{Magic Resistance}}. The hag has advantage on saving throws -against spells and other magical effects. - -Actions - -\textbf{\emph{Claws (Hag Form Only)}}. \emph{Melee Weapon Attack:} +7 to -hit, reach 5 ft., one target. \emph{Hit:} 13 (2d8+4) slashing damage. - -\textbf{\emph{Change Shape}}. The hag magically polymorphs into a Small -or Medium female humanoid, or back into her true form. Her statistics -are the same in each form. Any equipment she is wearing or carrying -isn't transformed. She reverts to her true form if she dies. - -\textbf{\emph{Etherealness}}. The hag magically enters the Ethereal -Plane from the Material Plane, or vice versa. To do so, the hag must -have a \emph{heartstone} in her possession. - -\textbf{\emph{Nightmare Haunting (1/Day)}}. While on the Ethereal Plane, -the hag magically touches a sleeping humanoid on the Material Plane. A -\emph{protection from evil and good} spell cast on the target prevents -this contact, as does a \emph{magic circle}. As long as the contact -persists, the target has dreadful visions. If these visions last for at -least 1 hour, the target gains no benefit from its rest, and its hit -point maximum is reduced by 5 (1d10). If this effect reduces the -target's hit point maximum to 0, the target dies, and if the target was -evil, its soul is trapped in the hag's \emph{soul bag}. The reduction to -the target's hit point maximum lasts until removed by the \emph{greater -restoration} spell or similar magic. - -\hypertarget{sea-hag}{% -\subsubsection{Sea Hag}\label{sea-hag}} - -\emph{Medium fey, chaotic evil} - -\textbf{Armor Class} 14 (natural armor) - -\textbf{Hit Points} 52 (7d8+21) - -\textbf{Speed} 30 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 13 (+1) & 16 (+3) & 12 (+1) & 12 (+1) & 13 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} darkvision 60 ft., passive Perception 11 - -\textbf{Languages} Aquan, Common, Giant - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Amphibious}}. The hag can breathe air and water. - -\textbf{\emph{Horrific Appearance}}. Any humanoid that starts its turn -within 30 feet of the hag and can see the hag's true form must make a DC -11 Wisdom saving throw. On a failed save, the creature is frightened for -1 minute. A creature can repeat the saving throw at the end of each of -its turns, with disadvantage if the hag is within line of sight, ending -the effect on itself on a success. If a creature's saving throw is -successful or the effect ends for it, the creature is immune to the -hag's Horrific Appearance for the next 24 hours. - -Unless the target is surprised or the revelation of the hag's true form -is sudden, the target can avert its eyes and avoid making the initial -saving throw. Until the start of its next turn, a creature that averts -its eyes has disadvantage on attack rolls against the hag. - -Actions - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 10 (2d6+3) slashing damage. - -\textbf{\emph{Death Glare}}. The hag targets one frightened creature she -can see within 30 feet of her. If the target can see the hag, it must -succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 -hit points. - -\textbf{\emph{Illusory Appearance}}. The hag covers herself and anything -she is wearing or carrying with a magical illusion that makes her look -like an ugly creature of her general size and humanoid shape. The effect -ends if the hag takes a bonus action to end it or if she dies. - -The changes wrought by this effect fail to hold up to physical -inspection. For example, the hag could appear to have no claws, but -someone touching her hand might feel the claws. Otherwise, a creature -must take an action to visually inspect the illusion and succeed on a DC -16 Intelligence (Investigation) check to discern that the hag is -disguised. - -\hypertarget{half-dragon-template}{% -\subsection{Half-Dragon Template}\label{half-dragon-template}} - -A beast, humanoid, giant, or monstrosity can become a half-dragon. It -keeps its statistics, except as follows. - -\textbf{\emph{Challenge}}. To avoid recalculating the creature's -challenge rating, apply the template only to a creature that meets the -optional prerequisite in the Breath Weapon table below. Otherwise, -recalculate the rating after you apply the template. - -\textbf{Senses}. The half-dragon gains blindsight with a radius of 10 -feet and darkvision with a radius of 60 feet. - -\textbf{\emph{Resistances}}. The half-dragon gains resistance to a type -of damage based on its color. - -\textbf{Table- 114} - Monsters: Half-Dragon Template (Damage Resistance) - -\begin{longtable}[]{@{}ll@{}} -\toprule -Color & Damage Resistance \\ -\midrule -\endhead -Black or copper & Acid \\ -Blue or bronze & Lightning \\ -Brass, gold, or red & Fire \\ -Green & Poison \\ -Silver or white & Cold \\ -& \\ -\bottomrule -\end{longtable} - -\textbf{Languages}. The half-dragon speaks Draconic in addition to any -other languages it knows. - -\textbf{\emph{New Action: Breath Weapon}}. The half-dragon has the -breath weapon of its dragon half. The half- dragon's size determines how -this action functions. - -\textbf{Table- 115} - Monsters: Half-Dragon Template (Size) - -\begin{longtable}[]{@{}lll@{}} -\toprule -Size & Breath Weapon & Optional Prerequisite \\ -\midrule -\endhead -Large or smaller & As a wyrmling & Challenge 2 or higher \\ -Huge & As a young dragon & Challenge 7 or higher \\ -Gargantuan & As an adult dragon & Challenge 8 or higher \\ -& & \\ -\bottomrule -\end{longtable} - -\hypertarget{half-red-dragon-veteran}{% -\subsubsection{Half-Red Dragon Veteran}\label{half-red-dragon-veteran}} - -\emph{Medium humanoid (human), any alignment} - -\textbf{Armor Class} 18 (plate) - -\textbf{Hit Points} 65 (10d8+20) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 13 (+1) & 14 (+2) & 10 (+0) & 11 (+0) & 10 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Athletics +5, Perception +2 - -\textbf{Damage Resistances} fire - -\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception -12 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 5 (1,800 XP) - -Actions - -\textbf{\emph{Multiattack}}. The veteran makes two longsword attacks. If -it has a shortsword drawn, it can also make a shortsword attack. - -\textbf{\emph{Longsword}}. \emph{Melee Weapon Attack:} +5 to hit, reach -5 ft., one target. \emph{Hit:} 7 (1d8+3) slashing damage, or 8 (1d10+3) -slashing damage if used with two hands. - -\textbf{\emph{Shortsword}}. \emph{Melee Weapon Attack:} +5 to hit, reach -5 ft., one target. \emph{Hit:} 6 (1d6+3) piercing damage. - -\textbf{\emph{Heavy Crossbow}}. \emph{Ranged Weapon Attack:} +3 to hit, -range 100/400 ft., one target. \emph{Hit:} 6 (1d10+1) piercing damage. - -\textbf{\emph{Fire Breath (Recharge 5-6)}}. The veteran exhales fire in -a 15-foot cone. Each creature in that area must make a DC 15 Dexterity -saving throw, taking 24 (7d6) fire damage on a failed save, or half as -much damage on a successful one. - -\hypertarget{harpy}{% -\subsection{Harpy}\label{harpy}} - -\emph{Medium monstrosity, chaotic evil} - -\textbf{Armor Class} 11 - -\textbf{Hit Points} 38 (7d8+7) - -\textbf{Speed} 20 ft., fly 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -12 (+1) & 13 (+1) & 12 (+1) & 7 (-2) & 10 (+0) & 13 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} Common - -\textbf{Challenge} 1 (200 XP) - -Actions - -\textbf{\emph{Multiattack}}. The harpy makes two attacks: one with its -claws and one with its club. - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one target. \emph{Hit:} 6 (2d4+1) slashing damage. - -\textbf{\emph{Club}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one target. \emph{Hit:} 3 (1d4+1) bludgeoning damage. - -\textbf{\emph{Luring Song}}. The harpy sings a magical melody. Every -humanoid and giant within 300 feet of the harpy that can hear the song -must succeed on a DC 11 Wisdom saving throw or be charmed until the song -ends. The harpy must take a bonus action on its subsequent turns to -continue singing. It can stop singing at any time. The song ends if the -harpy is incapacitated. - -While charmed by the harpy, a target is incapacitated and ignores the -songs of other harpies. If the charmed target is more than 5 feet away -from the harpy, the target must move on its turn toward the harpy by the -most direct route, trying to get within 5 feet. It doesn't avoid -opportunity attacks, but before moving into damaging terrain, such as -lava or a pit, and whenever it takes damage from a source other than the -harpy, the target can repeat the saving throw. A charmed target can also -repeat the saving throw at the end of each of its turns. If the saving -throw is successful, the effect ends on it. - -A target that successfully saves is immune to this harpy's song for the -next 24 hours. - -\hypertarget{hell-hound}{% -\subsection{Hell Hound}\label{hell-hound}} - -\emph{Medium fiend, lawful evil} - -\textbf{Armor Class} 15 (natural armor) - -\textbf{Hit Points} 45 (7d8+14) - -\textbf{Speed} 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -17 (+3) & 12 (+1) & 14 (+2) & 6 (-2) & 13 (+1) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +5 - -\textbf{Damage Immunities} fire - -\textbf{Senses} darkvision 60 ft., passive Perception 15 - -\textbf{Languages} understands Infernal but can't speak it - -\textbf{Challenge} 3 (700 XP) - -\textbf{\emph{Keen Hearing and Smell}}. The hound has advantage on -Wisdom (Perception) checks that rely on hearing or smell. - -\textbf{\emph{Pack Tactics}}. The hound has advantage on an attack roll -against a creature if at least one of the hound's allies is within 5 -feet of the creature and the ally isn't incapacitated. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (1d8+3) piercing damage plus 7 (2d6) fire -damage. - -\textbf{\emph{Fire Breath (Recharge 5-6)}}. The hound exhales fire in a -15-foot cone. Each creature in that area must make a DC 12 Dexterity -saving throw, taking 21 (6d6) fire damage on a failed save, or half as -much damage on a successful one. - -\hypertarget{hippogriff}{% -\subsection{Hippogriff}\label{hippogriff}} - -\emph{Large monstrosity, unaligned} - -\textbf{Armor Class} 11 - -\textbf{Hit Points} 19 (3d10+3) - -\textbf{Speed} 40 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -17 (+3) & 13 (+1) & 13 (+1) & 2 (-4) & 12 (+1) & 8 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +5 - -\textbf{Senses} passive Perception 15 - -\textbf{Languages} - - -\textbf{Challenge} 1 (200 XP) - -\textbf{\emph{Keen Sight}}. The hippogriff has advantage on Wisdom -(Perception) checks that rely on sight. - -Actions - -\textbf{\emph{Multiattack}}. The hippogriff makes two attacks: one with -its beak and one with its claws. - -\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 8 (1d10+3) piercing damage. - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 10 (2d6+3) slashing damage. - -\hypertarget{hobgoblin}{% -\subsection{Hobgoblin}\label{hobgoblin}} - -\emph{Medium humanoid (goblinoid), lawful evil} - -\textbf{Armor Class} 18 (chain mail, shield) - -\textbf{Hit Points} 11 (2d8+2) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -13 (+1) & 12 (+1) & 12 (+1) & 10 (+0) & 10 (+0) & 9 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} Common, Goblin - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Martial Advantage}}. Once per turn, the hobgoblin can deal -an extra 7 (2d6) damage to a creature it hits with a weapon attack if -that creature is within 5 feet of an ally of the hobgoblin that isn't -incapacitated. - -Actions - -\textbf{\emph{Longsword}}. \emph{Melee Weapon Attack:} +3 to hit, reach -5 ft., one target. \emph{Hit:} 5 (1d8+1) slashing damage, or 6 (1d10+1) -slashing damage if used with two hands. - -\textbf{\emph{Longbow}}. \emph{Ranged Weapon Attack:} +3 to hit, range -150/600 ft., one target. \emph{Hit:} 5 (1d8+1) piercing damage. - -\hypertarget{homunculus}{% -\subsection{Homunculus}\label{homunculus}} - -\emph{Tiny construct, neutral} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 5 (2d4) - -\textbf{Speed} 20 ft., fly 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -4 (-3) & 15 (+2) & 11 (+0) & 10 (+0) & 10 (+0) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} charmed, poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} understands the languages of its creator but can't -speak - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{Telepathic Bond}}. While the homunculus is on the same -plane of existence as its master, it can magically convey what it senses -to its master, and the two can communicate telepathically. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one creature. \emph{Hit:} 1 piercing damage, and the target must -succeed on a DC 10 Constitution saving throw or be poisoned for 1 -minute. If the saving throw fails by 5 or more, the target is instead -poisoned for 5 (1d10) minutes and unconscious while poisoned in this -way. - -\hypertarget{hydra}{% -\subsection{Hydra}\label{hydra}} - -\emph{Huge monstrosity, unaligned} - -\textbf{Armor Class} 15 (natural armor) - -\textbf{Hit Points} 172 (15d12+75) - -\textbf{Speed} 30 ft., swim 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -20 (+5) & 12 (+1) & 20 (+5) & 2 (-4) & 10 (+0) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +6 - -\textbf{Senses} darkvision 60 ft., passive Perception 16 - -\textbf{Languages} - - -\textbf{Challenge} 8 (3,900 XP) - -\textbf{\emph{Hold Breath}}. The hydra can hold its breath for 1 hour. - -\textbf{\emph{Multiple Heads}}. The hydra has five heads. While it has -more than one head, the hydra has advantage on saving throws against -being blinded, charmed, deafened, frightened, stunned, and knocked -unconscious. - -Whenever the hydra takes 25 or more damage in a single turn, one of its -heads dies. If all its heads die, the hydra dies. - -At the end of its turn, it grows two heads for each of its heads that -died since its last turn, unless it has taken fire damage since its last -turn. The hydra regains 10 hit points for each head regrown in this way. - -\textbf{\emph{Reactive Heads}}. For each head the hydra has beyond one, -it gets an extra reaction that can be used only for opportunity attacks. - -\textbf{\emph{Wakeful}}. While the hydra sleeps, at least one of its -heads is awake. - -Actions - -\textbf{\emph{Multiattack}}. The hydra makes as many bite attacks as it -has heads. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +8 to hit, reach 10 -ft., one target. \emph{Hit:} 10 (1d10+5) piercing damage. - -\hypertarget{monsters-i}{% -\section{Monsters (I)}\label{monsters-i}} - -\hypertarget{invisible-stalker}{% -\subsection{Invisible Stalker}\label{invisible-stalker}} - -\emph{Medium elemental, neutral} - -\textbf{Armor Class} 14 - -\textbf{Hit Points} 104 (16d8+32) - -\textbf{Speed} 50 ft., fly 50 ft. (hover) - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 19 (+4) & 14 (+2) & 10 (+0) & 15 (+2) & 11 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +8, Stealth +10 - -\textbf{Damage Resistances} bludgeoning, piercing, and slashing from -nonmagical attacks - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} exhaustion, grappled, paralyzed, -petrified, poisoned, prone, restrained, unconscious - -\textbf{Senses} darkvision 60 ft., passive Perception 18 - -\textbf{Languages} Auran, understands Common but doesn't speak it - -\textbf{Challenge} 6 (2,300 XP) - -\textbf{\emph{Invisibility}}. The stalker is invisible. - -\textbf{\emph{Faultless Tracker}}. The stalker is given a quarry by its -summoner. The stalker knows the direction and distance to its quarry as -long as the two of them are on the same plane of existence. The stalker -also knows the location of its summoner. - -Actions - -\textbf{\emph{Multiattack}}. The stalker makes two slam attacks. - -\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 10 (2d6+3) bludgeoning damage. - -\hypertarget{monsters-k}{% -\section{Monsters (K)}\label{monsters-k}} - -\hypertarget{kobold}{% -\subsection{Kobold}\label{kobold}} - -\emph{Small humanoid (kobold), lawful evil} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 5 (2d6-2) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -7 (-2) & 15 (+2) & 9 (-1) & 8 (-1) & 7 (-2) & 8 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} darkvision 60 ft., passive Perception 8 - -\textbf{Languages} Common, Draconic - -\textbf{Challenge} 1/8 (25 XP) - -\textbf{\emph{Sunlight Sensitivity}}. While in sunlight, the kobold has -disadvantage on attack rolls, as well as on Wisdom (Perception) checks -that rely on sight. - -\textbf{\emph{Pack Tactics}}. The kobold has advantage on an attack roll -against a creature if at least one of the kobold's allies is within 5 -feet of the creature and the ally isn't incapacitated. - -Actions - -\textbf{\emph{Dagger}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 4 (1d4+2) piercing damage. - -\textbf{\emph{Sling}}. \emph{Ranged Weapon Attack:} +4 to hit, range -30/120 ft., one target. \emph{Hit:} 4 (1d4+2) bludgeoning damage. - -\hypertarget{kraken}{% -\subsection{Kraken}\label{kraken}} - -\emph{Gargantuan monstrosity (titan), chaotic evil} - -\textbf{Armor Class} 18 (natural armor) - -\textbf{Hit Points} 472 (27d20+189) - -\textbf{Speed} 20 ft., swim 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -30 (+10) & 11 (+0) & 25 (+7) & 22 (+6) & 18 (+4) & 20 (+5) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Str +17, Dex +7, Con +14, Int +13, Wis +11 - -\textbf{Damage Immunities} lightning; bludgeoning, piercing, and -slashing from nonmagical attacks - -\textbf{Condition Immunities} frightened, paralyzed - -\textbf{Senses} truesight 120 ft., passive Perception 14 - -\textbf{Languages} understands Abyssal, Celestial, Infernal, and -Primordial but can't speak, telepathy 120 ft. - -\textbf{Challenge} 23 (50,000 XP) - -\textbf{\emph{Amphibious}}. The kraken can breathe air and water. - -\textbf{\emph{Freedom of Movement}}. The kraken ignores difficult -terrain, and magical effects can't reduce its speed or cause it to be -restrained. It can spend 5 feet of movement to escape from nonmagical -restraints or being grappled. - -\textbf{\emph{Siege Monster}}. The kraken deals double damage to objects -and structures. - -Actions - -\textbf{\emph{Multiattack}}. The kraken makes three tentacle attacks, -each of which it can replace with one use of Fling. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +17 to hit, reach 5 -ft., one target. \emph{Hit:} 23 (3d8+10) piercing damage. If the target -is a Large or smaller creature grappled by the kraken, that creature is -swallowed, and the grapple ends. While swallowed, the creature is -blinded and restrained, it has total cover against attacks and other -effects outside the kraken, and it takes 42 (12d6) acid damage at the -start of each of the kraken's turns. - -If the kraken takes 50 damage or more on a single turn from a creature -inside it, the kraken must succeed on a DC 25 Constitution saving throw -at the end of that turn or regurgitate all swallowed creatures, which -fall prone in a space within 10 feet of the kraken. If the kraken dies, -a swallowed creature is no longer restrained by it and can escape from -the corpse using 15 feet of movement, exiting prone. - -\textbf{\emph{Tentacle}}. \emph{Melee Weapon Attack:} +17 to hit, reach -30 ft., one target. \emph{Hit:} 20 (3d6+10) bludgeoning damage, and the -target is grappled (escape DC 18). Until this grapple ends, the target -is restrained. The kraken has ten tentacles, each of which can grapple -one target. - -\textbf{\emph{Fling}}. One Large or smaller object held or creature -grappled by the kraken is thrown up to 60 feet in a random direction and -knocked prone. If a thrown target strikes a solid surface, the target -takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the -target is thrown at another creature, that creature must succeed on a DC -18 Dexterity saving throw or take the same damage and be knocked prone. - -\textbf{\emph{Lightning Storm}}. The kraken magically creates three -bolts of lightning, each of which can strike a target the kraken can see -within 120 feet of it. A target must make a DC 23 Dexterity saving -throw, taking 22 (4d10) lightning damage on a failed save, or half as -much damage on a successful one. - -Legendary Actions - -The kraken can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The kraken regains spent -legendary actions at the start of its turn. - -\textbf{Tentacle Attack or Fling}. The kraken makes one tentacle attack -or uses its Fling. - -\textbf{Lightning Storm (Costs 2 Actions)}. The kraken uses Lightning -Storm. - -\textbf{Ink Cloud (Costs 3 Actions)}. While underwater, the kraken -expels an ink cloud in a 60-foot radius. The cloud spreads around -corners, and that area is heavily obscured to creatures other than the -kraken. Each creature other than the kraken that ends its turn there -must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) -poison damage on a failed save, or half as much damage on a successful -one. A strong current disperses the cloud, which otherwise disappears at -the end of the kraken's next turn. - -\hypertarget{monsters-l}{% -\section{Monsters (L)}\label{monsters-l}} - -\hypertarget{lamia}{% -\subsection{Lamia}\label{lamia}} - -\emph{Large monstrosity, chaotic evil} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 97 (13d10+26) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 13 (+1) & 15 (+2) & 14 (+2) & 15 (+2) & 16 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Deception +7, Insight +4, Stealth +3 - -\textbf{Senses} darkvision 60 ft., passive Perception 12 - -\textbf{Languages} Abyssal, Common - -\textbf{Challenge} 4 (1,100 XP) - -\textbf{\emph{Innate Spellcasting}}. The lamia's innate spellcasting -ability is Charisma (spell save DC 13). It can innately cast the -following spells, requiring no material components. - -At will: \emph{disguise self} (any humanoid form), \emph{major image} - -3/day each: \emph{charm person}, \emph{mirror image}, \emph{scrying}, -\emph{suggestion} - -1/day: \emph{geas} - -Actions - -\textbf{\emph{Multiattack}}. The lamia makes two attacks: one with its -claws and one with its dagger or Intoxicating Touch. - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 14 (2d10+3) slashing damage. - -\textbf{\emph{Dagger}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 5 (1d4+3) piercing damage. - -\textbf{\emph{Intoxicating Touch}}. \emph{Melee Spell Attack:} +5 to -hit, reach 5 ft., one creature. \emph{Hit:} The target is magically -cursed for 1 hour. Until the curse ends, the target has disadvantage on -Wisdom saving throws and all ability checks. - -\hypertarget{lich}{% -\subsection{Lich}\label{lich}} - -\emph{Medium undead, any evil alignment} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 135 (18d8+54) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -11 (+0) & 16 (+3) & 16 (+3) & 20 (+5) & 14 (+2) & 16 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Con +10, Int +12, Wis +9 - -\textbf{Skills} Arcana +19, History +12, Insight +9, Perception +9 - -\textbf{Damage Resistances} cold, lightning, necrotic - -\textbf{Damage Immunities} poison; bludgeoning, piercing, and slashing -from nonmagical attacks - -\textbf{Condition Immunities} charmed, exhaustion, frightened, -paralyzed, poisoned - -\textbf{Senses} truesight 120 ft., passive Perception 19 - -\textbf{Languages} Common plus up to five other languages - -\textbf{Challenge} 21 (33,000 XP) - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the lich fails a saving -throw, it can choose to succeed instead. - -\textbf{\emph{Rejuvenation}}. If it has a phylactery, a destroyed lich -gains a new body in 1d10 days, regaining all its hit points and becoming -active again. The new body appears within 5 feet of the phylactery. - -\textbf{\emph{Spellcasting}}. The lich is an 18th-level spellcaster. Its -spellcasting ability is Intelligence (spell save DC 20, +12 to hit with -spell attacks). The lich has the following wizard spells prepared: - -Cantrips (at will): \emph{mage hand}, \emph{prestidigitation}, \emph{ray -of frost} 1st level (4 slots): \emph{detect magic}, \emph{magic -missile}, \emph{shield}, \emph{thunderwave} 2nd level (3 slots): -\emph{acid arrow}, \emph{detect thoughts}, \emph{invisibility}, -\emph{mirror image} 3rd level (3 slots): \emph{animate dead}, -\emph{counterspell}, \emph{dispel magic}, \emph{fireball} 4th level (3 -slots): \emph{blight}, \emph{dimension door} 5th level (3 slots): -\emph{cloudkill}, \emph{scrying} 6th level (1 slot): -\emph{disintegrate}, \emph{globe of invulnerability} 7th level (1 slot): -\emph{finger of death}, \emph{plane shift} 8th level (1 slot): -\emph{dominate monster}, \emph{power word stun} 9th level (1 slot): -\emph{power word kill} - -\textbf{\emph{Turn Resistance}}. The lich has advantage on saving throws -against any effect that turns undead. - -Actions - -\textbf{\emph{Paralyzing Touch}}. \emph{Melee Spell Attack:} +12 to hit, -reach 5 ft., one creature. \emph{Hit:} 10 (3d6) cold damage. The target -must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 -minute. The target can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. - -Legendary Actions - -The lich can take 3 legendary actions, choosing from the options below. -Only one legendary action option can be used at a time and only at the -end of another creature's turn. The lich regains spent legendary actions -at the start of its turn. - -\textbf{Cantrip}. The lich casts a cantrip. - -\textbf{Paralyzing Touch (Costs 2 Actions)}. The lich uses its -Paralyzing Touch. - -\textbf{Frightening Gaze (Costs 2 Actions)}. The lich fixes its gaze on -one creature it can see within 10 feet of it. The target must succeed on -a DC 18 Wisdom saving throw against this magic or become frightened for -1 minute. The frightened target can repeat the saving throw at the end -of each of its turns, ending the effect on itself on a success. If a -target's saving throw is successful or the effect ends for it, the -target is immune to the lich's gaze for the next 24 hours. - -\textbf{Disrupt Life (Costs 3 Actions)}. Each non-undead creature within -20 feet of the lich must make a DC 18 Constitution saving throw against -this magic, taking 21 (6d6) necrotic damage on a failed save, or half as -much damage on a successful one. - -\hypertarget{lizardfolk}{% -\subsection{Lizardfolk}\label{lizardfolk}} - -\emph{Medium humanoid (lizardfolk), neutral} - -\textbf{Armor Class} 15 (natural armor, shield) - -\textbf{Hit Points} 22 (4d8+4) - -\textbf{Speed} 30 ft., swim 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 10 (+0) & 13 (+1) & 7 (-2) & 12 (+1) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3, Stealth +4, Survival +5 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} Draconic - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Hold Breath}}. The lizardfolk can hold its breath for 15 -minutes. - -Actions - -\textbf{\emph{Multiattack}}. The lizardfolk makes two melee attacks, -each one with a different weapon. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage. - -\textbf{\emph{Heavy Club}}. \emph{Melee Weapon Attack:} +4 to hit, reach -5 ft., one target. \emph{Hit:} 5 (1d6+2) bludgeoning damage. - -\textbf{\emph{Javelin}}. \emph{Melee or Ranged Weapon Attack:} +4 to -hit, reach 5 ft. or range 30/120 ft., one target. \emph{Hit:} 5 (1d6+2) -piercing damage. - -\textbf{\emph{Spiked Shield}}. \emph{Melee Weapon Attack:} +4 to hit, -reach 5 ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage. - -\hypertarget{lycanthropes}{% -\subsection{Lycanthropes}\label{lycanthropes}} - -\hypertarget{werebear}{% -\subsubsection{Werebear}\label{werebear}} - -\emph{Medium humanoid (human, shapechanger), neutral good} - -\textbf{Armor Class} 10 in humanoid form, 11 (natural armor) in bear and -hybrid form - -\textbf{Hit Points} 135 (18d8+54) - -\textbf{Speed} 30 ft. (40 ft., climb 30 ft. in bear or hybrid form) - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 10 (+0) & 17 (+3) & 11 (+0) & 12 (+1) & 12 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +7 - -\textbf{Damage Immunities} bludgeoning, piercing, and slashing from -nonmagical attacks not made with silvered weapons - -\textbf{Senses} passive Perception 17 - -\textbf{Languages} Common (can't speak in bear form) - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Shapechanger}}. The werebear can use its action to -polymorph into a Large bear-humanoid hybrid or into a Large bear, or -back into its true form, which is humanoid. Its statistics, other than -its size and AC, are the same in each form. Any equipment it is wearing -or carrying isn't transformed. It reverts to its true form if it dies. - -\textbf{\emph{Keen Smell}}. The werebear has advantage on Wisdom -(Perception) checks that rely on smell. - -Actions - -\textbf{\emph{Multiattack}}. In bear form, the werebear makes two claw -attacks. In humanoid form, it makes two greataxe attacks. In hybrid -form, it can attack like a bear or a humanoid. - -\textbf{\emph{Bite (Bear or Hybrid Form Only)}}. \emph{Melee Weapon -Attack:} +7 to hit, reach 5 ft., one target. \emph{Hit:} 15 (2d10+4) -piercing damage. If the target is a humanoid, it must succeed on a DC 14 -Constitution saving throw or be cursed with werebear lycanthropy. - -\textbf{\emph{Claw (Bear or Hybrid Form Only)}}. \emph{Melee Weapon -Attack:} +7 to hit, reach 5 ft., one target. \emph{Hit:} 13 (2d8+4) -slashing damage. - -\textbf{\emph{Greataxe (Humanoid or Hybrid Form Only)}}. \emph{Melee -Weapon Attack:} +7 to hit, reach 5 ft., one target. \emph{Hit:} 10 -(1d12+4) slashing damage. - -\hypertarget{wereboar}{% -\subsubsection{Wereboar}\label{wereboar}} - -\emph{Medium humanoid (human, shapechanger), neutral evil} - -\textbf{Armor Class} 10 in humanoid form, 11 (natural armor) in boar or -hybrid form - -\textbf{Hit Points} 78 (12d8+24) - -\textbf{Speed} 30 ft. (40 ft. in boar form) - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -17 (+3) & 10 (+0) & 15 (+2) & 10 (+0) & 11 (+0) & 8 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +2 - -\textbf{Damage Immunities} bludgeoning, piercing, and slashing from -nonmagical attacks not made with silvered weapons - -\textbf{Senses} passive Perception 12 - -\textbf{Languages} Common (can't speak in boar form) - -\textbf{Challenge} 4 (1,100 XP) - -\textbf{\emph{Shapechanger}}. The wereboar can use its action to -polymorph into a boar-humanoid hybrid or into a boar, or back into its -true form, which is humanoid. Its statistics, other than its AC, are the -same in each form. Any equipment it is wearing or carrying isn't -transformed. It reverts to its true form if it dies. - -\textbf{\emph{Charge (Boar or Hybrid Form Only)}}. If the wereboar moves -at least 15 feet straight toward a target and then hits it with its -tusks on the same turn, the target takes an extra 7 (2d6) slashing -damage. If the target is a creature, it must succeed on a DC 13 Strength -saving throw or be knocked prone. - -\textbf{\emph{Relentless (Recharges after a Short or Long Rest)}}. If -the wereboar takes 14 damage or less that would reduce it to 0 hit -points, it is reduced to 1 hit point instead. - -Actions - -\textbf{\emph{Multiattack (Humanoid or Hybrid Form Only)}}. The wereboar -makes two attacks, only one of which can be with its tusks. - -\textbf{\emph{Maul (Humanoid or Hybrid Form Only)}}. \emph{Melee Weapon -Attack:} +5 to hit, reach 5 ft., one target. \emph{Hit:} 10 (2d6+3) -bludgeoning damage. - -\textbf{\emph{Tusks (Boar or Hybrid Form Only)}}. \emph{Melee Weapon -Attack:} +5 to hit, reach 5 ft., one target. \emph{Hit:} 10 (2d6+3) -slashing damage. If the target is a humanoid, it must succeed on a DC 12 -Constitution saving throw or be cursed with wereboar lycanthropy. - -\hypertarget{wererat}{% -\subsubsection{Wererat}\label{wererat}} - -\emph{Medium humanoid (human, shapechanger), lawful evil} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 33 (6d8+6) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -10 (+0) & 15 (+2) & 12 (+1) & 11 (+0) & 10 (+0) & 8 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +2, Stealth +4 - -\textbf{Damage Immunities} bludgeoning, piercing, and slashing from -nonmagical attacks not made with silvered weapons - -\textbf{Senses} darkvision 60 ft. (rat form only), passive Perception 12 - -\textbf{Languages} Common (can't speak in rat form) - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Shapechanger}}. The wererat can use its action to -polymorph into a rat-humanoid hybrid or into a giant rat, or back into -its true form, which is humanoid. Its statistics, other than its size, -are the same in each form. Any equipment it is wearing or carrying isn't -transformed. It reverts to its true form if it dies. - -\textbf{\emph{Keen Smell}}. The wererat has advantage on Wisdom -(Perception) checks that rely on smell. - -Actions - -\textbf{\emph{Multiattack (Humanoid or Hybrid Form Only)}}. The wererat -makes two attacks, only one of which can be a bite. - -\textbf{\emph{Bite (Rat or Hybrid Form Only)}}. \emph{Melee Weapon -Attack:} +4 to hit, reach 5 ft., one target. \emph{Hit:} 4 (1d4+2) -piercing damage. If the target is a humanoid, it must succeed on a DC 11 -Constitution saving throw or be cursed with wererat lycanthropy. - -\textbf{\emph{Shortsword (Humanoid or Hybrid Form Only)}}. \emph{Melee -Weapon Attack:} +4 to hit, reach 5 ft., one target. \emph{Hit:} 5 -(1d6+2) piercing damage. - -\textbf{\emph{Hand Crossbow (Humanoid or Hybrid Form Only)}}. -\emph{Ranged Weapon Attack:} +4 to hit, range 30/120 ft., one target. -\emph{Hit:} 5 (1d6+2) piercing damage. - -\hypertarget{weretiger}{% -\subsubsection{Weretiger}\label{weretiger}} - -\emph{Medium humanoid (human, shapechanger), neutral} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 120 (16d8+48) - -\textbf{Speed} 30 ft. (40 ft. in tiger form) - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -17 (+3) & 15 (+2) & 16 (+3) & 10 (+0) & 13 (+1) & 11 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +5, Stealth +4 - -\textbf{Damage Immunities} bludgeoning, piercing, and slashing from -nonmagical attacks not made with silvered weapons - -\textbf{Senses} darkvision 60 ft., passive Perception 15 - -\textbf{Languages} Common (can't speak in tiger form) - -\textbf{Challenge} 4 (1,100 XP) - -\textbf{\emph{Shapechanger}}. The weretiger can use its action to -polymorph into a tiger-humanoid hybrid or into a tiger, or back into its -true form, which is humanoid. Its statistics, other than its size, are -the same in each form. Any equipment it is wearing or carrying isn't -transformed. It reverts to its true form if it dies. - -\textbf{\emph{Keen Hearing and Smell}}. The weretiger has advantage on -Wisdom (Perception) checks that rely on hearing or smell. - -\textbf{\emph{Pounce (Tiger or Hybrid Form Only)}}. If the weretiger -moves at least 15 feet straight toward a creature and then hits it with -a claw attack on the same turn, that target must succeed on a DC 14 -Strength saving throw or be knocked prone. If the target is prone, the -weretiger can make one bite attack against it as a bonus action. - -Actions - -\textbf{\emph{Multiattack (Humanoid or Hybrid Form Only)}}. In humanoid -form, the weretiger makes two scimitar attacks or two longbow attacks. -In hybrid form, it can attack like a humanoid or make two claw attacks. - -\textbf{\emph{Bite (Tiger or Hybrid Form Only)}}. \emph{Melee Weapon -Attack:} +5 to hit, reach 5 ft., one target. \emph{Hit:} 8 (1d10+3) -piercing damage. If the target is a humanoid, it must succeed on a DC 13 -Constitution saving throw or be cursed with weretiger lycanthropy. - -\textbf{\emph{Claw (Tiger or Hybrid Form Only)}}. \emph{Melee Weapon -Attack:} +5 to hit, reach 5 ft., one target. \emph{Hit:} 7 (1d8+3) -slashing damage. - -\textbf{\emph{Scimitar (Humanoid or Hybrid Form Only)}}. \emph{Melee -Weapon Attack:} +5 to hit, reach 5 ft., one target. \emph{Hit:} 6 -(1d6+3) slashing damage. - -\textbf{\emph{Longbow (Humanoid or Hybrid Form Only)}}. \emph{Ranged -Weapon Attack:} +4 to hit, range 150/600 ft., one target. \emph{Hit:} 6 -(1d8+2) piercing damage. - -\hypertarget{werewolf}{% -\subsubsection{Werewolf}\label{werewolf}} - -\emph{Medium humanoid (human, shapechanger), chaotic evil} - -\textbf{Armor Class} 11 in humanoid form, 12 (natural armor) in wolf or -hybrid form - -\textbf{Hit Points} 58 (9d8+18) - -\textbf{Speed} 30 ft. (40 ft. in wolf form) - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 13 (+1) & 14 (+2) & 10 (+0) & 11 (+0) & 10 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +4, Stealth +3 - -\textbf{Damage Immunities} bludgeoning, piercing, and slashing from -nonmagical attacks not made with silvered weapons - -\textbf{Senses} passive Perception 14 - -\textbf{Languages} Common (can't speak in wolf form) - -\textbf{Challenge} 3 (700 XP) - -\textbf{\emph{Shapechanger}}. The werewolf can use its action to -polymorph into a wolf-humanoid hybrid or into a wolf, or back into its -true form, which is humanoid. Its statistics, other than its AC, are the -same in each form. Any equipment it is wearing or carrying isn't -transformed. It reverts to its true form if it dies. - -\textbf{\emph{Keen Hearing and Smell}}. The werewolf has advantage on -Wisdom (Perception) checks that rely on hearing or smell. - -Actions - -\textbf{\emph{Multiattack (Humanoid or Hybrid Form Only)}}. The werewolf -makes two attacks: two with its spear (humanoid form) or one with its -bite and one with its claws (hybrid form). - -\textbf{\emph{Bite (Wolf or Hybrid Form Only)}}. \emph{Melee Weapon -Attack:} +4 to hit, reach 5 ft., one target. \emph{Hit:} 6 (1d8+2) -piercing damage. If the target is a humanoid, it must succeed on a DC 12 -Constitution saving throw or be cursed with werewolf lycanthropy. - -\textbf{\emph{Claws (Hybrid Form Only)}}. \emph{Melee Weapon Attack:} +4 -to hit, reach 5 ft., one creature. \emph{Hit:} 7 (2d4+2) slashing -damage. - -\textbf{\emph{Spear (Humanoid Form Only)}}. \emph{Melee or Ranged Weapon -Attack:} +4 to hit, reach 5 ft. or range 20/60 ft., one creature. -\emph{Hit:} 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if -used with two hands to make a melee attack. - -\hypertarget{monsters-m}{% -\section{Monsters (M)}\label{monsters-m}} - -\hypertarget{magmin}{% -\subsection{Magmin}\label{magmin}} - -\emph{Small elemental, chaotic neutral} - -\textbf{Armor Class} 14 (natural armor) - -\textbf{Hit Points} 9 (2d6+2) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -7 (-2) & 15 (+2) & 12 (+1) & 8 (-1) & 11 (+0) & 10 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Resistances} bludgeoning, piercing, and slashing from -nonmagical attacks - -\textbf{Damage Immunities} fire - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} Ignan - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Death Burst}}. When the magmin dies, it explodes in a -burst of fire and magma. Each creature within 10 feet of it must make a -DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed -save, or half as much damage on a successful one. Flammable objects that -aren't being worn or carried in that area are ignited. - -\textbf{\emph{Ignited Illumination}}. As a bonus action, the magmin can -set itself ablaze or extinguish its flames. While ablaze, the magmin -sheds bright light in a 10-foot radius and dim light for an additional -10 feet. - -Actions - -\textbf{\emph{Touch}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (2d6) fire damage. If the target is a -creature or a flammable object, it ignites. Until a creature takes an -action to douse the fire, the target takes 3 (1d6) fire damage at the -end of each of its turns. - -\hypertarget{manticore}{% -\subsection{Manticore}\label{manticore}} - -\emph{Large monstrosity, lawful evil} - -\textbf{Armor Class} 14 (natural armor) - -\textbf{Hit Points} 68 (8d10+24) - -\textbf{Speed} 30 ft., fly 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -17 (+3) & 16 (+3) & 17 (+3) & 7 (-2) & 12 (+1) & 8 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} darkvision 60 ft., passive Perception 11 - -\textbf{Languages} Common - -\textbf{Challenge} 3 (700 XP) - -\textbf{\emph{Tail Spike Regrowth}}. The manticore has twenty-four tail -spikes. Used spikes regrow when the manticore finishes a long rest. - -Actions - -\textbf{\emph{Multiattack}}. The manticore makes three attacks: one with -its bite and two with its claws or three with its tail spikes. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (1d8+3) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 6 (1d6+3) slashing damage. - -\textbf{\emph{Tail Spike}}. \emph{Ranged Weapon Attack:} +5 to hit, -range 100/200 ft., one target. \emph{Hit:} 7 (1d8+3) piercing damage. - -\hypertarget{medusa}{% -\subsection{Medusa}\label{medusa}} - -\emph{Medium monstrosity, lawful evil} - -\textbf{Armor Class} 15 (natural armor) - -\textbf{Hit Points} 127 (17d8+51) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -10 (+0) & 15 (+2) & 16 (+3) & 12 (+1) & 13 (+1) & 15 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Deception +5, Insight +4, Perception +4, Stealth +5 - -\textbf{Senses} darkvision 60 ft., passive Perception 14 - -\textbf{Languages} Common - -\textbf{Challenge} 6 (2,300 XP) - -\textbf{\emph{Petrifying Gaze}}. When a creature that can see the -medusa's eyes starts its turn within 30 feet of the medusa, the medusa -can force it to make a DC 14 Constitution saving throw if the medusa -isn't incapacitated and can see the creature. If the saving throw fails -by 5 or more, the creature is instantly petrified. Otherwise, a creature -that fails the save begins to turn to stone and is restrained. The -restrained creature must repeat the saving throw at the end of its next -turn, becoming petrified on a failure or ending the effect on a success. -The petrification lasts until the creature is freed by the \emph{greater -restoration} spell or other magic. - -Unless surprised, a creature can avert its eyes to avoid the saving -throw at the start of its turn. If the creature does so, it can't see -the medusa until the start of its next turn, when it can avert its eyes -again. If the creature looks at the medusa in the meantime, it must -immediately make the save. - -If the medusa sees itself reflected on a polished surface within 30 feet -of it and in an area of bright light, the medusa is, due to its curse, -affected by its own gaze. - -Actions - -\textbf{\emph{Multiattack}}. The medusa makes either three melee -attacks-one with its snake hair and two with its shortsword-or two -ranged attacks with its longbow. - -\textbf{\emph{Snake Hair}}. \emph{Melee Weapon Attack:} +5 to hit, reach -5 ft., one creature. \emph{Hit:} 4 (1d4+2) piercing damage plus 14 (4d6) -poison damage. - -\textbf{\emph{Shortsword}}. \emph{Melee Weapon Attack:} +5 to hit, reach -5 ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage. - -\textbf{\emph{Longbow}}. \emph{Ranged Weapon Attack:} +5 to hit, range -150/600 ft., one target. \emph{Hit:} 6 (1d8+2) piercing damage plus 7 -(2d6) poison damage. - -\hypertarget{mephits}{% -\subsection{Mephits}\label{mephits}} - -\hypertarget{dust-mephit}{% -\subsubsection{Dust Mephit}\label{dust-mephit}} - -\emph{Small elemental, neutral evil} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 17 (5d6) - -\textbf{Speed} 30 ft., fly 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -5 (-3) & 14 (+2) & 10 (+0) & 9 (-1) & 11 (+0) & 10 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +2, Stealth +4 - -\textbf{Damage Vulnerabilities} Fire - -\textbf{Damage Immunities} Poison - -\textbf{Condition Immunities} Poisoned - -\textbf{Senses} Darkvision 60 ft., passive Perception 12 - -\textbf{Languages} Auran, Terran - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Death Burst}}. When the mephit dies, it explodes in a -burst of dust. Each creature within 5 feet of it must then succeed on a -DC 10 Constitution saving throw or be blinded for 1 minute. A blinded -creature can repeat the saving throw on each of its turns, ending the -effect on itself on a success. - -\textbf{\emph{Innate Spellcasting (1/Day)}}. The mephit can innately -cast \emph{sleep}, requiring no material components. Its innate -spellcasting ability is Charisma. - -Actions - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one creature. \emph{Hit:} 4 (1d4+2) slashing damage. - -\textbf{\emph{Blinding Breath (Recharge 6)}}. The mephit exhales a 15- -foot cone of blinding dust. Each creature in that area must succeed on a -DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can -repeat the saving throw at the end of each of its turns, ending the -effect on itself on a success. - -\hypertarget{ice-mephit}{% -\subsubsection{Ice Mephit}\label{ice-mephit}} - -\emph{Small elemental, neutral evil} - -\textbf{Armor Class} 11 - -\textbf{Hit Points} 21 (6d6) - -\textbf{Speed} 30 ft., fly 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -7 (-2) & 13 (+1) & 10 (+0) & 9 (-1) & 11 (+0) & 12 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +2, Stealth +3 - -\textbf{Damage Vulnerabilities} bludgeoning, fire - -\textbf{Damage Immunities} cold, poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 12 - -\textbf{Languages} Aquan, Auran - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Death Burst}}. When the mephit dies, it explodes in a -burst of jagged ice. Each creature within 5 feet of it must make a DC 10 -Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, -or half as much damage on a successful one. - -\textbf{\emph{False Appearance}}. While the mephit remains motionless, -it is indistinguishable from an ordinary shard of ice. - -\textbf{\emph{Innate Spellcasting (1/Day)}}. The mephit can innately -cast \emph{fog cloud}, requiring no material components. Its innate -spellcasting ability is Charisma. - -Actions - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one creature. \emph{Hit:} 3 (1d4+1) slashing damage plus 2 (1d4) -cold damage. - -\textbf{\emph{Frost Breath (Recharge 6)}}. The mephit exhales a 15- foot -cone of cold air. Each creature in that area must succeed on a DC 10 -Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or -half as much damage on a successful one. - -\hypertarget{magma-mephit}{% -\subsubsection{Magma Mephit}\label{magma-mephit}} - -\emph{Small elemental, neutral evil} - -\textbf{Armor Class} 11 - -\textbf{Hit Points} 22 (5d6+5) - -\textbf{Speed} 30 ft., fly 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -8 (-1) & 12 (+1) & 12 (+1) & 7 (-2) & 10 (+0) & 10 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Stealth +3 - -\textbf{Damage Vulnerabilities} cold - -\textbf{Damage Immunities} fire, poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} Ignan, Terran - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Death Burst}}. When the mephit dies, it explodes in a -burst of lava. Each creature within 5 feet of it must make a DC 11 -Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or -half as much damage on a successful one. - -\textbf{\emph{False Appearance}}. While the mephit remains motionless, -it is indistinguishable from an ordinary mound of magma. - -\textbf{\emph{Innate Spellcasting (1/Day)}}. The mephit can innately -cast \emph{heat metal} (spell save DC 10), requiring no material -components. Its innate spellcasting ability is Charisma. - -Actions - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one creature. \emph{Hit:} 3 (1d4+1) slashing damage plus 2 (1d4) -fire damage. - -\textbf{\emph{Fire Breath (Recharge 6)}}. The mephit exhales a 15-foot -cone of fire. Each creature in that area must make a DC 11 Dexterity -saving throw, taking 7 (2d6) fire damage on a failed save, or half as -much damage on a successful one. - -\hypertarget{steam-mephit}{% -\subsubsection{Steam Mephit}\label{steam-mephit}} - -\emph{Small elemental, neutral evil} - -\textbf{Armor Class} 10 - -\textbf{Hit Points} 21 (6d6) - -\textbf{Speed} 30 ft., fly 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -5 (-3) & 11 (+0) & 10 (+0) & 11 (+0) & 10 (+0) & 12 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Immunities} fire, poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} Aquan, Ignan - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{Death Burst}}. When the mephit dies, it explodes in a -cloud of steam. Each creature within 5 feet of the mephit must succeed -on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. - -\textbf{\emph{Innate Spellcasting (1/Day)}}. The mephit can innately -cast \emph{blur}, requiring no material components. Its innate -spellcasting ability is Charisma. - -Actions - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +2 to hit, reach 5 -ft., one creature. \emph{Hit:} 2 (1d4) slashing damage plus 2 (1d4) fire -damage. - -\textbf{\emph{Steam Breath (Recharge 6)}}. The mephit exhales a 15- foot -cone of scalding steam. Each creature in that area must succeed on a DC -10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, -or half as much damage on a successful one. - -\hypertarget{merfolk}{% -\subsection{Merfolk}\label{merfolk}} - -\emph{Medium humanoid (merfolk), neutral} - -\textbf{Armor Class} 11 - -\textbf{Hit Points} 11 (2d8+2) - -\textbf{Speed} 10 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -10 (+0) & 13 (+1) & 12 (+1) & 11 (+0) & 11 (+0) & 12 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +2 - -\textbf{Senses} passive Perception 12 - -\textbf{Languages} Aquan, Common - -\textbf{Challenge} 1/8 (25 XP) - -\textbf{\emph{Amphibious}}. The merfolk can breathe air and water. - -Actions - -\textbf{\emph{Spear}}. \emph{Melee or Ranged Weapon Attack:} +2 to hit, -reach 5 ft. or range 20/60 ft., one target. \emph{Hit:} 3 (1d6) piercing -damage, or 4 (1d8) piercing damage if used with two hands to make a -melee attack. - -\hypertarget{merrow}{% -\subsection{Merrow}\label{merrow}} - -\emph{Large monstrosity, chaotic evil} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 45 (6d10+12) - -\textbf{Speed} 10 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 10 (+0) & 15 (+2) & 8 (-1) & 10 (+0) & 9 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} Abyssal, Aquan - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Amphibious}}. The merrow can breathe air and water. - -Actions - -\textbf{\emph{Multiattack}}. The merrow makes two attacks: one with its -bite and one with its claws or harpoon. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 8 (1d8+4) piercing damage. - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 9 (2d4+4) slashing damage. - -\textbf{\emph{Harpoon}}. \emph{Melee or Ranged Weapon Attack:} +6 to -hit, reach 5 ft. or range 20/60 ft., one target. \emph{Hit:} 11 (2d6+3) -piercing damage. If the target is a Huge or smaller creature, it must -succeed on a Strength contest against the merrow or be pulled up to 20 -feet toward the merrow. - -\hypertarget{mimic}{% -\subsection{Mimic}\label{mimic}} - -\emph{Medium monstrosity (shapechanger), neutral} - -\textbf{Armor Class} 12 (natural armor) - -\textbf{Hit Points} 58 (9d8+18) - -\textbf{Speed} 15 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -17 (+3) & 12 (+1) & 15 (+2) & 5 (-3) & 13 (+1) & 8 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Stealth +5 - -\textbf{Damage Immunities} acid - -\textbf{Condition Immunities} prone - -\textbf{Senses} darkvision 60 ft., passive Perception 11 - -\textbf{Languages} - - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Shapechanger}}. The mimic can use its action to polymorph -into an object or back into its true, amorphous form. Its statistics are -the same in each form. Any equipment it is wearing or carrying isn't -transformed. It reverts to its true form if it dies. - -\textbf{\emph{Adhesive (Object Form Only)}}. The mimic adheres to -anything that touches it. A Huge or smaller creature adhered to the -mimic is also grappled by it (escape DC 13). Ability checks made to -escape this grapple have disadvantage. - -\textbf{\emph{False Appearance (Object Form Only)}}. While the mimic -remains motionless, it is indistinguishable from an ordinary object. - -\textbf{\emph{Grappler}}. The mimic has advantage on attack rolls -against any creature grappled by it. - -Actions - -\textbf{\emph{Pseudopod}}. \emph{Melee Weapon Attack:} +5 to hit, reach -5 ft., one target. \emph{Hit:} 7 (1d8+3) bludgeoning damage. If the -mimic is in object form, the target is subjected to its Adhesive trait. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (1d8+3) piercing damage plus 4 (1d8) acid -damage. - -\hypertarget{minotaur}{% -\subsection{Minotaur}\label{minotaur}} - -\emph{Large monstrosity, chaotic evil} - -\textbf{Armor Class} 14 (natural armor) - -\textbf{Hit Points} 76 (9d10+27) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 11 (+0) & 16 (+3) & 6 (-2) & 16 (+3) & 9 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +7 - -\textbf{Senses} darkvision 60 ft., passive Perception 17 - -\textbf{Languages} Abyssal - -\textbf{Challenge} 3 (700 XP) - -\textbf{\emph{Charge}}. If the minotaur moves at least 10 feet straight -toward a target and then hits it with a gore attack on the same turn, -the target takes an extra 9 (2d8) piercing damage. If the target is a -creature, it must succeed on a DC 14 Strength saving throw or be pushed -up to 10 feet away and knocked prone. - -\textbf{\emph{Labyrinthine Recall}}. The minotaur can perfectly recall -any path it has traveled. - -\textbf{\emph{Reckless}}. At the start of its turn, the minotaur can -gain advantage on all melee weapon attack rolls it makes during that -turn, but attack rolls against it have advantage until the start of its -next turn. - -Actions - -\textbf{\emph{Greataxe}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 17 (2d12+4) slashing damage. - -\textbf{\emph{Gore}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 13 (2d8+4) piercing damage. - -\hypertarget{mummies}{% -\subsection{Mummies}\label{mummies}} - -\hypertarget{mummy}{% -\subsubsection{Mummy}\label{mummy}} - -\emph{Medium undead, lawful evil} - -\textbf{Armor Class} 11 (natural armor) - -\textbf{Hit Points} 58 (9d8+18) - -\textbf{Speed} 20 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 8 (-1) & 15 (+2) & 6 (-2) & 10 (+0) & 12 (+1) \\ -\bottomrule -\end{longtable} - -Saving Throws Wis +2 - -\textbf{Damage Vulnerabilities} fire - -\textbf{Damage Resistances} bludgeoning, piercing, and slashing from -nonmagical attacks - -\textbf{Damage Immunities} necrotic, poison - -\textbf{Condition Immunities} charmed, exhaustion, frightened, -paralyzed, poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} the languages it knew in life - -\textbf{Challenge} 3 (700 XP) - -Actions - -\textbf{\emph{Multiattack}}. The mummy can use its Dreadful Glare and -makes one attack with its rotting fist. - -\textbf{\emph{Rotting Fist}}. \emph{Melee Weapon Attack:} +5 to hit, -reach 5 ft., one target. \emph{Hit:} 10 (2d6+3) bludgeoning damage plus -10 (3d6) necrotic damage. If the target is a creature, it must succeed -on a DC 12 Constitution saving throw or be cursed with mummy rot. The -cursed target can't regain hit points, and its hit point maximum -decreases by 10 (3d6) for every 24 hours that elapse. If the curse -reduces the target's hit point maximum to 0, the target dies, and its -body turns to dust. The curse lasts until removed by the \emph{remove -curse} spell or other magic. - -\textbf{\emph{Dreadful Glare}}. The mummy targets one creature it can -see within 60 feet of it. If the target can see the mummy, it must -succeed on a DC 11 Wisdom saving throw against this magic or become -frightened until the end of the mummy's next turn. If the target fails -the saving throw by 5 or more, it is also paralyzed for the same -duration. A target that succeeds on the saving throw is immune to the -Dreadful Glare of all mummies (but not mummy lords) for the next 24 -hours. - -\hypertarget{mummy-lord}{% -\subsubsection{Mummy Lord}\label{mummy-lord}} - -\emph{Medium undead, lawful evil} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 97 (13d8+39) - -\textbf{Speed} 20 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 10 (+0) & 17 (+3) & 11 (+0) & 18 (+4) & 16 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Con +8, Int +5, Wis +9, Cha +8 - -\textbf{Skills} History +5, Religion +5 - -\textbf{Damage Vulnerabilities} fire - -\textbf{Damage Immunities} necrotic, poison; bludgeoning, piercing, and -slashing from nonmagical attacks - -\textbf{Condition Immunities} charmed, exhaustion, frightened, -paralyzed, poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 14 - -\textbf{Languages} the languages it knew in life - -\textbf{Challenge} 15 (13,000 XP) - -\textbf{\emph{Magic Resistance}}. The mummy lord has advantage on saving -throws against spells and other magical effects. - -\textbf{\emph{Rejuvenation}}. A destroyed mummy lord gains a new body in -24 hours if its heart is intact, regaining all its hit points and -becoming active again. The new body appears within 5 feet of the mummy -lord's heart. - -\textbf{\emph{Spellcasting}}. The mummy lord is a 10th-level -spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to -hit with spell attacks). The mummy lord has the following cleric spells -prepared: - -Cantrips (at will): \emph{sacred flame}, \emph{thaumaturgy} 1st level (4 -slots): \emph{command}, \emph{guiding bolt}, \emph{shield of faith} 2nd -level (3 slots): \emph{hold person}, \emph{silence}, \emph{spiritual -weapon} 3rd level (3 slots): \emph{animate dead}, \emph{dispel magic} -4th level (3 slots): \emph{divination}, \emph{guardian of faith} 5th -level (2 slots): \emph{contagion}, \emph{insect plague} 6th level (1 -slot): \emph{harm} - -Actions - -\textbf{\emph{Multiattack}}. The mummy can use its Dreadful Glare and -makes one attack with its rotting fist. - -\textbf{\emph{Rotting Fist}}. \emph{Melee Weapon Attack:} +9 to hit, -reach 5 ft., one target. \emph{Hit:} 14 (3d6+4) bludgeoning damage plus -21 (6d6) necrotic damage. If the target is a creature, it must succeed -on a DC 16 Constitution saving throw or be cursed with mummy rot. The -cursed target can't regain hit points, and its hit point maximum -decreases by 10 (3d6) for every 24 hours that elapse. If the curse -reduces the target's hit point maximum to 0, the target dies, and its -body turns to dust. The curse lasts until removed by the \emph{remove -curse} spell or other magic. - -\textbf{\emph{Dreadful Glare}}. The mummy lord targets one creature it -can see within 60 feet of it. If the target can see the mummy lord, it -must succeed on a DC 16 Wisdom saving throw against this magic or become -frightened until the end of the mummy's next turn. If the target fails -the saving throw by 5 or more, it is also paralyzed for the same -duration. A target that succeeds on the saving throw is immune to the -Dreadful Glare of all mummies and mummy lords for the next 24 hours. - -Legendary Actions - -The mummy lord can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The mummy lord regains spent -legendary actions at the start of its turn. - -\textbf{Attack}. The mummy lord makes one attack with its rotting fist -or uses its Dreadful Glare. - -\textbf{Blinding Dust}. Blinding dust and sand swirls magically around -the mummy lord. Each creature within 5 feet of the mummy lord must -succeed on a DC 16 Constitution saving throw or be blinded until the end -of the creature's next turn. - -\textbf{Blasphemous Word (Costs 2 Actions)}. The mummy lord utters a -blasphemous word. Each non-undead creature within 10 feet of the mummy -lord that can hear the magical utterance must succeed on a DC 16 -Constitution saving throw or be stunned until the end of the mummy -lord's next turn. - -\textbf{Channel Negative Energy (Costs 2 Actions)}. The mummy lord -magically unleashes negative energy. Creatures within 60 feet of the -mummy lord, including ones behind barriers and around corners, can't -regain hit points until the end of the mummy lord's next turn. - -\textbf{Whirlwind of Sand (Costs 2 Actions)}. The mummy lord magically -transforms into a whirlwind of sand, moves up to 60 feet, and reverts to -its normal form. While in whirlwind form, the mummy lord is immune to -all damage, and it can't be grappled, petrified, knocked prone, -restrained, or stunned. Equipment worn or carried by the mummy lord -remain in its possession. - -\hypertarget{monsters-n}{% -\section{Monsters (N)}\label{monsters-n}} - -\hypertarget{nagas}{% -\subsection{Nagas}\label{nagas}} - -\hypertarget{guardian-naga}{% -\subsubsection{Guardian Naga}\label{guardian-naga}} - -\emph{Large monstrosity, lawful good} - -\textbf{Armor Class} 18 (natural armor) - -\textbf{Hit Points} 127 (15d10+45) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 18 (+4) & 16 (+3) & 16 (+3) & 19 (+4) & 18 (+4) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +6, Con +5, Wis +5, Cha +6 - -\textbf{Saving Throws} Dex +8, Con +7, Int +7, Wis +8, Cha +8 - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} charmed, poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 14 - -\textbf{Languages} Celestial, Common - -\textbf{Challenge} 10 (5,900 XP) - -\textbf{\emph{Rejuvenation}}. If it dies, the naga returns to life in -1d6 days and regains all its hit points. Only a \emph{wish} spell can -prevent this trait from functioning. - -\textbf{\emph{Spellcasting}}. The naga is an 11th-level spellcaster. Its -spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell -attacks), and it needs only verbal components to cast its spells. It has -the following cleric spells prepared: - -Cantrips (at will): \emph{mending}, \emph{sacred flame}, -\emph{thaumaturgy} 1st level (4 slots): \emph{command}, \emph{cure -wounds}, \emph{shield of faith} 2nd level (3 slots): \emph{calm -emotions}, \emph{hold person} 3rd level (3 slots): \emph{bestow curse}, -\emph{clairvoyance} 4th level (3 slots): \emph{banishment}, -\emph{freedom of movement} 5th level (2 slots): \emph{flame strike}, -\emph{geas} 6th level (1 slot): \emph{true seeing} - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +8 to hit, reach 10 -ft., one creature. \emph{Hit:} 8 (1d8+4) piercing damage, and the target -must make a DC 15 Constitution saving throw, taking 45 (10d8) poison -damage on a failed save, or half as much damage on a successful one. - -\textbf{\emph{Spit Poison}}. \emph{Ranged Weapon Attack:} +8 to hit, -range 15/30 ft., one creature. \emph{Hit:} The target must make a DC 15 -Constitution saving throw, taking 45 (10d8) poison damage on a failed -save, or half as much damage on a successful one. - -\hypertarget{spirit-naga}{% -\subsubsection{Spirit Naga}\label{spirit-naga}} - -\emph{Large monstrosity, chaotic evil} - -\textbf{Armor Class} 15 (natural armor) - -\textbf{Hit Points} 75 (10d10+20) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 17 (+3) & 14 (+2) & 16 (+3) & 15 (+2) & 16 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} charmed, poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 12 - -\textbf{Languages} Abyssal, Common - -\textbf{Challenge} 8 (3,900 XP) - -\textbf{\emph{Rejuvenation}}. If it dies, the naga returns to life in -1d6 days and regains all its hit points. Only a \emph{wish} spell can -prevent this trait from functioning. - -\textbf{\emph{Spellcasting}}. The naga is a 10th-level spellcaster. Its -spellcasting ability is Intelligence (spell save DC 14, +6 to hit with -spell attacks), and it needs only verbal components to cast its spells. -It has the following wizard spells prepared: - -Cantrips (at will): \emph{mage hand}, \emph{minor illusion}, \emph{ray -of frost} 1st level (4 slots): \emph{charm person}, \emph{detect magic}, -\emph{sleep} 2nd level (3 slots): \emph{detect thoughts}, \emph{hold -person} 3rd level (3 slots): \emph{lightning bolt}, \emph{water -breathing} 4th level (3 slots): \emph{blight}, \emph{dimension door} 5th -level (2 slots): \emph{dominate person} - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 10 -ft., one creature. \emph{Hit:} 7 (1d6+4) piercing damage, and the target -must make a DC 13 Constitution saving throw, taking 31 (7d8) poison -damage on a failed save, or half as much damage on a successful one. - -\hypertarget{nightmare}{% -\subsection{Nightmare}\label{nightmare}} - -\emph{Large fiend, neutral evil} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 68 (8d10+24) - -\textbf{Speed} 60 ft., fly 90 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 15 (+2) & 16 (+3) & 10 (+0) & 13 (+1) & 15 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Immunities} fire - -\textbf{Senses} passive Perception 11 - -\textbf{Languages} understands Abyssal, Common, and Infernal but can't -speak - -\textbf{Challenge} 3 (700 XP) - -\textbf{\emph{Confer Fire Resistance}}. The nightmare can grant -resistance to fire damage to anyone riding it. - -\textbf{\emph{Illumination}}. The nightmare sheds bright light in a 10- -foot radius and dim light for an additional 10 feet. - -Actions - -\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 13 (2d8+4) bludgeoning damage plus 7 (2d6) -fire damage. - -\textbf{\emph{Ethereal Stride}}. The nightmare and up to three willing -creatures within 5 feet of it magically enter the Ethereal Plane from -the Material Plane, or vice versa. - -\hypertarget{monsters-o}{% -\section{Monsters (O)}\label{monsters-o}} - -\hypertarget{ogre}{% -\subsection{Ogre}\label{ogre}} - -\emph{Large giant, chaotic evil} - -\textbf{Armor Class} 11 (hide armor) - -\textbf{Hit Points} 59 (7d10+21) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 8 (-1) & 16 (+3) & 5 (-3) & 7 (-2) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} darkvision 60 ft., passive Perception 8 - -\textbf{Languages} Common, Giant - -\textbf{Challenge} 2 (450 XP) - -Actions - -\textbf{\emph{Greatclub}}. \emph{Melee Weapon Attack:} +6 to hit, reach -5 ft., one target. \emph{Hit:} 13 (2d8+4) bludgeoning damage. - -\textbf{\emph{Javelin}}. \emph{Melee or Ranged Weapon Attack:} +6 to -hit, reach 5 ft. or range 30/120 ft., one target. \emph{Hit:} 11 (2d6+4) -piercing damage. - -\hypertarget{oni}{% -\subsection{Oni}\label{oni}} - -\emph{Large giant, lawful evil} - -\textbf{Armor Class} 16 (chain mail) - -\textbf{Hit Points} 110 (13d10+39) - -\textbf{Speed} 30 ft., fly 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 11 (+0) & 16 (+3) & 14 (+2) & 12 (+1) & 15 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +3, Con +6, Wis +4, Cha +5 - -\textbf{Skills} Arcana +5, Deception +8, Perception +4 - -\textbf{Senses} darkvision 60 ft., passive Perception 14 - -\textbf{Languages} Common, Giant - -\textbf{Challenge} 7 (2,900 XP) - -\textbf{\emph{Innate Spellcasting}}. The oni's innate spellcasting -ability is Charisma (spell save DC 13). The oni can innately cast the -following spells, requiring no material Components - -At will: \emph{darkness}, \emph{invisibility} - -1/day each: \emph{charm person}, \emph{cone of cold}, \emph{gaseous -form}, \emph{sleep} - -\textbf{\emph{Magic Weapons}}. The oni's weapon attacks are magical. - -\textbf{\emph{Regeneration}}. The oni regains 10 hit points at the start -of its turn if it has at least 1 hit point. - -Actions - -\textbf{\emph{Multiattack}}. The oni makes two attacks, either with its -claws or its glaive. - -\textbf{\emph{Claw (Oni Form Only)}}. \emph{Melee Weapon Attack:} +7 to -hit, reach 5 ft., one target. \emph{Hit:} 8 (1d8+4) slashing damage. - -\textbf{\emph{Glaive}}. \emph{Melee Weapon Attack:} +7 to hit, reach 10 -ft., one target. \emph{Hit:} 15 (2d10+4) slashing damage, or 9 (1d10+4) -slashing damage in Small or Medium form. - -\textbf{\emph{Change Shape}}. The oni magically polymorphs into a Small -or Medium humanoid, into a Large giant, or back into its true form. -Other than its size, its statistics are the same in each form. The only -equipment that is transformed is its glaive, which shrinks so that it -can be wielded in humanoid form. If the oni dies, it reverts to its true -form, and its glaive reverts to its normal size. - -\hypertarget{oozes}{% -\subsection{Oozes}\label{oozes}} - -\hypertarget{black-pudding}{% -\subsubsection{Black Pudding}\label{black-pudding}} - -\emph{Large ooze, unaligned} - -\textbf{Armor Class} 7 - -\textbf{Hit Points} 85 (10d10+30) - -\textbf{Speed} 20 ft., climb 20 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 5 (-3) & 16 (+3) & 1 (-5) & 6 (-2) & 1 (-5) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Immunities} acid, cold, lightning, slashing - -\textbf{Condition Immunities} blinded, charmed, deafened, exhaustion, -frightened, prone - -\textbf{Senses} blindsight 60 ft. (blind beyond this radius), passive -Perception 8 - -\textbf{Languages} - - -\textbf{Challenge} 4 (1,100 XP) - -\textbf{\emph{Amorphous}}. The pudding can move through a space as -narrow as 1 inch wide without squeezing. - -\textbf{\emph{Corrosive Form}}. A creature that touches the pudding or -hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid -damage. Any nonmagical weapon made of metal or wood that hits the -pudding corrodes. After dealing damage, the weapon takes a permanent and -cumulative -1 penalty to damage rolls. If its penalty drops to -5, the -weapon is destroyed. Nonmagical ammunition made of metal or wood that -hits the pudding is destroyed after dealing damage. - -The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 -round. - -\textbf{\emph{Spider Climb}}. The pudding can climb difficult surfaces, -including upside down on ceilings, without needing to make an ability -check. - -Actions - -\textbf{\emph{Pseudopod}}. \emph{Melee Weapon Attack:} +5 to hit, reach -5 ft., one target. \emph{Hit:} 6 (1d6+3) bludgeoning damage plus 18 -(4d8) acid damage. In addition, nonmagical armor worn by the target is -partly dissolved and takes a permanent and cumulative -1 penalty to the -AC it offers. The armor is destroyed if the penalty reduces its AC to -10. - -Reactions - -\textbf{\emph{Split}}. When a pudding that is Medium or larger is -subjected to lightning or slashing damage, it splits into two new -puddings if it has at least 10 hit points. Each new pudding has hit -points equal to half the original pudding's, rounded down. New puddings -are one size smaller than the original pudding. - -\hypertarget{gelatinous-cube}{% -\subsubsection{Gelatinous Cube}\label{gelatinous-cube}} - -\emph{Large ooze, unaligned} - -\textbf{Armor Class} 6 - -\textbf{Hit Points} 84 (8d10+40) - -\textbf{Speed} 15 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -14 (+2) & 3 (-4) & 20 (+5) & 1 (-5) & 6 (-2) & 1 (-5) \\ -\bottomrule -\end{longtable} - -\textbf{Condition Immunities} blinded, charmed, deafened, exhaustion, -frightened, prone - -\textbf{Senses} blindsight 60 ft. (blind beyond this radius), passive -Perception 8 - -\textbf{Languages} - - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Ooze Cube}}. The cube takes up its entire space. Other -creatures can enter the space, but a creature that does so is subjected -to the cube's Engulf and has disadvantage on the saving throw. - -Creatures inside the cube can be seen but have total cover. - -A creature within 5 feet of the cube can take an action to pull a -creature or object out of the cube. Doing so requires a successful DC 12 -Strength check, and the creature making the attempt takes 10 (3d6) acid -damage. - -The cube can hold only one Large creature or up to four Medium or -smaller creatures inside it at a time. - -\textbf{\emph{Transparent}}. Even when the cube is in plain sight, it -takes a successful DC 15 Wisdom (Perception) check to spot a cube that -has neither moved nor attacked. A creature that tries to enter the -cube's space while unaware of the cube is surprised by the cube. - -Actions - -\textbf{\emph{Pseudopod}}. \emph{Melee Weapon Attack:} +4 to hit, reach -5 ft., one creature. \emph{Hit:} 10 (3d6) acid damage. - -\textbf{\emph{Engulf}}. The cube moves up to its speed. While doing so, -it can enter Large or smaller creatures' spaces. Whenever the cube -enters a creature's space, the creature must make a DC 12 Dexterity -saving throw. - -On a successful save, the creature can choose to be pushed 5 feet back -or to the side of the cube. A creature that chooses not to be pushed -suffers the consequences of a failed saving throw. - -On a failed save, the cube enters the creature's space, and the creature -takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't -breathe, is restrained, and takes 21 (6d6) acid damage at the start of -each of the cube's turns. When the cube moves, the engulfed creature -moves with it. - -An engulfed creature can try to escape by taking an action to make a DC -12 Strength check. On a success, the creature escapes and enters a space -of its choice within 5 feet of the cube. - -\hypertarget{gray-ooze}{% -\subsubsection{Gray Ooze}\label{gray-ooze}} - -\emph{Medium ooze, unaligned} - -\textbf{Armor Class} 8 - -\textbf{Hit Points} 22 (3d8+9) - -\textbf{Speed} 10 ft., climb 10 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -12 (+1) & 6 (-2) & 16 (+3) & 1 (-5) & 6 (-2) & 2 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Stealth +2 - -\textbf{Damage Resistances} acid, cold, fire - -\textbf{Condition Immunities} blinded, charmed, deafened, exhaustion, -frightened, prone - -\textbf{Senses} blindsight 60 ft. (blind beyond this radius), passive -Perception 8 - -\textbf{Languages} - - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Amorphous}}. The ooze can move through a space as narrow -as 1 inch wide without squeezing. - -\textbf{\emph{Corrode Metal}}. Any nonmagical weapon made of metal that -hits the ooze corrodes. After dealing damage, the weapon takes a -permanent and cumulative -1 penalty to damage rolls. If its penalty -drops to -5, the weapon is destroyed. Nonmagical ammunition made of -metal that hits the ooze is destroyed after dealing damage. - -The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. - -\textbf{\emph{False Appearance}}. While the ooze remains motionless, it -is indistinguishable from an oily pool or wet rock. - -Actions - -\textbf{\emph{Pseudopod}}. \emph{Melee Weapon Attack:} +3 to hit, reach -5 ft., one target. \emph{Hit:} 4 (1d6+1) bludgeoning damage plus 7 (2d6) -acid damage, and if the target is wearing nonmagical metal armor, its -armor is partly corroded and takes a permanent and cumulative -1 penalty -to the AC it offers. The armor is destroyed if the penalty reduces its -AC to 10. - -\hypertarget{ochre-jelly}{% -\subsubsection{Ochre Jelly}\label{ochre-jelly}} - -\emph{Large ooze, unaligned} - -\textbf{Armor Class} 8 - -\textbf{Hit Points} 45 (6d10+12) - -\textbf{Speed} 10 ft., climb 10 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 6 (-2) & 14 (+2) & 2 (-4) & 6 (-2) & 1 (-5) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Resistances} acid - -\textbf{Damage Immunities} lightning, slashing - -\textbf{Condition Immunities} blinded, charmed, deafened, exhaustion, -frightened, prone - -\textbf{Senses} blindsight 60 ft. (blind beyond this radius), passive -Perception 8 - -\textbf{Languages} - - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Amorphous}}. The jelly can move through a space as narrow -as 1 inch wide without squeezing. - -\textbf{\emph{Spider Climb}}. The jelly can climb difficult surfaces, -including upside down on ceilings, without needing to make an ability -check. - -Actions - -\textbf{\emph{Pseudopod}}. \emph{Melee Weapon Attack:} +4 to hit, reach -5 ft., one target. \emph{Hit:} 9 (2d6+2) bludgeoning damage plus 3 (1d6) -acid damage. - -Reactions - -\textbf{\emph{Split}}. When a jelly that is Medium or larger is -subjected to lightning or slashing damage, it splits into two new -jellies if it has at least 10 hit points. Each new jelly has hit points -equal to half the original jelly's, rounded down. New jellies are one -size smaller than the original jelly. - -\hypertarget{orc}{% -\subsection{Orc}\label{orc}} - -\emph{Medium humanoid (orc), chaotic evil} - -\textbf{Armor Class} 13 (hide armor) - -\textbf{Hit Points} 15 (2d8+6) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 12 (+1) & 16 (+3) & 7 (-2) & 11 (+0) & 10 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Intimidation +2 - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} Common, Orc - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Aggressive}}. As a bonus action, the orc can move up to -its speed toward a hostile creature that it can see. - -Actions - -\textbf{\emph{Greataxe}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 9 (1d12+3) slashing damage. - -\textbf{\emph{Javelin}}. \emph{Melee or Ranged Weapon Attack:} +5 to -hit, reach 5 ft. or range 30/120 ft., one target. \emph{Hit:} 6 (1d6+3) -piercing damage. - -\hypertarget{otyugh}{% -\subsection{Otyugh}\label{otyugh}} - -\emph{Large aberration, neutral} - -\textbf{Armor Class} 14 (natural armor) - -\textbf{Hit Points} 114 (12d10+48) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 11 (+0) & 19 (+4) & 6 (-2) & 13 (+1) & 6 (-2) \\ -\bottomrule -\end{longtable} - -Saving Throws Con +7 - -\textbf{Senses} darkvision 120 ft., passive Perception 11 - -\textbf{Languages} Otyugh - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Limited Telepathy}}. The otyugh can magically transmit -simple messages and images to any creature within 120 feet of it that -can understand a language. This form of telepathy doesn't allow the -receiving creature to telepathically respond. - -Actions - -\textbf{\emph{Multiattack}}. The otyugh makes three attacks: one with -its bite and two with its tentacles. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 12 (2d8+3) piercing damage. If the target -is a creature, it must succeed on a DC 15 Constitution saving throw -against disease or become poisoned until the disease is cured. Every 24 -hours that elapse, the target must repeat the saving throw, reducing its -hit point maximum by 5 (1d10) on a failure. The disease is cured on a -success. The target dies if the disease reduces its hit point maximum to -0. This reduction to the target's hit point maximum lasts until the -disease is cured. - -\textbf{\emph{Tentacle}}. \emph{Melee Weapon Attack:} +6 to hit, reach -10 ft., one target. \emph{Hit:} 7 (1d8+3) bludgeoning damage plus 4 -(1d8) piercing damage. If the target is Medium or smaller, it is -grappled (escape DC 13) and restrained until the grapple ends. The -otyugh has two tentacles, each of which can grapple one target. - -\textbf{\emph{Tentacle Slam}}. The otyugh slams creatures grappled by it -into each other or a solid surface. Each creature must succeed on a DC -14 Constitution saving throw or take 10 (2d6+3) bludgeoning damage and -be stunned until the end of the otyugh's next turn. On a successful -save, the target takes half the bludgeoning damage and isn't stunned. - -\hypertarget{owlbear}{% -\subsection{Owlbear}\label{owlbear}} - -\emph{Large monstrosity, unaligned} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 59 (7d10+21) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -20 (+5) & 12 (+1) & 17 (+3) & 3 (-4) & 12 (+1) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3 - -\textbf{Senses} darkvision 60 ft., passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 3 (700 XP) - -\textbf{\emph{Keen Sight and Smell}}. The owlbear has advantage on -Wisdom (Perception) checks that rely on sight or smell. - -Actions - -\textbf{\emph{Multiattack}}. The owlbear makes two attacks: one with its -beak and one with its claws. - -\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one creature. \emph{Hit:} 10 (1d10+5) piercing damage. - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 14 (2d8+5) slashing damage. - -\hypertarget{monsters-p}{% -\section{Monsters (P)}\label{monsters-p}} - -\hypertarget{pegasus}{% -\subsection{Pegasus}\label{pegasus}} - -\emph{Large celestial, chaotic good} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 59 (7d10+21) - -\textbf{Speed} 60 ft., fly 90 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 15 (+2) & 16 (+3) & 10 (+0) & 15 (+2) & 13 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +4, Wis +4, Cha +3 - -\textbf{Skills} Perception +6 - -\textbf{Senses} passive Perception 16 - -\textbf{Languages} understands Celestial, Common, Elvish, and Sylvan but -can't speak - -\textbf{Challenge} 2 (450 XP) - -Actions - -\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 11 (2d6+4) bludgeoning damage. - -\hypertarget{pseudodragon}{% -\subsection{Pseudodragon}\label{pseudodragon}} - -\emph{Tiny dragon, neutral good} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 7 (2d4+2) - -\textbf{Speed} 15 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -6 (-2) & 15 (+2) & 13 (+1) & 10 (+0) & 12 (+1) & 10 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3, Stealth +4 - -\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception -13 - -\textbf{Languages} understands Common and Draconic but can't speak - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{Keen Senses}}. The pseudodragon has advantage on Wisdom -(Perception) checks that rely on sight, hearing, or smell. - -\textbf{\emph{Magic Resistance}}. The pseudodragon has advantage on -saving throws against spells and other magical effects. - -\textbf{\emph{Limited Telepathy}}. The pseudodragon can magically -communicate simple ideas, emotions, and images telepathically with any -creature within 100 feet of it that can understand a language. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 4 (1d4+2) piercing damage. - -\textbf{\emph{Sting}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one creature. \emph{Hit:} 4 (1d4+2) piercing damage, and the target -must succeed on a DC 11 Constitution saving throw or become poisoned for -1 hour. If the saving throw fails by 5 or more, the target falls -unconscious for the same duration, or until it takes damage or another -creature uses an action to shake it awake. - -\hypertarget{purple-worm}{% -\subsection{Purple Worm}\label{purple-worm}} - -\emph{Gargantuan monstrosity, unaligned} - -\textbf{Armor Class} 18 (natural armor) - -\textbf{Hit Points} 247 (15d20+90) - -\textbf{Speed} 50 ft., burrow 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -28 (+9) & 7 (-2) & 22 (+6) & 1 (-5) & 8 (-1) & 4 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Con +11, Wis +4 - -\textbf{Senses} blindsight 30 ft., tremorsense 60 ft., passive -Perception 9 - -\textbf{Languages} - - -\textbf{Challenge} 15 (13,000 XP) - -\textbf{\emph{Tunneler}}. The worm can burrow through solid rock at half -its burrow speed and leaves a 10-foot diameter tunnel in its wake. - -Actions - -\textbf{\emph{Multiattack}}. The worm makes two attacks: one with its -bite and one with its stinger. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +14 to hit, reach 10 -ft., one target. \emph{Hit:} 22 (3d8+9) piercing damage. If the target -is a Large or smaller creature, it must succeed on a DC 19 Dexterity -saving throw or be swallowed by the worm. A swallowed creature is -blinded and restrained, it has total cover against attacks and other -effects outside the worm, and it takes 21 (6d6) acid damage at the start -of each of the worm's turns. - -If the worm takes 30 damage or more on a single turn from a creature -inside it, the worm must succeed on a DC 21 Constitution saving throw at -the end of that turn or regurgitate all swallowed creatures, which fall -prone in a space within 10 feet of the worm. If the worm dies, a -swallowed creature is no longer restrained by it and can escape from the -corpse by using 20 feet of movement, exiting prone. - -\textbf{\emph{Tail Stinger}}. \emph{Melee Weapon Attack:} +14 to hit, -reach 10 ft., one creature. \emph{Hit:} 19 (3d6+9) piercing damage, and -the target must make a DC 19 Constitution saving throw, taking 42 (12d6) -poison damage on a failed save, or half as much damage on a successful -one. - -\hypertarget{monsters-r}{% -\section{Monsters (R)}\label{monsters-r}} - -\hypertarget{rakshasa}{% -\subsection{Rakshasa}\label{rakshasa}} - -\emph{Medium fiend, lawful evil} - -\textbf{Armor Class} 16 (natural armor) - -\textbf{Hit Points} 110 (13d8+52) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -14 (+2) & 17 (+3) & 18 (+4) & 13 (+1) & 16 (+3) & 20 (+5) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Deception +10, Insight +8 - -\textbf{Damage Vulnerabilities} piercing from magic weapons wielded by -good creatures - -\textbf{Damage Immunities} bludgeoning, piercing, and slashing from -nonmagical attacks - -\textbf{Senses} darkvision 60 ft., passive Perception 13 - -\textbf{Languages} Common, Infernal - -\textbf{Challenge} 13 (10,000 XP) - -\textbf{\emph{Limited Magic Immunity}}. The rakshasa can't be affected -or detected by spells of 6th level or lower unless it wishes to be. It -has advantage on saving throws against all other spells and magical -effects. - -\textbf{\emph{Innate Spellcasting}}. The rakshasa's innate spellcasting -ability is Charisma (spell save DC 18, +10 to hit with spell attacks). -The rakshasa can innately cast the following spells, requiring no -material Components - -At will: \emph{detect thoughts}, \emph{disguise self}, \emph{mage hand}, -\emph{minor illusion} - -3/day each: \emph{charm person}, \emph{detect magic}, -\emph{invisibility}, \emph{major image}, \emph{suggestion} - -1/day each: \emph{dominate person}, \emph{fly}, \emph{plane shift}, -\emph{true seeing} - -Actions - -\textbf{\emph{Multiattack}}. The rakshasa makes two claw attacks. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 9 (2d6+2) slashing damage, and the target -is cursed if it is a creature. The magical curse takes effect whenever -the target takes a short or long rest, filling the target's thoughts -with horrible images and dreams. The cursed target gains no benefit from -finishing a short or long rest. The curse lasts until it is lifted by a -\emph{remove curse} spell or similar magic. - -\hypertarget{remorhaz}{% -\subsection{Remorhaz}\label{remorhaz}} - -\emph{Huge monstrosity, unaligned} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 195 (17d12+85) - -\textbf{Speed} 30 ft., burrow 20 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -24 (+7) & 13 (+1) & 21 (+5) & 4 (-3) & 10 (+0) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Immunities} cold, fire - -\textbf{Senses} darkvision 60 ft., tremorsense 60 ft., passive -Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 11 (7,200 XP) - -\textbf{\emph{Heated Body}}. A creature that touches the remorhaz or -hits it with a melee attack while within 5 feet of it takes 10 (3d6) -fire damage. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +11 to hit, reach 10 -ft., one target. \emph{Hit:} 40 (6d10+7) piercing damage plus 10 (3d6) -fire damage. If the target is a creature, it is grappled (escape DC 17). -Until this grapple ends, the target is restrained, and the remorhaz -can't bite another target. - -\textbf{\emph{Swallow}}. The remorhaz makes one bite attack against a -Medium or smaller creature it is grappling. If the attack hits, that -creature takes the bite's damage and is swallowed, and the grapple ends. -While swallowed, the creature is blinded and restrained, it has total -cover against attacks and other effects outside the remorhaz, and it -takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. - -If the remorhaz takes 30 damage or more on a single turn from a creature -inside it, the remorhaz must succeed on a DC 15 Constitution saving -throw at the end of that turn or regurgitate all swallowed creatures, -which fall prone in a space within 10 feet of the remorhaz. If the -remorhaz dies, a swallowed creature is no longer restrained by it and -can escape from the corpse using 15 feet of movement, exiting prone. - -\hypertarget{roc}{% -\subsection{Roc}\label{roc}} - -\emph{Gargantuan monstrosity, unaligned} - -\textbf{Armor Class} 15 (natural armor) - -\textbf{Hit Points} 248 (16d20+80) - -\textbf{Speed} 20 ft., fly 120 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -28 (+9) & 10 (+0) & 20 (+5) & 3 (-4) & 10 (+0) & 9 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +4, Con +9, Wis +4, Cha +3 - -\textbf{Skills} Perception +4 - -\textbf{Senses} passive Perception 14 - -\textbf{Languages} - - -\textbf{Challenge} 11 (7,200 XP) - -\textbf{\emph{Keen Sight}}. The roc has advantage on Wisdom (Perception) -checks that rely on sight. - -Actions - -\textbf{\emph{Multiattack}}. The roc makes two attacks: one with its -beak and one with its talons. - -\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +13 to hit, reach 10 -ft., one target. \emph{Hit:} 27 (4d8+9) piercing damage. - -\textbf{\emph{Talons}}. \emph{Melee Weapon Attack:} +13 to hit, reach 5 -ft., one target. \emph{Hit:} 23 (4d6+9) slashing damage, and the target -is grappled (escape DC 19). Until this grapple ends, the target is -restrained, and the roc can't use its talons on another target. - -\hypertarget{roper}{% -\subsection{Roper}\label{roper}} - -\emph{Large monstrosity, neutral evil} - -\textbf{Armor Class} 20 (natural armor) - -\textbf{Hit Points} 93 (11d10+33) - -\textbf{Speed} 10 ft., climb 10 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 8 (-1) & 17 (+3) & 7 (-2) & 16 (+3) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +6, Stealth +5 - -\textbf{Senses} darkvision 60 ft., passive Perception 16 - -\textbf{Languages} - - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{False Appearance}}. While the roper remains motionless, it -is indistinguishable from a normal cave formation, such as a stalagmite. - -\textbf{\emph{Grasping Tendrils}}. The roper can have up to six tendrils -at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity -to poison and psychic damage). Destroying a tendril deals no damage to -the roper, which can extrude a replacement tendril on its next turn. A -tendril can also be broken if a creature takes an action and succeeds on -a DC 15 Strength check against it. - -\textbf{\emph{Spider Climb}}. The roper can climb difficult surfaces, -including upside down on ceilings, without needing to make an ability -check. - -Actions - -\textbf{\emph{Multiattack}}. The roper makes four attacks with its -tendrils, uses Reel, and makes one attack with its bite. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 22 (4d8+4) piercing damage. - -\textbf{\emph{Tendril}}. \emph{Melee Weapon Attack:} +7 to hit, reach 50 -ft., one creature. \emph{Hit:} The target is grappled (escape DC 15). -Until the grapple ends, the target is restrained and has disadvantage on -Strength checks and Strength saving throws, and the roper can't use the -same tendril on another target. - -\textbf{\emph{Reel}}. The roper pulls each creature grappled by it up to -25 feet straight toward it. - -\hypertarget{rust-monster}{% -\subsection{Rust Monster}\label{rust-monster}} - -\emph{Medium monstrosity, unaligned} - -\textbf{Armor Class} 14 (natural armor) - -\textbf{Hit Points} 27 (5d8+5) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -13 (+1) & 12 (+1) & 13 (+1) & 2 (-4) & 13 (+1) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} darkvision 60 ft., passive Perception 11 - -\textbf{Languages} - - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Iron Scent}}. The rust monster can pinpoint, by scent, the -location of ferrous metal within 30 feet of it. - -\textbf{\emph{Rust Metal}}. Any nonmagical weapon made of metal that -hits the rust monster corrodes. After dealing damage, the weapon takes a -permanent and cumulative -1 penalty to damage rolls. If its penalty -drops to -5, the weapon is destroyed. Nonmagical ammunition made of -metal that hits the rust monster is destroyed after dealing damage. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one target. \emph{Hit:} 5 (1d8+1) piercing damage. - -\textbf{\emph{Antennae}}. The rust monster corrodes a nonmagical ferrous -metal object it can see within 5 feet of it. If the object isn't being -worn or carried, the touch destroys a 1-foot cube of it. If the object -is being worn or carried by a creature, the creature can make a DC 11 -Dexterity saving throw to avoid the rust monster's touch. - -If the object touched is either metal armor or a metal shield being worn -or carried, its takes a permanent and cumulative -1 penalty to the AC it -offers. Armor reduced to an AC of 10 or a shield that drops to a +0 -bonus is destroyed. If the object touched is a held metal weapon, it -rusts as described in the Rust Metal trait. - -\hypertarget{monsters-s}{% -\section{Monsters (S)}\label{monsters-s}} - -\hypertarget{sahuagin}{% -\subsection{Sahuagin}\label{sahuagin}} - -\emph{Medium humanoid (sahuagin), lawful evil} - -\textbf{Armor Class} 12 (natural armor) - -\textbf{Hit Points} 22 (4d8+4) - -\textbf{Speed} 30 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -13 (+1) & 11 (+0) & 12 (+1) & 12 (+1) & 13 (+1) & 9 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +5 - -\textbf{Senses} darkvision 120 ft., passive Perception 15 - -\textbf{Languages} Sahuagin - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Blood Frenzy}}. The sahuagin has advantage on melee attack -rolls against any creature that doesn't have all its hit points. - -\textbf{\emph{Limited Amphibiousness}}. The sahuagin can breathe air and -water, but it needs to be submerged at least once every 4 hours to avoid -suffocating. - -\textbf{\emph{Shark Telepathy}}. The sahuagin can magically command any -shark within 120 feet of it, using a limited telepathy. - -Actions - -\textbf{\emph{Multiattack}}. The sahuagin makes two melee attacks: one -with its bite and one with its claws or spear. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one target. \emph{Hit:} 3 (1d4+1) piercing damage. - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one target. \emph{Hit:} 3 (1d4+1) slashing damage. - -\textbf{\emph{Spear}}. \emph{Melee or Ranged Weapon Attack:} +3 to hit, -reach 5 ft. or range 20/60 ft., one target. \emph{Hit:} 4 (1d6+1) -piercing damage, or 5 (1d8+1) piercing damage if used with two hands to -make a melee attack. - -\hypertarget{salamander}{% -\subsection{Salamander}\label{salamander}} - -\emph{Large elemental, neutral evil} - -\textbf{Armor Class} 15 (natural armor) - -\textbf{Hit Points} 90 (12d10+24) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 14 (+2) & 15 (+2) & 11 (+0) & 10 (+0) & 12 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Vulnerabilities} cold - -\textbf{Damage Resistances} bludgeoning, piercing, and slashing from -nonmagical attacks - -\textbf{Damage Immunities} fire - -\textbf{Sense}s darkvision 60 ft., passive Perception 10 - -\textbf{Languages} Ignan - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Heated Body}}. A creature that touches the salamander or -hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire -damage. - -\textbf{\emph{Heated Weapons}}. Any metal melee weapon the salamander -wields deals an extra 3 (1d6) fire damage on a hit (included in the -attack). - -Actions - -\textbf{\emph{Multiattack}}. The salamander makes two attacks: one with -its spear and one with its tail. - -\textbf{\emph{Spear}}. \emph{Melee or Ranged Weapon Attack:} +7 to hit, -reach 5 ft. or range 20 ft./60 ft., one target. \emph{Hit:} 11 (2d6+4) -piercing damage, or 13 (2d8+4) piercing damage if used with two hands to -make a melee attack, plus 3 (1d6) fire damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +7 to hit, reach 10 -ft., one target. \emph{Hit:} 11 (2d6+4) bludgeoning damage plus 7 (2d6) -fire damage, and the target is grappled (escape DC 14). Until this -grapple ends, the target is restrained, the salamander can automatically -hit the target with its tail, and the salamander can't make tail attacks -against other targets. - -\hypertarget{satyr}{% -\subsection{Satyr}\label{satyr}} - -\emph{Medium fey, chaotic neutral} - -\textbf{Armor Class} 14 (leather armor) - -\textbf{Hit Points} 31 (7d8) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -12 (+1) & 16 (+3) & 11 (+0) & 12 (+1) & 10 (+0) & 14 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +2, Performance +6, Stealth +5 - -\textbf{Sense}s passive Perception 12 - -\textbf{Languages} Common, Elvish, Sylvan - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Magic Resistance}}. The satyr has advantage on saving -throws against spells and other magical effects. - -Actions - -\textbf{\emph{Ram}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 ft., -one target. \emph{Hit:} 6 (2d4+1) bludgeoning damage. - -\textbf{\emph{Shortsword}}. \emph{Melee Weapon Attack:} +5 to hit, reach -5 ft., one target. \emph{Hit:} 6 (1d6+3) piercing damage. - -\textbf{\emph{Shortbow}}. \emph{Ranged Weapon Attack:} +5 to hit, range -80/320 ft., one target. \emph{Hit:} 6 (1d6+3) piercing damage. - -\hypertarget{shadow}{% -\subsection{Shadow}\label{shadow}} - -\emph{Medium undead, chaotic evil} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 16 (3d8+3) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -6 (-2) & 14 (+2) & 13 (+1) & 6 (-2) & 10 (+0) & 8 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Stealth +4 (+6 in dim light or darkness) - -\textbf{Damage Vulnerabilities} radiant - -\textbf{Damage Resistances} acid, cold, fire, lightning, thunder; -bludgeoning, piercing, and slashing from nonmagical attacks - -\textbf{Damage Immunities} necrotic, poison - -\textbf{Condition Immunities} exhaustion, frightened, grappled, -paralyzed, petrified, poisoned, prone, restrained - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Amorphous}}. The shadow can move through a space as narrow -as 1 inch wide without squeezing. - -\textbf{\emph{Shadow Stealth}}. While in dim light or darkness, the -shadow can take the Hide action as a bonus action. - -\textbf{\emph{Sunlight Weakness}}. While in sunlight, the shadow has -disadvantage on attack rolls, ability checks, and saving throws. - -Actions - -\textbf{\emph{Strength Drain}}. \emph{Melee Weapon Attack:} +4 to hit, -reach 5 ft., one creature. \emph{Hit:} 9 (2d6+2) necrotic damage, and -the target's Strength score is reduced by 1d4. The target dies if this -reduces its Strength to 0. Otherwise, the reduction lasts until the -target finishes a short or long rest. - -If a non-evil humanoid dies from this attack, a new shadow rises from -the corpse 1d4 hours later. - -\hypertarget{shambling-mound}{% -\subsection{Shambling Mound}\label{shambling-mound}} - -\emph{Large plant, unaligned} - -\textbf{Armor Class} 15 (natural armor) - -\textbf{Hit Points} 136 (16d10+48) - -\textbf{Speed} 20 ft., swim 20 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 8 (-1) & 16 (+3) & 5 (-3) & 10 (+0) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Stealth +2 - -\textbf{Damage Resistances} cold, fire - -\textbf{Damage Immunities} lightning - -\textbf{Condition Immunities} blinded, deafened, exhaustion - -\textbf{Senses} blindsight 60 ft. (blind beyond this radius), passive -Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Lightning Absorption}}. Whenever the shambling mound is -subjected to lightning damage, it takes no damage and regains a number -of hit points equal to the lightning damage dealt. - -Actions - -\textbf{\emph{Multiattack}}. The shambling mound makes two slam attacks. -If both attacks hit a Medium or smaller target, the target is grappled -(escape DC 14), and the shambling mound uses its Engulf on it. - -\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 13 (2d8+4) bludgeoning damage. - -\textbf{\emph{Engulf}}. The shambling mound engulfs a Medium or smaller -creature grappled by it. The engulfed target is blinded, restrained, and -unable to breathe, and it must succeed on a DC 14 Constitution saving -throw at the start of each of the mound's turns or take 13 (2d8+4) -bludgeoning damage. If the mound moves, the engulfed target moves with -it. The mound can have only one creature engulfed at a time. - -\hypertarget{shield-guardian}{% -\subsection{Shield Guardian}\label{shield-guardian}} - -\emph{Large construct, unaligned} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 142 (15d10+60) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 8 (-1) & 18 (+4) & 7 (-2) & 10 (+0) & 3 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception -10 - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} charmed, exhaustion, frightened, -paralyzed, poisoned - -\textbf{Languages} understands commands given in any language but can't -speak - -\textbf{Challenge} 7 (2,900 XP) - -\textbf{\emph{Bound}}. The shield guardian is magically bound to an -amulet. As long as the guardian and its amulet are on the same plane of -existence, the amulet's wearer can telepathically call the guardian to -travel to it, and the guardian knows the distance and direction to the -amulet. If the guardian is within 60 feet of the amulet's wearer, half -of any damage the wearer takes (rounded up) is transferred to the -guardian. - -\textbf{\emph{Regeneration}}. The shield guardian regains 10 hit points -at the start of its turn if it has at least 1 hit point. - -\textbf{\emph{Spell Storing}}. A spellcaster who wears the shield -guardian's amulet can cause the guardian to store one spell of 4th level -or lower. To do so, the wearer must cast the spell on the guardian. The -spell has no effect but is stored within the guardian. When commanded to -do so by the wearer or when a situation arises that was predefined by -the spellcaster, the guardian casts the stored spell with any parameters -set by the original caster, requiring no components. When the spell is -cast or a new spell is stored, any previously stored spell is lost. - -Actions - -\textbf{\emph{Multiattack}}. The guardian makes two fist attacks. - -\textbf{\emph{Fist}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 11 (2d6+4) bludgeoning damage. - -Reactions - -\textbf{\emph{Shield}}. When a creature makes an attack against the -wearer of the guardian's amulet, the guardian grants a +2 bonus to the -wearer's AC if the guardian is within 5 feet of the wearer. - -\hypertarget{skeletons}{% -\subsection{Skeletons}\label{skeletons}} - -\hypertarget{skeleton}{% -\subsubsection{Skeleton}\label{skeleton}} - -\emph{Medium undead, lawful evil} - -\textbf{Armor Class} 13 (armor scraps) - -\textbf{Hit Points} 13 (2d8+4) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -10 (+0) & 14 (+2) & 15 (+2) & 6 (-2) & 8 (-1) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Vulnerabilities} bludgeoning - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} exhaustion, poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 9 - -\textbf{Languages} understands all languages it knew in life but can't -speak - -\textbf{Challenge} 1/4 (50 XP) - -Actions - -\textbf{\emph{Shortsword}}. \emph{Melee Weapon Attack:} +4 to hit, reach -5 ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage. - -\textbf{\emph{Shortbow}}. \emph{Ranged Weapon Attack:} +4 to hit, range -80/320 ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage. - -\hypertarget{minotaur-skeleton}{% -\subsubsection{Minotaur Skeleton}\label{minotaur-skeleton}} - -\emph{Large undead, lawful evil} - -\textbf{Armor Class} 12 (natural armor) - -\textbf{Hit Points} 67 (9d10+18) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 11 (+0) & 15 (+2) & 6 (-2) & 8 (-1) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Vulnerabilities} bludgeoning - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} exhaustion, poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 9 - -\textbf{Languages} understands Abyssal but can't speak - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Charge}}. If the skeleton moves at least 10 feet straight -toward a target and then hits it with a gore attack on the same turn, -the target takes an extra 9 (2d8) piercing damage. If the target is a -creature, it must succeed on a DC 14 Strength saving throw or be pushed -up to 10 feet away and knocked prone. - -Actions - -\textbf{\emph{Greataxe}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 17 (2d12+4) slashing damage. - -\textbf{\emph{Gore}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 13 (2d8+4) piercing damage. - -\hypertarget{warhorse-skeleton}{% -\subsubsection{Warhorse Skeleton}\label{warhorse-skeleton}} - -\emph{Large undead, lawful evil} - -\textbf{Armor Class} 13 (barding scraps) - -\textbf{Hit Points} 22 (3d10+6) - -\textbf{Speed} 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 12 (+1) & 15 (+2) & 2 (-4) & 8 (-1) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Vulnerabilities} bludgeoning - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} exhaustion, poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 9 - -\textbf{Languages} - - -\textbf{Challenge} 1/2 (100 XP) - -Actions - -\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 11 (2d6+4) bludgeoning damage. - -\hypertarget{specter}{% -\subsection{Specter}\label{specter}} - -\emph{Medium undead, chaotic evil} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 22 (5d8) - -\textbf{Speed} 0 ft., fly 50 ft. (hover) - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -1 (-5) & 14 (+2) & 11 (+0) & 10 (+0) & 10 (+0) & 11 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Resistances} acid, cold, fire, lightning, thunder; -bludgeoning, piercing, and slashing from nonmagical attacks - -\textbf{Damage Immunities} necrotic, poison - -\textbf{Condition Immunities} charmed, exhaustion, grappled, paralyzed, -petrified, poisoned, prone, restrained, unconscious - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} understands all languages it knew in life but can't -speak - -\textbf{Challenge} 1 (200 XP) - -\textbf{\emph{Incorporeal Movement}}. The specter can move through other -creatures and objects as if they were difficult terrain. It takes 5 -(1d10) force damage if it ends its turn inside an object. - -\textbf{\emph{Sunlight Sensitivity}}. While in sunlight, the specter has -disadvantage on attack rolls, as well as on Wisdom (Perception) checks -that rely on sight. - -Actions - -\textbf{\emph{Life Drain}}. \emph{Melee Spell Attack:} +4 to hit, reach -5 ft., one creature. \emph{Hit:} 10 (3d6) necrotic damage. The target -must succeed on a DC 10 Constitution saving throw or its hit point -maximum is reduced by an amount equal to the damage taken. This -reduction lasts until the creature finishes a long rest. The target dies -if this effect reduces its hit point maximum to 0. - -\hypertarget{sphinxes}{% -\subsection{Sphinxes}\label{sphinxes}} - -\hypertarget{androsphinx}{% -\subsubsection{Androsphinx}\label{androsphinx}} - -\emph{Large monstrosity, lawful neutral} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 199 (19d10+95) - -\textbf{Speed} 40 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -22 (+6) & 10 (+0) & 20 (+5) & 16 (+3) & 18 (+4) & 23 (+6) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +6, Con +11, Int +9, Wis +10 - -\textbf{Skills} Arcana +9, Perception +10, Religion +15 - -\textbf{Damage Immunities} psychic; bludgeoning, piercing, and slashing -from nonmagical attacks - -\textbf{Condition Immunities} charmed, frightened - -\textbf{Senses} truesight 120 ft., passive Perception 20 - -\textbf{Languages} Common, Sphinx - -\textbf{Challenge} 17 (18,000 XP) - -\textbf{\emph{Inscrutable}}. The sphinx is immune to any effect that -would sense its emotions or read its thoughts, as well as any divination -spell that it refuses. Wisdom (Insight) checks made to ascertain the -sphinx's intentions or sincerity have disadvantage. - -\textbf{\emph{Magic Weapons}}. The sphinx's weapon attacks are magical. - -\textbf{\emph{Spellcasting}}. The sphinx is a 12th-level spellcaster. -Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with -spell attacks). It requires no material components to cast its spells. -The sphinx has the following cleric spells prepared: - -Cantrips (at will): \emph{sacred flame}, \emph{spare the dying}, -\emph{thaumaturgy} 1st level (4 slots): \emph{command}, \emph{detect -evil and good}, \emph{detect magic} 2nd level (3 slots): \emph{lesser -restoration}, \emph{zone of truth} 3rd level (3 slots): \emph{dispel -magic}, \emph{tongues} 4th level (3 slots): \emph{banishment}, -\emph{freedom of movement} 5th level (2 slots): \emph{flame strike}, -\emph{greater restoration} 6th level (1 slot): \emph{heroes' feast} - -Actions - -\textbf{\emph{Multiattack}}. The sphinx makes two claw attacks. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +12 to hit, reach 5 -ft., one target. \emph{Hit:} 17 (2d10+6) slashing damage. - -\textbf{\emph{Roar (3/Day)}}. The sphinx emits a magical roar. Each time -it roars before finishing a long rest, the roar is louder and the effect -is different, as detailed below. Each creature within 500 feet of the -sphinx and able to hear the roar must make a saving throw. - -\textbf{First Roar}. Each creature that fails a DC 18 Wisdom saving -throw is frightened for 1 minute. A frightened creature can repeat the -saving throw at the end of each of its turns, ending the effect on -itself on a success. - -\textbf{Second Roar}. Each creature that fails a DC 18 Wisdom saving -throw is deafened and frightened for 1 minute. A frightened creature is -paralyzed and can repeat the saving throw at the end of each of its -turns, ending the effect on itself on a success. - -\textbf{Third Roar}. Each creature makes a DC 18 Constitution saving -throw. On a failed save, a creature takes 44 (8d10) thunder damage and -is knocked prone. On a successful save, the creature takes half as much -damage and isn't knocked prone. - -Legendary Actions - -The sphinx can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The sphinx regains spent -legendary actions at the start of its turn. - -\textbf{Claw Attack}. The sphinx makes one claw attack. - -\textbf{Teleport (Costs 2 Actions)}. The sphinx magically teleports, -along with any equipment it is wearing or carrying, up to 120 feet to an -unoccupied space it can see. - -\textbf{Cast a Spell (Costs 3 Actions)}. The sphinx casts a spell from -its list of prepared spells, using a spell slot as normal. - -\hypertarget{gynosphinx}{% -\subsubsection{Gynosphinx}\label{gynosphinx}} - -\emph{Large monstrosity, lawful neutral} - -\textbf{Armor Class} 17 (natural armor) - -\textbf{Hit Points} 136 (16d10+48) - -\textbf{Speed} 40 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 15 (+2) & 16 (+3) & 18 (+4) & 18 (+4) & 18 (+4) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Arcana +12, History +12, Perception +8, Religion +8 - -\textbf{Damage Resistances} bludgeoning, piercing, and slashing from -nonmagical attacks - -\textbf{Damage Immunities} psychic - -\textbf{Condition Immunities} charmed, frightened - -\textbf{Senses} truesight 120 ft., passive Perception 18 - -\textbf{Languages} Common, Sphinx - -\textbf{Challenge} 11 (7,200 XP) - -\textbf{\emph{Inscrutable}}. The sphinx is immune to any effect that -would sense its emotions or read its thoughts, as well as any divination -spell that it refuses. Wisdom (Insight) checks made to ascertain the -sphinx's intentions or sincerity have disadvantage. - -\textbf{\emph{Magic Weapons}}. The sphinx's weapon attacks are magical. - -\textbf{\emph{Spellcasting}}. The sphinx is a 9th-level spellcaster. Its -spellcasting ability is Intelligence (spell save DC 16, +8 to hit with -spell attacks). It requires no material components to cast its spells. -The sphinx has the following wizard spells prepared: - -Cantrips (at will): \emph{mage hand}, \emph{minor illusion}, -\emph{prestidigitation} 1st level (4 slots): \emph{detect magic}, -\emph{identify}, \emph{shield} 2nd level (3 slots): \emph{darkness}, -\emph{locate object}, \emph{suggestion} 3rd level (3 slots): -\emph{dispel magic}, \emph{remove curse}, \emph{tongues} 4th level (3 -slots): \emph{banishment}, \emph{greater invisibility} 5th level (1 -slot): \emph{legend lore} - -Actions - -\textbf{\emph{Multiattack}}. The sphinx makes two claw attacks. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5 -ft., one target. \emph{Hit:} 13 (2d8+4) slashing damage. - -Legendary Actions - -The sphinx can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The sphinx regains spent -legendary actions at the start of its turn. - -\textbf{Claw Attack}. The sphinx makes one claw attack. - -\textbf{Teleport (Costs 2 Actions)}. The sphinx magically teleports, -along with any equipment it is wearing or carrying, up to 120 feet to an -unoccupied space it can see. - -\textbf{Cast a Spell (Costs 3 Actions)}. The sphinx casts a spell from -its list of prepared spells, using a spell slot as normal. - -\hypertarget{sprite}{% -\subsection{Sprite}\label{sprite}} - -\emph{Tiny fey, neutral good} - -\textbf{Armor Class} 15 (leather armor) - -\textbf{Hit Points} 2 (1d4) - -\textbf{Speed} 10 ft., fly 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -3 (-4) & 18 (+4) & 10 (+0) & 14 (+2) & 13 (+1) & 11 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3, Stealth +8 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} Common, Elvish, Sylvan - -\textbf{Challenge} 1/4 (50 XP) - -Actions - -\textbf{\emph{Longsword}}. \emph{Melee Weapon Attack:} +2 to hit, reach -5 ft., one target. \emph{Hit:} 1 slashing damage. - -\textbf{\emph{Shortbow}}. \emph{Ranged Weapon Attack:} +6 to hit, range -40/160 ft., one target. \emph{Hit:} 1 piercing damage, and the target -must succeed on a DC 10 Constitution saving throw or become poisoned for -1 minute. If its saving throw result is 5 or lower, the poisoned target -falls unconscious for the same duration, or until it takes damage or -another creature takes an action to shake it awake. - -\textbf{\emph{Heart Sight}}. The sprite touches a creature and magically -knows the creature's current emotional state. If the target fails a DC -10 Charisma saving throw, the sprite also knows the creature's -alignment. Celestials, fiends, and undead automatically fail the saving -throw. - -\textbf{\emph{Invisibility}}. The sprite magically turns invisible until -it attacks or casts a spell, or until its concentration ends (as if -concentrating on a spell). Any equipment the sprite wears or carries is -invisible with it. - -\hypertarget{stirge}{% -\subsection{Stirge}\label{stirge}} - -\emph{Tiny beast, unaligned} - -\textbf{Armor Class} 14 (natural armor) - -\textbf{Hit Points} 2 (1d4) - -\textbf{Speed} 10 ft., fly 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -4 (-3) & 16 (+3) & 11 (+0) & 2 (-4) & 8 (-1) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} darkvision 60 ft., passive Perception 9 - -\textbf{Languages} - - -\textbf{Challenge} 1/8 (25 XP) - -Actions - -\textbf{\emph{Blood Drain}}. \emph{Melee Weapon Attack:} +5 to hit, -reach 5 ft., one creature. \emph{Hit:} 5 (1d4+3) piercing damage, and -the stirge attaches to the target. While attached, the stirge doesn't -attack. Instead, at the start of each of the stirge's turns, the target -loses 5 (1d4+3) hit points due to blood loss. - -The stirge can detach itself by spending 5 feet of its movement. It does -so after it drains 10 hit points of blood from the target or the target -dies. A creature, including the target, can use its action to detach the -stirge. - -\hypertarget{succubusincubus}{% -\subsection{Succubus/Incubus}\label{succubusincubus}} - -\emph{Medium fiend (shapechanger), neutral evil} - -\textbf{Armor Class} 15 (natural armor) - -\textbf{Hit Points} 66 (12d8+12) - -\textbf{Speed} 30 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -8 (-1) & 17 (+3) & 13 (+1) & 15 (+2) & 12 (+1) & 20 (+5) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Deception +9, Insight +5, Perception +5, Persuasion +9, -Stealth +7 - -\textbf{Damage Resistances} cold, fire, lightning, poison; bludgeoning, -piercing, and slashing from nonmagical attacks - -\textbf{Senses} darkvision 60 ft., passive Perception 15 - -\textbf{Languages} Abyssal, Common, Infernal, telepathy 60 ft. - -\textbf{Challenge} 4 (1,100 XP) - -\textbf{\emph{Telepathic Bond}}. The fiend ignores the range restriction -on its telepathy when communicating with a creature it has charmed. The -two don't even need to be on the same plane of existence. - -\textbf{\emph{Shapechanger}}. The fiend can use its action to polymorph -into a Small or Medium humanoid, or back into its true form. Without -wings, the fiend loses its flying speed. Other than its size and speed, -its statistics are the same in each form. Any equipment it is wearing or -carrying isn't transformed. It reverts to its true form if it dies. - -Actions - -\textbf{\emph{Claw (Fiend Form Only)}}. \emph{Melee Weapon Attack:} +5 -to hit, reach 5 ft., one target. \emph{Hit:} 6 (1d6+3) slashing damage. - -\textbf{\emph{Charm}}. One humanoid the fiend can see within 30 feet of -it must succeed on a DC 15 Wisdom saving throw or be magically charmed -for 1 day. The charmed target obeys the fiend's verbal or telepathic -commands. If the target suffers any harm or receives a suicidal command, -it can repeat the saving throw, ending the effect on a success. If the -target successfully saves against the effect, or if the effect on it -ends, the target is immune to this fiend's Charm for the next 24 hours. - -The fiend can have only one target charmed at a time. If it charms -another, the effect on the previous target ends. - -\textbf{\emph{Draining Kiss}}. The fiend kisses a creature charmed by it -or a willing creature. The target must make a DC 15 - -Constitution saving throw against this magic, taking 32 (5d10+5) psychic -damage on a failed save, or half as much damage on a successful one. The -target's hit point maximum is reduced by an amount equal to the damage -taken. This reduction lasts until the target finishes a long rest. The -target dies if this effect reduces its hit point maximum to 0. - -\textbf{\emph{Etherealness}}. The fiend magically enters the Ethereal -Plane from the Material Plane, or vice versa. - -\hypertarget{monsters-t}{% -\section{Monsters (T)}\label{monsters-t}} - -\hypertarget{tarrasque}{% -\subsection{Tarrasque}\label{tarrasque}} - -\emph{Gargantuan monstrosity (titan), unaligned} - -\textbf{Armor Class} 25 (natural armor) - -\textbf{Hit Points} 676 (33d20+330) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -30 (+10) & 11 (+0) & 30 (+10) & 3 (-4) & 11 (+0) & 11 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Int +5, Wis +9, Cha +9 - -\textbf{Damage Immunities} fire, poison; bludgeoning, piercing, and -slashing from nonmagical attacks - -\textbf{Condition Immunities} charmed, frightened, paralyzed, poisoned - -\textbf{Senses} blindsight 120 ft., passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 30 (155,000 XP) - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the tarrasque fails a -saving throw, it can choose to succeed instead. - -\textbf{\emph{Magic Resistance}}. The tarrasque has advantage on saving -throws against spells and other magical effects. - -\textbf{\emph{Reflective Carapace}}. Any time the tarrasque is targeted -by a \emph{magic missile} spell, a line spell, or a spell that requires -a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is -unaffected. On a 6, the tarrasque is unaffected, and the effect is -reflected back at the caster as though it originated from the tarrasque, -turning the caster into the target. - -\textbf{\emph{Siege Monster}}. The tarrasque deals double damage to -objects and structures. - -Actions - -\textbf{\emph{Multiattack}}. The tarrasque can use its Frightful -Presence. It then makes five attacks: one with its bite, two with its -claws, one with its horns, and one with its tail. It can use its Swallow -instead of its bite. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +19 to hit, reach 10 -ft., one target. \emph{Hit:} 36 (4d12+10) piercing damage. If the target -is a creature, it is grappled (escape DC 20). Until this grapple ends, -the target is restrained, and the tarrasque can't bite another target. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +19 to hit, reach 15 -ft., one target. \emph{Hit:} 28 (4d8+10) slashing damage. - -\textbf{\emph{Horns}}. \emph{Melee Weapon Attack:} +19 to hit, reach 10 -ft., one target. \emph{Hit:} 32 (4d10+10) piercing damage. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +19 to hit, reach 20 -ft., one target. \emph{Hit:} 24 (4d6+10) bludgeoning damage. If the -target is a creature, it must succeed on a DC 20 Strength saving throw -or be knocked prone. - -\textbf{\emph{Frightful Presence}}. Each creature of the tarrasque's -choice within 120 feet of it and aware of it must succeed on a DC 17 -Wisdom saving throw or become frightened for 1 minute. A creature can -repeat the saving throw at the end of each of its turns, with -disadvantage if the tarrasque is within line of sight, ending the effect -on itself on a success. If a creature's saving throw is successful or -the effect ends for it, the creature is immune to the tarrasque's -Frightful Presence for the next 24 hours. - -\textbf{\emph{Swallow}}. The tarrasque makes one bite attack against a -Large or smaller creature it is grappling. If the attack hits, the -target takes the bite's damage, the target is swallowed, and the grapple -ends. While swallowed, the creature is blinded and restrained, it has -total cover against attacks and other effects outside the tarrasque, and -it takes 56 (16d6) acid damage at the start of each of the tarrasque's -turns. - -If the tarrasque takes 60 damage or more on a single turn from a -creature inside it, the tarrasque must succeed on a DC 20 Constitution -saving throw at the end of that turn or regurgitate all swallowed -creatures, which fall prone in a space within 10 feet of the tarrasque. -If the tarrasque dies, a swallowed creature is no longer restrained by -it and can escape from the corpse by using 30 feet of movement, exiting -prone. - -Legendary Actions - -The tarrasque can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The tarrasque regains spent -legendary actions at the start of its turn. - -\textbf{Attack}. The tarrasque makes one claw attack or tail attack. - -\textbf{Move}. The tarrasque moves up to half its speed. - -\textbf{Chomp (Costs 2 Actions)}. The tarrasque makes one bite attack or -uses its Swallow. - -\hypertarget{treant}{% -\subsection{Treant}\label{treant}} - -\emph{Huge plant, chaotic good} - -\textbf{Armor Class} 16 (natural armor) - -\textbf{Hit Points} 138 (12d12+60) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -23 (+6) & 8 (-1) & 21 (+5) & 12 (+1) & 16 (+3) & 12 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Resistances} bludgeoning, piercing - -\textbf{Damage Vulnerabilities} fire - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} Common, Druidic, Elvish, Sylvan - -\textbf{Challenge} 9 (5,000 XP) - -\textbf{\emph{False Appearance}}. While the treant remains motionless, -it is indistinguishable from a normal tree. - -\textbf{\emph{Siege Monster}}. The treant deals double damage to objects -and structures. - -Actions - -\textbf{\emph{Multiattack}}. The treant makes two slam attacks. - -\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +10 to hit, reach 5 -ft., one target. \emph{Hit:} 16 (3d6+6) bludgeoning damage. - -\textbf{\emph{Rock}}. \emph{Ranged Weapon Attack:} +10 to hit, range -60/180 ft., one target. \emph{Hit:} 28 (4d10+6) bludgeoning damage. - -\textbf{\emph{Animate Trees (1/Day)}}. The treant magically animates one -or two trees it can see within 60 feet of it. These trees have the same -statistics as a treant, except they have Intelligence and Charisma -scores of 1, they can't speak, and they have only the Slam action -option. An animated tree acts as an ally of the treant. The tree remains -animate for 1 day or until it dies; until the treant dies or is more -than 120 feet from the tree; or until the treant takes a bonus action to -turn it back into an inanimate tree. The tree then takes root if -possible. - -\hypertarget{troll}{% -\subsection{Troll}\label{troll}} - -\emph{Large giant, chaotic evil} - -\textbf{Armor Class} 15 (natural armor) - -\textbf{Hit Points} 84 (8d10+40) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 13 (+1) & 20 (+5) & 7 (-2) & 9 (-1) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +2 - -\textbf{Senses} darkvision 60 ft., passive Perception 12 - -\textbf{Languages} Giant - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Keen Smell}}. The troll has advantage on Wisdom -(Perception) checks that rely on smell. - -\textbf{\emph{Regeneration}}. The troll regains 10 hit points at the -start of its turn. If the troll takes acid or fire damage, this trait -doesn't function at the start of the troll's next turn. The troll dies -only if it starts its turn with 0 hit points and doesn't regenerate. - -Actions - -\textbf{\emph{Multiattack}}. The troll makes three attacks: one with its -bite and two with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (1d6+4) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage. - -\hypertarget{monsters-u}{% -\section{Monsters (U)}\label{monsters-u}} - -\hypertarget{unicorn}{% -\subsection{Unicorn}\label{unicorn}} - -\emph{Large celestial, lawful good} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 67 (9d10+18) - -\textbf{Speed} 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 14 (+2) & 15 (+2) & 11 (+0) & 17 (+3) & 16 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} charmed, paralyzed, poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 13 - -\textbf{Languages} Celestial, Elvish, Sylvan, telepathy 60 ft. - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Charge}}. If the unicorn moves at least 20 feet straight -toward a target and then hits it with a horn attack on the same turn, -the target takes an extra 9 (2d8) piercing damage. If the target is a -creature, it must succeed on a DC 15 Strength saving throw or be knocked -prone. - -\textbf{\emph{Innate Spellcasting}}. The unicorn's innate spellcasting -ability is Charisma (spell save DC 14). The unicorn can innately cast -the following spells, requiring no Components - -At will: \emph{detect evil and good}, \emph{druidcraft}, \emph{pass -without trace} - -1/day each: \emph{calm emotions}, \emph{dispel evil and good}, -\emph{entangle} - -\textbf{\emph{Magic Resistance}}. The unicorn has advantage on saving -throws against spells and other magical effects. - -\textbf{\emph{Magic Weapons}}. The unicorn's weapon attacks are magical. - -Actions - -\textbf{\emph{Multiattack}}. The unicorn makes two attacks: one with its -hooves and one with its horn. - -\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 11 (2d6+4) bludgeoning damage. - -\textbf{\emph{Horn}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 8 (1d8+4) piercing damage. - -\textbf{\emph{Healing Touch (3/Day)}}. The unicorn touches another -creature with its horn. The target magically regains 11 (2d8+2) hit -points. In addition, the touch removes all diseases and neutralizes all -poisons afflicting the target. - -\textbf{\emph{Teleport (1/Day)}}. The unicorn magically teleports itself -and up to three willing creatures it can see within 5 feet of it, along -with any equipment they are wearing or carrying, to a location the -unicorn is familiar with, up to 1 mile away. - -Legendary Actions - -The unicorn can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The unicorn regains spent -legendary actions at the start of its turn. - -\textbf{Hooves}. The unicorn makes one attack with its hooves. - -\textbf{Shimmering Shield (Costs 2 Actions)}. The unicorn creates a -shimmering, magical field around itself or another creature it can see -within 60 feet of it. The target gains a +2 bonus to AC until the end of -the unicorn's next turn. - -\textbf{Heal Self (Costs 3 Actions)}. The unicorn magically regains 11 -(2d8+2) hit points. - -\hypertarget{monsters-v}{% -\section{Monsters (V)}\label{monsters-v}} - -\hypertarget{vampires}{% -\subsection{Vampires}\label{vampires}} - -\hypertarget{vampire}{% -\subsubsection{Vampire}\label{vampire}} - -\emph{Medium undead (shapechanger), lawful evil} - -\textbf{Armor Class} 16 (natural armor) - -\textbf{Hit Points} 144 (17d8+68) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 18 (+4) & 18 (+4) & 17 (+3) & 15 (+2) & 18 (+4) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +9, Wis +7, Cha +9 - -\textbf{Skills} Perception +7, Stealth +9 - -\textbf{Damage Resistances} necrotic; bludgeoning, piercing, and -slashing from nonmagical attacks - -\textbf{Senses} darkvision 120 ft., passive Perception 17 - -\textbf{Languages} the languages it knew in life - -\textbf{Challenge} 13 (10,000 XP) - -\textbf{\emph{Shapechanger}}. If the vampire isn't in sunlight or -running water, it can use its action to polymorph into a Tiny bat or a -Medium cloud of mist, or back into its true form. - -While in bat form, the vampire can't speak, its walking speed is 5 feet, -and it has a flying speed of 30 feet. Its statistics, other than its -size and speed, are unchanged. Anything it is wearing transforms with -it, but nothing it is carrying does. It reverts to its true form if it -dies. - -While in mist form, the vampire can't take any actions, speak, or -manipulate objects. It is weightless, has a flying speed of 20 feet, can -hover, and can enter a hostile creature's space and stop there. In -addition, if air can pass through a space, the mist can do so without -squeezing, and it can't pass through water. It has advantage on -Strength, Dexterity, and Constitution saving throws, and it is immune to -all nonmagical damage, except the damage it takes from sunlight. - -\textbf{\emph{Legendary Resistance (3/Day)}}. If the vampire fails a -saving throw, it can choose to succeed instead. - -\textbf{\emph{Misty Escape}}. When it drops to 0 hit points outside its -resting place, the vampire transforms into a cloud of mist (as in the -Shapechanger trait) instead of falling unconscious, provided that it -isn't in sunlight or running water. If it can't transform, it is -destroyed. - -While it has 0 hit points in mist form, it can't revert to its vampire -form, and it must reach its resting place within 2 hours or be -destroyed. Once in its resting place, it reverts to its vampire form. It -is then paralyzed until it regains at least 1 hit point. After spending -1 hour in its resting place with 0 hit points, it regains 1 hit point. - -\textbf{\emph{Regeneration}}. The vampire regains 20 hit points at the -start of its turn if it has at least 1 hit point and isn't in sunlight -or running water. If the vampire takes radiant damage or damage from -holy water, this trait doesn't function at the start of the vampire's -next turn. - -\textbf{\emph{Spider Climb}}. The vampire can climb difficult surfaces, -including upside down on ceilings, without needing to make an ability -check. - -\textbf{\emph{Vampire Weaknesses}}. The vampire has the following flaws: - -\emph{Forbiddance}. The vampire can't enter a residence without an -invitation from one of the occupants. - -\emph{Harmed by Running Water}. The vampire takes 20 acid damage if it -ends its turn in running water. - -\emph{Stake to the Heart}. If a piercing weapon made of wood is driven -into the vampire's heart while the vampire is incapacitated in its -resting place, the vampire is paralyzed until the stake is removed. - -\emph{Sunlight Hypersensitivity}. The vampire takes 20 radiant damage -when it starts its turn in sunlight. While in sunlight, it has -disadvantage on attack rolls and ability checks. - -Actions - -\textbf{\emph{Multiattack (Vampire Form Only)}}. The vampire makes two -attacks, only one of which can be a bite attack. - -\textbf{\emph{Unarmed Strike (Vampire Form Only)}}. \emph{Melee Weapon -Attack:} +9 to hit, reach 5 ft., one creature. \emph{Hit:} 8 (1d8+4) -bludgeoning damage. Instead of dealing damage, the vampire can grapple -the target (escape DC 18). - -\textbf{\emph{Bite (Bat or Vampire Form Only)}}. \emph{Melee Weapon -Attack:} +9 to hit, reach 5 ft., one willing creature, or a creature -that is grappled by the vampire, incapacitated, or restrained. -\emph{Hit:} 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The -target's hit point maximum is reduced by an amount equal to the necrotic -damage taken, and the vampire regains hit points equal to that amount. -The reduction lasts until the target finishes a long rest. The target -dies if this effect reduces its hit point maximum to 0. A humanoid slain -in this way and then buried in the ground rises the following night as a -vampire spawn under the vampire's control. - -\textbf{\emph{Charm}}. The vampire targets one humanoid it can see -within 30 feet of it. If the target can see the vampire, the target must -succeed on a DC 17 Wisdom saving throw against this magic or be charmed -by the vampire. The charmed target regards the vampire as a trusted -friend to be heeded and protected. Although the target isn't under the -vampire's control, it takes the vampire's requests or actions in the -most favorable way it can, and it is a willing target for the vampire's -bite attack. - -Each time the vampire or the vampire's companions do anything harmful to -the target, it can repeat the saving throw, ending the effect on itself -on a success. Otherwise, the effect lasts 24 hours or until the vampire -is destroyed, is on a different plane of existence than the target, or -takes a bonus action to end the effect. - -\textbf{\emph{Children of the Night (1/Day)}}. The vampire magically -calls 2d4 swarms of bats or rats, provided that the sun isn't up. While -outdoors, the vampire can call 3d6 wolves instead. The called creatures -arrive in 1d4 rounds, acting as allies of the vampire and obeying its -spoken commands. The beasts remain for 1 hour, until the vampire dies, -or until the vampire dismisses them as a bonus action. - -Legendary Actions - -The vampire can take 3 legendary actions, choosing from the options -below. Only one legendary action option can be used at a time and only -at the end of another creature's turn. The vampire regains spent -legendary actions at the start of its turn. - -\textbf{Move}. The vampire moves up to its speed without provoking -opportunity attacks. - -\textbf{Unarmed Strike}. The vampire makes one unarmed strike. - -\textbf{Bite (Costs 2 Actions)}. The vampire makes one bite attack. - -\hypertarget{vampire-spawn}{% -\subsubsection{Vampire Spawn}\label{vampire-spawn}} - -\emph{Medium undead, neutral evil} - -\textbf{Armor Class} 15 (natural armor) - -\textbf{Hit Points} 82 (11d8+33) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 16 (+3) & 16 (+3) & 11 (+0) & 10 (+0) & 12 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +6, Wis +3 - -\textbf{Skills} Perception +3, Stealth +6 - -\textbf{Damage Resistances} necrotic; bludgeoning, piercing, and -slashing from nonmagical attacks - -\textbf{Senses} darkvision 60 ft., passive Perception 13 - -\textbf{Languages} the languages it knew in life - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Regeneration}}. The vampire regains 10 hit points at the -start of its turn if it has at least 1 hit point and isn't in sunlight -or running water. If the vampire takes radiant damage or damage from -holy water, this trait doesn't function at the start of the vampire's -next turn. - -\textbf{\emph{Spider Climb}}. The vampire can climb difficult surfaces, -including upside down on ceilings, without needing to make an ability -check. - -\textbf{\emph{Vampire Weaknesses}}. The vampire has the following flaws: - -\emph{Forbiddance}. The vampire can't enter a residence without an -invitation from one of the occupants. - -\emph{Harmed by Running Water}. The vampire takes 20 acid damage when it -ends its turn in running water. - -\emph{Stake to the Heart}. The vampire is destroyed if a piercing weapon -made of wood is driven into its heart while it is incapacitated in its -resting place. - -\emph{Sunlight Hypersensitivity}. The vampire takes 20 radiant damage -when it starts its turn in sunlight. While in sunlight, it has -disadvantage on attack rolls and ability checks. - -Actions - -\textbf{\emph{Multiattack}}. The vampire makes two attacks, only one of -which can be a bite attack. - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one creature. \emph{Hit:} 8 (2d4+3) slashing damage. Instead of -dealing damage, the vampire can grapple the target (escape DC 13). - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one willing creature, or a creature that is grappled by the -vampire, incapacitated, or restrained. \emph{Hit:} 6 (1d6+3) piercing -damage plus 7 (2d6) necrotic damage. The target's hit point maximum is -reduced by an amount equal to the necrotic damage taken, and the vampire -regains hit points equal to that amount. The reduction lasts until the -target finishes a long rest. The target dies if this effect reduces its -hit point maximum to 0. - -\hypertarget{monsters-w}{% -\section{Monsters (W)}\label{monsters-w}} - -\hypertarget{wight}{% -\subsection{Wight}\label{wight}} - -\emph{Medium undead, neutral evil} - -\textbf{Armor Class} 14 (studded leather) - -\textbf{Hit Points} 45 (6d8+18) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 14 (+2) & 16 (+3) & 10 (+0) & 13 (+1) & 15 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3, Stealth +4 - -\textbf{Damage Resistances} necrotic; bludgeoning, piercing, and -slashing from nonmagical attacks that aren't silvered - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} exhaustion, poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 13 - -\textbf{Languages} the languages it knew in life - -\textbf{Challenge} 3 (700 XP) - -\textbf{\emph{Sunlight Sensitivity}}. While in sunlight, the wight has -disadvantage on attack rolls, as well as on Wisdom (Perception) checks -that rely on sight. - -Actions - -\textbf{\emph{Multiattack}}. The wight makes two longsword attacks or -two longbow attacks. It can use its Life Drain in place of one longsword -attack. - -\textbf{\emph{Life Drain}}. \emph{Melee Weapon Attack:} +4 to hit, reach -5 ft., one creature. \emph{Hit:} 5 (1d6+2) necrotic damage. The target -must succeed on a DC 13 Constitution saving throw or its hit point -maximum is reduced by an amount equal to the damage taken. This -reduction lasts until the target finishes a long rest. The target dies -if this effect reduces its hit point maximum to 0. - -A humanoid slain by this attack rises 24 hours later as a zombie under -the wight's control, unless the humanoid is restored to life or its body -is destroyed. The wight can have no more than twelve zombies under its -control at one time. - -\textbf{\emph{Longsword}}. \emph{Melee Weapon Attack:} +4 to hit, reach -5 ft., one target. \emph{Hit:} 6 (1d8+2) slashing damage, or 7 (1d10+2) -slashing damage if used with two hands. - -\textbf{\emph{Longbow}}. \emph{Ranged Weapon Attack:} +4 to hit, range -150/600 ft., one target. \emph{Hit:} 6 (1d8+2) piercing damage. - -\hypertarget{will-o-wisp}{% -\subsection{Will-o'-Wisp}\label{will-o-wisp}} - -\emph{Tiny undead, chaotic evil} - -\textbf{Armor Class} 19 - -\textbf{Hit Points} 22 (9d4) - -\textbf{Speed} 0 ft., fly 50 ft. (hover) - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -1 (-5) & 28 (+9) & 10 (+0) & 13 (+1) & 14 (+2) & 11 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Immunities} lightning, poison - -\textbf{Damage Resistances} acid, cold, fire, necrotic, thunder; -bludgeoning, piercing, and slashing from nonmagical attacks - -\textbf{Condition Immunities} exhaustion, grappled, paralyzed, poisoned, -prone, restrained, unconscious - -\textbf{Senses} darkvision 120 ft., passive Perception 12 - -\textbf{Languages} the languages it knew in life - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Consume Life}}. As a bonus action, the will-o'-wisp can -target one creature it can see within 5 feet of it that has 0 hit points -and is still alive. The target must succeed on a DC 10 Constitution -saving throw against this magic or die. If the target dies, the -will-o'-wisp regains 10 (3d6) hit points. - -\textbf{\emph{Ephemeral}}. The will-o'-wisp can't wear or carry -anything. - -\textbf{\emph{Incorporeal Movement}}. The will-o'-wisp can move through -other creatures and objects as if they were difficult terrain. It takes -5 (1d10) force damage if it ends its turn inside an object. - -\textbf{\emph{Variable Illumination}}. The will-o'-wisp sheds bright -light in a 5- to 20-foot radius and dim light for an additional number -of feet equal to the chosen radius. The will-o'-wisp can alter the -radius as a bonus action. - -Actions - -\textbf{\emph{Shock}}. \emph{Melee Spell Attack:} +4 to hit, reach 5 -ft., one creature. \emph{Hit:} 9 (2d8) lightning damage. - -\textbf{\emph{Invisibility}}. The will-o'-wisp and its light magically -become invisible until it attacks or uses its Consume Life, or until its -concentration ends (as if concentrating on a spell). - -\hypertarget{wraith}{% -\subsection{Wraith}\label{wraith}} - -\emph{Medium undead, neutral evil} - -\textbf{Armor Class} 13 - -\textbf{Hit Points} 67 (9d8+27) - -\textbf{Speed} 0 ft., fly 60 ft. (hover) - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -6 (-2) & 16 (+3) & 16 (+3) & 12 (+1) & 14 (+2) & 15 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Resistances} acid, cold, fire, lightning, thunder; -bludgeoning, piercing, and slashing from nonmagical attacks that aren't -silvered - -\textbf{Damage Immunities} necrotic, poison - -\textbf{Condition Immunities} charmed, exhaustion, grappled, paralyzed, -petrified, poisoned, prone, restrained - -\textbf{Senses} darkvision 60 ft., passive Perception 12 - -\textbf{Languages} the languages it knew in life - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Incorporeal Movement}}. The wraith can move through other -creatures and objects as if they were difficult terrain. It takes 5 -(1d10) force damage if it ends its turn inside an object. - -\textbf{\emph{Sunlight Sensitivity}}. While in sunlight, the wraith has -disadvantage on attack rolls, as well as on Wisdom (Perception) checks -that rely on sight. - -Actions - -\textbf{\emph{Life Drain}}. \emph{Melee Weapon Attack:} +6 to hit, reach -5 ft., one creature. \emph{Hit:} 21 (4d8+3) necrotic damage. The target -must succeed on a DC 14 Constitution saving throw or its hit point -maximum is reduced by an amount equal to the damage taken. This -reduction lasts until the target finishes a long rest. The target dies -if this effect reduces its hit point maximum to 0. - -\textbf{\emph{Create Specter}}. The wraith targets a humanoid within 10 -feet of it that has been dead for no longer than 1 minute and died -violently. The target's spirit rises as a specter in the space of its -corpse or in the nearest unoccupied space. The specter is under the -wraith's control. The wraith can have no more than seven specters under -its control at one time. - -\hypertarget{wyvern}{% -\subsection{Wyvern}\label{wyvern}} - -\emph{Large dragon, unaligned} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 110 (13d10+39) - -\textbf{Speed} 20 ft., fly 80 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 10 (+0) & 16 (+3) & 5 (-3) & 12 (+1) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +4 - -\textbf{Senses} darkvision 60 ft., passive Perception 14 - -\textbf{Languages} - - -\textbf{Challenge} 6 (2,300 XP) - -Actions - -\textbf{\emph{Multiattack}}. The wyvern makes two attacks: one with its -bite and one with its stinger. While flying, it can use its claws in -place of one other attack. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 10 -ft., one creature. \emph{Hit:} 11 (2d6+4) piercing damage. - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 13 (2d8+4) slashing damage. - -\textbf{\emph{Stinger}}. \emph{Melee Weapon Attack:} +7 to hit, reach 10 -ft., one creature. \emph{Hit:} 11 (2d6+4) piercing damage. The target -must make a DC 15 Constitution saving throw, taking 24 (7d6) poison -damage on a failed save, or half as much damage on a successful one. - -\hypertarget{monsters-x}{% -\section{Monsters (X)}\label{monsters-x}} - -\hypertarget{xorn}{% -\subsection{Xorn}\label{xorn}} - -\emph{Medium elemental, neutral} - -\textbf{Armor Class} 19 (natural armor) - -\textbf{Hit Points} 73 (7d8+42) - -\textbf{Speed} 20 ft., burrow 20 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -17 (+3) & 10 (+0) & 22 (+6) & 11 (+0) & 10 (+0) & 11 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +6, Stealth +3 - -\textbf{Damage Resistances} piercing and slashing from nonmagical -attacks that aren't adamantine - -\textbf{Senses} darkvision 60 ft., tremorsense 60 ft., passive -Perception 16 - -\textbf{Languages} Terran - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Earth Glide}}. The xorn can burrow through nonmagical, -unworked earth and stone. While doing so, the xorn doesn't disturb the -material it moves through. - -\textbf{\emph{Stone Camouflage}}. The xorn has advantage on Dexterity -(Stealth) checks made to hide in rocky terrain. - -\textbf{\emph{Treasure Sense}}. The xorn can pinpoint, by scent, the -location of precious metals and stones, such as coins and gems, within -60 feet of it. - -Actions - -\textbf{\emph{Multiattack}}. The xorn makes three claw attacks and one -bite attack. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 6 (1d6+3) slashing damage. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 13 (3d6+3) piercing damage. - -\hypertarget{monsters-z}{% -\section{Monsters (Z)}\label{monsters-z}} - -\hypertarget{zombies}{% -\subsection{Zombies}\label{zombies}} - -\hypertarget{zombie}{% -\subsubsection{Zombie}\label{zombie}} - -\emph{Medium undead, neutral evil} - -\textbf{Armor Class} 8 - -\textbf{Hit Points} 22 (3d8+9) - -\textbf{Speed} 20 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -13 (+1) & 6 (-2) & 16 (+3) & 3 (-4) & 6 (-2) & 5 (-3) \\ -\bottomrule -\end{longtable} - -Saving Throws Wis +0 - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 8 - -\textbf{Languages} understands the languages it knew in life but can't -speak - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{Undead Fortitude}}. If damage reduces the zombie to 0 hit -points, it must make a Constitution saving throw with a DC of 5+the -damage taken, unless the damage is radiant or from a critical hit. On a -success, the zombie drops to 1 hit point instead. - -Actions - -\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one target. \emph{Hit:} 4 (1d6+1) bludgeoning damage. - -\hypertarget{ogre-zombie}{% -\subsubsection{Ogre Zombie}\label{ogre-zombie}} - -\emph{Large undead, neutral evil} - -\textbf{Armor Class} 8 - -\textbf{Hit Points} 85 (9d10+36) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 6 (-2) & 18 (+4) & 3 (-4) & 6 (-2) & 5 (-3) \\ -\bottomrule -\end{longtable} - -Saving Throws Wis +0 - -\textbf{Damage Immunities} poison - -\textbf{Condition Immunities} poisoned - -\textbf{Senses} darkvision 60 ft., passive Perception 8 - -\textbf{Languages} understands Common and Giant but can't speak - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Undead Fortitude}}. If damage reduces the zombie to 0 hit -points, it must make a Constitution saving throw with a DC of 5+the -damage taken, unless the damage is radiant or from a critical hit. On a -success, the zombie drops to 1 hit point instead. - -Actions - -\textbf{\emph{Morningstar}}. \emph{Melee Weapon Attack:} +6 to hit, -reach 5 ft., one target. \emph{Hit:} 13 (2d8+4) bludgeoning damage. - -\hypertarget{creatures}{% -\section{CREATURES}\label{creatures}} - -This section contains statistics for various animals, vermin, and other -critters. The stat blocks are organized alphabetically by creature name. - -\hypertarget{creatures-a-c}{% -\section{Creatures (A-C)}\label{creatures-a-c}} - -\hypertarget{ape}{% -\subsection{Ape}\label{ape}} - -\emph{Medium beast, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 19 (3d8+6) - -\textbf{Speed} 30 ft., climb 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 14 (+2) & 14 (+2) & 6 (-2) & 12 (+1) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Athletics +5, Perception +3 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 1/2 (100 XP) - -Actions - -\textbf{\emph{Multiattack}}. The ape makes two fist attacks. - -\textbf{\emph{Fist}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 6 (1d6+3) bludgeoning damage. - -\textbf{\emph{Rock}}. \emph{Ranged Weapon Attack:} +5 to hit, range -25/50 ft., one target. \emph{Hit:} 6 (1d6+3) bludgeoning damage. - -\hypertarget{awakened-shrub}{% -\subsection{Awakened Shrub}\label{awakened-shrub}} - -\emph{Small plant, unaligned} - -\textbf{Armor Class} 9 - -\textbf{Hit Points} 10 (3d6) - -\textbf{Speed} 20 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -3 (-4) & 8 (-1) & 11 (+0) & 10 (+0) & 10 (+0) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Vulnerabilities} fire - -\textbf{Damage Resistances} piercing - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} one language known by its creator - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{False Appearance}}. While the shrub remains motionless, it -is indistinguishable from a normal shrub. - -Actions - -\textbf{\emph{Rake}}. \emph{Melee Weapon Attack:} +1 to hit, reach 5 -ft., one target. \emph{Hit:} 1 (1d4-1) slashing damage. - -An \textbf{awakened shrub} is an ordinary shrub given sentience and -mobility by the \emph{awaken} spell or similar magic. - -\hypertarget{awakened-tree}{% -\subsection{Awakened Tree}\label{awakened-tree}} - -\emph{Huge plant, unaligned} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 59 (7d12+14) - -\textbf{Speed} 20 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 6 (-2) & 15 (+2) & 10 (+0) & 10 (+0) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Vulnerabilities} fire - -\textbf{Damage Resistances} bludgeoning, piercing - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} one language known by its creator - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{False Appearance}}. While the tree remains motionless, it -is indistinguishable from a normal tree. - -Actions - -\textbf{\emph{Slam}}. \emph{Melee Weapon Attack:} +6 to hit, reach 10 -ft., one target. \emph{Hit:} 14 (3d6+4) bludgeoning damage. - -An \textbf{awakened tree} is an ordinary tree given sentience and -mobility by the \emph{awaken} spell or similar magic. - -\hypertarget{axe-beak}{% -\subsection{Axe Beak}\label{axe-beak}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 11 - -\textbf{Hit Points} 19 (3d10+3) - -\textbf{Speed} 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -14 (+2) & 12 (+1) & 12 (+1) & 2 (-4) & 10 (+0) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 1/4 (50 XP) - -Actions - -\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 6 (1d8+2) slashing damage. - -An \textbf{axe beak} is a tall flightless bird with strong legs and a -heavy, wedge-shaped beak. It has a nasty disposition and tends to attack -any unfamiliar creature that wanders too close. - -\hypertarget{baboon}{% -\subsection{Baboon}\label{baboon}} - -\emph{Small beast, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 3 (1d6) - -\textbf{Speed} 30 ft., climb 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -8 (-1) & 14 (+2) & 11 (+0) & 4 (-3) & 12 (+1) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 11 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{Pack Tactics}}. The baboon has advantage on an attack roll -against a creature if at least one of the baboon's allies is within 5 -feet of the creature and the ally isn't incapacitated. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +1 to hit, reach 5 -ft., one target. \emph{Hit:} 1 (1d4-1) piercing damage. - -\hypertarget{badger}{% -\subsection{Badger}\label{badger}} - -\emph{Tiny beast, unaligned} - -\textbf{Armor Class} 10 - -\textbf{Hit Points} 3 (1d4+1) - -\textbf{Speed} 20 ft., burrow 5 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -4 (-3) & 11 (+0) & 12 (+1) & 2 (-4) & 12 (+1) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} darkvision 30 ft., passive Perception 11 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{Keen Smell}}. The badger has advantage on Wisdom -(Perception) checks that rely on smell. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5 -ft., one target. \emph{Hit:} 1 piercing damage. - -\hypertarget{bat}{% -\subsection{Bat}\label{bat}} - -\emph{Tiny beast, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 1 (1d4-1) - -\textbf{Speed} 5 ft., fly 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -2 (-4) & 15 (+2) & 8 (-1) & 2 (-4) & 12 (+1) & 4 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} blindsight 60 ft., passive Perception 11 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{Echolocation}}. The bat can't use its blindsight while -deafened. - -\textbf{\emph{Keen Hearing}}. The bat has advantage on Wisdom -(Perception) checks that rely on hearing. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +0 to hit, reach 5 -ft., one creature. \emph{Hit:} 1 piercing damage. - -\hypertarget{black-bear}{% -\subsection{Black Bear}\label{black-bear}} - -\emph{Medium beast, unaligned} - -\textbf{Armor Class} 11 (natural armor) - -\textbf{Hit Points} 19 (3d8+6) - -\textbf{Speed} 40 ft., climb 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 10 (+0) & 14 (+2) & 2 (-4) & 12 (+1) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Keen Smell}}. The bear has advantage on Wisdom -(Perception) checks that rely on smell. - -Actions - -\textbf{\emph{Multiattack}}. The bear makes two attacks: one with its -bite and one with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage. - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (2d4+2) slashing damage. - -\hypertarget{blink-dog}{% -\subsection{Blink Dog}\label{blink-dog}} - -\emph{Medium fey, lawful good} - -\textbf{Armor Class} 13 - -\textbf{Hit Points} 22 (4d8+4) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -12 (+1) & 17 (+3) & 12 (+1) & 10 (+0) & 13 (+1) & 11 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3, Stealth +5 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} Blink Dog, understands Sylvan but can't speak it - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{Keen Hearing and Smell}}. The dog has advantage on Wisdom -(Perception) checks that rely on hearing or smell. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one target. \emph{Hit:} 4 (1d6+1) piercing damage. - -\textbf{\emph{Teleport (Recharge 4-6)}}. The dog magically teleports, -along with any equipment it is wearing or carrying, up to 40 feet to an -unoccupied space it can see. Before or after teleporting, the dog can -make one bite attack. - -A \textbf{blink dog} takes its name from its ability to blink in and out -of existence, a talent it uses to aid its attacks and to avoid harm. -Blink dogs harbor a long- standing hatred for displacer beasts and -attack them on sight. - -\hypertarget{blood-hawk}{% -\subsection{Blood Hawk}\label{blood-hawk}} - -\emph{Small beast, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 7 (2d6) - -\textbf{Speed} 10 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -6 (-2) & 14 (+2) & 10 (+0) & 3 (-4) & 14 (+2) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +4 - -\textbf{Senses} passive Perception 14 - -\textbf{Languages} - - -\textbf{Challenge} 1/8 (25 XP) - -\textbf{\emph{Keen Sight}}. The hawk has advantage on Wisdom -(Perception) checks that rely on sight. - -\textbf{\emph{Pack Tactics}}. The hawk has advantage on an attack roll -against a creature if at least one of the hawk's allies is within 5 feet -of the creature and the ally isn't incapacitated. - -Actions - -\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 4 (1d4+2) piercing damage. - -Taking its name from its crimson feathers and aggressive nature, the -\textbf{blood hawk} fearlessly attacks almost any animal, stabbing it -with its daggerlike beak. Blood hawks flock together in large numbers, -attacking as a pack to take down prey. - -\hypertarget{boar}{% -\subsection{Boar}\label{boar}} - -\emph{Medium beast, unaligned} - -\textbf{Armor Class} 11 (natural armor) - -\textbf{Hit Points} 11 (2d8+2) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -13 (+1) & 11 (+0) & 12 (+1) & 2 (-4) & 9 (-1) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 9 - -\textbf{Languages} - - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{Charge}}. If the boar moves at least 20 feet straight -toward a target and then hits it with a tusk attack on the same turn, -the target takes an extra 3 (1d6) slashing damage. If the target is a -creature, it must succeed on a DC 11 Strength saving throw or be knocked -prone. - -\textbf{\emph{Relentless (Recharges after a Short or Long Rest)}}. If -the boar takes 7 damage or less that would reduce it to 0 hit points, it -is reduced to 1 hit point instead. - -Actions - -\textbf{\emph{Tusk}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one target. \emph{Hit:} 4 (1d6+1) slashing damage. - -\hypertarget{brown-bear}{% -\subsection{Brown Bear}\label{brown-bear}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 11 (natural armor) - -\textbf{Hit Points} 34 (4d10+12) - -\textbf{Speed} 40 ft., climb 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 10 (+0) & 16 (+3) & 2 (-4) & 13 (+1) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 1 (200 XP) - -\textbf{\emph{Keen Smell}}. The bear has advantage on Wisdom -(Perception) checks that rely on smell. - -Actions - -\textbf{\emph{Multiattack}}. The bear makes two attacks: one with its -bite and one with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 8 (1d8+4) piercing damage. - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 11 (2d6+4) slashing damage. - -\hypertarget{camel}{% -\subsection{Camel}\label{camel}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 9 - -\textbf{Hit Points} 15 (2d10+4) - -\textbf{Speed} 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 8 (-1) & 14 (+2) & 2 (-4) & 8 (-1) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 9 - -\textbf{Languages} - - -\textbf{Challenge} 1/8 (25 XP) - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 2 (1d4) bludgeoning damage. - -\hypertarget{cat}{% -\subsection{Cat}\label{cat}} - -\emph{Tiny beast, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 2 (1d4) - -\textbf{Speed} 40 ft., climb 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -3 (-4) & 15 (+2) & 10 (+0) & 3 (-4) & 12 (+1) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3, Stealth +4 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{Keen Smell}}. The cat has advantage on Wisdom (Perception) -checks that rely on smell. - -Actions - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +0 to hit, reach 5 -ft., one target. \emph{Hit:} 1 slashing damage. - -\hypertarget{constrictor-snake}{% -\subsection{Constrictor Snake}\label{constrictor-snake}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 13 (2d10+2) - -\textbf{Speed} 30 ft., swim 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 14 (+2) & 12 (+1) & 1 (-5) & 10 (+0) & 3 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} blindsight 10 ft., passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 1/4 (50 XP) - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one creature. \emph{Hit:} 5 (1d6+2) piercing damage. - -\textbf{\emph{Constrict}}. \emph{Melee Weapon Attack:} +4 to hit, reach -5 ft., one creature. \emph{Hit:} 6 (1d8+2) bludgeoning damage, and the -target is grappled (escape DC 14). Until this grapple ends, the creature -is restrained, and the snake can't constrict another target. - -\hypertarget{crab}{% -\subsection{Crab}\label{crab}} - -\emph{Tiny beast, unaligned} - -\textbf{Armor Class} 11 (natural armor) - -\textbf{Hit Points} 2 (1d4) - -\textbf{Speed} 20 ft., swim 20 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -2 (-4) & 11 (+0) & 10 (+0) & 1 (-5) & 8 (-1) & 2 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Stealth +2 - -\textbf{Senses} blindsight 30 ft., passive Perception 9 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{Amphibious}}. The crab can breathe air and water. - -Actions - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +0 to hit, reach 5 -ft., one target. \emph{Hit:} 1 bludgeoning damage. - -\hypertarget{crocodile}{% -\subsection{Crocodile}\label{crocodile}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 12 (natural armor) - -\textbf{Hit Points} 19 (3d10+3) - -\textbf{Speed} 20 ft., swim 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 10 (+0) & 13 (+1) & 2 (-4) & 10 (+0) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Stealth +2 - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Hold Breath}}. The crocodile can hold its breath for 15 -minutes. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one creature. \emph{Hit:} 7 (1d10+2) piercing damage, and the -target is grappled (escape DC 12). Until this grapple ends, the target -is restrained, and the crocodile can't bite another target. - -\hypertarget{creatures-d-f}{% -\section{Creatures (D-F)}\label{creatures-d-f}} - -\hypertarget{death-dog}{% -\subsection{Death Dog}\label{death-dog}} - -\emph{Medium monstrosity, neutral evil} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 39 (6d8+12) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 14 (+2) & 14 (+2) & 3 (-4) & 13 (+1) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +5, Stealth +4 - -\textbf{Senses} darkvision 120 ft., passive Perception 15 - -\textbf{Languages} - - -\textbf{Challenge} 1 (200 XP) - -\textbf{\emph{Two-Headed}}. The dog has advantage on Wisdom (Perception) -checks and on saving throws against being blinded, charmed, deafened, -frightened, stunned, or knocked unconscious. - -Actions - -\textbf{\emph{Multiattack}}. The dog makes two bite attacks. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage. If the target is -a creature, it must succeed on a DC 12 Constitution saving throw against -disease or become poisoned until the disease is cured. Every 24 hours -that elapse, the creature must repeat the saving throw, reducing its hit -point maximum by 5 (1d10) on a failure. This reduction lasts until the -disease is cured. The creature dies if the disease reduces its hit point -maximum to 0. - -A \textbf{death dog} is an ugly two-headed hound that roams plains, and -deserts. Hate burns in a death dog's heart, and a taste for humanoid -flesh drives it to attack travelers and explorers. Death dog saliva -carries a foul disease that causes a victim's flesh to slowly rot off -the bone. - -\hypertarget{deer}{% -\subsection{Deer}\label{deer}} - -\emph{Medium beast, unaligned} - -\textbf{Armor Class} 13 - -\textbf{Hit Points} 4 (1d8) - -\textbf{Speed} 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -11 (+0) & 16 (+3) & 11 (+0) & 2 (-4) & 14 (+2) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 12 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5 -ft., one target. \emph{Hit:} 2 (1d4) piercing damage. - -\hypertarget{dire-wolf}{% -\subsection{Dire Wolf}\label{dire-wolf}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 14 (natural armor) - -\textbf{Hit Points} 37 (5d10+10) - -\textbf{Speed} 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -17 (+3) & 15 (+2) & 15 (+2) & 3 (-4) & 12 (+1) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3, Stealth +4 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 1 (200 XP) - -\textbf{\emph{Keen Hearing and Smell}}. The wolf has advantage on Wisdom -(Perception) checks that rely on hearing or smell. - -\textbf{\emph{Pack Tactics}}. The wolf has advantage on an attack roll -against a creature if at least one of the wolf's allies is within 5 feet -of the creature and the ally isn't incapacitated. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 10 (2d6+3) piercing damage. If the target -is a creature, it must succeed on a DC 13 Strength saving throw or be -knocked prone. - -\hypertarget{draft-horse}{% -\subsection{Draft Horse}\label{draft-horse}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 10 - -\textbf{Hit Points} 19 (3d10+3) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 10 (+0) & 12 (+1) & 2 (-4) & 11 (+0) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 1/4 (50 XP) - -Actions - -\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 9 (2d4+4) bludgeoning damage. - -\hypertarget{eagle}{% -\subsection{Eagle}\label{eagle}} - -\emph{Small beast, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 3 (1d6) - -\textbf{Speed} 10 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -6 (-2) & 15 (+2) & 10 (+0) & 2 (-4) & 14 (+2) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +4 - -\textbf{Senses} passive Perception 14 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{Keen Sight}}. The eagle has advantage on Wisdom -(Perception) checks that rely on sight. - -Actions - -\textbf{\emph{Talons}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 4 (1d4+2) slashing damage. - -\hypertarget{elephant}{% -\subsection{Elephant}\label{elephant}} - -\emph{Huge beast, unaligned} - -\textbf{Armor Class} 12 (natural armor) - -\textbf{Hit Points} 76 (8d12+24) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -22 (+6) & 9 (-1) & 17 (+3) & 3 (-4) & 11 (+0) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 4 (1,100 XP) - -\textbf{\emph{Trampling Charge}}. If the elephant moves at least 20 feet -straight toward a creature and then hits it with a gore attack on the -same turn, that target must succeed on a DC 12 Strength saving throw or -be knocked prone. If the target is prone, the elephant can make one -stomp attack against it as a bonus action. - -Actions - -\textbf{\emph{Gore}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5 -ft., one target. \emph{Hit:} 19 (3d8+6) piercing damage. - -\textbf{\emph{Stomp}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5 -ft., one prone creature. \emph{Hit:} 22 (3d10+6) bludgeoning damage. - -\hypertarget{elk}{% -\subsection{Elk}\label{elk}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 10 - -\textbf{Hit Points} 13 (2d10+2) - -\textbf{Speed} 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 10 (+0) & 12 (+1) & 2 (-4) & 10 (+0) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{Charge}}. If the elk moves at least 20 feet straight -toward a target and then hits it with a ram attack on the same turn, the -target takes an extra 7 (2d6) damage. If the target is a creature, it -must succeed on a DC 13 Strength saving throw or be knocked prone. - -Actions - -\textbf{\emph{Ram}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 ft., -one target. \emph{Hit:} 6 (1d6+3) bludgeoning damage. - -\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one prone creature. \emph{Hit:} 8 (2d4+3) bludgeoning damage. - -\hypertarget{flying-snake}{% -\subsection{Flying Snake}\label{flying-snake}} - -\emph{Tiny beast, unaligned} - -\textbf{Armor Class} 14 - -\textbf{Hit Points} 5 (2d4) - -\textbf{Speed} 30 ft., fly 60 ft., swim 30 ft - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -4 (-3) & 18 (+4) & 11 (+0) & 2 (-4) & 12 (+1) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} blindsight 10 ft., passive Perception 11 - -\textbf{Languages} - - -\textbf{Challenge} 1/8 (25 XP) - -\textbf{\emph{Flyby}}. The snake doesn't provoke opportunity attacks -when it flies out of an enemy's reach. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 1 piercing damage plus 7 (3d4) poison -damage. - -A \textbf{flying snake} is a brightly colored, winged serpent found in -remote jungles. Tribespeople and cultists sometimes domesticate flying -snakes to serve as messengers that deliver scrolls wrapped in their -coils. - -\hypertarget{frog}{% -\subsection{Frog}\label{frog}} - -\emph{Tiny beast, unaligned} - -\textbf{Armor Class} 11 - -\textbf{Hit Points} 1 (1d4-1) - -\textbf{Speed} 20 ft., swim 20 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -1 (-5) & 13 (+1) & 8 (-1) & 1 (-5) & 8 (-1) & 3 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +1, Stealth +3 - -\textbf{Senses} darkvision 30 ft., passive Perception 11 - -\textbf{Languages} - - -\textbf{Challenge} 0 (0 XP) - -\textbf{\emph{Amphibious}}. The frog can breathe air and water. - -\textbf{\emph{Standing Leap}}. The frog's long jump is up to 10 feet and -its high jump is up to 5 feet, with or without a running start. - -A \textbf{frog} has no effective attacks. It feeds on small insects and -typically dwells near water, in trees, or underground. The frog's -statistics can also be used to represent a \textbf{toad}. - -\hypertarget{creatures-g-i}{% -\section{Creatures (G-I)}\label{creatures-g-i}} - -\hypertarget{giant-ape}{% -\subsection{Giant Ape}\label{giant-ape}} - -\emph{Huge beast, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 157 (15d12+60) - -\textbf{Speed} 40 ft., climb 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -23 (+6) & 14 (+2) & 18 (+4) & 7 (-2) & 12 (+1) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Athletics +9, Perception +4 - -\textbf{Senses} passive Perception 14 - -\textbf{Languages} - - -\textbf{Challenge} 7 (2,900 XP) - -Actions - -\textbf{\emph{Multiattack}}. The ape makes two fist attacks. - -\textbf{\emph{Fist}}. \emph{Melee Weapon Attack:} +9 to hit, reach 10 -ft., one target. \emph{Hit:} 22 (3d10+6) bludgeoning damage. - -\textbf{\emph{Rock}}. \emph{Ranged Weapon Attack:} +9 to hit, range -50/100 ft., one target. \emph{Hit:} 30 (7d6+6) bludgeoning damage. - -\hypertarget{giant-badger}{% -\subsection{Giant Badger}\label{giant-badger}} - -\emph{Medium beast, unaligned} - -\textbf{Armor Class} 10 - -\textbf{Hit Points} 13 (2d8+4) - -\textbf{Speed} 30 ft., burrow 10 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -13 (+1) & 10 (+0) & 15 (+2) & 2 (-4) & 12 (+1) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} darkvision 30 ft., passive Perception 11 - -\textbf{Languages} - - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{Keen Smell}}. The badger has advantage on Wisdom -(Perception) checks that rely on smell. - -Actions - -\textbf{\emph{Multiattack}}. The badger makes two attacks: one with its -bite and one with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one target. \emph{Hit:} 4 (1d6+1) piercing damage. - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one target. \emph{Hit:} 6 (2d4+1) slashing damage. - -\hypertarget{giant-bat}{% -\subsection{Giant Bat}\label{giant-bat}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 13 - -\textbf{Hit Points} 22 (4d10) - -\textbf{Speed} 10 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 16 (+3) & 11 (+0) & 2 (-4) & 12 (+1) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} blindsight 60 ft., passive Perception 11 - -\textbf{Languages} - - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{Echolocation}}. The bat can't use its blindsight while -deafened. - -\textbf{\emph{Keen Hearing}}. The bat has advantage on Wisdom -(Perception) checks that rely on hearing. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one creature. \emph{Hit:} 5 (1d6+2) piercing damage. - -\hypertarget{giant-boar}{% -\subsection{Giant Boar}\label{giant-boar}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 12 (natural armor) - -\textbf{Hit Points} 42 (5d10+15) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -17 (+3) & 10 (+0) & 16 (+3) & 2 (-4) & 7 (-2) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 8 - -\textbf{Languages} - - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Charge}}. If the boar moves at least 20 feet straight -toward a target and then hits it with a tusk attack on the same turn, -the target takes an extra 7 (2d6) slashing damage. If the target is a -creature, it must succeed on a DC 13 Strength saving throw or be knocked -prone. - -\textbf{\emph{Relentless (Recharges after a Short or Long Rest)}}. If -the boar takes 10 damage or less that would reduce it to 0 hit points, -it is reduced to 1 hit point instead. - -Actions - -\textbf{\emph{Tusk}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 10 (2d6+3) slashing damage. - -\hypertarget{giant-centipede}{% -\subsection{Giant Centipede}\label{giant-centipede}} - -\emph{Small beast, unaligned} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 4 (1d6+1) - -\textbf{Speed} 30 ft., climb 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -5 (-3) & 14 (+2) & 12 (+1) & 1 (-5) & 7 (-2) & 3 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} blindsight 30 ft., passive Perception 8 - -\textbf{Languages} - - -\textbf{Challenge} 1/4 (50 XP) - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one creature. \emph{Hit:} 4 (1d4+2) piercing damage, and the target -must succeed on a DC 11 Constitution saving throw or take 10 (3d6) -poison damage. If the poison damage reduces the target to 0 hit points, -the target is stable but poisoned for 1 hour, even after regaining hit -points, and is paralyzed while poisoned in this way. - -\hypertarget{giant-constrictor-snake}{% -\subsection{Giant Constrictor Snake}\label{giant-constrictor-snake}} - -\emph{Huge beast, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 60 (8d12+8) - -\textbf{Speed} 30 ft., swim 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 14 (+2) & 12 (+1) & 1 (-5) & 10 (+0) & 3 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +2 - -\textbf{Senses} blindsight 10 ft., passive Perception 12 - -\textbf{Languages} - - -\textbf{Challenge} 2 (450 XP) - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 10 -ft., one creature. \emph{Hit:} 11 (2d6+4) piercing damage. - -\textbf{\emph{Constrict}}. \emph{Melee Weapon Attack:} +6 to hit, reach -5 ft., one creature. \emph{Hit:} 13 (2d8+4) bludgeoning damage, and the -target is grappled (escape DC 16). Until this grapple ends, the creature -is restrained, and the snake can't constrict another target. - -\hypertarget{giant-crab}{% -\subsection{Giant Crab}\label{giant-crab}} - -\emph{Medium beast, unaligned} - -\textbf{Armor Class} 15 (natural armor) - -\textbf{Hit Points} 13 (3d8) - -\textbf{Speed} 30 ft., swim 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -13 (+1) & 15 (+2) & 11 (+0) & 1 (-5) & 9 (-1) & 3 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Stealth +4 - -\textbf{Senses} blindsight 30 ft., passive Perception 9 - -\textbf{Languages} - - -\textbf{Challenge} 1/8 (25 XP) - -\textbf{\emph{Amphibious}}. The crab can breathe air and water. - -Actions - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one target. \emph{Hit:} 4 (1d6+1) bludgeoning damage, and the -target is grappled (escape DC 11). The crab has two claws, each of which -can grapple only one target. - -\hypertarget{giant-crocodile}{% -\subsection{Giant Crocodile}\label{giant-crocodile}} - -\emph{Huge beast, unaligned} - -\textbf{Armor Class} 14 (natural armor) - -\textbf{Hit Points} 85 (9d12+27) - -\textbf{Speed} 30 ft., swim 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -21 (+5) & 9 (-1) & 17 (+3) & 2 (-4) & 10 (+0) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Hold Breath}}. The crocodile can hold its breath for 30 -minutes. - -Actions - -\textbf{\emph{Multiattack}}. The crocodile makes two attacks: one with -its bite and one with its tail. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +8 to hit, reach 5 -ft., one target. \emph{Hit:} 21 (3d10+5) piercing damage, and the target -is grappled (escape DC 16). Until this grapple ends, the target is -restrained, and the crocodile can't bite another target. - -\textbf{\emph{Tail}}. \emph{Melee Weapon Attack:} +8 to hit, reach 10 -ft., one target not grappled by the crocodile. \emph{Hit:} 14 (2d8+5) -bludgeoning damage. If the target is a creature, it must succeed on a DC -16 Strength saving throw or be knocked prone. - -\hypertarget{giant-eagle}{% -\subsection{Giant Eagle}\label{giant-eagle}} - -\emph{Large beast, neutral good} - -\textbf{Armor Class} 13 - -\textbf{Hit Points} 26 (4d10+4) - -\textbf{Speed} 10 ft., fly 80 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 17 (+3) & 13 (+1) & 8 (-1) & 14 (+2) & 10 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +4 - -\textbf{Senses} passive Perception 14 - -\textbf{Languages} Giant Eagle, understands Common and Auran but can't -speak them - -\textbf{Challenge} 1 (200 XP) - -\textbf{\emph{Keen Sight}}. The eagle has advantage on Wisdom -(Perception) checks that rely on sight. - -Actions - -\textbf{\emph{Multiattack}}. The eagle makes two attacks: one with its -beak and one with its talons. - -\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 6 (1d6+3) piercing damage. - -\textbf{\emph{Talons}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 10 (2d6+3) slashing damage. - -A \textbf{giant eagle} is a noble creature that speaks its own language -and understands speech in the Common tongue. A mated pair of giant -eagles typically has up to four eggs or young in their nest (treat the -young as normal eagles). - -\hypertarget{giant-elk}{% -\subsection{Giant Elk}\label{giant-elk}} - -\emph{Huge beast, unaligned} - -\textbf{Armor Class} 14 (natural armor) - -\textbf{Hit Points} 42 (5d12+10) - -\textbf{Speed} 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 16 (+3) & 14 (+2) & 7 (-2) & 14 (+2) & 10 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +4 - -\textbf{Senses} passive Perception 14 - -\textbf{Languages} Giant Elk, understands Common, Elvish, and Sylvan but -can't speak them - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Charge}}. If the elk moves at least 20 feet straight -toward a target and then hits it with a ram attack on the same turn, the -target takes an extra 7 (2d6) damage. If the target is a creature, it -must succeed on a DC 14 Strength saving throw or be knocked prone. - -Actions - -\textbf{\emph{Ram}}. \emph{Melee Weapon Attack:} +6 to hit, reach 10 -ft., one target. \emph{Hit:} 11 (2d6+4) bludgeoning damage. - -\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one prone creature. \emph{Hit:} 22 (4d8+4) bludgeoning damage. - -The majestic \textbf{giant elk} is rare to the point that its appearance -is often taken as a foreshadowing of an important event, such as the -birth of a king. Legends tell of gods that take the form of giant elk -when visiting the Material Plane. Many cultures therefore believe that -to hunt these creatures is to invite divine wrath. - -\hypertarget{giant-fire-beetle}{% -\subsection{Giant Fire Beetle}\label{giant-fire-beetle}} - -\emph{Small beast, unaligned} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 4 (1d6+1) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -8 (-1) & 10 (+0) & 12 (+1) & 1 (-5) & 7 (-2) & 3 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} blindsight 30 ft., passive Perception 8 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{Illumination}}. The beetle sheds bright light in a 10-foot -radius and dim light for an additional 10 feet. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +1 to hit, reach 5 -ft., one target. \emph{Hit:} 2 (1d6-1) slashing damage. - -A \textbf{giant fire beetle} is a nocturnal creature that takes its name -from a pair of glowing glands that give off light. Miners and -adventurers prize these creatures, for a giant fire beetle's glands -continue to shed light for 1d6 days after the beetle dies. Giant fire -beetles are most commonly found underground and in dark forests. - -\hypertarget{giant-frog}{% -\subsection{Giant Frog}\label{giant-frog}} - -\emph{Medium beast, unaligned} - -\textbf{Armor Class} 11 - -\textbf{Hit Points} 18 (4d8) - -\textbf{Speed} 30 ft., swim 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -12 (+1) & 13 (+1) & 11 (+0) & 2 (-4) & 10 (+0) & 3 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +2, Stealth +3 - -\textbf{Senses} darkvision 30 ft., passive Perception 12 - -\textbf{Languages} - - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{Amphibious}}. The frog can breathe air and water. - -\textbf{\emph{Standing Leap}}. The frog's long jump is up to 20 feet and -its high jump is up to 10 feet, with or without a running start. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one target. \emph{Hit:} 4 (1d6+1) piercing damage, and the target -is grappled (escape DC 11). Until this grapple ends, the target is -restrained, and the frog can't bite another target. - -\textbf{\emph{Swallow}}. The frog makes one bite attack against a Small -or smaller target it is grappling. If the attack hits, the target is -swallowed, and the grapple ends. The swallowed target is blinded and -restrained, it has total cover against attacks and other effects outside -the frog, and it takes 5 (2d4) acid damage at the start of each of the -frog's turns. The frog can have only one target swallowed at a time. - -If the frog dies, a swallowed creature is no longer restrained by it and -can escape from the corpse using 5 feet of movement, exiting prone. - -\hypertarget{giant-goat}{% -\subsection{Giant Goat}\label{giant-goat}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 11 (natural armor) - -\textbf{Hit Points} 19 (3d10+3) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -17 (+3) & 11 (+0) & 12 (+1) & 3 (-4) & 12 (+1) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 11 - -\textbf{Languages} - - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Charge}}. If the goat moves at least 20 feet straight -toward a target and then hits it with a ram attack on the same turn, the -target takes an extra 5 (2d4) bludgeoning damage. If the target is a -creature, it must succeed on a DC 13 Strength saving throw or be knocked -prone. - -\textbf{\emph{Sure-Footed}}. The goat has advantage on Strength and -Dexterity saving throws made against effects that would knock it prone. - -Actions - -\textbf{\emph{Ram}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 ft., -one target. \emph{Hit:} 8 (2d4+3) bludgeoning damage. - -\hypertarget{giant-hyena}{% -\subsection{Giant Hyena}\label{giant-hyena}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 45 (6d10+12) - -\textbf{Speed} 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 14 (+2) & 14 (+2) & 2 (-4) & 12 (+1) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 1 (200 XP) - -\textbf{\emph{Rampage}}. When the hyena reduces a creature to 0 hit -points with a melee attack on its turn, the hyena can take a bonus -action to move up to half its speed and make a bite attack. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 10 (2d6+3) piercing damage. - -\hypertarget{giant-lizard}{% -\subsection{Giant Lizard}\label{giant-lizard}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 12 (natural armor) - -\textbf{Hit Points} 19 (3d10+3) - -\textbf{Speed} 30 ft., climb 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 12 (+1) & 13 (+1) & 2 (-4) & 10 (+0) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} darkvision 30 ft., passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 1/4 (50 XP) - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 6 (1d8+2) piercing damage. - -A \textbf{giant lizard} can be ridden or used as a draft animal. -Lizardfolk also keep them as pets, and subterranean giant lizards are -used as mounts and pack animals by drow, duergar, and others. - -\hypertarget{giant-octopus}{% -\subsection{Giant Octopus}\label{giant-octopus}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 11 - -\textbf{Hit Points} 52 (8d10+8) - -\textbf{Speed} 10 ft., swim 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -17 (+3) & 13 (+1) & 13 (+1) & 4 (-3) & 10 (+0) & 4 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +4, Stealth +5 - -\textbf{Senses} darkvision 60 ft., passive Perception 14 - -\textbf{Languages} - - -\textbf{Challenge} 1 (200 XP) - -\textbf{\emph{Hold Breath}}. While out of water, the octopus can hold -its breath for 1 hour. - -\textbf{\emph{Underwater Camouflage}}. The octopus has advantage on -Dexterity (Stealth) checks made while underwater. - -\textbf{\emph{Water Breathing}}. The octopus can breathe only -underwater. - -Actions - -\textbf{\emph{Tentacles}}. \emph{Melee Weapon Attack:} +5 to hit, reach -15 ft., one target. \emph{Hit:} 10 (2d6+3) bludgeoning damage. If the -target is a creature, it is grappled (escape DC 16). Until this grapple -ends, the target is restrained, and the octopus can't use its tentacles -on another target. - -\textbf{\emph{Ink Cloud (Recharges after a Short or Long Rest)}}. A 20- -foot radius cloud of ink extends all around the octopus if it is -underwater. The area is heavily obscured for 1 minute, although a -significant current can disperse the ink. After releasing the ink, the -octopus can use the Dash action as a bonus action. - -\hypertarget{giant-owl}{% -\subsection{Giant Owl}\label{giant-owl}} - -\emph{Large beast, neutral} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 19 (3d10+3) - -\textbf{Speed} 5 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -13 (+1) & 15 (+2) & 12 (+1) & 8 (-1) & 13 (+1) & 10 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +5, Stealth +4 - -\textbf{Senses} darkvision 120 ft., passive Perception 15 - -\textbf{Languages} Giant Owl, understands Common, Elvish, and Sylvan but -can't speak them - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{Flyby}}. The owl doesn't provoke opportunity attacks when -it flies out of an enemy's reach. - -\textbf{\emph{Keen Hearing and Sight}}. The owl has advantage on Wisdom -(Perception) checks that rely on hearing or sight. - -Actions - -\textbf{\emph{Talons}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one target. \emph{Hit:} 8 (2d6+1) slashing damage. - -\textbf{Giant owls} often befriend fey and other sylvan creatures and -are guardians of their woodland realms. - -\hypertarget{giant-poisonous-snake}{% -\subsection{Giant Poisonous Snake}\label{giant-poisonous-snake}} - -\emph{Medium beast, unaligned} - -\textbf{Armor Class} 14 - -\textbf{Hit Points} 11 (2d8+2) - -\textbf{Speed} 30 ft., swim 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -10 (+0) & 18 (+4) & 13 (+1) & 2 (-4) & 10 (+0) & 3 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +2 - -\textbf{Senses} blindsight 10 ft., passive Perception 12 - -\textbf{Languages} - - -\textbf{Challenge} 1/4 (50 XP) - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 10 -ft., one target. \emph{Hit:} 6 (1d4+4) piercing damage, and the target -must make a DC 11 Constitution saving throw, taking 10 (3d6) poison -damage on a failed save, or half as much damage on a successful one. - -\hypertarget{giant-rat}{% -\subsection{Giant Rat}\label{giant-rat}} - -\emph{Small beast, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 7 (2d6) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -7 (-2) & 15 (+2) & 11 (+0) & 2 (-4) & 10 (+0) & 4 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 1/8 (25 XP) - -\textbf{\emph{Keen Smell}}. The rat has advantage on Wisdom (Perception) -checks that rely on smell. - -\textbf{\emph{Pack Tactics}}. The rat has advantage on an attack roll -against a creature if at least one of the rat's allies is within 5 feet -of the creature and the ally isn't incapacitated. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 4 (1d4+2) piercing damage. - -\begin{quote} -\textbf{Variant: Diseased Giant Rats} - -Some giant rats carry vile diseases that they spread with their bites. A -diseased giant rat has a challenge rating of 1/8 (25 XP) and the -following action instead of its normal bite attack. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 4 (1d4+2) piercing damage. If the target is -a creature, it must succeed on a DC 10 Constitution saving throw or -contract a disease. Until the disease is cured, the target can't regain -hit points except by magical means, and the target's hit point maximum -decreases by 3 (1d6) every 24 hours. If the target's hit point maximum -drops to 0 as a result of this disease, the target dies. -\end{quote} - -\hypertarget{giant-scorpion}{% -\subsection{Giant Scorpion}\label{giant-scorpion}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 15 (natural armor) - -\textbf{Hit Points} 52 (7d10+14) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 13 (+1) & 15 (+2) & 1 (-5) & 9 (-1) & 3 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} blindsight 60 ft., passive Perception 9 - -\textbf{Languages} - - -\textbf{Challenge} 3 (700 XP) - -Actions - -\textbf{\emph{Multiattack}}. The scorpion makes three attacks: two with -its claws and one with its sting. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 6 (1d8+2) bludgeoning damage, and the -target is grappled (escape DC 12). The scorpion has two claws, each of -which can grapple only one target. - -\textbf{\emph{Sting}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one creature. \emph{Hit:} 7 (1d10+2) piercing damage, and the -target must make a DC 12 Constitution saving throw, taking 22 (4d10) -poison damage on a failed save, or half as much damage on a successful -one. - -\hypertarget{giant-sea-horse}{% -\subsection{Giant Sea Horse}\label{giant-sea-horse}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 16 (3d10) - -\textbf{Speed} 0 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -12 (+1) & 15 (+2) & 11 (+0) & 2 (-4) & 12 (+1) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 11 - -\textbf{Languages} - - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Charge}}. If the sea horse moves at least 20 feet straight -toward a target and then hits it with a ram attack on the same turn, the -target takes an extra 7 (2d6) bludgeoning damage. It the target is a -creature, it must succeed on a DC 11 Strength saving throw or be knocked -prone. - -\textbf{\emph{Water Breathing}}. The sea horse can breathe only -underwater. - -Actions - -\textbf{\emph{Ram}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 ft., -one target. \emph{Hit:} 4 (1d6+1) bludgeoning damage. - -Like their smaller kin, \textbf{giant sea horses} are shy, colorful fish -with elongated bodies and curled tails. Aquatic elves train them as -mounts. - -\hypertarget{giant-shark}{% -\subsection{Giant Shark}\label{giant-shark}} - -\emph{Huge beast, unaligned} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 126 (11d12+55) - -\textbf{Speed} 0 ft., swim 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -23 (+6) & 11 (+0) & 21 (+5) & 1 (-5) & 10 (+0) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3 - -\textbf{Senses} blindsight 60 ft., passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Blood Frenzy}}. The shark has advantage on melee attack -rolls against any creature that doesn't have all its hit points. - -\textbf{\emph{Water Breathing}}. The shark can breathe only underwater. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +9 to hit, reach 5 -ft., one target. \emph{Hit:} 22 (3d10+6) piercing damage. - -A \textbf{giant shark} is 30 feet long and normally found in deep -oceans. Utterly fearless, it preys on anything that crosses its path, -including whales and ships. - -\hypertarget{giant-spider}{% -\subsection{Giant Spider}\label{giant-spider}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 14 (natural armor) - -\textbf{Hit Points} 26 (4d10+4) - -\textbf{Speed} 30 ft., climb 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -14 (+2) & 16 (+3) & 12 (+1) & 2 (-4) & 11 (+0) & 4 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Stealth +7 - -\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception -10 - -\textbf{Languages} - - -\textbf{Challenge} 1 (200 XP) - -\textbf{\emph{Spider Climb}}. The spider can climb difficult surfaces, -including upside down on ceilings, without needing to make an ability -check. - -\textbf{\emph{Web Sense}}. While in contact with a web, the spider knows -the exact location of any other creature in contact with the same web. - -\textbf{\emph{Web Walker}}. The spider ignores movement restrictions -caused by webbing. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one creature. \emph{Hit:} 7 (1d8+3) piercing damage, and the target -must make a DC 11 Constitution saving throw, taking 9 (2d8) poison -damage on a failed save, or half as much damage on a successful one. If -the poison damage reduces the target to 0 hit points, the target is -stable but poisoned for 1 hour, even after regaining hit points, and is -paralyzed while poisoned in this way. - -\textbf{\emph{Web (Recharge 5-6)}}. \emph{Ranged Weapon Attack:} +5 to -hit, range 30/60 ft., one creature. \emph{Hit:} The target is restrained -by webbing. As an action, the restrained target can make a DC 12 -Strength check, bursting the webbing on a success. The webbing can also -be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; -immunity to bludgeoning, poison, and psychic damage). - -To snare its prey, a \textbf{giant spider} spins elaborate webs or -shoots sticky strands of webbing from its abdomen. Giant spiders are -most commonly found underground, making their lairs on ceilings or in -dark, web-filled crevices. Such lairs are often festooned with web -cocoons holding past victims. - -\hypertarget{giant-toad}{% -\subsection{Giant Toad}\label{giant-toad}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 11 - -\textbf{Hit Points} 39 (6d10+6) - -\textbf{Speed} 20 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 13 (+1) & 13 (+1) & 2 (-4) & 10 (+0) & 3 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} darkvision 30 ft., passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 1 (200 XP) - -\textbf{\emph{Amphibious}}. The toad can breathe air and water. - -\textbf{\emph{Standing Leap}}. The toad's long jump is up to 20 feet and -its high jump is up to 10 feet, with or without a running start. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (1d10+2) piercing damage plus 5 (1d10) -poison damage, and the target is grappled (escape DC 13). Until this -grapple ends, the target is restrained, and the toad can't bite another -target. - -\textbf{\emph{Swallow}}. The toad makes one bite attack against a Medium -or smaller target it is grappling. If the attack hits, the target is -swallowed, and the grapple ends. The swallowed target is blinded and -restrained, it has total cover against attacks and other effects outside -the toad, and it takes 10 (3d6) acid damage at the start of each of the -toad's turns. The toad can have only one target swallowed at a time. - -If the toad dies, a swallowed creature is no longer restrained by it and -can escape from the corpse using 5 feet of movement, exiting prone. - -\hypertarget{giant-vulture}{% -\subsection{Giant Vulture}\label{giant-vulture}} - -\emph{Large beast, neutral evil} - -\textbf{Armor Class} 10 - -\textbf{Hit Points} 22 (3d10+6) - -\textbf{Speed} 10 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 10 (+0) & 15 (+2) & 6 (-2) & 12 (+1) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} understands Common but can't speak - -\textbf{Challenge} 1 (200 XP) - -\textbf{\emph{Keen Sight and Smell}}. The vulture has advantage on -Wisdom (Perception) checks that rely on sight or smell. - -\textbf{\emph{Pack Tactics}}. The vulture has advantage on an attack -roll against a creature if at least one of the vulture's allies is -within 5 feet of the creature and the ally isn't incapacitated. - -Actions - -\textbf{\emph{Multiattack}}. The vulture makes two attacks: one with its -beak and one with its talons. - -\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (2d4+2) piercing damage. - -\textbf{\emph{Talons}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 9 (2d6+2) slashing damage. - -A \textbf{giant vulture} has advanced intelligence and a malevolent -bent. Unlike its smaller kin, it will attack a wounded creature to -hasten its end. Giant vultures have been known to haunt a thirsty, -starving creature for days to enjoy its suffering. - -\hypertarget{giant-wasp}{% -\subsection{Giant Wasp}\label{giant-wasp}} - -\emph{Medium beast, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 13 (3d8) - -\textbf{Speed} 10 ft., fly 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -10 (+0) & 14 (+2) & 10 (+0) & 1 (-5) & 10 (+0) & 3 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 1/2 (100 XP) - -Actions - -\textbf{\emph{Sting}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one creature. \emph{Hit:} 5 (1d6+2) piercing damage, and the target -must make a DC 11 Constitution saving throw, taking 10 (3d6) poison -damage on a failed save, or half as much damage on a successful one. If -the poison damage reduces the target to 0 hit points, the target is -stable but poisoned for 1 hour, even after regaining hit points, and is -paralyzed while poisoned in this way. - -\hypertarget{giant-weasel}{% -\subsection{Giant Weasel}\label{giant-weasel}} - -\emph{Medium beast, unaligned} - -\textbf{Armor Class} 13 - -\textbf{Hit Points} 9 (2d8) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -11 (+0) & 16 (+3) & 10 (+0) & 4 (-3) & 12 (+1) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3, Stealth +5 - -\textbf{Senses} darkvision 60 ft., passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 1/8 (25 XP) - -\textbf{\emph{Keen Hearing and Smell}}. The weasel has advantage on -Wisdom (Perception) checks that rely on hearing or smell. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 5 (1d4+3) piercing damage. - -\hypertarget{giant-wolf-spider}{% -\subsection{Giant Wolf Spider}\label{giant-wolf-spider}} - -\emph{Medium beast, unaligned} - -\textbf{Armor Class} 13 - -\textbf{Hit Points} 11 (2d8+2) - -\textbf{Speed} 40 ft., climb 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -12 (+1) & 16 (+3) & 13 (+1) & 3 (-4) & 12 (+1) & 4 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3, Stealth +7 - -\textbf{Senses} blindsight 10 ft., darkvision 60 ft., passive Perception -13 - -\textbf{Languages} - - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{Spider Climb}}. The spider can climb difficult surfaces, -including upside down on ceilings, without needing to make an ability -check. - -\textbf{\emph{Web Sense}}. While in contact with a web, the spider knows -the exact location of any other creature in contact with the same web. - -\textbf{\emph{Web Walker}}. The spider ignores movement restrictions -caused by webbing. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one creature. \emph{Hit:} 4 (1d6+1) piercing damage, and the target -must make a DC 11 Constitution saving throw, taking 7 (2d6) poison -damage on a failed save, or half as much damage on a successful one. If -the poison damage reduces the target to 0 hit points, the target is -stable but poisoned for 1 hour, even after regaining hit points, and is -paralyzed while poisoned in this way. - -Smaller than a giant spider, a \textbf{giant wolf spider} hunts prey -across open ground or hides in a burrow or crevice, or in a hidden -cavity beneath debris. - -\hypertarget{goat}{% -\subsection{Goat}\label{goat}} - -\emph{Medium beast, unaligned} - -\textbf{Armor Class} 10 - -\textbf{Hit Points} 4 (1d8) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -12 (+1) & 10 (+0) & 11 (+0) & 2 (-4) & 10 (+0) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{Charge}}. If the goat moves at least 20 feet straight -toward a target and then hits it with a ram attack on the same turn, the -target takes an extra 2 (1d4) bludgeoning damage. If the target is a -creature, it must succeed on a DC 10 Strength saving throw or be knocked -prone. - -\textbf{\emph{Sure-Footed}}. The goat has advantage on Strength and -Dexterity saving throws made against effects that would knock it prone. - -Actions - -\textbf{\emph{Ram}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 ft., -one target. \emph{Hit:} 3 (1d4+1) bludgeoning damage. - -\hypertarget{hawk}{% -\subsection{Hawk}\label{hawk}} - -\emph{Tiny beast, unaligned} - -\textbf{Armor Class} 13 - -\textbf{Hit Points} 1 (1d4-1) - -\textbf{Speed} 10 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -5 (-3) & 16 (+3) & 8 (-1) & 2 (-4) & 14 (+2) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +4 - -\textbf{Senses} passive Perception 14 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{Keen Sight}}. The hawk has advantage on Wisdom -(Perception) checks that rely on sight. - -Actions - -\textbf{\emph{Talons}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 1 slashing damage. - -\hypertarget{hunter-shark}{% -\subsection{Hunter Shark}\label{hunter-shark}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 12 (natural armor) - -\textbf{Hit Points} 45 (6d10+12) - -\textbf{Speed} 0 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 13 (+1) & 15 (+2) & 1 (-5) & 10 (+0) & 4 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +2 - -\textbf{Senses} blindsight 30 ft., passive Perception 12 - -\textbf{Languages} - - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Blood Frenzy}}. The shark has advantage on melee attack -rolls against any creature that doesn't have all its hit points. - -\textbf{\emph{Water Breathing}}. The shark can breathe only underwater. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 13 (2d8+4) piercing damage. - -Smaller than a giant shark but larger and fiercer than a reef shark, a -\textbf{hunter shark} haunts deep waters. It usually hunts alone, but -multiple hunter sharks might feed in the same area. A fully grown hunter -shark is 15 to 20 feet long. - -\hypertarget{hyena}{% -\subsection{Hyena}\label{hyena}} - -\emph{Medium beast, unaligned} - -\textbf{Armor Class} 11 - -\textbf{Hit Points} 5 (1d8+1) - -\textbf{Speed} 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -11 (+0) & 13 (+1) & 12 (+1) & 2 (-4) & 12 (+1) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{Pack Tactics}}. The hyena has advantage on an attack roll -against a creature if at least one of the hyena's allies is within 5 -feet of the creature and the ally isn't incapacitated. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5 -ft., one target. \emph{Hit:} 3 (1d6) piercing damage. - -\hypertarget{creatures-j-l}{% -\section{Creatures (J-L)}\label{creatures-j-l}} - -\hypertarget{jackal}{% -\subsection{Jackal}\label{jackal}} - -\emph{Small beast, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 3 (1d6) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -8 (-1) & 15 (+2) & 11 (+0) & 3 (-4) & 12 (+1) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{Keen Hearing and Smell}}. The jackal has advantage on -Wisdom (Perception) checks that rely on hearing or smell. - -\textbf{\emph{Pack Tactics}}. The jackal has advantage on an attack roll -against a creature if at least one of the jackal's allies is within 5 -feet of the creature and the ally isn't incapacitated. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +1 to hit, reach 5 -ft., one target. \emph{Hit:} 1 (1d4-1) piercing damage. - -\hypertarget{killer-whale}{% -\subsection{Killer Whale}\label{killer-whale}} - -\emph{Huge beast, unaligned} - -\textbf{Armor Class} 12 (natural armor) - -\textbf{Hit Points} 90 (12d12+12) - -\textbf{Speed} 0 ft., swim 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -19 (+4) & 10 (+0) & 13 (+1) & 3 (-4) & 12 (+1) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3 - -\textbf{Senses} blindsight 120 ft., passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 3 (700 XP) - -\textbf{\emph{Echolocation}}. The whale can't use its blindsight while -deafened. - -\textbf{\emph{Hold Breath}}. The whale can hold its breath for 30 -minutes. - -\textbf{\emph{Keen Hearing}}. The whale has advantage on Wisdom -(Perception) checks that rely on hearing. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 21 (5d6+4) piercing damage. - -\hypertarget{lion}{% -\subsection{Lion}\label{lion}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 26 (4d10+4) - -\textbf{Speed} 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -17 (+3) & 15 (+2) & 13 (+1) & 3 (-4) & 12 (+1) & 8 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3, Stealth +6 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 1 (200 XP) - -\textbf{\emph{Keen Smell}}. The lion has advantage on Wisdom -(Perception) checks that rely on smell. - -\textbf{\emph{Pack Tactics}}. The lion has advantage on an attack roll -against a creature if at least one of the lion's allies is within 5 feet -of the creature and the ally isn't incapacitated. - -\textbf{\emph{Pounce}}. If the lion moves at least 20 feet straight -toward a creature and then hits it with a claw attack on the same turn, -that target must succeed on a DC 13 Strength saving throw or be knocked -prone. If the target is prone, the lion can make one bite attack against -it as a bonus action. - -\textbf{\emph{Running Leap}}. With a 10-foot running start, the lion can -long jump up to 25 feet. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (1d8+3) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 6 (1d6+3) slashing damage. - -\hypertarget{lizard}{% -\subsection{Lizard}\label{lizard}} - -\emph{Tiny beast, unaligned} - -\textbf{Armor Class} 10 - -\textbf{Hit Points} 2 (1d4) - -\textbf{Speed} 20 ft., climb 20 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -2 (-4) & 11 (+0) & 10 (+0) & 1 (-5) & 8 (-1) & 3 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} darkvision 30 ft., passive Perception 9 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +0 to hit, reach 5 -ft., one target. \emph{Hit:} 1 piercing damage. - -\hypertarget{creatures-m-o}{% -\section{Creatures (M-O)}\label{creatures-m-o}} - -\hypertarget{mammoth}{% -\subsection{Mammoth}\label{mammoth}} - -\emph{Huge beast, unaligned} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 126 (11d12+55) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -24 (+7) & 9 (-1) & 21 (+5) & 3 (-4) & 11 (+0) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 6 (2,300 XP) - -\textbf{\emph{Trampling Charge}}. If the mammoth moves at least 20 feet -straight toward a creature and then hits it with a gore attack on the -same turn, that target must succeed on a DC 18 Strength saving throw or -be knocked prone. If the target is prone, the mammoth can make one stomp -attack against it as a bonus action. - -Actions - -\textbf{\emph{Gore}}. \emph{Melee Weapon Attack:} +10 to hit, reach 10 -ft., one target. \emph{Hit:} 25 (4d8+7) piercing damage. - -\textbf{\emph{Stomp}}. \emph{Melee Weapon Attack:} +10 to hit, reach 5 -ft., one prone creature. \emph{Hit:} 29 (4d10+7) bludgeoning damage. - -A \textbf{mammoth} is an elephantine creature with thick fur and long -tusks. Stockier and fiercer than normal elephants, mammoths inhabit a -wide range of climes, from subarctic to subtropical. - -\hypertarget{mastiff}{% -\subsection{Mastiff}\label{mastiff}} - -\emph{Medium beast, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 5 (1d8+1) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -13 (+1) & 14 (+2) & 12 (+1) & 3 (-4) & 12 (+1) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 1/8 (25 XP) - -\textbf{\emph{Keen Hearing and Smell}}. The mastiff has advantage on -Wisdom (Perception) checks that rely on hearing or smell. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one target. \emph{Hit:} 4 (1d6+1) piercing damage. If the target is -a creature, it must succeed on a DC 11 Strength saving throw or be -knocked prone. - -\textbf{Mastiffs} are impressive hounds prized by humanoids for their -loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting -dogs, and war dogs. Halflings and other Small humanoids ride them as -mounts. - -\hypertarget{mule}{% -\subsection{Mule}\label{mule}} - -\emph{Medium beast, unaligned} - -\textbf{Armor Class} 10 - -\textbf{Hit Points} 11 (2d8+2) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -14 (+2) & 10 (+0) & 13 (+1) & 2 (-4) & 10 (+0) & 5 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 1/8 (25 XP) - -\textbf{\emph{Beast of Burden}}. The mule is considered to be a Large -animal for the purpose of determining its carrying capacity. - -\textbf{\emph{Sure-Footed}}. The mule has advantage on Strength and -Dexterity saving throws made against effects that would knock it prone. - -Actions - -\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5 -ft., one target. \emph{Hit:} 4 (1d4+2) bludgeoning damage. - -\hypertarget{octopus}{% -\subsection{Octopus}\label{octopus}} - -\emph{Small beast, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 3 (1d6) - -\textbf{Speed} 5 ft., swim 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -4 (-3) & 15 (+2) & 11 (+0) & 3 (-4) & 10 (+0) & 4 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +2, Stealth +4 - -\textbf{Senses} darkvision 30 ft., passive Perception 12 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{Hold Breath}}. While out of water, the octopus can hold -its breath for 30 minutes. - -\textbf{\emph{Underwater Camouflage}}. The octopus has advantage on -Dexterity (Stealth) checks made while underwater. - -\textbf{\emph{Water Breathing}}. The octopus can breathe only -underwater. - -Actions - -\textbf{\emph{Tentacles}}. \emph{Melee Weapon Attack:} +4 to hit, reach -5 ft., one target. \emph{Hit:} 1 bludgeoning damage, and the target is -grappled (escape DC 10). Until this grapple ends, the octopus can't use -its tentacles on another target. - -\textbf{\emph{Ink Cloud (Recharges after a Short or Long Rest)}}. A 5- -foot radius cloud of ink extends all around the octopus if it is -underwater. The area is heavily obscured for 1 minute, although a -significant current can disperse the ink. After releasing the ink, the -octopus can use the Dash action as a bonus action. - -\hypertarget{owl}{% -\subsection{Owl}\label{owl}} - -\emph{Tiny beast, unaligned} - -\textbf{Armor Class} 11 - -\textbf{Hit Points} 1 (1d4-1) - -\textbf{Speed} 5 ft., fly 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -3 (-4) & 13 (+1) & 8 (-1) & 2 (-4) & 12 (+1) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3, Stealth +3 - -\textbf{Senses} darkvision 120 ft., passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{Flyby}}. The owl doesn't provoke opportunity attacks when -it flies out of an enemy's reach. - -\textbf{\emph{Keen Hearing and Sight}}. The owl has advantage on Wisdom -(Perception) checks that rely on hearing or sight. - -Actions - -\textbf{\emph{Talons}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one target. \emph{Hit:} 1 slashing damage. - -\hypertarget{creatures-p-r}{% -\section{Creatures (P-R)}\label{creatures-p-r}} - -\hypertarget{panther}{% -\subsection{Panther}\label{panther}} - -\emph{Medium beast, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 13 (3d8) - -\textbf{Speed} 50 ft., climb 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -14 (+2) & 15 (+2) & 10 (+0) & 3 (-4) & 14 (+2) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +4, Stealth +6 - -\textbf{Senses} passive Perception 14 - -\textbf{Languages} - - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{Keen Smell}}. The panther has advantage on Wisdom -(Perception) checks that rely on smell. - -\textbf{\emph{Pounce}}. If the panther moves at least 20 feet straight -toward a creature and then hits it with a claw attack on the same turn, -that target must succeed on a DC 12 Strength saving throw or be knocked -prone. If the target is prone, the panther can make one bite attack -against it as a bonus action. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 5 (1d6+2) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 4 (1d4+2) slashing damage. - -\hypertarget{phase-spider}{% -\subsection{Phase Spider}\label{phase-spider}} - -\emph{Large monstrosity, unaligned} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 32 (5d10+5) - -\textbf{Speed} 30 ft., climb 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 15 (+2) & 12 (+1) & 6 (-2) & 10 (+0) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Stealth +6 - -\textbf{Senses} darkvision 60 ft., passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 3 (700 XP) - -\textbf{\emph{Ethereal Jaunt}}. As a bonus action, the spider can -magically shift from the Material Plane to the Ethereal Plane, or vice -versa. - -\textbf{\emph{Spider Climb}}. The spider can climb difficult surfaces, -including upside down on ceilings, without needing to make an ability -check. - -\textbf{\emph{Web Walker}}. The spider ignores movement restrictions -caused by webbing. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one creature. \emph{Hit:} 7 (1d10+2) piercing damage, and the -target must make a DC 11 Constitution saving throw, taking 18 (4d8) -poison damage on a failed save, or half as much damage on a successful -one. If the poison damage reduces the target to 0 hit points, the target -is stable but poisoned for 1 hour, even after regaining hit points, and -is paralyzed while poisoned in this way. - -A \textbf{phase spider} possesses the magical ability to phase in and -out of the Ethereal Plane. It seems to appear out of nowhere and quickly -vanishes after attacking. Its movement on the Ethereal Plane before -coming back to the Material Plane makes it seem like it can teleport. - -\hypertarget{poisonous-snake}{% -\subsection{Poisonous Snake}\label{poisonous-snake}} - -\emph{Tiny beast, unaligned} - -\textbf{Armor Class} 13 - -\textbf{Hit Points} 2 (1d4) - -\textbf{Speed} 30 ft., swim 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -2 (-4) & 16 (+3) & 11 (+0) & 1 (-5) & 10 (+0) & 3 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} blindsight 10 ft., passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 1/8 (25 XP) - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 1 piercing damage, and the target must make -a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a -failed save, or half as much damage on a successful one. - -\hypertarget{polar-bear}{% -\subsection{Polar Bear}\label{polar-bear}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 12 (natural armor) - -\textbf{Hit Points} 42 (5d10+15) - -\textbf{Speed} 40 ft., swim 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -20 (+5) & 10 (+0) & 16 (+3) & 2 (-4) & 13 (+1) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Keen Smell}}. The bear has advantage on Wisdom -(Perception) checks that rely on smell. - -Actions - -\textbf{\emph{Multiattack}}. The bear makes two attacks: one with its -bite and one with its claws. - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 9 (1d8+5) piercing damage. - -\textbf{\emph{Claws.}} \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 12 (2d6+5) slashing damage. - -\hypertarget{pony}{% -\subsection{Pony}\label{pony}} - -\emph{Medium beast, unaligned} - -\textbf{Armor Class} 10 - -\textbf{Hit Points} 11 (2d8+2) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 10 (+0) & 13 (+1) & 2 (-4) & 11 (+0) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 1/8 (25 XP) - -Actions - -\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (2d4+2) bludgeoning damage. - -\hypertarget{quipper}{% -\subsection{Quipper}\label{quipper}} - -\emph{Tiny beast, unaligned} - -\textbf{Armor Class} 13 - -\textbf{Hit Points} 1 (1d4-1) - -\textbf{Speed} 0 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -2 (-4) & 16 (+3) & 9 (-1) & 1 (-5) & 7 (-2) & 2 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} darkvision 60 ft., passive Perception 8 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{Blood Frenzy}}. The quipper has advantage on melee attack -rolls against any creature that doesn't have all its hit points. - -\textbf{\emph{Water Breathing}}. The quipper can breathe only -underwater. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 1 piercing damage. - -A \textbf{quipper} is a carnivorous fish with sharp teeth. Quippers can -adapt to any aquatic environment, including cold subterranean lakes. -They frequently gather in swarms; the statistics for a swarm of quippers -appear later in this appendix. - -\hypertarget{rat}{% -\subsection{Rat}\label{rat}} - -\emph{Tiny beast, unaligned} - -\textbf{Armor Class} 10 - -\textbf{Hit Points} 1 (1d4-1) - -\textbf{Speed} 20 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -2 (-4) & 11 (+0) & 9 (-1) & 2 (-4) & 10 (+0) & 4 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} darkvision 30 ft., passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{Keen Smell}}. The rat has advantage on Wisdom (Perception) -checks that rely on smell. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +0 to hit, reach 5 -ft., one target. \emph{Hit:} 1 piercing damage. - -\hypertarget{raven}{% -\subsection{Raven}\label{raven}} - -\emph{Tiny beast, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 1 (1d4-1) - -\textbf{Speed} 10 ft., fly 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -2 (-4) & 14 (+2) & 8 (-1) & 2 (-4) & 12 (+1) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{Mimicry}}. The raven can mimic simple sounds it has heard, -such as a person whispering, a baby crying, or an animal chittering. A -creature that hears the sounds can tell they are imitations with a -successful DC 10 Wisdom (Insight) check. - -Actions - -\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 1 piercing damage. - -\hypertarget{reef-shark}{% -\subsection{Reef Shark}\label{reef-shark}} - -\emph{Medium beast, unaligned} - -\textbf{Armor Class} 12 (natural armor) - -\textbf{Hit Points} 22 (4d8+4) - -\textbf{Speed} 0 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -14 (+2) & 13 (+1) & 13 (+1) & 1 (-5) & 10 (+0) & 4 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +2 - -\textbf{Senses} blindsight 30 ft., passive Perception 12 - -\textbf{Languages} - - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Pack Tactics}}. The shark has advantage on an attack roll -against a creature if at least one of the shark's allies is within 5 -feet of the creature and the ally isn't incapacitated. - -\textbf{\emph{Water Breathing}}. The shark can breathe only underwater. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 6 (1d8+2) piercing damage. - -Smaller than giant sharks and hunter sharks, \textbf{reef sharks} -inhabit shallow waters and coral reefs, gathering in small packs to -hunt. A full-grown specimen measures 6 to 10 feet long. - -\hypertarget{rhinoceros}{% -\subsection{Rhinoceros}\label{rhinoceros}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 11 (natural armor) - -\textbf{Hit Points} 45 (6d10+12) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -21 (+5) & 8 (-1) & 15 (+2) & 2 (-4) & 12 (+1) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 11 - -\textbf{Languages} - - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Charge}}. If the rhinoceros moves at least 20 feet -straight toward a target and then hits it with a gore attack on the same -turn, the target takes an extra 9 (2d8) bludgeoning damage. If the -target is a creature, it must succeed on a DC 15 Strength saving throw -or be knocked prone. - -Actions - -\textbf{\emph{Gore}}. \emph{Melee Weapon Attack:} +7 to hit, reach 5 -ft., one target. \emph{Hit:} 14 (2d8+5) bludgeoning damage. - -\hypertarget{riding-horse}{% -\subsection{Riding Horse}\label{riding-horse}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 10 - -\textbf{Hit Points} 13 (2d10+2) - -\textbf{Speed} 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 10 (+0) & 12 (+1) & 2 (-4) & 11 (+0) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 1/4 (50 XP) - -Actions - -\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 8 (2d4+3) bludgeoning damage. - -\hypertarget{creatures-s-u}{% -\section{Creatures (S-U)}\label{creatures-s-u}} - -\hypertarget{saber-toothed-tiger}{% -\subsection{Saber-Toothed Tiger}\label{saber-toothed-tiger}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 52 (7d10+14) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 14 (+2) & 15 (+2) & 3 (-4) & 12 (+1) & 8 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3, Stealth +6 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Keen Smell}}. The tiger has advantage on Wisdom -(Perception) checks that rely on smell. - -\textbf{\emph{Pounce}}. If the tiger moves at least 20 feet straight -toward a creature and then hits it with a claw attack on the same turn, -that target must succeed on a DC 14 Strength saving throw or be knocked -prone. If the target is prone, the tiger can make one bite attack -against it as a bonus action. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 10 (1d10+5) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 12 (2d6+5) slashing damage. - -\hypertarget{scorpion}{% -\subsection{Scorpion}\label{scorpion}} - -\emph{Tiny beast, unaligned} - -\textbf{Armor Class} 11 (natural armor) - -\textbf{Hit Points} 1 (1d4-1) - -\textbf{Speed} 10 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -2 (-4) & 11 (+0) & 8 (-1) & 1 (-5) & 8 (-1) & 2 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} blindsight 10 ft., passive Perception 9 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -Actions - -\textbf{\emph{Sting}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5 -ft., one creature. \emph{Hit:} 1 piercing damage, and the target must -make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a -failed save, or half as much damage on a successful one. - -\hypertarget{sea-horse}{% -\subsection{Sea Horse}\label{sea-horse}} - -\emph{Tiny beast, unaligned} - -\textbf{Armor Class} 11 - -\textbf{Hit Points} 1 (1d4-1) - -\textbf{Speed} 0 ft., swim 20 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -1 (-5) & 12 (+1) & 8 (-1) & 1 (-5) & 10 (+0) & 2 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 0 (0 XP) - -\textbf{\emph{Water Breathing}}. The sea horse can breathe only -underwater. - -\hypertarget{spider}{% -\subsection{Spider}\label{spider}} - -\emph{Tiny beast, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 1 (1d4-1) - -\textbf{Speed} 20 ft., climb 20 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -2 (-4) & 14 (+2) & 8 (-1) & 1 (-5) & 10 (+0) & 2 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Stealth +4 - -\textbf{Senses} darkvision 30 ft., passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{Spider Climb}}. The spider can climb difficult surfaces, -including upside down on ceilings, without needing to make an ability -check. - -\textbf{\emph{Web Sense}}. While in contact with a web, the spider knows -the exact location of any other creature in contact with the same web. - -\textbf{\emph{Web Walker}}. The spider ignores movement restrictions -caused by webbing. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one creature. \emph{Hit:} 1 piercing damage, and the target must -succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison -damage. - -\hypertarget{swarm-of-bats}{% -\subsection{Swarm of Bats}\label{swarm-of-bats}} - -\emph{Medium swarm of Tiny beasts, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 22 (5d8) - -\textbf{Speed} 0 ft., fly 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -5 (-3) & 15 (+2) & 10 (+0) & 2 (-4) & 12 (+1) & 4 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Resistances} bludgeoning, piercing, slashing - -\textbf{Condition Immunities} charmed, frightened, grappled, paralyzed, -petrified, prone, restrained, stunned - -\textbf{Senses} blindsight 60 ft., passive Perception 11 - -\textbf{Languages} - - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{Echolocation}}. The swarm can't use its blindsight while -deafened. - -\textbf{\emph{Keen Hearing}}. The swarm has advantage on Wisdom -(Perception) checks that rely on hearing. - -\textbf{\emph{Swarm}}. The swarm can occupy another creature's space and -vice versa, and the swarm can move through any opening large enough for -a Tiny bat. The swarm can't regain hit points or gain temporary hit -points. - -Actions - -\textbf{\emph{Bites}}. \emph{Melee Weapon Attack:} +4 to hit, reach 0 -ft., one creature in the swarm's space. \emph{Hit:} 5 (2d4) piercing -damage, or 2 (1d4) piercing damage if the swarm has half of its hit -points or fewer. - -\hypertarget{swarm-of-insects}{% -\subsection{Swarm of Insects}\label{swarm-of-insects}} - -\emph{Medium swarm of Tiny beasts, unaligned} - -\textbf{Armor Class} 12 (natural armor) - -\textbf{Hit Points} 22 (5d8) - -\textbf{Speed} 20 ft., climb 20 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -3 (-4) & 13 (+1) & 10 (+0) & 1 (-5) & 7 (-2) & 1 (-5) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Resistances} bludgeoning, piercing, slashing - -\textbf{Condition Immunities} charmed, frightened, grappled, paralyzed, -petrified, prone, restrained, stunned - -\textbf{Senses} blindsight 10 ft., passive Perception 8 - -\textbf{Languages} - - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Swarm}}. The swarm can occupy another creature's space and -vice versa, and the swarm can move through any opening large enough for -a Tiny insect. The swarm can't regain hit points or gain temporary hit -points. - -Actions - -\textbf{\emph{Bites}}. \emph{Melee Weapon Attack:} +3 to hit, reach 0 -ft., one target in the swarm's space. \emph{Hit:} 10 (4d4) piercing -damage, or 5 (2d4) piercing damage if the swarm has half of its hit -points or fewer. - -\begin{quote} -\textbf{Variant: Insect Swarms} - -Different kinds of insects can gather in swarms, and each swarm has the -special characteristics described below. - -\textbf{Swarm of Beetles}. A swarm of beetles gains a burrowing speed of -5 feet. - -\textbf{Swarm of Centipedes}. A creature reduced to 0 hit points by a -swarm of centipedes is stable but poisoned for 1 hour, even after -regaining hit points, and paralyzed while poisoned in this way. - -\textbf{Swarm of Spiders}. A swarm of spiders has the following -additional traits. - -Spider Climb. The swarm can climb difficult surfaces, including upside -down on ceilings, without needing to make an ability check. - -Web Sense. While in contact with a web, the swarm knows the exact -location of any other creature in contact with the same web. - -Web Walker. The swarm ignores movement restrictions caused by webbing. - -\textbf{Swarm of Wasps}. A swarm of wasps has a walking speed of 5 feet, -a flying speed of 30 feet, and no climbing speed. -\end{quote} - -\hypertarget{swarm-of-poisonous-snakes}{% -\subsection{Swarm of Poisonous Snakes}\label{swarm-of-poisonous-snakes}} - -\emph{Medium swarm of Tiny beasts, unaligned} - -\textbf{Armor Class} 14 - -\textbf{Hit Points} 36 (8d8) - -\textbf{Speed} 30 ft., swim 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -8 (-1) & 18 (+4) & 11 (+0) & 1 (-5) & 10 (+0) & 3 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Resistances} bludgeoning, piercing, slashing - -\textbf{Condition Immunities} charmed, frightened, grappled, paralyzed, -petrified, prone, restrained, stunned - -\textbf{Senses} blindsight 10 ft., passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Swarm}}. The swarm can occupy another creature's space and -vice versa, and the swarm can move through any opening large enough for -a Tiny snake. The swarm can't regain hit points or gain temporary hit -points. - -Actions - -\textbf{\emph{Bites}}. \emph{Melee Weapon Attack:} +6 to hit, reach 0 -ft., one creature in the swarm's space. \emph{Hit:} 7 (2d6) piercing -damage, or 3 (1d6) piercing damage if the swarm has half of its hit -points or fewer. The target must make a DC 10 Constitution saving throw, -taking 14 (4d6) poison damage on a failed save, or half as much damage -on a successful one. - -\hypertarget{swarm-of-quippers}{% -\subsection{Swarm of Quippers}\label{swarm-of-quippers}} - -\emph{Medium swarm of Tiny beasts, unaligned} - -\textbf{Armor Class} 13 - -\textbf{Hit Points} 28 (8d8-8) - -\textbf{Speed} 0 ft., swim 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -13 (+1) & 16 (+3) & 9 (-1) & 1 (-5) & 7 (-2) & 2 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Resistances} bludgeoning, piercing, slashing - -\textbf{Condition Immunities} charmed, frightened, grappled, paralyzed, -petrified, prone, restrained, stunned - -\textbf{Senses} darkvision 60 ft., passive Perception 8 - -\textbf{Languages} - - -\textbf{Challenge} 1 (200 XP) - -\textbf{\emph{Blood Frenzy}}. The swarm has advantage on melee attack -rolls against any creature that doesn't have all its hit points. - -\textbf{\emph{Swarm}}. The swarm can occupy another creature's space and -vice versa, and the swarm can move through any opening large enough for -a Tiny quipper. The swarm can't regain hit points or gain temporary hit -points. - -\textbf{\emph{Water Breathing}}. The swarm can breathe only underwater. - -Actions - -\textbf{\emph{Bites}}. \emph{Melee Weapon Attack:} +5 to hit, reach 0 -ft., one creature in the swarm's space. \emph{Hit:} 14 (4d6) piercing -damage, or 7 (2d6) piercing damage if the swarm has half of its hit -points or fewer. - -\hypertarget{swarm-of-rats}{% -\subsection{Swarm of Rats}\label{swarm-of-rats}} - -\emph{Medium swarm of Tiny beasts, unaligned} - -\textbf{Armor Class} 10 - -\textbf{Hit Points} 24 (7d8-7) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -9 (-1) & 11 (+0) & 9 (-1) & 2 (-4) & 10 (+0) & 3 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Damage Resistances} bludgeoning, piercing, slashing - -\textbf{Condition Immunities} charmed, frightened, grappled, paralyzed, -petrified, prone, restrained, stunned - -\textbf{Senses} darkvision 30 ft., passive Perception 10 - -\textbf{Languages} - - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{Keen Smell}}. The swarm has advantage on Wisdom -(Perception) checks that rely on smell. - -\textbf{\emph{Swarm}}. The swarm can occupy another creature's space and -vice versa, and the swarm can move through any opening large enough for -a Tiny rat. The swarm can't regain hit points or gain temporary hit -points. - -Actions - -\textbf{\emph{Bites}}. \emph{Melee Weapon Attack:} +2 to hit, reach 0 -ft., one target in the swarm's space. \emph{Hit:} 7 (2d6) piercing -damage, or 3 (1d6) piercing damage if the swarm has half of its hit -points or fewer. - -\hypertarget{swarm-of-ravens}{% -\subsection{Swarm of Ravens}\label{swarm-of-ravens}} - -\emph{Medium swarm of Tiny beasts, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 24 (7d8-7) - -\textbf{Speed} 10 ft., fly 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -6 (-2) & 14 (+2) & 8 (-1) & 3 (-4) & 12 (+1) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +5 - -\textbf{Damage Resistances} bludgeoning, piercing, slashing - -\textbf{Condition Immunities} charmed, frightened, grappled, paralyzed, -petrified, prone, restrained, stunned - -\textbf{Senses} passive Perception 15 - -\textbf{Languages} - - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{Swarm}}. The swarm can occupy another creature's space and -vice versa, and the swarm can move through any opening large enough for -a Tiny raven. The swarm can't regain hit points or gain temporary hit -points. - -Actions - -\textbf{\emph{Beaks}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target in the swarm's space. \emph{Hit:} 7 (2d6) piercing -damage, or 3 (1d6) piercing damage if the swarm has half of its hit -points or fewer. - -\hypertarget{tiger}{% -\subsection{Tiger}\label{tiger}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 37 (5d10+10) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -17 (+3) & 15 (+2) & 14 (+2) & 3 (-4) & 12 (+1) & 8 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3, Stealth +6 - -\textbf{Senses} darkvision 60 ft., passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 1 (200 XP) - -\textbf{\emph{Keen Smell}}. The tiger has advantage on Wisdom -(Perception) checks that rely on smell. - -\textbf{\emph{Pounce}}. If the tiger moves at least 20 feet straight -toward a creature and then hits it with a claw attack on the same turn, -that target must succeed on a DC 13 Strength saving throw or be knocked -prone. If the target is prone, the tiger can make one bite attack -against it as a bonus action. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 8 (1d10+3) piercing damage. - -\textbf{\emph{Claw}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (1d8+3) slashing damage. - -\hypertarget{creatures-v-z}{% -\section{Creatures (V-Z)}\label{creatures-v-z}} - -\hypertarget{vulture}{% -\subsection{Vulture}\label{vulture}} - -\emph{Medium beast, unaligned} - -\textbf{Armor Class} 10 - -\textbf{Hit Points} 5 (1d8+1) - -\textbf{Speed} 10 ft., fly 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -7 (-2) & 10 (+0) & 13 (+1) & 2 (-4) & 12 (+1) & 4 (-3) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{Keen Sight and Smell}}. The vulture has advantage on -Wisdom (Perception) checks that rely on sight or smell. - -\textbf{\emph{Pack Tactics}}. The vulture has advantage on an attack -roll against a creature if at least one of the vulture's allies is -within 5 feet of the creature and the ally isn't incapacitated. - -Actions - -\textbf{\emph{Beak}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5 -ft., one target. \emph{Hit:} 2 (1d4) piercing damage. - -\hypertarget{warhorse}{% -\subsection{Warhorse}\label{warhorse}} - -\emph{Large beast, unaligned} - -\textbf{Armor Class} 11 - -\textbf{Hit Points} 19 (3d10+3) - -\textbf{Speed} 60 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 12 (+1) & 13 (+1) & 2 (-4) & 12 (+1) & 7 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 11 - -\textbf{Languages} - - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Trampling Charge}}. If the horse moves at least 20 feet -straight toward a creature and then hits it with a hooves attack on the -same turn, that target must succeed on a DC 14 Strength saving throw or -be knocked prone. If the target is prone, the horse can make another -attack with its hooves against it as a bonus action. - -Actions - -\textbf{\emph{Hooves}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 11 (2d6+4) bludgeoning damage. - -\hypertarget{weasel}{% -\subsection{Weasel}\label{weasel}} - -\emph{Tiny beast, unaligned} - -\textbf{Armor Class} 13 - -\textbf{Hit Points} 1 (1d4-1) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -3 (-4) & 16 (+3) & 8 (-1) & 2 (-4) & 12 (+1) & 3 (-4) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3, Stealth +5 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 0 (10 XP) - -\textbf{\emph{Keen Hearing and Smell}}. The weasel has advantage on -Wisdom (Perception) checks that rely on hearing or smell. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 1 piercing damage. - -\hypertarget{winter-wolf}{% -\subsection{Winter Wolf}\label{winter-wolf}} - -\emph{Large monstrosity, neutral evil} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 75 (10d10+20) - -\textbf{Speed} 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 13 (+1) & 14 (+2) & 7 (-2) & 12 (+1) & 8 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +5, Stealth +3 - -\textbf{Damage Immunities} cold - -\textbf{Senses} passive Perception 15 - -\textbf{Languages} Common, Giant, Winter Wolf - -\textbf{Challenge} 3 (700 XP) - -\textbf{\emph{Keen Hearing and Smell}}. The wolf has advantage on Wisdom -(Perception) checks that rely on hearing or smell. - -\textbf{\emph{Pack Tactics}}. The wolf has advantage on an attack roll -against a creature if at least one of the wolf's allies is within 5 feet -of the creature and the ally isn't incapacitated. - -\textbf{\emph{Snow Camouflage}}. The wolf has advantage on Dexterity -(Stealth) checks made to hide in snowy terrain. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +6 to hit, reach 5 -ft., one target. \emph{Hit:} 11 (2d6+4) piercing damage. If the target -is a creature, it must succeed on a DC 14 Strength saving throw or be -knocked prone. - -\textbf{\emph{Cold Breath (Recharge 5-6)}}. The wolf exhales a blast of -freezing wind in a 15-foot cone. Each creature in that area must make a -DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed -save, or half as much damage on a successful one. - -The arctic-dwelling \textbf{winter wolf} is as large as a dire wolf but -has snow-white fur and pale blue eyes. Frost giants use these evil -creatures as guards and hunting companions, putting the wolves' deadly -breath weapon to use against their foes. Winter wolves communicate with -one another using growls and barks, but they speak Common and Giant well -enough to follow simple conversations. - -\hypertarget{wolf}{% -\subsection{Wolf}\label{wolf}} - -\emph{Medium beast, unaligned} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 11 (2d8+2) - -\textbf{Speed} 40 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -12 (+1) & 15 (+2) & 12 (+1) & 3 (-4) & 12 (+1) & 6 (-2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +3, Stealth +4 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} - - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{Keen Hearing and Smell}}. The wolf has advantage on Wisdom -(Perception) checks that rely on hearing or smell. - -\textbf{\emph{Pack Tactics}}. The wolf has advantage on attack rolls -against a creature if at least one of the wolf's allies is within 5 feet -of the creature and the ally isn't incapacitated. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one target. \emph{Hit:} 7 (2d4+2) piercing damage. If the target is -a creature, it must succeed on a DC 11 Strength saving throw or be -knocked prone. - -\hypertarget{worg}{% -\subsection{Worg}\label{worg}} - -\emph{Large monstrosity, neutral evil} - -\textbf{Armor Class} 13 (natural armor) - -\textbf{Hit Points} 26 (4d10+4) - -\textbf{Speed} 50 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 13 (+1) & 13 (+1) & 7 (-2) & 11 (+0) & 8 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +4 - -\textbf{Senses} darkvision 60 ft., passive Perception 14 - -\textbf{Languages} Goblin, Worg - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Keen Hearing and Smell}}. The worg has advantage on Wisdom -(Perception) checks that rely on hearing or smell. - -Actions - -\textbf{\emph{Bite}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 10 (2d6+3) piercing damage. If the target -is a creature, it must succeed on a DC 13 Strength saving throw or be -knocked prone. - -A \textbf{worg} is an evil predator that delights in hunting and -devouring creatures weaker than itself. Cunning and malevolent, worgs -roam across the remote wilderness or are raised by goblins and -hobgoblins. Those creatures use worgs as mounts, but a worg will turn on -its rider if it feels mistreated or malnourished. Worgs speak in their -own language and Goblin, and a few learn to speak Common as well. - -\hypertarget{npcs}{% -\section{NPCs}\label{npcs}} - -This section contains statistics for various humanoid non-player -characters (NPCs) that adventurers might encounter during a campaign, -including lowly commoners and mighty archmages. These stat blocks can be -used to represent both human and nonhuman NPCs. - -\hypertarget{customizing-npcs}{% -\section{Customizing NPCs}\label{customizing-npcs}} - -There are many easy ways to customize the NPCs in this appendix for your -home campaign. - -\textbf{\emph{Racial Traits}}. You can add racial traits to an NPC. For -example, a halfling druid might have a speed of 25 feet and the Lucky -trait. Adding racial traits to an NPC doesn't alter its challenge -rating. For more on racial traits, see the \emph{Player's Handbook}. - -\textbf{\emph{Spell Swaps}}. One way to customize an NPC spellcaster is -to replace one or more of its spells. You can substitute any spell on -the NPC's spell list with a different spell of the same level from the -same spell list. Swapping spells in this manner doesn't alter an NPC's -challenge rating. - -\textbf{\emph{Armor and Weapon Swaps}}. You can upgrade or downgrade an -NPC's armor, or add or switch weapons. Adjustments to Armor Class and -damage can change an NPC's challenge rating. - -\textbf{\emph{Magic Items}}. The more powerful an NPC, the more likely -it has one or more magic items in its possession. An archmage, for -example, might have a magic staff or wand, as well as one or more -potions and scrolls. Giving an NPC a potent damage-dealing magic item -could alter its challenge rating. - -\hypertarget{acolyte-1}{% -\section{Acolyte}\label{acolyte-1}} - -\emph{Medium humanoid (any race), any alignment} - -\textbf{Armor Class} 10 - -\textbf{Hit Points} 9 (2d8) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -10 (+0) & 10 (+0) & 10 (+0) & 10 (+0) & 14 (+2) & 11 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Medicine +4, Religion +2 - -\textbf{Senses} passive Perception 12 - -\textbf{Languages} any one language (usually Common) - -\textbf{Challenge} 1/4 (50 XP) - -\textbf{\emph{Spellcasting}}. The acolyte is a 1st-level spellcaster. -Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with -spell attacks). The acolyte has following cleric spells prepared: - -Cantrips (at will): \emph{light}, \emph{sacred flame}, -\emph{thaumaturgy} 1st level (3 slots): \emph{bless}, \emph{cure -wounds}, \emph{sanctuary} - -Actions - -\textbf{\emph{Club}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5 -ft., one target. \emph{Hit:} 2 (1d4) bludgeoning damage. - -\textbf{Acolytes} are junior members of a clergy, usually answerable to -a priest. They perform a variety of functions in a temple and are -granted minor spellcasting power by their deities. - -\hypertarget{archmage}{% -\section{Archmage}\label{archmage}} - -\emph{Medium humanoid (any race), any alignment} - -\textbf{Armor Class} 12 (15 with \emph{mage armor}) - -\textbf{Hit Points} 99 (18d8 + 18) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -10 (+0) & 14 (+2) & 12 (+1) & 20 (+5) & 15 (+2) & 16 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Int +9, Wis +6 - -\textbf{Skills} Arcana +13, History +13 - -\textbf{Damage Resistance} damage from spells; nonmagical bludgeoning, -piercing, and slashing (from \emph{stoneskin}) - -\textbf{Senses} passive Perception 12 - -\textbf{Languages} any six languages - -\textbf{Challenge} 12 (8,400 XP) - -\textbf{\emph{Magic Resistance}}. The archmage has advantage on saving -throws against spells and other magical effects. - -\textbf{\emph{Spellcasting}}. The archmage is an 18th-level spellcaster. -Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit -with spell attacks). The archmage can cast \emph{disguise self} and -\emph{invisibility} at will and has the following wizard spells -prepared: - -Cantrips (at will): \emph{fire bolt}, \emph{light}, \emph{mage hand}, -\emph{prestidigitation}, \emph{shocking grasp} 1st level (4 slots): -\emph{detect magic}, \emph{identify}, \emph{mage armor}, \emph{magic -missile} 2nd level (3 slots): \emph{detect thoughts}, \emph{mirror -image}, \emph{misty step} 3rd level (3 slots): \emph{counterspell}, -\emph{fly}, \emph{lightning bolt} 4th level (3 slots): -\emph{banishment}, \emph{fire shield}, \emph{stoneskin} 5th level (3 -slots): \emph{cone of cold}, \emph{scrying}, \emph{wall of force} 6th -level (1 slot): \emph{globe of invulnerability} 7th level (1 slot): -\emph{teleport} 8th level (1 slot): *mind blank** 9th level (1 slot): -\emph{time stop} * The archmage casts these spells on itself before -combat. - -Actions - -\textbf{\emph{Dagger}}. \emph{Melee or Ranged Weapon Attack:} +6 to hit, -reach 5 ft. or range 20/60 ft., one target. \emph{Hit:} 4 (1d4 + 2) -piercing damage. - -\textbf{Archmages} are powerful (and usually quite old) spellcasters -dedicated to the study of the arcane arts. Benevolent ones counsel kings -and queens, while evil ones rule as tyrants and pursue lichdom. Those -who are neither good nor evil sequester themselves in remote towers to -practice their magic without interruption. - -An archmage typically has one or more apprentice mages, and an -archmage's abode has numerous magical wards and guardians to discourage -interlopers. - -\hypertarget{assassin}{% -\section{Assassin}\label{assassin}} - -\emph{Medium humanoid (any race), any non-good alignment} - -\textbf{Armor Class} 15 (studded leather) - -\textbf{Hit Points} 78 (12d8 + 24) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -11 (+0) & 16 (+3) & 14 (+2) & 13 (+1) & 11 (+0) & 10 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Dex +6, Int +4 - -\textbf{Skills} Acrobatics +6, Deception +3, Perception +3, Stealth +9 - -\textbf{Damage Resistances} poison - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} Thieves' cant plus any two languages - -\textbf{Challenge} 8 (3,900 XP) - -\textbf{\emph{Assassinate}}. During its first turn, the assassin has -advantage on attack rolls against any creature that hasn't taken a turn. -Any hit the assassin scores against a surprised creature is a critical -hit. - -\textbf{\emph{Evasion}}. If the assassin is subjected to an effect that -allows it to make a Dexterity saving throw to take only half damage, the -assassin instead takes no damage if it succeeds on the saving throw, and -only half damage if it fails. - -\textbf{\emph{Sneak Attack}}. Once per turn, the assassin deals an extra -14 (4d6) damage when it hits a target with a weapon attack and has -advantage on the attack roll, or when the target is within 5 feet of an -ally of the assassin that isn't incapacitated and the assassin doesn't -have disadvantage on the attack roll. - -Actions - -\textbf{\emph{Multiattack}}. The assassin makes two shortsword attacks. - -\textbf{\emph{Shortsword}}. \emph{Melee Weapon Attack:} +6 to hit, reach -5 ft., one target. \emph{Hit:} 6 (1d6 + 3) piercing damage, and the -target must make a DC 15 Constitution saving throw, taking 24 (7d6) -poison damage on a failed save, or half as much damage on a successful -one. - -\textbf{\emph{Light Crossbow}}. \emph{Ranged Weapon Attack:} +6 to hit, -range 80/320 ft., one target. \emph{Hit:} 7 (1d8 + 3) piercing damage, -and the target must make a DC 15 Constitution saving throw, taking 24 -(7d6) poison damage on a failed save, or half as much damage on a -successful one. - -Trained in the use of poison, \textbf{assassins} are remorseless killers -who work for nobles, guildmasters, sovereigns, and anyone else who can -afford them. - -\hypertarget{bandit}{% -\section{Bandit}\label{bandit}} - -\emph{Medium humanoid (any race), any non-lawful alignment} - -\textbf{Armor Class} 12 (leather armor) - -\textbf{Hit Points} 11 (2d8 + 2) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -11 (+0) & 12 (+1) & 12 (+1) & 10 (+0) & 10 (+0) & 10 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} any one language (usually Common) - -\textbf{Challenge} 1/8 (25 XP) - -Actions - -\textbf{\emph{Scimitar}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one target. \emph{Hit:} 4 (1d6 + 1) slashing damage. - -\textbf{\emph{Light Crossbow}}. \emph{Ranged Weapon Attack:} +3 to hit, -range 80 ft./320 ft., one target. \emph{Hit:} 5 (1d8 + 1) piercing -damage. - -\textbf{Bandits} rove in gangs and are sometimes led by thugs, veterans, -or spellcasters. Not all bandits are evil. Oppression, drought, disease, -or famine can often drive otherwise honest folk to a life of banditry. - -\textbf{Pirates} are bandits of the high seas. They might be freebooters -interested only in treasure and murder, or they might be privateers -sanctioned by the crown to attack and plunder an enemy nation's vessels. - -\hypertarget{bandit-captain}{% -\section{Bandit Captain}\label{bandit-captain}} - -\emph{Medium humanoid (any race), any non-lawful alignment} - -\textbf{Armor Class} 15 (studded leather) - -\textbf{Hit Points} 65 (10d8 + 20) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 16 (+3) & 14 (+2) & 14 (+2) & 11 (+0) & 14 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Str +4, Dex +5, Wis +2 - -\textbf{Skills} Athletics +4, Deception +4 - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} any two languages - -\textbf{Challenge} 2 (450 XP) - -Actions - -\textbf{\emph{Multiattack}}. The captain makes three melee attacks: two -with its scimitar and one with its dagger. Or the captain makes two -ranged attacks with its daggers. - -\textbf{\emph{Scimitar}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 6 (1d6 + 3) slashing damage. - -\textbf{\emph{Dagger}}. \emph{Melee or Ranged Weapon Attack:} +5 to hit, -reach 5 ft. or range 20/60 ft., one target. \emph{Hit:} 5 (1d4 + 2) -piercing damage. - -Reactions - -\textbf{\emph{Parry}}. The captain adds 2 to its AC against one melee -attack that would hit it. To do so, the captain must see the attacker -and be wielding a melee weapon. - -It takes a strong personality, ruthless cunning, and a silver tongue to -keep a gang of bandits in line. The \textbf{bandit captain} has these -qualities in spades. - -In addition to managing a crew of selfish malcontents, the -\textbf{pirate captain} is a variation of the bandit captain, with a -ship to protect and command. To keep the crew in line, the captain must -mete out rewards and punishment on a regular basis. - -More than treasure, a bandit captain or pirate captain craves infamy. A -prisoner who appeals to the captain's vanity or ego is more likely to be -treated fairly than a prisoner who does not or claims not to know -anything of the captain's colorful reputation. - -\hypertarget{berserker}{% -\section{Berserker}\label{berserker}} - -\emph{Medium humanoid (any race), any chaotic alignment} - -\textbf{Armor Class} 13 (hide armor) - -\textbf{Hit Points} 67 (9d8 + 27) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 12 (+1) & 17 (+3) & 9 (-1) & 11 (+0) & 9 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} any one language (usually Common) - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Reckless}}. At the start of its turn, the berserker can -gain advantage on all melee weapon attack rolls during that turn, but -attack rolls against it have advantage until the start of its next turn. - -Actions - -\textbf{\emph{Greataxe}}. \emph{Melee Weapon Attack:} +5 to hit, reach 5 -ft., one target. \emph{Hit:} 9 (1d12 + 3) slashing damage. - -Hailing from uncivilized lands, unpredictable \textbf{berserkers} come -together in war parties and seek conflict wherever they can find it. - -\hypertarget{commoner}{% -\section{Commoner}\label{commoner}} - -\emph{Medium humanoid (any race), any alignment} - -\textbf{Armor Class} 10 - -\textbf{Hit Points} 4 (1d8) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -10 (+0) & 10 (+0) & 10 (+0) & 10 (+0) & 10 (+0) & 10 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} any one language (usually Common) - -\textbf{Challenge} 0 (10 XP) - -Actions - -\textbf{\emph{Club}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5 -ft., one target. \emph{Hit:} 2 (1d4) bludgeoning damage. - -\textbf{Commoners} include peasants, serfs, slaves, servants, pilgrims, -merchants, artisans, and hermits. - -\hypertarget{cultist}{% -\section{Cultist}\label{cultist}} - -\emph{Medium humanoid (any race), any non-good alignment} - -\textbf{Armor Class} 12 (leather armor) - -\textbf{Hit Points} 9 (2d8) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -11 (+0) & 12 (+1) & 10 (+0) & 10 (+0) & 11 (+0) & 10 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Deception +2, Religion +2 - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} any one language (usually Common) - -\textbf{Challenge} 1/8 (25 XP) - -\textbf{\emph{Dark Devotion}}. The cultist has advantage on saving -throws against being charmed or frightened. - -Actions - -\textbf{\emph{Scimitar}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one creature. \emph{Hit:} 4 (1d6 + 1) slashing damage. - -\textbf{Cultists} swear allegiance to dark powers such as elemental -princes, demon lords, or archdevils. Most conceal their loyalties to -avoid being ostracized, imprisoned, or executed for their beliefs. -Unlike evil acolytes, cultists often show signs of insanity in their -beliefs and practices. - -\hypertarget{cult-fanatic}{% -\section{Cult Fanatic}\label{cult-fanatic}} - -\emph{Medium humanoid (any race), any non-good alignment} - -\textbf{Armor Class} 13 (leather armor) - -\textbf{Hit Points} 33 (6d8 + 6) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -11 (+0) & 14 (+2) & 12 (+1) & 10 (+0) & 13 (+1) & 14 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Deception +4, Persuasion +4, Religion +2 - -\textbf{Senses} passive Perception 11 - -\textbf{Languages} any one language (usually Common) - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Dark Devotion}}. The fanatic has advantage on saving -throws against being charmed or frightened. - -\textbf{\emph{Spellcasting}}. The fanatic is a 4th-level spellcaster. -Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with -spell attacks). The fanatic has the following cleric spells prepared: - -Cantrips (at will): \emph{light}, \emph{sacred flame}, -\emph{thaumaturgy} 1st level (4 slots): \emph{command}, \emph{inflict -wounds}, \emph{shield of faith} 2nd level (3 slots): \emph{hold person}, -\emph{spiritual weapon} - -Actions - -\textbf{\emph{Multiattack}}. The fanatic makes two melee attacks. - -\textbf{\emph{Dagger}}. \emph{Melee or Ranged Weapon Attack:} +4 to hit, -reach 5 ft. or range 20/60 ft., one creature. \emph{Hit:} 4 (1d4 + 2) -piercing damage. - -\textbf{Fanatics} are often part of a cult's leadership, using their -charisma and dogma to influence and prey on those of weak will. Most are -interested in personal power above all else. - -\hypertarget{druid-1}{% -\section{Druid}\label{druid-1}} - -\emph{Medium humanoid (any race), any alignment} - -\textbf{Armor Class} 11 (16 with \emph{barkskin}) - -\textbf{Hit Points} 27 (5d8 + 5) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -10 (+0) & 12 (+1) & 13 (+1) & 12 (+1) & 15 (+2) & 11 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Medicine +4, Nature +3, Perception +4 - -\textbf{Senses} passive Perception 14 - -\textbf{Languages} Druidic plus any two languages - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Spellcasting}}. The druid is a 4th-level spellcaster. Its -spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell -attacks). It has the following druid spells prepared: - -Cantrips (at will): \emph{druidcraft}, \emph{produce flame}, -\emph{shillelagh} 1st level (4 slots): \emph{entangle}, -\emph{longstrider}, \emph{speak with animals}, \emph{thunderwave} 2nd -level (3 slots): \emph{animal messenger}, \emph{barkskin} - -Actions - -\textbf{\emph{Quarterstaff}}. \emph{Melee Weapon Attack:} +2 to hit (+4 -to hit with \emph{shillelagh}), reach 5 ft., one target. \emph{Hit:} 3 -(1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two -hands, or 6 (1d8 + 2) bludgeoning damage with \emph{shillelagh}. - -\textbf{Druids} dwell in forests and other secluded wilderness -locations, where they protect the natural world from monsters and the -encroachment of civilization. Some are \textbf{tribal shamans} who heal -the sick, pray to animal spirits, and provide spiritual guidance. - -\hypertarget{gladiator}{% -\section{Gladiator}\label{gladiator}} - -\emph{Medium humanoid (any race), any alignment} - -\textbf{Armor Class} 16 (studded leather, shield) - -\textbf{Hit Points} 112 (15d8 + 45) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -18 (+4) & 15 (+2) & 16 (+3) & 10 (+0) & 12 (+1) & 15 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Str +7, Dex +5, Con +6 - -\textbf{Skills} Athletics +10, Intimidation +5 - -\textbf{Senses} passive Perception 11 - -\textbf{Languages} any one language (usually Common) - -\textbf{Challenge} 5 (1,800 XP) - -\textbf{\emph{Brave}}. The gladiator has advantage on saving throws -against being frightened. - -\textbf{\emph{Brute}}. A melee weapon deals one extra die of its damage -when the gladiator hits with it (included in the attack). - -Actions - -\textbf{\emph{Multiattack}}. The gladiator makes three melee attacks or -two ranged attacks. - -\textbf{\emph{Spear}}. \emph{Melee or Ranged Weapon Attack:} +7 to hit, -reach 5 ft. and range 20/60 ft., one target. \emph{Hit:} 11 (2d6 + 4) -piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands -to make a melee attack. - -\textbf{\emph{Shield Bash}}. \emph{Melee Weapon Attack:} +7 to hit, -reach 5 ft., one creature. \emph{Hit:} 9 (2d4 + 4) bludgeoning damage. -If the target is a Medium or smaller creature, it must succeed on a DC -15 Strength saving throw or be knocked prone. - -Reactions - -\textbf{\emph{Parry}}. The gladiator adds 3 to its AC against one melee -attack that would hit it. To do so, the gladiator must see the attacker -and be wielding a melee weapon. - -\textbf{Gladiators} battle for the entertainment of raucous crowds. Some -gladiators are brutal pit fighters who treat each match as a -life-or-death struggle, while others are professional duelists who -command huge fees but rarely fight to the death. - -\hypertarget{guard}{% -\section{Guard}\label{guard}} - -\emph{Medium humanoid (any race), any alignment} - -\textbf{Armor Class} 16 (chain shirt, shield) - -\textbf{Hit Points} 11 (2d8 + 2) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -13 (+1) & 12 (+1) & 12 (+1) & 10 (+0) & 11 (+0) & 10 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Perception +2 - -\textbf{Senses} passive Perception 12 - -\textbf{Languages} any one language (usually Common) - -\textbf{Challenge} 1/8 (25 XP) - -Actions - -\textbf{\emph{Spear}}. \emph{Melee or Ranged Weapon Attack:} +3 to hit, -reach 5 ft. or range 20/60 ft., one target. \emph{Hit:} 4 (1d6 + 1) -piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands -to make a melee attack. - -\textbf{Guards} include members of a city watch, sentries in a citadel -or fortified town, and the bodyguards of merchants and nobles. - -\hypertarget{knight}{% -\section{Knight}\label{knight}} - -\emph{Medium humanoid (any race), any alignment} - -\textbf{Armor Class} 18 (plate) - -\textbf{Hit Points} 52 (8d8 + 16) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 11 (+0) & 14 (+2) & 11 (+0) & 11 (+0) & 15 (+2) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Con +4, Wis +2 - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} any one language (usually Common) - -\textbf{Challenge} 3 (700 XP) - -\textbf{\emph{Brave}}. The knight has advantage on saving throws against -being frightened. - -Actions - -\textbf{\emph{Multiattack}}. The knight makes two melee attacks. - -\textbf{\emph{Greatsword}}. \emph{Melee Weapon Attack:} +5 to hit, reach -5 ft., one target. \emph{Hit:} 10 (2d6 + 3) slashing damage. - -\textbf{\emph{Heavy Crossbow}}. \emph{Ranged Weapon Attack:} +2 to hit, -range 100/400 ft., one target. \emph{Hit:} 5 (1d10) piercing damage. - -\textbf{\emph{Leadership (Recharges after a Short or Long Rest)}}. For 1 -minute, the knight can utter a special command or warning whenever a -nonhostile creature that it can see within 30 feet of it makes an attack -roll or a saving throw. The creature can add a d4 to its roll provided -it can hear and understand the knight. A creature can benefit from only -one Leadership die at a time. This effect ends if the knight is -incapacitated. - -Reactions - -\textbf{\emph{Parry}}. The knight adds 2 to its AC against one melee -attack that would hit it. To do so, the knight must see the attacker and -be wielding a melee weapon. - -\textbf{Knights} are warriors who pledge service to rulers, religious -orders, and noble causes. A knight's alignment determines the extent to -which a pledge is honored. Whether undertaking a quest or patrolling a -realm, a knight often travels with an entourage that includes squires -and hirelings who are commoners. - -\hypertarget{mage}{% -\section{Mage}\label{mage}} - -\emph{Medium humanoid (any race), any alignment} - -\textbf{Armor Class} 12 (15 with \emph{mage armor}) - -\textbf{Hit Points} 40 (9d8) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -9 (-1) & 14 (+2) & 11 (+0) & 17 (+3) & 12 (+1) & 11 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Saving Throws} Int +6, Wis +4 - -\textbf{Skills} Arcana +6, History +6 - -\textbf{Senses} passive Perception 11 - -\textbf{Languages} any four languages - -\textbf{Challenge} 6 (2,300 XP) - -\textbf{\emph{Spellcasting}}. The mage is a 9th-level spellcaster. Its -spellcasting ability is Intelligence (spell save DC 14, +6 to hit with -spell attacks). The mage has the following wizard spells prepared: - -Cantrips (at will): \emph{fire bolt}, \emph{light}, \emph{mage hand}, -\emph{prestidigitation} 1st level (4 slots): \emph{detect magic}, -\emph{mage armor}, \emph{magic missile}, \emph{shield} 2nd level (3 -slots): \emph{misty step}, \emph{suggestion} 3rd level (3 slots): -\emph{counterspell}, \emph{fireball}, \emph{fly} 4th level (3 slots): -\emph{greater invisibility}, \emph{ice storm} 5th level (1 slot): -\emph{cone of cold} - -Actions - -\textbf{\emph{Dagger}}. \emph{Melee or Ranged Weapon Attack:} +5 to hit, -reach 5 ft. or range 20/60 ft., one target. \emph{Hit:} 4 (1d4 + 1) -piercing damage. - -\textbf{Mages} spend their lives in the study and practice of magic. -Good-aligned mages offer counsel to nobles and others in power, while -evil mages dwell in isolated sites to perform unspeakable experiments -without interference. - -\hypertarget{noble}{% -\section{Noble}\label{noble}} - -\emph{Medium humanoid (any race), any alignment} - -\textbf{Armor Class} 15 (breastplate) - -\textbf{Hit Points} 9 (2d8) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -11 (+0) & 12 (+1) & 11 (+0) & 12 (+1) & 14 (+2) & 16 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Deception +5, Insight +4, Persuasion +5 - -\textbf{Senses} passive Perception 12 - -\textbf{Languages} any two languages - -\textbf{Challenge} 1/8 (25 XP) - -Actions - -\textbf{\emph{Rapier}}. \emph{Melee Weapon Attack:} +3 to hit, reach 5 -ft., one target. \emph{Hit:} 5 (1d8 + 1) piercing damage. - -Reactions - -\textbf{\emph{Parry}}. The noble adds 2 to its AC against one melee -attack that would hit it. To do so, the noble must see the attacker and -be wielding a melee weapon. - -\textbf{Nobles} wield great authority and influence as members of the -upper class, possessing wealth and connections that can make them as -powerful as monarchs and generals. A noble often travels in the company -of guards, as well as servants who are commoners. - -The noble's statistics can also be used to represent \textbf{courtiers} -who aren't of noble birth. - -\hypertarget{priest}{% -\section{Priest}\label{priest}} - -\emph{Medium humanoid (any race), any alignment} - -\textbf{Armor Class} 13 (chain shirt) - -\textbf{Hit Points} 27 (5d8 + 5) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -10 (+0) & 10 (+0) & 12 (+1) & 13 (+1) & 16 (+3) & 13 (+1) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Medicine +7, Persuasion +3, Religion +5 - -\textbf{Senses} passive Perception 13 - -\textbf{Languages} any two languages - -\textbf{Challenge} 2 (450 XP) - -\textbf{\emph{Divine Eminence}}. As a bonus action, the priest can -expend a spell slot to cause its melee weapon attacks to magically deal -an extra 10 (3d6) radiant damage to a target on a hit. This benefit -lasts until the end of the turn. If the priest expends a spell slot of -2nd level or higher, the extra damage increases by 1d6 for each level -above 1st. - -\textbf{\emph{Spellcasting}}. The priest is a 5th-level spellcaster. Its -spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell -attacks). The priest has the following cleric spells prepared: - -Cantrips (at will): \emph{light}, \emph{sacred flame}, -\emph{thaumaturgy} 1st level (4 slots): \emph{cure wounds}, -\emph{guiding bolt}, \emph{sanctuary} 2nd level (3 slots): \emph{lesser -restoration}, \emph{spiritual weapon} 3rd level (2 slots): \emph{dispel -magic}, \emph{spirit guardians} - -Actions - -\textbf{\emph{Mace}}. \emph{Melee Weapon Attack:} +2 to hit, reach 5 -ft., one target. \emph{Hit:} 3 (1d6) bludgeoning damage. - -\textbf{Priests} bring the teachings of their gods to the common folk. -They are the spiritual leaders of temples and shrines and often hold -positions of influence in their communities. Evil priests might work -openly under a tyrant, or they might be the leaders of religious sects -hidden in the shadows of good society, overseeing depraved rites. - -A priest typically has one or more acolytes to help with religious -ceremonies and other sacred duties. - -\hypertarget{scout}{% -\section{Scout}\label{scout}} - -\emph{Medium humanoid (any race), any alignment} - -\textbf{Armor Class} 13 (leather armor) - -\textbf{Hit Points} 16 (3d8 + 3) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -11 (+0) & 14 (+2) & 12 (+1) & 11 (+0) & 13 (+1) & 11 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Nature +4, Perception +5, Stealth +6, Survival +5 - -\textbf{Senses} passive Perception 15 - -\textbf{Languages} any one language (usually Common) - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Keen Hearing and Sight}}. The scout has advantage on -Wisdom (Perception) checks that rely on hearing or sight. - -Actions - -\textbf{\emph{Multiattack}}. The scout makes two melee attacks or two -ranged attacks. - -\textbf{\emph{Shortsword}}. \emph{Melee Weapon Attack:} +4 to hit, reach -5 ft., one target. \emph{Hit:} 5 (1d6 + 2) piercing damage. - -\textbf{\emph{Longbow}}. \emph{Ranged Weapon Attack:} +4 to hit, ranged -150/600 ft., one target. \emph{Hit:} 6 (1d8 + 2) piercing damage. - -\textbf{Scouts} are skilled hunters and trackers who offer their -services for a fee. Most hunt wild game, but a few work as bounty -hunters, serve as guides, or provide military reconnaissance. - -\hypertarget{spy}{% -\section{Spy}\label{spy}} - -\emph{Medium humanoid (any race), any alignment} - -\textbf{Armor Class} 12 - -\textbf{Hit Points} 27 (6d8) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -10 (+0) & 15 (+2) & 10 (+0) & 12 (+1) & 14 (+2) & 16 (+3) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Deception +5, Insight +4, Investigation +5, Perception -+6, Persuasion +5, Sleight of Hand +4, Stealth +4 - -\textbf{Senses} passive Perception 16 - -\textbf{Languages} any two languages - -\textbf{Challenge} 1 (200 XP) - -\textbf{\emph{Cunning Action}}. On each of its turns, the spy can use a -bonus action to take the Dash, Disengage, or Hide action. - -\textbf{\emph{Sneak Attack (1/Turn)}}. The spy deals an extra 7 (2d6) -damage when it hits a target with a weapon attack and has advantage on -the attack roll, or when the target is within 5 feet of an ally of the -spy that isn't incapacitated and the spy doesn't have disadvantage on -the attack roll. - -Actions - -\textbf{\emph{Multiattack}}. The spy makes two melee attacks. - -\textbf{\emph{Shortsword}}. \emph{Melee Weapon Attack:} +4 to hit, reach -5 ft., one target. \emph{Hit:} 5 (1d6 + 2) piercing damage. - -\textbf{\emph{Hand Crossbow}}. \emph{Ranged Weapon Attack:} +4 to hit, -range 30/120 ft., one target. \emph{Hit:} 5 (1d6 + 2) piercing damage. - -Rulers, nobles, merchants, guildmasters, and other wealthy individuals -use \textbf{spies} to gain the upper hand in a world of cutthroat -politics. A spy is trained to secretly gather information. Loyal spies -would rather die than divulge information that could compromise them or -their employers. - -\hypertarget{thug}{% -\section{Thug}\label{thug}} - -\emph{Medium humanoid (any race), any non-good alignment} - -\textbf{Armor Class} 11 (leather armor) - -\textbf{Hit Points} 32 (5d8 + 10) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -15 (+2) & 11 (+0) & 14 (+2) & 10 (+0) & 10 (+0) & 11 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Intimidation +2 - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} any one language (usually Common) - -\textbf{Challenge} 1/2 (100 XP) - -\textbf{\emph{Pack Tactics}}. The thug has advantage on an attack roll -against a creature if at least one of the thug's allies is within 5 feet -of the creature and the ally isn't incapacitated. - -Actions - -\textbf{\emph{Multiattack}}. The thug makes two melee attacks. - -\textbf{\emph{Mace}}. \emph{Melee Weapon Attack:} +4 to hit, reach 5 -ft., one creature. \emph{Hit:} 5 (1d6 + 2) bludgeoning damage. - -\textbf{\emph{Heavy Crossbow}}. \emph{Ranged Weapon Attack:} +2 to hit, -range 100/400 ft., one target. \emph{Hit:} 5 (1d10) piercing damage. - -\textbf{Thugs} are ruthless enforcers skilled at intimidation and -violence. They work for money and have few scruples. - -\hypertarget{tribal-warrior}{% -\section{Tribal Warrior}\label{tribal-warrior}} - -\emph{Medium humanoid (any race), any alignment} - -\textbf{Armor Class} 12 (hide armor) - -\textbf{Hit Points} 11 (2d8 + 2) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -13 (+1) & 11 (+0) & 12 (+1) & 8 (-1) & 11 (+0) & 8 (-1) \\ -\bottomrule -\end{longtable} - -\textbf{Senses} passive Perception 10 - -\textbf{Languages} any one language - -\textbf{Challenge} 1/8 (25 XP) - -\textbf{\emph{Pack Tactics}}. The warrior has advantage on an attack -roll against a creature if at least one of the warrior's allies is -within 5 feet of the creature and the ally isn't incapacitated. - -Actions - -\textbf{\emph{Spear}}. \emph{Melee or Ranged Weapon Attack:} +3 to hit, -reach 5 ft. or range 20/60 ft., one target. \emph{Hit:} 4 (1d6 + 1) -piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands -to make a melee attack. - -\textbf{Tribal warriors} live beyond civilization, most often subsisting -on fishing and hunting. Each tribe acts in accordance with the wishes of -its chief, who is the greatest or oldest warrior of the tribe or a tribe -member blessed by the gods. - -\hypertarget{veteran}{% -\section{Veteran}\label{veteran}} - -\emph{Medium humanoid (any race), any alignment} - -\textbf{Armor Class} 17 (splint) - -\textbf{Hit Points} 58 (9d8 + 18) - -\textbf{Speed} 30 ft. - -\begin{longtable}[]{@{}llllll@{}} -\toprule -STR & DEX & CON & INT & WIS & CHA \\ -\midrule -\endhead -16 (+3) & 13 (+1) & 14 (+2) & 10 (+0) & 11 (+0) & 10 (+0) \\ -\bottomrule -\end{longtable} - -\textbf{Skills} Athletics +5, Perception +2 - -\textbf{Senses} passive Perception 12 - -\textbf{Languages} any one language (usually Common) - -\textbf{Challenge} 3 (700 XP) - -Actions - -\textbf{\emph{Multiattack}}. The veteran makes two longsword attacks. If -it has a shortsword drawn, it can also make a shortsword attack. - -\textbf{\emph{Longsword}}. \emph{Melee Weapon Attack:} +5 to hit, reach -5 ft., one target. \emph{Hit:} 7 (1d8 + 3) slashing damage, or 8 (1d10 + -3) slashing damage if used with two hands. - -\textbf{\emph{Shortsword}}. \emph{Melee Weapon Attack:} +5 to hit, reach -5 ft., one target. \emph{Hit:} 6 (1d6 + 3) piercing damage. - -\textbf{\emph{Heavy Crossbow}}. \emph{Ranged Weapon Attack:} +3 to hit, -range 100/400 ft., one target. \emph{Hit:} 6 (1d10 + 1) piercing damage. - -\textbf{Veterans} are professional fighters that take up arms for pay or -to protect something they believe in or value. Their ranks include -soldiers retired from long service and warriors who never served anyone -but themselves. - -\hypertarget{legal}{% -\section{Legal}\label{legal}} - -\begin{center}\rule{0.5\linewidth}{0.5pt}\end{center} - -\hypertarget{licensing}{% -\subsubsection{Licensing}\label{licensing}} - -Permission to copy, modify and distribute the files collectively known -as the System Reference Document 5.1 (``SRD5'') is granted solely -through the use of the Open Gaming License, Version 1.0a. - -This material is being released using the Open Gaming License Version -1.0a and you should read and understand the terms of that license before -using this material. - -The text of the Open Gaming License itself is not Open Game Content. -Instructions on using the License are provided within the License -itself. - -The following items are designated Product Identity, as defined in -Section 1(e) of the Open Game License Version 1.0a, and are subject to -the conditions set forth in Section 7 of the OGL, and are not Open -Content: Dungeons \& Dragons, D\&D, Player's Handbook, Dungeon Master, -Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a -trademark), Forgotten Realms, Faerûn, proper names (including those used -in the names of spells or items), places, Underdark, Red Wizard of Thay, -the City of Union, Heroic Domains of Ysgard, Ever- Changing Chaos of -Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, -Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of -Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, -Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven -Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields -of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, -Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted -Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, -tanar'ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, -illithid, umber hulk, yuan-ti. - -All of the rest of the SRD5 is Open Game Content as described in Section -1(d) of the License. - -The terms of the Open Gaming License Version 1.0a are as follows: - -\hypertarget{open-game-license-version-1.0a}{% -\subsubsection{OPEN GAME LICENSE Version -1.0a}\label{open-game-license-version-1.0a}} - -The following text is the property of Wizards of the Coast, Inc.~and is -Copyright 2000 Wizards of the Coast, Inc (``Wizards''). All Rights -Reserved. - -\begin{enumerate} -\def\labelenumi{\arabic{enumi}.} -\item - Definitions: (a) ``Contributors'' means the copyright and/or trademark - owners who have contributed Open Game Content; (b) ``Derivative - Material'' means copyrighted material including derivative works and - translations (including into other computer languages), potation, - modification, correction, addition, extension, upgrade, improvement, - compilation, abridgment or other form in which an existing work may be - recast, transformed or adapted; (c) ``Distribute'' means to reproduce, - license, rent, lease, sell, broadcast, publicly display, transmit or - otherwise distribute; (d) ``Open Game Content'' means the game - mechanic and includes the methods, procedures, processes and routines - to the extent such content does not embody the Product Identity and is - an enhancement over the prior art and any additional content clearly - identified as Open Game Content by the Contributor, and means any work - covered by this License, including translations and derivative works - under copyright law, but specifically excludes Product Identity. (e) - ``Product Identity'' means product and product line names, logos and - identifying marks including trade dress; artifacts; creatures - characters; stories, storylines, plots, thematic elements, dialogue, - incidents, language, artwork, symbols, designs, depictions, - likenesses, formats, poses, concepts, themes and graphic, photographic - and other visual or audio representations; names and descriptions of - characters, spells, enchantments, personalities, teams, personas, - likenesses and special abilities; places, locations, environments, - creatures, equipment, magical or supernatural abilities or effects, - logos, symbols, or graphic designs; and any other trademark or - registered trademark clearly identified as Product identity by the - owner of the Product Identity, and which specifically excludes the - Open Game Content; (f) ``Trademark'' means the logos, names, mark, - sign, motto, designs that are used by a Contributor to identify itself - or its products or the associated products contributed to the Open - Game License by the Contributor (g) ``Use'', ``Used'' or ``Using'' - means to use, Distribute, copy, edit, format, modify, translate and - otherwise create Derivative Material of Open Game Content. (h) ``You'' - or ``Your'' means the licensee in terms of this agreement. -\item - The License: This License applies to any Open Game Content that - contains a notice indicating that the Open Game Content may only be - Used under and in terms of this License. You must affix such a notice - to any Open Game Content that you Use. No terms may be added to or - subtracted from this License except as described by the License - itself. No other terms or conditions may be applied to any Open Game - Content distributed using this License. -\item - Offer and Acceptance: By Using the Open Game Content You indicate Your - acceptance of the terms of this License. -\item - Grant and Consideration: In consideration for agreeing to use this - License, the Contributors grant You a perpetual, worldwide, - royalty-free, non-exclusive license with the exact terms of this - License to Use, the Open Game Content. -\item - Representation of Authority to Contribute: If You are contributing - original material as Open Game Content, You represent that Your - Contributions are Your original creation and/or You have sufficient - rights to grant the rights conveyed by this License. -\item - Notice of License Copyright: You must update the COPYRIGHT NOTICE - portion of this License to include the exact text of the COPYRIGHT - NOTICE of any Open Game Content You are copying, modifying or - distributing, and You must add the title, the copyright date, and the - copyright holder's name to the COPYRIGHT NOTICE of any original Open - Game Content you Distribute. -\item - Use of Product Identity: You agree not to Use any Product Identity, - including as an indication as to compatibility, except as expressly - licensed in another, independent Agreement with the owner of each - element of that Product Identity. You agree not to indicate - compatibility or co-adaptability with any Trademark or Registered - Trademark in conjunction with a work containing Open Game Content - except as expressly licensed in another, independent Agreement with - the owner of such Trademark or Registered Trademark. The use of any - Product Identity in Open Game Content does not constitute a challenge - to the ownership of that Product Identity. The owner of any Product - Identity used in Open Game Content shall retain all rights, title and - interest in and to that Product Identity. -\item - Identification: If you distribute Open Game Content You must clearly - indicate which portions of the work that you are distributing are Open - Game Content. -\item - Updating the License: Wizards or its designated Agents may publish - updated versions of this License. You may use any authorized version - of this License to copy, modify and distribute any Open Game Content - originally distributed under any version of this License. -\item - Copy of this License: You MUST include a copy of this License with - every copy of the Open Game Content You Distribute. -\item - Use of Contributor Credits: You may not market or advertise the Open - Game Content using the name of any Contributor unless You have written - permission from the Contributor to do so. -\item - Inability to Comply: If it is impossible for You to comply with any of - the terms of this License with respect to some or all of the Open Game - Content due to statute, judicial order, or governmental regulation - then You may not Use any Open Game Material so affected. -\item - Termination: This License will terminate automatically if You fail to - comply with all terms herein and fail to cure such breach within 30 - days of becoming aware of the breach. All sublicenses shall survive - the termination of this License. -\item - Reformation: If any provision of this License is held to be - unenforceable, such provision shall be reformed only to the extent - necessary to make it enforceable. -\item - COPYRIGHT NOTICE. -\end{enumerate} - -Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. - -System Reference Document 5.0 Copyright 2016, Wizards of the Coast, -Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney -Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, -Chris Sims, and Steve Townshend, based on original material by E. Gary -Gygax and Dave Arneson. - -\end{document} diff --git a/legal.md b/legal.md deleted file mode 100644 index 5256299..0000000 --- a/legal.md +++ /dev/null @@ -1,55 +0,0 @@ -# Legal - ---- - -### Licensing - -Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.1 ("SRD5") is granted solely through the use of the Open Gaming License, Version 1.0a. - -This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material. - -The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself. - -The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Player's Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Underdark, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever- Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar'ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti. - -All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of the License. - -The terms of the Open Gaming License Version 1.0a are as follows: - -### OPEN GAME LICENSE Version 1.0a - -The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. - -1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. - -2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. - -3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. - -4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. - -5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. - -6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. - -7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. - -8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. - -9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. - -10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. - -11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. - -12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. - -13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. - -14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. - -15. COPYRIGHT NOTICE. - -Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. - -System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. \ No newline at end of file

D&7fMfObUjJYHCpmM#%Mq>Q+#{8H$8N^*6KL&gyq2#46N= z!&~c6gUH`4^oRx<0OZTgQJej}uVlUlumy@uI*94bd--{vh05U3KN9XF@v-NyXnJ(! zFDKORw{eFXfDNOt*Orrt(cLlABn~=!x=A~E>}F5zpaYemuh?HaoiRrGN}gDy-A5*E z!%NYV5ht@+oRpSCuAlXTwsk()@(>wfy8#IN{WKcz{WPoWOR>`0)On>`r)rsKT{{K8 zr8ipj9RL@E$@pLen{I@QS{|dKGAnp-_FqzpSk;@%Ryl|EgDUcGaFWuv+Y8r5V*5up^$J*@Nwq|ohtjXzGDYHKi_ ziyEk!s|Dkh%!1r6hRzp{q|5K=L=d481b2u2lxp4q__X?ii6B;jjkO$6^aFg*T6y-d z>h;t(_5tixk5cD(iHh;zKxS|+Zlc3@6m-fx{vl?1v4X$%8!fM}+o=ACPp#?_HDg93 z;)Nu{HhuD{RH#aIzx;SpPN8JIfo%`P;dgMAE+`WJG8BI+6s99onn`rk+ulk3+l+1# z@yBwzZ0d zX~iI)HN29|>M%L6;Z-BL6^?={vVIZ0A=E&KQ-n9;`98QRlo^C%1Ql*(5yHwL3!~SU zB1?C#>p2E!>4yNFHbK={H_4GqYOJvv^l%|aeD6sa&;AL?VslsYEz!fMuj8G4`o3Ov z=O;l|GML)fA*7G+*48j$&xu)~x(gkIQ=ndryMyIb zhx69l6pJG(DgRvhW4&Xmk*W!=Q>JYO6VT8MPK_8vM-Q;6*;`5lQQO$2AQ$Ee*Laz z!I?$udN383#23fxr0{L-L?+@hx(S4+e3)*{yy9gDbTMEqbN&Rs6 zTJkgDpnxH6xKK5Lgsc9UUf8^VkTqHdzM-o&`S?#E(9%<=AtI~tNL};k-J1V#hp)B& z;|^{Vu|JI8q_Kes>MNK}rGGkYKd6>ZgJyDD=8riVdp%EHMn@B<=Q{R6BehyO&aZsrLC>gwrl5Fw~Yms9w{ytSOoD#uLamV5vn)D zTJd*Iy_wjU`<)5jhmxn7FnBb7w`bo!gt3PAj^ZC{Id$cElE(wqkhMh|Gv|$m<&D#jwkCnv7@TOKubV;)^vI13s%+#4~zww)F zFl$X;uIN54=ecGPf$aGR`=MiYK~)ZiI47*DGcY_AvuzqA%4_S=3P zLql>tmyX@5)B2=Bqt%6}->HwnDRBoNk&=f^Q}x%0U#ddG(NHqG~f(e+tGx`-Ol z5?`)`vhYdsIf-Yj`DS~{ifvP!^63E^f3(BzZJEhGkU)YtI0Gl^aNm(2{9%G_re_Ceu~Lmr742Is2BXH!kFXB;`{2XkTU=uc$V)}R zdFuUvG^XDuRw`viA2s!yMaA0m^YaHCoU1+Ex;^jXzpha`LNjF6iY;G)Y-yi0d#odXE%XB>>5-{0Vi=ef4pZ&I^+{{X1KLcMNq8fq94NY*?U z{)l=*r#KRy+)|QpF;)sL2k#`40eL}YX=>W30TJ_VnDf5(=!e<)ZYdF=_U%)0)2Mgr zL-K`frsGvmS@?Y2k>f9noNRlDw;D1b->oFGtxBlp@~c3ngt=5YDa&xwAebD~Xc#6) zrMbXVF7+bAdjijk7TlY2DzR!^KiRuO3X-Lc;31t<8muOuP1G|kwUSb6vex7OK zYDw392|e53XVPn79Oens(!;8w3LXlqZlkE;w=K!EAj7O*AM_DPTRhDvQF#V;%g=|E zbvddmKDr(xh+c=EqGtB#?mdyKBMx?IL|)PREjcbxlUEWC7gCg%q|1Gq9JToZo3xR_ z#B|cV30$YLv9=#5!blq6>vB);cZmNVPwy06N!xa9$L<&_wvCQ$+s^8s)3I&awv&#X zj&0kvZTz{P_Z$Dt8nwGd)u=k>Ip;C2Tl;47l&8tRr+wBU^TF)@Fe{y)Th_LsMd04( zAJ^Kq^pi;S!(b0+;FGYRo%!o&Oz4y?hQqeq1)uMPT8 zxk>ie7Wfd&q^e2(aBbzs!?X}@2m9iJS;MrbC7HD+WLnB(>!bIrsnW&!3Th&Hn_ zhHDXXG{ysb_OcLKDkUhFMEW~urWt&`R>%QEerXkt*=#@a{^ev5-3$+1EII(MU#ykNcry~oUqV|T!#aKlS{b7W9YN|e zuS-Wiy5*Ds%)IMN5p5%3F9XTK^#mMu`TT6B$Tcs7bq9F|O^7;&L5tSw&x&1VuU;;6 zI{QA^q<1hHJbeh3FKS1^%2&kgW~zS_KD3NwFmu(qjTvxwG;cyNkxO_=W{yAXTo8D> zy_en%5FZcz@QqdN3{D(IFmaIL;1(S8O1Or(5V|NZ>2jta zQ=<;U6{A&4d%bYeR5@Cg_?w95d9mZBL4U_v+OKLr4IPwx2t7;ych9w|WyMa}vL?4% zxOtYCu|(()6LcfnLHv z48VUcE7JBQMmOQjh4Cf<9n54yEHc8qh~y~oOdXG|HauVE2fLx_EFzJN=?d3dEwZ$`+)(kCZTgY26ah5GUB@k#R){jBR|b$t+S zExUpM`Q>6=?}(Kv@|5EZ(5J7TqYyffa6a-@zo31bGo)1l9qka0duLTZ%3XJK&CN8m zaD2|#re`iEbAR-#xqwZ{AY}+?!P~VD9V2G=4?;)uqPPU5op;iv_|D9iEz8sFro0yB z#YB8(F-8OrJ8j*b1yXrEC2;EqI|N4R`M_%3Z+Y?K6f8n`r;4tG-uxF*b0H+i=A1BF zE5+olury}xaSTUdzl|ku8NzzvZRzgd)M!UBdJgZ=KD>Pin?1^l+@dL6xuBt-P?;l` z%a5Ae0Vp+0cf%+BUz86Zn$o1Zu~}#~!z7RGJ|3i~uAa_%t`<2v826&5AGCMPiut=) zF7m?8*=Vd-%c*o(oSOkh750@cTnM1V1w&6nn%oGI77MvPc&Fou=APbdg|7@=SW{^g{$CkCWYLjZJb z4jD2?adqHNF8~S%$giA7OwEsiX<7;6%_mfb2{gqpB3GB~C#xO7C7B*$0N@2dohJfp zF~yjyaXzxYz}tMFx2piZ4C3Jt;GMv%LL z5A0Lia1^cb*+F2~{QzY{w_#OVlID2QteWb1(Q9hH@M)atof4)MzdNSNy=ZS}D5NII zKwZH2S0CfeYvOrmwfwG_7MQj(?t{!(i0$xB2F8O-o86}rM>2n=>jER)??b=fye?_l zqe6JeDt)2eQ&G@6J1NawUJ@!z3-@T^k=d>1hP;Id;1`MXa&ePAw{s3c%F8u?Asx|M z#W_d;X9dd9h#3HW2+k$Czg3hxeZ7v0ueVLPlIv+&4 zB61%C^Ch2I)6@S0cFd9bC!WYZglqs8)Q`i2OuyAkXVyw}+?jbl%zMHBLm+So#>D8z z&Herha2Ye&5piDVN;eeniOBLimr!R}M@BByr0bqNb_MMhjQu|l2o5FKKaS=;19CbN zO&iSp*meZyQ)-Y$E?CigpJ@rdH;Xv|=3RBKC6nzBVpi0?FLiQRG}{{m`P8`nSO2(< zf<~1m6xCg%s<3}c^vUBRW+(+jE{>c4KI^7c7`MXEi8_>SY2HOt!D);rzzN5C7qT41 zQ=+{}1c|DH*)-4tX1BKMHiwM#Q%h)@D^iogcy=SipEJKQje+%@wEJL+x|+kxKJxttCVncfc)X5mZAYyMqz z&sK?QeTmI|7W>aMKOcf+DfZvuHz)W{{hJf4+TbCDA62DpC99Tgl^SDHE0?9I>%WYb z`(Ke$>3HLm(I~(o@}DXE;i~E@K?CC<&c?%tMwg<0d9jR5aMiy*IR+y8e><9+;A|H} z=}N;Y#PQrm9pirnf*YmQOD?hNRBEofpn0{0cP0y1D!%_zI&nc+u0YX~i0xiv#;8bW zl{V9GGXgQ1{#NN)v}Nc)p^91UX*)F$%aN5(9WYWnlB;Fp7gSoy_<|e2GZijoJ&=uY zxNs$gKQZV9>}w_d<0@%J5IVyMAQsCVpXmdjFI>5D@?B?)7>VOTuSysnk{JlGKE}46 zabA8tY$hoJ*Wf9C;S`5JOT0rq@!zZUyfe>QMHFH_(*9W!?usF86qu(pR-M)*p(n44 z|NYh{0`K26t9Wq(;uM^=@)?y>wVuC@lvGdDo0e~N>c6x&I3^5ytWcmw?|c6ai0vD; zDBo@bMMr!Vnx5>mSq5)wiL2iZ5Kd;u>3*ZF+gP|*1}P`TW!TZpz%BMf`TGvEvb8fN zr7_42qN0XF9MLU=GDzb@m1|N!N=e&}Dy1CHX1Imd-}mTdX5WkN>oy!$@8ciR%sw@E zDVZiK39d0UD@;_17HV`!C?p-MhH-4?E3;{EaWBTe;6*iq-f87Q9~gewJWe@0VZ2tS ze!8d*55;Xp(*Wv*1>jvK#Qd+tV+Ft?c{+nO5hZE;y5bci&(aGZ2*yd})WVfpAAvFQ z=LUv?&8109FTSa(#8PZi{>H0X-Bw)dA6E#n>y;gf&rO1(L?69d_RjEcU5ogPtfn>obPptTP&9MWeG`2;$|#A*svtsS{!DeKuMC= zWCIxY1br7YM3(o%P9yW7eIosm6?dP<5$=PKh=p$|F`q|jm0S#Ah+aY6v>`uVh<>@G zj~yoM{$>h=hqHZY`d&c`=RjY(*b=z-UY=96E*23M&oyGS!8xvgD03k5T}X0DG|Eb! zaDTDZz#lrkb5Ju&?3$rk>hZV=~q|j)1Y@0u(cA3f#D^`dp26)9_tn@ zQpi2kW2a?~Sx>)|XIa87h=h}J1S z)nuetoBcbH-;+^KH9HEP_6|u7WhfdMiqV?H#Ltnhr!Q11;jJ1p%3L2MSKnvuM2^R% z2KN`V=pfV_H{!X(Uw5c;irW!D7Ju6JHA*o9f@obODpB}AdB_H__?lDBe2_?4&s)`1 zhXE|&o~)BZ5SL&l=_VSHxo%mlQnq_%&P_MnO5e{Beb}}aEd@i4?RY4kVo{C}?$KN~ z!;0BHo{wx-oQ5B0ZN7fOw1dZ^(V1b-Nw7J#VZl_^Hch0+d zzM^9$m_yRa8(#$E_obuq2?|{vwlpPI?TNL^Y@qLy7t;Tap7hJgw%Qfz(}c`QiTL%| z9a0T=(9z#4c!l;DH&8IebjPzbKQiHugU#uc*$~j>Zou(AEfnqukja_uNgY&*MbecF zqpFf7rVo0CGsw`KglPBRxJB(GYT0Ce49bjfCF;ni2OlzI&s1nSJ*SL#&j?8p>F*O4 zb!60b>h!*@g%U#JJnD;<0HD@KJ)u0gFeAmSkv_yQM5f+k5AsfGRs74?ImpJ#8vTbPlrZcx8YxpnnPNobkyUi;9uB` zL3_xg-mA_TXC&UIq-1B@4CVp0j)brlnKHpp_^ zz`tUPvDk8S@H48X)qWdQMft|y}a;4nekc&&P$Hyzz6 zecnF9bO6if#xrZg35q??YvF^UWl^hH(YnSRW}L z4-A)5k-NyJx_;ln$22g~AGO$oqEyM4Z zp_7lQg5I`c3`zOUVQI=W%B;eMr!nfQVI3vR4xlENrVve9*ND3Bd8_x(2H)h?ioV>o zZMOUje z`iULy837S$D)a^cr|U~cjhAP0QbH5^3ogA48F;kLN9<#+J?P%pqG@lva7&Qfx3Ja< zny_zLqZ!aZ@hSO=PNMGQqV0G@u894S^mhZoT%@C%xK@g|G4PL_fA(d`-y%g?tvvOT z!!^g%-JW7BS|43CtB|nT&s$&X4jaSmKhK$ zB8yD$S0CaXv-q;YWL2}ZK*S?rdR;8!@fB5)1zKOMI`BJ0%=pK)xOY?PD(=z^sn-|e zPerDBeRc&R`g*{>mYiv9dZ~`eSCgW<@}~(TAzlVs+Ua&8HhpqTCXXMDD>A^3n+G8(cp6|G*Zn#4EixQ6 zp@*;-ldWcDEPnfif=zmDpzwP`LA$EG5ct)DYbE6E_e~DZvD+#u@Hgf;(1e(teG`?w zqs#;6nuYd6N#JF8ODf>8qe?mih4u}3RDu+zs`STRo4JuR1!)M7X?Sof`o1aUx2z|$)7r9v9iI%&G zhgsFIPnRC6Mr^GzbkDLHvTQaW2w7Gn>n}0DR5|TDe_0L7@8v*okbS|+=BNW4L>!j{ zgq2jG$zrZ=LMy+_9v=%db(Noo3Pd~y9>nxj9%Qfz+;CJqvIwIgcdR44fb0U<&u@(u zz6U+QqR6J%z1xuPw!vxkAiXMY3o1dg9NV#M+EMV=`KYV()DXFBg%}&u3_$c3auhZm zP65$)E(s1eWR^B1CBVY|Oxa!2yg&BcgFx;{_bB2oO(qepils!hRA+G|6K%Pik^#c{Wg-%7*Q>kb%ejkPYo^g z&yAhcx6ATJ7F!nTe6qiabA3@8lzgZE14~&nQ}Nv}$(^Puw(Agw7}?J;Uq*r2g-{o? zo99Xe%oy!#KKn};k@JHI6A6x%NXkTyaJK)q=P&BF$ib;#oG3HkpVdOSrAn9<1*F5A zZ=1ODPZ4AT(RpfNLt`8Kkk9u$z>UG;LYd{z<_p{{0Y?}(yALciM-FeM*&_mk4=M5n z??!Bx(9x#`NPp-UZVS;g8dRZwkBusK<>DDlJbvh#$s@A^;YCn^u{sT~zghm<7Wxs0$ z4RiYpNB<$)WQ=V^JHu%V-tV6?IW~pr&K^E5goqqv>(S(=-r|aewtifaH-yT!cv`A8 zcaoiheK}~;*l4ONWWkqbkZ8@G$>UpZ1LXSw>9hbjS(-(P{W?S20;Uu1;c@D4(@bZ5Vpf4aLR_GoW}4ie6dB_ z{Rz`6=u|A;l63AQ`fmEt`54z)!wO6X2j_p^Wma!^PSQ7{w<2e%3}<+ds~Bc1l#g)V zP144Ftse6fg?mbjDk_uq!0VwWf0J&1R%989Wd`zxCYL=AfK`{^d(cvfYUo$kDQC+6 z$wDtl@K4w+@6vR&RrOpE#kM4@-jF$=e^l<;M+tNO&YfoDu6BVzUCy@r;jD|9djWCY6}s^~9JBAj6oT ztSA;-ncyBNiWWQtz9V0(^X(3%U^0twU013^F5V;^7_Ent?UL0-OPLT^ylKh#o)FI7 zNGi87cqT@)fxbgU%Tq)J8+l$2CKzJWVfaf^sJquPbW7nO3?L;g1?Ns5sDhH?|7S&> z5F>S>CjyB}A$A#IZ@!_^5Rl!wDg4(;cv!!LF<3u~T*&SYR8E!nWruq54;!2~*pc3O zBu%#!R<~R_Vq!1Q^O;jIY^0vN#VdLrQg}0=smksuP4RmhM%e(ql}cjfDr8~D-jAC~ zkiC9|-mkl^PZu}=hhuQS-wXYRSJ7N0Mkt(^0Y8sEk)>?32-Pm$cc&9Ip9eIK)y($e zuGp{ff=D_CbZbW{j1E3p?y(o1LTmO;PxS^)IL-G3lio_fq)-lTNdwOL#HJM7nPNv) z_09Idd?uXtUb>_pFM&uvB5kLc5M!gvmJIebKs+!d*`!IFIFk93Bayy91|#nd;Bigy zdTDh$78ugo^#W1^p2d#g)e{om=7>B<&=%(UiEhnL%a;S5?byQX8cmwj?^YzjF2%Us zjHeZ>Y?m6f*`;Z-TP>>bt2!ts4J{OW&bm8iUYej_Hn$<6eO*HQA5wsPq|7ELh@tlL zNiB5XC z$!ZQ(35OR;GA_00!TekW|Gq*!M%YD>2~8mG%f@fNOLc#iq+ofxa#^NnhAqztq8i1C z-t-3WVR;z@4XE@8si#A2!uucAE7b)_4T4$~{pb@i2>7iOS2-{1nrM62ov&l0h~Y zY_*)IPLlC+u?S(Q!jG@f-|56c(nTmsFzZ{uCC|}P=(8^`tqj7FZjmcgED{DE>HmqN zEY=#lpOqlfdeh$?4S{IWpqe%^N*$>-PuVWWjpNIfbe-sC)(>N1oY1@eAI*mQBWV3V?%4ThpyOa3&wrqAMFBu zg%}t-T%}EqkP*BijW`N|fmFO8u?A{P}Ado0@55kG9 zKiqTG(*GXXC4lBZBNN!n;coK$o{x!6Nf>}a!4F|WTq@L=uD@=vS6NP}JZc!(N?J83 zNWD*IS6^|PXeP}DDmFrz3 z>0CwEV0#cBv{8C)4Rt<^iP8@VRFW>7rvpHUU_-LH2Xya}6QQ{ZNVBZW8k=`(LtT8{* zt-=?8$fTA(2w>b;yIb8pFw%G<;YXY zj8#E4S6)kRmgzZ~+Hql&`p^g|=fW-7oqP?2sUIa?S@`4r6A<{I$g(YK=AG;dlUUB`R@s2?&H-A^*^(?<=Z862wP-Sx*NPXee>{OUkmUl zo09v9QGk3`WK4$H#srZ^w1i#d>NxBC4g@);s7L$So5}l>MxA3uADqZfdq9w`|99ne ze{;rHHY%g$j6C7F4cCWWrX{(|dtGAqv`l>M85ixdM1;Mh@{1nC3jS}DHt*Z?7uYPU z-#&lOrLc&6rQz>*K}`hdBC6$OKQFfehRaA~BP0g)8Guu#R&<{PFH#V&n*y`MmEJ>1 zV)cfpbNKRZFB$)7e zY$5t+$5=NfE4 zl%5FUtXdVR{<6J&J>$AN6AO^bn7u)%W^{D_(x-y><9&~|nvBpLHBv2GC^>9IanP>x z>SHF9qaK!L3TbR782~^wzA-tmdB68&xj?QvE}a}Q=05O(=&C5-96)HHXaKTfl;915JdR+0JOfntg8MdzOuejS* zfTCR?TL@Nw)tmc%=vw~re|l7*}#8$aRtVxkEAR7 z%>b|v9#LO+L0=Y0OIhWr<;F+JSOLZ%FaR|cXYtBRAkB*Vf3c3apW32W?iOrHY)H4H zS*#-x*R3l}vO&AEg_|x4oWnweuyynCmNyDEY4*(msqqnm+|VIE^IisJFMG*~j#yDW z=$2wQ$;R2?-E~$S;OdGuyI8oH;Tf}gy~5x%>)m&*36EW`cb%&YG3d2T&Y@N0@=T6P zwcU7_q`~%huP5q*#xj{&_FUW{Ia(kYG1|PL7GNcWZ?bl6V$Sj;gku;&rQFeT`Bp)g z6UbkkV^UBbopyt^CETWyg0h9Sc)KhX9F8wY7Nf-5dmG}^4KrHq0n8t^Tu-6?LEMz_ zA{)t@LE-iKEs=&OQ@j)m$KqsRfoRCh-uC7fyT6h8U!Ip~gATT8Hx|z9YcM2HBn1|F|X6juz{(@nLxcIy3fvlo*EWT=d!1sIz+w4H|`w@kAHmi!8pT%(*<% zUZZLyO~HkXM(?7lBRz(UFSW-k-kWX)>(BufoO3B}&TstpDEblad1XkUfEznKp>p(i z`#p=iH|L{;H}mdAo9X8{cky6@V{OCvRLs~X&2_w!OJ-=!&ZBf3Ng$}H9|mz9Q&EUm z>yhYiOt_Q0Un)2_7#sAsG(y3VAQgoU2`CsWvZSvdSpPH(@~SSMF(E9nMiMMOLp4o; zSjGr|8=M40Q6Cu}@E&~*Z7d*ZCVVCekg zkpslRJr!n-ejit$MuJyeRJ_v7B>rh*Fn^#B?W{E^g0 zFI8(m$461XOK_?ry$PBv?!h<%;Ona?vZ)IXsXZD zjVu{6Q5dKcf+SE7wQpJyfqR%$VZlEOgN(V9$~iALJfOHt0w{TH0m=|R7kApK z5%yl^z>2X&h2sS@TI|f9N>E11cMk{r=+3u_<$WLD1lFzSjf}9gH~pb5oMbTS;ZxY# z|I^m^COCvCq;Dh}^3TzG9bgc~`Sv;mR`w!{=Zz>k(`Ga+e{l2$+#NAjps>w{A_t{H zkjXG%h6TNg3L#TN3q8XXaeSy()zmNK@dk*6vAC7+r!${Wq zlA*0TZwC*!62zoiwFg8IiB7=Tjj$%jW_U{ddKEwU4m_p7$NUcrdVR1Ozx^@k$+>b= z0GuH5A0mkk;v}V|Q8|cq?GQUpSj;clGo%hTRqIh*yf*x6knb!#cZJ_^8o(jKHj~AS zriU-<=pdb3H#|{oNzu*EbI-41^IoCb{K2zkca;}vcH(U#O1SdZZTOjI^DFk&Om?;K zJ&XQ&@Swj-yWei7!`~PBx1(<6Pv#ojTnH#7Idl>B~uy^Z_p&A7`BKh@=rWVZ}? zcdHW0)SWL3r85^$60f{_yjx~1;oX;v7g@bFM0|CLIOm1oznsC@zXp2Rfh64eicnIkmmXHvS<4xb!T>A@eaQ%<<_Mft~;>xUR^NtdSi(3 z)>!+Gf1obG>HpT7+YJz~TB68cxJO~u0<+2<%q{NxUQ$A2E+52CPwUfJ0!a96bR+Gw;D4+*VVS!&gHi~a|1QN@6#EVR)luZ?lR<#0|QWF4a2f? z0!qcxUWd*D1Kz{veM1{a-rQcpXVPkm40X?|%sl?-Ux-M@Y2cH;=J1PN?V|+}=Z4)F(i z&(78264oGL3dHcakAhjV@-|^?GgpK0-nRSzBdFA0Q#z6Fp7`n^354DbAO#3MGkCWm zWM=u>y8<8>p#3g(ApLqw2C`=A{a#;Gb0$Mj9(#w5gSs`r&&S(QdCCKE4}WR~DzR_U z7@@qvV%EauPqJ_?cf4tlR39(UmHql3nz8Yf(^0)0zCS3EN~q)!P1L;Q*EK zxD659y>TcODOs4D@{`polG*34v>BBg$NMZ@F^!!Bcj0mfC{P)4Aex|a3SR!jNXZkA zw^$uiET9UI+MP^hg}s1-$N{c0I*U)$)oN15zX@mkXpty+ZO0ok_pY0dI(P?XHI$q8 z)K4pVepSr6Jn+rpf;)Q`M618$9zg-S&9pSGC6YAkU~5tb+l4R}#coh^GiB)IgN?)) zYTX{iERaF8@CIiD@hEoQ9Rr2~a-ig$?#8sq{W<{m3B z{X6)iWt5ZOWzCT=3($m=l`9wqx~?U2zqU*w`}1rDZ3?Ead!U)Hoij1Nq$?}m%s~wa zUdxs0T(JKY=zN}ksjfNSwKBW1!gyfj;RXpE#1xC&wdB;z&?Wd!&AHbI<%d7`H5iSv zWyfpMHW9bp%ZIshFXU%DjyT$5&1w=z8w?qHxu6=9rw!D)XN_W5@+pcpjFqhAdMw{3?jw~J1Fk7u zx65xvT-TFlVoW(V@=pk1T!*fg6YrX#c^bwogd1_kR7+#I>i|C;W{p@b)$JTR<%93^3c{yCpvr23YlC#@1x_|7DexbK zpsXvN3K)6Yj4{seiqNk|I<$)LFgxLU>5yAoQ+Adz``ZmUxsxyt6xcxihIbju%TV`0 ztX@?%#%z0ZsRSw%i=62U_5{4$_JMf`mL8nGzU4^4aI7DJ8*|l~DzjZ3!a9B zUeJxMBIrTqY?UZ>boV#`cA{{~RDHVDUa9wSEerG{rpr2R1z`aXB)V^2ZyBkq)QlLk{p{eo? z`vy-}Z3daM@>U;HI>HBpK|h_^uz}`^F@4E-(>)SvGq+379V-5C_m*0W+R!u%+cm6S zlg}8p+`_0zOkm;^)m)ZuYc$zGhe#)Fh(86}`jXG&ed>0BO&I9AngE}rgc%Zj_X7ZX4R-`@9qkadR5h(51w>c^Y~hVdxz@$mrXG&wXlXfephhFy|dbrey?r)(?HhiItm4wA5jb zs-zFHxG%TQo^I?i?%sDpfDb7j2T7Rh__jo(RQN|aP{{D-if->CApA9?*aiCMS*PomvVU7l@N3AJ?RTy@r+Gle*b#Qv%&nSfDBM=WR5OqB#lp7tmv;O#wOCQr% z_LkV;#$k--tiMi}pjDB~tx)otU6E8tR?yaT2uITqiL(v53_HnI$zH*Dt%d6R919Sf zqsnX6wbxp~5|)5?HS2saN@R}i0lti&Y0b0*3~WW^Y)Z&MB0vIeOVT$@KNWLh0w$ zaAdUi%Ng^+mgA!kvcY4x!;TLE*ZMGPjJk`h>;2Y>3ovlI3*ll}t==uP5bda#-U5mB zV|ZBiU}p=q3H8`j%)k9st@dL=K!l{M2~Zr9{9mqpnBCcK*EDghU^evl`jtH*G`jR` z7*SRzh?Yv>=WGXe^Mj@e%mi!ewft@Dc{23T$b$I7HBl`_DyD#e@SWYMQz=keh_d@^ zJ5!r3mw{z;5ztwZhl{>wK3@J7Q(Dh*xm&=8iCRBda{^@6Kr*G;c9~#%BN$1QTnbDp zKq#qR)B_cp{BB!Z*Po_Qyb=#7by+(}Z)R`|QWes^ZVh#D@#m3j6Pd^uiKJy>)e&jM zZHRH?I5%=W%vdBdTa@841E1=;d*}IoKeXjj2eW3PRCoH^C1<-pfq$iF`@k%M3OK)iU8PX}1OnxDUD)%-`#x1v;5SEqvOHU8S7KDlIDl%(A$(Me9y- zMzuJ6l0+C_A?tIDmf7uj zkaYsSOs(eeMb_a8^;v(wDQzp8bs&$10#(Ay*L!Zqc|;GngFX2mjNM94G2W7r{Cr0r6D)at#lg3sWSzf(O{K&1Ae z?rbeiKLU7b*$jq%{WgPiLY0q-@^#WCTo){R85^!Q$mHa_?&mVBC6Nv{DP0ye4j!1OwtXjQH$~jA3X8lgXs+RqvI49&t0xP3+cqv;-VepNy> zk8TB8tx#X4fJV*UbGPHmIf3xzB)?-+s3>BJo<;3sG3O}p@MkVDKTpfLV3rZdB!Lib zl0x7ZOC>#UE&@c}8$*u_EEtwSatMcFK{>PAgMY?jS>r7mt6BLGTg)<&EK=TY)+NTp z0~n$-o2F@wfXv*=hL-BibQ+ZH_rYzn6{raau$y=a_&(a$F_y@!U(}DYrH_9gKv0(J zm*)`J;yu}qC<4WsL*d{LGTJQcfn3C@Gh35r4xVZ8osi+=4E1N-(0*MSbhk9aJ6~?a zdjy2gVJdQgX?lLvO;l+q4oqS_?xiztJtc>DZAemnG1GqOB65s!qngvla}!E^elGgB z($t};Omhk=@@xe?3$N`-_3OtAUJjP2e;h$wywsD<1{woy=BDx_hLID^*!6?D8Cir& zucASJ5kr&)5Q$RXz|Ombf*v($w-_~(3D0aQEUQh;c!;MC5c}9c9zWKUsB^P@y#IMx z`MyeI9+88)uK-BuS+^dSF6~$71Ybo$y-C{DscOtOP6v_Dv@p*uWv7b#cWHqbA5MmW zxTUMruF2wSwZqmA`r|*BbDs)P@?t;T3`=oK2{q3VtF=e1k5zp>@(LN`>MkT>HsUN{ zCL0c9lQ*~0&v-byPdAV1!rLWPWZ>%;+I885SX|-SJ1u}`LEBr7*{qP&w!Af~48N@; zXmM9?O{+z)mYRo0%I~%Y;;|(UY%)@&&75Y&gVO=FtADPIQ`J6YIqBbLy)B6(?wRs? zg?Up@UMUx5TMjD%EYiiHAnlJ=SuD?2?V&psHZ!Dc*r+Rh?yk4h@?ayVp2i<*?o4fSxaM8tVs05v zI&{ub#GQ+jMe9yf?fyES&2)JGD0pM7Fd`r~H-Bt59RmEAXOmqg*w0A#VgJ#b>0T}C z!8Emrd59fB)W=6SoqRY`TVs}_saz-373!26Y+cBjG(ce=) z8mZ%u9Rs~aLvqOK>4RJ~T7p6%#8y~;XDj8&=7cAkteGCfU3X3PK9gtHa1v6CL{JY*u89*NCqfqBr#hGurD^Fksp5&8c#tH!&d^B zma1W1>bMT0?-GcASuBpz=sm7OZvR5gS%v;NNTgqYdMGCaLlU=V9Vu@*vINjeB00){ zxoL4^njRM79@Xo_`Ovj_(IwomEVf;vLrJaQX|k0Ss8}A-H0M*7c{01iLhwY8XLEWx zE0aNe+9)p{>se5fp^I4g(D`Q*>+v?c6T zmr55;->C0G^<0miU%t;2>lrg4WwOe8*289TS!g+N!!fS9Fp#bMFDstDUrP z@eXWMGWq%X@(OiiL0Ai(UcJZk<1#2*H@mK@xRBeuB>&VLc7iK^=czSUnH!6E{*~|T zMyMZh$3+?@yf@flVa4j73tdz!1eyD|q&J#aJ@c0dMvs>2IdPbxti0tN(II4B>&YN> z3+9e7E?kK^P_E<`{bv$T-8kNE=p|B%(vPg8Yvh&a9 zXJaePA_&G}0c;3EGOWU*xh=m{^tl7GBF$<=h^)1w3NAX8o=mCD{8-_7dyJ~(oHNiv zGHpuIbo)vPlsy4yGTZ=*LqlAfx!1~<>?_%`aWdMHRxy@<-7wxAdF8ialdmYf8y>p* zG`nFHn<;b@bw{Z*+PvdW?p7w#MB;f_-aC67wsBaCTP<8JsYcCGPAO8+@(ML$bb}#a zcv48KBC6$hqa1CzG?v}C$$ZZXmxwRTJ`$c8u^GI%LlJ`+NiW2Tm1tJk^V#BJ@0*s5G~2s}Jtn2->Z-ZL;^s@`j`O?=44?!Z*k2Q0b|HjXsXaij!R z)n3b!Zfz|R>ov?++vU!}ynsB=A8i4LxH^=7IPWF%B;fdzkK=@6(32OA>{pnST`vqp zO9DzWBT%wPq2q+1g*Jy;M;Lm(HBZD5owzNc4EJ_}Tq8gR$RtG-_F2{+?7a=jpW5mQ> zkbYO&KbSr^tNLhj$Hi36VPLPs*(tw{f@j8x6fTk`T`vYdhYls`+_U!+Q-}Z)agWA* zy+St8k?tmsCn>3EwqsT7oP_+$1~#zn+gf8;1|1{KAsW{)Uk}EO-aYSWC&JT`UXzh( zt@wI|!TKan*e;EniT#JE)BpR~Naye&ZsmIYW5DaWAt)~3jB2H_g|-PsWul5Y=19CE z)?;lA9?Cdv;u5m2);%Wpm($8hX`XGx3^DJ)D^s?;PPfWFFz@mgSJt9`$$n9eDIs6) zeg8=#ihGiHVT@L~?Lot0ZcLkd9Q$TneP@Ag_JVX6S(?SnL*2h6?UoH zh-y-_4MVR1_D6klH=wg3mHT;})OU(z?~9mjr8yW5%>@63z^(>E_mlcJE<{`YF{SzV zj;fzT9x=FFHTwJ^oIh@4EY;vl8Zu^%w}@6+U^@fGg;Ag;+Ahw9sHS%Z z`}HQ87mhA&YXU>adFghH!XA525nI>v?yY#VD6s~X@G9mi=UM{6cR;M-LeFY)a_r$f zgC^g{2#O({=d!+VW6(xK9*G?WHGVI9JbJL9So-A?n&Uaqk#1~WN_CMUmty#)ze|lf zfK?pmQ2Ytl$YN+qP}nwr$(CZQHhQ%yo9TFLjjh0bQ*MgZ`rOwWE)B&y)h$%KXLI_j z-U;9-g8JPJU22|o>FM>fVP3`ogp0jY$EdO27cOh?42W2pP`;K_eJ|mrMaIcYw7hJJ zW%0!9&fD!K<>f!9@#@rko`6|h3$mC45O@iUh81*~+Pch#+#F)(N}eA6U1mlI)^7@8 z@KlM5)Q8k^a=747rCmeH_H6@_3s|9T&#;qZxT*R02=C(qmtJZ9%xvp&5#Aa_Wp~wO z7}ah3wZmeS#}!~h{v-@+dOW42@h@3ubDn?^hSgX=a*BpT^CzV8{ZaL?uhdTXup4{n z#siqwKKR$T!U3hxQpvFKBFB7{tMPx3Q}G&I=Qvb9m5A8_y|q8z1m~KW_rN`qTfiqO zfJPq2cT*)z3xsSVQ?S>cWni8O=+Jy$pFJ10ta2Rn_K@J^FAMS7^l|2@$P*I(^~4(z zrdjclfwo&x7cjydts%)8ix`MU;C&-27+Vth=2l|XlHKYy%;xchPg|`K+o4>_%hrV{ z)+$h$eT@4Eq*C+ue#TK5477QZlDyyAN~y?z{SR>LKdCbAyIyA1)ZMX}R`jUvXS6O! zP>S3;Z?@#hvgIC#O8~1+jy?J+UN~EVSS~Af+ME(^euRsFL~Z zX@tqvU4v=^#5((UG+xUjw6pMt$1z zoD?5Z&onQ6C~pNKRls0lC*s<8Z_7e&Ys@0|MUHK<3gN!|vg>W)(mfF{up1H%_nOr7 zR-~B5^gP-gXi7X1>X{p1=)fS5>e!%cA>?A}aVNSVEgT*W^mTs4>?~IU!p3Wq1(bU@ zFN~&wY9$c+lQhNIOgZv{;EK$>$}&J+0Vr-7(&$0_7nbk3H9{EiM?^g2(!;8=nS47} zP~)nx8m3wZl>pp;Oi|b_Nz84GJz#>?*xB`rKI^7e$L1IjN%Rnk#-oDyD}17LwQThd zhFb=D{&0$j)ukvB@MIk;EvMX1QwV*T_kb_s#OkulO0#fVRQKoqAGE`JJEZE>G~hV zY%~KcRKY&!d>R_k{38_I8o0pD_(Wm&-C^egVlR^1>=#WBb-QCVN)s$j(*w>{v;;r3 zjUJP=0#hbfpar%aclQZgQzutBKmqtHPZv<~h=MI7%>#~x_0TsVk@}qK5_A@!J7XhS zBn_BM;=(C^cpQY<=EbQVVYe1;C) zL*#e;sm}@k7?)gs+I$~&7`Gvv4nA?_QxO)Mq8S$_#m2rvkQoTHU8$kN)X>PD3cu z>HNuymuWEL?zWqZn{JY>GDzR*?qu&8#&AQQ>Xu`R`x<=V$l)6Sbiyuu;LQR(Uk6#_ zLKa`*P0}26$Cl`y=S{+%P`M#lpzAVR**U6*i>!9*dEaoUFd1{;9`Xc0xfMHruIBOj zC;7fTD^~NSg&u^OFl2i^A;_)xl)XV)A8Mu%5AICAVu=3&DsKZ6vlhr&2O$8pIcrI_ z8$2a8b|q5=$Yf%20cHOb<&0o1Y^aYLw2l$jUO9pCP$Cn4>~qq^-6s(HjBs>O5_AltEP9- z6#CnCftzdK?>X9Yb-?yg$Muxe12ne~H6A=8rdw#g03vq&Eo@K->G-)rn zN|P@lsKU!5ENh!{rF7{ht9^yE>1G=;*mEg*kycR3gs?9JLGM!%P^&rp*mZnr*M+vr zD#=||SHO?=;A#GK?f|z4_~+bBZU^%BDYJE2Ho0do=BDe%7tM2eL6kJAw}PVQM1VE= zjjy^LH{-9hQ@72fl+wG{O(;^K*z}!N+bk-b1V@O}5&v#xW=?Ss?mMXBI7YRpIwB`R5QMKCcI9if7jwJsEooxg@cVJ|{VQZ1i6@@(bZI4` zE8Nj^p95t?hNF${b)m1rPW@UAJE7k$9#p8f9K-mz3O{Js9gi8zm071uheOOp zJ7u2=kAqVS*pH`lVH_4AhACq}5*P)se}2EFSZ%^Z3bhIRcdgjAejQkzsDCGTZr>3A z%va!QvWLT31++Dw_149+-k|H{O8~}W&1LSOT7SJ0HT|^rP>)^3GHNOQK2r+8MiX5l z!x)PENcr&bCLF75@~uSEWMk@`+K0v>%ydycWQ>)qa4t~AnTwxLnQm71G?`PYqvBuq=lJc6Qmb%rLc*a4i=v7!LjiGQweTJSIcIWmjFE(d)9;lRp z?=~n>*pL_c4njvrVa0>pw8dYH$~D!JS1vOGRlZB1=AQA;MqbEFe1#>?X=9VB!Fks) z30rKTaDWgY%~T;``ZVJ|*5^VELB)CDDCjNDmKH86i)XrqcK$l@U0WN^J?jILHeaAE z-`#bI6ZEXg6d*YMhTP*n0l+`)q^Qo&hv*}q3OPau|l7YwjPOqUu(M4J;`ey(occa&l zjV8mi;k7PS5M+jLFq7CqVnFrym%4qdV)FCG>Or>WXN=kWM=T(Vne<+T7m?$}v2d#) z3a&{u%e4*EZpvHmfCI|@2OyTwXO(vw!Gdnq%NUQ?16xpS6dPe`b?p{Jp_iy3+rAT* z#v!aMHQrO0eV5d7c0@*gQxa0y!RQ@yJ-d-gsj~PFn|qqgf2I<9)AU1p7FzO$-c7Ho zW{lH1O>mgu&-a(c(_z232A2Bz`hD;`8FK|&+?MP!Kt?bZPV}e2zW*Qq4Z98xkd^h6 z$e!&7Fe)?-!=85$XpSRpO#5{>9bMPdZ05CwaK(&NL|oo)T`bwXd^35#R9ql;&p57P z+N#TVC9`C#855{Ul4TLVv&ta4<}z}0A9ey(!2#u)*y049&NsZ}OA=r43` zZj;*&co^K9u<_1{C0#DNkL1q8r!wBWPf0Rc0PS(sc+XzGGM{2@JzDCHksTL|G_M>r zyKXO!OmmY%H(eMd{Ct*m@j`ErcfB2ZM|ao7>40}m?>V(G9 zcZ#}h1!{{7_n)5Ymn#AY3*ahPwNH3f<=INw^cy7YFNqGtg*q7%?867$+yUi)ua4L` z#XJEm>-&O;dDk_l*o=QFb~b*6hDdogrf?f>`wJU&)8B1)CI7*s@~|m+JM$-R@?zJD zMBItMq_SPd^Fj^}c^+w90fK+dRD~=c6Z%TqvMno;H}ZO2+o z5ud5OQoO>@!5&AXTc1X(b9>){5(hHuH<;-x0U!NT7vn9??LxY5t0aQ_s!_c)8s%$ikW!bV@~gwcZ%j zCQ@p(xG{8m(rbug-?@cWa*+2Li_JWO)nXl(_R7LfPO^;EIZl2Qe-m_>t9*1nQvT|| z1+LAmO6$f=qPcsuJP!{rnVMS~Vy66yPH0+6a8ZDCO|bo(q97K30hg5xS|a-h`GWQklbB?4a*$7hbCl_W;@c%%4~~a{oHFE*-4OrMbbybDTCZHz60TMz^!=gy_s~JF zJt^8E#95~2yk9wPb>i!E0cbT6iIn6)`EFg{-rQGM?g4thCph6F7rMOX{dkXNP{ zT(>_{`edc>uz-~?CT5d!|4T;JEuqes0d46f4oU}WLYnvdd5xXuI~dr}?hgZP&^nJ84G8%yzL z>SygWj419&Dj0TAN@96`Rn_3Cqp_;!2l!uz7m;H3M5!b^w5pIo34!_5-xeUNRqGoA zZ87McJia!VrBr(e-=?_WxKKBvfP!&Stqyu|1u^oi+1oz|t*tz=5wRlveMF|}D_rlx zNp;|}VWG!Mo%ZU9#ULV7ak<5_amj^BoAgP7ZJKDg{0=VB*%F|dO*(Spc2T&Br-f81 zXCN?M5x&_)e!T3AMBb_-M6=11T4YPpQfg2J#SN?ZsKY!^!WV#&;@MgsZyHE?^Gs&I z(`fYk_nP!UtqET9S04*uvgWl+IK9GUy=@7^8A2PJlK2P?+c^n@3oJ8(hIA*qh^Zw) z%_6*9yB=`TEQ#6_gH@ZDP*P}H*orVUMjU2}T%41QhdL3?tV*v>xEyf>}Zhxt4%}uG@y1)F7Gd>fF1oV=;kA1>Y%pmYJ{5H1R zFopSAZ#UsLBMm!|olJtZzw@f#oSp+}$*ADqoT?Ln%?jC_Q-B88U?J-E7@MF}Lu=hU zIVEWM|Gv{noV20#FHs(+P&L})6N0vRXB;H zIMLA6brsYZ_24=`3TVb%#ksLEy!>GUH&I1=|LwcZw4?r4<#Go{Ycc`4KqcVS0OU@^ z@0C-e*@2zaNPkBG4i5J~*R^DtDZWDYn z1tf^-OmB!g_-u7XoyX#;k_t?PmBa2QgC|s08KTVEe%Zh34j4)qj*-o$4w-J*|Mz|8 zU>4>)X?EhW-x2f)vT#ss-dng6`87xd8s8Bjd%V4zqJh@+0i5U-G?}ATiOj#^&ww&s zV-HS2h^5nCq)X}QY5DZ7;xuDq>t?HtI%lZ`rMynG#2IcbN8Wr5&QIw7%!Ty)f zJE)ul1H76Y3W=2EDCZ6jQ$qjmwDQ3!_l7Hso7yRgMH%13+FEZqOM>k52(rM;2#y-p z#U9NKY)qAh<(9z(w#LiqySq^~CRCS^$&qHwG5e(0uWXeI&Wr@O7Yk?wrz+up6O^cG z9Tw}PY;l}dwD#UxxceQzh)^>$?%pTHT3giz@lui#JVqW1=|Vpb=DoR}uMZw@;ha00 zHzDJnrz0vk#M|rjHoL@pTb0{RMbiYnK86`2Iz)M@&|KXERD>a9a?L5F&eT5N0Uovw zq^~T-N0hdffo(&&LDLVsa2>RPX}#|JQIb|cHPA78V_@lq{K{;yam8~%X~z+9DiQ{1 zJ-OPwPa}R(9?w8%3S{O(b81`ucpGF1?-_1g&#xZ&wq8jCRACSrKd$ikP6|s)$#VMJ zy0k^HNrEUIBt=kU$kmnFdJQMzcttzFwwT(vL&4Wy7Q~sQrg)`^3EKG)((-k4&3%ER z#q1%{o{y3gD%s4_h6rAwCvuSfkucd{Yn}#FL&sWeynw3MuRP8y zSDRwtPlE)@b*OEGS*~;J@i0fJbAI0wbfq$~8&I~)?*D<&Q=2C9B#A8? ziA$W!E)#TgMM3~3C~Yq_XIAb?>)qKIP)&^V>}RD}w6yK(^L_Fu5MUufYq{&KC%Yee zwzTgIHZJ_`3XK%r?WEs4cuZte1I{Ak9}YClxf@9#ba`RJmar*31 zBI1OpL#wkxUjY0^h62`FHq1!#>RH+uHS^hi)Nrf4am7*BVTVgo00@-s0pyehcSk;1pIytaUCaApI8? zhM@XAx(_A3hHkJdPMgIkUPsV2eXGgSr9pJHaz-fKDxkAK#caJMO{9B%m&<+z7@$`t zm#?Qi!wnD5(*gSCvC<{W1QeidW|kkO0zwsexit0e^mVR{@dKM`s~6-c8%}60e%H^2 zo8T)!u)RdL6(6j5B%L!vue5>f-*P>!oS3?d=w1G&a)-P{I?YmfMy`X{WN)_hcl!y+ z*0sQOgKSI-d_|%4ywinLFpqE2u$wDOS}j;w}J>_ zH|Si8$Zgu*3+p9GWOonsfItlw_Itl8X|y>KYhpv4B<5hGpUC zt}HRimtb$H1{!UD(y`+uC!FP@{E*)X!t0Xb>6%I+(=JNquy z%dFYKp4r`-uPe;A$L&tQ5B4Wb)vsC&bg&2F*5^={hYhT;;LlbCf!L~$Yn$i7>CbGz z5B3+&`x@3`59SpP^EPBu-dBv4%{Kh@Pcy;slqh!C+rj{-tk3&4!8eJ(r%zqgAlBE} zX-^t}%+~p+&(<2cRh~x?u6@9GG+f5wWuF%-0eA(Y@L)~NU zt(yZT0OvWm_s)hT)=l(SA>P(M@IdwNcOKDwx2hhQ?3R`Jj2m3!b9~klr?_bZTMK;I zTv{%K8ZE{)(r|MKY$@Qyp-sZLofteYN{%tG8cmB(4g8R%09S{Bw$=r-k_jnm#Mu^6 ztufIpwCr!ehpjcgpP*6VuW>_!2J@`qj8sKvZ>%?`#*;M*O%WC&zVGR&qmD~i&nqAV zo+68^c>)0{H)w@-6^og!XS6L+qjHYUc1*1%Uj`<6kEaG!g%(g&1s0Xx&BU(QJtMQM z2%^MEuDJI1xcV2fS{0)&*{4Gum#|D);5b1a`#4S?yQ|tv4LAl%P1;hc+EGQIIcMw9 zophq%_WwXh&5Jq(`k_kmkhyJi4UKhGhWfrryWmgc{|=w27Ief{<*#8XxtSLG3>zik zYV+)(71Xx#xQa=QedWG0k1ypkCB{e*_=?*#z)ted^%HzIr9yJ_uXHvg56t2%dTyy> zzbDW1lz5dqxa~QWH;gZW8A`tlcgw7nw2^zv3*S(_@5DSMp}ymi(WJTCjV8c{%`PGX zQU)J&lM4!ee-4M`Ba*9& zjFDO&#vwA*8Pm$3Jk-Znz1d)~Zk6O9YA%l$*iMPUH{}>-6isV@b_dwK)CM-_3c9K2 z5{g{luAJ&wjz^=P*^~eQ!H|q=U8|OvyHJF>?o=F$W*3UotN-~JY>r;8xlkhH^87!& zsS6A!Rx0G#$ln-M!be&f*IG^m{61 zqz=yDv#Iy~gE{7Qpv_NeO@qI!qr0}WOj8DAD(R=hGRdy!7P}F%@+6$;t)dvFo7`MT zO#qbwbFKzjuvu;9ohawWLZ00*u1g<37Y5vpG<%!&N=nBGyJL}GvHek%{0Z9)JaY2@ zbXW)2_=!2Wn0H=q<-DeZXtvD5{&ZhJ)#mFbw{G9rU!l^onuLH|?(ij@aSO5wn27b; zTm;KM;O+c_^lDbRd|1i1Hm@}HxiQmI9hEz=y@g~cd0@99!&6{@+(JYVZV*YN+@i3F z%c;Jpjtt%qZ=TU8y2ZmkhzW!GFPzB15Om0|+eP68kz{y#T&3xTI0u5Au`jg-;k{fu z-zExl&uoDmEs?C&oJqxfAy#a$(suH=M8X8SDW-m0-2dKmepwx1zL6q%j8_kcElNgd za#WI!Rbf7NVt}b(I zQse>n@FCoetCmpxJEcDTGJ2Nmj*M>e#QQ4!Pa+LVvi6*t%T^FGFO(KJcGAgWu!?US zIsAcr8+iTo-T5gqM?ZdZtZv|)O|tG8&Mgv6Glv@ya3WV}+zn%MR2#>7Q+Ty?0da~T zhv1Of>^Z#3llS9dup(Xs5_04bYn-K7M2%N7=2(JA5map9Tjfed%ylf}dm`*At1w+F zyiEFbJrfqvj0FtFo%MIPq<@xH6wHsO;UX%W?fY{`G1ZB`qLZ_sAD8pP{Mqh+uS0zL zX9zjc4j`J8sK9*oU5OiJ>&R^4;o3XnX4c4CiWIyKjaBl$5M;W^>95MO}t z_@dDGr6I*4I*D4xsG@=ipt9Oy9Li#sx}$Zx93;A=xJ3rXqS$I0&a#R(?umLA82Vw$ z2+y3L+j^78QfS4OBt(|A;!f*)nh6 zn`3X?sr?ln)Oo3Y7m@KkTn8O^OEcO&dNa)a`Lk`2)_^=la=WJVrRJTS0QSm#Yw}1F zXY~@h=7dn5G|E7*=HNOeP+TVBsFx-8+JA?L1Aax0AYIARi6}xD+LQ9jSPgSd(JF9h z4V8U<6ib73DNOT~cF7It>Pv{IJ{ytNWX_vTQl>4jbMdIlur3?|g&ynlu+P2E&v%Tm zK9T4KL-Aox(YZm@{24$bNoBlcLl=Zi=I#s@h!tKeLp{3ipGzJ7Nrp8kUk!zgJ%JFhNV4b z1ekH^)CvbO0@H}eLwOBB3?($Sw<$ybeX#fafus8Lw2xvrVm!zXLCi6Lr4t_mu%S4sb zNI~FH_$TY-IC{35Zf3>vjOp?;Dh~+~STNn0A@vfu={<080~m@W!;dD3TOfmbHv<#@ z>^U`CHOgW<%5uv+D#g&vkUt?d5J8ETX{l4}`KDaImz$*km+-!3GJ={|AMQ+$j^rYecpk z?Y2>jdksg}N+lXKVjuVdCMml|_fvKf;ZX6~eth$sF8$?`-!|yN_{Rol%VbO+36Sy) zCG$&P0iEDcEH4G&k=O@i>YYw$W{2WRBvj`Mc8#USHM33&`P_wcG3=KWp$0YNpOeGP z)#Q@bEh0)ma|o>>60WTTM47sK9Ad;Z*i!Utzjj72@rm*Or((HT3;BG2mLBDPjtzGP zCgnKF#Fa2z)dgi^>CY($CGp?FV>0Py8h`6|?ED6}muHMQ69gcU>Y z(5*=fb+@|XT^*Ruf7^EzAIe9RMh=M(3QN2fd)(5!qU?cS5Z}mr3Wm)i_}>vBia#R+ zPN?dCSidQRdgE+IhA}Sgh7oq7ehyzyu?a}_O&9BM+iGXF(n)BEWL~DCb3WX}B(pFo zb6iV-KWbIMunp?3!U=-O_#p+5BiKZ?LfZPRKnb3uocS=@f5j&=q((S}i|d#UO(699 zbdmj$Bf`^q`??}sT9HoW*K34|W=Jx+39J@9P$pQenNNuh$BDl`QLGj_yOmp84 z7th|)7J+g;1NU69?w|9wyyp>r%D5mFJXs!P&wn)BNtXo5u*IKb%R}TLDHfVGbD$N+ z#GEWZFAnh`u5tG__j#w9^-ElDoQj5;27*JOJz5*bG7 zWP(zHKmB-s$*#DMai$3GZ7&{4&8A4tG>eGCLp0!E(_hN8&$Y5vV+OM*A{*emAiPG;98_B7jqH?xzG(sczB$s?1e;?zhweUD;mh zd!e6O5D}VpQ*v;A=oni*vcvg(eAj|<0ftd6N~?JgRfXe?QQM$LF~;IEJukPqE9$%` zv%zn~pA-484mSqajk2`zzb&Z_mn7?j8X}n;)#!u}_1BD)2@)V(qPpHWr$&M~Z(b&> zO6Gt<+r8cwgVD+dodv|hJ&D4=mP}qnznI1lcKvbaf|KANp8E}daLUTZ;tZ_wIJKmd zM#Ju~+Bk~h6#^%$G`!!I@XTgyfz&`#s}!0m2FkpQKdfH6y<`+jR=~l)$6|K>%(;$O zPs?rs2_7=MULYmCFxk=mgq5I>Y>rAYh@n;=s2yljUdKVD<|7R_ZuS}NTsB|7b;3l{ za*9`D<}+Y{UST99tw8$581WVAfQ0qpFlmcML6x8sB4w;eWIvC7%qh7I)(3=5A8li? zU8dRr=tL_>?DcZ4wbCKm1-bP9gVS0qB+_-^4M=obr>5gY|DM)AFJ=`I6sBWL%=Qs^ zgEb=8Hp@Z3bFt+TTgGS=bpu~|H%ts0>#gizYz_?8@p|v<0=Ty+ngf%|q&GB%Yn6!4 z$etoS{HTtTGC==q0;y?2h3IdLwyn{jz_g(edN@XLj2!7$ON&>pJN~j!uI?ik*&A}N z`^}+CZade;9M(_etV)(cQD8{7jimE!Pb)~TuAqk7WcZlQjiQ%mRvBom zB|eFWbT6ig`<7|P{Y%Ykul@nQ$u<=ft2NQCX5DPSD83GPSOh#BO<*(@n}(&dNHB?xIvLMO8m#c>Vw@Yat#bi zO)7w!+=W?cbDk&qtJQ@I9zZ+)9kt?y=(5Ir$-hHxM(yaLU^O9c9Q6-6b;G}9Uh;?K z4d}=}vC8XT(j1CFOMv@CXvmEGAtMHNJ9|CMctiCGXleL&@K`I(lu_<#9T?}>k06;w zKSwITzs)gqQmDiqt^9BpVmc&iV&)fq#Jn;tZyWzRXP0utthu!*EBN_%@qu^6iDCR! z1bRhBjsS%t5lo#a7a$_2+cx)UJBj~+odmi^%{sOo7^g!emGK>h069}uzwced0 zPeXGhOP&>^5T#nczq^$nkGKtps8o03!EWES}mH7A8DMn1Vh+jO0qh9EzUP`XL zjGVhR@SL}{609)CWAgue65_W#pOUd{OunF2CXkqmWL_rI@SO1v1OKA0y(pF%!apHw z4S_8|P2(~3kh{WI-U0+;j!2-6Wog1B0wNU6zMTt10F8uPO)=JpQqg$Jrxv?E) zxnJMh18*IEm)=eL+wyW4&j+kz43Ed>+QAIA5A}cZrV!m^I7Y3AgNx|RfwMeulxV(v zYUhLvywsBU+79dOamPP}mfa}Qh*s;a92ddlAD5T!<5H#f1V_T9v&sHDbFIXynq0cp zfq_8)*CeTPzWIQR??^W$ZmEA}GUHJ9Qgx|w(c1C$?#1(>Gq);O5f=F?@j!|9>ana` z84$t?4&ef_!`KQ^bF{!~=Kq9=0N}&2V^j{{H!lFo;Ra?O`N66wyv5g)s_o!2y@BW; zEcA1woY#1Eh8qRa7V7E@0vUT1#r>#bIt!Mf;Ae-6!B?wF7QrDm?jp8{pTb4X1b_+c zYU}Vm^x%!FlmT+5&Z0_n^D;5bI&*Wew1f23QQbnlkCYBmMRm9WN+pCv!Tg(dje=KL zJ76Re*)C1M5!_=kOB}UriH36|LQ)2g#Yp;NKX3`MgU@?yvdQ@B5+lrso%_-}2S&*I z;%|MUG??-YHBy#SXO&aul@M{fTKg$aN;zSx@_ytTT{^{3sIf>Xb>cwgNJX1Q);_-H z+@V&tRJU}lQn`H27_trr8Raj!KPV=oTDiCF_yQHI$JgGR!TRfNi%D{c=@iKohez{Jm z^{4lJbUKE53aW4X#zk5XKobRp^?g?vf&hGU4C3d68ulkzCHBLU%6@FHr$j5Ux#l? zkC&6lU{L=hRw%Yt#31~EFh84>H>eeA(9Qu#CmCR0y`U5oKwox|Po(#3RP3<~-6IS; zuFpR@Ff3m zjCvFOO4kduu8(rZPfb=7VFtnaP4Z?G4J1(zm6(-Nl;jI>-2>Bew9Sw^1<`z zX~D(+itU-CM7m)0LK}GbC=7&G{=PWRP7Umal|-b$9{(9Dm?N4pD-N1lNE!YkIF1Zw z(43AuDj-RSB}-oWMR-(1?*VFyk)h#`%Ad?fzjML0-b-!tke{y^&DSVF4>M7 zl~OTP->Rn$3wX|Hu2tbDgpOKysmHPvQHvTxcL1Bq7#6Z?W;G|dPxVlA0trOk-Q&|U zg;xn+s`DX|1Ps+P6jBM1*Bu~~v(BElF_i|bEzACmn5LIW^mglbIzmR?+VJ%LSW{bC&6ge&pR=-at?_UmauW!)MXJ=-|exR}$4`F4L?Dd@revch@4&>t<1K+TVs zAEyp(ZfDKGHemg4d~Hc++5iT#Vi@Q(m^+p6?*o(Qa;w&W_jKdm2kXJD+rzU-mR&`U zXjZAK(A76SznctP<#Z@%3ydERTkEIJC6mBCcA7Iz8uqVp89S{SAx-#Rr)8(jo>BOd z<+mj~O$td}`Ejwpt)D>7v;rg#Ezr3>+FkJNmQZ7S?^IM2Yhpv)(Twh4PeEZBe2 z3~GTdD-bdtIFcx%EIi@?Oj;u8mP=8A3L^1dZF8-|!AtSN4R=V~6W~voU0C#wm_sde<5hchD z)}mhl__Yt@k@@#@?ZRGe0O?H)+vlyJjkJgCy*2PXmiVEi%gDleq2IeDRh2GCS|QLn z9fxvn)?{n=d6k3+pFwA4n*i3bDCK9MqpfNj*G{zZkiL`&O2RyM)Iyk)I$H}#ibX^@i-fy z---4QQ=sZ^U&F}Y-ifj}TT2Nr{P7rw$^$1v{Zf)T8lHy028D0%TI~4ww^FcR@s2vO zu~vbK*-D_-A0RY(v(RpRQt;I4Xr_zKf#SwV)AaCin^iqtdZD)OB%|f?oA=(nt$+S* z1zC0hm~UO6ILm$R{@=5aMpO&O?YzCD+T)zv?cIE@Mqv&VC6}ZQhp=wptoyizC#8FP zYBbS z$N?2ggcpt(0;2?M>7I+ox3H<<%isey2?kU=+yq1tej1*QWjUii=f03N&dty{%Mx$i zlUc#7V*R)i4;NS5*&;isqX1Q7Kv_A-^#?N`b=^C2Ekc5QDe&AHV`j>w9|q6(B{1Dv zydtfa@`osUDfpc4rzO#@l%W-#M7dI)z*XzC{pC`mk^I5y8?N+f?05l{qRpmcJ9RUL z6e!18vQ>MsxBpMXgN)_Znn=*G49!Mfc5I}}R+3qKDC*UM-5%4#Q>q|&JFOi($G}3@ zIt#bs_3pm_*V4E7{iR3tag~onx|G!1ISxIks_a($k=uH4%=;_QBxwy2O0&O)t_hr@$3}zcT@4QwOT^m3}^}z+7^4 zi7_Gz-5Dbm7;$JN5o|ek^SwxPSlH1nm$&*`CTU0b!$$PI16{|d3GUGg76b%gFGyb-*Y0oWB)=2 zg4H^w!h@iRWODyuNG2XhrMw+kEyVVIE~vU#F7cbO(#N4H_qASHqorW{&oRsMc;uWu zDV5Qr5?MZ21%*5$UInjYCShXo+fTGRM@9N2Y}-^OiS4 zo7$e?xOJT^mS@qwlh+;E&{(S*hkTfBT-POzqwd8wy z0cp+ZTCKx{DeO_g0U!^7spT5KAlL3o<`Dh~gkB(JdsIhXD6nTyRl?>l%yr;j_0mip z7uf9MXAN;J6rXk2U{VSyexSIcnp^{Jx<)@UbhzlhA=Ms|`6fY>^O>=U2yGi)b*4i9 zRls0|Do^gkkIq}^YIB9UPU@ld1_lif)3ZW%#~0^?sSl37jt4{Bb)17u-lmjFk0PnQnUsXm#jrMYh{lEbt` z;w+ZuTaI2tnqxkIO==u^wDQm{pjtB5zUfK`6iW?>_e{46)2pO{Xxwa2sItHKuN-06 z66eGDsYI%-GP^S{_`tXst0J$a+NG)^uD%9Hk`HAvGK`i)Zgi}LZ(L|s0lv_)-)ul` zb@(}9Zt5Ot6LYunnNkLB!-Au^eI$ExZp!dn>#~A;Tlk(Es`O2@IpLY$`3>p~t75~& z&iJ;*FknlgXJ$m2q>2q5|LD8T>p?uKvI=pu5b2HAdMz$mG^lo{+_)FT zpO6HLaxpA1DEuEZIZY~}sO3@{lc4ctxkoRJ2^pW?B0c|4-9nsNmK|~07D_X}NzfMB zHSCdRO}!s-Cw_rU2e$`yKtS9s5FB+BG1I>A2c4ceWZT@rDu; zpxgjA2a(RB>L*A|weF zq`Jr$u$f1&PA6te-j$=||A!N=?zuU*6coKH+mc-3pEDQ+fjL)&@qVYgGCp+d#{v8( zo96JHFeWL|3M1upEF9qEK=7HEcyrif^=81dPRiVlIb6uoW6KH5BiWhFN>yP`UTGp+ zb&a^s1rFcAnakRmlL2M+g#cxChJemCcH!$Ig!}>=HtcOEt21O-VPp!Dce>Q!oSW$> zmjaorAw9gAKV?cYtjGHm!E>bb>KgQ&yExwx!T>bWy*quV9(wg^)yb=Cbj<(3|M(&{ zZX17+dBLpeTn_Xq0?3$aD%ebkfd~ou0;-7jf>YlIQ-&w5 zr3{%Y;iHWCNEJ!_CZPD|W!rkq018{28mfHiA0f5ucBV@{JA=15Tz+Esd#G{=To0w% z57Gf($HE0##zHbHL9~Z~(lagQ@=jk7q$)wP$Abokf>jI`ud`i}ZrqzD6?aVK@2Vdn z{|M=wCz1!eZbtQbjl7lyy=m&>#=U-R)6wp0 z`~RKmCOx3$$msL8hK8r>6vBmz3!Sfc54#EE?q4l{!S=d64G_Um58-A_tvC$M(rP{K zb%ymscMQerJCY zH=9%pd|3sO9H(1O^7Hj4Wk=D*PuClj+XNX?9=Z)~Fc~dEJ!7<$Qj)aUx1kEyFEaQJ zW(MRB{vjV)4{upmw+}6N6HXPFU!yCI$}0B`g1=Q|@i2;Upa1#47|h1kOAx@mFeSK7 zIMDsR9y&4ek2CCdm&Mb4G5~yp*I<6FQvWA>X8<@E(WJix=5XJMHg^0@htK!xB7{%+ z7bu7Pih*IEpf0=q0F|Q{nPf zK7^jfUZhPNhUA!Oy`g!S4m)q~+Mwch<#{O4n~{B9BbPXyt)QlQvW#>B-LBf;$DU{>G2}Cji{T!T?-wY1d7jb}KZT9m8JTW$bk@NbNu7 zs8^s3U~$6u$cpYW41TdzTuJfigPqj@SCzC4%RzmJw#1qo{0GSUu=u&Dh&({K$K9Qp z(Fv~mlDY^UH(Vm<`=gmtfz_NTM#?v{3jniRp#02I*w#CYdO+6y#|Qa{s^R8?vnXBn zCp8lpKHwEc(6S!Ll976XDz?kzqYo^5509x0pyF6IczJsds_M%hq*C4oTnn-W1hQJ+ zaJ!m<>7QP@CguDe9e2y4a>D4ZzdF6&v^16am5iatQxp?or??p`a6bPmV!a=MQU1b zO2mHj+l(f!ibnhmd2o9?KIfD5PJZ+bHdDGqNwp=~x2sHkRY@5$r8kgJOy(DrE&^Zp z5f6Hu7_+RvK~l^_K9E@|1^cDqG+U=xxe$`1jr$Mjrrx0(=5qt+CDO*%GXH=BYUjT& zA{LdqfbV4j0t8N@Ve_IP4sr`pAeW7@Co%l-`G+F+d8J91`8g(01fW1y&R3_5VCjg< zn8+j~#A)mdCK%{%l|b-+@la z^}!vw>|jv)|c<=>nptWR!oI>rdGslogkPwE{Lb6ViO9IW4|>6a;eL@3PE8i+)%A%cKe8);#n zZ@A013AJAiuSt0i@OsCTONAq_b`S>V?*Aj|oPq>tx^6w))3$Bfwr$(CZQHhO+nBa( z+xF@Ai$CJrAFgzsu5kFoji*)5(AxLGi6h z2)likineO+Ba`mh-AQ^*N$QXB)G9Yo*OX3RtEps}XkJr5<;liC!ogx{BbY&qeV~H5 zrL)&ugM_}*f!Ausg8@d)N1$+Y00D*>I2lm|b)u9tO(*iNS}`oIUp5bR-Yup_TOSqD zkA!~DL5P1iIQVslXT4Cc^9SUip35XTtnvsU3{{>1Fcq;3FAVO)vQV(^_$>1rcQ?U z=T`S_WJ9195`xajUluBW!^*2nrj~rajo2Y=Rl0JP3mj z7iyT`CQc!1KR&%|tr+}FDxsyJ5k8t>fNIoRN;$NZOB@7PvOc)Ww3LQP&C*V&6P&<+ zi1`esl>>+FRUDsx-vN-kBYbVWEe^z0hEWS3xfU>|uEJRuxdNd{8NY#pjo#E@8IXew>Dr3E^%$Jug)GL2c!~F1oQViJ zVbB_s?=hpi=a1=fczAlv6q}1M`ZkZ6Zp6&MJRdZ!3Hf+}S#M>2OiZd7x^PXY3{;D6 z{0%VBn4^s8!@Fko=jPy4-z{Iuq!Lhc26)ubdzIT0GS{E3=Pe>rNoX<90f;B>AR^+=}JN;flw>{iL5%U@o-Mo{> zpg(Rlc_1|k9)ZaAu`(hiC-6@1Lnlb4VF>s@6heq|^K3aU_+L+j({>G^DnGi0PD#mA zsjhy(b4y7>q~xr#nZa`Myew;=CT6@7#0qNP9*lbrl0PJ%-hx%?BHFms9Ch%kybhy9 z#h-ksh;K%lgd)sSF_Rj^c= zw&%I-Hi4xb0WwE+p%Act3--@Xc&J7lY-I2*y#{0QaVh`RJ$=M*meSh^#3&O{YPS^B z6@FZjH%YQbNDUoZ`x2J@A7XK7Rdnh<@qE0>kq_4|5^g|+lktb{K-MSlj~l2b+;sNa zTVM9uD@hYxf1{e_Cl{*OY*q)YWlF21qX+7uX`Fv^d;)u}-X02oH{!{=KM8pM#tq;wc>(4BZ*tCgZZ72%5`6_%Pcz;VmTzYErFUW?z|KojTsqZm8JFEE^W@p~|&Vw=@1H|PTpLa<*;%hqA6jrwZ z7xb50)=4UsWt)WW&nhk(+@(9Gqe{%LCiZ%t8lTPhYSDq$@B#%{SDnpcUgFUCow@In z@@97bh`p&(R1OevCwVmYW_vgvObk*?dOFDExNj3h2dof5K~M@RKvLTPx( ztl%gA14o2qs8U;40V{Xb@65^<7SywSh*P}!lPTWr{a~}`rFjvw@{S|-;Fkfq$dz{t z(EQ&i@;+Y3=3qw~J2BwZ<^5ZZ3V6aJ8lE-bhlsb!_o!7J zCjMvTA82`fIpM?^g}-ozYV?c1RvTDVCOd)2Qf*r;EWSM_*7-Ni_XxULzVOW&D3MgG za*{=5;$po{#ux_kT7q1lFO@r1-;Id`DOyT>`JFNFQd1epyqn_j^US|_YKM=XsO+&` zRg94n8Ml}2Z|cc>*GQf(8`#8C>vq4bzl8rY?}*eIPgkUQ`v<~5H-MPZ{%?x^y=2_# z`t)r2$U%815Rm-18bsrKj62T1!kZOnBlnNLG(p*ew{mz*mN@s=j(y;BFb|yv#eULS zK{}p<-ZnVZw{M!DNwNX1;W&HeiSxaFZVQLFpwqmkdwcCB`|JNNFivTSIEHP<-4FE? zu`Y@`+*!xl}w(^2=(`>aFUOh$*&ImO}h$5u;JSiTa2O)gYkaO&(2T-E?-j`c9c+xYYv$2 zPgg>e!)+#F!$U#DH}6#Md{_R))O0l461YOlSwDy;pO|DC7n0LBeEj*3ILKhe?Tj%c z{zZ~LEU>Dj^=^A8-L%HeggNNNEWj?={LKUp&xHkXm81FwT4tAg?RL#_$OFY-feRG? zg?(6);ubBBVy7r*k?j|5cAsPw?$7}?NnqyK3pJ-PA1U5=v1ZP?>4iz4|EXaKd^@2II7rJ$O8i4p}e zzW9h-Dc=yNh{JVXPUl!DlRX-(s6-ANCX#CeeN9xS2k7RRV}b zEpIiUpk?VgQ~z3f%`p&X^8UO^Q^Y*T#W$>n&b#a&Yr~^wU3<=!H?$?!29mGRQp>XG z>k_hu0KO~Ju%$E`sW{z&I0F@OlF`M4QEiV0xOQlPW4h4`StafZ08u`Vb@C6?asLB1 z?=q)*O)asS#mMHQPq*!+mWKZ&&EZ2ShA@UtC8WFFgHMPwk|)kVsnm-ci=vd_coT$i z+;IQ8Uis9cHz(=%ZeMu7*&Q7TO1VFGpihbvk<8q)6sdU=`z&3bIsyFx$+`jIsfWZ$ zOM0snV`Of&s|X4`?D6`8gL$-%X5az*T7Q0!ao`~M1W0g@u?2bzaIB@jk@Q??{a36V z3?2#RC^+JODwNJgsJX-y7Bv^QiRl{nq^sl(I@!y@O86vfH@W4&2Arg)yed%RiT}Yz zlCJdKA`I7Rv!ePsTwuGdJ4?+^_h-3L%1r(z69m>n#+!BhI9yES$#QGPyJ`VDw8a1YR0KxsJ}s4MnkNcBRL{hSM>6@Z3M{Ro~Z zc;BGCXuJua<>HV+ZY{~pEy^W`q+)jfnAnOgCBa6{Yb2^~&Dc7(pkYEP9Q`{m$^ZEw zLc6!xP^XU!2q;Mh|KcLrJ{Y=cQRVz+i4dVnG0@VI23h-$(1PhSD=PW(#daX0M^hS* zDl)~|EaO%VC27$!=4>c_K}SEuQ$stQKClzJ7r4ln*!f|D%ySzStq4KK*flrYGSe2$ zW5Fgqj{`bc2W2{TkKP1k`X*c+DzVTCe7(sc;^YjC=p#20RJ%LJodj=Gmkn=ZDUPy8 zf|_JX?zdK3pn+8wd@tKbhl{;g%b-E8Sf~YG#hf#Taz9gR-w!>018+Mjy^dY8RYZ70 z@?@j%e+%_5IJ!ZdwLB6+v371@StwiUF@Zx&$kv`B4w}Rxbc;A3bS$bHlgZX6hb-EI zBx*PO+<02}o-BdzPVv`)_L18(o4neMRmUibSc7Texzua`HYe;l&ZvHc&4S34GUt5) z@8g;1{e&seT2Ct=nYEp0ai)rMQ&*4@G<_7V7vA@5{d!oWr4M|VmL@YyWFM#S?bY5D z?X!+FmDv}QFu*c^7=Ly=#%H(4lTLXb=F0N;z!H2B7OhKB=Bg|#SKBo4(uP|*0p~wy zyhb3@N7-e406;BeEBh{fn(f5u!R`3 z^j1BU3D{A-J~}rKFpp)x@Agn@I1@rnF=j*n!@sh06^3awu`ovY^3Z|&WLP8h32is}`Ko3(=bAzwL{7VqhJ|!6~>epk? zW(zs*AHLa_TaEZ%a{}X?FFd4Ui|RSwed9qWOlN03Uz}<;CjYKF6t8<@gmXkvw);=+ zZPmt&7CQy+6LN5eAiSzsJb=P1uK-&}w_-kQ_|UxgE0;>5Z4{{pT~<=$q#_2b`{5P@ zurJ>V?1hfDRPulnf)@=!-G?|Qmk~n&F3&a4x`43Fgk1b2>mq^DA-jhXQ(J6=ym7i8 z3(wN&CQ7}hj%zG}HRo36hRzF%(LP^gJML!R*M6B4p9r8yw&g+EB46tz;-nG$gpu-o zlBtI{`<&Ew*icQ&%cbC6qWEQrKV7B zInx{i+?yqJK{orjr(SPtz#RJl;_6W25DZHqj=Zlwh zjzH<=5mdP5y0M77jXh~KT9)XguDB)e7?g9MtXFsaV!<^|p!!vxF-J?gM5(`(@R1)( zJ*nUd;CfP$A}X#{B*;O^s{|v&q~+VI`^>I*r7%^b67`UDUkaeU${fxF!vevb_Vizo z;u-;iF{Q0jNP^r!#WG4=e+rRsB1RTAaFIIi!p<`80_zXpkRJxGwVz; z&ASx76!WtTzh!wMr(zT;vFcK3Or%m$aH6`a(}DM4qj)yp{7ljJe`HnBF85lYD==QH z>N@?7h+9+oM3SLJ8@Q#vq>P}NIC|VDQHT{mZsL=G@oByKwoU%U7ULpgQNjECL9bwd zNNAV{5Y_O3Y7*RnLF)YKH)|({t8L0cQczXOVS3IyE>FL77A&Vw-*D^M^8OFF`=@$75yn&zrRco9s zGpI_pgNh%!3zR)(zVBlU-{`-fW3`d97PJ%Cm|EgCMNq+A{2b3>oxWhHL49mJ6=m~s zO_>JKC_$N-KF4EjQaxF&N!YNxF_zvgm=%C|LKNK$mPV9KXfSh}#GnDVhMb+#cq#3u zZ90)22Be?{Nt^-7c3Dj!6ZP{)Cst|%CNsd=n(Ob{K}fL0jn1(OWN+jVnsHW?0pc>7 zAI4O3d2Ds9H#R%!?KwwCg;YN9;YilFScXfga*-U2po5B?e z|8i{!xB(aFzt|KXPg>1qbD84NR8NSP z-De7Ct=2dImq>o275>(j>k_0)F8UY+Lg1?2^2ND_D7qQ2|6A(*SH-KG^NFlBYeM0m zrputIy2dFl@@3;7=9?LuVogHOIjL73C{^W#L;US>8Z9Uyl(F*4NgHx3QWAZsxXZcI zz@CY1(l=en&M6eap=+7T4x+7?C4r)vF$|E7Ymguv>g2C&a<-N;A{b{iih}zM+f!%0 zHjh$rmCxvJItb6i&NVw=)Jr!Sq1B1)tsl79q-AoAoUU($4KQ{lS}Irn>z^Phy$Pu0}Wr z01^fPIP4UghGv?l3n@}%5uv#(broUEpVxVBUeyRZ++$+8V%9XCRxo0bYZc-$GNjTo zdx&o|-c{MGFDJO~-q;Ocd|(OSWblVcx}CLz4twfD0=?({NMyMiFeG}lgD8)$n#iGK zO-Nn{Iuzr%q$TET$Pq23U=S=V5^WeiW@N7Q)!|&thT=Vzwp?*k+J} z7*jD|E(bPINQ_8aqa0WXV}#xaWqbnpC6jUr2)|~s)`0DFYLvQPdnAn&O5qsalO>9# z!?d@h>cDPWm+jB3K7pJs{&py9#PQkKoLXbU7B_z7*j|+px4A>E&o;CAMNqz(;DfGo z5%JxYJZA4k=`}lTC_d;8%U+4x4$m#|jEUhGOHvd}V;r7Khv{#nl)rhr2xylaom|ae zAf75k&`@iI>rVl`8%s5^Ze=>l#h(IsyDk(Tq8)qfk)OzZ0beKq0o|4^EM%!Qt~TR7 z#l?rDSN-A}0e>2Fa8IbjZE@lGRUl+`co4Hf4)6wx6{#UGx%I6@{T7Su=1$>KnzAF@ zE|Pkw4a6bsn@U`mnat~peRMa@e1g2OfA?9KKpIZNJlux4!(=^#WUGKi1y!8tO9AjI zytbJ+Ks^199{kA5N;-ZX#FJ^PP#j14-Yh{hahY+?-XF~uf;B=EMqVaP`ka{(ASl~8I zG*QBzDka;7iv@BYaz;Gfw8rkaz{Cz^0I!fQVbhx83CdOqeSt&a4h#Lf%!zZj_bwH? zNM(lZ2t!oC{ojo|>>79M*$n*(c%l7;s$(oq=*Djo@MAC^A!^vpvV`rihT_4TJ{JCT zk=<*WI}2T^BEn4WDf-8g{;r?e8fW|;D5qf&BK9Ze<{02)FKVPP7_{)Tt4;)idOo3B z1lbMRwu%*S*I(qURW_9!p&$(&Iw1Pit&xZE|DQiw*jLHz711+SjdkPyxp=+8@o+wj%P_7F%DV%pNI`qO!O;QsXg- z)U01lmDcCRtk#g7c68fE20r6YiA7-;_#7T@oG%c1>aG2qz)^edbNKKx1`Q_dq(V9+Fpj@(z#6GH^aF*T^rM zZk*0Uw2L6~w?n~#OMF}Go$FoEb(osO#uM}ZE97qn|E+*bp5Qk#xNYJ&S}%p13Ay;q zurBwt5dc^eOa_~eptdVv{m8C?tXiLhRpM3#&*T@2P}TREAA zg=tUTj8iar!1iy5M*N*kbG!~{>!LjAHpPj+g}dp~{qS5FPIW78en{W~42;0G<5Kh# z72XhUC?tvy%H^Bt@6T{RUpHLyFYT_~f_24Bfsp5%N4w(IXug?f;4`>Bb;&h?6MCL3oOuW;-A5eS(j z^$~WBddJVd^9KcbvP!DQ0)&_RY_RAG!f?{PZ2xvR7ursP;DU&bkG2~W0BW?_pT*JkR& zzAH@Tp0f?gol$#|GB@oE2vN+edl9Q!Hn+UUpYTy`B%TlH&1mI{f9RYS5h`f zCN`%rRd~sMk5<+~6f$X8JEmBPb$FkEZIIBX3y63j6-NNr5mggX<2ZK_PYbl*kS zh98MRu_28x+OlZBN2ArQj)?L*)_lO<=o548=Io&IA2K5#)*%@m@MQyW_D{i#qF^Y{ zzg-*iV!F~8YSz|3qy}?t#^j%Q0{O_C40A6ncNI(63b#-6`>D9Hdd)cuoB46V!>Gz- z2on1?BS5E8sK!Ja3`r3AToNx(2+*t61CC^4m?eH?^htdc2Rooiu|QhW*`TdV(29Yvh_Og7B?^`i#c<}*4jj0m=NaVg>t2N@E$ z0tK+eed=6$ZCwuV2jvX&~mnRs8@!m8Mt0|s`cD&Ge9Zb!nJ7TxX_k2 zD3uqgM;`hBD5R9v63lic-=?#PZobdvK?=79hR8M_8~SAn+YfIYoAS?gokL1AL17&@ z#Sp`3P&uSvXHbH3ZLJh82CR7k2!ze&_gfwOU#WVU$WA&59h#C7v9AfOTB{XXWmpaf z^fRk0_AU1MPuSGzozm z$=xrAH!X2R@8}Zk3sM+r0ydlUc40Kx?dWAIe_$MR%@<`3=fCMaRaiRc%))(ecD5fq zsqHm!%Xn9RM@pbn>DNj)+`ADOh`htt=C@ZNrp|jXI<$1`Tfd(oOUX7d9Y zW;dl@NOMDfuzN!NQY5mcBeo>pQh2OI`|ec)OR(vBv%1ae{#;Z#;ol%j`f;Z@7?vuj zjWZ+RQ>uiVFy#kweGf}7ef;aB5$P7S>~>pAlSSKwt_jj3)0SvHu-L1J|J|VMiGE=c zBbJ=_MGoU^{0sk8(K!63D?Z76 zQlwK4EEu;enk=HgfFq0Z6sgT%TdEIyFiSAP9wm8z^m<}|v|%U(C0Le=h@L9Yj`$Vc zb(aF$<9ytl7oU4oTFmtAEmib#>teBe8#E=`+O=pje$<@DD~Z%FpK-fsoy>4TVyB21A>MshA<-k1*A+v^KO+w<5(Brw7OFc5OaDJ zCCJQE&R?N>N3eX`8Z*^KzM>mi!kLHP^Y)@WXhTnWv%&}X16$WV=jbjh@%N%#PzUa; zmuJ6PX4RI$R=uQgzBx)30v}NgL&KF`tJ?H($qu*-Ul-%&3{*v^H!<$m=rmrbOx{S6 zF*aZ%$R?z%sX~MazA89nWU@PT?*P7fJcvH?O9gNj(LC4UWKLNqk6w9=^1|Cb_AYwz z>MzZJ&{7PFW)-TQ#8K9UXQ@f&b`kb9K&(#)%D~?r{=!qn#X55>FUnogXzDeVMEKy6 zXVB?NOZvD7`GlT4GgU%dsEX#l0mBp8RV_~R1&`GdJmSb90*!TCTN5)8unHp`4M;GA zN0vT8L~71P>9R?GbsZP5ft?_U| z&}TIY5+bvWsR&+R@esO(dgv)v|0=z-tUt~p2d)R@p@cZNA09oXOk4uA-arTdBVs{9 z&=br`iizte>03;h00t=nJAQ&;*!l8CLksCaR}m^29CodSz&lCY?_6cJxBm}bRKC7QK{i(@Ddcd{tl1sm#$5DKae_l_& zFtg*o-O2S2csok(0{U_e_>&6gQ$+2J03QJ?Yf^&s+M8)B$Uu2K6JSOy)XgYB_%osy zR8jv*x)WqF>-vd@!T~#QtFPV-Rib7EcJLnd5m@g{MQtD2UzfQ*%Ek><8M4EKJRh~C z92HIOl|sX_JDC3(pAo^ftfhOm^{l_LGgQb2?LY2ix&}9~DzO>?Np!>_C6yy>j-_7% z=@q%?kB9Ml~kXx?cudg+4<{1MkI(>!YOM9o9dkeu-B3ia)9A+GDDmYC%5e zthr-+95&x&z?8VumI^))o?a}!SvI{d>FcF%&$Nf!p54Km=h%!O>3lTqzI=^8fG__d& z&;t&vmA(HScAbapwZ%L*VCRxj7Vq+G@u(Dz)_{15MU&L4mU(EEZ@WwAfrO*8*E^$R zj6o8eF-=m-9wv7o zF#Cj~m;h@-{xaw$IX{FpmPZtY`&rN%!}TJSrpPqm``4-}yv9_Os!PQ@WN+!yV^t*N zFjDE%4m9RLFHP!v`eF8cRWRa9r!_v_D&;?3DU-Y}-nMW^t`AdYTNu=O|E)%^F2}Am zbDUg+S5lESKMq=h_EcNt2mE2aY-2>Hl&7?R3Uv=Btf3;P(Swtr3x)>KwRCXuuYnjpH>2n1lY{o{@D&-GN-tssEiPkIm; z6XRkB-HL-VK^_a}5>F2lfD>$$zwaX5-Nh_XTO0Oj;Ib;oyn#M@KqQKS50KJ&gGRi$#m4yGyk9-$`%Y7N1^+Y^qv$P?*X?#>v zzgS7>_UqWQR-FS;7h0_;`p~-Da3+i9xK#yfb&3!I=tACU$Kss*NG8vcc@R%O4hAXH zb{q=c5{gOA!;+v{3$b zh_i#JF{2P)mNS?L7cBNSR4>hZ(PWiQ-TLCNIdBUO=q@HHG%kphc-c$K6k~n^s;v!J zD++xXV-}fpFR|S)O-uw~irYEq@vhMxva3+00`82x4xq|+$G9qr=2zUtKjV;%;_0N$ z42qcNKujNZe}}(Jafnx?7+C4TjL|A!T0Rk|t#*I*8hHVa2A6%Cb!vF%Y)SNPR%m$Y z!Bk(l8_cQ_q#0-$JICzzQS6y|_bOfpVa_PNyv{Y8AY==z8!{3FCsd*!i7agB#oQkK zjZdbyWG_EB#H+Z7FH`#C;b2U~B}^l(n&`9u9Z#59PJBTgoMPTg>TeZgKWyWb^Q871 z?{1Pp(?P{eB0(*w-$IOe3toZ_$ANpno2GPaVi}+d_@?ZXS4slizBkH3aKRc!2LDFC zrO`yK%WII$SOd3MY(SeH{8q*S=RKN4MY|x6rDdZFLtLHX9qM&V{?Lpm9bTg;H4@iD zCr<}6jV?I$Qo~i@>@ZGb=vLA0=R!mZZ8}W>?46dmm#Qz{IMZ%KpU%1v+Bt92YMr;K zB#T-!!G!Zz@yB6IqD5DK?^31V&Czz`bEa3c0@wbHJl09I(8myxE%Y$?lZ+eb+sM@V z>P7umgINWLd(O6Q-ndOvUtGQwz9xEOIp2Cr@wjwiKO@%^;ofk9Mfc-oj9%mB1khDg zKIa<7ie{Z_>QUvbV?Rp=^%s8E>K{bg{cce6y@~%zkNN`1zd`dTu==*wL!>ScIJD`G z?yV%<+Bf4un{il{Ja&d**jj+NZTv{r(VC8f>FQ>wocnzyex*EtVg^81Pq_a5KdF%Z zd{nV2=w^~!vkE2nRbFh3VBN@$;zf`KGxVE@%%H4-+q7#$>9^uOe?Hh&`k3P(A1D6+ z?3qJ2J}FKM@^jlc91$&I)$A(a9EG#(`Og^@A|zV7!1Wg-q6!1Ud(n!iSdHWkgCLsV zqP}w4V3JUlC?Lq@uarTjaMX`j@kS+jvRjKkD`)&8j;%D}v}|4%JF5F6X}pl*ij<2b z_bLgCXHmJ}-KD8suv2}lv`RYTFS857Yh}3J4IhP5(14Kh9c(%UB`7q!yJ6zP;Y^tA zx~=)s;sqPC$AEBp4Z}OCIxm%%TNy1t$QWtpN--!$Q?I83Hgh}aioWO!zI@2 zq5;lG0D}^ty*C-Ma1@#dUc0jQ72zpo$O8S=HQumfUe>hAo57%|jM)v1jHa^Y6r=PT z-+>k=(ODocCY=?i`j-uLLWr3;NsnN9&(6lT^p&7r8~LH{l;w`>=!2ZunvyxX7>6kY zUGmFhRDlfXGm^|2eW8B%8|EF7kn}LA|BEPnX;JWNH3cUi5c@JCIn+?`qAsXX%^I~H z0891qG#Pv}EiQsT2>NM^2?cN_fX?`Mi4d34eXRPUbj9jtmK{>KKCsl)Zqs8(u27YB zFqsK@g?q6W$D$(8gdjzrKRZTRezfb6q>j+aObx{*Jy@)nZ1etwNea;0wsJNUleL*$ z7@JhGZ6??&T^sPKQ^MDOUb)X{*c1*maxXo1Rd#htoDLO;av&EeGpu})P#GLtBedeY%>5H*Um#zKetxt~z^KnO zkBpjs$c_b143UPP3yeNZCCI^iJ6&{$zy?Xk%FPlB{jkYTdA<=oyBL6CxB2aZd>eHI zi%gfksx@T0a#gd*gz>Ub!n=8m3g}5De=8~62*;FeQv`~U={ZASKnix*_yJD>@h;q( z#wUpv?Lpe0-tUKj2Rpbly%&6vEuBFF;*e5@9{E^Lc#)kw_x)SB)?X`jBjAT@ zk*AHPC6)L4X-AWrju!!#%73qt&q`*J(7%V5Fw?JV@H!K2>+-seh8|l!W6SJ9f?s(* z2^+A;(qhin@&u$8qDI9JabdFSa%hK8m7(Zx8dQKfRChvZzLcrWo))JWoP92jP z$TTKYmpBodJ$vT3T=|oJoBSPX&@tVXR?TShY2?8IF!YjDeX7x-nFMiA)bnmO5R^b|7>h~i7hD>4eqtsUZQ+IoH0I< z2~1EG`BO)V3QjyiC?7s*StclO)_-l7lzK&5BY}$>TwxFHu%=K;X-y?2yeVn;1k<3T zWs~adonQk=2jVc|+K`v+Sw@dR=bu z`75XF>cbo7`eg&>S`&ZktAJ7ji)eq9xFdrUgy)TGv~Mtx%8#BGxl#tD<4Yl?G1Idw7jSo&*w`w(7A_lr*%)*tlW6w0pVj%D~N~cMu1mU$D(k6E0iZlE^}R)x7tP zBA4>=vGkT*j`8$L`E`<-F20uY^ATjZfA4yC0h>;+Hp;O=cxcdO`ivEwyP`O%auZmy zZ=^|naLVVXB{V%MG29Dua*tK*GT67IpF;yy#futqbK6O@)f%l{y(1aDK3j|X1_|>b z{8s^&N86M@D?Hj`acq7dDp$ZnRACSX3wES1q|rg)8%92xWXR@-;V$=wHmaSfhGR=N1(=_de9qM+0IQONhz{Ep$l9Z6S{z{Q*@!#U2Hq{g-MG za*pGJ&o<=>}%W$7p{v;&;gJJkK2GVm2 zJ|8as><62>dIG&&KU*!vQxWAs#QA2h7S;&m@@KR7QPmcgwZ)pW*V&BvlyVR*Kwblq zRYaC&#{OydAAyZk0LLQsseXnC%AtIYKL%!#?D{`>Lw9Fv=HoJY(P(yyNqNKH%lh>| zKa7`krc!M5J%8wFGRXL1W9$-^U_2G!h#sBx%>nEb(C@8%AaY3@PM?Qxdv_OvZJk=# zVdqu6$!7et;|^na2Bv@L0=lw6Fp$BeEX4?*b1ffNfZY4pa59hryn=c+G^Fz_AL_M} ztIJyq)rrmTa%78{syLow$Rs~`IqsbFd6Ww5LH0}Lj}lx2`r`LQlY1$H>Qs z1^Ytx1f94-G0093+!IU_6%$zs1xTNcm-sCU9NO-6JM;M8)x^wP^KcQ6)BT-Edip;j z;dI(V7KX_wPq>-MDgbda;LLFHvDc&o$vs$l<0&WG$mT%Z^Nb^Ko)TfGHNEc%SUH1J zM;;?is<1A)DQwxt6%M8KMKG*tauCIDXIdpb{>IDcdDs_B`^_C>x!J{sdGHdZ*`FoA z&p*Ek>|QiK$lsH%6nMeb@^wz{eMBuSi~59R7{IdHC@@!+WFF zM=)RZF!P=AKF*;<{1O;?>mn`~dhZ=HRE;6E(6n_lBHKbWpP3$)bA5t;vl_Ea(?$Wf z!a0(5JNhEADc)E%6@3>!O600*tPfRzog*{lrVBwYMq%SS06OJ@R-}b6vU7ev{o9R3 zUBG=_uB&d8i_w$5IaNvf`k}_^*t&(~VT7NMXC}8sEiW8S;%MK0Y&x=Qir@Elq-}w4 zev?k-&zI(6G5Wx92+<+2*(wa%_IeZ8=rTCtQ98#seb^D*Ke~tDh|-Z}uS|g9{P1LW$XpwWRgW zjyd(tAOzwZ;Ys6|t_z-xId0=Wz#|BcaJGz|^s;UdP5>n>h|`RGE4J{CJU@pAQ(lu# z%sXeW6R8{_wl2L0=bgtwkgSdTbI8G-~Q`(W|aK& z&}9r9iY=ITSRpRyr7^78=tU%(&X0vI&Hl`86<{T1ysc?+rBPT5qg+V)ODb^J)Jhg< zt%B&o@%;V0#=Kcl+JGNx1s9*w*!vy%m~WDjy2Up%W@33_0K<%^-E1LXxYAd1x6|eD z5{i*DDs_z`coCp+D?JH2xAxH^_lupdpTwYec^Lm5Zn+D*)R;&8=Co~i0Hdl!QBa8^ zcpX6+_|e=iHNizk!41$_w%_R@T@EhWLBVY^q!)Zq6FDQegKI`ULeH&!+pm8bB{z~z zI~L7>CO(}ZpWJJ?xg9KjY<3>Ej7qhlaS0|V6POdbST9{ve{hxcjO-N;UyKy*^GXlpuJ`sjBzE_2je~)HCn#@J0^;%O`)w zP*spg6vszz#ED8aYY;scT$wBcR4|+bOiR0@%$HSGzm?p_o_o};33(&nSa`a5@Z$&S z_?L)WFf<^`y;YVL$(l-TlK#aRoZL6WpT?@!gA=Z6!dt)*lC)6tkQU)?1`wg6_!2Kg zunooXK2lm$RBi*qIOHt<$o^ogp3l_!9Q~MUR{(*d;)Fp4^Y|q5$5dAKrbiVlv9tH81`-T+Nb8HUnwa>?^ZE7x>k2kzQCDyOj!axXMR9aUAwO{*nM#%G zeYQrbSqC$a_Ih`5`{tv2BlgS3{PH86ehuS*Rx2eVvfYjzmF9S0SSu;z#AL0`j}T#A zd*Z&S%#r>X9SD%Earb;xyy&{Hj)(2{?MTJVaQIrgICFCMIbZyk6k*9cZIq28?^wHr=(LDYVP11jx zx_OvmZ4YKSGRYQ|=!_h!XT%vIGEZ$3)DvzFMmz|730ZagYF}(J@CUx(VjW9>UnB?} zV<5C&xFf*I{hj zVTiAjy$3WW?FLgc8#GbGUB7M2vyXYUgk>65L0H*fy>8u~5PlJGE~aVz1i_M6M(IP~ zSpK2A%Hc`buL2n3eR2h?WNTgJtJ-c*M-suHax+8<)2T0W? zy%PJ2g6EAIehc2}eu^SjO=Nv%NFVdgyvT+3J|%&a4s}0$H->lwB4xyA-(}bjC2bHH zjbA%tG<{?Y6fEEfSof0c--sR;<5`km+dpHSdLa}y>wBV$^5k)URy1GMXZ{}N*Ztmn2P8;vwp)xq2RIPqO)^T)+ zXrSf=4~~)6*g3JJY(0nXt(=2TH!h(UiR~j939Ah&uUcX9+t~EI#&o&h0mdn}c0k3R zS-54)fM`~RC26R|m11mgpE+g$*mJKUB^Sb4JUdPvt7ODo`Dmh8sJP-iKx(d8v%-U6 zS8ktI+wN;WPopQj@JWTXGo*fh-{)f?b9!jZglGaC*gv3G0IbY{#XW^1llGNCILLI_ zCkge`x4K%*B#}S=_Jm{bEOcyW*(KE|-8m?BK^bSb2G?4&a?;yXg2g+P4ud(zlT$jsx3mw8)fo= znw1LCpElb*ap$+w&j3!V2+v&r30%tr<9Zl~=+v=emCzjc(7WU%SfkYqCZtSAV!+!U zXk#G9-6UE{qx6nJ@np~;^Vbzn?jAL;Q7I8z?eEf);Mi^yOd09ixrue{)&5(qKa!+v z8fQ_Pk~GImsEXRsLE3DN_&C%*^-fjWJ|-S=P5ey*Ytg5ZAfz!kkDs@|D^EgR9kId7 zqFZz_I7Xs8EJYsZJ|N3F`q$2)J*!S3xypKyT8PS}F=ylAv%1xb@eDb}Oov!l$mmO9ygZw@<2C1b#LeKnxQ|H2 z&UwH9&h<=Y`~VeM&SZSluFjGv zwDA8}I;X%m+qP>rjWw}t+je88v2B};ZQHifIGNaHqsEQxh&TE}( z9ZO7NCQ*+E2{Wqlu@icT36DBCmb6fP!)(32j6Fr?z zY){4KdsRTZb!);9YRuToA)tbNL98}tPQiLELp>HM(MB)BlM-Q&8kLBw?oYE6i<08Z zDu+{JVybLVjd-5@sHE$E`)t#|+|6~uVeIdcp|VQA2yXg0c8n8mwHFZr(th?UZ8rE| zggWi=IjIN_-acXK!psIFR}eQGnl^@P%ldjxZL99$wHKBNx3*nJ?O<~7vMpylSlxvr z2k`ePdx2mQjn(!KIcu?cl*wQRuZ>x&V&0hUc_I2n&L;4zEycz;cmj&BcVrQ_=Ib?@x4N85rzbj{Z%ED zZK18m`};;@xk~T+mNA?8bFuvI-{VeGl;R&_f2Ariyu>2kv90`j)Tb#{l9TvicAo;! z&1j~b;D1uF_{yJRvnn13uhhGD zx;opY^lrBW{XdlGGI2nT9d3v5qF~ed7qK!(%<$=U(JkLYCXt7+{ijhGz8gs}1k{ZWB2ACzA zO0#Tjw%$zSsb%n&M*G_`vrJ7Sv%HLAHUX3i7>**wq>Z}Y%B)J9nlFxz<4X<*Cg2%N zujjhhe}(rKaXuFBRCSy32D>+-CK`Bp71+Tu;-w^1KCKVWC01hm$l6n}fOxq~ z>0gk#g~y_L|Q8jDUg9J8xVZ7>bL^h zoi$GPwE5^56Q>b&E%(j{pXa9{48bjATADHJR{$Q*^IzwWd0_CJ>P0`Ng1sttzahJ0 z*N{~l&8NwY9yzpGTtkBvd*rPgy|xp!C)8|`nLHCy%I0ybbab=R3(Dq96YRfOwMHO~ zG~?aOn&!jLW(J2w#KzP9v%2BQ+16~GN&E0{_^;RwZdJL(sY|j(FpPQX?i6yl5b)6l z#$)nl*29tmz}G$1#57kZ3bVXO14-F_F~h5aIh4MF zq(+LS?GYcl2ak!eJ`!gM{-)hB_d?3VH;SInU6L6N?{Hrs&R&1^d@zYWaSMUSKEn0n zt|%Kb1wu=$JF6cu=cWbu<#4kmys-YEh*`&Sx>g>Pp|B`x5y41!vqi3ej~Yjb#~({< zs*zcC&vF;{%Pcbr&*@UE{Gq~h4kjYyt#^!$h~Y-qc`*`w0FQeK(N5qjwGzzYKIC>s zA9-$=Ozir({#1G7huN@R1}1JMrPQ*ILuGTr*|SgZ3$Ii=J9`a3;Y{XS=E+aa*Rm1S zUz7bl*^mu_PHJ3j_DtOC^(;EwOe?j@?Fp2Ibn6Y>YgFl3L({E&CW*_vD&J=Gw7w~n zN&NfnNE^G+nj_-%ZAR{&%URoRd_u7cysADGt7`TiY}JL)R@@qLK%X)EFSqOs50f@O z6U@|*kDIOtyx>@L0;x5ROwpb0k&mtpaEfR24P#D;xAw;@xifr`s8(K4!fH7-|M$kH zLgdT0NWV~ESpAJ|aI8|IiP0Q39I1K`UGuO6X{e4O_Pd$jk|X`Q4=*A((>TAIEr-W@ zTt;C?@q*1V)k=9#O(5ExRO&jk5u25WA3=Mx=eIUldt{X&Sr+;+71shI3SR@D7RsOZ zPml=edN^l|;z=FiLRyH2`U51gYeXkkmBv8o`_;IGm9wKy7LZ&s1J zI|_rJ5oVLRyzcmdqdp9R)-3Y&OMi&;op+7k)u0V8190D~n9f(+0>=^;syM+VQ8+@W@yxwmcs`y2NxVw2_<|jjWFn zE*dj8y!w8sD8-CVr*Se3owcNm@Ii37J^qR{;w=jBmc;K;B!AlV#tTyw9XjOU&beVC>q;owez2Du znT9Et6rAP16iv~B0Qs-cszW;fwrXQ_SCE}sJLLHFnE)y>Gl%KBa_p}|B01ac-ON` z3+1skMGc*Y3#}De)YZY`H4Re{Ny8B>54A;XWJ)uV_pXoEs*mDW*A_14hl#|cZ?Wn% zM2(fd$fW2toT}UH^}D#^YZ;IFDB)kzplux`%1{fjk)+3JX|Sa}7-&!rtZ$FiJW)%N z$WRQa!GJ%@T$kc}L~tLz0k?ZrUVCYI-wChzd2^;(w=Zdk7)o*l$r_5%8*#{%GPs%) z&Ax)<;Ip(G%9D}K(wufzDA=eQ$#pUPAzPMri^tIYI|g&2diB+|a(0x?Z(7c4Vt9eX ziHVomq|&DWy{wTnQ}c|sxo;ltG!B zFeI)RbHWX9w!pLW(356ujYhEdS?#QBU%E3}%fy1?f}ph9YUW!@c}hz+A=~IocITsfZ;Y0E4~MLS$$?bgb+Pv7)~(2bJ|f!arEdgG<4ltfqzhJh zAK6j_pb&w2YCpljICW4YU(8t#&?SVw)ID;MR&FeC6u<8T{QNif_`<_CIk;*_Ep9F` z)LT9@cT7A#5YG-ijwGi@b?S8*bQM#=W8v~HlLck_eU!6#RCT#jt!FANsjel0p7qR$ zp0bI8Ka*2RQLyjn3PW~W-n;&Rujo1=;QA*x-}dUwTt1)($xYbpqx=A9muKhPSBFWe zPO9QK9qiT2>-Ww6B3#xbW*ak?@w_GT%4ttA*LL&~ywwSX-6@MY8dN99mG&rO-?wG2 z<*#dwygKvF?VfreAw=dKG(WZs#BC0H;=$Uy7Wwhr3z7Bc z3z0j0Q+*jy=f&7)6=FH{_b^t0;@5MwR*~i;c%v_B)%PK96A2N|ZpJ`(XYN_e6Oexe(3N=-HJsp8np3zrMee zZ9~vQcQ9qMk`$@DIi-eYZsiSp66UWjXI(PtJr1)Z_|f~UVcyJx)ig-b8uAR!k>#E@ z!o@^tUi`OWa*B+8nAXd59rayP*%QJ1X0F+-@}$<)Zy-YcXUpQU>;QYjcZtkjF|0!k z0bEV=V^?Gu*4-kL6d9c-cdL^Vq@6F3e&)@tGh{f(8ieAwnc_!*^((xx$?Sl8Bkalh ziaW8t!jTuz7UIxyq_j<8zdnO?_@IJEnd0{HV&*OedqIn-$Rnzp=tf1?B<1aHCKvP9 zY#z33W7TyJE=upcJLl8NuBl=RF;CjX)q*$*+#%wEALb4=BJ-)^f^1j78~itGlNh`J zTWVNe2RJc^(dZ%Q*#fnU8qCBQ3>h>OFzmmvA5LvFRi#%?KG0GY^3%2f;178aGdQ|z z@|RgSR^s; zU`&jiltF$~nn%ca6>8D#U5*(MCvFE{4x!L*{oCY(8 zh7^y5vk(^@Uh+)xTX+wA>6^Zpu;LxZ4uq{jNP}a4=}}-5;hHbxL+IOq?sYnbfM+j_ z-lezB|$A`_{wS@jThaS51RGb;obI{#xqogoWDE_(vW!*wn&6?3$lkunk_X&ym z8q>5jkAt0_N{wukn{*>1%?ibE8xzfALTMCTat~<2=R8>%WF62tGiiU2ZX`=a-vrqe z*OQFiLQU6{_m|zr8`LR*ZJU~vTfZCBb!d95%EVXAWHje18C3_(WbmtsCsVis%EU2C z{r7&O4!cu_87R4Xl#;_mkJ2z=^&7cDKrKZOYSjDrZ_V_kE8fgU{| zIv41(9YRBVgv3L9^5fok+Vhvp-mVyWHS{`9Jat=v4p3_n>@dJ`jHDVjnN%Ns+C}oc z_5!#_)@0PiW#cx`rIrXnIfgfI&x+%bmP3iTbKH&+bO-QZPmT>#<%FVnK!TuI=N_3R2kqHVxtGP!=L>Gwj^Cn4Sx-diW1d}+ z1*1LBrv4bx`AcZ+62n^Ch+jni@pS7OlbYmSH88n3jwzRs{c*OTGq=T6+3%@0ii^w{vzCC?-vv6Q($4)5_tuhCZFY1+! z)n7B=TyllkqdvQ@3-gbi6{~Tsa?|)Zdx=om8DgQIOwFOrXVRTCFL%b*>c%s?Gw zN*t7)tm|n%2M+u~;~<;diU}I^SDB)y(JA>E1|Ymos_AzO+cfFgw>^hW=7|)je6xvP zEYsZ4O0`3Shs-(+Th^Wj))mK#hqa+(3{D$9C}QG)ge4ON1v*a?*I=r{pjZ8hd)T3Gb1FF(vNvi5SBYY<&s&?du| za5u?uLLK3&AhEh!o3D#Ij{XL<{x!=P1{0`#tpDX>e#5y`V-5MrRr#wB1|lCxemi`_ zOt7LpA(@Q+SChNDl89XLn=n#=1hh_dy|?S0pTVG+zqo)+J>l3!U{oubQG)HbM+$Qf zlOfhgpMh*##jw7Q^xJNO8xtjGRYP>*EB04Z(@A7wxCzF=JU4XJ9fA+GtsMaxZVjwO zA)C*mgdAKDiZ=bh9YGpuBZ_rbqOLR$v6p&dtc|uITKZZvrabz-aw0?U(bJ+q)9pm# z8N+aNgS`b70~zgy@dbyc(4D~iEE)y?b3yr;jzWX8Ziy`{25aZXnTwIqc=Mco?RbEj zq*YTeJ?2i9%pxNmvq>tEY^fDnc$6YoP#I43$hVpF2L)ZcZ?re;i-{20ROp@qVbKe@ zM`6>Z`fyoJm`={vINvQt<5#nvXKac5)uT79ndky}V#qpM>Ul$d z{V)pL^Jm07y|D3%_x`?*MBmqOSxT0@WqMsvj}fJy_qRnXo3(mnF7FZEusv;=jF2d;c7CB8GhPO%k__ePIZ+`k?N5eAa)ynk0w z`r@8jGoJ|>t8F$Tc=6ay?C2Lsvg1K6NwOOoH}!zvdy7DLfB4Vli^?k-&UIAtj~L$u zF0$!c0G}K}G&!Jb04%QKrmdMIaJz9ZeHu>3Zse9T1!urEj+W1QxKg%R_$iR12(m{X zXCQTasV!pHnda$`U4yRlpO2n9hp^B2>cJl*-5EbLx<@Sh*r5;a`o?1x_-1=_+gg6K z9dU6t2U)QqN>Oo3?Oj!Nv64_}>hEB@jgvRel7Tu*5d@?a zneXT=1+G6G(MbAO=snHT!$!eMF~CU4hG!aWjJ_p!p!P=l7wjYp$zY_yR7^SF;ths|Kbri9)Ha>n_be2hTj zv_od}CvRO-4L{dpShCvH`tqpCX~+@o)I^LD{P+Y3NN%i=;=C;nKk;OPbV$Qu5Z>-S z=|H?!ysK5>`f%CuL_90=G!%T|{SZK(1^hBn3QM%Gw__L_Q$&5Fct0rBy4Z<1Ghtoa zNDCC1{HG!3~l|Kt8fy$e}-P!$h3dmY+)zN;z-tAVx;Q4T5J{UmgQ{Gv^-gnEc>h`75;n&s9p0d1 zXo`h&*9{!GGCfAlvLh<>2zM9gm`xj$wfLbi(|;_#fDJV8j$3d^$t%9cFFmI2X}bMG zk5_hod0t#)TXL_&`MEz<$4Y>%=H}<2%a{3I^wLtrLCq1vUjKIA)+(Kc_c{t)CXVZs z8n)=jrEo?*g0k_KPv&6zC55zPY`feR`Kia0cN1}D%k;RT&<%E4t-)Y_eOY3Z6tS_i zIBpi6RT_AE-Uqf~Ps&a5b!Gw9yhH!V0+_mm>WsBL^+X=g#6`AQfTI`cCHF-jbxNLkK(Z>75G9X2C#W@a z*&Ct?AUe)Alpzo)+WtIVoB`aCPn)R7C{>|BxvrxhBe?^(hyX^PnqZwWhDDX6ME!Hd z260_uf=j_*r7qPgpDOVZK2kRF5XNLn10^?{JH7y#hFHS;BXpq*_Yc4PS{2Qi;7{m2 z9P=a19r_~812hL)KYuc1iFyw3lGTiIe&i4+6+i+c1>J-|lufh|eCvZZF3}?|o zx*RW-8VBso@1@T}pZa4wr|9tiMx6^AI<|sph`jAZfodf1Z>4RXI0zf0P1hs`ceMK_ zOI8*_Z*vYrZ_IPHT2Eri^?j^gb2}D`D?1L0D@{2v-U+6I#4_gB^o~b|o zeJP}?7oOSY#6V#FiOLqfY#mp{ojB`Hg5B)L>=mzvh%e)RL+usWu71VY72F0x@ufEc z6FK*b=n>FmXd&3hDnTuu(wjv`E50e=zRXoM1sej<<5quPQ{Rhu+Eh(|Jc&;n&PSPBo- zf-y-Xhz4fF9nK$Vi=O6<;YU}MZdbzVYDwF(gyo}(DOq}s4gQ`o+E`LsE!>nGZyVawC zy4F@)Gq9lUU|p7Ci|z5<_ABrtx6Z}l(qommFh_1Ypp_^mvA^L>nvy6R7i%o*+4NKi zQZ*~h5j^ZSsD>;vAh%Vg>Qbv3+VoD$l>NIW_SQ7$Otq_erGQiD*`#-Dk$1dx|=AXQLWXiVnfY`>omme_o z*G9|1ldaor|555bAm36oK&QpZr4JuHIU`Mq9R5pt`md`B{JZ^jKjAgv@j4F@k>asq zl1SH3g_-cX-@aQ7QFtGPe9PpIz1*n;;1J%~|H`(LiEG#jhyX&muO0pG3g8^TXyY_d}7c6meP4M1czhXFO~us{*00b7oBuY@p&b%rkvL82F84#2sIQ zDUypGj+5eo(Y=u1joHZLxTNLf3o%I%SYBiy?}!gr$O7u&mIm9Z#cqHDZJLXit#fpR zm`R#TXlwb1HCNX`cQvo!t8wUY3JeDr%w3gs`j0@L`=+Z$L3i20JT`-H{Po>2C`nH4 zrh!C6J2Jc+!9}NO_7q80LptM=JuZAfPY2Zie^2cIG#jkXROApT#@Jr znA18sa84N^&e#z>xELFMSPAqCUXX}BozX1Iu@@xB5q3x0&OP1YX8juW(lTl-AjEujtWqt%4lr$AU|ML^i=WPu?OzXcPRS zZ4W>3iU!z;{P&AKpnxjhqENs$gXAWa^LrYDlE_tZ_q1gzk@TL425;80I9$_{x2nj&?f>wvGffZaeN zY?x4|mWUz^Tm-Q_{%Evw*8+5fGIi?W93GoFXj+WD=uKvm_%nBeAz2lQK6!FA1Gq z+NPEwx>TJF6h&a!_aNv#*&V(cjQ*k#A0j*=MW9oo0>`@1|3uY&CsXRpX|8@C{_OA0 zyv|FB^N9i>aj$56Z79y`m)u!`sqr6IjnC^>f1F=EWb6nswGa3+weQ)X+{wn}`YwO# zJK#sVGJI;qys#1ZV;GmqrN6AbnDZdY9m=p8ipX0rE8++E=c1IKs+1q=nHc)L4D*M^ z#+nNzsb6@5EgKkUunoVLA0)oTD9dY16nn*Ac1b4P~uiG9p}U z^r=KGN!G?*mQDI|51C(dy`^Jb)k`t~3w`dXGxfCA*@t_ObDFLm#3PG1#X2@Jki!th z(8>$5#8M*S^Vu6)99HJ}4j?zurJ! zfs6}|$pn3nrso(bE^VLT5a*Fc4)KXk4iQ=cl{6x+&hJGN2^tK^LTI8&znnuAS+(&W zbB5j`yJ@^iTTqbYr@s>4;hfl&a)9n7iT}}=!9|Lg6$Ziht`w9cD|gaBBEnhbsge;j z8b0@AEfyX~dAcwq!&z)^$OTloW&AfP+h!I1XZHu1jtBy>g#S^VSihyA(gMrh#B66721&raYB1oQB-KPc5`_-g^O%8Ic%K8u+1Y$HbgNuj(Y$kJj-k0sG0c z&W8AZx?v;D%f(=Gx_+U4DFhGeio>3Bm!$USyYdr`(mivXYr^BRMPL^G;@k+AXo!}c zl`RzT`ytW41H>FjLC#-8GNv^NMA};vA9{H^wTh%6^vAOj!S&AiDozXlkp1Su{fohu zj_h3HBfrm2l7tbds{69e9%cvi6|ES=ETz8Y(g_pT7Mx5oUKlL|o*FTRMsOi!@k6XC zG3)P648C` zjjl;*P3{n}_4QyfWoNt1M@FIv8-DiQ8p5bKH)rvGmrC>X7_l;4MD+2Ia|pc1;NDOi zG)(v0EtUD>B37trBJNpv19k(mbQULGJeIJxg*koBzhEeda2N~R#G*J<XE3Fs1hdxBHXyupQ-{CxP=`w}$!H}jCA*@^PpiV) zrC9zWU1etMOUQq@J-(&D2kv4+jWTnG71|*HyJ8$1isUelWHqTLTpjY0`nC{&nMO}< zBePimx4r}XUrgx!I)$wHYZ|c+e?Ri351W;2#yTvDEPkT8ER_5&P%fcMik-eUh$8Av zJ1V@puO?u&#vbGC+bik|YoCz_DC0nyo6qMro}*>4@PqUAuY^y;Sa_#Zf=uWNzRE3E z(oOXy)GdL*wGi?*YKRvgXNiHJPX0Ul+--_ENip)Q0O9lhO_;1r%vG=1{RQeF1uIU= z6GN0PkIcYdHWgzI*tj3^6(!o;ZjGyMRDUu@M#2|#B7bU4u-|LZzpI7IQYCE}J2XRX zP4iJg=mZ2B+jgDBkA2PQTBZ9z@&O;I?^@letv6p>1-$Jsud2-HS7b15pbS27=XpLKmxnJw8g z*zGV^uFfBLo*9eZHbes?FT?^yBR-3Ynm=%b?Gn!%_NbQvo5=9P>ZwQ`Goj)iv!UYQ z$_5DE9Wvzh1%_+mjX*(_j6=UMJ{@+}* z6cn29vevt1hKHd;Z;DBO&V%K4Sv120Z!1*r(6oQ4YYw$J9b%yq!pO((hBuDehBW>! zacKma6IS(0dF+HkYQ-}D?!dAS^eBlpC7DXw|h9h=_4jWAk2PTTms2our| zY(>LoJ$O2gWUMP^s+xMt392X*ngl3(=AmKH|ai+DTtt$iKpbfZxWThi|sK?&vr(dv9l^L@Ka#=7lLC7hw z9JJ8}tdVvkmNxd6IT`n=nZ~NvWYj&NQ2&3@6IMz%=8+(eYU9*rJHk$v-8=ig>z+mM zhsR0aWrs()x3Sqa14B@YZoxL^bL%J?-C}1v1Q#X+#F1O~Z(g6#eOrI++| z5o`(XH+&sOemmZN+UNW^Z0-xl__NKtHhVWrp8>&IyYQP5f%6D$NN)`S1@{>o$yn4Z zjUUCS6nRwzuLi-|3WewwN!`!az5nib4I2}NYso5)PdtXPk9>w(TbO&Yr_w?&XOY3v zg#LM6oJCoh;6U;oPq^Za%p^ZdirWRN(Q zIWJ@sZg7jnNW`Vf^Y2af=k;et9c4F{L+l+a6iorbrPcre0r!g&by1^f__gKuRUr-O z-3~g-q~{Jz{kPjjK*6)5c4R@RL{y?Bk|el)#{p)7WheOE4PjzYD|G zK`?5g?T!C7gvX(_G}rBBFJZc68i*F~Ed7f7xTpV%afY}iSJtRJk4a)c-AI8TLJ>Xu z{Zo}r6df+m@2p%+x#Y2+{pJuwE&K~-YLO?qW=&}kjmWjOj2|X3G!Rz7^!s~ORhVYV zhR*KQu;>d|4cvh1e)T=`yNi{yA@g?cVN;_Ghkvn%p3@6S);FxFtRI|!wTROAJ-F4s zXE+xZ+^!K|qG0ah$59NT_{mw=w>RyPuS5Qa4UUQn+(C5%Bnjyc|J{cQ$|26PU$OAZ z!h^0zIrwFd`I7=?%L_x%z0nM%r}B*iq91UC-+#lHA$&bVeq{7~8?nab z2g>a`#ehSF<;wwm`;`U+@@QXAczz{vm$ROF3}&lQrz;(5QpzbjSZ4Q6@#al*Zo1!W zf{vxG&lv&>{em!QT{sx(jh6yI@?2j0vxP;zz>6tvgC`%X5=W17ht1VDe%}XwXaAXS z^eF{&uGX1%Op1Sv!A!I;*>AQcw`zUETrhUG0L$Uy?R`!KorX8fk(GTy#_$3k3F|8$0wTu1_q_WP~yKb3VY3 zgl5(FjSn5FkA@5Uvamk*+&PBOW9&~G*GY5%d(JTF1YG3djyxe}C7(^Wd!5b5@=Yug z8=zy3J#Skmu$>!i8Mij-??ak3`K#yX#Tois&++~?01kzPTXr-e&Cqrps2gGw+Ieco z5yDFw%6cYDi&A&(!*=K2QAg+7<402e)lXb=1=HZYd>A{47cQygs6h{8MshlU%&z+H zE*nveY)$2+hA9{)+HN?fVp(83Nt_9ZLh1{;$3ER2n=U|Je_;6PRAWLUjuv)^45IC6 zz&#PB63@Ko&5+D6{KyHv5X(^}sy&Y1rMy*ln)Bnn9BRNB@UkF-$}-No(~XtTW#Dw# zw6os_+7%wx!Wt-{-k1o=*IBTtw^s0cMZ{b5{oS8sJB{al2PM7i^&O^9x%!j^a=F8U zn+Q@a3T&axu7LAtu_Egx?ho^v{7a%+26!ymc)=VDF;=a36YeS_4ti&phMipC?i@Av zbv%sVv#b=en1L33GB3JT_pRRq@mi4tyCm;zzlG-~=S*C-O^Jb}X72m- z8tjAj8bFFMoSY0Jr2Wz+mcKi{lN$jNWVNx&)vxxV-}7~-$9>penbhA0IrB)BM{l~E zl!be_)1)6Gv4jufXR*-dk-34pdp^x`uka(;Mha|{TZ&6}!|p%*=FwM;~}z)i1m z8!Ohwr;J%F5>lu+1gBEYv1Y_(KA~)rUt7F^*aQpAJQ?`YL>88ejR%beQ(T;0gDBrQ z4}=1(hOa{97B<juA2z%KsO&3cn;=6c&UkH59Mqne&2)E zF@IW_d#sJ&!(r5Uruy@=H^!P;fNJ9Hag!&czM|B~5=fae-6C2~4Q7Y2l#HWZuo zgd}W2>^*a+ZF(kvO@4^Tf$E6Rq}uYt?vwrgu?lowKA>+O(%+Ke9gu!8UL~s6G6%W! zk;w#7v$Th9wT$JSjY;;&V}nf1c3p?lVA_Ec_A+r=tQ5)g;&Wsy28o%NdpxNL7b-+G z2m_WVO&7imZOVg~a4+ud;J|fKISgl2zkusN2GfFqtsTOD+Z-m_6@hdLkg+oVQY*{C zCW4HraOXG}-DVXyuRGHe!Zg=lSGeyzDmEFtGl4A87eZ zut`FrojvWvx9!jv3ie@q-2fW|AiMu+01x>OEosaBn)M&CO7xnUX`EBd$+i$R8pIVe zq9a%cW4XIBUx&f>Wt2X)4;LW+uZPI*oGak51`YCQ@ADa-y2gE{a2G2!Xs3yek8Dn8 z7OUA1b*x3DpJHzp#xa3(0>T7o4~ahlc0=n{eCTmFRgheX8zR*otvg9cOkd~wxfpEx zvj(q$VT4boux*tM=~d$`wzd#Fp@ohC&H@)N?}7fv{g)K9BW5{@1Us#G5+ioepRn3( zd*{LOwTZvCX)JZ#$gISl0j}15dPK0U6fZOsPJ($rA1Pgg4)_k{RJ4kD5Oki+>4jfv zM_xX@K1OP9TE3f`Al#C$b^gct^xS#$e)Ll?FD#I~9eo410Q?a(*7tswuOPQF@jm$+ zbbAoPmFBr=^=m~NdjyQ02q7;1v~-K@xd|mku?G!trl2hi&+gOX{^b&k3$!R)C-4kzkJ+(;i?wfGGMP0oPgk4!|-a;-UVVOkM8^2#ZFT-Uw~^> z%)^JE#rWIDOw!Yb9k%~qA+eL6)H~As`<-pBB>jwk!i)~=C>K+o2c_AW(@X59a{&l6 zY?d@aeYxVM*$o8EkXH?!;luxpzw3@At)WKKoKX}W;g2`q3O@T4tgRY8Kna3&sM0pA z*H@v?h_(L>0&rH}G!4FR!u*`Sa2U@s9+6BQ-ERdF$doif=uzKF4`4? zObeDG>s0QO_oWljolY>opWuP)kgWUqF_lz;BAbv%;^U$w$rmix-I{yHuy@ z)RU*9LKVSDvjQkefcdXMiLY^v58g=0{{XS>}b*c$1zBXF| zxWz)y>uk~g!4Z}J8y6oTrHz=?@MYY+a#||pqj>D{l_zLkT*wdON>OuINfV1+K zVARL?zBKSOqe@*TBYiLy4 zEiqI%ZU-V}j~rd5vD#sHm)e5Et=>!JR8>Vc;T1TS(~$z6A4+UOc@I&{%gZ<)nm{2lQ|7A&BV-j#kgAGy=&QI%K4y_{Awqgg_ zOQAB?6H}B{#)OcE*@InOwv>w|lh~M^r`x+I;pc)3Z^+$u_2kqmpdfwUZ?w+XJZ@;65 zVI&(wW9EJB{{T{y7=nL;!xBiH2#Z3a@+QnFBsBOqNLWNS3`A_~hCy#20{u!YRMH{LCwE@s{C;6U%tI%|p?m3e*sipx`Is zt*k&d``t^tj@n#0hFuNI^QLa*16A8ax~N+#P!Ac+P? z6#PmH{2#TOj9ElTpTFS1;_nSvfG+SDRWMGLEV|vJf!F$d6zr|I4EtJ+2)s6?G0bEC9gmaWVzUI^mvb)Rd3^W2r&E6?08lH1$Cxq;+7Wp> zAjS-y`~~DJ(f?mNWC_`G63P1Rc#?7NzTa#9W$6Ny&!rSR^BYVBNfR&9ZdI3BpqvYn zhsh&12MS#iQ|6eDqoEKnk(0(}n`_)QhV^;|B+HGDy6tun- zGD|BH<8C31&o=-oNDk4#6ZeR?gW2%ae~=^SZMSW@c!JYx+3lA)E%-72gU4fHO3S+s zZkXXdILA2Ff(68vw~Y`XZ9tdD?Ui}P-;DKi9ohJBO1Yg7|AemOm0A|50;n+jPlA$a z4Oc1z9s=?-=+VEmDXp!Hcpiw!!2NGxQ)nxoCj~M1lgq&|6>CYdW?e_x-J>=?|EKcI z8G=-viqPM=XuK>ys>Dhxf!KxmJ!=-EB6gH2)H!Zya9lReA_?LBE2|6$?c1l2napH# z22$Bq<$oY_OJWW4gGK_(_ZrU6tZU*Hrj_Mk3kR|K{YQ~{PngT%>AC9$!HIvj2Bjwgjp zIiok3J4Zia6S_kO{t>B8P5E9_EP>Nr1iYj!_uoMjtp5eK@!{tMlXN&vo5=o=8qA}En=KAZQy>DF|)^!=VW;H(=q!9 z^FI4H3rj2VJM3PN*FK_}&pmh7KP{P?_i|(upMLZ(xQBW2??$BP8518C*kA{ySdAdS z<|I#-_G}>1R5t9@`19s)(04VQLwPl0{|VoJuQ*ft8ToLz?gD^V5>sH zpvdGi;>Q492ilFX16Jcg9`r>{4gQwFCkTXo;V$ZIGF#HU&A(`G2s#!)rs$Lt z<1}DX{m9h@>rm+_dSn9-gknwk zj|;ud!{KsP?RS*rtuOYw^`GOSt}B0x(D_zzkLhj9;4uj?$Zg`>uPq}lx_6c;O=TuV z;EvZPl6B+n9l|h4dh!fbgLX@@76jLfQrz&F`0!i&cD9uN`@E7iKk^zbf8wML;Cqc< zkr@Xapcy)QLD36%Mr4N_6kXnzd6+5AmUtdIy49i{LBk|nz%pih(~ ze2cLtoTKC*7L7n-p_Z?5#Ju}mXqbRX=4LC1gq#z0=VB*GQlVUMEt^nbUpPapr*pzUgK|IF_^sS{Zi%u&EH+cpR5!*wqa(AtDmJv`1sg<5Oq6GVDg7RFJ*D zfW}i~@qgG4*aOKR@*qh|BDu?y;W_qub&c!CX!4MQUPMP=F_bQ59JoM-Wl{ERoMWmZA|n z$39Vat{;bRjONkch8Oaxkh>Z0JNoJA9SQ* z&5}}MHCp|7x#;Cc=J_-nPVFms&h|mDLcfQ7lOH&V;!RC>&6Ek}{SMbZXK zii%h$ka6o~Y7{MtX;4D5X>x?@6Hha?g3WRjadmYce%&!&+BiwRSf_J34a1&P}I1+-fSSj?|yv{>vU4` z&Svf5PreeFi{#7WKDOO$`_h?I%zlnOlp`BM4#H@LPpom+@-Dc44MRKee=v)LUs~Iz ztJ~VQtJ~iDsxditYDHu*f7(Z_osh?dMz6)qAu6?Q-p7=XA=aGfsq8iW*`J_b*#`eS z%b>i<0acoX@4DISwboM2U+A7y(2?4~hhB@5O6VL*D7i_&~)nzn5TDbwDA5@ui^sMqw;f54sz``V9 zlYYaiODfRAGqa3 zEx0{+X_??8R$dP79I3jOXa*1p&&!yOUx*sQ`i!JRsr$u?Z}42HbRjjjT9BWt5RWGQ z&{J5qHzv}W)YgV)=0hcVm);0MI>4t9kvm}|_)2aV`DKK81kD|SEE7hk+s3-dNEY`A z7M3x~`O@8WU8Ov3&Cm-@&|rG#Za{f3-K8MJ=OyA$q)t%sP*{=wy)3DuaU9ClSs6w% zAF1_?*Y$$+yF71e5nAADgd!P*DE(DfXKEins?p5yb_48YGT@fFDk6!pdOzZl3oL;m zy_~xxoa;$nXfF+cv?r6fB0Fnaw7x!k{?N>`v8Ein-Z7PbFk0Jg?x=l?=JMvsxdK&GlC;}#cnqo%N4aj@n8AYvl|w%M}rDQ#uBR$ ztO)!^N;!YRcjuq#$2J~5&P<-qoEDv9moRji06O%cewKgd#zE0>!d6L^xck@o_;j6D zNux|I0`bi0vpzwr@I5zZzJyCBW$z%;7w4G>S$lxLZp{>P@W_T@l%W?Ir~v+~P*PB* z8I#r3NUZ8AC!%qbnNfXUja{sYX09l(3(G+LV#aA-RV-hg&$$Nfa`T#Q%X62GM{ns6AEZc@Ql?M@~6&nx_$Q%J&o5~9Fx32*wxj zAnrRNUBThB5a$*Bmd5eqVB=K}4pZ)vl(-yXI^99lE25p-^eqyu-^>4Kl#rYCd}`SI z{Q00gHR$~p=lMoIzkTw0oEk5B(NYN_r4@5gs9&N6TlQn>44oIW4Ji{;#K}8@SCT+j z%=P@68(EVPiAlpsScZC*+XLRcHH?u$@#AM{iCHBIh~U0uBDAt;EwtjUCq&*UL@Td^ zck=4|>32`vC3^8>Da@Tdtx|?_h}~Cd7(sp<7|!Dyo;OVdX2%&b@0$U8;DB%PUyi3V z+79=xFxDh9n_r#(@=~dRIpA30|94X>gv2` z7R}d~S6n^|T*L~hdz@*qlp`oiMJ&|Xj@S}dlAM#@vF zS1f+w;AgQD#~yijwxW|y_C%6E(J;Zb8(SoMq&2$QFPT?hKj9_F|RLyti%Q#|u`1%Poid&}jX% z>k3~80ht$U`m_C94Uf|0C)H?&VE>m+B*+(U#j;n<&-}9b6=oQ)a8cRtZ==`-d05Yz zJLs4nS$1TRS^}QntR#ie4qzGIA5w^S^?Y*Cd2^C5UL!JQjFDwB&c63cC+8nwY#(x^ zdV{mrQUl*|J`KUC@pD!m<53Bw=puXBkQ_@?*=jHn9ag?MbpgI+#D}dBW_|g;@i4 z{yV#~dEE+Iv<*ZD?WRLCF1x{_hA8&K`32yHevzk7yG3g6V zYXIw(oYeb0Td46TI!#bGq~$35hwFd6!u91zyyCAK>Wo*`cZF01cr+{3^FUAM0(6T^XahamNh66+n{`TPOX>m= z{9VWAuvLLB#o1cvA~^zj3&Whe4+&PNFhO)-t-Jly_X<5!#81QL51VUFDj`L|l1_yp z!upRix(G#|+HDprV1$b`PHBMa={ls$5!{OwW6%0ho2C^hu zT7x*Ant|fh?f*RC9)Kz#*OPK!*lQoeY6~4QL-L=i4lBJ4}$Fs*sFGw+w zjoN_-+TDZ5HCbwhmLT%hO-VnYq_+GmfRS&X2QT)uQkR15>vxQH)8HtaWZRQl$G95` zPSrY|RET(Sj2|oNr4jMbB+K1t?YqrgQY=c@vVMK_2v>!G`swQ#2Wk-lzKTd%*;drF zbX6-Dmlh^jhE0u1sbSiw`&_b$yas8Mgl94Dhw(xHXGy7aE)ZTS4Fl;J;QE*xsAd4U zF51MsZ*uU(s~`SV5N|?&C{FJUHjb*sZu90ZWKXB6q~_fln?Nbf{&y$2- zyZjo+0G74K=ow3g#7&nfi(L+o!PTKr|RJ? zjPjeflD&s!X25Qg%|*KJ@malJo6|jM`;QMKZ2(1Uwo1(R9l=)7 z5VCqnw2lxG+hE>{tQoyObdZ0&QLAX~n zp~E%gXZ6dLPGDs*zu$nI@)}b4`CDrHUz;j>zJ%X>KCcQ<)~&lr9rNCVLvf>T+yl0W zK5%!R!M|BOY`4(+u5*Gq;!WG4GhHj^&1TkCQtS9qt@g=e;7+;$vY<(7%d-wWcodC# zflJh%NV|8_CwJ3DXSg7N_oi?Y$v(N*2^feF)A=1A&MqM1#4uwDx}?*#)R%SZLj4gw>Xw{|upsT>N;Y88 z(+~MG67fWDa~+-Kwwnq^Tj6sPovq$x;Vq?f9_mKS+U8Lk!^s-tvNF;)#Iid2RZpf8 zxa*ULnIi&<&|@Dyg)Q;6CNi6vw%jW*DTSS-=K;Qy&&G8pHGIP2M20+Z#`7NZV@Mc1`7PseO$Oqof-N25`vra~pMy;nO=#=&tJ;7O zUF8UF!+UTB;@R4?66HAaOnkyLBrC+!qBx9kz z#m{%ab3M?heh>7xg}$-Or|vfnMNj z_C6iUnG;wLPYs36AhMdnRCJp~AgR&f8K44F7*KNHr@5YfSRV{8s+On#hJky5P$+{y zC^SQ^OI&zUBiTqWm~UukeXv51eB?`{^!}?1gx|)5CQ7njmS#3|O~t*PE-|3X6T~UU zn0j86-}Ft6!Gby(o9FMBf8G#|hh~ZiRtl&paXH0q@*}I2dxu>pez1VEM zHbOG(O@bruE?EtmLOD53xUTZTJN=O(*H0qAH992bitq4p<6=in!XvJXVS?dBTl#k;fr{S`t$)Gt?h-6bX4tUXi^66v?1)-k9F zZK)}|RO?)uhV{nhF+5C&Vp9icF7y%VSM5O1KP=)q?gK-egV_Bh^>pjqB;PeF4e4_djn(;7r2Lqkz& zO|N_5R{a~`D!btps~%v6KcRksDgIQ=el#WGk|qYfXVA|)8s;|^k%Oxx4m;DU33T&> zFxSJ%2GmrnitQ9F#3*=gdJFd9COzb>h7LlfyF}7uGcS_ufdDi}T-SRV)SemNv;&2$ zlB)w}1%1^HhFVi)%LV`@o`(78TLcEpY_+I`0xf-!7W_zPVmAsElT>7!HAY>pz9LC;*%XB>VVVIspGb0FO2&H-|BSzFLjLgkhBnOZbt9hf$1#V+X6p@=Gr76d)eDcK3S z#_g0>*ZPJr4GQ(TAr~CPv)Gb)Nx#!;hrFF_?2PMW%u#LGol)rMRN;s_c7a!WpR=M2 z1F%plKHM>M$4WIeN-wT&JRzULQX+L3DeJx+4j0S&h{7E4fy--b2KlHGk7)mdFLIciHyVGkLj1}AZs1$5z(%*MyGGMl})F6 zj`NPG>5wT&K$6aOC@myi%zc3GS^~W2)A9Un21%Cu-|t~A4%8boOH=HpuD=`Q;Qsf) zH{K)lqA9n~&Mo>~Oz94YGGZ8+6G!NtN(C6UV}1M(Q}r(f2*Iw*DoX+erSk+?E^_Py zP2GPD^d-q$bX6TfVhX_zj9SqrvF%#Jf9IU+g}6 z7O$-sqwTGXA7`Vsa~}G!Tb<}V4(MivR?4;aBP)2FS3nq}mM?R$JeTNY*xcG?=OeSM zs4J&eJM`LSh0Ujh0~OHTM@?YvZB^E@9{H6g8)}^VE-Qwm+ce0VL}?d~ji^Pk7TSfW zhkm*}jzx*#TP4AqVX8G@TgGIPnon)Tk0e`o?IG*%P)a|)&kstCHzVi$ahQFl+g}XG z8zChk6ES1F5uxk7$_=P27F*>dP7Cx%z?L1kj($PfIir69amgR}a={=sfgy1wkoFDN z2*40(itkRDXQg0=NTAizolI$HbNiFjLO>_8+2IN#8fgw?@6n*)QoFDjJA=3udNy-_ z*>&>W7oqwPskd%FN&>``{V#1HqI2jv8BIB4m^KMbSI?O&3CA_=`mxLHX?Djx<1Xk? za%Ln_LptEK%TsWrN-@%LYC1kJ8r0T5S}6)9$| zyAIPM)eGtOu5m+Z#{Y)?R7U8TgZi7qGtO`LC1YX3M`85o`RxU(EgecHC8q8x5PVSk zghC(3<%Te1B0vqwjzfwi+WNa@WUOT=w(3ZhRk+lhS1E=@``N+OlU(Xt-+H!IHN(b!2_FM?zoETxxp7y-Y|yUrg)~V$vkb zQrNCR*(aZ2r%~4W^`vO;FHpwuP>1riAh}bj-Xlqwy{Z2itQNs_5lEk|9%|ml!7cI@ zEgG@Eo)-Ld_N)@9acH!{?Y+)zH=6)`%xur`7)OD7^1xRN#>qW%N;g5N0TLwNtsOlyzy6wlc{NY7=ho*_jpl2EJdHyJuaIi+G@c1(&y!6kFY` z>bBYa81ZT_;=@9Lpf-a97zHW+aM7sOFbBC$Vvkq(LBfg0GapI2(Fg=~x(t(&daMda zzVw-YJUJ)Kd1Ya^UbM)TvGIrFkgyP5*h^*I5LK+7iO~#<@T{cJ1`5|%l9*$rLy$>@ z$%bGMF_~=DPD4mYL2fqbD%bul#hK0hN-L5hG@&OPY{OtJB%1$wU`MD{0v62i71e2y zj|_$NZ()=23!aF*Z6NM|pY*1P%rGvjqDNPwYP9!BGu~gIYIIa!paZq)7Zgu~>S+F5s_35siKCDmLEy z)$R>(uYADrYOXMp*Sz0vY=peALc;QbX}F9cEr@z)7rjROt-y4?B8>a6hS)!IA(AeH zed0H+W`tvah|T_EnxJX-OaEyx!o52XGjg!?IayfNdD$w@)$JEM&rEGp{DlqVlzHzg zk@l(utHf}buis90+r`}p8aJX7V*EBo+4LN*Q;+4pAHUcVJ}V^b8my(diCKR+;W!xbmE>^;>?`q==;Z4EyC{Y@(3PDJKl|<;vQR;jN%@1YiA@U z(Cj=^AdK)YJUCJ2l?cpJ@BPz@I6l{uti$ZF+|UKtxIgwn!2eQx24EpHgRnw`!j0kI zYBKZ+?$HDdv|suUBnwp2{TgIr+NktwEiLY-MTg4cbwNaWbAaVaTXAGj_D%d2IIOo; z{nAT1nE#XRRvX(C61lM>SBB=~UMY`tTQ`R5`E*h*n$7*z0rQ^5c4X|apR*R?ABRHQ z#^e6tTFj~C`ttg+d+fLNx4Bu^s^Hb?CguS*!>MX&bD-cGTT-#$cT{|(Ksfb+cn{c_ zF??4lCcijAU@CX^Ul)9258}OH`e{;)@A|MlNw$O6NE0OLKy_)7+Ss`geC9;kG;pv( z`7po$Q~Ia;T`uB>rxK|5aas@VmleaurT~AUc5)_k-*_g7k~qQDWQET^9V>BL>laV7 zgGfSEYR8?eZVM}s#>!qCSl&vdWvh9iXESGZYlYdHUr}JZ%hUbT@Q*!15 zc3_?5UXMwuB2mn(-+-^^iLlld(ezX9&>rj_|E6hhIWsIJLBqv;nfr?3rrCIK8gu$h1%VV|)fJ3)!j)(D@2S;zy{7N4Yj>}1 zVt2IcI@y`x&NZnt%`b;`L@ogv=P09{ygMy&aGk*2j)98^Soo)P~wWR(kM>014mifwP%uzPvoPv{C z!^h-a#HEW9q8gr7;du@}u9?LBLTcYcPR6&hA#fce2)9+$d0ciCAeJd=q!D44*$j7h z#TGqyj49keGV2!MUg z91<*=U>SWPC?4nQZ$sLs4=}QTS2N$Y*`A@Hgg&t>!&~BTGPSVz!=He{sd(!3^L?=-vY~OKxItm5Y^!blOCm5~ zPfbHL>Z>Nh@&T*J-$j{jd2{SS zztz8hwCFW!#5fOY<8ClWZ+xbb(uB=_Xe$1tN7%{AT)_dZq~*jF^AqudO#^Z;3-XH= zPQzTxbl8N@n^*RCD2Y^iDeq1L-h0!4tzSVrDmMZ!sMt;Q0#eL-yEl`_P+0k6L?ASLP;+R59e+zXevR&b8V zJBTm~!-AW*XI`@|959aU;8g7;4ZHXxJ9#$Y{(@{iR%=Nkgg+3}9#7ULhSdGzIpua6 zPT9zFfTw^Hd2zmZuM;=6fNxNwZ&ooNqy+|Kf1;>!zg8%@6B<^pUU52sV7fz=SU`rP zRb8K*zo$`q2QQWHy^nu*S227ZFHxLwvm288@fV(sz`u}f55F-e7#f{FYtZR^x!xEp z_##9I#26ktKV79dG%QdD4gLlZ{G=m>L)JTc6FBF$njXDmBEM&8tqmUFx)B+0-4Eez zB6=gQ>A>`Px|W>2Him`C2$D#KLTsLt#%VL(y_yGCkD1+64y@LUz+vedeFK6ZKMa#@ zTr@jz$Q*w~Wmy$0%N=k=pa_@i2JYC%2&eV4CFw=}M-5_>EAv+;qUD6*3d!MN>90rm zPxCU_)h3WL?|$t!xo?|=-CzMEeaxX+p+#9CVtuL!6TJIe1t<}YZP!{OK`bg#JJD~X3rR=oGM@xhq?@;SB`eQxI?Qzn?t>i6jR~|cjPHfFAKl{ zenqOV--;RUB}p#=qfD1d%o~wxoab0CusJo2xO`kx5lo9wf^dH3JR%PJ_IvS6fBrJkTzLEFQ&fZYoMmiIt?vW~&i?IX2M{%ul7=~uLeQ(Lu-VI50hUSAFwA8LHtRicTt4;pi|wH zO-r2#0*u#+%Nm%sqLz@Fj7q%i?OJ6ScfSox5-VtzmklZtD^{`I%T@g}Cy(8FFLaO= zU5n;QsEB= zb8oDMik9mJ=GliM*?p3i-lk$`n_$>V9z#7Tk%%2;c>2^-Lp|y2Z=x2JZ1l>Y4vmJQ z9@l$#9}*~z4%IZ-(56xn$(v4*S-^k@p^UR#!%_C$Z{&z92E0p6<UM=GSC|mkv{Jqf>1^lZ4*Kpl3Dv+ z-i=}G^sWsv=JTR? z+9J%?p%VYB_lvc6n*?%?J$vz)D20+&M}tR4<+t>7aWrdv%YQdCxVzRB`C-A>h8CgN zIH=C0@rF*7r@inFu0HU>Mp1OMo8rPOR9S>HJc)q;?Sgpd9(lL~+ePEvL-_Mdn!80^ z_wIuK{)b}CXjLUL=@^P9GXZeyk7CG7SqKIlN5(SIA`;Lpjq(q_jgzScleUfW!=9H~ zjs36-A15QJO*IUGKK|o0x1cGU1K zcQk}?K(7WEe9N>csUvcIBI;77sXB6X0(~0Z;p}-zVLVz(fjpP^p*D1XdanXmH@Nxc z1eh*}w$P~@Hr|#>qeK}05)rFCfO{EmN)GWS5Lyk)VHD};=B5q*?E)5%S091B zWk(-E=wD1ZK{GlPd8QiJY(FLun*B3NP8e1RGj<2% zE!3k*N`Ye<#>`-W{sH@ard=QJW`Q|`7_ONpqASjxC&A(=8bGM2Hg&%+^TB4*lPnVd~!v{7eU z-7z+aKBNWDw>ZZ)NS9n4;^6@}_YC-QtA>>JZr`j*+GO(LlymTigM4I-?Z8H{J_C}B z>*7F(&i&V65)@X_8Lz`0oojP_N`Zp}rEHg=XJ-kxpe?auZTMsNL6;(g?_fa|PhMht zF8leWA)!}{wT~O=*y7VGtRt2|D1^EEmCU83pcl&nfyZ@vt!`0*SBbMTCMuQI%z0iq zo%+f}q3yXwXtSpW?6tDa?=+Wv&-YuaAQSE7s!!uGI~-|-!~9<*bHs}at(ahxNBPUn zOKmDGK(Z#Wa@)=de1c*l1moiLv}AyASU?^W<4#0%PtqCDIj8B*^iELwXZ)Wyyq&2G zrjNOFr~jxX+w5+WJ#;t*R{L6}kNSn{Xj?;WTjSey5+b76dU7In;L12qXL|a~!5QE< ztwhbhbw>WutoFn``P}%^>3%?a;u$^WsyLNz_rt5?+uEAK-8w!m_~ zh=H{3L+M+{p#=ZO_8^S-=Zqw$}K*9dY z$?OX5jjagh>qlXXt_+=FjR3mu3fY-10q^EtljgZC_b9G=c|!yA;{COLd2s)hpRk|r(!g1}x{UX0 z;BMI=ZrLFa+RlhRg0_t^*o^m@J{9{AgB?3JeN7#S23uYhnRslz@GsYx>bx79z-73mOB>kH1{>tRz zpnudO9!a((0YA<1UtvqYH2mRwPWT@#q6As`2on7^QE5~$`_;Uo3RUddX~t(<61fN) z!BHQhiqdmR(70Es{Z9?X^<_F$ZM(j;e}`XH6OoK9f@u!lX`3k`q&k2fN#CpXR1-P4lVP>$ z647|c?4s$S4rj=3j-{k>EGyiTm8WO(?ShW65z|dvCYNx&yKCo5Mz9jPXO4sJ2iuZ& ztMH998}W5)WdYr`#Q@3O8>-}Mg5Z4j#fK?u5be7+aZK9J;bLq{P`Ts6Je#(N_H$!i z&EC|#WlVBoenDb`;t2I?VRL|WI=s(Ft(PQP0Q~@P4A}0QwJKaVZ*7V6d3B%hPl7_! zvAasG!z>TndrO8R_bY~N%B|{kJ1#Bj=}QND?SZE&VNJL;Fc3WBTW*ek%E4#1NVd6s z_jfZRrv~iaF0LEZ?BO@S(s3~*qqu%mnL zN+1ndL9$q8BRZp-Wj}Y57$Y*GmT8e6^?uNE<}XUy5_+uSG~n1 zf>)C+c9wrw?s9Tiq@$3=II$rT`eDrZaSGy~k;^|4i$?0u6(wBoO;QV`8}YYBIxX`n zgK`>V3>S!|HX4oP$tMdfwm=Il^^jSLw~VdD-!%fK7pM}v6O0>r0?o=S^?|2tZsgo} z+TApr^f+)gXCz>Nn={|#wzGX-6}S#uma)@3x59WwI~j+bcC|LhPS)#1S*i!l2t#Z{ z@P@_whF9$y(~EGrC=>1hgH2#VZ$XTJ>JVbkL}o6CM3R;LTmuTiGAhr&#Ew2l`9vZY zKVfh}c%DKLRQ18Tuls6mEJgL0K6<^Wvk+U7-~4QaKC4iotLsg_R)YX;DffNs2=I91KRQ z7-s%rO}4|+!YxWNxWJ|wjQN>2hRlnse1HDmNsLscbs%4X9h7oi&eW6NuyALzy2HJv zp}*0PACd2z^O?h>ht(%{LsP*I6mwqS*lH}%okC^ux=E}kW5b5qk-*s2EOY1Ka}tr7#rci#(!SN*3Rsrexs%&)-#rP)-!lD@#8h_Urp!t)~-!G^&nX^Hx|Ao zP?$DP!k>SJ@lC)y^Ry%tjy@Zl%i`C))`Fe1uUNfS9&BF2J)>5{ymv@dVWpN6*FK{> zn|vP6>ZXfQaQ}gLKQqGj5vL*HB$RM06YOLBL`7^c2-qH+WpJQHCu*Oem#^#{dr+cp zFz>^DrlQ2;*pT?$&9J4_V~Iy-rX^8STRsU=)ur-Z;&?nV2V%yn)PqBul64;ewM#Ki zfFo}oJgaIm&YDL}EeiHtn!c5J z&MQ&Hu2X2K=aqWxbJD+TNUUYav=Hh9n2C#opD1 zN|1}p9^?;Zd5Vk(yJm#L0?R;)n{)rV)|P9kU()(j({P%anh2dHhhY|@R$z8IJcW6J zM60BCJfXP_j|sToR$WJ?q()$2s}6s2Ogg5-Q$oOUVra92uX2P~@Eq2q(e&28%26R| zI;>a{x+F-htdAebWN4#1ZCCPm70l^vkD(bh6B_0xeJD#gjaXAg`kQd1uYIkoPCF<_ z?)ny+{dD52G74D-xcP@)xu1|CoaRXVb?`VhZMdTKbw<*ne`65ZfMIPPEPJ_3{ug zAfeI1t+Yw>e16a9!P*_)44&O7MR^9+?Et?S-0l|Luf;KK8{o4{O24iKX@C}rK`0dx z*Q$r7r%c8uHX4JfmI`|oxTE7a*XP-9EUu3ztWiVaD55DsIFJn?o(s;ZACNGP%tVKZ zM@`JD9``F~&SHV!J#{V92$#A7=jkQHcQ-IDNM8EtyF!d2#gR5c0*Q;2T~ z8-(8pf_Bb=gc;*Qc{dPJyeOpj&jB?D{>S6-Kg5w@#w|`EC&5Em$}@Q*)6 zD0ut--w4GBX%6gJuUk@7tWvw04npf+ldH+reuWi%#R^{mc`qGh0J1HM{H{2FUTKX; zQ^|!pF}4sA1B15mk?TR}c@OHNlB9CN*{J)(1_dn4BjPr!|ivC@Ub`sa5x0L zI9O<;7J(g$?h>(R3$?PFsjdGWfSy+VdBs40f5*f0z7a++Lqz*y?mHx>a&nGq7@Cx} zExec^Tb1M%oSz>5_?vdK8y$t|echA5cU{UDtkecxtUKl=2|t#hX$*0VU1JvClALK3)6XG2MX z@N;U=<5u6Z(ThUo;~_P<(e2_r3t)BisjC>_AM^8>b7ra1nv#-ZC=0zt2ubQhBp3q( zA6?{G$r}0iH3#YueilPI^~s#%3rU)Y+jo+CsD%npjB7b(4jVN`2;7#QH`$RN!*L)R zG9@c`H8Mvv&MU`I^T_wzQ-2p9tC^So#JM#s58qRx zP#)`l)j>V?xS_eCf(epT<%m}?7|J}zH~pGE$}%>)0i2m7nK)Az^tfe2U5%VVJ3Rr<@DGD@&(_oF#dh5|0sd zD$;3I(OM|hdZvwaO8R@0D9D7B-bA3EK@Bu0un$-rmcd6t$oz^=rFxGo;BTIJQE;cu zERf*4{TdAUAG5N?w0&k~rm##5y}z+5l5NWt>AZb^$5X+n*xbdA%@B%!nBk}wTx}U( z&`N-^y2(_#z~kD-#=)i5}^n?x!ula_vkk6q8!&640~M)F?6}yPaGLf z+%RFbM*Q9)X-H1nHZ;6u!ZI~*3^!;=epxq0U1hT}p4Qg4|EPWZ=jSczOw!cuj{%=I zxW)=EX#I`gWP?t}QUD5ndv1Z?3N@@M!n=Gpu0H{7~1w zLF>d`6_EXJNDl)mz+C-?&}W*KeY2TrZW({NhBNtX=e` zxnc$E{4)1!^EsiYeSn_pYVzhJ@CcTycQx?YH+Nz^#>$d9!Pj?U=g$y=S@7Xy?&rj1 z*N=RK=j|*t^K}~Q|1NCNeO>Dred%toZSan}PFMc(D|V?zXhGYx1TwLabUJKf{@B8; zJJWwnok|Mhu079ug~Q!}js0#EKAIWc?({OmbBfQ(pLNC~EEIUkN4>=hhoo7fyk{d( zOhn2UYX~EJ$UE>=~jD*~qitP0g%^hw-hUWGsm; zoxbLiwsp1DAD}hHWg9 z4ZTQjuazA`U;I7EMpRD^ft;WoATP8*Dnr!1HC!?S0X)G{E_8 z?@*r1SzaW8x!VFDXEz}Zw$UWcr)1}`Vtai+0ac}w$;_12M+ZRjC`w2uf#s5EWpmAp5 zyu;)W+0u<>e5cwy{Kma>UHfGzyWhc}S48zJ6w~(SxyK6)0zCTZTCup;CGCIeGv;OY z$^R=qr>h{@@qsV>X{GC;Y@;H3_#N!*#}+lU`^lC##Ge>?^8+FNCS1Y+7v_p0q7o4I zxv|ER6Ny8{`~4?5kGzQU5&vm|@M4vuy`KR^$Ue@Kq|_#f3&b15Sx*+ObwH#Yekimh zP4xmQQtYn?>I<_w1rLD%DQbkd+OZ{^RJI(k5si;GD-S~0i}Je&k%2X;Lyj0L%*#1S zFmWu|L;jL5bs#DED1)Y)W-4idpbVa>WCYSNZ`=?aV{>%D#XlSd3)LaI*yIk@m?piu z%$ocFPa2b1Ns?Ki%BWdp*Rc;yth{eb&{$2PZEsJdb-x^+yudow7#Ak!73sQ8n}46@ zb=uTyQ;JFW0J%88EB;n_jjirT>-0n3^u*L7aGVkSt`WvFeqPs8lSdcB!YDY(PyJ^S z1G+?+K!^p_HSu19AVcCxIjSI*C0^#uTLSczEyvyZitf1m$fu%w8ZtPK}3*D%N9IZ%l@IS@{3s$z}$JfNo`s$DgsQ6G1zM|M8{?E87qI)Q4P&tWL$-VTp z*WQnzJ&fZx@m==nfJz|rYcq%Hv3D*#-D=nU;cs?HMTyCK!SnNByj6PBgV?mAVO^P= zrx+Mv`E8cwf_o<;J<~I{1wzUz)8oHHj@LPs3!V(uRUURECez103HH}IKNl@WS$ig} z^B?Jt^Aby<4!?#O>VR_Ea`@9#oxAnptzb)3`*efWZCM!XyNvSZZxCpD0(6MvX=X;r|}{|YLD^?m(jQmXMZ zQdm`XFm;?A;mx5cPmTtk3}w2D|29}Hgv%o4q>Te)JjT?>@Mk7PwIK8e0qMDp68D{x zLB?#ehw~}BO;jNT=_gdoH&|M zvDSjC4LrnS-F$*!olgKO9F#Ex*||(zN#4<>h==jO|55c$(V4Zux@gp~)v;~cw(Wee z-LY-k>DcJlwr$&Xvh$y{_8DVe%$s@jjv5nHkE*j7O9oUYo%@1(bic4a$G6JY+l|3G zMm>h>;R*&Z#IO<@-nKr|$1~hd$o-f{n-@5eJIq-q5!VO1g7g0pl)10_-d|8>H2-AK zFG$ukQ&AkDQ!Qce`+f82;ZzKIcPwPqw8L{-X!gnPFx;l)|E1-cH`70nDc&+908HMw zFi>yr4B(C@*2FnB>Je5(ptxU&K%ff@1Lw!tRn^AE`ogd6osm#^kZ0K#0mQTe_$#zd zP=E9R%`Oln#6`&H3P9tz4rf(t=_^-*IDECdw!-SAHJ-mBH7_pUVb^fKf;B|=JHV+U z;Km*E<`kk^q6~0$)Y%NF4h4UC^2qL94nkP?MPn8rt>4G-9+k#u=MPnVuw?aH7%_)` z-lysgjv9nBV~u2};a5{8lI9d6{#7`$K7ySOdJ^9_mODn7$YPXY%|+N9c_W(r-WFC2zOU|HMnXq?-+V+?Z~Bv-javUV9NT zEOhnZu>#u5Cf1tO9ebHPjx2hkin0;6W#RnmG4URm8ex)KTFr2MW*I$k;azx zJ@Tx1`6j5gcWd{BgV!J|p6TMzE^|^nE$|VFFF}KOiZ2;$Vl6ynJhAiG>|p2rC}fX} z3J^k^9{}NkbUDfsla=(#44o_MZSW-^9V^pl60y!(xjp z@-##70pKa77fJKq;23Q1%}ksjPz3t~Qgyi+g-7-qkmeh=!~Ym+{eFqf%FIa2Sr5e_ zR+3?hLB~?1{eqCujTi?ijzwP>!st>rKrK5`L08%Q@=vZ}$ZsOwX`v_;0XN8BQ~@X~ zSm-Jr?4RLY)Xs|%kRyBt(&;etP6kZA_8FueUl#k}mM81Jnsb{mBZb~^PZs~ufMSqU zuEX(t#v$vv5x5KU{?)D(-sC>~ldEk(cgFx$AyY)60{tgG`_J`C>>wbZsvasI9rPtSK-tMIYDp0VsDteo5%0Wp#!#+nb3UT6Ea05UCew13-%nkuD5!;-7jgC(f)h;fpPYCmpnu!HPPx(NLu=Rxc zxL7wa=y9Oo> z5?moYC9oT{bcB^X$_7&R{tZ5|1m1Jv3^B&ydE(PgQ{t{&rTp=ktXx;x0b<579CgBo zmh+h~!M4ky6k;(SkP*Ohy0@_uL zrlvoI(F#4G5n-iA=HB%4Fbtq+$hcQXoR8#FzeBC!Hq;2|yJFPM&lc{MWzNZb5kxM+ z*zH~yJ9s~X1-PW{Xq%T|g+nkfSfSXPr#i3BUn4`wk(=!{=qMeRNF&)tm!nGyR{>;X z2=q&+1WaRLB@mGQ8e)Oh7c_y34J0}A@P0Z7IYIj8u5hH8M!Z0KNArPE)KBH9%q;9B zG2N&4&I2|_WJOji{D7-O?93FS*T!K#-m+%zpKt8rJ>R_4l<@C(NTLctlWct z8f>s1??=`O1m1+pV01pv5#WPH+uHt+ZT3040S7M*s_TxJf-5qy9xFhk@GJi!#1 z7UCQi;-siu>#xIZQ6(p54a%J>8bRM(?LY#b4LSE7wC`-2%FNvl>g?<#2@C1$wEpVQ zB)5QmR>X69YVw>lx zvrTTw;Ch(t(Q|fmczW^Kos5ERBZ6BKZ!6juJovn>tBN^LU%f{|)kQb;3BTdQqt4~F z6@NivTi()~CnL>b%DpJ~7GTtNB_L0=Sg^>jwX50o4w#b!93Y`SK5{|*s0WEB+m}ZR z%X5J)?$Y#ZX$;)(++cKEcEE1_H4Es$L_h|pvoyd2%|$7P19ufP>9{b|WmsfIDe8>C zYwOxHbfKw%`e~o~CEpM0eD%7lm>$O>6_etWpP+I0bs+O6Pt>bxDZ{CveJ777#3=IO z$thngugIv_n<+~>GFP0x)ZJB{vY%_BM1ZlmwQslcb1Gc9R*YFQ3K#+V&RoF&dKl*eBoAA^#;v_myZ9@GgmiNBC8WN z<9>!PMePJ>kR)etEG%~eR3=rU(HYxL!r1RXwIXIf1;MkEViPY?DyyBQQDE$F5 zD^`d*^n_lhz(^IKFDGP!Q+1xI8kv$fU0VqpUnDu3BeArEk0xgQ=OKFQjWu{ut4R)U zJd|ojK?+ZwbGc+*Mpz&HvZC50;fZqdde;9|o%giMI@J%CQVB0Vr+CrNH98C4mM!3HW3>zsPa;=*$fNrF9<&CJh<-LTC z*S|ni29uT5Y`tn$+xboqB6&lH8`x<|X0%7lx51O&$jtpK9=b0WS%ta-cE=dFE|W2k z65Gur>NnO16Fe?Fg-Hzk_nyF_bFk-w(@A~9AMQTP7sfG9Jp^T}U`PYrKZIEEZ({Sh z46*LC_EkiPKEaELw@eu}52(MTX9w#2f@YCSbhps}x!i(IgD00FqCPB`1l_(8)w0D> zI}Paue2yoGzU1c0Q&12qUCuFpmVCE8z4)MnC~~0o26@haYS6ksAwVu%n?H!_Ns17j z%OIqXENZxT0w;G;K^y5@289GgQtxvK8VFw1oN|#P8#c`&@ldLhOe@o|Fd-XwP-u8zttz5LlRae_D1@Y>o6I24KD0Pkfo$())uU>c^5>SGzS5D^NjLQpmb; zAP-2dy(>_D$QkDUUpx60%N98Th_EFLiNaiIx$7P=WQsZ8Q^}P2Z#dT5s!ZMlG+NK1kLrVM~39iH$*O-d-@6BhRjEEC>or+lC}G7l1i ziuT8{I>kf+3`3~MK-#m6g@s4o4&sHLbMabfRNi&avSI3{z|I|DdPdmQmfo7)x})>c z5&zyd2TXjJwbn`PKd{4kr4wS_*oPYkp=S2qdKPf@D|_>IcqO`yco6}lo&wIJj#t?m zM8w%L<+@7m@**04iC=5ca!HK}n^Yg)4S?h`X_C<=l|*3Xe_I+w%!(weo+bU{oHU-) z(Dj*o)u_&=j3!Vt%TP=A04Q^4$L?Cerg3^P!EIPg0||9W^a*1{_I+ zx_=}GR@iF}Q_=dIPF;1C8c>$`Y{0&eGM%Je(0ZoTv^21Yr^o+&7MEGK3pkW%4MxSZ2|l zuU>W~_1b1|G1G3(+imwI?3!NziUlg&%-Zf^Jp*ZaHP zJRPy2&$sq@{W>ah&h>J1R1IB2Tqcn>)>~n*!}+6EM<{mhGVYINW9=dDgFA{D@A1^` z%~2Dhe>t^8jyAv@sq(F;9^7Euq9dPfu|BhwPr5Y2x0lc{PhJB9WwxUDdsf%s;SJ-Q zAax=3wP}U4mlXvnJfi@{MmZ2!L@~AtDh6rYh9h>JYj#VC*Sun75S0=3+^@(a1>s%5G%DlWUxo zX>tsEtb(7D+?nL!`dml`1+7UVtgvM6 zX&Nabu(26l3iSD3k&>7RMAp}a4}(UwN<|YAuGltn>vEZ}Y!-?0e$&W$@@bX2Sr>o3 z`wiu+xU<}OqLuy}*_pIlklNZFr$|zE?t4-VDpTf2QOcz@48?KC7g^WDmMG<5(3g}Y zEvK!NhjX=J(47OabqbGi&Px90Yo+tVHhW=%ZzSH`&>To(sC7S@at4jg8dnY*vaIuSyf;GM!K%cx9Lqt|U=Z(VU$^ zWJI8vgzn^xhPBd|DpqzuNgm(hzGpUJYv?rU{oj?46P<{L(?Vb>M$s_68$ZMp(4%fC`W#s#nka~Rr4_7mzYJ9u=Y>F2W z@@T)e_viI%Uug%p#N45wiSX1ZS&T4TSR!pr9}NbLxxAr^+9)prsQ}TP?jnb8fL2$8 zkhFS2s=4Pk@w$S1C# zfT0})0G>;H+yQWqbm2&-%iG$V}=vX;FwEVXbkJ0*!W=q_1tnuDh6cgkNmXFRV{ zETp79Z43gTaHTaZlQq{gOue*oQpK>|4uIjL2r-Zd2B+4K zOcm05F?`y_ol059MGb&b4~Jbl%(m~9BV$6X3cu;-0FbjU(eIYO9(iIX#f0nvph>$NV+v;Rkn|B&IdyZ@t|-hgn!D;(wPX)qjXlLSABguFr|tD4F9 z8Iu!C5`=+(o!S6$6GdX@$h>(38FivXk$@q^e<5f!71*I__~|ni+D8nsW541|isRa- zc%xA;c`LPHb&q~E`h1PqA1j!KL z16`cfV;iH!A@%<=6jAfWJ>NXzWAOLy&p7W8yRjt+1~3ffaCK9eBxZKCJ@z)Yh(utBV47uu*382kwvZU*z#Lb05@YF=_tfUW~399ZR#*zx_d(g zuhmcp#$z7%^6^n%48Nfs!AQWBL3kbMP>pbOGS|)uB39CMr|s3KGBldk`oho%0o!w> z#k=;_O2zTs<<4czEW2LRjqSPTRxsnjf4|Lt-zjOl6zk0S6S292V_H6ywvU!y?6g)$ zzZt0Eq7k9tLh+#wn=NYYXXv^}NYjGXUNqr1!4arn48~*6+9=+QMEW8Zde(Tm-|}Hh zMB3mkxv8PFW<+@>?28CFc9$R%k~dKj<)B8Wq4}}1VUD&TVWSSng2HODj8=nJBHNos z@GL9HPx`TAhIk0ff=1veJoptrpsqtuaGh|R6yl#*fsK85 zdBFJrvWXObX_o4RdL!BA*ZQ*f9zAfJb!lHZER--+vYh(Aho5slNp4VQ#h|Svo$_gb z1sdXfXQbLN`reG0{Gqt%HvnO`NHScuE>twp9U!XQ!{+9o?@zOeKexv=da9Q<;kZxP zU6P<5mqO|zy zAw*0x(){RORiB=Ui$B0fZ{sO29BQpyYz7_D&4_t*Rcrs4=qA7nuB&wTpRG z+l+Yn{ymIwT=RUpMsi%I7RHS=Kd2U$G=eEzW#@Q>WYJD{U8;}8IUQ{HCgX61cA%L? z+1M-tXqhs+QY5b&_NFPb1x1`8i%U;x7gj1znU36C6HLd#nGhB+zJe*O3@YS*y&-6j z>Fxw$`{cuRfyh4L;$>?ZOkm*1t39nflfFK-eQGQXoM7hCxb)UX1{6Ri*!Q z^rZURYtSeg#Fe~zI%TV<+VUc=@nFanhHD+W+)lOky(!%`&t`NO!azK!TeQG3398=M z4)IXEGU~Sh3jWiqwL`c)16||oY=U-p3cPQC>J+Bw7Vha5cIsY~_y<V|=Tg~b zKhU|sJHo!mfXucJTz^2O9t+ObPfp6+4jWx98Fys}u#8we;A`G_DjCpQtuQ-ge+M)q z{AE$~wti2e7fqh(B!Yr`!EhBGw%Uh2sSjnNf%0F+jHE6!B^`4}6^yR2EFn|bfriyq z`pzLm&4GQzeHc6t9RZlC(8kBy8^jyZ-BAV8uNmly58u?mwn#U0d|0ZS4=l`cvJ!cH zXfBtqPZ3X>?6e7Xoq2h0Os`Au<8#$XUc(2F;Ho0|ke4Yz&2{0E$VDveh4@-cT?fN8 z)?6&t1_G(uZMI9hIM-rKLp$F7gs&%9c@#~nkaNw0j3N0;j2AXEO2Fjf8+D^K)<@JF zG2}$GnlMH|CNsb?rxgE22a0caGNh@nbCDeK&}bM*s%GyA##zNkyN#ODf?#a*Ju^tq zJhA11giE{9d#t0+&mLdF&}E9-dZJ*jxG1b^31)wJCe-FQr?W9UT=Qlrua0%v!YYF# z6HsyJJ~VUc!Zva1qOwd6BUvBuC^i~ny;IVEFkpYfYnQloYHTs~R%epH%@P^kLExHp zI%FPySUuaH5b@47^1*vwAM9k~bR-74I^M{^Z;j>ygS=qbEyu*q(IFq&8@PM!YGii= zj`Za2pYm;2|b+l=J9XkXNO0EX3VcJjU|b{&S$jqYf$#gz^#&DaSXr$WGY z&QLiId)7QDf(tUq--*vJgMVDe3Qho28v{~WUPR({Eb88Gtb|tL6-V!)gVPx-k7n+Q z6KWq!FauMG18D&_ddSA@Sh+M4e+mq*3A{o`t9t@_8!Bm@VVZe%30pf zZ(rta){PD!XSZ9#$JRd~W}63|^O@bJLH;7(36wLiBDe`%XzK7p)l^|a{0>vieCe6I z=j;ciPXzxxTsNGryw}r}eL{*Uzj};hGqHrM(Y+KU7+?Y@c8gmWzdGG1=9ArhF`6Sl zEOkcfN0DhULFq3=GrNv3BP0BZLt%JS-s|#>I1G#bJ9(HZy!rF;j>lbWB2ach4 ze~rn3-$84O5Scw{^$RuFlkkHWx**-)=LC^L<#WYj8gfCjG0u4Ce@`ixkfD41_|V5hq}G-1RG?#9s=I zhMN^Z_DHw(LRFXwLYQOoZ#i&OPuLZ~4X4rr6rHNrlg$`PrjdVxM9e_hTnS-9-UJC3 zZY;4sJQ6aMP!~#*hDIK-p+Yw@G=egc;uI(ihjJ(&5w&R~-cR^|K{l^kt7kH`+%FMg zU6{VCcBH1M?jsX3aGAEpgzy|zXUIhZra$(_^{{$ftMBor8!`m~MT1@9^t@1Y!pFyp zb}$nGmeE6Nd;TqF>G@w*$)mRT`Fq;OvNri|3-8~`CjZz;?G^v#1;4^%{3sskGvz=( zAaC51ha``Hp=kF=crl+}8V)(_@RR#^)#$3zz?!2Xun+QG5xVWN!YiP0h!r$atEO}) z^G4?h3mVl_f4hhth28&2Ln<93gniSRVYg?Gr9cax3&)W>85Wt`pJFPsfy5QaqeNp1 zt`5DL>^lXpMp2PgcCLc#>Dih#YyvsJKv`V_L=w&g9KMnHM`9H-aW{Jj+%cL@u=yh0 zh%)$X7T`DFcZl3Rbe zbxx_+ztKe?VDVz%In>PY%51R7oNhzXfAX!WB+v9X9D2_-`kRWA8HHJ0eedv+tj?-T z>Eoq0@9!JF++j{g3u4=jLnZ28`d;71nQjSx_;Q9#LL3-Od{PYLUR!c#Wm3zh$N)Ak zBrhE942*&U-#*pMHA zKOf%|I>7L2EqsUVPY_9lY{I-oQ#M9thuRV18gt(XWRjDLgYooeuwak9sX3}ycouXe zs!qayc~C(dh^81P)t|p2dbB$;w@kaE%Ey(gPt?;-FC&DN>R1CRks`Ma;EX23B1kfw zogxf}W^L-2UB=;4Tu$u)lQT*tz~T)OLAAR(%S?zXpIp%f;k%qv2}a@mGWIKl@+lKc zl`{*Ffssp3tVJQZ^*J=C2DLqDP?>iiZxH;!^~WgTjIyuVhN^NZl`NIwPc}pnpeYl= zeb*N&A34y%e_V!8Sg4px!50f-$kE$+K?HAQu~`tMcNK- z3I?7n92EA~W&bb}JS3{zliQ(@i?VK;Uedh%*O)%jH=ZHe%pX-oFLo=VWmbgZIWpT- za_aD0W-SKN`YbNM{MA@~VB&EgHW} zrI|weij@1*g$~EX$W5_J2YWaWON4!K{xHBjkp4hpz~3#7rFq-`v76Q6>h2Rk`FQFO zU#FSNl};y(5sbp)SDDjahNl_IBowX@Mx)NH$`IoZCaMIkRqJ3rG2ieKuZh3r1F zMznnDP)TbMuChmvfaoD0KX&H%lL`Mq2f0y{ZzcDoMGN^&%_2O>gS=T;x=_CyZLVW` zv4&L$U~f>n6{FN3v85f4AT^LxxJxA65_LpOfGuKn=Xyb2)Titi=IEEYqrntFM_4bM~ z2-hmnPqtMy%>#LzN-&siQUxYsTU5!Yh{c230A2hoh1BSFd}hHC`;#tLCZSuby+!C`5@T8!Qa0wV zSPB5Av44b-VM#GAUXl<&oil|&gb8vJzZ5Z*{-6#73e0z`C=E+21;sl2hKGvt5C@o> zkJw@zQp4UZE=_nC@C$uYtjK_CRLE9^-Jv7AGE1xAGF#$Ek4AL(2t}4X2}P{pS%43Q zx&zIIsWr7+jX)6>u(ZZHY{MtMuzDO%=uhI*f~t~}o~`txdn+&Nu___!F|5m}m7>dc zv=mnnhk)9l_$_9D_upXYsVHT9{Eo{sE~ zbDbO=6D}Q@iVLG^kMigLu)lTmZljRKG%M>BE`5gu{aqS^jeqLte@C;gHqd)^E7v7{ z^-PwY$lu|q@8&8NF~FCPc61NBo#aO-ztH=;pwl%nK;^5RaQy%s^=N@P#G-ehB$*N| z)<`sy!Z|j8fjU?UU;zp@5vq`Flu691p8vAXi`^+WrD)brBX3Z0X5lHArjbS`2Naxs zsdmU?rVNEgRbmmpL2HXJNxFQ*c;lf}*j3mrox@Mp1neh;G)Ix20J6%sg?`;9#WI$+ z1RNUl|LPxzCw9v)M}F7lQ>ndbKZ=JrsfbRT=87dcgjgg#?3P3+KMlliUqMO92aO#b zF}wD`AjKCE8qb?lysII3*s#}NCBzo>dV>bo|2Nu|F7Q-STTW;9+ygz99#chAlZM!s z8w{0^&|SHV2w~tsNRCk>W!Erga3h0%4enfvoR$Z`$wp7fSVHxqn1m)}fR`bzZ(3;p zg!cGewMfV=ZZx2OPX!*Thl}IT+Ky#q-hs`~I@-P^t8+iIGtY%O+nhB{H=YLEt#|)# zt{q))q1K-cIu1aojT{1oHjXuNZ}YQI*{VjcGybHGSTV!%j-G?~@0efiAqp>Nj)`H` z0C*|^88dg8@^tet5P{pWgBT`7#jq**Ij&ZNqxhonC>O=}jIFex8^|M!7iRFIYn9d--5brbCz>=^LT`s=tBF^I+%Zxj1VP=;h5)Rt6$Kq;kd>LY;Sh8&C+0 z{Mc>76u;mU{82|iB0592VaArwBQW0fw;6Ke=M3#O%%9A0(Uis!_f=wey*!*OPlLa zW6X_Mm=gG;U z36O;Z+9L$F+7;;kn9_w*Q~rX3Aq)7BVn~pI8OxV;cdG-jUoIK>zHFHW_n4>6hi`lB zER>xwPU-bpHm!C>6!de@X!LLVX3Q$TR?OTU1Cn}Xbc=8y+bvc<_gut6olQ4)PFZe zL(`Khi6jH$!v?ZtF|)A{=SvQ})*@e;+>DrTt4<${3$L$ccAVbWhy&Ak1+j_!!^hU0 zi=z})k=-}GyI5FMF^I>521>YaQ>Mc6B~W&jGU5CehC)=x@m$_tg6<2H?mdvWp zL%<~j$2O*sS|eqv1$zT`3k!sf4(wYafg&9G9yXft!tPjO^9ng3cPuKP$xciOZaV~U zhXDRoiRe}dLJynO(6##9eNP!=_M>sTNS?*RkQeLFO|bx<3b6~bjuZfgSsF^tLC0>PBHuMj=e)Cny=L>3{<~9vvxP=!^W)RIJZ~Uw+xW`MR z^C7_CdEm@rA4&Q&?4MHrizJy=FOqpNQ8?COX)um`q`M_c=wssw_-e;u zbWn!HJ;m88CA|j#w#C|yM`52rZ6qaLX3hb(@>HGTnE|2}_vz{KpGD=Kas;jon(vy8 zzWKH&y?WGD3ek^9vyi9kOj7lKWtvsQs=6c$x>1@=@iflyCoXkzm(iE+IOL90{ZX7Y zTZ*?k8^`YZvQP1zRWTdyaG2#a63o9;P5nqU5s}?T25(zNyl4|2975hkQOBvpZ@{S3 zO83 zQ|R0Gk7(cvQeKp{WN+Ss$+yPL?Ck>G0<)hhw?q8+GX^)EApU;F?UgdG$d`a69WyMmVXF~I;vIp;W`C_IS_Yx;#Y{~ve=SRV6#N-bZ7HIS=&gczlG@sO3f6X;NL#O zUr|oThT71_tf(4DU{awJcPTEMTG}sF4DPTF4Do;kLQyV@#EqEQ0e}<-%t+%SCX?JN^+u{8DKKZrlcevl9286*Ug7$-< z%riXO4DsT4{}LLRTa0lQOYHhmj1t0*fx8iHrFzyqLt|(eugs;PC4w?{>CmD`wocHL zxBWoHU|H_P|4^269DBT6tb`&j0?O6F{>YQ;s}NEPaI5`G4vnNTdq^iQ#jspcCb(K) zxZML*{Gc|_G4DTS`9g_C=Pk2b@xqyqf1u3LgH-62e6idwssfglrch+)c;#@48^Uv_ z^c{~t7Wn_<-Oi~(C+W8sP#hw!(G4E0&UJO)dWc)vJm)uICSPB3csaVezu-7aS%Mmq+@8CRn1L%|LBHstN_oYHte1sY z@Xc9DK@9Q4qu&;AT1ju1!ji7@Xp{VH@39CU{im=w8Ftd86f`-BUVQiF^^@FOT%T8k z9nKhgwnORL8-Snd`$Wp*XLs#8!-D+M_x;L$#3Vz;pY?4a^mfDVybWi{fWL@Bz5({=h>@MP$3Un-tY@J_fqeWRqtkYCYNVw=Ox z*4d~E!#wwFFY7V`7vy}R!iJ&9@B`m|kMb=O?M^;Gn$tBXrB_M)2dM_9JKMtki?bl! zt9if5Mkh2hZI-E|nGN!lIJvghWXd$Usujut zok7&jJ?l*jW{N~ah%fRrNXN;+-b)P%_YZK%swJE){b3)BH6L~KM4IXhhWZ#>L1=vJ z^d0h^Vhl9PIn@;Vh*(rw6)I{`&BH@Rf5UHLXWU*h>dj=^MbEv{*9^~G;tc>1EFVQMiNcBOCN$8%N1qlP&nIm$PT`l zg72W1po-*w<=TbGl-VVYBJsIkhoO;umMtXtru^rU)2G^z{qe?SRX=>}A4uWRfZIDXudGTp)m{+WC z*gVjP``hO$-pH-)qBfT$tE6k!e1(TD>HJ&@vO!-CVcF<3u_(S*yA1^!G0htSI3{x5XeV&;pMT%rpM?Gi!_ISN$t zfX8s@dL-TIOqTE0Djeyw`R*Hg!%!I^c`pG3q{=>5yxqBP5-`3@-w%Y9!Bz4!HH{K@ zj5DaWDZ$^d?in&%GIr~)oy*PdLVf=IOcyQ)9mK1(!lNcA4!ikxmcBq-M;i>zImD)+rl+C*-H5EoMBwGFd$ zF~#7aCC7L>yU)0IWWK4n`y<;<(I3a$r@fpWH&_I(pLZ{lb4(Qms@Gu z(45zyI^ft^$yAI2S!-^7>BqN&-#*9e5!!8PO=!7}k6(9pcQ3d#VY!Wy%Yie$fs40z z#VjaOBpu&}naS*$qzaAOCzgxKWM^aV2Xwujukf$4?;fh{l=nlE_OW`#XgDI}IBSnl zq4!w4dp_;gT(n4^Eu=V$-q%^issP+(RmNT0{-h2)6nP>u*%(vwzrr^uMqJ@_&Q>i25!)-L_Qwj(dGccUJ9wKlNgz8QgkiEszS{h2dS$zR&WJ`8nLR3&*K}#t9PlWI#AnN|HvaKO#3Vy?yVC|@sz9TkiGPy{! z)QOepFaj=ot{}&l1m%1-G9B^v)y~^LnoJw8VmR`i2ABiIUGxMn=(ogDlKeQ_L6kb; z>13G^FNs}MEypwQvr!y!#kznrBuGl}eoBM!@-XCh=T(~1T+IrM8r4-h*^+khEcV$t z;lf~JEG-O<3`$B+ZrPbeS~Jq5($RdP3AFL)ymS~pmpRQWGTG#|X>>}6FMTw)$@qmf z>&#-m{h zdAt!;)I>Pdm8B7cqQa>8L&CTvZ??`JvhZ$5aD-z@{J$>Ew4rZDlK=F`HeGEe6!F>w zic38FsUmZPOlK(PV^*v3l_hQ-7i8!Q7497!xGvg>z*H|ffyr<%tnX3e=i!^>0 z;59~}w}HykzPHJYM9(x_qR~uN)?#0b*<}yr&<7kbE?HKCNUIs$*n64JVjYR8EjZSa z#0-UlN-Y@a51iZ}`m%@B5aSL0RDU=T(MFkODr5k5TpA;EFGm@l4FEprt zI4+`yl~y8&?q(s_%rPo&88Y%)WE2FtVA-@+c>di5cN0=DD=3QBuI718LPP#+4bLu% z(8;`M%g6s(Pg4SXvS}IV8EQ093NFm}zR3^KpIVAC^l6IA-#uiaBvI{-apT5oA(*I< z)HebbrIK}?@8^uj67FZ^a1jla(+y+gi^an*Q(-=1z8{!FSg6n2Jt!E$I=p}3Vcok4xDTUXJ2G;J-Uq_F=&{8wd2A;dEay2+{1@v z2xoa=HF{S)u-3eJP6rz2AF$+1f=X0$J9AFaOF9g8SPvaqNIsg)(BKp_Q}2S>{$!C+ zRL2XPswD`=uFlcHJA(Aqk-&*D*|!|UleRWYvJ~%3i!wvG$PDmF;*>Za$O=WjI8@J` zIvkC-E~$=TI3R!Q7ibHn{fg9^LJ=_;y-v*^1;=5TD0@JZ5Q@<_kBqy{&w~tg0%^Z3 zH&Tf;LL*a;;4un0j6VnAu$oh*dnP?n;{cg+s)FW;0UxR>rs!N8P)L zv*1ZlFc`ELqe(kfaC8l(es!yEpx^-D#z8{>$ya!32p}aCGgY+${N%m7nFu(jahA23 zkEuOuM?$?E<$648bq*tay(Qmp@+kl^DJL_3&-)o>WCiD*J;N#KW!N7>l7N&3YdTzLHO@()p2S zahsmWm(+Gx4zo}spEKu{J+Z^gJQXO7lxhl%03We0WP7e(E~MI!1p;2R04 ze}Ko@NoYGyXbp5!2Z98vn4@=)2ydq+0c$-IvU-cj)9eC20vuOdrVLRL*Q&6M55!<6j1i0mb5;X@AgXZ0XR?Q`#?y4wM=Q zUAc176;Vi7Sz@|%sG<_TYP;(@6)Gf$A0nH?4I=)&A$^|Ml`cjLppAVgvr8H~{4pB) zy-hTYv+RtVME)rbvD29pjYlM$23A4HdnYgKOM4>gcE=IuRI_OLawXlTpD zfN;pj{tj3)!nsOp&0j;H_q@s6ehZCz7NXjI?GpQc={LQt-XKyEt)et9q~ixv&!;In z^n0nZ?$8Y-Th!u5!Ov#btpzYh7ZuLGSL_@41`CQVwiab!w)K%uY&Da|lX8Z3kD-7i z(0+OkCcg1Q!VfhRxc8>AKO=tGvL|6=r;OLih9$Zxq4_s>F|%O+f}yCov4kGY>JroZ z7#>u?KhF^~Er8KvN`HfO`uP#%Bu5d|^KBC8`|9Tf$&nL=zg&$?ukyba;g@&+D2;UJ zlXzP1gP&Q-U!3Jq^!r$(t{>{jZ-3qw<>*o70|KW*E_Rq1h=Gsf9~Nl;*o(^>qe)_H zSW_|e*H}DO^g4cc$M0M;4u+6*idt-{U*y2~fDk^0TS0uyi@8Me(@}2y%B2ekb-PD3 z8E1IOw=C^`{=ER_SV8fg5Xz6S0M(<+v#_$#mdDbQpe?I#W4D?hK9XgEy`dM^Hj>8Q zbbgYKe*^4)i}j8h@v+Wc{xzPB%l-D(v%Qscn6_sA4gOn3>npDG<@?iDK^hbc6$k_p z5~!71NyVkA&lC(82&e%J2nYuV2*}mW(U@M}(Zt$`-q_B_#m2jc$Z)mzKn4iS3}mZ{3CWrI#pyuqDnmGDJPi7Hy%^h(1YBrR5>sOVM_sU+Gfkp=g8d|vee`G2by zv>HWh^HVjip9}Z@t)8i!owKc-vx(FHUq0C=L3j{CSkW4xHrEKcD8~K?TX=&9AUHJw z_+SM9PZy2uSI6^LhtIt&-v$esgMAha2D*NZWI*7sH@A*~?h*F<EmtDl0LP3!-O@ zy2xWZ^Qj8eI6=)E(<7sHkJOi}|E=*Q=K41ThK|qwdrn%W;jdRvARvDpARy%bdrn&y z8-R(Ug{|3tC%nv@wat`34bdMIS{sM^VCX?ytnyGUTP)vK86rTaC_ci-61>mQGdSfwbZS@m?)mRHC3XQ@@rjIR(&e8{k$W? zqlP^a#kWDHro8K;LgV-1VD~tn*|1&9M(w&u_1v;W9X_?pHPueFyX;-J=dipy;>++} z^!D^?>%j1J)4Ev$4c~P=)welQde!>DW~oH)|CII>KyfYI*0{^y?l8gK3GOy{aQ85{ zdvFT`hv2TkJp>3&fihqCRc~tM)S0eYyQX*d?A~kjKIagk-Pny( zoo>DMe$%(KcYfq{y8sqOn%oWff{$mux|mKISjvA0;$g0lDp z`O{Zk2QR1zjKo5a(i_3H+Mc^LtQBGUUE~J1Py&VrQb#5rNDFnWUws3)0KZLECO0U)$F=E!ig<_a5DRYI~e+1-~1$ zHW>QKUv)wDjf|hD3EikOH^}H4N%h)*DBB)^R*j>I0zcv_VgXvIdsqe#F?N1s5Kb{# zqzX${WJQ$8L~ixkkSN=Z?r@_aSCg-tDBzAa#mjrS$}Rtef2+S?H5%-G#7ZoTH1%xk zN-E3?YF?VoWEe|wEqFw4`cwc=EEU0+GC1Pb2`*-rn3$Ff0y3g81qCB@a7b`~ zVGzNXfP#@K*gUxUE#QwvkyNyFIVD)=E(rx13^myvbxgLT|I=xhVqtM0qOn;K3;QJA z``xIaGf9gZN)F$+_w54;hX31UlC0fFKZ2FZL5R^E^EV6ohaC}y5AeSSikoTnTWm)g zcSl9aQPEa5*^;nf$XRblZl})eDozWxdm@}>n}O9)4t$re1B5Sd!DtQgYoysicRFhA zDpMmB`b|C0!DYW7l)lKE%qkje?)$R~z2YWIg^V{wM4=QxTP=?Mq$2IttHPn30RGwb z5F$Ve=LT0^%*)sU=1Mt+NmV@qlkCvGQyc`_;As@7PuzkVrYF`v!UoJR1qxKpQJo~1 zU??)f5Ue!Z?#Kvbt61Hxgs0CCn`gEh>REJyH&yYjbb$@{$u?NA?&U2gyYs;ht@aEY zQ%Z8$ct_sxWbtC1YT#gz?N1_(2KW#}h}1^n6jX3gQS2b{cWMWTGqjFaMJj!%8biEW zKE&6Ft}h9kor#;T-yTZue4w>)v%N_8+L02-?ZNkUV1I{SZ>mL z>gMClnle|A?R@a1VnCwZ4?Z_xluk;y2-2~zwOAlj!JBSmv|fDE9&M6ebA!>ff_#); ztnMczq#Ns{fkqgE^odLnIcoKEO4u!O$U>f&y09(~n|xOd`${@J&%;$aa;^5A?4m(( z{7nLzZtq0i4ir&q>QAE+5bmeX6LG^8SZ{Hs%1In%A$U@>g+Aizj})J-@p>{RhBu@j z;!MQ(PVDkFMKaEZyS0eXonEARiuGXiqJ_WcEilALXa@qNKX{#n|6na8dAduneS`=} z7^xnT{TyylV~gWDk0n^+Q$=h%(3)A(gX(%E&oDI^@BYMBd9H`(mBOc7yET%cMbuio z;E-&?y(1cAx&E7u0xVmU0!&$Xc-vbTNa0UtuNRVN@q<9JIJsv9agAwhxZ7p!i9W6A0OKtyK9cX>lkNCIadvGzzA?&&bAg9?R&ChX=!yOP;U$xZph+a* zEhE{56&Wx)>ro|H2-VKk6jVa;x;Z41Y~+&i^0~1|xQcdm{%FIq56IgYRz0g_lVlmi z)}ZD0!ov0yFCgXtZeA(Kg(Rlf2P76Nbjg}xf<~y-WlHX+oq)!^m>{AA2QOf*Sl5^L z!G|)uHVR#H?}L#Li!CupWxI&*7Tyh$#yUicv&h7Fk{_3cH$P$)Ucp-AoFHGLVcB2V z07j;QW0=2>ZJcDZ;Muy@dn7GwP%UGc?wKMH@d;_Xe(;jM@NwLUX*0C&_+nGK5vO^v z7CJieo#X=TC%SiRqR;Kyq|-}&sSjD=$aUKW@F>;@-l&Y%a}YR^Onn9B)+NC{!Uhci zDL=Dy?2O^6Pcm0rP-d^`raxF-3nU6-Eq2)b5p%KSQRX}Kn0>v8yo1p4IA66vZk4~fKcCTKFQrV>gm>~D_h$aPM;i* zzT^8zh*|Z(5w0*CejcMobm})W0iJNuRkKMq`7(@VcA~TNvMa$g(}Q(}Nn{K`Y`R?( z(CU%J&j?1^3q^9pqK`vJ^OB<_2)i$|RvF%PQ}X!nvf36LrTiK^sA3<~gi-p~MQ^)g z$F458AB`Fa5;uCEJ4>~2mL{{G5s-@B3 zHwv5U290rjI+}%ZMLL=NQLXk1iP!Z3mL+IS&Dv32YeHpbO zRPNW_YKZ?HRO)(d)4{EYj;FsYh@E8|8T^p9-lBf)ohj(Z-gckfs&H;SG};I)zPl){#4z1H^9y92%-QWQoS|g^cWu@Xt_#P9($l zuri1@3Zo#WL`Ps=z`wU&qW#%WVy;cJGHKo64LW6O$Vs?y%gSOkbVu>P5g~$XLTRED z61+;R&J4!&1oH8X?apqlTnrSF+Z?3~ZGYZ<{2R?? zbK^(kSZQAqmCY(pjDYZiZx!Yi{TkNjvM|K4{0MUVPET}dtFk|M0LB(&7F_EcG2;AH zTI`HL0m!Sdaok&j=EcnC^}6U0N%)TJ_sr!J1eP`K6OomFqB;MeIKPpw%=k{bAXb!6 zL)cA_xO*xP=1lb*woy<7TP#9iZGhX%`?jzitUsk#f+wAP@81C~p7(90NJoi>HHu(Shhl&0)aM zf!q=i+i=(F*rOA4`@OL1(?&V_AGp28@;S2b5H68n$U<@mu!}oOn*wkNznMrF8Ys8a z5eDR}>jg24CJxro7CmAo5GA)aGrg)-lGnw4J#5BQcGd3{G=&a`kCeV6WeJ7H?@;Ox z#_K&-`fBneyYrh^kmY{=HD(o%Rvm>_b*{02)Urah4I6nZdO3BA}Y=t29y(!GK^1KzO>j zy;}M4yMvH=`*-Q}bV*+O!~5^=U)r?l{BTLR3q=2#21{3)L2VSA^tB%OWci{SyDr5_0OAVHn`|KrnzLpEDfQinMlzRYgy?imz{?>6>HCCes-E=us)$Mm$w9 zywM(zl8>@5HTFlpJG2NA5{VTnzEvE~*@5Iwemz_KM1N3)!_i9FIW_2qzH&m%(d~z9 z)alfY9K$M>qwbPYcE}bCkv%!2P$Yp81}}rYq@SP1Zydep*KF;Kmvvdh)tSrICGzpi zFcYfTE@iJX1O<5*R8u^)i#*@so&x=iHmO<}+R^*<&awmeg?4ooMP5So^`vyK$#Ev?%OX%FL^D$b#-E+KG#5Sjm5^#r&14X-^y=)v+N+5!F27W^9~f7jmAq}d>7*_B+0{1rC?tN8 zBfv$G#zetY^`UC~#}~)2zmG_u0bV@O(}+cO2QK-l{v-v_XL6xrF zoS(*OD#3mZ1a{#7Ndy^}As(X{q!1ZyaJsh>;Yk#yXpIj~E@Pk=nzqp`3aKm|MooHj zUmA%hu`YQi#-2_S5bJ<~RZdbT-FX$7QrM((67gNNuafmQ0;GL1-d$m#b>FVf6x90i zd&j%u2qehJfPoO7@dm=ZQK*Y8^Hw7a74hkC@pGORTPTk?rQwYDcnX%Y1|9YKudOTy zlLLY}bA%n_B9I^jmAv*D0~WetCK(D|mmD~1dv&aG&m+SqirYj~FYTXyKc~;tz?_#4 z2ANj0O?|+er|Hzc$ZeWBs?tETlhx9tL}96@YQRH4!oegaW9*z9N~WV{#geNeI3|fW z!fsIR0#{71L)Mg(w<0X%gJ~h@2bEXw!?go}V+qYd)E-0C6A(OrZw8yrq=s4YQ;pY2D;1As>88ql6$U;2zB3^JF>@!QC1OFsiQ&RNUI z-DznAzYfLdYwp!+DXiy638(LU7DPag-n&IEB~`%EUYMn=C(Da0ZI!SfgQJy#DmdDK z6ay~lzhyXH>?F<40KqgziK3f08%cRE4t=oUjYmu)uuUwjlCauF+fgx5uZ~75S8h=t zXG4-Kz#J}jpf@sWB$Sc}TY5vuN%&FN)PUxv-ar9-xH9WcjBTk2Chqc7AN`BOG^AOI zx)LOFC^Gz99`ZtdmvquIaeNw!R!8E!74++X4_XLrrK}60mc5^V4>N-7$<9!>LNDxr$X?tC?B>p~tOpf$5SaGsd?zrZs{yPHFK{yLOrm`!7{mn+!Z_wU_fZxjKk%Un|XGDGaoyVz>mAR}L30J}86A z0w{4_+)yXJbN0nC`kdnh_crof4Z@{(s*GTaD#lMex6h(tEuUny8oH)>vE?tPGIYNK zX^109_AE~;zH-$83Zx)sG#XSf%FAr@z4To{p?WIW>(e{Vh83gJCiF9KZ+0)?MszrM z61-!{g`@qLjk7YFQt66wi|K=f*oSR|_$!*Q)Gpt;eahA1Nj9}*VPVG9lwK*Zsc2Q4 zfg)A-I4wc?e#10TCg9~EZ7huA%!$O-#;&|`=k9shjT50=#V8I9;<^dZ32T0-W-lJS z6zjQHF&Hb1#lqtKpx3bRCNZC-o z-Vd1J>o;H6?YCjI^!u*aweRMEhC;E_6hnjU`I;i3nxi2YuM6fZXYl<&hC23Rc$bd{ z@;dD&F7qc-sB(5kD1r5$R$Oz+f?6^fii=PMQiMcyYy4On@dn0tzsC&1D6|ILWW+Co z27pLGVu(=l87vBME6t6pEXv{cPj`g!+=xGkQNtffIC#V-p=6iCJJunDLJpSH{bHK? zCMu#%(FRP6@;DflcERVKr>b$wNMxeB3{&4`eD7MJWo|f)&297D?&Ep-_!?ZsKop#e zuo+eV5Y;Azo5ZCV&YKema`_Xn7lx6&8(KPxYn&xO#MziFFO3>YQO0YGs)ZjtHiwVeDMgjZMIRrk#gL`bt5p*r7+43^IzJoUua_R%h3w-F8DpJoL2) z6s_dv*}r#OeojSe3}-w38plazznqozlCL;(WZBcgwq!yf62K?^mXY41#l(apZ)S7t ztMuudkq%r0wv_G)F26E`T=W;{g=t4QzH#yQYLGS&>KXV~8aBE>#Hii;x5%K78vVEZ zjd=uY4)GxEN)@b%JK1{GGL1?zg@({?9*t4`h*(zK&7V@gbJOXVlOq&Uc+H*2SPYw( z4n)MJ@vqFqGD_f^tk`_Ni8XI(?4eUhORHki7Z>9lY`k?<#h-KC80y(ws-}pHqs`Y( zu&}Ad=I?SCuw-snBc`*f;D!HMau~7C>!)koYYobt7XTL%FcTEdd*v0LGxA~hvg*I= zqk`D$bTHmJ?|hke@6IYM$cmnnz)IA4%{2tCO)I4lQir~Q`Z@iZ2t(`=ff@1!ksid< zeL+XRR<85jDzq3`&dv6g&p=`1r+WKlmX5GBS3u#sBtI|F_xRAPUXRSYjqz@R4 zEUDZ`t4}d>;lR5!KJsjZv#)#yd|L67_3I~OtaWJZ(7AH3y_#YSMGQ2feYkpk#bCSj zw+}gvqk5Ik4EtyUWq&A%Po@+>L(_**3TVN39;UnRLffORq4r{w<$&3j9a;5eBIi)dchx%|+x^X0fhQ z&D>>Dgf+%d=H9Pg%_3Wo!MLLa_D_8k*68=#NqJzWoYK|jNXj=F_r1)ck=BoCRT6{O zK;vBg89$o#QpTc=&K4)ZNt_RcKeM)-kVhE=@Emmz=<_b>(`?4ozF)k&hQXR&M8w%> z{8Cqx^<(@D3Ir3)+d($7OqL@i$XILS??FP9sr-oaJ)10GF7xcA%fsa6j?!#bC zQM$|4l}_8yfY}|x$2-*DCwU05`bfr8&fEX=!Tu-rbvHLr``0|zj}buYVg*RtW^_3z zfoTDeCm4!5lm(w56>6!I!S)*sm@%VbqN04KXHsh1EJr;^ag3pIKb)ChgCV7fisY8; z4}Van^D{v2ngmIs)3H%>zRC$)kQ1>f6-t}oDvQVs5!{w zxAIkAnkC;?2tR6eL~F8f$Jo=1o;BVZMzY+Sa~{)yCo?GP5I84NmWO=$i~cHx$iE$3 zvVV%dH1L1%qNgtX>!mAhZ|Cx)gBYrNI+#1_|B=@}H_+r>aJ2mdnRqgb{4Xd3M9!1h zzsf59ETwo3-qba^NrU zCgtDY-+J&I|6B^c0oe)J2@L4)v10r^KwdJcasnf!wL1OEm8TR?e^ zeopUyp)qLxh5kkMpBs42X@42er~A9}&l&D>6VFqbUnWXf{^S3DB{t9T&)3gico(+6 r@&8^;pTnO=reAPv&cET$;*_#H?9)>Hhe8E_KzS;LdcpOy4G!@?91RV7 diff --git a/downloads/epub/D&D 5E SRD Full Compile-v0.4.4.epub b/downloads/epub/D&D 5E SRD Full Compile-v0.4.4.epub deleted file mode 100644 index 12382df9020a1fdf56106e135173d06b885c2cf9..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 671962 zcmeFX1#=!juO@0{W~P{#nVJ3CF*7qWLrgIpNgu3Q6)VF2nfi(_Qe9Rv$8XD^>Q>ba&)w{ zGBI+sa>uAdo2{PI1rR>P`@3swPAWSZyL+WZb z*2P&Kk8=_aBJrSawzxou_>|$Sy`o8eg}eW`M#oYXFEs-rYd?_;ow?i=Q>r-V94)^7 zWnsYsqFwft_)ZW2^dj-_M74PvCHskZ_xj4pf{fBo5z=71z(NfzZ+=B_|HFPj8?`D4mK`~ zrdBSFwnknI4vzo)|cu2 zOiY)@PKfaQ)Y!4cSGB|_(tnRM?V*?szXuG?y01FPjNf(sR?X71h0ezZ3jPIQg=B3V z;Ii{|>24&?Tw!b5lq!d`oAj8ob`iwAKW&V8dF=%G?-q3WM~r8Fjp}a$5D=6v3nTz) zqW>8lGkaG?2S@XgYz2p1O}x;@dpeXg)O42`p=xDmhf*m#EB37N)rnGxTA3=vK&bC2 zFOMcL$ABbWwK6yNKHZ)r!KnuB-2?}JFMn?WKl{gU`wp#WmYf)=bMq#<_Q`kSx8pq_ zN~^c=^YE+<=lj>2Za*DdCAx4IuJEC!f=iEE`q!I-@kSf>(_{C5ywH`ZvF46@PuF$V z0D?7{rN*po9glN=7JHB3j-6hJy;=LM>W;&q){Zs%0HFz~G_Aar%7cw-r?yYt^OwC+ z0r|9!4HG^+yS#e8hAI721BR@|X}=C0y)`4&bqUVycV@f|{-*bOt%vb6x*V=bAtrZ^ zb)j6QMlG{*lUH`#bvd*%!9B#vPEVn501Y;Zq=tD;7<>LjXD!c~y z_df-Yx&7YVPxhQ$0tj-~?K(1iU#7kK^1}78a#-<*2Hck}UTdP98cx>U=Z!wt-;fbB zW@~d4%W~MJ^u_#TeA|xyoEP*UT)sRU`yOO1-g@3K^Pdg1ZdI2a#wpp&Gf=%R>2=`b z5jnJIKMa6R6rT@%g>89y=%L`LrT+Alz`H>*cOMP@^DmuTKa1^ z(Jh3-=D|#g%;-h3-$#KQ!r!_d6c3%ok8-n}2rWvadm}s&EJp<6rT+KFL00TBq;`{C^dc5Y=}bjSA^JO2mfsnx$Yu zyD5~@C*PMy>y#deV)ROg$JVl=pQ46jACu7wlC;Kgln%x#R8C)HgiiMcPE>y< zQ3K@$F0J!NyhiK(e-Wi1t#KWtgY_zr)0Y{c)4P!s)jv+uK)aDm>r9N-Xx~o>>71je zA>U77^!hKN5+jwmH?*Sq2Zb3gIF2r7(J>fKn2 z>YpcSpx;=hb!NtEbnGvNbgoj=Q0^}>dU24}xQ|xCdNs-E|1VLy#PF5JQT*7B;2tF+ z-Ehc3qoC8;KyG?RLM)VU$m#*G-P&F^O<@A8RwVeJ17J%=piY|Gy!0eU@c+N?{~NvW zqvxV_-E`?Pvz6zpU4ieUr83P!LDx>;jP2~BeyyX0g&)a+;c5nRzJ6z8ybwvcSneFRbq7#^_^9vB{I z(nFGcf{^Usco!6BB+)66|H-7@CkV|hig&?qjuo9!9^rxGks>|(57UM8P6Dc%LmSy6OK zW`qZphl=!&d_OxR`#;R;&}sHxEm(h_I?vls(5hcReQt!-KLW zB{$XuW!^Fqd30DGtdayaaWTRNd^|dg(`$d%uP6H)S1J;^c*B_Gr%_3r{=At_8yTU|K_OLi4A$rG%=*dhAc(zhjs}y>_8UMP7zxR(V31Rtuj6Zhm6ln^JvZWyd|s83oX*W)5u147JA*MR$UT~Apu#XQE9&Occ;a>X1^iSQ~Qk6zeHp?sL(u$5F=&x#OsJyTT{lC212 z%r_KHRZbar;rq&TkM>-Z>nqX_Kj8;_3_-jeHcAs|rOZMB3%4qI{GabUZ#{jSJ`N2Q zgerPw-dzHwMqgs9GJD8AcDfC{FzfD^gfaqtdic+MHhh4$n98!a8K^#H{Zyk}n(Q zblMLI>OWA(V9}oOot|_n|WgYx8oWa&T;Xau(uEBFjsK!BM7NpEIX8UpMFlMybDK!Zvk}O zMjUjJ`a~i5Ik@znNOkbQhw4*`(S$A|TWxJ)-*rrPsorXmowwIMsE#;3&_)H&k_{fJ zTe3VXg0gEg+ny(nRa1@@5yiY?!h_3 z5Y6xl4dG;7u~3=l5}EM-k3k>{jW~Jp1Ri(BIzP8a4)U#>;?K;pOj?cH5p1`n`TLqK zEz8EcwqXsstcMHyAXzRS&Yckcbo&HWoFyp7W!su!F;_xC&2;y!PN3X6Y}v)`ta@DT zJqUCNWXRXr{QCC2iwc)!T=5!-0%oS}dw*F7n=KJ1tK0skZUQ3fjgYLDlLby9J3aPE#O5-vxF!06mT46-9)n17rTPkl0 zT0JnWxT>(j(M|~6^LnnV>oI7M20Q12l8G*rN+eybH=QGp`b3ye;J}TdHP1=CF2oeH zRSDBLoBb#C4S=E~W4qw*6QIx<)ugKX0{s47KUbIrGfjA30}EA&2>6T3OPgLxq7*mg zV!z)IjS69iy@U%;yqe-Mf3#a$IudO-#9jVInQq@= z7%>5dKursg-~6FK?&Ca?YkIP;hF5(0Mk#!tNs+=9ym-C%7{8 zZJXR{_E>q&6=Xqu#jCJ^Y#gYeK6B3LRJa3Z42tx=R@f)TyrtDRH*f3fMV;P~>O3?iq`{)g2+ zsnyR$Xy4HxnzF}%4iut9B?5OBnr6K|uJdt$=3Gi9A*LEI$!~^|3quY|+R;vpzSZd&)4fka(Is}6-dzm3rwv*N1m|eRh2&zz*Mb-I zN9*9g(uBsugz(%_QyiHDAh89>_L|cNvp>v;m^iGQ{qh=CHdr%>ZwShu%5NqDYrM~1 zLg*MXjU_JC-T3|{t%dwqmg2@=RpkTJN8GSWv8&6e%GWHzgB5##0hR{M1zrR20y8_} z0>&Lg|A3_BQ|p<}1<56^;I=^2M@7xW)#>N<%}C zz^%x321r;$!`H!ZNbZUE6>G5Lngg6n{sU_-Cb*NQ&^J3 z+;w+<`k049wrln7Hv}=Um=ST#L69gnFrV32VVSXyQo+C+8@vw#UQFj^9pM}UPgjIV z5xs=^A!a&=gR)d4`GocCq{^1U?v)*M$!eM|K|=2}umaE72Ao{Gh0wR9eR_hQvTcaZ zL55T&aGhmj^-Se64r3)Ou$1#pAaDlkHKX10F==wl*vkv~)Ke#Fs5wxJ@mTda$$UeJTZwkPMWddC&@;c%C@;xebudIV3aM`T2Vgj#E42YpF$+>U~!&xYb%B$ z^=60gJz~?2QC3gKPSC_ffxm?DE`}HhiW6<$m0tihu;DRz+O(OoK#9JuJ{^xU1W z!q-_)7T}ZN9RH&tjdnnt*PW2SCU2xN!&AsFX{X@60kJv1;DTgdjC>B6;$ zw+rNcu4y4=ojKO;6Y~;f62&CpCd6hWXZ}tk*5CKO`E#7ZtG+pKvF8)jQw;?}%&XuP<;RC| z>Y-6w(3|I*x;_%%@I3Q zz_z^agYF;^l7n^O+7d_lnUXcXZj+QLVsVgRK+%M(F6q;^8$S&+s&) ztA#;QU>1UCR4I&c?bXP_TZxdGjL2-7w%iluONJA}DTL-dSyDW?{|fuPldpxF&JMMt zbT+OuNQ%TybC}BGOA`d-kA+pptd?$7$vEGB>L$6 z1{|8(`!UPG5ZWzeF-X@}-~EZlq6l+CPO)HkT*VXOw%Z1^;(qfN0jsY@NK`LnznCZs&uf9%feFxX`b-o-Za{6XKiGkXXgi-?_^%Q_e=-iAH@r4dXA_X^?!4o*#r6m)`9 z1zaX%q>Xj*!w1F(sTX^Ms~0%H-)uook2mrPvI?brr zSA&k=U+NwlM4BKiOz>$Zn34RE3l24T`<%|5k-TzOkHv2Tc$74M$}L^@FUfcqqFiBN zW5X^`8{3eFr;E3Qv&!qm5iHziql*Ml%vz~ql#i$j__;CMH-g5NK|MhqU!V$mew{6D3@eYNA3sH}h)GtibUbu&}V90U>H@ zdEOfftF|vR55`yv;m1-xufpTDjG$Q;@{TXmHil43NJnkrq#$g`;42>D4?=6yrYSUnHuiHYe^?H_PfyD<5NAXg`)RMGS07 ziVyBPsB4pS7jvcNz{8uBaHq;YQC!x|c`VsPYGLpKKi+ZffWLQHB|;(vTP8v#N!i$N z0<6f?Q%A~IW9g?C4}N#B+oLmWvzJD^iBsO(APl_8^~>P*@9ua$9Nn8dRFVd5o)%az zQ=<=sa~Om$hv(jP)vzE_OQT(#XJ^*g+v_+p_RHot6BWq0;5oQ^%uK1ek;OxpR>MZ- zP$`&FIB889fk4MA@4@{c(3E~HYqU!SB74bEiFY!lF7dI)Bj@XGt3Uv+&H+lTg!vp- zF8o^p9AnoI$K0kjr&+nPY!Vz; zf_bHJRK2jJUs%hN-5Iu;hdp9Jr|32Q$je0$750D>-=yx}X5Q&rLbi1CyeH#kE1m{> zfw^mK`NCsQEZ7qDT)&;`tOxRXN~H6CC)%IXA9t%(_RBll2z_DpqZt?mq+P-E3P1sT zaw9Q}r=r>|Xdo|G%!m9|$w0jk7W`-c)plC;2dk}($kx4gzZ-+dHWdk5O<}FOT}dNv zQnuQG2l9x2UL_{^iVG~#PueUqWKGKp)wjvZ#oZWNgv8i=t!np7(ebfSpB`fL-4fXl zBUY91Nb-wAV`bKnbaeT*9~~pl7KbH<=cw>t8#&t#udb}W!+g?Y(pypr*4L$Xl2>U@ zyb#q6>i{G1bcG#es*ycw&9K#vK*n>KWyR0gLrpiz{ed2s<*EeVURgklwj zYDD(5yAZFIAn6G4)7CWxdFdBiKo`{}5(l5i#%uNi(as+dh`ka76&MizuFe!Zt53^K zyea&vtJL%zFZw~W@VOR>_5|}6tzNil=qmP;Zlw=M!EU;Z@3W#$fje}h_6GbDHS5)K zNH$)n>EfCWWSrvbevM>Mw2~oVrI$p`FN8R#tzuk{2Uf>-Xw9K!79ic5zJ#n$2o!p9 ziJd2tUwr#fFn$$A+qmJOXVg>pLIz~)>pO*Mg)@lexq!^l539+8r|v=sI;Dr5ek{gZ zc<#fdGVs7yL9C$%79{4`hw|`37klstq`OpIy9cG7ImpwVd-%WB>V9c(%9GKjP_sEa zh6fr%ECsV_%7z-250ktV{F>@*#U1LvtPdEnln=(S z5nWs}&giEn0)LA|_uX==3ztg=#7+&7_TQWIthd1%KX6n$N^KG~3Kcc_avBoT1A^WNe15Ik5MZjWg1YD4 z565>cJWk&R9$!AHA7wT0|Lm$~F_mgMHnM=vPo2jVSDUiIr()M zPrbko>!zQ{&sH%^8k|FX-=>b|Xb95VCI-LsL&!$%l_y0b z39L3?Hr{DbxW7F|Y{h#h%KKi@=37VVdZX6;+FH%0Fhk}Y))S-*)@1y(CP*FXv4A73 za8|-K+zV1T66br8EJCN(ryJHj7d1ZjUG-#`%slk^^iTjmaAraJro3;UVJo-+Ta+?! zz2c$AWd@TSJ|eDfXQvInk8*rjm*@=%1N>BY*Tk_l%hT9Q`;HOk+e!~LGrt4$PAXqY zm2M)yuPo?QB+8d?zKjcf23Cs>SLbRMGAkf+aa_e{D5c+7F%22Cqm1g%fJsom->dc6 zHFTf17Vmfp1Mp`I8jyg|;gHMg!Uslwwuz|E3vp|+M8tuRKNFbAqM)Aaoz1v%+36rP zfA06u(#iwe`bK4wDe*Yyb0T1$CI)HTNk+tWnGg&%MjK4wrY;ee>@w$pC-yr5Z@qP{ zwXa^J_IfUo@(UL&Y9v3Ekh9v)i-JSX12e(<4kQ}1d0PW{e8^G=|kzwBK8 zk)@l-v$s!yuW2daUtRp1(Q4~2!7xug8Mp0I7@Yd?OTW4w@-9pARYcYs0-$0=`b>OfL$vw zkmU9RvkKj0hS`3MZ9{%H24W_yldJlDMtJhDG@-|=<0T7xhTd(0dPP+R|CQ|y!qa0N zdc=ahC$QBfKMqpAKc?tiG-!(@jXM~-`OXj+kozHto~HnXk784BZ|zY~0B&0$LZ4O~ zO0z1ylh4t?)Z%u+pa@{l!{}6jswA?reT=3^cUBvsJ|E%mOlH&TK&u-&#Bx=Bt&sv=Wr z+4pWie_max;tt;y=z`}1$RanBvPleD0*(~L|EkfoQc$_V!}daWCYter*v-2W9-Ywu zRib!xm)!cmGfWMnV>hSK{{^>>eGuqHm0s7CVRpuF(BE6p7cvpr`*Nqs9>KeNYgY0a zjnH2-jk7rq#Z|4*-ZCOAys|$c!UCx^>SryBVm80;byBu=#|okoYw74p$?VKMP(1zC zXmPL*YXoe)TgiK{%wCm5aIdyp27=qk3JWd{K=@`jIXep zg5l5#W1j`nU;>y>8Q2V@lD{bY6#)9p*LU zDL^7bQZ3XU>n7(uuaA!vQrOfwMh8V6Ka)6(W4)qW6D{N%XPQ@nh+~664Wk3Smgo^@ z^Wi~*_h9`JQxX^Uj@l{4D3D@l?u=u!@8N~jn22{PSBSRR$o$ED&a^WQCe#SMSx6+!r`tpPR*YPjC^9m|8VN^qegP2~ZnNNtfz7|U z0jmyw39fc6r{8>veUmhbSuE9mxNur5d zh1CcguwijAyS2~ONf)%P2|9_lkGP~VtbbU$RlzViAi>Jz z>G^;}H=Goz5An_YfDV9jP^k4@FQ>or8)|ve@!XAMwtJn#3Gm_w^2^{rYZuTj?^1j<8rfUx|8 zrmo^9;q`icaYs2e%SS&KG$O*8%=o1Cv4;x|24}&~P9n{h= z9QZxZ#@PmZH@u3G1q!7Ymt(u99Iw_tTf{YQZQEYlmNKwc6N_y9Mo-QR6=h*obp;ib z(N<-lRwW_zMm1b{m&;YDwwHKzD>msEv%G44MN8+{UY*_l*nN07GrjrgK8&;GQ?DmB z^39_;5PU`nUPXedWCi@wgWSZWw0*Fa*h;wO1k zsO(?y&`HA&MBl;D<8sOh#73U2)E6Oaa0NLJd)p+PEMT~UnikXIyRl=j}v86KRfG*FyVqcHOV)(bzt>yJ?KMkDmQ}4i|zr0A>>19kk9TYB0?v%Rho7 zYop>8HO9)wqduw}_&oSj{dZhLR;J0JW+79|t@bcKK4+BvLc-=N=0%=TvT(yp(Hin!!LYWGp! zkJx5gUmu}PWHfK>247cx5R5e4JIdqr&f2I8p2`)sz@^}CPdlBM4C0#Poq;BCA`2kV zA3gZ{cOeT2YNJfox6+lKH8j5EPBwEAY)B2)&`m)J4Ej`WSeQdFp$0{kX&`E4;uOQ? zwT`^dmAM!W_0QTmL8`!Xlq)pnNAhxA)UBid;%_bC9iEOS@orfU4g>fvgdRNn@S;}4 zcl^gaYTs&6m!5v59s}@F2B^r&)aO65iZEDEp(S_w=ubp!TV3|dEqqA`o*Kh(+oF^e z91+L$6FHX)`et(r)RS@C58{9aZ6l$LH>0S`mHz#KTss(_iNl_)?pq-Uw{|%L)V`d; zUXgticy{GO!IWBA2(;z~=Upk-q=|qJ@rf!$Ju9PZuVE*8=;087r@?Xd61`z?8QN47 zm*d)ft|_^h7x!N}#G@fX&7ul7a-!IFZJAyDiGsK@Ony{r?0BCQ67Rb3?prZWb(nHk z$qxx|Zzt$KrAlW$Ga1(sJAM-c72Mwf?X7QSi4{LE%Xx?KE6~v`^aw;;>x{f2O}$zh zMx9Tl(5|F&jl9Clcvej_S{oqvBP=v?O|&lT>*Y7Jz}&eI$KmP6yA)EVnEcMf)(a5E z<><%X6;jzeQUeJU2X5fTZw!-4Zlf4qzm3T8AdcJ6k6%-chw{l;no((P8fp>Q*PC9@ z7pP?$K6BBJPim8WOlBNZ2S2<;nzfY(OkdCwHXdS)-dM`{uzI8-tu}NSK$w3$ko$LY z3p?&C=i~ez689eo_m6am`=?3wAFc=eIK%n#Movla1HYk`y%n;D#c{sCTGpyzs?O?O zcUaSDzCfJjKiW6lBVby@r~99j()rY!h)=VUk+2q#gVprvf7Fe>9!y8^$w8k#L#H03 zKKQ!)>*_P;-^*(L^O<@7I=bD+p%C_|R=i-mP^65*etM*jI~SWUl}QuVj}z^*Y(u^# zTo)~Vrzhgb#=d_gW>s`TBAZM-YRgKc7MfxaizMCnH8=bV+MZhi$YfytV) zBa3p`eQgbcsF;|#8Km`Ia*pbw|ATm580k45E29BZEU*xUaa)5+{1ksM=W+qKyLMWh=TzW`Oo!xPFhXDvbYCbW!g^VI z8D`oaI}sdwdIFRDzY#+ESVrd2YT%)J@TvkzTvw^|f1rJdPrAPm6C_a{i>#*VFcVlD z`2|-@4WKY`pv5u(E;m^mg_(&s?Rqcdh(Icud=fR_BbCCC&)5HKgE;Si=TD8M{hYR> zWWvG8{K~Z*?wKsJsTY>xf8V3z{~e{S<}R5o2u_y+OydO70yjf)d#Y(AZ)S{UpqALs z@_EOk1u;8|3kF6gsL7$Ojv%X4H!aAAyMKGyDt%I;jI@SsQlNZw`iDA_$j*1c%EYHd zQd#moi3Px;bX-Y&xkv$yE*nTv3deEr8;qx|`_fqF8-DiHQ3Cqq>k7VJ$W^OK`m)Q| zs|oZiuZU2Z66r51_Jz^e1XV1qi+i78O9FfJ^`HD9;fNtJ(w8^{_SnAFl`||DXlPjA z?pTCk>RJcCJla^vN-M*8#gu^Vm4!o5ZG+$wzW`BqER4;+V6x2%_uL7pggqJ`hLKv} zG5D;M=-VU82)8M}A4}4|z^*$fZ_BO9m^%AQY;`Ukg_TEYEL6z`p!}rK7p_ zhFdH6Cm5bz-9*GVl+M1mxc)1K;D%#L5&;$i{Ti!u39a7!GMb3e zWgw&ucJ_|M^+cI6b6jsMgF6XF)Fpz$_pEuP88{rw^5hG7rE zyYl=!e@MR2?SiIr00me|HHWL+E!UW$5>Mxg~Ig&0dy^smEko4EIt;)sCc>C~Z zOLF(qJs{O#{cTPEr!c)cf27C3H!h!6%|M@0Dmmq4)f?HK#?cF%y+YCW_#4GfQIXvz z@TF9pkH=1wPno~st3SmL8w>Z2~QK6%#>}mM<;cOlaQnMSb{?0HKpKU9?@_|IJsNyV)4%zGt37k$u&I%?#fAkem>0tp>GuhH@nXthRonbxCA9Fw4yEH-(= zXnWoyp4BLEz3y3FH<3hr<5a|;mIe62(yKfg^!HPiW~VNM|L{SYb`1+R2~xPMtd=Ev zVmL8O(qxRM=E`#G3V~L*47_Gn!#5$I#`;*3IK2hEtY7so*0WQ;hC&TGh3As}StsVX z_2R3M>Qec4WJZCt!Jo3gRKg_+^A}7>B~OMQ;Wn7?D%Ppg`Q#S6e~CT7ylwhz^JZFA zHm4cbN*$PKQ`l;JlaM1bWF`1manTH(A-COX8|YLg{O(H4L=#ZT&-;v3%EaNx@*H+1 zCmbWd5Gnh5UoroPM>rqiA(74<%Lq>qvzF(d)1W`I6qDj|SGfdm1N z6(;Zig6Uis?HQ#de$(xnB{dvN@!>)}WaltbtD8Lra*fbY1QdQ5+~)I$_Q*YC(M>?uev-+g*_yWj-b8L)%nkat{U`7z%F_y zqCJTmK0}m5sV7BpB5LIv}_VY;qqJ(SKLb%gB7QzuB zX8%TKO|BwD!$tAz5-+X30JA>_wr335Gv2S^z0~gm)2J*hJ%i&JE(F+`-p}5YZ#`#o zp`wrPT}xk>K6-Axy&$+%e?omyWY(!reDspI72c8&9gBxUjM(jgSAAsron-EF#y-zf z69OYrR8i6bg^3OM)l>Zs{!{uW@~G?*a&Z(iRSPXdYDTCdd`8MJ7xik^1ftOkeAej3 z;HW5wvxGHqw8GrW&>fBGOR!Tf`~d-`Oor2Vkt%vxMmS)77IiUsu6@tXW9%Oo1HYiv zcisvjHxB}+3fpMzW{t^x_;n=6WP-h)<2As3K* zgbxI$Zri4AyXQJJz1bW6qGd=c-mN2ko{;(oPYO_Z6>Vk) z$ZL=jg~!Bn&(JyggM7Lx%9Hzr!B&^Ewv{`-|z2vW_|4^AvM<3YB-js#DM zDAk`U%0HY(H3I+dNkSEKQTvX*)gTB*uVAl@a}kuVpf>X=4-OENIv*;~+fi@AoZjfh z<5Rz(Ny7!dVnO(K51q8G1E}@&Q1o~0x}!!QEpkIMqYosG5++G3A0Xh|+S^sauYyT# zV|&OYva&1RUeDSIAfFWSTvgT7d2l38ju*?ZP@>}c+qwMjX5f1X-NXQfNLow+yN&A z3%KPXXs?E;SY^D@QndSTaBU87OU#9}(?qmcW`1w_-16y869pX(eO(!TT?5dHGm5Nn zlWl8;hw_o{`U_^Rml>PO%y^C~PWpIPp7$c9w~F$@2VD~*iIENo(>8h44n^^fyWgd` z2^{iI^iRH@i-LAOsM0$iQvLPc_lH|JJWa$dROP{h%$c^fu+gNS*)11`XC96QWx}?d zU>ON7ljI8rcbOpgVgw#bl2R z%-R8ec0ZIM&3%K`8PagU+@LRe5pu}TF?l6lu=|Q?VpWj&D9l!n&}i< z@-y6L3oFVg0-e+WVMjiBcT-4}>%xC-1s>#1H;(X6#B2A%Lsr3OV&N=$AO*enF?b)_ zxGI>cDWc_p7u%tLvFPLcs|(UMKyRR7uE|(3dQa_IK?3~beh~iET}qxa<|UmYS#6m* zJ7{sWii4-?N6^+cBmuT?VUw9LNHd;(_(vXJ(wwyn>Z?8lFsy*^uO|8U$B7Smi#Ud+ z=|z)K8zErsJ(QcRCol>Lcud(Yl{uRtP3nu3YB&5H_n$`*w|?etZ$2VH7csZCN(XxT z>6zBdj%JQMo{K?{Y#V0IzX3i2Sj;j+E;B-)D9PaLk_aelgi zN9-XlT3d-5Fv8`WBpl_rHhCh>2P4$-f)NF1^tNi|k9DC&U1F~92n)7{!%ynQ={g9J z<~0+Y6Cj&bBgD6fzW3RujvFhK78d$Y`>w8CnL;uBg}gu@SwKCbOluZT;m^=<>Iub_ z(-#{XXoEu=CI1l?>gB1-Ak6Q$Pb#J zE;YFv{hXn>cZC636Buy(!VS=x8~euBnq_z58$~-Gq;#h3p)$no7R_$4Y7N}tJdnyw z9k)&1B_eklS=JtZ<0ErC^{i!%S|AVP$)=kQ)if)nqJa5bY8Ob7j3b^g^y~6{<04^m z4Z_ABebE;<0LP`YXci=qe$5+PH_}Q7rwugxLvesAKVs?mY485jgJt*)m9)Bq!HzTE?*;+*T$Y2N# zCmQ6}ur3^?es0;M@>gnb@7uXd`}BeLz1d$aR)D{RUE!QOxlw)9g`ZHPW{oH18Fedw z{*_>74&(&vFkj#!J*RWO(sH)r5tjXjlOlJRx2s>_ zsLLNy3Mv|{XL|_EelPGU^KbCcCmev9YJ2**0y%xhN8CxVf(ZmhMzs7yk8f>%+c5xIV=Mc&d(x72%sFGGt>cq5q{5p;^?F z@ckM_V$_J_u|fb3#Lwto>Z-XXNO+>q9D~wsi`zbD(uD0=wP4Yzz@$F{6uM0vheif+ zs+*l^3bBHFd|@vZ8{@+n8X`p8Co>x9{!9ch1s7U5Fr0bZ?HWpjp)nS>3PmX|kh-qI z2j}9CstYH{=A?O2@c4hCLSoSoW1^rnmA05P|D>m_W1W&1S&FM|!~Baelv@ocn}t28 z!`JU8Y~u#T6?JolU-cFzjWNRd{8<2&t|w}7CMd7_D%G!qH{U^E%x6ErkBbWM$EYab zsLqdnnC~_4#cpH#R{e&%-)+Z*xHhJ!FG@2wk{DS>mZu7#!NEP30gTdNk& zU13fm*`<>@#1<7BX^mWQ%30A6&D_nXFQ7603Q9p}s7nvXxg6Z}nFwG;dK>*aP!Fi7Nezf^fPTl}S0WVF>sjUISF%P93G`>MLb!jhUOBb!P;BcI$M*&t z4ZD{@@%4J|bXTH}Zq=QJiZO!rbmS@%@OAhK7(OFyT< z%@gP<8P{2EwKQ}RAO=n#-@xhU6m9M|RF(R>#K%Z%>e;}nn&&%RgSf2@x_sb|yI?7t z9MoU&TXYgCRpjr@2^Z}Kz5K}V)V65&J6akD+Qeuv$)?cyGceNbn|9J%jpq4K!M|wY zZMTenSS*+5Wxl_rjDuW~A^CNDuWE;nShn!_rp|;GbmC$Se}Zpb2$P)Q5WbU>MhtRl zk3PJ0QgX;sc8=md|Ful@(yrBNa7Y9m{_z$8X7-;BHL)z{O$?&#wk7Ek_}An_7uXw9 zhC%a|-4wj`DqkVdGa^YzAgd7H7hP4v<|~>|hK&|d)7}q?N_28&H1AR4Z?`6Ytr!IN zI(g}NKV3P_n3uv21ML>Y>hC_2(*1JYPu5wTcteT@(Lhv!U5ATkiUsWo*8VpreA zpXO|S1@QgAhWxpA0bKFMJc%&%FMS3l9l-=*|L09jpQHw8QQh^uC7WEZ_%*ogn|vX( z9tB&kiJOC@PuMSQOjdHydx&bsVUOgf0WoH{%2vZ#37AGVv6Qj(@WfPbMA+D>4GOvi zXw>L1ybeEj6L9~k5boa|I-9W?f~b&5ga4cBiwXn=va~gO<)N#AP784AHOsrZffa5A zwu_3TW_^B4NG&4Nava8Ab5qO%8Q_=C2}8phT7z(ZwoU(7&2cpo+~0dgcQEOn*kH0q0NZ2f%P$xM+_v(KdvJ zoI#Jng_}S83Ag!^!9M2bVa6fba2JjxG-t2>UP2|+7(_<^*S<>=3x3xS3h;MQh$Aav z^KXlzR5;FF+AUN-jD&xSDVYas-R&k+0n7WtW6)pLYsUiAjV4{TB+KFUplxiU%#28d=ERD{eDjJ>w>nbd>AD z2&khP%5)z4>*bpA+}St_Wel?C73O1Of^bh`qppXp|J0ea!MYUn3l3@M6$dyU`PfOh zeufxIR>PcSNBWiQl;l?Jr$GCulUcy0K3@PEjie3zR0<(urCKcm-5P;;77fhP`b|O7 z@>?D?zlQ;kT&N>9*Q6`sr&rv60h7%W2T3d<<#PYF>e~1hA5sZEXMT!g#9}F{SC3t3 zt0r+hX>j+v4eL~x7P)i-0xxF45m6u&ot!_g1;oU;+NjaH-mG2{*q2%6ms@}4d)tyF zj(dCf%XxQ6?`IOZ3tXa{1T~}fz1uXwe6!xbQHT3lPgHX{l=(3wGG!i@XM#F$zQR!T z>N-DBp?)FkPC742(hKN43gRH&ea^D3+H1tV0f@M}x^Kc&{EBSB zaZw1F&TLQ$nuhe&H;t?_Z^s+HCA*JQ$XD(uSv@>grGQXDBD3<|eQ^wDVB| z;~IY*p)1}fp$YjdHQ@fM_lfQ1+OQeiMNV&xZlm^>${+0xiiGya({ z@v>&lZtsgN@BJ+SvG6!-ymCeZTgQQwNm_{7>TM#kjR&uwOD_D*nXs->plD5}e2@rg z|9tmj>`V!0J9pYVO}bz-Iru1HUUx%Kv&Fv-UvaU!O9oo;`pu$zzvxfHSm-B19w$~z zl}7Uzjz1QyU-MzYYRdwO1`5P8KwK#OMnZn^kpl)r7wJqz{B?89c zT3?IlGt%}tkB4M204L0=($^F|kr`hp=_@^ih;gP7CfWdt%&Jm+W1$PjhpIhNeo>rN z%b{-cUHlGx$z3$N*4O07HVjvW6#V2$?e?bVv0XgnSnl?q=x>yGn6d$9{|80M*wRs^ z7b*LZlo*v$rfQrsOqg;UC+0+vj6OstE2abQrl@{n$9reu>z=PqB5EFr1vNxF7+%(k z5cPUgfA!no(b6x}ylM+-0wKuvaFslB%5D{KSBbUgV!l`Oo4F&ybT!fz7D!hKj=FVB z#d@t8Lf%eRO&CmEaOK~&P*M+VSotT8&jqA`|Ct0Tixi+R(;Wz0qJI;h|J_unS-^=d z%^WPv?VWVJr%-)m%a6s8_~n&#!~g3gKkX^|h|`dW#U=9RdFi@R2&0(HgKgeXc?xI=!BnDa}U)d->sSK3~Q10ObMwSI1+lNg@FoHwI zzo^^rWh0;=`iW@JLc78p0wW?+;IALt{YRVGi3(=TZvv)sXtm4VaJ3$P;tG(3e(bwz zjInDjHSBDlEV;M1N?jqlh5oag@chiGGKwSxWzyFw#CGENhCPyJHn(MAg*UZD{WAB3 zGG}sn7tNH4?Pl8|;v?gF=~RdHB4l?XEx>`xKn z@?WE#FitpWAD;Llq0M>S9`Zl96bWnm^hd(wx(nc#7$dt*La^|b_KMmF3>G$}NMH#g zqO2t_1s6J)stfMR#{B3Y`6DGR9k0`K?$bjB0bAv}r*7hTf(eU|XN7)^&U@=Y9lY5dCgN~TvqjlA>5r(c)d z=!07{E=%KD!}Cr=`^zZ%8wCkZjN2G~_?3(KomCLsI&J`vT4&~0f_xX!R1j7`5lj+l zUqehtm3zxYfA^q5_E`VS3A2y*Xx?9p1cP8YlXKoxvI6sI30UF}@I05F;c?e0ycXA; z>JytgxcosHkhpe&V9j!k!QS!4(v;vF%@VK^otU>=8fmwXD!MK-8d9J`W!vtgD|)R1 z1R#HrjE9eiQ)$HI9x?QLa9*D!y3oxmC9JQo<@abqPrAB*-XX|ky(o|&We{Oy%-L!n zN3C#I@}`{e4<9<&_;HFk4@ahJhw(rwpKI?4&A^n-vR*HLa-23?C#YqW&g9UC{BWKjU9t;yS>yF(_=c{5r(WKOT+fxGenEI)2H)$DQ9ip_8$BtERY z;m>j-Vhu3C0dn2?382+o80KC?gpfB&abP68p^St=y<)MHw6EY8lTdzwazCzBxGTjC zLrt=toF;hS&|aOyzPIAiKm#gaXjy=GTraXjMI3!X^xmHngF4Y0AeV#31>SF6Oi6<-DMo9KkSc14Vj&!wZXvhSwj zlPWPgg6~$Hd)*`(3@&ulJp<#|4zfL=30cRYQr(Yr2TI76HXo1(OX*+BdBrJ^D4srl z5P?pX&m-T#Cj0xx#kQLv&}p8n7GjU8WVyq{UVtUdFY`B%7;>4S>H=|$-sC^f zczdcqEuB_q&33Fb3fDSciN>sMm-wtAHePnK#D?3Kg`(u&sp$A2GEsJWfA%id`(%{z zI4%Oxg!htB&ULJV=O~-Hy*BsP2~zStDgiQPoD$Uj1>1-E+JRrc5o=0+0;A~1AEz_6 zKiVPsZ{2~rrxbkVqJtY+<CqLI#`5?+-@~8tWG>yQ=cEZG92E!9fzM`;u zrzh;SvaQ1Jv{cCOkSHceQh?-_6@^QE#jz#hE?DKfF%RfXi zKN@Z4NMZNOcGG6s^!a2{Cep1D%BRE^uqgJSC-)$`srrTH$V+>OnXnj|2kDtmx+SyK zKs7INOp)=gF!sk8pA#hHu#Ey7wwT$A@b(R2lBpj?;Muc;`l z8iJv#uN0NiG-RtEE>g}S8T@1a@yWa>jhSbA#wqW)Uq5NMiPWG&NrJ;rDw=UQ6fLnM zc^52tF`^`LFZ7urXaBbKx}ih_pZ@I$Qemy?j7&#aAowxevJ9`!B-2gxg~h;Jch$Kp z2CY#6^HYC*TXk1rYcPpH`pqYo$rl>x6qi}9TwA3i!5F_Z3o`tul|DaX^r4`y;CnW6atyNCjKD_cLANvaHT$zTx#J9ygGK6 z;LbVm%vh@nuFW>x<5C3#o5JjIX`0L=?$kxqn*Gs(LN=uSj~DROjYSDsfXV;2VBEz3 zaLzu2a4=zDT;8BXFKko0%5L(MV;mT%n0|0I@9DqqeagvSt5Po8v*AXZt0aK`i$niA zlc^yP(SWxNfxgGd=PxQ;t%GNbe#^Sw2LlichdIwqc**3VAS856yhk+Y%H!|;KrBB3 z9iG>u@!yBJG3WRodN&;5O~+Pz`i)P>`l$tL2;dnpr-Qhx=mixO*uj?PF5bz9vqHVL z4GR9uK0PHch0E4{YMdd+aiOQrt6RdctfiU8vYEolKeV8R*+#+sa$U27P;tQ(d zHvLND@*Q@b2AvlVnST?U{-DvPyR1P zxaZ22^_r5HQs3Lh7HVZtS9x1F`O;oZI|_p|h=0QB@}BPX%&pyq@mJ(GKM9}b?gp82 z*?ZQxUZiiP9I=E@h@I2((JW`d4f?|PShr=j??gdw(q*aHr2t>x+Ukhqk(P~aT+`YM z{_J8;`PGuKjtL1zo#|s`fWuGZQpawm8+oDPhLj2jgc-=p$v>OM-l9|F0>O7+xlJ1& zs@v3F##Z^Atu7Je89VKN@bD5zRJ6F4yXbcttPfdNE}AAJu5Mvf;1Z6T&?n31*5Xdj zI{TxCymDi0kg%gi`W->pv?UTaId*g%`!BOSd8cByIb?&KaATcU+ZVMY^sUZ2ty0Zm z`nlU_0`mbN&q0`K5pM^rub5osCECH7PAu)3hbuCcZNG80fn9wXg^qqJJkNK>@ZI_GeKiw6_0ZoRmo~Ep&bh(}fjP1Sso02DEv6(?YBX zLlZE;#*jhQ*Ylk`t&ikXn1b(P#g5S#OlS7;b9Q==wO9r#WJ_T2ht*GNfQBaw%;X7o zM^gOeK&u@Zla~}Y9CAOc$UF(3%opzXiT(~e~tRM7=%%H0e8RiIyM7)e%h!;^1 z%6@!n-mKZOQH^Ve``6QZFil)RB8u`3pCR!GG#m!!yAyVpy24Du%;~Zj-p7DlOeDU$ zD5n-Q1;haqrtFMTCke-Ys17~alr-n#n`;c?eGh?)02BTcJ9nK|`~-Puus1E?Rf1J? z5H}O|SiD6O$8_RCBMe(WS#2M-YBdnp4H9V+UO;kPIe#`0gdPlWaq*5p8frYXK3x>e zrIZYSPuMblaIXejbSbJ`KF&Vy5Fcq0U*6x$lCKi&Eg@cV}*y_R=8>84$2Ip_BnY##~~FmrgN9Fyi3YVFH# zywy&8VD#IECym*!XRg}$2ylO~f1vvLjl6B@T916mrbyo{m;5`Die;giJZ#ZA)PV0E zN>ZDr&R9dUx|RTS7CcDo>#jmqox7H^v7#@4LgAlc8B{Asf6wqPy+;$ zC<}>zMj+}kaJ_+UI{=8(Snf$SwIAeB^+4#?5!iPRyXBb*+s615LJ%n?M?T8|K?Hf7 z`}`>XZ|9|^L8q!DL7KSjzOgm#veuHGRfL|Q#8%QA+N|kC3EEFceL#vKvlYz0B&E)Y z=IJw|r-36W&Akv+9WBfAcq!Q-H{2>NS(nC|Ki$Uid&E+!8kR)}U@@C%`f#CHERQUJ z1bP;nD3svkISlDfR5VTAmVo&dp`h|ZtKJ)XU{n#4J~A{xBQp*+jprz03`yzlcpUVN zHGM{#YT#`x_&Aec?T0Uv#tOE%a5JL7yA;H>7mvCc!_c8v3q2W;R%y_ptg6!K&F>7o z_fND+LYZQ8NG#rOiecYK>!1}c={=xn9dffd<9<1-egI$Z5G88af3#GCuM_#~x%7C! zOK5$mDG>XY3ErNVuBBa<3Q*^D#Bv0paqmHAb+Da??p(QlNg&4tSy~0}PE{~|czuB# z%v38z^*0{k_rUQO?~vTsHEq**^NsV>2g7BlLydVnA>( zVHfU!-l5U-;yrMumFszu%H0l!47rHF)bu<9Z~ldi7J6!74*TOksI$84cfgN&gkb{_ zDA$sVtIr;khE1VDds0*mF_ad;7gP~#?!7MP856O!5NBwG8x53WtJI?bs)xY0mgvQpP?$s4>towNC@EnD!>l~rbw6-NxB8~ zD$3&dJGEkHHbcetKdB%mQGQ!n~1KvlLRu|-@@cLVPrhSOr@x%x;b$|i-4A4Gi> z5GCy7d*X^xZ(1>_YgJF;?L#=Z>Rwq1Udq^7y?gus|hy%Z4VFmKLGdtjB^P9^QV<6TzE35r>K1t4N zw5fZ>pC8-TtL_m&PQ^4@9!-8^GN*tYRhIkhtZ1g;!lZQli;QW;*p(Vimax&xx~M@g`{_cX{N~|b{Eo@(rOA{>hM}@h5q}q0WykX z$c36b(%SG<1WI{2=zB-YzH5fkCJNEt8n4rTV+m$I1{b(*WYaC;JU(JpJ<14J9&4a0 z%O65(D&#e>q~F~$ObA_Y*w+DNI03daLJQSUiKmI9VXCW9Rp#rC(F4!k?c z4R{J~b!6Lnr5J`Xvx@XDjgx!)imaQ~F=2%lgr*F5^m$*R!AB-{rbVry}MN1DC zIJVGXfUmbsN`SlNByUPTNUZXlz#Au*uX}sSwIIB4_|8;-sIO_Y_4TV@>JTGVX54Ue z-V_{6xtnmgb5GPGaSs0Q&ig;(vj$z*gL1=mk59tA{i+$1d7T4$fG4$ZVusOE21K7L zRB6e04da+3s-F&8jTDB&vv%(w3kHfTQK?_E-}4{x%)ADR((Y*YkWJP1Ty9v@rr1^_ zliH2JACJ4&iuSckIpbiFw7470Q6gGlWyfa5`Lu?NOxv^;xmAvK z-o8$OIbv?g2$pHL74V@ISqA3h|Eb7-yA5BDUArl^mQ~8o4 z)u*M`-LtExYD-uz1J)b|t@*d28Cyi1H2>}f&Qm_3^O#GIh20Rr4v zxD&je5>}v|+&s=>GH$5Su_pL!@~iNzWpuWnmr<9}C;$tqXGC}*>in{D`Ab5q`0ekR z*fsv+CA`xZj?L437VCJSNekH0f=z+-l>Dj9hp%?t&=DV)!R~o90I5;&c74X~c;~VH zn}FdXXQS=0dvA?t<@A--o3yfjnzGM~WF88K67(Z);~M#>gkCg33|O{h&c)RCy>(O4 zLp`c5?_B|Up>*X~`H%X``o()PtBrJ>7Cc#ktyDJ<*2-zqK38gmYugO%HJlhmE|5l0 zn{lLRg)6nFweK4N9@GdV*hoFVwDr9SDYdZC-rf)m0M3J`B%582AUk7ot%wa5MAmaE zj~P8VTu!mvB)GmpMnFS=B!;);sAE?obVK@b5Hncmi7pE!wLB)t~ZeKbj85~5CDF}-z z#lSqdOL}?@(qh!)J`!MlSE$!XQ40QN&rxM6VLduj9RflOC6_oZQ$ZF-2z?UY%}s|29V1?9%1Cha*3IBty+cW^JeJpQM{It%pTK zVhzs37aXG7x*RO5;^%)&*T&!49&Tqp$tFXt+M4QfWalH3Ayq zry!`gM;*9$+;LlsrjV%(7idY`Mml3|DfbUm0jcW6u`h-LcqaL{vQOZosk=} zhlPu+O_uMe(=Kny!KWXBo!yzVl1<(0je?u2hT>C-qSi{9-B{Yiu?S&2lq{oKVI(d? z7BL}P4O)#^#NH_aZFP=9r_1iXI zFs-sTx9L2LX;nWoZV!I**fyZ;f8Siyh1R__*kttVWmrsF$S~2wL1r1S=c!En&GEiV zZSC~I{Qg{pB&xd6F{(`QVKMpHsBem_bc&pDodZ%BoUZ+yxDRrwBbWFGI;J<<64BXf5{am=JQQ$vpP{mT2e^82OE%FnY0{Uepd$u!w za7~>kOalGC*F*TlE8aRiyzzLbC~*Ju9KErjLrZtMZ8pi6$XHMsnc4hwa?s4D7!;7_ zNccAMW<5cVuHf8-22K3#F|gz>S1Wk)p(IO>NhO-`xm^3gH__1cjQf^oO!c0GRYZR_ zWv|fq&WP}osV?}rk6iqP&6~j^d)tO?4|U@qP%*fsui=yDf4%tOa7Vd`ZGU*!d}I45 z$aGi(&zYJ77|O?3=rB|0XRyG8_IAAFzH(}4Me2C<5uy~7* ze0V$^Z0vuUolg8?PAsS}xp7GA!0nc0=I?%fX7YZ#T@yS#Y*X5At8uE56sY{y;mzCL zl1?W21djq!%Rb|g9%+hfXw2z3U;*`D1ec-EAZQJo)A?i1oW4-GQ;D5y>paOZM+2a*>V zToiXDvK)=&N)y&sw4l>aWwp#o9}~Nt*M7{0X1zT+m=-*7 zN;V!54p+{P!u6A{eez}eTit66f0pko~=L`kJ%Fh=1l^93mo)L<0UswZEG{le58zoJZx z=66l+-l6@q(-!XwQt=%|DNrrvxW-A_S+tlMWT{Al_)woP9-_u-bR%n*!Wo{C63$)b zp6zd@-Yx&(8g&lZTtU|eo;ZKV55*EYKuUvB|{efsvZgmEMfp=7ABR3U4 zi|`nfUjT~PCU~;6)r-*;}uQ^Y2_O?twMQ**Fi3?i{x z=rqQFWoh6m9z*l7k+&+t1Ls-8JeadF*2?n}Wo5+2`H|SIArU3H7)xpAy%W)-k?ZLh z4)*!2m(|DPmsrKUZ!dMm)NU#nkqDX9gWO;6_kJJCBp5f&Wl>BR z7f*i^8wIz~iHv)QEKyVG@9+xcLIqPAm7)M8I%mBJsWno9{K6jU4xSiqQ(?){+-3Z* z4f&`p+8re8l?o#1I2c>NS5kPLx!G7qMg$)N8}O$+6Gs|(pPyEcXshNrmI0rf5108% zL0WKff%&8v{ms`}2{4zJjDH7HJab88aMHbK2bCoZqav}?)57s`g~L;EQlWNqY05fUGr}r1}|tv;h&hdD&Qi@kZ8PDIr_wQ}iejlLBdEL&&LHQpg;Y*fk6c z6?Rne>Q?GZNbHKuf7;gOjlCvz$@a0BJNothz?GWH2RynnV04v~2vWm)n6&Yzka8T& zZxN_Dfc(F?*te3d>5?Qe3Q~B<<;uzX^HHyqq93jxE|U%XPBX2|4Vc-(C;&==oDW8{ zDrr5kDeAZCJ)F`&dgWLw%p*+&y?#GGmF@_Cf+C7FCA)Q#Yv_JBralD#M?G%vcY*St zu+H?!+(Zv_DhYz}mo7()&LaR~`-E2KUmc#G_Y^-pc&R-tmez2Z64oP!6*2J-{-y5a z09iA%Y+<;Nf2Zz%&IF2A+|kCm*hab((evV3lE7#?5I=!}Af>;-ofEw|N4APGPRAYTHWQATu!|}`EI>1RdXk;tV(bch@`-i&Jv8{n z@J%rGVh;`7=x}qb_|@5KN-_Rzvzkm`)*ZQYHmQ1IHx9x4g{XuPgSSl z#ExM=!%*;h-*(OsuA=PXamRWi2j2N$Wp)*>iX{(f*J9lQi*d)mOcJ*gD6>qR9QvH;hrw1y-OK$Gl)7<&{8k zXa$e91(@*H@S@(qijn6^*(Gg#^P632HIP8^4m5QU5zO+xeWLdWW^+j^0eLf5pxqqw znDb0Ul;I5!>RnmP*tM?|0>Bwpe)q#y|-Y##^nJpO877f&C~` zm>W%=wMGANvZBUQpcdX9p1%=SQxgOJRXfjD6m6>>Fcu%2tTu8m2R?G0lfG~Hvs+e?qzGD>nC6AD#B zG1VVmw?Dp+d5wsA5l@bq;s6?OPu6sIQA^~tUK;ouJ|D82Qo9*$mE!6Hy$xPV*3aFc zBl=sdpl1s>1cG-D5%ujM>vj_uPCp?p5I!!%8rb_|TGOVVL89Srw2gLiThS)HUM^@ zyiuQ`qDxz@y=a&F3$Vs%=&lHU7M`IIZIKrqdd_G{G{6)aZDA|Z%{-{QR3;bx3@*EP z52ls5Zy2o=PRe=`2Jkc|$(Y!hQ_FYt4@%fm>uD3o*B~zmrVQN`;V{l!peUI){~){J zP>Pb0f7T78^@3IT6FRlWdoEun_Rqn7_H9ed&hkoo<@;C8a#uXO-!fUhI@8pgowwS( zfYJ^DFy6T#vmswvL3L$Pvt^h86ZB2ys&94{Bma6KYY}&0Von@0MxVaoF|#}AM#xVU z=29;CMt?(~jB90yz5zjlJC{AkT78>Nlb{25C>(pSF54Rss9%elxpfs(V<6TSG_!}0 z?ivhNKhj0Oa#^Qa`IpF%L1=K`fEjIQaau|cCM*Z+eq3|bIMH~Dh1m} z!wDqC8gdgQ@;}!^fPL zXa123NnQkKqF6XVRQp+v*!bjxLlT$pk}%nh!+CbM&Q6zqO1(e{v-+<+`z>uV87n?@ zd{tcC^*ViW>=|QW1W$pP{ELL1O?6WBnED>LY8@m`q-}_A1tsXr`knMteU;%yD5*V+ zWUs>mvkuaZKK23k>%ZO&#rPLIo6w2877%sm34rqyRFq90H%*g3(Ryk~zf`hh(bsE6 zE*YkJ%w1YBE66v%KG}zv0p_`Ic^q{Jd6u6cxd51xcdCB@o-9*CcWtE^(YJI=>_~e0 zkzC)luToYQC9-V8AHrPAf{{cvpzraUbH8n~QZ$-=VHZUx$_g7r;-+GS;Tbahkfh5^ zrq4&4MwPw!F40Hg1?^rE>_-by%J%J1^!Iu(e^FB<7N2LcFqWg#`Z*rX~i+f&Wk(6rHDx zA1`!=+Fsn1u>!SW1nY7$0By(Ua}I0BI%*t3dSs!leX+f|0SZ+IBxjEG=l?ir2cQW> z=$P3I1#`5tIdmf;M&$T@S~EQIu(LB z{>FKdZnL1`i%9p4%`@=bB*77nRjAtIh9v0ULSj5Zk}p&DrrAFS$Pr9nL8KhUY;zdE z3v)!6PI9HhEun|NeVoQGXFd~8#%4m#$J;E3Xn_IYpJdR}$uN`%CoZ8NWu>rnVr?| zbhs->qlj$*`Gb*cvc_0sptos&oO>R}k?o`YUi1Up++P~H(}arHBYkEGg-}2Z<@@Ow zwHTBCo*&3p^`>5Flp$^>rT+o|{Wc>WR7m`Or zOYB7cy3~0hJ#KJQ<+52~f9bhSh%tgp{fq^Vhei~>nq6D_Yem>dNgPkJ1TjgO2Old8 z-Z=|`JE>ddH{=B{DIo|R2Ic)AAqL*vT}5HTDX_Y+tX6zAB`g}$JFhrL@}hAzBO2A$ z!j64WC4B*1m{$Slu#+%~95G;hWxViNCQ-Gi@p$&vL0lSdt$D$|IiH6-e5Ha6L$;gy zJakl!;&5>ta$~3o6e1mL1zfbCb`ZOhCL0%tH7fiRDYlHK$Ag3+y@&yzSO~a|$4SpB z7c88sVilni)12jCHyB()hsgq7Sk#&g!@9l4a z3l++-NMp;{=Gg4#fy`pMZEU8k!{RdlQpG-Q?aN_cR7Dn?dry*%<~+0Wdz~B-~k1k8jZ$ znZIwTs_i;(k3|5#9d=Da!enn%fxJ9a+U$vjW?6Is(yE-focTw)xJyJ5sBj&Q{8r5Tn0! z0zkuN?`UtOORVSJ%H;lHvJV8!fT=XS+CgjeUYR~C!F@NO7 z<`kpg#5h8LQhiwWUm?-aw3q8MLLw&ZVG+tpUeG+&Jo>xCTzRrP%>gWu6Z(2zIDS7y zN|jOB;Luxun4(>S7qGh51y)N$CO({XW9)>hpGynLcPTtN>6M6}nd%H$_p_Y7x#fBb zIzw3ceV+1+Y(=7s8Pes~lAXaGW) z#GzxeAZfKb2)mNe%v_z>MueTppS~ht1FbiRwo{r4gt@uTi~GE-cF02a((kK(r=p7c zPiG(x5wIg3oo5A#C@cgA)n)Q;MPD5w<_|N2&F80gB?iF+T&G;8v#j@rL zNtg1YzYO&WtkVzAJiqN470@sKwSQ~(FxURcftUGYWv6`X9Kp$W4!A7Z8s)o~qLL1# znE5Bs#(N1HXP~iBPZr1z{@hdx!xOhUQAm2Ph(G8oL}mMI4#pt(Hl0l5;SFd5R;fvd z@x`D(8k&7UYE-(|6BXdnSS zwCnKHTQt%(HkztjPbqC{Y_O#LwgKg8YQi@c;rsVFA>s-+)$ACyOkWaUky&m*#tCb9fZ z3KQ~opsgfajg0iXBhEk%h|e@^z#xi(8rRfyZt#aWnWf1Yi_R%5>6U^v;Xi41{O&F3&xmX3aK|Jq?HjcOfA2F#u~nl@a%u!Q`0eHUK{O zq8mji`cz?sEg)LPpGDmt zb|()}K9XKg)-o|_)q~$*51y`#jm$6utpJ+SAp8Wnq(J_=`+ER@A*MkYX6+A4nt$R0 zcv(Rm*bdLb%$vI4X3=vfS9ntb&@x}5#h z=oLj@nr^vDhlMOiA983qYSbcvs_%ciW#;$tq8t2(;?uEo{cI8BGBECi;t^f`(DPY- z$GR7F+kBz9r>8~~mBhWV)ZQ-hKxHS#r!q}GyOipHRIPF{38`&-|IuI2(^F`)fHB4O z6z#q+7C;kpJyOtd>Q4dEJ&5RO?_G~YnO^Jd;GoCzpeyVvimEYumjaA@!$lXk>%fwn z-tcN3UT*LAZH^=LpaM85H0SEXeo^K*!;<>Q*-@Q>FIG_`Fpl3ihPR+P>s_X^_pd~8Uzu=BRr zc;t(rt78^6g$u!WOE&ws`Px*U%qkSt&w4_lw|$g)m1JGlxblG}Zvc4k-5iZ&FEdiD zRt4=@C!8qEap`Dj(`E&`aJs@Hz%btMC66yNd(iM30)p2n5eoAXjH*8F!8g^d-H+iM z-}u1dz?Q0@U+_0Jz~qdWKi^Bd%WUy#&9yfJFQijI>dv+%l=GJTblRGgcV!(%D1^;c4w{|Y-|EE z6-Xe>o*-5GohlU&*RZW;E1T5DXcFSr=e^vXFWG8R=j(~w0q&NQ1|HS!4V&Tvy2h&Y z##>N-n`S#&%AP{=bS)dp?s;0MaQEh`0ynB)3rmZ%ZunU;Ry}6rsL^7|u_OCo)-vfR z&(`#Y7on+AI@?4O?z}3S5+0jrg}gUPtGp}| z6-E4Antvh607H^m-j!$zax14i!B&>v7!muf!r75fh-8$g&PCJA7j?YR=;H4hFS(&T z6S_aX&1I`9@Uy2U7w$b#4ZQIWlQ{0ay5uQ{ry4b7`NB%HaMLpTdLLa2tsT@KOxVF{|8yzfVnsI zW-aq+2w_ZFFj>iXenh)4yE0_q(;!)-qrs$h2<*lQ6?NLzht1)iu&S@dbvq{k91n}g zWkJW-q;NDkXVor57y~kBb;(adlHrYn9W_ea3-uk>>GVMS@t#%NK+8GV=KL zDNMeRL$l-LWh~RTUzZuQA@yilHnJUVHwn#;E>xA40>$ z{P){Nue=f-eHf<-2cznh(>fn5%X#(2_q!}?J&3n>tRAAZeG;_Kyp8W!yYy@MZ*ar9 z5yCSXO{1ckfHKAP!_tLiezWEwayoxD5076Jd`u`P4#=posIskNbwbeaQ~C1&C$yvF zG9bYN2UJ0BMaogN-B2)D_Ot?yJ$N)2)hswRxbGNp!Sprl1Ztk^#6f^EGhpLQwMEuW z=`XP#Ad815ZnUF=Y@C2CGw2TR!?i^rbCSLUsLXx%lGIn%F;2_iD^HuSd!0 z?C~#M^NMj!1i_@(%mq)xCm83Yz#@$&Jh~CNnw5Wp(?&Aw1~X$dD{FlP-f^FtI>sd_J5T6IQrB@D>dd6lhctYMnh2aB{ir|Db-{wR(68rhh0r{iszCk&li zy687+eNKqzO8S30e;Va|ko@1a7S0Jdm{j9KBG9^qDan7)T_%!4(W|PnPC3qxR<+pi zYh+c(3(E{Y5NZ}L^^a|5P%5eQ{V(*J$` zs|yd}{S+A1!m82)w?xyyEMe}S>Ff>tjVuL{8u5%86j}VgWh$7-A=gXpMty9-`l@Y4 z4vq#eITZ@{>+M-v@#>b#J5@g#VNwzCulnM@BSCT;+VmpEnvajglZM+oEuwEmHa6-7 zwy=MxdMkHa%lUnfF?D*E3d^X{+XjaTL&X96} z`aQ@Ub)1^etSGY(1fFxF#f!5r0co-wPwR_XK9KsC3>qoR%1DEr2WxEANQ0so>lIOH zc5YrC8g_kK5ljC#j+)N#B%#;booFQQC|o(G%R&6 z*B3O+@r4Ol`7q#?bEiH@ZiUr`VSl#qlTdCH?j@w*bh|u0xMHi2sHbPLkb~v+2zNI5 zw=N{427yWX%FLwmQ7x0#4i8I z@yR$BdJ|UZR${)tO!jW-LVWkjgA-Q^395_#P+Y4tV&!B7%iTjzgpq=wtn}2WVb6|= zy_Kf|V9HhDDK3Cj{MhPPCb=i z4;D%{jQ2eTfyJHO6_oO)%H7l|&s3rFEF) z(gPbSz?ZL1KzwDN=HhfYzd=#q(R{Ku<<++@{Z*e?RqMDzqt*0HegLKn z^ZjbOOO&jtZf(K<`Hn!~|FHEV&4*dd8uzk_JSevEq1Vt?<*H(HFi)PH0;w0HPe79w zIRUe8>Y(l%PiFd8hP(A<@2$MP(@j)&szGSwK(tOgw0?4LfMacX zia^#wlc8Nhp0OXYtI4(5p3edN*NtReQa94BiA}A=2*O*h^uu5{ckN!F%RGPTUx>Ec zcg`?;JyIE(e`YGZQQ8I!Fmc_#%;eD4uc`MUP$szo zE>n0(O%ogu<724zH3r?$4|_ zQ+u<{`Smy7kW=g~Vxsi43Rl|ct(s8yR;4-3pOnT>pho;4_zhbMfp^$Uo7*S)Ovk&l zN3A^};!b1!9%^kSimW&pz3r4P9QEjzvYJ`o)T;#LYoRpBQz5vz0l1}DDc5cgW&Ka{ z<`@uvbO%?;ZU_Q==y<^`R2GjNPdKJ#mL2(qf8G_cyBam|H6o|!@& zuG_3i5H!h;A~=d(Jn$TQqL6UhnJ-qCj2u-8MLqkK7glDn88)|BvqlR%T3OI6!_9uH zA|8FiuH%JhziYWvN`sI#`(lPCjh;k~8h;&5jVdd<{_z%2t3KSU^GeKmAg0N_>4dlzw zLE*o)(8F3;aimbm)D{OVe zSrFu6O)s*`7(r{!Qw@3=dVNE-zMz&%`+otrC1TPF9C(-^Wfh&NhNg4RdnxN=KVS-b zDqw#_zW_R=W=;a7#@tzQlBDkpm*h>k8U;p^Z?l`zmst3rkY&jtz_|L-W{&EP)%G0z zAhT?$%4e?EMBmbcP7716a^*Jd0{b=%tF$2j{Uic~R$1E(F-~bjyaW3znDoF&>JyMp zFKv))--(vXaHK2c_`Sjc&hmzJ{O}zy&mQ}v0JU8EyXGBfm`7&W>{ipRclkJ{XeP@# zGuY$^w5)h-Li%|bwba#_mHMduG^*bcZ%f=SAmkue;bt&Nt*znr?jO53>SxHZ@QaMy zaB^!qBkpX)TPRsAw@}j{r@nW{RJwG1^(H~sq-Bn1y=M`xyfNqz$i%WP;?yHZO6qM$ zNJ?yU!(W{>j&T%i-1;4YQV{X90!2eg-D^=`jfuKpCp)9x(F7Sj$0{JQ1s|4P7B%Ed-9A9<#; zE8>!ud8~bI(Wwnr*&qpH8q_5ulOexfsU=&w#)N46ePQR)Xz?VC{%~*`owM%A^_i@n-6|Gykk;lfk$xLz6|6?>++?$X@FWL^hvNos{qVy{2{UZ!VZR5<4c53G&7^#fO2u}sn9efQ_k)> zpQ*llCnZaqti>v$?g&oo^*)tS*j~69;4oE$pNev=x5w3}iM^q{m-$G{WjTV~pWyHr zUT*%N8=u%5Gbfv<^sp7h^qd>?ZVoTOiYr3;|6LL)v*A25f=(>^%R)0{NQtKJ0XTOn z>OAuv!KPvO?XlK`O+!$4(DvZ9K;0`*)mnx6Eg#i+7Qn!|Ddh6;4*0C)}QbmOYJ(I zi7{hJ)Xt24S{nmV{Q!`;c?5o2HLtNca0Cbs$hB+aPV79|vynkgm5h{NjE^;;;8QXj znN74lJi3=JBzga!2~jm`rr+9Ldo)vVEh-LM-@V$5`!?}sp9gBD1EB9r8xnA>4~T<3 zJVpHwF`N~rD1?SgRXz{Q7HVj2ZBo2W6eQjuNDOB@T4q~k!Rn+b4t-<~)m zxDJS0u6N_50GH<=)jFAE)w-y_oultJJ0zuZ+7`*eS~1oc@}@MGCmpv^dD?z2?|4>l z*8P`m!oo%0?zrun1nh60K*zy^?Jn(^(Cq2dne|LP7Qa)&a0s6^>H(>o8_|9ls{$<$>?yJPdzU#M&7e#4XMoKuw zfNNQVy*w5sd*yJp*7JCn>0JWW=649r??EU}M{$NI%b{0SE%Qg~~PU`Ah0qhun-ya%FyqO7o_*ej2nI=o*=Z znXPInJ4vWT--LneCgnl2&5xAwXqtZ}X}#kd3Btt?v>nJaird-Q+ZR%?sEN5J=uKy( zKBeFK?Y(eJ!-#lC zEx;TdOKNU*wWls6ke9UvzIGs0FDrNLZ9$XE1m>`j0YF#E~1Ecc62& z*J^&FGkRp_oa-Ws@~UvL7fs&!KZLpa33`r{XxWHq<5m-#h%S02qRC?W+$gGP+->S| zWs1QJ6583^NteD629Pz30m1Luw_Z+Uq5CHy~3#M?s#R-xoO@GE5^;wE1mb!Ht zq&xR&TDnGhBt`!DHx-ehd1+>rs%ujpH#Jt(vG|4OuR+%6(e&H+j?5-G@W%!uwOkF_ zT*mW=jtYm}N4yS|3DQ*)?oDen=3{+W5&hHMw$|@Tfe&d!HyHB}X=pJ^Me3qrMOUVg61k zpV(r*);`a)UiuvoDo56V>ov_I4c@?Y)HmQLX!POQwT!YvZJOO#6Sud-9oM}^#{0VE zo-C1vO)|lAw&cxjseb4rV$52$o_MaQ`;c+_3@4Cz#^&TM27qGuhe1hZOhpuPTi963 z2$t`N#1tFkhS_5K=HJ6xCZaZXA(dZnMOxkH_oi6+wkMP^@505aG~pt;X@VZxC3q10 zV?VFEvd<^XMz+d{=N7^qVM3PASdbx|imN#*)nOW0!sftOt+OObh5cuMu^$cKH$@ny zb{^{mw1v5Wh5`iYbKOhYpuT^YaoZW3x@EBo)Dv^bx(y_X4!50aSYwfRSeakh&jy5O zSFu>xB3Q8Cg|5R1m{#G%ys<*vw}{DOW-ptUPSzljpLI^lB@yyWs)Og=%S6hsH!0kL zhI7*dimPTE*YA_Y(TIlnMn~?$ZX@G7?G4(c-s~RNCCSRbybG7V1P{en4WIC0-oR%Wg)GvVsxw^EDY$mE8`kYlrEgVXwZN#XP&$h{I zQP{^w$TcAP@*1P$-v=9^%Ons+rL0qvh1;gZ6!+yyC~2%cY2>S_=-3d%@CBuv&2Ubs zPBRuYAN%ozS!}ap6w%ET>L^|(Hyjf1*W3bxpLLCD|E+Vf8sQnNwM72&27YD#^lh=wQIuPvDSO&(7j&v8mq)z zyU!UX;fVM1p*v}ZdfXsq2R9`PpP56AD)wdx2uQUE3ua{;Y*OLj-BFW%Wxss3EE+s(N$t1Om&IR=>+R35i)%h&B%B7e#MZGo~ahmyT@S6S2?5R{R% zbN++jfvTqW^{BD)R3{v7ZJjpOMBftTGLPX4ZAnNo>FxB(2u+JBBhe9RJ{HJ!KE%6* znI5n{HZ&KR0SA#v^0S4lpmAM+4tx1(^EUyma#ama)cURqxCsJ(;iN`NfF^dMpVF6X zDdZ)buz1)gxJpzgOs^3n3q@(~mQkqzB+WwPfjok9Q=r3Oz4vJEnM!7qtk(As{PATU z;2*dhuRa>>N!6Hr`N7Q8fF|u!TlSei7qL_!Wi!>fB{Rr4By|vRe+;x%k0vA~7w)A& zf(7QxlTC*y#)cU@w%i!$rDcV`tFVLXRdy>p?K2KPVP@0|N3={#Iqc~#nrh8uvpXus zQDXJpb@q%GYB4vE_Y{J@OXU+6ywD0iz;3&EnD^n3R8I)~lV?tkj0^<}^**r_`-(v6 zxBn^sPG_+ZD($ z51Hq_%cT)jJ>LYfl^5OCvDu44FO>~gNcWi->DFZgI>wi`C7zJB8%?Ld-+oV)qVpa3 zQzEY781KFRp^eU80qMln3FFTn$4ToiBeY;6l-XogPXl5=lkaB*R+uZ7*2g3`@QRMi zQE}?LREiJBBx=nUKlK)A!oIboVwV*t?qqz{r9kL8bR-Lg8iCYt$@G&YmkdsUeiF4xA6I_k zB0_;lt%fK@EG4vy-RsQ!AjYdBe^Lm*dN$by|ddpV^Z0z42zc~*^WDZ4*lE7$XnS(<-VH12h}TB@ne3I zB}E^-l)}`)%tK~BbiP)KBoCBIM^W>PNtxnP!*U&($)47{eHUc*v^szQ3}7cAyM zlMMrl}m_w11aclGZeIR5@IMY9z{g8d%TJy z#;(UF*QCc}Uu+am!Zz&c`|MBjjD%uv$}oJ7Mm>;&M<_p3HKr;{O-3Qz7~dn?`l0Ft z{B|(;0)dcb{b6w|P644Z%1A?1#guR95OZA)b=goay+r&2D#@KyU_>?i3!FdLC8`gFcvrVYEt zUS@-v0dxlQuJQ`(;v-2m0Df_qst}m520gk!BOp3i78?kuV42wt;%y!g>|-d8mC%g> zqLjO;j(k_k0Xb0={XrKK!la}$t+m)UZyFNGGf0o35Sf2}vK9C^d}Al~Qd8y`c^0{P z&f|hA48zD3v}0y^1X2e#6X!xy(=5Eo7h-3X)bk@34z(S!(@9}H>RT*oJ3};kvNhkV z@2{Efs$|_?yl0hC&ROL_tW+1Ek*hb&36pr4VI3(1-BZZ z5f2X0Rc&u{0dJ(_WrV2NI@5&@LK)(x=mq0T7jqJ1xqcTFC6|6Mn6?rRJ7bo36?LhG6 zs*o!>EB={*c7dhTc~lz9l#Z&rBC^-I?b&zQ zBsB0P=O-@Z!Z^UCo6Pf#zTN*NGVXwY@Wz(c#TLgycoVX?j&(p?J^TQ@*_>OQ@NF%< zjYae)X!`|^!4E2l8KOvEVGhiV0n`sGi55fRL2`HLOAo@t=4YPJxbMl*;ZhPG#!X~g z2ks7zjNd*K5?2`TJw!$c2bZI!#_VRMe0ce$AQc$}y3po?0;ku5R01?C0sv;8y<#AmZ%L84eA;2 zC?vCbVLu77kAZ+flt=$4#wTXf4?SR>*)G2*d8llO|kZP?bAu zHz<}cOuB>oN(Q2bsl>0}xuOO}*P4)tLy1A9+6YLTv3}0MLX=&?29<8{H|Vra??#@2 z)Mw!9eNO#c{Q~`e7G%*kmgNfU=L0}hN$v?Z0!x=74?I-SNNL5Q+f`Pi!5XAeQ8J3o zy5|vXz`&yQybZ$1NG| z*|hWgV>a*cQi^(?mW77OmCwgi9+mj7ie}ghW^!SEK<7I_@1!LoT~Y?lPBVG%E_)I# z28N`JuJg+oa*TCK_iDG*2Z=$d%zW6(_@<7S0}6`_1JAo~kDy=%8weJ~rh6Rcy+sje z1Nec1N`<%K{%fTNI34TiyiZkH*-`MLuo56)w~a9bK}$B;YORj3lk*%uCp=2jYyl`8 z7cww%g-S{T&yY|*YD3nG9wpLC5H)#v-%oK0ntO2QQ_DAvTU4~#l zTA6v&%R7orAu;?+6>e~sy-amadkuZ*kiVKlt#9Fxjc;s09E6rWf;~mhKTA1rX-x3H zZy?IBNCrRsjQum49P>RzU(2~^ORnOq(NF8i0cBb2A-WFMMz&wQ{1a*{&n=QDiix( zCWg!jF=DU6sZim^aP%3mdBx9NH~Qtw@&qRP^)hVzj^)|E2+@GCGMk&BpU^xRuU8+{ zMQz~$0NsML(ye&L(qKuW$5QrYL{4MXe~Bd0%@LgeWL#9t#X!raK8~n0JB(j{qpz0x zh-Ba4M_{~N+V)7Oqm98ukC-KDRY;NH^N6dEM^%y}p+La#xh&hc4f5ckhB^uCw!Y= zHZgyMUcdOh8r#B3&Y`g6l7pQT%=iSz-Out=KoGFt(%n?+Jg%FWf!~yI> z(Dv*eM9U3HgPhi%N$Sx-!B_CiD|$Zt!?6eTsNN&hp8|!krxf`rd;3d>C?!z>#)I6N zrUAcOtT$ESd&f^~St<=dG@ZS->z4U?(25)`V+JFQ-A7f{=M&IC7(H}t#%);PUcDCtknh7M zEk6wQ`WYs6`id{kMV6OXf6k73%xN>=LD3z(aaD-}l#uV!$8)egCvSYTwRJlJJ1s#jQSyX7Pu>!hZ@%{ObYx#DhwDiq7=`YF&mJ zT}d}j;MmaKv#%2KP$Kdrl7w~&lnPM+2b{>}6iCCR^Cb=O!DN>0VVnhbsjJ9y5>BG~ z2ey^|K2$7d_PJ*3XUVUF_+uOEhr)}*vE?QDU$eg;8mAAitpx*;4qLN}B%@Il5I7@9{VEs=S3P^C$`0cclt_@%ryy;!T8uXA<1|&k_*D_iTtKGoZkAX2 zUQ`q($46d!4xuflB_=IM4@w9(pXLB;6!@L&@AjS2lD#3w*av(m&`*A3E!F&Ltoggi z`gr~}aWQXmqM|Q=Oftqezxbc46BD~_xsfR|^jN6WPjw5dkp%52YhZBD1k78$0OUi7 zj8_hQdMNh6gEw%LYwMe1%XQ>AeUW4M6;lJ6jZv>dF(c78W9gj;j{5E-+1&O3# zKvy-g@$gFa3mvh5uQ`xmi_1&MKb%HX^g7kC-3k_{t+6>rO`de>v0_9C)keQB$T;DU z>~IVl9f>BBeqxF-a8NMBTcx*7p{zf-f;#{*NW8xHaH^8t4Ut_WEe%#X)*$AFnBg9& zBvjtA({pHTm<101U?feQ_J)5?NU)L&WL;Kd zUc!OaWYALTG7`>nLT3Fheulb+&*2GyaG1$9vNZ{3Mv$#Kb)YeBQRGWB*1_~$E0fg< z1)g$XN#mxMGjjyw^R(wo9Md|ZyBAx@Xoq`D&4>@7h)t;wJ0)4-moyt_6p@MXGLkzPGLV|Tjm|{ zd~q7IQ0cj{cx$3w#_X1)XXE+bgKeR}Kg7t-Iyc1mq@P_KRE43uQCu$2F-en_zmmQY3fgEjL}hb8G<0>1V2b8b*0UK~Z$dS!sh ztr^HI(9hf;zS?c!AwtE=c9@Ke%7~HQ;b}^45)-wpah3+bQ=21X^);vy7$bO z`Kf*`npS_A;M5*iD*8sy0vr@2p%_;HhTZWzhYvvmZ2XfHYlnEnxP755%m666IL;sX z#)$D8HlmU zfUG~=8=Q`@5#10=<~B$G8LCl`48}dLi^_-(jZz!!!&R$A(!cD1+L!6G4nV~~JjuY> z2rOkiJ2jo4jS|q9u()?>oM_xjMS#hY;4n_Hg+TD(tk*gG>-m|a39J$2jA0Tn?4z}W zNq-xrB9BW4igUat=UViEd1WnJ)GttlW{n2eJ>~kMQ^!##dFF$Spp{&9hnM!nqd1(< zO5^lJUDrHdxjG3%p@P( z_zA3T(4H9OD`pLP%*xHw6MMXUDZ zRb0^eL;bmhS`LVRgzw5t4M0UlEReW?%svrdHAff;+;a$St8@`${+44Lxe{CpKAbxXPI)&>xN($UJ`k$W{)`fueL%E53 z#e4_T0rP0fS=yXEhBp0KCq(~C$Fqr14&R6Sz+~d5SwlFP{5gd1wC`ZE!F-bg@;Zp( zLqhBe=-)6MW^1MPh^D@)$HgyWYHKmUc?u+6x=;L&m+6Lw6*ie@!FAHubBf@dwF_)L z@{cIZZ_#88w_p%T`UsoNIxL@D|3R%gutp#fX}H)7Q%FzTizg}A?qDK8*H6WqZ}o(- z$A7)KnvD?jdG|C|^Hkh>EKAYpQlGT8JXhrQ>Z;yM}IZ`vZ(dLAWRaphOE7NKVUCou}^b8$c7GwV=mr zlqP_>XWTkah{Hb?h~QlL*P{nE)NaDm&WmJty{Z$FWELQ|&p+@|3-Lebhu?X#I)?rH z^&4rgP!ZJ{q}{5zhRU*srhlay8ge#>zIR+mr+Op>5$hb0>XVI}es|=ZmrdNeS9C!d z$Giy>JHd=eVQx*$r#=gX&uvDv7125zo!Uf zUh9uGttwvZGbt(2cJZ|)o7nP67QQI(BG12c_k?@oOwvskMi%1qpX0czxS1$I6x1!j zo9Ew~bierv1?!QmDR-u1AB7zVsyJbclU+CZ>$+OMkg6V$t?9~{#3`4=LqmWZ67-`K z`60Y`gOROi1qD`5;S2yM*RBwT^IWDM5iL2{aFZzxRxF$(_QxYnbc-^~>at*s*!iw|mSZwXHtXa4U;7yjm~CX>8Eb^JPDw5r(nXCA847<-&FbR7E5 zgda1%bTsl?jpWZRd;KgZpz}vosp3h1qc}ljau9}3TqyKIs>IsIu8WB)7G~2&e^dx4 z+~)qDC?q5TW*UJHFdPCF#~*KNu_#c}bI<0fqge$;VkDu$^>?lIXY=VJY+C^Hck6%d zi6OX5Ptba9Q*HGc_+)ZdMg(lRcrl)I#-bno!o{4 zD(m!mMPcM6UK<1EtjrLDTQTiCSX4MmDexMdd*WSYws|sYd4D3dkrmGIK08K!N; zBVRRwOsv0)qTk(hrVaOCtggTAzJZlwLBY^~K%k(2E_hYcmVt(G=752Kph1CvaQ<7& z&DGq~mC@DO)y~||$=K5Tzl7b?ljP$Un2^G*-)UpW;}mpeVa_PFK)a=+pc2~nom?-a zO_v(!z1Lf!UanWCn{*i>Esru0r+B9Z&6y71h;1x&yJ|2}0#X&My{%3i-cx>lvb zq7(Re=pxRf&V~(k&vGufNH#8#QmjBQB;Lp*MzV^lrJYir7)>StX#@Zfq!SSGd2O(4 zEyfz>JHi+ocsqB&ww<<}e1h!XZ7yW{Zhna=)kZkpv4A2>6s}v~Rjd%hZ)%~tbsB^L zENY*euEpqF@!0_q%HbL3-82Dh@O~>;)B*5Jkkk1R>(iW`FayuhnN-&!wpHoVlh_XD zB72C{Z7wf8%U&f};|!*^1e$_-TNay8e#+^C=id7K+5kc>18!wcX9l%6*-xhv&~ z46!RvSNhs2ZsujjizXVO`N~Smt?XV^%_PO}8S}0L4t^*xs8=46(Vl+YqLb5M;CXN? zxZ7HOS9yB=;05K|jfn+fW+mVC8%3-@IRR58q z2k(IiFZMwoYi`YO?r0jZSchx1Hq0`MSW_q|YPthxo3&F4VqLDvyU ztDeLhvu9T8F8CyoEUi?XxF5w?Rk+)XD&y*gY9b90#ujxj7*ucO?2)5ha*AD>9&u`T z2n!-dZbU0Vs_Zb=LsUT+LC7`*7JoZs-VjlzcX7pQd{~VN*rZ9)c-oc0f_#XK`~+** z@r`f(Y_E3~=zxeqsmVsWkNU_tU40%W$TA15jw4InBw~jnm`K$W4Kkll7w*ugCcY3) z8&7uLSArN1!Rst$J*js0|^lAsD3Q@koK-&BGI(njTqY^^* ze83Sr)TFizSRAN5REL*^VM~7UmHY$F&U;Q~qpwPM=cloKIn1s1eNgIWX z#{uc0PqFDeQr|Ao=eN&M@kVudKLA*CaoW9xfd;~=RCWD|_sPkB!oQ(?FrjXJwJ~p$)0|sgmD!h8Z#DgKcv$>3h1m|6{bb}4vP8p=)3i@x>3RN@ zixl_A(6oH)#T{}`EgoVE@e)BN^g0J8^ z{)W60DW;4FnXq#%QQ@`!n3&yYt9iA}2VXZEOh80vp^+QYTg*gAGQVexUj{pQ#uuPJ z5@phfHNk18KN(=AuFJ68u3H|L&|a=><;({~0_P=2GR`M7TV*P9tL{uo^#}Lx*s$vD-eaO13#QTtmWyxZt0tx({N~a1y^eeuyqZ;Nnz0O1;}_PQZE+rFYa4mJY72+Zn7KkVjj-TWNl|1e7xI| zue2KZE2Cdqr0tA?tXVm2)~YX_UoSA^Smbfcn6~qI_kOsPF1W3_Cll)NO_ZVGj*dRP z6n)xazfr<3-?FA)`O}Tg-S*6_P}OnTvb(Y#ubB?M`ZzdvR9oS&Vo161>x>etC%q06 zcmE2q(r!Xc!5GkTudevTyiTY*AeUqr8I7qUQ6q^221d$L?K?#e^Ody1A{K0G$Y z2Mx?nzLkin(|+xTJjwdU9`=;0tyRiPxOK0Cy-47lmuj~~#*R8gM%>=fr6by7KuWn2 zJoJ7Q7NIqp#iKY-wHEM#F@f9+4hpo?d}_ zdKVUS8VnhSz+G2giP}lM#sW>s9l~8SD(Wt5*_Vn5TuerC#uBI}(&^^ARKF z*_OISFPj$SCIX?lO${UjoMNo=0S4L@+nQU)oOKA7gzZX_90+xp(u7kM8ybB2h{_RR z=hF`!l>5cQrETM-`<^l?rmZWcy^(wbmq|vEEQd?rO+vv| zvUs51UkPJg_wyKUBCTU&vlTKjJ!@GPwu+N136OzGN;096QT4B@aXKmE_TDoXM_M&b zc31RdE}2{DFbSTa`38XOL^Nse5o4!}I`X3-2nuVAf)e`>K>p!vpntv!Ry>{1hwUT4 zC68H0Eelwlc4~DCmFyB*YJAK_(uE>6D@5{WLsdWPW;TgJn;8$q14DP#4X8o*Ong}{ z35@rb$v(Zq{`1PNA4D|MeDy%REbPP#h}nGSLSR5Q2~V`>8&MU!QfMD2FnCc5se)^B zpJ&X2X9)#(VSrzS4e!0j0)xg{2ge5)5(#+iAPSuDDRIQ&QeP~so9wib1^?qi>OsPZ z%>WDOM$m*JN+(%lq$FSOQSMD#iojp&7&(A{kNu&0gIuxRoV&H()jMK6q${T41+gRj zwK0ra+cC^4G$G_pmX8FcxJJk3+O|n((>?klq3hlhTDP3{2a z*3#R1%!X?}<5!&-t5yq!a#cRcejM*Gt9q)2c%egl(R+-c%0% zPN$}#8$wWPIF|17a5F_gkYq$7SgM^?Tql$+y;9v`x1Z&|4XAtp8^cY!;Om>a$AZtt z*8Z!88OW~%)j-jk4IoyC@B2LW`Hmxp(BCX_aUNYWK-5v^&~?Tn*&(yK!L}ExU(7?6 z<2!Z)ol5*^qvz!)fks=!FVcobn-3{e@#qWVx*m8NMHh;qHaQSa$%Ae3(wj!F7#0B>4uebO|CK zDkp>xk@js!(LWO2WAkQa@%w*zf%*n{puPXq3$Xr|7byMl0=Q$yzR#L!P+(F( zQwb?WWM$IWVYx<_tHU^rF`1mGFHHG})6}`IhM~`+Q7dSgM?fUWpJ73Lj?+2Gt)rW)v9}izo6C?gg={5cB zACg>W`!@5Xi;QIpgL_JZbvA@;3$N!Z_2nKWtke>)SK*JEXpSO|u2q`4lsS)`kG^J1(14e!eyrawxy(G)!WIk8z?lAdri8to9kWoMpMNS zCnGoa3am-$5S}{o0iHtJ5wSJMvW*jEQh3TDg2+b+VH3OhX~Jb|!+X3wF4GN-BT?dT z-1_P9KX=8}6Yfk8C!3#3uNpT>YgTO0NnjGYfGK|g4z4l)WZFhWa$lT;&X#p5=W z&oe1^o|ka?^aixD)G6}_oPK{e;Fu=e*eXDVEq^8T>n%Vm$wKSb2heJBDGNeA@}sQ& zO>QCCOpbdXZU5cy59;@kyIQ&}R06{IMaVmq#r|27kSEkl!-Y?f+InF>C7X8u&;i!( z2?92V^O5Us;m|FEiR2f&f$lP3x9z3_gtv94)2$66%pRn|qM*Vqt_QppM70ko939W8 zhnDrI4qf_Ib*VxKc0%rQ*|x$F26J+wz53<>Mit60Vzk(_0Q=FXW#a53P|USY>Xd(2 z`D=On`KCql1&;W*65jpMpa8`Q(z^q`_P$k}U7*0srn`@OB1hM4kX@_SmI=RG$wl+It^Fc>vF6HML9G@cDxk z`Lr-R_d{j#G+bh#DC?tvLvPjdN7ufaSO9EFia|;(xO0Cp?;f~#eZsW3=0_9DCSZ17 z>&p4(&e8{{eCbWW0c1~dyAak50y@flih%ngqY;>hcuW9j?Nv4tc;0lg0Mt3we{hxE_@0G6qT z%pJir{_%INr{8kpqr2U5rhjw$=9}?`bT{5(R3CAPqVTZBmNoCHWt}2FFTXB>A`iKJ zbBnB_Qi_*zC~1|Ce$kQE1gQKmq~nBmHkF2iyO1Hd=de8yqNKJLS9B zRI{MVO}*JIu`Au;2|x7)dL1I_sIQXJMDYv~@T8_?eY}JfuH83huOvU#l-}$bmYC9Pht97{ z10Kp`D;mxE&Ob*NOs~S7o;|Uaa?q34j!T3~omwoHq$52h{9Z%w)%P@NnM%B60T zJ11PWRQq_LC{Sp3(PtmtX%izjV0cAxn(`bO!i>;%5#l6U5%B8I>$n9TiOz04_K5>k z*G1H}wJqxR)Ehha&GuWRFUu?+_uOiAd7y*a;%!lO$=*lFAX*|nxAHi~-lcM*mA3ny zU(urSR>#|#oTDrmEmwz=3(A>brk*DV=UE!HgEA0Ed)ut8BbadS58&HGk^ z5*(-5aCOn-se0EA<@fYy-1lUlKeS2lTpceDxz6|>p_H^b`?F^}zPpOqA=XL+tQt8O#M-{8hqx;jyK3SVrm0eySA4O=}`=(~w zNT*TsYU2#LzQj8RN~)P~?%;p#t2E0PuuOhcgoB@|0Y@Ywd1wp7^C+xa+Wt4ojLM*5 z5h)1QJ6ns0{ZBl={UDsQkmUt(4U}7IDL^LL6(d`mk^}f^ck9Ys^zu@6&P&Y^SV(23 zn$UEq|&oBK)yCF@R<27EM-9`QJb(25-JUeRDwyZdOOxEMe1*kuX0BuBlH=-&Z?_VMlp&3yzntx!B2K4+2 zi!9UQ#!-4kqnz>&An}`;jbxb&g#vhY4R%3=-n1$_e69-Y6^puI1%ySsa$s%;-@kKw zb~oY7=>1J+zz!kPKam%3BCN4F{y<=pvgUE_#@$QTRKR#4Gt;Z1%x(i$cev4$WRVtiDPAq}PwrEJC=n&CV>FFwaGN)Trx~+` zTPxama+kq*gCLf|SMnR}gaE~k2&6+I1cSdisS5M3YFi3xH$`O!WI@~?!ull_>z9J2 zp8>WYf+y~`vO@-4Yz6H8xY8;px8pi z)R0{MB;LzDZO~E_bR$VY!HO6Nf;@hOJ)n1{ph(c;9>Ro_q%VvhcH2pyeewrn;b6l` zpuq*vq_}&dpK``x3#T- z0A=77AgxYH0GV1~rXsX6@PBgrs=MC+`Z|%5B}~1ydY_H`G^0HkGn4o-rYiIr@yESS z|70#5AJ6X*!KHfm`+n)6OBN+;7jzw%)rupHD)m}ZQZ^DAb4H6KYE{OXX|(7%A&=3V zJqL&^DQ}9G2E}fsveF^i?QpvrbW=zurJa`bGXcF7F z0*0JO`^68VQ%ioT2eQD!qr`YRc&}9Ci5-E!apWUoFz~{hr+dA-FpcJQrj4fIXeQ8c zbWl{IcVK3_y)-fcCm=;A!lK!Bq&w*N@^q?wL;y<+H^!MmitzdvS~Kry78ES$<yPWhJ+b5WEI+@=>q4zvcw)`50`?LK{AQ}*SOMli+HFdNqt-i$-CFCY_ zFs_$ge+Kpl3x7PWG#~?W?1~HCkCtZg`c?DFjy;;1h3v0j8nR$$mEJt{NPT|{H&`vh z{lqu_hfAhlSL+P#YAQN%z+QrBl=yl1CtL>|Vh{#rSznsus2^KSiQebIY(e;B;|rowG+`+k3sRTx;` z()2=zTB}7@pl1#_tvhcOb>^`5rcdkkcyW9YvKDTe^-Fj97?ekrNVTXouDvL(1R1r{ zOYApH@oq&E!&L4+gU&S^myy>d!DFiyvZjnimYmR3TIfWxTCG){eug=i5^1ioj-%4@ zVT$6w?i?>!xiE=C(w2TDScSCR{19T(z2;Xs9a1w>o`ACCG)`9@FX@f}RJtHp7)#Y; z+{zJZwJ7RPVWA~0Gp)H_$MazGH znp1(Tt+#o7NRUTzs*);-*zOW^9HTgQge?WwnC$T0D*`IirJE1d-Q}y`=BDo+Y=_S3ktR?2HYqc~#AZ?f%* z7)U(;gaqz>$nQ0RZ$c#kbvpLl7H%8K{ z%VZv6G(1n+*raOh^r%}F9^_pAB1m1UYjx27LXg~~osh*^+x~RV2G|Mpyy)N>H)j^B zAIJZeG9R+-IBV^+P^!a|9YM>*M$;EVj!aaU1j`k42Zk@lPH`rr3nfjOX`vFSsc=U3 zD%xn>9N3eD+N*cqO-Vo%26o+TdOHwi+~WU{M4yi@&w{NHxC(5yhKwNj=E4|}1u}ad z5*Bv~uSM;VFiIet+06(Ul*zBhBq|rXL?!r#_a9kJEA0c-2q;3%yOTNjM&(J_DQtOa z$!GlIGA5WQySHut zhzuR~4|=##J46HEbqGs#-C}3^ z*YS%NUJe2kQwxVb|1l|vd1gybBUjmCLMnZeD@It8YW7$Xa#Bn+im;6q;iNOcP z3ZU6NquAU;R3A4xKYz{tRtji5h1)ji*p{4(-Ng!9KZ4~V9Jtr8;LK$1%5e_6&K*lhS^HHgHv`ioh3jhf13sFw13GQQ1 z1;{7hR2HmNaetSqV1Krh_RaGK|9^D=0-~ZkxYtAjys2Fk9S--(1)4ZEMDL)C_n_X&Ox9`6~&RE|be^!@}og?_y z3fPOP==$1m2ka4pF6ykE(t)jX3J}=-D%Q_N)oUJGj*jQ>G_nh56D8 zw5Th>5_Zbdq6RSb8M%J7RGcx@F-f7gSQU9MNwK&e8@-9Zx$A^ZW>SIP>^2-)KK!+F z!%*|?v>|le;FY6T)@SHv1jiAWBV&v=DBKw`-x7Ec!|C~rqQyeCb`|`Z_M?^u8DG^+ z)aPK*F(NnU1RdX~BGm?({Y(2JbaomgNuBAIG5QDfLNm4P`7~r5)HP+D!AUb#wfMR4 zrhff@5C?eKI0p+q55tR~s<=oxDe=rT?E^e-jh59pp=snN@nv{kL=2LocX@x0-Ck6Y zA4leU-D{(c`D->)o-Ef|l#(JmDKSNLxuO%f&xz)VK!8-MX$gg2y zL2Y(*X;qhReQRD88G*c3a|5xpK7a(SmS7b}OVkC#1I3fA5zqogV5Nb!>j8Kg{KtW% z_kyEA$z4Yd0=T4SaFJy|Ew1YMs}40Kq*$V)f9LPBh_h(p&v9Qq+%0|B`}>Z=#f_YV z=7+!q)w?VZ%g7igKzs8r1$3=R8zv~V$3cdkoyulncHu?~$OVQX>B<_;^>x->;EpH7 zm}o>wk#@1w?3m>-E27=E+zDp^Hw33zcLa%m6J-R$j%(M(n|;Shu}imZPY{mPnyozB znP*xLm5tv2P_-~*1(St-3g8p9&30Waa`zr#%Kz2E0qbuQf=No~&*}B6ImHB!`phso^t?Rp>M^ z1^0&713QpNqQ7A=8c0vHz#G0Ew%w`;aqCx^#7Jl@gKJM%>0rOGKl}Fbg=z* z>1bBlupweY`lX~7q15!y>|3kuJQxe(aoBUD5%BxL>H`IE%dZnM=rb?ltStW!@%s?< zrqZn`8cEW`9_i5~qKOknDwkdh)A0K4V0M_|H8r9os=IR%v?NzHYwJq+w0$+WvAliW zCl2Xue_y;mkKBBVOIyJ%-wU@{3=9>8*JsL>W=@rCW+hM8mNu@`>dNjwPZ1+ewO^#h zk~?ozBV9!5nQ`K(FWnCr zO{H{4Ov{!zur`2Nms(v_;MgzD-5M|Po23KLmbgp832h$h23@f5Sz+R|Lu6OD$z-1x z94NmWr~dWR)(la>P%NkAuEMWrQ~ezvPm-RYIoOM?t*5rlCg9_DMhcF{0jV!}OTXs$ zbuT^|97=4jgsO#17hPo5p#caV3Yl6#qlCyEK&B$#hR&%6jwiv)aRU^9{&rVN>j4-6j@x^N<7CjV`a2e zfxaf`1yVEUS9B36ezml|R{Vgv%|?mO2)ommE?uS~kJ4hBdPzr`Tilnyv*y*=3%}QB znvOO{g)?A?VTw0SE<2%~;OO$Gmn7U8j`KIizpL|e?kNW!_O6o3V)deIS*p6hV~7AO z2#_K{?4XULwE!lxrKZ&HQx8PIYE)RO7}2>s%_W>KV3Vt}N6XIBy?Ie2Z~_)6{>)O- zUBw?w5j$KJSz8=(PWsVmMGqUP8rKY%ruA_@D9$jTZ-E8hEa-=!W6d7n;#U;<4!~XA zy)i4>U2{FzQnV4$+9ZD*gBb=>q!I>Zp;U!A$k8`grbnXY7x0~q+@{fW*nx^jE27BE zMblE{wI?Ml4gXNkVfG0o(@xF`zNM}L%c%rg-oaLHPm4G;4UR9e!_*L)(sl^gRiaut zf|C3f1pu$Y69I-?y_sI9#?6K!tMATL4$2P^A%DIG9^l+*sL3HGE@-wMOeI&(v=x3_ zm9{A?Kl&a3jct;?C=V_ARVOo{$C&_kUHzY^n2gz)=&c>#-eMay;ZX8sA=Gj}M_tE? z@G3~pybbPedt^v~`)ML4cTBStU#@rAuJ?Hz5$a6%F2+|Ks>M*@)5_lrMe zBqj&Z#$}H4%&+qEu_GK+<+FDc58!1L-QByK$Cr86ZfVAs@X>O``SJ(5&^Nf@IZN5( zB;5SyTe3^nT`4Yp%2fv3G*{pA>e4sr$@BYE&bFzYkNN6}$nkSVY-f!7)xIr8O%zVn z=L*S9Z1b!}kGn=gbbK-qD&#thwi%CVkzc()my6;aNaL95%)K3NcD$3dIiBp3VsBM> zSj&yI{Ps{K^CIyiuh>pC%ff5Q42=fJea8TtgAi4lRnNm7tMfuzeXySJOQ6`ZqQa>Z zm$TUY?-3&H?`MnA54expSr^)cy1XF}Pd1D}5c)-JPspV5kBhRSF>{ufz`SI~(03*8 zX56V|}mCM zqtK#+A!J*p)SZyE&3QEKwNxjazxH%Nzi$9N08KG>Z#TOw!G#CgWxLv`_|9*0etr$N z`{nl(B#>(!+S5e#5wV_GaT6e~c#4$@d1r!~nJ2lu7{)tP+&~2zQZ2@d9q)Ad?IQ+p znHb%#a3m{tmhXPriq$5(=t198w%v7I8I$5?)N%vcy!Yo_Q;M0>z$B@@u@#X>fz!p> zbQjQnn;p+sj44b}Ji1g!NaCn!>g8k6oi!Q00UC2;4v7Lx&OobJIY@h9@j2=wR^Sz^ zb_h4>pJRFOndnybsF;>1mCfy6{XyXkI8Z%R`tf=vGjW2ILVvizhCf*ZUGlp6K-=~NVoo<363sFSM zu&w)?M@Qv_$GMVytxs1i&J_nK*5{KEho)4RH=@Kv>q;V>E1&d^j8E6w-Z>lIkB8^W z#Ll;vat%(;5noU#ueNMOR_2n|w)0k1XIgMuHr-CQCtELCx;S0aeu=g(k@u_qm+n;Gxt{#etq5UfdbX`hv*;PB`G<0?EQ!{h!_%sh(8(8f4F|+s>ieF8gC%_3^{*<3 zn(8khbH#&6ec|QEKBp_edQUo%i57Yri>xg{A-E~ebF1`96m41`&w^4x3Hhn=VAxzd z3*teI6g(``3NuctnLiF1s70o*FS68 zvX9itlkS3Vvw5rrhC0NH?Gat=Ig=(|1I)e&+S5t^#T^+h#l0G#_xu4l%C#armWfQF z{i6GVNMbF2@4U+}f?Y`glVV;jQ;;d8SrvDdEn`*^TO-PkA_w@!6w|a~%CnBmtYmg9 zdfaNp1=lOIKamzck_*e)}`=K$;NZr^`D9$4qhgnz^^Gkiac93>@C(-J>ZvJp8SCu@oV z&f*7<5C|68UAjYEo@RTP9u0+3T~VR?X@ycac_r4*Vp#vgZs zMVu??mp*%9COPUv9z5cIXEeTS?BFu69~};8Eo3tBXu?p~83C`vKfcEED>)NvLN6Vs zLxbj|A2s9#ILpIa{gFZ6&!~XJl7q4qA|KKclhQ_+<<{Z8mZBa@ml;Ctk}%a%Xu=HC znwdp`g!_~1Q&a#oJ=$Bf!(`EkGXKvs%wzxP!jlysf}Y)&$ICc0lw;i>wZY;hstywV zopl(^Wr6cOnahRRLv}wwuf(i5tm)ySYmmSe7hC#vErveW8($n1F*7kUwSIw=Ed=mu`ac~Wg5{7pr0#Bik+1!es zu>}@0Q^ov6dlnR zOGO#)=>=!nebzkFTH$fw)X%T!5n}|Bn>gy=Ps+%NU$QH>L^6fEP}+`&Bl?uuj7Mwr zZ_J?>%6n0oLu@&PvWQ60Z7H{th^{rI&=$Bov|v+Ojagl{ve@t}K~8nN3c#L~HN*MX z40=E{^HCaF#!<+W%=#jX_pC6CZ^zY{3LG(dCZ%!42)sj}j+3@=WQ0b(#92=4=~A~? z5#c%*3qTv8=PU+)Lwt}4goC_$`o0yA zKBLz|4ys)PWbZDqY6;nfMZy6VAwjv0MLg~0zRD1gYMV1~b_*={p}mKsY!PE6_ZaB7 zVy13BaKyh?M??~`{)%)4WDgB1e#(`&A#t0!e-9dHWVXa>$`MWU0aC!yD;#)kjYMH` zqJCc#<_1bIadQBN1ujBO^epm!u7aEhl8Hk^%Tz3(d)dT3wLyoTkatv8{n^FOGLw-o z?ETYgFK*O6c@szu>sLTTTc{*aHwcke6-qHK}`Xgfbt%F zY>$260{r0IcQ5=kDC%G!cJ^0Br=FrhzpsF82(LL+RC&1=C%b3Y?E`-c3B)nm1f1K0I^9sxK{6NeD zM6r^G?GiyGMgp85PFddk97>T5OU>J2p)h&$$IL!aMu7YLNp~G2=0m6r&rk**?6Dk_ z|Hu+WJJeH~gan{I!bhyZic-w-6KX{l#`BG4(tGzF=+6eRH(88Drn!iGjsAB8QZeq? z&WK773=FW{X33L4S9N?|;f5h33 z(!?ZK;)d!D2<(swdBV_x6mcUc9DmR>t{FQe$13FWdgpd7QXeN3T(Co@BBigVk0#TZ zgsOG6Ttc2N16^FQX(HT3tf*8iJGD*mY`2f-8dX(iRQS5yuHKIqZfwh=v->+giQ3ld zrq|IwjMZ`BLig=-*n4TvexIZ2RinbWgb)3PqS(zTqa6Tajc_%R3bq(kFO-_JO4 zOqHi4rUK;=dHE$uJocJK0@gm^qg1L&P90OtmP=(P-oo*@*+D`RN}!jaR&!@k zim*0CB2{5)7=pI1IJowRi}=h5A8*7$fPxd#%BcQZ8Jh_6zKEW z18u$UhhVZV=?U}7!G!jI$lGGh9{glPrvL^0xI5ua;W%3cO=5-0yqY4bBZ|0%6yG2G zTwU={P5x`A#%Z?2)!D6K@A~9Xi1;RkmnT}1Ykl;~s3f-~9FukiAoW@9&dad{8&%4- z__K;~W|AP>?T!wi&Mr~dG{7EWa!N#1ICs47Q`JP8Yi-!_clnkD;RgUB$WbTA_kALl zgqP!R8UruU<_knrkSN2GwoEVmUXKStqP3U^IJ453m7Wk~^q5(MrDqcZ`_!Ay`8QSO z4BoUcvm4MY=%vXpkx(==!GVJjY2E>rJ`Lyilr14hb%i8m);XZG00tKTYr0+v1`Oee z_4)C_mjDX!?^575;g`JeCBd|A z6<)&{CQyP-KaTZp7O+WmCAn&%lFzKKk1YJZ{PniIcw8WEhzG|VAwC9;^=YGG;`3Y|7_`b{GIYhftU*j&X#= zgM?KN=d8nXoWYlMm8il4kS`*#itPjBEEBAuif$*umTeqA$4chK*s}y7^?IBYLyqiq zgUjpsXN34Tfa^g0>r&;qh2dGeS?&_?=gmLFW90vAf3aZWIeG9z0L=cU6Nya88)ycO zoJ<;2F6MgU`q-ZeMH=u+$dZf4;IuhSVEd*6Sl%@?aCBeB(y|4J@r9L}u|hA8g;b6& zkk9{%X-JndOjG^kn)#vsLy=^l|9^|5yzK@ng3nED8^)?8@y67AO-y2e8CO$Z1e|0< zer%Il3xr}3zk*7aUf=id_qNYiPvIf4^k(-el6%+3^>t^gMo*79^%eWygRLPWooUj+ zn)~&(siDJ(C%U1T#Ff;U6uz#H&*%3G+naKk=%LO}#9t8^L%E^_+JgDci?Of9d)+V7 z-0i{AjhH#6*R1}B4)H&TUW7?RixHD|kUiZs1Q}t*`6T?t>zeSm?*(oS3QT~-d zOQfy#k1To7lwt8=SgSk8OMpkN=#sqD+n_AaT!|icgq! zJ|GLPpSIN1SQBVB1!yBuTqlynF+*;>^)z}gO$E`r2Dp}v)R+T1YQb~EJsozo;>gMD z%i-uLCx|DqKe~&Jk_7Hw?C9@>?*drOBL+CTlM3m z&$DxIjvo#s2%evq3qnw1g-_OhXNeF;RaqzGr6aCz@u!@fLVb#At*N@+Xr~BNjoQj$ ze{eCXkwRCNPFo{#mtFkY?D(m}8x{ke!i55P@gd@jzqX)2>-W+<3Fc&m@!Q zi&7UAbmVH22dP4r(x@b75zAv((k|5E1{_jSmVB0QWnJ2~ROmMh6SGb`=1X?ce&Fq8 zk7dwrZukf!1H}8I)*%{(lL#6h4!8A3%LlZ;n~Fxwhc?TG_#!&M zh(RHmX%MrS<%H0JIcNyBgg!4!48;yWnrA|1eAKe+*Ejf^SB zxV-L-(&}}TR!A(44pFl8pElP8FpB5*zuOE2WzLrxPCMY3+yHKi;y&45LV%MQeN{Q~_sXLsZ+&tr48MA0ytQrjp2)Xf zE|{2FR4f9R6uJ*SCO6I%|8G??m^OkB@}fP@+n|hc*=79vf=E*ZtdBKi;s}3HCF+uR z34;b~Ks~5>Y{z#t4cLGL>rM7`!0Gw{z3<{>$U6Q+Uq|JA)ohfVwcM(OqzS&3pH|ML0%+#+?njv}0~p&OdlP!)`=8^g*j@>9;qSPr{h!8F zhW~9st^OTX4_Fa?*H&pzr<%lTkn^lD*~0N#1<+P=1!D!Pq8ixhK@v&si->d1nvloR^s5qkx7HmbC>H8tb1QDaDE!P>oFK;=fN zqL*(5ci!e)c=1#;t8^Kk1KPtja-*5502io%eiew*hO0*2WfZjJc(GBxK;UXN54pbs zhSCxU^PkHX?-#`EiL|-^vzfPDiVilUY!xs(ARnmq!EuE;r5BW}7}74K(1L~z z+o?dMo&^Ife@2+m)^(K+%M|J|iBm1JW}*o0(^Rl8MlbX>`Ncd{I zN0t>e#k`4qqz%ikyP^k_!?8374{eaWmv$9i?psmZ$R;4eQoWUikDPQS$w74JS zs3Q)K489LfA+L#WIJ)qiTpK)Z7tbJ2%&C(A$tX#fiBIrPVbu|UE1RH*Hsucpx|ouM_UyIi5i8N{LA{!~3kUo%I3ryE z17h7+_IRvB)p7u*P@&rwi>jc;#-Q?b> zMfmfh5&>wgq#(UVX5gURB=PHF-lmaK2WgSwW0P=|!$;Q0GVGv?9FSA9iy^`7VSHGd zxt`vF6&#SmtFLmC<`;s=w^~#+cu}3_d2p%Vd-IgMxo#SSk{YEONtW~xJZ8GDFou=T zpcNob27HM&zw=(V9;hKTG(BlW&+8R^75$YFxVQ~HktSYnFv>T>!|Rw`Z15VBDvnhB zmAEG;#LL7GW6|xMstO+ipNj`CS{N0S;#p_we>FunRUdz_}U3^zEoF{AI47j ze7|r;r4G(uhKi~^J-%S7=7`{VrRh6&I2fjvFHLc!cKU8k&GDcyXE7KQj5i_w1y`Yr zkZ4qFQ{QzOM(-TRC>>y5Y_AeLBOM44y|Y(!1|1OxDry7zGMgEEnIS5{YRL(WD5w8D zcvt-wiY(7$d}z0EqsY3+t5K@$YGZ_3D=RYbR;Tlq{|jZsKxsgJQ%Ru&Wuc<5sTkB& zpFKp0YM|$@7P?mcE%ml!fe*!Yp@}Tf*H0j4wQ@lu69SGsKDUl&O~!gyoB8d2eXjB| z&lkw4xC>vYId&-A(09~AYI!|)24j%sMhml?6+7$5psq~qNG#tQ$(TJMsCV@lq_?h=uIAp^{cf2A)fY+yjpU?k?WiNETb zOI(UKK-=>AI{L!j(C&E+n>7o5Wi?S@&<{}UB(Whhk%Qa&KzC{5xZw5r{P2DEQVV`s z#>ODS7go&LR7He&-jG#Np2mwZjW=%5tdTquK478{J<#?MTE0{_vw382*X|@VI=LQJ z6q&+jt)3u|&&mcM9ZSsb@(;WyCAulLC(lb#ea>(K&TJ0aA;;e-Wme=G|2M=VSSka? z#;CO{MVNIpi76?;fBFI1p#9&(qPZY07(snVKT&QM`m!%0K|u>dH@!#%f!4EpOm5K1 zKLuEf6NUvK@kStQy&(_e3Wq{+dirJJ<&n?x?u+2ra*w(+#VG~srm+U%UUu$I1L@`^(oEPhy&VpkJ*xF)6D)&)8Sd91_d%$=D9Ruh7 z5dVwE!Z}Ug<%TZ@yQneAymz*eW_AOKEiuM`#vx?Ldq8kaWR}3#&*6&wNI@CWLLXzGy1KHu!X@j_ zQ*nJPjAZ<~dL!&q*M51g7~TB*VvrmPtcaq$Z#8WkdrOydR~qEh?dAD6xITD&THD$A zIy&~{{e1qu-Z;tqYtZ;-Ris8$@pQ0sk{XJ+hLxU}YYRk|lugMIT%+BFz540qHNA&@oczrB z(Cqrmdc=$rY?KatVOUbd=t|e401@XXb%xxw31x-i?9tsF$;7W0b6xbMGW$%dMz@2Kl2o=CtZX@mxp`OI{{*lR{vF)s_XOO zg_r1uv2vADQM~X|O(_hzp3fkF+Q%kIn`z(%B~?XCP%pm&74a5MxYSU`^uJ{BCJDpF z%Jy1`lv#n$VYKYzawM!)07j%Sk&?Y(TK~?1Q;IjdQP@t;o>B1ot9;`?T4 z5gx8f9`D+PZN!_z0(yy6X#y4H`0x!aqLYZ+_{;d9Wg>gaL?r^DfDhUBrSuq%rIu>Lk8{6-`z=bUmcWk1~u7MEGV~1y`J`k4X*bl5x%;F zcU4qIf8NSK3IbD8^eJ{&apTIBKu6lr14emC8XzrXU=)t=X%?PpQbw(57Y)-d>uId}br+QtM9+MnYItpD zyw1G7R8@VRRgWY4i-&F%8}~|0RDI0X_eS3vOe=TwoCZ+1GP^#8iWNThCs>)RhGKG;Kc~v8Uw8U|lGkymgt3|M?zpCZm62$^nXSFy=VG7nj>G=Q zK5|saSW7l(cy7};n>oM)j=rJluke_P^PdoA$4w3|KC+fNIhsY`KqAdQh<>C4fQBw@(0zHM@;uk82P8yjWDzH{Pya6ySeaM&)Yi zb?kEo**l#mHOec(^islKXfRlrHCH_Lj z#oNb7N{xoeR$4ZJ$k;r;yz7>181K3`EHc;YmXToOzaeIPUay z8zAxb;jhO;LM0`6z*~*Uu45^wdwOqExu>w9WQHvbkwz`;(@J)53b8llABpKPD`^Mc z`&B7R2)4zJ)<||K1>(e|^$-&%#)k-ZwDV)OWTGQL&Zn-!^%t%(Vp@^?gTcwbut_rp zw4ETLqmitJa+X)%JXJ)vFpz8(N%-n{i8d{<9OZktbrtY3x>e!f)`cCwM=J0%tde3wI5 zfv9Nqk)!o|ZurXoE1kY_S!9X0l05NQ7schPzVVHGxwGrisjGU9J?uPrVuxO0w^_&F zx@YKUfS?7ZfkO2a!#g?pLVXq?FEb{0%&cS3N$}2QgeLj6<>y`GZ>?z(A0LO^lB8UlY$O&x8%yfr#cr!RBx=94#|xgUKhCuz`NDv?H=-(Hw9bRhiOH69q(7 z5`$z?pHM8hUvnrms9ld|@g>-#ROa?bONQG&Lfn<+Bk%0zBLV3bSn&t1wE+0<0n*nP zq(~Pg^Zt^$ufzPho%~bbT(o0x9#OWS6rrTC7K7bUxmxp+@w}8@{j|4|*vqMhlCx}c z;ksrQ6*c9Zs=9K<{9!{LguDu2@o*B6TO5@2$JMnkv;j|r)0sgwG;5pi%^p}aE&IR( zI^lfSa7f}bPjwsN?cb^PK-@(X4|=Cf)cGeUL!s_}YOUS>AXD5~%rL63%>^?w4z}cZ-^LYI>RV|X#X zbkMEl&D?-3Ds=@ueIxmxPi{mcW8mI(5|@kd-pJnDQ>*=plj;Jh$389N+RqlaZ(wW+ z&V*wFo!gbyPTT&CZCY^ba5^ee$k4Grv zdnw38UZ={$iHoL=r+q3JaKk>i5D-OZn~C~+WopZRWX*ohpGwu-U+eUP#2so`?Ow_Z z`z?KzVwv+^1y_{` zF=ne2$@<&xL^WU0G8ON$9=;>F|##Yovm^CDC?K)13hh$acV|3 zA0SF5#lu(+{pQ>J{Pybak2~#h0mKE|6fk(E$;=jbE-lxAVJ-~2)Bh$8P`Dh;oMU0^ z%tec9dWcb4rq`BPTnvnS8YtnmMVXKB^(U!ci|{NKM4Ss-UoL89^~x&_LGEI1dITbn zi4ka=N)e+RAo49L5i@KQK3i6P%#KP-(o^wLhRbbxW|Z>4b~tRIVfB>&iI$bK_|I)M z8Aq@yp9xNhl^tQg$v?iNG12TL49gYLLqdHf{i*0QU2gf>f5Z`3mD#d^#~%{*Ll!=# zK3t0h&mp`}88;dLFC#-1Fk>SVv&cN=p=-OYmR$~Ya~4*2h#m}}_ew-%7%cwcEHG?t z+x-J$^^Ocs^~Hp-KC_?|{6WjtHg%B`Neoh8Cj>jLt|vTki5VMrjXz+$L>EL-HCznM}qH8`R#@9?mbxcdIaPbXwwG}G4K{F zhJS)w_)h{b&3yS(e9pz5c>T3nLdd4~P%g|FEI`_04^Z*cR9xMGj2XW!Hf+L%AKMNi zgA=Tj<351%mv!pcP+eT$8(@RF?rr=0zgFC-WQJeg$N&ID;{OTn|L^RIE$*{lyr1!N zLSX?56Q}ogEg^Q*hAgmYA^mI%reto+s?axOv_Q=;VyK2vV-5`Z((>}+D)G|w4_&;{ zp_8dey)SmWv-gYoD(Bjh z?F*jI_a0aLn>5_aYph>!u%~;1yY6;Qj!o;v+q0L=<-3!;qod(fzrr;HGs_D&cgI^LQ_JxfhgO_<~DW9M;pl zQ8kotG28Rs!IIkwzxHBkB;=LE?&o$76jRg4NDe?Z*YR4r**BaYq&jZ-+?MobN{8a8 zrE2o(h!&NUoli1pzt*8mYonZz2B%yFc3O`lm5F~lP#$=D{H`v_#N)>ua=Bgar-grq z!2Ccvb|Os3CuJWGxLMtsDR@cNliN49ptN^`%#t%-_ppr8SL!E;(l1ypcctH=SI-Ac zTleoTU$VU!@hR+>=IuoG_^gY9N61wv06NliE2h{2cK7Zy5$`0o^TtnfIzq`;rhWhM zAtIis{2>MKbX||Tf&=hEP&uNLJu93rT|Iih49qjt)ug1Vl7X+V`Tx88@cIQ{iP#h;(MGq?DQ5 zfWL)CtQfhsVXIGr-M+e!z#6GQ;%%H9iTZUl1HLgca}3S7@8xxfs~Xv=&&Pg?O`2M( z!$klZz=zDG7~Z@Xe4CC`KIYg6x_wt)0A}Rls&OpOxC^d;Pt8>d5^g?3}7VH#_B2R^tR z;iYduyF^A9&OyBH#6Lm{sU9$T<*Rf@k*nDqlsKSwrayxo+B86?He&@g)f8wk0PMg6q3pOr z(7_dIBjzgml#xv@@aLrWdjrxg27XFsN&plDv5yx%MQY7t`!L4+Xlay`OaE6iCReeZ zz3neO$Wa6a6pRUwbitAVli?`w=NzI&>xdG_UooKC$8F~Dk)3jssGD2gwSyhlHDVGx zG^&X1&D1xc?Um=FdT-Q#gTslp``pB%xAE-jJ2xiFMeIgMZ`ZoI`88kwFt^)dWE1})_+_u-!)}2)%R|!F5=xJHu`oy+iBJg1Px5sSe&U&J4_(qOV8}xRGtcnOdrxAj zzRWE}i^sOqRYfPNC%R`?R-|bN+D!vwFm0A7?28JcK&flm@vcAMuiuXcd_?q(j}n5N z6rs!7H}?-X(K2I{u?YyB5n>RHd(E;1Y0rn6!S2of!`3+kX%@8U_AA@AZQHhO+qTtZ zTV1wociBdl?JjfboS3om9_;^}up z_KSv}aUu)w(X#&`fp=qy9alM8X3?ed>CU{{Vp+~S{>$`)$t0Z6wJ=3}yO=F}-fXx6 z)YX>Wc12)<@N$-J;k2T(Ag;VlQqFPY51qFi{AFF#mnA}r9cn7$S-u}gFvWkDD)pbJ6^_9 z3izQdZmiSycbFya=qaKGed+C*O62ToD!p~STe<;43w#8986!>`#3U3y--rx9SSC_8 z{N0%~bT)Cjyu+J*UlH{C2FpO|k;-5ogQ$rUs77tsE$3)1ZQq#_V=_n6(~1OUE!_--n)qK^8EycTxmyEU_gQ~ z6n77jCMOrIf^xFN$WN=nG%%uZR;(BVgU}$vL!^$>wELqZe@Zc+?=dQWA9%4a{^WgXZ+?1gG(t{d|3JPRczu4=bmQr zmFoy+V^QnV92kMuP_|}XUG8#Yn*4;!u=ElElY}u;k~8d!PAk+B5-;511NBOVsTh=w zYf4FCu*h=&h;UqYZilP^Q>kVX{g$Lb&H`#QYn&OFhX_BR9ZxTj>eX1eNsrt`O$T@a zG#8yFwN3nGY(AsEs>jHlWg?48=vzW2FQuH^Fo($?M)+LxzMJd|=UHDJuno?@7vm*z=O~oIpHPrI=IH|mQQlkqx?$v0 zZnDmW5}eQ;j;>uUFxyQ53^ff0T3MlKfhVTML{Vh`_cpq!6dzz1Pqs8U8Ud3ApKzy^ z73b}0*UpGms^;nk@~b4stHT)p0F)Bb@~4@&cKphl(yZ;WR7q9hN8i818FE6AHOu4m zX=jGTF;d6$X?tzi$3n(kcXifchMGzDNEME_C#7BeUx_NGDkw{iwjnqkg#w>tOGT;myY&8LN4@XE#eO>+B{8 ze1ZvXDqW&*7GXMRj5H|I0;q-y0knyZZ@8}JvdLJ&a0(p*-DhqDBF?j=e>@;OBQldw z^&M0>Q0!2XgA*Lr5s$(A4KEAli7E~Lv}RCA{F5bKeJtJB#Rk#jyD5V*T*+bun&F`r zAnfA}l8^Dw?Rs}a#P|nSoPhT5l1VM#mZ)9ohiztNUxiKFm4&x~1tg7;8% z?vr^}4p`_PELJS;1r=dgbb-mGFLIGC&>4}W8ho)rJuLEx+Hdl>mlze`9g>=aPYJ~{ z=Ok&yg_=+HhgbC)HzipVNVk5hkXBp1AEgU^=7dZ_gT$3t?Kg>G2b?Mhx(#AkF)B(+<4c|$!?tP&U!#;{~5`Dw6i_X9~ zxhk6n=JH)H12C`1)Y}m!=}03%RF}3h$brr*)at6_ogWwsahn5*1bUh1kzrgmtPpwp zAIU)d5v{_2ij)J<=nLIKq!oowhmNG>xE>LF?5^*(zh?HdoFoZ4oamIXJ1&$2zNxrV zVzzGUrlfK!3K;TSRn>Lb2jq7Avd8gP?HC#Q#>=w2gNpi{p){ZlU8X>cfW}{5{2n)RI@M@$AWLh(l zSK}tn(G(mX2E>*=WPTATo zqk!%*8C|gO!byE#PVD?8d1UY_gEJ3{LmxHTg9;!RB9w|wh)@H#j0@TrR~|)l^Wt9* ziYM{-Ric~sZ0UTtq6H_DXo{G|OCy^rtn<-0Sb6wrw72P4#^=0cB_RF<@B0iU60+h~ z6W$d>LMWfY<%a~B0j5}f3vz9VcYcrD_gKVi8Y9p@v-$*VN_$~vrB&o^TPxX*Nn$;uHGs#9ubzg z9?vDF%<(L&kDV8HF8Z*bN57X$V~G=ovhXPdePb~J#Nz6`jA1!rWPWEeyfml^)R(G$p8LUA-D zzm7G4psj2R-qtsU`Q#Qv-;8MvfCrK~K2GXgs{xpmjuaN`5Nvl@ddnA1g)%{)&pk#c zQ1+rnnQ03gX(dD`bq2t#Rn|``VN2Zq{06QE;RlLq&zkX!!I5aJ4m6|LiG?-<)UBdGuUNGo4TzH6T#a(y+R(rXi!rkUgucVJr`W1U?ax#FQWC)FPrQ-D~~l zNBBrJ!1Iq8Eug(bMpFqw0#uk$`l_=W#ehm{YP5(SX^fWUG#*{yTLR3U+}7q(Waiv12TY`&bci_V;;- zw_ex>PzIb5J+rmvzwrBs^7KD`t;>y^x4G_^MGhOoFCIg3`;Q(f1`+El>duOFgjGA! z5kqZNFHQ_czeCtR_b7XRyPJsK-7CGw>*Yb2Ja-qqMD#IITk;}X!D zydu{7z$`=|YZasItV+lytJ<-t1I)%Vd0|DW!@_^{W`e(h-NEtc+h2p4P;9=mc}PuC zvCW4TvXAKVxUEc6i*$tymW$dmvY&8mYm*g*o$2W1!+LlQ#sXpIJ)N^`B-*5^Tmdhg zTZ=tZ)~NK!EV7QYmuWluoJ#CS&U&TFEtw;$2Oo^Ei$M4T9J*F`}iL5Ej1vt++7H_U=>BfLQsV3uY z#AglS4Fz&@S|c3qOQ`0Cj2bqo$qdf%_{x4)%;Kf=N=clnJ7P<3`cT3?{^h`}TqX#B zfU86M*u@Kq%73ge{pySR`ak-gW#tQz{~s7i|EIw4ze#x8yqj^GoM|`z(6)fVCFj!g z-1U-FE14xVIw=N9%R=O_W4(&WI;ZHQmJ*z~#OwP%MnC#}*L=tGV5pQDkDQMd;4WoG zkjIBy4my-OJ|@SAF+3)??Ix;<&R$+5%bD3S=^bk0{6B9^?jKGW7`|Lz4eI=RziyvB z1R~A!4sT<=AvLu-tBTC@G%%9Ky?cHNc%!2`vZb?meA&LkToSxz!fI7s7Ns+lVAHvH z1Ok~E6Z2Eiy8FGAvi^Pnp_`PMJuk_K>0y;6lIaWFY6f^U=U}^JZ9F*X66#uZ0+MQblph=cTtDdD6Xf8Qlgx2?Ec!pC0JG|yH*n`9mf)>qj;n z2uL`l^(!Zs|2B$m{8E*KiI=KH4?K1CE&X*8e7pC9c)XPXub&ueacz^T)%%3{CLJz@ zQNoVDJSsNYBqQ{ssh+5dJI&RhRwIb=Rtd6ojF&nWoRO(Q*N`}1VsK4%zjl>H5mZe_ zLH|73GQ|nna2YVX?MQH|p*@dKp<-4%y*#I!PF*HEWle`~X4dea&c~0EU16ru7}3?5 zyJ1nX`CQyx(27v!HJ09t*?NeiO z7q<(PR~AZvi)=H2gY8|iXISuY7Mo$NAXZXcCOp?0W8#4&g4&3#@{>?<(gokE`bIqH zIN3=R)7&5egFOAv8&h{%RWY334!EI0Qz8n?LlU$Xn-Y)mWi* ztsJmFw}Zpl{jfziF}l=)b&h^zursn1{i{>Zg^v6;PPCA@hk7ts$2!%bcDC(rN_8L@ zQp|H_xii@c?_B=(KnA?TH~3hez)4TH2;FCWvpL@Er(D+*Dv1-^u}+B9mbORLKls~= z5+?a5Z@b~aEa2hu{!$0=eYvxQg~S&qOW6VJxM3bgJ({Q;8`A!TXam$W5zh@8#>e>7 zTIhOr2taHyL-hufu(wZw#lPrpHOQF|vd3(c;=$HH$ zXJx%Z*1@3~$iQh}sb&u4hH@1gt-}r>xlu@@5+B3JTU;+WBP}U?k@ew=xId=vx?WAh{|>5U>)n?(nQWR6F0JT z=vdtbNyRZZ(#Z|k(&*@Z{{8XKKt2$rZyQLeJYLPdx^cP~eN8676%vOkjXc7S1B~$K zL^kqs9x3skE?L2sG^oYCgr+uI9E`L3Ptm=iY;3nesjYvt$du-5J(pDedy3x4$CMin zmzxhq-;I~k_5Rz{6q%|0DN)RBXnqU>S7B)q!(rWSfWg}q?oQm-VItKgLYn}8M|UWw zrPF!8Po{}}^Z8J4aHx7}BLW47FK1=)X^+;QGoB!C7(wA6!eV-;xb=Z!?w65Dgn6== zsN-?s)neT5>i_r8|Eh5Ly{dQKGd_@r=YIyp>;ygVi{~R0 zzWLZZ4oOC4Y`ayR_^2H{_{Tr+AhPiZ(kn!iZ@>r3b3(ouBfEFiL?j}PAFU&T{grRx zm%x8_Za5HH-gs&i4sa2ET4bgD<$g_YPh)z^?~72>ak*M;iHYtiZ0D4 zNA*P3h6PD#;;xg`Ql73(h4h4OKESr}qdTl@zl>S_;pzl^);08R*w+@@$+R&e{0rY5 z*QV{@5b|tKOptFc(Mlim@ailf8JHFTRpEFP6{2SBEki4$wo$VP$ZYm4HWoYa8Kv7cvR|6no!cMqWMMcX4E>u9inR~D*4XL zFt#6JU?TXKp(g(-Mtg1yR&;JsQXU@71D>`(Oa0EQIkyKu1G7bY{7bq!KB=}M)1@81u?h;o63%SPC;q&RsO1+K|frruwS^csfij@@T8X%E#!h8|i?ow<@4zq*74xj|=dFr!1QT zLJB88g_C3-^tcv-Tc>RpUPGhNYCNNyUy9~B0hHWH#4EA9Z5m^FyO4AsdL#*@!~!)$ zYpl7MCejTk>k1{c0(Ir`Yved=lC$ko-VvL2saYS!u>a z685{vUHDn#a=}QNQ_&6-sEToH4W7hwR2~!E)rd+?( zrQOQcOsHsd;8rHI;-p$lx!;9?XpyIM@Xno#N-OGR+iyGsYOY)EIX<{HXe-*M(!mJV z*zE`J3cLd>6Cz&p0rm%3QUam--q;H$Y+LAEOPYVO+nI9?4-5c$ot{(`Jd;3XFl{>* zwgH!g%CN@Tpn4c3#m^O?M(*cAj?!?|v5L-Ry=&6dH7WGE+Ne`}XkUK8w{mpQf`qoq zbU_yD%V#Z+f92oMt=8SkZstRQ;)ly_n?AkP41}sm7Z!0f`HXWz0UW0BqC6Gbdn^SA zl$FbDYqzF^YdDJYi+t43CVhxghBDlASEGcFp+ro$rn+;^$ub9tC9b4O0-7@LxY~7p zH7gAj@Ew^k$o25B+4HW5-l{$514P?(LhJryiu)OocNKkv&d*_O6Wa!g$CV_{;)#3P@euUA>ck(Ut%%OenkqDkOmlAGb z=|tS$ub9x}&Ly)FQrrT;or9SoF(DI33;ccXG6ciUGDUb7tWiudF40QFJl+*@Oqfuj zGjm+-K;5@MqRXwp$a!!>{UMdTPL(%&bP1xh@qV zBW+P=5tzh}&Y=nfFZEj29M%Z7l-<9B0dIGCI~$HyOAyP}7Pq1QS7Ll%RHi>YK&u)c zOyqD&U9A`mR_%s6IlNj&Na9F?n33;D#9vM5_lzdb?OZ}2!csyzoIKw{gMO^p9U(a( zz{w8mhqJp^WU`yc6J-tEEMfKSSBb}3IewDWUNL*CWLwKQbgxS2Lx+hu(p^woE$%7j z2v5~f0$Lii5OTNCftDW!&S5;Vk|Wp~f52mu6OF986?Qn^xJ}Voa9f=03rToigu86# zvxwNvhUr&l@2aH?kSt|h>D}$|P*Ja&SD8}lQLiMG=WIp#he?{2<}t9;!a!y;v)^e* zob-H~yZ0IlQn;pyYZ#J?*0due-=CN={%h$KU=q+dwzjC5FP8gn0euB`WWx$)H^j-c z@_{TzzCcwui_+mt9pB8Qf_i%*JTTwsnF&PTR!V}MM{E@<-IC1-hj+2RGTG#|u=42@ z{(|!mP$_q7@>!&s16%tT=K-`AN%D<4i&H2n1eaJs2-Msl=MU94pmdrO3eUqe@yr7C zR5s0^A6_yo9-3K%jd~qEbh~PAsX#(W2hmjzxF>C|9=+d_k)yTrMgJftXk77vp9~sm z#x5`<{PoQ5!CV%r2MiD;aE&X0`1NZ9;}=Uerx(M5qskz=D=wKeW7W_18`{yNUbpcc zZSjdW`Bspie(EOcHwYn&CWMlv*dxc!JK$kBQchD62u5T`i1>(!d-*8*c3tm~BzhGd zQhT2d$1RAtzL<2ESI_mG1{}V)5}vRMb%!A4wniP%cOn=1Y`eLCii~wY^1Le()#yKh zm9rXSd{X)Lm@jLYl!<}D2qdf*y~xO?h( zK6kxhRYcEERblr^&PB--EIqetutxs4(R6i>ATs&34>lf}S7<>e(B{U4FpV`~ASGBG2~sndvCMb1YcGJ9k`e?af1Pn23iB zexu2A>Bu-p>*d3?0zv)J2`i+BDw^w(FW+u49~Q5bLY({Gy!){ll=wZc>Ru`tGu5OL zL;^lRK?ODu7qBt2dDA)d6zF(l@mn1rq9B`qDzC%sg1%!gi31<2vQ zF77P-$gvTt6d8#ATa99+!Nw)FznYH`yF(gmr9W8LSaq^?q!Agthn>4hn17u)L_R-m z^?eNFSckMVV)SvTg#a>BrQx@wmDsN zf;>&vlswDB9h6dJ5Q0z%6xA8nl(iCD+yKr zN0!u)y8KC%9%8_MKeeJ^$t<=cGR(UGq$FuXEd*`!{L4yp269EgXp z0=04d)F!Y-?s@)QhE2xp=T7S3Eni`4hFjd=L4>5Rkw;CsP6pc1uP=2e&t<&Zu6NKj zM7@{90NR;?D^qDki(18`c5VpNJD{x(1jT3zGe_Al>|dM2b}rorqGXy$tn~#)KFE|3`^j%Os&=RwB?*E| zV!s6JkhSO?dS7gAdyK?Te>}%py*t&Cg}Gbt4jvc;hu={~ABV;v{SjOpYzI8eXsl`q z05aSb^gtfr66ok3d_d;FRP3X*_iTv|6}z}drVllC0#0fE`a;Ym*067*0(5A@nS&ka z1t$r<)Egl=LjCDU2_MzmR6*+Bqe&|G@%zT$Skn>&FZ#XV+3R>l0=pf*8PqQQyAwxL z$LjAlq(SvI3Yn{MAy+Ycsi~K$p$Jh0Fxn3pUZNVsrv9m}BrL?aDL6pz6cUwq$9y9w zy$6PNRe}~chcv@uVE#x0#?%-`3a^p$Jab#;B;)$Edp&;sS(o^2u!2DeciXj-yw9Fb{*N&e>WKWfGarTIeFU4e`91%1T+NWmihF`z`N(8MjEOf+ zm?xQd-}BXQ7J1t_%dV$ttVIbXE(!q{p%?~a8)R`{;Rw1A+t99KdsX(o`0vL$A13GQ(_jN!yb_CffGtyZ#$WD6`o8r zfCkKQLUHK<%GZwU^G6tGEUWk)?Edl%*)P6b{^CuP&RkZew{6VmZ&i+zv}>`x=yUB_ z-Or9jeRuAaP(Skw2{XFGBFT+=N0zp>--`F3G^sul*>Md;o`ftu5lX9rDEkWWk%=L+ z6f}xWi2bYImz&Jdwi_)hX7bGOZ!*q=wi8uv55$>JAo^`ul3Xr*HFJ#BH`_eb1^mLU0NOZ{*!=CCO6! z$TLdm*n0|+Lka|}qFUDyMN^AMokGB#*q$Drq@KDGQVw;@lVqc56-{lEi3R+hah4|o zda9(Iihde~{@#qaxOk9i7UZjs`)31vf4i{-_+M6=0(8H|Ci4w`5K!q3VtZA{y$1w9 z@hjJ7LVJELPM+<$^c0iHQ4P^UXUP-_@PGGmK=ND*v)tJ;D*lAD?Eqw$@oJA7W-jPoTKh_r8hqjfC1r^0@u}lBp;MFuj+YH*oVzMc4{fivKpJA#Ws=(VJ;n zYFqW@SF5Kou^cwXCXYEQovarSOZtyH`A9R(8;Hhp(U&fb`*|dcljqICAs1K?dI{HN zt?227#%k}PUDXBP%FU&+y!!t-hA>RW1YSX{Ii6>=V!)Z z{WeBwuMdI#E@8@Ff-h#V!ED)~r)mZ|38L}@z9&6LN@|M5}=l2Ox0bDGv(uB{t zx6Cg+Njo&rAA73dkf_`N-U*xPCxS1^+=dg%+vU#QgwAJ2?eWtZ1_t{> z^=GbjO4@e38Vhae9e3l7pUJV06cWi)S5A$7hhY44`eBcTLns+rygt{VsIGyDnwjdf z#kFA!DH+*~tTKcIH#Eeg$&*9oaH@tYPA0Bb9R0l8(B^;#*VVP>jc5Z)KES_}eo&}} zQvJC(893#j;WC3^)&N>;vsc96Rx`v1g}Y#3ZzebW?oq2AG5qMd+ZXk2#uktc+cQTr z%c2f-_iyjN7h*u~i%Iry^$1LIBFG##xeMA zf|~)Jn9l_RXOPEPJ2TrG&$_)eeaR0uQtH%;)?a^h3)M1t?gHbE1bI@({?uT|kkKh1 z-x^$~W@(S>La|_!t4u~*Kn7Hqg0x>;ef_qzum`2kqU{geg}B(8y+M|*vw2Ysx(*cx zXl4Ykbmz?ORZY5<^bAwv%+$){?C%DFec1uH+j<{yOu$t?_1Cd1`8A?!u2v}w#&J?I zIKtQ_zeEHAr6`5;fUTD$yO-%XmPeab14{;wU`zla{#L_VS<<|1nbk*Gp!S>#P>D&r-JzhlJ_fHINrq5d@^M}=g&)l zk9=jodDe#v8K3NQ>6um?3Y-Jk(KSWhjpgo&wf452ss+j&-GNWt1iF4p1(PPp1!jx&|I5m0DM{(gU}JK z_4suYS{0-H{?edL$l#c8_z_@OJ!KHK4P_FB4T+Y9|B%e!0&wM#Ext_`+qsze*124r zd*3V0uFHN(jJQvTmmv{*b}3XJL7&hDygt+9u>A9@@-%hB9Hrv>V}&zWV+Q(xq?+5D zclj+^E891wa{K8A+&8^BYdh&G2CfD(Zw52(2KbMCyw?FQ@VN#c&``@MPgwM<`;avd zZ(ze)_dg%^A(o$aAuuMY}-w zE9S3Dn2ZnX^bAATNQ3uEd?`PaXad02kmGWAw75my6HA6k`$^_VvC07*>(u*LujdYIw;vp-Hi+aY+GXA1l zNfL)ND)*SH4j3|&%HTiFc|-WAC^I9^00YZaoyy13Bvof>jr#Pv!4@qdQ(Y@!|6?#q z*a1k89Fe98qm5LQ807qEL(iSG{UaDAKA3gQy8@Y1epIc(MjIv@zC47qJ7SGYdq%Y~ zE;TE|>Li$4xhHZ(Jq9Nx{$8*Vd3R-4@o=jI!Pazj<<=#~ZSqx)PIcfo$ue-~Wz%UO z$Fd174X+;?L>%D@?!q4>)jgQA#im=DBNZmUzLLx2Fx|zsj@ILFg(p-$OIq_`J`lWJu^2dz5vGK>(L_vH+u+sp;0zRo`yf22 zJ%eY2DHKTWUs$8kWNx5uK)wlncEXwT0UlD3VB%BwdgR=S2=^YdQoOsFs{C;FZDfU7 ze+tgrBvVZl`f<5O?C(Pkdz?GzCdp<_DRV_t$MEjNPSTWVAaq^s0<+K@Q`~)T1dHBSz!706 zIWI^Rbm_rp?|D4BCdY*NoPI^di&{Qwg31#gaGCSkSIS{{;+sVDSo zBP}cChUgVOHcF-b0PCZ?ajXd`D-1T!x@USS&I?M7VCf|qnNzp;L zEwR|E?@i0q(lyPURd2LZY78m0fA?JSO=pjl>;@*2#znOSA*Gm9nW%wX8YO3;p zw;=>UB8s9Jt*YWPN~8Y~)dz!>nd`Mfna!)h5wR$;E_k++Qv#d=wcb>J&YhfJfECl_ zEd7Qj)755^(4eY}w_^cn_)gAeTL7R zQ^=vIjicW<5(cO?_on81wvH(jHw1z9?i+j7Wdaa3lU{LAr(T;u>`(r-O&rvu!g`Lr zX7HZq%-#4>d>R%{UQ%r685w{=h2Q8@tKFo4c1#)TfL6dmCj(Mip;L&*@@U^h;cE1LNsSz((JcmIbXt*>OJ+k3|p68Pqw$Jt9_)>Je%m&aYk9mL> zOG3P9Y#?rf%xikq9|lGAA>z-1`{?oz6xnZhs5aBd7z!ftgE7IUEVQVb3)UE-gwS6Q zBg%ZM$xa2bHrH(i%TfP1izN&7(YvYbSr}H6lH(E75Q%}Wu&lB8^gOm#alXmE)TG~jb{|+6Vt13N&r2_rc$DKQ870pK@JgoOS zpHYX*B16txQG3282<##O5xdxDaDk{k!$fs;1sV1>2)4rw@0-x1{;(u-j= z_u#e_kS3WZmE@Bezk)qu3v+_eXf?5{eS%q09VU8%J_1QAd2GqX7+5mZ{u!ht3Vgc==gRG;epnmjszKb8cr5@MAo&$6^6}6^GTto;gl`;7iQr>3cO6M7 zM0a$`7$FK%t|AWCKg?df87}+ zXgMya=e>gwSZJyi)dH?E;peu!RK5m#?lLn)T?ZB=d}4nx?a|4UbH|T)L}ah0+xMxL zte1iw8cMr7p;}ENa%7Pc8P-e39!~d;7*}#sqL%G3U(nt~Fk%c|1AY^=h57F34i9{# zq!&hNmB$Wp7P2IlgS+RuB1H6LGGq+2< zqPkUCWpgC)X3Y&hV;Xkg^FKS1mzd{hr5YWwr7jr;;sO;gX7{!_Wi0l@TI2Kh^G&v4 zvBo_okPOElzJ~C7iahAMa*zNy_~D^eBNEa(#&J5JF2Kh+Oj(!VaEI@ssV$)cg7(H2J|LN zUOe8zZ`KlC&lJnv6MepUZkyL(Bmx`N6v~MIJ%zi?L znEMxA1HSn5v114xtWdrD75BIFE^-~0&>&h9rycX@^Nt1@uEo-zQ?%v7{LIf9Xfo=u z?xt?W3J=GD1_uPXoWD}5uVcp4YI+VlCOy#j`_N(8Ws?YCr(|M9vV?~tcXLd6HH_B% zJ4~4CA>HktIuB=Q>wBEwaHR>XF;~X>l+5A^j0V%sc{e7lKa1u9;W6{v_}Y+@rA?w? zU(xgWQpae;zbOWaxvcmY^EElqHEd)J;>E_lV#2%n(Y7f-_%2MxAvM%0UCtd;sWF?o zHa;$3QpT7p5aPre69?R$ifh5;ZI@el>d6zd@vk*@kw&Z9MB9hZgE9$SLp;*co@GcPP{h zy}01<&Co9i3Y|?z&Z=Z~>prRu|7I^FMOTzD=Q8w-Jf<^)uXmr!@Bs&Q7$9`{3I;+N9v95CfQh^v2Ie+lXAJa!A8Wr zQ%s(G@40#7ClY<{(!FCML}J2105UN~Cio?^lX=|@Axo0Y&e<@ReMPPvv6*Qng2Adm z^eRLJc5ewC>2at_r)@P~Hn^J~TtT*WH3wrFw2FI#zXA3J!LbBv$P{Eo#)6GjY{CGr ztw8nI0N~|L)$3#3%Jpl75zv+*o#$-1IZy`JDi+|WqlO$Gfs-p!7dAx6{Nz4d88UFz zn0&0FXl<~Cff0l(G|hvRRKvzoYyCB9Ixdc*sdo!;)Ht|MJ!F6nNq*AjF$3^2Cd0x`aA)fCNk{gTC zEv8S_7^YMOQjgXuVNvj^bnsj>#^f;HqgGM-!r2z31QeH`M$iixq%Is8Z?PI za*u&h59nF8l-*b)OiPo| z*;@eJcsJ#SNr`g`KSmO_vKH#Wir7>e&PH6(_SNvA6H9ljUrU?JT{=&)5p$winqIMIo0}ShStKX); z^|BH@=GC&b#d_BOZzL)XAr!-f^Lv&L-c-i(Q~Zu(v;WB8rh3=0Szc&yyU~Wj(=8y= z2#n@>5r^`VgZgbo&2e2p1b^Muj{HgBXw9e*2DAqulNEx4<8m7>+@+gp4`uuyN8^u~ zHsA-!PF?AstSG1{V&S;k)wXd%A6A?A1vasVA@nM(6V0VYD;DSuc!ChQQge|QWMCry zEy~~73sW!hFr=Ke>R|%pi;&7jCV+r#n@n;&1^#$rsVEe9XC=GcK2_UE^ZG3Gon9Q+ z2ML~$O4s`?o_?D4H}O2>W|Xr3a0_Eh)Ta7wpjFv-f_``V#Zdiz(x^VQWV(KQS+l-> zLVNDk!xX5VBBRV+y2El_3_8{PSI>1Klz!slCv%42hK)y!*6UC&qn<`nm-CSJBkZkQ zUB|kKggauseTby};Ri0ZVKh;{A}(kDpw&$xSZ{RPD#id<=jb2-PZ!C=YN?C}epRZ+ zA;j%u5@LwdD~}c-gqWJqkfZ|A7Rh=5to##(&|~j#K+?Z-QG+SjvxZ+f;jlATtXF|w z50bLhE@_u(J2NJNeD;?0x65(^ zp=*V}{aq%x&;d#2Jm36Yplhs+BsHjVCw9Ghi#pkE2G?|gvq0rSDmQfzP#q+`*+u-w^2T=U-|^PO!UX- zZe5kHF;pqPwMTVplsT}BRGPZN*d&VdB=3$ljKV(LIUO5kd}$mqm-zpNME(OJuHEnC zX_&tdkIbTI84i!(F_)ao!O2%%)MiM>q^Cb9w4feJ@hr@FN~+@vv*FHQ-)EoH>>B}R zcg|4Zpj05kf~&E#itO~JwqA&S_5hDH@#HH9cinjvq44>r!kT{Km05Tb96JDs%v+ChN*%oKGcD9T7~uccj+ZaXFjVt z0WEQ4tQg)7&iOk{WT|gqpDmqvj8Uu8nAF^GVK06^UvPlvVjx(v_p1jCE>yroyHs_@ zu&)5r1co%N;Qlt8C(8kuza_`91o0J3H1)4aG&ePXbldyjU{@Z=dn~gd7Rp2X7C4F_ z@)eFFY!E$#)m{*5?gpw_w2(%93DQ?KRhc_?w;v;&+ujyr^r%*XW_3P;k9+^6iq{ucz&N|!q{LGS$ox)k7XrxQx=di*=I$gX#?~6|K%Y-6Vq3c1= zxp67RBmP5cYn(PDsnke-o0+3s2^!56RMcV8J~EuuSwPY36YfZHwIIBQ^XPWOk9|fM z>r6D8?7^j(qe~+3vd;!Px*l}Lk$QE^TU-9l9be^hF*I0ODNG6&x*1itiowDOF4&%T za;oeW!T{5;r@nlJRQRp@JG$FomR7Xf&RCt}^* z;tGr@9jyba=F`&6FvnRhXWs?D3OfxB<7jCAhiwq5=eC5b`7-c=;Dgo?Ptz(~j1Ey7 zgp6G;5||AoZDt}MW@E8S{aH~TY?#HYc8CD6;r8A#j7Lz^HU0e@`VI2Gr(1?+(j8)O z06+)Lf0}OnkJ}U5#^Hed-X{QTRxn79^`2(NB^lMq-KVSlsk7Zy>4Ai99-SenJV_PT z#Hs%?_TA@M#@<}AhgQbDZ581{jrDNKaffATx{bkVFfWW<*{rQ--ILpx7)Fh>>GA6H zMBy()dXd9TZ|CdeWNok(J}s=Jf^N`Ar46sWb8SY>XCDIR{XA5 zbLG0+SSz6NbMt-GfF{-Xw8BSS9@ZC+i5fKQtD#6lus^1*Jlf-KF?CuQjv(flkrs(l z;JuQVGWQpi&NU5zL_k0TAilNHZ&8|}yEqB`I1YS4st>zR%#0|L#;>Fy- zWFAE7V?nbSA`sN>i+viR_kSzV7JTC!_W#Wk|Bh*Wr(CsKA~tOqUuEO7oakx#kR+!? zMrcqHW9U+xMvSRxmfG+wUqL=J2gvN1BMbe7@CSopE z^{Hn{K?2`Hc~(4AIQonA+%zV{KV_Z^d!hBIHqH|o;8~n25BUgN?@rb!HP$Bt#DJa* zthh7EZJ1x^2Vxm`N0Bs~uG(B1)YuZ{LrUDb&E>6se`{HTR-9$+-U;&CllVq&C*m<~ zPiFsx^+dBj(Y*RWz%;ZTVk% z?>>g^eM?@h2JvhF>!8fkqyhyN;_E>~CiW@%ND>oeL)+gN`hC;)V~nW+B#$S;V|+*^ zpKM2S5BNp88n$$6N(|xv7^r0VBPa)lj?w><@Sw=s;cb$PWiQTGqwjmIWQ@V2{}?no z$7`|JZ|m#S(#fLhbD&iDuc^X85GVI+jtjze!<~v+2CniqW>1EOY#*7I%qlGtRaAtS zi+IDb*xz{jlP6{dvnjuX+6X*2S;3#i5tts(!Dz6YP#dNT`=MVlMcfd^9Lx++?V4gKy-HY z2TW|M)_E6Wh|1H5b19j*S^dyLQvVt01N7Nz#XDe+GTF=^@0rM!d*J*aUC;iSC*^JG zv_>)`6^GS8p0oX4bE;)b+$G{+7v7O?b0SbRJc5iUUd66JXhMxr3lKHHZ$Tnq66-6Vor zcmetYV8TA)tP}~?a*u6gs&5kqIrSq^En+sT81vHR0p@+Fpc?aoERD$0ILi8DnyGRD z{nz%7O4GZ_3j*XiEm*6lc*E9S1>#kW@QMM3ioRoX2~We6Qes47%`iDQEq!Se!MAA? z?b5s#o16Bgaz+ZHD+I2C--{m-v zXUNiQonsoSmHXI|IC8hFA^7%WooyKJU?Gwl*=_K4CI*A>l`hx~45}!c1TWc53o{xk zP|wUrxOzoy%V(;X((}ZIuQYX}Nl?S+`)VHO7>E+)V%s4Ac86u1cKA`p0&wpka0Hcn zcB&EJMak5VmFxbf-zqq;)&^l`oblA|MI$WUdf>nc@1DwGfnva)Im28BE z2bn^YLpxY8yDqg)4DH*3tgwz67$~CAdcrirh%UBxdxrJy!~%W{;S*baRLB73z2QW$ z_6s2zzU7__-Jg$8IKUUA8S+}!#F_`Gvh%P|O0vbm1C?{ZK_5=Vn4Q1pR_?GV+3`9L zMd9U^*U6y^WZZ56spGYo9Rsv@#h(qC(Gw&NKmWe48h93z2WLt-<8IUPZaVP<=Om^d zhdr`C!sOUYlQHCl@q^Mi3Aku_vvt^4q&ij-=Dt!x>twWt<0;S!PJrd~5p;GH6NNHl zc3YPvVTEENk)%p{LMAgER?aedH&z*+Py)R}2`*fareA=$>xE*N5g)T!H-3J+P@M$G za&;g@3g1yhEY4^H_ffRnn&<=^w<76H$wsk^v_R$@^+?Q%g^ngz(nxi)46!nXAt%L| zef=+*aOZ?Chro@#a_C8c-7dIbzXZ)n78PEa@;tw?a5W|A6|-B(k@{9F7&#BQoQM2+ zBaoD4V@Xt9jCNRAP%(40FaH>f$A%29A&7YoIZy)cpR{}Qkw)bmwLW@5!EaT1WzVt( zEh8~ynPPCYTFgEP_X4T3`f**k#EX9WKQiBH0Ogb=1V(vhY+QdxBxsj+5_T6~P%h6j z5v@%IGykdW+t1a>o1)McVzR#97^Ik--oxrIhPN`x%!%3@mG|Pu8CQCOTEW zxs{!tl1(uTwK64M~g&Lk73=P+vb<^Qt*=z%=vs#Pj24}rn011J9^VUstrG)XL zHi}s`mjS09<T!t*bVg z+}X@tM#D3rcv>{j@SA7QA$_2d`mx*$=XJ9j4K%btx(@nHrwrUeg6O=^z!IJ@7cP&u z8&Wk-ipDk7>w8lR2!qy8_7SsVwp*fb6ew+OM~K3dSp4?-)(o4Yx>QX>%pG8f8yn@Q zO)YfZ0-EAww=5j|PI?MygmbDA<*5O00+!|oaX8P{Sm?dgrwrl}-;L_`K$bBs&oF-R zq92n4i$PufO&&jL;hkt;xr`tCnU4~TMc9-jTX+s>gw)16Gvd1+QLvMK;eFFms!WwC zFV-Y|%?`;Kqjq59eVZ2BGwK-?|4vVsl$cN}9mL)CbkvEtJo>e?y4PLB&mNn8Vg!-HZ%}bW{d_t~vSZ|5x!x$$S9D;mLzF6hb7X#3PSlcyrD+LZ z%{tUI4uA6p8msWTh^h62DDJ^i`QxZcAIv3QvmYB|md*Asu=q^HfR9|?O->EO*>GNI zhK76^W7dPkwVsS!lgo{?EFrFqA9kc9)n6LQCiay^ z8n)W{bljpdRRek2R1jPE@`D7~#yL^kib-K&@Oy$(kZrF1^EU5L>G+k`J<40rmf8_k z!IbGjd;ZWYeh$xh^}|o?0wZ8i$uzopg-C_4-~WoGtxQeCq(abiJ%WTDs{DWoE8XLr zyv}0sTKC=2at%9(Zk*4P?dqhh`f_sEhg@AY-Mato$u)25EyL!kqa+-ZDDlrDc$q=w zy;>l-es`==w@%a4KP*ohAfjh|+=yNj$E&hGJ28yMSC`gKv$Z99`2J|cB}PZsA%ie+ zEDxca1aXnHMN^rt)pa5m?x(6;oYcaZ65$8N!;H>`^M5?Hr?;s7T`>v=DH@fe0?Ozo zcpm1O=tQ@h;oO=ahm!>fsmU9ET$20&^5XyB?=IHBw%A-WAfRLM|LxuNKSt>io-L>U zhaqdI%c_=XCDHB~b>+x(I9JF$nf&UKQ>ThYgp#!R4Tb|$W1*zo($~<}rr&r9l0Zl% zb(NFWEEB*1dFp4p_j9eC7;SE9Q#z&o>tSOfQo*!vsamIp>+SmC<9udfPw(gWdvEvq z&&+9E-fm&B_Y~RSKL)OC3&bh-Yr+V&$omuGiJDK31&{g}JZ2w8ccdwecth6;L zvJ)jmaVa)&MgB(=XWx>uDRlZlMD6(lxnDM~WWwb9FBos$p-^`howDhDwaQ-3`$=hq z6bm7YOCQQi(q5j~T$9MDtD>Jgv-Yu*_pe4|b{UKgxm-V?)DD`&H8?_7V+orW}+=#!dKFmN&TF8<}S6#96(!506X9hOGE!@i{iiU--Oj?A-~o0 zfMpA$wv)$nd4s{V1D%}9%?I&ASM2;xKCF>K2rQb~%SGw(2IezY0-iCw(lmMci#SD2 zZmLs*0(8+=n2B}I_Z?{$JmFzC(PiDGqPQxyajEL>9R~N<+^m^1h+~8QF6pd@{CERV?Kvcl^)pzrSA#@T~jf+|*9u57A(fM6B zuGR;c^C3zOq=p`HYCgVL8nu>JR-hE&>3L*&8GE5p*k3{bmGQc7*r#Qb zPVxK6Gt*QP1KK9t4b1%aH{i;l&9c{Vyg~kSp{z5vA9$+uvMCHQ>UN{%OGfHSok%!( znGjv;KUZQ|%g_4X)vn<__N!XjWI(Xz_4Cq10~Z>a-#7k0@!-Efx4;uH*ilBhcE2Yde=s=X(58xE91<~l0k^UQ z!tk}b*1n$78`L*%$PI@t21T?-zRH82Aaiga?V|%VCv|8Om^8f?%~EyGNucZF8ZcJ( zz>Kk8eL+*%;~}C?w`sqi_670*PeNyuViBFNTwAM+Oa}Z>tkAI0oW)@B)WU-EJC3tg zFIt;zTI1iYI&A6Y5B1j%Sg|Yt#*&PVuGg>&jSW5hM%~?Wm(WV11{cbQodAEGD&sAK zda9XhiDYYmoSh5MgNTLW8=}`mpwkU|kR#E_d2yKqyBmbO+S`7A+S|w;qMbf@&qO;zj z^A$M;L-QdN3M=a~izPyc_oF7uL`F=Df7fha2y0p8T==bQezq4t(zyp;%Owl7@W{F$ zopw*apWD`VdT#nL=5jNKUesn)Ayq|Q=$_RqSQ-kKOv!uuz=Q|PS|dq)|B>4)Te!WI&8RfF1dQxP(tOrV1GwjTw9S9A5=$(fx4}14i<V_J4_WaPKNHINUbbKy( zREBMgT>Ls`@D-=$#YX^vmFUUG4|Fdtt?hIC;CMTS(Esz(D7`OZFg!{RUocj{;*Or_J2k3b1$uXL}4;%9K0;qpZv%qQj0u%&& z@6HQ%{1TM#2OQr0TC-ZzvReEh4YL178pMwoIdHvP_i;x?vEy1Iv=1?fxuwYwi1}4w3Gi;f^KbMA42l!E9w;HQvV=qCpj`r1Tc`gm0~z#a^1@liXW+7*@Es%KD1nGu*IqL1x&0Lwe`m)mBjloCznc;?@v`JJN)d>QA+;8Th^9>N zAo3JW0aIWL=`03h2$VG@P?N#xgn)}Lo3$X`Zm$F1p@j(ZvB*@=TbFGV6iX51wL`3W>l&@N1yZ($Go#!bNIc0F z4$Fy%setI@Js*hN&&Xr)0;diE?bZCAGKImbjxKxbnpBhlBjN@(fF#?2ud z2w8zyH3sWlAcUdVby*g>M8)AC!xX5sd=o;GLf(H62C1N+kx*PE027fXG;J0V;jf z5b9{HJCQG*w(B2XF^}01@`Ql&A~sbTebZWyIDJC%(?8A*Nab4lCdBi2I1?v{b#N}^ zNS3v$>pZ<#HWqNH;mOc3BTdsz#gLzFnsQxfgg~te@G4ojjkNm(p%{WD<<&Y#Q-)(P z^d(|;3TD_-b-hFi`|Lm?O3eF!$6+#-!5#wF1+V;cCy1&8F;B@fvl86g(N<-RzkD25d<=*%R8xXLc><=E zEyENWv*oMXo~PG1q*R!3#j|8lTnH#5IF;cs|mfGlboAByrD-IjTHwaMf zTRzgr?G<`PI3C90ETnV@F7FmKzlLPB4}}AD0<(nbhu|7OcWwGkO-|-;$l0z0y!%k{ zuG*J|cGy>&6KG=!haFyGSG^{;Eazc$%L>M{bA(J#v%P=l@Idf-F*!D&v0%gH2JVZC z?AW$l3R`-?-+!x5^|#ki+y?uI6+U4)&qxBIV_$pds3O1y3R4l4ja14nMe#i+zDzhX zsnGet@elawAa+hyCU(Qd0q)Q$!Rn1nf%}s|fZ&HAt5%Sqr5R!hOP);R*N66? zF#K-_@9bv5jX)r;H8i0hcNjy(X#Xs5N&PH=r;v}}67e)da+&_~46-8-zF*QYVHAXO z{p&)R=*-!Nbh_LPVCsPw($+)I$_pLhOgj2VnVkwq*aIt`TBLr!RI-ODV=XdIX2jj);vah?$GgX*4&%ew zg~YcTRM#CwpA*c46^)S-RI}{8@Auf&8nm-6RZsB zL8`$Wme@)HauWG7h9IYVDTd6r6DgQWsU__S=5X!F{a6(dsjEEi$1nets&%c2^b3dOtj9Q4}piw(5wCfc*-dzYhwkDmz8 zG7iq9E&~V)GuW%7*0G`z3Kh;wh1_*UEE}FHe?8s#P!Lv`i-6@@5>IfeTU{6uU>?Kz z>o*$-rZTa*Nf>cO7L^}^NHCqa#}PFmv2Q-4*3!Dbc37ihH-tkto`|M`R#rxpUu1B! z#PY=g?`K(UC)1d#o6W#6{9iEZ3XrI5&gC^ZOHYl%DCWY-C=4m_k=EtYt8@oFtoPXn z5r4NgR!aK>s1!oakJFrLAkG=XD9_rB>b&*upW%|c?&1#P|LQnhGzerR|O}Bb;-Whx7iliMd&FGIYTR>R+LtF6!xU0n_y49Ng(O3*eP_vyb0T4@Z{Kf zrsPh8yC5A{$Cm#)YvbnRR1X0&QZ`^l=Om(t!dL}%jx*3uW>Y!19Dcf)K5xdi9XMFx z+eGT^>ArKYWA~KHgTRG9uM9mIJXK+(ypTW+V2Yp*sl`fj7HSPmWjBtOLh`Gaa)4l- z5#tRZ@tQWKFdk>x4j3fkpF?KP(|ZO4Ktrc)6ifiSOi-OpinmdcZKYeiau^H=x{k*Z z_Wv$OW@q^p<;@orDHBaH*r5eNIv0-Uk=JteL8fn zl`pbL!^cf)?mAW_0BR95=tDnlA4;$%G6`@A)*R?Wy+XC6bY)oXZ9}Yxyj-bTKYm7l zqo*U9;4mBbEJj)-j>_Tshx8(>l{;F_-7ezGdU*DiwFL56a)iL4`EeXXdKONxWroqqLUmftpA&gv| zQgL2H)cSUUh6oso^Fe{5+~dv2l=Z^-Nd}kFm-uX|VRP%fYAV9r+nWPzQZy%{KnGx# zi9sgRi$b#8JgKt*XQynDoHNZK%huG6i3C3!=wPLF{+9GE!=eix0Z?G101l~GHf4&{ zOawNgK7#YO!tu8B@|)}0sMN|dCA>_C3gE2@7&gySQPE=4aUg7B@+-aahft_nDqTO*g z36j1GSkV*g!7@G5bfeo6L)^Lt>k`m>%ie(f(8h$D@wK)j-wo>|L0<@{fDPa}S2>R; zBzfHNWL~fDKP+L3ya*HaMLU~(lEr8fd2dDbB?+uK#Z|p_CwE4bm&x>^Y=lChOAzLG z0c!h`zWrCN(5S$X2csTs2e9K50nZ)J!JZ41Rk(%AY{QzJa-ifsSiO?_Fy7G8Vx!`B zq!pHeKVgWE`1=(UWIJiOJSb}wMc+Lid+1os+`&b&17kJsMlVIV;lX##-FgypE^kSf zUpcxxRM=VBkRJ@WRm|EPbtTPJxhlSl+D0gkt+I4h4yPa0>@~7h=qB`f@hsL&qAJD! z=81NK=riymu)9!0xvl;}hhJj4l z*Duhrw9$?nzkYb0f71Y=AyQG$5d-o2*Irg-7tyD0?zxU%7%>a z?==%Np(z<lTBTJH4CSS3SOtu+PJ0~W@W-7a^@DkKIUS;$Bu9&&{$ zBdJQVga*z=>1_qHUdoM$_CZusosW~WiY!Qt&)>iNxrZoZk;=;l&9jLJE&J$?NHxKp z9gs@dvtJGMRm})nD zBUKg}pU4vr@6v%RJ0=xiTZyYg7Gkvnmo;i$>VzJ7uJPIgc` zkp4^Nzl%z%Vu+9DyMy&Vw(-{x8*qGP-Gk+E4T^|_a_zPobkLV!_{)zI_@|R6HzhK) zK!HJjKIbjBCOz6KhuRd{G~T^_gIk|lS+*($j2i@E(xqzQOJ9!LPDK$|K=w?lOAVyp zWbZ@u#AAGjX9;m8?ma1Av4c8G20P1yXTahDqlBy8Nu7*P@ag04Ggp6!b13=*p&0vS z^zqa(s3o#a4A_En~UD^&kFegms;18@79IAm^*(+4vMl%8j#=f5T~1iQ$h|a zr%yCngs>4q2M~zbhLb9H#HzT9>n4sYgq9z`ohiC$r**jV35T*iPC10dDaXx2$5uVU ztVCW^>NG|x?h*EYR45>=U{@j1Ajh(R5s%6l)^G1Q!){-~rsK9UR}} z{)}bu_xb%yZP|+)XJLPj{(yCFc4C;Pyj*TQJp41zZt2X#=;qAj@p`*`1Ak;YmT9;A zMGwyH)S<7qIUX7L?cC(H{Lq@pQD;@g-@`p*nM|YqEf;Ybd#{9=(k%CeVVamuzJB(Z>JR17qta(f zb-l7&V_IN0vRQdPI{BpTUj%>KoYNt;>Pocsw~b7Oy(dj=YW1IzhHoUS+x_1kzuKwV z=lL`sFRhA6i2mwFt)zUWfAOJdcu{NVPu-%u=HyN75{*|Hy@~3se~{{_JMKkg-4le= zt?5t3*7>+n)86sw%O(d-6S|Xam0tAJ$GSL}x1>cIIRADf#;Olh7`|mcl1y+9q|5uT zxFc(Q{b~O?mz?fGt%VZd>zBL!j0@;SQCp#(JC`nstwML%|3g9Pc$h_hAovIree#i;5>^@hL+|xWRjSpwmxt?L@N}sVzts0`O zyR*Hs#Y7C0T1YKhJXSR9lm=Z8IR{6LhD#`qXpxdmBT@d?7vd+vU06moq->tg*$zQrL)U1d2;sj~vNLKy$-b*-Pl_xIR2OF}&t`IJoQ zul?t))ULP8ad||Q3HUe8jY9tB>I}YEldHo~2>$hVcO`KrxYhp9!Sd8E(D<6C9@C|z z&JEr@(-&k?Z@h6?B%OVkz9lLJoVrM=VZ9NR-o&x35h7-swystfMfWmIpGSR0+JO1< z1CTuBU>!-#1c(YS7VN<&V88c~M>QD#a!h;Ii|msyNV416%;_v7NaFI zsGcfOM!>?z%2tK2qsz^fejn0?<8+X?r`E}Bl)^bM=yp=mmlA@^NqbN z+q~*w0M{EQ9-PmByg%HW9^rT)kVn=w9mI9|})n8bt$K^GZ>MTdJo+=HPd zMLr%HguLM7T)a7mWE}$B$ z^q45*=><&T+q4e!I6dW9Q!56tF%_U;8DrmD3VJ?Z+8R z;Jkd8xT#}CHXi(j^k5;XI#i5sl_2>@LwA!{gqRS_0U>Q zdmMtQm^3v5k&ux31v>{GlI7kJUDaBar$nz}zcL4v3x^`L_9!F9wH^es;I*VfC>f-* zvtk>kYSF2Ur3?jqLudDwh9HE2)?DN;Fj1B~q_o&k0BM4-+78?C4w}IJSuM~#M`Btl zRHqDnbZB1UgMmsR9$VFzZf3VEBTV2lRhF_tg@ zGd!^|6hMGs0F+oI;Ll`|kT>D;9r$?Gy`crBs8<0VLw|H=5ImW}2~juQzRh~ZD_I`= zfZW|kq9nek5IXeJSE*1w={3~sDMz-ZOK$1%ZlFUy(y;Rz_^cy+R!i6)C_UjzqTTvN zsu5nAyFM~pb=`n?gl>>lZhFIcappT_dRTq8M#Vv)_HE9SIT^7$OW~t0UOfBANxyqpt=lU1}ZfdK;9E12Vj$VVG1HKj5(od6HJ_Lw;$mKA4oz z-jMauntWT#!`hz@{zG!xn*)@&%ikc$KI=9d8YL-N_3$9@l7x;K46^def=&S2;FRGz z@$mSb<|TNaEgvqS#c4`N+rCUea%m0IXHxC#0_m4g{wsFDcsn(Wpim&kC+S{>|uoU z215mCJX%~n>Y2`NJy+^4k{Ef!=`}I;o_G!PEpr+?1Bgf zTuurVQh3&oHr)dP4&5oBe1}3SF8+fM-S}Jv3oH;O-`3G+>HH`NIOuv7>v)<$zwsOi zC@TiG5Np){rk5>Ekyghxgae(@KdZJ#f;M|AqQ?QNis;RyoZ9x&OT11)@(BR8AxDlBH6QR zCC=$6d$Xg#jlv{us@BHXyRHyj^>QR`J!(TYcW(`_1_Td~dLoig20(Ff-uO ziAZ9`{t=$#N77waX=;-YLav5}TfYNATZZcJ^q-(rmy*5Zes|}M2H(Yiw|pUmqi2&z z4Ytl96=Sb5iyu2jLaL5FC2K7Rip$ETV?Nm{cm+da)yJ=Pj~SbdjUsC6+R0lO@z8M~ z+~ep76TtR@fVUDYnt`2$QC7Pj9FwAb#B!#d z9-gE0uie+PjNW z>IX8>mTE>U$}Iv7E{eyxe*31!8Z$MW`+h6qwZpfNF@po-`@XTvS5pyWcx_=b?+pZ$ zqC+yNEba_xk4#2i4unBMVE6(s^|xqCrk zssuAY>@2`2Iu$6++9OGRBr*JoGeF3d_aL;)_fHSapD2Zy^Vae%rfD`*2^Py9I|0K% zhdmaUoyEkw$Qw`Ej+jR3uWq_UYibkVAwq>`e71-pizt39zPNo%<3QPbJQ4q3d79b9<9K6i56-O7{v{tc9*(nngoe3 zUZh}d7#OigV?M3h^%`lbW5h(lPhV4Ln8)vaNw~x-j$`kG<4MBiBAmMuR_`cou0#YV z8~#b~SfE`J?fUI4gI|mYWXf1b)BqK7d%c$t5&Ge!h^OkNcQCi{F@gLcV@RfVxi8#2 zmT$_%P8QKqx#ShcUwNAljqkK^+~x97cKi8WVLKUt5{RP4O5Tla7z0+*n7R9xy!cN~ z_%8;m<^;iYFYr?}5`GXw-iy`%H50n00*cTVZ-hZf^xwRwgBb%fBvjCHPB9T6Zo_hK z1Cw;Qq1o7e;c)eZlR*s77I9PemK+RSs}N;*5w37sj0ibQPvg8B(uWQPalKG7bSQ=3 zR)0!;CLczzw2z>SgrjNUs?s>2OQ2$5fZ!C-2rqUV35MFof<00LqAsN55CeY|5#Ju! zXcQ-Xe5kY8@{Yx4==Z^nOF!Nik5BH_+GW<3_`+IjfU8?!l><_qv}yEp z0)-**k#L#k7LdJL84Rb{Yy^e2M>XIH29#fsQ2Frk6c(ZA6~y4dj$%96ZRGCDUO&)M zds=rDcS-C&=^5OlkXJ)%{VI6c_XVOJJ%u3sod#SgbPQPoO*>Fb5^>>LQ>dsi#2Z?% z$E2o@t%TrdyFG%A<3=;&gTbY?VTG17^|qf>xt&$lwLNYZTh`&|lT zN7RMa--3PpJW41?*ba~6VBX?@m^Bm-Q%2_EPMbo@dS+m5eI)_a6awB@HR7d_gxA4{ z=NZqSDhp7FoJD>g;Shi0Dywl95$9%LVl>I%bhy&w0+=ApT}P9U02FXtqu>RP&9-rt z7oe5%tX7X_Q%f0C$83_4w@(?3+4y|gJp^=X);wOo=o<(RhkC8X@}dlLi1%Fz~(I@VWyDsl089^CL#nT z;lnoa_nvzG%q7~q#Pg+VrwEV3to%i9RysMeo55$aoR&6JX&Gep13sN zT(wN8hXbg0!*2+)%mFI{Hw-g@!uT9W!i9n2S4stjs{ zM`jEmuc;^|glUYUg(**h$kzUdZPHAP-gU(H3?3_Z9`14@fSQKbtFm7?38Mq^rUHRF z2J?QNNQ41A+PKdQFrYHSj;j`Qm8f@G2h4jn%xxq5KgEi`#jd5~ z_L++FlngQ&M@**QN&=|H(($BeJ6H*|7{#mR`EH3!eqjy%-{ns@L!|}sv~!F zqrd6EB!cIGLtOZ(KL|$_9p35quYLTMrc6rmrKJ$BN2U-0{q%?D$qc-BkQMHZKNk?Q z#&oO%RXNg+1@?XwbKb`C`Co&hXB_J_k#$GtP(S`u%+rKIF|4A|e>KC=wrf2l@8Hra z4wm-ZuYqcF_F+abTE+I@xsYgM&N0`+?`o>*8KxRAOIVQSe)m1lpB+2BCl);TbSHsj ziCKAk0HCM*A!$S&O#7v1)9}(G;A*T(1}^-FB^F8lWwSssZp|f3zF+ z%M7E_;dh4`-e)WBQAZTV&M@{^-moRWNPnJU{C10$W>O?kJrM?D2z^6gLpje;jew6xQ)PF;33=;efl>U*q^?Hy5$eI) zW2>^~4=gi`(N?fHRSeH^fHkph1NwnycUNS`6BUjynVtg0g4*^S6b6=M65L}j-UAuH za)u(~XKm4k0$)?XbSfZ1VmXYuSgKKUtN&~}X^exVau0ZuOc7ePw`TMop^}XU6Tq3| zr*~+iA@74m2`H!W%*?BbdVXf%7u}V1M37iIy?Vwt_jXe&_paiHa9((AXcyDLa z<&6+pB8?9fL4}O;NR<(sROJ#M3AZ4FibU{=;%GAIw{~$E?l|^Cz`XMGwYP`*W>Py) zqo!Nv=?b?78^$yps$VV;Mq423zz_#{c!D9)yjogMUbtt&KY!{clyh9xBq_9cu zNTKYCSJ3p9SdQ)Z&HxA<{sjD$WwiG0620Ep0vb;pc*vm>5vTHYm9`E~uSR8u&=z7z zEeSFlk5`3ppbC?p7*ZkrEioQ9r1fPw>p(EF1t|p3WDEH==u3??Ec{bq(8hRmz8l$@ zhW;pue0uiE7^M<=#At_xRG&66NOSLQpoRy+c*{+eX?7?(AMa2fVV|$~Df5{x#0#Mm z`PWKDoOSd1*QCSi5i>&gPohpO8C2eYbEx=l4q&!0cTm^ov-}zC=a5$p+?N!(-ae39eVtP32-rus~WnN zd&(}@OXI~gq-=}eM4ge>r6)tB_@qjtRGzPll^TROmf`G>bK4*carrXfKehK^ddC+) zwXV`}kBi;QX-AO_I6xsS{gkk#oQz#aErOTUIb*z4@!&}~hWd;1I&}mX( zCPNM3EsMPL1N6??LTzZNQ~<{N6=b;dujgaD6|ggWz|GkNZxUh_+#%+_61;$V5PC`j z6iB$LCVAz;5kRkU&N&vo#X)X=;=6tk03wC`u411DRIl*~42u)&{)iMY0HZ7wMjN*w z?3G~a+!R@Zv8l|2*V%lsuF`JNx$@psUV(HoKO;~#K}-zJ;fUtHhDh57U#3dKgwG{x z?SZj4606mV!QPHfrM!c^hqb-Tcm2HuC7#NRWrCSE7o&ka~LME3tyJ zXZxgs$vhE?&BgiC&|C<=C9Wge>gzilazw4uuKEFaOi3j|87si)jc6%EKy?1{XjIbC zlSvzWb*PA{Yd9l+Y=;d%Ju?u_#I5;ynX2|7)T8~)irL_VqfC#&5(WcHpCWypZYoih zikElRQ?JtkymMA(MB1EMjp;W)u5)$BWW3vlFB>Rp1vj!fS$fTsI*<$IDLxIs>+0ti zX=uDg&SJ}yFMP05B8>cu4>d&gwQMAES08it)NC@_#FduHlye`qxT}({R*s%+O64io zpYRe!O@NQcCgr{$z40Ufe<-}d7AA0JN+b*H(~UhA{{|xks=*N{7^EX`8CYJJ0C!*} zD~i(|>VTfM!Dz6_5VgujXa$JA&)MPY3xLAhMTBXA|9`^!Byl9qO>MR`0& z8YDpU%g_-V%(X+P77bGo$4ab5#AL;CD&t9$>x>y~v22tZX)LBxRU6@MI@m{&D#_v zh=S=MM0N1k6E*ZI|M3?w`hZJavybgV2OM89XYrT5zYWM{U1Iw1co-$On`?s^otG(M zo!%l0#745g6%;Ik{6VqC^mMbB^jrU~)L`dDbAP&mxAi;8Zc7H-xbej+)J{ZyYwlBL zAz@zMTa*k$P|LP`wKLi0Ztz@eEvZ{l3BFRydCf{Q7(sk*Ke;|d4}3y{3M6Bl7^^FY zFkm245DGod6o9Tfw|$eg;g|oX;VL2JWpm$mqeu2Yw^Ukje`WMZBa|Jh9X2spFswSE zSDT_Y6GllGU9Q^*=rG>@&`AGU!2k6&QmWf@4ECNoMvvm#0z3z`qaOjg&9gS-!ua)> z@y3`1Hn_-ZT_)x;Mv>b8@7oX1f5&iLq~PHA7(hVCa{o&V$HegeW4JB0)Ng+I!0XD2 zM(U)_6%2hYTX|O-^WWHWG1gldDthntnYvA#XNNxT?9U}TE4bL$@@ zc9KAW!Or}9z|Ie4@~V{hD%LF(`Z?3)=D&niGA3Mmyj<_6#t6#j<-Q-^5!ip8pY84W zzMl_rD0EZ@-9Jh87dHPb_-9+!%FC}^KH2y(GGAY~eBU2WEy;77hWyg4D%FNHyXe+j z+>)X!RXOlXq`ym{bEy+gJB+{HGJGp6SB@JSpP}j zXb%(e@-D+Q%_eIr`A;|5O15=ibpM2$7qV=8y-+ZfF>A`1R;bqpG0(gh)i|r`L{~NO zlV76#)4QFh4B@wY=uDvZ%1O6?3H^ty@THHy$L~W|{!YX=o6PwA?5AaQ$@h<~Fj{OW zkNx$0!qRvR0qDl4q58*G*taVDhpn&_U~3<m z_$PRK`&;)TC_mKtP-AM@@h^c}YnhbGLtt-T-!O1v%UUA;mxJ%_FCB{a;oEos|IS)# zQE1Jt9c0 zyU}Iz>ZYOx)&1Y8*rF~L19^{?0X3GgU9wv!OHt1pI1_*XgmPXkPM8CGkw;AhcHS7&JXzkGjJAyj6YXKQ7%wsKf4 zvRP}CN|buMu65<2x~M)j?;&;?%{h%G|Q*MMfB&G>i@8H4ncwi3l=Tgwr$(CZQHhOSC?(G z%eHOXHm4{4Y9{_J7rD-O@5a67_;I?@eq)!9Oc@Duk2@3bzG5GL9d|zdJjOo&s?ed| zTB+K0*#m|@%~TojJATypnrL}11f;f<#m;uev$^=6(cUOH?HwhAXEeWQ^I!Vhj{0ZT z=bF<5@wznNMsBiEqnx7Sbwggd-MCjjx=ap5#G5KNJoetz&$vV z`qdJ&@>96Y>_$}PTB`#WCbjJPI@N@{os2bv>eIja@n|K0w>{d#Bm_<*^KY+s6?mtu z+lyJxHk}$5+gWQ#Za-5du@Ome!eEmpNDH85lzTAc-PL^0NKKuOTI1?0i`tx@O?E+CcHgvNDqP~FH^ zoPTDLxU6(r$CUX&t4n1~Ab`Pa*gG%}BAVM64k1z>xM|`;VU>xk3tjFS9d$^vkt#L~ zUm|_!^p)}#EpJ|&2F)PbkY@%z0ICz{R{3z<#z`rXJW%tKNs0`b`(OhI}fd7i&NySqD?xKoc`?hIN9j z#g+P0q_yz#h!4`mG*mHjh@QaG{-##O*LnkhG&hP>=`BCt$CR!z)O}6@=f3iomM}5i zFi<+zd@f+TfT6xHnNrdqt-v8jI@tbbkdVZ@8h{YHPvAv)x1`)*BB|w6P6mf@D+P)L zeI;Ne+U1R%w0c@Fw!#E9JzP70OHgU2#ux`i0imhON*f9-g7k-kSrt-)uM^zBZT&X!hsSGObjNH;rH0} zssCo>^dMWApaE>#1Q3e_-$RrKQzAx78T?p*22jEiqIg13cb#YfqAov@$9)J zIizS1(QPc)Krn*cVOMb00gg+N)8|U0SHZ$W)1Ws{_|!0~9e8E7`tTNjW(`X-c7Sd6 z&rXpKZiavyfsL#Rry-%@p2$KMgNKBSv=u^*GnvNz_-| zQBva@WYArM2@P-$f?*Y2peGr~BD&Zkv4U^#f2ykgY9Qy(-bvI_z%4%n3V46PY(XVn zP&SpSqUI{4+UWL zCTwx!=Hl;v(248f$G{j)_xN87aVn&e2r#jq{lm|XVX(EA)I&&D4s(DSmbhdEqBBp@ zUNSE+0I9!XTO+JT66=$Mg}hhT9PQCCRGa0qrD%HA1?@n_$Rz@SBj!)vT3$<4LvBvH z_=$9$KM3fjkJx!O2sTCf#G>rxc#}tH;upjgmOPPr=|T}L5lstUp45XKSw*TYw4RAe z;NM0qtZD1fB+Znf(EMu-N>*>ZZ;_m4zMgjYK0@^4dPWmN;@Mx%|L+|_4#!06t0^Z9 zNpHh5CdFTR8be?r?+VueE(;VKkm&&qa%-QOnI^K)Aj& zag9G&)AM3(?fv~g@H>l$)6K7Idj&ox$I&}$ZLibvvjFz(4t&8hB%(XKKM>?L3zQjp zc>DFWVz_8AFrRb&x zALbtz0NL<7q~dFubmbK}G2CLYgPJKu_l`N@C$jUXDJj1X~3Pb%= zE<*1Fu8}^s(}`^^2GBDZsbssM(Kv2`QwNlIrMa2MEJ>`Ojipng#Q&g_F>@Ll3UFR` zd`toMh_D01%pSI_m^Oc@O*;NKjoE0#gM-|u_T~$DtMF8Ul82*kvQp~?zV(olLqIydllMO6|&WB^T)sl(^ZSEy>yUvtJ@ ziM^q7I$9AU&Bkr-3@wyn4TRd*yYTZgvLwK6i{i?7N|@nbwZ;8ovkBLgRqT+?7L=bPG_=tJ@w?sw=SzD#r~rvhfXf*7gDyeM+MDLKbZU29UeIar1QMZ6`VQyc`W zvO~=|UtKkvb-Cp&GJxxek)L3V=7$JzDhmKxK&{;gVN6AC4Q(e~*dSdOY`1DnbPPFJ!mG&)+uh|{a_uhRkN4#iL{Bl_86)gjc$$ZlB1gah^ogcv`*>63Gp zWQTXJnLfB-)_LEJg<=w9@d>~w@0leyn6M;}grQ~QjCZmJ$P?s|A|y2k==}A(H)>J(grOA)L%N_8Cms^ zZ-Lc4!`%6L*}y);v72+XEMi-Go}C4OkubaAQIH&Yhc2`?BI%Vy2O^9B7)IkYd<*k= ze6@N6ZJHP8GD-Na^2uv@F;-YHxMrg6fp4xU0wNuL%#9i7#vJF5SIy@9^zW;D0E9q; zk~z`4&BgIn2d zxvDkeL#DqBv|JdQXIhSr$_K30v2Esr{^_=O$SFBpmVb>iPQ=ru|H(efvWe)ug!~Jg z2H_yFjsHNdbetQVf__C$s2Ls*2aF@fRF$hT7n(u8Q-_g*X zc-ct#k+Y+f4bQ1})A`8ZF8pIVp)| zJ>mg=%JH4g@;u;kicAyd_SN!33u-7iTuw)aWJT~dh7aN@Y_cEw`rp>i@Xx8X7%%yJ zDM7-8QrmyBd^)K&0sly>AR-B&5IFnht)lGh<!L!sY&wf(9`i_fgj@!RUI5Qg)?P^0zlXe*1anUU zhNqZAByLj@Q0f9p%?waxV3qijZov3XOl7#Vv>@ATjAGRF9U**P(^~x6h6>?xixXRF zN5W+uifX=psg$Q1wkdq25}*upkCMz_y8*MGmj>xDuU~Md^jg23 zUmLj;T3yO6{sJPI+NdBc)vo>9L$d4zw*4NYgo7n2t2jvtF(MWNCrONJovFl6HfjrE zG}$xjK0I#tN>N#XCC~n#wN`i(FnXi`5>l!vpAVe!8j9 zz$@R0dPcx=A(R2^8K$NNyN!ZqCR)O~9cbZ9w{usBhY4n~oC1HJD#!@27=dpv@qP0?3aqdjx*yO$ zdoB>%n|ONbc|U$oHL0d{ZzrseVBiQV>7J9#NAk=4HKHn0)xW0*s=!5uHqMa9<3jTF z=Mv6`T9m)MLO9aog@PL2n);*Ruc6|7BD(DL*L!Zvy?*PXJ6m$B{G?(ZcaSaCVn?kQ zvw6i+g{O3ri#X`L(KRQVT=yVR*YJ_S)r<2ck%NL4fWZ0 z(n5(A7;HFw{plY#dBdfRvN)!} zBQ-zuW>K?=-g16H^cW%{+o4hEC~ZPnk;oH7cvplHw0&9?dfb@dwEmZ{$bi2 z)`96Z=}_=HpQ)mv{gyiKN5zAI9wc)HfVnvr1s?Gwvjw6DJ1Klm0_+D^CW4_-9IiCx z?+RNyjC@uRvIOA}+sj5RX6acGz|h`Tj;azL!w5#J;I~)%Jvh8f5~hNsE_{?Y=_^Qb z@w*N=9vHheMt-gT{(nF$3h@LJ0wMrF67zox)EWO1sMly;#$mHJ{`AWC6B`7ARHcbI zH<*tw>v6aRf!yVSaKim!FS~s9YV66x=**tExw$FLvz(!j=}=eY#h+TzY}sp1M@O$KD|O;| zu zQEQx%*^qhJIK8m#=xEE9{nHrXS=b5NBxv&fEmp3Qi@1|=uanhlp-}P~oEK>qDC3N#zh#U3D{LLgO ztA~D^F4IYsp5y^*1b(|Yi#zKMr2N7VOXZh=eO)Z!c?+EB zsWV}RTKZ*QMG6Ro%Ns|tsTvg}Pa3>vYB_qsoH$XEKDm+ZWP&e_&fG?&Y5VVQaeTv> zO*DnFG@8`M29>zjYMFnFu)h-{q_xg9zNfr?^equDjYsJC@}|3-L_ao0bnL&Sb`QnA zx)hB}ZWikj`U)y6d2+aA%P>_8Yefv*H(b`L_j*i>9zNEmp7%ZSB5>B~6dBJ@rqj4E zK1)|n%B=kmO($wqdr7eVN>@A3yhTAO zuiUM7w~nDN*?B9*=Y)piz}n6WpV6kCgjXkRo_x46XM%ks?WEEj(DtDk8MF?paG`U=VcE*rDBjBNiackhI%$5+0RYT`^p4{_wZ zP{&+`jb5;QUHbj0{6wq%o~NM=VL!sJLyHT~T?#c?k7mRz;aCHKC7&m$b1#<_%f+jf zI%v>!2AH$!(En--g=<;U^bv)!(^rUz-kZx#ut!22t{^Khw(k&@@x_ zjzS@5hmJvMvTaV{6?0bIGNhrKT!6;EJiBCxt0qf?gp|KIr|rS^_)Lq+bX&Vs;&2f1DXxcYj!m=e83ktAd4_R>8vo$c^M~XfKWZURoOrybv23^}D|@kN|Su%+VLw4zQJ1 zYO%ejQhmajywJ=aTPG8~%r0nuZP7?k7&Nv_Fzd3rk0Y*|?hftKw;yS|m%ra$oJ9d9 z`b$1xVm=A4x@oYL48QF-Whf85(oNk)ylyWWNlv{-754y^?U2=90Olw86dMt))edrG z)uZ<2E$!+kS#n6e>}s7wjPF50Du>`f8@HmN5Kll3*?~XQw;xsWer8RnCY^}+{@8ee zE!NEtZB#yyB-g>ucjC=??{oNPc5gQQ+Y)8$z@F*5&$5fh7W7Azu`_gXScmfW1g~Gs z0o8$NE3}sakn@dyF|6|)rkl@yBgg2&qP3mp>f@(>yPHq`d{m?M2wJ9cs^%JQH)RQ< z*ngtrIqCKrvK`=e#2Spg`M9Dj^AlbasJ~e3eEUa!y!^XAZ4JKXn7Q96d}N01FGljc z<>a`7B;N-y8Y<(vf?|#%2S5)rx2gAWqeeNn}(WYSnOWR9Qz9}IldE{N|EAgedd%?-7H?+&Z*S@-5grc^-5kVp&%qk4&!1wW_OILCloq{)>_SZy8L1s1U| z0mkxotky+9_L0DS^XDm2=m6AjpnbjxYs2}3Bgn0yb8 ztTT;N1ElcRTVXk_Ht>C=^zog@Nw5@@spP*GUoV^b^Dq1skA_11gCtp`X8o0UOWL~e33Wxn?p>aSvEF%7m__6NwcXgtOpq+fAS43E45W6xFfL*Q+c?G0GA%>JA*CF zGN1$nxL2@fDQzz|Zrms#QRM}ka3Dk->lRuAqj)OGMG95pA8=SHp17=sGY4#JM0zbN z=)1XfHe~#Bi_N@n2MK*SC6<3~yhpnALxGdci;@eJn3K3)+wuz5_ zNf*Nyk9{U{I)*s!pLrC4?z4enXpl0X3r&?tT+5BswB}``@pimt48YW>O-Y!9J&YF# z&E^z)Mr#^jz9NN?tlSb=eGngzf1RLW?G$5O*vOku)cCJc0RoY=UDCSQ`3SSEF5YV} zi%N|oM5ejNz_g%z-V1_-G|oTc%ra@ZkBuB%Xyd=i(nVrePhE5r)QlLcj;m1`3sCiQ+cn064>Ng+J- zgJ74chBtr&B|5`@6p~xbFT!P<)OuJ4wnW%$Ug5DiIH>n!3w`-~VL5d+?7naS+_g+B zmgyeZ;L37mkq@%!%Grt14c9lKq3Qtp0EU}(=SGZZcL&5%mvJWmbR^BktHOgA|^hqm$8R=b|a)$j%Lb0IKcBdcz0*W>cjtNZ5(5> zAf6>W!*V1zJDp5Iw_(5YoPLxa97a_Nt5c4bSGj~)*}+$W5o^;{@-|$QCSPV=R|5v( z)E1#9jwKjFQh^!c9t_Koq7(+}S75kM=uYzF0*9Rgj)27sb+~s;I5w2ejdE3CbaGQ5 z#Wce<_^y3D*QTa+{2^9rBEBerUq1+T zL&3~p?i2=KnWm6xAWjlf%FIy8Qi}o`3dn|9HJg{n>--FieVc5Ts>8GK*J@RC$jh3Q&3j@JY;5 zabZ0Lbnc-F;P#))*cOoAf1ZwcxNmeT5&=`o@6_hr0XjHrV`qQoW%$}53nwdP@9k?L z#hNjg1LfD@N_H^;@Qq|W6#3Kd4E@&{?D;2Zs*|?gn>n#KpglA6HRXxiCQv&jQj^5f zSFO(6t&OU*;5y9|T&d!`-5Pc*fsvR$y;+mW+(?1+zBVgh78lW8!A^`};Yp+U&`)Ub zE#jt+HcjtL0JU$S^c(@66lP*OfRWRtKBP0SZn_OW$6aW}jfBX{mgeBh*>hg4YAgJJ zDwRPM{t{*%DOQO&dYVu~RZl-1EOtZyxHWLs`~Ka8q-OVtv>DgATj76sSE z{y6D%louU6MMELMYTm271*&qvFx)c-)LwO?@TJ^fG!uH6>|ahz*b;MCH$g=wJx0%T zwA+<#*%nh~Rm&Mv22XScBO9-vPZW4uZoehs1Duj%xd$xGPGGZ#>zPA{`&W~blr!K?nz&ghSrUDjUFh0W5ry{lrZaMbeBVeC2!tBR`2DFg#3We|_VFiha` zEo*xtMixx&IbZ^BICbAt`%A zD0hh|548!Z<2)vjBP)esKlFY9vMhQTQXGL~sb0d;Ow!OZqNG7g_Ax$ADj&nN8ioqB z&NZTtvxZQlaeE=060QOIJ8Z~kO$EX!SWX6ppD|2@usgGe5LYO?7<#3;v=Z^qm1@Q? zu-?dS%G6Wi(G2RHE>CJ>l3nyfX-=%c)Ur(f9-$OR?P_#ynS2Qvo#otwW>OC)(RtRN z^!DzDSqWEmf{>ZRt7p9SSwuOgMnP4@^PsPR2nn>ujhcfDud5Mg0t8J)y@SWZnj0Qh zWMODN=u;yfb5(6|ifXuTL!o$C_guaccwn)ENSK{qH(TdyP@gN-qL-Thevy^^ryZU? zh~lJm(Mdz-zR$ZZXo-Sh6KZJg4P}uWKN~xZkl&V*|KCZxCk8nS{>OTbSNU%d3e$fg zlx?0(yG@C-+eg$EFfa**B%ASc5<7C>QMpp=&FUb3_i22)pX;AG_dLIkJGp9`w11UE`M#=lPv6GI);2y~-MZD}=Xa6x$;I<3^*Xsc zhgnGb4mD9$`)ip4BSCL-b8~t*S3`?aSE_rR)cD_*dysfVCcj5;LOUkYk_fd%mWdv| ziYuUhyys^nI_BpOlL{wQsj5k2#Ph96oEJ2vc-JHL&7sl@*=DY+X|j;LX-fV9QDgQm z$-c{me?bbVTC6M~u`6wqQtWC8P0zdi27vry&~BZmhSTTakt5Q1^TY$aqfwNKU9D)+Vc0#-^86q>1yhy? z6YeC7CJ;zfwEYlQYUS{f&tH}B+Ad_J8Y%#E- zE~@2&=W&w(`piYITNfd00TuQ#nvbmZICh|x)6D+8R~fA;sU`R#B9nXxBMznXL@Lw? zzErR$Ce?VVoZJWvEzX%Lo7#!hf6VCfWtY!$@mD?^-s=FefWy$FR;pCYUMqaZ9@n8G z8>SNDnNRhbJKOu6{$Su)L+AUG6$nZmOyY+5RE-G|bhnZrp|T3SV4Qc0{ltu|Y&2XO zLF>^_Ij7Fhb5Z(IxYg)_7JFoBJ_Me=ryz#VDy0h_N$FQe9rz_6FQU@>R0WO>{{?rM6eZizw=8jHpna^Qa*sy)7HUyGnEq(0k>^G3ma|Gt*1 zhm)ox(1i6hSNe2mhIe9)rsli6!0679U;o-YZW@htjXw2y8fxl7C2ZzZ>&4Jd$xAf% z&zTRYE^i$m}%6G@u)dvJoPq%giQY}rRT^mrE-JKtKZ#E|V(^nn!Sd~97gSGcmJcWE zu@gH0$@{yf29_HKq_tBsLpo&+k$XvVH|@JQ_92puM5;!z7cS0F0H66{T*0P8RdcG% z7l9-sQm~Ynrb?-thg7HmFP z?YpsbIDh>+oHi1oTp2@XzmJE(aX8nOvu@WJ`^i7Fus32os+?71dxs_(Aob?>>v-Gz zoxs%_WT1$DcvmmG01Ffh#yjN4bKdBicxrpI(_`t;-BkVCZT#A;{5I&#P@jo1%}i{+$z(gnMo%h!rNXw$p#KSN)%BTgGdS3K$64tL7b zKj(f|B`v}=YQygA^H;my_*%|MFNf{jQ^QIgj3O%0KZ_q8AfC#4Ggb89_ICwt+a@0_ zAUgaC4q&5?Rimq;^{zgKnRvN@e)TB|ah)=9VHM{@>PK^mqJfj;=c+dXks(*9)ae{V6u9Id*3nF1@ zT))!vB2Qp7w&Rdg?;h(vC;!lwj2owrsmja)5n*64$f8DLoB zp@>I@ys=x9D|>AY(ZkI`65T!2NI-2x z#xN?dzopHk9!FS8jWakfO|@2<3k7N~&9&v6;HDUxw?7zqx2ITGQYcmdlJf3~`jSky8gXjKP<(eh^*)Q3D2OCJdzi#O(a@t^Uf#VW{R9y<3dQqH15>~bO`H0 zf?<7(a@|81iM5HxPLSZ@s7OZ1gntqKVze3yVD?q3KSyi?FaTI(JSH*1ryBh*U;#rQ zF2f)EV$H!kdL{GNwhm$!{Gc6o)5?p{c(r44?a;0X9k;?6IaGIb*3wG>vK0(d43U>= zyU&zpN7BXu6!k>5xY^mfE+YlBe8DTV@5I3sYl8#vc6Abc2I+Y0Ub%*E_r!%{uNIg(Q9o2~(77(=sL^qPOmT$sn<)So8aD9GAMp9hC#RS~XO&s+k|}oG zNR2=(H{i~q&`1G>0M}Z&MWIA6A^1#w$i0Qwv}GL(XM{@PIi?XL5GAk-m_`mf;*;Ab z?5Yy{vaq4p5QHchJ_H!Ymi8r78unA-P(YbnTN$L9qMZ5F{h6lU`hGz^5G8hH7f0LQ zkf&H$nBOK`th<8muxby#aBPVeUmvGV?LHBi zC!8Ylt~dnId757Ir;->~IQ9qIGS^5VZ}UW6GRukB0R&4QkqLAy{s0ODtz|ZF%4UWJ z-rYfwWjU$ElRWIGgfhO3|2K_>?Pkt47&nbAIaRXFYfW2YRbn3%4*ZY-XTdQCScq_P z9D)qOI=IA%kpffwf@Q{k7B4s5g#h)MYg=r*-vN4M7hg8QqG9n z8yFnaTk%(0jH9n_Zd#SE0@O)FT<92TcB3e2|Gpe3+DaZcl6o{KLn%G2Q@}RH4xsy! zk+_wJ^)_P2$Tx{S$0iY2DApHGDEk7-Kn(A@%xBm3d(53$&^P%0Vni8_)E(8;zA{VR z0H7uVMz!B|1YR|`g(UdOPlTU@zw&d4hWvw$c2CH#l;mK;F51)@+z$HD{qN z#>$xJWqp_wkXR6=#$K#F8H+D{s{lK*F5JM1lkhFO1J|3+KU`$KfF(*;KCL28A#7ibm6;I_d%0jbNR?`gY*_$ET(<~=Tbyt{Q zYv{h%f#*pBZxXoQU0z*PV1yjOsx(VPcPi9azLR$DJ4sx;E+v^axWVFd?Iy~Rs|C*N z%d@C|XwuX6v|Vja_ZS!-bu)nr6DIp9K-93VbGd*ZEj`Q;dJ`?zU6G;;vtb8?l}T?j zYgMkU7<#)`b^=#~d-iP#C|5S=xI$ii*ThD0Y$CSwT!{X*?#_F56u5VY7btWu zR}za)H6x9UR`IAJge@crlmRh=Dk|GUVjvAu;Ueb)cby-{DV!!%^?@X?vb8PD(!%iW z7*NoTz$ZGDH)5QV!NWAeY+mlHZH)jhE94zZO?QXui0ue9-`3=BQ%!L>N8Q@rHXx^$}*n&W2Q1&yakZ zB1mkjD27NyB#lh?QSX+D^sQwMY&$Av8+1?L5uWVlN3Psp?(G}tB|d_U_L4a21`R5! zJZL46(^!wcKo1u7QMnvSI0Y=0{9@qH#I@l&(48CpRvdiAK&(&urYd?>91y?p>ok?L zxZ@oqfRtAv6^$$OFa=}76QC;r`~0nWm>7&={KG4DoY#a{+(@9s5)xV>&olJ2(FJF_ zWcSGGTRU5p&wLNYZtRFRqf2qoY>PSGM&;W+kLk~ z;(8O{(E^;vntS7xTjQ^+5Z%JtSMOxkV-F3y6JXr(`g zaQ?Op=XC3HRkbZ(2#7I~OE2Ude^c2^OtaN52A4eDg!6jNVt);B4dQ`dD@2fKMo zoI~TDpn%LM7BCAu=!k~*sk>1RF|(f}zDpmb_0=pOrD|H;2hv(4n5f6XXTDc@Q%1o>?`WQlDO4Z zf8d=ZcTU}Qp9jnpi`;U)NSDXWpKevl(|Rl2y@x?8fk;;Ao-K(KS8T0j*^R`8yKB@L z#cjGfmJ!0;%TfwXJEly0c_Qih`t@X?fjL(-Nco(ZL8gP|@t`p?8BKX(+yWf*V4zNi z$LB({i+=o9PU@(^^&<+5^w0EKFLcdHq`d_c+cq69Qm)K5L7d>YFTHnc*$rF##6q^i z85aMJlpp4r!~!f4?tT4{+VCYy@QIo+Xg^@Y{TPR=#V#kmC^D~Q7-xn8%!KjXW934t zN~D8C3 zJ~m%XxD$Zj9{J7Mc>Lu)521meT>`s0F}s`*`4*@N-hWt5nBUPiF*UTo%zh%swpJos zvA?U+X@M~~E4%$Uq{Q%Z&DZfnQdC*(R)Eu`nxyqu50cb4bk}~w`*gaV(w-npBD!xA z`g(7(C*lM14E;}{93dzz^Gy#35|rLw=y3JP%>vbjmdgV6deI&^ho{h=pZF(H#InrNL*Vt=v$?9364QLG2cEWgo^ci^rL|voL(GL8AERPu?$0j>y3FG zt5wSFH*JLV1e4)@DR6_qY6H`|XCF_%8~3=->>B;XroCaqv^P_(p(p8T_L}wfyJq zCm$J^tj9h3sfg<(KVI@;;M&dYLC;mu+8pp2_A9iA9w)F`fTg)|$x z8SiRgg+$xoolYCRrP!jRk4RY)dn=cUkvpU zc@OVV$P&awXZ}{#c-L;EU~B!xEoCqn%EvzaODzK%D|T?oK?T6on(jx1;hJD9mwn=& zQW!-cXFffP%l$1LHHkuJ!&zWgi6^$1=FPB>ropH)9GkigHbXqRC80DXc61*mL}(-JZzSclt5FY}cvyW!rTE7Jg zt=iBlzrny*E*CXHLnQ9#J-J8La88pvW&KF`Fu2us5wPn&i0@Ffs0zPHeu@+E!_%mx z212!o(x|^Ii-k|A?zseG;1`|gywAEEKGVX61hTpAV&fHMR3}Das!~!ED@!c_ZS5$t zSf+`m**?QNP<<=ZtLjA^8coNFRW_C1G$?ndj~uIg9$*)j9inTZP^9MT>*8vc?-51b zdr6|UHQo>=Yc%gvE{)~y{oROyD&Q`%S~ny9axyUNovN?kDW_3>Ur39+=5P%WC5>PU z+FiFc0&=|WB#Wv2&Vo>39iz4?*xN<}4WXbu@{QFKstn{HP_mZ}P3FJi_^=PRQ9sE4 zcS*i*p3u)v002Pl@!wKg=KrL&!@TQBTWyKAKTtN}97g|;5jPjY;+Jc462$QXNvw=X zHGjlWA}b5C(g7Q#k0WE(cGq?{>DPGx5KIzjT8p2%B$h$`NRTigdjk4=H_Rz^&c(6Y_S{k+_}KAj!$=l$-V`*(T$J{;EZ|5CKN=JxNt$<^1%MGBIieM4l+^qTDj>B=qNb=z!KORO-dwi78)ZC-5jdeC12%tb3B zOV>o3ocL-D+b`sx56Tr^LwK=^5;>=#U9xZa&=HS}k`_Qa^CR|2zRoLlFLTUb z^}N?k%A`vE#7;z8Bh)fA_4x!zua+~;5M`2P2PmMcA~#AWdwvnq$@^stXaY?duo9z; zQC#XhRvOGxEL{mWdw9}1mj9RBUb7P&gu~>I%UN66716Lh+rP<+h;$%|S|<8>os7Sr zAatQ>na;|cWvo-F=0$kv_iyZBm^TEv?pU?>xjA`F&}TNa-ae#o^(pc49+vobP$hQ@ z+_W1qyt&g|YFQq^7a5V{OC+0%CQ^E`jfI|coqbK zp_@oXP{~Epruy25{YRK0==MqSw1xUPN!@W++F%+Ba75hrxJ!0vbFBX zL1>&QA^JgTlxnDnUf%|m!tH0Mhw_qTE?E+OFXatN_0h=ByLwVwD8MqkpJG12{`t{D zg+H5RYVb!^r%gKYB$zEfmxtfDAE+Z+%MvTaxz{GL75^7db60|75|Wv#fTOv$!xE8<-@6f``fFx0u|=HXtlJl+Hu^NlOvs)DHsqi zkYKlZt$PDHnMrJ!Ie-I%mCngrjEAZzvOPEfAoT#$fz07Z%mCwk>s0a2?(Yviu|Zuo zF9=Ce=^6!wbW69EgS{YTVIT4?Jsf$TPry{_*ff|7?&k%jBDH~M`-BR}RdvWNj198# z-x0W=R_Zl7i#pxhLA~fMfKJw0kzxMMoS|oYPi1Z!O}$t)-57RS`jM;|@hm)l!RXOj znm-1%uP0jEiv8eS#H*X9_L|3o|IB`>hTiwWngqmcrEbtJ@_InQm(5HE^rG$58>jeG zp;m@x6>kZtt^h#4D7-iV{3(o-;dC)gT8q7QLKeC%WNKuP(^Q^v8@+OG@%*~Yy}QJZ z*HSs8>v~@_iH2x*{yNd_PRS#-qtX3&lY8bIA}0P!QM6(V4FiQPiX?*+-+xHCY6MAw zJ>lW}IAfF|Mu#ErXie#!A+SV3@TF7;fs1rtmC3Rf*VX`GYcH(4N? zqTOS@^UZR@Jw?##f^iX7N|;YU{Lzg8o60v8fNfD^h9f{UiOaM-#`Uu70902Bim#@O z5wl}&D<FHR zD!lDP>$HX9S0YAIon!%K$Ms75h1(%-K9rB!A)Of7J0cjC8?L(^yV}Lh42iyL2graG z0i=*z3>?i*MFVp8b8}FPcK*9~&Vc%Fy%JYD9%I^$ql;z%nS;}b#e#kL4EzG+XSeg@KDTp65?LS(z?f{ zjNBi+e1ILRw$G(=msp32&Rk*|I+WN6bu&KYjui|R-F0M0A~Vu2h+)vW*9(D#ar-eD z-~=ACVT&Y`a4pLSl#hY&TwFMzL5c;ZtEf53)S~jeJ`!>I-(Bx+e?4rEhUd^it1j}Qh(4@%B70dCRUzZC{KdOak?CU&SjpTc|u5FOp5DD(4G zjO2yV=i=Ug*Up~t3P&%)B|a~WGgZ7+Pvt5IA$kTVyJrGlN*JLw3+CJ{M&5|uoZn&= zMdzMqZ90GKw_M`3be*`U>Tl#V9TdDMsduBeWCrHMIqu|BM;~KWDWezJ1o(%r`mkC? z3rsl9?QR~~Lrm^FC11;NCOK@Gv3`kPjG807LVQTekD5WxqfW3{uD- z?Wr#r?A_VSi337XPOCyehPibJq|_CL@c=M-<(j(_YZQRPv`EwV`c*lDCG64~<&?Js zlTqJDT*x#sfsd-Wdwo_*na24GMmY= z=9C#`iWF6+v|Iu8?&T*WU|4Uvm9)m?`3dF+W)e#WITDj%4H(nGRLz!KpMh2oU6edP!LZ)} zAg2`TH@h9V%x(lHsns$ZSFlCghZI`5W<2y7j7nBD#8~fO<2Mr!Vs@u*gzIDE-{K(l zgvj7ZWp{6+t*{TPuyhc~2gM*y4Yf}xzn1lFr+|o=31}^H*+Dl87(NPVzIRR2aJop4 za$BoksK+`qA4w__R6v0&MLNZj9Ue(Xu>1wq^3_qo*X3?Ee%-JvDFO1pAOQLrxYNs7 zv;OM%&#ICZYLbp1b=l9{3*`=yNz{T8zu>ytxN5Mj;#s74{|P+QyO<7NZCq_+XpS78 z#5sSW*{{B`Kds_j-8jHDKJ$z)i9x2>X`N04;MTSOqT+3{+vj>Hg%f^Qq&+whd)w{- zL6pI=2`kBm1eNB|Tcvmma|UcPg#He^I}kdk&TsmJQTpRg4?ScGkOJ+b4BS$#19RsN zvh5{+yj_N}g5_x}u{8ODMUoq{#HEvDp9l>+JqvRe5~GUs9-`8EXpx%n@*ML^y8h9qwZirm#AYDF3vBuyQICn-*8@rGpRLyxj* zi&e@-ZDCEm&a#Tw$EKX+k}e0p&ihUZQf=Pe8W)eH|Km?k++?br>BJ#v8fgP&Lpu{|{B5IgWcmhO5xqi>E zwHj@a^5#IlGU5ees#w%KQ#@N0;KyLuAv`6Lx~louBfqDDeR*X(fTw_V9r)|B?_?0y zw_-8$fPNEFAI}*;~Y$eE_vb&21l|H&f`{#bR4-c+u7!b@6 zbZM+`d(^(U9QD~kG*xMqKQa3$uYn3)Tn$vS6BQ%}=c-XyVaKhw8=SO<5!Bpr{y?r{ zV_qsLuhY{`8$!KNBG@80LV#S;QUnvc+%BZqgJ^50SG#Z`RMlXkJvpk4i%SDNGWRn& z5}hag1WRq=L0Hi+JVBiS#^Bk}Mb~C7yea9%$_3C%|3=qWIM{QY9EB{DeoJ(Kj{sVs zZ^}i@wtnj+2x2DUXYKwk?_u_WV$3L=_x8L%42UDx;RJ^8gkR{O&(M!gccMrU8+sfG=MPygN6;cMesG9A zh(CUp=hbXbWUyhL2*G*@sKRB>^)iVKB9Xk`gLo|1yiCm3{?<#xmm#r%`95~*!C9ht z5BU%+3kFsFG(6!E?-fX+uPA6>>(!-M00rAA~Ado{N_%>6$xZu^7UAV z6a$v4*<(6bmR<)0k?;Txfu!9%D+htVlLBeYp%y=07mYw!(B_JisCH%wCOj^ZHv9xU z(>=i54s`wx$2HIeW%|%qxi8Zhcv*|3fL{r*FSSi#0hM{IO%E)XEkFDHftD@$+{nc~ zBr-1=ecO5S#Mnn>^JW;jA^aa4dkr1(8xV3}ubM%FHCz*-^kzu`~fW`ukx| z7#JG06EHdC#%Q6usWz{^ift`aIUo4eSwO^+8|WEw=i3FANuZ+K#B5Dx3D*Z86Ztco zz4RE(@BR7Y z3AIzkJKK?fH-Uwi&UyfM3hE$W{_M9XTI^H?U*I_ELC_PDecBU53`Ufr(S4o-QIUx$U@vkoy{y-LP0uq$kUqdR$<-uhkEFmk^DG6#Uh((Y%G|mhN>qen z%zvfaUJuJtJ&W4U#fLFis+FR5s(p6Yd4~3rrwi$u{@fz#++$|d=NFi>BA38>lbLyL zAThKvA!G6Y@L7%E{i()i?h$g=t_mZ7uf{LZo@FCGB1rgbl~<3b2hy;;;`bNbO5O-8 zOip(^IL0cqrJJP$wl{Vah%nyiFHGjjI0Mf42LYIWpA1CFlj8Y!e|Z&Zu=Q1Q8tB@8 z^3dnJpriu^_fCiWzD8CtI;1)y2HKl`wR{F*@h<)0_x<+k2UOj>%-=gLndi*;Ay)*7dsoAB2d7@u1 z-L#&jgon-ci`joz=>y{QiW``tRHcw+jY|k>@3=*lCYnK3oNh3~nRF7XLQoWV65*h~ zDlCYJYj(eUmiZ`~{6R2cY{S>5=I}UwXP`pXp(y49R#R7A97wY$YK9H7AZFL7ff+C2 zEbHw`4gRA3bxd)-CA2Y#BQRNu3z~@4Ykl>O!f|6!v2W>?0QU~3Rcxzyt&U)U@sL8b z%vGcHcW8xG{ZpkR;4jSH!JwdDP2iU0Yip)SN{O*_Vo<@cCaQJa#~{&?c_TYuAF+4X zHT-5-drlR3>9?h|_ZCog;~HJ)4QnMiR`Xi-=C9LYR$m(idYprpp zeIF~SKep7>rL_rX5}1-JGh44w`SBIOa$Q_WVC5HhW3QX6FFP{xpBADdkhT_&f>%mr z9PGW4RlQMKn?O}&OiEOWt(;)A~ujXdWdn4z^z5c>N!YtWPXx!67kKeO|uu zf4BE>bWD!Tc&zK}Cq#*)Yo2&qC6G7H-~v7nFE+RJp% zKo@JO(R~c}QwB1;YO4*RF(^2g7JWf_IKvq<*rw^RG(!MD4#`|k8d;`#@4@aL>jp0MdO1@if{R94e1R*Ot1Oj{2=We^!~ zJ{Sz{;cj>O>jWcjha?r&GLbd+jZ2*i+h^q{? zhmmC2=ooxNh6hy7!aBtJcfPj7kvl1%nKRV0+&+Iyxs2)c_XWV4oWAt^)DGL!xf75x z+0WgSayMsNSS1aNn*k>TQEPhmdzb4WaYJtdRF9>k;wCo4M|g0*D~M)2wxzrF^u~^c zg-!ABA8IgqU&8yn!IyobLQ6mXp-Twf`hVba9_xBO+v-%K$@0kGjj3F@lOyufAQD&0A!@M?Gm>c&MUJ3Jvy zoF@wUMbruQRzGGSKQEz%@*qk6L?5Azja_DnM~;&V{iA0z^DBja$6h9Ht&hR zqJeEqK(C?>e7RcBXSy*^tEM@KAe0NN5kC;qFK4nci&9@DQuq@P!Bi8X`~A~am5<}e z_DK6_%?Xg=4vtOJ{=#b?uP9BUhZURhbzyk&*+-#U9!8zrvLSQj8%J@qW1&;CbrA0v z4q$WTUClZ$QHW@DNLg9HmpFN+CI?)Y2bBZN87YyaM_S)EYwKcp#+S5BqPY}jTKWDN z*()h!Mzwv0t)jSIAVPF{?16z3S-8p$yu-;J10O%hms#kQS)=Sk$Va=Cl4Zr$1l=-u z`3CmPu)S}eX7XN&=?0hz=|)S&tyP7K-M2~^D6i)_r>FR?8x~f3{RKj^OAqDt^OvJt zmG)oIk*2Gwe<~j0zRSo(L$-1PD+a=aA+~l-+7~C2pE*>vuz5GH;)b78QzKvtp%3ME z0pEG>*S1*eUOCrBnW?{3Y-v)fK@>}G1zdwoVc|L)=SVJJyU4-mCWLt*Jt>S;#itkV z+ZCY2-wCllC^6FxPA-~3l~Z?w6x7m8Mw|g#cM4EjSpe+8#Vty-n6-|De48~5^u^C% zeoPUo{af+wZ-GlK7QsXpj+Um$o&qgCe^D^HX=yciT#zaN#HNu`Xf>Oqv`W${^pk96 z?LNcETMH!@k?efGF_*bFD2?vupPPcUdmx2FtUJ&Io0~|7cGwe(jd9nK`Zo~v&CV0m zM0TkADX6-&|K|mnXSm@62n_xxWMWF>ph|y11w%wV+^ur+&((TIV%?^Ryl_w( zrYJT}jY-&p7*=?=Y%x_fSL&BShw=^yY-kz{)b2S9DD#MLgO$}<*+AFVTO z-j!T~2T4QeaIx9T=RX@Swi{;FT~18GZ#PGOm)>TyJj-We?%?*-be?*FQe-X^1duSG zYqT!vK=Qm8xl0}y>fJ*lcw!k23+U-&R~-GG4d-TYx2+H?^^N8s%jfMrvKUO5fvaX| z`yjxgk$BMIUDJDB;qdWBN}Z@LxP)b6urAP)*HdpfIASN#w%Il-z7js!0)2-4r(mB! zu%?mf8KLJ}dw|N_OUOL{_|^M$hxzu$xW`3qw69vN{!o&^nl^xzA7Rxrv$1PLIzd4_ znt2R<*(mF#XkPlvd$Z_#lnopTrwt8nRuEfEr+T{U>8?KaWv~eKG%z&TT*=?@whP)} ze`YQczTn~DjYmcR?i?8UHAg;qS#@3(*vF!%%Lvw(-4@=gW=FI|_7Myb}6{c-KKt)lg62`FSW!%m^51V~(SHUr$92@xxyJr?%byG33XK~ZoH-J9=` z<|_AV5pVufcbSVZw9pj(R+Sr{%-kulaMutHXvXV3lgT7;;&?&5NdROf}e6zrJIf;7Bl63Zv$u!`Y z<^|l!l>- zlo*Ug$-$=oC*e!;Kr?|~2DCLtDsvvilzS)+W7|;3O^&T|HoW}16$KQ_iZhcC({_gO zef2`mM-d!d9uB%y(`_WnW(@z0CFX zZ=mIDg@}nqtYs;a*ZQwd2oy#uq$)) znO40YNTpuODx+eRIX{uQY4)wIwR$#Ob`j+5o5MBq6=rAcAK)I%M8%p_%!@I7aDpC< zV6%O#WC{i+_Zw7EV{3FTYHbXUqM&sLC6wxcgfa!j`xX9H{N0kE*(J@xA9s|&hO@?! zp+zn^z)EO0Ue;Zb5gBY z$`LU952GxAR2fxfwz%Ds+o7fbA|O8Rl$4Vim*`?$jxxU@$9r)`UI5LE@8V|t3@~tz zZwSbxB9+lKP|$pTMAUKaG?e@)0sWODoc+ zRZ2Dm{qDw6E17UL8+%7Vx6=<#ky>NrWBj1W=4b&m#TIE$mScNd*yh1WQ7$|IgFu^1 zip~rshpCiAnFEiQ{;OeV!}3$f&!kWY^yp!mH?GO)-SUO?Ao=oJORl3nhYy0-$n@@E zcfdVB^E}N0uQ;GZIe!&yUssembIAqcGi+Dvcz)&MOxtR3T@lCqF|&X2EdQ$SVZ(S} zWcQ8rLTS*z==?_8YQSq`uYfD~jiX@VoIpXAuu? zzJKBWZ{mQm``d#94FEv&zq0FD{$Ee*B6dqG^Y0m@B{l{@hQwv+XZ?hsjNKb+0ET! zkUpXNAsyB#>qc4=*C_pdXdI~lq;c4VQEB}92P+jy>YfHOBIXn|)ae?Nlq?##*G=?G z(bf)i?HP#vE+^lRpxL|kH2;$h&%Pb=y3*QzkL{=}DoZsfFKK^8k@sy_ol0mTWma#0 zpklN5B&tkK>_B_+4h7s?l};wnIu-AFJfD}eO~Cv?JNF`4P)^T24N@}-DXZQ(TwMs= z+Jw|N3_59KT>p|bPG8BODQTRuUhm8Pl&oKF+u4r1jO1~DS^F3F&s2mmQ~m8tM#C!$ z(FDwY+GwHbLji%0+l!>^JBH0PJT2+UL)-j#d(Wdpyiipp1MqUo9d`u>*oCf&JTrTq zwfSFj^qu8CY_3Bt=l;`Z<;qjjMl^colk2Uw7_z^L+u8JISILAMP{~P1v#7x7L!I zQfg8kqm-=KvmazSc)4_)=~L&)llyUMZQ5Qq?7@gMh7R9{MMz4Fu!!{xvFeiA;5~{4 zCQ*adejz?}5p`3yvlqO2g8HS+^GSRlPgV$XfEP>aYrD;;I}2fe=SToh)`n8erFkpZ z$^aw*yJ4O_#Fj=tSiv)<_#cz*qIliu9Q3`z=2<%SLue9z)H<0H0d8!eI*_d9#Yw!q zJ3G%FKmc>;Ht-Fz(a5T~I9p$Uo_J~mR*^BC+Q}audiO_Qt|DAroBn#iV%62;!;%?eQu2Nq@KIm(03F=GXns7DdKXz&7oy)};FH*E$kV)9&Ry>j!yH{l%Tz+E#TPW)CH?~S@h2lGq*}_!n@gnzPzB23r9_Vq4|3z*fSCWx3hYCa~D&o zcnY3AHrZCrZ2$qWT>>$UBe6G!jZu`v-#fp*amf3+cVTRbaV`ecmgFs6Js@FFip?x! zy*%X3+(cAqA(?^il!&xm7zUT_IAMMR6GSVPzm(&s1=I%opJuP3VZ={a3k4(Z^WTon z=a+vk#y!IN`P!ZBiZlqXw z8!r6%Mh)gj)*G#O4vxwNJWRrX_;k5$ntU}ixqnjnGO5xc^;c5q4=CgI6ZQYhO0^mU z`Ro18`nN5c0b=-jaY5{?kdwV4LNz(VDY#ca-?$ypk|0TWD+!@I=C7~7`1`y>RPf1N zUf}@^h4~@O@5NqU#TN|sVn|ORGgz975J%F*7L&w!xw&WP@Fp>pZ{DF_GH?KTkvF*x`Lm2!4DS- zTTkPKspaQwhy(VCURN{9|HTXZS-@~M_xS-|^aMCJYVO4>dAXxm?}G_}YxtUdIE^EE z{RT1Q#|2JN1b%QEhxM%J7Z2pUcJjqs#|7fY4*Fb*7$3XeS7&l!lydK>9S?>u93Th! z=72jYwmbVJ>@!@%PTYA?*SSbu7pt_XO}dn`lcT7i7n8nXSd`8F3UN8ZzP5#EiUh4x ztaTYpd5!Uw=OABAF83gD33=i0ya?Wtpx+*~?$9o)c{0>FZ&XI3E^nt#Iq0@YE}v1| z2)Oh{t3+A4LWYWpA};a3ieimZR`Z@Xao$Ws?5cy%uSyO#BbR83S;#o_q&h^Y+zqbl zmz$H(FKCosY;}>)81^vw0?c634kG8+7LgDSt`adfd$wW?+|q83`7^>L2*kpzSth&9 z6_I+>@+yjiLq{Hq^i-aFE}qQ?D;q>d`$j2Z+>&F{Ogvpv8MCB58{2$-hxEaTc*&^L z0`CQ8C^zg{)C3E`E_GHknXt)Hw5;Nroydwqs}Nn*I9aBE`LTX+B6*Bk7qGPc_5eaP z)OU!y9^ZQSWgGWH!YY?Po6@)mI^i7hP-NQF({&w%caTAr7chL$Ncn(5!g%xk5pDT!z(I7MSWZ7g6`U)|@z5&V zA(B&Pkm;FhqEj9*U##8_R~*#d{Lx(Hi(8{Z7+;=O!=O)Zp)i8FQzQWK1BQ*jo2-y& zOBQWwEUB+lNJK$guA}N-MHn@YF5-^^7mWrw0us!{e4?mUpap8}NI(EQogQHav6gGx z48i!m&QDke#&wrXhw`GB4g-M&+4EZHP#lr-0+4yF2z<^UZJBwDS1j29HGU)b@6NVw z--Nb~SosW+)!z>ddC5T6?J2PG0MuP+eLts}F1om2&>@wjE3kWT>BF0utHk3u~ByM<- zZ1)n_wH-d7+U+ZPKIKa>vI)NEe?AXJz{UqcCX3mVjujq5zL!B&9l^;3Bh z!H@o@=%a?arjfLD^01!(ZRiVJepB*>6W?bv96{@5ps85ks2SquGyHvU9lqJDS))hQ zi^<0;Iw2jMf#zJ2W3VhC28Iw5-gCl18rzv9s=NwVI7a+5bjG+uAYBmTO;yzD4ca+p z^WqC~5u(C2HvZD|&r;th+YercJnXCHhfHlQ*29-U41X-vhQD0Ah3e9AGzG*-{w0ZZ z9?k&TXfLdIh&eOYk)0AjKYJ(=3>Ri<1zZxvgHF6c2ERYN2s&D!cIPoL92@$mo$?rt^xl{Qeu(gC?0v?+ zS3KdX&*0}@N0y$jgdjQh@q52WWx@`_6zGC><`OBIf_(@SEW3zWH+L6P5(0rjlj~Ne z4(xC-|Ls*Jjz!2ij&VGgZ%Bf`PGs;fMr~|I=~yt8=;8?EeOo0GTZSsvVIpm%>d-;E zP7n|;mX|Z{n+i+hoY@2dL-u`#*Qa!3pd0EwOo(QOIe%gtS@cu^_I3z@RslMs7v21y zrCp{HNw^bz{eN46*e?Y;c76`JP(D{+x%id#cyrkM`&->URhsICBO2|UkT!+Wq{Gq3Co_bb85-+5VmEcZ;i71ld}{` zhr>&4B8NNaN%a4GJsUG;*|2m20mrao07C@A$d^`=*D>xx8l|ccy|s2ym_BG)vM1e& zrz`VY#%S0vsMw1cj?ZS4#=xmRu)G5{sZ?}^bOc!#&O|aF#h%FgQvVCVUM;YH(FhMCa0_Z6`!~%Lz0VqmL$4{PnYYD2w6)*{i%?hO+u=jLk zMX4@3G(aoDjz3V;{V6~vHz|RNJp&fP@Zutb;}wL6k0RX&&Lt=u zR75veL5X-#=_LTpF_vT$WZ8S$?vuy-x7(YOYg4g~?Fn4O74 zP2JjtOD-6mAvC0Mw6@BRJ_=I-bDTl@k!ye;n8#ScidMnL{2rzkDQAHTX{4DkI6g5{ ztF(ryd*J4{9_C30!UYvwv{vL;zRVxwRMqMp)Nrf`%mgrQWUvZ`3tkSe?o$0E5405t z!%~Dq0D!_-Bowm}Rt^#YC9bh&TB)SSsDREefEvqO7X|s*ybJ~{Z;|o^%NqNSB3aQaRmAb zbSY4KW>geaJ4jfX3XPy;hFzG_QijYQ;bn@k#Dtpm-&kO0I#*%TOi6`WDrS?@pxPih zqf!3_!UXsiq%@wSRta=nM;eLI#C9YlH2VuD$|V^>W|ZfFB4dH+vJIRFxQ|ygraJK@ zIZw8zRkrLSKFa|QPzWHG8OhPW6O?CWfVr`fNpb9!%mOPRoET7%1kZ35^wRi|0RKCv zjs*0O`YIFBP`9k9Ch~zI$FHF?#iBFRHFyn)p3LtWqAxuNkD>bd5PjVPt19^b_hLoxrzB8A-ST@GyRxLQbr&Lbxy` z5ZKy-GnPJw5e0e!vANdrpQUAI%)u4v%R76wr9BO9$NOF5h;^7B)d!Qn{q< z&A9x1Dy4d^(F#5>nx(kdHgO)BNi#&mp+=_Qz=eyv290Flwdw#x&fB_11RF_?UryMO|7)`G&ifhMgM*Yc!=1TAB ztr&Z=>J`k<-C-LqJUfB1GxV?%44QEK3k1Uiw8JR@49jawBDv_n*AzCYX9p>LiWouF zlE@?qhE-Z^-6R2Z=Q)Ae*7KrUr|(sP_+FT}O@_nD~;UkffrYau&iSBlNx02BFk;W$I}4usV|a zRpSV>4{t&$nqp5F3(V!^TlkSzm9^ai+(GT2A^@XN{4DZG3w%!z$fTorM&oQKH~%6S zZ}{RLY{-PJSgHVj5KXrn7VSFfO02=Zti?9T(Lp(2>se6T7c$gU!%v_X*g>FcF2+SHgCqJ!-=u|$(3x=cH9Ru;0 zSxtAt^raK&^DTr7L|kYt<8Wr!hR>B-O^m5z{|FF9!CIB|9L0|aYV@=squ_6__gD+m z5R>Y$yR8ElhhL};2&N=#uFE;|c&cwbY)X5%mi+zJ_mr8Fpvw?9la|_8cR~pywVV57 zI`Kp;0Xa@77nxkr>Ow>AN^Ph);g)58`7u0Il~DvDf*A0PsdND~q`)mfi|OA`wum(j z7aUxLD{}0)$G^=1Nj9(H1X?bverIR?$mq4DE5(z(Q-;n~@GkFCm`AB6^A$vf4uYmK z;2`ns=s|6m;SoHqpH5WkF1pkbE_bxzuaFCF+o8s0us@=$8ZWmNOBf;7_eJVot}t+`J7Wa+D-^3x5Cpl-2o;q17BmR-2PKWr zMS2EMDtnOehLy)yLCqSlNPT92eQCwOh&_e*LM*FzP*>>*aAK@&2htJdz7MU1CIh-V zj=fR@845vd8on6M9VccqzXx{}aSu4)$X5zbjBD><#kDi8&krz;Qe^v>WJ!5n^Nhr0 z+eFv_+hNi_BDUviIIk~wJ)hyhQysiy{8OE=@D^CoTW+E0!ZIEI-ld1jU0+>Voa|#Q zbBcHYQbR@R+e`K}p8sZK3|9|~tSbAps0)ISz|v|C$R(Wwy9mJgE!AfFa=1s)B{|YL z-so>&1r0hW_{oP(yy2q~{S}rrb0|EpP*2+VlsUD+lgj|od__TGq0s@lD9JA^ZTFQ{ zzpA>5DfE!vEtCnw&J8=C`#I?(r$7zhii*-d*DobOwUDewe;ktX6mdPIl+j!~l&@9K zrLMOLFz_)+kmCLiM>Tex%Rw1c8Bsmt!&ami*bjq;wbUzvyRhUGj3^nP-Jt)Vf9WCb zT4bGcaee~>V-m1~XMUu|8dCpg$!HW9;i2aAzMx2UU)&HVIr!a^Z*KVego(Vm%tP>7JyG&p}e=U%vb#NV|j$&zd&Awq5xW zN=_BfVYYY|D1fzV?;t8P1>{7Aa=@!C;==Z$j_E0fw8}3KVK`z}6^N<@83JzF6I8!L z6beFH%uSy}Q(;s;P$DJc)-IxguaHIy6drT2%)2BRJ++Wf}JX2uR&;2CWOl=)BXNj`ro3 zXtL-&ze8vnL4p-jK3G02?M_mLZz#){9=07t>>c=d!q)`~jb%me7FsXWEG^UlW_;A; zV9n-1NfU|9O6}hEExGiHPpE$5_^xwXv+Cmb`EBvp_W~n`G&?GW=P2^FOZN8vzh?>k zJ~{mz2mpY4tp9da*#2`?dNi(VaoSLS^UCzmA?6FYyEG{sZ(39Xh(~PvF;I!XEBzeJ zIJm1hh9D;vEQwLZt)5>#Nq*oaIxY@VfZF`3ac2)Y^m>{3K3-duuf;H^U0O0}Ou>=K zDwWL|H>=6`{k-$KbG^MjS0?ah|N6c@ERDQX+m{S7{}{AuZmbmB*XqumZQZ!G@@85z zWzg?-docHrW=axhMs{k%QJAQn<-XqU@6$W!X#MF>&OVN$`uK1ZG6b2E>odGAMu}}| z-XDc(%VePo)3x61t8}MSO^PWGK9I|Tly*500o}}0%aGGDB+o%Avv9C~w>(AV$p|C% zwAi8hHf+z0=&~Wqk+7aoYA|j=oLIg8yy@csl&i|1?NFqwyU~Gjn1E$ZRI~kuIv1i3 zU6xIOEHWm&&2D#*B>R^OJ$NI%(iQ!b*_~Fb$!zSLDy~7@qs^!eC(xkI(d{dV=ge?S zu_tBU-*^5=wJ|x3B<1FN_v|n8mqwfs5fVGOm9o80r$`W97`awYw#!%}@78N1!2tt{ z$>g-HLnf{1D)K|RD<-XSR(>_!?YIGf(q$%Iwmh7(CJfGEXsbfRPGtN;d#H_(P)F9J z(Qbamdt-PCiBOs30r4}TX~r$K(F9|C-f=t&Dg0p|Dg|fEq$N8kHb5My1#Oi8@Nbi+ za41$j5^S>lP;5Eb!caAFK%J)@6;_5HDw979j7MM<;73DCdHRA381pIZRfMGR<|&&;Czi?JWD-*p%dPL)(>D3y{-1%_1e!;|bb_ z_-ji*CTCpC&Z{oPB=2O1-C+xjg2%L|ceVi=mRjvHh0<3o%#x=c%*{~E2)2R#KC@2F zb(I4ZC*F9DXS<(96VxJS2ja|n+#u60P8vyqH@dlwg(JL)A zP%#1Lgmzx6P_@HyM`qyD%m|mliNkN7z!;EoU`f`&j)1HL%zqk4m;@u6MxmgK5*krS zQ%^}?m8Zva`=cG)VmP1^q_IlC?p`p0#-XWjn#nkL7XuM$D9hhC@G4&rE?}Nr>{%v_ zwNMNY81Wxr6hzP`dox><+0Kdl9s8k;hm|SKzI4Ss=c@UkG-}ISA1;Gsd|pvOr3)j{ zAWQ(7{V+{Tv)P6F79k9tYuNh0YxuzE3|(0494U>jLt|%(9rv@p*?EOrS`wJ{e{=m7V(`N!smiO!%3k9!5`z5iU-%-9( zsjLJS#L*0DnVBc)keO|xKbND-ZV zRFONz`^#Fz@zzFgom z0qXZ>PD}6k6_+_ncenJXIr*zVYPk5HcFkeSK0R>D9}(PnZ^RMb#Vj$NS&Kfrw9R4( zkEgH2qeyI^Hu?^pc%PFnSHBN%8UUz$^?3l_(C6RNaOd6B#qOGQk8H}f(x~>D1B%4d zWq)tmzrmc|hJ*XxU$K~7_tT%0LB1PNhPo)B+*}6GV%*jt1_iC&W(#|?Tv@R(3l?K5 zKF-hf(b+B_cR-Pp77!lfGQ5}DE(EkPzSC~cyBWOW# zw<+i;wrrqZW1_+R76ZCP6oKh2;}tgxF(^Zm4_6Q`2;ea^@X8FqZT_@EgoOg7&e1%Q z@?@@$scxX4fI!0GfKV_{ z?mQdga59zvMXZO?<%B{)xn5_Q=<-@)aO8-MaF|~8NN+(<_R0I-1m-^_VH|Hs;2pvk zaFjKY)<*SkVHuwQgT&nkIJA{5svwA)SG!|Ex$xqrJqYLqH7H1W_Iue}`PfNZR$rLZ7>LU)Py1 z0~g807PjYUOv2t)FT+X+XAN?U-!82qHIvN)>VM|M=U`(|*fel%V`d(Z8#wVs#o%7E zs#gz_jm-yGG@_@Oro2UEuJ}JF#AQv0J4F=ZU*s>A8Uq z+pl?$E8=K;Q7XzbZK7>2?~^{}RI4PvPhU^3?sqN|*ufuGy!-b}%KfZY^$xfad@#55 zBnp_?SKj^%v<9wq4*p}{hz}nQNT&tj|Cj;UO2wd*)+xMdQmy!`NkGS#BJb)yFS*J5 zO&DkCr5H1&-=z{8luno^wa&Aye;c_P^-aBw^QAA1V_`_vgwQqvLJWu>jf`y;DV~t{ zbgcP(euOpcW78wZKaxFr#N%GhcW|wmNt*qhu6*)a`1>pM3>pllv{BS>YouYW@eArh z;&+kwBGTclI-1-6YOG>XdDK;6)`}#;~)AzmClnU$DYJ9+7`wRVl zXJ=?zC#x1n0Dw-S|27Y?|7RW=(Y&%fYDfKFBN7$`1F*X5HAzy$*n}ZBx^sihH2`yv zq3rO7UU4U_kF^uWnxP**%eh>$NtU#a|hcNS^QaoICCFosT&76oNGw?AqfI zeI_m}1TrTT`;JZw@2^ivFYfn;$FPq)zVFxHtG79PNegPgyZ5kuMGHExl9m^19^JaN zqL&AWixqcAUthl7e;rtUi_uHdg{+Av&x=#JxY*gzN;cb58TswBiR-O2K-(d6hYw)F zr$`N{$3)Aa>yi8h>3-4C9db!(S4MTl36>Tqc!}C#6Qt8sWi+a|B-*w>ozs(rXX|5t z*)d-TeypyCKOm{-*RDE_Q%p)r*)tL~8m+6%zHjvGfMO@(%F5x{tEaAzTPADDPEn}Mwia2y{nUjS?HKKhN=&BU!?u?9|GJ^GuG$~}Q#jA7p33m(?@{jy~e|O*{D^?jQ!vwTv-&un) zrnQ3ZLNTNVmK;Ub`LT4>_6rFCC5K|A0p@KL6xAi80*UdJ5q1E|jBy!)NM|HgAm(8- z!MvCs@sbGvf5ClcNZYaqKirL2N%=LTpQ;Ey$SP`+O+i2UQ)RGD*?$$8QF;XBi$2Aah~@(Z0bDr zQ1P}X7h#w(YCT-1C zpgEY}uZiUAhgs$(vK(YVLk0!pc*r>gM7_C_*IDNBbZM#r(x8e^(sF{l7_}Z`SFcYZKpC!cIjY4ZjAcNL=<2j^`k|0 z7ZN7+uf^Bva6#9Ad6u|AMF+1DKZdC7!_czf-C^MsYmfOO(lh>h47>Khok_&yfax!M^Ufmq=?uI_(pm^E&ZfP_W`S^J! zL$wc;VUj~pp?Yo<@p?-o6~A9!?*ivua}q?CjTG{3xkb~S$C}?Fv5@3C3oF)VP7KCl zLE)493llM%R%!|WE5AD%X#b)O`d!t)BVIB6rox^(5PV004bN*dkd{VboE@`gc%3w7 zmxZ|tsJHyq40Zs$+Hst2 zZ(%>!zL1LNHyPs?Ww8meo6)uzkQ1q&PST5yEO7UpwEct7@w5UVwFXt19liFQr;L8= ze%=;cQUz*SFlTHGL|auyZ(z{hm*1|pEJ_82W)`~R$8@ZYJ`ld=Y?kH^>Rz9@Hp(uQ z!-OuS(}4{MLR>6D5or(r&g{H_3I~f0M{tX3*q@O81ZdvZJp>>C<$}ynGO%lP76D4E zgbDbCOB9y*4I>-rPYo=bA`F(-eGzHuTyVhd<1Z;`J+}mPMa;DY`zDH5j=YG_M$VuOvcqX!NTbpW zGq*VWA=sI+!Z+I5(tkX50Z{SocTEI(AxvlX@7zbb>?XRl|8m)QHOv~tVP{6rvA-Hy z?+=c#dkQO^h5j>1xx#$%dmxM$N(Lz^G+w5A7NO{8K$E{(d~j>V;84?w6{9`BvzAcD zN*9HG!p!V1EwsUdJXq6fgb#nL(>k_HU{7eB61=)mP_L!$`g8KIom{pWY!@f4%`2@!EJ z#ZXoX7m(zkAfV}~+s}-;B`rP-8Nlb>!M4F0wz?VVmWS>S_yU^!_xh3TF)@+SFR3_p z$=PSAxUCdR((Hj1loy1RQm5eU}cf0Z>WUfh|3p0hMlaY9D?aob~KBw z?&`M&vs^zk56WtNK;z!Ml8)T@ql3m07gVWU4Ml#i{BTt`|>FH6vX*r;rz>*~>Ok~$&_?#Q`gYlK`F z91C>(b}yPg+{wj>WX@@JT|1<1NG;`Crsma=GrQe zfo(l8QwNj0L(b0i1V(nCA^N;I8%$rFGJCrv^=B8;+RmpuKbcxLzp)Ju=2CduD=BbR zi2|sl}P_mBaN#cx?^1jp~o*3mGf1xM+ z0skk@TNoBYaRmVY82_hz{kz@(AgZ7$MDJqi;X-e0!NA1vUp&uNO*U?e4WZ{$T?X{2 zHE|UiM7H?_OmGW@lT{#5IF^OAHM~S3q_~D$x2?R%q#@2k!C6u$rO&;8>ke}#0>M@z%k#xbmHP7^gGkKfI|jQx!A!Sx)2o^1XZsd>BQZ8LNjcwMFpiak zJ$sU4q@T{T;8r>OWWM4jQ(M3_&vxec6nRL;M8!jndAVDSG|1wscEIf zsI{rAU&7g zNByP@mAAX6OSQh+Kh)re&!IktcCZr-%0Xn~5J(dXi)nJl!IffF3`G6JzZfL&iIguK z4D8`(G#D!v|Avn?u}va%=eLe#nsBH+(ILK;gU}}jF~NOzWd6aF!Ph4gm!1OLd{{6x zOvJIOMeut9Un1J<#4}rrU>PUCIzBi=#r?*RyUV~r>rXzHh4U?juP0dQ(hG8=f0o=g z{u{|B8b4{kA3jP!L@i_3oGn~LAz{Ch;g)wo=Eqy*h6drOrj!_ZbTyVZ9 z+TkyKQ3S?i2Q&8&ZFx3lE+xHdzG?=W;Jm=A}qGRl!h(n}-kv zOYD|n(JrkvKP2BrE;oNly>3`nWUKgab~FX$&N8vx)k1Y8&CJ~D91cSdd&j-?&F!v!`4&$@2a2UGu)86e3WTEe zzkS+qlIIa`V_T9jEI5_@^p@AwoT#THqv@b(pTx2 zRhnM+?>f`*GkqZ3&qb)ze+5MGd0X(rItuyb8mFAyMh(+7_vnR@#A`CPJW-DR?=Hr= zkW<${{M+nYae=hKmWWOq5tUR zaQ+ug{qu6{wisYSZ+)R;`(qmqVMfr#du!=us=oY)znwI>R$EP`0?!||J1;p zz7g$L-m}^wbTQ3^8IFg-XSjZLYtW#*Q!=>(Nu7OM^A{)X&^0`6Tp8PO=Zz~puA{?v zdlfgp{%dE6imd=S5nPvZVg6Iu9S-J^?zV5t>m z%%E!`X&ft4kn!f0(IeGLV}ywjGVD15lAhz#58T_mX9pm#X4rSE2D$rfhqzsh=Ny1Z zCmzs{?Jo8t{B34pAj*!HL|_Ytb*7(?z8I8toeo~{wHB-JDSPiAnG^}IZ9xq)ZH7tt zo9S5dQUJ7RCkaN{KsoVz^_|5fi(%=IR53sFcijm+R%VC}g0|7xB8}uc~6;_&*#z5AT2MzJ0$hAI*II(SuPGXG@g7qLC5@pQyk7S7EE?wdE!GSJXt1{zGA7 zX85lkCPYKm{*n#J_qNUemc{{C!^w$0^2U`fGK%FIt$l`Wek;tkm_&+5CV@&)^B(M9 zar=0ENxRA@pqY~V;~QaXInL>PGVPF_b(_mY{4xoCeRX|7)u#h#Dy?q0wO#A?{UH4E zy5jDxzvJ`$&41hX^{EeE7?U$#|AC-kHFRAW)39g9cF1vZ7`FXx=KOqrI5va4QJuJ; z_AKmZR#DY!w)L8pwr8hm@=j%u{R+G)4W))5=vz z^VF!Kz2Kb^qxZ7b*94fm$>Xw^uJp3s5!z)#-;>H_2g*NpHnQkdpYkB4{fzT(6_!es zD**IXo3StRin?b`+B|fYPo3*Y46jv4n`s>CaB_#WgyupiQwD3tAnfeJn(>0FRr`MC zcn|HfIUi+Xn#E`RZCf%fFGGo*_sNgC@rl8fA)RNkekvO7KI6wkW>HOp zJ+NnEx_JlSubhXeo%$C|v(!jRco<#>A$}GU!CZ~{^EK7n(qKL3hTgGFfXa@I(uF;g zIxa|sc~)z|UQV>4=c2d*DI$f7YnKrbS8%*8;kOu=#8P<=)0^f51v9rx$U|Edd>Tzn z)tWp%Zd<@7_4<>09t7__jZ~cpPPY)Ah)s$`J_jS0J=MY_K`|3Ckg@VvJ$18b3WRzT2bba$5){04APj*+ z`h`}Nr9LkFf$pJB3z}8kj1~udH5QScZuJJGq5In*dcE0i`~rn9X%KbGpjvakr-gDi zvr{#=O*oN@!tTaw$J-*DAuSCE)J#aZEvCE=NPFcu>idl@L??q4rq;MU8}H+HiK<{A zM~xL?DBQm+JPIe8g%Zi50$9+yf<-wb0s$foITa7p zN)@6w^~76x87c@*V;?XP_sjE91ox>E<{A zZSE#+qo5~Y=VrOfR0416jY^ntX zU_Bu_8a=XMx4;Y3qfe5{wD{XOh}7Z>hJu3SAP()sqXbE(DJo&a0}(-doAP8U2}hD= z8As9+XUE%*+{il#cX35ZU@zp40V@Opb!YQJ=Q|0{(;4UgP)+NIR6vcOyBfaV*0!;H6v%D`ZEPXCe>sr#ydZF8 z#?ox(LNLvXDk!5tokQm`E1m7K4kI zJWeG$t;8nIamnh2Sh995Rpdyj!IeFc&>X@o4g*t1%cto0$j<_{G5q0L0Rmm>EOZ1V zi)0Q-c+a{%5haL&|CKj66Gnjz1@XTSjtPl2<*5Z1d8Ro-#jR3QVtC$$nTNo<)x$|EEF_t^7I6`osOq# z8j29{5j#V)hS*62zd2f1xV9(fOz$-&#NyZAgRhf zw`D}*J(v9*pwKQL>BUV|kWu(dw80}(5~|oLmsVcj?;u(iC%)me;k2YN%zDcr1?}w5 zrP9D5Db@g*xmc0uC^wqQDnFCKA@>IzM4CTb80#{%Ow*mf@E#$8R1>ILg36+-SQ<|3 zz8b6zQk?je=gegrj{s=Mc^HKDm^)-LVAaTcCp{DTBBcSh#Ag!#1oThLw;^YsBS?C! zLhA*Nf>Ai2B7mKR7FP!qE2?Ucl&tnUB;8DCnL4d#LUYU$8ppplzx*h1$yyAm($7ZO zM?I{alk@O5!3o7OvzX9S6{*w;u=(hq?WvOyDW;Pa$|=j40K@H6m!is8VfrZ@o-5QN z-6a9}OQgPH;!+33!%K-k7+K>pS7ODZ1aKeQeLdR4Ld<~O`D(cynKgw2?w4gLWpfw0Ru6P7>UiH#GZ-@eHg%Y0wYlnd!oe zR*HJ1iGED4V?41UY=-*A2@^u(FU{%d6y;YFUrf!LbeQcqQ%Q6(Df!L_Y37Q|gM&BC z`Z8|u(J>Iov-MVR?v&f@Cg=Mp08n~5{LB$BcbD4&Ofjc9t{1WkObe6a?b1X!M#WtD zfnnu@MmAHVS_R;)TF7p<64-?7_bL+QO$&W2piAswNPtclGb zlJF0-rHw}srnh`pClX4)lH6bn0`!jQ+08XMRcIyY674i&?}`{6iaYiBnvKhTkLud& z2lJhurE9cwOa;_BPj0;weYrnz{ZW27IGFhAO1rJIe@luDhqkMbo%&ue|(5#)CA8oT%wDM*J7;-{@%a38e3!~Bs3Ru&}n`jyNn*nS3s8s zIAIk7Y((NS&@r*qL8PY$qouaeF|lqw6LsMOKDQB(UKi6iJ_5vXW$_@aYARbILd;If ziC`DrcC{B6L*2Ef#$|+$iRbt;YTWx=$oWeQIBpfC0Bu}sG58%hc#OT@Qtt>hk^4A` zv7;5TYZ3K|cxzOvz(pk8IhVh;d6=?`vY64@`YIJR8omS5Y%0*pBDb6CJXx4JcrKR_k8CIj#kU7xQbSv&hm6+U^VI66B=u68(>->kBh>JGY&=)R3zK#D+H?td@ma+(< zopX_J_bI<8k|o&c^~CIyUMnYJH)xz$0;zU6f-#umnt~mN7$xv=$3wf8iRc0@%yB>t z8l*r)W}5EBsdSlJ{|fWv_FX3$W8vus1cj!+yj6nZd9zUrVV=@Q41`K17`ufsPUlXc3f*2u|T7G#&7)P7#BZGVLj*DT=jm z3%O_;0`zr7%uq+WB~p;BBoB=A*v`$=Q=9?0ryZ=0b#v%Ea3h-TpuA)WB1;A!m6LWf z$*`yq1;MS-J5NM#3L`raRnkGfN{v@GcE288^ZY?A=GVCHx-*KSnv6C>CEocs(0Gdi z=c~BILH(t|HX!nu?l3-uks)fT1sp0_R0Z(G zgho?0y}+pzt&6&NVB%@_n$S`kYeNb;VL-b}Jv_vf>g{me{;Vadfx)mZt7WQPUtTmm z2f1{7^&F3NwH$-1&%t_ap8LutzEQu>pH*Y%-#=<)OYwJ?hoh?|ZoX|Px<8j(i^86j{s{p(kW4_>iAd)6 zyW!^j5MFC6xV+VP=9T=@c|pV86-th;^T>NP#d@V9U6<9apSDoe2mZ>#89T^Pq6FjW zm=c**U#Z<^OPOG(fq(7p2hOfy;C6d@to9ZIx8lI0$&if!HeS&bxJ2!I6|ri}FTMq@ z;5DRQyubd*nlcbv3a5!bbP?nFj7ZDoGxR+=y`9*LPAqSEU5<-Ca9P7Z&DDc<>|pOH zg0<((sWd$`hJY38^WsJ^?JJlXCiYexA}7B4+ZITd)`bv^c^+K+B+=%c8X9wr2p{e* z`baIp>$aLTh;E}lGc5h_#fhay?4(y6u@hX%-$#?vCZ1*dCcG27ULQ&!{_W7=0%j~a zTjB`r`s)3z-jO?=9Awk%nH)dVX2!$%vKKm*{Pa9)Gb~ZD)(-6X*6j0X@-g1$c|36> zJ6iK7CitW?{JVPZf6?vq%blnX@4ds%^}mn4j$XOCFVbEt^H&Ca&s|r(WTG#?eqQo zST{c^x5VrZh|6l2)56$kstGrw0CO7hEX&!~-cDi9NtP9qdiF7sBtfd1V}x#Q&Y!#* zg3_@ZbXhoI-)o`+7SinnTz|m;Rj#!UJnFhSmgykqxy@8KYfifzv39T{^r-*1Bib9&H8g^xdgu=tTI18N)RtG@a66N$I%q{p zD}(|+#I&xwB$7r|B5|Q>u_hC0xkLU*Y|tItYPywwXcnQY$e^w?JkTZQ;XT2!2I8XM zHFAf9oNMk2_R-2ldg=@(vT?2v>OPF)NoWQ!el<`(4s1mQ+zt}&nO)SfK>UY>F2%5G z6jcITZFrZiYA8zs3V6n+qEG}CYR4qsR>sE=SGmW@p?Tbh#9lAr{gIF$q-z;W0~HYp ziTY6jtIO@eymJDP6i!R-*iV;NJ_*&V{v99p=|KR~l#@BNflvhfuULew5U`$bT!;|R zDuV*}7CTD6f9{aPwuEhY>pevH`9F^g6z>5|DOL!?CP@y4zV!hMZgK%a_ zSc@HsIp|ejn5|GlatB7SIDsG7mbL!j3w{OP8fSrFssIDa`3S(W0MI=V^?D}E9%o^6 zm&x*WUh|)bU8zRUL#t&tWueKiMnSs)1LLAXBNY#Y2HDeH<0T0AydEZ0w7ZEsBPj=# zQC^lB`1*F@+9WCCn9ws41IxM=k!Lwe+RWjEOJV3>_EL*#>jyw^=uDR4Y#FL%qJA*Q zZZxTzDU_;3-bY#D>RN!|2XH#rZ}%$CbPX~t-E9HFcBgVuiU8uB8%)-N1u9+&exs(r}XM~Efd zi6o%*tUG9eSM6dpJ-BAmDeL7&;gus++WqKq&g~^~o~Bj7mRHBIdUiYkt1`f&9q=-rY0UzPg06CL#q33JF1&Yk z!oez3a%+DV`0v1z9;=rZ8W)wq#!!^4$9;?a5%p|8BoIFh3F+S*8$EZjSWqI#Lcz#y zzWr>NW;Ad08b3ImD^}0%aD?@8o6z8UC#ex2F8A4z1iI+WP9&Bgh7 zy?WixEKH&Mw|~X`e%*h%|N1=ssWehP5ov1-}6PVIUudE8prXxsDa z@|xomw_FT4|9Bpd(RRbm_vaynyl>iW9VX9DDBn^v&ks(VJ~v;DVyB<4k}?Otf&78-8a z{MFXd$5#81G4s_?F>_E*a+A)V{?AR%fG;83Np&|I`ZIJJa^a0u1hiNeo6?}2it?5T87(5it& zSr;miewJVJc9hl?DBSb^yv-+L%#Xk>y3BV=xfi?Et%GW>*z{P-uAIC+Dr-r=cdc^q z1O|TEeN*##Kx%6yH2Z0~enTUA;?lx}?jYnf{il8w zruPU|UsD>dc|#z`Y-+4NcGoO8V21r(k#%HD*@5Za{0%~Mk~7K{5*WYMqL8r5svhTN zo5k+X=6Wpopzd}-C>v#*fFEk9*G>78NB#In=j zL^U9F))u4(*UzsBvg7bXTcw0CfTJiVx-~ylump$k2d28QJ&pi z585?O?wso&j=r+(-ue>i$K3IHCFi{`JqsJkiHB2j)PLLeJtvQ(QMcMEMp51-!9(`- zv-O)BJ>V|-MoD|?ky&U`>z?a-yMUB@hc?Rf4IX=u2&1^=g|Z)}@4dz9@I2(q4*q!q z64J_bs7t^!JBQ?cAS&IpL7)Nwy#@p}KmyxM+s0WUp zs87wnU@b9*4f!l)kY+_ys0UBISW!1^l4 z_`(eBL_LiG270@%@`+DG`7GL6TUrhhoAs~;VWikN_Fh1VQX1?w%yL)7>$Gf%GbC67st!&xATZToE!@Rp3 ztU4RGcdpsw#^4Zg42hIEB$CY~nnJiOZPXTK!GMI?!F|<&)#J1%s7Vw94g9xb+_e>=Q~} zEQUn80u(B$q#RK8HasR=1>V!Tq#Dyn{U5o$WC0}iHy;Yi<@`?zIO5auopH&hlk+k^ z|CCmNcplt8B4=c(c^z)H?8Xtu(S3xO5fCCqJb>h{K^H?i49 z7zHX~RxuK`*I`f}b4K z3Q^voK%^&?2@3%v$i=}FZ8a6|w75lFZC$#~jFklg%971tQm99AZ={SL)^&e$k7`y! zKTDZ_j|bVBVB8?ZR$sBOFY5KbRvI;ohlF}2%;N*dR1Pa`^t^8U99B@^^Pc{S&>fH3 zLWL13dg!=YYkrxjYgOijJ!t=-3K0mn*1mW82(=ZL7v@?@^;Do!RVg5_99!ex?HTUT3!^sWE=*-jPT}Q&kfyk7Ejk zRi1^Bh3824d*>BLU6<2^1|X&1um~`eNBNLqEqR4zW(({R8A+=Ib)rCK1J{Tf1VC*i zrXp9nzV$51ioh1SvccSPeY2X2`GwA41S^Pc*VNAz1?wc$a()TUIlIwQQXbtcx20d+ zX88+Pq<8vFo=b_5^*D4s?_vQ)0y<2XYpgYU*Q@#v)oq+cy)YGQ>-ml_1R4$Ks>#ea zuqeST{@3X&aVC=@8JL0WOKE+?I|0NE&*Nvb=&m9j6oe$>mlFNUBPdY8unGkQ^6jL7 z8T{_u)?vwynxX^?p|OE`U|l#@tUJkFnCnRQ4Mbo!IYUrD+d%6|(N{=Q6Ps25Apzwh z_L`dW#A8QzY#7;xTTfI+;LKs+Uw!JyoZ9jc0QQ_Cjv4g`~Vz8}CWO+MX2c{#gMnQjQS<`ZeD&~Wx`%sGQUkQPw@0rYH; zT+l|7pz1sTC;*uzInH?J3`xUDKgb@$f17yb&K?tTNt~xJyVvrcl7ea=ddDMP4X`X4 zgd$tj-@zOENDGTN`NHC%2d_9WbmHdea}A|#^Crqha^*pz#gG0?tYJ_jo>S=-mKi&e zO3QI!@?6gO+=gCS`Bjx*K0wv|QJo2h#lF`-mcsgSSy5C2SX;44v5 z#tV8IxwOGZizCgF)Za~4D1Zw3Am9qIyAmRp3wZ>JUHIvkalc;#Go>cGt-(N6LY&%d z9x{yH4q|1hodH5Cy!5I30yXnD-4dGUCgT|sDRUB@StgN;_cRc3KlDj%SW{`QYaa!3 zV6RmDIS0ph4~*^u&$cms=kum6ZGbJMKfc>!qG@KbLwc2cS3{Ue=Dt0n6MEK1?!%3_OFV9C*v9g%B$ISt0l%g^F;R8J1Q2e5W zak4KBb9`OZ``NETa4f2wa+$No(Mz3U8Cfl28j2*C~O6{wU^_&MJ&w;vxy?`Umd$ z`l|1$8-M-?SR9c}Faa&ZGp1`91<@}^M$|WyI~3WEC%jaoSRw}^54 zH_HsU#_6|wid(!Z0^FOA$^D$(@8b<7;?YW5J0(mMldL#`fpJMPy62c==D-0cq*{q6 z_PFXx$tZC`fC!`DK}k=O2_5IgFfhV@okRPaT|8f_fK9CB&kc zn0P#yFgC7*hl`r3+6Mhpl4A@J8uWQz%1oGu4$P@2638`Wx38ok2|Lo&*!FJw^_PmO zQ{4aZ*1U(BZrDEQbs*>rj;zB=W)16VMn0wo0DvHp?)8HC$5tO3W}t9jAi3Ybyi6 zIiAE4&=F?;z4EpCH@|gf`J_jeTyB_q-)`D3u6?XY+dBjgLRTU-@zi;aKT_3QkxyAR{v z`~7-~3)5B{(K^iW2Wic8U@bRtd7Ln5+lq0wA6u;>Z*srgmF=ycCV-xqV4XsiRP9tv z>`9mN&(=UsJkpWoOPfA>JPe2<)YS7QA1*AV5LJ}Kr_h7VY!A{ka{4kckyZc0iuu5# z#g7oengC;x!%{-awO?LXdRds+`)!yFqa*Wx83iQz>+juxtejyU_V+R5qzGGjjYC$IFW<6loKS zGRtt^k&0JGEK7~Sg{`mjtw-Yh@Y;cKJW`#%a7Zy^R;(I6_hp_O#DYHBI!Z?tR!?j2 zSIlEk{ZBI*RUrq0<83@PpRp3iQO84bCsy>Br*S%tsreyEfC?=c=W|pE?Q75i^PJUN zPby=gxeo{xM}SZYz)T<3u~j=mW{>Dk3rv4$Ded`&Kr+*0g5?G2d)2@eK2oche%q$&}4mq(fyvr6}P5w;bXrhy`nLRbwp2KgFF=QXRs0vgo-5N;N>wv^qj>n6M=t7@YS?TCg& z&0-|I`fP{}(Luc^M;u~GeSz4Dpl7B#Bt4wW0A5lZa|s-DmGM2%4pJXTrWJ{htP}GD zbkrF2#1+P@DC0;D4OYJ5yDBin>eYW@CKy+|7YMYC@2x@4GkLPv7zx@6EP(t9qUVwk zGxoGV*gLS-mjwK(prCB6sGlI@-<7LvfKT5{SDdMiNJQyn<3+`!Eoc0HAGL!qVZ9cA z9AKb{47PE?Tk=0v)KU;8IWVI7q{rX(IWhj`@rad2!LZnr*qw!gWAsnLnH%5-C8N+T zjD`szt2;Us1Q=75el?Mj>No^JoF6Kz1k{2=Ch>;jXvL_YK|pqz zNf0xCmfd-VcCv>Xcidi_zRwzBzg)@WCOEEb1xiJvt;~5y9?IuD#s@N!|#&>q}+*er#$Bo@#g!1fs-O22|Ivi;m{O**7*ClkI ze0_N-^!Ixhp;nvjyd0s=y5*7oEAnoR_phTnacIowv11R{e;WN<9MQBA=KB-^G3u&YB{>mVk`GF1M}W8 z;Np(4H@=U0_AwvuI5Z`by~68z8)EF36N68b|I1LJ+t^&T9$+v)g-6FdR74sFuCwaU zHtEJ`KR{nTZBxcg`W}e50^39^s?^?hk1=!2fmv7+qua}uWs9CN z0wNR!7v?sL%&3pnatAvnI;^_-_vAPVaQX(P5XKIRF%6lz9~~6q;Ykt^Qb*bH>990J zAn?;P#FMIimd7O3`)DM1IM8Fz`%4mpmRZl?2W$uDb)6@ivo|{l9r#YNR+W%Xta7NM z4!8M&q);PR9B~oQ<&dl-vf-`&3Z99FI)nVMe0nTLR-C*R0jl(5Jqyyb84d96Sb^bp z7I1QN0~1g4+7#q$!PRI1hZyZ-MWzV#kz^>PcWlu5Fol0hGbs zZ*kAD|B=X zRxrQz)~b^jhKJY!(rs-BN|{wZtoNA949$vwvpRF`&V zo#?5fLyNk0a0wd=s!HGh7I%%v`Z3k*kVc%gxR9>8MXROhFf0?5NEC zzOxe=qsZXmKd%hdPMF zkn)+n-@YNXs+Ia9boUlb7Fw0Xq}sAj@^Q8T&M&QML`ZYxN7z~6=3B}BIGkBZ!C$(m zDt1E`OlLV@V`}5{7_D>SN;D&b)iVmWt2Q^RR>s$da7vyB`!ZpuUFKQ3V;- zp+m`!=%+rw?lMZ`c;~EFb!Ekr7lyu5sNa?S2-JSzgs9`+(ReP0;6*pc_M{_mt1A2E zKt%`)m7^zXqFa9$;{s5kh;5pRoFGMSZmL|Z;>*g(ZLUCTAJ?0o=6HtmxbmoeSLnjs zkP1pe-rCAmf!wGj6dB{9=b=e?dYMCEQYoSgnYC};@n@h(W~IJJ0_!mAU&xOF)5Jbj z9`toi{T9-T+`}SP*DhqLGo9Xs)|(EuhCG+HT!;+&Iwz6tq$CkeaQ-Hk7BxTd zvc^>#qihv$^{DDrP`6Y*bypojN*@0NC07vrQpycS3-#ZSe)@l#9}E`DRFf=8cfR4iDMcjmgecG%#0L zRZP|REQf$tHlybfhYmHe9DO<}u%X^ey0)!+;tT{aWfE}?=Jo1IThV)J$3R6WLER>Fddb`%WYa2Q~VsAKG7IeK+9=!MqLY!&2W6?5pcD5|X zlyH~|Ju|6936y7z&dW+q+0=67He1HELa!_cRi_x(KZH~RSSm7Suc z=a>skf>bQi7HV5%zr2ACl*%Hdn^G|HlqxlBMjS_s$4AB|!amxz!K4QneH+4^YePOe z6KBXbxWW-BM9&eRA4}UzLc?c%>ei3;R@^d;P63vRll{%nf|hw5*^LW^>pM{VJUK)_ z3^Tls9XPfVWMzVQKqD6tJ6qjMt`>C7FeEqTBD_$Yej1jqSKvbDUz|em!$m!3DgeP? zydKS}Ngp0Ev(q6a>_i^w*z*m6S`sX@_0UpO103QQWk5~y+Ts!~g*@6h7lW%=Pf z&DCJdZXD5bCxdtoaRpzcJWXsV5sbtmp}qSFZA{Ry*5Z+PgL6{|(&Rog*DjZUEQScl z2JPX_Sk7FBXQQzR?_e~Jbs~wGWPxqHCRE7ZoTF&woT}_c5!}g#tGg|VSarQ}noY5NBMNt+r-V-&(U6>FIFE{f@PWs3@~QA}l_#vyL8SBE zx@p+k93!bZ*4%2B)Z$hnpmM`l$%tc3ISYZJK&>J`z+Cw<*^f;vs;8m(#?-Hq<-o+T zIL4JvD!*oXWpfgtLZ~R{l8E^%sNC-!&nbihn{^XD$cxltyV{`vNWC*#LpMBPm{g9V zp4SQDO@;w0xsi{OUT})U%EZnIz9L*=uYzK|FuJOj9Ab49Xz1oeGR^SArQ+)C$VTyO z6kLA~hB%1B1H``pfCw6;RS+d* zn6vrND0tK8L{N^K)h{vMcIoiURf+8kgDc(FtDw!WjSWXD>ZX9E!~pML`UV{--|uY5 zmb!v2CgM8iP_N7s2u)#m#%cu80hTg?Ov#HUZJ z$`t{p%@FWWLn@Utq2FtUi1(jN=&Y&OfvnBAZ)Y$#Cd?#*!0T!P^Zc^pXAAuYJeEWm&Tx{ki;yNHJ4eVP7^NtIay70=UW%N`Y+TF!gUzN;FieY)B?(A;zqxoCPbN z{Lsz}Brk^S-KHm%bUyQvKz^&(g>~mlp_y-*j*3?XZPDc5no#>*Mj}F3o3p*Q2}Qmu z{%w7~pvhj52O%3_E;&)F8a%X!c|uRPL>-Ej3W-4iW3uMbLIa3sr(WStlDLLwwd0hR z{NjG-Zy@LCmBj48TRFIu@@!T#kZ1hhr+4`IT_GV7=;KfNzhzRozdjD&2sToe31KWx zw;90j05N)Lfeblq%gy$IB)w;b7nhrYH{0O6-tKFHD@@^8P`?gqh&R+iv@7XZaLjvf z%LMqLZfJ~e@tuzRwlR;keYz!5mQQ^gbC5Z>J4(ux8qA~cK_B=i2(Jvde$lu67>Wbh zfqprgsrzn{pRF2)_c|Gsbs=DOaXdXnO7JawZ^X9me}ONE1`6+Ku|fW&HheMk`a@%? ze7-P&;+n|xWrwTZ!-XPQcdN%^220{+(!*z*{J3zo6JDijghn&dOfh#6?mJrbxk{Me2d7*izW0pIy0~qD#65(96cCnK4 zEvV)d3VC85$P@xVwQkUV8GrW^Vsj-zISTHCd!SBT2Eukp<0!r6p$+1l$HFB%ZV`9$ z@E-MzFTOD3IaKZL0)h4R*&d7=D;}n_j8;{iTOi zPkLz@Kc6t)-x|EGIDR-=-ng&e-qqsc=igCla8ySG#Z%%kvJ4G%a?E z&+nf9*5#PAYkxPA3n|C18qfqziHFO3GyE$eAGZ6Fp7Gj(5;yM>wKVo><^4fmTlZ<_ z7|_CtIqO#h^MBYnhv?A4F54!#v2EM7ZQHhO+qP}nw(Z>5wv%`3jjBe~_oJb~jGl25iwmY+TleOyu_IUS)av zZjZ>|mOif0O{UJ@e;J_u8>qtxed zES}dQ`GBU&-LeX*vo}WPtY7+1exrzH_(p$mSy6XWzErqT>@aIH$JPLsE9PHGEbV)` zAyV8RH`-lh4ejzMo4cO+$X@#L+SZ>(gBnBS>azZ+(+bY7dkd9iBe-dvoA zIM#pFxd5C}8it4+&R%tB26;+eTrM-GYK2Yxp5Th_%2cO{C_ADA6wVqk6lUCyV%f3O zjBr|7Z@a+kHlo-kjsIk}w;cWu@#cn6q`=Pl&`;D6H^D+MXADU_9t!BX( z8~}hn>wg-h{)bSh^>36KMfuq+OQ(hJ2Yo5jk%%Rdg2m>FRa%d*;$V4jO3l`hWjU&6 zDqhtp;@2(W|8(?7%$>UH++LZqhXigM@5ugiqgAHu`%cGnsLEbr?ZTWXBO@wk93SP> z(u?u+_;q}6f4W}c)A@NHnVZ}F{dn<8K&}Wd`x5J4nAVF)EF7mZZJIG<+R2u!(V9Ei z^?sbWBD%r2FNI1;o0^ryIi=d{V&{1GG z^JzHV1;&nBDU&ILV!7{#UJe=0$+XU%&ijgD?ccJ#P_mFFcKWpdIU;Raw8%g~3;Zi* zU(nMvZFn3#yIdydLrvNcNlg#s*$4luxQ=(ZWnnCnVVY-n?L^duCTP}f(8$c%=@Cdu z41)0T%fQ5rL5yH;*Ug;tSL~C~ zChBP~Rb-oz5hqLy#W6AIT(P}!_Jq)};{AFJ#tR#KT2JKnQALBJN3sfAeKGLoN>U7S z&D>R}4aU|W_cblJAL!-hu2s=>^T{VlYwGBnF5@Aa( zyyz}@QwWNJCkqN5A_x}FwZ??jWiaxnsa0PCE$Z{(qU~t=7zl4T5YJQzYiB+bn`Vak znPB+}BuBT1V8XO;KeqqP=2{gp zUacv*7JIUu1_8aH%<*edT6d8u9!rhvVZ~_deg->PEEnT{h___`UCpuJL~Dq-0fJTQ91M(vlQ~E zLbn_12R2Sv!ZU>tm|*@KC!ZVGRCoAtuwn(mygRX^%F=wf@}~*Z%bT3cIObH;(jc7L z4Gq^O(S?#ex@8>-F@NKOHcb(^1u{JyDF5b%olFiQ9Kb76zlCNZ8P<)^IqYS**D)|h zbP7L=wx@}d0s)3!plo;FV(YFhm_i?hd4heqX9v*OQc7k0gB+rwtQ!tw76Vwr8ToMs zdnjCr|4t~CG-qaS;c5ZXtx4yD99Lw9~A_xZ&QDSzK=k_Th-kj^wUyM zmENU%zGP;hX^JV*ojqVg^#j0g(O$(O2P#E;3a^n@!(LQ83JTr+&vI)Tzrn1PZfuDY z%0vYnpVCC3^KV16j_W+sVHVwS20s zNi(70g4$pfdY-O zmHt-m(nI@lAx7C`^_d^hxV8L5YnZYAC|!P&8thb0iYFU=NHO#E2mHzdb>LvUIR&u? zP-8S)%<>zLN&}D2_~5$a?wyz8uF+93Ve{I>3IHnkH2#h75Zw7ToMD&_mVvI!ub=A2 zz)CZ?jObzY)RRygkV%d5!hv#mK!&f^ak%3y0tsCspi8L-=nFmf9ZI;03L;!&)oObV zP@GU@dUE>W38Q!nV(A;jGBHqOaxF>@Fb}}ppcxeJW-;_0j%I6hi^HXmU$z(pJdS_VpvI z`tN6B0aP00!hE1`qHC=;VcIE0*5!sXyfqm7{x}x z%QO21(Oh$0h9Is|9i7%WWARNMwmJc=+pDx_HyFmRnNvAEwyJ6XJ)P!KzAA#s$>lGI z*}ByXX{OOYxlzR8WuQx*I+tz87*u#1IY~<@98~p9WCjEPDi~Jc>90p^J{tH)YZ&d4 zy*zMs`GKgL8m@Bc3oSJ^n`;tXd7T&2iZDc;7?P+tA6;o>?tlKaG?YY~i-LZ*M$FeO zmmZXi7>XLgvDHQjpvoee3cW5*)v9oUGzayTx)G;dvZUHwR!s)hIGB2Xh3Ecpe zQBN3dhbZkzDcv5~;tnfZU>mIj&TBU1Tp=zy)_@ri?c7&%(7#$h4o@05-#h20LIK4q z8=~q8A$d|ND_*k7qLiM_Jz0(?6sViWVeCaDbOKXp(LTHS+H{?61}sx++lG;!$=+YK zDBpx}0+S=D)cL_7uFGML{%XV#3Xn?$NZ$*UGPC2~y`(RLXyPhbHL_%G4L9wWzOx`& z0}qc-G@Wh|BX>6B?;%m1ZBhGBilNN?dlqiJN2Sjt1|ITu=SQBVOYgI!$%3WD?^vh4nKS|zT|dc zU!PKA+!h)r>F6*x@@K|f>lnP2=b!};{ce+=`}$8nlK?z8y?v|QHRtw5U_cWlDE^E| z?g3wOPd?U+$w?}eIi6`t`OCCvKHOLOlK!9AJ4rkWd;KTZtBweLCgdmfUupqS>e(S> zT#Ab;R5IK6Kw^yjm|2m1#NrV;prLDmkLh_}o3?}7 zR;R*&G$LL}esjU$*h`~7D5Bpg6%;J^8%niOHW`5aaFBONm}kv;N>FgN!ZfV1!Vaw&W*XIiS1Nq!Tm+=@k31w=TxtQr?@!^W6XVJleSGpO=qx;?p zTv}HoOEV|$hfbv-I-P2vKldtS2}V{PBPuc842ObW)v2X3#jCXwS`|nDe??cTb7-7? zQu>UvV+O~bM$Xl~L_FQjy>BPKtZx_BywqkZOEjVi2))7Rv_Yib0{eW?CYJK@J36xm z=$@XitQ={0e z`A*nKcjf;8%mQ_s%5SrLo&x07kd>3C%7fLV%$Pf?(ohF$$YzbvpI{NMfWHK8HouTu z;?jr*(q6!4x#+g#yQ1F#q&c!|*&T{4Qk8=r{$oE$B;38a5Mu$s zvAgi#pzB(eyvFXlE@w8LAq&TWv}G^tNAE@#;pP4wt5rt_ogTA2m-C$a!#v*n6s&pm zxpWAKlI^B4@7-0ieD`MT+R4v@{-ez>I(SDv+U$G}#9b#t-HD}dX6A+ef=jUa5IM~G zuki54k^{&Tw)~iPvz@g^+fmsz3;W58U=d zZ2Wyu+y-`$8+7^Az>>@CPr+8Ia}+NLeh<~(B3hh}dd?HpJ#aP4;o``GqMaq2k0`(o zJ-EfbI5;GekF8==Z8r-#P^mD3g`+-EoGRkggL z8~AsZXR&-5&aU!as>gFP5rr~(idV4(L%o{$I?-FZL$=i3YJrLa*vRgxGoq@()M&fs znScW*V+?WGxIX!>-X!;T9;atRdIsDCSHhf&SWz&?y&TzP8<$wAZlB%juxW&fSMo+0 zgI%r|zpdWgdLibyUTuPP^SvNve#*{`xk&_3-ody4*}fEv@N}cazdcRYVZv<=`{9ee zc}g5VUV&Z4*J%uX&JN!>4OuQ57Yd)W-ml^MZKhh;b0=gqi66ENS(teDB`LFU4mV3( zZxAfTJj3kMtN)_<9bWi~FK>MME$EWYD8Ez_)8fB=i(z6|9@D_+B=S0<0-v!N>7!RRY$?e!V?cy?#5-Km|QP6?V?<+t0_~Y z^TY@&^XSa@nHihPx=UVUvA&=8Gf%s*|L8_&YQGOVaBFyeZjYKZlgkHO-(`2^Cwka5 zlZ<}8o}IdNa;s=$wd%REy+0q9OLNY13ENNGM=RZKW{9Uyy{}(aS5-=BUcHYUE6sHi zrG4M_!dvJ#eP1DpY84bMk*b|{rQQz8DNyqzvRhIavNKUdB@@yGQfk;0<0d5&_I9;R z>mtuHCW@MmjG8$*-Y$c{x;c|_&I@T+@5OiS*1o!RiHp)cwM38F#~~TDP&s~&yWW3% zXJoxAYhs*l{B-rZ&U0uHb5iC|etAovcDkylSwmzPADt|C)0WnSVTS{6=Tw|1w(-c^ z$P$`VGQY9Oc-uT5wMj5`=ySBtc6@~hsglIEDq1HHsgh}bMQf7UwRzOi%zigD%s^5F zGnat9jF0CkXzyGsXMlodWoczTVhlZxKAc!m@Js?GbCWlBWo-_o^3L-pn9e&Uweepr znhmy4z`IpK8t7u**!mbtxfPE|!>rBYmd1rWF=VUiv3v*v{zrYLn=$aQ#c}B8+Uh0%D4FlPR<-lDin=o5B&T zmF4!7$B^_#Wt0@rn#v*_j3JD91oP1(evU4gkDK#7gCe#X zjIj$v(DZP|Vw~NZ**PWNYRF5aZ(T;W?t9je(jd?J5>7Pb75Z|sKNe;-fBKMh zhYI)*MeLB`rlrLX&Cu+CjJ&HQ7ShJg9u%nL7+e4<96=Z#xJ)Mwz09wSoa7-R?`JRi z+g|>_73N=k^bkl(HD8P6CS+?4ncHQ^Ye2HWFQ3YbN}Jovwkab8^aQ|0gX-)N!w$g) zC!wB1Bb9o!xln|^*@YY^w>W$u=t>9%o&`_DuRqIZq`}#tHH5df&rjLflBzP)MaURJ zLAqX*Pd+MDm&A8QXzEhIZCjVGTwJ*x+@gx=?`QCQ5(LM1gA!Y+JD_*isxy1-kQZT6 z*g&VcOCE@*I@5qSU20FEBL#^a5nkxT8LSgOi~s`qrBpJ}ny*o)0zZC5{ifPTl{Z{k z=2c-NvZ%1%4d;s`m6)b;$GIBGAcTBcDu zC1#pQt=JlvRU>(b3>c@YEECCvf=;9W6&JwLU=k<+h!;3MsUIB}tAmm#G09qht08JC zVC4=#DtOSL7NSeVSSo6GJv}Fm3ZDN^m<}q(lh@*ed~fgFSA}iA$CK-f<6#xN!ytbJcf}er;D)KWE8T_%cmR9ekb&^5jYtek^ zi0hp=5y4=}{jfb$iZ^2Hn8t^^Bj8$x8=WP;C162Ves4Jb*odA?G;5C3UzzaTw51Ry z5_;Ke<-!|>#852q!oNBA`b>Oamz`I8r|j`ZC3 z=*O5J0+dLr=|(a8_(WMfYaA8BVBGrGd!`GZ74p=)fP$9z53{rR;iwGv$b9y&!{Glo z0w4+xaQyj0ZpaIiAUi|OwNLn+I#?J zjO_Z>tlcd##ENHx ze>BK0+y-2fb&*}YEOs22uRNQ~K}rV?k^iobumzq>0FKl;2wOv8t0|HF5GkDwOf2W~ zql?8I!g|W8hJG(wLDlS#WV8pcJZsurgt%zbK?BBXf!R94RG;#MX51*|dzc4x5>zwx zKb?RAG9BzvAR=N?RiyWWVmiCnTKkxZTl3Hb^rtwcPB5TZR)g>ln8oh~-(|)Om*dc_ zjg%ucS?LM2$9kXw%>nE4F?PHG)cZ@9>NLnS{>j!MMyNH4FoFk<3K~#IH-a02YNQmu zo4kckwtsM%eEPKhq!E)ET=do;V1De#Tm}F;(+Y;8B!JDz`zOtzM|~2mXUsWeWw^&@ z*hLu^w6EPq2FQrgPDSR2pU_4JB9p2OVC1us9D^V%HfCe#J>?g@3XxXaqpt-(kG12x zjFQanOZ@`Kx^M|?;&69XlnQ*cUq#e|G(wNTC*~5o2HG00)k$!Qi1P0;M+NTAf1?i* z4&q6p4@^P#2csvY&L)|c-pzI;;{fO4CgpMe10doCU8L%|$zxW0=|8ZMBzHx_s|08Z z6hdWtP6*48_n5#vtB=ut5JiIgXQty=N*wt{|0vZyHJfb-#2|7yS@F^v9>OVuO8kKt z85@#b&iVmtsfL?bwg5|%G-i$P64spU=p_#kPpE(F)&Y=wg1dt(u-nD|6pxi+@UHfw z?yT@MYA_%4FXXD}j5eq0Gq!0bqw+Dow-pTtv^W(y_!kg?e#3peaZ~0OCYJty1b|R7 z(3B2>J#ru+dB8Q=omjU{qQ=g0ophu(8BDpe2zg&Cf+X|l4b!LGh6&&rzpY9*oTxl{ zmN2`6Y@-BkRaV=Q+J&9pM;_ae*O%!>>kOyuAjkLa&r@GyWOE>Wh`Q@`#T0+_%in?a z2_Z*+xddkTy6%1t_xs6I2$ny@S;3lv3-m-Z_L{5f1ve1}c^H*(wGq=T!-AXs@nqU1 zWaAhJxTpSutl%q?{dFz-mO-6T-i%~)C*+J1b~vLqYK3yhDZSmvlq+3hD~d@Ecq$?= zES;ILHJf-)p+p})nY&#gZR=yI!Q9G&LCBS)!iHL!B+0NiR*G2!JK`?lou172DS(M3 z%IxVHI@ofPl3ET*4;{3ejz9v@P;)ZtE(n^MCwCJe%B7BNu^qNRbKYVkB#yoX^EX|Y zBgaCncA7KZ9LI|>=2Z`?Fhi$pDeV4nVC3_38vHPprQME~W4^LXM816O=2xhH=Vt?a{JJgBu zNMeEuFn!t}`tuOzkqKSy&PpqAq?Ac0DUzeo9ynBh5(c&d@`IW4T(t<3rVn;3Erm#h zj7sg;hkDz|hElmXeLHg`q_nM;?0BhL^^%ES1AskZ;o6k@nPjMmR;Al7qFJCnHR&P! zxhX;voRzd*kB-w##*RtJ@Ss9^;f31dgUGm2Y!yR$M6RP~lGzP51#z%D1kwC#y3jP6 z<0ZXTO^wMeSiYO*)9bgm(M?hdOa~QsP?G^F` z@s0|zLqmV4YBQsyfLY=6Xy)^)RI(ypu-$Sjj({6E-1#~QIpm-{MouNU)l1d7A+4$H zfdje^Px0tfy?SPlM8U9SSD5gm=k#;EcV5IGX%&w)mvxnR;+j3U^knbTjsRX__%9>? z7pXYyH8oO()Ps~j4s&W8`_K zuy78}+Y6Gjr=C&AtjKTfE54A_d#Wm2YefQxy4v25;B0L8k+G4HfOQ`ql~|BEE=n2D z&q3w56V>PNOKdRbTy#3_Re;YYj!U_=c?qXm=obPmC^$)cNbbRA)0;>tf{LRjdzZHr zESF1a{Z{LKil4S5lo$l1F8qU_;iUM86wp&A{QW#rHIX}zGCyYaB1)n!C=!}QT77+G z8hZ(Mes@UKaMH6BYA;gS!cIm_#iEpLED&Jf;DhR5)xyf>-h$|7uI8+i?B9*ar|nH4 zBt{wWFH>W|B!N}nE3AE21|HaeB~qt>AXzI2@;4#=cr*c&SFY4(=rM|F!Qmc*n~)8S z&Z}2K`RFF5eHqEON7C*+x*2Z)rnX<&D@X<}D45v!8Q7TrGX$r#G4~e(yztFI2u`^b zZbltDILLrcArUwvThfiv&=!?e`O936-*nq~`V9FCMefB|ztga6U_qmaf=TJB6p4Yw zr6udzb2dYa1{(G+3jkX3Uz@BD@$K_mna#V&kA4nM6>4UGA;M=#j=q`>VXS8P1MPcK zz$E&IE4%=wn6OQI_3?SaXJCn(mH82za2-jl%Ii`GnIVMb0#gVcK67F=?oz<|avwyS ztSMJ8f@$aF&epxMfh37~;Yd{TC{2eKYMmUE65Mv_9^T6HVvCf9;*MM+wwA=u ze|)^~L7D4`iKLJ(;TzlK^rlc#6Nz@uB<3~d6M=o+4NQY`Gc7@(oJ}TY=;L#VwDG}k zwrL%UMsuW5UEw|}qHrkAOW*2FQjF4u&W8%D z!c+E{y8Mit(N(u*$@sKb0h@!MwFT!yWB<>gWjHsL>LPh{Yc-2c8QwQ;yAES1A_S5- zVBOpW@gYwQ6K(1i?LHYCgh?m|y4|&$ta;Z3<u>u=wuNt%mlg!LeY@3go zJXyNkGayIYvy-ad>T+1|&)?xZ(Ai-V>-e`KS+a{!6cU2Jy&?#4$8K+r$+?Hy+9S3w zF;2C21-XPW|Co;U#IoFtA7Zprw|kv;OmT_}XAwoX5EvjTNr$7J4BOHoQYMmx=h9cNS-oHYe2z)|B<45XER%fG(|zfWsW{XLW40Y*o>=RLhh$)G zUJ=G{$jn3B~Gi z9+uw^CzVcJJT7vK!2qj^K?Q39eD8Q!Zcr-C_f^VGS5#(USGPG%tcI(zzeizKpJq5N zKY3S`rl-G7OksJRG|n!{VkH=!i?qBL$*&;A4YuL zA}aql%TPyp{<{QCX~UvjxP7!lGE`&Wcfb62h|I1B);%!Q;oILtiiR*q0}=+xWxbYn zcg1Br$Vje7;2~#a0#XkvHzYZE1V<5u$`PKpL-*vk&a@>EvS+rsngCs|%de=Ng zUy|p9DRU!niqAN);Du|wfg(&)@T*p^Eq`8W<=YfCUFRkbWURa~h`~8qaVo*j;7#er zk(S^}w~Ce#&H1Z&9~L+o+AY1gkOS9fjGp#q_iSi|YC332`=h592n;t}$^-qj@%?&}&e zbDXnNF~- z3Mc8*d(q>iv2FP(w}kWPs`tiaTDPm|?s(%Ygp2tBNyq-5nK53-1f-KYB+`@kBKXS_DXfRWr)#;Vy zQ9=vjBAT8TZc~^ly<v&illx&F2_r!JxDSS#Q%pvIF3TiyE zhTQfhGHqIVYT);|HL+bphn&>C?_~N+MK`qJ!F)Hs=~%yvW+y0G?K-bZbihp>?{e0b zz2dJ5XjkePkiVmZ@`PcZvhSK;AL@t{5h#LPgno#f=G+$BH_rv)rSA5r8T^z+tCp^} z&H9XP6`XkCI2GBE&Q#-u-^ZDyO3$}_y~LsEFwyD8HQ$=Nu;VXPlf}f-DSKpW@Z!@q z1NZD={=KGsHMg-OvkTKX@xd<_QY@EoQ{&)wzD+8$7jY+WuFK=XA!EZl-oB@75*qK^ zhuvj>tFQU!@AI1uv$-v;y@jP?!)nn^W46G!PHnGGP3{H94m-@(`LT8iE3Ui?_`X}+ zJRL{xW*OKtj9*S8IdldzjT5@x*GCN>=2xBLrc19?zNTeP(%#^MIB`_I3F^fw@`82?pe_3qXhQ z3`UiXHrD$@cLX==a#Nwh6eU-K10d7y=*GOmRY};SZx=8xuBm-?ehZCbnjXD%Y+5wo zK`-Jbaq+#Zv!Dkqx4zsz!apjHTYS1Kg@UK>?Qi7GI;r_%|7=;O8Mfz0nTwofS(?ud zG>-12wwOc*M|IXtwbM##a~25R)@Uu3RNoatd8U)kbV?bTnZbCf;pZarbDLOmp!t#i zUxP{Sx64eV=jOkGpsd|Z5?}emZC*mBIV7@qxcnri^*Ktv&vaje$}&eoz&0%Ow63xe z1{Eg9J*QVIOI{{-8n^jqW<+wFrRJn|zB_(@VGTYRZ#3B7)JI|bXC0)T?o8pZXJzTS zBtNejxHkdO^o#*~;NFxYNsFE>`vG}ziZWh3s=j$I(!SXyyT87{F+Z<jgZM)r$^8K$M2rHl8l@7-hx;5O;b2pl0y(weW{}<+kOstcMP&z_0G4sCvjId52 z-=~9HVveK)V`7zkNuty53PC~#H}_K}$JZ;(ssaBpnPL_+>@X-GpOB$~^297C&sH}s z7p|A*_u>gI?bqGqacbq2@Udf*=@-ep#ojDv`t!kqdO$tH0tt(vh8u|iC-ii6l)sTWx) z<>N{i8}F-ugzQhr{E4_h+~Dr%;(OKv*S4uWS?@9>XPDmJ;Jp=C^PQux*&HA@Np{B(cWq0Q(43wr@qMjB?a0M@|_S3;G? zNkRD5i8o*sa$3D`W0sLVX@cv35|ewnID&j~EISa6l+j}Spx_p*BW5%HNK2dYbjF>i z^187RMd<@{bMjSfN~&rd@Sr+oaI74e2|ar-u2tmwdrY<^X2d4ucvtq+Jco zRY_0kM-8=;C^BQ$`rg2#at=bjR+T3MwWs@7dp!xQ!PYI)6<#N;qdYe;s~(FYAN-d) zce4(ha#P61%M|zS$Bi!jm=2f&$|H+1PV`sBA1qu!SM8S}?oAyroNT`k2^)_0rkjPl zYw#zrVcS`>(Z9Y5qPr4ik-9mzr!s2d_&-wX-eAWm_gd6H0mDT&2D+!<%RLtx-|INR zY~_Zn-pp!3A}=HMd7W(m(Z*=d!<*ZWRu-3}1+*KIHLq~I0Kg^rC{*N$dl-Zcp} zn+RP*CTiS#uEE&X86c{ut&5+@@vzBw(KMUUH$g{`F%#8N)B8=|d)j7>8Mi}rSaWle zXEoDT<;8tdA(@Xd{b*BLYN7-^tAK5nOU9Wc1PZiZ>LCiycis$GGp`>oJkK~SPnACn{{z`Ki{x3l$%VVOa7m4`+SAA8+a|e za9Pn=s!0lT0(uz*SiQ@=i;^U(p;0S$&BYc8iR3$a_huUYm;t+}b8!vR+ts$8o6T zd95phN%6Mse;d%;;<6kxACW*-%zMqAyo-GSQhjTXJ#PRIb*NxhLg%YmU9Rugj`6Id zITSE^5eIxD9L%FtfKZuw5&wbN);0tOV=(NLTiL~_?_Vrv{*GXU2Gcc{lagtTbdyab z0hw~F*B7gks~Oya>d~>u&@{(ny5CiFK(VEkw`X|tiW6Jo(!xqM zE=1+W5FakXzRa_Y3M^N;I}^KjpXgQpmULr9b}U$6t6;Ve&eEAB+}azp)L!f}KyZ)+ zI63j|Y4o?LtGCxTQhE+#KAwD3-uj;ZioAP1YRph!-D67BfnI#vXMUjc-(b~tKO!>F zqyH!pWUuR+!1JYXX!A1&4RNm5cPC#;lrqAYZ?r3*5dHvZxR2G)0ogH1F?TjQ#+o|@ z@o$e61uQ7b~2s-lwx;(UQ;L9Xz5;N zl{abdMgN2h|3b7_t3l{Vie)U9W6wftzzI&9F7+5rmCF7-5wJG-?row7W$P4grranB z1;1aF!s3a_UUMOaY=|smqCxIbIfh>=qe@tj@3zV)F3DC@siT7_Yuz2dL)KfV+Mv`H z91J63xArc`!Qkzc)v>EvMc}phL<#nA3X@*o1Yt@aF<-38C_Q%ntUp$-I>mer9*Hb- zwEQV|a2W99ph1fv8kVMEv+%Sz!@#`k-7@OMpz{pAwSJR(#Ea$=w|gsDCB52FvPJN~ z>jg>U5r1P(l*0H4Jo1Kak~qd~mz#_FY*%Q*{i~?uz!@1Lp@miX0uXB@f;^O`9oRI5 zt3-#J_O~WEx8O*BFN1Q(8wjNxUED0RPqg_Jyh>w3Kqqo+@VeK^GVAX9povfK?rN}H zd3pj&#JqL+!{5i+)iWTs-5C(?!WBv;q1aD|CjDby?ZX%@xAj!!M zu*z5p`3pjw2o>4l^jXmG+>v=DaSJew{4}~|LX=_vgd8aXa{T47ouQddh=fwa!s$jp z{^S52)I^)zSm>XlX*q@0jpy*|W&B$!HN{(q^{pDxI7@i(OCRn2z%}@=@ zwH4YL> z;LLVG$U(_p(oi8`Wejw5cI&s(qeFJoCt0Y1E7wPt(>0;I)dzfQO*$2^PN1wVy8GMs zt&t6@L!5+K%XyO4^BWQO*Xt`=Qyc;%!q|b9H)Yh5plt8^d90*s7)|Ldupp$$q>)%> zq>IF^U`Kh%{D`?+ivnr^CeR?MAeY!l-8K7zb-!M3f1Smp2^#B72LQ2JMH}}3HR!%g zneo)_*E@AU%~A-FaH~n?M&fh7=$Ffw-R&ifg-off++)w+r2?`=$Gh*UYtPc9A~5Kr z_JPpiZux{a%PL7ZBB@1zo1lwWXNg{h5>r|p8V3bDysRIX)H%$B%s7iPWbVSvFkp&# zwoz`51KGE6`$*V;{Rs>21rUl70RqxTMxWYF6hV4ROr^pB-LO(06X&svR8~d#+y$Vl z)j@t*?%$eY#jCwwbcpH|o|MDKT{YNM%xz>@PSV0Ze z5OmR?Xcx7OXof}AmpbxTpK?6!R4-Mv*E@V0H?l5B6;gdrk*)zzjtm+U^#rPuCc0`= zJ(J-z2Jv1XWYZnAC`_FOXYvg22HIwIhj+Dd_T@o4es0@VWSkjuCq0Lx6RplEg*-xK znP%M2uL7rGY-t=7GC#xaStJO+9E@@n$)L-QLr&rk!0mzP6wAN_toUJO;%xUoDm64v zq@^8Z9WNK94BeBZzFKCNi=`1z(xMM0fcIxn(=XmBIMSF-E2QmUWwZ*S^`XY1wlby! z?-QQJEjdM1L0GoU%f$-qPRMPZ1c7R;KZ{&Ipdzpy$`2AIs92N?&yPrD9AB!4;4**q z#3IDTWW|}R-b5MQIVlND1=eSsx9n&NXfTXS5UMB#!f(38^9Z$5fCJ$Vsz>|^|Yj#9JF&mCs z(M9S`kaF#2Tj|6`hSHhwsp^bf%Ua#^ebLTKT5Go421-WW`SxrGPzFG5bVwo?q@{kt;y()t8AB2p*Y*+9CK4)GEG_h7^#w{1`1+4UdwXId;e1bsaOPi%E?Y7k(^FS^9sYw#bbW&E&C2p@98xiaOERg z>fvbpC*Xq?+Q*oE+RyQEcaNZp+4mfu?h}}qoY=9}`JoAf#3tQNQ_r}xT;$N@i<-FI zjzF-SvNP&95g9@&?8-Q1)38c3cuspahP8JY^<=Nqx4@n`%bGM*1{zGE+5Zsczyoe!Gk z2cn%!G*HENKjpC>mNT^QLp%ou6fYlZb`N(ueG?V#8D+Pf8v`7EnK=Gy?+>PMhmh^1 z=s)F;OWhyvbnSZG&Cdcq zYVZHoAmmRLlrQnmAjAdv9|8vRe`{J}RHgpQKi>Oa{&8gUfD~ggjpqB!Spu6N+(6W` zlX)VUSYks8MG~=9%&4!|*|UbY;i#Dr#MAqkF^`F@*S4A_0MoeB&D*NwT9Cm_c` zlU1m08Zo#TE?KETw zSZ9PMLdrWUX$$@(z2Y^FvQ@M@D%iAqmF6jBFwqa%$Z<7ZcJ!Q=_px`WjzOIC8nd6E zH!4j%4P$~}Yi&QX>&qN2oBq#+@p#(vY-);(jhY?W99m33AvchqR^=Q0#}{K_>@a1? zRT)~b`{%VP32_}mkrA~~Qr30)M@;8z@p6L@`EDQ;&PiNZXR^Kz3=&v(2Bcjyw@a-i zfo$*#*NqCPn8K6(vN&s^hRK``Ia%Q=v{aE33@LD}mxj!HiZ)XfPg_FtWbro}()5nD zClvnow*jhLNF08_k z&?0qljx`4?)09Gi-zU%-Li#MH@0BfIf+_=n(4^^1BP$2MoShnKxe~R-^|*vGc(bz) z9EigYMReq%SKj0h1~brsc<=4+S2IZAXxfTR{Xe$Osj(6u%GR-Mc5HWS+ji1PI<{@w zwr#s(Cnru$I<{?1&)j*Lx${_mVAZbLYpqXMP0VN_**Fj7p$t37gd+vM4{GLewB6_- zj~p$V;=qDIB2Pv!0dFIA>nB8^A|O<1@lng;MDZ>Sz?}!V)YgPIs)EU^ALKgBYIb;) z%EiuwE9ZC1WmTa}UbV=z&C+o?3-xMdk`+cNR6Y9ZF2O3aN@M`uQWzs0vME6E9y5u& z3~|e`e>18i&zaL3F^$D5NI+X!iinJ9QWbP{`ayZ$LBA6xC!V?F7EAKbtIqI|p(j(d zAtf1G>EQQuJtRpu@`C5Za|zwQvDXxVV$M^GnlY9s$Wp9g9UkSn(~M_EXuq+9>x=R0 zr@o>?5DQtvdcCl_jb&OgFNTQSFU_n&bYL(ma(;fVVg7R+L3=kwbUSRld$m145d7)S z!5yE*UYmdBc-H%MO!Hw49J0o@=AVfek=hUC((4^(ES2!Op%(@V;yo=Oq*Y(IoiCCu z7S9${9nxIdPT=ABy%f;v%S|EuS_#LHzM(0pJDsM_6YAebK?uBt`T6zuzIMUy&0D!2 zhbAw2^?V9DXLL)FC^0_H+df7fi92uHVO3Q}U#Jxh?>}p&>Ma>U5oddHDwbKdJ|qL_ z{Q(AX-#Z_}ZF(F+oi%ArU&E8udLNKI7NN z88Xw?C6i$9*Xy-?AG^AhmCrFzaHXw}r*i4irk*|_QuyO;v+Iew=BlCJ>)|qQTqi)7 zvksqwip+Q2*7V}ueD2Ewvx}O{-fGHMzx(a*60+T~&F2x?#DI-aTUD(sp0T$FX93G4 zv-(xt8vpsu_*iFk1LF-|HH4!R%Y=6$tq=#AD&Ok4sv^(VuNMoa*}}qSn|P-rb~Ys}`yEvhU3vH=z8Ihoh|yeq-cW*QOn~v9-amiR0O~7kzkA$e?fd zzS66BrLU7(2SbeI)6cS4&DZzv?uvR=Xt|v(;MU5&g|qGS$4WJP?};vo{&jGLPWPQq zL#pt7lE5dk3jcnj+2626HLx_{XwoE}qu1UhzP=i0D}3_!2EXcK8uG)}-$dh02^;6k zwdvMP{XJvrepM#J#RQlT>FdbecnJy9!`@qMXfWQa#huP5$K#fO_}oEDdZ71c_kL&G zyApY8^~1Y24HRWLnhx_bTAn&S4Cq`ub>nTK>csy@))j=n))%tSbFPO^c!b>=3z!04 z>ihZ{$z)$t5oX1n8yfidF?hN9exJ5`3bgf&CR{Dor&>GC{+7XpUtJ(44#AMCBFJ;C zjH0wT%x?CrVnmdx5S?@U+}W^bE97*Im?+s==Xzi?z~kf5f`jn)GI7TOPi9=e@@)_w zaWB2J*TrVpO7o6@boQ=+mS>YcxrN6w(S{hH|R;Mg`MIAO&a(t(j*8X^!eOiwR! zF0AJMXdf_n8VPL776lo)vrE_ z#qp~`4_kqd1*vV))LXmAQiMhWdEHKwI<%7_F@C>Xbqd!Xh$v`H#&zVEkt>ms}G*-*F}H9Zr4MkHrbwDk24; zQ0aTTK@~y_#LYzTAt5Jds1z*Pi2YaFG^3gh6eJadR{5(CQL;u#E^^<*T~^BT`THWPO-dA8FNLox)T} z-3(WZJGyRY^CYxM9F(Hk5$~H?M!_g;QPuVDsjvR;SHlW~jH5T{ z9`^`MlBhTs+=xD0Kk2HxC;S~m-;QvzE<{W zyJ9)i8C(=~dwm8h#*(;)gd+{#MH}b<7+(wbdcU&0x@plLl<@%EqMeWIV(l|Y|50eX zArR%Pn)6Rd! zITXF#Hv*)ZGMo_scjGOd)tn>`_bJEmirNdp<%6k*wK*g9J=DDLF_^|-lNG%4R)P242mIT>_7js zzIzONUu{?z42YGE*RskzU2QcYRDg0Xb#F%{N-UH3uCqh=(6xS?44d=I%*y%(?2e7i z+>IKdsrK<2mQ@zYUyCJX$Q1X3>WdDynBTl>73gv)yQ8D16}tl(;DT+s+4VCd`S!bP z0d>1kyTlg~35Y`2`cz6muS`T%RLl@|D9p6`iB>z_A%HF<=*O2S)yqNP2RW(>kO6(f zAv3qgl)ASB`JDWR?8l5_Lih&g>aMG};c~Ye*$|(aqs7Rx3H&xIbI@5|3@tfN8ln?w zb}pe1IUy|>>wY|%(_E#}Lo%)aqi2ZP_}MsrAs;c`K&76obw&}HZqn=6A7aiDDZb>v z!qg6Un&=X51zD*(on{$&ImmVs*-y4w~D z(IN^_+n;1JrUf~WZtwUZ$14iS=t&8#kJ?3I7Fb=#+CfX7>7H*GiSs3z3cF2E0!B2 z^@#dJ#TOU7>~=U$s$V+cNu4skT`0BwChVKg7Q_(h;7FWCJJ!w<4j7XvscylJJ%nOg z9&;gI*)t!GLl(@>-w_JiURz$_s^p3sW!A4efYPfj>4*OlzQ5x-^vybizc~Yc!8xE~ zCA4PhG(Sq?*1t~b=Vqwmb*kl-DwflhhN>*P2zpY1#nf0A6VGICuTp7;eWh`cZyBTW zh$l?hT&w({o$uokIdX6qyQ487u1Gmg%+zt9_hypEYY_aqT!3b@g6XaeSycR9b+N4t%?UX{OgkT zym^JLY#d(oR9Ycqk9-5jE#9Xx6v)gzPBQk1WKV~Z`m)uSRK$buy}&TCoyGh93D#Xt z_eEquX$ABPFk;Aq@~j9?cjHBeoHZI_wm{8&UD@Iz0MJrA_fEARu2LyIdO4K00|A#C zb;X{{XsX8&-*rr^aPYewM>7k{uQ{Jym({N)6wjOVtU098mB}VIY4cDrwtS%u0-t0* z@HGe%b2A!PMM3rygKAZUX5c%uzOKT;f{{lSQmy9s3)ac51?KL@20)d7n{=AwcSP`kdDcjKzJJQL+_@LN1(LSia!K zS2!FHs$hj=8Ww>Y7gK5aL=~-+I&?iO^jzoA3R0Ts8xfNlO4K%(hdwQF-U|*?(-c7; zWBIKu$GRxf1fUgKyFm;|y8u+%g0jV@LKgbAu>bJ2Hi2xf)PWL0{mG;1k+MFM!;dYm zI_?L)`wT<1BU4)79;&+C7~Wb%HQSnKL(DtnK^Z!#Om)4A_=0#gDg<%D7;HZ4)`p3G z26kSemE!2j>5-wyK*Pn~fX$Wk$&!wb$S9lc0bIFNI5|ejp&bag)r+9_tSGVTG0#OX zUujC^LC;6Wn8M2|QNT$Z1v3~4vaU0n?*Jk8_O@VWm@)@3ylH*z9zc~F4A#Nq9Em5} z8>gXrSFfwvs%%Evsx3L{0L!heF(#^M74R=vi8|hf)R_4C`7dq_U@woN!@XH6(1ZRf zjJ>DzcSFX5de>Z*3lXxU;VXtqE8EunU%!-shK$ZDiisx=)6k#1VrR?ImsF9#q{m*o z8xzyKG2~~Ok-TfisLt7Y9w~+cGFiU8uCkZ!Ux~W|LBsvihP(Kp-WoGzTUUlhV@B=t z1sLW_`hAU;_TWD+spx0-sKTC3b7dx>IlscVp>I?hHYg^JZN9sl7|Y|^iL{qV-TUoz z!xD;<41xQLioc$Ei-1H#RK63Ji%r05fKSuL<{%LJIPz&=0hmAg_ujzq(%s5wN}h2n5C6Q6TbjmZ>WqI56`;H5^+N7RfI6G?&`Xi+c=Ew$J%>Uo zf}-)++1UA*Py>XUcw#L2uC?q!+X)h{O zj=9}lw^g?l_n5fnK~-gOl9T1Dl9I`)*jDDCixWo_bTA_9W z+CumnWhm@cD;AF93E(M2NWJ(?EmkoIeIv|Vv$3k31;njSJ)vUmO}ENbNwkK=74Xq$ zYU^hwbJXG{532^E^z4=l8Y%a-Wuv3*)-S)6^+ZE^=!&ttOom0sf<27mtOj3?b!a+F zGC%&tOi92+MKaNFeLjDX;q8a5fyrRCAyb`x0*j4Od*PuvLHkLW%wUjw@7Asbxg~>& zU9=DdM_p3`iL|4q;5db}WCk@7;sz8@H5DUTlbO~+h=Dr>tGdvT{r*cY60J|-RJy^C z0h?xc5+6U5z|_*dU0Ui?^~y?WbT&}Mh>*8&dLhyL)xT?TG~AB0vQbN4;SV|f(mR=o z_Q8Fo#fB^3yOEB~NgecSEn%W`-E%=pV5%|;??)fgOX}umA>4(}IwC9m71KH(;|eQp z1g>-D4|^J?`Q2ww*xul4p+js6iNgnjqVfJE9v2b!8SjP#E=~G@#GJ8qJN2+Bg)2+T zpCx3-Wd8k<(J@+e64+gIr_FNe84sK zA-|72Ps(+g@i3y?DY3(b3bm>T^Yyq@tAnTbvmfH6oBSF966c|)2gXm1b;X0dGJ$$t zukNN&9U zJJkx?=cvD0!i2_Yc{Vtc*+U~eIq zF%a9FvXa3@^UzxhHvV%rIGlN!Zm{p=ILQV@M*at8bm2?MiXjOVekrjbY=fm!TbE^+R26ybG)4d~SlW|lp3S+qjJaj@ zn&M3lyx5U%9<&o6dHS%|v9p9TfJBprOOh+Zl*`_C}91i_uf-L-p8; z#I%F2I7Lb%JicxTG@(wu&6rJhubd0Z$rl9UzWul~7IsGV@5=;5CLCUy-}MNEay)ah zTffR+q{RO9z$kTY9TuD1F03T$jNS_`gywlzYyT(%{>czM*XhK>tFxJ0xZR6y&yMB@ z$>b=7C*_z~{E)^OvL?uP6!k`GcIKqe!U9?f$bS;ejowqyT+Qkj-9okQpsrIH zpAba_VPPwma7R{wbWCuHYNR(bO}|KPSu>Y>;gmlbowz@B#1gCFS4^3&z5`d&mkdOj z%S=yRm^!6px9ums;e{|bSJMhF^toDxeA2z-H%M~YO|dTZ@vy^oDUVofrgm%=rX%4*30wiO7=E{Rinj4 zq=8N;Bk*63-0XHlD+r+=Ro4=5t5@qi@OuP!z0RTYQ-N{r(Il>|Eqq5>ILjVYmQbPR z0GNMui!8$;-Ej0a2MraN*r?QVxlVU0Dv4UG$Mj^M(EQ3BfzgX&BY*bxwxkaDgBmv@ zgq2xU3waHT{q|SHE`uV#apg=%={DWy@{^LK0E2)bxxtMymFqv2|v;AcBuyC=p ziPhY++vmXRy;gNVqz4F#OsV{2jU01hUYrF3?Yab$Zakr2n8)HotE8auj`u1jObwb{zZzWw@;tEaiaj^>@E=#4eDs^vOyr1s}bU*GULtpmi z<(Q$L$H%2%zV_)k-1fsSrDZz-+FtuI>84G)v5o4+#&h!C-d_2>glTFxdDBJ4cyjgm znjjmF%pOI#{h)&uv;$46uk)dZzf#KdeI_;nkC&yr1a zyYW&83M#?WM}$H%dYgMHr4;@3z}^* zx0saWfw($Rzefct7Hk@)8|!5o0h6j_o|g34x&_FX@G*2jDCy8iC*7I?^uiai5RY%;t46k z?8%PcK@rCjM2J6~X2zQfVBzQ|Wi~za6snUWzoC{qu!_TIa(x^NX_W&M5 zuvapCm&VqOCj-a%-xbe^muI8_sygsYxN!}=-?D8sBWbq7!d&6M;N$r61o%;2=3o;0B}e z+hRWlj{eQK4}2}<24Mlv{7uHaX9(FWh*M-2ATf6}xN9qT(t=Wt+ouO1+d-dp+uXiV zOTHDhy#=+Y5@(ZH1QQk|4%bN9ch|n@ttKcHY~(_fcUv7e_-IH?Fl~4poAj~l34Q(Y z9w_3rGJx1mI9`5CSc0C16x5fIC(9e5)koE7l?H`=%&W8`>@4PjEI2YEqo#*bvj=OT>vyQwV zStKneFD+Qr@qh!s^Ju2*<8w7yqcy~H;QxZ^YP-8FBO^oB|GCP@zj=M)u)es*a_Wjr zN+{Kdvqhf9o7Q-3+kt{*R=s^8eUdyaey-4%tySwV10on+O!=jXqu0u4XaE?0kA?@* zWpn9KSmX2jIYB0M10&n-C}pM9+ej(pEtyc~vg!8L70Y&c&cm+vt=ixI_y+%3r=3}3kp3)CN zOB>6~TIpnQdmE@h3&kv3-lbGjXcMO1BJX**ZGBACogz8O-QxT12Z#%UdA|)Q#m;jj z00EEe>x!}aGX>sFC8J)n4D7|h0nvSw3B+|SGUnEZ+IZ!Wk50|;lq}l7Ce7+<$Xj`a;Xr~g} z0g(KGBptKcX?8II@c#1-P7+BPg6GagHKyhwskk~m;B1t|pIV)i%E#!`N;i}xRz;&h z@93>$#5V_Wut4H!)3D{Ri81znp{E>6d}J*|I6^x0`LHGWU^xDxE_==2>FeFq6)o%M zi$utv0c3;W$q@+lqY9g!R6}>k4BSF?KVc)`94JyBc$ql}Xht4r4}Y0^-5|cb0CvKP z<8IdrE5?M1NN)LHaUF(o52#mcs0L_oJmZ73Ib|?!I!SVq*w$Q2Hp$K4iGq3Q z;@~T{6pZi@hRU(>Bl#_0ZcY|-$yO1ynO%MEb)>D5J7q8VtdEj_EMfKt?#Gu zg#_IJ%}ZRqK|?IC;zPcqTDr3bv)MEoamk&U@~Hw8bunMZ_5Hq4 zEC2dL9GFD8YG`qtni4vc8@q)3WAV4Js-4wX9xaK^RCPp2k15O}EMqjf>rJ^T^`z+D zRy>!22H+7s5GcHpBlK~%^%}f&eosc}p~%iiZ&|6u_GOg_R#nM2;XdLPj6@OPO^7(} z*ed=(uMQR(Ez2>H6YJNQ(YjdeYEBH=%MF*Shgx-}x*b11s2By`EAH;YSx)Sm3y*w@ zpGP{;Tf>vbF|8~HS@rRihazS~B(BO@JB~YgCA*sO-nI^8{W#F^_k$u)^Ev4Bg&0I6N*;t#c zm&YzCxhXg-%y{olT#Mic%hhY&CQG#3al3M8>w0}Q4sppZs9DW6@-28Adkjw8)pmGN z$6Psg*AmQB)`qmgxm!ut_natlsSG3#|JToxK}~^pF&zLl&r0jrYxpXc{ZHFq8Q^Y| z2^VOGwAb%9#<1@WH^v7nnDzq?Kd6Pt-4%rRU7px>+Yjw$rvIs5oV#NM7XS3i>|c=T z{~xyhn-m+Wu@U#rMB_X6pC%e95ZR^;MBpP3pV%_!LNpO%vtXP|K9+tEgC-%RH%Pgl ze}4Ns-6br=K6~@XRFnMJ>1Y~vA(|8UUyz-rzDE1M^b60D&U9t!V(K&eWA$R@GI|8L z-`C6i`|;k}LZsSq<~u+y*3e8IX0wOhy<5NWy|ckif3~i^ehRv6B59tW+t1agvZ^kw zO;EnPKc(${-l-1qSUlPPm297lx@rR(BpNFiWF6+1g}zx}DFl9UF%gx4v6&sug;Xm& zu!XXKWJ4iiax&OaNqE23rc6^)9HN7I5sT=JxrB-M8Sc4T0&?1yihQ=vIpaF##O^B! zs>K>^8?LtW5ldM5TY>QXc?-izTawx< z-RAm~>lU1&0tEa6I@`meFkP$^3?6KqS{jjtO~eZ|%q;Gnye|)|auS)!?9L(r$_w3H zi%jbp*pnKM*h@q)zEdA0PvAcR(}&pQ?9>prcvbu%ofX_jwkGabVk->7xue9?+;NOQ zoFI(DbB1_KU0N={iF9tNfiW?kPPL(piddl@{j=4tv1u8kCeIUY=v*TtAntKj`Db7O ztyN2NYf{t_?*W~)SN@z7l#WMI#VCW7js|JO--k=M&7a*}QE1t|-S4j$a9d8)L9ApO zS5Jh}N>Y9XdRL z)kfxVecYcShku|^iQTra9kzEeA}_rCTfkS*~NwH2sgqlxudWZc!RS^&ich<>#=LSIKLYB%@5Q*J~0Y1z7-GYHVl?HB4?pI zx$sH?1SDW32W#dP6?_P%i1@(BZ$$c%^sK8I4|I-jliQ# z3R7T_Wun`tcL7?5Y#Fl$zKIRe-PL50Nsx5KB~;!-l&z_EUnRag-+UGBS3bkAM*)(p zCwGcB+h4dc$&m|x$QA{3XHln2PV`YYvXJ!|*3UyDNf>*V{T{8P-ZgdZB#9j4h$LYj zgck4GL8@?&;GeSpZNqizYUF$|w6Tl9wT75QP3TA-FhL4CA>>>t{g;KQkbBg>EN;!u zieFZe&zK6ep}Ds%=_=OMr!bkRmx+D1h7k7pbo@9~ljGIU%He>vOy)A~RprclXQ4om zszF0nF4^R$@GG!}|(>OD`A?We?X!HS@{=*954(AzQ ziamOKO%_hUH$saoY$ih7E%gg;i!P;vmq4d^i`s1u%F&OCzp=8WA#JS+f+xG~S ztN%=k8M}R#3wC=^)pTHkEB=f4-ot35lTbNr-+DOzLvBQq{!8!ee|c=2-3{z*DM3Im zJpM0f`fmW_jQ)AtzwXli1VH}t*x-}7c5k>b#_fx?EpTpJBoc9`dv^?^7m>fOG zVXE6{_IS28N8~5?y*y$s_+6g<{qdB|N%VDhi9OP_z4T!JQD2~l|9xh>`MiOxsoA}G z<@Ef}bg7}a+W+-fUoTKN6Uydg)IMaqw4lC0(cbHMcaW}mx#B#9-8#_Gmihhq2^rQ{ z_V$q&+c=mp+E|{ZxAF{jj;(gXt1!9l1HQ(!-xAngw+X*RV%l5Ol z>Sxt{8%Yn%T+1EHE%sBtyb>_ot%$0w*SW=h7PjZVd74h8QOdgbD-UY|`<&dQd-buZwtt9g1oBO}wHsDCQZz|aXCSe35X^vHy5 z+sgEZpQ!}@!`tL-%WVhQUKXXnVYwQ<*`f9P`QFKPO82a^CYI`|<}$aoo+)bb!E6g5 zJM_{(pU->tudDCJL+gV|&#r+5-s+OW`|Eib;0yjLU+T!)5JoX8sqFr_|FfJ4Shv;^ zi~Q{(Z{nr8>LURom<{VrE#>_aB6hboCc@%(hJns-iFu1 z0gr*$OBmZR$Bnuhl=%`IpiJXs@>F~ZxJmwQ;nsUrer`X%uzuk(!zw>l>=^ayBi3x#b79dyj9(Q8;Wz2JCoh}ry zeaN2$>oEe9G*2zqZM0Zy@q4ybFHjd~RPclLK*sYZ9a*XqyGsq?VlrT#FWJU}QGY1k z4_E2MtC^y*(wdFj<9g28Yv~~yi~N&&HfoxJI$Mo=f1&qRF~tOSI}$^O{+IqqnQh3j zG4R9$Klx46NEP#v+m*Y$OZ?CGs_U2jLL!*;ivG5$j^?v_|1l_?{dswc_`LJ{1=+U< zj_&#TJ{(_%&x2uX%Zz%P!!Y@$3EbcwR{hkz4o?phgDJ0%W!!xqTY1fE`1bX-EnZ;I z!|P%=w0x|jd_CBF{a_s$dfUk8Um#f_m4w}S7EV)_=OCYbm5jJTC>h&!0*N8dhCWuk zbc3Fv)5u*s@_cwcrdfCC2tCjYq`IiR)>aPDGy7IBQn|ehJ@ZO;!BqI+&#NJ0^YK%C zaHTdZP_eW%b=8cN)ui{Z!1_ZeZRMTYAU&6zzcRZ5_VBy{AvnPhYx@^0@9|{}M8abY zY?oCT(8NR@y@w~}DCO@SuU0DWl%d1aTFg-^@uvnXgC%I2 zVFH+ZR{UcWH5=ynUojSHl5Q3b1y0G))4Qyh#hImhP9St<8U9hyvsm?3puz8?>vlbmJ$3>9(|aVfWcHI(sSVqsBR`2b@V)b=r)T<+<{*EfoZNA zZalKrZ-I$w!XK+YWqI4k|Nb4tRb6B=`U&aIJk@hdk7?0$p`)V>TSnDEc22Fq0LswT z|CC&aJ#B8|4lemf2vuTGiCS}09qEfp0M*PxF zd*{zSbeQ|J)o_q*Q#QE|+YJ;vKL8^DX=w>#(tCdG14&mpNS=BDmFJRQGzlPwskoI6 zt>5h?i-VmJ*1q8ySiS~xrJjvrQC@Qkd)b8Jg_m+-PCKoK5o_aFW+ew8em7A+aJ9Dl z@maU*8O1-FM!Ar+ZX4>rH#iF^UkFiDZ#hKy80I=nH959pIB!F`yQJhfsmPM*Cw?C7 zT>xYS=%FUtKqOj}p-?lsn{!f5rya(G49=gO_``SGq%yDbK#~50&*uZ9;Sd8wDZ!1E z%TZe|Eu0rGWo1YO`Jsx-Dv72+_7ljME=_GNUK}DLrsrxFIPtT%JPxaEdmUUD?k;mG zA)s3?M5SBTx;^L(pmJbI2@&Ha#2KXvLHqWIQnD+P`ViRl)E*~y5Ip&I6w*|7eBBvd zQPs~(tc^m8!?RW=zM2H$0wsZD{HqQ1HYwD4((9KzNwc!+&!agpfr|Ce&;inx2%Y{1^0AquN%Cd&G0GjBu`-D|*3WHHG{`Eug@d2b7utPKHUidr?2+ADo-J=9)I zzmE7V(*9iHckYLH9KlPuqk7F0{d^fQ;dY)j#FY+w-7P2K zn9lJmv{Amh?{h#<6YH=y>U-U;q@{Tt8*Tsebs?@f9pT+OYMc6d%7h=E_6mLnt!H|L z>oiHEERa^h zv04ejKB6vOck?r%-9$-4I*Hn0B;vuJxOw;tqD&1| zA@De!#7LkNQq`hFud5eeH(Dn7L5+ddSHQQ~NkNYY*&^|N%69X~JqP&pKpU{VDtxDN z-iTd`oGIyQh2N95dI;$Y^ix1vti31=5VMkAz8{R~_s|MMSM^smq#n?ZzYK@bYh8&WerW`;mi#sm8`5o+D%B zW9DDZ!!iuMt8-)lgu%z<=sVgbgo@?cAKp@x5fkX5uN*O|JxKc~!+w+aAMDqD@^l;R zqV7?F;MdL`L6F37)S!uHp?~axzSH0y(b-*CultMy+`n zE`Ksd+Yu`ZcZ}|H$a?onl5w0PAVqvs)MMGzR1pvr4NUa*9L-!nI8+CU>n-!N{rRlt zc|8WIgupP0b1j->h<1bRBNc5O1k8@aRcP9s_k8GRS|GrC4AC4 zu#0gOs8NFUf2uD)=knL`G6$j;OCrX&Dky~<<`WBat+k5kS5lVtRXrgPKIbt*oA@Ed z-9oIC8O(0f(PNeAHqc|E!P2tT!(yFJ$HCO|FGA@5VTu{DHQ{_Gb5g9>BzWROx@7`E zPOT%g2SLPJb&nVZci}@q&WXUVsf2dQp>&Q%M-48gB87VR&^@I&B%*M-=>m{Q>^dWU z%2(0vZdA4Qk>p8ptgyA@&&s^yyTyt&zQICpj>3?)xSI1e!%gr}a3BArg-EMtgj{bp zC8;={m|)~~h*}XVoqZzkyd?mpH!y!U?mZac7h{1B0=g4yN_w{(^^(Lfdjrr-q7s3Y zw5+Vo0%GesP9hUB^)?mBVk&-9cFF2L7Qj$WKz>`;#w!jOWC=lPX3u zw4RE_o;~2Ny+Wmo&C~gkpB%QjNEHyF?NbP^PJFk5YwLUk&2hPMoQ1lETUO^N==oNX zVL^{k#QPBMvqh%R;Dy@fBuGN+ehK!>--rk$LG%{;!$uJP_A)A*;hma@W)TMI@f~+t zQ{2#r=K3A+4j$FrCYoci)lO%&1&ukZ|@Z@C$wJ{gkJPo5$eyhFRnZzuHtfbQ>f2`UK8l58bM%Efw{4+hQ+P@L7zCy#_H7eCkV+Nz14!W_RQ-kyLECG4Q^0-uxU4MzFkRux@x7!{gWB*m!f!G6)Y1$!hr(If>d|CtvHNRLfepeo&{=RKso zTaz+!PDu^3MEQG<m@kpG=G`^s<2^OL$rdcA|7|}K`$B!nZwc?4#N?mz zA~!KOz1L8*r=1tF{qY2tff?TEYKltGyT&R*hza2)}@n91`WY!Lt5&iA-P$%zVJ+52qbFVWrwtly!R) zWwN1Oj_vF^I8PO@MfbRxr!dNIvM1SdHlaQn5iL$lj`&?sb?* z+V_3*YFJSdHStkH#-&K}Lsh4BbRIf(7*aS-&;mKQTu<>B6q@<9T&Z5=r97)rMPnGT zhA*eLWZ?+2N4a>jXF`GyuhxPmA77;pC+$`E3^A=;RxSMe0tod`SI!q zl+)lr*l9kJN%K*x8uD#co6$S!dj73HJC0b6-xm9Nn=VM zkk(v;axk5@YCf6EqrWzkiv-w$A_**skyd|Z_Th8ret|RF9&_N6qenA|P%12(J`oGU zczBE%7ux{?@ScIbU)Uk43kuR|Yari|1@A!Hb|pwWJgiRwm%8a0bkQjNHQdd=O-O5j zYS!%~z3{eV0XV6&n;b%MS{~hcXr-2Bj$XcFv!pAz;_F7a6^Jd!Z5=&apgw?{gg`#Z8fI2GdG#~sqyPnQq;h+K08n0l7 zxDfa0G9rm_#8T5tTtSp;lzTY*qydqzzQ!`T+fC5sPXQ*vVnQ&m;Hdy7EDMOm0X^cR zB#sOB8p^a>Q}8AWX|Ba7d*R^{a*H{9UF%UuHM_$Ck++>(VFpFAoK9A{H`Ny>BW|08 z%w;&NsXA0gC*QZb;0-IK@Ms#SY=cj_GiQXESUm`HkKEzaN5A2Y zQr8peJ<`tlIwf5fyI23Z-j=6XgIS2%cb-=aYQI&>WYFR=x>^fU_>r+LW&M@No}xc2 zB$lwlEK;V{Y-GO#&Su$eltf91tWsd-B=Byav%QmBZDMRE3N2F~4b&(}B=}#O{L#sq z{Dpv_#40PoZD`HF)IC8k4Q+#znur$&-h7d@mYG;pBJ$1B8MEc(;DJTj?>JmW1+88oyt;c4y74_fV_f_uZzOH6XzvzP; zh19CNITRQ7E%pZNckwm!yG@n74d`ogDM!7ZdzS~RKzzqaUW!jOGH31+u^|_ymeyu| z54{ec>JV@qNhfU|^>&pxDD#anObFHKtTO=xxW$DZ?4X|(n|^vDT@b3W|FXrzTg?Zu z)izEY9=nw^^tzdm$PZ35I|Sj^6a@CR7}l-g6I{HXAgTwG2;Qep-vR zo?im^x?BzE-RH~i(L_1nA%0x=opFo*{pSzyqEyxd%7Tw$2lJhJSm^r^+Pqt0ZM>L+^$ zlHW%q#ftV#KlvXYR7cER9%rIfYaG86NsL>W*$>5Cc&+-W^Z`#7IZeoZW|?+Xq058& z?|KhISsRu_{M9x&0d$q|l9h*n**}yV3Xr^`Yc)U`$j2k0wB51RkSaJ|6wqqr{p>lV zW?G)lTv(O4JgfPJlEkb6PQ(|ev@*kq+Hz4)ue&u8I6(tzSMJl=kvrU<8GZEl2Psu# zh>>M`Br!iyP4czG30}JIxtt4)8)`P)yyD}mgvan9tpk*LEt(S&_gMR1O4>p=X$2mM zC4qP;uQzsUjIw|2Ba2ibh>B5aQ)o#9EUo91Lz*a>ti{OGYR6_MX+3OeypVAbk<(DB zC1y8+Pp`)&UX;+7gD$viz5d5!%ma zj)f$I#Ul?vd1gpUO_M*i8AL$|6Cx17-ug`YMOS=U2^CmU(lPTk$Co1QH9A`ck0N(W z{xDPA;n25Q9uT+Q$`mP+fkfuJlrs>I|o>uus6?mwH^Km1?Tb~ zhAb(Gj0m*BYJHXJf<^VhX<&<=Q3rr1S6DR);1WbOs z(X)E4Yk&j#;kmSZ<4M+6=#I$|$H^BSaz0>YP~SCvN-Vddns#RqbH89cD=& z@thH2ktBtM-o=%7{()RO2`m%M4M*^|aYw1J>XxxWENY)CB`%5LN}wX66@F;|8iu#E zlM#N#Rc9k1K}8O|bMza5(=NCk0Hxf7oIBSe^{H+6BU5wa)fXTBDrCJRns(EF$ypS| z{lIz^B-yXb*?V`Z4xSdndl{;Ui)$|NQDJ)>qMDP6nAtL)fS8>=i{xOCRU`VFoSqXT zpmL){X|MGdsJ2Ah$Urd;t$&~BW({e#q#nlvE4*0YpLrdtoOuTz(t+P+Mw*CN6|ZlP_Sa<}^9+6@a~+ z|I;*)BrWdSf{}e;;;U4(OTo+;+R!RNlO)RX+ev)y%*fZj;wm1cVW}_Ek09HpVUl&& z=wSu5u9`o};cRta*x~YMc12}NbW()auOlA>cFciam`4;Hi@U0gzxmHoPu7}b6ms0u zqcnm*wZ!$!-wN|IDV~+b9fYxa9#U(nSmN@uR;Rfoh_?F1lNB$ z$9Lg*Qo%rIVvpJFf-Z;sAxl-d+T*-S=JrRt>?9Z`)g;lNMC*4f^rOH`q8ES6T`N2? zAaCp?LQ2Oj*~;|mtNq)n*43~js>Xn;ASF@VkLyLl47Hne&t6e+bUW{^mASDVCkQ|H zE<(AZ^~cLfGh@-&wVuD?rkudyy{Mz&HS7rga<|RG2U3ya7?m1CDMIYu9EwG|h0H4@ z4#C^q7@Q(DG&)H{J$45XA<|KD`lIA4N8lzOn&U^z#vGaUN{^lRO{Rdm`z%5$PWm#U^wr$(C zZQHhO+qP}nwr%s>`}%cP_NdCN??1#@F?O7}=bAvN(l`>OX0n*ga>KV_-!kOkiZK-AP}WI6MiVli)3A%b^>{+|OVm0YHow&k;`5l@$yg zchK>z2jxqy?%_Z>2}zG(ia}V?f8w<*XrF)F5#2;Pb%q8uS_QKupl!z?jfmw;z!NWa zJT9@WZ`9I^bUT3#(rU^jg71^1GBB8yVg%+g)voN-PE5+0zWc*?N3vl>x4)h4l*(M+W8QgOrI};Kh`G{{%UnN)zn= z%JE_#+ev?oY?M)#<>|0gcqyOZX8Ib%vBYv{HwyPY*x=#V4m=fUGv0_Z-3Mf3Do6@S z+Z^gYbcnqr##^r&S7*m32PmhN)7%u0e0Fg@0b<7{e5?R~-bBk7hoA!vDB0aMoouU* zfNu98CVllYmjHx-MsD6<0wq*>&brFMg*M0g#0pjoIFM5B^sJ}ErXxK*x%onBsI_CH ztzzq$F#Wx}xM%bvb|q`b&}4NLPqXS12GI?g>=~y#tX4&WJA>NgrTkStH-uN-i|zN$ zcg@L7PI_=$oSclXz)@_Q-je?Ba2N&d3)6s`WBde0O-C0wc(N%6$~J^BEUs=AIE@e1 zGasBhCp#qVg+z}JEhYGkNbqDekKDO(g?u(%i}U7Vl~iqR5o zg^sprTfHQWg=4lAgRkP^aZ$9FrKnl3wBw9>09jayT^duY^}&JkA8tm0ThD zAxX&g7VB3KaZy+S{#|3H*_2D{eujZ!4}K_Gpib+puU)BRRAEEEc{N#R>){2xv9h@u zEWQ*eV6AmU!{y7`WXqbxeH?P1Bj3o@Pt0_h+3~XB#zd2P3bCXf8%E*Ub<;-^|A5XD zHWRB;dv3*U0$G_@O{FM3r3aCx^;oUVaV7|9)@`l++{gk|b^CNJhL@ zB7J1CO9ky(3R%^igIJ6J0%edU#RgQPDSVibUJ?uT6ZWInN*sOIZy9$Uf&_+39m!l` zz+w-C{-r$+`wqvw`R6USQ(4EYl#r!&ulA@7noody6um5HC{xX!!CPuSTdEYc>)Byf z+xJ7Rf~vNh4oGV_lF2&cEV|)ncdkA6B>6g;={U|^XAFG+asv!j9PWC$-X*OG5-qW*jkr2bK zqtX(>lIE;3y-q_=hv~hnEO$Z9GI?avN(}x}oOs1Pm`&E*>>0&#PW+_56Fl*$OEQB< z7H{vQ5-0v9p{Lti172M|^k^*sWD)AnTzp1|bjDT?u717ej0&pFK-8?$O#Au{*@vqa zgCqyg;$yoz$O`h9cCvX<#0PeH=w`T??}GdgKXhpfC0jjlQ*{POf#mIhvQ0{XY5f_; z;7y{~o9@IUnkq4L?b;mzgr+k&f^O|fsJ&JR1;ZYwVyMyiQDoR7dJt@lRO*%MNQ8Om zV3~en1%#d*strpea+3h9mb#48s>4;pZWw$Va}XZLUGnxX|I`>Jez4)sB^Lf z81g1Shr3^DzO0IB!h(Jj``BX~$_@3**@SpRSptY?Il0(`&odicJ{;7?!m1yBPnu2N z4qI>&(w=)=4qH#vZ9rJFffBv-0B^LAB;SGjNxDT2G^-iK2dPTY3S}*Jn0N9PLvo{N zgYL&FqUzJrc{119YEks-H<9Gwc(gZNiA~>x-v>x!l9=?-lII=~dey8`J>f2|U;T_3EqTdXMPG#y2$ThvN?d!|r=9RMwRwfHN$7}O?v7uh z`diX7n$Fb360To1`IQ#msHYL@W72c}kn<*}GD}{Gam&yg!F@rMyJ(p*XqbONp`!kq zO`i0#47ul6C?o*&c1cAkfu4>*k{q6^C5{TgFn1rlUi{Ri?W0QR4?4a4^M*j%-@)7#gbH4<@|oPd}9h2gAw^&z|a7 z-Bz8R*)n`B(mw&PoY6`Ampej`*H}vGxo|=j(as#aka6S;+_~2X0e&XO^T8M300-tB z@gtS--3K{IIO##F0ZZxE5ehZ|F2fC$!bJ9=_@mQT?tbD|HAyng1;AFuwH)j>w9a1; zVnw@0Xhgr16({I_O?f=U5_c8$Y+ z^#k9N|HAOQ5b)o9^Z$2rmhREsne!hy8~IOi`+uXeZ2t@Ww^bYbf6@Qm`+w-{3!3Dc zoBQ@Z^gr69{i4t!kR+UUX=#E;CJ{(-(=it4C-zsbzr>zmyfInFD9R_t^ZCp%;q!ca zZXwKfVUDiJl5sM^_SDK&J^JSGSNm7`?elB*Pxv;!-Q7R!OX}7Jrq49|VHIq2O>AR+ z>Zw~dZ5u!8T>aGL>8a@_MTQN?YzKatxrFY!>`-66j31pYK9ZAJ%86+<|Bh)=n5yqj zoW-7_ic0GgcwDqi1gwYRr;my1c(l!ET5r^xxe6!tCeSvucJ~z|jw_3gZfi1pew2uV zUYxcQ#*v*4V%>VrejAq)o|o!ljMx0Etx$PPr3(HV?9wUrX={_Cm?eLD zu=0z6^_!UXp15C(=WHsl<^^Bz@gku9wX7m1vx}Sl^#XQlc48aQMEaQOHMOPYN-9$) zlUFFj;;VYgs;iCpi{sO=WDZ(VQFf;o9QJ$e)5i=fI{_ChpOd?2us@POat-CfzWegNU`5|n!rC4he zRl9JzN&f_&kJMRK-(Ih@-~}HjU?io(&nr4surd_fWH7OXeFqt-c#d}%KhO(w2@Pa_ zUAzU<3WS2J0WY?5plC?sNxM522Q_s|hUx*dlU_jAvY6-OC>7evF02ao_dfq$v5LD< zE$$#sm)WEOWotZ597w%IIQJBDtDJg)C&;k8#UyH05VQz+dMQ-|WhM7HFioo!gvsj$ zvULOmT}JwEl98Y6Pr3;Cs}mc*Ywvq6o~VddC2U;x38ibXX8H?kr>Ej8 zui&N7$HX<-o}ph9+EjwU=RwO~;@)SzLQ%9+zR?QHPU)vH!d@;@i_05?l9#;4$O@rf z2WeK=8P^U~`-i&KC}ez*&GwxOnEk(g%Hiey6XhDmND5+Lth3ut;l{QbtpE zk7c4(!FR*7TJB(d|;>wf9e%#WfB`iIA3`Hm0kxmPOIImK3%|MJo3b{R^Bv@5Z!WLk}wH7I9m@iE$ zEcpW_JfiOUYS|s(Ewp-+7lbfOYIJkV6PT_wHXJ&|QesO1gGgW@!oxMvz(lch^REQU zW;+%=*CuFjp75Zl;eoW$nJ1PD<$o!D|3}w}c+CsWJ0Ji67w~_|8utH{HKxjn_R9r(@m zhY>PC4T?57-m-bp=shaoLK?g;XEdq~S@~8)GC&QnZASePX@y8S%yp}DZUWb6CMrnX zSvxa(eOJq)iDK-TQ8-}pyzh)ASZ#_HsyhPx1e)_I^^n;~%E5x@6T^9ys1G@KH1L&V zV|pWOr_UQ%6b|w{7iniY7XS%JJe?P^M--wFeC~K{w6sx|MilxDs)>M$Rb@Ff_H1f- z5?gs*R>?mNTk|Rr-WDdK7ZCM`p*dK%EEvzqL3yNnVDa(A832~W~)_y z@_#)3ULQKP{yx4wN~0){Vxot+$gF5;{(}Aj{P$aFHgEG2;@_=r7SLG+lG;*-+T<@i7=4$~PMg$b(%$TGl|=A8|tx+j+UcP+9m} zzh|qqsn9y>(UiDf4D|9L4wK`R>VeYyQEAv%xarBr$3Oa;fNIL0f)=|`i}>6Fso;kx z426X@^vi>-?kq{UYGLt#`9hSPtrTcI>@J*KpVF=sTGht}aY~@Qzu)73n@6rowAKw*&Mf*d_*S==aHReH}3@|}67J%vt; zbdW`LK@Z1VRSsXT#3f5G1641z=%!S{^ecXTaC0f=VEY zSsXT-wo&Tso@HwJTKI_26R2_H;qPHRP>j;YmRFmMx0&Jz5`&R$@@>Tn%&`GT+;jC3 z0#nIYV%I=n2c~Zx@63{7wZJLQn@PB!q)LM;`HGxxsJwK2!CS9^Me=w`uDA)Z8bUlR zW+d2~CEb!1T&2^-zbJF4x>sa~5JS^Z3$RI|&Bhv=I4R9$2hM>)cn>(ZX#Wbq{t5^4 zI&g{HK#=4cj6h-|bPz`D@fPG_Y>;0*b1Nv6ZP4?=k+iXafzbJ7$Xek-kXV+d$P zXvrJ-Ne*d%bXuS12|AhU7J0v%>y?Ir`j(nEINWiPN@WG6E7H?S9t-X5WLD>+Xp1E*Q#zI5O{!Gt5E^lAt zZAv;DcI%{$QUq$6i`zsEp!&Yg@H3iCmPX-5D-Rk(y~1pdq^~(L?ua_H1Y}jl&&`r( znfoRU7zJ^GPRxMNp?4L>BgT0y5>RnXiIOcY`{-`@MBg>>;XB%R{Q3kd&8Yv#uHEuV zydF};uDMOIgQ;>+541G{`_i|>z*Xe!MT*|;Ki-p!9VbVQY@N^`SH*@U_eN(SaV&Jn zkdf>g-6Dj<_UWs*IKp@$rE<4B(i&Tb({{)pH_PaeH>@wErK_X+SDJ<2OKn+1J!9m3 zyQ7KlF(+_*m5ne-DW|&qc#`HATrcNI#ajlR{-p7j{002)(Xka^W;O@&Pip#~3bk1N z|HcN*T|1n1)V_J;25gXo#9ZCmDKQ&Or2{FsCI>kHhE|k#n0Oh zB@aBx_-vqVRgbVTtCSZtQf+E%^nP>M4O;U$rP55Pu-^&6yHDh_Xs!LJJa`M?k9Tcz zDYdV(d>^j%$TOv2LqhlDMgLOX&A;r@u$pSG;xpZ5DcQ+~)>#TSQOSCJC&`?-Qca7b zdBH;MvCxl-nfGy^&d2p*Em9UJX)rGyD1O7Iws^=&r3x>M-egwkL8X!V@S{pMc?AW`g3OWmssdbc-Fw|CG2wGM6tJ0x0 zsqHmCQ#N*9Q@akeG*G8z9_BV6BqQiiZK6eCtwm0?yry@h)v?3^g+>#~yvA+lw74sj zu;_TFW*f>{8uTd&=OEdRYK=KEb=T0?IyF0Y1{>|8Oz{}bPLx`(tH#j!n~j7Q{iAoy z=lf@Tz_i%cP%9qUbSq7O_@c@?(@S97Q?ndONmGKpQ2Nldbf@y;x?d|fof5h6SB(~SAyeJXG zTf$0u3GTNJ91a0R5J)Ie>oc~oU774lfbi#5eWOfe77?B-(CNde-iaqlTes;pVx%jT zE!ZCVGI(QGw+Hg7R#_ILIkttQ<#}!8dMIU6#io!-gm^tIFR!-3gc&u0){;;vVCOMT zE;^MC612&J9 zI9o96E((fvG(Q6j!nPNIDuRfubUKKJNLhiEkFh8`!LV0x06qq47|4S%h$}|;Mu*tp z8Azi?z>za}0gBxiouHT*c_al0HZ|}?+d{DFE||ff*k4R>1Gre_g)lXvlu5u=a;fyfqYNW?kz zrk>JU=n>cx)FqAx&_$5DB_s?TK!ga?8ss53QaKH+@?d8X_*xgR_%Sq(>^W7S0-@1C z>)bb5^M+i2l1t$3L5gprRX4v8LNjzoiDDkU{Uz~`bPL_qov z0yLCSGAA;SJ_1)B22kQXwbQoo_{<3%^l~b%j<|uxGChRP=gu?=q=Ngwc6k&u;qBfM z7kQ0x3Ot^9LP{_SGZYkzgIDCnG%9Nk69AD)>sV;eap$bur|X>bC)REY@QR?M?g50$ zE~9BO;kStx;$8CH2_45n3tgdvyYcWJ5PKiIi_oZq`oPy(ZW}x%(dUQHDqWy5eD&L?P@{oV)k1 z;|^+bIyCOcl`X*S2&`ezT?Zqp(AY`b4Wt+5(6V8U@IN8ZZ99$~$b(>?9A4g7r#O}y zs!pP$s`%_0Z8hn!bHki!TxkiGva{e}^Ei>Hv)20vGpJEms>_8c9Vyjqbs&3QM6($D>zD8pwDrqW~T$o z%SM{PR?1G+E`rynNc`wf2q0|S&~3pqV;w_e;|L)n303As=ma5?JoGT3S9S<70NF?g zzDuXNj;K*U5C;vnTc*FYSI$_UdgCEPID(zMaHr!Fmn7F%RUxQPhIE84bzWnFc4c%N zRfklCd5_l6G2^PH3y}ih3-m1j=zHlZwosVFCKN@WI&}DA11kxgCkcu4isp~i3Kc8C z%zy|4G6tqhg^SmgT6N0mYv-J)k|!aL0_84`iBF^(l!`eT&ri|Rjl_fYDBQ!NTF{e& zTemNE@F7;&UCKpnN@nLw-~VkXc)({HwzPNLmdF3y;~reZ@khMpm<uRPxunSVwc>0_hNdkY1p1z}rBPZvb=Fko-rk%qZPnFDXH?!?{G zb2fvsf4=wBk4t~$=kAe3V;r_Q>JGrx^gj^EI1)Zc6C{#;BVHC_q>CCZK5AB`V4NwJ7nJR&C0-i zqt9p1v_szMQxL1Z$gC~?nihlMv>NbA!K=iSd|cVbQ7q;M2ZzcyvgdpXd87jA7_^9 zDAG0)9wvfzH)Ax^CSWJqL2aaub-j$ovv3VZGDpoj)V=*87&n%?Yp5^56wev1bmE6u za$Q4d)8x+}uYr{BI#Y`aS(0=P$`0*SlUkp6v=*oGH~8KWWzi@tN@ zWb$xu3vloKQ{tZcWG}sWJ~ojQJC5wS5dRMCOLDvn5Hb&b^u<9++ahU51*EsJ&4qBhv=rx+D__}pAu3ydbmfphA>i}oZ&}+DF?Vr zIP!{-C5j(Ke>Y{@6)LuPQOs5tma-5HY=&xPtZL4XynJohU_8lCSS#&tH6MK?@ z{N5)~NnqG_kkc|Ld-EeKQ(}0ya-ECN%LTXbd?2LGtC);P8@}vm;Ck%hP=q(n1`nFJ z=X8EBrry_mW%ae`m3Zy2NI`Vfh`)nlSMn^c#7*C~E8ReIV&lfllgENY%d@PMGLv>) zBBLaRS3tfg&b6bd&G@ zEE0cCB{y{iG4$8F{l4S5$ zhF+P9bT6cb<1vn|bJ$<|I5e%bU*RYLKlzG0LOO%96G`E#Dk^!W=3* z$;CtaH3hgd5ye=i{7=T~(9)02)V1(pcPm3cE>ONqeZqxJtlsp9q7q{E@5Gkg#ko*T zXjox*FYDQ<+@r#S=jrtxp$nmO*rnHt)D?E5?{t$UvbZYZ7TyF1_Z9)(t_z}l;fVax zqEK5L2MLT7*LUGSz5}`lMhH(0$09zx=d7uLcr3E3{@ml6$Q{rq{f);F_z6w0Rud}Q zEwx7hMq7s5Vf(pmEKtAG7G`xWrEr}t94T_7@n3FHTwOGT;AQ4xOKNmGnfk@oQ>c}> zY74jL74kOk!wL$wvWs1Uo@_Bd-OMU+u9Ri%FLpW?t*a>%{%C)HX>kcsu#mh5Y}S=Tf!)wK|L;`o62Xj6oEHo;NjHb3R(B zht)(A6NJHP#3hd7HF4V5C(F9Co2MZGov=T7e*fr7NqJNA>;O z6*3u>=d8E&W!I*sGZ$XXoOSK(&HDMin?0^?y3hA_{47`J>-Bw~&)17$QU&*4h7YW5 z?axjjWM!{f_3zWauS;LIRlm0H`*nL2ur_yGh_T+D8I;at2d(Sr>iwFUV$W0C$CP-h z_I|vkW9k;0{QiL^w4+8XnUK2dfpTwVLrIXX8B=eqS=qIzwmLOwup?vA23Iw3=Is#pr`dpbH)4y-&|W=w(~j_<*I{aB z_9K%%6^a?L3#_k@TP-s@U%EW1d(#P%{cE+ut@i}fVfB`(>(|ZrSq{O=?uhZlom5yM z?%_~X3=D;99JExc!mB*DmYM~Euq3yMSriYpNtej^eb#pX)5bA?gn0aA}phUSta(Djm zzE^dQEpJ?fvtr8_gmy&Lvx4NZ7d4wyMfjLT`BN!@rw%mmp$bk}??vhyjQ~MUElMuH ztEj0jLYGwy^g!XpbeucjxF)AWj0QO%A_ZpJg~HQXuU|eP`)r8X2`_d_% zHZxOq%|GS#XmkS0v}OGXw1I2l;-LmnP*1q#`X{@Q@s>}ujcoZzQ<63*)HTS8Q?7=7 z6wpD)_hWKgKy*pPNpRg(R9s)zOn+n?R-71KunsH@R80%(&bej(j%Mt6hldyPrA$&% zz~ol7$sO_VcN>LGSji*iSU;Ds56@py9-dzdrWsTy$->5C$hG&gu09e7ZHx;d%Wa;&wJNVGtaY`AuWSon zB!D0QNKH#gw`V4@Nz3haQ|I{ga9ik6Bkg?Isjmz zf=Hr7$LxH>I3mnU%ZULA*$6;5fEMx;RVfNnl3mNd1bPv)Llk6Hp*&-q=>#U}2q$+a zOnLxSFKHv8heANwefer+>LZaJp!po}q9F-VuBr04&|_gVHvvNcFz5srkQ|E{*swSq z`3kmxeG~v`AnJlX{yog@*l(RrWXb!f(J8|cUIDEsZ~8WYZlhiE=&~!epnqx<3n!un zk4&B*G$s1CSRr6IJOsBSCV%cd0Hl`KYW%HrnCfC+=`Q(gZfMZxcw_zul8}izQ=&LX3CudE~xS z*Af%$!jAWlrP#%`LUiU#z#eL!UrAs&<%A~UAONlxq7j!^$v@tx5a}`c_1NmZY4FOG zn&3w5#Q=$OWM02D3e|g!g4;UuJfgKRgW9(`q+!jC@rXS4J(Z4pwzEKO4Om~ogCmeKB^T~agC^v3m%uiIId zB)%yHVvjTy@*u86w2XB@KvD`=Q%o~7($=JEVJvhYEdC3FKI-K(MO;jFC>9d4#tpY4 zJkfuHOyMlVS|O=I)Q%R9NWu#JB7&HK;YvcrWb1QCf7bggsTD#}B@hA;RC*ffsg10C zQt(e&)`5VjdiW#PM&=L}F}T`|A`;)#dOVS#CM*Z^>xkRKrwESR+{gEG_I*gAGI(w5 zHqK($L$d}cRV-4>qW%|?(b6wWvi`pZ!o40W zIV_pq;+pPAKL%C7*J*bnYHFs_J+5S7lTok}g7DU!s7jvwVD^#0fwbL37i?3#A}G8r z05c~MUA*NXM|G3gi8_=Z;Nk$E#$GJETh!MYV?A*&0tRP-m~R|aV~AglN<|Q^ufZ*t zC4|uS3ZXhOtVj0lay)B1VcR8t23@hm^3V+fBLUedMqQ~%R9crI-1Vbzj}oNkOe406XIJ}J2f)wn{R9MUh=lg?O0WEMxr>&pt8;98RSV1ra0 zP#!WSp<4Jj&E~{i2PS*?UWBOVP1rC85N?N^X_F^Y>mN?bft7k?4A}!eXXQ zHm;WOY@(K;AwTQspl^OmTK#+)k)QBeHrNz_IxNOmr=0Ml?E-uQu@!nW@PWdlH|o9s zTms6p!!|8o0YLBB8Y^FlIJ!e$3APwt^4j8XpTXjivOgZhbBHD#FOcTTR z9fA+?uF`KI_6HjqZY%5{IT#2xtQ9T=-0dE-JIR6++_{c$iz^VIMh18BrpFHOb}zhchTKz5|02l7!WWlnW%(wgfk^tG8o5!2XmRq*++V%vve%49J*TiPlitB z;c&yJjlI)@w@zx5g-1<0=={7Yh(bwNJ-x0<-lCYBp)GJ@%fK?PaPv5&g%PQtgfYWx zrvlCx+GK6KQ7M4wS}W&;kP_fn4dsDd5*MbB5^QlCDmWh5*RJuB+IG{*SqgoI-nFl4 zTn{wWTgZ6OwK$Ei*lLjGnaNZG^@EgO(S)8^s`6KEq(=exV?e4%y=msBDhGz!iy=UD zm`aRJQ2R>nibNjcVqX{^9X76t3fy>HdhWn+MSK_`Gj94ZuucC#VZ>zD~M+q z6}6Q`7+%*^SJxJ=)xKH$Y<$DS^i@g99U;x}vsSHsdWhdGrycQRpf09|n(2xWtACJvtQ?=@w%8+QHs+ zI^b1=%Q&&DbHSQ_p1iHfGttEp(~l;%DS%++Jf^k=F6_btea*IJdHl?y0$Y19YOOzx zbqNJ8z$6k!>Q{h$DMoI=LHreaU+GwcyoWI5Yaup8uvj{0{``n3D5S6%+sf^WV_)e<4t;|5bw* z`+wR4EdZqTx;NP#x3EDZgHb3JiZ*#(64NN6HKJ4`r}T{f%O3awL;0Bon}x1TWX_T9 zJf|?d4qsbV>!PRGJY_bjDz=o;rexMU#kbo#uWwdwpHJKG`F_3K&F}XenYCcm^Nc^Z z`k}fOvOrt5ylba^(??&kEn{A<*PF%HAe$D0)^xpYo>p~rWx?Iw_2p>AjZcfN<)CBv zB#+MwM=a|49b>UMMNnZA^2}7z#J4gLT{ccjtkpTiwj@Cwa)X2HL>GflmdN~GvhAj!tO5$T$44_E_AKr^4loZ z;X|E+L`FkVci!V@wVN%)RU6|2^F(-(N<*6@x{vO%fptUON-I_Uy~d+9<*s#uUh+>N zXl*&~R(K-k@=*HfntZISg;`@3#$qB0k#o`=_LB`WIbjZ5iBv#aXq}9fb z@+|rN&wXgbRj@9K@XNP86)yfeX`GB^a+7f5Sx%_XgWlpq%aZ|AidT$cjQ(xrLOAvzfJvXaRS7WMrx8Id}bBxCHzI>8VXsXc$~1 zlDQ_J<Y`&mN!(F2vSa^P5-J!*4*W;;W$1NecBT3>*c%$1$CsCWM2c#sLQ{$ zS2YD*hs$H%z3y2t&rn{I1a@+VxuGsMz8Js`{*o<)*4D})hsBkj# z6Y~vlSTYCsikm;X9eyleDPQZMV7sqmh5h}n!9I*>k?7ML{*CVvpONx{Hz^TlZBl!T zMVJT-ZX@!CgzGs+7{k2v4bo>r%uXfM|LCKAEug(HzQw}Pd==_$LWFcRhh=;+R$&a8 zjLQ{Gse6KZBOv|0AW?&Xs@E%T4kPL4&d8{m%98$#lc`e)2XD^UvFI$IQLnC~fL;FN z(3ZRHFhF6yFa`_rLm~xPFaV5i4(7uMrlz#5I}mtT5Dgv3aJ_zc{15ckz!yEvUm-m4 zM7;{&V_aTAH~EPZ)0D`+{JA5MX=k&8ui=BKmH`GE)|%3hJBmEdgFu`Y90i_XcB%lC zKJ$ow6lDQ8FRfK@de!8Lj8& z_+X#eVDt!Q4Dm#^Ek#sbH3?y@$&rpTRFJ_-&Jzq2q;Pw#ch{|-q?tMVpmSb-B~;};L<9yR z&*+~dQbwvK9Z>P)V>H-}sORZ&5u+Tdf`{p1baCnzG*I@Rh1q_e6CJ-M^wl1Rsr?TB z{trCNhFZ((6B+=Z5cfaj@PAb%lxl9rVY4Isvrr#EX$%0mV8${_Fy%QOypl2?5RcUb z6U3{qmzss`{)>l2i&)S%_P6&p={FVB@1jKtYXf|qw5%H=UAf$FpakbAErX_7AtWpK1QxKcBPm_543ykF`}ww-33$${wwe?afrBZ(gli z_wUm`&!zC)t6$ysecHSWd6_m{Y_{#3Tb9#q)86#-bbXqiY)^C6<(E3kG=9I|F>#Dt zKA+^Jc2>zPR8+V{lI_iOwuR|hvC^@1v$r1WS5L%7?HzZH z^uVjLU1~o*gV4&lyUSPxH^+SB&IoCxlszb*`}M00DeviTf0`cZs5b)qcjXyz=I&b7dObUB(si>^;o zEA=VX#MkOqh47*R=4g}S+@Z~lzhwN;Zc40IKWc7ftsJ&tQF@dIJGL?Tqf;3z%a#g7 zZ7yO|5fRU+GH!2eI#bY(t#-Qgp1?w`%t#CSH$R>VAb8h_!ur;^NRc7%7g0_GOr>iw zTG$2R=N z8f-(9S2tO^jj<~Nnppvl8bmE|+h%7x)HEa%%=EfC)`86msl+mtO0}_(fRLAP{-Wth zf3P~IfsM3sVYI#qmQMXk4ZI}^(@MUJGY1mY?h93P!j>jS1o*-PMQV6TgisHm%nj7k zB}G(0d*p{gmx@s+p9jOeeo^U#`3nUVXHZomYpkO18f2#?9fQ_DUhey;)7dIh^Spk!I}tP%2a><`Qa{t{D#_)}2zLQ20bf?P|#$^1MXS40i8ilU_k= zwc1I)5q|n8n2Y<)Oeuw;mEM9h&fANQqM`{ z1HfwAx~I5Z@#l;^C%&ag_K>UY+_!1b9LP-@c?lxJ8~+X?)?l%eD3cd!`=DJd3x|!- z^FHDp9%BY~_K5LBF<^%e6@k;ipByK6PH}>DV?!BAL^-GCR?18(}w?I0CTod}^lS zeDj%5V#jU5B>XOPn`vADc`QXEQ|s6dciI#7bres+3jUQf%;?9oCAuvw)Vz-$+b;}tJuvJoOck$efX+7Zg2370O zPbf|h*7^#(bn|NPH9j~aLc8(78_7mO1xnfES}b^}US<>hZYQ0Rz5{o#p3C~ce&BuI#ky5+=dQfKs)uXG(p%Z*=YdeD{j(>y z1WB`3)0dT9rg)**Ev&G4xHMs&v5An-{`uvuhXS+NUJjNL+xEsFL-cG*6A(ikLo?7E z4hJh+m47>kS9(2b*VM0Aw~|bh$)7#N{89h-Rr*$|y-9W{5Lep@fd^PR(`l6}p zBh!H`0@GNWaDkIbQ_9E2rZVNRj&HX)Hr2eB=LpzV_dv<+} z9HU^vWj8K8A&|U3AHO2lO)(QC*e=XEi;l^{-wK3j>6Bx8ToQ7o9TU5`=@ZK2MKb?T zTFA{T{Z9zYkOx7&Rqj6< zXs;biYr^*s@1ipAbD^OH1^FCtTy~HvY~vzsF9&Jb8CQvB|#yC$VrMeM!9qpL@R2%VRfC zwUgabchOY2c7+Kgb>qT=CW8*5zz{FVgJ7wRr2oi@+=yi5XgOMXVjctW{L4hmQogvW zbWp~~hnM&z4KLyaGSAR6kuy>Yr0uQ?})io89C2=DFOb62K6%~iHr;5GYI$$-_lSmqdDe!&n*ydP$g zzkurYx9Qyam@#*M6JdGe6^5}4??geJ1V`pF{h7q^;KS;9S+YzS&iOiQ;<>~%r}&&X z5HK~_+$JU?-@CPxo#d{oXKEQcIlp{-oVOI^(Q)VhVe1^21&OvLeQevdZQHhO_pxo; zwr$(CZQDKlW^PQxym>#NqH0I&T$$@jzFc0s9~1#0D+^b5nA5S{Gp6@r6ESW|h_ZIB zrv%@FL;U{twAH^r|8L5dEZ!zo>7Q0$!1(athw2UI%ozDA>{>H3>>ATdq}9Lxy<-3-Se+uX2gxU@h`xjuqj3!yT018y zjaIzsB5$7Z_}E+4Db8A0(VLb=CS)j*wuG`?My}Vc@|yaleLKGozTxZk`Z{|*?!{CJ zDju?a5!S7~N2;L;c(v);wr-5RoDFw8JwCrbo=(iQn4_X*Rkmtg)h-KZJ#LbclKAOu zuRKmPX(#HKHtO=sj>RSpAHfM{vHuy})c=fb^d`FGaA}$`buqR}qgFLBPR#18i0#aL znAO%r6t+8ba9k^w40ZCkTsn^aCsS_`dY|=?K1dt-<(<|=LDSxp4ld*x<&D*e*Aaeq zz}(CbdlTKW#uqozZBy)vW|jk)`=@9<8FjZ(h1ylI9ncp}laNW;K+)Z~;d`nY`e(C* ztxoG{-2xx­1ZP&AXO&C@peaudO`##xh^wR!}bFCiNj#7gFe>*F|NZd9d6D>E!U znRe^qp}A@`QXpPk9_1P6frsHYbD}8tqJUaGkPG`JtuF`hzf&BN=7Z}f*B?$2Tbw}M zsB$al%)Y18C4(}-x>1|)ai+J5XOk6=My(pdF}|F&yt?;5$(P=k(tf>-BmZpf*+R_E zopFR@VsG~pWuOo`IX^TbH^ydzajx7nLu+7Y!0w1E%W z#W?knMY8=lHLfyCTT5EkPVH+ZP=-PX89sv-Asuz8YCtQ%Sc#&)wcQZzAW$0et;!np z7L?h#deolR2qp&`dgs{>(2k<*uB+AbAGj$|eg$&=&EgXc-lkmyza;T;(pxQt=GXXu zt0O|)w>XD^)U8bDQm3dnAOy<*?4p5b5RfKFg1c0cN_QDTm^foin&89A!#HH5Eehjy zz~SgX;KYBaL5s1RqFf%!k^VH)#CtDq-1v)$sI8%N!C^ITmWR08JF)iG6`ze$C_HkR zlb7hJ2b>6H#Wvb}Gyv)xX@<}}NFNm(5jEuqrAUDVOIg$QXlK)F4^l5Yz0HE52Cxw! zPb=ECZa(Az=_*-zY@t%2C}Z9|6=LAWhU`H(<IhiuJF?C^oTmyQnsv`CE$oZa{=lEg>OQdjRAobQJfA4E{GnzQ->KTRi*r&-3elLdj{qD0dRPt2^S|CLA}@GTVv*$#!OPQYM3aY#J#|T4cw`jYHZ(Bf7>u=odiHFt*Qin}zpW zhLL zNC;v}Fwgjo6)R}2_AeePS|0QzWv^t{;NgHTRRK=7Fq4;yHNZ2@f-m1Mv7V|)a=zH2 z68KC(#O$L6l*f+;;OQeo>^}XHQSyJ2#5@{KL~&^UjL(i0Mu-jJZZ5Wl)Cf9yklX&2 z7)XdX7!=u*tdHH~?BE{o)35gJ4Z}pcp_u7$ZaN|9VdOkCb4U%Ci6KffiVv^ef6><5 zb22^@rQq>|+kH9YcctvDy+iD7$gNeBHU7#y2s0U0+m|5nxqY_E{_6GpSX1SbxqFa% zewpeM)n||91`*SWw%G48P3}orX08Y?lrh==9yujY?*tQnsCID`u1FLuAf{XJF5*t? zm5hCz4J_X!EP_>upYfGYkG>NlTaEw6CSF^yIt-y=d2g5W7}#P(hv&>wPJNHuIkT5* zp|SC9h4uyw99=A#lw%l6T5NuRyC)C?3%cHYKaQx82a+0ir%N7Ls}~O_J^+fGy0=<6yByydk$ZIHRrGuHLS?T zi`~n4!z;p_VdL=)PLh0zHDvN^qoindjN5)=F6-nSH_U#DZ&sg|9uRgl0D{)fUZ52} zr-AD*s^y!Y+qsxHn4D1fy4VbyJTq{y2`#de7`3AMg{tL9m>suIv70k=QKNTA8X5Hu zu?wyGiy%#pq$!?+-`*`bqYD^HtW9pM2oeu0M{}l`L#0@SW$bC`x-zTW9TYK*B#@}} zR53?`oiRa#Qll7}miUrgIQOAKva?|y$6hfGdJJV-K+$yO^W{A@|Rs)c`lJoN+#+JQxx>XFKMS>G?UW}BNd0cdfrI^T5VLZ-{&hAfa zC;4Y?f?Ou-nBEzmV33007GJ*Ul%%28w14YONdNXcgDI`Mu(VbiAy85~hd`Qah;x9C zfa3nRQsZ8zS+4MG$g4q-w^f{t)h(}Y$lb>BjF)1~(-rRA^B(T=MKlaJRBgz|$m}I4 z`yOJ##BfE7dX@cv5DvbW)ch$3vMT-QUhA?5b8k%H=I=M_E*9(3nR#|(h{eS4HO997 znoIRUPkMhTU?1ZM2aHWU617ZgJTkUoYsjcCKkpZR60YYoMCkf#I~sHCgmUXW0w$cs zQ5tC(#SIi6nqY^jL@D)&n{5sZt(>C;yxE0#ARq)zABBy0FhoWrrGstvSs?1f=NyCw z08q-m!Iz$Ru6u^3`@UoRhWGpLwUI$51ODGY002_|%+vqhIQ>uUnyJeFVMm-%mjZb< zk$7bpV2euCOK9hp(RD&b;*Bk@|3gQBa7G$q{AXCtRcu2pN}tH_^nUs7&7w&&NNI*FBeo)$OF;+|D;u+z5DRrgQF2)u6b>$?0rKk-PM6d@T$fQB?0L!zGnW{isbV<%AYe;Q-$81o`r{D7& za{!7y85~$)+GB&2*=k2S5LlO%Jh8xIxtJf-( zEc3GTH%)t>e473IAfY_ACYj{m0yHft8wi|dR|$X}@Inj-x8(+qiPQ=~HCnb(l8J34 zzJD1(LARX61$unM^UqbA#=w%mez#iydDRENAw}g5kY^;-dCNI71zr@wz97rQ%2T5r zi4TpJIJzd?1P7FtmCT|ur@Z!;&7MB+#zxdeII}@QP@zWiJ*8#NJXr%tT0qN$>Tqy> z1Q-7JB*=-f>irkl*`7|)6yD%5r(Sw83263QmK&`J^do65uCyPd?LUMLGsN&=03iFt z{hf3+oN68!olmLabW)~Y#DCYU#k*JDEwBIpkHr7earsXb*uP-5(|`F}bLs|~E%sPS ziL`fOsmYJDSt_I_%UZQ6cmtU6K^A5VfDDBgYic+4*LOE**B5rvF-W#|!Zc1`7A&3e zZh3a6mtA3vZ4Mb>|M)-y-ladY&`w^(sr!vU6AQf`RC3@oL$yXM%7yx^9nt}H4UA>O%30qS-YjKpuPI0 zbyrqq$_7JQ7r&%Uv9;oBsMGd(NYX^JuBet$c7%kSZ=_qAL}}<(MlSTpoutxHcBlWj zTZd&@UfwfQO#y}GQ_#wND%Ek_eJU9|D1f>x(Olc6DXP? zJ*$jZ^6wC27S&KK}zNtd%NH300b{uW5}b$vjuYdB`wy0-Vb1S#2BFvGW(#C9Ex_p z8kKbY#Fe>ti`Fpml{KTQ8dxhWH4jjDG^y%UsdK)2^Z4R zVu?f0!qzekDt#p>y8VOsmvr3)WLFoQ6Sdd4yVJ4T?Uhd4i+L>1xZY(_ zM>F{c_RX&C*g2M2-Iq{BzIT^s*oG~WtJc3F>hRp!YwxWpZ6yJoAv-n%@il4!Tr61; z+SqLTg#`e|#ucueoyL~!2+5mIRBSylx-5mfuG$6URt$^A!oa7c(a8lqu?Z z7Mu&Jt(gL;gY$Qs21P)o(^<;fp!k8 zgoSHn#SG1i7hn;*J<2`Rq+WWZ_w$^0)=Wng z!|tM;5bs)yD3P3M|MLSDK^^Ju2ETCS%(<=(40>p?sYN6!gX8WyfG2S7qUyNc)7d86 znbX}PVGk}pX32XogZ4EEWt1fMfGp2Hm% z$FCUhSVWsEBX`FiKWDW<6)dS?08KcwUn)%7Y# z6G_Cgni#dz11-r}Tu~iR1vCgO(-EpDBxd8~JoYOdK%VlYKq&a2l7rs~F*9dPKMLcdc^`_PN%$8y>E6el%>{2b1t zbXHZGJ00BdECt#Uz(?wuMp&e2>&B#q{jl9@1)l@#z5W|(2cx``k}hT#YhA+-AF%2Gmj;zy>4JkhkmjMRhAYUX)heSX@6*r|?ryMH6q6iq3@+f%Mv(e4qDxfAEhJdF zrxO$r^wKLR?KHvNMdfF^wS>9*fUmLW@Ruve*nc`j>LO;gvIe`Bve; zvVO8HXv1dk4Unyt2Vh5ckh*lTrb8#krMCqsw1Id~4>A$CV-TLi!#JW;ma0A+<%@T7 zp9sawifeA;Re*Oo`y49on~EGDR)~#8h4lwb3;Z_8-Ru9EF%i2gwOgr0D3=BkesL^Z zxYa&a!Djghbzp9=p08%pJ-ez!fDu)|a4ox=-V|qu6SX0XE%h73nqsqt9wrZEk5gH{ zCmA+=RE&(nJWCfzB*z=X)TPpo9Q$#zqC@PrchAPanj)NzNXi{=S9^%nf<1@l1Xb|t zw>2+8gl6J@59)VlCLHueUzXBD1TZE-in!yCWN5`_EUDB@N?Z{yEx$Y_i^bR`Vnczsm&TWCO#f$aYu+)w9I3B8W4%GLcZPDYsF9vpCC7TB5orjftYlEgLksKuv3%89>I%(roP+p5&*1SoJeyM6U<&jj09m3 z0_nGLErix6Cvtt5Kxm3-iGn-6dJl>_7M!hRcKXc7T*C{w2Sw|o!n4D|rV4b9c5oYc zx8jLxJzr8?HdPQP`q%b@FvVT2O2;WV!4$}dg@TjMrJeY>rKHtyu&OjA@GDv?idJA! zqeo1ALg4kQ`~JB zU-@JBqBwhTpKw-Iq?j*tlzY~dpwp)dePCbYh(I@Of!43p4~u07(Cb3a@RGXZ zb`y~2lGu*Lyq9n%3M#!`b=3c%ArKj?3&%{XBRc4U3L4VgeRXb$RB#i?*gd zqkoA$>0`NV*epypP`7*FdXAQ}c#UO10z>f*iHUG>Lqp!9+WAfZN!S>QT~oy}N?%^} zIu+!`3-N2v-lqFyGC{1M+M5~^;<(n;I+Ghr2gjSSCEggnj(;2TJZBYKLY*TBHK-%;<@wWg&yHu#pOP0gAQ55TKPx z6kWFMm~!F)a)(LSlUTY+EW{}Dxh0vLRO1DCUofTu$Q6HLTiFcLRY8_3n(aA!!sm0{ zb`se#xY{41EgA-&*?$HReeAV83Hq#uAH`e`gS?BNOX{l5KlXh2e@K{;jv@m?P}tjA z1BQ$V_hwf%F0=Ou@Y#k5KXN2+KozF`6)xs~b4Ir3-=ODhaOM6qQQD~g#n&b;`xW`{ z+V*sn^0HiiL_PbRpJ{z;FxU6E<#(Wy&@9V}Sb4wy!b%lry>euL z^(T6ZK9)frCrA1zD>#Lv!P}*{*->i%8;Ji6jVU8`nKe=DjRnFJhmf3wdO!1Zo(OSi zZWKi)8Gg$N-(5qQzz)k3IrVadVGxl=2DwUQaGBuN#!#-k8?J}!#DPMEL&R{=1f!$A zwVAx+hNQ>&sz#eQN18sPlm&fo(t`7;FGnmSeeH)q<&<_y=v`uRc#zj?A|>Lx9Ix=N zB=(;fL3DLTKFk?h)uAArOz1}yYa<8C)(<-kY@I!*Mhyl9ZEd?e57$XM@}oGn{Tv?o z+ir$-VPEDMmpY+ytJ<~+)}ic>QgR-LEG_WM(G1?6QMOEp89AXC9GEAr88syQEDEU@ z;6>g!%5^>R<->8G@mBCQjMm03b`g6HaT!(-ab=jvXSYlR0lM8H&ZW6rmNk?00O@(0 zJ(Yv_%Eh^oVU}`?JB9SuFb%k{%~%f;qgc)SzYCa8W#2UTx}{CUCa)r3?!P8r5}f-V z4Q}|K$i;vwm%>cKd3d?_0_wN@U8TX^NOo+9SH37iYFW$cWGiEsXRSOcH$XEJr*zy- z22oj8H8>NoM!WnINY7E=3wr~hVVk)!Em-18O_I?jnU2xMCvTwy00|w|L5^`8b=X%pgwz7O-0A-+LHX1C3`qvH^=1Bf}Jq&)!W>T_q&-(srwiD zaIxOk(6Qfj-2Z(nGEDmFPznVAaEbLl>Ae3SHB&UV>~Q|K&T|0&mt#C7+Mp&+B?S*P zCHG`NsusM*jWj||@$KRv%&Hj15>}u-M`TjgTI@{ZgIj`)ue#Q9hK80))wYdKqhhM{uth#D)>os0?S4|3ShB7$N*>>=SZv~P z#Z4%il}bu+c@Z3S&RnT6>NzjvM2tx-3pU zmu9oSK?S?;uYm1Y+Q6&A&b1}h3QW!+<=_nVx)zg#y|3`=>OZCgd5ZC$Fa zB&IBI44s8hcV|P%qo}4c;*yI_N|gfxx-T!%kgAUU#Z{AIiS@N~xq#KlkE*!@G^)jM zWJMZEb2)?s+VU9;snA+KGKbFChe|H?mn%Ves3iPUNH{EpJ?8mc2SasW{^%saN)M`) zd?qha6iWt(t0|gEhc+7SA@o5Lf1_v;|!>3_!V}wrQ++VX`8f&02K|e_jrcxj*h6o=*vr>S0f_*Mb1G4w?vUn^k>>>?+Ao zGrFDm#ry@a$hc8`$jL?}FOOe^(7}tAtg|*cBTflhy>3Rnt8*)j{5u?B?$cb}9dI05OWa{tzN( z(SpP?s&!DmlO&veGBHgZT%(f<+G?6OOj`LnEWa5ffW)%v;y4cDBO#D5misRR?6iG= zFcSAg&Ix==FFiJV9wGB&2ZMFXS$(MA*$*c=s+$k&!XCFS5ERN)yDe2Y4Pl?UBxhD$HEh#lB0;=iKzwp=+7a;R#2)>=@2{TjNi>q9KHrbHa~~~E zeleaAm!p0)HfXFHcVH;sWiJ|FJO~Y16Q`-It8>%4?C#>ZA}M<-5X=Z;7@U60jCg=K zFD7LzK53;49!5?_Hp3L#UogZFkQvE)K7~&Ty4>9$=;*!xoZ%DT3C#Hc{o;Ve2L3y_ zzrvqP44cqJ-E{jfSYukBeHo|s-SS4GY_l_=r!yRG=p1sevbH=pu8Bra9Q?1U%K=5$ z(m?7-R{K!w8?7>67bD0ONN^Bw9wJqp)l}4*@LvKpDW)DTq|vK>;3%yC5i~=7M=wkl_n4( znM(y5St;m*iO_Q1o@GlcDZ_J`X%Q%f<$g9MM22(aN(AT{iN?lTS-+AGLAnzS_J@=h zT*jMIy}zy@Dk=`MQ!1=Cn#E#H;$#qYrGLG0(eRcfiEQb}IA#Q(>Ixj{;e{4ROZE_$ zHYIBa#wm}B>7-?Q1$1%b`gX~q3+PcA9dkf0>8mQj7rc#(>LzO?P*2`XoG4<7lUm!q zRDOJ0|1m0e!Vpl*yArTpC}e(J;bji-xqNkTHgxo^f zI$b$WNX)K?dk1$%-hXYCnG+@8Gx% zijTW6LGDw5n&C-ZgD(3Y9PALZO)IlTx=XNHA+)39H4Jc^I{912WXYBo*NHoshd_tY zuza%Yze3U|t+i7++(EDjKv8R7T0eYxO%nU~|12JjibC*tas;<9-4r2u`^tkb{zAXP z1Ab@Yny5U2TZsJ`lyu-hq&MYC``Bg)^c^6tP#5(hKPLl%>kI*2Wa{^4e+^t$R~Rh7 z?xEIE>L*OIwxz%ktwFGVPahnfwM+qj%mQ&c$J3FwyWp@f=;4a_51dS)8`6tY; z3CCle%>m$|v3@HxX~2^P*R+u_=Cxu^zcQ0EP^VTQIP$#m7y2vjL;1#JQ7BSjIP zHoimOV=v%T6EDfYO~?ldrPwlVGapusr}3&0KWPqXsar7Xy-l>V*z3p3E8oW3JkmV5 z-(^F2V01u^759G~;2r+!QTh9MSbVy?Qj?B-9|2>T8-9DoQch+;(bq~( zVgqT4k%Vz=3Ilr0$y#eNnmxr!vtUxr3f9p(JZ6XEKSzGG)Lt=z^?s5-314EkSaXKO z@Ht@&H`}l!L-O7R4$A9jd+}YF=GAWTUmoM$+%b>*$N`P5VfGc5Qtd+*8}rzx0-ob) zEi>j1@NZ#UmCDG(Bh?m-CCo`UM7|2Gm1c7LqXR=u#}xB0w%OU8k>*ObeX`_t7{V!@ z6X%(f#@%K29)I~Ye`6W==GZR+>xbQR?qv&})fPwI_HnplSi<$}*)EJYtWH8}{T$16 zE77e!Gvi-Rv&f;`qpU&Pl&94+Db9XXLbF;qlLjARU}W7QmR}dVBn>+g1>H1HR+mI% zWB#a6uxB_AaNAzsIO_!p8R%?fsKh}Eeo*!oxC;8Ep*|i7I8|oI^Da8xH#~UN|w=Zy_kjzfEr=$&;#VUMf)cGM>lW4CR)k0Vo$i zoE-&CAG3ykA+b^kE)V?4p|$64dIy}ncvDk(RD*iqYhdZvGPgYyY`wU z!wmg8dtfz~@9x@S&L+2RtzY&gA7^Loed6_;Dzr%8Wx1jOrrmpKH)3%rf*${E5{^SV z&uJCtOT`l!8+2rlK{dEp$Ua3%s1}5T?gX_i*_{}GW$ckI7HUShD@{w3JYzweWow*g zUg_Sfc-esZYYyw2hys);6Utt^LZO$Mb;0dgC=+%J$!j?-y`k{LXjsC>;WpJrZ1&W( zy~H4c*l=7NCdo~45j93%Mt^H)8|`NR39mBNyr0jPYIS9_$0OpIF=uZiK`I92g1g+5 zf2vDyt1~vge(*rfh!};BhrD!wnVKZ^-33=-J)E=`uKZEZR5yGv^1Qf6T)azhxJI7l z8dVjuJ3cWOwzCe}67PDj>Su8Our^fml?%`KK-p9HJy{6Xd6Ik(YB!uuK*du5E);S& zl6+c@TEcx#(AOIqXW4bIusWstH&O!GmQHCA&fXhmO7T0sWU0)q7d6PLGoF4#cpDy$ zXcUOGyGxNs8X4!NhKo6K75!`I4_@zyX;x{=hiiB#|Ajp0cN)lV(u&`ILu-b!2^K{B zqsmO0{!bU%|L~hnbhYEQ#aw;&^arMi{DW_DvsikgNkJdSU!f+3L+PxqjafB!Xrg2n zX`Hldi3NVee)W7MXWis>#?9uU(E%Uh(XGp>{#|Xi?Nz@H_4(|puI1cTSze}+qL!YL zWY#>C(>gjS-pknecfH@g*KN3nqsb_4)Jm6`F{Te*|JdW z{!~uwS-;dX^{C*g`br}g?jvh&Y~oOfh>++FUewY00cES&f`-hEE- zO-Vab*Ux40r=LA0huQR{|4Uso2mSL^%hIE_sdn6<6>qdqfuK)_V*c9Vl_)gRa!Lzwq~CFhJ9le#m6H@H|Ou4Mmb3eQY$*x8^yOi zdsT5iI_e%W0eZQ*=hv+0gM^1G8%q93AYqqH>Mu)8%&ot%e`zo!*EDxH4D_=>n|lZV z_)T+a^>Xj+TbDceCq8|on+NdBJ4m_Ga`gImIC)dxZ#1*L94C>(Rp@7fpXt?P8|M0X z*BW7dcPo3>aNmb6aUiB;9v)4q_zu!5^%mO|u;$1G4!?noFU~YN@?R_+&GdY_EVaR^vhR&0+H z&X>&fb-+gbO_FtkQ+dIUr;yEOAAV!GMeIMt z`I;K9g#tED2eOd*_h0OVs#-==c$3b(DwKWkiZv%$0DyP1b<@12RyD+O-En0(sO0Yk zJ0(>{CG)v^nXNM7Jb)x88T9%)H*Ul_F>Z=WBfjNTwDV$M+zgI#c@2;>ENevkiG05x z89voYN%RsdYCm-Z^hfqp4~~s_HQ&rGyLKOXtb{n^`aL*1qA3Sy4yFbvA!r*E#&5Ct zbo5PCn>E0)-#2`cRGbXGxW&cLf41e&)94jJ?61W?7O z%eS*yBih(l&UbO92w3X-d~D13NdOvWj{&a}=Udl#+%@hhA+6Iz3q(}bJO}4`vVH7C z5P9WA##8Gk(oq5eYZB_tfM|os$O-2k<^=^c%dJ|=3B8vHnM8wXQMt@qiM?_BZXs=0 zHo58Nx}ZvTzaP%E&iV*<#twZqZLDs<+eY#_`&_!x`l$83UPM#yrCKL0`f)5cJps#6 zLN#8RM(+BQMA;vtEwJx#XoNZ-?$)xo4ZT?e&TP{Sc4@7!3EtAzCQK`CPyQ_Y4p;~x zL_mjp-h^LG5+6@BglRm5XvPj=C${32M>A<~X@)yAv_@AUdo_(Oh6u|?k+0sRmr{E4gY!4qL9=!aofFs&iq4`s2u7Y$6f$fKn$A!L zEjC7<4c0EKG5ZN*;$S3x-$MPE@=XW#)oLR{ro{Bn?IL~fCE1hb=YgartluP|q!+@1 zAUe98&kmv%sF_nV$3^T>jEyjq56Xi``wVI_k^tVoRf8Yre&Ii8@Q0LKvp*c`3FO1K zNStdPm^W^X_dr;FWh3~RbSFBrd@0;>8OT=={=i5a!RS+^+IqSCLe2DXk!&&DNhgia z3V$DYAXp)`vuG#AusWSVxoP+W`JCVNp_sZ0Nv)Z->uWSXlPe^hoX)k*hx*&y6nrCX zX;i%OGnS_3kD`rFBa^*Q1zqw@BX-y-sn))1s4P2yYkYvkg26(t6;$W@i(O&E zuns*Tb}V%KO51}|oJ%zBRtJBJoi~#=@BrUOAnY0}{BRzD?KlQ8gl$`16@g#?3VbQ0 zd2Md#wId7x)=+ibmxGcWack^-+**|}AGaeDyi{skZ-z@#9 z*#Jla+>$)bbc<64~1f^t037t!T~@d&IoC%B%mhQ z<7_y+I@idMm0T`P$2mandcLaNXdGLn76x*L22J~fB-z0s{&Y9>j>Qa19m8*Snv3PC z=NaUHZN0gZyTnK;`Z@57w+UX?YR;Y`qd+&t%ACt98Qu3MawP~VtS6GwK2M0z4{jFk zsc4?dFV3{8oK*ANtEUa2X4}m6X?S2fy!DCjmhAKsy_GjWEYw|tj;d#u_~ooSKE#-P zM=Su%tA^YdbbIas-_(AGa*!)CVg{$8cCMg;K_@J}n% zJ4G$9qtu%v#<)+<8X-0=2*v9gxXf6e>CdQ}aTTNT2ZQ1^tXs7{7VsQMmLP{+JwD)$ zTLI-CLkTel%9~M+2oW6|ED34VT6uj4T{NZAVC2^9m|WHBO2%&>K#^_+?rJmybaw48 z>CGITPFTx#5*AFO!@B`+M0l}){r(OIE8Vl_#LA-Dk5d~QNc^cZi}1^V?}i}EHXp9E za#frDgWQ39EXAA@9M^3UlIe?M`%Dna=1S#)D#T5{CDN_Cgu3oi)~RIM)|pgH`Y>v~ zx@=ctNx`!lpAq5hqWD>Os}Y6_pEo#I7YbY0lKl`1bcKy%q^yo*a`}YppuNz;Bg(};(Gk=4O5HffRl6;gr`0G z0u3igKrIx>jU|k!n74H@482weWY(JW#M{=#yPBlNf#AS_PV^v!BAvApsCO{awsS_r z8qql+*}U@6v!!uEq=Mjp*xkQlTdmkysuws59JA6c!MVsS|Cro!R-#BdVUvQ}Nm3Ku zNfFA`t_g>TjMI4qYC#et%||q4A{{!#9$03sgOU{0T(nCx*Hjj)pO=m`kkY!us)D1ekW4V8T{Uj5=v5NyWbY{oc9@mk6b9p zHVgM#w`NlqubRjrbRQ#jD%0*X({|tp%P#D6*ZT4mRmsog_`Q9vug5uVi2UJqQv%t6 z)^{2B_~gYvC*(~g!em9d%enkByCSU?S*|P%H^e>YQfl3^!_AyhBYFBhFXBWhxNn6Y ze#Ix%2#W$u1|X;M?+=@kb9wUt1kX~fG^TT0%EqZAra3k+C{>pwmk$wE-V8Jk*{nSM57mt_!S^IVv~VHX zV*J65vbBs&m-3*Qz3MMYh4sK}GT`MnOO_26tEiCW7hE{IMzyUFniTU(Lx|gIpgh5`w0j8f0T>Qc)h@jE>+@HI8 z5Vc{yq#E^-aPl=^0~@q@lK}*7bulG}4Aegy7H^-D z&s74dqzNzOjrh*I$RHkXfNM;M2Jd5l-g%sXTj@~%|E5LiNip7>shi;vZk6!`-h-x7 zw>LgJ*L^?^zki-jleAgAN-E604W%EGg*$qCB&Y`s>FSF?x-Dh0r5HJz9lQL4&w1ik|kQAs#Vln!exc0U>1)~Nj0foZcx(qo<6p%#lpLcqMs?k`ym_u;2^}8d3oo#w@ThRa0Y*{0 zk#b%#@37&2tO-qxUBXkg3IL46)rX4q~H8%8R&yK&A!X zuLO0TDtpb9`9;s={u3DN7@taP3k=tyVO?u*Xjb|Szgg8kv)6yc)c@99p0b8&~wotpo#bP>4%~dW;qQXJH_d6xf{?qT1n6${_zb0HA)b7oWd)>yl9CJm*RfS zOi6jhh7P+@cBBm+nU@U8AR!GJdHH6WB`gxE>!dA%#PzTkLB06PS`ea0IOQZOLNwp6 zMEF7;XFhz1;f6Gf4d z3PK>yrvXt-$S-t$Ay~uR=bApT6Kg`=hnTl%E0YgGkCQTMHgqy4`LA#zKq;vlM^#L1 z<*IlHT|3AAIG7qM>U@=2PU13{(e<*Yk?=;=L>TP=d;)^l z3(>Y%fF95s-3-JbP_!5hyN{YklBF~$SF1-LN6Cb$bR;ndF6rw8Fyn*ZjaB21r6{QU zEv68l7RM*yPzTA-_@_f{g^=#fC5GhvbTu=vmk&bQJozuWcryRbub7Yr!;HRZivi^B zY9GuFABsA+F~6fY6QlD4))G1WhfJl|hCnjSCCa#xlU6uctzv7_mrYT7YrA!4rNfEt zArlA6Vj8}bq(}rQH$%vMlyQn`iOFrJk~ZzDpy_?sf?K`PIYbG+w>bWqn{JTdR=$M^ zN!^`SSApW)c&Rs2FL!daq99cUJ7lYUDQP~-Pou5O&eq9D6S(dYeXLow`*GbcCjW!c z0O^Q)qwn-|moIxd$L+PIxot>o@wP#^dhRs_&a#(;+nt-E-k%nv(Rz);CeR(){qM*K8*+_UOL`8*ica34WBTimfc zu04P3Rh@`DPJ$R-_nUjz4*a|s*L5X;wxjgh?G)ziv+)M|cH`hesToc8)$)Z%r<%pG zuKn{M0s>VkZxYR_8&I-@=*o~m)N6^Sstz@o$|*MTER?JSU* z_&Hp_35tp4ZM_LXU{OXp&*YoqTgk_SyS^87ZM%qqKl<9< z`$|)p5?jtjvJ~}Z2e4wBI~U`=sUWpFZX5L30R(9)Sm*$U5+YP{!rQrHHm6M$555wc zx1*(W9egLYW&L>5rPgcQsW-Y#Nz5oWhHKBoUq+l#Fhek(v>CYz3U4;XoP?94TZ1nb zp}#9cn??KLtYIYBZM+e^d85Eedojb$1Tnxn6STF{tVE9;3qIW(24otxl#8mW;WcBo z9aSke)AlCv?Jdi*>68!H)K1Hf&Tw07`gmpdXboH0raV-L0;3+~Ao=TD@l}9w>C&%F zH{JS+KHQH;x?yn$FUB8ecpVQtGbWSQhJ4$nvSsjE`5mlEi*eB|PR87%GEAqPD2RX7 z=66|V0UZSQ4%7!dxWCyudYWW`YT;!>#yrNA3%@8VQ_NJOQyFFvrOa$Bn71ioDvD-- znHI%3-B<$c0uss&b{I)Q8sj!?5b__u(ng;A3F>ILPKx5Wx+rqP=sLKhyg8Oto`s+4 z>K;GjfD!ADaT;dm*AHtqV2omR*V;P|7FDeA@o$O(L-7-kgzU(9Ch-myFOAcmKNQJ) z@U9oYt5MybWhu%-)Wmj?p;q=RqBD23DgCnIR9&kl7}F<2d#7zF`*t|eHMe%@lHM?ou^!aM(acB6O1`prAlhGNRsWDosn&< zP8;qCtqqyDx$!TjcLgV98E5#V9sRT2q5qg}$=!@>k%t6-u^p2+Z7e*B;@7uEu|pX< zrXg#rz1Vwg0~4~HJD)2gfNmD-$45WZLikrm$^d?|v3%a)fU_(tGpxva$J*Th8&evm?4^48D(J!8bh}AD2FI+Zx9#2K?=mmEaV_c z3v8Dk<}|ZD>Wji8s*J8(n=4G`pMnheF!t2`guApXHtBK(8%mWf{Z&F~SX${(rE zsVR=*k{tZ7<)!d>N5ay6!?d&e7Y_z3^_WNewiDsOHINDi2PkPxP(#DL*&gg!xG}Hs zD7bCr7!&X}{>b`OKeHe+Ubg>q&}pG4e#f4z$A{fc~R8 z{HrD#dV**7gil5h#txShnd7(g%4`d!-G8D)hThKSDI>m3(J2BdC$*DLtUOh{*Ui3* z+#3(!LM`wUV`*e`i$EH{t#O9TwjTH^sPPF z0Yp*?HY|xW$=a6Vhe;ku1{TZQr%1fmB0}xNJm;m?3X4mX*nz>O4s!0|{<5Ua;p;tl zfhF^+J6aJNIccp9jgP#22(Q^z7h~@4{j4Z+b>+kA?>=&5eIEa&Ty688kq9)6Cg0HX zNzb-dbY)8QvBoB16WznuzSAL~vJPhn) z7KFz!4|Dxgh=1b^C3vsrduKsK>=0^yLfVE7_jr#bva6p5-`tVrRoPp{%w?2IZ+xh7 z2B(~=+yw~I))wEn)dn0~m@_zQ$#&|-%%-rKIxnM&IwQr5c!yd%B&s3-byCO2W?pq> zG(^Z8dFwI{KQnFaEMIYPFe*ImH$Ft^<>pdw(c{($9CMM}1LJJG)I}S6;`YuOmv%8Y zp9>?}D3ze+qOgW~FW0wyjFrwr$(CjY`|LZM*Zl zzTIQIJI;UDD`H1{>zmUK7c|eFbV)B0?D^CqS%QzgrKjvw^Zf5|>IS%;asU=IlCX*+ zaFBRrQqz~cMv7NbHSR11!*6TM!ppr^tycksC6%iTsWZ67Y#)K%D#DxfiwMWCSOI-_ z;o$D{vRuQfTj&k#1>xSj$}}1>6aa`n3bY`Zf|Zt66Ye?nN%O>dnll1tBIh9+(bZ2qoWVC#PlyRTWj;eFnQDEfQK%qzmv43kNTi zL%PIv(muasiJoR3S8`8v4~s$aWJA+)2VmH}(;m4?Az4_m0*)CNyfuf7TC&j&D^AJKR;X_vx3$B)<4gY-TR^8 zl%>u@NbN1Q@uhEUnGIg0ErYa0*5BV2S#`mW5G6 z;guWwI-}sJ2k5?)$J3-}D>$Zc9vx)S8F7-V&*`(lBB~u4A>nF3wW8O3F>b*gCasE= z5S#OHOaENyXd&k6-y;uQX0WbW0Z?@NW=~$2J(}0lu6n&HooQ#%-t9>|RN**I&dcU> zN_$mJw;Y^5RkcpYmDtPxt51$*7;3$HwlSwBQWuYingUOB?-}Ls`#Qng;lX~s`UTD9 z0B-KrX0eXAjU$s`d7?$|jbb4{>D0XKxIExt+`uq8O;=2sJxwH?W5=-+LKAN{@)imG zT)GuhV~l*0A(hjq7P@2~Q$OQ!&eOq#=arIqLXd5O>b?!WD6189`+LK>Ya@QcgSws4 zj*x*%*|rq%!q{DBoGS!~muoaBQz`II4sdA1-Zi}d%*lq0Vnl$hd& zvu?=O1dc}OdO?cm=gxcUQ>*H?Td7GEyndc4X4kX%g1b*?!YhkF|5c~#;>$|#WkNe4 zw0{}ees9jT=Nrphk}c29->R#jvZfab#EF6$Nk5{}1nk(i9T~IMi}a04O0jFKE0;J& z&@wgoX+jUIUPo5g$L7n!>e>K?2-@&AO2!Yh05V*m3LEQO9v_xwd=d};6cBp`ws}rc zaYArO?>T!6jd0A%*xq5H^y zfeu?{{>a92&Ky9IITWbn*wqdfj4rZo?s&HZ}eQ+bJBsct_}$sadY5$Us|8 zmU7+#<2O=G!cs*A#hRzD#Jth-K8SoB($9*m+qw~Q)*GvD6SuK_MG}@N3WL5vG?!g2 zI(S;{`NXx*5^NQ`hLL7}uH@2!-TU+^A(D`6co!3&cVZ?qpIcW`!Zi9Z5TuXxDq32eM3FD5k_m?b_RI(&;;D4*`J7&oY*c^c&09f` z<_`pObmm-;HlYANHuU?eenZGcUlO7fk+cJXw16YCI$yM5cgV_^H=ZiB@TL!@{@zs; z6%*_6xjBz&K#TJ(8~2=%{dF8O>8VEC$FU3@-vWDdG*Cgru3EkiKOR8|5qpJlJWyok zMS`C7F3o((YovWr-5C03ao>3c9b|TMWk;p5`*Y{x@fO1>X>Z53}0Pj}O`(^GJ1;}4OV|T@` z%32)skz)hw9QLO|g?Uu|G&)Z>ie{+0FF74<19=vW*QaL7%e?DcT2B5!gTe)6$QCwU zM@lX>>Nf3#{AToY>J@d$T+(tbS{oe_rOB=hRUA<#77Cg56fLo!bO%hpQoVVDKMaO0 zWP(I8k)%PydWJZpwzFrC+xSvwEgY|YVN?=vzXD6ft7YKw5eagAXr$4_g(x)Qx9UA* zh3!Qr3y?B{VWNAZCT0u&x^xOYE#SKFqoilqqDynZ{L!KX2XMx$Z!`*tmel+p=W zxv3@t7laWIi(P_^#_Uj!Jry)xg8f`)hvVS)M9I#X-w{uw>f= zJJ|8_Elr^!I$lM&La?wg8>S49hMCujeRI~m`L`%PDV}lp9Zg(-RgLy##VA{v;i=PN zwr)2W=#F`IiYsHW;8&4tXK{y@1tLn_G77aaUg-+>X3v`>bnV&LikSuF=5PntZg>`~ zNJpbmz0S>$*LmL}a;2SP$_Wb!vofxp{Bse9b<|VSYEn{*;PI6?l1Bxcq!Bh2GV7A+ zx~h~qLsD~4voSE-=yT1&)bz|0#&C^7(S{?#rEk2{O$I5$PvYLo77gkJt z$_l~-Gc!?Vdc`K0c3VLgL4EEH&);VnTsoi39`dStpmeBo7rH&lnkFn(h%ol-{GxY| zB=9jnKvhp1jks@I``bqquubKTQkGaA^(^HiFET~Rwv}rX+r73(Qoxs)KiqR=b;x3c zSwS(jdu;zhvDzj987ukiT^gK$*#0uQ8M=#RyJuHbLnK0$!y=ziRLDM698pzQ{4-Xjl#gvH}Q zwqCajZ#4yQ;=6ALNS(T3+B~h{O5DG2#FznIV4)qBGUaJXy|o&<#H;Mi6qsX~6aJF+ z-UfCkE$bxi(wiHM8I5o0P4IIt73A}RTg|SQR$4It=(i|c??hTVEo=7DKR>g5+&e&I z`Z)uS^rI?hWdh**>3vTOK50?H(-eq!vz2)GA!dsgB#HlFQ-1Hq_-D6OHa*-?$^W`3AKfjy7QY)15yZ zU$=62aKGTwin~<1O-$>Qa)uS+cR5NCj>X{^65Xime#>hwsNYhLR)Kh}0}}y!`_}8X z$qM3U*THL&CKC`AFEpT5!r>95;=ww)Kb!Wrb{EzU))C_h zXB5*3L;0q6QzO&4j9MjiD1C(kHL%Wd^U)^0L!5=iac#7*!0wv~oq``sD1`>|(8+c5 zL!49Piq|Kp*LjLy9|JdB5n*AnfzG~Aw-l(wL_Q8e583ez)s8&;D z1r4*xoNHc3k;U_&=%L->?OgSK+@FrY^Z7mmezc==mE{Fd#c~$L+ixv9cgwDLT_1a` z*4f_NT+Bf#R^!9MDEaJ()rhhh@^)~z*S;Kzjl=3EuUWY}T_z|(P=T`vZ4MABE;hj< zx(X+6E{!-dNjT(p7A95U5Ok5Ny@2t6i$ygfN7qc@1$>cm^7l*eQ_ zf65B&e(du$C+6)tNjxf1jPrWa5+SoUW`b)Zd~K}N>>H$``PM6mmX0C6W}}{&EKuHI zHn%)K31r|T@{G&k`iJg&achd=P=l%~G%>Eomm5}Cm1sgFeMgnz`tz7L1{~ff7{#&b zuM{qtyXTsP{lM=GoP~Lyy2Pl+vPDc2>=&ecr@B&{Rh1U^(9cXR+Q$IInyS!FTRci+ z5{pe50>!U^hsk&*MPo@2#5DBD5JMRI6@=b7QTkNC)pVJ=>7G-;F7aQfyC>KK`1c%%gU-oyGRF5B4oAj7*%drC0_%Ul8i zQJUJ%3EP^Be8qV{#3V9#qC|wS&+MM&uvHGYdR2$7rgt~Y8W zN|9g`LsOtJ!j0%f>K|543ZAB5M-*lwo_55l7>6by4oOG&xT24gtj=%S_Wj^Sr_2Q5 zi#^Z>LT9MB^1(v=s^`%S*C`I4{)YV~+7TNQul4zURV~bp0dh!vq$>>7M`pTLVS>C} z(SNBGpLD_X0GY@2@>@B=(E=`J_w`h3MG`nt`ijR9LI>`i(wUp7S4&q zL23t@of@X&tWhZgc}lxEankU$IOo+`7pBJvf4%k&D>T$&8X%VPn%bvO5Kxx=)-2(38jC1R2ZF~J!5oxi`HlxXh1ZR4%wmyU%Kh66{n`BrpAUtM@i&_oz=br5~Hk;o;EF?@|c!L z4U6ceh_kl0jqITH9lSy0o{`~&LZ%eej0H{8&=P6MqqwOXV9e~%BggsBal{yx@~tCX zfxt14vm&gWIVchP+A{^{Py4Mo08>~S@i;Nao>4)S^>7Xg1Up_50I(N>uI0)7maa8% zQ*36%7xMg(r~m9RyU)O|6Ej}|a|d_+)=#DC@c^AJ1MZGn7eHrzaNicQLAj!cC zV%XD1Acj)N9g`o0arrewqn9XsLcx~S<+WI{Pin;MFv{q-@_h1=PHCQY(#e+R4H!0^ zSc9MAuNc6O0{AIdT?qI75?3Nx&X)na+V1JyoDRX`OV~7_FyZopa;$Brl+KigoaS(e zUNcfbR?MT-t-U7zR4Z@KEUZ~BUgdX`Wo`<4#udaz``i^D00&vU5tEdM#@nmEfX$m} z;6$+!pJX(p)2j~gmbOmInu_l@`WC&muCcME;oYq2_Wu4$bOhaSylqPes%Fovj}J#( z5$O$%b>W5{IaD?Tj0Gb#UJcxsyi!hu5g47zTzw3UPZTYzy|&=ID2^v><%ac?vN{%= zF$~FC$~MHtM#ZH322^dh9{(qAt_Dz;N;-p~yPvx5pw2fZXqxcK6T31sDq5RBn5EvR z;4X?(+~veG)4ppqo6{Yg3kT6IjDLK)f1%npr;&e|u4h353~mcrX6AO@dqR_(v3slV z&sa#)c!2RO`k<6X32#!*|32J5i=8?<5C8ymsQ-4j|DV@J?MDR4@(*vumQ$@4Ok>kw zmFV0#CTgHAPLCF1i6xS&p152XnwWx!IekhG@OucTgZG$rRZ%%!gPU>dB4SezRlP;A zBz&#Avns2d{zs>vMLnfz0%erGf!4gLOTE?Ok?`qudpC%-&g=O-U*Xd8@u8ty=KPZJ zrO386P$8V8(4k)Q-mUwXLW%cues40JU1cL~{96EP-nj!wT(gmQTqiTjtKrGYa5QSZ zaG7cKy#-3)kK^qgR8e!2xW-`;>}+9$aEioA(b900$nueS9cvT>$7`)zn@zkK{ts>D z=9Mhd(*8(TC(FyL+W@%5LOp*n74}YY*H!=OZHy#gQ03UTU`?-{=j7>?R~?{Yl45DC zO{?X$IJs#i zNFk~o2Evf@`2PGjvEI<(lHu|Kmz8LnN41Mup-Emh>(kCzHYk=LBP}SJWOI>YXL=$H zF*v)Xo8i%6@M+{r#HgMO&Cxo^v2!Xj>NNUmluZn4@uhF&(j9Ug6-=i>Z)4Ga*}zCj zqtwwf4r{J%ittVgR8faog_0e8S#r?pO+iG9x>_qmA?c!NWi` zRfnlizQd>jF=io$TYDLE8?{xp($tc#LEZ$l9(tLI>e;Z!AqUA^-XPPQ40FCiAb3Wo z!|?`xQ}uX_zLNoWb6ef))yM#{9Cn-(bUPXnc*4mK&eh9yP@xa0er16z>Rb-~L9jvv z36iq}*jqs%y+|Mkww~2l6ku4HimScA-OIO3nqL8CckskCn9;V=!Zgp|GboHDb{|_u zPic{d#C}6)ga6c2EtVn@8<2p@Q^RVR+9WCg-7Z(2vtI~2V#nidYd3i7WQp}4OP9>`I4v(WbqT5*cdfGLpkXzdeQol-l2-u z>*0J6g@16{RI-Szt(=8RIj%e+RTPR=i0obN&VQ0B$7W|@v8pC-0@HoU60JxweJ*V0phib zz1A~ofL_T;1+mz~nN@3UKGK+w@KA!eqts*~LD4&bxqv>Qvh+u_%>l9pEo&YUeXeopB5#A8ZhIyCYL9<2OXhVVm17tE~TI2P-odmG_x5? zLME9-H&3I)YAa-zK=-oj!&v^U*H}a5^Gw)acptpkXB?MjQK#bKNWGjWM}13knPWdN zu}zq0Sak#Q&}WGU&v_#Z_yvBIz}ed@C^>KiTXG>;79?`Ah%9k;^MOTVRNHoo-7pHu z3*v_g>O#s=4Q{&?aO$-GP7*MR5f4ej67)F%OJE(u49*wrQHm6M4xEwlG?YjY-#>$X}gl zz`f|pc*NNlrb=QyVt)bKGNB{-NUe#G#Uv<_>nq7nY)UN}^#hQYOuTtkWM&pulI5Sx_)8wMwVI)OYRU7WXS7UkDHev^=1mN4AY08I@tUjiqRB`$dWTa=XU zm}hHA8h~_o0T5{XeVA37F8?RFndILwNeIvF)B@!G1<;Yc3_yfZ+;#4C0|NaS(E&qKsop=LrU`uX zniG_J$5MGgdg*jg1(1v@j;OZ1AI3|;QrP)1(lsBy_`%ifi$oW{^+Z*1@2^-|LHgRN z#B}$V<2d6x8hU1Vyv&AMJ@Ds&t%?X^uE}%7LC;b)V26GJ9FLL6)Z;ctrfvLPjP?1- zS3wPh25d0>1q6lX)BPUF2giZ)`Qh(K7pW@Uw~)6%7i{#s5{tai0@`r!Sg#wVjyv2F z`q@~_OB>g>InHDZp=m+C0N3~(9EfE@Me9P1wBMmasqcVP5LNs4#gz^WrqkA=vbKjQgdzk_o|9X006UQVCdL7b1&*P&Lq@kl?yfD7 z9duQY3^_0KX|Jhm*8EzibhM#)L|I>fV(s?#YgGPkefI){ts@zD#5Vf5g4;NLubu4M z*__kB9H76$L(k))8vS&=x;)+Y=I#cP1-UZC-tdVr0iTDRXR;>w>YH$3=(f{t4gDMT ze>+ypqCq<|VR&x}Dh~5J-2=nrz%00#5XR_m)gfeQ3RjZ9MV+9ZCc}4dd#HtnO=SAf zMq-k_-^3Ih-~fEQTk^lc+6+Vf_Fbbc0#ysamZ1EWW0Mif@o47bv^vzzy+%b(+mn0L z;@IdeUJjixMLvq1<=m7U2*5D=dPsF@?Nj@rdA0~?fzs@bBKHL%`Plhr0c4puX4pd4 z{+K#w&)}YJqa`eGBL(qYC1_dM4iMqUkJIzMe98D_D{`9l(BVK5{ zzxjiaLF4_xAJNVJhWg)E!rpA{AI>lUfcC$B@BBxx^+W88o~MKFx`O6s&Tiat!?R+Jf+pMEJ_65c}hF1R~@rr;Z%;d;z>!3@1Eu-I5FXXqmNr!ZgWKl+VRZ`a32ScoP$I%WHhBZiM2i6(;0p+yg@?Ik zL!FhxqYyd|qEdtL(;(w#5jRFY{-q%O_7_j+Yr;lVMN`JDtvXhs5OL3x?OjH}eGVX@ zDnLWTx&a*bg7pBig_OI2PKu{8$}p#ps({{g2z&4W`J^#B(|fqL*uVoU zIcA-l&Q66Rioiw%^Tc&h-#%am>XzNM#m7#143=7QN=HC^At zwF3;oq#fsA$5#k+GTXo!R*)R$g$wkgEw6k(sK%?Gq6}86Y{jj)ZJp^J*vLJ(K{8l? z|2OuDFkcGDUq$=3`dh9SRn3YQA%RVCA5OXvphPU$C6hIsbfF0i7vxH z&31no`N=PTZJ|HDVEp88SO=;^JGM1ZZj-W@8$xu#OYe~}L-a%C4sHQu6YmGYe1qNo za-90aDmN(Hkb8x2{ykCz&;$ZCaGCjlvN*3IkcjNT+q^!)=&PL*c~-oGNUqf;YuGUc z6~t;nNdVF8ndzwni?!G461JTxZL%CnwqIXT3<)OE3AhpERbKXIh5{TUF7?2CXBwPX~48 z=EMvH<0!;eZ^1yHn4ccsh~6h->ofPA{qW;Pb|-E!Y`haUmub6{MImQhTXZ*Su2I9a z4lVZAKKG7Gu2p?BJwIPouV}ZwUUpA)d4C!d3z|QY&Y%LCD>QA1e&+`EESdB9jwZOv zqp#2R=M1!Db;CSrnElCR3+g z#dlq$Yf7ewGzR%q8CBZEkM*nXbStM+5$I;@x8FHmY+6|D={>qtME>zx?0Y+V^%G2%D!P==oEH$h z>kr^a<8ab^9Ng5cd2sYap4Gxwu{~}2*_xn~gu(98_2K^vK=ir$QmMK#P@!9Mn!9x~ zl9sCZupq{_O1d9h-8=$XhlS;-;B)SYZCXJn3X(VmtkcKJpdgsi&Nc2)tGVxMO*6V) zCh(QJWMO~k2&kD3Uu~E)f9YB#m)G+aDo6i`a6SoAnam^hlNJ#g8y$%}dgPj9+z*Go z`1E^T?y_dizMLO(UfH0x1r1z30DPP5e&MKNDVM|)GW95nXeK#!D6j5mcwtx2T&q`5 zTrT+CkdiFAT6{w6R4gFiL+u1X5?V)8#lqF%6D31JQ8`rzi<0G7a`O}M%Boj*I?!i7 zFgk8;mua`2HA$tA>{Eh#r4?{Om+nH|ITd~mC^A~Ya(D^9vws?E^(BgT@RWlA z!zn!~1q_@L@{W%n5Jyk^n_+S+YaIq6I@8dgHRuR>*-If~D#ME8%?uWI9}7c@v|BU< zE_<}iv0xuAsM4G0esg|;1W`|B07&n%A^$z{W2AT5>W6cEaM?^ZZ|MU&woInDeJP$} zel%#7=N<>t;f0;2js$KD6eGb;D1G!ZlJ};<4{d;8Z$~XaZE`OIKpa~LMf0FR>n+Cx z>)exxtA6YYHeL&xBsMjK!Etz^OR7!Mwh$pToAxH}4X+Q%oWN8TB9$ZcGTuY{Q!1rU zT75L4j^+tBqCXuYKgg8difF-nN7y=0$Xh|-8=Oe{O99uBPm3)wT4M{q;oZ0~JRPig zPXSfQzZj5MmB{aipA)I05?V)0D`*ljYQjk91k}u*KfwCxwXcJ>tJF@^MiQ5#&yd)1kYQ)hG^GhAJLwPGVw1(1jA$|8%Qw&gRlqoJMQ|u{M2QB0|;pfsCb{LIbt+_ zr=f*m^xJ$=VJ4yE#c|SR1nr=odACERKb`uKebTOqcjDMzj#w1d5ig5aDj#SqzDHrc zD2vvoh7o0VHoH`pLTdzUu{MVrgY#L--&-2*#q@wr*!eZ>y4Va5z z$%BhDFf2r`u+ykSkxBwm9T6qkF-Hp6?nz!0X00eZkL3il&*Gk2+VIuFlplIEkdJq$ zUf-NSPFoB4IAcNqaoQhD49U0_ME3>FPKAk|_i&?70_>{e;!Ze*<~lJA!^ba+@>@2J zi=o5DVp4UAbXC}au-6E4DWbJj=(9v<;}ZJWpcAe2*-%$(_)g;dfWxnpY3>a-BtnFW zN{7P>$AtU2sqQWI2$t2AzJQBMiEfzT4RooOeTF9#d5zm0(6RHd-b@Q0CR8|%)<^%; zc13N&1p%^p{~;n_d{nomKi(m=%QR0C*-dW+3ScLjXq%$}TGrF|pIH!$aolMkxM$%4 z+fP*^L!T%IikAR%j5Z&h}(G7ib3&g3+!aqU%pAsS|&Ox%uX^_J}Ru_~sp}Wq>eD1Ftj_ z3pa;p+O)DB!5{M0{|kq{KeN~$M?*?Xn2g@zXs4tCrC7+}GxmN6f-8An5?6g}$R22x zedNTHah4`HAVK^5**i>HR|ycq@193>$mNK}c7)nnfZqbIml+Nr1ujKYrEzT`vsIM4 zi&H!7X&{Lcn$M!+HxKfL@(4!X9yWmFQsXV ze>$J6_KItotj4~v^}MW6bNRm4TV+zm%;g*{a{lDDz^q1>KQx z_ehHMLX}t}^7=gR-=P~@6MS9F&l~=O{@>p6|DnlOXDHmh^@3f=B7W~j9{GO%{Qy$V*(P*w+lQlqoA>y=UW@Wh< zAEo_vcpUUnjNn|sZ#V&#hiIZryK@!|U<% z?l7;e`}4txVpnKBbgb~qOn?f-cV((Oq+E& zEu^neqEUHisF_Yc;zl<~3cL1*JGn(y5Qs_pvO$TYs&=^Qw0FvA znVy2HLs^~ZIS)(y@U&4Ci`;|3qXcse==uJ&Zg^482`KdAn7BtrWs?)$sjei;T#>1? z+|wCX+9f39R=CdMvWe%UibNaZ?h}ruphqSes&}<}QyY(F)knaSr}*p*~w|Ej^^4> z{&hWHsrkfdSVfJ}bqNTx+P@eYc}=7RYo0Z-5!4&`k#E+k78GQWpC2J&FLH{ODFKb-?9G1={;deHO)%d^l`Oli?=WK%LDuREhjLJIs}y0H;*YB)SH2J6mKWu)XgcH0k>Y2 z*}^Tb#XKxaWeB+~=@*PF3$W)RI@Qnes~sb$5xL~|!9yXfu?*(ao59yqO69C(a?pJD z&U`macJ3#V7{g*vFkWrp%!m%(qm0dl#D^hRCZH_z(@iDN_r)YYBdiz0!pRD#eR12* z4^BI24h;$lw-OE44G8sqsZc9Y8}?cfe{E20vGVPn*e{G^+8<%wTj+P5tX}a-K?thA zCR(|}ug+`%RCbKth%uRe(g55MSYT+_;dt0@WFE@2b-4brPs?(EyL@2_6Hj+e>w#J! zjO>=O=#Sbftu{tZ1ovCMoj^u2B_e|maMc-Cj5PgNutyKqNV^rOoeU( z8~*c_TyCuZ86>aZ^O+v^H&pcD3)DGs5@_@wk$a@@DcZXU7Ir4wbPO;PXpza(mTl(H zQe$ElNw!+i04?wLJBjY&&lv;clUvMYur?mR_g(Jdw>*wr71P$tk@y7Tsb1vHAzm9^ z8WOHE2st6u_{;ZV@HdqcDj@Gvu4zbThNaUhTRbOw9yp4p;~P zR3c>QyWK>j!FbQ~c?KQ(n~jRkgFGDK93?J29RpAtz8tSTGUmW3k)e|}h`5JfRSg;7 z*M{#-)qs9^#F1GXgUIE*X`oF`H0aO2pZTO0Zz{mvgd$AJPr#GJ=DBj3*GPyjDY_4y zSch0?b+gmOVnGdMo4M1ikVr|2TL19etAH#rb_aG@y$^zU3wU~smQ(3|b3&igRqfEY zB>X$T<+){9+TU!1bc2HRiMB#_e`33Xyep?Ubp-V_Bn>J6O|{he*g3U4(q&$_fmrp0 z*ZEubCAb`9MRG*)NqQJ9*UFLNpE{gHI(T7W^(v_1p{hMUP>pKtg05=TkHb1Y6ODX}pJNKm zWR1;?4)ak{EZ8kLn)bad^HH_+m2}G}AaO6mhpRRer^0AK3alX>?I}!Vx&q^HT$0V^ zD)o63C;h@=lVQg)h(NEBwnFkNqOT*wER`Hv8`d@=TWGfL5N5-OmMi~^?SsT0^tk=q z66fRfw7Vl&HdT{x&`z$M9Ul$Q1`;M4VgPV>r%&>bI)s8HYAvDL)Z7S?roXJ~sEt4KD_@_|A4r)pZ&t zTehDkC$OYwC}Gb}%-wgTB&*HL9i?oxE~~*9{7~-}$S#YZ*?q5_j4dL7CB;5pxQ2aZ z{K-0Y8WC!to6QMHz!McUNPscQdQExj%{hs{M?OSfZ1 zzL;lo7$MDoX`gRp+~Ax{&1COfsB}<$Apm;s5CY8aTo)9h;p4Y8yc=Wv4Jt%3^i-7o znH)!Yl_tf8&2Wf6Gs#CQ95HEQJk+)zje=yGYP`l+CZC7p6_U+@7l9>npB*1Um8dq? zVxAv^_e(x-wg1X`g?;hWIclhI#tH=^mll9dHr1Esafa54+V}j+!a2+89GZuXu#kx$ ziG2J^cTK<+OFbCL{S;{;Sk7TyYWi863xLWWyH4B52`D!raM@46%wjRz-1)C|LYZ zYf+Y@bsa_+2Y}858?0d+8q12(NHrl}g0tZ>x@Gsmi`^i)5dC0*A|q#ZQsL}eE1;d; z(Z0T+SUYa2KLaiN@b9-mW;vi)_64aRoe**?^qyA!Z-c4t! zTHeX_)QjZy9%+^u_XpT{^2-H6YZHY~q!5bI&we+OkT?9%*ihhH1tZ9L0GQc%kI?yv zdD_upC9XB>ro8f$=!Owd9WFXyxjs+pU)rZxHXRF>409P)l^7%xSeCYb_#_yvgjUC?W2UI~ zhm?0Szd}{~#_36?Vp3ZBR`7@|@Z9$$g{S=j#$`~~=uQ6ax1`@4egl){tiufic@)V| zWHK&&Zd}A{2dVgqk`nLrKu1>o3ea5KGCSc%M#x(OBo~XSny3sO@DbHcXhhj303!DT zC%I6bLCagA%G$M$eB9il>k_cc6LZplB?1775u7JK=SrV^`Muh|AFE0_0$uHML%=|@ z|AZsU3F}^HtG3aRHG%98`(e)?WVZ$=3xkbd6f`pR!Dr|x4-Zc8CpkuQKtcwT=ZRus zWuA*_VpzZ|n%f~Yf;)^BW1KBNTK!X$w>UmbX=WSW^r2pCo^3!gfqK4O+NsC`+=A{NW@KX)_i= z$t^0biI~pA+T$-ezN1hO588+H;jQBLzLNdNWU0YbnPFkZ1Q@WwQ;D8?d3%D_e2MF2 zH;80STvX0+lk1{l1x^3-r|Ec#YnbvrHQjMAZyRBKh74es}0$eg-Nh$3MMR9_C}{7tfqn zb;I+J&+P-F&>~z{P7iLR)9F%eK7)m;S+k5MzJN~kH)&j{?VK#J?N)EPWmz+>&WzCB zg0LO;6ZT=b5UWqESYOc=NSPBXU#f1L-Pq6*UAeEjg~Z?rE|Aa~Odv+_GWLD@gtEW4 z2fXqwmnN5KtH9D@@hT`JSs(eQ(d~^eab|&`RfZ)O#69l(;B1wr+wbY!8fR!9xW>B( z{5F*;dpJ`~ybtxVFL8(1fjarjiC-3qFXod2RHp1+5cB2U9Wge4e~8f^gVSP-V*3jP ziu-?Ghtw_+_Ac}v1f?1W42m~yp}J3@+V`gwJguQmEmh^!4r8XBM;m0ISrnfiKyjYU zYGV$}Pqy9b%#7{PL$J~-@(yKVLuC%(1o8`L?hfuFJ7$4bE#?FtY;mQaoXq=NowdRX zQYs#}EG_q1T0)AH19R-)9)Y>r8%IeX#J~tbs^r~nirYW?;?m>79VU=jb@Me7A{^8amJJ3Y^D2S z1-yWOSA)Uj*(QHQbuLfN1WGd!6%U*I^*ve1%aFB9F^71@?2dB1h!7)66MeZ=Dm&n0 zjg9*d`$VMpH4i1D?{FL;UPl5o>U^!+=dfHm3ck~y4yOFo!7jrqp1b%hchSY9lNcf> zk&~+zv9Uvn%wcxZ`nAmHI&vIC_g1z{=y^;sG73zl#o@%q6Pv#qbqo}A6~WOdKDm|k zP`~g&G9A1!>L8`_>@V4gJcT2{NUmNXcG}E!dnk0Vjja@(V93*$!^W0~4g2ky{Y}U# zIuBphC(B4#wd;C<)`Hs}wQ?!iCArH9o zp$aLn*(l=_C$3*ezHT|pv~E8sX66-R$L!X(WNOJ{k4CCT^wY0|ZVt0K)rUS5@wDkG z?~vCE4w+>3IuY8`zDq-05#J$uw7TqrNfK2IM8S`#QK(c>4y1Y~iAi<oDHa zeYdaX>~GTO{}y~9mz394{iJK<|C+A-NAUH}HsQiQ=^ACQSf*UOwwzzFIQxyAAbu0K zZKe}Rl=5)%#b|K_3ZhRy&+t#YW+{n~!j|pkeeGs^@bvj#Lhr4&5N6 z`N(vKPi*_M;86FP<<`>FaHJ(PiFWpsToLHFR!U>s0kj1lMO4zW zaLsz;SZy*s_Hjed^VugEZeR6=JV|EjtxV-rJI6%ZE<;)rMARb)sILhb$ufhw@w)(#+Jdb}=coPzvSgul8H(gt*V`*;n!#bii zH#5G?5OPXAA&L_0vwo4Jfa z`3f>GTws`=c2dAN`S=aE@YGBty)h>?O&~o+i~%8n9ti zDr!*(@J%T6FRCJ9upm^DPQtKCYy6HlRKTmOtKaQmy+0&nKvp8P{P)j$RS-zLKy;PN@04ESHPw;U}dYz z`^or&VYpG_T(YWU;KUD{4QyQNjXqA-SE776`}W;{DsdgyTTEO&o>qQJYS}SB=cy@q z#1bHis3QbCS(-CN(Rmwlr|iIwgOC5>zls|A2_OEPZ}@-nJ+k~qY+$4`8NJR1-Th3i z2JAs$Nvb(vIlM1bx00hdD_p|;Fe2tiC6wHWm?Z^|d}8tN_#~bj&oEE!UPpaL_!@_I z_;uNDxXbq&^O|L`U0s<^#?5NOTJdKe%H^}z-Qzjm=k@rV_oqH}OpESTZ!bd|D~HCq zIKt&(<-vuUv41`kqTSKm)@JsTAyec=9~r#^&z-o9tmvv%Y-{iiM_y1Bw;!CzJ}XlQ zmR{=sJRs5gW6}%lNjKf#cjkUx*|W_Suf-MkUI>DYagva(U}Qa=Axs2QZ%WnNkyqedFBrn`1{&3_8GwM*T-5t+J{ME=svp#4@zg&sr(1YSj0g$dBX83;t zg^4j(Abt}8{k063T(J;(45}bp3YQjD!kEa(i1owsCk`CCUO7EHLS-q z5EimZ5y(W8fOrhpI*QrTU%dKJukfJ)C_Ml#lEHpkme^{(#liYME9PT`BxXdmi|3pI zayp;|+#er{#4>`G<;IUhVxB5b0a64x)so>XKns2YA=LEcj~+%6hCP5p)k1-tEoeX` z*b6_9$gWXkBq#h`ya_EzVk9SG5?@KgtkCoJvdx{dJ)As-2#J?jZP$hLn-o;iGxhh% z*MH^H@tA#=w?A`1{;zZKA1?CGb3bOC<)>SyDh2Y;9Djj2YHT#hUI;NG7zeP5ZC_Xx zCrs7D7p-D}4tmFW_xvWwLDZEY?H)%ym667J9ktQpMTdDsFLZbzXO$rhYFdPq#0|Tc zvJUr{ad!D7{Czhab8X$@?GDF?F?oFo&bBy|mmcQ1+GHpboV-`Yn(-kY_G^a>T(0ZU?BbxefSL}`hfcYv2H z;Ju$^!EUOo@)0y7clX`)oFBV>NvNISZ!eSIV0Wz`1gM}+2f``Ekl`d4ZF0IoYTp#J z+Z4`6)E&zU*9?{c8zJTLn37&Qk1{AIoM@Oj9Y7v@z^X9MZS+-4+DxBKP?2}2Q(ozx zS_L?hu9E<-ly_4vJ%h7m|1%e3g)W4lbcLUxWC^~x zLwWI2*oo2!n06C$J4|+&P!iMxwB~{Q1oh?0V?sKeI90{N3aAtOox@1G?)) zK622Ux&Pe4__qk6HEi+7K@VZoW`V;WU6kc0l<5z^7D-gED0<4ChfMyeu&0!*Wd&-t zpDsm7)O!k5`e?;2$?c&c zejGIRfKYa>iv7q)HnxrdcgQKNU&YB(pwkCkDjU~k*eKa>ju^Q%UMeR6P`+?~>82^= zxJJ%aV4(jGTj#JP2#{^jwC&7F+qP}nwq0r4wr$(CZQC|p4SLdV^)x;pV%@ms>@7LM zC=zSxtN*E?%nRuG&P;V*LP)X^@X$&}ya^|kZ%vRnyq8ae{Wh43;?Ti+FLVIMKGSWK zuxUWOVbAdb9AE^CoXAbGNqR5X)=jOdWRC|msfySbXDf1!Mn#^^@#CGT(UA-Qbm`j zHkC{QILXEjgkS!FxO}O7JsXfB;mp?ASC0+r@%?Y_5DZQD7`a@}70xx@4MBpimt^95 zYByf4X!icjZO`xY>2Lej{=vB%yqbCZD9jJ-Z|GjB#EXet{OS35f4^n(hTii_dm0|L z_s7%u9=iLiuKOZ|L}a)FS#}ANi{0y;y?x)J^tSs%ofn-1Ctu9#krhOa&+nfg-cjOF za!vjC_^(Ob_}RVAx&F^$kkO;boh)MEy{t$clzU<_$gRu+b!aSpByu~oKdFlYVWx*NDCB_Zzo24cwOPwOkR7?NI~A~ zN=EAeabEDpmnhCeyAB8@d8fhnjdY%$pU3cxfv=viFUzob6|>;Q7kqMW&e28BSt+sc zzOfED$OP9!MDZy21xjuvk{E${VlZa<$x+mhTpL14S%)RWRudz#uoh|oHZZKGtqkU2x$*IEntN|q&r*(xnHa+KS4<+A& z)0;6mtF)}M!oQwjH%CT4@VZ_wd=y7Orca+zS;G1lXE8JA9A2m}Own1zlrv zJZs#Dm(#((EP;X10F|b3tq2CIM1pOuNyo)!lnGo?a!>8=?J--fjBWrO(Xfx0OoGh$10DTzd)p77lp?hfCl>ix zr%-gwyT571LB#lI^+75KhOFaF!Rt@lrogKmiuM1DgOS0+PC8Jhc|jIHhv2CovqyN$ zo_*A!Y7D8lnyq1_pmbBmp2>cru@Ib@@}iH;J_LGU6)*iI_&yg#Su$2=o|)7ZqLuJp zLO_#>i?vy){IPWdZ2mH<-a$?e6+9q4`+$Po`z{k)K51Vti;P|H(fZ%$?}Clsf^px8 zBhaXSC|^*|OH`r@W;Ud*BjszsXWQ;cGp`ay99cWsI_bYvOb-0`3Jr$B|`L&PwL0jv=+B?@y$= zDW}kBl-&*#2(-CEVq5-23O@qU5$^)X8YShsiWnr05IT;u7uUoQ7?10h)_L@h+9WbB zn*D~MC#QShZ1uCz5w=M%bPLG{K}w#F-3W3O&J+&(8(pSEu$rKBMbrTJTn*umu~%ar&spe1Qx8EKn?t7EKJ6^4KWX>DoK#6oOBS8{s7Ab#V17~ndU=N z5{hb4H2*1D@)s+&ufCPPSk934)3#`VYZL{LFM?nA8g&7jp%n7tP2OB6@}L5c1R}^s z1{+}5&R+a zplC_BaEMdpb1#Bg4S_4~X^+_0z(oWC165QK{ zC|Wj_8-Uo&kG=07mWw$LFzC}{P|tp8_RZrYRj$lqfMF*E;T4@DPon*cBJ9l;X&@i7RRWE?rhnSL8(!5kS%sxG_@P$K->o$jS=%ak0NvzM|-#6d@Tp9J;W$G ztA)77AKyl9zbfZ1ljAufJuz^&CXPX#CqR7F3zACxhSk+xf8|y5YAKN(0kE1SXQft| z)Q0U1@B{S_*9&9~1E}|@UM?I?I?J)hY-TplIv%Cqru)3uCuWO4p8@G-9%JW49u)ON zghAaaBEM}C)lcgfW)J3{4?+*l--B3UV0@I^0YM^N1XUb>6GAgg4vjgQ0YF1|BYYiz_4GF3n|o=w?1H8w*U+=W9g9+ zE?La2vnUn58bxwxHu{G{1&89%Ua#1QS$D4qM*#~2a%R}4)8~as$iko~Nx)Kn)bxkH z8dwZQ@uoRN!%irG!N{w4bVxc_J*5Ap#dLVHahtvxCa~$CpjL;^8}y8i~$X6XH zu0L5%{tvys4-`^aWQbT-Y#tgH+ z&A170qd}-Zf}_G}O>RdHpml@_{vU}VbB9use6d7SwD$u#P#*@s1*~jTpw>(c{7J|A zC0k%Q9$;I5H}gb4`X_svvkMwiwW;lbLHP?#RDNi|bgS8ZZG$gG-cnEp8`;KZ?xALM z%}dm#G*O`0C=3mfMwXY3e1$_4`#OK05>WgnDEn5$ZBUaa{vrs$I=dwnX>!_&jm-{^ z%d*v*0o~2VMJkB9aqZBumjK#YRAJ*iaDua`DL89iy`hb&>fm+Ki;W86KO=gBO*aR% z-PMt`>RrZk9_~j-qQ)vBYyqlGO+(sHBx!+)sE5iUwB9%Y`I0?`#5jRgjk_gR6Yh)* z6{PSB$CBQUgsF?s+|Feq!AgBOrZ)6Z;~^SBk>f94(l0;=^6l>=3|Tu=XyxlJj>UZSQ473evR``*q6k3ucwVaf% zm^ut1zc41lx9E4PMe3aNE_4io#NfNZ0WXNch^WG&0RTAZ|C7qOD@{&mNg@AcF*wu&l5-OB9_E3Qkv^A7gmk_YIc+uoi}H06u$ zu(MhyZKDrAd~zM&(kf6B>+RsH(Uvma#$Jk>>HFKsFHSNNO)g(YMLof*DVEItFYMvPmEvcLwl`j+ViS=ag7S*G~0=m;-N8_gv;>w9Nru-e3jv$ z?Ek6iABGM`qSgJW)l5^el7nh5=iA^KPX)gY!J!HE~L(i`a2a7bNJD|s#K zm$^uXt=ntu5@I(fK8@GI>vcFOrT@jrd>8h<2Nz{+T=&>aQ-7+%i)@{$uZEB%Wxw)^ z7{HHYF5cLn%p-~HE2f7Vk>#d1?nklhGKz9^A)*=6w-l)d4yAVy&Gfyx+?69Y)R{Ie zJPBp_>R4UT$^&q^#I;z_8|;H~+z@G=lFe_^l)ZMgWZz^m$#GOT)U1w)bg44%-Av`> zaLa2lto$35*-|WtOx34rIE)rvK`ML(T^9w%h`W*UXI`+slcORl+`eQ|t3Rk}eI&+{ zPAZt54Dz^MM29I72RId#%X zbPVctYqziGgxZrPSM7lW zmpt$K03Mo;W<64^L2y;UET6)nc|!K56Uu{X^plu#&f1$ih^Cp+gVLhR%@}LwckRxS zj71HH>N}IDU}_K4J!NfL6eWH67*-p49xt#kLY`oWi26MPnRIGzN+w$qj7f^rGZ|W` zaIrq$v#yh0qKgUK=n)WE)DS;$g_rDlkD2ot&MZfqmqEY1(^9ZS>HEXvZJq5JL=`SNx=g$ZeBhTfY19-duxsm*nCcCiHN_2o z(CD;}TYGxHTqQ7ck(c|x=R0qvbTXw>a;j)A_jF3(15E2Yl=U+GWv-jKT1-xjTiY{M zUzHy}Hd|yjES*{r0{u_)>uW^OJv)gv8=O~dXt$rei#t~%YZi1&J}LIZ#_3hpoUdw9 zBr90=oM0TODtxSW%f{(T**j znJ(ZDCN~-PPF&dT==c0{0qvZU;!?|Y{2uzD_6LgSQ>re%a{3yMU(9YnpyouV!F>!h zN<&hB9R|X+*y%Ql^lB0`+7SF<8qq zbRVnkGji>zJ1+?bpFu{lPZZDkgbctsl`zot?rnHsvb3Dyo%alo0!v0(h)4YnedW^` zf>WC$(#cxZ!uwct47yJ|2KxdR!C~3AK}V~#PO!HPp9>X^&cn)jGS?udTY1Nd+65Wz z@^1X`Tv|nzp9iHc{-scLr`<#R!4crG02uCOnhblmaOoN*6$racfB5bQ_62~EUY^V~ zURt+-xa0RGpA2?S?&49un};>Bg}`}3?#-U_(C*sOtKoR=+}?g&D1phn4>?tsl(0SI zKkD*Zr?y5O^fX!$f`1TW0O2#!Vgfl0YVKapx5<`XS0S9BXF{=QvFZ>@ML1~UF1+NI zqpyWC2CmjcGD2XN+0UJ3{LamvfwY2cout>Z6{Zve`NLR0ONxq`Q;b$hYEHRnOiu%H zyK7FbmK$@~90&@Il&b8uy1F2#SCI?0QLpO0kjJTdmQz?&I zDdx^ii!HSQ9FPJr!Yv z{3s8O_yfN$QLkk9^vy$iBuu;JsSoP;N-vf)lP$XN)8_ca!Sa=R5SW4ru{nm?gMO$U zKFgY&wOH;ZwL~5BLFYrn&YS7cf%8FhB+XL9hDN$PuTy|_$<{0241^3 zoi`OsP`DU?x+G7P!?)HpzGg6O2+94}zRkP5Af*PJ6r2p{>dWjT-z0h_`!*Xcj1cym zq8tn7tO5NLg&7^XiT>VCFgE?-{^70|W(B;Zm;&^KV2199*4&W8z;-TX58cFG`I_H^ z#Qfc<0 zv6=pN2B-5?ZR=2P8bxQ%f7yBx2c!GMa(*uLFRqXI&iYoZ!K`5G*6@7~YfkjBmCb&O z^?Th(OEDFZ@++D@m(Ua6gfFtxPw!Xj`VZuP|CaSw*7VYaj30(E}+oq z{y5ml)$?_Fx!U>X%cZ0H*;L!@_4*#n?V(-SE-C1}mlLR6`HA$rtl8xCeY0=f%)Z6V zX1l)FKQ_ztez}9qX(xl{Y2EbUbz4Z@B;oUPakxJpG`)NuKTYoMYT^BStn^G9$#|Ib zrHDZPvzcyK&syEOjsE&!D{)DQTcXvxzD9RbZEd5q$a39nIKPx#eZF2@K52@Gd!wzk zPKSOOS(=;u2&BiIB-M7_+5JU%_Pp@ZrPVo;^Iom7b~@bBY}UDA&G)PK1)x(s`#qw( zJYfAjE0u9`wbC@RwEY-Ro4YUihQ?HztSFDJ|lgs$}G5Q%}3{2bG0%XNrwK*^T$j^OmdFf ziCJv>yNiM5+g){?gy!ktD}38a_s-+!=kY+Ab^^fLWe3yONtI*wJL)&#%g5pO15n0?18a*~+ud}dWgRxu*Ngt^9rXJ)fy~|OYKJ9SRojR; zsZ<8i(5*GaW219cbmwRJj1eknzy^X9Z98$Fq2 zGQd3YM=vem=KI_3cN4wGiq*8Te8vSI=0w3E7dhFyVHz}Z-k+~styK_n7 zat^u!ONX7Yu~e%$OU#NIG6#yz?h5DZh&vtfxlj06IH?ye+Y99&ZDxylW(4a=q)e~6 zkuvw0ws-_Zg}cHE63ZpY)##Dz|`FZz&3bu#i0E=iyBj}!z9_%u6B@< z#^#udQ<+*?2%zVxxRlSb^YvNR*%0p+AOw081ic6QU`byM<-W>MrHkdAD>i&!Bz)h& zNniQO@4$fW+pW$M!n%*{Cde|~+HBFKy;fQPl0nj{4h6Jb&A=a7fDh2_`I{{FpuSJA z1MmZyizAhCZi8t#h<@}VEvLgSd2upwX=k6q14#aCd6l&g!{M3Ep97g%*e5D z<3X}=PJ+?ScbtYyjm`WgLegHES3ro(0JU^{GHQ5> z%ddG=RJTF@dJB1!+nuh*hz3R{fNFeTF}xoL7D89s%bxV!t)O)p$b~}qZo48)+*B*D z;r=k*S|*~8B@aRHQ4Tf&ni)j;jC$7@KFu}Num1|G6D1wZh`paQJOEqutU{aEDzlNb z{y+g?QOr#zhMR2}a|>M#nLdL=bRR9nHl>}s1*mlwkWOr-ksYx}C(+y>~J64J1WY*P)1j^{X)iA;1xoa(cI6`^de-do4UyePPcf)|z$hbu!^^|#4Ft;SPfmpKe5=`&7@eTM;^_B{))J^1EQGLq z8Z<3d5Ma)f%=K{C!!Qb0Kv+ofHKqk4ee&=YOzH;&m}gy$_7DpM5<9$cA2BF)|7+i|vS=f>biuRUT)DeUC#L`T`l2&PS**Zy=tpAO?KM?0Pc; zk~#glVqu)eKzk_F%ql-1ssZ7Ip+O?#~ z&>%%1#Qy2IIraMSI6@HN- zOFZ=~{96jTuji>bUC>55?Fw*64)tDVuLco;1I0{KvijG?`|`{n?ihyEXpxDx3i}I? z|6PTuw5jot<0pI5)~s5Q{NB`1N|$s%^>mN83Dx!DN`G(+U(|X52Qv~QC??!|WdVz_ zDs*%s{epBSbL)1J<#F@!dIf9XDmZ(C_K>?yU^(lpZj1Kc;%iSUWVWa*F0ab#6{a&04fSI(#IjFjkli+r;jpaZkrgN!lf3Gx!)>S^wu# z&|b0UD!2K)4E7WMq0g)DQo084G-utaFCnngqF-U1<2LiL4$4L4s8BTLJ4D!eIh5GN zTs1HxW`RL`?}Ra1ig;WU`9j=km8d9==hI#i-ci>ZD?3|N+w+RP$`kvxM#Wx{!kY4D zN|FJiwOWeAI(qCV9Gk}DLR-Y$lc)Vm_M>Y`Ncvsj*YJD8IySq)NeTx$eQuQiH6MN9 zlsgiP1~qEz95RO;scI_;3JKZ(Sz;%5+1L zKyQ<8{;E)X$V{2(4aS7%nGTyubE-qw5|3YHH;O^cJp4GIFINSX8$qt?>x2hR0_g zCYR~Y(@x89DoW@5G~rwu__h=gm69|I?-+NF*oP`ATJg`9CTAg_EkHY$#Gob2I14C~ zS7s$T>T$R0Kc-I^1G)5}=k%jYTE>DCQ813x!PUKI}UOds#ypCg|!zejmz-eUjzxPIov>E^dNst55a&h(&I8ub2#H@ z-o(VPfgpm-Ou|0|RZO)P;yFj`;*E9)aPQqW!o>0}fm1sAT|@Yi5!_t`A-JIh_fg^6 z;{)cnT<%T^JxFQ%hH^@bWaUohc68z|gQ- z(mt>Q@n~>na>%01Uvk@9M4yV^^QzLR85^Iz@JKV?NjD-CCyldgs{)yJ)}$oH(gs?O zS6}bpnw<<$uvX#wdmmpsOFtVLSkp;(yMQbX(1j7e1*f-N{tJ`L;)5K30x`mgq2jFA zPxcsavim^Pl|6Cv(5T}?t%h~GSAjtZW2!e@A}QO9cQIs!G^1($)nlLonOlqI4%m#c z81B))S1mC;2P%N8aXXU@og@hp0Px$NfP~qd0fqT@x22EK&x~+t#|Rw>?DUpr4#WC) z*N!7RLa#nS1(O31gl~JLRWPMj-6j= zSWIspOyy?BvFDZ#om=0dMzbNX$8P95F1gMN0_t4xiC$el48p+XamCo`#%DA90ojeq zW{o6h*IckUsr!^%nB!w#rFg`n_t1O^AGDH2xwP?=vNJvzRR!ivTZ_aIur|G17JJX8 z(dq4fR*Rz??kGjJ)pjQ@6QtgVoADloCG*h;XkWs&Wcx#(U^23x>7 zzp>YEz;rgE+5}ur8P89#J18|}`s?b(WqZx5`g*&Ii2N9;Z7}qXCmcY8NO4Y3K`aL$ zQJB+0Oh!T}hQ(CvMHFuHX&^f}lBAjligdQ+ST@kC1FY)z|&oHX9Me~{yEXtZzb%}k0abrWW7<=F&XEA zJfgTs*nVbklH>~62uyXz?hn=qnaP=&%kV@-c!`Q>RQG8yzM(Jyd*n8YMF(NVr0 zA;KFTL!V775hOb_5r0uqErJtl7_()j058mK1nNEQh&@&oII~30;}&wx#QPNLbAbtm z5E@z_L3U9om>rDCM?Z!*;1+n)eityblSqo#z5t?jO@R;Bjf93vU`RH-)HI2YHQ`@W=#NJdI9f5m;hX`Iw2q5Fq9^UZ?wo+;z) zLjU0Ed~#HbRQ40~CY^?B_rB2jfXv~b@_|Ce%bot-wg^G$>IewjGQsmSf)ho&^tcfZ!JKcXET7*!&|XpU3`j3b2t zwmz^$uk70M+mZFjnc;X2o)B}|3O`oL&DKdjY6ejLkbK0L4Ic{Xq;94IA4rsHq|ox-qr8;Op%Px#-8 z{F%fvCESFC@NG|~&_#$ur%_BE*pQLIkeITUJv|#tL#RC3pwPLkNCs(DSO5jif#x8! z>8wX5BN%m4?-{_I0zL=nFm!)jS;x)JEbp!J3L*kpHnNZMG?|EYmNM*vUQ-C=a`e*W zgWLl3Gek&%_&zS4R6>Ozgl!~Q0{q2#Ky0(gHh3ua&d?D}(6ki|Olv|Y<0(@X7Li0E z%v3}KpF5bz&^Q}(&$eg-c0?*zT-)TjZDaa~&_`Jh82WJ&p@3;DZzE{+IPCJSlv0*` zImr*zyHgC}sQJx>6{fMJHURCv4P_efC6$r=?tnG7Y5bfIk#AjEa3{PLuo8QBN@gPP1ewRndg1&5Rhszw2Fd!gN z4aN(><3ILFg#vsK!1|I~#GqYU776DYiloqK?Cl3hjGD)j9Fhnnd?#o(3je0usLlm5 z*emkyvM#t1i#2n$2K@gIGX45}X=lR(G#V1J!oaouL&hS96B~uYv zs1hLq5U>mgxV#z(?Yf1n-d+;BEM7PQ$2J=>Bjm7f0+yzPA+^=CqDjnZQLD@}LMta`7rVo`)E$$%59c{4*b4peX$c`C&rGCBob5-Pn^exU6UxV2Cu{6%-UhC!V4bMNIdp$;0ueJNXe$d7GvL$kb527Jgi)I`l46 z8bPPmm>Hq_r3q(OCD!#@7g!KE5Asv?Te^KO|3zx+U`gY3rTgA5UB~n`&S)l46<&_-YZ~}^s*@J%P+`dq1b%SH`wky#OkI+Dg zTss8^HiCaw*f)9oL)}Nb@zGci?hX^QlzkTtG(77)l_X%y9C(U@uE(GEWu(uFXplx? zlcZx}+^@AxDfLfFK^|5@|4kgv9e#m8%@iv@s2CJ$=2f&4@*1#}6a>?~EjV^BT0tL=p#MZZ?NFMk4Fr$}#C(;Zj~xvstVvE2QLm}* z_2uwb<~XCNyu?)+2V!kk#p0BkQ0KL{H;2q0ff`6v^(>J72}8(cQjQ-wKI$M~yW$#o zz+(2>&LzKpp-NV>P`v!)jSp=zRe{8SGA5RqG{*@}BEV(oZ8kCug^S%0?Fa#<6Qav& z1ZG?I*z$nNZ$~v4OQFq)kp&m-J^uN{Q6i=oyE9cA-RopS@NBmKCTNJ7)gLO_pSTA( zG?N+$0Q8*aLD*Pd4>ufZqiW66+=%`wVcBAk?A@ry(F zgn1<%hbc7oJB+sNgmK9@M3>>P{KM?ZtWK#mIXy?O>AnB!+8?6Y@i0LXAC?3xiYU__ z3DE(i{PP)Q)1ZB?gzG_yT)~#|;?+Hl3%yP3{yZ5$h7W!euw;aXJ$KB$Uxfa zh8p1YEI7obN#bd%ru;$cRWZY1jSy!r<+D! zqK}j}9noT1RBbWxy+?v4N80U#E_L}35aZ34>?isFX40k`^+W?j%a}T3fNHw;oimjj z^9?e{nC6CpO*5mIo&1sMS``e_)Dq5$6v&HIyI&?V%)}<^sVUOx@lZyLlVqi;*?7SD zssb!lhmyCGfZ}X3CQQ1x0LST1;!BoYM$KS-d$-gf06IZmZnRe*5q=s0;3WyQ7DpC| zsd0>eA!l_741;y9=I*jOP$$CWM@727xLAN}5zJU(j5VRnWMQCilZaF+DUbm^#v31DQ8v*4Cl{t1Yu!N{D1DLJNi_gEd@+c!(QRZr z*};A)F+_d_csKTW^y~qoz{#JzwAi@HZ=a`G+|Cey z_c6rENq8czC2X(^4$7^bo7$ZQM()Jz+;z#i4B_6Y3+95=5Ii%YY{rv%Xb?(>pCJlk zE1W-{a6Ex)^t|AqGqUFrTw)Z{PNG0q=L<^mC<}aBI;*G_bLGZ&5i#h-JQfL(ACE+= zrcoy$R`Y6PMUOLSx!xKzS;T$R{HIx*DX?h4$|4F3V!(DO=gjs$t-_bt%;~vqVZfv_ zBWf#T6YnMXh1ZF#GksOHuw^lLg6SJ9lY3xgd}qIL=A@?u_F{#W$9T?qcXuYIcLh3@ zt?r}S@Tw=5d?B6~ONVo-<@OI#(vO9`!41amDOk+b3mX)ny)2=Y_`o$w0KHVmx=+O? z@hRJzI?d6>;eHEV+iV~y3{tT=S@Wj({o#eO6gnpUGzL^pKY#NSB(xH^sKv&gZ)7z3 zYY91J&~04|?7w&Us8A$HMN_n3(48|IG$!rQ(UguDqO#P)QuqTJr$h!FL!|No!xntP z-coIWgj%C(IxUP-1Qmj$D8dII3B1le_F;MD;-xVCQa2vggJV@l;O!|W@${$oP-*Y7 zdnN}P7#|KA_FoY%8k~&+2?N<@NH}vhqG_ccDf=ZzCwS(4M2N4k8z3L(r~J?+NDC6KV-AGWG0^L( z(i1`W_Yl-Do0!~fJ=LyOC`^)WdIEe1e!1`h39h$tHlkz%$^XH(a^srWET*ygg*oG>( z7GA5xY8&x1%bpJ-)y_vIUCN!Ak-u2^V{V#*--+$1 z5$5%NL#JO0YIKV>4sCWgtzz5g2e^Ace)DRav^PT#7+!x5K}t7h4@w*Z)Dpas>I39_ z@g{!)1y|ny6t0EQ*Hp*UgpM*CG@&h3-%vt}xZCzh|gnHNk`-HC2y*^%yT|+gx@jd;&`k^#;9F3vYA)m8ahJaA1n@1pBj|Vwun&f zV5QrL!u!aaS4}HGB_miyvMo=Uo3o1rp#?^_R0w^1IT4Q&kawpNIu21P(yq3AB0%=@ z_!5geLAq~6BT6%N_fMK*rl69I33V6u#6X%VDSy6(`NG{;FRGr3iX;O%|1M95I`e~q zI`A>ScwW-V6$jiDrok1XQ%E8#gviSTq-Ya^UH7%q(6Da%@65!<1wuW6c8xS0ou`evKdONunuVo#Ym4uPPjGo_3mm7`K^ET)SFnPD5fo zrOW@d*HOLj6lA@QhtcqTL10VJSj>_8psIse2xKoMR4=R6s(#9Z zB}lZ{QP$u!RIg^``6HdIqMW5^VKt5K4J|Qzm9ynwF|oG^rwHX=pUL`z^U2dAW;+j< zd11ZD$~Upx30bZ5{b>J~5lZue5{eU6Ia`4Ap0D$ClkoEMSV$V0zH(Wt~_wSba>N4<-I1xN>IW^A~NS_zSD?1$E88 z+_66c2toC7cC^|EoWNul&1QizFNf_cFoRMb2&~S-ldn37>xHaQ6>w_zTwl%oC7MiW z{^^)k^|P*`ir|kjX{+o>a?W?c0$ZyUSmbf7v(Bp8??2$ zxJ=%q?704emb2uVhzml}uTT)weZ>H!v){rOZ)!+Ww>~{v7j4N)Bxs$?5RYY(Pto zHtnKT=HikEE2MxnZ<4?xB=A*>c|y61Cvwhe`MJ7XfGBVr)#v@Vi!fG)_BV}=yJIZz zK$k`d+gJM2g4-EIkJ==Zylvpt__!O+t26OuHvx6W58%Sc*ay@(zCICF6$_XxCQ22Sw ziC1Ozy4bQDiKwPTpVs@^8zse7Omkn{?PQVw;Mf!;)hfp#;prb{iF&kZa0uG#R+dW! z_ds;!ojaZ>%j)Yeyeva<=4IaE3lsnRS#T_oCf&FgeO02N2tp8pp>p9@j^5TwNSVwg zOIju3Gi!A@vLsVjv_$yy8_^x4&xM}IQYpIVSFFMl1Qa^UyteyiYzpk?q{TNf=#e0L z-ntg5;A5V90w;Xu`WaD z2^=uIC!wmo^P}h*QqKhg1O)3%Y+u8)qck~f6eV6XQ#RNgvo5f{yiSyy5B)N^zczRz z{S&q`+B%r2D}J+{4nt{^$^!|Mjqu)r!uP=&S`(Vrrdliud5|pd1F7$Kplnzw%|fh% z(h7_=g01#4)uIH3pd)kjgaf$PbIHzutFa8CT5kP%hlzH6R*n2DAp~j|RtDRq!%kZ$ zcM4D_K`(rUr|&5DQa2dlLbi8)$3O|}y*&lL$}tYtbSpuMj`qo@OENmQk)co09(DEW zPEJl&43)XryRf;TjbY$s*~e>}zw>oDN!=JTw9cnXOQS))R4Q?&=1DU~JV)Qhj6@XE zUPab~X~C}B#NpU-7W*3_z44-|oTX!#Td)g%Au>&5(3zNk=A^SD6uHp3mFB76riZbk zpyP*eoJ+7s-5fmURVU@yZ$&a8tzw7DnwdiC5*9Vz2?I+q7qq`i#KeK{n--}2&tK0HyZhg|9AC=&pDgfOOigo>9PelVx=-@KHB(oqq*umZ6m*f1& zfi8CrBq-*#Jh-2X+;0`m6Py^VDy#Tj3#PLXh%b7s@gUlL88TyVMYd28Z5j4I9^YqI z1(7Lt%;bnH1>@YV_Uca@8x*ubUtTRFv;4zJJc7ux<;#m)9_F#X2qM3{1T+pJVB2c8 zdkTZ=md^(J?II+a((Q5Arq}x2g`szC4h+o0vx7O1UA;e8i(LWC*Nmyk<5LBkVl5ki z8Lf~vVnvpvELJ>t=(KU*H3k!3SE0OEREnC3HYCjdK2o}7aAg&ieIHjbTUNtzP$MN0 z%Z1G5Hg@}vn_qv@u^CtN@&D{p9~*L~Ht+xd*Bt*N;>h+N_1dwPmF?CT;!khs83cqr z@Z;QAg7stqT1qz^ex^>mQx z`X3NLL)i7InwnEJmF`l#-bqD=YRO6&pB6T(t6RuqG18UyC+pkmr*@7g9en|b3A`JC(o8tcC{>+(8hIZdQV3BV`p}cpRe~joa*(*NLgitXf7%j zZE3gb{-2-4d%7>p#HqWN$g!^|j!7S4W2}F{Hritup6*+bVbZ^pqZ@)J_2C!8vYpD=V&gxH-+)YRoKLZ5#V$_&aIdHJ9(+le4phRe)IEt;wE$;kB7UtVLiTQkjm$M5}wO)%`Ug+ zzaP{^$nlwdSLbzzn-mybNX3$~FK_8GNsgWa)6i!jFBqa|9)*}8-_%bkq~7d<@BDt)3?D)>cXa&V#_$Xk9DFJo z9ub8np2n{8C{qO>ONF{PaL{~`U5dv`Piu=@<_g=E(m4srAC(x864teKf1sCkbYG42 zr11|>D@dvGCbrgBHhQ0iGIQP(xDyCzWeBE(`>v$F+}`kW~N| zK@!tvs7fzxcOR6%rQ``Ilbuz{sco3pR3Q1-I2GM!aCi{nr-Fwk(p|%6L?pd9Nc4C7-wo_bRYn(B2?}?|yWv{eRslQJ@>U!g zgi@cZYJRY!UkJRe-U_{70_-V;s#+kLWo0UsxWsJaUr$_m1u{`M8wcjCpeId|Sv|IH z9NvUaM&gGFi1xYEqdmZD5ZjmdwQ1e`std#^HUL{%R>Z~^MkL*kw(YlV+qP}nw$0PFZTD&0wr$V%Pv&MOlkAJS+!vKps-CR1Zos;x9jmQX zrA=L(58nBIzcAzk!plHCvTT`$dw?*ooMO=$CIE{>{PR?w&J|wLpBK2CI$|6D&44y2 zXjREw?Y_+=cIC=wh=3cxf&$c0#ZGHwu^;GRz!`(_2F?3189@atGl!A$PBn@NC#l&L zRnV{x;G`+^H1{!#%su*|5s}iKOh85lmaz?k>UVQ(ib&S!2ej;M$OxnQrNCqr6T+N} z=)kn7HPmLP**OZ(BFBSZAc^nV5w-AittUeVt0@uDRJJ~KKv4M;mCUDnttZzgvxQOV zanGHHk4XMK{}?kD?&~sjbT_JV?NSl*uOlbsD~P-_bKPThkPjP+RBxH3de1k3@4cB@O&&l_(wJe^Ofn{e6;M|9yrt*?uZ9hECNjb-Ge+?z|@5Wp1N(pc-$7Y<|o zg_~1LP|@sLm5{A)djv+VW=g}KvG#%1q$_acPDB`PQ=rHc(^=MbE`~x1wWaA5qa!Xu zeI2RW7zL`p^O)WoBg}Wn_wFJwhB-%S|Hz%GtR6w1u*ye4+Kg@Siusyk%xD+iPQNiQ zAdT=-Np)j?I>=#&@G5HH$LyXXi0wRak)&eJwV z#-A2V+0kTRDl2HsOuWh7YvsgxDF-4oJ^{Pogwki;7aa!()|i+L2U1ypCZXh37ow|H z&IT(xMB!RHp&F7XvlYxfu1h|edd-Is!e;$?mt~a|n9SJR?%aJ#E96P$Y7xL4#hz&Zr3A z)#8qf6OR`&7Od<<#4uYKSycaX=HCMpqf%p~c*E=&Q6I@h-1!@UWdQr^(Y8c7I5|nJ zMk^pg1fX3089qQqJUWn^+;TEfIygEn!Y&QdX=u>)7&2Ym11u1-o6x-5p>qTKT2iyw z_80(fy1md45aCzT+%evzFx91cV5v>Cs%WYQI?kyeGPf)@s{1ynAvG?L9+Kx0hfKcb zR#UL%R^=D&ouu#o_LxM}WY$sG3bcohgvayO;YTv%I&nTe$S1I51Xas{;xebQ%F65g z7YS_Qu0F*hJQZSmX}^Lo=+}Y;#Gh%p{^0MQVay$MCp`EjM%7$nc316{K)_dF^_orp zKzbTj(BG30`u~(`n$(Z3DkXQ`s%a8LvR`{!T@oJ=F&g{#Sw|AWL{Vo;oIZupFa&co zkU-t+EmTzDYvj(&pOo5rL)Ibgs!nk_LWpsVE6HyfF^klB)I&AFi0@Rgg#Ai_^5MV@ z_gkkyVx*T`Oc4*#bhW0Xn?Xggd$-IZ@gBXdEMs_w&r@tkcGo?z=<7furEWp2u7CUw zrBdaQ3OW})wjhYA}7Agz6e4H4cy2QqTd{Iwrx z8D)kh@QgFgNDsA3R@*v%;~bcc&8J|_g#wz5sW+prvV{YkxPjovvvvG6Kl&kj;%9|u z0k`>x+H_s&XFSIZ1D@W#v}$%2JmZ)e{ZBO!1i zD4;NkI&=A%vY6a$<1X%{owIY5!y;ztMm=ywqiMm3(bj+a_iiJrJyDkt%!e##Apc-ev)o~vUUv`DXMA=#1lr}x zjq3ngwH=`)gT!OMl-nRH?mnL|Z$~2BG0y$z&3d5#)b<(Idn$O`ShOa-PeN72#L`Wf zX@CnXt;G(9WvXbH??5#!fIWp=3*W4Z8A{X8qB6qU2@R9PLdrBc^$fY1kve%jq z|JuGQt$EgQEE%u&j|)58m7h41ML1A1{iM>90aa3~L=@aNxfrW(3PKl(qx;v{lTz2U z!pO;$*q_=4uk{(--TZ=*AHLQYvbb=vH{@)TgS@Fn!)4Z{7Db zp4|ElY^BqpEm~Ny&g+V8j(z)CkmJ`>6#*UGy8d^SvKH#Ftg>yE-LMN)NNfIlZeAy_ z3cIc64S@$-pqquOlo#Ms^nXhH;wxG+Zle8z$E z#xt{d(I!4nv2r4K^_t0n#F=evxxFOx*F|c~Jdwg=wMDdHBT-WjAEUcWo;FgvDxEve zMi$OPyR-q<1$&{%8zEhc2^Y;N&UNPk8Hte;e5X_z?U=0`R@*>{ES&ndGe;ct_U$X% z)1}`q)q4z^Em8fhWx^X)=x_HVI-yt(JWE$-l`*K(bzhbh!qsnb)J1$eB9>X<+(cG? zFukr}hrF^RzfDN0J7_Z0x?G{eH*1|1CZn6F*#i)BOH;oO6rb>={Rx3OPjALf(>BH< z+?fa+3n_dsA}VT-F0G}Vp`-!`V? z$Fp7C^HM+V$y6J7omAN9!`Sz+QkeoRgYcFCmP?ix`u`Q7zXtGD#1un+4k3o2+77|L zZ828PjztTob`Yo0V7tFxDO$?L$m_0dS5O%^Gx}h2WnoZV)XP+p!mILF$f84^0lLNH zLJS)chQ|O^X4uZuB{R81L?b%RVC@}f`DazkNXWt7EgL&f+~Ki(nzk2a0lX$__Rf_b zJ0xwYR|i-8JUab&loa%FUgiNj%&1o-T)|DAt|DEUcwBUhv$slVVaM+?OJ1wqp8NXu z7c)A$-X5YoA8*i#tsRAzjvk`*ogK#gO&qb=Hui@XGYp_UR>TE(yJ?m*O&9r zqqvf@)@;A02jVS^pF9aWD`fs7n}{tr9&Eh#23s(D?em8nZ{@3!*TCW8hHwwsxeqy{ z5R-4w8ZHbOi$SHNE+naI#aU9r2xNy{($phhbnqI2uXeT^wp38|3DFqv%#_7Yya@Y$ zFxcki1QwHqW%DDG$DE+>5)>|z`+Quc*AgQl&w$l9?`>y3*U|drm|qy0mfUeW4BS|> zdma`)JCu7$<{u;8i|Oq`+nbJ7rtP0(1@Q07->T{VS7w@V6QG^K2n6Ib^8dS^|DSsF z{~(B4V*eqCelWEGz@#!}lB!CQjkMkc^y_w@H4XDgV`up?%*-sE9xTDtDjOOFyG9ND zwEr7H?3Lsn&%4cOXG-?0P?BuLi5+N`mSm=(E-;z{G zUGAtw*WY^IpI%)obN@M<SjvsQi{$n8#B>W+Wkl}kxKkK~3{s${#ldQ*&FR4SwOY!<8Pncp1C zxrcr*Yx8+Hc@4t)`04u%3NO|i*M;!SE;Ce>+$=2tEKBpqWUET6*lhWJ^S?m8wQ@6< z>7rCg5R!tCsei1q`ns_+O`4enzGSk?flYTB%gk@b#jfJ zXOkD{I@zTXtFy?u`=RI6Z;~mue@*cboUz*IR1f~JK9Op{ToOI3SegnTUSQ4{Im95df ze!IcfoOE~0ma6w7ct6v$sTVh-+ns-#25?_lgipI|mcOF8DJUNPb`b3F^6q1tmFMlI z7y0v5J-UKid6Ez9?V4`5R)YIsrUC~<&R9-}p@n8HD4L5}K{3F(mP9RbOXj(qH(yL< zTJ^O*9;Mu0xO}dze)&56SC5kQ>tyl>10|DS=!!Dn%sH4}L8U-A`!y*P@5-$(@VDz{ts$=<5^~opo5-rKd z5s;SDe#l|54@M8q@zOyjxaLz>{ujvI3^|l+Q;F0pjg`9a6ms{|1!B_v;Jrq+WkgNO zaS7O!a+mfxzYjj|uI(z8b>7aF3<57#JBH5H%L262cADtEN~WnrDn{`aRcHkS-$+P9 z>Q*PasOeL6yC-!I5Cbt6JF(TQT=r)Cu*l$m|4_h5j9p? z6pONN={T+pD8{2r)G+Y+uaS5%QT!NEB_F(0$sW_vP5JvhAFw^ol8>qY+T@y53$^yV z7PH3*7E^atN-xd-n0tmh^^iFgYHn5{CF>ZC+iWh;&=12e&SaB$rp||l1|OPb&gb3? z9NAp{0e}XQ_Bv%?g|LJl=b{cUWb;iYGCcL?`j#ahbW!7}79fFp(> zod?MvJ9j8OHEYoefC>o_VJ?kb2m!h!Aqvqdi)d#N2bFR!62>THjdulPWg&i#oPXhe zB&D4pKW+PCI&U93(*KWIx%z~ zD1z`}KglHS(ek*i)t@Yx@^T(M#gC&H(yOQSGv;Q=D=%! z{DodT$&C^GcO1YlymS#nDlekOa3v#eoYcu`K-Q6~X+^~XW#K{%9 zpjqTXa9kp0=6XB2HfK&4?sT-&{_5XTU9ZYhyX7TK?jq>^YIE*ZAy}fhu#vGiplqH4 zbdpnA^i5{%!u_tWfTi*bXYkdPu>XbfYC@9oE+qNJde>6|TYd%Fg-h9v3=uz#bvq73 zyjkkp3nhP*96L&Hl-yBHBQtvfh;{KwN#H;6Fxapn!N+{AjXE$b$dlL1Cq=?T0Soxt zgY;v{IT@knfJ|GXJqc=&8lf42!j!r1&qfd~F|1$Hh_k$&_ zNQ6qX4@bjH%*_Xo&8bU$1DsNqn)(7$fcjt1-UaBjb?jsrX7L_NQ`@--L*}o z79rmkwbPjR1M43{Lhw5D^^P(bLl$&IScEjisBl}Mm3(|?eU4OpM!iXiJLe#wWwhmR zma{s!qB?mtgmv+mT#5cZdE?s)XvxXGS|0rkZ(~5nMHao?#0x?YPLSJxW$C(oY7;j3 zRm{%$<3Y)@M}N#}*j`ano1-5HA&80&AN)uA4CBx%=OCI=K_b*<=5a*HeoIxT?avh>cRNENm)vT%JaRfeuAlsf-= z3B{P$D7(VgrH; zzbYk8gjUt_Z0E8t!;N)*xTyB~JMupQhvYt8R-p?Ozo!v(}ITV^zR7 z4kaaV1N|}6(AL9>sPt9bG^t3W3wvaV;UrU}p&Cb=oOv2NOw0U$Tj-_aWHGSFBDRKx zMKj^B%5eEQ6evotZ%L9S7P_Y3spat95qhH~^#FizQH2u@^WhIlSu^1Q@2P z4X~2-(AA{?E2*9cwHW%jncv~t`ugPhi?Jn=@6$ZV2?vwxc#oCpbA21)%Bi#jaKz5N`6nyt1xaP6DLzti2*CvWMVZh0HS_D1An zlX&q`sVD5iaY41}cCnhk342W0hK}fx3rc z8rdTXl2^a(@q{bBi}KCv6*M4GdasMVSb z>}Oacjw?B(TODmGB0C$9&?RA$$zl3*LS!5*Dq!c*&eVeePpq{DZE?aW!J7s@R<)8s zw6|bM<4x_7lPr7OMbj-+AG7)BKdmT!;XUrQb#PB5-k8{jsJuj$@baXWgs@`&I&(Fp z$>eMO)%2P(tQYYLC0u0ViACjK6AH@+MFDdG5WL?8dia-3U1#yBCw1a}PPu8UxfkTX zSv&^F!xZ>_vWzQB}TI+R7o@%u5BS< zENy@AUB)R*RJ4jYZh}(WdxJ&r`n@G_5w|D|o5O@TJWC>e)BP-yNeK@c%Mc`%a^|E? zoHKkU`SNEZMZ$l&*mkbF4K4;mhBT@64@nLR0@S|vCf~^E3bq$?`x+8ZhIM7Sn1$@o z#_v6MQMo{&%{;5-XuUl$U=0>Jw4Q8+nhV*aD_0<9A%UsYg37USX<((b`oQ@Ds2&Fg z7K8!)c!RTKCxN*Pxr-2*!IO(E?^`HvE5JeCVUb;~7V1(liBHsqHkU?!aS!UdR<1*0 z=>uPkE;I6)!B%RK$_2tjX+bY^U|NA1N%io$U|(5tv2{Osb1QfdtKz;P9KzOeLs-)a z2jp|?3+5JfTOi?_D!Ah$i6ui(lT&`U5mUd1v!C4%>4h@?h-`LY}!y%K+Vr>R<@&x0%-q z`dM}Wy;Ft6?zBris*bG(5qL`cxX$W26(~Mwq@AH8qRqUnzp~cctrml7XyoF1wjYQqn6TOI-wjarM&5J3&_|gwoa7|F{;H0&>oNQHG#fbP|B4! z;E?I>s2?APmuHuZ$=55Zvj`WLu8M8Sow4U1?Q>I*pGGX_``{2VddB^DeiVg`J?|1B zPc6jNecoR5CNbr$8%gVbBxhoigL3g=?3z7lMZZiVkVe}Q{6aBd5c1HzUu?qZHW;8% z_!lQ11^%Jc3%R+>~woOFcCMboc zu^1BT$KaEjBUk=Q17gg$sczDsfLDgefyf##mtN(H#R%^0quC!yoYNoQaMG z2}IPyCb4<~@sZ*}jL10(AzC$(EBX`NLLjcQFDpI1J8(*+MC)4{f1QJKL2W_Z1=sQT zq7d(*C8SdN;BT&-S8Gv{ohf*6@f5uU#d!~9rCXxm`>=Ic^m1;Qvc#Cbb8+CVZCA6uE(dp^55WV@g)7_A(d zlL@Xq5XQq81~)Vp9P5EgJ(y#uPEd_32d`Z#u+F)dMJ zk{;H@!sccj&-_6T-5bmgJYnkS@DxjGn{xR}MB5OoejfG!CI&0&XCKhxQNlAPBVGol zgn3|cYX2$HRo6#M z5O>o{iM%fhtA$kkvIr{n%muZ%{bvwcgt9H zjLP=<;##rdL!X-HxGqCJPGHEjvY&(q728SdSDAY{nn&>> zxxOnXqy_{HcWgl|YnW-+7S_7!S`G>tD_gf9%7YR;IvGRIMA;+w{Dn+32h?Y8+SCT+ znZ)}Q*<<=t7)-CLvzs~wun-LrB(z&6Q&P#{1NQg?kG40Qh1j?Ge|~n0$x*3ofA3#^ zhhFX{WUCDY-IE8kHX3>`yW4|&c^+7p9WyFi>7L|)rW%*aP3wV0G2xT^Gn?lYIX?%+trWHlKgzD&qyn^;DLrZQu{5RW+>BG}}ByKn2 z|Ipt@qVz=c_pwQh=3sCpN}rohMeQ|o5~_QC7xH$6s0XVODEhdPOk?RfiviXf$7W*N z19^MJAe2Kkgx@hIbW(61i6x>;64A%gQN&u452J}-Umh}G6RYMJyH;4&2@GU=ARHm& zc_d3PLH$HT{!QmNO&f@ob0@&VxQatApazIh-o@75_hRN;!g_We_z=oq#b0fiu}Wf+ z3bDP-5PR{)Gs{(5lH=gL)skt5mVD89uP-qNv_%Yp^Rx?QJFw#;v${z9JW$9#5=EL5 zB$!QQ=zfF>dQWBccG20d!g5(vYj0z5Wt|b^IS^=ehg|o8Km?jJa!Q0?#by2PuSq2k z)(OU`mF#a3nOlZm_{60cA~-FaKuG5qXLf|B0jDdi(8_oo#mHZQn`q5CO=kD1_E~P* z-Y>2h^fWNJIjcH2P2~i5J|yS->g`cMuD=Ne9P3^kGQSXAgtoN_pO^a zIM(o2$pP%$&tu~{j#neA+JXYe(-+e~J~7z$eBhUQQ|HG3S!I1LWqFt<#;n*&>BrIevMDRj(JVI4ef8YU;91b^&m(oaNa=-8m0_4Y`M?ca%F@6f)0>$;Z-4X3}NNMz}~L_p`{vTXtZyVw2a%~KuQ;eS#V7x zNnVOPjOM-Gn&jW^u517P;MLX%g`n|P?e+~ZpIL_XEna+c2=P$Cw zgZ4=5?mdk`XrdRSFZ*Q$a}a9u$v}6-bEjh)jhzUI(gTuz#lMKB7*g2JDT1TkJIycHe&wz%+}O5 zHcRztncomsi1jx9^z^e4;_hw`zHMZNADZR&%B+K30XUMK!YtBDi#`5n*Wf;pG5o0o zzv61DPaQi^ZO1^S8B0G1D~nuLQm8G-0RCM_qRM^Qy?!4N1Xe-pcK`eu6@~K*drNf+ zvYZ>I^MPb+E7~d=>yuC{0k$~T)$g?%`JRiy0dNbW=VXUUL(CESU$t#acGdQ-GX6t* zr+=GCmIs}}zj^mPIh}#4Tl|-dcqCQ#Xf|YW(ARNnrP=$=kwXZz3psV1=g&6FeTCJbS z+p8OG-FJ;P=--vyY-zmvmHUt_MD?B}v-u!Dqh!EY^7*1KW9$*XfO3Xm1xyK>vL0TD zS9E>UwLKt_k?Yn(Wgql}TSBrrgy zU0^`c)48G=5g!7$^?GmH$OAVX>Z8EAZaWsY7kk zCK-J-iG30Ne#P2h8H1P5r?S$uk;S=|azJHEmZs=0Ng&oWRoeqjC(1HmM>p~IoEyr3 z)VHBRLBpy!sMKLJ?bfRLjQ#&AgGsE=qlN^j9U#nd_`rv48X)>LRc=3w@p0n4A6cIv zfA)6pv(2ktb!`4;W|*GMam^wlTgQMy%Q04Ve)v;N+?ugTD^k3(iJVV+Xn|261o>rv zxN7P9&JE(S_Bb$Bci+#U968V2sUzetW% zXIjpQwKBH%XY=^v2;29SA8Uy5%@p)F(-;lKaq9=<`FKRlImYc@R;IMg02cO^a7x?) zS30x_Qpx4oI>v}j2Ap#9@7cx;FjcdSBX-s37woLg!gqwW-&z>0%f-xe_c8*Y7a2=Qh1RoFid#oIZnyh!-3@b+9F+tIBf^ znAxy`vmK)!Hi|=rVB|rno&Rm?(GgqwS$~^|bGv*s6 zgYaE(_QeY2-rTxLzP06vO7TXHfn1@ibGKld*<)(egYRMLK%{^f+?ll1CZ z0%Hc97mLf8Z!UGnC%$>@kYlG;q_SzT|Gro460c;*&$#=B_p#;AE(%;p;WcQS#JN2l#K|&=+a|&I z;#Sk)%{Zn_bsh55Hfs~(Fvw&#yF8;uYySy$D>@yox`Ps^1iCTB?%UOlu*bc*AY5{s zTyAd}XTSV3Ilxj8Rc!h*#r*f-Fv1;;$YcE|%fa)+X4R6voue%2zF5}T??@;&Zsdu zVv+brQACE;BfKixM-uE~J*LLZDKl`qCa+73c~&YgD#jp;fZMu)gizl0f}rdUUJ!Hg z%J;^O;fZa%9}%&UNkGGWJUISvSWal$1Z?m0>k_p6lM801RX1AfNSWFp{{?hq6bzQnuo-L(X5!@vq!8rH30AP9)Yu*R&SyV1DRn+ z2K^T^r%G>ZUEufa)4wi~v4|M#TXXrQj#+m$P*U`-^d$u~05{4|Z4 zo(+X+hF=i{h2A&M2C45dTRP7{^)lkEB}pNAf-qDJf;Uo)(dNBW02!Ni1I3~%AJMoq zHVohPJ2-1rr^!{L$%`}!lfOg#desK0IdNn@L)?rN-r5_Ug|0)Ih@V{suLQ0&_7FlA z^u9G3`uytN7BB7wJ2y6#J7je24Y8^<6xo}x0AoZ9R%p(rBA~#Dpp{q``HIB<;mmSv{j>6v`Xf-P&iMI!2Bs4-xJx|9I~QmA&mg=&1-C1M?W!M&udwmh!0| z^9l~>L!9>8bv5Zm)Oq57Vn2Lf!xm0>>mW)V1FQ2US{Hm*0`pCpSBu=X-oUaxp(-X~ z0SWe%H-)5J{~27$NkSN&z5~jdc#@_l+FKMd5Gpp<8Z^tJ4rVBSBq}%>S3+xE$X&{S zTp^|0`=63juY)}bdTfZq2CR`K2wO@hY9Hb1ky2wOI=}Q--JEra|IKSKa6~lQtq!KR zmH_Rd^v%2zBFtaMO5w(PwMy@XDSzhPV4?KOBU9aUZ+0eSSnY2sHOgAmOI)4vYL1gm zI1ee80&dUP#3apDo9z%fL?3@haawwj)i=5J|K6)Av8&3sWi0q9-{zE{rsLqa*U~e5 z$s^b8`n7Fmd|VDIvQb46P4;Ua@toG$vP-Vfwz3o^o>aG`jyaYdEtFS#DK*QTx(t_( z-d^m=5FmuoV56NqGjPsDkUQDxafPTFo&}3ZVrZDjSzk`|Y+OP}T%X}Ju=hY<{o%0< zH^!HgMeeAiEw(Z{%_(aP7TLFL(%M6s%KYW$ytdH^V&SN0^`@+b-=}Td3#YM&mj_xW z&#d&#H@mu8qG#(5h9}%e>ceoKD6gcody!XGS1#0QfvUm9zBbInst*nvy2+c+w%A+E z-xCx;`66!{cFox8^1?1&0}3n%-aQEno;4P=UG{E3#bsxWB)?S~92L zk{e_90srafX7V`j1C-A7jpu*~II14x74r`vuKPCpTFDim+S140J6!O#mMbqY59nE) z+qYpNEGf+f`tux&iL_bdhP1};_B(2Mq5|Drqo4G5djr%>WkYH`d(6SBGd9}|1cwT1 z85HN_JD;fwkwyMo4Yxi-H`g2XI8`jnwB5F{v27)`U4mN~^+Y6~Kys%CqXmt%D6v5K zFI?GIJmRj1-&BaGw;fFq&iV=c?JQBZdnq7;)>S6A7$Z9FC0${WG&)WwCn&MnEoVvg z)=2ezou6A+R_U${0P#;{;Iz0r{h+q%U)Q#A=qQ^@1}6e|0B(&wtLnB+Kg(5v1-$G6 z&8)dgkehGK+!7ycm`db9JzIA*O$aLX&s4H?(P-P#jVZbJB#g#*Z*tC-D#bdSP%Y3- z&fG6g!h3+jM0MtLZO!{iz0>S3P#Y0ela=}pxlaU6w?K3y1OzfUG5I2}J3u&}c3IS8 z7B}LGS(Q`Kd}qRtF!@s9F^8iD*Gl(?p>^apz@n@ZNMXl*)Ks?&rNRIV$7(^0XdX`} zZ=6GyY8bQ};%6f?-WPaU-WV%18qR`UTiO*{e)nyRG7N+!wpM8ho)>8U5cd1?=ZX;V zQ5oIra>P?Q5|q3^j%hX{;cL>A;skB9ufbf?1PU|3_Fw+kD6~8+q$Z#8HsG+~RoqV& zIv79Aa$P`tm>u5fvhcALx`Qs$ZL!jl@x?(w_JHxk>mpDxf^OnO3`X_9`*j5Euh?}o z!E$-%`~|u3_!C5Wtyuhvf2bkV3HvC{q&>0K^svXhWDsAE$oWI&KQuqGC(+c(X3RT6 zyjfX@Bua58SyD$*py+_cxyh*!$CE`25bvI63OO`QAv-n`MJ_p_TKCi^ZU#3Y;9Fh*kz~SEA-dLAQn`{Pyd%(g27& zFFkv5twx9g88riT#_{Z2?;mUJ$b(&j(xGDi5Xsb_`0}p16DPXTnqKo z!>8Aq8}B4GW2mM#UFS`fmq-9$8iJByvzqnoA^ScHwb5Y=sa}Tm%ES3;6|KKD;OCH>4>f;Kzt^2m&rcf71{&hi>?|4Z*F5Hp+xll(k5LFR z6DL8qXv(IHYXnG=ZF4sNS>=@S(;k}8*x&G(X1Mys6XHyPcCwh=j+lEh4zTNEk?w|| zm_nBF@~QRXy4mjs_fJ;%de59XC&KF}ine->^9)+LY$#bQEaM{9b7d@ zP$UbwH$(SzsJYPDNe_6bb}6-54vzfT(gbk$%tcM&5)wOg zqz+6UZ-mZyC?&Rzcu5dIhH2oGlYXT{<1zy`z(a4dfl|DJvm%0EOEqd*{$#5QOA^w! zj2BX}i%Z0UhFTQy=nBi|vv)R?%~d410A(waeL)hb^?JQo{!qUA|I!EvAzVq-6uL4? zI5@~vf6cIY>2;-rq6MeIlOHz5RWdS(Z!e&C1Q_6A3% z9j<9<%K%-6A;^DI!rf!Ac`zt1m4xFe37&G)2R)WQ8B9xne!5PQ9M_mh9f;?keVC)x z@^x2Qrx5Uj;Mfnk{?HkYA}q%!1mkoJh z1XZ3MMWtW453Ls3G$S7nslOypPuoI3F)SU22Sgx$D`x^Hgt+U1LFzmwKlyORLhKiW zbRkjn+@G1+-JUXUP_?|#iw2P5lQal!sz{y^E}=q^+Aa(_OEJ!`%%~J=9U7B$d|X=E zoJeFXxDy^6DFqKnODPTC*_5mK%01OK1WhiATX1O^d|9AiTQ(#XSLRR-_kxzjb5`E) z#&B)BgJ;iZ*@Vc+iCyntk?o)ZP3BHl(30^89_BR~-OsIXHa(aX-$}Dc%YXa;p3+kk z3=GAY&4E5|w>YCTc^2iY2rZ`LZo6IC_h6Z?x1_=+-(B;l|E&o9di=$s{eS;l`u+Yv z{{3|4S^aeHZh5^``V5v2B?$e4el?r9xFhBbduY&|$^uvxD-OMEjZN%+C5>q3;YQ3; z`4avSX=ND_Oq5S#@a)#V-|yw3@$eubzpDGY?r3nD=6|1@`tKWR+rdrG%(}zhB@ci| z{N6c(2WLS9y8tN2_2?>IhO3^UQZxM1C7ujmk?<24Gm6wC`wmx8)UePk9qtzP?l9Fa zRjnBroH$1*Jp{5X*D#M4VQD2(si*u?X_}hjyWmS>i>Iq35z9UNH+fCP^iVJCPy?mK z(6n{KA(g>ufjoX_pfmRbW=~fi681IKu3tDhwD~ig`3(v`Y{w+Of7Tb)&W;N)Ow&Pg z4Vjnbtg*9^?#N&vivqpWCWvzarx&HErit5t-Tgl$=&xT$|?^5=hL2mkb z*3Wtugr_vg$UX&RrzU}LP_g=Q!Ip9Peqoau5bQz5cqvprRKkSfj|+)ap82@auQd zj!(05hrE6~_Sx%#uAPxz3}q|KvOmx9eHf@ia3^8)}3) zc(YA^(L;4cInFAsqUG3!QrzrQVpf3hRXHSEWDeelp%X==dh8`5^S4)P%V4krIEAtX zc&W+obwJV3F8$fa)vjh26b9K`jQv}tuP{l$WV+S4YIOYk8x^)HS8B*eBNqzMdB2LO z!hJ4dhM<~EVWbFcyEfHMT`xgROeLBD4QQZjJiam2IHpVgksVbw0WD!gSdH~DY_F!R z-Iok*i_yne3Jx`W37%&3nodbbG(5xxLFc%6;a(Ldput21OxzPI7|;^PA|0RI<@&gOxB>_lER zZOm+VM@nXFjabDyDg?s*zj&Zp2Tj%A^zPej&{A%+WTt-`?SWP90uZzOi@9v&-O#IM zzNj3#T zS@|<)pc5V)J0m51lGj^|p#z#9fu>h;#7OuvW97tAT zFtm;M9tK=+7!KyB%TA7fu-@f@V2DxZzk{IUhg+A!uh{8xNGAz!O5BC)PMwSt``Xn7 z!09=d2Rq{Rxv?xK2av^1Hs;p$UOZQ!QhHw2OR_n5byvtieIzmNy6$8CwuG9D-}%IX zH}!RUtkN5Z5?~mGz%x3UEzvxp^E>8r4y3$!&mNNsSoQ4?~*}T`UIN)6l3lP zO1@U%UG*zhX}d)H805?$KSW-MVyS5#F=Mk?Y;2Z`J0)?bP-cspY-N zyDz8fYWlo~|04X~C8h4BjCg7SAfN${{~yM{Oz&ag@}GE7_c9K5%=PECteh4xK*Y?g zV=`MLk=dfg1h$@Vq?qK)T-NIVJ4-biM;LkVPu^^-~Yei&DE;@&&7M6j{ooS zWxn5=R?SCcao;_GXx+-q$a>}Nra1=2<@1Nn_g(jS8b*4)|Ihmf4v#ZA0x!#TeFl%^ zW9y!I9X^kT*L-tazK@z!jP=Dkfqt$bX3-;qf63D0#FLgO%{J#^9|z7y&`AmXXq}aA zCWg7Ra<<&7tb1u=>5Z)HY-{ICHZ9NAW-mbBtO`=TZpJfcmf?uR=lmn~OM3pYz4QBk{~h?Fna@3yep06G<}@fQd-r1IqSL?h?UA!rA|L-^%cZ1d zdbY=Nan?DR6`;BCYEJEUoIiVg?YWX7tooayy_)9rD6@`@Foj{7yzLW6a%o#S*+GAu zMENB98LG9}tLRmRx{5ZnIMIgk6vNiQvk)XU>%TgHewCE4Xyc79iY zf;;xC+n(-juKmUOWjU4gD!mw$e|Z<(YCQ!E;4Ei8j9~ensEt0ESMD~uuwfn&JG;zO z&7d;O{7*N@or&*%x=C}2ynP8p{=F6tu^_KJD9mqN3%>STci}8pYzpf+VK%awot|>$ z`c~pTnpxV)dU+K(uU>ix%Y!ZqGkJPU`norMA5pvNueG;}d+FN4&bsDnA{$q#x23{7 z8(0Tlz~8%M2v28o?yEwI-+5FE3Grw5FO#RG9}kzC7etF6ql4lrL8ohn&nJ>PEx5%A=*y1WYi9YufEORdgrE_cWfe#c~bvMO$u zcx%vG)n)%~s2-mEb`4aNDqqUBYO%}m4H0P3O`7%Cbzc0i-Cqtke@T2)mCjfI-hE2L z(lj#B71zDaWIcY%%oH@uUF^R=MOj>)cImaJbHAg^Wl@y( z>ew-@mH}}qrY^0>7g0y#?xd%wzuBc#%g4c<^8j93(0S)mLkxYc54-s#7qdYU0L@&9 zDm>ox_h?;dVdx|E7l_GZK2+acezE;@Rth$JqTO4E*SWbOe62bxO7C-Z7}-KlWaBQ5 ze`$x7jRnso>f~Jv{)8o*XNcQXn1@Y430joLZ1*@^TFm?Xq5tQlKPP`L?b9IaO&pXv zdy8Wk^zAazeoxRHOikpP-tv2nB{d4zn=#Z)a$B-C@&-7Q^Z#P&9GgUmmMq%1ZQJ&3 z+qP}nwr$(iZQHhO+qS!>U(9@Y5%UKsD(XaJoy^>OZT?cKjSN@m2}CQ;eL{n?<&4SQ z#LBs&j>t=3+6EfAR~cIUe5F-44jK*{j`jjeF&?mZGz2hEh-;}Hs0B$R!; z22pg~gPN;4r#%0)NfAqs4%zfY( zZJu&N`CLmj`MipRTPh{%04Nnz7>BweGU3HvgjcXIh{Sjz8LR_T(xk<|6|oh0s9l~y zQdIA7Ao36ai`e6;nYXNzkm?inhW>5Y!P?cGLL}}~@dYU#r;<^`hl(bR3d$1--1uP< zKvZZmKjKLzciNnuZchW!r7W?E*Hq>6K+cm522Dm07qWSARFYWVQ)C=68ocB?mZjfd znUHb3)(_4Xv?d6s&4)bF0a?YPH8*~N<_a2gWe*c%SJ*Zu4N$Rr&uW;bO7K)dWirci zHdFx?jv8| zk8djyKA%925qi7ASe%O%u*46EG6hiy z(taOeeE;Z>_2kAxzr$amCI5<#=WO8Lti&rms!Vc@x?-?_DX6SOr+s8Ajvg+YTZmPC zx1fz_x=GEK!7PM>)JwAHj7>M?9E4^i<5Dc|%O|Od^(|KtHT3?<^!JO2c-6(nN@aIg z=Sp@1lD*s#i@T$z;56x^doaLrGt_SSL159f_$I6=E;|e`8L2cXwzEv_im?&E&T2L? z9yt*_mXjH3Ye`wBOkNlf-N`dV6G?K6z7}t%d3EEL+?+VUo8(X26BD>O2!ZGDfv45K z!;n|lavg>9aYX~&$wx079k@;?&Zc1niwBOt15$%Ua1XITlLQOmQL*18G2F_0r5KO8T7t(O`AlL=lZ!2p4c9l(n{~$=2e;Fw)}V+Kh`|WUxY#g|Pcr_hfs(r~ zF}Ej9f(4yPOUBlgD(mU~wPl6_G1n#PK}bd_WvYJWfKOxlVhznViKti4^7;1&1O3+I zE*RS@@AR%>WwugD=8tcVpM^xm5ArXIcO0~Xh)Wf^L@Nvu3Wvseu!}vS6LPBRTcRUK2UP@+<_@yqvzwB~&ydN{`pjN>KwaZ5e3vl6F{(Q_E zJtA%PHV}sAI=xp(3w=rF{oc7T4EC?ZgcyL zj|+PyxQ|*)R(Uw9ko(EE9QE#@A16 zIugr4RXGzj-%p&pc-%xNeelxk;y3NNT)GiskB5BaW@>qW+~D0yr8ehdk?w<1s=w;1 za5Nq$`CvqRIbE+xt5t=fz_Pu=x%fM+$B@3ONO1DX)Q$=Uqhq|0Aax_oa(#w?^@7YY zjg*qKQ^C$R9T{09o(Oj@gAU-@P|dI*a+cPiHoklu9)_S&h2HQxGOZ)!|rN5jF{-7dy+;q{j)8C8~_UllaR z+N4_jgs%6RP$8bz+waE$YdjtixhdSpC65^8dn6PD4 zzz75qbPZ&^?N-V}La<_K@b-}w@f!Ds3i?h{U)(KyMqY5meO3c*BmpV9_r3*`Y_ErF ze2~CTMi3f!>Tz5p1sOZd{bv*TPToX>yVh4sSFq>~H6$sT7Q>DqH0!IJ5 zHEs=y1M$N`X(_LK_!y_$oZhY#HWmj1Cq7Sd$cACcUwJEv2RwYevh1&c?JkL&p(2-g zb%!Hi3`^|GoxYZ^Tt?f~^>|Q3>n))yV&Y6}*w~4@RBM1!soOu#LseL<_II*Wq);~b zadD$?DQafS?WZrP(Yk@x60R{DQu`?lTM-h>0e)SKXLaZ2DT;!5rdarrK5RmJ*ifdY zh%Tlg9jb}mfN1Pk>Sts_#13a>OOwz~8w|95(x8ynkyOwKVQs~RH+(}lv{$Ch(LlrA zcrbZ3AHDm|{1t(3JTV2Y1QWq+NNeXiz>4V)5>c;poU^{;WI(GxE3z93`^3+{uAJRh zh@1CBr_e(fAJz|7RI|UDR&Kpml>QxYTcSRsl|zGtM3U39IYNEB8QA#T9vl|u z!;U0mIiLpD4rD=)g=o?&uc?$KUmAZUoiivn;BBw#^pJF^DIoeg3Q~KDTMMYJ7|;hp z>*fc&*3osd3e(TAa=`UU1gThyY-qN7W^Gk+3 zUj~nNa_>$`EWF~EpNjT`?l{&fd`JRkmy=--rxU_z$CkIDoM-ObBOzfI3lA`lqqe)4 zr$>g3*snt&9Oq|)l=u{a1)Yk@&Oir*J-Gl zHl0SSyKbiJ$zRlheC*U$ih|*)jE1mqcyg;!d#PWMtsiHs{xf;8`cLTMdUaBGC1E1Q z+6YpcJKyg+sy>$T|K_cqYgG}lz!tzC}mQAcFK*E zT$H)YUQ;bN}R8sG7FwK`6!;v*}yJlf8Gn0B)+a z9!$#<m8{B@4iMK!L-k)*H22W}0oBfBN1; z|FrmRN-0uuySv#C>_Yv#MMsOul+8-51l!Uuc4?eIq+Ebl0Y`y?0_??8WAuIx)N3G~?l?fuaQ|*Q4mI%ZG4%{6%3)mO%=L-E? z6|zEhQVVRJbfUim1QptHV|s#~O38=^Tsc4LNN53-f^@Hg(lMyyg2lTi96i&YLa>Fx zSAo{pG%n2f%^*TuCywM(hE?647W0=Z_Y(Y)>#%p$4UyjLc^d2FX@^Sm|87t_+yGWV zcJ!vTOn@BfAgUVFLjVoLV5dn^Cv_B{Zwt!rRjnx6DJT@#*5^=!LtLX%$7H6J z@ehj3PxzQ*i^ACq>lkf>BC6Q_MW2K9*W@w6ZI*;qsc%rrgL8z~1}L?5_x@HxxMR-l zR9^=o=bl%95*j3yMwH&qdbimPMc^@#?>&5d!>-aC6IFb8B^Vd^C$eFF0qYi0T*!EA5k(=={3RMH7c^?F-^x!R85e6(d*NuM(n#p zaR2H8^V%WS*lOZ%LYz>sU^!bSfp{fEZE1zi&Q%mdw|ZBFy6=m=kPT4+ZBLhI9?TM_ zk4K|fk<1UzEugbd^W8fu8H6-r0co@>mjRe%-O$}?helhHuXv)vWhC&?C#bFmcXy;NCMO4P^|#N(2KV+7#*f6`I&)*!l=jg+d5CP)g$u&- zsX8A18JNDRc!f>YIh#;4ysM1wv&;rH2q^9W#Dnl@Y@$v-?kCxBIW1q3EquF_G3A)@ zR7pp!OPdM6L|!$Tk1(CtoT^(1{e6E>EW*%zZ|$Dkh2d6%oq&8*!%*nLX7>F2BV}Hn z^?;FuhqEwFV|oBqnZ!XubYCy`Yyke}WgefpQ*tQU(csy&v&x2GW6EuOg3*zkgiOIc z+HxO)jm7kYEDRfW+f(p1tLP-&`7h)O1T<}Kl?j&+Ch2AgSculee1_}ngZo_c>pld3 z;)dby=D@6;BNx_s|9oq8Y7nWxA3a#dQ#yfL@+UOcz#*bQqs3hBY;}$0b`A-?kZb}- zX!vgCrr2qD)MwT|_z*iFR}V?8#s@;3z8~3>h;^{S9$%368|lrD`!hepJBbS+^OF8r z9v$aQ_3^i!EYxGk=PH@we>h>ZMsRnR)sXg(yBkN0G2E-TO~3adz$@on*5t&WMu4G> zAbF<7r+@@=nU_=w2>fTrx~?6VQ|@yp+n-*CiToIf%p{`zT{Ozzw(pfTUHVMj>)7+6 zkNHDQ=_A`}wnVHqve^Fq5C}$didW5dgur@&UTc|gw7hjxOor2_EcOdn8O(Q#u^m|D zWW2P2d&zD|PtV-)P)=CX)cbQmR{#yYPn=nB=p(L3>msEwq4SNd8tU&FZFu$;B9pNIO^2z>Zqz0M91RSdIC zCsm;eo?;mofpXf}>?bHcyB1wi=Orc!uN>+tzEf+0S{7}w6h z2f0Fo&q;+X$npSZQr3~>EeLnEzE!XWK|tpTh7B^2FQK2w2^J?-CsUvHM*JuFG;uh2 zar%ypNr~%?k^u>qhm}7XoZo76iKtCZ@cfNHo63e?3iF0E*!_nl4Fk5UNW=y%lXkZx z+eLb-P6yD-{mQ(2$L|;rZS~T~%jawbD%;E4C;?hM?a1%mPo=ZRb;-Z`>ZOSPIZxXg zanLlCE6ZWV8+yCYqFpFGn8l{3D6D59+LZGR8a7u+7$6d*)-i)2Y23Y_r@!C#5UA3Y z&voGu>z^Z#0u-IlLI&dyTFZN8Xfr(b{v(RLhW&2ZK|bvi)`iDF3fCcp;gP#1y4XL* zz`bc;ZONV+Vo?&1LpuEZgeWYzo4s$?_|%wv*}R(TP_|*n{jgwPKqsWE?_hB{5k#`v zrQdy!SKDKVEi?_%rTOSK34TRtLQ|#|0Sj<=%HqlRh*&;jx_^rnG!B>}0vPH<_9RXl#bnwCOIU#sD?q>lR_86cXm$1n z_K1szJ6u4JA&M_Vh}?|dDL?)SGyQyO6#w~HajLSN5PnOP%rdR9SaqlULYh%2S!%XS z3z6xp4$vP{CNm;k3B2~?O;g9}YT$WPE3=9sQ#Bf^rN9k|*yjMqlm*FhG(ahr*7TO%5a zX-DbOfQ_?UBOA>L`bG!2onXo=lbp!1)X3Yy+qy;0qFM-1ZcBMHpN)L?=V}W`-BBi= zocSKR!x6rig55Cn84n+WFakgrXb(Et3wF)&trdm>LYS1_sI%h3Fc64kfLy5?Q?w& z;a_%}qVPtOkjRuuF>Vd7^k45Wi(u2PTrHt8*GB_M6dxzEwO`F&FNsE1D;E_RtU!<=9gf=QG7Ic=|#Qh8fn$ zUt25lVvbje``euhbpyWPa1utO3vTR6@~HR%}=A2N2nS^TMy_BVkJ&7q@HcYwK+%%Y$pbBmw61JLTrsL9<~ z5vUtZw{Zo`w0k&yygVd@zxa4f*w6%8oTfeAE)sv?VZArs5Vhq{n-M|Du%%2Y93XkT z1RnodwjE*RgoQ`zdzq8VYP{SHyXTT#iRT={+Lq$Nzd1jddgc+M^fbqKn8~$#<43u- z1YsGZ<6l?g1JycJ&+&u3>C`c4k+L04WVi#$LEXy{VU<>kJGlObst0_}2k)Z9K@4j@ z(6vE{JSKC`{%7Yl#g<;$WReQ%M|eGjrD)zlah2z`{u%>Z_=Dy9&zRMTD){mx0StAA z)Q z%yI_5qsI;0%$Vx7XzC=9$FNUG$7X2Xv3hAFlH}&dJJIh=yolAFSf`Xb9`7L(c?Z(* z0awhDL9>XdT?kX#l9Tdwi=zuk^%}_L{1r;akVuU0vn1V*I%`~(2;%LRTP9#M#RsdE zzv7fRR$~~)cbH;c&GpYTdIucvdU40Ez#GfD)1AnS6E+wSW=wWv(AFOk5R^YZGJSN7MAEA@Hp6`3NfW=3EFgZ8 zbqT+9|9iO}KeLyY0}lWo&HVo@*BSqJxxS=%VT0Y4{GD663;E0NKTlbAou~(ntx87^ z+v{6R)bpvYSk=Z>MzIu2S??MKa*x#ec~kGSt(UFeVGmW-Ub1K^iptiD*AvkuhJ%|q z;zV)sP4YS z^+B8CSM$WA)K0~?6(kE~#o9Kzea?|X{>_u`zjxU@9ZhR(%_ICkFXNENP6ySN`_G4b zYUXN)$bs6Qhi3T`Cnxd!2+_XoX9WGIL~Kh@0#Cz)uD+ zULX@GlKcF%Y#x`FtXSP|ZtXF@EQjJ)bXay#hzHWYIZFg*nyeV+4(ZFVUw}itNpdm= z_sM`0B=BTB^ZpIc7b=+kj&H~rcxx6{RNe2F&w)AvSE8tn9>d~js+a?yoQ)fPE_*_w zOIe?TL?GBhiBouIgx6<8%xCOqwU$;7jRd@v%F#8L-x=0EPdnAl!*Jj~1M=9PP8 z;qrFjsZ(>EwKa6yK)o;Wq4v3a{y=>XM-!imd*I8seb}dLXv)oO^#q`piB?+TaYu}b zR8l?}Jh93o6MOsh_%EKFz(bW*w{xCApzu7fY7$~Bx2HUPKD`n{_6Gu#F6-s?H;51a zO43MsiLb&LI&jRFTj>UFNz+-hVt83Se-lXM=perUj+F7SZ-DqNfBFtVWMh_9%-q}6 zGjhec{&fnpMk`xi_RZ(tI%r8$p;EI=;o0)fzDBZpVPPL^->Tdiv{lgRd)u%_G11+D z6%Gm$DpX<0c3;IUS;%su){2_>E>T@=(>-xg+55J8PIe0paGD7OM}YiXCgj033t%Fj ztva-LV1!D;!NFL68+bsQb>MjAj6~t7*l?y+D;&62T8ok1| zj8Gpp&aG#T{*)VQa3dWExp{DGd~a1)P8XGHjd(i7@ppqh;sTlU36_cWXN~ojocIR^&OE3~`9;QSz?fY$qj76&;+> z7v8Zt8^^-CNqS7In0rrqbs4GDtuD-CL@UX|5M~!1+`H!-@KV+7>j4ms7$hE+#xFOO zDbOtVR}szFR79ES<*bqMehxR_KiM2AqhKJT0|XG2iLrcamq2lb>JAQ-04KA!CYy#| zVp|l5DDB7{MQ+1=lhNpU+-Sozk*~~o6b_H>;H;gMp#ze=B-cW(n;w=Pdmk=5wDhM_ zwpC9;0H2)-FEJ=meT$N2m(vq!NuVXj*Zuj@E;1&NqlwtThvq;GMno+41DeBv*+1)~ z!U0Lq03ybcybBYiQO~VV`W5{C=M;d6fi3vmwDR&61v$i^n z*MF1VZ=|J3V}Gz#LSUSxqN~|LA2~Q_!%hEQra;4s&!zz% zXDN*Bm@9iHG42#w(ogcL^uayAIX}A2qqFiV=0f0)Mlu5`C+^q7ykfsWy>r*Y9TVJ5 zGSfK#bLLNDnRCQTpd>H}o9Q5B@t z5Mk_P4Awu*eLxyt>KnfyPl>C2JF8WR7~GiU9@RJ|?X|59d(e;S&!U*GC@O?ZDm_=; zi}SXhPttP+OzuGO%r7dP39;$FCKeBYzKJRCm=C#u$6;^JUQ+V)56(Udyi}BX9i;`Q zPRZ(ug@lixL+-GzW@sH;;udN%%R{L7@<8rV4JHBPXDEh}zYoi_+bo%^gK})qZ-tBQ zuWY4T0;Ypt2$AyaA*CmxI*$VKyw>>BxK-IXAJ6^fb551p-J?7wnT{!Ikv33F}1~_iEr9 z9QZ@}?wqXD-44jxi?8WHrF}(KhXAT$w~b>|c`L!LVp>^p=8r^}m-0{KKk71k6ze%c z8*N3Sb&IGc|30-CEmi9!=9qIP+as?k3$jxYb;e}Xz}sISfu_0$8bvwZMF@3C(moz+ zTqakw3kBj6tc&>s%u6U_$-xS7VliL31_4zatvpfLh>=Ah5gzn2uW(3Olm)DCg>cXw zVO=~abTWM>x6d=fy~tk~aO{4+s9<>I!^;)jdyKfx`eE!M)O?@;tk zgibag;!bqTu5w+4ZV8hW6HVG2f;~qnT_I;)B6cI#E zDyJgYNtHy~WGZ|6-i32CvaEpL;-t^C>{+_aA(c0E_?zziJalzz(I^E6&gmXKI_k9u zb;Y)PyNn?=Pn^WmCW3kxufxa4C=b*x=iAzrXPYlCx$_rNvbVIV+F*8s8uD+Q?wlpJ zNX@rInz9^<8!ur;eDX*>Qs9vWQ|xV4%GS0nfS4m}i;P$!=HOliPeYLlgO|xUW(1_> z*d3p0DAK$lS3e&wT*+*Zz2kjDLtb?-5+h;y?8p_Ea^6p^`ZiibUgnGCU#pgQp2)*R z%E6B6Puny9(wCJ4@q?Z9>dujX(6^l6n$0G3irYRpq?RAKm&DAEk4Ds=dX zNM(AI^rPNm^iE6E)Hrwd1JBwVdc{7o?GU-}lsF4pL?wViNEIReXtM1T*4%jgezsn+ ztyKHcO(fG@bYFWxH~unGiXa93>D70r$$sA?SrC*$t1_#kgF#g*nrJSfN-g$L^d^^U^R zB%ht&wsQ+Txk?++QKwZ-Ud-I|5GJPtrFqViJ5xcLY`IvwIE97S~KW-(l4W;|fRcv1Z#Sm$oa|r-fphrOl%0U=!*FiRZ{1 zWV&$YBe;T$-FC2kbjbP9+Y_5`{&EenLu2rhR%ACfUOiOYf1qh6Oozox2q5A~9m5HkFcvA93;L)o8 za{}3Q!A)3mb`wb-5ma>?ll2j|DuB@Y0R(kdmh&SumxNerzXR9)R_+6(ui&Ap&;gO^pohXle97T3j&h576mA72#8!t17WKn zlrr3A+$^=A*o}z1mC7>H+4k+;(Xncfl4)WqndJu3^#rWNxu5(OM!+r2wz>P}w|0yC8y2m})k+Qu)7ws#4^D6F| z-CF8O#T>7tSVFVidvJr#mTH|7^>v*S!yr)j=WWWMn(^4%Wtsav-srmg{4hi8r;dK} z#Ae`+4WH%~`7ZAo(k;D9GeLz9V!i6(FLLX8Mtdv7SMhO28yv3`n)}iY5wwjifGuEH zBO{WX^_G`EjS7>uK z;F76ifxD>7v6|XF^c)7c&n1VPJ#M{?Fq{3bglI+@IPYduE;*q_^|*@W%3&`2KB1V? zh{Gjh9-pZ8F!Kb3x4|C)BJ%z`MA0gIHI7t-2B-aMeHiQQcEAFG++HA6Nyv+=fwv&8 zMAgP~wdv6-$-+v|n`~}NES05cO99D@uI(h@${OvKt`&lc@G2!JQi=EG{vQYl$Gz6( z+bC~)CbY1(@IqWitczqGj) z@B|^g^S;sjKXs5ls`5Wz|2@!vR)4AZBnAL5@&Eq@8chE;(D-!=Y>K#i_sGg4!0QD$ z#hQo^jinfaX>25-s}V(xVj23XBrZvNh@nmqnl7>c9WnzE`|04*(#O`zCOl*-DpNgM zYY>ffL=LUzkg8Wsw0WJ3tNwg8S1(4NX_;rz;$`RNa4VFIS?RD;(Bgfag;u(3+7hogDvW>TC-nJtf8qj2|E?%colZQQ}8GjZsMctz3-c)-O&y}q`s_F$?ryq5B zFyBe0B)KtYncG=(c{I|8o!VQrh?3VzSYfs{&PiL;Tia+q#=VkJOlfIk-2-ZJMrB)n z^#Px$1tX3R7uNF6Cf6F->8a&clb_8CS7<+Dtg|&!WfjiK#_i5MG-u8aSX;^MXS#pC zySlVtsKWrMMkV<}hD-20~e|L7WPgyZ9PSv=dtxMGCme=>eJO~>% zT+rGXd8eOQR983%6FoM632ddf>vk&5On=j3l;%+vFJz@Y#+3XtE#rK#*GwjmdicCg zF6xr!#A^AL9p4v1(j%2Z(6S!@&XWRa~hvce~sm7ii zonQshJ{1&RT~9eZPE^gw&Yb$5e8x<8uT=NzJr+o|H+-EZm-Vz?MzX_|zss;z<9d+B zsLGzMSCCb0p1e=9RMd1YSC=v>^CmU9ha>IkF1@9fPneuWZ+PwQgoBg1>SUFXT)i&$ zHrt#TWp0zO{>M77)_IrNw{Y#Y;TnAr{^@LZ2~T!w%ISy3UtPY?5-~jupE@g&Ds3BH zVZ~$ArRY-j-cK&-g?+=WtlF%2Tvfd>KDme~cqTH`Ag8gVVX!DN2lqDq&)C%Rot|je z+be0)6-u$isc!5HP?FZwVWfWE7NsjSq*`Wxp_``C*~AdUJO6`? z(iHkmS2qb}OE}ZJ{JYbz+ZX?u5j|Tt=qyS5Q^=@92ET^s&J`DQ&MD)exT$MA1f&X= zQ@%O^w_|OV$myivuHBPMvEqJsmz|X=)mUYopgb3hBd%W8ucX@8z}xK$GNa4TyfsU&>wh)<8WpxB);SBJsC z3Nq`-0Izai4jArMW00xMqb;Nj9!~Nv`G`Pp8pfw0!q6P2Il3;xwJ=qaglcT?&zEGr zjBKQrs!Y$9%?#8DA5i`zW~r-ca-`%Fw4J|ZL3tbYS_z=9d2Hf@DR+t_^4N13XJEy5 z4-7h{vq1_GRi)FKGmDB(L;}y>1I;52lu=^Z5Yoe7?V z#YS4-Pye}Ml7eI{u9B+xi;6=g1c}o}u4$rIwKAn)mT-zY6M!v-AE!hu)zGKj82-wt z=h`vW=Wuy#|VUQVfw_|ZI@&(n97Jxe3{ zr&xhNJR!aav3x;|FnSy*VL9n)eC&rKqZ4BwTcaGG9n#_^qg@fMGsJi;~M| zMH4=VFK}PC(b|E>7h!OjKQH}hOD}6k-W1;0JMrc-j(CQ$p}nuVGBDMF(DWlAIz33` zf*D{UmHHWp+~9$f{=Y?Qxae}!q8AkT%T`yPm7LUZhqe}7dV+XNz|j8$r3Nkw>D^!w*oL&~jpFMlTUG|i>ighi2%$x9DZ9{*^kayS~p zyys)=(hYh9$S9q>k<9fL0~xQ&xLRVjSy0~%G-q*aWf3&zy6x(U6ChE40fz2=E`M-# zPOkP11d*o`e(Age3|jydJV`%Fttf*^O>PEUq#u}QQmjsW2;ZbN8khX6T~|iNM-daSIs9^c-UDL8-bEy z()_5kXFVD~3Z%nuZp^ojAp_TvcePeIlt>p01^X)yWkb%I`#HWi48?-DQMEZ5Ku;$; zjXrvKTe}t6Hd1~PJaDRa#Fk?(;zen8G4 zvgIdqLU#ks{6c4%9%pKc1RgC>*-pdcm$HdQ((5%LuI1gnKu?OCPnQl2j;X3!&JNvW zhRIEK>@9Ixnna8YEG6lXIj4j6q@^|7a-8Q|lIQyR1d!!5%`wTr$5FbPM)_hHV=O3XQq4V#&)V!A zy+&&;KfO!~#!~+d(iS?;1i1={CIdP^)k_)`52Il49V3%R2P$WRSaEDR!!JKONXta( zHzjal(4HeP57mVOEV2@`3o(|Vvr&);*Pf+j#V2wcCDXD9q(wKwEmLx^OplUbz`2<2 zd|rhZymnRteYO`%#;$N=`rt$wYkCyHaF$tWMXP2DmU|haUdz*G?T`2$IK}hNuNZ4K zH~}qq$TP!C4I6{{i5WMFk2O>-QGS%&6_k%y@m2)<+VB>WVO5Am^Np2)XRexB%U(;M%70yq5E0E z3e?jEQ@`L=M-u`Ui9D^7Y#Cx()a}@r&v0;m>rJ_d@V+1FFpIglnEl+IIFc`Zpa^P0 zQv8Ljr1X)=y-O1-jlTLM^>8sjW@ZvSmNR_+6pV}gREvCZb>q)i8CsLx97^YT&1_y$ zpM{ncMj+3gQyQ{_agPmH__mftI3xFX_`)%Ym08JCaYAP2`v8%MdO4`S=C@$E;GZF=b!Omj0h&xG z48J@DR>E>-FsV#8j8*O3gq>9Uq9JJ}MJ7OK$i9AbMM95)4xFqQn5)EU#D-xe*PGK4 zr+B(dv*fNWPgj?h>RyjQfZVbD`+0L7Ny3Ejuu;u4pnAVrMa@c_dz4qP)e(_?DH~M} zh_dDh{aywa3+uZQ8JC_Sb%^-QE>7OUHvheauTtObu7jo0^3W|(Jru&w6gwIdFxLHx zQ=5NbY$dpBN?(Fmft9b=16FD+8BMOt{V^tzNH-L2RS?85G(xy}^tPTnqZo|tc1iDI zKnu*sBpu@ZF8Cpxw`)e>io%4#pn1`k;ug~em8`5D6e2dkfqUGilM=4(kH0!oqgQ$T zdDx4PGwh9BSEd2kJ|e|{!!9zt zv9mXtO=6P1?D-*xLqWXmABI!22UZL*Ii5qeGlK;HyV zh*^e|22E#h3!RlVUWuDp?Mk-`c8N1lzZ&)v1(w<_3P`_?wGI3PKp|A3mdUN*gml$p(?_S#ruK=Vze1kO= zfF4_VAcNO1M(X%cWryLWmLDjvQzV7_R5axqNQ=YmfyL_So2ADz&js@^!38kF7c2sdJPEsQ^xvPD3S%z z_4-Q}q<-^!Nc$Vcg+Vt9Q_YX9%X#Sz)`Ec}tsAB(lXyF(%sM;ec;^j(U8PaSo*8$D ze5VhMyf?XLiP$!eogCairk8f{bPA7EW-aIh^1@-x3WQ7yVR?a%!!b!40SJ*)S4OZ# z0v?rWE6p>_6=Ae0f?MNsU^!e%D-qb3FzKFPAw_6yUn5oM{W< zNu^at4Ip`FLPu5|q)w+qtwa-$Bsl#ugJE&g(Vff;j7bT!x-aVPpB3skM@HLZ3Wbi* z30!MmcQ>Kh@aVR2gMQ>7T#cwsTPnHqcteb`=#AZCDUji;dzs={jC9`c$mDI@R&EEW z){U=bo2+RN{BC^4RwVNt-n)swS6c0;g@p|W;Ox0@5>EZ7>9n8^LX z+$7jxVu|!{3Z+zCMghV34>Yd`FGMGTnwV+$5UGeI`kTY9;8ifR#y=V8*GSFmjedrq zRdf9T&Sz1igU0lwtasytnrzlYWtu?|$%g^{K+p%~5k~H#W@Nw2bPyhO>7lk-ox&#B zJplu`xBQ90>XpAa*HJ+oyR^cZqjwa@r62(P^o&SgO@tqG)~9rA7xZ5wrePcT9v`RSMR4or$3!VrB z!J?ks$?yDW2DWH zTUbK8)Ct^Lz)F0?TpylGt%&fCnNMl^Em?yU^*0i~Ol6Ubi$ziD-^(I{=!CpYa}lfa zKp$LP7#Ttgd>%}CB)OiJ892-8G(QDR9$Adx`manIza7_MhuV#T9pZj*am6UY7L|R z!`3-5fdZg#RS<_~z2H#2io)u@N;XzRV! zR8)3RY2tkm1EpN;#Oex2A+VyX;nH@5&d9vS`V8%_-Pu+xv+E&%j?_877gkt+wLZt4 zE}g#z6{r4?w=!i-2_|Ol(F|$Q2Youiyg#@z&F8DoWkPMzT8vNvH2bM>>{W5mO69Xa zlaxj|ad{;pp?xm&n;DAjoU`%1>01zcXR1?(CVOZ8gBv3Ry7MhKn^>l!)!BBT_I}HU zyH9tmvMH!SPkyDe~y;O&d{+V_^>p1~<43k|7v%vh}cY>Ys$Innk@ zKi#J)9xfkF4Mw6~K)d7w#IP9?J&A7@}b{H($f~FlsQu7zL{)Zj&KA|+ds`wBOYFSUk^%N{*3G%4Bzg-8Bw_! zDhWkg^cr^FB#)R#sUBOmUhXCBTqRrXLBpm$>Sm3>r1sVweUNb@%hVN5@@qw!dxiL| zA!*s$)!LE$1V{7sP!*+A*QB-D;lY%GGT+bVHnw$y@VqI+v~3(5G_tp2A_X^VQpo(y zqN`zI8xyk_`PbG+!#R|Y>LMF!*!AFDCDBi$m|9K0hFDp@Fr@!v&tyQ0h*E9u++#Q@ zeS^^IULtK#erBXMjW((Z=7ZWo-V1NWy|dbY>%lk4b;ecav1wxCalh!#fQF?aCUS%N zAnJf4{g&T3W%ra|5dJ)nOgslVNU0*~H8vp0N1p^v3+Y7c7RYVlrVET|V!Af|$ZF{Q zjJ-St_Q4hX#CP-U>3}}jO}f$}{AP=ProY`JLRcK2$&k--8ehUP#if5n4hlemfFq<2 z{D(>w%wL<6ZKgyMXjN6*r`&50J}>%KiGxdTo_%m@5Ey!XWPBo z*vmj9czUo^e@o(SPOv(%lmn$MAER2zm-cM7B-}Pn#0&aA%x;TEe@rjcuG`$K@AHxD z$IBuqk9Y7)WaDPN|)8E{9!1KvvVcBRKx&*6JeXC@$kym z6nbaf8}*8n3TrD-Zha#cZ)8 zM6*LA<;qk|(@6E&1)o4a?(^U|y=69`vP<^#G==w_b`FWbxWZg4cuiaoyZ^|AaMD8E z^z0#$PySrC%uU~1Fd9$WnwvuFf5AJ!1Ya9UWF!sUHmIV^uE$Uf4V&5P$H8_>x_-?6 zWN&9vpw287{bYI`8d;Lm351hv=j{4rxMjyYd_>9Ys6{4HD%K+S3~2q!;3f@=_b~<|Ly&m z_~?-Jm2F3)*ULg9w^ffYPMOnJ&% z#usznvJWz(xv2eKudwwrBx)VLM-{pz2*A&JhUi51OCKPCQiU%u^Lnp_2XdJ};t}0&_CftH9AGt+&^8!3!*sU8SjS4zJ z)XNyDOYJ`3jm`TrWhnD=Qd~3yCWcgrrVk@toD+pYQYyW@MsVPxtxsUo!aNG*TvA1v zg#dpa+SytPI)@}N`J)2S2?u()(_bR4=UxVPCr_c`q8?M$vY`ja0oY6Cx4a*BZ6lA8 ziq?$mLmGVN4ZzV3`tWo@Zb8HFGc>ZZumnwYI9^IL8c`KH%?Yit>a=s#l!=6xgo~nX z&n-ruSY9heNnl<=D~1OQibb`_-Q+;!O^Mb7;dH`tsOCr^-d(5t;-K&*kD6Dj^Iovr z)@+pfN|L7&=p(WD=YWS>NT=znK97@@nyCy@7OA)JiBdH^iAe+0SAjq20lIxw#Sn=K z5zxUY7Yc|X6A{F*RJKlo5AUmKMBmGamW$v#g|V09pD&I`cS$@Q23C^&zf8ST;Q$^H zK)dX0L_~Og7<-GKszwAbQ57cmon|9NtD$em>>2&Xw{9+Q8+K%ngi43~?ETDH=h|oS z$(BSMou2y0MnyfLZftJ2zb=hzS)`10h8k?=l3v-?tA$src|6F|_Ygze&p24usQe`` zQ~l*w*7>anDMsL2As}TMf2G*bYlY@M)Kq9_=-ue5D;ZdMT>t4YOW(l#L&KFc^T)2L zI>_i(J9`xQD+YJBX@HD%UC<|9gyYak&$E%MNFyvm#L3i1{fre$;$eG1gV|QnWc0Xo zyD0PSjBV5!UR1OI2|edn1#qQB_66;23g@wKz`gbNIb!I^zW-JaT;GUY<${|+I~T|I z+mCYjCD|*B6g}gwI0llqj`0g%5h~}`la^tmoEf`yBh#2}QU+^)?-JI_>>1{;bl%Q9 z3(%YWIy=O6zwXkWlVwUfj%Ferl{XX6MyNgQEBajaoR`yc z&^e&!0|~cw1&4t~_F6%Vo1?qHb3tA<5~HR0CtposT1N zQ)U##WM#xX&MnisoOlL#Hwm8P13DLlLRNkD zML!|vbWQ)Wadhi960NggR2=VA(@%|;hu$MsydwK9QL_f?Hc*N{mDa&&7JZhT&WeW5 zRV6wClxqJX<5(Ih64t^4IofKoM+Rt6CvM6mVjl?!eU;C>ltQEs5kq^V5tw;kD?!O- z$<#yf*DL=a!fYm+LOkBod=?vl)&4yA8COJ)FDfN>l9U zU%zO)QhYA4>Z^D*$R?G`v&T^_U5&r`PpWr)?^c^ufeXAkVQH`HeP0CKS#%BvCx>yN zv=|6xEYM&obSDlr@a)~JZ@whq534JrT1vrKKs_)w3(bz1I8n*raG4~P^`$}F%zSy4 zWWPFN7;iN+?ua3E{|deg4iJ)pTL?-Pf=I)b3hc-j2}`}`BhU78yKR$Ttd8r!xH2&e z#(KGIU^*L!4LgBkY}d+~eyU9bNm8gysyUk0X8o0m^8p!{NZ?D){gN|eZZx~>zb0c! z4^fRsaXz){=?@Y_f|Z1^vyJCq7{Y2X*uJAAF=5zW>2h|=1NrH%ApwaODi|}B&UO71 zR!6%#XIh8Q`}&V3vx-Rb{JEI7^PeSj^qPJ<-{hd)hR{}fwG9H3Gv(>G%Qa8443w=d zn|xV)7M7P>d$6r6pk}ddWA9V@ib1^GF@_FV>@0 zE;M7a-Kk=)%P?>dppb(5p?XK{vP>Cj>FuauDYAl1sMd(+WA`@ox5e7{pcq>1xcM6- ze2F*wd6AGVwMILkfejiib8uEF9g%NWKDtr3O2`E}BIG3%!$qNa!4fh)MUHnm)_x%q&B1_w3)hISR5 zgq?0^p61~eu<^yKRxY-hx47AA?r58T{Wm6|z+djP#gi;n=co07$z;X40ODhBo|)Jf z$31)Kw(t?tql2vbLD%xNm&V3SRr6J#xOI=f)$i!LwB|a{ z?cUge9shv-zRLUUkb@uIY!_jU_*vxX7e|2t8mL=m@m`hxc~8^-!~?7lCxijmkKrxX z;V&LuFcdbxgqwO9=_9PHH`gVItcYmX34)79*JXMgNGiL`OTyi*^zcx@w7BlQ>i28e zG_a@0^2Qp(Jgmf%bll)_T68`8Vi4wCw*r#12brdn!R{j4cz-w(T%MA!_X}=fCT?H} z-`VjEFtEkk!XLT(PHZqR=C@t=ZnE}Er-ZMW_V}vXj+b7cKz%Gg_Cn^1c(tz>R8BgH z3+X+)l$@8sJVNJ{t^;M(B~K@$-3IJRUl^(S8E8?x+_P@+{K4T_CXTsLv}f~6>0YCg z$DBiD!-y!{t&jEa;feJtOYi7!^9N~mbamb$E~vq~wSnRe8d?}y7>RI-Vx2tf49~m26G)PKF%9?@^m@kf5{&(JyAXPHm0t?* zfJCfT+p6!ilJHgyr6PTHCoQ}8m3b3jGQLURrmmk1lbiDH9I@|APH+45!OsxSXW}J2 zG<>>i{L;vs|M;XEiUu5;&_-P5p#X?^m~^L9Gk1AygLr(N+*lOleL6Nz^ag3co>finZlU=8K_KrxO&2$S z0Aw$E4rjvH=NqyfTP1%!!D^SY5plYQuD5X`?M_95$<_l&Nr&W)S%2I}0d$eIQ2wIt zA;hv$X(SrPLBy*(AU}Qmx5%p7pq7k=)X1or%#^JzaQjyCH&y%Ac05nq(a!ceNHT9@ zo}p~S^XhGex7qJ#^d-MEY)W%veauwRbXkQknqLF9Bz&q9fc(bcYH z{l~}JsjH!Fnym0W_u3~!p1rZfrIpj9kZPa(bruXF&*`ZyrMInF;A;?&`Ecpu^sHFDol&TVBrho3wTr_JaFGhADaE z!UM8#Mt^d%IxpwjQ!4(kZtmyXTW-$xL}YIF$5BgdJ9&cdXxx3j#R&o)z0_oAHA z>0+mvZtGLTRfYAdX#eKqkpQ2YspyPyBdz5><*Jg3Y}9C8JxXWt7`p433;oK1Tb(pj zwp3jmO3itI55`9k7q+LP9-5~X)l?l|!P`wcrByT^Q$_7;KPyqwVAMnA(=^9s?=4N& zxAr>esA%nMU35>Z5i7(qf0wknQGf)U*DZayYbtMc=6M}W=8G(})Gikq2AfONcAL(n zo-TuW93iWw_R$xBM^^LepHXl2|1V$RRfalRIcs9YloPZUOH zPyQ2+665Kl2=gCLNvmg8K02|?@-E^&tY=^?*2pSVc=6bVd75{ck?C&NYtz8-`S|Ts zg|EglxF5p1YkD4r_33ud=FZ-|>jNn{dA03Z;Of3wOP*Ea^}{RnjOx33C@J>&7FL~3 zuRiD8di6L}7s|=mTU%&Q8Gh?_oO*wAU4LOye~PS{BFzT&tw57Nzn^w`ok0ll+Wc$t zhXtHTdu!h;bK8{o$FNvuYBBcQUqy0*szt$)`*Z70Y07*Y$IiTKx68`$9#0>-Ai{n8 zrfW3?U7#1Qq9F9yP&up3>HbDf8$Sjg%n5sWM6-sI$cv!qVhq?Un2ChyzX-%H5r6xw z>YZ7!ji29U;1*R);G#iM4U4=En^1VhQzVnc@({ioy9}E@sALLX!=((BFG^nlveZho zVMVGgLo*9d<8UgGDn8YE^!U5xD^L%|lS=F>YFL~5 z55N|yN{km7b4o+=vDSht%d-QrH(C=gv^%gB1O5MnOIK2^BUdfnE)2D4@TVGm34n0g z)IVzGHlvBBYSHSbDXVOg~4U#3i_P` zKU>)_Qowk!wUiw1#Guceouv;gw^m(B`4rlYb_mS_IvDP^-|;(B{mVUv{oFXje@p%+a2lo|#!{|Ki11T4w>K zH)N{l2Ne4wr2<|jf7mo61Qc3pUCX9g2V-O+4%kKSH6J$-(_Fdg1B8r90_R79G>n$X)Z@ebPVr>EH^V0W3qu#Ht$*e-% z5!{{FGy-7;e@l6M&h+u1*ZmF&tZ~w%ts-Le=^#4HjU`a0rei`fgQTU|;~$hX?WRVV z5BLE*uzBF^k}iY;4iPh_WU%aR-B4RRDTRyU7I*@dkG`D}OlHza*W8kp+9gI5HEREmeA3D@)u&*s^AfN&qO5O?MKu#<%^31}RN|r@U zG0E0vg`#csmcc5>AE2h_rMj9-Bk}@6YSo1)v2r>3qafAGQd2j?+#~vlHULK2<>OYa zQ+-Il0RQ(Mzc6Pl5V7CPjJF12Q@JoV9R&g1iwhy6LW*haV*^W9z5bN7xfb@5{GsRa zaaopd><`o3=e|8&R>P@aNheJ@`I>&iFQ3!c&3z9AZH=Q_BXWe|3o*z`diyP0PY1!ec0tSgzowZ#nl0n z9bVHa)(w;pc5ne{;hj~JhP5TTPj$Tq*v&SA=gQOagfJ99?LBA_Tw%GaovLEqTO8R0Ai+e7sB;+UkEvYbQ{Eb!eD`kE z*kat#nI)Gayy)SQFr?SkyEY&>>c1MbA3T9xlUziV0V(j~ivZvNdoXy6fWYud52NM| ze|3i&m?f8C-I_Jn_@wu3V}LkmI9Pz% zty@-ol~-DHqMmOj-LKPNThAx-H2T?3R|a&R)iAmMl8aW$hz*EbucNdXUBEYe3f%)= zD<2bN{-QwbQe3sWxu9Grig7`HZUiw+(1+-%h{0AecM!m<2x@|5zY!0}ZJ$v(;D|JL zQvmDh&|~}^{XG1{V6uR7Q!+OCrPz!#YI7;TiojE+5($${_%5|hRz1{lE@b3~{gmQP z2%$CCG8p6zvntU8b5(j1@89`w(Iyi>i=>gB$kHV6^fHy1A!fCXpg>+nE{qhbnEVNL z@TIyVJoeIcbtYqq#llQX`ab+(`uWBX-wN=M?{@Zwm?Hk<&e_ErjcO z8J&K>k2IbD>Pj24l0qA!42sNkG&2|Nfgt25?r7Yn^fDp*l?Z6mVZfFXlQob9X9{;@ zR~#KdtsvnkB@c)X`J~^(n(`zGBFV)~MG(pb63a`;nOxOdXonjfU19P|@wiRvhFQzD ze*$Of4=l9aNemWO>!+EThQ{mrPAQ0mb0@yPsn$97A%kQ9dZBj#@YkzFaA7JETJrnM z^!w(9#5O7y>%1c#zbEuQ)^;}Z(km6q;EGV6ZoGv79IC`t5e0NuE&KY&qsWTpxi;%h ziPa5>6UFUhkNF!`j6t^U69UnnL;7z{8T65&?aZ&R-YG1tOiy$QTe}6tXg#?z&bT8r zq+1pnIspB6mB0k)SwSu1PED5d02r;beq#9bBUny%Ti^Tkl5#dfEvM$kJ>?|1OeL2( zB4e4*$9OC)e<}UY>1>vby=cib42^(XDUWIBDa``_Y#$(s*xm%2_Z;VseV0JR5a^_k zx`qa5p(*PDfgiM18rh(+&Vgslo&$)E0vJs3tPo=UrhsjsTt80*HeIN-#GnuNh1x$+ z;M9=Nxws`cZ!tAJvSS<2SZ78hB}46XsJq^-ppy#Dpc5)2yjilucLxbiA}L)m{rQQR z^lnmd1$eZRhh$)vYbSGXUw~qspqJ%AWH^tG>=KX}q_UuIwWS4zn?NDiCWt3 zqDKsRQ=5q5^$uGU&-TcOpJIC!)XHRSd-vv71Np37?>5fmUPlE5S72YK*6o zMxzH44O0fa9ak-^s|%sGSMYQ+kxZ`j&PwCbJzx;^7iBI6w5j|PhT04Bv>+O0kMLYv z8o~f{%C=g;m2bMpPEq3Z+{%QTYv;hC&f-e)8Ww&BmPg@EOqX*QWDm3u6(J?hf$||( zY`S7I`e@}WidycOo>g;0$F7?=1}Lp@YMJLQ3HXiA%-r_#8stwR%ov@T?|IP-5P}e@ z2_+iaYJ~zkEYAb&R{?l>%hN2Ph2NCBD_y4joUL7BzWrgmqfZnuO*!9!#MRzF>!@#_hELEJt0}BL1w6z>Z9h6PdZ6@?H^beZxteUN2dsIY* zFsPWyu~F)@HY3R2QJNVeAW9_9X#t>yXL!u1__L(|P&ZZ}S7Sq=uH8d6e^CWnHU9`J z@jrmnF-z3~Z}YPK|T}I*cgzt+Hvip^4%pzi1EfJ)zZX#KIc|xl1YQnbObn; zAj@PN(MG$wUsWg-gOHy*YAo>yu}^qxKss57qZ!&`z^_iXGu5P2gtvc!mlS*vGzHV1 zhg=6wNcG(!$nH;N5(a_7`Zc_pm#%U!hNH-Vt?~8~=|U>)_1ftwT^`q~k8s@c;e&}a zsmW>8LWNLeWYaN+91v;o)DXoJo2FpQli^M>&vvX`$fW==*9(8H46I?a=>W%6fLCw<6e`EN7E~hZeI-OtYFR+OiVk>( zJ0A}bL~Ze)a0*xX;t-WEu#wN6I{&g{C_##%{m4*a1y{s&rO7Ppk?G)bn5N|)<8djQ z_Io#yLQz+Zt{E)|!N^7|wj1fXlU&b2h9M{sEhS}-)LyH&d|8B9cF2)<$&o&KO^B%F ziKSQ@0eg!yFrFf+U4dNjrT40B*Lu-58A#C#XD&k#{bmt%f?^3t2_gV|GYrFN_z%(9 z+_C$I7vY&HbfhJ@^G+X`jb;rbgDWJ)b>xqlh}IHPAcyye2J^^xDH8j~et3(*kMiV+6GMZ!6YO%q+Iev8hSjeETy8yLuY zZJMIR%pM}!&v0NrhXL>}$7pWb0VSson-YoT$m2zdhGk=LpD&Lv5wYgaj?ohx5JzRx z&pzlw$r_>A`RG8OAujv!+*4qNHuu zwjd3BWg66qof7y&r-N(>Ri4E+Q7T>^nX+0YBOXr!za~t?Q;gORh}$TlFdSw&25gT+%V+57P$hnnH2<83 zeM%@vGA{Q;z;4x)OqvR5{1SQRmy`isHxd5IPPgRJ8A)q2mIMEz9-lkGo0tb1_usA%=}KMmQdVaJ z)Gr%UA%sGCWggRd-vRFm-D?cnZtNW~U~__P5q6|Zf?{d@cbt;r$Lh?qm2!fE+gVBR z=ruh^O)f7jZ&<1tEoL`A=7a-}G|{?+LkU#rJPR?1{a8RwUP7Qvr93ZZA1i=>Qj*VIZDk zsnC$kb|K8wpp}_-6R?(@`PHpkvB3Kj779?#g|sMml2rKB&&Y^I^#wVqWBubyA0;aH zL8rQaCM&l^>k+>7J*}2T9QUQZIZ`&Ri5m)1EXAtpP^Xi4f3O?>c0*x7Ix3Pdp|))C zNEb_m`|b?sHi{lc>H>i>E8QuL6+0R>fnbzfOmmGIqoi}l>ZsI&Ct(}8S#oWFFI9%> zh5k2dGv5B8>14zP6C6*?qoW&kb?RnK zdrxbHUYdY+_?3>QOJ~6yrfi)fj?~f4&NrF)nx$3caK_WjYMevG!Z zzRkP~3nN8|$bW>C@UoK2$-K)Ao6%QD`dO(cotSy-uTxLEA%0`cn=p8qBt)CMR(ahk zRf+x8E}P!|%y3S~Av2K>vYd@?7I?;v6=wYTq&V0Q15HKd8LU!yiZUs>5LXo4MeFd| zF-6#c%qNHgBDb!h?3H=pV`#a@I1Pkyds25T`L9XQVH7zB%bXRKru%kGWB1vD|5Vzq z2|DfrH7k;fEEwoXiIoRg-9-1SESl(ht5LP>9&6W>9^JyTL#wgcb%{!*TF?})5d0yC z04TH(fJxyS5 zY&kp&D*j|=EzfE5w`7qg>r)b6Y( zR}oB<=%OD0arGa_B=Av(T`^~GnO2}b#@L9+Z?(JENl;8@k)2=eY7X`CvQEh%O#q#L zNHe5P26pVcBjpN1rb1EeW}bk2@X?=oNJ^kQ3wg>A_`6}mL;u)xS!fKsO^vdTyU)?J z)S*|$cITp`&JOM2RKi>5CXw;&sj|Is|2RLGvH~lRI06_X*_6x~&EKvaXZ3c5a`cr< zPMxPLlyreJd5!v)aNW<||Bz=n+D*i^tX#y#e(Q{bWSEsq;Y><$tbCIB@`0v~I)GU{ z`X67buT5DXqtn^?#h%_hwpGqy3n<)hLrdozP1#Udc7ZWNjcCbe$GeEoKSrEs@EjTA zpbaLBDgon`Bs0Xm){|qV5eyWzUD%m4|L|3^O=W}>$FAkJ_t6g@wVG&x?^}h=}vzHT6i9acn1_-Oh*?=|Bk3kjLY>QW~go!1EFHF9v$-EGxQ4N+8&0bv>)2v z+p}~A+*|+!5ZuA^O0bkA{6WFH8$CG_CS&op-37wi)lFSPN+q)x_)TB zJdtWf{TaXIs~=ybZ;A(IBpKw67vCBZCT8j>2@a3quR(Q>5JQV|c#+L7wZ*)oFcv0+ z1;MthDMCpIx}pZMq?SRk2ks4_n1xi9D!<#~2!%hyQ5o~&lK;5(#wxe=;Q;gTu{7Gx zeNr{hT(>OpLREiJS=fKJ6P{UE`zF2M#5K6yA6+%j9Mlau7i)nETJ?tUB2aJuvac!Z z5RwkYmIlF3)GrmE3K~&vOVs4xgcrt`$x;{+L~J6j$m_|cz+xx<4k7eo9`;=IGnj1` z;y>%vl{=f)Lzec_G%|?82dnCEBI~iTyk)0h4j64WF%eyP{pF=Kyy#73Hflh(;}J)Q zE}QX{AbpWn+*TjkqMG+{7mY^~_#_MtNK?F^(z^RXIj@eydc37%ds#^#xjmI0pDCA{ z*ZnaT!<)TH_jYpiHeLqa;bc83xkx)Hx*g*2k?xiK;|}^S?5_d*af%0G>Yl40#GT{| z^3UVgUTk#XIU+RD$@B2|d8548H3VPvN2M3CA7RaHt;r+hXZw8o$4xozC)fcRprL)I z-G+xK3_f`#)5FaRgK>qqcn^M&mg2iTC7RbTA@tCQbju4SjJ*#Lla#}UXeTo76%Xk- z;tEi)C72&f#zKuuZ-(EfUY+dsU3`KsGSnR6(^ZI2;^X#!lu?T!70pp12ti;2j#=@S z{Rg+bQ8_c=e8|Z@TQIke`k1w<`5Joyf!$gFy9lm3b=BxpT>1H$_O8>~^bQz-!fsbQ z{>j>*I!LB#*nQvC*mWN2_)nqkX2H+IU*7M(|7{_)a7u}=pa1}9iv2GOiRJ$+q%Ey0 zn+>s)FJ4)BOFe%O;xU(fFLoKQwL;H@UZeIoaalv3l+gq=!-OGy)FQJ$&}ZgnT^&8$ z{@;cB`jc(VLNW0aW7h;cYLj*QQ3LO7$7|E0eOdfSEgGq-Dk@!^Y#EuDBnsrzb%*c$ z(^UAK*j&7?vm<=k@1v>M8s5*Vk{czo2pr!MUKAdhugC)Gp!3gHw>B-A6nOIL9Q<4! z&*#fm;wJV4kzXD~abOBdmC5FF-`H59p{l!$dyXa6O45PuHvSx)NXg%ye~ZHU0V?9f zmbU$o1!R+Sf1Nvhl+XJ+*)lTc7dcwr#Yn4RiiI{LQp+UQhxSfnKjpUBMrOw!Oj@^G%U5{DgL*d$Gz zIU5a-cH&uX%Pt7rEkCg^Ux>@D5GDUvzaSq-*=HI-Gfdi3%(MJ-&dS6j^Wbndia7ZN z^WDrWso_b0OY=ak>&7@<43NLmA4_wn7DXm@v0XP`0U>uPHI3=w+%e{2BF8AHDYIc? z9kAW8om8?kpo=Dkd!5FvSj&=c0*E@>Q;Yi2JD*9!KW0g?KE4Qq>RBYf+aj&=87so5 zr*pj=z?kM*!naLM^&ggqQZDhwP86qQybsMKj!>(XY{>3Byqs@ud|-S!6+FOzpQj8| z|I!X~vUYt-xO&%|Z?+v|G4^4m%2Uyc-QNBf8D7h$2TQ7v(8m0VzO4x?Jd4#?JziDb zz2fEY&2%S?H=jz}Y>MfY7Cmd9rZ`?bTi`1sYbv?brFKciw_Pc|xMeTIPcmB*Qru6( zM^-Vp07yY}^hK-|XXkMgxJov36wVwR?CkOn7KMK4B#MNL5i@~yrI$8p_itgwsaLdPMC??JQWlT7t5`e17T1w7O-U)nN6f zD<7|R=I7z>e&O~XAowO8{yk+HCCzu`Wpoi9Uil_*Lh4r@n2gahaxTNM`{1jQo#N5D zGlV0uVN?a_ni*>_0zverX$@}ougV_L3wtbN$vl;+-Ra-i-ThXjvFQafr<+BryymRO zo|>MMO!R)TwHeb8J!ouF-`*xFulmyI!vh8GXGtmFJ-_?xfL!?dOy-A(1lkYHZtLeD zu>y*Q&V%is9OYMBz(oRB7MH~@!yh_S>(0=>wuOgsbvycfllaQc!p#LocK zfL4F7719H4oQmO%%9#_uhzgHjv4!Wt#gg8CF?mN|sUG&bTafIQoSGzNc`lE|`6)kv zH%I>SZIi#C+r_8@g|LB3r7VUyJ(}5|dl}GCY5WpC?B1kVxj;5QB{rlYR zzJG zObAL*jQNV1NEG`s0yAS!@vICT5ax5mUia+wHAt|b2T5aZo1kbDAp}whk`Y1jBRete zs0Oss`s!x3YD*C%b#3Lo2Up>Wn_6oft$vN#@2Oe?85X<=`!<#6OQVWwZ6P;$z0<1a zCF`JdJaBPA+vbrH1A=rBA?3yFh!;gz;G|lj6MaePR#rfL;G7whbXLXx#@g&jk2w^Q znVtK45Y6;n{B}-0$i7y{$R9i{9PRqFkGoD?Z=;LhI5}cXmS$%2HNyykAu|{5z4+M& zhrhyK^u(s>C9K`q~N#C>(y6{VN_uX+;Y5a6sgAw-^Ns^*Xa{>V6{B_qF z^IH%M8`uf(9yE4Uld#@rPv>v4&R;}Uz$YQF?LFZ7Ft_2t`)lEg9 z4Xtb9#1)@24=9{|o+qHmvSP+ z_C*ThCx?vd_)}ebQlkUb1atO2BXbk0d$vrF@i`T$h6$Y36M>tt;GVx{-^U5J0)GCk z7n}W}6Ol;ASJL$GQOLg{Q_sdp6fY;N%$qY7%?JFiQr{&9DzBRr@B^Ft+08C$kF*epMK;LQA1`jYXP0>S>Fm zf5Esqx(WkehNlDjFj=N?*|9X-1XHv2`r;sWzlcev*nFQc;{xO!q^-af$=oH=kC~P5 zca+s-O3Pdwoe#t+QiKbH@IVHrcRboweH$an#n_ z-LuG!19K}gjl7lJB|di4l-8nmWI^~lKUkh4Vs~f-F|zAIu(KWI*gUze>tc&P@+0qo zHxoYd?o!N_%OtoMe|$dCNgA^R9C4s%>x*C;!H?baye~d9>sZmeW92;fT!}%Y+kBs` z&H~hKpe(ExAeUaO4R^Bfur0D;st+6Ze7_{aGN5qezyNJrvb0LR3N-9?Fhm07i*)c6 z@aUMCgR$?1EzwXrTNp6@^5y&tgog_FAC!daNMC1_37*(U#K*w}ndCZ}4BpEx1bfXFpz0hHUcV=y#PV1IL5 zl2CtZvsXJ8HgOa>LMFlD)fTAN$%=)B$GS^0>^0-$qY^r}99Vi6`q?5@eNZ&sb3vNmZ1BM= z1DseW=~+BXd^X6ci8d8^IdF9Z0D&Of6A$uHggGL}rC&T?{$gML$@KGitBHQ698eT_ zov`d9R0?i*V5Y!FISiX=zm*R7_`RMK*fD3F9#b_8M2AlNg@gp2z~F#EFsT*rfh@Zl zPoNaCir9m}alm;sYsbUOO?N1=2t(xtk!Bi9{ZIM$;m~fVH9(DbMeU+K+w*2n2j=cV z(l@b-*mM{^Kxju8<%pM|r@)}Cv zS9{6PLdi7Z(g~FqS$J<-|eH^1W zP|2#ZC{J1NU?HG`D4|9qv~@uU_M6t$@l9O{apE|pCZ@F%kR2Wl^9y(+GunKjC$%8r zIg2P_GLkXC{Y$xHwwFSb=I9Nhe42;y_evZ;l!O#d;?jN zpS%lgw(LzXKx?)7auR5jnia7IYO77;bR)ukVz`bY0qLb1vq3?rFXe?_1xNfJeS5^t zqfEWt;^ZC@s{u;eQQ#6XwA$HtL6IY#c6Vxa{EDBbU$D3K=L5C_p|hu|d}G>#^Ni!6 z_H|!!;S4;ru^b&oOx%jTmv12Ao6#&}s%)*aDoExlk#>`e@=*Vfk8KJ2;r+U^i8?jy z>Xt7^(eE7!4nydd@NkAtWS>W`kW)7PZOhvNmkmX9C*L_~n#2w(8cX*BnOV+n<3yz& zwbSWtdr-dX18uvzO%;BxjFI5xiW&w4B6io&c+#*5E2k~?yQQSqf#OPz>0A+|50aVO zYo+F9C+hm2MKQLdzYdNlH{WMz{WCz3(h3Os!ds>Ah~p_TQa)M!<=|~MuI+Cf>v396 zhrpYa+vY$PXO@94kD(hWN-Ln%Q!@}4d%?jvxqaz3$EQze<5LpGP;nj^(3WzymOkW0T;Hh=btsYJm zjM^Ns$HX@l6WFqm!ghFHO7+|JS=jw^Y0$V(g%iIz!&3mx-W0O1lk;M!o@#94nk4jU z4_(bcsYe!yJW;upz9}WcO5@jk0;Yo!(Sk#d%B%UY! z8DiWf3i3r8NJ|q70H6+Mlw?M_u=tgaH)+$B0V$|(Rzen8N)jS7s7#DF_uHTyJt6C1 z?6C%TI=qDm?4(VM5S~{jt%U>OU|#e#s{L1%O#4=rPOf$aK{k3<2uhMtzW|ie zvDSF4?$N`_2<2Lw7wo*-CC^NVYL5$#4}D3-^KOpvDhn-N(k=H@Vmzjokif z43H{=oMz>FA*l|alFMQEU8&9{#JhxEIyjl$VU|MzN#%}tl;O$jU2|ay5Zr};j^id;GZfkV zm-``2Ps-`s{_d_c2UoBj;fnR7H1Dj7km*Vu7+p`v<}wpa4`tt&u5TW`jzo(gKPpnx z*g5tQGRZCSA`9-&h80rj=5GU^5A6fR0oB4q4V6S;`W zqQQQ|#u2XQ^zaZL3Q!WxW`kOH&9=fRqjI;itP-eybMBf`)PXmYrP_{Luwt(69JGJ*?EZ|u zD2vQZw4BO!CF0d|a8G*+-E+}phVL@k{2s*BLFW1yukA8C{e`-*SVD=lN&AAYe*1y#A!t{$6V0yT~`3+r`n#~Z&5k1`W-CDM4q2z8_0p@-*t_dwgeMt zjx~+Z;IOsItOVtd#1i|UZNW&4rsdTn_<)U*H&wq1sLPO6UwX=0u9jMXFWFd-FfIY& zt%}zN6iCcxaAZ4j|IyC;GSIpm1`@n`7uQ7F%V47vhf!VQfDL4fhsH{4%>?bf8+{Rf zof}XC$Gzbnu1J0L$=7+g@p`iMaiMd1nKFr~0LC~LlCLL{Nf_~D!htg!o0{UM6opb_ zok$H?de`CE%ms@Gt_#ZW0Wz~r=~udm<4Q<2Ycm}iSwHGw#4fb5cyQrwd{fqUsI7^@ zv!t=BMF~1d46lQRa@4E7n~&4NJd&-g)hwPRaMNlQa3yoCvf>qI@;b87I(@&V%UM+& z5c<305DOFGdiuD2C?{d?ku1q#W9+em8;gQ@8Je9)Q}C|QlNOjuHPiClSK|az*O_52 zGU@Cc73mQycYLu?UUGJDZIgUKrH5p8-}#0OMbzY4{!}X>3osnrJO{xM?eVcKdpM)2 z;CapA>~rI-`1exa#G3!TyvwsMhigQi^}?B=YJ&YDQQzK{+U<(%Fs`$8TPma_XbAZB z*g`qO*p+UF4PBTF)a9a*`FZ6cPYmBYPprn9{esJ`twH9=klIz&P{_l2WwaP3)T?o( zu63Xk9IRheS=@O3AmT?k6xch!+gR`M-uhDci=<0OF~O?@TLzqA{47vYP9haNQnerQ zIMs?|#MjOrHlz^j8*m@=DCm^T5__+j;p9$N+9PuTC#ev$xjSjES7`{{@Mt^PN{WlV z*;(uQ+>O&~ZQD_2Mbko36^?u7`)m@tTcqjAv$3n$y&m(gw!?}P`!1#=ltX^^LYHru zo*hkMb=fUw((FZD?r8UR1;$}Hc$+_qChCuH0B+25jk;%3shRCn%?+dN5oWVNXgWrm z)@-yiH>Q@>IXfF;9b+>rbXj=(E8a@p@FK^Ez?lJt`|o{BJBoH76eqSfUP&{dGh&@N z%VEL8lw8r0xA~L&ZH@M>_#OT42l&5*#-?f`KL|ts0HFWLDq;QqLgO#1lad^|qBe{d0D( z!{haS_F*f8Y7w||<_na|@_i+bD&Xnj)wyxC+)-kA(L7R8quayt9XyOP#BW-D#S$6c zZYGKMad>!mRAn(>H&}nhfNvYsKQyosCzgF_>9@``IA}8M$X?$fbS6bzrSr1pqTg{A|LQB3 zZW`3hexzgQ7TpDR>zph*IX|?`b~D%WBDd!ORz%mmEn#!i|8q1~nLni=0omwAW;!@P3v0 zQLjsw7BXBgn28l_$~N>@?WcHn4$FO$D6=CG*x9!-i#gal$f7D4|9@m?|9s8k%NxtD^8Aw*eR1M` zyp5yu5IkoKF+O@y2`R+i?x@H?p>z!<)i4j$vCQp@!RcZ;)lQxyP?*M5m;PcO@8I=# zPqcIOygw!Op~unT89yxX?sI`7091QYey_uxUm|}wPdf8-U2lul4wFI-iOexH`nc6z zxXlT*7!?TVZe|BK`bM9gj@jZI1~tvRY=fTz&nkN_wr~+&KPo#?nc($l!u`78{CaOK zB_S&ct+EeqbdF@O4a|Z4ij&bX-{-iKh*o8FBekN4o(B0VLPBzKD{^4a^X^LGOdk3) z;CBVzOP+}y0#A#uO}hGG{OYMFVJ9B?-=fm=ASiTN(Ao?E?+~d-+2DRdDfb`A%c+&L z2y$qi&6*!*e)KGEN*(nO@^B{@i%(VvX?&EnbV4#DDF_A=&s2}FBYjThBo;VFiY$p7 zzOr7orm92f`+)?fEES;Z=`A4!Pp)rkb?5QHW1Np99i*(K*RD}*&bJG#I8|v_&PAdV zpew`7xoeWP#*zwEP6q!`2%!vlO2?7Tf`8J@rM{hl%d}edRM=^I!#lHKU{ynO>$mvM z`~9$|CqWaBR5gVZF%DBOE0|I`&4H}Lo4SOkQgbr%J9 zfn+h##^c_3IzaiLyN@X>GO<*Q-deLJHPEnp9-AnBjmZj^Py6n%`JBLQjd4SlTp4VZ zAINePB{12p7Yr8{P$Hi>tYd!AV%JsBXL^uF8-KTgR$s(yXo4FfkPLCLD9ews#lG%A zbTv14LNb4Fkp7LhQ_#GGTzYeRWG-M*Nl(ll1Vgv@w$a;eZPX2C%WwfIX6T3Hwsus6 zf>i)MVfdFUe4kYbDX_B=FDD&CuhzNaA_Br=IGSV_$AFH@v(;rgQ39mUygGRk?#xAl zgmfWuMKw~$kf!W++gubt=n_*|u)xBG-B)9}a7-00!Um z02s@T>z|FdInbmb=l^#^7Dju~Rjo>|hE%U-wdp<~ImJ z@P)g^#Y2=~?#@`cxSNH3_nd%T>>j;1HB$(X7PcsLCf3G(i|*3^YMNZM>G;saFnD;s z`HQH=UgVT~N+616Ij;QatN9K6uup5o&HJ2Dz^d)lJ6JEV*K0dpr?!XZxFtIgOJTy`w@DvMAOlVi6v5a(~b~LDG z7#t#$Y}$yxl;=$mRndIK&~K*MD>K2v9$+2}t2FK)bwyc(GZCGbzCG4o2~;i8I5j9; z3f*CS$gHnl>d$3!8|?aE55@U9ZgQ|2IPLA^oeb!&X4I(YO*^K+|jl)q~+Ig#Bd6#K?(6VpOo^ z2S*AOnxKFPR~X7VA1hznJ+uaNffWLNix%A>-_{#&*eEd#dH{^qBH>Fvn}Afnfh8Oy z71R^D91AFCut43i9@&GXjw%aQ>`U14vG_H#Ha!!(68Dwq5GP{yPkB6hglZzd!Av!RrLcbQ;ffjAgT;ytnn}mpof9E zB8Pj8`$4+Vhd&LRIn(GcC0L;6TT1~?I)?u&z4~6u`b11EQNq^kj!FzKqLH39(yi-p=$abmc%B8kinIR*|u#1Sn%(Vz306{H~hFQ@T?>^h$hH z!h&C^F*^y;0a1z;o#}*$wB_Z&E)Aghlz^3>u&{S(t9+Bm(Y|~Cmgyin=HEdviK-)X zEd*9hAo2)123-3vClQ!@hqxzZ%VTAg+uRAUu^3n!7J0bY4l*#UK_OC7_pG4E9|gm* zwYA>LKGlazU@MUF42qVj{YsogAGmO{mH-+o-E>@8VXx`GKOV5DP>{+u*yu20H{#83 z2Gx{l(P-lQqa4_oCHejGM49?^l}J&MUL|QYK@dmsflxUo`76Du5^>P?yg_dWQbi6n zZTBuOz7_aT;2>KN*?pC)fJQ<`a$HbO>8RtKNS=iqiJ@q35lym65I!jS083eTI0%)| zxS%6Y>5Df?3={8hwXFH_4)pIT^+9yz(~IFM!+Qv@Vl~dsm#DDh6-BBXpsZfrXzZz> zVru?1X!)?Mh0PDBz^&4=N5ZF^;F=N=Ct6 zy75?Tl_y;A;Cqt#jCs0IeX$KQutFI8QH=C5rwKR`4xu14VcAHSyfuViugcXqdY31T zWNa8qBydWjRoIV#pLK#$Sp$3$MbK9W6}!Q+?TZ5!Y{~pgnzq@ZID(R~icLW-m1Gu) z8Dl`Jbzz{$4yn_kPSxDi)WmsOid%3P+Terd7cd0@)wGWACS7(*_`%~P`){{!8p(;! z06P?@)O5_GlN@6#(vw~?{;BQ-__&PW2vW)#f)Q6v!V%aR+ z{3_`aMrcdouZ(ol@|KXdg;$yh>D193dvZ&eW5uM7X~&%;mZ1MaPJYmS;+L5sFfGQ) zBjS(8AX5Tq=gbfG?)-J@4wkT)I zL~2fuy`-LoJ&$XCKom`*Cf_Bm3=2`#28(TQoG@zr;cUZ zo$qp6K5484F390qRL(d)oQdl=ZzPNyk)ajs19#Znm{*_@l7I~}CK|fHI2^h-~3(Es=$dwzzy#vA0s+q-68;5p#}oMJblP2{55UUR2#50bGWemcLr7=kWbb zqCDfh<7Bh6gd9A|xX|YO_)dQ5z2%hV(gfOU@a5#x2@c-vutndbNJBR$%EX~sF2p_O z0LN4kg11@_sEP4w%-(o(y*DG@Ur3Jt!Q%d z7O2IQRzI?z<;@(6Z?Nx-vX0oe<=Qysz+av?KPG+4^R^0ZE_6pQ9aL{66}_PRVVWon zBg@eqtyi>6)|nT>d{JN?^sCLeHNn>;RKxE;IYk1O2?uflcHza1f?zcENcA10$w{2E8Hr|e~?8Ur&;dhG*G@zzzoD!8t>B`UNAp)3l5 z5Ij*ghGV6MfNh8`0@jM^Tc`+>M&ly}`n3cUsrTI*LMr_Y&%Hvfyv4hiz`Gejvaz=v zKFIF_;r_4<={DG`@G7`D#x3`fEGG^)@Iq?`*nZ@n4B&n01>LS$<36{#dA2or?O*FQJ{5BOSZ!~^6x@Dt zIqw>(wPQ3He|yQxoY}fWRSt`}(JrCn1?5aXoRFjZ1{As`;AxvAMD{5mz zpy&aWYW4RmxwJ1FPz8&#E{LeK=fnjAp<^ZYK_4Tm>mZp!f$B;sW9-ToV?h~_&dsx^ zFhU`guh{v1RI<~R)gsto+QS@&zjb(Qm|>g8*qIC9!=@7!d1tGk8AsJnsjIHW zbIvxlVj~QB?A4&k=ITgJ^!5D@$~p~neD;OLkSe8}4ae$S-MES4wlZ2SoY4ha%=7K} zGLSw^_;cR=&D57vlx}OM*5v@XacSONg)!AAB;iw|G5rYPyZ3cNhU)N|juOA&x?P~8 zU$>&-{^*6mxh(n{Sz}z7flIX?jq6M{PeBB{yCQy1$|=U}1_5Rl`b1A}(2*YUgzN(v zOjy6u?c~g_&osVf4PvGGn!70b{!$8d!?hKMaL2;?kTCUZHoT7fnfUA`#XNAyGBG`_ zmFz$tyHEK`_=6k~nZ^pDaE+teYqCzL57hpFkvk)gOgjEFe zdk!xbD|SO#m0Qf4_|fAfvkFLY$H{u5AL`_WU4gcoNb5@8VVFIKZ<@{$6(5Hc4F0W4 zjm1&hHl7!3f7C&;hIBVNuWEaXV76P%?#S{YwOd(MhYRO7Eoc-$LlC)yT0Q}HD=ft;pXw;E7eF<4%!>Y?*~2ITDZwX6ia@@{Oa@<*Z=qfR1$IS zWU$+hKIZD?@VY?VEO=Nxkx(`&0+m}YN%UlstTxe~OFFUnsQ2`}x$j0FKa$?NTg9LLN?I>YFP-*Y*0HJU5+zIEOyXp zD>_V~fzvn^rXb<13FF>-0AsIGLn_^g#FDOuTS`H8{h|iqsAS%SEU_~DHXFEJ^x7|; zR}qRXBW#Ge`4c238G}6tE`?nU3qR#WzfajR!v4Tl6?4JeV_DoLRV^LQ1+dt`^t{a> zA=ZdSg(^jt5fF_#B*nIz>cH|*KeY59r8%SG1TUK<$H7+$h0bG*Q??lS1FN? zNTRgu=IoMm^hWYg>5knK`CRYTF*g&Xe$?h;u8)M@OE@d`MNRa*|Lc@CJ@ga?)3^lH zWjR0{<1HX(vHOfdt9YDU<;1u#}5mhaHx{H+9O+G4K^Dg}N&4ysE&8Vjn z)-J*MVs((EB(Ns-aU zv4?>lmQ#>XRYp;8K?L|v@jHlIqi}Qmj~F;FO70~xvqE!H%o*Ha^ zkZ4ZqDy%FGYVaMTtAg26YI#=qa6SBsr}WB# zEc?+K2qAnC7tRC;q17-27!z^KySfuT?qhieIMWC~Dv@m0j15zDaKZKZ_o3xknh&1e z`zIlXUO#@9TkV_k@tFF=YM{^br0;8G=Tu}Ejt-NxTD$qOO)ez^fdT^kTB3t;BlC5` zGuA zoK`INIauV+KvncaL7ZKn>c87QGKr)o{AwT`Z~7=O>1FonJwOsFbmQoH+!HFxvhl>3 zwKqqk60BGZMG)_Ce8!D2;8Eu|cr<`DGQs(rNr!X*&85Bam% zw=JFP3y9$vVvKEIwlKpbCuij`x=*82nrv6_eeUM}wf8|MYYHw50Kg^je`s$GhW}~r z87^8)oT>Swk3IkwI&h_45zFkfSTX5LDWx*?!adE4(D$`hLJIR}Kl_G&3v4EGk zq(QxYHAlDb8#_T+q;KmT@7F~UrUZ2O2 ztNo)#^1STd^YpT9hlL{XDC-So z$*ftG&6*e2i^dxF+n%JPIkZ~X?#F2fF7@^GwmNc`=)~hB`CtxvmE^+m5_l>-nNAHs z`i3=H&GquA2`$ZIQx{(%DD$GmwM{AQ&ca=sKP(rLig`Rd8BKwwQBUD$!ds>CKy_&s z*QG0pGeXqR|78C_JvEKt&cdOHagi(}6SbJ(5_O3)dY3w-={=9`jcQbc?bi9B&9t8|o|Y|CuJ!%Z`f^HDJ_=)5G{qiFZA}kxO ziXmC_-oPl)ZoO)yTnHDLXm%}((QH3HRC@9w>Ibo{A&r6&F^>&sOi)Gn!R>CIL@U=S z1R9ZA!&;E8AfN_kSg55yfD}}#9tCyTyHF4-w(XRmB@m=hA2+fsxo(^?u2Mdh!Xm|z zRXXfC&-Qx&``r|(6y181grd+!&aPAlf+3lUh1%Z$ZL=d;f(t2Ogup-&Hjb4C6pFC;EAIs zU^B{qpt%4x2ASZ>z*dk6`hiv5Q{p07ZB(ZSXi~d1D65HgQr07-FWFq_daHLzBIXBv zo(}uokAjUl<3r1Muf){~YOE`0jj%|7|6sAXbqWca$K^iQS@IM*L;tCTvtc-n`@*7V zniqfp%mIlNk-;tTS+!#rOp?ie;B^8P% z86-wEJwgqgCynS+Hr#|2HlMqS7^N%_(l2;hgW_}2QWtL?KVR04t+zEk<&7t8u?;4; zh(9EC-{3MXHiol^BtS!HCN0SGEUT{7rpL^hkYf=is50mGao;x)6g8a-&Vv>Bz+4A$ zY13MC_OwIm;u&|ATpVfds`RSyjK|2{RH^el{~l+q3P9K6%w5(?c#9`n$)9%83vPoc z-Ve}CWPGX|9*_!RiV9jcfW?8LN#d`YfqG6YQNDZyt*P3Nsjp_vwndvrFuXLWAPMl5 zCZ$$heOHm9mwC;9PAt+Y7o;obitq5A5(}|XgyZvzCcaB9POf?DX#cbrS{l`t5ysDp zhD!P-q!|Fq^*O7C%XQM%-5frwpL zt;$H*q?msm56{KR38I1x1y&P>+f!j{9tz89~^>2A}l1mRp4US;;M;G` zo`5fq-IG@%wmyyu;+N%U2Z~SIBGeG7sTjRWYLmy zVDeX>3RsB>)SjNAKq$oikeXhQyNN_G(aJMuszao67%9eQ@YQmay)Lz%q9T&($fGqhzBz&aUToB%EsE(Sw{rnTq*LKY{QQ-OX@wW87u^xGn|=3zu6xI&0E z(rC+v@%}oTqzrxJ9zOL|6}z!(zBZ-WE~n0|j+1crMwU$tPG=p1oE;>MGR}I5!Z&D= z8__kNU3JXLxRza_(Q8DQdF84Bz9&2Du4@!z82xEw(q8h%_#Jt-DHD#2!{ZK@r4=OC>? zdWhuEar5qk09>KJj$W2I{|IqXfVwxlI=>;d1Vb1>X1CHJL0nN$u$1bUP((2$?jaF zSq?=g1BjR`Q|FR-X-c1r)AD0k3#NAxN&V8wE7)2bR)FqlR<0J(NBkE`$Yf&stT+Qn zo8Fpo%p|)+QZEboxWgyqq}5$w8_US9YUtzWXOKbIGz`(4z%kK7F$0J^BMWR(t{r*N zOxR$LM{B~H@$p+PF^9J?o^t zG$X~U`~nQ`(Z*+{ZK_KmBom)0@1%JRb9BTxuatnxek9O5tPsdkeO2=$^u5wCj6v66 zp^4p(lt|J6Ryj3J4g?} zU`_%4)M#mFqFx`eGD4U?uwoDN8i9V1xp?@m@8l!!BD|6LX9MIv<>`Jd($oBf>G;Ff zqF+qIyVfW_j{L4i<@O8Q%O-!;Sbh@k=VC{f`i)uoLBQU``yG=Kg&Vxa_D)~V$_0kQ za8>!YrjgOGEMm;Wg;PEKoI%a;1MR*Ne$)bglLLRvPXFJ3!hqWEuAUqKKriAy{U;dz z*G%N|-#NjFH@_ZGc!1#Xdl#u%=-R2K^ehk4v1pszK`AE~pUhFyl~U{z)rN_>mH&;t z-ihFdo=T+ zYZrCoa`dH?LcJ8a_4j39p58)l34;bp>Ec7)nH5ezLDPN!wEKy=B<>ne)EZLkKD`i zVY6+WWgxq#`K3MnoxP!{?Qj0S6&Eh-?n6h+vuyPoUGLAm2PHh1xG}Ffx_2@t z-3G6x$Ed4&{ri!dM~|n+UznzU4YQM8(!-!TRGb3)>uvuwMgHXXka#*)tGi?|f*mbZ z=PB1#+vjDQbz5uU<*__C?S~W0rpI3jU58(HTsrU8tLyu^5}X^`{I-Yn2?gHYho&Av zd7N>6{VRtOzxz4>e{5whvs-;Gv&m=T_LHZ1@2jSR4lmo_+S(kVk8(V}URhpquHNd^ z%su_eb!!u!HZlpX8}9ZKh99nF2^K;aSYu67d}YCb)wWjcy)X3n`*ZpGGBS$9zaYBv zqABPtBVWzEd#Gb)D`*Y`M}gK`lo3*J$#btrp(Fpb+|`*6i6(7C!_MdY`+ z^j46bB~W(PnvP7&#)hIk7fFA%ui!0TY{k859~BC+Ke#TJi#tZO6)2vz5INZLp_sUQ zvGw6RztKcK63FpsW5pemTN^prB5Z$HV_)B6x|`vtMq_2~-bqcC_MB-E?%D%>?7sTq z&2&8J#q|+$sa{LVHLU@cj$imqhDA_#kW_Vmx3DXu`o4}-Aq)2h=Xj+#)&xr#YWrA7 z5PS_$5HaD^MSLrL&}O<-!=-mWK>UHy63d00w|uyXg-$7k0Wn95ah~h!Mvhz{dL*;% zQRq8;(llWg$8RL(A8nO)xwK6qFz;8Qi-Y=WqxH?pqQElzFEzbOOn@a^sypM8Z%`hW zw2LtG(04I4wk8DF5WzaI%PrQ@@TDqi*dRPFNF=3QPQ{od+YejTY5l0mp`E6%QxUn+ z5$|B2P97VnEnmzaQt(qSrM+1k{=-(_W91!8HnQ?zs)UxKtId9`;BEn9O<4$f_;4F*x#o|OXE z?7#x@$f(;l6paK`ki^HuM3PZQZbGpe$0P|(1l6E`(Hl;T(+HO7AhZI3NGQwK$lzyg zd#4jH?t}7o7rXmdYiP<+z(wJU|3v#18fi^pnLKlBBhZ(~qjsYnU_kjBfe@sty6>0s zH9JRuokhf@=)*jbrOXxBl8<-SP?dmuz}Q|CNqg`V&oWi>df@b|$cDYB$%5e?9+?I` zmBqfb4>L@0KbBUDrMu`9(NZP(OJPmEA6v83&+DMwIX_&d4Ow9gk(cyQ+Wa3wH0azy z%$BC!#3OTpm(foPTJ9zSM=+~_W^i|?7UNzSW04(|zw#u*-2B@G?`U9VJcXl~smrh2 zK3+JGh2#Pp^*Tj=Ya$jC>rZ6KraDTD3AO?73bm>ALHL72?7)adLoUzy3@N0s<9=v4 zF-f*%5vOTyFDf6gxxlr?evH&ez9rGqBZqz9S)&Lw&QM4KCo)YcUXbF^zEQV({g0|_-gexW|o>{Y!-jQJ9t-T14|-ry)QGz;xFW*W_H zjYP)5QgWV)H_R*O%HA3JoBp!RaAupsu?9%&dkiILqQ@= z@M_Ob;#VMQGa-H`s0f&LpGNX5)X(1iLiS*&=$>Pz4%RjzB29W9)XRCP%T9;$hypBw z)Oqe~tT5WqsEcF9YNJeyE(26i;gLx>p0FgJoL#2kPI$x*-yugHc&JkS7?t@Cr+iDa zN?J&5`z)ufPv@y_ZF}BS*o`f-FcYTPo)}KY(_H+pW!g+X;7m%Zyq|D+d?A_^CfEM5 z&}%GZ7s>xjhT`(ra(QZ-MuvzW;>?EtGABvg6Ig6q?zA;Gut-wm5Rhry3C|?kj4+Tq zm@c3t{v}>gnJSTDBkN1mO$6ImzAtpi5~#0jUB}kxVsd6UGEp(q6}AxrD`CjuDYQex zHSU-B+qo657YUO+x<~2IPK;?xTD(^WI#Gg^a{F& zDXS;lnE_}mR~gyCoO0!!FzFAc3+-cX8llygQQ+KBfsF&|G1%<^@ig*&fZ6tC5EbhA zo*HmMr`u7lp+B#-7Je4blHHQBB2}DoTFq7yG#=Tv^kjXN2u>DIHu?zWHQE%fm$XaR zADW)JbWldWEy~4Kl_Ui8Wf`o$0!XiMPOEAt+Cj`5rPGo8!V9#~RhEfOR}K#IQYS@j z)V)l$>Fs;m=x-fof=RigU1b}@G(Nj-8Ymoi;Pd-nGvSAiOZ@b8fAdU{mo)3B{}@M2 zQ@&P31{J;TZyqX?Xj@N|Ujsq|VRqXIkieW}#h>gNxG^#o z&^FwmnR%8XL)}&yxz!<>5Q81!3=mHm!wW)IkG!o zIO@8SpF^l=eVShn<_aV?nEoyfmW6Ti<-)BbzyDp*=Zk)ik@FfxyK0=rzWDB~qm`<))mW91Tm}9!d(h5Ir@BRT)lz=WW^w%n`DS;{!&8~t51u9IK zGgX?c5F8m4Cnz3lJ=yP{+laWq!_@NqsVVq+zZnKLSQ~{q{JBIHa}MsF!y`e0D(ALV zDR6Nz?8#JelowwZ1|bk$sa1TawR2!i9*GBTE8A8Ik@j9YH8z{}!ql$*%|5{!J&&;Z zJ4RM4Gq%#Qn1E2Ah$e0DPxVv7?R!~|FF=BB|%+GnPCElVj4(MYjunm8VMzuDXci$odl9|K@v}#-qDGJ->2V`=3(LgXLroEm2fJp|Q8@zip$P@tseB(GX&O^x^Zb6H1HwEq z+W!%iHLrcUOfT57(q`dl66bW$QN{dM&@Gi|Lqk~UgU0shFQo00>arOBoxAw5qI@GW zi?AO&vhB?#p*Nbv5GL2ZS6c#B;;uQPcT1XIq<<)lHQ}aLg_iklD_hS_;vhNI{J~r{ zHq!{YBRGP0_7Ph6&@$U0{!hWaL&gCHblHUOJqvd3AtZN@&pTxhZ&y;WcAEo7RaB_N zOpfF_y}ZJUbmHxeAtn-N<`cah!~u zvB#z5$KO#X6N*gZN^|%?HkRlb2l$mN90MZZ5DzSPbP13H4^F@(cE0N4W(1GsQqjt#&=iD&QI{FLJ3b%)i%rrL zI4`~?5Cnv2BOCGo+yXw8&zt|QE7rj8jjp!-4h$0jcj`j zNs`SPd);@=(xbbe*6XaeR58(rum)@p`hZPfXyCoEmNF8-X3$KdqvgCLYQ<~oHUaZI zqX|dhxMdpIo;ccML?qQ#Q-+-UZK!p$qsQYsCCn=tA#iAi1I?|W@~{lbYWcVmM3SA+ zuZ@Z&Ze>kdH+$Zr{SH}9N`+?cjuHIxU-7*BXFRY_D^XJ;DCn)`e#ogSG)TmZq>Z<^ zVx(XLWHaH@snlR7d+?mH+1D}-^4MHz1$s7KS{#_60;`&}+SalKs*_5QPq&-!`u&-%ivOAaI4Fm52h zsK!)%5eP+8?lFZlR??H7I5A#pg|c?v0}>>NkeeBIisHrj6AwB|Pu-PafyM69eXR+| z5eVAylbuNd0ExAb1)vqw-h{WA{_GQ590=4C!s#Q9S7gxooqdoU>4gYb zwA!?;3`iE~@JvRz%=-5RWJEFP`pX|f;W@zwbp-p5iIohuE=&rA zS*>NA#Ga`ogiN@q$0#s30Pd+d6t4`M*t`Y>Sr})(c7H+)$Bu=D2_2mUNwi-w>@v@h z=Xi3cGD;9D&R}GGfnAtCb@ShWV;*bP+i_j8jJGh* zNh&E?1)eJ|>Qy(RPNx4OV!tm4kGyiIvSD=vbOUbk8Gz#v1=*LV|kXXVA0;6-xyH@+H$x%i0@uVVu|1$ zv@ypDsv>XV7C;zxL>0BO1UfXj_sFk@gmQC=F_*t~7WoXYo0=vN6O=LpUv9_OyQSES zzr0~_fCa3W1WGO7hoV~ogq;`_N^*+M0m@I#VutEP4U~Y5UiWLdAW;u0Bn`8~Tgu0F z>hjEkBU--shH>uBuOxf&lH%S-n7dh_DVYw92d3KPchhQs+TJT6aXh z${|k+*`tVr-(RN#pAjcR^*Vz9yv*W`e=5DNE;5w9K3UEX>-oR9iSRgt`T!GX1>#e` zFkSh*K70`Tq!xC~@CgR#>_qiAeBrR+raM1+Ex~v}U&1+dpw7dk1mkHuCSrsEVhDc$ z)nLX%Ch9id#1CF23;#*50W=o@bb8%rm4q)- zK^iYzrI=bV>iJ+P8L~xj5qe5aIEli0n}UlOF_zi`ej>Zd3<2-13y(-00C8_C)0`Z* zg=7=iJaOUAIJ2=e=*%OUe1++n(Y4Zvv>mjWK^CAvJ}}&IO5#j)9qBf**i35is{&pMTlKbjAw)qkjE~!v;+e}-MVheCIlwy? zB+!|fnAZdor2f!we7PWCw_bXHvuvi1V`D_T#q#h9BP&iY^x=;~!*$** z;@hr?G49teZ8b!Pnn$Cb^ZZ)hAB(D+^V~q$q~M1g?T}{w{q7bS{9Do3MP1wV`NyBmA%;SD9(#sXcE$*2NqzLZoQD zf_N=|I=?X@aGByg&pEo9-`am?m3Q zLpYVO#(?G9jzeR!#>cGTV*_gVnq0CLj!X11{>V*PO_ZWJ`oA=FR+?2%CM0G`^8BDh z>VO7&>o9>_K4fGUVQhNKl0D1V#y@`ognJ3(i+Phe@a}KO{F}T2 z^M3`?n}A`RB@*h0+wRoN`US302`pP^{)mVv_Qd1|HS~g>Uv@?!YO?ie@I@L0E1$0D zWRU4ZH48$0PgT7>TKmCL4q`jg7G{ol#KqmZ8VgQPwB9wovD0I=l*6owI8Cc1d>ZR9 zzDNq_LYDzg;<=v6?E+8|ZBoKm(_AaHG!ck*|(Ef-3qu9C-U1(Qk!M+ z7}7zQ6(_qtn5f{4?~QnaB0L5?eCN6oqO6a1&T3KyQcdC_ymA?LQ#E z36GZ~on!-wHNPl3Z16ZuI3s7v_gVlk>0z0v@ZWrkpl!#zpw>vrM`JyYgKULR`ja#Q4m-hV9rL9xO^uQRRJ&%EHL-w7WA z)npftZza96-PYVIstQCV>#$6s0hBOCo9q$a4c>}ci;7G5fV7Uq94;)_(%f4?*vd3w z3Bqrn%UuBwMU4#nsSy!A=vM*^Bvg`x;q8Uz-oB49_T_)uP=$<63$R5mb!=hYw(vj8 zW=zXU1vWCMd50*^ah_0j)6@~~3Ps^&hg1j^ju);@ryj0UccO#!24@kk$=Gc0+cH5` zj{q+*oo@<$-zI<^oe?F+`W8OO)1iiT70={r5Z%Cx9mp59+)%ylY(AseQ_G~Jmb@Uq z7$PgaLUr&Lh}atO=y~221^9U7dEo}V9viX7YjBT4{6*xHJ1g^)=l(vRoZVeLxwTPo zb6x@VFGsudv_KeC0+!Uy#x#hDfERBPVdfosjKkrU^`4}8`jR66IF)<(hkYzqZ2&!G z`Jg(YKy^66O{cm-SV2)6j{R67H|f8xG!}`mJH?0BQ1PYjjw+51NJ6m))v@8-Nhge6 ztM_GIhk^rH+|_B#=|rdp7yarc{RXjyHmt;0H4Zr3bi!&<_&IzHRV+85H-K4aJSG|w zwapCeDR3_n5jp3HTTR*-@T#q$J87}BpFQkW7SPrq!Oy4ijk}KpnedhVw!cl#<ot_!WKU}k;dJC5I;BnJqgF0$j%<17z2>Y(`b*A4PLXTkdGzHO2JbtnE#SDtdn zS6qXsj1n%tzpQk9LaQ2{Q!8;vs3GOy#a&uAL9tA0zc=f^#k7~%44~$~3_0$!%%aWY z$dLn9o=qvA7_zZ}&U=(nycWGGh~w>pyF;3V`={hlLUXZI+mcsiQ~6JjYx>OH3?gN+ zRABm?iie~cynqz*=^$)NEYbUz?U7&+ml_L$+Wh9B!QN0rr7^bqSu(vCKQbH{Z5t-l z(+Dwd-wnuC@tgBaQzsGrB~ex94)Av$NA&wH=-iZ|lVuFhqZ_;Gej{VUcNIZeQ_Pfi zGWXt8L=4JH7dZS+UXYa>y7B%4rOkt);pF%24r9qJBl=C~vNdMA|)GqmHB6P}6hQZLkTpgy1 z8AL&FPFw88Vy^RG*SK_1{6(EnS6fr=%X`IgOK`!Ge?jd^y$y!Q`;7$v5uAa*na+tu6yjVEsC;48@S=PVcWKC z`-W}Xwr$(CZQHhO^F?M>wXCdG@5A{AYwotsUVV(YJ8fDTdzsHW_V4;`kYI@b%RA!g zm?2Sg!4f8`tjaPuZj^$A@6@rM=u6>~e2j3CqDxm%g^iUYZ##)KCR{bBS>=}PS=Y!~ zK!SusdL-Jxfb+U;fb=5Sn$PK_oLBQCZt3Qc^D>Z>{r*k*FcaNmKXCPc<_1NBeCO_1 zGTkI!I+yi+@}Fnq4w{2`2&AHWuU$Qyg<^gh=u+M_()AXpk}(hW8$?72)ka6aP};}e z8lDj3Z}F_i8$DZ}U2U7N=n6fp4tb1N>UyRsq?#eaYUgwAWu3v}0oy2y9DONDW}@`* zPC3}lPJ5{B;wD&`IIqDiDb~Rh90q4IK6|lR?@F|PU%N(FPYE++ zqhhdJ_s=Oj3@gLMVs10HJCQ3{3)+xQy-o?)H$fS#i=GK5wR!T!%y`ELJdRcarD`Np zBRR8&`qZKyFy+L>sxvg2v!NK`Zzuh|Fj7}P!ebg0<7>YTFIAVWojV4*4;hj*n*v<9 ztfJEMAdKG;*V7yn_=8AJrPfFx&kswF_wS*;rd$qU4Pdv(Zd$8e{9(W(+*Ro zFsMrE=WbmM$HZDAM#w9Rf#hH@`TD#uy!Q401XyxN=e>;t2nA(UvySlr(*vL;usOt)h8W!3k$5G4xF!XcES58FhL%FIV7%rmRt^eRIIp*`Akz{JkUOK66K(H3*q}(shyo<) zyF?$a!Jb2MZo&P_R69MgeGg+77})yU%181ADUQ}&NoHYI9vMJmIr<#7r~b60e>wv@ zlJD3oT{WE?_T9d_qD)M)Q(;TZJ5WSxa-E=4AHa*aoJ|Xy2wXWrZ&(V!K%|Nt1i?JE zeD`L$ew+@zL!!|Gu3}>55hQptb9cg3u2K6+Ax{z`PfFO?m}7xv3xWEq`feB z*=GpDXhdWJ#r=)t=qI5JekOt-1I3cgfNwqO)th?72EvZ%$=0V(8LmM*s)*orfwNdN zWJ=}s1{aPbWfOz)Wm~m=uKT$&TrWr{)aoe0GAops%*?|`08g>|G;K=MvJR z`VK)&{~T}-68N1RS{&6qCla}C>$gB`=>4&;=RQ}UR!NWmrDKFz-N*;s(=+M4LPW@E ze|LcWmRwc09HLV~dd+a+$w_+8J`>Lgk~}}=7}ZNK z$h_{R!*hdm@a}D89-q5OfXGf1&+%eo-SX3?+jLwPwRyYTJC)2JkCYcj=G$;oujurd zYbw;@=h#rgi1X@sibUqZCZ*9v;uIYypf7;Q3!R4Snx+|FR5N~6NS%*?gvF~sD;ui7 zmrBTM+G7BGI1+kJ9WXYG@Zgu>H?GpQlIc78!9xiSMwv$kf_yp{?Fi_E;ip`_qOefX%_Z1d=-RzOCY0M&Z-x9+~UCg1~3BHGhQIL5hT0kr)F$Et}R;fAKn!-6(cedcq2 zd_lq1OS5xW^RZIALgckjUyBjDq|r$7;#$RKTkg9& zlymG0>-#c4ap7gD!QWXCg0HR!s>1feoe;z;nTmA=bk7ud_KSAW_&$3JmOelJ@_f*FxKYmGh<CXBt-{WoXetI0#7t+p)V;^N|+M=u;=F&|eYCRY8;X*hevxMyj4B+@cUtkZPD zrbRfPKM#c#pdIkPGJy~Jh0H4;PqZn>z|#?b)uH`0$@n-VP0=rclw`jDB#;C^t<6+V zS7_?0$QB<)Hs);m4j|(=cacyPpdx78{zoS8`}hW0x1wqvFEXxwWFY-)yb4@h)f|6g z;*d=^Mp=(;ec$gkTOw%Qu5R-M1xHh~^S5A%2g74}5UpZzhl#u2EkiW_WP^{xT}GQZhh;Ng7Zhmh6hH zl5R4h;-RwQxb2B$WZ;6hCQlyV`aoa2JPD+BOluMs(&#A3y z=il;4H~z}*m;|2obZo6FQn|w2OXE9jq5ZmkdDzurd_zhmyl8RUfgfGu%>88R#IJ@- z>su}r$-6&qC+M5meI~Bdy%v-nwie4tXs>^AhsA0g{M^}k0;5dwz?OaaL86f%7YX5@ zV9uajGuYVF?hEIGhwXY_kIj&Aqepnk_8{F^gI^Kf#-z)Z;N3tySOsd3{n_s8bmUkR zILIplFy}c;GYECzFsUh3d62;6RaJ}ra9T;7S3;ASLW55Zo3MKRJye0Re##OZ;RGNV zD%M|JpVXZqI2JaV%pL=6JX7}?zdy+FA*Yu{v0gIwfp*o@B6vU}`hC2Y!dh=WCP<=% zGF&Po#ffW%E-hxfldY51m|5J*A8mZ_{?7sX_sq$92?zkd@;hY60002Oa!LZUjz+GI zv<9YhY>fXkU`F!NHXC%%T`wxOK%kajYj@%LQ3fR;UYeY_S9+qt`uh0wL}F5zc&k1+ zL@ySrLnvdS-C#VJ1~Z@pJIhZ@(o2q7ZM78{NA_wt48c>mC|`OHu=12W)T^`+Lo4fVs+KE`Mx`I~b8MV(0h_l!upYwkQD)V=sfM18%+H{O2#3c1v z>D*IDVjq4#K;-8IWeknDI0QG&ACjzu4a^%M;RkK*vOrjsV`8buJx)HMyk=&CVMz%S zT(`}|(Yy^z#H-g{t68e_R98s?y}->rRvzyAib0=VCa|UzB-6if{n>o3EI%Gr?a|99 z2Z&eF;?~%)%H$C2&UVI0IQR#rH~Iqq?-;~iIc&awKCa`i3!Z+fsE;r`*bjlIl{*p> zn!BTm#%1X<$BXRi_Uzk%z@|R%ncq_)vukT~2f`w%&45(^r>V6)n z+!MXxxp&x=hV*xeMUyk3`~m8U#ZfNouTMBbX1rgDDH<@hI1DaMUZ!PaZj9Qet@O@^ z9z1q>zTMsJZd_=+A1-;jKd&QJc(uKgs5{CFd+u@~ajLc+JSM6wvUxmP)vIKbV`MBl zTwR~nOmetA13a$Bq-C8JW<*@l^V1%>PD)C0cp9S)ICGLAZr<-5uH_wp~6?|(~CX&+}Qiq0MvnJHFe8;X|}lq%9^ell!wbuJK9%IYVT4!pA$ zE{a*pnai)UjXyt-Q0F^7+GnlI%)cB;b{rQ3PLfF^KfakFQa-NKmg6yQr zmSq_g4ua1r8{eKz*y^Vb%QMU8sZ0Z>S#nG$6&xo@))E$eq=wbzljqH3{&p2ydsiz; z`p8IfmxN_!am_8ApwEa_^G+4t7eLRZkY?GhEX=oFn|$shvYweKYw)g_z#cSn7eHv6 zRMF(@9PDh$UtDW1S7H7KuGYIg%}lAv=IwE@CxC4a8R#-0^#sOVY6!7^oH1@zHOb8` zVSxUwR$MtldE9f1{yQnfUt{U0)@~+fqC+9-sCJI2mAy3qxm0GhrNX$y)8lfNdUkI4 zu|nz1)8X^xtL@!P?Ih(r>Y6geJKH)-LgI3!!Pg7Jhvx_CkI~;gVr=daW z=zj9`nHN#G@I~v)zMHwQ3WH<6-C-=sC(TeL;d0}$JO99bt+Pp~xL$2%xqVck>NqXS z1o@wM8D|CKK3Dr?`ZATR-}l_fd*5+J_amj`_CrvWgL~5_&)9qLXoj-j#$s@Z4gy$e ze27+ge>GOmR9bvt%Cx!?+ENgCwH5Ce1%bgO{8wMgypM+dLpWQ4_Wli(BWZ|tyqDER zrN(*X=>SvXc#7J#`O;I>vE6-9lgtA|I){g2`czmbJ*j4=&3We~)Xy~7n*1DA!%lXV zF{8!{jO2T~t3XS!hRI6}N7cCXoA2=ATT>;8%G1x+%#ZV$lnGv&#k%1a$;#ia`r;?5 z-XFChr7M~Gl!3|iqVrHF2POn}n0uFAVVOg(pDZ=)+?nH^^( zi-oSl{?7S0?nUE2NQXaTW|tMu6`nD0h+u4`bIdA2g)_GC>KF4V9eAN<1&=EyH=@8( zoI!~?GWYehM;B+eb!RQi8NX=BDi{e2ipZY!2$2vqqk1-s9~U)U1@O&LvzYcbhT?~b zv!w15ec0&&Yt}|pn=uh+h>n-cGhaf!EH>OC>cPn?Fr5c|&W&-MBA;aYKvrcWTrx+Y zump-{fG3D8FIFosrZdn-_2ru}eq^3yqpYdV7v=&iWCePC>6KkLS~Jm}xS-u=i4Mby zq<#r4UYV*YB)bZ>FvkF0hUBOn7(&)4J7~pc_cu6ZB}<&ludvK~49~(^3K}wZDRjW3 zyxIAXIXWAf&9;sD?FZAnQg@1$XEidSV=h>vS6RpC_ltt1##U<$^EdqL^NVi2ve^@A zU2KW!4>mk-+V6i{B#tk7l?*)O9?LL0UVlfLH{enJYa&2i3VwZ=OtFsuw=PDU1-OZ~ z!mqYqEEzai0fT^&0OOwwLbHivY(V(K-#CbfM+0kv6n#4CPKZ+G?p`jx@)&&yb^s}_ zC9|bF(qUwwLb~Rn8`VbO^!w+&PJ@+;n{c8*|0s0HjO@m0*qhw2)Qp`;W7+F*M-R!^ zE?xC+kU-2uAn_?at2^OLilMAb{y)Q|XtjVZj>8TF} zwWZtX1ZfU{v3Y@Sz6+wKXHmH7hd&oLY-6fCM3tiF@*+g{#bx9_DU{R^dh?=bwgA#D zW55$khWSDqZ1iB<9n;gb2$$41xUlfh93FyDSIMHbtyQC^#ZjE$9k{r=*CW{-W;-=> zyP*xZO+%n2CNE=5XG(9o)>J&lrLaX7JAzr?@Qo>7O)Aq;XJTR#RMc-VMQzK#xL{fq z!t=DM0ky_!_`R%+w&O4P5Mw2TTf>AwtaLe}8c5=~5NQ+G^gben#Xswq?Q*w#cuY!2 z#Mg9Lrh{r0r(pZS^YYnmujum?Th>O7g8IQ$4$D!}ye0{oO3BNX$KPFT<{DJx2-QVN z*=|b}%I4I`bg&QvVO&jCZ~dmI^vDoAC$jKDealm8gg=}cN)EQ1GE0)aTJsSl z(oA`f`oQsH4oar&jda?kX4-m~VK@RAl@Z~lr3p(gg!&(K+>Mr#5=eTky|K7rP=(^@ zZuiDwf+H;9DgGfr!e!=5GV}`tLPH6_`To^f_qJ=27}i8&JYgh!))z1KlCodUZ5x4u zq`2B*o&H~9pfXifH}Xxq3x(r)SS$O`RhAkkwP)ur%_IuNcT8LhswkAq_fypt9s3D| z2VN41O|>A<7WN)teWS2Oj2*Mc*oa@l3;@CGWx6-cW41zbZN&1UV~09tC^iHFPc<%5 z0=3IwzMSX{)2FbZK%d0R9e(XJSLuxq?{M3}~WEuT81+t$fDUI7*TWmg4nwc9|I5x`G?DgG|-BRfcq=rkqor)f;4> zZsboG^B3Q&JNHsTBD|~4z%0T)gObA0eSJfGa=ElwCbIX*;^m_-RpPpMm&+-QCXWm^ z-@aK}Pp-D^^>ft!{t^($w6MydF@cLW5O0Lxm5Nl^d56ish3rgAG{EuZ*9wsfIC+Pt z(#&4iZ=?jVa;O<{Dli*zZ|5K`#kbVlFLT7zK1!(2M^QPg?e1s3$Qv;(ITd;Pvg)lB zc?Ij7Vc5L^#^3ok0URN~cbAwWS`?uUVDnAjdRiu)X_ zAvH%AzxL0I%ww__3fwFuJd&GXSGWGJ7HnlLcYHxIT+%t1y!V|(TW5u+MU z8ykQX#7@0Z(tYnbjFZJtnTkqbLWn%((Sa_IE^7)NAqoykyFrZ2J{O@7`Vp}c$&fOY z88)0EQKSKCuxbN@MD+n=qcI|QIx@&rM}RV2-V8P0$DYy6R*m7ABrNRFYX+Rj2euW$ zqL^RRe{4f=9`WK59b^^*BkMBJ^|J0j)*$mf?Gtfg8%r;{tr+)fKSnbgEF+-cu<6nJlMGjZr;psFj=GTD=*Wah z%tvBawZp`AGUmFd9Kku3J^}v)m(yFEcjpROWgW`YXTX@G;}OK^HzX9_*;J^Jl&X72 z*O%(phR+T@!ck5aX!*_|Mx0&cTErB5(q858;;@t2P)0G8XUsFk{eatS?<)6ONgo>d zGnTH71=WiCmxz-ry=qHhfF{AWZ&1`}h?gDw+Y4mtB{|8)0gAXCl-?pzS7OMhv?X)`;ny>{`}c7!h%=WVcvQ?2jMI-MoP< z!sxS;S5Zv(LpCo8Ke{wLJXPO2yaxn(Rk>co-x9mg<${Kli?}h;PPnJx;1cA;TQV8s zP%Kaq)peUT7sf8b&L57^GU@gZh&g+?5`ux`p!O3kp|wDL_@DB)(!vQgpShaYsiI?t z5E48@^!*{@6?In2`eunt{bZN0xY6v23mKfi)kIW5?bch``tYmOgqS2R{!4-D<)4L^n&?)~M;P@9A5*{!ggYIFM6ueylYp&nvw93o-?U>gn&6?oXB zbFQfh~EbWvkV(~s&*P}tR^MOAAa z8E)Oe$%R>*g#KEKf+0wLh5e>|l=1Bh7t2Qe!bYS0IPC?~BN$Q4tGj4cJ5x2X zjYu1G#GLLzNdh|p{38Ao)N9Sf#|^qs;+P*Up{*3S#!0hhhLaG2txmN>f?QUiin?UQ zW1#9Sz4Bx1wurnmVal|EPdSZpx@SPJv4`|I8WO zot%UAMAlyxbg)|389W}=pWp7Q&r@2D)KL?lO|uy+tm?|bXL3RbNVwNlct(=j4>k_H zBh9xlVfx#`J@VC{tEIx2%=TNWl35ITq1dg1U|Ykj4Xh6>nO`|3pWsYj{Qf{xRIZum zKPmNsmIBwA0ND|+EFPZA)W^<%$a?AxLVbHdsfM9q>3}rgcR<^GrEf(ochD8VTKbr2 z4qOYwvZap}f|tR-2ly~B_2U90r2T;wM&QrKkK03PN|y2<`A+pU(?}`W7y+^vro=e zRJ99Ns+H6w?WYgs>Rg6f$reS|T-BqR zAVQ&!M&jUjW2LXVB2B7CB-!bRV;|YWF{C7VY#q}@@Dq0q)>Iv%B6k;<3Kf5^4wxy0)3Oh3ax1Wbs4*|x`zY)ggPlS)SNV{#H<7?UtzA&X$`*BSh)6#>%yw z-FZMe{NlSnJ6yf29oUzkL*8`Dp{Fa4#7xzLDR{36Kn0FyV4{h4L{uxYFJEW2=^j;I zPoIdt*03At>Z8w(Ir>rXw?P_OCKS99Rl)Rcd}32JVxJJ`)4p2^GYX3f0)hu%Jd+Ge zXCavR1`x|W>R<#rCwJB~^_m^u;nOr{2)>*skkl}O5Ri7ZQ-{#yp8W_fZQ?l!6%tE-Y%@YQ|6ln z5{KOZ@j!%Itwfw9LL@6zPN#6V>VYMgcF%iuoNVF2dhjGI2%n?1)t4XLdf4?rlY=`=(GE4*MQErR zCq+G#O6IB{jaf>TD-=q!bPc8jk$;gIRmm!}uY~ypEqGl=5drq(TdOnhZokYo`J@Q0 zv23U&Yy}d3BPQbn%ov;`gtfK>X0%>mz`=As9!${OfJmSx4$^$2mw~-7wu#$>yuryW zfv+yQK9MSbDnL3nwvtW$>-7gZ3GbU+1Ya;@g_nN1!k+nsG_1TW0dJ2kp5vcqsd_-@ zo2@y3eW$h~#n^plxR3%+sRdtXNI>n%#$=-e{OLU^n16PU2w|McZ&W{ylJ%i~tM2f} zf)RTNy=MxFIcfZ6{Z83bhwK=I>J6MnE<`pPc%z0S8et(a52>MzDL`|aa0^~4m1WFnSRE>R$P7}FN=tU@Phz7gq?e@t=ob^KSB6Dz}vn(Tcb^t9T zhu5=Z{7vv$QY%p3G0YOMBupKN%s!i$lFo?4C!e!mt1!e3ep`h}W7kC^M?y%(`LcIk z7-5VEno|-Xr1Q7?tHV;z@zmsb_7vt2HtVn&NYiQq;sdw$h!O_I{BmvYK>bSGrR>Sq@cR3qvbWWXf1LMZy5ZX_OSfd_#^CDwFxxOhE|!8ajizMPx&^DaKPM9^1MUfAA8-5uSJApN4}PuSfia}=H~0(9*poOTBG&H3_L)1AL^ zziqVS#>TcS^nNyPOkCBi#s3$1Cr}j;>xdo58OoVBxJiN&7ehGQDJb=JDVGODqaDoe z@+TQ=aqz?JowHGQ^x9`Xfw*v|c@7GfYxEP@fdiL2p<9HxFI}kz98jOGMT%fZQbyEs zXdEZkhm~fq7tM2Bz9eZETh-i7s@Mke-ue?SU;{RQPU~}Y9;=-wa-miSjGA)!jL3qT zp$nZ{S0oL84W!qfkJZRMwdKAL!(uSNRmLimw}8vul7*;`kbIJZlbQz*nqk>{of-?D z3RJh29vZn4|8={D&KM<)O~?r8u2Ks>hh+ zq@M~IQjIN(T+lZ;pt3DK9Maq=L@WB>E+hi{(LMe##a~)B0B~+bOmzmjWdWDc={#It zYX%_M-xdOr(xL}Q?MZ7nJz`ZA3v`3xwYOO}Smu{D-{iI^$Ykz@Eql&JSyJu#-Y^P9 zqm|z%ix%lCs)6Lz*3%!8qPsdj?2#5q>V4SgM}dv2TFm;C44ihwItG2ToAR^y*UUfD zSSQJ#PON!!9`Le#ojBpIm9K{O*>ot>B}V)13Zd`D=3{I*2q!PEIfs0#6jHST@*G;X zGkKdL$Ly^`n(X_97^zXEXjfhkF#4!>l))43c!AEOu+BLTNl5otu^3pe_^dDK16!06 z=Wj$GjEk9uXMS>gO5jX6mJ1vmXd9j_81kYnH|(5>Z+;O0*iQq-s5vv{3 z6?<)%C{Tt^HBK3L-&+V|Imrgw_hx9g43qrpzv3AHa4r9|j2HU3-oXj+B{lIF7o685Cw8_Yk7v62`|ldaoi* zvN?zUi=+BFxnnHHWJMO!4EBxv-oD$6VFMdPXerT${<~cpNEAD6&JtF;Y50% zMfDOdT5QHKx)K*5;=_(Wzyzgq7w7ZBqhdU&_PU)(yY$7F%a5|&fuRtAbC2bZti+(BLzNFY z5d#$vQP_KZ#*&?M_*KSj(ddcInKpC zuPkG`GNfa7lLdf72UXmygGe00^*6y8u%-_h?Xc0DMOGiLh`8{(Fe#KMbjpXwwD8?K zxgVo79rT-2^zZ~0$E6I(h_GnkeSbIkq%_3^BfOmNBLSza7Pp27#_7(y356X4Jbkjb z8odlILDfr@&u5RF>+t550V1iJoJ{87qCp6)o@X4YmiO zm6u5<_E)S?vG#KS*+?e%t@Owod|d%jsct`Mgw~{L{^iAx^b>)&hpmdM^v+h;gyhE6 zp1To9weoX?S~YiD!MFG^Ql0-Peu$SjW~*{4HAh3GH5$FNfPQ-^eeGCiq2H#=xMj#l z30C#hptxTarcVU&5t^TPveQYX4x>eb9{jM-fq)(d0FM^MEC-9ncNt9b0=y~petGt- zk0FIMC%5v>cx;!Z=k30;I;7APIX9@_ODXW`PUdYsIRL>!IQ0lZN&cW)?~{10YxSz6 zy#6rdVIKKzy~9r1g}^Jfnb<2ru-?2Bq5Fmz6@RW${pNX2cqUx66rdA<0ubYHohUFL zZ?ssPZazR2tXaZlPDIrpPDJITB%`&a%(cAAS1M)52`=6nsr$-f(9!IS1U9MJcL8;N z#`_L=hxTJtHW4W=lKlICwDF!m(VJ7fac!PJoo+BWbF&tRC|e{%#HJT{w*u-3%^`rK zFk;#8VEekyCpak3v;2xQRB8wkPKZRoo>$iRWE09|`(E+n6mEwS3ZPi%IA;d8(piFk8Hi9OSEZ9)6t??ib zd2~=|t)3w03W*~%0=q`8G2$H}F$)yO{fNwrac;!weA4LR$7Z;cwVb?XSd7!H_YGWc z-|UlVUt>kAszgT`nEO0nJOr*3w0$wb(*C_>tEf63u@|NnA1f0bRb|rf!@x%7^{__7 zZIES_;in4b8efSgW#?uyH5CUrBLS-J+Wa-NS6qsPpC@MFa2HAhhCJQStsasnzSk$M z8q+)J(YVVgV3akn;~ay@1EIoZ;GpYbO(m#?rFm9ovRw~+B>Md6aMUxGC!k)aLsx!K zqG`b2^q!w`kq(Fk-MUlWc;r2JLA@}ck?v0cgoy#mxnA)WeR|@_0d9){PZj|qK_GYA z23LN9*xjjR6ybFK%s+SaiQW-;sPeC#6IS6!`R?PiY}X3vA?@(H`$aZCw~&I@eoQ`6 zM{kFVKEZp{>k9pNWFVyeFt`d8xqR$#n7g0W3Q0H>;x9}zWB{Mr6^ee7Ggb{aP$7W9 zJyFDamr&Wd9ZM6j(PtzqzU#|Ps+0lOVUOlIxIBCF<;}bMaD_y@`>glWl$;KRV#)3b zPx*UkKSbGb#6C}fm|V|UfybPlsP@TBu$Y1K!zQFGOyj;r>vLcXR?kWOnzJK|+pmB4 zJriiDb*VIV^{3B6XtY89{$!=nbcbi~Mj~X~2l(uLJDgMi{vmn}Dx2l-1w#pvxDF|m z*pIaDVm?dUX`6PxnhGi6Q;nyrR4dSFn76u=Iyo#L*m2v5sw0CAO^LY;vX+1c78Z*2 zNbGXmnSbqm=B7Sk#TlEP5z@y#%~1ws7{(DLr7Mob&|%HU$#5SxO@b)7A;m&Zg)aSjW>R-Z zi@h25$6AV=SR#X_lKUFb-~^2Kz^yv~!Mb(7X0$s`B@%pp(&@+dPhT*29ctRaJbV*& zyvTGSYj^5cBioVAJes$Vvf3xcu!!&N2ewxVsT37h=|n4&%`S*)G;C<^0MWU=0zt8I zSnDa05rNox;PL|>Z7@u|=~Q_4!>0YV2B3Tbw>=0LP(pBE^jz%ixBfxjp#jom!QG0W zn@r`ho;eb0smenyBE&1;;k8JrX;?}W-2)cBlpZK}V1FSRk29H0L!GZ!>#9ZR`ek`9 zE>NBs%EiHOZ2a)wL!0?Ly-or#r>=EhKq5*DvlY7^J1s62RdqVqk-Pgm9`KWxW;ZpC z+b=C1g|EJ%cU9jXG&d8rA>VQU*1LYYdn~CHZU8W`HQVrL+WV~m(Wl-#9Pi@e&^s3z z{O~Hf_>BU}-mk#4q^5(I-dEH9VFOdu!7d|M&&nG(_F_Xe+f=4{tmUf=3ag7MEv=vD zIP;zKH;lP1|0Eedg3|-CC%G74&CbKThMKto1cfgI!J9dj0%gyex2y@D%ILUxALf3$ z6FpSdfRN*QS&=m?9kaTM?ET&nnlwBQSe}Gaed=+$YkEDub9S}EN4QdnQi89ONfe7u zmo=rMh@H>>%eZmBVU=I~{~9;u{~zNPoEv7)@@w2$^8U-X<<%F8OKtwAaWkrz3FpA>FnXK)b;jxweU4_qobQUSIG8**R;Oc z;5XXh#4WAB>{Y3`x-#Y7RsFw_+sA((H_BDmh#{vdPpZ-7(8-8o-px9x0D&#d{}Z`s z{USHX|3q%0{}Z|O{H~I?6@iIZs{h}}ZQ(zW8`u9pZf{!ujodmV{}1F=^S_Xr)T@wY zo};+sx(C!u5!C-iZk7Lm+|>UAxh=E3wT>mnCHLFvJ@QE7ov_lG2@66^3~i|VH*$0P zPvl1Pi`gXk`5U8w0IFvkgo2n@SHp&()6u9k@4$ZVAMi#V01k z)aB!EKmQkU^U%KtFoXjD7-If^Avc!)Iv+@`(xUJNpn}_bo5^&`v=n z@5Hl9uPdZR;8RnU&1;s$84qPn6>FbI6DbWdi^oJP?f;}Z(3%#78xEUIN=jB3H(agV z6vQ!9(k@S8NSPwzhcb8}>@+IygtaA3lw7^$gNYvz8n#G(mlD4l7Dd`KsJal?Tlh1W zZip$Yc3NOLmM&&=a(US?8-duE+#!2C>S6vMoNAZSX2^pjy@?#3i!jL;VUlL3{0#lQ zU6%5quAoSX`l%nZUHjchEZqwK$x{G3uv|r+Skd@T$NwFxUf>92y#Jat|0i)B)t!6F zYH9gcGS5q4>?&$D7{f4P{Me<&bj*L+C}~Wh1`mJrIBE5iAdz+d{!s_aULqB#BF!vP zuRledgUdKcU109*QGTiB&jn)7PAFA(B+$A!Mq$qc#nk}ndt64x0lX=X^Bb!+Y(4=mcrBmCn%&%F^Q$l` zOCh{x?|Di04}?C6vc&BALRxl2ddkBEA-DT?io0 z0+gTONt_J{kRx_rG!Dp(&$$pDm#C&x<%Hv=RN9li`TTtNblx^s1&Y{2xLG?Y#bxp1 zbD2arL2F>Fl<8ElY-Yi+qeDoff5`BU`q5RwFj>q}OLdreQ_w3irB!wgwYT*375r3l zfo{oLz$(-Ou@iaRcc@p7KGc!mMEJUJS+r>a)mR4jk-YNF0P^8?AgLoO(4#fgj$=x3 zN%>~|tvw-`?QXUpehx{C1^wLM*mJ6)JPX|a_eGhvmdw}W7!DF%~| zJKlN5pzI}P+qiQz@dkjg?sZMGKDpD;M_6Bkn;0~8G9H|AxK$p6AR0ET5|ef>PcBdf z_KuJou`A*zW?762ja&J;C$?O4zKrbhXTz-xIoqaWF2r|-CJ+MbY|lXq*R?rw#+mgfN50W%!cZXo)aYXt zWZt-jiC0C(-e}hZO7T)$K2wTsi4K5O2ZletN`S{`7o?~%Syh-$d4D}BzE&C`4ZI$N z-3wZ`1Q|mp@~Ts!@5F=E9rKsIXEzTj8>9r}xfSU0q{B(^^WjNm!(E0K!B7i2oH7)c z-Nl+IcTYJSeI4p)!2shJzl{8LvjEJ`coh1`-iyHb^fa>@1d^aW0-=ghr%#{ zICBKdrr)ux?jfY2m5(tt=AF$ti!$T^*feNFH-aC4^9mm}n3xPjoFLNY+-zq)V9win zcX@dDwaD@*6%|ThgDge>^9{AYb~VCF)qM1#CmMThfuj4pX!LTB^zbsdTkqED3a?^P z#Q&9qT3*-1xK0Ik!&>>7AL#-1jF+3Nu%-kz!b5-e1qbdEiqt!>=3f7-V+&OFGeY_y zIZo*SN8WgQL8|%p8H;qzW{cW*6@f0)sRLAaD4zZtYv*f!kMU7*ekb-1r1g|3H9(%`pXDKjte z0i({iHisZQDY`T&p^$X(M+u@@|aeh{h9hFuy_!HGLJR7*DMujGP z{Y$sZ(2j`O85u7d2`@GQR2!c(eB-}RqVQ(OIS~El-e8EqqeMiZPCE>!%s%CRmX~v! z%P}weX^F4Jn^WY%3l|8wViZ*Ak&YNeIEQ7K^!r`3%%oM7)-|W20C1(!5HgTk;Y#l^ zQC`N0DV%8zHJyoJ_)D}jY>w8b5Y`+cVRvMB;d^0xlkt@0+qz2e_T^@c5b`)=@z&VXzw5eBKe!Fjmn=-}A8FxC1#^i_GdJpa8ws~aQ|nUl1LNxfN`xO_jyN4ITz zuKVUhuC8fF8Mqc|mxX=5=itPadQDK~I!!3JYL85x<_O7fipFxYt+hZMKu|6;3HJ?U z?48iWB3hQu!8~ddke9IoU#Vxy*Ef!rj@)XzuWJs&8>~f>e2WY-Ds%@TZ!>Q-59&!J z{c1%|FdZ2ZnqGA#w181Bh)c$Tm`#{;xHx4hUFShAm&>C)z}Wj&H@@VjdK9jYTrJ=& zdN0y9-gYrgV}EC{KF}kq{=T7~R3jrHIJw8xpK7~Dovfz7pF+Y{u{aPK9vY!jCQ&Xm zr-HLUN%8QDt!4??k0!V#|25b0Jd!-X(dYAC!E0IKmP44Q&O3IMG0m9 zi3*BL#7-_>wgjhXdAT!;9!1eSY|b8^*R&l<5AG!Ti+k2!Zb8JJ8}XTH`!Y(Qt4V|q z(_0N{69=RlmnmVW1^9*Un?KT{;7i{5&DnF}@J}L8bSbe#vF?UoN?U4+pip3e zpQW4`*2283R=|!-NiVkf3VWazGu~f##$AhLL)7v|Pdr7*m`Z-m{$efH4(K*s_4Ke8 z_A1w%Vs6MFCQ>sO&`~YV8TlbP$Z^-66+gMyn|g)%?V(rd?2!yT#Vd>_Dbu6vADI;Mi}l_~}TSI2lR5e&hBSOQCGpL7zSoA31i7w{_X`XEk=*S>cWzCqn6r&sJ$I z=-jn_?hRWp5DA0Go&<%kzZ{W;OaMxshR&RWk|1U<;!kgCtJ8_8U8X>sfepJD9_#=C zpN7f^;$$O(+0}axJKx;h=^2^5x1DdMj*xxyyh!6`^G;9C|Hsxn^$5cR$O0bQwr$(C zZQJ&|W81cE+qP}nKHp}qHaUNx(>Gn6r^?jxql(InAyZDGvby_gXx&9!CSTS!?>T&- zzYLrX=jxO0gCyG8+XmtvB+-qX|@`P6j>DRnN`XP?S@TL-11q4&Q z$fArTHFij~T0G!`F=LgnLXs<$_OMn+0Wh=Z>0>MW19c;HMlB_ogBefo$Joi#eG}Y;`UDZ8>9C&SEO>v(K5z-( zza6UwM4^R=H(ublnv7ZTP%;0=_KU>wNrZ@M!qawbhqAERfgB|7CWQxKl+Ure3tV(U zg`0P4q_#<=@s$+?mR@7ri1}Ef%c8@O0Pz2Y6NzX6O%arIa?Mm6gy~ez(WW9hhS61S zP(E4x=%I-d&kGfD6{G?eUm9a;x@%M=(Xn8N!c}n2FqRSXTr6QT zmCe91Y?0>{Gt5jj*8*)jk3{S?@0-1IS4(13Dcnjn>oQD0T#`N`e~Zp`0>bl1 zN4f6_R>6qeAV<>6Gj@)JEI8|=BV~;8CiL4I%p=fxc+b!;|C( zw?CN8@YC2NJ{ht1uDYTY8bjf53(GtE3wL<<6%%Jv9K*%giJuZ%EzH5MiR}aD?vCtq zk88SmDu)^xZ=zN@-(j5zDwsCDZ;YAT$NkuG1mJcFi0AYB$MX@q z24yWfCR;(X?v8zp-#{{G=jyg}W}Tbo2Nzwq?_BOr6gPm$3&l-p0 z57F$Dzjs%4qxKTl)^Z+iJ5QfSd`72*l=d9I_x%yPelD;7y?x#9^P|7d?@boI-|uad z%>pg;C-z^`LRrh#^+4g38a*DrUftT+75SMgx4+NF1bH5hUz9uExHSEAWggsa^NH2y zou00a&v&~fr{9xkN|C;D-jBx*z)pI%&r2DNcL$4ZE^1V_Yw6du;NFad&c@Mu`E1&0 z6S%W-7TaCstDqW-tGShzd&-)r@_X8U5aLv|q21&6ffN4z#P|aeUbij5-}Kqj(odJ( z#(Z|0iherEW+k)9HLH&AXYU*6M=P((R8Lj3*Qsx|ysK%eyTx;-XZ-z*nMY#p_G+;? zrDmos$8#$urPRWrzWJ8E@m^w&{^sUC8~)Sy+tO^OdXj~nQS&gk(QFl&CEsA0L;HA1 zQ+J)Mb)LCWwy~MIb13?HedteiLt`On$v#K(qUhd7_muj}Q#Bn8=H>Z2O~XIq!Snbn z>PE&d1?=m(dvbeP-B|mD`p0=B>Xon(1NVAzRBuCX`Hx-Gx^fQh-rmko=8fQrjd~ON z`JvsRc`j;on$O$8j}E_c>|tlh*)O2=^2B)KGi|AK+ay01eG%qY?^M@ZYd(w_6pf*Y z)U|_2^g!~=Igi)lmvL$3)0;$*4u67##FzM_wtsqr`zjgkw)LwaSKHTMN_bNd2?lI z?D=YHjM{U^)mC{M+&lBfAng>??VtY)T~l@#kKd0sQNVLg99<(O?VDQFjFae= zmOGv28$a2`%lpWjH|h5K=32{@MZc$Q=I+Ovr7zD{belz%>uU2eq^qwc-`XwrW~?cnm3{8kCL*u7@*y7cmT6O~CK7Nya_Y?d=wPSd z(3zi?MR3Kf{@*vhTvn-ZBq!%l<3(tf9=*&Ab5UND=xepMi44caP}So{k))d^roZQ4 zAHvuq9e->eUx|Lp(wJ1T_OT|qZeCkflEu>{fURBtTT26=q2A&~+Qacu-_`G43|pD( zP8Txe^8_xXOQLTQ?{vt6*{s@ncZuy*sjmyrgWh77>mKIc`Ukl24yS@*z%N_-n*J@S7#{O_Ff-If-3bbKjB}rh_>f z=|A1T+NW#sE2+X2Ku5E^Ly2i8ZN;nSVVU->dH6OZn#|FHkj?5J&U`%T@9?%Gf_Cd{ zbQ~Z&u?-A$)nJW zvBEA5fy&koOY_@_0A}&ITHm0Jw~za6-IbDD?jzBmFa*dn^}Ym|{*6Ob@RAm=M8hKi z(0o8M->BY`CXwf*5MpK&aQ>=%jBcqR8Hf?bCQ2(&8tLo!-w8p%l@1T z86FlGIl1&t7~nps;$Y+~#Mb$mB&V=2qG*&BnHm|x6T|nXwHF^@Sy(fveVc2%Z_xRW z6P;4kA~y9BAvv2^JQoAeilb`;mobK9W&KIXp@&Wt=R1r3R*a4e*82miQdk~#0!1*< z2Hegz*5WZgc{h&&5+w>P(WE#Z3}nxd^+?7=avTatcM~&2c`93)dEG+Y*M^&LIx`mo zWpXU-WjkD#{m08vIH!^)o2;X6u``^pTNU{(@2P&(WixAE#-RDb372T~ez;|W%T499 zAbv*pW3*24@ZD+u*4V*`xUz2DbJQF=b@Azpd85Sj#DH9_+pomG%Hy4B) zygg=NY_!pCs+3SzQZLE$7R*@RL(t+B{oAnSqOpODT;_aq2*=jo!nu4P6;^)9q< za!*11Sw;)MUzXL?R1*^#f`7Z)Dsl++*FsR1F(cp^yUF$Bncp8|$c=JXJX8v%WPhF` zs;gY*q14gks7J#$^W8xa?Q67=Ith8;or{QBEjja<8x+w@h|X3=*8$@Xffd`ai^EY? zZ?f=Se)rsT>0(nlLrT4RiAF=$n@hBriKus?s1OnVNnAdjMUwVTt&xE)!FB{Y?|UZa zLm-0Sp6=y)unaE}@FAX{*RzR+|oE( z=eAuMDKYHvI1hrNRtn&3Ye?b^Hu@mkU@Wz+=^%wQ04`H-j|ReQg1Cq9%*c$O4hH`c3Ro|EFJVPIAgJ1{BiVK_u`q6 zh5Vu5SQC#7#(63@+&Aq+2vjE)X)3U1FWfxe0J7_y(M| zuGQ1o1v@ppZ%mv{WgXOaJcu)~WkGob{?yGUlyhKOY4HFDPG z6Q#ct^k^bz%9(|;a zS7c4U&Hl7abJ(kvmCHId!3j;SM73$7=<&Gk#t^gxpFy&n&I}#xCP)Fdjy^|r_BaJ} zBAQQGMDh`A>__$99b26aek~6?h(;9J zF?bRdWoH%IYHWVS$l97$v;fy8M=t9zG_JrC@RbJOt@>3HlA;2i|%%WE} zu%zM_ejlsC`s(PxxVK4y)C~;%9>6!OBIu z(yV@JFq|UJe4R?E_xg=dm39ki7=VP6;>lhoe6}I_uk0XPuqCpr-#T4k^eFafRwN7; zi~=T~403N__&WP123~SE$;;?WMlvqHI^O797gR>#5<3j^^8;J2lrb$GYjK(|cD19e z3_LcnA0yUtP|}x66^56eAT(DP#!(rV@wxa%wvdZI(X)XhtG?Tr097a21(UeZ*eoJB z(hM}k!&cilvvsglz^c39@D97|Kl(Hpa8PYYlGTJc45JxM`n8iD12bFtt~ESTEg~-? zm>p*2@xhL6Q&q26wu5jH$Pke&{caIyrnjXZ%}~kXp(;VDyn*~Z=`=66T|7_?+jNu7 zYbP@519jtMDb?jEMk(tU;@sv{uRf$T=^W zQx?TtU;SPERA`%RydfXF7jYk?)5Yq;MG7@J>(74wD<4klva1$R7WRNvLQ1(Uq#?1~ z?_3aI+F~jf(sVwC*26=RckReO$M1CrSIT=K;pen3;TK3;5d#Z%GA77wV(Yr$?oWXq zmkD#|7#lniSd=o4^4jTg%tM;1s^sUjS)@GMzK;i> z$QQ1+|4z*3Y#IU}V5a4c)04K^cCRCal|9Mo49!njC?*RYHX z?e7@-tHFbOcFl1reb`fGW@SJe&Pd~mC=jJdxKHfmD`o~rpQ36Sq7`LsH;YhFDWg(9 zE=o{~$lVxp0;dJh4#TK1cYB!C88B=oauwkg_=pTkIOsV{^~j=;H=r#?)5&C9_JdwH zXGj=XNiX|a=l^RytA`6YZ`XhK_cHeDepHWQ1`8}O22t;15f^$X81RPhDdDRffELl9R$4Q0)!V}5jC?&cegQXA;3r2gP z-ZfU#fa=f_B8;#WdVPA^16m5sXqQwbVg@P`ZyGX}`CPa3&_^I~pqUVD@3d9A1BR%u z`FY>0*lvBWfeKunLNRdjHE3)SHarEv9`|2s`U6yFBJPcmJrMHDDqSkMYC9Q}c6>+_ z9E94CiDWvlg|)+$XU^1)1}X*ccYmd=S!?}rJ1c|WCBWDK-5e{*y5X@Q7T527eTkNv3V1&hQQh6^cqzYUnC;yS;&jl=O0Nu24obHWvwrU3~#> zsVI%Jhi7_7c&^;3!M8TqvHaLaE^r%xV7-;iPQ>1Q-SgR5D}#2Pc*ic#>`F+G@{%%_ zxQFFoTc5o(zF4?lZ815d9$dOKfj<*?&q58aV|!S5Vck1I3auu8cap4ILNgVG{1aM( zV;ntA{+v)A7?s6X_*~OkvnT8z79MPdAD*d;^<*!D_MUy5U=86%Bu(03=y_q?01MRC zvt2#B)Rv4ml&9J)>r*JymG(9*zTF~~b2jd#Eh7dFFIC{=F=bS1pvCKIYBlnSRTH?J zWf6TXQEfuqW5s=1qhU?OhOCPNJ^=$*&E&f-3E!JT>ZfNom3_WszaxUKg5;e~^@)$8 zOdM7eUr%Xmd(ro36(De3XmyW2X~ZCCE5!1_+#Jz>d8m(rQ33f1=@xb(S2rQcEZMi7x?bfJ(leWQ-~=@2sA$jU@L# zvWc`l8IrtiNvcsK}%Opkn!MWN7q z<_QQ45wmYWOiz&%>e5Q^IjhzF8v2?_0SiRTX1^v&He2|V^*e*5&5jyibrV>SMyzd9 zQcp2AHZIikZKQ36gCs#Slj7p1e^{_YZ5P%^&S(H(4G$+<-IsAyQ#%!@-zNhynbK-0 zT@9pv*a4+?nc_uSP7U?cI8~&${oX-@dP%V3W=<>5B9N&`-Qfxwd3}XB887=9X!#J| zCYydMl;(4$@Ih9>Fwl$c81ElO2!{q`YbPU^V;u3aOF@epJHVz{#2GQUu$DX{k-Y)0 zR$Y29`+}W9k$y&5SCSvuxedV6(!*xZ5MT^0dNcixsr9!@=*Y!dK?bIaz{aZohKTq$ z$)`HP+o9p_Tyd4VjC}qRzW-iF6e(+_rnIj|bO_rB+V$P+KA%>BS-E+h2_IIaV7|O_Bs0?2i@JbV53>k?W@WQKqyjkb(ZtMMXh^WhC z@~RcR3rk_?WQHFSI2L^fLSo1{6KW9XKcw{25 z0F2IHBHB9)HLsZebpuXc$vbIXBz$b&uJDGu&t`65GG^O3Vxi(q-VO*C2+<6rSv2TqV0ZS(wj+n#=5}I z+g1Zh%?QDMH%=mW9yFl=*e6oTZV+oe+Cu&}d z14=F4KLRilM z^M_rbf!hU#$;Kh?%LE-^mEfwc*`Cf(NQbc*{1ahpgp7cHmQgAIbpp#o0M5iVk%Vx- zv+Mz^8kF2dJX}Bc;Q=6viejf$0Dr0`WL`a39I`09KAH7SbKLU^%Cnvt2`Fzd&+r?b z@mU-aKg@kYfipOMc+kSqI`#~UP#Z>){Dsqy^oQp;M1Bdf1(UVRKW2vqJNXV!9q9*R zt4yMvtBcEO(NmHA`2uG4c*SxF3|_JBwH#~bx~>}B)CJGux388R7!`6iCT}C1V{&zBnQ5nTA2{yBe#mSK5_^&xkrXO| zbG8()sQB;qQ7b7hhog5VF@cb=v41@xrVgtiM0Wi^kk$!*qp`OecyY9NddSS13CAy@ z&U?OMP9VxlU(fZL!JX0t;}=s;=ifv*cDgX&!>pF+p-P*Qtr~HzK8`g`v%__7_kD}T^%B<*OKWxzK4bVb zL!KfkDm?1Ez`z?w4#X&zqQaZBGR6hraV4H^xSJcm#+|4TJy>Pf-J+0ltBNTQ@9bD& zOdFCJu3;%%{v-o;@&ba{$Exe;Y)6lB3pH$ek7QnR8COZebomfmsleyxQ;{vmW)DTp z*v-!1q2TgWfK>#+S12Kg6E~cfvcvPo4sL)g%30DuZI(Ik&!HO2Fk!S0I*2X^7Y@{o zMsT~ad99e<5s~P1@)=ae{0am9ali94&z*H9i3q@|w{B^a7!3u${YElL2INtEZ%o0p zb}&$ISx!ZWr&NJ13?`f#drwPcT78ypo(M-)KIs6@MESq{^X|}LWR8(^#L)Q+uub1^ zn*4?Ry0kPlI*bODIi*Fhw5Sc_$CaFq@?cj`pxytPT8%W1gIyy?ln&De8 zA4Z{o&{J6hP@eJBSS3wc6h8(fYEJwu4(>X{;o(MBmbfU<%4$YlX*l2V*w*>L6YfHX499A)Qn&|b+xsaL!7w#cIBgIHRdQwK{? zW%?owyBR11j4ew$8@&Vot;X(}N6R5lN_J$|2Zut|7%QqNkczcYkqc=v!fa2h3woH< z8x8hy6C>XNXF5Y!^j2;%6oS7$UyafS@~N z(*vbdau%&|8X#k-t^679UcwM90I89aO*lY;4g5;D}Y49C|GtPpbih#for)4HTS1A>$ z3s(yWWC5l@ukGhq3v-i41g@w3$}IXS3<13#pRBY#B@DLkaHlw@#ikxtnxnOA`-NXJ}Rpm+b8|G;W2%-qn(GS;u^cCPPq% zFn9!koQ(qD-pz@eI;z=FP4$Yh=Hmw;99xOO`ksvX-)FjmyCN~D0?ghy2}vzQuBH3Pfo_YsFxXrrCc$Vq=bge?NSw3G#jqnA;(74FxNgkWQk!^vRhn3teG#?97pio(2%v2C4AHS zJ|}~FtQ|!cfcAd9dJrfFZQ3o#C;=qYH5kansZ;Q=uK6C>qIIyJ!RtOJKz3i(yq`C< z&0YCR`G)paa@r0Alo)D=eBvY6bBf_5nejIo%}6Lp_4Re+vUZ}G5o)jB5V+wRq>DD9 zFbA!0e>{9Szi9y-iJs!H!*aYvg4_cV10FXWhX@sYhOzBLr+CwlD*}uh7(CPOxSQDp z*~Ndbp;2<`5;~a$a(ajb8U;s9F)rc(fqb$vd|-aVcs63G@@hm=0nZe-ZuM zWRms09xlxZ-20K#Bmn~UUghXlpN!z7ckFZF->U=UtmzStzDJBbIOXU7RTl;ZR*()i ze7d8~i<82gPxzm`&n0e=TMzlIMu$UjO!fgru4AX&iQLwXaJ>*u_h~dL-)>#W4)1O> z$smBDaCQ07`h&i+?nI(sijoy9u^ zp%QhHxq7IdO@h~$DeH0&{M{bG1j4SVNqjtG=XDzLA7L@|2?>%~&+yt z;N&SEyd=?(76@pM11v0=$~^NlzdrmwZB*98D=^A&Z%LJ240J67w@f2MLxB(5{Rhp;H%#s;;bNa>ddPG}-ih13e|oP-QS*pLZ}wRTdx`S1$!qk(chd zGbKzYdLZUtRum6;_ttKXjxZO;VfJ8S`vBRp>;&_egNHyiNezUeBqS!uub4Q?UxD zF_x`0C(QEKc<1!gQpm8Mi7IebcClnI<XGr4|p3#DR~n;O8_@{#x+7ATOZLP1#nX!#Huj+4q_Owr__5Ctd0!PuDw1hg|H>>s5|E?eUgk_?zKmnl=Se9BdQ z4>}#V(9|Qt?&2_GiNYX;sswgCNt|-ah`s`ZfA;c`9(M~hy|%zjs{C8$SFFIqKb41h z%^)x;)g2c59?#%jS@+BJoo(4~(GT)~J6aN|*&**D>bw_R)oP@c$A}E1#2Y1qk~Ii= zzT44fLgC(403;mwNTf(~kBpQ^r)9B|`c4(6>lK9(IVrs@TrfEO5KalNjx~YxUR( zto20jR!-zju%# zvQf*EJh80#L6%4Vdk`{u2cf;?xBR7(j&&0|ONkvVF8Ag#%AfJB9B$NPOD1F}Hq^`3 zKb|c1B08T5&)4OXRj-^CzubM>W=No9orK_3`i&sacguD+3d)bF0ih$;yP6JTg4}>= zqQ}l{?Mva9H8SCt5G{a31p@nqx)K8HQh_Z=F z_a=5qfSVmndl=iYjXi%Mh(?dh3&$&hbL^9H@QUAHulko^q@upG?UDUV;XSzLNA%gj zC<&sdoOI3P2qt}GcUGeU-xu^}?23h_amR!3CC;^oYNmaNzDd|mkFwS8O(Sz~PDw_5 z7ENLlH6_i&%7J=6PG^ULSx!iea@G@vUBf=ZXocFi_r`2^>>^ST{D#z+wy z@7bf#^7y9uDYcqqqb8V#sDyej7^2avKxITC^|d8_b7dhv$BB%Zal;!U2h@;iS$(dh z-$YqTJtu1l-OXQw$RmS89|u;GsZA~Wk$E}pU2EwObps?qyezT22Q=wy|Ka{eme(eR z!(`bWobV$#Z)b50KjbEii?mIHVziB#=^qF9@wFX{H5CJ64?c^x+2j2M@i$6-El!eS zw8p;PAs!|qTts+XZt|%8FFZH2d&HgYLeS?7MNeXLKBE{mZxk9HkmKQgvn}&yxTbdx zO8~#IdXP6iLo!k$cC+?cGE0Q6=wnaV*SIeyS~jiyM$hGLx3M#!k0!1Z#a_SQ+s1)5 zt26;$3N}@WSSm%Z3{3R*LqM;0S0E#~(!D7D7a%8hIwEPzNUR3}3tsr7Q#d$M3apmy2LhYti?MA+IU*$qR>$CriEn@C~Oy>JdXa~^pbt@&+f zoxKHgnX(N~_1RmrFBFV}`zhP@Fj(w1WClhLGm>rk*_bSI%)J96E7OcjtQJ!t2AWBH zLzzOps2x25lWox~dT>VJ0a?u#^u%H%cr|X0iVLj+wH6q< z$DN;OgmetNGAFQ18EcNt2$|1*J9M6>YAYWN;9Y-1jh`qF6U61tA!wxk+t!x{>)I=Ea>tWLnzm@?5(=x;ExXs`cqrT z#P1K5=HCD6`6pTP=0GDmv!IoSOj%*fr<+4g$|~l)WvR4VX;0egw*y0jR@rjT%a;j6 z1^I`$rni`ltFJVk8gsmfjzgMy7z%~B3Z(DEDqbDmkjgz9_7b_);h}Hz8X}iaB!)$Q z#Mt1z3@?*fYLlrJID218#EHDFdK~_^dsw0UoJm|hl}9oytbbUa4go3Qe2<^!CecJ5 zN&*N$B3a-?%+#^|rCs>wh)RX@4unCTtt4*r+05((kq{QP*4x2L{@g3N&$s@tOf9yk zEkd_9v_eQO0+wiiP((W-FCfwuZ&DBZ5TJuw)ti6zpCY61l(L2W57QcXp25eERqS)t zd^*`>X3EmtQLdb0A&wAz%EloncZoO-XzM`5=V?KnPY{w2;5kXbs-5urba~gtywCdy zipcQ$(B>zYy=Tghf+{`$RY`!`m+ciBrKZ7+dhmgoh(#c6^9k<}zNp(-SSO@u3G{&8CtUt!r$&Egm@TBf% zi#3imSCCM$t@2{WMw1$^5xKBS-C7Lo1QTEHqLm0Ffu6GHWhJOoNEvv*nDhp8@W@E@ z6R2X3KIMFfek~S&Az15nL2Gq8=Crv}-*@|eE%YTn6Jv!*{Ea3qX~ot#Yj+Q?y|^Fijwh{okVz5u6X8N}*0U>H-l5UZ z>0rx7fkV`q8dluS`lWjFV;ojQozf8qo*Ky5{7EUY$8 z+_UaddyH}*Ta=mIRjUbCVBg!$WOREBCK0P1t3w5OCil1q9s)X4^Bl z@_I(!Je`AL*tq~51STDzJWc}(w_2L&ld*O?dX%%I<6XSeKhF#>8gVE2Ti8Ss1#w~; zXviKt@^ZJBnJTMwRGYC|2nIw;V>Z=pmZyW-Gz3;3Op^9sCn$6b!N@g#liQ;kUhqF(SCuSf)iR?x#ld8=AUDj14(kZW%2P zlmJkDC>9LwEIdZ4{%KL^eOe1`gwxP*eyBkxcdf#K4?^;-r~m4v_|`k<%1^1zZ$Y%; z?(uDi?|JY)h^-PI=`Jew<_E)zBpS-%MV3AX?zU67wNei{WVG5aCw zBnCP;{4rv;m2t=#dvzEwxkQ!mC~y4E0B!N<@A^9(niz{f4N6}CEJP_oCk!(gi52&* z=Vp>OHnI`TT#q@Rua0J16`|^ny)jJSh@@MVSqF%`|1Rw2=08@RKU}zdzFXe|y2pYe`|metA$-+#Z6r6=y$=LDCqdVHmkV9Ui%((L6W* z@CW^m4p`e-$|SCRh2ex5Kl$j97;P7d%nq#|cikrD5*UX!&{xd4x9UB{wt%8vFxabCaE!DQ09gGtJjeF-cAdWPciRp15A^V)QpEd!VL^cjP3{&@3_ynq#Am%?f$_ z>AAtlO^S@h)NFDptKFp@j4=ik8qu`>ifY12Ch7lz9K^Ftl2*<=l_Y4xv6evG_Q=q6 zYSAU!TieRJc<9F!j7^y3KI7n1p5S49pp`-9OE)vUG^BUOuVofPryMT%2C}`FZ0bER zwVIh;Q+p$8w??{b2HNW|B^;LAIMjF@!XQa{EI7mJBcxyx@cYX0+4vHfS)7#+Jn9!m z3w6c5C;43?&eeFo4aIE%rU(*%-c)J;hLFOj;3O~@68(=A;_pKi+xTDMjXZA`SR1i} zOw`E;*)yJ~+TE0}J<2xn0*Ll2x59S8Z}V8neyAven@BYw!A~p`40)8!gWqL-r3TI9 zN*CLh={X8kWr%gOEz6H|HymScVlw`>Bm(N9AsrQO5W^}ho^ z)!XH@iIP5>a>skOYZA~-CyLO%8!yuLs;Rtc8XH2y+yuF>9X%99@lE&e=x+A5baLRF zW+a33R#~d;QcBV;auI-9Hsd^XqgzZP!IRf5$T{gsY=4Qqc|quSUE0~yGDt}H!ra5} z7b!k82e6)+e3w4u0O>bA^s%k;{iFi>$i$F_V4ut=yltCC>Lnq`Q|qEUt0OV^*Bw~m z$n=4b)@qlLmrRIE{}eb(il^`q_;&AI$CLU3G4KvC^8TnyiOE+Ej-&J0pwtEOnP`p8 zgJkZ*DAUPgvW%?gmW8ZtTCBfgYdM)3bcv>$x!~0e*H?xfI^5`~73+Xhg)(XYUuAmq zbO8|iOfO74KTbjwYC(w=wWzd2d3;Z_{TF)qPtMO61`eW|ACeRZ7)#Vs*W3?qL*cl{S`~s@T)aB+iW26kv zG?HzoG#$|(uy4>Xc(Z(!eI)VjbsncmEmoU~XhN1Dvy`NHyua7!bvESvS=wq;Xe)hK zRh^qXZHi(xt(-n-)#By;y8WEGC~D&8{To{H|N4HJy1MK85vtj0%%6LYD-@^xySCYB zeMx$HnlWSE;>qqXbLI2@et-DTj^<1fl$Y6|6(hFQqxZZHii(n-)4lOLP7*TKRhI4Z zb`CX-p3VCctSBq7Y?)l`d?@vGTWygpl+JX62>iu)?WC;o`ee8D%$8eb)-+CIp9}o ziqGE``*-)}`KPg#PcO5lHI%dP_1kLPS>JY+znkD+))Q5l`;Qy1jChpp;`--@vNB(v z)tYjyT1!l=&qfOkf&AP>TiIDl^povT<;qjqW}8dxgD9BZh>}DdekK2yb&g?S( zYN?WTCIhkEeJ~9evZz*F^O(G>K{ykacGYM?Z3U@p*nlT`L<*yZ@`Tr+8t&f!G}<+fRAFZ`VKM=HBO zsZ2|8Nh$2|C22(0H!mRI#wMqHQ{|*hIv0_M`Y>u@aK@+Ego-Co*ef;i2c*0#iNO(5 z+e`6qWqwl8gsE>5v@Nor^Gu3#}u9c!#TtRC@HBUI(c!!7CKc^zX(z zLtFBXstG(Qt&Z%d$-FbkU9pG>o>TllQPB@!R-IZ*jrrxsy@X+!fg}Mmw0kp4hO=L9 z^M}e-DgX2uNzKmSf0w1Wib&Nj{x24US{2I(vf5U&&8JdCwd#%tYLaOa8du5K>JtH# z5NAMez-z|JHBm#A7#?akpvCx zvc}~^e_uVKrq*=RQ|MSoGOYXGsEahzd#N`anCH!SZwkJEdAMO2Ma*5}v`B3{E1go} ziGA^nB8^c8Az7a5cM-&=tprk?NwlP zfb%g2j%BP*4mZXZnD~LlrL3@Wvt3Z$#n))Fi&h&?x&jbo#68HNWKyyGf(6oqSuxnL z(U6C$wd?k&rvNVay?9Lo<%Wx3Hy30O4@aON9t2ndy699 zgMEM)UN1RTM!EWB(Pk#hyg|jZl_)@Buu8DgQMlcs1uP9tgurZ&7sJB?q=s27gb_={ zIii`yKnbjP0mj|sVuSp@@*$)a7@YnnkRFgC`P?nDE{THIEgM`KIJ4oRXjQMCK*U%q zi9f4vynh)LX+K8QfP3-5h^Q!t3tqWIumy*JA_?=Y>Y3?7s}9$nZ_Rf1df&W08Uo0G zTJ>^fwKQFkY=RKx1_<^Qy6gbf-w-D1wyR)S0HpJNpWaognFm0ngp$H2>ldg6!Pcv( z9PHLX>nBw!}mC!W;{GLQ|)AMW*Bw6YQw#a(@_WFZaKlX@rgM-`v3f z2QX~6BQt6rUzXFn23a*M`)-DE!DkATDcJSO$B{XBIdZG7d<+05cy=-bYS-cD5IXCo z@%TiD#JC0Z?oqH?IDtHU>2$b|?yI!XAjAYQ{1ng~rpI=aAP>K$!WM0yqV;#gdrDC8cT zJ?zDET4a^iy$d~p-h6&o0DVsD_cr>~Tpc`NO9#0W>CH33?Dgu=t*}msJnFLkUUu8Q z?}6s;E|d=KaZ$BJ|tayAKW|oar!!N`uI4wZo2Ja^i$n%bEGb4!6!}N z>&ek4#igY!RUIF#oLFu(ngQ1)I7Opz@jaDIjLFB*Cfi&(A2AD+8TIjhOAV#=E{EV> zJXmy8MVb6QpTk3sC&0o6$$wH?$;>A|m5&{rI~2DbAv~Pr{d%jX`2Ak^t5}Yo#8cLO z?G+NE6O$27{2K`M>LN-e7IYj%WXMv^^^uPV-S8#{mKZFzf{>+Dt1^lowjoDPh?};! zmw4|G_?+BoL*Y`r*@Q2MB%40AGs>@T;8zNtbJR9OkFje-@mZ`Mhf#M_IBLy&T~ri7 z;xTT$g(y!PpmzmsLj^-)(|*zkcB4oqTvMd;0+zwXuV7=d&BzOZ!!ep~{U^6;RIHsy zpK%>WfN#DIt8l-3f@8(3I#j4x@%q1G8nC_M5xYxhvvs>zY9D+2{XFb;)ZrqJof37CkTDMG{^}rILbtglNq}~o-!KtjdCdST%+Jnb# zoFwsxxv0li{x&GqS&v&6CA)SvlCxra`}C* zy|5qhwj^%AU_61!*sO*hGEbS$t+*C9geU-l%^4gMI^htuCLP~jr=tLzaO&d07>a4C zKH3hAnQZ7GQ8c}L_8=*40=u!pc|h~h_ec3h$|-24r$lY0A;V;0VsQ=wL53t(#xZ=% z{89ou#>({n=z6CZQNp!Zcx>CYZLYCx+qP}n)*9QkZQHhI&ib?eoaFnm&&7MwSDkdF zo~OI2tB8ZW(u@q^4J>~E#(kj3$syL`?Qkd%K%n}-J>=EC?hS?ta0+MXNfJ?VcH3eZ z?hTuu1BV|g#kr*xz7nd|geE|uCPoZhDKkXXMI|GHi;;t6&VCUWK_=R?5&2W zs56Yl@;(HBNleqR;a|N2Q~*@Lq*4tjv6{(}#E_cpwWmn&Tctx177GZiasF14bja}< z^8-R0GD@OjB0@Zj39hi3YjCJ*Me?4)Dy1VHjKat5SgNcN=mTsvc7vzmKoGa}2xcptcrODw4+OO^+>h?j@ zE)hoBRw71$AJ&~ed{GjHeIIQ=F-n{}3=nX|$x&^o3!LQU$K8;9*^8zN;-F?-CojFg zLlA8;wPfEAs8-j$y}xWNxgFpO&58MLl`URJIp3SX7pEph$CYFEg!(2N;RPv)s;C9TSiFjs~N@i|LbKgiBm9fzsWUf_einGx;x8((LvoA%cJZC9-(}XoZv6)oPC^THmN?Z^+Z+v{*oS z%}wmUVZ>rN^*JX)NT{@e%@e0q!7zfmz$z~w>qsBwa35%Ez&z`BcaJhxyQuwPSKCa& zSy)C46YkZ4UyS*hbJ++6F-=@s`F(iUh1@ydJ_lX959Gj0_Dy5pz~Wyxx54qeCDZ0t zC$t1$AW;G477w;+?XR`CCm5>?PpOn{a*_(9R>X;wr0wSG)`;!|W5w;Dfd0%zzG=Op zLYqmcj|m9$3*_vhh-QOcJtoAVwAjJ*D6=@w-g5ny1cfD6$fK}!1;(w;;y)!mchmx7 zBOJ}htTq?sRi=GedNg3LDFExU6umsB;IjHC2v~W>P^>GQ+8lK=i|A0tTPkO4&*IW$ z%T+vvm3T&!Ekr&_=|d5HjL5W$B_Yg#;~CZvLYiXr1y@cC6lJrg?yj$<+OS;RSBJ5H3x;p%UC`U=gOHNyWj^ zOxm6$XELCRP!Q9)KtJLnZHO_pc(j7-{t{5HVy&{6y@DbV`^jbY-o40mPiP%pkyN!v zF81%#$$mQ%U$VT~2#lYwsh{i)uyr#IEBdhXVnKO&xj(P6$lz5K^vJK-5Y5GFL?nNW zq-!n!RZ+n}^{7%FbwV|w~f>(&W^eYp&eb4KyNeFJ4k z#1n!$!as;5%wZTgSnsK9zq9h9A4HQh4;w!&2^BC%^IH-ofl}5(3xZu z^jiuLA}i`7PS>0_z5?zz;T!^BYbjYP-A#?d>faLljA_Mg48+=4E(weSHcK-Hw-m$_ z1_xd|c^mv%lxS;Wcc^-n87Bnoe?_VK$cW~o|DgX3*oD1v%QEufCTh3D<$E8fFYyro ziR4S5)qEUs#0c0Awu)fhu?N4&j?HdliuPp;;;BGC`_6pj^>xdDSQsw1)A30RczX&D z$luLhyMUEpV}g(S{q-z2AoATTh2lVb*fSkhL77qSpG*P|jOqJ%XYiK_5RX?6w7VBx zlm1>FM<5{ys!Uk>YuCEB#sd;P$HBED^(?l*AJ`xNN@&Co0pUwgJd~?okbDGEEWuou zQXEo%F2I6FI3P8rlnsz%IKa~~*&iv7aPVh6+_2|tIus3F5F-q4e*Te^cB{*c4u0Pt zmqqm&t|j!(juEQq7lX&e(o%G1vEhogW{i%WGiHU-Le+$5@$BoX;7I(T;dAq=rE+r) z(gTM?0UoZxUom-#gNN1aHmP%iq}z^7y)`6vOL+5Ih-dBSc&YpxwzlPg6L^^ zM$W@w@pDtJ{NdY=e0PPV>FpL>q|1bb-i?Xq&vISN!t}lJZ-=c!xxjF;(z(tdDMR}D z1U4OX27mO}$&&F{AkH0AXB9()XG>w(jheCY%wi9AcY}g`I`|bg%uy=J27qAid8;R& zRko2Ant3zpwo`yf_h>n^=WHoSsV%(aEb04EV9f6UdW)q`K{ z3}wG=BjJdfwx2I1dhmsBPLMJ4fs&5A$9i1PtRr|kICfYQdzqgjn{a8{k>@vyZ-go@ zuw^H2Oj8oTULnMxlT|Sho|s23LDKnhYzQC%x=bM-Juhz)iq-#4T_hAXgTMU?VDZE^hgB2@`p6##$!P<%kAv9Ck@Cn zA3_Hb&mV`DtSlYuBG1D(E$D_AjL z;U$-n1q95%I7oRks~7wrKo`$nprpJ&XpibIjbuOXNHO!`2CCMdi{}p(FUKogOy90j z&gE8z89x=-6ZCD0#o!j5X+{0aD&U6^-oC|Wo(e|gW5_6pDe#tL?yx%}Njpui+8lBjwX_vm-AuE835v9lG(y-A7^8WQSivNoQ|#r2{5t~ z#niBvFsviV7A%>>Wq09l=}B*BkVBl(?S^ZxTB4;@PZr%k`wY$sThASlod!6=MLk!; z+~}T=h0&2T1h1?ew$qh_vpxHz^w!Y#wH3yMdqHU#I_S|pX?fi=?xV};#L>uW2#E#) zvW5-a`(daN;4dy`j$=azDmX-N^y}Jyr*f)-ArwvlwV1slv4TYp?NZMJ6=#oqg{FX5 zYlJ$jE5HIrr?r%04SoJxMWksJdkbbFSrz-$>|25}#=5 z;?=?0)A#HG@)Z+S*Tb%^ztynxO8C2G*Z-W=hJpmJxvxwY; z`CG(aBg!3+wJBC>jaYzvqdzq%-wE=z>kL_@Xp9h0KV1jPTbIfn{1vLr;IQrbNRzF5 zt{Bm!%PdORUoe`-8izG{yK6y(4ED-GxkVmUU}RO8lw*{Otqy=1f{9^h)AJqt`i#`7nYs+Wyo{mc(liJ4fDhKRiIHtFrh~Z5Qxl5>1%o zDaPOwF}mJ-_Zr4^MbdB@jm9-!;5U4ffTn~-~&1MzVP)O*79N>D8 z-oi1amP>k%D8ierZan6S@ zGQ^EH37~3FOrbu&A&@xoWV2jHDiU|V1!gIc#74|=_sv*9G7fcv*!{$*yDpq!sjoI zYX)dAvv1Qby)_)Bc0x@}=q9@w#6mBiKn)N5+qV5m?Wkq&=qNAR#7D!xh0=5UwguVy zhHRO#21*av#;)}#o|DD3aR&EzYJPy;)}g6BBkDSBMw`95(Cq953b!f$gh(AoDR}@qt}gFDgSXbd6g+Bi9H5%@x+iN>&)ZZsV)sx> z^&nYJaL5WaVnq(M=}fKrWZlGqfi=_9w%*5ZcIWEAuBnphgz3d93&G#I0SxlS4%&FF_xHd}P*!s!PC%sm(N8R%I zzT1DE+Vu)Z5zriP?CfNxGqAyJz~8YRYES#RYFOf@s|GcJv{3n_9j^T}%(9k;2kbO(smBA1Fg48lb>{F$E82=dFSmutup(MvzcZ-DReiG}G1Od@;n!t;J zJn!4VMs1^qwVg+ST#8h-46}{#&Cu2z?xE5ZvpaaTcYRGwLZ=@C$Byr0%HM4mETf#! zD;YcaQW_FI-R0_xineEFbewPseXRs_tqe4Yomv>y3oDn{o3g@6-oLhhJQL&_fxB`v)VYDI>3B|&)k;LZ^ofCXH|uu z4eU*}{$3ss*i04?GqY@`$K=biby7UC0{a8eW#i&+PO6NDYM`%r^IZ++X=4wD`%2j= zl`d$GdU)`_yyAJ5?~r?0po;i(=CR6{cH=oHcw<;fwC2FH(tKIG)}P4s1&F6uSSjHQVn(Y z2u^Xr+|D|=#C?*3>)c5g=PFbk{%Q-wRIK>2+xtsMm!s@5%Mv4OHA|d?&pVapt{#TY z&KdbJEZbaALFBdM4`!#4KoHBx9V}Eib)?+zXLRHdXOp)=WY&3qDQA-irkf@zYK>oM zn#Y~jY4|cq()K$=Z=t+uz_0FXslYrp&~-0b&YV3R%W^aq-W#~4U9dvaf>XhLki8a$ zYH~6oS!Yz_Fq-CV%;7kCUt)bkZNZ%0s~}G6W=Y~UHzZ+fEQu|MBI|GcyjFB8KLsOq z!a@Bq2}LV{h;jD_f?gmQnp<^D>2|^4kQ#Yw>JOhUng(sO9ZJ_`)6#kK#6B zS_8Uv(so6VA_2c5yAL!U$=>2H?e#>PraLJEA@m3Plc_0ADVZH#D;C;y50hyYY_y>0 zHE}J<#&pv(bpB(0W4qa0nI5m-_wC_TJ$`vyteD&T82hC+3)Qf>*h$A`P1MT6fesN) z9!^fmUJ>b)pph-tMlW%d=Eq>2eLBaT{kVl+S z4fK;ekz?P<@X)gLKv-_Xs!4H8+r7Z(_hYOQ>Cl>JszsX`J(i5_`#XhSH|o(HJ3TGb&e2%pS-u z+9Omc=!Ub;^qUsfH%VG(3zyaOEXjA(sOR+L2!HR=>Mp(*VrWUI9O!Daa0F{FNoti4 zPw85)UHqZ)c|~bvwK0PM8DgBClgv{BE*f12C&>u8UjEW9y(?hn4u}E0Q_XjKWW9%_ zVn)nPVs6UY4K~1jE61ub4b4YZr!k5uttqk-ijvW6tIuGsVZmXNDq4kc6z7jQT87@}T0% z{ln!)=iFSqZh?pWpgpPirU}Xn@XhfL-^lqQ6p=6NQsE-M&CU&x;wTJ6N-_UdGi2MD zSe=xzF=KVEO$g%EBqZ#lhHJrptr2Kux54ljv^sx7M;#C>QbI|P9>eZ-^Mi%9I4|Fe z;#({jHIcsn?=He;@PT&SxbJTaZmSYF)@$(Qg5U#H-oF{8+J?WonV%N7}}NPP}7aW6k?Sr-X!f3+4^6Cgq2+GLwoR z3=ti%MufCxwgVM&bU zEu26#bLb9(FQ;gQ+9CGk1@4$oJoktq!$N>*xDG!cAHwzLUtTvwPCl=bsDv1$_mwEJ zl#~M;6wwnoQ?C^n6mu@f&$KM)@Zdk|{x`;%S+fBCc^U;vZ_+B9!dzPBG##^NDBC-3 z*^F3!#5Q}a4V5{HOz(pO-dmevnTK_`wF-B{HEy|_o8D~{J9Z=Y^;ToTEQxcDf zD)}n(1ip8xi!Kznx}pxFbwi58{C&34xTQrcS_bkQ_@=Bdu?AH|q-0`li?X#jqH)Gy zCQF*dn7Fb5do9_?zYC6=p?Z;HJZ{Z04($E?g2w-B+MLc=Xw6#p>;!DQHU(w2VgGB> zDG`V1>0*|4N?(acg$MUaJ!(PvfZwxT8(a6Wh8~80IGs*6^8|hUzhY}wj^WGC(E$KH z<^CJ%G5&}3mbEuyvBeU7@@mIy^Z_A-8akIPH7upD#v064`rLWzj!?hSt0WUSb=cKZ zSw*m+uk5aFuhXtL5jEIfVp2X!jZ}8)@Oeo_-3b4Dud{w(8bE4l86r@ zi=}<)eI1?-H+yID@V<|a^KySDS9g1TKNtCX7_-P`@0fp?+?yfjW7%Ysba3$PS~rJZ ztQA%+4;Rg5b8&l5nZ-WlLMk_ok0kO`sXboi$H&n}O;C@2d_)7Eqjl{qx|}iPI`swqm4}^{jU;UU)eCx5!)n^R*0Tj zx~;E?m0i@yz}TsiFQab6dVRS%0+9$OZ)lkY=qkpmk7rL5BpquBgc<|Y>Z z40G$iA35|>y5EH{&!N=^HtiW^{7k*~QSD%7gGeU2mv;yHmQ(e;l5(Aw z193iR?9)u*#Ve|8*i#N!pcxOP&gH10;XisXql1lQ&>jF{&tK|sKkp6FZlN1a1%r2| zTWm3v<@o)iDEar4rB&LgA@68rdFue(Q(GyMvT@Ru*xd9R-sczSVzaU$wX(H-AEG<# z@H@OiM`d0?b{_f1mOT&6S+aL;8z520UuBCtJ=dLX7_-ULk806j=Xi(v7spO%z1~~a zCrmXCY9>S%_g@%!{QNaf8FNb}^}g>Lple2L6lu)c8YWY|@Tq`qXfhTY|$@xZ9-@9fVmlT$e; zpT6FR;9z6Z!o+3(Ma$0{1-3{U3aPVX#;n=xdktakFDoS5<})R0gHa7BPvdSJbg*fk z&dJt7hyW#aAep%|oLgLR8u3wrH|HzERGV{PoIuK17RdlI>P+r#KX* z7W2+dfu;M)tw1DfA1+5T)u{zyxgkJWcV8BtLX`1nYJ_6zKEiY-jjGss13f_|K*3R` zga`IIj2w^nq|!-Kn+@nVjEXOI)CDUv$;AmHjK2+77$-_F0Z2~a`QuS!4q9&u!aqri z!!M1N2>?hAun>c%l-R#Fy>VR7FODBuLyo8`#6CccBkFJ*q-Sc|rzVL|AvhK^fyUDK zdiRna*p~=)SuW{a5!p;RSqI;3_ZlCGU=fAeG+`vuP&_}$OccRtkMo0$Ku*1}%81q2 z#JW=f8qCNFu4$HjxG6g40~u6_`!gm<9Ts+KS$68aEdrwp=rv_A+`uh;`$8?o+H$h%ccW=dPoA>blj-UIk13p`$BdhnGgo!oaX zBaCu+BAsWS#j=78fo- zkiYM~%7-Xk;44l~fO!iG$nil$cw%Y3&y{#B4A?^8v2hy)s|$2u$>@6)$fiu;s;uI^ z+YaQb!0cDRANUy^Y4*G026~Nl|6)TI{*SUBL2mALK$#hEu5V{psT`jj%l2V0e`|}a z?|XQ-2QhI85x%rIKlmAAK%he&h^wggD}wDOW4&1(&~BWF_Ffp`@%WG=s+`;cdAwHY z4_yrp9HM>2@k1Viqsc#Q`JAGhre}T6Kb2J@T?!P2J^gCg3M1az&lQO5pDjO>#ooUg zio*3@5;Lf9?M5^wav~svwQw`~33ysdL_7<8Et_;UDsrz*hGu0yS`kVg z8S}m3#VS4K`RGux?YQn!i7Kf$M4}AYGdJxU(1pNbG2HFp;eH+%z+YX4+AA~nM+@=C zSDS^?3fH-i5FC&1>ESnU%g+J6eHWVN1;%FL8^1)(RN?dERm~+MDvIw&{)GrK+SQBV z{%B7A&)B_S&Fwwzzq9wTW8cTGNKr5&_Xe^G|DpJHQZxcB{S2uSSbNc>=j<5+a3vOw zl|LpI+%EaF-Hzy;Y5xiM^6cQwvK(DH=pyI6Sqa0J?@wVrx95`M7h~(ka#=K96*;e( zsFYu6mc;9gB43PRLkN-y9N_>*EP`{rZ7K#qmVLTU z<5^)F%LnQfXBXqoacKH33;mssUuK3ZH45i65KuwZ3)F*XC6%MVtF9oaILo-3Xk18B zB%}RWpKS@;gvL|^5;+<(J@{`pIkI$+K@tz4UWZo2<0T2#ediKVK5r10$V#C*2M?Tk z2;TT4V;89=@M)xgi)h~qcK}o)vfda)XN>D~->exFgpE1*?}W5eOmLMh4}nlxG0N4H z!3K#cjS-Lbi!A@Euo`-h9BZ%1y;@vunfc(J)fUKy)-RajAR|4 z)h!=|{6SYxXJ4aMMGTAKh6Hw#y5ksE(a&IKe-%gkL@B~#!$d{96s@O;;X)vX1s zZLF}t7f3=a{H-$|@9p|no3yu;a!fJ&5m5a$7eqKB;8VBwfX4ust`tN&$PmI>KT$z% zS#JQ>bg1Ft28Z`NE(BYMG-f4}TtSc-h zGDvpNb+_PjDC`N=GrpT@kR090o$O0+Ng)zCIqw`}L^QU*Ph9A;3ISZ5jMNB@lV(D( zPt+AOn8^+xK9;-LLVzcckL34c&Aangke1pPbwNr#{mg@buk{7MBLpyOz$X-SQ1t=* zb=&@}2%#c%2bO-{;nSXn z89WW{BaXdO@B;9^&!z|;_{;;^fh3aidWmXYA;q7U;@}{DteZ+FlMUkVfuH1Vec#9f z-O>O0Bixbe{FI9yZB6o!E_YKo#&@-a4CSYhkTT%eO#bBt2J*%LDj4ldgk5Xb-YQcY1sA1+J_d8xP-ve}O*h9j;R?!IZK;cihAs8(r zVB@_muxg>RI@-0 zhV>bUK7(Jm(Et#Ck%WgK62e5(^dE97-4^_7-Q^^KB(;W<+>3c-JfIX7gISwQTRnM! zr9i@|wM{}~VnWt7(NIA+4~QtY?wK4$5U)ymARHu(>8}(;11b^?D2>c**v45mcVjNr zr4tHLJLv;aL|8p%+Z^>dh2zdizMZ--Cz$#(jGOucN}JR3QE59CQJ=S*Qy&D5N@!=a z`~b+%*}Og|XYgi*pZ*BwV3{8ly?t457eIdff)M5Nq%O_2rQbM(&x#voFkrIlJ}B>H zzvvu`)1dPa%_n;x8M$s@mxXge%l2v6ys=26f+tL?nlvcTQ7CMjAn3y?KPZ%vmyCL| zM8t7B8H93njtlkFq(m?Tp5~{#ecnt;c{#ZYdaI!FBCA7@D|5jFGHzx3bLyIZ^GNU) zUbcPe-a-3WE6h>qxphj5mEulZMl017=kO#+|)cRaZ94a zhG@c?jVW1JlV|{A%gCfXDuRea%t7iQC4F|5dvsJdIQ$YX%3(4{`gk3;H1Kw({g~GH z0$FTEj&F(~RdBTVi64 z$${7ACKbZ3d|rqpvuRSd+@=_uJ$UTGc_uR7#ev7{W1S9%=cpvK||Itu+)m~nAMw4pz*{SM)>sJ4ZM7^fTTdB#FU*36i;^=xR;yHxQ?P@kU-Hsw_#3Qju7)8+yV0=N zntPEL(x5cd=jE#6kba>5eYI4xA;b6={GuFkcTVad#AEh5WgRR>$zwuyUGntkmKQCH zi^?6Taa>xft5`-hm7}E=73mL!PuFg`q?_BnzLxG!hPBnO;g<H`dHNgfPY>kchlz zPU$`|Y`!#*lduC?=9fjZhuZ!iBldiPJSS9YT51Wp)T*!qHt`_o+dZ?xgV3>(DmUWa zU1SAm5!fp(ijteM9*#KDfc_oxSTn?IBW}5?dx@a~qx);$sXXJvo%eX4Lq8$aTB+Ga zoL<1*erER05LrU$!ZU4Y0O3nWBa6V!^?_Q$*OFui$&-1gnIx@(2c*0At_kZx8!~J- za3N(1)6kkqFcBnX%@bqG4S5WcR}?tqV0H+RxfCL=?A+XRsw*V-Z9etipU|#j>s_5H zF8`Yqhq(1W>~L|cvbSBt15!lRneAxSFr?uUb@!Xr?v@PrtRo1@#h2U346uYBVfN)^ zi|J2g=`(Nn;wXi7qzRoZ{q-O8unOSj5>m!V|QHZK=#y|2`_5K$#J)s3Rb1D-`FTWVY)mT-X{kuvX$sd)o|_ zI{mBq2r^gA?)>nGE_{chj#rE>Z8xXaT8h*V6J#-H%R_!$z%-^FvW+oL87bil^@Aw3 z4SzKI?8H!IORb*4JoFo4a*6hoJ?-F7@#OQOZQ0N}G}qQJ;wkCrJ0rP8KxZeEEQgL* z`)!_+NdAkw)ECP{9dveZ&n)#Tkep%!Dl{%dULcJ{sX9dr1C%$_gLHK)COJ`zhp>Fg z@HGxMnAcgOb~g#<*PxY%n`a_~av}_2%NkqntfVus&`qDAOShinDsTFk|7lqpT1w$D zeTN`@9rU)Dt{-j@Ddbsr(=p`AN2`;&>vMlqCXsaa*GDIvD&pE4u>eO5xE%l}Bc(|m zb>WYShAP@oxq)1f<4IZ1{K_b_(uvdc$BM?s5=|qUPG`g0S~H8pWZcXZ1~w*_^oF+sg%6xJluWu~$7Fe$VFT32g@6dg!|A5Jq4CDnCZ4AjBV^bSc zK{ad}I2c*D$6h?&&i@Rd6STMA2u6#J8^>wXkDD$aqMq}~wd*y9ie^h;fHh+02}VN-FN-o^+v375A8 zJY0D>+2R_QS{)4<*h#p2Y}}gN+MvKj!Zg~dV&S+hBAirzUZgoaOHd+pgYR)e#zX$7 zd%H0bv>3!1`D4`7bds>YEZB`Hg6Oc+hoq18cUSrGBqErNUm%0Re-_jqo^uX1G>V z>2v2eE;{f#Rl8@xBDT$!O$n;zjl1|iuGK0rJQ#rQ~b35Id(k+BfTVYuJoT{WG#w(ztw&_F69 z1iSu%fd$P+M6-?fr(Lo@uyg3u2~D51giJi&V?!GzCZ=~te;B&0+?)G=FR9YvenSQ& zs)h0uh>@+E=%Th{G{Yxzdp3v`;zF3NGXXmWM}#}((}9>)`6Y(*VekeZ4%Cz7Y?W=5 zG%C`Q9P(@K5T#$ zB+pT*=2;`vO>o6T+p~(KTT{Mw8KB+kA;1d{c2Ld5Lg-iSfeE#xa87Na`@Lot^_wbYmc-Ex;Mz^Zi!*Q(J{vW((Fn5Y7ZNrff8 z%?>i0lue)`1Nu^XO)P1m<1DswA!&;&3fhR%Y783PrXt!vyW#W}>;CdR`F1WgO%_Kf zqEa`*h{9BE453xU-S1V_Pm5Hcp)=@>gk|}J9qXk<=Ls6C{Y1^etFy>-j)-gv)&qWp z>O-L-zWYp_`}*1vw5wPVhZyx|B+E?Cn6cre&${?&g@J<^(|V))A`&xRqoC40pv9aW zJ|jf(=FYR4P!yJg=sb8lHExMcJ!XMDDXE{z@YfY^QDVW2yGQD_(6$l61mGpgkkQC0 zCH5Y})#{Kp@$KYP#rD7YGcy#D_vYiGxW27T7!V>&$w^tBDC8#62F&$xG#gzN=@fmu z^$0XMv@hyk{o^H_bX)h6ZbujKFYrt!zj8_6?{;GhKIXwJGRCz4vh2nU#Lpb~ZWOT! zBPOx}qJ)T{`;5Rn1Ut3R;{#ykB8xyBORbkK)m9{}_~lWFM7=j_mitv(k{u(Bovuk0 zI6N}h?Z3Eu>KNWJQbv%iTJatNf7+cH1iIr~mHZf2m0D!323HacM;+K_+PH*%VcvG5 z!hJ7nv7alkd+B=(j=4HS*O8YJ)6XwGQD}}zc3@&<5B_w!s*U2vkNlJ#DDuY;l1KOK zlK9DK=(2X}#Bxy^z3{b)5WWT#Qzv59O3<)oxTf#%NkmV%f64vau>4f_4&M3!{!a&n zUQKet6(9fr8}NVA2AKY%4VWm(*ljYvbibSut3Xzl_y6DI<2h9e|+y5`#~fIdr&MMt1E(}oQ{v`_(cddeOf7C(LkF4f#I!Dhyb(UY|70Y6Ye^nU07P+C=TKp7R^ z-8aZMe^CUYrD{@mvfCS9-c_ef4*F>5R z9CyKE-Dwk&7#$Q?x(tC8)79+qAm;n9angWo#XD zIB0Z45f#T^ZIk9oI|dyo|_)iapD3YgnHt_ zndlLkB$M%CBEGV_*ojIzS=@ye8RP>&TEiTI3d|-q9o43P*TWXz@pJjf9>}EHWM^lk zwUkpHe}VreJce?mBIo`w2R-vukrPg{h1w~PiOmI^`+X`-_|cW_`M>!nub{OzY~s`rG_5`cLrK? z^mKF+-2KMPe+LY)*U zEi=%Q)141PepwGSOG zU<~lUm-Rt~`n;hm+rFp)*DfO0sI9PBhm0oAAG)DLIV%X(og8>X;$)5LM)ni#VjW{* z%o?h^K;dhUb+dft-ML?G{>tD~aVhI(13bh$Pv0nNik2#{sjXOZ0=@4ekrkC!?s?x| zCvo6PO>9rWp4vNKsqC$88BPkP4RgMv#lKDcKs~H;fMeJQQr$RO5#b(F%Mq#UeMMO7 z@QtZ5_v3;zRnn{*hKXa&8SL$d$2LT4ozm%dPDC2=VN8l$HHZV)s_4vA*Rt#43zU{+ z4vu-%hBJ(L3tI~dFk~vhncGbDI^I@C@}!}?nx|o!i%_{4_4e0I(9JAp)9Pu}E_%G( zOulA&zZ1Qw(XqeU$Ql&ic!V~pVMc=brBcqW|GxLw3*6Cei3`ZOkDM9k81?#|I_CmS ziX5FN%-WPoy(}Fw6cK^mwp>!9MsP#3mySw)#8=gUq=fed|IP&6p}ZafX`+3rDDT2c z&nS2Yejn0m_k#Fh$Q^!?JOg~)Ue(k}<LJkhUE-j%W52T>uzRR>79^-brY}31< zl}G0lo!?})*d_Vr_WOTXIKz(FQs4hA5Pbi2fnfdrCxlXe>>>j~_pKU+6iyCHK2#=| zPIZ122Ms}s*WTI2;z)&&*h{g6%KdG0QbT9B)Io+v?kkg>;&!g)WGq7Aea(po+aXN$ z!$zCWbRL`DkeF|0NBNHT&yU69+LLvPx`{GnDp4Lea?w>*?a&c|@HGig z(o3Ll!ZF)-FA(_^llqhus`cT?*s~!8Fk;+P>!~PZ_n4cUQ2m%7=mE$Ouwx0D>2BlM z5^CKnqtdQxt$#I5uBy3GrrJQ^)z24o(y0Xs3s4r*xm@|Tsn!fwS&7qTc6!ei=EX;) z3`6^O3ljnbb#=rAB5Yx<_&hkAVUJ$R+-7I3lT|D>rj$hDk#tj+BpZ=M!r$r5_X?y-JAh=P*$SJ7QB!tMFkXVptaUF;qhT^s#n|Qf4(|t0 zdAxdg#>F*@Jf2wy75@PHHBP# zQRppRQjM}pmqByhXIl~6vJcD25KOU%Wo3}rP#;+}j{ zum`4RCTWcD8X2f z22$v)j))MHDMMFI|6X~4U0xieRiG3JyI_W#<~VkCqC*|hiMQSRCc&kr_oJf>;N_G< zSwt$Dn!!Y%0C8(s^y@S4w*iLjgu2{bSX~`r69j0#McS-tUrU=>DSIF`L6spE)O>7Z zVjdFC7^0+9I91qGBVPs@G(E7$EC~GZ$abR1VB;7;$QU!1&&+RSrGEcd$@G$hoQ_)L zMOttSf-EXhN~y1lqrL+7uUR1`+@vFMwKnA)se)QO^ESY^H?6bHsan(o_2F_~grKHb zM!arjhqEH%d3vxYOAjQm;tPnEJvIPo2Rm2&2GeCeL0{7Hac@{#e_H; z4f{db#9;9oAd=`eFWPABQMazfM7D%4!b5By@0=i09RSpDiNSgV7>=#A3t`V9&z|}gIYkpH_s}mt z?X>^H);Tr_60}*gZQHhO+qP}nwykN~wmogzw(Z`D-Tkr~?@y?xs;nn(-8@Gg{tW5T zUJJ{6;ws|S8rgH=Yqh_4(qS`shy2D_Py55`DRdXtgK%Z{MP-9sjUAsgC=VWuhmE;M zl7NvQK>4I!Z-(DFSxgcPao$GA<_1T^G6jplVm_Q}cybEjK64N`-&paPgwxltu)JI+ zn9Wv#2a1zlBu_4z@GViR;8zgZnXNnYK%KC?hO&wPR@-y7+ll7DYW*0}s3GlWEf|xM z8!?}iFC3fXuHW=xcbyz>4i70F9;l)|GI5z=Ge0S0Wre*Bhtm~p@|}$$G>XihXv@JR z?x$5Wo;fGfk}!pfuJ0XrJUoaMULUyT<#Q18*IqpEq8O1hr!-f_%Q?>2^6iZ*N_|Jr zxO(G7hk#ch2*p(T!ieCx0clQtW;tx@G#VWoF_({Mkb(_ZHO-z!%c@IFUu4|hG$8%Pp5<4CPt6QUFEfd#Se5_6b&DlsUw z;@Pys5UmSP8Nu*5pedFTVGn!Z+P|hHlzHYg8|nOdKjM6Y@ST)^^Vw%7c(-teg)hem zpPRDtfmcC1A{g0BnaZKP$%VCjuex|*2aV}_%bh?=iY-%3aHTTFDI6n~xB?S&(vX9s ztB;w>zGX=YO0QV{i!Jzqg;_ZUPlbYq8$qnmx30WtoeBm<%<>&ap%5hE-(H13pEn|_ zWGr|fg)vZY8Y%gJPjd!kJd}%A zGpFE7kU??=Gw8oA+1I zyrWnaAKxs;3PkAfC&nR15*XO3WYj5l?;w%#TDxD28O<{fxTjd5IGYcim<3 zkRjkqG?Jk^0!uHPwh%sa?{Cs2=tmxm9{WA8SkHCq(AFcIAd;{97AF*q{{95qH~jFC zHAe?HiQjuCxP8G%QbN+wFA04-=*#(taKCeW1fYZC-38&zA+00w9fjwPj1l;~A*2CH z3n9NZ*@c7Yl$tp0nlbW&oI@E!lj((ooc^V5xfh1PnISC+KIiz6+BLQz;nAzJ5qiGQ z-o9aLlp^n@ZTx;BN2QYi0zh@jQ(C-|Qo?mb#}d$TJ=?gUXi(gSBl&FS<^b&ZY3AdO ziy?2@aLn6o@?Ba%W!JIg&jVPQ1a2Mu2#*`nE58_zzxJWAaRC;BH^Wb@kgNph<3^e4 zTe9$Tp~zlQp$^!2gT~+w|SHV2|L}Bf1E^(dRqK(-LOF@4_X3+vvMVxc=PW!psL z(@=|B%UbA+11?Y^W%{G$lYbjKMf4bbj|1qo^2PHlo}dkH(!+kQ z?INQJ)myd5i}H8mJnti5_yW*f&*O_mny*1X5@THC`tuEX!vwb3VC{$Oc6$JS_4Kt- zMny3Ogc=NO;%{P83&A#0zIaloaHfn7g{4h*@i$_LO|R{KdsjJg?hroa z_ui=CU_~ttffLvKh2B_+W@tKXstmE57);x%$h`!KA?t>w`|Z^ilBdLKh&$Vo5j-p)q_O?a z&#y2Y4DS1`ApDkh!Q}wQ6BAy_RjaEelVzMNtp0(FfD?JWn}_}7_%dJk6F;hvaF`zZ zT0hjD*)_m;D{ni8rEQ5^ZR0P$<{|>w_+Ud`x(XvE>(Zv+F^E_@8-LWrx{(~oV;Y=l zzC5DF2D23E;d}c8t$+HWH{Oid?_htYPySyTW{ zI3uHHR8{H4sa>^dJgyJLX7yBN8zO?9k2xBEpj{9mHw!Y-JXeS-$-d;I*|NS?c zRN*X=ex@z2Gt8|V4$>I=)^Ul?damfzCRte$eWzXSWpeVSbCHBTkv2|#mM?D1N47j! zID_E^(f%f3;liEc1ylO_?WJYL5lgo@o{+T|N3Pnb2MRgH2&nCn3n#s}9 z&89)S7xmw$YR3{1ts3C4iOmP|QtIMVhsmWQ>Fkkq6 zkN+KJGc7EDMsz9o5(_0_aITTjq)E@W(f~c2UB9KlOih_w_ zB<8NCQ?%rP8Mb043ClUQ&S$@aY2Ifq4a=;SZWomLS_7=|=~cgxyXP)ZqI{IlKbsqA zTC@@u_F$3M$bNLoYpBKBU0gnhX?gb8z3p)msp7J@VYI%{H4yZwSPWB&=13fZ-y_+Z zT(Y~?_A|7iL%7Z#ux)5&Q>Zie8*d-JWog{se2iWXVICMwgFQ6r>8YkX%yl#7k~#QC?Ai^BZSz zHJqq~jCFXQDvWa0OrJKh!AiXfZqb#&%BG0$o&f$GtdSLU%*GU>YKr!tHb4-z zd(x9qJ=E&k*uW-=AkWL+mP%!qzd}2lt|Mw$*Bm@BD3KZ-EYL9QpgI)B8P$fQiD<01 zUm_+gZH%Ho_RerY)?*Xtt*qnteuPdzc0wl5VU+W0QhhR9rPWxvbXP{y4s| zP0#Py`B8EczdWDUL%F957Y7@QBX|2s(|I^Xjqp$Q*e=oO$^9iXl0u-u>aUBkIi{u< zmEO9LRn+Kqku4yxMQ-`FIN<%U!;h#VIg ztaN?7=e#;iS!PFQ+B!s>4|4j;(IX_yKPa69(N7&}WVUFcP~JiLJBG^D&!FUylY^fpL;mW9TlX{c*z%ZLB{%i z=@Gq1f6-B6!Zkh(3u@XdsZOPB1G_-VdaUb4Y%bNW;Y(n@^$70a1tm z%UUZ`fG7th)xj5>A&-<1w+nxxbed2FH+>LHYaI4BAR4f%C7vLYV!OD9LWN4AtT4(i zeSLiju_%m!I@#iX11ja9QXB#NTQod|7yIR|A%l;A0`lE(Y_^FVKjqTMpW#x7>EV!2 zwQR_#@i&*tX_0iV9g}MRIe~H2zhhe?s^yBTUzFkm?$J$m(gmTV#9BCcapn3oY(A5H zBVph;Mog;VDB_(u=;$vE{l}vqYmg|(03jm2OXyG8>~W=A7)Lln4CfT5B3<}>M<9%g zhlu=N(BMB=-64lafMvlrul9U*71O=4E4;RVW0t|Mum23tC(rl&zxN<_{y2gB=!UP3 z{JchYV4l7#n}wCUIEFQ0bM~;uDZFHp0Q>13&>0Is>m&vVaP`0hfNCwYkHyy!X6#FI26eH14^xb$WbU8h{`5} zht@^x6g$efeZ*$0Bm^j`2*d{)4p`Ia7nBJZ889@eM>c7Pp1?2)dCjf|v{j@d1V9t8 z?wm~_yxAjK!KXw-s?#rk3KFWws0^-9Ok%k{z!5H!@qghXp6`n+hd++ogEW3sVZU-= zjbr<7tcrBhjW=ETes`tm>{*tzTNn|of!b3;rUf)OhyeP^4aO-K7AQ`zG03sytAAdC zPjwR_K+c_6F+aUt^i?7f+yde;lhInr#HRFcoH%2J&u$~)UbWd#LB$bt-@QG-$#}qg zl`C$-7B&s}bQMH{U$w@G3PJ415c&ge%cQSM6*(H(uV3Sw)TuK!F$yb>W%%xVe9cV;^e!h+u*n(Zg~hP5Ltxn;98ds3U;zSeh4n@5gkYI zW+OxYI0PqypR~52xHNK1J!z+o;kuhuubCDM!nJsJz;oPGMcAttOyYL`01Q=5kPa@@ z{}gi-G5eCM8}^O922`~rF~Vv4LL&2uLCD=i03;}xF;<=<#pNy|gE{0qvoGaqE7r;@ z6h*1p(Bafl3xLLW=fBs^k5(7wyW6}Eajb%T;EH?0C;y=00YF6+96Nfls_N?Uk_1a< zu0#^a2V9y&bpbd;Xkc|fWxo-B0l-|l06J;2$7M-{?trb#Di*(YK#LK#Bx*g`DthcGe;!l;!-gYK} z7z^iJR;qd$`5Jys1O-?MnB7u`yLCaarJYf+t@29@!(pCmRf|C-fw+<;6iH*BonIu( z4%4%Kr9eRtvm+*rpl;39UhHL(8?c?>*AcI9TRQL3E(?%o2TmK;wur8tihCN_j2csV z9YJ&fcC(2}GDDY3+rd^U-u5OtRk2~EES2Y5UxlJOdzN)b72N|y;~>;EmRlPj>fAW| zx`NRQ#?E5$ELWjMF^uW8w&S;KMK|g#z>G4}CIHNbLI+++azCVODwW}f>a}SrCcBtBz@<-40J{P&{N+kJ)4SvdD2$w2(6qDh zf7-AlV?$k)XeHeJxCgw-AA+&4R)+&8;y%_P-}Nsp{8PL6!=yW(^ZjFvz+d&QeR;$M zzv*aFTKWkbx@|Y~uE)x3(Nk2sO2_CZvwXBgjKHt$ERLdSIe_NxPrx`8=6!!k|3(~N zajUY7E8)ghRAI0fXE88HVBYOVVcE?X5zb;wk+=fa^r`g0Frf@E#3*AVTS_5tBhFLw z*v0%|fR4zT0y zSGK1&FN*~nIlAcHdGdFPT`%RbJI5QB?qkz{hbRa)_En&#O6`-@;qS2oEC}`+Q_z>H zs-FzpC)Z?h$>~7rkg0o_f$5P6Bpbkp;0gCfo}-+#368Pgfl5Y3=@nyW`mvH_3 z()kK0C1DshNS=VQv^osngWdYJtiwy{K)M?COI%4Zc&LMMx=VVwHFKyRiER4altmH? zfw5DP%X%-z-6RhdR4jt5E)H`ae;j_YfU2V2i?K3YF{Q*mK zOe&s64rEJm&uc&#QMto8oD=9$Q>v;tCwX)MXRC@5F1^Y{Q*93o0ZR8W%0AjlgxiBT zz9kq)1nh0T#x>9r?2l;KA#3Y$9u?0rKugG9nqgEn>OZQGLLqUWnaNqVYzV^CL339q zQdkcd+gsdKxFA=q%qUT+2*Wzg2hA?)^#cEIAF>3uVgG!ok^TQzv}N ze(O+8E1L zs~R`Zqdfe1t39@x>zA+SQ?cv2rTF9l@v3-$@af=7BwP8B{Kq@n<`u2tFi`HYCu&a$)mbI4)@=IC;6JKkV z;_{z=J(3~;K80ANUUrdzBB(?%E~B&Ck!y1Fl(s8U-Tfh?|MiYX7c5>3rc(kDCY*tN zT)pMop{+r?c-C;!*FCEH&@8>>FbrM2Q2-^x0iNksEfeunxn$<~Ddifv<&$%0@%bpz zfi154?1g*}ZaaZP46nBSyqwj+MmRr{i^n6h-2AOa_fpVc{-U<$uT!4|=b8~`P=obg z(>Fy`q>;;`Zy%&Q8l$?)JZZy6y&Qk3EB?S+Zol8H@0pg+ssMMP(^A#Fg^x*!@^s-W zDg&{;mp1_gjMZR^jCardSn2sPOPk>9$Eh9X&whk-p70EY#nXU77hL+5bjXm9%do|2 z6nE6@W-B);cwWjS)^UUS4f@qjfqC{Xp7JV?@UslphrT(O4p2FajO&BbU-aIR%#Eys z)ddMD_J_;;Kdxuzo=9$!<+uox5eJl;q3cV;OlyC^Zhi~-U?A--&RNG_jC7sQ5D_S{WCO;-{<{$ z9scY2yK<$Zd}#k;%+L~BN9RWAx~i`J`R&)^-vIahaSU zKE8G;pZBw>dR7?IT}%7wdVO)4N7o+PbbQH=;k?*xBHPg9>vFz4l0Y?PT6>~iW4l!q zU1P0luY5)?gSc^|6?1K)9cF}+?NhmZY4rMZtZt2XcOr#abdRxox$(d2{)j3h1#>YixYkS+D!0V%W8ubKPUR*phfk-K!CYx3TctV!vH>bhB9L zA{tOX_t}!EcYI&cr;T2Km-V82ZmhmJ)N)S?Ud`r8Vb@nWo2CY;^&}td>ZU+h-SMziB%6n|c{ru;;}p@5EY;o5lbruvz| zckfTFxX@xLjP`P3rL+kP(#_garLQ~I)b32Do8fY1fPLerDzfIe+I6u!;#GruxXkmi zt_9Yw!me)h@kf>dKJ2Vx#q`bHSlNm99#K~i6ia__u0L+*s<0KYym~vQDo;0Kfvn3a z-0bi}9i6@pNrji&_e0Ojc+(tXuIH!TxnICWD8xwzxnQH2d4)w7wi~8|xq#_&Zq<|p z&0bgcarXoOBxQ6Zp{`|o03g=-Tsslj3*5S7s3dUTNc^5#!<)+SHO)x5c-{N=Nb1_W zNM=6%*RLT+r2VW}@>L!`Qy-LhZFm0R5yj4&I$@YM@SjqTKMq=dIbX?9c0#kqR{ETvx-XQ^z!{ih6$mIcJQ+2hK5fLdV@%SsJbX)} zY3;`jc}KP~Xfg49U3;4%?+xr|6f_cmgaqDGM{m}Tg59{njZF~lj7!mjPjjU3Whnwz z;m#-wALy%-jd{mV12OguG(K=oN*8A7MATvU^@^&%Oil5IA@@&ZTGwzV~9hAIIfDp_xuF9EOLH7_mslIiOqunzd^!1#o-VbX03m#eucTBf%*;+C*=n zkIF&M9K$$Aws=SL@@v?|JSt-h(1n z-qA2@;Hc1iCpQ0t`9u;h*Ng1PbO#ey%sHR$Tn)VY7T#)f*Z-4Ttc5W1><^rTavd&g zGv?kxZ)H9o$3z{laqX%v8yp@yuHV2Z;BSEnO}k z$H2oVJ9)&I(kpbG*8BW%84PXxu%OH|4@)ywjj<}Dyel-uBpo=QD&MCd(8duGScy`& z$-yCoPq5aI9{N-6TsX{=?$L@!v4MGQ6Hti@5WUdw!_3uSDsufU7z5uUDH-s9`+2cl zr#Wo+lIBT{lw1MiL;#%-7PvX83h>Kx?<{732gmeSCQlgC6PG}{)`e6~5-FhFi+use zaSm7$wbwG1oRWUWBH_#;K4k90`v(+QBN@qZ*=s$&lTBpV)!#ZKxOOo>^RnqqRg>0I zdeenp5lDW+Jc=7;3v6xMQ}L*7d{RyL6*2W~9Bq6Dk%9Yci-*O_SEl#whqb&lZk_?w zj7Bm+rNWD)js*$TJxY(LX0;>XTf>?ep@*4A!`HF>xFLkgCYM5;lI3_>GVUXgdZuY8EitP8 zmLt&lfFcQ&{8KnJQ% zaP0!3`wRd9R7AtE{kLisu}%SK>y~vdHiZ@N;v%S#v>ZM-RBp6*mI>;Ij1`WedKA-J zg%YPMHf{=S%yE$r@Hiox{eEqJXzkqkpo^-3z%^QxSH$qHAU|93L7FA-z#nlH!rca$ zRP|I?>2D2=0WBG)R^EhY3iN7*qkPiUFA9t+1TrVrVxp!{@0Y{(bE8ctbTrj^{sz_s?1pXdrx)P*Qdi5C& zQh@v&6ulqmg%P_6V$nha`vBu4lw+9ys2dTq+RUlRY8>zfz>a&8MpKY%UUa?^F#KoC z5upN_a1oIvO$y&}tB!1WPm9F+^7)6-*dsE}A|8qSazjjTIl?tM8*R#QwRu^BkBb&e zGR@xrYLtvOan<sK_VSk|@r%0XV=j^hq@0uYSc(Z8A>Ofg!*(@IEoS;u5e_dWxsb zCyhE51?=VLo6PNDt`F-@Q`b_(SN`|Pu|t+qPedha_O$TRBY^IcU1 z!baNiKp&AJ;tY69_^BpzRH+?UI%huGZ9qbvs~~EaDbBP0QSi!V4J(K<_qCoX|IV4E zNS(>1FUCG6R|in@t#P@nt|ZhNjgxI(^u$(Yo{%!hP^o`yNR}<0tZmV-FA;I*fU(R_ zWGAd(XkqCFP#>eC-ouE@H!=r-d22Oi@7eS6-40clq?x}(dBwo>wN!MF5DN&ZOXW}_ z$Tf^~2Su_pqZ+&IL4(|onADxlj#3xG+=w=4p!ChCt|i_mO)5pgCz&I(vp#)#L>xhR2cH z!Z0i7vm|!CaI}CgS^9xN-JAvaA)wA}=wq_?@weO=Ty;-R0-+F;boi^C_WHyPn22}j zvjS*kHMzAlCEIQkeie=^Kl0{gK14HeRAoPkm#QIKzc)eK(nR4y8n8-mlQHAIK85@e zoPmr^fc`?@LrM#Wa(D-CWOWI|L*mX%Jec|^v@N^zqM%z;mJs+0hM`Qijrc77ZL1 zp6Z2_`!~VQbfI0(VEKJ$LAQY3uJEB2}RBJU+mVSL!8* zRJAzP2FDU>CNd4tL^K`qmxfh+Rd1(lVx~04ZWAkTEmatXxIE{CL5twU4J|iOy4IFP z<1zyHcq?`>*1Qi+p&K(B){~2JiazD*b%j|_d;_!Wmv6QjL|+p%mnBS+AUv`1Y8>X2 zg-2wQL4AR1mR51#Na!7vgymmxB-x%ng_<=!44%KjT~X-1xj#VA^S{|Yy*?>FcV?PP za!;>A6;{J;#F05VMwU?X{Z#WX+rf4p$CA%Hw58ur+14T*U=|wr&{^>oSU_#yH84yl zXtYr0ly;ZE_JAH$p-Ulnx{R`XH7l&;(%HFoO{ID#Zy?^b!jK%X@J`x4Di5%RBmlWl zjqgr!UKPmi-wyy=2yE9*6=0onbTKoEtoK3w{gxT=_pKn@goO`&(gC^s_66iak@ojg zO$o~7AZ)L`%%nyW{}hRNY{UM)*ZS2i_X@#{UG6sNs^GNK(&oz%=JMS(L^EbexD%?| z9*gcm3h7EzjEr;MF+Pt+UJLEy-)>M^aXP?oSbxHl zfwKeyd&CoPFx0&4iVAib&G*VK3<>r15QY~6-Mv0+aF}xz#_PEguHkFU!Cixn){)1d zNX}-+sT=;KvbG6#+Jbh}?tJk&1U1v_9fp$}NYI-VX3&0vdopZzD$K9m$5ASar|*1q zrK3*w&Pz)Z;3*1ftD@DfOf3W7Igzc9Br>>w#NA1D% zp$TVvok$dFYs+I}k#hsTQdfr|0?Ia9^7q%rdmlLylZroQUM=IGkt&UGki-AR`;H#L zcP1AE`Os`*Jzn-_>+l&X+9$oq!%BFL;_wExK212(`GV>-Nvq}50l+JfpRqoNr2z@s zkkl|lN{PHPyeSP%&&3yh<={QByJ6Cuh5!;`vJkfU5P$A(!E7Wki^{4?d276bQk5Q# zJFQ=Z{e0D$pVkT-D_2r@pV}2Y6rf0U(9WAMD$Yv{1S;>wp%X5)60IoilTi{77EAV1 zZaRzyFbtv$4~-N&+W-ab>P*L%xfY7NFNg=fAiK{-%Rnu62BLyLeUGS={KZwWI<}sT z2868<*v$1t>@l~iNKrE6QyrjEYS>;36rxk_E$f0#S|sbtk|aT?72WZi7Qy)Kv6`@VUD#plsA z(MV5S?)PaQvDDG>Ww|ctD7wXZ(WF=Ea*y&ll7Ip%~QL*?xf1RPEXe%P@iX6{H?*#{i9BVZ+1(+t*YB~(JXmp`_e?Y z>%3Ktz3)BGM=&=HeVU6l%Cpn*r!(Qa^wlz_%=D9M|B=!!V)tfZYFSjTv#<5$uUl4! zCuuZld!O8({EJ`OuKrY2p?13e^n;mlao4J(-a+Vjb@_>V-#}u^`@e6MWg@+4NbANI z+4_lQmsidf&!;QPjFbRX8RxWVT;um8SIzOPD++;L%+mGzv^Vw}(as}TKVCO-h z?4K^nMD}a_dw*r1b5|v`);0QEuzFuY=x%8%b)WZ$*{oFO>!RXq+anu>zl)y4r`?s? z2b1FH=pTlU&Hk?sLG)vazV|BeKhc`0*GLAl*0^B)b&IX8tan9@&HxPK%$ZE~+(F6# zO72XB1cHfdLHVIw?jy%VB+{EMT5gw_Ree5B7pRC=PQT~je)&i77!qjCoLSYVG8nQB zE$jm$q-E_~PhZ4f34wJ-v9Uj?Q;STQ9VUv9TqKqawOMSEliO~`R_=*D+MOoa>c>o$ zT5X6f3A;!Bk2-R)asIs0EALLEztxY&3(JyOEVVPb$tuysnYSCM1cFS|3sbDgA`0HU zNylAJJEYf@wVlUQl9#TeyW>a9oZHbyhZEx%cC`3t+?n;&C%Vh5<2`$Z#QG(+Ku1!Q z-g4}JH5xOt(2i{wC%J6daGZK8Z*W?b4e_g})?J)VWHY*TJDx=!$S8ASvdn{`B|As$ zj=|THlhs|vs%zOIae}9a70_o&ipB*gFjMJl)zQbj-}y8lI7_GLG@-mR#%4F0cStSW z=&P=*e4rBOLo`4GGAQbjVe+6ujtIu= zQ#FAt%KX-+vFaLqq@^~8>5ee`4LW!H)R)Gf=(@yefC%MA<^vBIA{fdA=>G4CxmZs``Egk ztErwa-TTg@NIl+l(98dJ{sj+ll^ZAu|JwTi;Ae<)@O?{YxV2R_l*Q9b_2Co<$9qY22lKNuLB%=kX0B3kdg} zAjih!$U7F@xd}mE_5qux?jL<(5Wdz*L7j{_lp;B#9YF`$fw(rxL{T zsw@!bz1jYL+y8dW&mM2rIADSPmevB~L?79<=q1ZLj*=nJuDya4C02{nSzt}kV=Pf! z2@Jt%)B(vNxGAcr@*<{HG{-8>vJ>4{?@KqnDdC$vB;owXoNKNnJIbeGx!Z{sBnB{I z)QARDpcT@OXD5&XLBD%9fD;J{+JHETa9tE8K5qbmMw-SZAcz0kK8R?R2gGwN*9u5&}|AkX|%CE393~)gD6+OOuBk zCWcXcA`41eS84b_o`1do>71~?{et1CaQ6#iy!oj(5BYOTHY~6|X$PxGA0Q2^yL&2B zCFJa6;mnyL3NA^Me`E&&?%k<+uBk?=QI)N(4kQtzb>8@|kPpcPc((=lacx*iW28*^ zKrd>mVT=hH4pIukuyB%(MiV2!LP3DX$OtNbVptCL5NwSt>X111z=`3rZL1Zv36*60 z2bvON2otdoLKn};^o~H#XxV6>JrU-_p6K$VQ3j92Acfv(6~o_|i1wLfhs~r!YMRZN zj{4z>c6E80svOhaYo+|{SVR@cs%MA_z4#;_NWfOtUZhOAclM8r!QC6T`Yi71qeyx} z@ubR({jkYSPmjb84Nh(_imd1Y0ef=WP7m*JQX7#Qa=Os?lE10C96JztI$%stJcIEkS(ASAlRvtDhahA{;P&bu(R^md4e+m34964cRi|KGJPQR z_~GkukM)L6=BRnW-_<;N!em$HvIk@dp{wLnGa%ggp31`V)*ue%d8TA{qx-QL5GAf` z^RbROUE*-UJT*}8gzYgMYoTfvphYmRN(1fX(n*NqN!{iwK(W}@$I`Ss<-SBbeiL!9 zDVBqIWT-G1PU>?>GookD!GxwX+x2_=Lh=?g0d72cYz3F=w86tr;Dia_5=ff-rk-2# z90jKSHP_HunUX;&+b5WMT1+B`!;lk25_5s*?>z4(I-_^KSs2|=vu?BGtkR-OE#bVf zwO}#QDxU6Y2a-nMTH{={rDC{QS|6-ZHCzRhv!+LooNodp7^B*b+zqZ3$?wsVMR zD*8dqu^DXAH&!@0jKSE8(CNyHsOpqN5XFFeAQ8??DOX5}N29)FAZ!|>QXCh}#z9k6 z)3+)b$whx8hp~W!!6loJS+<~O%^W+~9L_LY<5HnXN8-`Y><#?N0rK}omHL!H-3Qp0 zXwhpKTH0*EqScWTV@z`uM7Z-=K#0~~M#a;?_oXn{?xu?X9e1iiafu}QH<|Q?<8~gs zeNhFT1tW-Xg2be{pW)=tO{~j5F^(~#rhgWZ`=?JavdC>6IwXEFlH!hWLZzGl z58~?2%$X(I0_llSkEV1JW6>r-2PBbd5`&8q3WAzwJ&DfsO2?0-39XJRiA=B_iY4iD zT&H)iGD(``#{Uk@11s!Pf9eL?F5VZ-AZnWlddIa)a>ZBj3ckqZb{ylCV>e-{VoS^?WH;*MM>%|&VjY*-GcxR|xxFH8ul(3#W!;zXcDT@?eQZ#dX z%2LqtTW0RXR(J}`Gz!_T^C3HDZZ6;6l#eR&+BCR&5%Jq?E|BIF^6Vw0z-DnM9_3Jf}q-L6GJEx4AF z%FoyGdb!w6gG~taWYB6PEo9K)Z zw|^g?{pq3c zAN02tFv`E9ft<^UAHfHYZK3OjW=KPQaq^EvwRYU|!M{~L?x9?6Z5rbJe zB1#>YKkw}?7vRhvH`X2>w0KV!l){C3!6H*Vqq$9wxx=Bo*>rQ-=Z8=jZ&r=V$iVt! zWP&qwZ=eFaf2TOCAg+O451#~3o+9ubzC!Sb`g)cDk?~PgMThxWM`|i>$F7hpdNEUc zpglYA_Xnl&O`Z`6RqMCo?RHx15MZ8HSbB_?de26q$%^E+g9u$&*>6EXsE*34wgjnE z6Sb4nkXJL5uo3s;ZKB}(9{b(;*z3G_3iR2wHfU`h5&rG)MV51hYC&PC=74wo^Ql0L zMwgK4bH}dqb)CHeh z40W*-iW^!x2kg0EXclp0rI+@m=hKbm?e9X^4-#tHsGU!>pi#~OLBeV(Dvsem%tBP7 znKKksAvcKpys*J!ekq2*TtVdaD@x?f^y>xBE`uguY=k606ftvEzKeBDi^W8fbs$HN zM${q;753tce1lYFds*&jhXeA|qyN)Ko><=np=xGd_)53X0BS1&>P+H;=4yi*?W*~q zKG5j0?*vNoye8%jfTYj%lgC06%#qOR|6|Oauoc>f9lrR58PbgWIrlyswzGG2c2Hw7 zol4v$J~ckK!DTqtX$?{DFZmPY2mFmalqiR2KRrOlp)^e1ql?eI=lc@Xk>J7&LZD8z zBBXakq+j-`bQ7^_J>dWDSw#(D4)tqm(3KphjS#$(ntCXOD6Nb&xg zBBau5jX1Vp&Z!3BGxk!niL%fPKCIhW573DZ48WG#6eQ*P0~~$r%N&C_aU7SyM*Q@mRrVl7wL#6!L!mNM!17H@#1wJ+v;e0&fsgmGck%3LKI*{ z_?7yyYS+tio#nVB1kRjU3B5NOEqt zCiq8b&4ZxbfAt?H!pC;|P0I2HNZoIdJ%)?*Re-im=yBW0AbDgQvPXWr*Jsfgs)9{nF1}!^Uv6M^?_XW&qBhk zjg?X>C)irUMKcETTM@GV@v;v?k{JkW_tp40X2ygFSz%K%`kv0B)@HHofVI25$i^-o ziReI9mkc@(M_6su5Y?H(`NTY?X7l>XEiSFVAG$FG_?5&F0$#20-=w}NkI>SZ?D6(w zf)@l&F{+(^=yA$Siyd3@HOBtfZ;n-Barb8RXmY3ld`~6!KlMAb<$8R zr;Kn4l$+ITUOMlQSg@RQS%@X$2x>wX&rWEM(|%vlWLqFIGlx>js^!w9{`Eg6Yvt(HJGJ+EJq}YLHSoPdeASqasT4f+JiEClB|Kj|mYR(XgaQW9NBGdPZwzGII zL8E{}=7K&(rb`wKD>bEj3VewaRZ-=?xJWS!^&TFey!VV#gc#Z5KtTmgP7jyl&Y9;V z%!IwBJt^YU>H;FaFwNY($B=1wF)d?7Fj*b#JDDq{335#Qid*L(t^wn(I6z{IyL?nd z^ZRu^qYAW#{>vU6LMR$$^-;7;(-*NF_kfNs*MluJGNg$g4;e}>V&M+~cGh1u6P-b* z<$@;9c~fv;zk940azz+=YE2?J74mZ$p(ZMsCM@kSix}_7f5g&Y%7?w+N4)jK&QI2X zf_#-!t?d<~l_d?`KD&Fy*KR&T{g@QhtVgt3WVGkeTX_MoDBBXgw%YvdqU$<__=IJd zwps&vXy&>T<2e=3b<{&vtR|ZMA+;PAt-(OephC!SRU`j}t=U5R$?+7HX(R<1Hm@jC zu`6=I_HcbD*F-@`fA199D=8LSoilm50NV;I9tnzb8OJS1&28R2a%8KG%73 z7W0oGxPLpIxF7$4C7MBHRy@)3z!v3kT@m{i87#5;V6Vm`OUj`3h(Cy=9(C%nbwi$# z&9%I8bsE5FYeMk*Ii|UzJ2GkQ?42T1x+Yohfu%XLXSsZ7c~MDzw+AboQmyq=;JKP5 z;_wc(ryRC1i3M`x(}dA^ROKQg6ud+3NECrqj1_TEv_;j6DJG6VO3k;#qh#K4Pwh?; zsA8}(m=+_s?p0gv<-G>Mo38kRvliB>HrQY)2A&qgG?W~(9u_bRkxfU`WYMwRoEvln+y6zU|1`0ZJ`>3inm)(l@bXB*Ll9^ z>DFTx=a4}3M~`n%qfBA}*h9djr_;<{CZ#Npb(>MkVEDNcU0;&`*{&&)Q@hC!Q&_RY zVJr)qT}Z~%hPW3MU?l|sIz(1`JxJTc1zPpZrmTo(pNdHbE_u5Y486PCLF>28O22HV3t$vr*esYj3&j?K3XT@xVIo=Pb2qH`T1*%JUbM zxp3@OIL(Y-A^~pa!oASayod%*bs-Ny01yyP+Frrl4b7~SY=)feSp+!~wPh$eM2lFv zQHAU6r{d{#s!$S!rK!@k>bYO+dD#FsjI2xf8|$Pi0zrtBPN4DJQ^ zlDu%MFfBjin=qiw>p<+Wj7G3d6B@;vu*O)sRck}5HOmuUww=G8VfjyF3h*&zW|ZxY zTUNBQgn!rpzKVtR?rfO|zOpFiYzk_Sc||chxr);JHMj07cZ_?hm6wVe9;>PCx~*L1 z^fK`uwIyi0zX9MtYA?P&$mOknIz|_wLPxW02q!-bbZCmYX)RksvD}|Xl?jWi+c}2) zmf4AH0Cq^tzyl+N^hMYx2U~-qWVAv$2<`$qQA(L+vOLWzomMop%HIJap$wS|Bv@zj z{p3cz{)?@1>dqtzvv6$NR>!uTj&0kv-LY-kwr$%+$Ih2zde+R%;0M&jsddh(+UI@t z-cvimdRkE#TIW-+nm64KBaN17D+@m1J`vVziwvR%q-_AWFKYom12I_R&(DD8QB+gx zuCQ@Fl&1^5SMTPplux^b;ItAW8qb*fd&hRsBBYy%@2oSE$(@4mbZh`!vE=&msq6RN0Hfr0$@(+HQ$pxofBLgE zxT_|OpTE$n{SV>l;teL z(O6{rga8C$Q_+yY&HxXQJM?*@<&u|V6%&zvj?$$ z@(gIMqxT-xuZFFh*jc{_94G%8bGS4Oc!$u8i zMQpX&kJjP^;JiK5!Cq*DWezc{;aP#3_=XzC@*;i}t)?5P34JzmYvvVL$a|5COfD88 zD0tLOv_xwYH}tN=1scw`u21TP_HP+p3!b7B4vw{VENa#5Yg+T@>|R=Cmv~E7Ok%$p zh{!buG#ejJpf`T?`9cMq%CbIiHTYezk$LM3wNUg8CH+dB#Ai`T2q}rS&9Gx_>9SVG ziBf3o1qz*6`pEr;^GXZsm=t>Yi$@WC#wsMq%mv;pgqGx~2MZ}_ohrnE1BHTdRV@Vp zXAQK~i3!CTRj7SdvQ|6YVpV~i+M8zK&nmXpkIK4(Sn+tB!ARpo?W734860_BUlEWN z&|{wJ&90m&rhHzBhCqdnr*PhQ{LAa~?N@v9M?$|C3kn}~gm&I9ey8&^)gHO1@KP9W z6X(qRTvnrI89!Gx;)te@)s@DL$$5uc`P~N$)~%7rFC#9ZGQE15SQ!dHjX{m2y7i50 zCvq&*)o!KFnQJEbSAl&FVemTpjj zi2m{z%&$M6ZRAUm>iT=J!LJ!5sBFuB7Qx2;FjhN4yUXiB%4yjJQTL>J8ozZTd+%6} z!GbyijFbcFjb)?i;+WTRQVU{!HPJ1kS^CtiM@XM6lOm-%(jL1T$Qp&*-x@DuIC1tD zQ^8^Wl?+ zR;(T$lwoYluE5z00i&h@W9b&)>S74Z2$mJ61D(u!ffe)-WQ-Pdoazug-+NwV5XN+V z4GYf2T`8t8ITiZSEhGXQI*+60P;XM+(eaOC#gYdPHk53*&xu5OsTT#f7=sJ2kiWOH zcIh*ubtyd$fEYg+zq)>pmYf2dM(DA=wdqWetrs+yPT~o&Zl8o!2g!BGa=%r46<^TG zKr_jHr*Z`ehpp|hsl3LNH(M4#WFHK0#JnIR|A~Hx*VT9jNbZLxbP|`(>ZQb&@IMAY zchzexM%z`H!TQo2r_Gm@wW0!=nkw}Qav>cS{nD+z47ke4Rx!-6lOLPeHYS%?0u^r8 zO---xOMDM^0;#iyu5Sg2XIB=~0s$j1jwEvHYlm-K&6^N7pl`vJaExd<2E<);e=`F> zIDczJ@kdD}r$ilFOEQ`GJitY+YEv|b-QCo@7+slJ?H6>yl7Ex@oAPCWF~6A!i^q2` z26sptP-rnH@6+4Y%tYHL$uvCxah_cO7hGOkc7QBsTKcJWzT+YAcBemwFkJ{ZM~N zLIZhe7^U6_`#~ zGndp@R0a4h%q5Mk4Y-T z<%F96-5S2o!-jvI-xlCuU#Qy1J|}8F-~2#Zj)99N@D;gY+agaG;4nS{{e#mQr+Oy& zTg;=~{#mgHGm%I<7YiF8%g3|5 zXwVLPLvSjchB$%*Nn3HNkJUK9oIg^#V8^$RQDr`F4W6u5igkP<#P65@hEGBTSqKB< zJH6Jh%R06U(h?g-4S}j`xvs8+4)yZ*YZ-&tJl=?XCR+jiBq>FP?5hiKCx?5`D7*V6 z7GJ3*Q^KbYkVrpkA3hrP#774ZgSaVqa*z0g+me%pN{>y%KT7iHFfzi)tKWO{6Lc-N z`G}4z0s=vC2$Cw3rkdU#EXAQ>thLk;)!X%Q&LhnJ0rZCNW0m-uz(x_to4OlSeWhBn zFvP?AbHsYr*-luO1(|x0xg{AOQYl~KfsD?y&K2IPMK&@n3QSWi`d~hlqd4tbqHdoZ z7hoc4{ZZu1CLxF`p9c$fM08x^%Qfs4+)ag5S38og_q2f6MtPqU}$x=j1SyC>nCU2Z| z296dIzo$-=%2IMeG4e;qZ6tWL19<%~EY+iR77sX$`(hX-&>dA-9C}QTvu5x2{wjEp z>c4yQrmBe0@{EO?i9Oi6^o^&_1Hy=1R9=fLOqJE6@Mfpq=~)xeM0`^*#$$RPLw|Jf zsef8Uky&HFS2d^+uqg2dC$eTr$3Mvgm4aNoUEI0A>Ydl2RB zfw)$!swEi?#l9gmqO5Q}Y-+G2mba~v(Q&Z?UGsmoc&74yunk%w5U7LzSbVHw_F~VpfFQA&@4|{bz@ZQ9rtqkz1VWw+2>tvw!tg9kMnvM~uE_l`| z?cAR4*}(5PHyNz>HIC$mGE=)#5qr|5?5@^+m3Gpz$eNeM?v#yKXMP}p)Gme-RJBN% zoaGkxT;lpRZ9mMz()t9x7Iv?F)o1D{w>JS~r<>y0*7}fa1Sj4V3vzl-@|>?mnnMg8 z2{nCEy)zpirqm0WFacPrh1;&dJn%OWk<6XBSnCIOi+a_f^Lm3M#mm}3IcyoDN@ zh49>;#2uG+X27u?JnmK9gzC?gLj;!l5Yq1(InNvE zbw}x79(L<1gzb6jGn@R2KtE4w;pbid&OZhqiCAYvIQ!MueN}AIXDcvYDB1Sax%;|@ zh$+62UtVanIgiSF8F|qcLqr(=We_#(shXeaRrDj{A-j_n2f+94TlKzt@%Mb*_VdDl zpU<^x`!(;o`Z~94N*?EG&BV<6{#2SdM-N#eDS!YsvDre6Td_DW9f%HcW^VW8%zL#p zPC0TzX&!nK#uF`f)_dhGNv1Z_xBY%uAD*SJrz=+%SNl+pn}tBylNZgcSGMW4*bkz~ zvJ~?z{0)nMZQJ5z!^AgS%TP8)s52D=!+G>g+>o_fO%P^DNG|jg#BI6foEV7DgkMz1 z4lyfIOTAnb4*Uvm@^Ut6n97DvGk5EWFSY-L=c&9l_$d?r$)+EQyFsh-!&q-eU)CmZ zCIFm5Of*ehj0mY3B%7D-0Rd;nP{t5jOAKZmPoA|G%VYcSinN` zc7$8xWQ<0bUxK{LcJ*TIw@t|BdMNnJu6T!>stO-lTG z{`=qCNpU8?`#n|1(_CqP8gMuy{Rt?Y((8UwdLoRcUmGi#`pZD1OEU27iE{ezhRw<9 zF2NmFbQ?5^KNMj(F1ZlxIIneXkS~kJn`>L+jeY|im=YHaSB3s7tr|t%J$I&Qs}{mO z^ff0?B&`hWSRlqb8!cd$1|fK@#`6aQ5K`f}4Z$%GjcFtfv5H+Cy%ZH`;H-ppxg&S~ z{HGw@k7`!t%Dd2t826py?s?Z;tVqt68aZ=nDO^Apq-c%ZCvUiCcy#{e5|}8e-p4Ol z3~{}HVsl_GtE15Rn!YFUfXw9qF#{g?C`ffrKe~#KS52;tR1jRuMSqAZ=*!K^*`+2y zsB#7|9rp9J@2f2TG)E7mHTOUN(N^@k19?VqtT9h-t+MgPcE_c8un!tTFCmZ>=vdE} zc5CS#?4+j6%aPlbwu-u9wj1K=?EJn$(%jlzg#KRL!+JW!COUWv^NyLzdk*lLurbGb zD_K{K`w-Bouo(U*_G>yk^->R;!ApHJt5fxHirga+`@5Luy55ncQv}e@SPv}uz63@Y zKeL|zzgYdlfiF`zoaw};=prXi1hq|p)cB(2-Bf&q1kE*11>TE0W2)G_L};CL~6XL*L zU#!otVhE{9wB3O4O3RkU`WGqbX<-?cjhP?dW3T^7jiVT%L;7oPcGPK_$~ z7~1vqy#}BWP&YK1g}o$S*`?}5?!EEjW6gSWNm;@pZn}hl#kXUXW6|6;)rIidF>Ug) z^bUt`^|jh~lJvsz^pqCH=+4$w91(L&EFt)y0&BJjCU0I?g|#+NUGdZhv)Dz;RqDTq zrlGOUzc*wO6$qwe$a2y<@KUS3^wQa~&!$lNPkf^s6Z}(bhFJx_<-G~A^Sh(v6TmTS zQq|4BJB^;mZ#NU5_FF6rIxYz~J=sAehG*U^e8wUa=!5SPBk~CqnxRDHVQHdf=0-pi z)%2p>(=rhu!T&@%kXQu&P~#p5U<&u75+`1?6tJYZ*&?tlEwhXqHn9T^oeZ`5&Q|FgE#OPa_M(inN+JD64?I3!|x5gf+D{v}?A}*$X zgZ}FK^^r}4=QT`zZ7bu2p9;X>>EgrUNy^W2Y9Wzduy&w~17}_)%9Z3dC;UyjCQ)49 zRz0;Y=%DW%69N_bY$S5riP_W8iYNOY5UU<@!pnxPQb-{T)=h$)8V;9}uoeUO%t?fc zopvF!KP!9CkZbGJbq+%HD7JTi7Y(qwc*F0Hd-&%Z;%G>V*55AJv^z|n+Wa`!-kh?+ zbW`C=WVwV=N%3cUmq^62K@;4HN?^BdA*q>msQSynX3T$r>zbd~OyjZm{PX>bdJ1?u z<=3*dIj6gY^U9?d2-LkSZNw>NsM>zdb$i;n%6ub?`|Olyl`FLA{mVUSxx&Cjx5gXx zw!LsU`+jO2d806u#eVJ>!jUDQxYmRrK)J18)XohfyrY|X!00%YoYQt%k7B*b`A0p@HXIoLTr?8ls^}rZeB7{;QyB-+A4$mP3$C&F)b^G2--RGfg4=LyeQg2iDy{1-vvt|Z6g5i( zdv-=%Qn3lqj$6G?jp#qiXU*%<4gvS2*A8PoCANyy`hCA*$Y`5Ay*voMm9fJGr8j7EC^JFL{UsKwoG$7|{g8-vM%#qD2|`%}qY+6i zK+xL}l{XI;hHax*Sds0w*>xoaFJug(r9J(#pW(3-I&BUIMJ2pZMe(o?Ed8+<-2*&r zmFVQ$?MBnCzgX)EcMLuup)l++6Hw(-0iXg+d7-jzko+>D8&fXRb@>Sg^BZa}k+{C4 z_k}U~T^RA;$cC7n-5^O}r$SeYB`BV~AYlg^%1YN`Sp&fN_$ThO$wT5>d6>O-)%68& z(9w^Z=lu^xb=*QdmJ{9#Lar!SzAfP=B!@)>CP8+gTkeIi8*Z{;*Q!{Nj`8}|`M^oj z@xANMF=vY35%Vz?zc?j{y235hLel)og2fyYV9Mhy?VJ(t5N&$3z@J+NRaR7?#gp^5 z6cBDHBw|p%&l0p2b$l=TblyZC%$F4CqNep>-*}8R0{@T9h2xqeWNi?wOKd#tgx!+> zAzAnCs|dlzS(h|G5ondMk6s5m*cQS-kD+4`FiJ!?n5(&DNj^|afnw;)^< z%Oen2ZDXHi+?vHwms!c!c8D(UauFcJBvFUOXlk}1aUI3)f-Kfe-u621^6%&ywd^>6 zshu-8+WK<0(YX(oeQ=3VO3>=Gh?~U5cqVah07jnhVt)y|40&|Lh{)i+W({VR9u%K8 zM=?j(%7nbZ8m8o|+*+ym&)Z6@b%@8e;+j~1G%SzGT(@pAQi(AN88=%JkGq(MYO^~M z(j_O4s@vi(dh|UH{sy{}Gd=xRqiW0zeM?-zo&2Hos8A}22-AgL=5i1Qt_51dXQTpM zDm)8Ic`^65MB^MDPZbV#cmJuow)`O}Opzt%JkZX5lRrc(4c6ZN^#VH@YLL;`KYRA| z@Zzrz+~ib~ifnKz3|YW?BsHyFq=9uz}*En#;4yS>w? zdWN};czg9X{$nqEmS>z)POut-*y@OH1Y)(K57O5rvC3?Yo3Xn2LndqasK!VGfs9-< zEyf{9IOMK&c!635sz6}LH~h>4g5w4A&*AF* z1EIY28RR^T^XI+K;pSH9ua|3F@u@{E4AY>g64%3qj+8DaYds~>wSPA{GtLs$1ZV>e z(Lm3=l?QLZ%CHiMz{Du(V87ZuN5waNB``f`J|C_G5n8v0so_^B^$L=VES%&BT;u(A zt$?S}ZLS;6qI-!7`cwx<%Eg4eR-F`~XE{e5eoO}E&Y zA|}7e`HN3u+b%6)M;Hgp{f%#>*??XcUU1Oe?OQI$v=^DTs`m0P{q751U7`|Wq5AJ^DTLB z9uQr(Br@v=f%APD5&Pm?m`BrlD_U&;&{lS=zEt~ zbEZW4!V9AKkn19=cGKDJ)d^7uLt35NVZ7C z)!QaiWAU5cF3Tq1gWXYKu!ZF5vt?mXsc#4X={Q!sY^6cX;AiVkUDR3w$Np#3t{#48 z&pjyh82n0aP~9Bv$nk{)^O8)_L88nga~>{Fl!eXSnT=1O;z4G6dAyOw$NX1atvd)p z56qnk^xSQy=HA;*oYg&y7%u|egNdd`wfBL8!CLkN%gSeSBbnyWI2(OmtG2eYnk&-9 zr1*~c8u{FtjQUSM%IOv#B%8D(7O5i^fHGtzEx~ddqUgC@toXTIAwg8nWlaK?-W2HH zmc9^CccSN@}-wl3az+PEHNgw`ois1=D)g^)1!Lg;wmrR>e26F6_nTStGW7`i>>YL5N;FJk;HcyE z6%=htXy~PTaaPh043wYov@l(qCsMZ^-2WGQb5ZCo*(J>ajjx1(lTwLMsuz%ToG~Qj zjx!^LKQqY%$7OT3#|q@47xRS2hSYKrPR=$hR4|Xa4h*{7b1ekLVnbL2yU4Z>smo1d z3;e%$l(@rs%30dATf+{&prE@5tIg83IDt7hPge+ikJ#+EDt{2;yRdive#Rg2{+8*5 zEtx*kR()v87sUCE2)TlErK0)} z7;~L9>L(z?=>tfT?+sqZ%XU>;tky=<`#$>qrw36;nJDUCU_H?0|I>%W#K`zx8R53d zTXv{SNWQn~a5VQ}uOOBAS+Z3ylei$y5B){P@{MXet)}vc;>aj{1Go3&(LE(}C=8l& z(-~2-T-fvk6tFze6CQ2Vot-s6IsZD5W*R%YzG(SXFwZE5s^s+rcKv?bz)59Oj{v}S zu9liHq6PMuUw-2zm*{-gc#VxFt2?jIz8q!u(nRT z(9=jdPxluku7ErvjKj~Q+=Sr2BOuu{RduoyErvNq(#YyAQjBmVAgxVP)t&nX%a6Lb z0@tgEut*D3ck>In$qU3y+>=Exn)#EdWc({a!xT-n#7$^vV{TxeyP0=Gw~$h5|Jyt` zj$prKRDC0Gv2|57mDP1cqqoaMk?o&=TNEJ6NFI;e1c~Atk~sooIYgzdp#nsx*^fhS z=w=|%{KK=tX$KvSe?{DguXtHcy#N~OH3^#*q$C;yuZJ{!Ny>R2w_(0O|y$%R?m7~PnbM7 z*;tQ}GDH`{$O|Gg{wa;ysLVkq~})DO$mFav}=`K3NOd}PK~M7 z|B8a#w`FrGVWmiE`OGx#IF@7AQu`LZ`wZcKl3=KmVG~!stWwwaNvv27(j5O1cF8+@ zli7<=vc@odW?QOdcXB0m5d%%kXt?-Gqm;2$!5YEpg#fd=S~sj@-rJ63o^E2%!7UeuJdDeXwk zCe7eZjdfB7{w;?l`2qAmoy|qWI$9Z$4>M-64x&gg{e1MQVF?*Appt$}=sArgs|HMS zPK-#TPx_+AYMej&w^V?zxq7hDtZSyAafvh;T)!mb5$mN~#)Y8C;#9F#GRsQ;G^KKD z?M3XG04nxqZ*4AG`0g48mc;LSJ z$EF?StY0#v6H-Q5$4^KVdDm&&{JQR<;fEV&KY4Ic-E(pr!#`PxZ0($d_%$2n&^ma0 zS%>DN#Q#d7D92>LZaS>=a|rCukKHBnk{PPk;`4>Tw7wZtD^y{FAg2obu|9O4)yXU`+ zdIhan^SsV-<71zDb?gZb>3fNmKu01f7K_ad38$4^B)NkRlsb-~`;~hUxrQjtiE=Dk zQ5_&i(2g?0vEHLyEcS%QGR3yi@$4yKvZ-Y>GW5_TMff&O7P z!vS_t8J{HzFD8(7(auhCCwsf$Cz);$BeVGCdG}%$>K<~WLGyE1rqL5vRJ}I90E84Z zSy+7#jmwQ^oMg2i&FowWdz84?RA3D?G^pf(J3-xhOwL!ZPYRX<6(~ywj8WOIUSMk6 zFynCyP10-ldj_0sNgpt>BW3m+nZwAX;}Mf~dpkWf&sD}+C&c~SwVY3a5M>IUVHy2v4rQOtSg;XFigp@VXlZ=^s0fTzlbi?$Zfn%g!jqbO zEU|UrPMu8()J0cA7u%i+vS4u;QYna3kpMW+P$9`O9f&-x>5H(KqIwlb#n>UJSx;+$li&F9<-3jjlVknbjZFs%ZcaXoQvBhJxs{!Q(7WABvFxLGL<yWwbkkH+6)F_*gq65p zfQlP8(%ZxamQ+WeS7Gim&`uH6jpRZ<3@}ik*Uc5Px|P4tL^8Kfyz0S1W;fMND1dnY z(#z?LNV!k3sPX7Css|c;tSkMxiojYBR)V@}hdLD5 z-N=N2*cS}Yqx@#E?0e!;FJG!*ZS1SfY!?mcPM=BF9FMbgfh`%wlzRwHBgx?qHu!j& z+TV7^@}}=k3yvaaGNMUPz!Q88c8dvLIcVoR8IzLB zj_YxR5}2)rV?MGSMu6xKgUqkYRwCcQ37M=wz>MOrSkEfg8U$2mP%xog?U&et#L_f= z`VT%)uST=39Ov{4!Rvr1L%4Rc(W`SN(zS(lGyfjz{Z;W@T)D=i(flt9cel|0;4%_Zx%z~qnsI~5YAE?~7v%2SxcX&}0{}|t)pVsDb$5x>wGi=mpJ$WWt z*tlDceo_N*0SlYLy3mTO`BowuoWDg&R8*OZDdMJ4E>TF@iKNq{iKw~ZiNwdMcUkO4 z(<&uS-G)p1%T&X^ayRJ-UV3&ZLR3e5bF1IItq&sM!HtSHq}LaNv?2#r%Yh~05RBuU zKGk$!UtDA_l1}C1@}iGUhLO22xtI*6?#~l`bwA~DA=-SsXI`7jj0BWKUBVw8OF|~S z$}HM?ddD$@X;UCQf3y?Lt~PCqZ5a%^wDY>W8reqBhF7Us^@hHzhkCs5RdmhUNQs`& zf{DX07CaC_hpfZiE8zjt#ku#Noc~NiL(_EUBeB~PDNO!~OBTtk6_)b(1EOy;>Hjz6 zI51Y3(<8q~K>~w^+kx}I(I4Q4-n%V<90(rZ!!IP5RYdCmx9PpMhch$p7XZ|I`^&B* zx;HfTDGe!26>$xBB+)>x&fR_LB_O!|t4x6I^%<9ZM9ZIi*x9L# z#Z8`L8LSx&_2AP-G*?9QOQ(CQxLZ2CMd-tu_Zs#r9>X^t1LDE~VFdrTcFWgRI^^y3 zDkQL;yPTaGq6=S#tduNbnG8KEx~TVRB)FJl*Nz*enXg*oYME8X0czU(aiwad5L;sa zN5S|?@7@wZD2D6N5w%V^kwYLZ*>?DaFI`V?EDa@Mwz{0x@1OOAFO0KywG-!L-IZ-v zU!Bime*Z7c;!x8!l8exZnazxH+~%7OH|&HOkq)M!K^uGU25Bswt8fXF&uGI=*^{AO z{@^8n$jQLjrayxa|+ z{jjm5!~{fJ`{TRjebNVH&G)h}TRS3NzGFY-d~hRPE;$*(&SS>EfunnfF{u9gAv7Vc zD}I1K;IrIwae~70`}7|vL-DgaS;=`+j$uUQ3{UX=jiE%%XSk6Zjso{=33eOAV!Wi8nY9n+J}W$A#@sHc7;!})j({hmKS76>;0Iz`oks=u|ns<1-Zn z{!*O`SF0D{oJjk3ZHXwtqy*7Hr>KovawLLc`9PTCnbv`ue+g;&Nl(xJk>6r`mKcXciC#xu6!D>wb zO98>HtCqvm-UqUgO#lSMDMp2<(0R`l7V}tS5C;Ff6~|&pi~x6zesg3B9InwF`0%9X zQ=BH?el(T|5#~61wYriQar`3Sl2@X@~$OBC+HzUC6}OK~Iu+fHr1$JDR6M z5jF>8`Sdo?Bqi2gf)0ZV{mZLK^3o2yn7I!SnA`SY3_N(V@zD`?ys!fl#1}EV+3I_{ zs3C)r?O9-n)eg;hAJQBz?7elDtTMg^*Q_ax*X!Bvu*+1EJcR~!t#INnI zZ~vxUb7ib>AQ2I7H8C-e1=h}1PEPWA()GS=jnT5T)jmii^zmlo&B{ejrHLgUU!_s{ z`~R#wT}?dv=H_PEvt}+%51Y$Z%^%I@ za&vr-(^2uCwo_(|SeYXxQ=<9uX7~kYelw8fm8Cv*`h2{)Q)Z8DoUiCddnR;jW}4d2 z++Lu;8L+f7c&a-`7py)j@1*gq=gZLsQYF8;I*x-4mHle5?5 z;lBG#LJlp+5_C|@I=yQD<$u6}E4V{&* z(|HL^cs_qTGpp364y53#sp-ooji~cKimPC}=$MGAU&l1Z-_kP(Lnr>D87hD#Bg5 z3Be>$26^T#xm4wBjngt%C_yW}5Ej=q`kcJ<@m04>j*UT8q{od8$u*z3wY{Y1_f(VV zqN_2DaUb)-P+j?`6_*2>o3Tfo?VK|gH}13!dIa9iR%_+zX|@W(M%ZXN{T_#nDnu~? zRk0)ZHddyTn(ZhSpP$3(WTw4S{)p^~qhVaeE4Qc;G*_E?-r$B)l1^5|7PiJ&#A&@oci?P+Z!U&~~8|J8*>EVaf(ZOhjh&@U`%>|Ieqt zPnFXynyhU<4ZpTJ8TY{+=V+WMOivIQuJvitMJ1KhHO+4vfdP?jnRTYB%JJm-T7Yz| znI@MuM@sj!`FcUl{t&b6F?qFxQRCQR$+lIfSZ2pWVs}N3l&J?tRBp+} z@IQqiG;>v~QFi@xb=z=*$Eb_83lHUnrY4q&fy)KqWNJhbj?I`gU-f5MvlG2^$`kRA zOE%DNb+KN*=UlW>vugf>jMx;eJ6yrZlC+O99!I1;)xF^#vdHV6lkjrL@L}yZ7qaV{_>ML3R=q(FBDEy_wU0^<;a=^PTkxbx|bG zjAR;;zE(ttt!vPLLEx980E~Us^tMnkK}P@a2}v2Ey{iizE}aFe1Y^l=sFur_ERt8o z=$L?A1y>JtHnwYOFOXqL-dxC>{B$~lWoAqQPO+qph^SI4b>QsjTUuk;0OZ8}P82ib zcJQNr(ecT^DgD?dW^=qswjJ*LIdfhRz3kR)&*?*|vQq4ZDFh1P0%G_S8cpBTj28^D zjUhU#V3;gD1)49v z$Il)w-Ypi`W-%_S&uZ>;xiZ!Vd$Sf*r48tG3wei(03!keJDl0fM0b&7n@B;JEAW=1@Jv$M~u#Y$$7M ztp7zWDW*Exbt+9V8PbYIA!86=9f}_;Z6%uOG{({&JpOK)LMs@11kAtfpcWtpcU@cp zhGfuI0fjmN1Oe{K#psTk2&$UBL`^KhT^fxcyoFtz)|PB4m`!T=iu@f%+BLM@>8-gX zt7qdAFe)g@#N;6P9P~!0VR;=H46vUpaW7WO^@Bg?NV zWcMKXm-*09smN2{8Gk;2akMboxmdh~iE^Lo;MGJ0Cu;h7r6S=;fL=HyC3X9T8_8?=cF~r5|*<#YH zg=FO5(pPP}owWVkg#XLOrPDE~?xLHmBDiS^w3^CLmTS@U@!jXc#Y}H#n7z@N(#)%< z6H`PkP`GJs)|}fQC{DgZRFwVBl-7nNtl6!tZ8QPd9Oq6N5bhjy?_!h>nfhTeq8rf8 zc}Hb6({E@t*=a}ojzmvL*4F|fKrw}j1G6Ex&wia&G$&OhLRwmNfDB|y+QlcVn>$-J zCk_WrzoJ7zem&U!+_{!i%F9;ABx^1YE{9&>gs|gEJ1`dvq4alqo?|NS7aUqWEALR;M$-&0Anl%JBXC*9UJS%X8g@bdxJItt+d(`1>hIw z>g>GEQ?j+j8y-`$FC8{cQBd>P`VRrHS&OkJMc&|vC7Wu$qUOx|%L)d1k6$z^>Ov~U zXh=Z)95Hdv_mmPqS@sh7G&JhN{vwc$Hg8bcdLe7QL|Irt!ZBRF4sEqvBq}CFirr#X zia^ljv6X*{ovTr|ylMg*U9k1%xI_%~f;+kT*|m~B20VH|w&q-ByTwH!+r4jTVZCW} zfX{m8t_exxHm;P^9hMV_BQ~OZ4pCzHOjq=)wZubT1)ip{2Un}lTxP~#gJXV0wNXZN zBww3;$c!qjxMe=#kR-+g#|K=oR@LDE?YDuJ3N#d_5JR?f<0$bw-KPf2!;FqxPf%>j zX2eifgBs_;A3jA_1C^LyGL<{2eDBS=4Sb492vCScFv=7c>?%*VP)Oiz)Zk1>(YE3C z;u-pJjYHDy)MOOrt5vz#Web8*Ut>^ysQhQxSMj)&il&rBbx=ai6fH;P&EF=wgYIZ> ze~$nIN*_d+5BUG$8VbQR1iGm+OCo>4-q)dVvkupQ{MkNYj61bnblF=Cp9nu7Juo=R z0g6yfpztSFdIPs#Nv#d-3FMoHy22Nv&_BXn?dc{C9=Z5?wkfZ}z6pt|1O9zH8IA$b z7_{F>B;woP4_$9~M4m3uU!rZppcJRDgyQWvNE=>9c-xd2&|ax#9LDgtg9%B(lpvJ2 z7i=Ea@5?jo?&9Z^#YN16f#R;h!(1>6m#2(65oShwBTQUK-Y%(x-u$-g1B&WB6;PLt z2gPxqDAS4l5o4M-7bBik%4^3Bkl9V58RM`%a9_0{ zvs9H2FBIrN8|+zsn(FC?oI#mZa~`z66a80JqR>c>Js?_%B;AGa;7r-k$MNsU;=jbaL!8=ap(_K!n=yM{Vuxp< z%_%*e+DSdwNucm$L{@A8C8fEUKMsofQh(_77lx%fq=1*K!V+HON&y3+@TN`fh zum}e5cZchHWNmjk)UTFPJ>s!)K3yg}9{7xcL=#c_ct{Dm1b=c79Q1(kTVd+)=Y}9j z1B+>@DRm?LD7?Te}I|)^XPf7-gC-EAM9-tzh2J_)Yfw2kxi}fE^ zrR&(@=?g86VN#V8y=|up8snj$&OhWmzW$dyrYv}B@Cz%FIXd`5n)*Pa{yL4i0{D3e zVoxd0iDO4&JsFSp;G0;M_z|&$jD`EtUEo}}5BZZYxFao`>9uia`&IbnRfyh*8V~jn zjdd8iUwFVwccEBKK`<09%i0kp5ucfYp5}^f0R|#Hh-bAKnv5ph(kqHxHA!<3v}^+- zPBD=SwaLowtEFW*d`c&$6rjVJW4$6|a3&&^VkGDgouegbh=JEw0OY_AYe9EYJ)YAG z)j*_jJ0s!xK;_z83js1?Z1f*&okNf)!L~))wr$(CZQHhO+ct08wr<xZ3w-GTE>kwy;Kjvbc0z zA=7wfcvJ_iq?t;JBPL3wktudYtL(c#5d>LV*z+zZordzL=8~s&0aiw`>azzC3Q|*6 zJs2@@`zRbrUtf4+Dh}#~)}L3U(Q5;}dIu!V$7|e5q2ayXMa@ejwb1|AdOSg;)sF*u zr_aTf`1Ln%s06P=d7gs~j&b4t7N?=+Gm9hd^48pHYxk?2{dn1tqUw`Sho60Rac4{4 z;o(@G_srr>dPe^G<1Z@tabD1Wh2DhE7C!7$7vO8}n_C^n5g!=htBXT8tlo9n#`n3> zBjgst0WWgZ6~gw3Tylw37Uy@5xcKRJ=LN5QUq_+)16ORs4?C)t{%;Y%MiIxE2>8wG zOYxlzPwgczMz@?L{w3$Ym#MV_e)>f!vlrc7*N$IuZHIi6-~?ZeT^Q_4M0)=a1ONS^ z9zIrll|X#_E9!`^!dLp!+|h7a2yQGLY28H2>-OZ}O6gO_jG5$^eN1pJS_wSe7dO@{ zvz0WO^(x;m_EL#hkP;(cN(y~UBB9|`O3U-Y=$b^zYmQT`j@<>eMKhMX$*?SFHyn=M z^>j~$?vi^vaNDmIA?cbe#4@!J_9=ve*D8$+zPb9!{t4@`N++&Tcj^)>jTt5dCNq^O zA})youGcuPs+043djGh$}vc9{?N4((ry8TCyyOPs+sEc3y`-4m;2?K6M~i?U}`pTa{~-ol>D4 z^m#;~e0dhze=VoGoTcX-@U=WO| zg28a($z`MvHDhKK(`8?4MD~;2ZISXB-(U}foy%vg#>%(!Bp)T|uH`q)mr5;-m&*ge z*6wzT|6qXO--pz}ws<#q%b7&(du?StWXWs~gm!~pNvAj(d97J$M?QFw5Y{ikd<>Q9 z&YOI#r~iUqviZp?^^@{2ST({{{DYl}Q%;ri;X#W4Pf?G$SH`Du96h@^4S#xh(DPr0 zwx;%h|HBYVMo-Ux{T1%gabX=*nTc}R0xb*qzTBCVw$Da7zI308P@f1Y4` zZf#M;etikFE~N87orGdW3SmaQhAM05YV<|-_6NJR!+c=B9=2vv7Hpl>a#BvHfm|&R zhNo$=)I?yl#>{(;)P!of(s9EDk!j!};rCqhQ_>pt`Y&aechT;8-U7pV?4ftwQgQ2% z7DpG5z@`SzJ;-fQFH(KerN@m=dZID& z&CLnKDHxtejp`5gyKGvwWq)=3>MiSj1i**l1)ww>M4HTd%1FWswCsfgr}z*7CY}{| zL_oI)n9N8xG?j^wbmO*LvON;5&77wBto&Z?AraZh-wvfp0axsHi+pHk(CP^iOy_t0 z=<P6oj)jo<^E z{lfq(V6seV5t+eFsuBRLzp+w8Hl60=RuqV^@>SL;U7Ul#rm=RDFB{jTa3VkqR|9lu8{t| z$8E&B^v=Hhj$pa7R~*rsAj_%AbQtIq9yRE-k>ZZnJhGRR9{4Y^POtL3^O^vM`Yy-5 zEfb#xnAh^BjeqPee&pq1 ztv8fH{mu~Rqah7l}^&`Tin=J zMW>OzqF~tyv8C1#os2IgZog4)McOxsFMhkx5!iqha|zb)sU2NY8NjlGN|k#S98IJT zKJ)mT_%1~mWC+WjYjY1Ux<3z{I*2*9Wg8uC>YYuVVU9;`O>n!c7G6A>Nkt2hmB<_rNE1nN!mV>cah2V3d6_>hc;vjmqjOjmiCW&>3?j;7Volu}3O zK)|P#Bt2Hku>hr7@chHQ24e>LL>+)r{2lJ!Y<90kkDsDsrN*Is6^2PW%wSe!<*?(X z6qP*WFY)qqjj^Eiv+b}R1d)vO-4=b6Snq`++<5r_WNnDqDk#AKCw(g@vool187$A1Pff6&`3Xf;Gj;_KeB@FXp zHsC)pZ+5qNHR+k}i&?5u&ow^n-lh*OiE(}nz5hMG6}J`DmLGTU%qz;whwboDqx40N zGX2lN3w~6u4|C)GSri70@ddF?Mx^A9d~@rS|Q5i(GTC zWs>oiaDv$rf8!bGD+x(JJvBW)=dojbnK8ZqTjqs4aBF`ef0S*Yj6l^h(zx)b9?GOf zw>4stG46%;LaUD(t;tBS-S~I1f+SpKGAx7T)i#W`pqo^rWSZsCvarG`?SQEjOEPKR zTgZL~@7SV@R{X+s!)G^n=#cqQIZAsUQc_=CxW6(A;vk2no_D6*XtQi*!1UzLYr^HK z=Ww>&{RRi)-!ZkI#(_}Ii^QGXb64@0Kh5jI-PT7Vye+O7vCL# zEOKmkMOX|6m9~=aYB#U9KNPmYRinpyNNGBY$Np)Uy?w}9p(!;930hoD-KV&TYSJD4 z`sk&rwh|o)*-8FZMlV}Dx3={)HxsdnlRmw&nf@tCl$)g<`=Nu2dRl?QmX7%;z_pJM ztVdTO-}rj<9bVR?COB*Frh?>w?l@PCHBa|b4*V10p(O^wVC~yUGi!S8II|nN1lP5z zRGh8M%hdRr$J21R<2J_$4okeT&uqYxVS>ITRU1@r)KRS^(ok*d`+G->^38Wm@=f}j$2uif zMlub4)|5~^;XG@1IZNz*K1*qagB#_tFP6uB+}wy%QZrQ4C)LUQKOPq!-;ZYNejGmN z?fttx9zVj}iC#tJcm8%r2hXKA*SyN9b5i$Y48_Z5lCR zS1og%=g+IFk%|i3_-;y)JJsb!dwltb*rfAIeh5cxDtgf*>B|&<*M(P@OQiCzDyg*J zEhwo@NZDUSO2{0mhBmZRDvypR6u0eWan>rh4$CH@kXf!mLQTC~*u#IJ8DdNAVbs+Bf{)KAM*^nO{D z!v+lrAF*e8BX<>k8Kh+v6BpK%y1HXev2&=f8FWy|TR#$14_t{ODrjDiP&-TfQK@pi ze#CUM-y8+W!X8Xk7WamG|NUmykF1!z?^7AX!EyrCs@G8*g=w z<`Y7lh^dj$J-pY$ZqcAS&{a|D{3QbdgOnFQA7z}Z@gPu z7^9!4e@l4K8d)PxMxM7~Oyycb^h5T)xTWp%(JnQqfj!z-m+zm*I|A;94-evu2XW+y z&wssQ_S&S2!3F_*{<(Sigb_#kli6;7ck>l(pKYYSjq^mN3n}L%b*GEYFfv2wT{>8= z?9kMFuqE%A49!$>JsEtvd0G{JwL7fcW?!7%jl7-arU`pj7t_C%{GmUeX+7)Lo6dcD zSzj1N-`-sO8m66RoxpkWa3b!4x}=`ZRxEV%z=Lg6nTl{2qRlpOS2-| zsB95%BFK0PG>1{FS0Xx9jX0}0oz^-6hS>EYr?Q;tp>~?t@ty^gf%jLw_)oDekEY>P zVylyl&O3**P5(uvqoA8FPGLY1R@mW)DAa(yO79Y^DTyqqM#LJ#gNIeHG2-Oi%=`;Af>LbaI z0iUdh=2d23fjxaslopQ0o`hvdoj4QC$;4A$kC2?(&!G^OBSME8Sb)_*2;#PKk&dMq z%GQ6FXcA+-$S}<$;^#LbqmrihNggbMGzm0R-$AIaaMt`>77(feG2_vc2lAjh)H!$p zmPFcBRF~OGAeEJW+iz!Vi=_4YQIh<2b0KNw=hojAx@2&Bad_RLq@9iNPVqdxc5(l?-_dPe4AVhCQ)&CvCn$6!kabOfQEQJbS)f+Lcs z)|0%<9mOB6#%Vff0lt@ch6pnVi82~V9ctsnMA<}2B@A2{0X`t`G&;BN*9eAi@{|_^ zLq~@}613VXLMjZ}MjU0~KS8d1XDI>>c#rfZ_$Tx;B4vYYuK1~bMoRCysO7{P4hxdR z(F+9e3i=8RyinGbOtEQ3k#lM-*qFdtzA#bSOM~o$Yj5iSgMPys@AeQvOoB`o`5!Jo0rzeV!rtpU3|Pd=DWONur;-572)8;34#YXGgt2W!G-QOkO) z2Ca8{>B!KpG10d6r>8g5;@bkEFi~Z<2Hbq62O0JBDWmJq<3OK1WQ;se02vj%cfgmXanSXX5T zDd)gfe~=8F(b$>-@S;$84%iwTE>sxSEhVo33nv5YI!wQmt4UP%mMwvYt2oLypC2?z ze%zK5Mye*{g@cdGTlGdP>`Q7!+k0N(7DGDG8{p%6z*{>> za2wsX90Bi1-@V-X z!>v4#8dId|8l+)S%?358+oJX`s17k)$*0e+9kljwB3v&h8XoalN(ha6mMVM3MCo0r zA?j@-%4&UPr=7T8znTRk8d1`!e`jF{QH~O?VUV1wb)#)j{)VIXAbAlw^m zcM--!yn_L5!X{u$Da;Jpm;5UBBya0#l=5LeDO>pLFH^2h5{Sc+8$xP+F!Z~3uA^6h z^?kSryeUla_ag^f$8^3)MN!2n0$I2sq`j1Pf8R z6~^G})`<#z@8gN^EM&$$bIcqV&J2T)ywO>eHd={}w+xM$D8?N{r!Z3&`9;t6Y6xT9 z-sJ+M|Fp6a2@@IWKE01*)%aHrFxtV-W2!2zrUmF>ebv;A0zv^lk^|=|VB8&nQwhKV z)47%I1Imh;g0VyHsfvragj%Q*CX|e7%ujBsJvteP-e_fw9&P#mjoA>9vY0Qyx#qJ@ z&r;&~D6si;M%}>M(q}3Is6t7J7W5f{`wr27>=pWUhn}RA&OA27>x~bdYP&f9yKfyEpc^h*V9^wGS?}dzDfBARbj03*DHQk|s~C2)3N?JY{rt1I-o!iFWDY#- zcQ)onzWlvYrbPM85+4A@if!NeP;tEC$*XVVFz+r#JG;7^NSWYlY3FxN8D zWP}UX1jIKmwRUzMR919C;($7o7N>ZF9cZdxbB5;z%D+c7+NP13jL=cPFIQjtd|g@K zj8BGS*@|)QDA|_1ET4!aSt!dbJSPaIkZq)krF{zMh7tCfR!M6DM@^lMY3012_x21J z(-@lRI~BjTkX9qcKvmyH5$Re0DeDb@+M@zMYL zoT^^)=D(U@w+es=Dx|K6L%PTtj{f+MZcccOD(X;*?t+*i1Ebr(SLLhpYzH|VV~al; z27L+v{_Lo=9IySnwZ>W0BU}sZ>aekdIdFx$+fs;^m#1u#qQll7tReD6|8q`tXQ<^F zb*s1v_0B5Wc=QT%psi+&%*X+5bRh#vF;~s*@+yb}230`qAuq1wJIbg@*TX$&p1t8& zo#W0;k;C)Z?&Y62BiV$NkK#F^Dc}Gds{4c%$~D(Ma@qzTJr+AtPNl*_Xio`QNS;(^ zm3m}hT3z{y>6y;}oZG*M_&x+?N{M+*BV=kPaeU&lcwRTrbt&^rHbMHhg$Z)iKUjnY zJrzj?QQCvpP<9465Mr_;>eC8+U{OaHV>vtz`RNqXiJ{ElUW(IBlHy&AOnhdzwwN>B z8Nd}GTq)fEQkC0I`DN3xC%dwVheV%uxhrO0SisPoU9SA*L#bUg;<46NH z0Z~Jwa6}uV5aaGe_iNKxk?u=C<$P$n3yCW8gc_tvqV-#Z%r+)N&%V`7#AH@z4Kneo zv2?Yst*kMBx>^lT-9d(VLbrx`@FRHQf@oX>28of^F*`H8Z`2JztC{}&l?6kOE`cB_ zOQdZJ{q@u%J55HBJDp?3;Szh{Pzrwz*YNR0`N&vkf-zV6bXN>R^y*^A4?JUE3|sbI zVyz;@q1G=z_II2v)CNhW0Z621a^l>DtB$ck5 zB5V1kqk2NP`*pC2A7e2?wSfV1YUpsRW7CskY`KBi--N`_eB(;5UbkZ;Wf(<*uIv}@ zWxv+R9n3=H{V?i`?D{#kJWM~i`nYlt`0l+!avtvuN-F655M1qH|5JW(#{$FmFXKB7 zsZ#_sADeP&nS31%H@@(;5Qz(P#9zDc8k4c@N|^dc=kgfV&`mYMO;- z{=&KQExWep`+elwFmpe2$(1?(epV##o!!Rqau;73o~>@(hUmF;xdJ;vx2+?~qfy2v z#0tH6S!w*UzOYVyHp-aVIO*E0THVJG;cV<7+*S>dxl`r(vRDlVyBrFW;R%3590k|6 zKS%crS-}VwhHoLXH(G9zNZjV=;)>6~pt`!tdmR_x@Ard3F&ln5)MJCT$4$2@FVgKS zN}l!i-C=O{G`f3R4hbd>=->9MslZhNz7`I?@r^|`sGg5lOP?#7P|?<8ndoS}7~&GH z&i7fRqPDKiV?w4h^2U@x7U1K;buELPLg!P<`iNucdjDt`zP36{-~AW=f5%*|=7TwJ z_y7R?#{VnkV);+ZrF-dw-Inz2p9fS`S(79uA(>)A?r35^o^<_6BG;Xml=BHVPDlfA{0=n&fzW$+jJYC<<^AT|OYFvC)MpNEfpUjc-&|W?+o}ZseYE++3n)QVB?RE5$SH{@o z^MGC|*Su_jO3UI>=EBhpWqm^06+0kv}c&}1Se7Aqu-+KjsrE|m5?Q0HMohR&XW-}sQWzYRYUVf`FH#vwM zD(i()@6RdPn2KkW7OF`0j6({i;nPsorc>|maHcujmR&ixH(;aXx5WByAFW|(&~r~R zgIn%JRa2Uyp-c!670FK@`o#wlEaXup_BcrZrE3WeWoPq+@w_P4(oxS`*;rCWem>*# zEE~^HID;ka0L2e=@Q^VR+aitG)4y@i>#s9MqAU3qF3y!hheMF^?p(JQQGk_3Wqv>c zS@$V?^!hp3S0l4x=`1(BGF}WyYTC|zBK9-!Qr{QpMQXpfj8xSunU&U23$dkw2r=$9 zRgzy;s)cb1?ZQ%p%xD-$sn#E>#69w~t|LvjE&}4*strt_g68Vn05Pn13j-H!r9~9v z6w!mvNg?&enLSY(xMkR{^IffE#4x#Os46ll>HAKmsPEbbDoIbMfmSz?ilB^w5({W9 zElrcyTB}I~%d}f%)0V1~s^YN>4b*~x<MQ^zQM?OYr7XNA$2F-5l@7JknmoYgblpToXTwaHx|WZ${De;C9zi#7%d^nQRjAVl=o6^K-$DX1 z(>O>X4rri-+)7O>gfy2(@pAFYF^{7WhS4;fNZ^Z5P_}eH(l**Ck|fvx?T;bh`=&~e z?xsvy*~vFO21Yj!x0Xp{sETnZ?2-7G6PiK`0vs;xnoY@mdL$L+)j^K##Cit|h^E=3 zsNZ>|Ro_IO&ZnRQ%_4t`psXS5OiRNr1}l`bzo#FPL$73)h!EXe1sa#}c#-UiH8oC0 zs)0};K*H^|#6&{>Nis1HLbW+0p6h7xl!vd(9m$}cfNL@%CAW2py*rA3 zRPBXZnZ<%v6rOhXPunUs$&5MlpYG$PS%71>>dEMuUj8YX*0I_fQ)U{AK@)XxZl;A! zh}zv_?*RtIG>-U})?vw|rF0QdBgVZLRWD_N>RhD@DIr26Bl6Q=5N_vLS*T&wI;NEc zUx6t6s$!HUgO_aRdRQ9Pu_aiV16PIO<$5d_{8R_h{Ek`haZx&Eti>*2+=!Tnirqct zO?3qJK9D%6gawT&9kER%UZRWOnO0D&oe)Qc2pVZFW9n4D7IJIUO$G-+E6b$M;VNX6 z4e<}J)z~Cnzyb|Ou(&vt;IZ3MqQL7S@|l*lENsQ%T0PiQ4nL5$g@_jN=>58$#c!_=2i06O#ZN)h0&RwS$5nnFhCUXrWo-{tW5T zbv6Wt_4Ap<^KSI!r@Pid-rWE5oBwDT%@G%Infyq2t{sONB62qV?2zGrRZZ&gCf4&{ zv^`MJerf`96I%$VhYu`CuflVBikwxDJ3cp)Gv2NhAU2aZnd}kKn)ek0-A>n+PV_|G zzh8};^)l>;ks6L7t1&ZG~oKO1>h`%31|b|QZ-qtA+C+Q z-0TMXrvsT_d zks=hGj?MUbh=O)VFJ@Ii9+nKXT2})(;-It)Jwikx-S|aHs~Pk5Kp~b&X$I^<#rj$} zC${Zya>Se=aD@CK`xMrW8{g3=3m#Zx)G4W6LsBbIm!Wz6dqI6{DYElzPRD308MI*p z$7w{hY!+7I9H57wokKAM%Q~p+MV4QAv4F3aMRd}E4^g}{Ushr~)?QTmiViI-!0jAb z!5cy*)0L7V&e*i+&xqNrZ(+w;gGEoxxTG}PR3E5p7XMjQiIy{MSB_CKxH;IuaF945 z0CqENiTE05XCNE3DxDgf@!l9VHcJgi;-*7mv+elt-BlhFQJ^>Ru*Q{RlviN(1S2ry zu+Ko;D{H8M!L5^G1oe*gsP4fFY(pbT%j%sHvI*l}%EOg`M1S1fa#3||G3=%BNLzCm zi|h$mdB4Grtz1lX5~sNt+?Z1`Ks1|8nSngLgt#cujS`cc=kjJ#Y<&_@RnQn{rO`_; zZo|Eu;{$8Y*%)cKaL>!pA}3@t5*sE4Qow>h{PLgWhfgzJjbn@!!Izv*y~bL4yGIsQ z;}%iZcX$(l(AnEM`FRyK3u~T)VVM?>yPc|3=~#diyxT>9C4SCInjiK6A+K`q#t7pu z^uG3pHQHi&TTu$t2A*%gtf>pm;27)#S`eg>t>D+No+4R{-6Iod(tiRzLNgF5`vBc& z#Xr@t<81?7WQbMeCVCNFk~98%FHc1Jq^vY5Vk-Zz*`ZJU`QoYi!@LjI!<-yOZKM3EFw1+i$Slf=$3cf_!X- zI{ka#=(67g!T_?!ncK%E$p74BnnUw$=>H*aEx9DgD+p)!0V;m1QC~yQHG2C5>Ih{If-(f0yxn^d_P8`3|~WR7|X;dVmmZ zguBg+v@Ul~kA1r1$IQ6Q1vU14wbq_uyR@&`HiwStJy2VpZ| zT~zfa6Z`X?p^6qpk9~a5sxt~t75Ly$%;z&B&hwjG;C=GGz?&pCMV~P5URdA`I#qet z=aI&yD!tnGy!R2(iPJk+A~O?+C@!s-65^glJ+dq`-4reyZwE{0+9BLOF4!{CQdUv1 zn}V=se*YpV<9!SKSBo)7&dJnqtiBGOfG+V#lg%oIfgV<)d@6@S5~*+x5RO@C7uC2saF9$N(*8BV&T%7 zc+lsv5PB7cEG&VI8Fxw(NMkIU+?ivgHWn3PG?vCuP+VeoJ`*~DJFbL+Jtg|J7Vafb zHms!&!k27;IEP+giHd@bc)@=3iSLzX_s5)HP(v~%K?T_Hk<c>M93;(VIUcqe@Q za8)cJ%=y5U)E3C?E1a7jjh5UYv@f%7Aj_(x84J!XD-(yPUB7*`%5*`%gIM#@ew~G0 z=jy}5ueIf};3vgLHvW09^Eh068anyJEC0}Kkgn&rve#D+o|hRlf#dv>E^1bZo5qiD zL)3Pg~mcYyJ;6kI?PP zDDtsCm0QF}_-D&1<@Kq&`)aNIB`(hS_4mvs2PGb%%O%~TYT}R9QJ3`A`z!v1?&r$@ z!-a*~riB#k#i2M~->7=c*&7A(k6~pE(bdKQDrj zBA$q$IeL@No%&N&4=W`>zp3#hrRMfuaU|+4JC8jKuSO64xjuv0{vv%cwOX=d>-{rY zT1~k%Qb*6`W_$w381sc+4<;L3MZpgsueFI~-?DUxWhwdSzM~@Pe8fQmkzHPrbfQ%6 z16(fdS>0T$Jz#lFBWtI_#l(e5R-6YDvUghwZ1oM$t)5WgixvE~Y16x&esezTBw=uj z8wfJ8sxdQjug@f?_PsUL(JQkHxg;p8X#$ecX?~=57}`{4ji!@$;+w#Z{h*{(ZTj4V z^GpWvz$>uH6erBtn-{S3Rwvu~i8jYZSz4E@(r`^s4&%*j7gQeAv;4IbFw|U|WErW? zeh}w;{{;sj8!@QNmILVoeE0<_Rsu)S{*%*_iDVOL?@9CpsW%zR_(b7Wl0?pc9ugLd zrw*d1Yb4caqa`tv2XS^>XasRZQgw6hkTlbSpoUMOT$E@|p?%I|Ks9}6Xo#1V2o^7~ za&39RG1Iu|{1t~ZL=ozlG>#^NE2{Y`Ct89MqKBq>dT4Cr z)x+&y?joEzvm8~da>$MmcaZ|lo~jyq&!qJ=(-kWpAwqPxHuJc@zfho6-ttinu%t2|%mMqAbPB$@f5sbQNm7Wf^%|S*6o7p!}t`Ft|7t z=O&zihxAs6dMsKwcazCL0!k8;Vv836bah)qdUkgl@kD@QK|i5awI_&)$xSp>RzLwl zTQCxWg^o}#iljWYe=@D~yst1{uKEd31+qZL7{WiS6A2?>_0wvFqG0y9jBVe!HNH?$ zL9)Mx70awC2~`At=uHa~#ogEQd689HH8mO_lx(GHgigXaf&_Dm=u5ONpIHEVnakij z?%J-b>qcni4%s({+2tb-7ayPM?{B{lSz19w1>2(U%suN+a|*FW7KO5IBqBcl(NeA5 zv!SXd#9jf%>Um2oME6)W_$Y^;Z#~**u3uF~PCD^lx#$zzx0HZp+p+92`3S($FzAu$ zV*^WnQG{z$&H-|dw!bNP)YVgMiWjg8iPqdYGS4)HfAU=jvTQAE`?5+U6+e!8vyjR5 zyHf&kGnk~!hMPIPa*v}WZ=wtCyQZBt=L~P0a0_4lnl(S%N2LHFwxZ$MejKYQWhK8} zHAQZW#)a%An7E#FQA7SnmOll&LFb)w$Wbv8(10s96(Lwtr}`J8Z&PoHV?8b zyR1)3T)dFG$LHo6mp^S!)wHo-f4B7H*(4$@v<$}?6iaDOB~cjaE}NldJxlC%Kb+tq zQG&YT&`o(oyTg;>C&40w*ycA}={k}xXtrQ9*(80=39#(ZM$u7q8YhE>e{fX*B@91# zsnQa7=uULzDBN7>sWfjnJf_A?^}Q#dgbW_1UiYBjq<@uF;Y6nQ5l~O7s%R zM1Z{n*c7g(x!J^ehd4Dt_MFv5ki1I^J0B(c>)B~Tr5kW$!Pjl$V6-;Jzqdc6|Jglm zW15(B<>G~3bP4Hj|rP`*?}upy@-{Xvm<_AG|UF@3q?OhSBM6Mg0!oAOplhA6Cu9LFag{x>!$dUH_d z73mSSV#jfl;{aY{KO)ic2Vz_jte{(Uj&@YT(T3z&tlPjNBn(8tsn-#4IU;^o_y{mW zXbsVBAPjPD0B;sN-UA!R0o!SltT8o-Z@QlHv{o!02fLYD*D{TJ$J_Y+sh?saF*?hI z?~}^iT1h#us^S??Xk^rFkFtD0iJ#T?6wfMH2sy-(uE?QZ;_|UfZ=LG4(6F-H& zJv+OEB3*(7wYE#`cdFU*NM$cI6frA-^_Gn9w_aVRLvBY99>&d^04x4Nm-vYRuI`hw za*g$uo%U_tG(kFIdg-x?UPcS5Y)e+YZw_^;#62g@9P)x0Agb_Oj%YMSt$%*(-F>?r z6f_ZND*#&fUw(S1U5}(#@xgHMM@w1LbqksQ(z(s;v1srDYCs-7?M#-|A~!O*$(JLR zT(UB{k()kS=aZ7ANIOabI||&L2m&%rwhWg5_Tqg%XNQrV@K&T<~$gM zVD+e72RE;v1Cj5|JB99-7Lk=({oUV#r>w{sK)9dOkgM>hO?434pXe-5AJtDU5 z>zSl68nV}@D!Zn7IJRGih@!|gOEIhN1MBWQLCgj&fUoBz7#dLO_qEJhc!wMR)VRxI zHfbwqP@Hf*i_!MA?1p!NHK;;@arJa>61_RuP-&~kS*}pVx_svKNw7)$Yx0^8RDEj2 zsf=^(HZy%MAMJ6)w~+$I;t*@#x7`S#J~)&v#T#}ta0$|DQC zRmuztn|3Plov|YiLBWYWl&oO@h1x?$q@w+{_Cg>^)+z{C#7bz!0(GIbWKO5XQ_MZP zgb$qFoc+?$N(ib6m*UiA51Fpry4V{fvlT};P=|%ljr?O83+Ii_u9eV|h7|3%_&JF= z@R0iY3UA2NaPd{aSC?j5_s`#l^dy_+r0iRK=Ecs)S4Hv*vrz`AOj6h7>CL;haTXj3 zqcfx?IFD7Oubl`L64o)vf$0KFY!lONeDMJrXR*#}rF~`De`yf+@mSZFNlxU4>8}BS zA8LqvB{^}CFg8hHJ(Xw#RWp*#8j)xb=zvh5tYBQ|L179L>2@4bsff1ZYBpx$g^)#xHEuG2gHsXazVj+BS}rIrjU8C zf4<9vx@z$qQ^Jek;DR||j>WvMUs(vzYj8ppWPik+1IDR(g93n2Ep_if<4=}Q!O2ik z;6cd7!rRPMv$|>VXPp+T=%yJ1<~TtYh(x4vSY+tO`7R2;sMEx=h=>`o;Q?DXWM?{f8n)ZT8VSxs{3+ntv#c}+5(*q z4Bf~|Z^ni14w*ui`_Gs{Cjm7}3J7IVoV4^K;l=+LG#|%qTkXMKCcZ~C#*nFM5^O+_V8>f1^oj+V0MAXeB6d`0b++z#k4kygf*BF<#GL+b3eaM|@+4aEwG%MUxz3GdlNdkJ!;} zGtHIWTVEW}+$%-}UPfO=efrpWZiWrGR|Kux!(u?^NWnT#Smzu!7oo}40n63*RCu%# z@vru-5ggrhn;JJ1SWnwd5D{||f$Q$&lX&J}3gxYN^YZ(TTrD=*KOB^F@*5P!Lps&q zjo4_+aF&*4c(!dwp9uAfQ9|Xb_;T^-6x)L(Qq3eQePW1}BGW(TGc@b=OiqlPeyRMl zE9DRxGha11dIu18Ju}$7iFs1?T)Yp(A+H2{-r7sp8`!qn{#R%rz=?+GviBpmWQFSL zxpqO;@K3$p$2F^`HoSC{Xu6#-z`aEfA1AHu?6RlIifTBTWIezqBqpm@Eelol1HOC` z8=Jg32BPDjky4G=&DSn*OkTC)&`)s6%*Y#79T-b9jK^$Xh?M?V>MmSM9QQ+@mv6CQ zF;l022CzlVY0QsgtfUJ&2jChSSSbGOM&bQC{mEcGBng+z6FUTe0^Y&w0s>9$I?0NM zIFacbaSF~AFfNS7FdJ59^n`8Mb?@RY#z*>2%|$G-1k=}Kfd=qfkcn@xwi+#Yc*$oq zJkz1I(;+#?iE5Em(mv}rAG>{j&`M5|##qfI`erv5%ZvF?%O1h$BnK)GR+NxBI`B5& zZRq)cIo%TFrZcLIIwyDDojmO4tEj;$Y5|pc79|GlvIz4O3A-7 z#2$H0xnMf#!OGv&A!K}KL2AICsPZ}De0fnMi@@kNMtbi883>9|?6psViq=s|i<{Z* z_WMk7u|;FbdWBUr=nz1tHxV{kp7YHM86mIyhdG%U{$|VT%$~%z zcCpDWWVG;oY`m)?eNd{VnT`IO%zUQ!{Zu*FZLA{rS!8^?Dh*19tlA>(5nJvt)G4>Jx-Ee)X#>=Bf69m19^XyT-3cs6^z&2%6<-6|Keyx?jZzDXfxjVC>j-J z{xZPho_9^!aaDKW^uelSo}Fz+a4r|jpG*7<&^;^*&;6&x(|g)Da=22-*bklz{DZ$r z`+F0Wc1`i>5AJdYl%h^p0e^=Rl9tu7;h@L-OI=ooNPiH4JMYMCd#fr#$0X{w=6Ax4Qd12cd#U4}f?N;Z-I1(z zO=LU{scGH*_+H2}SMN&2h3TV@-Gf#^G6PK-$>KqVESo6PCS(?2@94wH3p*0>?MG|p z%uxE_;5QQBxsGRtA?j3X=Zq6p_n2mM%D5~ra8Cc#9)!Q;=dCXyug}*c;&(`yUVBbR z`ES;AzCRi|+PhuXTEOfNo}}v1h4eZsNOQsHXLg6=7tT|%=natm&=so5T@64?Qt!`63PNGo`0xx@1O z+{&c3EukI+0zY}$nL3huN468^9x(SpqwK`4_H&02sGcJA#d%rJYON00=)0DGP1VzS zf`$~J=|L2!--g>O%b-S*G_}s6Ji}<3h~>q!E&VMqyF`kcN9mtehnWyo)O_eMrIqYX zESbUs*s_>(V48iWGu?{vKy(hDt#s-`9w^+z2z|Y8OCBi0=-c_nU%tzAvP@(vhwfAn zCo8D0P$KkEeTWJX?vUeKb;C(4xZ2baB`Es~dI3>!l$)nzmA|rY3n=);yyNPzzga09 z78+r>$;*dUx8v$>UhNu;nGmf@wf1S_c8Ng6cX-{qoy=j#aV<9fh37^m&mpxe{&VVJ z#CNQrRdmInh1zReRO>pWlIn)mzTOxzuhoV6^w;eR7mD9j9dX}SI_jmC!S%*D?7b^w z?_J1wF#jH`RArxUbM!}>_iKnIU3Z`agNZr;p>A?|=C~YWl2S=WzCdDwYku+DxSrbK zTJCrrE&ReE_CFwrNO8F+@MJHgSMR}V|6AZ9Wrpp_Bx$tLgqhxc&$&xRxhlhS+{1XN zR-m}5Gv1KPgmZmC+t1I8bRFg;duBk$@kn--_gt^3^wgR`AqoMmG(zN=+DGH}^@-5t z64ttoR+BXS>7u6r$dfFadl}cQ8)(q8O{Hyj>* z-owmD2O(0~VR{>#>G}_H&RbVqd4HLE&r^@-0|MLRPsE`=;D56Ma9aJs)sO%HufM7^ zQ~&?~Q3X{YdKXg<7kXn0Mh4dZumYNj_So!5em8Y{kQ93bdXmXfi!<&drt368SK}U^Rwh{JB;--ax`j=61~YT0|RBPt1!h*(fj9M2^pXb?To`0*plg~z^Z8K zj$kmmOg3v$DLt9>jkhgY9#p|dYf~iFX20@|5u?&!pxDzPCWStOfxLEJ0}XFX)Mm@` zj;@(x=kEYtV?uG{QW-~A&dp#OC~&(B)JsEz-400zK7HRE0ybkKW%lEaMneY%47j5( z+vTa#Ap(D888L?Er4Guq=y|4y-#4A^LQB2b7v=*nYUsjP_9lyjMz7Ez1Na}p?JFP3 zmV5V0-g=a7dD7A7^YTKUPv*J*i(Rg7D-Ok-(d|$8ViGcJhz}92ZsgO9;J)7E^s%;L z$2%R^y~r)mC`7pDrL-(lPS%<{xl2_4g;Kl7&+Gttn4vOyH29~IhsENq)ef4zD;RraHl zvC??mf4%(}<5C#16f~kbSXT09&!(Xl~m`-g)Q8*7m=Fi~-yow!NnaT5$ zvs@diKrMmN&&%`0=dy2K*C<~Jzi%Xh;B99s|ytM!tLB8wqasVTMaZ_Z&muKr=o zZ0%s#4*ik>an2#M)#d1-=2TjboZ<=ofioxDDPzNA`wxhQ{(!WNZFl<}LU*2xxHaTK ztNAfsn2+9I)%Fh4RILW!wJb@_RsAB}WNX_4n5bHjH}+JqahQ!Ts0b}$>l)->H9WQu zV|9frF2ukye&3k-v2ghUX{}Mo_z~Lh^=+tD2zJ(*zmg_g&-H;j}U7jS^o9)mep|;9F?Y}AmwLXq!d7+|pXI*h=TMeto0xQyI465j4y)&mN zbU69r5HEjVGf)&>OUDV5(7tpKtC}depT}6W0#&jTB|tA04-ja?L(MqwP7wUf3{ZC( zn|H17DDRwsX3S!)@f|jgd4x6Vy&PKlhhhBY^h8@iC4OCYpQKa~EhsNTXB+PKxyZ4D zo=)n!d$g(c2>BnPyR2NX-O#)opi4lmNNEi)+LIIZIY&jMQL)G)GQ!=*!_^S>rYcaw z5QHGC@?kWJ5+>n9b1Jab&&oN!={r@bWQRceTXl1uA!An0Ev_)4rHL-?x!G6uv)~@& zfsTD?xI>G8^Kk%fI)r~L?tCy%R5;3 z@+-&B75huJdSb3iDC6an``*@kkY{$71StjlMO4{WH&B`xPM2$Rg`W#VvL}$Yh8182 zA$Ni0c8BBz|2}QM3i|1q{Wii{sYa3L?sqISZK+g9*MgzM$jCIG(Fq;*yNZ#g#`iz$ zSPt`Lu$M#esEs0(3H{2-%$13I%{j2tV*F3D*4!C&MlKK-td$MTx9`>SfHq&MQ3L^V}PFf>hIVte za*rDy3}RIAi4lfeOWZh~;)TW(g>1nhlkWHaPjt0E&L)l7}Sz$OI-TpRv4A7$%Uo*!Lqkz?l8*n5U;`+bK zqq}+4Qab$rF2eIhxuwUdUKQm-h85+kI}f_6{^B19Uej`gU$gAE#PjnqX^#i~sIiV; z6%3~1wF0NfPq;r0*NqmUMN9fZF`}VNF6mS2lk4+ptnV0&dM@|xZ@ThDa#=C53#jm4 zg#zSo5JxDy(lTlQViIYZ%+dX$3b{%5$VdYRL98gF5$Fc?2T)-nvOBAkrP$nso3?+V zbx1CFCM*OY%U;Tu(?Vwpa&rGr@+rky9WXW#P!+wjaTjCs{lan8GX;oCUO6qei%~Wf z$ZXPov~bP8M$Cf3_^YA1T$goGW2Ko70FBACJ>=(fqu2rJ7^w4GWrt*r6Lozdq{V5{ z=Yh7aoF~y=VRL96NqT}{CJ%0>1+t*-q`wkIXNkqo{5nnFFQ84!rK`~NnHs%6AUvc| zJi$+Ck4WJ-mSkvhx5LwD;hL%;(nQtkFFuHEcOu0<{@}Us$FSU@M-(WAZ6?+|8NA2E zPwC(BBXn=V2deQv?27n$;4gop51krt{3v=-2D9w^OoQr(jds!5Si{B)S2z!VDK1X^ zfjW(DXL%U|Aky7ENba{#X=>Xf-f*N0r;FXS!~yNm4xKVc)+0UtjnP|xD$qtRO|U#0 zfWJoCpNZZPX_iJ2?xkKm(dnu^drNta*9{?s>zD=7!&{Zry^{ZR$>WB)i&p;5lXBPN z#3w%vawgr}Td*5MEA$|PX9u^$a+j0{GzbeR95|QdrZMC-O=eJ@+)jToct=-D|SR8nT@Yt+U{7tgw9X z>{iTJrldjAI8QBa@A8k^cIfc`!ZcN}ML+ebiGD0YYYV@sk}( zmO!wmZ5o3CQ5FZ;prlO$GBp-uEpo0wW_-+vJ@h?w^gOe8G*5q>NE}T zy9XgA4H=@l2iB#vs&=)k9}UZ0W&F3a3wl*nv}f#*Z5?yV;**w1HnA z^O)aUi-cNO3sp_g5hiw~kH_KVCg1lqAw8LQ*Aq`o`EOLxT$$u!W&fK0woJT8U;bie zq-4RRbS5tkTx8ECHuQ7otu!J;Xm^65a&k!Pz@l_8OYn4WR=DpQVVinSJ3Z`6eBaE^ z4U#_$l&$QbjUN>jtxpgBDSs8&ibV1xA|B#j%YLu%e}pr*Zv z08@bwI5-nMbh5Y(*4ZYvR1!@7eD3`m4GTsz_9|qkTh~vDCQGWKt;$;ULyk_toKB@I zqb{1B>JWNPtYwS3(!2K?^MfSlu*L|=b{(OTK-zJ~r3SSCFP7cepTsi)6)9r>ZP}s@ zk`zr=R>?vtFeRF7BRk(^DqbYT;PZ(Uj5T?-- z%hjV_9*u+zjulsA4H2}Zm68}NY$>`%Tr~0I5!pY1EnQ5HF~{EAy09k8>@2|?A1A1% zVJ(KcNUu=by=EY0~tOx?U^IUv6ZCGk&pNzJ-T1spti8m$)qovQhD;rbK zRon1JgT3>8%yR!krXG|*fYMD;PgOT4TUiJ*0UQmy#}M{VWI+iR>qBikaZN$SmijFf z<}aaB_nEg}kFPavjnTYY1s>zWT^BXuqwfK{PGx6!&hO_C_M0R8i2Ds&6J8t9PDJMC z19{mWR;Rg@0*2&x^6!^58EdQsV^ppP5%=OY9Um@M{7 zswk94qZi0SRTPK96d$R9Nf^PKX(jHGL;rnhVI$Q=D1;CQ&IXoiM%$o@s9{-v(wp%Y zR26q{?Z0+)cIaTWO=@?c^;OI$MKIv@2iLOJuOS4o8;Rqet@Hwg+l;)P9~9IlGjL=x zLV8O*40C;LhT1ppPgfva3^(zLvWNt|cyMT3zj+Zp6rg^3|E>j0tvPv8Yon{O8Y&1) z-p4RVgyk_W*F}8lsa$HdVNRYdQCi-fl+W*;qcP~o@er`3V8B?K5?p@JWWR%p1jDoP zF*RC`v}6%a0QcWJhk@fX?o2M#f7l%@^3!+M(g_P`xCBCAnL!12{Ob%`16D4sNVsc! zMlLG2*45NHCK~5*zrB2AgMPL@iwS8p%CG5U-@8}F@kfz6=zzs-hsAN=bhx_TymA%p zjgqv>s{#tGh3MTu_XS}r@zXWbJ56YFJTs_ju1qESW^EuGy{`0-NdifOhM&-p3cWqY z%#2=k0x0YaAhW`6cB|+HVN2O9&gPL(DvjC!x4~6}dV-u9%GjLv$IL>4~ z=`UH$yr!+hE9%qR+R381#qWdj9e&9!aS0^6qJUBgL7=R23jZN_f7`S|&lRjosO2eR z+{%&SinU4ZQaYYZy|lw6lYE)3TdIY;h!^;j;)FJZi4WEJ>=S=yV=d-fX5J)Z zDX^3p!IHlWCxOVg;HL_q@UP#c?-9dTk>&Aq=qV(5qSnP)so+3f) z*c~Uv+#Ut>AVrCSd+~gtPKLJ_vG&@*w=oYiE-$KWpy`HLM3l}6C=b;gxi=5c8)5XH zHzWWeV<0Wh;hYc?buBO=^4Yy3j;hqyRs@E=`@l=RTYvOXx@luXMS%AL>(>Jb@m$3b z%#A@iv_c=Zw}{NMLKyu$y=lF-%-RfoPls{Tvp|{jn^e?Cjnqd$ z9k)04017>e-LF|tmpx`3qDyNpi8x5&S+T5{$2MBn01)b}zCdscnD3~Xb`&NBKDLPx z^iXzNz0!CC25kJBDH*D)98~`fx(FF&K9(6bYAdNj1%qXuaz4Y<33b0H6^jM`YH3_9i`&>DpZu z@*u%NOt?dxsZ@DQLk8I3DRI5M1%BKa(;kew-9$SQB-#bk+;cG^@z$frYRwAXs5BnR z<%)S(H>02TSOf_6TokgPQR>}7tlsdWMu~HiH29~BK@GAUi@YgmXM(0#L+-`*YdkAh zJfTmv^Xo)`$1Dvp{m8X*QdENa@}!26Fvo3JvJ8?T&kp_*(Ca7TpYxx~6nEF`88iCW z-)BF9&+>c^7!@NjXrLQM^)2phToXere1rn_!Z%T)aYqv1)u^6; z_a+Y7X-)7{KT_~6D;0syfYJXm-?Fk?k(2`DN|g4^&tZAI+&np-CzLP)huzCNWAXFQ zKL31CD(dntp^NzyQuMLC!C1Aotx1VdmE#JT4yvc#01H2sXH)WLl`2+ss`UY~k8d=8 z-t;oDh{yt~JN|7ujxB`f>&8w{N2mx>on&Qck1~gj=^Plq5^+bS@A;yrc$njK8Q`~wcxa;$#%q{g=6iF)XYfgj;yqTE?g~F_o!|6>!Mwa#RXAP?= z@lR_B#kDJ$LrOl}RlJ3yp0Re9*(}@Duv*RsTuOk+et33#9&)fncDY_bh^Y1AuWGEY z+K)nMlzR2wj7>?0+1}lk%Mp{zd(=e&1R5>ia>wW2Y57;cfu7yr!>4+b+g))<;3SM^ z9IWq>eQXOh*XZ@7bf_oTT#Ax_nuktt|)Nw3!6yC}Le zTR;NnQ3;ZQRwZSOn5`QAS}q!`y?3$LCrJJxUE3~!=&RT%4RVi1@3IuLzTV>ke%Y(O ziD2nM-W1A7NsqfhQ&N1+Ak!y-L}!pJ9_3T%LNeE&$7*f>9;C|JrSR}tTz-z*p2i>F z-Szg6^>-up0h@alAl5&+S)Kfe1lX~U>=`kS1|p&wiCs6Fa2q%JApZn&E4-}+&|e1* zzhOnx&Kd5=hfg|3r7Hm?{X-{o9ut>gtReUX*~F!W;k;ne+8T&nXYA!GVjg;6L1aa0 zG|T(Unef?+0%8kxE8Ipn=W^=`cf{qd(ibLt%qa^wHECK+MjySa5;z%yBjeerrSb($ zcmqDGu8VR?7LcdBw9cITUyW-DiE-1X{ior*I@tyzGWq%kqo zAg6)T+p2`gry}#5{5T&f94q|;FSh+5dap0F_BcGiOO{c+ifOE8mcUv-I2=%xA|bP3 zGbg1(WeKUUWEt}RuDzS0vt1ivCnP~3f3ST%p_}+4;$9p*cDBnMw&HW7a<%r-xw^of zyU>56`O%2poI}?m9c{)Q76#ubN^FF1L$u?kUV1(69^&rp-u)(&8ts)a;M%y@cQIZ3 zlAC`)d;SK*5WD*LbG|i-tqD9pPeyIgt9Q!@PhVAC|5AVC7C`6qo}*H<7-SrO$&|9N zAA}N1wI(G}8sUj_9sJ3FLmx(jqX2=Ww$eLnio}$ktG&^(pi3!b?Y2| z;VCv~_aPkk6btONwEQR_1!lBC0~E6b&?7eGvnRGZ>ul?QjmX-hWCIYk8ZUMjmz+0y z6qmWuSzP^5f{-tr22vBKg_wX*T1J2N$yt45GQ6($qHP)O9Ad3yy5XgM8-db8+PW*D zzo_f8rq19t7QD|L|7?(Z+t(id^#iKw$TP~EzkM>Gxisz--d!vzLBBHRdLlDv4_?cH zyz4^U1s8UCwDGS0w%~GL_iq6sJ*oYfJtW>4xJyxbrBbRq2yRxD?*t8xc8e`v8(1>{ zgHT+C9r8o!BmNptGo(DSvUA+DE0VL@mdCUh51q>2)dQ*xPXltrVKZMFk)dK0nM5s`c6UVGA2b5)myP|C;Nd++G@GxW6XC@Ea8S^f@r7lKui12D;}XR2|A6D5_&-+ z@rXLAQ;%-9eBs|pLBh-V<(%)yy?_e@M3lS3R2D>VeLgmD4(Oh2d5k;oKa*TS&g$y~ z`~cf{{y#@}Lc#$7b@hC?=*ZoCYh-ado3McM3sw`aRT1Q$7?)iXX7)!P0qj_{E1Kl&P^!ORweWOz-&WfEbpd)8TH_JUoaFS_AXW|i*6`b3` zm~A;9WJsUFX|-fNERd>4DYA6o(>YSK`R&5z|8g{xOoVsF)saPK~%-eB}Na1{l>;e%%hk)gFUFAW&u)bGxOuxMy$xSEKH%7*iomK_*GR zz1{Occ=(h1@%H2WME~D1A#Zpcgc1Y*0LHII`2Wj1DKaVfeWDCpYq1giqJU@iWw=x7+*kb`@7C z8#CheEzf>=I8rWKkt0WzHDlV%f%{pXIj!5{$?`tTSVY5I)~bago>{3AdHs0tbTZtg zKys$qq~kbZw?@n=)Y#x+1gjIRdQ5SCJS3j7OX?VJ z(^BQ#fhtR;(MfZ)@pPh&!<~05_QhDb^_4exA9>5#BB4C2n#QbVlW&OZ{P~ebis zgKc9|vE|+t+;J!hUZj&r?V)=Y<#REsf>Q0^oOZ56MMcGv4SMUu(tUYC?ZiaabA#ok zma(qs!=*Obz~4~ctKD~+OsZt5Wp1T9AMgFCX(OF-*}<9h?I0%yE1obj*dHq876bRD zsjfM=u<;h1xhDBF@%OB99KI=VHa02tYA`eX_DznEU?%0Ur|B#Su+@pZT{Yl(L_BvS zlOjgB({;i*C{}Av=v%=6|fiiiZThy2q)@2br-5DAEEIsB2%RG@_#14rxW>Jo&<|p0Xw=( zW_Zgtt1Y39u1AW;?s*HB|D;9%Y#fJk+_9(5#TiAYsV)DB^utr;1swtI-dzhXfhA)N z=P4{N{uS>1y)gim02*FWw@96H#+wwmRsaRO&vA?%&H;+o_+!?qf{_SDSQoOFN5iNZ zr7Pao34|;!YM!xIa}?qpueHZ$*Rk3mFp&*8=Tn}A7XXY$JY`ZQ@2IH#V6&CVmJBa^ z6b014^y>pBnR|wjCXNs)C+!h71+{4vN~9t9myin{Pnt$1I|W6vv6q zVaPD4*CFUE4{)=v`yoM`6WP5HAh_GzmOUUqTZBiC?cq@dL5BRt0ie%AaPTXq-~u0d z!jSIP^Z^wd7%{9m@~S{B2$e=f$R!jY6U*r4;~&D4ZKW#%uA^X3@&>dh^K-nH2=yAM zr37WU%MNz5Sh$qzdZN-ra)wc#VasrZ@3BJ-0_?FAp{H~@6St?8jkMFwb3I*6;OBrv z{xQuWX%p+Lep$p5;<(%g?-^TcRylQ(cTLwu?lJ5FV+({4tLNENonow~N`*U24K%!i zV`xgM`1g+*7z>(WdIQgmUW&yUhU0}XMrp%47p-Ma3t%8JK|!0w~E zEe_FahVmv5S<~|^gNW7a6cJSt-VTPUVZv0(hK@V&-lu|BNYgE^?O6z=#`JS;&Q$s+ zu7UhT*i_;?y||C{;B=n0Qh4p_G}({G%VS$4VOPD)E$cdcC%ff5sx>(Mb_dw!&3Vh~ z?VAq$en?6)D8W&MX32VaMrcyZP!nemF-ZE0v}E(rO+N!$7IUImNYH(*`m9U8F&e*w zYF-i}bXG1KW(%x8X?ozUIsl}X28sj3>4d`Zn zjhqe#6?4?i>EX5xG%^SnwJ+;A2a}($3TuUsSRg3B7${Uhm`A0#27XA-Lu)g<2e1WR z%esM2s0Jiw?k*f9`b0s{1`0F2FMs9na%5FiPfDY%KA?^7{#5;Q+lKX3^DHr{3HBU< zYqVL%+~@j+Almv|*ysJr&f#Y2?1$h?N;?V!x}V)Sy@2hBp}!8fIcL#zv5SI~49Y7L zq(KbAz$NHk1l9G54ydXD!y5Nt?qF=w(RF`SRgEP-apj6$(sx$T9*(z06)gNx1!`*XkN!FlA za;^|I*mFg>)*;*n0ooGwe@DI2E`fV zy^tIZCH7mq=xpBl01#tzmuBo{^?Tfk?I3AjO}DOIpg2Dv>q0mGk)x$^xbdV85#XQRhl??h?Gi$UgofrI-CfH<~-1 z+s+^}#7Da?t)RI?lRI9JHpcPfm?yN>14xz&4w+doPg24l?%GBOKl`dLR>S&Sv2B4N2{ zZQ$1>u4|KP)KgJNyUoqLNV+!san~eLp;>*dBJ%m%qF1TFi+&8L*~_Ihi()dl94-~< z@%4H+o9oN#<^8x$e3fxnz44`XtL$e z>-Bgv{SGV+g%c^C*+rs9r#qKEu+`CB zD1hJkAa(G#?7ej?@<(a!e0aNjG~;6Q;)u7`d$Tg&PDCY20 z2@7M+_G-Dkv3#aYzc<*z5((Or@D+One&pTa{*RRPhU#-$^PNmZ8(U?$#h|mw=J7X| zq6P($j;xDDwE*GzDOU^SV*FnD)kvL~vtu~QW;U975!@ct%^f?f447zIla-QBSvo#u zpMsJHCCH{DT614sY6$$^c^)P7h3E<^qZilT5m#uizbQ;7TTH%ZPDXvTIGJ{*Gh`1@O{p8`3^_3!uPhZaThwj9DzMmJjy56-G1$tjbKO1PXZclVUtt==}XT0|a zy&04SS z3>~f_tS$yw-UOdO*pHFV2(AEW85|-w#AC&}NNJk^jrmuwVMY@I&;|bS8n(z7i_-5z z^pb;&O&8(C9?uYu4l?yF^@OS^OXpuO(E5)n$ANxBpvEUQU(I|hV*h3 z?0roE9XfLjrN_!*^6)Fe0{0x*q%Ti7FI=W#zi_Q6ZE_4|h2d(jJ+f{R85O?n-{$Mf zo)K^n^Nr~q-+Z6o?Twg5IEUeTeH3Yj z(+OAaHZ@cJ%o|*nM9(abMN5dX#)E$u4}%}NK=Pc*7ppQr^nYTPY&EMJe4<$nuhOIA z@*rvE(@u3lAlg=qV+dXe``xWgjc1(L{1f^m0D6e$3d7S=N}6U0+cGtbV;QI$ESw`c z@Xgi_l$&^l#1m=)MU*QKM-^@hV!Sn61P*eC4hQY4mu*?pLMrk*mkEzV9Vy%g77{^J z!s8C?*qdK1YXq}7E<-M#Ps@^gNz*k9s=-<*By}RW_XY7Vx5_xGimt1lL@kd~1Iu8? z5Q@V90Pyh#$)M+zfChpKkRs@7|555I>KHn+K1Bgn-in9p-@MBWggqy8z~m2h9OR|5 zr7yS(NbE^3liWlly3=PP?V6<9^Q!8`^AR?^`)E)J(WHmdv3*J<5^b2B2s#OZ+zOOR zNa(>R{9B*=SExU(L^l1e=EjPj;Agn?0#9M4a_GJ>Tkf7K-g+Pf7>;QWF>Dba?2BSS z;Q4(LB*ZIx0(*su$*ii^uuhsIyQkKQ=a56fj6Dv!MuPebo_*LpC~Ri&H~}jIe&!%` z;-Cn7HcY@t>#@JTx|cvbF?niAMhsO{B?QbRH#p)OL%D`D4K0xiC*ci&wSmK%>QY1< zB?3Rp215+EvG|;Wliik$(7|BSN}#nR#el8M=2(@%t-E_;k%+8eiHLmw3I&2pz1DG; zYfckF05y|%BQoF!l$_}(hlqz(25e%nhqp{-On-p7AYQE+7DzeuK)$6D#AwTlV z;qBWoiU^wEe3`UC&VbpsA_|ScB0}L4#VvMh-6pdbk?UjLBxa@WGni5Gml;hlF)#UB z)A_;#&8UQj&OjnJ?LbxHl_}MdNx|e0uT~ry49|r~q#FPIa?$mWZs$O1gUtg9VPtU# z`S@3`BQY8R3GT%<#B33|fz0AJsgg{R;i`-4hzwhC8?&?bMF2zyVD#n?aSwFoAeyVi z)2YE>3t+@$85ggP7Q4wTQc)!yK66i%3XS`v0B%4u7_FtA*Xm%NBiv#k$sp9#OT)1& z3JNd=snMU#0sJWV^%jM|F2gO#Wl5T}7o>bs37SQVEdiJo5nJ;`kivM7L<4Th#`zE> z2!5pO5A83c&4#owU^!aJhZsVa@P@)R1axGXK=Bv8RU!Uh&g@>lnIYO952b$Cm<;6M zyD32pFoeSuZ$S5W22c&yKi_@eh~8M3Gv}qBdgiiW=!sej3%GA#kj`(Ymd~_H3?mBI zNli{SsFMTcNvRTnRuiNDF21%h)ud1M2#*v%Qe zq2;eq`!6c&G{nL)j0PSIE4c44M_0Ns!>#bw)9kqEN($VR6q8&jD<4Og6FU*pW<@%O zZr7+oBqq|KFHHk&Dk<9a)He%-Ns7$u*NhQkgeh1s%&^beCA8=u2ob55j5c+c2|RB~ z=|(|$SzL1WmgHUq#Uu!mf+Fw+SbPS~3l6gTqrS#1+_?DC^u_DuQ~J<{sw_N?b}G|k zo+4$e!<~E5>jZ&1sn$FS)cdGjR!&_$WVHZuk7r_Dm~~X)H^j&WX`|??W}*qquRCh@ zicL;~=~JVNt7mIO-L+h?JcEks4yUs?+YJ9Rf2my7>i{~e8*Vm?<8R&q6jpsyM>q17 zOl)8NXeNT@VEq@0Kp1FR&xO{)?MEEkFvx z&L4hW+mSK${J{(3(*Z4%K~tpqz^-u8;5rR2k2rZ%@6(NbPC^~>!*04ln zES#<-yqjpzK`9B?L9I!lD=}A^L}ODYCmC%Q7I{a)&JVbQ=`AkHQqq)$ww=8^>Fa@m z-HlT}@Ock(sn-Q6JD@!$s7B*J<%;`KF&Pkcgz!Rg0GN~k_I&z+;?ToMSF0A(&g(|< z1CRJakDz449-7~ozk8YH4!t;OWr zD_qDeCcm5x8T&K_;#N8D(-rEnIKT9Occ>f;ii?dxiF^?&9jkbgbzEfVc3u|kIkrvD zTX4hW3Uw(lKTa8Y|Iu#Lz3UVmd+kKKuS6Y<*RFk=rwfDeMfud|m)=k}A&V9#oT)&7 zulYCaNBd}JaMFO}d9z&!g!`SXJ z_T&uh7&j;@R^wVoOkU)T1bTF?UPu+P9tK6!AC2Kp$tb&a0sKb1aE%M}j>kT7825<_ zV`9j}#fn+Xw*%})fC*7mmNdg;0cjwsawJt8JhDZ4l)98 z_rZ1`UA_U?Fs_mWs`@EACeje-j!ly~jy$9DcqR8VoOjbS9paSIvl4N@pKp zxr`aNgWv2T2G3CtN{%Wqv5pqYgo*8$+kC*-(N4n*2#SoYcZHBbx-6et{@g`f_dRhJ z2Ld=SY(!~X8@5rXNi`f)K8f226d0A2SWqFJ8aV))Fr$$4=WgBW;)c$tTCiRNA^8}e zfX97U0E8m~BVsern=U14r4JqdV;~7}S0ZBsI0nD`TIMr!kY43bfN}-MNX=<|2Ip?Q z?F_zm|+=%0Sy+{1(+-snp1g|ucN93sX?OlS==FswES$x7gNdT&Y zcN!_W#q5bi;)E3TAsIhQK<1XVFUp}V&$fXQ^IaDzi}fLmDG-AafSa3NN=-91BKiVs zlVpEU5IO61cy(?ac+5WFg>}a&e+*bas&1hPsFi3*5yVzP&#uSPng^`nZ>x>P7mUF1 z#09mi%df6Mr#B}!?ESX7^_7EGf{ybb!#x3qB5@a-Y_Gfc2Fapq#f%%^$`fkPBXD46 zbnJ9Q$NtyDXP*`CUne9_pcke}B?#G*Jf6m*!ALpSraUAclp32~kwGAe3kU)X&Pz3_ zeXWM}IfQ?pm%3GTpl@?K`Z9%1m6{IDdcQI^T2}j$}bu#?;t_|yltW|5U6!WXE zYTevubX&fjt~u)5*c*GeIG-P`EEH75?t3>|hr1mFUVWwMj>ERc?*Z1+*q*%&$aPoE zA&lQ$ehL8Rsb7=fg85;A;OWf<9r<;sTukoFUb4z~Ts+w}Wa}<$R&e_o%HikIFIMeo z!^HiBrW_?zGsFvXR}#-uojk2P-z~hNFolju#dqW2`8l&vBl(vUcl`xcdJtJj);XKR z*Kk-Lu1Z^Ci@Fa)NeDfou6BQ(j!Xe0s@xX_ke~Z|H{;leLHo9#AhX1yW7KhVmRcm_ zS=^)K#vbo=s8;q;e(PcOGov#c!F3m!QD7yDI#{wS>3iKBh~mTCmP0^ro;ze!EY1AV z<40tW81=!!Tn)<2#T!4*qSLzX=6JUNk0|&!MULY{S!o)=PcN&R)N(S4uPxy+|~jT>boq3np# z%*6Qy-cFxn7OK6-DV%w+yue5ct%A9#XWQehX3AM`%s2P1BVp3K3VA5fhk(@VxkZ}j zQmIvV{{X-dZ6*t=KnSa&R)V}37D%=>C1xxTUI+Og(0oDHRxlP};Gw(4ai9`!fKc)2 zuEu$2_`z!6dm=D?BOxQ%!V|+zmcJeOJAH$u?gvSd&*36q%uVJsIngJy-PS+8EK9ZE zTk|NuLD96=dw%8G6&zZHF}^Nwil4IsKY;(Jxr@^tBcz;ZU}+Ai|rXTG+CBt_ic4a1*R;-IR_vMgbpS&ThMPb4m16 zSi*25juLW?$@&dz2)nu}ugiWICf3{hoRw4CW;D^+>xO+55{&MSO*RGz8eHa~lIdbyy^5pmyGl?~v z4KiIDnifxG2CU-Dn$VTjKy*D6EDNnJ@8kZ)g-0*ESLso@Xk?VDv@Y_dzde-4fW9d% zeXG<^KR%dSSRT1Je~X*c#+Ht5imr7`b&f2IE_P3Nzo}~GZEH)KPO(w(o3t^P?CFqiEd@OixoFI?6E|5f?ZmlSq;n8- zo?)}Jd2H{LFKgO^nbi>Zr6{cjisJIAY#yDpGlOE}$jQn)#~At^{|mvI65`0GC07W` zax(8aM{5v^R?#~&(U{yyj)bSyYm8B8plyxPE+FU$Y%X|8JYxBN#>-w8bE!M zr^ZcIjbat$-v5E&=Ey70)2U+Asba+l@oUy5;cPrdP}a_9wkp=Y+klE{P}ZFvQ19@s zP!(+mHrT*cS&t(N6QN2sH6^fuy&qIrgT_h6FIVG&X`s@ z*w^N37p#ubsW}wxa@>*d;k8@YhRN@#Xa+3!VkUeZ72Q&9T^kzdYOxiBjIEn<6S z6pW`%+KE1g8>U-8=s+YjaNtz}z0Q3qQ890V!O93vESosK#nQti`eUlijxXUC*U)$L z?=wpn29Wj-_27k~$<5%riv*UG zT&Dp;*yuSn0%T-$PHuJ1oJdPI=(v@WI^Ik5fD9~>ri);|g*~VpmAZoenDeN695ta( zbC|I)mw#(xK=r`rEb840SgTUdpXoT3^@QOO>6QL3&%A9P=#cM4LEZc=R^Q@SH)k8C zhPtFDXHX{)73ih~JU8V65{vo6#^aNKwV{y!-;xUd6{vz*z&7N5)Tv>2=pSPAhPL&D zsO-Z{K3+6vTlf@{_|&ns5+h93s@ea;yEnUPnR@@@vJvNp?N-gFaP%-Q1*2a>TKsVxtDb$<^RUn*& zZYC`aej;BaxBU$G4Xhz88U9U!&=l-J3}y^gV`L$t1=#f$0Tr8YV2X^qN;Zg0dCTqc zeB|(cRstCxp}x~59Ee7WEpH1PE5g({3 zkf=V87xYj%;J;N7_b_+@XJSaOLXwBMxIo;bq0ZR2j=&KLT)vd4VKFJQ8Wx$d0J6*N zcsYW-qnD-S;pRfyA}a1`q`HM6iH;%m$6fwMP>8S_<=KLL<3Rwh#XqPd@VGPk+lUSj zvlybdYSxj(>QEex*rlP}R3RF{6g%t~z3=G)L&L)LrWT!Nf=Ea$!F!llEbqx6dK}1& zrga8UI$QNvnVcNaY%#6AYdCrJ;gDQ8`nsBM^`Ywe{OihrL*w%ayM`B-`5{FJ7u6&Y zd^r>jAh_-fXg7?F$i8kT6aDkRiEPP41TDA_kNm|TedDSQ<3@(Z6W9@HtO^6PfT0_=y|TH6ausLgvx; z@&9zyv!GKp^He(%J1b;|+w zq$IuO2P6^26{lkb*_^=iqzGAc33VJ-P$oPAov2#7e8W5&A4;)%vxs|^t7ZI)24Z|r zL6VR+aTwI_L(B=-c9naB7-DG{IcyOLl-sbfrqYQSVrXh1oN*3N^1?3#PK6{x=mq3y zrx?TU%@OJ<;6#JD&kp1=@z7OuK&w{Xr!Y;k(Nv2z@E-d2?U;VlZW+G+eb#G{QYLMu+x7Ut)>j79JMI!i`s60K-!fFNULCp z864icTtAilpRuYvyA#c;W*v?#{aWB1#XBDMM zi8{dRWn2#9NWP7DVhrCDL_>~YV?ogn8m{TI_Dhz?oyKB$r*JV13xmq}b2W#}410cD z#nSGhD9mqUT>=G-jnn#|x_JIV-tV<`6Y{?~H&X6C;A@0vd`Ab<6p3?#rf7*f#g1NK zYwvKU^4@5w5X@C$4i7zU3?)yWgc;DlHNISO()|45mZ9m<*6^5&9!u!+-vh-CgMjtK zXo@a@kv(#S6i%dLL#&EP%E7`4#{rS}=|jX|6l1F%9(r8FNDa=8>_tS)`-Mn;X`ukN zyU5#45&GP$+%!D4#Cw||W#4*1_NuN(K$`L=MCWAclbBpBqva!+SeYw1rdoS+n}abp zDIYoHxRQjVAjWq0OfJdRCW>d}`LhH?RIrZiHEeTvF=s-@B~FjDQ6Q--8MqT)@P9wF z(VypJA5-a>!f_uFI%*c_)Gmk5aQ9uGBea8OU2IyBK+WcQ^s`tRT8%5S7mkZ1wMbgS3^5%i z?AmXyP>nT)mf1rr!`843N)9@~S?3(R=b74+0)-CryY8+Wc?Ngt#>Mu4nPg^u(ICe& zIT#i;!}TyM;ysf*Be{UcnEjJ~MLK|OaOSb;^Z)*F9dS44DEE;TJKOkbE*=nI!JPH3YxQ&6EX*C-OY^c+2dirDZx((y!@}BhGIul6 z&OxvB^#vX)Gm=i)u{rQBL@bd-9{HL{h8lX6A9GD0b^5l@A=j)%IrHED-ag_Kk~OyD zZe)4n6rt3G59-WKd}pu#8>T}2Aj*34I^o(T7$8S0*Ad{#KOmt$KS+}b78(+kK6t& z6htyVSBw-KgED=UhO8%Y)*JCA+}leDP-NT@XCsm%ffB!orPiKNN;H2{Ls78-9B|lr zde6!$Up>{bl}2pD=li>c&c$ z0tEXSq+YJy@0KohQ8T+-~9&+<^eLe=3yFfbv zFmKbwm|f38l}5&V>QGX?!ETsl8rO1>ZcHXnB1n`t=RfdzqEsLvChuMnIx z3^pOXcSh-pC!Sn3mRpcq65nInfCUd~6;?dKdb-TRUB7vLvqT2f@=B4~pbeg>M@Dol zI!L-{=>dsO&EYBO@l5 zJJdDAx0ehYQ=5#hr&;mKqr*ES-8=k_#^x~BzI)xj7;QJMA%f3~79S_f`DCld&!20^ zcSpMu%JdT-`ETp*_`aVVs@#-`o3=+isduW8$1Y3G+}7OtUW>0@4#xp)KBJDAylbv} z3U4pzj~V=J|89q$guvgpx1Xk9$33@%dk$do?ozBF{sP zH#PjSmofBSy-hHJKc-ZAPZ9|}OoLDi^4GbF#6lbXf-?ir7R~;YwS8-yt?`7PIqdNC zpK14@Q*FNIBd2o*|dOPceXEI{}CiXD`qkq?6aGm%a zYXn$|s~_(f-yS^suDqpH67X?JJ^W-rA)Ni{WZvgVcP1_q_IGP<^xiO?efk28dL)<^ z>DL*>N(6uK$*D2ZT7Q<_-U;XY-lpfRAeeWbq?{(IR#tp}8m4*~?V z0RF!$8<-gXvutox8;ILrN9;MFA^!zU8bGGy)Ou!Zc9I|$01Br}hy%(OSCKfBK@67E zxXcLs$noy|l>|@aeI+*^P3yef?dii(Shez!8-%At5vxxw#;y?1%-FJ+ZFYZjt@o~T z@AXvd<@IqkwUy`J9lGouwXz4nsn%sS@3oWe$scFJPS0$@;pyb-o4W%c%N!_u9{xm9 zT>U|AY%qCJ=e*DrL5mjFS-ilIm#i38ug?cu&V3JAD0VT*kUYRq4Riln(nMmyR3wYm z%LD~c+rU~mGOuxIm^uSUusd(_89}&-{9g}AFUx(Zwwf`bUNc(vScf>-?Ifr zW|iee1!8VuTX3R$D%~M2>p76%sh%zys!}Hidx_%7(zC~ut>Xl?Rhql#v=wH^FS;^^ zD7PN~ZxrjpKTdf%GE>ZBjZ||-7Pg6EKy8)dWy=~iDmO&33S4s`uHoCsa1VQupddoa z6UBqEs8sINzt1@EfkNZLRp#PU69r@ORrp+N8hMY0c;z+jlCRJ)ZZtV5oX& z9^o>R=vd)48m)TF-3eB7J~bJ#EySujUjHezBhh3*`tme8UW0zWtBGx$(-_S_1MnsU z^6nNP7hJ_PxWcQt<7d0nxjBsk43G+$7>6HWds~Z*9KbChssz1uZ-P&f9VcKQ0+}vj zhL@WVpV3=vV$67opTpjk#oq`Y_HJ1qo&5F;GnCqc!n&}A6Z_jv1HBbG-3-AIV%hXi z5yyDrO+wz&p3oVNnb?BcD76vOW)afbnIC3FW$vlupPvpv>H7%en0sj+QVgw^|O<(Qlc#pMVmLsMppv6=mwYQ5pNNK za;?Bdt)vX-rFiYfxZP1T2eU<8jSZbzXU0=&J7a{8?H;%wUiXKk%Ho0Ie+vfV zq+}s@NB*EL-j=X+HHRRKH%s))eIoLv-Yo6Xzd6MIJo^C6AT}0GLtj%2}f*u2pNS#kU4z9`@-yc}KZrQY>?586A zWPgMFcT2YxfP%dO0|5#DYwQ1qP0qyhpO&^umWy9tL=3z6paGYWbab2#P@iQz!+%Xc z6eeu&-aTDk7_KytcrLa=yW45VZS0cNP4YOto2>GrnA+;#a1!dBSqAqOaKMJaLbJj5|S=6dK@PI zGpBF|H(o?9z!;Wf3h^Y^xJ$m()~qBN@s#E*lc<`-v2!BlMbV(tL&Z7KA2c~1r}3pO zW-)QFC>b>TTLNx}((gVzc0jHrt_?jHIv1`PxLF_gPYY<>uGizEUKULfYwwKbt(oP$ zcaVs)DN&&26#WI>2p}^6F$j_goI@r3lZb<7DUSdMR}FU6Xpnp3Y$b>04U$-B#D&2l zX3C#H?2+P=#wwi29r2xrGVZ_}r)Z^SMy#QJ{cDe&=Kc4IH_{TYY7L+uj|VN~T7U3}M@ zee}i%yXFYM>Kc!pn3(wFeUd^hvz#}x={Cfq2rWGg?P77Uf?qe6cc^v z38&C=LSJzW@?w=CX?tZf`d%U#osJ<1&8GDaPPU>|vjyCa{ONcKgat#-{zW5IR1+;Z z=gdfnp^G0+FH);UHxBk0muoJir+Ds>OMPM2I|;X;nnf*|bZX)6E^Nm$aZRe`JSAO) z;JwwZ6*L_(wj17^kLLY(Lal!$We^M7eM#BXtd$N=wMn%q#ylhy!6KcirMd>8X`Wip zsnBE^5xa8kV!_ouEJe|0ClXHBic$8Z$e8Ol+D3Po)U}D0iF%ISVoZ5+{6#LhxFC@6 z6*(k|K{Q(f{!vdD0rqqKqtfM? zh>Zb##+_J2Nfl@5BB}v-CJOF+C(rNGr{h`MN|a8&#!^b{VgV=hQxEj-TWrcqRA&^2 zIA`Tdvrb|kF;;6jSLN(!y+IXiaf-@9xr_X}*cId<;;KgPR#r!qcaZ3QCFDXU3(f4q z$!Mvf_?Wbi)mz>n<-hb-aWjyiuT_gGuzFT-&JK|?Q`16k=;E`d?m1?o+$UUa5#v&T zxdFX8vtY&C zs5+8sJ>|!)KnUQDi_3duqdmB4SMjnIG11C6altlLhJ$Z-P9xy6i?F2wD}}XzeK-RS zz)c+0bry&Zf9h^2UCnU2l*|wUO=C|RC?BsC=O|D-KC!QZJ@o$mkp28$Sl9j^tjKtT zf5bc5|Lp=|`OgKkq`eV`+lJ&jqrnIRnvjsWmaA7oTcg2@IwlV*+JItb_?oyd1u$yO zwoSgog9`zAi~ZE^B`vF5O<(gy6<9^^wqn+w*y;Vaz8Z?(@vmX8sJN5$M@{Q|JvU5N_IC4V-?GQpNDf7~ z7(ALtXFw2`&jHDFF<-ZD;aEts8~Pm|AJ@zIXm^-t(NgLgoBi`O2yAEK^7hUloy$RP zrDp3ALEgiCstnepKX$#%) ztR~6{9FXD#q~r4O_~HbJ+IjIwt&KW4(D4L{_{x3S-ixTXuZ-zp@{7X2=>4#GXy%7C z{8UJ7$==tNy!~}6r#7wUNHULp4}{zi&69n8WUNAcp|7uf)`|e;mhlTk^V32mG&klG zX+|D5j;t!8#EC4(RiNG^zksdh5dzM^;0@WkC=>0b5A(BupU?J2by+D`^mLp+td zbl1I9xBSMEpCPW{+&at7d~(S#0Zq1cK&jGj1*aWiy~G&Gm3}RYqAA9Mkun^FrrIT1 zskoJ$Sj8aSIY8f%6G%~4yv6vw@^~k0m770HW19k9N1~9{C`%5Y6e;bZrLEju%Y--2 zOm*XxG2jjXYZ7c`|Ah&QzY{xffD}v+vMU0#8N42!Fsl8a<=>}DbK^LE2$k8{p7PL` zrFQEoXGt@Kx2sbQV<|+bDNz|6X7%+gYUeHJK3Cruk$c8}_zWCTD;bR=F38hFjj2^@ zFgUpKiZx{z@JPpAU)kks*G(e(Oc+L;xAiW)1`YH!)Ax<{(oQ;<$?M;GG`nC39UlZ2 z0S2FfP_0g?#X5Zb{EMA*5I&56yb_ABISdA3RpR>N9ABFddsraur4QCXZHp&&TuTC{!s zkb|S3u{^lBCxd!{`)Zi&O>SJaes)G2%Iq*XaTD_&RxDFB;BDl_gkn9cMr_4{7ejR2 zrcA8{`jb7eptF~v1>I<5KAg$Ga6Aii^mDnaFh~){yCuqfK0L%!Lv7x>tcraL>Y}hn zs1MUzs;o}r*+b4&%vfTcF2m6&@fKPI=Jvo~TkLv8m@zBp37wY&97joSF282*F=|@m zwOqGQ&lnjGw>B9Mar!{Z-;_k_=MErOzAw9aSiBvcq&o3#2&h)G9Vb8XfQn`fdY*~V8$?WGd%b}h5t?2ytI<}`~w1Y2qIQbBkgV% zR8FM}wPXNH$X{%@iJkK~Kd@_q8WkVdkKrz|8_fsFI5eZ`Q)p^@3)Y{65R0EgB$>!d z4q>>+j%wH(vKSV`qFPx|F}rj~s$_@4<0F`OM6jbm|5y0%Z-xcvF6^6%NGAyqxOE%r z6TA$sK3eM*qIUg9M$>|lg-L5ObB+wAb&2S>6IReH$&uBqp-!Frg86h~swed_KT)^` zONCO0@l*%+Nnn)d3aqo9MTc?1S^>WBLMbIx!Lg}C(&vff?nXNe`>5b=-wl|z9A(=! zKi>ikNWgjN^1XLvo+bL%R8I`5SI%sJ3*-E;tEZ2PUqs($f5`9%%tprDSxr2Z0A6W- zpZEMC#@fc8bg~5o1BR2b49)Su4egs@3Q{}M&V&Akg|)f4MC~?D$yTfiWv|pR{yc_0 zObkB}x*Vw7ix7qQYYJYYm!bCa4Z+xiZ!1rq-1GZW;D3N*I>QO=Y4@YZ{d7z`LtV1p zon_bv+so(510Xq zc}^m}vcWvOpP~x9?CuCc5-s&ZA|eSCI*fDW%bnvjX?*B=gGFfao4SlKd@r<)mNXw< zCgrvZFcPR6MptW14VKEvO~Q+mlu2%ENB?<|2)`o%WqEIbal1`%CzC6dt#Fp!QfI;X zO`!qHqjPf;98|nFh$sXbNSJSn`?Vl1#09+#)r9RnG}wmI1)GMKW6r>e$kkvSr4t>Q zG~dOB+KnNVfa$lo{&_mMb^h1I(i054xRm3=Fc080fe z?>y+muw>&rTggLTY0N$z+6BcOaM3a?9U)>Xwn;B8bgI5Gs<{xOajYDgs5SL5j00EfKG ziMXQKzPN113Brf?fC?}^Q%dylcAmT=-fX{wbfD!y?VMckNOZuso)F9>NX+7#?ySd@^{!j6 z9l+$)1ZoybC-HRfeW+GR4ZMWdKeVU%-Kz$esKAeaSP1CYEY76@M2gbOb5ekGHI8Oe&ZjBbC7y4^KA$3|g{$;Bb&U<7 zdP}%n=TJHMSv%un%c{L-PCw1|i`6MIt>LV&zv%Y&g`%yko^I6cuJOx4)vWNZ6a;fj zUiZ2qpi;Z;dY5B0K$HofT2JDXJz3eD(~w})EHuX_V+4^OX{hjDJ_>twqt`Ee_e__N z%o=P=-th!pI>O?14L z(v71|CL>Aktj{p}qvmfvo3BUrt~?%U($a`horT}gHKfV^vBz{3zl2^yoGs@}gVe=Y zxPDo_XUAgJo)%M2s@w0BoKNJ@=?E{1BmBEsC|hi99Pm<$an2)rjsCRXg2PeqUJ+#& z_KIgmWUfNwPItrTVN54qw?&!t5W4A0X#B9k*7D^xjv=<9{p&V_{t62#?`tm{&t>QE zu-?EClg@P-F=wq1xdn*^WGulmuX>6r-1QzwzVGE*&H8Xg_!%~M1`J{N?8MQ`X5sc| z>J+F+1TDH+qHLN2;43!c$^9@4AG1bWTiYb+YwVR=>kIsQ&^?Zq_f$knzSC%d0&1r} zvxHeD2Mk_NuBK<1RRlz;K13r@4FryOlFEkv+!F6T4CBRm);LS9SG3z)gv(qKfmUbc z`-}bs2ofkam;(qD_i3X{e@~}(vL%*m_$})jc+Zes8qZC9r4Y8_Lf$jBI-1vhWD5{) z{_)5}JW#6axt!b)C@mb2NWTMWH91cg;6vCF1XB`^F7nXsppf?B(9m3a~@X@0ZRU?a;JZ5eHSFrpkH zE!tY`&(~AZp&ED~TUbe*EtrTE7lK@pSbWEvOb27`he)vPXbR~xy~*;nHRgLucrAUQ zYULOra|dJBZH3dY;A$uf>3y;L~|~54_l%I3;xak4D+w z#JY8dTczqk=DlboIm#ENtxko$4?3v*wPU^{&GcdyH))FLHK8hhLa2tmVi4j=cvPgy zQWM>Uw!^BENzsa(jLwSkFN zpW*CO(ax!QFn?Yk%f$b=mdFZ)L%GK~YMN`)8(AjyB~0N&J^za}F|%R;cHu_&vtz3L z<~SnIh*?baFO!@H=W38WIFRG8xEJ>?pMeY(IBF}M^B}i)i3GrgB0W8rR{`Velu+kT z38*3~R{7ilM#nC4jYW>J+g=oMo=KpamMfsRazcniy>c?4Vb}s3boNhhj&^McJ-BKl zA@c$o%$eZBzNe|i9m2*A3#{)5qs#LhZWyY+im9n*(Lm%RJ&RH#`(ILkbtW5WnpS8?4-JELKc&Xo^&_M3$bwFQsD87hJTv61 zoe8Jq?)gO9N(u)mDhn-C+jISmskr8<95oDGK1xxBbcHFnZ5J0R_%*x5d71GX5l5|C zF}j6Rsb;{VA!shFTa&`kf&+l9wC6*XatHjUR?96*{ZCV3fM)bEcgU){ncN?gE)DAq zH4f;@wcH``Y6K!mM5!nfB ztV19f-5>&L!?V9L5dhZ>qbR;$;ZQbW$KJbm^4f9ZU1NE7A-T23nni3~L+KuWiJ@pc zul2X-;LhJ!S@IA|=fyxBt#JXCh0}6&PL70ZDTU%s^e^~~4m2>tj1JPA!S%OWrWiSU zL%t8_I@Fe9dSS1nYrEy*or)H1O8eCnO^<fJ-gjBWHYt(PiNdmMvBMLe?}Y!JHv$F2+{bKbpTCfe_ghDD zP@e`6ajJx2(fguHA1>FG;yE!B7C5{&JR0{4yyqDt28Qx@WC3pS^>%7vyVm-q3`CkGLprdExT}3vj}swYKzm7RMLwBm z7~wKE-0r`E*j^2patoCV@;8T=U8h}4Jw(BuNFG%#LB``~0j5KVQv`q4I|uJ|>{k?o zd71kHzUtsHHDaO5ly=?!ggkI2#_PPkLslJ(jT5l*?`?>3?suFz4H_?hMCUPSEr_3H zqbxjk#cR8^|GufiGw=e$xE1@9!`(rIsN0+|4a>yHT~ooGz74`bN)QA}{g}vhN@tYS zP{bLy3_oo;R98)he_l2EwnOE*VcGxOfx!qnNVR}2K>h6qzuiYn0<83zvS-=LRTg5O&AL(q8^Gzz2F_4o3@+4u=1NmX)dc3AIHp(1iEv2f zR2+m3)g40~xI;{dS)2u7sycJk(o`l+7*^v2?uMAX0$mve2X~oynA907m)tZ%DY2fq z#bJrn63u$&g4%RsGZZD8srm|cgJ-gi9pYQ(tKw;2CDYwbZQ zMv?y!HDuubw^{o?aY9EL1NJx^{~uYS^dDKH+|6vrDVwq}xLGa`KL}JZh)}}XU0o(Z z#$K|Py;6y=PbvSa!$)ezaitM;!}7Xk6qzdrtM}zqk|EF68rE(N;_C9v6p$wyVYer3 zw{nu~?%+RxuK>{7)bV?{s5030^Y{unU&Z`P69_3`&rvwX+!(T5e(~MTJD#qyc%V=K zO!7-jnnG$jZq&pPyRNBIJ@1W;DX^@Bp>{AzpEpiz_hd?9sUHpT6`BnyDJjtqZ~_!M zH47NB^c1v~Zr@C&(t4t%70Mmi8^vs^Y|o;qcFT+Qq6+~tGxv+T&g`&brV(9xI7Xgh z>Ap2276ocx4CPNbPx>tiKeE7>EuNMsOrh3;W}(h&>Yg>Wx{BB{ru&SYO=R9hbOz$z zs7*;Q;pTxKLC-2CJ{4`Ad$KF56UyPsWPiP>ui8aA5 z=c94FNH25|?6<9Q%(ZC#Ul_j#&+dKZ%UkG~8J9yQg@DAtA{K7brhJ4;qNtnnnv4-L zXJ(Q*kK17TQdl3miVHsK@beSjG(vNtp2nX>$mAW;MiuTosegNoELIUAN#_t(_h>r* zz5}R5bHBtk*-Y|fKriszkF#vOd^RiqK!5|Lok4nM3DxN=?8a|<&1HC20s+P%<4O11 zPaz=<%Yg}w(%i@)c-lFhmQnf{HSkXl8P? z5Z>Mkw4l^*$V1t$vSh3j(6X(d=~Hr(geN#v6^d(ktHxDHH++2?=}vbMQnTNavz`jZ<}@2WbEl=3q1y+*Pe}Nv zh@V1^YS#uB9O;3;6OB-DktTenCJ>}{U}Jcd7@t-`18c&4bk^#+(ZWWzhT9eRrDkEd zLkz+#WLt_8B8g4|P0(=D`4_79F7(r98$7@PjsAtKzcL(299DHc3nKuE<;{`+frpty712j&?8 zgwn_pQHNa}=UOxpSd`VLIW(vp^Hkyy~^`C!t_+F$a*cSxJY2bm#**bKEP{v{xn7L*XECNY()@K4rDD&&JEn& z$qNA(`{oif|I&mmJ7rGfS!+h<_7hvS#%K)tt$06Fv|XJAE0}8$yfIFXRGR}*Cw{sR z$`5~~TF^UD8RrWLtxd0(-*TQYUe=YJfMfIxAq7*qE%=HA?MF#C)>V66;e9hmI#B2; z4)wb+43lh<&WiOsBv(7rE5EK%33Xm-g9MIL!R@%zu{~qF)-M$Uc`h0rr}ZM3`oF4e z@1Iowz9~NcuOZ@J%b{hC3It>?^1ls{{|POb($$H_<#6-cF&KbF6cq0CF0~+C!;WuO zB%NS3tb<5m4>vX5*LPFV*{dwDU<%n`?B!vXnkN{Nz3t zM~1`yTN8a>U#m>+>C%?JixZ_%TDG$4sHv&1*Prj}`Eq9F$K^qx&d>Ahdu8KB?0Vvt z|AN4;I`!){t!rOjU%y`M8uO~E%!Y}Fw}mo=8G(5gi@gFHHIC@HWbPUkzvuh?{p{Z= zJbw3`3C*>YrT)I|;uDma{6EQv93}V4q#e!jZx$A@GyUnDHx6ozsx#ARmCEW~CNrYO z)OFOnIuq1vQXlmzy^1r*KK%a7Cg2X!gJhj&pWL71w_cU}HO^N{i%ZN(D}}ArosEs( z*8;D=x;5stDPoDE>%Qaln~(b1bTs~SukR`LuzB{Cs%yd;=gArbU#x18!2htAjV8`pjW0g4=tMh%a}>Qt8;1TnZGncFIr*!myP%2$xm6LBLXGk7NB~yRbU)jg8PEA1=RjN$JN`Y=eWMma3J1-=- zi$`idZA1P-v=WNUzaoDN4(bP7(qctRuW3;U^+klN6*){5=x@5(#38D-9SB7c0ql{Y ziIolgK2-V7U|Eu?fPWcUJO!LQgeE30l7NMlyF0wfm<-SEHE{+kS`L%Oxo0vp_jVyw zI}~Ez5Dk4l+2I_4}*sCj=373)E&(O~q4BG>U-lu&>fwi10+I zNT)LtW(Cj;148TL7v;t9QuUIwI6-RF=a6wog^gcvt#PTTP3EE{yi$xH%pr4Lk*4?u z+wVFhL{`1pG-(z($*M)KM38LxFSl}1XsCBhAQcunf>RBvDv=Ji5EOM$b~WXDlV0$) zyBr*^3#p~P?QgB68n4P`8=KqY7Vw0M*f1dg@kiBHV;}a|cN#jP6L32=ouecQ`UkGn z9v>8o8kpjW$gfTyP!-9b%p*n%Ds*)WFt7lt`F=#0%+1IWYHu(f%xI~PNJt#ld`AQv zHl^b^CJSSo2U;CJsK#)t;;a%Wz$ojh)YZzPtp|J|Fl%KpTLW{1_(CybZNoV#8t-~t zkOT>u58?Q}S^nn`XB*72o3>9s%gK>2#{13~R|0;*yf%a6%B27xH0p%*_gKU!j?RDy z;VP@72eaQ6Hc$?#LjZ3bD-HQRp)z=q_tBPUaj6z6aCwksgwGGq0D5bfi&zKA`T#lb zX>snK&Aj52k&o0Mowh*2y9X4=I2R|IKYs4Qb06r^J@mn=xxYvwKs|nCQh_5!82J%N z>#+e?)90is#Oww4;jy7FAmHc{AOkVY+{t3FjV4bNr6rg}95bSEtA*pBl=IJ8bg^X4R? zLCZ=#i{_y|YI`*33k-EFG3mX_DgHv;DRn+AW?NO{qC}eu4evQ?1s4hLBw`}{zGRwQ zY;nfTBNc12_KafVU2}kIcaK;*2fPSAw@rMHpr!R?%e z*>{)RCSt610c5B_dqJl6>1x0&48_!A(AXc( z;fN}B{~?4e^Dvx8b|l8vb*3%3>s~9s1Wq$lcA}{Ww3#%}gdoZ^!k>zTbQJWog7Sbq zFn`F&08J|a{o!!)`8`n!!vOO)a2*cBK$-_TD=GT<5eay-q1v67=!vJ-l11U%^e$@F z++NCKy(@n;mn-yHC(qDV@7j&u4(w)p>r-5$U&-z(Lf26^5@eX!JUv{21$n&_rS3W# zGdTfpMpFJOg%K-lP<~<>zBaWQ(r5)uJYU2$`zMD$)(eiUEIVO(=y!mY$7=ocDVLWCQ`VB=>D3fa(5xsVrrX{a(6{kiif z=vqv|%Poae1DrSvqCP9gU+eW*TM;-D#doCae!i#pR~oV)rhi}ww~?m}hpvHow`I5h z?wF1rWbGEfgHaxOv{$=2dU{q{jfxA<2RgByy4b1A=wL6MXv$N7RMzbkga4^((Lb6Z z@{Vbc^T;qjIeNZU2|S^f6nxnO8Tyt_JdAVUr(}-SR`?Cc+y&h+GEGmY_Q4sDi%Tji z8*+L=`6(0$mQGglAVEWEqh(bY7=d(I%9xS@0hF(XM7YFwDgk4}(4?ybiP`ayCC%t9L%1vm|Dd}AdI>3eA+oQyb~`GN*44z+f+DmuhWog zUU?gBnuJK6-6s^57gVNH5?3x``X|!}H!dD**9)2+7K0`VNfJHPnPOIyNZTA5 znq6+Il#7abYn(~gsUlM(!hM{)<6kCbjxltPh$pv+M4{b0>aDrGRWt=rfS_AN8rjhK z8YAC^)(&V?z8H=T8Kv_!^BPnI(s3^3z2o4S(#ERrBMTU`!pbTvg5$=Y%F;Nre*B;U zedC2t?V8JHS{T15+l016YPE3A-0DQAf=UTzFj?)e9VLR62YS*kUvS7?8tT!> z+FCn<&H+*yr9n+n3m1mUr~Fe08>;A-y!AGU?U-jik${fk*`pxcbyj{<`jM7IN6hUi z*k1}`HL*D<=(&<56Z{nxIwm!V`e#b@OM(e?2YFv2-5D1i@VoR7T^5Lp(S1%f>`}Oq zg41inQ>EZqd@OeuB!3P;*@^fp@E(<8&S(o#g;URs!$%a&;qNEpMH@c;#KY^EH5P#^ z@{e9znp?HCo1BY^J%xIl7_rJE$w`Aej0nA^~* zJJ^mhc0N>Rqw;VcIh4>j9yPOwP4W-A={|3vNovA}@`;ZWKEd8I7(SRx8z>5})oX17 zwzoxsvFL$C1<*l>CE#yBM(f7m2C5-PebJ2q{L+k!BL4=dyKbQteX2`+j_T5|6~Q?} z^vz6|awqO6yEiWu}w9Ia(w*+G^sebf0ozC@i+tHtS(F zCEP`FX%Ys+a1w?^1ClJU*TCV>Mcn5ZoC);=r_LU@wamJecn#k5(ojO3o9VA)zoZZcG>z1FH>SWg6QTAoPo*!vVG64~1o ztxQMAT;2zO&|L6Enuw3NHs4bq39^*C|M|Hv!Gjka}be6L~n{IO$DbO>4QFZHMg=P75KXR z!*mLIGCa^?R3Z(%J=7WZRsn@pjlP|xb@vyx@NY*SVySHy~5 zify@w%kq=*6+%c**>qIwoX@2U>`jDi2o2NrLmG$YK86L01D7ut)S}iB zONZ@|*2>@A!Z(Rq%tj0Qm?xt2R%s&va89YR1323mD2_ttZFZB(xM=^TI$<6| zAE>4>l&I9tQ?-;TD1Qc0aco_n{fOkp1Wly*dzi*-?81MfDL@<%IG#EsOAKx6>yqKJ zV!_h5l{cy+siasAB6cuNO)@vbSJE)mhI^<`>|Gnk1kp~{ zYkv?JSB3EPqWL{sv+A*`T!eGmU=g)^hmvdwt z=r|wIt1=o@54lqwLI@|J$I{Pt8j&qU1E6Z9KZA}qUV)f-_mphl8$HwEednhpzElF! z>%=R?8n=bKaKOGc-!B`O-4$D!tsbD8Li59t6t=Iv~|-!Jocg{Cn4%v_f0 zXXh~6jvcF^bcRDglHnt#c|!YVG$vX86OiSMkEu4-qrc+tYi{ zLWqV(0jsp~c%WoWSwqwB&p|w{n10n_1$lYRLR z`N>R5jrccx2iJnyqc_lYZ1FSM>^98L%g(n2Lc+mFw$5FeSoJ)E;7i&7x`jUcKn@|T z?;}I{2+>72=FNkg7tS8A0DjG$VmJf z*wx!UWwbx2Y|$#ydagPfE+*4-UYu`wBtV_98$ZSEfTV66!O+W(sGHix#EO{DQDyq+ zJ<~x}+(5$T@R8E)7p6id3gsT>#5J|4Qq0Nth#;P3BV`u7H{6MeNbYWTk{PE`0`PCw zIfT$SYH^L1bt~?ms}%}gS*Ls&U#@fMAI|(wEV8d}uL{Ov_%#nLkmL%EOe(e8THozB z5NE(6xC;p8%ZBU{yEFHZAI$ANcyzO$TBB2*UAKipNymX*>usO*2lOTjkuhR z72C5&DBQ*hg%BE|qGwQ~+_&FXQjbo+D+T_zQDMjP!fH{|DTN+(O$i+4CGB$6ZyR)` zws3j;QF(TW3MC`Qr@?=GgQ|!cgRo?D**2So@r%!;dw29z?CN zCnEDMGIn^K7nnzqW)DH{kA#=w{+!K%sa0^BC)?&7&`$F`MEuuTdIxefR?(6{D8(IK z-+3<-6(hrQuhc~IA8_S|XqBxY>M|=wpLNH}d%^f0=fwm6jk&M!P>mVJ7stw8U(}=e zHNE#ei^RiHo)aWM>mWOdFV=%aAPc zygV9&EPMv!Tzmy?hHxv_hMQ2oKp~WncbpLn4_1#r`Dk1{qgkT2NdCj}ciq>1W`*~* z?_UN1)=5P)a9NaeqXas~8v``po?c(!klNWZF{UkTBE2q)evX2tYt65OT7;$2hNRA zt`F&r!jH6JT!FGR=qw80g=@q(tct7m zWyVr+fp>e|mS*TISYlWz#VVRIQ;v8O1Q?~%s-y}Fvr@E`UAf8hT{ zw=UovY~TKWb&LO#g7d%V7E7$=`EH4v1Orz299^!gOqLpA`RugCKHV>iFX@rfNdca` z57z&Ot#fM5MGKd8W^CKGZQGf#ZQHi(FShMu#)@&U+vmIVO)%=uI_&O*^zQ~ zzkvfVieB4HRvPsK)woD+`cC5C2;940**PzEzui55f6v+z6cp_gJNpTBS{YAr6YHlR zGr|tvwK^E;t5q#m@|uTDE5`n`e}^wk+>*ac8#U18#G`29Bz_hiBM4~N1q<8S0cGJ! z1zd?nNYe2v(4PlAP??Iw(`^LlcbZT8%0YTNqY^QO!6XaQQYv2hXER z46rzcE|4`?-mvkO)^;zH33EGNU6;E&iR)O+v4i+n19+>OOp8kxbufDr(8k``V6~Lg z2d@u~o49qcEuE4tmj)Nsq7&k__UNH%qO`A88P78x+3vVFF*vh=M0p*GNMhgn%ZQc@ zwpDGE`QvJ&fDsVqnr)(n;S(|EhAHfw;{T2uIb-~n92RCUj66ivL_tZau^rp^Ho0B^ zdwO4V$nw7iL5l3eM=&EGHd|>jyl6cfX%M{EH3NwcH3PsEEU3Yy6ZT%#?3s$$>e3e7 zRDYrT$4&Q~=|SrL^~wuZ(w=Tm`I|u{51gyN{jVEWTA4yGcyb^hxyb*^#Qq;v!Lsgu zsM4Fq8s`jl)8?Y9O){zs!?TOQLnh+nOk(+|V%4H`ce$GdYYN ztBMk9)JkIO3NU25jF^gviHPaS{W>>Jq#$syZLIY1vUl?GW0*g#mTq#of7%h)>A@H1 zel0Wi_js^p@b|gDInC1}n=BnW=lGF2TVCMpX|u^%K5S~5HgoRm;H|kBUO$>Ik}xN@ zpW^d8YtXCtFXL`H zIrlG(w<7ZN(kp5otCxD&K8#u9pQ{VUk#`6ve$ssTr}+Uhl|H&Dy(O8N$5x-5?Ll0ulTym zl9lP6;`Le!d&ZIVsX2ZIYd(Lk+b0!0R`dP!aVh~p?dK!e)}Qfa={BhH(}sZlTVb}? zS|I}Q*?>M$nYj;8!7~)ENh)ksIBc#umNy^P7$(ZPjf01 zW+JpIwk}yJtRq&b=1=Cz_f044G^W5!T2+k8TC=PL2$+Sv7~MnBPx~AgP)y9zVPTBT zUN!Z4L1Ke*Vj{{?5{>X$;6gHE={9NCE^aa(y=gJ#kymWVnF$JEQx$q zenpg{D5@ckDYX*G@avs&lKZU0#COX-5o%k`YO|KxJZnRbKnoZLO*Y@CcQ{{>%?#t% zz4`1OUxE?DCvL~dW>>~rB!-m1C~AnRPK&X-m$ie|p7OiD|oRHMR|yUKqOOXkZ}L+?DQb14M8JX3Jr zVm;0_X>o4w%it;~8+L#J(^Re7^aMffEozXrR1*r+vpg*w9q?u@A^{t?yrz(H&U^H; z$~#ZdXrX;iGN?6gn~F55QBb(hWlN-o=vn;8#t{}p`JrAIt5w4Q<&jQW$qA=Wn(DG^ z!kZCybQ@jp$CJV-1g2>(@JfoOegWOJRYN25YP?(Gd?rEpn_A}qRijwP}EDXg{G!6sTX%OG8i;~zx_5ov$1 z5?Iv(tNm{^Pgu~Od=s2W;aB)ONx6~CAX1SV*F0qP=ONgX7{sc!fD%L0l&U!-$VF}t zh<1rTXq$vyw7Zl*5(C^bFeigOsWXUrA9AE<9dsTM;e^A32JxJgA6~^H&#u&xJWD)d z-li1Jc|Yn6?SrMpLHg7i+QK{iV@3%Re!<#3P4iDv#8bKP=$SVE-Vx{%OltyD&k&w| z0yDzbn@QRdX%BCphU2<~v@GV!{o;{1O~9gBq0qER^+v8aBu=W zbL+VP_OiVe#3T+RHxj-ly`(}*rr{nAO(xWFvt}{!#J{9~03S)!z;Ba~J>4vw4DNYx zQw99)L9-;wyVFOu`Kr-GG##0oI%JWRg&7-5KSB*dk~&H7B-3+b$l{vJc2(pIK`uP8 zV{-}9p&G1G$uiVG#K%VKdmgQqyl_#W{vu?LKGtl6SvU>d6E)=&QZ)~o4hS?5dTD6u z{&*VgGn;E=YAsN9CYA#g&LtxQM2?~kfq!WodCe;G2|@^ZF^Qs3>Qon)BFoUN2TvJd zvo|E@3ne5+_Ncao8=XGKhWMR+n@cpFQGRH+Nz;CT7gl+1_z&E<|0?YlhgPuViM$r{ z%(=oXHEd)y+%#9lXkb2jaZgK4ESt>Xh%00*%MoKk;RP3m1<u_My)p&Ul1NAT)`a zv;9(^C^pevpTfjXnMolBPe~~sKUGiRn4=X;5m#yo!;n5oVD+!TKlJDo!o!E@6UFs*I{ntv_rd^hPz02?iW_Lo!=Ef&|0WtA& zIc*?{dCOW#s+$QP$1TD?7{I4Kbf-;)GswF|KNh+q)CTM87D;F2!P`1C@jHlD)6b9rT-QYZKMF*(7I9EF0?tlLek3hsv*={W*7rI$G!EQGD7(=b%#$LcUpyk* z7pfy60DO?A?!2&9GBpc^{2^SALVT^{(+O~$>%Br8hQWF;dq*umKTok<1ll%uxNfi? z3T;PW`;{wRw4W@X3J5QU=RzSAz*)TJ`FX)424IvxW=73dm2Z|Mv2QhIshq?S3t3tX z#4vL?BEdZ>vLz)m9x~QBwdQFCV!}x;3JMz3ZbUGuRX(3pqT=~^MlO5_v`r5pW{s9< zC@66K&x7CXewYs5x}eXmFCtAhcIkm6bPob~-Tg3i%RGWHqn$fi3Ys2yc%N6S z16(Bdhi9$r9z8|iP4jEBF8^)i2_8foFzrF6I#W3zX+zL#XQ~})y}T>q?lpjO{bCvub2GCC@{|*6c8>=rzoliu za(0pw;4#8>751P|lPT%J4U(LboUhTc1E`auTZ5}?VP7=B5F-=&+_ z@;rbrt}T9XCQURX`g-?pGK3>0>O~LdvutWI8)1r@ zhFHB#EP24mWM;qrCfRRu@0xX9ODv!6HnS+XNxrXF^B7VeZUD8E>Y6F?2!4FJmPtp9 z>o7^<$EpFU#~(V}xD&Mo1tH;}Nz|HT?z|CjS~Hf8mvOAGfcd)i<6tmu>oC`9f%*f6 z+!UCtDz~M~E?oA<1{8V03(-4ic>b)vvj0diZkV+GL;?Sz>=InSyNl}G%%}tnY2gv0 z8g)3UXuV7qPDH52R&P;}6nBg|L(~$?p17UQ;w}HY?_Y9mvjlJChywJl94ek1>tG&$ zg4A&Z4iI!F|BzbfV3{5Z>6pBPz%my|^=F3d9#3n6`uy`^W2#Q2dm(|=2z9d41 z&Pdl~z8`+%tH%z1Bk%yjU7lBZ~(?f00e=(e8DE32LOv{CH0N z8jsk47vPC*vm^d37JPPJKU-sE34Xnu@Z4njL6e)y-%0%UAwIov%w79UYkRo&Y~bfV z!tGCQFeJ5&Q0+oWf9WjwlLoavf1au3+cSzGU7G-yo(G=r(m#Ks9S^1B`OjO)Y7FSi zK<|JME}gJ8y{6CU?~mw8nQh#>Ayv@)N^_);Hmepb@Qlw>2fUqke$nKwg~rnVwo5F? zIrejUFR`E=ZP07KY;Uy&c=1Jf`lt-%e^86RY^H&Hcw+)Gu5H${K2`qQUvc;gynaDA9CX9LfjWBD;?>mgaU)%nV~MwkpGyD7hh;2%aj_g)njCaAn5Iz z*OYB_^uA~5SeXN9e1@r*0SCjZkRh&%{jAs1+P}S=P;Yt6rY*t-pQ;m=;}ueSeIBY`0JbV6FKH7?{uiSJB{&Dp90f>!e~XD;r+}ynECEPs}MlLw7Xu* z_H&2Y4uN$(9(%|apDtQhS|bV`4QUc!Vz8p4>3qDfFG7f*Y=^LYqdCEzG6JLG`8<@L z9b1ZX&tXHi>+e*ZWfFNhLjH#jj&#f@$i{_W5}@I;>j4fTSBvJ6I~dO@k(V3dsHV}+ zg~7K*_PC@ZsaTId>{!I zi2P*TM0ca^-#KyVvTK#%>7p7EaI<9LD^+(rz9~CXvo~GKm-ghB6J6}=(nI@i$@6^q z{_ug>@8{%f9J4}qRisbCYDbm3qy2Nd>$ck#rsKv87pci0O;5@_D*@k}j)^9E*fthJ zf_*xWmbmddIh2nps&ZcM8z9_LPG^KJczeA0!mbHYDHP}xDm{#F~Dy0 z@5~CZr<51?K^c`Oj8xx$F47>JDGh0)^Hd@`2Yl70NpQv{q=HPSjk?I3<<5ODE*mrW zLpL=9wlA%~C?pE}GdF(3u3RAyzBv}MA>$qc(#Rn0xe$se1M&-vn@(cMC2)<{5skZ} z*(JJ@n+K957BYQZH*2rF$2GX-@z{N4*PqPNwG8xqK8Y=I^G0`|^pb1dh zo3mlEGjkWS^LK!SF)D!w@=*g!1gyE6r|1maeX}9RfMn52zMeOTJyD%hShDBXUmLBE z@yPuZ@xLJ5(Rx5);+&4zioF&%SiLAScZM_m?MPrw8YU~kaj%Rd! zh0kAzLm2@)LdtUz-7%=B4sT>I-cstIeBi(`DUSZd-PlDR`ivD@^DTB#)K;2>z z>`KW`R5oZaIDOZH7o2?N)K_kEn1rHGh`=?E#3vT!HBXZu@Tzw$I(NM>)eV0p>eNHj zTtll7NUTObP_5gCCL3WS^E-mx4mriv^j?KP~lBUP1q9E8kT}dmxcqYgQ6*` z_VD(|Z?SF)fWi!KT^;Rmh) z^Y6q^QT=8S{YQCYa}_sWKe}Y(cgLx~2^wATld?Dwx|x|5Q}{6pOKMSK5WyE65tY z=RW3y$kq*Khrq!$<3Z?Bwpx@Pzz@lacTuq$mBhkA&+O$y?COayYWsz69~WqvogC`n zS$tjfknn5=sIyr?nXre6)x^oT+7vK_SUA8x3ele(6zOO(Fs|-IiPaS+$79Zb zH!K~%J0L-yavLK34w7HW7D_AssxJ(~NLaEW?WlO{l5UNLisi-d0kaW@t86%=K)H(= zDrie`r&a4lgrwb}rh}Mk%071^`!njJ%{I0>M@S03#Q5B><%UT=s zDLQn|3i|6%2f6S@mt|SWEAPVdf+C3ialDmdGd(@5vOT@KWR>VhHiF7{s*{#7uAfN? zAqSYZNw$Jv75($0K+|~4R{9p@8DKB*%|fAZg(llse}zns<=hL6Ot=O&LORmiZru$i zZ4w|e;(wP)o@gC7d=(3AFcYjX#GGRfy8DEdN9t|{wXfRli#QHax+JFHL&IcNPFKQs zfYRK9&SOTiUvps+;ss)P{_V}nuNNj zPrG-`^A-V_5+1w)3ejWQtWU-pV-xJZW56Mh@j_;$p%fSfgwIL)>CpHlCch!@9YSP! z*V~_u-=VRC$UH44ND+af1fYwxUzSw zvlJZewFiuXsGmo}DlS+(JK(GTlzmeo)`|v~u@Q`VgAA}6TnLX4(yES-S?DQ1jt?U{ zwg68|PAS-6%uhJA{Ow^o&zWCKbDT8!OdI_4DV=lkF^GTo7rYAnc#~-Tm<~6OI#UdJ zdk`fGk`~y_!U}SF5O9h4%G-2By5mFdF6*q#9~d0zSJNVp;>uJ*Llg6EaI)eB<$f}V zLp~``UzZbn>HXK~)5(#9{Ndo!_C<*>5leU4W3zH*rdGY&m)NvX6t%IHRQa-e8;Qwg z#_TGtZX7xY1p3Wt+Of=Yt1r}?6f8f?nBFlghV;|f&)Uw}M5FGXU7GRyip|zRNjj;u zGtWUnW{pV$2;z7&KOS8N%KCcI*V8A0^y=Pehhbh?v)AA1_^7C5cAG;hJo{aeIGhDfCRProhDGs4iSvN<60H}rT@lHAM=rMNRp-oFr#2+o2ls3cI^eK- zazIUGE?q-(u*OqB7yc`5H1h`CmI%O$a{|O47#dM>vKnc14be7vdcb1cq_>j$df!xz zQR?IaB#a)7xOgV`Vvj4&XLpWa8_$n?4k!!y^!H{eHq z@kt$xTY3HZRh8N&CWO?OHdoEq=LUuvQ=_nctsgIw#fG5q(8TMjX~|l#39!Sg{(|B+ zCY%a>SrQ~Z?-2OTy@7q)2L3g1goc68>H0Qd(Ho~m7SqHP0S2g=Nh7bM&pfw)EEF2R7=*5*lSvZItaG*`;f^3f08Mk4Z8#FZtbIcJZf?!h z3rF1{!i(kcMz(p%0Ry#zCVoT3%lsj#9kzRD+AAqBHju^nb| zb6i(fqQj)=pdq%J*1h*LSuI29f^AS$KSvWkWfv#RC+7innutnu8>kYIZK^ObF0+l_ ztZ?_(FVUhsu#5LE1zAf_ia7D82F{xrr?1aRf2fYslK*GRidQG5wyFwhVAQg%8v3}V z`%SaeXd2|Qd33ZvMn6MMiaAUe8N)MTFT-Jbu&h_2P9LkD*1EVvx6vTa26lRhOILA5 zw!JeXK+N$br~Y6*fajaH({vrd@JmVO>we4I+0Zsa3^WSES_mDRSKr-L2A8Waa;o(5 zlZV!&3+2?Pfj9fWcA+>YI+ryV!IN~Eo`Rx<5yM#OhY!%>oE7qN%o!p$Ki z?6EAhZ3RoTId@^D5+Z&1SUJ(3UsuOGmm>KA|7@PN*WfmV_m5~7%()40N}s$pRaq0f z)XXPnGLUPHT>tWzo;2}6JC68Qwg`A*q(~c3)762>tyh0duDZN`4p9l@HZB`Z0xhrc zAr)bsPL%6n96j~(W%?Hf&ErQr1)v-^bNM93N8E_u%V?u+4E->L9coU|sk5XFplU3>be?Qc-&1C+TPx+C|qRsX$a$ zGl1z@znmKLepPsfzvkaqI>@wy3YHP%*azRfj6`KzcYAsx@^zmF#88&`HYxoU}i9aJaD-PAIh)6BwU z1C}+(YHB^iZNYh(%$l?HjQ%QR`k+#AIqU}ero@dcGs^UkwRxVGDyN^&Cc3&G(>gHx z-yM4CRf4dJ@^EAss92}8Caj=u9E!ti(U&FPnW&{Ld3lO7ctTSf2O$lJ* z!Z|F@j?WPVmg<#kPo}@UI0f3F<_($OBG8His)ORO%9A7F*Kk~j4td@}zD1}$O3VyCLt(K8qz+Uzw!)`l;JR&0|b9^iU+hp+q#u8H9rSHJZn1P1~;H|yQ0C3Ia#7F zJI7~1O5Ubow_f~9`U6ykWGj>Gc%pL~Qmp%gXVz54HnD$8*X}}h9tweiG#`p!(I);F z`WkJ{7-i4$ex;XYZ`mHj(XM~R!p?~q8qd}7-rSOTzo6?4KS2M%>+U%BlO$Q}wGIv| z!)C7&Fu`PlUbVDU+qrU?`s!LnwCkh~xHz$Mti-`6OTu&RpkdldI9i70=E^DFeDSwv zLRux=I9niFRb6lz_FW|fy-!CwAM<<_p^nfgcr{UYt2*?IykFTPfvlCCy4OdobGl|N zOe45TvsE{d-p$U*kJyyZci7J|ZA7f^?ulIlZU=}Z8416|h@>iAKNzm3tF!I<>lo|@ z5A6oZiflC<+mSQOunS!*3$L z-@C-LyY7x5LGIuN5oY$O3(lw_V11syug^YIXEahrfXnS%J?B;@S_cLQ$JqQko=Rvp zfBZX+5nqo9uMIpZiPFq|(OkHWN{^#<=uu-A+a+^KvQ6xTVT_c_Dfgqbyk3X)YLQC} zd)vD<5`_3Up6TSbxyQyzlAcvre44rmYRZ>QoaLGNz{PfqtWqa_dV2a`$nKo=rRX@f z&Bm6<8q+b|omydbEw807dZvT0K{vPeck!bP5E~M?B%NR#31z%EWu+E11ESdi!$ZsU z-ie(4HEC-w#3MhVc=5OKC}F>#uksJ3_@Xyv?@?UGuK8mQKGTju zaIRJ5Ha?J(*r^sz2NE=$HhV$}^RTJB>K5!?|BuRO`Si#JSB6%}U!C=k+<)rlaNN<( zr&Kgu!V|T&9%Y4bIF5%rrzrb=z}-T4l6h52ZZTAw3~%~@ma~x{4Kb>pFC*IA6eP;NB6Z)1Zy ztgp5Ukc|BY@{3hNjKiG;irvbxE?5s0w51l+99#Rv(QKhydF9*g5HiI0UfP``)V6##7a)`6S6Gr?A*xk>&lzsxkLAei2S;9c z*JmU#0F>2a+AQv zr{H)7Q715*ONt|Bv3t;>rLD>CTsZQ??TRnjFf z#s9GW>j5BVCLBO5v6Zt6DMS?-=x<3A$^V(G&>F{}hLej>+{EkuekXa7VI*8DKH?Mt4BAr?>*%MH>xQqfBYC<2P-%{7Uc> zD=5gS**${1sX6f~{YJSrf3jBJ=xMeLHC@C5QEn{1Bg0NaKBbXJr)~ivAJ;#BorEILdQV_v#GruAcJ6IsjYu*s9Cug4&qa zGu`?_KQ*00NKrUE=aLeB->Bkg7J_PNIU;aw!{PX7u02vH=7w9x1LvM~6z6t~L zxQHyGYarasX47Z>UPFr0=!j4kl<_qWLF!Clz@Sb4=ar7ijW?wePh8VdKYUJ^gBIyd zk%KpC*XVFw^2$shPvVvSG_hf5H3^jN`n3wqTmOwlZVP#)^$-clj)%rd`^ok|herPy z-M56bYTmxjf3H22T|Jc#%sI`0({r@6aah@L-&)7*k4+bmm9g_?a8X;L3&M!5at(Lh zmsK-@M|JTpCGfW%mKmC$j1DF1cz}9EA(7VX!)cX$qUpfkqy9}?cL1&mga^JaS;^(w zS|*A?Z1FnpWhwsXgE4-<4hh2>gww zY2RmSiub{@9jP$ywVQ-UF8QDj58M&?>PTD0sms1Z%nu?Ne$aPdNc28@ZzHmE$f2*jxmo<4s>t zgkC@b3_htFZ;Dw4ojDd6^LehYa(X^Is#r?h=T#g{!<&b=koH>55z3&o(*s+Ec}g{_ zeszCietw-zzse>{b=bvzt`PqBY*jOazMm^T5Kxud|5YISAIR#p?spsxN7Ao@XUbqDU4)-!6+Ar|KIJDrOcl>wl0ZWIQaH9&aKC-?5$*-?@CE_Z7WN! zZh5y?`o8Uv#c6u<=x1HAi{m_g)Q(Q3mg&lesR}o@25cwt8G-S@7Q0;kLKn&`4zb)Pe-@bZ99cFj55_8?rc8)pRX&B5x`hJ zhS?&$7fF*#(^13Y<71im^2oy&M#o5ZDd5M$HOMkXUf?(QF9Xb?MQXLHt=!{9v29vN zI`^esYA0izyjm%1i(Tc1D4FVdM$(9#OQu>R!Ip`f9lyd#)B2;b_}y_P?|{ta)t!{Qa@TyMX90Ulrk!=q`_--|5Fed_ZNVe&JkIB2Qfc;qwxJBmEKU% zCNrCBZt6+;h>t~Sg%q`L+S!kAsJfj`);54#bqD>J!P1PQHO5{p;^p)(_ysOe$hVo=dMP=39-sM5798&nyulI&P!YZkAE~Gr z56ZgesuxpD+M=8;+e4wi?(mOK*=ZR|?&CpU6-`)WWyuGTV97YcS@!hlf6saUtdza1 zY=M>mly4!nm3978MX-9bw^hTbilDc(gx(Mz$maL-Y~7#j)vVmCRK28DP;Hv2) zHo9)v$xuNfC-XZ#PQ}!qImlF@tJ0cAmD4OmDY;)DcWpJ~KARp%V5Ih0)G*!jlKLy` z?Qa}GG>Il~jQ3wn$9!?+Bqc)nugbOwRl$Z0%|Icm3@oY8B%E&{bJ!TAjU+{)#Tc^I z8G!fmi=tY17qes$CyBL(8Pon5uGD75wS|nhn$>V4VJefit&CyzjOXWVdxLVFC&+Nw zW(L~Sl-7_ORO^CPy%T~VfCSGtsgv3za|_x=>}ejfl0MD0cFIXATYQ!onE}}vxW0Iw z5Vu&njJg62#c05p%)>C2Hf;yepDmS{fW5gv)U#jSkmiiVOX3YgWP=F?+k`BZ+-8%M zX$2S}XgY^|e;C>Lw<)Eh0)mA(LloN_a z2GoaDJ-U*#ADAm!oMKhBNCjiBu9KLaSWOTVeF;E%5m~9A;H(I|5y4jsirebZMfE99rK;{8WPa@dug>5 z^V~gdQMnvI*JK6xLwRFSD_-p@9wGUsfr8KNmnX1R58_P1-GH<#o`};|p*2S(`wt)P zY12pLxOYGtq9uyn%aoLbPopL-HP zFna?5kBaUpP)l}QH8e+FM|E3Xkciz8W1I(ENKT|08yvMU)Ti9a+dnMHU?qFV+E9;7 z1^Ht8`U~k9(PNF}Rn{Q4#J$fK$=xpi6N&CPGKRb*#zOxw<<#9d@Ca!#Z1EwcC#FBM zAdYKeEKqFmn`Ul!=Lb9*XdiufS<)sAhrQ8@S(AWFqu7obM-Ky;8!IW#}+5gg)j|zD)m5c85x?KT1;!Y z=&AP=`E^F-kTYT{<2anJ5E85yT$$1nrA~A8JWJ+-L>>bEpg z5D}ws(h~HhlvkYH{d1LP)3whO-n8C9e_j6aik^`^ka1u(>oTx^!yo#&^SfVn3^5w7 zuV~d@n;hH0tBnH!#-TUon#zyAALj}77joJqRI{0WKjP_fIkpxK7x?uAOW%B5XFuO( z3*Xx0XM0E!B_Nzl)4Pz>B6fPE+iwIp(J%Mqx=W+|y5f7eJCR$5X4|o4y3DU3s6=j_ zpi7I8OOHH>UdSRJ>I8i|C^{kQi(Pws(R~`|!wv1>&f6lgveA^$Pqsu?0_$ zgDHOS(jd$}0jo$y@iDt6$Q8wz^n0A;V(`vXW5ETikoMg@3>)4120?&yHY2=R5J6le zY=aNBtCnw7VQsvK?xQ7GF<~8>ga@J721jKz7^io|eGrj3c}XHj`JJ%x5qUTvjhbQK zb8rX3c9sw`#kx!KqP=KEG!ha@799Ct5osZ&n;4eK!}In22H3S+zpS()fT$4sb0&%Q|I7HF>M3TS29%#>=AvJ@cX zlu2Q*Bqq^~8d*Kr$5JayLUiE=I<-sad?{@OfR@I#|K;E^RH>3v<>0>k>m|!DKJ&!9 zPUD4WD#uwN+&*Ww!aY5h1{V%--1sc2vMy%^%4{!)ti{ zft$qvjgl)nOY)_E*hOA+dub!JF-UkneLRxyGNeLShh2#|%MG`~#GhHmJif`QqOzsD zl0TqB`)3OKL_~Z+2Y-aKaOsS2KY?TU>==0l)oOKkOl$1wOOgk?rwdrI`Y0A;LxKL_ zIuRN0#sRZ%k1`ON;>@gMx&5Cm3SFsD;vz%|FvCxm6}xh7v!{8)XU!|{3_z4X6q~bujFG)w61dRC24q5dREN0e~q&m z-4_Dd%H3A(^XF3KV(+hn1Tii+Jjm;nBA#-e$l*(h@iaDB=i16q+M^ky+JU%Z%e1r> zK*l9EZOgbn8gt&{KG|oeR^3|H)m&L!bfHwH7rJ)Kj1V3*H;r_C$YqncU7jy_rpa%L zdkws!nU{I+4@hgy*wxC|?Q0gQI9tAp)QsTgTs$!*9U^+W8sQygH*nU1E1qR~H~it} z&3~ru^hBykE?-voOmbfr)ios468tu9VE|4`t!&EClq$D?`_GyU@;*a}x`V!EDnBrm zL4Q}ubdsoFN+H+ED_b<`bh@T(SjyDBg9ht#kL#quV2MBN1O(frV$C)7=m+!0H35f8 zjys&H?{X?0jhhQ~bm5IOE{s_*UXN;OLGcO~HNBmCmW7idT91KkD`D%fH~nuEy!YPv zR{MLhoRM0M;NAg9ysR6S^CW`m6B zCJ_?4T2H+dYxq)vyYsI0&{gouo5dTr^+#axDl#}wm7BjOrad#WM{B-R&6b-M=8R9! zv1iTrkkFl7-{N4TTVU&7pa_Dh zmC?(`h*8}@^Jv(I{c>TS6Ev`jvFDwpLky`I!+9(V!ZfWBoCKGJI<~8HM3YhwaI+mT zJBy)PnT%*wX31xMhMDompH$BV_61|a%) zp>dmEf^fbK-2|+ht}5o@qR>`$W5t)3W3IyUU-2zxq5LV;!4|3YK=Qgg2<&14TRX2` zkJLP82z$#Jg04v#to~gjI?+^Y_Q#XLekFT&(N7QCl~VRaIHw{D>P2FWlIqh z>}Q5V{1X6r+_LR0@PkWU3ZrU@IxZn5DS(M8R?4WH51YcAz7jBpKVv zZgSKiNQ{+I?u6<3qL&Ne8Uv!5^BYf=Bt}>wc`#*bCBc$e+-F}&Yf=bY`+X=95NOC8 zRy9gITHf>gEVfE>2kJ^L4<9O=l5V1|ld2)=+aK1fk8>|F)_KvM99JcxfS?lo!Dol) zVdwNrSfU77OErdeAX+ctRZxTIrE7cce1OKvHo0DtK((Qg=|ehN@Zvq_CIi=Fh2Llc z!KiiV17!eaMZ}X@waq*nr~JTVYijS?JVx`Gi?NuBx%2S#%D|NWB+d_p0uQBzInpT; zB!DvtOY$*pW>D+Nq0KQW8P?S`9aGkhnRReqrZqxAgHRubjWdnMMHA>A*j0-=_vzh} zw^r8EUZ%i9UdJ@y9t9$Gnl6dz)^L~#sAP!TE_oy6S3M1oKWJhU`h?}t65+qKPt^Ss zjWq5`4O&RK6StqIbmMi>0=eaObLm^=0RC#L)54P#FEZzb04$e=BV;4oTHW& z-mRR%3gn`%MF%2A$Bz$Z|EKUdjOZSpp94rB?Cj zQNmoN@2#PKG?4`g=p9HOS-6{=x!9W?@(027B%9Gko*-_B+n1V_LHnH;%OunS3=k=bfXgF>c=7Dfo_j0uGmF@Wz=! zqM_eCi+ar8js--UY`5dgRY9a}^@I}L;I=~k(z@Ln)DW38`GI#~N-bIBHF1V5IrQleCoI_RpO-K;&Q-e)M;rK{#=F z(QB0?P)l-^&>d;uk{`}ezBC2PDD^gk`p*OqE65|1t2-thU2Eb&x}3&+LCrplgHh~G z$t)>PU^Q&TcX9tPADK%WfFcou`)3MD|7#&6`a~2;kv4zbj#QDM>|(ZU2mRH4B`VF# zZ3P5{EGzX&@yskWq2Zuni%!W$NQ%5n+>sW-KN~wUkks=1sk}D@+B%~4&pG{LRBeml zZW4kkH1oa)=TRZ}D}qu(kzVOP02lh z^huSHn;Q^JTUoT2>aK#^O|7ZHOw#mgQ+yxunJI`0kCm1hiCFv@)Mfl^TSRuf>pUtX zRpD~s5GlY*T;_mvSPg#GbTcB~h)@6OU6OT18>uNvz)X`h|EKvYPp^vo3FLqJF9WTH z)k4#tHR%(>t>NKM)1v~EnPWWbR2ptGF8lC(Ui*+Ar~ zlRxFGj4UP1)%J^SRMDc-b|s=JCK~FVfzr_))ld}cE=zUpc!uk_)Nayx^;*8MCBNeB zsu|shec7zejqx@#jE`<0IUL5`dO=Fkyr>8+_?VGfm`F!&WhHAoa2TxykoUrL(deGD zZy?`S#n0b-DI%6hpsL!Ijof$r!3kiF_5sZAz!7llMnib6l!Tdd!5A4US9nj~yJz#b zU6+Pzu##qp>mqs|CG7C>7r)wFBaoC`XbTMP_K^D955CI%Kf3OLJG7u%6LoCcww>(Q zwrxAv$&PK?wr$(CZQHu}`t(m3|#t!(OTrek-lF>))$kFw<}Ip}rWr+|*a zLbm4XCazguJN>b};8xLlj3zOo3mQQfCM)Vc0-FKH5F6c+QdfDB7aYy%zsz~z?sqO6 zWP2$z)5HAhR5Yj6$s)K8cZ=u219`bbzG^@F>MJecWS)V?gY!G%dySoR6p+Xn$pdNx zu9|G}X>+e=*Q3`@=YMX;btfNVGg(cG(I(;@@XsW;PsC&UVRdUyHHzA+!GHN>8U1R0 zoFlUULO>8=l7!b#&PJ|~A+UFeLFHjX6EzBUYwWeTX;wombcwD zKkqIsrr3eygZtK})t*90kT?%1sy6i&pFOg92Sx+^=UPBjc%B#JuCEd`q$$)mHW}oxkv+$41j!J!Ph34zH19s*{v9!GPhi*Dk(REHsnb0sDW+A{X!6VUeAiW- zJuR2nO_67z99NBET=Yhg>mL?ADWV>gUiR&Q9Fq@HW$RCuYcsIJ@xL}J3g%1jsqH&e z4s&ND*V*fKbKcF&N;^;iRP(!w@z4;I&K`>5{=q)L{N9kh=zJZQD(7x{8hfHNN7_0tR#0s;!V`j;yZr1LW6%PUJ!}RMuPsBJG!tFqrL;{ zA&TMaWV+ZLtpt32IXpU|b#)49`KHUayEU^YU7oBmpFa?nVBKDaoA|}PB@-lc;d7K- zKSAJxc$~-e>Sbqr+)2@-eyg$XzDj^)^^2&@gwKD8x!wB{CE%)A?b}JnZG~jH90@^R zK_$@sq$-hvAu-ij@0)g(iz3xhLp*VPfB=#^#twA6|NV;AyvJsrO;gDe`qKg;Q zh=*)=T`Bv9p`)Wp52;c6!C{$rk`#-)hOLo)qBWaHDJ*(2JSfZQx&NneRdKxPk2jdf zk62vydv%BQYK_N~3nml)8!n_RRTSf_=SyY>c7ijbw|&iz5z8S2eADi~q9@s|7w#?H zejyb4*xe0^7uN5$FP83^0Bu0%8|%xJ*FTvW$bbBI=x|yr=45uO$B?KQWd&QV!`Bsn z+zSKnZv1__UHJKuioegv#cR%i*uI#}z zrU#AujAG&4n_fVWGcJLD2UtVbf{eO6; zW@7j+Ug=8x#}<18@i*v%kyM^v)VYvCq+Uh|3TTZIrqJAXl;Qp4-gZ>W-0r2lgFGA& z>XFu;S8k_JZr<+Sjrd$MPMfnl_$gnrD?1lo&zq_3$<8KQu6mvBbwB%B6>&xxtk7VDU2kSf;&hjQQ60>Ob#OF9|UzbQ?9Ltw#_G8 z;_QqR9L{!W?s*HYDs;Q&*$?K^s_R^m;HnfdFfFKohWcCY--8lq&K1)HF}wVOPuI~K zmsKjwoZKHjJlrh{QI=>}tXExEe)Wf-JyM*kXt_2wfw7!VZ&4BNR8%KZ9FZw%!EJ7YG&eL&NUN0cue*mrz{Y~ zl4raWpI)n_kbky@Dsc}sDzQhO*sdaycsnOPt7Xvy5UQ0RU`3Gv;4X{jfGKCbq=?FD zwMH%YWK0ZFdojN2C%J-9jR-8RHjf|if(wjDAr5MDkQSN^xO!z~#WQSnr=7hgOEy^n zIecgP`BJ>rJiNS=PoQQhUtiv{;q=symKpU;J3rDPAtu;1^%1+%?psaPGY&-B84WuH z2`yV-@?B*mPAyCF&jbr+lSu!P@>00FNz}e0MFxdS zz?Wudo82tOhmoG*u8OwqkLe2vY6D2%v};{< z>KANNmoT_VV$uL`8_D5_LjL*u^U<8L4(4&F*x;A1*8?}ii<|0R3eU$l~ef&0l;OC3KN!vZd>sA4|DM$1Meo=1jo-ey} zK=sxnX0bufuJAhKxdLwGtLyG(z!{^uFD=8Ml}^Vjd=}!VPm;m^Q4Xi7+Q5LHU(*dn zZN-3_FBq`LI~DNm9Lkb(RZ1b^lcWjXh)+5mR@Ex4`{sVNzwLs>kz{Sr{(yi=0gHS` z+H<0Nk#dXDsnF$$TT_QWCn42O>`cjK1DUYsBT2-FMy9^qblW@@~;)BrgOXDn>$3!q$PcYxV zkamFp-PW@tWW)XDCav6HlxFb6N7f;U>@Q2+Xs*6o9gT{|{Ts2}65c|>_o^XK3$GKx z0V|FLR)c z`BZJonj0_Bo=qdix*n*5 z#l;Esj2FuNi`R~NLk0o;gsB$`R%hlueV;+x3_;1=&ISN%DtD|@b+|de&6GPVbRt+K)Y5%Ojr`6w->M7 zygYq3J{xQ_{&qS~*$gW)mkv-?;S)w>vw?clt9M#{qCnR-Fg@fWtLarp2PoEL13VJP zgRqVw#3ifb!@ht{-6SRu(^b%N!o+))^1F$hVsJ^6bhU#g5Jph5Hj>-uU|nYXNlb`? zdqBVa7d7&w4PpKGE)SOYI!8VyZ@Mw{RN0J~%cm1U_uytFBdJOLspyN?{SyXgYy9Du-Un zo*oQ0jW&a~h^elaUCc1Kcgiu|D`ns?5Y_yI8I3Ogp7wwn`Wsaz-b{vR7swhH{YDrr zj?3Y*V!iVjUv&azN06(dN{R+9Tet{8Su9B-4xHO z=lLCAjb}@ntVT>Cknn>ze;mkvZo)EAs{lmKI+CakurktGHiE0s22?X1g)Yhp#`+{W>l82>M(tM`*Xw#5&D*fQ ziqg5^-#E@3Y7@S^Y=4DJaYi5l;yw0OcxZ4>2>|QrlScF^qk)bU{ie+v1gjS-Xn-T9 zSDqIvCA#H+jUHwf#8ZoHq(CE>?)Zha|3U)XKkPByRD{P+kK`#oO+HkS(y6zW_#+nE z6q+3**vxHh)Bo-VGPM=?{W=*;=}pB~o%7#IpDifzBMQ3rTHGAp7O8a`O;m~(9;otMmqa_9XEmQIV;Z~`&7qfR()nx|x4g0jt zYO$}87pR9u_8=Heh_gE5$t2#9gC`lP$u80kv0dY;~fP z+%s*?i!}B580_!&lrE};Ab2V|(FHXrsKl&!qdnX zp53Ov=8x90GFI~qFeG4;Q?s;VbyFt~ht+F7fqWtuuNVfqm)DtLld@1%N%H@0--2sf zj@^nPQj)?g7^RlzbT!(s?{=m75B$+HxAayPb$;8(gc^8qe1*iE$M)JUmBv$&VXUtJ zrY&J19w=8)?0b>&TJh1@s2UM8j|eS5i0{TyDKaHRf!Mgj1+M^MZ)Eh>jb3pXeJQYAX`a4p(ZCj5vMzg;l>&M657WQ0Dai^p0rDseyVw^>d+ z@4WO;S?*g2=5O?;74U%_jfypa3E_VHe5Up4X>6cU4Xk^+07_Z8O84On9%UR6$SwXE zr#?e%f_@#PP%JNk7a;~9B%6w8)424G|mT_DNq0)$(N2PJBz-+iW-R)c%V$I@qqjFg4k1#eNk zP{5psMHJIIMt?!S9au0WD{YS!LnIaVEVEcu@aQ$0AcvCS*St6CLu*TS)(<6d!I+Sa zXOe3eF;?OWvxu9i$ysF(lpxD-;=X2GhF$JgtjgW*oxjv(bJccO9xWDhWpAuo)C zx4_?Cm}B%H-^uw09Mzyh)HiZ}M9JkH$!^%ru)z1w^WVSzX0#u1NF)FNYr+5N>u3Jo zf1=tpcAKMd-`RR|hzPyGLuq-#@uV96YA>2zfQ;)RwCDrBR)wBnena=T|0x~(Iq>~J z5BbdgO!y#uQFeYXDRj&8${1WboX}*pR#j8ud74*Y^?3Mz7oodWv1y{z%Nk5r3zIi7 zRMe@~&H8-&)^T#X|5)j1d%I%a>2dpcfVUGl4#&wk!}n8@`Zy=~Tiu>5yK?bl%#)Mq z&KgxyU0sZCJ{6|tR8?+T*Q8jo6u*)^WlCRMT;F-mnbKH8RgmM&ooACMt@k4unj!dy zGG2OFwM~sYO3R;~@d`hwUjDaRx?H)*shAfrj53R=t~uVsGX7uP0-ah-0u675TxwrN z*-tp0X3L!qWM_7H%!M=;>Y60kxu$Yc_;ORF?l(GpZ_Cjj8q*B2##)S&HTu?s=ES@X z^fzxl_`s4(S~=%R(fjElIC>EkqduBr5875iE$`Ax!r-Bdg12;2m1A2QT6-br91;82 zmXu=JLf9m6+65{Fhf)`cRo1TtmO10io|_<0IBQy1Cw9h*RzEyKp(e$EB{!{dr^vwf z{nixvnUc+)AeY(bqEKD+A^sDl{tHL3_^oAFkT+v9xRP5Y^>FUpSQjU9A=)Ylus4pd z)Xn}?tvISk7#r*{FZo(`?T5}S&nQ#-n(8ma7C3EtHa`7Jn5D$JH&7l3LgDm&UKmTA zB|NKcP{0ZhD+O(Te6D+R7baemps(_E%J`^WfqpH1ZWV4pGiF$3O11Pt=Nl zifO_eFifC!Lu(4(jx|ljaND-~WR4aBssTmM!++H=`e^9_TjjPvNnt`WjJ)YRMs#Hy zDzk@D1<*NcNL0L63K5RB@OLtOd8*M6>W0|{^p2XzVhFl97Zrj=hE}`y)-F4P^%n(9D5! z+nO90Pk%;+cUW0IPfs0I(}rZ<(V4nJgc4rIW83Y8<(k;6iq%KCL_iL^=E~G5MB^(> zy5HpN&CSv6!6cz*c8w;6Mqwvl(Mk_(t>}kNz}Tr>52(}xBp3AaJt9%#@>Y9KIDf1o z=d!QZ*BiFYcaRM3WTak|B3%-zc$LfkeK1JZ@S@Nhf_jc~!J8?eG@9F-I}vSz;>-6l zMhK=vDP`a5Kwix!pnST|13nhT7s{uW$5)qyQC@`pu@aEyHa5GDje@?8G z{s;wq>9aO{A8J68x4^i}uww`Nu#L6tw@z;h)KhK$G_18pk6P30X>PTLqzZm<3X6J? z(xzyPQnAiIwoRd5(}{YQ1oL_?V1uwQ?eg0pPDte5^uq*xzQ046%=+(@sbcgjTn!z| z8=#v^6RS0q#GVK;mFUIvOO;H69ypZ?aX(1}m}i4b0%eGDo;F8u(=wx<#|D&h)Y?zG zi(o~>2~iT`!U;jp6sOb7!}t~y0cQDrIPwy9aGUusZC5BEWYER8wt~I0N#Gn{Pe@8i z13JuwYequP5EUIz`$sc&LZG^Me0EDpK1BK65+fc zJ^h@_k_IZh;J{D><12AF=$)3{q1kAMmYJ81jT2y(jrh-t9n9eqLZKZH4wT~U4EdJs z64WW)lLLkPtP!J4H}e^O0+yPEP}22f=Jm#)Gnv5|KP{d3XJE%qUA7SDyBk4{LxRy- z%s)&rthiFgRRvc@BQ-Rr`ZXGgRr&^w>`=ug9|rE*1CKGZ26wE8-{9a@R+8hX{Y_r%cqc};uM{y28@HSN*?eWYM(}Yfel{VR zCnJgPknwblO&p^XJGX{Cxq93vk1l@KCu47RMlUpgh$OX2ui!L1&DVO#-#>LudaCvA zD35e6LO1mx+winw^lSuI03M20nSasbHymH&zO^+}bYK9#^<>@IoZ}~d`NQ9yzwqE~W{eL9Z-b|o z^5oX&qN4PfAj$MGviQm=-w;dv%#N!c*ebX~eLhZ6@4&&2(7P8{9QEuQeM$N}1ITgGM)o=+e+TezB25D)Kq~0BcT3 z*L{EXrEi|V@t0&DAbw18GCPFq%{vFw%X^8aFxoD(jFo5p;Sn+H@bz>C zbyFR7oIwd=q8@dZ@ch87%T5OxxzuL#O|}?cK9lROF!n!}>NF}Q$uEd%eF-cR=Wd*C zZW^k52t_D&2jnCWPd2=fok*lT~C^+-=g*K9@w)KMc+6zh3eom*^ zGY#i^UC>H)eC2j#{b?cP50KXilul<#dVHdZHa$^Ke~;m7afW~nNDo~TL75SLIZ`aw z9N66TBHP35QIShaXZ3T!5xWDP4+MuU5kc&r%$nw5^6OoeSo9wDwf$GZ5T;GtJvLVe z`-UQX+O%Jn!54SksUu`Y)EznvmRWsDNzqSP_@RCkWFIVTm4YA$I%QIcolgUp67C~8F1`j{M(Do-&J}^=GO$Umv|c$d$uORl5?e)vOr4CAYq%1 zNS-}1=efP`#!h-enL^wmOiR>PrnW&}Wl|m&;HI}<^CHwE@GNax@}RH%7<`rJnL4WDyU%`)MV4VdKN*dlZI2zZdz28 zV{hT|7VkBgZ)2t>L+FZP{bC8_6of}icwno!5Mdvyxakp7S&v5!Iiz41Fd)wA!iST& zw<9`w@{5l7l%8mbW2$zJ3rbI|gFjQDm0T<0brA~@ch|s*nv8@Xd$ETQcq{w;*(Gp) z9a{_k$b^?9j%{QUC`0B*qGU=UES@Ggc4WG0bD%$*?t4yTy=pghG5dVrnql3(aOPRC zZ**W9!clJrV=~_f(McW6VVK)fH5059xGkF6oX1B4ysbc#iqp6lPj*FmIux+@?}@D8 zbP8;mhIv0T2ANBqqvEXW4~aNAG(`btEU`q(Y)4n*i}lG!TC2sxUPov=?puOCuIqj~ z6w{l{9X;Tp^mFG-J8b+27t_rYOrZ0O@%86Wz@G?Mbb?!;U*qe@d{*k$RBbBNqek{U zHMWnx=cXTuX@{;0e<~9(nn+^HCQ@Z>-aXFFlh^vu42jk0M~U z0KOi=i81N>5TN^_FdqdAtwNk_4KJw3W9L^d^AZgE++3Uht0rF%@pHo9a%deK8oc8+ zXLlQNT#dHvb{QFH=@_2k=w>8YAD%F4R^i~Fah!T71CL5lc#yWa`}?E4NY0`X4RCi( z)Q+`kpht3>a><1R7t=xODm~p&|0*xu1P~U*W0+GyJQ-6U=cB{}6+1Di*8{X*;4{-A z*|OgR2k09zA46sTXtJ*W)!TaR;$Ax6&Cj^_fRth_ZJvCfMdznDxl{NZZU3)myl`C z_!kqXRpTCY`26!aanI5*994!?kaOd=y-BQy@P(;M$@!OxJyh5&E_7K3Y8Q9PVgWJw zcFt}+tzS@{@F(HMv~(~FTT^cBvfo|3NvSD7sLvX_IHH~xRH*HRa4lX-n$0=vM!fiCkeX7orICl#GoSm8~cl> zQnIK()+122YZxC|m0guMQ8|irPG`R`*03^fsZdUl><4edAehOtcig~i*~1P9gP2g z=+}DZB`@X;LVE{qyCB3D`?~#swY8V1)DK&Hkzm5~{u1uV@-O#7PxyU={SyhxBqv|e zF+}-=lEOo%0r120+-j;u6@`{~9W#IJC&26eZ{l%qMc6JfSnLyF^diegF_<`EmFAC& zkWRP^K11>w*(Xp#7iFL=FOKizO}p6!*hM}6#1EC}fa+eBajSXOy@-%vd8|E>fCf2; zvXUE7K$wF6Aba35kq9v8cMDZ~y`v7x_dKfNDGO}@K<4RpP6Jqs(tNA?i+kjrho6-kb6vu-ZDUrdCuqxALyIX&3!N1LF ztDD+w9F~cDj#-+Yd%v@o{&l}G9(Pf7qvRdNF(G^Gw+v?ZCg)n3e~k9S_t(A&YcCO! z(Gz=W+}kA!O!$)2WmfwhglFZGA-zSiD;6JPDSvKp0JnCo#V;Gn)lLb-@UA;qnQ*`~ zQcuIVp#!Wplv{%*TJvbO0&Ex1d)o^>^4r+c45W4)vPG24Kf3+FPh+UyAK@^l~qt(BgJeB^4UXtVB)YM$_fqH}p^M^|IPjh1?F` z_RsenCTBfa)&ums3cA)Z;*+yR^nrTh4HW)AlO}Dt2_w^0n59+t3?K2T_p3o&dbAs< zosqE0s8O%EyO1237J? z-R~fYgubTB@{5fB*Y?T!U$#&7h%EB`Ds&j@Bj6i`aL+q4Amw?uc@U%G<6WoB)vEvq zEzT0dkeh60A$SP`#?`H~D@nEdI|}Cf$HLteTVB;zHEwU`sN|$lf6?jQ6VvVtBhd9KH3!&8PDHtFkbKz zpa4qoK^}I_`9FNGEQMH^J)t(^C3UP4yLdq9$uf1Tgh;@gPh%OI1&NGro1mM`l@!Mj zb)KdbhCuNuGJmvotUEacwzJ*o5@u8p3`Rc?6^;S@RcRXxOGxFS*G6M303$;!{=nkR zD#Iia^lj<0W6Y=P?MQE^e35_Brufyg!F0You|byAXG)cPrjbfRmFVpu{`X?>WOw%c zzdBG%tpAr{$t3(g#R65y^H?e_O(UEP6BdmP@^O=JSb62EV;$is+`TKs-XhoKhy0$K zWuu`&gOQsgYvEzOHt@y%9kyj_m(H%|?cMFu`2mIdM3%h(y|03;xr_+wtRcIgER7F! z0&mi!TQgBISc_TifZ_5Js|outNrxU0Q-m!@W<{*1*Z8@IE@dNMdIihBKnxk1bqiQ# zLVQ&~N1>;v`nXyTtoi7lX-1Gm+8Bo$s3QBnilyqZ{HS~sD8mu1$T;`m6ZEdVe`3)> z5D$#7F1U|4rxSy%hZ&)u8R8d$3MbTluEXVntO+W@a?C6lv~q8R>Y78N50o23l|&yJ zZdSxfjXO9-H4bsVA$6VXolS7IyiJlpdqFW+Uq|Rs^qs_?JY!gX01fC(_1>* z7ca=r9>Ghd>$<%gg}pAAEmt?_@vAhOUg_Qcad z2F2?uu+WGO`VR!<7P?)CR|GS6GJVi(BEqN#a|Er0iW&M}5Y*pu7>oZvP@KOIl-GKU zFB9zlf}r3u?@!h7U;ohgA`;S-^dYB*`yr9E;(p-1w;oTZY*(N2?ctZfc*>dVZXJA3 z6iPZ)XU&_%$D$tV?ftf@0E3_a06{wne!~|4_LXclRa~z6lBwj-pXjT^Es_2BLFO1U-6<{$TYPt5@<#!# zjrwwR27cE2sP`o_0i^~6OK3|hMr0s zJ@gezmMXj?|3SkB96sR7mTD(19qU}R+6j&8*@&J*CT@Bf7QuqnwEcIRWG=9vl8U|GrZgsg5`!xB6^@@`TjUyvKgws0bSNyo^CeEtvg1C_wV`P=z z3+&25J5e|LpM?c}E@QDEk??)fZL{e=3rn7-VFeNJTzPS3m0h!J7NLzCPm08eE<&E% z2cmrOe-@UDAzdjv+za3zRP^3Zgp`F{NSPsiNTf}?58D3}OGc;8l25;$BIax6cyC2c zO+hTxSeuh%j)b6Us!tH#e=nA1Gi`fx7yy8DlK<%i<9`ElO`5;ynXQQ5+j@Oi9JwO2 z9$hsWW-jm+^SZz+E`ad^d%TXM>xQ&pobj4NuuzY7k2g;#k7;?jS5MV{Q@lsllSk9` zCYk9o$EI3x?xndYE*dFq$s^XrgiDFo!swP;67c!HS=|}mp08cldwd=SE@Jq4ej>!Z zviI1%AgpOOuSlM{wWm*K01LqP6ae+p?gq1x%1HnmQ>;>GR_3Op3f6vkWjII+j;0kUdlCcPD3=T z>#68@$=8$8HtB-s%mtis(p(?nrH`Fy8pKWAVWGAY=|!rLbLfVK#@K;5DV3qDM6tM` ze*UDO@fAo{5u6(S%eznUKZ3kTA%cPj_M^&hJ7ZHQ&iaw|AyS=JL@7pmHr+0}0t2!Q zR9U+U%xP1mSr4?!sA-~(`4z)l{VEc%6_v#XW9u++@1!$u(O$AObx*^!5{2> zGVfsmi7z`;$e)K?8~BLzldoOP3WH}h515taF280-gmh-2to+th-}`okI$(7-dH@fL zdl!Am9}B9Q?1C>{4U&MyFLEtxk*PEt7Hn4u5=$o88c(T@(vuYiuadb>X@}6JTcW#J z@vlI#m?#NVKRxuL>b49>x^YQ2H7Pc*1>A;;TpCthE~sudv5H7Ts-jjC4I8}Tp_@Pz zH2#sKS<)S}nE9?5;G-(ENJ&X|EPk^>nU{i`smpKnQkCg>kc7=GjncZhNiM_;u}68` zb`vFCm1*FlixSCmHV&8Nz!}cJLVDSjOt*>ij*FaJcieK76Y(~dR-&Q{m_4Zv@H8@> zM-4q`lAyLuUKh~`c)B6OZEV=pEEAvE!GBSaS|c5Z=+l>0)!NrW>>P&LFqJ4JNVm+} z1!ibdExWayD&-~35{;`FH!Tg}xL?BP7YVMV@}=Gwo0VA3GlNJ{Q31*H-+sB#>)5^V zti0L&dfEAL@HC$dzSgJ15aJW>7qNhi1b8}t$$ERV=i|XtOzmg>k}rEiGB&VLs+0g& zU!vkpX}^69Ar5O|g#1GvLXvXM~Y{HU!0^q4C?e{<$b0gOM(c`L60CPH_ZUic!khNT1}1ndDa)awu#y2^PV z?$C@+X-eJzDi+ZIT%*f=IK<%;+9Hexco-RXrvx?DQj7%g*~?_WmvZULqs+-I<7RR& zM$E-7yVeGZlv8??ys}a}9{&%W1*%de0JTWHOtVz3jtV#v8I<9|;}ktQA8#(LbH(1% zoJTW~)# zxOQ@IrjR_7RTg&7zOdpNCNLAkVd}V7hd;Wgoq#;inhMv44gIU<-GmH*^q$0=bbE)2Au|2*sUiQR zH^z$d0nqckxDr7@ad&Zhph+pgLTN(I2>aL?a7osx7`B9_pq%cuY>4cl9(K)v`dorp zmDRGG(<0AS=;wy{>#Ij;ZPj$UYBZ()qHHJe|UMncwoT zqa0cZGAYjy1}>9wrz&DbF1~e+ahvH4xHQ54q(RR00hAuGP$0tNlW9$Kbv$AI9RIDl zvghF>+q8G)@cs8Y@n`p_B6%0_2~K6<%2AjoH~XM&k6Hl{=x?h?n`KwArIFc4`1p6R zImyVvooVA?Mf=RIanE>wXqz4XrP^WFkciz&&xE^*iD!%(o?pbosdep(hYBGVZ=2gL zO3K_2!Cfwi2vt;!v8SK0S2MX2;w#_8`#pC%=LYhJTeaHBTttLdT#U)bK9jpc7kQ)m ztXOR~Z&)?`3+vb5u|RYW*2$~t^#RAvv9;!YFycDjg7n?y=1+j|fiV?9Tm_1xz45AYvJNo>dS@ln-Cq%0v^=H~xUKKEaAm>? zxD03sM;$(^JCJ?>N+ppjA~Wd+IOhb9prWC%9VH*_D#O)9 zJ)iRq|6b=E-YV#Dy*953-(iQKM{JX5MASUEiUhTo6sSpR?Qe?z+GX$}zOW(F{ynl$ z5;~x=!EpiU@O%zYI6*;x+G-}#p89?j8Jf*8$%{s=>jG&j2Bj_=(KTUmLMqXbvj;U& zdO=<>TusHgY}M*zZsp>D75U*Sl8J5|g7JUzu;SL+cIC-4owe{nV9D z;$fMB*E$>6=hjW@YEB}4#97`-#Hz+tkskS{s&0mFy!Y~yN?{qvSCJ%8{$6^I#FaBU z7D^}rt+R^wYz+N z8CszCRM|5Txkc1kIz=qn+cmK$f<3>o`S7=(zy1tidDyg2o z@|fGIR#^;dA^;ph&%x^Uk4+bbGMH1@c0%ji3K)_Zl?JnU(?y3Zce6d&!DNaZE}mTp z(ZE#ht}=wa$FRBzLQ!Nf$UiMbQvNy~l{>`nF1!t8^qA7*1eLp7hXEPE_XS>lONOG{ zy|C3%S`(-t{z5?9G7lApqUp0!3^Oelsf^-XK7CuBR^(WI)&ks4@Te%xt@zF+>*Vso zA0Hb_~pTMfe2+aC}$Oz7@^8y&4`Up!tduB8634tLd^ojlN{OkrUoNlSLEVl zTLwg&WXpr5EvKNfCFM{De0up*Bm|%YgN}-_$MS%iUYI$y8O(%}TcI zwO&kF<$3QBGO@;ev&?(8Ftdk=(wdp=hxjMtin4BvRI!72gP${uzDjd2z&zUW8|*%LC2ijcTSURiTLB zP3NMzM&`1$`()v`||al{Y+0P%?b)1Sou=7*EiH=?oI5Pv%%OCcciiQ6Mh zm({hFC;Mx&2;lwDHRxgZ6t|YPCTqvw#*!;xfDYO3J>KFoiOQ0PvtjG$iOV!9FUpjb z8outN?969)&CTr0E{>KWS5>Q*o4c~U?(bqEQX24Yx;MVBw?bO*`FOKtQEyST4$fMes-*$4ivUYx(A@wSCz;rPcD+;-q z>)Y0;=~82}CuY+h?kc)BvU(KI@(F(i-R=rG&r`5H>tycL=x-d#ib-J zUQiAJnxp{O%hGAqkgZUauen;cQwKg+qeo_3mE-z(TnKc$qF3hP-C{qL|6K0;j5p?P zeSECNJW+APnb!W6Q~>WSR-NaPAeq|L7qn+P@wG*6W_2^n4`9GoqU8EG`LH8)^#@^| zLGxOn>0|@d_SeB`|0*8Z%N5K-&ggssL&aNU(?lH5QDds&x{ zW}rD!8c8+;M?8^{@iQndUjO4cX<-lkJY^2h?n9vmUOwyZYcSEepCGZ>F#`L!oUJ)S z#T5BizOr_C{j<8(QFCVQqOTLib3F@aEO zV8oAZ9BWTW7xK0ifHJd&5Wi81rPqkMgMp%Xg2Q1I-Flqn$0HGpy+Kz@6X_i@Sj3^Q zc8KUadKZld;>ZLsND>9k5R3t+MG8-)@BFBV0~MV(CJ8MFRwE!Qh9%0^+N(&6kck+Z zsfd^_YCdJIq<35!J)4k->Ef&ETWf|&GL{d}d6_kamuc@Hx&09cvMW?r2pk`S14O3Z zUUg|AML^30dT((F(ELa&>4RH@*@my^O;ysJSjn>eWUeof6lkpMOn;Zl(d)y;lxsZg zKYS49PD^R)6s(W$_)!lldc_R1hs4dh!uLgj8(&j*PN4E;6gn<%wF%d>(Z)Fc4#nnx zHRx0|SMDon;UI8|BbzU>MJT|u)8>6HJ1iR0uE=3-cgS#>PCA;Pl*0*YICkl@_m~-N zD=d*9;#SPmAqZe|#0&&2`}0ua1D@*?s$)velHDExI~#fNAxL-HI5WE%LwNjsHg`ZV z-_g?OEnrtiYc6eA39G#Yjk!w^sS*SvMO-v8RN^0RsBJ0a+u%Tf$}2MX7d}uMj8sL2 z6FbQMLduIP^53rf^Dnx(b;oYyohgZ!fcL4om#9QSGml3N9DB*iiS9*X_H8I>yoEeq za%vN6~eko5;ltf@aVm;qhuS$$*VIbKR21!mmYu-Bu+|kDn47FM= zI#Se}p_mwoeE`mYl@aW9)@#v73aN6VVte_>;^dCNjPK_Wl$mGSPdi2|y%Y=j^N1d( z2Ka5JxCYg*&K7msGk(3cAh!)$U+q9))E-I$d8H+~qm&>=!74*ZzDXABrOF`<#lCh) z!PPeBvLc=rRKZ2lA63nwuHVW47e>-dXUHmMPZ#Tu%*7k8=<~6oSYiC?Fv|yz!M7v) zUYDqD_)ZAeMjH`!(&#nY{{0QlKBxx7mvx&H}9j`~|=%_tBep7Mt%H_>P=rr#MBG#sD5N#goW$Byx#nfzI6}H+6Pw3`0wt zV(HA{f9GhV6D?PwuFsj4Q!;h(zVE)~544K=jq2C%4e663MKmw}8Emf9i)7J^UblNJ zk%U@Yitj9EsgMR{6x%4ShL#{l^i4Z#-*?B3!0~tON2BZTMqSfp-6v>J5aSPRT`>3| zOn@p|5O?BTc3hd5qwgB*{n&;e(auecuNSe?sJ>?6We!0^MYF?v&Mky?CGV5Rh6Wm8+w|vMh?L{*QHq zsdaR7Py1$(IX>6$C8NV96^kK_@$=T z5mtvW2npW^Bsmb%^^#d%3#u(GRq3dJ|2Zm-SLaW*)Sn~yZLYK2_4D{|{JuQM@Sk}` z&LoT~py{uWbam4XxG)aF2i}b}Yt*XllekV zx97<~b?mO8EWHHfMMr&sY|aA0Poq=ns0Y0*&XD0e;+B7rR0}aBUbH2ueUcXo!{g4W z{#8wc=Qx5ZHR-$fB>AH=z~%-M2tEqFIOJ(id}8;-i%Mb@HS1gh?rz8<%I$Wn=NQaB z&LtDsdf6{|tA(9`#4tt%g*)|c=5a{wdLZM<5V9meE1O>z&vKLEm(t+wqBEgL*&b4?+A!avb<)@5TUI@G4lZ1W zAc4GWRlu+JdO%4QmN)B03gf>%c0cM}fp*rPSzsb^4_8M{sbVzZ>-Gl+3rnTR&_bUh zH8F}IRraHG8N7kPP79Gw#<|2;<4Qo=(6rUU{)@%=wO5Z3>g z!MA*O{z1zdPrf{(^gv-fZlzd@GyfR#$|F#?eFHNa4Nd#KF;v(|?`NttDl~eVkZTax z|KaLelUU2%;v7%5`G4qg<#_Mu{_RV#{lqL?IyLkQ!sybKpHE9|vzHFX5jA~2%^ZFH zahKGM0hNooywCT$&bMgFpU)?O?r%nWf4_%2!kgYHj;ofEnODkUb=sGuWVwyyItB)} z&aJoW_f3wA=;6QVjEww-lc?B_(koj|O!H_@QKNdgdVY?E)}y5QsW1=cR^J!llo{ex z`xpKb4J+DPm2^A5N6wzBD0MqYx*DRtl}cOQt0=8?&%~QsJd=)EtX##6tyR%E5QDWB z(%vt88rymR=3x5zW9lBK>)oHJa~GlC#;wdXd7WBE@2YB?UOm<-Uq}8Yz>l`B*DaNF z&Z?aPYHVAddhFt=S5+~+`3FKg9aS(}DP{BiP4B;W8C~q4HH$u~==kpsV4eN*HX1h6 z{Lx01O4oZQWJ7@;Of4Te8T%WS4=Z!3=BuHFtuGiGbE(&-sxH@#{N;9SB1(p)+6%cW zpW|z+P7k^kX@y-Jzh&)vC$R`UziG1nrh^pF&S)Q9AD22_5x(x^L_X3~RZBcSiIHts z3*RzWySy!-eoxyr+2xyD^-ydZ#6@o+=X1vD`92+f>gc&(eyt93BNC}~_aH6z>a82) z3wh~5WBF`Xwk*LP4xZtGP0HRaCD+v8`N~0|DB&ZA6CIU0krkHqtQ_r2sr^=)sMLcGlq;zshTq&8M8V>z&(|FKoU*w_CN{ER#p|Ql3a4}MwMfaDB#V@rLdwTiXr@89YJQH^wm5<#q?IDm zid8$+n@&T|ajn6c6~}^aACxVi0}`IhEc4=Cu1x2%!P>%_SMSA6fw#=*q>j<5?0M90 z&2tT%4Q5uYh3+cO0j|rSPn1U)9L%fuI?#04#dN5TEptm1nSnZSMD3!^K60j^6W)0a&9RC#@r;hPDnId=PHNir_gpTf;?c2weRAru<+0nY6hHTn&nopbpfJn`WH?g z)lH)XMCsp^X&s^?%#5+ME5&VL)vo)Gr~;twYm#ppaI?NnqJ7;RSENh5dalr3ODqq@ zf@nWG(turq?iD7cHGW~URB*u}BG?#fi_;i%PtcYt{+{Za%g#?(%FA50tuj0a)ZcUBie1 z=yoGcp+xmWh?-gFB@{`O#o0! zh+I~?2Th`&*LGS;<%&uRvXA6wVLn`sDB;K|DX-5> zrj{CH*R98BqC&^5m2F)!1)Ap zh9V#Q)34+%1UHAyW7*i>KWVMkfFDij%WJFG9k5}*mqN0wx3TG zT*8%i4tR}8*u1tZ?pw>Mi1Wn6TLrdG2ljJpHyY+;rA;=DfoD@MN6RwLOGWyYwpzdH zzBs0lB0MkLK9jan>Y;p*sD;eTG+bqH%79)VU+!T%YP&LA4*AhTQ5l%^L{D71x7e0- za83&`mx8967-J(l71cP-3BH(pTRD69lvG%pYSds~_;QNMMcGC6(#QOx)i|ubg~3?u zkqW$L0h=*=IicMfpI+8yM@$_s{p`i=1!8kL+%Xe`+gI==Mg8%cL?*@B8F4|KU1;Rrwi+73{4en?X*Cx^HPQJ5&{T2!7pLesuPTL7(de;vf$4X@Lvz%52k4$GX z^EaV6KRllT2i(4H6m`+ky@bYH+Wy09WDGkpqaTahPsFpX`j7(MUwV~vAJCT-Y(ji) zEx97|ZZYDzF?-h{b!;6$&yR#A0T25h1DS|bq;V_T3zm?K{<(50c$&1~$e|4qEOc@h z#5B$wK4`PbI8^?MMRcV5Kk0OPWTWi~u4crIlpf#vA;@*B;lnMgv~einppE5uOLP^) z^?@~Y^;bBAB_}1SP@|2R684s3x%Xz0SW`DAX)kIq@k6g*R+^`D1SdQT4f&GQzqt_( z*szE1nx^zUrDxMtD~|JgfA0CIYGP^BOGENo8@i#ymuy`@wS?lUsk+SBNyv^{)8tkL ziVZH0*kLLH_$*ayx-^FxI5XU&P?_2DCU#bH-LQYm`nJ5JOq@iq8(1HYIvR2o0@`h0 z?(1$$c5_Q5A460RO5mk)uEFL*<}GDmYn2QuWK0uYHfRafgxAC?yj9MM%^2i6>q2I2&qLW2`LK^wGsGupg}AWk3qi@{-LFHh@QTr$X@hN#o0=%Tfz?h$t!j&lhf0+x4GTq@|&L%!8iG{^iHJY=S&mrOTeD+d($&v{fM2QjvaAr$V zI2+F_Nhha;zk@3v`xswHn(yL_D75$$7PBb$6UpR)Q6Ufz*L3Z-_?lxgwws5}Y~NMU_d z!q~_-NGW7vjMOq~7A70-2qGJro6G?u{KhO+*${qt`NpD)8YDFVVb>E*(srj$+LT}= zavXVsmoZ)rfr+H@MAMS!_n$!^{B;VM@STsnQ zm^VvjKr4D6+m(W=7>1oMB8(>Hq823?D5#lCyJ2A_TgdG=Qz1+m$!vnXCmH9Et`{Wo zmx;DvAm(-3ZHV3|+9>^8;ya9uLapDhC?^o53@z%ECg+rBGOrB!YlY~X z3eE+Mtn5g~VHy&Bf{>0#mYgwjAbl%_920?UE{qQYX-~4t@+VQoJv=~Yk0=UVB;n2P zy?l>05QE>d0zI5+jmq36C(SEVH}WT;ANs9Ga3gq0!;?1FZ+C{ZY8NidDGW)bW!`MVV^RT%4`-XA>Yzur?{w8I} zXuCsjnz$`)A=E*7Ui(2c7|g*W2P8mx--#_Sv}UN@s$G&NAier!`l|$+3ssjtpYfN+ z{y%k%$T_)h_|MV&$_bZ$fda_#A)0dB#CtNj{ObkC(Tq^g+B#)^R^g*hKkt5~3`0EP* z6^`!WhaPQl1l|_?e3;=N2<+i82iCV;3IMW0h7h-q`c!}R-q`SZDDlQn&s0+T+NF^+ zb>s(1{P#}l`qXBoqlx6g2WHB54}lu@&!6awtdC?uR?!dmpf9p*SOyb8E4JO>5G+aa zFFEcO0fFf5K!Zbx`LGq^{MsYqKP1q|h^iWk$j7r_zlpWj4)$rh-&@5*Z(~k^SfGDT zepcQd?bOaM@x#NI{^9c0cu78}j(%G@Y5s0xu2Deb2O5)P8bUR>O~vz0k8n+>AUD|? zx22a@M^SK>OSSO&MXW%JTw4P+YmDxfd2HqLPH(~p($|lCS-A2yc)F2u&`0m~<#iK{ z`T%0BsJ#sg&1$vAv`Jwq;x2t`z1evCL+P0q4RzS7jtm_Lq~SuwsYszzHVq$UBMh#G zf7l?OrJca@5q^-EK|kMVMl{5<)~{mMVf0UkRWO;xo~NV~x6vjYX?Xe8qy?xnl;A+@ z!5|Z8pdqAc-%H&(iaC75Wry@R30flMpJiRCh3>{3u{fPHaUnQpyWg#bmsFmJ$$ac~V$7^va=lJneM)VG^^*lUNAe#uhL0BQ-o3`-7Qo1u<$C%sPMYI|3A3 zKWBxh{h9^}t8(mjb0gekIxX{@|B3W zZJ5IDnpv)gb%VOP9orn9?_E%l;28dR?RhhkLEppCt3jTN!<{>dncqGyFFupf%i*H^ zC(uxg_lZ8yL!iE&s|lfq1l3$Ypb1T*rZC4Sh7&jAT=UsD2`0nTpR=}J`wnh90SUWR z)u;i z7!fWe1vx;hQiKyeFC--~7%}u$=lxaE*JZO^>F;czpS@0 zspv7QBiV7!5{S~IM`4h`%YRagfu-SsEHnoJLZiYDO2iMQ(uw_C~pV#?FEnFqaLw6tS zc><{mp^bPxSEyVHX)CmpGMYZBvI6449nz5s&H#OeuZ zUvI|$zPWeYUAUY8yH%&Q?#%%Dwi2xns_IVI42Re_<=XQLqqW5 zhjC{@{cNBO3j zI)`Lw?%?=+V7cwU7%GIV)rsKQz2;o;;bm@}r4U42d43F3y*_OP-*NWiM+#t|LzC-c zkeq{h?a`2MQo5!Cn0Mz@l_~3UtI5g1JUlE0SQUTSihr$n(sciQ>~$-9KBOAG2@JIYne#t z*-qb4%V+xw@z&kr!Ir?H;*zg{hcIVmSmlh)WHGSTEsgu>+qJGp??mEZ>KF-~HtmSP zh6mxza5p5mNEVbX&r(Eo(}{w4Ct~`jQzT;p##z30V%B*@mO=n%ye`o-6i#EVXpa|yG@yaRh2jp^h52Jqh5i6Fp0=u;DmunnO^ zXK}jAq&1<@9?o)Nz#AwO;rNUSUZL@!a*@jFMAj`Y>GE+?)E*h21*Zm1X~aLfVP#N- zw!Fz)q(Wf6xr-@v7;AD6n=@}9_>GlkLXMeU{Bm$M4jIPUl>C|6n#@)04hd0G25mSi zuSqNa0XISUwrwv-4s|+YMKU;-BoYLp(5|sZ z8<@?z4%n*f-Bhvt-W2$)Yz!f?H{r^|U4WOoAC4VCE7h_WnEcA=^-Ma$|GYbbl`%Qy z6Of-HBV}ew!+(I0E?ldK3V%Jt;^L2Gd_$*lfYJRJt~p5EgO%+tn+#+MI*3s!_LXZ8 zi8-4xh>BVIu%%4LZ0CTuOmvd&TNtOGBtUJ1P@F~J&a-fFJh1$&!QPIET-8|B8T;(c zUZQ2Vkm}yn@JMLvR!(RPB(9KrxHbx8m$T#t6v1|2%+WKIz*INj%H4}jix;1==SNx9 z;io^A;V{T`htQXE)Vr$_z+t*FvE&h{76Sh$|Bt+Fx+b*)8^_oQSW({R9D5vHcj5Xe zv<>Fe?pAr1aYA9a*Cni=FbjWr1%Oa4r4Him6TNxA?zqBt71Hy9TuD70+Bf+9O&wsX z(&3b6L;p*a?0A2s-KKV0mNLOOk_|DJoDcFlP#=vF>TcCQ*MjVjaf?@f=l6tHaoTpr zTAAS7R=7v2`zyaS;Bqj?Sj}Gqg}lj-bONpn{)rcIIEBgnvY`-auTJ2{_j@J(hqc0z zACA};fQmz;x`)78OeC*;IqS499nIicvp(fF;HM4Pb+~Jc2iDlMzr$^B0CYih5T=Ne zSz8#EJa#R+?mW)nVcnKQ%pI%wZ787#voh*t zMHpmRkwo#(afNrG)gvW-Q+glZhX#{AN|W0()sD{))~r~9D_S|%&1iAN) zRzZYusxl2%#N89UWRi5=51HB{aVVtJC5=Z-HI8=gK^_iKj|!HSMyFaf_|)9*V>6Jl zS=0ZGeH$s0jq5F8NHj0EthVQ+-Ps69tZv#k-yr`$f`l(xGsYE}(brOg@F!wJl_FJZ z!(rn$V%8(C}ry@tj6U zKndT3f+U#DOfV{;y)dQ0u*V+j()6w-G&a&E6qhgLUM2A(b@ZrMA|y zYsO9~wo(H{YO!oHRb}nqF_L5GO3^IrK9eQC=w%1>F$h`v{1LMbc1tX%!X=n6*g4KC zU3YH)(HcWrZdHJy5E*Id`c4)%4;T?=U62eVU$C1At;lF=sP)MjaxMRvPl)O` zJ;R}xitei?fyPkj%ML1>PcY*p?%6Wg{z;E0EZoTz;#uosPfKCz8qONWW?u=t1SUb2H zdMQGBNLZ?4d8BLeZVdR_AwQGRwx|0h@07e<{U2~L<8y89+rn{Z#BxgIE;E+?m3FVb zl|A#F=cagd`P$;}HFZ0}J1Xz@jgLk{JuwX@kE)Xdfapj9QdXen?Qe(pseJEoGeo&O zfXgH3eGSL$)ys_}{*CV(&rTpI7p;8M13LSIx5v&!#d=5aLE-8JQHgX_)WR8wSg$m_ zjekY!O7QbgD#Z?#c|v+97~DdAzkW;;2v5j+pZRs2R-EcR-rePoCHai~&Cjn=-gF|7 z>c$MMUT5~gZK9eTPY%nV!%06!?&pzlki4q7y>eO)J8@(l&4GtuwA*nf%tq>00U3P{ zX49w=x?L+bKEo)+c}zX|OcKNUCs2Db9m$pM48Cj@DXsH{wme<=ObX49{WZ|Kk_EEA z`dt|uax{nOsO3`Uq_wpaa>;7FI&wO4S|HARu@;u-lT$|fY>}G+-Vq?`j^{|KP7 ze@~w~B=B$NP?7`Apai;{howkpiM;5!=xz^`xI%uGrf&__?tCE#O=*%@0}=M`?@F&W zERg9F6#TJ6nzj%J`68^JJz1VUuy|!H* zdLRVkNyZ(Z-}AG4?V>6m5Jfh;4kIml9{EPsG5ySvp%oJ$d8sP+f=G4x@HB zlmQ4gvjvcFo#;llza)xaoIO?y!Tq;8AG#^WZSUGdIA`KZD2wp!k8*W>AC%N|9W7uI zn-l0M0%OGUIL6|1=T){aHzWFda7ky?%jjWh!hR-aMgO8fQ z1{(Cp25JX7T`=$m@y9H~sMtRQdJ#yCz08s|PR{Y~jdMdnKYS&=&2zG)t(k85f4$wv zr_=J|2sf}~zTFP=O79@NP?RQeyHmYr#Oesjt6wWq6yib5u@tFd^sF}4K8mrP0}B>v z@Y^uzv(8E?uMb=dj-`0}M;3SJNhGOxU7j zV}V_MOaBR(s}Z;OzdKQ7Ef2ViFpwh;{jv=3NjI*_9&WGky~|8z>Zl?4PvVDM623;m{InkVwXLtW z_&SwZ1VgKIWf!rjzzH|tE%2`dpVtI=vk@xXDD;WD%y-lAy%c{p^)Wv%kKxHCU>EqI z(LG=)?HV&IcMIlH=$r9M1~*&3o3(s$g__(pN zn;bKaAVW2Mr9a_#i*Mw1vKvuCFOOIlhSC`q!@&ta?-o9^S6_ZgUwc zL*AKtcv#wOk?L zyY0E6$+4w`QYQww-!IQ>JE@gcNp+8sFSuJhjnk#`#s-onXay9WpXGi)1{hymRKVL|$$PG)BS+h;ij2+(BzzzM>NqBXwb8OTk3j{0~Uyjw~L3OxfxIr>uMs zU$IcyawJ=Af2U^bNSjdQ-ESRzy)XTa+sK95MB)Q(77gkU>@Z9Bu2mhAm&8Ag@1Zpi zN=nP>ao!PFcg`&x-)6I2jSUwZ)-QLizd}k=dy->a?XYFO1a449H_uYi6r<nR6now zYu59fR)Xk51CN9*%ba=?@eSBB$Um;25;Le2YLSdS>SRsv&RG?iMr4xYhc@;8nY1@G zI(e@PAoFm2LB63ak4j}R<$?bzb@W#j73u4Da6PXHhcZ);rBfX#+$$9hunPElUA;6_-|HIT_wa7L}w!06(1R@o~|x5n}F zz_!L(z2E*SI}`vJ%8Hlc3sv<4UG)>H=1;G6hsXY$v_yi=uX_ z#zw9M{Hs@e(5I+;b_~U32fdpqKs*#CrL*|Rv-HjxO!R)?g7*3g2_%u$c zxZ|kTT*dj{fR_q#eLV^=EbZus=N`78>M{XpBbyR8zPaC%#~I&-PU*VOFQt$CH<&^w z?_T&FYqLO{>F1eDwBIBe>>P<}kA}Ek)J}H3KtOMQrElL!-CyQ~-*aSu_=8AGrE_KL zkhiXfyPwaq7D6dzwTr7D0`|0&B>5(FK+%-p4%M#kM|~E`~Bad z%G4AffqgI_pcUBvOEdQ$UVF3Jh8->^lJAVVEGE?~$hNMG_^ehM9+o8x7*qm@Bf-1m zRa{d@`(eX8_Up>VosEgH^ zhHb`x=!wB34EmV{a_g1>+-xP&CUf`=`O|e3USr1Y{f$a&-PkB72d%P-`qNJeU*wjR zE?v%f=W8CNyAYngZ|hOl$JT6p)eJhcDV3rpEwFg$bs?$3AJD^Z06IMFmkzV4lH-~a ziTo8E>;SQC$|ilBOY3$Tn&Njgd+ReEat_oa9;`!W)5`E{!OZkj#dbv}XvA$7&Ze|x zdy2>R`wvn9cx4z4=SbG3ot6Qk3|c*))88IbSMXv0OJ8BnELj9ERgXOaC-U5#uzUc8 zrSLkOLHQBC?Jpo7qQ6#Y!`v%OA2FY0pqzU#4Nkl5f4VYE#S%F>{*jt!ihzG-rA5A< zZ7$-%oM)188g9betU>s4)e3`1EjP+CpVozL9j2P@dH;1#rQXxg(EfvCsshXCwAJd| zg7mROWo6@H_C7d`-Mz&PT7o>;xxu?mDArm08zsw1q(`U{|2u@zSV?SDoI&I3X*9p5 z;D!JCc0Z69p|(Vk%!n>d_9nMFvn0HD`y4hXgtbwH|ub_a+A4NWzG)qG| zx&$edWkJQ^rc09T7g!X?f-#95rvR+hCX<1COHs_j_sT$Sy1jo|vH+EeXrNM#OCzc# zH05%SU{2X~QgabW%#x6%aO4Cny?tEZTO(kUt$=4h;owNQOPs z&o@V5BEca7G@=qkII-ajl}H8c@RQ~4n==FK`|qVNMF8c9NyjTDLLTcA0z#sykX{QO zxxs*%EciKBOn(js)*9bs#*fSF7BL1H?yIgS@acL!$<~{zo}link08JT{gDCQKxntW zVe79GlB*ydCY0|lVv|@1Dw?xU396hE%+JK_N*lm`u~fF+dW2o32bL2&sGv zK3QlecesedDEIH;f|);$FI=K4)RB3};84rcPtl8@K^;~Rk!glFz(B+ZF(?p1omA7R zyk#?(?@QbmVamN;hSX%Azo+XEVsGK@#oNr`tt5~2+#;~;5vLfQ{R+WmR7ba(BNA$a-R233X~M&zk|E$yT?<6X{rz?dms)LRi>X*=8O zDUl^fdy>{F)@JfUz7}cHIpiu6?9h!xdpui<#n5ib*ywpEJkSP=y)y4DvwXhSGF5&O{m7eY2 z?)`JT(Chn}Nx#4pu=6Sap-cL8Zjo6w{wQS{HQ7- ze1B<9SXB6qO-*7lx>!YYmSZoG(A)Dsr7Y0niXPt`Pz1f5lPU44TyFh<8GPOI+M+d~ z0_Qrw=QxEz9!5Kyoc<#OziY`hPmBl>Px-!q7l!)}3*wog$LhsDgt@e=c?gR>Cg~$H zobGZ8%NRBevQwvdH_`HPbTAejOc&Ghrc4Q}ug{8Y7`#Up(H)-NW?J#+!E_j?0~E?8 zuh)?JxNyXto%drMI*po@2hHdJDb@z3VYX%4<&XAp!a8@aoL%(oyzJWrZdi@J)7cQCn7KO;kaTo)%! zx}cPwYMYD99#GT4&8qFs8vVsCa@Njaa_c^}phA^`NDnX}O8%}YW{P72EQ=s?5<0*q zVMjJK8yGxvcHR(DI*u4-i0!ZpM#o6~tsN2g0~a`HPcYY1K}oYsN1BjMoMW;Q23cPQW^Aj{NJHyTG<4y{k|pM4yHbKCJ1l*K2*M6Kd*b{ zFRyC89MfptISG-(ia8uEKiDdNye{hx7O1P~pQeIo-2g5$z4!+GXKnAhC9 zS0M`li3urrJSR1^B=be{ODE@hN=4n~)2r8JAfHL`Mbeg=B#*FINimF-P1hlkSke)# zcme3pq5}&@Jmni?w`S00N}{kzsO1M|yXT)d|5B@E9u-;b22H5VS*Dv*K|k!kVnkz! zb&Uw(S7o8G@baXF`;HsYA?56*fGxkXJOvR`D5pOumS$wIp^W1rf#|AO5H4e7KF{;sGG_&<)sg`Y>A)z2 zi`kC0LAB>hZewFsQ>OYw8$9A_24x2YK7q3uIyomZ3-Bx*OtEeAI2zK5s$*9_ptPpi z;S7Y$_=X?<{Xz`DR_gIIAe=v;wMR1N!+M81i$qcv9MP(2tIrRgAkk+eFP--+SU$J# zDAbeU2brS#{*;a}Y(ReD#fain*4Ov22kz3$H!pp?_4KG8qhS6~aM`BbcQxfB=A(v`|VQqCVwE{R(1Wh7mW% zkxP$D{eV5wMxqByk~l>)AA%tC!d!{6>>jGfQam^q?3K)uK+qticXE7JD~R7Tbl|NN zBR1pgK$sNA&a0ZFH*_gVX)p~~WE&u9m?QDx-JVSl-wY+@E=&LV$8_w958RTzLIV-T zGRBfnPr)&li%oy9g^v3(D2hM>_BHw=uL!pQR#(L#5IWL(orXEfTKIot@EL1yE!b|1UWNl(3 z13q4!`P0&r7>@q3aONus7Sj=+Ox=K3z)2krj^-WR5y)cuSlk0t3?YsMF*TPe304G- zcH074uDh`Q*gzpG%I|T$V>F8%%uZs^lwP&C`hLGG2$;Pqn*(wQu*#MTUfER>GMXJJ zRM)(7ZC6N(ciS>w*5>#$BO;=L9BU^yCRkkC3Xb~#P_ey|69%yRTA~sq0otlFkZH*V zwMYJlBcNGFLxWi>2K3ngNdnR6Ha6O3;BLUt3pm6!s)UVHBy2VNV7z+kX>4Xi2M82( zG~jO3&7nwGdarXUCGeZ7ZYf*hWb!5s#My)*0$PDaO`#k>e2}+AqVcqp+pBSd|q@ZDSkispLm^~V93>ksw!^kP2yE8K?RJuTE)>z6_% z%3C`71H|Qdu0|kepsQfANQjpcT2MW>6d)9V@N@H*zbl$;w=cy@B^j|M&Rsl~U-;BC z$0RgjpWjSIU(IknfE?v?P9Fltxtk8o8BGEs_V7-Qb`VLTr=-1$R3dNUJYv}e4#PDx?nErY`il zx^6-(8wElXe`anFTDm7935-UvOFzVEv#)=Qo3k-*jO|&!V9-%YY!k+JHZ*io1jW3{ z2SH3ggp?3iLpzrmW^iaqw7^b+wOf$Hb9lKr#EKKhA-s)ANe+I$og^-r5gh<|!Wj?h z@GVAH!VLCmPC?B>Qinif4bkvQf$(qBh{@C(r!R93+RYLM&F^9~b&@L6Zdv4h09GSz zV#9}nV&8iU$O{Nx7 z_lmS%1g8ks2CP_+90uV!{Yrm|kL@DMYzIpmiRnqw5Gi=UY=nGwL@UYejDO~F+SGpFzC0C^R%mIf%|g+eguiLq^9 zQy52b7}}&3Ix6l(bPvM86AW7}`$T$*@1l)* zWLTFOv!j|_{{dlckmN+66?x^V(c+KLEuoaAeMc}J?z$>y+LbP8O6M8}N2Ios?AMT- zxiqn3GsG|W_yl&Nlc{*R$_5_9Lz&`>@deiQ$QQ=y?Zdmo$MPvGD1TawyaoD~KQNuF z0|S-?e3}}1`KPR{w}WH>wausmzVtUUcRZz;Uxp?ZhW_jd4(Z^rc#xqyejxrc{Hb7{ zI64QRzA2?NI7908ztD;(*VFK~lrf;;HSpMY&SFQ8r+(#1Vkc*&R}(=$S12Mv&@n;5 z>zsU^={Ce91)78|2=nj73?BgS>!%TIpIwWf*|Olf2OJ_pC1TkUg90!1&;uXHNu2Rq zJL`4uN%Mo?$qyTagtN6#VvTtwJq3W4Y_!ewU%)g9#mv>%bsOO34<|=HKXUet6q0(s zojMcaIh~KKh0xb;N=JlZ_qbR)ie0_!9(&0+zaFnvY-@TH9-OB2V(Uv z6sR<-budDFGt@Df9$L~N$9}LTkQpjdq;f$zx{(GoSx~I;6zIWIs?REM%PFGteac4^ zLa?f>>M3#JV6-fN+KAfpvr~dTS+^+7QGb!eFYI@z#v^~?-yP)f3)N~Zba=kIXx44c zfPSMaXi+9cd1-w`c>P&Ic|=%!3f#f;AZo}kCWcqnN&1c*+K{vGC>{j2!N_Z~9H_eM z#7TFc$hI2DfT752%y{nP?XIgP7?g4WI7u)_f3J4*yJjuf?6!tCAn^M|Zhsc(k`89` zq~al|I28TMP!!6a4XU}g6>wzIy$UShejVg|bc18je0ZxCuD2XTRM$n=ClN~R;p|+)QW|W%&2s#~1gbjmQi%xB)ymd$S^W2WX z(>Dgv!*yp%cM3Uq{j$U=oFldT7&na@jS%~)eZ9RVnzvq>fhNIL;u(z!gNEVAZ;TC; zC!quK;|#e!*sHMF=w;Pkba4TDEvFD=Ay6zbw{;ctZiCChTA_YOO*JiXJS#qVH=@8k)i#rgcjx02wD`bcF;m*ML$zN@CwS%v7 zip7#t)#m#9lZ7cnPWn77L2e&WME&m}hh#P`hTVR*P0O8+c>R$MzIrk$CHtmYGHSo) z|5byvbT(S4NuSo4ts|?v0XL%oVxcBHh#%Juq2>(zQgpsws2k2l4Xdra(ABEq4>Bjy ziV>gMh)G<#UJE>&ibSD@ty3*=Y3^bbn%F|e5^imB)2D-Y;+T_E1Nm#QEs)vmZ*qN> zAwdDz9;3PN_ie~jDazBs_NN>u)970_{2>&OtTHJS%&`TE$l|w^h&EwVpum`3w6Q=T z%Rb=Z z92#Rm1-&IF_+6Q+VPOk}BZu0nl<4I*Q{ETv{>ZnMfcvkS{OD%CFdT3D->xcO=%C78 zWdg~EcC|mn>ca^si09Q{LtBd2@2zx2*=0ug#-o2lSfp#MSzNo-kw+H@$^1j!b$fXt zR*+|^5OriBR0-=344=?Ywh<|_w_i@;T1?cP%x!7SUSw)DZ1GYwF&^(J>Kd4L280Nf z_0JR%X}HrrObjhVlf&AX)S2VX{$;Sa%8K>uI>$uvpUKWP)vCE2num4fybD>>)5C)@ z#MxaNo90C{3~@uuP<1gl3cBmJ**Y5 zxEVoJw~YZUD$>$5pp8-lVH)3M$5Ks+w8L0W!tuG+qP}nwr$(4>4~^6H)ejqjyQXt zjLa|BvUyNE{KOj`!G(s6Fr-^(CntXC{00$T59yJXlX@$NMquz>gJAbr&Ltn z%j-F};*I6$NK=e}voZcr2ETNOG>qRGJnTl_U7HZNY#a1y&Cf`sla;?{q^XTR47J?q z7TSz1KM4Kz;~)%! zdpfm#oZMvoN?5rN8$t9ewbz8D%j@q1-$8(B*e zGT95UpMNVLP{nX&sjIG_)MUvw_=mn+d1G9(FJ)tdh^Nh%zg+t6R1 zfj@J}*D}pVsqk&I%$zlKv&Yf{wS3D|lBosO)%G3Hmw&)ebqlV|5X>f0?nc67H~sg0 z>CDfc2!LhhI_h>J>;74n+R0bzb}kpyy4mbKRzvTjDKqHvNT6PLzs})OJ8(isd!bWg zXj5^6UB!!<;@}e!W1U4svv>O)mG7$bLzY>2s9&fm}7*|3UVy#(I<@YIuK)Vn_$GWCgl%IE;HHYLvh&T4MotOnd123 z8#Fapaa5C&&hpB&B(?*Rs^7|q>pVE^je&LS+pJ@gaWA4DUx5Ec1?L0Pb&G;6n*g#Aj}1W~O)_r{qj`eI=0XYoRJ-Ty~&7#Ax#y=7hO4 zvs!)LzfyNDS6q)m_}2oR}EejmOQ2%(auBecG+(nIuKg|Iva|sK`YyCI_fo zcc`{;Ji_}gi<59UMe` z_#Bffwd6B{ZQQ`y-ws|L$#ELibhUo(HZKk?24^cHGjsWB>3q7|t;4>Z)U{!>`h71! zDKS>i*yM*QMbZ0(o4ARsMn!%`Eaz`Pqb(bhOxM}~v7bg}VL1Aq6?#^R7WCvc3-mdX z)tBq+Ng_KvWf-W*tcGgF@*8_p4+^OSlO2YTt`Ad$_^4FR-iZ+ez9@d{u@=zT9RZ_gQG#QUR>lX^^Y8IjG3$nhxsZv^ViKvQ zwEAERcoBgpCfTie(niFM3yzdDIwH(WlQRm&3wRP!}p#v6< zi1p!_48cH-+^K`D zFheFZYNIk{0a-|Fus;MlVYTx`X7HBQq|!OF!`%IesZ3&N#MK%I^p)#6lq2*(1h5n& zi2SgwV0v$Ta0yaj!H4F0T8e2SyXMfO;yOu4@pfW7l&mP-ZJnNuemJ8npx>r<=Yqpv zLNphPZ`0Q3iWBgY4C^;?H8L(uh@bL0`Dn*%B$An1W}`~hP#Oj44bFspzca?F)Pl+7#@Cbj4za2a zqCj=D?nx@=Xb?sGwSw&Ws7&BY>U5F~aaF{R&NhU?x2vMF5=F4T(vOGB+O5k4#H_?Z z#0h_4$N*RssR7JDv5ptUppGXmMkW8kfRAobo93&yVlIPe`f;Z1tW-n)RQ$XvUy1>@ zHIHcS`cZ^DUTN?skrX>u-@ZHo4gWsUMDk=1K!YZeXSk9c`E>ZSPfi&SE@fu?DKz>Z zbkH_kn7Ya==kr74IxJP-gp6Wu14xkVMD8M3-#sTWU+a#a=T59?bCx9IXvj{KLD%{` z>y}t#T9jp9{8K0tg0Snbxj1$3WNv~e4VQ!G!ATghycC9qi2?#ML~>3jPCiLsNp}hnO0&z6rlS z_Z9h~$CQo38T;N8u}u92q!jZgRclvW(iB=Q8&@xY@rHOW*)kDqzEGSTJh6j4MP(63 zq6jNKRzXlMeMPZbTGM`EHD)gpw@meVuR6r2)kKEVj|Zz5o3;_vf0?ApERpW_lnEG% zBT4HGL!EH3?iQBm{#>|)>0{lL^Sx+uL4(&0Y)}Wc|6#`gvL_d|m0J^TzGgRXscptG z1wI`>w!J!OXkd;%#=r|M@3$S_scfj-p_--vtv{fhm~?c@=C{5i@cWdO2M5jq=(I;< zrI)^N){^b!imiO-aN-P8IwH>pz~fW=s#aC=f^ZWMN}esCLDTxFPX4PzZ-!w8CnG10 z+T=V9rI=WIa@j8$E%iYwG+~KNsO)OKwUR?Y!!#(?O4U#0B;XIGnjkj*g_=eijhsQ$ z8WAMPgvaV&fvYg|w}Q#9;iCX^UhRI+-MT%E(jA}?muJ}Oey=*$NOhKqPBC2`c1;I^ z3*qgfLTXy$(CJMf1Nu+IIReAzHIxxpvM{*)Hlf3W{ZofySL|ub55<&ArAYI%qL@rh zN982w)EN$|O%@xdj;vLxbc&j_`j%tx24;_60q^1$R192RnJSqG=Q1jvLlv%|k^rkq z>p)r`>M>hjCkka^5%}K(qO0{%Qj$f%h5cG?MASEX^nm$(eB>Dp)>0Jf>|g@HKEI0H zJ;%PvZHWepR;48?#b&JF3g?THDC?FR2tzf%>n^w@?E7>EDropTKRj)@&xs^FKB2^! zB26hfyaUK8w@qhf?Q3^PZJ&$N4TQpP);=>`SO%^-Fa}V2jEPWslHNmfS7M3=0FJ>y z@ps*LJ5Gb#1t_yO$om)uPAxuJ7Z!*zHi!^U>Ttzf{&kgfLFVdZfE$p`;y6S1c65?l zVb0PQ^4xpHaZ~B>P;zxC-X6U7?OUmy@@fYt9Nyvw<1Y5~DC*Ryi2#mC{E|wfESo3k z7ADAfdD)h~-Te7B+Zzx;%C=8@78PDXBlf`ofwYjknZa=8NjML1A+qwX&x_@!D}ZI^ zR^5a4yXq+Kb*5mm#e2JxEaX1wCqbajn(OG0Xlr$0?7~!N>(Ax@`+sxGn9JI=Oth}- zkMD5YVqXJa-SFLFe{Fe=5>pGVQH2Ufm@KFF zhZDsoIpn~dSQ?{pp=U-Be+h7a}g`OjdOeMFB$+`x;dKw;V>26Sx?XMA$ zCf?Fx<|K_O37_-}d+QESb1J#O?@(MR&hqhhwAn&ek}g+npB@%QEY|h&8}(PVCOV%~ z#E=+-LnWnAQaHQ)AK@zyo7rFo?c(xqwy+AUwXGd^x4kCC_=Mu-O|m-_t4$T{A1$Ms ze#rm)g8p|s9z&|XhmQaNK+N_3)#LvWNG)srOL0jgc<0uRp)&Y^+!G}bIoDVDi{1!e zo5e<_VCQ&CtB|TgE(dF-lWJJf)b-Z)w(2sG6E)fx$tP_+1kU?yRz*xjMMZ@<5;b@| zx7JF~;3?TSrS$M%z{C&^!VAY0s}#p+ zkF!h#D6CmvS6&ie$;g6N?Jdvo6r_&ucJxBRz%REt7gb+mCc`Whs~uPL&KzG%|JDKI zlmI7=aljo-cxmdj{{&7oOJ5i7oqBuBC($j)9oNe)vsd={}Obpzl7I+*V3w<*{ zG_;8?*ygiUs`2VTWhe0a;+gh;V{5QoY{<_AwzUzVfe&rOx_Sn8U!#a84{AT=(nkfo15^a%0s2#9UaM#r#<01jhz+ zoi4}-^&*>BPmJ?LL5=wdhT6g>(6G8$eQ;b6q=4mMR)V9(!UJ3pxaqDh%NHBb32v%NFCu{wN2+0Sy#+iz4 zj^>Cf>pNmb8m9!S3XN&Os>McrQn{YawR>QnA1l6 z0RHWV%$sAC?JpT^G1WMr^Bia~!?1z%gniHzH+j;gdjM`tMDvWnH|FHnXB|XSyii;L z9yPpADf^|H+p-nVg#zr5U}E|-3x4n|xaSoV3(IjI$RwzNNNrw~*5`|`4s@VEPaG-S zoZ?PVRL7EzDn84?iz?nC+NZv{A?nt>@Cvo4hPefOm72mJ{xE>%zHylA14Mmm-mgT^ zf20s4JG4)dg{u$rZ(9LgAgzyPCp2@P=DoIrFQbLnV+D0S5cy|Tw9AJEm1?}l~Sai2hOx;=?~pN@x%g;$M?zATJhQ~1TU(KrHh88sDc3t59W;Q3zoI0 zD7V+y@OrXA`zh?g0kR+V5i%j#WV%=AAb9-i>MzOTDWP;u4~m{n z%_8LB&KoF%<7DWf%9Ys0MBjWN57&1f&e8479lWn9U?M-`^=wRs7u(b^5|u&>Frg3v z)vduDc3h*mZ@h6zg(E9MZ(Il9v=#>-wm-Y%9|Q@&8*!glfm<6!*)HI2Mb0`fmOFnX z(LY9)c=LQ8toe@?m}Q#$5;tdXQB+C@dlf6ozOb(j%UL z6KEn`_=e=23@(Bgk(68rDuQFp5Ixv>rn|s(=m3d`%q`5-oD>xNwG5S@CSQUGyZZ--pbd=TZ>uD59BwD zvD(O{_UIRJm^7LnPJv;ljG5CAAC^LGH-2xKG{kO7>x6H{4PP+17BBK2lXjPPLeYRJ z(mJ+l3@4o%gJO1vK;V`}$&5G!yFohp8uQ;J>Yv~?(^tO_R_>NU%d~{p8Y_K*=-^Tz zk0l#C4T?|S2!Y6OSn=1KvN1=g2$bCxyCnvtKfoaYey&YiStNUPYm~b4rlM^%&52nx zYcwjj{j8~F-e&?T2g7Nb<0IQku@<&~cA6lMne#a+lakf<-NuVMX{fE8#V%c71g!NY zB0#wpErS)PA~C$a?XJl#mK|ZX3!2pTgfFQr@hJ)?pa;w@E^1gX>jQS#FCb{pP#`rn zMYWQdyYXsYs#^y2clPu zP5R>2=-;(0zms5=d`@o)>#8!2G4QdcL#7s2aXRi6JD~B38mGjolEy zxUEQrOZ4icZ7dqh6AOr?4rz{ZS|B4#M}+2{(ud+SvgGD!o}+SZW8^@dg9Fla2gs`2 zT9JW)6gl!_y4iy$Nnu7f2o9Nc$C_lhdWxx)MEfq1i4cLi0_PIcROI)M6w*F$kAO7y z^%pVq@q6gl3E!U68~5PgwYOGi);qrXCQ^j)LqjHkoNK4}(WRLrEJC_vgJkCM*#KC9 zyInglU_|;0x2uyw8W!A$ALec%NT*rKNh_?&*+RK2yh@74`BB{d<6w%Bmr4+g=uZyJNEFprVBQfPlK? zd}D;+bx}L-tu?aN9to+Xq-%tk&3?G`umCn!{blJzr7_dQymBCJuhlfXST(oWPIl!E z7DM0$Km|WJy@o7D*uW}U3X$5Dh`Nn=sgp99kLrjE z8{{R<1S<7F1Z#E1Rvt(2_=6ZCTG>00&*6Z-K`~9R*Zn3K@LgerrEeCtv)wG@LbZkO(66E@;W0#8SG<(2r2q#5}Y z?VF`a*?0pb2l##>7RT-e;KML1ws{k@%FE0V6G~&-kb&vyL8OeJKSh{&HI(w2NxiCO zYPF}R7FbChvm{G&Ts%Q@-a3^Q>(B8v3yTIQ7-XB9M~rcdn)S8gq}RXD#<#>dh)FS&F??D$dawI1x1 zQ>iWmzFNg=zM>KwSO!9c-LDPkpHhD3JxF>VT}XS}V{b>tMp<;~1By6W?C7=(Q#Kil z9tD{yCu!{krmQnHD1z?!;lDmx9XOWqA?+Fp=8}5gF9N^pDK3M?Ky&=}=-QOiPdk=x zU3A#R(_oeFYi9+|8PRMPcdSiS&|hFyN}KvW3JWRdM`MB;rd!+7F2|#o$6^_U$=G~; z%IM(`d$b&QkW6Tktot|6y~kZ|HJ#iC)5t_K==AR_CkLhyshY12h8^vhY>WFUxi*iB zbJv8l;ig8?r#rdn=u2ST#hsnzv1h#;yqAz9+)KRNHxGR=tlOcW(_ZP5alC}SZt(q^pIp63ma&#u<`gy;}EG(iC&+8CQ~Z=J=p5rRGjN>2k`YHgH4|?ZA=C z_9FI2CY5v4b4}I{C#WwZ`}(e}2_HvK8pSKyvhl>QD?;U1&0*9VE;^eS1b);!1;i%( zZq0H3fzDA@dm3EQZV!ViTB9#lqAv}0p!LoJWe2wvTQ41IYk_~GsJl$O{fNVaRQDM| zs8(4`#1iu_={_D$6^1^8J^?uN4*$&SbpIUbtc>4uzvSVuSYMcQ!fG@re7@oxnurmQ(*ObL;oGyhbp4V7|4{g(3!wWO zWE-ezdQXh8K~*q`*^?X*0RnwK_Z}exX|7$ER%3$O1396=0GkK2=I0-G;z?kmBX?zT znKbAw%LAU1NsJpNZIjACbi9Pr&;z^ccK%76e-Z+Hj7+c)(J}r*1Zh4Ei1J+YPiR@T z&%>_Ht1A0SGrImc`K?sFJrvrKjUPy{=+9LV^`28umUP29ORSo5+a*3v`W*;oMPs3nAm(Kp^g)OW510ckBB9>}hIfp7T!MhJ z$OJuPVuU)~Jh?JWpY(U*6ZYR9=Tmdt zECvVQ-%a$y)kE}*!`gu6%Uz$(gWO!7uAJVt*V~`#%-@%vRoC2~$5#9%>#oN=+b?`r zyyrq&U8_U4-^<|-&fm=m+6^sYwPCb!LjgOZ~HLzIr?iEm+@BDnO1rm++E0P z4hUVd%Dz}!{G08~A1*ag_EDQF&fV%3^Vp8 zQ{DPU)*c=1N&qhC!ygqX`uoq-o7C0HKJKe8-|B6%+x1sl*40t$npB;-k1zJDhBfW= zo#yNI);U3(tKX9C_Di=xl>QH$!R5yk)?bfBgR0`DZMX-9}=y^qj}xdouc_X57uyAN^J*LAApW5h+WB`$zgN z*z1dLsk4Eir-)`;pPhafPuY9aj<<+aWRGwi_kHgTxGv$)&zD{A!>gXpuu0LvTZq81 z=v%Qm1~Z@RXLj4Y5Zj%r^=Y?2-_LECHfX_X+!v5if1gFN#0P7>_WBpiy$|~vI_=e( zs^_QV=LWCW(eA+7f9Ms<%(rLpO}Ez!fnO8&p%*06@65EnN;qUf0ep4m;jO#gUr*dt z^|YUd-|)Zj-}g7GzDB-YZ=X&}~${YSzFUj%P&&m2tY>)!rLi8ZDGf$=AQVzmL9# z*9e>$*kbSW{*5R$YTPeiGiT4273kk)o_AZ*KDTT6*R@#>lRtT62M5$brly@fAe~^J z;HTm&0jicZAg81_*^F6U;Qs{5PiC16Yvu%^Rv6YuELK z{VfH(Hm-N*x7I%-b?3SB&AgO3Ad3}=d(UYw(a(4st zF{d0G_%Yp~JKIC`-5*~mH;X#z1Q;v`hQt^Y*gcB|mymF_)}XyZp>z7yeVF~Z{?*L> zf&Fffi>_+BT>kKe5ZOEZ3s~j^GLwpWhuE#MLA3)?jN%yNKGoi9M?XWD@5Abyp}5hs zIZm=_%NuB=2H&7Rey;*z=Um-D!cu$gEZyhSsRTHBA>FVqjGow41LA{@M3;6euxciN zni(@0bc2MElfWIlLyZ2Jw-qT^yc0W}A;X}m`=Q*QyxNmi-X*OlqJ~N~FfEb~%079Z zcC6B-!j3%$bhECW?qS36{j@3A>1AE`<|sseX5QI>57zqgqRn9vr#pgR+x>gjZ|-iJ zjrZ`)nCiVfvZ9H$8lijo9$o3O4BOLX!S={Lfxfz$1BvB-?9%G9zcEWEN2*%`a638O zHa=akaK`Zu5lWCXLJ|L+8a_n7fahN0GufN5=~fkv+!ufA&<*>A^Bu7()DTh^S`#2I z1kLKq(#6l6>MwE9Jg<{%Cub0wRXF?Y^=InwwrinG)ujx=kcQddMogLVCz?Oza|{;1 z-eDhO8E7cSrSi(FypNK7>4BOU0K2u@2pn)<2!NOne@i=LNyz?IKPtd4gdIoWL*Cvv z#^O1InHwnn#2#5*1dlAecw6=*zJc2->Ypo{hgN~Wx&f;!-&xOhjluo5gMySex-1@= ze{Yn&CgC~SCxF@#FC8cbL@Wrv41)L&a2FE3{W_rkCGA=fZs}~mJOoeQjFqq*V4vEa zb{C;BdqwT7y%l203tq%WKcQaG^JO?4n6pP@ED<{nR=R{;&DUL&KUfWXY}3H z-aB3cng`)c0|LscMhwyJV5nTR7z&E`gc+eM09Yt8^FMFpV}kRNEf6(L8Ecr|#L1>j z>$0BjJw6gnA`V5!gxJ^s3R!u<93i>`Vt4Y|HV7YPcGCud8H}YjNeb7 zY{bH7)qc>kauJ0LU8X=p9%@0h^-gd2eGW2JT`)R0{{RyM5xe3W3yG$k$K*LFRTuBA z5|Sa*0RUUo846+vV;RwHHk2TC_t7ZL_$B88V5q#QED1(0>Y*^ zkX=LYpn-#foh}*&Ifl$ZcMKafv=Ao;2L266+4L4ZUi%3+6}s6fS729<1)<5(O|&~l z)BihFbg5lIt&;h~#%ux8 zm(#6&vO|?GjXR_GjZU2Rh?X)8CyvPtv;RVWLt!6D`n$&g!B;lNyu40!Dq$pJE%&ZD z+(cbT?HQ7;mNRTu`ruB{_!f{%Oc7qoH(jFI2$qbB3OfWst|idL4>il7NwN&PE=r